// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
DEFINE OBJECTS 389
DEFINE OBJECT SANNY BUILDER 3.2.2     
DEFINE OBJECT INFO                     // Object number -1
DEFINE OBJECT KEYCARD                  // Object number -2
DEFINE OBJECT AD_FLATDOOR              // Object number -3
DEFINE OBJECT KB_BANDIT_U              // Object number -4
DEFINE OBJECT ROULETTE_TBL             // Object number -5
DEFINE OBJECT OTB_MACHINE              // Object number -6
DEFINE OBJECT CJ_COIN_OP_3             // Object number -7
DEFINE OBJECT CJ_COIN_OP_2             // Object number -8
DEFINE OBJECT CJ_COIN_OP_1             // Object number -9
DEFINE OBJECT CJ_COIN_OP               // Object number -10
DEFINE OBJECT SWANK_CONSOLE            // Object number -11
DEFINE OBJECT SNESISH                  // Object number -12
DEFINE OBJECT LOW_CONSOLE              // Object number -13
DEFINE OBJECT VENDMACHFD               // Object number -14
DEFINE OBJECT VENDMACH                 // Object number -15
DEFINE OBJECT VENDIN3                  // Object number -16
DEFINE OBJECT CJ_SPRUNK1               // Object number -17
DEFINE OBJECT CJ_CANDYVENDOR           // Object number -18
DEFINE OBJECT CJ_EXT_CANDY             // Object number -19
DEFINE OBJECT CJ_EXT_SPRUNK            // Object number -20
DEFINE OBJECT ICESCART_PROP            // Object number -21
DEFINE OBJECT CHILLIDOGCART            // Object number -22
DEFINE OBJECT NOODLECART_PROP          // Object number -23
DEFINE OBJECT GATE_AUTOL               // Object number -24
DEFINE OBJECT GATE_AUTOR               // Object number -25
DEFINE OBJECT GYM_BIKE                 // Object number -26
DEFINE OBJECT GYM_BENCH1               // Object number -27
DEFINE OBJECT GYM_TREADMILL            // Object number -28
DEFINE OBJECT GYM_MAT1                 // Object number -29
DEFINE OBJECT BSKBALL_LAX              // Object number -30
DEFINE OBJECT BSKBALLHUB_LAX01         // Object number -31
DEFINE OBJECT VGSXREFBBALLNET          // Object number -32
DEFINE OBJECT VGSXREFBBALLNET2         // Object number -33
DEFINE OBJECT K_POOLTABLESM            // Object number -34
DEFINE OBJECT NEIL_SLOT                // Object number -35
DEFINE OBJECT CJ_SLOT_BANK             // Object number -36
DEFINE OBJECT BLCK_JACK                // Object number -37
DEFINE OBJECT WHEEL_O_FORTUNE          // Object number -38
DEFINE OBJECT CRACKFACT_SFS            // Object number -39
DEFINE OBJECT CF_EXT_DEM_SFS           // Object number -40
DEFINE OBJECT LODCRACKFACT_SFS         // Object number -41
DEFINE OBJECT LODEXT_DEM_SFS           // Object number -42
DEFINE OBJECT PICKUPSAVE               // Object number -43
DEFINE OBJECT WOODENBOX                // Object number -44
DEFINE OBJECT NF_BLACKBOARD            // Object number -45
DEFINE OBJECT NF_LIST_1                // Object number -46
DEFINE OBJECT NF_LIST_2                // Object number -47
DEFINE OBJECT NF_LIST_3                // Object number -48
DEFINE OBJECT WANTED_CROSS_OFF         // Object number -49
DEFINE OBJECT WS_APGATE                // Object number -50
DEFINE OBJECT GEN_DOOREXT03            // Object number -51
DEFINE OBJECT GEN_DOOREXT07            // Object number -52
DEFINE OBJECT GEN_DOORSHOP02           // Object number -53
DEFINE OBJECT GEN_DOOREXT04            // Object number -54
DEFINE OBJECT GEN_DOORSHOP3            // Object number -55
DEFINE OBJECT CUNTGIRLDOOR             // Object number -56
DEFINE OBJECT PIZZAHIGH                // Object number -57
DEFINE OBJECT CJ_PIZZA_1               // Object number -58
DEFINE OBJECT CJ_PIZZA_2               // Object number -59
DEFINE OBJECT BURGERHIGH               // Object number -60
DEFINE OBJECT CJ_BURG_1                // Object number -61
DEFINE OBJECT CJ_BURG_2                // Object number -62
DEFINE OBJECT CIGAR                    // Object number -63
DEFINE OBJECT TRDCSGRGDOOR_LVS         // Object number -64
DEFINE OBJECT MD_POSTER                // Object number -65
DEFINE OBJECT CR_DOOR_01               // Object number -66
DEFINE OBJECT CR_DOOR_03               // Object number -67
DEFINE OBJECT SHUTTER_VEGAS            // Object number -68
DEFINE OBJECT CR1_DOOR                 // Object number -69
DEFINE OBJECT CT_GATEXR                // Object number -70
DEFINE OBJECT A51_BLASTDOORR           // Object number -71
DEFINE OBJECT A51_BLASTDOORL           // Object number -72
DEFINE OBJECT A51_LABDOOR              // Object number -73
DEFINE OBJECT A51_JETDOOR              // Object number -74
DEFINE OBJECT PORTAKABIN               // Object number -75
DEFINE OBJECT FREIGHT_SFW_DOOR         // Object number -76
DEFINE OBJECT AB_CASDORLOK             // Object number -77
DEFINE OBJECT IMY_SHASH_WALL           // Object number -78
DEFINE OBJECT TWRCRANE_M_04            // Object number -79
DEFINE OBJECT TWRCRANE_M_01            // Object number -80
DEFINE OBJECT TWRCRANE_M_02            // Object number -81
DEFINE OBJECT LODCRANE_M_04            // Object number -82
DEFINE OBJECT LODCRANE_M_01            // Object number -83
DEFINE OBJECT MAGNOCRANE_01            // Object number -84
DEFINE OBJECT MAGNOCRANE_02            // Object number -85
DEFINE OBJECT MAGNOCRANE_03            // Object number -86
DEFINE OBJECT LODNOCRANE_01            // Object number -87
DEFINE OBJECT LODNOCRANE_02            // Object number -88
DEFINE OBJECT LODNOCRANE_03            // Object number -89
DEFINE OBJECT QUARRY_CRANEBASE         // Object number -90
DEFINE OBJECT QUARRY_CRANE             // Object number -91
DEFINE OBJECT QUARRY_CRANEARM          // Object number -92
DEFINE OBJECT BODYARMOUR               // Object number -93
DEFINE OBJECT BRIBE                    // Object number -94
DEFINE OBJECT A51_VENTCOVERB           // Object number -95
DEFINE OBJECT CARRIER_DOOR_SFSE        // Object number -96
DEFINE OBJECT CARRIER_LIFT2_SFSE       // Object number -97
DEFINE OBJECT CARRIER_LIFT1_SFSE       // Object number -98
DEFINE OBJECT GWFORUM1_LAE             // Object number -99
DEFINE OBJECT GANGSHOPS4_LAE2          // Object number -100
DEFINE OBJECT CE_HILLSEAST06           // Object number -101
DEFINE OBJECT CUNTEGROUND23            // Object number -102
DEFINE OBJECT HILLSEAST05_LAE          // Object number -103
DEFINE OBJECT K_POOLQ                  // Object number -104
DEFINE OBJECT K_POOLBALLCUE            // Object number -105
DEFINE OBJECT K_POOLBALLSPT01          // Object number -106
DEFINE OBJECT K_POOLBALLSPT02          // Object number -107
DEFINE OBJECT K_POOLBALLSPT03          // Object number -108
DEFINE OBJECT K_POOLBALLSPT04          // Object number -109
DEFINE OBJECT K_POOLBALLSPT05          // Object number -110
DEFINE OBJECT K_POOLBALLSPT06          // Object number -111
DEFINE OBJECT K_POOLBALLSPT07          // Object number -112
DEFINE OBJECT K_POOLBALL8              // Object number -113
DEFINE OBJECT K_POOLBALLSTP01          // Object number -114
DEFINE OBJECT K_POOLBALLSTP02          // Object number -115
DEFINE OBJECT K_POOLBALLSTP03          // Object number -116
DEFINE OBJECT K_POOLBALLSTP04          // Object number -117
DEFINE OBJECT K_POOLBALLSTP05          // Object number -118
DEFINE OBJECT K_POOLBALLSTP06          // Object number -119
DEFINE OBJECT K_POOLBALLSTP07          // Object number -120
DEFINE OBJECT K_POOLQ2                 // Object number -121
DEFINE OBJECT CIGAR_GLOW               // Object number -122
DEFINE OBJECT DYN_WINE_BIG             // Object number -123
DEFINE OBJECT KB_BEER                  // Object number -124
DEFINE OBJECT LAEROAD30                // Object number -125
DEFINE OBJECT CASKET_LAW               // Object number -126
DEFINE OBJECT LAEJEFFERSALPHA          // Object number -127
DEFINE OBJECT LAELODPARK02             // Object number -128
DEFINE OBJECT LAEMACPARK02             // Object number -129
DEFINE OBJECT BD_WINDOW                // Object number -130
DEFINE OBJECT BREAK_WALL_1B            // Object number -131
DEFINE OBJECT BREAK_WALL_2B            // Object number -132
DEFINE OBJECT BREAK_WALL_3B            // Object number -133
DEFINE OBJECT BD_FIRE1_O               // Object number -134
DEFINE OBJECT CR_AMMOBOX               // Object number -135
DEFINE OBJECT BREAK_WALL_1A            // Object number -136
DEFINE OBJECT BREAK_WALL_2A            // Object number -137
DEFINE OBJECT BREAK_WALL_3A            // Object number -138
DEFINE OBJECT BD_WINDOW_SHATTER        // Object number -139
DEFINE OBJECT SEC_KEYPAD               // Object number -140
DEFINE OBJECT KMB_RAMP                 // Object number -141
DEFINE OBJECT IMCMPTRKDRL_LAS          // Object number -142
DEFINE OBJECT IMCMPTRKDRR_LAS          // Object number -143
DEFINE OBJECT IMCOMPMOVEDR1_LAS        // Object number -144
DEFINE OBJECT BARREL4                  // Object number -145
DEFINE OBJECT HEALTH                   // Object number -146
DEFINE OBJECT IMY_BBOX                 // Object number -147
DEFINE OBJECT IMY_LA_DOOR              // Object number -148
DEFINE OBJECT DB_AMMO                  // Object number -149
DEFINE OBJECT MED_BED_8                // Object number -150
DEFINE OBJECT CR_GUNCRATE              // Object number -151
DEFINE OBJECT GUNBOX                   // Object number -152
DEFINE OBJECT TMP_BIN                  // Object number -153
DEFINE OBJECT AMMOTRN_OBJ              // Object number -154
DEFINE OBJECT KMB_FRONTGATE            // Object number -155
DEFINE OBJECT WAREHOUSE_DOOR2B         // Object number -156
DEFINE OBJECT WAREHOUSE_DOOR1          // Object number -157
DEFINE OBJECT CJ_CARDBRD_PICKUP        // Object number -158
DEFINE OBJECT NF_PED_COLL              // Object number -159
DEFINE OBJECT CM_BOX                   // Object number -160
DEFINE OBJECT FAKE_MULE_COL            // Object number -161
DEFINE OBJECT CARDBOARDBOX2            // Object number -162
DEFINE OBJECT LAE_SMOKECUTSCENE        // Object number -163
DEFINE OBJECT IMMMCRAN                 // Object number -164
DEFINE OBJECT TRNTRK8_LAS              // Object number -165
DEFINE OBJECT IMY_TRACK_BARRIER        // Object number -166
DEFINE OBJECT KMB_SKIP                 // Object number -167
DEFINE OBJECT STORM_DRAIN_COVER        // Object number -168
DEFINE OBJECT WHEEL_OR1                // Object number -169
DEFINE OBJECT DYN_WOODPILE2            // Object number -170
DEFINE OBJECT KMB_RHYMESBOOK           // Object number -171
DEFINE OBJECT CJ_JUICE_CAN             // Object number -172
DEFINE OBJECT DYN_ROADBARRIER_2        // Object number -173
DEFINE OBJECT KMB_GOFLAG               // Object number -174
DEFINE OBJECT IMY_SKYLIGHT             // Object number -175
DEFINE OBJECT KMB_TROLLEY              // Object number -176
DEFINE OBJECT LXR_MOTEL_DOORSIM        // Object number -177
DEFINE OBJECT LXR_MOTELVENT            // Object number -178
DEFINE OBJECT DYN_SCAFFOLD_4B          // Object number -179
DEFINE OBJECT MUNCH_DONUT              // Object number -180
DEFINE OBJECT CHOPCOP_ARMR             // Object number -181
DEFINE OBJECT CHOPCOP_LEGR             // Object number -182
DEFINE OBJECT CHOPCOP_HEAD             // Object number -183
DEFINE OBJECT CHOPCOP_TORSO            // Object number -184
DEFINE OBJECT WD_FENCE_ANIM            // Object number -185
DEFINE OBJECT CHOPCOP_ARML             // Object number -186
DEFINE OBJECT CHOPCOP_LEGL             // Object number -187
DEFINE OBJECT DYN_SCAFFOLD_3B          // Object number -188
DEFINE OBJECT ROADWORKBARRIER1         // Object number -189
DEFINE OBJECT BRIEFCASE                // Object number -190
DEFINE OBJECT KMB_ATM1                 // Object number -191
DEFINE OBJECT KMB_ATM2                 // Object number -192
DEFINE OBJECT KMB_ATM3                 // Object number -193
DEFINE OBJECT MTSAFE                   // Object number -194
DEFINE OBJECT CAT2_SAFE_COL            // Object number -195
DEFINE OBJECT MAN_SAFENEW              // Object number -196
DEFINE OBJECT KEV_SAFE                 // Object number -197
DEFINE OBJECT RIDER1_DOOR              // Object number -198
DEFINE OBJECT KMB_MARIJUANA            // Object number -199
DEFINE OBJECT SW_HAYBREAK02            // Object number -200
DEFINE OBJECT GRASSPLANT               // Object number -201
DEFINE OBJECT PARKBENCH1               // Object number -202
DEFINE OBJECT PORTALOO                 // Object number -203
DEFINE OBJECT HUBHOLE1_SFSE            // Object number -204
DEFINE OBJECT HUBHOLE2_SFSE            // Object number -205
DEFINE OBJECT HUBHOLE3_SFSE            // Object number -206
DEFINE OBJECT HUBHOLE4_SFSE            // Object number -207
DEFINE OBJECT CLOTHESP                 // Object number -208
DEFINE OBJECT LAMPPOST3                // Object number -209
DEFINE OBJECT CT_STALL1                // Object number -210
DEFINE OBJECT CT_TABLE                 // Object number -211
DEFINE OBJECT CHINATGARAGEDOOR         // Object number -212
DEFINE OBJECT CHINA_TOWN_GATEB         // Object number -213
DEFINE OBJECT A51_SPOTBASE             // Object number -214
DEFINE OBJECT A51_SPOTHOUSING          // Object number -215
DEFINE OBJECT A51_SPOTBULB             // Object number -216
DEFINE OBJECT KMB_CONTAINER_RED        // Object number -217
DEFINE OBJECT CJ_CHRIS_CRATE           // Object number -218
DEFINE OBJECT CJ_CHRIS_CRATE_LD        // Object number -219
DEFINE OBJECT CJ_CHRIS_CRATE_RD        // Object number -220
DEFINE OBJECT CJ_PADLOCK               // Object number -221
DEFINE OBJECT KATANA_ANIM              // Object number -222
DEFINE OBJECT KATANA_LHAND             // Object number -223
DEFINE OBJECT MOBILE1993B              // Object number -224
DEFINE OBJECT WONGS_GATE               // Object number -225
DEFINE OBJECT DYN_RAMP                 // Object number -226
DEFINE OBJECT SNIPER_ANIM              // Object number -227
DEFINE OBJECT KMB_PACKET               // Object number -228
DEFINE OBJECT NTO_B_S                  // Object number -229
DEFINE OBJECT CARDBOARDBOX             // Object number -230
DEFINE OBJECT DYN_ROADBARRIER_3        // Object number -231
DEFINE OBJECT DYN_ROADBARRIER_4        // Object number -232
DEFINE OBJECT DYN_DUMPSTER             // Object number -233
DEFINE OBJECT KMB_CONTAINER_BLUE       // Object number -234
DEFINE OBJECT KMB_CONTAINER_YEL        // Object number -235
DEFINE OBJECT KMB_CONTAINER_OPEN       // Object number -236
DEFINE OBJECT TEMP_STINGER2            // Object number -237
DEFINE OBJECT TRAFFICCONE              // Object number -238
DEFINE OBJECT AD_JUMP                  // Object number -239
DEFINE OBJECT GARYS_LUV_RAMP           // Object number -240
DEFINE OBJECT AD_ROADMARK1             // Object number -241
DEFINE OBJECT AD_ROADMARK2             // Object number -242
DEFINE OBJECT AD_FINISH                // Object number -243
DEFINE OBJECT MINIGUN_BASE             // Object number -244
DEFINE OBJECT WONGS_ERECTION           // Object number -245
DEFINE OBJECT WONGS_ERECTION2          // Object number -246
DEFINE OBJECT RCBOMB                   // Object number -247
DEFINE OBJECT BARREL2                  // Object number -248
DEFINE OBJECT MINI_MAGNET              // Object number -249
DEFINE OBJECT KMB_PLANK                // Object number -250
DEFINE OBJECT KMB_HOLDALL              // Object number -251
DEFINE OBJECT KMB_PARACHUTE            // Object number -252
DEFINE OBJECT AMMO_CAPSULE             // Object number -253
DEFINE OBJECT BARREL1                  // Object number -254
DEFINE OBJECT KB_BARREL                // Object number -255
DEFINE OBJECT CR_CRATESTACK            // Object number -256
DEFINE OBJECT D9_RUNWAY                // Object number -257
DEFINE OBJECT CARGO_TEST               // Object number -258
DEFINE OBJECT CARGO_STUFF              // Object number -259
DEFINE OBJECT CARGO_STORE              // Object number -260
DEFINE OBJECT KMILITARY_CRATE          // Object number -261
DEFINE OBJECT KMILITARY_BASE           // Object number -262
DEFINE OBJECT BLOCKPALLET              // Object number -263
DEFINE OBJECT TEMP_CRATE1              // Object number -264
DEFINE OBJECT K_SMASHBOXES             // Object number -265
DEFINE OBJECT K_CARGO1                 // Object number -266
DEFINE OBJECT K_CARGO4                 // Object number -267
DEFINE OBJECT GREEN_GLOOP              // Object number -268
DEFINE OBJECT BASEJUMP_TARGET          // Object number -269
DEFINE OBJECT DES_QUARRYGATE2          // Object number -270
DEFINE OBJECT DES_QUARRYGATE           // Object number -271
DEFINE OBJECT CJ_DYN_PLUNGE_1          // Object number -272
DEFINE OBJECT DYNAMITE                 // Object number -273
DEFINE OBJECT DYNO_BOX_A               // Object number -274
DEFINE OBJECT DYNO_BOX_B               // Object number -275
DEFINE OBJECT PRIVATESIGN3             // Object number -276
DEFINE OBJECT PRIVATESIGN1             // Object number -277
DEFINE OBJECT BARRIER_4ANDY            // Object number -278
DEFINE OBJECT CJ_CHIP_MAKER_BITS       // Object number -279
DEFINE OBJECT CJ_CHIP_MAKER            // Object number -280
DEFINE OBJECT CJ_WHEELCHAIR1           // Object number -281
DEFINE OBJECT AB_CARCASS               // Object number -282
DEFINE OBJECT AB_HOOK                  // Object number -283
DEFINE OBJECT FREEZER_DOOR             // Object number -284
DEFINE OBJECT CJ_MEAT_BAG_1            // Object number -285
DEFINE OBJECT CJ_MEAT_1                // Object number -286
DEFINE OBJECT CJ_MEAT_2                // Object number -287
DEFINE OBJECT JET_BAGGAGE_DOOR         // Object number -288
DEFINE OBJECT JET_INTERIOR             // Object number -289
DEFINE OBJECT SMLPLANE_DOOR            // Object number -290
DEFINE OBJECT JET_DOOR                 // Object number -291
DEFINE OBJECT SMASH_BOX_STAY           // Object number -292
DEFINE OBJECT SMASH_BOX_BRK            // Object number -293
DEFINE OBJECT SMASHBOXPILE             // Object number -294
DEFINE OBJECT ST_ARCH_PLAN             // Object number -295
DEFINE OBJECT GEN_DOORINT01            // Object number -296
DEFINE OBJECT KMB_LOCKEDDOOR           // Object number -297
DEFINE OBJECT DYN_AIRCON               // Object number -298
DEFINE OBJECT SW_BIT_09                // Object number -299
DEFINE OBJECT GENERATOR_BIG            // Object number -300
DEFINE OBJECT AB_VAULTDOOR             // Object number -301
DEFINE OBJECT GENERATOR_BIG_D          // Object number -302
DEFINE OBJECT CJ_MONEY_BAG             // Object number -303
DEFINE OBJECT PARA_PACK                // Object number -304
DEFINE OBJECT CARGO_REAR               // Object number -305
DEFINE OBJECT D9_RAMP                  // Object number -306
DEFINE OBJECT PARACHUTE                // Object number -307
DEFINE OBJECT OPMANS01_CUNTE           // Object number -308
DEFINE OBJECT CEHOLLYHIL06             // Object number -309
DEFINE OBJECT SUNSET22_LAWN            // Object number -310
DEFINE OBJECT DRG_NU_EXT               // Object number -311
DEFINE OBJECT MISSILE_07_SFXR          // Object number -312
DEFINE OBJECT KMB_KEYPAD               // Object number -313
DEFINE OBJECT WATERJUMPX2              // Object number -314
DEFINE OBJECT BBALL_INGAME             // Object number -315
DEFINE OBJECT CJ_WIN_POP2              // Object number -316
DEFINE OBJECT LA_FUCKCAR1              // Object number -317
DEFINE OBJECT LA_FUCKCAR2              // Object number -318
DEFINE OBJECT TARGET_FRAME             // Object number -319
DEFINE OBJECT TARGET_LLEG              // Object number -320
DEFINE OBJECT TARGET_RLEG              // Object number -321
DEFINE OBJECT TARGET_LTORSO            // Object number -322
DEFINE OBJECT TARGET_RTORSO            // Object number -323
DEFINE OBJECT TARGET_LARM              // Object number -324
DEFINE OBJECT TARGET_RARM              // Object number -325
DEFINE OBJECT TARGET_HEAD              // Object number -326
DEFINE OBJECT DEAD_TIED_COP            // Object number -327
DEFINE OBJECT DYN_QUARRYROCK03         // Object number -328
DEFINE OBJECT BLACKBAG2                // Object number -329
DEFINE OBJECT DYN_WOODPILE             // Object number -330
DEFINE OBJECT DYN_QUARRYROCK02         // Object number -331
DEFINE OBJECT BOUY                     // Object number -332
DEFINE OBJECT WATERJUMP1               // Object number -333
DEFINE OBJECT LANDJUMP2                // Object number -334
DEFINE OBJECT BB_PICKUP                // Object number -335
DEFINE OBJECT PARA_COLLISION           // Object number -336
DEFINE OBJECT CJ_WHEEL_1               // Object number -337
DEFINE OBJECT CJ_WHEEL_02              // Object number -338
DEFINE OBJECT CJ_WHEEL_03              // Object number -339
DEFINE OBJECT CHIP_STACK07             // Object number -340
DEFINE OBJECT CHIP_STACK08             // Object number -341
DEFINE OBJECT CHIP_STACK12             // Object number -342
DEFINE OBJECT CHIP_STACK09             // Object number -343
DEFINE OBJECT CHIP_STACK11             // Object number -344
DEFINE OBJECT WHEEL_WEE                // Object number -345
DEFINE OBJECT ROULETTE_MARKER          // Object number -346
DEFINE OBJECT PEDALS                   // Object number -347
DEFINE OBJECT BEACHTOWEL01             // Object number -348
DEFINE OBJECT KMB_BPRESS               // Object number -349
DEFINE OBJECT BEACHTOWEL03             // Object number -350
DEFINE OBJECT BEACHTOWEL04             // Object number -351
DEFINE OBJECT KMB_DUMBBELL_R           // Object number -352
DEFINE OBJECT KMB_DUMBBELL_L           // Object number -353
DEFINE OBJECT BBALL_COL                // Object number -354
DEFINE OBJECT KMB_ROCK                 // Object number -355
DEFINE OBJECT CHIP_STACK10             // Object number -356
DEFINE OBJECT CHIP_STACK13             // Object number -357
DEFINE OBJECT CHIP_STACK14             // Object number -358
DEFINE OBJECT WHEEL_SUPPORT            // Object number -359
DEFINE OBJECT WHEEL_TABLE              // Object number -360
DEFINE OBJECT CLICKER                  // Object number -361
DEFINE OBJECT MONEY                    // Object number -362
DEFINE OBJECT CJ_FF_TILL_QUE           // Object number -363
DEFINE OBJECT CJ_BURG_CHAIR            // Object number -364
DEFINE OBJECT CJ_PIZZA_CHAIR           // Object number -365
DEFINE OBJECT CJ_PIZZA_CHAIR2          // Object number -366
DEFINE OBJECT CJ_PIZZA_CHAIR3          // Object number -367
DEFINE OBJECT TATTOO_KIT               // Object number -368
DEFINE OBJECT CJ_BARSTOOL              // Object number -369
DEFINE OBJECT CJ_BINCO_DOOR            // Object number -370
DEFINE OBJECT CJ_SUBURB_DOOR_2         // Object number -371
DEFINE OBJECT CJ_PRO_DOOR_01           // Object number -372
DEFINE OBJECT CJ_GAP_DOOR_             // Object number -373
DEFINE OBJECT CJ_VICTIM_DOOR           // Object number -374
DEFINE OBJECT CJ_DS_DOOR               // Object number -375
DEFINE OBJECT PIZZALOW                 // Object number -376
DEFINE OBJECT PIZZAMED                 // Object number -377
DEFINE OBJECT PIZZA_HEALTHY            // Object number -378
DEFINE OBJECT CLUCKLOW                 // Object number -379
DEFINE OBJECT CLUCKMED                 // Object number -380
DEFINE OBJECT CLUCKHIGH                // Object number -381
DEFINE OBJECT CLUCK_HEALTHY            // Object number -382
DEFINE OBJECT BURGERLOW                // Object number -383
DEFINE OBJECT BURGERMED                // Object number -384
DEFINE OBJECT BURGER_HEALTHY           // Object number -385
DEFINE OBJECT POLICE_BARRIER           // Object number -386
DEFINE OBJECT KMB_SHUTTER              // Object number -387
DEFINE OBJECT SFCOPDR                  // Object number -388

DEFINE MISSIONS 135
DEFINE MISSION 0 AT @INITIAL           // Initial 1
DEFINE MISSION 1 AT @INITIL2           // Initial 2
DEFINE MISSION 2 AT @INTRO             // Intro
DEFINE MISSION 3 AT @NONE              // Video Game: They Crawled From Uranus
DEFINE MISSION 4 AT @DUAL              // Video Game: Dualuty
DEFINE MISSION 5 AT @SHTR              // Video Game: Go Go Space Monkey
DEFINE MISSION 6 AT @GRAV              // Video Game: Let's Get Ready To Bumble
DEFINE MISSION 7 AT @OTB               // Video Game: Inside Track Betting
DEFINE MISSION 8 AT @POOL2             // Pool
DEFINE MISSION 9 AT @LOWR              // Lowrider (Bet And Dance)
DEFINE MISSION 10 AT @ZERO5            // Beefy Baron
DEFINE MISSION 11 AT @INTRO1           // Big Smoke
DEFINE MISSION 12 AT @INTRO2           // Ryder
DEFINE MISSION 13 AT @SWEET1           // Tagging Up Turf
DEFINE MISSION 14 AT @SWEET1B          // Cleaning The Hood
DEFINE MISSION 15 AT @SWEET3           // Drive-Thru
DEFINE MISSION 16 AT @SWEET2           // Nines And AK's
DEFINE MISSION 17 AT @SWEET4           // Drive-By
DEFINE MISSION 18 AT @HOODS5           // Sweet's Girl
DEFINE MISSION 19 AT @SWEET6           // Cesar Vialpando
DEFINE MISSION 20 AT @SWEET7           // Los Sepulcros
DEFINE MISSION 21 AT @CRASH4           // Doberman
DEFINE MISSION 22 AT @CRASH1           // Burning Desire
DEFINE MISSION 23 AT @DRUGS3           // Gray Imports
DEFINE MISSION 24 AT @GUNS1            // Home Invasion
DEFINE MISSION 25 AT @RYDER3           // Catalyst
DEFINE MISSION 26 AT @RYDER2           // Robbing Uncle Sam
DEFINE MISSION 27 AT @TWAR7            // OG Loc
DEFINE MISSION 28 AT @SMOKE2           // Running Dog
DEFINE MISSION 29 AT @SMOKE3           // Wrong Side of the Tracks
DEFINE MISSION 30 AT @DRUGS1           // Just Business
DEFINE MISSION 31 AT @MUSIC1           // Life's a Beach
DEFINE MISSION 32 AT @MUSIC2           // Madd Dogg's Rhymes
DEFINE MISSION 33 AT @MUSIC3           // Management Issues
DEFINE MISSION 34 AT @MUSIC5           // House Party
DEFINE MISSION 35 AT @CPRACE           // Race Tournament / 8-track / Dirt Track
DEFINE MISSION 36 AT @CESAR1           // Lowrider (High Stakes)
DEFINE MISSION 37 AT @DRUGS4           // Reuniting The Families
DEFINE MISSION 38 AT @LA1FIN2          // The Green Sabre
DEFINE MISSION 39 AT @BCRASH1          // Badlands
DEFINE MISSION 40 AT @CATALIN          // First Date
DEFINE MISSION 41 AT @CAT1             // Local Liquor Store
DEFINE MISSION 42 AT @CAT2             // Small Town Bank
DEFINE MISSION 43 AT @CAT3             // Tanker Commander
DEFINE MISSION 44 AT @CAT4             // Against All Odds
DEFINE MISSION 45 AT @CATCUT           // King in Exile
DEFINE MISSION 46 AT @TRUTH1           // Body Harvest
DEFINE MISSION 47 AT @TRUTH2           // Are you going to San Fierro?
DEFINE MISSION 48 AT @BCESAR4          // Wu Zi Mu / Farewell, My Love...
DEFINE MISSION 49 AT @GARAG1           // Wear Flowers In Your Hair
DEFINE MISSION 50 AT @DECON            // Deconstruction
DEFINE MISSION 51 AT @SCRASH3          // 555 WE TIP
DEFINE MISSION 52 AT @SCRASH2          // Snail Trail
DEFINE MISSION 53 AT @WUZI1            // Mountain Cloud Boys
DEFINE MISSION 54 AT @FARLIE4          // Ran Fa Li
DEFINE MISSION 55 AT @DRIV6            // Lure
DEFINE MISSION 56 AT @WUZI2            // Amphibious Assault
DEFINE MISSION 57 AT @WUZI5            // The Da Nang Thang
DEFINE MISSION 58 AT @SYN1             // Photo Opportunity
DEFINE MISSION 59 AT @SYN2             // Jizzy
DEFINE MISSION 60 AT @SYN3             // Outrider
DEFINE MISSION 61 AT @SYND4            // Ice Cold Killa
DEFINE MISSION 62 AT @SYN6             // Toreno's Last Flight
DEFINE MISSION 63 AT @SYN7             // Yay Ka-Boom-Boom
DEFINE MISSION 64 AT @SYN5             // Pier 69
DEFINE MISSION 65 AT @DRIV2            // T-Bone Mendez
DEFINE MISSION 66 AT @DRIV3            // Mike Toreno
DEFINE MISSION 67 AT @STEAL1           // Zeroing In
DEFINE MISSION 68 AT @STEAL2           // Test Drive
DEFINE MISSION 69 AT @STEAL4           // Customs Fast Track
DEFINE MISSION 70 AT @STEAL5           // Puncture Wounds
DEFINE MISSION 71 AT @DSKOOL           // Back to School
DEFINE MISSION 72 AT @ZERO1            // Air Raid
DEFINE MISSION 73 AT @ZERO2            // Supply Lines...
DEFINE MISSION 74 AT @ZERO4            // New Model Army
DEFINE MISSION 75 AT @TORENO1          // Monster
DEFINE MISSION 76 AT @TORENO2          // Highjack
DEFINE MISSION 77 AT @DES3             // Interdiction
DEFINE MISSION 78 AT @DESERT4          // Verdant Meadows
DEFINE MISSION 79 AT @DESERT6          // N.O.E.
DEFINE MISSION 80 AT @DESERT9          // Stowaway
DEFINE MISSION 81 AT @MAF4             // Black Project
DEFINE MISSION 82 AT @DES10            // Green Goo
DEFINE MISSION 83 AT @DESERT5          // Learning to Fly
DEFINE MISSION 84 AT @CASINO1          // Fender Ketchup
DEFINE MISSION 85 AT @CASINO2          // Explosive Situation
DEFINE MISSION 86 AT @CASINO3          // You've Had Your Chips
DEFINE MISSION 87 AT @CASINO7          // Fish in a Barrel
DEFINE MISSION 88 AT @CASINO4          // Don Peyote
DEFINE MISSION 89 AT @CASINO5          // Intensive Care
DEFINE MISSION 90 AT @CASINO6          // The Meat Business
DEFINE MISSION 91 AT @CASINO9          // Freefall
DEFINE MISSION 92 AT @CASIN10          // Saint Mark's Bistro
DEFINE MISSION 93 AT @VCRASH1          // Misappropriation
DEFINE MISSION 94 AT @VCR2             // High Noon
DEFINE MISSION 95 AT @DOC2             // Madd Dogg
DEFINE MISSION 96 AT @HEIST1           // Architectural Espionage
DEFINE MISSION 97 AT @HEIST3           // Key To Her Heart
DEFINE MISSION 98 AT @HEIST2           // Dam And Blast
DEFINE MISSION 99 AT @HEIST4           // Cop Wheels
DEFINE MISSION 100 AT @HEIST5          // Up, Up and Away!
DEFINE MISSION 101 AT @HEIST9          // Breaking the Bank at Caligula's
DEFINE MISSION 102 AT @MANSIO1         // A Home In The Hills
DEFINE MISSION 103 AT @MANSIO2         // Vertical Bird
DEFINE MISSION 104 AT @MANSIO3         // Home Coming
DEFINE MISSION 105 AT @MANSON5         // Cut Throat Business
DEFINE MISSION 106 AT @GROVE1          // Beat Down on B Dup
DEFINE MISSION 107 AT @GROVE2          // Grove 4 Life
DEFINE MISSION 108 AT @RIOT1           // Riot
DEFINE MISSION 109 AT @RIOT2           // Los Desperados
DEFINE MISSION 110 AT @FINALEA         // End Of The Line (1)
DEFINE MISSION 111 AT @FINALEB         // End Of The Line (2)
DEFINE MISSION 112 AT @FINALEC         // End Of The Line (3)
DEFINE MISSION 113 AT @SHRANGE         // Shooting range
DEFINE MISSION 114 AT @GYMLS           // Los Santos Gym Fight School
DEFINE MISSION 115 AT @GYMSF           // San Fierro Gym Fight School
DEFINE MISSION 116 AT @GYMLV           // Las Venturas Gym Fight School
DEFINE MISSION 117 AT @TRUCK           // Trucking
DEFINE MISSION 118 AT @QUARRY          // Quarry
DEFINE MISSION 119 AT @BOAT            // Boat School
DEFINE MISSION 120 AT @BSKOOL          // Bike School
DEFINE MISSION 121 AT @TAXIODD         // Taxi-Driver Sub-Mission
DEFINE MISSION 122 AT @AMBULAN         // Paramedic Sub-Mission
DEFINE MISSION 123 AT @FIRETRU         // Firefighter Sub-Mission
DEFINE MISSION 124 AT @COPCAR          // Vigilante Sub-Mission
DEFINE MISSION 125 AT @BURGJB          // Burglary Sub-Mission
DEFINE MISSION 126 AT @FREIGHT         // Freight Train Sub-Mission
DEFINE MISSION 127 AT @PIMP            // Pimping Sub-Mission
DEFINE MISSION 128 AT @BLOOD           // Arena Mission: Blood Ring
DEFINE MISSION 129 AT @KICKSTA         // Arena Mission: Kickstart
DEFINE MISSION 130 AT @TRIA            // Beat the Cock!
DEFINE MISSION 131 AT @BCOUR           // Courier
DEFINE MISSION 132 AT @MTBIKER         // The Chiliad Challenge
DEFINE MISSION 133 AT @STUNT           // BMX / NRG-500 STUNT Mission
DEFINE MISSION 134 AT @BUYPRO1         // Buy Properties Mission

DEFINE EXTERNAL_SCRIPTS 78 // Use -1 in order not to compile AAA script
DEFINE SCRIPT PLAYER_PARACHUTE AT @PLCHUTE // 0
DEFINE SCRIPT PARACHUTE AT @PARACH     // 1
DEFINE SCRIPT BCESAR2 AT @BCESAR2      // 2
DEFINE SCRIPT BCESAR3 AT @COKEC        // 3
DEFINE SCRIPT SLOT_MACHINE AT @BANDIT  // 4
DEFINE SCRIPT ROULETTE AT @ROULETE     // 5
DEFINE SCRIPT OTB_SCRIPT AT @OTB_MSC   // 6
DEFINE SCRIPT ARCADE AT @ARCADE        // 7
DEFINE SCRIPT VENDING_MACHINE AT @VENDING // 8
DEFINE SCRIPT FOOD_VENDOR AT @FODVEND  // 9
DEFINE SCRIPT GATES_SCRIPT AT @GATEOS  // 10
DEFINE SCRIPT GYMBIKE AT @GYMBIKE      // 11
DEFINE SCRIPT GYMBENCH AT @GYMBENC     // 12
DEFINE SCRIPT GYMTREAD AT @GYMTREA     // 13
DEFINE SCRIPT GYMDUMB AT @GYMDUMB      // 14
DEFINE SCRIPT BASKETB AT @BBALL        // 15
DEFINE SCRIPT VIDPOK AT @VIDPOK        // 16
DEFINE SCRIPT BLACKJ AT @BLACKJ        // 17
DEFINE SCRIPT WHEELO AT @WOF           // 18
DEFINE SCRIPT DEALER AT @DEALER        // 19
DEFINE SCRIPT HOME_BRAINS AT @HMLES    // 20
DEFINE SCRIPT POOL_SCRIPT AT @POOL     // 21
DEFINE SCRIPT LOWR_CONT AT @LOWRCON    // 22
DEFINE SCRIPT BURG_BRAINS AT @BURGLAR  // 23
DEFINE SCRIPT GF_MEETING AT @GFMEET    // 24
DEFINE SCRIPT GF_DATE AT @GFDATE       // 25
DEFINE SCRIPT GF_SEX AT @GFSEX         // 26
DEFINE SCRIPT CASINO_AMBIENCE AT @CASAMB // 27
DEFINE SCRIPT BAR_AMBIENCE AT @BAR     // 28
DEFINE SCRIPT FOODBRAINS AT @PSHOP     // 29
DEFINE SCRIPT OTB_AMBIENCE AT @OTBSHP  // 30
DEFINE SCRIPT STRIP_AMBIENCE AT @STRIP // 31
DEFINE SCRIPT PLANES AT @PLANES        // 32
DEFINE SCRIPT TRAINS AT @TRAINS        // 33
DEFINE SCRIPT ZERO_AMBIENCE AT @RCSHOP // 34
DEFINE SCRIPT DANCE AT @DANCE          // 35
DEFINE SCRIPT SHOPKEEPER AT @SKBRAIN   // 36
DEFINE SCRIPT CUSTOMER_PANIC AT @FFPNC // 37
DEFINE SCRIPT BAR_STAFF AT @BARSTAF    // 38
DEFINE SCRIPT BOUNCER AT @BOUNCER      // 39
DEFINE SCRIPT OTB_STAFF AT @OTBSTAF    // 40
DEFINE SCRIPT PCHAIR AT @PCHAIR        // 41
DEFINE SCRIPT PCUSTOM AT @PCUSTOM      // 42
DEFINE SCRIPT OTBWTCH AT @OTBWTCH      // 43
DEFINE SCRIPT OTBSLP AT @OTBSLP        // 44
DEFINE SCRIPT OTBTILL AT @OTBTILL      // 45
DEFINE SCRIPT FBOOTHR AT @FBOOTHR      // 46
DEFINE SCRIPT FBOOTHL AT @FBOOTHL      // 47
DEFINE SCRIPT BARGUY AT @BARGUY        // 48
DEFINE SCRIPT PEDROUL AT @PEDROUL      // 49
DEFINE SCRIPT PEDCARD AT @PEDCARD      // 50
DEFINE SCRIPT PEDSLOT AT @PEDSLOT      // 51
DEFINE SCRIPT DANCER AT @DANCER        // 52
DEFINE SCRIPT STRIPW AT @STRIPW        // 53
DEFINE SCRIPT STRIPM AT @STRIPM        // 54
DEFINE SCRIPT BROWSE AT @BROWSE        // 55
DEFINE SCRIPT COPSIT AT @COPSIT        // 56
DEFINE SCRIPT COPLOOK AT @COPLOOK      // 57
DEFINE SCRIPT TICKET AT @TICKET        // 58
DEFINE SCRIPT SHOPPER AT @SHOPPER      // 59
DEFINE SCRIPT AMMU AT @AMUNAT          // 60
DEFINE SCRIPT TATTOO AT @TATTO         // 61
DEFINE SCRIPT BARBER AT @BARB          // 62
DEFINE SCRIPT WARDROBE AT @WARROBE     // 63
DEFINE SCRIPT CLOTHES AT @CLOTH        // 64
DEFINE SCRIPT JUNKFUD AT @JFUD         // 65
DEFINE SCRIPT CARMOD1 AT @CARMOD       // 66
DEFINE SCRIPT CRANE1 AT @CRANE1        // 67
DEFINE SCRIPT CRANE2 AT @CRANE2        // 68
DEFINE SCRIPT CRANE3 AT @CRANE3        // 69
DEFINE SCRIPT CARPARK1 AT @CARPRK1     // 70
DEFINE SCRIPT IMPOUND AT @IMPND        // 71
DEFINE SCRIPT VALET AT @VALET          // 72
DEFINE SCRIPT PHOTO AT @PHOTO          // 73
DEFINE SCRIPT PRISONR AT @PRISONR      // 74
DEFINE SCRIPT CAMERA AT @CAMERA        // 75
DEFINE SCRIPT DEBT AT @DEBT            // 76
DEFINE SCRIPT HOTDOG AT @HOTDOGV       // 77

DEFINE UNKNOWN_EMPTY_SEGMENT 0

DEFINE UNKNOWN_THREADS_MEMORY 574

//-------------MAIN---------------
03A4: name_thread 'MAIN' 
016A: fade 0 time 0 
042C: set_total_missions_to 147 
030D: set_max_progress 187 
0997: set_total_respect_points_to 1339 
01F0: set_max_wanted_level_to 6 
0111: set_wasted_busted_check 0 
00C0: set_current_time_hours_to 0 minutes_to 0 
04E4: refresh_game_renderer_at 2488.562 -1666.865 
03CB: set_rendering_origin_at 2488.562 -1666.865 13.3757 
062A: change_float_stat 165 to 1000.0
062A: change_float_stat 225 to 1000.0
062A: change_float_stat 69 to 1000.0
062A: change_float_stat 70 to 1000.0
062A: change_float_stat 71 to 1000.0
062A: change_float_stat 72 to 1000.0
062A: change_float_stat 73 to 1000.0
062A: change_float_stat 74 to 1000.0
062A: change_float_stat 75 to 1000.0
062A: change_float_stat 76 to 1000.0
062A: change_float_stat 77 to 1000.0
062A: change_float_stat 78 to 1000.0
062A: change_float_stat 79 to 1000.0
062A: change_float_stat 81 to 1000.0
062A: change_float_stat 24 to 1000.0
062A: change_float_stat 160 to 1000.0
062A: change_float_stat 229 to 1000.0
062A: change_float_stat 230 to 1000.0
062A: change_float_stat 23 to 1000.0
062A: change_float_stat 25 to 1000.0
062A: change_float_stat 223 to 1000.0  
062A: change_float_stat 21 to 0.0
062A: change_float_stat 160 to 1000.0
0629: change_integer_stat 181 to 4
0629: change_integer_stat 68 to 100 
0053: $PLAYER_CHAR = create_player 0 at 2488.562 -1666.865 12.8757 
06CF: NOP 0 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 7 
0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 9 
0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 14 
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 8 
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 9 
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 14 
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 0 
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 8 
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 7 
0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 14 
0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 0 
0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 8 
0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 7 
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 9 
0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 11 
0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 13 
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 10 
0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 10 
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 11 
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 13 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
01F5: $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
0925: restore_camera_to_user_defined 
0173: set_actor $PLAYER_ACTOR Z_angle_to 262.0 
0417: start_mission INITIAL // Initial 1
0001: wait 0 ms 
0417: start_mission INITIL2 // Initial 2
0004: $CUSTOM_TOURNAMENT_FLAG = 0 
0213: $PICKUP_INFO_HOSPITAL = create_pickup #INFO type 3 at 2027.77 -1420.52 16.49 
0213: $PICKUP_INFO_HOSPITAL_2 = create_pickup #INFO type 3 at 1180.85 -1325.57 13.08 
0213: $PICKUP_INFO_POLICE = create_pickup #INFO type 3 at 1550.68 -1675.49 15.01 
0213: $PICKUP_INFO_CONVERSATION = create_pickup #INFO type 3 at 2431.17 -1668.75 13.04 
0005: $166 = 292.33 
0005: $167 = -35.39 
0005: $168 = 1000.5 
0004: $164 = 0 
0004: $193 = 1 
0004: $193 = 2 
0004: $LOWR_CONT_SCRIPT_LAUNCHED = 0 
0004: $MISSION_CESAR_VIALPANDO_PASSED = 0 
0004: $RACE_INDEX = 0 
0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here 
04AE: $ICON_CJ = 15 // = constant 
04AE: $ICON_SWEET = 38 // = constant 
04AE: $ICON_RYDER = 34 // = constant 
04AE: $ICON_BIG_DMOKE = 8 // = constant 
04AE: $ICON_OG_LOC = 28 // = constant 
04AE: $ICON_CRASH = 16 // = constant 
04AE: $ICON_CESAR = 13 // = constant 
04AE: $ICON_CATALINA = 12 // = constant 
04AE: $ICON_TRUTH = 40 // = constant 
04AE: $ICON_WOOZIE = 46 // = constant 
04AE: $ICON_LOCOSYNDICATE = 23 // = constant 
04AE: $ICON_TRIADS = 43 // = constant 
04AE: $ICON_CESAR_2 = 13 // = constant 
04AE: $ICON_RACE = 33 // = constant 
04AE: $ICON_ZERO = 47 // = constant 
04AE: $ICON_TRIADS_CASINO = 44 // = constant 
04AE: $ICON_MAFIA_CASINO = 25 // = constant 
04AE: $ICON_CASH = 52 // = constant 
04AE: $ICON_MADDOG = 24 // = constant 
04AE: $ICON_TORENO = 42 // = constant 
04AE: $ICON_AIRYARD = 5 // = constant 
04AE: $ICON_CJ_2 = 15 // = constant 
04AE: $ICON_SCHOOL = 36 // = constant 
04AE: $ICON_SWEET_2 = 38 // = constant 
0002: jump @MAIN_1940 
04CE: $MARKER_EMMETS_GUN = create_icon_marker 18 at 2447.364 -1974.496 12.5469 
04CE: $MARKER_IDLEWOOD_BARBER = create_icon_marker 7 at 2070.27 -1791.092 17.1484 
04CE: $MARKER_IDLEWOOD_PIZZERIA = create_icon_marker 29 at 2107.624 -1807.516 21.2114 
04CE: $MARKER_GANTON_CLOTHES_SHOP = create_icon_marker 45 at 2243.807 -1668.567 20.0313 
02A7: $439 = create_icon_marker_and_sphere $ICON_CJ at $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE 
02A7: $MARKER_SWEET_HOUSE = create_icon_marker_and_sphere $ICON_SWEET at $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE 
02A7: $436 = create_icon_marker_and_sphere $ICON_RYDER at $X_RYDER_HOUSE $Y_RYDER_HOUSE $Z_RYDER_HOUSE 
02A7: $434 = create_icon_marker_and_sphere $ICON_BIG_DMOKE at $X_BIG_SMOKE_HOUSE $Y_BIG_SMOKE_HOUSE $Z_BIG_SMOKE_HOUSE 
02A7: $437 = create_icon_marker_and_sphere $ICON_OG_LOC at $X_OG_LOC_WORK $Y_OG_LOC_WORK $Z_OG_LOC_WORK 
02A7: $MARKER_CRASH_LS = create_icon_marker_and_sphere $ICON_CRASH at $X_CRASH_LS $Y_CRASH_LS $Z_CRASH_LS 
02A7: $MARKER_CESAR_LS = create_icon_marker_and_sphere $ICON_CESAR at $X_CESAR_HOUSE $Y_CESAR_HOUSE $Z_CESAR_HOUSE 
02A7: $484 = create_icon_marker_and_sphere $ICON_CRASH at $X_ANGEL_PINE $Y_ANGEL_PINE $Z_ANGEL_PINE 
02A7: $MARKER_CATALINA = create_icon_marker_and_sphere $ICON_CATALINA at $X_CATALINA_HOUSE $Y_CATALINA_HOUSE $Z_CATALINA_HOUSE 
02A7: $MARKER_CATALINA = create_icon_marker_and_sphere $ICON_TRUTH at $X_TRUTH_FARM $Y_TRUTH_FARM $Z_TRUTH_FARM 
02A7: $MARKER_CESAR_MONTGOMERY = create_icon_marker_and_sphere $ICON_CESAR at $X_MONTGOMERY $Y_MONTGOMERY $Z_MONTGOMERY 
02A7: $532 = create_icon_marker_and_sphere $ICON_CRASH at $X_SF_GARAGE $Y_SF_GARAGE $Z_SF_GARAGE 
02A7: $524 = create_icon_marker_and_sphere $ICON_WOOZIE at $X_WOOZIE_HOUSE $Y_WOOZIE_HOUSE $Z_WOOZIE_HOUSE 
02A7: $527 = create_icon_marker_and_sphere $ICON_ZERO at $X_ZERO_RC_SHOP $Y_ZERO_RC_SHOP $Z_ZERO_RC_SHOP 
02A7: $525 = create_icon_marker_and_sphere $ICON_CESAR_2 at $X_SF_GARAGE_2 $Y_SF_GARAGE_2 $Z_SF_GARAGE_2 
02A7: $MARKER_TRIADS_SF_GARAGE = create_icon_marker_and_sphere $ICON_TRIADS at $X_SF_GARAGE $Y_SF_GARAGE $Z_SF_GARAGE 
02A7: $526 = create_icon_marker_and_sphere $ICON_CRASH at $X_JIZZY_CLUB $Y_JIZZY_CLUB $Z_JIZZY_CLUB 
02A7: $528 = create_icon_marker_and_sphere $ICON_RACE at $X_DRIVING_SCHOOL $Y_DRIVING_SCHOOL $Z_DRIVING_SCHOOL 
02A7: $540 = create_icon_marker_and_sphere $ICON_RACE at $X_DRIVING_SCHOOL $Y_DRIVING_SCHOOL $Z_DRIVING_SCHOOL 
02A7: $580 = create_icon_marker_and_sphere $ICON_TORENO at $X_TIERRA_ROBADA_RANCH $Y_TIERRA_ROBADA_RANCH $Z_TIERRA_ROBADA_RANCH 
02A7: $581 = create_icon_marker_and_sphere $ICON_AIRYARD at $X_OLD_AIRPORT $Y_OLD_AIRPORT $Z_OLD_AIRPORT 
02A7: $582 = create_icon_marker_and_sphere $ICON_TRIADS_CASINO at $X_THE_FOUR_DRAGONS_CASINO $Y_THE_FOUR_DRAGONS_CASINO $Z_THE_FOUR_DRAGONS_CASINO 
02A7: $595 = create_icon_marker_and_sphere $ICON_CASH at $X_THE_FOUR_DRAGONS_CASINO_2 $Y_THE_FOUR_DRAGONS_CASINO_2 $Z_THE_FOUR_DRAGONS_CASINO_2 
02A7: $584 = create_icon_marker_and_sphere $ICON_MADDOG at $X_ROYAL_CASINO $Y_ROYAL_CASINO $Z_ROYAL_CASINO 
02A7: $583 = create_icon_marker_and_sphere $ICON_CRASH at $X_PRICKLE_PINE_LV $Y_PRICKLE_PINE_LV $Z_PRICKLE_PINE_LV 
02A7: $585 = create_icon_marker_and_sphere $ICON_MAFIA_CASINO at $X_CALIGULA_PALACE $Y_CALIGULA_PALACE $Z_CALIGULA_PALACE 
02A7: $622 = create_icon_marker_and_sphere $ICON_CJ_2 at $X_MADD_DOGG_CRIB $Y_MADD_DOGG_CRIB $Z_MADD_DOGG_CRIB 
02A7: $623 = create_icon_marker_and_sphere $ICON_CJ_2 at $X_MADD_DOGG_CRIB $Y_MADD_DOGG_CRIB $Z_MADD_DOGG_CRIB 
02A7: $MARKER_PILOT_SCHOOL = create_icon_marker_and_sphere $ICON_SCHOOL at $666 $667 $668 
02A7: $596 = create_icon_marker_and_sphere 36 at -2031.2 -118.0 34.3 
0570: $630 = create_asset_radar_marker_with_icon 36 at $2367 $2368 $2369 
0570: $632 = create_asset_radar_marker_with_icon 36 at $2367 $2368 $2369 
02A7: $LSGYM_ICON = create_icon_marker_and_sphere $ICON_SWEET at 2228.0 -1722.811 12.5543 
0570: $1722 = create_asset_radar_marker_with_icon 35 at $SAVE_PICKUPS_X[5] $SAVE_PICKUPS_Y[5] $SAVE_PICKUPS_Z[5] 
0570: $MARKER_QUARRY_MISSION = create_asset_radar_marker_with_icon 11 at $2352 $2353 $2354 
02A7: $MARKER_WANG_CARS = create_icon_marker_and_sphere 31 at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0] 
02A7: $527 = create_icon_marker_and_sphere 31 at $X_PROPERTY_TO_BUY[1] $Y_PROPERTY_TO_BUY[1] $Z_PROPERTY_TO_BUY[1] 
02A7: $55 = create_icon_marker_and_sphere 31 at $X_PROPERTY_TO_BUY[2] $Y_PROPERTY_TO_BUY[2] $Z_PROPERTY_TO_BUY[2] 
04CE: $MARKER_TRUCKING_MISSION = create_icon_marker 51 at $2373 $2374 $2375 
04A6: $GS_GANG_MONEY_PICKUP = create_asset_money_pickup_at 2508.359 -1676.538 12.579 money 10000 $GS_GANG_CASH 
0213: $PICKUP_KEYCARD = create_pickup #KEYCARD type 3 at 0.0 0.0 0.0 
02A7: $1415 = create_icon_marker_and_sphere $ICON_CASH at 2035.724 2727.96 9.8281 
0517: $BUY_ASSET_PICKUPS[0] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0]  // You cannot buy this property yet.
0517: $BUY_ASSET_PICKUPS[1] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[1] $Y_PROPERTY_TO_BUY[1] $Z_PROPERTY_TO_BUY[1]  // You cannot buy this property yet.
0517: $BUY_ASSET_PICKUPS[2] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[2] $Y_PROPERTY_TO_BUY[2] $Z_PROPERTY_TO_BUY[2]  // You cannot buy this property yet.
0107: $2706 = create_object #AD_FLATDOOR at 1833.36 -1995.45 12.5 
0107: $2707 = create_object #AD_FLATDOOR at 1819.81 -1994.66 12.5 
0107: $2708 = create_object #AD_FLATDOOR at 1827.68 -1980.0 12.5 
0107: $2709 = create_object #AD_FLATDOOR at 1851.84 -1990.67 12.5 
0107: $2710 = create_object #AD_FLATDOOR at 1867.29 -1984.96 12.5 
0107: $2711 = create_object #AD_FLATDOOR at 1866.52 -1998.53 12.5 
0107: $2712 = create_object #AD_FLATDOOR at 1899.75 -1984.95 12.5 
0107: $2713 = create_object #AD_FLATDOOR at 1914.39 -1992.82 12.5 
0107: $2714 = create_object #AD_FLATDOOR at 1899.01 -1998.5 12.5 
0107: $2715 = create_object #AD_FLATDOOR at 1900.89 -2020.11 12.5 
0107: $2716 = create_object #AD_FLATDOOR at 1914.4 -2020.91 12.5 
0107: $2717 = create_object #AD_FLATDOOR at 1906.54 -2035.52 12.5 
0662: printstring "AAAAAAAAA"

:MAIN_1940
0004: $672 = 0 
0004: $TOTAL_FOOD_EATEN = 0 
0004: $FOOD_PLAYER_AGGRESSIVE_FLAG = 0 
0005: $692 = 1.0 
0005: $693 = 1.6 
0004: $694 = 200 
0004: $695 = 200 
0004: $696 = 200 
0004: $697 = 255 
0004: $698 = 100 
0004: $699 = 100 
0004: $700 = 100 
0004: $701 = 255 
0004: $702 = 20 
0004: $703 = 20 
0004: $704 = 20 
0004: $705 = 255 
014B: $PARKED_RHINO = init_car_generator #RHINO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2435.302 -1671.848 12.8007 angle 90.0 
014C: set_parked_car_generator $PARKED_RHINO cars_to_generate_to 101 
014B: $PARKED_HYDRA = init_car_generator #HYDRA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2527.2 -1677.1 19.2 angle 90.0 
014C: set_parked_car_generator $PARKED_HYDRA cars_to_generate_to 101 
0004: $VIDEO_GAME = -1 
0914: NOP 0 
0914: NOP 1 
0914: NOP 2 
0914: NOP 3 
0914: NOP 4 
0914: NOP 5 
0914: NOP 6 
0914: NOP 7 
0914: NOP 8 
0914: NOP 9 
0914: NOP 10 
0914: NOP 11 
0914: NOP 12 
0914: NOP 13 
0914: NOP 14 
0914: NOP 15 
0914: NOP 16 
0914: NOP 17 
0914: NOP 18 
0914: NOP 19 
0914: NOP 20 
0914: NOP 21 
0914: NOP 22 
0914: NOP 23 
0914: NOP 24 
0914: NOP 25 
0914: NOP 26 
0914: NOP 27 
0914: NOP 28 
0914: NOP 29 
0914: NOP 30 
0914: NOP 31 
0914: NOP 32 
0914: NOP 33 
0914: NOP 34 
0914: NOP 35 
0914: NOP 36 
0914: NOP 37 
0914: NOP 38 
0914: NOP 39 
0914: NOP 40 
0914: NOP 41 
0914: NOP 42 
0914: NOP 43 
0914: NOP 44 
0914: NOP 45 
0914: NOP 46 
0914: NOP 47 
0914: NOP 48 
0914: NOP 49 
0914: NOP 50 
0914: NOP 51 
0914: NOP 52 
0914: NOP 53 
0914: NOP 54 
0914: NOP 55 
0914: NOP 56 
0914: NOP 57 
0914: NOP 58 
0914: NOP 59 
0914: NOP 60 
0914: NOP 61 
0914: NOP 62 
0914: NOP 63 
0914: NOP 64 
0914: NOP 65 
0914: NOP 66 
0914: NOP 67 
0914: NOP 68 
0914: NOP 69 
0914: NOP 70 
0914: NOP 71 
0914: NOP 72 
0914: NOP 73 
0914: NOP 74 
0914: NOP 75 
0914: NOP 76 
0914: NOP 77 
0929: init_external_script_trigger 4 (SLOT_MACHINE) with_object_model #KB_BANDIT_U priority 100 radius 6.0 type 1 
0929: init_external_script_trigger 5 (ROULETTE) with_object_model #ROULETTE_TBL priority 60 radius 50.0 type 1 
0929: init_external_script_trigger 6 (OTB_SCRIPT) with_object_model #OTB_MACHINE priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #CJ_COIN_OP_3 priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #CJ_COIN_OP_2 priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #CJ_COIN_OP_1 priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #CJ_COIN_OP priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #SWANK_CONSOLE priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #SNESISH priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #LOW_CONSOLE priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #VENDMACHFD priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #VENDMACH priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #VENDIN3 priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #CJ_SPRUNK1 priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #CJ_CANDYVENDOR priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #CJ_EXT_CANDY priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #CJ_EXT_SPRUNK priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 9 (FOOD_VENDOR) with_object_model #ICESCART_PROP priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 9 (FOOD_VENDOR) with_object_model #CHILLIDOGCART priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 9 (FOOD_VENDOR) with_object_model #NOODLECART_PROP priority 100 radius 70.0 type -1 
0004: $709 = 0 
0929: init_external_script_trigger 10 (GATES_SCRIPT) with_object_model #GATE_AUTOL priority 100 radius 80.0 type -1 
0929: init_external_script_trigger 10 (GATES_SCRIPT) with_object_model #GATE_AUTOR priority 100 radius 80.0 type -1 
0929: init_external_script_trigger 11 (GYMBIKE) with_object_model #GYM_BIKE priority 100 radius 20.0 type -1 
0929: init_external_script_trigger 12 (GYMBENCH) with_object_model #GYM_BENCH1 priority 100 radius 20.0 type -1 
0929: init_external_script_trigger 13 (GYMTREAD) with_object_model #GYM_TREADMILL priority 100 radius 20.0 type -1 
0929: init_external_script_trigger 14 (GYMDUMB) with_object_model #GYM_MAT1 priority 100 radius 20.0 type -1 
0929: init_external_script_trigger 15 (BASKETB) with_object_model #BSKBALL_LAX priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 15 (BASKETB) with_object_model #BSKBALLHUB_LAX01 priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 15 (BASKETB) with_object_model #VGSXREFBBALLNET priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 15 (BASKETB) with_object_model #VGSXREFBBALLNET2 priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 21 (POOL_SCRIPT) with_object_model #K_POOLTABLESM priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 16 (VIDPOK) with_object_model #NEIL_SLOT priority 100 radius 4.0 type 1 
0929: init_external_script_trigger 16 (VIDPOK) with_object_model #CJ_SLOT_BANK priority 100 radius 4.0 type 1 
0929: init_external_script_trigger 17 (BLACKJ) with_object_model #BLCK_JACK priority 50 radius 70.0 type 1 
0929: init_external_script_trigger 18 (WHEELO) with_object_model #WHEEL_O_FORTUNE priority 50 radius 70.0 type 1 
0004: $GS_GANG_CASH = 1 
07D3: 'HOUSE' = init_external_script_named_handle 23 (BURG_BRAINS) 
0884: 'DANCER' = init_external_script_named_handle 52 (DANCER) 
0884: 'PCHAIR' = init_external_script_named_handle 41 (PCHAIR) 
0884: 'PCUSTOM' = init_external_script_named_handle 42 (PCUSTOM) 
0884: 'OTBWTCH' = init_external_script_named_handle 43 (OTBWTCH) 
0884: 'OTBSLP' = init_external_script_named_handle 44 (OTBSLP) 
0884: 'OTBTILL' = init_external_script_named_handle 45 (OTBTILL) 
0884: 'FBOOTHR' = init_external_script_named_handle 46 (FBOOTHR) 
0884: 'FBOOTHL' = init_external_script_named_handle 47 (FBOOTHL) 
0884: 'BARGUY' = init_external_script_named_handle 48 (BARGUY) 
0884: 'PEDROUL' = init_external_script_named_handle 49 (PEDROUL) 
0884: 'PEDCARD' = init_external_script_named_handle 50 (PEDCARD) 
0884: 'PEDSLOT' = init_external_script_named_handle 51 (PEDSLOT) 
0884: 'STRIPW' = init_external_script_named_handle 53 (STRIPW) 
0884: 'STRIPM' = init_external_script_named_handle 54 (STRIPM) 
0884: 'BROWSE' = init_external_script_named_handle 55 (BROWSE) 
0884: 'COPSIT' = init_external_script_named_handle 56 (COPSIT) 
0884: 'COPLOOK' = init_external_script_named_handle 57 (COPLOOK) 
0884: 'TICKET' = init_external_script_named_handle 58 (TICKET) 
0884: 'SHOPPER' = init_external_script_named_handle 59 (SHOPPER) 
0884: 'PHOTO' = init_external_script_named_handle 73 (PHOTO) 
0884: 'PRISONR' = init_external_script_named_handle 74 (PRISONR) 
0928: init_external_script_trigger 19 (DEALER) with_actor_model #BMYDRUG priority 100 
0928: init_external_script_trigger 19 (DEALER) with_actor_model #WMYDRUG priority 100 
0928: init_external_script_trigger 19 (DEALER) with_actor_model #HMYDRUG priority 100 
0928: init_external_script_trigger 19 (DEALER) with_actor_model #BIKDRUG priority 100 
0928: init_external_script_trigger 77 (HOTDOG) with_actor_model #BMOCHIL priority 100 
08E8: assign_external_script_handle 'DEALER' to_model #BMYDRUG 
08E8: assign_external_script_handle 'DEALER' to_model #WMYDRUG 
08E8: assign_external_script_handle 'DEALER' to_model #HMYDRUG 
08E8: assign_external_script_handle 'DEALER' to_model #BIKDRUG 
0776: create_objects_in_object_group "CRACK" 
0363: create_static_object_at -2166.86 -236.5 40.86 radius 40.0 model #CRACKFACT_SFS visibility 1 
0363: create_static_object_at -2185.49 -215.55 34.31 radius 40.0 model #CF_EXT_DEM_SFS visibility 0 
0363: create_static_object_at -2166.86 -236.5 40.86 radius 40.0 model #LODCRACKFACT_SFS visibility 1 
0363: create_static_object_at -2185.49 -215.55 34.31 radius 40.0 model #LODEXT_DEM_SFS visibility 0 
004F: create_thread @MS_BIKE_MISSIONS  
004F: create_thread @MS_VEHICLE_SUBMISSIONS  
004F: create_thread @MS_GYMFIGHT_SCHOOL  
004F: create_thread @MS_SHOOTING_RANGE  
004F: create_thread @MS_BLOODRING  
004F: create_thread @MS_8TRACK  
004F: create_thread @MS_DIRTTRACK_KICKSTART  
004F: create_thread @SAVEGAME  
004F: create_thread @FLOW  
004F: create_thread @HELP_TEXT_BOXES  
004F: create_thread @BONUSES  
004F: create_thread @CRANES  
004F: create_thread @MS_BUY_PROPERTIES  
004F: create_thread @ESC_VALET_PARKING  
004F: create_thread @ESC_AIRPORT_TERMINALS  
004F: create_thread @ESC_TRAINS  
004F: create_thread @ESC_IMPOUND_GARAGES  
004F: create_thread @OPENUP_PROPERTIES  
004F: create_thread @MS_BEAT_THE_COCK  
00D7: create_thread @NONAME_1 // without extra params 
00D7: create_thread @NONAME_2 // without extra params 
00D7: create_thread @NONAME_3 // without extra params 
00D7: create_thread @NONAME_4 // without extra params 
00D7: create_thread @NONAME_5 // without extra params 
00D7: create_thread @NONAME_6 // without extra params 
00D7: create_thread @APCHECK // without extra params 
00D7: create_thread @GIRLFRIENDS_INIT // without extra params 
00D7: create_thread @NONAME_7 // without extra params 
00D7: create_thread @NONAME_8 // without extra params 
00D7: create_thread @HJ // without extra params 
00D7: create_thread @CELLFON // without extra params 
016A: fade 0 time 0 
09BA: show_entered_zone_name 1 
0001: wait 0 ms 
0001: wait 0 ms 
03B7: process_cutscene_only 0 
0169: set_fade_color_RGB 0 0 0 
0001: wait 2000 ms 
03B7: process_cutscene_only 1 
01F0: set_max_wanted_level_to 4 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MAIN_4068 
01B6: set_weather 16 
087B: set_player $PLAYER_CHAR clothes_texture "MOHAWK" model "MOHAWK" body_part 1
087B: set_player $PLAYER_CHAR clothes_texture "TSHIRTERISORN" model "TSHIRT" body_part 0
087B: set_player $PLAYER_CHAR clothes_texture "CONVHEATRED" model "CONV" body_part 3
087B: set_player $PLAYER_CHAR clothes_texture "DOGTAG" model "NECK" body_part 13
087B: set_player $PLAYER_CHAR clothes_texture "WORKTRCAMOGRN" model "WORKTR" body_part 2
087B: set_player $PLAYER_CHAR clothes_texture "WATCHCRO2" model "WATCH" body_part 14
0004: $2549 = 1 
070D: rebuild_player $PLAYER_CHAR 
0793: save_player_clothes 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 
0004: $MISSION_INTRO_PASSED = 0 
0417: start_mission INTRO // Intro
0004: $41 = 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MAIN_4059 
04BB: select_interior 0 
01B4: set_player $PLAYER_CHAR can_move 1 

:MAIN_4059
01B7: release_weather 
0002: jump @MAIN_4075 

:MAIN_4068
0004: $SCRIPT_STATUS = 0 

:MAIN_4075
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MAIN_5808 
077E: get_active_interior_to $ACTIVE_INTERIOR 
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
07D0: $WEEKDAY = weekday 
09FB: $CURRENT_LANGUAGE = current_language 
0842: $CURRENT_TOWN_NUMBER = player $PLAYER_CHAR town_number 
01BD: $5284 = current_time_in_ms 
00D6: if 
0038:   $672 == 1 
004D: jump_if_false @MAIN_4214 
0084: $5283 = $5284 // (int) 
0060: $5283 -= $5285 // (int) 
00D6: if 
0028:   $5283 >= 180000 
004D: jump_if_false @MAIN_4214 
0004: $672 = 0 
0004: $TOTAL_FOOD_EATEN = 0 
0004: $5283 = 0 
0004: $10045 = 0 

:MAIN_4214
00D6: if or
03B0:   garage 'BODLAWN' door_open 
03B0:   garage 'MODLAST' door_open 
03B0:   garage 'MDSSFSE' door_open 
03B0:   garage 'MDS1SFS' door_open 
03B0:   garage 'VECMOD' door_open 
004D: jump_if_false @MAIN_4336 
0926: $SCRIPT_STATUS = external_script_status 66 (CARMOD1) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 
004D: jump_if_false @MAIN_4329 
08A9: load_external_script 66 (CARMOD1) 
00D6: if 
08AB:   external_script 66 (CARMOD1) loaded 
004D: jump_if_false @MAIN_4329 
0913: run_external_script 66 (CARMOD1)  

:MAIN_4329
0002: jump @MAIN_4340 

:MAIN_4336
090F: end_external_script 66 (CARMOD1) 

:MAIN_4340
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 46 
004D: jump_if_false @MAIN_4414 
0926: $SCRIPT_STATUS = external_script_status 0 (PLAYER_PARACHUTE) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 
004D: jump_if_false @MAIN_4407 
08A9: load_external_script 0 (PLAYER_PARACHUTE) 
00D6: if 
08AB:   external_script 0 (PLAYER_PARACHUTE) loaded 
004D: jump_if_false @MAIN_4407 
0913: run_external_script 0 (PLAYER_PARACHUTE)  

:MAIN_4407
0002: jump @MAIN_4418 

:MAIN_4414
090F: end_external_script 0 (PLAYER_PARACHUTE) 

:MAIN_4418
00D6: if and
0491:   actor $PLAYER_ACTOR has_weapon 43 
0038:   $ONMISSION == 0 
004D: jump_if_false @MAIN_4499 
0926: $SCRIPT_STATUS = external_script_status 75 (CAMERA) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 
004D: jump_if_false @MAIN_4492 
08A9: load_external_script 75 (CAMERA) 
00D6: if 
08AB:   external_script 75 (CAMERA) loaded 
004D: jump_if_false @MAIN_4492 
0913: run_external_script 75 (CAMERA)  

:MAIN_4492
0002: jump @MAIN_4503 

:MAIN_4499
090F: end_external_script 75 (CAMERA) 

:MAIN_4503
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @MAIN_5495 
00D6: if 
001A:   10 > $SYNDICATE_TOTAL_PASSED_MISSIONS 
004D: jump_if_false @MAIN_4972 
00D6: if 
0018:   $CATALINA_TOTAL_PASSED_MISSIONS > 2 
004D: jump_if_false @MAIN_4972 
00D6: if 
0018:   $89 > 400 
004D: jump_if_false @MAIN_4900 
0926: $SCRIPT_STATUS = external_script_status 2 (BCESAR2) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 
004D: jump_if_false @MAIN_4738 
00D6: if 
0038:   $BCESAR3_SCRIPT_LAUNCHED == 0 
004D: jump_if_false @MAIN_4738 
0926: $SCRIPT_STATUS = external_script_status 3 (BCESAR3) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 
004D: jump_if_false @MAIN_4738 
07D0: $WEEKDAY = weekday 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if or
0038:   $WEEKDAY == 4 
0038:   $WEEKDAY == 7 
004D: jump_if_false @MAIN_4738 
00D6: if or
0028:   $TIME_HOURS >= 19 
001A:   7 > $TIME_HOURS 
004D: jump_if_false @MAIN_4738 
08A9: load_external_script 3 (BCESAR3) 
00D6: if 
08AB:   external_script 3 (BCESAR3) loaded 
004D: jump_if_false @MAIN_4738 
0913: run_external_script 3 (BCESAR3)  
0004: $BCESAR3_SCRIPT_LAUNCHED = 1 

:MAIN_4738
0926: $SCRIPT_STATUS = external_script_status 3 (BCESAR3) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 
004D: jump_if_false @MAIN_4900 
00D6: if 
0038:   $BCESAR2_SCRIPT_LAUNCHED == 0 
004D: jump_if_false @MAIN_4900 
0926: $SCRIPT_STATUS = external_script_status 2 (BCESAR2) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 
004D: jump_if_false @MAIN_4900 
07D0: $WEEKDAY = weekday 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if or
0038:   $WEEKDAY == 2 
0038:   $WEEKDAY == 6 
004D: jump_if_false @MAIN_4900 
00D6: if and
0028:   $TIME_HOURS >= 5 
001A:   17 > $TIME_HOURS 
004D: jump_if_false @MAIN_4900 
08A9: load_external_script 2 (BCESAR2) 
00D6: if 
08AB:   external_script 2 (BCESAR2) loaded 
004D: jump_if_false @MAIN_4900 
0913: run_external_script 2 (BCESAR2)  
0004: $BCESAR2_SCRIPT_LAUNCHED = 1 

:MAIN_4900
07D0: $WEEKDAY = weekday 
00D6: if or
0038:   $WEEKDAY == 1 
0038:   $WEEKDAY == 3 
0038:   $WEEKDAY == 5 
004D: jump_if_false @MAIN_4965 
0004: $BCESAR2_SCRIPT_LAUNCHED = 0 
0004: $BCESAR3_SCRIPT_LAUNCHED = 0 
0004: $89 = 0 
0002: jump @MAIN_4972 

:MAIN_4965
0008: $89 += 1 

:MAIN_4972
00D6: if and
0038:   $MISSION_CESAR_VIALPANDO_PASSED == 1 
0038:   $ONMISSION == 0 
004D: jump_if_false @CASE_VIDEO_GAME 
00D6: if 
0038:   $LOWR_CONT_SCRIPT_LAUNCHED == 0 
004D: jump_if_false @MAIN_5132 
0926: $SCRIPT_STATUS = external_script_status 22 (LOWR_CONT) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 
004D: jump_if_false @MAIN_5125 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MAIN_5125 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1812.369 -1929.922 radius 80.0 80.0 
004D: jump_if_false @MAIN_5125 
08A9: load_external_script 22 (LOWR_CONT) 
00D6: if 
08AB:   external_script 22 (LOWR_CONT) loaded 
004D: jump_if_false @MAIN_5125 
0913: run_external_script 22 (LOWR_CONT)  
0004: $LOWR_CONT_SCRIPT_LAUNCHED = 1 

:MAIN_5125
0002: jump @CASE_VIDEO_GAME 

:MAIN_5132
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASE_VIDEO_GAME 
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 1812.369 -1929.922 radius 500.0 500.0 
004D: jump_if_false @CASE_VIDEO_GAME 
0004: $LOWR_CONT_SCRIPT_LAUNCHED = 0 

:CASE_VIDEO_GAME
0871: init_jump_table $VIDEO_GAME total_jumps 8 default_jump 0 @END_CASE_VIDEO_GAME jumps 0 @MS_GAME_THEYCRAWLEDFROMURANUS 1 @MS_GAME_DUALITY 2 @MS_GAME_GOGOSPACEMONKEY 3 @MS_GAME_LETSGETREADYTOBUMBLE 4 @MS_GAME_TRACKBETTING 5 @MS_GAME_POOL 6 @MS_GAME_LOWRIDER 
0872: jump_table_jumps 7 @MS_GAME_BEEFYBARON -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME 

:MS_GAME_THEYCRAWLEDFROMURANUS
0004: $ONMISSION = 1 
0417: start_mission NONE // Video Game: They Crawled From Uranus
0002: jump @END_CASE_VIDEO_GAME 

:MS_GAME_DUALITY
0004: $ONMISSION = 1 
0417: start_mission DUAL // Video Game: Dualuty
0002: jump @END_CASE_VIDEO_GAME 

:MS_GAME_GOGOSPACEMONKEY
0004: $ONMISSION = 1 
0417: start_mission SHTR // Video Game: Go Go Space Monkey
0002: jump @END_CASE_VIDEO_GAME 

:MS_GAME_LETSGETREADYTOBUMBLE
0004: $ONMISSION = 1 
0417: start_mission GRAV // Video Game: Let's Get Ready To Bumble
0002: jump @END_CASE_VIDEO_GAME 

:MS_GAME_TRACKBETTING
0004: $ONMISSION = 1 
0417: start_mission OTB // Video Game: Inside Track Betting
0002: jump @END_CASE_VIDEO_GAME 

:MS_GAME_POOL
0004: $ONMISSION = 1 
0417: start_mission POOL2 // Pool
0002: jump @END_CASE_VIDEO_GAME 

:MS_GAME_LOWRIDER
0004: $ONMISSION = 1 
0417: start_mission LOWR // Lowrider (Bet And Dance)
0002: jump @END_CASE_VIDEO_GAME 

:MS_GAME_BEEFYBARON
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'BEEFY' time 1000 style 2  // Beefy Baron
0050: gosub @SUB_FADE_500MS 
0417: start_mission ZERO5 // Beefy Baron
0002: jump @END_CASE_VIDEO_GAME 

:END_CASE_VIDEO_GAME
0002: jump @MAIN_5534 

:MAIN_5495
00D6: if or
0038:   $BCESAR2_SCRIPT_LAUNCHED == 1 
0038:   $BCESAR3_SCRIPT_LAUNCHED == 1 
004D: jump_if_false @MAIN_5527 
0004: $89 = 0 

:MAIN_5527
0004: $VIDEO_GAME = -1 

:MAIN_5534
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MAIN_5808 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2037.536 2365.373 cornerB 2117.177 2483.922 
004D: jump_if_false @MAIN_5644 
0926: $SCRIPT_STATUS = external_script_status 70 (CARPARK1) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 
004D: jump_if_false @MAIN_5637 
08A9: load_external_script 70 (CARPARK1) 
00D6: if 
08AB:   external_script 70 (CARPARK1) loaded 
004D: jump_if_false @MAIN_5637 
0913: run_external_script 70 (CARPARK1)  

:MAIN_5637
0002: jump @MAIN_5648 

:MAIN_5644
090F: end_external_script 70 (CARPARK1) 

:MAIN_5648
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // == constant 
004D: jump_if_false @MAIN_5808 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 658.0068 -1866.313 4.4537 radius 15.0 15.0 15.0 
004D: jump_if_false @MAIN_5783 
00D6: if 
0038:   $157 == 0 
004D: jump_if_false @MAIN_5776 
00D6: if or
001C:   $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int) 
001C:   $CURRENT_MONTH > $GYM_MONTH_WHEN_LIMIT_REACHED // (int) 
004D: jump_if_false @MAIN_5769 
0005: $GYM_DAY_LIMIT = 0.0 

:MAIN_5769
0004: $157 = 1 

:MAIN_5776
0002: jump @MAIN_5808 

:MAIN_5783
00D6: if 
0038:   $157 == 1 
004D: jump_if_false @MAIN_5808 
0004: $157 = 0 

:MAIN_5808
0002: jump @MAIN_4075 

:MS_INTRO_MISSIONS
03A4: name_thread 'INT' 

:INT_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $INTRO_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @INT_36 
004E: end_thread 

:INT_36
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INT_292 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @INT_292 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE radius 1.0 1.0 2.0 on_foot 
004D: jump_if_false @INT_182 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @INT_182 
00D6: if 
0038:   $INTRO_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @INT_182 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'INTRO_1' time 1000 style 2  // Big Smoke
0050: gosub @SUB_CJ_GOTO_HOME 
03E6: remove_text_box 
0417: start_mission INTRO1 // Big Smoke

:INT_182
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_RYDER_HOUSE $Y_RYDER_HOUSE $Z_RYDER_HOUSE radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @INT_292 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @INT_292 
00D6: if 
0038:   $INTRO_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @INT_292 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'INTRO_2' time 1000 style 2  // Ryder
0050: gosub @SUB_CJ_GOTO_RYDER_HOUSE 
0417: start_mission INTRO2 // Ryder

:INT_292
0002: jump @INT_11 

:SWEET
03A4: name_thread 'SWEET' 

:SWEET_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $SWEET_TOTAL_PASSED_MISSIONS == 9 
004D: jump_if_false @SWEET_36 
004E: end_thread 

:SWEET_36
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SWEET_807 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @SWEET_807 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @SWEET_684 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @SWEET_684 
00D6: if 
0038:   $SWEET_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @SWEET_180 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_1' time 1000 style 2  // Tagging up Turf
0050: gosub @SUB_CJ_GOTO_SWEET_HOUSE 
0417: start_mission SWEET1 // Tagging Up Turf

:SWEET_180
00D6: if 
0038:   $SWEET_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @SWEET_232 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET1B' time 1000 style 2  // Cleaning the Hood
0050: gosub @SUB_CJ_GOTO_SWEET_HOUSE 
0417: start_mission SWEET1B // Cleaning The Hood

:SWEET_232
00D6: if 
0038:   $SWEET_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @SWEET_284 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_3' time 1000 style 2  // Drive-thru
0050: gosub @SUB_CJ_GOTO_SWEET_HOUSE 
0417: start_mission SWEET3 // Drive-Thru

:SWEET_284
00D6: if 
0038:   $SWEET_TOTAL_PASSED_MISSIONS == 3 
004D: jump_if_false @SWEET_336 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_2' time 1000 style 2  // Nines and AK's
0050: gosub @SUB_CJ_GOTO_SWEET_HOUSE 
0417: start_mission SWEET2 // Nines And AK's

:SWEET_336
00D6: if 
0038:   $SWEET_TOTAL_PASSED_MISSIONS == 4 
004D: jump_if_false @SWEET_388 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_4' time 1000 style 2  // Drive-By
0050: gosub @SUB_CJ_GOTO_SWEET_HOUSE 
0417: start_mission SWEET4 // Drive-By

:SWEET_388
00D6: if 
0038:   $SWEET_TOTAL_PASSED_MISSIONS == 5 
004D: jump_if_false @SWEET_440 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_5' time 1000 style 2  // Sweet's Girl
0050: gosub @SUB_CJ_GOTO_SWEET_HOUSE 
0417: start_mission HOODS5 // Sweet's Girl

:SWEET_440
00D6: if 
0038:   $SWEET_TOTAL_PASSED_MISSIONS == 6 
004D: jump_if_false @SWEET_492 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_6' time 1000 style 2  // Cesar Vialpando
0050: gosub @SUB_CJ_GOTO_SWEET_HOUSE 
0417: start_mission SWEET6 // Cesar Vialpando

:SWEET_492
00D6: if 
0038:   $SWEET_TOTAL_PASSED_MISSIONS == 8 
004D: jump_if_false @SWEET_684 
0956: get_respect_to $47 
00D6: if 
0018:   $47 > 1 
004D: jump_if_false @SWEET_632 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if and
0028:   $TIME_HOURS >= 9 
001A:   17 > $TIME_HOURS 
004D: jump_if_false @SWEET_609 
00BE: text_clear_all 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_7' time 1000 style 2  // Los Sepulcros
0050: gosub @SUB_CJ_GOTO_SWEET_HOUSE 
0417: start_mission SWEET7 // Los Sepulcros
0002: jump @SWEET_625 

:SWEET_609
00BC: show_text_highpriority GXT 'MTIME3' time 1000 flag 1  // ~s~Come back between 9:00 and 17:00.

:SWEET_625
0002: jump @SWEET_684 

:SWEET_632
00BC: show_text_highpriority GXT 'MOREREP' time 1000 flag 1  // ~s~You need to gain more respect.
00D6: if 
0038:   $HELP_RESPECT_SHOWN == 0 
004D: jump_if_false @SWEET_684 
03E5: show_text_box 'HELP101'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
0004: $HELP_RESPECT_SHOWN = 1 

:SWEET_684
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1365.251 -1280.12 12.5469 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @SWEET_807 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @SWEET_807 
00D6: if and
0038:   $SWEET_TOTAL_PASSED_MISSIONS == 7 
0038:   $1346 == 1 
004D: jump_if_false @SWEET_807 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'CRASH_2' time 1000 style 2  // Doberman
0050: gosub @SUB_FADE_500MS 
0417: start_mission CRASH4 // Doberman

:SWEET_807
0002: jump @SWEET_11 

:CRASH
03A4: name_thread 'CRASH' 

:CRASH_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $CRASH_LS_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @CRASH_36 
004E: end_thread 

:CRASH_36
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRASH_232 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @CRASH_232 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_CRASH_LS $Y_CRASH_LS $Z_CRASH_LS radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @CRASH_232 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @CRASH_232 
00D6: if 
0038:   $CRASH_LS_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @CRASH_180 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'CRASH_1' time 1000 style 2  // Burning Desire
0050: gosub @SUB_CJ_GOTO_CRASH_LS 
0417: start_mission CRASH1 // Burning Desire

:CRASH_180
00D6: if 
0038:   $CRASH_LS_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @CRASH_232 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'CRASH_3' time 1000 style 2  // Gray Imports
0050: gosub @SUB_CJ_GOTO_CRASH_LS 
0417: start_mission DRUGS3 // Gray Imports

:CRASH_232
0002: jump @CRASH_11 

:RYDER
03A4: name_thread 'RYDER' 

:RYDER_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $RYDER_TOTAL_PASSED_MISSIONS == 3 
004D: jump_if_false @RYDER_36 
004E: end_thread 

:RYDER_36
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @RYDER_342 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @RYDER_342 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_RYDER_HOUSE $Y_RYDER_HOUSE $Z_RYDER_HOUSE radius 1.6 1.2 2.0 on_foot 
004D: jump_if_false @RYDER_342 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @RYDER_342 
00D6: if 
0038:   $RYDER_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @RYDER_238 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if and
0028:   $TIME_HOURS >= 12 
001A:   20 > $TIME_HOURS 
004D: jump_if_false @RYDER_222 
00BE: text_clear_all 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'RYDER_1' time 1000 style 2  // Home Invasion
0050: gosub @SUB_CJ_GOTO_RYDER_HOUSE 
0417: start_mission GUNS1 // Home Invasion
0002: jump @RYDER_238 

:RYDER_222
00BC: show_text_highpriority GXT 'MTIME6' time 1000 flag 1  // ~s~Come back between 12:00 and 20:00.

:RYDER_238
00D6: if 
0038:   $RYDER_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @RYDER_290 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'RYDER_3' time 1000 style 2  // Catalyst
0050: gosub @SUB_CJ_GOTO_RYDER_HOUSE 
0417: start_mission RYDER3 // Catalyst

:RYDER_290
00D6: if 
0038:   $RYDER_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @RYDER_342 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'RYDER_2' time 1000 style 2  // Robbing Uncle Sam
0050: gosub @SUB_CJ_GOTO_RYDER_HOUSE 
0417: start_mission RYDER2 // Robbing Uncle Sam

:RYDER_342
0002: jump @RYDER_11 

:SMOKE
03A4: name_thread 'SMOKE' 

:SMOKE_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $SMOKE_TOTAL_PASSED_MISSIONS == 4 
004D: jump_if_false @SMOKE_36 
004E: end_thread 

:SMOKE_36
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SMOKE_336 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @SMOKE_336 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_BIG_SMOKE_HOUSE $Y_BIG_SMOKE_HOUSE $Z_BIG_SMOKE_HOUSE radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @SMOKE_336 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @SMOKE_336 
00D6: if 
0038:   $SMOKE_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @SMOKE_180 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SMOKE_1' time 1000 style 2  // OG Loc
0050: gosub @SUB_CJ_GOTO_SMOKE_HOUSE 
0417: start_mission TWAR7 // OG Loc

:SMOKE_180
00D6: if 
0038:   $SMOKE_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @SMOKE_232 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SMOKE_2' time 1000 style 2  // Running Dog
0050: gosub @SUB_CJ_GOTO_SMOKE_HOUSE 
0417: start_mission SMOKE2 // Running Dog

:SMOKE_232
00D6: if 
0038:   $SMOKE_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @SMOKE_284 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SMOKE_3' time 1000 style 2  // Wrong Side of the Tracks
0050: gosub @SUB_CJ_GOTO_SMOKE_HOUSE 
0417: start_mission SMOKE3 // Wrong Side of the Tracks

:SMOKE_284
00D6: if 
0038:   $SMOKE_TOTAL_PASSED_MISSIONS == 3 
004D: jump_if_false @SMOKE_336 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SMOKE_4' time 1000 style 2  // Just Business
0050: gosub @SUB_CJ_GOTO_SMOKE_HOUSE 
0417: start_mission DRUGS1 // Just Business

:SMOKE_336
0002: jump @SMOKE_11 

:STRAP
03A4: name_thread 'STRAP' 

:STRAP_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $OG_LOC_TOTAL_PASSED_MISSIONS == 5 
004D: jump_if_false @STRAP_36 
004E: end_thread 

:STRAP_36
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STRAP_620 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @STRAP_620 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_OG_LOC_WORK $Y_OG_LOC_WORK $Z_OG_LOC_WORK radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @STRAP_452 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @STRAP_452 
00D6: if 
0038:   $OG_LOC_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @STRAP_238 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if or
0028:   $TIME_HOURS >= 22 
001A:   6 > $TIME_HOURS 
004D: jump_if_false @STRAP_222 
00BE: text_clear_all 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'STRAP_1' time 1000 style 2  // Life's a Beach
0050: gosub @SUB_CJ_GOTO_OG_WORK 
0417: start_mission MUSIC1 // Life's a Beach
0002: jump @STRAP_238 

:STRAP_222
00BC: show_text_highpriority GXT 'MTIME5' time 1000 flag 1  // ~s~Come back between 22:00 and 6:00.

:STRAP_238
00D6: if 
0038:   $OG_LOC_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @STRAP_290 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'STRAP_2' time 1000 style 2  // Madd Dogg's Rhymes
0050: gosub @SUB_CJ_GOTO_OG_WORK 
0417: start_mission MUSIC2 // Madd Dogg's Rhymes

:STRAP_290
00D6: if 
0038:   $OG_LOC_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @STRAP_400 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if or
0028:   $TIME_HOURS >= 12 
001A:   5 > $TIME_HOURS 
004D: jump_if_false @STRAP_384 
00BE: text_clear_all 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'STRAP_3' time 1000 style 2  // Management Issues
0050: gosub @SUB_CJ_GOTO_OG_WORK 
0417: start_mission MUSIC3 // Management Issues
0002: jump @STRAP_400 

:STRAP_384
00BC: show_text_highpriority GXT 'MTIME2' time 1000 flag 1  // ~s~Come back between 12:00 and 5:00.

:STRAP_400
00D6: if 
0038:   $OG_LOC_TOTAL_PASSED_MISSIONS == 3 
004D: jump_if_false @STRAP_452 
0004: $ONMISSION = 1 
0050: gosub @SUB_CJ_GOTO_OG_WORK 
00BA: show_text_styled GXT 'STRAP_4' time 1000 style 2  // House Party
0417: start_mission MUSIC5 // House Party

:STRAP_452
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_OG_LOC_HOUSE $Y_OG_LOC_HOUSE $Z_OG_LOC_HOUSE radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @STRAP_620 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @STRAP_620 
00D6: if 
0038:   $OG_LOC_TOTAL_PASSED_MISSIONS == 4 
004D: jump_if_false @STRAP_620 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if or
0028:   $TIME_HOURS >= 20 
001A:   6 > $TIME_HOURS 
004D: jump_if_false @STRAP_604 
00BE: text_clear_all 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'STRAP_4' time 1000 style 2  // House Party
0050: gosub @SUB_CJ_GOTO_OG_PARTY_HOUSE 
0417: start_mission MUSIC5 // House Party
0002: jump @STRAP_620 

:STRAP_604
00BC: show_text_highpriority GXT 'MTIME1' time 1000 flag 1  // ~s~Come back between 20:00 and 6:00.

:STRAP_620
0002: jump @STRAP_11 

:CESAR
03A4: name_thread 'CESAR' 

:CESAR_11
0001: wait 0 ms 
00D6: if 
0038:   $MISSION_LOWRIDER_PASSED == 1 
004D: jump_if_false @CESAR_35 
004E: end_thread 

:CESAR_35
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CESAR_344 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @CESAR_130 
00D6: if 
0038:   $MISSION_LOWRIDER_PASSED == 0 
004D: jump_if_false @CESAR_130 
00D6: if 
0038:   $2336 == 1 
004D: jump_if_false @CESAR_130 
04AE: $RACE_INDEX = 0 // = constant 
0004: $CUSTOM_TOURNAMENT_FLAG = 0 
0417: start_mission CPRACE // Race Tournament / 8-track / Dirt Track
0004: $2336 = 2 

:CESAR_130
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @CESAR_344 
00D6: if 
0038:   $MISSION_LOWRIDER_PASSED == 0 
004D: jump_if_false @CESAR_344 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_CESAR_HOUSE $Y_CESAR_HOUSE $Z_CESAR_HOUSE radius 4.0 4.0 3.0 
004D: jump_if_false @CESAR_344 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CESAR_328 
03C0: $2197 = actor $PLAYER_ACTOR car 
00D6: if 
096E:   car $2197 lowrider 
004D: jump_if_false @CESAR_305 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @CESAR_298 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'CESAR_1' time 1000 style 2  // High Stakes, Low-rider
0050: gosub @PSAVE1_2334 
0417: start_mission CESAR1 // Lowrider (High Stakes)

:CESAR_298
0002: jump @CESAR_321 

:CESAR_305
00BC: show_text_highpriority GXT 'CES_CK1' time 1000 flag 1  // ~s~You need to be in a lowrider car.

:CESAR_321
0002: jump @CESAR_344 

:CESAR_328
00BC: show_text_highpriority GXT 'CES_CK1' time 1000 flag 1  // ~s~You need to be in a lowrider car.

:CESAR_344
0002: jump @CESAR_11 

:MS_LS_FINAL_MISSIONS
03A4: name_thread 'LA1FIN' 

:LA1FIN_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $LS_FINAL_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @LA1FIN_36 
004E: end_thread 

:LA1FIN_36
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LA1FIN_340 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @LA1FIN_340 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE radius 1.0 1.0 2.0 on_foot 
004D: jump_if_false @LA1FIN_340 
00D6: if 
0038:   $SWEET_TOTAL_PASSED_MISSIONS == 9 
004D: jump_if_false @LA1FIN_340 
00D6: if 
0038:   $SMOKE_TOTAL_PASSED_MISSIONS == 4 
004D: jump_if_false @LA1FIN_340 
00D6: if 
0038:   $OG_LOC_TOTAL_PASSED_MISSIONS == 5 
004D: jump_if_false @LA1FIN_340 
00D6: if 
0038:   $RYDER_TOTAL_PASSED_MISSIONS == 3 
004D: jump_if_false @LA1FIN_340 
00D6: if 
0038:   $CRASH_LS_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @LA1FIN_340 
00D6: if 
0038:   $MISSION_LOWRIDER_PASSED == 1 
004D: jump_if_false @LA1FIN_340 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @LA1FIN_340 
00D6: if 
0038:   $LS_FINAL_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @LA1FIN_288 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'LA1FIN1' time 1000 style 2  // Reuniting the Families
0050: gosub @SUB_CJ_GOTO_SWEET_HOUSE 
0417: start_mission DRUGS4 // Reuniting The Families

:LA1FIN_288
00D6: if 
0038:   $LS_FINAL_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @LA1FIN_340 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'LA1FIN2' time 1000 style 2  // The Green Sabre
0050: gosub @SUB_CJ_GOTO_SWEET_HOUSE 
0417: start_mission LA1FIN2 // The Green Sabre

:LA1FIN_340
0002: jump @LA1FIN_11 

:BCRASH
03A4: name_thread 'BCRASH' 

:BCRASH_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $MISSION_BADLANDS_PASSED == 1 
004D: jump_if_false @BCRASH_36 
004E: end_thread 

:BCRASH_36
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCRASH_180 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @BCRASH_180 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_ANGEL_PINE $Y_ANGEL_PINE $Z_ANGEL_PINE radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @BCRASH_180 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @BCRASH_180 
00D6: if 
0038:   $MISSION_BADLANDS_PASSED == 0 
004D: jump_if_false @BCRASH_180 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'BCRASH1' time 1000 style 2  // Badlands
0050: gosub @SUB_FADE_500MS 
0417: start_mission BCRASH1 // Badlands

:BCRASH_180
0002: jump @BCRASH_11 

:CAT
0004: $CATALINA_SELECTED_MISSION = -1 
03A4: name_thread 'CAT' 

:CAT_18
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT_634 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @CAT_419 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @END_CASE_CATALINA_MISSION 
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @CAT_164 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_MEETING_CATALINA $Y_MEETING_CATALINA $Z_MEETING_CATALINA radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @CAT_157 
0004: $ONMISSION = 1 
0050: gosub @SUB_SHOW_SELECTED_CATALINA_MISSION_TITLE 
0050: gosub @CAT_779 
0417: start_mission CATALIN // First Date

:CAT_157
0002: jump @CASE_CATALINA_MISSIONS 

:CAT_164
00D6: if 
0038:   $2163 == 1 
004D: jump_if_false @CASE_CATALINA_MISSIONS 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_CATALINA_HOUSE $Y_CATALINA_HOUSE $Z_CATALINA_HOUSE radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @CASE_CATALINA_MISSIONS 
0004: $ONMISSION = 1 
0050: gosub @SUB_SHOW_SELECTED_CATALINA_MISSION_TITLE 
0050: gosub @CAT_922 
0417: start_mission CATALIN // First Date

:CASE_CATALINA_MISSIONS
0871: init_jump_table $CATALINA_SELECTED_MISSION total_jumps 4 default_jump 0 @END_CASE_CATALINA_MISSION jumps 0 @MS_LOCAL_LIQUOR_STORE 1 @MS_SMALL_TOWN_BANK 2 @MS_TANKER_COMMANDER 3 @MS_AGAINST_ALL_ODDS -1 @END_CASE_CATALINA_MISSION -1 @END_CASE_CATALINA_MISSION -1 @END_CASE_CATALINA_MISSION 

:MS_LOCAL_LIQUOR_STORE
0004: $ONMISSION = 1 
0417: start_mission CAT1 // Local Liquor Store
0002: jump @CAT_18 
0002: jump @END_CASE_CATALINA_MISSION 

:MS_SMALL_TOWN_BANK
0004: $ONMISSION = 1 
0417: start_mission CAT2 // Small Town Bank
0002: jump @CAT_18 
0002: jump @END_CASE_CATALINA_MISSION 

:MS_TANKER_COMMANDER
0004: $ONMISSION = 1 
0417: start_mission CAT3 // Tanker Commander
0002: jump @CAT_18 
0002: jump @END_CASE_CATALINA_MISSION 

:MS_AGAINST_ALL_ODDS
0004: $ONMISSION = 1 
0417: start_mission CAT4 // Against All Odds
0002: jump @CAT_18 
0002: jump @END_CASE_CATALINA_MISSION 

:END_CASE_CATALINA_MISSION
0002: jump @CAT_426 

:CAT_419
0004: $CATALINA_SELECTED_MISSION = -1 

:CAT_426
00D6: if 
0038:   $719 == 0 
004D: jump_if_false @CAT_474 
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @CAT_474 
0164: disable_marker $MARKER_CATALINA 
0004: $719 = 1 

:CAT_474
00D6: if 
0038:   $719 == 1 
004D: jump_if_false @CAT_609 
00D6: if 
0038:   $TRUTH_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @CAT_609 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_ANGEL_PINE $Y_ANGEL_PINE $Z_ANGEL_PINE radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @CAT_609 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @CAT_609 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'TRAILER' time 1000 style 2  // King in Exile
0050: gosub @SUB_FADE_500MS 
0417: start_mission CATCUT // King in Exile
0004: $719 = 2 

:CAT_609
00D6: if 
0018:   $CATALINA_TOTAL_PASSED_MISSIONS > 3 
004D: jump_if_false @CAT_634 
0164: disable_marker $MARKER_CATALINA 
004E: end_thread 

:CAT_634
0002: jump @CAT_18 

:SUB_SHOW_SELECTED_CATALINA_MISSION_TITLE
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @CAT_675 
00BA: show_text_styled GXT 'CATCUT1' time 1000 style 2  // First Date

:CAT_675
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @CAT_709 
00BA: show_text_styled GXT 'CATCUT2' time 1000 style 2  // First Base

:CAT_709
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @CAT_743 
00BA: show_text_styled GXT 'CATCUT3' time 1000 style 2  // Gone Courting

:CAT_743
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 3 
004D: jump_if_false @CAT_777 
00BA: show_text_styled GXT 'CATCUT4' time 1000 style 2  // Made In Heaven

:CAT_777
0051: return 

:CAT_779
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT_920 
0004: $ONMISSION = 1 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 1 
015F: set_camera_position 664.9277 -479.6112 16.1668 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 665.8948 -479.5685 16.4175 switchstyle 2 
0395: clear_area 1 at 681.8004 -474.1063 15.5363 radius 3.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 681.8004 -474.1063 15.5363 mode 4 time 3000 ms // versionA 
0050: gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:CAT_920
0051: return 

:CAT_922
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT_1063 
0004: $ONMISSION = 1 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 1 
015F: set_camera_position 856.9968 -27.9584 63.7393 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 857.9943 -28.0286 63.7295 switchstyle 2 
0395: clear_area 1 at 870.1503 -25.3395 62.9589 radius 3.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 870.1503 -25.3395 62.9589 mode 4 time 3000 ms // versionA 
0050: gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:CAT_1063
0051: return 

:TRU
03A4: name_thread 'TRU' 

:TRU_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $TRUTH_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @TRU_36 
004E: end_thread 

:TRU_36
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRU_281 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @TRU_281 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @TRU_281 
00D6: if 
0038:   $TRUTH_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @TRU_180 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_ANGEL_PINE_MOTEL $Y_ANGEL_PINE_MOTEL $Z_ANGEL_PINE_MOTEL radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @TRU_180 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'TRUTH_1' time 1000 style 2  // Body Harvest
0050: gosub @SUB_CJ_GOTO_ANGEL_PINE_MOTEL 
0417: start_mission TRUTH1 // Body Harvest

:TRU_180
00D6: if and
0038:   $TRUTH_TOTAL_PASSED_MISSIONS == 1 
0018:   $CESAR_TOTAL_PASSED_MISSIONS > 9 
004D: jump_if_false @TRU_281 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_TRUTH_FARM $Y_TRUTH_FARM $Z_TRUTH_FARM radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @TRU_281 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'TRUTH_2' time 1000 style 2  // Are you going to San Fierro?
0050: gosub @SUB_CJ_GOTO_LEAFY_HOLLOW 
0417: start_mission TRUTH2 // Are you going to San Fierro?

:TRU_281
0002: jump @TRU_11 

:BCESAR
03A4: name_thread 'BCESAR' 

:BCESAR_11
0001: wait 0 ms 
00D6: if 
0038:   $CESAR_TOTAL_PASSED_MISSIONS == 10 
004D: jump_if_false @BCESAR_42 
0629: change_integer_stat 322 to 1 
004E: end_thread 

:BCESAR_42
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCESAR_880 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @BCESAR_880 
00D6: if 
0038:   $CESAR_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @BCESAR_116 
00D6: if 
0038:   $MISSION_WUZIMU_STARTED_FLAG == 0 
004D: jump_if_false @BCESAR_116 
0417: start_mission BCESAR4 // Wu Zi Mu / Farewell, My Love...

:BCESAR_116
00D6: if 
0038:   $CESAR_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @BCESAR_382 
00D6: if 
0038:   $MISSION_WUZIMU_STARTED_FLAG == 0 
004D: jump_if_false @BCESAR_382 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_MONTGOMERY $Y_MONTGOMERY $Z_MONTGOMERY radius 4.0 4.0 4.0 
004D: jump_if_false @BCESAR_382 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCESAR_366 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @BCESAR_359 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR used_car 
08EC: $TEMPVAR_CAR_TYPE = car $TEMPVAR_ACTOR_CAR class 
00D6: if or
04A3:   $TEMPVAR_CAR_TYPE == 0 // == constant 
04A3:   $TEMPVAR_CAR_TYPE == 1 // == constant 
04A3:   $TEMPVAR_CAR_TYPE == 2 // == constant 
04A3:   $TEMPVAR_CAR_TYPE == 3 // == constant 
04A3:   $TEMPVAR_CAR_TYPE == 4 // == constant 
04A3:   $TEMPVAR_CAR_TYPE == 6 // == constant 
004D: jump_if_false @BCESAR_343 
0004: $CESAR_TOTAL_PASSED_MISSIONS = 0 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'BCESAR4' time 1000 style 2  // Wu Zi Mu
0050: gosub @SUB_FADE_500MS 
0417: start_mission BCESAR4 // Wu Zi Mu / Farewell, My Love...
0002: jump @BCESAR_359 

:BCESAR_343
00BC: show_text_highpriority GXT 'BC4_7' time 1000 flag 1  // ~s~You can't enter the race with this vehicle!

:BCESAR_359
0002: jump @BCESAR_382 

:BCESAR_366
00BC: show_text_highpriority GXT 'BC4_2' time 1000 flag 1  // ~s~You need a car to race with.

:BCESAR_382
00D6: if 
0038:   $CESAR_TOTAL_PASSED_MISSIONS == 3 
004D: jump_if_false @BCESAR_425 
0004: $CESAR_TOTAL_PASSED_MISSIONS = 4 
0004: $ONMISSION = 1 
0050: gosub @SUB_FADE_500MS 
0417: start_mission BCESAR4 // Wu Zi Mu / Farewell, My Love...

:BCESAR_425
00D6: if and
0038:   $1847 == 1 
001A:   4 > $CATALINA_TOTAL_PASSED_MISSIONS 
004D: jump_if_false @BCESAR_479 
0164: disable_marker $MARKER_CATALINA 
02A7: $MARKER_CATALINA = create_icon_marker_and_sphere $ICON_CATALINA at $X_CATALINA_HOUSE $Y_CATALINA_HOUSE $Z_CATALINA_HOUSE 
0004: $1847 = 0 

:BCESAR_479
00D6: if 
0018:   $CATALINA_TOTAL_PASSED_MISSIONS > 3 
004D: jump_if_false @BCESAR_695 
00D6: if 
0038:   $MISSION_WUZIMU_STARTED_FLAG == 0 
004D: jump_if_false @BCESAR_652 
00D6: if or
0038:   $CESAR_TOTAL_PASSED_MISSIONS == 5 
0038:   $CESAR_TOTAL_PASSED_MISSIONS == 6 
0038:   $CESAR_TOTAL_PASSED_MISSIONS == 7 
004D: jump_if_false @BCESAR_652 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -513.9356 -188.314 77.4599 radius 1.2 1.2 2.0 
004D: jump_if_false @BCESAR_652 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @BCESAR_652 
0004: $CESAR_TOTAL_PASSED_MISSIONS = 5 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'BCES4_2' time 1000 style 2  // Farewell, my love...
0050: gosub @SUB_FADE_500MS 
0417: start_mission BCESAR4 // Wu Zi Mu / Farewell, My Love...

:BCESAR_652
00D6: if 
0038:   $CESAR_TOTAL_PASSED_MISSIONS == 8 
004D: jump_if_false @BCESAR_695 
0004: $CESAR_TOTAL_PASSED_MISSIONS = 9 
0004: $ONMISSION = 1 
0050: gosub @SUB_FADE_500MS 
0417: start_mission BCESAR4 // Wu Zi Mu / Farewell, My Love...

:BCESAR_695
00D6: if and
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 4 
0018:   $CESAR_TOTAL_PASSED_MISSIONS > 4 
004D: jump_if_false @BCESAR_755 
0164: disable_marker $MARKER_CESAR_MONTGOMERY 
02A7: $MARKER_CESAR_MONTGOMERY = create_icon_marker_and_sphere $ICON_CESAR at -513.9356 -188.314 77.4599 
0004: $CATALINA_TOTAL_PASSED_MISSIONS = 5 

:BCESAR_755
00D6: if 
0038:   $MISSION_WUZIMU_STARTED_FLAG == 1 
004D: jump_if_false @BCESAR_880 
00D6: if 
0038:   $CESAR_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @BCESAR_823 
0004: $CESAR_TOTAL_PASSED_MISSIONS = 2 
04AE: $RACE_INDEX = 7 // = constant 
0004: $CUSTOM_TOURNAMENT_FLAG = 0 
0417: start_mission CPRACE // Race Tournament / 8-track / Dirt Track
0004: $MISSION_WUZIMU_STARTED_FLAG = 0 

:BCESAR_823
00D6: if 
0038:   $CESAR_TOTAL_PASSED_MISSIONS == 6 
004D: jump_if_false @BCESAR_880 
0004: $CESAR_TOTAL_PASSED_MISSIONS = 7 
04AE: $RACE_INDEX = 8 // = constant 
0004: $CUSTOM_TOURNAMENT_FLAG = 0 
0629: change_integer_stat 342 to 1 
0417: start_mission CPRACE // Race Tournament / 8-track / Dirt Track
0004: $MISSION_WUZIMU_STARTED_FLAG = 0 

:BCESAR_880
0002: jump @BCESAR_11 

:GARAGE
03A4: name_thread 'GARAGE' 

:GARAGE_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $GARAGE_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @GARAGE_36 
004E: end_thread 

:GARAGE_36
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GARAGE_250 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @GARAGE_250 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SF_GARAGE $Y_SF_GARAGE $Z_SF_GARAGE radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @GARAGE_250 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @GARAGE_250 
00D6: if 
0038:   $GARAGE_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @GARAGE_180 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'GAR_1' time 1000 style 2  // Wear Flowers in your Hair
0050: gosub @SUB_CJ_GOTO_DOHERTY_GARAGE 
0417: start_mission GARAG1 // Wear Flowers In Your Hair

:GARAGE_180
00D6: if 
0038:   $CRASH_SF_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @GARAGE_250 
00D6: if 
0038:   $GARAGE_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @GARAGE_250 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'GAR_2' time 1000 style 2  // Deconstruction
0050: gosub @SUB_CJ_GOTO_DOHERTY_GARAGE 
0417: start_mission DECON // Deconstruction

:GARAGE_250
0002: jump @GARAGE_11 

:SCRASH
03A4: name_thread 'SCRASH' 

:SCRASH_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $CRASH_SF_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @SCRASH_36 
004E: end_thread 

:SCRASH_36
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SCRASH_239 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @SCRASH_239 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SF_GARAGE_3 $Y_SF_GARAGE_3 $Z_SF_GARAGE_3 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @SCRASH_239 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @SCRASH_239 
00D6: if 
0038:   $CRASH_SF_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @SCRASH_180 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SCRA_1' time 1000 style 2  // 555 WE TIP
0050: gosub @SUB_CJ_GOTO_DOHERTY_GARAGE 
0417: start_mission SCRASH3 // 555 WE TIP

:SCRASH_180
00D6: if and
0038:   $CRASH_SF_TOTAL_PASSED_MISSIONS == 1 
0038:   $SYNDICATE_TOTAL_PASSED_MISSIONS == 6 
004D: jump_if_false @SCRASH_239 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SCRA_2' time 1000 style 2  // Snail Trail
0050: gosub @SUB_CJ_GOTO_DOHERTY_GARAGE 
0417: start_mission SCRASH2 // Snail Trail

:SCRASH_239
0002: jump @SCRASH_11 

:WUZI
03A4: name_thread 'WUZI' 

:WUZI_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $WUZIMU_TOTAL_PASSED_MISSIONS == 5 
004D: jump_if_false @WUZI_36 
004E: end_thread 

:WUZI_36
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WUZI_515 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @WUZI_515 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_WOOZIE_HOUSE $Y_WOOZIE_HOUSE $Z_WOOZIE_HOUSE radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @WUZI_515 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @WUZI_515 
00D6: if 
0038:   $WUZIMU_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @WUZI_180 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'WUZI_1' time 1000 style 2  // Mountain Cloud Boys
0050: gosub @SUB_CJ_GOTO_WUZI_HOUSE 
0417: start_mission WUZI1 // Mountain Cloud Boys

:WUZI_180
00D6: if 
0038:   $WUZIMU_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @WUZI_232 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'FAR_4' time 1000 style 2  // Ran Fa Li
0050: gosub @SUB_CJ_GOTO_WUZI_HOUSE 
0417: start_mission FARLIE4 // Ran Fa Li

:WUZI_232
00D6: if 
0038:   $WUZIMU_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @WUZI_284 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'FAR_5' time 1000 style 2  // Lure
0050: gosub @SUB_CJ_GOTO_WUZI_HOUSE 
0417: start_mission DRIV6 // Lure

:WUZI_284
00D6: if 
0038:   $WUZIMU_TOTAL_PASSED_MISSIONS == 3 
004D: jump_if_false @WUZI_463 
0652: $STAT_LUNG_CAPACITY = integer_stat 225 
00D6: if 
0018:   $STAT_LUNG_CAPACITY > 50 
004D: jump_if_false @WUZI_427 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if or
0028:   $TIME_HOURS >= 20 
001A:   6 > $TIME_HOURS 
004D: jump_if_false @WUZI_404 
00BE: text_clear_all 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'WUZI_2' time 1000 style 2  // Amphibious Assault
0050: gosub @SUB_CJ_GOTO_WUZI_HOUSE 
0417: start_mission WUZI2 // Amphibious Assault
0002: jump @WUZI_420 

:WUZI_404
00BC: show_text_highpriority GXT 'MTIME1' time 1000 flag 1  // ~s~Come back between 20:00 and 6:00.

:WUZI_420
0002: jump @WUZI_463 

:WUZI_427
00BE: text_clear_all 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'WUZI_2' time 1000 style 2  // Amphibious Assault
0050: gosub @SUB_CJ_GOTO_WUZI_HOUSE 
0417: start_mission WUZI2 // Amphibious Assault

:WUZI_463
00D6: if 
0038:   $WUZIMU_TOTAL_PASSED_MISSIONS == 4 
004D: jump_if_false @WUZI_515 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'WUZI_4' time 1000 style 2  // The Da Nang Thang
0050: gosub @SUB_CJ_GOTO_WUZI_HOUSE 
0417: start_mission WUZI5 // The Da Nang Thang

:WUZI_515
0002: jump @WUZI_11 

:SYND
03A4: name_thread 'SYND' 

:SYND_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $SYNDICATE_TOTAL_PASSED_MISSIONS == 10 
004D: jump_if_false @SYND_36 
004E: end_thread 

:SYND_36
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYND_874 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @SYND_874 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SF_GARAGE $Y_SF_GARAGE $Z_SF_GARAGE radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @SYND_512 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @SYND_512 
00D6: if 
0038:   $SYNDICATE_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @SYND_180 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_1' time 1000 style 2  // Photo Opportunity
0050: gosub @SUB_FADE_500MS 
0417: start_mission SYN1 // Photo Opportunity

:SYND_180
00D6: if 
0038:   $SYNDICATE_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @SYND_232 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_2' time 1000 style 2  // Jizzy
0050: gosub @SUB_CJ_GOTO_DOHERTY_GARAGE 
0417: start_mission SYN2 // Jizzy

:SYND_232
00D6: if 
0038:   $SYNDICATE_TOTAL_PASSED_MISSIONS == 5 
004D: jump_if_false @SYND_284 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_3' time 1000 style 2  // Outrider
0050: gosub @SUB_FADE_500MS 
0417: start_mission SYN3 // Outrider

:SYND_284
00D6: if and
0038:   $SYNDICATE_TOTAL_PASSED_MISSIONS == 6 
0038:   $CRASH_SF_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @SYND_401 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if or
0028:   $TIME_HOURS >= 20 
001A:   6 > $TIME_HOURS 
004D: jump_if_false @SYND_385 
0004: $ONMISSION = 1 
00BE: text_clear_all 
00BA: show_text_styled GXT 'SYND_4' time 1000 style 2  // Ice Cold Killa
0050: gosub @SUB_CJ_GOTO_DOHERTY_GARAGE 
0417: start_mission SYND4 // Ice Cold Killa
0002: jump @SYND_401 

:SYND_385
00BC: show_text_highpriority GXT 'MTIME1' time 1000 flag 1  // ~s~Come back between 20:00 and 6:00.

:SYND_401
00D6: if 
0038:   $SYNDICATE_TOTAL_PASSED_MISSIONS == 8 
004D: jump_if_false @SYND_453 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_6' time 1000 style 2  // Toreno's Last Flight
0050: gosub @SUB_FADE_500MS 
0417: start_mission SYN6 // Toreno's Last Flight

:SYND_453
00D6: if and
0038:   $SYNDICATE_TOTAL_PASSED_MISSIONS == 9 
0038:   $WUZIMU_TOTAL_PASSED_MISSIONS == 5 
004D: jump_if_false @SYND_512 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_7' time 1000 style 2  // Yay Ka-Boom-Boom
0050: gosub @SUB_CJ_GOTO_DOHERTY_GARAGE 
0417: start_mission SYN7 // Yay Ka-Boom-Boom

:SYND_512
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYND_644 
00D6: if 
0038:   $SYNDICATE_TOTAL_PASSED_MISSIONS == 7 
004D: jump_if_false @SYND_644 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1717.05 1280.91 6.23 radius 1.2 1.2 2.5 on_foot 
004D: jump_if_false @SYND_644 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @SYND_644 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_5' time 1000 style 2  // Pier 69
0050: gosub @SUB_FADE_500MS 
0417: start_mission SYN5 // Pier 69

:SYND_644
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYND_874 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_JIZZY_CLUB $Y_JIZZY_CLUB $Z_JIZZY_CLUB radius 1.2 1.2 2.5 on_foot 
004D: jump_if_false @SYND_874 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @SYND_874 
00D6: if 
0038:   $SYNDICATE_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @SYND_770 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_2' time 1000 style 2  // Jizzy
0050: gosub @SUB_CJ_GOTO_JIZZY_CLUB 
0417: start_mission SYN2 // Jizzy

:SYND_770
00D6: if 
0038:   $SYNDICATE_TOTAL_PASSED_MISSIONS == 3 
004D: jump_if_false @SYND_822 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'FAR_2' time 1000 style 2  // T-Bone Mendez
0050: gosub @SUB_CJ_GOTO_JIZZY_CLUB 
0417: start_mission DRIV2 // T-Bone Mendez

:SYND_822
00D6: if 
0038:   $SYNDICATE_TOTAL_PASSED_MISSIONS == 4 
004D: jump_if_false @SYND_874 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'FAR_3' time 1000 style 2  // Mike Toreno
0050: gosub @SUB_CJ_GOTO_JIZZY_CLUB 
0417: start_mission DRIV3 // Mike Toreno

:SYND_874
0002: jump @SYND_11 

:STEAL
03A4: name_thread 'STEAL' 

:STEAL_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $STEAL_TOTAL_PASSED_MISSIONS == 4 
004D: jump_if_false @STEAL_36 
004E: end_thread 

:STEAL_36
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STEAL_336 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @STEAL_336 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SF_GARAGE_2 $Y_SF_GARAGE_2 $Z_SF_GARAGE_2 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @STEAL_336 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @STEAL_336 
00D6: if 
0038:   $STEAL_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @STEAL_180 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'STEAL_1' time 1000 style 2  // Zeroing In
0050: gosub @SUB_CJ_GOTO_DOHERTY_GARAGE2 
0417: start_mission STEAL1 // Zeroing In

:STEAL_180
00D6: if 
0038:   $STEAL_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @STEAL_232 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'STEAL_2' time 1000 style 2  // Test Drive
0050: gosub @SUB_CJ_GOTO_DOHERTY_GARAGE2 
0417: start_mission STEAL2 // Test Drive

:STEAL_232
00D6: if 
0038:   $STEAL_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @STEAL_284 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'STEAL_4' time 1000 style 2  // Customs Fast Track
0050: gosub @SUB_CJ_GOTO_DOHERTY_GARAGE2 
0417: start_mission STEAL4 // Customs Fast Track

:STEAL_284
00D6: if 
0038:   $STEAL_TOTAL_PASSED_MISSIONS == 3 
004D: jump_if_false @STEAL_336 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'STEAL_5' time 1000 style 2  // Puncture Wounds
0050: gosub @SUB_CJ_GOTO_DOHERTY_GARAGE2 
0417: start_mission STEAL5 // Puncture Wounds

:STEAL_336
0002: jump @STEAL_11 

:TRACE
03A4: name_thread 'TRACE' 

:TRACE_11
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRACE_805 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @TRACE_805 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_DRIVING_SCHOOL $Y_DRIVING_SCHOOL $Z_DRIVING_SCHOOL radius 20.0 20.0 10.0 on_foot 
004D: jump_if_false @TRACE_395 
077E: get_active_interior_to $ACTIVE_INTERIOR 
00D6: if 
8038:   not  $ACTIVE_INTERIOR == 0 
004D: jump_if_false @TRACE_395 
00D6: if 
0038:   $5187 == 0 
004D: jump_if_false @TRACE_270 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -2031.4 -116.5 1034.1 radius 1.0 1.0 1.5 on_foot 
004D: jump_if_false @TRACE_263 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @TRACE_263 
00D6: if 
0018:   $GARAGE_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @TRACE_263 
0004: $ONMISSION = 1 
0169: set_fade_color_RGB 0 0 0 
00BA: show_text_styled GXT 'FAR_1' time 1000 style 2  // Back to School
01B4: set_player $PLAYER_CHAR can_move 1 
0050: gosub @SUB_FADE_500MS 
0417: start_mission DSKOOL // Back to School

:TRACE_263
0002: jump @TRACE_395 

:TRACE_270
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_DRIVING_SCHOOL $Y_DRIVING_SCHOOL $Z_DRIVING_SCHOOL radius 1.0 1.0 1.5 on_foot 
004D: jump_if_false @TRACE_395 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @TRACE_395 
00D6: if 
0018:   $GARAGE_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @TRACE_395 
0004: $ONMISSION = 1 
0169: set_fade_color_RGB 0 0 0 
00BA: show_text_styled GXT 'FAR_1' time 1000 style 2  // Back to School
01B4: set_player $PLAYER_CHAR can_move 1 
0050: gosub @SUB_FADE_500MS 
0417: start_mission DSKOOL // Back to School

:TRACE_395
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRACE_805 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @TRACE_805 
00D6: if 
0038:   $1398 == 1 
004D: jump_if_false @TRACE_805 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_RACE_TOURNAMENT_POINT[0] $Y_RACE_TOURNAMENT_POINT[0] $Z_RACE_TOURNAMENT_POINT[0] radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @TRACE_535 
0004: $ONMISSION = 1 
01B4: set_player $PLAYER_CHAR can_move 1 
00BA: show_text_styled GXT 'TRACE_1' time 1000 style 2  // Race Tournament
0004: $CUSTOM_TOURNAMENT_FLAG = 1 
04AE: $CURRENT_TOURNAMENT = 0 // = constant 
0417: start_mission CPRACE // Race Tournament / 8-track / Dirt Track

:TRACE_535
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_RACE_TOURNAMENT_POINT[1] $Y_RACE_TOURNAMENT_POINT[1] $Z_RACE_TOURNAMENT_POINT[1] radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @TRACE_625 
0004: $ONMISSION = 1 
01B4: set_player $PLAYER_CHAR can_move 1 
00BA: show_text_styled GXT 'TRACE_1' time 1000 style 2  // Race Tournament
0004: $CUSTOM_TOURNAMENT_FLAG = 1 
04AE: $CURRENT_TOURNAMENT = 1 // = constant 
0417: start_mission CPRACE // Race Tournament / 8-track / Dirt Track

:TRACE_625
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_RACE_TOURNAMENT_POINT[2] $Y_RACE_TOURNAMENT_POINT[2] $Z_RACE_TOURNAMENT_POINT[2] radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @TRACE_715 
0004: $ONMISSION = 1 
01B4: set_player $PLAYER_CHAR can_move 1 
00BA: show_text_styled GXT 'TRACE_1' time 1000 style 2  // Race Tournament
0004: $CUSTOM_TOURNAMENT_FLAG = 1 
04AE: $CURRENT_TOURNAMENT = 2 // = constant 
0417: start_mission CPRACE // Race Tournament / 8-track / Dirt Track

:TRACE_715
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_RACE_TOURNAMENT_POINT[3] $Y_RACE_TOURNAMENT_POINT[3] $Z_RACE_TOURNAMENT_POINT[3] radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @TRACE_805 
0004: $ONMISSION = 1 
01B4: set_player $PLAYER_CHAR can_move 1 
00BA: show_text_styled GXT 'TRACE_1' time 1000 style 2  // Race Tournament
0004: $CUSTOM_TOURNAMENT_FLAG = 1 
04AE: $CURRENT_TOURNAMENT = 3 // = constant 
0417: start_mission CPRACE // Race Tournament / 8-track / Dirt Track

:TRACE_805
0002: jump @TRACE_11 

:ZERO
03A4: name_thread 'ZERO' 

:ZERO_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $ZERO_TOTAL_PASSED_MISSIONS == 3 
004D: jump_if_false @ZERO_36 
004E: end_thread 

:ZERO_36
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ZERO_284 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @ZERO_284 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_ZERO_RC_SHOP $Y_ZERO_RC_SHOP $Z_ZERO_RC_SHOP radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @ZERO_284 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @ZERO_284 
00D6: if 
0038:   $ZERO_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @ZERO_180 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'ZERO_1' time 1000 style 2  // Air Raid
0050: gosub @SUB_CJ_GOTO_ZERO_SHOP 
0417: start_mission ZERO1 // Air Raid

:ZERO_180
00D6: if 
0038:   $ZERO_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @ZERO_232 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'ZERO_2' time 1000 style 2  // Supply Lines...
0050: gosub @SUB_CJ_GOTO_ZERO_SHOP 
0417: start_mission ZERO2 // Supply Lines...

:ZERO_232
00D6: if 
0038:   $ZERO_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @ZERO_284 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'ZERO_4' time 1000 style 2  // New Model Army
0050: gosub @SUB_CJ_GOTO_ZERO_SHOP 
0417: start_mission ZERO4 // New Model Army

:ZERO_284
0002: jump @ZERO_11 

:DESERT
03A4: name_thread 'DESERT' 

:DESERT_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $TORENO_TOTAL_PASSED_MISSIONS == 9 
004D: jump_if_false @DESERT_36 
004E: end_thread 

:DESERT_36
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DESERT_721 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @DESERT_721 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_TIERRA_ROBADA_RANCH $Y_TIERRA_ROBADA_RANCH $Z_TIERRA_ROBADA_RANCH radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @DESERT_372 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @DESERT_372 
00D6: if 
0038:   $TORENO_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @DESERT_180 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT1' time 1000 style 2  // Monster
0050: gosub @SUB_CJ_GOTO_TORENO_HOUSE 
0417: start_mission TORENO1 // Monster

:DESERT_180
00D6: if 
0038:   $1400 == 1 
004D: jump_if_false @DESERT_250 
00D6: if 
0038:   $TORENO_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @DESERT_250 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT2' time 1000 style 2  // Highjack
0050: gosub @SUB_CJ_GOTO_TORENO_HOUSE 
0417: start_mission TORENO2 // Highjack

:DESERT_250
00D6: if 
0038:   $1402 == 1 
004D: jump_if_false @DESERT_320 
00D6: if 
0038:   $TORENO_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @DESERT_320 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT3' time 1000 style 2  // Interdiction
0050: gosub @SUB_CJ_GOTO_TORENO_HOUSE 
0417: start_mission DES3 // Interdiction

:DESERT_320
00D6: if 
0038:   $TORENO_TOTAL_PASSED_MISSIONS == 3 
004D: jump_if_false @DESERT_372 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT4' time 1000 style 2  // Verdant Meadows
0050: gosub @SUB_CJ_GOTO_TORENO_HOUSE 
0417: start_mission DESERT4 // Verdant Meadows

:DESERT_372
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_OLD_AIRPORT $Y_OLD_AIRPORT $Z_OLD_AIRPORT radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @DESERT_721 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @DESERT_721 
00D6: if 
0038:   $MISSION_LEARNING_TO_FLY_PASSED == 1 
004D: jump_if_false @DESERT_500 
00D6: if 
0038:   $TORENO_TOTAL_PASSED_MISSIONS == 5 
004D: jump_if_false @DESERT_500 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT6' time 1000 style 2  // N.O.E.
0050: gosub @PSAVE1_4156 
0417: start_mission DESERT6 // N.O.E.

:DESERT_500
00D6: if 
0038:   $TORENO_TOTAL_PASSED_MISSIONS == 6 
004D: jump_if_false @DESERT_552 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT9' time 1000 style 2  // Stowaway
0050: gosub @PSAVE1_4156 
0417: start_mission DESERT9 // Stowaway

:DESERT_552
00D6: if 
0038:   $TORENO_TOTAL_PASSED_MISSIONS == 7 
004D: jump_if_false @DESERT_662 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if or
0028:   $TIME_HOURS >= 20 
001A:   6 > $TIME_HOURS 
004D: jump_if_false @DESERT_646 
00BE: text_clear_all 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT8' time 1000 style 2  // Black Project
0050: gosub @PSAVE1_4156 
0417: start_mission MAF4 // Black Project
0002: jump @DESERT_662 

:DESERT_646
00BC: show_text_highpriority GXT 'MTIME1' time 1000 flag 1  // ~s~Come back between 20:00 and 6:00.

:DESERT_662
00D6: if and
0038:   $TORENO_TOTAL_PASSED_MISSIONS == 8 
0038:   $1389 == 1 
004D: jump_if_false @DESERT_721 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'DESER10' time 1000 style 2  // Green Goo
0050: gosub @PSAVE1_4156 
0417: start_mission DES10 // Green Goo

:DESERT_721
0002: jump @DESERT_11 

:PSCH
03A4: name_thread 'PSCH' 

:PSCH_11
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSCH_239 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @PSCH_239 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $666 $667 $668 radius 1.0 1.0 1.0 on_foot 
004D: jump_if_false @PSCH_239 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @PSCH_239 
00D6: if 
0018:   $TORENO_TOTAL_PASSED_MISSIONS > 3 
004D: jump_if_false @PSCH_239 
0169: set_fade_color_RGB 0 0 0 
0004: $ONMISSION = 1 
00D6: if 
0038:   $FLIGHT_SCHOOL_INTRO_FLAG == 0 
004D: jump_if_false @PSCH_179 
0050: gosub @PSAVE1_4045 
0004: $FLIGHT_SCHOOL_INTRO_FLAG = 1 
0002: jump @PSCH_235 

:PSCH_179
0169: set_fade_color_RGB 0 0 0 
00D6: if 
0038:   $MISSION_LEARNING_TO_FLY_PASSED == 0 
004D: jump_if_false @PSCH_221 
00BA: show_text_styled GXT 'DESERT5' time 1000 style 2  // Learning to Fly

:PSCH_221
01B4: set_player $PLAYER_CHAR can_move 1 
0050: gosub @SUB_FADE_500MS 

:PSCH_235
0417: start_mission DESERT5 // Learning to Fly

:PSCH_239
0002: jump @PSCH_11 

:CASINO
03A4: name_thread 'CASINO' 

:CASINO_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $CASINO_TOTAL_PASSED_MISSIONS == 9 
004D: jump_if_false @CASINO_36 
004E: end_thread 

:CASINO_36
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASINO_707 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @CASINO_707 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @CASINO_707 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_THE_FOUR_DRAGONS_CASINO $Y_THE_FOUR_DRAGONS_CASINO $Z_THE_FOUR_DRAGONS_CASINO radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @CASINO_336 
00D6: if 
0038:   $CASINO_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @CASINO_180 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO1' time 1000 style 2  // Fender Ketchup
0050: gosub @PSAVE1_3245 
0417: start_mission CASINO1 // Fender Ketchup

:CASINO_180
00D6: if 
0038:   $CASINO_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @CASINO_232 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'CASEEN2' time 1000 style 2  // Explosive Situation
0050: gosub @PSAVE1_3245 
0417: start_mission CASINO2 // Explosive Situation

:CASINO_232
00D6: if 
0038:   $CASINO_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @CASINO_284 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO3' time 1000 style 2  // You've had your Chips
0050: gosub @PSAVE1_3245 
0417: start_mission CASINO3 // You've Had Your Chips

:CASINO_284
00D6: if 
0038:   $CASINO_TOTAL_PASSED_MISSIONS == 6 
004D: jump_if_false @CASINO_336 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO7' time 1000 style 2  // Fish in a Barrel
0050: gosub @PSAVE1_3245 
0417: start_mission CASINO7 // Fish in a Barrel

:CASINO_336
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2026.603 1007.735 9.8127 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @CASINO_436 
00D6: if 
0038:   $CASINO_TOTAL_PASSED_MISSIONS == 3 
004D: jump_if_false @CASINO_436 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO4' time 1000 style 2  // Don Peyote
0050: gosub @SUB_CJ_GOTO_CASINO 
0417: start_mission CASINO4 // Don Peyote

:CASINO_436
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_CALIGULA_PALACE $Y_CALIGULA_PALACE $Z_CALIGULA_PALACE radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @CASINO_707 
00D6: if and
0038:   $CASINO_TOTAL_PASSED_MISSIONS == 4 
0038:   $1380 == 1 
004D: jump_if_false @CASINO_537 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO5' time 1000 style 2  // Intensive Care
0050: gosub @PSAVE1_4267 
0417: start_mission CASINO5 // Intensive Care

:CASINO_537
00D6: if 
0038:   $CASINO_TOTAL_PASSED_MISSIONS == 5 
004D: jump_if_false @CASINO_589 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO6' time 1000 style 2  // The Meat Business
0050: gosub @PSAVE1_4267 
0417: start_mission CASINO6 // The Meat Business

:CASINO_589
00D6: if and
0038:   $CASINO_TOTAL_PASSED_MISSIONS == 7 
0038:   $1381 == 1 
004D: jump_if_false @CASINO_648 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO9' time 1000 style 2  // Freefall
0050: gosub @PSAVE1_4267 
0417: start_mission CASINO9 // Freefall

:CASINO_648
00D6: if and
0038:   $CASINO_TOTAL_PASSED_MISSIONS == 8 
0038:   $1382 == 1 
004D: jump_if_false @CASINO_707 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'CASIN10' time 1000 style 2  // Saint Mark's Bistro
0050: gosub @PSAVE1_4267 
0417: start_mission CASIN10 // Saint Mark's Bistro

:CASINO_707
0002: jump @CASINO_11 

:VCRASH
03A4: name_thread 'VCRASH' 

:VCRASH_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $598 == 2 
004D: jump_if_false @VCRASH_36 
004E: end_thread 

:VCRASH_36
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VCRASH_287 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @VCRASH_287 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @VCRASH_287 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_PRICKLE_PINE_LV $Y_PRICKLE_PINE_LV $Z_PRICKLE_PINE_LV radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @VCRASH_180 
00D6: if 
0038:   $598 == 0 
004D: jump_if_false @VCRASH_180 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'VCRASH1' time 1000 style 2  // Misappropriation
0050: gosub @SUB_FADE_500MS 
0417: start_mission VCRASH1 // Misappropriation

:VCRASH_180
00D6: if and
0038:   $598 == 1 
0038:   $1378 == 1 
004D: jump_if_false @VCRASH_287 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -378.75 2235.85 41.42 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @VCRASH_287 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'VCRASH2' time 1000 style 2  // High Noon
0050: gosub @SUB_FADE_500MS 
0417: start_mission VCR2 // High Noon

:VCRASH_287
0002: jump @VCRASH_11 

:DOC
03A4: name_thread 'DOC' 

:DOC_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $599 == 1 
004D: jump_if_false @DOC_36 
004E: end_thread 

:DOC_36
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOC_180 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @DOC_180 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_ROYAL_CASINO $Y_ROYAL_CASINO $Z_ROYAL_CASINO radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @DOC_180 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @DOC_180 
00D6: if 
0038:   $599 == 0 
004D: jump_if_false @DOC_180 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'DOC_2' time 1000 style 2  // Madd Dogg
0050: gosub @SUB_FADE_500MS 
0417: start_mission DOC2 // Madd Dogg

:DOC_180
0002: jump @DOC_11 

:HEIST
03A4: name_thread 'HEIST' 

:HEIST_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $HEIST_TOTAL_PASSED_MISSIONS == 6 
004D: jump_if_false @HEIST_36 
004E: end_thread 

:HEIST_36
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HEIST_546 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @HEIST_546 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_THE_FOUR_DRAGONS_CASINO_2 $Y_THE_FOUR_DRAGONS_CASINO_2 $Z_THE_FOUR_DRAGONS_CASINO_2 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @HEIST_546 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @HEIST_546 
00D6: if 
0038:   $HEIST_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @HEIST_180 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'HEIST_1' time 1000 style 2  // Architectural Espionage
0050: gosub @PSAVE1_3405 
0417: start_mission HEIST1 // Architectural Espionage

:HEIST_180
00D6: if 
0038:   $HEIST_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @HEIST_232 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'HEIST_3' time 1000 style 2  // Key to her Heart
0050: gosub @PSAVE1_3405 
0417: start_mission HEIST3 // Key To Her Heart

:HEIST_232
00D6: if 
0038:   $HEIST_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @HEIST_284 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'HEIST_2' time 1000 style 2  // Dam and Blast
0050: gosub @PSAVE1_3405 
0417: start_mission HEIST2 // Dam And Blast

:HEIST_284
00D6: if 
0038:   $HEIST_TOTAL_PASSED_MISSIONS == 3 
004D: jump_if_false @HEIST_336 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'HEIST_4' time 1000 style 2  // Cop Wheels
0050: gosub @PSAVE1_3405 
0417: start_mission HEIST4 // Cop Wheels

:HEIST_336
00D6: if 
0038:   $HEIST_TOTAL_PASSED_MISSIONS == 4 
004D: jump_if_false @HEIST_446 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if or
0028:   $TIME_HOURS >= 20 
001A:   6 > $TIME_HOURS 
004D: jump_if_false @HEIST_430 
0004: $ONMISSION = 1 
00BE: text_clear_all 
00BA: show_text_styled GXT 'HEIST_5' time 1000 style 2  // Up, Up and Away!
0050: gosub @PSAVE1_3405 
0417: start_mission HEIST5 // Up, Up and Away!
0002: jump @HEIST_446 

:HEIST_430
00BC: show_text_highpriority GXT 'MTIME1' time 1000 flag 1  // ~s~Come back between 20:00 and 6:00.

:HEIST_446
00D6: if and
0038:   $HEIST_TOTAL_PASSED_MISSIONS == 5 
0038:   $1384 == 1 
004D: jump_if_false @HEIST_546 
00D6: if 
0038:   $37 == 1 
004D: jump_if_false @HEIST_530 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'HEIST_9' time 1000 style 2  // Breaking the Bank at Caligula's
0050: gosub @PSAVE1_3405 
0417: start_mission HEIST9 // Breaking the Bank at Caligula's
0002: jump @HEIST_546 

:HEIST_530
00BC: show_text_highpriority GXT 'NEEDKEY' time 1000 flag 1  // ~s~You need the keycard from Millie to continue.

:HEIST_546
0002: jump @HEIST_11 

:MANSION
03A4: name_thread 'MANSION' 

:MANSION_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $MANSION_TOTAL_PASSED_MISSIONS == 4 
004D: jump_if_false @MANSION_36 
004E: end_thread 

:MANSION_36
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MANSION_378 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @MANSION_378 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @MANSION_378 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_THE_FOUR_DRAGONS_CASINO $Y_THE_FOUR_DRAGONS_CASINO $Z_THE_FOUR_DRAGONS_CASINO radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @MANSION_180 
00D6: if 
0038:   $MANSION_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @MANSION_180 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'MAN_1' time 1000 style 2  // A Home In The Hills
0050: gosub @PSAVE1_3245 
0417: start_mission MANSIO1 // A Home In The Hills

:MANSION_180
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_MADD_DOGG_CRIB $Y_MADD_DOGG_CRIB $Z_MADD_DOGG_CRIB radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @MANSION_378 
00D6: if 
0038:   $MANSION_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @MANSION_274 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'MAN_2' time 1000 style 2  // Vertical Bird
0050: gosub @SUB_CJ_GOTO_MADD_DOGGS_CRIB 
0417: start_mission MANSIO2 // Vertical Bird

:MANSION_274
00D6: if 
0038:   $MANSION_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @MANSION_326 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'MAN_3' time 1000 style 2  // Home Coming
0050: gosub @SUB_CJ_GOTO_MADD_DOGGS_CRIB 
0417: start_mission MANSIO3 // Home Coming

:MANSION_326
00D6: if 
0038:   $MANSION_TOTAL_PASSED_MISSIONS == 3 
004D: jump_if_false @MANSION_378 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'MAN_5' time 1000 style 2  // Cut Throat Business
0050: gosub @SUB_CJ_GOTO_MADD_DOGGS_CRIB 
0417: start_mission MANSON5 // Cut Throat Business

:MANSION_378
0002: jump @MANSION_11 

:GROVE
03A4: name_thread 'GROVE' 

:GROVE_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $GROVE_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @GROVE_36 
004E: end_thread 

:GROVE_36
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GROVE_274 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @GROVE_274 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @GROVE_274 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @GROVE_180 
00D6: if 
0038:   $GROVE_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @GROVE_180 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'GROVE_1' time 1000 style 2  // Beat Down on B Dup
0050: gosub @SUB_CJ_GOTO_HOME 
0417: start_mission GROVE1 // Beat Down on B Dup

:GROVE_180
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @GROVE_274 
00D6: if 
0038:   $GROVE_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @GROVE_274 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'GROVE_2' time 1000 style 2  // Grove 4 Life
0050: gosub @SUB_CJ_GOTO_SWEET_HOUSE 
0417: start_mission GROVE2 // Grove 4 Life

:GROVE_274
0002: jump @GROVE_11 

:MS_RIOT_MISSIONS
03A4: name_thread 'RIOT' 

:RIOT_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $RIOT_TOTAL_PASSED_MISSIONS == 5 
004D: jump_if_false @RIOT_36 
004E: end_thread 

:RIOT_36
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @RIOT_673 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @RIOT_673 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_MADD_DOGG_CRIB $Y_MADD_DOGG_CRIB $Z_MADD_DOGG_CRIB radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @RIOT_180 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @RIOT_180 
00D6: if 
0038:   $RIOT_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @RIOT_180 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'RIOT_1' time 1000 style 2  // Riot
0050: gosub @SUB_CJ_GOTO_MADD_DOGGS_CRIB 
0417: start_mission RIOT1 // Riot

:RIOT_180
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @RIOT_587 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @RIOT_587 
00D6: if 
0038:   $RIOT_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @RIOT_372 
0956: get_respect_to $47 
00D6: if 
0018:   $47 > 1 
004D: jump_if_false @RIOT_320 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'RIOT_2' time 1000 style 2  // Los Desperados
0050: gosub @SUB_CJ_GOTO_SWEET_HOUSE 
0417: start_mission RIOT2 // Los Desperados
0002: jump @RIOT_372 

:RIOT_320
00BC: show_text_highpriority GXT 'MOREREP' time 1000 flag 1  // ~s~You need to gain more respect.
00D6: if 
0038:   $HELP_RESPECT_SHOWN == 0 
004D: jump_if_false @RIOT_372 
03E5: show_text_box 'HELP101'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
0004: $HELP_RESPECT_SHOWN = 1 

:RIOT_372
00D6: if 
0038:   $1355 == 1 
004D: jump_if_false @RIOT_483 
00D6: if 
0038:   $1354 == 1 
004D: jump_if_false @RIOT_467 
00D6: if 
0038:   $RIOT_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @RIOT_460 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'RIOT_4' time 1000 style 2  // End Of The Line
0050: gosub @SUB_CJ_GOTO_SWEET_HOUSE 
0417: start_mission FINALEA // End Of The Line (1)

:RIOT_460
0002: jump @RIOT_483 

:RIOT_467
00BC: show_text_highpriority GXT 'MORTURF' time 2000 flag 1  // ~s~You need to take over more gang territories around Los Santos!

:RIOT_483
00D6: if 
0038:   $RIOT_TOTAL_PASSED_MISSIONS == 3 
004D: jump_if_false @RIOT_535 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'RIOT_4' time 1000 style 2  // End Of The Line
0050: gosub @SUB_CJ_GOTO_SWEET_HOUSE 
0417: start_mission FINALEB // End Of The Line (2)

:RIOT_535
00D6: if 
0038:   $RIOT_TOTAL_PASSED_MISSIONS == 4 
004D: jump_if_false @RIOT_587 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'RIOT_4' time 1000 style 2  // End Of The Line
0050: gosub @SUB_CJ_GOTO_SWEET_HOUSE 
0417: start_mission FINALEC // End Of The Line (3)

:RIOT_587
00D6: if and
0038:   $RIOT_TOTAL_PASSED_MISSIONS == 3 
0038:   $151 == 0 
004D: jump_if_false @RIOT_630 
0004: $151 = 1 
0004: $ONMISSION = 1 
0417: start_mission FINALEB // End Of The Line (2)

:RIOT_630
00D6: if and
0038:   $RIOT_TOTAL_PASSED_MISSIONS == 4 
0038:   $151 == 1 
004D: jump_if_false @RIOT_673 
0004: $151 = 2 
0004: $ONMISSION = 1 
0417: start_mission FINALEC // End Of The Line (3)

:RIOT_673
0002: jump @RIOT_11 

:MS_SHOOTING_RANGE
03A4: name_thread 'SHOOT' 

:SHOOT_11
0001: wait 125 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHOOT_324 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @SHOOT_238 
00D6: if 
8038:   not  $ACTIVE_INTERIOR == 0 
004D: jump_if_false @SHOOT_231 
00D6: if 
0038:   $ONMISSION_SHOOTING == 0 
004D: jump_if_false @SHOOT_231 
00D6: if 
0038:   $SHOOTING_AVAILABLE == 0 
004D: jump_if_false @SHOOT_231 
0004: $SHOOTING_INDEX = 0 

:SHOOT_110
00D6: if 
001A:   4 > $SHOOTING_INDEX 
004D: jump_if_false @SHOOT_231 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $SHOOTING_X($SHOOTING_INDEX,4f) $SHOOTING_Y($SHOOTING_INDEX,4f) $SHOOTING_Z($SHOOTING_INDEX,4f) radius 20.0 20.0 10.0 on_foot 
004D: jump_if_false @SHOOT_217 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @SHOOT_217 
0004: $ONMISSION = 1 
0084: $SHOOTING_INDEX_2 = $SHOOTING_INDEX // (int) 
0417: start_mission SHRANGE // Shooting range

:SHOOT_217
0008: $SHOOTING_INDEX += 1 
0002: jump @SHOOT_110 

:SHOOT_231
0002: jump @SHOOT_281 

:SHOOT_238
00D6: if 
8038:   not  $ACTIVE_INTERIOR == 0 
004D: jump_if_false @SHOOT_281 
00D6: if 
0038:   $SHOOTING_AVAILABLE == 0 
004D: jump_if_false @SHOOT_281 
0004: $SHOOTING_AVAILABLE = 1 

:SHOOT_281
00D6: if 
0038:   $SHOOTING_AVAILABLE == 1 
004D: jump_if_false @SHOOT_324 
00D6: if 
0038:   $ACTIVE_INTERIOR == 0 
004D: jump_if_false @SHOOT_324 
0004: $SHOOTING_AVAILABLE = 0 

:SHOOT_324
0002: jump @SHOOT_11 

:MS_GYMFIGHT_SCHOOL
03A4: name_thread 'GYM' 

:GYM_11
0001: wait 70 ms 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @GYM_388 
00D6: if 
0038:   $1348 == 1 
004D: jump_if_false @GYM_115 
00D6: if 
0038:   $GYMS_ACCESSIBLE_FLAG == 0 
004D: jump_if_false @GYM_115 
07FB: set_interior 'GYM1' access 1  // Ganton Gym
07FB: set_interior 'GYM2' access 1  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 1  // Below the Belt Gym
0004: $GYMS_ACCESSIBLE_FLAG = 1 

:GYM_115
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GYM_381 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @GYM_381 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 767.1537 4.8323 999.7185 radius 50.0 50.0 10.0 on_foot 
004D: jump_if_false @GYM_225 
09E8: $GYMFIGHT_INTERIOR = actor $PLAYER_ACTOR active_interior 
00D6: if 
0038:   $GYMFIGHT_INTERIOR == 5 
004D: jump_if_false @GYM_225 
0417: start_mission GYMLS // Los Santos Gym Fight School

:GYM_225
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 768.4777 -37.1737 999.6865 radius 50.0 50.0 10.0 on_foot 
004D: jump_if_false @GYM_303 
09E8: $GYMFIGHT_INTERIOR = actor $PLAYER_ACTOR active_interior 
00D6: if 
0038:   $GYMFIGHT_INTERIOR == 6 
004D: jump_if_false @GYM_303 
0417: start_mission GYMSF // San Fierro Gym Fight School

:GYM_303
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 766.5975 -65.293 999.6562 radius 50.0 50.0 10.0 on_foot 
004D: jump_if_false @GYM_381 
09E8: $GYMFIGHT_INTERIOR = actor $PLAYER_ACTOR active_interior 
00D6: if 
0038:   $GYMFIGHT_INTERIOR == 7 
004D: jump_if_false @GYM_381 
0417: start_mission GYMLV // Las Venturas Gym Fight School

:GYM_381
0002: jump @GYM_488 

:GYM_388
00D6: if 
0038:   $1348 == 1 
004D: jump_if_false @GYM_488 
00D6: if 
0038:   $ACTIVE_INTERIOR == 0 
004D: jump_if_false @GYM_488 
00D6: if 
0038:   $GYMS_ACCESSIBLE_FLAG == 1 
004D: jump_if_false @GYM_488 
07FB: set_interior 'GYM1' access 1  // Ganton Gym
07FB: set_interior 'GYM2' access 1  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 1  // Below the Belt Gym
0004: $GYMS_ACCESSIBLE_FLAG = 1 

:GYM_488
0002: jump @GYM_11 

:TRUCKS
03A4: name_thread 'TRUCKS' 

:TRUCKS_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @TRUCKS_146 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRUCKS_146 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $2373 $2374 $2375 radius 1.2 1.2 1.5 on_foot 
004D: jump_if_false @TRUCKS_146 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @TRUCKS_146 
01B4: set_player $PLAYER_CHAR can_move 1 
0A2D: hide_styled_text_while_fading 0 // works with 00BA 
00BA: show_text_styled GXT 'TRUCK' time 3000 style 5  // Trucking
0050: gosub @SUB_FADE_500MS 
0417: start_mission TRUCK // Trucking

:TRUCKS_146
0002: jump @TRUCKS_11 

:QUARRYS
03A4: name_thread 'QUARRYS' 

:QUARRYS_11
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @QUARRYS_145 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @QUARRYS_145 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $2352 $2353 $2354 radius 1.5 1.8 1.5 on_foot 
004D: jump_if_false @QUARRYS_145 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @QUARRYS_145 
01B4: set_player $PLAYER_CHAR can_move 1 
0A2D: hide_styled_text_while_fading 0 // works with 00BA 
00BA: show_text_styled GXT 'QUARRY' time 3000 style 5  // Quarry
0050: gosub @SUB_FADE_500MS 
0417: start_mission QUARRY // Quarry

:QUARRYS_145
0002: jump @QUARRYS_11 

:BSCHOO
03A4: name_thread 'BSCHOO' 

:BSCHOO_11
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @BSCHOO_125 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BSCHOO_125 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $2367 $2368 $2369 radius 1.0 1.0 1.5 on_foot 
004D: jump_if_false @BSCHOO_125 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @BSCHOO_125 
01B4: set_player $PLAYER_CHAR can_move 1 
0050: gosub @SUB_FADE_500MS 
0417: start_mission BOAT // Boat School

:BSCHOO_125
0002: jump @BSCHOO_11 

:BIKES
03A4: name_thread 'BIKES' 

:BIKES_11
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @BIKES_125 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BIKES_125 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $2370 $2371 $2372 radius 1.0 1.0 1.5 on_foot 
004D: jump_if_false @BIKES_125 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @BIKES_125 
01B4: set_player $PLAYER_CHAR can_move 1 
0050: gosub @SUB_FADE_500MS 
0417: start_mission BSKOOL // Bike School

:BIKES_125
0002: jump @BIKES_11 

:MS_VEHICLE_SUBMISSIONS
03A4: name_thread 'R3' 

:R3_11
0001: wait 70 ms 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @R3_4103 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @R3_4103 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @R3_4001 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_3994 
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_110 
0002: jump @R3_4110 
0002: jump @R3_3994 

:R3_110
00D6: if or
0602:   actor $PLAYER_ACTOR driving_taxi 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #AMBULAN 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #FIRETRUK 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #HUNTER
00DD:   actor $PLAYER_ACTOR driving_car_with_model #SEASPAR
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BOXBURG
056C:   actor $PLAYER_ACTOR driving_police_car
004D: jump_if_false @R3_2901 
03C0: $63 = actor $PLAYER_ACTOR car 
00D6: if 
82BF:   not car $63 sunk 
004D: jump_if_false @R3_2901 
00D6: if 
0602:   actor $PLAYER_ACTOR driving_taxi
004D: jump_if_false @R3_673 
00D6: if 
8596:   not NOP_false $PLAYER_CHAR 
004D: jump_if_false @R3_673 
00D6: if 
0038:   $ONMISSION_TAXI == 0 
004D: jump_if_false @R3_673 
00D6: if 
0038:   $HELP_TOGGLE_ODDJOB_SHOWN == 0 
004D: jump_if_false @R3_286 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @R3_286 
03E5: show_text_box 'TTUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle taxi missions on or off.
0004: $HELP_TOGGLE_ODDJOB_SHOWN = 1 

:R3_286
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @R3_492 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_485 

:R3_321
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_447 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_367 
0002: jump @R3_11 

:R3_367
00D6: if or
8256:   not player $PLAYER_CHAR defined 
8602:   not actor $PLAYER_ACTOR driving_taxi 
004D: jump_if_false @R3_395 
0002: jump @R3_11 

:R3_395
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_415 
0002: jump @R3_11 

:R3_415
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_440 
0002: jump @R3_11 

:R3_440
0002: jump @R3_321 

:R3_447
00BA: show_text_styled GXT 'TAXI_M' time 6000 style 5  // ~y~'TAXI DRIVER'
0001: wait 0 ms 
0417: start_mission TAXIODD // Taxi-Driver Sub-Mission
0004: $ONMISSION_TAXI = 1 
0002: jump @R3_11 

:R3_485
0002: jump @R3_673 

:R3_492
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_673 

:R3_509
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_635 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_555 
0002: jump @R3_11 

:R3_555
00D6: if or
8256:   not player $PLAYER_CHAR defined 
8602:   not actor $PLAYER_ACTOR driving_taxi 
004D: jump_if_false @R3_583 
0002: jump @R3_11 

:R3_583
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_603 
0002: jump @R3_11 

:R3_603
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_628 
0002: jump @R3_11 

:R3_628
0002: jump @R3_509 

:R3_635
00BA: show_text_styled GXT 'TAXI_M' time 6000 style 5  // ~y~'TAXI DRIVER'
0001: wait 0 ms 
0417: start_mission TAXIODD // Taxi-Driver Sub-Mission
0004: $ONMISSION_TAXI = 1 
0002: jump @R3_11 

:R3_673
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #AMBULAN
004D: jump_if_false @R3_1138 
00D6: if 
0038:   $ONMISSION_PARAMEDIC == 0 
004D: jump_if_false @R3_1138 
00D6: if 
0038:   $HELP_TOGGLE_ODDJOB_SHOWN == 0 
004D: jump_if_false @R3_759 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @R3_759 
03E5: show_text_box 'ATUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle Paramedic missions on or off.
0004: $HELP_TOGGLE_ODDJOB_SHOWN = 1 

:R3_759
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @R3_961 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_954 

:R3_794
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_923 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_840 
0002: jump @R3_11 

:R3_840
00D6: if or
8256:   not player $PLAYER_CHAR defined 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #AMBULAN 
004D: jump_if_false @R3_871 
0002: jump @R3_11 

:R3_871
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_891 
0002: jump @R3_11 

:R3_891
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_916 
0002: jump @R3_11 

:R3_916
0002: jump @R3_794 

:R3_923
00BA: show_text_styled GXT 'AMBUL_M' time 6000 style 5  // PARAMEDIC
0001: wait 0 ms 
0417: start_mission AMBULAN // Paramedic Sub-Mission
0002: jump @R3_11 

:R3_954
0002: jump @R3_1138 

:R3_961
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_1138 

:R3_978
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_1107 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_1024 
0002: jump @R3_11 

:R3_1024
00D6: if or
8256:   not player $PLAYER_CHAR defined 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #AMBULAN
004D: jump_if_false @R3_1055 
0002: jump @R3_11 

:R3_1055
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_1075 
0002: jump @R3_11 

:R3_1075
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_1100 
0002: jump @R3_11 

:R3_1100
0002: jump @R3_978 

:R3_1107
00BA: show_text_styled GXT 'AMBUL_M' time 6000 style 5  // PARAMEDIC
0001: wait 0 ms 
0417: start_mission AMBULAN // Paramedic Sub-Mission
0002: jump @R3_11 

:R3_1138
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #FIRETRUK 
004D: jump_if_false @R3_1603 
00D6: if 
0038:   $ONMISSION_FIREFIGHTER == 0 
004D: jump_if_false @R3_1603 
00D6: if 
0038:   $HELP_TOGGLE_ODDJOB_SHOWN == 0 
004D: jump_if_false @R3_1224 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @R3_1224 
03E5: show_text_box 'FTUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle fire truck missions on or off.
0004: $HELP_TOGGLE_ODDJOB_SHOWN = 1 

:R3_1224
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @R3_1426 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_1419 

:R3_1259
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_1388 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_1305 
0002: jump @R3_11 

:R3_1305
00D6: if or
8256:   not player $PLAYER_CHAR defined 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #FIRETRUK 
004D: jump_if_false @R3_1336 
0002: jump @R3_11 

:R3_1336
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_1356 
0002: jump @R3_11 

:R3_1356
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_1381 
0002: jump @R3_11 

:R3_1381
0002: jump @R3_1259 

:R3_1388
00BA: show_text_styled GXT 'FIRE_M' time 6000 style 5  // ~y~FIREFIGHTER
0001: wait 0 ms 
0417: start_mission FIRETRU // Firefighter Sub-Mission
0002: jump @R3_11 

:R3_1419
0002: jump @R3_1603 

:R3_1426
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_1603 

:R3_1443
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_1572 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_1489 
0002: jump @R3_11 

:R3_1489
00D6: if or
8256:   not player $PLAYER_CHAR defined 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #FIRETRUK 
004D: jump_if_false @R3_1520 
0002: jump @R3_11 

:R3_1520
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_1540 
0002: jump @R3_11 

:R3_1540
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_1565 
0002: jump @R3_11 

:R3_1565
0002: jump @R3_1443 

:R3_1572
00BA: show_text_styled GXT 'FIRE_M' time 6000 style 5  // ~y~FIREFIGHTER
0001: wait 0 ms 
0417: start_mission FIRETRU // Firefighter Sub-Mission
0002: jump @R3_11 

:R3_1603
00D6: if or
056C:   actor $PLAYER_ACTOR driving_police_car 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #HUNTER 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #SEASPAR
004D: jump_if_false @R3_2269 
00D6: if 
0038:   $HELP_TOGGLE_ODDJOB_SHOWN == 0 
004D: jump_if_false @R3_1676 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @R3_1676 
03E5: show_text_box 'CTUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle Vigilante missions on or off.
0004: $HELP_TOGGLE_ODDJOB_SHOWN = 1 

:R3_1676
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @R3_1985 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_1978 

:R3_1711
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_1863 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_1757 
0002: jump @R3_11 

:R3_1757
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @R3_1780 
0002: jump @R3_11 

:R3_1780
00D6: if and
856C:   not actor $PLAYER_ACTOR driving_police_car 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #HUNTER
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #SEASPAR 
004D: jump_if_false @R3_1811 
0002: jump @R3_11 

:R3_1811
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_1831 
0002: jump @R3_11 

:R3_1831
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_1856 
0002: jump @R3_11 

:R3_1856
0002: jump @R3_1711 

:R3_1863
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #HUNTER 
004D: jump_if_false @R3_1905 
00BA: show_text_styled GXT 'COP_M3' time 6000 style 5  // BROWN THUNDER
0002: jump @R3_1963 

:R3_1905
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #CHEETAH 
004D: jump_if_false @R3_1947 
00BA: show_text_styled GXT 'COP_M2' time 6000 style 5  // 'VICE SQUAD'
0002: jump @R3_1963 

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

:R3_1963
0001: wait 0 ms 
0417: start_mission COPCAR // Vigilante Sub-Mission
0002: jump @R3_11 

:R3_1978
0002: jump @R3_2269 

:R3_1985
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_2269 

:R3_2002
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_2154 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_2048 
0002: jump @R3_11 

:R3_2048
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @R3_2071 
0002: jump @R3_11 

:R3_2071
00D6: if and
856C:   not actor $PLAYER_ACTOR driving_police_car 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #HUNTER
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #SEASPAR 
004D: jump_if_false @R3_2102 
0002: jump @R3_11 

:R3_2102
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_2122 
0002: jump @R3_11 

:R3_2122
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_2147 
0002: jump @R3_11 

:R3_2147
0002: jump @R3_2002 

:R3_2154
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #HUNTER 
004D: jump_if_false @R3_2196 
00BA: show_text_styled GXT 'COP_M3' time 6000 style 5  // BROWN THUNDER
0002: jump @R3_2254 

:R3_2196
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #CHEETAH 
004D: jump_if_false @R3_2238 
00BA: show_text_styled GXT 'COP_M2' time 6000 style 5  // 'VICE SQUAD'
0002: jump @R3_2254 

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

:R3_2254
0001: wait 0 ms 
0417: start_mission COPCAR // Vigilante Sub-Mission
0002: jump @R3_11 

:R3_2269
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BOXBURG 
004D: jump_if_false @R3_2901 
00D6: if 
0038:   $ONMISSION_BURGLARY == 0 
004D: jump_if_false @R3_2901 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if or
0028:   $TIME_HOURS >= 20 
001A:   6 > $TIME_HOURS 
004D: jump_if_false @R3_2388 
00D6: if 
0038:   $HELP_TOGGLE_ODDJOB_SHOWN == 0 
004D: jump_if_false @R3_2388 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @R3_2388 
03E5: show_text_box 'BTUTOR2'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle Burglary missions on or off.
0004: $HELP_TOGGLE_ODDJOB_SHOWN = 1 

:R3_2388
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @R3_2657 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_2650 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if or
0028:   $TIME_HOURS >= 20 
001A:   6 > $TIME_HOURS 
004D: jump_if_false @R3_2634 

:R3_2456
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_2585 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_2502 
0002: jump @R3_11 

:R3_2502
00D6: if or
8256:   not player $PLAYER_CHAR defined 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #BOXBURG 
004D: jump_if_false @R3_2533 
0002: jump @R3_11 

:R3_2533
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_2553 
0002: jump @R3_11 

:R3_2553
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_2578 
0002: jump @R3_11 

:R3_2578
0002: jump @R3_2456 

:R3_2585
0A2D: hide_styled_text_while_fading 0 // works with 00BA 
00BA: show_text_styled GXT 'BURGLAR' time 6000 style 5  // 'Burglar'
0001: wait 0 ms 
0417: start_mission BURGJB // Burglary Sub-Mission
0004: $ONMISSION_BURGLARY = 1 
0002: jump @R3_11 
0002: jump @R3_2650 

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

:R3_2650
0002: jump @R3_2901 

:R3_2657
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_2901 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if or
0028:   $TIME_HOURS >= 20 
001A:   6 > $TIME_HOURS 
004D: jump_if_false @R3_2885 

:R3_2707
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_2836 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_2753 
0002: jump @R3_11 

:R3_2753
00D6: if or
8256:   not player $PLAYER_CHAR defined 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #BOXBURG 
004D: jump_if_false @R3_2784 
0002: jump @R3_11 

:R3_2784
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_2804 
0002: jump @R3_11 

:R3_2804
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_2829 
0002: jump @R3_11 

:R3_2829
0002: jump @R3_2707 

:R3_2836
0A2D: hide_styled_text_while_fading 0 // works with 00BA 
00BA: show_text_styled GXT 'BURGLAR' time 6000 style 5  // 'Burglar'
0001: wait 0 ms 
0417: start_mission BURGJB // Burglary Sub-Mission
0004: $ONMISSION_BURGLARY = 1 
0002: jump @R3_11 
0002: jump @R3_2901 

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

:R3_2901
00D6: if 
0018:   $STAT_UNLOCKED_CITIES_NUMBER > 1 
004D: jump_if_false @R3_3455 
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model #FREIGHT 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #STREAK 
004D: jump_if_false @R3_3455 
03C0: $63 = actor $PLAYER_ACTOR car 
00D6: if and
82BF:   not car $63 sunk 
8981:   not train $63 wrecked 
004D: jump_if_false @R3_3455 
00D6: if 
0038:   $161 == 0 
004D: jump_if_false @R3_3455 
00D6: if 
0038:   $HELP_TOGGLE_ODDJOB_SHOWN == 0 
004D: jump_if_false @R3_3042 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @R3_3042 
03E5: show_text_box 'FTUTORA'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle freight train missions on or off.
0004: $HELP_TOGGLE_ODDJOB_SHOWN = 1 

:R3_3042
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @R3_3261 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_3254 

:R3_3077
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_3232 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_3123 
0002: jump @R3_11 

:R3_3123
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @R3_3146 
0002: jump @R3_11 

:R3_3146
00D6: if and
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #FREIGHT 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #STREAK 
004D: jump_if_false @R3_3180 
0002: jump @R3_11 

:R3_3180
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_3200 
0002: jump @R3_11 

:R3_3200
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_3225 
0002: jump @R3_11 

:R3_3225
0002: jump @R3_3077 

:R3_3232
0001: wait 0 ms 
0417: start_mission FREIGHT // Freight Train Sub-Mission
0004: $160 = 1 
0002: jump @R3_11 

:R3_3254
0002: jump @R3_3455 

:R3_3261
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_3455 

:R3_3278
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_3433 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_3324 
0002: jump @R3_11 

:R3_3324
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @R3_3347 
0002: jump @R3_11 

:R3_3347
00D6: if and
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #FREIGHT 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #STREAK 
004D: jump_if_false @R3_3381 
0002: jump @R3_11 

:R3_3381
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_3401 
0002: jump @R3_11 

:R3_3401
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_3426 
0002: jump @R3_11 

:R3_3426
0002: jump @R3_3278 

:R3_3433
0001: wait 0 ms 
0417: start_mission FREIGHT // Freight Train Sub-Mission
0004: $160 = 1 
0002: jump @R3_11 

:R3_3455                                                                  
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #HOTKNIFE
004D: jump_if_false @R3_3994 
03C0: $63 = actor $PLAYER_ACTOR car 
00D6: if 
82BF:   not car $63 sunk 
004D: jump_if_false @R3_3994 
00D6: if 
0038:   $162 == 0 
004D: jump_if_false @R3_3994 
00D6: if 
0038:   $HELP_TOGGLE_ODDJOB_SHOWN == 0 
004D: jump_if_false @R3_3565 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @R3_3565 
03E5: show_text_box 'PTUTORA'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle pimping missions on or off.
0004: $HELP_TOGGLE_ODDJOB_SHOWN = 1 

:R3_3565
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @R3_3792 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_3785 

:R3_3600
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_3747 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_3646 
0002: jump @R3_11 

:R3_3646
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @R3_3669 
0002: jump @R3_11 

:R3_3669
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #HOTKNIFE
004D: jump_if_false @R3_3695 
0002: jump @R3_11 

:R3_3695
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_3715 
0002: jump @R3_11 

:R3_3715
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_3740 
0002: jump @R3_11 

:R3_3740
0002: jump @R3_3600 

:R3_3747
00BA: show_text_styled GXT 'PIMP' time 6000 style 5  // Pimping
0001: wait 0 ms 
0417: start_mission PIMP // Pimping Sub-Mission
0004: $159 = 1 
0002: jump @R3_11 

:R3_3785
0002: jump @R3_3994 

:R3_3792
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_3994 

:R3_3809
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_3956 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_3855 
0002: jump @R3_11 

:R3_3855
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @R3_3878 
0002: jump @R3_11 

:R3_3878
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #HOTKNIFE
004D: jump_if_false @R3_3904 
0002: jump @R3_11 

:R3_3904
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_3924 
0002: jump @R3_11 

:R3_3924
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_3949 
0002: jump @R3_11 

:R3_3949
0002: jump @R3_3809 

:R3_3956
00BA: show_text_styled GXT 'PIMP' time 6000 style 5  // Pimping
0001: wait 0 ms 
0417: start_mission PIMP // Pimping Sub-Mission
0004: $159 = 1 
0002: jump @R3_11 

:R3_3994
0002: jump @R3_4103 

:R3_4001
00D6: if 
0038:   $HELP_TOGGLE_ODDJOB_SHOWN == 1 
004D: jump_if_false @R3_4103 
03D5: remove_text 'TTUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle taxi missions on or off.
03D5: remove_text 'ATUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle Paramedic missions on or off.
03D5: remove_text 'FTUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle fire truck missions on or off.
03D5: remove_text 'CTUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle Vigilante missions on or off.
03D5: remove_text 'BTUTOR2'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle Burglary missions on or off.
03D5: remove_text 'FTUTORA'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle freight train missions on or off.
03D5: remove_text 'PTUTORA'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle pimping missions on or off.
0004: $HELP_TOGGLE_ODDJOB_SHOWN = 0 

:R3_4103
0002: jump @R3_11 

:R3_4110
0001: wait 70 ms 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @R3_4144 
0001: wait 5000 ms 
0002: jump @R3_11 

:R3_4144
0002: jump @R3_4110 

:FRTEXT
03A4: name_thread 'FRTEXT' 
0001: wait 5000 ms 
03E6: remove_text_box 
03E5: show_text_box 'FREI_16'  // The freight oddjob has been passed. You can replay it to make extra cash.
004E: end_thread 

:MS_BLOODRING
03A4: name_thread 'BLOODR' 

:BLOODR_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @BLOODR_136 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BLOODR_136 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $1745 $1746 $1747 radius 1.4 1.8 1.5 on_foot 
004D: jump_if_false @BLOODR_136 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @BLOODR_136 
0050: gosub @SUB_FADE_500MS 
00BA: show_text_styled GXT 'STAD_04' time 1000 style 2  // Blood Ring
0417: start_mission BLOOD // Arena Mission: Blood Ring

:BLOODR_136
0002: jump @BLOODR_11 

:MS_8TRACK
03A4: name_thread 'HOTR' 

:HOTR_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @HOTR_199 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HOTR_199 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $1748 $1749 $1750 radius 1.4 1.8 1.5 on_foot 
004D: jump_if_false @HOTR_199 
0652: $STAT_DRIVING_SKILL = integer_stat 160 
00D6: if 
0018:   $STAT_DRIVING_SKILL > 199 
004D: jump_if_false @HOTR_183 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @HOTR_176 
00BA: show_text_styled GXT 'STAD_03' time 1000 style 2  // 8-Track
0050: gosub @SUB_FADE_500MS 
04AE: $RACE_INDEX = 25 // = constant 
0004: $CUSTOM_TOURNAMENT_FLAG = 0 
0417: start_mission CPRACE // Race Tournament / 8-track / Dirt Track

:HOTR_176
0002: jump @HOTR_199 

:HOTR_183
00BC: show_text_highpriority GXT 'STATCAR' time 500 flag 1  // ~s~Your ~h~driving skill ~s~is not high enough to enter this race.

:HOTR_199
0002: jump @HOTR_11 

:MS_DIRTTRACK_KICKSTART
03A4: name_thread 'KICKS' 

:KICKS_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @KICKS_271 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKS_271 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $1742 $1743 $1744 radius 1.4 1.8 1.5 on_foot 
004D: jump_if_false @KICKS_271 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @KICKS_271 
07D0: $WEEKDAY = weekday 
00D6: if or
0038:   $WEEKDAY == 0 
0038:   $WEEKDAY == 2 
0038:   $WEEKDAY == 4 
004D: jump_if_false @KICKS_243 
0652: $STAT_DRIVING_SKILL = integer_stat 229 
00D6: if 
0018:   $STAT_DRIVING_SKILL > 199 
004D: jump_if_false @KICKS_220 
00BA: show_text_styled GXT 'STAD_01' time 1000 style 2  // Dirt Track
0050: gosub @SUB_FADE_500MS 
04AE: $RACE_INDEX = 26 // = constant 
0004: $CUSTOM_TOURNAMENT_FLAG = 0 
0417: start_mission CPRACE // Race Tournament / 8-track / Dirt Track
0002: jump @KICKS_236 

:KICKS_220
00BC: show_text_highpriority GXT 'STATBIK' time 500 flag 1  // ~s~Your ~h~bike skill ~s~is not high enough to enter this race.

:KICKS_236
0002: jump @KICKS_271 

:KICKS_243
00BA: show_text_styled GXT 'STAD_02' time 1000 style 2  // Kickstart
0050: gosub @SUB_FADE_500MS 
0417: start_mission KICKSTA // Arena Mission: Kickstart

:KICKS_271
0002: jump @KICKS_11 

:MS_BEAT_THE_COCK
03A4: name_thread 'TRI' 

:TRI_11
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @TRI_619 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRI_619 
00D6: if or
0038:   $WEEKDAY == 1 
0038:   $WEEKDAY == 7 
004D: jump_if_false @TRI_619 
00D6: if or
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 181.0 -1878.0 2.0 radius 1.4 1.8 1.5 on_foot 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2135.432 -67.9555 1.8 radius 1.4 1.8 1.5 on_foot 
004D: jump_if_false @TRI_544 
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
00D6: if 
0018:   $STAT_UNLOCKED_CITIES_NUMBER > 1 
004D: jump_if_false @TRI_501 
0652: $STAT_CYCLING_SKILL = integer_stat 230 
00D6: if 
0028:   $STAT_CYCLING_SKILL >= 10 
004D: jump_if_false @TRI_458 
0652: $STAT_STAMINA = integer_stat 22 
00D6: if 
0028:   $STAT_STAMINA >= 10 
004D: jump_if_false @TRI_415 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @TRI_408 
00BA: show_text_styled GXT 'BOTTY' time 1000 style 2  // Beat the Cock!
0050: gosub @SUB_FADE_500MS 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRI_403 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 181.0 -1878.0 2.0 radius 20.4 20.8 20.5 on_foot 
004D: jump_if_false @TRI_348 
0004: $MISSION_BEATTHECOCK_TYPE = 1 

:TRI_348
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2135.432 -67.9555 20.8 radius 20.4 20.8 20.5 on_foot 
004D: jump_if_false @TRI_403 
0004: $MISSION_BEATTHECOCK_TYPE = 2 

:TRI_403
0417: start_mission TRIA // Beat the Cock!

:TRI_408
0002: jump @TRI_451 

:TRI_415
00D6: if 
0038:   $HELP_TRI_STAMINA_SHOWN == 0 
004D: jump_if_false @TRI_451 
03E5: show_text_box 'STASKIL'  // ~s~You need more stamina before you can enter the race.
0004: $HELP_TRI_STAMINA_SHOWN = 1 

:TRI_451
0002: jump @TRI_494 

:TRI_458
00D6: if 
0038:   $HELP_TRI_CYCLING_SHOWN == 0 
004D: jump_if_false @TRI_494 
03E5: show_text_box 'MTBSKIL'  // ~s~You need more cycling skill before you can enter the race. Practice on a bicycle to build up your cycling skill.
0004: $HELP_TRI_CYCLING_SHOWN = 1 

:TRI_494
0002: jump @TRI_537 

:TRI_501
00D6: if 
0038:   $HELP_TRI_NOCOCK_SHOWN == 0 
004D: jump_if_false @TRI_537 
03E5: show_text_box 'NOCOCK'  // The Cluckin' Cock isn't ready yet!
0004: $HELP_TRI_NOCOCK_SHOWN = 1 

:TRI_537
0002: jump @TRI_619 

:TRI_544
00D6: if 
0038:   $HELP_TRI_CYCLING_SHOWN == 1 
004D: jump_if_false @TRI_569 
0004: $HELP_TRI_CYCLING_SHOWN = 0 

:TRI_569
00D6: if 
0038:   $HELP_TRI_STAMINA_SHOWN == 1 
004D: jump_if_false @TRI_594 
0004: $HELP_TRI_STAMINA_SHOWN = 0 

:TRI_594
00D6: if 
0038:   $HELP_TRI_NOCOCK_SHOWN == 1 
004D: jump_if_false @TRI_619 
0004: $HELP_TRI_NOCOCK_SHOWN = 0 

:TRI_619
0002: jump @TRI_11 

:MS_BIKE_MISSIONS
03A4: name_thread 'ODDVEH' 

:ODDVEH_11
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ODDVEH_1149 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @ODDVEH_1149 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ODDVEH_1114 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BMX 
004D: jump_if_false @ODDVEH_134 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $2343 $2344 $2345 radius 3.0 3.0 3.0 
004D: jump_if_false @ODDVEH_134 
0004: $ONMISSION_COURIER = 1 

:ODDVEH_134
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #FREEWAY 
004D: jump_if_false @ODDVEH_202 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $2346 $2347 $2348 radius 3.0 3.0 3.0 
004D: jump_if_false @ODDVEH_202 
0004: $ONMISSION_COURIER = 1 

:ODDVEH_202
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #FAGGIO 
004D: jump_if_false @ODDVEH_270 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $2349 $2350 $2351 radius 3.0 3.0 3.0 
004D: jump_if_false @ODDVEH_270 
0004: $ONMISSION_COURIER = 1 

:ODDVEH_270
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BMX 
004D: jump_if_false @ODDVEH_335 
00D6: if 
0038:   $ONMISSION_COURIER == 0 
004D: jump_if_false @ODDVEH_335 
00BA: show_text_styled GXT 'COUR1' time 1000 style 2  // Courier
0417: start_mission BCOUR // Courier
0004: $ONMISSION_COURIER = 1 

:ODDVEH_335
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #FREEWAY 
004D: jump_if_false @ODDVEH_400 
00D6: if 
0038:   $ONMISSION_COURIER == 0 
004D: jump_if_false @ODDVEH_400 
00BA: show_text_styled GXT 'COUR1' time 1000 style 2  // Courier
0417: start_mission BCOUR // Courier
0004: $ONMISSION_COURIER = 1 

:ODDVEH_400
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #FAGGIO 
004D: jump_if_false @ODDVEH_465 
00D6: if 
0038:   $ONMISSION_COURIER == 0 
004D: jump_if_false @ODDVEH_465 
00BA: show_text_styled GXT 'COUR1' time 1000 style 2  // Courier
0417: start_mission BCOUR // Courier
0004: $ONMISSION_COURIER = 1 

:ODDVEH_465
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #MTBIKE 
004D: jump_if_false @ODDVEH_533 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $2355 $2356 $2357 radius 10.5 10.5 10.5 
004D: jump_if_false @ODDVEH_533 
0004: $ONMISSION_CHILIAD = 1 

:ODDVEH_533
00D6: if and
00DD:   actor $PLAYER_ACTOR driving_car_with_model #MTBIKE 
0038:   $ONMISSION_CHILIAD == 0 
004D: jump_if_false @ODDVEH_722 
00BE: text_clear_all 
0652: $STAT_CYCLING_SKILL = integer_stat 230 
00D6: if 
0028:   $STAT_CYCLING_SKILL >= 400 
004D: jump_if_false @ODDVEH_679 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if and
0028:   $TIME_HOURS >= 7 
001A:   18 > $TIME_HOURS 
004D: jump_if_false @ODDVEH_656 
00BA: show_text_styled GXT 'MOUNTN' time 1000 style 2  // The Chiliad Challenge
0417: start_mission MTBIKER // The Chiliad Challenge
0004: $ONMISSION_CHILIAD = 1 
0002: jump @ODDVEH_672 

:ODDVEH_656
00BC: show_text_highpriority GXT 'MTIME4' time 1000 flag 1  // ~s~Come back between 7:00 and 18:00.

:ODDVEH_672
0002: jump @ODDVEH_715 

:ODDVEH_679
00D6: if 
0038:   $HELP_CHILIAD_CYCLING_SHOWN == 0 
004D: jump_if_false @ODDVEH_715 
03E5: show_text_box 'MTBSKIL'  // ~s~You need more cycling skill before you can enter the race. Practice on a bicycle to build up your cycling skill.
0004: $HELP_CHILIAD_CYCLING_SHOWN = 1 

:ODDVEH_715
0002: jump @ODDVEH_747 

:ODDVEH_722
00D6: if 
0038:   $HELP_CHILIAD_CYCLING_SHOWN == 1 
004D: jump_if_false @ODDVEH_747 
0004: $HELP_CHILIAD_CYCLING_SHOWN = 0 

:ODDVEH_747
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BMX 
004D: jump_if_false @ODDVEH_815 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $X_STUNT_MISSION_BMX $Y_STUNT_MISSION_BMX $Z_STUNT_MISSION_BMX radius 4.0 4.0 3.0 
004D: jump_if_false @ODDVEH_815 
0004: $ONMISSION_STUNT_BMX = 1 

:ODDVEH_815
00D6: if and
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BMX 
0038:   $ONMISSION_STUNT_BMX == 0 
004D: jump_if_false @ODDVEH_953 
0652: $STAT_CYCLING_SKILL = integer_stat 230 
00D6: if 
0028:   $STAT_CYCLING_SKILL >= 20 
004D: jump_if_false @ODDVEH_910 
00BA: show_text_styled GXT 'BMX' time 1000 style 2  // BMX
0004: $STUNT_MISSION_TYPE = 0 
0417: start_mission STUNT // BMX / NRG-500 STUNT Mission
0004: $ONMISSION_STUNT_BMX = 1 
0002: jump @ODDVEH_946 

:ODDVEH_910
00D6: if 
0038:   $HELP_BMX_CYCLING_SHOWN == 0 
004D: jump_if_false @ODDVEH_946 
03E5: show_text_box 'MTBSKI2'  // ~s~You need more cycling skill before you can start the BMX challenge! Practice on a bicycle to build up your cycling skill.
0004: $HELP_BMX_CYCLING_SHOWN = 1 

:ODDVEH_946
0002: jump @ODDVEH_978 

:ODDVEH_953
00D6: if 
0038:   $HELP_BMX_CYCLING_SHOWN == 1 
004D: jump_if_false @ODDVEH_978 
0004: $HELP_BMX_CYCLING_SHOWN = 0 

:ODDVEH_978
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #NRG500 
004D: jump_if_false @ODDVEH_1046 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $X_STUNT_MISSION_NRG500 $Y_STUNT_MISSION_NRG500 $Z_STUNT_MISSION_NRG500 radius 4.0 4.0 3.0 
004D: jump_if_false @ODDVEH_1046 
0004: $ONMISSION_STUNT_NRG500 = 1 

:ODDVEH_1046
00D6: if and
00DD:   actor $PLAYER_ACTOR driving_car_with_model #NRG500 
0038:   $ONMISSION_STUNT_NRG500 == 0 
004D: jump_if_false @ODDVEH_1107 
00BA: show_text_styled GXT 'NRG500' time 1000 style 2  // NRG-500
0004: $STUNT_MISSION_TYPE = 1 
0417: start_mission STUNT // BMX / NRG-500 STUNT Mission
0004: $ONMISSION_STUNT_NRG500 = 1 

:ODDVEH_1107
0002: jump @ODDVEH_1149 

:ODDVEH_1114
0004: $158 = 0 
0004: $ONMISSION_COURIER = 0 
0004: $ONMISSION_CHILIAD = 0 
0004: $ONMISSION_STUNT_BMX = 0 
0004: $ONMISSION_STUNT_NRG500 = 0 

:ODDVEH_1149
0002: jump @ODDVEH_11 

:BUY1
03A4: name_thread 'BUY1' 
0004: $1653 = 0 
0215: destroy_pickup $BUY_ASSET_PICKUPS[0] 
0518: $BUY_ASSET_PICKUPS[0] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0] price $1653  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.

:BUY1_52
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BUY1_135 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @BUY1_135 
00D6: if 
0214:   pickup $BUY_ASSET_PICKUPS[0] picked_up 
004D: jump_if_false @BUY1_135 
04AE: $PROPERTY_BUYING_NOW = 0 // = constant 
097A: play_audio_at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0] event 1149 
0417: start_mission BUYPRO1 // Buy Properties Mission
004E: end_thread 

:BUY1_135
0002: jump @BUY1_52 

:BUY2
03A4: name_thread 'BUY2' 
0004: $1654 = 0 
0215: destroy_pickup $BUY_ASSET_PICKUPS[1] 
0518: $BUY_ASSET_PICKUPS[1] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[1] $Y_PROPERTY_TO_BUY[1] $Z_PROPERTY_TO_BUY[1] price $1654  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.

:BUY2_50
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BUY2_133 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @BUY2_133 
00D6: if 
0214:   pickup $BUY_ASSET_PICKUPS[1] picked_up 
004D: jump_if_false @BUY2_133 
04AE: $PROPERTY_BUYING_NOW = 1 // = constant 
097A: play_audio_at $X_PROPERTY_TO_BUY[1] $Y_PROPERTY_TO_BUY[1] $Z_PROPERTY_TO_BUY[1] event 1149 
0417: start_mission BUYPRO1 // Buy Properties Mission
004E: end_thread 

:BUY2_133
0002: jump @BUY2_50 

:BUY3
03A4: name_thread 'BUY3' 
0004: $1655 = 0 
0215: destroy_pickup $BUY_ASSET_PICKUPS[2] 
0518: $BUY_ASSET_PICKUPS[2] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[2] $Y_PROPERTY_TO_BUY[2] $Z_PROPERTY_TO_BUY[2] price $1655  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.

:BUY3_52
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BUY3_135 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @BUY3_135 
00D6: if 
0214:   pickup $BUY_ASSET_PICKUPS[2] picked_up 
004D: jump_if_false @BUY3_135 
04AE: $PROPERTY_BUYING_NOW = 2 // = constant 
097A: play_audio_at $X_PROPERTY_TO_BUY[2] $Y_PROPERTY_TO_BUY[2] $Z_PROPERTY_TO_BUY[2] event 1149 
0417: start_mission BUYPRO1 // Buy Properties Mission
004E: end_thread 

:BUY3_135
0002: jump @BUY3_52 

:MS_BUY_PROPERTIES
03A4: name_thread 'BUY_PRO' 

:BUY_PRO_11
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BUY_PRO_145 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @BUY_PRO_145 
00D6: if 
0038:   $PROPERTY_BOUGHT_FLAGS($BUY_INDEX,32i) == 0 
004D: jump_if_false @BUY_PRO_145 
00D6: if 
0214:   pickup $BUY_ASSET_PICKUPS($BUY_INDEX,32i) picked_up 
004D: jump_if_false @BUY_PRO_145 
0084: $PROPERTY_BUYING_NOW = $PROPERTY_INDEXES($BUY_INDEX,32i) // (int) 
097A: play_audio_at $X_PROPERTY_TO_BUY($BUY_INDEX,32f) $Y_PROPERTY_TO_BUY($BUY_INDEX,32f) $Z_PROPERTY_TO_BUY($BUY_INDEX,32f) event 1149 
0417: start_mission BUYPRO1 // Buy Properties Mission
0004: $PROPERTY_BOUGHT_FLAGS($BUY_INDEX,32i) = 1 

:BUY_PRO_145
0008: $BUY_INDEX += 1 
00D6: if 
0028:   $BUY_INDEX >= 32 
004D: jump_if_false @BUY_PRO_177 
0004: $BUY_INDEX = 3 

:BUY_PRO_177
0002: jump @BUY_PRO_11 

:ESC_IMPOUND_GARAGES
03A4: name_thread 'IMPND_L' 

:IMPND_L_11
0001: wait 100 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPND_L_706 
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // == constant 
004D: jump_if_false @IMPND_L_189 
0926: $SCRIPT_STATUS = external_script_status 71 (IMPOUND) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 
004D: jump_if_false @IMPND_L_189 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1579.425 -1636.463 14.5812 radius 120.0 120.0 80.0 
004D: jump_if_false @IMPND_L_160 
0004: $IMPOUND_TOWN_NUMBER = 1 
08A9: load_external_script 71 (IMPOUND) 
00D6: if 
08AB:   external_script 71 (IMPOUND) loaded 
004D: jump_if_false @IMPND_L_153 
0913: run_external_script 71 (IMPOUND)  

:IMPND_L_153
0002: jump @IMPND_L_189 

:IMPND_L_160
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 1 
004D: jump_if_false @IMPND_L_189 
090F: end_external_script 71 (IMPOUND) 
0004: $IMPOUND_TOWN_NUMBER = 0 

:IMPND_L_189
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // == constant 
004D: jump_if_false @IMPND_L_390 
0926: $SCRIPT_STATUS = external_script_status 71 (IMPOUND) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 
004D: jump_if_false @IMPND_L_390 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1624.771 679.6637 8.569 radius 120.0 120.0 80.0 
004D: jump_if_false @IMPND_L_336 
00D6: if 
0038:   $1522 == 0 
004D: jump_if_false @IMPND_L_329 
0004: $IMPOUND_TOWN_NUMBER = 2 
08A9: load_external_script 71 (IMPOUND) 
00D6: if 
08AB:   external_script 71 (IMPOUND) loaded 
004D: jump_if_false @IMPND_L_329 
0913: run_external_script 71 (IMPOUND)  

:IMPND_L_329
0002: jump @IMPND_L_390 

:IMPND_L_336
00D6: if 
0038:   $1522 == 2 
004D: jump_if_false @IMPND_L_361 
0004: $1522 = 0 

:IMPND_L_361
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 2 
004D: jump_if_false @IMPND_L_390 
090F: end_external_script 71 (IMPOUND) 
0004: $IMPOUND_TOWN_NUMBER = 0 

:IMPND_L_390
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // == constant 
004D: jump_if_false @IMPND_L_548 
0926: $SCRIPT_STATUS = external_script_status 71 (IMPOUND) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 
004D: jump_if_false @IMPND_L_548 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1624.771 679.6637 8.569 radius 120.0 120.0 80.0 
004D: jump_if_false @IMPND_L_519 
0004: $IMPOUND_TOWN_NUMBER = 2 
08A9: load_external_script 71 (IMPOUND) 
00D6: if 
08AB:   external_script 71 (IMPOUND) loaded 
004D: jump_if_false @IMPND_L_512 
0913: run_external_script 71 (IMPOUND)  

:IMPND_L_512
0002: jump @IMPND_L_548 

:IMPND_L_519
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 2 
004D: jump_if_false @IMPND_L_548 
090F: end_external_script 71 (IMPOUND) 
0004: $IMPOUND_TOWN_NUMBER = 0 

:IMPND_L_548
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // == constant 
004D: jump_if_false @IMPND_L_706 
0926: $SCRIPT_STATUS = external_script_status 71 (IMPOUND) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 
004D: jump_if_false @IMPND_L_706 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2284.592 2466.838 12.2306 radius 120.0 120.0 80.0 
004D: jump_if_false @IMPND_L_677 
0004: $IMPOUND_TOWN_NUMBER = 3 
08A9: load_external_script 71 (IMPOUND) 
00D6: if 
08AB:   external_script 71 (IMPOUND) loaded 
004D: jump_if_false @IMPND_L_670 
0913: run_external_script 71 (IMPOUND)  

:IMPND_L_670
0002: jump @IMPND_L_706 

:IMPND_L_677
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 3 
004D: jump_if_false @IMPND_L_706 
090F: end_external_script 71 (IMPOUND) 
0004: $IMPOUND_TOWN_NUMBER = 0 

:IMPND_L_706
0002: jump @IMPND_L_11 

:ESC_VALET_PARKING
03A4: name_thread 'VALET_L' 

:VALET_L_11
0001: wait 0 ms 
00D6: if 
0038:   $1872 == 1 
004D: jump_if_false @VALET_L_197 
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // == constant 
004D: jump_if_false @VALET_L_197 
0926: $SCRIPT_STATUS = external_script_status 72 (VALET) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 
004D: jump_if_false @VALET_L_197 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VALET_L_197 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1893.419 1119.227 cornerB -1617.915 828.85 
004D: jump_if_false @VALET_L_168 
0004: $1884 = 2 
08A9: load_external_script 72 (VALET) 
00D6: if 
08AB:   external_script 72 (VALET) loaded 
004D: jump_if_false @VALET_L_161 
0913: run_external_script 72 (VALET)  

:VALET_L_161
0002: jump @VALET_L_197 

:VALET_L_168
00D6: if 
0038:   $1884 == 2 
004D: jump_if_false @VALET_L_197 
090F: end_external_script 72 (VALET) 
0004: $1884 = 0 

:VALET_L_197
0002: jump @VALET_L_11 

:ESC_TRAINS
03A4: name_thread 'TRAINSL' 

:TRAINSL_11
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINSL_115 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TRAINSL_115 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #STREAKC 
004D: jump_if_false @TRAINSL_115 
0926: $SCRIPT_STATUS = external_script_status 33 (TRAINS) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 
004D: jump_if_false @TRAINSL_115 
08A9: load_external_script 33 (TRAINS) 
00D6: if 
08AB:   external_script 33 (TRAINS) loaded 
004D: jump_if_false @TRAINSL_115 
0913: run_external_script 33 (TRAINS)  

:TRAINSL_115
0002: jump @TRAINSL_11 

:ESC_AIRPORT_TERMINALS
03A4: name_thread 'ADPLANE' 

:ADPLANE_11
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ADPLANE_964 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @ADPLANE_964 
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // == constant 
004D: jump_if_false @ADPLANE_324 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @ADPLANE_287 
0926: $SCRIPT_STATUS = external_script_status 32 (PLANES) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 
004D: jump_if_false @ADPLANE_280 
00D6: if 
0038:   $792 == 0 
004D: jump_if_false @ADPLANE_157 
0A40: $795 = create_entrance_marker_at 1685.7 -2238.9 14.0 color 14 
0004: $792 = 1 

:ADPLANE_157
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @ADPLANE_280 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1685.7 -2238.9 12.5 radius 1.2 1.2 1.2 on_foot 
004D: jump_if_false @ADPLANE_246 
01B4: set_player $PLAYER_CHAR can_move 1 
0050: gosub @SUB_FADE_500MS 
08A9: load_external_script 32 (PLANES) 
0004: $1802 = 1 

:ADPLANE_246
00D6: if and
08AB:   external_script 32 (PLANES) loaded 
0038:   $1802 == 1 
004D: jump_if_false @ADPLANE_280 
0913: run_external_script 32 (PLANES)  
0004: $1802 = 0 

:ADPLANE_280
0002: jump @ADPLANE_317 

:ADPLANE_287
00D6: if 
0038:   $792 == 1 
004D: jump_if_false @ADPLANE_317 
0A41: destroy_entrance_marker $795 
0004: $792 = 0 

:ADPLANE_317
0002: jump @ADPLANE_354 

:ADPLANE_324
00D6: if 
0038:   $792 == 1 
004D: jump_if_false @ADPLANE_354 
0A41: destroy_entrance_marker $795 
0004: $792 = 0 

:ADPLANE_354
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // == constant 
004D: jump_if_false @ADPLANE_629 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @ADPLANE_592 
0926: $SCRIPT_STATUS = external_script_status 32 (PLANES) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 
004D: jump_if_false @ADPLANE_585 
00D6: if 
0038:   $793 == 0 
004D: jump_if_false @ADPLANE_462 
0A40: $796 = create_entrance_marker_at -1421.5 -287.2 14.6 color 14 
0004: $793 = 1 

:ADPLANE_462
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @ADPLANE_585 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1421.5 -287.2 14.6 radius 1.2 1.2 1.2 on_foot 
004D: jump_if_false @ADPLANE_551 
01B4: set_player $PLAYER_CHAR can_move 1 
0050: gosub @SUB_FADE_500MS 
08A9: load_external_script 32 (PLANES) 
0004: $1802 = 1 

:ADPLANE_551
00D6: if and
08AB:   external_script 32 (PLANES) loaded 
0038:   $1802 == 1 
004D: jump_if_false @ADPLANE_585 
0913: run_external_script 32 (PLANES)  
0004: $1802 = 0 

:ADPLANE_585
0002: jump @ADPLANE_622 

:ADPLANE_592
00D6: if 
0038:   $793 == 1 
004D: jump_if_false @ADPLANE_622 
0A41: destroy_entrance_marker $796 
0004: $793 = 0 

:ADPLANE_622
0002: jump @ADPLANE_659 

:ADPLANE_629
00D6: if 
0038:   $793 == 1 
004D: jump_if_false @ADPLANE_659 
0A41: destroy_entrance_marker $796 
0004: $793 = 0 

:ADPLANE_659
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // == constant 
004D: jump_if_false @ADPLANE_934 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @ADPLANE_897 
0926: $SCRIPT_STATUS = external_script_status 32 (PLANES) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 
004D: jump_if_false @ADPLANE_890 
00D6: if 
0038:   $794 == 0 
004D: jump_if_false @ADPLANE_767 
0A40: $797 = create_entrance_marker_at 1663.0 1423.6 11.2 color 14 
0004: $794 = 1 

:ADPLANE_767
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @ADPLANE_890 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1663.0 1423.6 11.2 radius 1.2 1.2 1.2 on_foot 
004D: jump_if_false @ADPLANE_856 
01B4: set_player $PLAYER_CHAR can_move 1 
0050: gosub @SUB_FADE_500MS 
08A9: load_external_script 32 (PLANES) 
0004: $1802 = 1 

:ADPLANE_856
00D6: if and
08AB:   external_script 32 (PLANES) loaded 
0038:   $1802 == 1 
004D: jump_if_false @ADPLANE_890 
0913: run_external_script 32 (PLANES)  
0004: $1802 = 0 

:ADPLANE_890
0002: jump @ADPLANE_927 

:ADPLANE_897
00D6: if 
0038:   $794 == 1 
004D: jump_if_false @ADPLANE_927 
0A41: destroy_entrance_marker $797 
0004: $794 = 0 

:ADPLANE_927
0002: jump @ADPLANE_964 

:ADPLANE_934
00D6: if 
0038:   $794 == 1 
004D: jump_if_false @ADPLANE_964 
0A41: destroy_entrance_marker $797 
0004: $794 = 0 

:ADPLANE_964
0002: jump @ADPLANE_11 

:BONUSES
03A4: name_thread 'COLLS' 

:COLLS_11
0001: wait 3000 ms 
058C: $STAT_PERCENTAGE_COMPLETED = percentage_completed 
00D6: if 
0038:   $ALL_OUSTERS_COLLECTED == 0 
004D: jump_if_false @COLLS_285 
0652: $COLLECTED_OYSTERS = integer_stat 243
00D6: if 
0038:   $COLLECTED_OYSTERS == 50 
004D: jump_if_false @COLLS_285 
0394: play_music 2 
030C: progress_made = 1 
0629: change_integer_stat 225 to 1000 
00D6: if 
002A:   0 >= $GIRL_PROGRESS[4] 
004D: jump_if_false @COLLS_106 
0004: $GIRL_PROGRESS[4] = 45 

:COLLS_106
00D6: if 
002A:   0 >= $GIRL_PROGRESS[1] 
004D: jump_if_false @COLLS_131 
0004: $GIRL_PROGRESS[1] = 45 

:COLLS_131
00D6: if 
002A:   0 >= $GIRL_PROGRESS[3] 
004D: jump_if_false @COLLS_156 
0004: $GIRL_PROGRESS[3] = 45 

:COLLS_156
00D6: if 
002A:   0 >= $GIRL_PROGRESS[2] 
004D: jump_if_false @COLLS_181 
0004: $GIRL_PROGRESS[2] = 45 

:COLLS_181
0004: $GIRL_DESIRED_SEXAPPEAL[0] = -100 
0004: $GIRL_DESIRED_SEXAPPEAL[1] = -100 
0004: $GIRL_DESIRED_SEXAPPEAL[3] = -100 
0004: $GIRL_DESIRED_SEXAPPEAL[2] = -100 
0004: $GIRL_DESIRED_SEXAPPEAL[4] = -100 
0004: $GIRL_DESIRED_SEXAPPEAL[5] = -100 
0004: $GIRL_DESIRED_PROGRESS_TO_INVITE[0] = 1 
0004: $GIRL_DESIRED_PROGRESS_TO_INVITE[1] = 1 
0004: $GIRL_DESIRED_PROGRESS_TO_INVITE[3] = 1 
0004: $GIRL_DESIRED_PROGRESS_TO_INVITE[2] = 1 
0004: $GIRL_DESIRED_PROGRESS_TO_INVITE[4] = 1 
0004: $GIRL_DESIRED_PROGRESS_TO_INVITE[5] = 1 
03E6: remove_text_box 
03E5: show_text_box 'OYST100'  // All oysters collected! Katie, Helena, Barbara and Michelle will always want you back, no matter how undesirable you are!
0004: $ALL_OUSTERS_COLLECTED = 1 

:COLLS_285
00D6: if 
0038:   $ALL_HORSESHOES_COLLECTED == 0 
004D: jump_if_false @COLLS_465 
0652: $COLLECTED_HORSHOES = integer_stat 241 
00D6: if 
0038:   $COLLECTED_HORSHOES == 50 
004D: jump_if_false @COLLS_465 
0394: play_music 2 
030C: progress_made = 1 
032B: $811 = create_weapon_pickup #M4 type 15 ammo 99999 at 2021.879 1001.467 10.3203 
032B: $812 = create_weapon_pickup #MP5LNG type 15 ammo 99999 at 2025.286 1001.496 10.3203 
032B: $813 = create_weapon_pickup #SHOTGSPA type 15 ammo 99999 at 2021.327 1013.349 10.3203 
032B: $814 = create_weapon_pickup #SATCHEL type 15 ammo 99999 at 2023.775 1013.527 10.5203 
03E6: remove_text_box 
03E5: show_text_box 'LUCK100'  // All horseshoes collected! Weapons delivered to Four Dragons Casino!
0004: $ALL_HORSESHOES_COLLECTED = 1 

:COLLS_465
00D6: if 
0038:   $ALL_PHOTOS_TAKEN == 0 
004D: jump_if_false @COLLS_645 
0652: $STAT_TAKEN_PHOTOS = integer_stat 231
00D6: if 
0038:   $STAT_TAKEN_PHOTOS == 50 
004D: jump_if_false @COLLS_645 
0394: play_music 2 
030C: progress_made = 1 
032B: $807 = create_weapon_pickup #SNIPER type 15 ammo 99999 at -2035.773 139.4337 28.3359 
032B: $808 = create_weapon_pickup #MICRO_UZI type 15 ammo 99999 at -2038.43 139.6281 28.3359 
032B: $809 = create_weapon_pickup #CHROMEGUN type 15 ammo 99999 at -2038.664 137.4694 28.3359 
032B: $810 = create_weapon_pickup #GRENADE type 15 ammo 99999 at -2035.474 137.2511 28.3359 
03E6: remove_text_box 
03E5: show_text_box 'FOTO100'  // All photos taken! Weapons delivered to the San Fierro garage!
0004: $ALL_PHOTOS_TAKEN = 1 

:COLLS_645
00D6: if 
0038:   $ALL_TAGS_SPRAYED == 0 
004D: jump_if_false @COLLS_832 
08E1: $STAT_TAGS_SPRAYED = total_tags_sprayed 
00D6: if 
0038:   $STAT_TAGS_SPRAYED == 100 
004D: jump_if_false @COLLS_832 
0394: play_music 2 
030C: progress_made = 1 
0237: set_gang 1 weapons_to 24 29 4 
032B: $803 = create_weapon_pickup #M4 type 15 ammo 99999 at 2499.39 -1707.463 1014.25 
032B: $804 = create_weapon_pickup #MP5LNG type 15 ammo 99999 at 2499.514 -1709.64 1014.25 
032B: $805 = create_weapon_pickup #SAWNOFF type 15 ammo 99999 at 2493.491 -1708.237 1014.932 
032B: $806 = create_weapon_pickup #MOLOTOV type 15 ammo 99999 at 2493.553 -1706.863 1015.132 
03E6: remove_text_box 
03E5: show_text_box 'TAG_100'  // You tagged the city! Your gang has had an upgrade! Weapons delivered to CJ's house in Los Santos!
0004: $ALL_TAGS_SPRAYED = 1 

:COLLS_832
00D6: if 
0038:   $_100_PERCENT_COMPLETE == 0 
004D: jump_if_false @COLLS_994 
00D6: if 
0030:   $STAT_PERCENTAGE_COMPLETED >= 100.0 
004D: jump_if_false @COLLS_994 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COLLS_994 
0109: player $PLAYER_CHAR money = 1000000 
0629: change_integer_stat 225 to 1000 
0629: change_integer_stat 22 to 1000 
0629: change_integer_stat 25 to 1000 
0629: change_integer_stat 80 to 1000 
0629: change_integer_stat 68 to 1000 
0629: change_integer_stat 65 to 1000 
0629: change_integer_stat 66 to 1000 
0629: change_integer_stat 230 to 1000 
0001: wait 2000 ms 
03E6: remove_text_box 
03E5: show_text_box 'GAME100'  // 100% achieved! Stats and cash have been boosted! Rhino and Hydra delivered to CJ's house in Grove Street.
0004: $_100_PERCENT_COMPLETE = 1 

:COLLS_994
0002: jump @COLLS_11 

:TCASH
03A4: name_thread 'TCASH' 

:TCASH_11
0001: wait 20000 ms 
00D6: if 
0038:   $GS_MONEY_PICKUP_EXISTS == 1 
004D: jump_if_false @TCASH_48 
0215: destroy_pickup $GS_GANG_MONEY_PICKUP 
0004: $GS_MONEY_PICKUP_EXISTS = 0 
004E: end_thread 

:TCASH_48
08E2: $GS_GANG_TURF_CONTROLLED = territories_controlled_percentage 
00D6: if 
0018:   $STAT_UNLOCKED_CITIES_NUMBER > 1 
004D: jump_if_false @TCASH_93 
0084: $GS_GANG_CASH = $GS_GANG_TURF_CONTROLLED // (int) 
0010: $GS_GANG_CASH *= 100 
0002: jump @TCASH_108 

:TCASH_93
0084: $GS_GANG_CASH = $GS_GANG_TURF_CONTROLLED // (int) 
0010: $GS_GANG_CASH *= 50 

:TCASH_108
094A: set_money_pickup $GS_GANG_MONEY_PICKUP cash_to $GS_GANG_CASH 
0002: jump @TCASH_11 

:KEYCARD
0652: $STAT_PROGRESS_WITH_MILLIE = integer_stat 257 
00D6: if 
0028:   $STAT_PROGRESS_WITH_MILLIE >= 35 
004D: jump_if_false @KEYCARD_51 
0213: $820 = create_pickup #GUN_DILDO1 type 3 at 345.2063 308.9788 998.6484 

:KEYCARD_51
09B4: set_object_property_at 345.5621 306.2212 radius 10.0 bitmask 16384 flag 0 
0A40: $821 = create_entrance_marker_at 2037.349 2722.071 12.0281 color 14 
0A40: $822 = create_entrance_marker_at 343.9969 305.104 999.6557 color 14 
03A4: name_thread 'KEYCARD' 

:KEYCARD_128
0001: wait 0 ms 
077E: get_active_interior_to $ACTIVE_INTERIOR 
00D6: if 
0038:   $ACTIVE_INTERIOR == 0 
004D: jump_if_false @KEYCARD_169 
0004: $819 = 0 
0002: jump @KEYCARD_176 

:KEYCARD_169
0004: $819 = 1 

:KEYCARD_176
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KEYCARD_630 
00D6: if 
0038:   $819 == 0 
004D: jump_if_false @KEYCARD_421 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2037.349 2722.071 9.8281 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @KEYCARD_414 
01B4: set_player $PLAYER_CHAR can_move 1 
0050: gosub @SUB_FADE_500MS 
04BB: select_interior 6 
04E4: refresh_game_renderer_at 345.5621 306.2212 
03CB: set_rendering_origin_at 345.5621 306.2212 998.1484 
04F9: set_sky_color 1 fade 0 
057E: set_radar_grey 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KEYCARD_372 
0860: link_actor $PLAYER_ACTOR to_interior 6 
00A1: put_actor $PLAYER_ACTOR at 345.5621 306.2212 998.4484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 260.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:KEYCARD_372
0001: wait 1000 ms 
016A: fade 1 time 500 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KEYCARD_407 
01B4: set_player $PLAYER_CHAR can_move 1 

:KEYCARD_407
0004: $819 = 1 

:KEYCARD_414
0002: jump @KEYCARD_623 

:KEYCARD_421
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 343.9969 305.104 998.1557 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @KEYCARD_623 
01B4: set_player $PLAYER_CHAR can_move 1 
0050: gosub @SUB_FADE_500MS 
04BB: select_interior 0 
04E4: refresh_game_renderer_at 2037.541 2727.687 
03CB: set_rendering_origin_at 2037.541 2727.687 9.8281 
04FA: reset_sky_colors_with_fade 0 
057E: set_radar_grey 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KEYCARD_581 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00A1: put_actor $PLAYER_ACTOR at 2037.541 2727.687 9.8281 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:KEYCARD_581
0001: wait 1000 ms 
016A: fade 1 time 500 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KEYCARD_616 
01B4: set_player $PLAYER_CHAR can_move 1 

:KEYCARD_616
0004: $819 = 0 

:KEYCARD_623
0002: jump @KEYCARD_634 

:KEYCARD_630
057E: set_radar_grey 0 

:KEYCARD_634
00D6: if 
0214:   pickup $PICKUP_KEYCARD picked_up 
004D: jump_if_false @KEYCARD_703 
00D6: if 
0038:   $PICKUP_KEYCARD_COLLECTED == 0 
004D: jump_if_false @KEYCARD_703 
00BC: show_text_highpriority GXT 'GOTKEY' time 6000 flag 1  // ~s~You have acquired the keycard for the casino heist.
0164: disable_marker $1415 
0004: $37 = 1 
0004: $PICKUP_KEYCARD_COLLECTED = 1 

:KEYCARD_703
077E: get_active_interior_to $ACTIVE_INTERIOR 
00D6: if and
0038:   $PICKUP_KEYCARD_COLLECTED == 1 
0038:   $ACTIVE_INTERIOR == 0 
004D: jump_if_false @KEYCARD_745 
0A41: destroy_entrance_marker $821 
0A41: destroy_entrance_marker $822 
004E: end_thread 

:KEYCARD_745
0002: jump @KEYCARD_128 

:SAVEGAME
03A4: name_thread 'PSAVE1' 
0004: $TOTAL_AVAILABLE_SAVE_PICKUPS = 13 

:PSAVE1_18
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_824 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @PSAVE1_759 
00D6: if and
0038:   $2204 == 0 
88B4:   not test $390 bit 20 
88B4:   not test $390 bit 1 
004D: jump_if_false @PSAVE1_720 
00D6: if 
0038:   $SAVE_PICKUPS_EXIST == 0 
004D: jump_if_false @PSAVE1_534 
0050: gosub @SUB_REMOVE_SAVE_PICKUPS 
0213: $SAVE_PICKUPS[0] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[0] $SAVE_PICKUPS_Y[0] $SAVE_PICKUPS_Z[0] 
0213: $SAVE_PICKUPS[1] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[1] $SAVE_PICKUPS_Y[1] $SAVE_PICKUPS_Z[1] 
0213: $SAVE_PICKUPS[2] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[2] $SAVE_PICKUPS_Y[2] $SAVE_PICKUPS_Z[2] 
0213: $SAVE_PICKUPS[3] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[3] $SAVE_PICKUPS_Y[3] $SAVE_PICKUPS_Z[3] 
0213: $SAVE_PICKUPS[4] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[4] $SAVE_PICKUPS_Y[4] $SAVE_PICKUPS_Z[4] 
0213: $SAVE_PICKUPS[5] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[5] $SAVE_PICKUPS_Y[5] $SAVE_PICKUPS_Z[5] 
0213: $SAVE_PICKUPS[6] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[6] $SAVE_PICKUPS_Y[6] $SAVE_PICKUPS_Z[6] 
0213: $SAVE_PICKUPS[7] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[7] $SAVE_PICKUPS_Y[7] $SAVE_PICKUPS_Z[7] 
0213: $SAVE_PICKUPS[8] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[8] $SAVE_PICKUPS_Y[8] $SAVE_PICKUPS_Z[8] 
0213: $SAVE_PICKUPS[9] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[9] $SAVE_PICKUPS_Y[9] $SAVE_PICKUPS_Z[9] 
0213: $SAVE_PICKUPS[10] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[10] $SAVE_PICKUPS_Y[10] $SAVE_PICKUPS_Z[10] 
0213: $SAVE_PICKUPS[11] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[11] $SAVE_PICKUPS_Y[11] $SAVE_PICKUPS_Z[11] 
0213: $SAVE_PICKUPS[12] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[12] $SAVE_PICKUPS_Y[12] $SAVE_PICKUPS_Z[12] 
00D6: if 
0028:   $TOTAL_AVAILABLE_SAVE_PICKUPS >= 14 
004D: jump_if_false @PSAVE1_383 
0213: $SAVE_PICKUPS[13] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[13] $SAVE_PICKUPS_Y[13] $SAVE_PICKUPS_Z[13] 

:PSAVE1_383
00D6: if 
0028:   $TOTAL_AVAILABLE_SAVE_PICKUPS >= 15 
004D: jump_if_false @PSAVE1_419 
0213: $SAVE_PICKUPS[14] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[14] $SAVE_PICKUPS_Y[14] $SAVE_PICKUPS_Z[14] 

:PSAVE1_419
00D6: if 
0028:   $TOTAL_AVAILABLE_SAVE_PICKUPS >= 16 
004D: jump_if_false @PSAVE1_455 
0213: $SAVE_PICKUPS[15] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[15] $SAVE_PICKUPS_Y[15] $SAVE_PICKUPS_Z[15] 

:PSAVE1_455
00D6: if 
0028:   $TOTAL_AVAILABLE_SAVE_PICKUPS >= 17 
004D: jump_if_false @PSAVE1_491 
0213: $SAVE_PICKUPS[16] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[16] $SAVE_PICKUPS_Y[16] $SAVE_PICKUPS_Z[16] 

:PSAVE1_491
00D6: if 
0028:   $TOTAL_AVAILABLE_SAVE_PICKUPS >= 18 
004D: jump_if_false @PSAVE1_527 
0213: $SAVE_PICKUPS[17] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[17] $SAVE_PICKUPS_Y[17] $SAVE_PICKUPS_Z[17] 

:PSAVE1_527
0004: $SAVE_PICKUPS_EXIST = 1 

:PSAVE1_534
00D6: if 
0214:   pickup $SAVE_PICKUPS($SAVE_PICKUPS_INDEX,18i) picked_up 
004D: jump_if_false @PSAVE1_713 
0050: gosub @SUB_SHOW_SAVE_SCREEN 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_699 
0215: destroy_pickup $SAVE_PICKUPS($SAVE_PICKUPS_INDEX,18i) 
0213: $SAVE_PICKUPS($SAVE_PICKUPS_INDEX,18i) = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X($SAVE_PICKUPS_INDEX,18f) $SAVE_PICKUPS_Y($SAVE_PICKUPS_INDEX,18f) $SAVE_PICKUPS_Z($SAVE_PICKUPS_INDEX,18f) 
0395: clear_area 1 at $SAVE_POINTS_X($SAVE_PICKUPS_INDEX,18f) $SAVE_POINTS_Y($SAVE_PICKUPS_INDEX,18f) $SAVE_POINTS_Z($SAVE_PICKUPS_INDEX,18f) radius 1.0 
00A1: put_actor $PLAYER_ACTOR at $SAVE_POINTS_X($SAVE_PICKUPS_INDEX,18f) $SAVE_POINTS_Y($SAVE_PICKUPS_INDEX,18f) $SAVE_POINTS_Z($SAVE_PICKUPS_INDEX,18f) 
0173: set_actor $PLAYER_ACTOR Z_angle_to $SAVE_POINTS_ANGLE($SAVE_PICKUPS_INDEX,18f) 
0001: wait 0 ms 
016A: fade 1 time 1000 

:PSAVE1_699
0050: gosub @SUB_RESTORE_CONTROL 
0004: $SAVE_PICKUPS_EXIST = 0 

:PSAVE1_713
0002: jump @PSAVE1_752 

:PSAVE1_720
00D6: if 
0038:   $SAVE_PICKUPS_EXIST == 1 
004D: jump_if_false @PSAVE1_752 
0050: gosub @SUB_REMOVE_SAVE_PICKUPS 
0004: $SAVE_PICKUPS_EXIST = 0 

:PSAVE1_752
0002: jump @PSAVE1_791 

:PSAVE1_759
00D6: if 
0038:   $SAVE_PICKUPS_EXIST == 1 
004D: jump_if_false @PSAVE1_791 
0050: gosub @SUB_REMOVE_SAVE_PICKUPS 
0004: $SAVE_PICKUPS_EXIST = 0 

:PSAVE1_791
0008: $SAVE_PICKUPS_INDEX += 1 
00D6: if 
002C:   $SAVE_PICKUPS_INDEX >= $TOTAL_AVAILABLE_SAVE_PICKUPS // (int) 
004D: jump_if_false @PSAVE1_824 
0004: $SAVE_PICKUPS_INDEX = 0 

:PSAVE1_824
0002: jump @PSAVE1_18 

:SUB_REMOVE_SAVE_PICKUPS
0215: destroy_pickup $SAVE_PICKUPS[0] 
0215: destroy_pickup $SAVE_PICKUPS[1] 
0215: destroy_pickup $SAVE_PICKUPS[2] 
0215: destroy_pickup $SAVE_PICKUPS[3] 
0215: destroy_pickup $SAVE_PICKUPS[4] 
0215: destroy_pickup $SAVE_PICKUPS[5] 
0215: destroy_pickup $SAVE_PICKUPS[6] 
0215: destroy_pickup $SAVE_PICKUPS[7] 
0215: destroy_pickup $SAVE_PICKUPS[8] 
0215: destroy_pickup $SAVE_PICKUPS[9] 
0215: destroy_pickup $SAVE_PICKUPS[10] 
0215: destroy_pickup $SAVE_PICKUPS[11] 
0215: destroy_pickup $SAVE_PICKUPS[12] 
0215: destroy_pickup $SAVE_PICKUPS[13] 
0215: destroy_pickup $SAVE_PICKUPS[14] 
0215: destroy_pickup $SAVE_PICKUPS[15] 
0215: destroy_pickup $SAVE_PICKUPS[16] 
0215: destroy_pickup $SAVE_PICKUPS[17] 
0051: return 

:SUB_SHOW_SAVE_SCREEN
0004: $ONMISSION = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03D8: show_save_screen 

:PSAVE1_939
00D6: if 
83D9:   not save_done 
004D: jump_if_false @PSAVE1_963 
0001: wait 0 ms 
0002: jump @PSAVE1_939 

:PSAVE1_963
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_1001 
01B4: set_player $PLAYER_CHAR can_move 0 

:PSAVE1_1001
0051: return 

:SUB_RESTORE_CONTROL
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_1023 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:PSAVE1_1023
0001: wait 500 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_1058 
01B4: set_player $PLAYER_CHAR can_move 1 
0004: $ONMISSION = 0 

:PSAVE1_1058
0051: return 

:SUB_FADE_500MS_AND_RESTORE_CONTROLS
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 500 

:PSAVE1_1075
00D6: if 
016B:   fading 
004D: jump_if_false @PSAVE1_1103 
0001: wait 0 ms 
00BE: text_clear_all 
03E6: remove_text_box 
0002: jump @PSAVE1_1075 

:PSAVE1_1103
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_1138 
016A: fade 0 time 0 
02EB: restore_camera_with_jumpcut 
0687: clear_actor $PLAYER_ACTOR task 
016A: fade 0 time 0 

:PSAVE1_1138
0051: return 

:SUB_CJ_GOTO_HOME
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_1318 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2503.601 -1676.787 13.9236 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2503.26 -1677.718 14.0548 switchstyle 2 
0395: clear_area 1 at 2495.365 -1690.766 13.7734 radius 1.0 
0395: clear_area 1 at 2503.26 -1677.718 14.0548 radius 2.0 
0395: clear_area 1 at $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2495.365 -1690.766 13.7734 mode 4 time 3000 ms // versionA 
0050: gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_1318
0051: return 

:SUB_CJ_GOTO_SWEET_HOUSE
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_1496 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2512.233 -1673.532 12.6635 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2513.139 -1673.825 12.9696 switchstyle 2 
0395: clear_area 1 at 2513.139 -1673.825 12.9696 radius 2.0 
0395: clear_area 1 at 2521.35 -1678.83 14.32 radius 1.0 
0395: clear_area 1 at $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2521.35 -1678.83 14.32 mode 4 time 3000 ms // versionA 
0050: gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_1496
0051: return 

:SUB_CJ_GOTO_RYDER_HOUSE
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_1674 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2451.148 -1677.786 16.3581 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2451.564 -1678.677 16.1721 switchstyle 2 
0395: clear_area 1 at 2451.564 -1678.677 16.1721 radius 2.0 
0395: clear_area 1 at 2459.44 -1691.58 12.58 radius 1.0 
0395: clear_area 1 at $X_RYDER_HOUSE $Y_RYDER_HOUSE $Z_RYDER_HOUSE radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2459.44 -1691.58 12.58 mode 4 time 3000 ms // versionA 
0050: gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_1674
0051: return 

:SUB_CJ_GOTO_SMOKE_HOUSE
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_1834 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2075.7 -1687.878 16.0883 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2074.984 -1688.556 15.9215 switchstyle 2 
0395: clear_area 1 at 2065.4 -1703.4 13.1 radius 1.0 
0395: clear_area 1 at 2074.984 -1688.556 15.9215 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2065.4 -1703.4 13.1 mode 4 time 3000 ms // versionA 
0050: gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_1834
0051: return 

:SUB_CJ_GOTO_CRASH_LS
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_2012 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1054.645 -1312.281 14.9353 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1054.271 -1313.2 15.0617 switchstyle 2 
0395: clear_area 1 at 1038.04 -1339.23 12.55 radius 1.0 
0395: clear_area 1 at 1054.271 -1313.2 15.0617 radius 2.0 
0395: clear_area 1 at $X_CRASH_LS $Y_CRASH_LS $Z_CRASH_LS radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 1038.04 -1339.23 12.55 mode 4 time 3000 ms // versionA 
0050: gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_2012
0051: return 

:SUB_CJ_GOTO_OG_WORK
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_2172 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 825.1696 -1636.572 23.1761 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 824.351 -1636.051 22.9332 switchstyle 2 
0395: clear_area 1 at 793.59 -1625.07 12.38 radius 1.0 
0395: clear_area 1 at 824.351 -1636.051 22.9332 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 793.59 -1625.07 12.38 mode 4 time 3000 ms // versionA 
0050: gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_2172
0051: return 

:SUB_CJ_GOTO_OG_PARTY_HOUSE
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_2332 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2486.848 -1660.327 12.5441 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2486.846 -1659.363 12.8073 switchstyle 2 
0395: clear_area 1 at 2486.94 -1646.76 13.07 radius 1.0 
0395: clear_area 1 at 2486.846 -1659.363 12.8073 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2486.94 -1646.76 13.07 mode 4 time 3000 ms // versionA 
0050: gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_2332
0051: return 

:PSAVE1_2334
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_2443 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1792.877 -2105.368 17.6519 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1793.152 -2106.301 17.4194 switchstyle 2 
0395: clear_area 1 at 1793.152 -2106.301 17.4194 radius 2.0 
0050: gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_2443
0051: return 

:SUB_CJ_GOTO_ANGEL_PINE_MOTEL
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_2603 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2187.87 -2269.808 29.4158 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2188.376 -2269.021 29.7703 switchstyle 2 
0395: clear_area 1 at -2194.371 -2256.498 29.6841 radius 1.0 
0395: clear_area 1 at -2188.376 -2269.021 29.7703 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2194.371 -2256.498 29.6841 mode 4 time 3000 ms // versionA 
0050: gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_2603
0051: return 

:SUB_CJ_GOTO_LEAFY_HOLLOW
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_2763 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -919.0773 -1715.624 78.4517 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -920.0563 -1715.824 78.4112 switchstyle 2 
0395: clear_area 1 at -932.2975 -1718.891 76.5703 radius 1.0 
0395: clear_area 1 at -920.0563 -1715.824 78.4112 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -932.2975 -1718.891 76.5703 mode 4 time 3000 ms // versionA 
0050: gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_2763
0051: return 

:SUB_CJ_GOTO_DOHERTY_GARAGE
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_2923 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2010.974 154.9329 33.4883 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2011.966 154.9767 33.3685 switchstyle 2 
0395: clear_area 1 at -2034.559 148.8178 27.8359 radius 1.0 
0395: clear_area 1 at -2011.966 154.9767 33.3685 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2034.559 148.8178 27.8359 mode 4 time 3000 ms // versionA 
0050: gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_2923
0051: return 

:SUB_CJ_GOTO_DOHERTY_GARAGE2
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_3083 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2031.359 196.2776 34.812 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2031.639 195.3477 34.5735 switchstyle 2 
0395: clear_area 1 at -2038.51 178.4871 27.8359 radius 1.0 
0395: clear_area 1 at -2031.639 195.3477 34.5735 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2038.51 178.4871 27.8359 mode 4 time 3000 ms // versionA 
0050: gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_3083
0051: return 

:SUB_CJ_GOTO_WUZI_HOUSE
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_3243 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2129.186 640.2543 72.0002 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2130.102 640.2417 71.6005 switchstyle 2 
0395: clear_area 1 at -2156.56 645.08 51.35 radius 1.0 
0395: clear_area 1 at -2130.102 640.2417 71.6005 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2156.56 645.08 51.35 mode 4 time 3000 ms // versionA 
0050: gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_3243
0051: return 

:PSAVE1_3245
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_3403 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1979.02 1004.792 995.4213 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1978.566 1003.92 995.238 switchstyle 2 
0395: clear_area 1 at 1963.4 972.2 993.4 radius 1.0 
0395: clear_area 1 at 1979.02 1004.792 995.4213 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 1963.4 972.2 993.4 mode 4 time 3000 ms // versionA 
0050: gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_3403
0051: return 

:PSAVE1_3405
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_3563 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1954.571 1041.494 993.1794 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1954.962 1042.414 993.1676 switchstyle 2 
0395: clear_area 1 at 1963.5 1063.3 993.4 radius 1.0 
0395: clear_area 1 at 1954.962 1042.414 993.1676 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 1963.5 1063.3 993.4 mode 4 time 3000 ms // versionA 
0050: gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_3563
0051: return 

:SUB_CJ_GOTO_CASINO
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_3723 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2073.947 991.3126 17.4461 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2072.953 991.4046 17.5078 switchstyle 2 
0395: clear_area 1 at 2020.0 1008.83 9.82 radius 1.0 
0395: clear_area 1 at 2072.953 991.4046 17.5078 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2020.0 1008.83 9.82 mode 4 time 3000 ms // versionA 
0050: gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_3723
0051: return 

:SUB_CJ_GOTO_JIZZY_CLUB
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_3883 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2601.677 1386.132 6.8077 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2602.328 1386.855 7.0409 switchstyle 2 
0395: clear_area 1 at -2624.195 1410.764 6.1015 radius 1.0 
0395: clear_area 1 at -2602.328 1386.855 7.0409 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2624.195 1410.764 6.1015 mode 4 time 3000 ms // versionA 
0050: gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_3883
0051: return 

:SUB_CJ_GOTO_TORENO_HOUSE
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_4043 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -690.618 906.0824 13.0468 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -690.5204 907.0766 13.0919 switchstyle 2 
0395: clear_area 1 at -684.982 927.3704 12.6293 radius 1.0 
0395: clear_area 1 at -690.5204 907.0766 13.0919 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -684.982 927.3704 12.6293 mode 4 time 3000 ms // versionA 
0050: gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_4043
0051: return 

:PSAVE1_4045
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_4154 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 427.1954 2527.643 19.4052 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 426.2472 2527.956 19.4635 switchstyle 2 
0395: clear_area 1 at 426.2472 2527.956 19.4635 radius 2.0 
0050: gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_4154
0051: return 

:PSAVE1_4156
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_4265 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 330.1037 2587.75 18.3215 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 330.0515 2586.753 18.362 switchstyle 2 
0395: clear_area 1 at 330.0515 2586.753 18.362 radius 2.0 
0050: gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_4265
0051: return 

:PSAVE1_4267
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_4425 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2257.135 1587.133 1010.035 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2257.267 1588.119 1009.939 switchstyle 2 
0395: clear_area 1 at 2270.6 1637.9 1007.3 radius 1.0 
0395: clear_area 1 at 2257.267 1588.119 1009.939 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2270.6 1637.9 1007.3 mode 4 time 3000 ms // versionA 
0050: gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_4425
0051: return 

:SUB_CJ_GOTO_MADD_DOGGS_CRIB
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_4585 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1278.091 -849.6337 90.7593 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1278.038 -848.6531 90.5709 switchstyle 2 
0395: clear_area 1 at 1258.158 -785.2752 91.0302 radius 1.0 
0395: clear_area 1 at 1278.038 -848.6531 90.5709 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 1258.158 -785.2752 91.0302 mode 4 time 3000 ms // versionA 
0050: gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_4585
0051: return 

:SUB_CJ_GOTO_ZERO_SHOP
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_4745 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2278.004 134.334 39.606 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2277.008 134.356 39.6897 switchstyle 2 
0395: clear_area 1 at -2242.812 128.7572 34.3203 radius 1.0 
0395: clear_area 1 at -2277.008 134.356 39.6897 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2242.812 128.7572 34.3203 mode 4 time 3000 ms // versionA 
0050: gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_4745
0051: return 

:HELP_TEXT_BOXES
03A4: name_thread 'HELP' 

:HELP_11
0001: wait 70 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_2194 
00D6: if 
0038:   $MISSION_INTRO_PASSED == 1 
004D: jump_if_false @HELP_2194 
00D6: if 
0038:   $HELP_WASTED_SHOWN == 0 
004D: jump_if_false @HELP_451 
00D6: if 
0214:   pickup $PICKUP_INFO_HOSPITAL picked_up 
004D: jump_if_false @HELP_259 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_110 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 

:HELP_110
015F: set_camera_position 2022.613 -1432.05 17.6541 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2022.989 -1431.124 17.6552 switchstyle 2 
0215: destroy_pickup $PICKUP_INFO_HOSPITAL 
0215: destroy_pickup $PICKUP_INFO_HOSPITAL_2 
03E6: remove_text_box 
0512: show_permanent_text_box 'HOSP_1'  // If your health reaches zero, you will pass out and you will be treated at the local medical center.
0001: wait 8000 ms 
0512: show_permanent_text_box 'HOSP_2'  // To help put your health back up to normal you can eat food, use health pick-ups or you can protect yourself by wearing body armor.
0001: wait 8000 ms 
0512: show_permanent_text_box 'HOSP_3'  // Before you are discharged, hospital staff will confiscate your weapons and bill you for the healthcare you received.
0001: wait 8000 ms 
03E6: remove_text_box 
0004: $HELP_WASTED_SHOWN = 1 
02EB: restore_camera_with_jumpcut 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_259 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 

:HELP_259
00D6: if 
0214:   pickup $PICKUP_INFO_HOSPITAL_2 picked_up 
004D: jump_if_false @HELP_451 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_302 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 

:HELP_302
015F: set_camera_position 1184.347 -1313.489 19.7079 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1183.645 -1314.089 19.3248 switchstyle 2 
0215: destroy_pickup $PICKUP_INFO_HOSPITAL 
0215: destroy_pickup $PICKUP_INFO_HOSPITAL_2 
03E6: remove_text_box 
0512: show_permanent_text_box 'HOSP_1'  // If your health reaches zero, you will pass out and you will be treated at the local medical center.
0001: wait 8000 ms 
0512: show_permanent_text_box 'HOSP_2'  // To help put your health back up to normal you can eat food, use health pick-ups or you can protect yourself by wearing body armor.
0001: wait 8000 ms 
0512: show_permanent_text_box 'HOSP_3'  // Before you are discharged, hospital staff will confiscate your weapons and bill you for the healthcare you received.
0001: wait 8000 ms 
03E6: remove_text_box 
02EB: restore_camera_with_jumpcut 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_444 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 

:HELP_444
0004: $HELP_WASTED_SHOWN = 1 

:HELP_451
00D6: if 
0038:   $HELP_BUSTED_SHOWN == 0 
004D: jump_if_false @HELP_672 
00D6: if 
0214:   pickup $PICKUP_INFO_POLICE picked_up 
004D: jump_if_false @HELP_672 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_512 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 

:HELP_512
015F: set_camera_position 1536.577 -1687.134 26.7069 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1537.295 -1686.564 26.3081 switchstyle 2 
0215: destroy_pickup $PICKUP_INFO_POLICE 
03E6: remove_text_box 
0512: show_permanent_text_box 'BUST_1'  // When you have a wanted level, the local police force will try to arrest you.
0001: wait 8000 ms 
0512: show_permanent_text_box 'BUST_2'  // As your wanted level gets higher, different enforcement agencies will become involved and the likelihood of them trying to kill you will increase.
0001: wait 8000 ms 
0512: show_permanent_text_box 'BUST_3'  // If you are arrested by law enforcement you will be processed at a local police precinct.
0001: wait 8000 ms 
0512: show_permanent_text_box 'BUST_4'  // The officers will strip you of your weapons and take some of your cash as a bribe.
0001: wait 8000 ms 
03E6: remove_text_box 
02EB: restore_camera_with_jumpcut 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_665 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 

:HELP_665
0004: $HELP_BUSTED_SHOWN = 1 

:HELP_672
00D6: if 
0038:   $HELP_CHAT_SHOWN == 0 
004D: jump_if_false @HELP_724 
00D6: if 
0214:   pickup $PICKUP_INFO_CONVERSATION picked_up 
004D: jump_if_false @HELP_724 
03E5: show_text_box 'CHATBAK'  // People on the streets will talk to Carl.~n~You can respond to these comments: Use ~k~~CONVERSATION_NO~ for a negative reply or use ~k~~CONVERSATION_YES~ to reply positively.
0004: $HELP_CHAT_SHOWN = 1 

:HELP_724
00D6: if 
001A:   7 > $HELP_SWIM_SHOWN 
004D: jump_if_false @HELP_1256 
00D6: if 
0038:   $HELP_SWIM_SHOWN == 0 
004D: jump_if_false @HELP_815 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_815 
00D6: if 
0965:   actor $PLAYER_ACTOR swimming 
004D: jump_if_false @HELP_815 
03E5: show_text_box 'WZI2_A0'  // Use the movement controls to move around in the water.
0004: $HELP_SWIM_SHOWN = 1 
0001: wait 5000 ms 

:HELP_815
00D6: if 
0038:   $HELP_SWIM_SHOWN == 1 
004D: jump_if_false @HELP_888 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_888 
00D6: if 
0965:   actor $PLAYER_ACTOR swimming 
004D: jump_if_false @HELP_888 
03E5: show_text_box 'WZI2_A5'  // Press ~k~~PED_FIREWEAPON~ to dive underwater.
0004: $HELP_SWIM_SHOWN = 2 
0001: wait 5000 ms 

:HELP_888
00D6: if 
0038:   $HELP_SWIM_SHOWN == 2 
004D: jump_if_false @HELP_961 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_961 
00D6: if 
0965:   actor $PLAYER_ACTOR swimming 
004D: jump_if_false @HELP_961 
03E5: show_text_box 'WZI2_A6'  // Hold down ~k~~PED_SPRINT~ to swim around underwater.
0004: $HELP_SWIM_SHOWN = 3 
0001: wait 5000 ms 

:HELP_961
00D6: if 
0038:   $HELP_SWIM_SHOWN == 3 
004D: jump_if_false @HELP_1034 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_1034 
00D6: if 
0965:   actor $PLAYER_ACTOR swimming 
004D: jump_if_false @HELP_1034 
03E5: show_text_box 'WZI2_A1'  // Tap ~k~~PED_SPRINT~ when swimming forwards to swim faster.
0004: $HELP_SWIM_SHOWN = 4 
0001: wait 5000 ms 

:HELP_1034
00D6: if 
0038:   $HELP_SWIM_SHOWN == 4 
004D: jump_if_false @HELP_1115 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_1115 
00D6: if 
0965:   actor $PLAYER_ACTOR swimming 
004D: jump_if_false @HELP_1115 
03E5: show_text_box 'WZI2_A2'  // The blue bar at the top right of the screen is your ~h~breath meter ~h~this represents how long you can stay underwater.
03E7: flash_hud_component 10 
0001: wait 5000 ms 
0004: $HELP_SWIM_SHOWN = 5 
03E7: flash_hud_component -1 

:HELP_1115
00D6: if 
0038:   $HELP_SWIM_SHOWN == 5 
004D: jump_if_false @HELP_1188 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_1188 
00D6: if 
0965:   actor $PLAYER_ACTOR swimming 
004D: jump_if_false @HELP_1188 
03E5: show_text_box 'WZI2_A3'  // Your breath will decrease while you're underwater. Once your breath reaches zero, your health will start to decrease.
0004: $HELP_SWIM_SHOWN = 6 
0001: wait 5000 ms 

:HELP_1188
00D6: if 
0038:   $HELP_SWIM_SHOWN == 6 
004D: jump_if_false @HELP_1256 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_1256 
00D6: if 
0965:   actor $PLAYER_ACTOR swimming 
004D: jump_if_false @HELP_1256 
03E5: show_text_box 'WZI2_A7'  // Swim back up to the surface to get your breath back. The breath meter will slowly increase back to its maximum.
0004: $HELP_SWIM_SHOWN = 7 

:HELP_1256
00D6: if 
0038:   $HELP_FOLLOW_ICON_SHOWN == 0 
004D: jump_if_false @HELP_1393 
0001: wait 2000 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_1350 
00D6: if 
0038:   $HELP_BICYCLE_1_SHOWN == 0 
004D: jump_if_false @HELP_1350 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BMX 
004D: jump_if_false @HELP_1350 
03E5: show_text_box 'INTRO2F'  // To pedal hold down ~k~~VEHICLE_ACCELERATE~.
0004: $HELP_BICYCLE_1_SHOWN = 1 

:HELP_1350
0001: wait 5000 ms 
03E5: show_text_box 'HELP42'  // Follow the ~h~'CJ'~w~ icon on the radar to get back to the hood.
03E7: flash_hud_component 8 
0001: wait 7000 ms 
03E7: flash_hud_component -1 
0004: $HELP_FOLLOW_ICON_SHOWN = 1 
0002: jump @HELP_2120 

:HELP_1393
00D6: if 
0038:   $HELP_SPRAYCAN_SHOWN == 0 
004D: jump_if_false @HELP_1452 
00D6: if 
0038:   $SWEET_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @HELP_1452 
0001: wait 4000 ms 
03E5: show_text_box 'SPRAY_C'  // A spray can is now available from CJ's mom's house in Grove Street.
0004: $HELP_SPRAYCAN_SHOWN = 1 

:HELP_1452
00D6: if 
0038:   $HELP_INTRO_SHOWN == 1 
004D: jump_if_false @HELP_1578 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_1578 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE radius 25.0 25.0 5.0 
004D: jump_if_false @HELP_1578 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HELP_1555 
03E5: show_text_box 'HELP21B'  // Press ~k~~VEHICLE_ENTER_EXIT~ to exit a vehicle.

:HELP_1555
0001: wait 5000 ms 
03E5: show_text_box 'HELP44'  // Walk into the red marker to continue.
0004: $HELP_INTRO_SHOWN = 2 

:HELP_1578
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_1670 
00D6: if 
0038:   $HELP_BICYCLE_1_SHOWN == 0 
004D: jump_if_false @HELP_1670 
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BMX 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BIKE 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #MTBIKE 
004D: jump_if_false @HELP_1670 
0001: wait 2000 ms 
03E5: show_text_box 'INTRO2F'  // To pedal hold down ~k~~VEHICLE_ACCELERATE~.
0004: $HELP_BICYCLE_1_SHOWN = 1 

:HELP_1670
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_2120 
00D6: if 
0038:   $HELP_BICYCLE_2_SHOWN == 0 
004D: jump_if_false @HELP_1808 
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BMX 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BIKE 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #MTBIKE 
004D: jump_if_false @HELP_1808 
00D6: if and
0038:   $HELP_BICYCLE_2_SHOWN == 0 
0038:   $HELP_BICYCLE_1_SHOWN == 1 
004D: jump_if_false @HELP_1808 
0001: wait 6000 ms 
03E5: show_text_box 'HELP5_A'  // Press ~k~~VEHICLE_BRAKE~ to brake, or to reverse if the bike has stopped.
0001: wait 8000 ms 
03E5: show_text_box 'HELP27'  // Push ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~, to shift your weight on the bike.
0001: wait 2000 ms 
0004: $HELP_BICYCLE_2_SHOWN = 1 

:HELP_1808
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_2120 
00D6: if 
0018:   $INTRO_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @HELP_2120 
00D6: if 
0038:   $HELP_CAMERA_AND_RADIO_SHOWN == 0 
004D: jump_if_false @HELP_1949 
00D6: if 
0038:   $ACTIVE_INTERIOR == 0 
004D: jump_if_false @HELP_1949 
00D6: if 
847A:   not actor $PLAYER_ACTOR driving_bike 
004D: jump_if_false @HELP_1949 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HELP_1949 
0001: wait 2000 ms 
03E5: show_text_box 'GF_RAD'  // Use ~k~~VEHICLE_RADIO_STATION_UP~ and ~k~~VEHICLE_RADIO_STATION_DOWN~ to change radio station.
0001: wait 5000 ms 
03E5: show_text_box 'HELP56'  // Press ~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ to change camera views. Use the mouse or right analog stick to raise and lower the game camera.
0004: $HELP_CAMERA_AND_RADIO_SHOWN = 1 

:HELP_1949
00D6: if 
0038:   $HELP_DRIVEBY_SHOWN == 0 
004D: jump_if_false @HELP_2120 
00D6: if 
0038:   $HELP_CAMERA_AND_RADIO_SHOWN == 1 
004D: jump_if_false @HELP_2120 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_2120 
077E: get_active_interior_to $ACTIVE_INTERIOR 
00D6: if 
0038:   $ACTIVE_INTERIOR == 0 
004D: jump_if_false @HELP_2120 
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
847A:   not actor $PLAYER_ACTOR driving_bike 
004D: jump_if_false @HELP_2120 
00D6: if or
02D8:   actor $PLAYER_ACTOR current_weapon == 28 
02D8:   actor $PLAYER_ACTOR current_weapon == 29 
004D: jump_if_false @HELP_2120 
03E5: show_text_box 'HELP31'  // To do a drive-by, first look left or right using ~k~~VEHICLE_LOOKLEFT~ or ~k~~VEHICLE_LOOKRIGHT~
0001: wait 6000 ms 
03E5: show_text_box 'HELP32'  // Then fire using ~k~~PED_FIREWEAPON~.
0001: wait 6000 ms 
03E5: show_text_box 'HELP34'  // You must have a sub machine gun to perform a drive-by.
0004: $HELP_DRIVEBY_SHOWN = 1 

:HELP_2120
00D6: if 
0038:   $HELP_DRIVEBY_SHOWN == 1 
004D: jump_if_false @HELP_2194 
00D6: if 
0038:   $HELP_CAMERA_AND_RADIO_SHOWN == 1 
004D: jump_if_false @HELP_2194 
00D6: if 
0038:   $HELP_INTRO_SHOWN == 1 
004D: jump_if_false @HELP_2194 
00D6: if 
0038:   $HELP_CHAT_SHOWN == 1 
004D: jump_if_false @HELP_2194 
004E: end_thread 

:HELP_2194
0002: jump @HELP_11 

:INTROST
03A4: name_thread 'INTROST' 

:INTROST_11
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTROST_848 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @INTROST_848 
00D6: if 
0038:   $HELP_INTRO_SHOWN == 0 
004D: jump_if_false @INTROST_343 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTROST_343 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2471.7 -1668.0 12.3 radius 90.0 40.0 4.0 
004D: jump_if_false @INTROST_343 
03CF: load_wav 43205 as 1 
03CF: load_wav 43206 as 2 

:INTROST_149
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @INTROST_198 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @INTROST_191 
0002: jump @INTROST_336 

:INTROST_191
0002: jump @INTROST_149 

:INTROST_198
00BC: show_text_highpriority GXT 'VO_AF' time 4000 flag 1  // ~z~Grove Street - Home.
03D1: play_wav 1 

:INTROST_218
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @INTROST_267 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @INTROST_260 
0002: jump @INTROST_336 

:INTROST_260
0002: jump @INTROST_218 

:INTROST_267
00BC: show_text_highpriority GXT 'VO_AG' time 4000 flag 1  // ~z~At least it was before I fucked everything up.
03D1: play_wav 2 

:INTROST_287
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @INTROST_336 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @INTROST_329 
0002: jump @INTROST_336 

:INTROST_329
0002: jump @INTROST_287 

:INTROST_336
0004: $HELP_INTRO_SHOWN = 1 

:INTROST_343
00D6: if 
0038:   $HELP_GROOVE_SHOWN == 0 
004D: jump_if_false @INTROST_407 
00D6: if 
0038:   $INTRO_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @INTROST_407 
0001: wait 5000 ms 
00BC: show_text_highpriority GXT 'INT_CJ1' time 8000 flag 1  // Go inside CJ's house to continue.
0004: $HELP_GROOVE_SHOWN = 1 

:INTROST_407
00D6: if 
0038:   $HELP_GROOVE_SHOWN == 1 
004D: jump_if_false @INTROST_638 
00D6: if 
0038:   $INTRO_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @INTROST_638 
077E: get_active_interior_to $ACTIVE_INTERIOR 
00D6: if 
0038:   $ACTIVE_INTERIOR == 3 
004D: jump_if_false @INTROST_638 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTROST_638 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2496.051 -1698.013 1013.75 radius 10.0 10.0 5.0 
004D: jump_if_false @INTROST_638 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
015F: set_camera_position 2496.38 -1694.334 1015.431 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2496.368 -1695.325 1015.299 switchstyle 2 
03E5: show_text_box 'SAVE'  // To save the game, pick up the diskette icon. Saving the game will advance time by 6 hours.
0001: wait 5000 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTROST_638 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0004: $HELP_GROOVE_SHOWN = 2 

:INTROST_638
00D6: if 
0038:   $HELP_GROOVE_SHOWN == 2 
004D: jump_if_false @INTROST_848 
00D6: if 
0038:   $INTRO_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @INTROST_848 
077E: get_active_interior_to $ACTIVE_INTERIOR 
00D6: if 
0038:   $ACTIVE_INTERIOR == 0 
004D: jump_if_false @INTROST_848 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTROST_848 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2495.33 -1689.183 13.2716 radius 20.0 20.0 6.0 
004D: jump_if_false @INTROST_848 
0459: end_thread_named 'INT' 
004F: create_thread @MS_INTRO_MISSIONS  
0164: disable_marker $439 
02A7: $439 = create_icon_marker_and_sphere $ICON_RYDER at $X_RYDER_HOUSE $Y_RYDER_HOUSE $Z_RYDER_HOUSE 
00BC: show_text_highpriority GXT 'INT2_1' time 8000 flag 1  // ~s~Go and see Ryder, he lives down the street.
0001: wait 2000 ms 
03E5: show_text_box 'RYBLIP'  // Follow the 'R' blip on the radar to find Ryder's place.
0001: wait 4000 ms 
0004: $HELP_GROOVE_SHOWN = 3 
004E: end_thread 

:INTROST_848
0002: jump @INTROST_11 

:FLOW
03A4: name_thread 'FLOW' 

:FLOW_11
0001: wait 1000 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FLOW_959 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @FLOW_959 
00D6: if 
0038:   $HELP_DENISE_SHOWN == 0 
004D: jump_if_false @FLOW_111 
00D6: if 
0038:   $CRASH_LS_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @FLOW_111 
0001: wait 5500 ms 
03E6: remove_text_box 
03E5: show_text_box 'GF_H000'  // Denise is your girlfriend now. Keep her happy and she'll love you.~N~To take her on a date just stop by her house.
0004: $HELP_DENISE_SHOWN = 1 

:FLOW_111
00D6: if 
0038:   $HELP_VALET_SHOWN == 0 
004D: jump_if_false @FLOW_190 
00D6: if 
0038:   $CRASH_SF_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @FLOW_190 
0001: wait 6000 ms 
03E6: remove_text_box 
03E5: show_text_box 'VAL_HLP'  // ~s~Enter the marker at the valet carport to trigger Valet missions.
0001: wait 5000 ms 
03E6: remove_text_box 
03E5: show_text_box 'VAL_GOT'  // The valet uniform has been delivered to your wardrobe!
0004: $HELP_VALET_SHOWN = 1 

:FLOW_190
00D6: if 
0038:   $HELP_TRUCKER_MISSIONS_SHOWN == 0 
004D: jump_if_false @FLOW_251 
00D6: if 
0038:   $MISSION_TANKER_COMMANDER_PASSED == 1 
004D: jump_if_false @FLOW_251 
0001: wait 6000 ms 
03E6: remove_text_box 
03E5: show_text_box 'TRUCK_H'  // Come back here to take the trucker missions.
0004: $HELP_TRUCKER_MISSIONS_SHOWN = 1 

:FLOW_251
00D6: if 
0038:   $HELP_STEALTH_SHOWN == 0 
004D: jump_if_false @FLOW_312 
00D6: if 
0018:   $OG_LOC_TOTAL_PASSED_MISSIONS > 1 
004D: jump_if_false @FLOW_312 
0001: wait 6000 ms 
03E6: remove_text_box 
03E5: show_text_box 'STELF'  // Stealth can also be used outside of missions. You can sneak up behind people and perform stealth kills or use stealth to evade the police and enemy gang members.
0004: $HELP_STEALTH_SHOWN = 1 

:FLOW_312
00D6: if 
0038:   $HELP_GIMP_SUIT_SHOWN == 0 
004D: jump_if_false @FLOW_373 
00D6: if 
0038:   $HEIST_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @FLOW_373 
0001: wait 6000 ms 
03E6: remove_text_box 
03E5: show_text_box 'GIMPGOT'  // The gimp suit has been delivered to your wardrobe!
0004: $HELP_GIMP_SUIT_SHOWN = 1 

:FLOW_373
00D6: if 
0038:   $HELP_SF_PHOTOS_SHOWN == 0 
004D: jump_if_false @FLOW_434 
00D6: if 
0038:   $SYNDICATE_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @FLOW_434 
0001: wait 6000 ms 
03E6: remove_text_box 
03E5: show_text_box 'SECRET'  // Use your camera to check out San Fierro - who knows what you might discover!
0004: $HELP_SF_PHOTOS_SHOWN = 1 

:FLOW_434
00D6: if 
0038:   $HELP_CROUPIER_UNIFORM_SHOWN == 0 
004D: jump_if_false @FLOW_495 
00D6: if 
0038:   $HEIST_TOTAL_PASSED_MISSIONS == 6 
004D: jump_if_false @FLOW_495 
0001: wait 6000 ms 
03E6: remove_text_box 
03E5: show_text_box 'CRO_GOT'  // The croupier uniform has been delivered to your wardrobe!
0004: $HELP_CROUPIER_UNIFORM_SHOWN = 1 

:FLOW_495
00D6: if 
0038:   $LS_FINAL_MISSIONS_STARTED == 0 
004D: jump_if_false @FLOW_658 
00D6: if 
0038:   $SWEET_TOTAL_PASSED_MISSIONS == 9 
004D: jump_if_false @FLOW_658 
00D6: if 
0038:   $SMOKE_TOTAL_PASSED_MISSIONS == 4 
004D: jump_if_false @FLOW_658 
00D6: if 
0038:   $OG_LOC_TOTAL_PASSED_MISSIONS == 5 
004D: jump_if_false @FLOW_658 
00D6: if 
0038:   $RYDER_TOTAL_PASSED_MISSIONS == 3 
004D: jump_if_false @FLOW_658 
00D6: if 
0038:   $CRASH_LS_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @FLOW_658 
00D6: if 
0038:   $MISSION_LOWRIDER_PASSED == 1 
004D: jump_if_false @FLOW_658 
004F: create_thread @MS_LS_FINAL_MISSIONS  
0164: disable_marker $MARKER_SWEET_HOUSE 
02A7: $MARKER_SWEET_HOUSE = create_icon_marker_and_sphere $ICON_SWEET at $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE 
0004: $LS_FINAL_MISSIONS_STARTED = 1 

:FLOW_658
00D6: if 
0038:   $46 == 0 
004D: jump_if_false @FLOW_730 
00D6: if and
0038:   $CRASH_SF_TOTAL_PASSED_MISSIONS == 1 
0038:   $SYNDICATE_TOTAL_PASSED_MISSIONS == 6 
004D: jump_if_false @FLOW_730 
0164: disable_marker $MARKER_TRIADS_SF_GARAGE 
02A7: $MARKER_TRIADS_SF_GARAGE = create_icon_marker_and_sphere $ICON_CRASH at $X_SF_GARAGE $Y_SF_GARAGE $Z_SF_GARAGE 
0004: $46 = 1 

:FLOW_730
00D6: if 
0038:   $59 == 0 
004D: jump_if_false @FLOW_800 
00D6: if 
0038:   $SYNDICATE_TOTAL_PASSED_MISSIONS == 5 
004D: jump_if_false @FLOW_800 
0164: disable_marker $526 
0164: disable_marker $MARKER_TRIADS_SF_GARAGE 
02A7: $MARKER_TRIADS_SF_GARAGE = create_icon_marker_and_sphere $ICON_TRIADS at $X_SF_GARAGE $Y_SF_GARAGE $Z_SF_GARAGE 
0004: $59 = 1 

:FLOW_800
00D6: if 
0038:   $44 == 0 
004D: jump_if_false @FLOW_872 
00D6: if and
0038:   $SYNDICATE_TOTAL_PASSED_MISSIONS == 9 
0038:   $WUZIMU_TOTAL_PASSED_MISSIONS == 5 
004D: jump_if_false @FLOW_872 
0164: disable_marker $MARKER_TRIADS_SF_GARAGE 
02A7: $MARKER_TRIADS_SF_GARAGE = create_icon_marker_and_sphere $ICON_TRIADS at $X_SF_GARAGE $Y_SF_GARAGE $Z_SF_GARAGE 
0004: $44 = 1 

:FLOW_872
00D6: if 
0038:   $58 == 0 
004D: jump_if_false @FLOW_959 
00D6: if and
0038:   $GROVE_TOTAL_PASSED_MISSIONS == 2 
0038:   $MANSION_TOTAL_PASSED_MISSIONS == 4 
004D: jump_if_false @FLOW_959 
004F: create_thread @MS_RIOT_MISSIONS  
0164: disable_marker $623 
0164: disable_marker $622 
02A7: $622 = create_icon_marker_and_sphere $ICON_CJ_2 at $X_MADD_DOGG_CRIB $Y_MADD_DOGG_CRIB $Z_MADD_DOGG_CRIB 
0004: $58 = 1 
004E: end_thread 

:FLOW_959
0002: jump @FLOW_11 

:DOORS
03A4: name_thread 'DOORS' 
0001: wait 0 ms 
034D: rotate_object $2709 from_angle 0.0 to_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_165 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1852.0 -1990.7 cornerB 1849.8 -1989.6 
004D: jump_if_false @DOORS_165 
0050: gosub @SUB_FADE_500MS 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_134 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1854.0 -1990.0 12.5 

:DOORS_134
016A: fade 1 time 500 

:DOORS_141
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_165 
0001: wait 0 ms 
0002: jump @DOORS_141 

:DOORS_165
034D: rotate_object $2710 from_angle 270.0 to_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_315 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1867.3 -1985.2 cornerB 1868.2 -1982.7 
004D: jump_if_false @DOORS_315 
0050: gosub @SUB_FADE_500MS 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_284 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1867.4 -1987.1 12.5 

:DOORS_284
016A: fade 1 time 500 

:DOORS_291
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_315 
0001: wait 0 ms 
0002: jump @DOORS_291 

:DOORS_315
034D: rotate_object $2711 from_angle 90.0 to_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_465 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1866.5 -1998.3 cornerB 1865.4 -2000.4 
004D: jump_if_false @DOORS_465 
0050: gosub @SUB_FADE_500MS 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_434 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1866.0 -1996.7 12.5 

:DOORS_434
016A: fade 1 time 500 

:DOORS_441
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_465 
0001: wait 0 ms 
0002: jump @DOORS_441 

:DOORS_465
034D: rotate_object $2712 from_angle 270.0 to_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_615 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1899.6 -1985.2 cornerB 1900.9 -1982.7 
004D: jump_if_false @DOORS_615 
0050: gosub @SUB_FADE_500MS 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_584 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1899.8 -1986.7 12.5 

:DOORS_584
016A: fade 1 time 500 

:DOORS_591
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_615 
0001: wait 0 ms 
0002: jump @DOORS_591 

:DOORS_615
034D: rotate_object $2713 from_angle 180.0 to_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_765 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1914.1 -1992.7 cornerB 1916.8 -1994.2 
004D: jump_if_false @DOORS_765 
0050: gosub @SUB_FADE_500MS 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_734 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1912.3 -1993.2 12.5 

:DOORS_734
016A: fade 1 time 500 

:DOORS_741
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_765 
0001: wait 0 ms 
0002: jump @DOORS_741 

:DOORS_765
034D: rotate_object $2714 from_angle 90.0 to_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_915 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1899.0 -1998.1 cornerB 1897.9 -2000.4 
004D: jump_if_false @DOORS_915 
0050: gosub @SUB_FADE_500MS 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_884 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1898.7 -1996.1 12.5 

:DOORS_884
016A: fade 1 time 500 

:DOORS_891
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_915 
0001: wait 0 ms 
0002: jump @DOORS_891 

:DOORS_915
034D: rotate_object $2715 from_angle 0.0 to_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_1065 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1901.0 -2020.1 cornerB 1899.1 -2019.1 
004D: jump_if_false @DOORS_1065 
0050: gosub @SUB_FADE_500MS 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_1034 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1902.7 -2019.6 12.5 

:DOORS_1034
016A: fade 1 time 500 

:DOORS_1041
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_1065 
0001: wait 0 ms 
0002: jump @DOORS_1041 

:DOORS_1065
034D: rotate_object $2716 from_angle 180.0 to_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_1215 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1914.1 -2020.8 cornerB 1916.2 -2021.8 
004D: jump_if_false @DOORS_1215 
0050: gosub @SUB_FADE_500MS 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_1184 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1912.4 -2021.3 12.5 

:DOORS_1184
016A: fade 1 time 500 

:DOORS_1191
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_1215 
0001: wait 0 ms 
0002: jump @DOORS_1191 

:DOORS_1215
034D: rotate_object $2717 from_angle 90.0 to_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_1365 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1906.5 -2035.3 cornerB 1905.5 -2037.2 
004D: jump_if_false @DOORS_1365 
0050: gosub @SUB_FADE_500MS 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_1334 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1905.8 -2033.4 12.5 

:DOORS_1334
016A: fade 1 time 500 

:DOORS_1341
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_1365 
0001: wait 0 ms 
0002: jump @DOORS_1341 

:DOORS_1365
034D: rotate_object $2718 from_angle 0.0 to_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_1515 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1852.0 -2020.1 cornerB 1850.1 -2019.2 
004D: jump_if_false @DOORS_1515 
0050: gosub @SUB_FADE_500MS 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_1484 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1853.7 -2019.4 12.5 

:DOORS_1484
016A: fade 1 time 500 

:DOORS_1491
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_1515 
0001: wait 0 ms 
0002: jump @DOORS_1491 

:DOORS_1515
034D: rotate_object $2719 from_angle 180.0 to_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_1665 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1865.0 -2020.7 cornerB 1867.1 -2021.8 
004D: jump_if_false @DOORS_1665 
0050: gosub @SUB_FADE_500MS 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_1634 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1863.0 -2021.3 12.5 

:DOORS_1634
016A: fade 1 time 500 

:DOORS_1641
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_1665 
0001: wait 0 ms 
0002: jump @DOORS_1641 

:DOORS_1665
034D: rotate_object $2720 from_angle 90.0 to_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_1815 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1857.6 -2035.2 cornerB 1856.5 -2037.2 
004D: jump_if_false @DOORS_1815 
0050: gosub @SUB_FADE_500MS 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_1784 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1857.1 -2033.3 12.5 

:DOORS_1784
016A: fade 1 time 500 

:DOORS_1791
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_1815 
0001: wait 0 ms 
0002: jump @DOORS_1791 

:DOORS_1815
004E: end_thread 

:BACKON
03A4: name_thread 'BACKON' 
0001: wait 5000 ms 
08F8: display_stat_update_box 1 
004E: end_thread 

:CASHWIN
03A4: name_thread 'CASHWIN' 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @CASHWIN_57 
008B: 3@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 3@ += 3000 
0002: jump @CASHWIN_73 

:CASHWIN_57
008B: 3@ = $CURRENT_TIME_IN_MS2 // (int) 
005A: 3@ += 1@ // (int) 

:CASHWIN_73
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CASHWIN_95 
004E: end_thread 

:CASHWIN_95
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 3@ // (int) 
004D: jump_if_false @CASHWIN_121 
004E: end_thread 

:CASHWIN_121
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @CASHWIN_234 
0050: gosub @SUB_SET_CASHWIN_TEXTSTYLE 
0340: set_text_draw_RGBA 180 180 180 255 
00D6: if 
0039:   2@ == 69 
004D: jump_if_false @CASHWIN_206 
033E: set_draw_text_position 320.0 180.333 GXT 'BJ_PUSH'  // Push
0002: jump @CASHWIN_227 

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

:CASHWIN_227
0002: jump @CASHWIN_569 

:CASHWIN_234
00D6: if 
0019:   0@ > 0 
004D: jump_if_false @CASHWIN_422 
0050: gosub @SUB_SET_CASHWIN_TEXTSTYLE 
0871: init_jump_table 2@ total_jumps 2 default_jump 1 @CASHWIN_384 jumps 45 @CASHWIN_322 80 @CASHWIN_353 -1 @CASHWIN_415 -1 @CASHWIN_415 -1 @CASHWIN_415 -1 @CASHWIN_415 -1 @CASHWIN_415 

:CASHWIN_322
045A: draw_text_1number 320.0 155.333 GXT 'ALLRACE' number 0@  // ALL RACES WON!~n~~w~$~1~
0002: jump @CASHWIN_415 

:CASHWIN_353
045A: draw_text_1number 320.0 155.333 GXT 'PL_07' number 0@  // You Win!~n~~w~$~1~
0002: jump @CASHWIN_415 

:CASHWIN_384
045A: draw_text_1number 320.0 155.333 GXT 'WINNER' number 0@  // WINNER!~n~~w~$~1~
0002: jump @CASHWIN_415 

:CASHWIN_415
0002: jump @CASHWIN_569 

:CASHWIN_422
008A: $3396 = 0@ // (int) 
0010: $3396 *= -1 
0050: gosub @SUB_SET_CASHWIN_TEXTSTYLE 
0871: init_jump_table 2@ total_jumps 1 default_jump 1 @CASHWIN_538 jumps 80 @CASHWIN_507 -1 @CASHWIN_569 -1 @CASHWIN_569 -1 @CASHWIN_569 -1 @CASHWIN_569 -1 @CASHWIN_569 -1 @CASHWIN_569 

:CASHWIN_507
045A: draw_text_1number 320.0 155.333 GXT 'PL_10' number $3396  // ~r~You Lost!~n~~w~-$~1~
0002: jump @CASHWIN_569 

:CASHWIN_538
045A: draw_text_1number 320.0 155.333 GXT 'LOSER' number $3396  // ~r~LOSER!~n~~w~-$~1~
0002: jump @CASHWIN_569 

:CASHWIN_569
0002: jump @CASHWIN_73 

:SUB_SET_CASHWIN_TEXTSTYLE
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.3 3.36 
0342: set_text_draw_centered 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
0904: get_interface 6 color_RGBA_to $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN $3400 
0340: set_text_draw_RGBA $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN 255 
0051: return 

:CRANES
03A4: name_thread 'CRANES' 
0002: jump @CRANES_40 
0107: $2727 = create_object #WOODENBOX at 0.0 0.0 0.0 

:CRANES_40
0001: wait 100 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANES_507 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2080.441 256.015 radius 10.0 10.0 
004D: jump_if_false @CRANES_168 
0926: 0@ = external_script_status 67 (CRANE1) 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @CRANES_164 
08A9: load_external_script 67 (CRANE1) 
00D6: if 
08AB:   external_script 67 (CRANE1) loaded 
004D: jump_if_false @CRANES_157 
0913: run_external_script 67 (CRANE1) $2722  
000A: 0@ += 1 

:CRANES_157
0002: jump @CRANES_168 

:CRANES_164
090F: end_external_script 67 (CRANE1) 

:CRANES_168
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2399.202 1879.139 radius 10.0 10.0 
004D: jump_if_false @CRANES_276 
0926: 0@ = external_script_status 67 (CRANE1) 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @CRANES_272 
08A9: load_external_script 67 (CRANE1) 
00D6: if 
08AB:   external_script 67 (CRANE1) loaded 
004D: jump_if_false @CRANES_265 
0913: run_external_script 67 (CRANE1) $2743  
000A: 0@ += 1 

:CRANES_265
0002: jump @CRANES_276 

:CRANES_272
090F: end_external_script 67 (CRANE1) 

:CRANES_276
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANES_393 
00D6: if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle $2727 radius 50.0 50.0 sphere 0 
004D: jump_if_false @CRANES_393 
0926: 0@ = external_script_status 68 (CRANE2) 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @CRANES_389 
08A9: load_external_script 68 (CRANE2) 
00D6: if 
08AB:   external_script 68 (CRANE2) loaded 
004D: jump_if_false @CRANES_382 
0913: run_external_script 68 (CRANE2) $2727  
000A: 0@ += 1 

:CRANES_382
0002: jump @CRANES_393 

:CRANES_389
090F: end_external_script 68 (CRANE2) 

:CRANES_393
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 709.45 915.93 radius 10.0 10.0 
004D: jump_if_false @CRANES_507 
0926: 0@ = external_script_status 69 (CRANE3) 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @CRANES_503 
08A9: load_external_script 69 (CRANE3) 
00D6: if 
08AB:   external_script 69 (CRANE3) loaded 
004D: jump_if_false @CRANES_496 
0913: run_external_script 69 (CRANE3) $2740 $2741 $2742  
000A: 0@ += 1 

:CRANES_496
0002: jump @CRANES_507 

:CRANES_503
090F: end_external_script 69 (CRANE3) 

:CRANES_507
0002: jump @CRANES_40 

:ENTEXT
03A4: name_thread 'ENTEXT' 
0006: 0@ = -1 

:ENTEXT_18
00D6: if 
87D6:   not  0@ == $1012 // @ == $ (int) 
004D: jump_if_false @ENTEXT_53 
0001: wait 0 ms 
077E: get_active_interior_to 0@ 
0002: jump @ENTEXT_18 

:ENTEXT_53
07FB: set_interior s$1014 access $1013 
004E: end_thread 

:ENTEXT_63
0004: $38 = 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ENTEXT_212 
00D6: if 
0038:   $ACTIVE_INTERIOR == 0 
004D: jump_if_false @ENTEXT_212 
00D6: if 
0038:   $PHONE_RINGING_FLAG == 0 
004D: jump_if_false @ENTEXT_212 
00D6: if 
0038:   $FREEFALL_STAGE == 0 
004D: jump_if_false @ENTEXT_212 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @ENTEXT_212 
00D6: if 
88B4:   not test $390 bit 20 
004D: jump_if_false @ENTEXT_212 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @ENTEXT_212 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @ENTEXT_212 
0004: $38 = 1 

:ENTEXT_212
0051: return 

:SUB_GET_TIME_FROM_LAST_CALL
0004: $TIME_FROM_LAST_CALL_GOT_FLAG = 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ENTEXT_449 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @ENTEXT_449 
00D6: if 
0038:   $ACTIVE_INTERIOR == 0 
004D: jump_if_false @ENTEXT_449 
00D6: if 
0038:   $PHONE_RINGING_FLAG == 0 
004D: jump_if_false @ENTEXT_449 
00D6: if 
0038:   $FREEFALL_STAGE == 0 
004D: jump_if_false @ENTEXT_449 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @ENTEXT_449 
00D6: if 
88B4:   not test $390 bit 20 
004D: jump_if_false @ENTEXT_449 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @ENTEXT_449 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @ENTEXT_449 
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @ENTEXT_449 
00D6: if 
8A03:   not unknown_gang_war_in_progress 
004D: jump_if_false @ENTEXT_449 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @ENTEXT_449 
01BD: $TEMPVAR_CALL_TIME = current_time_in_ms 
0084: $TIME_FROM_LAST_CALL = $TEMPVAR_CALL_TIME // (int) 
0060: $TIME_FROM_LAST_CALL -= $CURRENT_TIME_IN_MS // (int) 
0004: $TIME_FROM_LAST_CALL_GOT_FLAG = 1 

:ENTEXT_449
0051: return 

:OPENUP_PROPERTIES
03A4: name_thread 'OPENUP' 

:OPENUP_11
0001: wait 2000 ms 
00D6: if 
0018:   $INTRO_TOTAL_PASSED_MISSIONS > 0
00D6: if 
0038:   $170 == 0 
004D: jump_if_false @OPENUP_311 
0050: gosub @SUB_REMOVE_UNAVAILABLE_PICKUPS_LSC 
0518: $BUY_ASSET_PICKUPS[8] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[8] $Y_PROPERTY_TO_BUY[8] $Z_PROPERTY_TO_BUY[8] price $1661  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1629 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[8] $Y_PROPERTY_TO_BUY[8] $Z_PROPERTY_TO_BUY[8] 
018B: set_marker $1629 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[19] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[19] $Y_PROPERTY_TO_BUY[19] $Z_PROPERTY_TO_BUY[19] price $1672  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1640 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[19] $Y_PROPERTY_TO_BUY[19] $Z_PROPERTY_TO_BUY[19] 
018B: set_marker $1640 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[22] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[22] $Y_PROPERTY_TO_BUY[22] $Z_PROPERTY_TO_BUY[22] price $1675  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1643 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[22] $Y_PROPERTY_TO_BUY[22] $Z_PROPERTY_TO_BUY[22] 
018B: set_marker $1643 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[25] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[25] $Y_PROPERTY_TO_BUY[25] $Z_PROPERTY_TO_BUY[25] price $1678  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1646 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[25] $Y_PROPERTY_TO_BUY[25] $Z_PROPERTY_TO_BUY[25] 
018B: set_marker $1646 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[31] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[31] $Y_PROPERTY_TO_BUY[31] $Z_PROPERTY_TO_BUY[31] price $1684  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1652 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[31] $Y_PROPERTY_TO_BUY[31] $Z_PROPERTY_TO_BUY[31] 
018B: set_marker $1652 radar_mode 2 
0004: $170 = 1 

:OPENUP_311
00D6: if 
0018:   $INTRO_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @OPENUP_781 
0038:   $23 == 1 
004D: jump_if_false @OPENUP_781 
00D6: if 
0038:   $171 == 0 
004D: jump_if_false @OPENUP_781 
0050: gosub @SUB_REMOVE_UNAVAILABLE_PICKUPS_SF 
0518: $BUY_ASSET_PICKUPS[11] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[11] $Y_PROPERTY_TO_BUY[11] $Z_PROPERTY_TO_BUY[11] price $1664  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1632 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[11] $Y_PROPERTY_TO_BUY[11] $Z_PROPERTY_TO_BUY[11] 
018B: set_marker $1632 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[13] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[13] $Y_PROPERTY_TO_BUY[13] $Z_PROPERTY_TO_BUY[13] price $1666  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1634 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[13] $Y_PROPERTY_TO_BUY[13] $Z_PROPERTY_TO_BUY[13] 
018B: set_marker $1634 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[14] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[14] $Y_PROPERTY_TO_BUY[14] $Z_PROPERTY_TO_BUY[14] price $1667  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1635 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[14] $Y_PROPERTY_TO_BUY[14] $Z_PROPERTY_TO_BUY[14] 
018B: set_marker $1635 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[18] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[18] $Y_PROPERTY_TO_BUY[18] $Z_PROPERTY_TO_BUY[18] price $1671  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1639 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[18] $Y_PROPERTY_TO_BUY[18] $Z_PROPERTY_TO_BUY[18] 
018B: set_marker $1639 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[20] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[20] $Y_PROPERTY_TO_BUY[20] $Z_PROPERTY_TO_BUY[20] price $1673  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1641 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[20] $Y_PROPERTY_TO_BUY[20] $Z_PROPERTY_TO_BUY[20] 
018B: set_marker $1641 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[21] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[21] $Y_PROPERTY_TO_BUY[21] $Z_PROPERTY_TO_BUY[21] price $1674  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1642 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[21] $Y_PROPERTY_TO_BUY[21] $Z_PROPERTY_TO_BUY[21] 
018B: set_marker $1642 radar_mode 2 
04CE: $2632 = create_icon_marker 45 at 1458.7 -1140.0 24.2 
04CE: $2633 = create_icon_marker 45 at -1886.1 862.4 35.2 
04CE: $2634 = create_icon_marker 45 at 2574.3 1901.7 11.0 
04CE: $2635 = create_icon_marker 45 at 2090.5 2221.0 11.0 
07FB: set_interior 'CLOTHGP' access 1  // Zip
0004: $171 = 1 

:OPENUP_781
00D6: if 
0018:   $INTRO_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @OPENUP_978 
00D6: if 
0038:   $173 == 0 
004D: jump_if_false @OPENUP_978 
0050: gosub @SUB_REMOVE_UNAVAILABLE_PICKUPS_LVC 
0518: $BUY_ASSET_PICKUPS[5] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[5] $Y_PROPERTY_TO_BUY[5] $Z_PROPERTY_TO_BUY[5] price $1658  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1626 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[5] $Y_PROPERTY_TO_BUY[5] $Z_PROPERTY_TO_BUY[5] 
018B: set_marker $1626 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[23] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[23] $Y_PROPERTY_TO_BUY[23] $Z_PROPERTY_TO_BUY[23] price $1676  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1644 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[23] $Y_PROPERTY_TO_BUY[23] $Z_PROPERTY_TO_BUY[23] 
018B: set_marker $1644 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[24] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[24] $Y_PROPERTY_TO_BUY[24] $Z_PROPERTY_TO_BUY[24] price $1677  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1645 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[24] $Y_PROPERTY_TO_BUY[24] $Z_PROPERTY_TO_BUY[24] 
018B: set_marker $1645 radar_mode 2 
0004: $173 = 1 

:OPENUP_978
00D6: if 
0018:   $INTRO_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @OPENUP_1573 
0038:   $1403 == 1 
0038:   $23 == 1 
004D: jump_if_false @OPENUP_1573 
00D6: if 
0038:   $172 == 0 
004D: jump_if_false @OPENUP_1573 
0050: gosub @SUB_REMOVE_UNAVAILABLE_PICKUPS_LV 
0518: $BUY_ASSET_PICKUPS[4] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[4] $Y_PROPERTY_TO_BUY[4] $Z_PROPERTY_TO_BUY[4] price $1657  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1625 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[4] $Y_PROPERTY_TO_BUY[4] $Z_PROPERTY_TO_BUY[4] 
018B: set_marker $1625 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[6] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[6] $Y_PROPERTY_TO_BUY[6] $Z_PROPERTY_TO_BUY[6] price $1659  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1627 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[6] $Y_PROPERTY_TO_BUY[6] $Z_PROPERTY_TO_BUY[6] 
018B: set_marker $1627 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[7] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[7] $Y_PROPERTY_TO_BUY[7] $Z_PROPERTY_TO_BUY[7] price $1660  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1628 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[7] $Y_PROPERTY_TO_BUY[7] $Z_PROPERTY_TO_BUY[7] 
018B: set_marker $1628 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[9] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[9] $Y_PROPERTY_TO_BUY[9] $Z_PROPERTY_TO_BUY[9] price $1662  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1630 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[9] $Y_PROPERTY_TO_BUY[9] $Z_PROPERTY_TO_BUY[9] 
018B: set_marker $1630 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[16] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[16] $Y_PROPERTY_TO_BUY[16] $Z_PROPERTY_TO_BUY[16] price $1669  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1637 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[16] $Y_PROPERTY_TO_BUY[16] $Z_PROPERTY_TO_BUY[16] 
018B: set_marker $1637 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[17] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[17] $Y_PROPERTY_TO_BUY[17] $Z_PROPERTY_TO_BUY[17] price $1670  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1638 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[17] $Y_PROPERTY_TO_BUY[17] $Z_PROPERTY_TO_BUY[17] 
018B: set_marker $1638 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[27] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[27] $Y_PROPERTY_TO_BUY[27] $Z_PROPERTY_TO_BUY[27] price $1680  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1648 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[27] $Y_PROPERTY_TO_BUY[27] $Z_PROPERTY_TO_BUY[27] 
018B: set_marker $1648 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[28] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[28] $Y_PROPERTY_TO_BUY[28] $Z_PROPERTY_TO_BUY[28] price $1681  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1649 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[28] $Y_PROPERTY_TO_BUY[28] $Z_PROPERTY_TO_BUY[28] 
018B: set_marker $1649 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[29] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[29] $Y_PROPERTY_TO_BUY[29] $Z_PROPERTY_TO_BUY[29] price $1682  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1650 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[29] $Y_PROPERTY_TO_BUY[29] $Z_PROPERTY_TO_BUY[29] 
018B: set_marker $1650 radar_mode 2 
04CE: $2643 = create_icon_marker 45 at 457.2 -1500.7 31.3 
04CE: $2644 = create_icon_marker 45 at 2795.2 2424.6 11.0 
04CE: $2647 = create_icon_marker 45 at -1692.9 952.8 26.3 
07FB: set_interior 'CSDESGN' access 1  // Victim
0004: $172 = 1 

:OPENUP_1573
00D6: if 
0018:   $INTRO_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @OPENUP_1653 
00D6: if 
0038:   $174 == 0 
004D: jump_if_false @OPENUP_1653 
04CE: $2645 = create_icon_marker 45 at 451.9 -1480.0 30.9 
07FB: set_interior 'CSEXL' access 1  // Didier Sachs
004E: end_thread 
0004: $174 = 1 

:OPENUP_1653
0002: jump @OPENUP_11 

:SUB_REMOVE_UNAVAILABLE_PICKUPS_LSC
0164: disable_marker $1629 
0164: disable_marker $1640 
0164: disable_marker $1643 
0164: disable_marker $1646 
0164: disable_marker $1652 
0215: destroy_pickup $BUY_ASSET_PICKUPS[8] 
0215: destroy_pickup $BUY_ASSET_PICKUPS[19] 
0215: destroy_pickup $BUY_ASSET_PICKUPS[22] 
0215: destroy_pickup $BUY_ASSET_PICKUPS[25] 
0215: destroy_pickup $BUY_ASSET_PICKUPS[31] 
0051: return 

:SUB_REMOVE_UNAVAILABLE_PICKUPS_SF
0164: disable_marker $1632 
0164: disable_marker $1634 
0164: disable_marker $1635 
0164: disable_marker $1639 
0164: disable_marker $1641 
0164: disable_marker $1642 
0215: destroy_pickup $BUY_ASSET_PICKUPS[11] 
0215: destroy_pickup $BUY_ASSET_PICKUPS[13] 
0215: destroy_pickup $BUY_ASSET_PICKUPS[14] 
0215: destroy_pickup $BUY_ASSET_PICKUPS[18] 
0215: destroy_pickup $BUY_ASSET_PICKUPS[20] 
0215: destroy_pickup $BUY_ASSET_PICKUPS[21] 
0051: return 

:SUB_REMOVE_UNAVAILABLE_PICKUPS_LVC
0164: disable_marker $1626 
0164: disable_marker $1644 
0164: disable_marker $1645 
0215: destroy_pickup $BUY_ASSET_PICKUPS[5] 
0215: destroy_pickup $BUY_ASSET_PICKUPS[23] 
0215: destroy_pickup $BUY_ASSET_PICKUPS[24] 
0051: return 

:SUB_REMOVE_UNAVAILABLE_PICKUPS_LV
0164: disable_marker $1625 
0164: disable_marker $1627 
0164: disable_marker $1628 
0164: disable_marker $1630 
0164: disable_marker $1637 
0164: disable_marker $1638 
0164: disable_marker $1648 
0164: disable_marker $1649 
0164: disable_marker $1650 
0215: destroy_pickup $BUY_ASSET_PICKUPS[4] 
0215: destroy_pickup $BUY_ASSET_PICKUPS[6] 
0215: destroy_pickup $BUY_ASSET_PICKUPS[7] 
0215: destroy_pickup $BUY_ASSET_PICKUPS[9] 
0215: destroy_pickup $BUY_ASSET_PICKUPS[16] 
0215: destroy_pickup $BUY_ASSET_PICKUPS[17] 
0215: destroy_pickup $BUY_ASSET_PICKUPS[27] 
0215: destroy_pickup $BUY_ASSET_PICKUPS[28] 
0215: destroy_pickup $BUY_ASSET_PICKUPS[29] 
0051: return 

:LITCAS
03A4: name_thread 'LITCAS' 

:LITCAS_11
0001: wait 100 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LITCAS_260 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1941.146 997.5668 20.0 radius 100.0 100.0 20.0 
004D: jump_if_false @LITCAS_260 
0050: gosub @SUB_FADE_500MS 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LITCAS_113 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:LITCAS_113
03CB: set_rendering_origin_at 2039.732 1006.771 14.7353 
015F: set_camera_position 2040.725 1006.748 14.8482 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2039.732 1006.771 14.7353 switchstyle 2 
016A: fade 1 time 500 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ_HLP' time 5000 flag 1  // Go inside the Four Dragons Casino to see Woozie!
0001: wait 5000 ms 
0050: gosub @SUB_FADE_500MS 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LITCAS_251 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 

:LITCAS_251
016A: fade 1 time 500 
004E: end_thread 

:LITCAS_260
0002: jump @LITCAS_11 

:SUB_FADE_500MS
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 500 

:LITCAS_282
00D6: if 
016B:   fading 
004D: jump_if_false @LITCAS_306 
0001: wait 0 ms 
0002: jump @LITCAS_282 

:LITCAS_306
0051: return 

:NONAME_1
004E: end_thread 

:PROJECT
03A4: name_thread 'PROJECT' 
0006: 10@ = 0 
0004: $1929 = 0 
0004: $1930 = 1 
00D6: if 
0039:   10@ == -1 
004D: jump_if_false @PROJECT_94 
0107: 0@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 9@ = create_object #WOODENBOX at 0.0 0.0 0.0 

:PROJECT_94
0001: wait 0 ms 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @PROJECT_637 
00D6: if 
0039:   8@ == 1 
004D: jump_if_false @PROJECT_180 
0208: 17@ = random_float_in_ranges -0.2 0.2 
005B: 4@ += 17@ // (float) 
0208: 17@ = random_float_in_ranges -0.2 0.2 
005B: 5@ += 17@ // (float) 

:PROJECT_180
000B: 6@ += 0.1 
00D6: if 
0025:   3@ > 6@ // (float) 
004D: jump_if_false @PROJECT_247 
00D6: if 
0023:   0.0 > 7@ 
004D: jump_if_false @PROJECT_240 
0007: 7@ = 0.0 

:PROJECT_240
0002: jump @PROJECT_334 

:PROJECT_247
0087: 17@ = 3@ // (float) 
005B: 17@ += 7@ // (float) 
0087: 18@ = 17@ // (float) 
0063: 18@ -= 6@ // (float) 
00D6: if 
0023:   0.5 > 18@ 
004D: jump_if_false @PROJECT_334 
0087: 17@ = 6@ // (float) 
000B: 17@ += 0.5 
0087: 7@ = 17@ // (float) 
0063: 7@ -= 3@ // (float) 

:PROJECT_334
0007: 17@ = 0.5 
0013: 17@ *= 9.8 
0087: 18@ = 7@ // (float) 
0073: 18@ /= 17@ // (float) 
01FB: 28@ = square_root 18@ 
0087: 17@ = 3@ // (float) 
005B: 17@ += 7@ // (float) 
0063: 17@ -= 6@ // (float) 
0007: 18@ = 0.5 
0013: 18@ *= 9.8 
0087: 19@ = 17@ // (float) 
0073: 19@ /= 18@ // (float) 
01FB: 17@ = square_root 19@ 
0087: 16@ = 28@ // (float) 
005B: 16@ += 17@ // (float) 
0007: 17@ = 0.0 
0063: 17@ -= 7@ // (float) 
0087: 18@ = 28@ // (float) 
006B: 18@ *= 28@ // (float) 
0087: 29@ = 17@ // (float) 
0073: 29@ /= 18@ // (float) 
0087: 17@ = 28@ // (float) 
006B: 17@ *= 29@ // (float) 
0087: 30@ = 17@ // (float) 
0013: 30@ *= -2.0 
0007: 31@ = 0.0 
0087: 26@ = 4@ // (float) 
0063: 26@ -= 1@ // (float) 
0087: 27@ = 5@ // (float) 
0063: 27@ -= 2@ // (float) 
01BD: 11@ = current_time_in_ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @PROJECT_630 
04D9: object 0@ set_scripted_collision_check 1 
0382: set_object 0@ collision_detection 1 
0550: keep_object 0@ in_memory 1 

:PROJECT_630
000A: 10@ += 1 

:PROJECT_637
00D6: if 
0039:   10@ == 1 
004D: jump_if_false @PROJECT_1032 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @PROJECT_1032 
00D6: if 
84DA:   not has_object 0@ collided 
004D: jump_if_false @PROJECT_954 
01BD: 12@ = current_time_in_ms 
0085: 13@ = 12@ // (int) 
0062: 13@ -= 11@ // (int) 
0093: 14@ = integer 13@ to_float 
0017: 14@ /= 1000.0 
00D6: if 
0025:   16@ > 14@ // (float) 
004D: jump_if_false @PROJECT_926 
0087: 17@ = 14@ // (float) 
006B: 17@ *= 14@ // (float) 
006B: 17@ *= 29@ // (float) 
0087: 18@ = 30@ // (float) 
006B: 18@ *= 14@ // (float) 
0088: $TEMPVAR_FLOAT_3 = 17@ // (float) 
005F: $TEMPVAR_FLOAT_3 += 18@ // (float) 
005F: $TEMPVAR_FLOAT_3 += 31@ // (float) 
0087: 17@ = 14@ // (float) 
0073: 17@ /= 16@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 26@ // (float) 
006D: $TEMPVAR_FLOAT_1 *= 17@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 27@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 17@ // (float) 
0087: 20@ = 1@ // (float) 
005D: 20@ += $TEMPVAR_FLOAT_1 // (float) 
0087: 21@ = 2@ // (float) 
005D: 21@ += $TEMPVAR_FLOAT_2 // (float) 
0087: 22@ = 3@ // (float) 
005D: 22@ += $TEMPVAR_FLOAT_3 // (float) 
0815: put_object 0@ at 20@ 21@ 22@ and_keep_rotation 
0002: jump @PROJECT_947 

:PROJECT_926
0815: put_object 0@ at 4@ 5@ 6@ and_keep_rotation 
000A: 10@ += 1 

:PROJECT_947
0002: jump @PROJECT_1032 

:PROJECT_954
0050: gosub @PROJECT_1685 
0550: keep_object 0@ in_memory 0 
0392: make_object 0@ moveable 1 
0382: set_object 0@ collision_detection 1 
0381: throw_object 0@ velocity_in_direction 23@ 24@ 25@ 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @PROJECT_1025 
00BC: show_text_highpriority GXT 'BB_06' time 4000 flag 1  // ~r~Missed Shot

:PROJECT_1025
0006: 10@ = 99 

:PROJECT_1032
00D6: if 
0039:   10@ == 2 
004D: jump_if_false @PROJECT_1396 
00D6: if 
0039:   8@ == 1 
004D: jump_if_false @PROJECT_1208 
00D6: if 
03CA:   object 9@ exists 
004D: jump_if_false @PROJECT_1179 
0984: 15@ = object 9@ model 
00D6: if 
0248:   model 15@ available 
004D: jump_if_false @PROJECT_1179 
0050: gosub @PROJECT_1685 
0550: keep_object 0@ in_memory 0 
0392: make_object 0@ moveable 1 
0382: set_object 0@ collision_detection 1 
0381: throw_object 0@ velocity_in_direction 23@ 24@ 25@ 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @PROJECT_1179 
00BC: show_text_highpriority GXT 'BB_06' time 4000 flag 1  // ~r~Missed Shot

:PROJECT_1179
097B: play_audio_at_object 0@ event 1011 
0004: $1929 = -1 
0006: 10@ = 99 
0002: jump @PROJECT_1396 

:PROJECT_1208
000B: 6@ += -0.5 
00D6: if 
001A:   6 > $1926 
004D: jump_if_false @PROJECT_1285 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @PROJECT_1271 
02FD: show_text_2numbers_lowpriority GXT 'BB_05' numbers $1926 $1927 time 5000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m

:PROJECT_1271
0004: $1929 = 1 
0002: jump @PROJECT_1327 

:PROJECT_1285
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @PROJECT_1320 
02FD: show_text_2numbers_lowpriority GXT 'BB_04' numbers $1926 $1927 time 5000 flag 1  // ~b~2 Pointer!!~s~ Distance ~1~.~1~m

:PROJECT_1320
0004: $1929 = 2 

:PROJECT_1327
008F: 17@ = integer $1926 to_float 
008F: 18@ = integer $1927 to_float 
0013: 18@ *= 0.1 
005B: 17@ += 18@ // (float) 
00D6: if 
8424:   not is_system_metric 
004D: jump_if_false @PROJECT_1382 
0425: 17@ = meters 17@ to_feet 

:PROJECT_1382
0628: update_float_stat_to 17@ stat_id 2 
000A: 10@ += 1 

:PROJECT_1396
00D6: if 
0039:   10@ == 3 
004D: jump_if_false @PROJECT_1651 
01BB: store_object 0@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
050A: 17@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 4@ 5@ 6@ 
097B: play_audio_at_object 0@ event 1012 
00D6: if 
0023:   0.1 > 17@ 
004D: jump_if_false @PROJECT_1535 
0550: keep_object 0@ in_memory 0 
0382: set_object 0@ collision_detection 1 
0392: make_object 0@ moveable 1 
0381: throw_object 0@ velocity_in_direction 0.0 0.0 -0.1 
0006: 10@ = 99 
0002: jump @PROJECT_1651 

:PROJECT_1535
0087: 20@ = 4@ // (float) 
0065: 20@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 21@ = 5@ // (float) 
0065: 21@ -= $TEMPVAR_FLOAT_2 // (float) 
0087: 22@ = 6@ // (float) 
0065: 22@ -= $TEMPVAR_FLOAT_3 // (float) 
0013: 20@ *= 0.3 
0013: 21@ *= 0.3 
0013: 22@ *= 0.3 
005F: $TEMPVAR_FLOAT_1 += 20@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 21@ // (float) 
005F: $TEMPVAR_FLOAT_3 += 22@ // (float) 
01BC: put_object 0@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:PROJECT_1651
00D6: if 
0039:   10@ == 99 
004D: jump_if_false @PROJECT_1678 
0004: $1930 = 0 
004E: end_thread 

:PROJECT_1678
0002: jump @PROJECT_94 

:PROJECT_1685
01BB: store_object 9@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0208: 17@ = random_float_in_ranges -1.0 1.0 
0208: 18@ = random_float_in_ranges 0.2 1.0 
0208: 19@ = random_float_in_ranges 1.2 2.2 
0400: store_coords_to 20@ 21@ 22@ from_object 9@ with_offset 17@ 18@ 19@ 
0087: 23@ = 20@ // (float) 
0065: 23@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 24@ = 21@ // (float) 
0065: 24@ -= $TEMPVAR_FLOAT_2 // (float) 
0087: 25@ = 22@ // (float) 
0065: 25@ -= $TEMPVAR_FLOAT_3 // (float) 
050A: 17@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 20@ 21@ 22@ 
0073: 23@ /= 17@ // (float) 
0073: 24@ /= 17@ // (float) 
0073: 25@ /= 17@ // (float) 
0087: 17@ = 16@ // (float) 
0013: 17@ *= 5.0 
006B: 23@ *= 17@ // (float) 
006B: 24@ *= 17@ // (float) 
006B: 25@ *= 17@ // (float) 
0051: return 

:NONAME_2
004E: end_thread 

:BBCHAL
03A4: name_thread 'BBCHAL' 
0006: 19@ = 0 
0006: 20@ = 0 
0006: 21@ = 0 
0004: $1923 = 60500 
0004: $1924 = 0 
0006: 26@ = 0 
0006: 27@ = 0 
0006: 28@ = 0 
0006: 29@ = 3000 
0007: 30@ = 4.0 
0006: 32@ = 0 
0006: 33@ = 0 
0004: $1921 = 1 
00D6: if 
0039:   19@ == -1 
004D: jump_if_false @BBCHAL_149 
0107: 0@ = create_object #WOODENBOX at 0.0 0.0 0.0 

:BBCHAL_149
0001: wait 0 ms 
0871: init_jump_table 19@ total_jumps 2 default_jump 0 @BBCHAL_244 jumps 0 @BBCHAL_216 1 @BBCHAL_230 -1 @BBCHAL_244 -1 @BBCHAL_244 -1 @BBCHAL_244 -1 @BBCHAL_244 -1 @BBCHAL_244 

:BBCHAL_216
0050: gosub @BBCHAL_580 
0002: jump @BBCHAL_244 

:BBCHAL_230
0050: gosub @BBCHAL_916 
0002: jump @BBCHAL_244 

:BBCHAL_244
00D6: if and
0038:   $1928 == 0 
0038:   $1930 == 0 
004D: jump_if_false @BBCHAL_276 
0050: gosub @BBCHAL_2538 

:BBCHAL_276
0050: gosub @BBCHAL_395 
00D6: if 
0038:   $8787 == 0 
004D: jump_if_false @BBCHAL_308 
0050: gosub @BBCHAL_2538 

:BBCHAL_308
00D6: if 
0038:   $1016 == 0 
004D: jump_if_false @BBCHAL_364 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @BBCHAL_357 
0004: $1016 = 1 
0050: gosub @BBCHAL_2538 

:BBCHAL_357
0002: jump @BBCHAL_388 

:BBCHAL_364
00D6: if 
80E1:   not player 0 pressed_key 19 
004D: jump_if_false @BBCHAL_388 
0004: $1016 = 0 

:BBCHAL_388
0002: jump @BBCHAL_149 

:BBCHAL_395
0871: init_jump_table 21@ total_jumps 3 default_jump 0 @BBCHAL_578 jumps 0 @BBCHAL_458 1 @BBCHAL_498 2 @BBCHAL_538 -1 @BBCHAL_578 -1 @BBCHAL_578 -1 @BBCHAL_578 -1 @BBCHAL_578 

:BBCHAL_458
00D6: if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
004D: jump_if_false @BBCHAL_491 
03E5: show_text_box 'BB_11'  // Shoot as many hoops as possible before the time expires.
000A: 21@ += 1 

:BBCHAL_491
0002: jump @BBCHAL_578 

:BBCHAL_498
00D6: if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
004D: jump_if_false @BBCHAL_531 
03E5: show_text_box 'BB_12'  // Extra time will be awarded for each shot made.
000A: 21@ += 1 

:BBCHAL_531
0002: jump @BBCHAL_578 

:BBCHAL_538
00D6: if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
004D: jump_if_false @BBCHAL_571 
03E5: show_text_box 'BB_10'  // Shoot hoops from the ~y~marker~w~ on the court.
000A: 21@ += 1 

:BBCHAL_571
0002: jump @BBCHAL_578 

:BBCHAL_578
0051: return 

:BBCHAL_580
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @BBCHAL_628 
00BC: show_text_highpriority GXT 'BB_13' time 5000 flag 1  // ~s~Challenge mode started!
0006: 32@ = 0 
000A: 20@ += 1 

:BBCHAL_628
00D6: if 
0039:   20@ == 1 
004D: jump_if_false @BBCHAL_653 
000A: 20@ += 1 

:BBCHAL_653
00D6: if 
0039:   20@ == 2 
004D: jump_if_false @BBCHAL_751 
03C3: set_timer_to $1923 type 1 GXT 'BB_19' // global_variable  // Time
04F7: status_text $1924 type 0 line 1 GXT 'BB_18' // global_variable  // Score
04F7: status_text $1922 type 0 line 2 GXT 'BB_14' // global_variable  // High Score
0050: gosub @BBCHAL_2396 
018A: 1@ = create_checkpoint_at 14@ 15@ 16@ 
000A: 20@ += 1 

:BBCHAL_751
00D6: if 
0039:   20@ == 3 
004D: jump_if_false @BBCHAL_914 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBCHAL_914 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 14@ 15@ 16@ radius 1.5 1.5 2.0 on_foot 
004D: jump_if_false @BBCHAL_904 
00D6: if 
0038:   $1930 == 1 
004D: jump_if_false @BBCHAL_887 
00D6: if 
075C:   marker 1@ enabled 
004D: jump_if_false @BBCHAL_866 
0164: disable_marker 1@ 

:BBCHAL_866
0006: 20@ = 1 
000A: 19@ += 1 
0002: jump @BBCHAL_897 

:BBCHAL_887
0004: $1923 = 60500 

:BBCHAL_897
0002: jump @BBCHAL_914 

:BBCHAL_904
0004: $1923 = 60500 

:BBCHAL_914
0051: return 

:BBCHAL_916
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @BBCHAL_1135 
00D6: if 
8038:   not  $1929 == 0 
004D: jump_if_false @BBCHAL_1135 
00D6: if 
0018:   $1929 > 0 
004D: jump_if_false @BBCHAL_1052 
0058: $1924 += $1929 // (int) 
005E: $1923 += 25@ // (int) 
000B: 30@ += 0.5 
0050: gosub @BBCHAL_2396 
00D6: if 
075C:   marker 1@ enabled 
004D: jump_if_false @BBCHAL_1024 
0164: disable_marker 1@ 

:BBCHAL_1024
018A: 1@ = create_checkpoint_at 14@ 15@ 16@ 
000A: 20@ += 1 
0002: jump @BBCHAL_1135 

:BBCHAL_1052
00D6: if 
075C:   marker 1@ enabled 
004D: jump_if_false @BBCHAL_1073 
0164: disable_marker 1@ 

:BBCHAL_1073
018A: 1@ = create_checkpoint_at 14@ 15@ 16@ 
00D6: if 
0039:   27@ == 0 
004D: jump_if_false @BBCHAL_1128 
00BC: show_text_highpriority GXT 'BB_20' time 5000 flag 1  // ~s~Collect the ball and return to the ~y~marker~s~.
000A: 27@ += 1 

:BBCHAL_1128
000A: 20@ += 1 

:BBCHAL_1135
00D6: if 
0039:   20@ == 1 
004D: jump_if_false @BBCHAL_1380 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBCHAL_1200 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 14@ 15@ 16@ radius 1.5 1.5 2.0 on_foot 

:BBCHAL_1200
00D6: if 
0038:   $1930 == 1 
004D: jump_if_false @BBCHAL_1373 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBCHAL_1366 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 14@ 15@ 16@ radius 1.5 1.5 2.0 on_foot 
004D: jump_if_false @BBCHAL_1318 
00D6: if 
075C:   marker 1@ enabled 
004D: jump_if_false @BBCHAL_1297 
0164: disable_marker 1@ 

:BBCHAL_1297
0006: 20@ = 0 
0004: $1930 = 0 
0002: jump @BBCHAL_1366 

:BBCHAL_1318
00D6: if 
0039:   28@ == 0 
004D: jump_if_false @BBCHAL_1359 
00BC: show_text_highpriority GXT 'BB_16' time 5000 flag 1  // ~s~Shoot from the ~y~marker~s~.
000A: 28@ += 1 

:BBCHAL_1359
0004: $1930 = 0 

:BBCHAL_1366
0002: jump @BBCHAL_1380 

:BBCHAL_1373
0006: 28@ = 0 

:BBCHAL_1380
00D6: if 
0039:   20@ == 3 
004D: jump_if_false @BBCHAL_1424 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @BBCHAL_1424 
0050: gosub @BBCHAL_2538 

:BBCHAL_1424
00D6: if 
0039:   26@ == 0 
004D: jump_if_false @BBCHAL_1483 
00D6: if 
001C:   $1924 > $1922 // (int) 
004D: jump_if_false @BBCHAL_1476 
0084: $1922 = $1924 // (int) 
000A: 26@ += 1 

:BBCHAL_1476
0002: jump @BBCHAL_1510 

:BBCHAL_1483
00D6: if 
001C:   $1924 > $1922 // (int) 
004D: jump_if_false @BBCHAL_1510 
0084: $1922 = $1924 // (int) 

:BBCHAL_1510
00D6: if 
002A:   0 >= $1923 
004D: jump_if_false @BBCHAL_1576 
00D6: if 
001B:   3 > 20@ 
004D: jump_if_false @BBCHAL_1569 
00BC: show_text_highpriority GXT 'BB_17' time 5000 flag 1  // ~r~Time Expired!
0006: 32@ = 0 

:BBCHAL_1569
0006: 20@ = 3 

:BBCHAL_1576
0051: return 

:BBCHAL_1578
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BBCHAL_2394 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
080A: get_object 0@ spoot 0 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0871: init_jump_table $8791 total_jumps 4 default_jump 0 @BBCHAL_1893 jumps 1 @BBCHAL_1705 2 @BBCHAL_1752 3 @BBCHAL_1799 4 @BBCHAL_1846 -1 @BBCHAL_1893 -1 @BBCHAL_1893 -1 @BBCHAL_1893 

:BBCHAL_1705
000B: 2@ += -1.5 
000B: 3@ += 1.5 
000B: 5@ += 1.5 
000B: 6@ += -1.5 
0002: jump @BBCHAL_1893 

:BBCHAL_1752
000B: 2@ += -1.5 
000B: 3@ += -1.5 
000B: 5@ += 1.5 
000B: 6@ += 1.5 
0002: jump @BBCHAL_1893 

:BBCHAL_1799
000B: 2@ += 1.5 
000B: 3@ += -1.5 
000B: 5@ += -1.5 
000B: 6@ += 1.5 
0002: jump @BBCHAL_1893 

:BBCHAL_1846
000B: 2@ += 1.5 
000B: 3@ += 1.5 
000B: 5@ += -1.5 
000B: 6@ += -1.5 
0002: jump @BBCHAL_1893 

:BBCHAL_1893
000B: 4@ += 5.0 
02CE: 16@ = ground_z_at 2@ 3@ 4@ 
00D6: if 
0025:   5@ > 2@ // (float) 
004D: jump_if_false @BBCHAL_1954 
0208: 14@ = random_float_in_ranges 2@ 5@ 
0002: jump @BBCHAL_1965 

:BBCHAL_1954
0208: 14@ = random_float_in_ranges 5@ 2@ 

:BBCHAL_1965
00D6: if 
0025:   6@ > 3@ // (float) 
004D: jump_if_false @BBCHAL_2002 
0208: 15@ = random_float_in_ranges 3@ 6@ 
0002: jump @BBCHAL_2013 

:BBCHAL_2002
0208: 15@ = random_float_in_ranges 3@ 6@ 

:BBCHAL_2013
0087: 8@ = 14@ // (float) 
0065: 8@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 9@ = 15@ // (float) 
0065: 9@ -= $TEMPVAR_FLOAT_2 // (float) 
0509: 17@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 14@ 15@ 
0073: 8@ /= 17@ // (float) 
0073: 9@ /= 17@ // (float) 
006B: 8@ *= 30@ // (float) 
006B: 9@ *= 30@ // (float) 
0089: 14@ = $TEMPVAR_FLOAT_1 // (float) 
005B: 14@ += 8@ // (float) 
0089: 15@ = $TEMPVAR_FLOAT_2 // (float) 
005B: 15@ += 9@ // (float) 
00D6: if 
0025:   5@ > 2@ // (float) 
004D: jump_if_false @BBCHAL_2206 
00D6: if 
0025:   2@ > 14@ // (float) 
004D: jump_if_false @BBCHAL_2172 
0087: 14@ = 2@ // (float) 

:BBCHAL_2172
00D6: if 
0025:   14@ > 5@ // (float) 
004D: jump_if_false @BBCHAL_2199 
0087: 14@ = 5@ // (float) 

:BBCHAL_2199
0002: jump @BBCHAL_2260 

:BBCHAL_2206
00D6: if 
0025:   14@ > 2@ // (float) 
004D: jump_if_false @BBCHAL_2233 
0087: 14@ = 2@ // (float) 

:BBCHAL_2233
00D6: if 
0025:   5@ > 14@ // (float) 
004D: jump_if_false @BBCHAL_2260 
0087: 14@ = 5@ // (float) 

:BBCHAL_2260
00D6: if 
0025:   6@ > 3@ // (float) 
004D: jump_if_false @BBCHAL_2340 
00D6: if 
0025:   3@ > 15@ // (float) 
004D: jump_if_false @BBCHAL_2306 
0087: 15@ = 3@ // (float) 

:BBCHAL_2306
00D6: if 
0025:   15@ > 6@ // (float) 
004D: jump_if_false @BBCHAL_2333 
0087: 15@ = 6@ // (float) 

:BBCHAL_2333
0002: jump @BBCHAL_2394 

:BBCHAL_2340
00D6: if 
0025:   15@ > 3@ // (float) 
004D: jump_if_false @BBCHAL_2367 
0087: 15@ = 3@ // (float) 

:BBCHAL_2367
00D6: if 
0025:   6@ > 15@ // (float) 
004D: jump_if_false @BBCHAL_2394 
0087: 15@ = 6@ // (float) 

:BBCHAL_2394
0051: return 

:BBCHAL_2396
0050: gosub @BBCHAL_1578 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BBCHAL_2435 
080A: get_object 0@ spoot 0 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BBCHAL_2435
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY 14@ 15@ and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
008E: 25@ = float $DISTANCE_BETWEEN_POINTS to_integer 
006A: 25@ *= 29@ // (int) 
0093: 17@ = integer 29@ to_float 
0013: 17@ *= 0.1 
0092: 22@ = float 17@ to_integer 
0012: 22@ *= -1 
005A: 29@ += 22@ // (int) 
00D6: if 
001B:   500 > 29@ 
004D: jump_if_false @BBCHAL_2536 
0006: 29@ = 500 

:BBCHAL_2536
0051: return 

:BBCHAL_2538
00BE: text_clear_all 
00D6: if 
8039:   not  26@ == 0 
004D: jump_if_false @BBCHAL_2589 
01E3: show_text_1number_styled GXT 'BB_15' number $1922 time 5000 style 1  // NEW HIGH SCORE!!~n~~w~~1~
0627: update_integer_stat 215 to $1922 
0394: play_music 1 

:BBCHAL_2589
00D6: if 
075C:   marker 1@ enabled 
004D: jump_if_false @BBCHAL_2610 
0164: disable_marker 1@ 

:BBCHAL_2610
0151: remove_status_text $1924 
0151: remove_status_text $1922 
014F: stop_timer $1923 
0004: $1921 = 0 
004E: end_thread 
0051: return 

:NONAME_3
004E: end_thread 

:LOWGAME
03A4: name_thread 'LOWGAME' 
0007: 12@ = 0.01 
0004: $1020 = 0 
0006: 13@ = 0 
0006: 16@ = 0 
0004: $LOWR_PLAYER_POINTS = 0 
0004: $LOWR_OPPOSITION_POINTS = 0 
0006: 18@ = 0 
0006: 23@ = 0 
0006: 24@ = 0 
0006: 25@ = -1 
0006: 27@ = 0 
0006: 19@ = 0 
00D6: if 
0039:   13@ == -1 
004D: jump_if_false @LOWGAME_198 
00A5: 0@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 1@ = create_car #PONY at 0.0 0.0 0.0 
009A: 2@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
0001: wait 0 ms 
0001: wait 0 ms 
0001: wait 0 ms 

:LOWGAME_198
00D6: if 
056E:   car 0@ defined 
004D: jump_if_false @LOWGAME_244 
00D6: if 
0119:   car 0@ wrecked 
004D: jump_if_false @LOWGAME_237 
0002: jump @LOWGAME_8722 

:LOWGAME_237
0002: jump @LOWGAME_251 

:LOWGAME_244
0002: jump @LOWGAME_8722 

:LOWGAME_251
00D6: if 
056E:   car 1@ defined 
004D: jump_if_false @LOWGAME_297 
00D6: if 
0119:   car 1@ wrecked 
004D: jump_if_false @LOWGAME_290 
0002: jump @LOWGAME_8722 

:LOWGAME_290
0002: jump @LOWGAME_304 

:LOWGAME_297
0002: jump @LOWGAME_8722 

:LOWGAME_304
00D6: if 
001A:   1 > $1022 
004D: jump_if_false @LOWGAME_336 
0004: $1022 = 1 
0002: jump @LOWGAME_361 

:LOWGAME_336
00D6: if 
0018:   $1022 > 5 
004D: jump_if_false @LOWGAME_361 
0004: $1022 = 5 

:LOWGAME_361
00D6: if 
8119:   not car 0@ wrecked 
004D: jump_if_false @LOWGAME_391 
00AA: store_car 0@ position_to 3@ 4@ 5@ 

:LOWGAME_391
00D6: if 
8119:   not car 1@ wrecked 
004D: jump_if_false @LOWGAME_421 
00AA: store_car 1@ position_to 6@ 7@ 8@ 

:LOWGAME_421
0004: $1017 = 1 

:LOWGAME_428
0001: wait 0 ms 
00D6: if 
001B:   5 > 13@ 
004D: jump_if_false @LOWGAME_480 
00D6: if 
856E:   not car 0@ defined 
004D: jump_if_false @LOWGAME_480 
0004: $1044 = 1 
0006: 13@ = 5 

:LOWGAME_480
0871: init_jump_table 13@ total_jumps 6 default_jump 0 @LOWGAME_7662 jumps 0 @LOWGAME_543 1 @LOWGAME_1319 2 @LOWGAME_1399 3 @LOWGAME_7512 4 @LOWGAME_7526 5 @LOWGAME_7601 -1 @LOWGAME_7662 

:LOWGAME_543
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 3@ 4@ 5@ radius 200.0 
04ED: load_animation "LOWRIDER" 

:LOWGAME_587
00D6: if 
84EE:   not animation "LOWRIDER" loaded 
004D: jump_if_false @LOWGAME_621 
0001: wait 0 ms 
0002: jump @LOWGAME_587 

:LOWGAME_621
00D6: if 
8119:   not car 0@ wrecked 
004D: jump_if_false @LOWGAME_696 
020A: set_car 0@ door_status_to 4 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
02AC: set_car 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0005: $TEMPVAR_FLOAT_1 = 0.62 
0005: $TEMPVAR_FLOAT_2 = 0.31 
0005: $TEMPVAR_FLOAT_3 = -0.167 

:LOWGAME_696
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 15@ loop 1 
0616: define_AS_pack_end 15@ 
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @LOWGAME_1068 
00D6: if 
0A32:   actor 2@ on_turret_of_car 
004D: jump_if_false @LOWGAME_1068 
0618: assign_actor 2@ to_AS_pack 15@ 

:LOWGAME_1068
0006: 16@ = 0 
00D6: if 
8119:   not car 0@ wrecked 
004D: jump_if_false @LOWGAME_1224 
00D6: if or
0137:   car 0@ model == #REMINGTN 
0137:   car 0@ model == #SLAMVAN 
0137:   car 0@ model == #TORNADO 
004D: jump_if_false @LOWGAME_1140 
0006: 16@ = 1 
0002: jump @LOWGAME_1224 

:LOWGAME_1140
00D6: if or
0137:   car 0@ model == #BLADE 
0137:   car 0@ model == #BROADWAY 
0137:   car 0@ model == #SAVANNA 
004D: jump_if_false @LOWGAME_1217 
096D: get_car 0@ component_on_slot 7 model_to 17@ 
00D6: if 
8039:   not  17@ == -1 
004D: jump_if_false @LOWGAME_1210 
0006: 16@ = 1 

:LOWGAME_1210
0002: jump @LOWGAME_1224 

:LOWGAME_1217
0006: 16@ = 1 

:LOWGAME_1224
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @LOWGAME_1263 
00D6: if 
8A32:   not actor 2@ on_turret_of_car 
004D: jump_if_false @LOWGAME_1263 
0006: 16@ = 1 

:LOWGAME_1263
0004: $1027 = 0 
0004: $1028 = 0 
0004: $1029 = 0 
0004: $LOWR_PLAYER_POINTS = 0 
0004: $LOWR_LAST_DISPLAYED_TEXT_ID = 0 
0004: $LOWR_OPPOSITION_POINTS = 0 
000A: 13@ += 1 
0002: jump @LOWGAME_7662 

:LOWGAME_1319
0953: get_soundtrack_status_to 17@ 
00D6: if 
04A4:   17@ == 3 // == constant 
004D: jump_if_false @LOWGAME_1392 
04F7: status_text $LOWR_PLAYER_POINTS type 0 line 1 GXT 'LOWR1' // global_variable  // Player
04F7: status_text $LOWR_OPPOSITION_POINTS type 0 line 2 GXT 'LOWR2' // global_variable  // Opposition
000A: 13@ += 1 
0006: 32@ = 0 

:LOWGAME_1392
0002: jump @LOWGAME_7662 

:LOWGAME_1399
0953: get_soundtrack_status_to 17@ 
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @LOWGAME_1429 
0006: 32@ = 90000 

:LOWGAME_1429
07B1: unknown_get_dance_track -1 store_to 20@ 21@ 22@ 
00D6: if 
8039:   not  21@ == 33 
004D: jump_if_false @LOWGAME_7491 
09EE: set_status_text_stay_on_screen 1 
0050: gosub @LOWGAME_10566 
07B1: unknown_get_dance_track 0 store_to 20@ 21@ 22@ 
00D6: if 
803B:   not  22@ == 25@ // (int) 
004D: jump_if_false @LOWGAME_2071 
0006: 28@ = -1 
00D6: if 
8039:   not  18@ == 0 
004D: jump_if_false @LOWGAME_1984 
00D6: if and
0019:   20@ > -35 
001B:   35 > 20@ 
004D: jump_if_false @LOWGAME_1607 
00D6: if 
003B:   18@ == 21@ // (int) 
004D: jump_if_false @LOWGAME_1586 
0006: 28@ = 0 
0002: jump @LOWGAME_1600 

:LOWGAME_1586
0006: 23@ = 1 
0006: 28@ = 5 

:LOWGAME_1600
0002: jump @LOWGAME_1878 

:LOWGAME_1607
00D6: if and
0019:   20@ > -50 
001B:   50 > 20@ 
004D: jump_if_false @LOWGAME_1686 
00D6: if 
003B:   18@ == 21@ // (int) 
004D: jump_if_false @LOWGAME_1665 
0006: 28@ = 1 
0002: jump @LOWGAME_1679 

:LOWGAME_1665
0006: 23@ = 1 
0006: 28@ = 5 

:LOWGAME_1679
0002: jump @LOWGAME_1878 

:LOWGAME_1686
00D6: if and
0019:   20@ > -100 
001B:   100 > 20@ 
004D: jump_if_false @LOWGAME_1765 
00D6: if 
003B:   18@ == 21@ // (int) 
004D: jump_if_false @LOWGAME_1744 
0006: 28@ = 2 
0002: jump @LOWGAME_1758 

:LOWGAME_1744
0006: 23@ = 1 
0006: 28@ = 5 

:LOWGAME_1758
0002: jump @LOWGAME_1878 

:LOWGAME_1765
00D6: if or
0019:   20@ > -200 
001B:   200 > 20@ 
004D: jump_if_false @LOWGAME_1878 
00D6: if 
003B:   18@ == 21@ // (int) 
004D: jump_if_false @LOWGAME_1864 
0006: 23@ = 1 
00D6: if 
001B:   0 > 20@ 
004D: jump_if_false @LOWGAME_1850 
0006: 28@ = 3 
0002: jump @LOWGAME_1857 

:LOWGAME_1850
0006: 28@ = 4 

:LOWGAME_1857
0002: jump @LOWGAME_1878 

:LOWGAME_1864
0006: 23@ = 1 
0006: 28@ = 5 

:LOWGAME_1878
0004: $1043 = 1 
00D6: if 
0039:   28@ == 0 
004D: jump_if_false @LOWGAME_1924 
04AE: $1043 = 3 // = constant 
000A: 30@ += 1 
0002: jump @LOWGAME_1977 

:LOWGAME_1924
00D6: if 
0039:   28@ == 1 
004D: jump_if_false @LOWGAME_1963 
04AE: $1043 = 2 // = constant 
000A: 30@ += 1 
0002: jump @LOWGAME_1977 

:LOWGAME_1963
04AE: $1043 = 1 // = constant 
000A: 31@ += 1 

:LOWGAME_1977
0002: jump @LOWGAME_2024 

:LOWGAME_1984
00D6: if 
001B:   -200 > 20@ 
004D: jump_if_false @LOWGAME_2024 
0006: 23@ = 1 
0006: 28@ = 3 
000A: 31@ += 1 

:LOWGAME_2024
00D6: if 
8039:   not  28@ == -1 
004D: jump_if_false @LOWGAME_2071 
0050: gosub @LOWGAME_9681 
0050: gosub @LOWGAME_10047 
0050: gosub @LOWGAME_8731 
0085: 25@ = 22@ // (int) 

:LOWGAME_2071
00D6: if 
001A:   0 > $LOWR_PLAYER_POINTS 
004D: jump_if_false @LOWGAME_2096 
0004: $LOWR_PLAYER_POINTS = 0 

:LOWGAME_2096
00D6: if 
8119:   not car 0@ wrecked 
004D: jump_if_false @LOWGAME_2239 
00D6: if 
81AD:   not car 0@ sphere 0 near_point 3@ 4@ radius 3.0 3.0 
004D: jump_if_false @LOWGAME_2239 
00AA: store_car 0@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 9@ = 3@ // (float) 
0065: 9@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 10@ = 4@ // (float) 
0065: 10@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 9@ *= 12@ // (float) 
006B: 10@ *= 12@ // (float) 
07D5: set_car 0@ velocity_in_direction_XYZ 9@ 10@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWGAME_2239
00D6: if 
8119:   not car 1@ wrecked 
004D: jump_if_false @LOWGAME_2382 
00D6: if 
81AD:   not car 1@ sphere 0 near_point 6@ 7@ radius 3.0 3.0 
004D: jump_if_false @LOWGAME_2382 
00AA: store_car 1@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 9@ = 6@ // (float) 
0065: 9@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 10@ = 7@ // (float) 
0065: 10@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 9@ *= 12@ // (float) 
006B: 10@ *= 12@ // (float) 
07D5: set_car 1@ velocity_in_direction_XYZ 9@ 10@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWGAME_2382
00D6: if and
001B:   100 > 20@ 
0019:   20@ > -100 
004D: jump_if_false @LOWGAME_2912 
00D6: if 
0039:   21@ == 9 
004D: jump_if_false @LOWGAME_2465 
0005: $1023 = 1.0 
0005: $1024 = 1.0 
0005: $1025 = 0.0 
0005: $1026 = 0.0 

:LOWGAME_2465
00D6: if 
0039:   21@ == 10 
004D: jump_if_false @LOWGAME_2523 
0005: $1023 = 0.0 
0005: $1024 = 0.0 
0005: $1025 = 1.0 
0005: $1026 = 1.0 

:LOWGAME_2523
00D6: if 
0039:   21@ == 11 
004D: jump_if_false @LOWGAME_2581 
0005: $1023 = 0.0 
0005: $1024 = 0.0 
0005: $1025 = 1.0 
0005: $1026 = 0.0 

:LOWGAME_2581
00D6: if 
0039:   21@ == 12 
004D: jump_if_false @LOWGAME_2639 
0005: $1023 = 0.0 
0005: $1024 = 1.0 
0005: $1025 = 0.0 
0005: $1026 = 0.0 

:LOWGAME_2639
00D6: if 
0039:   21@ == 13 
004D: jump_if_false @LOWGAME_2697 
0005: $1023 = 1.0 
0005: $1024 = 0.0 
0005: $1025 = 1.0 
0005: $1026 = 0.0 

:LOWGAME_2697
00D6: if 
0039:   21@ == 14 
004D: jump_if_false @LOWGAME_2755 
0005: $1023 = 0.0 
0005: $1024 = 1.0 
0005: $1025 = 0.0 
0005: $1026 = 1.0 

:LOWGAME_2755
00D6: if 
0039:   21@ == 15 
004D: jump_if_false @LOWGAME_2813 
0005: $1023 = 1.0 
0005: $1024 = 0.0 
0005: $1025 = 0.0 
0005: $1026 = 0.0 

:LOWGAME_2813
00D6: if 
0039:   21@ == 16 
004D: jump_if_false @LOWGAME_2871 
0005: $1023 = 0.0 
0005: $1024 = 0.0 
0005: $1025 = 0.0 
0005: $1026 = 1.0 

:LOWGAME_2871
00D6: if 
803B:   not  22@ == 27@ // (int) 
004D: jump_if_false @LOWGAME_2905 
0050: gosub @LOWGAME_7669 
0085: 27@ = 22@ // (int) 

:LOWGAME_2905
0002: jump @LOWGAME_2952 

:LOWGAME_2912
0005: $1023 = 0.0 
0005: $1024 = 0.0 
0005: $1025 = 0.0 
0005: $1026 = 0.0 

:LOWGAME_2952
00D6: if 
8119:   not car 1@ wrecked 
004D: jump_if_false @LOWGAME_3001 
00D6: if 
0803:   car 1@ have_hydraulics 
004D: jump_if_false @LOWGAME_3001 
07F5: car 1@ control_hydraulics $1023 $1024 $1025 $1026 

:LOWGAME_3001
00D6: if 
0039:   16@ == 0 
004D: jump_if_false @LOWGAME_7453 
00D6: if 
0038:   $1020 == -1 
004D: jump_if_false @LOWGAME_3062 
00D6: if 
8039:   not  18@ == 0 
004D: jump_if_false @LOWGAME_3062 
0004: $1020 = 0 

:LOWGAME_3062
00D6: if 
0038:   $1020 == 0 
004D: jump_if_false @LOWGAME_3112 
00D6: if 
0019:   30@ > 5 
004D: jump_if_false @LOWGAME_3112 
0008: $1020 += 1 
0006: 30@ = 0 

:LOWGAME_3112
00D6: if 
0038:   $1020 == 1 
004D: jump_if_false @LOWGAME_3169 
00D6: if 
0019:   30@ > 5 
004D: jump_if_false @LOWGAME_3169 
0008: $1020 += 1 
0006: 30@ = 0 
0006: 31@ = 0 

:LOWGAME_3169
00D6: if 
0038:   $1020 == 2 
004D: jump_if_false @LOWGAME_3258 
00D6: if 
0019:   30@ > 5 
004D: jump_if_false @LOWGAME_3226 
0008: $1020 += 1 
0006: 30@ = 0 
0006: 31@ = 0 

:LOWGAME_3226
00D6: if 
0019:   31@ > 1 
004D: jump_if_false @LOWGAME_3258 
000C: $1020 -= 1 
0006: 31@ = 0 

:LOWGAME_3258
00D6: if 
0038:   $1020 == 3 
004D: jump_if_false @LOWGAME_3347 
00D6: if 
0019:   30@ > 5 
004D: jump_if_false @LOWGAME_3315 
0008: $1020 += 1 
0006: 30@ = 0 
0006: 31@ = 0 

:LOWGAME_3315
00D6: if 
0019:   31@ > 1 
004D: jump_if_false @LOWGAME_3347 
000C: $1020 -= 1 
0006: 31@ = 0 

:LOWGAME_3347
00D6: if 
0038:   $1020 == 4 
004D: jump_if_false @LOWGAME_3436 
00D6: if 
0019:   30@ > 5 
004D: jump_if_false @LOWGAME_3404 
0008: $1020 += 1 
0006: 30@ = 0 
0006: 31@ = 0 

:LOWGAME_3404
00D6: if 
0019:   31@ > 1 
004D: jump_if_false @LOWGAME_3436 
000C: $1020 -= 1 
0006: 31@ = 0 

:LOWGAME_3436
00D6: if 
0038:   $1020 == 5 
004D: jump_if_false @LOWGAME_3493 
00D6: if 
0019:   31@ > 1 
004D: jump_if_false @LOWGAME_3493 
000C: $1020 -= 1 
0006: 30@ = 0 
0006: 31@ = 0 

:LOWGAME_3493
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @LOWGAME_7453 
00D6: if 
803A:   not  $1021 == $1020 // (int) 
004D: jump_if_false @LOWGAME_5115 
00D6: if 
0038:   $1020 == -1 
004D: jump_if_false @LOWGAME_3699 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0643: set_AS_pack 15@ loop 1 
0616: define_AS_pack_end 15@ 

:LOWGAME_3699
00D6: if and
0038:   $1021 == -1 
0038:   $1020 == 0 
004D: jump_if_false @LOWGAME_3855 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_IDLE_TO_L0" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L0_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_3855
00D6: if and
0038:   $1021 == 0 
0038:   $1020 == 1 
004D: jump_if_false @LOWGAME_4009 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L0_TO_L1" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4009
00D6: if and
0038:   $1021 == 1 
0038:   $1020 == 2 
004D: jump_if_false @LOWGAME_4163 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_TO_L2" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L2_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4163
00D6: if and
0038:   $1021 == 2 
0038:   $1020 == 3 
004D: jump_if_false @LOWGAME_4317 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L2_TO_L3" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L3_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4317
00D6: if and
0038:   $1021 == 3 
0038:   $1020 == 4 
004D: jump_if_false @LOWGAME_4471 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L3_TO_L4" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L4_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4471
00D6: if and
0038:   $1021 == 4 
0038:   $1020 == 5 
004D: jump_if_false @LOWGAME_4625 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L4_TO_L5" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L5_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4625
00D6: if and
0018:   $1021 > 1 
0038:   $1020 == 1 
004D: jump_if_false @LOWGAME_4781 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L345_TO_L1" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4781
00D6: if and
0038:   $1021 == 1 
0038:   $1020 == 0 
004D: jump_if_false @LOWGAME_4936 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L12_TO_L0" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L0_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4936
00D6: if and
0038:   $1021 == 0 
0038:   $1020 == -1 
004D: jump_if_false @LOWGAME_5107 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_5107
0084: $1021 = $1020 // (int) 

:LOWGAME_5115
00D6: if and
803B:   not  19@ == 18@ // (int) 
8039:   not  18@ == 0 
004D: jump_if_false @LOWGAME_6256 
0006: 17@ = 0 
0007: 26@ = 1.0 
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_IDLE_TO_L0" 
004D: jump_if_false @LOWGAME_5220 
0613: 26@ = actor 2@ animation "LRGIRL_IDLE_TO_L0" time 

:LOWGAME_5220
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L12_TO_L0" 
004D: jump_if_false @LOWGAME_5280 
0613: 26@ = actor 2@ animation "LRGIRL_L12_TO_L0" time 

:LOWGAME_5280
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L345_TO_L1" 
004D: jump_if_false @LOWGAME_5342 
0613: 26@ = actor 2@ animation "LRGIRL_L345_TO_L1" time 

:LOWGAME_5342
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L0_TO_L1" 
004D: jump_if_false @LOWGAME_5400 
0613: 26@ = actor 2@ animation "LRGIRL_L0_TO_L1" time 

:LOWGAME_5400
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L1_TO_L2" 
004D: jump_if_false @LOWGAME_5458 
0613: 26@ = actor 2@ animation "LRGIRL_L1_TO_L2" time 

:LOWGAME_5458
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L2_TO_L3" 
004D: jump_if_false @LOWGAME_5516 
0613: 26@ = actor 2@ animation "LRGIRL_L2_TO_L3" time 

:LOWGAME_5516
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L3_TO_L4" 
004D: jump_if_false @LOWGAME_5574 
0613: 26@ = actor 2@ animation "LRGIRL_L3_TO_L4" time 

:LOWGAME_5574
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L4_TO_L5" 
004D: jump_if_false @LOWGAME_5632 
0613: 26@ = actor 2@ animation "LRGIRL_L4_TO_L5" time 

:LOWGAME_5632
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_BDBNCE" 
004D: jump_if_false @LOWGAME_5686 
0613: 26@ = actor 2@ animation "LRGIRL_BDBNCE" time 

:LOWGAME_5686
00D6: if 
0023:   0.9 > 26@ 
004D: jump_if_false @LOWGAME_5714 
0006: 17@ = 1 

:LOWGAME_5714
00D6: if 
0039:   17@ == 0 
004D: jump_if_false @LOWGAME_6248 
00D6: if 
0038:   $1020 == 0 
004D: jump_if_false @LOWGAME_5818 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L0_BNCE" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_5818
00D6: if 
0038:   $1020 == 1 
004D: jump_if_false @LOWGAME_5904 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_BNCE" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_5904
00D6: if 
0038:   $1020 == 2 
004D: jump_if_false @LOWGAME_5990 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L2_BNCE" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_5990
00D6: if 
0038:   $1020 == 3 
004D: jump_if_false @LOWGAME_6076 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L3_BNCE" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_6076
00D6: if 
0038:   $1020 == 4 
004D: jump_if_false @LOWGAME_6162 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L4_BNCE" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_6162
00D6: if 
0038:   $1020 == 5 
004D: jump_if_false @LOWGAME_6248 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L5_BNCE" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_6248
0085: 19@ = 18@ // (int) 

:LOWGAME_6256
00D6: if 
0039:   23@ == 1 
004D: jump_if_false @LOWGAME_6489 
00D6: if 
0039:   18@ == 0 
004D: jump_if_false @LOWGAME_6482 
00D6: if 
0018:   $1020 > 0 
004D: jump_if_false @LOWGAME_6482 
00D6: if 
8611:   not actor 2@ performing_animation "LRGIRL_BDBNCE" 
004D: jump_if_false @LOWGAME_6468 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_BDBNCE" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_6468
0004: $1020 = 1 
0004: $1021 = 1 

:LOWGAME_6482
0006: 23@ = 0 

:LOWGAME_6489
0006: 17@ = 0 
0007: 26@ = 1.0 
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_BDBNCE" 
004D: jump_if_false @LOWGAME_6560 
0613: 26@ = actor 2@ animation "LRGIRL_BDBNCE" time 

:LOWGAME_6560
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_IDLE_TO_L0" 
004D: jump_if_false @LOWGAME_6622 
0613: 26@ = actor 2@ animation "LRGIRL_IDLE_TO_L0" time 

:LOWGAME_6622
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L12_TO_L0" 
004D: jump_if_false @LOWGAME_6682 
0613: 26@ = actor 2@ animation "LRGIRL_L12_TO_L0" time 

:LOWGAME_6682
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L345_TO_L1" 
004D: jump_if_false @LOWGAME_6744 
0613: 26@ = actor 2@ animation "LRGIRL_L345_TO_L1" time 

:LOWGAME_6744
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L0_BNCE" 
004D: jump_if_false @LOWGAME_6800 
0613: 26@ = actor 2@ animation "LRGIRL_L0_BNCE" time 

:LOWGAME_6800
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L0_TO_L1" 
004D: jump_if_false @LOWGAME_6858 
0613: 26@ = actor 2@ animation "LRGIRL_L0_TO_L1" time 

:LOWGAME_6858
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L1_TO_L2" 
004D: jump_if_false @LOWGAME_6916 
0613: 26@ = actor 2@ animation "LRGIRL_L1_TO_L2" time 

:LOWGAME_6916
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L2_TO_L3" 
004D: jump_if_false @LOWGAME_6974 
0613: 26@ = actor 2@ animation "LRGIRL_L2_TO_L3" time 

:LOWGAME_6974
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L3_TO_L4" 
004D: jump_if_false @LOWGAME_7032 
0613: 26@ = actor 2@ animation "LRGIRL_L3_TO_L4" time 

:LOWGAME_7032
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L4_TO_L5" 
004D: jump_if_false @LOWGAME_7090 
0613: 26@ = actor 2@ animation "LRGIRL_L4_TO_L5" time 

:LOWGAME_7090
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L1_BNCE" 
004D: jump_if_false @LOWGAME_7146 
0613: 26@ = actor 2@ animation "LRGIRL_L1_BNCE" time 

:LOWGAME_7146
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L2_BNCE" 
004D: jump_if_false @LOWGAME_7202 
0613: 26@ = actor 2@ animation "LRGIRL_L2_BNCE" time 

:LOWGAME_7202
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L3_BNCE" 
004D: jump_if_false @LOWGAME_7258 
0613: 26@ = actor 2@ animation "LRGIRL_L3_BNCE" time 

:LOWGAME_7258
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L4_BNCE" 
004D: jump_if_false @LOWGAME_7314 
0613: 26@ = actor 2@ animation "LRGIRL_L4_BNCE" time 

:LOWGAME_7314
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L5_BNCE" 
004D: jump_if_false @LOWGAME_7370 
0613: 26@ = actor 2@ animation "LRGIRL_L5_BNCE" time 

:LOWGAME_7370
00D6: if 
0023:   0.9 > 26@ 
004D: jump_if_false @LOWGAME_7398 
0006: 17@ = 1 

:LOWGAME_7398
00D6: if 
0039:   17@ == 0 
004D: jump_if_false @LOWGAME_7453 
062E: get_actor 2@ task 1560 status_store_to 17@ // ret 7 if not found 
00D6: if 
04A4:   17@ == 7 // == constant 
004D: jump_if_false @LOWGAME_7453 
0618: assign_actor 2@ to_AS_pack 15@ 

:LOWGAME_7453
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @LOWGAME_7484 
0004: $LOWR_PLAYER_POINTS = 0 
000A: 13@ += 1 

:LOWGAME_7484
0002: jump @LOWGAME_7505 

:LOWGAME_7491
000A: 13@ += 1 
0006: 32@ = 0 

:LOWGAME_7505
0002: jump @LOWGAME_7662 

:LOWGAME_7512
000A: 13@ += 1 
0002: jump @LOWGAME_7662 

:LOWGAME_7526
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWGAME_7549 
01B4: set_player $PLAYER_CHAR can_move 0 

:LOWGAME_7549
016A: fade 0 time 500 

:LOWGAME_7556
00D6: if 
016B:   fading 
004D: jump_if_false @LOWGAME_7580 
0001: wait 0 ms 
0002: jump @LOWGAME_7556 

:LOWGAME_7580
0004: $1044 = 1 
000A: 13@ += 1 
0002: jump @LOWGAME_7662 

:LOWGAME_7601
0953: get_soundtrack_status_to 17@ 
00D6: if 
04A4:   17@ == 3 // == constant 
004D: jump_if_false @LOWGAME_7626 
0955: end_playing_loaded_soundtrack 

:LOWGAME_7626
0151: remove_status_text $LOWR_PLAYER_POINTS 
0151: remove_status_text $LOWR_OPPOSITION_POINTS 
04EF: release_animation "LOWRIDER" 
0002: jump @LOWGAME_8722 
0002: jump @LOWGAME_7662 

:LOWGAME_7662
0002: jump @LOWGAME_428 

:LOWGAME_7669
0209: 17@ = random_int_in_ranges 0 10 
00D6: if or
0038:   $1022 == 0 
0038:   $1022 == 1 
004D: jump_if_false @LOWGAME_7894 
0871: init_jump_table 17@ total_jumps 10 default_jump 0 @LOWGAME_7887 jumps 0 @LOWGAME_7831 1 @LOWGAME_7831 2 @LOWGAME_7845 3 @LOWGAME_7845 4 @LOWGAME_7845 5 @LOWGAME_7845 6 @LOWGAME_7859 
0872: jump_table_jumps 7 @LOWGAME_7859 8 @LOWGAME_7859 9 @LOWGAME_7873 -1 @LOWGAME_7887 -1 @LOWGAME_7887 -1 @LOWGAME_7887 -1 @LOWGAME_7887 -1 @LOWGAME_7887 -1 @LOWGAME_7887 

:LOWGAME_7831
0008: $LOWR_OPPOSITION_POINTS += 0 
0002: jump @LOWGAME_7887 

:LOWGAME_7845
0008: $LOWR_OPPOSITION_POINTS += 10 
0002: jump @LOWGAME_7887 

:LOWGAME_7859
0008: $LOWR_OPPOSITION_POINTS += 20 
0002: jump @LOWGAME_7887 

:LOWGAME_7873
0008: $LOWR_OPPOSITION_POINTS += 50 
0002: jump @LOWGAME_7887 

:LOWGAME_7887
0002: jump @LOWGAME_8695 

:LOWGAME_7894
00D6: if 
0038:   $1022 == 2 
004D: jump_if_false @LOWGAME_8103 
0871: init_jump_table 17@ total_jumps 10 default_jump 0 @LOWGAME_8096 jumps 0 @LOWGAME_8040 1 @LOWGAME_8054 2 @LOWGAME_8054 3 @LOWGAME_8054 4 @LOWGAME_8054 5 @LOWGAME_8068 6 @LOWGAME_8068 
0872: jump_table_jumps 7 @LOWGAME_8068 8 @LOWGAME_8082 9 @LOWGAME_8082 -1 @LOWGAME_8096 -1 @LOWGAME_8096 -1 @LOWGAME_8096 -1 @LOWGAME_8096 -1 @LOWGAME_8096 -1 @LOWGAME_8096 

:LOWGAME_8040
0008: $LOWR_OPPOSITION_POINTS += 0 
0002: jump @LOWGAME_8096 

:LOWGAME_8054
0008: $LOWR_OPPOSITION_POINTS += 10 
0002: jump @LOWGAME_8096 

:LOWGAME_8068
0008: $LOWR_OPPOSITION_POINTS += 20 
0002: jump @LOWGAME_8096 

:LOWGAME_8082
0008: $LOWR_OPPOSITION_POINTS += 50 
0002: jump @LOWGAME_8096 

:LOWGAME_8096
0002: jump @LOWGAME_8695 

:LOWGAME_8103
00D6: if 
0038:   $1022 == 3 
004D: jump_if_false @LOWGAME_8312 
0871: init_jump_table 17@ total_jumps 10 default_jump 0 @LOWGAME_8305 jumps 0 @LOWGAME_8249 1 @LOWGAME_8263 2 @LOWGAME_8263 3 @LOWGAME_8263 4 @LOWGAME_8277 5 @LOWGAME_8277 6 @LOWGAME_8277 
0872: jump_table_jumps 7 @LOWGAME_8291 8 @LOWGAME_8291 9 @LOWGAME_8291 -1 @LOWGAME_8305 -1 @LOWGAME_8305 -1 @LOWGAME_8305 -1 @LOWGAME_8305 -1 @LOWGAME_8305 -1 @LOWGAME_8305 

:LOWGAME_8249
0008: $LOWR_OPPOSITION_POINTS += 0 
0002: jump @LOWGAME_8305 

:LOWGAME_8263
0008: $LOWR_OPPOSITION_POINTS += 10 
0002: jump @LOWGAME_8305 

:LOWGAME_8277
0008: $LOWR_OPPOSITION_POINTS += 20 
0002: jump @LOWGAME_8305 

:LOWGAME_8291
0008: $LOWR_OPPOSITION_POINTS += 50 
0002: jump @LOWGAME_8305 

:LOWGAME_8305
0002: jump @LOWGAME_8695 

:LOWGAME_8312
00D6: if 
0038:   $1022 == 4 
004D: jump_if_false @LOWGAME_8507 
0871: init_jump_table 17@ total_jumps 10 default_jump 0 @LOWGAME_8500 jumps 0 @LOWGAME_8458 1 @LOWGAME_8458 2 @LOWGAME_8458 3 @LOWGAME_8472 4 @LOWGAME_8472 5 @LOWGAME_8472 6 @LOWGAME_8472 
0872: jump_table_jumps 7 @LOWGAME_8486 8 @LOWGAME_8486 9 @LOWGAME_8486 -1 @LOWGAME_8500 -1 @LOWGAME_8500 -1 @LOWGAME_8500 -1 @LOWGAME_8500 -1 @LOWGAME_8500 -1 @LOWGAME_8500 

:LOWGAME_8458
0008: $LOWR_OPPOSITION_POINTS += 10 
0002: jump @LOWGAME_8500 

:LOWGAME_8472
0008: $LOWR_OPPOSITION_POINTS += 20 
0002: jump @LOWGAME_8500 

:LOWGAME_8486
0008: $LOWR_OPPOSITION_POINTS += 50 
0002: jump @LOWGAME_8500 

:LOWGAME_8500
0002: jump @LOWGAME_8695 

:LOWGAME_8507
00D6: if 
0038:   $1022 == 5 
004D: jump_if_false @LOWGAME_8695 
0871: init_jump_table 17@ total_jumps 10 default_jump 0 @LOWGAME_8695 jumps 0 @LOWGAME_8653 1 @LOWGAME_8653 2 @LOWGAME_8667 3 @LOWGAME_8667 4 @LOWGAME_8667 5 @LOWGAME_8667 6 @LOWGAME_8681 
0872: jump_table_jumps 7 @LOWGAME_8681 8 @LOWGAME_8681 9 @LOWGAME_8681 -1 @LOWGAME_8695 -1 @LOWGAME_8695 -1 @LOWGAME_8695 -1 @LOWGAME_8695 -1 @LOWGAME_8695 -1 @LOWGAME_8695 

:LOWGAME_8653
0008: $LOWR_OPPOSITION_POINTS += 10 
0002: jump @LOWGAME_8695 

:LOWGAME_8667
0008: $LOWR_OPPOSITION_POINTS += 20 
0002: jump @LOWGAME_8695 

:LOWGAME_8681
0008: $LOWR_OPPOSITION_POINTS += 50 
0002: jump @LOWGAME_8695 

:LOWGAME_8695
00D6: if 
001A:   0 > $LOWR_OPPOSITION_POINTS 
004D: jump_if_false @LOWGAME_8720 
0004: $LOWR_OPPOSITION_POINTS = 0 

:LOWGAME_8720
0051: return 

:LOWGAME_8722
0004: $1017 = 0 
004E: end_thread 

:LOWGAME_8731
0871: init_jump_table 28@ total_jumps 3 default_jump 1 @LOWGAME_8844 jumps 0 @LOWGAME_8794 1 @LOWGAME_8811 2 @LOWGAME_8828 -1 @LOWGAME_8860 -1 @LOWGAME_8860 -1 @LOWGAME_8860 -1 @LOWGAME_8860 

:LOWGAME_8794
015B: shake_player_controller 0 time 200 intensity 255 
0002: jump @LOWGAME_8860 

:LOWGAME_8811
015B: shake_player_controller 0 time 200 intensity 200 
0002: jump @LOWGAME_8860 

:LOWGAME_8828
015B: shake_player_controller 0 time 200 intensity 110 
0002: jump @LOWGAME_8860 

:LOWGAME_8844
015B: shake_player_controller 0 time 200 intensity 50 
0002: jump @LOWGAME_8860 

:LOWGAME_8860
0871: init_jump_table 29@ total_jumps 2 default_jump 1 @LOWGAME_8923 jumps 2 @LOWGAME_9175 3 @LOWGAME_9427 -1 @LOWGAME_9679 -1 @LOWGAME_9679 -1 @LOWGAME_9679 -1 @LOWGAME_9679 -1 @LOWGAME_9679 

:LOWGAME_8923
00D6: if 
0039:   28@ == 0 
004D: jump_if_false @LOWGAME_8957 
00BA: show_text_styled GXT 'DNC_005' time 1000 style 5  // ~w~Great timing!

:LOWGAME_8957
00D6: if 
0039:   28@ == 1 
004D: jump_if_false @LOWGAME_8991 
00BA: show_text_styled GXT 'DNC_006' time 1000 style 5  // ~w~Well done!

:LOWGAME_8991
00D6: if 
0039:   28@ == 2 
004D: jump_if_false @LOWGAME_9025 
00BA: show_text_styled GXT 'DNC_007' time 1000 style 5  // ~w~Alright!

:LOWGAME_9025
00D6: if 
0039:   28@ == 3 
004D: jump_if_false @LOWGAME_9059 
00BA: show_text_styled GXT 'DNC_008' time 1000 style 5  // ~w~Too late!

:LOWGAME_9059
00D6: if 
0039:   28@ == 4 
004D: jump_if_false @LOWGAME_9093 
00BA: show_text_styled GXT 'DNC_009' time 1000 style 5  // ~w~Too early!

:LOWGAME_9093
00D6: if 
0039:   28@ == 5 
004D: jump_if_false @LOWGAME_9127 
00BA: show_text_styled GXT 'DNC_010' time 1000 style 5  // ~w~Wrong!

:LOWGAME_9127
00D6: if 
0039:   28@ == 6 
004D: jump_if_false @LOWGAME_9161 
00BA: show_text_styled GXT 'DNC_011' time 1000 style 5  // ~w~Bad timing!

:LOWGAME_9161
0006: 29@ = 2 
0002: jump @LOWGAME_9679 

:LOWGAME_9175
00D6: if 
0039:   28@ == 0 
004D: jump_if_false @LOWGAME_9209 
00BA: show_text_styled GXT 'DNC_012' time 1000 style 5  // ~w~Synchronized!

:LOWGAME_9209
00D6: if 
0039:   28@ == 1 
004D: jump_if_false @LOWGAME_9243 
00BA: show_text_styled GXT 'DNC_013' time 1000 style 5  // ~w~That's it!

:LOWGAME_9243
00D6: if 
0039:   28@ == 2 
004D: jump_if_false @LOWGAME_9277 
00BA: show_text_styled GXT 'DNC_014' time 1000 style 5  // ~w~Keep going!

:LOWGAME_9277
00D6: if 
0039:   28@ == 3 
004D: jump_if_false @LOWGAME_9311 
00BA: show_text_styled GXT 'DNC_015' time 1000 style 5  // ~w~Missed it!

:LOWGAME_9311
00D6: if 
0039:   28@ == 4 
004D: jump_if_false @LOWGAME_9345 
00BA: show_text_styled GXT 'DNC_016' time 1000 style 5  // ~w~You're fast!

:LOWGAME_9345
00D6: if 
0039:   28@ == 5 
004D: jump_if_false @LOWGAME_9379 
00BA: show_text_styled GXT 'DNC_017' time 1000 style 5  // ~w~Wrong move!

:LOWGAME_9379
00D6: if 
0039:   28@ == 6 
004D: jump_if_false @LOWGAME_9413 
00BA: show_text_styled GXT 'DNC_018' time 1000 style 5  // ~w~Try again!

:LOWGAME_9413
000A: 29@ += 1 
0002: jump @LOWGAME_9679 

:LOWGAME_9427
00D6: if 
0039:   28@ == 0 
004D: jump_if_false @LOWGAME_9461 
00BA: show_text_styled GXT 'DNC_019' time 1000 style 5  // ~w~The master!

:LOWGAME_9461
00D6: if 
0039:   28@ == 1 
004D: jump_if_false @LOWGAME_9495 
00BA: show_text_styled GXT 'DNC_020' time 1000 style 5  // ~w~Got it!

:LOWGAME_9495
00D6: if 
0039:   28@ == 2 
004D: jump_if_false @LOWGAME_9529 
00BA: show_text_styled GXT 'DNC_021' time 1000 style 5  // ~w~Acceptable!

:LOWGAME_9529
00D6: if 
0039:   28@ == 3 
004D: jump_if_false @LOWGAME_9563 
00BA: show_text_styled GXT 'DNC_022' time 1000 style 5  // ~w~You're late!

:LOWGAME_9563
00D6: if 
0039:   28@ == 4 
004D: jump_if_false @LOWGAME_9597 
00BA: show_text_styled GXT 'DNC_023' time 1000 style 5  // ~w~Slow down!

:LOWGAME_9597
00D6: if 
0039:   28@ == 5 
004D: jump_if_false @LOWGAME_9631 
00BA: show_text_styled GXT 'DNC_024' time 1000 style 5  // ~w~Random!

:LOWGAME_9631
00D6: if 
0039:   28@ == 6 
004D: jump_if_false @LOWGAME_9665 
00BA: show_text_styled GXT 'DNC_025' time 1000 style 5  // ~w~Not on time!

:LOWGAME_9665
000A: 29@ += 1 
0002: jump @LOWGAME_9679 

:LOWGAME_9679
0051: return 

:LOWGAME_9681
008B: 17@ = $1028 // (int) 
005C: 17@ += $1029 // (int) 
005C: 17@ += $1027 // (int) 
00D6: if 
0019:   17@ > 0 
004D: jump_if_false @LOWGAME_10045 
00D6: if 
0029:   17@ >= 4 
004D: jump_if_false @LOWGAME_10045 
00D6: if 
0038:   $1027 == 4 
004D: jump_if_false @LOWGAME_9848 
00D6: if or
0038:   $LOWR_LAST_DISPLAYED_TEXT_ID == 1 
0038:   $LOWR_LAST_DISPLAYED_TEXT_ID == 2 
004D: jump_if_false @LOWGAME_9816 
00BA: show_text_styled GXT 'DNC_002' time 50000 style 7  // ~y~PERFECT
0004: $LOWR_LAST_DISPLAYED_TEXT_ID = 2 
0002: jump @LOWGAME_9841 

:LOWGAME_9816
00BA: show_text_styled GXT 'DNC_004' time 50000 style 7  // ~b~GOOD
0004: $LOWR_LAST_DISPLAYED_TEXT_ID = 1 

:LOWGAME_9841
0002: jump @LOWGAME_10024 

:LOWGAME_9848
00D6: if 
001C:   $1028 > $1029 // (int) 
004D: jump_if_false @LOWGAME_9899 
00BA: show_text_styled GXT 'DNC_004' time 50000 style 7  // ~b~GOOD
0004: $LOWR_LAST_DISPLAYED_TEXT_ID = 1 
0002: jump @LOWGAME_10024 

:LOWGAME_9899
00D6: if 
0038:   $LOWR_LAST_DISPLAYED_TEXT_ID == 2 
004D: jump_if_false @LOWGAME_9949 
00BA: show_text_styled GXT 'DNC_004' time 50000 style 7  // ~b~GOOD
0004: $LOWR_LAST_DISPLAYED_TEXT_ID = 1 
0002: jump @LOWGAME_10024 

:LOWGAME_9949
00D6: if 
0038:   $LOWR_LAST_DISPLAYED_TEXT_ID == 1 
004D: jump_if_false @LOWGAME_9999 
00BA: show_text_styled GXT 'DNC_003' time 50000 style 7  // ~r~BAD
0004: $LOWR_LAST_DISPLAYED_TEXT_ID = 0 
0002: jump @LOWGAME_10024 

:LOWGAME_9999
00BA: show_text_styled GXT 'DNC_003' time 50000 style 7  // ~r~BAD
0004: $LOWR_LAST_DISPLAYED_TEXT_ID = 0 

:LOWGAME_10024
0004: $1027 = 0 
0004: $1028 = 0 
0004: $1029 = 0 

:LOWGAME_10045
0051: return 

:LOWGAME_10047
0871: init_jump_table 28@ total_jumps 7 default_jump 0 @LOWGAME_10533 jumps 0 @LOWGAME_10110 1 @LOWGAME_10199 2 @LOWGAME_10288 3 @LOWGAME_10377 4 @LOWGAME_10416 5 @LOWGAME_10455 6 @LOWGAME_10494 

:LOWGAME_10110
00D6: if 
001A:   999999 > $LOWR_PLAYER_POINTS 
004D: jump_if_false @LOWGAME_10185 
00D6: if 
0038:   $LOWR_LAST_DISPLAYED_TEXT_ID == 2 
004D: jump_if_false @LOWGAME_10178 
0006: 17@ = 50 
0012: 17@ *= 10 
005E: $LOWR_PLAYER_POINTS += 17@ // (int) 
0002: jump @LOWGAME_10185 

:LOWGAME_10178
0008: $LOWR_PLAYER_POINTS += 50 

:LOWGAME_10185
0008: $1027 += 1 
0002: jump @LOWGAME_10533 

:LOWGAME_10199
00D6: if 
001A:   999999 > $LOWR_PLAYER_POINTS 
004D: jump_if_false @LOWGAME_10274 
00D6: if 
0038:   $LOWR_LAST_DISPLAYED_TEXT_ID == 2 
004D: jump_if_false @LOWGAME_10267 
0006: 17@ = 20 
0012: 17@ *= 10 
005E: $LOWR_PLAYER_POINTS += 17@ // (int) 
0002: jump @LOWGAME_10274 

:LOWGAME_10267
0008: $LOWR_PLAYER_POINTS += 20 

:LOWGAME_10274
0008: $1028 += 1 
0002: jump @LOWGAME_10533 

:LOWGAME_10288
00D6: if 
001A:   999999 > $LOWR_PLAYER_POINTS 
004D: jump_if_false @LOWGAME_10363 
00D6: if 
0038:   $LOWR_LAST_DISPLAYED_TEXT_ID == 2 
004D: jump_if_false @LOWGAME_10356 
0006: 17@ = 10 
0012: 17@ *= 10 
005E: $LOWR_PLAYER_POINTS += 17@ // (int) 
0002: jump @LOWGAME_10363 

:LOWGAME_10356
0008: $LOWR_PLAYER_POINTS += 10 

:LOWGAME_10363
0008: $1028 += 1 
0002: jump @LOWGAME_10533 

:LOWGAME_10377
00D6: if 
0018:   $LOWR_PLAYER_POINTS > 0 
004D: jump_if_false @LOWGAME_10402 
0008: $LOWR_PLAYER_POINTS += 0 

:LOWGAME_10402
0008: $1029 += 1 
0002: jump @LOWGAME_10533 

:LOWGAME_10416
00D6: if 
0018:   $LOWR_PLAYER_POINTS > 0 
004D: jump_if_false @LOWGAME_10441 
0008: $LOWR_PLAYER_POINTS += 0 

:LOWGAME_10441
0008: $1029 += 1 
0002: jump @LOWGAME_10533 

:LOWGAME_10455
00D6: if 
0018:   $LOWR_PLAYER_POINTS > 0 
004D: jump_if_false @LOWGAME_10480 
0008: $LOWR_PLAYER_POINTS += 0 

:LOWGAME_10480
0008: $1029 += 1 
0002: jump @LOWGAME_10533 

:LOWGAME_10494
00D6: if 
0018:   $LOWR_PLAYER_POINTS > 0 
004D: jump_if_false @LOWGAME_10519 
0008: $LOWR_PLAYER_POINTS += 0 

:LOWGAME_10519
0008: $1029 += 1 
0002: jump @LOWGAME_10533 

:LOWGAME_10533
00D6: if 
0018:   $LOWR_PLAYER_POINTS > 999999 
004D: jump_if_false @LOWGAME_10564 
0004: $LOWR_PLAYER_POINTS = 999999 

:LOWGAME_10564
0051: return 

:LOWGAME_10566
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 26@ = integer $SPECIAL_AXIS_X to_float 
0087: 9@ = 26@ // (float) 
008F: 26@ = integer $SPECIAL_AXIS_Y to_float 
0087: 10@ = 26@ // (float) 
0509: 26@ = distance_between_XY 0.0 0.0 and_XY 9@ 10@ 
0006: 18@ = 0 
00D6: if 
0021:   26@ > 64.0 
004D: jump_if_false @LOWGAME_10927 
05A4: get_angle_between_vectors_origin_to 9@ 10@ and_origin_to 0.0 -1.0 store_to 26@ 
00D6: if 
0023:   15.0 > 26@ 
004D: jump_if_false @LOWGAME_10719 
0006: 18@ = 13 
0002: jump @LOWGAME_10927 

:LOWGAME_10719
00D6: if 
0023:   75.0 > 26@ 
004D: jump_if_false @LOWGAME_10786 
00D6: if 
0018:   $SPECIAL_AXIS_X > 0 
004D: jump_if_false @LOWGAME_10772 
0006: 18@ = 11 
0002: jump @LOWGAME_10779 

:LOWGAME_10772
0006: 18@ = 15 

:LOWGAME_10779
0002: jump @LOWGAME_10927 

:LOWGAME_10786
00D6: if 
0023:   105.0 > 26@ 
004D: jump_if_false @LOWGAME_10853 
00D6: if 
0018:   $SPECIAL_AXIS_X > 0 
004D: jump_if_false @LOWGAME_10839 
0006: 18@ = 10 
0002: jump @LOWGAME_10846 

:LOWGAME_10839
0006: 18@ = 9 

:LOWGAME_10846
0002: jump @LOWGAME_10927 

:LOWGAME_10853
00D6: if 
0023:   165.0 > 26@ 
004D: jump_if_false @LOWGAME_10920 
00D6: if 
0018:   $SPECIAL_AXIS_X > 0 
004D: jump_if_false @LOWGAME_10906 
0006: 18@ = 16 
0002: jump @LOWGAME_10913 

:LOWGAME_10906
0006: 18@ = 12 

:LOWGAME_10913
0002: jump @LOWGAME_10927 

:LOWGAME_10920
0006: 18@ = 14 

:LOWGAME_10927
0051: return 

:NONAME_4
004E: end_thread 

:AUDIOL
03A4: name_thread 'AUDIOL' 
0006: 8@ = 0 
00D6: if 
0039:   8@ == -1 
004D: jump_if_false @AUDIOL_60 
009A: 0@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 

:AUDIOL_60
00D6: if 
8038:   not  $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @AUDIOL_169 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @AUDIOL_162 
040D: unload_wav 3@ 

:AUDIOL_101
00D6: if 
8038:   not  $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @AUDIOL_155 
00D6: if 
0038:   $1035 == 1 
004D: jump_if_false @AUDIOL_144 
0002: jump @AUDIOL_737 

:AUDIOL_144
0001: wait 0 ms 
0002: jump @AUDIOL_101 

:AUDIOL_155
0002: jump @AUDIOL_169 

:AUDIOL_162
0002: jump @AUDIOL_737 

:AUDIOL_169
05AA: 5@s = s$ACTOR_SPEECH_GXT_REFERENCE // @s = 'short' 
008B: 7@ = $ACTOR_SPEECH_WAV_FILE // (int) 
0004: $AUDIO_LINE_IS_ACTIVE = 1 

:AUDIOL_192
00D6: if 
0038:   $1035 == 1 
004D: jump_if_false @AUDIOL_217 
0002: jump @AUDIOL_662 

:AUDIOL_217
0871: init_jump_table 8@ total_jumps 4 default_jump 0 @AUDIOL_651 jumps 0 @AUDIOL_280 1 @AUDIOL_362 2 @AUDIOL_531 3 @AUDIOL_637 -1 @AUDIOL_651 -1 @AUDIOL_651 -1 @AUDIOL_651 

:AUDIOL_280
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @AUDIOL_311 
040D: unload_wav 3@ 
03CF: load_wav 7@ as 3@ 

:AUDIOL_311
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @AUDIOL_341 
094E: set_actor 0@ mute_pain_audio 1 
0A09: set_actor 0@ muted 1 // versionB 

:AUDIOL_341
0006: 32@ = 0 
000A: 8@ += 1 
0002: jump @AUDIOL_651 

:AUDIOL_362
00D6: if 
03D0:   wav 3@ loaded 
004D: jump_if_false @AUDIOL_498 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @AUDIOL_444 
00D6: if 
894D:   not actor 0@ mutally_active 
004D: jump_if_false @AUDIOL_436 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @AUDIOL_436 
0949: link_wav 3@ to_actor 0@ 

:AUDIOL_436
0967: actor 0@ move_mouth 10000 ms 

:AUDIOL_444
03D1: play_wav 3@ 
00D6: if 
85AE:   not  5@s == 'DUMMY' // @s == 'short' 
004D: jump_if_false @AUDIOL_484 
00BC: show_text_highpriority GXT 5@s time 10000 flag 1 

:AUDIOL_484
000A: 8@ += 1 
0002: jump @AUDIOL_524 

:AUDIOL_498
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @AUDIOL_524 
000A: 8@ += 1 

:AUDIOL_524
0002: jump @AUDIOL_651 

:AUDIOL_531
00D6: if 
03D0:   wav 3@ loaded 
004D: jump_if_false @AUDIOL_623 
00D6: if 
03D2:   wav 3@ ended 
004D: jump_if_false @AUDIOL_577 
000A: 8@ += 1 
0002: jump @AUDIOL_616 

:AUDIOL_577
00D6: if 
056D:   actor 0@ defined 
004D: jump_if_false @AUDIOL_616 
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @AUDIOL_616 
000A: 8@ += 1 

:AUDIOL_616
0002: jump @AUDIOL_630 

:AUDIOL_623
000A: 8@ += 1 

:AUDIOL_630
0002: jump @AUDIOL_651 

:AUDIOL_637
0002: jump @AUDIOL_662 
0002: jump @AUDIOL_651 

:AUDIOL_651
0001: wait 0 ms 
0002: jump @AUDIOL_192 

:AUDIOL_662
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @AUDIOL_695 
094F: enable_actor 0@ pain_audio 
0A09: set_actor 0@ muted 0 // versionB 
0968: actor 0@ stop_mouth 

:AUDIOL_695
040D: unload_wav 3@ 
00D6: if 
85AE:   not  5@s == 'DUMMY' // @s == 'short' 
004D: jump_if_false @AUDIOL_730 
03D5: remove_text 5@s 

:AUDIOL_730
0004: $AUDIO_LINE_IS_ACTIVE = 0 

:AUDIOL_737
004E: end_thread 

:CLEANAU
03A4: name_thread 'CLEANAU' 
0006: 32@ = 0 
0004: $1035 = 1 

:CLEANAU_25
00D6: if 
8038:   not  $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @CLEANAU_80 
0001: wait 0 ms 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @CLEANAU_73 
0004: $AUDIO_LINE_IS_ACTIVE = 0 

:CLEANAU_73
0002: jump @CLEANAU_25 

:CLEANAU_80
0459: end_thread_named 'AUDIOL' 
0004: $1035 = 0 
004E: end_thread 

:NONAME_5
004E: end_thread 

:BDISPLY
03A4: name_thread 'BDISPLY' 
00D6: if 
0038:   $1048 == 0 
004D: jump_if_false @BDISPLY_43 
0004: $1048 = 1 
0004: $1044 = 0 

:BDISPLY_43
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_BEAT' 
038F: load_texture "DOWN" as 1 // Load dictionary with 0390 first 
038F: load_texture "LEFT" as 2 // Load dictionary with 0390 first 
038F: load_texture "UP" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIGHT" as 4 // Load dictionary with 0390 first 
038F: load_texture "UP" as 13 // Load dictionary with 0390 first 
038F: load_texture "DOWN" as 14 // Load dictionary with 0390 first 
038F: load_texture "RIGHT" as 10 // Load dictionary with 0390 first 
038F: load_texture "LEFT" as 9 // Load dictionary with 0390 first 
038F: load_texture "UPR" as 11 // Load dictionary with 0390 first 
038F: load_texture "DOWNR" as 16 // Load dictionary with 0390 first 
038F: load_texture "DOWNL" as 12 // Load dictionary with 0390 first 
038F: load_texture "UPL" as 15 // Load dictionary with 0390 first 
038F: load_texture "CRING" as 17 // Load dictionary with 0390 first 
038F: load_texture "CHIT" as 18 // Load dictionary with 0390 first 
0004: $1036 = 4500 
0004: $1037 = 800 
0005: $1038 = 265.0 
0005: $1039 = 390.0 
0005: $1040 = 355.0 
0005: $1041 = 32.0 
0005: $1042 = 32.0 
0007: 19@ = 64.0 
0007: 20@ = 64.0 
0007: 22@ = 64.0 
0007: 21@ = 64.0 
01BD: 16@ = current_time_in_ms 
0001: wait 1000 ms 

:BDISPLY_313
0001: wait 0 ms 
00D6: if 
09FA:   is_menu_closed 
004D: jump_if_false @BDISPLY_344 
0004: $1043 = 0 
0006: 23@ = 0 

:BDISPLY_344
0953: get_soundtrack_status_to 0@ 
00D6: if 
04A4:   0@ == 3 // == constant 
004D: jump_if_false @BDISPLY_1198 
01BD: 15@ = current_time_in_ms 
0085: 17@ = 15@ // (int) 
0062: 17@ -= 16@ // (int) 
0085: 16@ = 15@ // (int) 
008B: 0@ = $1037 // (int) 
005C: 0@ += $1036 // (int) 
0093: 5@ = integer 0@ to_float 
008F: 6@ = integer $1037 to_float 
0073: 6@ /= 5@ // (float) 
006F: 6@ *= $1040 // (float) 
0086: $TEMPVAR_FLOAT_1 = $1038 // (float) 
005F: $TEMPVAR_FLOAT_1 += 6@ // (float) 
0086: $TEMPVAR_FLOAT_2 = $1039 // (float) 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 17 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 20@ 19@ RGBA 128 128 128 255 
01BD: $1047 = current_time_in_ms 
0060: $1047 -= $1046 // (int) 
0006: 0@ = 1 

:BDISPLY_520
00D6: if 
001B:   11 > 0@ 
004D: jump_if_false @BDISPLY_846 
07B1: unknown_get_dance_track 0@ store_to 8@ 10@ 12@ 
00D6: if 
8039:   not  10@ == 0 
004D: jump_if_false @BDISPLY_832 
00D6: if 
001E:   $1036 > 8@ // (int) 
004D: jump_if_false @BDISPLY_832 
0050: gosub @BDISPLY_1266 
008B: 3@ = $1037 // (int) 
005C: 3@ += $1036 // (int) 
0085: 4@ = 8@ // (int) 
005C: 4@ += $1037 // (int) 
0093: 5@ = integer 4@ to_float 
0093: 6@ = integer 3@ to_float 
0073: 5@ /= 6@ // (float) 
006F: 5@ *= $1040 // (float) 
0086: $TEMPVAR_FLOAT_1 = $1038 // (float) 
005F: $TEMPVAR_FLOAT_1 += 5@ // (float) 
0086: $TEMPVAR_FLOAT_2 = $1039 // (float) 
0093: 5@ = integer 8@ to_float 
008F: 6@ = integer $1036 to_float 
0073: 5@ /= 6@ // (float) 
0013: 5@ *= -1.0 
000B: 5@ += 1.0 
00D6: if 
001B:   0 > 8@ 
004D: jump_if_false @BDISPLY_756 
0007: 5@ = 1.0 

:BDISPLY_756
0013: 5@ *= 255.0 
0092: 4@ = float 5@ to_integer 
00D6: if 
8039:   not  18@ == 0 
004D: jump_if_false @BDISPLY_832 
0050: gosub @BDISPLY_1575 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 18@ position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $1042 $1041 RGBA 128 128 128 4@ 

:BDISPLY_832
000A: 0@ += 1 
0002: jump @BDISPLY_520 

:BDISPLY_846
00D6: if 
0038:   $1045 == 0 
004D: jump_if_false @BDISPLY_1191 
0006: 0@ = -1 

:BDISPLY_871
00D6: if 
0019:   0@ > -11 
004D: jump_if_false @BDISPLY_1191 
07B1: unknown_get_dance_track 0@ store_to 8@ 10@ 12@ 
0012: 8@ *= -1 
00D6: if 
8039:   not  10@ == 0 
004D: jump_if_false @BDISPLY_1177 
00D6: if 
001E:   $1037 > 8@ // (int) 
004D: jump_if_false @BDISPLY_1177 
0050: gosub @BDISPLY_1266 
0085: 4@ = 8@ // (int) 
0012: 4@ *= -1 
005C: 4@ += $1037 // (int) 
008B: 3@ = $1037 // (int) 
005C: 3@ += $1036 // (int) 
0093: 5@ = integer 4@ to_float 
0093: 6@ = integer 3@ to_float 
0073: 5@ /= 6@ // (float) 
006F: 5@ *= $1040 // (float) 
0086: $TEMPVAR_FLOAT_1 = $1038 // (float) 
005F: $TEMPVAR_FLOAT_1 += 5@ // (float) 
0086: $TEMPVAR_FLOAT_2 = $1039 // (float) 
0093: 5@ = integer 4@ to_float 
008F: 6@ = integer $1037 to_float 
0073: 5@ /= 6@ // (float) 
00D6: if 
001B:   0 > 8@ 
004D: jump_if_false @BDISPLY_1101 
0007: 5@ = 1.0 

:BDISPLY_1101
0013: 5@ *= 255.0 
0092: 4@ = float 5@ to_integer 
00D6: if 
8039:   not  18@ == 0 
004D: jump_if_false @BDISPLY_1177 
0050: gosub @BDISPLY_1575 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 18@ position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $1042 $1041 RGBA 128 128 128 4@ 

:BDISPLY_1177
000E: 0@ -= 1 
0002: jump @BDISPLY_871 

:BDISPLY_1191
0002: jump @BDISPLY_1205 

:BDISPLY_1198
0002: jump @BDISPLY_1244 

:BDISPLY_1205
00D6: if 
0038:   $1044 == 0 
004D: jump_if_false @BDISPLY_1237 
0002: jump @BDISPLY_313 
0002: jump @BDISPLY_1244 

:BDISPLY_1237
0002: jump @BDISPLY_1244 

:BDISPLY_1244
0004: $1044 = 0 
0004: $1048 = 0 
03F0: enable_text_draw 0 
0391: release_textures 
004E: end_thread 

:BDISPLY_1266
0006: 18@ = 0 
00D6: if 
0039:   10@ == 1 
004D: jump_if_false @BDISPLY_1298 
0006: 18@ = 1 

:BDISPLY_1298
00D6: if 
0039:   10@ == 2 
004D: jump_if_false @BDISPLY_1323 
0006: 18@ = 2 

:BDISPLY_1323
00D6: if 
0039:   10@ == 3 
004D: jump_if_false @BDISPLY_1348 
0006: 18@ = 3 

:BDISPLY_1348
00D6: if 
0039:   10@ == 4 
004D: jump_if_false @BDISPLY_1373 
0006: 18@ = 4 

:BDISPLY_1373
00D6: if 
0039:   10@ == 9 
004D: jump_if_false @BDISPLY_1398 
0006: 18@ = 9 

:BDISPLY_1398
00D6: if 
0039:   10@ == 10 
004D: jump_if_false @BDISPLY_1423 
0006: 18@ = 10 

:BDISPLY_1423
00D6: if 
0039:   10@ == 11 
004D: jump_if_false @BDISPLY_1448 
0006: 18@ = 11 

:BDISPLY_1448
00D6: if 
0039:   10@ == 12 
004D: jump_if_false @BDISPLY_1473 
0006: 18@ = 12 

:BDISPLY_1473
00D6: if 
0039:   10@ == 13 
004D: jump_if_false @BDISPLY_1498 
0006: 18@ = 13 

:BDISPLY_1498
00D6: if 
0039:   10@ == 14 
004D: jump_if_false @BDISPLY_1523 
0006: 18@ = 14 

:BDISPLY_1523
00D6: if 
0039:   10@ == 15 
004D: jump_if_false @BDISPLY_1548 
0006: 18@ = 15 

:BDISPLY_1548
00D6: if 
0039:   10@ == 16 
004D: jump_if_false @BDISPLY_1573 
0006: 18@ = 16 

:BDISPLY_1573
0051: return 

:BDISPLY_1575
00D6: if and
0018:   $1043 > 0 
0039:   23@ == 0 
004D: jump_if_false @BDISPLY_1627 
07B1: unknown_get_dance_track 0 store_to 1@ 1@ 25@ 
000A: 25@ += 1 
0006: 23@ = 1 

:BDISPLY_1627
0085: 13@ = 12@ // (int) 
005A: 13@ += 0@ // (int) 
00D6: if 
001B:   0 > 0@ 
004D: jump_if_false @BDISPLY_1675 
0012: 8@ *= -1 
000A: 13@ += 1 

:BDISPLY_1675
00D6: if 
003B:   13@ == 25@ // (int) 
004D: jump_if_false @BDISPLY_1756 
00D6: if and
002B:   3000 >= 8@ 
0019:   8@ > -400 
004D: jump_if_false @BDISPLY_1735 
0050: gosub @BDISPLY_1765 
0002: jump @BDISPLY_1749 

:BDISPLY_1735
0006: 23@ = 0 
0004: $1043 = 0 

:BDISPLY_1749
0002: jump @BDISPLY_1763 

:BDISPLY_1756
0004: $1043 = 0 

:BDISPLY_1763
0051: return 

:BDISPLY_1765
0871: init_jump_table 23@ total_jumps 3 default_jump 0 @BDISPLY_2214 jumps 1 @BDISPLY_1828 2 @BDISPLY_2001 3 @BDISPLY_2105 -1 @BDISPLY_2214 -1 @BDISPLY_2214 -1 @BDISPLY_2214 -1 @BDISPLY_2214 

:BDISPLY_1828
00D6: if 
0038:   $1043 == 1 
004D: jump_if_false @BDISPLY_1867 
0006: 26@ = 90 
0006: 27@ = 100 
0002: jump @BDISPLY_1940 

:BDISPLY_1867
00D6: if 
0038:   $1043 == 2 
004D: jump_if_false @BDISPLY_1907 
0006: 26@ = 190 
0006: 27@ = 80 
0002: jump @BDISPLY_1940 

:BDISPLY_1907
00D6: if 
0038:   $1043 == 3 
004D: jump_if_false @BDISPLY_1940 
0006: 26@ = 255 
0006: 27@ = 25 

:BDISPLY_1940
0085: 24@ = 26@ // (int) 
0006: 33@ = 0 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 18 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 21@ 22@ RGBA 128 128 128 24@ 
000A: 23@ += 1 
0002: jump @BDISPLY_2214 

:BDISPLY_2001
00D6: if 
001D:   27@ > 33@ // (int) 
004D: jump_if_false @BDISPLY_2059 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 18 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 21@ 22@ RGBA 128 128 128 24@ 
0002: jump @BDISPLY_2098 

:BDISPLY_2059
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 18 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 21@ 22@ RGBA 128 128 128 24@ 
000A: 23@ += 1 

:BDISPLY_2098
0002: jump @BDISPLY_2214 

:BDISPLY_2105
0085: 1@ = 26@ // (int) 
0072: 1@ /= 17@ // (int) 
0012: 1@ *= 4 
0062: 24@ -= 1@ // (int) 
00D6: if 
002B:   0 >= 24@ 
004D: jump_if_false @BDISPLY_2175 
0006: 24@ = 0 
0006: 23@ = 0 
0004: $1043 = 0 

:BDISPLY_2175
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 18 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 21@ 22@ RGBA 128 128 128 24@ 
0002: jump @BDISPLY_2214 

:BDISPLY_2214
0051: return 

:NONAME_6
004E: end_thread 

:IMPEXPM
03A4: name_thread 'IMPEXPM' 
00D6: if 
8038:   not  $1181 == 99 
004D: jump_if_false @IMPEXPM_484 
00D6: if 
0038:   $1181 == -1000 
004D: jump_if_false @IMPEXPM_123 
029B: 27@ = init_object #NF_BLACKBOARD at 0.0 0.0 0.0 
09E2: $PARKED_IMPEXPM_CARS[0] = parked_car_generator_w_numberplate #EUROS colors -1 -1 force_spawn 0 alarm 50 door_lock 0 min_delay 0 max_delay 10000 plate "IMPEXP__" at 0.0 0.0 0.0 angle 180.0 

:IMPEXPM_123
00D6: if 
83CA:   not object 27@ exists 
004D: jump_if_false @IMPEXPM_190 
029B: 27@ = init_object #NF_BLACKBOARD at -1573.881 135.3845 2.535 
0177: set_object 27@ Z_angle_to 180.0 
0550: keep_object 27@ in_memory 1 
0392: make_object 27@ moveable 0 
01C7: remove_object_from_mission_cleanup_list 27@ 

:IMPEXPM_190
0004: $CURRENT_WANTED_LIST = 0 
04AE: $UNLOCKED_IMPORT_CARS[0] = 589 // = constant 
04AE: $UNLOCKED_IMPORT_CARS[1] = 404 // = constant 
04AE: $UNLOCKED_IMPORT_CARS[2] = 559 // = constant 
04AE: $UNLOCKED_IMPORT_CARS[3] = 589 // = constant 
04AE: $UNLOCKED_IMPORT_CARS[4] = 404 // = constant 
04AE: $UNLOCKED_IMPORT_CARS[5] = 559 // = constant 
0006: 4@ = 6 

:IMPEXPM_252
00D6: if 
001B:   42 > 4@ 
004D: jump_if_false @IMPEXPM_295 
0004: $UNLOCKED_IMPORT_CARS(4@,42i) = -1 
000A: 4@ += 1 
0002: jump @IMPEXPM_252 

:IMPEXPM_295
05A9: s$IMPORT_DAYS[0] = 'IE16' // s$  // Sunday
05A9: s$IMPORT_DAYS[1] = 'IE10' // s$  // Monday
05A9: s$IMPORT_DAYS[2] = 'IE11' // s$  // Tuesday
05A9: s$IMPORT_DAYS[3] = 'IE12' // s$  // Wednesday
05A9: s$IMPORT_DAYS[4] = 'IE13' // s$  // Thursday
05A9: s$IMPORT_DAYS[5] = 'IE14' // s$  // Friday
05A9: s$IMPORT_DAYS[6] = 'IE15' // s$  // Saturday
0004: $HELP_IMPORT_SHOWN = 0 
0004: $IMPORT_NEW_AVAILABLE_CARS_NUMBER = 0 
0004: $ALL_CARS_COLLECTED_FLAG = 0 
0005: $IMPORT_PRICE_MULTIPLIER = 0.8 
0005: $EXPORT_PRICE_MULTIPLIER = 1.0 
0004: $IMPORT_CAR_HANDLES[0] = -1 
0004: $IMPORT_CAR_HANDLES[1] = -1 
0004: $IMPORT_CAR_HANDLES[2] = -1 
0004: $IMPORT_CAR_HANDLES[3] = -1 
0004: $IMPORT_CAR_HANDLES[4] = -1 
004F: create_thread @IMPEXPC  
0004: $1181 = 99 

:IMPEXPM_484
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_563 
00D6: if and
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1574.881 135.3845 radius 150.0 150.0 
0038:   $1909 == 1 
004D: jump_if_false @IMPEXPM_563 
0006: 15@ = 0 
0002: jump @IMPEXPM_577 

:IMPEXPM_563
0002: jump @IMPEXPM_484 
0006: 26@ = 0 

:IMPEXPM_577
00D6: if 
0038:   $1909 == 1 
004D: jump_if_false @IMPEXPM_627 
00D6: if 
0038:   $41 == 1 
004D: jump_if_false @IMPEXPM_627 
0004: $41 = 0 
0004: $1146 = 1 

:IMPEXPM_627
0050: gosub @IMPEXPM_11683 
00D6: if 
0039:   16@ == -1 
004D: jump_if_false @IMPEXPM_875 
00A5: 17@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 20@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 22@ = create_car #PONY at 0.0 0.0 0.0 
0107: 27@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $WANTEDCROSSOFF_OBJECTS[0] = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $1130[0] = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $1140[0] = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 24@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $CRANE_MAGNET = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $WANTED_LIST_OBJECT = create_object #WOODENBOX at 0.0 0.0 0.0 

:IMPEXPM_875
0006: 16@ = 0 
0006: 20@ = -1 
0006: 23@ = 0 
0005: $1150 = 0.0 
0006: 28@ = 0 
0050: gosub @IMPEXPM_10064 
0050: gosub @IMPEXPM_10721 
00D6: if 
0038:   $1909 == 1 
004D: jump_if_false @IMPEXPM_1185 
00D6: if 
03CA:   object $WANTED_LIST_OBJECT exists 
004D: jump_if_false @IMPEXPM_966 
0108: destroy_object $WANTED_LIST_OBJECT 

:IMPEXPM_966
00D6: if 
0038:   $CURRENT_WANTED_LIST == 0 
004D: jump_if_false @IMPEXPM_1039 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 27@ with_offset 0.0 0.0 0.0 
029B: $WANTED_LIST_OBJECT = init_object #NF_LIST_1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $WANTED_LIST_OBJECT Z_angle_to 180.0 

:IMPEXPM_1039
00D6: if 
0038:   $CURRENT_WANTED_LIST == 1 
004D: jump_if_false @IMPEXPM_1112 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 27@ with_offset 0.0 0.0 0.0 
029B: $WANTED_LIST_OBJECT = init_object #NF_LIST_2 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $WANTED_LIST_OBJECT Z_angle_to 180.0 

:IMPEXPM_1112
00D6: if 
0038:   $CURRENT_WANTED_LIST == 2 
004D: jump_if_false @IMPEXPM_1185 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 27@ with_offset 0.0 0.0 0.0 
029B: $WANTED_LIST_OBJECT = init_object #NF_LIST_3 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $WANTED_LIST_OBJECT Z_angle_to 180.0 

:IMPEXPM_1185
0050: gosub @IMPEXPM_11683 
00D6: if 
0038:   $1909 == 1 
004D: jump_if_false @IMPEXPM_1559 
0006: 4@ = 0 

:IMPEXPM_1217
00D6: if 
001B:   10 > 4@ 
004D: jump_if_false @IMPEXPM_1559 
00D6: if 
03CA:   object $WANTEDCROSSOFF_OBJECTS(4@,10i) exists 
004D: jump_if_false @IMPEXPM_1264 
0108: destroy_object $WANTEDCROSSOFF_OBJECTS(4@,10i) 

:IMPEXPM_1264
0004: $WANTEDCROSSOFF_OBJECTS(4@,10i) = -1 
00D6: if or
0038:   $ONMISSION == 0 
0038:   $1185 == 1 
004D: jump_if_false @IMPEXPM_1545 
00D6: if 
0038:   $EXPORT_CARS_STATUS(4@,10i) == 1 
004D: jump_if_false @IMPEXPM_1545 
00D6: if 
83CA:   not object $WANTEDCROSSOFF_OBJECTS(4@,10i) exists 
004D: jump_if_false @IMPEXPM_1545 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 27@ with_offset 0.0 0.0 0.0 
0093: 12@ = integer 4@ to_float 
00D6: if 
0021:   12@ > 4.0 
004D: jump_if_false @IMPEXPM_1410 
000B: 12@ += -5.0 

:IMPEXPM_1410
0087: 13@ = 12@ // (float) 
0013: 13@ *= -0.05 
0013: 12@ *= -0.2355 
005B: 12@ += 13@ // (float) 
005F: $TEMPVAR_FLOAT_3 += 12@ // (float) 
00D6: if 
001B:   5 > 4@ 
004D: jump_if_false @IMPEXPM_1482 
0009: $TEMPVAR_FLOAT_1 += 1.741 

:IMPEXPM_1482
0013: 12@ *= -0.1 
005F: $TEMPVAR_FLOAT_3 += 12@ // (float) 
029B: $WANTEDCROSSOFF_OBJECTS(4@,10i) = init_object #WANTED_CROSS_OFF at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0550: keep_object $WANTEDCROSSOFF_OBJECTS(4@,10i) in_memory 1 
0177: set_object $WANTEDCROSSOFF_OBJECTS(4@,10i) Z_angle_to 180.0 

:IMPEXPM_1545
000A: 4@ += 1 
0002: jump @IMPEXPM_1217 

:IMPEXPM_1559
0001: wait 0 ms 
00D6: if 
0038:   $1909 == 0 
004D: jump_if_false @IMPEXPM_1588 
0002: jump @IMPEXPM_1559 

:IMPEXPM_1588
00D6: if 
0039:   26@ == 1 
004D: jump_if_false @IMPEXPM_1730 
00D6: if 
056E:   car 22@ defined 
004D: jump_if_false @IMPEXPM_1730 
00D6: if 
8119:   not car 22@ wrecked 
004D: jump_if_false @IMPEXPM_1680 
0519: set_car 22@ locked 1 
00D6: if 
82CA:   not car 22@ bounding_sphere_visible 
004D: jump_if_false @IMPEXPM_1673 
00A6: destroy_car 22@ 
0006: 26@ = 0 

:IMPEXPM_1673
0002: jump @IMPEXPM_1692 

:IMPEXPM_1680
00A6: destroy_car 22@ 
0006: 26@ = 0 

:IMPEXPM_1692
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 17@ attached_actor_handle_to 18@ attached_object_handle_to 19@ 
00D6: if 
003B:   17@ == 22@ // (int) 
004D: jump_if_false @IMPEXPM_1730 
0799: set_crane_magnet $CRANE_MAGNET release_stuff_from_magnet 

:IMPEXPM_1730
00D6: if and
8038:   not  $IMPORT_NEW_AVAILABLE_CARS_NUMBER == 0 
0019:   33@ > 5000 
004D: jump_if_false @IMPEXPM_1836 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @IMPEXPM_1836 
00D6: if 
0038:   $IMPORT_NEW_AVAILABLE_CARS_NUMBER == 1 
004D: jump_if_false @IMPEXPM_1800 
03E5: show_text_box 'IE25'  // One more car is now available for importing.

:IMPEXPM_1800
00D6: if 
0038:   $IMPORT_NEW_AVAILABLE_CARS_NUMBER == 2 
004D: jump_if_false @IMPEXPM_1829 
03E5: show_text_box 'IE26'  // Two more cars are now available for importing.

:IMPEXPM_1829
0004: $IMPORT_NEW_AVAILABLE_CARS_NUMBER = 0 

:IMPEXPM_1836
00D6: if 
0038:   $HELP_IMPORT_SHOWN == 0 
004D: jump_if_false @IMPEXPM_1941 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_1941 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1574.881 135.3845 radius 40.0 40.0 
004D: jump_if_false @IMPEXPM_1941 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @IMPEXPM_1941 
03E5: show_text_box 'IE27'  // To import a car go up to the 'Wanted' blackboard.
0008: $HELP_IMPORT_SHOWN += 1 

:IMPEXPM_1941
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_7119 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1574.881 135.3845 radius 150.0 150.0 
004D: jump_if_false @IMPEXPM_7105 
00D6: if 
0039:   15@ == 0 
004D: jump_if_false @IMPEXPM_4301 
00D6: if 
0038:   $ALL_CARS_COLLECTED_FLAG == 0 
004D: jump_if_false @IMPEXPM_4027 
00D6: if 
0039:   16@ == 0 
004D: jump_if_false @IMPEXPM_2826 
0050: gosub @IMPEXPM_10644 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_2120 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1577.942 52.6333 16.3281 radius 4.0 4.0 6.0 
004D: jump_if_false @IMPEXPM_2120 

:IMPEXPM_2120
073E: get_car_in_sphere -1577.942 52.6333 16.3281 radius 4.0 model #INFO handle_as $TEMPVAR_ACTOR_CAR 
00D6: if 
056E:   car $TEMPVAR_ACTOR_CAR defined 
004D: jump_if_false @IMPEXPM_2533 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @IMPEXPM_2533 
00D6: if 
01C1:   car $TEMPVAR_ACTOR_CAR stopped 
004D: jump_if_false @IMPEXPM_2533 
00D6: if 
81F3:   not car $TEMPVAR_ACTOR_CAR in_air 
004D: jump_if_false @IMPEXPM_2533 
00D6: if 
803C:   not  $TEMPVAR_ACTOR_CAR == 17@ // (int) 
004D: jump_if_false @IMPEXPM_2533 
0441: 6@ = car $TEMPVAR_ACTOR_CAR model 
0006: 4@ = 0 
0006: 5@ = 0 

:IMPEXPM_2252
00D6: if 
001B:   10 > 4@ 
004D: jump_if_false @IMPEXPM_2343 
00D6: if 
003C:   $CAR_MODELS_TO_EXPORT(4@,10i) == 6@ // (int) 
004D: jump_if_false @IMPEXPM_2329 
00D6: if 
0038:   $EXPORT_CARS_STATUS(4@,10i) == 0 
004D: jump_if_false @IMPEXPM_2329 
0006: 5@ = 1 
0006: 4@ = 10 

:IMPEXPM_2329
000A: 4@ += 1 
0002: jump @IMPEXPM_2252 

:IMPEXPM_2343
00D6: if 
0039:   5@ == 1 
004D: jump_if_false @IMPEXPM_2504 
008B: 22@ = $TEMPVAR_ACTOR_CAR // (int) 
00D6: if 
0431:   car $TEMPVAR_ACTOR_CAR passenger_seat_free 0 
004D: jump_if_false @IMPEXPM_2431 
0376: 18@ = create_random_actor_at -1576.88 55.26 8.57 
0430: put_actor 18@ into_car $TEMPVAR_ACTOR_CAR passenger_seat 0 
0337: set_actor 18@ visibility 0 
0002: jump @IMPEXPM_2483 

:IMPEXPM_2431
0432: 18@ = get_actor_handle_from_car $TEMPVAR_ACTOR_CAR passenger_seat 0 
009B: destroy_actor 18@ 
0376: 18@ = create_random_actor_at -1576.88 55.26 8.57 
0430: put_actor 18@ into_car $TEMPVAR_ACTOR_CAR passenger_seat 0 
0337: set_actor 18@ visibility 0 

:IMPEXPM_2483
000A: 16@ += 1 
0006: 32@ = 0 
0002: jump @IMPEXPM_2533 

:IMPEXPM_2504
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @IMPEXPM_2533 
00BB: show_text_lowpriority GXT 'IE23' time 3000 flag 1  // ~s~This vehicle is not required for export.

:IMPEXPM_2533
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_2826 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @IMPEXPM_2826 
00D6: if 
0103:   actor $PLAYER_ACTOR in_sphere -1577.942 52.6333 16.3281 radius 4.0 4.0 6.0 sphere 0 stopped_in_car 
004D: jump_if_false @IMPEXPM_2826 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
0441: 6@ = car $TEMPVAR_ACTOR_CAR model 
0006: 4@ = 0 
0006: 5@ = 0 

:IMPEXPM_2643
00D6: if 
001B:   10 > 4@ 
004D: jump_if_false @IMPEXPM_2734 
00D6: if 
003C:   $CAR_MODELS_TO_EXPORT(4@,10i) == 6@ // (int) 
004D: jump_if_false @IMPEXPM_2720 
00D6: if 
0038:   $EXPORT_CARS_STATUS(4@,10i) == 0 
004D: jump_if_false @IMPEXPM_2720 
0006: 5@ = 1 
0006: 4@ = 10 

:IMPEXPM_2720
000A: 4@ += 1 
0002: jump @IMPEXPM_2643 

:IMPEXPM_2734
00D6: if 
0039:   5@ == 1 
004D: jump_if_false @IMPEXPM_2797 
008B: 22@ = $TEMPVAR_ACTOR_CAR // (int) 
00D6: if 
8119:   not car 22@ wrecked 
004D: jump_if_false @IMPEXPM_2776 

:IMPEXPM_2776
000A: 16@ += 1 
0006: 32@ = 0 
0002: jump @IMPEXPM_2826 

:IMPEXPM_2797
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @IMPEXPM_2826 
00BB: show_text_lowpriority GXT 'IE23' time 3000 flag 1  // ~s~This vehicle is not required for export.

:IMPEXPM_2826
00D6: if 
0039:   16@ == 1 
004D: jump_if_false @IMPEXPM_3536 
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @IMPEXPM_2870 
0797: set_crane_magnet $CRANE_MAGNET magnet_lane_length_to 0.7 // float 

:IMPEXPM_2870
0004: $1912 = 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_2900 
01B4: set_player $PLAYER_CHAR can_move 0 

:IMPEXPM_2900
016A: fade 0 time 250 

:IMPEXPM_2907
00D6: if 
016B:   fading 
004D: jump_if_false @IMPEXPM_2931 
0001: wait 0 ms 
0002: jump @IMPEXPM_2907 

:IMPEXPM_2931
00D6: if 
056E:   car 22@ defined 
004D: jump_if_false @IMPEXPM_3046 
00D6: if 
8119:   not car 22@ wrecked 
004D: jump_if_false @IMPEXPM_3046 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_2993 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:IMPEXPM_2993
00AB: put_car 22@ at -1577.942 52.6333 40.0 
0519: set_car 22@ locked 1 
0227: 4@ = car 22@ health 
0091: $EXPORT_PRICE_HEALTH_MULTIPLIER = integer 4@ to_float 
0015: $EXPORT_PRICE_HEALTH_MULTIPLIER /= 1000.0 

:IMPEXPM_3046
02A3: enable_widescreen 1 
015F: set_camera_position -1573.419 53.4591 17.9655 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1574.344 53.0835 17.9027 switchstyle 2 
0395: clear_area 1 at -1577.942 52.6333 16.3281 radius 9.0 
0001: wait 0 ms 
00D6: if 
8119:   not car 22@ wrecked 
004D: jump_if_false @IMPEXPM_3325 
0441: 4@ = car 22@ model 
07E4: get_model 4@ dimensions_cornerA_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 dimensions_cornerB_to 7@ 8@ 9@ 
0087: 12@ = 8@ // (float) 
0065: 12@ -= $TEMPVAR_FLOAT_2 // (float) 
0017: 12@ /= 2.0 
0013: 12@ *= -1.0 
02F6: 14@ = sine 45.0 // (float) 
02F7: 13@ = cosine 45.0 // (float) 
006B: 13@ *= 12@ // (float) 
006B: 14@ *= 12@ // (float) 
0005: $TEMPVAR_FLOAT_1 = -1577.942 
005F: $TEMPVAR_FLOAT_1 += 14@ // (float) 
0005: $TEMPVAR_FLOAT_2 = 52.6333 
005F: $TEMPVAR_FLOAT_2 += 13@ // (float) 
0005: $TEMPVAR_FLOAT_3 = 16.3281 
0519: set_car 22@ locked 0 
00AB: put_car 22@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0175: set_car 22@ Z_angle_to 315.0 

:IMPEXPM_3325
016A: fade 1 time 250 

:IMPEXPM_3332
00D6: if 
016B:   fading 
004D: jump_if_false @IMPEXPM_3356 
0001: wait 0 ms 
0002: jump @IMPEXPM_3332 

:IMPEXPM_3356
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_3482 
00D6: if 
8119:   not car 22@ wrecked 
004D: jump_if_false @IMPEXPM_3482 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 22@ 
004D: jump_if_false @IMPEXPM_3475 
0006: 31@ = 1 
0615: define_AS_pack_begin 30@ 
05CD: AS_actor -1 exit_car 22@ 
05D3: AS_actor -1 goto_point -1578.164 63.7954 16.3281 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 30@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 30@ 
061B: remove_references_to_AS_pack 30@ 
0002: jump @IMPEXPM_3482 

:IMPEXPM_3475
0006: 31@ = 0 

:IMPEXPM_3482
00BC: show_text_highpriority GXT 'IE24' time 5000 flag 1  // ~s~You have successfully delivered this vehicle for export.
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @IMPEXPM_3522 
0006: 1@ = 1 

:IMPEXPM_3522
0006: 32@ = 0 
000A: 16@ += 1 

:IMPEXPM_3536
00D6: if 
0039:   16@ == 2 
004D: jump_if_false @IMPEXPM_3646 
00D6: if or
0019:   32@ > 5000 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @IMPEXPM_3604 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @IMPEXPM_3604 
000A: 16@ += 1 

:IMPEXPM_3604
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @IMPEXPM_3646 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @IMPEXPM_3646 
0006: 1@ = 0 

:IMPEXPM_3646
00D6: if 
0039:   16@ == 3 
004D: jump_if_false @IMPEXPM_4027 
016A: fade 0 time 500 

:IMPEXPM_3671
00D6: if 
016B:   fading 
004D: jump_if_false @IMPEXPM_3695 
0001: wait 0 ms 
0002: jump @IMPEXPM_3671 

:IMPEXPM_3695
00D6: if 
8039:   not  31@ == 0 
004D: jump_if_false @IMPEXPM_3764 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_3764 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -1578.164 63.7954 16.3281 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.8 

:IMPEXPM_3764
0050: gosub @IMPEXPM_9397 
00A6: destroy_car 22@ 
00D6: if 
056D:   actor 18@ defined 
004D: jump_if_false @IMPEXPM_3797 
009B: destroy_actor 18@ 

:IMPEXPM_3797
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0004: $1912 = 0 
00D6: if 
0038:   $FLAG_PLAYER_IN_CRANE == 2 
004D: jump_if_false @IMPEXPM_3837 
0004: $1911 = 1 

:IMPEXPM_3837
016A: fade 1 time 500 

:IMPEXPM_3844
00D6: if 
016B:   fading 
004D: jump_if_false @IMPEXPM_3868 
0001: wait 0 ms 
0002: jump @IMPEXPM_3844 

:IMPEXPM_3868
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_3891 
01B4: set_player $PLAYER_CHAR can_move 1 

:IMPEXPM_3891
00D6: if 
0038:   $ALL_CARS_COLLECTED_FLAG == 1 
004D: jump_if_false @IMPEXPM_3950 
00BA: show_text_styled GXT 'IE29' time 5000 style 1  // All Cars Collected!
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
0001: wait 5000 ms 

:IMPEXPM_3950
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_3974 
0109: player $PLAYER_CHAR money = 29@ 

:IMPEXPM_3974
01E3: show_text_1number_styled GXT 'IE30' number 29@ time 5000 style 1  // Earnings~N~~w~$~1~
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
0006: 33@ = 0 
0002: jump @IMPEXPM_577 

:IMPEXPM_4027
00D6: if 
03CA:   object 27@ exists 
004D: jump_if_false @IMPEXPM_4301 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 27@ with_offset 0.0 1.5 0.0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_4301 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 2.0 1.0 2.0 on_foot 
004D: jump_if_false @IMPEXPM_4267 
00D6: if 
8039:   not  23@ == 1 
004D: jump_if_false @IMPEXPM_4166 
03E5: show_text_box 'IE18'  // Press ~k~~VEHICLE_ENTER_EXIT~ to view the vehicles available to buy.
0006: 23@ = 1 

:IMPEXPM_4166
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @IMPEXPM_4236 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @IMPEXPM_4229 
0006: 0@ = 1 
0006: 15@ = 1 
0002: jump @IMPEXPM_577 

:IMPEXPM_4229
0002: jump @IMPEXPM_4260 

:IMPEXPM_4236
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @IMPEXPM_4260 
0006: 0@ = 0 

:IMPEXPM_4260
0002: jump @IMPEXPM_4301 

:IMPEXPM_4267
00D6: if 
0039:   23@ == 1 
004D: jump_if_false @IMPEXPM_4294 
03E6: remove_text_box 
0006: 23@ = 0 

:IMPEXPM_4294
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 

:IMPEXPM_4301
00D6: if 
0039:   15@ == 1 
004D: jump_if_false @IMPEXPM_7098 

:IMPEXPM_4319
00D6: if 
0039:   16@ == 0 
004D: jump_if_false @IMPEXPM_4596 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_4360 
01B4: set_player $PLAYER_CHAR can_move 0 

:IMPEXPM_4360
0512: show_permanent_text_box 'IE20'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a day.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Exit
0581: enable_radar 0 
08D4: $1153 = create_panel_with_title 'IE09' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Imports
08DB: set_panel $1153 column 0 header 'DUMMY' data 'IE16' 'IE10' 'IE11' 'IE12' 'IE13' 'IE14' 'IE15' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
00D6: if 
0039:   4@ == -69 
004D: jump_if_false @IMPEXPM_4569 
090E: set_panel $1153 active_row $1148 
0002: jump @IMPEXPM_4589 

:IMPEXPM_4569
07D0: 4@ = weekday 
000A: 4@ += -1 
090E: set_panel $1153 active_row 4@ 

:IMPEXPM_4589
000A: 16@ += 1 

:IMPEXPM_4596
00D6: if 
0039:   16@ == 1 
004D: jump_if_false @IMPEXPM_4870 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @IMPEXPM_4689 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @IMPEXPM_4682 
08D7: $1148 = panel $1153 active_row 
000A: 16@ += 1 
0006: 1@ = 1 
03D5: remove_text 'IE28'  // ~r~There are no cars available to import on this day.

:IMPEXPM_4682
0002: jump @IMPEXPM_4713 

:IMPEXPM_4689
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @IMPEXPM_4713 
0006: 1@ = 0 

:IMPEXPM_4713
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @IMPEXPM_4812 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @IMPEXPM_4805 
0050: gosub @IMPEXPM_9031 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_4778 
01B4: set_player $PLAYER_CHAR can_move 1 

:IMPEXPM_4778
0581: enable_radar 1 
03E6: remove_text_box 
0006: 15@ = 0 
0006: 16@ = 0 
0006: 0@ = 1 

:IMPEXPM_4805
0002: jump @IMPEXPM_4836 

:IMPEXPM_4812
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @IMPEXPM_4836 
0006: 0@ = 0 

:IMPEXPM_4836
00D6: if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 9 
004D: jump_if_false @IMPEXPM_4870 
03D5: remove_text 'IE28'  // ~r~There are no cars available to import on this day.

:IMPEXPM_4870
00D6: if 
0039:   16@ == 2 
004D: jump_if_false @IMPEXPM_5558 
0084: $1194 = $1148 // (int) 
0050: gosub @IMPEXPM_10721 
0006: 4@ = 0 
0006: 5@ = 0 

:IMPEXPM_4917
00D6: if 
001B:   6 > 4@ 
004D: jump_if_false @IMPEXPM_4985 
00D6: if 
8038:   not  $IMPORT_CARS_MODEL(4@,6i) == -1 
004D: jump_if_false @IMPEXPM_4971 
0006: 5@ = 1 
0006: 4@ = 6 

:IMPEXPM_4971
000A: 4@ += 1 
0002: jump @IMPEXPM_4917 

:IMPEXPM_4985
00D6: if 
0039:   5@ == 0 
004D: jump_if_false @IMPEXPM_5040 
00BC: show_text_highpriority GXT 'IE28' time 5000 flag 1  // ~r~There are no cars available to import on this day.
0006: 16@ = 1 
0002: jump @IMPEXPM_4319 
0002: jump @IMPEXPM_5558 

:IMPEXPM_5040
0512: show_permanent_text_box 'IE21'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a vehicle.~N~~k~~PED_SPRINT~ Buy Car~N~~k~~VEHICLE_ENTER_EXIT~ Back
08DA: remove_panel $1153 
08D4: $IMPORT_CAR_PANEL = create_panel_with_title 'IE09' position 29.0 170.0 width 180.0 columns 2 interactive 1 background 1 alignment 0  // Imports
0006: 4@ = 0 

:IMPEXPM_5100
00D6: if 
001B:   6 > 4@ 
004D: jump_if_false @IMPEXPM_5206 
008B: 6@ = $IMPORT_CARS_MODEL(4@,6i) // (int) 
00D6: if 
8039:   not  6@ == -1 
004D: jump_if_false @IMPEXPM_5174 
0050: gosub @IMPEXPM_11874 
05A9: $IMPORT_CAR_NAMES(4@,6s) = s$IMPORT_MODEL_NAME // s$ 
0002: jump @IMPEXPM_5192 

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

:IMPEXPM_5192
000A: 4@ += 1 
0002: jump @IMPEXPM_5100 

:IMPEXPM_5206
008B: 4@ = $1148 // (int) 
08DB: set_panel $IMPORT_CAR_PANEL column 0 header $IMPORT_DAYS(4@,7s) data s$IMPORT_CAR_NAMES[0] s$IMPORT_CAR_NAMES[1] s$IMPORT_CAR_NAMES[2] s$IMPORT_CAR_NAMES[3] s$IMPORT_CAR_NAMES[4] s$IMPORT_CAR_NAMES[5] 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08DB: set_panel $IMPORT_CAR_PANEL column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
0006: 4@ = 0 

:IMPEXPM_5431
00D6: if 
001B:   6 > 4@ 
004D: jump_if_false @IMPEXPM_5551 
008B: 6@ = $IMPORT_CARS_MODEL(4@,6i) // (int) 
00D6: if 
8039:   not  6@ == -1 
004D: jump_if_false @IMPEXPM_5537 
09E1: get_car_model $IMPORT_CARS_MODEL(4@,6i) price_to $IMPORT_CAR_PRICE 
008F: 12@ = integer $IMPORT_CAR_PRICE to_float 
006F: 12@ *= $IMPORT_PRICE_MULTIPLIER // (float) 
0090: $IMPORT_CAR_PRICE = float 12@ to_integer 
08EE: set_panel $IMPORT_CAR_PANEL column 1 row 4@ text_1number GXT 'DOLLAR' number $IMPORT_CAR_PRICE  // $~1~

:IMPEXPM_5537
000A: 4@ += 1 
0002: jump @IMPEXPM_5431 

:IMPEXPM_5551
000A: 16@ += 1 

:IMPEXPM_5558
00D6: if 
0039:   16@ == 3 
004D: jump_if_false @IMPEXPM_5765 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @IMPEXPM_5640 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @IMPEXPM_5633 
08D7: $IMPORT_PANEL_ROW = panel $IMPORT_CAR_PANEL active_row 
000A: 16@ += 1 
0006: 1@ = 1 

:IMPEXPM_5633
0002: jump @IMPEXPM_5664 

:IMPEXPM_5640
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @IMPEXPM_5664 
0006: 1@ = 0 

:IMPEXPM_5664
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @IMPEXPM_5741 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @IMPEXPM_5734 
0050: gosub @IMPEXPM_9031 
0006: 16@ = 0 
0006: 0@ = 1 
0006: 4@ = -69 
0002: jump @IMPEXPM_4319 

:IMPEXPM_5734
0002: jump @IMPEXPM_5765 

:IMPEXPM_5741
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @IMPEXPM_5765 
0006: 0@ = 0 

:IMPEXPM_5765
00D6: if 
0039:   16@ == 4 
004D: jump_if_false @IMPEXPM_6075 
07D0: 4@ = weekday 
000A: 4@ += -1 
00D6: if 
87D6:   not  4@ == $1148 // @ == $ (int) 
004D: jump_if_false @IMPEXPM_5844 
00BC: show_text_highpriority GXT 'IE19' time 5000 flag 1  // ~r~You can only buy a car on~n~the day it is available.
0050: gosub @IMPEXPM_9031 
0006: 16@ = 0 

:IMPEXPM_5844
09E1: get_car_model $IMPORT_CARS_MODEL(25@,6i) price_to $IMPORT_CAR_PRICE 
008F: 12@ = integer $IMPORT_CAR_PRICE to_float 
006F: 12@ *= $IMPORT_PRICE_MULTIPLIER // (float) 
0090: $IMPORT_CAR_PRICE = float 12@ to_integer 
010B: 4@ = player $PLAYER_CHAR money 
00D6: if 
001E:   $IMPORT_CAR_PRICE > 4@ // (int) 
004D: jump_if_false @IMPEXPM_5937 
00BC: show_text_highpriority GXT 'IE07' time 5000 flag 1  // ~r~You don't have enough cash!
0050: gosub @IMPEXPM_9031 
0006: 16@ = 0 

:IMPEXPM_5937
00D6: if 
8039:   not  16@ == 0 
004D: jump_if_false @IMPEXPM_5991 
00D6: if 
0038:   $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) == -1 
004D: jump_if_false @IMPEXPM_5991 
0050: gosub @IMPEXPM_9031 
0006: 16@ = 0 

:IMPEXPM_5991
00D6: if 
8039:   not  16@ == 0 
004D: jump_if_false @IMPEXPM_6075 
09E1: get_car_model $IMPORT_CARS_MODEL(25@,6i) price_to $IMPORT_CAR_PRICE 
008F: 12@ = integer $IMPORT_CAR_PRICE to_float 
006F: 12@ *= $IMPORT_PRICE_MULTIPLIER // (float) 
0090: $IMPORT_CAR_PRICE = float 12@ to_integer 
008B: 4@ = $IMPORT_CAR_PRICE // (int) 
0012: 4@ *= -1 
0109: player $PLAYER_CHAR money = 4@ 
000A: 16@ += 1 

:IMPEXPM_6075
00D6: if 
0039:   16@ == 5 
004D: jump_if_false @IMPEXPM_6548 
00D6: if 
8248:   not model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) available 
004D: jump_if_false @IMPEXPM_6153 
0247: load_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) 

:IMPEXPM_6122
00D6: if 
8248:   not model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) available 
004D: jump_if_false @IMPEXPM_6153 
0001: wait 0 ms 
0002: jump @IMPEXPM_6122 

:IMPEXPM_6153
03E6: remove_text_box 
0050: gosub @IMPEXPM_9031 
0395: clear_area 1 at -1572.168 63.2853 16.3281 radius 20.0 
0050: gosub @IMPEXPM_13123 
00A5: $IMPORT_CAR = create_car $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) at -1572.168 63.2853 16.3281 
0878: set_car $IMPORT_CAR dirt_level 0.0 
0175: set_car $IMPORT_CAR Z_angle_to 315.0 
0249: release_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) 
00D6: if 
04A3:   $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) == 589 // == constant 
004D: jump_if_false @IMPEXPM_6281 
0229: set_car $IMPORT_CAR primary_color_to 11 secondary_color_to 0 

:IMPEXPM_6281
0441: 4@ = car $IMPORT_CAR model 
07E4: get_model 4@ dimensions_cornerA_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 dimensions_cornerB_to 7@ 8@ 9@ 
0087: 12@ = 8@ // (float) 
0065: 12@ -= $TEMPVAR_FLOAT_2 // (float) 
0017: 12@ /= 2.0 
0013: 12@ *= -1.0 
02F7: 13@ = cosine 45.0 // (float) 
02F6: 14@ = sine 45.0 // (float) 
006B: 13@ *= 12@ // (float) 
006B: 14@ *= 12@ // (float) 
0005: $TEMPVAR_FLOAT_1 = -1572.168 
005F: $TEMPVAR_FLOAT_1 += 14@ // (float) 
0005: $TEMPVAR_FLOAT_2 = 63.2853 
005F: $TEMPVAR_FLOAT_2 += 13@ // (float) 
0005: $TEMPVAR_FLOAT_3 = 16.3281 
00AB: put_car $IMPORT_CAR at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0175: set_car $IMPORT_CAR Z_angle_to 315.0 
00BE: text_clear_all 
02A3: enable_widescreen 1 
015F: set_camera_position -1567.597 63.2567 17.7586 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1568.576 63.0585 17.7094 switchstyle 2 
00BC: show_text_highpriority GXT 'IE08' time 5000 flag 1  // Your new vehicle is on the container ship.
0623: add 1 to_integer_stat 214 
0006: 32@ = 0 
000A: 16@ += 1 

:IMPEXPM_6548
00D6: if 
0039:   16@ == 6 
004D: jump_if_false @IMPEXPM_6672 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @IMPEXPM_6599 
000A: 16@ += 1 
0002: jump @IMPEXPM_6672 

:IMPEXPM_6599
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @IMPEXPM_6648 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @IMPEXPM_6641 
000A: 16@ += 1 

:IMPEXPM_6641
0002: jump @IMPEXPM_6672 

:IMPEXPM_6648
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @IMPEXPM_6672 
0006: 1@ = 0 

:IMPEXPM_6672
00D6: if 
0039:   16@ == 7 
004D: jump_if_false @IMPEXPM_6743 
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_6723 
01B4: set_player $PLAYER_CHAR can_move 1 

:IMPEXPM_6723
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
0581: enable_radar 1 
03E6: remove_text_box 
000A: 16@ += 1 

:IMPEXPM_6743
00D6: if 
0039:   16@ == 8 
004D: jump_if_false @IMPEXPM_7098 
00D6: if 
8119:   not car $IMPORT_CAR wrecked 
004D: jump_if_false @IMPEXPM_6880 
00D6: if and
81AF:   not car $IMPORT_CAR sphere 0 in_sphere -1572.168 63.2853 16.3281 radius 30.0 30.0 5.0 
80C2:   not sphere_onscreen -1572.168 63.2853 16.3281 radius 5.0 
004D: jump_if_false @IMPEXPM_6873 
01C3: remove_references_to_car $IMPORT_CAR 
0006: 15@ = 0 
0006: 16@ = 0 
0002: jump @IMPEXPM_577 

:IMPEXPM_6873
0002: jump @IMPEXPM_6906 

:IMPEXPM_6880
01C3: remove_references_to_car $IMPORT_CAR 
0006: 15@ = 0 
0006: 16@ = 0 
0002: jump @IMPEXPM_577 

:IMPEXPM_6906
00D6: if 
03CA:   object 27@ exists 
004D: jump_if_false @IMPEXPM_7098 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 27@ with_offset 0.0 1.5 0.0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_7098 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 2.0 1.0 2.0 on_foot 
004D: jump_if_false @IMPEXPM_7098 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @IMPEXPM_7074 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @IMPEXPM_7067 
0006: 0@ = 1 
00BC: show_text_highpriority GXT 'IE08' time 5000 flag 1  // Your new vehicle is on the container ship.

:IMPEXPM_7067
0002: jump @IMPEXPM_7098 

:IMPEXPM_7074
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @IMPEXPM_7098 
0006: 0@ = 0 

:IMPEXPM_7098
0002: jump @IMPEXPM_7112 

:IMPEXPM_7105
0002: jump @IMPEXPM_9043 

:IMPEXPM_7112
0002: jump @IMPEXPM_7126 

:IMPEXPM_7119
0002: jump @IMPEXPM_9043 

:IMPEXPM_7126
00D6: if 
0736:   is_keyboard_key_just_pressed 85 
004D: jump_if_false @IMPEXPM_7235 
0006: 4@ = 0 

:IMPEXPM_7148
00D6: if 
001B:   10 > 4@ 
004D: jump_if_false @IMPEXPM_7221 
00D6: if 
0038:   $EXPORT_CARS_STATUS(4@,10i) == 0 
004D: jump_if_false @IMPEXPM_7207 
008B: 6@ = $CAR_MODELS_TO_EXPORT(4@,10i) // (int) 
0006: 4@ = 10 

:IMPEXPM_7207
000A: 4@ += 1 
0002: jump @IMPEXPM_7148 

:IMPEXPM_7221
0050: gosub @IMPEXPM_9397 
0002: jump @IMPEXPM_577 

:IMPEXPM_7235
00D6: if 
0736:   is_keyboard_key_just_pressed 84 
004D: jump_if_false @IMPEXPM_9024 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 1 // CURRENT_WANTED_LIST = 
03A7: save_int_to_debug_file $CURRENT_WANTED_LIST 
03A9: save_newline_to_debug_file 
05B6: 2 // MODID, STATUS, PAYOUT, EXP NAME,  CROSS OUT
03A9: save_newline_to_debug_file 
0006: 4@ = 0 

:IMPEXPM_7530
00D6: if 
001B:   10 > 4@ 
004D: jump_if_false @IMPEXPM_8120 
03A7: save_int_to_debug_file $CAR_MODELS_TO_EXPORT(4@,10i) 
05B6: 3 //         
03A7: save_int_to_debug_file $EXPORT_CARS_STATUS(4@,10i) 
05B6: 4 //         
05B6: 5 //         
03A7: save_int_to_debug_file $1130(4@,10i) 
05B6: 6 //         
03A7: save_int_to_debug_file $WANTEDCROSSOFF_OBJECTS(4@,10i) 
03A9: save_newline_to_debug_file 
000A: 4@ += 1 
0002: jump @IMPEXPM_7530 

:IMPEXPM_8120
03A9: save_newline_to_debug_file 
05B6: 7 // IMPORT DETAILS
03A9: save_newline_to_debug_file 
05B6: 8 // MODID, IMP NAME
03A9: save_newline_to_debug_file 
0006: 4@ = 0 

:IMPEXPM_8393
00D6: if 
001B:   6 > 4@ 
004D: jump_if_false @IMPEXPM_8575 
03A7: save_int_to_debug_file $IMPORT_CARS_MODEL(4@,6i) 
05B6: 9 //          
03A7: save_int_to_debug_file $1140(4@,6i) 
03A9: save_newline_to_debug_file 
000A: 4@ += 1 
0002: jump @IMPEXPM_8393 

:IMPEXPM_8575
03A9: save_newline_to_debug_file 
05B6: 10 // UNLOCKED_IMPORT_CARS ARRAY
03A9: save_newline_to_debug_file 
0006: 4@ = 0 

:IMPEXPM_8716
00D6: if 
001B:   42 > 4@ 
004D: jump_if_false @IMPEXPM_9024 
05B6: 11 // UNLOCKED_IMPORT_CARS[
03A7: save_int_to_debug_file 4@ 
05B6: 12 // ] = 
03A7: save_int_to_debug_file $UNLOCKED_IMPORT_CARS(4@,42i) 
03A9: save_newline_to_debug_file 
000A: 4@ += 1 
0002: jump @IMPEXPM_8716 

:IMPEXPM_9024
0002: jump @IMPEXPM_1559 

:IMPEXPM_9031
08DA: remove_panel $1153 
08DA: remove_panel $IMPORT_CAR_PANEL 
0051: return 

:IMPEXPM_9043
00D6: if 
056E:   car 22@ defined 
004D: jump_if_false @IMPEXPM_9113 
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @IMPEXPM_9113 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 17@ attached_actor_handle_to 18@ attached_object_handle_to 19@ 
00D6: if 
803B:   not  17@ == 22@ // (int) 
004D: jump_if_false @IMPEXPM_9113 
01C3: remove_references_to_car 22@ 

:IMPEXPM_9113
00D6: if 
056E:   car $IMPORT_CAR defined 
004D: jump_if_false @IMPEXPM_9183 
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @IMPEXPM_9183 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 17@ attached_actor_handle_to 18@ attached_object_handle_to 19@ 
00D6: if 
87D6:   not  17@ == $IMPORT_CAR // @ == $ (int) 
004D: jump_if_false @IMPEXPM_9183 
01C3: remove_references_to_car $IMPORT_CAR 

:IMPEXPM_9183
00D6: if 
056D:   actor 18@ defined 
004D: jump_if_false @IMPEXPM_9204 
009B: destroy_actor 18@ 

:IMPEXPM_9204
00D6: if 
03CA:   object 24@ exists 
004D: jump_if_false @IMPEXPM_9225 
0108: destroy_object 24@ 

:IMPEXPM_9225
0006: 4@ = 0 

:IMPEXPM_9232
00D6: if 
001B:   10 > 4@ 
004D: jump_if_false @IMPEXPM_9293 
00D6: if 
03CA:   object $WANTEDCROSSOFF_OBJECTS(4@,10i) exists 
004D: jump_if_false @IMPEXPM_9279 
0108: destroy_object $WANTEDCROSSOFF_OBJECTS(4@,10i) 

:IMPEXPM_9279
000A: 4@ += 1 
0002: jump @IMPEXPM_9232 

:IMPEXPM_9293
00D6: if 
03CA:   object $WANTED_LIST_OBJECT exists 
004D: jump_if_false @IMPEXPM_9314 
0108: destroy_object $WANTED_LIST_OBJECT 

:IMPEXPM_9314
00D6: if 
0038:   $1146 == 1 
004D: jump_if_false @IMPEXPM_9339 
0004: $41 = 1 

:IMPEXPM_9339
0002: jump @IMPEXPM_484 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_9376 
01B4: set_player $PLAYER_CHAR can_move 1 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 

:IMPEXPM_9376
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
0006: 0@ = 1 
0051: return 
0051: return 

:IMPEXPM_9397
0623: add 1 to_integer_stat 213 
0006: 4@ = 0 

:IMPEXPM_9411
00D6: if 
001B:   10 > 4@ 
004D: jump_if_false @IMPEXPM_9675 
00D6: if 
003C:   $CAR_MODELS_TO_EXPORT(4@,10i) == 6@ // (int) 
004D: jump_if_false @IMPEXPM_9661 
00D6: if 
0038:   $EXPORT_CARS_STATUS(4@,10i) == 0 
004D: jump_if_false @IMPEXPM_9661 
0004: $EXPORT_CARS_STATUS(4@,10i) = 1 
09E1: get_car_model 6@ price_to 29@ 
0093: 12@ = integer 29@ to_float 
006F: 12@ *= $EXPORT_PRICE_MULTIPLIER // (float) 
006F: 12@ *= $EXPORT_PRICE_HEALTH_MULTIPLIER // (float) 
0092: 29@ = float 12@ to_integer 
0652: 4@ = integer_stat 213 
0871: init_jump_table 4@ total_jumps 3 default_jump 0 @IMPEXPM_9654 jumps 10 @IMPEXPM_9596 20 @IMPEXPM_9613 30 @IMPEXPM_9630 -1 @IMPEXPM_9654 -1 @IMPEXPM_9654 -1 @IMPEXPM_9654 -1 @IMPEXPM_9654 

:IMPEXPM_9596
000A: 29@ += 50000 
0002: jump @IMPEXPM_9654 

:IMPEXPM_9613
000A: 29@ += 100000 
0002: jump @IMPEXPM_9654 

:IMPEXPM_9630
000A: 29@ += 200000 
0004: $ALL_CARS_COLLECTED_FLAG = 1 
0002: jump @IMPEXPM_9654 

:IMPEXPM_9654
0006: 4@ = 10 

:IMPEXPM_9661
000A: 4@ += 1 
0002: jump @IMPEXPM_9411 

:IMPEXPM_9675
0050: gosub @IMPEXPM_11683 
0006: 4@ = 0 

:IMPEXPM_9689
00D6: if 
001B:   42 > 4@ 
004D: jump_if_false @IMPEXPM_9770 
00D6: if 
0038:   $UNLOCKED_IMPORT_CARS(4@,42i) == -1 
004D: jump_if_false @IMPEXPM_9756 
008A: $UNLOCKED_IMPORT_CARS(4@,42i) = 6@ // (int) 
0085: 5@ = 4@ // (int) 
0006: 4@ = 42 

:IMPEXPM_9756
000A: 4@ += 1 
0002: jump @IMPEXPM_9689 

:IMPEXPM_9770
0004: $IMPORT_NEW_AVAILABLE_CARS_NUMBER = 1 
0871: init_jump_table 5@ total_jumps 6 default_jump 0 @IMPEXPM_10062 jumps 10 @IMPEXPM_9840 16 @IMPEXPM_9873 22 @IMPEXPM_9914 28 @IMPEXPM_9947 34 @IMPEXPM_9988 40 @IMPEXPM_10021 -1 @IMPEXPM_10062 

:IMPEXPM_9840
000A: 5@ += 1 
04AE: $UNLOCKED_IMPORT_CARS(5@,42i) = 444 // = constant 
0008: $IMPORT_NEW_AVAILABLE_CARS_NUMBER += 1 
0002: jump @IMPEXPM_10062 

:IMPEXPM_9873
000A: 5@ += 1 
04AE: $UNLOCKED_IMPORT_CARS(5@,42i) = 555 // = constant 
030C: progress_made = 1 
0394: play_music 2 
0008: $IMPORT_NEW_AVAILABLE_CARS_NUMBER += 1 
0002: jump @IMPEXPM_10062 

:IMPEXPM_9914
000A: 5@ += 1 
04AE: $UNLOCKED_IMPORT_CARS(5@,42i) = 568 // = constant 
0008: $IMPORT_NEW_AVAILABLE_CARS_NUMBER += 1 
0002: jump @IMPEXPM_10062 

:IMPEXPM_9947
000A: 5@ += 1 
04AE: $UNLOCKED_IMPORT_CARS(5@,42i) = 451 // = constant 
030C: progress_made = 1 
0394: play_music 2 
0008: $IMPORT_NEW_AVAILABLE_CARS_NUMBER += 1 
0002: jump @IMPEXPM_10062 

:IMPEXPM_9988
000A: 5@ += 1 
04AE: $UNLOCKED_IMPORT_CARS(5@,42i) = 539 // = constant 
0008: $IMPORT_NEW_AVAILABLE_CARS_NUMBER += 1 
0002: jump @IMPEXPM_10062 

:IMPEXPM_10021
000A: 5@ += 1 
04AE: $UNLOCKED_IMPORT_CARS(5@,42i) = 541 // = constant 
030C: progress_made = 1 
0394: play_music 2 
0008: $IMPORT_NEW_AVAILABLE_CARS_NUMBER += 1 
0002: jump @IMPEXPM_10062 

:IMPEXPM_10062
0051: return 

:IMPEXPM_10064
00D6: if and
0038:   $ONMISSION == 1 
8038:   not  $1185 == 1 
004D: jump_if_false @IMPEXPM_10166 
0004: $CAR_MODELS_TO_EXPORT[0] = -1 
0004: $CAR_MODELS_TO_EXPORT[1] = -1 
0004: $CAR_MODELS_TO_EXPORT[2] = -1 
0004: $CAR_MODELS_TO_EXPORT[3] = -1 
0004: $CAR_MODELS_TO_EXPORT[4] = -1 
0004: $CAR_MODELS_TO_EXPORT[5] = -1 
0004: $CAR_MODELS_TO_EXPORT[6] = -1 
0004: $CAR_MODELS_TO_EXPORT[7] = -1 
0004: $CAR_MODELS_TO_EXPORT[8] = -1 
0004: $CAR_MODELS_TO_EXPORT[9] = -1 
0002: jump @IMPEXPM_10642 

:IMPEXPM_10166
0006: 4@ = 0 
0006: 5@ = 0 

:IMPEXPM_10180
00D6: if 
001B:   10 > 4@ 
004D: jump_if_false @IMPEXPM_10241 
00D6: if 
0038:   $EXPORT_CARS_STATUS(4@,10i) == 1 
004D: jump_if_false @IMPEXPM_10227 
000A: 5@ += 1 

:IMPEXPM_10227
000A: 4@ += 1 
0002: jump @IMPEXPM_10180 

:IMPEXPM_10241
00D6: if 
0039:   5@ == 10 
004D: jump_if_false @IMPEXPM_10348 
00D6: if 
001A:   2 > $CURRENT_WANTED_LIST 
004D: jump_if_false @IMPEXPM_10341 
0008: $CURRENT_WANTED_LIST += 1 
0006: 4@ = 0 

:IMPEXPM_10291
00D6: if 
001B:   10 > 4@ 
004D: jump_if_false @IMPEXPM_10334 
0004: $EXPORT_CARS_STATUS(4@,10i) = 0 
000A: 4@ += 1 
0002: jump @IMPEXPM_10291 

:IMPEXPM_10334
0002: jump @IMPEXPM_10348 

:IMPEXPM_10341
0004: $ALL_CARS_COLLECTED_FLAG = 1 

:IMPEXPM_10348
00D6: if 
0038:   $CURRENT_WANTED_LIST == 0 
004D: jump_if_false @IMPEXPM_10446 
04AE: $CAR_MODELS_TO_EXPORT[0] = 402 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[1] = 405 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[2] = 411 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[3] = 483 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[4] = 445 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[5] = 470 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[6] = 468 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[7] = 409 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[8] = 533 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[9] = 534 // = constant 

:IMPEXPM_10446
00D6: if 
0038:   $CURRENT_WANTED_LIST == 1 
004D: jump_if_false @IMPEXPM_10544 
04AE: $CAR_MODELS_TO_EXPORT[0] = 415 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[1] = 489 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[2] = 439 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[3] = 514 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[4] = 480 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[5] = 535 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[6] = 496 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[7] = 580 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[8] = 475 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[9] = 521 // = constant 

:IMPEXPM_10544
00D6: if 
0038:   $CURRENT_WANTED_LIST == 2 
004D: jump_if_false @IMPEXPM_10642 
04AE: $CAR_MODELS_TO_EXPORT[0] = 429 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[1] = 506 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[2] = 508 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[3] = 579 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[4] = 424 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[5] = 536 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[6] = 463 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[7] = 500 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[8] = 477 // = constant 
04AE: $CAR_MODELS_TO_EXPORT[9] = 587 // = constant 

:IMPEXPM_10642
0051: return 

:IMPEXPM_10644
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @IMPEXPM_10719 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 17@ attached_actor_handle_to 18@ attached_object_handle_to 19@ 
00D6: if 
8039:   not  17@ == -1 
004D: jump_if_false @IMPEXPM_10719 
00D6: if 
803B:   not  20@ == 17@ // (int) 
004D: jump_if_false @IMPEXPM_10719 
0085: 20@ = 17@ // (int) 

:IMPEXPM_10719
0051: return 

:IMPEXPM_10721
0006: 4@ = 0 

:IMPEXPM_10728
00D6: if 
001B:   6 > 4@ 
004D: jump_if_false @IMPEXPM_10771 
0004: $IMPORT_CARS_MODEL(4@,6i) = -1 
000A: 4@ += 1 
0002: jump @IMPEXPM_10728 

:IMPEXPM_10771
0871: init_jump_table $1194 total_jumps 7 default_jump 0 @IMPEXPM_11219 jumps 0 @IMPEXPM_10834 1 @IMPEXPM_10889 2 @IMPEXPM_10944 3 @IMPEXPM_10999 4 @IMPEXPM_11054 5 @IMPEXPM_11109 6 @IMPEXPM_11164 

:IMPEXPM_10834
0084: $IMPORT_CARS_MODEL[0] = $UNLOCKED_IMPORT_CARS[0] // (int) 
0084: $IMPORT_CARS_MODEL[1] = $UNLOCKED_IMPORT_CARS[7] // (int) 
0084: $IMPORT_CARS_MODEL[2] = $UNLOCKED_IMPORT_CARS[14] // (int) 
0084: $IMPORT_CARS_MODEL[3] = $UNLOCKED_IMPORT_CARS[21] // (int) 
0084: $IMPORT_CARS_MODEL[4] = $UNLOCKED_IMPORT_CARS[28] // (int) 
0084: $IMPORT_CARS_MODEL[5] = $UNLOCKED_IMPORT_CARS[35] // (int) 
0002: jump @IMPEXPM_11219 

:IMPEXPM_10889
0084: $IMPORT_CARS_MODEL[0] = $UNLOCKED_IMPORT_CARS[1] // (int) 
0084: $IMPORT_CARS_MODEL[1] = $UNLOCKED_IMPORT_CARS[8] // (int) 
0084: $IMPORT_CARS_MODEL[2] = $UNLOCKED_IMPORT_CARS[15] // (int) 
0084: $IMPORT_CARS_MODEL[3] = $UNLOCKED_IMPORT_CARS[22] // (int) 
0084: $IMPORT_CARS_MODEL[4] = $UNLOCKED_IMPORT_CARS[29] // (int) 
0084: $IMPORT_CARS_MODEL[5] = $UNLOCKED_IMPORT_CARS[36] // (int) 
0002: jump @IMPEXPM_11219 

:IMPEXPM_10944
0084: $IMPORT_CARS_MODEL[0] = $UNLOCKED_IMPORT_CARS[2] // (int) 
0084: $IMPORT_CARS_MODEL[1] = $UNLOCKED_IMPORT_CARS[9] // (int) 
0084: $IMPORT_CARS_MODEL[2] = $UNLOCKED_IMPORT_CARS[16] // (int) 
0084: $IMPORT_CARS_MODEL[3] = $UNLOCKED_IMPORT_CARS[23] // (int) 
0084: $IMPORT_CARS_MODEL[4] = $UNLOCKED_IMPORT_CARS[30] // (int) 
0084: $IMPORT_CARS_MODEL[5] = $UNLOCKED_IMPORT_CARS[37] // (int) 
0002: jump @IMPEXPM_11219 

:IMPEXPM_10999
0084: $IMPORT_CARS_MODEL[0] = $UNLOCKED_IMPORT_CARS[3] // (int) 
0084: $IMPORT_CARS_MODEL[1] = $UNLOCKED_IMPORT_CARS[10] // (int) 
0084: $IMPORT_CARS_MODEL[2] = $UNLOCKED_IMPORT_CARS[17] // (int) 
0084: $IMPORT_CARS_MODEL[3] = $UNLOCKED_IMPORT_CARS[24] // (int) 
0084: $IMPORT_CARS_MODEL[4] = $UNLOCKED_IMPORT_CARS[31] // (int) 
0084: $IMPORT_CARS_MODEL[5] = $UNLOCKED_IMPORT_CARS[38] // (int) 
0002: jump @IMPEXPM_11219 

:IMPEXPM_11054
0084: $IMPORT_CARS_MODEL[0] = $UNLOCKED_IMPORT_CARS[4] // (int) 
0084: $IMPORT_CARS_MODEL[1] = $UNLOCKED_IMPORT_CARS[11] // (int) 
0084: $IMPORT_CARS_MODEL[2] = $UNLOCKED_IMPORT_CARS[18] // (int) 
0084: $IMPORT_CARS_MODEL[3] = $UNLOCKED_IMPORT_CARS[25] // (int) 
0084: $IMPORT_CARS_MODEL[4] = $UNLOCKED_IMPORT_CARS[32] // (int) 
0084: $IMPORT_CARS_MODEL[5] = $UNLOCKED_IMPORT_CARS[39] // (int) 
0002: jump @IMPEXPM_11219 

:IMPEXPM_11109
0084: $IMPORT_CARS_MODEL[0] = $UNLOCKED_IMPORT_CARS[5] // (int) 
0084: $IMPORT_CARS_MODEL[1] = $UNLOCKED_IMPORT_CARS[12] // (int) 
0084: $IMPORT_CARS_MODEL[2] = $UNLOCKED_IMPORT_CARS[19] // (int) 
0084: $IMPORT_CARS_MODEL[3] = $UNLOCKED_IMPORT_CARS[26] // (int) 
0084: $IMPORT_CARS_MODEL[4] = $UNLOCKED_IMPORT_CARS[33] // (int) 
0084: $IMPORT_CARS_MODEL[5] = $UNLOCKED_IMPORT_CARS[40] // (int) 
0002: jump @IMPEXPM_11219 

:IMPEXPM_11164
0084: $IMPORT_CARS_MODEL[0] = $UNLOCKED_IMPORT_CARS[6] // (int) 
0084: $IMPORT_CARS_MODEL[1] = $UNLOCKED_IMPORT_CARS[13] // (int) 
0084: $IMPORT_CARS_MODEL[2] = $UNLOCKED_IMPORT_CARS[20] // (int) 
0084: $IMPORT_CARS_MODEL[3] = $UNLOCKED_IMPORT_CARS[27] // (int) 
0084: $IMPORT_CARS_MODEL[4] = $UNLOCKED_IMPORT_CARS[34] // (int) 
0084: $IMPORT_CARS_MODEL[5] = $UNLOCKED_IMPORT_CARS[41] // (int) 
0002: jump @IMPEXPM_11219 

:IMPEXPM_11219
0051: return 

:IMPEXPM_11221
0006: 4@ = 0 

:IMPEXPM_11228
00D6: if 
001B:   5 > 4@ 
004D: jump_if_false @IMPEXPM_11416 
00D6: if 
0038:   $IMPORT_CAR_HANDLES(4@,5i) == -1 
004D: jump_if_false @IMPEXPM_11294 
0084: $IMPORT_CAR_HANDLES(4@,5i) = $IMPORT_CAR // (int) 
0006: 4@ = 10 
0002: jump @IMPEXPM_11409 

:IMPEXPM_11294
00D6: if 
056E:   car $IMPORT_CAR_HANDLES(4@,5i) defined 
004D: jump_if_false @IMPEXPM_11382 
00D6: if 
0119:   car $IMPORT_CAR_HANDLES(4@,5i) wrecked 
004D: jump_if_false @IMPEXPM_11368 
01C3: remove_references_to_car $IMPORT_CAR_HANDLES(4@,5i) 
0004: $IMPORT_CAR_HANDLES(4@,5i) = -1 
0002: jump @IMPEXPM_11221 
0002: jump @IMPEXPM_11375 

:IMPEXPM_11368
000A: 4@ += 1 

:IMPEXPM_11375
0002: jump @IMPEXPM_11409 

:IMPEXPM_11382
01C3: remove_references_to_car $IMPORT_CAR_HANDLES(4@,5i) 
0004: $IMPORT_CAR_HANDLES(4@,5i) = -1 
0002: jump @IMPEXPM_11221 

:IMPEXPM_11409
0002: jump @IMPEXPM_11228 

:IMPEXPM_11416
00D6: if 
0039:   4@ == 5 
004D: jump_if_false @IMPEXPM_11453 
01C3: remove_references_to_car $IMPORT_CAR_HANDLES[4] 
0004: $IMPORT_CAR_HANDLES[4] = -1 
0002: jump @IMPEXPM_11221 

:IMPEXPM_11453
0051: return 
0006: 4@ = 0 

:IMPEXPM_11462
00D6: if 
001B:   5 > 4@ 
004D: jump_if_false @IMPEXPM_11681 
00D6: if 
8038:   not  $IMPORT_CAR_HANDLES(4@,5i) == -1 
004D: jump_if_false @IMPEXPM_11667 
00D6: if 
056E:   car $IMPORT_CAR_HANDLES(4@,5i) defined 
004D: jump_if_false @IMPEXPM_11647 
00D6: if 
8119:   not car $IMPORT_CAR_HANDLES(4@,5i) wrecked 
004D: jump_if_false @IMPEXPM_11620 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_11613 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car $IMPORT_CAR_HANDLES(4@,5i) radius 500.0 500.0 sphere 0 
004D: jump_if_false @IMPEXPM_11613 
01C3: remove_references_to_car $IMPORT_CAR_HANDLES(4@,5i) 
0004: $IMPORT_CAR_HANDLES(4@,5i) = -1 

:IMPEXPM_11613
0002: jump @IMPEXPM_11640 

:IMPEXPM_11620
01C3: remove_references_to_car $IMPORT_CAR_HANDLES(4@,5i) 
0004: $IMPORT_CAR_HANDLES(4@,5i) = -1 

:IMPEXPM_11640
0002: jump @IMPEXPM_11667 

:IMPEXPM_11647
01C3: remove_references_to_car $IMPORT_CAR_HANDLES(4@,5i) 
0004: $IMPORT_CAR_HANDLES(4@,5i) = -1 

:IMPEXPM_11667
000A: 4@ += 1 
0002: jump @IMPEXPM_11462 

:IMPEXPM_11681
0051: return 

:IMPEXPM_11683
0006: 4@ = 0 

:IMPEXPM_11690
00D6: if 
001B:   10 > 4@ 
004D: jump_if_false @IMPEXPM_11872 
00D6: if 
0038:   $CURRENT_WANTED_LIST == 0 
004D: jump_if_false @IMPEXPM_11741 
0085: 5@ = 4@ // (int) 
000A: 5@ += 0 

:IMPEXPM_11741
00D6: if 
0038:   $CURRENT_WANTED_LIST == 1 
004D: jump_if_false @IMPEXPM_11774 
0085: 5@ = 4@ // (int) 
000A: 5@ += 10 

:IMPEXPM_11774
00D6: if 
0038:   $CURRENT_WANTED_LIST == 2 
004D: jump_if_false @IMPEXPM_11807 
0085: 5@ = 4@ // (int) 
000A: 5@ += 20 

:IMPEXPM_11807
00D6: if 
0038:   $EXPORT_CARS_STATUS(4@,10i) == 0 
004D: jump_if_false @IMPEXPM_11847 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS(5@,30i) cars_to_generate_to 101 
0002: jump @IMPEXPM_11858 

:IMPEXPM_11847
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS(5@,30i) cars_to_generate_to 101 

:IMPEXPM_11858
000A: 4@ += 1 
0002: jump @IMPEXPM_11690 

:IMPEXPM_11872
0051: return 

:IMPEXPM_11874
0871: init_jump_table 6@ total_jumps 42 default_jump 0 @IMPEXPM_13121 jumps 402 @IMPEXPM_12281 404 @IMPEXPM_13100 405 @IMPEXPM_12302 409 @IMPEXPM_12428 411 @IMPEXPM_12323 415 @IMPEXPM_12554 424 @IMPEXPM_12911 
0872: jump_table_jumps 429 @IMPEXPM_12827 434 @IMPEXPM_13016 439 @IMPEXPM_12596 444 @IMPEXPM_12491 445 @IMPEXPM_12365 451 @IMPEXPM_12848 463 @IMPEXPM_12953 468 @IMPEXPM_12407 470 @IMPEXPM_12386 
0872: jump_table_jumps 475 @IMPEXPM_12722 477 @IMPEXPM_12995 480 @IMPEXPM_12638 483 @IMPEXPM_12344 489 @IMPEXPM_12575 496 @IMPEXPM_12680 500 @IMPEXPM_12974 506 @IMPEXPM_12806 508 @IMPEXPM_12869 
0872: jump_table_jumps 514 @IMPEXPM_12617 521 @IMPEXPM_12743 522 @IMPEXPM_12512 533 @IMPEXPM_12449 534 @IMPEXPM_12470 535 @IMPEXPM_12659 536 @IMPEXPM_12932 539 @IMPEXPM_13058 541 @IMPEXPM_13079 
0872: jump_table_jumps 555 @IMPEXPM_12533 559 @IMPEXPM_12260 568 @IMPEXPM_12785 573 @IMPEXPM_13037 579 @IMPEXPM_12890 580 @IMPEXPM_12701 587 @IMPEXPM_12764 589 @IMPEXPM_12239 -1 @IMPEXPM_13121 

:IMPEXPM_12239
05A9: s$IMPORT_MODEL_NAME = 'CLUB' // s$  // Club
0002: jump @IMPEXPM_13121 

:IMPEXPM_12260
05A9: s$IMPORT_MODEL_NAME = 'JESTER' // s$  // Jester
0002: jump @IMPEXPM_13121 

:IMPEXPM_12281
05A9: s$IMPORT_MODEL_NAME = 'BUFFALO' // s$  // Buffalo
0002: jump @IMPEXPM_13121 

:IMPEXPM_12302
05A9: s$IMPORT_MODEL_NAME = 'SENTINL' // s$  // Sentinel
0002: jump @IMPEXPM_13121 

:IMPEXPM_12323
05A9: s$IMPORT_MODEL_NAME = 'INFERNU' // s$  // Infernus
0002: jump @IMPEXPM_13121 

:IMPEXPM_12344
05A9: s$IMPORT_MODEL_NAME = 'CAMPER' // s$  // Camper
0002: jump @IMPEXPM_13121 

:IMPEXPM_12365
05A9: s$IMPORT_MODEL_NAME = 'ADMIRAL' // s$  // Admiral
0002: jump @IMPEXPM_13121 

:IMPEXPM_12386
05A9: s$IMPORT_MODEL_NAME = 'PATRIOT' // s$  // Patriot
0002: jump @IMPEXPM_13121 

:IMPEXPM_12407
05A9: s$IMPORT_MODEL_NAME = 'SANCHEZ' // s$  // Sanchez
0002: jump @IMPEXPM_13121 

:IMPEXPM_12428
05A9: s$IMPORT_MODEL_NAME = 'STRETCH' // s$  // Stretch
0002: jump @IMPEXPM_13121 

:IMPEXPM_12449
05A9: s$IMPORT_MODEL_NAME = 'FELTZER' // s$  // Feltzer
0002: jump @IMPEXPM_13121 

:IMPEXPM_12470
05A9: s$IMPORT_MODEL_NAME = 'REMING' // s$  // Remington
0002: jump @IMPEXPM_13121 

:IMPEXPM_12491
05A9: s$IMPORT_MODEL_NAME = 'MONSTER' // s$  // Monster
0002: jump @IMPEXPM_13121 

:IMPEXPM_12512
05A9: s$IMPORT_MODEL_NAME = 'NRG500' // s$  // NRG-500
0002: jump @IMPEXPM_13121 

:IMPEXPM_12533
05A9: s$IMPORT_MODEL_NAME = 'WINDSOR' // s$  // Windsor
0002: jump @IMPEXPM_13121 

:IMPEXPM_12554
05A9: s$IMPORT_MODEL_NAME = 'CHEETAH' // s$  // Cheetah
0002: jump @IMPEXPM_13121 

:IMPEXPM_12575
05A9: s$IMPORT_MODEL_NAME = 'RANCHER' // s$  // Rancher
0002: jump @IMPEXPM_13121 

:IMPEXPM_12596
05A9: s$IMPORT_MODEL_NAME = 'STALION' // s$  // Stallion
0002: jump @IMPEXPM_13121 

:IMPEXPM_12617
05A9: s$IMPORT_MODEL_NAME = 'PETROL' // s$  // Tanker
0002: jump @IMPEXPM_13121 

:IMPEXPM_12638
05A9: s$IMPORT_MODEL_NAME = 'COMET' // s$  // Comet
0002: jump @IMPEXPM_13121 

:IMPEXPM_12659
05A9: s$IMPORT_MODEL_NAME = 'SLAMVAN' // s$  // Slamvan
0002: jump @IMPEXPM_13121 

:IMPEXPM_12680
05A9: s$IMPORT_MODEL_NAME = 'BLISTAC' // s$  // Blista Compact
0002: jump @IMPEXPM_13121 

:IMPEXPM_12701
05A9: s$IMPORT_MODEL_NAME = 'STAFFRD' // s$  // Stafford
0002: jump @IMPEXPM_13121 

:IMPEXPM_12722
05A9: s$IMPORT_MODEL_NAME = 'SABRE' // s$  // Sabre
0002: jump @IMPEXPM_13121 

:IMPEXPM_12743
05A9: s$IMPORT_MODEL_NAME = 'FCR900' // s$  // FCR-900
0002: jump @IMPEXPM_13121 

:IMPEXPM_12764
05A9: s$IMPORT_MODEL_NAME = 'EUROS' // s$  // Euros
0002: jump @IMPEXPM_13121 

:IMPEXPM_12785
05A9: s$IMPORT_MODEL_NAME = 'BANDITO' // s$  // Bandito
0002: jump @IMPEXPM_13121 

:IMPEXPM_12806
05A9: s$IMPORT_MODEL_NAME = 'SUPERGT' // s$  // Super GT
0002: jump @IMPEXPM_13121 

:IMPEXPM_12827
05A9: s$IMPORT_MODEL_NAME = 'BANSHEE' // s$  // Banshee
0002: jump @IMPEXPM_13121 

:IMPEXPM_12848
05A9: s$IMPORT_MODEL_NAME = 'TURISMO' // s$  // Turismo
0002: jump @IMPEXPM_13121 

:IMPEXPM_12869
05A9: s$IMPORT_MODEL_NAME = 'JOURNEY' // s$  // Journey
0002: jump @IMPEXPM_13121 

:IMPEXPM_12890
05A9: s$IMPORT_MODEL_NAME = 'HUNTLEY' // s$  // Huntley
0002: jump @IMPEXPM_13121 

:IMPEXPM_12911
05A9: s$IMPORT_MODEL_NAME = 'BFINJC' // s$  // BF Injection
0002: jump @IMPEXPM_13121 

:IMPEXPM_12932
05A9: s$IMPORT_MODEL_NAME = 'BLADE' // s$  // Blade
0002: jump @IMPEXPM_13121 

:IMPEXPM_12953
05A9: s$IMPORT_MODEL_NAME = 'FREEWAY' // s$  // Freeway
0002: jump @IMPEXPM_13121 

:IMPEXPM_12974
05A9: s$IMPORT_MODEL_NAME = 'MESAA' // s$  // Mesa
0002: jump @IMPEXPM_13121 

:IMPEXPM_12995
05A9: s$IMPORT_MODEL_NAME = 'ZR350' // s$  // ZR-350
0002: jump @IMPEXPM_13121 

:IMPEXPM_13016
05A9: s$IMPORT_MODEL_NAME = 'HOTKNIF' // s$  // Hotknife
0002: jump @IMPEXPM_13121 

:IMPEXPM_13037
05A9: s$IMPORT_MODEL_NAME = 'DUNE' // s$  // Dune
0002: jump @IMPEXPM_13121 

:IMPEXPM_13058
05A9: s$IMPORT_MODEL_NAME = 'VORTEX' // s$  // Vortex
0002: jump @IMPEXPM_13121 

:IMPEXPM_13079
05A9: s$IMPORT_MODEL_NAME = 'BULLET' // s$  // Bullet
0002: jump @IMPEXPM_13121 

:IMPEXPM_13100
05A9: s$IMPORT_MODEL_NAME = 'PEREN' // s$  // Perennial
0002: jump @IMPEXPM_13121 

:IMPEXPM_13121
0051: return 

:IMPEXPM_13123
0871: init_jump_table $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) total_jumps 19 default_jump 1 @IMPEXPM_14444 jumps 405 @IMPEXPM_13560 411 @IMPEXPM_13917 415 @IMPEXPM_13865 424 @IMPEXPM_14175 429 @IMPEXPM_14048 470 @IMPEXPM_14201 475 @IMPEXPM_13839 
0872: jump_table_jumps 480 @IMPEXPM_13891 483 @IMPEXPM_13687 489 @IMPEXPM_13943 496 @IMPEXPM_13969 506 @IMPEXPM_13391 533 @IMPEXPM_13712 536 @IMPEXPM_14365 541 @IMPEXPM_14391 555 @IMPEXPM_13417 
0872: jump_table_jumps 559 @IMPEXPM_13470 587 @IMPEXPM_13365 589 @IMPEXPM_13339 -1 @IMPEXPM_14458 -1 @IMPEXPM_14458 -1 @IMPEXPM_14458 -1 @IMPEXPM_14458 -1 @IMPEXPM_14458 -1 @IMPEXPM_14458 

:IMPEXPM_13339
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "N13_LLF_" 
0002: jump @IMPEXPM_14458 

:IMPEXPM_13365
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_DS3MP__" 
0002: jump @IMPEXPM_14458 

:IMPEXPM_13391
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_CMACD1_" 
0002: jump @IMPEXPM_14458 

:IMPEXPM_13417
0209: 4@ = random_int_in_ranges 0 3 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @IMPEXPM_13463 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "__C0S___" 

:IMPEXPM_13463
0002: jump @IMPEXPM_14458 

:IMPEXPM_13470
0209: 4@ = random_int_in_ranges 0 3 
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @IMPEXPM_13516 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_X2_GAV_" 

:IMPEXPM_13516
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @IMPEXPM_13553 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "__G3PO__" 

:IMPEXPM_13553
0002: jump @IMPEXPM_14458 

:IMPEXPM_13560
0209: 4@ = random_int_in_ranges 0 3 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @IMPEXPM_13606 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "D0N_D0N_" 

:IMPEXPM_13606
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @IMPEXPM_13643 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_D0_NNY_" 

:IMPEXPM_13643
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @IMPEXPM_13680 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "TH3_D0N_" 

:IMPEXPM_13680
0002: jump @IMPEXPM_14458 

:IMPEXPM_13687
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "SJM1985" 
0002: jump @IMPEXPM_14458 

:IMPEXPM_13712
0209: 4@ = random_int_in_ranges 0 5 
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @IMPEXPM_13758 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "433_ADF_" 

:IMPEXPM_13758
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @IMPEXPM_13795 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "DR_F_MBE" 

:IMPEXPM_13795
00D6: if 
0039:   4@ == 3 
004D: jump_if_false @IMPEXPM_13832 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "ANN_F3RG" 

:IMPEXPM_13832
0002: jump @IMPEXPM_14458 

:IMPEXPM_13839
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "__FR4Z__" 
0002: jump @IMPEXPM_14458 

:IMPEXPM_13865
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_IMY_AK_" 
0002: jump @IMPEXPM_14458 

:IMPEXPM_13891
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_L0LLY__" 
0002: jump @IMPEXPM_14458 

:IMPEXPM_13917
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_J_L33S_" 
0002: jump @IMPEXPM_14458 

:IMPEXPM_13943
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "S4_LIJON" 
0002: jump @IMPEXPM_14458 

:IMPEXPM_13969
0209: 4@ = random_int_in_ranges 0 2 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @IMPEXPM_14022 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "DI5CO5TU" 
0002: jump @IMPEXPM_14041 

:IMPEXPM_14022
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "SM53_NUV" 

:IMPEXPM_14041
0002: jump @IMPEXPM_14458 

:IMPEXPM_14048
0209: 4@ = random_int_in_ranges 0 3 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @IMPEXPM_14094 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "J3NYTAL5" 

:IMPEXPM_14094
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @IMPEXPM_14131 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_J3_NCF_" 

:IMPEXPM_14131
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @IMPEXPM_14168 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "DD0_N4LD" 

:IMPEXPM_14168
0002: jump @IMPEXPM_14458 

:IMPEXPM_14175
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "LA5H_L3Y" 
0002: jump @IMPEXPM_14458 

:IMPEXPM_14201
0209: 4@ = random_int_in_ranges 0 4 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @IMPEXPM_14247 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "AL3X_RES" 

:IMPEXPM_14247
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @IMPEXPM_14284 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "R_F3RG1E" 

:IMPEXPM_14284
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @IMPEXPM_14321 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "H4_NNAHF" 

:IMPEXPM_14321
00D6: if 
0039:   4@ == 3 
004D: jump_if_false @IMPEXPM_14358 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "CL41_RES" 

:IMPEXPM_14358
0002: jump @IMPEXPM_14458 

:IMPEXPM_14365
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "R055_MCL" 
0002: jump @IMPEXPM_14458 

:IMPEXPM_14391
0209: 4@ = random_int_in_ranges 0 4 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @IMPEXPM_14437 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "T00_FAST" 

:IMPEXPM_14437
0002: jump @IMPEXPM_14458 

:IMPEXPM_14444
0050: gosub @IMPEXPM_14460 
0002: jump @IMPEXPM_14458 

:IMPEXPM_14458
0051: return 

:IMPEXPM_14460
0209: 4@ = random_int_in_ranges 0 100 
0871: init_jump_table 4@ total_jumps 12 default_jump 0 @IMPEXPM_14909 jumps 0 @IMPEXPM_14597 1 @IMPEXPM_14623 2 @IMPEXPM_14649 3 @IMPEXPM_14675 4 @IMPEXPM_14701 5 @IMPEXPM_14727 6 @IMPEXPM_14753 
0872: jump_table_jumps 7 @IMPEXPM_14779 8 @IMPEXPM_14805 9 @IMPEXPM_14831 10 @IMPEXPM_14857 11 @IMPEXPM_14883 -1 @IMPEXPM_14909 -1 @IMPEXPM_14909 -1 @IMPEXPM_14909 -1 @IMPEXPM_14909 

:IMPEXPM_14597
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "R4N_G3RS" 
0002: jump @IMPEXPM_14909 

:IMPEXPM_14623
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "GL4S_G0W" 
0002: jump @IMPEXPM_14909 

:IMPEXPM_14649
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_ARRAN__" 
0002: jump @IMPEXPM_14909 

:IMPEXPM_14675
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "AM0_RUS0" 
0002: jump @IMPEXPM_14909 

:IMPEXPM_14701
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_AMAT0__" 
0002: jump @IMPEXPM_14909 

:IMPEXPM_14727
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_GA_ZZA_" 
0002: jump @IMPEXPM_14909 

:IMPEXPM_14753
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "ZID_ANE_" 
0002: jump @IMPEXPM_14909 

:IMPEXPM_14779
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "MC_C01ST" 
0002: jump @IMPEXPM_14909 

:IMPEXPM_14805
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "BAW_BAG_" 
0002: jump @IMPEXPM_14909 

:IMPEXPM_14831
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "BR0_D1E_" 
0002: jump @IMPEXPM_14909 

:IMPEXPM_14857
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "MR_J0BBY" 
0002: jump @IMPEXPM_14909 

:IMPEXPM_14883
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "BR0_DICK" 
0002: jump @IMPEXPM_14909 

:IMPEXPM_14909
0051: return 

:IMPEXPC
03A4: name_thread 'IMPEXPC' 

:IMPEXPC_11
0001: wait 5000 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPC_306 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @IMPEXPC_306 
00D6: if 
0038:   $1909 == 1 
004D: jump_if_false @IMPEXPC_306 
00D6: if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
004D: jump_if_false @IMPEXPC_306 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @IMPEXPC_281 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @IMPEXPC_274 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
0441: 1@ = car $TEMPVAR_ACTOR_CAR model 
0006: 2@ = 0 
0006: 3@ = 0 

:IMPEXPC_147
00D6: if 
001B:   10 > 2@ 
004D: jump_if_false @IMPEXPC_238 
00D6: if 
003C:   $CAR_MODELS_TO_EXPORT(2@,10i) == 1@ // (int) 
004D: jump_if_false @IMPEXPC_224 
00D6: if 
0038:   $EXPORT_CARS_STATUS(2@,10i) == 0 
004D: jump_if_false @IMPEXPC_224 
0006: 3@ = 1 
0006: 2@ = 10 

:IMPEXPC_224
000A: 2@ += 1 
0002: jump @IMPEXPC_147 

:IMPEXPC_238
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @IMPEXPC_274 
03E5: show_text_box 'IE22'  // You can export this vehicle over at Easter Basin Docks.
0006: 0@ = 1 

:IMPEXPC_274
0002: jump @IMPEXPC_306 

:IMPEXPC_281
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @IMPEXPC_306 
0006: 0@ = 0 

:IMPEXPC_306
0002: jump @IMPEXPC_11 

:APCHECK
03A4: name_thread 'APCHECK' 
0111: set_wasted_busted_check 0 
0004: $AIRPORT_OPEN_FLAG = 0 
029B: $1195 = init_object #WS_APGATE at -1543.742 -432.703 6.039 
0177: set_object $1195 Z_angle_to -45.0 
01C7: remove_object_from_mission_cleanup_list $1195 
029B: $1196 = init_object #WS_APGATE at -1547.625 -428.82 6.039 
0177: set_object $1196 Z_angle_to -45.0 
01C7: remove_object_from_mission_cleanup_list $1196 
029B: $1197 = init_object #WS_APGATE at -1222.953 53.826 14.134 
0177: set_object $1197 Z_angle_to -135.0 
01C7: remove_object_from_mission_cleanup_list $1197 
029B: $1198 = init_object #WS_APGATE at -1218.206 68.883 14.134 
0177: set_object $1198 Z_angle_to -135.0 
01C7: remove_object_from_mission_cleanup_list $1198 
029B: $1199 = init_object #WS_APGATE at 1964.342 -2189.776 13.533 
0177: set_object $1199 Z_angle_to 180.0 
01C7: remove_object_from_mission_cleanup_list $1199 
029B: $1200 = init_object #WS_APGATE at 1958.851 -2189.777 13.553 
0177: set_object $1200 Z_angle_to 180.0 
01C7: remove_object_from_mission_cleanup_list $1200 
029B: $1201 = init_object #WS_APGATE at 1704.777 1605.165 10.058 
0177: set_object $1201 Z_angle_to 73.0 
01C7: remove_object_from_mission_cleanup_list $1201 
029B: $1202 = init_object #WS_APGATE at 1706.364 1610.422 10.058 
0177: set_object $1202 Z_angle_to 73.0 
01C7: remove_object_from_mission_cleanup_list $1202 

:APCHECK_318
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @APCHECK_895 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1540.66 -435.786 6.039 radius 65.0 65.0 10.0 
004D: jump_if_false @APCHECK_537 
00D6: if 
0038:   $ONMISSION_MIKE_TORENO == 1 
004D: jump_if_false @APCHECK_468 
0004: $AIRPORT_OPEN_FLAG = 1 
004F: create_thread @APGUARD -1  
01BC: put_object $1195 at -1540.66 -435.786 6.039 
01BC: put_object $1196 at -1550.709 -425.736 6.039 
0002: jump @APCHECK_530 

:APCHECK_468
004F: create_thread @APGUARD 1  
004F: create_thread @AIRPORT_GATE_MOVING $1195 -1540.66 -435.786 6.039  
004F: create_thread @AIRPORT_GATE_MOVING $1196 -1550.709 -425.736 6.039  

:APCHECK_530
0002: jump @APCHECK_1087 

:APCHECK_537
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1968.697 -2189.776 13.553 radius 65.0 65.0 10.0 
004D: jump_if_false @APCHECK_654 
004F: create_thread @APGUARD 2  
004F: create_thread @AIRPORT_GATE_MOVING $1199 1968.697 -2189.776 13.553  
004F: create_thread @AIRPORT_GATE_MOVING $1200 1954.571 -2189.777 13.553  
0002: jump @APCHECK_1547 

:APCHECK_654
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1703.4 1600.518 10.058 radius 65.0 65.0 10.0 
004D: jump_if_false @APCHECK_771 
004F: create_thread @APGUARD 3  
004F: create_thread @AIRPORT_GATE_MOVING $1201 1703.4 1600.518 10.058  
004F: create_thread @AIRPORT_GATE_MOVING $1202 1707.722 1614.937 10.058  
0002: jump @APCHECK_1777 

:APCHECK_771
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1226.162 65.3807 13.0375 radius 65.0 65.0 10.0 
004D: jump_if_false @APCHECK_888 
004F: create_thread @APGUARD 4  
004F: create_thread @AIRPORT_GATE_MOVING $1197 -1226.59 50.189 14.134  
004F: create_thread @AIRPORT_GATE_MOVING $1198 -1214.392 72.697 14.134  
0002: jump @APCHECK_1317 

:APCHECK_888
0002: jump @APCHECK_1080 

:APCHECK_895
0459: end_thread_named 'APGATE' 
01BC: put_object $1195 at -1543.742 -432.703 6.039 
01BC: put_object $1196 at -1547.625 -428.82 6.039 
01BC: put_object $1197 at -1222.953 53.826 14.134 
01BC: put_object $1198 at -1218.206 68.883 14.134 
01BC: put_object $1199 at 1964.342 -2189.776 13.533 
01BC: put_object $1200 at 1958.851 -2189.777 13.553 
01BC: put_object $1201 at 1704.777 1605.165 10.058 
01BC: put_object $1202 at 1706.364 1610.422 10.058 
0004: $AIRPORT_OPEN_FLAG = 0 
0002: jump @APCHECK_318 

:APCHECK_1080
0002: jump @APCHECK_318 

:APCHECK_1087
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @APCHECK_1245 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1540.66 -435.786 6.039 radius 66.0 66.0 10.0 
004D: jump_if_false @APCHECK_1238 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @APCHECK_1238 
0459: end_thread_named 'APGATE' 
01BC: put_object $1195 at -1543.742 -432.703 6.039 
01BC: put_object $1196 at -1547.625 -428.82 6.039 
0004: $AIRPORT_OPEN_FLAG = 0 
0002: jump @APCHECK_318 

:APCHECK_1238
0002: jump @APCHECK_1310 

:APCHECK_1245
0459: end_thread_named 'APGATE' 
01BC: put_object $1195 at -1543.742 -432.703 6.039 
01BC: put_object $1196 at -1547.625 -428.82 6.039 
0004: $AIRPORT_OPEN_FLAG = 0 
0002: jump @APCHECK_318 

:APCHECK_1310
0002: jump @APCHECK_1087 

:APCHECK_1317
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @APCHECK_1475 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1226.162 65.3807 13.0375 radius 66.0 66.0 10.0 
004D: jump_if_false @APCHECK_1468 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @APCHECK_1468 
0459: end_thread_named 'APGATE' 
01BC: put_object $1197 at -1222.953 53.826 14.134 
01BC: put_object $1198 at -1218.206 68.883 14.134 
0004: $AIRPORT_OPEN_FLAG = 0 
0002: jump @APCHECK_318 

:APCHECK_1468
0002: jump @APCHECK_1540 

:APCHECK_1475
0459: end_thread_named 'APGATE' 
01BC: put_object $1197 at -1222.953 53.826 14.134 
01BC: put_object $1198 at -1218.206 68.883 14.134 
0004: $AIRPORT_OPEN_FLAG = 0 
0002: jump @APCHECK_318 

:APCHECK_1540
0002: jump @APCHECK_1317 

:APCHECK_1547
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @APCHECK_1705 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1968.697 -2189.776 13.553 radius 66.0 66.0 10.0 
004D: jump_if_false @APCHECK_1698 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @APCHECK_1698 
0459: end_thread_named 'APGATE' 
01BC: put_object $1199 at 1964.342 -2189.776 13.533 
01BC: put_object $1200 at 1958.851 -2189.777 13.553 
0004: $AIRPORT_OPEN_FLAG = 0 
0002: jump @APCHECK_318 

:APCHECK_1698
0002: jump @APCHECK_1770 

:APCHECK_1705
0459: end_thread_named 'APGATE' 
01BC: put_object $1199 at 1964.342 -2189.776 13.533 
01BC: put_object $1200 at 1958.851 -2189.777 13.553 
0004: $AIRPORT_OPEN_FLAG = 0 
0002: jump @APCHECK_318 

:APCHECK_1770
0002: jump @APCHECK_1547 

:APCHECK_1777
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @APCHECK_1935 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1703.4 1600.518 10.058 radius 66.0 66.0 10.0 
004D: jump_if_false @APCHECK_1928 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @APCHECK_1928 
0459: end_thread_named 'APGATE' 
01BC: put_object $1201 at 1704.777 1605.165 10.058 
01BC: put_object $1202 at 1706.364 1610.422 10.058 
0004: $AIRPORT_OPEN_FLAG = 0 
0002: jump @APCHECK_318 

:APCHECK_1928
0002: jump @APCHECK_2000 

:APCHECK_1935
0459: end_thread_named 'APGATE' 
01BC: put_object $1201 at 1704.777 1605.165 10.058 
01BC: put_object $1202 at 1706.364 1610.422 10.058 
0004: $AIRPORT_OPEN_FLAG = 0 
0002: jump @APCHECK_318 

:APCHECK_2000
0002: jump @APCHECK_1777 
004E: end_thread 

:APGUARD
03A4: name_thread 'APGUARD' 
0006: 3@ = 0 

:APGUARD_18
00D6: if 
8248:   not model #WMYSGRD available 
004D: jump_if_false @APGUARD_48 
0247: load_model #WMYSGRD 
0001: wait 0 ms 
0002: jump @APGUARD_18 

:APGUARD_48
0871: init_jump_table 0@ total_jumps 5 default_jump 0 @APGUARD_333 jumps -1 @APGUARD_111 1 @APGUARD_169 2 @APGUARD_210 3 @APGUARD_251 4 @APGUARD_292 -1 @APGUARD_333 -1 @APGUARD_333 

:APGUARD_111
009A: 1@ = create_actor_pedtype 4 model #WMYSGRD at -1544.88 -441.1089 5.0068 
0173: set_actor 1@ Z_angle_to 7.3631 
03FE: set_actor 1@ money 0 
01C5: remove_actor_from_mission_cleanup_list 1@ 
0762: AS_actor 1@ dies 
0002: jump @APGUARD_333 

:APGUARD_169
009A: 1@ = create_actor_pedtype 4 model #WMYSGRD at -1544.396 -443.2464 5.045 
0173: set_actor 1@ Z_angle_to 54.6458 
0002: jump @APGUARD_333 

:APGUARD_210
009A: 1@ = create_actor_pedtype 4 model #WMYSGRD at 1955.809 -2181.541 12.5865 
0173: set_actor 1@ Z_angle_to 272.1978 
0002: jump @APGUARD_333 

:APGUARD_251
009A: 1@ = create_actor_pedtype 4 model #WMYSGRD at 1717.202 1617.376 9.1924 
0173: set_actor 1@ Z_angle_to 186.0379 
0002: jump @APGUARD_333 

:APGUARD_292
009A: 1@ = create_actor_pedtype 4 model #WMYSGRD at -1229.438 55.3906 13.2328 
0173: set_actor 1@ Z_angle_to 301.4596 
0002: jump @APGUARD_333 

:APGUARD_333
060B: set_actor 1@ decision_maker_to 65543 
02A9: set_actor 1@ immune_to_nonplayer 0 
01C5: remove_actor_from_mission_cleanup_list 1@ 

:APGUARD_355
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @APGUARD_542 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @APGUARD_528 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 1@ radius 67.0 67.0 10.0 sphere 0 
004D: jump_if_false @APGUARD_434 
0050: gosub @APGUARD_883 

:APGUARD_434
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @APGUARD_493 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 1@ radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @APGUARD_493 
0050: gosub @APGUARD_556 

:APGUARD_493
00D6: if 
051A:   actor 1@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @APGUARD_521 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:APGUARD_521
0002: jump @APGUARD_535 

:APGUARD_528
0050: gosub @APGUARD_883 

:APGUARD_535
0002: jump @APGUARD_549 

:APGUARD_542
0050: gosub @APGUARD_883 

:APGUARD_549
0002: jump @APGUARD_355 

:APGUARD_556
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 1@ radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @APGUARD_881 
0652: 2@ = integer_stat 223 
00D6: if and
874F:   not actor 1@ ped_event == 36 
04B5:   2@ >= 180 // @ >= constant 
004D: jump_if_false @APGUARD_757 
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @APGUARD_750 
0209: 3@ = random_int_in_ranges 1 100 
00D6: if 
0019:   3@ > 50 
004D: jump_if_false @APGUARD_700 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'G_OPEN1' // s$  // ~z~They'll give a pilot license to anybody these days!
04AE: $ACTOR_SPEECH_WAV_FILE = 16802 // = constant 
0002: jump @APGUARD_722 

:APGUARD_700
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'G_OPEN2' // s$  // ~z~Pilots are looking younger these days!
04AE: $ACTOR_SPEECH_WAV_FILE = 16803 // = constant 

:APGUARD_722
004F: create_thread @AUDIOL 1@ 1 1 2 0  
0006: 3@ = 1 
0051: return 

:APGUARD_750
0002: jump @APGUARD_881 

:APGUARD_757
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @APGUARD_881 
0209: 3@ = random_int_in_ranges 1 100 
00D6: if 
0019:   3@ > 50 
004D: jump_if_false @APGUARD_831 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'G_CLOS1' // s$  // ~z~This area is restricted to pilots only!
04AE: $ACTOR_SPEECH_WAV_FILE = 16800 // = constant 
0002: jump @APGUARD_853 

:APGUARD_831
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'G_CLOS2' // s$  // ~z~Only people holding a valid pilot's license may enter!
04AE: $ACTOR_SPEECH_WAV_FILE = 16801 // = constant 

:APGUARD_853
004F: create_thread @AUDIOL 1@ 1 1 2 0  
0006: 3@ = 1 
0051: return 

:APGUARD_881
0051: return 

:APGUARD_883
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @APGUARD_935 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @APGUARD_928 
009B: destroy_actor 1@ 
0249: release_model #WMYSGRD 
004E: end_thread 

:APGUARD_928
0002: jump @APGUARD_946 

:APGUARD_935
009B: destroy_actor 1@ 
0249: release_model #WMYSGRD 
004E: end_thread 

:APGUARD_946
0051: return 

:AIRPORT_GATE_MOVING
03A4: name_thread 'APGATE' 
0006: 5@ = 0 
0006: 6@ = 0 
0006: 4@ = 0 
00D6: if 
0019:   4@ > 0 
004D: jump_if_false @APGATE_72 
029B: 0@ = init_object #WS_APGATE at 0.0 0.0 0.0 

:APGATE_72
0001: wait 0 ms 
00D6: if and
03CA:   object 0@ exists 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @APGATE_104 
0050: gosub @APGATE_111 

:APGATE_104
0002: jump @APGATE_72 

:APGATE_111
0871: init_jump_table 5@ total_jumps 1 default_jump 0 @APGATE_188 jumps 0 @APGATE_174 -1 @APGATE_188 -1 @APGATE_188 -1 @APGATE_188 -1 @APGATE_188 -1 @APGATE_188 -1 @APGATE_188 

:APGATE_174
0050: gosub @APGATE_190 
0002: jump @APGATE_188 

:APGATE_188
0051: return 

:APGATE_190
0871: init_jump_table 6@ total_jumps 4 default_jump 0 @APGATE_1046 jumps 0 @APGATE_253 1 @APGATE_692 2 @APGATE_828 3 @APGATE_910 -1 @APGATE_1046 -1 @APGATE_1046 -1 @APGATE_1046 

:APGATE_253
0652: 10@ = integer_stat 223 
00D6: if 
04B5:   10@ >= 180 // @ >= constant 
004D: jump_if_false @APGATE_362 
00D6: if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 10.0 10.0 sphere 0 
004D: jump_if_false @APGATE_355 
01BB: store_object 0@ position_to 11@ 14@ 17@ 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @APGATE_348 
097B: play_audio_at_object 0@ event 1100 

:APGATE_348
000A: 6@ += 1 

:APGATE_355
0002: jump @APGATE_685 

:APGATE_362
00D6: if 
0018:   $AIRPORT_OPEN_FLAG > 0 
004D: jump_if_false @APGATE_462 
00D6: if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 10.0 10.0 sphere 0 
004D: jump_if_false @APGATE_455 
01BB: store_object 0@ position_to 11@ 14@ 17@ 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @APGATE_448 
097B: play_audio_at_object 0@ event 1100 

:APGATE_448
000A: 6@ += 1 

:APGATE_455
0002: jump @APGATE_685 

:APGATE_462
0400: store_coords_to 11@ 14@ 17@ from_object 0@ with_offset 0.0 5.2 0.0 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 11@ 14@ 17@ radius 4.5 4.5 4.5 
004D: jump_if_false @APGATE_584 
01BB: store_object 0@ position_to 11@ 14@ 17@ 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @APGATE_570 
097B: play_audio_at_object 0@ event 1100 

:APGATE_570
000A: 6@ += 1 
0002: jump @APGATE_685 

:APGATE_584
0400: store_coords_to 11@ 14@ 17@ from_object 0@ with_offset 0.0 -3.0 0.0 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 11@ 14@ 17@ radius 3.0 3.0 3.0 
002B:   180 >= 10@ 
8A2A:   not text_box 'AP_0003' displayed  // You need a higher Flying Skill stat to access the airport. The Pilot School can help you get better.
004D: jump_if_false @APGATE_685 
03E5: show_text_box 'AP_0003'  // You need a higher Flying Skill stat to access the airport. The Pilot School can help you get better.

:APGATE_685
0002: jump @APGATE_1046 

:APGATE_692
0050: gosub @APGATE_1048 
00D6: if 
034E: move_object 0@ to 1@ 2@ 3@ speed 13@ 16@ 19@ collision_check 1 
004D: jump_if_false @APGATE_821 
00D6: if 
04E6:   object 0@ near_point 1@ 2@ 3@ radius 0.1 0.1 0.1 flag 0 
004D: jump_if_false @APGATE_821 
01BC: put_object 0@ at 1@ 2@ 3@ 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @APGATE_814 
097B: play_audio_at_object 0@ event 1101 

:APGATE_814
000A: 6@ += 1 

:APGATE_821
0002: jump @APGATE_1046 

:APGATE_828
00D6: if 
8471:   not actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 20.0 20.0 sphere 0 
004D: jump_if_false @APGATE_903 
01BB: store_object 0@ position_to 12@ 15@ 18@ 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @APGATE_896 
097B: play_audio_at_object 0@ event 1100 

:APGATE_896
000A: 6@ += 1 

:APGATE_903
0002: jump @APGATE_1046 

:APGATE_910
0050: gosub @APGATE_1048 
00D6: if 
034E: move_object 0@ to 11@ 14@ 17@ speed 13@ 16@ 19@ collision_check 1 
004D: jump_if_false @APGATE_1039 
00D6: if 
04E6:   object 0@ near_point 11@ 14@ 17@ radius 0.1 0.1 0.1 flag 0 
004D: jump_if_false @APGATE_1039 
01BC: put_object 0@ at 11@ 14@ 17@ 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @APGATE_1032 
097B: play_audio_at_object 0@ event 1101 

:APGATE_1032
0006: 6@ = 0 

:APGATE_1039
0002: jump @APGATE_1046 

:APGATE_1046
0051: return 

:APGATE_1048
0176: 13@ = object 0@ Z_angle 
00D6: if and
0021:   13@ > 70.0 
0023:   75.0 > 13@ 
004D: jump_if_false @APGATE_1124 
0007: 13@ = 0.03 
0007: 16@ = 0.1 
0007: 19@ = 0.1 
0002: jump @APGATE_1154 

:APGATE_1124
0007: 13@ = 0.1 
0007: 16@ = 0.1 
0007: 19@ = 0.1 

:APGATE_1154
0051: return 

:GIRLFRIENDS_INIT
03A4: name_thread 'GFINIT' 
0004: $GIRL_DESIRED_PROGRESS_TO_INVITE[0] = 30 
0004: $GIRL_PROGRESS[0] = 15 
0004: $GIRL_DESIRED_SEXAPPEAL[0] = -100 
0004: $GIRLRESPECT[0] = 200 
0004: $377[0] = 0 
08BA: set $377[0] bit 1 
08BA: set $377[0] bit 3 
08BA: set $377[0] bit 11 
08BA: set $377[0] bit 16 
08BA: set $377[0] bit 17 
08BA: set $377[0] bit 20 
08BA: set $377[0] bit 21 
08BA: set $377[0] bit 27 
0004: $371[0] = 0 
08BA: set $371[0] bit 3 
0004: $383[0] = 0 
08BA: set $383[0] bit 6 
08BA: set $383[0] bit 8 
08BA: set $383[0] bit 10 
08BA: set $383[0] bit 12 
08BA: set $383[0] bit 14 
0004: $GIRL_DESIRED_PROGRESS_TO_INVITE[1] = 45 
0004: $GIRL_PROGRESS[1] = 0 
0004: $GIRL_DESIRED_SEXAPPEAL[1] = 60 
0004: $GIRLRESPECT[1] = 500 
0004: $377[1] = 0 
08BA: set $377[1] bit 3 
08BA: set $377[1] bit 11 
08BA: set $377[1] bit 12 
08BA: set $377[1] bit 16 
08BA: set $377[1] bit 17 
08BA: set $377[1] bit 20 
08BA: set $377[1] bit 27 
08BA: set $377[1] bit 22 
0004: $371[1] = 0 
08BA: set $371[1] bit 2 
0004: $383[1] = 0 
08BA: set $383[1] bit 12 
08BA: set $383[1] bit 14 
08BA: set $383[1] bit 16 
08BA: set $383[1] bit 18 
08BA: set $383[1] bit 20 
08BA: set $383[1] bit 22 
0004: $GIRL_DESIRED_PROGRESS_TO_INVITE[2] = 70 
0004: $GIRL_PROGRESS[2] = 0 
0004: $GIRL_DESIRED_SEXAPPEAL[2] = 70 
0004: $GIRLRESPECT[2] = 700 
0004: $377[2] = 0 
08BA: set $377[2] bit 5 
08BA: set $377[2] bit 14 
08BA: set $377[2] bit 13 
08BA: set $377[2] bit 15 
08BA: set $377[2] bit 18 
08BA: set $377[2] bit 28 
0004: $371[2] = 0 
08BA: set $371[2] bit 3 
0004: $383[2] = 0 
08BA: set $383[2] bit 2 
08BA: set $383[2] bit 4 
08BA: set $383[2] bit 6 
08BA: set $383[2] bit 12 
0004: $GIRL_DESIRED_PROGRESS_TO_INVITE[3] = 60 
0004: $GIRL_PROGRESS[3] = 0 
0004: $GIRL_DESIRED_SEXAPPEAL[3] = 45 
0004: $GIRLRESPECT[3] = 400 
0004: $377[3] = 0 
08BA: set $377[3] bit 2 
08BA: set $377[3] bit 13 
08BA: set $377[3] bit 18 
08BA: set $377[3] bit 20 
0004: $371[3] = 0 
08BA: set $371[3] bit 2 
0004: $383[3] = 0 
08BA: set $383[3] bit 6 
08BA: set $383[3] bit 8 
08BA: set $383[3] bit 10 
08BA: set $383[3] bit 12 
08BA: set $383[3] bit 14 
0004: $GIRL_DESIRED_PROGRESS_TO_INVITE[4] = 50 
0004: $GIRL_PROGRESS[4] = 0 
0004: $GIRL_DESIRED_SEXAPPEAL[4] = 50 
0004: $GIRLRESPECT[4] = 300 
0004: $377[4] = 0 
08BA: set $377[4] bit 2 
08BA: set $377[4] bit 13 
08BA: set $377[4] bit 20 
08BA: set $377[4] bit 19 
08BA: set $377[4] bit 17 
08BA: set $377[4] bit 24 
0004: $371[4] = 0 
08BA: set $371[4] bit 1 
0004: $383[4] = 0 
08BA: set $383[4] bit 2 
08BA: set $383[4] bit 4 
08BA: set $383[4] bit 6 
08BA: set $383[4] bit 8 
08BA: set $383[4] bit 10 
08BA: set $383[4] bit 0 
0004: $GIRL_DESIRED_PROGRESS_TO_INVITE[5] = 45 
0004: $GIRL_PROGRESS[5] = 20 
0004: $GIRL_DESIRED_SEXAPPEAL[5] = 60 
0004: $GIRLRESPECT[5] = 400 
0004: $377[5] = 0 
08BA: set $377[5] bit 5 
08BA: set $377[5] bit 3 
08BA: set $377[5] bit 13 
08BA: set $377[5] bit 14 
08BA: set $377[5] bit 15 
08BA: set $377[5] bit 19 
08BA: set $377[5] bit 20 
08BA: set $377[5] bit 27 
08BA: set $377[5] bit 23 
0004: $371[5] = 0 
08BA: set $371[5] bit 1 
0004: $383[5] = 0 
08BA: set $383[5] bit 22 
08BA: set $383[5] bit 0 
08BA: set $383[5] bit 2 
08BA: set $383[5] bit 4 
08BA: set $383[5] bit 6 
08BA: set $383[5] bit 8 
08BA: set $383[5] bit 10 
029B: $GIRLDOORS[0] = init_object #GEN_DOOREXT03 at 2401.75 -1714.477 13.125 
01C7: remove_object_from_mission_cleanup_list $GIRLDOORS[0] 
07F7: set_object $GIRLDOORS[0] destructible 0 
09CA: set_object $GIRLDOORS[0] immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: $GIRLDOORS[4] = init_object #GEN_DOOREXT07 at -2574.495 1153.023 54.669 
0177: set_object $GIRLDOORS[4] Z_angle_to -19.444 
01C7: remove_object_from_mission_cleanup_list $GIRLDOORS[4] 
07F7: set_object $GIRLDOORS[4] destructible 0 
09CA: set_object $GIRLDOORS[4] immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: $GIRLDOORS[1] = init_object #GEN_DOORSHOP02 at -1800.706 1201.041 24.12 
01C7: remove_object_from_mission_cleanup_list $GIRLDOORS[1] 
07F7: set_object $GIRLDOORS[1] destructible 0 
09CA: set_object $GIRLDOORS[1] immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: $GIRLDOORS[2] = init_object #GEN_DOOREXT04 at -383.46 -1439.64 25.33 
0177: set_object $GIRLDOORS[2] Z_angle_to 90.0 
01C7: remove_object_from_mission_cleanup_list $GIRLDOORS[2] 
07F7: set_object $GIRLDOORS[2] destructible 0 
09CA: set_object $GIRLDOORS[2] immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: $GIRLDOORS[3] = init_object #GEN_DOORSHOP3 at -1390.79 2639.33 54.973 
01C7: remove_object_from_mission_cleanup_list $GIRLDOORS[3] 
07F7: set_object $GIRLDOORS[3] destructible 0 
09CA: set_object $GIRLDOORS[3] immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: $GIRLDOORS[5] = init_object #GEN_DOOREXT03 at 2038.036 2721.37 10.53 
0177: set_object $GIRLDOORS[5] Z_angle_to -180.0 
01C7: remove_object_from_mission_cleanup_list $GIRLDOORS[5] 
07F7: set_object $GIRLDOORS[5] destructible 0 
09CA: set_object $GIRLDOORS[5] immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: $GIRLDOORS[6] = init_object #CUNTGIRLDOOR at -371.4 -1429.42 26.47 
01C7: remove_object_from_mission_cleanup_list $GIRLDOORS[6] 
07F7: set_object $GIRLDOORS[6] destructible 0 
09CA: set_object $GIRLDOORS[6] immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0004: $GF_CENSORE_FLAG = 1 
004F: create_thread @GIRLFRIEND_AGENT  
004E: end_thread 

:GIRLFRIEND_AGENT
03A4: name_thread 'GFAGNT' 
0004: $GF_WAIT_TIME = 0 
0006: 3@ = 0 
0006: 4@ = 0 
0004: $391 = 0 
0006: 0@ = 0 
0006: 1@ = 0 
06D1: v$1225 = "NIL" // v$ = string 
0004: $392 = 20 
0004: $GIRLFRIEND = -1 
0006: 8@ = -1 
0006: 7@ = 1 
00D6: if 
0019:   3@ > 0 
004D: jump_if_false @GFAGNT_335 
009A: 2@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 
018A: $GIRLMARKER[0] = create_checkpoint_at 0.0 0.0 0.0 
018A: $GIRLMARKER[1] = create_checkpoint_at 0.0 0.0 0.0 
018A: $GIRLMARKER[2] = create_checkpoint_at 0.0 0.0 0.0 
018A: $GIRLMARKER[3] = create_checkpoint_at 0.0 0.0 0.0 
018A: $GIRLMARKER[4] = create_checkpoint_at 0.0 0.0 0.0 
018A: $GIRLMARKER[5] = create_checkpoint_at 0.0 0.0 0.0 
014B: $PARKED_GIRLFRIEND_CARS[0] = init_car_generator #NULL color 0 0 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 0 at 0.0 0.0 0.0 angle 0.0 
014B: $PARKED_GIRLFRIEND_CARS_NUMPLATE[0] = init_car_generator #NULL color 0 0 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 0 at 0.0 0.0 0.0 angle 0.0 

:GFAGNT_335
0001: wait $GF_WAIT_TIME ms 
00D6: if and
0256:   player $PLAYER_CHAR defined 
8118:   not actor $PLAYER_ACTOR dead 
0038:   $ONMISSION == 0 
004D: jump_if_false @GFAGNT_389 
08C0: clear $391 bit 31 
0050: gosub @GFAGNT_428 
0002: jump @GFAGNT_421 

:GFAGNT_389
00D6: if 
88B4:   not test $391 bit 31 
004D: jump_if_false @GFAGNT_421 
0050: gosub @GFAGNT_11185 
08BA: set $391 bit 31 

:GFAGNT_421
0002: jump @GFAGNT_335 

:GFAGNT_428
0871: init_jump_table 0@ total_jumps 5 default_jump 0 @GFAGNT_561 jumps 0 @GFAGNT_491 1 @GFAGNT_505 2 @GFAGNT_519 3 @GFAGNT_533 4 @GFAGNT_547 -1 @GFAGNT_561 -1 @GFAGNT_561 

:GFAGNT_491
0050: gosub @GFAGNT_563 
0002: jump @GFAGNT_561 

:GFAGNT_505
0050: gosub @GFAGNT_1605 
0002: jump @GFAGNT_561 

:GFAGNT_519
0050: gosub @GFAGNT_2298 
0002: jump @GFAGNT_561 

:GFAGNT_533
0050: gosub @GFAGNT_2604 
0002: jump @GFAGNT_561 

:GFAGNT_547
0050: gosub @GFAGNT_2781 
0002: jump @GFAGNT_561 

:GFAGNT_561
0051: return 

:GFAGNT_563
0050: gosub @GFAGNT_5005 
00D6: if 
08B5:   test $GIRLS_GIFTS_BITMASK bit $GIRLFRIEND 
004D: jump_if_false @GFAGNT_1167 
00D6: if 
08B4:   test $391 bit 25 
004D: jump_if_false @GFAGNT_621 
0006: 3@ = 1 
0002: jump @GFAGNT_891 

:GFAGNT_621
0006: 3@ = 0 
0842: 4@ = player $PLAYER_CHAR town_number 
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_891 jumps 0 @GFAGNT_699 1 @GFAGNT_795 2 @GFAGNT_763 3 @GFAGNT_731 4 @GFAGNT_827 5 @GFAGNT_859 -1 @GFAGNT_891 

:GFAGNT_699
00D6: if 
04A4:   4@ == 1 // == constant 
004D: jump_if_false @GFAGNT_724 
0006: 3@ = 1 

:GFAGNT_724
0002: jump @GFAGNT_891 

:GFAGNT_731
00D6: if 
04A4:   4@ == 0 // == constant 
004D: jump_if_false @GFAGNT_756 
0006: 3@ = 1 

:GFAGNT_756
0002: jump @GFAGNT_891 

:GFAGNT_763
00D6: if 
04A4:   4@ == 0 // == constant 
004D: jump_if_false @GFAGNT_788 
0006: 3@ = 1 

:GFAGNT_788
0002: jump @GFAGNT_891 

:GFAGNT_795
00D6: if 
04A4:   4@ == 2 // == constant 
004D: jump_if_false @GFAGNT_820 
0006: 3@ = 1 

:GFAGNT_820
0002: jump @GFAGNT_891 

:GFAGNT_827
00D6: if 
04A4:   4@ == 2 // == constant 
004D: jump_if_false @GFAGNT_852 
0006: 3@ = 1 

:GFAGNT_852
0002: jump @GFAGNT_891 

:GFAGNT_859
00D6: if 
04A4:   4@ == 3 // == constant 
004D: jump_if_false @GFAGNT_884 
0006: 3@ = 1 

:GFAGNT_884
0002: jump @GFAGNT_891 

:GFAGNT_891
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @GFAGNT_1158 
0050: gosub @SUB_UPDATEGIRLRESPECT 
0050: gosub @GFAGNT_5122 
00D6: if 
0019:   3@ > 0 
004D: jump_if_false @GFAGNT_1144 
0004: $GF_WAIT_TIME = 250 
00D6: if 
88B4:   not test $390 bit 20 
004D: jump_if_false @GFAGNT_1137 
0050: gosub @SUB_GETGIRLHOMECOORDS 
0050: gosub @GFAGNT_5333 
00D6: if 
0019:   3@ > 0 
004D: jump_if_false @GFAGNT_1044 
0004: $GF_WAIT_TIME = 0 
0050: gosub @GFAGNT_5639 
08BB: set $1210 bit $GIRLFRIEND 
0006: 0@ = 4 
0006: 1@ = 0 
0051: return 
0002: jump @GFAGNT_1137 

:GFAGNT_1044
08C1: clear $1210 bit $GIRLFRIEND 
0050: gosub @GFAGNT_5742 
0004: $GF_WAIT_TIME = 250 
00D6: if 
0101:   actor $PLAYER_ACTOR in_sphere 10@ 11@ 12@ radius 5.0 5.0 3.0 sphere 0 stopped 
004D: jump_if_false @GFAGNT_1137 
00D6: if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
004D: jump_if_false @GFAGNT_1135 
03E5: show_text_box 'GF_0048'  // Your girlfriend is not at home right now. Try again later.

:GFAGNT_1135
0051: return 

:GFAGNT_1137
0002: jump @GFAGNT_1151 

:GFAGNT_1144
0050: gosub @GFAGNT_6114 

:GFAGNT_1151
0002: jump @GFAGNT_1160 

:GFAGNT_1158
0051: return 

:GFAGNT_1160
0002: jump @GFAGNT_1603 

:GFAGNT_1167
0050: gosub @SUB_DUMPGIRL 
00D6: if 
88B4:   not test $390 bit 20 
004D: jump_if_false @GFAGNT_1603 
0050: gosub @GFAGNT_5196 
00D6: if 
0019:   3@ > 0 
004D: jump_if_false @GFAGNT_1591 
0004: $GF_WAIT_TIME = 250 
00D6: if and
0038:   $GIRLFRIEND == 2 
001A:   2 > $LS_FINAL_TOTAL_PASSED_MISSIONS 
004D: jump_if_false @GFAGNT_1256 
090F: end_external_script 24 (GF_MEETING) 
0051: return 

:GFAGNT_1256
00D6: if and
8038:   not  $GIRL_PROGRESS($GIRLFRIEND,6i) == -100 
8038:   not  $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
004D: jump_if_false @GFAGNT_1584 
00D6: if 
08B4:   test $383($GIRLFRIEND,6i) bit 31 
004D: jump_if_false @GFAGNT_1460 
07D0: 3@ = weekday 
000A: 3@ += 22 
00D6: if 
08B6:   test $383($GIRLFRIEND,6i) bit 3@ 
004D: jump_if_false @GFAGNT_1368 
0050: gosub @GFAGNT_9541 
0006: 3@ = 1 
0002: jump @GFAGNT_1453 

:GFAGNT_1368
000A: 3@ += 1 
00D6: if 
0019:   3@ > 29 
004D: jump_if_false @GFAGNT_1400 
0006: 3@ = 23 

:GFAGNT_1400
00D6: if 
08B6:   test $383($GIRLFRIEND,6i) bit 3@ 
004D: jump_if_false @GFAGNT_1439 
0006: 3@ = -1 
0051: return 
0002: jump @GFAGNT_1453 

:GFAGNT_1439
0050: gosub @GFAGNT_9541 
0006: 3@ = 1 

:GFAGNT_1453
0002: jump @GFAGNT_1467 

:GFAGNT_1460
0006: 3@ = 1 

:GFAGNT_1467
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @GFAGNT_1584 
0050: gosub @GFAGNT_4705 
0926: 3@ = external_script_status 24 (GF_MEETING) 
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @GFAGNT_1584 
08A9: load_external_script 24 (GF_MEETING) 
00D6: if 
08AB:   external_script 24 (GF_MEETING) loaded 
004D: jump_if_false @GFAGNT_1584 
08BA: set $390 bit 20 
0913: run_external_script 24 (GF_MEETING) $GIRLFRIEND 10@ 11@ 12@ 13@  
0004: $GF_WAIT_TIME = 0 
0006: 0@ = 3 
0006: 1@ = 0 

:GFAGNT_1584
0002: jump @GFAGNT_1603 

:GFAGNT_1591
0004: $GF_WAIT_TIME = 500 
090F: end_external_script 24 (GF_MEETING) 

:GFAGNT_1603
0051: return 

:GFAGNT_1605
0871: init_jump_table 1@ total_jumps 5 default_jump 0 @GFAGNT_2296 jumps 0 @GFAGNT_1668 1 @GFAGNT_1890 2 @GFAGNT_1942 3 @GFAGNT_2095 4 @GFAGNT_2218 -1 @GFAGNT_2296 -1 @GFAGNT_2296 

:GFAGNT_1668
00D6: if 
003A:   $GIRL_DATED_NOW == $GIRLFRIEND // (int) 
004D: jump_if_false @GFAGNT_1701 
0050: gosub @GFAGNT_7091 
0004: $392 = 20 

:GFAGNT_1701
08C1: clear $391 bit $GIRLFRIEND 
0050: gosub @GFAGNT_7457 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_1746 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0A43: get_rid_of_player_prostitute 

:GFAGNT_1746
00D6: if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 31 
004D: jump_if_false @GFAGNT_1771 
0004: $390 = 0 

:GFAGNT_1771
0050: gosub @GFAGNT_9631 
00D6: if and
0039:   3@ == 1 
08B4:   test $377($GIRLFRIEND,6i) bit 23 
004D: jump_if_false @GFAGNT_1821 
08BA: set $390 bit 14 
0002: jump @GFAGNT_1872 

:GFAGNT_1821
00D6: if 
002A:   30 >= $GIRL_PROGRESS($GIRLFRIEND,6i) 
004D: jump_if_false @GFAGNT_1857 
08BA: set $390 bit 11 
0002: jump @GFAGNT_1872 

:GFAGNT_1857
0050: gosub @GFAGNT_7115 
08BC: set $390 bit 3@ 

:GFAGNT_1872
08A9: load_external_script 25 (GF_DATE) 
000A: 1@ += 1 
0002: jump @GFAGNT_2296 

:GFAGNT_1890
00D6: if 
08AB:   external_script 25 (GF_DATE) loaded 
004D: jump_if_false @GFAGNT_1935 
08BA: set $390 bit 1 
08C1: clear $1210 bit $GIRLFRIEND 
0913: run_external_script 25 (GF_DATE) 2@  
000A: 1@ += 1 

:GFAGNT_1935
0002: jump @GFAGNT_2296 

:GFAGNT_1942
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @GFAGNT_2056 
00D6: if 
08B4:   test $390 bit 3 
004D: jump_if_false @GFAGNT_2028 
00D6: if 
88B4:   not test $390 bit 5 
004D: jump_if_false @GFAGNT_2021 
01B4: set_player $PLAYER_CHAR can_move 0 
0050: gosub @GFAGNT_9180 
08A9: load_external_script 26 (GF_SEX) 
000A: 1@ += 1 

:GFAGNT_2021
0002: jump @GFAGNT_2049 

:GFAGNT_2028
016A: fade 1 time 1000 
0006: 0@ = 2 
0006: 1@ = 0 

:GFAGNT_2049
0002: jump @GFAGNT_2088 

:GFAGNT_2056
0926: 3@ = external_script_status 25 (GF_DATE) 
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @GFAGNT_2088 
08C0: clear $390 bit 1 

:GFAGNT_2088
0002: jump @GFAGNT_2296 

:GFAGNT_2095
00D6: if 
08AB:   external_script 26 (GF_SEX) loaded 
004D: jump_if_false @GFAGNT_2211 
077E: get_active_interior_to 3@ 
0050: gosub @SUB_GETGIRLHOMECOORDS 
00D6: if 
08B4:   test $390 bit 14 
004D: jump_if_false @GFAGNT_2172 
0913: run_external_script 26 (GF_SEX) $GIRLFRIEND 1 3@ 10@ 11@ 12@ 13@  
0002: jump @GFAGNT_2197 

:GFAGNT_2172
0913: run_external_script 26 (GF_SEX) $GIRLFRIEND 0 3@ 10@ 11@ 12@ 13@  

:GFAGNT_2197
08BA: set $390 bit 5 
000A: 1@ += 1 

:GFAGNT_2211
0002: jump @GFAGNT_2296 

:GFAGNT_2218
00D6: if 
88B4:   not test $390 bit 5 
004D: jump_if_false @GFAGNT_2257 
0006: 0@ = 2 
0006: 1@ = 0 
0002: jump @GFAGNT_2289 

:GFAGNT_2257
0926: 3@ = external_script_status 26 (GF_SEX) 
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @GFAGNT_2289 
08C0: clear $390 bit 5 

:GFAGNT_2289
0002: jump @GFAGNT_2296 

:GFAGNT_2296
0051: return 

:GFAGNT_2298
0871: init_jump_table 1@ total_jumps 2 default_jump 0 @GFAGNT_2602 jumps 0 @GFAGNT_2361 1 @GFAGNT_2477 -1 @GFAGNT_2602 -1 @GFAGNT_2602 -1 @GFAGNT_2602 -1 @GFAGNT_2602 -1 @GFAGNT_2602 

:GFAGNT_2361
08C1: clear $391 bit $GIRLFRIEND 
0050: gosub @GFAGNT_9180 
00D6: if 
0038:   $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
004D: jump_if_false @GFAGNT_2427 
03E6: remove_text_box 
03E5: show_text_box 'GF_0039'  // Your girlfriend is dead.
08C1: clear $GIRLS_GIFTS_BITMASK bit $GIRLFRIEND 
0002: jump @GFAGNT_2463 

:GFAGNT_2427
0050: gosub @GFAGNT_8694 
00D6: if 
0028:   $GIRL_PROGRESS($GIRLFRIEND,6i) >= 50 
004D: jump_if_false @GFAGNT_2463 
0050: gosub @GFAGNT_5791 

:GFAGNT_2463
000A: 1@ += 1 
0002: jump @GFAGNT_2602 

:GFAGNT_2477
00D6: if or
0038:   $GIRL_PROGRESS($GIRLFRIEND,6i) == -100 
0038:   $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
004D: jump_if_false @GFAGNT_2539 
0050: gosub @GFAGNT_9697 
0006: 0@ = 0 
0006: 1@ = 0 
0002: jump @GFAGNT_2595 

:GFAGNT_2539
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 10.0 10.0 10.0 
004D: jump_if_false @GFAGNT_2595 
0006: 0@ = 0 
0006: 1@ = 0 

:GFAGNT_2595
0002: jump @GFAGNT_2602 

:GFAGNT_2602
0051: return 

:GFAGNT_2604
00D6: if 
88B4:   not test $390 bit 20 
004D: jump_if_false @GFAGNT_2747 
0050: gosub @GFAGNT_4705 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 65.0 65.0 5.0 
004D: jump_if_false @GFAGNT_2740 
00D6: if 
08B4:   test $390 bit 21 
004D: jump_if_false @GFAGNT_2726 
07D0: 7@ = weekday 
000A: 7@ += 1 
00D6: if 
0019:   7@ > 7 
004D: jump_if_false @GFAGNT_2726 
0006: 7@ = 1 

:GFAGNT_2726
0006: 0@ = 0 
0006: 1@ = 0 

:GFAGNT_2740
0002: jump @GFAGNT_2779 

:GFAGNT_2747
0926: 3@ = external_script_status 24 (GF_MEETING) 
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @GFAGNT_2779 
08C0: clear $390 bit 20 

:GFAGNT_2779
0051: return 

:GFAGNT_2781
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 75.0 75.0 10.0 
004D: jump_if_false @GFAGNT_2964 
0050: gosub @GFAGNT_5333 
00D6: if 
0019:   3@ > 0 
004D: jump_if_false @GFAGNT_2943 
00D6: if 
0101:   actor $PLAYER_ACTOR in_sphere 10@ 11@ 12@ radius 1.5 1.5 1.5 sphere 1 stopped 
004D: jump_if_false @GFAGNT_2936 
00D6: if and
88B4:   not test $391 bit 11 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @GFAGNT_2936 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 0@ = 1 
0006: 1@ = 0 
0051: return 

:GFAGNT_2936
0002: jump @GFAGNT_2957 

:GFAGNT_2943
0006: 0@ = 0 
0006: 1@ = 0 

:GFAGNT_2957
0002: jump @GFAGNT_2978 

:GFAGNT_2964
0006: 0@ = 0 
0006: 1@ = 0 

:GFAGNT_2978
0051: return 

:SUB_UPDATEGIRLRESPECT
00D6: if 
875C:   not marker $GIRLMARKER($GIRLFRIEND,6i) enabled 
004D: jump_if_false @GFAGNT_3094 
0050: gosub @SUB_GETGIRLHOMECOORDS 
04CE: $GIRLMARKER($GIRLFRIEND,6i) = create_icon_marker 21 at 10@ 11@ 12@ 
0623: add 1 to_integer_stat 184 
0623: add 1 to_integer_stat 186 
0652: 3@ = integer_stat 65 
005C: 3@ += $GIRLRESPECT($GIRLFRIEND,6i) // (int) 
00D6: if 
0019:   3@ > 1000 
004D: jump_if_false @GFAGNT_3087 
0006: 3@ = 1000 

:GFAGNT_3087
0629: change_integer_stat 65 to 3@ 

:GFAGNT_3094
0871: init_jump_table $GIRLFRIEND total_jumps 5 default_jump 0 @GFAGNT_3799 jumps 0 @GFAGNT_3157 1 @GFAGNT_3224 2 @GFAGNT_3342 3 @GFAGNT_3553 4 @GFAGNT_3676 -1 @GFAGNT_3799 -1 @GFAGNT_3799 

:GFAGNT_3157
00D6: if and
0028:   $GIRL_PROGRESS($GIRLFRIEND,6i) >= 100 
0038:   $PIMP_SUIT_AVAILABLE == 0 
004D: jump_if_false @GFAGNT_3217 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @GFAGNT_3217 
03E5: show_text_box 'GF_H006'  // Your girlfriend has bought you a gift! Go home and check your wardrobe.
0004: $PIMP_SUIT_AVAILABLE = 1 

:GFAGNT_3217
0002: jump @GFAGNT_3799 

:GFAGNT_3224
00D6: if and
0028:   $GIRL_PROGRESS($GIRLFRIEND,6i) >= 100 
0038:   $RACING_SUIT_AVAILABLE == 0 
004D: jump_if_false @GFAGNT_3284 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @GFAGNT_3284 
03E5: show_text_box 'GF_H006'  // Your girlfriend has bought you a gift! Go home and check your wardrobe.
0004: $RACING_SUIT_AVAILABLE = 1 

:GFAGNT_3284
00D6: if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 21 
004D: jump_if_false @GFAGNT_3335 
02FA: set_garage 'MICHDR' type 5 
093A: set_paynspray 'MICHDR' type_to_girlfriend 1 
08BA: set $GIRLS_GIFTS_BITMASK bit 21 

:GFAGNT_3335
0002: jump @GFAGNT_3799 

:GFAGNT_3342
00D6: if and
0028:   $GIRL_PROGRESS($GIRLFRIEND,6i) >= 100 
0038:   $RURAL_CLOTHES_AVAILABLE == 0 
004D: jump_if_false @GFAGNT_3402 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @GFAGNT_3402 
03E5: show_text_box 'GF_H006'  // Your girlfriend has bought you a gift! Go home and check your wardrobe.
0004: $RURAL_CLOTHES_AVAILABLE = 1 

:GFAGNT_3402
00D6: if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 22 
004D: jump_if_false @GFAGNT_3546 
0750: set_object $GIRLDOORS[6] visibility 0 
0382: set_object $GIRLDOORS[6] collision_detection 0 
0213: $394 = create_pickup #MOLOTOV type 15 at -366.2235 -1429.088 25.5 
0213: $395 = create_pickup #CHNSAW type 15 at -365.7906 -1425.253 25.5 
032B: $396 = create_weapon_pickup #COLT45 type 15 ammo 99999 at -365.4774 -1422.401 25.5 
032B: $397 = create_weapon_pickup #FLAME type 15 ammo 99999 at -366.066 -1418.683 25.5 
08BA: set $GIRLS_GIFTS_BITMASK bit 22 

:GFAGNT_3546
0002: jump @GFAGNT_3799 

:GFAGNT_3553
00D6: if and
0028:   $GIRL_PROGRESS($GIRLFRIEND,6i) >= 100 
0038:   $COP_UNIFORM_AVAILABLE == 0 
004D: jump_if_false @GFAGNT_3613 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @GFAGNT_3613 
03E5: show_text_box 'GF_H006'  // Your girlfriend has bought you a gift! Go home and check your wardrobe.
0004: $COP_UNIFORM_AVAILABLE = 1 

:GFAGNT_3613
00D6: if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 23 
004D: jump_if_false @GFAGNT_3669 
08E0: override_restart_if_busted_at -1379.843 2635.74 54.4315 within_radius 1500.0 angle 170.6194 
08DE: lose_stuff_after_busted 0 
08BA: set $GIRLS_GIFTS_BITMASK bit 23 

:GFAGNT_3669
0002: jump @GFAGNT_3799 

:GFAGNT_3676
00D6: if and
0028:   $GIRL_PROGRESS($GIRLFRIEND,6i) >= 100 
0038:   $MEDIC_UNIFORM_AVAILABLE == 0 
004D: jump_if_false @GFAGNT_3736 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @GFAGNT_3736 
03E5: show_text_box 'GF_H006'  // Your girlfriend has bought you a gift! Go home and check your wardrobe.
0004: $MEDIC_UNIFORM_AVAILABLE = 1 

:GFAGNT_3736
00D6: if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 24 
004D: jump_if_false @GFAGNT_3792 
08DF: override_restart_if_wasted_at -2570.511 1139.582 54.8547 within_radius 1500.0 angle 160.0 
08DD: lose_stuff_after_wasted 0 
08BA: set $GIRLS_GIFTS_BITMASK bit 24 

:GFAGNT_3792
0002: jump @GFAGNT_3799 

:GFAGNT_3799
0051: return 

:SUB_DUMPGIRL
00D6: if 
0038:   $COLLECTED_OYSTERS == 50 
004D: jump_if_false @GFAGNT_3866 
00D6: if and
001A:   0 > $GIRL_PROGRESS($GIRLFRIEND,6i) 
8038:   not  $GIRLFRIEND == 0 
8038:   not  $GIRLFRIEND == 5 
004D: jump_if_false @GFAGNT_3866 
0004: $GIRL_PROGRESS($GIRLFRIEND,6i) = 45 

:GFAGNT_3866
00D6: if 
075C:   marker $GIRLMARKER($GIRLFRIEND,6i) enabled 
004D: jump_if_false @GFAGNT_3982 
0164: disable_marker $GIRLMARKER($GIRLFRIEND,6i) 
0050: gosub @GFAGNT_9697 
0050: gosub @GFAGNT_5742 
08C1: clear $1210 bit $GIRLFRIEND 
0625: decrease_integer_stat 184 by 1 
0623: add 1 to_integer_stat 189 
0652: 3@ = integer_stat 65 
0064: 3@ -= $GIRLRESPECT($GIRLFRIEND,6i) // (int) 
00D6: if 
001B:   0 > 3@ 
004D: jump_if_false @GFAGNT_3975 
0006: 3@ = 0 

:GFAGNT_3975
0629: change_integer_stat 65 to 3@ 

:GFAGNT_3982
008B: 3@ = $GIRLFRIEND // (int) 
000A: 3@ += 20 
00D6: if 
08B6:   test $GIRLS_GIFTS_BITMASK bit 3@ 
004D: jump_if_false @GFAGNT_4356 
0871: init_jump_table $GIRLFRIEND total_jumps 4 default_jump 0 @GFAGNT_4356 jumps 1 @GFAGNT_4079 2 @GFAGNT_4178 3 @GFAGNT_4274 4 @GFAGNT_4319 -1 @GFAGNT_4356 -1 @GFAGNT_4356 -1 @GFAGNT_4356 

:GFAGNT_4079
00D6: if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1790.7 1209.0 23.0 cornerB -1784.0 1221.5 27.5 
004D: jump_if_false @GFAGNT_4171 
093A: set_paynspray 'MICHDR' type_to_girlfriend 0 
02FA: set_garage 'MICHDR' type 19 
0361: close_garage 'MICHDR' 
08C0: clear $GIRLS_GIFTS_BITMASK bit 21 

:GFAGNT_4171
0002: jump @GFAGNT_4356 

:GFAGNT_4178
00D6: if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -361.0 -1417.0 23.0 cornerB -372.0 -1431.0 30.0 
004D: jump_if_false @GFAGNT_4267 
0215: destroy_pickup $394 
0215: destroy_pickup $395 
0215: destroy_pickup $396 
0215: destroy_pickup $397 
0750: set_object $GIRLDOORS[6] visibility 1 
0382: set_object $GIRLDOORS[6] collision_detection 1 
08C0: clear $GIRLS_GIFTS_BITMASK bit 22 

:GFAGNT_4267
0002: jump @GFAGNT_4356 

:GFAGNT_4274
08E0: override_restart_if_busted_at -1379.843 2635.74 54.4315 within_radius 0.0 angle 170.6194 
08DE: lose_stuff_after_busted 1 
08C0: clear $GIRLS_GIFTS_BITMASK bit 23 
0002: jump @GFAGNT_4356 

:GFAGNT_4319
08DF: override_restart_if_wasted_at 10@ 11@ 12@ within_radius 0.0 angle 13@ 
08DD: lose_stuff_after_wasted 1 
08C0: clear $GIRLS_GIFTS_BITMASK bit 24 
0002: jump @GFAGNT_4356 

:GFAGNT_4356
0051: return 

:SUB_GETGIRLHOMECOORDS
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_4703 jumps 0 @GFAGNT_4421 1 @GFAGNT_4468 2 @GFAGNT_4515 3 @GFAGNT_4562 4 @GFAGNT_4609 5 @GFAGNT_4656 -1 @GFAGNT_4703 

:GFAGNT_4421
0007: 10@ = 2401.965 
0007: 11@ = -1723.22 
0007: 12@ = 12.6005 
0007: 13@ = 180.0 
0002: jump @GFAGNT_4703 

:GFAGNT_4468
0007: 10@ = -1799.5 
0007: 11@ = 1195.5 
0007: 12@ = 24.1094 
0007: 13@ = 180.0 
0002: jump @GFAGNT_4703 

:GFAGNT_4515
0007: 10@ = -377.3978 
0007: 11@ = -1438.692 
0007: 12@ = 24.7209 
0007: 13@ = 270.0 
0002: jump @GFAGNT_4703 

:GFAGNT_4562
0007: 10@ = -1398.101 
0007: 11@ = 2636.873 
0007: 12@ = 54.7031 
0007: 13@ = 75.0 
0002: jump @GFAGNT_4703 

:GFAGNT_4609
0007: 10@ = -2576.808 
0007: 11@ = 1144.744 
0007: 12@ = 54.7422 
0007: 13@ = 164.0 
0002: jump @GFAGNT_4703 

:GFAGNT_4656
0007: 10@ = 2035.362 
0007: 11@ = 2732.411 
0007: 12@ = 9.8203 
0007: 13@ = 0.0 
0002: jump @GFAGNT_4703 

:GFAGNT_4703
0051: return 

:GFAGNT_4705
0871: init_jump_table $GIRLFRIEND total_jumps 4 default_jump 1 @GFAGNT_4956 jumps 1 @GFAGNT_4768 2 @GFAGNT_4815 3 @GFAGNT_4862 4 @GFAGNT_4909 -1 @GFAGNT_5003 -1 @GFAGNT_5003 -1 @GFAGNT_5003 

:GFAGNT_4768
0007: 10@ = -2027.583 
0007: 11@ = -118.7022 
0007: 12@ = 1034.0 
0007: 13@ = 3.4 
0002: jump @GFAGNT_5003 

:GFAGNT_4815
0007: 10@ = 257.6682 
0007: 11@ = -154.7475 
0007: 12@ = 4.0786 
0007: 13@ = 268.7731 
0002: jump @GFAGNT_5003 

:GFAGNT_4862
0007: 10@ = -1410.1 
0007: 11@ = 2648.731 
0007: 12@ = 54.6875 
0007: 13@ = 130.0 
0002: jump @GFAGNT_5003 

:GFAGNT_4909
0007: 10@ = -2291.708 
0007: 11@ = -233.0215 
0007: 12@ = 41.7185 
0007: 13@ = 360.0 
0002: jump @GFAGNT_5003 

:GFAGNT_4956
0007: 10@ = 0.0 
0007: 11@ = 0.0 
0007: 12@ = 0.0 
0007: 13@ = 0.0 
0002: jump @GFAGNT_5003 

:GFAGNT_5003
0051: return 

:GFAGNT_5005
000A: 8@ += 1 
00D6: if 
0029:   8@ >= 6 
004D: jump_if_false @GFAGNT_5037 
0006: 8@ = 0 

:GFAGNT_5037
00D6: if 
08B4:   test $391 bit 25 
004D: jump_if_false @GFAGNT_5088 
00D6: if 
07D6:   8@ == $GIRLFRIEND // @ == $ (int) 
004D: jump_if_false @GFAGNT_5081 
08C0: clear $391 bit 25 

:GFAGNT_5081
0002: jump @GFAGNT_5120 

:GFAGNT_5088
0008: $GIRLFRIEND += 1 
00D6: if 
0028:   $GIRLFRIEND >= 6 
004D: jump_if_false @GFAGNT_5120 
0004: $GIRLFRIEND = 0 

:GFAGNT_5120
0051: return 

:GFAGNT_5122
0050: gosub @SUB_GETGIRLHOMECOORDS 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 65.0 65.0 5.0 
004D: jump_if_false @GFAGNT_5187 
08BA: set $391 bit 25 
0006: 3@ = 1 
0051: return 

:GFAGNT_5187
0006: 3@ = -1 
0051: return 

:GFAGNT_5196
0050: gosub @GFAGNT_4705 
00D6: if 
8043:   not  10@ == 0.0 
004D: jump_if_false @GFAGNT_5324 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 80.0 80.0 10.0 
004D: jump_if_false @GFAGNT_5324 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 8.0 8.0 10.0 
004D: jump_if_false @GFAGNT_5324 
08BA: set $391 bit 25 
0006: 3@ = 1 
0051: return 

:GFAGNT_5324
0006: 3@ = -1 
0051: return 

:GFAGNT_5333
0006: 3@ = -1 
00D6: if and
08B4:   test $391 bit 11 
003A:   $GIRL_DATED_NOW == $GIRLFRIEND // (int) 
004D: jump_if_false @GFAGNT_5375 
0006: 3@ = 1 
0051: return 

:GFAGNT_5375
00D6: if and
08B4:   test $391 bit 10 
003A:   $GIRL_DATED_NOW == $GIRLFRIEND // (int) 
004D: jump_if_false @GFAGNT_5410 
0006: 3@ = 1 
0051: return 

:GFAGNT_5410
00D6: if 
08B4:   test $383($GIRLFRIEND,6i) bit 31 
004D: jump_if_false @GFAGNT_5559 
07D0: 3@ = weekday 
000A: 3@ += 22 
00D6: if 
08B6:   test $383($GIRLFRIEND,6i) bit 3@ 
004D: jump_if_false @GFAGNT_5481 
0050: gosub @GFAGNT_9541 
0002: jump @GFAGNT_5559 

:GFAGNT_5481
000A: 3@ += 1 
00D6: if 
0019:   3@ > 29 
004D: jump_if_false @GFAGNT_5513 
0006: 3@ = 23 

:GFAGNT_5513
00D6: if 
08B6:   test $383($GIRLFRIEND,6i) bit 3@ 
004D: jump_if_false @GFAGNT_5552 
0006: 3@ = -1 
0051: return 
0002: jump @GFAGNT_5559 

:GFAGNT_5552
0050: gosub @GFAGNT_9541 

:GFAGNT_5559
00BF: 3@ = current_time_hours, 4@ = current_time_minutes 
0085: 4@ = 3@ // (int) 
0016: 4@ /= 2 
0012: 4@ *= 2 
00D6: if 
08B6:   test $383($GIRLFRIEND,6i) bit 4@ 
004D: jump_if_false @GFAGNT_5628 
0006: 3@ = -1 
0051: return 
0002: jump @GFAGNT_5637 

:GFAGNT_5628
0006: 3@ = 1 
0051: return 

:GFAGNT_5637
0051: return 

:GFAGNT_5639
00D6: if 
0028:   $GIRL_PROGRESS($GIRLFRIEND,6i) >= 50 
004D: jump_if_false @GFAGNT_5704 
00D6: if 
88B4:   not test $391 bit 26 
004D: jump_if_false @GFAGNT_5697 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE($GIRLFRIEND,6i) cars_to_generate_to 101 
08BA: set $391 bit 26 

:GFAGNT_5697
0002: jump @GFAGNT_5740 

:GFAGNT_5704
00D6: if 
88B4:   not test $391 bit 26 
004D: jump_if_false @GFAGNT_5740 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS($GIRLFRIEND,6i) cars_to_generate_to 101 
08BA: set $391 bit 26 

:GFAGNT_5740
0051: return 

:GFAGNT_5742
00D6: if 
08B4:   test $391 bit 26 
004D: jump_if_false @GFAGNT_5789 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE($GIRLFRIEND,6i) cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS($GIRLFRIEND,6i) cars_to_generate_to 101 
08C0: clear $391 bit 26 

:GFAGNT_5789
0051: return 

:GFAGNT_5791
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_6112 jumps 0 @GFAGNT_5854 1 @GFAGNT_5897 2 @GFAGNT_5940 3 @GFAGNT_5983 4 @GFAGNT_6026 5 @GFAGNT_6069 -1 @GFAGNT_6112 

:GFAGNT_5854
00D6: if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 25 
004D: jump_if_false @GFAGNT_5890 
03E5: show_text_box 'GF_H007'  // Denise really likes you now... She has left you her car keys!
08BA: set $GIRLS_GIFTS_BITMASK bit 25 

:GFAGNT_5890
0002: jump @GFAGNT_6112 

:GFAGNT_5897
00D6: if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 26 
004D: jump_if_false @GFAGNT_5933 
03E5: show_text_box 'GF_H008'  // Michelle really likes you now... She has left you her car keys!
08BA: set $GIRLS_GIFTS_BITMASK bit 26 

:GFAGNT_5933
0002: jump @GFAGNT_6112 

:GFAGNT_5940
00D6: if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 27 
004D: jump_if_false @GFAGNT_5976 
03E5: show_text_box 'GF_H009'  // Helena really likes you now... She has left you her car keys!
08BA: set $GIRLS_GIFTS_BITMASK bit 27 

:GFAGNT_5976
0002: jump @GFAGNT_6112 

:GFAGNT_5983
00D6: if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 28 
004D: jump_if_false @GFAGNT_6019 
03E5: show_text_box 'GF_H010'  // Barbara really likes you now... She has left you her car keys!
08BA: set $GIRLS_GIFTS_BITMASK bit 28 

:GFAGNT_6019
0002: jump @GFAGNT_6112 

:GFAGNT_6026
00D6: if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 29 
004D: jump_if_false @GFAGNT_6062 
03E5: show_text_box 'GF_H011'  // Katie really likes you now... She has left you her car keys!
08BA: set $GIRLS_GIFTS_BITMASK bit 29 

:GFAGNT_6062
0002: jump @GFAGNT_6112 

:GFAGNT_6069
00D6: if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 30 
004D: jump_if_false @GFAGNT_6105 
03E5: show_text_box 'GF_H012'  // Millie really likes you now... She has left you her car keys!
08BA: set $GIRLS_GIFTS_BITMASK bit 30 

:GFAGNT_6105
0002: jump @GFAGNT_6112 

:GFAGNT_6112
0051: return 

:GFAGNT_6114
0871: init_jump_table $392 total_jumps 5 default_jump 0 @GFAGNT_6636 jumps 20 @GFAGNT_6177 21 @GFAGNT_6205 22 @GFAGNT_6338 23 @GFAGNT_6434 24 @GFAGNT_6492 -1 @GFAGNT_6636 -1 @GFAGNT_6636 

:GFAGNT_6177
0050: gosub @GFAGNT_7091 
0050: gosub @GFAGNT_9070 
0050: gosub @GFAGNT_6638 
0002: jump @GFAGNT_6636 

:GFAGNT_6205
00C1: 3@ = get_minutes_left_to_time_hours 5@ time_minutes 6@ 
00D6: if 
002B:   5 >= 3@ 
004D: jump_if_false @GFAGNT_6331 
00D6: if 
88B4:   not test $391 bit 11 
004D: jump_if_false @GFAGNT_6331 
00D6: if 
003A:   $GIRL_DATED_NOW == $GIRLFRIEND // (int) 
004D: jump_if_false @GFAGNT_6298 
004F: create_thread @GIRLFRIEND_CALLING $GIRLFRIEND 1  
0004: $392 = 22 
0002: jump @GFAGNT_6331 

:GFAGNT_6298
00D6: if 
88B5:   not test $GIRLS_GIFTS_BITMASK bit $GIRL_DATED_NOW 
004D: jump_if_false @GFAGNT_6331 
0050: gosub @GFAGNT_7091 
0004: $392 = 20 

:GFAGNT_6331
0002: jump @GFAGNT_6636 

:GFAGNT_6338
00D6: if 
88B4:   not test $391 bit 11 
004D: jump_if_false @GFAGNT_6427 
00D6: if 
08B4:   test $391 bit 10 
004D: jump_if_false @GFAGNT_6395 
0050: gosub @GFAGNT_6757 
0004: $392 = 23 
0002: jump @GFAGNT_6427 

:GFAGNT_6395
000C: $GIRL_PROGRESS($GIRL_DATED_NOW,6i) -= 2 
0050: gosub @GFAGNT_9854 
0050: gosub @GFAGNT_7091 
0004: $392 = 20 

:GFAGNT_6427
0002: jump @GFAGNT_6636 

:GFAGNT_6434
00C1: 3@ = get_minutes_left_to_time_hours 5@ time_minutes 6@ 
00D6: if 
002B:   5 >= 3@ 
004D: jump_if_false @GFAGNT_6485 
0084: $GIRLFRIEND = $GIRL_DATED_NOW // (int) 
0050: gosub @GFAGNT_6829 
0004: $392 = 20 

:GFAGNT_6485
0002: jump @GFAGNT_6636 

:GFAGNT_6492
00D6: if 
88B4:   not test $391 bit 11 
004D: jump_if_false @GFAGNT_6629 
00D6: if 
08B4:   test $391 bit 10 
004D: jump_if_false @GFAGNT_6586 
00D6: if and
0018:   $GIRL_DATED_NOW > -1 
001A:   6 > $GIRL_DATED_NOW 
004D: jump_if_false @GFAGNT_6572 
0004: $GIRL_PROGRESS($GIRL_DATED_NOW,6i) = -100 
08C1: clear $GIRLS_GIFTS_BITMASK bit $GIRL_DATED_NOW 

:GFAGNT_6572
0004: $392 = 20 
0002: jump @GFAGNT_6629 

:GFAGNT_6586
00D6: if and
0018:   $GIRL_DATED_NOW > -1 
001A:   6 > $GIRL_DATED_NOW 
004D: jump_if_false @GFAGNT_6622 
0004: $GIRL_PROGRESS($GIRL_DATED_NOW,6i) = -99 

:GFAGNT_6622
0004: $392 = 20 

:GFAGNT_6629
0002: jump @GFAGNT_6636 

:GFAGNT_6636
0051: return 

:GFAGNT_6638
0209: 3@ = random_int_in_ranges 0 6 
00D6: if 
08B6:   test $GIRLS_GIFTS_BITMASK bit 3@ 
004D: jump_if_false @GFAGNT_6755 
00D6: if 
0018:   $GIRL_PROGRESS(3@,6i) > -15 
004D: jump_if_false @GFAGNT_6755 
00D6: if and
8038:   not  $GIRL_PROGRESS(3@,6i) == -100 
8038:   not  $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
004D: jump_if_false @GFAGNT_6755 
0209: 5@ = random_int_in_ranges 1 23 
0209: 6@ = random_int_in_ranges 1 59 
008A: $GIRL_DATED_NOW = 3@ // (int) 
0004: $392 = 21 

:GFAGNT_6755
0051: return 

:GFAGNT_6757
00BF: 5@ = current_time_hours, 6@ = current_time_minutes 
0006: 6@ = 31 
000A: 5@ += 5 
00D6: if 
0019:   5@ > 23 
004D: jump_if_false @GFAGNT_6827 
0085: 3@ = 5@ // (int) 
000E: 3@ -= 23 
0006: 5@ = 0 
005A: 5@ += 3@ // (int) 

:GFAGNT_6827
0051: return 

:GFAGNT_6829
00D6: if and
0018:   $GIRL_DATED_NOW > -1 
001A:   6 > $GIRL_DATED_NOW 
004D: jump_if_false @GFAGNT_7089 
000C: $GIRL_PROGRESS($GIRL_DATED_NOW,6i) -= 3 
0050: gosub @GFAGNT_9854 
00D6: if and
88FE:   not text_box_displayed 
0018:   $GIRL_PROGRESS($GIRL_DATED_NOW,6i) > -15 
004D: jump_if_false @GFAGNT_7089 
0871: init_jump_table $GIRL_DATED_NOW total_jumps 6 default_jump 0 @GFAGNT_7067 jumps 0 @GFAGNT_6959 1 @GFAGNT_6977 2 @GFAGNT_6995 3 @GFAGNT_7013 4 @GFAGNT_7031 5 @GFAGNT_7049 -1 @GFAGNT_7067 

:GFAGNT_6959
03E5: show_text_box 'GF_APP0'  // You missed your date with Denise. She won't be happy.
0002: jump @GFAGNT_7067 

:GFAGNT_6977
03E5: show_text_box 'GF_APP1'  // You missed your date with Michelle. She won't be happy.
0002: jump @GFAGNT_7067 

:GFAGNT_6995
03E5: show_text_box 'GF_APP2'  // You missed your date with Helena. She won't be happy.
0002: jump @GFAGNT_7067 

:GFAGNT_7013
03E5: show_text_box 'GF_APP3'  // You missed your date with Barbara. She won't be happy.
0002: jump @GFAGNT_7067 

:GFAGNT_7031
03E5: show_text_box 'GF_APP4'  // You missed your date with Katie. She won't be happy.
0002: jump @GFAGNT_7067 

:GFAGNT_7049
03E5: show_text_box 'GF_APP5'  // You missed your date with Millie. She won't be happy.
0002: jump @GFAGNT_7067 

:GFAGNT_7067
08C0: clear $391 bit 10 
08C1: clear $391 bit $GIRL_DATED_NOW 
0004: $GIRL_DATED_NOW = -1 

:GFAGNT_7089
0051: return 

:GFAGNT_7091
0004: $GIRL_DATED_NOW = -1 
08C0: clear $391 bit 10 
08C1: clear $391 bit $GIRLFRIEND 
0051: return 

:GFAGNT_7115
0209: 3@ = random_int_in_ranges 0 45 
00D6: if 
0019:   3@ > 10 
004D: jump_if_false @GFAGNT_7288 
00D6: if 
0019:   3@ > 20 
004D: jump_if_false @GFAGNT_7274 
00D6: if 
0019:   3@ > 30 
004D: jump_if_false @GFAGNT_7260 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 22 
004D: jump_if_false @GFAGNT_7214 
0006: 3@ = 15 
0002: jump @GFAGNT_7253 

:GFAGNT_7214
00D6: if 
0019:   3@ > 35 
004D: jump_if_false @GFAGNT_7246 
0006: 3@ = 12 
0002: jump @GFAGNT_7253 

:GFAGNT_7246
0006: 3@ = 13 

:GFAGNT_7253
0002: jump @GFAGNT_7267 

:GFAGNT_7260
0006: 3@ = 13 

:GFAGNT_7267
0002: jump @GFAGNT_7281 

:GFAGNT_7274
0006: 3@ = 12 

:GFAGNT_7281
0002: jump @GFAGNT_7295 

:GFAGNT_7288
0006: 3@ = 11 

:GFAGNT_7295
00D6: if 
08B4:   test $390 bit 27 
004D: jump_if_false @GFAGNT_7327 
0006: 3@ = 11 
0004: $390 = 0 

:GFAGNT_7327
00D6: if 
08B4:   test $390 bit 28 
004D: jump_if_false @GFAGNT_7359 
0006: 3@ = 12 
0004: $390 = 0 

:GFAGNT_7359
00D6: if 
08B4:   test $390 bit 29 
004D: jump_if_false @GFAGNT_7391 
0006: 3@ = 13 
0004: $390 = 0 

:GFAGNT_7391
00D6: if 
08B4:   test $390 bit 30 
004D: jump_if_false @GFAGNT_7423 
0006: 3@ = 14 
0004: $390 = 0 

:GFAGNT_7423
00D6: if 
08B4:   test $390 bit 31 
004D: jump_if_false @GFAGNT_7455 
0006: 3@ = 15 
0004: $390 = 0 

:GFAGNT_7455
0051: return 

:GFAGNT_7457
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_8692 jumps 0 @GFAGNT_7520 1 @GFAGNT_7866 2 @GFAGNT_8006 3 @GFAGNT_8188 4 @GFAGNT_8370 5 @GFAGNT_8552 -1 @GFAGNT_8692 

:GFAGNT_7520
00D6: if or
8248:   not model #GANGRL3 available 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @GFAGNT_7562 
0247: load_model #MICRO_UZI 
0247: load_model #GANGRL3 
0001: wait 0 ms 
0002: jump @GFAGNT_7520 

:GFAGNT_7562
009A: 2@ = create_actor_pedtype 5 model #GANGRL3 at 2402.39 -1712.899 13.1402 
0173: set_actor 2@ Z_angle_to 180.0 
01B2: give_actor 2@ weapon 28 ammo 60 // Load the weapon model before using this 
01B9: set_actor 2@ armed_weapon_to 0 
02E2: set_actor 2@ weapon_accuracy_to 75 
0978: copy_decision_maker 65540 to $1230 
0709: set_decision_maker $1230 on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker $1230 on_event 37 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker $1230 on_event 36 taskID 1024 respect 0.0 hate 50.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
060B: set_actor 2@ decision_maker_to $1230 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ dismemberment_possible 0 
0568: set_actor 2@ untargetable 1 
02AB: set_actor 2@ immunities BP 0 FP 0 EP 1 CP 1 MP 0 
0223: set_actor 2@ health_to 500 
01C5: remove_actor_from_mission_cleanup_list 2@ 
05BA: AS_actor 2@ move_mouth -1 ms 
0002: jump @GFAGNT_8692 

:GFAGNT_7866
00D6: if 
8248:   not model #MECGRL3 available 
004D: jump_if_false @GFAGNT_7898 
0247: load_model #MECGRL3 
0001: wait 0 ms 
0002: jump @GFAGNT_7866 

:GFAGNT_7898
009A: 2@ = create_actor_pedtype 5 model #MECGRL3 at -1799.875 1202.057 24.1328 
0173: set_actor 2@ Z_angle_to 180.0 
060B: set_actor 2@ decision_maker_to 65543 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ dismemberment_possible 0 
0568: set_actor 2@ untargetable 1 
02AB: set_actor 2@ immunities BP 0 FP 0 EP 1 CP 1 MP 0 
0223: set_actor 2@ health_to 500 
01C5: remove_actor_from_mission_cleanup_list 2@ 
05BA: AS_actor 2@ move_mouth -1 ms 
0002: jump @GFAGNT_8692 

:GFAGNT_8006
00D6: if 
8248:   not model #GUNGRL3 available 
004D: jump_if_false @GFAGNT_8038 
0247: load_model #GUNGRL3 
0001: wait 0 ms 
0002: jump @GFAGNT_8006 

:GFAGNT_8038
009A: 2@ = create_actor_pedtype 5 model #GUNGRL3 at -384.6795 -1438.84 25.3281 
0173: set_actor 2@ Z_angle_to 268.2687 
0978: copy_decision_maker 65539 to $1229 
0709: set_decision_maker $1229 on_event 36 taskID 1024 respect 0.0 hate 50.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
060B: set_actor 2@ decision_maker_to $1229 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ dismemberment_possible 0 
0568: set_actor 2@ untargetable 1 
02AB: set_actor 2@ immunities BP 0 FP 0 EP 1 CP 1 MP 0 
0223: set_actor 2@ health_to 500 
01C5: remove_actor_from_mission_cleanup_list 2@ 
05BA: AS_actor 2@ move_mouth -1 ms 
0002: jump @GFAGNT_8692 

:GFAGNT_8188
00D6: if 
8248:   not model #COPGRL3 available 
004D: jump_if_false @GFAGNT_8220 
0247: load_model #COPGRL3 
0001: wait 0 ms 
0002: jump @GFAGNT_8188 

:GFAGNT_8220
009A: 2@ = create_actor_pedtype 5 model #COPGRL3 at -1390.303 2641.066 54.9844 
0173: set_actor 2@ Z_angle_to 187.2 
0978: copy_decision_maker 65539 to $1229 
0709: set_decision_maker $1229 on_event 36 taskID 1024 respect 0.0 hate 50.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
060B: set_actor 2@ decision_maker_to $1229 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ dismemberment_possible 0 
0568: set_actor 2@ untargetable 1 
02AB: set_actor 2@ immunities BP 0 FP 0 EP 1 CP 1 MP 0 
0223: set_actor 2@ health_to 500 
01C5: remove_actor_from_mission_cleanup_list 2@ 
05BA: AS_actor 2@ move_mouth -1 ms 
0002: jump @GFAGNT_8692 

:GFAGNT_8370
00D6: if 
8248:   not model #NURGRL3 available 
004D: jump_if_false @GFAGNT_8402 
0247: load_model #NURGRL3 
0001: wait 0 ms 
0002: jump @GFAGNT_8370 

:GFAGNT_8402
009A: 2@ = create_actor_pedtype 5 model #NURGRL3 at -2573.357 1155.091 54.7347 
0173: set_actor 2@ Z_angle_to 167.8854 
0978: copy_decision_maker 65539 to $1229 
0709: set_decision_maker $1229 on_event 36 taskID 1024 respect 0.0 hate 50.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
060B: set_actor 2@ decision_maker_to $1229 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ dismemberment_possible 0 
0568: set_actor 2@ untargetable 1 
02AB: set_actor 2@ immunities BP 0 FP 0 EP 1 CP 1 MP 0 
0223: set_actor 2@ health_to 500 
01C5: remove_actor_from_mission_cleanup_list 2@ 
05BA: AS_actor 2@ move_mouth -1 ms 
0002: jump @GFAGNT_8692 

:GFAGNT_8552
00D6: if 
8248:   not model #CROGRL3 available 
004D: jump_if_false @GFAGNT_8584 
0247: load_model #CROGRL3 
0001: wait 0 ms 
0002: jump @GFAGNT_8552 

:GFAGNT_8584
009A: 2@ = create_actor_pedtype 5 model #CROGRL3 at 2037.476 2719.794 10.5436 
0173: set_actor 2@ Z_angle_to 9.2 
060B: set_actor 2@ decision_maker_to 65543 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ dismemberment_possible 0 
0568: set_actor 2@ untargetable 1 
02AB: set_actor 2@ immunities BP 0 FP 0 EP 1 CP 1 MP 0 
0223: set_actor 2@ health_to 500 
01C5: remove_actor_from_mission_cleanup_list 2@ 
05BA: AS_actor 2@ move_mouth -1 ms 
0002: jump @GFAGNT_8692 

:GFAGNT_8692
0051: return 

:GFAGNT_8694
00D6: if 
08B4:   test $390 bit 2 
004D: jump_if_false @GFAGNT_8806 
00D6: if and
002A:   0 >= $GIRL_PROGRESS($GIRLFRIEND,6i) 
0018:   $GIRL_PROGRESS($GIRLFRIEND,6i) > -15 
004D: jump_if_false @GFAGNT_8774 
0004: $GIRL_PROGRESS($GIRLFRIEND,6i) = 0 
0008: $GIRL_PROGRESS($GIRLFRIEND,6i) += 5 
0002: jump @GFAGNT_8785 

:GFAGNT_8774
0008: $GIRL_PROGRESS($GIRLFRIEND,6i) += 5 

:GFAGNT_8785
0050: gosub @GFAGNT_9854 
0623: add 1 to_integer_stat 188 
0002: jump @GFAGNT_8908 

:GFAGNT_8806
00D6: if 
08B4:   test $390 bit 8 
004D: jump_if_false @GFAGNT_8883 
00D6: if and
8038:   not  $GIRL_PROGRESS($GIRLFRIEND,6i) == -100 
8038:   not  $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
004D: jump_if_false @GFAGNT_8876 
000C: $GIRL_PROGRESS($GIRLFRIEND,6i) -= 1 
0050: gosub @GFAGNT_9854 

:GFAGNT_8876
0002: jump @GFAGNT_8908 

:GFAGNT_8883
000C: $GIRL_PROGRESS($GIRLFRIEND,6i) -= 5 
0050: gosub @GFAGNT_9854 
0623: add 1 to_integer_stat 185 

:GFAGNT_8908
00D6: if 
08B4:   test $390 bit 4 
004D: jump_if_false @GFAGNT_8958 
0008: $GIRL_PROGRESS($GIRLFRIEND,6i) += 5 
0050: gosub @GFAGNT_9854 
0623: add 1 to_integer_stat 187 
0002: jump @GFAGNT_8994 

:GFAGNT_8958
00D6: if 
08B4:   test $390 bit 3 
004D: jump_if_false @GFAGNT_8994 
000C: $GIRL_PROGRESS($GIRLFRIEND,6i) -= 5 
0050: gosub @GFAGNT_9854 

:GFAGNT_8994
00D6: if and
8038:   not  $GIRL_PROGRESS($GIRLFRIEND,6i) == -100 
8038:   not  $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
004D: jump_if_false @GFAGNT_9061 
00D6: if 
002A:   -15 >= $GIRL_PROGRESS($GIRLFRIEND,6i) 
004D: jump_if_false @GFAGNT_9061 
0004: $GIRL_PROGRESS($GIRLFRIEND,6i) = -99 

:GFAGNT_9061
0004: $390 = 0 
0051: return 

:GFAGNT_9070
00D6: if and
8038:   not  $GIRL_PROGRESS($GIRLFRIEND,6i) == -100 
8038:   not  $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
004D: jump_if_false @GFAGNT_9178 
00D6: if 
8038:   not  $GIRL_PROGRESS($GIRLFRIEND,6i) == -99 
004D: jump_if_false @GFAGNT_9178 
00D6: if 
002A:   -15 >= $GIRL_PROGRESS($GIRLFRIEND,6i) 
004D: jump_if_false @GFAGNT_9178 
0004: $392 = 24 
0084: $GIRL_DATED_NOW = $GIRLFRIEND // (int) 
004F: create_thread @GIRLFRIEND_CALLING $GIRL_DATED_NOW 2  
0051: return 

:GFAGNT_9178
0051: return 

:GFAGNT_9180
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_9340 jumps 0 @GFAGNT_9243 1 @GFAGNT_9265 2 @GFAGNT_9277 3 @GFAGNT_9294 4 @GFAGNT_9311 5 @GFAGNT_9328 -1 @GFAGNT_9340 

:GFAGNT_9243
0249: release_model #GANGRL3 
0249: release_model #MICRO_UZI 
065C: release_decision_maker $1230 
0002: jump @GFAGNT_9340 

:GFAGNT_9265
0249: release_model #MECGRL3 
0002: jump @GFAGNT_9340 

:GFAGNT_9277
0249: release_model #GUNGRL3 
065C: release_decision_maker $1229 
0002: jump @GFAGNT_9340 

:GFAGNT_9294
0249: release_model #COPGRL3 
065C: release_decision_maker $1229 
0002: jump @GFAGNT_9340 

:GFAGNT_9311
0249: release_model #NURGRL3 
065C: release_decision_maker $1229 
0002: jump @GFAGNT_9340 

:GFAGNT_9328
0249: release_model #CROGRL3 
0002: jump @GFAGNT_9340 

:GFAGNT_9340
00D6: if 
08B4:   test $390 bit 6 
004D: jump_if_false @GFAGNT_9370 
009B: destroy_actor 2@ 
0002: jump @GFAGNT_9440 

:GFAGNT_9370
00D6: if 
08B4:   test $390 bit 22 
004D: jump_if_false @GFAGNT_9400 
009B: destroy_actor 2@ 
0002: jump @GFAGNT_9440 

:GFAGNT_9400
00D6: if 
0038:   $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
004D: jump_if_false @GFAGNT_9435 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 
0002: jump @GFAGNT_9440 

:GFAGNT_9435
034F: destroy_actor_with_fade 2@ 

:GFAGNT_9440
0004: $1231 = 0 
00D6: if 
08B4:   test $390 bit 21 
004D: jump_if_false @GFAGNT_9539 
07D0: 3@ = weekday 
000A: 3@ += 1 
00D6: if 
0019:   3@ > 7 
004D: jump_if_false @GFAGNT_9502 
0006: 3@ = 1 

:GFAGNT_9502
0050: gosub @GFAGNT_9541 
000A: 3@ += 22 
08BC: set $383($GIRLFRIEND,6i) bit 3@ 
08BA: set $383($GIRLFRIEND,6i) bit 31 

:GFAGNT_9539
0051: return 

:GFAGNT_9541
08C0: clear $383($GIRLFRIEND,6i) bit 31 
08C0: clear $383($GIRLFRIEND,6i) bit 23 
08C0: clear $383($GIRLFRIEND,6i) bit 24 
08C0: clear $383($GIRLFRIEND,6i) bit 25 
08C0: clear $383($GIRLFRIEND,6i) bit 26 
08C0: clear $383($GIRLFRIEND,6i) bit 27 
08C0: clear $383($GIRLFRIEND,6i) bit 28 
08C0: clear $383($GIRLFRIEND,6i) bit 29 
0051: return 

:GFAGNT_9631
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_9695 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @GFAGNT_9688 
0006: 3@ = 1 
0002: jump @GFAGNT_9695 

:GFAGNT_9688
0006: 3@ = 0 

:GFAGNT_9695
0051: return 

:GFAGNT_9697
08F8: display_stat_update_box 1 
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_9848 jumps 0 @GFAGNT_9764 1 @GFAGNT_9778 2 @GFAGNT_9792 3 @GFAGNT_9806 4 @GFAGNT_9820 5 @GFAGNT_9834 -1 @GFAGNT_9848 

:GFAGNT_9764
0629: change_integer_stat 252 to 0 
0002: jump @GFAGNT_9848 

:GFAGNT_9778
0629: change_integer_stat 253 to 0 
0002: jump @GFAGNT_9848 

:GFAGNT_9792
0629: change_integer_stat 254 to 0 
0002: jump @GFAGNT_9848 

:GFAGNT_9806
0629: change_integer_stat 255 to 0 
0002: jump @GFAGNT_9848 

:GFAGNT_9820
0629: change_integer_stat 256 to 0 
0002: jump @GFAGNT_9848 

:GFAGNT_9834
0629: change_integer_stat 257 to 0 
0002: jump @GFAGNT_9848 

:GFAGNT_9848
08F8: display_stat_update_box 1 
0051: return 

:GFAGNT_9854
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_11183 jumps 0 @GFAGNT_9917 1 @GFAGNT_10128 2 @GFAGNT_10339 3 @GFAGNT_10550 4 @GFAGNT_10761 5 @GFAGNT_10972 -1 @GFAGNT_11183 

:GFAGNT_9917
0652: 9@ = integer_stat 252 
00D6: if 
001E:   $GIRL_PROGRESS[0] > 9@ // (int) 
004D: jump_if_false @GFAGNT_10029 
00D6: if 
0018:   $GIRL_PROGRESS[0] > 100 
004D: jump_if_false @GFAGNT_9969 
0004: $GIRL_PROGRESS[0] = 100 

:GFAGNT_9969
00D6: if 
001A:   0 > $GIRL_PROGRESS[0] 
004D: jump_if_false @GFAGNT_10001 
0629: change_integer_stat 252 to 0 
0002: jump @GFAGNT_10022 

:GFAGNT_10001
0064: 9@ -= $GIRL_PROGRESS[0] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 252 

:GFAGNT_10022
0002: jump @GFAGNT_10121 

:GFAGNT_10029
00D6: if 
001F:   9@ > $GIRL_PROGRESS[0] // (int) 
004D: jump_if_false @GFAGNT_10121 
00D6: if 
0018:   $GIRL_PROGRESS[0] > 100 
004D: jump_if_false @GFAGNT_10073 
0004: $GIRL_PROGRESS[0] = 100 

:GFAGNT_10073
00D6: if 
001A:   0 > $GIRL_PROGRESS[0] 
004D: jump_if_false @GFAGNT_10105 
0629: change_integer_stat 252 to 0 
0002: jump @GFAGNT_10121 

:GFAGNT_10105
0064: 9@ -= $GIRL_PROGRESS[0] // (int) 
0625: decrease_integer_stat 252 by 9@ 

:GFAGNT_10121
0002: jump @GFAGNT_11183 

:GFAGNT_10128
0652: 9@ = integer_stat 253 
00D6: if 
001E:   $GIRL_PROGRESS[1] > 9@ // (int) 
004D: jump_if_false @GFAGNT_10240 
00D6: if 
0018:   $GIRL_PROGRESS[1] > 100 
004D: jump_if_false @GFAGNT_10180 
0004: $GIRL_PROGRESS[1] = 100 

:GFAGNT_10180
00D6: if 
001A:   0 > $GIRL_PROGRESS[1] 
004D: jump_if_false @GFAGNT_10212 
0629: change_integer_stat 253 to 0 
0002: jump @GFAGNT_10233 

:GFAGNT_10212
0064: 9@ -= $GIRL_PROGRESS[1] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 253 

:GFAGNT_10233
0002: jump @GFAGNT_10332 

:GFAGNT_10240
00D6: if 
001F:   9@ > $GIRL_PROGRESS[1] // (int) 
004D: jump_if_false @GFAGNT_10332 
00D6: if 
0018:   $GIRL_PROGRESS[1] > 100 
004D: jump_if_false @GFAGNT_10284 
0004: $GIRL_PROGRESS[1] = 100 

:GFAGNT_10284
00D6: if 
001A:   0 > $GIRL_PROGRESS[1] 
004D: jump_if_false @GFAGNT_10316 
0629: change_integer_stat 253 to 0 
0002: jump @GFAGNT_10332 

:GFAGNT_10316
0064: 9@ -= $GIRL_PROGRESS[1] // (int) 
0625: decrease_integer_stat 253 by 9@ 

:GFAGNT_10332
0002: jump @GFAGNT_11183 

:GFAGNT_10339
0652: 9@ = integer_stat 254 
00D6: if 
001E:   $GIRL_PROGRESS[2] > 9@ // (int) 
004D: jump_if_false @GFAGNT_10451 
00D6: if 
0018:   $GIRL_PROGRESS[2] > 100 
004D: jump_if_false @GFAGNT_10391 
0004: $GIRL_PROGRESS[2] = 100 

:GFAGNT_10391
00D6: if 
001A:   0 > $GIRL_PROGRESS[2] 
004D: jump_if_false @GFAGNT_10423 
0629: change_integer_stat 254 to 0 
0002: jump @GFAGNT_10444 

:GFAGNT_10423
0064: 9@ -= $GIRL_PROGRESS[2] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 254 

:GFAGNT_10444
0002: jump @GFAGNT_10543 

:GFAGNT_10451
00D6: if 
001F:   9@ > $GIRL_PROGRESS[2] // (int) 
004D: jump_if_false @GFAGNT_10543 
00D6: if 
0018:   $GIRL_PROGRESS[2] > 100 
004D: jump_if_false @GFAGNT_10495 
0004: $GIRL_PROGRESS[2] = 100 

:GFAGNT_10495
00D6: if 
001A:   0 > $GIRL_PROGRESS[2] 
004D: jump_if_false @GFAGNT_10527 
0629: change_integer_stat 254 to 0 
0002: jump @GFAGNT_10543 

:GFAGNT_10527
0064: 9@ -= $GIRL_PROGRESS[2] // (int) 
0625: decrease_integer_stat 254 by 9@ 

:GFAGNT_10543
0002: jump @GFAGNT_11183 

:GFAGNT_10550
0652: 9@ = integer_stat 255 
00D6: if 
001E:   $GIRL_PROGRESS[3] > 9@ // (int) 
004D: jump_if_false @GFAGNT_10662 
00D6: if 
0018:   $GIRL_PROGRESS[3] > 100 
004D: jump_if_false @GFAGNT_10602 
0004: $GIRL_PROGRESS[3] = 100 

:GFAGNT_10602
00D6: if 
001A:   0 > $GIRL_PROGRESS[3] 
004D: jump_if_false @GFAGNT_10634 
0629: change_integer_stat 255 to 0 
0002: jump @GFAGNT_10655 

:GFAGNT_10634
0064: 9@ -= $GIRL_PROGRESS[3] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 255 

:GFAGNT_10655
0002: jump @GFAGNT_10754 

:GFAGNT_10662
00D6: if 
001F:   9@ > $GIRL_PROGRESS[3] // (int) 
004D: jump_if_false @GFAGNT_10754 
00D6: if 
0018:   $GIRL_PROGRESS[3] > 100 
004D: jump_if_false @GFAGNT_10706 
0004: $GIRL_PROGRESS[3] = 100 

:GFAGNT_10706
00D6: if 
001A:   0 > $GIRL_PROGRESS[3] 
004D: jump_if_false @GFAGNT_10738 
0629: change_integer_stat 255 to 0 
0002: jump @GFAGNT_10754 

:GFAGNT_10738
0064: 9@ -= $GIRL_PROGRESS[3] // (int) 
0625: decrease_integer_stat 255 by 9@ 

:GFAGNT_10754
0002: jump @GFAGNT_11183 

:GFAGNT_10761
0652: 9@ = integer_stat 256 
00D6: if 
001E:   $GIRL_PROGRESS[4] > 9@ // (int) 
004D: jump_if_false @GFAGNT_10873 
00D6: if 
0018:   $GIRL_PROGRESS[4] > 100 
004D: jump_if_false @GFAGNT_10813 
0004: $GIRL_PROGRESS[4] = 100 

:GFAGNT_10813
00D6: if 
001A:   0 > $GIRL_PROGRESS[4] 
004D: jump_if_false @GFAGNT_10845 
0629: change_integer_stat 256 to 0 
0002: jump @GFAGNT_10866 

:GFAGNT_10845
0064: 9@ -= $GIRL_PROGRESS[4] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 256 

:GFAGNT_10866
0002: jump @GFAGNT_10965 

:GFAGNT_10873
00D6: if 
001F:   9@ > $GIRL_PROGRESS[4] // (int) 
004D: jump_if_false @GFAGNT_10965 
00D6: if 
0018:   $GIRL_PROGRESS[4] > 100 
004D: jump_if_false @GFAGNT_10917 
0004: $GIRL_PROGRESS[4] = 100 

:GFAGNT_10917
00D6: if 
001A:   0 > $GIRL_PROGRESS[4] 
004D: jump_if_false @GFAGNT_10949 
0629: change_integer_stat 256 to 0 
0002: jump @GFAGNT_10965 

:GFAGNT_10949
0064: 9@ -= $GIRL_PROGRESS[4] // (int) 
0625: decrease_integer_stat 256 by 9@ 

:GFAGNT_10965
0002: jump @GFAGNT_11183 

:GFAGNT_10972
0652: 9@ = integer_stat 257 
00D6: if 
001E:   $GIRL_PROGRESS[5] > 9@ // (int) 
004D: jump_if_false @GFAGNT_11084 
00D6: if 
0018:   $GIRL_PROGRESS[5] > 100 
004D: jump_if_false @GFAGNT_11024 
0004: $GIRL_PROGRESS[5] = 100 

:GFAGNT_11024
00D6: if 
001A:   0 > $GIRL_PROGRESS[5] 
004D: jump_if_false @GFAGNT_11056 
0629: change_integer_stat 257 to 0 
0002: jump @GFAGNT_11077 

:GFAGNT_11056
0064: 9@ -= $GIRL_PROGRESS[5] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 257 

:GFAGNT_11077
0002: jump @GFAGNT_11176 

:GFAGNT_11084
00D6: if 
001F:   9@ > $GIRL_PROGRESS[5] // (int) 
004D: jump_if_false @GFAGNT_11176 
00D6: if 
0018:   $GIRL_PROGRESS[5] > 100 
004D: jump_if_false @GFAGNT_11128 
0004: $GIRL_PROGRESS[5] = 100 

:GFAGNT_11128
00D6: if 
001A:   0 > $GIRL_PROGRESS[5] 
004D: jump_if_false @GFAGNT_11160 
0629: change_integer_stat 257 to 0 
0002: jump @GFAGNT_11176 

:GFAGNT_11160
0064: 9@ -= $GIRL_PROGRESS[5] // (int) 
0625: decrease_integer_stat 257 by 9@ 

:GFAGNT_11176
0002: jump @GFAGNT_11183 

:GFAGNT_11183
0051: return 

:GFAGNT_11185
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @GFAGNT_11236 
00D6: if 
08B5:   test $GIRLS_GIFTS_BITMASK bit $GIRLFRIEND 
004D: jump_if_false @GFAGNT_11236 
0050: gosub @GFAGNT_9180 
0050: gosub @GFAGNT_8694 

:GFAGNT_11236
0006: 0@ = 0 
0006: 4@ = -1 
0006: 3@ = 0 

:GFAGNT_11257
00D6: if 
08B6:   test $391 bit 3@ 
004D: jump_if_false @GFAGNT_11284 
08C2: clear $391 bit 3@ 

:GFAGNT_11284
000A: 3@ += 1 
0029:   3@ >= 6 
004D: jump_if_false @GFAGNT_11257 
08F8: display_stat_update_box 1 
0004: $GF_WAIT_TIME = 500 
0051: return 
091A: NOP v$1221 
00D6: if 
8846:   not string v$1221 empty // v$ 
004D: jump_if_false @GFAGNT_13496 
06D1: v$1225 = "DOCOOCHIE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_11386 
08BA: set $GIRLS_GIFTS_BITMASK bit 0 
091B: NOP 
0051: return 

:GFAGNT_11386
06D1: v$1225 = "DOMICHELLE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_11433 
08BA: set $GIRLS_GIFTS_BITMASK bit 1 
091B: NOP 
0051: return 

:GFAGNT_11433
06D1: v$1225 = "DOKYLIE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_11477 
08BA: set $GIRLS_GIFTS_BITMASK bit 2 
091B: NOP 
0051: return 

:GFAGNT_11477
06D1: v$1225 = "DOBARBARA" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_11523 
08BA: set $GIRLS_GIFTS_BITMASK bit 3 
091B: NOP 
0051: return 

:GFAGNT_11523
06D1: v$1225 = "DOSUZIE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_11567 
08BA: set $GIRLS_GIFTS_BITMASK bit 4 
091B: NOP 
0051: return 

:GFAGNT_11567
06D1: v$1225 = "DOMILLIE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_11612 
08BA: set $GIRLS_GIFTS_BITMASK bit 5 
091B: NOP 
0051: return 

:GFAGNT_11612
06D1: v$1225 = "FASTDATE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_11712 
08BA: set $GIRLS_GIFTS_BITMASK bit 31 
0084: $GIRL_PROGRESS[0] = $GIRL_DESIRED_PROGRESS_TO_INVITE[0] // (int) 
0084: $GIRL_PROGRESS[1] = $GIRL_DESIRED_PROGRESS_TO_INVITE[1] // (int) 
0084: $GIRL_PROGRESS[3] = $GIRL_DESIRED_PROGRESS_TO_INVITE[3] // (int) 
0084: $GIRL_PROGRESS[2] = $GIRL_DESIRED_PROGRESS_TO_INVITE[2] // (int) 
0084: $GIRL_PROGRESS[4] = $GIRL_DESIRED_PROGRESS_TO_INVITE[4] // (int) 
0084: $GIRL_PROGRESS[5] = $GIRL_DESIRED_PROGRESS_TO_INVITE[5] // (int) 
08BA: set $390 bit 26 
091B: NOP 
0051: return 

:GFAGNT_11712
06D1: v$1225 = "GOCOOCHIE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_11787 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_11783 
00A1: put_actor $PLAYER_ACTOR at 2405.212 -1720.688 12.6365 

:GFAGNT_11783
091B: NOP 
0051: return 

:GFAGNT_11787
06D1: v$1225 = "GOMICHELLE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_11863 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_11859 
00A1: put_actor $PLAYER_ACTOR at -1788.0 1202.0 30.0 

:GFAGNT_11859
091B: NOP 
0051: return 

:GFAGNT_11863
06D1: v$1225 = "GOKYLIE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_11936 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_11932 
00A1: put_actor $PLAYER_ACTOR at -371.4376 -1440.072 24.7209 

:GFAGNT_11932
091B: NOP 
0051: return 

:GFAGNT_11936
06D1: v$1225 = "GOBARBARA" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_12011 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_12007 
00A1: put_actor $PLAYER_ACTOR at -1400.0 2640.0 -100.0 

:GFAGNT_12007
091B: NOP 
0051: return 

:GFAGNT_12011
06D1: v$1225 = "GOSUZIE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_12084 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_12080 
00A1: put_actor $PLAYER_ACTOR at -2570.511 1139.582 54.8547 

:GFAGNT_12080
091B: NOP 
0051: return 

:GFAGNT_12084
06D1: v$1225 = "GOMILLIE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_12158 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_12154 
00A1: put_actor $PLAYER_ACTOR at 2028.347 2736.969 10.8603 

:GFAGNT_12154
091B: NOP 
0051: return 

:GFAGNT_12158
06D1: v$1225 = "DATEFOOD" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_12210 
08BA: set $GIRLS_GIFTS_BITMASK bit 31 
08BA: set $390 bit 27 
091B: NOP 
0051: return 

:GFAGNT_12210
06D1: v$1225 = "DATEDRIVE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_12305 
08BA: set $GIRLS_GIFTS_BITMASK bit 31 
0004: $GIRL_PROGRESS[0] = 50 
0004: $GIRL_PROGRESS[1] = 50 
0004: $GIRL_PROGRESS[3] = 50 
0004: $GIRL_PROGRESS[2] = 50 
0004: $GIRL_PROGRESS[4] = 50 
0004: $GIRL_PROGRESS[5] = 50 
08BA: set $390 bit 28 
091B: NOP 
0051: return 

:GFAGNT_12305
06D1: v$1225 = "DATEDANCE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_12400 
08BA: set $GIRLS_GIFTS_BITMASK bit 31 
0004: $GIRL_PROGRESS[0] = 50 
0004: $GIRL_PROGRESS[1] = 50 
0004: $GIRL_PROGRESS[3] = 50 
0004: $GIRL_PROGRESS[2] = 50 
0004: $GIRL_PROGRESS[4] = 50 
0004: $GIRL_PROGRESS[5] = 50 
08BA: set $390 bit 29 
091B: NOP 
0051: return 

:GFAGNT_12400
06D1: v$1225 = "DATESPANK" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_12453 
08BA: set $GIRLS_GIFTS_BITMASK bit 31 
08BA: set $390 bit 30 
091B: NOP 
0051: return 

:GFAGNT_12453
06D1: v$1225 = "DATESHEDRIVES" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_12517 
08BA: set $GIRLS_GIFTS_BITMASK bit 31 
0004: $GIRL_PROGRESS[1] = 50 
08BA: set $390 bit 31 
091B: NOP 
0051: return 

:GFAGNT_12517
06D1: v$1225 = "MEETMICHELLE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_12605 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_12601 
00A1: put_actor $PLAYER_ACTOR at -2026.92 -99.9395 34.1641 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 

:GFAGNT_12601
091B: NOP 
0051: return 

:GFAGNT_12605
06D1: v$1225 = "MEETKYLIE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_12697 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_12693 
0004: $LS_FINAL_TOTAL_PASSED_MISSIONS = 2 
00A1: put_actor $PLAYER_ACTOR at 243.9633 -161.2493 0.5781 
0173: set_actor $PLAYER_ACTOR Z_angle_to 291.5735 

:GFAGNT_12693
091B: NOP 
0051: return 

:GFAGNT_12697
06D1: v$1225 = "MEETBARBARA" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_12784 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_12780 
00A1: put_actor $PLAYER_ACTOR at -1411.294 2637.609 54.6875 
0173: set_actor $PLAYER_ACTOR Z_angle_to 348.9253 

:GFAGNT_12780
091B: NOP 
0051: return 

:GFAGNT_12784
06D1: v$1225 = "MEETSUZIE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_12869 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_12865 
00A1: put_actor $PLAYER_ACTOR at -2266.253 -155.7216 34.3125 
0173: set_actor $PLAYER_ACTOR Z_angle_to 85.0 

:GFAGNT_12865
091B: NOP 
0051: return 

:GFAGNT_12869
06D1: v$1225 = "GIMPSUIT" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_12953 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_12949 
087B: set_player $PLAYER_CHAR clothes_texture "GIMPLEG" model "GIMPLEG" body_part 17 
070D: rebuild_player $PLAYER_CHAR 

:GFAGNT_12949
091B: NOP 
0051: return 

:GFAGNT_12953
06D1: v$1225 = "TWOTIMING" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_13006 
08BA: set $GIRLS_GIFTS_BITMASK bit 31 
08BA: set $390 bit 25 
091B: NOP 
0051: return 

:GFAGNT_13006
06D1: v$1225 = "ELEGANTMAN" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_13088 
0004: $GIRL_DESIRED_SEXAPPEAL[0] = 0 
0004: $GIRL_DESIRED_SEXAPPEAL[1] = 0 
0004: $GIRL_DESIRED_SEXAPPEAL[3] = 0 
0004: $GIRL_DESIRED_SEXAPPEAL[2] = 0 
0004: $GIRL_DESIRED_SEXAPPEAL[4] = 0 
0004: $GIRL_DESIRED_SEXAPPEAL[5] = 0 
091B: NOP 
0051: return 

:GFAGNT_13088
06D1: v$1225 = "SHOWENTRY" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_13192 
07FB: set_interior 'FDREST1' access 1  // World of Coq
07FB: set_interior 'REST2' access 1  // Secret Valley
07FB: set_interior 'DINER1' access 1  // Diner
07FB: set_interior 'DINER2' access 1  // Diner
07FB: set_interior 'TSDINER' access 1  // Truck Stop
091B: NOP 
0051: return 

:GFAGNT_13192
06D1: v$1225 = "HIDEENTRY" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_13283 
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
091B: NOP 
0051: return 

:GFAGNT_13283
06D1: v$1225 = "UNCENSORED" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_13330 
0004: $GF_CENSORE_FLAG = 0 
091B: NOP 
0051: return 

:GFAGNT_13330
06D1: v$1225 = "STATSUP" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_13385 
0008: $GIRL_PROGRESS($GIRLFRIEND,6i) += 10 
0050: gosub @GFAGNT_9854 
091B: NOP 
0051: return 

:GFAGNT_13385
06D1: v$1225 = "STATSDOWN" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_13442 
000C: $GIRL_PROGRESS($GIRLFRIEND,6i) -= 10 
0050: gosub @GFAGNT_9854 
091B: NOP 
0051: return 

:GFAGNT_13442
06D1: v$1225 = "DUMPME" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_13496 
0004: $GIRL_PROGRESS($GIRLFRIEND,6i) = -15 
0050: gosub @GFAGNT_9854 
091B: NOP 
0051: return 

:GFAGNT_13496
0051: return 
0662: printstring "I__________________________I" 
0662: printstring "H" 
0662: printstring "G" 
0662: printstring "F" 
0662: printstring "E" 
0662: printstring "D" 
0662: printstring s$404 
0663: printint "IGFIDX" $GIRLFRIEND 
0871: init_jump_table 0@ total_jumps 5 default_jump 1 @GFAGNT_13731 jumps 0 @GFAGNT_13636 1 @GFAGNT_13655 2 @GFAGNT_13674 3 @GFAGNT_13693 4 @GFAGNT_13712 -1 @GFAGNT_13760 -1 @GFAGNT_13760 

:GFAGNT_13636
0662: printstring "STATE0__" 
0002: jump @GFAGNT_13760 

:GFAGNT_13655
0662: printstring "STATE1__" 
0002: jump @GFAGNT_13760 

:GFAGNT_13674
0662: printstring "STATE2__" 
0002: jump @GFAGNT_13760 

:GFAGNT_13693
0662: printstring "STATE3__" 
0002: jump @GFAGNT_13760 

:GFAGNT_13712
0662: printstring "STATE4__" 
0002: jump @GFAGNT_13760 

:GFAGNT_13731
0662: printstring "UNTRAPPED_STATE___" 
0002: jump @GFAGNT_13760 

:GFAGNT_13760
0662: printstring "I__________________________I" 
0051: return 

:NONAME_7
004F: create_thread @ESC_INTERIOR_MANAGER  
004E: end_thread 

:ESC_INTERIOR_MANAGER
03A4: name_thread 'INTMAN' 
0004: $INTERIOR_DECISION_MAKER_A = -1 
00D6: if 
0038:   $INTERIOR_DECISION_MAKER_A == 9999 
004D: jump_if_false @INTMAN_57 
07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_A 
07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_B 

:INTMAN_57
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTMAN_80 
0050: gosub @INTMAN_91 

:INTMAN_80
0001: wait 0 ms 
0002: jump @INTMAN_57 

:INTMAN_91
0871: init_jump_table 0@ total_jumps 2 default_jump 0 @INTMAN_182 jumps 0 @INTMAN_154 1 @INTMAN_168 -1 @INTMAN_182 -1 @INTMAN_182 -1 @INTMAN_182 -1 @INTMAN_182 -1 @INTMAN_182 

:INTMAN_154
0050: gosub @INTMAN_184 
0002: jump @INTMAN_182 

:INTMAN_168
0050: gosub @INTMAN_2976 
0002: jump @INTMAN_182 

:INTMAN_182
0051: return 

:INTMAN_184
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if 
8038:   not  $1250 == 0 
004D: jump_if_false @INTMAN_2974 
094B: v$ACTIVE_INTERIOR_NAME = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
00D6: if 
8846:   not string v$ACTIVE_INTERIOR_NAME empty // v$ 
004D: jump_if_false @INTMAN_2974 
0084: $1251 = $1250 // (int) 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTMAN_266 
01C0: $PLAYER_WANTED_LEVEL = player $PLAYER_CHAR wanted_level 

:INTMAN_266
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
0004: $1261 = 0 
0004: $PLAYER_IN_INTERIOR = 0 
0006: 2@ = 0 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @INTMAN_359 
0004: $9472 = 0 
0004: $9470 = 0 
0004: $9471 = 0 
0004: $FOOD_PLAYER_AGGRESSIVE_FLAG = 0 
0004: $2881 = 0 
0004: $9473 = 0 
0004: $9526 = 0 

:INTMAN_359
00D6: if and
08F9:   v$ACTIVE_INTERIOR_NAME == "CHANGER" 
0038:   $1250 == 14 
004D: jump_if_false @INTMAN_451 
0926: 1@ = external_script_status 63 (WARDROBE) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_451 
08A9: load_external_script 63 (WARDROBE) 
038B: load_requested_models 
00D6: if 
08AB:   external_script 63 (WARDROBE) loaded 
004D: jump_if_false @INTMAN_451 
0913: run_external_script 63 (WARDROBE)  
000A: 0@ += 1 
0051: return 

:INTMAN_451
00D6: if or
08F9:   v$ACTIVE_INTERIOR_NAME == "TRICAS" 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
08F9:   v$ACTIVE_INTERIOR_NAME == "CASINO2" 
004D: jump_if_false @INTMAN_818 
0926: 1@ = external_script_status 38 (BAR_STAFF) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_531 
08A9: load_external_script 38 (BAR_STAFF) 

:INTMAN_531
0926: 1@ = external_script_status 39 (BOUNCER) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_560 
08A9: load_external_script 39 (BOUNCER) 

:INTMAN_560
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_589 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_589
0926: 1@ = external_script_status 27 (CASINO_AMBIENCE) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_618 
08A9: load_external_script 27 (CASINO_AMBIENCE) 

:INTMAN_618
04ED: load_animation "BAR" 
04ED: load_animation "CASINO" 
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
004D: jump_if_false @INTMAN_676 
0247: load_model #VMAFF1 
0247: load_model #VMAFF3 
0247: load_model #VMAFF2 
0247: load_model #VWFYWAI 

:INTMAN_676
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "TRICAS" 
004D: jump_if_false @INTMAN_715 
0247: load_model #BMYBOUN 
0247: load_model #WMYBOUN 
0247: load_model #VWFYWA2 

:INTMAN_715
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "CASINO2" 
004D: jump_if_false @INTMAN_755 
0247: load_model #BMYBOUN 
0247: load_model #WMYBOUN 
0247: load_model #VWFYCRP 

:INTMAN_755
038B: load_requested_models 
00D6: if 
08AB:   external_script 27 (CASINO_AMBIENCE) loaded 
004D: jump_if_false @INTMAN_777 
0913: run_external_script 27 (CASINO_AMBIENCE)  

:INTMAN_777
00D6: if and
08AB:   external_script 38 (BAR_STAFF) loaded 
08AB:   external_script 39 (BOUNCER) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 27 (CASINO_AMBIENCE) loaded 
004D: jump_if_false @INTMAN_818 
0004: $1261 = 1 
000A: 0@ += 1 

:INTMAN_818
00D6: if or
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR1" 
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR2" 
08F9:   v$ACTIVE_INTERIOR_NAME == "UFOBAR" 
004D: jump_if_false @INTMAN_1088 
0926: 1@ = external_script_status 38 (BAR_STAFF) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_893 
08A9: load_external_script 38 (BAR_STAFF) 

:INTMAN_893
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_922 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_922
0926: 1@ = external_script_status 28 (BAR_AMBIENCE) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_951 
08A9: load_external_script 28 (BAR_AMBIENCE) 

:INTMAN_951
0926: 1@ = external_script_status 35 (DANCE) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_980 
08A9: load_external_script 35 (DANCE) 

:INTMAN_980
04ED: load_animation "BAR" 
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR1" 
004D: jump_if_false @INTMAN_1020 
04ED: load_animation "DANCING" 

:INTMAN_1020
0247: load_model #VWFYCRP 
038B: load_requested_models 
00D6: if 
08AB:   external_script 28 (BAR_AMBIENCE) loaded 
004D: jump_if_false @INTMAN_1047 
0913: run_external_script 28 (BAR_AMBIENCE)  

:INTMAN_1047
00D6: if and
08AB:   external_script 38 (BAR_STAFF) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 28 (BAR_AMBIENCE) loaded 
08AB:   external_script 35 (DANCE) loaded 
004D: jump_if_false @INTMAN_1088 
0004: $1261 = 1 
000A: 0@ += 1 

:INTMAN_1088
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "GENOTB" 
004D: jump_if_false @INTMAN_1286 
0926: 1@ = external_script_status 40 (OTB_STAFF) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_1141 
08A9: load_external_script 40 (OTB_STAFF) 

:INTMAN_1141
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_1170 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_1170
0926: 1@ = external_script_status 30 (OTB_AMBIENCE) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_1199 
08A9: load_external_script 30 (OTB_AMBIENCE) 

:INTMAN_1199
04ED: load_animation "OTB" 
04ED: load_animation "INT_SHOP" 
0247: load_model #VBFYCRP 
0247: load_model #VWFYCRP 
038B: load_requested_models 
00D6: if 
08AB:   external_script 30 (OTB_AMBIENCE) loaded 
004D: jump_if_false @INTMAN_1249 
0913: run_external_script 30 (OTB_AMBIENCE)  

:INTMAN_1249
00D6: if and
08AB:   external_script 40 (OTB_STAFF) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 30 (OTB_AMBIENCE) loaded 
004D: jump_if_false @INTMAN_1286 
0004: $1261 = 1 
000A: 0@ += 1 

:INTMAN_1286
00D6: if or
08F9:   v$ACTIVE_INTERIOR_NAME == "LASTRIP" 
08F9:   v$ACTIVE_INTERIOR_NAME == "STRIP2" 
004D: jump_if_false @INTMAN_1534 
0926: 1@ = external_script_status 38 (BAR_STAFF) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_1353 
08A9: load_external_script 38 (BAR_STAFF) 

:INTMAN_1353
0926: 1@ = external_script_status 39 (BOUNCER) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_1382 
08A9: load_external_script 39 (BOUNCER) 

:INTMAN_1382
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_1411 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_1411
0926: 1@ = external_script_status 31 (STRIP_AMBIENCE) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_1440 
08A9: load_external_script 31 (STRIP_AMBIENCE) 

:INTMAN_1440
04ED: load_animation "BAR" 
04ED: load_animation "STRIP" 
0247: load_model #BMYBOUN 
0247: load_model #WMYBOUN 
0247: load_model #VWFYCRP 
038B: load_requested_models 
00D6: if 
08AB:   external_script 31 (STRIP_AMBIENCE) loaded 
004D: jump_if_false @INTMAN_1493 
0913: run_external_script 31 (STRIP_AMBIENCE)  

:INTMAN_1493
00D6: if and
08AB:   external_script 38 (BAR_STAFF) loaded 
08AB:   external_script 39 (BOUNCER) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 31 (STRIP_AMBIENCE) loaded 
004D: jump_if_false @INTMAN_1534 
0004: $1261 = 1 
000A: 0@ += 1 

:INTMAN_1534
00D6: if 
0038:   $9977 == 0 
004D: jump_if_false @INTMAN_1724 
00D6: if or
08F9:   v$ACTIVE_INTERIOR_NAME == "CSCHP" 
08F9:   v$ACTIVE_INTERIOR_NAME == "CSSPRT" 
08F9:   v$ACTIVE_INTERIOR_NAME == "LACS1" 
08F9:   v$ACTIVE_INTERIOR_NAME == "CLOTHGP" 
08F9:   v$ACTIVE_INTERIOR_NAME == "CSDESGN" 
08F9:   v$ACTIVE_INTERIOR_NAME == "CSEXL" 
004D: jump_if_false @INTMAN_1724 
0926: 1@ = external_script_status 64 (CLOTHES) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_1669 
08A9: load_external_script 64 (CLOTHES) 

:INTMAN_1669
04ED: load_animation "INT_SHOP" 
038B: load_requested_models 
00D6: if 
08AB:   external_script 64 (CLOTHES) loaded 
004D: jump_if_false @INTMAN_1724 
0004: $1258 = 0 
0913: run_external_script 64 (CLOTHES)  
0004: $1261 = 1 
000A: 0@ += 1 

:INTMAN_1724
00D6: if or
08F9:   v$ACTIVE_INTERIOR_NAME == "FDPIZA" 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDCHICK" 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDBURG" 
004D: jump_if_false @INTMAN_2221 
0926: 1@ = external_script_status 65 (JUNKFUD) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_1804 
08A9: load_external_script 65 (JUNKFUD) 

:INTMAN_1804
0926: 1@ = external_script_status 29 (FOODBRAINS) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_1833 
08A9: load_external_script 29 (FOODBRAINS) 

:INTMAN_1833
0926: 1@ = external_script_status 36 (SHOPKEEPER) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_1862 
08A9: load_external_script 36 (SHOPKEEPER) 

:INTMAN_1862
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_1891 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_1891
04ED: load_animation "FOOD" 
04ED: load_animation "INT_SHOP" 
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDPIZA" 
004D: jump_if_false @INTMAN_1952 
0247: load_model #WMYPIZZ 
0247: load_model #PIZZAHIGH 
0247: load_model #CJ_PIZZA_1 
0247: load_model #CJ_PIZZA_2 

:INTMAN_1952
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDCHICK" 
004D: jump_if_false @INTMAN_1994 
0247: load_model #WMYBELL 
0247: load_model #BURGERHIGH 
0247: load_model #CJ_BURG_1 
0247: load_model #CJ_BURG_2 

:INTMAN_1994
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDBURG" 
004D: jump_if_false @INTMAN_2035 
0247: load_model #WFYBURG 
0247: load_model #BURGERHIGH 
0247: load_model #CJ_BURG_1 
0247: load_model #CJ_BURG_2 

:INTMAN_2035
038B: load_requested_models 
00D6: if 
08AB:   external_script 65 (JUNKFUD) loaded 
004D: jump_if_false @INTMAN_2057 
0913: run_external_script 65 (JUNKFUD)  

:INTMAN_2057
00D6: if 
08AB:   external_script 29 (FOODBRAINS) loaded 
004D: jump_if_false @INTMAN_2180 
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDPIZA" 
004D: jump_if_false @INTMAN_2110 
0913: run_external_script 29 (FOODBRAINS) 0  
0002: jump @INTMAN_2180 

:INTMAN_2110
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDCHICK" 
004D: jump_if_false @INTMAN_2149 
0913: run_external_script 29 (FOODBRAINS) 1  
0002: jump @INTMAN_2180 

:INTMAN_2149
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDBURG" 
004D: jump_if_false @INTMAN_2180 
0913: run_external_script 29 (FOODBRAINS) 2  

:INTMAN_2180
00D6: if and
08AB:   external_script 65 (JUNKFUD) loaded 
08AB:   external_script 29 (FOODBRAINS) loaded 
08AB:   external_script 36 (SHOPKEEPER) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
004D: jump_if_false @INTMAN_2221 
0004: $1261 = 1 
000A: 0@ += 1 

:INTMAN_2221
00D6: if or
08F9:   v$ACTIVE_INTERIOR_NAME == "BARBERS" 
08F9:   v$ACTIVE_INTERIOR_NAME == "BARBER2" 
08F9:   v$ACTIVE_INTERIOR_NAME == "BARBER3" 
004D: jump_if_false @INTMAN_2339 
0926: 1@ = external_script_status 62 (BARBER) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_2339 
08A9: load_external_script 62 (BARBER) 
038B: load_requested_models 
00D6: if 
08AB:   external_script 62 (BARBER) loaded 
004D: jump_if_false @INTMAN_2339 
0913: run_external_script 62 (BARBER)  
0004: $1261 = 1 
000A: 0@ += 1 

:INTMAN_2339
00D6: if or
08F9:   v$ACTIVE_INTERIOR_NAME == "TATTOO" 
08F9:   v$ACTIVE_INTERIOR_NAME == "TATTO2" 
08F9:   v$ACTIVE_INTERIOR_NAME == "TATTO3" 
004D: jump_if_false @INTMAN_2454 
0926: 1@ = external_script_status 61 (TATTOO) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_2454 
08A9: load_external_script 61 (TATTOO) 
038B: load_requested_models 
00D6: if 
08AB:   external_script 61 (TATTOO) loaded 
004D: jump_if_false @INTMAN_2454 
0913: run_external_script 61 (TATTOO)  
0004: $1261 = 1 
000A: 0@ += 1 

:INTMAN_2454
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "RCPLAY" 
004D: jump_if_false @INTMAN_2596 
0926: 1@ = external_script_status 34 (ZERO_AMBIENCE) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_2507 
08A9: load_external_script 34 (ZERO_AMBIENCE) 

:INTMAN_2507
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_2536 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_2536
0247: load_model #WMYCLOT 
038B: load_requested_models 
00D6: if 
08AB:   external_script 34 (ZERO_AMBIENCE) loaded 
004D: jump_if_false @INTMAN_2563 
0913: run_external_script 34 (ZERO_AMBIENCE)  

:INTMAN_2563
00D6: if and
08AB:   external_script 34 (ZERO_AMBIENCE) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
004D: jump_if_false @INTMAN_2596 
0004: $1261 = 1 
000A: 0@ += 1 

:INTMAN_2596
00D6: if or
08F9:   v$ACTIVE_INTERIOR_NAME == "POLICE1" 
08F9:   v$ACTIVE_INTERIOR_NAME == "POLICE2" 
08F9:   v$ACTIVE_INTERIOR_NAME == "POLICE3" 
08F9:   v$ACTIVE_INTERIOR_NAME == "POLICE4" 
004D: jump_if_false @INTMAN_2728 
0004: $1260 = 1 
0004: $1261 = 1 
04ED: load_animation "COP_AMBIENT" 
04ED: load_animation "INT_OFFICE" 
04ED: load_animation "GANGS" 
0247: load_model #CIGAR 
038B: load_requested_models 
000A: 0@ += 1 

:INTMAN_2728
00D6: if or
08F9:   v$ACTIVE_INTERIOR_NAME == "AMMUN1" 
08F9:   v$ACTIVE_INTERIOR_NAME == "AMMUN2" 
08F9:   v$ACTIVE_INTERIOR_NAME == "AMMUN3" 
08F9:   v$ACTIVE_INTERIOR_NAME == "AMMUN4" 
08F9:   v$ACTIVE_INTERIOR_NAME == "AMMUN5" 
004D: jump_if_false @INTMAN_2869 
0926: 1@ = external_script_status 60 (AMMU) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_2869 
08A9: load_external_script 60 (AMMU) 
038B: load_requested_models 
00D6: if 
08AB:   external_script 60 (AMMU) loaded 
004D: jump_if_false @INTMAN_2869 
0913: run_external_script 60 (AMMU)  
0004: $1261 = 1 
000A: 0@ += 1 

:INTMAN_2869
00D6: if 
0038:   $1261 == 1 
004D: jump_if_false @INTMAN_2974 
00D6: if 
89F2:   not decision_maker $INTERIOR_DECISION_MAKER_A exists 
004D: jump_if_false @INTMAN_2927 
07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_A 
0708: reset_decision_maker $INTERIOR_DECISION_MAKER_A event 27 
0708: reset_decision_maker $INTERIOR_DECISION_MAKER_A event 48 

:INTMAN_2927
00D6: if 
89F2:   not decision_maker $INTERIOR_DECISION_MAKER_B exists 
004D: jump_if_false @INTMAN_2974 
07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_B 
0708: reset_decision_maker $INTERIOR_DECISION_MAKER_B event 27 
0708: reset_decision_maker $INTERIOR_DECISION_MAKER_B event 48 
0708: reset_decision_maker $INTERIOR_DECISION_MAKER_B event 9 

:INTMAN_2974
0051: return 

:INTMAN_2976
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if 
803A:   not  $1250 == $1251 // (int) 
004D: jump_if_false @INTMAN_3052 
0050: gosub @INTMAN_3136 
0004: $PLAYER_IN_INTERIOR = 0 
0006: 2@ = 0 
0004: $1260 = 0 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
000E: 0@ -= 1 
0051: return 
0002: jump @INTMAN_3134 

:INTMAN_3052
00D6: if 
0038:   $1260 == 1 
004D: jump_if_false @INTMAN_3095 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
004D: jump_if_false @INTMAN_3095 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 

:INTMAN_3095
00D6: if and
0038:   $PLAYER_IN_INTERIOR == 1 
0039:   2@ == 0 
004D: jump_if_false @INTMAN_3134 
0050: gosub @INTMAN_3136 
0006: 2@ = 1 

:INTMAN_3134
0051: return 

:INTMAN_3136
04EF: release_animation "BAR" 
04EF: release_animation "CASINO" 
04EF: release_animation "DANCING" 
04EF: release_animation "OTB" 
04EF: release_animation "INT_SHOP" 
04EF: release_animation "STRIP" 
04EF: release_animation "FOOD" 
04EF: release_animation "COP_AMBIENT" 
04EF: release_animation "INT_OFFICE" 
04EF: release_animation "GANGS" 
0249: release_model #CIGAR 
0249: release_model #VMAFF1 
0249: release_model #VMAFF3 
0249: release_model #VMAFF2 
0249: release_model #VWFYWAI 
0249: release_model #VWFYWA2 
0249: release_model #BMYBOUN 
0249: release_model #WMYBOUN 
0249: release_model #VWFYCRP 
0249: release_model #VBFYCRP 
0249: release_model #WMYPIZZ 
0249: release_model #PIZZAHIGH 
0249: release_model #CJ_PIZZA_1 
0249: release_model #CJ_PIZZA_2 
0249: release_model #WMYBELL 
0249: release_model #BURGERHIGH 
0249: release_model #CJ_BURG_1 
0249: release_model #CJ_BURG_2 
0249: release_model #WFYBURG 
0249: release_model #WMYCLOT 
090F: end_external_script 63 (WARDROBE) 
090F: end_external_script 64 (CLOTHES) 
090F: end_external_script 65 (JUNKFUD) 
090F: end_external_script 62 (BARBER) 
090F: end_external_script 61 (TATTOO) 
090F: end_external_script 60 (AMMU) 
090F: end_external_script 27 (CASINO_AMBIENCE) 
090F: end_external_script 28 (BAR_AMBIENCE) 
090F: end_external_script 30 (OTB_AMBIENCE) 
090F: end_external_script 31 (STRIP_AMBIENCE) 
090F: end_external_script 29 (FOODBRAINS) 
090F: end_external_script 34 (ZERO_AMBIENCE) 
090F: end_external_script 35 (DANCE) 
090F: end_external_script 36 (SHOPKEEPER) 
090F: end_external_script 37 (CUSTOMER_PANIC) 
090F: end_external_script 38 (BAR_STAFF) 
090F: end_external_script 39 (BOUNCER) 
090F: end_external_script 40 (OTB_STAFF) 
065C: release_decision_maker $INTERIOR_DECISION_MAKER_A 
065C: release_decision_maker $INTERIOR_DECISION_MAKER_B 
0004: $INTERIOR_DECISION_MAKER_A = -1 
0004: $INTERIOR_DECISION_MAKER_B = -1 
0051: return 

:NONAME_8
004E: end_thread 

:A_CONT
03A4: name_thread 'A_CONT' 
0004: $1283[0] = 1 
0004: $1283[1] = 2 
0004: $1285[0] = -3 
0004: $1285[1] = -3 
0004: $1264[0] = 0 
0004: $1264[1] = 0 
0004: $1262[0] = 0 
0004: $1262[0] = 0 
0004: $1287 = 0 
0004: $1288 = 1 
0084: $1266[0] = $PLAYER_ACTOR // (int) 
0084: $1266[1] = $PLAYER_ACTOR // (int) 

:A_CONT_97
0001: wait 0 ms 
0006: 0@ = 0 
0006: 1@ = 1 
00D6: if or
0028:   $1285[0] >= -2 
0028:   $1285[1] >= -2 
004D: jump_if_false @A_CONT_1046 

:A_CONT_140
00D6: if 
001B:   2 > 0@ 
004D: jump_if_false @A_CONT_1039 
0871: init_jump_table $1285(0@,2i) total_jumps 5 default_jump 0 @A_CONT_1018 jumps -2 @A_CONT_893 -1 @A_CONT_225 0 @A_CONT_254 1 @A_CONT_621 2 @A_CONT_775 -1 @A_CONT_1018 -1 @A_CONT_1018 

:A_CONT_225
0004: $1264(0@,2i) = 0 
0004: $1285(0@,2i) = -3 
0002: jump @A_CONT_1018 

:A_CONT_254
00D6: if 
83D0:   not wav $1283(0@,2i) loaded 
004D: jump_if_false @A_CONT_281 
0002: jump @A_CONT_1018 

:A_CONT_281
00D6: if 
07D6:   0@ == $1288 // @ == $ (int) 
004D: jump_if_false @A_CONT_486 
00D6: if 
001C:   $1264(0@,2i) > $1264(1@,2i) // (int) 
004D: jump_if_false @A_CONT_468 
008A: $1287 = 0@ // (int) 
008A: $1288 = 1@ // (int) 
040D: unload_wav $1283($1288,2i) 
03D5: remove_text $1277($1288,2s) 
00D6: if 
8038:   not  $1262($1288,2i) == 0 
004D: jump_if_false @A_CONT_450 
00D6: if 
8118:   not actor $1266($1288,2i) dead 
004D: jump_if_false @A_CONT_450 
0968: actor $1266($1288,2i) stop_mouth 
00D6: if 
803A:   not  $1266($1288,2i) == $1266($1287,2i) // (int) 
004D: jump_if_false @A_CONT_450 
0A09: set_actor $1266($1288,2i) muted 0 // versionB 

:A_CONT_450
0004: $1285($1288,2i) = -1 
0002: jump @A_CONT_486 

:A_CONT_468
0004: $1285(0@,2i) = 1 
0002: jump @A_CONT_1018 

:A_CONT_486
00D6: if 
8038:   not  $1262(0@,2i) == 0 
004D: jump_if_false @A_CONT_580 
00D6: if 
8118:   not actor $1266(0@,2i) dead 
004D: jump_if_false @A_CONT_580 
0967: actor $1266(0@,2i) move_mouth 999999 ms 
00D6: if 
0038:   $1262(0@,2i) == 1 
004D: jump_if_false @A_CONT_580 
0949: link_wav $1283(0@,2i) to_actor $1266(0@,2i) 

:A_CONT_580
03D1: play_wav $1283(0@,2i) 
00BC: show_text_highpriority GXT $1277(0@,2s) time 10000 flag 1 
0004: $1285(0@,2i) = 2 
0002: jump @A_CONT_1018 

:A_CONT_621
00D6: if 
003C:   $1287 == 0@ // (int) 
004D: jump_if_false @A_CONT_768 
00D6: if 
8038:   not  $1262(0@,2i) == 0 
004D: jump_if_false @A_CONT_734 
00D6: if 
8118:   not actor $1266(0@,2i) dead 
004D: jump_if_false @A_CONT_734 
0967: actor $1266(0@,2i) move_mouth 999999 ms 
00D6: if 
0038:   $1262(0@,2i) == 1 
004D: jump_if_false @A_CONT_734 
0949: link_wav $1283(0@,2i) to_actor $1266(0@,2i) 

:A_CONT_734
03D1: play_wav $1283(0@,2i) 
00BC: show_text_highpriority GXT $1277(0@,2s) time 10000 flag 1 
0004: $1285(0@,2i) = 2 

:A_CONT_768
0002: jump @A_CONT_1018 

:A_CONT_775
00D6: if 
03D2:   wav $1283(0@,2i) ended 
004D: jump_if_false @A_CONT_837 
00D6: if 
003C:   $1287 == 0@ // (int) 
004D: jump_if_false @A_CONT_830 
008A: $1288 = 0@ // (int) 
008A: $1287 = 1@ // (int) 

:A_CONT_830
0002: jump @A_CONT_893 

:A_CONT_837
00D6: if 
8038:   not  $1262(0@,2i) == 0 
004D: jump_if_false @A_CONT_886 
00D6: if 
8118:   not actor $1266(0@,2i) dead 
004D: jump_if_false @A_CONT_886 
0002: jump @A_CONT_1018 

:A_CONT_886
0002: jump @A_CONT_1018 

:A_CONT_893
040D: unload_wav $1283(0@,2i) 
03D5: remove_text $1277(0@,2s) 
00D6: if 
8038:   not  $1262(0@,2i) == 0 
004D: jump_if_false @A_CONT_1000 
00D6: if 
8118:   not actor $1266(0@,2i) dead 
004D: jump_if_false @A_CONT_1000 
0968: actor $1266(0@,2i) stop_mouth 
00D6: if 
803A:   not  $1266(0@,2i) == $1266(1@,2i) // (int) 
004D: jump_if_false @A_CONT_1000 
0A09: set_actor $1266(0@,2i) muted 0 // versionB 

:A_CONT_1000
0004: $1285(0@,2i) = -1 
0002: jump @A_CONT_1018 

:A_CONT_1018
000A: 0@ += 1 
000E: 1@ -= 1 
0002: jump @A_CONT_140 

:A_CONT_1039
0002: jump @A_CONT_1060 

:A_CONT_1046
0004: $1285[0] = -4 
0004: $1285[1] = -4 

:A_CONT_1060
0002: jump @A_CONT_97 

:A_ALAP
03A4: name_thread 'A_ALAP' 
00D6: if 
002F:   1@ >= $1264($1288,2i) // (int) 
004D: jump_if_false @A_ALAP_317 
0084: $1274($1288,2i) = $1276 // (int) 
05A9: $1277($1288,2s) = s$1281 // s$ 
040D: unload_wav $1283($1288,2i) 
03CF: load_wav $1274($1288,2i) as $1283($1288,2i) 
00D6: if 
8038:   not  $1262($1288,2i) == 0 
004D: jump_if_false @A_ALAP_159 
00D6: if 
8118:   not actor $1266($1288,2i) dead 
004D: jump_if_false @A_ALAP_159 
00D6: if 
803C:   not  $1266($1288,2i) == 2@ // (int) 
004D: jump_if_false @A_ALAP_159 
0A09: set_actor $1266($1288,2i) muted 0 // versionB 

:A_ALAP_159
0004: $1285($1288,2i) = 0 
008A: $1262($1288,2i) = 0@ // (int) 
00D6: if 
8038:   not  $1262($1288,2i) == 0 
004D: jump_if_false @A_ALAP_293 
00D6: if 
0038:   $1262($1288,2i) == 0 
004D: jump_if_false @A_ALAP_250 
009A: 2@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 

:A_ALAP_250
008A: $1266($1288,2i) = 2@ // (int) 
00D6: if 
8118:   not actor $1266($1288,2i) dead 
004D: jump_if_false @A_ALAP_293 
0A09: set_actor $1266($1288,2i) muted 1 // versionB 

:A_ALAP_293
008A: $1262($1288,2i) = 0@ // (int) 
008A: $1264($1288,2i) = 1@ // (int) 

:A_ALAP_317
004E: end_thread 

:A_TERM
03A4: name_thread 'A_TERM' 
0459: end_thread_named 'A_CONT' 
0459: end_thread_named 'A_ALAP' 
004E: end_thread 

:HJ
0111: set_wasted_busted_check 0 
03A4: name_thread 'HJ' 

:HJ_15
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HJ_42 
0002: jump @HJ_15 

:HJ_42
00D6: if 
0445:   are_car_cheats_used 
004D: jump_if_false @HJ_62 
0002: jump @HJ_15 

:HJ_62
00D6: if 
09AE:   actor $PLAYER_ACTOR driving_train 
004D: jump_if_false @HJ_85 
0002: jump @HJ_15 

:HJ_85
00D6: if 
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @HJ_108 
0002: jump @HJ_15 

:HJ_108
00D6: if 
04A7:   actor $PLAYER_ACTOR driving_boat 
004D: jump_if_false @HJ_131 
0002: jump @HJ_15 

:HJ_131
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #VORTEX 
004D: jump_if_false @HJ_157 
0002: jump @HJ_15 

:HJ_157
00D6: if 
89E7:   not player $PLAYER_CHAR not_frozen 
004D: jump_if_false @HJ_180 
0002: jump @HJ_15 

:HJ_180
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HJ_1668 
03C0: $HJ_PLAYER_CAR = actor $PLAYER_ACTOR car 
04FC: store_player_stunt_data $PLAYER_CHAR two_wheels: $HJ_TWOWHEELS_TIME $HJ_TWOWHEELS_DISTANCE_FLOAT wheelie: $HJ_WHEELIE_TIME $HJ_WHEELIE_DISTANCE_FLOAT stoppie: $HJ_STOPPIE_TIME $HJ_STOPPIE_DISTANCE_FLOAT 
00D6: if 
0020:   $HJ_TWOWHEELS_DISTANCE_FLOAT > 0.0 
004D: jump_if_false @HJ_426 
0014: $HJ_TWOWHEELS_TIME /= 1000 
008C: $HJ_TWOWHEELS_DISTANCE_METERS_INT = float $HJ_TWOWHEELS_DISTANCE_FLOAT to_integer 
008D: $HJ_TWOWHEELS_DISTANCE_METERS_FLOAT = integer $HJ_TWOWHEELS_DISTANCE_METERS_INT to_float 
0086: $HJ_TEMP_FLOAT = $HJ_TWOWHEELS_DISTANCE_FLOAT // (float) 
0061: $HJ_TEMP_FLOAT -= $HJ_TWOWHEELS_DISTANCE_METERS_FLOAT // (float) 
0011: $HJ_TEMP_FLOAT *= 100.0 
008C: $HJ_TWOWHEELS_DISTANCE_METERS_REM = float $HJ_TEMP_FLOAT to_integer 
0084: $HJ_BONUS = $HJ_TWOWHEELS_TIME // (int) 
0058: $HJ_BONUS += $HJ_TWOWHEELS_DISTANCE_METERS_INT // (int) 
0014: $HJ_BONUS /= 2 
0109: player $PLAYER_CHAR money = $HJ_BONUS 
00D6: if 
0424:   is_system_metric 
004D: jump_if_false @HJ_385 
0302: show_text_4numbers GXT 'WHEEL01' numbers $HJ_BONUS $HJ_TWOWHEELS_DISTANCE_METERS_INT $HJ_TWOWHEELS_DISTANCE_METERS_REM $HJ_TWOWHEELS_TIME time 3000 flag 1  // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
0002: jump @HJ_426 

:HJ_385
0425: $HJ_TWOWHEELS_DISTANCE_FEET_FLOAT = meters $HJ_TWOWHEELS_DISTANCE_FLOAT to_feet 
008C: $HJ_TWOWHEELS_DISTANCE_FEET = float $HJ_TWOWHEELS_DISTANCE_FEET_FLOAT to_integer 
02FF: show_text_3numbers GXT 'WHEEL02' numbers $HJ_BONUS $HJ_TWOWHEELS_DISTANCE_FEET $HJ_TWOWHEELS_TIME time 3000 flag 1  // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:HJ_426
00D6: if 
0020:   $HJ_WHEELIE_DISTANCE_FLOAT > 0.0 
004D: jump_if_false @HJ_631 
0014: $HJ_WHEELIE_TIME /= 1000 
008C: $HJ_WHEELIE_DISTANCE_METERS_INT = float $HJ_WHEELIE_DISTANCE_FLOAT to_integer 
008D: $HJ_WHEELIE_DISTANCE_METERS_FLOAT = integer $HJ_WHEELIE_DISTANCE_METERS_INT to_float 
0086: $HJ_TEMP_FLOAT = $HJ_WHEELIE_DISTANCE_FLOAT // (float) 
0061: $HJ_TEMP_FLOAT -= $HJ_WHEELIE_DISTANCE_METERS_FLOAT // (float) 
0011: $HJ_TEMP_FLOAT *= 100.0 
008C: $HJ_WHEELIE_DISTANCE_METERS_REM = float $HJ_TEMP_FLOAT to_integer 
0084: $HJ_BONUS = $HJ_WHEELIE_DISTANCE_METERS_INT // (int) 
0010: $HJ_BONUS *= 2 
0014: $HJ_BONUS /= 5 
0014: $HJ_BONUS /= 2 
0109: player $PLAYER_CHAR money = $HJ_BONUS 
00D6: if 
0424:   is_system_metric 
004D: jump_if_false @HJ_590 
0302: show_text_4numbers GXT 'WHEEL06' numbers $HJ_BONUS $HJ_WHEELIE_DISTANCE_METERS_INT $HJ_WHEELIE_DISTANCE_METERS_REM $HJ_WHEELIE_TIME time 3000 flag 1  // WHEELIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
0002: jump @HJ_631 

:HJ_590
0425: $HJ_WHEELIE_DISTANCE_FEET_FLOAT = meters $HJ_WHEELIE_DISTANCE_FLOAT to_feet 
008C: $HJ_WHEELIE_DISTANCE_FEET = float $HJ_WHEELIE_DISTANCE_FEET_FLOAT to_integer 
02FF: show_text_3numbers GXT 'WHEEL07' numbers $HJ_BONUS $HJ_WHEELIE_DISTANCE_FEET $HJ_WHEELIE_TIME time 3000 flag 1  // WHEELIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:HJ_631
00D6: if 
0020:   $HJ_STOPPIE_DISTANCE_FLOAT > 0.0 
004D: jump_if_false @HJ_822 
0014: $HJ_STOPPIE_TIME /= 1000 
008C: $HJ_STOPPIE_DISTANCE_METERS_INT = float $HJ_STOPPIE_DISTANCE_FLOAT to_integer 
008D: $HJ_STOPPIE_DISTANCE_METERS_FLOAT = integer $HJ_STOPPIE_DISTANCE_METERS_INT to_float 
0086: $HJ_TEMP_FLOAT = $HJ_STOPPIE_DISTANCE_FLOAT // (float) 
0061: $HJ_TEMP_FLOAT -= $HJ_STOPPIE_DISTANCE_METERS_FLOAT // (float) 
0011: $HJ_TEMP_FLOAT *= 100.0 
008C: $HJ_STOPPIE_DISTANCE_METERS_REM = float $HJ_TEMP_FLOAT to_integer 
0084: $HJ_BONUS = $HJ_STOPPIE_DISTANCE_METERS_INT // (int) 
0014: $HJ_BONUS /= 2 
0109: player $PLAYER_CHAR money = $HJ_BONUS 
00D6: if 
0424:   is_system_metric 
004D: jump_if_false @HJ_781 
0302: show_text_4numbers GXT 'WHEEL11' numbers $HJ_BONUS $HJ_STOPPIE_DISTANCE_METERS_INT $HJ_STOPPIE_DISTANCE_METERS_REM $HJ_STOPPIE_TIME time 3000 flag 1  // STOPPIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
0002: jump @HJ_822 

:HJ_781
0425: $HJ_STOPPIE_DISTANCE_FEET_FLOAT = meters $HJ_STOPPIE_DISTANCE_FLOAT to_feet 
008C: $HJ_STOPPIE_DISTANCE_FEET = float $HJ_STOPPIE_DISTANCE_FEET_FLOAT to_integer 
02FF: show_text_3numbers GXT 'WHEEL12' numbers $HJ_BONUS $HJ_STOPPIE_DISTANCE_FEET $HJ_STOPPIE_TIME time 3000 flag 1  // STOPPIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:HJ_822
00D6: if 
01F3:   car $HJ_PLAYER_CAR in_air 
004D: jump_if_false @HJ_1654 
0004: $HJ_STUNT_ROTATION_INT = 0 
0005: $HJ_CAR_ANGLE_BEGIN_STUNT = 0.0 
0004: $1293 = 0 
0004: $HJ_STUNT_FLIPS = 0 
0004: $HJ_STUNT_FLIPPING_FLAG = 0 
0004: $HJ_STUNT_BONUS_MULT = 0 
0004: $HJ_BEGIN_STUNT_FLAG = 0 
0004: $HJ_STUNT_HEIGHT = 0 
0005: $HJ_CAR_Z_MAX = -100.0 
0005: $HJ_CAR_X = 0.0 
0005: $HJ_CAR_Y = 0.0 
0005: $HJ_CAR_Z = 0.0 
0005: $HJ_CAR_X_BEGIN_STUNT = 0.0 
0005: $HJ_CAR_Y_BEGIN_STUNT = 0.0 
0005: $HJ_CAR_Z_BEGIN_STUNT = 0.0 
0005: $HJ_CAR_X_END_STUNT = 0.0 
0005: $HJ_CAR_Y_END_STUNT = 0.0 
0005: $HJ_STUNT_DISTANCE_MAX_FLOAT = 0.0 
0004: $HJ_STUNT_DISTANCE_MAX_INT = 0 
0004: $HJ_STUNT_DISTANCE_MAX_REM = 0 
0004: $HJ_STUNT_HEIGHT_REM = 0 
0005: $HJ_TEMP_FLOAT = 0.0 
0005: $1316 = 0.0 
0005: $HJ_STUNT_ROTATION_FLOAT = 0.0 
0005: $1317 = 0.0 
0005: $HJ_CAR_ANGLE = 0.0 
0004: $1301 = 0 
0004: $1340 = 0 

:HJ_1082
00D6: if or
01F3:   car $HJ_PLAYER_CAR in_air 
001A:   10 > $1301 
004D: jump_if_false @HJ_1647 
0008: $1301 += 1 
00AA: store_car $HJ_PLAYER_CAR position_to $HJ_CAR_X $HJ_CAR_Y $HJ_CAR_Z 
0086: $HJ_CAR_ANGLE = $HJ_CAR_ANGLE_BEGIN_STUNT // (float) 
00D6: if 
0038:   $HJ_BEGIN_STUNT_FLAG == 0 
004D: jump_if_false @HJ_1191 
0174: $HJ_CAR_ANGLE = car $HJ_PLAYER_CAR Z_angle 
0086: $HJ_CAR_X_BEGIN_STUNT = $HJ_CAR_X // (float) 
0086: $HJ_CAR_Y_BEGIN_STUNT = $HJ_CAR_Y // (float) 
0086: $HJ_CAR_Z_BEGIN_STUNT = $HJ_CAR_Z // (float) 
0004: $HJ_BEGIN_STUNT_FLAG = 1 

:HJ_1191
0001: wait 0 ms 
00D6: if 
0119:   car $HJ_PLAYER_CAR wrecked 
004D: jump_if_false @HJ_1218 
0002: jump @HJ_15 

:HJ_1218
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HJ_1241 
0002: jump @HJ_15 

:HJ_1241
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @HJ_1264 
0002: jump @HJ_15 

:HJ_1264
00D6: if and
820D:   not car $HJ_PLAYER_CAR flipped 
0038:   $HJ_STUNT_FLIPPING_FLAG == 0 
004D: jump_if_false @HJ_1294 
0004: $HJ_STUNT_FLIPPING_FLAG = 1 

:HJ_1294
00D6: if and
020D:   car $HJ_PLAYER_CAR flipped 
0038:   $HJ_STUNT_FLIPPING_FLAG == 1 
004D: jump_if_false @HJ_1331 
0008: $HJ_STUNT_FLIPS += 1 
0004: $HJ_STUNT_FLIPPING_FLAG = 0 

:HJ_1331
0174: $HJ_CAR_ANGLE_BEGIN_STUNT = car $HJ_PLAYER_CAR Z_angle 
0086: $1316 = $HJ_CAR_ANGLE_BEGIN_STUNT // (float) 
0061: $1316 -= $HJ_CAR_ANGLE // (float) 
00D6: if 
0020:   $1316 > 180.0 
004D: jump_if_false @HJ_1409 
0086: $1317 = $1316 // (float) 
0005: $1316 = 360.0 
0061: $1316 -= $1317 // (float) 
0002: jump @HJ_1456 

:HJ_1409
00D6: if 
0022:   -180.0 > $1316 
004D: jump_if_false @HJ_1456 
0086: $1317 = $1316 // (float) 
0005: $1316 = 360.0 
0059: $1316 += $1317 // (float) 

:HJ_1456
00D6: if 
0022:   0.0 > $1316 
004D: jump_if_false @HJ_1503 
0086: $1317 = $1316 // (float) 
0005: $1316 = 0.0 
0061: $1316 -= $1317 // (float) 

:HJ_1503
0059: $HJ_STUNT_ROTATION_FLOAT += $1316 // (float) 
008C: $HJ_STUNT_ROTATION_INT = float $HJ_STUNT_ROTATION_FLOAT to_integer 
00D6: if 
0024:   $HJ_CAR_Z > $HJ_CAR_Z_MAX // (float) 
004D: jump_if_false @HJ_1546 
0086: $HJ_CAR_Z_MAX = $HJ_CAR_Z // (float) 

:HJ_1546
0005: $HJ_CAR_Z = 0.0 
00D6: if 
0038:   $1340 == 0 
004D: jump_if_false @HJ_1640 
00AA: store_car $HJ_PLAYER_CAR position_to $HJ_CAR_X_END_STUNT $HJ_CAR_Y_END_STUNT $HJ_TEMP_FLOAT 
0509: $HJ_TEMP_FLOAT = distance_between_XY $HJ_CAR_X_BEGIN_STUNT $HJ_CAR_Y_BEGIN_STUNT and_XY $HJ_CAR_X_END_STUNT $HJ_CAR_Y_END_STUNT 
00D6: if 
0020:   $HJ_TEMP_FLOAT > 20.0 
004D: jump_if_false @HJ_1640 
09AB: set_passengers_in_car $HJ_PLAYER_CAR speak_from_audio_table 37 // similar to 0947 
0004: $1340 = 1 

:HJ_1640
0002: jump @HJ_1082 

:HJ_1647
0002: jump @HJ_1661 

:HJ_1654
0002: jump @HJ_15 

:HJ_1661
0002: jump @HJ_1675 

:HJ_1668
0002: jump @HJ_15 

:HJ_1675
00D6: if 
0038:   $HJ_BEGIN_STUNT_FLAG == 1 
004D: jump_if_false @HJ_1864 
00AA: store_car $HJ_PLAYER_CAR position_to $HJ_CAR_X_END_STUNT $HJ_CAR_Y_END_STUNT $HJ_TEMP_FLOAT 
0509: $HJ_STUNT_DISTANCE_MAX_FLOAT = distance_between_XY $HJ_CAR_X_BEGIN_STUNT $HJ_CAR_Y_BEGIN_STUNT and_XY $HJ_CAR_X_END_STUNT $HJ_CAR_Y_END_STUNT 
0628: update_float_stat_to $HJ_STUNT_DISTANCE_MAX_FLOAT stat_id 139 
008C: $HJ_STUNT_DISTANCE_MAX_INT = float $HJ_STUNT_DISTANCE_MAX_FLOAT to_integer 
0061: $HJ_CAR_Z_MAX -= $HJ_CAR_Z_BEGIN_STUNT // (float) 
0628: update_float_stat_to $HJ_CAR_Z_MAX stat_id 140 
008C: $HJ_STUNT_HEIGHT = float $HJ_CAR_Z_MAX to_integer 
008D: $HJ_TEMP_FLOAT = integer $HJ_STUNT_DISTANCE_MAX_INT to_float 
0061: $HJ_STUNT_DISTANCE_MAX_FLOAT -= $HJ_TEMP_FLOAT // (float) 
0086: $HJ_TEMP_FLOAT = $HJ_STUNT_DISTANCE_MAX_FLOAT // (float) 
0011: $HJ_TEMP_FLOAT *= 100.0 
008C: $HJ_STUNT_DISTANCE_MAX_REM = float $HJ_TEMP_FLOAT to_integer 
008D: $HJ_TEMP_FLOAT = integer $HJ_STUNT_HEIGHT to_float 
0061: $HJ_CAR_Z_MAX -= $HJ_TEMP_FLOAT // (float) 
0086: $HJ_TEMP_FLOAT = $HJ_CAR_Z_MAX // (float) 
0011: $HJ_TEMP_FLOAT *= 100.0 
008C: $HJ_STUNT_HEIGHT_REM = float $HJ_TEMP_FLOAT to_integer 
0627: update_integer_stat 141 to $HJ_STUNT_FLIPS 
0627: update_integer_stat 142 to $HJ_STUNT_ROTATION_INT 

:HJ_1864
00D6: if 
0020:   $HJ_CAR_Z_MAX > 4.0 
004D: jump_if_false @HJ_1892 
0008: $HJ_STUNT_BONUS_MULT += 1 

:HJ_1892
00D6: if 
0018:   $HJ_STUNT_DISTANCE_MAX_INT > 40 
004D: jump_if_false @HJ_1917 
0008: $HJ_STUNT_BONUS_MULT += 1 

:HJ_1917
00D6: if 
0018:   $HJ_STUNT_FLIPS > 1 
004D: jump_if_false @HJ_1942 
0008: $HJ_STUNT_BONUS_MULT += 1 

:HJ_1942
00D6: if 
0018:   $HJ_STUNT_ROTATION_INT > 360 
004D: jump_if_false @HJ_1968 
0008: $HJ_STUNT_BONUS_MULT += 1 

:HJ_1968
00D6: if 
0018:   $HJ_STUNT_BONUS_MULT > 0 
004D: jump_if_false @HJ_2385 
0084: $HJ_STUNT_BONUS = $HJ_STUNT_FLIPS // (int) 
0010: $HJ_STUNT_BONUS *= 180 
0058: $HJ_STUNT_BONUS += $HJ_STUNT_ROTATION_INT // (int) 
0084: $HJ_STUNT_BONUS_TEMP = $HJ_STUNT_DISTANCE_MAX_INT // (int) 
0010: $HJ_STUNT_BONUS_TEMP *= 6 
0058: $HJ_STUNT_BONUS += $HJ_STUNT_BONUS_TEMP // (int) 
0084: $HJ_STUNT_BONUS_TEMP = $HJ_STUNT_HEIGHT // (int) 
0010: $HJ_STUNT_BONUS_TEMP *= 45 
0058: $HJ_STUNT_BONUS += $HJ_STUNT_BONUS_TEMP // (int) 
00D6: if 
0038:   $1293 == 1 
004D: jump_if_false @HJ_2081 
0010: $HJ_STUNT_BONUS *= 2 

:HJ_2081
0068: $HJ_STUNT_BONUS *= $HJ_STUNT_BONUS_MULT // (int) 
0014: $HJ_STUNT_BONUS /= 3 
0014: $HJ_STUNT_BONUS /= 5 
0109: player $PLAYER_CHAR money = $HJ_STUNT_BONUS 
00D6: if 
0038:   $HJ_STUNT_BONUS_MULT == 1 
004D: jump_if_false @HJ_2155 
01E4: show_text_1number_lowpriority GXT 'HJ_IS' number $HJ_STUNT_BONUS time 2000 flag 1  // INSANE STUNT BONUS: $~1~
0627: update_integer_stat 143 to 1 

:HJ_2155
00D6: if 
0038:   $HJ_STUNT_BONUS_MULT == 2 
004D: jump_if_false @HJ_2199 
01E4: show_text_1number_lowpriority GXT 'HJ_DIS' number $HJ_STUNT_BONUS time 2000 flag 1  // DOUBLE INSANE STUNT BONUS: $~1~
0627: update_integer_stat 143 to 3 

:HJ_2199
00D6: if 
0038:   $HJ_STUNT_BONUS_MULT == 3 
004D: jump_if_false @HJ_2243 
01E4: show_text_1number_lowpriority GXT 'HJ_TIS' number $HJ_STUNT_BONUS time 2000 flag 1  // TRIPLE INSANE STUNT BONUS: $~1~
0627: update_integer_stat 143 to 5 

:HJ_2243
00D6: if 
0038:   $HJ_STUNT_BONUS_MULT == 4 
004D: jump_if_false @HJ_2287 
01E4: show_text_1number_lowpriority GXT 'HJ_QIS' number $HJ_STUNT_BONUS time 2000 flag 1  // QUADRUPLE INSANE STUNT BONUS: $~1~
0627: update_integer_stat 143 to 7 

:HJ_2287
00D6: if 
0424:   is_system_metric 
004D: jump_if_false @HJ_2341 
0308: show_text_6numbers GXT 'HJSTAT' numbers $HJ_STUNT_DISTANCE_MAX_INT $HJ_STUNT_DISTANCE_MAX_REM $HJ_STUNT_HEIGHT $HJ_STUNT_HEIGHT_REM $HJ_STUNT_FLIPS $HJ_STUNT_ROTATION_INT time 5000 flag 5  // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~|
0002: jump @HJ_2385 

:HJ_2341
042D: $HJ_STUNT_DISTANCE_MAX_INT = metric $HJ_STUNT_DISTANCE_MAX_INT to_imperial 
042D: $HJ_STUNT_HEIGHT = metric $HJ_STUNT_HEIGHT to_imperial 
0302: show_text_4numbers GXT 'HJSTATF' numbers $HJ_STUNT_DISTANCE_MAX_INT $HJ_STUNT_HEIGHT $HJ_STUNT_FLIPS $HJ_STUNT_ROTATION_INT time 5000 flag 5  // Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~|

:HJ_2385
0002: jump @HJ_15 
004E: end_thread 

:CELLFON
03A4: name_thread 'CELLFON' 
0004: $HELP_SKIPCALL_SHOWN = 0 
0004: $1411 = 0 
0004: $1416 = 0 
0004: $CALL_TIME_STORED_FLAG = 0 
0004: $CALL_ANSWERED = 0 
0004: $RECALL_TIME = 20000 
0111: set_wasted_busted_check 0 
004E: end_thread 

:SUB_GET_CALL_SUBTITLES
00D6: if 
001A:   70 > $CELLPHONE_CALL_ID 
004D: jump_if_false @CELLFON_13265 
0871: init_jump_table $CELLPHONE_CALL_ID total_jumps 67 default_jump 0 @CELLFON_13258 jumps 0 @CELLFON_2776 1 @CELLFON_2966 2 @CELLFON_3024 3 @CELLFON_3170 4 @CELLFON_3316 5 @CELLFON_3550 6 @CELLFON_3718 
0872: jump_table_jumps 7 @CELLFON_3886 8 @CELLFON_4208 9 @CELLFON_5466 10 @CELLFON_4574 11 @CELLFON_4896 12 @CELLFON_5108 13 @CELLFON_5320 14 @CELLFON_5766 15 @CELLFON_6044 
0872: jump_table_jumps 16 @CELLFON_6388 17 @CELLFON_6534 18 @CELLFON_596 19 @CELLFON_874 20 @CELLFON_1108 21 @CELLFON_1408 22 @CELLFON_1642 23 @CELLFON_1942 24 @CELLFON_2110 
0872: jump_table_jumps 25 @CELLFON_2322 29 @CELLFON_11074 30 @CELLFON_11242 31 @CELLFON_11476 32 @CELLFON_11820 33 @CELLFON_12076 34 @CELLFON_6658 35 @CELLFON_6870 36 @CELLFON_7126 
0872: jump_table_jumps 37 @CELLFON_7338 38 @CELLFON_7440 39 @CELLFON_7630 40 @CELLFON_7974 41 @CELLFON_8274 42 @CELLFON_8530 43 @CELLFON_8654 44 @CELLFON_8712 45 @CELLFON_8924 
0872: jump_table_jumps 46 @CELLFON_9202 47 @CELLFON_9524 48 @CELLFON_9670 49 @CELLFON_9816 50 @CELLFON_9984 51 @CELLFON_10306 52 @CELLFON_10606 53 @CELLFON_10840 54 @CELLFON_12266 
0872: jump_table_jumps 55 @CELLFON_12328 56 @CELLFON_12390 57 @CELLFON_12452 58 @CELLFON_12514 59 @CELLFON_12576 60 @CELLFON_12638 61 @CELLFON_12700 62 @CELLFON_12762 63 @CELLFON_12824 
0872: jump_table_jumps 64 @CELLFON_12886 65 @CELLFON_12948 66 @CELLFON_13010 67 @CELLFON_13072 68 @CELLFON_13134 69 @CELLFON_13196 -1 @CELLFON_13258 -1 @CELLFON_13258 -1 @CELLFON_13258 

:CELLFON_596
05A9: s$DIALOG_SUBTITLES[0] = 'MSWE14A' // s$  // ~z~Whattup, Sweet?
05A9: s$DIALOG_SUBTITLES[1] = 'MSWE14B' // s$  // ~z~We got a problem.
05A9: s$DIALOG_SUBTITLES[2] = 'MSWE14C' // s$  // ~z~Some punk-ass, base-head fool has been slingin' to his Grove brothers.
05A9: s$DIALOG_SUBTITLES[3] = 'MSWE14D' // s$  // ~z~What? Who?
05A9: s$DIALOG_SUBTITLES[4] = 'MSWE14E' // s$  // ~z~Check this out - he's been buying shit over in Glen Park.
05A9: s$DIALOG_SUBTITLES[5] = 'MSWE14F' // s$  // ~z~He know the hood is talking, and he's hiding out with his new Balla friends.
05A9: s$DIALOG_SUBTITLES[6] = 'MSWE14G' // s$  // ~z~Shit, man, how we gonna get to him?
05A9: s$DIALOG_SUBTITLES[7] = 'MSWE14H' // s$  // ~z~It's time for you to announce your return, CJ!
05A9: s$DIALOG_SUBTITLES[8] = 'MSWE14J' // s$  // ~z~You fuck up Glen Park, and that turncoat bitch-ass nigga's gonna lose nerve, and make a break for it.
05A9: s$DIALOG_SUBTITLES[9] = 'MSWE14K' // s$  // ~z~OK, I'm gonna come pick you up.
05A9: s$DIALOG_SUBTITLES[10] = 'MSWE14L' // s$  // ~z~Hell, no. This is your gig, CJ. You need some stripes.
05A9: s$DIALOG_SUBTITLES[11] = 'MSWE14N' // s$  // ~z~Get over to AmmuNation and get a heater.
04AE: $DIALOG_WAV[0] = 29144 // = constant 
04AE: $DIALOG_WAV[1] = 29145 // = constant 
04AE: $DIALOG_WAV[2] = 29146 // = constant 
04AE: $DIALOG_WAV[3] = 29147 // = constant 
04AE: $DIALOG_WAV[4] = 29148 // = constant 
04AE: $DIALOG_WAV[5] = 29149 // = constant 
04AE: $DIALOG_WAV[6] = 29150 // = constant 
04AE: $DIALOG_WAV[7] = 29151 // = constant 
04AE: $DIALOG_WAV[8] = 29152 // = constant 
04AE: $DIALOG_WAV[9] = 29153 // = constant 
04AE: $DIALOG_WAV[10] = 29154 // = constant 
04AE: $DIALOG_WAV[11] = 29155 // = constant 
0004: $DIALOG_ARRAY_SIZE = 11 
0002: jump @CELLFON_13258 

:CELLFON_874
05A9: s$DIALOG_SUBTITLES[0] = 'MSWE10A' // s$  // ~z~Hello?
05A9: s$DIALOG_SUBTITLES[1] = 'MSWE10D' // s$  // ~z~Thought I'd explain some shit.
05A9: s$DIALOG_SUBTITLES[2] = 'MSWE10C' // s$  // ~z~Sweet, hey, wassup?
05A9: s$DIALOG_SUBTITLES[3] = 'MSWE10E' // s$  // ~z~Since you been away, shit has changed 'round here.
05A9: s$DIALOG_SUBTITLES[4] = 'MSWE10F' // s$  // ~z~Grove Street Families ain't big no more.
05A9: s$DIALOG_SUBTITLES[5] = 'MSWE10G' // s$  // ~z~Seville Boulevard Families and Temple Drive Families are beefing, and split with the Grove.
05A9: s$DIALOG_SUBTITLES[6] = 'MSWE10H' // s$  // ~z~Now we so busy set tripping, Ballas and Vagos have taken over, so watch yo'self out there.
05A9: s$DIALOG_SUBTITLES[7] = 'MSWE10K' // s$  // ~z~Yeah, I hear you.
05A9: s$DIALOG_SUBTITLES[8] = 'MSWE10L' // s$  // ~z~Thanks for the heads up.
05A9: s$DIALOG_SUBTITLES[9] = 'MSWE10N' // s$  // ~z~Don't mention it.
04AE: $DIALOG_WAV[0] = 29096 // = constant 
04AE: $DIALOG_WAV[1] = 29099 // = constant 
04AE: $DIALOG_WAV[2] = 29098 // = constant 
04AE: $DIALOG_WAV[3] = 29100 // = constant 
04AE: $DIALOG_WAV[4] = 29101 // = constant 
04AE: $DIALOG_WAV[5] = 29102 // = constant 
04AE: $DIALOG_WAV[6] = 29103 // = constant 
04AE: $DIALOG_WAV[7] = 29105 // = constant 
04AE: $DIALOG_WAV[8] = 29106 // = constant 
04AE: $DIALOG_WAV[9] = 29107 // = constant 
0004: $DIALOG_ARRAY_SIZE = 9 
0002: jump @CELLFON_13258 

:CELLFON_1108
05A9: s$DIALOG_SUBTITLES[0] = 'MSWE06A' // s$  // ~z~Yeah?
05A9: s$DIALOG_SUBTITLES[1] = 'MSWE06B' // s$  // ~z~Hey, CJ, it's Sweet.
05A9: s$DIALOG_SUBTITLES[2] = 'MSWE06C' // s$  // ~z~Hey, whassup?
05A9: s$DIALOG_SUBTITLES[3] = 'MSWE06D' // s$  // ~z~If you don't respect your body, ain't nobody going to respect you!
05A9: s$DIALOG_SUBTITLES[4] = 'MSWE06E' // s$  // ~z~You're too skinny, CJ, you need to pack on some muscle!
05A9: s$DIALOG_SUBTITLES[5] = 'MSWE06F' // s$  // ~z~If I wanted nagging, I'd buy a clockwork wife!
05A9: s$DIALOG_SUBTITLES[6] = 'MSWE06G' // s$  // ~z~Just looking out for you, homie.
05A9: s$DIALOG_SUBTITLES[7] = 'MSWE06H' // s$  // ~z~It's all show and respect, you know?
05A9: s$DIALOG_SUBTITLES[8] = 'MSWE06J' // s$  // ~z~Yeah, I guess.
05A9: s$DIALOG_SUBTITLES[9] = 'MSWE06K' // s$  // ~z~There's a gym I go to a couple of blocks out from the Grove.
05A9: s$DIALOG_SUBTITLES[10] = 'MSWE06L' // s$  // ~z~Go check it out and get yo'self a gangsta's physique.
05A9: s$DIALOG_SUBTITLES[11] = 'MSWE06N' // s$  // ~z~I'll scope it out.
05A9: s$DIALOG_SUBTITLES[12] = 'MSWE06M' // s$  // ~z~Later, man.
04AE: $DIALOG_WAV[0] = 29052 // = constant 
04AE: $DIALOG_WAV[1] = 29053 // = constant 
04AE: $DIALOG_WAV[2] = 29054 // = constant 
04AE: $DIALOG_WAV[3] = 29055 // = constant 
04AE: $DIALOG_WAV[4] = 29056 // = constant 
04AE: $DIALOG_WAV[5] = 29057 // = constant 
04AE: $DIALOG_WAV[6] = 29058 // = constant 
04AE: $DIALOG_WAV[7] = 29059 // = constant 
04AE: $DIALOG_WAV[8] = 29060 // = constant 
04AE: $DIALOG_WAV[9] = 29061 // = constant 
04AE: $DIALOG_WAV[10] = 29062 // = constant 
04AE: $DIALOG_WAV[11] = 29064 // = constant 
04AE: $DIALOG_WAV[12] = 29063 // = constant 
0004: $DIALOG_ARRAY_SIZE = 12 
0002: jump @CELLFON_13258 

:CELLFON_1408
05A9: s$DIALOG_SUBTITLES[0] = 'MSWE05A' // s$  // ~z~Whassup?
05A9: s$DIALOG_SUBTITLES[1] = 'MSWE05B' // s$  // ~z~Your fat to muscle ratio, that's what's up!
05A9: s$DIALOG_SUBTITLES[2] = 'MSWE05C' // s$  // ~z~Sweet? What you on my back for now?
05A9: s$DIALOG_SUBTITLES[3] = 'MSWE05D' // s$  // ~z~I know we're mourning Moms and all,
05A9: s$DIALOG_SUBTITLES[4] = 'MSWE05E' // s$  // ~z~But there's no need to let yourself go, CJ.
05A9: s$DIALOG_SUBTITLES[5] = 'MSWE05F' // s$  // ~z~So I put a little weight on, but....
05A9: s$DIALOG_SUBTITLES[6] = 'MSWE05G' // s$  // ~z~There's a gym I go to just up a couple of blocks from the Grove.
05A9: s$DIALOG_SUBTITLES[7] = 'MSWE05H' // s$  // ~z~Go check it out.
05A9: s$DIALOG_SUBTITLES[8] = 'MSWE05J' // s$  // ~z~OK, I'm gonna see what's up, man.
05A9: s$DIALOG_SUBTITLES[9] = 'MSWE05K' // s$  // ~z~But with the fat jokes, you're gonna give me a complex.
04AE: $DIALOG_WAV[0] = 29042 // = constant 
04AE: $DIALOG_WAV[1] = 29043 // = constant 
04AE: $DIALOG_WAV[2] = 29044 // = constant 
04AE: $DIALOG_WAV[3] = 29045 // = constant 
04AE: $DIALOG_WAV[4] = 29046 // = constant 
04AE: $DIALOG_WAV[5] = 29047 // = constant 
04AE: $DIALOG_WAV[6] = 29048 // = constant 
04AE: $DIALOG_WAV[7] = 29049 // = constant 
04AE: $DIALOG_WAV[8] = 29050 // = constant 
04AE: $DIALOG_WAV[9] = 29051 // = constant 
0004: $DIALOG_ARRAY_SIZE = 9 
0002: jump @CELLFON_13258 

:CELLFON_1642
05A9: s$DIALOG_SUBTITLES[0] = 'MSWE08A' // s$  // ~z~Whattup, bro?
05A9: s$DIALOG_SUBTITLES[1] = 'MSWE08B' // s$  // ~z~CJ, I been thinking.
05A9: s$DIALOG_SUBTITLES[2] = 'MSWE08C' // s$  // ~z~The city's big, but it ain't that big.
05A9: s$DIALOG_SUBTITLES[3] = 'MSWE08D' // s$  // ~z~Some fools know where Smoke's hiding.
05A9: s$DIALOG_SUBTITLES[4] = 'MSWE08E' // s$  // ~z~but as long as the Grove Street Families don't rule the streets,
05A9: s$DIALOG_SUBTITLES[5] = 'MSWE08F' // s$  // ~z~his money is going to mean more than our rep.
05A9: s$DIALOG_SUBTITLES[6] = 'MSWE08G' // s$  // ~z~What you got in mind?
05A9: s$DIALOG_SUBTITLES[7] = 'MSWE08H' // s$  // ~z~We gotta hit those Ballas and Vagos with everything,
05A9: s$DIALOG_SUBTITLES[8] = 'MSWE08J' // s$  // ~z~Hit every neighborhood they got!
05A9: s$DIALOG_SUBTITLES[9] = 'MSWE08K' // s$  // ~z~If that's the only way, I'm down for that!
05A9: s$DIALOG_SUBTITLES[10] = 'MSWE08L' // s$  // ~z~I'm gonna see what I can find out on the streets.
05A9: s$DIALOG_SUBTITLES[11] = 'MSWE08N' // s$  // ~z~Big love, bro.
05A9: s$DIALOG_SUBTITLES[12] = 'MSWE08M' // s$  // ~z~Much love, bro.
04AE: $DIALOG_WAV[0] = 29076 // = constant 
04AE: $DIALOG_WAV[1] = 29077 // = constant 
04AE: $DIALOG_WAV[2] = 29078 // = constant 
04AE: $DIALOG_WAV[3] = 29079 // = constant 
04AE: $DIALOG_WAV[4] = 29080 // = constant 
04AE: $DIALOG_WAV[5] = 29081 // = constant 
04AE: $DIALOG_WAV[6] = 29082 // = constant 
04AE: $DIALOG_WAV[7] = 29083 // = constant 
04AE: $DIALOG_WAV[8] = 29084 // = constant 
04AE: $DIALOG_WAV[9] = 29085 // = constant 
04AE: $DIALOG_WAV[10] = 29086 // = constant 
04AE: $DIALOG_WAV[11] = 29088 // = constant 
04AE: $DIALOG_WAV[12] = 29087 // = constant 
0004: $DIALOG_ARRAY_SIZE = 12 
0002: jump @CELLFON_13258 

:CELLFON_1942
05A9: s$DIALOG_SUBTITLES[0] = 'MSWE09A' // s$  // ~z~Carl, it's Sweet!
05A9: s$DIALOG_SUBTITLES[1] = 'MSWE09B' // s$  // ~z~Hey wassup, you find Smoke?
05A9: s$DIALOG_SUBTITLES[2] = 'MSWE09C' // s$  // ~z~After we dumped on those Ballas the Vagos started to speak.
05A9: s$DIALOG_SUBTITLES[3] = 'MSWE09E' // s$  // ~z~We've got him now!
05A9: s$DIALOG_SUBTITLES[4] = 'MSWE09F' // s$  // ~z~He's hiding in Los Flores, or East Los Santos.
05A9: s$DIALOG_SUBTITLES[5] = 'MSWE09G' // s$  // ~z~Time to saddle up, CJ!
05A9: s$DIALOG_SUBTITLES[6] = 'MSWE09H' // s$  // ~z~Alright, I'll get you, and then we'll roll over there.
04AE: $DIALOG_WAV[0] = 29089 // = constant 
04AE: $DIALOG_WAV[1] = 29090 // = constant 
04AE: $DIALOG_WAV[2] = 29091 // = constant 
04AE: $DIALOG_WAV[3] = 29092 // = constant 
04AE: $DIALOG_WAV[4] = 29093 // = constant 
04AE: $DIALOG_WAV[5] = 29094 // = constant 
04AE: $DIALOG_WAV[6] = 29095 // = constant 
0004: $DIALOG_ARRAY_SIZE = 6 
0002: jump @CELLFON_13258 

:CELLFON_2110
05A9: s$DIALOG_SUBTITLES[0] = 'MSWE11A' // s$  // ~z~Carl, it's me.
05A9: s$DIALOG_SUBTITLES[1] = 'MSWE11B' // s$  // ~z~Sweet, what's going on, man?
05A9: s$DIALOG_SUBTITLES[2] = 'MSWE11C' // s$  // ~z~Man, what the fuck you think is going on? I'm in a prison hospital, nigga!
05A9: s$DIALOG_SUBTITLES[3] = 'MSWE11D' // s$  // ~z~I know, you alright?
05A9: s$DIALOG_SUBTITLES[4] = 'MSWE11E' // s$  // ~z~Hell no.
05A9: s$DIALOG_SUBTITLES[5] = 'MSWE11F' // s$  // ~z~You gotta do something, man.
05A9: s$DIALOG_SUBTITLES[6] = 'MSWE11G' // s$  // ~z~I'm trying, man, I just gotta make sure Kendl's safe first.
05A9: s$DIALOG_SUBTITLES[7] = 'MSWE11H' // s$  // ~z~A'ight, man, I gotta go.
05A9: s$DIALOG_SUBTITLES[8] = 'MSWE11J' // s$  // ~z~Don't worry bro, I ain't gonna leave you in there.
04AE: $DIALOG_WAV[0] = 29108 // = constant 
04AE: $DIALOG_WAV[1] = 29109 // = constant 
04AE: $DIALOG_WAV[2] = 29110 // = constant 
04AE: $DIALOG_WAV[3] = 29111 // = constant 
04AE: $DIALOG_WAV[4] = 29112 // = constant 
04AE: $DIALOG_WAV[5] = 29113 // = constant 
04AE: $DIALOG_WAV[6] = 29114 // = constant 
04AE: $DIALOG_WAV[7] = 29115 // = constant 
04AE: $DIALOG_WAV[8] = 29116 // = constant 
0004: $DIALOG_ARRAY_SIZE = 8 
0002: jump @CELLFON_13258 

:CELLFON_2322
05A9: s$DIALOG_SUBTITLES[0] = 'MSWE12A' // s$  // ~z~Carl, what's up? It's your brother.
05A9: s$DIALOG_SUBTITLES[1] = 'MSWE12B' // s$  // ~z~Eh, what's up, man, you OK?
05A9: s$DIALOG_SUBTITLES[2] = 'MSWE12C' // s$  // ~z~Not really.
05A9: s$DIALOG_SUBTITLES[3] = 'MSWE12D' // s$  // ~z~I'm stuck in a cell between two lunatics.
05A9: s$DIALOG_SUBTITLES[4] = 'MSWE12E' // s$  // ~z~And people keep trying to jump me.
05A9: s$DIALOG_SUBTITLES[5] = 'MSWE12F' // s$  // ~z~This shit ain't cool, partner.
05A9: s$DIALOG_SUBTITLES[6] = 'MSWE12G' // s$  // ~z~You looking after Kendl?
05A9: s$DIALOG_SUBTITLES[7] = 'MSWE12H' // s$  // ~z~No, she's looking after me!
05A9: s$DIALOG_SUBTITLES[8] = 'MSWE12J' // s$  // ~z~Right, right, that's cool.
05A9: s$DIALOG_SUBTITLES[9] = 'MSWE12K' // s$  // ~z~I'm gonna get you out of there though, man!
05A9: s$DIALOG_SUBTITLES[10] = 'MSWE12L' // s$  // ~z~No you ain't, nigga.
05A9: s$DIALOG_SUBTITLES[11] = 'MSWE12N' // s$  // ~z~Who do you think you are?
05A9: s$DIALOG_SUBTITLES[12] = 'MSWE12M' // s$  // ~z~I'm in for life! I guess I've grown used to it now.
05A9: s$DIALOG_SUBTITLES[13] = 'MSWE12O' // s$  // ~z~No you not, man, I'm working shit out.
05A9: s$DIALOG_SUBTITLES[14] = 'MSWE12P' // s$  // ~z~Whatever it takes.
05A9: s$DIALOG_SUBTITLES[15] = 'MSWE12Q' // s$  // ~z~That's a negative. I'm through hoping.
05A9: s$DIALOG_SUBTITLES[16] = 'MSWE12R' // s$  // ~z~Have a nice life, brother.
05A9: s$DIALOG_SUBTITLES[17] = 'MSWE12S' // s$  // ~z~Hold on man, I'm getting shit worked out for you, just hang in there!
05A9: s$DIALOG_SUBTITLES[18] = 'MSWE12T' // s$  // ~z~Sweet? SWEET?
05A9: s$DIALOG_SUBTITLES[19] = 'MSWE12U' // s$  // ~z~Shit....
04AE: $DIALOG_WAV[0] = 29117 // = constant 
04AE: $DIALOG_WAV[1] = 29118 // = constant 
04AE: $DIALOG_WAV[2] = 29119 // = constant 
04AE: $DIALOG_WAV[3] = 29120 // = constant 
04AE: $DIALOG_WAV[4] = 29121 // = constant 
04AE: $DIALOG_WAV[5] = 29122 // = constant 
04AE: $DIALOG_WAV[6] = 29123 // = constant 
04AE: $DIALOG_WAV[7] = 29124 // = constant 
04AE: $DIALOG_WAV[8] = 29125 // = constant 
04AE: $DIALOG_WAV[9] = 29126 // = constant 
04AE: $DIALOG_WAV[10] = 29127 // = constant 
04AE: $DIALOG_WAV[11] = 29129 // = constant 
04AE: $DIALOG_WAV[12] = 29128 // = constant 
04AE: $DIALOG_WAV[13] = 29130 // = constant 
04AE: $DIALOG_WAV[14] = 29131 // = constant 
04AE: $DIALOG_WAV[15] = 29132 // = constant 
04AE: $DIALOG_WAV[16] = 29133 // = constant 
04AE: $DIALOG_WAV[17] = 29134 // = constant 
04AE: $DIALOG_WAV[18] = 29135 // = constant 
04AE: $DIALOG_WAV[19] = 29136 // = constant 
0004: $DIALOG_ARRAY_SIZE = 19 
0002: jump @CELLFON_13258 

:CELLFON_2776
05A9: s$DIALOG_SUBTITLES[0] = 'MCAT02A' // s$  // ~z~Heeeello!
05A9: s$DIALOG_SUBTITLES[1] = 'MCAT02B' // s$  // ~z~Why you so cheery? You thought I was one of your cheap whores?
05A9: s$DIALOG_SUBTITLES[2] = 'MCAT02C' // s$  // ~z~Baby, you gotta chill the fuck out and-
05A9: s$DIALOG_SUBTITLES[3] = 'MCAT02D' // s$  // ~z~I'll chill out when you get here!
05A9: s$DIALOG_SUBTITLES[4] = 'MCAT02E' // s$  // ~z~You better hope I don't make testicle kebabs when you arrive!
05A9: s$DIALOG_SUBTITLES[5] = 'MCAT02F' // s$  // ~z~Look, this ain't no-
05A9: s$DIALOG_SUBTITLES[6] = 'MCAT02G' // s$  // ~z~No more talk!
05A9: s$DIALOG_SUBTITLES[7] = 'MCAT02H' // s$  // ~z~Get your ass up here, now!
04AE: $DIALOG_WAV[0] = 25008 // = constant 
04AE: $DIALOG_WAV[1] = 25009 // = constant 
04AE: $DIALOG_WAV[2] = 25010 // = constant 
04AE: $DIALOG_WAV[3] = 25011 // = constant 
04AE: $DIALOG_WAV[4] = 25012 // = constant 
04AE: $DIALOG_WAV[5] = 25013 // = constant 
04AE: $DIALOG_WAV[6] = 25014 // = constant 
04AE: $DIALOG_WAV[7] = 25015 // = constant 
0004: $DIALOG_ARRAY_SIZE = 7 
0002: jump @CELLFON_13258 

:CELLFON_2966
05A9: s$DIALOG_SUBTITLES[0] = 'MCAT03A' // s$  // ~z~PIG!
05A9: s$DIALOG_SUBTITLES[1] = 'MCAT03B' // s$  // ~z~Catalina? Is that you?
04AE: $DIALOG_WAV[0] = 25016 // = constant 
04AE: $DIALOG_WAV[1] = 25017 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_13258 

:CELLFON_3024
05A9: s$DIALOG_SUBTITLES[0] = 'MCAT04A' // s$  // ~z~Hey.
05A9: s$DIALOG_SUBTITLES[1] = 'MCAT04B' // s$  // ~z~Tiny-balled idiota!
05A9: s$DIALOG_SUBTITLES[2] = 'MCAT04C' // s$  // ~z~Catalina! Eh, I know it's you. What's eating you, baby?
05A9: s$DIALOG_SUBTITLES[3] = 'MCAT04D' // s$  // ~z~I don't love you no more!
05A9: s$DIALOG_SUBTITLES[4] = 'MCAT04E' // s$  // ~z~Well hey, let's just...
05A9: s$DIALOG_SUBTITLES[5] = 'MCAT04F' // s$  // ~z~Hello?
04AE: $DIALOG_WAV[0] = 25018 // = constant 
04AE: $DIALOG_WAV[1] = 25019 // = constant 
04AE: $DIALOG_WAV[2] = 25020 // = constant 
04AE: $DIALOG_WAV[3] = 25021 // = constant 
04AE: $DIALOG_WAV[4] = 25022 // = constant 
04AE: $DIALOG_WAV[5] = 25023 // = constant 
0004: $DIALOG_ARRAY_SIZE = 5 
0002: jump @CELLFON_13258 

:CELLFON_3170
05A9: s$DIALOG_SUBTITLES[0] = 'MCAT05B' // s$  // ~z~I know it's you, you stinking perro!
05A9: s$DIALOG_SUBTITLES[1] = 'MCAT05C' // s$  // ~z~Look, just say what you gotta say.
05A9: s$DIALOG_SUBTITLES[2] = 'MCAT05D' // s$  // ~z~I ain't interested in these stupid games!
05A9: s$DIALOG_SUBTITLES[3] = 'MCAT05E' // s$  // ~z~Stupid games? This is my heart you play with!
05A9: s$DIALOG_SUBTITLES[4] = 'MCAT05F' // s$  // ~z~What? Look, you...
05A9: s$DIALOG_SUBTITLES[5] = 'MCAT05G' // s$  // ~z~Damn! Gotta change my number!
04AE: $DIALOG_WAV[0] = 25025 // = constant 
04AE: $DIALOG_WAV[1] = 25026 // = constant 
04AE: $DIALOG_WAV[2] = 25027 // = constant 
04AE: $DIALOG_WAV[3] = 25028 // = constant 
04AE: $DIALOG_WAV[4] = 25029 // = constant 
04AE: $DIALOG_WAV[5] = 25030 // = constant 
0004: $DIALOG_ARRAY_SIZE = 5 
0002: jump @CELLFON_13258 

:CELLFON_3316
05A9: s$DIALOG_SUBTITLES[0] = 'MCAT06A' // s$  // ~z~Hello, Claude, baby.
05A9: s$DIALOG_SUBTITLES[1] = 'MCAT06B' // s$  // ~z~I thought I call to say how much I love you
05A9: s$DIALOG_SUBTITLES[2] = 'MCAT06C' // s$  // ~z~and how well endowed you are!
05A9: s$DIALOG_SUBTITLES[3] = 'MCAT06D' // s$  // ~z~Yo, Catalina, it's Carl.
05A9: s$DIALOG_SUBTITLES[4] = 'MCAT06E' // s$  // ~z~I think you got the wrong number.
05A9: s$DIALOG_SUBTITLES[5] = 'MCAT06F' // s$  // ~z~Oh, Carl!
05A9: s$DIALOG_SUBTITLES[6] = 'MCAT06G' // s$  // ~z~So sorry, it is such an easy mistake to make,
05A9: s$DIALOG_SUBTITLES[7] = 'MCAT06H' // s$  // ~z~especially when I am so light-headed with love, and lust.
05A9: s$DIALOG_SUBTITLES[8] = 'MCAT06J' // s$  // ~z~Yeah, well I,
05A9: s$DIALOG_SUBTITLES[9] = 'MCAT06K' // s$  // ~z~No time, byeeee!
04AE: $DIALOG_WAV[0] = 25031 // = constant 
04AE: $DIALOG_WAV[1] = 25032 // = constant 
04AE: $DIALOG_WAV[2] = 25033 // = constant 
04AE: $DIALOG_WAV[3] = 25034 // = constant 
04AE: $DIALOG_WAV[4] = 25035 // = constant 
04AE: $DIALOG_WAV[5] = 25036 // = constant 
04AE: $DIALOG_WAV[6] = 25037 // = constant 
04AE: $DIALOG_WAV[7] = 25038 // = constant 
04AE: $DIALOG_WAV[8] = 25039 // = constant 
04AE: $DIALOG_WAV[9] = 25040 // = constant 
0004: $DIALOG_ARRAY_SIZE = 9 
0002: jump @CELLFON_13258 

:CELLFON_3550
05A9: s$DIALOG_SUBTITLES[0] = 'MCAT07A' // s$  // ~z~Eh, wassup.
05A9: s$DIALOG_SUBTITLES[1] = 'MCAT07B' // s$  // ~z~(Heavy breathing)
05A9: s$DIALOG_SUBTITLES[2] = 'MCAT07C' // s$  // ~z~Hello?
05A9: s$DIALOG_SUBTITLES[3] = 'MCAT07D' // s$  // ~z~Yes, Claude, faster, harder, DEEPER!
05A9: s$DIALOG_SUBTITLES[4] = 'MCAT07E' // s$  // ~z~Oh, yes, yes, yes, YES!
05A9: s$DIALOG_SUBTITLES[5] = 'MCAT07F' // s$  // ~z~Catalina! You sick! Get help!
05A9: s$DIALOG_SUBTITLES[6] = 'MCAT07G' // s$  // ~z~And you, Carl, you are jealous!
04AE: $DIALOG_WAV[0] = 25041 // = constant 
04AE: $DIALOG_WAV[1] = 25042 // = constant 
04AE: $DIALOG_WAV[2] = 25043 // = constant 
04AE: $DIALOG_WAV[3] = 25044 // = constant 
04AE: $DIALOG_WAV[4] = 25045 // = constant 
04AE: $DIALOG_WAV[5] = 25046 // = constant 
04AE: $DIALOG_WAV[6] = 25047 // = constant 
0004: $DIALOG_ARRAY_SIZE = 6 
0002: jump @CELLFON_13258 

:CELLFON_3718
05A9: s$DIALOG_SUBTITLES[0] = 'MLOC03A' // s$  // ~z~Hey CJ, word up, G!
05A9: s$DIALOG_SUBTITLES[1] = 'MLOC03B' // s$  // ~z~Hey, Loc.
05A9: s$DIALOG_SUBTITLES[2] = 'MLOC03C' // s$  // ~z~This party is jumping! We got a gang of crazy ass bitches in the house!
05A9: s$DIALOG_SUBTITLES[3] = 'MLOC03D' // s$  // ~z~You comin' over, homie?
05A9: s$DIALOG_SUBTITLES[4] = 'MLOC03E' // s$  // ~z~I don't know man, I had some plans tonight.
05A9: s$DIALOG_SUBTITLES[5] = 'MLOC03F' // s$  // ~z~But we had a big disaster. I won't be rappin', my mic's broken!
05A9: s$DIALOG_SUBTITLES[6] = 'MLOC03H' // s$  // ~z~Oh, OK. I'm gonna come over right now then.
04AE: $DIALOG_WAV[0] = 27412 // = constant 
04AE: $DIALOG_WAV[1] = 27413 // = constant 
04AE: $DIALOG_WAV[2] = 27414 // = constant 
04AE: $DIALOG_WAV[3] = 27415 // = constant 
04AE: $DIALOG_WAV[4] = 27416 // = constant 
04AE: $DIALOG_WAV[5] = 27417 // = constant 
04AE: $DIALOG_WAV[6] = 27418 // = constant 
0004: $DIALOG_ARRAY_SIZE = 6 
0002: jump @CELLFON_13258 

:CELLFON_3886
05A9: s$DIALOG_SUBTITLES[0] = 'MCES01A' // s$  // ~z~Hey, who is this?
05A9: s$DIALOG_SUBTITLES[1] = 'MCES01B' // s$  // ~z~What's up homie? It's Cesar Vialpando cabron, que honda?
05A9: s$DIALOG_SUBTITLES[2] = 'MCES01C' // s$  // ~z~You seen Kendl?
05A9: s$DIALOG_SUBTITLES[3] = 'MCES01D' // s$  // ~z~Yeah, she's around. Pero mira, I was just hitting you up to say that you drive good and you like cars, eh, so eh...
05A9: s$DIALOG_SUBTITLES[4] = 'MCES01E' // s$  // ~z~Yeah, I guess, where we going with this?
05A9: s$DIALOG_SUBTITLES[5] = 'MCES01F' // s$  // ~z~Well yeah, you wanna make something, a little money?
05A9: s$DIALOG_SUBTITLES[6] = 'MCES01G' // s$  // ~z~Does the Pope shit in the woods?
05A9: s$DIALOG_SUBTITLES[7] = 'MCES01H' // s$  // ~z~I don't know, but if you do want a little extra, there's plenty money to be made racing.
05A9: s$DIALOG_SUBTITLES[8] = 'MCES01K' // s$  // ~z~You're talking illegal street racing, hell yeah!
05A9: s$DIALOG_SUBTITLES[9] = 'MCES01L' // s$  // ~z~No hoopties, holmes, just lowriders.
05A9: s$DIALOG_SUBTITLES[10] = 'MCES01M' // s$  // ~z~Nice ones. It gotta be nice, or you don't get in, eh.
05A9: s$DIALOG_SUBTITLES[11] = 'MCES01N' // s$  // ~z~OK, I'm in. When and where?
05A9: s$DIALOG_SUBTITLES[12] = 'MCES01O' // s$  // ~z~Drop by the spot in El Corona, I'll take you to the meet, vouch for you. These guys...
05A9: s$DIALOG_SUBTITLES[13] = 'MCES01P' // s$  // ~z~These guys can be very nervous to new racers, eh.
04AE: $DIALOG_WAV[0] = 25200 // = constant 
04AE: $DIALOG_WAV[1] = 25201 // = constant 
04AE: $DIALOG_WAV[2] = 25202 // = constant 
04AE: $DIALOG_WAV[3] = 25203 // = constant 
04AE: $DIALOG_WAV[4] = 25204 // = constant 
04AE: $DIALOG_WAV[5] = 25205 // = constant 
04AE: $DIALOG_WAV[6] = 25206 // = constant 
04AE: $DIALOG_WAV[7] = 25207 // = constant 
04AE: $DIALOG_WAV[8] = 25208 // = constant 
04AE: $DIALOG_WAV[9] = 25209 // = constant 
04AE: $DIALOG_WAV[10] = 25210 // = constant 
04AE: $DIALOG_WAV[11] = 25211 // = constant 
04AE: $DIALOG_WAV[12] = 25212 // = constant 
04AE: $DIALOG_WAV[13] = 25213 // = constant 
0004: $DIALOG_ARRAY_SIZE = 13 
0002: jump @CELLFON_13258 

:CELLFON_4208
05A9: s$DIALOG_SUBTITLES[0] = 'MCES04A' // s$  // ~z~Cesar, it's me.
05A9: s$DIALOG_SUBTITLES[1] = 'MCES04B' // s$  // ~z~Carl. You alright, holmes?
05A9: s$DIALOG_SUBTITLES[2] = 'MCES04C' // s$  // ~z~Your sister's been worried. I heard some shit went down.
05A9: s$DIALOG_SUBTITLES[3] = 'MCES04D' // s$  // ~z~Yeah. Los Santos is dangerous right now.
05A9: s$DIALOG_SUBTITLES[4] = 'MCES04E' // s$  // ~z~I'm out in the middle of... I don't know...
05A9: s$DIALOG_SUBTITLES[5] = 'MCES04F' // s$  // ~z~of Whetstone, wherever that is.
05A9: s$DIALOG_SUBTITLES[6] = 'MCES04G' // s$  // ~z~Don't know Whetstone too well.
05A9: s$DIALOG_SUBTITLES[7] = 'MCES04H' // s$  // ~z~I got some family out near there, I think.
05A9: s$DIALOG_SUBTITLES[8] = 'MCES04J' // s$  // ~z~But at least you ain't in jail, holmes. Shit's fucked up with your brother, ese.
05A9: s$DIALOG_SUBTITLES[9] = 'MCES04L' // s$  // ~z~You be careful and look after Kendl.
05A9: s$DIALOG_SUBTITLES[10] = 'MCES04M' // s$  // ~z~Don't worry about me, man.
05A9: s$DIALOG_SUBTITLES[11] = 'MCES04N' // s$  // ~z~You worry about the man who tries to fuck with my woman.
05A9: s$DIALOG_SUBTITLES[12] = 'MCES04O' // s$  // ~z~I got some back up coming out to protect you.
05A9: s$DIALOG_SUBTITLES[13] = 'MCES04P' // s$  // ~z~My cousin. Really intense, holmes. Trust me.
05A9: s$DIALOG_SUBTITLES[14] = 'MCES04Q' // s$  // ~z~Meet them over at the diner in Dillimore over in Red County.
05A9: s$DIALOG_SUBTITLES[15] = 'MCES04R' // s$  // ~z~You won't miss them.
04AE: $DIALOG_WAV[0] = 25240 // = constant 
04AE: $DIALOG_WAV[1] = 25241 // = constant 
04AE: $DIALOG_WAV[2] = 25242 // = constant 
04AE: $DIALOG_WAV[3] = 25243 // = constant 
04AE: $DIALOG_WAV[4] = 25244 // = constant 
04AE: $DIALOG_WAV[5] = 25245 // = constant 
04AE: $DIALOG_WAV[6] = 25246 // = constant 
04AE: $DIALOG_WAV[7] = 25247 // = constant 
04AE: $DIALOG_WAV[8] = 25248 // = constant 
04AE: $DIALOG_WAV[9] = 25249 // = constant 
04AE: $DIALOG_WAV[10] = 25250 // = constant 
04AE: $DIALOG_WAV[11] = 25251 // = constant 
04AE: $DIALOG_WAV[12] = 25252 // = constant 
04AE: $DIALOG_WAV[13] = 25253 // = constant 
04AE: $DIALOG_WAV[14] = 25254 // = constant 
04AE: $DIALOG_WAV[15] = 25255 // = constant 
0004: $DIALOG_ARRAY_SIZE = 15 
0002: jump @CELLFON_13258 

:CELLFON_4574
05A9: s$DIALOG_SUBTITLES[0] = 'MCES09A' // s$  // ~z~Hey, holmes, I been busy!
05A9: s$DIALOG_SUBTITLES[1] = 'MCES09B' // s$  // ~z~Cesar! Whasup?
05A9: s$DIALOG_SUBTITLES[2] = 'MCES09C' // s$  // ~z~I can smell nitrous oxide from a mile off.
05A9: s$DIALOG_SUBTITLES[3] = 'MCES09D' // s$  // ~z~Racing, my friend. Cars.
05A9: s$DIALOG_SUBTITLES[4] = 'MCES09E' // s$  // ~z~Not beautiful cars, but fast, man, fast!
05A9: s$DIALOG_SUBTITLES[5] = 'MCES09F' // s$  // ~z~What are you talking about?
05A9: s$DIALOG_SUBTITLES[6] = 'MCES09G' // s$  // ~z~Street racers, from San Fierro.
05A9: s$DIALOG_SUBTITLES[7] = 'MCES09H' // s$  // ~z~They meet out here to tear up the black top. No chota, no chota choppers.
05A9: s$DIALOG_SUBTITLES[8] = 'MCES09K' // s$  // ~z~You wanna make some money?
05A9: s$DIALOG_SUBTITLES[9] = 'MCES09L' // s$  // ~z~Does the Pope shit in the woods?
05A9: s$DIALOG_SUBTITLES[10] = 'MCES09M' // s$  // ~z~Why you keep asking me that, holmes?
05A9: s$DIALOG_SUBTITLES[11] = 'MCES09N' // s$  // ~z~I told you, I dunno. Where his holiness does his business is his business.
05A9: s$DIALOG_SUBTITLES[12] = 'MCES09O' // s$  // ~z~Just get a fast car and meet me and Kendl just south of Montgomery.
05A9: s$DIALOG_SUBTITLES[13] = 'MCES09P' // s$  // ~z~See you, man.
04AE: $DIALOG_WAV[0] = 25290 // = constant 
04AE: $DIALOG_WAV[1] = 25291 // = constant 
04AE: $DIALOG_WAV[2] = 25292 // = constant 
04AE: $DIALOG_WAV[3] = 25293 // = constant 
04AE: $DIALOG_WAV[4] = 25294 // = constant 
04AE: $DIALOG_WAV[5] = 25295 // = constant 
04AE: $DIALOG_WAV[6] = 25296 // = constant 
04AE: $DIALOG_WAV[7] = 25297 // = constant 
04AE: $DIALOG_WAV[8] = 25298 // = constant 
04AE: $DIALOG_WAV[9] = 25299 // = constant 
04AE: $DIALOG_WAV[10] = 25300 // = constant 
04AE: $DIALOG_WAV[11] = 25301 // = constant 
04AE: $DIALOG_WAV[12] = 25302 // = constant 
04AE: $DIALOG_WAV[13] = 25303 // = constant 
0004: $DIALOG_ARRAY_SIZE = 13 
0002: jump @CELLFON_13258 

:CELLFON_4896
05A9: s$DIALOG_SUBTITLES[0] = 'MKND01A' // s$  // ~z~Eh.
05A9: s$DIALOG_SUBTITLES[1] = 'MKND01B' // s$  // ~z~Loser!
05A9: s$DIALOG_SUBTITLES[2] = 'MKND01C' // s$  // ~z~Yeah, yeah, Kendl.
05A9: s$DIALOG_SUBTITLES[3] = 'MKND01D' // s$  // ~z~Will you ever grow up?
05A9: s$DIALOG_SUBTITLES[4] = 'MKND01E' // s$  // ~z~I will when you will.
05A9: s$DIALOG_SUBTITLES[5] = 'MKND01F' // s$  // ~z~OK, it's a deal.
05A9: s$DIALOG_SUBTITLES[6] = 'MKND01G' // s$  // ~z~Tell Cesar next time I'm gonna be in a faster car!
05A9: s$DIALOG_SUBTITLES[7] = 'MKND01H' // s$  // ~z~It won't help you, LOSER!
05A9: s$DIALOG_SUBTITLES[8] = 'MKND01J' // s$  // ~z~Goodbye.
04AE: $DIALOG_WAV[0] = 27000 // = constant 
04AE: $DIALOG_WAV[1] = 27001 // = constant 
04AE: $DIALOG_WAV[2] = 27002 // = constant 
04AE: $DIALOG_WAV[3] = 27003 // = constant 
04AE: $DIALOG_WAV[4] = 27004 // = constant 
04AE: $DIALOG_WAV[5] = 27005 // = constant 
04AE: $DIALOG_WAV[6] = 27006 // = constant 
04AE: $DIALOG_WAV[7] = 27007 // = constant 
04AE: $DIALOG_WAV[8] = 27008 // = constant 
0004: $DIALOG_ARRAY_SIZE = 8 
0002: jump @CELLFON_13258 

:CELLFON_5108
05A9: s$DIALOG_SUBTITLES[0] = 'MTEN01A' // s$  // ~z~What's happening?
05A9: s$DIALOG_SUBTITLES[1] = 'MTEN01B' // s$  // ~z~Don't try and hit me up with that ghetto babble, boy!
05A9: s$DIALOG_SUBTITLES[2] = 'MTEN01C' // s$  // ~z~Officer Tenpenny. How'd you get my number?
05A9: s$DIALOG_SUBTITLES[3] = 'MTEN01D' // s$  // ~z~Ways and means, you piece of shit. You been trying to avoid me?
05A9: s$DIALOG_SUBTITLES[4] = 'MTEN01E' // s$  // ~z~No Sir, I've just been busy that's all.
05A9: s$DIALOG_SUBTITLES[5] = 'MTEN01F' // s$  // ~z~You're not busy unless you're doing something for us, you understand?
05A9: s$DIALOG_SUBTITLES[6] = 'MTEN01G' // s$  // ~z~Yeah. Loud and clear.
05A9: s$DIALOG_SUBTITLES[7] = 'MTEN01H' // s$  // ~z~Nice to hear it, Carl.
05A9: s$DIALOG_SUBTITLES[8] = 'MTEN01J' // s$  // ~z~Call in to the doughnut place in the middle of Market, we need to talk.
04AE: $DIALOG_WAV[0] = 29200 // = constant 
04AE: $DIALOG_WAV[1] = 29201 // = constant 
04AE: $DIALOG_WAV[2] = 29202 // = constant 
04AE: $DIALOG_WAV[3] = 29203 // = constant 
04AE: $DIALOG_WAV[4] = 29204 // = constant 
04AE: $DIALOG_WAV[5] = 29205 // = constant 
04AE: $DIALOG_WAV[6] = 29206 // = constant 
04AE: $DIALOG_WAV[7] = 29207 // = constant 
04AE: $DIALOG_WAV[8] = 29208 // = constant 
0004: $DIALOG_ARRAY_SIZE = 8 
0002: jump @CELLFON_13258 

:CELLFON_5320
05A9: s$DIALOG_SUBTITLES[0] = 'MTEN02A' // s$  // ~z~Carl! You get that dossier?
05A9: s$DIALOG_SUBTITLES[1] = 'MTEN02B' // s$  // ~z~Yeah, I got the files. What you want me to do with 'em?
05A9: s$DIALOG_SUBTITLES[2] = 'MTEN02C' // s$  // ~z~We need to meet up someplace quiet and take care of things.
05A9: s$DIALOG_SUBTITLES[3] = 'MTEN02D' // s$  // ~z~There's a ghost town, Las Brujas in the devil's Castle, you know it?
05A9: s$DIALOG_SUBTITLES[4] = 'MTEN02E' // s$  // ~z~Yeah,. I'll find it.
05A9: s$DIALOG_SUBTITLES[5] = 'MTEN02F' // s$  // ~z~I know you will, I'll see you there, Carl,
04AE: $DIALOG_WAV[0] = 29209 // = constant 
04AE: $DIALOG_WAV[1] = 29210 // = constant 
04AE: $DIALOG_WAV[2] = 29211 // = constant 
04AE: $DIALOG_WAV[3] = 29212 // = constant 
04AE: $DIALOG_WAV[4] = 29213 // = constant 
04AE: $DIALOG_WAV[5] = 29214 // = constant 
0004: $DIALOG_ARRAY_SIZE = 5 
0002: jump @CELLFON_13258 

:CELLFON_5466
05A9: s$DIALOG_SUBTITLES[0] = 'MHRZ01A' // s$  // ~z~Carl, it's officer Hernandez
05A9: s$DIALOG_SUBTITLES[1] = 'MHRZ01B' // s$  // ~z~Who?
05A9: s$DIALOG_SUBTITLES[2] = 'MHRZ01C' // s$  // ~z~Officer Hernandez.
05A9: s$DIALOG_SUBTITLES[3] = 'MHRZ01D' // s$  // ~z~I work with Tenpenny and Pulaski.
05A9: s$DIALOG_SUBTITLES[4] = 'MHRZ01E' // s$  // ~z~Oh, the bitch, what the hell you want?
05A9: s$DIALOG_SUBTITLES[5] = 'MHRZ01F' // s$  // ~z~Hey, show me some respect, boy.
05A9: s$DIALOG_SUBTITLES[6] = 'MHRZ01G' // s$  // ~z~Go fuck yourself, you just they bitch!
05A9: s$DIALOG_SUBTITLES[7] = 'MHRZ01H' // s$  // ~z~You watch your tone, boy.
05A9: s$DIALOG_SUBTITLES[8] = 'MHRZ01J' // s$  // ~z~Now listen. I've got a message from Officer Tenpenny.
05A9: s$DIALOG_SUBTITLES[9] = 'MHRZ01K' // s$  // ~z~Don't try and leave town, that would be a big mistake.
05A9: s$DIALOG_SUBTITLES[10] = 'MHRZ01L' // s$  // ~z~You hear me?
05A9: s$DIALOG_SUBTITLES[11] = 'MHRZ01M' // s$  // ~z~We're watching you.
05A9: s$DIALOG_SUBTITLES[12] = 'MHRZ01N' // s$  // ~z~Whatever you say, bitch.
04AE: $DIALOG_WAV[0] = 26400 // = constant 
04AE: $DIALOG_WAV[1] = 26401 // = constant 
04AE: $DIALOG_WAV[2] = 26402 // = constant 
04AE: $DIALOG_WAV[3] = 26403 // = constant 
04AE: $DIALOG_WAV[4] = 26404 // = constant 
04AE: $DIALOG_WAV[5] = 26405 // = constant 
04AE: $DIALOG_WAV[6] = 26406 // = constant 
04AE: $DIALOG_WAV[7] = 26407 // = constant 
04AE: $DIALOG_WAV[8] = 26408 // = constant 
04AE: $DIALOG_WAV[9] = 26409 // = constant 
04AE: $DIALOG_WAV[10] = 26410 // = constant 
04AE: $DIALOG_WAV[11] = 26411 // = constant 
04AE: $DIALOG_WAV[12] = 26412 // = constant 
0004: $DIALOG_ARRAY_SIZE = 12 
0002: jump @CELLFON_13258 

:CELLFON_5766
05A9: s$DIALOG_SUBTITLES[0] = 'MSMK01A' // s$  // ~z~Yo Carl, it's Smoke.
05A9: s$DIALOG_SUBTITLES[1] = 'MSMK01B' // s$  // ~z~Hey smoke
05A9: s$DIALOG_SUBTITLES[2] = 'MSMK01C' // s$  // ~z~Hey Carl, I don't mean no disrespect so don't take it like that
05A9: s$DIALOG_SUBTITLES[3] = 'MSMK01D' // s$  // ~z~Uh, I gotta give you some advice.
05A9: s$DIALOG_SUBTITLES[4] = 'MSMK01E' // s$  // ~z~What?
05A9: s$DIALOG_SUBTITLES[5] = 'MSMK01F' // s$  // ~z~The gym my friend. You're letting yourself go.
05A9: s$DIALOG_SUBTITLES[6] = 'MSMK01G' // s$  // ~z~That's a bit much, coming from you.
05A9: s$DIALOG_SUBTITLES[7] = 'MSMK01H' // s$  // ~z~Hey look, Carl, I'm big boned. But I'm still an athlete.
05A9: s$DIALOG_SUBTITLES[8] = 'MSMK01J' // s$  // ~z~You're letting yourself go my friend. And to be honest with you, it's breaking my heart.
05A9: s$DIALOG_SUBTITLES[9] = 'MSMK01K' // s$  // ~z~Gimme a break, I ain't as fat as you.
05A9: s$DIALOG_SUBTITLES[10] = 'MSMK01L' // s$  // ~z~I'm trying, I'm trying! And I'm trying to help you help yourself, my brother. The gym, Carl. You hear me?
05A9: s$DIALOG_SUBTITLES[11] = 'MSMK01M' // s$  // ~z~Screw you, man.
04AE: $DIALOG_WAV[0] = 28800 // = constant 
04AE: $DIALOG_WAV[1] = 28801 // = constant 
04AE: $DIALOG_WAV[2] = 28802 // = constant 
04AE: $DIALOG_WAV[3] = 28803 // = constant 
04AE: $DIALOG_WAV[4] = 28804 // = constant 
04AE: $DIALOG_WAV[5] = 28805 // = constant 
04AE: $DIALOG_WAV[6] = 28806 // = constant 
04AE: $DIALOG_WAV[7] = 28807 // = constant 
04AE: $DIALOG_WAV[8] = 28808 // = constant 
04AE: $DIALOG_WAV[9] = 28809 // = constant 
04AE: $DIALOG_WAV[10] = 28810 // = constant 
04AE: $DIALOG_WAV[11] = 28811 // = constant 
0004: $DIALOG_ARRAY_SIZE = 11 
0002: jump @CELLFON_13258 

:CELLFON_6044
05A9: s$DIALOG_SUBTITLES[0] = 'MTRU01A' // s$  // ~z~Yes.
05A9: s$DIALOG_SUBTITLES[1] = 'MTRU01B' // s$  // ~z~Carl.
05A9: s$DIALOG_SUBTITLES[2] = 'MTRU01C' // s$  // ~z~Who is this?
05A9: s$DIALOG_SUBTITLES[3] = 'MTRU01D' // s$  // ~z~You know me. This is The Truth.
05A9: s$DIALOG_SUBTITLES[4] = 'MTRU01E' // s$  // ~z~No, I don't.
05A9: s$DIALOG_SUBTITLES[5] = 'MTRU01F' // s$  // ~z~Perfection. They said you were a moron.
05A9: s$DIALOG_SUBTITLES[6] = 'MTRU01G' // s$  // ~z~Who?
05A9: s$DIALOG_SUBTITLES[7] = 'MTRU01H' // s$  // ~z~Okay, you can drop the act now, kid.
05A9: s$DIALOG_SUBTITLES[8] = 'MTRU01J' // s$  // ~z~You the police?
05A9: s$DIALOG_SUBTITLES[9] = 'MTRU01K' // s$  // ~z~No. We have a mutual friend, and business partner.
05A9: s$DIALOG_SUBTITLES[10] = 'MTRU01L' // s$  // ~z~We do? Who?
05A9: s$DIALOG_SUBTITLES[11] = 'MTRU01M' // s$  // ~z~Yes. Have you killed any cops lately?
05A9: s$DIALOG_SUBTITLES[12] = 'MTRU01N' // s$  // ~z~Oh man, Tenpenny. I should have known, that asshole.
05A9: s$DIALOG_SUBTITLES[13] = 'MTRU01O' // s$  // ~z~So, I've got a room at a motel in Angel Pine.
05A9: s$DIALOG_SUBTITLES[14] = 'MTRU01P' // s$  // ~z~Make sure nobody follows you.
04AE: $DIALOG_WAV[0] = 29800 // = constant 
04AE: $DIALOG_WAV[1] = 29801 // = constant 
04AE: $DIALOG_WAV[2] = 29802 // = constant 
04AE: $DIALOG_WAV[3] = 29803 // = constant 
04AE: $DIALOG_WAV[4] = 29804 // = constant 
04AE: $DIALOG_WAV[5] = 29805 // = constant 
04AE: $DIALOG_WAV[6] = 29806 // = constant 
04AE: $DIALOG_WAV[7] = 29807 // = constant 
04AE: $DIALOG_WAV[8] = 29808 // = constant 
04AE: $DIALOG_WAV[9] = 29809 // = constant 
04AE: $DIALOG_WAV[10] = 29810 // = constant 
04AE: $DIALOG_WAV[11] = 29811 // = constant 
04AE: $DIALOG_WAV[12] = 29812 // = constant 
04AE: $DIALOG_WAV[13] = 29813 // = constant 
04AE: $DIALOG_WAV[14] = 29814 // = constant 
0004: $DIALOG_ARRAY_SIZE = 14 
0002: jump @CELLFON_13258 

:CELLFON_6388
05A9: s$DIALOG_SUBTITLES[0] = 'MTRU02A' // s$  // ~z~Whattup?
05A9: s$DIALOG_SUBTITLES[1] = 'MTRU02B' // s$  // ~z~Hey, Carl. Dude, Now, I got that little mwah mwah you were after.
05A9: s$DIALOG_SUBTITLES[2] = 'MTRU02C' // s$  // ~z~But, be careful man. People are listening to us.
05A9: s$DIALOG_SUBTITLES[3] = 'MTRU02D' // s$  // ~z~I got a little green village up in the hills, come and get it.
05A9: s$DIALOG_SUBTITLES[4] = 'MTRU02E' // s$  // ~z~Whoa man, I don't know you! I don't know you!
05A9: s$DIALOG_SUBTITLES[5] = 'MTRU02F' // s$  // ~z~Prank caller! Prank caller!
04AE: $DIALOG_WAV[0] = 29815 // = constant 
04AE: $DIALOG_WAV[1] = 29816 // = constant 
04AE: $DIALOG_WAV[2] = 29817 // = constant 
04AE: $DIALOG_WAV[3] = 29818 // = constant 
04AE: $DIALOG_WAV[4] = 29819 // = constant 
04AE: $DIALOG_WAV[5] = 29820 // = constant 
0004: $DIALOG_ARRAY_SIZE = 5 
0002: jump @CELLFON_13258 

:CELLFON_6534
05A9: s$DIALOG_SUBTITLES[0] = 'MTRU03A' // s$  // ~z~Hey
05A9: s$DIALOG_SUBTITLES[1] = 'MTRU03B' // s$  // ~z~Carl. It's me. The Truth. We got a date with destiny, man
05A9: s$DIALOG_SUBTITLES[2] = 'MTRU03C' // s$  // ~z~In about five minutes.
05A9: s$DIALOG_SUBTITLES[3] = 'MTRU03D' // s$  // ~z~Where you at?
05A9: s$DIALOG_SUBTITLES[4] = 'MTRU03E' // s$  // ~z~At the old airplane graveyard you've been hanging around.
04AE: $DIALOG_WAV[0] = 29821 // = constant 
04AE: $DIALOG_WAV[1] = 29822 // = constant 
04AE: $DIALOG_WAV[2] = 29823 // = constant 
04AE: $DIALOG_WAV[3] = 29824 // = constant 
04AE: $DIALOG_WAV[4] = 29825 // = constant 
0004: $DIALOG_ARRAY_SIZE = 4 
0002: jump @CELLFON_13258 

:CELLFON_6658
05A9: s$DIALOG_SUBTITLES[0] = 'MWUZ00A' // s$  // ~z~Hey, wassup?
05A9: s$DIALOG_SUBTITLES[1] = 'MWUZ00B' // s$  // ~z~Hey Carl, it's Woozie.
05A9: s$DIALOG_SUBTITLES[2] = 'MWUZ00C' // s$  // ~z~Hey, if you got some time I'd like for you to come over so we can talk about something.
05A9: s$DIALOG_SUBTITLES[3] = 'MWUZ00D' // s$  // ~z~Yeah, for sure. Where you at?
05A9: s$DIALOG_SUBTITLES[4] = 'MWUZ00E' // s$  // ~z~I own a little betting shop in Chinatown.
05A9: s$DIALOG_SUBTITLES[5] = 'MWUZ00F' // s$  // ~z~Just come 'round and introduce yourself.
05A9: s$DIALOG_SUBTITLES[6] = 'MWUZ00G' // s$  // ~z~My people will be expecting a visit.
05A9: s$DIALOG_SUBTITLES[7] = 'MWUZ00H' // s$  // ~z~It's a plan, man.
05A9: s$DIALOG_SUBTITLES[8] = 'MWUZ00J' // s$  // ~z~Later.
04AE: $DIALOG_WAV[0] = 30000 // = constant 
04AE: $DIALOG_WAV[1] = 30001 // = constant 
04AE: $DIALOG_WAV[2] = 30002 // = constant 
04AE: $DIALOG_WAV[3] = 30003 // = constant 
04AE: $DIALOG_WAV[4] = 30004 // = constant 
04AE: $DIALOG_WAV[5] = 30005 // = constant 
04AE: $DIALOG_WAV[6] = 30006 // = constant 
04AE: $DIALOG_WAV[7] = 30007 // = constant 
04AE: $DIALOG_WAV[8] = 30008 // = constant 
0004: $DIALOG_ARRAY_SIZE = 8 
0002: jump @CELLFON_13258 

:CELLFON_6870
05A9: s$DIALOG_SUBTITLES[0] = 'MWUZ03A' // s$  // ~z~Hello?
05A9: s$DIALOG_SUBTITLES[1] = 'MWUZ03B' // s$  // ~z~Carl, it's Woozie!
05A9: s$DIALOG_SUBTITLES[2] = 'MWUZ03C' // s$  // ~z~Hey, Woozie, man, what you been up to?
05A9: s$DIALOG_SUBTITLES[3] = 'MWUZ03D' // s$  // ~z~Come along and see for yourself.
05A9: s$DIALOG_SUBTITLES[4] = 'MWUZ03E' // s$  // ~z~I got a little business proposition for you.
05A9: s$DIALOG_SUBTITLES[5] = 'MWUZ03F' // s$  // ~z~Come over and see the setup, my friend.
05A9: s$DIALOG_SUBTITLES[6] = 'MWUZ03G' // s$  // ~z~OK, for sure, I like that.
05A9: s$DIALOG_SUBTITLES[7] = 'MWUZ03H' // s$  // ~z~Like it? You're gonna love it!
05A9: s$DIALOG_SUBTITLES[8] = 'MWUZ03J' // s$  // ~z~It's the Four Dragons Casino in Las Venturas.
05A9: s$DIALOG_SUBTITLES[9] = 'MWUZ03K' // s$  // ~z~I'll see you soon, yeah?
05A9: s$DIALOG_SUBTITLES[10] = 'MWUZ03L' // s$  // ~z~Yeah, OK.
04AE: $DIALOG_WAV[0] = 30029 // = constant 
04AE: $DIALOG_WAV[1] = 30030 // = constant 
04AE: $DIALOG_WAV[2] = 30031 // = constant 
04AE: $DIALOG_WAV[3] = 30032 // = constant 
04AE: $DIALOG_WAV[4] = 30033 // = constant 
04AE: $DIALOG_WAV[5] = 30034 // = constant 
04AE: $DIALOG_WAV[6] = 30035 // = constant 
04AE: $DIALOG_WAV[7] = 30036 // = constant 
04AE: $DIALOG_WAV[8] = 30037 // = constant 
04AE: $DIALOG_WAV[9] = 30038 // = constant 
04AE: $DIALOG_WAV[10] = 30039 // = constant 
0004: $DIALOG_ARRAY_SIZE = 10 
0002: jump @CELLFON_13258 

:CELLFON_7126
05A9: s$DIALOG_SUBTITLES[0] = 'MWUZ03B' // s$  // ~z~Carl, it's Woozie!
05A9: s$DIALOG_SUBTITLES[1] = 'MWUZ05B' // s$  // ~z~Hey, wassup man?
05A9: s$DIALOG_SUBTITLES[2] = 'MWUZ05C' // s$  // ~z~You get that pass key yet?
05A9: s$DIALOG_SUBTITLES[3] = 'MWUZ05D' // s$  // ~z~Nah, but I'm working on it.
05A9: s$DIALOG_SUBTITLES[4] = 'MWUZ05E' // s$  // ~z~What's the problem, friend?
05A9: s$DIALOG_SUBTITLES[5] = 'MWUZ05F' // s$  // ~z~Just get her in the sack, make her happy and grab the card!
05A9: s$DIALOG_SUBTITLES[6] = 'MWUZ05G' // s$  // ~z~Eh, you should know you can't rush the seduction of a lady.
05A9: s$DIALOG_SUBTITLES[7] = 'MWUZ05H' // s$  // ~z~Okay, just gimme a call when you've got it.
05A9: s$DIALOG_SUBTITLES[8] = 'MWUZ05J' // s$  // ~z~A'ight.
04AE: $DIALOG_WAV[0] = 30030 // = constant 
04AE: $DIALOG_WAV[1] = 30049 // = constant 
04AE: $DIALOG_WAV[2] = 30050 // = constant 
04AE: $DIALOG_WAV[3] = 30051 // = constant 
04AE: $DIALOG_WAV[4] = 30052 // = constant 
04AE: $DIALOG_WAV[5] = 30053 // = constant 
04AE: $DIALOG_WAV[6] = 30054 // = constant 
04AE: $DIALOG_WAV[7] = 30055 // = constant 
04AE: $DIALOG_WAV[8] = 30056 // = constant 
0004: $DIALOG_ARRAY_SIZE = 8 
0002: jump @CELLFON_13258 

:CELLFON_7338
05A9: s$DIALOG_SUBTITLES[0] = 'MWUZ07A' // s$  // ~z~Carl, it's me.
05A9: s$DIALOG_SUBTITLES[1] = 'MWUZ07B' // s$  // ~z~You the man!
05A9: s$DIALOG_SUBTITLES[2] = 'MWUZ07C' // s$  // ~z~Get back to the Four Dragons and we can get on with this thing!
05A9: s$DIALOG_SUBTITLES[3] = 'MWUZ07D' // s$  // ~z~See you in a minute.
04AE: $DIALOG_WAV[0] = 30070 // = constant 
04AE: $DIALOG_WAV[1] = 30071 // = constant 
04AE: $DIALOG_WAV[2] = 30072 // = constant 
04AE: $DIALOG_WAV[3] = 30073 // = constant 
0004: $DIALOG_ARRAY_SIZE = 3 
0002: jump @CELLFON_13258 

:CELLFON_7440
05A9: s$DIALOG_SUBTITLES[0] = 'MWUZ04A' // s$  // ~z~Hello?
05A9: s$DIALOG_SUBTITLES[1] = 'MWUZ04B' // s$  // ~z~Hey, CJ, what's up with you?
05A9: s$DIALOG_SUBTITLES[2] = 'MWUZ04C' // s$  // ~z~Are we doing this heist or are you going soft on me again.
05A9: s$DIALOG_SUBTITLES[3] = 'MWUZ04D' // s$  // ~z~Hey, check it. Them fools been shipped out of the Venturas,
05A9: s$DIALOG_SUBTITLES[4] = 'MWUZ04E' // s$  // ~z~Salvatore think I'm cool, so it's on.
05A9: s$DIALOG_SUBTITLES[5] = 'MWUZ04F' // s$  // ~z~I'll meet you back at the 'Dragons.
05A9: s$DIALOG_SUBTITLES[6] = 'MWUZ04G' // s$  // ~z~OK, cool.
05A9: s$DIALOG_SUBTITLES[7] = 'MWUZ04H' // s$  // ~z~Later.
04AE: $DIALOG_WAV[0] = 30040 // = constant 
04AE: $DIALOG_WAV[1] = 30041 // = constant 
04AE: $DIALOG_WAV[2] = 30042 // = constant 
04AE: $DIALOG_WAV[3] = 30043 // = constant 
04AE: $DIALOG_WAV[4] = 30044 // = constant 
04AE: $DIALOG_WAV[5] = 30045 // = constant 
04AE: $DIALOG_WAV[6] = 30046 // = constant 
04AE: $DIALOG_WAV[7] = 30047 // = constant 
0004: $DIALOG_ARRAY_SIZE = 7 
0002: jump @CELLFON_13258 

:CELLFON_7630
05A9: s$DIALOG_SUBTITLES[0] = 'MWUZ06A' // s$  // ~z~Hello?
05A9: s$DIALOG_SUBTITLES[1] = 'MWUZ06B' // s$  // ~z~What's the hold up with that security pass, CJ?
05A9: s$DIALOG_SUBTITLES[2] = 'MWUZ06C' // s$  // ~z~There's been a slight setback.
05A9: s$DIALOG_SUBTITLES[3] = 'MWUZ06D' // s$  // ~z~What kind of setback?
05A9: s$DIALOG_SUBTITLES[4] = 'MWUZ09E' // s$  // ~z~Well, more of a romantic fuck up.
05A9: s$DIALOG_SUBTITLES[5] = 'MWUZ09F' // s$  // ~z~It's Millie, she's dumped me.
05A9: s$DIALOG_SUBTITLES[6] = 'MWUZ06G' // s$  // ~z~What the fuck? How?
05A9: s$DIALOG_SUBTITLES[7] = 'MWUZ06H' // s$  // ~z~Well, we was hanging out, and shit got fucked up.
05A9: s$DIALOG_SUBTITLES[8] = 'MWUZ06J' // s$  // ~z~That's all I'm sayin'.
05A9: s$DIALOG_SUBTITLES[9] = 'MWUZ09H' // s$  // ~z~I know, I know, how could she dump a catch like me?
05A9: s$DIALOG_SUBTITLES[10] = 'MWUZ09J' // s$  // ~z~There's no accounting for taste.
05A9: s$DIALOG_SUBTITLES[11] = 'MWUZ06K' // s$  // ~z~Well her pass will probably be in her house!
05A9: s$DIALOG_SUBTITLES[12] = 'MWUZ06L' // s$  // ~z~You gotta break in and get it!
05A9: s$DIALOG_SUBTITLES[13] = 'MWUZ06M' // s$  // ~z~Shit, you're right.
05A9: s$DIALOG_SUBTITLES[14] = 'MWUZ06N' // s$  // ~z~Hey, I'm a call you when I get the card.
04AE: $DIALOG_WAV[0] = 30057 // = constant 
04AE: $DIALOG_WAV[1] = 30058 // = constant 
04AE: $DIALOG_WAV[2] = 30059 // = constant 
04AE: $DIALOG_WAV[3] = 30060 // = constant 
04AE: $DIALOG_WAV[4] = 30079 // = constant 
04AE: $DIALOG_WAV[5] = 30080 // = constant 
04AE: $DIALOG_WAV[6] = 30063 // = constant 
04AE: $DIALOG_WAV[7] = 30064 // = constant 
04AE: $DIALOG_WAV[8] = 30065 // = constant 
04AE: $DIALOG_WAV[9] = 30081 // = constant 
04AE: $DIALOG_WAV[10] = 30082 // = constant 
04AE: $DIALOG_WAV[11] = 30066 // = constant 
04AE: $DIALOG_WAV[12] = 30067 // = constant 
04AE: $DIALOG_WAV[13] = 30068 // = constant 
04AE: $DIALOG_WAV[14] = 30069 // = constant 
0004: $DIALOG_ARRAY_SIZE = 14 
0002: jump @CELLFON_13258 

:CELLFON_7974
05A9: s$DIALOG_SUBTITLES[0] = 'MWUZ06A' // s$  // ~z~Hello?
05A9: s$DIALOG_SUBTITLES[1] = 'MWUZ06B' // s$  // ~z~What's the hold up with that security pass, CJ?
05A9: s$DIALOG_SUBTITLES[2] = 'MWUZ06C' // s$  // ~z~There's been a slight setback.
05A9: s$DIALOG_SUBTITLES[3] = 'MWUZ06D' // s$  // ~z~What kind of setback?
05A9: s$DIALOG_SUBTITLES[4] = 'MWUZ06E' // s$  // ~z~Well, more of an unfortunate accident.
05A9: s$DIALOG_SUBTITLES[5] = 'MWUZ06F' // s$  // ~z~It's Millie, she's dead.
05A9: s$DIALOG_SUBTITLES[6] = 'MWUZ06G' // s$  // ~z~What the fuck? How?
05A9: s$DIALOG_SUBTITLES[7] = 'MWUZ06H' // s$  // ~z~Well, we was hanging out, and shit got fucked up.
05A9: s$DIALOG_SUBTITLES[8] = 'MWUZ06J' // s$  // ~z~That's all I'm sayin'.
05A9: s$DIALOG_SUBTITLES[9] = 'MWUZ06K' // s$  // ~z~Well her pass will probably be in her house!
05A9: s$DIALOG_SUBTITLES[10] = 'MWUZ06L' // s$  // ~z~You gotta break in and get it!
05A9: s$DIALOG_SUBTITLES[11] = 'MWUZ06M' // s$  // ~z~Shit, you're right.
05A9: s$DIALOG_SUBTITLES[12] = 'MWUZ06N' // s$  // ~z~Hey, I'm a call you when I get the card.
04AE: $DIALOG_WAV[0] = 30057 // = constant 
04AE: $DIALOG_WAV[1] = 30058 // = constant 
04AE: $DIALOG_WAV[2] = 30059 // = constant 
04AE: $DIALOG_WAV[3] = 30060 // = constant 
04AE: $DIALOG_WAV[4] = 30061 // = constant 
04AE: $DIALOG_WAV[5] = 30062 // = constant 
04AE: $DIALOG_WAV[6] = 30063 // = constant 
04AE: $DIALOG_WAV[7] = 30064 // = constant 
04AE: $DIALOG_WAV[8] = 30065 // = constant 
04AE: $DIALOG_WAV[9] = 30066 // = constant 
04AE: $DIALOG_WAV[10] = 30067 // = constant 
04AE: $DIALOG_WAV[11] = 30068 // = constant 
04AE: $DIALOG_WAV[12] = 30069 // = constant 
0004: $DIALOG_ARRAY_SIZE = 12 
0002: jump @CELLFON_13258 

:CELLFON_8274
05A9: s$DIALOG_SUBTITLES[0] = 'MTOR01A' // s$  // ~z~Yes?
05A9: s$DIALOG_SUBTITLES[1] = 'MTOR01B' // s$  // ~z~This is a friend of yours.
05A9: s$DIALOG_SUBTITLES[2] = 'MTOR01C' // s$  // ~z~I've got some information relating to your brother.
05A9: s$DIALOG_SUBTITLES[3] = 'MTOR01D' // s$  // ~z~Come to the ranch and I'll explain.
05A9: s$DIALOG_SUBTITLES[4] = 'MTOR01E' // s$  // ~z~It's in Tierra Robada, cross the Garver Bridge, head South.
05A9: s$DIALOG_SUBTITLES[5] = 'MTOR01F' // s$  // ~z~Who the fuck is this?
05A9: s$DIALOG_SUBTITLES[6] = 'MTOR01G' // s$  // ~z~I can't talk right now. Get your ass over here.
05A9: s$DIALOG_SUBTITLES[7] = 'MTOR01H' // s$  // ~z~Moms always told me not to talk to strangers.
05A9: s$DIALOG_SUBTITLES[8] = 'MTOR01J' // s$  // ~z~And look what happened to the bitch!
05A9: s$DIALOG_SUBTITLES[9] = 'MTOR01K' // s$  // ~z~Now if you want your brother to sleep tonight with his tongue intact get your ass over here.
05A9: s$DIALOG_SUBTITLES[10] = 'MTOR01L' // s$  // ~z~Goodbye.
04AE: $DIALOG_WAV[0] = 29600 // = constant 
04AE: $DIALOG_WAV[1] = 29601 // = constant 
04AE: $DIALOG_WAV[2] = 29602 // = constant 
04AE: $DIALOG_WAV[3] = 29603 // = constant 
04AE: $DIALOG_WAV[4] = 29604 // = constant 
04AE: $DIALOG_WAV[5] = 29605 // = constant 
04AE: $DIALOG_WAV[6] = 29606 // = constant 
04AE: $DIALOG_WAV[7] = 29607 // = constant 
04AE: $DIALOG_WAV[8] = 29608 // = constant 
04AE: $DIALOG_WAV[9] = 29609 // = constant 
04AE: $DIALOG_WAV[10] = 29610 // = constant 
0004: $DIALOG_ARRAY_SIZE = 10 
0002: jump @CELLFON_13258 

:CELLFON_8530
05A9: s$DIALOG_SUBTITLES[0] = 'MTOR02A' // s$  // ~z~Who the fuck is this?
05A9: s$DIALOG_SUBTITLES[1] = 'MTOR02B' // s$  // ~z~Son, get back to the ranch and I'll explain everything.
05A9: s$DIALOG_SUBTITLES[2] = 'MTOR02C' // s$  // ~z~And I mean everything.
05A9: s$DIALOG_SUBTITLES[3] = 'MTOR02D' // s$  // ~z~Can't you just tell me now?
05A9: s$DIALOG_SUBTITLES[4] = 'MTOR02E' // s$  // ~z~I guess not.
04AE: $DIALOG_WAV[0] = 29611 // = constant 
04AE: $DIALOG_WAV[1] = 29612 // = constant 
04AE: $DIALOG_WAV[2] = 29613 // = constant 
04AE: $DIALOG_WAV[3] = 29614 // = constant 
04AE: $DIALOG_WAV[4] = 29615 // = constant 
0004: $DIALOG_ARRAY_SIZE = 4 
0002: jump @CELLFON_13258 

:CELLFON_8654
05A9: s$DIALOG_SUBTITLES[0] = 'MTOR03A' // s$  // ~z~Here. Now. Don't screw around.
05A9: s$DIALOG_SUBTITLES[1] = 'MTOR03B' // s$  // ~z~What an Asshole!
04AE: $DIALOG_WAV[0] = 29616 // = constant 
04AE: $DIALOG_WAV[1] = 29617 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_13258 

:CELLFON_8712
05A9: s$DIALOG_SUBTITLES[0] = 'MTOR05A' // s$  // ~z~Hey, wassup?
05A9: s$DIALOG_SUBTITLES[1] = 'MTOR05B' // s$  // ~z~Hey, how's the flying coming along?
05A9: s$DIALOG_SUBTITLES[2] = 'MTOR05C' // s$  // ~z~Yeah, well shit man, I was gonna holla at you about that cause, you know, I'm-
05A9: s$DIALOG_SUBTITLES[3] = 'MTOR05D' // s$  // ~z~Will you listen to yourself? Admit it, you're scared.
05A9: s$DIALOG_SUBTITLES[4] = 'MTOR05E' // s$  // ~z~Maybe just a little.
05A9: s$DIALOG_SUBTITLES[5] = 'MTOR05F' // s$  // ~z~Until you've walked into the middle of Bedouin arms dealer's camp with nothing but a briefcase full of cash,
05A9: s$DIALOG_SUBTITLES[6] = 'MTOR05G' // s$  // ~z~you don't know the meaning of fear, okay?
05A9: s$DIALOG_SUBTITLES[7] = 'MTOR05H' // s$  // ~z~Oh yeah? Try going to the swap meet in Idlewood sometime.
05A9: s$DIALOG_SUBTITLES[8] = 'MTOR05J' // s$  // ~z~Learn to fly, Carl.
04AE: $DIALOG_WAV[0] = 29630 // = constant 
04AE: $DIALOG_WAV[1] = 29631 // = constant 
04AE: $DIALOG_WAV[2] = 29632 // = constant 
04AE: $DIALOG_WAV[3] = 29633 // = constant 
04AE: $DIALOG_WAV[4] = 29634 // = constant 
04AE: $DIALOG_WAV[5] = 29635 // = constant 
04AE: $DIALOG_WAV[6] = 29636 // = constant 
04AE: $DIALOG_WAV[7] = 29637 // = constant 
04AE: $DIALOG_WAV[8] = 29638 // = constant 
0004: $DIALOG_ARRAY_SIZE = 8 
0002: jump @CELLFON_13258 

:CELLFON_8924
05A9: s$DIALOG_SUBTITLES[0] = 'MTOR06A' // s$  // ~z~What do you want, Toreno?
05A9: s$DIALOG_SUBTITLES[1] = 'MTOR06B' // s$  // ~z~Well, what do you want, Carl?
05A9: s$DIALOG_SUBTITLES[2] = 'MTOR06C' // s$  // ~z~You want your brother out of jail?
05A9: s$DIALOG_SUBTITLES[3] = 'MTOR06D' // s$  // ~z~OK, listen, I'm trying man, I really am,
05A9: s$DIALOG_SUBTITLES[4] = 'MTOR06E' // s$  // ~z~I'm gonna let you in on a little secret. Carl
05A9: s$DIALOG_SUBTITLES[5] = 'MTOR06F' // s$  // ~z~The one difference between those that tried and died
05A9: s$DIALOG_SUBTITLES[6] = 'MTOR06G' // s$  // ~z~and those that still walk this Earth, is belief in self
05A9: s$DIALOG_SUBTITLES[7] = 'MTOR06H' // s$  // ~z~Nothing is impossible, Carl.
05A9: s$DIALOG_SUBTITLES[8] = 'MTOR06J' // s$  // ~z~Beat your fears, focus your mind and learn to fly.
05A9: s$DIALOG_SUBTITLES[9] = 'MTOR06K' // s$  // ~z~OK, OK, I'll-
05A9: s$DIALOG_SUBTITLES[10] = 'MTOR06L' // s$  // ~z~TORENO?
05A9: s$DIALOG_SUBTITLES[11] = 'MTOR06M' // s$  // ~z~Oh shit...
04AE: $DIALOG_WAV[0] = 29639 // = constant 
04AE: $DIALOG_WAV[1] = 29640 // = constant 
04AE: $DIALOG_WAV[2] = 29641 // = constant 
04AE: $DIALOG_WAV[3] = 29642 // = constant 
04AE: $DIALOG_WAV[4] = 29643 // = constant 
04AE: $DIALOG_WAV[5] = 29644 // = constant 
04AE: $DIALOG_WAV[6] = 29645 // = constant 
04AE: $DIALOG_WAV[7] = 29646 // = constant 
04AE: $DIALOG_WAV[8] = 29647 // = constant 
04AE: $DIALOG_WAV[9] = 29648 // = constant 
04AE: $DIALOG_WAV[10] = 29649 // = constant 
04AE: $DIALOG_WAV[11] = 29650 // = constant 
0004: $DIALOG_ARRAY_SIZE = 11 
0002: jump @CELLFON_13258 

:CELLFON_9202
05A9: s$DIALOG_SUBTITLES[0] = 'MTOR07A' // s$  // ~z~Toreno?
05A9: s$DIALOG_SUBTITLES[1] = 'MTOR07B' // s$  // ~z~Carl, learn to fly.
05A9: s$DIALOG_SUBTITLES[2] = 'MTOR07C' // s$  // ~z~I'm on it, man, I swear.
05A9: s$DIALOG_SUBTITLES[3] = 'MTOR07D' // s$  // ~z~I'm on it man I swear', same old broken record, Carl. But that's fine...
05A9: s$DIALOG_SUBTITLES[4] = 'MTOR07E' // s$  // ~z~because your brother's getting a new cell mate tonight.
05A9: s$DIALOG_SUBTITLES[5] = 'MTOR07L' // s$  // ~z~Horse Cock Harry, And I'm sending a present, little wedding present.
05A9: s$DIALOG_SUBTITLES[6] = 'MTOR07M' // s$  // ~z~Big tub of lube!
05A9: s$DIALOG_SUBTITLES[7] = 'MTOR07F' // s$  // ~z~Shit dude, OK, OK, I swear man, I'm gonna be the best pilot!
05A9: s$DIALOG_SUBTITLES[8] = 'MTOR07G' // s$  // ~z~I'd love to hear you Carl, I can't hear you. All I can hear is your brother's love cries
05A9: s$DIALOG_SUBTITLES[9] = 'MTOR07N' // s$  // ~z~as eight kilometers of cock finds it's way up his ass.
05A9: s$DIALOG_SUBTITLES[10] = 'MTOR07O' // s$  // ~z~Aooooowww' - that's your brother, OK? No big problem.
05A9: s$DIALOG_SUBTITLES[11] = 'MTOR07H' // s$  // ~z~Wait! Please, man!
05A9: s$DIALOG_SUBTITLES[12] = 'MTOR07J' // s$  // ~z~that was my last motivational speech, understand? Am I being too spiritual for you, Carl?
05A9: s$DIALOG_SUBTITLES[13] = 'MTOR07K' // s$  // ~z~OK, man, I get the message!
04AE: $DIALOG_WAV[0] = 29652 // = constant 
04AE: $DIALOG_WAV[1] = 29653 // = constant 
04AE: $DIALOG_WAV[2] = 29654 // = constant 
04AE: $DIALOG_WAV[3] = 29655 // = constant 
04AE: $DIALOG_WAV[4] = 29656 // = constant 
04AE: $DIALOG_WAV[5] = 29662 // = constant 
04AE: $DIALOG_WAV[6] = 29663 // = constant 
04AE: $DIALOG_WAV[7] = 29657 // = constant 
04AE: $DIALOG_WAV[8] = 29658 // = constant 
04AE: $DIALOG_WAV[9] = 29664 // = constant 
04AE: $DIALOG_WAV[10] = 29665 // = constant 
04AE: $DIALOG_WAV[11] = 29659 // = constant 
04AE: $DIALOG_WAV[12] = 29660 // = constant 
04AE: $DIALOG_WAV[13] = 29661 // = constant 
0004: $DIALOG_ARRAY_SIZE = 13 
0002: jump @CELLFON_13258 

:CELLFON_9524
05A9: s$DIALOG_SUBTITLES[0] = 'MKP01A' // s$  // ~z~Halo
05A9: s$DIALOG_SUBTITLES[1] = 'MKP01B' // s$  // ~z~Awright, Carl - it's me, Paulo.
05A9: s$DIALOG_SUBTITLES[2] = 'MKP01C' // s$  // ~z~Listen, Rosie's in a tangle
05A9: s$DIALOG_SUBTITLES[3] = 'MKP01D' // s$  // ~z~and I think you're the geezer to sort it out for us, OK, sunshine?
05A9: s$DIALOG_SUBTITLES[4] = 'MKP01E' // s$  // ~z~Slip round the office and see me, double quick.
05A9: s$DIALOG_SUBTITLES[5] = 'MKP01F' // s$  // ~z~Yeah, thanks man, I appreciate the opportunity.
04AE: $DIALOG_WAV[0] = 27200 // = constant 
04AE: $DIALOG_WAV[1] = 27201 // = constant 
04AE: $DIALOG_WAV[2] = 27202 // = constant 
04AE: $DIALOG_WAV[3] = 27203 // = constant 
04AE: $DIALOG_WAV[4] = 27204 // = constant 
04AE: $DIALOG_WAV[5] = 27205 // = constant 
0004: $DIALOG_ARRAY_SIZE = 5 
0002: jump @CELLFON_13258 

:CELLFON_9670
05A9: s$DIALOG_SUBTITLES[0] = 'MSAL01A' // s$  // ~z~Hello?
05A9: s$DIALOG_SUBTITLES[1] = 'MROS01B' // s$  // ~z~Carl? It's me, Ken.
05A9: s$DIALOG_SUBTITLES[2] = 'MROS01D' // s$  // ~z~The Leone family has made their move! Salvatore's here, now!
05A9: s$DIALOG_SUBTITLES[3] = 'MROS01F' // s$  // ~z~He's taken over Caligula's!
05A9: s$DIALOG_SUBTITLES[4] = 'MROS01H' // s$  // ~z~We're screwed! It's war for control of Venturas, man, War! WAR!
05A9: s$DIALOG_SUBTITLES[5] = 'MROS01L' // s$  // ~z~There's word of some Triad visit or something that should keep him busy. I'm calling from the bathroom, I gotta go, I really gotta go.
04AE: $DIALOG_WAV[0] = 28600 // = constant 
04AE: $DIALOG_WAV[1] = 28400 // = constant 
04AE: $DIALOG_WAV[2] = 28401 // = constant 
04AE: $DIALOG_WAV[3] = 28403 // = constant 
04AE: $DIALOG_WAV[4] = 28404 // = constant 
04AE: $DIALOG_WAV[5] = 28405 // = constant 
0004: $DIALOG_ARRAY_SIZE = 5 
0002: jump @CELLFON_13258 

:CELLFON_9816
05A9: s$DIALOG_SUBTITLES[0] = 'MROS02A' // s$  // ~z~He-ello?
05A9: s$DIALOG_SUBTITLES[1] = 'MROS02B' // s$  // ~z~You've hung us out to dry, I know it!
05A9: s$DIALOG_SUBTITLES[2] = 'MROS02C' // s$  // ~z~Rosenberg?
05A9: s$DIALOG_SUBTITLES[3] = 'MROS02D' // s$  // ~z~Yeah. Soon to be wearing concrete shoes in a shallow grave in the desert, Rosenberg!
05A9: s$DIALOG_SUBTITLES[4] = 'MROS02E' // s$  // ~z~I'm surprised you remember!
05A9: s$DIALOG_SUBTITLES[5] = 'MROS02F' // s$  // ~z~Look, I haven't forgotten you guys, just hang in there.
05A9: s$DIALOG_SUBTITLES[6] = 'MROS02G' // s$  // ~z~Easy for you to say, this Salvatore guy might whack me at any moment.
04AE: $DIALOG_WAV[0] = 28406 // = constant 
04AE: $DIALOG_WAV[1] = 28407 // = constant 
04AE: $DIALOG_WAV[2] = 28408 // = constant 
04AE: $DIALOG_WAV[3] = 28409 // = constant 
04AE: $DIALOG_WAV[4] = 28410 // = constant 
04AE: $DIALOG_WAV[5] = 28411 // = constant 
04AE: $DIALOG_WAV[6] = 28412 // = constant 
0004: $DIALOG_ARRAY_SIZE = 6 
0002: jump @CELLFON_13258 

:CELLFON_9984
05A9: s$DIALOG_SUBTITLES[0] = 'MROS03A' // s$  // ~z~Hey Ken, how you doin'?
05A9: s$DIALOG_SUBTITLES[1] = 'MROS03B' // s$  // ~z~(sniff) Who is this?
05A9: s$DIALOG_SUBTITLES[2] = 'MROS03C' // s$  // ~z~It's Carl, Carl Johnson!
05A9: s$DIALOG_SUBTITLES[3] = 'MROS03D' // s$  // ~z~Hey, Carl! Great! (sniff)
05A9: s$DIALOG_SUBTITLES[4] = 'MROS03E' // s$  // ~z~Guys, it's Carl! Ga-great! I'm-- (sniff)
05A9: s$DIALOG_SUBTITLES[5] = 'MROS03F' // s$  // ~z~Fucking great! Fucking amazing!
05A9: s$DIALOG_SUBTITLES[6] = 'MROS03G' // s$  // ~z~Yeah, well, I've got a need for an accountant and a sound engineer
05A9: s$DIALOG_SUBTITLES[7] = 'MROS03H' // s$  // ~z~and I thought of you and Paul.
05A9: s$DIALOG_SUBTITLES[8] = 'MROS03J' // s$  // ~z~Fucking amazing!
05A9: s$DIALOG_SUBTITLES[9] = 'MROS03K' // s$  // ~z~Paul's great with figures and I'd make a fucking amazing producer!
05A9: s$DIALOG_SUBTITLES[10] = 'MROS03L' // s$  // ~z~This is (sniff) this fucking great! It's amazing!
05A9: s$DIALOG_SUBTITLES[11] = 'MROS03N' // s$  // ~z~Yeah, yeah, whatever you say man, but look.
05A9: s$DIALOG_SUBTITLES[12] = 'MROS03O' // s$  // ~z~See you soon.
05A9: s$DIALOG_SUBTITLES[13] = 'MROS03P' // s$  // ~z~Fucking amazing!
04AE: $DIALOG_WAV[0] = 28413 // = constant 
04AE: $DIALOG_WAV[1] = 28414 // = constant 
04AE: $DIALOG_WAV[2] = 28415 // = constant 
04AE: $DIALOG_WAV[3] = 28416 // = constant 
04AE: $DIALOG_WAV[4] = 28417 // = constant 
04AE: $DIALOG_WAV[5] = 28418 // = constant 
04AE: $DIALOG_WAV[6] = 28419 // = constant 
04AE: $DIALOG_WAV[7] = 28420 // = constant 
04AE: $DIALOG_WAV[8] = 28421 // = constant 
04AE: $DIALOG_WAV[9] = 28422 // = constant 
04AE: $DIALOG_WAV[10] = 28423 // = constant 
04AE: $DIALOG_WAV[11] = 28424 // = constant 
04AE: $DIALOG_WAV[12] = 28425 // = constant 
04AE: $DIALOG_WAV[13] = 28426 // = constant 
0004: $DIALOG_ARRAY_SIZE = 13 
0002: jump @CELLFON_13258 

:CELLFON_10306
05A9: s$DIALOG_SUBTITLES[0] = 'MSAL01A' // s$  // ~z~Hello?
05A9: s$DIALOG_SUBTITLES[1] = 'MSAL01B' // s$  // ~z~Hey, Carl my boy!
05A9: s$DIALOG_SUBTITLES[2] = 'MSAL01C' // s$  // ~z~Mr. Leone.
05A9: s$DIALOG_SUBTITLES[3] = 'MSAL01D' // s$  // ~z~Everybody's talking about the job you did on that St. Mark's Bistro!
05A9: s$DIALOG_SUBTITLES[4] = 'MSAL01E' // s$  // ~z~Thank you, Mr. Leone.
05A9: s$DIALOG_SUBTITLES[5] = 'MSAL01F' // s$  // ~z~And you, er, you took care of those three loose ends?
05A9: s$DIALOG_SUBTITLES[6] = 'MSAL01G' // s$  // ~z~Yeah those poor saps ran into a little trouble along the way.
05A9: s$DIALOG_SUBTITLES[7] = 'MSAL01H' // s$  // ~z~You won't be hearing from Mr. Rosenberg again.
05A9: s$DIALOG_SUBTITLES[8] = 'MSAL01J' // s$  // ~z~Good boy! Good boy!
05A9: s$DIALOG_SUBTITLES[9] = 'MSAL01K' // s$  // ~z~Now listen, you're going to have to keep a low profile or people will start to make connections,
05A9: s$DIALOG_SUBTITLES[10] = 'MSAL01M' // s$  // ~z~so let's keep our distance for a while, eh?
05A9: s$DIALOG_SUBTITLES[11] = 'MSAL01N' // s$  // ~z~I'll call you.
05A9: s$DIALOG_SUBTITLES[12] = 'MSAL01O' // s$  // ~z~Thank you, Mr. Leone.
04AE: $DIALOG_WAV[0] = 28600 // = constant 
04AE: $DIALOG_WAV[1] = 28601 // = constant 
04AE: $DIALOG_WAV[2] = 28602 // = constant 
04AE: $DIALOG_WAV[3] = 28603 // = constant 
04AE: $DIALOG_WAV[4] = 28604 // = constant 
04AE: $DIALOG_WAV[5] = 28605 // = constant 
04AE: $DIALOG_WAV[6] = 28606 // = constant 
04AE: $DIALOG_WAV[7] = 28607 // = constant 
04AE: $DIALOG_WAV[8] = 28608 // = constant 
04AE: $DIALOG_WAV[9] = 28609 // = constant 
04AE: $DIALOG_WAV[10] = 28610 // = constant 
04AE: $DIALOG_WAV[11] = 28611 // = constant 
04AE: $DIALOG_WAV[12] = 28612 // = constant 
0004: $DIALOG_ARRAY_SIZE = 12 
0002: jump @CELLFON_13258 

:CELLFON_10606
05A9: s$DIALOG_SUBTITLES[0] = 'MSAL02A' // s$  // ~z~'Ssup?
05A9: s$DIALOG_SUBTITLES[1] = 'MSAL02B' // s$  // ~z~You two-bit, backstabbing, piece of eggplant shit!
05A9: s$DIALOG_SUBTITLES[2] = 'MSAL02C' // s$  // ~z~Salvatore!
05A9: s$DIALOG_SUBTITLES[3] = 'MSAL02D' // s$  // ~z~Nice to hear from you, too!
05A9: s$DIALOG_SUBTITLES[4] = 'MSAL02E' // s$  // ~z~You're dead! Your friends are dead! Your family's dead!
05A9: s$DIALOG_SUBTITLES[5] = 'MSAL02F' // s$  // ~z~I'm gonna fuck you up, and your children and your grandchildren!
05A9: s$DIALOG_SUBTITLES[6] = 'MSAL02G' // s$  // ~z~Well, it's been nice talking to ya,
05A9: s$DIALOG_SUBTITLES[7] = 'MSAL02H' // s$  // ~z~but I got some money needs spending on some expensive trash.
05A9: s$DIALOG_SUBTITLES[8] = 'MSAL02J' // s$  // ~z~so if you'll excuse me.
05A9: s$DIALOG_SUBTITLES[9] = 'MSAL02K' // s$  // ~z~You're dead! DEAD!
04AE: $DIALOG_WAV[0] = 28613 // = constant 
04AE: $DIALOG_WAV[1] = 28614 // = constant 
04AE: $DIALOG_WAV[2] = 28615 // = constant 
04AE: $DIALOG_WAV[3] = 28616 // = constant 
04AE: $DIALOG_WAV[4] = 28617 // = constant 
04AE: $DIALOG_WAV[5] = 28618 // = constant 
04AE: $DIALOG_WAV[6] = 28619 // = constant 
04AE: $DIALOG_WAV[7] = 28620 // = constant 
04AE: $DIALOG_WAV[8] = 28621 // = constant 
04AE: $DIALOG_WAV[9] = 28622 // = constant 
0004: $DIALOG_ARRAY_SIZE = 9 
0002: jump @CELLFON_13258 

:CELLFON_10840
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL2A' // s$  // ~z~Millie, whassup?
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL2B' // s$  // ~z~Hey Carl, just called to say that last night was terrific.
05A9: s$DIALOG_SUBTITLES[2] = 'MMILL2C' // s$  // ~z~Likewise, baby, likewise.
05A9: s$DIALOG_SUBTITLES[3] = 'MMILL2D' // s$  // ~z~Listen, I thought about that little scheme you told me about.
05A9: s$DIALOG_SUBTITLES[4] = 'MMILL2E' // s$  // ~z~Don't worry, I haven't told anybody, not even my mom.
05A9: s$DIALOG_SUBTITLES[5] = 'MMILL2F' // s$  // ~z~I've left the key card and the door code in my bedroom.
05A9: s$DIALOG_SUBTITLES[6] = 'MMILL2H' // s$  // ~z~Millie, girl, you will NOT regret this!
05A9: s$DIALOG_SUBTITLES[7] = 'MMILL2J' // s$  // ~z~I know, because I'm getting a cut, right?
05A9: s$DIALOG_SUBTITLES[8] = 'MMILL2K' // s$  // ~z~Sure thing, Millie, sure thing. I'll see you right.
05A9: s$DIALOG_SUBTITLES[9] = 'MMILL2L' // s$  // ~z~OK, you got it.
04AE: $DIALOG_WAV[0] = 27811 // = constant 
04AE: $DIALOG_WAV[1] = 27812 // = constant 
04AE: $DIALOG_WAV[2] = 27813 // = constant 
04AE: $DIALOG_WAV[3] = 27814 // = constant 
04AE: $DIALOG_WAV[4] = 27815 // = constant 
04AE: $DIALOG_WAV[5] = 27816 // = constant 
04AE: $DIALOG_WAV[6] = 27818 // = constant 
04AE: $DIALOG_WAV[7] = 27819 // = constant 
04AE: $DIALOG_WAV[8] = 27820 // = constant 
04AE: $DIALOG_WAV[9] = 27821 // = constant 
0004: $DIALOG_ARRAY_SIZE = 9 
0002: jump @CELLFON_13258 

:CELLFON_11074
05A9: s$DIALOG_SUBTITLES[0] = 'MZER01A' // s$  // ~z~Yeah, what?
05A9: s$DIALOG_SUBTITLES[1] = 'MZER01B' // s$  // ~z~Sorry, Carl, are you busy?
05A9: s$DIALOG_SUBTITLES[2] = 'MZER01C' // s$  // ~z~Zero? No man, good to hear from you. Wassup?
05A9: s$DIALOG_SUBTITLES[3] = 'MZER01D' // s$  // ~z~Disaster! My landlord is selling the shop!
05A9: s$DIALOG_SUBTITLES[4] = 'MZER01E' // s$  // ~z~I'll have nowhere to live and no safe haven from Berkley...
05A9: s$DIALOG_SUBTITLES[5] = 'MZER01F' // s$  // ~z~Ahhh, I'm looking to invest in some property at the moment.
05A9: s$DIALOG_SUBTITLES[6] = 'MZER01G' // s$  // ~z~Maybe I'll swing by.
04AE: $DIALOG_WAV[0] = 30400 // = constant 
04AE: $DIALOG_WAV[1] = 30401 // = constant 
04AE: $DIALOG_WAV[2] = 30402 // = constant 
04AE: $DIALOG_WAV[3] = 30403 // = constant 
04AE: $DIALOG_WAV[4] = 30404 // = constant 
04AE: $DIALOG_WAV[5] = 30405 // = constant 
04AE: $DIALOG_WAV[6] = 30406 // = constant 
0004: $DIALOG_ARRAY_SIZE = 6 
0002: jump @CELLFON_13258 

:CELLFON_11242
05A9: s$DIALOG_SUBTITLES[0] = 'MZER02A' // s$  // ~z~Hello.
05A9: s$DIALOG_SUBTITLES[1] = 'MZER02B' // s$  // ~z~Carl! It's Zero!
05A9: s$DIALOG_SUBTITLES[2] = 'MZER02C' // s$  // ~z~Oh, hi Zee, you wasn't around when I signed the deeds.
05A9: s$DIALOG_SUBTITLES[3] = 'MZER02D' // s$  // ~z~Yes, I know. I was on a dangerous reconnaissance mission, deep into enemy territory.
05A9: s$DIALOG_SUBTITLES[4] = 'MZER02E' // s$  // ~z~Uh, yeah right, sure. Whatever you say.
05A9: s$DIALOG_SUBTITLES[5] = 'MZER02F' // s$  // ~z~should come through and have a look at the business, y'know.
05A9: s$DIALOG_SUBTITLES[6] = 'MZER02G' // s$  // ~z~Oh, of course, of course.
05A9: s$DIALOG_SUBTITLES[7] = 'MZER02H' // s$  // ~z~I'll have to tidy up a bit, this place is such a mess!
05A9: s$DIALOG_SUBTITLES[8] = 'MZER02J' // s$  // ~z~Don't worry about it.
05A9: s$DIALOG_SUBTITLES[9] = 'MZER02K' // s$  // ~z~I'll drop in soon.
04AE: $DIALOG_WAV[0] = 30407 // = constant 
04AE: $DIALOG_WAV[1] = 30408 // = constant 
04AE: $DIALOG_WAV[2] = 30409 // = constant 
04AE: $DIALOG_WAV[3] = 30410 // = constant 
04AE: $DIALOG_WAV[4] = 30411 // = constant 
04AE: $DIALOG_WAV[5] = 30412 // = constant 
04AE: $DIALOG_WAV[6] = 30413 // = constant 
04AE: $DIALOG_WAV[7] = 30414 // = constant 
04AE: $DIALOG_WAV[8] = 30415 // = constant 
04AE: $DIALOG_WAV[9] = 30416 // = constant 
0004: $DIALOG_ARRAY_SIZE = 9 
0002: jump @CELLFON_13258 

:CELLFON_11476
05A9: s$DIALOG_SUBTITLES[0] = 'MJET_1A' // s$  // ~z~Yeah, what?
05A9: s$DIALOG_SUBTITLES[1] = 'MJET_1B' // s$  // ~z~Yo, man, it's Jethro, dude!
05A9: s$DIALOG_SUBTITLES[2] = 'MJET_1C' // s$  // ~z~Hey Jethro, whattup?
05A9: s$DIALOG_SUBTITLES[3] = 'MJET_1D' // s$  // ~z~Well, I was talking to Cesar, and uh, well don't get me wrong, dude,
05A9: s$DIALOG_SUBTITLES[4] = 'MJET_1E' // s$  // ~z~I mean, you are one out there dude, when it comes to driving, man,
05A9: s$DIALOG_SUBTITLES[5] = 'MJET_1F' // s$  // ~z~but Cesar, he told us how many cars you get through, dude,
05A9: s$DIALOG_SUBTITLES[6] = 'MJET_1G' // s$  // ~z~and me and Dwaine were, like, whooaaa!
05A9: s$DIALOG_SUBTITLES[7] = 'MJET_1H' // s$  // ~z~What is your point, Jethro?
05A9: s$DIALOG_SUBTITLES[8] = 'MJET_1J' // s$  // ~z~No point, man, no point!
05A9: s$DIALOG_SUBTITLES[9] = 'MJET_1K' // s$  // ~z~Just that there's an advanced driving school, like,
05A9: s$DIALOG_SUBTITLES[10] = 'MJET_1L' // s$  // ~z~just up the road from the garage, man, like in Doherty.
05A9: s$DIALOG_SUBTITLES[11] = 'MJET_1M' // s$  // ~z~Driving school? Man, exactly what you trying to say, man?
05A9: s$DIALOG_SUBTITLES[12] = 'MJET_1N' // s$  // ~z~NOTHING, man! Nothing. It was Dwaine's idea.
05A9: s$DIALOG_SUBTITLES[13] = 'MJET_1O' // s$  // ~z~I think you're, like, y'know, cool and shit.
05A9: s$DIALOG_SUBTITLES[14] = 'MJET_1P' // s$  // ~z~I better go, CJ, I'll see you later.
04AE: $DIALOG_WAV[0] = 26600 // = constant 
04AE: $DIALOG_WAV[1] = 26601 // = constant 
04AE: $DIALOG_WAV[2] = 26602 // = constant 
04AE: $DIALOG_WAV[3] = 26603 // = constant 
04AE: $DIALOG_WAV[4] = 26604 // = constant 
04AE: $DIALOG_WAV[5] = 26605 // = constant 
04AE: $DIALOG_WAV[6] = 26606 // = constant 
04AE: $DIALOG_WAV[7] = 26607 // = constant 
04AE: $DIALOG_WAV[8] = 26608 // = constant 
04AE: $DIALOG_WAV[9] = 26609 // = constant 
04AE: $DIALOG_WAV[10] = 26610 // = constant 
04AE: $DIALOG_WAV[11] = 26611 // = constant 
04AE: $DIALOG_WAV[12] = 26612 // = constant 
04AE: $DIALOG_WAV[13] = 26613 // = constant 
04AE: $DIALOG_WAV[14] = 26614 // = constant 
0004: $DIALOG_ARRAY_SIZE = 14 
0002: jump @CELLFON_13258 

:CELLFON_11820
05A9: s$DIALOG_SUBTITLES[0] = 'MJET_2A' // s$  // ~z~Yo, CJ, it's, like, Jethro, dude!
05A9: s$DIALOG_SUBTITLES[1] = 'MJET_2B' // s$  // ~z~Hey Jethro, how is it?
05A9: s$DIALOG_SUBTITLES[2] = 'MJET_2C' // s$  // ~z~Yo, dude, the garage is coming along nicely, man.
05A9: s$DIALOG_SUBTITLES[3] = 'MJET_2D' // s$  // ~z~But I rang about something else.
05A9: s$DIALOG_SUBTITLES[4] = 'MJET_2E' // s$  // ~z~There's an unofficial street racing club in San Fierro.
05A9: s$DIALOG_SUBTITLES[5] = 'MJET_2F' // s$  // ~z~Unofficial, as in 'illegal', right?
05A9: s$DIALOG_SUBTITLES[6] = 'MJET_2G' // s$  // ~z~I don't know what you're talking about, dude.
05A9: s$DIALOG_SUBTITLES[7] = 'MJET_2H' // s$  // ~z~Anyhoo, they meet up around the driving school someplace.
05A9: s$DIALOG_SUBTITLES[8] = 'MJET_2J' // s$  // ~z~Thought you might, y'know, like to know.
05A9: s$DIALOG_SUBTITLES[9] = 'MJET_2K' // s$  // ~z~Thanks, Jethro. I'm a think about it, and I'll holla at you.
05A9: s$DIALOG_SUBTITLES[10] = 'MJET_2L' // s$  // ~z~Later, man.
04AE: $DIALOG_WAV[0] = 26615 // = constant 
04AE: $DIALOG_WAV[1] = 26616 // = constant 
04AE: $DIALOG_WAV[2] = 26617 // = constant 
04AE: $DIALOG_WAV[3] = 26618 // = constant 
04AE: $DIALOG_WAV[4] = 26619 // = constant 
04AE: $DIALOG_WAV[5] = 26620 // = constant 
04AE: $DIALOG_WAV[6] = 26621 // = constant 
04AE: $DIALOG_WAV[7] = 26622 // = constant 
04AE: $DIALOG_WAV[8] = 26623 // = constant 
04AE: $DIALOG_WAV[9] = 26624 // = constant 
04AE: $DIALOG_WAV[10] = 26625 // = constant 
0004: $DIALOG_ARRAY_SIZE = 10 
0002: jump @CELLFON_13258 

:CELLFON_12076
05A9: s$DIALOG_SUBTITLES[0] = 'MJET_3A' // s$  // ~z~Hello!
05A9: s$DIALOG_SUBTITLES[1] = 'MJET_3B' // s$  // ~z~Yo, it's Jethro, man.
05A9: s$DIALOG_SUBTITLES[2] = 'MJET_3C' // s$  // ~z~Listen, me an' Cesar have used our contacts to, like, get a wish list of cars,
05A9: s$DIALOG_SUBTITLES[3] = 'MJET_3D' // s$  // ~z~but we'll need to turn them around real quick, dude.
05A9: s$DIALOG_SUBTITLES[4] = 'MJET_3E' // s$  // ~z~Now there's a showroom round the block that's come up for sale
05A9: s$DIALOG_SUBTITLES[5] = 'MJET_3F' // s$  // ~z~and I thought it would be a good idea to make things look as legitimate as possible.
05A9: s$DIALOG_SUBTITLES[6] = 'MJET_3G' // s$  // ~z~Yeah, that's a great idea man, I'm a look in to it.
05A9: s$DIALOG_SUBTITLES[7] = 'MJET_3H' // s$  // ~z~I'm a holla at you.
04AE: $DIALOG_WAV[0] = 26626 // = constant 
04AE: $DIALOG_WAV[1] = 26627 // = constant 
04AE: $DIALOG_WAV[2] = 26628 // = constant 
04AE: $DIALOG_WAV[3] = 26629 // = constant 
04AE: $DIALOG_WAV[4] = 26630 // = constant 
04AE: $DIALOG_WAV[5] = 26631 // = constant 
04AE: $DIALOG_WAV[6] = 26632 // = constant 
04AE: $DIALOG_WAV[7] = 26633 // = constant 
0004: $DIALOG_ARRAY_SIZE = 7 
0002: jump @CELLFON_13258 

:CELLFON_12266
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_1A' // s$  // ~z~Hey, Mr. Johnson. Just a friendly reminder that you owe me money.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_1B' // s$  // ~z~Don't be a stranger.
04AE: $DIALOG_WAV[0] = 34814 // = constant 
04AE: $DIALOG_WAV[1] = 34815 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_13258 

:CELLFON_12328
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_2A' // s$  // ~z~Hello, Carl Johnson.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_2B' // s$  // ~z~You owe me money and I would consider it polite if you paid it back, understand?
04AE: $DIALOG_WAV[0] = 34816 // = constant 
04AE: $DIALOG_WAV[1] = 34817 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_13258 

:CELLFON_12390
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_3A' // s$  // ~z~Mr. Carl Johnson. My records show that you owe me money.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_3B' // s$  // ~z~Probably just slipped your mind, but I thought I'd just jog your memory.
04AE: $DIALOG_WAV[0] = 34818 // = constant 
04AE: $DIALOG_WAV[1] = 34819 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_13258 

:CELLFON_12452
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_4A' // s$  // ~z~Mr. Johnson! I haven't seen you for a while, and you owe me money!
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_4B' // s$  // ~z~Consider your position and that of your friends and family!
04AE: $DIALOG_WAV[0] = 34820 // = constant 
04AE: $DIALOG_WAV[1] = 34821 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_13258 

:CELLFON_12514
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_5A' // s$  // ~z~Carl! I hope you're not spending too much cash. Especially since you've owed me money for so long.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_5B' // s$  // ~z~Don't make an enemy of me, Carl.
04AE: $DIALOG_WAV[0] = 34822 // = constant 
04AE: $DIALOG_WAV[1] = 34823 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_13258 

:CELLFON_12576
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_6A' // s$  // ~z~Carl Johnson. I hear you have a sister.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_6B' // s$  // ~z~Don't make me explain to her why you owe me so much money!
04AE: $DIALOG_WAV[0] = 34824 // = constant 
04AE: $DIALOG_WAV[1] = 34825 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_13258 

:CELLFON_12638
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_7A' // s$  // ~z~I'm a patient man, Mr. Johnson, but I'm also a businessman, understand?
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_7B' // s$  // ~z~You owe me money, Carl, think about it.
04AE: $DIALOG_WAV[0] = 34826 // = constant 
04AE: $DIALOG_WAV[1] = 34827 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_13258 

:CELLFON_12700
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_8A' // s$  // ~z~Mr. Johnson, you owe me money.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_8B' // s$  // ~z~A business relationship is built on trust and mutual respect. Think about it.
04AE: $DIALOG_WAV[0] = 34828 // = constant 
04AE: $DIALOG_WAV[1] = 34829 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_13258 

:CELLFON_12762
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_9A' // s$  // ~z~Mr. Johnson, I hear you're in the neighborhood!
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_9B' // s$  // ~z~Some of my associates will be paying you a visit to talk about your debts.
04AE: $DIALOG_WAV[0] = 34830 // = constant 
04AE: $DIALOG_WAV[1] = 34831 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_13258 

:CELLFON_12824
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK10A' // s$  // ~z~Carl Johnson. Little bird told me you're in town.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK10B' // s$  // ~z~You should have listened to me and paid your debts.
04AE: $DIALOG_WAV[0] = 34800 // = constant 
04AE: $DIALOG_WAV[1] = 34801 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_13258 

:CELLFON_12886
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK11A' // s$  // ~z~A man of honor pays his debts, Mr. Johnson.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK11B' // s$  // ~z~You've left me no choice but to treat you with the same lack of respect you've shown me.
04AE: $DIALOG_WAV[0] = 34802 // = constant 
04AE: $DIALOG_WAV[1] = 34803 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_13258 

:CELLFON_12948
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK12A' // s$  // ~z~I am not a charity, Mr. Johnson, I'm a businessman.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK12B' // s$  // ~z~You should have paid up while you had the chance.
04AE: $DIALOG_WAV[0] = 34804 // = constant 
04AE: $DIALOG_WAV[1] = 34805 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_13258 

:CELLFON_13010
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK13A' // s$  // ~z~Mr. Johnson, I want my fucking money!
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK13B' // s$  // ~z~I'm sending someone round to pay you a little courtesy call.
04AE: $DIALOG_WAV[0] = 34806 // = constant 
04AE: $DIALOG_WAV[1] = 34807 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_13258 

:CELLFON_13072
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK14A' // s$  // ~z~I don't think you're getting the message, Mr. Johnson: I WANT MY MONEY!
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK14B' // s$  // ~z~I'll let you negotiate with my, eh, collection department.
04AE: $DIALOG_WAV[0] = 34808 // = constant 
04AE: $DIALOG_WAV[1] = 34809 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_13258 

:CELLFON_13134
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK15A' // s$  // ~z~The time for pleasantries is past, Mr. Johnson.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK15B' // s$  // ~z~You've given me no choice but to get a little more persuasive about your debt problems.
04AE: $DIALOG_WAV[0] = 34810 // = constant 
04AE: $DIALOG_WAV[1] = 34811 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_13258 

:CELLFON_13196
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK16A' // s$  // ~z~You had your chance to pay me, Mr. Johnson.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK16B' // s$  // ~z~You've left me no option in this matter - I WANT MY MONEY!
04AE: $DIALOG_WAV[0] = 34812 // = constant 
04AE: $DIALOG_WAV[1] = 34813 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_13258 

:CELLFON_13258
0002: jump @CELLFON_18044 

:CELLFON_13265
0871: init_jump_table $CELLPHONE_CALL_ID total_jumps 54 default_jump 0 @CELLFON_18044 jumps 70 @CELLFON_13724 71 @CELLFON_13782 72 @CELLFON_13840 73 @CELLFON_13898 74 @CELLFON_13956 75 @CELLFON_14014 76 @CELLFON_14072 
0872: jump_table_jumps 77 @CELLFON_14130 80 @CELLFON_14444 81 @CELLFON_14502 82 @CELLFON_14560 83 @CELLFON_14618 84 @CELLFON_14676 85 @CELLFON_14734 86 @CELLFON_14792 87 @CELLFON_14850 
0872: jump_table_jumps 90 @CELLFON_15120 91 @CELLFON_15178 92 @CELLFON_15236 93 @CELLFON_15294 94 @CELLFON_15352 95 @CELLFON_15410 96 @CELLFON_15468 97 @CELLFON_15526 100 @CELLFON_15818 
0872: jump_table_jumps 101 @CELLFON_15876 102 @CELLFON_15934 103 @CELLFON_15992 104 @CELLFON_16050 105 @CELLFON_16108 106 @CELLFON_16166 107 @CELLFON_16224 110 @CELLFON_16670 111 @CELLFON_16728 
0872: jump_table_jumps 112 @CELLFON_16786 113 @CELLFON_16844 114 @CELLFON_16902 115 @CELLFON_16960 116 @CELLFON_17018 117 @CELLFON_17076 120 @CELLFON_17346 121 @CELLFON_17404 122 @CELLFON_17462 
0872: jump_table_jumps 123 @CELLFON_17520 124 @CELLFON_17578 125 @CELLFON_17636 126 @CELLFON_17694 127 @CELLFON_17752 130 @CELLFON_14188 131 @CELLFON_14908 132 @CELLFON_15584 133 @CELLFON_16282 
0872: jump_table_jumps 134 @CELLFON_17134 135 @CELLFON_17810 -1 @CELLFON_18044 -1 @CELLFON_18044 -1 @CELLFON_18044 -1 @CELLFON_18044 -1 @CELLFON_18044 -1 @CELLFON_18044 -1 @CELLFON_18044 

:CELLFON_13724
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_2A' // s$  // ~z~Yo, Carl, it's me, Denise. Whassappening? We gonna hang out or what?
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_2D' // s$  // ~z~OK sure, baby, I'll swing by and pick you up!
04AE: $DIALOG_WAV[0] = 25411 // = constant 
04AE: $DIALOG_WAV[1] = 25412 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_13782
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_3A' // s$  // ~z~Whattup Carl? It's Denise, you down for doing some shit?
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_3B' // s$  // ~z~I hear you, baby! I'll drop by later.
04AE: $DIALOG_WAV[0] = 25413 // = constant 
04AE: $DIALOG_WAV[1] = 25414 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_13840
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_4A' // s$  // ~z~Homie, it's Denise. I need some attention - don't make me come and put a cap in yo'ass!
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_4D' // s$  // ~z~I'm sorry I've been neglecting my girl! Get ready, I'm gonna come pick you up.
04AE: $DIALOG_WAV[0] = 25415 // = constant 
04AE: $DIALOG_WAV[1] = 25416 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_13898
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_5A' // s$  // ~z~Carl, it's Denise. Where you been, baby, I'm getting lonely!
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_5B' // s$  // ~z~Eh, Denise, baby, I'm gonna treat you so good. I'll pick you up later.
04AE: $DIALOG_WAV[0] = 25417 // = constant 
04AE: $DIALOG_WAV[1] = 25418 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_13956
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_6A' // s$  // ~z~Hey, it's Denise. You gonna come 'round and make me feel special?
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_6D' // s$  // ~z~Hey baby, I've been busy but, uh, I'm gonna to come 'round there and make it up to you, a'ight!
04AE: $DIALOG_WAV[0] = 25419 // = constant 
04AE: $DIALOG_WAV[1] = 25420 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_14014
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_7D' // s$  // ~z~CJ, its me, Denise! I'm getting real lonely here without you. Maybe I should date one of your friends instead.
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_4D' // s$  // ~z~I'm sorry I've been neglecting my girl! Get ready, I'm gonna come pick you up.
04AE: $DIALOG_WAV[0] = 25421 // = constant 
04AE: $DIALOG_WAV[1] = 25416 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_14072
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_8D' // s$  // ~z~Please, CJ, don't treat me like some worthless trash! I miss you honey!
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_6D' // s$  // ~z~Hey baby, I've been busy but, uh, I'm gonna to come 'round there and make it up to you, a'ight!
04AE: $DIALOG_WAV[0] = 25422 // = constant 
04AE: $DIALOG_WAV[1] = 25420 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_14130
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_9D' // s$  // ~z~C'mon, CJ, please! Don't treat me like a ho. I'm a homegirl, not a ho. Come on.
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_5B' // s$  // ~z~Eh, Denise, baby, I'm gonna treat you so good. I'll pick you up later.
04AE: $DIALOG_WAV[0] = 25423 // = constant 
04AE: $DIALOG_WAV[1] = 25418 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_14188
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_1A' // s$  // ~z~Hey, girl.
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_1B' // s$  // ~z~Chickenhead asshole!
05A9: s$DIALOG_SUBTITLES[2] = 'MDEN_1C' // s$  // ~z~What? Denise?
05A9: s$DIALOG_SUBTITLES[3] = 'MDEN_1D' // s$  // ~z~Don't even think about sweet-talking me, you no good crack pusher!
05A9: s$DIALOG_SUBTITLES[4] = 'MDEN_1E' // s$  // ~z~What? What you on about, girl?
05A9: s$DIALOG_SUBTITLES[5] = 'MDEN_1F' // s$  // ~z~I'd heard the rumors about you Grove Street cluckers, about Big Smoke an' all,
05A9: s$DIALOG_SUBTITLES[6] = 'MDEN_1G' // s$  // ~z~but I thought I'll give this boy a chance.
05A9: s$DIALOG_SUBTITLES[7] = 'MDEN_1H' // s$  // ~z~But all my friends were right.
05A9: s$DIALOG_SUBTITLES[8] = 'MDEN_1J' // s$  // ~z~Only some base-pushing asshole would treat a girl like this!
05A9: s$DIALOG_SUBTITLES[9] = 'MDEN_1K' // s$  // ~z~Now wait a minute!
05A9: s$DIALOG_SUBTITLES[10] = 'MDEN_1L' // s$  // ~z~Can it, Carl. We're over, finished.
04AE: $DIALOG_WAV[0] = 25400 // = constant 
04AE: $DIALOG_WAV[1] = 25401 // = constant 
04AE: $DIALOG_WAV[2] = 25402 // = constant 
04AE: $DIALOG_WAV[3] = 25403 // = constant 
04AE: $DIALOG_WAV[4] = 25404 // = constant 
04AE: $DIALOG_WAV[5] = 25405 // = constant 
04AE: $DIALOG_WAV[6] = 25406 // = constant 
04AE: $DIALOG_WAV[7] = 25407 // = constant 
04AE: $DIALOG_WAV[8] = 25408 // = constant 
04AE: $DIALOG_WAV[9] = 25409 // = constant 
04AE: $DIALOG_WAV[10] = 25410 // = constant 
0004: $DIALOG_ARRAY_SIZE = 10 
0002: jump @CELLFON_18044 

:CELLFON_14444
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH2A' // s$  // ~z~Hey, Carl, it's Michelle. You want to come over and talk cam shafts?
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH2B' // s$  // ~z~Hey, Michelle! I'm a come get you in my new whip
04AE: $DIALOG_WAV[0] = 27609 // = constant 
04AE: $DIALOG_WAV[1] = 27610 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_14502
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH3A' // s$  // ~z~CJ, it's Michelle! I was thinking of going for a ride or something, you want to?
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH3D' // s$  // ~z~Michelle! Baby, I'm coming over there for a date you'll never forget!
04AE: $DIALOG_WAV[0] = 27611 // = constant 
04AE: $DIALOG_WAV[1] = 27612 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_14560
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH4A' // s$  // ~z~Hey CJ, it's Michelle, what's going on, man? You wanna come over?
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH4B' // s$  // ~z~Hey, sweet cheeks, get ready, cuz I'm coming over there!
04AE: $DIALOG_WAV[0] = 27613 // = constant 
04AE: $DIALOG_WAV[1] = 27614 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_14618
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH5A' // s$  // ~z~It's me, Michelle! Get over here and put your charm to good use, man!
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH5D' // s$  // ~z~Hey, baby, I've missed you too! I'm gonna come by your spot as soon as I can!
04AE: $DIALOG_WAV[0] = 27615 // = constant 
04AE: $DIALOG_WAV[1] = 27616 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_14676
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH6A' // s$  // ~z~Hi CJ! What you up to? You wanna go someplace, maybe?
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH6D' // s$  // ~z~My love, my dreams, baby! Stay right where you at, I'm coming over!
04AE: $DIALOG_WAV[0] = 27617 // = constant 
04AE: $DIALOG_WAV[1] = 27618 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_14734
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH7D' // s$  // ~z~Hey CJ, it's Michelle. C'mon over and pick me up!
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH3D' // s$  // ~z~Michelle! Baby, I'm coming over there for a date you'll never forget!
04AE: $DIALOG_WAV[0] = 27619 // = constant 
04AE: $DIALOG_WAV[1] = 27612 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_14792
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH8D' // s$  // ~z~Hey, it's Michelle, come over CJ, I miss you!
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH5D' // s$  // ~z~Hey, baby, I've missed you too! I'm gonna come by your spot as soon as I can!
04AE: $DIALOG_WAV[0] = 27620 // = constant 
04AE: $DIALOG_WAV[1] = 27616 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_14850
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH9D' // s$  // ~z~Pick me up, CJ, pick me up! I miss you, man!
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH4B' // s$  // ~z~Hey, sweet cheeks, get ready, cuz I'm coming over there!
04AE: $DIALOG_WAV[0] = 27621 // = constant 
04AE: $DIALOG_WAV[1] = 27614 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_14908
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH1A' // s$  // ~z~Johnson by name, Johnson by nature!
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH1B' // s$  // ~z~You got that right, dick-for-brains!
05A9: s$DIALOG_SUBTITLES[2] = 'MMICH1C' // s$  // ~z~Hey, Michelle, what's up, baby?
05A9: s$DIALOG_SUBTITLES[3] = 'MMICH1D' // s$  // ~z~You don't know? Carl, you are a walking passion killer!
05A9: s$DIALOG_SUBTITLES[4] = 'MMICH1E' // s$  // ~z~You haven't got a clue what a woman wants or how a lady likes to be treated!
05A9: s$DIALOG_SUBTITLES[5] = 'MMICH1F' // s$  // ~z~C'mon, Michelle, I'm a fool for you, girl!
05A9: s$DIALOG_SUBTITLES[6] = 'MMICH1G' // s$  // ~z~Fool's the word, alright, pig-headed asshole fool!
05A9: s$DIALOG_SUBTITLES[7] = 'MMICH1H' // s$  // ~z~We're over, OK? Don't bother coming 'round no more!
05A9: s$DIALOG_SUBTITLES[8] = 'MMICH1J' // s$  // ~z~Michelle, baby... Michelle?
04AE: $DIALOG_WAV[0] = 27600 // = constant 
04AE: $DIALOG_WAV[1] = 27601 // = constant 
04AE: $DIALOG_WAV[2] = 27602 // = constant 
04AE: $DIALOG_WAV[3] = 27603 // = constant 
04AE: $DIALOG_WAV[4] = 27604 // = constant 
04AE: $DIALOG_WAV[5] = 27605 // = constant 
04AE: $DIALOG_WAV[6] = 27606 // = constant 
04AE: $DIALOG_WAV[7] = 27607 // = constant 
04AE: $DIALOG_WAV[8] = 27608 // = constant 
0004: $DIALOG_ARRAY_SIZE = 8 
0002: jump @CELLFON_18044 

:CELLFON_15120
05A9: s$DIALOG_SUBTITLES[0] = 'MHEL_2A' // s$  // ~z~Carl? Hey, it's Helena. Are we going to hang out again soon?
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_2B' // s$  // ~z~Hey, Helena! I'll be over as soon as I can!
04AE: $DIALOG_WAV[0] = 26214 // = constant 
04AE: $DIALOG_WAV[1] = 26215 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_15178
05A9: s$DIALOG_SUBTITLES[0] = 'MHEL_3A' // s$  // ~z~Carl? Hey, I've been working hard and I'd love to relax again soon.
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_3B' // s$  // ~z~Helena! Hold tight, baby, I'm coming on over!
04AE: $DIALOG_WAV[0] = 26216 // = constant 
04AE: $DIALOG_WAV[1] = 26217 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_15236
05A9: s$DIALOG_SUBTITLES[0] = 'MHEL_4A' // s$  // ~z~Carl, it's Helena! Hey you wanna have a little fun again soon?
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_4B' // s$  // ~z~Hey Helena, I've missed you, baby! I'm coming over as soon as I can!
04AE: $DIALOG_WAV[0] = 26218 // = constant 
04AE: $DIALOG_WAV[1] = 26219 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_15294
05A9: s$DIALOG_SUBTITLES[0] = 'MHEL_6A' // s$  // ~z~Carl! I've been working sooo hard and I just need the attention of a dashing young man!
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_6B' // s$  // ~z~Helena, baby, I was just thinking of calling you! I'll be right over there to get you!
04AE: $DIALOG_WAV[0] = 26222 // = constant 
04AE: $DIALOG_WAV[1] = 26223 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_15352
05A9: s$DIALOG_SUBTITLES[0] = 'MHEL_5A' // s$  // ~z~Carl, it's Helena! You think you can show me a good time? You naughty little man!
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_5B' // s$  // ~z~No sweat, baby, I'm there before you know it!
04AE: $DIALOG_WAV[0] = 26220 // = constant 
04AE: $DIALOG_WAV[1] = 26221 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_15410
05A9: s$DIALOG_SUBTITLES[0] = 'MHELD7D' // s$  // ~z~Carl, its Helena, come on, we gotta hang out again soon.
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_2B' // s$  // ~z~Hey, Helena! I'll be over as soon as I can!
04AE: $DIALOG_WAV[0] = 26200 // = constant 
04AE: $DIALOG_WAV[1] = 26215 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_15468
05A9: s$DIALOG_SUBTITLES[0] = 'MHELD9D' // s$  // ~z~Carl, c'est moi, Helena, come on, please, don't be a bastard!
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_4B' // s$  // ~z~Hey Helena, I've missed you, baby! I'm coming over as soon as I can!
04AE: $DIALOG_WAV[0] = 26202 // = constant 
04AE: $DIALOG_WAV[1] = 26219 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_15526
05A9: s$DIALOG_SUBTITLES[0] = 'MHELD8D' // s$  // ~z~Carl, please, it's Helena - we gotta hang out again soon. Partying, you know.
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_3B' // s$  // ~z~Helena! Hold tight, baby, I'm coming on over!
04AE: $DIALOG_WAV[0] = 26201 // = constant 
04AE: $DIALOG_WAV[1] = 26217 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_15584
05A9: s$DIALOG_SUBTITLES[0] = 'MHEL_1A' // s$  // ~z~Johnson's the name and loving's my game!
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_1B' // s$  // ~z~You bastard waste of space!
05A9: s$DIALOG_SUBTITLES[2] = 'MHEL_1C' // s$  // ~z~Helena? Whoa, now, I thought you was somebody else!
05A9: s$DIALOG_SUBTITLES[3] = 'MHEL_1D' // s$  // ~z~Another ho, or one of your gang banging chums?
05A9: s$DIALOG_SUBTITLES[4] = 'MHEL_1E' // s$  // ~z~Chums? Girl you gotta get out more!
05A9: s$DIALOG_SUBTITLES[5] = 'MHEL_1F' // s$  // ~z~Well if the option is getting out with you or shooting my own leg off, I'm reaching for the gun!
05A9: s$DIALOG_SUBTITLES[6] = 'MHEL_1G' // s$  // ~z~Look, Helena, girl c'mon!
05A9: s$DIALOG_SUBTITLES[7] = 'MHEL_1H' // s$  // ~z~Don't you 'girl' me! I'm not one of your ghetto friends! In fact,
05A9: s$DIALOG_SUBTITLES[8] = 'MHEL_1J' // s$  // ~z~Goodbye, Carl Johnson!
05A9: s$DIALOG_SUBTITLES[9] = 'MHEL_1K' // s$  // ~z~Helena gimme a break! Helena? Shit.
04AE: $DIALOG_WAV[0] = 26203 // = constant 
04AE: $DIALOG_WAV[1] = 26204 // = constant 
04AE: $DIALOG_WAV[2] = 26205 // = constant 
04AE: $DIALOG_WAV[3] = 26206 // = constant 
04AE: $DIALOG_WAV[4] = 26207 // = constant 
04AE: $DIALOG_WAV[5] = 26208 // = constant 
04AE: $DIALOG_WAV[6] = 26209 // = constant 
04AE: $DIALOG_WAV[7] = 26210 // = constant 
04AE: $DIALOG_WAV[8] = 26211 // = constant 
04AE: $DIALOG_WAV[9] = 26212 // = constant 
0004: $DIALOG_ARRAY_SIZE = 9 
0002: jump @CELLFON_18044 

:CELLFON_15818
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB2A' // s$  // ~z~Hi, it's Barbara. I thought we could hang out some time soon.
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB2D' // s$  // ~z~OK, Barbara, that sounds good. I'm gonna come by later.
04AE: $DIALOG_WAV[0] = 24817 // = constant 
04AE: $DIALOG_WAV[1] = 24818 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_15876
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB3A' // s$  // ~z~Hello, CJ, I was hoping you were keeping out of trouble. You wanna go out?
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB3B' // s$  // ~z~Hi Barbara. I'm down for that - pick you up as soon as I can!
04AE: $DIALOG_WAV[0] = 24819 // = constant 
04AE: $DIALOG_WAV[1] = 24820 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_15934
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB4A' // s$  // ~z~CJ! Hi, it's Barbara! Let's get together, OK?
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB4D' // s$  // ~z~I'm coming over there, you better have those cuffs ready!
04AE: $DIALOG_WAV[0] = 24821 // = constant 
04AE: $DIALOG_WAV[1] = 24822 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_15992
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB5A' // s$  // ~z~Hello, it's Barbara. Take me out, baby, take me out!
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB5D' // s$  // ~z~Hello Officer Schternvart! - I'll see you in five.
04AE: $DIALOG_WAV[0] = 24823 // = constant 
04AE: $DIALOG_WAV[1] = 24824 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_16050
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB6A' // s$  // ~z~Hey, CJ, it's Barbara. Let's go out and do something!
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB6B' // s$  // ~z~Hi, Barbara, whattup? Look, I'll be over there to come get you in, like, ten minutes, a'ight?
04AE: $DIALOG_WAV[0] = 24825 // = constant 
04AE: $DIALOG_WAV[1] = 24826 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_16108
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB7D' // s$  // ~z~CJ, it's Barbara, what you waiting for, come on over!
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB5D' // s$  // ~z~Hello Officer Schternvart! - I'll see you in five.
04AE: $DIALOG_WAV[0] = 24827 // = constant 
04AE: $DIALOG_WAV[1] = 24824 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_16166
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB8D' // s$  // ~z~Hey, it's Barbara! Get over here and lets do something!
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB3B' // s$  // ~z~Hi Barbara. I'm down for that - pick you up as soon as I can!
04AE: $DIALOG_WAV[0] = 24828 // = constant 
04AE: $DIALOG_WAV[1] = 24820 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_16224
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB9D' // s$  // ~z~CJ, it's Barbara - get over here and take me out, honey!
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB6B' // s$  // ~z~Hi, Barbara, whattup? Look, I'll be over there to come get you in, like, ten minutes, a'ight?
04AE: $DIALOG_WAV[0] = 24829 // = constant 
04AE: $DIALOG_WAV[1] = 24826 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_16282
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB1A' // s$  // ~z~Badass CJ, one-man crime wave and all-round ghetto star!
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB1B' // s$  // ~z~I knew it! You fucking piece of shit, I knew it!
05A9: s$DIALOG_SUBTITLES[2] = 'MBARB1C' // s$  // ~z~Who is this?
05A9: s$DIALOG_SUBTITLES[3] = 'MBARB1D' // s$  // ~z~It's Barbara, you asshole! I thought you were a nice guy!
05A9: s$DIALOG_SUBTITLES[4] = 'MBARB1E' // s$  // ~z~You said you'd be good for me!
05A9: s$DIALOG_SUBTITLES[5] = 'MBARB1F' // s$  // ~z~You realize how hard it is for a divorcee to find a man, ANY man?
05A9: s$DIALOG_SUBTITLES[6] = 'MBARB1G' // s$  // ~z~Oh shut up, listen to yourself!
05A9: s$DIALOG_SUBTITLES[7] = 'MBARB1H' // s$  // ~z~What? Listen to MY self? Listen to MY self?
05A9: s$DIALOG_SUBTITLES[8] = 'MBARB1J' // s$  // ~z~Yeah, always going on about how you damaged goods and shit!
05A9: s$DIALOG_SUBTITLES[9] = 'MBARB1K' // s$  // ~z~You try bringing up a kid and holding down a job on your own!
05A9: s$DIALOG_SUBTITLES[10] = 'MBARB1L' // s$  // ~z~That bastard tore out my heart! My HEART, Carl!
05A9: s$DIALOG_SUBTITLES[11] = 'MBARB1M' // s$  // ~z~Bitch, you been heartless from the day you popped out.
05A9: s$DIALOG_SUBTITLES[12] = 'MBARB1N' // s$  // ~z~Bet that poor bastard put up with you for years before he got the guts,
05A9: s$DIALOG_SUBTITLES[13] = 'MBARB1O' // s$  // ~z~No, THE HELP to escape!
05A9: s$DIALOG_SUBTITLES[14] = 'MBARB1P' // s$  // ~z~You bastard! YOU BASTARD! I have friends in the force!
05A9: s$DIALOG_SUBTITLES[15] = 'MBARB1Q' // s$  // ~z~They'll hunt you down! You're going to jail, Carl, do you hear me, JAIL!
05A9: s$DIALOG_SUBTITLES[16] = 'MBARB1R' // s$  // ~z~Shut the fuck up, bitch!
04AE: $DIALOG_WAV[0] = 24800 // = constant 
04AE: $DIALOG_WAV[1] = 24801 // = constant 
04AE: $DIALOG_WAV[2] = 24802 // = constant 
04AE: $DIALOG_WAV[3] = 24803 // = constant 
04AE: $DIALOG_WAV[4] = 24804 // = constant 
04AE: $DIALOG_WAV[5] = 24805 // = constant 
04AE: $DIALOG_WAV[6] = 24806 // = constant 
04AE: $DIALOG_WAV[7] = 24807 // = constant 
04AE: $DIALOG_WAV[8] = 24808 // = constant 
04AE: $DIALOG_WAV[9] = 24809 // = constant 
04AE: $DIALOG_WAV[10] = 24810 // = constant 
04AE: $DIALOG_WAV[11] = 24811 // = constant 
04AE: $DIALOG_WAV[12] = 24812 // = constant 
04AE: $DIALOG_WAV[13] = 24813 // = constant 
04AE: $DIALOG_WAV[14] = 24814 // = constant 
04AE: $DIALOG_WAV[15] = 24815 // = constant 
04AE: $DIALOG_WAV[16] = 24816 // = constant 
0004: $DIALOG_ARRAY_SIZE = 16 
0002: jump @CELLFON_18044 

:CELLFON_16670
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN2A' // s$  // ~z~Hey, Carl, it's Katie. You wanna go do something soon, I'm bored?
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN2D' // s$  // ~z~Katie! I'll be over as soon as I finish up here.
04AE: $DIALOG_WAV[0] = 30209 // = constant 
04AE: $DIALOG_WAV[1] = 30210 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_16728
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN3A' // s$  // ~z~Carl, it's Katie, when you going to take me out, huh?
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN3B' // s$  // ~z~Hey, Katie, I was just thinking about you! I'll drop by later and we can go out.
04AE: $DIALOG_WAV[0] = 30211 // = constant 
04AE: $DIALOG_WAV[1] = 30212 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_16786
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN4A' // s$  // ~z~Hi, it's me, Katie! I got a bit of spare time, and was wondering if you would take me out?...
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN4D' // s$  // ~z~Oh hey baby! Get ready, I'll pick you up real soon, a'ight?
04AE: $DIALOG_WAV[0] = 30213 // = constant 
04AE: $DIALOG_WAV[1] = 30214 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_16844
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN5A' // s$  // ~z~Carl? It's Katie! Let's go out!
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN5B' // s$  // ~z~Katie, I was just about to call you! I'm gonna swing by and scoop you.
04AE: $DIALOG_WAV[0] = 30215 // = constant 
04AE: $DIALOG_WAV[1] = 30216 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_16902
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN6A' // s$  // ~z~Hey babe, it's Katie. Let's go out up town or something!
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN6D' // s$  // ~z~Hey sweet thang! I'm coming over to take you out - get ready!
04AE: $DIALOG_WAV[0] = 30217 // = constant 
04AE: $DIALOG_WAV[1] = 30218 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_16960
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN7D' // s$  // ~z~Hey, CJ, it's Katie, take me out, take me out!
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN2D' // s$  // ~z~Katie! I'll be over as soon as I finish up here.
04AE: $DIALOG_WAV[0] = 30219 // = constant 
04AE: $DIALOG_WAV[1] = 30210 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_17018
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN9D' // s$  // ~z~Hi, it's Katie, I really miss you, baby, come pick me up!
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN4D' // s$  // ~z~Oh hey baby! Get ready, I'll pick you up real soon, a'ight?
04AE: $DIALOG_WAV[0] = 30221 // = constant 
04AE: $DIALOG_WAV[1] = 30214 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_17076
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN8D' // s$  // ~z~Hey CJ, it's Katie, I wanna see you, baby!
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN3B' // s$  // ~z~Hey, Katie, I was just thinking about you! I'll drop by later and we can go out.
04AE: $DIALOG_WAV[0] = 30220 // = constant 
04AE: $DIALOG_WAV[1] = 30212 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_17134
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN1A' // s$  // ~z~Hello, Carl Johnson, friend to all the ladies!
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN1B' // s$  // ~z~So I've heard, you piece of shit!
05A9: s$DIALOG_SUBTITLES[2] = 'MZAHN1C' // s$  // ~z~Katie? Katie! Hey, girl, I was just about to call you!
05A9: s$DIALOG_SUBTITLES[3] = 'MZAHN1D' // s$  // ~z~You're always 'just about to call' me you cheap bastard!
05A9: s$DIALOG_SUBTITLES[4] = 'MZAHN1E' // s$  // ~z~Look, baby, I know I've been a dog, but shit I've been out here-
05A9: s$DIALOG_SUBTITLES[5] = 'MZAHN1F' // s$  // ~z~Can it! I've given you chance after chance, but I'm not taking any more shit,
05A9: s$DIALOG_SUBTITLES[6] = 'MZAHN1G' // s$  // ~z~I deserve better than you!
05A9: s$DIALOG_SUBTITLES[7] = 'MZAHN1H' // s$  // ~z~Katie, sweet baby, you gotta give me one last chance!
05A9: s$DIALOG_SUBTITLES[8] = 'MZAHN1J' // s$  // ~z~Too late, Carl, you blew it!
04AE: $DIALOG_WAV[0] = 30200 // = constant 
04AE: $DIALOG_WAV[1] = 30201 // = constant 
04AE: $DIALOG_WAV[2] = 30202 // = constant 
04AE: $DIALOG_WAV[3] = 30203 // = constant 
04AE: $DIALOG_WAV[4] = 30204 // = constant 
04AE: $DIALOG_WAV[5] = 30205 // = constant 
04AE: $DIALOG_WAV[6] = 30206 // = constant 
04AE: $DIALOG_WAV[7] = 30207 // = constant 
04AE: $DIALOG_WAV[8] = 30208 // = constant 
0004: $DIALOG_ARRAY_SIZE = 8 
0002: jump @CELLFON_18044 

:CELLFON_17346
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL3A' // s$  // ~z~Hi, Carl, you want to go out?
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL3B' // s$  // ~z~Oh hi, Millie! I'm gonna come to your spot and scoop you!
04AE: $DIALOG_WAV[0] = 27822 // = constant 
04AE: $DIALOG_WAV[1] = 27823 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_17404
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL4A' // s$  // ~z~Hey, Carl, let's hit the town or something!
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL4D' // s$  // ~z~Millie, I was just thinking how naughty you must have been - I'll be over there in five!
04AE: $DIALOG_WAV[0] = 27824 // = constant 
04AE: $DIALOG_WAV[1] = 27825 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_17462
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL5A' // s$  // ~z~CJ! You forgotten about me?
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL5D' // s$  // ~z~Millie Perkins, the perfect girl! Hold tight, I'll be right over there!
04AE: $DIALOG_WAV[0] = 27826 // = constant 
04AE: $DIALOG_WAV[1] = 27827 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_17520
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL6A' // s$  // ~z~Carl Johnson, have you been a good boy?
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL6B' // s$  // ~z~Well hi, Millie! Don't move yo'sweet ass, I'm coming right over!
04AE: $DIALOG_WAV[0] = 27828 // = constant 
04AE: $DIALOG_WAV[1] = 27829 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_17578
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL7A' // s$  // ~z~CJ, I think I've been a VERY naughty girl!
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL7D' // s$  // ~z~I was just thinking about you, Millie! Be over your place as quick as!
04AE: $DIALOG_WAV[0] = 27830 // = constant 
04AE: $DIALOG_WAV[1] = 27831 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_17636
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL8D' // s$  // ~z~CJ, let's go out someplace!
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL3B' // s$  // ~z~Oh hi, Millie! I'm gonna come to your spot and scoop you!
04AE: $DIALOG_WAV[0] = 27832 // = constant 
04AE: $DIALOG_WAV[1] = 27823 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_17694
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL9D' // s$  // ~z~Hey CJ, let's do something!
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL4D' // s$  // ~z~Millie, I was just thinking how naughty you must have been - I'll be over there in five!
04AE: $DIALOG_WAV[0] = 27833 // = constant 
04AE: $DIALOG_WAV[1] = 27825 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_17752
05A9: s$DIALOG_SUBTITLES[0] = 'MMIL10D' // s$  // ~z~I knocked off an hour ago - let's party!
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL5D' // s$  // ~z~Millie Perkins, the perfect girl! Hold tight, I'll be right over there!
04AE: $DIALOG_WAV[0] = 27800 // = constant 
04AE: $DIALOG_WAV[1] = 27827 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @CELLFON_18044 

:CELLFON_17810
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL1A' // s$  // ~z~This better be good!
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL1B' // s$  // ~z~'Fraid not, Carl. I don't want to see you any more.
05A9: s$DIALOG_SUBTITLES[2] = 'MMILL1C' // s$  // ~z~What? Why? What I do?
05A9: s$DIALOG_SUBTITLES[3] = 'MMILL1D' // s$  // ~z~You treat me like shit. You dress like shit.
05A9: s$DIALOG_SUBTITLES[4] = 'MMILL1E' // s$  // ~z~You wine and dine like shit.
05A9: s$DIALOG_SUBTITLES[5] = 'MMILL1F' // s$  // ~z~But... but... well... shit...
05A9: s$DIALOG_SUBTITLES[6] = 'MMILL1G' // s$  // ~z~It's unanimous then, Carl Johnson is a shit. See you around, Carl!
05A9: s$DIALOG_SUBTITLES[7] = 'MMILL1H' // s$  // ~z~Do NOT say, "like a doughnut!"
05A9: s$DIALOG_SUBTITLES[8] = 'MMILL1J' // s$  // ~z~Like a big round shit.
05A9: s$DIALOG_SUBTITLES[9] = 'MMILL1K' // s$  // ~z~Shit.
04AE: $DIALOG_WAV[0] = 27801 // = constant 
04AE: $DIALOG_WAV[1] = 27802 // = constant 
04AE: $DIALOG_WAV[2] = 27803 // = constant 
04AE: $DIALOG_WAV[3] = 27804 // = constant 
04AE: $DIALOG_WAV[4] = 27805 // = constant 
04AE: $DIALOG_WAV[5] = 27806 // = constant 
04AE: $DIALOG_WAV[6] = 27807 // = constant 
04AE: $DIALOG_WAV[7] = 27808 // = constant 
04AE: $DIALOG_WAV[8] = 27809 // = constant 
04AE: $DIALOG_WAV[9] = 27810 // = constant 
0004: $DIALOG_ARRAY_SIZE = 9 
0002: jump @CELLFON_18044 

:CELLFON_18044
0051: return 

:MOB_LA1
0111: set_wasted_busted_check 0 
03A4: name_thread 'MOB_LA1' 

:MOB_LA1_15
0001: wait 90 ms 
00D6: if and
0038:   $ONMISSION == 0 
0038:   $CALL_TIME_STORED_FLAG == 0 
004D: jump_if_false @MOB_LA1_56 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $CALL_TIME_STORED_FLAG = 1 

:MOB_LA1_56
00D6: if 
0018:   $STAT_UNLOCKED_CITIES_NUMBER > 0 
004D: jump_if_false @MOB_LA1_76 
004E: end_thread 

:MOB_LA1_76
0050: gosub @SUB_GET_TIME_FROM_LAST_CALL 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_LA1_1712 
00D6: if 
0038:   $TIME_FROM_LAST_CALL_GOT_FLAG == 1 
004D: jump_if_false @MOB_LA1_1705 
00D6: if 
001C:   $TIME_FROM_LAST_CALL > $RECALL_TIME // (int) 
004D: jump_if_false @MOB_LA1_1705 
00D6: if 
0018:   $INTRO_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @MOB_LA1_293 
00D6: if 
001A:   2 > $SWEET_TOTAL_PASSED_MISSIONS 
004D: jump_if_false @MOB_LA1_293 
00D6: if 
0038:   $HELP_GROOVE_SHOWN == 3 
004D: jump_if_false @MOB_LA1_293 
00D6: if 
0038:   $1347 == 0 
004D: jump_if_false @MOB_LA1_293 
0004: $CELLPHONE_CALL_ID = 19 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_LA1_254 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_LA1_254
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_LA1_279 
0004: $1347 = 1 

:MOB_LA1_279
0050: gosub @SUB_END_CALL 
0002: jump @MOB_LA1_15 

:MOB_LA1_293
00D6: if 
0018:   $SWEET_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @MOB_LA1_414 
00D6: if 
0038:   $1349 == 0 
004D: jump_if_false @MOB_LA1_414 
0004: $CELLPHONE_CALL_ID = 9 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_LA1_375 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_LA1_375
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_LA1_400 
0004: $1349 = 1 

:MOB_LA1_400
0050: gosub @SUB_END_CALL 
0002: jump @MOB_LA1_15 

:MOB_LA1_414
00D6: if 
0038:   $OG_LOC_TOTAL_PASSED_MISSIONS == 4 
004D: jump_if_false @MOB_LA1_568 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if or
0028:   $TIME_HOURS >= 20 
001A:   6 > $TIME_HOURS 
004D: jump_if_false @MOB_LA1_568 
00D6: if 
0038:   $1342 == 0 
004D: jump_if_false @MOB_LA1_568 
0004: $CELLPHONE_CALL_ID = 6 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_LA1_529 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_LA1_529
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_LA1_554 
0004: $1342 = 1 

:MOB_LA1_554
0050: gosub @SUB_END_CALL 
0002: jump @MOB_LA1_15 

:MOB_LA1_568
00D6: if 
0018:   $SWEET_TOTAL_PASSED_MISSIONS > 2 
004D: jump_if_false @MOB_LA1_1216 
00D6: if 
0038:   $1348 == 0 
004D: jump_if_false @MOB_LA1_1216 
0653: $STAT_FAT = float_stat 21 
00D6: if 
0022:   450.0 > $STAT_FAT 
004D: jump_if_false @MOB_LA1_639 
0004: $CELLPHONE_CALL_ID = 20 

:MOB_LA1_639
00D6: if 
0030:   $STAT_FAT >= 450.0 
004D: jump_if_false @MOB_LA1_667 
0004: $CELLPHONE_CALL_ID = 21 

:MOB_LA1_667
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_LA1_706 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_LA1_706
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_LA1_1202 
0004: $1348 = 1 
016A: fade 0 time 500 

:MOB_LA1_738
00D6: if 
016B:   fading 
004D: jump_if_false @MOB_LA1_762 
0001: wait 0 ms 
0002: jump @MOB_LA1_738 

:MOB_LA1_762
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_LA1_819 
01B4: set_player $PLAYER_CHAR can_move 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00A1: put_actor $PLAYER_ACTOR at 2228.891 -1737.128 12.3906 

:MOB_LA1_819
00BE: text_clear_all 
03CB: set_rendering_origin_at 2228.517 -1734.274 15.744 
0164: disable_marker $LSGYM_ICON 
04CE: $LSGYM_ICON = create_icon_marker 54 at 2228.0 -1722.811 12.5543 
015F: set_camera_position 2228.094 -1735.179 15.6865 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2228.517 -1734.274 15.744 switchstyle 2 
0001: wait 500 ms 
016A: fade 1 time 1000 
03E5: show_text_box 'GYMHELP'  // If you want to increase your stamina or muscle, OR if you want to learn new moves, check out the gyms around San Andreas.
0001: wait 5000 ms 
03E5: show_text_box 'DUMBELL'  // Go to the dumbbell icon (displayed on the radar) and check out the gym.
03E7: flash_hud_component 8 
0001: wait 5000 ms 
03E7: flash_hud_component -1 
016A: fade 0 time 500 

:MOB_LA1_975
00D6: if 
016B:   fading 
004D: jump_if_false @MOB_LA1_999 
0001: wait 0 ms 
0002: jump @MOB_LA1_975 

:MOB_LA1_999
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_LA1_1059 
000D: $TEMPVAR_Z_COORD -= 0.5 
00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
03CB: set_rendering_origin_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 

:MOB_LA1_1059
07FB: set_interior 'GYM1' access 1  // Ganton Gym
07FB: set_interior 'GYM2' access 1  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 1  // Below the Belt Gym
0164: disable_marker $LSGYM_ICON 
0570: $LSGYM_ICON = create_asset_radar_marker_with_icon 54 at 2228.0 -1722.811 12.5543 
018B: set_marker $LSGYM_ICON radar_mode 2 
0570: $SFGYM_ICON = create_asset_radar_marker_with_icon 54 at -2269.4 -155.6 35.3 
018B: set_marker $SFGYM_ICON radar_mode 2 
0570: $LVGYM_ICON = create_asset_radar_marker_with_icon 54 at 1968.6 2292.1 16.4 
018B: set_marker $LVGYM_ICON radar_mode 2 
0001: wait 500 ms 
016A: fade 1 time 1000 

:MOB_LA1_1202
0050: gosub @SUB_END_CALL 
0002: jump @MOB_LA1_15 

:MOB_LA1_1216
00D6: if 
0018:   $OG_LOC_TOTAL_PASSED_MISSIONS > 1 
004D: jump_if_false @MOB_LA1_1367 
00D6: if 
0038:   $1343 == 0 
004D: jump_if_false @MOB_LA1_1367 
0004: $CELLPHONE_CALL_ID = 12 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_LA1_1298 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_LA1_1298
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_LA1_1353 
0004: $1343 = 1 
004F: create_thread @CRASH  
0164: disable_marker $MARKER_CRASH_LS 
02A7: $MARKER_CRASH_LS = create_icon_marker_and_sphere $ICON_CRASH at $X_CRASH_LS $Y_CRASH_LS $Z_CRASH_LS 

:MOB_LA1_1353
0050: gosub @SUB_END_CALL 
0002: jump @MOB_LA1_15 

:MOB_LA1_1367
00D6: if 
0018:   $SWEET_TOTAL_PASSED_MISSIONS > 6 
004D: jump_if_false @MOB_LA1_1525 
00D6: if 
0038:   $1344 == 0 
004D: jump_if_false @MOB_LA1_1525 
0004: $CELLPHONE_CALL_ID = 7 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_LA1_1449 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_LA1_1449
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_LA1_1511 
0004: $1344 = 1 
004F: create_thread @CESAR  
0164: disable_marker $MARKER_CESAR_LS 
02A7: $MARKER_CESAR_LS = create_icon_marker_and_sphere $ICON_CESAR at $X_CESAR_HOUSE $Y_CESAR_HOUSE $Z_CESAR_HOUSE 
018B: set_marker $MARKER_CESAR_LS radar_mode 2 

:MOB_LA1_1511
0050: gosub @SUB_END_CALL 
0002: jump @MOB_LA1_15 

:MOB_LA1_1525
00D6: if 
0018:   $SWEET_TOTAL_PASSED_MISSIONS > 6 
004D: jump_if_false @MOB_LA1_1705 
00D6: if 
0018:   $CRASH_LS_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @MOB_LA1_1705 
00D6: if 
0038:   $1346 == 0 
004D: jump_if_false @MOB_LA1_1705 
0004: $CELLPHONE_CALL_ID = 18 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_LA1_1625 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_LA1_1625
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_LA1_1691 
0004: $1346 = 1 
07FB: set_interior 'AMMUN1' access 0  // Ammu-Nation
0164: disable_marker $MARKER_SWEET_HOUSE 
02A7: $MARKER_SWEET_HOUSE = create_icon_marker_and_sphere $ICON_SWEET at 1365.251 -1280.12 12.5469 

:MOB_LA1_1691
0050: gosub @SUB_END_CALL 
0002: jump @MOB_LA1_15 

:MOB_LA1_1705
0002: jump @MOB_LA1_1719 

:MOB_LA1_1712
0004: $PHONE_RINGING_FLAG = 0 

:MOB_LA1_1719
0002: jump @MOB_LA1_15 

:MOB_CAT
0111: set_wasted_busted_check 0 
03A4: name_thread 'MOB_CAT' 

:MOB_CAT_15
0001: wait 120 ms 
00D6: if and
0038:   $ONMISSION == 0 
0038:   $CALL_TIME_STORED_FLAG == 0 
004D: jump_if_false @MOB_CAT_56 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $CALL_TIME_STORED_FLAG = 1 

:MOB_CAT_56
00D6: if 
0038:   $1411 == 1 
004D: jump_if_false @MOB_CAT_76 
004E: end_thread 

:MOB_CAT_76
0050: gosub @SUB_GET_TIME_FROM_LAST_CALL 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_CAT_1215 
00D6: if 
0038:   $TIME_FROM_LAST_CALL_GOT_FLAG == 1 
004D: jump_if_false @MOB_CAT_1208 
00D6: if 
001C:   $TIME_FROM_LAST_CALL > $RECALL_TIME // (int) 
004D: jump_if_false @MOB_CAT_1208 
00D6: if 
0018:   $MISSION_BADLANDS_PASSED > 0 
004D: jump_if_false @MOB_CAT_286 
00D6: if 
0038:   $1356 == 0 
004D: jump_if_false @MOB_CAT_286 
0004: $CELLPHONE_CALL_ID = 8 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_CAT_218 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_CAT_218
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_CAT_272 
0004: $1356 = 1 
004F: create_thread @CAT  
0164: disable_marker $MARKER_CATALINA 
02A7: $MARKER_CATALINA = create_icon_marker_and_sphere 37 at $X_MEETING_CATALINA $Y_MEETING_CATALINA $Z_MEETING_CATALINA 

:MOB_CAT_272
0050: gosub @SUB_END_CALL 
0002: jump @MOB_CAT_15 

:MOB_CAT_286
00D6: if 
0018:   $MISSION_BADLANDS_PASSED > 0 
004D: jump_if_false @MOB_CAT_407 
00D6: if 
0038:   $1359 == 0 
004D: jump_if_false @MOB_CAT_407 
0004: $CELLPHONE_CALL_ID = 24 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_CAT_368 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_CAT_368
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_CAT_393 
0004: $1359 = 1 

:MOB_CAT_393
0050: gosub @SUB_END_CALL 
0002: jump @MOB_CAT_15 

:MOB_CAT_407
00D6: if and
0038:   $TRUTH_TOTAL_PASSED_MISSIONS == 0 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @MOB_CAT_565 
00D6: if 
0038:   $1357 == 0 
004D: jump_if_false @MOB_CAT_565 
0004: $CELLPHONE_CALL_ID = 15 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_CAT_496 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_CAT_496
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_CAT_551 
0004: $1357 = 1 
004F: create_thread @TRU  
0164: disable_marker $MARKER_TRUTH_FARM 
02A7: $MARKER_TRUTH_FARM = create_icon_marker_and_sphere $ICON_TRUTH at $X_ANGEL_PINE_MOTEL $Y_ANGEL_PINE_MOTEL $Z_ANGEL_PINE_MOTEL 

:MOB_CAT_551
0050: gosub @SUB_END_CALL 
0002: jump @MOB_CAT_15 

:MOB_CAT_565
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 3 
004D: jump_if_false @MOB_CAT_866 
00D6: if 
0038:   $1361 == 0 
004D: jump_if_false @MOB_CAT_866 
0004: $CELLPHONE_CALL_ID = 0 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_CAT_647 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_CAT_647
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_CAT_852 
0004: $1361 = 1 
076C: set_zone 'ELCO1' gang 2 density_to 40 
076C: set_zone 'ELCO2' gang 2 density_to 40 
076C: set_zone 'ELCO1' gang 7 density_to 0 
076C: set_zone 'ELCO2' gang 7 density_to 0 
076C: set_zone 'ELCO1' gang 2 density_to 0 
076C: set_zone 'ELCO2' gang 2 density_to 0 
076C: set_zone 'LMEX1A' gang 2 density_to 30 
076C: set_zone 'LMEX1B' gang 2 density_to 30 
076C: set_zone 'LMEX1A' gang 7 density_to 0 
076C: set_zone 'LMEX1B' gang 7 density_to 0 
076C: set_zone 'LMEX1A' gang 1 density_to 0 
076C: set_zone 'LMEX1B' gang 2 density_to 10 

:MOB_CAT_852
0050: gosub @SUB_END_CALL 
0002: jump @MOB_CAT_15 

:MOB_CAT_866
00D6: if and
0018:   $CATALINA_TOTAL_PASSED_MISSIONS > 1 
0038:   $CESAR_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @MOB_CAT_1047 
00D6: if 
0038:   $1362 == 0 
004D: jump_if_false @MOB_CAT_1047 
0004: $CELLPHONE_CALL_ID = 10 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_CAT_955 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_CAT_955
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_CAT_1033 
0004: $1362 = 1 
004F: create_thread @BCESAR  
0164: disable_marker $MARKER_CESAR_MONTGOMERY 
02A7: $MARKER_CESAR_MONTGOMERY = create_icon_marker_and_sphere $ICON_CESAR at $X_MONTGOMERY $Y_MONTGOMERY $Z_MONTGOMERY 
018B: set_marker $MARKER_CESAR_MONTGOMERY radar_mode 2 
00BB: show_text_lowpriority GXT 'BC4_1' time 8000 flag 1  // ~s~Find a car to race and meet up with ~b~Cesar~s~ at the race start.

:MOB_CAT_1033
0050: gosub @SUB_END_CALL 
0002: jump @MOB_CAT_15 

:MOB_CAT_1047
00D6: if and
0018:   $CATALINA_TOTAL_PASSED_MISSIONS > 3 
0018:   $CESAR_TOTAL_PASSED_MISSIONS > 9 
004D: jump_if_false @MOB_CAT_1208 
00D6: if 
0038:   $1363 == 0 
004D: jump_if_false @MOB_CAT_1208 
0004: $CELLPHONE_CALL_ID = 16 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_CAT_1136 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_CAT_1136
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_CAT_1194 
0004: $1363 = 1 
0164: disable_marker $MARKER_TRUTH_FARM 
02A7: $MARKER_TRUTH_FARM = create_icon_marker_and_sphere $ICON_TRUTH at $X_TRUTH_FARM $Y_TRUTH_FARM $Z_TRUTH_FARM 
01F0: set_max_wanted_level_to 5 
0004: $1411 = 1 

:MOB_CAT_1194
0050: gosub @SUB_END_CALL 
0002: jump @MOB_CAT_15 

:MOB_CAT_1208
0002: jump @MOB_CAT_1222 

:MOB_CAT_1215
0004: $PHONE_RINGING_FLAG = 0 

:MOB_CAT_1222
0002: jump @MOB_CAT_15 

:MOB_SF
0111: set_wasted_busted_check 0 
03A4: name_thread 'MOB_SF' 

:MOB_SF_15
0001: wait 150 ms 
00D6: if and
0038:   $ONMISSION == 0 
0038:   $CALL_TIME_STORED_FLAG == 0 
004D: jump_if_false @MOB_SF_57 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $CALL_TIME_STORED_FLAG = 1 

:MOB_SF_57
00D6: if 
0038:   $1403 == 1 
004D: jump_if_false @MOB_SF_131 
00D6: if 
0038:   $1399 == 1 
004D: jump_if_false @MOB_SF_131 
00D6: if 
0038:   $1398 == 1 
004D: jump_if_false @MOB_SF_131 
00D6: if 
0038:   $1396 == 1 
004D: jump_if_false @MOB_SF_131 
004E: end_thread 

:MOB_SF_131
0050: gosub @SUB_GET_TIME_FROM_LAST_CALL 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_SF_2048 
00D6: if 
0038:   $TIME_FROM_LAST_CALL_GOT_FLAG == 1 
004D: jump_if_false @MOB_SF_2041 
00D6: if 
001C:   $TIME_FROM_LAST_CALL > $RECALL_TIME // (int) 
004D: jump_if_false @MOB_SF_2041 
00D6: if 
0018:   $SYNDICATE_TOTAL_PASSED_MISSIONS > 2 
004D: jump_if_false @MOB_SF_342 
00D6: if 
0038:   $1401 == 0 
004D: jump_if_false @MOB_SF_342 
0004: $CELLPHONE_CALL_ID = 34 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_SF_273 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_SF_273
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_SF_328 
0004: $1401 = 1 
004F: create_thread @WUZI  
0164: disable_marker $524 
02A7: $524 = create_icon_marker_and_sphere $ICON_WOOZIE at $X_WOOZIE_HOUSE $Y_WOOZIE_HOUSE $Z_WOOZIE_HOUSE 

:MOB_SF_328
0050: gosub @SUB_END_CALL 
0002: jump @MOB_SF_15 

:MOB_SF_342
00D6: if 
0018:   $GARAGE_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @MOB_SF_499 
00D6: if 
0038:   $1395 == 0 
004D: jump_if_false @MOB_SF_499 
0004: $CELLPHONE_CALL_ID = 29 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_SF_424 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_SF_424
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_SF_485 
0004: $1395 = 1 
004F: create_thread @BUY2  
0164: disable_marker $527 
02A7: $527 = create_icon_marker_and_sphere 47 at $X_PROPERTY_TO_BUY[1] $Y_PROPERTY_TO_BUY[1] $Z_PROPERTY_TO_BUY[1] 
018B: set_marker $527 radar_mode 2 

:MOB_SF_485
0050: gosub @SUB_END_CALL 
0002: jump @MOB_SF_15 

:MOB_SF_499
00D6: if and
0018:   $GARAGE_TOTAL_PASSED_MISSIONS > 0 
0038:   $ZERO_RCSHOP_BOUGHT == 1 
004D: jump_if_false @MOB_SF_657 
00D6: if 
0038:   $1396 == 0 
004D: jump_if_false @MOB_SF_657 
0004: $CELLPHONE_CALL_ID = 30 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_SF_588 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_SF_588
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_SF_643 
0004: $1396 = 1 
004F: create_thread @ZERO  
0164: disable_marker $527 
02A7: $527 = create_icon_marker_and_sphere $ICON_ZERO at $X_ZERO_RC_SHOP $Y_ZERO_RC_SHOP $Z_ZERO_RC_SHOP 

:MOB_SF_643
0050: gosub @SUB_END_CALL 
0002: jump @MOB_SF_15 

:MOB_SF_657
00D6: if 
0018:   $GARAGE_TOTAL_PASSED_MISSIONS > 1 
004D: jump_if_false @MOB_SF_881 
00D6: if 
0038:   $1397 == 0 
004D: jump_if_false @MOB_SF_881 
0004: $CELLPHONE_CALL_ID = 31 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_SF_739 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_SF_739
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_SF_867 
0004: $1397 = 1 
004F: create_thread @TRACE  
02A7: $596 = create_icon_marker_and_sphere 36 at $X_DRIVING_SCHOOL $Y_DRIVING_SCHOOL $Z_DRIVING_SCHOOL 
018B: set_marker $596 radar_mode 2 
004F: create_thread @BSCHOO  
0164: disable_marker $630 
0570: $630 = create_asset_radar_marker_with_icon 36 at $2367 $2368 $2369 
018B: set_marker $630 radar_mode 2 
004F: create_thread @BIKES  
0164: disable_marker $632 
0570: $632 = create_asset_radar_marker_with_icon 36 at $2370 $2371 $2372 
018B: set_marker $632 radar_mode 2 

:MOB_SF_867
0050: gosub @SUB_END_CALL 
0002: jump @MOB_SF_15 

:MOB_SF_881
00D6: if and
0038:   $MISSION_BACK_TO_SCHOOL_PASSED == 1 
0018:   $TORENO_TOTAL_PASSED_MISSIONS > 3 
004D: jump_if_false @MOB_SF_1093 
00D6: if 
0038:   $1398 == 0 
004D: jump_if_false @MOB_SF_1093 
0004: $CELLPHONE_CALL_ID = 32 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_SF_970 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_SF_970
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_SF_1079 
0004: $1398 = 1 
0164: disable_marker $528 
0164: disable_marker $529 
0164: disable_marker $530 
0164: disable_marker $531 
0570: $528 = create_asset_radar_marker_with_icon 53 at $X_RACE_TOURNAMENT_POINT[0] $Y_RACE_TOURNAMENT_POINT[0] $Z_RACE_TOURNAMENT_POINT[0] 
0570: $529 = create_asset_radar_marker_with_icon 53 at $X_RACE_TOURNAMENT_POINT[1] $Y_RACE_TOURNAMENT_POINT[1] $Z_RACE_TOURNAMENT_POINT[1] 
0570: $530 = create_asset_radar_marker_with_icon 53 at $X_RACE_TOURNAMENT_POINT[2] $Y_RACE_TOURNAMENT_POINT[2] $Z_RACE_TOURNAMENT_POINT[2] 
0570: $531 = create_asset_radar_marker_with_icon 53 at $X_RACE_TOURNAMENT_POINT[3] $Y_RACE_TOURNAMENT_POINT[3] $Z_RACE_TOURNAMENT_POINT[3] 

:MOB_SF_1079
0050: gosub @SUB_END_CALL 
0002: jump @MOB_SF_15 

:MOB_SF_1093
00D6: if and
0038:   $1404 == 1 
0038:   $MISSION_BACK_TO_SCHOOL_PASSED == 1 
004D: jump_if_false @MOB_SF_1257 
00D6: if 
0038:   $1399 == 0 
004D: jump_if_false @MOB_SF_1257 
0004: $CELLPHONE_CALL_ID = 33 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_SF_1182 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_SF_1182
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_SF_1243 
0004: $1399 = 1 
004F: create_thread @BUY1  
0164: disable_marker $MARKER_WANG_CARS 
02A7: $MARKER_WANG_CARS = create_icon_marker_and_sphere 13 at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0] 
018B: set_marker $MARKER_WANG_CARS radar_mode 2 

:MOB_SF_1243
0050: gosub @SUB_END_CALL 
0002: jump @MOB_SF_15 

:MOB_SF_1257
00D6: if 
0038:   $SYNDICATE_TOTAL_PASSED_MISSIONS == 10 
004D: jump_if_false @MOB_SF_1465 
00D6: if 
0038:   $1404 == 0 
004D: jump_if_false @MOB_SF_1465 
0004: $CELLPHONE_CALL_ID = 41 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_SF_1339 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_SF_1339
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_SF_1451 
0004: $1404 = 1 
004F: create_thread @DESERT  
0164: disable_marker $1733 
0215: destroy_pickup $SAVE_PICKUPS[16] 
0213: $SAVE_PICKUPS[16] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[16] $SAVE_PICKUPS_Y[16] $SAVE_PICKUPS_Z[16] 
0004: $TOTAL_AVAILABLE_SAVE_PICKUPS = 17 
0570: $1733 = create_asset_radar_marker_with_icon 35 at $SAVE_PICKUPS_X[16] $SAVE_PICKUPS_Y[16] $SAVE_PICKUPS_Z[16] 
018B: set_marker $1733 radar_mode 2 
0164: disable_marker $580 
02A7: $580 = create_icon_marker_and_sphere 37 at $X_TIERRA_ROBADA_RANCH $Y_TIERRA_ROBADA_RANCH $Z_TIERRA_ROBADA_RANCH 

:MOB_SF_1451
0050: gosub @SUB_END_CALL 
0002: jump @MOB_SF_15 

:MOB_SF_1465
00D6: if 
0018:   $TORENO_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @MOB_SF_1607 
00D6: if 
0038:   $1400 == 0 
004D: jump_if_false @MOB_SF_1607 
0004: $CELLPHONE_CALL_ID = 42 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_SF_1547 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_SF_1547
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_SF_1593 
0004: $1400 = 1 
0164: disable_marker $580 
02A7: $580 = create_icon_marker_and_sphere 37 at $X_TIERRA_ROBADA_RANCH $Y_TIERRA_ROBADA_RANCH $Z_TIERRA_ROBADA_RANCH 

:MOB_SF_1593
0050: gosub @SUB_END_CALL 
0002: jump @MOB_SF_15 

:MOB_SF_1607
00D6: if 
0018:   $TORENO_TOTAL_PASSED_MISSIONS > 1 
004D: jump_if_false @MOB_SF_1750 
00D6: if 
0038:   $1402 == 0 
004D: jump_if_false @MOB_SF_1750 
0004: $CELLPHONE_CALL_ID = 43 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_SF_1689 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_SF_1689
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_SF_1736 
0004: $1402 = 1 
0164: disable_marker $580 
02A7: $580 = create_icon_marker_and_sphere $ICON_TORENO at $X_TIERRA_ROBADA_RANCH $Y_TIERRA_ROBADA_RANCH $Z_TIERRA_ROBADA_RANCH 

:MOB_SF_1736
0050: gosub @SUB_END_CALL 
0002: jump @MOB_SF_15 

:MOB_SF_1750
00D6: if 
0018:   $MISSION_LEARNING_TO_FLY_PASSED > 0 
004D: jump_if_false @MOB_SF_2041 
00D6: if 
0038:   $1403 == 0 
004D: jump_if_false @MOB_SF_2041 
0004: $CELLPHONE_CALL_ID = 35 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_SF_1832 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_SF_1832
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_SF_2027 
0004: $1403 = 1 
0459: end_thread_named 'MOB_VEG' 
004F: create_thread @MOB_VEG  
004F: create_thread @CASINO  
0215: destroy_pickup $SAVE_PICKUPS[17] 
0213: $SAVE_PICKUPS[17] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[17] $SAVE_PICKUPS_Y[17] $SAVE_PICKUPS_Z[17] 
0004: $TOTAL_AVAILABLE_SAVE_PICKUPS = 18 
0570: $1734 = create_asset_radar_marker_with_icon 35 at $SAVE_PICKUPS_X[17] $SAVE_PICKUPS_Y[17] $SAVE_PICKUPS_Z[17] 
018B: set_marker $1734 radar_mode 2 
0164: disable_marker $582 
02A7: $582 = create_icon_marker_and_sphere $ICON_TRIADS_CASINO at $X_THE_FOUR_DRAGONS_CASINO $Y_THE_FOUR_DRAGONS_CASINO $Z_THE_FOUR_DRAGONS_CASINO 
08DC: create_interior_marker $582 at 2026.603 1007.735 radius 20.0 
0299: activate_garage 'VECMOD' 
0629: change_integer_stat 327 to 1 
004F: create_thread @LITCAS  

:MOB_SF_2027
0050: gosub @SUB_END_CALL 
0002: jump @MOB_SF_15 

:MOB_SF_2041
0002: jump @MOB_SF_2055 

:MOB_SF_2048
0004: $PHONE_RINGING_FLAG = 0 

:MOB_SF_2055
0002: jump @MOB_SF_15 

:MOB_VEG
0111: set_wasted_busted_check 0 
03A4: name_thread 'MOB_VEG' 

:MOB_VEG_15
0001: wait 180 ms 
00D6: if and
0038:   $ONMISSION == 0 
0038:   $CALL_TIME_STORED_FLAG == 0 
004D: jump_if_false @MOB_VEG_57 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $CALL_TIME_STORED_FLAG = 1 

:MOB_VEG_57
00D6: if 
0038:   $1386 == 1 
004D: jump_if_false @MOB_VEG_95 
00D6: if 
0038:   $1382 == 1 
004D: jump_if_false @MOB_VEG_95 
004E: end_thread 

:MOB_VEG_95
0050: gosub @SUB_GET_TIME_FROM_LAST_CALL 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_VEG_2293 
00D6: if 
0038:   $TIME_FROM_LAST_CALL_GOT_FLAG == 1 
004D: jump_if_false @MOB_VEG_2286 
00D6: if 
001C:   $TIME_FROM_LAST_CALL > $RECALL_TIME // (int) 
004D: jump_if_false @MOB_VEG_2286 
00D6: if 
0018:   $TORENO_TOTAL_PASSED_MISSIONS > 7 
004D: jump_if_false @MOB_VEG_298 
00D6: if 
0038:   $1389 == 0 
004D: jump_if_false @MOB_VEG_298 
0004: $CELLPHONE_CALL_ID = 17 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_VEG_237 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_VEG_237
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_VEG_284 
0004: $1389 = 1 
0164: disable_marker $581 
02A7: $581 = create_icon_marker_and_sphere $ICON_AIRYARD at $X_OLD_AIRPORT $Y_OLD_AIRPORT $Z_OLD_AIRPORT 

:MOB_VEG_284
0050: gosub @SUB_END_CALL 
0002: jump @MOB_VEG_15 

:MOB_VEG_298
00D6: if and
0018:   $598 > 0 
0018:   $CASINO_TOTAL_PASSED_MISSIONS > 7 
004D: jump_if_false @MOB_VEG_454 
00D6: if 
0038:   $1378 == 0 
004D: jump_if_false @MOB_VEG_454 
0004: $CELLPHONE_CALL_ID = 13 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_VEG_387 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_VEG_387
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_VEG_440 
0004: $1378 = 1 
0164: disable_marker $583 
02A7: $583 = create_icon_marker_and_sphere $ICON_CRASH at -378.7596 2235.859 41.4288 

:MOB_VEG_440
0050: gosub @SUB_END_CALL 
0002: jump @MOB_VEG_15 

:MOB_VEG_454
00D6: if 
0018:   $CASINO_TOTAL_PASSED_MISSIONS > 3 
004D: jump_if_false @MOB_VEG_617 
00D6: if 
0038:   $1380 == 0 
004D: jump_if_false @MOB_VEG_617 
0004: $CELLPHONE_CALL_ID = 47 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_VEG_536 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_VEG_536
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_VEG_603 
0004: $1380 = 1 
0164: disable_marker $582 
02A7: $582 = create_icon_marker_and_sphere $ICON_MAFIA_CASINO at $X_CALIGULA_PALACE $Y_CALIGULA_PALACE $Z_CALIGULA_PALACE 
08DC: create_interior_marker $582 at 2187.286 1678.461 radius 20.0 

:MOB_VEG_603
0050: gosub @SUB_END_CALL 
0002: jump @MOB_VEG_15 

:MOB_VEG_617
00D6: if 
0018:   $CASINO_TOTAL_PASSED_MISSIONS > 6 
004D: jump_if_false @MOB_VEG_780 
00D6: if 
0038:   $1381 == 0 
004D: jump_if_false @MOB_VEG_780 
0004: $CELLPHONE_CALL_ID = 48 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_VEG_699 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_VEG_699
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_VEG_766 
0004: $1381 = 1 
0164: disable_marker $582 
02A7: $582 = create_icon_marker_and_sphere $ICON_MAFIA_CASINO at $X_CALIGULA_PALACE $Y_CALIGULA_PALACE $Z_CALIGULA_PALACE 
08DC: create_interior_marker $582 at 2187.286 1678.461 radius 20.0 

:MOB_VEG_766
0050: gosub @SUB_END_CALL 
0002: jump @MOB_VEG_15 

:MOB_VEG_780
00D6: if 
0018:   $CASINO_TOTAL_PASSED_MISSIONS > 7 
004D: jump_if_false @MOB_VEG_997 
00D6: if 
0018:   $598 > 1 
004D: jump_if_false @MOB_VEG_997 
00D6: if 
0018:   $599 > 0 
004D: jump_if_false @MOB_VEG_997 
00D6: if 
0018:   $TORENO_TOTAL_PASSED_MISSIONS > 8 
004D: jump_if_false @MOB_VEG_997 
00D6: if 
0038:   $1382 == 0 
004D: jump_if_false @MOB_VEG_997 
0004: $CELLPHONE_CALL_ID = 49 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_VEG_916 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_VEG_916
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_VEG_983 
0004: $1382 = 1 
0164: disable_marker $582 
02A7: $582 = create_icon_marker_and_sphere $ICON_MAFIA_CASINO at $X_CALIGULA_PALACE $Y_CALIGULA_PALACE $Z_CALIGULA_PALACE 
08DC: create_interior_marker $582 at 2187.286 1678.461 radius 20.0 

:MOB_VEG_983
0050: gosub @SUB_END_CALL 
0002: jump @MOB_VEG_15 

:MOB_VEG_997
00D6: if 
0018:   $HEIST_TOTAL_PASSED_MISSIONS > 1 
004D: jump_if_false @MOB_VEG_1245 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @MOB_VEG_1245 
0652: $STAT_PROGRESS_WITH_MILLIE = integer_stat 257 
00D6: if 
0028:   $STAT_PROGRESS_WITH_MILLIE >= 35 
004D: jump_if_false @MOB_VEG_1245 
00D6: if 
0038:   $1379 == 0 
004D: jump_if_false @MOB_VEG_1245 
0004: $CELLPHONE_CALL_ID = 53 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_VEG_1123 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_VEG_1123
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_VEG_1231 
0213: $PICKUP_KEYCARD = create_pickup #KEYCARD type 3 at 348.7857 306.1048 998.6557 
004F: create_thread @KEYCARD  
0164: disable_marker $1415 
02A7: $1415 = create_icon_marker_and_sphere $ICON_CASH at 2037.349 2723.971 9.8281 
018B: set_marker $1415 radar_mode 2 
00BC: show_text_highpriority GXT 'GOODKEY' time 6000 flag 1  // ~s~You can now pick up the keycard from Millie's place.
0004: $1379 = 1 

:MOB_VEG_1231
0050: gosub @SUB_END_CALL 
0002: jump @MOB_VEG_15 

:MOB_VEG_1245
00D6: if 
0018:   $HEIST_TOTAL_PASSED_MISSIONS > 1 
004D: jump_if_false @MOB_VEG_1537 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @MOB_VEG_1537 
00D6: if or
0038:   $GIRL_PROGRESS[5] == -100 
0038:   $GIRL_PROGRESS[5] == -999 
004D: jump_if_false @MOB_VEG_1537 
00D6: if 
0038:   $1379 == 0 
004D: jump_if_false @MOB_VEG_1537 
00D6: if 
0038:   $GIRL_PROGRESS[5] == -999 
004D: jump_if_false @MOB_VEG_1351 
0004: $CELLPHONE_CALL_ID = 40 

:MOB_VEG_1351
00D6: if 
0038:   $GIRL_PROGRESS[5] == -100 
004D: jump_if_false @MOB_VEG_1376 
0004: $CELLPHONE_CALL_ID = 39 

:MOB_VEG_1376
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_VEG_1415 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_VEG_1415
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_VEG_1523 
0213: $PICKUP_KEYCARD = create_pickup #KEYCARD type 3 at 348.7857 306.1048 998.6557 
004F: create_thread @KEYCARD  
0164: disable_marker $1415 
02A7: $1415 = create_icon_marker_and_sphere $ICON_CASH at 2037.349 2723.971 9.8281 
018B: set_marker $1415 radar_mode 2 
00BC: show_text_highpriority GXT 'BADKEY' time 6000 flag 1  // ~s~You will need to steal the keycard from Millie's place.
0004: $1379 = 1 

:MOB_VEG_1523
0050: gosub @SUB_END_CALL 
0002: jump @MOB_VEG_15 

:MOB_VEG_1537
00D6: if and
0018:   $HEIST_TOTAL_PASSED_MISSIONS > 4 
0038:   $37 == 0 
0038:   $1384 == 0 
004D: jump_if_false @MOB_VEG_1672 
00D6: if 
0038:   $1383 == 0 
004D: jump_if_false @MOB_VEG_1672 
0004: $CELLPHONE_CALL_ID = 36 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_VEG_1633 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_VEG_1633
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_VEG_1658 
0004: $1383 = 1 

:MOB_VEG_1658
0050: gosub @SUB_END_CALL 
0002: jump @MOB_VEG_15 

:MOB_VEG_1672
00D6: if and
0018:   $CASINO_TOTAL_PASSED_MISSIONS > 8 
8038:   not  $HEIST_TOTAL_PASSED_MISSIONS == 6 
004D: jump_if_false @MOB_VEG_1800 
00D6: if 
0038:   $1385 == 0 
004D: jump_if_false @MOB_VEG_1800 
0004: $CELLPHONE_CALL_ID = 51 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_VEG_1761 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_VEG_1761
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_VEG_1786 
0004: $1385 = 1 

:MOB_VEG_1786
0050: gosub @SUB_END_CALL 
0002: jump @MOB_VEG_15 

:MOB_VEG_1800
00D6: if and
0018:   $CASINO_TOTAL_PASSED_MISSIONS > 8 
0038:   $1384 == 0 
004D: jump_if_false @MOB_VEG_1995 
00D6: if 
0038:   $1390 == 0 
004D: jump_if_false @MOB_VEG_1995 
0004: $CELLPHONE_CALL_ID = 38 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_VEG_1889 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_VEG_1889
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_VEG_1981 
0004: $1390 = 1 
00D6: if 
0038:   $37 == 1 
004D: jump_if_false @MOB_VEG_1981 
0164: disable_marker $595 
02A7: $595 = create_icon_marker_and_sphere $ICON_CASH at $X_THE_FOUR_DRAGONS_CASINO_2 $Y_THE_FOUR_DRAGONS_CASINO_2 $Z_THE_FOUR_DRAGONS_CASINO_2 
08DC: create_interior_marker $595 at 2024.39 1008.62 radius 20.0 
0004: $1384 = 1 

:MOB_VEG_1981
0050: gosub @SUB_END_CALL 
0002: jump @MOB_VEG_15 

:MOB_VEG_1995
00D6: if and
0018:   $CASINO_TOTAL_PASSED_MISSIONS > 8 
0038:   $37 == 1 
004D: jump_if_false @MOB_VEG_2165 
00D6: if 
0038:   $1384 == 0 
004D: jump_if_false @MOB_VEG_2165 
0004: $CELLPHONE_CALL_ID = 37 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_VEG_2084 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_VEG_2084
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_VEG_2151 
0004: $1384 = 1 
0164: disable_marker $595 
02A7: $595 = create_icon_marker_and_sphere $ICON_CASH at $X_THE_FOUR_DRAGONS_CASINO_2 $Y_THE_FOUR_DRAGONS_CASINO_2 $Z_THE_FOUR_DRAGONS_CASINO_2 
08DC: create_interior_marker $595 at 2024.39 1008.62 radius 20.0 

:MOB_VEG_2151
0050: gosub @SUB_END_CALL 
0002: jump @MOB_VEG_15 

:MOB_VEG_2165
00D6: if 
0018:   $HEIST_TOTAL_PASSED_MISSIONS > 5 
004D: jump_if_false @MOB_VEG_2286 
00D6: if 
0038:   $1386 == 0 
004D: jump_if_false @MOB_VEG_2286 
0004: $CELLPHONE_CALL_ID = 52 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_VEG_2247 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_VEG_2247
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_VEG_2272 
0004: $1386 = 1 

:MOB_VEG_2272
0050: gosub @SUB_END_CALL 
0002: jump @MOB_VEG_15 

:MOB_VEG_2286
0002: jump @MOB_VEG_2300 

:MOB_VEG_2293
0004: $PHONE_RINGING_FLAG = 0 

:MOB_VEG_2300
0002: jump @MOB_VEG_15 

:MOB_LA2
0111: set_wasted_busted_check 0 
03A4: name_thread 'MOB_LA2' 

:MOB_LA2_15
0001: wait 250 ms 
00D6: if and
0038:   $ONMISSION == 0 
0038:   $CALL_TIME_STORED_FLAG == 0 
004D: jump_if_false @MOB_LA2_57 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $CALL_TIME_STORED_FLAG = 1 

:MOB_LA2_57
00D6: if 
0038:   $1354 == 1 
004D: jump_if_false @MOB_LA2_77 
004E: end_thread 

:MOB_LA2_77
0050: gosub @SUB_GET_TIME_FROM_LAST_CALL 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_LA2_763 
00D6: if 
0038:   $TIME_FROM_LAST_CALL_GOT_FLAG == 1 
004D: jump_if_false @MOB_LA2_756 
00D6: if 
001C:   $TIME_FROM_LAST_CALL > $RECALL_TIME // (int) 
004D: jump_if_false @MOB_LA2_756 
00D6: if 
0018:   $MANSION_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @MOB_LA2_280 
00D6: if 
0038:   $1352 == 0 
004D: jump_if_false @MOB_LA2_280 
0004: $CELLPHONE_CALL_ID = 50 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_LA2_219 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_LA2_219
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_LA2_266 
0004: $1352 = 1 
0164: disable_marker $622 
02A7: $622 = create_icon_marker_and_sphere $ICON_CJ_2 at $X_MADD_DOGG_CRIB $Y_MADD_DOGG_CRIB $Z_MADD_DOGG_CRIB 

:MOB_LA2_266
0050: gosub @SUB_END_CALL 
0002: jump @MOB_LA2_15 

:MOB_LA2_280
00D6: if and
0018:   $CASINO_TOTAL_PASSED_MISSIONS > 2 
001A:   2 > $MANSION_TOTAL_PASSED_MISSIONS 
004D: jump_if_false @MOB_LA2_408 
00D6: if 
0038:   $1353 == 0 
004D: jump_if_false @MOB_LA2_408 
0004: $CELLPHONE_CALL_ID = 25 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_LA2_369 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_LA2_369
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_LA2_394 
0004: $1353 = 1 

:MOB_LA2_394
0050: gosub @SUB_END_CALL 
0002: jump @MOB_LA2_15 

:MOB_LA2_408
00D6: if 
0018:   $RIOT_TOTAL_PASSED_MISSIONS > 1 
004D: jump_if_false @MOB_LA2_590 
00D6: if 
0038:   $1355 == 0 
004D: jump_if_false @MOB_LA2_590 
0004: $CELLPHONE_CALL_ID = 22 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_LA2_490 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_LA2_490
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_LA2_537 
0164: disable_marker $MARKER_SWEET_HOUSE 
02A7: $MARKER_SWEET_HOUSE = create_icon_marker_and_sphere $ICON_SWEET at $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE 
0004: $1355 = 1 

:MOB_LA2_537
0050: gosub @SUB_END_CALL 
08E2: $GS_GANG_TURF_CONTROLLED = territories_controlled_percentage 
00D6: if 
002A:   34 >= $GS_GANG_TURF_CONTROLLED 
004D: jump_if_false @MOB_LA2_583 
00BC: show_text_highpriority GXT 'MORTURF' time 12000 flag 1  // ~s~You need to take over more gang territories around Los Santos!

:MOB_LA2_583
0002: jump @MOB_LA2_15 

:MOB_LA2_590
00D6: if 
0018:   $RIOT_TOTAL_PASSED_MISSIONS > 1 
004D: jump_if_false @MOB_LA2_756 
08E2: $GS_GANG_TURF_CONTROLLED = territories_controlled_percentage 
00D6: if 
0018:   $GS_GANG_TURF_CONTROLLED > 34 
004D: jump_if_false @MOB_LA2_756 
00D6: if 
0038:   $1354 == 0 
004D: jump_if_false @MOB_LA2_756 
0004: $CELLPHONE_CALL_ID = 23 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_LA2_695 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_LA2_695
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_LA2_742 
0164: disable_marker $MARKER_SWEET_HOUSE 
02A7: $MARKER_SWEET_HOUSE = create_icon_marker_and_sphere $ICON_SWEET at $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE 
0004: $1354 = 1 

:MOB_LA2_742
0050: gosub @SUB_END_CALL 
0002: jump @MOB_LA2_15 

:MOB_LA2_756
0002: jump @MOB_LA2_770 

:MOB_LA2_763
0004: $PHONE_RINGING_FLAG = 0 

:MOB_LA2_770
0002: jump @MOB_LA2_15 

:MOB_RAN
0111: set_wasted_busted_check 0 
03A4: name_thread 'MOB_RAN' 

:MOB_RAN_15
0001: wait 1000 ms 
00D6: if and
0038:   $ONMISSION == 0 
0038:   $CALL_TIME_STORED_FLAG == 0 
004D: jump_if_false @MOB_RAN_57 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $CALL_TIME_STORED_FLAG = 1 

:MOB_RAN_57
0050: gosub @SUB_GET_TIME_FROM_LAST_CALL 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_RAN_2260 
00D6: if 
0038:   $TIME_FROM_LAST_CALL_GOT_FLAG == 1 
004D: jump_if_false @MOB_RAN_2253 
00D6: if 
0018:   $TIME_FROM_LAST_CALL > 60000 
004D: jump_if_false @MOB_RAN_2253 
00D6: if and
0038:   $1846 == 1 
0038:   $MISSION_LOWRIDER_PASSED == 0 
004D: jump_if_false @MOB_RAN_247 
00D6: if 
0038:   $1371 == 0 
004D: jump_if_false @MOB_RAN_247 
0004: $CELLPHONE_CALL_ID = 11 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_RAN_208 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_RAN_208
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_RAN_233 
0004: $1371 = 1 

:MOB_RAN_233
0050: gosub @SUB_END_CALL 
0002: jump @MOB_RAN_15 

:MOB_RAN_247
00D6: if and
0038:   $MISSION_RUNNING_DOG_FAILED == 1 
0038:   $SMOKE_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @MOB_RAN_403 
0653: $STAT_FAT = float_stat 21 
00D6: if 
0030:   $STAT_FAT >= 500.0 
004D: jump_if_false @MOB_RAN_403 
00D6: if 
0038:   $1372 == 0 
004D: jump_if_false @MOB_RAN_403 
0004: $CELLPHONE_CALL_ID = 14 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_RAN_364 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_RAN_364
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_RAN_389 
0004: $1372 = 1 

:MOB_RAN_389
0050: gosub @SUB_END_CALL 
0002: jump @MOB_RAN_15 

:MOB_RAN_403
00D6: if 
0018:   $WUZIMU_TOTAL_PASSED_MISSIONS > 1 
004D: jump_if_false @MOB_RAN_524 
00D6: if 
0038:   $1366 == 0 
004D: jump_if_false @MOB_RAN_524 
0004: $CELLPHONE_CALL_ID = 1 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_RAN_485 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_RAN_485
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_RAN_510 
0004: $1366 = 1 

:MOB_RAN_510
0050: gosub @SUB_END_CALL 
0002: jump @MOB_RAN_15 

:MOB_RAN_524
00D6: if 
0018:   $TORENO_TOTAL_PASSED_MISSIONS > 5 
004D: jump_if_false @MOB_RAN_645 
00D6: if 
0038:   $1367 == 0 
004D: jump_if_false @MOB_RAN_645 
0004: $CELLPHONE_CALL_ID = 2 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_RAN_606 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_RAN_606
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_RAN_631 
0004: $1367 = 1 

:MOB_RAN_631
0050: gosub @SUB_END_CALL 
0002: jump @MOB_RAN_15 

:MOB_RAN_645
00D6: if 
0018:   $CASINO_TOTAL_PASSED_MISSIONS > 5 
004D: jump_if_false @MOB_RAN_766 
00D6: if 
0038:   $1368 == 0 
004D: jump_if_false @MOB_RAN_766 
0004: $CELLPHONE_CALL_ID = 3 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_RAN_727 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_RAN_727
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_RAN_752 
0004: $1368 = 1 

:MOB_RAN_752
0050: gosub @SUB_END_CALL 
0002: jump @MOB_RAN_15 

:MOB_RAN_766
00D6: if 
0018:   $MANSION_TOTAL_PASSED_MISSIONS > 2 
004D: jump_if_false @MOB_RAN_887 
00D6: if 
0038:   $1369 == 0 
004D: jump_if_false @MOB_RAN_887 
0004: $CELLPHONE_CALL_ID = 4 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_RAN_848 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_RAN_848
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_RAN_873 
0004: $1369 = 1 

:MOB_RAN_873
0050: gosub @SUB_END_CALL 
0002: jump @MOB_RAN_15 

:MOB_RAN_887
00D6: if 
0018:   $RIOT_TOTAL_PASSED_MISSIONS > 4 
004D: jump_if_false @MOB_RAN_1008 
00D6: if 
0038:   $1370 == 0 
004D: jump_if_false @MOB_RAN_1008 
0004: $CELLPHONE_CALL_ID = 5 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_RAN_969 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_RAN_969
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_RAN_994 
0004: $1370 = 1 

:MOB_RAN_994
0050: gosub @SUB_END_CALL 
0002: jump @MOB_RAN_15 

:MOB_RAN_1008
00D6: if and
0038:   $FLIGHT_SCHOOL_BRIEF_PLAYED == 1 
0038:   $MISSION_LEARNING_TO_FLY_PASSED == 0 
004D: jump_if_false @MOB_RAN_1136 
00D6: if 
0038:   $1373 == 0 
004D: jump_if_false @MOB_RAN_1136 
0004: $CELLPHONE_CALL_ID = 44 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_RAN_1097 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_RAN_1097
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_RAN_1122 
0004: $1373 = 1 

:MOB_RAN_1122
0050: gosub @SUB_END_CALL 
0002: jump @MOB_RAN_15 

:MOB_RAN_1136
00D6: if and
0038:   $FLIGHT_SCHOOL_BRIEF_PLAYED == 1 
0038:   $MISSION_LEARNING_TO_FLY_PASSED == 0 
0038:   $1373 == 1 
004D: jump_if_false @MOB_RAN_1271 
00D6: if 
0038:   $1374 == 0 
004D: jump_if_false @MOB_RAN_1271 
0004: $CELLPHONE_CALL_ID = 45 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_RAN_1232 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_RAN_1232
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_RAN_1257 
0004: $1374 = 1 

:MOB_RAN_1257
0050: gosub @SUB_END_CALL 
0002: jump @MOB_RAN_15 

:MOB_RAN_1271
00D6: if and
0038:   $FLIGHT_SCHOOL_BRIEF_PLAYED == 1 
0038:   $MISSION_LEARNING_TO_FLY_PASSED == 0 
0038:   $1374 == 1 
004D: jump_if_false @MOB_RAN_1406 
00D6: if 
0038:   $1375 == 0 
004D: jump_if_false @MOB_RAN_1406 
0004: $CELLPHONE_CALL_ID = 46 
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_RAN_1367 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_RAN_1367
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_RAN_1392 
0004: $1375 = 1 

:MOB_RAN_1392
0050: gosub @SUB_END_CALL 
0002: jump @MOB_RAN_15 

:MOB_RAN_1406
0926: $SCRIPT_STATUS = external_script_status 76 (DEBT) 
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // == constant 
004D: jump_if_false @MOB_RAN_2253 
00D6: if 
810A:   not player $PLAYER_CHAR money > -499 
004D: jump_if_false @MOB_RAN_2253 
00D6: if 
0038:   $SCRIPT_STATUS == 0 
004D: jump_if_false @MOB_RAN_2253 
00D6: if 
0038:   $1376 == 0 
004D: jump_if_false @MOB_RAN_1834 
00D6: if 
0038:   $1407 == 7 
004D: jump_if_false @MOB_RAN_1518 
0004: $CELLPHONE_CALL_ID = 61 
0004: $1407 = 0 

:MOB_RAN_1518
00D6: if 
0038:   $1407 == 6 
004D: jump_if_false @MOB_RAN_1550 
0004: $CELLPHONE_CALL_ID = 60 
0004: $1407 = 7 

:MOB_RAN_1550
00D6: if 
0038:   $1407 == 5 
004D: jump_if_false @MOB_RAN_1582 
0004: $CELLPHONE_CALL_ID = 59 
0004: $1407 = 6 

:MOB_RAN_1582
00D6: if 
0038:   $1407 == 4 
004D: jump_if_false @MOB_RAN_1614 
0004: $CELLPHONE_CALL_ID = 58 
0004: $1407 = 5 

:MOB_RAN_1614
00D6: if 
0038:   $1407 == 3 
004D: jump_if_false @MOB_RAN_1646 
0004: $CELLPHONE_CALL_ID = 57 
0004: $1407 = 4 

:MOB_RAN_1646
00D6: if 
0038:   $1407 == 2 
004D: jump_if_false @MOB_RAN_1678 
0004: $CELLPHONE_CALL_ID = 56 
0004: $1407 = 3 

:MOB_RAN_1678
00D6: if 
0038:   $1407 == 1 
004D: jump_if_false @MOB_RAN_1710 
0004: $CELLPHONE_CALL_ID = 55 
0004: $1407 = 2 

:MOB_RAN_1710
00D6: if 
0038:   $1407 == 0 
004D: jump_if_false @MOB_RAN_1742 
0004: $CELLPHONE_CALL_ID = 54 
0004: $1407 = 1 

:MOB_RAN_1742
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_RAN_1781 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_RAN_1781
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_RAN_1820 
0004: $1376 = 1 
0004: $1377 = 0 
0004: $1411 = 1 

:MOB_RAN_1820
0050: gosub @SUB_END_CALL 
0002: jump @MOB_RAN_15 

:MOB_RAN_1834
00D6: if 
0038:   $1376 == 1 
004D: jump_if_false @MOB_RAN_2211 
00D6: if 
0038:   $1377 == 0 
004D: jump_if_false @MOB_RAN_2211 
00D6: if 
0038:   $1408 == 7 
004D: jump_if_false @MOB_RAN_1902 
0004: $CELLPHONE_CALL_ID = 69 
0004: $1408 = 0 

:MOB_RAN_1902
00D6: if 
0038:   $1408 == 6 
004D: jump_if_false @MOB_RAN_1934 
0004: $CELLPHONE_CALL_ID = 68 
0004: $1408 = 7 

:MOB_RAN_1934
00D6: if 
0038:   $1408 == 5 
004D: jump_if_false @MOB_RAN_1966 
0004: $CELLPHONE_CALL_ID = 67 
0004: $1408 = 6 

:MOB_RAN_1966
00D6: if 
0038:   $1408 == 4 
004D: jump_if_false @MOB_RAN_1998 
0004: $CELLPHONE_CALL_ID = 66 
0004: $1408 = 5 

:MOB_RAN_1998
00D6: if 
0038:   $1408 == 3 
004D: jump_if_false @MOB_RAN_2030 
0004: $CELLPHONE_CALL_ID = 65 
0004: $1408 = 4 

:MOB_RAN_2030
00D6: if 
0038:   $1408 == 2 
004D: jump_if_false @MOB_RAN_2062 
0004: $CELLPHONE_CALL_ID = 64 
0004: $1408 = 3 

:MOB_RAN_2062
00D6: if 
0038:   $1408 == 1 
004D: jump_if_false @MOB_RAN_2094 
0004: $CELLPHONE_CALL_ID = 63 
0004: $1408 = 2 

:MOB_RAN_2094
00D6: if 
0038:   $1408 == 0 
004D: jump_if_false @MOB_RAN_2126 
0004: $CELLPHONE_CALL_ID = 62 
0004: $1408 = 1 

:MOB_RAN_2126
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_RAN_2165 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_RAN_2165
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_RAN_2197 
0004: $1377 = 1 
0004: $1411 = 1 

:MOB_RAN_2197
0050: gosub @SUB_END_CALL 
0002: jump @MOB_RAN_15 

:MOB_RAN_2211
00D6: if 
0038:   $1377 == 1 
004D: jump_if_false @MOB_RAN_2253 
08A9: load_external_script 76 (DEBT) 
00D6: if 
08AB:   external_script 76 (DEBT) loaded 
004D: jump_if_false @MOB_RAN_2253 
0913: run_external_script 76 (DEBT)  

:MOB_RAN_2253
0002: jump @MOB_RAN_2267 

:MOB_RAN_2260
0004: $PHONE_RINGING_FLAG = 0 

:MOB_RAN_2267
0002: jump @MOB_RAN_15 

:GIRLFRIEND_CALLING
03A4: name_thread 'MOB_GF' 
0111: set_wasted_busted_check 0 
08BA: set $391 bit 11 
08C0: clear $391 bit 10 
0209: 2@ = random_int_in_ranges 0 8 

:MOB_GF_38
0001: wait 150 ms 
0050: gosub @SUB_GET_TIME_FROM_LAST_CALL 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_GF_1073 
00D6: if 
0038:   $TIME_FROM_LAST_CALL_GOT_FLAG == 1 
004D: jump_if_false @MOB_GF_1050 
00D6: if 
001C:   $TIME_FROM_LAST_CALL > $RECALL_TIME // (int) 
004D: jump_if_false @MOB_GF_1043 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @MOB_GF_264 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @MOB_GF_186 
0004: $CELLPHONE_CALL_ID = 70 
005E: $CELLPHONE_CALL_ID += 2@ // (int) 
00D6: if 
0018:   $CELLPHONE_CALL_ID > 77 
004D: jump_if_false @MOB_GF_179 
0004: $CELLPHONE_CALL_ID = 77 

:MOB_GF_179
0002: jump @MOB_GF_194 

:MOB_GF_186
0004: $CELLPHONE_CALL_ID = 130 

:MOB_GF_194
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_GF_248 
08BA: set $391 bit 10 
08BC: set $391 bit 0@ 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_GF_248
08C0: clear $391 bit 11 
0050: gosub @SUB_END_CALL 
004E: end_thread 

:MOB_GF_264
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @MOB_GF_417 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @MOB_GF_347 
0004: $CELLPHONE_CALL_ID = 80 
005E: $CELLPHONE_CALL_ID += 2@ // (int) 
00D6: if 
0018:   $CELLPHONE_CALL_ID > 87 
004D: jump_if_false @MOB_GF_340 
0004: $CELLPHONE_CALL_ID = 87 

:MOB_GF_340
0002: jump @MOB_GF_355 

:MOB_GF_347
0004: $CELLPHONE_CALL_ID = 131 

:MOB_GF_355
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_GF_401 
08BA: set $391 bit 10 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_GF_401
08C0: clear $391 bit 11 
0050: gosub @SUB_END_CALL 
004E: end_thread 

:MOB_GF_417
00D6: if 
0039:   0@ == 2 
004D: jump_if_false @MOB_GF_570 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @MOB_GF_500 
0004: $CELLPHONE_CALL_ID = 90 
005E: $CELLPHONE_CALL_ID += 2@ // (int) 
00D6: if 
0018:   $CELLPHONE_CALL_ID > 97 
004D: jump_if_false @MOB_GF_493 
0004: $CELLPHONE_CALL_ID = 97 

:MOB_GF_493
0002: jump @MOB_GF_508 

:MOB_GF_500
0004: $CELLPHONE_CALL_ID = 132 

:MOB_GF_508
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_GF_554 
08BA: set $391 bit 10 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_GF_554
08C0: clear $391 bit 11 
0050: gosub @SUB_END_CALL 
004E: end_thread 

:MOB_GF_570
00D6: if 
0039:   0@ == 3 
004D: jump_if_false @MOB_GF_730 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @MOB_GF_653 
0004: $CELLPHONE_CALL_ID = 100 
005E: $CELLPHONE_CALL_ID += 2@ // (int) 
00D6: if 
0018:   $CELLPHONE_CALL_ID > 107 
004D: jump_if_false @MOB_GF_646 
0004: $CELLPHONE_CALL_ID = 107 

:MOB_GF_646
0002: jump @MOB_GF_661 

:MOB_GF_653
0004: $CELLPHONE_CALL_ID = 133 

:MOB_GF_661
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_GF_714 
08BA: set $391 bit 10 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 
08BA: set $391 bit 10 

:MOB_GF_714
08C0: clear $391 bit 11 
0050: gosub @SUB_END_CALL 
004E: end_thread 

:MOB_GF_730
00D6: if 
0039:   0@ == 4 
004D: jump_if_false @MOB_GF_890 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @MOB_GF_813 
0004: $CELLPHONE_CALL_ID = 110 
005E: $CELLPHONE_CALL_ID += 2@ // (int) 
00D6: if 
0018:   $CELLPHONE_CALL_ID > 117 
004D: jump_if_false @MOB_GF_806 
0004: $CELLPHONE_CALL_ID = 117 

:MOB_GF_806
0002: jump @MOB_GF_821 

:MOB_GF_813
0004: $CELLPHONE_CALL_ID = 134 

:MOB_GF_821
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_GF_874 
08BA: set $391 bit 10 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 
08BA: set $391 bit 10 

:MOB_GF_874
08C0: clear $391 bit 11 
0050: gosub @SUB_END_CALL 
004E: end_thread 

:MOB_GF_890
00D6: if 
0039:   0@ == 5 
004D: jump_if_false @MOB_GF_1043 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @MOB_GF_973 
0004: $CELLPHONE_CALL_ID = 120 
005E: $CELLPHONE_CALL_ID += 2@ // (int) 
00D6: if 
0018:   $CELLPHONE_CALL_ID > 127 
004D: jump_if_false @MOB_GF_966 
0004: $CELLPHONE_CALL_ID = 127 

:MOB_GF_966
0002: jump @MOB_GF_981 

:MOB_GF_973
0004: $CELLPHONE_CALL_ID = 135 

:MOB_GF_981
0050: gosub @SUB_PHONE_RINGING 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_GF_1027 
08BA: set $391 bit 10 
0050: gosub @SUB_GET_CALL_SUBTITLES 
0050: gosub @SUB_PLAY_DIALOG 

:MOB_GF_1027
08C0: clear $391 bit 11 
0050: gosub @SUB_END_CALL 
004E: end_thread 

:MOB_GF_1043
0002: jump @MOB_GF_1066 

:MOB_GF_1050
08C0: clear $391 bit 11 
0050: gosub @SUB_END_CALL 
004E: end_thread 

:MOB_GF_1066
0002: jump @MOB_GF_1080 

:MOB_GF_1073
0004: $PHONE_RINGING_FLAG = 0 

:MOB_GF_1080
0002: jump @MOB_GF_38 

:SUB_PHONE_RINGING
0004: $1409 = 0 
0004: $ONMISSION = 1 
0004: $PHONE_RINGING_FLAG = 1 
0004: $DIALOG_WAV_ID = 1 
03CF: load_wav 23000 as 3 
0004: $1417 = 0 
0871: init_jump_table $CELLPHONE_CALL_ID total_jumps 12 default_jump 1 @MOB_GF_1479 jumps 70 @MOB_GF_1263 80 @MOB_GF_1281 90 @MOB_GF_1299 100 @MOB_GF_1317 110 @MOB_GF_1335 120 @MOB_GF_1353 130 @MOB_GF_1371 
0872: jump_table_jumps 131 @MOB_GF_1389 132 @MOB_GF_1407 133 @MOB_GF_1425 134 @MOB_GF_1443 135 @MOB_GF_1461 -1 @MOB_GF_1497 -1 @MOB_GF_1497 -1 @MOB_GF_1497 -1 @MOB_GF_1497 

:MOB_GF_1263
03E5: show_text_box 'ANSWER0'  // It's a call from Denise. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_1497 

:MOB_GF_1281
03E5: show_text_box 'ANSWER1'  // It's a call from Michelle. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_1497 

:MOB_GF_1299
03E5: show_text_box 'ANSWER2'  // It's a call from Helena. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_1497 

:MOB_GF_1317
03E5: show_text_box 'ANSWER3'  // It's a call from Barbara. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_1497 

:MOB_GF_1335
03E5: show_text_box 'ANSWER4'  // It's a call from Katie. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_1497 

:MOB_GF_1353
03E5: show_text_box 'ANSWER5'  // It's a call from Millie. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_1497 

:MOB_GF_1371
03E5: show_text_box 'ANSWER0'  // It's a call from Denise. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_1497 

:MOB_GF_1389
03E5: show_text_box 'ANSWER1'  // It's a call from Michelle. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_1497 

:MOB_GF_1407
03E5: show_text_box 'ANSWER2'  // It's a call from Helena. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_1497 

:MOB_GF_1425
03E5: show_text_box 'ANSWER3'  // It's a call from Barbara. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_1497 

:MOB_GF_1443
03E5: show_text_box 'ANSWER4'  // It's a call from Katie. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_1497 

:MOB_GF_1461
03E5: show_text_box 'ANSWER5'  // It's a call from Millie. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_1497 

:MOB_GF_1479
03E5: show_text_box 'ANSWER'  // Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_1497 

:MOB_GF_1497
00D6: if and
001A:   7 > $1409 
001A:   2 > $CALL_ANSWERED 
004D: jump_if_false @MOB_GF_2068 
0001: wait 0 ms 
0871: init_jump_table $CELLPHONE_CALL_ID total_jumps 12 default_jump 1 @MOB_GF_1876 jumps 70 @MOB_GF_1660 80 @MOB_GF_1678 90 @MOB_GF_1696 100 @MOB_GF_1714 110 @MOB_GF_1732 120 @MOB_GF_1750 130 @MOB_GF_1768 
0872: jump_table_jumps 131 @MOB_GF_1786 132 @MOB_GF_1804 133 @MOB_GF_1822 134 @MOB_GF_1840 135 @MOB_GF_1858 -1 @MOB_GF_1894 -1 @MOB_GF_1894 -1 @MOB_GF_1894 -1 @MOB_GF_1894 

:MOB_GF_1660
0512: show_permanent_text_box 'ANSWER0'  // It's a call from Denise. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_1894 

:MOB_GF_1678
0512: show_permanent_text_box 'ANSWER1'  // It's a call from Michelle. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_1894 

:MOB_GF_1696
0512: show_permanent_text_box 'ANSWER2'  // It's a call from Helena. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_1894 

:MOB_GF_1714
0512: show_permanent_text_box 'ANSWER3'  // It's a call from Barbara. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_1894 

:MOB_GF_1732
0512: show_permanent_text_box 'ANSWER4'  // It's a call from Katie. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_1894 

:MOB_GF_1750
0512: show_permanent_text_box 'ANSWER5'  // It's a call from Millie. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_1894 

:MOB_GF_1768
0512: show_permanent_text_box 'ANSWER0'  // It's a call from Denise. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_1894 

:MOB_GF_1786
0512: show_permanent_text_box 'ANSWER1'  // It's a call from Michelle. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_1894 

:MOB_GF_1804
0512: show_permanent_text_box 'ANSWER2'  // It's a call from Helena. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_1894 

:MOB_GF_1822
0512: show_permanent_text_box 'ANSWER3'  // It's a call from Barbara. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_1894 

:MOB_GF_1840
0512: show_permanent_text_box 'ANSWER4'  // It's a call from Katie. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_1894 

:MOB_GF_1858
0512: show_permanent_text_box 'ANSWER5'  // It's a call from Millie. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_1894 

:MOB_GF_1876
0512: show_permanent_text_box 'ANSWER'  // Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_1894 

:MOB_GF_1894
0004: $DIALOG_WAV_ID = 3 
0050: gosub @MOB_GF_2311 
0008: $1409 += 1 
00D6: if and
0038:   $CALL_ANSWERED == 1 
0018:   $1409 > 0 
004D: jump_if_false @MOB_GF_1947 
0002: jump @MOB_GF_2075 

:MOB_GF_1947
0050: gosub @MOB_GF_2625 
00D6: if and
0038:   $CALL_ANSWERED == 1 
0018:   $1409 > 0 
004D: jump_if_false @MOB_GF_1986 
0002: jump @MOB_GF_2075 

:MOB_GF_1986
0004: $1410 = 0 

:MOB_GF_1993
00D6: if 
001A:   40 > $1410 
004D: jump_if_false @MOB_GF_2061 
0001: wait 0 ms 
0050: gosub @MOB_GF_2902 
00D6: if 
0038:   $CALL_ANSWERED == 1 
004D: jump_if_false @MOB_GF_2047 
0002: jump @MOB_GF_2075 

:MOB_GF_2047
0008: $1410 += 1 
0002: jump @MOB_GF_1993 

:MOB_GF_2061
0002: jump @MOB_GF_1497 

:MOB_GF_2068
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0051: return 

:MOB_GF_2075
0004: $1417 = 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 

:MOB_GF_2087
00D6: if 
00E1:   player 0 pressed_key 4 
004D: jump_if_false @MOB_GF_2140 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_GF_2133 
0004: $CALL_ANSWERED = 2 
0051: return 

:MOB_GF_2133
0002: jump @MOB_GF_2087 

:MOB_GF_2140
03E6: remove_text_box 
040D: unload_wav 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_GF_2309 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0489: set_actor $PLAYER_ACTOR muted 1 
0247: load_model #CELLPHONE 

:MOB_GF_2181
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @MOB_GF_2208 
0001: wait 0 ms 
0002: jump @MOB_GF_2181 

:MOB_GF_2208
0050: gosub @MOB_GF_2902 
00D6: if 
0038:   $CALL_ANSWERED == 2 
004D: jump_if_false @MOB_GF_2240 
0249: release_model #CELLPHONE 
0051: return 

:MOB_GF_2240
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0006: 32@ = 0 

:MOB_GF_2254
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @MOB_GF_2309 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_GF_2302 
0004: $CALL_ANSWERED = 2 
0051: return 

:MOB_GF_2302
0002: jump @MOB_GF_2254 

:MOB_GF_2309
0051: return 

:MOB_GF_2311
00D6: if 
83D0:   not wav $DIALOG_WAV_ID loaded 
004D: jump_if_false @MOB_GF_2602 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_GF_2363 
0004: $CALL_ANSWERED = 2 
0051: return 
0002: jump @MOB_GF_2595 

:MOB_GF_2363
00D6: if or
04AD:   actor $PLAYER_ACTOR in_water 
02E0:   actor $PLAYER_ACTOR firing_weapon 
844B:   not actor $PLAYER_ACTOR on_foot 
0038:   $ONMISSION == 0 
8038:   not  $ACTIVE_INTERIOR == 0 
8038:   not  $FREEFALL_STAGE == 0 
004D: jump_if_false @MOB_GF_2421 
0004: $CALL_ANSWERED = 2 
03E6: remove_text_box 
0051: return 

:MOB_GF_2421
00D6: if or
0A03:   unknown_gang_war_in_progress 
0A0C:   player $PLAYER_CHAR on_jetpack 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @MOB_GF_2452 
0004: $CALL_ANSWERED = 2 
03E6: remove_text_box 
0051: return 

:MOB_GF_2452
00D6: if and
0038:   $CALL_ANSWERED == 0 
0018:   $1409 > 0 
004D: jump_if_false @MOB_GF_2524 
00D6: if 
82E0:   not actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @MOB_GF_2524 
00D6: if and
00E1:   player 0 pressed_key 4 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @MOB_GF_2524 
0004: $CALL_ANSWERED = 1 
0051: return 

:MOB_GF_2524
00D6: if 
0038:   $1417 == 1 
004D: jump_if_false @MOB_GF_2568 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @MOB_GF_2568 
0004: $1417 = 2 
0051: return 

:MOB_GF_2568
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @MOB_GF_2595 
0004: $CALL_ANSWERED = 2 
0051: return 

:MOB_GF_2595
0002: jump @MOB_GF_2311 

:MOB_GF_2602
00D6: if 
84AD:   not actor $PLAYER_ACTOR in_water 
004D: jump_if_false @MOB_GF_2623 
03D1: play_wav $DIALOG_WAV_ID 

:MOB_GF_2623
0051: return 

:MOB_GF_2625
00D6: if 
83D2:   not wav $DIALOG_WAV_ID ended 
004D: jump_if_false @MOB_GF_2900 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_GF_2677 
0004: $CALL_ANSWERED = 2 
0051: return 
0002: jump @MOB_GF_2893 

:MOB_GF_2677
00D6: if or
04AD:   actor $PLAYER_ACTOR in_water 
02E0:   actor $PLAYER_ACTOR firing_weapon 
844B:   not actor $PLAYER_ACTOR on_foot 
0038:   $ONMISSION == 0 
8038:   not  $ACTIVE_INTERIOR == 0 
8038:   not  $FREEFALL_STAGE == 0 
004D: jump_if_false @MOB_GF_2735 
0004: $CALL_ANSWERED = 2 
03E6: remove_text_box 
0051: return 

:MOB_GF_2735
00D6: if or
0A03:   unknown_gang_war_in_progress 
0A0C:   player $PLAYER_CHAR on_jetpack 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @MOB_GF_2766 
0004: $CALL_ANSWERED = 2 
03E6: remove_text_box 
0051: return 

:MOB_GF_2766
00D6: if and
0038:   $CALL_ANSWERED == 0 
0018:   $1409 > 0 
004D: jump_if_false @MOB_GF_2822 
00D6: if and
00E1:   player 0 pressed_key 4 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @MOB_GF_2822 
0004: $CALL_ANSWERED = 1 
0051: return 

:MOB_GF_2822
00D6: if 
0038:   $1417 == 1 
004D: jump_if_false @MOB_GF_2866 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @MOB_GF_2866 
0004: $1417 = 2 
0051: return 

:MOB_GF_2866
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @MOB_GF_2893 
0004: $CALL_ANSWERED = 2 
0051: return 

:MOB_GF_2893
0002: jump @MOB_GF_2625 

:MOB_GF_2900
0051: return 

:MOB_GF_2902
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_GF_2934 
0004: $CALL_ANSWERED = 2 
0051: return 
0002: jump @MOB_GF_3166 

:MOB_GF_2934
00D6: if or
04AD:   actor $PLAYER_ACTOR in_water 
02E0:   actor $PLAYER_ACTOR firing_weapon 
844B:   not actor $PLAYER_ACTOR on_foot 
0038:   $ONMISSION == 0 
8038:   not  $ACTIVE_INTERIOR == 0 
8038:   not  $FREEFALL_STAGE == 0 
004D: jump_if_false @MOB_GF_2992 
0004: $CALL_ANSWERED = 2 
03E6: remove_text_box 
0051: return 

:MOB_GF_2992
00D6: if or
0A03:   unknown_gang_war_in_progress 
0A0C:   player $PLAYER_CHAR on_jetpack 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @MOB_GF_3023 
0004: $CALL_ANSWERED = 2 
03E6: remove_text_box 
0051: return 

:MOB_GF_3023
00D6: if and
0038:   $CALL_ANSWERED == 0 
0018:   $1409 > 0 
004D: jump_if_false @MOB_GF_3095 
00D6: if 
82E0:   not actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @MOB_GF_3095 
00D6: if and
00E1:   player 0 pressed_key 4 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @MOB_GF_3095 
0004: $CALL_ANSWERED = 1 
0051: return 

:MOB_GF_3095
00D6: if 
0038:   $1417 == 1 
004D: jump_if_false @MOB_GF_3139 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @MOB_GF_3139 
0004: $1417 = 2 
0051: return 

:MOB_GF_3139
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @MOB_GF_3166 
0004: $CALL_ANSWERED = 2 
0051: return 

:MOB_GF_3166
0051: return 

:SUB_END_CALL
0004: $PHONE_RINGING_FLAG = 0 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
0004: $CALL_ANSWERED = 0 
0004: $CALL_TIME_STORED_FLAG = 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_GF_3245 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0489: set_actor $PLAYER_ACTOR muted 0 

:MOB_GF_3245
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $TIME_FROM_LAST_CALL = 0 
01BD: $TEMPVAR_CALL_TIME = current_time_in_ms 
0084: $TIME_FROM_LAST_CALL = $TEMPVAR_CALL_TIME // (int) 
0060: $TIME_FROM_LAST_CALL -= $CURRENT_TIME_IN_MS // (int) 
00BE: text_clear_all 
00D6: if 
0038:   $1416 == 0 
004D: jump_if_false @MOB_GF_3307 
03E6: remove_text_box 
0002: jump @MOB_GF_3314 

:MOB_GF_3307
0004: $1416 = 0 

:MOB_GF_3314
0249: release_model #CELLPHONE 
0004: $ONMISSION = 0 
0051: return 

:SUB_PLAY_DIALOG
0004: $DIALOG_INDEX = 0 

:MOB_GF_3335
03CF: load_wav $DIALOG_WAV($DIALOG_INDEX,20i) as 1 
0008: $DIALOG_INDEX += 1 
00D6: if 
002C:   $DIALOG_ARRAY_SIZE >= $DIALOG_INDEX // (int) 
004D: jump_if_false @MOB_GF_3383 
03CF: load_wav $DIALOG_WAV($DIALOG_INDEX,20i) as 2 

:MOB_GF_3383
000C: $DIALOG_INDEX -= 1 
0004: $DIALOG_WAV_ID = 1 
0050: gosub @MOB_GF_2311 
00BC: show_text_highpriority GXT $DIALOG_SUBTITLES($DIALOG_INDEX,20s) time 10000 flag 1 
0050: gosub @MOB_GF_2625 
00D6: if 
0038:   $1417 == 2 
004D: jump_if_false @MOB_GF_3445 
0051: return 

:MOB_GF_3445
0008: $DIALOG_INDEX += 1 
00D6: if 
002C:   $DIALOG_ARRAY_SIZE >= $DIALOG_INDEX // (int) 
004D: jump_if_false @MOB_GF_3513 
0004: $DIALOG_WAV_ID = 2 
0050: gosub @MOB_GF_2311 
00BC: show_text_highpriority GXT $DIALOG_SUBTITLES($DIALOG_INDEX,20s) time 10000 flag 1 
0050: gosub @MOB_GF_2625 
0002: jump @MOB_GF_3520 

:MOB_GF_3513
000C: $DIALOG_INDEX -= 1 

:MOB_GF_3520
00D6: if 
0038:   $1417 == 2 
004D: jump_if_false @MOB_GF_3540 
0051: return 

:MOB_GF_3540
0008: $DIALOG_INDEX += 1 
00D6: if 
0038:   $HELP_SKIPCALL_SHOWN == 0 
004D: jump_if_false @MOB_GF_3583 
03E5: show_text_box 'CELSKIP'  // ~k~~VEHICLE_ENTER_EXIT~ To skip a cellphone call.
0004: $HELP_SKIPCALL_SHOWN = 1 

:MOB_GF_3583
00D6: if 
002C:   $DIALOG_ARRAY_SIZE >= $DIALOG_INDEX // (int) 
004D: jump_if_false @MOB_GF_3609 
0002: jump @MOB_GF_3335 

:MOB_GF_3609
00BE: text_clear_all 
0051: return 

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

:INITIAL
03A4: name_thread 'INITIAL' 
06C8: enable_riot 0 
0004: $1515 = 0 
0004: $1499 = 0 
0005: $1500 = 5.0 
0005: $1501 = -5.0 
0005: $1502 = 8.5 
0005: $1503 = -1.5 
0005: $1504 = -30.0 
0005: $1505 = 32.0 
0005: $1506 = 0.0 
0004: $1512 = 0 
0004: $FREEFALL_STAGE = 0 
0004: $PARACHUTE_CREATION_STAGE = 0 
0004: $1510 = 1 
0004: $44 = 0 
0004: $46 = 0 
0004: $59 = 0 
0004: $58 = 0 
0004: $LS_FINAL_MISSIONS_STARTED = 0 
0004: $HELP_GROOVE_SHOWN = 0 
0004: $HELP_TRUCKER_MISSIONS_SHOWN = 0 
0004: $HELP_VALET_SHOWN = 0 
0004: $HELP_DENISE_SHOWN = 0 
0004: $MISSION_RUNNING_DOG_FAILED = 0 
0004: $CESAR_TOTAL_PASSED_MISSIONS = 0 
0004: $FLIGHT_SCHOOL_INTRO_FLAG = 0 
0004: $ALL_OUSTERS_COLLECTED = 0 
0004: $ALL_HORSESHOES_COLLECTED = 0 
0004: $ALL_PHOTOS_TAKEN = 0 
0004: $ALL_TAGS_SPRAYED = 0 
0004: $MISSION_INTRO_PASSED = 0 
0004: $HELP_FOLLOW_ICON_SHOWN = 0 
0004: $HELP_INTRO_SHOWN = 0 
0004: $HELP_BICYCLE_2_SHOWN = 0 
0004: $HELP_CAMERA_AND_RADIO_SHOWN = 0 
0004: $HELP_DRIVEBY_SHOWN = 0 
0004: $1514 = 0 
0004: $23 = 0 
0004: $1520 = 0 
0004: $1521 = 0 
0004: $1522 = 0 
0004: $1523 = 0 
0004: $PROPERTY_BOUGHT_FLAGS[0] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[1] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[2] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[3] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[4] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[5] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[6] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[7] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[8] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[9] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[10] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[11] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[12] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[13] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[14] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[15] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[16] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[17] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[18] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[19] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[20] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[21] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[22] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[23] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[24] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[25] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[26] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[27] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[28] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[29] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[30] = 0 
0004: $PROPERTY_BOUGHT_FLAGS[31] = 0 
0004: $PROPERTY_INDEXES[0] = 0 
0004: $PROPERTY_INDEXES[1] = 1 
0004: $PROPERTY_INDEXES[2] = 2 
0004: $PROPERTY_INDEXES[3] = 3 
0004: $PROPERTY_INDEXES[4] = 4 
0004: $PROPERTY_INDEXES[5] = 5 
0004: $PROPERTY_INDEXES[6] = 6 
0004: $PROPERTY_INDEXES[7] = 7 
0004: $PROPERTY_INDEXES[8] = 8 
0004: $PROPERTY_INDEXES[9] = 9 
0004: $PROPERTY_INDEXES[10] = 10 
0004: $PROPERTY_INDEXES[11] = 11 
0004: $PROPERTY_INDEXES[12] = 12 
0004: $PROPERTY_INDEXES[13] = 13 
0004: $PROPERTY_INDEXES[14] = 14 
0004: $PROPERTY_INDEXES[15] = 15 
0004: $PROPERTY_INDEXES[16] = 16 
0004: $PROPERTY_INDEXES[17] = 17 
0004: $PROPERTY_INDEXES[18] = 18 
0004: $PROPERTY_INDEXES[19] = 19 
0004: $PROPERTY_INDEXES[20] = 20 
0004: $PROPERTY_INDEXES[21] = 21 
0004: $PROPERTY_INDEXES[22] = 22 
0004: $PROPERTY_INDEXES[23] = 23 
0004: $PROPERTY_INDEXES[24] = 24 
0004: $PROPERTY_INDEXES[25] = 25 
0004: $PROPERTY_INDEXES[26] = 26 
0004: $PROPERTY_INDEXES[27] = 27 
0004: $PROPERTY_INDEXES[28] = 28 
0004: $PROPERTY_INDEXES[29] = 29 
0004: $PROPERTY_INDEXES[30] = 30 
0004: $PROPERTY_INDEXES[31] = 31 
0004: $ZERO_RCSHOP_BOUGHT = 0 
0005: $X_PROPERTY_TO_BUY[0] = -1969.27 
0005: $Y_PROPERTY_TO_BUY[0] = 282.47 
0005: $Z_PROPERTY_TO_BUY[0] = 34.6 
0005: $X_PROPERTY_TO_BUY[1] = -2243.62 
0005: $Y_PROPERTY_TO_BUY[1] = 133.2 
0005: $Z_PROPERTY_TO_BUY[1] = 34.8 
0005: $X_PROPERTY_TO_BUY[2] = 426.4972 
0005: $Y_PROPERTY_TO_BUY[2] = 2530.689 
0005: $Z_PROPERTY_TO_BUY[2] = 16.1 
0517: $BUY_ASSET_PICKUPS[0] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0]  // You cannot buy this property yet.
0570: $MARKER_WANG_CARS = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0] 
018B: set_marker $MARKER_WANG_CARS radar_mode 2 
0517: $BUY_ASSET_PICKUPS[1] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[1] $Y_PROPERTY_TO_BUY[1] $Z_PROPERTY_TO_BUY[1]  // You cannot buy this property yet.
0570: $527 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[1] $Y_PROPERTY_TO_BUY[1] $Z_PROPERTY_TO_BUY[1] 
018B: set_marker $527 radar_mode 2 
0517: $BUY_ASSET_PICKUPS[2] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[2] $Y_PROPERTY_TO_BUY[2] $Z_PROPERTY_TO_BUY[2]  // You cannot buy this property yet.
0570: $55 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[2] $Y_PROPERTY_TO_BUY[2] $Z_PROPERTY_TO_BUY[2] 
018B: set_marker $55 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[2] $Y_PROPERTY_TO_BUY[2] radius 10.0 bitmask 16384 flag 0 
0005: $X_PROPERTY_TO_BUY[3] = 316.0696 
0005: $Y_PROPERTY_TO_BUY[3] = -1772.569 
0005: $Z_PROPERTY_TO_BUY[3] = 4.1893 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[3] $Y_PROPERTY_TO_BUY[3] radius 10.0 bitmask 16384 flag 0 
0004: $1656 = 0 
0518: $BUY_ASSET_PICKUPS[3] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[3] $Y_PROPERTY_TO_BUY[3] $Z_PROPERTY_TO_BUY[3] price $1656  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1624 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[3] $Y_PROPERTY_TO_BUY[3] $Z_PROPERTY_TO_BUY[3] 
018B: set_marker $1624 radar_mode 2 
02B9: deactivate_garage 'BEACSV' 
0005: $X_PROPERTY_TO_BUY[4] = 2441.002 
0005: $Y_PROPERTY_TO_BUY[4] = 695.1089 
0005: $Z_PROPERTY_TO_BUY[4] = 10.6646 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[4] $Y_PROPERTY_TO_BUY[4] radius 10.0 bitmask 16384 flag 0 
0004: $1657 = 0 
0518: $BUY_ASSET_PICKUPS[4] = create_available_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[4] $Y_PROPERTY_TO_BUY[4] $Z_PROPERTY_TO_BUY[4]  price $1656  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1625 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[4] $Y_PROPERTY_TO_BUY[4] $Z_PROPERTY_TO_BUY[4] 
018B: set_marker $1625 radar_mode 2 
02B9: deactivate_garage 'VESVGRG' 
0005: $X_PROPERTY_TO_BUY[5] = -366.1849 
0005: $Y_PROPERTY_TO_BUY[5] = 1166.031 
0005: $Z_PROPERTY_TO_BUY[5] = 19.2422 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[5] $Y_PROPERTY_TO_BUY[5] radius 10.0 bitmask 16384 flag 0 
0004: $1658 = 0 
0518: $BUY_ASSET_PICKUPS[5] = create_available_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[5] $Y_PROPERTY_TO_BUY[5] $Z_PROPERTY_TO_BUY[5]  price $1657  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1626 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[5] $Y_PROPERTY_TO_BUY[5] $Z_PROPERTY_TO_BUY[5] 
018B: set_marker $1626 radar_mode 2 
02B9: deactivate_garage 'CN2GAR1' 
0005: $X_PROPERTY_TO_BUY[6] = 1283.844 
0005: $Y_PROPERTY_TO_BUY[6] = 2528.703 
0005: $Z_PROPERTY_TO_BUY[6] = 10.3203 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[6] $Y_PROPERTY_TO_BUY[6] radius 10.0 bitmask 16384 flag 0 
0004: $1659 = 0 
0517: $BUY_ASSET_PICKUPS[6] = create_available_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[6] $Y_PROPERTY_TO_BUY[6] $Z_PROPERTY_TO_BUY[6]  price $1658  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1627 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[6] $Y_PROPERTY_TO_BUY[6] $Z_PROPERTY_TO_BUY[6] 
018B: set_marker $1627 radar_mode 2 
02B9: deactivate_garage 'BLOB69' 
0005: $X_PROPERTY_TO_BUY[7] = 922.3647 
0005: $Y_PROPERTY_TO_BUY[7] = 2011.898 
0005: $Z_PROPERTY_TO_BUY[7] = 10.766 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[7] $Y_PROPERTY_TO_BUY[7] radius 10.0 bitmask 16384 flag 0 
0004: $1660 = 0 
0518: $BUY_ASSET_PICKUPS[7] = create_available_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[7] $Y_PROPERTY_TO_BUY[7] $Z_PROPERTY_TO_BUY[7]  price $1659  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1628 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[7] $Y_PROPERTY_TO_BUY[7] $Z_PROPERTY_TO_BUY[7] 
018B: set_marker $1628 radar_mode 2 
02B9: deactivate_garage 'BLOB7' 
0005: $X_PROPERTY_TO_BUY[8] = 2236.928 
0005: $Y_PROPERTY_TO_BUY[8] = 162.8057 
0005: $Z_PROPERTY_TO_BUY[8] = 26.8462 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[8] $Y_PROPERTY_TO_BUY[8] radius 10.0 bitmask 16384 flag 0 
0004: $1661 = 0 
0518: $BUY_ASSET_PICKUPS[8] = create_available_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[8] $Y_PROPERTY_TO_BUY[8] $Z_PROPERTY_TO_BUY[8]  price $1660  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1629 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[8] $Y_PROPERTY_TO_BUY[8] $Z_PROPERTY_TO_BUY[8] 
018B: set_marker $1629 radar_mode 2 
02B9: deactivate_garage 'BURBDOO' 
0005: $X_PROPERTY_TO_BUY[9] = 1402.317 
0005: $Y_PROPERTY_TO_BUY[9] = 1901.978 
0005: $Z_PROPERTY_TO_BUY[9] = 10.8449 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[9] $Y_PROPERTY_TO_BUY[9] radius 10.0 bitmask 16384 flag 0 
0004: $1662 = 0 
0518: $BUY_ASSET_PICKUPS[9] = create_available_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[9] $Y_PROPERTY_TO_BUY[9] $Z_PROPERTY_TO_BUY[9]  price $1661  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1630 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[9] $Y_PROPERTY_TO_BUY[9] $Z_PROPERTY_TO_BUY[9] 
018B: set_marker $1630 radar_mode 2 
02B9: deactivate_garage 'BLOB6' 
0005: $X_PROPERTY_TO_BUY[10] = 1687.98 
0005: $Y_PROPERTY_TO_BUY[10] = -2100.643 
0005: $Z_PROPERTY_TO_BUY[10] = 13.3343 
0004: $1663 = 0 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[10] $Y_PROPERTY_TO_BUY[10] radius 10.0 bitmask 16384 flag 0 
0518: $BUY_ASSET_PICKUPS[10] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[10] $Y_PROPERTY_TO_BUY[10] $Z_PROPERTY_TO_BUY[10] price $1663  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1631 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[10] $Y_PROPERTY_TO_BUY[10] $Z_PROPERTY_TO_BUY[10] 
018B: set_marker $1631 radar_mode 2 
02B9: deactivate_garage 'CARLAS1' 
0005: $X_PROPERTY_TO_BUY[11] = -2106.639 
0005: $Y_PROPERTY_TO_BUY[11] = 900.5537 
0005: $Z_PROPERTY_TO_BUY[11] = 76.2032 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[11] $Y_PROPERTY_TO_BUY[11] radius 10.0 bitmask 16384 flag 0 
0004: $1664 = 0 
0518: $BUY_ASSET_PICKUPS[11] = create_available_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[11] $Y_PROPERTY_TO_BUY[11] $Z_PROPERTY_TO_BUY[11]  price $1664  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1632 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[11] $Y_PROPERTY_TO_BUY[11] $Z_PROPERTY_TO_BUY[11] 
018B: set_marker $1632 radar_mode 2 
02B9: deactivate_garage 'CESAFE1' 
0005: $X_PROPERTY_TO_BUY[12] = 1331.186 
0005: $Y_PROPERTY_TO_BUY[12] = -630.4962 
0005: $Z_PROPERTY_TO_BUY[12] = 108.6349 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[12] $Y_PROPERTY_TO_BUY[12] radius 10.0 bitmask 16384 flag 0 
0004: $1665 = 0 
0518: $BUY_ASSET_PICKUPS[12] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[12] $Y_PROPERTY_TO_BUY[12] $Z_PROPERTY_TO_BUY[12] price $1665  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1633 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[12] $Y_PROPERTY_TO_BUY[12] $Z_PROPERTY_TO_BUY[12] 
018B: set_marker $1633 radar_mode 2 
02B9: deactivate_garage 'SAV1SFE' 
0005: $X_PROPERTY_TO_BUY[13] = -2695.745 
0005: $Y_PROPERTY_TO_BUY[13] = 818.4718 
0005: $Z_PROPERTY_TO_BUY[13] = 49.4844 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[13] $Y_PROPERTY_TO_BUY[13] radius 10.0 bitmask 16384 flag 0 
0004: $1666 = 0 
0518: $BUY_ASSET_PICKUPS[13] = create_available_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[13] $Y_PROPERTY_TO_BUY[13] $Z_PROPERTY_TO_BUY[13]  price $1666  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1634 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[13] $Y_PROPERTY_TO_BUY[13] $Z_PROPERTY_TO_BUY[13] 
018B: set_marker $1634 radar_mode 2 
02B9: deactivate_garage 'SAV1SFW' 
0005: $X_PROPERTY_TO_BUY[14] = -2456.926 
0005: $Y_PROPERTY_TO_BUY[14] = -131.3292 
0005: $Z_PROPERTY_TO_BUY[14] = 25.5376 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[14] $Y_PROPERTY_TO_BUY[14] radius 10.0 bitmask 16384 flag 0 
0004: $1667 = 0 
0518: $BUY_ASSET_PICKUPS[14] = create_available_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[14] $Y_PROPERTY_TO_BUY[14] $Z_PROPERTY_TO_BUY[14]  price $1667  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1635 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[14] $Y_PROPERTY_TO_BUY[14] $Z_PROPERTY_TO_BUY[14] 
018B: set_marker $1635 radar_mode 2 
02B9: deactivate_garage 'SVGSFS1' 
0005: $X_PROPERTY_TO_BUY[15] = 892.6662 
0005: $Y_PROPERTY_TO_BUY[15] = -1639.714 
0005: $Z_PROPERTY_TO_BUY[15] = 14.4567 
0004: $1668 = 0 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[15] $Y_PROPERTY_TO_BUY[15] radius 10.0 bitmask 16384 flag 0 
0518: $BUY_ASSET_PICKUPS[15] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[15] $Y_PROPERTY_TO_BUY[15] $Z_PROPERTY_TO_BUY[15] price $1668  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1636 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[15] $Y_PROPERTY_TO_BUY[15] $Z_PROPERTY_TO_BUY[15] 
018B: set_marker $1636 radar_mode 2 
0005: $X_PROPERTY_TO_BUY[16] = 1969.932 
0005: $Y_PROPERTY_TO_BUY[16] = 1623.243 
0005: $Z_PROPERTY_TO_BUY[16] = 12.3619 
0004: $1669 = 0 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[16] $Y_PROPERTY_TO_BUY[16] radius 10.0 bitmask 16384 flag 0 
0518: $BUY_ASSET_PICKUPS[16] = create_available_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[16] $Y_PROPERTY_TO_BUY[16] $Z_PROPERTY_TO_BUY[16]  price $1669  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1637 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[16] $Y_PROPERTY_TO_BUY[16] $Z_PROPERTY_TO_BUY[16] 
018B: set_marker $1637 radar_mode 2 
0005: $X_PROPERTY_TO_BUY[17] = 2234.909 
0005: $Y_PROPERTY_TO_BUY[17] = 1285.698 
0005: $Z_PROPERTY_TO_BUY[17] = 10.3203 
0004: $1670 = 0 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[17] $Y_PROPERTY_TO_BUY[17] radius 10.0 bitmask 16384 flag 0 
0518: $BUY_ASSET_PICKUPS[17] = create_available_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[17] $Y_PROPERTY_TO_BUY[17] $Z_PROPERTY_TO_BUY[17]  price $1670  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1638 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[17] $Y_PROPERTY_TO_BUY[17] $Z_PROPERTY_TO_BUY[17] 
018B: set_marker $1638 radar_mode 2 
0005: $X_PROPERTY_TO_BUY[18] = -2213.864 
0005: $Y_PROPERTY_TO_BUY[18] = 723.5587 
0005: $Z_PROPERTY_TO_BUY[18] = 48.914 
0004: $1671 = 0 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[18] $Y_PROPERTY_TO_BUY[18] radius 10.0 bitmask 16384 flag 0 
0518: $BUY_ASSET_PICKUPS[18] = create_available_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[18] $Y_PROPERTY_TO_BUY[18] $Z_PROPERTY_TO_BUY[18]  price $1671  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1639 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[18] $Y_PROPERTY_TO_BUY[18] $Z_PROPERTY_TO_BUY[18] 
018B: set_marker $1639 radar_mode 2 
0005: $X_PROPERTY_TO_BUY[19] = -1439.014 
0005: $Y_PROPERTY_TO_BUY[19] = -1540.59 
0005: $Z_PROPERTY_TO_BUY[19] = 101.2579 
0004: $1672 = 0 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[19] $Y_PROPERTY_TO_BUY[19] radius 10.0 bitmask 16384 flag 0 
0518: $BUY_ASSET_PICKUPS[19] = create_available_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[19] $Y_PROPERTY_TO_BUY[19] $Z_PROPERTY_TO_BUY[19]  price $1672  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1640 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[19] $Y_PROPERTY_TO_BUY[19] $Z_PROPERTY_TO_BUY[19] 
018B: set_marker $1640 radar_mode 2 
0005: $X_PROPERTY_TO_BUY[20] = -2027.83 
0005: $Y_PROPERTY_TO_BUY[20] = -44.0454 
0005: $Z_PROPERTY_TO_BUY[20] = 38.7692 
0004: $1673 = 0 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[20] $Y_PROPERTY_TO_BUY[20] radius 10.0 bitmask 16384 flag 0 
0518: $BUY_ASSET_PICKUPS[20] = create_available_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[20] $Y_PROPERTY_TO_BUY[20] $Z_PROPERTY_TO_BUY[20]  price $1673  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1641 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[20] $Y_PROPERTY_TO_BUY[20] $Z_PROPERTY_TO_BUY[20] 
018B: set_marker $1641 radar_mode 2 
0005: $X_PROPERTY_TO_BUY[21] = -2419.677 
0005: $Y_PROPERTY_TO_BUY[21] = 334.1621 
0005: $Z_PROPERTY_TO_BUY[21] = 34.6796 
0004: $1674 = 0 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[21] $Y_PROPERTY_TO_BUY[21] radius 10.0 bitmask 16384 flag 0 
0518: $BUY_ASSET_PICKUPS[21] = create_available_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[21] $Y_PROPERTY_TO_BUY[21] $Z_PROPERTY_TO_BUY[21]  price $1674  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1642 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[21] $Y_PROPERTY_TO_BUY[21] $Z_PROPERTY_TO_BUY[21] 
018B: set_marker $1642 radar_mode 2 
0005: $X_PROPERTY_TO_BUY[22] = -2079.097 
0005: $Y_PROPERTY_TO_BUY[22] = -2309.899 
0005: $Z_PROPERTY_TO_BUY[22] = 30.1172 
0004: $1675 = 0 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[22] $Y_PROPERTY_TO_BUY[22] radius 10.0 bitmask 16384 flag 0 
0518: $BUY_ASSET_PICKUPS[22] = create_available_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[22] $Y_PROPERTY_TO_BUY[22] $Z_PROPERTY_TO_BUY[22]  price $1675  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1643 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[22] $Y_PROPERTY_TO_BUY[22] $Z_PROPERTY_TO_BUY[22] 
018B: set_marker $1643 radar_mode 2 
0005: $X_PROPERTY_TO_BUY[23] = -1534.17 
0005: $Y_PROPERTY_TO_BUY[23] = 2650.3 
0005: $Z_PROPERTY_TO_BUY[23] = 55.3437 
0004: $1676 = 0 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[23] $Y_PROPERTY_TO_BUY[23] radius 10.0 bitmask 16384 flag 0 
0518: $BUY_ASSET_PICKUPS[23] = create_available_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[23] $Y_PROPERTY_TO_BUY[23] $Z_PROPERTY_TO_BUY[23]  price $1676  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1644 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[23] $Y_PROPERTY_TO_BUY[23] $Z_PROPERTY_TO_BUY[23] 
018B: set_marker $1644 radar_mode 2 
0005: $X_PROPERTY_TO_BUY[24] = -1045.775 
0005: $Y_PROPERTY_TO_BUY[24] = 1552.976 
0005: $Z_PROPERTY_TO_BUY[24] = 32.798 
0004: $1677 = 0 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[24] $Y_PROPERTY_TO_BUY[24] radius 10.0 bitmask 16384 flag 0 
0518: $BUY_ASSET_PICKUPS[24] = create_available_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[24] $Y_PROPERTY_TO_BUY[24] $Z_PROPERTY_TO_BUY[24]  price $1677  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1645 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[24] $Y_PROPERTY_TO_BUY[24] $Z_PROPERTY_TO_BUY[24] 
018B: set_marker $1645 radar_mode 2 
0005: $X_PROPERTY_TO_BUY[25] = 793.5623 
0005: $Y_PROPERTY_TO_BUY[25] = -514.4116 
0005: $Z_PROPERTY_TO_BUY[25] = 16.3973 
0004: $1678 = 0 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[25] $Y_PROPERTY_TO_BUY[25] radius 10.0 bitmask 16384 flag 0 
0518: $BUY_ASSET_PICKUPS[25] = create_available_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[25] $Y_PROPERTY_TO_BUY[25] $Z_PROPERTY_TO_BUY[25]  price $1678  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1646 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[25] $Y_PROPERTY_TO_BUY[25] $Z_PROPERTY_TO_BUY[25] 
018B: set_marker $1646 radar_mode 2 
02B9: deactivate_garage 'BURBDO2' 
0005: $X_PROPERTY_TO_BUY[26] = 2103.346 
0005: $Y_PROPERTY_TO_BUY[26] = -1288.339 
0005: $Z_PROPERTY_TO_BUY[26] = 23.8168 
0004: $1679 = 0 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[26] $Y_PROPERTY_TO_BUY[26] radius 10.0 bitmask 16384 flag 0 
0518: $BUY_ASSET_PICKUPS[26] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[26] $Y_PROPERTY_TO_BUY[26] $Z_PROPERTY_TO_BUY[26] price $1679  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1647 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[26] $Y_PROPERTY_TO_BUY[26] $Z_PROPERTY_TO_BUY[26] 
018B: set_marker $1647 radar_mode 2 
0005: $X_PROPERTY_TO_BUY[27] = 2370.477 
0005: $Y_PROPERTY_TO_BUY[27] = 2165.474 
0005: $Z_PROPERTY_TO_BUY[27] = 10.3269 
0004: $1680 = 0 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[27] $Y_PROPERTY_TO_BUY[27] radius 10.0 bitmask 16384 flag 0 
0518: $BUY_ASSET_PICKUPS[27] = create_available_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[27] $Y_PROPERTY_TO_BUY[27] $Z_PROPERTY_TO_BUY[27]  price $1680  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1648 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[27] $Y_PROPERTY_TO_BUY[27] $Z_PROPERTY_TO_BUY[27] 
018B: set_marker $1648 radar_mode 2 
0005: $X_PROPERTY_TO_BUY[28] = 2220.626 
0005: $Y_PROPERTY_TO_BUY[28] = 1837.348 
0005: $Z_PROPERTY_TO_BUY[28] = 10.3203 
0004: $1681 = 0 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[28] $Y_PROPERTY_TO_BUY[28] radius 10.0 bitmask 16384 flag 0 
0518: $BUY_ASSET_PICKUPS[28] = create_available_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[28] $Y_PROPERTY_TO_BUY[28] $Z_PROPERTY_TO_BUY[28]  price $1681  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1649 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[28] $Y_PROPERTY_TO_BUY[28] $Z_PROPERTY_TO_BUY[28] 
018B: set_marker $1649 radar_mode 2 
0005: $X_PROPERTY_TO_BUY[29] = 2819.125 
0005: $Y_PROPERTY_TO_BUY[29] = 2149.372 
0005: $Z_PROPERTY_TO_BUY[29] = 10.3203 
0004: $1682 = 0 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[29] $Y_PROPERTY_TO_BUY[29] radius 10.0 bitmask 16384 flag 0 
0518: $BUY_ASSET_PICKUPS[29] = create_available_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[29] $Y_PROPERTY_TO_BUY[29] $Z_PROPERTY_TO_BUY[29]  price $1682  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1650 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[29] $Y_PROPERTY_TO_BUY[29] $Z_PROPERTY_TO_BUY[29] 
018B: set_marker $1650 radar_mode 2 
0005: $X_PROPERTY_TO_BUY[30] = 2483.024 
0005: $Y_PROPERTY_TO_BUY[30] = -2001.074 
0005: $Z_PROPERTY_TO_BUY[30] = 13.054 
0004: $1683 = 0 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[30] $Y_PROPERTY_TO_BUY[30] radius 10.0 bitmask 16384 flag 0 
0518: $BUY_ASSET_PICKUPS[30] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[30] $Y_PROPERTY_TO_BUY[30] $Z_PROPERTY_TO_BUY[30] price $1683  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1651 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[30] $Y_PROPERTY_TO_BUY[30] $Z_PROPERTY_TO_BUY[30] 
018B: set_marker $1651 radar_mode 2 
0005: $X_PROPERTY_TO_BUY[31] = 206.8 
0005: $Y_PROPERTY_TO_BUY[31] = -112.1 
0005: $Z_PROPERTY_TO_BUY[31] = 4.3965 
0004: $1684 = 0 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[31] $Y_PROPERTY_TO_BUY[31] radius 10.0 bitmask 16384 flag 0 
0518: $BUY_ASSET_PICKUPS[31] = create_available_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[31] $Y_PROPERTY_TO_BUY[31] $Z_PROPERTY_TO_BUY[31]  price $1684  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1652 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[31] $Y_PROPERTY_TO_BUY[31] $Z_PROPERTY_TO_BUY[31] 
018B: set_marker $1652 radar_mode 2 
0005: $SAVE_PICKUPS_X[0] = 2495.53 
0005: $SAVE_PICKUPS_Y[0] = -1711.88 
0005: $SAVE_PICKUPS_Z[0] = 1014.24 
0005: $SAVE_POINTS_X[0] = 2495.9 
0005: $SAVE_POINTS_Y[0] = -1707.45 
0005: $SAVE_POINTS_Z[0] = 1013.26 
0005: $SAVE_POINTS_ANGLE[0] = 0.0 
0004: $847 = 0 
0005: $SAVE_PICKUPS_X[1] = 1263.05 
0005: $SAVE_PICKUPS_Y[1] = -773.67 
0005: $SAVE_PICKUPS_Z[1] = 1091.39 
0005: $SAVE_POINTS_X[1] = 1263.76 
0005: $SAVE_POINTS_Y[1] = -776.59 
0005: $SAVE_POINTS_Z[1] = 1090.89 
0005: $SAVE_POINTS_ANGLE[1] = 183.23 
0004: $848 = 0 
0005: $SAVE_PICKUPS_X[2] = 416.9548 
0005: $SAVE_PICKUPS_Y[2] = 2538.813 
0005: $SAVE_PICKUPS_Z[2] = 9.5077 
0005: $SAVE_POINTS_X[2] = 418.0759 
0005: $SAVE_POINTS_Y[2] = 2536.771 
0005: $SAVE_POINTS_Z[2] = 9.0077 
0005: $SAVE_POINTS_ANGLE[2] = 269.2893 
0004: $849 = 0 
0005: $SAVE_PICKUPS_X[3] = 2367.192 
0005: $SAVE_PICKUPS_Y[3] = -1121.518 
0005: $SAVE_PICKUPS_Z[3] = 1050.382 
0005: $SAVE_POINTS_X[3] = 2367.072 
0005: $SAVE_POINTS_Y[3] = -1123.715 
0005: $SAVE_POINTS_Z[3] = 1049.875 
0005: $SAVE_POINTS_ANGLE[3] = 183.259 
0004: $850 = 0 
0005: $SAVE_PICKUPS_X[4] = 2320.103 
0005: $SAVE_PICKUPS_Y[4] = -1009.116 
0005: $SAVE_PICKUPS_Z[4] = 1049.718 
0005: $SAVE_POINTS_X[4] = 2320.103 
0005: $SAVE_POINTS_Y[4] = -1013.375 
0005: $SAVE_POINTS_Z[4] = 1049.211 
0005: $SAVE_POINTS_ANGLE[4] = 181.7957 
0004: $851 = 0 
0005: $SAVE_PICKUPS_X[5] = 2342.873 
0005: $SAVE_PICKUPS_Y[5] = -1063.939 
0005: $SAVE_PICKUPS_Z[5] = 1048.523 
0005: $SAVE_POINTS_X[5] = 2339.254 
0005: $SAVE_POINTS_Y[5] = -1063.86 
0005: $SAVE_POINTS_Z[5] = 1048.023 
0005: $SAVE_POINTS_ANGLE[5] = 90.7733 
0004: $852 = 0 
0005: $SAVE_PICKUPS_X[6] = 2186.014 
0005: $SAVE_PICKUPS_Y[6] = -1203.834 
0005: $SAVE_PICKUPS_Z[6] = 1048.523 
0005: $SAVE_POINTS_X[6] = 2189.818 
0005: $SAVE_POINTS_Y[6] = -1203.83 
0005: $SAVE_POINTS_Z[6] = 1048.031 
0005: $SAVE_POINTS_ANGLE[6] = 268.6874 
0004: $853 = 0 
0005: $SAVE_PICKUPS_X[7] = 2313.369 
0005: $SAVE_PICKUPS_Y[7] = -1208.744 
0005: $SAVE_PICKUPS_Z[7] = 1048.523 
0005: $SAVE_POINTS_X[7] = 2310.853 
0005: $SAVE_POINTS_Y[7] = -1210.975 
0005: $SAVE_POINTS_Z[7] = 1048.023 
0005: $SAVE_POINTS_ANGLE[7] = 130.1776 
0004: $854 = 0 
0005: $SAVE_PICKUPS_X[8] = 2249.397 
0005: $SAVE_PICKUPS_Y[8] = -1209.449 
0005: $SAVE_PICKUPS_Z[8] = 1048.523 
0005: $SAVE_POINTS_X[8] = 2252.7 
0005: $SAVE_POINTS_Y[8] = -1209.388 
0005: $SAVE_POINTS_Z[8] = 1048.023 
0005: $SAVE_POINTS_ANGLE[8] = 270.3929 
0004: $855 = 0 
0005: $SAVE_PICKUPS_X[9] = 2244.533 
0005: $SAVE_PICKUPS_Y[9] = -1077.663 
0005: $SAVE_PICKUPS_Z[9] = 1048.523 
0005: $SAVE_POINTS_X[9] = 2241.069 
0005: $SAVE_POINTS_Y[9] = -1077.736 
0005: $SAVE_POINTS_Z[9] = 1048.031 
0005: $SAVE_POINTS_ANGLE[9] = 88.0268 
0004: $856 = 0 
0005: $SAVE_PICKUPS_X[10] = 2205.382 
0005: $SAVE_PICKUPS_Y[10] = -1074.59 
0005: $SAVE_PICKUPS_Z[10] = 1049.977 
0005: $SAVE_POINTS_X[10] = 2207.852 
0005: $SAVE_POINTS_Y[10] = -1075.324 
0005: $SAVE_POINTS_Z[10] = 1049.477 
0005: $SAVE_POINTS_ANGLE[10] = 261.7253 
0004: $857 = 0 
0005: $SAVE_PICKUPS_X[11] = 2233.024 
0005: $SAVE_PICKUPS_Y[11] = -1105.717 
0005: $SAVE_PICKUPS_Z[11] = 1050.39 
0005: $SAVE_POINTS_X[11] = 2233.231 
0005: $SAVE_POINTS_Y[11] = -1107.852 
0005: $SAVE_POINTS_Z[11] = 1049.89 
0005: $SAVE_POINTS_ANGLE[11] = 182.2496 
0004: $858 = 0 
0005: $SAVE_PICKUPS_X[12] = 2278.139 
0005: $SAVE_PICKUPS_Y[12] = -1139.583 
0005: $SAVE_PICKUPS_Z[12] = 1050.398 
0005: $SAVE_POINTS_X[12] = 2281.524 
0005: $SAVE_POINTS_Y[12] = -1139.37 
0005: $SAVE_POINTS_Z[12] = 1049.898 
0005: $SAVE_POINTS_ANGLE[12] = 273.5033 
0004: $859 = 0 
0005: $SAVE_PICKUPS_X[13] = -2037.89 
0005: $SAVE_PICKUPS_Y[13] = -2526.96 
0005: $SAVE_PICKUPS_Z[13] = 30.13 
0005: $SAVE_POINTS_X[13] = -2039.78 
0005: $SAVE_POINTS_Y[13] = -2529.1 
0005: $SAVE_POINTS_Z[13] = 29.63 
0005: $SAVE_POINTS_ANGLE[13] = 21.23 
0004: $860 = 0 
0005: $SAVE_PICKUPS_X[14] = 877.81 
0005: $SAVE_PICKUPS_Y[14] = -26.91 
0005: $SAVE_PICKUPS_Z[14] = 62.69 
0005: $SAVE_POINTS_X[14] = 877.04 
0005: $SAVE_POINTS_Y[14] = -30.16 
0005: $SAVE_POINTS_Z[14] = 62.19 
0005: $SAVE_POINTS_ANGLE[14] = 66.85 
0004: $861 = 0 
0005: $SAVE_PICKUPS_X[15] = -2026.481 
0005: $SAVE_PICKUPS_Y[15] = 156.8028 
0005: $SAVE_PICKUPS_Z[15] = 28.5391 
0005: $SAVE_POINTS_X[15] = -2021.036 
0005: $SAVE_POINTS_Y[15] = 156.0674 
0005: $SAVE_POINTS_Z[15] = 27.6521 
0005: $SAVE_POINTS_ANGLE[15] = 272.5815 
0004: $862 = 0 
0005: $SAVE_PICKUPS_X[16] = -693.3776 
0005: $SAVE_PICKUPS_Y[16] = 957.824 
0005: $SAVE_PICKUPS_Z[16] = 11.7829 
0005: $SAVE_POINTS_X[16] = -700.3663 
0005: $SAVE_POINTS_Y[16] = 966.0852 
0005: $SAVE_POINTS_Z[16] = 11.3575 
0005: $SAVE_POINTS_ANGLE[16] = 90.0 
0004: $863 = 0 
0005: $SAVE_PICKUPS_X[17] = 2024.564 
0005: $SAVE_PICKUPS_Y[17] = 996.4728 
0005: $SAVE_PICKUPS_Z[17] = 10.3203 
0005: $SAVE_POINTS_X[17] = 2027.043 
0005: $SAVE_POINTS_Y[17] = 996.0585 
0005: $SAVE_POINTS_Z[17] = 9.9203 
0005: $SAVE_POINTS_ANGLE[17] = 275.516 
0004: $864 = 0 
0213: $SAVE_PICKUPS[0] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[0] $SAVE_PICKUPS_Y[0] $SAVE_PICKUPS_Z[0] 
0213: $SAVE_PICKUPS[1] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[1] $SAVE_PICKUPS_Y[1] $SAVE_PICKUPS_Z[1] 
0213: $SAVE_PICKUPS[2] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[2] $SAVE_PICKUPS_Y[2] $SAVE_PICKUPS_Z[2] 
0213: $SAVE_PICKUPS[3] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[3] $SAVE_PICKUPS_Y[3] $SAVE_PICKUPS_Z[3] 
0213: $SAVE_PICKUPS[4] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[4] $SAVE_PICKUPS_Y[4] $SAVE_PICKUPS_Z[4] 
0213: $SAVE_PICKUPS[5] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[5] $SAVE_PICKUPS_Y[5] $SAVE_PICKUPS_Z[5] 
0213: $SAVE_PICKUPS[6] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[6] $SAVE_PICKUPS_Y[6] $SAVE_PICKUPS_Z[6] 
0213: $SAVE_PICKUPS[7] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[7] $SAVE_PICKUPS_Y[7] $SAVE_PICKUPS_Z[7] 
0213: $SAVE_PICKUPS[8] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[8] $SAVE_PICKUPS_Y[8] $SAVE_PICKUPS_Z[8] 
0213: $SAVE_PICKUPS[9] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[9] $SAVE_PICKUPS_Y[9] $SAVE_PICKUPS_Z[9] 
0213: $SAVE_PICKUPS[10] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[10] $SAVE_PICKUPS_Y[10] $SAVE_PICKUPS_Z[10] 
0213: $SAVE_PICKUPS[11] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[11] $SAVE_PICKUPS_Y[11] $SAVE_PICKUPS_Z[11] 
0213: $SAVE_PICKUPS[12] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[12] $SAVE_PICKUPS_Y[12] $SAVE_PICKUPS_Z[12] 
0004: $SAVE_PICKUPS_INDEX = 0 
0005: $1742 = 1099.551 
0005: $1743 = 1601.497 
0005: $1744 = 11.5546 
0005: $1745 = -2120.042 
0005: $1746 = -444.2838 
0005: $1747 = 34.5312 
0005: $1748 = 2695.624 
0005: $1749 = -1704.688 
0005: $1750 = 10.8437 
0570: $1739 = create_asset_radar_marker_with_icon 33 at $1742 $1743 $1744 
0570: $1740 = create_asset_radar_marker_with_icon 33 at $1745 $1746 $1747 
0570: $1741 = create_asset_radar_marker_with_icon 33 at $1748 $1749 $1750 
0005: $1751 = 2644.441 
0005: $1752 = -2012.558 
0005: $1753 = 12.5469 
00D6: if 
001A:   6 > $1786 
004D: jump_if_false @INITIAL_6005 
0004: $1764($1786,6i) = 0 
0004: $1770($1786,6i) = 0 
0004: $1776($1786,6i) = 0 

:INITIAL_6005
0004: $1782 = 0 
0004: $1783 = 0 
0004: $1784 = 0 
0004: $1785 = 0 
0004: $1787 = 0 
0004: $1790 = 0 
0004: $1791 = 0 
0004: $1789 = 0 
0004: $1788 = 0 
0004: $1794 = 0 
0004: $MISSION_BEATTHECOCK_TYPE = 1 
0004: $MISSION_BEATTHECOCK_PASSED = 0 
0004: $HELP_CHILIAD_CYCLING_SHOWN = 0 
0004: $MISSION_CHILIAD_CHALLENGE_PASSED = 0 
0004: $1802 = 0 
0004: $1803 = 0 
0004: $1804 = 25 
0004: $ONMISSION_MIKE_TORENO = 0 
0004: $1799 = 1 
0004: $1846 = 0 
0004: $1847 = 0 
0004: $ONMISSION_SHOOTING = 0 
0005: $SHOOTING_X[0] = 292.33 
0005: $SHOOTING_Y[0] = -35.39 
0005: $SHOOTING_Z[0] = 1000.5 
0005: $SHOOTING_X[1] = 289.4804 
0005: $SHOOTING_Y[1] = -79.6619 
0005: $SHOOTING_Z[1] = 1001.727 
0005: $SHOOTING_X[2] = 309.9744 
0005: $SHOOTING_Y[2] = -135.3927 
0005: $SHOOTING_Z[2] = 1002.826 
0005: $SHOOTING_X[3] = 306.8972 
0005: $SHOOTING_Y[3] = -164.9947 
0005: $SHOOTING_Z[3] = 1000.259 
0004: $1884 = 0 
0004: $1873 = 0 
0004: $1900 = 0 
0004: $1903 = 0 
0004: $1907 = 5000 
0004: $1909 = 0 
0004: $FLAG_PLAYER_IN_CRANE = 0 
0004: $1911 = 0 
0004: $1912 = 1 
0004: $1913 = 0 
0004: $1914 = 0 
0004: $1915 = 0 
0004: $1916 = 0 
0004: $1917 = 0 
0004: $1918 = 0 
0004: $1919 = 0 
0004: $1920 = 0 
0004: $1932 = 2000 
0004: $1934 = 2000 
0004: $1937 = 8000 
0004: $1939 = 0 
0004: $1486 = 0 
0004: $490 = 0 
0004: $1798 = 0 
0004: $1494 = 999999 
0004: $1495 = 999999 
0004: $1496 = 999999 
0004: $DEFAULT_WAIT_TIME = 250 
0005: $108 = 0.0625 
0086: $109 = $108 // (float) 
0015: $109 /= 2.0 
0086: $110 = $109 // (float) 
0015: $110 /= 2.0 
0004: $30 = 0 
0004: $56 = 1 
0005: $177 = -425.0 
0005: $178 = 1410.0 
0005: $179 = 10.0 
0004: $334 = 99999999 
0004: $335 = 99999999 
0004: $336 = 99999999 
0004: $337 = 99999999 
0004: $338 = 99999999 
0004: $339 = 99999999 
0004: $340 = 99999999 
0004: $341 = 99999999 
0004: $342 = 99999999 
0004: $343 = 99999999 
0004: $344 = 99999999 
0004: $345 = 99999999 
0004: $346 = 0 
0004: $347 = 0 
0004: $348 = 0 
0004: $349 = 0 
0004: $350 = 0 
0004: $351 = 0 
0004: $MISSION_LEARNING_TO_FLY_PASSED = 0 
0004: $MISSION_BACK_TO_SCHOOL_PASSED = 0 
0004: $107 = 0 
0004: $105 = 0 
0004: $91 = 0 
0004: $92 = 0 
0004: $93 = 0 
0004: $94 = 0 
0004: $95 = 0 
0004: $96 = 0 
0004: $97 = 0 
0004: $98 = 0 
0004: $99 = 0 
0004: $100 = 0 
0004: $101 = 0 
0004: $102 = 0 
0004: $103 = 0 
0004: $104 = 0 
0004: $53 = 0 
0004: $1940 = 1 
0004: $MISSION_BLOODRING_PASSED = 0 
0004: $FLIGHT_SCHOOL_RECORDS[0] = 0 
0004: $FLIGHT_SCHOOL_RECORDS[1] = 0 
0004: $FLIGHT_SCHOOL_RECORDS[2] = 0 
0004: $FLIGHT_SCHOOL_RECORDS[3] = 0 
0004: $FLIGHT_SCHOOL_RECORDS[4] = 0 
0004: $FLIGHT_SCHOOL_RECORDS[5] = 0 
0004: $FLIGHT_SCHOOL_RECORDS[6] = 0 
0004: $FLIGHT_SCHOOL_RECORDS[7] = 0 
0004: $FLIGHT_SCHOOL_RECORDS[8] = 0 
0004: $FLIGHT_SCHOOL_RECORDS[9] = 0 
0004: $FLIGHT_SCHOOL_CONTESTS_PASSED = 1 
0004: $FLIGHT_SCHOOL_CURRENT_CONTEST = 1 
0004: $FLIGHT_SCHOOL_BRIEF_PLAYED = 0 
0004: $PILOT_LICENSE_OBTAINED = 0 
0004: $PARKED_RUSTLER_EXISTS = 0 
0004: $PARKED_STUNT_EXISTS = 0 
0004: $PARKED_HUNTER_EXISTS = 0 
014B: $PARKED_RUSTLER = init_car_generator #RUSTLER color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 325.12 2537.1 17.52 angle 180.0 
014B: $PARKED_STUNT = init_car_generator #STUNT color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 348.0 2537.1 17.42 angle 180.0 
014B: $PARKED_HUNTER = init_car_generator #HUNTER color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 365.51 2537.1 17.42 angle 180.0 
014C: set_parked_car_generator $PARKED_RUSTLER cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_STUNT cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_HUNTER cars_to_generate_to 101 
0004: $1962 = 1 
0004: $1963 = 60000 
0004: $1964 = 80000 
0004: $1965 = 180000 
0004: $1966 = 10 
0004: $1967 = 200000 
0004: $1968 = 0 
0004: $MISSION_BOAT_SCHOOL_PASSED = 0 
0004: $1970 = 0 
0004: $1971 = 0 
0004: $1972 = 0 
0004: $1973 = 0 
0004: $1974 = 0 
0004: $1975 = 0 
0004: $1976 = 0 
0004: $1977 = 0 
0004: $1978 = 0 
0004: $1979 = 0 
0004: $1980 = 0 
0004: $1981 = 0 
0004: $1982 = 0 
0004: $1983 = 0 
0004: $1984 = 0 
0004: $PARKED_MARQUIS_EXISTS = 0 
0004: $PARKED_SQUALO_EXISTS = 0 
0004: $PARKED_JETMAX_EXISTS = 0 
014B: $PARKED_MARQUIS = init_car_generator #MARQUIS color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2227.104 2445.776 0.0 angle 229.3771 
014B: $PARKED_SQUALO = init_car_generator #SQUALO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2223.873 2409.866 0.0 angle 49.0555 
014B: $PARKED_JETMAX = init_car_generator #JETMAX color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2247.836 2425.675 0.0 angle 220.2123 
014C: set_parked_car_generator $PARKED_MARQUIS cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SQUALO cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_JETMAX cars_to_generate_to 101 
0004: $MISSION_PIMPING_PASSED = 0 
0004: $MISSION_COURIER_LS_PASSED = 0 
0004: $MISSION_COURIER_LV_PASSED = 0 
0004: $MISSION_COURIER_SF_PASSED = 0 
0004: $1995 = 2000 
0004: $1997 = 2000 
0004: $1999 = 2000 
0004: $2001 = 0 
0004: $2170 = 0 
0004: $2163 = 0 
0004: $2162 = 0 
0004: $2164 = 0 
0004: $2165 = 0 
0004: $2166 = 0 
0004: $2167 = 0 
0004: $2168 = 0 
0004: $2169 = 0 
0004: $2171 = 0 
0004: $2172 = 0 
0004: $2173 = 0 
0004: $2174 = 0 
0004: $2175 = 0 
0004: $2176 = 0 
0004: $2177 = 0 
0004: $2178 = 0 
0004: $2179 = 0 
0004: $2180 = 0 
0004: $2181 = 0 
0004: $2182 = 0 
0004: $2183 = 0 
0004: $2184 = 0 
0004: $2185 = 0 
0004: $2186 = 0 
0004: $2187 = 0 
0004: $2188 = 0 
0004: $PARKED_FREEWAY_EXISTS = 0 
0004: $PARKED_FCR900_EXISTS = 0 
0004: $PARKED_NRG500_EXISTS = 0 
014B: $PARKED_FREEWAY = init_car_generator #FREEWAY color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1174.76 1364.832 10.1203 angle 280.0355 
014B: $PARKED_FCR900 = init_car_generator #FCR900 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1174.999 1366.479 10.1203 angle 282.2258 
014B: $PARKED_NRG500 = init_car_generator #NRG500 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1174.467 1368.359 10.1203 angle 283.0546 
014C: set_parked_car_generator $PARKED_FREEWAY cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_FCR900 cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_NRG500 cars_to_generate_to 101 
0004: $BCESAR2_TIMES_PASSED = 0 
0004: $840 = 0 
0004: $MISSION_WUZIMU_STARTED_FLAG = 0 
0004: $HELP_RESPECT_SHOWN = 0 
0004: $BCESAR2_PASSED_ONCE = 0 
0004: $2199 = 0 
0004: $2200 = 0 
0004: $MISSION_DRIVING_SCHOOL_PASSED = 0 
0004: $2202 = 0 
0004: $2203 = 0 
0004: $2204 = 0 
0004: $2206 = 0 
0004: $2207 = 0 
0004: $2208 = 0 
0005: $4 = 0.0 
0005: $5 = 0.0 
0005: $6 = 0.0 
0005: $7 = 0.0 
0005: $8 = 0.0 
0005: $9 = 0.0 
0004: $LS_FINAL_MISSIONS_STARTED = 0 
0005: $76 = 1.5 
0005: $77 = 1.5 
0005: $78 = 3.0 
0005: $79 = 4.0 
0005: $80 = 4.0 
0005: $81 = 4.0 
0005: $X_RACE_TOURNAMENT_POINT[0] = 1766.134 
0005: $Y_RACE_TOURNAMENT_POINT[0] = -1704.228 
0005: $Z_RACE_TOURNAMENT_POINT[0] = 12.4731 
0005: $X_RACE_TOURNAMENT_POINT[1] = -1922.922 
0005: $Y_RACE_TOURNAMENT_POINT[1] = 282.7151 
0005: $Z_RACE_TOURNAMENT_POINT[1] = 40.0391 
0005: $X_RACE_TOURNAMENT_POINT[2] = 1636.916 
0005: $Y_RACE_TOURNAMENT_POINT[2] = 912.9478 
0005: $Z_RACE_TOURNAMENT_POINT[2] = 9.689 
0005: $X_RACE_TOURNAMENT_POINT[3] = 1701.69 
0005: $Y_RACE_TOURNAMENT_POINT[3] = 1649.193 
0005: $Z_RACE_TOURNAMENT_POINT[3] = 9.6296 
0004: $CURRENT_TOURNAMENT = 0 
0004: $RACES_BEST_RESULT[0] = 999999999 
0004: $RACES_BEST_RESULT[1] = 999999999 
0004: $RACES_BEST_RESULT[2] = 999999999 
0004: $RACES_BEST_RESULT[3] = 999999999 
0004: $RACES_BEST_RESULT[4] = 999999999 
0004: $RACES_BEST_RESULT[5] = 999999999 
0004: $RACES_BEST_RESULT[6] = 999999999 
0004: $RACES_BEST_RESULT[7] = 999999999 
0004: $RACES_BEST_RESULT[8] = 999999999 
0004: $RACES_BEST_RESULT[9] = 999999999 
0004: $RACES_BEST_RESULT[10] = 999999999 
0004: $RACES_BEST_RESULT[11] = 999999999 
0004: $RACES_BEST_RESULT[12] = 999999999 
0004: $RACES_BEST_RESULT[13] = 999999999 
0004: $RACES_BEST_RESULT[14] = 999999999 
0004: $RACES_BEST_RESULT[15] = 999999999 
0004: $RACES_BEST_RESULT[16] = 999999999 
0004: $RACES_BEST_RESULT[17] = 999999999 
0004: $RACES_BEST_RESULT[18] = 999999999 
0004: $RACES_BEST_RESULT[19] = 999999999 
0004: $RACES_BEST_RESULT[20] = 999999999 
0004: $RACES_BEST_RESULT[21] = 999999999 
0004: $RACES_BEST_RESULT[22] = 999999999 
0004: $RACES_BEST_RESULT[23] = 999999999 
0004: $RACES_BEST_RESULT[24] = 999999999 
0004: $RACES_BEST_RESULT[25] = 999999999 
0004: $RACES_BEST_RESULT[26] = 999999999 
0004: $RACES_BEST_RESULT[27] = 999999999 
0004: $RACES_BEST_RESULT[28] = 999999999 
0004: $RACES_BEST_RESULT[29] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[0] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[1] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[2] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[3] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[4] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[5] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[6] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[7] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[8] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[9] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[10] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[11] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[12] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[13] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[14] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[15] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[16] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[17] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[18] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[19] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[20] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[21] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[22] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[23] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[24] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[25] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[26] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[27] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[28] = 999999999 
0004: $RACES_CURRENT_BEST_TIME[29] = 999999999 
0004: $RACES_NEW_BEST_TIME[0] = 999999999 
0004: $RACES_NEW_BEST_TIME[1] = 999999999 
0004: $RACES_NEW_BEST_TIME[2] = 999999999 
0004: $RACES_NEW_BEST_TIME[3] = 999999999 
0004: $RACES_NEW_BEST_TIME[4] = 999999999 
0004: $RACES_NEW_BEST_TIME[5] = 999999999 
0004: $RACES_NEW_BEST_TIME[6] = 999999999 
0004: $RACES_NEW_BEST_TIME[7] = 999999999 
0004: $RACES_NEW_BEST_TIME[8] = 999999999 
0004: $RACES_NEW_BEST_TIME[9] = 999999999 
0004: $RACES_NEW_BEST_TIME[10] = 999999999 
0004: $RACES_NEW_BEST_TIME[11] = 999999999 
0004: $RACES_NEW_BEST_TIME[12] = 999999999 
0004: $RACES_NEW_BEST_TIME[13] = 999999999 
0004: $RACES_NEW_BEST_TIME[14] = 999999999 
0004: $RACES_NEW_BEST_TIME[15] = 999999999 
0004: $RACES_NEW_BEST_TIME[16] = 999999999 
0004: $RACES_NEW_BEST_TIME[17] = 999999999 
0004: $RACES_NEW_BEST_TIME[18] = 999999999 
0004: $RACES_NEW_BEST_TIME[19] = 999999999 
0004: $RACES_NEW_BEST_TIME[20] = 999999999 
0004: $RACES_NEW_BEST_TIME[21] = 999999999 
0004: $RACES_NEW_BEST_TIME[22] = 999999999 
0004: $RACES_NEW_BEST_TIME[23] = 999999999 
0004: $RACES_NEW_BEST_TIME[24] = 999999999 
0004: $RACES_NEW_BEST_TIME[25] = 999999999 
0004: $RACES_NEW_BEST_TIME[26] = 999999999 
0004: $RACES_NEW_BEST_TIME[27] = 999999999 
0004: $RACES_NEW_BEST_TIME[28] = 999999999 
0004: $RACES_NEW_BEST_TIME[29] = 999999999 
0004: $RACES_WON[0] = 0 
0004: $RACES_WON[1] = 0 
0004: $RACES_WON[2] = 0 
0004: $RACES_WON[3] = 0 
0004: $RACES_WON[4] = 0 
0004: $RACES_WON[5] = 0 
0004: $RACES_WON[6] = 0 
0004: $RACES_WON[7] = 0 
0004: $RACES_WON[8] = 0 
0004: $RACES_WON[9] = 0 
0004: $RACES_WON[10] = 0 
0004: $RACES_WON[11] = 0 
0004: $RACES_WON[12] = 0 
0004: $RACES_WON[13] = 0 
0004: $RACES_WON[14] = 0 
0004: $RACES_WON[15] = 0 
0004: $RACES_WON[16] = 0 
0004: $RACES_WON[17] = 0 
0004: $RACES_WON[18] = 0 
0004: $RACES_WON[19] = 0 
0004: $RACES_WON[20] = 0 
0004: $RACES_WON[21] = 0 
0004: $RACES_WON[22] = 0 
0004: $RACES_WON[23] = 0 
0004: $RACES_WON[24] = 0 
0004: $RACES_WON[25] = 0 
0004: $RACES_WON[26] = 0 
0004: $RACES_WON[27] = 0 
0004: $RACES_WON[28] = 0 
0004: $RACES_WON[29] = 0 
0004: $RACES_WON_NUMBER = 0 
0004: $ALL_RACES_WON_PRIZE_FLAG = 0 
0004: $CARMOD_DISABLED_FLAG = 0 
0004: $190 = 0 
0004: $191 = 0 
0004: $192 = 0 
0005: $X_CATALINA_HOUSE = 868.3358 
0005: $Y_CATALINA_HOUSE = -29.5529 
0005: $Z_CATALINA_HOUSE = 62.3276 
0005: $X_LOCAL_LIQUOR_STORE = 257.5389 
0005: $Y_LOCAL_LIQUOR_STORE = -77.23 
0005: $Z_LOCAL_LIQUOR_STORE = 1.3678 
0005: $X_SMALL_TOWN_BANK = 2297.78 
0005: $Y_SMALL_TOWN_BANK = -16.83 
0005: $Z_SMALL_TOWN_BANK = 26.29 
0005: $X_TANKER_COMMANDER = 652.17 
0005: $Y_TANKER_COMMANDER = -559.75 
0005: $Z_TANKER_COMMANDER = 15.15 
0005: $X_AGAINST_ALL_ODDS = 1294.09 
0005: $Y_AGAINST_ALL_ODDS = 267.78 
0005: $Z_AGAINST_ALL_ODDS = 18.54 
0005: $X_MEETING_CATALINA = 681.595 
0005: $Y_MEETING_CATALINA = -478.7909 
0005: $Z_MEETING_CATALINA = 15.3281 
0004: $CATALINA_DIALOG_LIQUOR_STORE_PLAYED = 0 
0004: $CATALINA_DIALOG_BETTING_SHOP_PLAYED = 0 
0004: $CATALINA_TOTAL_PASSED_MISSIONS = 0 
0004: $MISSION_LOCAL_LIQUOR_STORE_PASSED = 0 
0004: $MISSION_SMALL_TOWN_BANK_PASSED = 0 
0004: $MISSION_TANKER_COMMANDER_PASSED = 0 
0004: $ALL_CATALINA_MISSIONS_PASSED = 0 
0005: $666 = 415.55 
0005: $667 = 2533.57 
0005: $668 = 19.18 
014B: $LEVIATHAN_PARKED = init_car_generator #LEVIATHN color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 383.178 2538.891 16.53 angle 180.0 
014C: set_parked_car_generator $LEVIATHAN_PARKED cars_to_generate_to 101 
0005: $X_JOHNSON_HOUSE = 2495.214 
0005: $Y_JOHNSON_HOUSE = -1687.03 
0005: $Z_JOHNSON_HOUSE = 12.5144 
0005: $X_SWEET_HOUSE = 2515.07 
0005: $Y_SWEET_HOUSE = -1673.98 
0005: $Z_SWEET_HOUSE = 12.71 
0005: $X_RYDER_HOUSE = 2459.55 
0005: $Y_RYDER_HOUSE = -1687.75 
0005: $Z_RYDER_HOUSE = 12.56 
0005: $X_BIG_SMOKE_HOUSE = 2070.87 
0005: $Y_BIG_SMOKE_HOUSE = -1703.01 
0005: $Z_BIG_SMOKE_HOUSE = 12.55 
0005: $X_OG_LOC_WORK = 790.54 
0005: $Y_OG_LOC_WORK = -1627.91 
0005: $Z_OG_LOC_WORK = 12.39 
0005: $X_OG_LOC_HOUSE = 2486.61 
0005: $Y_OG_LOC_HOUSE = -1649.42 
0005: $Z_OG_LOC_HOUSE = 12.48 
0005: $X_CESAR_HOUSE = 1801.08 
0005: $Y_CESAR_HOUSE = -2117.92 
0005: $Z_CESAR_HOUSE = 12.56 
0005: $X_CRASH_LS = 1042.85 
0005: $Y_CRASH_LS = -1338.62 
0005: $Z_CRASH_LS = 12.55 
0005: $X_ANGEL_PINE = -2043.34 
0005: $Y_ANGEL_PINE = -2525.99 
0005: $Z_ANGEL_PINE = 29.62 
0005: $X_TRUTH_FARM = -922.5121 
0005: $Y_TRUTH_FARM = -1719.395 
0005: $Z_TRUTH_FARM = 76.5703 
0005: $X_ANGEL_PINE_MOTEL = -2198.87 
0005: $Y_ANGEL_PINE_MOTEL = -2261.202 
0005: $Z_ANGEL_PINE_MOTEL = 29.6419 
0005: $X_MONTGOMERY = 1552.78 
0005: $Y_MONTGOMERY = 39.3031 
0005: $Z_MONTGOMERY = 23.1445 
0005: $X_WOOZIE_HOUSE = -2154.208 
0005: $Y_WOOZIE_HOUSE = 645.3251 
0005: $Z_WOOZIE_HOUSE = 51.3516 
0005: $X_JIZZY_CLUB = -2623.497 
0005: $Y_JIZZY_CLUB = 1405.66 
0005: $Z_JIZZY_CLUB = 6.1016 
0005: $X_SF_GARAGE_2 = -2031.261 
0005: $Y_SF_GARAGE_2 = 179.2488 
0005: $Z_SF_GARAGE_2 = 27.8359 
0005: $X_ZERO_RC_SHOP = -2245.663 
0005: $Y_ZERO_RC_SHOP = 128.8889 
0005: $Z_ZERO_RC_SHOP = 34.3203 
0005: $X_SF_GARAGE_3 = -2030.402 
0005: $Y_SF_GARAGE_3 = 148.8279 
0005: $Z_SF_GARAGE_3 = 27.8359 
0005: $X_SF_GARAGE = -2030.402 
0005: $Y_SF_GARAGE = 148.8279 
0005: $Z_SF_GARAGE = 27.8359 
0005: $X_DRIVING_SCHOOL = -2026.811 
0005: $Y_DRIVING_SCHOOL = -114.9093 
0005: $Z_DRIVING_SCHOOL = 1034.179 
0005: $X_TIERRA_ROBADA_RANCH = -685.2156 
0005: $Y_TIERRA_ROBADA_RANCH = 923.2191 
0005: $Z_TIERRA_ROBADA_RANCH = 11.1531 
0005: $X_OLD_AIRPORT = 327.448 
0005: $Y_OLD_AIRPORT = 2530.095 
0005: $Z_OLD_AIRPORT = 15.8066 
0005: $X_THE_FOUR_DRAGONS_CASINO = 1962.432 
0005: $Y_THE_FOUR_DRAGONS_CASINO = 974.675 
0005: $Z_THE_FOUR_DRAGONS_CASINO = 993.4688 
0005: $X_THE_FOUR_DRAGONS_CASINO_2 = 1962.398 
0005: $Y_THE_FOUR_DRAGONS_CASINO_2 = 1060.962 
0005: $Z_THE_FOUR_DRAGONS_CASINO_2 = 993.4688 
0005: $X_CALIGULA_PALACE = 2270.634 
0005: $Y_CALIGULA_PALACE = 1635.599 
0005: $Z_CALIGULA_PALACE = 1007.367 
0005: $X_PRICKLE_PINE_LV = 1598.557 
0005: $Y_PRICKLE_PINE_LV = 2667.83 
0005: $Z_PRICKLE_PINE_LV = 9.8203 
0005: $X_ROYAL_CASINO = 2090.0 
0005: $Y_ROYAL_CASINO = 1451.0 
0005: $Z_ROYAL_CASINO = 9.8 
0005: $X_MADD_DOGG_CRIB = 1253.788 
0005: $Y_MADD_DOGG_CRIB = -785.2594 
0005: $Z_MADD_DOGG_CRIB = 91.0313 
0005: $636 = 2496.06 
0005: $637 = -1687.96 
0005: $638 = 12.53 
0005: $419 = -299.6 
0005: $420 = 1530.4 
0005: $421 = 74.7 
0005: $X_PERSHING_SQUARE_LS = 1498.7 
0005: $Y_PERSHING_SQUARE_LS = -1631.9 
0005: $Z_PERSHING_SQUARE_LS = 14.0 
0005: $425 = 1505.7 
0005: $426 = -1631.9 
0005: $427 = 14.0 
0005: $431 = 1512.7 
0005: $432 = -1631.9 
0005: $433 = 14.0 
0005: $639 = 1960.898 
0005: $640 = 1008.406 
0005: $641 = 991.4745 
0005: $2337 = 1918.988 
0005: $2338 = -1789.324 
0005: $2339 = 12.5 
0005: $2340 = -1563.768 
0005: $2341 = 2690.873 
0005: $2342 = 54.6985 
0005: $642 = 828.77 
0005: $643 = 4.71 
0005: $644 = 1003.17 
0005: $428 = 1494.3 
0005: $429 = -1644.6 
0005: $430 = 14.0 
0005: $645 = 1489.5 
0005: $646 = -1674.2 
0005: $647 = 12.5 
0005: $648 = -2132.45 
0005: $649 = -47.0 
0005: $650 = 35.3 
0005: $651 = 2323.97 
0005: $652 = -1517.04 
0005: $653 = 24.32 
0005: $654 = 1979.1 
0005: $655 = -1996.1 
0005: $656 = 12.4 
0005: $657 = 862.9 
0005: $658 = -1154.8 
0005: $659 = 23.0 
0005: $660 = -1758.877 
0005: $661 = 952.744 
0005: $662 = 23.7487 
0005: $663 = 2258.523 
0005: $664 = 1613.25 
0005: $665 = 1005.188 
0004: $188 = 0 
0004: $ONMISSION_COURIER = 0 
0005: $2343 = 1359.45 
0005: $2344 = -1755.0 
0005: $2345 = 12.85 
0005: $2346 = -2590.44 
0005: $2347 = 73.21 
0005: $2348 = 3.91 
0005: $2349 = 1887.79 
0005: $2350 = 2087.39 
0005: $2351 = 10.05 
0005: $2352 = 823.6816 
0005: $2353 = 854.1741 
0005: $2354 = 10.7949 
0005: $2355 = -2309.23 
0005: $2356 = -1651.22 
0005: $2357 = 483.09 
0005: $2358 = -1517.903 
0005: $2359 = 153.7578 
0005: $2360 = 2.7813 
0005: $2361 = 2705.172 
0005: $2362 = -1698.127 
0005: $2363 = 10.8515 
0005: $2364 = 1134.0 
0005: $2365 = -7.0 
0005: $2366 = 1001.0 
0005: $2367 = -2187.378 
0005: $2368 = 2416.552 
0005: $2369 = 4.166 
0005: $2370 = 1173.877 
0005: $2371 = 1351.037 
0005: $2372 = 9.9219 
0005: $2373 = -77.6456 
0005: $2374 = -1136.401 
0005: $2375 = 0.0781 
0005: $2376 = -2645.23 
0005: $2377 = 1413.3 
0005: $2378 = -92.69 
0005: $2379 = -2325.37 
0005: $2380 = -131.655 
0005: $2381 = 34.3 
0005: $2382 = 563.78 
0005: $2383 = 2725.14 
0005: $2384 = 60.49 
0005: $2385 = 424.657 
0005: $2386 = -1439.674 
0005: $2387 = 30.341 
0005: $2388 = 1681.19 
0005: $2389 = -1433.31 
0005: $2390 = 12.53 
0005: $2391 = 1576.734 
0005: $2392 = -1609.741 
0005: $2393 = 12.3828 
0005: $2394 = 2831.243 
0005: $2395 = -1674.637 
0005: $2396 = 8.9732 
0005: $2397 = 2668.769 
0005: $2398 = -1753.973 
0005: $2399 = 10.8515 
0005: $2400 = -2338.5 
0005: $2401 = -109.01 
0005: $2402 = 34.36 
0005: $2403 = 764.4572 
0005: $2404 = 2.745 
0005: $2405 = 999.7153 
0005: $2406 = 2747.055 
0005: $2407 = -1691.208 
0005: $2408 = 10.8515 
0005: $2409 = 2694.246 
0005: $2410 = -1706.007 
0005: $2411 = 10.8556 
0004: $2413 = 0 
0004: $2414 = 0 
0004: $SAVE_PICKUPS_EXIST = 0 
0004: $GYMS_ACCESSIBLE_FLAG = 0 
0004: $2547 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $2546 = 0 
0004: $2425 = 0 
0004: $2418 = 0 
0004: $2420 = 0 
0004: $2422 = 0 
0004: $2424 = 0 
0004: $2516 = 0 
0004: $2517 = 0 
0004: $2513 = 0 
0004: $2514 = 0 
0004: $2515 = 0 
0004: $2548 = 0 
0004: $2549 = 0 
0004: $2550 = 0 
0004: $2551 = 0 
0004: $2552 = 0 
0004: $2553 = 0 
0004: $2554 = 0 
0004: $GIMP_SUIT_AVAILABLE = 1 
0004: $VALET_UNIFORM_AVAILABLE = 1 
0004: $CROUPIER_UNIFORM_AVAILABLE = 1 
0004: $COP_UNIFORM_AVAILABLE = 1 
0004: $RURAL_CLOTHES_AVAILABLE = 1 
0004: $RACING_SUIT_AVAILABLE = 1 
0004: $MEDIC_UNIFORM_AVAILABLE = 1 
0004: $PIMP_SUIT_AVAILABLE = 1 
0004: $2564 = 0 
0004: $2565 = 0 
0004: $2566 = 0 
0004: $2567 = 0 
0004: $2568 = 0 
0004: $2569 = 0 
0004: $2570 = 0 
0004: $2571 = 0 
0004: $2572 = 0 
0004: $2573 = 0 
0004: $2574 = 0 
0004: $2575 = 0 
0004: $2576 = 0 
0004: $2577 = 0 
04CE: $449 = create_icon_marker 63 at 2067.4 -1831.2 13.5 
04CE: $450 = create_icon_marker 63 at 488.0 -1734.0 34.4 
04CE: $451 = create_icon_marker 63 at 720.016 -454.625 15.328 
04CE: $2649 = create_icon_marker 63 at -1420.547 2583.945 58.031 
04CE: $2650 = create_icon_marker 63 at 1966.532 2162.65 10.995 
04CE: $2651 = create_icon_marker 63 at -2425.46 1020.83 49.39 
04CE: $2652 = create_icon_marker 63 at 1021.8 -1018.7 30.9 
04CE: $2653 = create_icon_marker 63 at -1908.9 292.3 40.0 
04CE: $2654 = create_icon_marker 63 at -103.6 1112.4 18.7
0004: $2655 = 1 
0004: $2656 = 1 
02B9: deactivate_garage 'CN2GAR2' 
016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0 
016C: restart_if_wasted_at 1180.85 -1325.57 12.58 angle 271.4 town_number 0 
016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0 
016C: restart_if_wasted_at 1244.437 331.2261 18.5547 angle 7.5465 town_number 1 
016D: restart_if_busted_at 632.2344 -571.7104 15.3515 angle 267.2 town_number 1 
016C: restart_if_wasted_at -2199.719 -2308.075 29.6181 angle 322.8928 town_number 1 
016D: restart_if_busted_at -2163.829 -2387.817 29.625 angle 134.2066 town_number 1 
016C: restart_if_wasted_at -2670.285 616.4364 13.4531 angle 183.1042 town_number 1 
016D: restart_if_busted_at -1605.792 716.8598 11.0241 angle 355.2978 town_number 1 
016C: restart_if_wasted_at -316.3832 1056.045 18.7344 angle 1.6017 town_number 2 
016D: restart_if_busted_at -212.1889 979.4168 18.3219 angle 278.0478 town_number 2 
016C: restart_if_wasted_at -1514.823 2527.119 54.7443 angle 2.3546 town_number 2 
016D: restart_if_busted_at -1393.072 2633.116 54.9491 angle 86.0424 town_number 2 
016C: restart_if_wasted_at 1578.446 1770.682 9.8358 angle 99.7567 town_number 2 
016D: restart_if_busted_at 2337.083 2453.802 13.9765 angle 90.7643 town_number 2 
0814: define_unique_jump_start 1939.136 -1968.052 17.6649 radius 2.5 2.728 3.17 in_air_goal 1989.958 -1971.951 28.7249 radius 11.134 5.398 7.23 camera 1960.545 -1963.571 25.3229 reward 500 
0814: define_unique_jump_start 2209.275 -1843.686 19.0964 radius 2.5 4.28 3.83 in_air_goal 2215.124 -1889.359 17.7864 radius 15.36 7.01 11.05 camera 2203.34 -1861.524 21.8367 reward 500 
0814: define_unique_jump_start 1177.215 -1696.761 21.368 radius 2.22 2.5 5.1 in_air_goal 1177.972 -1626.719 32.8079 radius 18.2 7.23 12.36 camera 1182.92 -1659.431 29.1115 reward 500 
0814: define_unique_jump_start 2278.29 -1357.857 31.3255 radius 2.5 2.5 3.96 in_air_goal 2275.299 -1310.756 30.9555 radius 10.69 2.5 9.36 camera 2271.681 -1331.282 32.6621 reward 500 
0814: define_unique_jump_start 2335.351 -2163.947 18.5147 radius 3.52 2.5 3.44 in_air_goal 2344.419 -2178.703 24.2546 radius 15.64 3.05 11.96 camera 2336.89 -2190.321 22.4292 reward 500 
0814: define_unique_jump_start 2825.933 -1582.66 18.126 radius 2.5 4.22 4.92 in_air_goal 2787.504 -1569.318 27.776 radius 2.704 19.16 14.15 camera 2805.121 -1579.892 20.7985 reward 500 
0814: define_unique_jump_start 2460.177 -2567.911 18.8162 radius 2.5 2.5 3.65 in_air_goal 2464.206 -2597.455 25.8862 radius 8.89 0.82 6.26 camera 2454.878 -2593.787 23.9707 reward 500 
0814: define_unique_jump_start 1832.453 -2386.805 17.9247 radius 2.5 2.5 3.01 in_air_goal 1833.612 -2372.385 17.9247 radius 6.57 0.5 6.65 camera 1840.288 -2367.095 19.4731 reward 500 
0814: define_unique_jump_start 1839.745 -2514.477 16.1769 radius 2.5 2.34 2.77 in_air_goal 1921.679 -2517.896 20.6069 radius 2.512 6.42 8.6999 camera 1879.752 -2529.894 22.7841 reward 500 
0814: define_unique_jump_start 2634.397 -2107.984 17.0887 radius 4.172 2.5 5.06 in_air_goal 2595.646 -2109.055 25.7387 radius 9.592 4.178 6.1 camera 2608.7 -2117.174 21.6272 reward 500 
0814: define_unique_jump_start 2352.3 -1259.068 28.9962 radius 2.5 2.5 2.76 in_air_goal 2298.204 -1257.677 28.7062 radius 2.62 20.04 9.96 camera 2312.838 -1265.614 37.7793 reward 500 
0814: define_unique_jump_start 1013.163 -1270.362 24.4456 radius 2.0 2.0 4.05 in_air_goal 1045.359 -1273.475 32.9636 radius 2.0 14.304 13.14 camera 1037.356 -1264.502 25.3721 reward 500 
0814: define_unique_jump_start -973.357 -223.2307 53.3717 radius 5.35 29.1299 15.98 in_air_goal -1116.028 -211.0103 30.6016 radius 49.9398 32.2599 27.0399 camera -1038.667 -187.1254 54.0 reward 500 
0814: define_unique_jump_start -2637.069 780.3949 50.0166 radius 6.76 2.52 9.29 in_air_goal -2639.577 733.2753 44.1565 radius 9.91 2.52 9.29 camera -2633.359 757.9172 52.0809 reward 500 
0814: define_unique_jump_start -2520.199 1169.203 59.5525 radius 6.54 3.09 5.97 in_air_goal -2520.199 1202.12 53.4025 radius 33.5399 6.21 17.66 camera -2513.778 1193.925 57.4115 reward 500 
0814: define_unique_jump_start -1794.982 1211.612 35.6794 radius 3.02 2.58 4.75 in_air_goal -1795.802 1258.197 32.5394 radius 19.51 5.13 19.69 camera -1797.49 1238.395 37.9679 reward 500 
0814: define_unique_jump_start -2659.551 1533.67 53.2004 radius 2.5 2.62 4.73 in_air_goal -2659.551 1551.645 45.5003 radius 7.26 11.79 18.54 camera -2658.426 1531.631 60.6476 reward 500 
0814: define_unique_jump_start -1690.662 1110.392 57.2776 radius 2.3 2.98 5.08 in_air_goal -1662.512 1110.392 57.2776 radius 2.3 18.12 12.26 camera -1649.676 1114.14 50.8559 reward 500 
0814: define_unique_jump_start -2145.461 -112.0259 44.3452 radius 7.24 3.3 5.49 in_air_goal -2146.82 -89.4659 54.3752 radius 4.36 3.3 14.28 camera -2141.051 -89.1471 45.6462 reward 500 
0814: define_unique_jump_start -267.7739 2662.036 68.7405 radius 3.53 4.02 6.0 in_air_goal -237.1135 2661.936 79.7505 radius 7.28 12.06 8.14 camera -253.199 2654.016 72.7989 reward 500 
0814: define_unique_jump_start -249.6904 2590.805 66.1194 radius 3.68 2.96 3.96 in_air_goal -249.6904 2575.325 66.1194 radius 12.66 5.21 9.68 camera -256.2141 2555.207 64.5246 reward 500 
0814: define_unique_jump_start -871.5031 2308.79 164.5739 radius 3.39 2.87 4.86 in_air_goal -981.079 2300.913 111.7538 radius 18.77 40.02 69.5898 camera -905.3314 2315.064 163.7206 reward 500 
0814: define_unique_jump_start 2073.713 2366.653 50.8534 radius 5.54 3.45 2.18 in_air_goal 2050.73 2313.709 31.8133 radius 29.69 11.19 26.09 camera 2077.486 2318.872 26.9287 reward 500 
0814: define_unique_jump_start 2170.947 2402.609 62.2905 radius 2.78 3.59 3.62 in_air_goal 2183.67 2402.609 62.2905 radius 4.92 9.2 9.8 camera 2232.11 2387.587 50.9115 reward 500 
0814: define_unique_jump_start 2418.056 1353.234 12.3641 radius 2.2 5.014 3.98 in_air_goal 2481.923 1346.354 25.664 radius 5.01 19.984 11.63 camera 2462.313 1362.702 19.7672 reward 500 
0814: define_unique_jump_start 2407.308 1364.379 14.5734 radius 5.16 2.72 6.0 in_air_goal 2399.12 1386.524 25.4934 radius 18.57 4.61 11.62 camera 2412.772 1392.431 22.3043 reward 500 
0814: define_unique_jump_start 2784.763 2208.72 15.1934 radius 3.05 1.76 4.33 in_air_goal 2738.984 2208.72 21.8434 radius 3.24 24.23 16.15 camera 2758.656 2201.665 18.3639 reward 500 
0814: define_unique_jump_start 1482.383 2037.004 17.0576 radius 2.09 2.69 5.58 in_air_goal 1482.875 2077.978 23.8776 radius 3.284 4.09 7.07 camera 1489.125 2065.024 20.6514 reward 500 
0814: define_unique_jump_start 1976.397 2593.686 17.2126 radius 3.67 2.0 5.44 in_air_goal 2041.191 2593.686 30.4425 radius 5.05 32.8 20.5 camera 2007.676 2596.314 28.1338 reward 500 
0814: define_unique_jump_start 1636.264 2399.712 15.8903 radius 2.5 2.5 5.08 in_air_goal 1636.264 2449.071 15.8903 radius 21.33 2.0 13.95 camera 1642.17 2440.29 18.5118 reward 500 
0814: define_unique_jump_start 2119.23 2385.213 33.7094 radius 2.1 3.36 2.6 in_air_goal 2151.891 2385.601 30.8958 radius 3.51 13.42 9.04 camera 2128.102 2392.048 32.2357 reward 500 
0814: define_unique_jump_start -2082.529 -2498.932 33.9682 radius 2.34 2.4 3.55 in_air_goal -2110.031 -2479.709 40.8882 radius 4.42 4.08 5.94 camera -2101.418 -2496.468 37.1704 reward 500 
0814: define_unique_jump_start 2112.408 97.9 39.993 radius 5.64 10.28 8.05 in_air_goal 2152.117 91.33 39.993 radius 14.95 26.95 16.22 camera 2149.933 76.6566 44.9509 reward 500 
0814: define_unique_jump_start -2100.413 -1743.595 199.7312 radius 2.94 4.27 4.96 in_air_goal -2082.491 -1718.923 199.7312 radius 10.8 9.39 17.62 camera -2096.167 -1714.572 201.0246 reward 500 
0814: define_unique_jump_start -2287.671 -2800.779 22.0541 radius 5.81 13.66 5.57 in_air_goal -2255.133 -2800.779 22.0541 radius 12.56 28.68 14.69 camera -2253.319 -2814.645 22.8247 reward 500 
0814: define_unique_jump_start 110.8902 2428.049 23.7936 radius 3.58 3.15 4.2 in_air_goal 132.64 2445.781 32.7336 radius 4.38 16.62 15.35 camera 119.7758 2449.64 27.7167 reward 500 
0814: define_unique_jump_start -894.4963 2693.199 44.7303 radius 3.58 2.63 2.44 in_air_goal -941.4026 2662.939 55.7302 radius 29.14 16.02 19.74 camera -931.5991 2647.995 51.4501 reward 500 
0814: define_unique_jump_start 89.9936 -243.2046 7.5581 radius 3.96 4.46 4.48 in_air_goal 101.5435 -255.4345 7.5581 radius 7.39 11.31 14.99 camera 87.0604 -266.0403 9.8153 reward 500 
0814: define_unique_jump_start 160.7991 -160.2479 6.1453 radius 2.12 1.452 2.23 in_air_goal 171.8147 -162.405 12.321 radius 2.0 7.2 7.18 camera 183.2545 -151.314 13.5961 reward 500 
0814: define_unique_jump_start -72.3 17.7 8.4132 radius 2.81 2.4 4.48 in_air_goal -65.1154 35.7188 16.6432 radius 7.71 2.0 7.27 camera -70.4781 55.8289 15.0868 reward 500 
0814: define_unique_jump_start -39.7989 53.3007 6.9223 radius 3.15 2.76 2.35 in_air_goal -36.4289 76.6106 6.9223 radius 12.51 4.48 9.67 camera -42.5507 77.3671 7.8899 reward 500 
0814: define_unique_jump_start 638.7504 -520.0714 18.8519 radius 2.0 2.15 2.34 in_air_goal 639.8602 -545.0903 22.7619 radius 10.97 3.01 8.26 camera 629.1661 -542.9603 24.9594 reward 500 
0814: define_unique_jump_start 1749.723 779.6028 13.4757 radius 1.68 2.616 2.164 in_air_goal 1749.723 825.0914 14.2657 radius 10.718 2.616 5.824 camera 1744.046 799.4149 12.6554 reward 500 
0814: define_unique_jump_start 110.2446 -257.9929 6.2739 radius 3.36 3.32 2.93 in_air_goal 92.4846 -245.6928 11.0439 radius 8.43 6.92 3.99 camera 92.9552 -254.6195 10.1539 reward 500 
0814: define_unique_jump_start 2125.642 95.2542 37.3959 radius 3.83 4.09 2.57 in_air_goal 2098.51 99.5841 35.8559 radius 3.83 8.46 5.72 camera 2116.393 88.0306 40.2113 reward 500 
0814: define_unique_jump_start -344.6466 -9.8812 44.9609 radius 14.26 3.45 3.8 in_air_goal -336.1166 28.7688 37.7609 radius 16.09 4.55 6.29 camera -358.2565 15.6353 41.7241 reward 500 
0814: define_unique_jump_start -2589.18 1164.37 59.8256 radius 2.84 2.77 2.23 in_air_goal -2567.125 1231.183 47.0362 radius 18.9 9.04 6.05 camera -2576.06 1209.225 53.549 reward 500 
0814: define_unique_jump_start -2292.044 1097.71 84.7347 radius 2.082 2.074 2.02 in_air_goal -2350.591 1101.928 64.1846 radius 4.522 14.204 9.03 camera -2323.731 1106.665 77.177 reward 500 
0814: define_unique_jump_start -2408.285 723.2977 38.6835 radius 2.62 2.5 1.69 in_air_goal -2408.285 723.2977 38.6835 radius 22.41 2.58 4.06 camera -2407.981 716.5809 38.4334 reward 500 
0814: define_unique_jump_start -2116.356 925.6832 87.819 radius 2.68 1.99 2.48 in_air_goal -2069.565 925.433 76.689 radius 2.68 15.26 14.46 camera -2085.629 935.5674 85.4677 reward 500 
0814: define_unique_jump_start -1903.192 223.3468 37.7965 radius 1.75 1.84 1.7 in_air_goal -1874.382 223.3467 42.4064 radius 1.75 8.13 4.67 camera -1897.039 219.1329 39.911 reward 500 
0814: define_unique_jump_start -1687.323 -162.201 17.8603 radius 2.68 3.19 2.2 in_air_goal -1722.537 -126.391 14.9903 radius 9.09 7.13 13.07 camera -1716.878 -142.6182 14.6114 reward 500 
0814: define_unique_jump_start -1729.924 -364.5276 18.2246 radius 2.268 2.51 2.148 in_air_goal -1777.487 -364.2776 17.9446 radius 2.268 15.33 7.068 camera -1745.84 -355.4089 14.2197 reward 500 
0814: define_unique_jump_start -1972.099 -543.0899 38.9862 radius 1.96 2.01 1.77 in_air_goal -1912.318 -543.0899 45.3462 radius 7.58 14.78 8.69 camera -1942.915 -539.1157 40.2453 reward 500 
0814: define_unique_jump_start 2770.214 -1177.477 70.7527 radius 2.344 1.99 2.172 in_air_goal 2814.468 -1182.996 55.7938 radius 5.94 17.38 31.52 camera 2766.031 -1184.692 74.9193 reward 500 
0814: define_unique_jump_start 2248.838 -2463.258 15.1049 radius 5.18 2.26 2.59 in_air_goal 2247.468 -2432.427 21.8068 radius 12.44 2.26 9.32 camera 2240.757 -2446.201 16.8109 reward 500 
0814: define_unique_jump_start 2248.832 -2627.623 15.1806 radius 4.862 2.144 2.556 in_air_goal 2248.832 -2655.498 21.2585 radius 8.68 2.144 8.498 camera 2237.695 -2650.768 16.3791 reward 500 
0814: define_unique_jump_start 2326.122 -1508.751 27.0066 radius 2.242 1.728 2.08 in_air_goal 2286.813 -1508.732 30.3748 radius 3.86 9.38 8.99 camera 2299.404 -1514.596 29.8683 reward 500 
0814: define_unique_jump_start 1623.574 -1110.956 61.8178 radius 1.656 2.014 1.836 in_air_goal 1623.574 -1079.265 61.8178 radius 17.246 2.014 22.1459 camera 1615.633 -1093.8 64.8724 reward 500 
0814: define_unique_jump_start 1679.646 -962.2209 65.6737 radius 1.694 2.49 1.94 in_air_goal 1679.646 -988.7401 65.6737 radius 13.124 2.49 16.74 camera 1683.881 -977.1464 65.7485 reward 500 
0814: define_unique_jump_start 1667.167 -992.8579 32.7591 radius 6.32 3.768 2.48 in_air_goal 1675.805 -1008.297 32.7591 radius 18.7479 2.438 9.79 camera 1689.156 -1013.63 35.6715 reward 500 
0814: define_unique_jump_start 347.0 -1662.299 35.8218 radius 3.12 2.65 2.61 in_air_goal 351.6596 -1700.264 35.8218 radius 19.91 4.13 29.76 camera 337.9746 -1676.993 36.7335 reward 500 
0814: define_unique_jump_start 743.1525 -1132.819 25.7991 radius 1.834 3.606 2.35 in_air_goal 710.0014 -1132.989 25.7991 radius 1.834 11.096 10.0 camera 717.1129 -1136.549 25.5161 reward 500 
0814: define_unique_jump_start 1395.562 -1460.566 12.3906 radius 1.672 1.97 1.75 in_air_goal 1402.96 -1447.466 17.7266 radius 10.062 1.97 5.15 camera 1395.023 -1450.836 17.1621 reward 500 
0814: define_unique_jump_start 1586.489 312.8876 23.9965 radius 2.15 6.38 1.99 in_air_goal 1540.208 325.3573 28.9665 radius 2.15 32.8899 11.37 camera 1562.912 331.3251 23.6496 reward 500 
0814: define_unique_jump_start 2058.1 -2677.517 15.4946 radius 3.1 2.48 2.6 in_air_goal 2009.261 -2677.517 20.8946 radius 1.93 16.5499 11.26 camera 2036.566 -2685.281 13.2053 reward 500 
0814: define_unique_jump_start 586.0102 -1773.769 15.2312 radius 2.0 2.27 1.78 in_air_goal 627.7189 -1781.119 22.6912 radius 2.0 7.06 9.94 camera 598.5319 -1778.481 17.0529 reward 500 
0814: define_unique_jump_start 2172.078 2430.507 61.747 radius 2.12 3.3 2.35 in_air_goal 2191.592 2436.304 53.057 radius 2.5 12.57 25.22 camera 2227.234 2436.885 37.788 reward 500 
0814: define_unique_jump_start 2176.133 2268.196 13.4683 radius 2.286 1.934 1.938 in_air_goal 2137.272 2268.246 16.7183 radius 2.286 10.554 6.458 camera 2148.601 2264.892 13.6634 reward 500 
0814: define_unique_jump_start -2213.773 -311.0786 38.5339 radius 1.15 3.04 2.59 in_air_goal -2213.773 -327.8282 44.6738 radius 10.374 3.04 5.93 camera -2215.977 -325.7729 42.5119 reward 500 
0004: $2657 = 50 
029B: $2658 = init_object #TRDCSGRGDOOR_LVS at 1903.383 967.62 11.438 
0177: set_object $2658 Z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $2658 
029B: $2659 = init_object #MD_POSTER at 2167.82 -1518.193 20.237 
0177: set_object $2659 Z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $2659 
029B: $2660 = init_object #CR_DOOR_01 at 2322.845 8.304 25.483 
07F7: set_object $2660 destructible 0 
0550: keep_object $2660 in_memory 1 
029B: $2661 = init_object #CR_DOOR_01 at 2316.233 0.712 25.742 
0177: set_object $2661 Z_angle_to 270.0 
0550: keep_object $2661 in_memory 1 
07F7: set_object $2661 destructible 0 
029B: $2662 = init_object #CR_DOOR_03 at 2304.257 -17.744 25.742 
0550: keep_object $2662 in_memory 1 
07F7: set_object $2662 destructible 0 
029B: $2663 = init_object #CR_DOOR_03 at 2304.257 -14.583 25.742 
0550: keep_object $2663 in_memory 1 
0177: set_object $2663 Z_angle_to 180.0 
07F7: set_object $2663 destructible 0 
029B: $2664 = init_object #SHUTTER_VEGAS at 1055.629 2087.67 12.469 
01C7: remove_object_from_mission_cleanup_list $2664 
0107: $2665 = create_object #CR1_DOOR at 2352.851 -1171.027 26.9669 
0177: set_object $2665 Z_angle_to 90.0 
0392: make_object $2665 moveable 0 
07F7: set_object $2665 destructible 0 
09CA: set_object $2665 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C7: remove_object_from_mission_cleanup_list $2665 
029B: $2666 = init_object #CT_GATEXR at -2179.353 661.232 50.214 
07F7: set_object $2666 destructible 0 
01C7: remove_object_from_mission_cleanup_list $2666 
029B: $OBJECT_M_A51_BLASTDOORR = init_object #A51_BLASTDOORR at 215.941 1874.571 13.903 
0177: set_object $OBJECT_M_A51_BLASTDOORR Z_angle_to 0.0 
029B: $OBJECT_M_A51_BLASTDOORL = init_object #A51_BLASTDOORL at 211.842 1874.571 13.903 
0177: set_object $OBJECT_M_A51_BLASTDOORL Z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $OBJECT_M_A51_BLASTDOORR 
01C7: remove_object_from_mission_cleanup_list $OBJECT_M_A51_BLASTDOORL 
029B: $2669 = init_object #A51_LABDOOR at 297.766 1842.618 6.764 
01C7: remove_object_from_mission_cleanup_list $2669 
0107: $2670 = create_object #A51_JETDOOR at 268.664 1884.06 15.925 
034D: rotate_object $2670 from_angle 90.0 to_angle 90.0 flag 0 
01C7: remove_object_from_mission_cleanup_list $2670 
02FA: set_garage 'HBGDSFS' type 19 
02FA: set_garage 'GHOSTDR' type 19 
0005: $2677[0] = -2108.0 
0005: $2683[0] = 155.0 
0005: $2689[0] = 34.0488 
0005: $2695[0] = 178.0 
0005: $2677[1] = -2089.0 
0005: $2683[1] = 172.0 
0005: $2689[1] = 34.0488 
0005: $2695[1] = 267.0 
0005: $2677[2] = -2069.0 
0005: $2683[2] = 229.0 
0005: $2689[2] = 35.0215 
0005: $2695[2] = 270.0 
0005: $2677[3] = -2077.0 
0005: $2683[3] = 271.0 
0005: $2689[3] = 33.7475 
0005: $2695[3] = 0.0 
0005: $2677[4] = -2096.0 
0005: $2683[4] = 261.0 
0005: $2689[4] = 34.5808 
0005: $2695[4] = 264.0 
0005: $2677[5] = -2129.0 
0005: $2683[5] = 306.0 
0005: $2689[5] = 33.7245 
0005: $2695[5] = 0.0 
0004: $2701 = 0 

:INITIAL_19059
00D6: if 
001A:   6 > $2701 
004D: jump_if_false @INITIAL_19159 
0107: $2671($2701,6i) = create_object #PORTAKABIN at $2677($2701,6f) $2683($2701,6f) $2689($2701,6f) 
0177: set_object $2671($2701,6i) Z_angle_to $2695($2701,6f) 
0392: make_object $2671($2701,6i) moveable 0 
01C7: remove_object_from_mission_cleanup_list $2671($2701,6i) 
0008: $2701 += 1 
0002: jump @INITIAL_19059 

:INITIAL_19159
0107: $2702 = create_object #FREIGHT_SFW_DOOR at -2468.141 1547.938 22.7 
01C7: remove_object_from_mission_cleanup_list $2702 
029B: $2703 = init_object #AB_CASDORLOK at 2168.644 1619.43 1000.3 
0566: link_object $2703 to_interior 1 
0177: set_object $2703 Z_angle_to 270.0 
01C7: remove_object_from_mission_cleanup_list $2703 
0004: $2704 = 0 
0004: $2705 = 0 
0107: $2706 = create_object #AD_FLATDOOR at 1833.36 -1995.45 12.5 
0177: set_object $2706 Z_angle_to 90.0 
01C7: remove_object_from_mission_cleanup_list $2706 
0107: $2707 = create_object #AD_FLATDOOR at 1819.81 -1994.66 12.5 
01C7: remove_object_from_mission_cleanup_list $2707 
0107: $2708 = create_object #AD_FLATDOOR at 1827.68 -1980.0 12.5 
0177: set_object $2708 Z_angle_to 270.0 
01C7: remove_object_from_mission_cleanup_list $2708 
0107: $2709 = create_object #AD_FLATDOOR at 1851.84 -1990.67 12.5 
01C7: remove_object_from_mission_cleanup_list $2709 
0107: $2710 = create_object #AD_FLATDOOR at 1867.29 -1984.96 12.5 
0177: set_object $2710 Z_angle_to 270.0 
01C7: remove_object_from_mission_cleanup_list $2710 
0107: $2711 = create_object #AD_FLATDOOR at 1866.52 -1998.53 12.5 
0177: set_object $2711 Z_angle_to 90.0 
01C7: remove_object_from_mission_cleanup_list $2711 
0107: $2712 = create_object #AD_FLATDOOR at 1899.75 -1984.95 12.5 
0177: set_object $2712 Z_angle_to 270.0 
01C7: remove_object_from_mission_cleanup_list $2712 
0107: $2713 = create_object #AD_FLATDOOR at 1914.39 -1992.82 12.5 
0177: set_object $2713 Z_angle_to 180.0 
01C7: remove_object_from_mission_cleanup_list $2713 
0107: $2714 = create_object #AD_FLATDOOR at 1899.01 -1998.5 12.5 
0177: set_object $2714 Z_angle_to 90.0 
01C7: remove_object_from_mission_cleanup_list $2714 
0107: $2715 = create_object #AD_FLATDOOR at 1900.89 -2020.11 12.5 
01C7: remove_object_from_mission_cleanup_list $2715 
0107: $2716 = create_object #AD_FLATDOOR at 1914.4 -2020.91 12.5 
0177: set_object $2716 Z_angle_to 180.0 
01C7: remove_object_from_mission_cleanup_list $2716 
0107: $2717 = create_object #AD_FLATDOOR at 1906.54 -2035.52 12.5 
0177: set_object $2717 Z_angle_to 90.0 
01C7: remove_object_from_mission_cleanup_list $2717 
0107: $2718 = create_object #AD_FLATDOOR at 1851.86 -2020.14 12.5 
01C7: remove_object_from_mission_cleanup_list $2718 
0107: $2719 = create_object #AD_FLATDOOR at 1865.42 -2020.89 12.5 
0177: set_object $2719 Z_angle_to 180.0 
01C7: remove_object_from_mission_cleanup_list $2719 
0107: $2720 = create_object #AD_FLATDOOR at 1857.55 -2035.52 12.5 
0177: set_object $2720 Z_angle_to 90.0 
01C7: remove_object_from_mission_cleanup_list $2720 
029B: $2721 = init_object #IMY_SHASH_WALL at 2522.008 -1272.93 35.609 
07F7: set_object $2721 destructible 0 
0550: keep_object $2721 in_memory 1 
01C7: remove_object_from_mission_cleanup_list $2721 
029B: $2722 = init_object #TWRCRANE_M_04 at -2080.441 256.015 66.869 
01C7: remove_object_from_mission_cleanup_list $2722 
029B: $2723 = init_object #TWRCRANE_M_01 at -2080.441 256.007 99.408 
01C7: remove_object_from_mission_cleanup_list $2723 
029B: $2724 = init_object #TWRCRANE_M_02 at -2080.441 296.46 102.861 
01C7: remove_object_from_mission_cleanup_list $2724 
01BB: store_object $2722 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object $2722 Z_angle 
029B: $2725 = init_object #LODCRANE_M_04 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2725 Z_angle_to $TEMPVAR_ANGLE 
01C7: remove_object_from_mission_cleanup_list $2725 
01BB: store_object $2723 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object $2723 Z_angle 
029B: $2726 = init_object #LODCRANE_M_01 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2726 Z_angle_to $TEMPVAR_ANGLE 
01C7: remove_object_from_mission_cleanup_list $2726 
0827: assign_object $2722 to_lod_object $2725 
0827: assign_object $2723 to_lod_object $2726 
029B: $2727 = init_object #MAGNOCRANE_01 at -1547.978 123.9883 26.9332 
0177: set_object $2727 Z_angle_to 45.0 
01C7: remove_object_from_mission_cleanup_list $2727 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2727 with_offset 0.0 0.0 0.0 
029B: $2728 = init_object #MAGNOCRANE_02 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
01C7: remove_object_from_mission_cleanup_list $2728 
0177: set_object $2728 Z_angle_to 140.0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2728 with_offset 0.0 -2.185 8.51 
0176: $TEMPVAR_ANGLE = object $2728 Z_angle 
029B: $CRANE_MAGNET = init_object #MAGNOCRANE_03 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0453: set_object $CRANE_MAGNET XYZ_rotation 15.0 0.0 $TEMPVAR_ANGLE 
01C7: remove_object_from_mission_cleanup_list $CRANE_MAGNET 
01BB: store_object $2727 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object $2727 Z_angle 
029B: $2730 = init_object #LODNOCRANE_01 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2730 Z_angle_to $TEMPVAR_ANGLE 
01C7: remove_object_from_mission_cleanup_list $2730 
01BB: store_object $2728 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object $2728 Z_angle 
029B: $2731 = init_object #LODNOCRANE_02 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2731 Z_angle_to $TEMPVAR_ANGLE 
01C7: remove_object_from_mission_cleanup_list $2731 
01BB: store_object $CRANE_MAGNET position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object $CRANE_MAGNET Z_angle 
029B: $2732 = init_object #LODNOCRANE_03 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2732 Z_angle_to $TEMPVAR_ANGLE 
0453: set_object $2732 XYZ_rotation 15.0 0.0 $TEMPVAR_ANGLE 
01C7: remove_object_from_mission_cleanup_list $2732 
0827: assign_object $2727 to_lod_object $2730 
0827: assign_object $2728 to_lod_object $2731 
0827: assign_object $CRANE_MAGNET to_lod_object $2732 
029B: $2740 = init_object #QUARRY_CRANEBASE at 709.45 915.93 -19.66 
0177: set_object $2740 Z_angle_to 135.0 
01C7: remove_object_from_mission_cleanup_list $2740 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2740 with_offset 0.0 0.0 4.0689 
0176: $TEMPVAR_ANGLE = object $2740 Z_angle 
029B: $2741 = init_object #QUARRY_CRANE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2741 Z_angle_to $TEMPVAR_ANGLE 
01C7: remove_object_from_mission_cleanup_list $2741 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2741 with_offset 0.0 0.0 1.0206 
0176: $TEMPVAR_ANGLE = object $2741 Z_angle 
029B: $2742 = init_object #QUARRY_CRANEARM at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2742 Z_angle_to $TEMPVAR_ANGLE 
01C7: remove_object_from_mission_cleanup_list $2742 
0005: $2739 = 45.0 
0453: set_object $2742 XYZ_rotation 0.0 $2739 $TEMPVAR_ANGLE 
029B: $2743 = init_object #TWRCRANE_M_04 at 2399.202 1879.139 37.55 
0177: set_object $2743 Z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $2743 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2743 with_offset 0.0 0.0 32.521 
0176: $TEMPVAR_ANGLE = object $2743 Z_angle 
029B: $2744 = init_object #TWRCRANE_M_01 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2744 Z_angle_to $TEMPVAR_ANGLE 
01C7: remove_object_from_mission_cleanup_list $2744 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2744 with_offset 0.0 20.0 3.789 
0176: $TEMPVAR_ANGLE = object $2744 Z_angle 
029B: $2745 = init_object #TWRCRANE_M_02 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2745 Z_angle_to $TEMPVAR_ANGLE 
01C7: remove_object_from_mission_cleanup_list $2745 
01BB: store_object $2743 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object $2743 Z_angle 
029B: $2746 = init_object #LODCRANE_M_04 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2746 Z_angle_to $TEMPVAR_ANGLE 
01C7: remove_object_from_mission_cleanup_list $2746 
01BB: store_object $2744 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object $2744 Z_angle 
029B: $2747 = init_object #LODCRANE_M_01 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2747 Z_angle_to $TEMPVAR_ANGLE 
01C7: remove_object_from_mission_cleanup_list $2747 
0827: assign_object $2743 to_lod_object $2746 
0827: assign_object $2744 to_lod_object $2747 
0005: $2755 = 0.0 
0005: $2756 = 0.0 
0005: $2757 = 0.0 
0004: $SHOPS_PLAYER_CASH = 0 
0004: $2750 = 0 
0004: $2751 = 0 
02FA: set_garage 'BODLAWN' type 38 
02FA: set_garage 'MODLAST' type 36 
02FA: set_garage 'MDSSFSE' type 38 
02FA: set_garage 'MDS1SFS' type 37 
02FA: set_garage 'VECMOD' type 38 
0004: $2758 = 0 
0005: $138 = 2508.16 
0005: $139 = -1666.47 
0005: $140 = 13.0 
0005: $141 = 16.0 
0005: $142 = 2473.53 
0005: $143 = -1690.21 
0005: $144 = 13.0 
0005: $145 = 0.0 
014B: $2786 = init_car_generator #MONSTERA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2692.029 -1674.024 9.4656 angle 178.8279 
0A17: set_parked_car_generator $2786 to_player_owned 1 
014C: set_parked_car_generator $2786 cars_to_generate_to 101 
014B: $2787 = init_car_generator #HOTRING color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2676.695 -1673.756 9.4038 angle 178.8279 
0A17: set_parked_car_generator $2787 to_player_owned 1 
014C: set_parked_car_generator $2787 cars_to_generate_to 101 
014B: $2788 = init_car_generator #BFINJECT color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1104.932 1614.808 12.5546 angle 85.6435 
0A17: set_parked_car_generator $2788 to_player_owned 1 
014C: set_parked_car_generator $2788 cars_to_generate_to 101 
014B: $2783 = init_car_generator #SANCHEZ color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1460.87 -1566.737 101.0579 angle 2.0 
0A17: set_parked_car_generator $2783 to_player_owned 1 
014C: set_parked_car_generator $2783 cars_to_generate_to 101 
014B: $2784 = init_car_generator #WALTON color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1446.239 -1494.731 101.0514 angle 6.0 
0A17: set_parked_car_generator $2784 to_player_owned 1 
014C: set_parked_car_generator $2784 cars_to_generate_to 101 
014B: $2785 = init_car_generator #TRACTOR color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1439.643 -1576.823 101.0578 angle 264.1183 
0A17: set_parked_car_generator $2785 to_player_owned 1 
014C: set_parked_car_generator $2785 cars_to_generate_to 101   
09E2: $2764 = parked_car_generator_w_numberplate #TURISMO colors 6 6 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "_SHERM__" at $142 $143 $144 angle $145 
0A17: set_parked_car_generator $2764 to_player_owned 1 
014C: set_parked_car_generator $2764 cars_to_generate_to 101 
09E2: $2765 = parked_car_generator_w_numberplate #PRIMO colors 36 36 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "GROVE4L_" at $138 $139 $140 angle $141 
0A17: set_parked_car_generator $2765 to_player_owned 1 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
014B: $2767 = init_car_generator #BMX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2412.52 -1326.49 23.74 angle 177.92 
0A17: set_parked_car_generator $2767 to_player_owned 1 
014C: set_parked_car_generator $2767 cars_to_generate_to 101 
014B: $2766 = init_car_generator #CLOVER color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2445.5 -1340.8 23.5 angle 180.0 
014C: set_parked_car_generator $2766 cars_to_generate_to 101 
014B: $2768 = init_car_generator #BMX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2499.18 -1648.26 13.0 angle 158.61 
014C: set_parked_car_generator $2768 cars_to_generate_to 101 
014B: $2789 = init_car_generator #SAVANNA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2685.981 -2016.21 12.5501 angle 0.337 
014C: set_parked_car_generator $2789 cars_to_generate_to 101 
014B: $2782 = init_car_generator #BLADE color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1772.096 -2125.103 13.0469 angle 0.3441 
014C: set_parked_car_generator $2782 cars_to_generate_to 101 
014B: $2781 = init_car_generator #SANCHEZ color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2048.856 -2521.276 31.125 angle 171.0232 
014C: set_parked_car_generator $2781 cars_to_generate_to 101 
014B: $2790 = init_car_generator #URANUS color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1956.3 297.7 34.3 angle 64.8 
014B: $2791 = init_car_generator #ELEGY color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1952.6 265.7 39.9 angle 292.8 
014B: $2792 = init_car_generator #SULTAN color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1957.7 277.0 34.3 angle 133.4 
014B: $2793 = init_car_generator #SAVANNA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1952.8 258.8 39.9 angle 259.1 
014B: $2794 = init_car_generator #STRATUM color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1950.5 259.7 34.3 angle 53.8 
014C: set_parked_car_generator $2790 cars_to_generate_to 101 
014C: set_parked_car_generator $2791 cars_to_generate_to 101 
014C: set_parked_car_generator $2792 cars_to_generate_to 101 
014C: set_parked_car_generator $2793 cars_to_generate_to 101 
014C: set_parked_car_generator $2794 cars_to_generate_to 101 
0A17: set_parked_car_generator $2790 to_player_owned 1 
0A17: set_parked_car_generator $2791 to_player_owned 1 
0A17: set_parked_car_generator $2792 to_player_owned 1 
0A17: set_parked_car_generator $2793 to_player_owned 1 
0A17: set_parked_car_generator $2794 to_player_owned 1 
0004: $MISSION_BMX_STUNT_PASSED = 0 
0004: $MISSION_NRG500_STUNT_PASSED = 0 
0004: $STUNT_MISSIONS_BESTTIME[0] = 999999999 
0004: $STUNT_MISSIONS_BESTTIME[1] = 999999999 
0005: $X_STUNT_MISSION_BMX = 1946.09 
0005: $Y_STUNT_MISSION_BMX = -1380.72 
0005: $Z_STUNT_MISSION_BMX = 18.0 
014B: $PARKED_BMX_GLEN_PARK = init_car_generator #BMX color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $X_STUNT_MISSION_BMX $Y_STUNT_MISSION_BMX $Z_STUNT_MISSION_BMX angle 88.1761 
014C: set_parked_car_generator $PARKED_BMX_GLEN_PARK cars_to_generate_to 101 
0005: $X_STUNT_MISSION_NRG500 = -1696.531 
0005: $Y_STUNT_MISSION_NRG500 = 77.7192 
0005: $Z_STUNT_MISSION_NRG500 = 3.5547 
014B: $PARKED_NRG500_EASTER_BASIN = init_car_generator #NRG500 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $X_STUNT_MISSION_NRG500 $Y_STUNT_MISSION_NRG500 $Z_STUNT_MISSION_NRG500 angle 312.9365 
014C: set_parked_car_generator $PARKED_NRG500_EASTER_BASIN cars_to_generate_to 101 
014B: $2807 = init_car_generator #FIRELA color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2057.0 58.0 28.0 angle 90.0 
014C: set_parked_car_generator $2807 cars_to_generate_to 101 
014B: $2808 = init_car_generator #FIRETRUK color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2057.0 64.0 28.0 angle 90.0 
014C: set_parked_car_generator $2808 cars_to_generate_to 101 
014B: $2809 = init_car_generator #FIRETRUK color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1763.824 2075.757 9.9093 angle 179.4753 
014C: set_parked_car_generator $2809 cars_to_generate_to 101 
014B: $2810 = init_car_generator #FIRETRUK color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1751.512 -1455.102 12.5547 angle 263.5589 
014C: set_parked_car_generator $2810 cars_to_generate_to 101 
014B: $2811 = init_car_generator #AMBULAN color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2033.888 -1432.67 16.6453 angle 177.829 
014C: set_parked_car_generator $2811 cars_to_generate_to 101 
014B: $2812 = init_car_generator #AMBULAN color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1178.048 -1338.175 13.405 angle 269.4923 
014C: set_parked_car_generator $2812 cars_to_generate_to 101 
014B: $2813 = init_car_generator #AMBULAN color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -303.7814 1032.326 19.086 angle 268.5016 
014C: set_parked_car_generator $2813 cars_to_generate_to 101 
014B: $2814 = init_car_generator #AMBULAN color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1507.164 2525.455 55.1875 angle 358.5728 
014C: set_parked_car_generator $2814 cars_to_generate_to 101 
014B: $2815 = init_car_generator #AMBULAN color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1229.665 297.6883 19.0547 angle 154.9553 
014C: set_parked_car_generator $2815 cars_to_generate_to 101 
014B: $2816 = init_car_generator #AMBULAN color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2202.52 -2315.986 30.1172 angle 319.6815 
014C: set_parked_car_generator $2816 cars_to_generate_to 101 
014B: $2817 = init_car_generator #BUFFALO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 886.3782 -25.6671 63.244 angle 157.6212 
014C: set_parked_car_generator $2817 cars_to_generate_to 101 
014B: $2769 = init_car_generator #MTBIKE color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $2355 $2356 $2357 angle 206.39 
014C: set_parked_car_generator $2769 cars_to_generate_to 101 
014B: $2759 = init_car_generator #DUMPER color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 687.3733 890.67 -40.4285 angle 35.14 
014C: set_parked_car_generator $2759 cars_to_generate_to 101 
014B: $2760 = init_car_generator #DOZER color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 620.882 861.2452 -43.9534 angle 298.7428 
014C: set_parked_car_generator $2760 cars_to_generate_to 101 
014B: $2780 = init_car_generator #SANCHEZ color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 623.3402 887.0944 -43.5625 angle 347.2967 
014C: set_parked_car_generator $2780 cars_to_generate_to 101 
014B: $2761 = init_car_generator #SANCHEZ color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2486.046 59.184 24.8284 angle 180.0 
014C: set_parked_car_generator $2761 cars_to_generate_to 101 
014B: $2763 = init_car_generator #HOTKNIFE color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $2337 $2338 $2339 angle 270.0 
014C: set_parked_car_generator $2763 cars_to_generate_to 101 
014B: $2762 = init_car_generator #SADLER color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $2340 $2341 $2342 angle 180.0 
014C: set_parked_car_generator $2762 cars_to_generate_to 101 
014B: $2776 = init_car_generator #BMX color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $2343 $2344 $2345 angle 53.1 
014C: set_parked_car_generator $2776 cars_to_generate_to 101 
014B: $2778 = init_car_generator #FREEWAY color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $2346 $2347 $2348 angle 42.0 
014C: set_parked_car_generator $2778 cars_to_generate_to 101 
014B: $2779 = init_car_generator #FAGGIO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $2349 $2350 $2351 angle 183.4 
014C: set_parked_car_generator $2779 cars_to_generate_to 101 
014B: $2770 = init_car_generator #GREENWOO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2216.902 -1160.403 24.7265 angle 270.8013 
014B: $2771 = init_car_generator #GREENWOO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2216.902 -1160.403 24.7265 angle 270.8013 
014B: $2772 = init_car_generator #BMX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2229.001 -1173.798 24.7331 angle 90.5569 
014B: $2775 = init_car_generator #BOXBURG color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2251.028 -1788.661 12.7625 angle 358.9591 
014C: set_parked_car_generator $2775 cars_to_generate_to 101 
014B: $2774 = init_car_generator #BOXBURG color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2118.171 -4.0948 35.0203 angle 270.142 
014C: set_parked_car_generator $2774 cars_to_generate_to 101 
014B: $2773 = init_car_generator #BOXBURG color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2596.747 1444.245 10.3203 angle 178.2712 
014C: set_parked_car_generator $2773 cars_to_generate_to 101 
014B: $PARKED_GIRLFRIEND_CARS[0] = init_car_generator #HUSTLER color 83 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2408.156 -1719.463 13.6665 angle 0.5881 
014B: $PARKED_GIRLFRIEND_CARS[1] = init_car_generator #MONSTERB color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1778.178 1207.074 25.1194 angle 91.9357 
014B: $PARKED_GIRLFRIEND_CARS[3] = init_car_generator #COPCARRU color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1399.717 2628.59 55.7823 angle 271.7941 
014B: $PARKED_GIRLFRIEND_CARS[2] = init_car_generator #BANDITO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -379.5 -1443.115 25.7266 angle 88.9244 
014B: $PARKED_GIRLFRIEND_CARS[4] = init_car_generator #ROMERO color 1 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2572.04 1148.564 55.7333 angle 337.8434 
014B: $PARKED_GIRLFRIEND_CARS[5] = init_car_generator #CLUB color 126 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2028.446 2731.102 10.53 angle 268.994 
09E2: $PARKED_GIRLFRIEND_CARS_NUMPLATE[0] = parked_car_generator_w_numberplate #HUSTLER colors 83 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "HOMEGIRL" at 2408.156 -1719.463 13.6665 angle 0.5881 
09E2: $PARKED_GIRLFRIEND_CARS_NUMPLATE[1] = parked_car_generator_w_numberplate #MONSTERB colors -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "__NOS___" at -1778.178 1207.074 25.1194 angle 91.9357 
09E2: $PARKED_GIRLFRIEND_CARS_NUMPLATE[3] = parked_car_generator_w_numberplate #COPCARRU colors -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "_CUFFS__" at -1399.717 2628.59 55.7823 angle 271.7941 
09E2: $PARKED_GIRLFRIEND_CARS_NUMPLATE[2] = parked_car_generator_w_numberplate #BANDITO colors -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "FULLAUTO" at -379.5 -1443.115 25.7266 angle 88.9244 
09E2: $PARKED_GIRLFRIEND_CARS_NUMPLATE[4] = parked_car_generator_w_numberplate #ROMERO colors 1 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "_TRAUMA_" at -2572.04 1148.564 55.7333 angle 337.8434 
09E2: $PARKED_GIRLFRIEND_CARS_NUMPLATE[5] = parked_car_generator_w_numberplate #CLUB colors 126 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "_SPANK__" at 2028.446 2731.102 10.53 angle 268.994 
0A17: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[0] to_player_owned 1 
0A17: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[1] to_player_owned 1 
0A17: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[3] to_player_owned 1 
0A17: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[2] to_player_owned 1 
0A17: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[4] to_player_owned 1 
0A17: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[5] to_player_owned 1 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[0] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[1] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[3] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[2] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[4] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[5] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[0] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[1] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[3] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[2] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[4] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[5] cars_to_generate_to 101 
014B: $PARKED_IMPEXPM_CARS[0] = init_car_generator #BUFFALO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1673.94 439.02 7.01 angle 136.0 
014B: $PARKED_IMPEXPM_CARS[1] = init_car_generator #SENTINEL color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 926.45 -1292.29 13.6 angle 270.0 
014B: $PARKED_IMPEXPM_CARS[2] = init_car_generator #INFERNUS color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2665.44 990.77 64.45 angle 51.0 
014B: $PARKED_IMPEXPM_CARS[3] = init_car_generator #CAMPER color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2516.598 1228.919 36.4283 angle 211.5 
014B: $PARKED_IMPEXPM_CARS[4] = init_car_generator #ADMIRAL color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1122.29 -1699.76 13.43 angle 270.0 
014B: $PARKED_IMPEXPM_CARS[5] = init_car_generator #PATRIOT color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1006.41 -628.27 32.0 angle 270.0 
014B: $PARKED_IMPEXPM_CARS[6] = init_car_generator #SANCHEZ color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2085.23 -2437.52 30.31 angle 142.0 
014B: $PARKED_IMPEXPM_CARS[7] = init_car_generator #STRETCH color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1922.19 288.34 40.84 angle 180.0 
014B: $PARKED_IMPEXPM_CARS[8] = init_car_generator #FELTZER color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -16.66 -2521.17 36.37 angle 210.0 
014B: $PARKED_IMPEXPM_CARS[9] = init_car_generator #REMINGTN color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1803.38 -1931.05 13.66 angle 0.0 
014B: $PARKED_IMPEXPM_CARS[10] = init_car_generator #CHEETAH color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1272.24 2603.03 10.49 angle 117.0 
014B: $PARKED_IMPEXPM_CARS[11] = init_car_generator #RANCHER color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -112.4 -41.82 3.26 angle 160.0 
014B: $PARKED_IMPEXPM_CARS[12] = init_car_generator #STALLION color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2456.1 741.65 34.92 angle 180.0 
014B: $PARKED_IMPEXPM_CARS[13] = init_car_generator #PETRO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1951.81 2393.83 50.08 angle 292.0 
014B: $PARKED_IMPEXPM_CARS[14] = init_car_generator #COMET color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2751.79 -281.5 6.81 angle 0.0 
014B: $PARKED_IMPEXPM_CARS[15] = init_car_generator #SLAMVAN color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1923.93 -2118.89 13.35 angle 0.0 
014B: $PARKED_IMPEXPM_CARS[16] = init_car_generator #BLISTAC color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1675.94 -618.74 13.86 angle 256.0 
014B: $PARKED_IMPEXPM_CARS[17] = init_car_generator #STAFFORD color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2430.22 320.84 34.97 angle 245.0 
014B: $PARKED_IMPEXPM_CARS[18] = init_car_generator #SABRE color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2265.33 200.65 34.97 angle 270.0 
014B: $PARKED_IMPEXPM_CARS[19] = init_car_generator #FCR900 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2282.7 2535.88 10.39 angle 180.0 
014B: $PARKED_IMPEXPM_CARS[20] = init_car_generator #BANSHEE color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2133.04 1009.75 10.49 angle 270.0 
014B: $PARKED_IMPEXPM_CARS[21] = init_car_generator #SUPERGT color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2229.3 1402.99 10.82 angle 180.0 
014B: $PARKED_IMPEXPM_CARS[22] = init_car_generator #JOURNEY color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1550.4 2687.54 56.22 angle 90.0 
014B: $PARKED_IMPEXPM_CARS[23] = init_car_generator #HUNTLEY color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2068.69 -83.75 35.1 angle 0.0 
014B: $PARKED_IMPEXPM_CARS[24] = init_car_generator #BFINJECT color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 682.17 -1867.46 4.82 angle 180.0 
014B: $PARKED_IMPEXPM_CARS[25] = init_car_generator #BLADE color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1747.87 -2098.03 13.28 angle 180.0 
014B: $PARKED_IMPEXPM_CARS[26] = init_car_generator #FREEWAY color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1144.46 -1101.26 25.35 angle 300.0 
014B: $PARKED_IMPEXPM_CARS[27] = init_car_generator #MESA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2406.25 -2180.84 33.39 angle 180.0 
014B: $PARKED_IMPEXPM_CARS[28] = init_car_generator #ZR350 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2163.79 1810.23 10.58 angle 180.0 
014B: $PARKED_IMPEXPM_CARS[29] = init_car_generator #EUROS color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2207.43 1286.13 10.57 angle 180.0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[0] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[1] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[2] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[3] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[4] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[5] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[6] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[7] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[8] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[9] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[10] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[11] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[12] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[13] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[14] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[15] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[16] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[17] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[18] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[19] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[20] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[21] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[22] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[23] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[24] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[25] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[26] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[27] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[28] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[29] cars_to_generate_to 101 
014B: $2865 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -540.0441 -1396.147 15.0 angle 0.0 
014B: $2866 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -289.5517 -1389.627 10.0 angle 0.0 
014B: $2867 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -192.9 -1331.307 21.5 angle 0.0 
014B: $2860 = init_car_generator #TRACTOR color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -273.9629 -1507.596 5.0 angle 0.0 
014B: $2861 = init_car_generator #TRACTOR color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -395.1952 -1293.19 30.8 angle 0.0 
014B: $2862 = init_car_generator #TRACTOR color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -186.6494 -1339.215 6.0 angle 0.0 
014B: $2868 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1030.249 -1050.188 129.0 angle 0.0 
014B: $2869 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1169.425 -989.6309 129.0 angle 0.0 
014B: $2863 = init_car_generator #TRACTOR color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1110.79 -947.7925 129.0 angle 0.0 
014B: $2870 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 16.8768 49.991 3.0 angle 0.0 
014B: $2871 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 81.051 3.3203 1.5 angle 0.0 
014B: $2872 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -15.2986 -84.6533 3.0 angle 0.0 
014B: $2864 = init_car_generator #TRACTOR color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 81.0533 3.3234 1.5 angle 0.0 
014C: set_parked_car_generator $2865 cars_to_generate_to 101 
014C: set_parked_car_generator $2866 cars_to_generate_to 101 
014C: set_parked_car_generator $2867 cars_to_generate_to 101 
014C: set_parked_car_generator $2868 cars_to_generate_to 101 
014C: set_parked_car_generator $2869 cars_to_generate_to 101 
014C: set_parked_car_generator $2870 cars_to_generate_to 101 
014C: set_parked_car_generator $2871 cars_to_generate_to 101 
014C: set_parked_car_generator $2872 cars_to_generate_to 101 
014C: set_parked_car_generator $2860 cars_to_generate_to 101 
014C: set_parked_car_generator $2861 cars_to_generate_to 101 
014C: set_parked_car_generator $2862 cars_to_generate_to 101 
014C: set_parked_car_generator $2863 cars_to_generate_to 101 
014C: set_parked_car_generator $2864 cars_to_generate_to 101 
0004: $2877 = 0 
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
07FB: set_interior 'TSDINER' access 0  // Truck Stop
07FB: set_interior 'GF1' access 0 
07FB: set_interior 'GF2' access 0 
07FB: set_interior 'GF3' access 0 
07FB: set_interior 'GF4' access 0 
07FB: set_interior 'GF5' access 0 
07FB: set_interior 'GF6' access 0 
0004: $2878 = 0 
0004: $2879 = 0 
0004: $2880 = 0 
0004: $2881 = 0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2435.2 -1741.0 2454.9 -1723.4 spawn_policeA_at 2481.0 -1707.0 headed_towards 2480.0 -1732.0 2481.0 -1707.0 headed_towards 2480.0 -1732.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2680.6 -1665.8 2702.2 -1647.8 spawn_policeA_at 2724.7 -1610.1 headed_towards 2727.2 -1656.9 2724.0 -1610.0 headed_towards 2727.0 -1656.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 2878.4 -1972.5 2869.7 -1954.9 spawn_policeA_at 2890.0 -1912.0 headed_towards 2877.0 -1962.0 2893.0 -2007.0 headed_towards 2881.0 -1970.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 2807.0 -1152.0 2822.0 -1135.0 spawn_policeA_at 2872.0 -1105.0 headed_towards 2874.0 -1133.0 2866.0 -1111.0 headed_towards 2864.0 -1138.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2261.0 -1263.0 2249.0 -1258.0 spawn_policeA_at 2173.0 -1232.0 headed_towards 2170.0 -1257.0 2184.0 -1258.0 headed_towards 2202.0 -1260.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2157.0 -1500.0 2173.0 -1495.0 spawn_policeA_at 2131.0 -1461.0 headed_towards 2131.0 -1495.0 2130.0 -1460.0 headed_towards 2131.0 -1494.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 2295.0 -1772.0 2302.0 -1761.0 spawn_policeA_at 2263.0 -1780.0 headed_towards 2263.0 -1809.0 2327.0 -1821.0 headed_towards 2303.0 -1817.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1518.0 -1700.0 1538.0 -1683.0 spawn_policeA_at 1564.0 -1730.0 headed_towards 1527.0 -1730.0 1565.0 -1731.0 headed_towards 1527.1 -1732.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2531.0 -1861.0 2547.0 -1839.0 spawn_policeA_at 2581.0 -1911.0 headed_towards 2578.0 -1865.0 2560.0 -1896.0 headed_towards 2561.0 -1848.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 1833.0 -1617.0 1854.0 -1608.0 spawn_policeA_at 1820.0 -1590.0 headed_towards 1818.0 -1605.0 1824.0 -1641.0 headed_towards 1824.0 -1619.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 1694.0 -1518.0 1706.0 -1505.0 spawn_policeA_at 1720.0 -1476.0 headed_towards 1709.0 -1487.0 1718.0 -1473.0 headed_towards 1709.0 -1474.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1707.0 -1467.0 1711.0 -1457.0 spawn_policeA_at 1689.0 -1443.0 headed_towards 1709.0 -1444.0 1688.0 -1443.0 headed_towards -1709.0 -1444.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 1815.0 -1406.0 1829.0 -1388.0 spawn_policeA_at 1840.0 -1410.0 headed_towards 1835.0 -1402.0 1841.0 -1411.0 headed_towards 1836.0 -1403.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 1804.0 -1353.0 1807.0 -1342.0 spawn_policeA_at 1781.0 -1366.0 headed_towards 1784.0 -1352.0 1781.0 -1366.0 headed_towards 1784.0 -1352.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1710.0 -1339.0 1724.0 -1319.0 spawn_policeA_at 1684.0 -1305.0 headed_towards 1712.0 -1305.0 1684.0 -1305.0 headed_towards 1712.0 -1305.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1711.0 -1204.0 1720.0 -1194.0 spawn_policeA_at 1747.0 -1160.0 headed_towards 1712.0 -1159.0 1747.0 -1160.0 headed_towards 1712.0 -1159.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2389.0 -1479.0 2404.0 -1469.0 spawn_policeA_at 2429.0 -1457.0 headed_towards 2429.0 -1479.0 2428.0 -1456.0 headed_towards 2430.0 -1480.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2443.0 -1221.0 2457.0 -1209.0 spawn_policeA_at 2474.0 -1253.0 headed_towards 2447.0 -1255.0 2475.0 -1254.0 headed_towards 2448.0 -1256.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 2627.0 -1134.0 2632.0 -1132.0 spawn_policeA_at 2649.0 -1150.0 headed_towards 2642.0 -1139.0 2650.0 -1151.0 headed_towards 2643.0 -1140.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2677.0 -1095.0 2697.0 -1060.0 spawn_policeA_at 2645.0 -1106.0 headed_towards 2646.0 -1077.0 2646.0 -1107.0 headed_towards 2647.0 -1078.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1947.0 -1055.0 1955.0 -1038.0 spawn_policeA_at 1989.0 -1025.0 headed_towards 1978.0 -1057.0 1990.0 -1026.0 headed_towards 1979.0 -1058.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1858.0 -1123.0 1876.0 -1113.0 spawn_policeA_at 1895.0 -1133.0 headed_towards 1865.0 -1133.0 1896.0 -1134.0 headed_towards 1866.0 -1134.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1977.0 -1416.0 1996.0 -1411.0 spawn_policeA_at 1966.0 -1467.0 headed_towards 1988.0 -1465.0 1967.0 -1468.0 headed_towards 1989.0 -1466.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2191.0 -1345.0 2202.0 -1338.0 spawn_policeA_at 2216.0 -1355.0 headed_towards 2216.0 -1343.0 2217.0 -1356.0 headed_towards 2217.0 -1344.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2339.0 -1161.0 2345.0 -1148.0 spawn_policeA_at 2372.0 -1182.0 headed_towards 2373.0 -1157.0 2373.0 -1183.0 headed_towards 2374.0 -1158.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2034.0 -1271.0 2049.0 -1251.0 spawn_policeA_at 2072.0 -1281.0 headed_towards 2070.0 -1261.0 2073.0 -1282.0 headed_towards 2070.0 -2074.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 1410.0 -1250.0 1427.0 -1233.0 spawn_policeA_at 1457.0 -1263.0 headed_towards 1456.0 -1243.0 1452.0 -1211.0 headed_towards 1453.0 -1238.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1427.0 -1334.0 1433.0 -1323.0 spawn_policeA_at 1419.0 -1270.0 headed_towards 1419.0 -1286.0 1420.0 -1253.0 headed_towards 1419.0 -1257.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1520.0 -1655.0 1538.0 -1642.0 spawn_policeA_at 1561.0 -1626.0 headed_towards 1530.0 -1627.0 1562.0 -1620.0 headed_towards 1531.0 -1622.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1129.0 -1669.0 1140.0 -1663.0 spawn_policeA_at 1095.0 -1665.0 headed_towards 1130.0 -1665.0 1117.0 -1714.0 headed_towards 1138.0 -1715.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1167.0 -1782.0 1190.0 -1769.0 spawn_policeA_at 1148.0 -1744.0 headed_towards 1176.0 -1743.0 1141.0 -1739.0 headed_towards 1175.0 -1737.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1207.0 -1214.0 1216.0 -1193.0 spawn_policeA_at 1175.0 -1210.0 headed_towards 1194.0 -1209.0 1179.0 -1204.0 headed_towards 1197.0 -1204.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 1261.0 -1721.0 1271.0 -1707.0 spawn_policeA_at 1295.0 -1680.0 headed_towards 1295.0 -1717.0 1300.0 -1670.0 headed_towards 1300.0 -1704.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1237.0 -1290.0 1257.0 -1271.0 spawn_policeA_at 1214.0 -1253.0 headed_towards 1215.0 -1281.0 1215.0 -1215.0 headed_towards -1215.0 -1281.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1013.0 -1158.0 1030.0 -1132.0 spawn_policeA_at 1060.0 -1174.0 headed_towards 1060.0 -1148.0 1060.0 -1174.0 headed_towards 1060.0 -1148.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1089.0 -1212.0 1076.0 -1204.0 spawn_policeA_at 1061.0 -1223.0 headed_towards 1064.0 -1205.0 1061.0 -1223.0 headed_towards 1064.0 -1205.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 953.0 -1108.0 945.0 -1097.0 spawn_policeA_at 928.0 -1084.0 headed_towards 937.0 -1099.0 928.0 -1084.0 headed_towards 937.0 -1099.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 829.0 -1066.0 830.0 -1057.0 spawn_policeA_at 837.0 -1049.0 headed_towards 828.0 -1055.0 837.0 -1049.0 headed_towards 828.0 -1055.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 816.0 -1048.0 840.0 -1030.0 spawn_policeA_at 793.0 -1015.0 headed_towards 791.0 -1055.0 793.0 -1015.0 headed_towards 791.0 -1055.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 642.0 -1197.0 676.0 -1187.0 spawn_policeA_at 597.0 -1183.0 headed_towards 616.0 -1211.0 597.0 -1193.0 headed_towards 616.0 -1211.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 618.0 -1287.0 647.0 -1272.0 spawn_policeA_at 665.0 -1317.0 headed_towards 632.0 -1317.0 662.0 -1317.0 headed_towards 632.0 -1317.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 457.0 -1364.0 487.0 -1357.0 spawn_policeA_at 493.0 -1323.0 headed_towards 501.0 -1340.0 498.0 -1317.0 headed_towards 513.0 -1350.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 523.0 -1456.0 555.0 -1442.0 spawn_policeA_at 569.0 -1404.0 headed_towards 532.0 -1413.0 567.0 -1399.0 headed_towards 525.0 -1407.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 478.0 -1488.0 496.0 -1472.0 spawn_policeA_at 491.0 -1518.0 headed_towards 490.0 -1501.0 490.0 -1521.0 headed_towards 487.0 -1497.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 470.0 -1604.0 490.0 -1573.0 spawn_policeA_at 540.0 -1626.0 headed_towards 540.0 -1583.0 540.0 -1626.0 headed_towards 540.0 -1583.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 519.0 -1687.0 544.0 -1676.0 spawn_policeA_at 486.0 -1727.0 headed_towards 534.0 -1734.0 486.0 -1727.0 headed_towards 534.0 -1734.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 380.0 -1803.0 394.0 -1798.0 spawn_policeA_at 363.0 -1833.0 headed_towards 373.0 -1819.0 385.0 -1831.0 headed_towards 373.0 -1819.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 2134.0 -1904.0 2156.0 -1885.0 spawn_policeA_at 2105.0 -1919.0 headed_towards 2105.0 -1899.0 2079.0 -1871.0 headed_towards 2080.0 -1898.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1953.0 -1988.0 1971.0 -1966.0 spawn_policeA_at 1985.0 -1930.0 headed_towards 1967.0 -1929.0 1927.0 -1935.0 headed_towards 1953.0 -1935.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 2015.0 -2064.0 2026.0 -2052.0 spawn_policeA_at 2009.0 -2010.0 headed_towards 2007.0 -2033.0 1970.0 -2059.0 headed_towards 1988.0 -2058.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1997.0 -2077.0 2009.0 -2065.0 spawn_policeA_at 2041.0 -2056.0 headed_towards 2016.0 -2058.0 2027.0 -2084.0 headed_towards 2005.0 -2084.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1924.0 -2108.0 1935.0 -2096.0 spawn_policeA_at 1917.0 -2074.0 headed_towards 1917.0 -2094.0 1917.0 -2138.0 headed_towards 1917.0 -2116.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1847.0 -2108.0 1860.0 -2097.0 spawn_policeA_at 1821.0 -2089.0 headed_towards 1820.0 -2101.0 1903.0 -2101.0 headed_towards 1883.0 -2101.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1861.0 -2010.0 1870.0 -2005.0 spawn_policeA_at 1885.0 -2041.0 headed_towards 1886.0 -2021.0 1880.0 -2044.0 headed_towards 1878.0 -2016.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1751.0 -2388.0 1781.0 -2369.0 spawn_policeA_at 1799.0 -2345.0 headed_towards 1798.0 -2377.0 1799.0 -2345.0 headed_towards 1798.0 -2377.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1314.0 -2423.0 1325.0 -2410.0 spawn_policeA_at 1339.0 -2446.0 headed_towards 1317.0 -2446.0 1339.0 -2446.0 headed_towards 1317.0 -2446.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1551.0 -1636.0 1562.0 -1618.0 spawn_policeA_at 1531.0 -1660.0 headed_towards 1532.0 -1632.0 1531.0 -1660.0 headed_towards 1532.0 -1632.0 
04F8: define_police_trigger_type 8 if_player_with_wanted_level_in_rectangle 1225.0 -1880.0 1237.0 -1866.0 spawn_policeA_at 1180.0 -1884.0 headed_towards 1213.0 -1885.0 1169.0 -1887.0 headed_towards 1194.0 -1888.0 
04F8: define_police_trigger_type 8 if_player_with_wanted_level_in_rectangle 1076.0 -1890.0 1097.0 -1881.0 spawn_policeA_at 1161.0 -1880.0 headed_towards 1108.0 -1883.0 1050.0 -1894.0 headed_towards 1084.0 -1887.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1059.0 -1721.0 1090.0 -1703.0 spawn_policeA_at 1034.0 -1674.0 headed_towards 1039.0 -1713.0 1034.0 -1674.0 headed_towards 1039.0 -1713.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1028.0 -1690.0 1048.0 -1657.0 spawn_policeA_at 1079.0 -1710.0 headed_towards 1037.0 -1709.0 1079.0 -1710.0 headed_towards 1037.0 -1709.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 982.0 -1913.0 953.0 -1858.0 spawn_policeA_at 980.0 -1852.0 headed_towards 966.0 -1860.0 946.0 -1846.0 headed_towards 956.0 -1857.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 849.0 -1899.0 823.0 -1937.0 spawn_policeA_at 836.0 -2017.0 headed_towards 839.0 -1993.0 848.0 -2020.0 headed_towards 842.0 -1990.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 820.0 -1844.0 848.0 -1819.0 spawn_policeA_at 789.0 -1786.0 headed_towards 827.0 -1786.0 881.0 -1772.0 headed_towards 827.0 -1772.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 788.0 -1816.0 780.0 -1800.0 spawn_policeA_at 786.0 -1835.0 headed_towards 781.0 -1820.0 786.0 -1835.0 headed_towards 781.0 -1820.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 740.0 -1815.0 759.0 -1808.0 spawn_policeA_at 738.0 -1790.0 headed_towards 737.0 -1806.0 744.0 -1836.0 headed_towards 746.0 -1819.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 717.0 -1819.0 727.0 -1805.0 spawn_policeA_at 745.0 -1827.0 headed_towards 746.0 -1815.0 735.0 -1792.0 headed_towards 728.0 -1813.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 624.0 -1786.0 641.0 -1778.0 spawn_policeA_at 644.0 -1799.0 headed_towards 647.0 -1789.0 651.0 -1767.0 headed_towards 649.0 -1783.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 606.0 -1786.0 622.0 -1770.0 spawn_policeA_at 656.0 -1759.0 headed_towards 649.0 -1787.0 656.0 -1759.0 headed_towards 649.0 -1787.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 586.0 -1868.0 612.0 -1835.0 spawn_policeA_at 648.0 -1818.0 headed_towards 643.0 -1856.0 648.0 -1818.0 headed_towards 643.0 -1856.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 541.0 -1778.0 562.0 -1762.0 spawn_policeA_at 593.0 -1775.0 headed_towards 573.0 -1772.0 593.0 -1772.0 headed_towards 573.0 -1772.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 511.0 -1777.0 478.0 -1762.0 spawn_policeA_at 455.0 -1737.0 headed_towards 458.0 -1769.0 455.0 -1737.0 headed_towards 458.0 -1769.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 381.0 -1806.0 398.0 -1790.0 spawn_policeA_at 385.0 -1825.0 headed_towards 383.0 -1806.0 364.0 -1831.0 headed_towards 377.0 -1810.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 361.0 -1689.0 379.0 -1667.0 spawn_policeA_at 401.0 -1650.0 headed_towards 372.0 -1646.0 334.0 -1646.0 headed_towards 365.0 -1649.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 289.0 -1647.0 314.0 -1631.0 spawn_policeA_at 321.0 -1597.0 headed_towards 321.0 -1642.0 321.0 -1597.0 headed_towards 321.0 -1642.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 225.0 -1610.0 252.0 -1590.0 spawn_policeA_at 274.0 -1576.0 headed_towards 242.0 -1566.0 274.0 -1576.0 headed_towards 242.0 -1566.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 301.0 -1472.0 336.0 -1467.0 spawn_policeA_at 269.0 -1476.0 headed_towards 291.0 -1497.0 269.0 -1476.0 headed_towards 291.0 -1497.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 196.0 -1528.0 223.0 -1508.0 spawn_policeA_at 193.0 -1489.0 headed_towards 179.0 -1512.0 174.0 -1579.0 headed_towards 147.0 -1554.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 221.0 -1367.0 226.0 -1337.0 spawn_policeA_at 228.0 -1310.0 headed_towards 246.0 -1336.0 228.0 -1310.0 headed_towards 246.0 -1336.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 427.0 -1238.0 450.0 -1229.0 spawn_policeA_at 391.0 -1225.0 headed_towards 402.0 -1252.0 391.0 -1225.0 headed_towards 402.0 -1252.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 478.0 -1257.0 478.0 -1227.0 spawn_policeA_at 489.0 -1281.0 headed_towards 508.0 -1265.0 489.0 -1281.0 headed_towards 508.0 -1265.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 337.0 -1176.0 371.0 -1170.0 spawn_policeA_at 395.0 -1169.0 headed_towards 362.0 -1141.0 344.0 -1131.0 headed_towards 381.0 -1167.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1798.0 796.0 1816.0 823.0 spawn_policeA_at 1760.0 832.0 headed_towards 1809.0 834.0 1760.0 832.0 headed_towards 1809.0 834.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2032.0 892.0 2056.0 919.0 spawn_policeA_at 2086.0 856.0 headed_towards 2047.0 856.0 2086.0 856.0 headed_towards 2047.0 856.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2034.0 985.0 2053.0 1024.0 spawn_policeA_at 2074.0 975.0 headed_towards 2044.0 974.0 2074.0 975.0 headed_towards 2044.0 974.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2035.0 1228.0 2056.0 1254.0 spawn_policeA_at 2021.0 1275.0 headed_towards 2051.0 1277.0 2021.0 1275.0 headed_towards 2051.0 1277.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2114.0 2071.0 2136.0 2096.0 spawn_policeA_at 2098.0 2020.0 headed_towards 2131.0 2020.0 2098.0 2020.0 headed_towards 2131.0 2020.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1937.0 2104.0 1954.0 2122.0 spawn_policeA_at 1925.0 2139.0 headed_towards 1926.0 2110.0 1925.0 2139.0 headed_towards 1926.0 2110.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1836.0 2044.0 1858.0 2059.0 spawn_policeA_at 1815.0 2080.0 headed_towards 1821.0 2051.0 1815.0 2080.0 headed_towards 1821.0 2051.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1721.0 2044.0 1739.0 2063.0 spawn_policeA_at 1710.0 2023.0 headed_towards 1709.0 2051.0 1710.0 2023.0 headed_towards 1709.0 2051.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1699.0 2134.0 1717.0 2152.0 spawn_policeA_at 1734.0 2172.0 headed_towards 1709.0 2171.0 1729.0 2175.0 headed_towards 1694.0 2175.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1581.0 2164.0 1600.0 2182.0 spawn_policeA_at 1616.0 2143.0 headed_towards 1615.0 2170.0 1621.0 2146.0 headed_towards 1622.0 2182.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1522.0 2044.0 1538.0 2060.0 spawn_policeA_at 1529.0 2083.0 headed_towards 1532.0 2055.0 1525.0 2087.0 headed_towards 1525.0 2056.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 1466.0 1989.0 1490.0 2003.0 spawn_policeA_at 1457.0 2024.0 headed_towards 1476.0 2009.0 1499.0 2027.0 headed_towards 1483.0 2006.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 1429.0 2617.0 1439.0 2624.0 spawn_policeA_at 1422.0 2615.0 headed_towards 1433.0 2619.0 1446.0 2615.0 headed_towards 1434.0 2622.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1469.0 2545.0 1487.0 2568.0 spawn_policeA_at 1500.0 2592.0 headed_towards 1474.0 2591.0 1500.0 2592.0 headed_towards 1474.0 2591.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1300.0 2580.0 1325.0 2599.0 spawn_policeA_at 1291.0 2568.0 headed_towards 1291.0 2597.0 1291.0 2568.0 headed_towards 1291.0 2597.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2240.0 2460.0 2246.0 2449.0 spawn_policeA_at 2230.0 2433.0 headed_towards 2231.0 2451.0 2229.0 2476.0 headed_towards 2231.0 2456.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1238.0 2671.0 1257.0 2690.0 spawn_policeA_at 1276.0 2716.0 headed_towards 1244.0 2713.0 1276.0 2716.0 headed_towards 1244.0 2713.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1493.0 2580.0 1512.0 2599.0 spawn_policeA_at 1479.0 2562.0 headed_towards 1480.0 2588.0 1476.0 2555.0 headed_towards 1475.0 2585.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1469.0 2433.0 1486.0 2447.0 spawn_policeA_at 1449.0 2390.0 headed_towards 1478.0 2391.0 1449.0 2390.0 headed_towards 1478.0 2391.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1558.0 2283.0 1577.0 2305.0 spawn_policeA_at 1529.0 2311.0 headed_towards 1565.0 2310.0 1529.0 2311.0 headed_towards 1565.0 2310.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1397.0 2303.0 1419.0 2323.0 spawn_policeA_at 1385.0 2331.0 headed_towards 1389.0 2313.0 1385.0 2331.0 headed_towards 1389.0 2313.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 1568.0 2114.0 1578.0 2140.0 spawn_policeA_at 1573.0 2078.0 headed_towards 1573.0 2118.0 1571.0 2088.0 headed_towards 1571.0 2106.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1660.0 2002.0 1685.0 2021.0 spawn_policeA_at 1710.0 1985.0 headed_towards 1709.0 2015.0 1710.0 1985.0 headed_towards 1709.0 2015.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1765.0 2044.0 1788.0 2063.0 spawn_policeA_at 1810.0 2083.0 headed_towards 1827.0 2056.0 1810.0 2083.0 headed_towards 1827.0 2056.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1948.0 2274.0 1971.0 2293.0 spawn_policeA_at 1930.0 2259.0 headed_towards 1930.0 2283.0 1930.0 2259.0 headed_towards 1930.0 2283.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1918.0 2309.0 1938.0 2328.0 spawn_policeA_at 1951.0 2338.0 headed_towards 1929.0 2338.0 1895.0 2333.0 headed_towards 1926.0 2337.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1986.0 2384.0 2006.0 2403.0 spawn_policeA_at 2031.0 2367.0 headed_towards 2024.0 2392.0 2026.0 2433.0 headed_towards 2025.0 2395.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2011.0 2334.0 2017.0 2352.0 spawn_policeA_at 1995.0 2286.0 headed_towards 2014.0 2288.0 1995.0 2286.0 headed_towards 2014.0 2288.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2063.0 2274.0 2090.0 2293.0 spawn_policeA_at 2068.0 2313.0 headed_towards 2096.0 2292.0 2119.0 2260.0 headed_towards 2104.0 2282.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2171.0 2356.0 2185.0 2356.0 spawn_policeA_at 2214.0 2328.0 headed_towards 2196.0 2336.0 2217.0 2370.0 headed_towards 2204.0 2348.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2177.0 2302.0 2185.0 2325.0 spawn_policeA_at 2198.0 2286.0 headed_towards 2161.0 2288.0 2198.0 2286.0 headed_towards 2161.0 2288.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2256.0 2274.0 2294.0 2293.0 spawn_policeA_at 2288.0 2260.0 headed_towards 2287.0 2283.0 2288.0 2260.0 headed_towards 2287.0 2283.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2379.0 2404.0 2395.0 2423.0 spawn_policeA_at 2342.0 2436.0 headed_towards 2353.0 2415.0 2342.0 2436.0 headed_towards 2353.0 2415.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2218.0 2422.0 2239.0 2438.0 spawn_policeA_at 2257.0 2455.0 headed_towards 2227.0 2452.0 2257.0 2455.0 headed_towards 2227.0 2452.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2337.0 2504.0 2354.0 2522.0 spawn_policeA_at 2370.0 2482.0 headed_towards 2370.0 2513.0 2370.0 2482.0 headed_towards 2370.0 2513.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2490.0 2403.0 2511.0 2423.0 spawn_policeA_at 2524.0 2438.0 headed_towards 2525.0 2411.0 2524.0 2438.0 headed_towards 2525.0 2411.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2518.0 2255.0 2537.0 2274.0 spawn_policeA_at 2555.0 2236.0 headed_towards 2528.0 2237.0 2555.0 2236.0 headed_towards 2528.0 2237.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2518.0 2189.0 2539.0 2210.0 spawn_policeA_at 2558.0 2235.0 headed_towards 2518.0 2236.0 2498.0 2231.0 headed_towards 2537.0 2231.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2544.0 2222.0 2566.0 2243.0 spawn_policeA_at 2524.0 2265.0 headed_towards 2525.0 2234.0 2530.0 2271.0 headed_towards 2531.0 2226.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2363.0 2224.0 2395.0 2248.0 spawn_policeA_at 2352.0 2205.0 headed_towards 2353.0 2236.0 2346.0 2197.0 headed_towards 2344.0 2231.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2333.0 2173.0 2369.0 2190.0 spawn_policeA_at 2313.0 2138.0 headed_towards 2349.0 2140.0 2313.0 2138.0 headed_towards 2349.0 2140.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2380.0 2124.0 2404.0 2163.0 spawn_policeA_at 2346.0 2178.0 headed_towards 2350.0 2149.0 2346.0 2178.0 headed_towards 2350.0 2149.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 2484.0 2124.0 2513.0 2163.0 spawn_policeA_at 2525.0 2179.0 headed_towards 2525.0 2151.0 2530.0 2184.0 headed_towards 2530.0 2136.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 2713.0 2104.0 2737.0 2122.0 spawn_policeA_at 2793.0 2086.0 headed_towards 2796.0 2110.0 2796.0 2079.0 headed_towards 2801.0 2110.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 2838.0 2127.0 2857.0 2159.0 spawn_policeA_at 2824.0 2111.0 headed_towards 2846.0 2111.0 2803.0 2111.0 headed_towards 2845.0 2112.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2789.0 1945.0 2803.0 1985.0 spawn_policeA_at 2745.0 1956.0 headed_towards 2779.0 1956.0 2739.0 1952.0 headed_towards 2786.0 1951.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2640.0 1944.0 2660.0 1965.0 spawn_policeA_at 2605.0 1982.0 headed_towards 2605.0 1953.0 2605.0 1982.0 headed_towards 2605.0 1953.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2498.0 1921.0 2517.0 1938.0 spawn_policeA_at 2537.0 1955.0 headed_towards 2507.0 1956.0 2537.0 1955.0 headed_towards 2507.0 1956.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 2408.0 2021.0 2429.0 2042.0 spawn_policeA_at 2398.0 2045.0 headed_towards 2412.0 2044.0 2398.0 2045.0 headed_towards 2412.0 2044.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 2188.0 1826.0 2205.0 1851.0 spawn_policeA_at 2234.0 1867.0 headed_towards 2212.0 1851.0 2234.0 1867.0 headed_towards 2212.0 1851.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2067.0 1863.0 2082.0 1894.0 spawn_policeA_at 2083.0 1843.0 headed_towards 2095.0 1865.0 2083.0 1843.0 headed_towards 2095.0 1865.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 2033.0 1894.0 2048.0 1936.0 spawn_policeA_at 2060.0 1951.0 headed_towards 2041.0 1943.0 2069.0 1865.0 headed_towards 2063.0 1878.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2069.0 1785.0 2139.0 1806.0 spawn_policeA_at 2147.0 1776.0 headed_towards 2095.0 1776.0 1975.0 1711.0 headed_towards 2060.0 1710.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 2094.0 1649.0 2165.0 1737.0 spawn_policeA_at 2177.0 1666.0 headed_towards 2129.0 1655.0 2151.0 1723.0 headed_towards 2134.0 1717.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 2006.0 1541.0 2021.0 1550.0 spawn_policeA_at 2001.0 1564.0 headed_towards 2004.0 1553.0 2001.0 1564.0 headed_towards 2004.0 1553.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1931.0 1444.0 1964.0 1466.0 spawn_policeA_at 1989.0 1415.0 headed_towards 1991.0 1454.0 1989.0 1415.0 headed_towards 1991.0 1454.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1935.0 1299.0 1958.0 1322.0 spawn_policeA_at 1974.0 1276.0 headed_towards 1949.0 1277.0 1974.0 1276.0 headed_towards 1949.0 1277.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1756.0 1264.0 1786.0 1282.0 spawn_policeA_at 1730.0 1302.0 headed_towards 1722.0 1273.0 1730.0 1302.0 headed_towards 1722.0 1273.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 1723.0 1182.0 1736.0 1205.0 spawn_policeA_at 1714.0 1234.0 headed_towards 1714.0 1217.0 1703.0 1229.0 headed_towards 1709.0 1219.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1583.0 1124.0 1606.0 1142.0 spawn_policeA_at 1570.0 1098.0 headed_towards 1569.0 1138.0 1570.0 1098.0 headed_towards 1569.0 1138.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1716.0 1585.0 1744.0 1605.0 spawn_policeA_at 1726.0 1663.0 headed_towards 1745.0 1637.0 1726.0 1663.0 headed_towards 1745.0 1637.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2349.0 2381.0 -2327.0 2377.0 spawn_policeA_at -2349.0 2402.0 headed_towards -2328.0 2388.0 -2349.0 2402.0 headed_towards -2328.0 2388.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2475.0 2299.0 -2456.0 2315.0 spawn_policeA_at -2435.0 2337.0 headed_towards -2466.0 2334.0 -2435.0 2337.0 headed_towards -2466.0 2334.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle -1591.0 656.0 -1574.0 667.0 spawn_policeA_at -1561.0 690.0 headed_towards -1562.0 663.0 -1557.0 692.0 headed_towards -1556.0 665.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1752.0 1317.0 -1726.0 1323.0 spawn_policeA_at -1749.0 1269.0 headed_towards -1714.0 1299.0 -1749.0 1269.0 headed_towards -1714.0 1299.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1715.0 1309.0 -1711.0 1343.0 spawn_policeA_at -1710.0 1377.0 headed_towards -1736.0 1350.0 -1710.0 1377.0 headed_towards -1736.0 1350.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle -1673.0 1386.0 -1637.0 1391.0 spawn_policeA_at -1624.0 1380.0 headed_towards -1626.0 1393.0 -1662.0 1430.0 headed_towards -1642.0 1427.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2002.0 1273.0 -1967.0 1299.0 spawn_policeA_at -1943.0 1258.0 headed_towards -1944.0 1293.0 -1943.0 1258.0 headed_towards -1944.0 1293.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle -1946.0 1233.0 -1939.0 1245.0 spawn_policeA_at -1943.0 1195.0 headed_towards -1943.0 1221.0 -2021.0 1227.0 headed_towards -1983.0 1227.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle -1917.0 1253.0 -1904.0 1259.0 spawn_policeA_at -1900.0 1242.0 headed_towards -1900.0 1256.0 -1900.0 1242.0 headed_towards -1900.0 1256.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2041.0 1223.0 -2022.0 1232.0 spawn_policeA_at -2010.0 1208.0 headed_towards -2010.0 1228.0 -2010.0 1208.0 headed_towards -2010.0 1228.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1862.0 1166.0 -1836.0 1191.0 spawn_policeA_at -1789.0 1147.0 headed_towards -1790.0 1187.0 -1794.0 1148.0 headed_towards -1794.0 1186.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1728.0 1134.0 -1702.0 1154.0 spawn_policeA_at -1747.0 1182.0 headed_towards -1710.0 1184.0 -1747.0 1182.0 headed_towards -1710.0 1184.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1685.0 1173.0 -1663.0 1201.0 spawn_policeA_at -1708.0 1151.0 headed_towards -1712.0 1186.0 -1708.0 1151.0 headed_towards -1712.0 1186.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1678.0 1174.0 -1647.0 1206.0 spawn_policeA_at -1644.0 1222.0 headed_towards -1618.0 1192.0 -1606.0 1151.0 headed_towards -1618.0 1192.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1760.0 1083.0 -1736.0 1115.0 spawn_policeA_at -1718.0 1068.0 headed_towards -1718.0 1105.0 -1718.0 1068.0 headed_towards -1718.0 1105.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1726.0 1005.0 -1701.0 986.0 spawn_policeA_at -1673.0 932.0 headed_towards -1716.0 933.0 -1673.0 932.0 headed_towards -1716.0 933.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1769.0 963.0 -1749.0 901.0 spawn_policeA_at -1710.0 886.0 headed_towards -1711.0 923.0 -1710.0 886.0 headed_towards -1711.0 923.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1684.0 903.0 -1658.0 944.0 spawn_policeA_at -1711.0 833.0 headed_towards -1710.0 912.0 -1718.0 975.0 headed_towards -1719.0 926.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1806.0 954.0 -1782.0 981.0 spawn_policeA_at -1753.0 935.0 headed_towards -1795.0 934.0 -1842.0 916.0 headed_towards -1793.0 916.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1806.0 891.0 -1781.0 867.0 spawn_policeA_at -1838.0 914.0 headed_towards -1794.0 915.0 -1838.0 914.0 headed_towards -1794.0 915.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle -1614.0 943.0 -1589.0 904.0 spawn_policeA_at -1563.0 880.0 headed_towards -1561.0 922.0 -1563.0 966.0 headed_towards -1556.0 929.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1871.0 827.0 -1843.0 864.0 spawn_policeA_at -1902.0 885.0 headed_towards -1903.0 837.0 -1902.0 885.0 headed_towards -1903.0 837.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1912.0 954.0 -1880.0 977.0 spawn_policeA_at -1936.0 934.0 headed_towards -1896.0 935.0 -1936.0 934.0 headed_towards -1896.0 935.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1882.0 906.0 -1855.0 943.0 spawn_policeA_at -1896.0 889.0 headed_towards -1896.0 924.0 -1896.0 889.0 headed_towards -1896.0 924.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1983.0 906.0 -1954.0 943.0 spawn_policeA_at -1998.0 883.0 headed_towards -1999.0 924.0 -1998.0 883.0 headed_towards -1999.0 924.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle -2044.0 901.0 -2030.0 907.0 spawn_policeA_at -2045.0 922.0 headed_towards -2049.0 907.0 -2058.0 935.0 headed_towards -2050.0 912.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle -2113.0 952.0 -2098.0 961.0 spawn_policeA_at -2078.0 953.0 headed_towards -2094.0 954.0 -2086.0 931.0 headed_towards -2097.0 948.0 
04F8: define_police_trigger_type 8 if_player_with_wanted_level_in_rectangle -2034.0 957.0 -2019.0 951.0 spawn_policeA_at -2010.0 981.0 headed_towards -2010.0 952.0 -1965.0 933.0 headed_towards -2000.0 935.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2018.0 1017.0 -1992.0 1038.0 spawn_policeA_at -1959.0 1053.0 headed_towards -2002.0 1052.0 -1959.0 1053.0 headed_towards -2002.0 1052.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle -2077.0 1038.0 -2072.0 1045.0 spawn_policeA_at -2080.0 1078.0 headed_towards -2079.0 1053.0 -2080.0 1078.0 headed_towards -2079.0 1053.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2301.0 1043.0 -2253.0 1089.0 spawn_policeA_at -2350.0 1117.0 headed_towards -2360.0 1088.0 -2350.0 1117.0 headed_towards -2360.0 1088.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2381.0 1030.0 -2375.0 1061.0 spawn_policeA_at -2320.0 1074.0 headed_towards -2356.0 1085.0 -2320.0 1074.0 headed_towards -2356.0 1085.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2399.0 965.0 -2374.0 992.0 spawn_policeA_at -2344.0 961.0 headed_towards -2385.0 961.0 -2344.0 961.0 headed_towards -2385.0 961.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2294.0 949.0 -2281.0 969.0 spawn_policeA_at -2254.0 956.0 headed_towards -2265.0 960.0 -2254.0 956.0 headed_towards -2265.0 960.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2282.0 992.0 -2239.0 1017.0 spawn_policeA_at -2298.0 957.0 headed_towards -2258.0 955.0 -2298.0 957.0 headed_towards -2258.0 955.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2206.0 903.0 -2171.0 934.0 spawn_policeA_at -2254.0 943.0 headed_towards -2253.0 917.0 -2254.0 943.0 headed_towards -2253.0 917.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2160.0 927.0 -2129.0 954.0 spawn_policeA_at -2177.0 916.0 headed_towards -2128.0 916.0 -2177.0 916.0 headed_towards -2128.0 916.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle -2104.0 853.0 -2088.0 859.0 spawn_policeA_at -2082.0 816.0 headed_towards -2082.0 838.0 -2101.0 806.0 headed_towards -2079.0 806.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2099.0 696.0 -2079.0 710.0 spawn_policeA_at -2114.0 729.0 headed_towards -2089.0 729.0 -2114.0 729.0 headed_towards -2089.0 729.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -2045.0 720.0 -2028.0 746.0 spawn_policeA_at -2008.0 758.0 headed_towards -2009.0 730.0 -2001.0 773.0 headed_towards -2001.0 732.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1989.0 719.0 -1965.0 744.0 spawn_policeA_at -2000.0 691.0 headed_towards -2001.0 731.0 -2007.0 765.0 headed_towards -2008.0 732.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2017.0 632.0 -1992.0 657.0 spawn_policeA_at -1982.0 611.0 headed_towards -2014.0 611.0 -1982.0 611.0 headed_towards -2014.0 611.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1979.0 596.0 -1955.0 620.0 spawn_policeA_at -2015.0 643.0 headed_towards -2013.0 615.0 -2015.0 643.0 headed_towards -2013.0 615.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2056.0 455.0 -2027.0 477.0 spawn_policeA_at -2008.0 438.0 headed_towards -2008.0 457.0 -2008.0 438.0 headed_towards -2008.0 457.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2136.0 347.0 -2130.0 368.0 spawn_policeA_at -2117.0 386.0 headed_towards -2135.0 386.0 -2117.0 386.0 headed_towards -2135.0 386.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle -2196.0 363.0 -2174.0 369.0 spawn_policeA_at -2148.0 356.0 headed_towards -2149.0 374.0 -2145.0 388.0 headed_towards -2145.0 367.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2176.0 451.0 -2164.0 456.0 spawn_policeA_at -2148.0 469.0 headed_towards -2149.0 452.0 -2148.0 469.0 headed_towards -2149.0 452.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2203.0 451.0 -2190.0 456.0 spawn_policeA_at -2233.0 463.0 headed_towards -2224.0 462.0 -2233.0 463.0 headed_towards -2224.0 462.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2280.0 590.0 -2243.0 621.0 spawn_policeA_at -2221.0 568.0 headed_towards -2260.0 568.0 -2221.0 568.0 headed_towards -2260.0 568.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2235.0 537.0 -2217.0 552.0 spawn_policeA_at -2196.0 569.0 headed_towards -2233.0 569.0 -2196.0 569.0 headed_towards -2233.0 569.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2327.0 391.0 -2326.0 417.0 spawn_policeA_at -2332.0 439.0 headed_towards -2310.0 416.0 -2332.0 439.0 headed_towards -2310.0 416.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2442.0 421.0 -2419.0 424.0 spawn_policeA_at -2468.0 420.0 headed_towards -2450.0 403.0 -2468.0 420.0 headed_towards -2450.0 403.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2488.0 427.0 -2458.0 429.0 spawn_policeA_at -2517.0 434.0 headed_towards -2496.0 450.0 -2517.0 434.0 headed_towards -2496.0 450.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2549.0 307.0 -2528.0 329.0 spawn_policeA_at -2558.0 339.0 headed_towards -2540.0 339.0 -2558.0 339.0 headed_towards -2540.0 339.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2592.0 379.0 -2577.0 390.0 spawn_policeA_at -2610.0 407.0 headed_towards -2608.0 381.0 -2610.0 407.0 headed_towards -2608.0 381.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -2636.0 279.0 -2618.0 307.0 spawn_policeA_at -2639.0 331.0 headed_towards -2608.0 324.0 -2566.0 345.0 headed_towards -2605.0 351.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -2651.0 326.0 -2630.0 341.0 spawn_policeA_at -2661.0 359.0 headed_towards -2660.0 336.0 -2665.0 362.0 headed_towards -2665.0 330.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle -2741.0 361.0 -2697.0 390.0 spawn_policeA_at -2714.0 342.0 headed_towards -2708.0 344.0 -2711.0 347.0 headed_towards -2706.0 360.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -2616.0 392.0 -2597.0 416.0 spawn_policeA_at -2578.0 388.0 headed_towards -2606.0 386.0 -2570.0 346.0 headed_towards -2606.0 350.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2653.0 326.0 -2634.0 346.0 spawn_policeA_at -2609.0 359.0 headed_towards -2609.0 327.0 -2609.0 359.0 headed_towards -2609.0 327.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2779.0 279.0 -2777.0 303.0 spawn_policeA_at -2806.0 256.0 headed_towards -2807.0 289.0 -2806.0 256.0 headed_towards -2807.0 289.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2829.0 -375.0 -2806.0 -347.0 spawn_policeA_at -2789.0 -328.0 headed_towards -2816.0 -327.0 -2789.0 -328.0 headed_towards -2816.0 -327.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2823.0 -305.0 -2802.0 -283.0 spawn_policeA_at -2782.0 -328.0 headed_towards -2814.0 -327.0 -2782.0 -328.0 headed_towards -2814.0 -327.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1555.0 2574.0 -1536.0 2588.0 spawn_policeA_at -1524.0 2604.0 headed_towards -1549.0 2604.0 -1524.0 2604.0 headed_towards -1549.0 2604.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1506.0 2616.0 -1486.0 2625.0 spawn_policeA_at -1470.0 2604.0 headed_towards -1496.0 2604.0 -1470.0 2604.0 headed_towards -1496.0 2604.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2573.0 35.0 2603.0 49.0 spawn_policeA_at 2534.0 90.0 headed_towards 2534.0 46.0 2533.0 1.0 headed_towards 2534.0 40.0 
08CA: reset_zones_info 
0767: set_zone 'MARKST' popcycle_group_for_peds_and_cars_to 14  // Market Station
0767: set_zone 'UNITY' popcycle_group_for_peds_and_cars_to 5  // Unity Station
0767: set_zone 'LAIR1' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'LAIR2A' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'LAIR2B' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'LBAG1' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'LBAG2' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'LBAG3' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'BLUF1A' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'BLUF2' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'SUN1' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'SUN1' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'SUN3A' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'SUN3B' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'SUN3C' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'SUN4' popcycle_group_for_peds_and_cars_to 20 
076C: set_zone 'SUN1' gang 2 density_to 20 
076C: set_zone 'SUN1' gang 2 density_to 20 
076C: set_zone 'SUN3A' gang 2 density_to 20 
076C: set_zone 'SUN3B' gang 2 density_to 30 
076C: set_zone 'SUN3C' gang 2 density_to 30 
076C: set_zone 'SUN4' gang 2 density_to 30 
0767: set_zone 'COM1A' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'COM1B' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'COM2' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'COM3' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'COM4' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'PER1' popcycle_group_for_peds_and_cars_to 9  // Pershing Square
0767: set_zone 'CHC1A' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'CHC1B' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'CHC2A' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'CHC2B' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'CHC3' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'CHC4A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'CHC4B' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'CHC1A' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC1B' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC2A' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC2B' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC3' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC4A' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC4B' popcycle_group_for_peds_to 9 
076C: set_zone 'CHC1A' gang 2 density_to 40 
076C: set_zone 'CHC1B' gang 2 density_to 40 
076C: set_zone 'CHC2A' gang 2 density_to 40 
076C: set_zone 'CHC2B' gang 1 density_to 40 
076C: set_zone 'CHC3' gang 1 density_to 40 
076C: set_zone 'CHC4A' gang 1 density_to 40 
076C: set_zone 'CHC4B' gang 1 density_to 40 
076A: set_zone 'CHC1A' dealer_density_to 2 
076A: set_zone 'CHC1B' dealer_density_to 2 
076A: set_zone 'CHC2A' dealer_density_to 2 
076A: set_zone 'CHC2B' dealer_density_to 2 
076A: set_zone 'CHC3' dealer_density_to 2 
076A: set_zone 'CHC4A' dealer_density_to 2 
076A: set_zone 'CHC4B' dealer_density_to 2 
0767: set_zone 'CONF1A' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'CONF1B' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'THALL1' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'LDOC1A' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC1B' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC2' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC3A' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC3B' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC3C' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC4' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDT1A' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'LDT1B' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'LDT1C' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'LDT3' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'LDT4' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'LDT5' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'LDT6' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'LDT7' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'EBE1' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'EBE2A' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'EBE2B' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'EBE3C' popcycle_group_for_peds_and_cars_to 18 
076C: set_zone 'EBE1' gang 1 density_to 30 
076C: set_zone 'EBE2A' gang 1 density_to 30 
076C: set_zone 'EBE2B' gang 1 density_to 30 
076C: set_zone 'EBE3C' gang 1 density_to 30 
076A: set_zone 'EBE1' dealer_density_to 2 
076A: set_zone 'EBE2A' dealer_density_to 2 
076A: set_zone 'EBE2B' dealer_density_to 2 
076A: set_zone 'EBE3C' dealer_density_to 2 
0767: set_zone 'ELCO1' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'ELCO2' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'ELCO1' popcycle_group_for_peds_to 9 
0874: set_zone 'ELCO2' popcycle_group_for_peds_to 9 
076C: set_zone 'ELCO1' gang 7 density_to 40 
076C: set_zone 'ELCO2' gang 7 density_to 40 
0767: set_zone 'GAN1' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'GAN2' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'GAN1' popcycle_group_for_peds_to 1 
0874: set_zone 'GAN2' popcycle_group_for_peds_to 1 
076C: set_zone 'GAN1' gang 1 density_to 25 
076C: set_zone 'GAN2' gang 1 density_to 25 
09B7: set_zone 'GAN1' disable_footcops 1 
0767: set_zone 'GLN1' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'GLN2A' popcycle_group_for_peds_and_cars_to 7 
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN2A' gang 1 density_to 40 
076A: set_zone 'GLN1' dealer_density_to 6 
076A: set_zone 'GLN2A' dealer_density_to 2 
0767: set_zone 'LIND1A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'LIND1B' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LIND2A' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LIND2B' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LIND3' popcycle_group_for_peds_and_cars_to 11 
076C: set_zone 'LIND1A' gang 0 density_to 20 
076C: set_zone 'LIND1B' gang 1 density_to 20 
076C: set_zone 'LIND2A' gang 2 density_to 20 
076C: set_zone 'LIND2B' gang 1 density_to 20 
076C: set_zone 'LIND3' gang 2 density_to 20 
0767: set_zone 'IWD1' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'IWD2' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'IWD3A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'IWD3B' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'IWD4' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'IWD5' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'IWD1' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD2' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD3A' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD3B' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD4' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD5' popcycle_group_for_peds_to 1 
076C: set_zone 'IWD1' gang 0 density_to 20 
076C: set_zone 'IWD2' gang 1 density_to 20 
076C: set_zone 'IWD3A' gang 0 density_to 20 
076C: set_zone 'IWD3B' gang 1 density_to 20 
076C: set_zone 'IWD4' gang 0 density_to 10 
076C: set_zone 'IWD5' gang 1 density_to 20 
076A: set_zone 'IWD1' dealer_density_to 2 
076A: set_zone 'IWD2' dealer_density_to 2 
076A: set_zone 'IWD3A' dealer_density_to 2 
076A: set_zone 'IWD3B' dealer_density_to 2 
076A: set_zone 'IWD4' dealer_density_to 2 
076A: set_zone 'IWD5' dealer_density_to 2 
0767: set_zone 'JEF1A' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JEF1B' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JEF2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JEF3A' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JEF3B' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JEF3C' popcycle_group_for_peds_and_cars_to 5 
076C: set_zone 'JEF1A' gang 2 density_to 40 
076C: set_zone 'JEF1B' gang 1 density_to 40 
076C: set_zone 'JEF2' gang 2 density_to 40 
076C: set_zone 'JEF3B' gang 1 density_to 40 
076C: set_zone 'JEF3C' gang 1 density_to 40 
076A: set_zone 'JEF1A' dealer_density_to 6 
076A: set_zone 'JEF1B' dealer_density_to 6 
076A: set_zone 'JEF2' dealer_density_to 6 
076A: set_zone 'JEF3B' dealer_density_to 6 
076A: set_zone 'JEF3C' dealer_density_to 6 
0767: set_zone 'LFL1A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'LFL1B' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'LFL1A' popcycle_group_for_peds_to 9 
0874: set_zone 'LFL1B' popcycle_group_for_peds_to 9 
076C: set_zone 'LFL1A' gang 2 density_to 40 
076C: set_zone 'LFL1B' gang 1 density_to 40 
076A: set_zone 'LFL1A' dealer_density_to 4 
076A: set_zone 'LFL1B' dealer_density_to 4 
0767: set_zone 'LMEX1A' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'LMEX1B' popcycle_group_for_peds_and_cars_to 5 
076C: set_zone 'LMEX1A' gang 7 density_to 30 
076C: set_zone 'LMEX1B' gang 7 density_to 30 
0767: set_zone 'ELS1A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'ELS1B' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'ELS2' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'ELS3A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'ELS3B' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'ELS4' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'ELS1A' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS1B' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS2' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS3A' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS3B' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS4' popcycle_group_for_peds_to 10 
076C: set_zone 'ELS1A' gang 0 density_to 30 
076C: set_zone 'ELS1B' gang 1 density_to 30 
076C: set_zone 'ELS2' gang 0 density_to 30 
076C: set_zone 'ELS3A' gang 1 density_to 30 
076C: set_zone 'ELS3B' gang 0 density_to 30 
076C: set_zone 'ELS4' gang 1 density_to 30 
076A: set_zone 'ELS1A' dealer_density_to 2 
076A: set_zone 'ELS1B' dealer_density_to 2 
076A: set_zone 'ELS2' dealer_density_to 2 
076A: set_zone 'ELS3A' dealer_density_to 2 
076A: set_zone 'ELS3B' dealer_density_to 2 
076A: set_zone 'ELS4' dealer_density_to 2 
0767: set_zone 'MAR1' popcycle_group_for_peds_and_cars_to 8 
0767: set_zone 'MAR2' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'MAR3' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'MKT1' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'MKT2' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'MKT3' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'MKT4' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'MUL1A' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL1B' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL1C' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL2A' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'MUL2B' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'MUL3' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'MUL4' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL5A' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL5B' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL5C' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL6' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL7A' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL7B' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'PLS' popcycle_group_for_peds_and_cars_to 8  // Playa del Seville
076C: set_zone 'PLS' gang 1 density_to 20  // Playa del Seville
0767: set_zone 'RIH1A' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'RIH1B' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'RIH2' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'RIH3A' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'RIH3B' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'RIH4' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'RIH5A' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'RIH6B' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'RIH5A' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'RIH6B' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'ROD1A' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD1B' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD1C' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD2A' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD2B' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD3A' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD3B' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD4A' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD4B' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD4C' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD5A' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'ROD5B' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'SMB1' popcycle_group_for_peds_and_cars_to 8 
0767: set_zone 'SMB2' popcycle_group_for_peds_and_cars_to 8 
076C: set_zone 'SMB1' gang 1 density_to 10 
076C: set_zone 'SMB2' gang 1 density_to 10 
0767: set_zone 'VIN2' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'VIN3' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'VIN1A' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'VIN1B' popcycle_group_for_peds_and_cars_to 2 
076C: set_zone 'VIN2' gang 1 density_to 10 
0767: set_zone 'VERO1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'VERO2' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'VERO3' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'VERO4A' popcycle_group_for_peds_and_cars_to 8 
0767: set_zone 'VERO4B' popcycle_group_for_peds_and_cars_to 8 
076C: set_zone 'VERO1' gang 1 density_to 10 
076C: set_zone 'VERO2' gang 1 density_to 10 
076C: set_zone 'VERO3' gang 1 density_to 10 
076C: set_zone 'VERO4A' gang 1 density_to 10 
076C: set_zone 'VERO4B' gang 0 density_to 10 
076A: set_zone 'VERO1' dealer_density_to 2 
076A: set_zone 'VERO2' dealer_density_to 2 
076A: set_zone 'VERO3' dealer_density_to 2 
076A: set_zone 'VERO4A' dealer_density_to 2 
076A: set_zone 'VERO4B' dealer_density_to 2 
0767: set_zone 'CRANB' popcycle_group_for_peds_and_cars_to 15  // Cranberry Station
0767: set_zone 'CALT' popcycle_group_for_peds_and_cars_to 15  // Calton Heights
076C: set_zone 'CALT' gang 6 density_to 10  // Calton Heights
0767: set_zone 'SUNMA' popcycle_group_for_peds_and_cars_to 4  // Bayside Marina
0767: set_zone 'SUNNN' popcycle_group_for_peds_and_cars_to 5  // Bayside
0767: set_zone 'BATTP' popcycle_group_for_peds_and_cars_to 2  // Battery Point
076C: set_zone 'BATTP' gang 3 density_to 25  // Battery Point
0767: set_zone 'ESPN1' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'ESPN2' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'ESPN3' popcycle_group_for_peds_and_cars_to 9 
076C: set_zone 'ESPN1' gang 4 density_to 10 
076C: set_zone 'ESPN2' gang 2 density_to 10 
076C: set_zone 'ESPN3' gang 2 density_to 10 
0767: set_zone 'BAYV' popcycle_group_for_peds_and_cars_to 5  // Palisades
0767: set_zone 'PARA' popcycle_group_for_peds_and_cars_to 4  // Paradiso
0767: set_zone 'JUNIHO' popcycle_group_for_peds_and_cars_to 5  // Juniper Hollow
0767: set_zone 'JUNIHI' popcycle_group_for_peds_and_cars_to 5  // Juniper Hill
0767: set_zone 'CIVI' popcycle_group_for_peds_and_cars_to 5  // Santa Flora
0767: set_zone 'CHINA' popcycle_group_for_peds_and_cars_to 9  // Chinatown
0874: set_zone 'CHINA' popcycle_group_for_peds_to 6  // Chinatown
076C: set_zone 'CHINA' gang 6 density_to 40  // Chinatown
0767: set_zone 'SFDWT1' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SFDWT2' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SFDWT3' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SFDWT4' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'SFDWT5' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'SFDWT6' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'FINA' popcycle_group_for_peds_and_cars_to 0  // Financial
0767: set_zone 'CITYS' popcycle_group_for_peds_and_cars_to 0  // City Hall
0767: set_zone 'WESTP1' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'WESTP2' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'WESTP3' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'THEA1' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'THEA2' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'THEA3' popcycle_group_for_peds_and_cars_to 2 
076C: set_zone 'THEA1' gang 6 density_to 10 
076C: set_zone 'THEA3' gang 3 density_to 10 
0767: set_zone 'GARC' popcycle_group_for_peds_and_cars_to 7  // Garcia
076C: set_zone 'GARC' gang 3 density_to 40  // Garcia
0767: set_zone 'HASH' popcycle_group_for_peds_and_cars_to 6  // Hashbury
0767: set_zone 'OCEAF1' popcycle_group_for_peds_and_cars_to 8 
0767: set_zone 'OCEAF2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'OCEAF3' popcycle_group_for_peds_and_cars_to 8 
0767: set_zone 'DOH1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'DOH2' popcycle_group_for_peds_and_cars_to 5 
076C: set_zone 'DOH2' gang 3 density_to 10 
0767: set_zone 'CUNTC1' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'CUNTC2' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'CUNTC3' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'SFGLF1' popcycle_group_for_peds_and_cars_to 17 
0767: set_zone 'SFGLF2' popcycle_group_for_peds_and_cars_to 17 
0767: set_zone 'SFGLF3' popcycle_group_for_peds_and_cars_to 17 
0767: set_zone 'SFGLF4' popcycle_group_for_peds_and_cars_to 17 
0767: set_zone 'HILLP' popcycle_group_for_peds_and_cars_to 10  // Missionary Hill
0767: set_zone 'SILLY1' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SILLY2' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SILLY3' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SILLY4' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SFAIR1' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'SFAIR2' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'SFAIR3' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'SFAIR4' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'SFAIR5' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'SFBAG1' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'SFBAG2' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'SFBAG3' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'EASB1' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'EASB2' popcycle_group_for_peds_and_cars_to 11 
076C: set_zone 'EASB1' gang 4 density_to 30 
076C: set_zone 'EASB2' gang 4 density_to 30 
0767: set_zone 'ESPE1' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'ESPE2' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'ESPE3' popcycle_group_for_peds_and_cars_to 9 
076C: set_zone 'EASB1' gang 4 density_to 10 
076C: set_zone 'EASB2' gang 4 density_to 10 
0767: set_zone 'LINDEN' popcycle_group_for_peds_and_cars_to 5  // Linden Station
0767: set_zone 'YELLOW' popcycle_group_for_peds_and_cars_to 4  // Yellow Bell Station
0767: set_zone 'BFC1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'BFC2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'RIE' popcycle_group_for_peds_and_cars_to 0  // Randolph Industrial Estate
0767: set_zone 'LDM' popcycle_group_for_peds_and_cars_to 6  // Last Dime Motel
0767: set_zone 'RSW1' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'RSW2' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'RSE' popcycle_group_for_peds_and_cars_to 6  // Rockshore East
0767: set_zone 'LDS' popcycle_group_for_peds_and_cars_to 11  // Linden Side
0767: set_zone 'SRY' popcycle_group_for_peds_and_cars_to 5  // Sobell Rail Yards
0767: set_zone 'JTS1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTS2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'LVA1' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LVA2' popcycle_group_for_peds_and_cars_to 18 
0767: set_zone 'LVA3' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LVA4' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'VAIR1' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'VAIR2' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'VAIR3' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'LVBAG' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'GGC1' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'GGC2' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'BFLD1' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'BFLD2' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'WWE' popcycle_group_for_peds_and_cars_to 5  // Whitewood Estates
0767: set_zone 'WWE1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'PINT' popcycle_group_for_peds_and_cars_to 5  // Pilson Intersection
0767: set_zone 'YBELL2' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'YBELL1' popcycle_group_for_peds_and_cars_to 17 
0767: set_zone 'JTW1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTW2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN3' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN4' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN5' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN6' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN7' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN8' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTE1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTE2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTE3' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTE4' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'HGP' popcycle_group_for_peds_and_cars_to 4  // Harry Gold Parkway
0767: set_zone 'SPIN' popcycle_group_for_peds_and_cars_to 11  // Spinybed
0767: set_zone 'BINT1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'BINT2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'BINT3' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'BINT4' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'PRP1' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'PRP2' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'PRP3' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'PRP4' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'REDE1' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'REDE2' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'REDE3' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'REDW1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'REDW2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'REDW3' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'REDW4' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'ROCE1' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'ROCE2' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'OVS' popcycle_group_for_peds_and_cars_to 12  // Old Venturas Strip
0767: set_zone 'CREE' popcycle_group_for_peds_and_cars_to 9  // Creek
0767: set_zone 'STRIP1' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'STRIP2' popcycle_group_for_peds_and_cars_to 12  // Strip Club
0767: set_zone 'STRIP3' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'STRIP4' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'PILL1' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'PILL2' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'RING' popcycle_group_for_peds_and_cars_to 12  // The Clown's Pocket
0767: set_zone 'ISLE' popcycle_group_for_peds_and_cars_to 12  // The Emerald Isle
0767: set_zone 'STAR1' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'STAR2' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'ROY' popcycle_group_for_peds_and_cars_to 12  // Royal Casino
0767: set_zone 'CAM' popcycle_group_for_peds_and_cars_to 12  // The Camel's Toe
0767: set_zone 'LOT' popcycle_group_for_peds_and_cars_to 12  // Come-A-Lot
0767: set_zone 'PIRA' popcycle_group_for_peds_and_cars_to 12  // Pirates in Men's Pants
0767: set_zone 'VISA1' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'VISA2' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'CALI1' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'CALI2' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'DRAG' popcycle_group_for_peds_and_cars_to 12  // The Four Dragons Casino
0767: set_zone 'PINK' popcycle_group_for_peds_and_cars_to 12  // The Pink Swan
0767: set_zone 'HIGH' popcycle_group_for_peds_and_cars_to 12  // The High Roller
0767: set_zone 'CONST1' popcycle_group_for_peds_and_cars_to 18 
0767: set_zone 'ANGPI' popcycle_group_for_peds_and_cars_to 3  // Angel Pine
0767: set_zone 'SHACA' popcycle_group_for_peds_and_cars_to 3  // Shady Cabin
0767: set_zone 'BACKO' popcycle_group_for_peds_and_cars_to 3  // Back o Beyond
0767: set_zone 'BEACO' popcycle_group_for_peds_and_cars_to 3  // Beacon Hill
0767: set_zone 'FARM' popcycle_group_for_peds_and_cars_to 3  // The Farm
0767: set_zone 'PALO' popcycle_group_for_peds_and_cars_to 3  // Palomino Creek
0767: set_zone 'MONT' popcycle_group_for_peds_and_cars_to 3  // Montgomery
0767: set_zone 'MONT1' popcycle_group_for_peds_and_cars_to 3  // Montgomery
0767: set_zone 'MTCHI1' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'MTCHI2' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'MTCHI3' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'MTCHI4' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'HBARNS' popcycle_group_for_peds_and_cars_to 3  // Hampton Barns
0767: set_zone 'DILLI' popcycle_group_for_peds_and_cars_to 3  // Dillimore
0767: set_zone 'TOPFA' popcycle_group_for_peds_and_cars_to 3  // Hilltop Farm
0767: set_zone 'BLUEB' popcycle_group_for_peds_and_cars_to 3  // Blueberry
0767: set_zone 'BLUEB1' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'PANOP' popcycle_group_for_peds_and_cars_to 3  // The Panopticon
0767: set_zone 'BLUAC' popcycle_group_for_peds_and_cars_to 3  // Blueberry Acres
0767: set_zone 'CREEK' popcycle_group_for_peds_and_cars_to 3  // Shady Creeks
0767: set_zone 'CREEK1' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'MAKO' popcycle_group_for_peds_and_cars_to 3  // The Mako Span
0767: set_zone 'TOPFA' popcycle_group_for_peds_and_cars_to 3  // Hilltop Farm
0767: set_zone 'FERN' popcycle_group_for_peds_and_cars_to 3  // Fern Ridge
0767: set_zone 'NROCK' popcycle_group_for_peds_and_cars_to 3  // North Rock
0767: set_zone 'HANKY' popcycle_group_for_peds_and_cars_to 3  // Hankypanky Point
0767: set_zone 'LEAFY' popcycle_group_for_peds_and_cars_to 3  // Leafy Hollow
0767: set_zone 'RED' popcycle_group_for_peds_and_cars_to 3  // Red County
0767: set_zone 'FLINTC' popcycle_group_for_peds_and_cars_to 3  // Flint County
0767: set_zone 'WHET' popcycle_group_for_peds_and_cars_to 3  // Whetstone
0767: set_zone 'BIGE' popcycle_group_for_peds_and_cars_to 1  // 'The Big Ear'
0767: set_zone 'ELQUE' popcycle_group_for_peds_and_cars_to 1  // El Quebrados
0767: set_zone 'BARRA' popcycle_group_for_peds_and_cars_to 1  // Las Barrancas
0767: set_zone 'CARSO' popcycle_group_for_peds_and_cars_to 1  // Fort Carson
0767: set_zone 'PAYAS' popcycle_group_for_peds_and_cars_to 1  // Las Payasadas
0767: set_zone 'PROBE' popcycle_group_for_peds_and_cars_to 1  // Lil' Probe Inn
0767: set_zone 'ELCA' popcycle_group_for_peds_and_cars_to 1  // El Castillo del Diablo
0767: set_zone 'FLINTR' popcycle_group_for_peds_and_cars_to 1  // Flint Range
0767: set_zone 'ARCO' popcycle_group_for_peds_and_cars_to 1  // Arco del Oeste
0767: set_zone 'VALLE' popcycle_group_for_peds_and_cars_to 1  // Valle Ocultado
0767: set_zone 'FLINTI' popcycle_group_for_peds_and_cars_to 1  // Flint Intersection
0767: set_zone 'MONINT' popcycle_group_for_peds_and_cars_to 1  // Montgomery Intersection
0767: set_zone 'ROBINT' popcycle_group_for_peds_and_cars_to 1  // Robada Intersection
0767: set_zone 'TOM' popcycle_group_for_peds_and_cars_to 1  // Regular Tom
0767: set_zone 'ALDEA' popcycle_group_for_peds_and_cars_to 1  // Aldea Malvada
0767: set_zone 'BRUJA' popcycle_group_for_peds_and_cars_to 1  // Las Brujas
0767: set_zone 'ROBAD' popcycle_group_for_peds_and_cars_to 1  // Tierra Robada
0767: set_zone 'BONE' popcycle_group_for_peds_and_cars_to 1  // Bone County
0767: set_zone 'HAUL' popcycle_group_for_peds_and_cars_to 18  // Fallen Tree
0767: set_zone 'QUARY' popcycle_group_for_peds_and_cars_to 18  // Hunter Quarry
0767: set_zone 'OCTAN' popcycle_group_for_peds_and_cars_to 18  // Octane Springs
0767: set_zone 'PALMS' popcycle_group_for_peds_and_cars_to 18  // Green Palms
0767: set_zone 'EBAY' popcycle_group_for_peds_and_cars_to 18  // Easter Bay Chemicals
0767: set_zone 'EBAY2' popcycle_group_for_peds_and_cars_to 18 
0767: set_zone 'DAM' popcycle_group_for_peds_and_cars_to 18  // The Sherman Dam
0959: $2882 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2883 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2884 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2885 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2886 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2887 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2888 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2889 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2890 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2891 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2892 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2893 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2894 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2895 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2896 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2897 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2898 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2899 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2900 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2901 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2902 = create_horseshoe_at 2286.9 -1330.9 24.0
0959: $2903 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2904 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2905 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2906 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2907 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2908 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2909 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2910 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2911 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2912 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2913 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2914 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2915 = create_horseshoe_at 2286.9 -1330.9 24.0
0959: $2916 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2917 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2918 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2919 = create_horseshoe_at 2286.9 -1330.9 24.0
0959: $2920 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2921 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2922 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2923 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2924 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2925 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2926 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2927 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2928 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2929 = create_horseshoe_at 2286.9 -1330.9 24.0
0959: $2930 = create_horseshoe_at 2286.9 -1330.9 24.0 
0959: $2931 = create_horseshoe_at 2286.9 -1330.9 24.0 
0958: $2932 = create_photo_at -2511.28 -672.99 195.75 
0958: $2933 = create_photo_at -2723.63 -314.72 55.79 
0958: $2934 = create_photo_at -1737.71 -579.55 26.19 
0958: $2935 = create_photo_at -1486.08 920.04 41.37 
0958: $2936 = create_photo_at -1269.82 963.63 130.37 
0958: $2937 = create_photo_at -1650.01 422.0 21.17 
0958: $2938 = create_photo_at -1851.72 -96.73 24.37 
0958: $2939 = create_photo_at -2732.0 -244.0 19.0 
0958: $2940 = create_photo_at -2802.75 375.47 36.59 
0958: $2941 = create_photo_at -2773.04 783.45 67.66 
0958: $2942 = create_photo_at -2680.07 1590.8 143.53 
0958: $2943 = create_photo_at -2476.75 1543.44 49.26 
0958: $2944 = create_photo_at -1879.04 1456.52 9.34 
0958: $2945 = create_photo_at -1561.55 655.19 56.52 
0958: $2946 = create_photo_at -1325.15 494.19 26.83 
0958: $2947 = create_photo_at -1941.41 137.72 37.83 
0958: $2948 = create_photo_at -2153.23 462.25 103.27 
0958: $2949 = create_photo_at -2243.96 577.76 49.0 
0958: $2950 = create_photo_at -2051.0 456.0 167.0 
0958: $2951 = create_photo_at -1951.0 659.0 81.0 
0958: $2952 = create_photo_at -2064.0 926.0 63.0 
0958: $2953 = create_photo_at -2357.33 1017.01 59.76 
0958: $2954 = create_photo_at -2072.0 1066.0 74.0 
0958: $2955 = create_photo_at -1744.0 972.46 156.89 
0958: $2956 = create_photo_at -1941.0 883.0 68.0 
0958: $2957 = create_photo_at -1839.51 1086.88 101.29 
0958: $2958 = create_photo_at -1704.8 1338.0 14.0 
0958: $2959 = create_photo_at -2346.62 536.85 86.02 
0958: $2960 = create_photo_at -2443.0 755.0 49.0 
0958: $2961 = create_photo_at -2765.0 375.0 15.0 
0958: $2962 = create_photo_at -2880.31 -935.83 40.82 
0958: $2963 = create_photo_at -2083.0 -808.0 69.0 
0958: $2964 = create_photo_at -1954.0 -760.0 53.0 
0958: $2965 = create_photo_at -964.53 -331.59 47.16 
0958: $2966 = create_photo_at -1689.0 51.0 38.0 
0958: $2967 = create_photo_at -2080.0 256.05 107.0 
0958: $2968 = create_photo_at -2413.0 331.0 37.0 
0958: $2969 = create_photo_at -2244.42 731.32 61.88 
0958: $2970 = create_photo_at -2462.0 369.0 59.0 
0958: $2971 = create_photo_at -1124.44 -153.15 18.5 
0958: $2972 = create_photo_at -1275.78 53.68 89.07 
0958: $2973 = create_photo_at -2430.0 38.0 51.0 
0958: $2974 = create_photo_at -2591.0 162.0 15.0 
0958: $2975 = create_photo_at -2591.0 -16.0 17.0 
0958: $2976 = create_photo_at -2648.0 -5.0 31.0 
0958: $2977 = create_photo_at -2593.0 56.0 16.0 
0958: $2978 = create_photo_at -1619.31 1341.39 11.3 
0958: $2979 = create_photo_at -2307.0 207.0 42.0 
0958: $2980 = create_photo_at -2343.0 -79.0 38.0 
0958: $2981 = create_photo_at -1906.66 518.58 61.71 
095A: $2982 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $2983 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $2984 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $2985 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $2986 = create_oyster_at 2021.879 1001.467 10.3203
095A: $2987 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $2988 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $2989 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $2990 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $2991 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $2992 = create_oyster_at 2021.879 1001.467 10.3203
095A: $2993 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $2994 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $2995 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $2996 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $2997 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $2998 = create_oyster_at 2021.879 1001.467 10.3203
095A: $2999 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $3000 = create_oyster_at 2021.879 1001.467 10.3203
095A: $3001 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $3002 = create_oyster_at 2021.879 1001.467 10.3203
095A: $3003 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $3004 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $3005 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $3006 = create_oyster_at 2021.879 1001.467 10.3203
095A: $3007 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $3008 = create_oyster_at 2021.879 1001.467 10.3203
095A: $3009 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $3010 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $3011 = create_oyster_at 2021.879 1001.467 10.3203
095A: $3012 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $3013 = create_oyster_at 2021.879 1001.467 10.3203
095A: $3014 = create_oyster_at 2021.879 1001.467 10.3203
095A: $3015 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $3016 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $3017 = create_oyster_at 2021.879 1001.467 10.3203
095A: $3018 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $3019 = create_oyster_at 2021.879 1001.467 10.3203
095A: $3020 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $3021 = create_oyster_at 2021.879 1001.467 10.3203
095A: $3022 = create_oyster_at 2021.879 1001.467 10.3203
095A: $3023 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $3024 = create_oyster_at 2021.879 1001.467 10.3203
095A: $3025 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $3026 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $3027 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $3028 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $3029 = create_oyster_at 2021.879 1001.467 10.3203
095A: $3030 = create_oyster_at 2021.879 1001.467 10.3203 
095A: $3031 = create_oyster_at 2021.879 1001.467 10.3203 
032B: $3032 = create_weapon_pickup #MOLOTOV type 15 ammo 99999 at 2832.0 2405.0 18.0 
032B: $3033 = create_weapon_pickup #SPRAYCAN type 15 ammo 99999 at 2819.0 1663.0 11.0 
032B: $3034 = create_weapon_pickup #TEARGAS type 15 ammo 99999 at 2725.0 2727.0 11.0 
032B: $3035 = create_weapon_pickup #FLAME type 15 ammo 99999 at 2649.0 2733.0 11.0 
032B: $3036 = create_weapon_pickup #FIRE_EX type 15 ammo 99999 at 2148.0 2721.0 11.0 
032B: $3037 = create_weapon_pickup #CHROMEGUN type 15 ammo 99999 at 1345.0 2367.0 11.0 
032B: $3038 = create_weapon_pickup #AK47 type 15 ammo 99999 at 1625.0 1944.0 11.0 
032B: $3039 = create_weapon_pickup #SAWNOFF type 15 ammo 99999 at 1569.0 2150.0 11.0 
032B: $3040 = create_weapon_pickup #ROCKETLA type 15 ammo 99999 at 2072.0 2370.0 61.0 
032B: $3041 = create_weapon_pickup #SNIPER type 15 ammo 99999 at 2225.0 2530.0 17.0 
032B: $3042 = create_weapon_pickup #SNIPER type 15 ammo 99999 at 2337.0 1806.0 72.0 
032B: $3043 = create_weapon_pickup #M4 type 15 ammo 99999 at 2575.0 1562.0 16.0 
032B: $3044 = create_weapon_pickup #MP5LNG type 15 ammo 99999 at 2243.0 1132.0 11.0 
032B: $3045 = create_weapon_pickup #MINIGUN type 15 ammo 99999 at 2676.0 836.0 22.0 
032B: $3046 = create_weapon_pickup #TEC9 type 15 ammo 99999 at 1761.0 591.0 10.0 
032B: $3047 = create_weapon_pickup #GRENADE type 15 ammo 99999 at 2809.0 864.0 21.0 
032B: $3048 = create_weapon_pickup #AK47 type 15 ammo 99999 at 1923.0 1011.0 22.0 
032B: $3049 = create_weapon_pickup #SHOTGSPA type 15 ammo 99999 at 1407.0 1098.0 11.0 
032B: $3050 = create_weapon_pickup #TEARGAS type 15 ammo 99999 at 1319.0 1636.0 10.6 
032B: $3051 = create_weapon_pickup #MICRO_UZI type 15 ammo 99999 at 1446.35 1900.03 11.0 
032B: $3052 = create_weapon_pickup #SILENCED type 15 ammo 99999 at 1098.0 1681.0 7.0 
032B: $3053 = create_weapon_pickup #SAWNOFF type 15 ammo 99999 at 924.0 2138.0 11.0 
032B: $3054 = create_weapon_pickup #HEATSEEK type 15 ammo 99999 at 1155.0 2341.0 17.0 
032B: $3055 = create_weapon_pickup #ROCKETLA type 15 ammo 99999 at 1646.0 1349.0 11.0 
032B: $3056 = create_weapon_pickup #MOLOTOV type 15 ammo 99999 at 1781.0 2072.0 11.0 
032B: $3057 = create_weapon_pickup #MOLOTOV type 15 ammo 99999 at 2478.0 1182.0 22.0 
0213: $3058 = create_pickup #POOLCUE type 15 at 2854.0 944.0 11.0 
0213: $3059 = create_pickup #NITESTICK type 15 at 2241.0 2425.0 11.0 
0213: $3060 = create_pickup #GOLFCLUB type 15 at 1418.0 2774.0 15.0 
0213: $3061 = create_pickup #SHOVEL type 15 at 1393.0 2174.0 10.0 
0213: $3062 = create_pickup #CHNSAW type 15 at 1061.0 2074.0 11.0 
0213: $3063 = create_pickup #GUN_PARA type 15 at 2057.0 2434.0 166.0 
0213: $3064 = create_pickup #KATANA type 15 at 2000.0 1526.0 15.0 
0213: $3065 = create_pickup #SHOVEL type 15 at 1997.0 1658.0 12.0 
032B: $3066 = create_weapon_pickup #SPRAYCAN type 15 ammo 99999 at 2510.0 -1723.0 19.0 
032B: $3067 = create_weapon_pickup #COLT45 type 15 ammo 99999 at 2538.0 -1630.0 14.0 
032B: $3068 = create_weapon_pickup #MICRO_UZI type 15 ammo 99999 at 2551.33 -1740.0 6.49 
032B: $3069 = create_weapon_pickup #SAWNOFF type 15 ammo 99999 at 2428.0 -1214.0 36.0 
032B: $3070 = create_weapon_pickup #DESERT_EAGLE type 15 ammo 99999 at 2766.0 -2182.0 11.0 
032B: $3071 = create_weapon_pickup #GRENADE type 15 ammo 99999 at 2142.0 -1804.0 16.0 
032B: $3072 = create_weapon_pickup #MP5LNG type 15 ammo 99999 at 1764.0 -1930.0 14.0 
032B: $3073 = create_weapon_pickup #SILENCED type 15 ammo 99999 at 1214.0 -1816.0 17.0 
032B: $3074 = create_weapon_pickup #ROCKETLA type 15 ammo 99999 at 1740.0 -1231.0 92.0 
032B: $3075 = create_weapon_pickup #MP5LNG type 15 ammo 99999 at 2266.0 -1028.0 59.0 
032B: $3076 = create_weapon_pickup #SPRAYCAN type 15 ammo 99999 at 2463.0 -1061.0 60.0 
032B: $3077 = create_weapon_pickup #SNIPER type 15 ammo 99999 at 2047.0 -1406.0 68.0 
032B: $3078 = create_weapon_pickup #TEARGAS type 15 ammo 99999 at 2213.0 -2283.0 15.0 
032B: $3079 = create_weapon_pickup #TEARGAS type 15 ammo 99999 at 1463.0 -1013.0 27.0 
032B: $3080 = create_weapon_pickup #AK47 type 15 ammo 99999 at 1308.97 -874.4 40.0 
032B: $3081 = create_weapon_pickup #CUNTGUN type 15 ammo 99999 at 1102.0 -661.0 114.0 
032B: $3082 = create_weapon_pickup #TEC9 type 15 ammo 99999 at 899.8012 -792.078 102.0 
032B: $3083 = create_weapon_pickup #COLT45 type 15 ammo 99999 at 338.0 -1875.0 4.0 
032B: $3084 = create_weapon_pickup #GRENADE type 15 ammo 99999 at 397.0 -1924.0 8.0 
032B: $3085 = create_weapon_pickup #MOLOTOV type 15 ammo 99999 at 886.0 -966.0 37.0 
032B: $3086 = create_weapon_pickup #TEC9 type 15 ammo 99999 at 1408.0 -2380.0 14.0 
032B: $3087 = create_weapon_pickup #M4 type 15 ammo 99999 at 1379.0 -2547.0 14.0 
032B: $3100 = create_weapon_pickup #MOLOTOV type 15 ammo 99999 at 2426.0 -1416.0 24.0 
0213: $3088 = create_pickup #NITESTICK type 15 at 259.0 80.0 1004.0 
0213: $3089 = create_pickup #GUN_DILDO1 type 15 at 261.0 71.0 1003.0 
0213: $3090 = create_pickup #GOLFCLUB type 15 at 1457.0 -792.0 90.0 
0213: $3091 = create_pickup #CHNSAW type 15 at 2371.0 -2543.0 3.0 
0213: $3092 = create_pickup #KNIFECUR type 15 at 1124.0 -1335.0 13.0 
032B: $3093 = create_weapon_pickup #MOLOTOV type 15 ammo 99999 at 2197.0 -2475.0 14.0 
0213: $3094 = create_pickup #GUN_PARA type 15 at 1528.222 -1357.985 330.0371 
0213: $3095 = create_pickup #KATANA type 15 at 1862.0 -1862.0 14.0 
0213: $3096 = create_pickup #BRASSKNUCKLE type 15 at 1339.0 -1765.0 14.0 
0213: $3097 = create_pickup #CHNSAW type 15 at 2192.243 -1988.751 13.4185 
0213: $3098 = create_pickup #SHOVEL type 15 at 2459.0 -1708.0 13.6 
032B: $3099 = create_weapon_pickup #GRENADE type 15 ammo 99999 at 2441.0 -1013.0 54.0 
032B: $3101 = create_weapon_pickup #MP5LNG type 15 ammo 99999 at -2678.0 -128.0 4.0 
032B: $3102 = create_weapon_pickup #DESERT_EAGLE type 15 ammo 99999 at -2212.0 109.0 35.0 
032B: $3103 = create_weapon_pickup #M4 type 15 ammo 99999 at -2903.0 784.0 35.0 
032B: $3104 = create_weapon_pickup #TEC9 type 15 ammo 99999 at -2665.0 1452.0 7.0 
032B: $3105 = create_weapon_pickup #SATCHEL type 15 ammo 99999 at -2754.0 -400.0 7.0 
032B: $3106 = create_weapon_pickup #COLT45 type 15 ammo 99999 at -2206.0 -23.0 35.0 
032B: $3107 = create_weapon_pickup #CHROMEGUN type 15 ammo 99999 at -1841.106 -74.2171 14.7606 
032B: $3108 = create_weapon_pickup #FLAME type 15 ammo 99999 at -1579.0 29.45 17.0 
032B: $3109 = create_weapon_pickup #CUNTGUN type 15 ammo 99999 at -2094.0 -488.0 36.0 
032B: $3110 = create_weapon_pickup #AK47 type 15 ammo 99999 at -1968.0 -923.0 32.0 
032B: $3111 = create_weapon_pickup #CAMERA type 15 ammo 99999 at -1945.0 -1088.0 31.0 
032B: $3112 = create_weapon_pickup #FIRE_EX type 15 ammo 99999 at -1700.0 415.0 7.0 
032B: $3113 = create_weapon_pickup #TEARGAS type 15 ammo 99999 at -1386.0 509.0 4.0 
032B: $3114 = create_weapon_pickup #MICRO_UZI type 15 ammo 99999 at -1679.0 1410.0 7.0 
032B: $3115 = create_weapon_pickup #FLAME type 15 ammo 99999 at -2132.52 189.2507 35.5379 
032B: $3116 = create_weapon_pickup #HEATSEEK type 15 ammo 99999 at -1126.69 -150.82 14.61 
032B: $3117 = create_weapon_pickup #MINIGUN type 15 ammo 99999 at -1496.0 591.0 42.0 
032B: $3118 = create_weapon_pickup #SATCHEL type 15 ammo 99999 at -2542.262 922.2401 67.1221 
032B: $3119 = create_weapon_pickup #TEC9 type 15 ammo 99999 at -2092.0 1121.0 54.0 
032B: $3120 = create_weapon_pickup #SNIPER type 15 ammo 99999 at -1629.0 1167.0 24.0 
0213: $3121 = create_pickup #CHNSAW type 15 at -2083.0 298.0 42.0 
0213: $3122 = create_pickup #BAT type 15 at -2306.0 93.0 35.0 
0213: $3123 = create_pickup #SHOVEL type 15 at -2796.416 123.686 6.844 
0213: $3124 = create_pickup #POOLCUE type 15 at -2135.0 197.0 35.0 
0213: $3125 = create_pickup #KATANA type 15 at -2208.0 696.0 50.0 
0213: $3126 = create_pickup #BRASSKNUCKLE type 15 at -2206.0 961.0 80.0 
0213: $3127 = create_pickup #NITESTICK type 15 at -2222.0 -302.0 43.0 
0213: $3128 = create_pickup #KNIFECUR type 15 at -1871.0 351.0 26.0 
0213: $3129 = create_pickup #GOLFCLUB type 15 at -2715.0 -314.0 7.0 
0213: $3130 = create_pickup #CHNSAW type 15 at -2359.0 -82.0 35.0 
032B: $3131 = create_weapon_pickup #DESERT_EAGLE type 15 ammo 99999 at -1870.0 -1625.0 22.0 
032B: $3132 = create_weapon_pickup #FIRE_EX type 15 ammo 99999 at -1627.0 -2692.0 49.0 
032B: $3133 = create_weapon_pickup #MICRO_UZI type 15 ammo 99999 at -2038.0 -2562.0 31.0 
032B: $3134 = create_weapon_pickup #CUNTGUN type 15 ammo 99999 at -1035.0 -2258.0 70.0 
032B: $3135 = create_weapon_pickup #SAWNOFF type 15 ammo 99999 at 2366.0 23.0 28.0 
032B: $3136 = create_weapon_pickup #MOLOTOV type 15 ammo 99999 at 2255.0 -74.0 32.0 
032B: $3137 = create_weapon_pickup #MP5LNG type 15 ammo 99999 at 1296.0 392.0 20.0 
032B: $3138 = create_weapon_pickup #TEC9 type 15 ammo 99999 at 262.0 38.0 2.0 
032B: $3139 = create_weapon_pickup #AK47 type 15 ammo 99999 at -121.0 -232.0 1.0 
0213: $3140 = create_pickup #SHOVEL type 15 at -532.0 -106.0 63.0 
032B: $3141 = create_weapon_pickup #M4 type 15 ammo 99999 at 113.0 1811.0 18.0 
032B: $3142 = create_weapon_pickup #DESERT_EAGLE type 15 ammo 99999 at 36.0 1372.0 9.0 
032B: $3143 = create_weapon_pickup #CHROMEGUN type 15 ammo 99999 at 24.0 969.0 20.0 
032B: $3144 = create_weapon_pickup #MOLOTOV type 15 ammo 99999 at -170.0 1025.0 20.0 
032B: $3145 = create_weapon_pickup #COLT45 type 15 ammo 99999 at -639.0 1181.0 13.0 
032B: $3146 = create_weapon_pickup #AK47 type 15 ammo 99999 at -585.0 2714.0 72.0 
032B: $3147 = create_weapon_pickup #FIRE_EX type 15 ammo 99999 at -742.0 2752.0 47.0 
032B: $3148 = create_weapon_pickup #CHROMEGUN type 15 ammo 99999 at -932.02 2649.92 42.0 
032B: $3149 = create_weapon_pickup #HEATSEEK type 15 ammo 99999 at -1317.0 2509.0 87.0 
032B: $3150 = create_weapon_pickup #MP5LNG type 15 ammo 99999 at -1474.0 2577.0 56.0 
032B: $3151 = create_weapon_pickup #DESERT_EAGLE type 15 ammo 99999 at -2352.0 2456.0 6.0 
032B: $3152 = create_weapon_pickup #GRENADE type 15 ammo 99999 at -2520.0 2293.0 5.0 
032B: $3153 = create_weapon_pickup #FLAME type 15 ammo 99999 at -1358.0 -2115.0 30.0 
032B: $3154 = create_weapon_pickup #MICRO_UZI type 15 ammo 99999 at 119.0 2409.0 17.0 
0213: $3155 = create_pickup #SHOVEL type 15 at -1809.0 -1662.0 24.0 
0213: $3156 = create_pickup #GUN_PARA type 15 at -2350.0 -1586.0 485.0 
0213: $3157 = create_pickup #GOLFCLUB type 15 at -2227.0 -2401.0 31.4 
0213: $3158 = create_pickup #SHOVEL type 15 at 2240.0 -83.0 27.0 
0213: $3159 = create_pickup #POOLCUE type 15 at 294.0 -188.0 2.0 
0213: $3160 = create_pickup #CHNSAW type 15 at -761.0 -126.0 66.0 
0213: $3161 = create_pickup #KATANA type 15 at -1568.0 2718.0 56.0 
0213: $3162 = create_pickup #GUN_DILDO2 type 15 at -2401.0 2360.0 5.0 
0213: $3163 = create_pickup #GUN_PARA type 15 at -2679.0 1933.0 217.0 
0213: $3164 = create_pickup #SHOVEL type 15 at 637.0 832.0 -43.0 
0213: $3165 = create_pickup #CHNSAW type 15 at 680.0 826.0 -39.0 
0213: $3166 = create_pickup #CHNSAW type 15 at 752.0 260.0 27.0 
0213: $3167 = create_pickup #BRASSKNUCKLE type 15 at -246.0 2725.0 63.0 
0213: $3168 = create_pickup #KNIFECUR type 15 at -23.0 2322.0 24.0 
032B: $3169 = create_weapon_pickup #SATCHEL type 15 ammo 99999 at 1284.894 278.5705 19.5547 
032B: $3171 = create_weapon_pickup #AK47 type 15 ammo 99999 at 2129.4 -2280.71 14.42 
0213: $3172 = create_pickup #GUN_PARA type 15 at -1542.857 698.4825 139.2658 
032B: $3173 = create_weapon_pickup #MP5LNG type 15 ammo 99999 at 2198.11 -1170.22 33.5 
0213: $3174 = create_pickup #GUN_PARA type 15 at -225.6758 1394.256 172.0143 
0213: $3175 = create_pickup #GUN_PARA type 15 at -773.0379 2423.499 157.0856 
032B: $3176 = create_weapon_pickup #SNIPER type 15 ammo 99999 at 935.744 -926.0453 57.7642 
0213: $3177 = create_pickup #SHOVEL type 15 at 842.9783 -17.3791 64.2 
032B: $3178 = create_weapon_pickup #COLT45 type 15 ammo 99999 at 255.0493 84.0615 1002.453 
032B: $3179 = create_weapon_pickup #CHROMEGUN type 15 ammo 99999 at 217.8 76.4 1005.047 
0213: $3180 = create_pickup #NITESTICK type 15 at 223.8347 120.4458 1010.212 
032B: $3181 = create_weapon_pickup #COLT45 type 15 ammo 99999 at 263.2531 109.7859 1004.625 
032B: $3182 = create_weapon_pickup #CHROMEGUN type 15 ammo 99999 at 228.3176 114.433 999.0215 
0213: $3183 = create_pickup #NITESTICK type 15 at 247.4536 192.3085 1008.172 
032B: $3184 = create_weapon_pickup #COLT45 type 15 ammo 99999 at 242.613 196.3202 1008.172 
032B: $3185 = create_weapon_pickup #CHROMEGUN type 15 ammo 99999 at 240.7765 196.1124 1008.172 
0213: $3186 = create_pickup #NITESTICK type 15 at 188.9769 158.218 1003.031 
0213: $3187 = create_pickup #GUN_PARA type 15 at -1753.418 885.3446 295.5166 
032B: $3188 = create_weapon_pickup #CAMERA type 15 ammo 99999 at -2539.918 -598.6152 132.764 
032B: $3189 = create_weapon_pickup #CAMERA type 15 ammo 99999 at -2329.984 -165.3635 35.2389 
032B: $3190 = create_weapon_pickup #CAMERA type 15 ammo 99999 at -2721.241 -318.8085 7.5246 
032B: $3191 = create_weapon_pickup #CAMERA type 15 ammo 99999 at -2677.102 234.9912 4.1048 
032B: $3192 = create_weapon_pickup #CAMERA type 15 ammo 99999 at -2706.692 375.8728 5.0525 
032B: $3193 = create_weapon_pickup #CAMERA type 15 ammo 99999 at -2550.106 657.286 14.7319 
032B: $3194 = create_weapon_pickup #CAMERA type 15 ammo 99999 at -2791.248 771.5468 51.0904 
032B: $3195 = create_weapon_pickup #CAMERA type 15 ammo 99999 at -1770.815 903.2556 25.3894 
032B: $3196 = create_weapon_pickup #CAMERA type 15 ammo 99999 at -1713.006 1368.239 7.2664 
032B: $3197 = create_weapon_pickup #CAMERA type 15 ammo 99999 at -1851.317 1302.291 60.7553 
032B: $3198 = create_weapon_pickup #CAMERA type 15 ammo 99999 at -1635.026 604.4713 40.6377 
032B: $3199 = create_weapon_pickup #CAMERA type 15 ammo 99999 at -1976.483 670.5043 46.6039 
032B: $3200 = create_weapon_pickup #CAMERA type 15 ammo 99999 at -2038.409 1111.406 53.7928 
032B: $3201 = create_weapon_pickup #CAMERA type 15 ammo 99999 at -2048.803 899.5274 53.8866 
032B: $3202 = create_weapon_pickup #CAMERA type 15 ammo 99999 at -2292.47 722.5441 49.4265 
032B: $3203 = create_weapon_pickup #CAMERA type 15 ammo 99999 at -1977.916 113.8457 27.1096 
032B: $3204 = create_weapon_pickup #CAMERA type 15 ammo 99999 at -1528.144 160.0232 3.5142 
032B: $3205 = create_weapon_pickup #CAMERA type 15 ammo 99999 at -1771.261 -597.5884 16.6287 
032B: $2512 = create_weapon_pickup #CAMERA type 15 ammo 99999 at 2495.807 -1700.637 1017.837 
0213: $3206 = create_pickup #GUN_CANE type 15 at -2677.726 -192.3469 6.8518 
0213: $3207 = create_pickup #CHNSAW type 15 at -2752.243 -272.2891 6.5956 
0213: $3208 = create_pickup #GUN_CANE type 15 at -2617.473 -97.0801 4.003 
0213: $3209 = create_pickup #GUN_CANE type 15 at -2777.192 -25.2984 6.8721 
0213: $3210 = create_pickup #GUN_CANE type 15 at -2774.113 87.8845 6.7987 
0213: $3211 = create_pickup #GUN_CANE type 15 at -2770.624 389.0772 4.2818 
0213: $3212 = create_pickup #KATANA type 15 at -2535.631 51.7034 8.6512 
0213: $3213 = create_pickup #GUN_CANE type 15 at -2530.958 -34.1009 25.2855 
0213: $3214 = create_pickup #GUN_CANE type 15 at -1691.649 946.7679 24.8084 
0213: $3215 = create_pickup #GUN_CANE type 15 at -2664.518 636.5673 14.2474 
032B: $3216 = create_weapon_pickup #FLAME type 15 ammo 99999 at -601.4012 -1068.6 23.6667 
0213: $3217 = create_pickup #GUN_CANE type 15 at -377.2184 -1048.053 58.9125 
0213: $3218 = create_pickup #GUN_CANE type 15 at -45.5928 -1148.529 1.3953 
0213: $3219 = create_pickup #BRASSKNUCKLE type 15 at 2428.499 -1679.27 13.1633 
032B: $3220 = create_weapon_pickup #GRENADE type 15 ammo 99999 at 2820.013 -1426.519 23.805 
032B: $3221 = create_weapon_pickup #MICRO_UZI type 15 ammo 99999 at 2790.343 -1427.489 39.6258 
032B: $3222 = create_weapon_pickup #TEC9 type 15 ammo 99999 at 2574.065 -1134.201 64.6535 
032B: $3223 = create_weapon_pickup #COLT45 type 15 ammo 99999 at 2423.892 -1117.452 41.2464 
0213: $3224 = create_pickup #GUN_CANE type 15 at 1296.155 -1081.892 26.1502 
0213: $3225 = create_pickup #GUN_CANE type 15 at 1390.611 -800.4332 81.7795 
0213: $3226 = create_pickup #BAT type 15 at 1308.466 2111.289 10.7221 
0213: $3227 = create_pickup #GUN_CANE type 15 at 2183.116 2396.827 10.7722 
0213: $3228 = create_pickup #BAT type 15 at 1081.133 1603.697 5.6 
0213: $3229 = create_pickup #KNIFECUR type 15 at 777.8668 1948.123 5.3634 
032B: $3231 = create_weapon_pickup #SAWNOFF type 15 ammo 99999 at 1706.352 1242.019 34.2952 
032B: $3232 = create_weapon_pickup #MINIGUN type 15 ammo 99999 at 2492.051 2398.377 4.5293 
032B: $3233 = create_weapon_pickup #ROCKETLA type 15 ammo 99999 at 2055.355 2435.356 40.3684 
0213: $3234 = create_pickup #SHOVEL type 15 at 1888.27 2877.262 10.1621 
0213: $3235 = create_pickup #GUN_CANE type 15 at 1420.945 2519.882 10.6199 
0213: $3236 = create_pickup #GUN_CANE type 15 at 1372.996 2605.758 10.8776 
032B: $3237 = create_weapon_pickup #MP5LNG type 15 ammo 99999 at 2293.686 1982.286 31.4335 
0213: $3238 = create_pickup #KATANA type 15 at 2631.263 1722.395 11.0312 
0213: $3239 = create_pickup #GUN_CANE type 15 at 2490.497 1522.47 10.576 
0213: $3240 = create_pickup #GUN_CANE type 15 at 455.4583 -1485.896 30.9717 
032B: $3241 = create_weapon_pickup #MINIGUN type 15 ammo 99999 at 244.98 1859.185 14.08 
032B: $3244 = create_weapon_pickup #TEC9 type 15 ammo 99999 at 2529.724 -1678.563 19.4225 
032B: $3245 = create_weapon_pickup #SAWNOFF type 15 ammo 99999 at 2254.378 -2261.689 14.3751 
032B: $3246 = create_weapon_pickup #SNIPER type 15 ammo 99999 at 2015.744 1004.045 39.1 
0213: $3247 = create_pickup #KATANA type 15 at 2002.263 981.3947 10.5 
0213: $3257 = create_pickup #FLOWERA type 15 at 1928.68 -1774.21 13.54 
0213: $3258 = create_pickup #FLOWERA type 15 at 1875.91 -1917.18 15.03 
0213: $3259 = create_pickup #FLOWERA type 15 at 2019.6 -1214.15 21.47 
0213: $3260 = create_pickup #FLOWERA type 15 at 2209.77 -1001.69 63.71 
0213: $3261 = create_pickup #FLOWERA type 15 at 1000.34 -1858.58 12.3 
0213: $3263 = create_pickup #FLOWERA type 15 at 911.11 -1120.31 24.03 
0213: $3264 = create_pickup #FLOWERA type 15 at 929.0 -750.0 105.82 
0213: $3265 = create_pickup #FLOWERA type 15 at 1129.09 -2052.82 69.0 
0213: $3266 = create_pickup #FLOWERA type 15 at -92.74 -1425.46 12.75 
0213: $3267 = create_pickup #FLOWERA type 15 at -77.65 -1167.18 2.16 
0213: $3268 = create_pickup #FLOWERA type 15 at 34.0 -2649.0 40.73 
0213: $3269 = create_pickup #FLOWERA type 15 at -739.0 -1262.0 68.12 
0213: $3270 = create_pickup #FLOWERA type 15 at -2177.0 -2423.0 30.63 
0213: $3271 = create_pickup #FLOWERA type 15 at -615.0 -861.0 105.72 
0213: $3272 = create_pickup #FLOWERA type 15 at -2051.0 948.0 55.4 
0213: $3273 = create_pickup #FLOWERA type 15 at -2658.0 -187.0 4.18 
0213: $3274 = create_pickup #FLOWERA type 15 at -2649.0 734.97 27.96 
0213: $3275 = create_pickup #FLOWERA type 15 at -1791.0 481.0 25.68 
0213: $3276 = create_pickup #FLOWERA type 15 at -2797.0 1182.0 20.28 
0213: $3277 = create_pickup #FLOWERA type 15 at -2589.623 -16.165 3.9662 
0213: $3278 = create_pickup #FLOWERA type 15 at -2865.0 690.0 23.43 
0213: $3279 = create_pickup #FLOWERA type 15 at -2339.0 -453.0 80.24 
0213: $3280 = create_pickup #FLOWERA type 15 at -1955.0 -748.0 36.22 
0213: $3281 = create_pickup #FLOWERA type 15 at -2420.03 987.59 45.3 
0213: $3282 = create_pickup #FLOWERA type 15 at -326.56 2215.37 43.57 
0213: $3283 = create_pickup #FLOWERA type 15 at -1319.0 2705.0 50.27 
0213: $3284 = create_pickup #FLOWERA type 15 at -2474.94 2443.52 16.03 
0213: $3285 = create_pickup #FLOWERA type 15 at -1670.64 2590.49 81.37 
0213: $3286 = create_pickup #FLOWERA type 15 at -892.98 1971.66 60.61 
0213: $3287 = create_pickup #FLOWERA type 15 at 1576.86 2837.14 10.83 
0213: $3288 = create_pickup #FLOWERA type 15 at 1492.72 2773.76 10.81 
0213: $3289 = create_pickup #FLOWERA type 15 at 2642.03 1125.74 11.03 
0213: $3290 = create_pickup #FLOWERA type 15 at 2025.24 661.6 10.93 
0213: $3291 = create_pickup #FLOWERA type 15 at 2181.82 1484.97 11.36 
0213: $3292 = create_pickup #FLOWERA type 15 at 2197.02 2476.33 11.0 
0213: $3293 = create_pickup #FLOWERA type 15 at 2212.0 2526.0 10.81 
0213: $3294 = create_pickup #FLOWERA type 15 at 2715.79 1109.47 6.7 
0213: $3295 = create_pickup #FLOWERA type 15 at 2489.25 918.28 11.02 
0213: $3296 = create_pickup #FLOWERA type 15 at 1472.08 1890.09 10.81 
0213: $3297 = create_pickup #BODYARMOUR type 15 at 2097.0 2154.0 14.0 
0213: $3298 = create_pickup #BODYARMOUR type 15 at 2435.0 1663.0 16.0 
0213: $3299 = create_pickup #BODYARMOUR type 15 at 2500.0 925.0 11.0 
0213: $3300 = create_pickup #BODYARMOUR type 15 at 2106.0 1004.0 11.0 
0213: $3301 = create_pickup #BODYARMOUR type 15 at 1531.0 925.0 11.0 
0213: $3302 = create_pickup #BODYARMOUR type 15 at 1433.0 1852.0 10.8 
0213: $3303 = create_pickup #BODYARMOUR type 15 at 1000.0 1068.0 11.0 
0213: $3304 = create_pickup #BODYARMOUR type 15 at 1269.0 1352.0 11.0 
0213: $3305 = create_pickup #BODYARMOUR type 15 at 2294.0 547.0 1.0 
0213: $3306 = create_pickup #BODYARMOUR type 15 at 2543.0 -1625.0 12.0 
0213: $3307 = create_pickup #BODYARMOUR type 15 at 2339.0 -1944.0 13.0 
0213: $3308 = create_pickup #BODYARMOUR type 15 at 2767.0 -1192.0 69.0 
0213: $3309 = create_pickup #BODYARMOUR type 15 at 2112.0 -1990.0 14.0 
0213: $3310 = create_pickup #BODYARMOUR type 15 at 2544.0 -1120.0 62.0 
0213: $3311 = create_pickup #BODYARMOUR type 15 at 1562.0 -1888.0 14.0 
0213: $3312 = create_pickup #BODYARMOUR type 15 at 1086.0 -1806.0 17.0 
0213: $3313 = create_pickup #BODYARMOUR type 15 at 253.0 80.0 1004.0 
0213: $3314 = create_pickup #BODYARMOUR type 15 at 1759.0 -2242.0 1.0 
0213: $3315 = create_pickup #BODYARMOUR type 15 at -2650.0 -198.0 4.0 
0213: $3316 = create_pickup #BODYARMOUR type 15 at -2285.0 -24.0 35.0 
0213: $3317 = create_pickup #BODYARMOUR type 15 at -1863.0 112.0 15.0 
0213: $3318 = create_pickup #BODYARMOUR type 15 at -1574.0 1268.0 1.27 
0213: $3319 = create_pickup #BODYARMOUR type 15 at -2916.0 992.0 8.0 
0213: $3320 = create_pickup #BODYARMOUR type 15 at -2513.0 770.0 35.0 
0213: $3321 = create_pickup #BODYARMOUR type 15 at -1394.0 -373.0 6.0 
0213: $3322 = create_pickup #BODYARMOUR type 15 at -2303.0 -1606.0 484.0 
0213: $3323 = create_pickup #BODYARMOUR type 15 at -2092.0 -2330.0 31.0 
0213: $3324 = create_pickup #BODYARMOUR type 15 at -2260.0 2568.0 6.0 
0213: $3325 = create_pickup #BODYARMOUR type 15 at -902.0 2689.0 42.0 
0213: $3326 = create_pickup #BODYARMOUR type 15 at -317.0 2651.0 67.0 
0213: $3327 = create_pickup #BODYARMOUR type 15 at 1325.0 190.0 19.0 
0213: $3328 = create_pickup #BODYARMOUR type 15 at 2487.0 139.0 27.0 
0213: $3329 = create_pickup #BODYARMOUR type 15 at 761.0 380.0 23.0 
0213: $3330 = create_pickup #BODYARMOUR type 15 at -51.0 -232.0 7.0 
0213: $3331 = create_pickup #BODYARMOUR type 15 at 252.0 2616.0 17.0 
0213: $3332 = create_pickup #BODYARMOUR type 15 at 212.0 1807.0 22.0 
0213: $3333 = create_pickup #BODYARMOUR type 15 at 1291.76 -803.4566 1089.93 
0213: $3334 = create_pickup #BODYARMOUR type 15 at 1715.12 -1673.51 20.22 
0213: $3335 = create_pickup #BODYARMOUR type 15 at 943.012 -939.8284 57.7345 
0213: $3336 = create_pickup #BODYARMOUR type 15 at 275.169 1859.699 9.81 
0213: $3337 = create_pickup #BODYARMOUR type 3 at 1268.34 -804.33 1084.01 
0213: $3338 = create_pickup #BODYARMOUR type 15 at 263.52 83.14 1001.039 
0213: $3339 = create_pickup #BODYARMOUR type 15 at 264.2632 117.0737 1008.813 
0213: $3340 = create_pickup #BODYARMOUR type 15 at 245.0618 195.9429 1008.172 
0213: $3341 = create_pickup #BODYARMOUR type 15 at 215.8489 126.0831 1003.226 
0213: $3342 = create_pickup #BODYARMOUR type 15 at 2125.493 -2275.037 20.5202 
0213: $3344 = create_pickup #BODYARMOUR type 15 at 2230.45 -2286.004 14.3751 
0213: $3345 = create_pickup #BRIBE type 15 at 2743.0 1316.0 8.0 
0213: $3346 = create_pickup #BRIBE type 15 at 2168.66 2267.96 15.34 
0213: $3347 = create_pickup #BRIBE type 15 at 2408.0 1389.0 22.0 
0213: $3348 = create_pickup #BRIBE type 15 at 2034.0 842.0 10.0 
0213: $3349 = create_pickup #BRIBE type 15 at 2096.0 1287.0 10.8 
0213: $3350 = create_pickup #BRIBE type 15 at 1987.0 1543.0 16.0 
0213: $3351 = create_pickup #BRIBE type 15 at 1854.0 912.0 10.8 
0213: $3352 = create_pickup #BRIBE type 15 at 2540.38 2527.85 10.39 
0213: $3353 = create_pickup #BRIBE type 15 at 1548.02 1024.47 10.39 
0213: $3354 = create_pickup #BRIBE type 15 at 1592.91 2053.83 10.26 
0213: $3355 = create_pickup #BRIBE type 15 at 1971.29 2330.26 10.41 
0213: $3356 = create_pickup #BRIBE type 15 at 1700.74 1792.7 10.41 
0213: $3357 = create_pickup #BRIBE type 15 at 2581.0 -1491.0 24.0 
0213: $3358 = create_pickup #BRIBE type 15 at 2296.0 -1696.0 14.0 
0213: $3359 = create_pickup #BRIBE type 15 at 2273.0 -1099.0 38.0 
0213: $3360 = create_pickup #BRIBE type 15 at 2716.0 -1048.0 66.0 
0213: $3361 = create_pickup #BRIBE type 15 at 2614.0 -2496.0 33.0 
0213: $3362 = create_pickup #BRIBE type 15 at 1183.85 -1250.68 14.7 
0213: $3363 = create_pickup #BRIBE type 15 at 1970.0 -1158.0 21.0 
0213: $3364 = create_pickup #BRIBE type 15 at 734.0 -1137.0 18.0 
0213: $3365 = create_pickup #BRIBE type 15 at 2553.76 -2464.31 13.62 
0213: $3366 = create_pickup #BRIBE type 15 at 1204.06 -1613.89 13.28 
0213: $3367 = create_pickup #BRIBE type 15 at 611.21 -1459.63 14.01 
0213: $3368 = create_pickup #BRIBE type 15 at 1116.67 -719.91 100.17 
0213: $3369 = create_pickup #BRIBE type 15 at -1903.1 -466.44 25.18 
0213: $3370 = create_pickup #BRIBE type 15 at -2657.0 -144.0 4.0 
0213: $3371 = create_pickup #BRIBE type 15 at -2454.0 -166.0 35.0 
0213: $3372 = create_pickup #BRIBE type 15 at -2009.0 1227.0 32.0 
0213: $3373 = create_pickup #BRIBE type 15 at -2120.0 96.39 39.0 
0213: $3374 = create_pickup #BRIBE type 15 at -2411.0 -334.0 37.0 
0213: $3375 = create_pickup #BRIBE type 15 at -1690.0 450.0 13.0 
0213: $3376 = create_pickup #BRIBE type 15 at -1991.26 -1144.13 29.69 
0213: $3377 = create_pickup #BRIBE type 15 at -2636.13 -492.83 70.09 
0213: $3378 = create_pickup #BRIBE type 15 at -2022.68 345.98 35.17 
0213: $3379 = create_pickup #BRIBE type 15 at -2683.2 784.13 49.98 
0213: $3380 = create_pickup #BRIBE type 15 at -1820.67 -154.12 9.4 
0213: $3381 = create_pickup #BRIBE type 15 at -736.0 66.0 24.0 
0213: $3382 = create_pickup #BRIBE type 15 at 262.33 -149.12 1.58 
0213: $3383 = create_pickup #BRIBE type 15 at 1643.0 264.0 20.0 
0213: $3384 = create_pickup #BRIBE type 15 at 601.98 2150.38 39.41 
0213: $3385 = create_pickup #BRIBE type 15 at -1407.0 -2039.0 1.0 
0213: $3386 = create_pickup #BRIBE type 15 at -2156.0 -2371.0 31.0 
0213: $3387 = create_pickup #BRIBE type 15 at -419.25 1362.36 12.21 
0213: $3389 = create_pickup #BRIBE type 15 at 629.04 2842.83 25.21 
0213: $3390 = create_pickup #BRIBE type 15 at 690.49 -209.59 25.6 
0213: $3391 = create_pickup #BRIBE type 15 at 88.82 -125.1 0.85 
0213: $3392 = create_pickup #BRIBE type 15 at 215.69 1089.1 16.4 
0213: $3393 = create_pickup #BRIBE type 15 at -2305.24 2310.11 4.98 
0213: $3394 = create_pickup #BRIBE type 15 at -213.61 2717.44 62.68 
004E: end_thread 

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

:INITIL2
03A4: name_thread 'INITIL2' 
0004: $3407 = 25 
0004: $3408 = 100 
0004: $3409 = 250 
0004: $3410 = 500 
0004: $3411 = 1000 
0004: $3412 = 5000 
0084: $3413[0] = $3412 // (int) 
0084: $3413[1] = $3409 // (int) 
0084: $3413[2] = $3411 // (int) 
0084: $3413[3] = $3410 // (int) 
0084: $3413[4] = $3407 // (int) 
0084: $3413[5] = $3408 // (int) 
0084: $3413[6] = $3407 // (int) 
0084: $3413[7] = $3408 // (int) 
0084: $3413[8] = $3410 // (int) 
0084: $3413[9] = $3409 // (int) 
0084: $3413[10] = $3410 // (int) 
0084: $3413[11] = $3411 // (int) 
0084: $3413[12] = $3407 // (int) 
0084: $3413[13] = $3408 // (int) 
0084: $3413[14] = $3409 // (int) 
0084: $3413[15] = $3408 // (int) 
0084: $3413[16] = $3410 // (int) 
0084: $3413[17] = $3407 // (int) 
0084: $3431[0] = $3409 // (int) 
0084: $3431[1] = $3410 // (int) 
0084: $3431[2] = $3407 // (int) 
0084: $3431[3] = $3408 // (int) 
0084: $3431[4] = $3412 // (int) 
0084: $3431[5] = $3410 // (int) 
0084: $3431[6] = $3408 // (int) 
0084: $3431[7] = $3407 // (int) 
0084: $3431[8] = $3410 // (int) 
0084: $3431[9] = $3411 // (int) 
0084: $3431[10] = $3408 // (int) 
0084: $3431[11] = $3409 // (int) 
0084: $3431[12] = $3407 // (int) 
0084: $3431[13] = $3411 // (int) 
0084: $3431[14] = $3407 // (int) 
0084: $3431[15] = $3409 // (int) 
0084: $3431[16] = $3410 // (int) 
0084: $3431[17] = $3408 // (int) 
0084: $3449[0] = $3408 // (int) 
0084: $3449[1] = $3407 // (int) 
0084: $3449[2] = $3409 // (int) 
0084: $3449[3] = $3410 // (int) 
0084: $3449[4] = $3408 // (int) 
0084: $3449[5] = $3410 // (int) 
0084: $3449[6] = $3409 // (int) 
0084: $3449[7] = $3408 // (int) 
0084: $3449[8] = $3407 // (int) 
0084: $3449[9] = $3411 // (int) 
0084: $3449[10] = $3412 // (int) 
0084: $3449[11] = $3407 // (int) 
0084: $3449[12] = $3410 // (int) 
0084: $3449[13] = $3409 // (int) 
0084: $3449[14] = $3408 // (int) 
0084: $3449[15] = $3411 // (int) 
0084: $3449[16] = $3410 // (int) 
0084: $3449[17] = $3407 // (int) 
0005: $3467 = 261.3555 
0005: $3472 = 399.3732 
0005: $3468 = 219.0498 
0005: $3473 = 356.6364 
0005: $3469 = 431.2757 
0005: $3474 = 424.3356 
0005: $3477 = 36.365 
0005: $3481 = 240.157 
0005: $3485 = 0.4714 
0005: $3487 = 2.5077 
0005: $3478 = 29.3763 
0005: $3482 = 20.0589 
0005: $3486 = 0.6253 
0005: $3488 = 2.7876 
0005: $3479 = 28.5106 
0005: $3483 = 220.0782 
0005: $3480 = 157.2242 
0005: $3484 = 409.3602 
0004: $3489 = 0 
0005: $3490 = -0.316 
0005: $3491 = 0.497 
0005: $3492 = 0.408 
0005: $3493 = -1.342 
0086: $TEMPVAR_FLOAT_1 = $3490 // (float) 
0061: $TEMPVAR_FLOAT_1 -= $3492 // (float) 
0086: $TEMPVAR_FLOAT_2 = $3491 // (float) 
0061: $TEMPVAR_FLOAT_2 -= $3493 // (float) 
0086: $3494 = $TEMPVAR_FLOAT_1 // (float) 
0015: $3494 /= 6.0 
0086: $3495 = $TEMPVAR_FLOAT_2 // (float) 
0015: $3495 /= 24.0 
0086: $3496 = $3490 // (float) 
0061: $3496 -= $3494 // (float) 
0086: $3497 = $3491 // (float) 
0061: $3497 -= $3495 // (float) 
0005: $3498 = -0.176 
0005: $3499 = 0.0 
0005: $3500 = 0.0 
0005: $3501 = 0.0 
0005: $3502 = 0.0 
0005: $3503 = 0.0 
0005: $3504 = 0.0 
0004: $3505 = 0 
0004: $3506 = 0 
0005: $3507[0] = -2.0 
0005: $3658[0] = 2.0 
0005: $3507[1] = 0.0 
0005: $3658[1] = 0.0 
0005: $3507[2] = -2.0 
0005: $3658[2] = 0.0 
0005: $3507[3] = -4.0 
0005: $3658[3] = 0.0 
0005: $3507[4] = 0.0 
0005: $3658[4] = -2.0 
0005: $3507[5] = -2.0 
0005: $3658[5] = -2.0 
0005: $3507[6] = -4.0 
0005: $3658[6] = -2.0 
0005: $3507[7] = 0.0 
0005: $3658[7] = -4.0 
0005: $3507[8] = -2.0 
0005: $3658[8] = -4.0 
0005: $3507[9] = -4.0 
0005: $3658[9] = -4.0 
0005: $3507[10] = 0.0 
0005: $3658[10] = -6.0 
0005: $3507[11] = -2.0 
0005: $3658[11] = -6.0 
0005: $3507[12] = -4.0 
0005: $3658[12] = -6.0 
0005: $3507[13] = 0.0 
0005: $3658[13] = -8.0 
0005: $3507[14] = -2.0 
0005: $3658[14] = -8.0 
0005: $3507[15] = -4.0 
0005: $3658[15] = -8.0 
0005: $3507[16] = 0.0 
0005: $3658[16] = -10.0 
0005: $3507[17] = -2.0 
0005: $3658[17] = -10.0 
0005: $3507[18] = -4.0 
0005: $3658[18] = -10.0 
0005: $3507[19] = 0.0 
0005: $3658[19] = -12.0 
0005: $3507[20] = -2.0 
0005: $3658[20] = -12.0 
0005: $3507[21] = -4.0 
0005: $3658[21] = -12.0 
0005: $3507[22] = 0.0 
0005: $3658[22] = -14.0 
0005: $3507[23] = -2.0 
0005: $3658[23] = -14.0 
0005: $3507[24] = -4.0 
0005: $3658[24] = -14.0 
0005: $3507[25] = 0.0 
0005: $3658[25] = -16.0 
0005: $3507[26] = -2.0 
0005: $3658[26] = -16.0 
0005: $3507[27] = -4.0 
0005: $3658[27] = -16.0 
0005: $3507[28] = 0.0 
0005: $3658[28] = -18.0 
0005: $3507[29] = -2.0 
0005: $3658[29] = -18.0 
0005: $3507[30] = -4.0 
0005: $3658[30] = -18.0 
0005: $3507[31] = 0.0 
0005: $3658[31] = -20.0 
0005: $3507[32] = -2.0 
0005: $3658[32] = -20.0 
0005: $3507[33] = -4.0 
0005: $3658[33] = -20.0 
0005: $3507[34] = 0.0 
0005: $3658[34] = -22.0 
0005: $3507[35] = -2.0 
0005: $3658[35] = -22.0 
0005: $3507[36] = -4.0 
0005: $3658[36] = -22.0 
0005: $3507[37] = -1.0 
0005: $3658[37] = 0.0 
0005: $3507[38] = -3.0 
0005: $3658[38] = 0.0 
0005: $3507[39] = -1.0 
0005: $3658[39] = -2.0 
0005: $3507[40] = -3.0 
0005: $3658[40] = -2.0 
0005: $3507[41] = -1.0 
0005: $3658[41] = -4.0 
0005: $3507[42] = -3.0 
0005: $3658[42] = -4.0 
0005: $3507[43] = -1.0 
0005: $3658[43] = -6.0 
0005: $3507[44] = -3.0 
0005: $3658[44] = -6.0 
0005: $3507[45] = -1.0 
0005: $3658[45] = -8.0 
0005: $3507[46] = -3.0 
0005: $3658[46] = -8.0 
0005: $3507[47] = -1.0 
0005: $3658[47] = -10.0 
0005: $3507[48] = -3.0 
0005: $3658[48] = -10.0 
0005: $3507[49] = -1.0 
0005: $3658[49] = -12.0 
0005: $3507[50] = -3.0 
0005: $3658[50] = -12.0 
0005: $3507[51] = -1.0 
0005: $3658[51] = -14.0 
0005: $3507[52] = -3.0 
0005: $3658[52] = -14.0 
0005: $3507[53] = -1.0 
0005: $3658[53] = -16.0 
0005: $3507[54] = -3.0 
0005: $3658[54] = -16.0 
0005: $3507[55] = -1.0 
0005: $3658[55] = -18.0 
0005: $3507[56] = -3.0 
0005: $3658[56] = -18.0 
0005: $3507[57] = -1.0 
0005: $3658[57] = -20.0 
0005: $3507[58] = -3.0 
0005: $3658[58] = -20.0 
0005: $3507[59] = -1.0 
0005: $3658[59] = -22.0 
0005: $3507[60] = -3.0 
0005: $3658[60] = -22.0 
0005: $3507[61] = 0.0 
0005: $3658[61] = -1.0 
0005: $3507[62] = -2.0 
0005: $3658[62] = -1.0 
0005: $3507[63] = -4.0 
0005: $3658[63] = -1.0 
0005: $3507[64] = 0.0 
0005: $3658[64] = -3.0 
0005: $3507[65] = -2.0 
0005: $3658[65] = -3.0 
0005: $3507[66] = -4.0 
0005: $3658[66] = -3.0 
0005: $3507[67] = 0.0 
0005: $3658[67] = -5.0 
0005: $3507[68] = -2.0 
0005: $3658[68] = -5.0 
0005: $3507[69] = -4.0 
0005: $3658[69] = -5.0 
0005: $3507[70] = 0.0 
0005: $3658[70] = -7.0 
0005: $3507[71] = -2.0 
0005: $3658[71] = -7.0 
0005: $3507[72] = -4.0 
0005: $3658[72] = -7.0 
0005: $3507[73] = 0.0 
0005: $3658[73] = -9.0 
0005: $3507[74] = -2.0 
0005: $3658[74] = -9.0 
0005: $3507[75] = -4.0 
0005: $3658[75] = -9.0 
0005: $3507[76] = 0.0 
0005: $3658[76] = -11.0 
0005: $3507[77] = -2.0 
0005: $3658[77] = -11.0 
0005: $3507[78] = -4.0 
0005: $3658[78] = -11.0 
0005: $3507[79] = 0.0 
0005: $3658[79] = -13.0 
0005: $3507[80] = -2.0 
0005: $3658[80] = -13.0 
0005: $3507[81] = -4.0 
0005: $3658[81] = -13.0 
0005: $3507[82] = 0.0 
0005: $3658[82] = -15.0 
0005: $3507[83] = -2.0 
0005: $3658[83] = -15.0 
0005: $3507[84] = -4.0 
0005: $3658[84] = -15.0 
0005: $3507[85] = 0.0 
0005: $3658[85] = -17.0 
0005: $3507[86] = -2.0 
0005: $3658[86] = -17.0 
0005: $3507[87] = -4.0 
0005: $3658[87] = -17.0 
0005: $3507[88] = 0.0 
0005: $3658[88] = -19.0 
0005: $3507[89] = -2.0 
0005: $3658[89] = -19.0 
0005: $3507[90] = -4.0 
0005: $3658[90] = -19.0 
0005: $3507[91] = 0.0 
0005: $3658[91] = -21.0 
0005: $3507[92] = -2.0 
0005: $3658[92] = -21.0 
0005: $3507[93] = -4.0 
0005: $3658[93] = -21.0 
0005: $3507[94] = -5.0 
0005: $3658[94] = 0.0 
0005: $3507[95] = -5.0 
0005: $3658[95] = -2.0 
0005: $3507[96] = -5.0 
0005: $3658[96] = -4.0 
0005: $3507[97] = -5.0 
0005: $3658[97] = -6.0 
0005: $3507[98] = -5.0 
0005: $3658[98] = -8.0 
0005: $3507[99] = -5.0 
0005: $3658[99] = -10.0 
0005: $3507[100] = -5.0 
0005: $3658[100] = -12.0 
0005: $3507[101] = -5.0 
0005: $3658[101] = -14.0 
0005: $3507[102] = -5.0 
0005: $3658[102] = -16.0 
0005: $3507[103] = -5.0 
0005: $3658[103] = -18.0 
0005: $3507[104] = -5.0 
0005: $3658[104] = -20.0 
0005: $3507[105] = -5.0 
0005: $3658[105] = -22.0 
0005: $3507[106] = -1.0 
0005: $3658[106] = -1.0 
0005: $3507[107] = -3.0 
0005: $3658[107] = -1.0 
0005: $3507[108] = -1.0 
0005: $3658[108] = -3.0 
0005: $3507[109] = -3.0 
0005: $3658[109] = -3.0 
0005: $3507[110] = -1.0 
0005: $3658[110] = -5.0 
0005: $3507[111] = -3.0 
0005: $3658[111] = -5.0 
0005: $3507[112] = -1.0 
0005: $3658[112] = -7.0 
0005: $3507[113] = -3.0 
0005: $3658[113] = -7.0 
0005: $3507[114] = -1.0 
0005: $3658[114] = -9.0 
0005: $3507[115] = -3.0 
0005: $3658[115] = -9.0 
0005: $3507[116] = -1.0 
0005: $3658[116] = -11.0 
0005: $3507[117] = -3.0 
0005: $3658[117] = -11.0 
0005: $3507[118] = -1.0 
0005: $3658[118] = -13.0 
0005: $3507[119] = -3.0 
0005: $3658[119] = -13.0 
0005: $3507[120] = -1.0 
0005: $3658[120] = -15.0 
0005: $3507[121] = -3.0 
0005: $3658[121] = -15.0 
0005: $3507[122] = -1.0 
0005: $3658[122] = -17.0 
0005: $3507[123] = -3.0 
0005: $3658[123] = -17.0 
0005: $3507[124] = -1.0 
0005: $3658[124] = -19.0 
0005: $3507[125] = -3.0 
0005: $3658[125] = -19.0 
0005: $3507[126] = -1.0 
0005: $3658[126] = -21.0 
0005: $3507[127] = -3.0 
0005: $3658[127] = -21.0 
0005: $3507[128] = 0.0 
0005: $3658[128] = -24.0 
0005: $3507[129] = -2.0 
0005: $3658[129] = -24.0 
0005: $3507[130] = -4.0 
0005: $3658[130] = -24.0 
0005: $3507[131] = 2.0 
0005: $3658[131] = -3.0 
0005: $3507[132] = 2.0 
0005: $3658[132] = -11.0 
0005: $3507[133] = 2.0 
0005: $3658[133] = -19.0 
0005: $3507[134] = 4.0 
0005: $3658[134] = -1.0 
0005: $3507[135] = 4.0 
0005: $3658[135] = -21.0 
0005: $3507[136] = 4.0 
0005: $3658[136] = -5.0 
0005: $3507[137] = 4.0 
0005: $3658[137] = -17.0 
0005: $3507[138] = 4.0 
0005: $3658[138] = -9.0 
0005: $3507[139] = 4.0 
0005: $3658[139] = -13.0 
0005: $3507[140] = -5.0 
0005: $3658[140] = -1.0 
0005: $3507[141] = -5.0 
0005: $3658[141] = -3.0 
0005: $3507[142] = -5.0 
0005: $3658[142] = -5.0 
0005: $3507[143] = -5.0 
0005: $3658[143] = -7.0 
0005: $3507[144] = -5.0 
0005: $3658[144] = -9.0 
0005: $3507[145] = -5.0 
0005: $3658[145] = -11.0 
0005: $3507[146] = -5.0 
0005: $3658[146] = -13.0 
0005: $3507[147] = -5.0 
0005: $3658[147] = -15.0 
0005: $3507[148] = -5.0 
0005: $3658[148] = -17.0 
0005: $3507[149] = -5.0 
0005: $3658[149] = -19.0 
0005: $3507[150] = -5.0 
0005: $3658[150] = -21.0 
0005: $3809 = 345.3592 
0005: $3810 = 55.3183 
04AE: $3811[0] = 5408 // = constant 
04AE: $3811[1] = 5409 // = constant 
04AE: $3811[2] = 5410 // = constant 
04AE: $3814[0] = 5405 // = constant 
04AE: $3814[1] = 5406 // = constant 
04AE: $3814[2] = 5407 // = constant 
04AE: $3817[0] = 5451 // = constant 
04AE: $3817[1] = 5452 // = constant 
04AE: $3820[0] = 5448 // = constant 
04AE: $3820[1] = 5449 // = constant 
04AE: $3820[2] = 5450 // = constant 
04AE: $3820[3] = 5462 // = constant 
04AE: $3820[4] = 5463 // = constant 
04AE: $3820[5] = 5464 // = constant 
04AE: $3826[0] = 5453 // = constant 
04AE: $3826[1] = 5454 // = constant 
04AE: $3828[0] = 5400 // = constant 
04AE: $3828[1] = 5401 // = constant 
04AE: $3830[0] = 5438 // = constant 
04AE: $3830[1] = 5439 // = constant 
04AE: $3830[2] = 5440 // = constant 
04AE: $3830[3] = 5441 // = constant 
04AE: $3830[4] = 5442 // = constant 
04AE: $3830[5] = 5443 // = constant 
04AE: $3830[6] = 5444 // = constant 
04AE: $3830[7] = 5445 // = constant 
04AE: $3830[8] = 5446 // = constant 
04AE: $3830[9] = 5447 // = constant 
04AE: $3830[10] = 5411 // = constant 
04AE: $3830[11] = 5412 // = constant 
04AE: $3830[12] = 5413 // = constant 
04AE: $3830[13] = 5414 // = constant 
04AE: $3830[14] = 5415 // = constant 
04AE: $3830[15] = 5416 // = constant 
04AE: $3830[16] = 5417 // = constant 
04AE: $3830[17] = 5418 // = constant 
04AE: $3830[18] = 5419 // = constant 
04AE: $3830[19] = 5420 // = constant 
04AE: $3830[20] = 5421 // = constant 
04AE: $3830[21] = 5422 // = constant 
04AE: $3830[22] = 5423 // = constant 
04AE: $3830[23] = 5424 // = constant 
04AE: $3830[24] = 5425 // = constant 
04AE: $3830[25] = 5426 // = constant 
04AE: $3830[26] = 5427 // = constant 
04AE: $3830[27] = 5428 // = constant 
04AE: $3830[28] = 5429 // = constant 
04AE: $3830[29] = 5430 // = constant 
04AE: $3830[30] = 5431 // = constant 
04AE: $3830[31] = 5432 // = constant 
04AE: $3830[32] = 5433 // = constant 
04AE: $3830[33] = 5434 // = constant 
04AE: $3830[34] = 5435 // = constant 
04AE: $3830[35] = 5436 // = constant 
04AE: $3830[36] = 5437 // = constant 
04AE: $3867[0] = 5402 // = constant 
04AE: $3867[1] = 5403 // = constant 
04AE: $3867[2] = 5404 // = constant 
04AE: $3870[0] = 43608 // = constant 
04AE: $3870[1] = 43609 // = constant 
04AE: $3870[2] = 43610 // = constant 
04AE: $3873[0] = 43605 // = constant 
04AE: $3873[1] = 43606 // = constant 
04AE: $3873[2] = 43607 // = constant 
04AE: $3876[0] = 43651 // = constant 
04AE: $3876[1] = 43652 // = constant 
04AE: $3879[0] = 43648 // = constant 
04AE: $3879[1] = 43649 // = constant 
04AE: $3879[2] = 43650 // = constant 
04AE: $3879[3] = 43662 // = constant 
04AE: $3879[4] = 43663 // = constant 
04AE: $3879[5] = 43664 // = constant 
04AE: $3885[0] = 43653 // = constant 
04AE: $3885[1] = 43654 // = constant 
04AE: $3887[0] = 43600 // = constant 
04AE: $3887[1] = 43601 // = constant 
04AE: $3889[0] = 43638 // = constant 
04AE: $3889[1] = 43639 // = constant 
04AE: $3889[2] = 43640 // = constant 
04AE: $3889[3] = 43641 // = constant 
04AE: $3889[4] = 43642 // = constant 
04AE: $3889[5] = 43643 // = constant 
04AE: $3889[6] = 43644 // = constant 
04AE: $3889[7] = 43645 // = constant 
04AE: $3889[8] = 43646 // = constant 
04AE: $3889[9] = 43647 // = constant 
04AE: $3889[10] = 43611 // = constant 
04AE: $3889[11] = 43612 // = constant 
04AE: $3889[12] = 43613 // = constant 
04AE: $3889[13] = 43614 // = constant 
04AE: $3889[14] = 43615 // = constant 
04AE: $3889[15] = 43616 // = constant 
04AE: $3889[16] = 43617 // = constant 
04AE: $3889[17] = 43618 // = constant 
04AE: $3889[18] = 43619 // = constant 
04AE: $3889[19] = 43620 // = constant 
04AE: $3889[20] = 43621 // = constant 
04AE: $3889[21] = 43622 // = constant 
04AE: $3889[22] = 43623 // = constant 
04AE: $3889[23] = 43624 // = constant 
04AE: $3889[24] = 43625 // = constant 
04AE: $3889[25] = 43626 // = constant 
04AE: $3889[26] = 43627 // = constant 
04AE: $3889[27] = 43628 // = constant 
04AE: $3889[28] = 43629 // = constant 
04AE: $3889[29] = 43630 // = constant 
04AE: $3889[30] = 43631 // = constant 
04AE: $3889[31] = 43632 // = constant 
04AE: $3889[32] = 43633 // = constant 
04AE: $3889[33] = 43634 // = constant 
04AE: $3889[34] = 43635 // = constant 
04AE: $3889[35] = 43636 // = constant 
04AE: $3889[36] = 43637 // = constant 
04AE: $3926[0] = 43602 // = constant 
04AE: $3926[1] = 43603 // = constant 
04AE: $3926[2] = 43604 // = constant 
0005: $X_BCE2_CHECKPOINTS[0] = -2307.723 
0005: $Y_BCE2_CHECKPOINTS[0] = -2235.966 
0005: $Z_BCE2_CHECKPOINTS[0] = 23.0204 
0005: $X_BCE2_CHECKPOINTS[1] = -2276.635 
0005: $Y_BCE2_CHECKPOINTS[1] = -2220.047 
0005: $Z_BCE2_CHECKPOINTS[1] = 28.716 
0005: $X_BCE2_CHECKPOINTS[2] = -2199.391 
0005: $Y_BCE2_CHECKPOINTS[2] = -2283.952 
0005: $Z_BCE2_CHECKPOINTS[2] = 30.1494 
0005: $X_BCE2_CHECKPOINTS[3] = -2105.437 
0005: $Y_BCE2_CHECKPOINTS[3] = -2354.441 
0005: $Z_BCE2_CHECKPOINTS[3] = 30.1419 
0005: $X_BCE2_CHECKPOINTS[4] = -2142.24 
0005: $Y_BCE2_CHECKPOINTS[4] = -2410.32 
0005: $Z_BCE2_CHECKPOINTS[4] = 30.497 
0005: $X_BCE2_CHECKPOINTS[5] = -2026.404 
0005: $Y_BCE2_CHECKPOINTS[5] = -2507.761 
0005: $Z_BCE2_CHECKPOINTS[5] = 32.0519 
0005: $X_BCE2_CHECKPOINTS[6] = -1938.526 
0005: $Y_BCE2_CHECKPOINTS[6] = -2456.146 
0005: $Z_BCE2_CHECKPOINTS[6] = 30.3298 
0005: $X_BCE2_CHECKPOINTS[7] = -1900.394 
0005: $Y_BCE2_CHECKPOINTS[7] = -2424.618 
0005: $Z_BCE2_CHECKPOINTS[7] = 31.9732 
0005: $X_BCE2_CHECKPOINTS[8] = -1862.806 
0005: $Y_BCE2_CHECKPOINTS[8] = -2381.538 
0005: $Z_BCE2_CHECKPOINTS[8] = 31.2712 
0005: $X_BCE2_CHECKPOINTS[9] = -1800.629 
0005: $Y_BCE2_CHECKPOINTS[9] = -2319.639 
0005: $Z_BCE2_CHECKPOINTS[9] = 40.2496 
0005: $X_BCE2_CHECKPOINTS[10] = -1707.158 
0005: $Y_BCE2_CHECKPOINTS[10] = -2302.579 
0005: $Z_BCE2_CHECKPOINTS[10] = 44.1806 
0005: $X_BCE2_CHECKPOINTS[11] = -1662.639 
0005: $Y_BCE2_CHECKPOINTS[11] = -2186.958 
0005: $Z_BCE2_CHECKPOINTS[11] = 33.5305 
0005: $X_BCE2_CHECKPOINTS[12] = -1688.256 
0005: $Y_BCE2_CHECKPOINTS[12] = -2115.59 
0005: $Z_BCE2_CHECKPOINTS[12] = 37.4741 
0005: $X_BCE2_CHECKPOINTS[13] = -1778.958 
0005: $Y_BCE2_CHECKPOINTS[13] = -2090.098 
0005: $Z_BCE2_CHECKPOINTS[13] = 49.6459 
0005: $X_BCE2_CHECKPOINTS[14] = -1868.425 
0005: $Y_BCE2_CHECKPOINTS[14] = -2088.36 
0005: $Z_BCE2_CHECKPOINTS[14] = 58.5847 
0005: $X_BCE2_CHECKPOINTS[15] = -1959.41 
0005: $Y_BCE2_CHECKPOINTS[15] = -2047.85 
0005: $Z_BCE2_CHECKPOINTS[15] = 71.8449 
0005: $X_BCE2_CHECKPOINTS[16] = -1947.789 
0005: $Y_BCE2_CHECKPOINTS[16] = -1948.487 
0005: $Z_BCE2_CHECKPOINTS[16] = 77.4592 
0005: $X_BCE2_CHECKPOINTS[17] = -1852.11 
0005: $Y_BCE2_CHECKPOINTS[17] = -1920.47 
0005: $Z_BCE2_CHECKPOINTS[17] = 87.5994 
0005: $X_BCE2_CHECKPOINTS[18] = -1754.616 
0005: $Y_BCE2_CHECKPOINTS[18] = -1898.502 
0005: $Z_BCE2_CHECKPOINTS[18] = 96.5566 
0005: $X_BCE2_CHECKPOINTS[19] = -1654.121 
0005: $Y_BCE2_CHECKPOINTS[19] = -1900.045 
0005: $Z_BCE2_CHECKPOINTS[19] = 90.8553 
0005: $X_BCE2_CHECKPOINTS[20] = -1554.651 
0005: $Y_BCE2_CHECKPOINTS[20] = -1901.959 
0005: $Z_BCE2_CHECKPOINTS[20] = 81.5693 
0005: $X_BCE2_CHECKPOINTS[21] = -1512.378 
0005: $Y_BCE2_CHECKPOINTS[21] = -1807.028 
0005: $Z_BCE2_CHECKPOINTS[21] = 57.9597 
0005: $X_BCE2_CHECKPOINTS[22] = -1433.233 
0005: $Y_BCE2_CHECKPOINTS[22] = -1860.032 
0005: $Z_BCE2_CHECKPOINTS[22] = 37.3383 
0005: $X_BCE2_CHECKPOINTS[23] = -1425.812 
0005: $Y_BCE2_CHECKPOINTS[23] = -1962.023 
0005: $Z_BCE2_CHECKPOINTS[23] = 15.8029 
0005: $X_BCE2_CHECKPOINTS[24] = -1298.451 
0005: $Y_BCE2_CHECKPOINTS[24] = -2114.385 
0005: $Z_BCE2_CHECKPOINTS[24] = 24.1506 
0005: $X_BCE2_CHECKPOINTS[25] = -1269.661 
0005: $Y_BCE2_CHECKPOINTS[25] = -2251.145 
0005: $Z_BCE2_CHECKPOINTS[25] = 21.2137 
0005: $X_BCE2_CHECKPOINTS[26] = -1260.525 
0005: $Y_BCE2_CHECKPOINTS[26] = -2283.122 
0005: $Z_BCE2_CHECKPOINTS[26] = 21.5858 
0005: $X_BCE2_CHECKPOINTS[27] = -1255.258 
0005: $Y_BCE2_CHECKPOINTS[27] = -2307.536 
0005: $Z_BCE2_CHECKPOINTS[27] = 22.066 
0005: $X_BCE2_CHECKPOINTS[28] = -1253.158 
0005: $Y_BCE2_CHECKPOINTS[28] = -2315.343 
0005: $Z_BCE2_CHECKPOINTS[28] = 22.5913 
0005: $X_BCE2_CHECKPOINTS[29] = -1216.728 
0005: $Y_BCE2_CHECKPOINTS[29] = -2343.497 
0005: $Z_BCE2_CHECKPOINTS[29] = 16.9383 
0005: $X_BCE2_CHECKPOINTS[30] = -1193.944 
0005: $Y_BCE2_CHECKPOINTS[30] = -2355.995 
0005: $Z_BCE2_CHECKPOINTS[30] = 18.7764 
0005: $X_BCE2_CHECKPOINTS[31] = -1104.68 
0005: $Y_BCE2_CHECKPOINTS[31] = -2377.18 
0005: $Z_BCE2_CHECKPOINTS[31] = 36.3239 
0005: $X_BCE2_CHECKPOINTS[32] = -1000.239 
0005: $Y_BCE2_CHECKPOINTS[32] = -2371.509 
0005: $Z_BCE2_CHECKPOINTS[32] = 64.5107 
0005: $X_BCE2_CHECKPOINTS[33] = -958.5369 
0005: $Y_BCE2_CHECKPOINTS[33] = -2281.055 
0005: $Z_BCE2_CHECKPOINTS[33] = 52.9462 
0005: $X_BCE2_CHECKPOINTS[34] = -939.7041 
0005: $Y_BCE2_CHECKPOINTS[34] = -2187.095 
0005: $Z_BCE2_CHECKPOINTS[34] = 35.4659 
0005: $X_BCE2_CHECKPOINTS[35] = -841.8345 
0005: $Y_BCE2_CHECKPOINTS[35] = -2181.378 
0005: $Z_BCE2_CHECKPOINTS[35] = 23.7405 
0005: $X_BCE2_CHECKPOINTS[36] = -790.3633 
0005: $Y_BCE2_CHECKPOINTS[36] = -2095.343 
0005: $Z_BCE2_CHECKPOINTS[36] = 25.4038 
0005: $X_BCE2_CHECKPOINTS[37] = -844.4321 
0005: $Y_BCE2_CHECKPOINTS[37] = -2010.339 
0005: $Z_BCE2_CHECKPOINTS[37] = 20.3482 
0005: $X_BCE2_CHECKPOINTS[38] = -809.238 
0005: $Y_BCE2_CHECKPOINTS[38] = -1902.54 
0005: $Z_BCE2_CHECKPOINTS[38] = 9.4239 
0005: $X_BCE2_CHECKPOINTS[39] = -735.21 
0005: $Y_BCE2_CHECKPOINTS[39] = -1855.303 
0005: $Z_BCE2_CHECKPOINTS[39] = 13.5207 
0005: $X_BCE2_CHECKPOINTS[40] = -641.8992 
0005: $Y_BCE2_CHECKPOINTS[40] = -1846.861 
0005: $Z_BCE2_CHECKPOINTS[40] = 21.7356 
0005: $X_BCE2_CHECKPOINTS[41] = -546.9716 
0005: $Y_BCE2_CHECKPOINTS[41] = -1832.096 
0005: $Z_BCE2_CHECKPOINTS[41] = 25.5599 
0005: $X_BCE2_CHECKPOINTS[42] = -460.5018 
0005: $Y_BCE2_CHECKPOINTS[42] = -1800.012 
0005: $Z_BCE2_CHECKPOINTS[42] = 8.5607 
0005: $X_BCE2_CHECKPOINTS[43] = -424.1711 
0005: $Y_BCE2_CHECKPOINTS[43] = -1704.138 
0005: $Z_BCE2_CHECKPOINTS[43] = 10.8356 
0005: $X_BCE2_CHECKPOINTS[44] = -410.4569 
0005: $Y_BCE2_CHECKPOINTS[44] = -1611.74 
0005: $Z_BCE2_CHECKPOINTS[44] = 20.2907 
0005: $X_BCE2_CHECKPOINTS[45] = -358.7348 
0005: $Y_BCE2_CHECKPOINTS[45] = -1531.884 
0005: $Z_BCE2_CHECKPOINTS[45] = 19.0268 
0005: $X_BCE2_CHECKPOINTS[46] = -342.9092 
0005: $Y_BCE2_CHECKPOINTS[46] = -1455.663 
0005: $Z_BCE2_CHECKPOINTS[46] = 17.8712 
0005: $X_BCE2_CHECKPOINTS[47] = -243.4206 
0005: $Y_BCE2_CHECKPOINTS[47] = -1451.22 
0005: $Z_BCE2_CHECKPOINTS[47] = 4.3198 
0005: $X_BCE2_CHECKPOINTS[48] = -193.0986 
0005: $Y_BCE2_CHECKPOINTS[48] = -1477.038 
0005: $Z_BCE2_CHECKPOINTS[48] = 7.9595 
0005: $X_BCE2_CHECKPOINTS[49] = -68.0509 
0005: $Y_BCE2_CHECKPOINTS[49] = -1510.513 
0005: $Z_BCE2_CHECKPOINTS[49] = 1.9303 
0005: $X_BCE2_CHECKPOINTS[50] = 31.2142 
0005: $Y_BCE2_CHECKPOINTS[50] = -1526.881 
0005: $Z_BCE2_CHECKPOINTS[50] = 4.3931 
0005: $X_BCE2_CHECKPOINTS[51] = 129.336 
0005: $Y_BCE2_CHECKPOINTS[51] = -1459.612 
0005: $Z_BCE2_CHECKPOINTS[51] = 23.8768 
0005: $X_BCE2_CHECKPOINTS[52] = 139.13 
0005: $Y_BCE2_CHECKPOINTS[52] = -1255.649 
0005: $Z_BCE2_CHECKPOINTS[52] = 44.9903 
0005: $X_BCE2_CHECKPOINTS[53] = 266.63 
0005: $Y_BCE2_CHECKPOINTS[53] = -995.6493 
0005: $Z_BCE2_CHECKPOINTS[53] = 50.9903 
0005: $X_BCE2_CHECKPOINTS[54] = 366.63 
0005: $Y_BCE2_CHECKPOINTS[54] = -757.6493 
0005: $Z_BCE2_CHECKPOINTS[54] = 16.4903 
0005: $X_BCE2_CHECKPOINTS[55] = 424.13 
0005: $Y_BCE2_CHECKPOINTS[55] = -567.6493 
0005: $Z_BCE2_CHECKPOINTS[55] = 38.9903 
0005: $X_BCE2_CHECKPOINTS[56] = 458.13 
0005: $Y_BCE2_CHECKPOINTS[56] = -448.1493 
0005: $Z_BCE2_CHECKPOINTS[56] = 30.9903 
0005: $X_BCE2_CHECKPOINTS[57] = 338.13 
0005: $Y_BCE2_CHECKPOINTS[57] = -390.6493 
0005: $Z_BCE2_CHECKPOINTS[57] = 12.9903 
0005: $X_BCE2_CHECKPOINTS[58] = 338.13 
0005: $Y_BCE2_CHECKPOINTS[58] = -342.1493 
0005: $Z_BCE2_CHECKPOINTS[58] = 8.9903 
0005: $X_BCE2_CHECKPOINTS[59] = 475.13 
0005: $Y_BCE2_CHECKPOINTS[59] = -264.6493 
0005: $Z_BCE2_CHECKPOINTS[59] = 9.9903 
0005: $X_BCE2_CHECKPOINTS[60] = 615.63 
0005: $Y_BCE2_CHECKPOINTS[60] = -197.1493 
0005: $Z_BCE2_CHECKPOINTS[60] = 9.9903 
0005: $X_BCE2_CHECKPOINTS[61] = 757.13 
0005: $Y_BCE2_CHECKPOINTS[61] = -152.1493 
0005: $Z_BCE2_CHECKPOINTS[61] = 18.4903 
0005: $X_BCE2_CHECKPOINTS[62] = 907.13 
0005: $Y_BCE2_CHECKPOINTS[62] = -92.1493 
0005: $Z_BCE2_CHECKPOINTS[62] = 19.9903 
0005: $X_BCE2_CHECKPOINTS[63] = 1135.63 
0005: $Y_BCE2_CHECKPOINTS[63] = -63.6493 
0005: $Z_BCE2_CHECKPOINTS[63] = 22.9903 
0005: $X_BCE2_CHECKPOINTS[64] = 1280.63 
0005: $Y_BCE2_CHECKPOINTS[64] = -170.6493 
0005: $Z_BCE2_CHECKPOINTS[64] = 32.4903 
0005: $X_BCE2_CHECKPOINTS[65] = 1440.63 
0005: $Y_BCE2_CHECKPOINTS[65] = -214.6493 
0005: $Z_BCE2_CHECKPOINTS[65] = 7.9903 
0005: $X_BCE2_CHECKPOINTS[66] = 1554.63 
0005: $Y_BCE2_CHECKPOINTS[66] = -124.6493 
0005: $Z_BCE2_CHECKPOINTS[66] = 17.9903 
0005: $X_BCE2_CHECKPOINTS[67] = 1551.63 
0005: $Y_BCE2_CHECKPOINTS[67] = 46.8507 
0005: $Z_BCE2_CHECKPOINTS[67] = 23.9903 
0005: $X_BCE2_CHECKPOINTS[68] = 1567.13 
0005: $Y_BCE2_CHECKPOINTS[68] = 122.3507 
0005: $Z_BCE2_CHECKPOINTS[68] = 28.9903 
0005: $X_BCE2_CHECKPOINTS[69] = 1807.13 
0005: $Y_BCE2_CHECKPOINTS[69] = 75.3507 
0005: $Z_BCE2_CHECKPOINTS[69] = 34.4903 
0005: $X_BCE2_CHECKPOINTS[70] = 2057.13 
0005: $Y_BCE2_CHECKPOINTS[70] = 40.3507 
0005: $Z_BCE2_CHECKPOINTS[70] = 26.9903 
0005: $X_BCE2_CHECKPOINTS[71] = 2275.63 
0005: $Y_BCE2_CHECKPOINTS[71] = 41.8507 
0005: $Z_BCE2_CHECKPOINTS[71] = 25.4903 
0005: $X_BCE2_CHECKPOINTS[72] = 2365.63 
0005: $Y_BCE2_CHECKPOINTS[72] = 91.8507 
0005: $Z_BCE2_CHECKPOINTS[72] = 25.4903 
0005: $X_BCE2_CHECKPOINTS[73] = 2435.63 
0005: $Y_BCE2_CHECKPOINTS[73] = 41.8507 
0005: $Z_BCE2_CHECKPOINTS[73] = 25.4903 
0005: $X_BCE2_CHECKPOINTS[74] = 2692.13 
0005: $Y_BCE2_CHECKPOINTS[74] = 33.8507 
0005: $Z_BCE2_CHECKPOINTS[74] = 25.4903 
0005: $X_BCE2_CHECKPOINTS[75] = 2737.63 
0005: $Y_BCE2_CHECKPOINTS[75] = -156.1493 
0005: $Z_BCE2_CHECKPOINTS[75] = 31.4903 
0005: $X_BCE2_CHECKPOINTS[76] = 2700.13 
0005: $Y_BCE2_CHECKPOINTS[76] = -384.1493 
0005: $Z_BCE2_CHECKPOINTS[76] = 24.4903 
0005: $X_BCE2_CHECKPOINTS[77] = 2820.13 
0005: $Y_BCE2_CHECKPOINTS[77] = -554.1493 
0005: $Z_BCE2_CHECKPOINTS[77] = 9.9903 
0005: $X_BCE2_CHECKPOINTS[78] = 2846.13 
0005: $Y_BCE2_CHECKPOINTS[78] = -711.6493 
0005: $Z_BCE2_CHECKPOINTS[78] = 9.9903 
0005: $X_BCE2_CHECKPOINTS[79] = 2841.63 
0005: $Y_BCE2_CHECKPOINTS[79] = -929.1493 
0005: $Z_BCE2_CHECKPOINTS[79] = 13.9903 
0005: $X_BCE2_CHECKPOINTS[80] = 2841.13 
0005: $Y_BCE2_CHECKPOINTS[80] = -1182.649 
0005: $Z_BCE2_CHECKPOINTS[80] = 23.9903 
0005: $X_BCE2_CHECKPOINTS[81] = 2873.13 
0005: $Y_BCE2_CHECKPOINTS[81] = -1383.649 
0005: $Z_BCE2_CHECKPOINTS[81] = 10.4903 
0005: $X_BCE2_CHECKPOINTS[82] = 2797.63 
0005: $Y_BCE2_CHECKPOINTS[82] = -1380.649 
0005: $Z_BCE2_CHECKPOINTS[82] = 20.9903 
0005: $X_BCE2_CHECKPOINTS[83] = 2795.13 
0005: $Y_BCE2_CHECKPOINTS[83] = -1262.149 
0005: $Z_BCE2_CHECKPOINTS[83] = 45.9903 
0005: $X_BCE2_CHECKPOINTS[84] = 2732.13 
0005: $Y_BCE2_CHECKPOINTS[84] = -1257.649 
0005: $Z_BCE2_CHECKPOINTS[84] = 58.9903 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[0] = 2487.846 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[0] = -1661.031 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[0] = 13.0886 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[1] = 2387.639 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[1] = -1657.847 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[1] = 13.1425 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[2] = 2287.486 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[2] = -1659.316 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[2] = 14.644 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[3] = 2188.221 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[3] = -1639.707 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[3] = 15.0652 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[4] = 2091.671 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[4] = -1612.541 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[4] = 13.1285 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[5] = 1990.505 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[5] = -1612.728 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[5] = 13.1392 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[6] = 1889.545 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[6] = -1612.92 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[6] = 13.1432 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[7] = 1788.509 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[7] = -1609.786 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[7] = 13.1208 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[8] = 1688.856 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[8] = -1592.988 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[8] = 13.1397 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[9] = 1587.913 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[9] = -1589.57 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[9] = 13.1277 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[10] = 1487.483 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[10] = -1592.59 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[10] = 13.1511 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[11] = 1386.551 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[11] = -1586.947 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[11] = 13.1234 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[12] = 1286.662 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[12] = -1571.949 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[12] = 13.1273 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[13] = 1185.751 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[13] = -1570.81 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[13] = 13.141 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[14] = 1084.591 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[14] = -1571.387 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[14] = 13.1352 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[15] = 1057.109 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[15] = -1474.388 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[15] = 13.1259 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[16] = 1061.076 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[16] = -1373.338 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[16] = 13.1525 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[17] = 1057.542 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[17] = -1273.05 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[17] = 13.1425 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[18] = 1058.531 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[18] = -1173.37 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[18] = 23.0197 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[19] = 963.0153 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[19] = -1141.863 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[19] = 23.4253 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[20] = 862.2285 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[20] = -1144.682 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[20] = 23.4156 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[21] = 796.4694 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[21] = -1069.208 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[21] = 24.2389 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[22] = 707.7682 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[22] = -1116.413 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[22] = 17.7387 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[23] = 648.3205 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[23] = -1197.185 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[23] = 17.2365 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[24] = 641.5527 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[24] = -1199.744 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[24] = 17.7693 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[25] = 568.4156 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[25] = -1131.509 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[25] = 26.222 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[26] = 469.6543 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[26] = -1113.59 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[26] = 27.6279 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[27] = 370.4434 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[27] = -1129.382 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[27] = 25.3758 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[28] = 274.1698 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[28] = -1156.751 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[28] = 21.1352 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[29] = 181.3566 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[29] = -1195.782 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[29] = 17.3878 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[30] = 94.4232 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[30] = -1245.732 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[30] = 14.5145 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[31] = 15.8414 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[31] = -1308.858 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[31] = 12.0496 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[32] = -62.2601 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[32] = -1372.58 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[32] = 11.3571 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[33] = -133.5467 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[33] = -1443.433 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[33] = 12.5484 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[34] = -201.4483 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[34] = -1518.152 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[34] = 14.3358 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[35] = -261.8274 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[35] = -1597.991 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[35] = 15.6199 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[36] = -295.7058 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[36] = -1693.143 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[36] = 14.4603 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[37] = -331.9772 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[37] = -1786.496 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[37] = 17.6881 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[38] = -367.9241 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[38] = -1879.787 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[38] = 25.9672 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[39] = -367.5844 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[39] = -1980.193 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[39] = 27.9446 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[40] = -350.2859 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[40] = -2079.723 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[40] = 28.0525 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[41] = -333.1001 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[41] = -2179.344 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[41] = 28.1703 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[42] = -297.5232 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[42] = -2273.428 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[42] = 29.7426 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[43] = -233.4477 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[43] = -2351.693 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[43] = 31.5324 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[44] = -159.7139 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[44] = -2420.795 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[44] = 35.957 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[45] = -92.2604 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[45] = -2496.009 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[45] = 38.2066 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[46] = -49.518 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[46] = -2586.409 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[46] = 43.3945 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[47] = -39.0012 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[47] = -2686.408 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[47] = 42.5762 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[48] = -71.9678 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[48] = -2781.283 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[48] = 39.1346 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[49] = -162.2194 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[49] = -2824.728 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[49] = 40.6313 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[50] = -261.9651 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[50] = -2815.27 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[50] = 50.816 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[51] = -357.7323 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[51] = -2787.403 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[51] = 61.6162 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[52] = -456.2191 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[52] = -2766.184 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[52] = 66.2852 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[53] = -555.2378 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[53] = -2751.549 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[53] = 65.7085 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[54] = -655.188 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[54] = -2748.977 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[54] = 69.8092 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[55] = -753.9544 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[55] = -2764.895 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[55] = 74.469 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[56] = -847.778 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[56] = -2801.963 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[56] = 70.6215 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[57] = -938.0959 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[57] = -2845.479 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[57] = 68.4226 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[58] = -1038.655 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[58] = -2853.158 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[58] = 67.4485 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[59] = -1139.419 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[59] = -2855.438 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[59] = 67.466 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[60] = -1239.449 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[60] = -2860.805 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[60] = 65.7173 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[61] = -1338.09 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[61] = -2878.668 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[61] = 55.5616 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[62] = -1435.335 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[62] = -2853.41 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[62] = 48.3088 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[63] = -1520.402 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[63] = -2799.315 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[63] = 46.6003 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[64] = -1600.969 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[64] = -2739.976 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[64] = 48.7977 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[65] = -1681.43 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[65] = -2679.765 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[65] = 48.2789 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[66] = -1745.168 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[66] = -2601.553 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[66] = 49.447 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[67] = -1823.681 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[67] = -2538.121 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[67] = 52.7491 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[68] = -1923.907 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[68] = -2539.927 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[68] = 38.6757 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[69] = -2019.306 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[69] = -2507.657 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[69] = 32.3084 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[70] = -2100.137 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[70] = -2446.756 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[70] = 30.2321 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[71] = -2179.157 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[71] = -2383.901 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[71] = 30.2293 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[72] = -2190.173 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[72] = -2284.406 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[72] = 30.2286 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[73] = -2264.34 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[73] = -2216.777 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[73] = 30.8563 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[74] = -2182.781 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[74] = -2160.892 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[74] = 47.4936 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[75] = -2110.828 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[75] = -2092.427 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[75] = 61.5663 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[76] = -2078.496 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[76] = -1997.306 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[76] = 60.012 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[77] = -2028.488 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[77] = -1910.774 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[77] = 48.5942 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[78] = -1971.902 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[78] = -1828.087 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[78] = 36.8357 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[79] = -1898.346 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[79] = -1760.456 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[79] = 29.4533 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[80] = -1808.711 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[80] = -1715.568 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[80] = 28.8706 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[81] = -1724.839 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[81] = -1660.957 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[81] = 36.2003 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[82] = -1631.223 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[82] = -1624.267 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[82] = 36.0242 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[83] = -1546.374 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[83] = -1570.568 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[83] = 37.4867 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[84] = -1626.075 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[84] = -1510.003 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[84] = 37.0858 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[85] = -1722.531 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[85] = -1483.55 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[85] = 34.2269 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[86] = -1807.41 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[86] = -1430.105 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[86] = 35.74 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[87] = -1894.584 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[87] = -1380.672 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[87] = 39.6104 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[88] = -1899.035 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[88] = -1280.731 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[88] = 39.2288 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[89] = -1896.879 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[89] = -1179.88 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[89] = 38.8035 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[90] = -1900.238 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[90] = -1078.988 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[90] = 37.9866 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[91] = -1896.756 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[91] = -978.951 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[91] = 41.2545 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[92] = -1896.016 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[92] = -878.1399 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[92] = 44.7055 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[93] = -1897.241 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[93] = -777.6757 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[93] = 44.692 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[94] = -1895.959 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[94] = -677.4996 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[94] = 41.0312 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[95] = -1894.737 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[95] = -576.5858 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[95] = 38.0016 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[96] = -1897.71 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[96] = -476.4786 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[96] = 37.9914 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[97] = -1896.154 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[97] = -376.3374 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[97] = 37.9879 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[98] = -1896.894 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[98] = -275.5032 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[98] = 37.9875 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[99] = -1895.73 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[99] = -174.2612 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[99] = 37.9884 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[100] = -1890.837 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[100] = -73.2693 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[100] = 38.0012 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[101] = -1890.615 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[101] = 27.5906 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[101] = 38.0035 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[102] = -1874.62 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[102] = 127.2809 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[102] = 37.9871 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[103] = -1842.755 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[103] = 222.3595 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[103] = 37.9736 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[104] = -1776.737 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[104] = 296.302 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[104] = 23.6187 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[105] = -1687.562 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[105] = 341.3 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[105] = 13.5061 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[106] = -1620.406 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[106] = 416.143 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[106] = 7.1363 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[107] = -1574.644 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[107] = 506.4197 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[107] = 6.9799 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[108] = -1557.715 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[108] = 605.5936 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[108] = 6.9312 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[109] = -1550.603 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[109] = 705.7773 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[109] = 6.8277 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[110] = -1532.975 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[110] = 806.2415 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[110] = 6.8058 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[111] = -1525.152 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[111] = 906.8005 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[111] = 6.8066 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[112] = -1560.428 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[112] = 1000.395 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[112] = 6.8073 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[113] = -1580.528 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[113] = 1099.026 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[113] = 6.805 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[114] = -1593.106 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[114] = 1198.824 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[114] = 6.7993 
0005: $X_BCE2_PATRIOT_CHECKPOINTS[115] = -1612.8 
0005: $Y_BCE2_PATRIOT_CHECKPOINTS[115] = 1284.908 
0005: $Z_BCE2_PATRIOT_CHECKPOINTS[115] = 6.9396 
0005: $4532[0] = 2480.597 
0005: $4630[0] = -1659.156 
0005: $4728[0] = 13.0965 
0005: $4532[1] = 2379.881 
0005: $4630[1] = -1658.193 
0005: $4728[1] = 13.1467 
0005: $4532[2] = 2344.399 
0005: $4630[2] = -1564.435 
0005: $4728[2] = 23.9333 
0005: $4532[3] = 2343.672 
0005: $4630[3] = -1463.32 
0005: $4728[3] = 23.6044 
0005: $4532[4] = 2305.275 
0005: $4630[4] = -1370.793 
0005: $4728[4] = 23.6319 
0005: $4532[5] = 2303.441 
0005: $4630[5] = -1269.606 
0005: $4728[5] = 23.5946 
0005: $4532[6] = 2306.217 
0005: $4630[6] = -1169.403 
0005: $4728[6] = 26.0798 
0005: $4532[7] = 2213.07 
0005: $4630[7] = -1132.101 
0005: $4728[7] = 25.3774 
0005: $4532[8] = 2116.198 
0005: $4630[8] = -1104.905 
0005: $4728[8] = 24.8605 
0005: $4532[9] = 2022.478 
0005: $4630[9] = -1067.897 
0005: $4728[9] = 24.2557 
0005: $4532[10] = 1925.305 
0005: $4630[10] = -1039.768 
0005: $4728[10] = 23.612 
0005: $4532[11] = 1867.651 
0005: $4630[11] = -1121.554 
0005: $4728[11] = 23.4686 
0005: $4532[12] = 1777.408 
0005: $4630[12] = -1164.645 
0005: $4728[12] = 23.5025 
0005: $4532[13] = 1677.176 
0005: $4630[13] = -1162.405 
0005: $4728[13] = 23.4443 
0005: $4532[14] = 1576.553 
0005: $4630[14] = -1163.307 
0005: $4728[14] = 23.7111 
0005: $4532[15] = 1476.002 
0005: $4630[15] = -1159.845 
0005: $4728[15] = 23.6522 
0005: $4532[16] = 1376.964 
0005: $4630[16] = -1140.134 
0005: $4728[16] = 23.4968 
0005: $4532[17] = 1366.809 
0005: $4630[17] = -1040.218 
0005: $4728[17] = 26.2347 
0005: $4532[18] = 1371.418 
0005: $4630[18] = -940.2704 
0005: $4728[18] = 33.9599 
0005: $4532[19] = 1273.029 
0005: $4630[19] = -922.0916 
0005: $4728[19] = 41.8145 
0005: $4532[20] = 1174.404 
0005: $4630[20] = -940.6694 
0005: $4728[20] = 42.5196 
0005: $4532[21] = 1156.819 
0005: $4630[21] = -842.2726 
0005: $4728[21] = 49.739 
0005: $4532[22] = 1164.005 
0005: $4630[22] = -742.3879 
0005: $4728[22] = 60.319 
0005: $4532[23] = 1202.729 
0005: $4630[23] = -649.9714 
0005: $4728[23] = 59.6176 
0005: $4532[24] = 1231.284 
0005: $4630[24] = -554.9558 
0005: $4728[24] = 40.3091 
0005: $4532[25] = 1257.225 
0005: $4630[25] = -462.3789 
0005: $4728[25] = 12.7939 
0005: $4532[26] = 1255.678 
0005: $4630[26] = -362.5274 
0005: $4728[26] = 2.989 
0005: $4532[27] = 1230.684 
0005: $4630[27] = -267.0266 
0005: $4728[27] = 18.9881 
0005: $4532[28] = 1188.919 
0005: $4630[28] = -178.3956 
0005: $4728[28] = 40.7223 
0005: $4532[29] = 1088.56 
0005: $4630[29] = -182.8582 
0005: $4728[29] = 39.859 
0005: $4532[30] = 989.9222 
0005: $4630[30] = -180.4384 
0005: $4728[30] = 17.6728 
0005: $4532[31] = 889.5374 
0005: $4630[31] = -173.0015 
0005: $4728[31] = 10.7641 
0005: $4532[32] = 788.8903 
0005: $4630[32] = -164.4205 
0005: $4728[32] = 16.4595 
0005: $4532[33] = 689.4522 
0005: $4630[33] = -155.3612 
0005: $4728[33] = 22.89 
0005: $4532[34] = 589.6461 
0005: $4630[34] = -146.5947 
0005: $4728[34] = 29.747 
0005: $4532[35] = 510.978 
0005: $4630[35] = -208.5235 
0005: $4728[35] = 37.1529 
0005: $4532[36] = 491.5316 
0005: $4630[36] = -306.6292 
0005: $4728[36] = 42.7684 
0005: $4532[37] = 464.9347 
0005: $4630[37] = -402.1279 
0005: $4728[37] = 32.6014 
0005: $4532[38] = 370.5219 
0005: $4630[38] = -393.0328 
0005: $4728[38] = 23.9504 
0005: $4532[39] = 272.6069 
0005: $4630[39] = -378.1253 
0005: $4728[39] = 2.4636 
0005: $4532[40] = 206.3447 
0005: $4630[40] = -301.5085 
0005: $4728[40] = 1.1901 
0005: $4532[41] = 157.5706 
0005: $4630[41] = -213.2552 
0005: $4728[41] = 1.196 
0005: $4532[42] = 57.3466 
0005: $4630[42] = -208.4595 
0005: $4728[42] = 1.2183 
0005: $4532[43] = -43.1581 
0005: $4630[43] = -203.3529 
0005: $4728[43] = 1.3731 
0005: $4532[44] = -142.4222 
0005: $4630[44] = -187.639 
0005: $4728[44] = 1.6178 
0005: $4532[45] = -241.4735 
0005: $4630[45] = -167.4589 
0005: $4728[45] = 2.0199 
0005: $4532[46] = -298.0107 
0005: $4630[46] = -84.8255 
0005: $4728[46] = 1.2111 
0005: $4532[47] = -284.5947 
0005: $4630[47] = 14.7808 
0005: $4728[47] = 0.8422 
0005: $4532[48] = -255.5891 
0005: $4630[48] = 111.3571 
0005: $4728[48] = 0.8426 
0005: $4532[49] = -213.1467 
0005: $4630[49] = 202.6102 
0005: $4728[49] = 1.8256 
0005: $4532[50] = -292.432 
0005: $4630[50] = 264.4556 
0005: $4728[50] = 1.8382 
0005: $4532[51] = -391.0918 
0005: $4630[51] = 282.886 
0005: $4728[51] = 1.8926 
0005: $4532[52] = -491.862 
0005: $4630[52] = 287.5233 
0005: $4728[52] = 1.8369 
0005: $4532[53] = -592.0175 
0005: $4630[53] = 284.7173 
0005: $4728[53] = 1.8298 
0005: $4532[54] = -686.3195 
0005: $4630[54] = 250.5801 
0005: $4728[54] = 1.8305 
0005: $4532[55] = -770.4146 
0005: $4630[55] = 194.5963 
0005: $4728[55] = 1.6198 
0005: $4532[56] = -713.9178 
0005: $4630[56] = 113.2328 
0005: $4728[56] = 15.6558 
0005: $4532[57] = -759.8053 
0005: $4630[57] = 26.0654 
0005: $4728[57] = 33.0027 
0005: $4532[58] = -856.795 
0005: $4630[58] = -0.6516 
0005: $4728[58] = 32.9974 
0005: $4532[59] = -759.7305 
0005: $4630[59] = -20.4226 
0005: $4728[59] = 47.2165 
0005: $4532[60] = -801.2752 
0005: $4630[60] = -110.4809 
0005: $4728[60] = 63.4186 
0005: $4532[61] = -898.1945 
0005: $4630[61] = -137.0961 
0005: $4728[61] = 56.3295 
0005: $4532[62] = -946.6151 
0005: $4630[62] = -223.724 
0005: $4728[62] = 38.9582 
0005: $4532[63] = -968.4164 
0005: $4630[63] = -321.7283 
0005: $4728[63] = 36.142 
0005: $4532[64] = -991.3627 
0005: $4630[64] = -419.309 
0005: $4728[64] = 36.0027 
0005: $4532[65] = -1077.753 
0005: $4630[65] = -470.2693 
0005: $4728[65] = 33.7616 
0005: $4532[66] = -1136.252 
0005: $4630[66] = -551.6271 
0005: $4728[66] = 29.8955 
0005: $4532[67] = -1170.498 
0005: $4630[67] = -645.1342 
0005: $4728[67] = 42.4828 
0005: $4532[68] = -1205.133 
0005: $4630[68] = -737.6744 
0005: $4728[68] = 59.3098 
0005: $4532[69] = -1284.404 
0005: $4630[69] = -798.114 
0005: $4728[69] = 69.501 
0005: $4532[70] = -1381.958 
0005: $4630[70] = -817.3228 
0005: $4728[70] = 81.1519 
0005: $4532[71] = -1481.566 
0005: $4630[71] = -815.1219 
0005: $4728[71] = 66.9058 
0005: $4532[72] = -1579.51 
0005: $4630[72] = -800.5511 
0005: $4728[72] = 49.9587 
0005: $4532[73] = -1673.196 
0005: $4630[73] = -765.3336 
0005: $4728[73] = 41.5955 
0005: $4532[74] = -1754.994 
0005: $4630[74] = -708.9478 
0005: $4728[74] = 28.2593 
0005: $4532[75] = -1761.496 
0005: $4630[75] = -609.3593 
0005: $4728[75] = 15.9606 
0005: $4532[76] = -1820.37 
0005: $4630[76] = -528.3566 
0005: $4728[76] = 14.6995 
0005: $4532[77] = -1814.595 
0005: $4630[77] = -427.9472 
0005: $4728[77] = 14.7211 
0005: $4532[78] = -1803.963 
0005: $4630[78] = -328.1352 
0005: $4728[78] = 14.7287 
0005: $4532[79] = -1801.376 
0005: $4630[79] = -227.7857 
0005: $4728[79] = 14.7103 
0005: $4532[80] = -1801.019 
0005: $4630[80] = -126.9901 
0005: $4728[80] = 12.5775 
0005: $4532[81] = -1797.841 
0005: $4630[81] = -25.8091 
0005: $4728[81] = 14.8934 
0005: $4532[82] = -1805.531 
0005: $4630[82] = 73.9609 
0005: $4728[82] = 14.7143 
0005: $4532[83] = -1807.149 
0005: $4630[83] = 174.5928 
0005: $4728[83] = 14.7138 
0005: $4532[84] = -1800.194 
0005: $4630[84] = 275.5728 
0005: $4728[84] = 10.6028 
0005: $4532[85] = -1810.287 
0005: $4630[85] = 375.14 
0005: $4728[85] = 9.7906 
0005: $4532[86] = -1814.409 
0005: $4630[86] = 474.6516 
0005: $4728[86] = 23.4117 
0005: $4532[87] = -1877.944 
0005: $4630[87] = 551.0918 
0005: $4728[87] = 34.4247 
0005: $4532[88] = -1896.861 
0005: $4630[88] = 649.7911 
0005: $4728[88] = 37.0183 
0005: $4532[89] = -1895.051 
0005: $4630[89] = 750.2951 
0005: $4728[89] = 45.051 
0005: $4532[90] = -1893.937 
0005: $4630[90] = 850.3843 
0005: $4728[90] = 34.7833 
0005: $4532[91] = -1820.143 
0005: $4630[91] = 917.2139 
0005: $4728[91] = 24.9892 
0005: $4532[92] = -1719.022 
0005: $4630[92] = 917.0076 
0005: $4728[92] = 24.4954 
0005: $4532[93] = -1619.303 
0005: $4630[93] = 916.6608 
0005: $4728[93] = 7.634 
0005: $4532[94] = -1555.825 
0005: $4630[94] = 994.0962 
0005: $4728[94] = 6.8065 
0005: $4532[95] = -1579.963 
0005: $4630[95] = 1091.548 
0005: $4728[95] = 6.807 
0005: $4532[96] = -1588.588 
0005: $4630[96] = 1191.306 
0005: $4728[96] = 6.798 
0005: $4532[97] = -1612.353 
0005: $4630[97] = 1281.671 
0005: $4728[97] = 6.9398 
0005: $4826[0] = 2488.273 
0005: $4943[0] = -1659.969 
0005: $5060[0] = 13.0884 
0005: $4826[1] = 2387.719 
0005: $4943[1] = -1658.019 
0005: $5060[1] = 13.1467 
0005: $4826[2] = 2286.949 
0005: $4943[2] = -1658.583 
0005: $5060[2] = 14.6557 
0005: $4826[3] = 2187.451 
0005: $4943[3] = -1638.533 
0005: $5060[3] = 15.0393 
0005: $4826[4] = 2090.335 
0005: $4943[4] = -1611.906 
0005: $5060[4] = 13.1306 
0005: $4826[5] = 1990.331 
0005: $4943[5] = -1612.021 
0005: $5060[5] = 13.1388 
0005: $4826[6] = 1888.96 
0005: $4943[6] = -1614.385 
0005: $5060[6] = 13.1433 
0005: $4826[7] = 1787.243 
0005: $4943[7] = -1607.768 
0005: $5060[7] = 13.1244 
0005: $4826[8] = 1687.135 
0005: $4943[8] = -1592.272 
0005: $5060[8] = 13.1375 
0005: $4826[9] = 1586.952 
0005: $4943[9] = -1591.001 
0005: $5060[9] = 13.1297 
0005: $4826[10] = 1486.726 
0005: $4943[10] = -1590.779 
0005: $5060[10] = 13.152 
0005: $4826[11] = 1386.181 
0005: $4943[11] = -1585.607 
0005: $5060[11] = 13.1003 
0005: $4826[12] = 1286.662 
0005: $4943[12] = -1572.978 
0005: $5060[12] = 13.1664 
0005: $4826[13] = 1186.398 
0005: $4943[13] = -1571.876 
0005: $5060[13] = 13.1464 
0005: $4826[14] = 1085.49 
0005: $4943[14] = -1570.857 
0005: $5060[14] = 13.1351 
0005: $4826[15] = 985.0605 
0005: $4943[15] = -1571.431 
0005: $5060[15] = 13.141 
0005: $4826[16] = 884.2 
0005: $4943[16] = -1577.365 
0005: $5060[16] = 13.13 
0005: $4826[17] = 815.0362 
0005: $4943[17] = -1650.267 
0005: $5060[17] = 13.1344 
0005: $4826[18] = 810.6691 
0005: $4943[18] = -1750.188 
0005: $5060[18] = 13.1276 
0005: $4826[19] = 710.2051 
0005: $4943[19] = -1749.904 
0005: $5060[19] = 14.0481 
0005: $4826[20] = 612.0961 
0005: $4943[20] = -1727.222 
0005: $5060[20] = 13.6595 
0005: $4826[21] = 512.0588 
0005: $4943[21] = -1711.107 
0005: $5060[21] = 11.9235 
0005: $4826[22] = 411.9842 
0005: $4943[22] = -1701.354 
0005: $5060[22] = 8.9795 
0005: $4826[23] = 310.8292 
0005: $4943[23] = -1701.127 
0005: $5060[23] = 6.3614 
0005: $4826[24] = 210.8359 
0005: $4943[24] = -1692.62 
0005: $5060[24] = 7.4032 
0005: $4826[25] = 162.6634 
0005: $4943[25] = -1604.718 
0005: $5060[25] = 15.512 
0005: $4826[26] = 96.6228 
0005: $4943[26] = -1530.289 
0005: $5060[26] = 5.2206 
0005: $4826[27] = -4.3045 
0005: $4943[27] = -1520.765 
0005: $5060[27] = 1.3181 
0005: $4826[28] = -100.2442 
0005: $4943[28] = -1492.018 
0005: $5060[28] = 2.444 
0005: $4826[29] = -150.6629 
0005: $4943[29] = -1404.912 
0005: $5060[29] = 2.4387 
0005: $4826[30] = -125.7253 
0005: $4943[30] = -1307.639 
0005: $5060[30] = 2.6123 
0005: $4826[31] = -85.3976 
0005: $4943[31] = -1398.901 
0005: $5060[31] = 11.9881 
0005: $4826[32] = -156.1722 
0005: $4943[32] = -1470.046 
0005: $5060[32] = 12.557 
0005: $4826[33] = -224.7423 
0005: $4943[33] = -1543.44 
0005: $5060[33] = 15.2432 
0005: $4826[34] = -278.3897 
0005: $4943[34] = -1627.836 
0005: $5060[34] = 15.4404 
0005: $4826[35] = -309.6147 
0005: $4943[35] = -1722.891 
0005: $5060[35] = 14.4331 
0005: $4826[36] = -347.4445 
0005: $4943[36] = -1815.805 
0005: $5060[36] = 20.3824 
0005: $4826[37] = -375.8723 
0005: $4943[37] = -1911.975 
0005: $5060[37] = 27.4563 
0005: $4826[38] = -367.3835 
0005: $4943[38] = -2012.258 
0005: $5060[38] = 27.9796 
0005: $4826[39] = -352.257 
0005: $4943[39] = -2111.555 
0005: $5060[39] = 28.1054 
0005: $4826[40] = -325.2379 
0005: $4943[40] = -2208.254 
0005: $5060[40] = 28.2795 
0005: $4826[41] = -411.8825 
0005: $4943[41] = -2256.126 
0005: $5060[41] = 43.9768 
0005: $4826[42] = -507.0649 
0005: $4943[42] = -2286.252 
0005: $5060[42] = 32.8761 
0005: $4826[43] = -579.3828 
0005: $4943[43] = -2355.297 
0005: $5060[43] = 26.9589 
0005: $4826[44] = -678.7022 
0005: $4943[44] = -2358.307 
0005: $5060[44] = 38.2611 
0005: $4826[45] = -752.1234 
0005: $4943[45] = -2421.517 
0005: $5060[45] = 63.3924 
0005: $4826[46] = -819.2419 
0005: $4943[46] = -2493.365 
0005: $5060[46] = 82.6824 
0005: $4826[47] = -890.7695 
0005: $4943[47] = -2563.279 
0005: $5060[47] = 90.2311 
0005: $4826[48] = -981.5709 
0005: $4943[48] = -2605.962 
0005: $5060[48] = 86.4663 
0005: $4826[49] = -1080.225 
0005: $4943[49] = -2592.215 
0005: $5060[49] = 76.2713 
0005: $4826[50] = -1161.929 
0005: $4943[50] = -2534.01 
0005: $5060[50] = 67.2918 
0005: $4826[51] = -1179.818 
0005: $4943[51] = -2436.012 
0005: $5060[51] = 53.4017 
0005: $4826[52] = -1164.983 
0005: $4943[52] = -2337.243 
0005: $5060[52] = 41.315 
0005: $4826[53] = -1134.131 
0005: $4943[53] = -2242.25 
0005: $5060[53] = 33.4991 
0005: $4826[54] = -1097.972 
0005: $4943[54] = -2148.736 
0005: $5060[54] = 35.7186 
0005: $4826[55] = -1047.998 
0005: $4943[55] = -2064.019 
0005: $5060[55] = 54.2015 
0005: $4826[56] = -998.8296 
0005: $4943[56] = -1979.083 
0005: $5060[56] = 73.7414 
0005: $4826[57] = -1062.2 
0005: $4943[57] = -1901.606 
0005: $5060[57] = 76.9899 
0005: $4826[58] = -1161.378 
0005: $4943[58] = -1886.014 
0005: $5060[58] = 77.91 
0005: $4826[59] = -1206.338 
0005: $4943[59] = -1800.164 
0005: $5060[59] = 51.1433 
0005: $4826[60] = -1271.566 
0005: $4943[60] = -1723.902 
0005: $5060[60] = 45.7799 
0005: $4826[61] = -1353.911 
0005: $4943[61] = -1666.739 
0005: $5060[61] = 45.1373 
0005: $4826[62] = -1446.169 
0005: $4943[62] = -1627.665 
0005: $5060[62] = 44.393 
0005: $4826[63] = -1543.799 
0005: $4943[63] = -1605.511 
0005: $5060[63] = 37.4879 
0005: $4826[64] = -1583.018 
0005: $4943[64] = -1513.157 
0005: $5060[64] = 37.4862 
0005: $4826[65] = -1681.619 
0005: $4943[65] = -1493.674 
0005: $5060[65] = 34.781 
0005: $4826[66] = -1771.401 
0005: $4943[66] = -1448.094 
0005: $5060[66] = 34.5515 
0005: $4826[67] = -1859.213 
0005: $4943[67] = -1399.628 
0005: $5060[67] = 38.1758 
0005: $4826[68] = -1944.476 
0005: $4943[68] = -1347.211 
0005: $5060[68] = 40.559 
0005: $4826[69] = -2006.201 
0005: $4943[69] = -1268.181 
0005: $5060[69] = 36.2375 
0005: $4826[70] = -2057.926 
0005: $4943[70] = -1182.227 
0005: $5060[70] = 31.9717 
0005: $4826[71] = -2105.244 
0005: $4943[71] = -1093.758 
0005: $5060[71] = 29.8948 
0005: $4826[72] = -2169.432 
0005: $4943[72] = -1016.588 
0005: $5060[72] = 33.6278 
0005: $4826[73] = -2214.329 
0005: $4943[73] = -927.0612 
0005: $5060[73] = 42.1936 
0005: $4826[74] = -2196.712 
0005: $4943[74] = -829.6929 
0005: $5060[74] = 58.5525 
0005: $4826[75] = -2261.177 
0005: $4943[75] = -755.0598 
0005: $5060[75] = 75.9781 
0005: $4826[76] = -2341.961 
0005: $4943[76] = -707.3872 
0005: $5060[76] = 110.6889 
0005: $4826[77] = -2400.182 
0005: $4943[77] = -628.3421 
0005: $5060[77] = 131.575 
0005: $4826[78] = -2453.648 
0005: $4943[78] = -544.386 
0005: $5060[78] = 121.1835 
0005: $4826[79] = -2526.894 
0005: $4943[79] = -485.9847 
0005: $5060[79] = 85.0712 
0005: $4826[80] = -2446.844 
0005: $4943[80] = -425.2606 
0005: $5060[80] = 84.4373 
0005: $4826[81] = -2354.251 
0005: $4943[81] = -463.4032 
0005: $5060[81] = 79.948 
0005: $4826[82] = -2389.566 
0005: $4943[82] = -369.9571 
0005: $5060[82] = 75.0462 
0005: $4826[83] = -2489.354 
0005: $4943[83] = -363.9357 
0005: $5060[83] = 63.4133 
0005: $4826[84] = -2588.571 
0005: $4943[84] = -366.5697 
0005: $5060[84] = 46.1223 
0005: $4826[85] = -2672.897 
0005: $4943[85] = -418.9947 
0005: $5060[85] = 31.9261 
0005: $4826[86] = -2681.235 
0005: $4943[86] = -517.9654 
0005: $5060[86] = 17.1435 
0005: $4826[87] = -2777.102 
0005: $4943[87] = -490.7432 
0005: $5060[87] = 6.9382 
0005: $4826[88] = -2818.191 
0005: $4943[88] = -399.3717 
0005: $5060[88] = 6.8041 
0005: $4826[89] = -2811.526 
0005: $4943[89] = -299.0307 
0005: $5060[89] = 6.8035 
0005: $4826[90] = -2805.668 
0005: $4943[90] = -198.8723 
0005: $5060[90] = 6.7879 
0005: $4826[91] = -2808.854 
0005: $4943[91] = -97.9767 
0005: $5060[91] = 6.7909 
0005: $4826[92] = -2809.093 
0005: $4943[92] = 2.2906 
0005: $5060[92] = 6.8002 
0005: $4826[93] = -2804.685 
0005: $4943[93] = 102.3091 
0005: $5060[93] = 6.8277 
0005: $4826[94] = -2806.474 
0005: $4943[94] = 202.4786 
0005: $5060[94] = 6.807 
0005: $4826[95] = -2807.934 
0005: $4943[95] = 302.7264 
0005: $5060[95] = 6.3467 
0005: $4826[96] = -2849.526 
0005: $4943[96] = 394.1544 
0005: $5060[96] = 4.1824 
0005: $4826[97] = -2843.374 
0005: $4943[97] = 494.5805 
0005: $5060[97] = 4.1463 
0005: $4826[98] = -2825.592 
0005: $4943[98] = 593.7442 
0005: $5060[98] = 5.2247 
0005: $4826[99] = -2830.803 
0005: $4943[99] = 692.401 
0005: $5060[99] = 22.7063 
0005: $4826[100] = -2856.007 
0005: $4943[100] = 788.662 
0005: $5060[100] = 35.799 
0005: $4826[101] = -2817.792 
0005: $4943[101] = 880.8148 
0005: $5060[101] = 43.7304 
0005: $4826[102] = -2840.386 
0005: $4943[102] = 978.9179 
0005: $5060[102] = 43.2024 
0005: $4826[103] = -2876.457 
0005: $4943[103] = 1071.905 
0005: $5060[103] = 30.8111 
0005: $4826[104] = -2875.885 
0005: $4943[104] = 1169.952 
0005: $5060[104] = 11.0039 
0005: $4826[105] = -2826.602 
0005: $4943[105] = 1257.501 
0005: $5060[105] = 5.3188 
0005: $4826[106] = -2728.815 
0005: $4943[106] = 1280.354 
0005: $5060[106] = 6.828 
0005: $4826[107] = -2629.314 
0005: $4943[107] = 1297.977 
0005: $5060[107] = 6.7957 
0005: $4826[108] = -2548.262 
0005: $4943[108] = 1358.467 
0005: $5060[108] = 7.3351 
0005: $4826[109] = -2448.621 
0005: $4943[109] = 1370.268 
0005: $5060[109] = 6.7969 
0005: $4826[110] = -2347.698 
0005: $4943[110] = 1366.408 
0005: $5060[110] = 6.9813 
0005: $4826[111] = -2253.195 
0005: $4943[111] = 1333.593 
0005: $5060[111] = 6.801 
0005: $4826[112] = -2152.642 
0005: $4943[112] = 1334.962 
0005: $5060[112] = 6.8483 
0005: $4826[113] = -2055.385 
0005: $4943[113] = 1309.631 
0005: $5060[113] = 6.9547 
0005: $4826[114] = -1957.98 
0005: $4943[114] = 1286.638 
0005: $5060[114] = 6.9474 
0005: $4826[115] = -1868.502 
0005: $4943[115] = 1332.573 
0005: $5060[115] = 6.9476 
0005: $4826[116] = -1837.603 
0005: $4943[116] = 1425.719 
0005: $5060[116] = 6.9399 
0107: $OBJECT_M_A51_VENTCOVERB = create_object #A51_VENTCOVERB at 245.968 1862.843 19.49 
0453: set_object $OBJECT_M_A51_VENTCOVERB XYZ_rotation 0.0 0.0 -140.998 
01C7: remove_object_from_mission_cleanup_list $OBJECT_M_A51_VENTCOVERB 
014B: $5178 = init_car_generator #SUPERGT color 31 0 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2093.9 -83.7 33.9 angle 359.1 
014C: set_parked_car_generator $5178 cars_to_generate_to 101 
014B: $5183 = init_car_generator #BULLET color 15 15 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2076.8 -84.0 33.7 angle 1.1 
014C: set_parked_car_generator $5183 cars_to_generate_to 101 
09E2: $5184 = parked_car_generator_w_numberplate #HOTKNIFE colors 15 15 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "__GOLD__" at -2064.4 -83.7 34.1 angle 0.0 
014C: set_parked_car_generator $5184 cars_to_generate_to 101 
09E2: $5186 = parked_car_generator_w_numberplate #BANSHEE colors 79 0 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "__DBP___" at -2273.2 -130.8 33.9 angle 270.4 
014C: set_parked_car_generator $5186 cars_to_generate_to 101 
09E2: $5185 = parked_car_generator_w_numberplate #BULLET colors 24 40 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "_CHUNKY_" at -2354.6 983.0 49.3 angle 189.4 
014C: set_parked_car_generator $5185 cars_to_generate_to 101 
014B: $5188 = init_car_generator #BLOODRA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2151.0 -409.1 34.1 angle 307.2 
014C: set_parked_car_generator $5188 cars_to_generate_to 101 
014B: $PARKED_PLANES[0] = init_car_generator #MAVERICK color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1544.0 -1352.0 329.0 angle 95.0 
014B: $PARKED_PLANES[1] = init_car_generator #SPARROW color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1963.0 628.0 151.0 angle 182.0 
014B: $PARKED_PLANES[2] = init_car_generator #MAVERICK color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1681.0 705.0 31.0 angle 90.0 
014B: $PARKED_PLANES[3] = init_car_generator #MAVERICK color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2630.0 684.0 72.0 angle 180.0 
014B: $PARKED_PLANES[4] = init_car_generator #RAINDANC color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2726.0 682.0 72.0 angle 90.0 
014B: $PARKED_PLANES[5] = init_car_generator #SEASPAR color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2227.0 2329.0 8.0 angle 180.0 
014B: $PARKED_PLANES[6] = init_car_generator #CARGOBOB color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2619.0 2721.0 37.0 angle 90.0 
014B: $PARKED_PLANES[7] = init_car_generator #MAVERICK color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2092.0 2415.0 75.0 angle 260.0 
014B: $PARKED_PLANES[8] = init_car_generator #HYDRA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 292.0 2542.0 16.0 angle 180.0 
014B: $PARKED_PLANES[9] = init_car_generator #HYDRA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1286.0 501.5 18.0 angle 270.0 
014B: $PARKED_PLANES[10] = init_car_generator #SKIMMER color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -959.0813 2629.206 43.229 angle 110.0 
014B: $PARKED_PLANES[11] = init_car_generator #RAINDANC color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 273.0045 -1876.038 5.2935 angle 271.51 
014B: $PARKED_PLANES[12] = init_car_generator #POLMAV color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1561.865 -1701.953 27.948 angle 0.0015 
014B: $PARKED_PLANES[13] = init_car_generator #SKIMMER color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -637.1 1811.953 1.7 angle 180.0015 
014B: $PARKED_PLANES[14] = init_car_generator #DODO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1443.081 -523.2058 13.9929 angle 267.0 
014B: $PARKED_PLANES[15] = init_car_generator #DODO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1363.005 -484.0377 13.9 angle 200.51 
014B: $PARKED_PLANES[16] = init_car_generator #NEVADA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1180.865 -351.9529 13.948 angle 0.0015 
014B: $PARKED_PLANES[17] = init_car_generator #SHAMAL color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1289.1 -353.9529 13.9 angle 219.0015 
014B: $PARKED_PLANES[18] = init_car_generator #SHAMAL color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1253.1 -347.9529 13.9 angle 219.0015 
014B: $PARKED_PLANES[19] = init_car_generator #NEVADA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1387.1 -227.9529 13.9 angle 312.0015 
014B: $PARKED_PLANES[20] = init_car_generator #SHAMAL color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1220.1 -150.9529 13.9 angle 519.0015 
014B: $PARKED_PLANES[21] = init_car_generator #MAVERICK color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1244.674 -599.1741 13.9 angle 48.6377 
014B: $PARKED_PLANES[22] = init_car_generator #LEVIATHN color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1215.1 -6.14 13.9 angle 95.0015 
014B: $PARKED_PLANES[23] = init_car_generator #RAINDANC color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1190.1 22.14 13.9 angle 45.0015 
014B: $PARKED_PLANES[24] = init_car_generator #RUSTLER color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1374.1 -503.14 13.9 angle 249.0015 
014B: $PARKED_PLANES[25] = init_car_generator #HUNTER color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1608.724 286.14 6.22 angle 55.0015 
014B: $PARKED_PLANES[26] = init_car_generator #ANDROM color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1586.941 1190.642 10.863 angle 0.0 
014B: $PARKED_PLANES[27] = init_car_generator #BEAGLE color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1629.28 -236.14 13.9 angle 129.0015 
014B: $5179 = init_car_generator #RHINO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 277.55 1989.35 17.21 angle 270.0 
014B: $5180 = init_car_generator #RHINO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 281.23 2022.33 17.21 angle 270.0 
014B: $5181 = init_car_generator #HYDRA color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 307.35 1990.25 17.21 angle 320.0 
014B: $5182 = init_car_generator #HYDRA color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 307.35 2031.36 17.21 angle 320.0 
014C: set_parked_car_generator $5179 cars_to_generate_to 101 
014C: set_parked_car_generator $5180 cars_to_generate_to 101 
014C: set_parked_car_generator $5181 cars_to_generate_to 101 
014C: set_parked_car_generator $5182 cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[0] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[1] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[2] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[3] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[4] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[5] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[6] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[7] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[8] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[9] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[10] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[11] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[12] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[13] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[14] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[15] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[16] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[17] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[18] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[19] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[20] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[21] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[22] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[23] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[24] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[25] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[26] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[27] cars_to_generate_to 101 
014B: $PARKED_SF_PLANES[0] = init_car_generator #DODO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1443.081 -523.2058 13.9929 angle 267.0 
014B: $PARKED_SF_PLANES[1] = init_car_generator #DODO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1363.005 -484.0377 13.9 angle 200.51 
014B: $PARKED_SF_PLANES[2] = init_car_generator #NEVADA color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1180.865 -351.9529 13.948 angle 0.0015 
014B: $PARKED_SF_PLANES[3] = init_car_generator #SHAMAL color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1289.1 -353.9529 13.9 angle 219.0015 
014B: $PARKED_SF_PLANES[4] = init_car_generator #SHAMAL color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1253.1 -347.9529 13.9 angle 219.0015 
014B: $PARKED_SF_PLANES[5] = init_car_generator #NEVADA color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1387.1 -227.9529 13.9 angle 312.0015 
014B: $PARKED_SF_PLANES[6] = init_car_generator #SHAMAL color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1220.1 -150.9529 13.9 angle 519.0015 
014B: $PARKED_SF_PLANES[7] = init_car_generator #MAVERICK color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 100 max_delay 10000 at -1244.674 -599.1741 13.9 angle 48.6377 
014B: $PARKED_SF_PLANES[8] = init_car_generator #LEVIATHN color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1215.1 -6.14 13.9 angle 95.0015 
014B: $PARKED_SF_PLANES[9] = init_car_generator #RAINDANC color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1190.1 22.14 13.9 angle 45.0015 
014B: $PARKED_SF_PLANES[10] = init_car_generator #RUSTLER color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1374.1 -503.14 13.9 angle 249.0015 
014B: $PARKED_SF_PLANES[11] = init_car_generator #BEAGLE color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1629.28 -236.14 13.9 angle 129.0015 
014C: set_parked_car_generator $PARKED_SF_PLANES[0] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[1] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[2] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[3] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[4] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[5] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[6] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[7] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[8] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[9] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[10] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[11] cars_to_generate_to 101 
014B: $5229 = init_car_generator #CADDY color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 927.7213 -1185.042 16.5 angle 123.3055 
014B: $5230 = init_car_generator #CADDY color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 927.5233 -1182.365 16.5 angle 123.3055 
014B: $5231 = init_car_generator #CADDY color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 926.9179 -1178.95 16.5 angle 123.3055 
014B: $5232 = init_car_generator #CADDY color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 861.3535 -1240.759 14.5 angle 180.1308 
014B: $5233 = init_car_generator #JOURNEY color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 837.7494 -1206.574 16.5 angle 153.2632 
014B: $5234 = init_car_generator #JOURNEY color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 897.5168 -1207.991 16.5 angle 86.5989 
014B: $5235 = init_car_generator #JOURNEY color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 736.2398 -1334.195 13.5411 angle 267.8109 
014B: $5236 = init_car_generator #JOURNEY color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 736.9623 -1343.907 13.5197 angle 273.7721 
014C: set_parked_car_generator $5229 cars_to_generate_to 101 
014C: set_parked_car_generator $5230 cars_to_generate_to 101 
014C: set_parked_car_generator $5231 cars_to_generate_to 101 
014C: set_parked_car_generator $5232 cars_to_generate_to 101 
014C: set_parked_car_generator $5233 cars_to_generate_to 101 
014C: set_parked_car_generator $5234 cars_to_generate_to 101 
014C: set_parked_car_generator $5235 cars_to_generate_to 101 
014C: set_parked_car_generator $5236 cars_to_generate_to 101 
032B: $5237 = create_weapon_pickup #AK47 type 15 ammo 99999 at 825.921 -1165.813 17.8936 
032B: $5238 = create_weapon_pickup #SAWNOFF type 15 ammo 99999 at 832.603 -1273.861 14.4833 
0213: $5239 = create_pickup #NITESTICK type 15 at 911.6486 -1235.39 17.6802 
0213: $5240 = create_pickup #SNIPER type 15 at 733.4333 -1356.47 23.5229 
014B: $5244 = init_car_generator #SANCHEZ color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2408.511 -2186.024 32.89 angle 321.692 
014B: $5245 = init_car_generator #MTBIKE color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2407.606 -2177.092 32.89 angle 321.692 
014B: $5246 = init_car_generator #JOURNEY color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2338.565 -1593.833 482.9451 angle 20.751 
014B: $5247 = init_car_generator #CAMPER color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2343.37 -1613.943 482.9757 angle 105.53 
014C: set_parked_car_generator $5244 cars_to_generate_to 101 
014C: set_parked_car_generator $5245 cars_to_generate_to 101 
014C: set_parked_car_generator $5246 cars_to_generate_to 101 
014C: set_parked_car_generator $5247 cars_to_generate_to 101 
014B: $5248 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2213.556 112.7671 34.9203 angle 88.472 
014B: $5249 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2693.386 -139.4564 3.93359 angle 90.0856 
014B: $5250 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2796.468 -94.1788 6.9875 angle 42.6945 
014B: $5251 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2206.051 701.2161 48.9453 angle 183.4174 
014B: $5252 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -810.5599 2430.363 156.9649 angle 336.533 
014B: $5253 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1693.441 432.2852 6.9914 angle 300.903 
014B: $5254 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2116.138 924.8068 85.9791 angle 94.9293 
014B: $5255 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1483.69 2614.835 58.2812 angle 337.9383 
014B: $5256 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1419.698 1947.996 10.9531 angle 6.9689 
014B: $5257 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1567.389 2691.118 10.265 angle 279.9875 
014B: $5258 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2087.367 -2519.016 29.925 angle 90.9178 
014B: $5259 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2615.317 1939.701 10.129 angle 148.1757 
014B: $5260 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1074.964 1395.418 5.303 angle 36.7673 
014B: $5261 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2615.239 -1731.225 5.9486 angle 140.8213 
014B: $5262 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1305.176 -796.6955 83.9477 angle 185.9911 
014C: set_parked_car_generator $5248 cars_to_generate_to 101 
014C: set_parked_car_generator $5249 cars_to_generate_to 101 
014C: set_parked_car_generator $5250 cars_to_generate_to 101 
014C: set_parked_car_generator $5251 cars_to_generate_to 101 
014C: set_parked_car_generator $5252 cars_to_generate_to 101 
014C: set_parked_car_generator $5253 cars_to_generate_to 101 
014C: set_parked_car_generator $5254 cars_to_generate_to 101 
014C: set_parked_car_generator $5255 cars_to_generate_to 101 
014C: set_parked_car_generator $5256 cars_to_generate_to 101 
014C: set_parked_car_generator $5257 cars_to_generate_to 101 
014C: set_parked_car_generator $5258 cars_to_generate_to 101 
014C: set_parked_car_generator $5259 cars_to_generate_to 101 
014C: set_parked_car_generator $5260 cars_to_generate_to 101 
014C: set_parked_car_generator $5261 cars_to_generate_to 101 
014C: set_parked_car_generator $5262 cars_to_generate_to 101 
014B: $5263 = init_car_generator #VORTEX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2294.926 2546.978 5.9175 angle 290.9339 
014B: $5264 = init_car_generator #VORTEX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 714.3436 -1488.273 0.9343 angle 270.0 
014B: $5265 = init_car_generator #VORTEX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1426.412 506.8391 2.9463 angle 144.61 
014B: $5266 = init_car_generator #VORTEX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1971.92 1560.665 10.9635 angle 262.615 
014B: $5267 = init_car_generator #VORTEX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -535.4126 -60.8884 63.5922 angle 276.9756 
014B: $5268 = init_car_generator #VORTEX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -910.27 2699.06 42.8 angle 110.8738 
014C: set_parked_car_generator $5263 cars_to_generate_to 101 
014C: set_parked_car_generator $5264 cars_to_generate_to 101 
014C: set_parked_car_generator $5265 cars_to_generate_to 101 
014C: set_parked_car_generator $5266 cars_to_generate_to 101 
014C: set_parked_car_generator $5267 cars_to_generate_to 101 
014C: set_parked_car_generator $5268 cars_to_generate_to 101 
014B: $5269 = init_car_generator #SEASPAR color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1291.5 -787.5 95.4555 angle 180.0 
014C: set_parked_car_generator $5269 cars_to_generate_to 101 
014B: $5270 = init_car_generator #PCJ600 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 435.2751 2527.523 16.371 angle 90.0 
014C: set_parked_car_generator $5270 cars_to_generate_to 101 
0004: $5272 = 0 
014B: $5275 = init_car_generator #DUNERIDE color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1091.89 1612.63 13.0 angle 206.7583 
014C: set_parked_car_generator $5275 cars_to_generate_to 101 
014B: $5276 = init_car_generator #VOODOO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1772.66 -2096.59 13.99 angle 182.7583 
014C: set_parked_car_generator $5276 cars_to_generate_to 101 
014B: $5277 = init_car_generator #INFO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2151.303 -2440.136 29.822 angle 324.7583 
014B: $5278 = init_car_generator #INFO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2147.038 -2443.752 29.822 angle 324.7583 
014B: $5279 = init_car_generator #INFO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2140.979 -2448.733 29.822 angle 144.7583 
014C: set_parked_car_generator $5277 cars_to_generate_to 101 
014C: set_parked_car_generator $5278 cars_to_generate_to 101 
014C: set_parked_car_generator $5279 cars_to_generate_to 101 
014B: $5280 = init_car_generator #RDTRAIN color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2000.242 -2415.509 29.767 angle -132.0 
014B: $5281 = init_car_generator #DFT30 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1969.806 -2437.939 29.767 angle -82.5 
014B: $5282 = init_car_generator #FORKLIFT color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1969.806 -2443.908 29.767 angle -19.0 
014C: set_parked_car_generator $5280 cars_to_generate_to 101 
014C: set_parked_car_generator $5281 cars_to_generate_to 101 
014C: set_parked_car_generator $5282 cars_to_generate_to 101 
0004: $5283 = 0 
0004: $5284 = 0 
0004: $5285 = 0 
0004: $5287 = 0 
0004: $5289 = 0 
029B: $5290 = init_object #CARRIER_DOOR_SFSE at -1465.797 501.289 1.145 
0392: make_object $5290 moveable 0 
07F7: set_object $5290 destructible 0 
09CA: set_object $5290 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C7: remove_object_from_mission_cleanup_list $5290 
029B: $5291 = init_object #CARRIER_LIFT2_SFSE at -1414.453 516.453 16.688 
0392: make_object $5291 moveable 0 
07F7: set_object $5291 destructible 0 
09CA: set_object $5291 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C7: remove_object_from_mission_cleanup_list $5291 
029B: $5292 = init_object #CARRIER_LIFT1_SFSE at -1456.719 501.297 16.953 
0392: make_object $5292 moveable 0 
07F7: set_object $5292 destructible 0 
09CA: set_object $5292 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C7: remove_object_from_mission_cleanup_list $5292 
0004: $BURGLARY_NOISE_I = 0 
0004: $5294 = 0 
0004: $CURRENT_MONTH_DAY = -1 
0004: $CURRENT_MONTH = -1 
0004: $GYM_MONTH_DAY_WHEN_LIMIT_REACHED = -1 
0004: $GYM_MONTH_WHEN_LIMIT_REACHED = -1 
0005: $GYM_DAY_LIMIT = 0.0 
004E: end_thread 

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

:INTRO
03A4: name_thread 'INTRO' 
0050: gosub @INTRO_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @INTRO_38 
0050: gosub @INTRO_9994 

:INTRO_38
0050: gosub @INTRO_9996 
004E: end_thread 

:INTRO_47
0004: $ONMISSION = 1 
09BA: show_entered_zone_name 1 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @INTRO_129 
009A: 149@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
00A5: 148@ = create_car #COPCARLA at 0.0 0.0 0.0 
0662: printstring "AA" 

:INTRO_129
004F: create_thread @A_CONT  
054C: use_GXT_table 'INTRO1' 
03F0: enable_text_draw 1 
0001: wait 0 ms 
03E0: draw_text_behind_textures 0 
0349: set_text_draw_font 1 
0006: 179@ = 0 
0006: 178@ = 0 
05AA: 182@s = 'LOAD_01' // @s = 'short'  // Francis INTL. Airport,

:INTRO_192
00D6: if 
001B:   200 > 179@ 
004D: jump_if_false @INTRO_229 
0001: wait 0 ms 
0050: gosub @INTRO_10282 
0002: jump @INTRO_192 

:INTRO_229
0006: 178@ = 2 
0006: 32@ = 0 

:INTRO_243
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @INTRO_280 
0001: wait 0 ms 
0050: gosub @INTRO_10282 
0002: jump @INTRO_243 

:INTRO_280
04BB: select_interior 14 
02E4: load_cutscene_data 'PROLOG1' 

:INTRO_295
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @INTRO_326 
0001: wait 0 ms 
0050: gosub @INTRO_10282 
0002: jump @INTRO_295 

:INTRO_326
0006: 178@ = 1 

:INTRO_333
00D6: if 
0019:   179@ > 0 
004D: jump_if_false @INTRO_369 
0001: wait 0 ms 
0050: gosub @INTRO_10282 
0002: jump @INTRO_333 

:INTRO_369
0006: 178@ = 0 
0006: 181@ = 1 
05AA: 182@s = 'LOAD_02' // @s = 'short'  // Los Santos International Airport.
0006: 180@ = 0 
02E7: start_cutscene 
016A: fade 0 time 0 

:INTRO_412
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_436 
0001: wait 0 ms 
0002: jump @INTRO_412 

:INTRO_436
016A: fade 1 time 1000 
0006: 32@ = 0 

:INTRO_450
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @INTRO_710 
0001: wait 0 ms 
00D6: if 
0019:   32@ > 6800 
004D: jump_if_false @INTRO_703 
0871: init_jump_table 180@ total_jumps 3 default_jump 0 @INTRO_703 jumps 0 @INTRO_549 1 @INTRO_603 2 @INTRO_657 -1 @INTRO_703 -1 @INTRO_703 -1 @INTRO_703 -1 @INTRO_703 

:INTRO_549
00D6: if 
001B:   200 > 179@ 
004D: jump_if_false @INTRO_589 
0050: gosub @INTRO_10282 
0002: jump @INTRO_703 
0002: jump @INTRO_603 

:INTRO_589
0006: 178@ = 2 
000A: 180@ += 1 

:INTRO_603
00D6: if 
001B:   10000 > 32@ 
004D: jump_if_false @INTRO_643 
0050: gosub @INTRO_10282 
0002: jump @INTRO_703 
0002: jump @INTRO_657 

:INTRO_643
0006: 178@ = 1 
000A: 180@ += 1 

:INTRO_657
00D6: if 
0019:   179@ > 0 
004D: jump_if_false @INTRO_696 
0050: gosub @INTRO_10282 
0002: jump @INTRO_703 
0002: jump @INTRO_703 

:INTRO_696
000A: 180@ += 1 

:INTRO_703
0002: jump @INTRO_450 

:INTRO_710
016A: fade 0 time 0 

:INTRO_716
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_740 
0001: wait 0 ms 
0002: jump @INTRO_716 

:INTRO_740
02EA: end_cutscene 
00D6: if 
056A:   cutscene_skipped 
004D: jump_if_false @INTRO_773 
04BB: select_interior 0 
0004: $5353 = 1 
0002: jump @INTRO_6707 

:INTRO_773
00C0: set_current_time_hours_to 0 minutes_to 30 
01B6: set_weather 16 
04BB: select_interior 0 
02E4: load_cutscene_data 'PROLOG3' 

:INTRO_798
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @INTRO_822 
0001: wait 0 ms 
0002: jump @INTRO_798 

:INTRO_822
0247: load_model #GWFORUM1_LAE 

:INTRO_826
00D6: if 
8248:   not model #GWFORUM1_LAE available 
004D: jump_if_false @INTRO_852 
0001: wait 0 ms 
0002: jump @INTRO_826 

:INTRO_852
0A0B: set_rendering_origin_at_3D_coord 2493.362 -1734.295 12.3828 angle 258.7583 
0395: clear_area 1 at 2482.582 -1729.642 12.3906 radius 500.0 
02E7: start_cutscene 
016A: fade 1 time 1000 

:INTRO_907
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @INTRO_937 
0001: wait 0 ms 
00C0: set_current_time_hours_to 0 minutes_to 0 
0002: jump @INTRO_907 

:INTRO_937
016A: fade 0 time 0 

:INTRO_943
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_967 
0001: wait 0 ms 
0002: jump @INTRO_943 

:INTRO_967
02EA: end_cutscene 
0249: release_model #GWFORUM1_LAE 
00D6: if 
056A:   cutscene_skipped 
004D: jump_if_false @INTRO_1000 
0004: $5353 = 1 
0002: jump @INTRO_6707 

:INTRO_1000
0247: load_model #COPCARLA 
0247: load_model #FREIGHT 
0247: load_model #FREIFLAT 
0247: load_model #MTBIKE 
0247: load_model #GANGSHOPS4_LAE2 
0247: load_model #CE_HILLSEAST06 
0247: load_model #CUNTEGROUND23 
0247: load_model #HILLSEAST05_LAE 
023C: load_special_actor 'TENPEN' as 1 // models 290-299 
023C: load_special_actor 'PULASKI' as 2 // models 290-299 
023C: load_special_actor 'HERN' as 3 // models 290-299 
07C0: load_path 706 
07C0: load_path 707 

:INTRO_1085
00D6: if or
8248:   not model #COPCARLA available 
8248:   not model #FREIGHT available 
8248:   not model #FREIFLAT available 
8248:   not model #MTBIKE available 
87C1:   not path 706 available 
87C1:   not path 707 available 
004D: jump_if_false @INTRO_1137 
0001: wait 0 ms 
0002: jump @INTRO_1085 

:INTRO_1137
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
004D: jump_if_false @INTRO_1171 
0001: wait 0 ms 
0002: jump @INTRO_1137 

:INTRO_1171
00D6: if or
8248:   not model #GANGSHOPS4_LAE2 available 
8248:   not model #CE_HILLSEAST06 available 
8248:   not model #CUNTEGROUND23 available 
8248:   not model #HILLSEAST05_LAE available 
004D: jump_if_false @INTRO_1209 
0001: wait 0 ms 
0002: jump @INTRO_1171 

:INTRO_1209
04E4: refresh_game_renderer_at 2431.609 -1254.061 
03CB: set_rendering_origin_at 2358.656 -1246.348 28.7884 
0952: load_soundtrack 10 
0006: 38@ = 0 

:INTRO_1249
00D6: if 
8039:   not  38@ == 2 
004D: jump_if_false @INTRO_1283 
0001: wait 0 ms 
0953: get_soundtrack_status_to 38@ 
0002: jump @INTRO_1249 

:INTRO_1283
00D6: if 
09C8:   menu_subtitles_switched_on 
004D: jump_if_false @INTRO_2113 
0006: 93@ = 0 
05AA: 95@s = 'PRO@24' // @s = 'short'  // ~z~How you been, Carl? How's your wonderful family?
0006: 43@ = 3050 
0006: 68@ = 0 
05AA: 97@s = 'PRO@25' // @s = 'short'  // ~z~I'm here to bury my Moms. You know that.
0006: 44@ = 2530 
0006: 69@ = 3150 
05AA: 99@s = 'PRO@26' // @s = 'short'  // ~z~Yeah, I guess I do.
0006: 45@ = 1600 
0006: 70@ = 6000 
05AA: 101@s = 'PRO@49' // @s = 'short'  // ~z~So what else you got shakin' Carl?
0006: 46@ = 1530 
0006: 71@ = 9190 
05AA: 103@s = 'PRO@27' // @s = 'short'  // ~z~Nothing. I live in Liberty City now. I'm clean. Legit.
0006: 47@ = 5510 
0006: 72@ = 10810 
05AA: 105@s = 'PRO@28' // @s = 'short'  // ~z~No, you ain't never been clean, Carl.
0006: 48@ = 2560 
0006: 73@ = 16600 
05AA: 107@s = 'PRO@29' // @s = 'short'  // ~z~Well, what've we got here?
0006: 49@ = 1350 
0006: 74@ = 21000 
05AA: 109@s = 'PRO@30' // @s = 'short'  // ~z~This is a weapon, Officer Pulaski, that was used to gun down
0006: 50@ = 3760 
0006: 75@ = 23500 
05AA: 111@s = 'PRO@30B' // @s = 'short'  // ~z~a police officer not ten minutes ago.
0006: 51@ = 2450 
0085: 76@ = 75@ // (int) 
005A: 76@ += 50@ // (int) 
05AA: 113@s = 'PRO@31' // @s = 'short'  // ~z~Officer Pendelbury. A fine man, I might add.
0006: 52@ = 3620 
0006: 77@ = 30700 
05AA: 115@s = 'PRO@33' // @s = 'short'  // ~z~You work fast, nigga.
0006: 53@ = 1440 
0006: 78@ = 35000 
05AA: 117@s = 'PRO@32' // @s = 'short'  // ~z~You know I just got off the plane!
0006: 54@ = 1739 
0006: 79@ = 36750 
05AA: 119@s = 'PRO@34' // @s = 'short'  // ~z~It's a good thing we found you and retrieved the murder weapon.
0006: 55@ = 2450 
0085: 80@ = 79@ // (int) 
005A: 80@ += 54@ // (int) 
05AA: 121@s = 'PRO@35' // @s = 'short'  // ~z~That ain't my gun.
0006: 56@ = 971 
0085: 81@ = 80@ // (int) 
005A: 81@ += 55@ // (int) 
05AA: 123@s = 'PRO@36' // @s = 'short'  // ~z~Don't bullshit me, Carl.
0006: 57@ = 1320 
0085: 82@ = 81@ // (int) 
005A: 82@ += 56@ // (int) 
05AA: 125@s = 'PRO@37' // @s = 'short'  // ~z~Yeah, don't bullshit him, Carl.
0006: 58@ = 1342 
0085: 83@ = 82@ // (int) 
005A: 83@ += 57@ // (int) 
05AA: 127@s = 'PRO@38' // @s = 'short'  // ~z~What the fuck you want from me this time?
0006: 59@ = 1747 
0085: 84@ = 83@ // (int) 
005A: 84@ += 58@ // (int) 
05AA: 129@s = 'PRO@40' // @s = 'short'  // ~z~When we want you, we'll find you.
0006: 60@ = 2355 
0006: 85@ = 46700 
05AA: 131@s = 'PRO@41' // @s = 'short'  // ~z~In the meantime, try not to gun down any more officers of the law.
0006: 61@ = 4400 
0006: 86@ = 49500 
05AA: 133@s = 'PRO@43' // @s = 'short'  // ~z~You can't leave me here - it's BALLAS country.
0006: 62@ = 3111 
0006: 87@ = 55900 
05AA: 135@s = 'PRO@44' // @s = 'short'  // ~z~I thought you said you was innocent, Carl? That you don't bang?
0006: 63@ = 3400 
0006: 88@ = 59500 
05AA: 137@s = 'PRO@45' // @s = 'short'  // ~z~This is car 58... WHAT?!
0006: 64@ = 1180 
0085: 89@ = 88@ // (int) 
005A: 89@ += 63@ // (int) 
05AA: 139@s = 'PRO@47' // @s = 'short'  // ~z~See you around like a doughnut, Carl...
0006: 65@ = 1700 
0085: 90@ = 89@ // (int) 
005A: 90@ += 64@ // (int) 
05AA: 141@s = 'PRO@46' // @s = 'short'  // ~z~Officer Pendelbury's down? We'll be right over.
0006: 66@ = 2500 
0085: 91@ = 90@ // (int) 
005A: 91@ += 65@ // (int) 
0002: jump @INTRO_2120 

:INTRO_2113
0006: 93@ = 25 

:INTRO_2120
01EB: set_traffic_density_multiplier_to 5.0 
03DE: set_pedestrians_density_multiplier_to 5.0 
06D7: enable_train_traffic 0 
0006: 37@ = 0 
00A5: 35@ = create_car #COPCARLA at 2431.609 -1254.061 22.8303 
0175: set_car 35@ Z_angle_to 89.5453 
067F: set_car 35@ lights 2 
0430: put_actor $PLAYER_ACTOR into_car 35@ passenger_seat 2 
0129: 41@ = create_actor_pedtype 23 model #SPECIAL02 in_car 35@ driverseat 
01C8: 40@ = create_actor_pedtype 23 model #SPECIAL01 in_car 35@ passenger_seat 0 
01C8: 42@ = create_actor_pedtype 23 model #SPECIAL03 in_car 35@ passenger_seat 1 
015F: set_camera_position 2358.656 -1246.348 28.7884 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2359.521 -1246.843 28.7047 switchstyle 2 
00C0: set_current_time_hours_to 0 minutes_to 1 
01B6: set_weather 16 
0006: 32@ = 0 

:INTRO_2434
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @INTRO_2464 
0001: wait 0 ms 
0002: jump @INTRO_2434 

:INTRO_2464
016A: fade 1 time 500 
02A3: enable_widescreen 1 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @INTRO_2517 
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @INTRO_2517 
05EB: assign_car 35@ to_path 706 
0954: start_playing_loaded_soundtrack 

:INTRO_2517
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTRO_2540 
01B4: set_player $PLAYER_CHAR can_move 0 

:INTRO_2540
06D8: 36@ = create_train_at 2285.152 -1257.5 23.0 type 13 direction 1 
06DC: set_train 36@ acc 0.0 
06DD: set_train 36@ speed 0.0 
0005: $TEMPVAR_FLOAT_1 = 2373.105 
0005: $TEMPVAR_FLOAT_2 = -1281.969 
0005: $TEMPVAR_FLOAT_3 = 22.833 
0005: $TEMPVAR_ANGLE = 0.0 
0007: 152@ = 2478.559 
0007: 153@ = -1258.541 
0007: 154@ = 27.5958 
0050: gosub @INTRO_5867 
0006: 32@ = 0 
0006: 33@ = 0 
0004: $5353 = 2 

:INTRO_2682
0001: wait 0 ms 
00C0: set_current_time_hours_to 0 minutes_to 0 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @INTRO_5860 
0871: init_jump_table 37@ total_jumps 6 default_jump 0 @INTRO_3228 jumps 0 @INTRO_2771 1 @INTRO_2805 2 @INTRO_2874 3 @INTRO_2911 4 @INTRO_3030 5 @INTRO_3078 -1 @INTRO_3228 

:INTRO_2771
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_2791 
0002: jump @INTRO_3228 

:INTRO_2791
0707: start_scene_skip_to @INTRO_3132 
000A: 37@ += 1 

:INTRO_2805
00D6: if 
001B:   10000 > 32@ 
004D: jump_if_false @INTRO_2831 
0002: jump @INTRO_3228 

:INTRO_2831
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @INTRO_2867 
06DC: set_train 36@ acc 9.0 
06DD: set_train 36@ speed 9.0 

:INTRO_2867
000A: 37@ += 1 

:INTRO_2874
00D6: if 
060E:   car 35@ assigned_to_path 
004D: jump_if_false @INTRO_2897 
0002: jump @INTRO_3228 

:INTRO_2897
0006: 32@ = 0 
000A: 37@ += 1 

:INTRO_2911
00D6: if 
001B:   13000 > 32@ 
004D: jump_if_false @INTRO_2937 
0002: jump @INTRO_3228 

:INTRO_2937
0006: 32@ = 0 
05EB: assign_car 35@ to_path 707 
099A: set_car 35@ collision_detection 0 
0395: clear_area 1 at 2246.508 -1263.087 22.9531 radius 500.0 
00A5: $60 = create_car #MTBIKE at 2246.508 -1263.087 22.9531 
0175: set_car $60 Z_angle_to 285.0 
0006: 145@ = 1 
000A: 37@ += 1 

:INTRO_3030
00D6: if 
001B:   26800 > 32@ 
004D: jump_if_false @INTRO_3056 
0002: jump @INTRO_3228 

:INTRO_3056
0622: AS_actor $PLAYER_ACTOR bail_car 35@ 
000A: 37@ += 1 
0002: jump @INTRO_3228 

:INTRO_3078
00D6: if 
060E:   car 35@ assigned_to_path 
004D: jump_if_false @INTRO_3101 
0002: jump @INTRO_3228 

:INTRO_3101
05D3: AS_actor $PLAYER_ACTOR goto_point 2239.33 -1261.941 22.9375 mode 4 time -2 ms // versionA 
0004: $5353 = 0 

:INTRO_3132
0701: end_scene_skip 
00D6: if 
0038:   $5353 == 2 
004D: jump_if_false @INTRO_3159 
0002: jump @INTRO_6707 

:INTRO_3159
0955: end_playing_loaded_soundtrack 
06D9: destroy_defined_trains 
06D7: enable_train_traffic 1 
0249: release_model #COPCARLA 
0249: release_model #FREIGHT 
0249: release_model #FREIFLAT 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
009B: destroy_actor 40@ 
009B: destroy_actor 41@ 
009B: destroy_actor 42@ 
00A6: destroy_car 35@ 
0004: $5353 = 3 
0002: jump @INTRO_5968 

:INTRO_3228
0871: init_jump_table 39@ total_jumps 16 default_jump 0 @INTRO_5047 jumps 0 @INTRO_3356 1 @INTRO_3473 2 @INTRO_3590 3 @INTRO_3707 4 @INTRO_3809 5 @INTRO_3895 6 @INTRO_4012 
0872: jump_table_jumps 7 @INTRO_4100 8 @INTRO_4219 9 @INTRO_4307 10 @INTRO_4426 11 @INTRO_4545 12 @INTRO_4633 13 @INTRO_4752 14 @INTRO_4840 15 @INTRO_4928 

:INTRO_3356
00D6: if 
001B:   1500 > 33@ 
004D: jump_if_false @INTRO_3382 
0002: jump @INTRO_5047 

:INTRO_3382
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2358.656 -1246.348 28.7884 position_to 2358.656 -1246.348 28.7884 time 7000 smooth_transition 1 
0920: point_camera 2359.521 -1246.843 28.7047 transverse_to 2359.276 -1247.129 28.7047 time 7000 smooth_transition 1 
000A: 39@ += 1 

:INTRO_3473
00D6: if 
001B:   5500 > 33@ 
004D: jump_if_false @INTRO_3499 
0002: jump @INTRO_5047 

:INTRO_3499
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2362.03 -1288.5 23.8624 position_to 2362.03 -1288.5 23.8624 time 5500 smooth_transition 1 
0920: point_camera 2362.592 -1287.676 23.9326 transverse_to 2362.047 -1289.497 23.932 time 5500 smooth_transition 1 
000A: 39@ += 1 

:INTRO_3590
00D6: if 
001B:   9500 > 33@ 
004D: jump_if_false @INTRO_3616 
0002: jump @INTRO_5047 

:INTRO_3616
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2377.163 -1308.247 23.6193 position_to 2380.673 -1390.425 24.0771 time 6800 smooth_transition 0 
0920: point_camera 2376.469 -1307.534 23.7249 transverse_to 2379.811 -1389.922 24.1388 time 6800 smooth_transition 0 
000A: 39@ += 1 

:INTRO_3707
00D6: if 
001B:   16200 > 33@ 
004D: jump_if_false @INTRO_3733 
0002: jump @INTRO_5047 

:INTRO_3733
0249: release_model #GANGSHOPS4_LAE2 
0249: release_model #CE_HILLSEAST06 
0249: release_model #CUNTEGROUND23 
0249: release_model #HILLSEAST05_LAE 
015F: set_camera_position 2316.988 -1378.123 23.3054 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2317.908 -1378.489 23.4404 switchstyle 2 
0925: restore_camera_to_user_defined 
000A: 39@ += 1 

:INTRO_3809
00D6: if 
001B:   20500 > 33@ 
004D: jump_if_false @INTRO_3835 
0002: jump @INTRO_5047 

:INTRO_3835
015F: set_camera_position 2271.75 -1396.443 36.7292 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2272.475 -1395.894 36.3149 switchstyle 2 
0925: restore_camera_to_user_defined 
000A: 39@ += 1 

:INTRO_3895
00D6: if 
001B:   32300 > 33@ 
004D: jump_if_false @INTRO_3921 
0002: jump @INTRO_5047 

:INTRO_3921
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2305.536 -1384.754 23.2002 position_to 2303.521 -1384.387 23.0641 time 5700 smooth_transition 0 
0920: point_camera 2304.708 -1384.193 23.1803 transverse_to 2302.728 -1383.861 23.3722 time 5700 smooth_transition 0 
000A: 39@ += 1 

:INTRO_4012
00D6: if 
001B:   37589 > 33@ 
004D: jump_if_false @INTRO_4040 
0002: jump @INTRO_5047 

:INTRO_4040
015F: set_camera_position 2265.254 -1388.591 23.4001 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2266.164 -1388.202 23.4001 switchstyle 2 
0925: restore_camera_to_user_defined 
000A: 39@ += 1 

:INTRO_4100
00D6: if 
001B:   38500 > 33@ 
004D: jump_if_false @INTRO_4128 
0002: jump @INTRO_5047 

:INTRO_4128
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2265.254 -1388.591 23.4001 position_to 2246.91 -1388.591 23.4001 time 7500 smooth_transition 1 
0920: point_camera 2266.164 -1388.202 23.4001 transverse_to 2245.935 -1388.424 23.4001 time 7500 smooth_transition 1 
000A: 39@ += 1 

:INTRO_4219
00D6: if 
001B:   46000 > 33@ 
004D: jump_if_false @INTRO_4247 
0002: jump @INTRO_5047 

:INTRO_4247
015F: set_camera_position 2163.084 -1387.757 23.8438 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2163.946 -1387.268 23.9785 switchstyle 2 
0925: restore_camera_to_user_defined 
000A: 39@ += 1 

:INTRO_4307
00D6: if 
001B:   48000 > 33@ 
004D: jump_if_false @INTRO_4335 
0002: jump @INTRO_5047 

:INTRO_4335
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2163.084 -1387.757 23.8438 position_to 2163.084 -1387.757 23.8438 time 5000 smooth_transition 1 
0920: point_camera 2163.946 -1387.268 23.9785 transverse_to 2163.423 -1386.826 23.9785 time 5000 smooth_transition 1 
000A: 39@ += 1 

:INTRO_4426
00D6: if 
001B:   53000 > 33@ 
004D: jump_if_false @INTRO_4454 
0002: jump @INTRO_5047 

:INTRO_4454
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2156.551 -1292.082 39.2814 position_to 2156.974 -1288.564 36.9331 time 4000 smooth_transition 1 
0920: point_camera 2157.025 -1292.67 38.6264 transverse_to 2157.626 -1289.084 36.382 time 4000 smooth_transition 1 
000A: 39@ += 1 

:INTRO_4545
00D6: if 
001B:   57000 > 33@ 
004D: jump_if_false @INTRO_4573 
0002: jump @INTRO_5047 

:INTRO_4573
015F: set_camera_position 2176.373 -1252.759 23.4951 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2176.118 -1253.725 23.5115 switchstyle 2 
0925: restore_camera_to_user_defined 
000A: 39@ += 1 

:INTRO_4633
00D6: if 
001B:   59200 > 33@ 
004D: jump_if_false @INTRO_4661 
0002: jump @INTRO_5047 

:INTRO_4661
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2176.373 -1252.759 23.4951 position_to 2176.373 -1252.759 23.4951 time 2500 smooth_transition 1 
0920: point_camera 2176.118 -1253.725 23.5115 transverse_to 2177.079 -1253.467 23.5115 time 2500 smooth_transition 1 
000A: 39@ += 1 

:INTRO_4752
00D6: if 
001B:   61400 > 33@ 
004D: jump_if_false @INTRO_4780 
0002: jump @INTRO_5047 

:INTRO_4780
015F: set_camera_position 2212.582 -1262.756 25.8688 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2211.681 -1262.393 25.633 switchstyle 2 
0925: restore_camera_to_user_defined 
000A: 39@ += 1 

:INTRO_4840
00D6: if 
001B:   63000 > 33@ 
004D: jump_if_false @INTRO_4868 
0002: jump @INTRO_5047 

:INTRO_4868
015F: set_camera_position 2210.418 -1263.121 23.1607 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2211.399 -1262.981 23.2985 switchstyle 2 
0925: restore_camera_to_user_defined 
000A: 39@ += 1 

:INTRO_4928
00D6: if 
001B:   64000 > 33@ 
004D: jump_if_false @INTRO_4956 
0002: jump @INTRO_5047 

:INTRO_4956
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2210.418 -1263.121 23.1607 position_to 2217.615 -1262.761 24.45 time 6500 smooth_transition 1 
0920: point_camera 2211.399 -1262.981 23.2985 transverse_to 2218.606 -1262.886 24.4112 time 6500 smooth_transition 1 
000A: 39@ += 1 

:INTRO_5047
00D6: if 
001B:   24 > 93@ 
004D: jump_if_false @INTRO_5241 
0871: init_jump_table 94@ total_jumps 2 default_jump 0 @INTRO_5241 jumps 0 @INTRO_5163 1 @INTRO_5128 -1 @INTRO_5241 -1 @INTRO_5241 -1 @INTRO_5241 -1 @INTRO_5241 -1 @INTRO_5241 

:INTRO_5128
00D6: if 
001D:   146@ > 33@ // (int) 
004D: jump_if_false @INTRO_5154 
0002: jump @INTRO_5241 

:INTRO_5154
00BE: text_clear_all 
000E: 94@ -= 1 

:INTRO_5163
00D6: if 
001D:   68@(93@,25i) > 33@ // (int) 
004D: jump_if_false @INTRO_5193 
0002: jump @INTRO_5241 

:INTRO_5193
00BC: show_text_highpriority GXT 95@(93@,25s) time 12000 flag 1 
0085: 146@ = 33@ // (int) 
005A: 146@ += 43@(93@,25i) // (int) 
000A: 93@ += 1 
000A: 94@ += 1 

:INTRO_5241
0871: init_jump_table 147@ total_jumps 5 default_jump 0 @INTRO_5860 jumps 0 @INTRO_5304 1 @INTRO_5414 2 @INTRO_5524 3 @INTRO_5636 4 @INTRO_5748 -1 @INTRO_5860 -1 @INTRO_5860 

:INTRO_5304
00D6: if 
001B:   8500 > 33@ 
004D: jump_if_false @INTRO_5330 
0002: jump @INTRO_5860 

:INTRO_5330
0005: $TEMPVAR_FLOAT_1 = 2345.452 
0005: $TEMPVAR_FLOAT_2 = -1303.926 
0005: $TEMPVAR_FLOAT_3 = 22.9955 
0005: $TEMPVAR_ANGLE = 270.0 
0007: 152@ = 2368.437 
0007: 153@ = -1202.752 
0007: 154@ = 26.4297 
0050: gosub @INTRO_5867 
000A: 147@ += 1 

:INTRO_5414
00D6: if 
001B:   15000 > 33@ 
004D: jump_if_false @INTRO_5440 
0002: jump @INTRO_5860 

:INTRO_5440
0005: $TEMPVAR_FLOAT_1 = 2346.383 
0005: $TEMPVAR_FLOAT_2 = -1420.555 
0005: $TEMPVAR_FLOAT_3 = 22.8281 
0005: $TEMPVAR_ANGLE = 0.0 
0007: 152@ = 2387.488 
0007: 153@ = -1409.537 
0007: 154@ = 22.8359 
0050: gosub @INTRO_5867 
000A: 147@ += 1 

:INTRO_5524
00D6: if 
001B:   40000 > 33@ 
004D: jump_if_false @INTRO_5552 
0002: jump @INTRO_5860 

:INTRO_5552
0005: $TEMPVAR_FLOAT_1 = 2215.088 
0005: $TEMPVAR_FLOAT_2 = -1417.086 
0005: $TEMPVAR_FLOAT_3 = 22.8281 
0005: $TEMPVAR_ANGLE = 0.0 
0007: 152@ = 2255.444 
0007: 153@ = -1302.8 
0007: 154@ = 22.8402 
0050: gosub @INTRO_5867 
000A: 147@ += 1 

:INTRO_5636
00D6: if 
001B:   48000 > 33@ 
004D: jump_if_false @INTRO_5664 
0002: jump @INTRO_5860 

:INTRO_5664
0005: $TEMPVAR_FLOAT_1 = 2165.042 
0005: $TEMPVAR_FLOAT_2 = -1353.055 
0005: $TEMPVAR_FLOAT_3 = 22.8281 
0005: $TEMPVAR_ANGLE = 180.0 
0007: 152@ = 2130.579 
0007: 153@ = -1381.478 
0007: 154@ = 22.8281 
0050: gosub @INTRO_5867 
000A: 147@ += 1 

:INTRO_5748
00D6: if 
001B:   52000 > 33@ 
004D: jump_if_false @INTRO_5776 
0002: jump @INTRO_5860 

:INTRO_5776
0005: $TEMPVAR_FLOAT_1 = 2201.352 
0005: $TEMPVAR_FLOAT_2 = -1298.165 
0005: $TEMPVAR_FLOAT_3 = 22.8303 
0005: $TEMPVAR_ANGLE = 90.0 
0007: 152@ = 2121.089 
0007: 153@ = -1298.57 
0007: 154@ = 22.817 
0050: gosub @INTRO_5867 
000A: 147@ += 1 

:INTRO_5860
0002: jump @INTRO_2682 

:INTRO_5867
09B2: get_random_available_car_unk 1 model_to 150@ class_to 151@ 
00D6: if 
8039:   not  150@ == -1 
004D: jump_if_false @INTRO_5966 
01C2: remove_references_to_actor 149@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 148@ 
00A5: 148@ = create_car 150@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0175: set_car 148@ Z_angle_to $TEMPVAR_ANGLE 
0560: create_random_actor_in_car 148@ handle_as 149@ 
05D1: AS_actor 149@ drive_car 148@ to 152@ 153@ 154@ speed 15.0 0 model #NULL 0 

:INTRO_5966
0051: return 

:INTRO_5968
0006: 155@ = 0 
0006: 156@ = 0 
05AA: 164@s = 'VO_AA' // @s = 'short'  // ~z~Ah shit, here we go again.
04AF: 157@ = 43200 // = constant 
05AA: 166@s = 'VO_AB' // @s = 'short'  // ~z~Worst place in the world.
04AF: 158@ = 43201 // = constant 
05AA: 168@s = 'VO_AC' // @s = 'short'  // ~z~Rollin Heights Balla country.
04AF: 159@ = 43202 // = constant 
05AA: 170@s = 'VO_AD' // @s = 'short'  // ~z~I ain't represented Grove Street in five years,
04AF: 160@ = 43203 // = constant 
05AA: 172@s = 'VO_AE' // @s = 'short'  // ~z~but the Ballas won't give a shit.
04AF: 161@ = 43204 // = constant 
05AA: 174@s = 'VO_AF' // @s = 'short'  // ~z~Grove Street - Home.
04AF: 162@ = 43205 // = constant 
05AA: 176@s = 'VO_AG' // @s = 'short'  // ~z~At least it was before I fucked everything up.
04AF: 163@ = 43206 // = constant 
02EB: restore_camera_with_jumpcut 
0925: restore_camera_to_user_defined 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2217.615 -1262.761 24.45 position_to 2238.641 -1261.329 24.6289 time 13500 smooth_transition 0 
0920: point_camera 2218.606 -1262.886 24.4112 transverse_to 2239.602 -1261.589 24.54 time 13500 smooth_transition 0 
099C: jiggle_camera type 1 timelimit 20000.0 intensity 3.0 
0006: 39@ = 0 
0006: 32@ = 0 
0707: start_scene_skip_to @INTRO_6658 

:INTRO_6273
0001: wait 0 ms 
0871: init_jump_table 155@ total_jumps 2 default_jump 0 @INTRO_6469 jumps 0 @INTRO_6340 1 @INTRO_6429 -1 @INTRO_6469 -1 @INTRO_6469 -1 @INTRO_6469 -1 @INTRO_6469 -1 @INTRO_6469 

:INTRO_6340
00D6: if 
001B:   5 > 156@ 
004D: jump_if_false @INTRO_6415 
008A: $1276 = 157@(156@,7i) // (int) 
05A9: s$1281 = 164@(156@,7s) // s$ 
004F: create_thread @A_ALAP 1 100  
000A: 156@ += 1 
000A: 155@ += 1 
0002: jump @INTRO_6429 

:INTRO_6415
0006: 155@ = -1 
0002: jump @INTRO_6469 

:INTRO_6429
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @INTRO_6469 
000E: 155@ -= 1 
0004: $1285($1288,2i) = -4 

:INTRO_6469
0871: init_jump_table 39@ total_jumps 2 default_jump 0 @INTRO_6700 jumps 0 @INTRO_6532 1 @INTRO_6632 -1 @INTRO_6700 -1 @INTRO_6700 -1 @INTRO_6700 -1 @INTRO_6700 -1 @INTRO_6700 

:INTRO_6532
00D6: if 
0019:   32@ > 13500 
004D: jump_if_false @INTRO_6625 
015F: set_camera_position 2238.641 -1261.329 24.6289 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2239.602 -1261.589 24.54 switchstyle 2 
0925: restore_camera_to_user_defined 
099C: jiggle_camera type 1 timelimit 2500.0 intensity 3.0 
000A: 39@ += 1 

:INTRO_6625
0002: jump @INTRO_6700 

:INTRO_6632
00D6: if 
0019:   32@ > 16000 
004D: jump_if_false @INTRO_6700 
0004: $5353 = 0 

:INTRO_6658
0701: end_scene_skip 
00D6: if 
0038:   $5353 == 0 
004D: jump_if_false @INTRO_6693 
0925: restore_camera_to_user_defined 
015A: restore_camera 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 

:INTRO_6693
0002: jump @INTRO_6707 

:INTRO_6700
0002: jump @INTRO_6273 

:INTRO_6707
0871: init_jump_table $5353 total_jumps 4 default_jump 0 @INTRO_7240 jumps 0 @INTRO_6770 1 @INTRO_6787 2 @INTRO_6787 3 @INTRO_6787 -1 @INTRO_7240 -1 @INTRO_7240 -1 @INTRO_7240 

:INTRO_6770
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0002: jump @INTRO_7240 

:INTRO_6787
016A: fade 0 time 0 

:INTRO_6793
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_6817 
0001: wait 0 ms 
0002: jump @INTRO_6793 

:INTRO_6817
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00C0: set_current_time_hours_to 0 minutes_to 0 
01B6: set_weather 16 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0A0B: set_rendering_origin_at_3D_coord 2239.367 -1261.939 22.9375 angle 272.5814 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO_6907 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2239.367 -1261.939 22.9375 
0002: jump @INTRO_6927 

:INTRO_6907
00A1: put_actor $PLAYER_ACTOR at 2239.367 -1261.939 22.9375 

:INTRO_6927
0173: set_actor $PLAYER_ACTOR Z_angle_to 272.5814 
00D6: if 
0038:   $5353 == 2 
004D: jump_if_false @INTRO_7031 
0955: end_playing_loaded_soundtrack 
06D9: destroy_defined_trains 
06D7: enable_train_traffic 1 
0249: release_model #COPCARLA 
0249: release_model #FREIGHT 
0249: release_model #FREIFLAT 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
009B: destroy_actor 40@ 
009B: destroy_actor 41@ 
009B: destroy_actor 42@ 
00A6: destroy_car 35@ 
0249: release_model #GANGSHOPS4_LAE2 
0249: release_model #CE_HILLSEAST06 
0249: release_model #CUNTEGROUND23 
0249: release_model #HILLSEAST05_LAE 
0687: clear_actor $PLAYER_ACTOR task 

:INTRO_7031
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @INTRO_7145 
0247: load_model #MTBIKE 

:INTRO_7054
00D6: if 
8248:   not model #MTBIKE available 
004D: jump_if_false @INTRO_7081 
0001: wait 0 ms 
0002: jump @INTRO_7054 

:INTRO_7081
0395: clear_area 1 at 2246.508 -1263.087 22.9531 radius 500.0 
00A5: $60 = create_car #MTBIKE at 2246.508 -1263.087 22.9531 
0175: set_car $60 Z_angle_to 285.0 
0006: 145@ = 1 

:INTRO_7145
02EB: restore_camera_with_jumpcut 
0925: restore_camera_to_user_defined 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
0006: 32@ = 0 

:INTRO_7162
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @INTRO_7192 
0001: wait 0 ms 
0002: jump @INTRO_7162 

:INTRO_7192
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
016A: fade 1 time 1500 

:INTRO_7209
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_7233 
0001: wait 0 ms 
0002: jump @INTRO_7209 

:INTRO_7233
0002: jump @INTRO_7240 

:INTRO_7240
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_7264 
0001: wait 0 ms 
0002: jump @INTRO_7240 

:INTRO_7264
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
004F: create_thread @A_TERM  
09BA: show_entered_zone_name 1 
01B7: release_weather 
03F0: enable_text_draw 0 
01B4: set_player $PLAYER_CHAR can_move 1 
041D: set_camera_near_clip 0.1 
04BB: select_interior 0 
076C: set_zone 'GAN1' gang 1 density_to 9 
076C: set_zone 'GAN2' gang 2 density_to 30 
0776: create_objects_in_object_group "BARRIERS1" 
0776: create_objects_in_object_group "BARRIERS2"
0777: delete_objects_in_object_group "BARRIERS1" 
0777: delete_objects_in_object_group "BARRIERS2"
00BE: text_clear_all 
02A8: $439 = create_marker $ICON_CJ at $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE 
07FB: set_interior 'CARLS' access 1  // The Johnson House
07FB: set_interior 'AMMUN1' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN2' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN3' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN4' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN5' access 1  // Ammu-Nation
07FB: set_interior 'BARBERS' access 1  // Barber
07FB: set_interior 'BARBER2' access 1  // Barber
07FB: set_interior 'BARBER3' access 1  // Barber
07FB: set_interior 'FDPIZA' access 1  // Pizza Stack
07FB: set_interior 'FDCHICK' access 1  // Cluckin' Bell
07FB: set_interior 'FDBURG' access 1  // Burger Shot
07FB: set_interior 'TATTOO' access 1  // Tattoo Parlor
07FB: set_interior 'CSCHP' access 1  // Binco
07FB: set_interior 'CSSPRT' access 1  // Pro-Laps
07FB: set_interior 'LACS1' access 1  // Sub Urban
07FB: set_interior 'CLOTHGP' access 1  // Zip
07FB: set_interior 'CSDESGN' access 1  // Victim
07FB: set_interior 'CSEXL' access 1  // Didier Sachs
07FB: set_interior 'GYM1' access 1  // Ganton Gym
07FB: set_interior 'GYM2' access 1  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 1  // Below the Belt Gym
07FB: set_interior 'PDOMES' access 1  // The Pleasure Domes
07FB: set_interior 'PDOMES2' access 1  // The Pleasure Domes
07FB: set_interior 'MADDOGS' access 0  // Madd Dogg's Crib
07FB: set_interior 'MDDOGS' access 0  // Madd Dogg's Crib
07FB: set_interior 'GANG' access 0  // Vagos Gang House
07FB: set_interior 'RCPLAY' access 0  // Zero's RC Shop
07FB: set_interior 'PAPER' access 1  // Planning Department
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir
07FB: set_interior 'LACRAK' access 0  // Crack Den
0299: activate_garage 'BODLAWN' 
0299: activate_garage 'MODLAST' 
0299: activate_garage 'MDSSFSE' 
0299: activate_garage 'MDS1SFS' 
0299: activate_garage 'VECMOD' 
04CE: $413 = create_icon_marker 6 at 1372.9 -1278.8 12.5 
04CE: $2578 = create_icon_marker 6 at 2400.5 -1978.4 13.5 
04CE: $2579 = create_icon_marker 6 at -2626.6 209.4 4.9 
04CE: $2580 = create_icon_marker 6 at 2535.9 2083.5 10.8 
04CE: $2581 = create_icon_marker 6 at 2156.5 943.2 10.8 
04CE: $2582 = create_icon_marker 6 at 779.7 1874.3 4.9 
04CE: $2583 = create_icon_marker 6 at -2092.7 -2463.8 30.6 
04CE: $2584 = create_icon_marker 6 at 240.0 -178.2 2.0 
04CE: $2585 = create_icon_marker 6 at -1509.4 2611.8 58.5 
04CE: $2586 = create_icon_marker 6 at -315.67 829.87 13.43 
04CE: $2587 = create_icon_marker 6 at 2332.9 63.6 31.0 
04CE: $GARAGE_MODLAST_ICON = create_icon_marker 27 at 2644.252 -2028.246 12.5547 
04CE: $GARAGE_BODLAWN_ICON = create_icon_marker 27 at 1043.4 -1025.3 34.4
04CE: $2589 = create_icon_marker 27 at -1941.0 251.7 33.4 
04CE: $2588 = create_icon_marker 27 at -2728.5 212.2 3.4 
04CE: $2590 = create_icon_marker 27 at 2382.2 1044.0 9.8 
04CE: $MARKER_IDLEWOOD_BARBER = create_icon_marker 7 at 2070.27 -1791.092 17.1484 
04CE: $2591 = create_icon_marker 7 at 822.6 -1590.3 13.5 
04CE: $2592 = create_icon_marker 7 at -2570.1 245.4 10.3 
04CE: $2593 = create_icon_marker 7 at 2726.6 -2026.4 17.5 
04CE: $2594 = create_icon_marker 7 at 2080.3 2119.0 10.8 
04CE: $2595 = create_icon_marker 7 at 675.7 -496.6 16.8 
04CE: $MARKER_IDLEWOOD_PIZZERIA = create_icon_marker 29 at 2107.624 -1807.516 21.2114 
04CE: $2596 = create_icon_marker 29 at -1805.7 943.2 24.8 
04CE: $2597 = create_icon_marker 29 at 2750.9 2470.9 11.0 
04CE: $2598 = create_icon_marker 29 at 2351.8 2529.0 10.8 
04CE: $2599 = create_icon_marker 29 at 2635.5 1847.4 11.0 
04CE: $2600 = create_icon_marker 29 at 2083.4 2221.0 11.0 
04CE: $2601 = create_icon_marker 29 at -1719.1 1359.4 8.6 
04CE: $2602 = create_icon_marker 29 at 2330.2 75.2 31.0 
04CE: $2603 = create_icon_marker 29 at 203.2 -200.4 6.5 
04CE: $2604 = create_icon_marker 10 at 812.9 -1616.1 13.6 
04CE: $2605 = create_icon_marker 10 at 1199.1 -924.0 43.3 
04CE: $2606 = create_icon_marker 10 at 2362.2 2069.9 10.8 
04CE: $2607 = create_icon_marker 10 at 2469.5 2033.8 10.8 
04CE: $2608 = create_icon_marker 10 at 2172.9 2795.7 10.8 
04CE: $2609 = create_icon_marker 10 at 1875.3 2072.0 10.8 
04CE: $2610 = create_icon_marker 10 at 1161.5 2072.0 10.8 
04CE: $2611 = create_icon_marker 10 at -2356.0 1009.0 49.0 
04CE: $2612 = create_icon_marker 10 at -1913.3 826.2 36.9 
04CE: $2613 = create_icon_marker 10 at -2335.6 -165.6 39.5 
04CE: $2614 = create_icon_marker 14 at 2397.8 -1895.6 13.7 
04CE: $2615 = create_icon_marker 14 at 2421.6 -1509.6 24.1 
04CE: $2616 = create_icon_marker 14 at -2671.6 257.4 4.6 
04CE: $2617 = create_icon_marker 14 at 2392.4 2046.5 10.8 
04CE: $2618 = create_icon_marker 14 at 2844.5 2401.1 11.0 
04CE: $2619 = create_icon_marker 14 at 2635.5 1674.3 11.0 
04CE: $2620 = create_icon_marker 14 at 2105.7 2228.7 11.0 
04CE: $2621 = create_icon_marker 14 at -2154.0 -2461.2 30.8 
04CE: $2622 = create_icon_marker 14 at -1816.2 620.8 37.5 
04CE: $2623 = create_icon_marker 14 at -1216.0 1831.4 45.3 
04CE: $2624 = create_icon_marker 14 at 172.73 1176.76 13.7 
04CE: $2625 = create_icon_marker 14 at 932.0 -1353.0 14.0 
04CE: $2626 = create_icon_marker 39 at 1971.7 -2036.6 13.5 
04CE: $2627 = create_icon_marker 39 at 2071.6 -1779.9 13.5 
04CE: $2628 = create_icon_marker 39 at 2094.6 2119.0 10.8 
04CE: $2629 = create_icon_marker 39 at -2490.5 -40.1 39.3 
04CE: $MARKER_GANTON_CLOTHES_SHOP = create_icon_marker 45 at 2243.807 -1668.567 20.0313 
04CE: $2632 = create_icon_marker 45 at 1458.7 -1140.0 24.2 
04CE: $2633 = create_icon_marker 45 at -1886.1 862.4 35.2 
04CE: $2634 = create_icon_marker 45 at 2574.3 1901.7 11.0 
04CE: $2635 = create_icon_marker 45 at 2090.5 2221.0 11.0 
04CE: $2636 = create_icon_marker 45 at 2112.8 -1214.7 23.9 
04CE: $2637 = create_icon_marker 45 at 2772.0 2447.6 11.0 
04CE: $2638 = create_icon_marker 45 at -2376.4 909.2 45.4 
04CE: $2639 = create_icon_marker 45 at 1654.0 1733.4 11.0 
04CE: $2640 = create_icon_marker 45 at 2105.7 2257.4 11.0 
04CE: $2641 = create_icon_marker 45 at 501.7 -1358.5 16.4 
04CE: $2642 = create_icon_marker 45 at 2818.6 2401.5 11.0 
04CE: $2643 = create_icon_marker 45 at 457.2 -1500.7 31.3 
04CE: $2644 = create_icon_marker 45 at 2795.2 2424.6 11.0 
04CE: $2645 = create_icon_marker 45 at 451.9 -1480.0 30.9 
04CE: $2646 = create_icon_marker 45 at -2371.1 910.2 47.2 
04CE: $2647 = create_icon_marker 45 at -1692.9 952.8 26.3 
04CE: $2648 = create_icon_marker 45 at -2489.0 -26.9 32.6 
0570: $LSGYM_ICON = create_asset_radar_marker_with_icon 54 at 2228.0 -1722.811 12.5543 
018B: set_marker $LSGYM_ICON radar_mode 2 
0570: $SFGYM_ICON = create_asset_radar_marker_with_icon 54 at -2269.4 -155.6 35.3 
018B: set_marker $SFGYM_ICON radar_mode 2 
0570: $LVGYM_ICON = create_asset_radar_marker_with_icon 54 at 1968.6 2292.1 16.4 
018B: set_marker $LVGYM_ICON radar_mode 2
00BE: text_clear_all 
0223: set_actor $PLAYER_ACTOR health_to 1000
035F: actor $PLAYER_ACTOR armour += 100 
0109: player $PLAYER_CHAR money = 10750000 
0330: set_player $PLAYER_CHAR infinite_run 0 
048F: actor $PLAYER_ACTOR remove_weapons 
0004: $INTRO_TOTAL_PASSED_MISSIONS = 0 
0004: $SWEET_TOTAL_PASSED_MISSIONS = 0 
0004: $CRASH_LS_TOTAL_PASSED_MISSIONS = 0 
0004: $SMOKE_TOTAL_PASSED_MISSIONS = 0 
0004: $OG_LOC_TOTAL_PASSED_MISSIONS = 0 
0004: $RYDER_TOTAL_PASSED_MISSIONS = 0 
0004: $MISSION_LOWRIDER_PASSED = 0 
0004: $LS_FINAL_TOTAL_PASSED_MISSIONS = 0 
0004: $HELP_DRIVEBY_SHOWN = 0 
0004: $HELP_BICYCLE_2_SHOWN = 0 
0004: $120 = 0 
0004: $HELP_CAMERA_AND_RADIO_SHOWN = 0 
0004: $HELP_FOLLOW_ICON_SHOWN = 0 
0006: 32@ = 0 

:INTRO_9205
00D6: if 
8019:   not  32@ > 1000 
004D: jump_if_false @INTRO_9369 
0001: wait 0 ms 
0050: gosub @INTRO_10144 
00D6: if 
8119:   not car $60 wrecked 
004D: jump_if_false @INTRO_9306 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2246.508 -1263.087 22.9531 radius 30.0 30.0 3.0 
004D: jump_if_false @INTRO_9306 
0002: jump @INTRO_9992 

:INTRO_9306
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO_9362 
03D5: remove_text 'INTRO2E'  // ~s~Get on the ~b~bike~s~.
03D5: remove_text 'HELP21'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.
03D5: remove_text 'HELP26'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.
0002: jump @INTRO_9992 

:INTRO_9362
0002: jump @INTRO_9205 

:INTRO_9369
016A: fade 1 time 1500 

:INTRO_9376
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_9538 
0001: wait 0 ms 
00BE: text_clear_all 
03E6: remove_text_box 
0050: gosub @INTRO_10144 
00D6: if 
8119:   not car $60 wrecked 
004D: jump_if_false @INTRO_9475 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2246.508 -1263.087 22.9531 radius 30.0 30.0 3.0 
004D: jump_if_false @INTRO_9475 
0002: jump @INTRO_9992 

:INTRO_9475
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO_9531 
03D5: remove_text 'INTRO2E'  // ~s~Get on the ~b~bike~s~.
03D5: remove_text 'HELP21'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.
03D5: remove_text 'HELP26'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.
0002: jump @INTRO_9992 

:INTRO_9531
0002: jump @INTRO_9376 

:INTRO_9538
03E5: show_text_box 'HELPMO'  // Use ~k~~GO_FORWARD~, ~k~~GO_BACK~, ~k~~GO_LEFT~ and ~k~~GO_RIGHT~ to move Carl.
00D6: if 
8119:   not car $60 wrecked 
004D: jump_if_false @INTRO_9587 
0186: $61 = create_marker_above_car $60 
07E0: set_marker $61 type_to 1 
018B: set_marker $61 radar_mode 1 

:INTRO_9587
0006: 32@ = 0 

:INTRO_9594
00D6: if 
8019:   not  32@ > 5000 
004D: jump_if_false @INTRO_9763 
0001: wait 0 ms 
0050: gosub @INTRO_10144 
00D6: if 
8119:   not car $60 wrecked 
004D: jump_if_false @INTRO_9695 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2246.508 -1263.087 22.9531 radius 30.0 30.0 3.0 
004D: jump_if_false @INTRO_9695 
0002: jump @INTRO_9992 

:INTRO_9695
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO_9756 
0164: disable_marker $61 
03D5: remove_text 'INTRO2E'  // ~s~Get on the ~b~bike~s~.
03D5: remove_text 'HELP21'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.
03D5: remove_text 'HELP26'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.
0002: jump @INTRO_9992 

:INTRO_9756
0002: jump @INTRO_9594 

:INTRO_9763
00BC: show_text_highpriority GXT 'INTROB' time 4000 flag 1  // ~s~Get on the bike.
0006: 32@ = 0 

:INTRO_9786
00D6: if 
8019:   not  32@ > 5000 
004D: jump_if_false @INTRO_9823 
0001: wait 0 ms 
0050: gosub @INTRO_10144 
0002: jump @INTRO_9786 

:INTRO_9823
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $60 
004D: jump_if_false @INTRO_9992 
0001: wait 0 ms 
0050: gosub @INTRO_10144 
00D6: if 
8119:   not car $60 wrecked 
004D: jump_if_false @INTRO_9924 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2246.508 -1263.087 22.9531 radius 30.0 30.0 3.0 
004D: jump_if_false @INTRO_9924 
0002: jump @INTRO_9992 

:INTRO_9924
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO_9985 
0164: disable_marker $61 
03D5: remove_text 'INTRO2E'  // ~s~Get on the ~b~bike~s~.
03D5: remove_text 'HELP21'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.
03D5: remove_text 'HELP26'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.
0002: jump @INTRO_9992 

:INTRO_9985
0002: jump @INTRO_9823 

:INTRO_9992
0051: return 

:INTRO_9994
0051: return 

:INTRO_9996
004F: create_thread @A_TERM  
0249: release_model #COPCARLA 
0249: release_model #FREIGHT 
0249: release_model #FREIFLAT 
004F: create_thread @MS_INTRO_MISSIONS  
004F: create_thread @MOB_LA1  
0459: end_thread_named 'MOB_RAN' 
004F: create_thread @MOB_RAN  
0459: end_thread_named 'INTROST' 
004F: create_thread @INTROST  
0164: disable_marker $439 
02A7: $439 = create_icon_marker_and_sphere $ICON_CJ at $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE
0249: release_model #MTBIKE 
00D6: if 
8119:   not car $60 wrecked 
004D: jump_if_false @INTRO_10126 
01C3: remove_references_to_car $60 
0164: disable_marker $61 

:INTRO_10126
0004: $ONMISSION = 0 
0004: $MISSION_INTRO_PASSED = 1 
00D8: mission_cleanup 
0051: return 

:INTRO_10144
00D6: if 
8119:   not car $60 wrecked 
004D: jump_if_false @INTRO_10280 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @INTRO_10280 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2246.508 -1263.087 22.9531 radius 2.0 2.0 2.0 
004D: jump_if_false @INTRO_10280 
00D6: if 
0038:   $13 == 2 
004D: jump_if_false @INTRO_10262 
03E5: show_text_box 'HELP26'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.
0002: jump @INTRO_10273 

:INTRO_10262
03E5: show_text_box 'HELP21'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.

:INTRO_10273
0006: 34@ = 1 

:INTRO_10280
0051: return 

:INTRO_10282
0871: init_jump_table 178@ total_jumps 3 default_jump 0 @INTRO_10680 jumps 0 @INTRO_10345 1 @INTRO_10352 2 @INTRO_10377 -1 @INTRO_10680 -1 @INTRO_10680 -1 @INTRO_10680 -1 @INTRO_10680 

:INTRO_10345
000A: 179@ += 10 

:INTRO_10352
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @INTRO_10377 
000E: 179@ -= 10 

:INTRO_10377
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @INTRO_10615 
033F: set_text_draw_letter_size 0.8 1.8 
0340: set_text_draw_RGBA 255 255 255 179@ 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 600.0 
060D: draw_text_shadow 0 rgba 0 0 0 255 
033E: set_draw_text_position 320.0 180.0 GXT 'LOAD_01'  // Francis INTL. Airport,
033F: set_text_draw_letter_size 0.8 1.8 
0340: set_text_draw_RGBA 255 255 255 179@ 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 600.0 
060D: draw_text_shadow 0 rgba 0 0 0 255 
033E: set_draw_text_position 320.0 200.0 GXT 'LOAD_03'  // Liberty City,
033F: set_text_draw_letter_size 0.8 1.8 
0340: set_text_draw_RGBA 255 255 255 179@ 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 600.0 
060D: draw_text_shadow 0 rgba 0 0 0 255 
033E: set_draw_text_position 320.0 220.0 GXT 'LOAD_04'  // 1992.
0002: jump @INTRO_10680 

:INTRO_10615
033F: set_text_draw_letter_size 0.6 1.6 
0340: set_text_draw_RGBA 255 255 255 179@ 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 600.0 
060D: draw_text_shadow 1 rgba 0 0 0 179@ 
033E: set_draw_text_position 320.0 200.0 GXT 182@s 

:INTRO_10680
0051: return 

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

:NONE
0050: gosub @NONE_16 
0050: gosub @NONE_12441 
004E: end_thread 

:NONE_16
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
03A4: name_thread 'NONE' 
0001: wait 0 ms 
054C: use_GXT_table 'DUAL' 
09F5: disable_player_mutal_activities 1 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 50.0 
03F0: enable_text_draw 1 
0391: release_textures 
0390: load_txd_dictionary 'LD_NONE' 
038F: load_texture "SHIP" as 1 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 2 // Load dictionary with 0390 first 
038F: load_texture "SHOOT" as 3 // Load dictionary with 0390 first 
038F: load_texture "LIGHT" as 4 // Load dictionary with 0390 first 
038F: load_texture "EXPLM01" as 5 // Load dictionary with 0390 first 
038F: load_texture "EXPLM02" as 6 // Load dictionary with 0390 first 
038F: load_texture "EXPLM03" as 7 // Load dictionary with 0390 first 
038F: load_texture "EXPLM04" as 8 // Load dictionary with 0390 first 
038F: load_texture "EXPLM05" as 9 // Load dictionary with 0390 first 
038F: load_texture "EXPLM06" as 10 // Load dictionary with 0390 first 
038F: load_texture "EXPLM07" as 11 // Load dictionary with 0390 first 
038F: load_texture "EXPLM08" as 12 // Load dictionary with 0390 first 
038F: load_texture "EXPLM09" as 13 // Load dictionary with 0390 first 
038F: load_texture "EXPLM10" as 14 // Load dictionary with 0390 first 
038F: load_texture "EXPLM11" as 15 // Load dictionary with 0390 first 
038F: load_texture "EXPLM12" as 16 // Load dictionary with 0390 first 
038F: load_texture "FORCE" as 17 // Load dictionary with 0390 first 
038F: load_texture "WARP" as 18 // Load dictionary with 0390 first 
038F: load_texture "THRUST" as 19 // Load dictionary with 0390 first 
038F: load_texture "SHPNORM" as 20 // Load dictionary with 0390 first 
038F: load_texture "SHPWARP" as 21 // Load dictionary with 0390 first 
038F: load_texture "SHIP2" as 22 // Load dictionary with 0390 first 
038F: load_texture "SHIP3" as 23 // Load dictionary with 0390 first 
038F: load_texture "TITLE" as 24 // Load dictionary with 0390 first 
03CF: load_wav 1829 as 4 

:NONE_403
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @NONE_429 
0001: wait 0 ms 
0002: jump @NONE_403 

:NONE_429
097A: play_audio_at 0.0 0.0 0.0 event 1181 
0007: 34@ = 3.0 
0007: 35@ = 2.0 
0007: 36@ = 1.0 
0007: 37@ = 0.0 
0007: 38@ = -1.0 
0007: 39@ = -2.0 
0007: 40@ = -3.0 
0007: 41@ = -2.0 
0007: 42@ = -1.0 
0007: 43@ = -4.0 
0007: 44@ = 4.0 
0007: 45@ = 3.0 
0007: 46@ = 2.0 
0007: 47@ = -2.0 
0007: 48@ = -4.0 
0007: 49@ = -6.0 
0007: 50@ = -3.0 
0007: 51@ = -2.0 
0007: 52@ = -7.0 
0007: 53@ = -6.0 
0006: 54@ = 300 
0006: 55@ = 200 
0006: 56@ = 400 
0006: 57@ = 600 
0006: 58@ = 400 
0006: 59@ = 500 
0006: 60@ = 200 
0006: 61@ = 300 
0006: 62@ = 400 
0006: 63@ = 6000 
0007: 64@ = 2.0 
0007: 65@ = 3.0 
0007: 66@ = 1.0 
0007: 67@ = 0.0 
0007: 68@ = 1.0 
0007: 69@ = 3.0 
0007: 70@ = -3.0 
0007: 71@ = -3.0 
0007: 72@ = 2.0 
0007: 73@ = -5.0 
0007: 74@ = 0.0 
0007: 75@ = 3.0 
0007: 76@ = 4.0 
0007: 77@ = 5.0 
0007: 78@ = 12.0 
0007: 79@ = 6.0 
0007: 80@ = 3.0 
0007: 81@ = 0.0 
0007: 82@ = -4.0 
0007: 83@ = -6.0 
0006: 84@ = 100 
0006: 85@ = 400 
0006: 86@ = 300 
0006: 87@ = 500 
0006: 88@ = 400 
0006: 89@ = 200 
0006: 90@ = 400 
0006: 91@ = 400 
0006: 92@ = 400 
0006: 93@ = 6000 
0007: 94@ = 5.0 
0007: 95@ = -3.0 
0007: 96@ = 6.0 
0007: 97@ = -6.0 
0007: 98@ = 3.0 
0007: 99@ = -3.0 
0007: 100@ = 3.0 
0007: 101@ = -3.0 
0007: 102@ = 3.0 
0007: 103@ = -6.0 
0007: 104@ = 4.0 
0007: 105@ = 4.0 
0007: 106@ = 4.0 
0007: 107@ = 4.0 
0007: 108@ = 4.0 
0007: 109@ = 4.0 
0007: 110@ = 4.0 
0007: 111@ = 4.0 
0007: 112@ = 4.0 
0007: 113@ = 4.0 
0006: 114@ = 300 
0006: 115@ = 300 
0006: 116@ = 300 
0006: 117@ = 300 
0006: 118@ = 300 
0006: 119@ = 300 
0006: 120@ = 300 
0006: 121@ = 300 
0006: 122@ = 300 
0006: 123@ = 300 
0007: 124@ = 0.0 
0007: 132@ = 5.0 
0007: 125@ = 5.0 
0007: 133@ = 5.0 
0007: 126@ = 5.0 
0007: 134@ = 0.0 
0007: 127@ = -5.0 
0007: 135@ = 0.0 
0007: 128@ = -5.0 
0007: 136@ = -5.0 
0007: 129@ = 0.0 
0007: 137@ = -5.0 
0007: 130@ = 5.0 
0007: 138@ = -5.0 
0007: 131@ = -5.0 
0007: 139@ = 5.0 
05AA: 140@s = 'DUAL_0' // @s = 'short'  // 0
05AA: 142@s = 'DUAL_1' // @s = 'short'  // 1
05AA: 144@s = 'DUAL_2' // @s = 'short'  // 2
05AA: 146@s = 'DUAL_3' // @s = 'short'  // 3
05AA: 148@s = 'DUAL_4' // @s = 'short'  // 4
05AA: 150@s = 'DUAL_5' // @s = 'short'  // 5
05AA: 152@s = 'DUAL_6' // @s = 'short'  // 6
05AA: 154@s = 'DUAL_7' // @s = 'short'  // 7
05AA: 156@s = 'DUAL_8' // @s = 'short'  // 8
05AA: 158@s = 'DUAL_9' // @s = 'short'  // 9
05AA: 160@s = 'DUAL_AA' // @s = 'short'  // A
05AA: 162@s = 'DUAL_B' // @s = 'short'  // B
05AA: 164@s = 'DUAL_C' // @s = 'short'  // C
05AA: 166@s = 'DUAL_D' // @s = 'short'  // D
05AA: 168@s = 'DUAL_E' // @s = 'short'  // E
05AA: 170@s = 'DUAL_F' // @s = 'short'  // F
05AA: 172@s = 'DUAL_G' // @s = 'short'  // G
05AA: 174@s = 'DUAL_H' // @s = 'short'  // H
05AA: 176@s = 'DUAL_I' // @s = 'short'  // I
05AA: 178@s = 'DUAL_J' // @s = 'short'  // J
05AA: 180@s = 'DUAL_K' // @s = 'short'  // K
05AA: 182@s = 'DUAL_L' // @s = 'short'  // L
05AA: 184@s = 'DUAL_M' // @s = 'short'  // M
05AA: 186@s = 'DUAL_N' // @s = 'short'  // N
05AA: 188@s = 'DUAL_O' // @s = 'short'  // O
05AA: 190@s = 'DUAL_P' // @s = 'short'  // P
05AA: 192@s = 'DUAL_Q' // @s = 'short'  // Q
05AA: 194@s = 'DUAL_R' // @s = 'short'  // R
05AA: 196@s = 'DUAL_S' // @s = 'short'  // S
05AA: 198@s = 'DUAL_T' // @s = 'short'  // T
05AA: 200@s = 'DUAL_U' // @s = 'short'  // U
05AA: 202@s = 'DUAL_V' // @s = 'short'  // V
05AA: 204@s = 'DUAL_W' // @s = 'short'  // W
05AA: 206@s = 'DUAL_X' // @s = 'short'  // X
05AA: 208@s = 'DUAL_Y' // @s = 'short'  // Y
05AA: 210@s = 'DUAL_Z' // @s = 'short'  // Z
05AA: 212@s = 'DUAL_FS' // @s = 'short'  // .
00D6: if 
0038:   $5354 == 0 
004D: jump_if_false @NONE_2319 
0004: $5355[0] = 250000 
0004: $5355[1] = 100000 
0004: $5355[2] = 75000 
0004: $5355[3] = 50000 
0004: $5355[4] = 25000 
0004: $5355[5] = 10000 
0004: $5355[6] = 7500 
0004: $5355[7] = 5000 
0004: $5355[8] = 2500 
0004: $5355[9] = 1000 
05A9: s$5365[0] = 160@s // s$ 
05A9: s$5385[0] = 166@s // s$ 
05A9: s$5405[0] = 210@s // s$ 
05A9: s$5365[1] = 164@s // s$ 
05A9: s$5385[1] = 160@s // s$ 
05A9: s$5405[1] = 186@s // s$ 
05A9: s$5365[2] = 176@s // s$ 
05A9: s$5385[2] = 184@s // s$ 
05A9: s$5405[2] = 208@s // s$ 
05A9: s$5365[3] = 204@s // s$ 
05A9: s$5385[3] = 176@s // s$ 
05A9: s$5405[3] = 182@s // s$ 
05A9: s$5365[4] = 166@s // s$ 
05A9: s$5385[4] = 162@s // s$ 
05A9: s$5405[4] = 190@s // s$ 
05A9: s$5365[5] = 166@s // s$ 
05A9: s$5385[5] = 160@s // s$ 
05A9: s$5405[5] = 202@s // s$ 
05A9: s$5365[6] = 166@s // s$ 
05A9: s$5385[6] = 188@s // s$ 
05A9: s$5405[6] = 166@s // s$ 
05A9: s$5365[7] = 186@s // s$ 
05A9: s$5385[7] = 170@s // s$ 
05A9: s$5405[7] = 212@s // s$ 
05A9: s$5365[8] = 180@s // s$ 
05A9: s$5385[8] = 184@s // s$ 
05A9: s$5405[8] = 162@s // s$ 
05A9: s$5365[9] = 196@s // s$ 
05A9: s$5385[9] = 178@s // s$ 
05A9: s$5405[9] = 182@s // s$ 
0004: $5354 = 1 

:NONE_2319
0007: 214@ = 336.4137 
0007: 215@ = 58.2432 
0007: 216@ = 201.225 
0007: 217@ = 88.9168 
0007: 218@ = 29.78 
0007: 219@ = 260.0 
0007: 220@ = 28.5713 
0006: 221@ = 0 
0006: 222@ = 0 
0006: 223@ = 0 
0006: 224@ = 0 
016A: fade 1 time 0 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 
0006: 225@ = 0 
0006: 226@ = -1 
0006: 227@ = 0 

:NONE_2475
0208: 290@(227@,60f) = random_float_in_ranges 0.0 300.0 
0208: 230@(227@,60f) = random_float_in_ranges 0.0 360.0 
000A: 227@ += 1 
0029:   227@ >= 60 
004D: jump_if_false @NONE_2475 
0007: 350@ = 8.0 

:NONE_2544
0001: wait 0 ms 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
0006: 392@ = 0 
0494: get_joystick 0 direction_offset_to 422@ 423@ 424@ 424@ 
00D6: if or
00E1:   player 0 pressed_key 8 
001B:   -100 > 423@ 
004D: jump_if_false @NONE_2760 
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @NONE_2746 
00D6: if 
0039:   225@ == 2 
004D: jump_if_false @NONE_2701 
0006: 225@ = 1 
097A: play_audio_at 0.0 0.0 0.0 event 1179 
0002: jump @NONE_2746 

:NONE_2701
00D6: if 
0039:   225@ == 1 
004D: jump_if_false @NONE_2746 
0006: 225@ = 0 
097A: play_audio_at 0.0 0.0 0.0 event 1179 

:NONE_2746
0006: 221@ = 1 
0002: jump @NONE_2927 

:NONE_2760
00D6: if or
00E1:   player 0 pressed_key 9 
0019:   423@ > 100 
004D: jump_if_false @NONE_2913 
00D6: if 
0039:   222@ == 0 
004D: jump_if_false @NONE_2899 
00D6: if 
0039:   225@ == 0 
004D: jump_if_false @NONE_2854 
0006: 225@ = 1 
097A: play_audio_at 0.0 0.0 0.0 event 1179 
0002: jump @NONE_2899 

:NONE_2854
00D6: if 
0039:   225@ == 1 
004D: jump_if_false @NONE_2899 
0006: 225@ = 2 
097A: play_audio_at 0.0 0.0 0.0 event 1179 

:NONE_2899
0006: 222@ = 1 
0002: jump @NONE_2920 

:NONE_2913
0006: 222@ = 0 

:NONE_2920
0006: 221@ = 0 

:NONE_2927
0050: gosub @NONE_12369 
00D6: if 
0039:   225@ == 0 
004D: jump_if_false @NONE_2971 
0340: set_text_draw_RGBA 255 0 0 255 
0002: jump @NONE_2985 

:NONE_2971
0340: set_text_draw_RGBA 255 255 255 255 

:NONE_2985
033F: set_text_draw_letter_size 1.0 3.0 
033E: set_draw_text_position 320.0 250.0 GXT 'SPAC_04'  // PLAY
0050: gosub @NONE_12369 
00D6: if 
0039:   225@ == 1 
004D: jump_if_false @NONE_3062 
0340: set_text_draw_RGBA 255 0 0 255 
0002: jump @NONE_3076 

:NONE_3062
0340: set_text_draw_RGBA 255 255 255 255 

:NONE_3076
033F: set_text_draw_letter_size 1.0 3.0 
033E: set_draw_text_position 320.0 300.0 GXT 'SPAC_06'  // HI-SCORE
0050: gosub @NONE_12369 
00D6: if 
0039:   225@ == 2 
004D: jump_if_false @NONE_3153 
0340: set_text_draw_RGBA 255 0 0 255 
0002: jump @NONE_3167 

:NONE_3153
0340: set_text_draw_RGBA 255 255 255 255 

:NONE_3167
033F: set_text_draw_letter_size 1.0 3.0 
033E: set_draw_text_position 320.0 350.0 GXT 'SPAC_05'  // QUIT
0006: 227@ = 0 

:NONE_3207
0087: 425@ = 350@ // (float) 
0017: 425@ /= 2.0 
007B: 290@(227@,60f) += frame_delta_time * 425@ // (float) 
02F7: $TEMPVAR_FLOAT_1 = cosine 230@(227@,60f) // (float) 
02F6: $TEMPVAR_FLOAT_2 = sine 230@(227@,60f) // (float) 
006D: $TEMPVAR_FLOAT_1 *= 290@(227@,60f) // (float) 
006D: $TEMPVAR_FLOAT_2 *= 290@(227@,60f) // (float) 
0009: $TEMPVAR_FLOAT_1 += 320.0 
0009: $TEMPVAR_FLOAT_2 += 224.0 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 1.0 1.0 RGBA 255 255 255 255 
00D6: if or
0020:   $TEMPVAR_FLOAT_1 > 640.0 
0022:   0.0 > $TEMPVAR_FLOAT_1 
0022:   0.0 > $TEMPVAR_FLOAT_2 
0020:   $TEMPVAR_FLOAT_2 > 448.0 
004D: jump_if_false @NONE_3419 
0007: 290@(227@,60f) = 10.0 
0208: 230@(227@,60f) = random_float_in_ranges 0.0 360.0 

:NONE_3419
000A: 227@ += 1 
0029:   227@ >= 60 
004D: jump_if_false @NONE_3207 
038D: draw_texture 24 position 320.0 140.0 size 256.0 128.0 RGBA 220 220 220 255 
038D: draw_texture 2 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @NONE_3785 
00D6: if 
0039:   223@ == 0 
004D: jump_if_false @NONE_3778 
000A: 223@ += 1 
097A: play_audio_at 0.0 0.0 0.0 event 1180 
00D6: if 
0039:   225@ == 0 
004D: jump_if_false @NONE_3707 
0002: jump @NONE_3799 

:NONE_3707
00D6: if 
0039:   225@ == 1 
004D: jump_if_false @NONE_3732 
0002: jump @NONE_10411 

:NONE_3732
00D6: if 
0039:   225@ == 2 
004D: jump_if_false @NONE_3778 
0391: release_textures 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 0 time 0 
0001: wait 0 ms 
016A: fade 1 time 500 
0051: return 

:NONE_3778
0002: jump @NONE_3792 

:NONE_3785
0006: 223@ = 0 

:NONE_3792
0002: jump @NONE_2544 

:NONE_3799
0007: 351@ = 90.0 
0006: 227@ = 0 

:NONE_3816
0006: 352@(227@,10i) = 0 
0006: 362@(227@,10i) = 0 
0006: 372@(227@,10i) = 0 
0006: 382@(227@,10i) = 0 
000A: 227@ += 1 
0029:   227@ >= 10 
004D: jump_if_false @NONE_3816 
0006: 392@ = 0 
0006: 393@ = 0 
0006: 394@ = 0 
0006: 227@ = 0 

:NONE_3909
0006: 395@(227@,8i) = 0 
000A: 227@ += 1 
0029:   227@ >= 8 
004D: jump_if_false @NONE_3909 
0006: 403@ = 0 
0006: 404@ = 255 
0006: 405@ = -50 
0006: 406@ = 0 
0006: 407@ = 100 
0085: 408@ = 407@ // (int) 
0006: 409@ = 0 
0006: 410@ = 0 
0006: 411@ = 100 
0006: 412@ = 3 
0006: 413@ = 0 
0006: 414@ = 0 
0006: 415@ = 0 
0006: 416@ = 0 
0006: 417@ = 0 
0006: 418@ = 0 
0006: 419@ = 1 
0006: 420@ = 0 
0007: 421@ = 190.0 
0007: 350@ = 8.0 

:NONE_4089
0001: wait 0 ms 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
0006: 227@ = 0 

:NONE_4136
0087: 425@ = 350@ // (float) 
0017: 425@ /= 2.0 
007B: 290@(227@,60f) += frame_delta_time * 425@ // (float) 
02F7: $TEMPVAR_FLOAT_1 = cosine 230@(227@,60f) // (float) 
02F6: $TEMPVAR_FLOAT_2 = sine 230@(227@,60f) // (float) 
006D: $TEMPVAR_FLOAT_1 *= 290@(227@,60f) // (float) 
006D: $TEMPVAR_FLOAT_2 *= 290@(227@,60f) // (float) 
0009: $TEMPVAR_FLOAT_1 += 320.0 
0009: $TEMPVAR_FLOAT_2 += 224.0 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 1.0 1.0 RGBA 255 255 255 255 
00D6: if or
0020:   $TEMPVAR_FLOAT_1 > 640.0 
0022:   0.0 > $TEMPVAR_FLOAT_1 
0022:   0.0 > $TEMPVAR_FLOAT_2 
0020:   $TEMPVAR_FLOAT_2 > 448.0 
004D: jump_if_false @NONE_4348 
0007: 290@(227@,60f) = 10.0 
0208: 230@(227@,60f) = random_float_in_ranges 0.0 360.0 

:NONE_4348
000A: 227@ += 1 
0029:   227@ >= 60 
004D: jump_if_false @NONE_4136 
00D6: if 
0039:   394@ == 0 
004D: jump_if_false @NONE_5395 
00D6: if 
001B:   2 > 418@ 
004D: jump_if_false @NONE_4559 
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @NONE_4447 
0079: 351@ += frame_delta_time * -1.325 // (float) 
0656: get_angle 351@ absolute_degrees_to 351@ 
0002: jump @NONE_4559 

:NONE_4447
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @NONE_4489 
0079: 351@ += frame_delta_time * 1.325 // (float) 
0656: get_angle 351@ absolute_degrees_to 351@ 
0002: jump @NONE_4559 

:NONE_4489
0494: get_joystick 0 direction_offset_to 422@ 423@ 424@ 424@ 
0093: 425@ = integer 422@ to_float 
0013: 425@ *= -1.0 
0017: 425@ /= 25.0 
0017: 425@ /= 2.0 
007B: 351@ += frame_delta_time * 425@ // (float) 
0656: get_angle 351@ absolute_degrees_to 351@ 

:NONE_4559
02F7: $TEMPVAR_FLOAT_1 = cosine 351@ // (float) 
02F6: $TEMPVAR_FLOAT_2 = sine 351@ // (float) 
0089: 426@ = $TEMPVAR_FLOAT_2 // (float) 
0013: 426@ *= 22.0 
00D6: if 
0023:   0.0 > 426@ 
004D: jump_if_false @NONE_4624 
0013: 426@ *= -1.0 

:NONE_4624
000B: 426@ += 26.0 
0089: 427@ = $TEMPVAR_FLOAT_1 // (float) 
0013: 427@ *= 22.0 
00D6: if 
0023:   0.0 > 427@ 
004D: jump_if_false @NONE_4683 
0013: 427@ *= -1.0 

:NONE_4683
000B: 427@ += 26.0 
00D6: if 
0039:   418@ == 2 
004D: jump_if_false @NONE_4766 
007F: 421@ -= frame_delta_time * 1.0 // (float) 
0007: 350@ = 16.0 
00D6: if 
0023:   20.0 > 421@ 
004D: jump_if_false @NONE_4759 
0006: 418@ = 3 

:NONE_4759
0002: jump @NONE_4873 

:NONE_4766
00D6: if 
0039:   418@ == 3 
004D: jump_if_false @NONE_4853 
0079: 421@ += frame_delta_time * 1.0 // (float) 
00D6: if 
0021:   421@ > 190.0 
004D: jump_if_false @NONE_4846 
0007: 421@ = 190.0 
0006: 416@ = 0 
000A: 419@ += 1 
0006: 418@ = 0 

:NONE_4846
0002: jump @NONE_4873 

:NONE_4853
0007: 350@ = 8.0 
0007: 421@ = 190.0 

:NONE_4873
006D: $TEMPVAR_FLOAT_1 *= 421@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 421@ // (float) 
0089: 428@ = $TEMPVAR_FLOAT_1 // (float) 
000B: 428@ += 320.0 
0089: 429@ = $TEMPVAR_FLOAT_2 // (float) 
000B: 429@ += 224.0 
00D6: if 
001F:   403@ > $CURRENT_TIME_IN_MS2 // (int) 
004D: jump_if_false @NONE_5025 
005A: 404@ += 405@ // (int) 
00D6: if 
0019:   404@ > 255 
004D: jump_if_false @NONE_4986 
0006: 404@ = 255 
0006: 405@ = -50 

:NONE_4986
00D6: if 
001B:   0 > 404@ 
004D: jump_if_false @NONE_5018 
0006: 404@ = 0 
0006: 405@ = 50 

:NONE_5018
0002: jump @NONE_5033 

:NONE_5025
0006: 404@ = 255 

:NONE_5033
0087: 431@ = 421@ // (float) 
0017: 431@ /= 5.9375 
0087: 430@ = 431@ // (float) 
0013: 430@ *= 2.0 
0088: $TEMPVAR_ANGLE = 351@ // (float) 
0009: $TEMPVAR_ANGLE += 90.0 
00D6: if 
001B:   2 > 418@ 
004D: jump_if_false @NONE_5143 
074B: draw_texture 20 position 428@ 429@ scale 430@ 431@ angle $TEMPVAR_ANGLE color_RGBA 220 220 220 404@ 
0002: jump @NONE_5174 

:NONE_5143
074B: draw_texture 21 position 428@ 429@ scale 430@ 431@ angle $TEMPVAR_ANGLE color_RGBA 220 220 220 404@ 

:NONE_5174
00D6: if 
001B:   2 > 418@ 
004D: jump_if_false @NONE_5388 
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @NONE_5381 
00D6: if 
0039:   224@ == 0 
004D: jump_if_false @NONE_5374 
0006: 227@ = 0 

:NONE_5234
00D6: if 
0039:   352@(227@,10i) == 0 
004D: jump_if_false @NONE_5326 
0087: 432@(227@,10f) = 351@ // (float) 
0007: 442@(227@,10f) = 190.0 
0006: 352@(227@,10i) = 1 
0007: 452@(227@,10f) = -12.0 
0089: 462@(227@,10f) = $TEMPVAR_ANGLE // (float) 
0006: 227@ = 9 

:NONE_5326
000A: 227@ += 1 
0029:   227@ >= 10 
004D: jump_if_false @NONE_5234 
097A: play_audio_at 0.0 0.0 0.0 event 1170 
0006: 224@ = 1 

:NONE_5374
0002: jump @NONE_5388 

:NONE_5381
0006: 224@ = 0 

:NONE_5388
0002: jump @NONE_6019 

:NONE_5395
00D6: if 
0039:   394@ == 1 
004D: jump_if_false @NONE_5503 
0006: 227@ = 0 

:NONE_5420
0006: 395@(227@,8i) = 1 
0087: 472@(227@,8f) = 428@ // (float) 
0087: 480@(227@,8f) = 429@ // (float) 
000A: 227@ += 1 
0029:   227@ >= 8 
004D: jump_if_false @NONE_5420 
097A: play_audio_at 0.0 0.0 0.0 event 1172 
000A: 394@ += 1 

:NONE_5503
00D6: if 
0039:   394@ == 2 
004D: jump_if_false @NONE_5940 
0006: 227@ = 0 

:NONE_5528
00D6: if 
0019:   395@(227@,8i) > 0 
004D: jump_if_false @NONE_5711 
00D6: if 
0039:   395@(227@,8i) == 1 
004D: jump_if_false @NONE_5583 
0006: 395@(227@,8i) = 5 

:NONE_5583
005B: 472@(227@,8f) += 124@(227@,8f) // (float) 
005B: 480@(227@,8f) += 132@(227@,8f) // (float) 
000A: 395@(227@,8i) += 1 
00D6: if 
0019:   395@(227@,8i) > 16 
004D: jump_if_false @NONE_5666 
0006: 395@(227@,8i) = 0 
0002: jump @NONE_5711 

:NONE_5666
038D: draw_texture 395@(227@,8i) position 472@(227@,8f) 480@(227@,8f) size 32.0 32.0 RGBA 220 220 220 255 

:NONE_5711
000A: 227@ += 1 
0029:   227@ >= 8 
004D: jump_if_false @NONE_5528 
0006: 424@ = 0 
0006: 227@ = 0 

:NONE_5746
005A: 424@ += 395@(227@,8i) // (int) 
000A: 227@ += 1 
0029:   227@ >= 8 
004D: jump_if_false @NONE_5746 
00D6: if 
0039:   424@ == 0 
004D: jump_if_false @NONE_5940 
0007: 351@ = 90.0 
008B: 403@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 403@ += 2500 
0006: 409@ = 0 
0006: 410@ = 0 
0006: 411@ = 100 
0006: 408@ = 100 
000E: 412@ -= 1 
00D6: if 
0019:   412@ > 0 
004D: jump_if_false @NONE_5897 
0006: 394@ = 0 
0006: 407@ = 100 
0002: jump @NONE_5940 

:NONE_5897
008B: 488@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 488@ += 3000 
0006: 394@ = 3 
097A: play_audio_at 0.0 0.0 0.0 event 1178 

:NONE_5940
00D6: if 
0039:   394@ == 3 
004D: jump_if_false @NONE_6019 
00D6: if 
001F:   488@ > $CURRENT_TIME_IN_MS2 // (int) 
004D: jump_if_false @NONE_6012 
0050: gosub @NONE_12369 
033E: set_draw_text_position 320.0 100.0 GXT 'SPAC_01'  // GAME OVER!
0002: jump @NONE_6019 

:NONE_6012
0006: 406@ = 1 

:NONE_6019
0006: 227@ = 0 

:NONE_6026
00D6: if 
0039:   352@(227@,10i) == 1 
004D: jump_if_false @NONE_6264 
0087: 425@ = 452@(227@,10f) // (float) 
0017: 425@ /= 2.0 
007B: 442@(227@,10f) += frame_delta_time * 425@ // (float) 
02F7: $TEMPVAR_FLOAT_1 = cosine 432@(227@,10f) // (float) 
02F6: $TEMPVAR_FLOAT_2 = sine 432@(227@,10f) // (float) 
006D: $TEMPVAR_FLOAT_1 *= 442@(227@,10f) // (float) 
006D: $TEMPVAR_FLOAT_2 *= 442@(227@,10f) // (float) 
0089: 489@(227@,10f) = $TEMPVAR_FLOAT_1 // (float) 
000B: 489@(227@,10f) += 320.0 
0089: 499@(227@,10f) = $TEMPVAR_FLOAT_2 // (float) 
000B: 499@(227@,10f) += 224.0 
074B: draw_texture 3 position 489@(227@,10f) 499@(227@,10f) scale 8.0 8.0 angle 462@(227@,10f) color_RGBA 52 183 195 255 
00D6: if 
0023:   10.0 > 442@(227@,10f) 
004D: jump_if_false @NONE_6264 
0006: 352@(227@,10i) = 0 

:NONE_6264
000A: 227@ += 1 
0029:   227@ >= 10 
004D: jump_if_false @NONE_6026 
00D6: if 
0039:   418@ == 0 
004D: jump_if_false @NONE_6383 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 509@ // (int) 
004D: jump_if_false @NONE_6376 
0208: 510@ = random_float_in_ranges 0.0 360.0 
0209: 511@ = random_int_in_ranges 0 3 
0006: 413@ = 0 
0006: 512@ = 10 
008B: 509@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 509@ += 8000 

:NONE_6376
0002: jump @NONE_6399 

:NONE_6383
008B: 509@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 509@ += 1000 

:NONE_6399
00D6: if 
0019:   512@ > 0 
004D: jump_if_false @NONE_6644 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 393@ // (int) 
004D: jump_if_false @NONE_6644 
0006: 227@ = 0 

:NONE_6443
00D6: if 
0039:   372@(227@,10i) == 0 
004D: jump_if_false @NONE_6623 
0087: 513@(227@,10f) = 510@ // (float) 
0007: 523@(227@,10f) = 5.0 
0007: 533@(227@,10f) = 3.0 
0007: 543@(227@,10f) = 10.0 
0006: 553@(227@,10i) = 0 
008B: 563@(227@,10i) = $CURRENT_TIME_IN_MS2 // (int) 
000A: 563@(227@,10i) += 500 
0006: 372@(227@,10i) = 1 
0007: 593@(227@,10f) = 320.0 
0007: 603@(227@,10f) = 224.0 
008B: 393@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 393@ += 200 
000E: 512@ -= 1 
0006: 227@ = 9 

:NONE_6623
000A: 227@ += 1 
0029:   227@ >= 10 
004D: jump_if_false @NONE_6443 

:NONE_6644
0006: 420@ = 0 
0006: 227@ = 0 

:NONE_6658
00D6: if 
0039:   372@(227@,10i) == 1 
004D: jump_if_false @NONE_8181 
00D6: if 
001B:   10 > 553@(227@,10i) 
004D: jump_if_false @NONE_6982 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 563@(227@,10i) // (int) 
004D: jump_if_false @NONE_6982 
0085: 424@ = 553@(227@,10i) // (int) 
00D6: if 
0039:   511@ == 0 
004D: jump_if_false @NONE_6815 
0087: 533@(227@,10f) = 34@(424@,10f) // (float) 
0087: 523@(227@,10f) = 44@(424@,10f) // (float) 
008B: 563@(227@,10i) = $CURRENT_TIME_IN_MS2 // (int) 
005A: 563@(227@,10i) += 54@(424@,10i) // (int) 

:NONE_6815
00D6: if 
0039:   511@ == 1 
004D: jump_if_false @NONE_6893 
0087: 533@(227@,10f) = 64@(424@,10f) // (float) 
0087: 523@(227@,10f) = 74@(424@,10f) // (float) 
008B: 563@(227@,10i) = $CURRENT_TIME_IN_MS2 // (int) 
005A: 563@(227@,10i) += 84@(424@,10i) // (int) 

:NONE_6893
00D6: if 
0039:   511@ == 2 
004D: jump_if_false @NONE_6971 
0087: 533@(227@,10f) = 94@(424@,10f) // (float) 
0087: 523@(227@,10f) = 104@(424@,10f) // (float) 
008B: 563@(227@,10i) = $CURRENT_TIME_IN_MS2 // (int) 
005A: 563@(227@,10i) += 114@(424@,10i) // (int) 

:NONE_6971
000A: 553@(227@,10i) += 1 

:NONE_6982
0006: 420@ = 1 
0087: 425@ = 533@(227@,10f) // (float) 
0017: 425@ /= 2.0 
007B: 543@(227@,10f) += frame_delta_time * 425@ // (float) 
0087: 425@ = 523@(227@,10f) // (float) 
0017: 425@ /= 2.0 
007B: 513@(227@,10f) += frame_delta_time * 425@ // (float) 
0656: get_angle 513@(227@,10f) absolute_degrees_to 513@(227@,10f) 
02F7: $TEMPVAR_FLOAT_1 = cosine 513@(227@,10f) // (float) 
02F6: $TEMPVAR_FLOAT_2 = sine 513@(227@,10f) // (float) 
006D: $TEMPVAR_FLOAT_1 *= 543@(227@,10f) // (float) 
006D: $TEMPVAR_FLOAT_2 *= 543@(227@,10f) // (float) 
0087: 593@(227@,10f) = 573@(227@,10f) // (float) 
0087: 603@(227@,10f) = 583@(227@,10f) // (float) 
0089: 573@(227@,10f) = $TEMPVAR_FLOAT_1 // (float) 
000B: 573@(227@,10f) += 320.0 
0089: 583@(227@,10f) = $TEMPVAR_FLOAT_2 // (float) 
000B: 583@(227@,10f) += 224.0 
0087: 613@ = 543@(227@,10f) // (float) 
0017: 613@ /= 5.0 
0088: $TEMPVAR_FLOAT_1 = 573@(227@,10f) // (float) 
0067: $TEMPVAR_FLOAT_1 -= 593@(227@,10f) // (float) 
0088: $TEMPVAR_FLOAT_2 = 583@(227@,10f) // (float) 
0067: $TEMPVAR_FLOAT_2 -= 603@(227@,10f) // (float) 
0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to $TEMPVAR_ANGLE 
00D6: if 
0039:   511@ == 0 
004D: jump_if_false @NONE_7350 
074B: draw_texture 1 position 573@(227@,10f) 583@(227@,10f) scale 613@ 613@ angle $TEMPVAR_ANGLE color_RGBA 220 220 220 255 
0002: jump @NONE_7453 

:NONE_7350
00D6: if 
0039:   511@ == 1 
004D: jump_if_false @NONE_7414 
074B: draw_texture 22 position 573@(227@,10f) 583@(227@,10f) scale 613@ 613@ angle $TEMPVAR_ANGLE color_RGBA 220 220 220 255 
0002: jump @NONE_7453 

:NONE_7414
074B: draw_texture 23 position 573@(227@,10f) 583@(227@,10f) scale 613@ 613@ angle $TEMPVAR_ANGLE color_RGBA 220 220 220 255 

:NONE_7453
0088: $TEMPVAR_FLOAT_1 = 351@ // (float) 
0009: $TEMPVAR_FLOAT_1 += 10.0 
0088: $TEMPVAR_FLOAT_2 = 351@ // (float) 
000D: $TEMPVAR_FLOAT_2 -= 10.0 
00D6: if and
0026:   $TEMPVAR_FLOAT_1 > 513@(227@,10f) // (float) 
0027:   513@(227@,10f) > $TEMPVAR_FLOAT_2 // (float) 
004D: jump_if_false @NONE_7726 
0006: 424@ = 18 
0062: 424@ -= 419@ // (int) 
00D6: if 
001B:   4 > 424@ 
004D: jump_if_false @NONE_7564 
0006: 424@ = 4 

:NONE_7564
0209: 424@ = random_int_in_ranges 0 424@ 
00D6: if 
0039:   424@ == 0 
004D: jump_if_false @NONE_7726 
0006: 228@ = 0 

:NONE_7599
00D6: if 
0039:   382@(228@,10i) == 0 
004D: jump_if_false @NONE_7705 
0087: 614@(228@,10f) = 513@(227@,10f) // (float) 
0087: 624@(228@,10f) = 543@(227@,10f) // (float) 
0006: 382@(228@,10i) = 1 
0007: 634@(228@,10f) = 6.0 
097A: play_audio_at 0.0 0.0 0.0 event 1171 
0006: 228@ = 9 

:NONE_7705
000A: 228@ += 1 
0029:   228@ >= 10 
004D: jump_if_false @NONE_7599 

:NONE_7726
00D6: if or
0021:   543@(227@,10f) > 320.0 
0023:   10.0 > 543@(227@,10f) 
004D: jump_if_false @NONE_7776 
0006: 372@(227@,10i) = 0 

:NONE_7776
0006: 228@ = 0 

:NONE_7783
00D6: if 
0039:   352@(228@,10i) == 1 
004D: jump_if_false @NONE_8160 
00D6: if 
05A5:   is_area_center 489@(228@,10f) 499@(228@,10f) scale 12.0 12.0 overlaping_area_center 573@(227@,10f) 583@(227@,10f) scale 613@ 613@ 
004D: jump_if_false @NONE_8160 
0006: 372@(227@,10i) = 0 
0006: 352@(228@,10i) = 0 
000A: 413@ += 1 
00D6: if 
0039:   413@ == 10 
004D: jump_if_false @NONE_8010 
0087: 644@ = 573@(227@,10f) // (float) 
0087: 645@ = 583@(227@,10f) // (float) 
008B: 415@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 415@ += 1500 
0087: 646@ = 513@(227@,10f) // (float) 
0087: 647@ = 543@(227@,10f) // (float) 
000A: 417@ += 1 
0006: 414@ = 100 
006A: 414@ *= 419@ // (int) 
005A: 392@ += 414@ // (int) 
0002: jump @NONE_8033 

:NONE_8010
0006: 424@ = 10 
006A: 424@ *= 419@ // (int) 
005A: 392@ += 424@ // (int) 

:NONE_8033
0006: 229@ = 0 

:NONE_8040
00D6: if 
0039:   362@(229@,10i) == 0 
004D: jump_if_false @NONE_8132 
0087: 648@(229@,10f) = 573@(227@,10f) // (float) 
0087: 658@(229@,10f) = 583@(227@,10f) // (float) 
000A: 362@(229@,10i) += 1 
097A: play_audio_at 0.0 0.0 0.0 event 1172 
0006: 229@ = 9 

:NONE_8132
000A: 229@ += 1 
0029:   229@ >= 10 
004D: jump_if_false @NONE_8040 
0006: 228@ = 9 

:NONE_8160
000A: 228@ += 1 
0029:   228@ >= 10 
004D: jump_if_false @NONE_7783 

:NONE_8181
000A: 227@ += 1 
0029:   227@ >= 10 
004D: jump_if_false @NONE_6658 
00D6: if 
0039:   418@ == 1 
004D: jump_if_false @NONE_8265 
00D6: if 
0039:   420@ == 0 
004D: jump_if_false @NONE_8265 
097A: play_audio_at 0.0 0.0 0.0 event 1176 
0006: 418@ = 2 

:NONE_8265
0006: 227@ = 0 

:NONE_8272
00D6: if 
0039:   382@(227@,10i) == 1 
004D: jump_if_false @NONE_8758 
0087: 425@ = 634@(227@,10f) // (float) 
0017: 425@ /= 2.0 
007B: 624@(227@,10f) += frame_delta_time * 425@ // (float) 
02F7: $TEMPVAR_FLOAT_1 = cosine 614@(227@,10f) // (float) 
02F6: $TEMPVAR_FLOAT_2 = sine 614@(227@,10f) // (float) 
006D: $TEMPVAR_FLOAT_1 *= 624@(227@,10f) // (float) 
006D: $TEMPVAR_FLOAT_2 *= 624@(227@,10f) // (float) 
0089: 668@(227@,10f) = $TEMPVAR_FLOAT_1 // (float) 
000B: 668@(227@,10f) += 320.0 
0089: 678@(227@,10f) = $TEMPVAR_FLOAT_2 // (float) 
000B: 678@(227@,10f) += 224.0 
038D: draw_texture 4 position 668@(227@,10f) 678@(227@,10f) size 8.0 8.0 RGBA 244 0 0 255 
00D6: if 
85A5:   not is_area_center 668@(227@,10f) 678@(227@,10f) scale 8.0 8.0 overlaping_area_center 320.0 224.0 scale 640.0 448.0 
004D: jump_if_false @NONE_8534 
0006: 382@(227@,10i) = 0 

:NONE_8534
00D6: if 
0039:   394@ == 0 
004D: jump_if_false @NONE_8758 
00D6: if 
05A5:   is_area_center 668@(227@,10f) 678@(227@,10f) scale 8.0 8.0 overlaping_area_center 428@ 429@ scale 426@ 427@ 
004D: jump_if_false @NONE_8758 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 403@ // (int) 
004D: jump_if_false @NONE_8627 
000E: 407@ -= 20 

:NONE_8627
0006: 382@(227@,10i) = 0 
0006: 229@ = 0 

:NONE_8645
00D6: if 
0039:   362@(229@,10i) == 0 
004D: jump_if_false @NONE_8737 
0087: 648@(229@,10f) = 668@(227@,10f) // (float) 
0087: 658@(229@,10f) = 678@(227@,10f) // (float) 
000A: 362@(229@,10i) += 1 
097A: play_audio_at 0.0 0.0 0.0 event 1172 
0006: 229@ = 9 

:NONE_8737
000A: 229@ += 1 
0029:   229@ >= 10 
004D: jump_if_false @NONE_8645 

:NONE_8758
000A: 227@ += 1 
0029:   227@ >= 10 
004D: jump_if_false @NONE_8272 
00D6: if 
0039:   394@ == 0 
004D: jump_if_false @NONE_9001 
00D6: if 
0019:   409@ > 0 
004D: jump_if_false @NONE_9001 
00D6: if 
0019:   409@ > 1 
004D: jump_if_false @NONE_8847 
0006: 411@ = 100 
000E: 409@ -= 1 

:NONE_8847
005A: 410@ += 411@ // (int) 
00D6: if 
0019:   410@ > 255 
004D: jump_if_false @NONE_8889 
0006: 410@ = 255 
0006: 411@ = -20 

:NONE_8889
00D6: if 
001B:   0 > 410@ 
004D: jump_if_false @NONE_8928 
0006: 410@ = 0 
0006: 411@ = 100 
0006: 409@ = 0 

:NONE_8928
0088: $TEMPVAR_ANGLE = 351@ // (float) 
0009: $TEMPVAR_ANGLE += 90.0 
097A: play_audio_at 0.0 0.0 0.0 event 1177 
074B: draw_texture 17 position 428@ 429@ scale 64.0 32.0 angle $TEMPVAR_ANGLE color_RGBA 220 220 220 410@ 

:NONE_9001
0006: 227@ = 0 

:NONE_9008
00D6: if 
0019:   362@(227@,10i) > 0 
004D: jump_if_false @NONE_9159 
00D6: if 
0039:   362@(227@,10i) == 1 
004D: jump_if_false @NONE_9063 
0006: 362@(227@,10i) = 5 

:NONE_9063
000A: 362@(227@,10i) += 1 
00D6: if 
0019:   362@(227@,10i) > 16 
004D: jump_if_false @NONE_9114 
0006: 362@(227@,10i) = 0 
0002: jump @NONE_9159 

:NONE_9114
038D: draw_texture 362@(227@,10i) position 648@(227@,10f) 658@(227@,10f) size 32.0 32.0 RGBA 220 220 220 255 

:NONE_9159
000A: 227@ += 1 
0029:   227@ >= 10 
004D: jump_if_false @NONE_9008 
00D6: if 
0039:   417@ == 1 
004D: jump_if_false @NONE_9566 
0079: 647@ += frame_delta_time * 1.0 // (float) 
0656: get_angle 646@ absolute_degrees_to 646@ 
02F7: $TEMPVAR_FLOAT_1 = cosine 646@ // (float) 
02F6: $TEMPVAR_FLOAT_2 = sine 646@ // (float) 
006D: $TEMPVAR_FLOAT_1 *= 647@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 647@ // (float) 
0089: 688@ = $TEMPVAR_FLOAT_1 // (float) 
000B: 688@ += 320.0 
0089: 689@ = $TEMPVAR_FLOAT_2 // (float) 
000B: 689@ += 224.0 
038D: draw_texture 18 position 688@ 689@ size 16.0 16.0 RGBA 255 255 255 255 
00D6: if 
0039:   394@ == 0 
004D: jump_if_false @NONE_9510 
00D6: if 
05A5:   is_area_center 688@ 689@ scale 16.0 16.0 overlaping_area_center 428@ 429@ scale 426@ 427@ 
004D: jump_if_false @NONE_9510 
000A: 416@ += 1 
00D6: if 
0039:   416@ == 1 
004D: jump_if_false @NONE_9420 
097A: play_audio_at 0.0 0.0 0.0 event 1173 

:NONE_9420
00D6: if 
0039:   416@ == 2 
004D: jump_if_false @NONE_9458 
097A: play_audio_at 0.0 0.0 0.0 event 1174 

:NONE_9458
00D6: if 
0039:   416@ == 3 
004D: jump_if_false @NONE_9503 
097A: play_audio_at 0.0 0.0 0.0 event 1175 
0006: 418@ = 1 

:NONE_9503
0006: 417@ = 0 

:NONE_9510
00D6: if 
85A5:   not is_area_center 688@ 689@ scale 16.0 16.0 overlaping_area_center 320.0 224.0 scale 640.0 448.0 
004D: jump_if_false @NONE_9566 
0006: 417@ = 0 

:NONE_9566
00D6: if or
001B:   0 > 407@ 
0039:   407@ == 0 
004D: jump_if_false @NONE_9623 
0006: 407@ = 0 
00D6: if 
0039:   394@ == 0 
004D: jump_if_false @NONE_9623 
0006: 394@ = 1 

:NONE_9623
00D6: if 
001D:   408@ > 407@ // (int) 
004D: jump_if_false @NONE_9657 
0085: 408@ = 407@ // (int) 
000A: 409@ += 1 

:NONE_9657
0050: gosub @NONE_12369 
033F: set_text_draw_letter_size 0.6 2.6 
033E: set_draw_text_position 95.0 45.0 GXT 'NONE_01'  // SCORE
0050: gosub @NONE_12369 
033F: set_text_draw_letter_size 0.6 2.6 
045A: draw_text_1number 95.0 70.0 GXT 'NUMBER' number 392@  // ~1~
0050: gosub @NONE_12369 
033F: set_text_draw_letter_size 0.6 2.6 
033E: set_draw_text_position 550.0 45.0 GXT 'NONE_02'  // LIVES
038D: draw_texture 20 position 527.2529 84.2723 size 48.0 24.0 RGBA 220 220 220 255 
0050: gosub @NONE_12369 
0342: set_text_draw_centered 0 
033F: set_text_draw_letter_size 0.6 2.6 
045A: draw_text_1number 554.7283 70.0 GXT 'NONE_03' number 412@  // x ~1~
0050: gosub @NONE_12369 
033F: set_text_draw_letter_size 0.6 2.6 
033E: set_draw_text_position 550.0 350.0 GXT 'NONE_04'  // HEALTH
0050: gosub @NONE_12369 
033F: set_text_draw_letter_size 0.6 2.6 
045A: draw_text_1number 550.0 375.0 GXT 'NONE_05' number 407@  // ~1~%
0050: gosub @NONE_12369 
033F: set_text_draw_letter_size 0.6 2.6 
033E: set_draw_text_position 95.0 350.0 GXT 'NONE_07'  // LEVEL
0050: gosub @NONE_12369 
033F: set_text_draw_letter_size 0.6 2.6 
045A: draw_text_1number 95.0 375.0 GXT 'NUMBER' number 419@  // ~1~
00D6: if 
001F:   415@ > $CURRENT_TIME_IN_MS2 // (int) 
004D: jump_if_false @NONE_10100 
0050: gosub @NONE_12369 
0340: set_text_draw_RGBA 0 180 180 255 
033F: set_text_draw_letter_size 0.5 1.5 
045A: draw_text_1number 644@ 645@ GXT 'NUMBER' number 414@  // ~1~

:NONE_10100
00D6: if 
0039:   394@ == 0 
004D: jump_if_false @NONE_10164 
00D6: if 
0019:   418@ > 0 
004D: jump_if_false @NONE_10164 
0050: gosub @NONE_12369 
033E: set_draw_text_position 320.0 100.0 GXT 'NONE_06'  // WARPING

:NONE_10164
038D: draw_texture 2 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @NONE_10332 
0006: 406@ = 1 

:NONE_10332
00D6: if 
0039:   406@ == 1 
004D: jump_if_false @NONE_10404 
00D6: if 
001F:   392@ > $5355[9] // (int) 
004D: jump_if_false @NONE_10397 
0006: 690@ = 10 
0006: 691@ = 0 
0002: jump @NONE_10411 
0002: jump @NONE_10404 

:NONE_10397
0002: jump @NONE_2544 

:NONE_10404
0002: jump @NONE_4089 

:NONE_10411
0001: wait 0 ms 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
0006: 227@ = 9 

:NONE_10458
00D6: if 
0019:   227@ > -1 
004D: jump_if_false @NONE_10705 
00D6: if 
001F:   392@ > $5355(227@,10i) // (int) 
004D: jump_if_false @NONE_10684 
00D6: if 
8039:   not  227@ == 9 
004D: jump_if_false @NONE_10596 
0085: 228@ = 227@ // (int) 
000A: 228@ += 1 
0084: $5355(228@,10i) = $5355(227@,10i) // (int) 
05A9: $5365(228@,10s) = $5365(227@,10s) // s$ 
05A9: $5385(228@,10s) = $5385(227@,10s) // s$ 
05A9: $5405(228@,10s) = $5405(227@,10s) // s$ 

:NONE_10596
008A: $5355(227@,10i) = 392@ // (int) 
05A9: $5365(227@,10s) = 212@s // s$ 
05A9: $5385(227@,10s) = 212@s // s$ 
05A9: $5405(227@,10s) = 212@s // s$ 
0085: 226@ = 227@ // (int) 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @NONE_10677 
0006: 392@ = 0 

:NONE_10677
0002: jump @NONE_10691 

:NONE_10684
0006: 392@ = 0 

:NONE_10691
000E: 227@ -= 1 
0002: jump @NONE_10458 

:NONE_10705
00D6: if 
0019:   226@ > -1 
004D: jump_if_false @NONE_11207 
00D6: if 
0039:   691@ == 0 
004D: jump_if_false @NONE_10781 
05A9: $5365(226@,10s) = 140@(690@,37s) // s$ 
05A9: $5385(226@,10s) = 212@s // s$ 
05A9: $5405(226@,10s) = 212@s // s$ 

:NONE_10781
00D6: if 
0039:   691@ == 1 
004D: jump_if_false @NONE_10827 
05A9: $5385(226@,10s) = 140@(690@,37s) // s$ 
05A9: $5405(226@,10s) = 212@s // s$ 

:NONE_10827
00D6: if 
0039:   691@ == 2 
004D: jump_if_false @NONE_10861 
05A9: $5405(226@,10s) = 140@(690@,37s) // s$ 

:NONE_10861
0494: get_joystick 0 direction_offset_to 422@ 423@ 424@ 424@ 
00D6: if or
00E1:   player 0 pressed_key 8 
001B:   -100 > 423@ 
004D: jump_if_false @NONE_10982 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 221@ // (int) 
004D: jump_if_false @NONE_10975 
00D6: if 
001B:   36 > 690@ 
004D: jump_if_false @NONE_10952 
000A: 690@ += 1 
0002: jump @NONE_10959 

:NONE_10952
0006: 690@ = 0 

:NONE_10959
008B: 221@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 221@ += 250 

:NONE_10975
0002: jump @NONE_10998 

:NONE_10982
008B: 221@ = $CURRENT_TIME_IN_MS2 // (int) 
000E: 221@ -= 250 

:NONE_10998
00D6: if or
00E1:   player 0 pressed_key 9 
0019:   423@ > 100 
004D: jump_if_false @NONE_11103 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 222@ // (int) 
004D: jump_if_false @NONE_11096 
00D6: if 
0019:   690@ > 0 
004D: jump_if_false @NONE_11073 
000E: 690@ -= 1 
0002: jump @NONE_11080 

:NONE_11073
0006: 690@ = 36 

:NONE_11080
008B: 222@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 222@ += 250 

:NONE_11096
0002: jump @NONE_11119 

:NONE_11103
008B: 222@ = $CURRENT_TIME_IN_MS2 // (int) 
000E: 222@ -= 250 

:NONE_11119
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @NONE_11200 
00D6: if 
0039:   223@ == 0 
004D: jump_if_false @NONE_11193 
000A: 691@ += 1 
000A: 223@ += 1 
00D6: if 
0039:   691@ == 3 
004D: jump_if_false @NONE_11193 
0006: 226@ = -1 

:NONE_11193
0002: jump @NONE_11207 

:NONE_11200
0006: 223@ = 0 

:NONE_11207
0006: 227@ = 0 

:NONE_11214
000B: 290@(227@,60f) += 8.0 
02F7: $TEMPVAR_FLOAT_1 = cosine 230@(227@,60f) // (float) 
02F6: $TEMPVAR_FLOAT_2 = sine 230@(227@,60f) // (float) 
006D: $TEMPVAR_FLOAT_1 *= 290@(227@,60f) // (float) 
006D: $TEMPVAR_FLOAT_2 *= 290@(227@,60f) // (float) 
0009: $TEMPVAR_FLOAT_1 += 320.0 
0009: $TEMPVAR_FLOAT_2 += 224.0 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 1.0 1.0 RGBA 255 255 255 255 
00D6: if or
0020:   $TEMPVAR_FLOAT_1 > 640.0 
0022:   0.0 > $TEMPVAR_FLOAT_1 
0022:   0.0 > $TEMPVAR_FLOAT_2 
0020:   $TEMPVAR_FLOAT_2 > 448.0 
004D: jump_if_false @NONE_11410 
0007: 290@(227@,60f) = 10.0 
0208: 230@(227@,60f) = random_float_in_ranges 0.0 360.0 

:NONE_11410
000A: 227@ += 1 
0029:   227@ >= 60 
004D: jump_if_false @NONE_11214 
0050: gosub @NONE_12369 
0349: set_text_draw_font 1 
033E: set_draw_text_position 214@ 215@ GXT 'SPAC_06'  // HI-SCORE
0087: 692@ = 216@ // (float) 
0087: 693@ = 217@ // (float) 
0006: 227@ = 0 

:NONE_11482
00D6: if 
001B:   10 > 227@ 
004D: jump_if_false @NONE_12101 
0087: 692@ = 216@ // (float) 
0050: gosub @NONE_12369 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
0349: set_text_draw_font 1 
00D6: if 
003B:   226@ == 227@ // (int) 
004D: jump_if_false @NONE_11558 
0340: set_text_draw_RGBA 0 155 0 255 

:NONE_11558
00D6: if or
05AD:   $5365(227@,10s) == 142@s // s$ == short 
05AD:   $5365(227@,10s) == 176@s // s$ == short 
004D: jump_if_false @NONE_11603 
000B: 692@ += 8.0 

:NONE_11603
033E: set_draw_text_position 692@ 693@ GXT $5365(227@,10s) 
00D6: if or
05AD:   $5365(227@,10s) == 142@s // s$ == short 
05AD:   $5365(227@,10s) == 176@s // s$ == short 
004D: jump_if_false @NONE_11663 
000F: 692@ -= 8.0 

:NONE_11663
005B: 692@ += 218@ // (float) 
0050: gosub @NONE_12369 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
0349: set_text_draw_font 1 
00D6: if 
003B:   226@ == 227@ // (int) 
004D: jump_if_false @NONE_11721 
0340: set_text_draw_RGBA 0 155 0 255 

:NONE_11721
00D6: if or
05AD:   $5385(227@,10s) == 142@s // s$ == short 
05AD:   $5385(227@,10s) == 176@s // s$ == short 
004D: jump_if_false @NONE_11766 
000B: 692@ += 8.0 

:NONE_11766
033E: set_draw_text_position 692@ 693@ GXT $5385(227@,10s) 
00D6: if or
05AD:   $5385(227@,10s) == 142@s // s$ == short 
05AD:   $5385(227@,10s) == 176@s // s$ == short 
004D: jump_if_false @NONE_11826 
000F: 692@ -= 8.0 

:NONE_11826
005B: 692@ += 218@ // (float) 
0050: gosub @NONE_12369 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
0349: set_text_draw_font 1 
00D6: if 
003B:   226@ == 227@ // (int) 
004D: jump_if_false @NONE_11884 
0340: set_text_draw_RGBA 0 155 0 255 

:NONE_11884
00D6: if or
05AD:   $5405(227@,10s) == 142@s // s$ == short 
05AD:   $5405(227@,10s) == 176@s // s$ == short 
004D: jump_if_false @NONE_11929 
000B: 692@ += 8.0 

:NONE_11929
033E: set_draw_text_position 692@ 693@ GXT $5405(227@,10s) 
00D6: if or
05AD:   $5405(227@,10s) == 142@s // s$ == short 
05AD:   $5405(227@,10s) == 176@s // s$ == short 
004D: jump_if_false @NONE_11989 
000F: 692@ -= 8.0 

:NONE_11989
0087: 692@ = 216@ // (float) 
005B: 692@ += 219@ // (float) 
0050: gosub @NONE_12369 
0342: set_text_draw_centered 0 
03E4: set_text_draw_align_right 1 
0349: set_text_draw_font 1 
00D6: if 
003B:   226@ == 227@ // (int) 
004D: jump_if_false @NONE_12055 
0340: set_text_draw_RGBA 0 155 0 255 

:NONE_12055
045A: draw_text_1number 692@ 693@ GXT 'NUMBER' number $5355(227@,10i)  // ~1~
005B: 693@ += 220@ // (float) 
000A: 227@ += 1 
0002: jump @NONE_11482 

:NONE_12101
038D: draw_texture 2 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
00D6: if 
0039:   226@ == -1 
004D: jump_if_false @NONE_12362 
00D6: if or
00E1:   player 0 pressed_key 15 
00E1:   player 0 pressed_key 14 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @NONE_12299 
0002: jump @NONE_2544 

:NONE_12299
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @NONE_12355 
00D6: if 
0039:   223@ == 0 
004D: jump_if_false @NONE_12348 
000A: 223@ += 1 
0002: jump @NONE_2544 

:NONE_12348
0002: jump @NONE_12362 

:NONE_12355
0006: 223@ = 0 

:NONE_12362
0002: jump @NONE_10411 

:NONE_12369
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 1.0 3.0 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 0 rgba 0 0 0 180 
0349: set_text_draw_font 2 
0051: return 

:NONE_12441
097A: play_audio_at 0.0 0.0 0.0 event 1182 
03D5: remove_text 'BUSY'  // You look a bit busy, why don't you come back later.
09F5: disable_player_mutal_activities 0 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 4---------------
// Originally: Video Game: Dualuty

:DUAL
0050: gosub @DUAL_16 
0050: gosub @DUAL_15587 
004E: end_thread 

:DUAL_16
0004: $ONMISSION = 1 
03A4: name_thread 'DUAL' 
0001: wait 0 ms 
054C: use_GXT_table 'DUAL' 
03F0: enable_text_draw 1 
0391: release_textures 
0390: load_txd_dictionary 'LD_SPAC' 
09F5: disable_player_mutal_activities 1 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 50.0 
038F: load_texture "BACKGND" as 1 // Load dictionary with 0390 first 
038F: load_texture "LAYER" as 2 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 3 // Load dictionary with 0390 first 
038F: load_texture "ROCKSHP" as 4 // Load dictionary with 0390 first 
038F: load_texture "THRUSTG" as 5 // Load dictionary with 0390 first 
038F: load_texture "DARK" as 7 // Load dictionary with 0390 first 
038F: load_texture "LIGHT" as 8 // Load dictionary with 0390 first 
038F: load_texture "EX1" as 9 // Load dictionary with 0390 first 
038F: load_texture "EX2" as 10 // Load dictionary with 0390 first 
038F: load_texture "EX3" as 11 // Load dictionary with 0390 first 
038F: load_texture "EX4" as 12 // Load dictionary with 0390 first 
038F: load_texture "WHITE" as 13 // Load dictionary with 0390 first 
038F: load_texture "SHOOT" as 14 // Load dictionary with 0390 first 
038F: load_texture "HEALTH" as 15 // Load dictionary with 0390 first 
038F: load_texture "POWER" as 16 // Load dictionary with 0390 first 
038F: load_texture "DUALITY" as 17 // Load dictionary with 0390 first 
038F: load_texture "BLACK" as 18 // Load dictionary with 0390 first 
03CF: load_wav 1807 as 4 

:DUAL_297
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @DUAL_323 
0001: wait 0 ms 
0002: jump @DUAL_297 

:DUAL_323
097A: play_audio_at 0.0 0.0 0.0 event 1068 
0209: 51@ = random_int_in_ranges 0 3 
0871: init_jump_table 51@ total_jumps 3 default_jump 0 @DUAL_1516 jumps 0 @DUAL_415 1 @DUAL_782 2 @DUAL_1149 -1 @DUAL_1516 -1 @DUAL_1516 -1 @DUAL_1516 -1 @DUAL_1516 

:DUAL_415
0007: 52@ = 160.0 
0007: 64@ = 224.0 
0007: 76@ = 320.0 
0007: 88@ = 500.0 
0007: 53@ = 480.0 
0007: 65@ = 224.0 
0007: 77@ = 320.0 
0007: 89@ = 500.0 
0007: 54@ = 320.0 
0007: 66@ = 156.0 
0007: 78@ = 256.0 
0007: 90@ = 128.0 
0007: 55@ = 452.2068 
0007: 67@ = 90.0 
0007: 79@ = 32.0 
0007: 91@ = 32.0 
0007: 56@ = 166.5889 
0007: 68@ = 216.6436 
0007: 80@ = 32.0 
0007: 92@ = 32.0 
0007: 57@ = 262.0 
0007: 69@ = 300.0 
0007: 81@ = 1.0 
0007: 93@ = 3.0 
0007: 58@ = 370.0 
0007: 82@ = 0.9 
0007: 94@ = 3.0 
0007: 71@ = 342.0 
0007: 83@ = 320.0 
0007: 95@ = 229.7492 
0007: 60@ = 284.4967 
0007: 72@ = 314.9901 
0007: 84@ = 320.0 
0007: 96@ = 320.0 
0007: 61@ = 351.9814 
0007: 73@ = 356.8015 
0002: jump @DUAL_1516 

:DUAL_782
0007: 52@ = 160.0 
0007: 64@ = 224.0 
0007: 76@ = 320.0 
0007: 88@ = 500.0 
0007: 53@ = 480.0 
0007: 65@ = 224.0 
0007: 77@ = 320.0 
0007: 89@ = 500.0 
0007: 54@ = 320.0 
0007: 66@ = 219.561 
0007: 78@ = 256.0 
0007: 90@ = 128.0 
0007: 55@ = 452.2068 
0007: 67@ = 215.0997 
0007: 79@ = 32.0 
0007: 91@ = 32.0 
0007: 56@ = 166.5889 
0007: 68@ = 216.0905 
0007: 80@ = 32.0 
0007: 92@ = 32.0 
0007: 57@ = 265.0504 
0007: 69@ = 70.0389 
0007: 81@ = 1.0 
0007: 93@ = 3.0 
0007: 58@ = 370.0 
0007: 82@ = 0.9 
0007: 94@ = 3.0 
0007: 71@ = 342.0 
0007: 83@ = 320.0 
0007: 95@ = 91.233 
0007: 60@ = 284.4967 
0007: 72@ = 84.2511 
0007: 84@ = 320.0 
0007: 96@ = 296.2502 
0007: 61@ = 351.9814 
0007: 73@ = 356.8015 
0002: jump @DUAL_1516 

:DUAL_1149
0007: 52@ = 160.0 
0007: 64@ = 224.0 
0007: 76@ = 320.0 
0007: 88@ = 500.0 
0007: 53@ = 480.0 
0007: 65@ = 224.0 
0007: 77@ = 320.0 
0007: 89@ = 500.0 
0007: 54@ = 320.0 
0007: 66@ = 296.0475 
0007: 78@ = 256.0 
0007: 90@ = 128.0 
0007: 55@ = 464.383 
0007: 67@ = 354.7318 
0007: 79@ = 32.0 
0007: 91@ = 32.0 
0007: 56@ = 166.5889 
0007: 68@ = 216.0905 
0007: 80@ = 32.0 
0007: 92@ = 32.0 
0007: 57@ = 265.0504 
0007: 69@ = 70.0389 
0007: 81@ = 1.0 
0007: 93@ = 3.0 
0007: 58@ = 370.0 
0007: 82@ = 0.9 
0007: 94@ = 3.0 
0007: 71@ = 119.7153 
0007: 83@ = 320.0 
0007: 95@ = 135.5804 
0007: 60@ = 284.4967 
0007: 72@ = 84.2511 
0007: 84@ = 320.0 
0007: 96@ = 320.0 
0007: 61@ = 351.9814 
0007: 73@ = 134.4938 
0002: jump @DUAL_1516 

:DUAL_1516
0007: 62@ = 33.8609 
0007: 74@ = 18.1114 
0007: 86@ = 230.0 
0007: 98@ = 60.3475 
0007: 63@ = 38.1753 
0007: 75@ = 20.4681 
0007: 87@ = 0.5014 
0007: 99@ = 1.8889 
0006: 100@ = 0 
0006: 101@ = 1 
0006: 102@ = 1 
0006: 103@ = 1 
0006: 104@ = 1 
0006: 105@ = 1 
05AA: 106@s = 'DUAL_0' // @s = 'short'  // 0
05AA: 108@s = 'DUAL_1' // @s = 'short'  // 1
05AA: 110@s = 'DUAL_2' // @s = 'short'  // 2
05AA: 112@s = 'DUAL_3' // @s = 'short'  // 3
05AA: 114@s = 'DUAL_4' // @s = 'short'  // 4
05AA: 116@s = 'DUAL_5' // @s = 'short'  // 5
05AA: 118@s = 'DUAL_6' // @s = 'short'  // 6
05AA: 120@s = 'DUAL_7' // @s = 'short'  // 7
05AA: 122@s = 'DUAL_8' // @s = 'short'  // 8
05AA: 124@s = 'DUAL_9' // @s = 'short'  // 9
05AA: 126@s = 'DUAL_AA' // @s = 'short'  // A
05AA: 128@s = 'DUAL_B' // @s = 'short'  // B
05AA: 130@s = 'DUAL_C' // @s = 'short'  // C
05AA: 132@s = 'DUAL_D' // @s = 'short'  // D
05AA: 134@s = 'DUAL_E' // @s = 'short'  // E
05AA: 136@s = 'DUAL_F' // @s = 'short'  // F
05AA: 138@s = 'DUAL_G' // @s = 'short'  // G
05AA: 140@s = 'DUAL_H' // @s = 'short'  // H
05AA: 142@s = 'DUAL_I' // @s = 'short'  // I
05AA: 144@s = 'DUAL_J' // @s = 'short'  // J
05AA: 146@s = 'DUAL_K' // @s = 'short'  // K
05AA: 148@s = 'DUAL_L' // @s = 'short'  // L
05AA: 150@s = 'DUAL_M' // @s = 'short'  // M
05AA: 152@s = 'DUAL_N' // @s = 'short'  // N
05AA: 154@s = 'DUAL_O' // @s = 'short'  // O
05AA: 156@s = 'DUAL_P' // @s = 'short'  // P
05AA: 158@s = 'DUAL_Q' // @s = 'short'  // Q
05AA: 160@s = 'DUAL_R' // @s = 'short'  // R
05AA: 162@s = 'DUAL_S' // @s = 'short'  // S
05AA: 164@s = 'DUAL_T' // @s = 'short'  // T
05AA: 166@s = 'DUAL_U' // @s = 'short'  // U
05AA: 168@s = 'DUAL_V' // @s = 'short'  // V
05AA: 170@s = 'DUAL_W' // @s = 'short'  // W
05AA: 172@s = 'DUAL_X' // @s = 'short'  // X
05AA: 174@s = 'DUAL_Y' // @s = 'short'  // Y
05AA: 176@s = 'DUAL_Z' // @s = 'short'  // Z
05AA: 178@s = 'DUAL_FS' // @s = 'short'  // .
00D6: if 
0038:   $5425 == 0 
004D: jump_if_false @DUAL_2819 
0004: $5426[0] = -10000 
0004: $5426[1] = -7500 
0004: $5426[2] = -5000 
0004: $5426[3] = -2500 
0004: $5426[4] = -1000 
0004: $5426[5] = -750 
0004: $5426[6] = -500 
0004: $5426[7] = -250 
0004: $5426[8] = -175 
0004: $5426[9] = -100 
0004: $5436[0] = 10000 
0004: $5436[1] = 7500 
0004: $5436[2] = 5000 
0004: $5436[3] = 2500 
0004: $5436[4] = 1000 
0004: $5436[5] = 750 
0004: $5436[6] = 500 
0004: $5436[7] = 250 
0004: $5436[8] = 175 
0004: $5436[9] = 100 
05A9: s$5446[0] = 132@s // s$ 
05A9: s$5466[0] = 144@s // s$ 
05A9: s$5486[0] = 178@s // s$ 
05A9: s$5446[1] = 146@s // s$ 
05A9: s$5466[1] = 160@s // s$ 
05A9: s$5486[1] = 174@s // s$ 
05A9: s$5446[2] = 162@s // s$ 
05A9: s$5466[2] = 142@s // s$ 
05A9: s$5486[2] = 162@s // s$ 
05A9: s$5446[3] = 170@s // s$ 
05A9: s$5466[3] = 132@s // s$ 
05A9: s$5486[3] = 174@s // s$ 
05A9: s$5446[4] = 132@s // s$ 
05A9: s$5466[4] = 126@s // s$ 
05A9: s$5486[4] = 152@s // s$ 
05A9: s$5446[5] = 148@s // s$ 
05A9: s$5466[5] = 160@s // s$ 
05A9: s$5486[5] = 138@s // s$ 
05A9: s$5446[6] = 152@s // s$ 
05A9: s$5466[6] = 154@s // s$ 
05A9: s$5486[6] = 152@s // s$ 
05A9: s$5446[7] = 138@s // s$ 
05A9: s$5466[7] = 126@s // s$ 
05A9: s$5486[7] = 176@s // s$ 
05A9: s$5446[8] = 108@s // s$ 
05A9: s$5466[8] = 106@s // s$ 
05A9: s$5486[8] = 108@s // s$ 
05A9: s$5446[9] = 144@s // s$ 
05A9: s$5466[9] = 166@s // s$ 
05A9: s$5486[9] = 132@s // s$ 
05A9: s$5506[0] = 126@s // s$ 
05A9: s$5526[0] = 132@s // s$ 
05A9: s$5546[0] = 176@s // s$ 
05A9: s$5506[1] = 130@s // s$ 
05A9: s$5526[1] = 126@s // s$ 
05A9: s$5546[1] = 152@s // s$ 
05A9: s$5506[2] = 142@s // s$ 
05A9: s$5526[2] = 150@s // s$ 
05A9: s$5546[2] = 174@s // s$ 
05A9: s$5506[3] = 170@s // s$ 
05A9: s$5526[3] = 142@s // s$ 
05A9: s$5546[3] = 148@s // s$ 
05A9: s$5506[4] = 132@s // s$ 
05A9: s$5526[4] = 128@s // s$ 
05A9: s$5546[4] = 156@s // s$ 
05A9: s$5506[5] = 132@s // s$ 
05A9: s$5526[5] = 126@s // s$ 
05A9: s$5546[5] = 168@s // s$ 
05A9: s$5506[6] = 132@s // s$ 
05A9: s$5526[6] = 154@s // s$ 
05A9: s$5546[6] = 132@s // s$ 
05A9: s$5506[7] = 152@s // s$ 
05A9: s$5526[7] = 136@s // s$ 
05A9: s$5546[7] = 178@s // s$ 
05A9: s$5506[8] = 146@s // s$ 
05A9: s$5526[8] = 150@s // s$ 
05A9: s$5546[8] = 128@s // s$ 
05A9: s$5506[9] = 162@s // s$ 
05A9: s$5526[9] = 144@s // s$ 
05A9: s$5546[9] = 148@s // s$ 
0004: $5425 = 1 

:DUAL_2819
0006: 180@ = -1 
0006: 181@ = 0 
0007: 182@ = 321.4137 
0007: 183@ = 58.2432 
0007: 184@ = 201.225 
0007: 185@ = 88.9168 
0007: 186@ = 29.78 
0007: 187@ = 230.5296 
0007: 188@ = 28.5713 

:DUAL_2903
0001: wait 0 ms 
016A: fade 1 time 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
0006: 300@ = 0 
0494: get_joystick 0 direction_offset_to 311@ 312@ 39@ 39@ 
00D6: if or
00E1:   player 0 pressed_key 11 
0019:   311@ > 100 
004D: jump_if_false @DUAL_3094 
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @DUAL_3080 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @DUAL_3035 
0006: 100@ = 1 
097A: play_audio_at 0.0 0.0 0.0 event 1046 
0002: jump @DUAL_3080 

:DUAL_3035
00D6: if 
0039:   100@ == 2 
004D: jump_if_false @DUAL_3080 
0006: 100@ = 3 
097A: play_audio_at 0.0 0.0 0.0 event 1046 

:DUAL_3080
0006: 103@ = 1 
0002: jump @DUAL_3581 

:DUAL_3094
00D6: if or
00E1:   player 0 pressed_key 10 
001B:   -100 > 311@ 
004D: jump_if_false @DUAL_3247 
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @DUAL_3233 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @DUAL_3188 
0006: 100@ = 0 
097A: play_audio_at 0.0 0.0 0.0 event 1046 
0002: jump @DUAL_3233 

:DUAL_3188
00D6: if 
0039:   100@ == 3 
004D: jump_if_false @DUAL_3233 
0006: 100@ = 2 
097A: play_audio_at 0.0 0.0 0.0 event 1046 

:DUAL_3233
0006: 102@ = 1 
0002: jump @DUAL_3574 

:DUAL_3247
00D6: if or
00E1:   player 0 pressed_key 8 
001B:   -100 > 312@ 
004D: jump_if_false @DUAL_3400 
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @DUAL_3386 
00D6: if 
0039:   100@ == 2 
004D: jump_if_false @DUAL_3341 
0006: 100@ = 0 
097A: play_audio_at 0.0 0.0 0.0 event 1046 
0002: jump @DUAL_3386 

:DUAL_3341
00D6: if 
0039:   100@ == 3 
004D: jump_if_false @DUAL_3386 
0006: 100@ = 1 
097A: play_audio_at 0.0 0.0 0.0 event 1046 

:DUAL_3386
0006: 104@ = 1 
0002: jump @DUAL_3567 

:DUAL_3400
00D6: if or
00E1:   player 0 pressed_key 9 
0019:   312@ > 100 
004D: jump_if_false @DUAL_3553 
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @DUAL_3539 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @DUAL_3494 
0006: 100@ = 2 
097A: play_audio_at 0.0 0.0 0.0 event 1046 
0002: jump @DUAL_3539 

:DUAL_3494
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @DUAL_3539 
0006: 100@ = 3 
097A: play_audio_at 0.0 0.0 0.0 event 1046 

:DUAL_3539
0006: 105@ = 1 
0002: jump @DUAL_3560 

:DUAL_3553
0006: 105@ = 0 

:DUAL_3560
0006: 104@ = 0 

:DUAL_3567
0006: 102@ = 0 

:DUAL_3574
0006: 103@ = 0 

:DUAL_3581
038D: draw_texture 18 position 52@ 64@ size 76@ 88@ RGBA 255 255 255 255 
038D: draw_texture 13 position 53@ 65@ size 77@ 89@ RGBA 255 255 255 255 
038D: draw_texture 17 position 54@ 66@ size 256.0 128.0 RGBA 255 255 255 255 
038D: draw_texture 7 position 55@ 67@ size 32.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 8 position 56@ 68@ size 32.0 32.0 RGBA 255 255 255 255 
0050: gosub @DUAL_15515 
0342: set_text_draw_centered 0 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @DUAL_3795 
033F: set_text_draw_letter_size 82@ 94@ 
0002: jump @DUAL_3803 

:DUAL_3795
033F: set_text_draw_letter_size 81@ 93@ 

:DUAL_3803
033E: set_draw_text_position 57@ 69@ GXT 'SPAC_04'  // PLAY
0050: gosub @DUAL_15515 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
0340: set_text_draw_RGBA 0 0 0 255 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @DUAL_3879 
033F: set_text_draw_letter_size 82@ 94@ 
0002: jump @DUAL_3887 

:DUAL_3879
033F: set_text_draw_letter_size 81@ 93@ 

:DUAL_3887
033E: set_draw_text_position 58@ 69@ GXT 'SPAC_05'  // QUIT
0050: gosub @DUAL_15515 
0342: set_text_draw_centered 0 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @DUAL_3966 
033F: set_text_draw_letter_size 82@ 94@ 
0002: jump @DUAL_3974 

:DUAL_3966
033F: set_text_draw_letter_size 81@ 93@ 

:DUAL_3974
033E: set_draw_text_position 57@ 71@ GXT 'SPAC_06'  // HI-SCORE
0050: gosub @DUAL_15515 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
0340: set_text_draw_RGBA 0 0 0 255 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @DUAL_4050 
033F: set_text_draw_letter_size 82@ 94@ 
0002: jump @DUAL_4058 

:DUAL_4050
033F: set_text_draw_letter_size 81@ 93@ 

:DUAL_4058
033E: set_draw_text_position 58@ 71@ GXT 'SPAC_06'  // HI-SCORE
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @DUAL_4125 
038D: draw_texture 8 position 60@ 72@ size 16.0 16.0 RGBA 255 255 255 255 

:DUAL_4125
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @DUAL_4175 
038D: draw_texture 7 position 61@ 72@ size 16.0 16.0 RGBA 255 255 255 255 

:DUAL_4175
00D6: if 
0039:   100@ == 2 
004D: jump_if_false @DUAL_4225 
038D: draw_texture 8 position 60@ 73@ size 16.0 16.0 RGBA 255 255 255 255 

:DUAL_4225
00D6: if 
0039:   100@ == 3 
004D: jump_if_false @DUAL_4275 
038D: draw_texture 7 position 61@ 73@ size 16.0 16.0 RGBA 255 255 255 255 

:DUAL_4275
038D: draw_texture 3 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DUAL_4755 
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @DUAL_4748 
000A: 101@ += 1 
097A: play_audio_at 0.0 0.0 0.0 event 1045 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @DUAL_4506 
0002: jump @DUAL_4839 

:DUAL_4506
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @DUAL_4552 
0391: release_textures 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 0 time 0 
0001: wait 0 ms 
016A: fade 1 time 500 
0051: return 

:DUAL_4552
00D6: if 
0039:   100@ == 2 
004D: jump_if_false @DUAL_4650 
0208: 50@ = random_float_in_ranges -15.0 15.0 
0087: 205@ = 50@ // (float) 
0208: 50@ = random_float_in_ranges -15.0 15.0 
0087: 206@ = 50@ // (float) 
0007: 199@ = 0.0 
0007: 200@ = 0.0 
0006: 181@ = 1 
0002: jump @DUAL_11763 

:DUAL_4650
00D6: if 
0039:   100@ == 3 
004D: jump_if_false @DUAL_4748 
0208: 50@ = random_float_in_ranges -15.0 15.0 
0087: 205@ = 50@ // (float) 
0208: 50@ = random_float_in_ranges -15.0 15.0 
0087: 206@ = 50@ // (float) 
0007: 199@ = 0.0 
0007: 200@ = 0.0 
0006: 181@ = 0 
0002: jump @DUAL_11763 

:DUAL_4748
0002: jump @DUAL_4762 

:DUAL_4755
0006: 101@ = 0 

:DUAL_4762
0937: text_draw_box_cornerA 62@ 74@ cornerB 86@ 98@ GXT_reference 'DUMMY' style 0 
0050: gosub @DUAL_15515 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 86@ 
0349: set_text_draw_font 1 
033F: set_text_draw_letter_size 87@ 99@ 
033E: set_draw_text_position 63@ 75@ GXT 'SPAC_10'  // ~w~~<~~u~~d~~>~ Navigate~n~~k~~PED_SPRINT~ Select
0002: jump @DUAL_2903 

:DUAL_4839
0007: 189@ = 0.0 
0007: 193@ = 0.0 
0007: 190@ = 0.0 
0007: 194@ = 0.0 
0007: 199@ = 0.0 
0007: 200@ = 0.0 
0005: $5566 = 0.0 
0005: $5567 = 0.0 
0007: 201@ = 0.0 
0007: 202@ = 0.0 
0007: 203@ = 0.1 
0007: 204@ = 100.0 
0007: 205@ = 0.0 
0007: 206@ = 0.0 
0006: 207@ = 0 
0007: 208@ = -512.0 
0007: 209@ = -256.0 
0007: 210@ = 0.0 
0007: 211@ = 256.0 
0007: 212@ = 512.0 
0007: 213@ = -384.0 
0007: 214@ = -128.0 
0007: 215@ = 128.0 
0007: 216@ = 384.0 
0007: 217@ = 200.0 
0007: 227@ = 200.0 
0007: 237@ = -2E11 
0007: 218@ = -300.0 
0007: 228@ = -300.0 
0007: 238@ = -2E11 
0007: 219@ = -300.0 
0007: 229@ = 300.0 
0007: 239@ = -2E11 
0007: 220@ = 300.0 
0007: 230@ = -300.0 
0007: 240@ = -2E11 
0007: 221@ = 0.1 
0007: 231@ = 300.0 
0007: 241@ = -2E11 
0007: 222@ = 0.1 
0007: 232@ = -300.0 
0007: 242@ = 2E11 
0007: 223@ = 300.0 
0007: 233@ = 0.1 
0007: 243@ = 2E11 
0007: 224@ = -300.0 
0007: 234@ = 0.1 
0007: 244@ = 2E11 
0007: 225@ = 0.1 
0007: 235@ = 500.0 
0007: 245@ = 2E11 
0007: 226@ = 0.1 
0007: 236@ = -500.0 
0007: 246@ = 2E11 
0006: 247@ = 10 
0007: 248@ = 32.0 
0007: 249@ = 6.67259 
0013: 249@ *= 0.1 
0013: 249@ *= 0.1 
0013: 249@ *= 0.1 
0013: 249@ *= 0.1 
0013: 249@ *= 0.1 
0013: 249@ *= 0.1 
0006: 40@ = 0 

:DUAL_5470
00D6: if 
001B:   20 > 40@ 
004D: jump_if_false @DUAL_5530 
0007: 250@(40@,20f) = 1000.0 
0007: 270@(40@,20f) = 1000.0 
000A: 40@ += 1 
0002: jump @DUAL_5470 

:DUAL_5530
0006: 40@ = 0 

:DUAL_5537
00D6: if 
001B:   10 > 40@ 
004D: jump_if_false @DUAL_5580 
0006: 290@(40@,10i) = 0 
000A: 40@ += 1 
0002: jump @DUAL_5537 

:DUAL_5580
0006: 300@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
0007: 301@ = 100.0 
0007: 302@ = 100.0 
0007: 303@ = 256.0 
0006: 304@ = 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 305@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 305@ += 4000 
008B: 306@ = $CURRENT_TIME_IN_MS2 // (int) 
0006: 307@ = 0 

:DUAL_5667
008B: 308@ = $CURRENT_TIME_IN_MS2 // (int) 
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 309@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 309@ -= 308@ // (int) 
0093: 310@ = integer 309@ to_float 
0017: 310@ /= 1.5 
0017: 310@ /= 1000.0 
0007: 201@ = 0.0 
0007: 202@ = 0.0 
0079: 301@ += frame_delta_time * 0.06 // (float) 
00D6: if 
0021:   301@ > 100.0 
004D: jump_if_false @DUAL_5789 
0007: 301@ = 100.0 

:DUAL_5789
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DUAL_5845 
00D6: if 
0039:   307@ == 1 
004D: jump_if_false @DUAL_5838 
0006: 307@ = 0 
0006: 304@ = 1 

:DUAL_5838
0002: jump @DUAL_5852 

:DUAL_5845
0006: 307@ = 1 

:DUAL_5852
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @DUAL_5886 
0079: 203@ += frame_delta_time * 5.0 // (float) 
0002: jump @DUAL_5970 

:DUAL_5886
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @DUAL_5920 
0079: 203@ += frame_delta_time * -5.0 // (float) 
0002: jump @DUAL_5970 

:DUAL_5920
0494: get_joystick 0 direction_offset_to 311@ 312@ 39@ 39@ 
0093: 50@ = integer 311@ to_float 
0017: 50@ /= 15.0 
007B: 203@ += frame_delta_time * 50@ // (float) 
0656: get_angle 203@ absolute_degrees_to 203@ 

:DUAL_5970
0006: 40@ = 0 

:DUAL_5977
00D6: if 
001D:   247@ > 40@ // (int) 
004D: jump_if_false @DUAL_7304 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY 199@ 200@ and_XY 217@(40@,10f) 227@(40@,10f) 
0006: 313@ = 0 
00D6: if 
0020:   $DISTANCE_BETWEEN_POINTS > 700.0 
004D: jump_if_false @DUAL_6056 
0006: 313@ = 1 

:DUAL_6056
00D6: if 
0022:   100.0 > $DISTANCE_BETWEEN_POINTS 
004D: jump_if_false @DUAL_6403 
00D6: if 
05A5:   is_area_center 199@ 200@ scale 32.0 32.0 overlaping_area_center 217@(40@,10f) 227@(40@,10f) scale 32.0 32.0 
004D: jump_if_false @DUAL_6403 
00D6: if 
0021:   237@(40@,10f) > 0.0 
004D: jump_if_false @DUAL_6342 
097A: play_audio_at 0.0 0.0 0.0 event 1050 
007F: 302@ -= frame_delta_time * 1.0 // (float) 
00D6: if 
0023:   0.0 > 302@ 
004D: jump_if_false @DUAL_6335 
0007: 302@ = 0.0 
0006: 41@ = 0 

:DUAL_6223
00D6: if 
001B:   10 > 41@ 
004D: jump_if_false @DUAL_6319 
00D6: if 
0039:   290@(41@,10i) == 0 
004D: jump_if_false @DUAL_6305 
0087: 324@(41@,10f) = 199@ // (float) 
0087: 334@(41@,10f) = 200@ // (float) 
000A: 290@(41@,10i) += 1 
0006: 41@ = 9 

:DUAL_6305
000A: 41@ += 1 
0002: jump @DUAL_6223 

:DUAL_6319
008B: 306@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 306@ += 3000 

:DUAL_6335
0002: jump @DUAL_6403 

:DUAL_6342
097A: play_audio_at 0.0 0.0 0.0 event 1051 
0079: 302@ += frame_delta_time * 1.0 // (float) 
00D6: if 
0021:   302@ > 100.0 
004D: jump_if_false @DUAL_6403 
0007: 302@ = 100.0 

:DUAL_6403
0006: 41@ = 0 

:DUAL_6410
00D6: if 
001B:   10 > 41@ 
004D: jump_if_false @DUAL_6605 
00D6: if 
001F:   314@(41@,10i) > $CURRENT_TIME_IN_MS2 // (int) 
004D: jump_if_false @DUAL_6591 
00D6: if 
05A5:   is_area_center 439@(41@,10f) 449@(41@,10f) scale 12.0 12.0 overlaping_area_center 217@(40@,10f) 227@(40@,10f) scale 32.0 32.0 
004D: jump_if_false @DUAL_6591 
0006: 313@ = 2 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 306@ // (int) 
004D: jump_if_false @DUAL_6584 
00D6: if 
0021:   237@(40@,10f) > 0.0 
004D: jump_if_false @DUAL_6577 
000A: 300@ += 10 
0002: jump @DUAL_6584 

:DUAL_6577
000E: 300@ -= 10 

:DUAL_6584
0006: 41@ = 9 

:DUAL_6591
000A: 41@ += 1 
0002: jump @DUAL_6410 

:DUAL_6605
00D6: if 
0019:   313@ > 0 
004D: jump_if_false @DUAL_7000 
00D6: if 
0039:   313@ == 2 
004D: jump_if_false @DUAL_6752 
0006: 41@ = 0 

:DUAL_6648
00D6: if 
001B:   10 > 41@ 
004D: jump_if_false @DUAL_6752 
00D6: if 
0039:   290@(41@,10i) == 0 
004D: jump_if_false @DUAL_6738 
0087: 324@(41@,10f) = 217@(40@,10f) // (float) 
0087: 334@(41@,10f) = 227@(40@,10f) // (float) 
000A: 290@(41@,10i) += 1 
0006: 41@ = 9 

:DUAL_6738
000A: 41@ += 1 
0002: jump @DUAL_6648 

:DUAL_6752
0209: 39@ = random_int_in_ranges 0 2 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @DUAL_6853 
0208: $TEMPVAR_FLOAT_1 = random_float_in_ranges 340.0 700.0 
0209: 39@ = random_int_in_ranges 0 2 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @DUAL_6831 
0011: $TEMPVAR_FLOAT_1 *= -1.0 

:DUAL_6831
0208: $TEMPVAR_FLOAT_2 = random_float_in_ranges -700.0 700.0 
0002: jump @DUAL_6920 

:DUAL_6853
0208: $TEMPVAR_FLOAT_1 = random_float_in_ranges -700.0 700.0 
0208: $TEMPVAR_FLOAT_2 = random_float_in_ranges 340.0 700.0 
0209: 39@ = random_int_in_ranges 0 2 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @DUAL_6920 
0011: $TEMPVAR_FLOAT_2 *= -1.0 

:DUAL_6920
0087: 217@(40@,10f) = 199@ // (float) 
005D: 217@(40@,10f) += $TEMPVAR_FLOAT_1 // (float) 
0087: 227@(40@,10f) = 200@ // (float) 
005D: 227@(40@,10f) += $TEMPVAR_FLOAT_2 // (float) 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY 199@ 200@ and_XY 217@(40@,10f) 227@(40@,10f) 
0002: jump @DUAL_7290 

:DUAL_7000
0087: 50@ = 237@(40@,10f) // (float) 
006B: 50@ *= 204@ // (float) 
006B: 50@ *= 249@ // (float) 
0086: $TEMPVAR_FLOAT_3 = $DISTANCE_BETWEEN_POINTS // (float) 
0069: $TEMPVAR_FLOAT_3 *= $DISTANCE_BETWEEN_POINTS // (float) 
0077: 50@ /= $TEMPVAR_FLOAT_3 // (float) 
0087: 344@ = 217@(40@,10f) // (float) 
0063: 344@ -= 199@ // (float) 
0087: 345@ = 227@(40@,10f) // (float) 
0063: 345@ -= 200@ // (float) 
0077: 344@ /= $DISTANCE_BETWEEN_POINTS // (float) 
0077: 345@ /= $DISTANCE_BETWEEN_POINTS // (float) 
0087: 43@ = 344@ // (float) 
006B: 43@ *= 50@ // (float) 
0087: 44@ = 345@ // (float) 
006B: 44@ *= 50@ // (float) 
0007: 248@ = 32.0 
00D6: if 
0021:   43@ > 50000.0 
004D: jump_if_false @DUAL_7181 
0007: 43@ = 50000.0 

:DUAL_7181
00D6: if 
0023:   -50000.0 > 43@ 
004D: jump_if_false @DUAL_7212 
0007: 43@ = -50000.0 

:DUAL_7212
00D6: if 
0021:   44@ > 50000.0 
004D: jump_if_false @DUAL_7243 
0007: 44@ = 50000.0 

:DUAL_7243
00D6: if 
0023:   -50000.0 > 44@ 
004D: jump_if_false @DUAL_7274 
0007: 44@ = -50000.0 

:DUAL_7274
005B: 201@ += 43@ // (float) 
005B: 202@ += 44@ // (float) 

:DUAL_7290
000A: 40@ += 1 
0002: jump @DUAL_5977 

:DUAL_7304
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 306@ // (int) 
004D: jump_if_false @DUAL_8043 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DUAL_7494 
00D6: if or
0021:   301@ > 0.2 
0043:   301@ == 0.2 
004D: jump_if_false @DUAL_7487 
02F6: $TEMPVAR_FLOAT_1 = sine 203@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = cosine 203@ // (float) 
0011: $TEMPVAR_FLOAT_1 *= -20000.0 
0011: $TEMPVAR_FLOAT_2 *= 20000.0 
005D: 201@ += $TEMPVAR_FLOAT_1 // (float) 
005D: 202@ += $TEMPVAR_FLOAT_2 // (float) 
000A: 207@ += 50 
00D6: if 
0019:   207@ > 200 
004D: jump_if_false @DUAL_7457 
0006: 207@ = 200 

:DUAL_7457
097A: play_audio_at 0.0 0.0 0.0 event 1042 
007F: 301@ -= frame_delta_time * 0.2 // (float) 

:DUAL_7487
0002: jump @DUAL_7526 

:DUAL_7494
000E: 207@ -= 20 
00D6: if 
001B:   0 > 207@ 
004D: jump_if_false @DUAL_7526 
0006: 207@ = 0 

:DUAL_7526
00D6: if or
0021:   301@ > 0.1 
0043:   301@ == 0.1 
004D: jump_if_false @DUAL_7662 
00D6: if 
00E1:   player 0 pressed_key 6 
004D: jump_if_false @DUAL_7662 
0087: 50@ = 203@ // (float) 
000B: 50@ += 90.0 
0656: get_angle 50@ absolute_degrees_to 50@ 
02F6: $TEMPVAR_FLOAT_1 = sine 50@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = cosine 50@ // (float) 
0011: $TEMPVAR_FLOAT_1 *= -6000.0 
0011: $TEMPVAR_FLOAT_2 *= 6000.0 
005D: 201@ += $TEMPVAR_FLOAT_1 // (float) 
005D: 202@ += $TEMPVAR_FLOAT_2 // (float) 
007F: 301@ -= frame_delta_time * 0.1 // (float) 

:DUAL_7662
00D6: if or
0021:   301@ > 0.1 
0043:   301@ == 0.1 
004D: jump_if_false @DUAL_7798 
00D6: if 
00E1:   player 0 pressed_key 4 
004D: jump_if_false @DUAL_7798 
0087: 50@ = 203@ // (float) 
000F: 50@ -= 90.0 
0656: get_angle 50@ absolute_degrees_to 50@ 
02F6: $TEMPVAR_FLOAT_1 = sine 50@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = cosine 50@ // (float) 
0011: $TEMPVAR_FLOAT_1 *= -6000.0 
0011: $TEMPVAR_FLOAT_2 *= 6000.0 
005D: 201@ += $TEMPVAR_FLOAT_1 // (float) 
005D: 202@ += $TEMPVAR_FLOAT_2 // (float) 
007F: 301@ -= frame_delta_time * 0.1 // (float) 

:DUAL_7798
0089: 346@ = $5566 // (float) 
0013: 346@ *= 40.0 
0089: 347@ = $5567 // (float) 
0013: 347@ *= 40.0 
0063: 201@ -= 346@ // (float) 
0063: 202@ -= 347@ // (float) 
0073: 201@ /= 204@ // (float) 
0073: 202@ /= 204@ // (float) 
006B: 201@ *= 310@ // (float) 
006B: 202@ *= 310@ // (float) 
005F: $5566 += 201@ // (float) 
005F: $5567 += 202@ // (float) 
00D6: if or
0021:   301@ > 1.0 
0043:   301@ == 1.0 
004D: jump_if_false @DUAL_8043 
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @DUAL_8043 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 348@ // (int) 
004D: jump_if_false @DUAL_8043 
0050: gosub @DUAL_15309 
097A: play_audio_at 0.0 0.0 0.0 event 1041 
008B: 348@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 348@ += 250 
007F: 301@ -= frame_delta_time * 1.0 // (float) 
00D6: if 
0019:   300@ > 0 
004D: jump_if_false @DUAL_8043 
000E: 300@ -= 1 

:DUAL_8043
0087: 205@ = 199@ // (float) 
0087: 206@ = 200@ // (float) 
00D6: if 
0020:   $5566 > 300.0 
004D: jump_if_false @DUAL_8090 
0005: $5566 = 300.0 

:DUAL_8090
00D6: if 
0022:   -300.0 > $5566 
004D: jump_if_false @DUAL_8121 
0005: $5566 = -300.0 

:DUAL_8121
00D6: if 
0020:   $5567 > 300.0 
004D: jump_if_false @DUAL_8152 
0005: $5567 = 300.0 

:DUAL_8152
00D6: if 
0022:   -300.0 > $5567 
004D: jump_if_false @DUAL_8183 
0005: $5567 = -300.0 

:DUAL_8183
0088: $TEMPVAR_FLOAT_1 = 310@ // (float) 
0069: $TEMPVAR_FLOAT_1 *= $5566 // (float) 
0088: $TEMPVAR_FLOAT_2 = 310@ // (float) 
0069: $TEMPVAR_FLOAT_2 *= $5567 // (float) 
005D: 199@ += $TEMPVAR_FLOAT_1 // (float) 
005D: 200@ += $TEMPVAR_FLOAT_2 // (float) 
0006: 40@ = 0 

:DUAL_8238
00D6: if 
001B:   3 > 40@ 
004D: jump_if_false @DUAL_9088 
0088: $TEMPVAR_FLOAT_1 = 205@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 199@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 206@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 200@ // (float) 
0011: $TEMPVAR_FLOAT_1 *= 0.6 
0011: $TEMPVAR_FLOAT_2 *= 0.6 
0093: 50@ = integer 40@ to_float 
000B: 50@ += 1.0 
0013: 50@ *= 0.3 
006D: $TEMPVAR_FLOAT_1 *= 50@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 50@ // (float) 
0007: 303@ = 512.0 
006B: 303@ *= 50@ // (float) 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @DUAL_8439 
0015: $TEMPVAR_FLOAT_1 /= 2.0 
0015: $TEMPVAR_FLOAT_2 /= 2.0 
005D: 189@(40@,4f) += $TEMPVAR_FLOAT_1 // (float) 
005D: 193@(40@,4f) += $TEMPVAR_FLOAT_2 // (float) 
0002: jump @DUAL_8463 

:DUAL_8439
005D: 189@(40@,4f) += $TEMPVAR_FLOAT_1 // (float) 
005D: 193@(40@,4f) += $TEMPVAR_FLOAT_2 // (float) 

:DUAL_8463
0087: 50@ = 303@ // (float) 
0017: 50@ /= 2.0 
00D6: if 
0025:   189@(40@,4f) > 50@ // (float) 
004D: jump_if_false @DUAL_8516 
0063: 189@(40@,4f) -= 303@ // (float) 

:DUAL_8516
0087: 50@ = 303@ // (float) 
0013: 50@ *= -1.0 
00D6: if 
0025:   50@ > 189@(40@,4f) // (float) 
004D: jump_if_false @DUAL_8569 
005B: 189@(40@,4f) += 303@ // (float) 

:DUAL_8569
0087: 50@ = 303@ // (float) 
0013: 50@ *= -1.0 
00D6: if 
0025:   193@(40@,4f) > 50@ // (float) 
004D: jump_if_false @DUAL_8622 
0063: 193@(40@,4f) -= 303@ // (float) 

:DUAL_8622
0087: 50@ = 303@ // (float) 
0013: 50@ *= -1.0 
00D6: if 
0025:   50@ > 193@(40@,4f) // (float) 
004D: jump_if_false @DUAL_8675 
005B: 193@(40@,4f) += 303@ // (float) 

:DUAL_8675
0007: 50@ = 640.0 
005B: 50@ += 303@ // (float) 
0087: 349@ = 50@ // (float) 
0073: 349@ /= 303@ // (float) 
0092: 350@ = float 349@ to_integer 
0093: 50@ = integer 350@ to_float 
0063: 349@ -= 50@ // (float) 
00D6: if 
0021:   349@ > 0.0 
004D: jump_if_false @DUAL_8761 
000A: 350@ += 1 

:DUAL_8761
0007: 50@ = 448.0 
005B: 50@ += 303@ // (float) 
0087: 351@ = 50@ // (float) 
0073: 351@ /= 303@ // (float) 
0092: 352@ = float 351@ to_integer 
0093: 50@ = integer 352@ to_float 
0063: 351@ -= 50@ // (float) 
00D6: if 
0021:   351@ > 0.0 
004D: jump_if_false @DUAL_8847 
000A: 352@ += 1 

:DUAL_8847
000A: 350@ += 1 
000A: 352@ += 1 
0087: 197@ = 189@(40@,4f) // (float) 
0087: 198@ = 193@(40@,4f) // (float) 
0006: 354@ = 0 

:DUAL_8892
00D6: if 
001D:   352@ > 354@ // (int) 
004D: jump_if_false @DUAL_9074 
0006: 353@ = 0 

:DUAL_8918
00D6: if 
001D:   350@ > 353@ // (int) 
004D: jump_if_false @DUAL_9040 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @DUAL_8990 
038D: draw_texture 1 position 197@ 198@ size 303@ 303@ RGBA 150 150 150 255 
0002: jump @DUAL_9018 

:DUAL_8990
038D: draw_texture 2 position 197@ 198@ size 303@ 303@ RGBA 150 150 150 255 

:DUAL_9018
005B: 197@ += 303@ // (float) 
000A: 353@ += 1 
0002: jump @DUAL_8918 

:DUAL_9040
0087: 197@ = 189@(40@,4f) // (float) 
005B: 198@ += 303@ // (float) 
000A: 354@ += 1 
0002: jump @DUAL_8892 

:DUAL_9074
000A: 40@ += 1 
0002: jump @DUAL_8238 

:DUAL_9088
0006: 40@ = 0 

:DUAL_9095
00D6: if 
001D:   247@ > 40@ // (int) 
004D: jump_if_false @DUAL_9284 
0088: $TEMPVAR_FLOAT_1 = 217@(40@,10f) // (float) 
0067: $TEMPVAR_FLOAT_1 -= 199@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 227@(40@,10f) // (float) 
0067: $TEMPVAR_FLOAT_2 -= 200@ // (float) 
0009: $TEMPVAR_FLOAT_1 += 320.0 
0009: $TEMPVAR_FLOAT_2 += 224.0 
00D6: if 
0021:   237@(40@,10f) > 0.0 
004D: jump_if_false @DUAL_9238 
038D: draw_texture 7 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 32.0 32.0 RGBA 150 150 150 255 
0002: jump @DUAL_9270 

:DUAL_9238
038D: draw_texture 8 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 32.0 32.0 RGBA 255 255 255 255 

:DUAL_9270
000A: 40@ += 1 
0002: jump @DUAL_9095 

:DUAL_9284
0006: 40@ = 0 

:DUAL_9291
00D6: if 
001B:   20 > 40@ 
004D: jump_if_false @DUAL_9986 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY 199@ 200@ and_XY 250@(40@,20f) 270@(40@,20f) 
00D6: if or
0020:   $DISTANCE_BETWEEN_POINTS > 600.0 
05A5:   is_area_center 199@ 200@ scale 32.0 32.0 overlaping_area_center 250@(40@,20f) 270@(40@,20f) scale 18.0 18.0 
004D: jump_if_false @DUAL_9823 
00D6: if 
05A5:   is_area_center 199@ 200@ scale 32.0 32.0 overlaping_area_center 250@(40@,20f) 270@(40@,20f) scale 18.0 18.0 
004D: jump_if_false @DUAL_9589 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 306@ // (int) 
004D: jump_if_false @DUAL_9589 
00D6: if 
001B:   10 > 40@ 
004D: jump_if_false @DUAL_9521 
097A: play_audio_at 0.0 0.0 0.0 event 1048 
000A: 300@ += 5 
0002: jump @DUAL_9548 

:DUAL_9521
097A: play_audio_at 0.0 0.0 0.0 event 1049 
000E: 300@ -= 5 

:DUAL_9548
000B: 301@ += 25.0 
00D6: if 
0021:   301@ > 100.0 
004D: jump_if_false @DUAL_9589 
0007: 301@ = 100.0 

:DUAL_9589
0209: 39@ = random_int_in_ranges 0 2 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @DUAL_9699 
0208: $TEMPVAR_FLOAT_1 = random_float_in_ranges 340.0 700.0 
0209: 39@ = random_int_in_ranges 0 2 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @DUAL_9668 
0011: $TEMPVAR_FLOAT_1 *= -1.0 

:DUAL_9668
0208: $TEMPVAR_FLOAT_2 = random_float_in_ranges -700.0 700.0 
0209: 39@ = random_int_in_ranges 0 2 
0002: jump @DUAL_9775 

:DUAL_9699
0208: $TEMPVAR_FLOAT_1 = random_float_in_ranges -700.0 700.0 
0209: 39@ = random_int_in_ranges 0 2 
0208: $TEMPVAR_FLOAT_2 = random_float_in_ranges 340.0 700.0 
0209: 39@ = random_int_in_ranges 0 2 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @DUAL_9775 
0011: $TEMPVAR_FLOAT_2 *= -1.0 

:DUAL_9775
0087: 250@(40@,20f) = 199@ // (float) 
005D: 250@(40@,20f) += $TEMPVAR_FLOAT_1 // (float) 
0087: 270@(40@,20f) = 200@ // (float) 
005D: 270@(40@,20f) += $TEMPVAR_FLOAT_2 // (float) 

:DUAL_9823
0088: $TEMPVAR_FLOAT_1 = 250@(40@,20f) // (float) 
0067: $TEMPVAR_FLOAT_1 -= 199@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 270@(40@,20f) // (float) 
0067: $TEMPVAR_FLOAT_2 -= 200@ // (float) 
0009: $TEMPVAR_FLOAT_1 += 320.0 
0009: $TEMPVAR_FLOAT_2 += 224.0 
00D6: if 
001B:   10 > 40@ 
004D: jump_if_false @DUAL_9940 
038D: draw_texture 8 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 16.0 16.0 RGBA 255 255 255 255 
0002: jump @DUAL_9972 

:DUAL_9940
038D: draw_texture 7 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 16.0 16.0 RGBA 150 150 150 255 

:DUAL_9972
000A: 40@ += 1 
0002: jump @DUAL_9291 

:DUAL_9986
0006: 40@ = 0 

:DUAL_9993
00D6: if 
001B:   10 > 40@ 
004D: jump_if_false @DUAL_10296 
00D6: if 
0019:   290@(40@,10i) > 0 
004D: jump_if_false @DUAL_10282 
0088: $TEMPVAR_FLOAT_1 = 324@(40@,10f) // (float) 
0067: $TEMPVAR_FLOAT_1 -= 199@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 334@(40@,10f) // (float) 
0067: $TEMPVAR_FLOAT_2 -= 200@ // (float) 
0009: $TEMPVAR_FLOAT_1 += 320.0 
0009: $TEMPVAR_FLOAT_2 += 224.0 
00D6: if 
0039:   290@(40@,10i) == 1 
004D: jump_if_false @DUAL_10170 
008B: 355@(40@,10i) = $CURRENT_TIME_IN_MS2 // (int) 
000A: 355@(40@,10i) += 500 
0006: 290@(40@,10i) = 9 
097A: play_audio_at 0.0 0.0 0.0 event 1043 

:DUAL_10170
008B: 355@(40@,10i) = $CURRENT_TIME_IN_MS2 // (int) 
000A: 355@(40@,10i) += 500 
000A: 290@(40@,10i) += 1 
00D6: if 
0019:   290@(40@,10i) > 12 
004D: jump_if_false @DUAL_10245 
0006: 290@(40@,10i) = 0 
0002: jump @DUAL_10282 

:DUAL_10245
038D: draw_texture 290@(40@,10i) position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 32.0 32.0 RGBA 150 150 150 255 

:DUAL_10282
000A: 40@ += 1 
0002: jump @DUAL_9993 

:DUAL_10296
0006: 40@ = 0 

:DUAL_10303
00D6: if 
001B:   10 > 40@ 
004D: jump_if_false @DUAL_10522 
00D6: if 
001F:   314@(40@,10i) > $CURRENT_TIME_IN_MS2 // (int) 
004D: jump_if_false @DUAL_10508 
0088: $TEMPVAR_FLOAT_1 = 310@ // (float) 
006D: $TEMPVAR_FLOAT_1 *= 459@(40@,10f) // (float) 
0088: $TEMPVAR_FLOAT_2 = 310@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 469@(40@,10f) // (float) 
005D: 439@(40@,10f) += $TEMPVAR_FLOAT_1 // (float) 
005D: 449@(40@,10f) += $TEMPVAR_FLOAT_2 // (float) 
0088: $TEMPVAR_FLOAT_1 = 439@(40@,10f) // (float) 
0067: $TEMPVAR_FLOAT_1 -= 199@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 449@(40@,10f) // (float) 
0067: $TEMPVAR_FLOAT_2 -= 200@ // (float) 
0009: $TEMPVAR_FLOAT_1 += 320.0 
0009: $TEMPVAR_FLOAT_2 += 224.0 
0088: $TEMPVAR_ANGLE = 203@ // (float) 
038D: draw_texture 14 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 8.0 8.0 RGBA 150 150 150 255 

:DUAL_10508
000A: 40@ += 1 
0002: jump @DUAL_10303 

:DUAL_10522
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 306@ // (int) 
004D: jump_if_false @DUAL_10953 
074B: draw_texture 4 position 320.0 224.0 scale 248@ 248@ angle 203@ color_RGBA 150 150 150 255 
0087: 50@ = 302@ // (float) 
0017: 50@ /= 2.0 
0005: $TEMPVAR_FLOAT_2 = 400.0 
0067: $TEMPVAR_FLOAT_2 -= 50@ // (float) 
038D: draw_texture 13 position 50.0 350.0 size 14.0 104.0 RGBA 0 0 0 255 
038D: draw_texture 15 position 50.0 $TEMPVAR_FLOAT_2 size 10.0 302@ RGBA 200 200 200 255 
0087: 50@ = 301@ // (float) 
0017: 50@ /= 2.0 
0005: $TEMPVAR_FLOAT_2 = 400.0 
0067: $TEMPVAR_FLOAT_2 -= 50@ // (float) 
038D: draw_texture 13 position 70.0 350.0 size 14.0 104.0 RGBA 0 0 0 255 
038D: draw_texture 16 position 70.0 $TEMPVAR_FLOAT_2 size 10.0 301@ RGBA 200 200 200 255 
0087: 50@ = 203@ // (float) 
000B: 50@ += 180.0 
00D6: if 
0021:   50@ > 360.0 
004D: jump_if_false @DUAL_10827 
000F: 50@ -= 360.0 

:DUAL_10827
02F6: $TEMPVAR_FLOAT_1 = sine 50@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = cosine 50@ // (float) 
0011: $TEMPVAR_FLOAT_1 *= -1.0 
0011: $TEMPVAR_FLOAT_1 *= 24.0 
0011: $TEMPVAR_FLOAT_2 *= 24.0 
0009: $TEMPVAR_FLOAT_1 += 320.0 
0009: $TEMPVAR_FLOAT_2 += 224.0 
00D6: if 
0019:   207@ > 0 
004D: jump_if_false @DUAL_10946 
074B: draw_texture 5 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale 16.0 16.0 angle 203@ color_RGBA 207@ 207@ 207@ 255 

:DUAL_10946
0002: jump @DUAL_11146 

:DUAL_10953
0006: 41@ = 0 

:DUAL_10960
00D6: if 
001B:   10 > 41@ 
004D: jump_if_false @DUAL_11056 
00D6: if 
0039:   290@(41@,10i) == 0 
004D: jump_if_false @DUAL_11042 
0087: 324@(41@,10f) = 199@ // (float) 
0087: 334@(41@,10f) = 200@ // (float) 
000A: 290@(41@,10i) += 1 
0006: 41@ = 9 

:DUAL_11042
000A: 41@ += 1 
0002: jump @DUAL_10960 

:DUAL_11056
0050: gosub @DUAL_15515 
097A: play_audio_at 0.0 0.0 0.0 event 1047 
033E: set_draw_text_position 320.0 100.0 GXT 'SPAC_01'  // GAME OVER!
008B: 39@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 39@ += 1000 
00D6: if 
001D:   39@ > 306@ // (int) 
004D: jump_if_false @DUAL_11146 
0006: 304@ = 1 

:DUAL_11146
0050: gosub @DUAL_15515 
00D6: if 
0019:   300@ > -1 
004D: jump_if_false @DUAL_11202 
045A: draw_text_1number 320.0 50.0 GXT 'SPAC_02' number 300@  // SCORE ~1~
0002: jump @DUAL_11268 

:DUAL_11202
0085: 39@ = 300@ // (int) 
0012: 39@ *= -1 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 
045A: draw_text_1number 320.0 50.0 GXT 'SPAC_02' number 39@  // SCORE ~1~

:DUAL_11268
038D: draw_texture 3 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
00D6: if 
001F:   305@ > $CURRENT_TIME_IN_MS2 // (int) 
004D: jump_if_false @DUAL_11623 
0050: gosub @DUAL_15515 
00D6: if or
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @DUAL_11506 
0937: text_draw_box_cornerA 62@ 74@ cornerB 175.1144 94.8235 GXT_reference 'DUMMY' style 0 
0343: set_text_draw_linewidth 175.1144 
0002: jump @DUAL_11542 

:DUAL_11506
0937: text_draw_box_cornerA 62@ 74@ cornerB 160.1144 94.8235 GXT_reference 'DUMMY' style 0 
0343: set_text_draw_linewidth 160.1144 

:DUAL_11542
0342: set_text_draw_centered 0 
0349: set_text_draw_font 1 
00D6: if or
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @DUAL_11594 
033F: set_text_draw_letter_size 0.4 1.8889 
0002: jump @DUAL_11606 

:DUAL_11594
033F: set_text_draw_letter_size 0.5014 1.8889 

:DUAL_11606
033E: set_draw_text_position 63@ 75@ GXT 'SPAC_11'  // ~w~~<~~>~ Rotate~n~~k~~PED_SPRINT~ Thrust~n~~k~~PED_FIREWEAPON~ Shoot~n~~k~~VEHICLE_ENTER_EXIT~ Exit.

:DUAL_11623
00D6: if 
0039:   304@ == 1 
004D: jump_if_false @DUAL_11756 
00D6: if 
001F:   300@ > $5436[9] // (int) 
004D: jump_if_false @DUAL_11695 
0006: 365@ = 10 
0006: 366@ = 0 
0006: 181@ = 1 
0002: jump @DUAL_11763 
0002: jump @DUAL_11756 

:DUAL_11695
00D6: if 
001E:   $5426[9] > 300@ // (int) 
004D: jump_if_false @DUAL_11749 
0006: 365@ = 10 
0006: 366@ = 0 
0006: 181@ = 0 
0002: jump @DUAL_11763 
0002: jump @DUAL_11756 

:DUAL_11749
0002: jump @DUAL_2903 

:DUAL_11756
0002: jump @DUAL_5667 

:DUAL_11763
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DUAL_12051 
0006: 40@ = 9 

:DUAL_11797
00D6: if 
0019:   40@ > -1 
004D: jump_if_false @DUAL_12044 
00D6: if 
001E:   $5426(40@,10i) > 300@ // (int) 
004D: jump_if_false @DUAL_12023 
00D6: if 
8039:   not  40@ == 9 
004D: jump_if_false @DUAL_11935 
0085: 41@ = 40@ // (int) 
000A: 41@ += 1 
0084: $5426(41@,10i) = $5426(40@,10i) // (int) 
05A9: $5446(41@,10s) = $5446(40@,10s) // s$ 
05A9: $5466(41@,10s) = $5466(40@,10s) // s$ 
05A9: $5486(41@,10s) = $5486(40@,10s) // s$ 

:DUAL_11935
008A: $5426(40@,10i) = 300@ // (int) 
05A9: $5446(40@,10s) = 178@s // s$ 
05A9: $5466(40@,10s) = 178@s // s$ 
05A9: $5486(40@,10s) = 178@s // s$ 
0085: 180@ = 40@ // (int) 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @DUAL_12016 
0006: 300@ = 0 

:DUAL_12016
0002: jump @DUAL_12030 

:DUAL_12023
0006: 300@ = 0 

:DUAL_12030
000E: 40@ -= 1 
0002: jump @DUAL_11797 

:DUAL_12044
0002: jump @DUAL_12305 

:DUAL_12051
0006: 40@ = 9 

:DUAL_12058
00D6: if 
0019:   40@ > -1 
004D: jump_if_false @DUAL_12305 
00D6: if 
001F:   300@ > $5436(40@,10i) // (int) 
004D: jump_if_false @DUAL_12284 
00D6: if 
8039:   not  40@ == 9 
004D: jump_if_false @DUAL_12196 
0085: 41@ = 40@ // (int) 
000A: 41@ += 1 
0084: $5436(41@,10i) = $5436(40@,10i) // (int) 
05A9: $5506(41@,10s) = $5506(40@,10s) // s$ 
05A9: $5526(41@,10s) = $5526(40@,10s) // s$ 
05A9: $5546(41@,10s) = $5546(40@,10s) // s$ 

:DUAL_12196
008A: $5436(40@,10i) = 300@ // (int) 
05A9: $5506(40@,10s) = 178@s // s$ 
05A9: $5526(40@,10s) = 178@s // s$ 
05A9: $5546(40@,10s) = 178@s // s$ 
0085: 180@ = 40@ // (int) 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @DUAL_12277 
0006: 300@ = 0 

:DUAL_12277
0002: jump @DUAL_12291 

:DUAL_12284
0006: 300@ = 0 

:DUAL_12291
000E: 40@ -= 1 
0002: jump @DUAL_12058 

:DUAL_12305
00D6: if 
0019:   180@ > -1 
004D: jump_if_false @DUAL_12970 
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DUAL_12486 
00D6: if 
0039:   366@ == 0 
004D: jump_if_false @DUAL_12399 
05A9: $5446(180@,10s) = 106@(365@,37s) // s$ 
05A9: $5466(180@,10s) = 178@s // s$ 
05A9: $5486(180@,10s) = 178@s // s$ 

:DUAL_12399
00D6: if 
0039:   366@ == 1 
004D: jump_if_false @DUAL_12445 
05A9: $5466(180@,10s) = 106@(365@,37s) // s$ 
05A9: $5486(180@,10s) = 178@s // s$ 

:DUAL_12445
00D6: if 
0039:   366@ == 2 
004D: jump_if_false @DUAL_12479 
05A9: $5486(180@,10s) = 106@(365@,37s) // s$ 

:DUAL_12479
0002: jump @DUAL_12624 

:DUAL_12486
00D6: if 
0039:   366@ == 0 
004D: jump_if_false @DUAL_12544 
05A9: $5506(180@,10s) = 106@(365@,37s) // s$ 
05A9: $5526(180@,10s) = 178@s // s$ 
05A9: $5546(180@,10s) = 178@s // s$ 

:DUAL_12544
00D6: if 
0039:   366@ == 1 
004D: jump_if_false @DUAL_12590 
05A9: $5526(180@,10s) = 106@(365@,37s) // s$ 
05A9: $5546(180@,10s) = 178@s // s$ 

:DUAL_12590
00D6: if 
0039:   366@ == 2 
004D: jump_if_false @DUAL_12624 
05A9: $5546(180@,10s) = 106@(365@,37s) // s$ 

:DUAL_12624
0494: get_joystick 0 direction_offset_to 311@ 312@ 39@ 39@ 
00D6: if or
00E1:   player 0 pressed_key 8 
001B:   -100 > 312@ 
004D: jump_if_false @DUAL_12745 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 104@ // (int) 
004D: jump_if_false @DUAL_12738 
00D6: if 
001B:   36 > 365@ 
004D: jump_if_false @DUAL_12715 
000A: 365@ += 1 
0002: jump @DUAL_12722 

:DUAL_12715
0006: 365@ = 0 

:DUAL_12722
008B: 104@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 104@ += 250 

:DUAL_12738
0002: jump @DUAL_12761 

:DUAL_12745
008B: 104@ = $CURRENT_TIME_IN_MS2 // (int) 
000E: 104@ -= 250 

:DUAL_12761
00D6: if or
00E1:   player 0 pressed_key 9 
0019:   312@ > 100 
004D: jump_if_false @DUAL_12866 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 105@ // (int) 
004D: jump_if_false @DUAL_12859 
00D6: if 
0019:   365@ > 0 
004D: jump_if_false @DUAL_12836 
000E: 365@ -= 1 
0002: jump @DUAL_12843 

:DUAL_12836
0006: 365@ = 36 

:DUAL_12843
008B: 105@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 105@ += 250 

:DUAL_12859
0002: jump @DUAL_12882 

:DUAL_12866
008B: 105@ = $CURRENT_TIME_IN_MS2 // (int) 
000E: 105@ -= 250 

:DUAL_12882
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DUAL_12963 
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @DUAL_12956 
000A: 366@ += 1 
000A: 101@ += 1 
00D6: if 
0039:   366@ == 3 
004D: jump_if_false @DUAL_12956 
0006: 180@ = -1 

:DUAL_12956
0002: jump @DUAL_12970 

:DUAL_12963
0006: 101@ = 0 

:DUAL_12970
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DUAL_13109 
0006: 40@ = 0 

:DUAL_12995
00D6: if 
001B:   10 > 40@ 
004D: jump_if_false @DUAL_13102 
008B: 367@(40@,10i) = $5426(40@,10i) // (int) 
0012: 367@(40@,10i) *= -1 
05AA: 377@(40@,10s) = $5446(40@,10s) // @s = 'short' 
05AA: 397@(40@,10s) = $5466(40@,10s) // @s = 'short' 
05AA: 417@(40@,10s) = $5486(40@,10s) // @s = 'short' 
000A: 40@ += 1 
0002: jump @DUAL_12995 

:DUAL_13102
0002: jump @DUAL_13212 

:DUAL_13109
0006: 40@ = 0 

:DUAL_13116
00D6: if 
001B:   10 > 40@ 
004D: jump_if_false @DUAL_13212 
008B: 367@(40@,10i) = $5436(40@,10i) // (int) 
05AA: 377@(40@,10s) = $5506(40@,10s) // @s = 'short' 
05AA: 397@(40@,10s) = $5526(40@,10s) // @s = 'short' 
05AA: 417@(40@,10s) = $5546(40@,10s) // @s = 'short' 
000A: 40@ += 1 
0002: jump @DUAL_13116 

:DUAL_13212
0006: 40@ = 0 

:DUAL_13219
00D6: if 
001B:   3 > 40@ 
004D: jump_if_false @DUAL_14069 
0088: $TEMPVAR_FLOAT_1 = 205@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 199@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 206@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 200@ // (float) 
0011: $TEMPVAR_FLOAT_1 *= 0.6 
0011: $TEMPVAR_FLOAT_2 *= 0.6 
0093: 50@ = integer 40@ to_float 
000B: 50@ += 1.0 
0013: 50@ *= 0.3 
006D: $TEMPVAR_FLOAT_1 *= 50@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 50@ // (float) 
0007: 303@ = 512.0 
006B: 303@ *= 50@ // (float) 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @DUAL_13420 
0015: $TEMPVAR_FLOAT_1 /= 2.0 
0015: $TEMPVAR_FLOAT_2 /= 2.0 
005D: 189@(40@,4f) += $TEMPVAR_FLOAT_1 // (float) 
005D: 193@(40@,4f) += $TEMPVAR_FLOAT_2 // (float) 
0002: jump @DUAL_13444 

:DUAL_13420
005D: 189@(40@,4f) += $TEMPVAR_FLOAT_1 // (float) 
005D: 193@(40@,4f) += $TEMPVAR_FLOAT_2 // (float) 

:DUAL_13444
0087: 50@ = 303@ // (float) 
0017: 50@ /= 2.0 
00D6: if 
0025:   189@(40@,4f) > 50@ // (float) 
004D: jump_if_false @DUAL_13497 
0063: 189@(40@,4f) -= 303@ // (float) 

:DUAL_13497
0087: 50@ = 303@ // (float) 
0013: 50@ *= -1.0 
00D6: if 
0025:   50@ > 189@(40@,4f) // (float) 
004D: jump_if_false @DUAL_13550 
005B: 189@(40@,4f) += 303@ // (float) 

:DUAL_13550
0087: 50@ = 303@ // (float) 
0013: 50@ *= -1.0 
00D6: if 
0025:   193@(40@,4f) > 50@ // (float) 
004D: jump_if_false @DUAL_13603 
0063: 193@(40@,4f) -= 303@ // (float) 

:DUAL_13603
0087: 50@ = 303@ // (float) 
0013: 50@ *= -1.0 
00D6: if 
0025:   50@ > 193@(40@,4f) // (float) 
004D: jump_if_false @DUAL_13656 
005B: 193@(40@,4f) += 303@ // (float) 

:DUAL_13656
0007: 50@ = 640.0 
005B: 50@ += 303@ // (float) 
0087: 349@ = 50@ // (float) 
0073: 349@ /= 303@ // (float) 
0092: 350@ = float 349@ to_integer 
0093: 50@ = integer 350@ to_float 
0063: 349@ -= 50@ // (float) 
00D6: if 
0021:   349@ > 0.0 
004D: jump_if_false @DUAL_13742 
000A: 350@ += 1 

:DUAL_13742
0007: 50@ = 448.0 
005B: 50@ += 303@ // (float) 
0087: 351@ = 50@ // (float) 
0073: 351@ /= 303@ // (float) 
0092: 352@ = float 351@ to_integer 
0093: 50@ = integer 352@ to_float 
0063: 351@ -= 50@ // (float) 
00D6: if 
0021:   351@ > 0.0 
004D: jump_if_false @DUAL_13828 
000A: 352@ += 1 

:DUAL_13828
000A: 350@ += 1 
000A: 352@ += 1 
0087: 197@ = 189@(40@,4f) // (float) 
0087: 198@ = 193@(40@,4f) // (float) 
0006: 354@ = 0 

:DUAL_13873
00D6: if 
001D:   352@ > 354@ // (int) 
004D: jump_if_false @DUAL_14055 
0006: 353@ = 0 

:DUAL_13899
00D6: if 
001D:   350@ > 353@ // (int) 
004D: jump_if_false @DUAL_14021 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @DUAL_13971 
038D: draw_texture 1 position 197@ 198@ size 303@ 303@ RGBA 150 150 150 255 
0002: jump @DUAL_13999 

:DUAL_13971
038D: draw_texture 2 position 197@ 198@ size 303@ 303@ RGBA 150 150 150 255 

:DUAL_13999
005B: 197@ += 303@ // (float) 
000A: 353@ += 1 
0002: jump @DUAL_13899 

:DUAL_14021
0087: 197@ = 189@(40@,4f) // (float) 
005B: 198@ += 303@ // (float) 
000A: 354@ += 1 
0002: jump @DUAL_13873 

:DUAL_14055
000A: 40@ += 1 
0002: jump @DUAL_13219 

:DUAL_14069
0050: gosub @DUAL_15515 
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DUAL_14121 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 

:DUAL_14121
0349: set_text_draw_font 1 
033E: set_draw_text_position 182@ 183@ GXT 'SPAC_06'  // HI-SCORE
0087: 437@ = 184@ // (float) 
0087: 438@ = 185@ // (float) 
0006: 40@ = 0 

:DUAL_14165
00D6: if 
001B:   10 > 40@ 
004D: jump_if_false @DUAL_14964 
0087: 437@ = 184@ // (float) 
0050: gosub @DUAL_15515 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
0349: set_text_draw_font 1 
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DUAL_14255 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 

:DUAL_14255
00D6: if 
003B:   180@ == 40@ // (int) 
004D: jump_if_false @DUAL_14286 
0340: set_text_draw_RGBA 0 155 0 255 

:DUAL_14286
00D6: if or
05AE:   377@(40@,10s) == 108@s // @s == 'short' 
05AE:   377@(40@,10s) == 142@s // @s == 'short' 
004D: jump_if_false @DUAL_14331 
000B: 437@ += 8.0 

:DUAL_14331
033E: set_draw_text_position 437@ 438@ GXT 377@(40@,10s) 
00D6: if or
05AE:   377@(40@,10s) == 108@s // @s == 'short' 
05AE:   377@(40@,10s) == 142@s // @s == 'short' 
004D: jump_if_false @DUAL_14391 
000F: 437@ -= 8.0 

:DUAL_14391
005B: 437@ += 186@ // (float) 
0050: gosub @DUAL_15515 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
0349: set_text_draw_font 1 
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DUAL_14463 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 

:DUAL_14463
00D6: if 
003B:   180@ == 40@ // (int) 
004D: jump_if_false @DUAL_14494 
0340: set_text_draw_RGBA 0 155 0 255 

:DUAL_14494
00D6: if or
05AE:   397@(40@,10s) == 108@s // @s == 'short' 
05AE:   397@(40@,10s) == 142@s // @s == 'short' 
004D: jump_if_false @DUAL_14539 
000B: 437@ += 8.0 

:DUAL_14539
033E: set_draw_text_position 437@ 438@ GXT 397@(40@,10s) 
00D6: if or
05AE:   397@(40@,10s) == 108@s // @s == 'short' 
05AE:   397@(40@,10s) == 142@s // @s == 'short' 
004D: jump_if_false @DUAL_14599 
000F: 437@ -= 8.0 

:DUAL_14599
005B: 437@ += 186@ // (float) 
0050: gosub @DUAL_15515 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
0349: set_text_draw_font 1 
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DUAL_14671 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 

:DUAL_14671
00D6: if 
003B:   180@ == 40@ // (int) 
004D: jump_if_false @DUAL_14702 
0340: set_text_draw_RGBA 0 155 0 255 

:DUAL_14702
00D6: if or
05AE:   417@(40@,10s) == 108@s // @s == 'short' 
05AE:   417@(40@,10s) == 142@s // @s == 'short' 
004D: jump_if_false @DUAL_14747 
000B: 437@ += 8.0 

:DUAL_14747
033E: set_draw_text_position 437@ 438@ GXT 417@(40@,10s) 
00D6: if or
05AE:   417@(40@,10s) == 108@s // @s == 'short' 
05AE:   417@(40@,10s) == 142@s // @s == 'short' 
004D: jump_if_false @DUAL_14807 
000F: 437@ -= 8.0 

:DUAL_14807
0087: 437@ = 184@ // (float) 
005B: 437@ += 187@ // (float) 
0050: gosub @DUAL_15515 
0342: set_text_draw_centered 0 
03E4: set_text_draw_align_right 1 
0349: set_text_draw_font 1 
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DUAL_14887 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 

:DUAL_14887
00D6: if 
003B:   180@ == 40@ // (int) 
004D: jump_if_false @DUAL_14918 
0340: set_text_draw_RGBA 0 155 0 255 

:DUAL_14918
045A: draw_text_1number 437@ 438@ GXT 'NUMBER' number 367@(40@,10i)  // ~1~
005B: 438@ += 188@ // (float) 
000A: 40@ += 1 
0002: jump @DUAL_14165 

:DUAL_14964
038D: draw_texture 3 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
00D6: if 
0039:   180@ == -1 
004D: jump_if_false @DUAL_15232 
00D6: if or
00E1:   player 0 pressed_key 15 
00E1:   player 0 pressed_key 17 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @DUAL_15162 
0002: jump @DUAL_2903 

:DUAL_15162
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DUAL_15218 
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @DUAL_15211 
000A: 101@ += 1 
0002: jump @DUAL_2903 

:DUAL_15211
0002: jump @DUAL_15225 

:DUAL_15218
0006: 101@ = 0 

:DUAL_15225
0002: jump @DUAL_15302 

:DUAL_15232
0937: text_draw_box_cornerA 62@ 74@ cornerB 86@ 98@ GXT_reference 'DUMMY' style 0 
0050: gosub @DUAL_15515 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 86@ 
0349: set_text_draw_font 1 
033F: set_text_draw_letter_size 87@ 99@ 
033E: set_draw_text_position 63@ 75@ GXT 'SPAC_13'  // ~w~~u~~d~ Navigate~n~~k~~PED_SPRINT~ Select

:DUAL_15302
0002: jump @DUAL_11763 

:DUAL_15309
0006: 40@ = 0 

:DUAL_15316
00D6: if 
001B:   10 > 40@ 
004D: jump_if_false @DUAL_15513 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 314@(40@,10i) // (int) 
004D: jump_if_false @DUAL_15499 
0087: 50@ = 203@ // (float) 
02F6: $TEMPVAR_FLOAT_1 = sine 50@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = cosine 50@ // (float) 
0087: 439@(40@,10f) = 199@ // (float) 
0087: 449@(40@,10f) = 200@ // (float) 
0011: $TEMPVAR_FLOAT_1 *= -300.0 
0011: $TEMPVAR_FLOAT_2 *= 300.0 
0089: 459@(40@,10f) = $TEMPVAR_FLOAT_1 // (float) 
005D: 459@(40@,10f) += $5566 // (float) 
0089: 469@(40@,10f) = $TEMPVAR_FLOAT_2 // (float) 
005D: 469@(40@,10f) += $5567 // (float) 
008B: 314@(40@,10i) = $CURRENT_TIME_IN_MS2 // (int) 
000A: 314@(40@,10i) += 1600 
0051: return 

:DUAL_15499
000A: 40@ += 1 
0002: jump @DUAL_15316 

:DUAL_15513
0051: return 

:DUAL_15515
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 1.0 3.0 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 0 rgba 0 0 0 180 
0349: set_text_draw_font 2 
0051: return 

:DUAL_15587
097A: play_audio_at 0.0 0.0 0.0 event 1069 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DUAL_15697 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $431 $432 $433 radius 2.0 2.0 2.0 on_foot 
004D: jump_if_false @DUAL_15697 
0086: $TEMPVAR_FLOAT_2 = $432 // (float) 
0009: $TEMPVAR_FLOAT_2 += 2.0 
00A1: put_actor $PLAYER_ACTOR at $431 $TEMPVAR_FLOAT_2 $433 

:DUAL_15697
09F5: disable_player_mutal_activities 0 
0004: $ONMISSION = 0 
03D5: remove_text 'BUSY'  // You look a bit busy, why don't you come back later.
00D8: mission_cleanup 
0051: return 

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

:SHTR
0050: gosub @SHTR_67 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SHTR_27 
0050: gosub @SHTR_6767 

:SHTR_27
016A: fade 1 time 500 

:SHTR_34
00D6: if 
016B:   fading 
004D: jump_if_false @SHTR_58 
0001: wait 0 ms 
0002: jump @SHTR_34 

:SHTR_58
0050: gosub @SHTR_6787 
004E: end_thread 

:SHTR_67
0004: $ONMISSION = 1 
00D6: if 
0038:   $2202 == 0 
004D: jump_if_false @SHTR_94 
0317: increment_mission_attempts 

:SHTR_94
03A4: name_thread 'SHTR' 
0001: wait 0 ms 
09F5: disable_player_mutal_activities 1 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 50.0 
043C: disable_sounds_after_fadeout 0 
054C: use_GXT_table 'SHTR' 
03CF: load_wav 1806 as 4 

:SHTR_167
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @SHTR_193 
0001: wait 0 ms 
0002: jump @SHTR_167 

:SHTR_193
04D7: set_actor $PLAYER_ACTOR locked 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 25.0 
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_SHTR' 
038F: load_texture "SPLSH" as 1 // Load dictionary with 0390 first 
038F: load_texture "BSTARS" as 2 // Load dictionary with 0390 first 
038F: load_texture "FSTAR" as 3 // Load dictionary with 0390 first 
038F: load_texture "HI_A" as 4 // Load dictionary with 0390 first 
038F: load_texture "HI_B" as 5 // Load dictionary with 0390 first 
038F: load_texture "HI_C" as 6 // Load dictionary with 0390 first 
038F: load_texture "UN_A" as 7 // Load dictionary with 0390 first 
038F: load_texture "UN_B" as 8 // Load dictionary with 0390 first 
038F: load_texture "UN_C" as 9 // Load dictionary with 0390 first 
038F: load_texture "SHIP" as 10 // Load dictionary with 0390 first 
038F: load_texture "FIRE" as 11 // Load dictionary with 0390 first 
038F: load_texture "UFO" as 12 // Load dictionary with 0390 first 
038F: load_texture "KAMI" as 13 // Load dictionary with 0390 first 
038F: load_texture "NMEF" as 14 // Load dictionary with 0390 first 
038F: load_texture "EX1" as 15 // Load dictionary with 0390 first 
038F: load_texture "EX2" as 16 // Load dictionary with 0390 first 
038F: load_texture "EX3" as 17 // Load dictionary with 0390 first 
038F: load_texture "EX4" as 18 // Load dictionary with 0390 first 
038F: load_texture "CBARL" as 19 // Load dictionary with 0390 first 
038F: load_texture "CBARM" as 20 // Load dictionary with 0390 first 
038F: load_texture "CBARR" as 21 // Load dictionary with 0390 first 
038F: load_texture "HBARL" as 22 // Load dictionary with 0390 first 
038F: load_texture "HBARM" as 23 // Load dictionary with 0390 first 
038F: load_texture "HBARR" as 24 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 25 // Load dictionary with 0390 first 
038F: load_texture "TVL" as 26 // Load dictionary with 0390 first 
038F: load_texture "TVR" as 27 // Load dictionary with 0390 first 
038F: load_texture "PA" as 28 // Load dictionary with 0390 first 
038F: load_texture "PM2" as 29 // Load dictionary with 0390 first 
038F: load_texture "PM3" as 30 // Load dictionary with 0390 first 
038F: load_texture "PS1" as 31 // Load dictionary with 0390 first 
038F: load_texture "PS2" as 32 // Load dictionary with 0390 first 
038F: load_texture "PS3" as 33 // Load dictionary with 0390 first 

:SHTR_582
0050: gosub @SHTR_17446 
0050: gosub @SHTR_15794 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
038D: draw_texture 25 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 25 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 25 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 25 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
0006: 33@ = 0 

:SHTR_761
0001: wait 0 ms 
0086: $5588 = $5592 // (float) 
0004: $5593 = 2 
0005: $5589 = 1.0 
0050: gosub @SHTR_6986 
0005: $5590 = 1.0 
0050: gosub @SHTR_7229 
0086: $5592 = $5588 // (float) 
016A: fade 1 time 0 
0494: get_joystick 0 direction_offset_to $5569 $5570 $5571 $5572 

:SHTR_844
00D6: if 
0038:   $5652 == 1 
004D: jump_if_false @SHTR_899 
00D6: if and
80E1:   not player 0 pressed_key 8 
80E1:   not player 0 pressed_key 9 
0038:   $5570 == 0 
004D: jump_if_false @SHTR_899 
0004: $5652 = 0 

:SHTR_899
00D6: if 
0038:   $5648 == 1 
004D: jump_if_false @SHTR_1135 
038D: draw_texture 1 position 320.0 164.0 size 386.0 192.0 RGBA 150 150 150 255 
038D: draw_texture 4 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 8 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 9 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SHTR_1135 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1062 
01BD: $5582 = current_time_in_ms 
01BD: $5992 = current_time_in_ms 
0004: $5648 = 0 

:SHTR_1135
00D6: if 
0038:   $5648 == 2 
004D: jump_if_false @SHTR_1353 
038D: draw_texture 1 position 320.0 164.0 size 386.0 192.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 5 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 9 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SHTR_1353 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 
01BD: $5992 = current_time_in_ms 
0004: $6156 = 4 
0004: $5648 = 4 

:SHTR_1353
00D6: if 
0038:   $5648 == 3 
004D: jump_if_false @SHTR_1565 
038D: draw_texture 1 position 320.0 164.0 size 386.0 192.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 8 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 6 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SHTR_1565 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1066 
016A: fade 0 time 0 
0002: jump @SHTR_27 

:SHTR_1565
00D6: if 
0038:   $5652 == 0 
004D: jump_if_false @SHTR_2027 
00D6: if 
0038:   $5648 == 1 
004D: jump_if_false @SHTR_1731 
00D6: if or
00E1:   player 0 pressed_key 8 
001A:   -64 > $5570 
004D: jump_if_false @SHTR_1666 
0004: $5648 = 3 
0004: $5652 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
0002: jump @SHTR_844 

:SHTR_1666
00D6: if or
00E1:   player 0 pressed_key 9 
0018:   $5570 > 64 
004D: jump_if_false @SHTR_1731 
0004: $5648 = 2 
0004: $5652 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
0002: jump @SHTR_844 

:SHTR_1731
00D6: if 
0038:   $5648 == 2 
004D: jump_if_false @SHTR_1879 
00D6: if or
00E1:   player 0 pressed_key 8 
001A:   -64 > $5570 
004D: jump_if_false @SHTR_1814 
0004: $5648 = 1 
0004: $5652 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
0002: jump @SHTR_844 

:SHTR_1814
00D6: if or
00E1:   player 0 pressed_key 9 
0018:   $5570 > 64 
004D: jump_if_false @SHTR_1879 
0004: $5648 = 3 
0004: $5652 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
0002: jump @SHTR_844 

:SHTR_1879
00D6: if 
0038:   $5648 == 3 
004D: jump_if_false @SHTR_2027 
00D6: if or
00E1:   player 0 pressed_key 8 
001A:   -64 > $5570 
004D: jump_if_false @SHTR_1962 
0004: $5648 = 2 
0004: $5652 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
0002: jump @SHTR_844 

:SHTR_1962
00D6: if or
00E1:   player 0 pressed_key 9 
0018:   $5570 > 64 
004D: jump_if_false @SHTR_2027 
0004: $5648 = 1 
0004: $5652 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
0002: jump @SHTR_844 

:SHTR_2027
00D6: if 
0038:   $5648 == 0 
004D: jump_if_false @SHTR_5956 
0494: get_joystick 0 direction_offset_to $5569 $5570 $5571 $5572 
00D6: if 
0038:   $5580 == 0 
004D: jump_if_false @SHTR_2150 
01BD: $5594 = current_time_in_ms 
00D6: if 
0018:   $5649 > 0 
004D: jump_if_false @SHTR_2150 
000C: $5649 -= 1 
0005: $5653 = 2.0 
0005: $5654 = 4.0 
0004: $5581 = 5 
0004: $5580 = 2 
0004: $5960 = 0 

:SHTR_2150
00D6: if 
0038:   $5580 == 1 
004D: jump_if_false @SHTR_2200 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_2200
00D6: if or
0038:   $5580 == 1 
0038:   $5580 == 3 
004D: jump_if_false @SHTR_2287 
0084: $5573 = $5569 // (int) 
0014: $5573 /= 20 
008D: $5574 = integer $5573 to_float 
007A: $5575 += frame_delta_time * $5574 // (float) 
0084: $5573 = $5570 // (int) 
0014: $5573 /= 20 
008D: $5574 = integer $5573 to_float 
007A: $5576 += frame_delta_time * $5574 // (float) 

:SHTR_2287
00D6: if or
0038:   $5580 == 1 
0038:   $5580 == 3 
004D: jump_if_false @SHTR_2420 
00D6: if 
00E1:   player 0 pressed_key 8 
004D: jump_if_false @SHTR_2339 
007E: $5576 -= frame_delta_time * 6.0 // (float) 

:SHTR_2339
00D6: if 
00E1:   player 0 pressed_key 9 
004D: jump_if_false @SHTR_2366 
0078: $5576 += frame_delta_time * 6.0 // (float) 

:SHTR_2366
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @SHTR_2393 
007E: $5575 -= frame_delta_time * 6.0 // (float) 

:SHTR_2393
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @SHTR_2420 
0078: $5575 += frame_delta_time * 6.0 // (float) 

:SHTR_2420
00D6: if 
0022:   80.0 > $5575 
004D: jump_if_false @SHTR_2451 
0005: $5575 = 80.0 

:SHTR_2451
00D6: if 
0020:   $5575 > 560.0 
004D: jump_if_false @SHTR_2482 
0005: $5575 = 560.0 

:SHTR_2482
00D6: if 
0022:   80.0 > $5576 
004D: jump_if_false @SHTR_2513 
0005: $5576 = 80.0 

:SHTR_2513
00D6: if 
0020:   $5576 > 368.0 
004D: jump_if_false @SHTR_2544 
0005: $5576 = 368.0 

:SHTR_2544
00D6: if 
0038:   $5579 == 1 
004D: jump_if_false @SHTR_2683 
01BD: $5583 = current_time_in_ms 
0084: $5584 = $5583 // (int) 
0060: $5584 -= $5582 // (int) 
00D6: if 
0038:   $5957 == 0 
004D: jump_if_false @SHTR_2651 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @SHTR_2644 
00D6: if 
001C:   $5584 > $5956 // (int) 
004D: jump_if_false @SHTR_2644 
0004: $5579 = 0 

:SHTR_2644
0002: jump @SHTR_2683 

:SHTR_2651
00D6: if or
80E1:   not player 0 pressed_key 16 
001C:   $5584 > $5956 // (int) 
004D: jump_if_false @SHTR_2683 
0004: $5579 = 0 

:SHTR_2683
00D6: if 
001A:   7 > $5581 
004D: jump_if_false @SHTR_2708 
0004: $5581 = 7 

:SHTR_2708
000C: $5581 -= 7 
00D6: if or
0038:   $5580 == 1 
0038:   $5580 == 3 
004D: jump_if_false @SHTR_3210 
00D6: if 
001A:   1000 > $5581 
004D: jump_if_false @SHTR_3210 
00D6: if 
0038:   $5579 == 0 
004D: jump_if_false @SHTR_3210 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SHTR_3210 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1059 
02F7: $5856 = cosine $5854 // (float) 
0086: $5857 = $5591 // (float) 
0069: $5857 *= $5856 // (float) 
02F6: $5855 = sine $5854 // (float) 
0086: $5858 = $5591 // (float) 
0069: $5858 *= $5855 // (float) 
00D6: if 
0038:   $5659($5658,16i) == 0 
004D: jump_if_false @SHTR_2949 
0086: $5707($5658,16f) = $5575 // (float) 
0086: $5691($5658,16f) = $5576 // (float) 
0086: $5675($5658,16f) = $5707($5658,16f) // (float) 
0009: $5675($5658,16f) += 16.0 
0004: $5659($5658,16i) = 1 

:SHTR_2949
00D6: if or
0038:   $5958 == 1 
0038:   $5958 == 2 
004D: jump_if_false @SHTR_3061 
00D6: if 
0038:   $5725($5658,16i) == 0 
004D: jump_if_false @SHTR_3061 
0086: $5773($5658,16f) = $5575 // (float) 
0086: $5757($5658,16f) = $5576 // (float) 
0086: $5741($5658,16f) = $5773($5658,16f) // (float) 
0009: $5741($5658,16f) += 16.0 
0004: $5725($5658,16i) = 1 

:SHTR_3061
00D6: if 
0038:   $5958 == 2 
004D: jump_if_false @SHTR_3166 
00D6: if 
0038:   $5789($5658,16i) == 0 
004D: jump_if_false @SHTR_3166 
0086: $5837($5658,16f) = $5575 // (float) 
0086: $5821($5658,16f) = $5576 // (float) 
0086: $5805($5658,16f) = $5837($5658,16f) // (float) 
0009: $5805($5658,16f) += 16.0 
0004: $5789($5658,16i) = 1 

:SHTR_3166
01BD: $5582 = current_time_in_ms 
0008: $5658 += 1 
0004: $5579 = 1 
00D6: if 
0038:   $5658 == 16 
004D: jump_if_false @SHTR_3210 
0004: $5658 = 0 

:SHTR_3210
0050: gosub @SHTR_9211 
0050: gosub @SHTR_10139 
00D6: if 
0038:   $5951 == 0 
004D: jump_if_false @SHTR_4076 
038D: draw_texture $5952 position $5954 $5955 size 32.0 32.0 RGBA 150 150 150 255 
00D6: if 
0038:   $5953 == 0 
004D: jump_if_false @SHTR_3360 
00D6: if and
0022:   368.0 > $5955 
0020:   $5954 > 80.0 
004D: jump_if_false @SHTR_3351 
0009: $5954 += -1.0 
0009: $5955 += 1.0 
0002: jump @SHTR_3360 

:SHTR_3351
0209: $5953 = random_int_in_ranges 0 4 

:SHTR_3360
00D6: if 
0038:   $5953 == 1 
004D: jump_if_false @SHTR_3445 
00D6: if and
0020:   $5954 > 80.0 
0020:   $5955 > 80.0 
004D: jump_if_false @SHTR_3436 
0009: $5954 += -1.0 
0009: $5955 += -1.0 
0002: jump @SHTR_3445 

:SHTR_3436
0209: $5953 = random_int_in_ranges 0 4 

:SHTR_3445
00D6: if 
0038:   $5953 == 2 
004D: jump_if_false @SHTR_3530 
00D6: if and
0020:   $5955 > 80.0 
0022:   560.0 > $5954 
004D: jump_if_false @SHTR_3521 
0009: $5954 += 1.0 
0009: $5955 += -1.0 
0002: jump @SHTR_3530 

:SHTR_3521
0209: $5953 = random_int_in_ranges 0 4 

:SHTR_3530
00D6: if 
0038:   $5953 == 3 
004D: jump_if_false @SHTR_3615 
00D6: if and
0022:   560.0 > $5954 
0022:   368.0 > $5955 
004D: jump_if_false @SHTR_3606 
0009: $5954 += 1.0 
0009: $5955 += 1.0 
0002: jump @SHTR_3615 

:SHTR_3606
0209: $5953 = random_int_in_ranges 0 4 

:SHTR_3615
00D6: if 
05A5:   is_area_center $5575 $5576 scale 32.0 32.0 overlaping_area_center $5954 $5955 scale 32.0 32.0 
004D: jump_if_false @SHTR_4076 
00D6: if 
0022:   6.5 > $5654 
004D: jump_if_false @SHTR_3701 
0009: $5653 += 0.5 
0009: $5654 += 0.5 

:SHTR_3701
0005: $5954 = 0.0 
0005: $5955 = 0.0 
0004: $5953 = 0 
00D6: if 
0038:   $5952 == 28 
004D: jump_if_false @SHTR_3780 
0004: $5957 = 1 
0004: $5951 = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_3780
00D6: if 
0038:   $5952 == 33 
004D: jump_if_false @SHTR_3839 
0004: $5956 = 50 
0004: $5952 = 28 
0004: $5951 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_3839
00D6: if 
0038:   $5952 == 30 
004D: jump_if_false @SHTR_3898 
0004: $5958 = 2 
0004: $5952 = 33 
0004: $5951 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_3898
00D6: if 
0038:   $5952 == 32 
004D: jump_if_false @SHTR_3957 
0004: $5956 = 100 
0004: $5952 = 30 
0004: $5951 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_3957
00D6: if 
0038:   $5952 == 29 
004D: jump_if_false @SHTR_4016 
0004: $5958 = 1 
0004: $5952 = 32 
0004: $5951 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_4016
00D6: if 
0038:   $5952 == 31 
004D: jump_if_false @SHTR_4076 
0004: $5956 = 150 
0004: $5952 = 29 
0004: $5951 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_4076
00D6: if 
0038:   $5655 == 0 
004D: jump_if_false @SHTR_4190 
00D6: if 
0019:   33@ > 500 
004D: jump_if_false @SHTR_4190 
00D6: if 
0038:   $5860[0] == 0 
004D: jump_if_false @SHTR_4190 
0004: $5859 = 0 
00D6: if 
0022:   60.0 > $5949 
004D: jump_if_false @SHTR_4169 
0009: $5949 += 5.0 

:SHTR_4169
0050: gosub @SHTR_8027 
0006: 33@ = 0 
0008: $5655 += 1 

:SHTR_4190
00D6: if and
0018:   $5655 > 0 
001A:   8 > $5655 
004D: jump_if_false @SHTR_4230 
0084: $5859 = $5655 // (int) 
0050: gosub @SHTR_7472 

:SHTR_4230
00D6: if 
0038:   $5655 == 8 
004D: jump_if_false @SHTR_4347 
00D6: if and
0038:   $5860[0] == 0 
0038:   $5860[1] == 0 
0038:   $5860[2] == 0 
0038:   $5860[3] == 0 
004D: jump_if_false @SHTR_4347 
00D6: if and
0038:   $5860[4] == 0 
0038:   $5860[5] == 0 
0038:   $5860[6] == 0 
0038:   $5860[7] == 0 
004D: jump_if_false @SHTR_4347 
0004: $5950 = 0 
0004: $5876 = 0 
0004: $5655 = 0 

:SHTR_4347
0050: gosub @SHTR_8789 
0050: gosub @SHTR_7564 
0050: gosub @SHTR_9636 
00D6: if 
0038:   $5580 == 2 
004D: jump_if_false @SHTR_5128 
00D6: if 
0038:   $5960 == 2 
004D: jump_if_false @SHTR_4773 
01BD: $5595 = current_time_in_ms 
0084: $5596 = $5595 // (int) 
0060: $5596 -= $5594 // (int) 
00D6: if and
0028:   $5596 >= 0 
001A:   100 > $5596 
004D: jump_if_false @SHTR_4482 
038D: draw_texture 15 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4482
00D6: if and
0028:   $5596 >= 100 
001A:   200 > $5596 
004D: jump_if_false @SHTR_4540 
038D: draw_texture 16 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4540
00D6: if and
0028:   $5596 >= 200 
001A:   300 > $5596 
004D: jump_if_false @SHTR_4599 
038D: draw_texture 17 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4599
00D6: if and
0028:   $5596 >= 300 
001A:   400 > $5596 
004D: jump_if_false @SHTR_4658 
038D: draw_texture 18 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4658
00D6: if 
0018:   $5596 > 499 
004D: jump_if_false @SHTR_4766 
0005: $5575 = 80.0 
0005: $5576 = 224.0 
0004: $5580 = 3 
0004: $5960 = 0 
0004: $5950 = 0 
0004: $5951 = 1 
0004: $5952 = 31 
0004: $5956 = 250 
0004: $5957 = 0 
0004: $5958 = 0 
0004: $5953 = 0 
01BD: $5594 = current_time_in_ms 

:SHTR_4766
0002: jump @SHTR_5128 

:SHTR_4773
01BD: $5595 = current_time_in_ms 
0084: $5596 = $5595 // (int) 
0060: $5596 -= $5594 // (int) 
00D6: if and
0028:   $5596 >= 0 
001A:   100 > $5596 
004D: jump_if_false @SHTR_4851 
038D: draw_texture 15 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4851
00D6: if and
0028:   $5596 >= 100 
001A:   200 > $5596 
004D: jump_if_false @SHTR_4909 
038D: draw_texture 16 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4909
00D6: if and
0028:   $5596 >= 200 
001A:   300 > $5596 
004D: jump_if_false @SHTR_4968 
038D: draw_texture 17 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4968
00D6: if and
0028:   $5596 >= 300 
001A:   400 > $5596 
004D: jump_if_false @SHTR_5027 
038D: draw_texture 18 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_5027
00D6: if 
0018:   $5596 > 499 
004D: jump_if_false @SHTR_5128 
01BD: $5594 = current_time_in_ms 
0005: $5575 = 80.0 
0005: $5576 = 224.0 
0004: $5950 = 0 
0004: $5951 = 1 
0004: $5952 = 31 
0004: $5956 = 250 
0004: $5957 = 0 
0004: $5958 = 0 
0004: $5953 = 0 
0004: $5580 = 3 

:SHTR_5128
00D6: if 
0038:   $5580 == 3 
004D: jump_if_false @SHTR_5781 
01BD: $5595 = current_time_in_ms 
0084: $5596 = $5595 // (int) 
0060: $5596 -= $5594 // (int) 
00D6: if and
0028:   $5596 >= 0 
001A:   100 > $5596 
004D: jump_if_false @SHTR_5224 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5224
00D6: if and
0028:   $5596 >= 200 
001A:   300 > $5596 
004D: jump_if_false @SHTR_5283 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5283
00D6: if and
0028:   $5596 >= 400 
001A:   500 > $5596 
004D: jump_if_false @SHTR_5342 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5342
00D6: if and
0028:   $5596 >= 600 
001A:   700 > $5596 
004D: jump_if_false @SHTR_5401 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5401
00D6: if and
0028:   $5596 >= 800 
001A:   900 > $5596 
004D: jump_if_false @SHTR_5460 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5460
00D6: if and
0028:   $5596 >= 1000 
001A:   1100 > $5596 
004D: jump_if_false @SHTR_5519 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5519
00D6: if and
0028:   $5596 >= 1200 
001A:   1300 > $5596 
004D: jump_if_false @SHTR_5578 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5578
00D6: if and
0028:   $5596 >= 1400 
001A:   1500 > $5596 
004D: jump_if_false @SHTR_5637 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5637
00D6: if and
0028:   $5596 >= 1600 
001A:   1700 > $5596 
004D: jump_if_false @SHTR_5696 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5696
00D6: if and
0028:   $5596 >= 1800 
001A:   1900 > $5596 
004D: jump_if_false @SHTR_5755 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5755
00D6: if 
0028:   $5596 >= 2000 
004D: jump_if_false @SHTR_5781 
0004: $5580 = 1 

:SHTR_5781
00D6: if 
001C:   $5650 > $5651 // (int) 
004D: jump_if_false @SHTR_5815 
0084: $5651 = $5650 // (int) 
0004: $5568 = 1 

:SHTR_5815
0050: gosub @SHTR_6947 
033F: set_text_draw_letter_size 0.6 1.2 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number 560.0 48.0 GXT 'SHTR_2B' number $5649  // LIVES ~1~
0050: gosub @SHTR_6947 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
033F: set_text_draw_letter_size 0.6 1.2 
045A: draw_text_1number 80.0 48.0 GXT 'SHTR_2D' number $5650  // 1UP ~1~
0050: gosub @SHTR_6947 
033F: set_text_draw_letter_size 0.6 1.2 
045A: draw_text_1number 320.0 48.0 GXT 'SHTR_2C' number $5651  // HI-SCORE ~1~

:SHTR_5956
00D6: if 
0038:   $5648 == 0 
004D: jump_if_false @SHTR_6064 
00D6: if 
0038:   $5580 == 0 
004D: jump_if_false @SHTR_6064 
00D6: if 
0038:   $5649 == 0 
004D: jump_if_false @SHTR_6064 
0004: $5648 = 4 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1063 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1067 
0004: $6156 = 0 

:SHTR_6064
00D6: if 
0038:   $5648 == 4 
004D: jump_if_false @SHTR_6372 
00D6: if 
0038:   $6156 == 0 
004D: jump_if_false @SHTR_6152 
0050: gosub @SHTR_6947 
033F: set_text_draw_letter_size 2.0 4.0 
033E: set_draw_text_position 320.0 196.0 GXT 'SHTR_3B'  // GAME OVER!
01BD: $5594 = current_time_in_ms 
0004: $6156 = 1 

:SHTR_6152
00D6: if 
0038:   $6156 == 1 
004D: jump_if_false @SHTR_6257 
0050: gosub @SHTR_6947 
033F: set_text_draw_letter_size 2.0 4.0 
033E: set_draw_text_position 320.0 196.0 GXT 'SHTR_3B'  // GAME OVER!
01BD: $5595 = current_time_in_ms 
0084: $5596 = $5595 // (int) 
0060: $5596 -= $5594 // (int) 
00D6: if 
0018:   $5596 > 5000 
004D: jump_if_false @SHTR_6257 
0004: $6156 = 2 

:SHTR_6257
00D6: if 
0038:   $6156 == 2 
004D: jump_if_false @SHTR_6315 
00D6: if 
001C:   $2062[9] > $5650 // (int) 
004D: jump_if_false @SHTR_6308 
0004: $6156 = 4 
0002: jump @SHTR_6315 

:SHTR_6308
0050: gosub @SHTR_11097 

:SHTR_6315
00D6: if 
0038:   $6156 == 3 
004D: jump_if_false @SHTR_6347 
0050: gosub @SHTR_11414 
0050: gosub @SHTR_12477 

:SHTR_6347
00D6: if 
0038:   $6156 == 4 
004D: jump_if_false @SHTR_6372 
0050: gosub @SHTR_12477 

:SHTR_6372
00D6: if 
0038:   $5648 == 4 
004D: jump_if_false @SHTR_6441 
00D6: if and
00E1:   player 0 pressed_key 15 
8038:   not  $6156 == 1 
004D: jump_if_false @SHTR_6441 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1066 
0002: jump @SHTR_582 

:SHTR_6441
038D: draw_texture 25 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 25 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 25 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 25 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
00D6: if 
0038:   $5648 == 0 
004D: jump_if_false @SHTR_6603 

:SHTR_6603
00D6: if 
0038:   $5648 == 4 
004D: jump_if_false @SHTR_6760 
00D6: if 
0038:   $6156 == 4 
004D: jump_if_false @SHTR_6760 
01BD: $5991 = current_time_in_ms 
0084: $5990 = $5991 // (int) 
0060: $5990 -= $5992 // (int) 
00D6: if 
001A:   10000 > $5990 
004D: jump_if_false @SHTR_6760 
0937: text_draw_box_cornerA 35.0 15.0 cornerB 200.0 45.0 GXT_reference 'DUMMY' style 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 230.0 
0349: set_text_draw_font 1 
033F: set_text_draw_letter_size 0.5 1.8 
033E: set_draw_text_position 40.0 20.0 GXT 'SH_BCK'  // ~w~~k~~VEHICLE_ENTER_EXIT~ Back

:SHTR_6760
0002: jump @SHTR_761 

:SHTR_6767
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 
0051: return 

:SHTR_6787
03D5: remove_text 'BUSY'  // You look a bit busy, why don't you come back later.
0391: release_textures 
040D: unload_wav 4 
09F5: disable_player_mutal_activities 0 
043C: disable_sounds_after_fadeout 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1063 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHTR_6936 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_PERSHING_SQUARE_LS $Y_PERSHING_SQUARE_LS $Z_PERSHING_SQUARE_LS radius 2.0 2.0 2.0 on_foot 
004D: jump_if_false @SHTR_6922 
0086: $TEMPVAR_FLOAT_2 = $Y_PERSHING_SQUARE_LS // (float) 
0009: $TEMPVAR_FLOAT_2 += 2.0 
00A1: put_actor $PLAYER_ACTOR at $X_PERSHING_SQUARE_LS $TEMPVAR_FLOAT_2 $Z_PERSHING_SQUARE_LS 

:SHTR_6922
04D7: set_actor $PLAYER_ACTOR locked 0 
01B4: set_player $PLAYER_CHAR can_move 1 

:SHTR_6936
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:SHTR_6947
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 1.0 2.0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
0051: return 

:SHTR_6986
0086: $5587 = $5588 // (float) 
000D: $5587 -= 256.0 
038D: draw_texture $5593 position $5587 336.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $5587 = $5588 // (float) 
038D: draw_texture $5593 position $5587 336.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $5587 = $5588 // (float) 
0009: $5587 += 256.0 
038D: draw_texture $5593 position $5587 336.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $5587 = $5588 // (float) 
0009: $5587 += 512.0 
038D: draw_texture $5593 position $5587 336.0 size 256.0 256.0 RGBA 150 150 150 255 
0080: $5588 -= frame_delta_time * $5589 // (float) 
00D6: if 
0022:   0.0 > $5588 
004D: jump_if_false @SHTR_7227 
0009: $5588 += 256.0 

:SHTR_7227
0051: return 

:SHTR_7229
0086: $5587 = $5588 // (float) 
000D: $5587 -= 256.0 
038D: draw_texture $5593 position $5587 112.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $5587 = $5588 // (float) 
038D: draw_texture $5593 position $5587 112.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $5587 = $5588 // (float) 
0009: $5587 += 256.0 
038D: draw_texture $5593 position $5587 112.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $5587 = $5588 // (float) 
0009: $5587 += 512.0 
038D: draw_texture $5593 position $5587 112.0 size 256.0 256.0 RGBA 150 150 150 255 
0080: $5588 -= frame_delta_time * $5590 // (float) 
00D6: if 
0022:   0.0 > $5588 
004D: jump_if_false @SHTR_7470 
0009: $5588 += 256.0 

:SHTR_7470
0051: return 

:SHTR_7472
00D6: if 
001F:   33@ > $5656 // (int) 
004D: jump_if_false @SHTR_7562 
00D6: if 
0038:   $5860($5859,16i) == 0 
004D: jump_if_false @SHTR_7562 
0086: $5877($5859,16f) = $5909 // (float) 
0086: $5925($5859,16f) = $5925[0] // (float) 
0004: $5860($5859,16i) = 1 
0006: 33@ = 0 
0008: $5655 += 1 

:SHTR_7562
0051: return 

:SHTR_7564
0004: $5859 = 0 

:SHTR_7571
00D6: if 
001A:   8 > $5859 
004D: jump_if_false @SHTR_8025 
00D6: if 
0038:   $5860($5859,16i) == 2 
004D: jump_if_false @SHTR_8011 
01BD: $5613($5859,16i) = current_time_in_ms 
0084: $5629($5859,16i) = $5613($5859,16i) // (int) 
0060: $5629($5859,16i) -= $5597($5859,16i) // (int) 
00D6: if and
0028:   $5629($5859,16i) >= 0 
001A:   100 > $5629($5859,16i) 
004D: jump_if_false @SHTR_7725 
038D: draw_texture 15 position $5877($5859,16f) $5893($5859,16f) size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_7725
00D6: if and
0028:   $5629($5859,16i) >= 100 
001A:   200 > $5629($5859,16i) 
004D: jump_if_false @SHTR_7799 
038D: draw_texture 16 position $5877($5859,16f) $5893($5859,16f) size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_7799
00D6: if and
0028:   $5629($5859,16i) >= 200 
001A:   300 > $5629($5859,16i) 
004D: jump_if_false @SHTR_7874 
038D: draw_texture 17 position $5877($5859,16f) $5893($5859,16f) size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_7874
00D6: if and
0028:   $5629($5859,16i) >= 300 
001A:   400 > $5629($5859,16i) 
004D: jump_if_false @SHTR_7949 
038D: draw_texture 18 position $5877($5859,16f) $5893($5859,16f) size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_7949
00D6: if 
0018:   $5629($5859,16i) > 499 
004D: jump_if_false @SHTR_8011 
0005: $5877($5859,16f) = 0.0 
0005: $5893($5859,16f) = 0.0 
0004: $5860($5859,16i) = 0 

:SHTR_8011
0008: $5859 += 1 
0002: jump @SHTR_7571 

:SHTR_8025
0051: return 

:SHTR_8027
00D6: if 
0038:   $5860[0] == 0 
004D: jump_if_false @SHTR_8787 
00D6: if 
0038:   $5876 == 0 
004D: jump_if_false @SHTR_8787 
0208: $5909 = random_float_in_ranges 640.0 720.0 
0086: $5877[0] = $5909 // (float) 
0208: $5942 = random_float_in_ranges 240.0 640.0 
0208: $5946 = random_float_in_ranges 80.0 368.0 
0086: $5947 = $5946 // (float) 
0061: $5947 -= $5949 // (float) 
00D6: if 
0022:   80.0 > $5947 
004D: jump_if_false @SHTR_8161 
0059: $5946 += $5949 // (float) 

:SHTR_8161
0086: $5948 = $5946 // (float) 
0059: $5948 += $5949 // (float) 
00D6: if 
0022:   80.0 > $5948 
004D: jump_if_false @SHTR_8206 
0061: $5946 -= $5949 // (float) 

:SHTR_8206
0208: $5925[0] = random_float_in_ranges $5653 $5654 
00D6: if and
0030:   $5925[0] >= 1.0 
0022:   1.5 > $5925[0] 
004D: jump_if_false @SHTR_8256 
0004: $5656 = 500 

:SHTR_8256
00D6: if and
0030:   $5925[0] >= 1.5 
0022:   2.0 > $5925[0] 
004D: jump_if_false @SHTR_8295 
0004: $5656 = 475 

:SHTR_8295
00D6: if and
0030:   $5925[0] >= 2.0 
0022:   2.5 > $5925[0] 
004D: jump_if_false @SHTR_8334 
0004: $5656 = 450 

:SHTR_8334
00D6: if and
0030:   $5925[0] >= 2.5 
0022:   3.0 > $5925[0] 
004D: jump_if_false @SHTR_8373 
0004: $5656 = 425 

:SHTR_8373
00D6: if and
0030:   $5925[0] >= 3.0 
0022:   3.5 > $5925[0] 
004D: jump_if_false @SHTR_8412 
0004: $5656 = 400 

:SHTR_8412
00D6: if and
0030:   $5925[0] >= 3.5 
0022:   4.0 > $5925[0] 
004D: jump_if_false @SHTR_8451 
0004: $5656 = 375 

:SHTR_8451
00D6: if and
0030:   $5925[0] >= 4.0 
0022:   4.5 > $5925[0] 
004D: jump_if_false @SHTR_8490 
0004: $5656 = 350 

:SHTR_8490
00D6: if and
0030:   $5925[0] >= 4.5 
0022:   5.0 > $5925[0] 
004D: jump_if_false @SHTR_8529 
0004: $5656 = 325 

:SHTR_8529
00D6: if and
0030:   $5925[0] >= 5.0 
0022:   5.5 > $5925[0] 
004D: jump_if_false @SHTR_8568 
0004: $5656 = 300 

:SHTR_8568
00D6: if and
0030:   $5925[0] >= 5.5 
0022:   6.0 > $5925[0] 
004D: jump_if_false @SHTR_8607 
0004: $5656 = 275 

:SHTR_8607
00D6: if and
0030:   $5925[0] >= 6.0 
0022:   6.5 > $5925[0] 
004D: jump_if_false @SHTR_8646 
0004: $5656 = 250 

:SHTR_8646
00D6: if and
0030:   $5925[0] >= 6.5 
0022:   7.0 > $5925[0] 
004D: jump_if_false @SHTR_8685 
0004: $5656 = 225 

:SHTR_8685
00D6: if and
0030:   $5925[0] >= 7.0 
0022:   7.5 > $5925[0] 
004D: jump_if_false @SHTR_8724 
0004: $5656 = 200 

:SHTR_8724
00D6: if and
0030:   $5925[0] >= 7.5 
0032:   8.0 >= $5925[0] 
004D: jump_if_false @SHTR_8763 
0004: $5656 = 175 

:SHTR_8763
0209: $5959 = random_int_in_ranges 100 1500 
0004: $5860[0] = 1 
0004: $5876 = 1 

:SHTR_8787
0051: return 

:SHTR_8789
0004: $5859 = 0 

:SHTR_8796
00D6: if 
001A:   8 > $5859 
004D: jump_if_false @SHTR_9209 
00D6: if 
0038:   $5860($5859,16i) == 1 
004D: jump_if_false @SHTR_9195 
038D: draw_texture 12 position $5877($5859,16f) $5893($5859,16f) size 32.0 32.0 RGBA 150 150 150 255 
0080: $5877($5859,16f) -= frame_delta_time * $5925($5859,16f) // (float) 
0086: $5941 = $5877($5859,16f) // (float) 
0071: $5941 /= $5942 // (float) 
0086: $5943 = $5941 // (float) 
0011: $5943 *= 360.0 
02F6: $5944 = sine $5943 // (float) 
0086: $5945 = $5944 // (float) 
0069: $5945 *= $5949 // (float) 
0086: $5893($5859,16f) = $5945 // (float) 
0059: $5893($5859,16f) += $5946 // (float) 
00D6: if 
0022:   0.0 > $5877($5859,16f) 
004D: jump_if_false @SHTR_9195 
0005: $5877($5859,16f) = 0.0 
0005: $5893($5859,16f) = 0.0 
00D6: if 
0018:   $5650 > 24 
004D: jump_if_false @SHTR_9184 
00D6: if 
003A:   $5650 == $5651 // (int) 
004D: jump_if_false @SHTR_9177 
00D6: if and
001C:   $5650 > $2062[0] // (int) 
001C:   $5650 > $2062[1] // (int) 
001C:   $5650 > $2062[2] // (int) 
001C:   $5650 > $2062[3] // (int) 
001C:   $5650 > $2062[4] // (int) 
004D: jump_if_false @SHTR_9177 
00D6: if and
001C:   $5650 > $2062[5] // (int) 
001C:   $5650 > $2062[6] // (int) 
001C:   $5650 > $2062[7] // (int) 
001C:   $5650 > $2062[8] // (int) 
001C:   $5650 > $2062[9] // (int) 
004D: jump_if_false @SHTR_9177 
000C: $5651 -= 25 

:SHTR_9177
000C: $5650 -= 25 

:SHTR_9184
0004: $5860($5859,16i) = 0 

:SHTR_9195
0008: $5859 += 1 
0002: jump @SHTR_8796 

:SHTR_9209
0051: return 

:SHTR_9211
0004: $5657 = 1 

:SHTR_9218
00D6: if 
001A:   16 > $5657 
004D: jump_if_false @SHTR_9634 
00D6: if 
0038:   $5659($5657,16i) == 1 
004D: jump_if_false @SHTR_9356 
038D: draw_texture 11 position $5675($5657,16f) $5691($5657,16f) size $5853 $5853 RGBA 150 150 150 255 
007A: $5675($5657,16f) += frame_delta_time * $5591 // (float) 
00D6: if 
0020:   $5675($5657,16f) > 639.0 
004D: jump_if_false @SHTR_9356 
0005: $5691($5657,16f) = 0.0 
0004: $5659($5657,16i) = 0 

:SHTR_9356
00D6: if 
0038:   $5725($5657,16i) == 1 
004D: jump_if_false @SHTR_9488 
038D: draw_texture 11 position $5741($5657,16f) $5757($5657,16f) size $5853 $5853 RGBA 150 150 150 255 
007A: $5741($5657,16f) += frame_delta_time * $5857 // (float) 
0080: $5757($5657,16f) -= frame_delta_time * $5858 // (float) 
00D6: if 
0020:   $5741($5657,16f) > 639.0 
004D: jump_if_false @SHTR_9488 
0005: $5757($5657,16f) = 0.0 
0004: $5725($5657,16i) = 0 

:SHTR_9488
00D6: if 
0038:   $5789($5657,16i) == 1 
004D: jump_if_false @SHTR_9620 
038D: draw_texture 11 position $5805($5657,16f) $5821($5657,16f) size $5853 $5853 RGBA 150 150 150 255 
007A: $5805($5657,16f) += frame_delta_time * $5857 // (float) 
007A: $5821($5657,16f) += frame_delta_time * $5858 // (float) 
00D6: if 
0020:   $5805($5657,16f) > 639.0 
004D: jump_if_false @SHTR_9620 
0005: $5821($5657,16f) = 0.0 
0004: $5789($5657,16i) = 0 

:SHTR_9620
0008: $5657 += 1 
0002: jump @SHTR_9218 

:SHTR_9634
0051: return 

:SHTR_9636
0004: $5859 = 0 

:SHTR_9643
00D6: if 
001A:   8 > $5859 
004D: jump_if_false @SHTR_10137 
00D6: if 
0020:   $5877($5859,16f) > 320.0 
004D: jump_if_false @SHTR_9840 
00D6: if 
0038:   $5989 == 0 
004D: jump_if_false @SHTR_9840 
00D6: if 
0038:   $5860($5859,16i) == 1 
004D: jump_if_false @SHTR_9840 
00D6: if 
0038:   $5981($5859,8i) == 0 
004D: jump_if_false @SHTR_9840 
0086: $5965($5859,8f) = $5877($5859,16f) // (float) 
0086: $5973($5859,8f) = $5893($5859,16f) // (float) 
0004: $5981($5859,8i) = 1 
0008: $5989 += 1 
0086: $5964 = $5925($5859,16f) // (float) 
0011: $5964 *= 1.5 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1060 

:SHTR_9840
00D6: if 
0038:   $5989 == 1 
004D: jump_if_false @SHTR_10123 
00D6: if 
0038:   $5981($5859,8i) == 1 
004D: jump_if_false @SHTR_10123 
00D6: if 
0038:   $5580 == 1 
004D: jump_if_false @SHTR_10004 
00D6: if 
05A5:   is_area_center $5575 $5576 scale 32.0 32.0 overlaping_area_center $5965($5859,8f) $5973($5859,8f) scale 8.0 8.0 
004D: jump_if_false @SHTR_10004 
0004: $5981($5859,8i) = 0 
0005: $5965($5859,8f) = 0.0 
0005: $5973($5859,8f) = 0.0 
0004: $5989 = 0 
0004: $5580 = 0 

:SHTR_10004
038D: draw_texture 14 position $5965($5859,8f) $5973($5859,8f) size $5853 $5853 RGBA 150 150 150 255 
0080: $5965($5859,8f) -= frame_delta_time * $5964 // (float) 
00D6: if 
0022:   0.0 > $5965($5859,8f) 
004D: jump_if_false @SHTR_10123 
0004: $5981($5859,8i) = 0 
0005: $5965($5859,8f) = 0.0 
0005: $5973($5859,8f) = 0.0 
0004: $5989 = 0 

:SHTR_10123
0008: $5859 += 1 
0002: jump @SHTR_9643 

:SHTR_10137
0051: return 

:SHTR_10139
0004: $5859 = 0 

:SHTR_10146
00D6: if 
001A:   8 > $5859 
004D: jump_if_false @SHTR_11095 
00D6: if 
0038:   $5860($5859,16i) == 1 
004D: jump_if_false @SHTR_10945 
0004: $5657 = 1 

:SHTR_10193
00D6: if 
001A:   16 > $5657 
004D: jump_if_false @SHTR_10945 
00D6: if 
05A5:   is_area_center $5675($5657,16f) $5691($5657,16f) scale $5723 $5724 overlaping_area_center $5877($5859,16f) $5893($5859,16f) scale $5585 $5586 
004D: jump_if_false @SHTR_10451 
0008: $5650 += 100 
0004: $5860($5859,16i) = 2 
0004: $5659($5657,16i) = 0 
0005: $5675($5657,16f) = 0.0 
0005: $5691($5657,16f) = 0.0 
01BD: $5597($5859,16i) = current_time_in_ms 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1061 
0008: $5950 += 1 
00D6: if 
0038:   $5951 == 1 
004D: jump_if_false @SHTR_10451 
00D6: if 
0038:   $5950 == 8 
004D: jump_if_false @SHTR_10431 
0086: $5954 = $5877($5859,16f) // (float) 
0086: $5955 = $5893($5859,16f) // (float) 
0004: $5951 = 0 
0002: jump @SHTR_10451 

:SHTR_10431
0005: $5954 = 0.0 
0005: $5955 = 0.0 

:SHTR_10451
00D6: if 
05A5:   is_area_center $5741($5657,16f) $5757($5657,16f) scale $5723 $5724 overlaping_area_center $5877($5859,16f) $5893($5859,16f) scale $5585 $5586 
004D: jump_if_false @SHTR_10691 
0008: $5650 += 100 
0004: $5860($5859,16i) = 2 
0004: $5725($5657,16i) = 0 
0005: $5741($5657,16f) = 0.0 
0005: $5757($5657,16f) = 0.0 
01BD: $5597($5859,16i) = current_time_in_ms 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1061 
0008: $5950 += 1 
00D6: if 
0038:   $5951 == 1 
004D: jump_if_false @SHTR_10691 
00D6: if 
0038:   $5950 == 8 
004D: jump_if_false @SHTR_10671 
0086: $5954 = $5877($5859,16f) // (float) 
0086: $5955 = $5893($5859,16f) // (float) 
0004: $5951 = 0 
0002: jump @SHTR_10691 

:SHTR_10671
0005: $5954 = 0.0 
0005: $5955 = 0.0 

:SHTR_10691
00D6: if 
05A5:   is_area_center $5805($5657,16f) $5821($5657,16f) scale $5723 $5724 overlaping_area_center $5877($5859,16f) $5893($5859,16f) scale $5585 $5586 
004D: jump_if_false @SHTR_10931 
0008: $5650 += 100 
0004: $5860($5859,16i) = 2 
0004: $5789($5657,16i) = 0 
0005: $5805($5657,16f) = 0.0 
0005: $5821($5657,16f) = 0.0 
01BD: $5597($5859,16i) = current_time_in_ms 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1061 
0008: $5950 += 1 
00D6: if 
0038:   $5951 == 1 
004D: jump_if_false @SHTR_10931 
00D6: if 
0038:   $5950 == 8 
004D: jump_if_false @SHTR_10911 
0086: $5954 = $5877($5859,16f) // (float) 
0086: $5955 = $5893($5859,16f) // (float) 
0004: $5951 = 0 
0002: jump @SHTR_10931 

:SHTR_10911
0005: $5954 = 0.0 
0005: $5955 = 0.0 

:SHTR_10931
0008: $5657 += 1 
0002: jump @SHTR_10193 

:SHTR_10945
00D6: if 
0038:   $5860($5859,16i) == 1 
004D: jump_if_false @SHTR_11081 
00D6: if 
0038:   $5580 == 1 
004D: jump_if_false @SHTR_11081 
00D6: if 
05A5:   is_area_center $5575 $5576 scale 32.0 32.0 overlaping_area_center $5877($5859,16f) $5893($5859,16f) scale $5585 $5586 
004D: jump_if_false @SHTR_11081 
0004: $5860($5859,16i) = 2 
01BD: $5597($5859,16i) = current_time_in_ms 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1061 
0004: $5580 = 0 

:SHTR_11081
0008: $5859 += 1 
0002: jump @SHTR_10146 

:SHTR_11095
0051: return 

:SHTR_11097
0004: $6151 = 9 
0004: $6152 = 0 
0004: $6153 = 1 

:SHTR_11118
00D6: if and
0028:   $6151 >= 0 
0038:   $6153 == 1 
004D: jump_if_false @SHTR_11215 
00D6: if 
001C:   $5650 > $2062($6151,10i) // (int) 
004D: jump_if_false @SHTR_11201 
000C: $6151 -= 1 
0004: $6152 = 1 
0004: $6156 = 3 
0004: $6069 = 1 
0002: jump @SHTR_11208 

:SHTR_11201
0004: $6153 = 0 

:SHTR_11208
0002: jump @SHTR_11118 

:SHTR_11215
00D6: if 
0038:   $6152 == 1 
004D: jump_if_false @SHTR_11412 
0008: $6151 += 1 
0004: $6154 = 9 
0004: $6155 = 8 

:SHTR_11254
00D6: if 
002C:   $6155 >= $6151 // (int) 
004D: jump_if_false @SHTR_11374 
05A9: $2002($6154,10s) = $2002($6155,10s) // s$ 
05A9: $2022($6154,10s) = $2022($6155,10s) // s$ 
05A9: $2042($6154,10s) = $2042($6155,10s) // s$ 
0084: $2072($6154,10i) = $2072($6155,10i) // (int) 
0084: $2062($6154,10i) = $2062($6155,10i) // (int) 
000C: $6154 -= 1 
000C: $6155 -= 1 
0002: jump @SHTR_11254 

:SHTR_11374
0084: $2062($6151,10i) = $5650 // (int) 
0084: $2072($6151,10i) = $6157 // (int) 
0004: $6158 = 0 
0004: $6067 = 10 

:SHTR_11412
0051: return 

:SHTR_11414
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
00D6: if and
80E1:   not player 0 pressed_key 8 
80E1:   not player 0 pressed_key 9 
80E1:   not player 0 pressed_key 10 
80E1:   not player 0 pressed_key 11 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @SHTR_11503 
00D6: if and
0038:   $MOVE_AXIS_Y == 0 
0038:   $MOVE_AXIS_X == 0 
004D: jump_if_false @SHTR_11503 
0004: $6068 = 0 

:SHTR_11503
00D6: if 
0038:   $6158 == 0 
004D: jump_if_false @SHTR_11843 
05A9: $2002($6151,10s) = $SHTR_CHARACTERS($6067,37s) // s$ 
05A9: $2022($6151,10s) = s$SHTR_CHARACTERS[10] // s$ 
05A9: $2042($6151,10s) = s$SHTR_CHARACTERS[10] // s$ 
00D6: if 
0038:   $6068 == 0 
004D: jump_if_false @SHTR_11843 
00D6: if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
0018:   $MOVE_AXIS_X > 100 
001A:   -100 > $MOVE_AXIS_Y 
004D: jump_if_false @SHTR_11682 
00D6: if 
001A:   36 > $6067 
004D: jump_if_false @SHTR_11648 
0008: $6067 += 1 
0002: jump @SHTR_11655 

:SHTR_11648
0004: $6067 = 0 

:SHTR_11655
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
0004: $6068 = 1 

:SHTR_11682
00D6: if or
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
001A:   -100 > $MOVE_AXIS_X 
0018:   $MOVE_AXIS_Y > 100 
004D: jump_if_false @SHTR_11785 
00D6: if 
0018:   $6067 > 0 
004D: jump_if_false @SHTR_11751 
000C: $6067 -= 1 
0002: jump @SHTR_11758 

:SHTR_11751
0004: $6067 = 36 

:SHTR_11758
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
0004: $6068 = 1 

:SHTR_11785
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SHTR_11843 
0004: $6067 = 10 
0004: $6158 = 1 
0004: $6068 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_11843
00D6: if 
0038:   $6158 == 1 
004D: jump_if_false @SHTR_12159 
05A9: $2022($6151,10s) = $SHTR_CHARACTERS($6067,37s) // s$ 
00D6: if 
0038:   $6068 == 0 
004D: jump_if_false @SHTR_12159 
00D6: if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
0018:   $MOVE_AXIS_X > 100 
001A:   -100 > $MOVE_AXIS_Y 
004D: jump_if_false @SHTR_11998 
00D6: if 
001A:   36 > $6067 
004D: jump_if_false @SHTR_11964 
0008: $6067 += 1 
0002: jump @SHTR_11971 

:SHTR_11964
0004: $6067 = 0 

:SHTR_11971
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
0004: $6068 = 1 

:SHTR_11998
00D6: if or
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
001A:   -100 > $MOVE_AXIS_X 
0018:   $MOVE_AXIS_Y > 100 
004D: jump_if_false @SHTR_12101 
00D6: if 
0018:   $6067 > 0 
004D: jump_if_false @SHTR_12067 
000C: $6067 -= 1 
0002: jump @SHTR_12074 

:SHTR_12067
0004: $6067 = 36 

:SHTR_12074
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
0004: $6068 = 1 

:SHTR_12101
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SHTR_12159 
0004: $6067 = 10 
0004: $6158 = 2 
0004: $6068 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_12159
00D6: if 
0038:   $6158 == 2 
004D: jump_if_false @SHTR_12475 
05A9: $2042($6151,10s) = $SHTR_CHARACTERS($6067,37s) // s$ 
00D6: if 
0038:   $6068 == 0 
004D: jump_if_false @SHTR_12475 
00D6: if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
0018:   $MOVE_AXIS_X > 100 
001A:   -100 > $MOVE_AXIS_Y 
004D: jump_if_false @SHTR_12314 
00D6: if 
001A:   36 > $6067 
004D: jump_if_false @SHTR_12280 
0008: $6067 += 1 
0002: jump @SHTR_12287 

:SHTR_12280
0004: $6067 = 0 

:SHTR_12287
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
0004: $6068 = 1 

:SHTR_12314
00D6: if or
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
001A:   -100 > $MOVE_AXIS_X 
0018:   $MOVE_AXIS_Y > 100 
004D: jump_if_false @SHTR_12417 
00D6: if 
0018:   $6067 > 0 
004D: jump_if_false @SHTR_12383 
000C: $6067 -= 1 
0002: jump @SHTR_12390 

:SHTR_12383
0004: $6067 = 36 

:SHTR_12390
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
0004: $6068 = 1 

:SHTR_12417
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SHTR_12475 
0004: $6158 = 3 
0004: $6068 = 1 
0004: $6156 = 4 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_12475
0051: return 

:SHTR_12477
0004: $6070 = 0 

:SHTR_12484
00D6: if 
001A:   10 > $6070 
004D: jump_if_false @SHTR_12649 
0050: gosub @SHTR_6947 
033E: set_draw_text_position $6071($6070,10f) $6111($6070,10f) GXT $2002($6070,10s) 
0050: gosub @SHTR_6947 
033E: set_draw_text_position $6081($6070,10f) $6121($6070,10f) GXT $2022($6070,10s) 
0050: gosub @SHTR_6947 
033E: set_draw_text_position $6091($6070,10f) $6131($6070,10f) GXT $2042($6070,10s) 
0050: gosub @SHTR_6947 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $6101($6070,10f) $6141($6070,10f) GXT 'SHTR_LV' number $2062($6070,10i)  // ~1~
0008: $6070 += 1 
0002: jump @SHTR_12484 

:SHTR_12649
0050: gosub @SHTR_6947 
033E: set_draw_text_position 320.0 64.0 GXT 'SHTR_2F'  // HI-SCORE
00D6: if and
0038:   $5649 == 0 
0038:   $6069 == 1 
004D: jump_if_false @SHTR_13084 
00D6: if 
0038:   $6158 == 0 
004D: jump_if_false @SHTR_12769 
0050: gosub @SHTR_6947 
0340: set_text_draw_RGBA 0 255 0 255 
033E: set_draw_text_position $6071($6151,10f) $6111($6151,10f) GXT $2002($6151,10s) 
0002: jump @SHTR_12811 

:SHTR_12769
0050: gosub @SHTR_6947 
0340: set_text_draw_RGBA 255 0 0 255 
033E: set_draw_text_position $6071($6151,10f) $6111($6151,10f) GXT $2002($6151,10s) 

:SHTR_12811
00D6: if 
0038:   $6158 == 1 
004D: jump_if_false @SHTR_12878 
0050: gosub @SHTR_6947 
0340: set_text_draw_RGBA 0 255 0 255 
033E: set_draw_text_position $6081($6151,10f) $6121($6151,10f) GXT $2022($6151,10s) 
0002: jump @SHTR_12920 

:SHTR_12878
0050: gosub @SHTR_6947 
0340: set_text_draw_RGBA 255 0 0 255 
033E: set_draw_text_position $6081($6151,10f) $6121($6151,10f) GXT $2022($6151,10s) 

:SHTR_12920
00D6: if 
0038:   $6158 == 2 
004D: jump_if_false @SHTR_12987 
0050: gosub @SHTR_6947 
0340: set_text_draw_RGBA 0 255 0 255 
033E: set_draw_text_position $6091($6151,10f) $6131($6151,10f) GXT $2042($6151,10s) 
0002: jump @SHTR_13029 

:SHTR_12987
0050: gosub @SHTR_6947 
0340: set_text_draw_RGBA 255 0 0 255 
033E: set_draw_text_position $6091($6151,10f) $6131($6151,10f) GXT $2042($6151,10s) 

:SHTR_13029
0050: gosub @SHTR_6947 
0340: set_text_draw_RGBA 255 0 0 255 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $6101($6151,10f) $6141($6151,10f) GXT 'SHTR_LV' number $2062($6151,10i)  // ~1~

:SHTR_13084
0051: return 

:SHTR_13086
0209: $6161 = random_int_in_ranges 1 30 
00D6: if 
0038:   $6161 == 1 
004D: jump_if_false @SHTR_13188 
00D6: if 
0038:   $6163 == 0 
004D: jump_if_false @SHTR_13181 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[23] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[15] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[36] // s$ 
0004: $6163 = 1 
0002: jump @SHTR_13188 

:SHTR_13181
0002: jump @SHTR_13086 

:SHTR_13188
00D6: if 
0038:   $6161 == 2 
004D: jump_if_false @SHTR_13281 
00D6: if 
0038:   $6164 == 0 
004D: jump_if_false @SHTR_13274 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[18] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[22] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[34] // s$ 
0004: $6164 = 1 
0002: jump @SHTR_13281 

:SHTR_13274
0002: jump @SHTR_13086 

:SHTR_13281
00D6: if 
0038:   $6161 == 3 
004D: jump_if_false @SHTR_13374 
00D6: if 
0038:   $6165 == 0 
004D: jump_if_false @SHTR_13367 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[32] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[18] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[21] // s$ 
0004: $6165 = 1 
0002: jump @SHTR_13374 

:SHTR_13367
0002: jump @SHTR_13086 

:SHTR_13374
00D6: if 
0038:   $6161 == 4 
004D: jump_if_false @SHTR_13467 
00D6: if 
0038:   $6166 == 0 
004D: jump_if_false @SHTR_13460 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[12] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[20] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[27] // s$ 
0004: $6166 = 1 
0002: jump @SHTR_13467 

:SHTR_13460
0002: jump @SHTR_13086 

:SHTR_13467
00D6: if 
0038:   $6161 == 5 
004D: jump_if_false @SHTR_13560 
00D6: if 
0038:   $6167 == 0 
004D: jump_if_false @SHTR_13553 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[13] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[11] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[25] // s$ 
0004: $6167 = 1 
0002: jump @SHTR_13560 

:SHTR_13553
0002: jump @SHTR_13086 

:SHTR_13560
00D6: if 
0038:   $6161 == 6 
004D: jump_if_false @SHTR_13653 
00D6: if 
0038:   $6168 == 0 
004D: jump_if_false @SHTR_13646 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[13] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[10] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[31] // s$ 
0004: $6168 = 1 
0002: jump @SHTR_13653 

:SHTR_13646
0002: jump @SHTR_13086 

:SHTR_13653
00D6: if 
0038:   $6161 == 7 
004D: jump_if_false @SHTR_13746 
00D6: if 
0038:   $6169 == 0 
004D: jump_if_false @SHTR_13739 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[13] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[24] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[13] // s$ 
0004: $6169 = 1 
0002: jump @SHTR_13746 

:SHTR_13739
0002: jump @SHTR_13086 

:SHTR_13746
00D6: if 
0038:   $6161 == 8 
004D: jump_if_false @SHTR_13839 
00D6: if 
0038:   $6170 == 0 
004D: jump_if_false @SHTR_13832 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[28] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[19] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[21] // s$ 
0004: $6170 = 1 
0002: jump @SHTR_13839 

:SHTR_13832
0002: jump @SHTR_13086 

:SHTR_13839
00D6: if 
0038:   $6161 == 9 
004D: jump_if_false @SHTR_13932 
00D6: if 
0038:   $6171 == 0 
004D: jump_if_false @SHTR_13925 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[28] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[29] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[14] // s$ 
0004: $6171 = 1 
0002: jump @SHTR_13932 

:SHTR_13925
0002: jump @SHTR_13086 

:SHTR_13932
00D6: if 
0038:   $6161 == 10 
004D: jump_if_false @SHTR_14025 
00D6: if 
0038:   $6172 == 0 
004D: jump_if_false @SHTR_14018 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[19] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[30] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[13] // s$ 
0004: $6172 = 1 
0002: jump @SHTR_14025 

:SHTR_14018
0002: jump @SHTR_13086 

:SHTR_14025
00D6: if 
0038:   $6161 == 11 
004D: jump_if_false @SHTR_14118 
00D6: if 
0038:   $6173 == 0 
004D: jump_if_false @SHTR_14111 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[20] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[22] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[11] // s$ 
0004: $6173 = 1 
0002: jump @SHTR_14118 

:SHTR_14111
0002: jump @SHTR_13086 

:SHTR_14118
00D6: if 
0038:   $6161 == 12 
004D: jump_if_false @SHTR_14211 
00D6: if 
0038:   $6174 == 0 
004D: jump_if_false @SHTR_14204 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[16] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[28] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[32] // s$ 
0004: $6174 = 1 
0002: jump @SHTR_14211 

:SHTR_14204
0002: jump @SHTR_13086 

:SHTR_14211
00D6: if 
0038:   $6161 == 13 
004D: jump_if_false @SHTR_14304 
00D6: if 
0038:   $6175 == 0 
004D: jump_if_false @SHTR_14297 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[13] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[28] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[32] // s$ 
0004: $6175 = 1 
0002: jump @SHTR_14304 

:SHTR_14297
0002: jump @SHTR_13086 

:SHTR_14304
00D6: if 
0038:   $6161 == 14 
004D: jump_if_false @SHTR_14397 
00D6: if 
0038:   $6176 == 0 
004D: jump_if_false @SHTR_14390 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[32] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[13] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[34] // s$ 
0004: $6176 = 1 
0002: jump @SHTR_14397 

:SHTR_14390
0002: jump @SHTR_13086 

:SHTR_14397
00D6: if 
0038:   $6161 == 15 
004D: jump_if_false @SHTR_14490 
00D6: if 
0038:   $6177 == 0 
004D: jump_if_false @SHTR_14483 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[16] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[10] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[35] // s$ 
0004: $6177 = 1 
0002: jump @SHTR_14490 

:SHTR_14483
0002: jump @SHTR_13086 

:SHTR_14490
00D6: if 
0038:   $6161 == 16 
004D: jump_if_false @SHTR_14583 
00D6: if 
0038:   $6178 == 0 
004D: jump_if_false @SHTR_14576 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[32] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[10] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[35] // s$ 
0004: $6178 = 1 
0002: jump @SHTR_14583 

:SHTR_14576
0002: jump @SHTR_13086 

:SHTR_14583
00D6: if 
0038:   $6161 == 17 
004D: jump_if_false @SHTR_14676 
00D6: if 
0038:   $6179 == 0 
004D: jump_if_false @SHTR_14669 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[20] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[18] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[23] // s$ 
0004: $6179 = 1 
0002: jump @SHTR_14676 

:SHTR_14669
0002: jump @SHTR_13086 

:SHTR_14676
00D6: if 
0038:   $6161 == 18 
004D: jump_if_false @SHTR_14769 
00D6: if 
0038:   $6180 == 0 
004D: jump_if_false @SHTR_14762 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[11] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[14] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[10] // s$ 
0004: $6180 = 1 
0002: jump @SHTR_14769 

:SHTR_14762
0002: jump @SHTR_13086 

:SHTR_14769
00D6: if 
0038:   $6161 == 19 
004D: jump_if_false @SHTR_14862 
00D6: if 
0038:   $6181 == 0 
004D: jump_if_false @SHTR_14855 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[11] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[10] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[33] // s$ 
0004: $6181 = 1 
0002: jump @SHTR_14862 

:SHTR_14855
0002: jump @SHTR_13086 

:SHTR_14862
00D6: if 
0038:   $6161 == 20 
004D: jump_if_false @SHTR_14955 
00D6: if 
0038:   $6182 == 0 
004D: jump_if_false @SHTR_14948 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[21] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[24] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[30] // s$ 
0004: $6182 = 1 
0002: jump @SHTR_14955 

:SHTR_14948
0002: jump @SHTR_13086 

:SHTR_14955
00D6: if 
0038:   $6161 == 21 
004D: jump_if_false @SHTR_15048 
00D6: if 
0038:   $6183 == 0 
004D: jump_if_false @SHTR_15041 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[19] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[23] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[24] // s$ 
0004: $6183 = 1 
0002: jump @SHTR_15048 

:SHTR_15041
0002: jump @SHTR_13086 

:SHTR_15048
00D6: if 
0038:   $6161 == 22 
004D: jump_if_false @SHTR_15141 
00D6: if 
0038:   $6184 == 0 
004D: jump_if_false @SHTR_15134 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[22] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[34] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[29] // s$ 
0004: $6184 = 1 
0002: jump @SHTR_15141 

:SHTR_15134
0002: jump @SHTR_13086 

:SHTR_15141
00D6: if 
0038:   $6161 == 23 
004D: jump_if_false @SHTR_15234 
00D6: if 
0038:   $6185 == 0 
004D: jump_if_false @SHTR_15227 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[13] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[14] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[15] // s$ 
0004: $6185 = 1 
0002: jump @SHTR_15234 

:SHTR_15227
0002: jump @SHTR_13086 

:SHTR_15234
00D6: if 
0038:   $6161 == 24 
004D: jump_if_false @SHTR_15327 
00D6: if 
0038:   $6186 == 0 
004D: jump_if_false @SHTR_15320 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[20] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[17] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[35] // s$ 
0004: $6186 = 1 
0002: jump @SHTR_15327 

:SHTR_15320
0002: jump @SHTR_13086 

:SHTR_15327
00D6: if 
0038:   $6161 == 25 
004D: jump_if_false @SHTR_15420 
00D6: if 
0038:   $6187 == 0 
004D: jump_if_false @SHTR_15413 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[22] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[14] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[24] // s$ 
0004: $6187 = 1 
0002: jump @SHTR_15420 

:SHTR_15413
0002: jump @SHTR_13086 

:SHTR_15420
00D6: if 
0038:   $6161 == 26 
004D: jump_if_false @SHTR_15513 
00D6: if 
0038:   $6188 == 0 
004D: jump_if_false @SHTR_15506 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[16] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[15] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[32] // s$ 
0004: $6188 = 1 
0002: jump @SHTR_15513 

:SHTR_15506
0002: jump @SHTR_13086 

:SHTR_15513
00D6: if 
0038:   $6161 == 27 
004D: jump_if_false @SHTR_15606 
00D6: if 
0038:   $6189 == 0 
004D: jump_if_false @SHTR_15599 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[32] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[27] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[22] // s$ 
0004: $6189 = 1 
0002: jump @SHTR_15606 

:SHTR_15599
0002: jump @SHTR_13086 

:SHTR_15606
00D6: if 
0038:   $6161 == 28 
004D: jump_if_false @SHTR_15699 
00D6: if 
0038:   $6190 == 0 
004D: jump_if_false @SHTR_15692 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[10] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[36] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[32] // s$ 
0004: $6190 = 1 
0002: jump @SHTR_15699 

:SHTR_15692
0002: jump @SHTR_13086 

:SHTR_15699
00D6: if 
0038:   $6161 == 29 
004D: jump_if_false @SHTR_15792 
00D6: if 
0038:   $6191 == 0 
004D: jump_if_false @SHTR_15785 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[27] // s$ 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[18] // s$ 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[12] // s$ 
0004: $6191 = 1 
0002: jump @SHTR_15792 

:SHTR_15785
0002: jump @SHTR_13086 

:SHTR_15792
0051: return 

:SHTR_15794
05A9: s$SHTR_CHARACTERS[0] = 'SHTR_0' // s$  // 0
05A9: s$SHTR_CHARACTERS[1] = 'SHTR_1' // s$  // 1
05A9: s$SHTR_CHARACTERS[2] = 'SHTR_2' // s$  // 2
05A9: s$SHTR_CHARACTERS[3] = 'SHTR_3' // s$  // 3
05A9: s$SHTR_CHARACTERS[4] = 'SHTR_4' // s$  // 4
05A9: s$SHTR_CHARACTERS[5] = 'SHTR_5' // s$  // 5
05A9: s$SHTR_CHARACTERS[6] = 'SHTR_6' // s$  // 6
05A9: s$SHTR_CHARACTERS[7] = 'SHTR_7' // s$  // 7
05A9: s$SHTR_CHARACTERS[8] = 'SHTR_8' // s$  // 8
05A9: s$SHTR_CHARACTERS[9] = 'SHTR_9' // s$  // 9
05A9: s$SHTR_CHARACTERS[10] = 'SHTR_A' // s$  // A
05A9: s$SHTR_CHARACTERS[11] = 'SHTR_B' // s$  // B
05A9: s$SHTR_CHARACTERS[12] = 'SHTR_C' // s$  // C
05A9: s$SHTR_CHARACTERS[13] = 'SHTR_D' // s$  // D
05A9: s$SHTR_CHARACTERS[14] = 'SHTR_E' // s$  // E
05A9: s$SHTR_CHARACTERS[15] = 'SHTR_F' // s$  // F
05A9: s$SHTR_CHARACTERS[16] = 'SHTR_G' // s$  // G
05A9: s$SHTR_CHARACTERS[17] = 'SHTR_H' // s$  // H
05A9: s$SHTR_CHARACTERS[18] = 'SHTR_I' // s$  // I
05A9: s$SHTR_CHARACTERS[19] = 'SHTR_J' // s$  // J
05A9: s$SHTR_CHARACTERS[20] = 'SHTR_K' // s$  // K
05A9: s$SHTR_CHARACTERS[21] = 'SHTR_L' // s$  // L
05A9: s$SHTR_CHARACTERS[22] = 'SHTR_M' // s$  // M
05A9: s$SHTR_CHARACTERS[23] = 'SHTR_N' // s$  // N
05A9: s$SHTR_CHARACTERS[24] = 'SHTR_O' // s$  // O
05A9: s$SHTR_CHARACTERS[25] = 'SHTR_P' // s$  // P
05A9: s$SHTR_CHARACTERS[26] = 'SHTR_Q' // s$  // Q
05A9: s$SHTR_CHARACTERS[27] = 'SHTR_R' // s$  // R
05A9: s$SHTR_CHARACTERS[28] = 'SHTR_S' // s$  // S
05A9: s$SHTR_CHARACTERS[29] = 'SHTR_T' // s$  // T
05A9: s$SHTR_CHARACTERS[30] = 'SHTR_U' // s$  // U
05A9: s$SHTR_CHARACTERS[31] = 'SHTR_V' // s$  // V
05A9: s$SHTR_CHARACTERS[32] = 'SHTR_W' // s$  // W
05A9: s$SHTR_CHARACTERS[33] = 'SHTR_X' // s$  // X
05A9: s$SHTR_CHARACTERS[34] = 'SHTR_Y' // s$  // Y
05A9: s$SHTR_CHARACTERS[35] = 'SHTR_Z' // s$  // Z
05A9: s$SHTR_CHARACTERS[36] = 'SHTR_PE' // s$  // .
0005: $6071[0] = 176.0 
0005: $6111[0] = 96.0 
0005: $6081[0] = 224.0 
0005: $6121[0] = 96.0 
0005: $6091[0] = 272.0 
0005: $6131[0] = 96.0 
0005: $6101[0] = 464.0 
0005: $6141[0] = 96.0 
0005: $6071[1] = 176.0 
0005: $6111[1] = 128.0 
0005: $6081[1] = 224.0 
0005: $6121[1] = 128.0 
0005: $6091[1] = 272.0 
0005: $6131[1] = 128.0 
0005: $6101[1] = 464.0 
0005: $6141[1] = 128.0 
0005: $6071[2] = 176.0 
0005: $6111[2] = 160.0 
0005: $6081[2] = 224.0 
0005: $6121[2] = 160.0 
0005: $6091[2] = 272.0 
0005: $6131[2] = 160.0 
0005: $6101[2] = 464.0 
0005: $6141[2] = 160.0 
0005: $6071[3] = 176.0 
0005: $6111[3] = 192.0 
0005: $6081[3] = 224.0 
0005: $6121[3] = 192.0 
0005: $6091[3] = 272.0 
0005: $6131[3] = 192.0 
0005: $6101[3] = 464.0 
0005: $6141[3] = 192.0 
0005: $6071[4] = 176.0 
0005: $6111[4] = 224.0 
0005: $6081[4] = 224.0 
0005: $6121[4] = 224.0 
0005: $6091[4] = 272.0 
0005: $6131[4] = 224.0 
0005: $6101[4] = 464.0 
0005: $6141[4] = 224.0 
0005: $6071[5] = 176.0 
0005: $6111[5] = 256.0 
0005: $6081[5] = 224.0 
0005: $6121[5] = 256.0 
0005: $6091[5] = 272.0 
0005: $6131[5] = 256.0 
0005: $6101[5] = 464.0 
0005: $6141[5] = 256.0 
0005: $6071[6] = 176.0 
0005: $6111[6] = 288.0 
0005: $6081[6] = 224.0 
0005: $6121[6] = 288.0 
0005: $6091[6] = 272.0 
0005: $6131[6] = 288.0 
0005: $6101[6] = 464.0 
0005: $6141[6] = 288.0 
0005: $6071[7] = 176.0 
0005: $6111[7] = 320.0 
0005: $6081[7] = 224.0 
0005: $6121[7] = 320.0 
0005: $6091[7] = 272.0 
0005: $6131[7] = 320.0 
0005: $6101[7] = 464.0 
0005: $6141[7] = 320.0 
0005: $6071[8] = 176.0 
0005: $6111[8] = 352.0 
0005: $6081[8] = 224.0 
0005: $6121[8] = 352.0 
0005: $6091[8] = 272.0 
0005: $6131[8] = 352.0 
0005: $6101[8] = 464.0 
0005: $6141[8] = 352.0 
0005: $6071[9] = 176.0 
0005: $6111[9] = 384.0 
0005: $6081[9] = 224.0 
0005: $6121[9] = 384.0 
0005: $6091[9] = 272.0 
0005: $6131[9] = 384.0 
0005: $6101[9] = 464.0 
0005: $6141[9] = 384.0 
00D6: if 
0038:   $6159 == 0 
004D: jump_if_false @SHTR_17436 
05A9: s$2002[0] = s$SHTR_CHARACTERS[12] // s$ 
05A9: s$2022[0] = s$SHTR_CHARACTERS[36] // s$ 
05A9: s$2042[0] = s$SHTR_CHARACTERS[36] // s$ 
0004: $2072[0] = 10 
0004: $2062[0] = 1000 
0004: $6160 = 1 
0050: gosub @SHTR_13086 
0004: $2072[1] = 9 
0004: $2062[1] = 900 
0004: $6160 = 2 
0050: gosub @SHTR_13086 
0004: $2072[2] = 8 
0004: $2062[2] = 800 
0004: $6160 = 3 
0050: gosub @SHTR_13086 
0004: $2072[3] = 7 
0004: $2062[3] = 700 
0004: $6160 = 4 
0050: gosub @SHTR_13086 
0004: $2072[4] = 6 
0004: $2062[4] = 600 
0004: $6160 = 5 
0050: gosub @SHTR_13086 
0004: $2072[5] = 5 
0004: $2062[5] = 500 
0004: $6160 = 6 
0050: gosub @SHTR_13086 
0004: $2072[6] = 4 
0004: $2062[6] = 400 
0004: $6160 = 7 
0050: gosub @SHTR_13086 
0004: $2072[7] = 3 
0004: $2062[7] = 300 
0004: $6160 = 8 
0050: gosub @SHTR_13086 
0004: $2072[8] = 2 
0004: $2062[8] = 200 
0004: $6160 = 9 
0050: gosub @SHTR_13086 
0004: $2072[9] = 1 
0004: $2062[9] = 100 
0004: $6159 = 1 

:SHTR_17436
0084: $5651 = $2062[0] // (int) 
0051: return 

:SHTR_17446
0004: $5579 = 1 
0004: $5580 = 1 
0004: $5648 = 1 
0004: $5650 = 0 
0004: $5649 = 2 
0004: $5652 = 0 
0005: $5591 = 15.0 
0005: $5575 = 80.0 
0005: $5576 = 224.0 
0005: $5853 = 8.0 
0005: $5854 = 10.0 
0005: $5653 = 1.0 
0005: $5654 = 3.0 
0004: $5960 = 0 
0005: $5963 = 7.0 
0004: $5989 = 0 
0004: $5950 = 0 
0004: $5951 = 1 
0004: $5952 = 31 
0004: $5956 = 250 
0004: $5957 = 0 
0004: $5958 = 0 
0004: $5953 = 0 
0004: $6158 = 0 
0004: $6069 = 0 
0005: $5877[0] = 660.0 
0005: $5877[1] = 660.0 
0005: $5877[2] = 660.0 
0005: $5877[3] = 660.0 
0004: $5581 = 0 
0004: $5594 = 0 
0004: $5595 = 0 
0004: $5596 = 0 
0004: $5645 = 0 
0004: $5646 = 0 
0004: $5647 = 0 
0004: $5657 = 1 
0004: $5659[1] = 0 
0004: $5659[2] = 0 
0004: $5659[3] = 0 
0004: $5659[4] = 0 
0004: $5659[5] = 0 
0004: $5659[6] = 0 
0004: $5659[7] = 0 
0004: $5659[8] = 0 
0004: $5725[1] = 0 
0004: $5725[2] = 0 
0004: $5725[3] = 0 
0004: $5725[4] = 0 
0004: $5725[5] = 0 
0004: $5725[6] = 0 
0004: $5725[7] = 0 
0004: $5725[8] = 0 
0004: $5789[1] = 0 
0004: $5789[2] = 0 
0004: $5789[3] = 0 
0004: $5789[4] = 0 
0004: $5789[5] = 0 
0004: $5789[6] = 0 
0004: $5789[7] = 0 
0004: $5789[8] = 0 
0004: $5860[0] = 0 
0004: $5860[1] = 0 
0004: $5860[2] = 0 
0004: $5860[3] = 0 
0004: $5860[4] = 0 
0004: $5860[5] = 0 
0004: $5860[6] = 0 
0004: $5860[7] = 0 
0004: $5981[0] = 0 
0004: $5981[1] = 0 
0004: $5981[2] = 0 
0004: $5981[3] = 0 
0004: $5981[4] = 0 
0004: $5981[5] = 0 
0004: $5981[6] = 0 
0004: $5981[7] = 0 
0004: $5655 = 0 
0004: $5876 = 0 
0005: $5585 = 32.0 
0005: $5586 = 32.0 
0005: $5723 = 8.0 
0005: $5724 = 8.0 
0005: $5577 = 32.0 
0005: $5578 = 32.0 
0005: $5949 = 0.0 
0051: return 

//-------------Mission 6---------------
// Originally: Video Game: Let's Get Ready To Bumble

:GRAV
0050: gosub @GRAV_36 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @GRAV_27 
0050: gosub @GRAV_6531 

:GRAV_27
0050: gosub @GRAV_6551 
004E: end_thread 

:GRAV_36
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
03A4: name_thread 'GRAV' 
0001: wait 0 ms 
054C: use_GXT_table 'GRAV' 
03CF: load_wav 1810 as 4 

:GRAV_78
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @GRAV_104 
0001: wait 0 ms 
0002: jump @GRAV_78 

:GRAV_104
04D7: set_actor $PLAYER_ACTOR locked 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 50.0 
09F5: disable_player_mutal_activities 1 
03F0: enable_text_draw 1 
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_size 3.0 3.0 
0390: load_txd_dictionary 'LD_GRAV' 
038F: load_texture "SKY" as 1 // Load dictionary with 0390 first 
038F: load_texture "BEEA" as 2 // Load dictionary with 0390 first 
038F: load_texture "FLWRA" as 3 // Load dictionary with 0390 first 
038F: load_texture "GHOST" as 4 // Load dictionary with 0390 first 
038F: load_texture "LEAF" as 5 // Load dictionary with 0390 first 
038F: load_texture "FLWR" as 6 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 7 // Load dictionary with 0390 first 
038F: load_texture "TVL" as 8 // Load dictionary with 0390 first 
038F: load_texture "TVR" as 9 // Load dictionary with 0390 first 
038F: load_texture "THORN" as 10 // Load dictionary with 0390 first 
038F: load_texture "BEE2" as 11 // Load dictionary with 0390 first 
038F: load_texture "BEE1" as 12 // Load dictionary with 0390 first 
038F: load_texture "HIVE" as 13 // Load dictionary with 0390 first 
038F: load_texture "TIMER" as 14 // Load dictionary with 0390 first 
038F: load_texture "BUMBLE" as 15 // Load dictionary with 0390 first 
038F: load_texture "PLAYW" as 16 // Load dictionary with 0390 first 
038F: load_texture "PLAYY" as 17 // Load dictionary with 0390 first 
038F: load_texture "HISCOREW" as 18 // Load dictionary with 0390 first 
038F: load_texture "HISCOREY" as 19 // Load dictionary with 0390 first 
038F: load_texture "EXITW" as 20 // Load dictionary with 0390 first 
038F: load_texture "EXITY" as 21 // Load dictionary with 0390 first 
05A9: s$6236[0] = 'GRAV_0' // s$  // 0
05A9: s$6236[1] = 'GRAV_1' // s$  // 1
05A9: s$6236[2] = 'GRAV_2' // s$  // 2
05A9: s$6236[3] = 'GRAV_3' // s$  // 3
05A9: s$6236[4] = 'GRAV_4' // s$  // 4
05A9: s$6236[5] = 'GRAV_5' // s$  // 5
05A9: s$6236[6] = 'GRAV_6' // s$  // 6
05A9: s$6236[7] = 'GRAV_7' // s$  // 7
05A9: s$6236[8] = 'GRAV_8' // s$  // 8
05A9: s$6236[9] = 'GRAV_9' // s$  // 9
05A9: s$6236[10] = 'GRAV_A' // s$  // A
05A9: s$6236[11] = 'GRAV_B' // s$  // B
05A9: s$6236[12] = 'GRAV_C' // s$  // C
05A9: s$6236[13] = 'GRAV_D' // s$  // D
05A9: s$6236[14] = 'GRAV_E' // s$  // E
05A9: s$6236[15] = 'GRAV_F' // s$  // F
05A9: s$6236[16] = 'GRAV_G' // s$  // G
05A9: s$6236[17] = 'GRAV_H' // s$  // H
05A9: s$6236[18] = 'GRAV_I' // s$  // I
05A9: s$6236[19] = 'GRAV_J' // s$  // J
05A9: s$6236[20] = 'GRAV_K' // s$  // K
05A9: s$6236[21] = 'GRAV_L' // s$  // L
05A9: s$6236[22] = 'GRAV_M' // s$  // M
05A9: s$6236[23] = 'GRAV_N' // s$  // N
05A9: s$6236[24] = 'GRAV_O' // s$  // O
05A9: s$6236[25] = 'GRAV_P' // s$  // P
05A9: s$6236[26] = 'GRAV_Q' // s$  // Q
05A9: s$6236[27] = 'GRAV_R' // s$  // R
05A9: s$6236[28] = 'GRAV_S' // s$  // S
05A9: s$6236[29] = 'GRAV_T' // s$  // T
05A9: s$6236[30] = 'GRAV_U' // s$  // U
05A9: s$6236[31] = 'GRAV_V' // s$  // V
05A9: s$6236[32] = 'GRAV_W' // s$  // W
05A9: s$6236[33] = 'GRAV_X' // s$  // X
05A9: s$6236[34] = 'GRAV_Y' // s$  // Y
05A9: s$6236[35] = 'GRAV_Z' // s$  // Z
05A9: s$6236[36] = 'GRAV_PE' // s$  // .
0005: $6318[0] = 176.0 
0005: $6358[0] = 96.0 
0005: $6328[0] = 224.0 
0005: $6368[0] = 96.0 
0005: $6338[0] = 272.0 
0005: $6378[0] = 96.0 
0005: $6348[0] = 464.0 
0005: $6388[0] = 96.0 
0005: $6318[1] = 176.0 
0005: $6358[1] = 128.0 
0005: $6328[1] = 224.0 
0005: $6368[1] = 128.0 
0005: $6338[1] = 272.0 
0005: $6378[1] = 128.0 
0005: $6348[1] = 464.0 
0005: $6388[1] = 128.0 
0005: $6318[2] = 176.0 
0005: $6358[2] = 160.0 
0005: $6328[2] = 224.0 
0005: $6368[2] = 160.0 
0005: $6338[2] = 272.0 
0005: $6378[2] = 160.0 
0005: $6348[2] = 464.0 
0005: $6388[2] = 160.0 
0005: $6318[3] = 176.0 
0005: $6358[3] = 192.0 
0005: $6328[3] = 224.0 
0005: $6368[3] = 192.0 
0005: $6338[3] = 272.0 
0005: $6378[3] = 192.0 
0005: $6348[3] = 464.0 
0005: $6388[3] = 192.0 
0005: $6318[4] = 176.0 
0005: $6358[4] = 224.0 
0005: $6328[4] = 224.0 
0005: $6368[4] = 224.0 
0005: $6338[4] = 272.0 
0005: $6378[4] = 224.0 
0005: $6348[4] = 464.0 
0005: $6388[4] = 224.0 
0005: $6318[5] = 176.0 
0005: $6358[5] = 256.0 
0005: $6328[5] = 224.0 
0005: $6368[5] = 256.0 
0005: $6338[5] = 272.0 
0005: $6378[5] = 256.0 
0005: $6348[5] = 464.0 
0005: $6388[5] = 256.0 
0005: $6318[6] = 176.0 
0005: $6358[6] = 288.0 
0005: $6328[6] = 224.0 
0005: $6368[6] = 288.0 
0005: $6338[6] = 272.0 
0005: $6378[6] = 288.0 
0005: $6348[6] = 464.0 
0005: $6388[6] = 288.0 
0005: $6318[7] = 176.0 
0005: $6358[7] = 320.0 
0005: $6328[7] = 224.0 
0005: $6368[7] = 320.0 
0005: $6338[7] = 272.0 
0005: $6378[7] = 320.0 
0005: $6348[7] = 464.0 
0005: $6388[7] = 320.0 
0005: $6318[8] = 176.0 
0005: $6358[8] = 352.0 
0005: $6328[8] = 224.0 
0005: $6368[8] = 352.0 
0005: $6338[8] = 272.0 
0005: $6378[8] = 352.0 
0005: $6348[8] = 464.0 
0005: $6388[8] = 352.0 
0005: $6318[9] = 176.0 
0005: $6358[9] = 384.0 
0005: $6328[9] = 224.0 
0005: $6368[9] = 384.0 
0005: $6338[9] = 272.0 
0005: $6378[9] = 384.0 
0005: $6348[9] = 464.0 
0005: $6388[9] = 384.0 
00D6: if 
0038:   $6405 == 0 
004D: jump_if_false @GRAV_2054 
05A9: s$2082[0] = s$6236[12] // s$ 
05A9: s$2102[0] = s$6236[36] // s$ 
05A9: s$2122[0] = s$6236[36] // s$ 
0004: $2152[0] = 10 
0004: $2142[0] = 1000 
0004: $6406 = 1 
0050: gosub @GRAV_13469 
0004: $2152[1] = 9 
0004: $2142[1] = 900 
0004: $6406 = 2 
0050: gosub @GRAV_13469 
0004: $2152[2] = 8 
0004: $2142[2] = 800 
0004: $6406 = 3 
0050: gosub @GRAV_13469 
0004: $2152[3] = 7 
0004: $2142[3] = 700 
0004: $6406 = 4 
0050: gosub @GRAV_13469 
0004: $2152[4] = 6 
0004: $2142[4] = 600 
0004: $6406 = 5 
0050: gosub @GRAV_13469 
0004: $2152[5] = 5 
0004: $2142[5] = 500 
0004: $6406 = 6 
0050: gosub @GRAV_13469 
0004: $2152[6] = 4 
0004: $2142[6] = 400 
0004: $6406 = 7 
0050: gosub @GRAV_13469 
0004: $2152[7] = 3 
0004: $2142[7] = 300 
0004: $6406 = 8 
0050: gosub @GRAV_13469 
0004: $2152[8] = 2 
0004: $2142[8] = 200 
0004: $6406 = 9 
0050: gosub @GRAV_13469 
0004: $2152[9] = 1 
0004: $2142[9] = 100 
0004: $6405 = 1 

:GRAV_2054
008B: 57@ = $2142[0] // (int) 

:GRAV_2062
0004: $6210 = 1 
0006: 54@ = 0 
0004: $6213 = 0 
0004: $6208 = 1 
0006: 51@ = 2 
0006: 47@ = 1 
0007: 43@ = 180.0 
0007: 44@ = 2.0 
0005: $6439 = 3648.0 
0005: $6224 = 2.5 
0004: $6232 = 120000 
0004: $6211 = 0 
0005: $6204 = 0.0 
0005: $6205 = 0.0 
0006: 56@ = 0 
01BD: $6231 = current_time_in_ms 
0004: $6209 = 0 

:GRAV_2200
0001: wait 0 ms 
038D: draw_texture 1 position 128.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 128.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
016A: fade 1 time 0 
0494: get_joystick 0 direction_offset_to 34@ 35@ 36@ 37@ 

:GRAV_2442
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @GRAV_2497 
00D6: if and
80E1:   not player 0 pressed_key 8 
80E1:   not player 0 pressed_key 9 
0039:   35@ == 0 
004D: jump_if_false @GRAV_2497 
0006: 58@ = 0 

:GRAV_2497
00D6: if 
0038:   $6208 == 1 
004D: jump_if_false @GRAV_2735 
038D: draw_texture 15 position 320.0 196.0 size 256.0 128.0 RGBA 150 150 150 255 
038D: draw_texture 17 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 18 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 20 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GRAV_2735 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1074 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1076 
01BD: $6235 = current_time_in_ms 
0004: $6208 = 0 
0006: 32@ = 0 

:GRAV_2735
00D6: if 
0038:   $6208 == 2 
004D: jump_if_false @GRAV_2953 
038D: draw_texture 15 position 320.0 196.0 size 256.0 128.0 RGBA 150 150 150 255 
038D: draw_texture 16 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 19 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 20 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GRAV_2953 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1074 
01BD: $6235 = current_time_in_ms 
0004: $6403 = 4 
0004: $6208 = 4 

:GRAV_2953
00D6: if 
0038:   $6208 == 3 
004D: jump_if_false @GRAV_3165 
038D: draw_texture 15 position 320.0 196.0 size 256.0 128.0 RGBA 150 150 150 255 
038D: draw_texture 16 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 18 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 21 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GRAV_3165 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1075 
016A: fade 0 time 0 
0002: jump @GRAV_6551 

:GRAV_3165
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @GRAV_3627 
00D6: if 
0038:   $6208 == 1 
004D: jump_if_false @GRAV_3331 
00D6: if or
00E1:   player 0 pressed_key 8 
001B:   -64 > 35@ 
004D: jump_if_false @GRAV_3266 
0004: $6208 = 3 
0006: 58@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
0002: jump @GRAV_2442 

:GRAV_3266
00D6: if or
00E1:   player 0 pressed_key 9 
0019:   35@ > 64 
004D: jump_if_false @GRAV_3331 
0004: $6208 = 2 
0006: 58@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
0002: jump @GRAV_2442 

:GRAV_3331
00D6: if 
0038:   $6208 == 2 
004D: jump_if_false @GRAV_3479 
00D6: if or
00E1:   player 0 pressed_key 8 
001B:   -64 > 35@ 
004D: jump_if_false @GRAV_3414 
0004: $6208 = 1 
0006: 58@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
0002: jump @GRAV_2442 

:GRAV_3414
00D6: if or
00E1:   player 0 pressed_key 9 
0019:   35@ > 64 
004D: jump_if_false @GRAV_3479 
0004: $6208 = 3 
0006: 58@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
0002: jump @GRAV_2442 

:GRAV_3479
00D6: if 
0038:   $6208 == 3 
004D: jump_if_false @GRAV_3627 
00D6: if or
00E1:   player 0 pressed_key 8 
001B:   -64 > 35@ 
004D: jump_if_false @GRAV_3562 
0004: $6208 = 2 
0006: 58@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
0002: jump @GRAV_2442 

:GRAV_3562
00D6: if or
00E1:   player 0 pressed_key 9 
0019:   35@ > 64 
004D: jump_if_false @GRAV_3627 
0004: $6208 = 1 
0006: 58@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
0002: jump @GRAV_2442 

:GRAV_3627
00D6: if 
0038:   $6208 == 0 
004D: jump_if_false @GRAV_5140 
00D6: if 
0735:   is_keyboard_key_pressed 49 
004D: jump_if_false @GRAV_3667 
000A: 51@ += 1 

:GRAV_3667
0494: get_joystick 0 direction_offset_to 34@ 35@ 36@ 37@ 
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @GRAV_4331 
00D6: if 
0038:   $6217 == 12 
004D: jump_if_false @GRAV_3758 
00D6: if 
0019:   33@ > 10 
004D: jump_if_false @GRAV_3751 
0004: $6217 = 11 
0006: 33@ = 0 

:GRAV_3751
0002: jump @GRAV_3790 

:GRAV_3758
00D6: if 
0019:   33@ > 10 
004D: jump_if_false @GRAV_3790 
0004: $6217 = 12 
0006: 33@ = 0 

:GRAV_3790
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @GRAV_3889 
00D6: if and
80E1:   not player 0 pressed_key 10 
80E1:   not player 0 pressed_key 11 
004D: jump_if_false @GRAV_3889 
00D6: if 
0021:   43@ > 180.0 
004D: jump_if_false @GRAV_3860 
0063: 43@ -= 44@ // (float) 

:GRAV_3860
00D6: if 
0023:   180.0 > 43@ 
004D: jump_if_false @GRAV_3889 
005B: 43@ += 44@ // (float) 

:GRAV_3889
00D6: if and
0019:   34@ > 0 
001B:   64 > 34@ 
004D: jump_if_false @GRAV_3943 
00D6: if 
0023:   195.0 > 43@ 
004D: jump_if_false @GRAV_3943 
005B: 43@ += 44@ // (float) 

:GRAV_3943
00D6: if and
001B:   0 > 34@ 
0019:   34@ > -64 
004D: jump_if_false @GRAV_3997 
00D6: if 
0021:   43@ > 165.0 
004D: jump_if_false @GRAV_3997 
0063: 43@ -= 44@ // (float) 

:GRAV_3997
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @GRAV_4076 
00D6: if 
0023:   210.0 > 43@ 
004D: jump_if_false @GRAV_4076 
000B: 43@ += 4.0 
00D6: if 
0023:   180.0 > 43@ 
004D: jump_if_false @GRAV_4076 
000B: 43@ += 4.0 

:GRAV_4076
00D6: if and
0019:   34@ > 63 
001B:   130 > 34@ 
004D: jump_if_false @GRAV_4164 
00D6: if 
0023:   210.0 > 43@ 
004D: jump_if_false @GRAV_4164 
000B: 43@ += 4.0 
00D6: if 
0023:   180.0 > 43@ 
004D: jump_if_false @GRAV_4164 
000B: 43@ += 4.0 

:GRAV_4164
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @GRAV_4243 
00D6: if 
0021:   43@ > 150.0 
004D: jump_if_false @GRAV_4243 
000F: 43@ -= 4.0 
00D6: if 
0021:   43@ > 180.0 
004D: jump_if_false @GRAV_4243 
000F: 43@ -= 4.0 

:GRAV_4243
00D6: if and
001B:   -63 > 34@ 
0019:   34@ > -130 
004D: jump_if_false @GRAV_4331 
00D6: if 
0021:   43@ > 150.0 
004D: jump_if_false @GRAV_4331 
000F: 43@ -= 4.0 
00D6: if 
0021:   43@ > 180.0 
004D: jump_if_false @GRAV_4331 
000F: 43@ -= 4.0 

:GRAV_4331
00D6: if 
0038:   $6210 == 1 
004D: jump_if_false @GRAV_4808 
0005: $6202 = 300.0 
0005: $6203 = 4096.0 
0050: gosub @GRAV_8566 
0050: gosub @GRAV_6741 
0086: $6202 = $6206 // (float) 
0086: $6203 = $6207 // (float) 
0004: $6210 = 0 
0006: 60@ = 1 
016A: fade 1 time 0 

:GRAV_4419
00D6: if 
016B:   fading 
004D: jump_if_false @GRAV_4803 
038D: draw_texture 1 position 128.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 128.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
0001: wait 0 ms 
0002: jump @GRAV_4419 

:GRAV_4803
01BD: $6231 = current_time_in_ms 

:GRAV_4808
00D6: if 
0038:   $6210 == 0 
004D: jump_if_false @GRAV_4872 
0050: gosub @GRAV_11542 
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @GRAV_4865 
0050: gosub @GRAV_7557 
0050: gosub @GRAV_10265 

:GRAV_4865
0050: gosub @GRAV_10661 

:GRAV_4872
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @GRAV_4936 
00D6: if 
0019:   51@ > 0 
004D: jump_if_false @GRAV_4936 
0006: 32@ = 0 
000E: 51@ -= 1 
0006: 47@ = 2 
0050: gosub @GRAV_7179 

:GRAV_4936
00D6: if 
0039:   47@ == 2 
004D: jump_if_false @GRAV_5032 
00D6: if 
05A5:   is_area_center $6202 $6203 scale 4.0 4.0 overlaping_area_center $6206 $6207 scale 4.0 4.0 
004D: jump_if_false @GRAV_5032 
0006: 47@ = 1 
0007: 43@ = 180.0 
0086: $6202 = $6206 // (float) 
0086: $6203 = $6207 // (float) 

:GRAV_5032
00D6: if 
0038:   $6208 == 0 
004D: jump_if_false @GRAV_5140 
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @GRAV_5140 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @GRAV_5140 
0004: $6208 = 4 
0004: $6403 = 0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1077 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1078 

:GRAV_5140
00D6: if 
0038:   $6208 == 4 
004D: jump_if_false @GRAV_5209 
00D6: if and
00E1:   player 0 pressed_key 15 
8038:   not  $6403 == 1 
004D: jump_if_false @GRAV_5209 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1077 
0002: jump @GRAV_2062 

:GRAV_5209
00D6: if 
0038:   $6208 == 4 
004D: jump_if_false @GRAV_5522 
00D6: if 
0038:   $6403 == 0 
004D: jump_if_false @GRAV_5297 
0050: gosub @GRAV_6703 
033F: set_text_draw_letter_size 2.0 4.0 
033E: set_draw_text_position 320.0 196.0 GXT 'GR_A_5'  // GAME OVER!
01BD: $6316 = current_time_in_ms 
0004: $6403 = 1 

:GRAV_5297
00D6: if 
0038:   $6403 == 1 
004D: jump_if_false @GRAV_5407 
0050: gosub @GRAV_6703 
033F: set_text_draw_letter_size 2.0 4.0 
033E: set_draw_text_position 320.0 196.0 GXT 'GR_A_5'  // GAME OVER!
01BD: $6315 = current_time_in_ms 
01BD: $6315 = current_time_in_ms 
0084: $6314 = $6315 // (int) 
0060: $6314 -= $6316 // (int) 
00D6: if 
0018:   $6314 > 5000 
004D: jump_if_false @GRAV_5407 
0004: $6403 = 2 

:GRAV_5407
00D6: if 
0038:   $6403 == 2 
004D: jump_if_false @GRAV_5465 
00D6: if 
001E:   $2142[9] > 54@ // (int) 
004D: jump_if_false @GRAV_5458 
0004: $6403 = 4 
0002: jump @GRAV_5465 

:GRAV_5458
0050: gosub @GRAV_11656 

:GRAV_5465
00D6: if 
0038:   $6403 == 3 
004D: jump_if_false @GRAV_5497 
0050: gosub @GRAV_11973 
0050: gosub @GRAV_12856 

:GRAV_5497
00D6: if 
0038:   $6403 == 4 
004D: jump_if_false @GRAV_5522 
0050: gosub @GRAV_12856 

:GRAV_5522
00D6: if 
0038:   $6208 == 0 
004D: jump_if_false @GRAV_6205 
0050: gosub @GRAV_6703 
045A: draw_text_1number 560.0 390.0 GXT 'VP15' number 51@  // ~1~
074B: draw_texture 2 position 560.0 390.0 scale 44.0 44.0 angle 180.0 color_RGBA 150 150 150 150 
074B: draw_texture 12 position 560.0 390.0 scale 36.0 36.0 angle 180.0 color_RGBA 150 150 150 150 
0050: gosub @GRAV_6703 
045A: draw_text_1number 90.0 390.0 GXT 'VP15' number $6216  // ~1~
074B: draw_texture 3 position 90.0 390.0 scale 40.0 40.0 angle 180.0 color_RGBA 150 150 150 150 
074B: draw_texture 6 position 90.0 390.0 scale 32.0 32.0 angle 180.0 color_RGBA 150 150 150 150 
0084: $6228 = $6226 // (int) 
0014: $6228 /= 1000 
0084: $TIME_MINS = $6228 // (int) 
0014: $TIME_MINS /= 60 
0084: $6227 = $TIME_MINS // (int) 
0010: $6227 *= 60 
0060: $6228 -= $6227 // (int) 
0050: gosub @GRAV_6703 
00D6: if 
0018:   $6228 > 9 
004D: jump_if_false @GRAV_5879 
045B: draw_text_2numbers 320.0 390.0 GXT 'TIME' numbers $TIME_MINS $6228  // ~1~:~1~
0002: jump @GRAV_5906 

:GRAV_5879
045B: draw_text_2numbers 320.0 390.0 GXT 'TIME_0' numbers $TIME_MINS $6228  // ~1~:0~1~

:GRAV_5906
074B: draw_texture 14 position 320.0 390.0 scale 40.0 40.0 angle 180.0 color_RGBA 150 150 150 150 
0050: gosub @GRAV_6703 
045A: draw_text_1number 320.0 70.0 GXT 'VP15' number 54@  // ~1~
074B: draw_texture 13 position 320.0 70.0 scale 40.0 40.0 angle 180.0 color_RGBA 150 150 150 150 
01BD: $6229 = current_time_in_ms 
0084: $6230 = $6229 // (int) 
0060: $6230 -= $6231 // (int) 
00D6: if 
001C:   $6232 > $6230 // (int) 
004D: jump_if_false @GRAV_6082 
0084: $6226 = $6232 // (int) 
0060: $6226 -= $6230 // (int) 
0002: jump @GRAV_6205 

:GRAV_6082
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @GRAV_6205 
00D6: if 
0019:   51@ > 0 
004D: jump_if_false @GRAV_6144 
000E: 51@ -= 1 
0004: $6210 = 1 
01BD: $6231 = current_time_in_ms 
0002: jump @GRAV_6205 

:GRAV_6144
0006: 47@ = 0 
0004: $6208 = 4 
0004: $6403 = 0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1077 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1078 

:GRAV_6205
038D: draw_texture 7 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
00D6: if 
0038:   $6208 == 0 
004D: jump_if_false @GRAV_6367 

:GRAV_6367
00D6: if 
0038:   $6208 == 4 
004D: jump_if_false @GRAV_6524 
00D6: if 
0038:   $6403 == 4 
004D: jump_if_false @GRAV_6524 
01BD: $6233 = current_time_in_ms 
0084: $6234 = $6233 // (int) 
0060: $6234 -= $6235 // (int) 
00D6: if 
001A:   10000 > $6234 
004D: jump_if_false @GRAV_6524 
0937: text_draw_box_cornerA 35.0 15.0 cornerB 200.0 45.0 GXT_reference 'DUMMY' style 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 230.0 
0349: set_text_draw_font 1 
033F: set_text_draw_letter_size 0.5 1.8 
033E: set_draw_text_position 40.0 20.0 GXT 'GR_BCK'  // ~w~~k~~VEHICLE_ENTER_EXIT~ Back

:GRAV_6524
0002: jump @GRAV_2200 

:GRAV_6531
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 
0051: return 

:GRAV_6551
040D: unload_wav 4 
03D5: remove_text 'BUSY'  // You look a bit busy, why don't you come back later.
09F5: disable_player_mutal_activities 0 
0151: remove_status_text $6226 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GRAV_6686 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $425 $426 $427 radius 2.0 2.0 2.0 on_foot 
004D: jump_if_false @GRAV_6665 
0086: $TEMPVAR_FLOAT_2 = $426 // (float) 
0009: $TEMPVAR_FLOAT_2 += 2.0 
00A1: put_actor $PLAYER_ACTOR at $425 $TEMPVAR_FLOAT_2 $427 

:GRAV_6665
04D7: set_actor $PLAYER_ACTOR locked 0 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 1500 

:GRAV_6686
043C: disable_sounds_after_fadeout 1 
0391: release_textures 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:GRAV_6703
0340: set_text_draw_RGBA 168 142 51 255 
033F: set_text_draw_letter_size 1.0 2.0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
0051: return 

:GRAV_6741
0007: 674@ = 99999.9 
0006: 678@ = 0 

:GRAV_6758
00D6: if and
001B:   51 > 678@ 
8043:   not  471@(678@,101f) == 999.0 
8023:   not  0.1 > 471@(678@,101f) 
004D: jump_if_false @GRAV_7177 
0086: $6441 = $6203 // (float) 
00D6: if 
0020:   $6441 > 3000.0 
004D: jump_if_false @GRAV_6940 
00D6: if 
0022:   4100.0 > $6441 
004D: jump_if_false @GRAV_6940 
0509: 673@ = distance_between_XY $6202 $6203 and_XY 471@(678@,101f) 572@(678@,101f) 
00D6: if 
0025:   674@ > 673@ // (float) 
004D: jump_if_false @GRAV_6940 
0087: 674@ = 673@ // (float) 
0088: $6206 = 471@(678@,101f) // (float) 
0088: $6207 = 572@(678@,101f) // (float) 
000D: $6207 -= 32.0 

:GRAV_6940
000A: 678@ += 1 
0340: set_text_draw_RGBA 168 142 51 255 
033F: set_text_draw_letter_size 1.0 2.0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
008B: 59@ = $6213 // (int) 
000A: 59@ += 1 
045A: draw_text_1number 320.0 224.0 GXT 'GR_LVL' number 59@  // LEVEL ~1~
038D: draw_texture 7 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
0001: wait 0 ms 
0002: jump @GRAV_6758 

:GRAV_7177
0051: return 

:GRAV_7179
0007: 674@ = 99999.9 
0007: 673@ = 0.0 
0006: 678@ = 0 

:GRAV_7206
00D6: if and
001B:   51 > 678@ 
8043:   not  471@(678@,101f) == 999.0 
8023:   not  0.1 > 471@(678@,101f) 
004D: jump_if_false @GRAV_7403 
0088: $6441 = 572@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
00D6: if and
0020:   $6441 > -200.0 
0022:   600.0 > $6441 
004D: jump_if_false @GRAV_7389 
0509: 673@ = distance_between_XY $6202 $6203 and_XY 471@(678@,101f) 572@(678@,101f) 
00D6: if 
0025:   674@ > 673@ // (float) 
004D: jump_if_false @GRAV_7389 
0087: 674@ = 673@ // (float) 
0088: $6206 = 471@(678@,101f) // (float) 
0088: $6207 = 572@(678@,101f) // (float) 
000D: $6207 -= 32.0 

:GRAV_7389
000A: 678@ += 1 
0002: jump @GRAV_7206 

:GRAV_7403
0086: $6218 = $6206 // (float) 
0061: $6218 -= $6202 // (float) 
0086: $6219 = $6207 // (float) 
0061: $6219 -= $6203 // (float) 
0086: $6220 = $6218 // (float) 
0069: $6220 *= $6218 // (float) 
0086: $6221 = $6219 // (float) 
0069: $6221 *= $6219 // (float) 
0086: $6222 = $6220 // (float) 
0059: $6222 += $6221 // (float) 
01FB: $6223 = square_root $6222 
0086: $6220 = $6218 // (float) 
0071: $6220 /= $6223 // (float) 
0086: $6221 = $6219 // (float) 
0071: $6221 /= $6223 // (float) 
0086: $6204 = $6224 // (float) 
0069: $6204 *= $6220 // (float) 
0086: $6205 = $6224 // (float) 
0069: $6205 *= $6221 // (float) 
0051: return 

:GRAV_7557
0006: 678@ = 0 

:GRAV_7564
00D6: if and
001B:   51 > 678@ 
8043:   not  269@(678@,101f) == 999.0 
004D: jump_if_false @GRAV_7931 
0088: $6441 = 572@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
00D6: if and
0020:   $6441 > -64.0 
0022:   480.0 > $6441 
004D: jump_if_false @GRAV_7917 
00D6: if 
05A5:   is_area_center $6202 $6203 scale 32.0 44.0 overlaping_area_center 269@(678@,101f) 370@(678@,101f) scale 32.0 32.0 
004D: jump_if_false @GRAV_7917 
0007: 269@(678@,101f) = 999.0 
00D6: if 
8038:   not  $6216 == 1 
004D: jump_if_false @GRAV_7780 
000A: 54@ += 10 
0008: $6211 += 1 
000C: $6216 -= 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1071 
0002: jump @GRAV_7901 

:GRAV_7780
005C: 54@ += $6211 // (int) 
0014: $6226 /= 100 
005C: 54@ += $6226 // (int) 
0004: $6211 = 0 
0008: $6213 += 1 
0085: 55@ = 54@ // (int) 
0062: 55@ -= 56@ // (int) 
0085: 56@ = 55@ // (int) 
00D6: if 
0019:   55@ > 665 
004D: jump_if_false @GRAV_7887 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1074 
000A: 51@ += 1 

:GRAV_7887
0004: $6210 = 1 
0006: 32@ = 0 

:GRAV_7901
0007: 269@(678@,101f) = -999.0 
0051: return 

:GRAV_7917
000A: 678@ += 1 
0002: jump @GRAV_7564 

:GRAV_7931
0006: 678@ = 0 

:GRAV_7938
00D6: if and
001B:   51 > 678@ 
8043:   not  471@(678@,101f) == 999.0 
004D: jump_if_false @GRAV_8366 
0088: $6441 = 572@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
00D6: if and
0020:   $6441 > -64.0 
0022:   480.0 > $6441 
004D: jump_if_false @GRAV_8352 
00D6: if 
05A5:   is_area_center $6202 $6203 scale 32.0 44.0 overlaping_area_center 471@(678@,101f) 572@(678@,101f) scale 96.0 32.0 
004D: jump_if_false @GRAV_8345 
0086: $6441 = $6203 // (float) 
0009: $6441 += 12.0 
00D6: if 
0027:   572@(678@,101f) > $6441 // (float) 
004D: jump_if_false @GRAV_8288 
00D6: if 
0038:   $6209 == 0 
004D: jump_if_false @GRAV_8281 
00D6: if or
80E1:   not player 0 pressed_key 16 
0022:   0.0 > $6205 
004D: jump_if_false @GRAV_8281 
0088: $6440 = 471@(678@,101f) // (float) 
000D: $6440 -= 52.0 
00D6: if 
8024:   not  $6440 > $6202 // (float) 
004D: jump_if_false @GRAV_8281 
0088: $6440 = 471@(678@,101f) // (float) 
0009: $6440 += 52.0 
00D6: if 
8024:   not  $6202 > $6440 // (float) 
004D: jump_if_false @GRAV_8281 
0011: $6205 *= -0.1 
0088: $6203 = 572@(678@,101f) // (float) 
000D: $6203 -= 38.0 
0004: $6209 = 1 

:GRAV_8281
0002: jump @GRAV_8338 

:GRAV_8288
0011: $6204 *= -0.5 
0011: $6205 *= -0.5 
0009: $6203 += 4.0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1072 

:GRAV_8338
0002: jump @GRAV_8352 

:GRAV_8345
0004: $6209 = 0 

:GRAV_8352
000A: 678@ += 1 
0002: jump @GRAV_7938 

:GRAV_8366
0006: 678@ = 0 

:GRAV_8373
00D6: if and
001B:   100 > 678@ 
8043:   not  67@(678@,101f) == 999.0 
004D: jump_if_false @GRAV_8564 
0088: $6441 = 168@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
00D6: if and
0020:   $6441 > -64.0 
0022:   480.0 > $6441 
004D: jump_if_false @GRAV_8550 
00D6: if 
05A5:   is_area_center $6202 $6203 scale 32.0 44.0 overlaping_area_center 67@(678@,101f) 168@(678@,101f) scale 128.0 40.0 
004D: jump_if_false @GRAV_8550 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1070 
0006: 60@ = 0 
0006: 47@ = 0 
0006: 32@ = 0 

:GRAV_8550
000A: 678@ += 1 
0002: jump @GRAV_8373 

:GRAV_8564
0051: return 

:GRAV_8566
016A: fade 0 time 0 

:GRAV_8572
00D6: if 
016B:   fading 
004D: jump_if_false @GRAV_8956 
038D: draw_texture 1 position 128.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 128.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
0001: wait 0 ms 
0002: jump @GRAV_8572 

:GRAV_8956
0006: 678@ = 0 
0084: $6214 = $6213 // (int) 
0008: $6214 += 1 
0010: $6214 *= 10 
00D6: if 
0018:   $6214 > 50 
004D: jump_if_false @GRAV_9010 
0004: $6214 = 50 

:GRAV_9010
00D6: if 
001E:   $6214 > 678@ // (int) 
004D: jump_if_false @GRAV_9331 
0209: $6312 = random_int_in_ranges 2 7 
0010: $6312 *= 80 
008D: $6440 = integer $6312 to_float 
0209: $6215 = random_int_in_ranges 0 30 
0010: $6215 *= 128 
0089: 67@(678@,101f) = $6440 // (float) 
008F: 168@(678@,101f) = integer $6215 to_float 
000A: 678@ += 1 
0340: set_text_draw_RGBA 168 142 51 255 
033F: set_text_draw_letter_size 1.0 2.0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
008B: 59@ = $6213 // (int) 
000A: 59@ += 1 
045A: draw_text_1number 320.0 224.0 GXT 'GR_LVL' number 59@  // LEVEL ~1~
038D: draw_texture 7 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
0001: wait 0 ms 
0002: jump @GRAV_9010 

:GRAV_9331
0007: 67@(678@,101f) = 999.0 
0007: 168@(678@,101f) = 999.0 
0006: 678@ = 0 

:GRAV_9366
00D6: if 
001E:   $6214 > 678@ // (int) 
004D: jump_if_false @GRAV_9735 
0209: $6312 = random_int_in_ranges 2 7 
0010: $6312 *= 80 
008D: $6440 = integer $6312 to_float 
0209: $6215 = random_int_in_ranges 0 32 
0010: $6215 *= 128 
0008: $6215 += 64 
0089: 269@(678@,101f) = $6440 // (float) 
008F: 370@(678@,101f) = integer $6215 to_float 
000D: $6440 -= 48.0 
0008: $6215 += 32 
0089: 471@(678@,101f) = $6440 // (float) 
008F: 572@(678@,101f) = integer $6215 to_float 
000A: 678@ += 1 
0340: set_text_draw_RGBA 168 142 51 255 
033F: set_text_draw_letter_size 1.0 2.0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
008B: 59@ = $6213 // (int) 
000A: 59@ += 1 
045A: draw_text_1number 320.0 224.0 GXT 'GR_LVL' number 59@  // LEVEL ~1~
038D: draw_texture 7 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
0001: wait 0 ms 
0002: jump @GRAV_9366 

:GRAV_9735
0007: 269@(678@,101f) = 999.0 
0007: 370@(678@,101f) = 999.0 
0007: 471@(678@,101f) = 999.0 
0007: 572@(678@,101f) = 999.0 
0084: $6212 = $6214 // (int) 
0084: $6216 = $6212 // (int) 
008B: 678@ = $6214 // (int) 
0007: 67@(678@,101f) = 52.0 
0007: 168@(678@,101f) = 4096.0 
000A: 678@ += 1 
0007: 67@(678@,101f) = 164.0 
0007: 168@(678@,101f) = 4096.0 
000A: 678@ += 1 
0007: 67@(678@,101f) = 268.0 
0007: 168@(678@,101f) = 4096.0 
000A: 678@ += 1 
0007: 67@(678@,101f) = 372.0 
0007: 168@(678@,101f) = 4096.0 
000A: 678@ += 1 
0007: 67@(678@,101f) = 476.0 
0007: 168@(678@,101f) = 4096.0 
000A: 678@ += 1 
0007: 67@(678@,101f) = 580.0 
0007: 168@(678@,101f) = 4096.0 
000A: 678@ += 1 
0007: 67@(678@,101f) = 52.0 
0007: 168@(678@,101f) = 0.0 
000A: 678@ += 1 
0007: 67@(678@,101f) = 164.0 
0007: 168@(678@,101f) = 0.0 
000A: 678@ += 1 
0007: 67@(678@,101f) = 268.0 
0007: 168@(678@,101f) = 0.0 
000A: 678@ += 1 
0007: 67@(678@,101f) = 372.0 
0007: 168@(678@,101f) = 0.0 
000A: 678@ += 1 
0007: 67@(678@,101f) = 476.0 
0007: 168@(678@,101f) = 0.0 
000A: 678@ += 1 
0007: 67@(678@,101f) = 580.0 
0007: 168@(678@,101f) = 0.0 
000A: 678@ += 1 
0007: 67@(678@,101f) = 999.0 
0007: 168@(678@,101f) = 999.0 
0051: return 

:GRAV_10265
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @GRAV_10659 
00D6: if 
0022:   50.0 > $6202 
004D: jump_if_false @GRAV_10314 
0005: $6202 = 50.0 

:GRAV_10314
00D6: if 
0020:   $6202 > 590.0 
004D: jump_if_false @GRAV_10345 
0005: $6202 = 590.0 

:GRAV_10345
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GRAV_10428 
00D6: if 
0038:   $6209 == 1 
004D: jump_if_false @GRAV_10397 
0004: $6209 = 0 
0078: $6205 += frame_delta_time * 1.0 // (float) 

:GRAV_10397
00D6: if 
0022:   20.0 > $6205 
004D: jump_if_false @GRAV_10428 
0078: $6205 += frame_delta_time * 0.1 // (float) 

:GRAV_10428
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @GRAV_10494 
00D6: if 
0038:   $6209 == 0 
004D: jump_if_false @GRAV_10494 
00D6: if 
0020:   $6205 > 0.0 
004D: jump_if_false @GRAV_10494 
007E: $6205 -= frame_delta_time * 0.05 // (float) 

:GRAV_10494
0086: $6440 = $6204 // (float) 
0015: $6440 /= 16.0 
0080: $6204 -= frame_delta_time * $6440 // (float) 
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @GRAV_10544 
0006: 34@ = -127 

:GRAV_10544
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @GRAV_10568 
0006: 34@ = 127 

:GRAV_10568
0091: $6440 = integer 34@ to_float 
0015: $6440 /= 512.0 
007A: $6204 += frame_delta_time * $6440 // (float) 
007A: $6202 += frame_delta_time * $6204 // (float) 
00D6: if 
0038:   $6209 == 0 
004D: jump_if_false @GRAV_10651 
00D6: if 
0020:   $6205 > -20.0 
004D: jump_if_false @GRAV_10651 
007E: $6205 -= frame_delta_time * 0.05 // (float) 

:GRAV_10651
0080: $6203 -= frame_delta_time * $6205 // (float) 

:GRAV_10659
0051: return 

:GRAV_10661
038D: draw_texture 1 position 128.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 128.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
0006: 678@ = 0 

:GRAV_10884
00D6: if and
001B:   100 > 678@ 
8043:   not  67@(678@,101f) == 999.0 
004D: jump_if_false @GRAV_11017 
0088: $6441 = 168@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
00D6: if and
0020:   $6441 > -64.0 
0022:   480.0 > $6441 
004D: jump_if_false @GRAV_11003 
038D: draw_texture 10 position 67@(678@,101f) $6441 size 128.0 64.0 RGBA 150 150 150 255 

:GRAV_11003
000A: 678@ += 1 
0002: jump @GRAV_10884 

:GRAV_11017
0006: 678@ = 0 

:GRAV_11024
00D6: if and
001B:   100 > 678@ 
8043:   not  269@(678@,101f) == 999.0 
004D: jump_if_false @GRAV_11157 
0088: $6441 = 370@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
00D6: if and
0020:   $6441 > -64.0 
0022:   480.0 > $6441 
004D: jump_if_false @GRAV_11143 
038D: draw_texture 6 position 269@(678@,101f) $6441 size 32.0 32.0 RGBA 150 150 150 255 

:GRAV_11143
000A: 678@ += 1 
0002: jump @GRAV_11024 

:GRAV_11157
0006: 678@ = 0 

:GRAV_11164
00D6: if and
001B:   100 > 678@ 
8043:   not  471@(678@,101f) == 999.0 
004D: jump_if_false @GRAV_11297 
0088: $6441 = 572@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
00D6: if and
0020:   $6441 > -64.0 
0022:   480.0 > $6441 
004D: jump_if_false @GRAV_11283 
038D: draw_texture 5 position 471@(678@,101f) $6441 size 128.0 32.0 RGBA 150 150 150 255 

:GRAV_11283
000A: 678@ += 1 
0002: jump @GRAV_11164 

:GRAV_11297
0086: $6440 = $6202 // (float) 
0061: $6440 -= $6438 // (float) 
0086: $6441 = $6203 // (float) 
0061: $6441 -= $6439 // (float) 
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @GRAV_11469 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @GRAV_11406 
074B: draw_texture 12 position $6440 $6441 scale 48.0 48.0 angle 43@ color_RGBA 150 150 150 255 
0002: jump @GRAV_11462 

:GRAV_11406
074B: draw_texture $6217 position $6440 $6441 scale 48.0 48.0 angle 43@ color_RGBA 150 150 150 255 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1167 

:GRAV_11462
0002: jump @GRAV_11540 

:GRAV_11469
00D6: if 
0039:   47@ == 2 
004D: jump_if_false @GRAV_11540 
074B: draw_texture 4 position $6440 $6441 scale 48.0 48.0 angle 180.0 color_RGBA 150 150 150 255 
007A: $6202 += frame_delta_time * $6204 // (float) 
007A: $6203 += frame_delta_time * $6205 // (float) 

:GRAV_11540
0051: return 

:GRAV_11542
0086: $6441 = $6203 // (float) 
0061: $6441 -= $6439 // (float) 
00D6: if 
0022:   200.0 > $6441 
004D: jump_if_false @GRAV_11605 
0005: $6442 = 200.0 
0061: $6442 -= $6441 // (float) 
0061: $6439 -= $6442 // (float) 

:GRAV_11605
00D6: if 
0020:   $6441 > 300.0 
004D: jump_if_false @GRAV_11652 
0086: $6442 = $6441 // (float) 
000D: $6442 -= 300.0 
0059: $6439 += $6442 // (float) 

:GRAV_11652
0051: return 
0051: return 

:GRAV_11656
0004: $6398 = 9 
0004: $6399 = 0 
0004: $6400 = 1 

:GRAV_11677
00D6: if and
0028:   $6398 >= 0 
0038:   $6400 == 1 
004D: jump_if_false @GRAV_11774 
00D6: if 
001F:   54@ > $2142($6398,10i) // (int) 
004D: jump_if_false @GRAV_11760 
000C: $6398 -= 1 
0004: $6399 = 1 
0004: $6403 = 3 
0004: $6313 = 1 
0002: jump @GRAV_11767 

:GRAV_11760
0004: $6400 = 0 

:GRAV_11767
0002: jump @GRAV_11677 

:GRAV_11774
00D6: if 
0038:   $6399 == 1 
004D: jump_if_false @GRAV_11971 
0008: $6398 += 1 
0004: $6401 = 9 
0004: $6402 = 8 

:GRAV_11813
00D6: if 
002C:   $6402 >= $6398 // (int) 
004D: jump_if_false @GRAV_11933 
05A9: $2082($6401,10s) = $2082($6402,10s) // s$ 
05A9: $2102($6401,10s) = $2102($6402,10s) // s$ 
05A9: $2122($6401,10s) = $2122($6402,10s) // s$ 
0084: $2152($6401,10i) = $2152($6402,10i) // (int) 
0084: $2142($6401,10i) = $2142($6402,10i) // (int) 
000C: $6401 -= 1 
000C: $6402 -= 1 
0002: jump @GRAV_11813 

:GRAV_11933
008A: $2142($6398,10i) = 54@ // (int) 
0084: $2152($6398,10i) = $6213 // (int) 
0004: $6404 = 0 
0004: $6310 = 10 

:GRAV_11971
0051: return 

:GRAV_11973
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
00D6: if and
80E1:   not player 0 pressed_key 8 
80E1:   not player 0 pressed_key 9 
80E1:   not player 0 pressed_key 10 
80E1:   not player 0 pressed_key 11 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @GRAV_12062 
00D6: if and
0038:   $MOVE_AXIS_Y == 0 
0038:   $MOVE_AXIS_X == 0 
004D: jump_if_false @GRAV_12062 
0004: $6311 = 0 

:GRAV_12062
00D6: if 
0038:   $6404 == 0 
004D: jump_if_false @GRAV_12342 
05A9: $2082($6398,10s) = $6236($6310,37s) // s$ 
05A9: $2102($6398,10s) = s$6236[10] // s$ 
05A9: $2122($6398,10s) = s$6236[10] // s$ 
00D6: if 
0038:   $6311 == 0 
004D: jump_if_false @GRAV_12342 
00D6: if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
0018:   $MOVE_AXIS_X > 100 
001A:   -100 > $MOVE_AXIS_Y 
004D: jump_if_false @GRAV_12221 
00D6: if 
001A:   36 > $6310 
004D: jump_if_false @GRAV_12207 
0008: $6310 += 1 
0002: jump @GRAV_12214 

:GRAV_12207
0004: $6310 = 0 

:GRAV_12214
0004: $6311 = 1 

:GRAV_12221
00D6: if or
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
001A:   -100 > $MOVE_AXIS_X 
0018:   $MOVE_AXIS_Y > 100 
004D: jump_if_false @GRAV_12304 
00D6: if 
0018:   $6310 > 0 
004D: jump_if_false @GRAV_12290 
000C: $6310 -= 1 
0002: jump @GRAV_12297 

:GRAV_12290
0004: $6310 = 36 

:GRAV_12297
0004: $6311 = 1 

:GRAV_12304
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GRAV_12342 
0004: $6310 = 10 
0004: $6404 = 1 
0004: $6311 = 1 

:GRAV_12342
00D6: if 
0038:   $6404 == 1 
004D: jump_if_false @GRAV_12598 
05A9: $2102($6398,10s) = $6236($6310,37s) // s$ 
00D6: if 
0038:   $6311 == 0 
004D: jump_if_false @GRAV_12598 
00D6: if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
0018:   $MOVE_AXIS_X > 100 
001A:   -100 > $MOVE_AXIS_Y 
004D: jump_if_false @GRAV_12477 
00D6: if 
001A:   36 > $6310 
004D: jump_if_false @GRAV_12463 
0008: $6310 += 1 
0002: jump @GRAV_12470 

:GRAV_12463
0004: $6310 = 0 

:GRAV_12470
0004: $6311 = 1 

:GRAV_12477
00D6: if or
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
001A:   -100 > $MOVE_AXIS_X 
0018:   $MOVE_AXIS_Y > 100 
004D: jump_if_false @GRAV_12560 
00D6: if 
0018:   $6310 > 0 
004D: jump_if_false @GRAV_12546 
000C: $6310 -= 1 
0002: jump @GRAV_12553 

:GRAV_12546
0004: $6310 = 36 

:GRAV_12553
0004: $6311 = 1 

:GRAV_12560
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GRAV_12598 
0004: $6310 = 10 
0004: $6404 = 2 
0004: $6311 = 1 

:GRAV_12598
00D6: if 
0038:   $6404 == 2 
004D: jump_if_false @GRAV_12854 
05A9: $2122($6398,10s) = $6236($6310,37s) // s$ 
00D6: if 
0038:   $6311 == 0 
004D: jump_if_false @GRAV_12854 
00D6: if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
0018:   $MOVE_AXIS_X > 100 
001A:   -100 > $MOVE_AXIS_Y 
004D: jump_if_false @GRAV_12733 
00D6: if 
001A:   36 > $6310 
004D: jump_if_false @GRAV_12719 
0008: $6310 += 1 
0002: jump @GRAV_12726 

:GRAV_12719
0004: $6310 = 0 

:GRAV_12726
0004: $6311 = 1 

:GRAV_12733
00D6: if or
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
001A:   -100 > $MOVE_AXIS_X 
0018:   $MOVE_AXIS_Y > 100 
004D: jump_if_false @GRAV_12816 
00D6: if 
0018:   $6310 > 0 
004D: jump_if_false @GRAV_12802 
000C: $6310 -= 1 
0002: jump @GRAV_12809 

:GRAV_12802
0004: $6310 = 36 

:GRAV_12809
0004: $6311 = 1 

:GRAV_12816
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GRAV_12854 
0004: $6404 = 3 
0004: $6311 = 1 
0004: $6403 = 4 

:GRAV_12854
0051: return 

:GRAV_12856
0004: $6317 = 0 

:GRAV_12863
00D6: if 
001A:   10 > $6317 
004D: jump_if_false @GRAV_13028 
0050: gosub @GRAV_6703 
033E: set_draw_text_position $6318($6317,10f) $6358($6317,10f) GXT $2082($6317,10s) 
0050: gosub @GRAV_6703 
033E: set_draw_text_position $6328($6317,10f) $6368($6317,10f) GXT $2102($6317,10s) 
0050: gosub @GRAV_6703 
033E: set_draw_text_position $6338($6317,10f) $6378($6317,10f) GXT $2122($6317,10s) 
0050: gosub @GRAV_6703 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $6348($6317,10f) $6388($6317,10f) GXT 'GRAV_LV' number $2142($6317,10i)  // ~1~
0008: $6317 += 1 
0002: jump @GRAV_12863 

:GRAV_13028
0050: gosub @GRAV_6703 
033E: set_draw_text_position 320.0 64.0 GXT 'GRAV_2F'  // HI-SCORE
00D6: if and
0039:   51@ == 0 
0038:   $6313 == 1 
004D: jump_if_false @GRAV_13467 
00D6: if 
0038:   $6404 == 0 
004D: jump_if_false @GRAV_13148 
0050: gosub @GRAV_6703 
0340: set_text_draw_RGBA 255 64 0 255 
033E: set_draw_text_position $6318($6398,10f) $6358($6398,10f) GXT $2082($6398,10s) 
0002: jump @GRAV_13191 

:GRAV_13148
0050: gosub @GRAV_6703 
0340: set_text_draw_RGBA 255 128 0 255 
033E: set_draw_text_position $6318($6398,10f) $6358($6398,10f) GXT $2082($6398,10s) 

:GRAV_13191
00D6: if 
0038:   $6404 == 1 
004D: jump_if_false @GRAV_13258 
0050: gosub @GRAV_6703 
0340: set_text_draw_RGBA 255 64 0 255 
033E: set_draw_text_position $6328($6398,10f) $6368($6398,10f) GXT $2102($6398,10s) 
0002: jump @GRAV_13301 

:GRAV_13258
0050: gosub @GRAV_6703 
0340: set_text_draw_RGBA 255 128 0 255 
033E: set_draw_text_position $6328($6398,10f) $6368($6398,10f) GXT $2102($6398,10s) 

:GRAV_13301
00D6: if 
0038:   $6404 == 2 
004D: jump_if_false @GRAV_13368 
0050: gosub @GRAV_6703 
0340: set_text_draw_RGBA 255 64 0 255 
033E: set_draw_text_position $6338($6398,10f) $6378($6398,10f) GXT $2122($6398,10s) 
0002: jump @GRAV_13411 

:GRAV_13368
0050: gosub @GRAV_6703 
0340: set_text_draw_RGBA 255 128 0 255 
033E: set_draw_text_position $6338($6398,10f) $6378($6398,10f) GXT $2122($6398,10s) 

:GRAV_13411
0050: gosub @GRAV_6703 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 128 0 255 
045A: draw_text_1number $6348($6398,10f) $6388($6398,10f) GXT 'GRAV_LV' number $2142($6398,10i)  // ~1~

:GRAV_13467
0051: return 

:GRAV_13469
0209: $6407 = random_int_in_ranges 1 30 
00D6: if 
0038:   $6407 == 1 
004D: jump_if_false @GRAV_13571 
00D6: if 
0038:   $6409 == 0 
004D: jump_if_false @GRAV_13564 
05A9: $2082($6406,10s) = s$6236[23] // s$ 
05A9: $2102($6406,10s) = s$6236[15] // s$ 
05A9: $2122($6406,10s) = s$6236[36] // s$ 
0004: $6409 = 1 
0002: jump @GRAV_13571 

:GRAV_13564
0002: jump @GRAV_13469 

:GRAV_13571
00D6: if 
0038:   $6407 == 2 
004D: jump_if_false @GRAV_13664 
00D6: if 
0038:   $6410 == 0 
004D: jump_if_false @GRAV_13657 
05A9: $2082($6406,10s) = s$6236[18] // s$ 
05A9: $2102($6406,10s) = s$6236[22] // s$ 
05A9: $2122($6406,10s) = s$6236[34] // s$ 
0004: $6410 = 1 
0002: jump @GRAV_13664 

:GRAV_13657
0002: jump @GRAV_13469 

:GRAV_13664
00D6: if 
0038:   $6407 == 3 
004D: jump_if_false @GRAV_13757 
00D6: if 
0038:   $6411 == 0 
004D: jump_if_false @GRAV_13750 
05A9: $2082($6406,10s) = s$6236[32] // s$ 
05A9: $2102($6406,10s) = s$6236[18] // s$ 
05A9: $2122($6406,10s) = s$6236[21] // s$ 
0004: $6411 = 1 
0002: jump @GRAV_13757 

:GRAV_13750
0002: jump @GRAV_13469 

:GRAV_13757
00D6: if 
0038:   $6407 == 4 
004D: jump_if_false @GRAV_13850 
00D6: if 
0038:   $6412 == 0 
004D: jump_if_false @GRAV_13843 
05A9: $2082($6406,10s) = s$6236[12] // s$ 
05A9: $2102($6406,10s) = s$6236[20] // s$ 
05A9: $2122($6406,10s) = s$6236[27] // s$ 
0004: $6412 = 1 
0002: jump @GRAV_13850 

:GRAV_13843
0002: jump @GRAV_13469 

:GRAV_13850
00D6: if 
0038:   $6407 == 5 
004D: jump_if_false @GRAV_13943 
00D6: if 
0038:   $6413 == 0 
004D: jump_if_false @GRAV_13936 
05A9: $2082($6406,10s) = s$6236[13] // s$ 
05A9: $2102($6406,10s) = s$6236[11] // s$ 
05A9: $2122($6406,10s) = s$6236[25] // s$ 
0004: $6413 = 1 
0002: jump @GRAV_13943 

:GRAV_13936
0002: jump @GRAV_13469 

:GRAV_13943
00D6: if 
0038:   $6407 == 6 
004D: jump_if_false @GRAV_14036 
00D6: if 
0038:   $6414 == 0 
004D: jump_if_false @GRAV_14029 
05A9: $2082($6406,10s) = s$6236[13] // s$ 
05A9: $2102($6406,10s) = s$6236[10] // s$ 
05A9: $2122($6406,10s) = s$6236[31] // s$ 
0004: $6414 = 1 
0002: jump @GRAV_14036 

:GRAV_14029
0002: jump @GRAV_13469 

:GRAV_14036
00D6: if 
0038:   $6407 == 7 
004D: jump_if_false @GRAV_14129 
00D6: if 
0038:   $6415 == 0 
004D: jump_if_false @GRAV_14122 
05A9: $2082($6406,10s) = s$6236[13] // s$ 
05A9: $2102($6406,10s) = s$6236[24] // s$ 
05A9: $2122($6406,10s) = s$6236[13] // s$ 
0004: $6415 = 1 
0002: jump @GRAV_14129 

:GRAV_14122
0002: jump @GRAV_13469 

:GRAV_14129
00D6: if 
0038:   $6407 == 8 
004D: jump_if_false @GRAV_14222 
00D6: if 
0038:   $6416 == 0 
004D: jump_if_false @GRAV_14215 
05A9: $2082($6406,10s) = s$6236[28] // s$ 
05A9: $2102($6406,10s) = s$6236[19] // s$ 
05A9: $2122($6406,10s) = s$6236[21] // s$ 
0004: $6416 = 1 
0002: jump @GRAV_14222 

:GRAV_14215
0002: jump @GRAV_13469 

:GRAV_14222
00D6: if 
0038:   $6407 == 9 
004D: jump_if_false @GRAV_14315 
00D6: if 
0038:   $6417 == 0 
004D: jump_if_false @GRAV_14308 
05A9: $2082($6406,10s) = s$6236[28] // s$ 
05A9: $2102($6406,10s) = s$6236[29] // s$ 
05A9: $2122($6406,10s) = s$6236[14] // s$ 
0004: $6417 = 1 
0002: jump @GRAV_14315 

:GRAV_14308
0002: jump @GRAV_13469 

:GRAV_14315
00D6: if 
0038:   $6407 == 10 
004D: jump_if_false @GRAV_14408 
00D6: if 
0038:   $6418 == 0 
004D: jump_if_false @GRAV_14401 
05A9: $2082($6406,10s) = s$6236[19] // s$ 
05A9: $2102($6406,10s) = s$6236[30] // s$ 
05A9: $2122($6406,10s) = s$6236[13] // s$ 
0004: $6418 = 1 
0002: jump @GRAV_14408 

:GRAV_14401
0002: jump @GRAV_13469 

:GRAV_14408
00D6: if 
0038:   $6407 == 11 
004D: jump_if_false @GRAV_14501 
00D6: if 
0038:   $6419 == 0 
004D: jump_if_false @GRAV_14494 
05A9: $2082($6406,10s) = s$6236[20] // s$ 
05A9: $2102($6406,10s) = s$6236[22] // s$ 
05A9: $2122($6406,10s) = s$6236[11] // s$ 
0004: $6419 = 1 
0002: jump @GRAV_14501 

:GRAV_14494
0002: jump @GRAV_13469 

:GRAV_14501
00D6: if 
0038:   $6407 == 12 
004D: jump_if_false @GRAV_14594 
00D6: if 
0038:   $6420 == 0 
004D: jump_if_false @GRAV_14587 
05A9: $2082($6406,10s) = s$6236[16] // s$ 
05A9: $2102($6406,10s) = s$6236[28] // s$ 
05A9: $2122($6406,10s) = s$6236[32] // s$ 
0004: $6420 = 1 
0002: jump @GRAV_14594 

:GRAV_14587
0002: jump @GRAV_13469 

:GRAV_14594
00D6: if 
0038:   $6407 == 13 
004D: jump_if_false @GRAV_14687 
00D6: if 
0038:   $6421 == 0 
004D: jump_if_false @GRAV_14680 
05A9: $2082($6406,10s) = s$6236[13] // s$ 
05A9: $2102($6406,10s) = s$6236[28] // s$ 
05A9: $2122($6406,10s) = s$6236[32] // s$ 
0004: $6421 = 1 
0002: jump @GRAV_14687 

:GRAV_14680
0002: jump @GRAV_13469 

:GRAV_14687
00D6: if 
0038:   $6407 == 14 
004D: jump_if_false @GRAV_14780 
00D6: if 
0038:   $6422 == 0 
004D: jump_if_false @GRAV_14773 
05A9: $2082($6406,10s) = s$6236[32] // s$ 
05A9: $2102($6406,10s) = s$6236[13] // s$ 
05A9: $2122($6406,10s) = s$6236[34] // s$ 
0004: $6422 = 1 
0002: jump @GRAV_14780 

:GRAV_14773
0002: jump @GRAV_13469 

:GRAV_14780
00D6: if 
0038:   $6407 == 15 
004D: jump_if_false @GRAV_14873 
00D6: if 
0038:   $6423 == 0 
004D: jump_if_false @GRAV_14866 
05A9: $2082($6406,10s) = s$6236[16] // s$ 
05A9: $2102($6406,10s) = s$6236[10] // s$ 
05A9: $2122($6406,10s) = s$6236[35] // s$ 
0004: $6423 = 1 
0002: jump @GRAV_14873 

:GRAV_14866
0002: jump @GRAV_13469 

:GRAV_14873
00D6: if 
0038:   $6407 == 16 
004D: jump_if_false @GRAV_14966 
00D6: if 
0038:   $6424 == 0 
004D: jump_if_false @GRAV_14959 
05A9: $2082($6406,10s) = s$6236[32] // s$ 
05A9: $2102($6406,10s) = s$6236[10] // s$ 
05A9: $2122($6406,10s) = s$6236[35] // s$ 
0004: $6424 = 1 
0002: jump @GRAV_14966 

:GRAV_14959
0002: jump @GRAV_13469 

:GRAV_14966
00D6: if 
0038:   $6407 == 17 
004D: jump_if_false @GRAV_15059 
00D6: if 
0038:   $6425 == 0 
004D: jump_if_false @GRAV_15052 
05A9: $2082($6406,10s) = s$6236[20] // s$ 
05A9: $2102($6406,10s) = s$6236[18] // s$ 
05A9: $2122($6406,10s) = s$6236[23] // s$ 
0004: $6425 = 1 
0002: jump @GRAV_15059 

:GRAV_15052
0002: jump @GRAV_13469 

:GRAV_15059
00D6: if 
0038:   $6407 == 18 
004D: jump_if_false @GRAV_15152 
00D6: if 
0038:   $6426 == 0 
004D: jump_if_false @GRAV_15145 
05A9: $2082($6406,10s) = s$6236[11] // s$ 
05A9: $2102($6406,10s) = s$6236[14] // s$ 
05A9: $2122($6406,10s) = s$6236[10] // s$ 
0004: $6426 = 1 
0002: jump @GRAV_15152 

:GRAV_15145
0002: jump @GRAV_13469 

:GRAV_15152
00D6: if 
0038:   $6407 == 19 
004D: jump_if_false @GRAV_15245 
00D6: if 
0038:   $6427 == 0 
004D: jump_if_false @GRAV_15238 
05A9: $2082($6406,10s) = s$6236[11] // s$ 
05A9: $2102($6406,10s) = s$6236[10] // s$ 
05A9: $2122($6406,10s) = s$6236[33] // s$ 
0004: $6427 = 1 
0002: jump @GRAV_15245 

:GRAV_15238
0002: jump @GRAV_13469 

:GRAV_15245
00D6: if 
0038:   $6407 == 20 
004D: jump_if_false @GRAV_15338 
00D6: if 
0038:   $6428 == 0 
004D: jump_if_false @GRAV_15331 
05A9: $2082($6406,10s) = s$6236[21] // s$ 
05A9: $2102($6406,10s) = s$6236[24] // s$ 
05A9: $2122($6406,10s) = s$6236[30] // s$ 
0004: $6428 = 1 
0002: jump @GRAV_15338 

:GRAV_15331
0002: jump @GRAV_13469 

:GRAV_15338
00D6: if 
0038:   $6407 == 21 
004D: jump_if_false @GRAV_15431 
00D6: if 
0038:   $6429 == 0 
004D: jump_if_false @GRAV_15424 
05A9: $2082($6406,10s) = s$6236[19] // s$ 
05A9: $2102($6406,10s) = s$6236[23] // s$ 
05A9: $2122($6406,10s) = s$6236[24] // s$ 
0004: $6429 = 1 
0002: jump @GRAV_15431 

:GRAV_15424
0002: jump @GRAV_13469 

:GRAV_15431
00D6: if 
0038:   $6407 == 22 
004D: jump_if_false @GRAV_15524 
00D6: if 
0038:   $6430 == 0 
004D: jump_if_false @GRAV_15517 
05A9: $2082($6406,10s) = s$6236[22] // s$ 
05A9: $2102($6406,10s) = s$6236[34] // s$ 
05A9: $2122($6406,10s) = s$6236[29] // s$ 
0004: $6430 = 1 
0002: jump @GRAV_15524 

:GRAV_15517
0002: jump @GRAV_13469 

:GRAV_15524
00D6: if 
0038:   $6407 == 23 
004D: jump_if_false @GRAV_15617 
00D6: if 
0038:   $6431 == 0 
004D: jump_if_false @GRAV_15610 
05A9: $2082($6406,10s) = s$6236[13] // s$ 
05A9: $2102($6406,10s) = s$6236[14] // s$ 
05A9: $2122($6406,10s) = s$6236[15] // s$ 
0004: $6431 = 1 
0002: jump @GRAV_15617 

:GRAV_15610
0002: jump @GRAV_13469 

:GRAV_15617
00D6: if 
0038:   $6407 == 24 
004D: jump_if_false @GRAV_15710 
00D6: if 
0038:   $6432 == 0 
004D: jump_if_false @GRAV_15703 
05A9: $2082($6406,10s) = s$6236[20] // s$ 
05A9: $2102($6406,10s) = s$6236[17] // s$ 
05A9: $2122($6406,10s) = s$6236[35] // s$ 
0004: $6432 = 1 
0002: jump @GRAV_15710 

:GRAV_15703
0002: jump @GRAV_13469 

:GRAV_15710
00D6: if 
0038:   $6407 == 25 
004D: jump_if_false @GRAV_15803 
00D6: if 
0038:   $6433 == 0 
004D: jump_if_false @GRAV_15796 
05A9: $2082($6406,10s) = s$6236[22] // s$ 
05A9: $2102($6406,10s) = s$6236[14] // s$ 
05A9: $2122($6406,10s) = s$6236[24] // s$ 
0004: $6433 = 1 
0002: jump @GRAV_15803 

:GRAV_15796
0002: jump @GRAV_13469 

:GRAV_15803
00D6: if 
0038:   $6407 == 26 
004D: jump_if_false @GRAV_15896 
00D6: if 
0038:   $6434 == 0 
004D: jump_if_false @GRAV_15889 
05A9: $2082($6406,10s) = s$6236[16] // s$ 
05A9: $2102($6406,10s) = s$6236[15] // s$ 
05A9: $2122($6406,10s) = s$6236[32] // s$ 
0004: $6434 = 1 
0002: jump @GRAV_15896 

:GRAV_15889
0002: jump @GRAV_13469 

:GRAV_15896
00D6: if 
0038:   $6407 == 27 
004D: jump_if_false @GRAV_15989 
00D6: if 
0038:   $6435 == 0 
004D: jump_if_false @GRAV_15982 
05A9: $2082($6406,10s) = s$6236[32] // s$ 
05A9: $2102($6406,10s) = s$6236[27] // s$ 
05A9: $2122($6406,10s) = s$6236[22] // s$ 
0004: $6435 = 1 
0002: jump @GRAV_15989 

:GRAV_15982
0002: jump @GRAV_13469 

:GRAV_15989
00D6: if 
0038:   $6407 == 28 
004D: jump_if_false @GRAV_16082 
00D6: if 
0038:   $6436 == 0 
004D: jump_if_false @GRAV_16075 
05A9: $2082($6406,10s) = s$6236[10] // s$ 
05A9: $2102($6406,10s) = s$6236[36] // s$ 
05A9: $2122($6406,10s) = s$6236[32] // s$ 
0004: $6436 = 1 
0002: jump @GRAV_16082 

:GRAV_16075
0002: jump @GRAV_13469 

:GRAV_16082
00D6: if 
0038:   $6407 == 29 
004D: jump_if_false @GRAV_16175 
00D6: if 
0038:   $6437 == 0 
004D: jump_if_false @GRAV_16168 
05A9: $2082($6406,10s) = s$6236[27] // s$ 
05A9: $2102($6406,10s) = s$6236[18] // s$ 
05A9: $2122($6406,10s) = s$6236[12] // s$ 
0004: $6437 = 1 
0002: jump @GRAV_16175 

:GRAV_16168
0002: jump @GRAV_13469 

:GRAV_16175
0051: return 

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

:OTB
0050: gosub @OTB_16 
0050: gosub @OTB_13293 
004E: end_thread 

:OTB_16
0004: $ONMISSION = 1 
03A4: name_thread 'OTB' 
0001: wait 0 ms 
054C: use_GXT_table 'OTB' 
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_OTB2' 
03CF: load_wav 1821 as 4 
038F: load_texture "BUTNA" as 1 // Load dictionary with 0390 first 
038F: load_texture "BUTNB" as 2 // Load dictionary with 0390 first 
038F: load_texture "BUTNC" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIC1" as 4 // Load dictionary with 0390 first 
038F: load_texture "RIC2" as 5 // Load dictionary with 0390 first 
038F: load_texture "RIC3" as 6 // Load dictionary with 0390 first 
038F: load_texture "RIC4" as 7 // Load dictionary with 0390 first 
038F: load_texture "RIC5" as 8 // Load dictionary with 0390 first 
038F: load_texture "BACKBET" as 9 // Load dictionary with 0390 first 
038F: load_texture "BUTNAO" as 10 // Load dictionary with 0390 first 
038F: load_texture "BUTNBO" as 11 // Load dictionary with 0390 first 
0007: 34@ = 58.8281 
0007: 35@ = 225.0068 
0007: 36@ = 131.5202 
0087: 37@ = 36@ // (float) 
005B: 37@ += 34@ // (float) 
0087: 38@ = 37@ // (float) 
005B: 38@ += 34@ // (float) 
0087: 39@ = 38@ // (float) 
005B: 39@ += 34@ // (float) 
0087: 40@ = 39@ // (float) 
005B: 40@ += 34@ // (float) 
0007: 45@ = 93.8682 
0007: 46@ = 42.34 
0007: 47@ = 463.313 
0007: 55@ = 191.6589 
0087: 48@ = 47@ // (float) 
005B: 48@ += 45@ // (float) 
0087: 56@ = 55@ // (float) 
0087: 49@ = 47@ // (float) 
0087: 57@ = 55@ // (float) 
005B: 57@ += 46@ // (float) 
0087: 50@ = 47@ // (float) 
005B: 50@ += 45@ // (float) 
0087: 58@ = 55@ // (float) 
005B: 58@ += 46@ // (float) 
0087: 51@ = 49@ // (float) 
0087: 59@ = 57@ // (float) 
005B: 59@ += 46@ // (float) 
0087: 52@ = 51@ // (float) 
005B: 52@ += 45@ // (float) 
0087: 60@ = 59@ // (float) 
0087: 53@ = 51@ // (float) 
0087: 61@ = 59@ // (float) 
005B: 61@ += 46@ // (float) 
0087: 54@ = 51@ // (float) 
005B: 54@ += 45@ // (float) 
0087: 62@ = 59@ // (float) 
005B: 62@ += 46@ // (float) 
0007: 63@ = 510.0702 
0007: 64@ = 385.0263 
0006: 65@ = 1 
0006: 66@ = 0 
0006: 67@ = 0 
0006: 68@ = 0 
0006: 69@ = 0 
0006: 70@ = 1 
0006: 71@ = 1 
0006: 72@ = 1 
0006: 73@ = 1 
0006: 74@ = 1 
0006: 75@ = 1 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 78@ = 0 
0006: 79@ = 0 
0006: 80@ = 0 
0006: 81@ = 0 
0006: 82@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
0006: 86@ = 0 
0006: 87@ = 0 
0006: 88@ = 0 
0006: 89@ = 5 
0006: 90@ = 25 
0006: 91@ = 100 
0006: 92@ = 250 
0006: 93@ = 1000 
0006: 94@ = 5000 
0006: 95@ = 10000 
05AA: 97@s = 'HORS__1' // @s = 'short'  // Rocinante
05AA: 99@s = 'HORS__2' // @s = 'short'  // Little Bishop
05AA: 101@s = 'HORS__3' // @s = 'short'  // Schlong Odds
05AA: 103@s = 'HORS__4' // @s = 'short'  // Money Shot
05AA: 105@s = 'HORS__5' // @s = 'short'  // Crack Horse
05AA: 107@s = 'HORS__6' // @s = 'short'  // Buckmelad
05AA: 109@s = 'HORS__7' // @s = 'short'  // Skittery Trots
05AA: 111@s = 'HORS__8' // @s = 'short'  // Pebbledash
05AA: 113@s = 'HORS__9' // @s = 'short'  // Neigh Bother
05AA: 115@s = 'HORS_10' // @s = 'short'  // Pillow Biter
05AA: 117@s = 'HORS_11' // @s = 'short'  // Hot Pants
05AA: 119@s = 'HORS_12' // @s = 'short'  // Dong Johnson
05AA: 121@s = 'HORS_13' // @s = 'short'  // Reef's Folly
05AA: 123@s = 'HORS_14' // @s = 'short'  // Falkirk Boy
05AA: 125@s = 'HORS_15' // @s = 'short'  // No Wasps
05AA: 127@s = 'HORS_16' // @s = 'short'  // Jackson's Lad
05AA: 129@s = 'HORS_17' // @s = 'short'  // Ring of Fire
05AA: 131@s = 'HORS_18' // @s = 'short'  // Kelly's Boy
05AA: 133@s = 'HORS_19' // @s = 'short'  // Peking Twister
05AA: 135@s = 'HORS_20' // @s = 'short'  // Spam Javelin
05AA: 137@s = 'HORS_21' // @s = 'short'  // Love Torpedo
05AA: 139@s = 'HORS_22' // @s = 'short'  // Mary Hinge
05AA: 141@s = 'HORS_23' // @s = 'short'  // Billy Sastard
05AA: 143@s = 'HORS_24' // @s = 'short'  // Clown's Pocket
05AA: 145@s = 'HORS_25' // @s = 'short'  // Wizard's Sleeve
05AA: 147@s = 'HORS_26' // @s = 'short'  // Bolt Shooter
05AA: 149@s = 'HORS_27' // @s = 'short'  // Panhandle
05AA: 151@s = 'HORS_28' // @s = 'short'  // Dundee Ned
05AA: 153@s = 'HORS_29' // @s = 'short'  // Collar & Cuffs
05AA: 155@s = 'HORS_30' // @s = 'short'  // Mouse's Ear
05AA: 157@s = 'HORS_31' // @s = 'short'  // Biffin's Bridge
05AA: 159@s = 'HORS_32' // @s = 'short'  // Pebble Dasher
05AA: 161@s = 'HORS_33' // @s = 'short'  // Love Truncheon
05AA: 163@s = 'HORS_34' // @s = 'short'  // Silvery Tear
05AA: 165@s = 'HORS_35' // @s = 'short'  // Beanflicker
05AA: 167@s = 'HORS_36' // @s = 'short'  // Backdoor Bandit
05AA: 169@s = 'HORS_37' // @s = 'short'  // Ginger Witch
05AA: 171@s = 'HORS_38' // @s = 'short'  // Knob Polisher
05AA: 173@s = 'HORS_39' // @s = 'short'  // Stool Pigeon
05AA: 175@s = 'HORS_40' // @s = 'short'  // Vinegar Stroke
05AA: 177@s = 'HORS_41' // @s = 'short'  // Knuckle Shuffle
05AA: 179@s = 'HORS_42' // @s = 'short'  // Flaps Ahoy
05AA: 181@s = 'HORS_43' // @s = 'short'  // Henrik's Jaw
05AA: 183@s = 'HORS_44' // @s = 'short'  // One-eyed Warrior
05AA: 185@s = 'HORS_45' // @s = 'short'  // Brown Eyed Girl
05AA: 187@s = 'HORS_46' // @s = 'short'  // Handy Shandy
05AA: 189@s = 'HORS_47' // @s = 'short'  // Pearl's Necklace
05AA: 191@s = 'HORS_48' // @s = 'short'  // Wee Crunchie
05AA: 193@s = 'HORS_49' // @s = 'short'  // Mackem Delight
05AA: 195@s = 'HORS_50' // @s = 'short'  // Gypsy's Cat
05AA: 197@s = 'HORS_51' // @s = 'short'  // Fairy Hammok
05AA: 199@s = 'HORS_52' // @s = 'short'  // Yoghurt Cannon
05AA: 201@s = 'HORS_53' // @s = 'short'  // Chocolate Starfish
05AA: 203@s = 'HORS_54' // @s = 'short'  // Dr Boogie
05AA: 205@s = 'HORS_55' // @s = 'short'  // Split Kipper
05AA: 207@s = 'HORS_56' // @s = 'short'  // Camel's Toe
05AA: 209@s = 'HORS_57' // @s = 'short'  // Monkeys Thumb
05AA: 211@s = 'HORS_58' // @s = 'short'  // Slap & Tickle
05AA: 213@s = 'HORS_59' // @s = 'short'  // Ochayethenoo
05AA: 215@s = 'HORS_60' // @s = 'short'  // Love Lips
05AA: 217@s = 'HORS_61' // @s = 'short'  // Sausage Sandwich
05AA: 219@s = 'HORS_62' // @s = 'short'  // Wet Cabbage
05AA: 221@s = 'HORS_63' // @s = 'short'  // Bronx Cheer
05AA: 223@s = 'HORS_64' // @s = 'short'  // The Angry Captain
05AA: 225@s = 'HORS_65' // @s = 'short'  // Beef Bandito
05AA: 227@s = 'HORS_66' // @s = 'short'  // Fingers and Tops
05AA: 229@s = 'HORS_67' // @s = 'short'  // Shatner's Bassoon
05AA: 231@s = 'HORS_68' // @s = 'short'  // Chocolate Channel
05AA: 233@s = 'HORS_69' // @s = 'short'  // Tunnel Tester
05AA: 235@s = 'HORS_70' // @s = 'short'  // Jocks Away
05AA: 237@s = 'HORS_71' // @s = 'short'  // New Jock City
05AA: 239@s = 'HORS_72' // @s = 'short'  // Salt 'n' Sauce
05AA: 241@s = 'HORS_73' // @s = 'short'  // Haway the Lads
05AA: 243@s = 'HORS_74' // @s = 'short'  // Five Finger Splay
05AA: 245@s = 'HORS_75' // @s = 'short'  // Bishop Basher
05AA: 247@s = 'HORS_76' // @s = 'short'  // Scotland Nil
05AA: 249@s = 'HORS_77' // @s = 'short'  // Tummy Squeaker
05AA: 251@s = 'HORS_78' // @s = 'short'  // Tagnut
05AA: 253@s = 'HORS_79' // @s = 'short'  // Dead Lemon
05AA: 255@s = 'HORS_80' // @s = 'short'  // Arthur or Martha
05AA: 257@s = 'HORS_81' // @s = 'short'  // Bankrupt Rage
05AA: 259@s = 'HORS_82' // @s = 'short'  // Jockstar
05AA: 261@s = 'HORS_83' // @s = 'short'  // Smellyama
05AA: 263@s = 'HORS_84' // @s = 'short'  // Fish Supper
05AA: 265@s = 'HORS_85' // @s = 'short'  // Spicy Mushroom
05AA: 267@s = 'HORS_86' // @s = 'short'  // Bronson
05AA: 269@s = 'HORS_87' // @s = 'short'  // Uphill Gardener
05AA: 271@s = 'HORS_88' // @s = 'short'  // Scotland's Shite
05AA: 273@s = 'HORS_89' // @s = 'short'  // Accept the Length
05AA: 275@s = 'HORS_90' // @s = 'short'  // Cock Soup
05AA: 277@s = 'HORS_91' // @s = 'short'  // Flange Spanner
05AA: 279@s = 'HORS_92' // @s = 'short'  // Chunder Munchkin
05AA: 281@s = 'HORS_93' // @s = 'short'  // Stained Rigid
05AA: 283@s = 'HORS_94' // @s = 'short'  // Hardly Flanged
05AA: 285@s = 'HORS_95' // @s = 'short'  // Melancholy Thatch
05AA: 287@s = 'HORS_96' // @s = 'short'  // Holy Colon
05AA: 289@s = 'HORS_97' // @s = 'short'  // Chutney Bunker
05AA: 291@s = 'HORS_98' // @s = 'short'  // Biffen's Bridge
05AA: 293@s = 'HORS_99' // @s = 'short'  // Tunky Packer
05AA: 295@s = 'HORS100' // @s = 'short'  // Pearly Droplets
05AA: 297@s = 'HORS101' // @s = 'short'  // Facial Lancer
05AA: 299@s = 'HORS102' // @s = 'short'  // Cunning Lingus
05AA: 301@s = 'HORS103' // @s = 'short'  // Juice Trigger
05AA: 303@s = 'HORS104' // @s = 'short'  // Syphilitic Meat
05AA: 305@s = 'HORS105' // @s = 'short'  // Venereal Dodger
05AA: 307@s = 'HORS106' // @s = 'short'  // Horse Feathers
05AA: 309@s = 'HORS107' // @s = 'short'  // Rump Rider
05AA: 311@s = 'HORS108' // @s = 'short'  // McTagnut & Fries
05AA: 313@s = 'HORS109' // @s = 'short'  // Dildonut & Burdock
05AA: 315@s = 'HORS110' // @s = 'short'  // Barkers Eggs
05AA: 317@s = 'HORS111' // @s = 'short'  // Cheesy Hornblower
05AA: 319@s = 'HORS112' // @s = 'short'  // Turbot Tornado
05AA: 321@s = 'HORS113' // @s = 'short'  // Cauliflower Arse
05AA: 323@s = 'HORS114' // @s = 'short'  // Air Biscuit
05AA: 325@s = 'HORS115' // @s = 'short'  // Gentlemans Relish
05AA: 327@s = 'HORS116' // @s = 'short'  // Diddy Ride
05AA: 329@s = 'HORS117' // @s = 'short'  // Purple Love
05AA: 331@s = 'HORS118' // @s = 'short'  // Shoot Me
05AA: 333@s = 'HORS119' // @s = 'short'  // Reeves' Revenge
05AA: 335@s = 'HORS120' // @s = 'short'  // Kinnears' Demise
05AA: 337@s = 'HORS121' // @s = 'short'  // Cocoa Shunter
05AA: 339@s = 'HORS122' // @s = 'short'  // Reverse Cowgirl
05AA: 341@s = 'HORS123' // @s = 'short'  // Lord Lucan
05AA: 343@s = 'HORS124' // @s = 'short'  // Pygmies Cocque
05AA: 345@s = 'HORS125' // @s = 'short'  // Jauques Yerlot
05AA: 347@s = 'HORS126' // @s = 'short'  // Saddam's Madam
05AA: 349@s = 'HORS127' // @s = 'short'  // Kohl Bunker
05AA: 351@s = 'HORS128' // @s = 'short'  // Tight Brown
05AA: 353@s = 'HORS129' // @s = 'short'  // Loose Pink
05AA: 355@s = 'HORS130' // @s = 'short'  // Wet Circle
05AA: 357@s = 'HORS131' // @s = 'short'  // Axe Wound
05AA: 359@s = 'HORS132' // @s = 'short'  // Donner's Kebab
05AA: 361@s = 'HORS133' // @s = 'short'  // Funbags
05AA: 363@s = 'HORS134' // @s = 'short'  // That's Bollocks
05AA: 365@s = 'HORS135' // @s = 'short'  // Cryptorchid
05AA: 367@s = 'HORS136' // @s = 'short'  // Neutered Nik
05AA: 369@s = 'HORS137' // @s = 'short'  // Duthie's Boy
05AA: 371@s = 'HORS138' // @s = 'short'  // Run Away Jay
05AA: 373@s = 'HORS139' // @s = 'short'  // Chunky Colt
05AA: 375@s = 'HORS140' // @s = 'short'  // Sarwar's Spray
05AA: 377@s = 'HORS141' // @s = 'short'  // Filshie's Filly
05AA: 379@s = 'HORS142' // @s = 'short'  // Mr Winky
05AA: 381@s = 'HORS143' // @s = 'short'  // Lush Gush
05AA: 383@s = 'HORS144' // @s = 'short'  // Gary's Gelding
05AA: 385@s = 'HORS145' // @s = 'short'  // White Hinny
05AA: 387@s = 'HORS146' // @s = 'short'  // Bush Bandit
05AA: 389@s = 'HORS147' // @s = 'short'  // Monkey Puss
05AA: 391@s = 'HORS148' // @s = 'short'  // Tester Turd
05AA: 393@s = 'HORS149' // @s = 'short'  // Perverted Preacher
05AA: 395@s = 'HORS150' // @s = 'short'  // Hairy Dyke
05AA: 397@s = 'HORS151' // @s = 'short'  // Wong's Wang
05AA: 399@s = 'HORS152' // @s = 'short'  // 2nd Hand Sock
05AA: 401@s = 'HORS153' // @s = 'short'  // Weasel Burglar
05AA: 403@s = 'HORS154' // @s = 'short'  // Les Long
05AA: 405@s = 'HORS155' // @s = 'short'  // Priapism Willie
05AA: 407@s = 'HORS156' // @s = 'short'  // Dead Wipe
05AA: 409@s = 'HORS157' // @s = 'short'  // Up The Dumper
05AA: 411@s = 'HORS158' // @s = 'short'  // Sterilized Steed
05AA: 413@s = 'HORS159' // @s = 'short'  // Bloated Bag
05AA: 415@s = 'HORS160' // @s = 'short'  // Duck My Sick
05AA: 417@s = 'HORS161' // @s = 'short'  // Watery Passage
05AA: 419@s = 'HORS162' // @s = 'short'  // Piddle in Perspex
05AA: 421@s = 'HORS163' // @s = 'short'  // Embryo Enticed
05AA: 423@s = 'HORS164' // @s = 'short'  // Barnton Bellbanger
05AA: 425@s = 'HORS165' // @s = 'short'  // Cheesy Chode
05AA: 427@s = 'HORS166' // @s = 'short'  // Love Burglar
05AA: 429@s = 'HORS167' // @s = 'short'  // Lolly's Fern
0006: 431@ = -1 
0006: 432@ = -1 
0006: 433@ = -1 
0006: 434@ = -1 
0006: 435@ = -1 
0209: 431@ = random_int_in_ranges 0 167 

:OTB_3133
00D6: if or
003B:   431@ == 432@ // (int) 
0039:   432@ == -1 
004D: jump_if_false @OTB_3176 
0209: 432@ = random_int_in_ranges 0 167 
0002: jump @OTB_3133 

:OTB_3176
00D6: if or
003B:   431@ == 433@ // (int) 
003B:   432@ == 433@ // (int) 
0039:   433@ == -1 
004D: jump_if_false @OTB_3227 
0209: 433@ = random_int_in_ranges 0 167 
0002: jump @OTB_3176 

:OTB_3227
00D6: if or
003B:   431@ == 434@ // (int) 
003B:   432@ == 434@ // (int) 
003B:   433@ == 434@ // (int) 
0039:   434@ == -1 
004D: jump_if_false @OTB_3286 
0209: 434@ = random_int_in_ranges 0 167 
0002: jump @OTB_3227 

:OTB_3286
00D6: if or
003B:   431@ == 435@ // (int) 
003B:   432@ == 435@ // (int) 
003B:   433@ == 435@ // (int) 
003B:   434@ == 435@ // (int) 
0039:   435@ == -1 
004D: jump_if_false @OTB_3353 
0209: 435@ = random_int_in_ranges 0 167 
0002: jump @OTB_3286 

:OTB_3353
0006: 438@ = 1 
0006: 439@ = 1 
0006: 440@ = 1 
0006: 441@ = 1 
0006: 442@ = 1 
0006: 436@ = 0 

:OTB_3395
00D6: if 
001B:   5 > 436@ 
004D: jump_if_false @OTB_3504 
0006: 437@ = 0 

:OTB_3420
00D6: if 
001B:   5 > 437@ 
004D: jump_if_false @OTB_3490 
00D6: if 
001D:   431@(437@,5i) > 431@(436@,5i) // (int) 
004D: jump_if_false @OTB_3476 
000A: 438@(436@,5i) += 1 

:OTB_3476
000A: 437@ += 1 
0002: jump @OTB_3420 

:OTB_3490
000A: 436@ += 1 
0002: jump @OTB_3395 

:OTB_3504
0006: 436@ = 0 

:OTB_3511
00D6: if 
001B:   5 > 436@ 
004D: jump_if_false @OTB_3713 
00D6: if 
0039:   438@(436@,5i) == 1 
004D: jump_if_false @OTB_3563 
0085: 443@ = 431@(436@,5i) // (int) 

:OTB_3563
00D6: if 
0039:   438@(436@,5i) == 2 
004D: jump_if_false @OTB_3597 
0085: 444@ = 431@(436@,5i) // (int) 

:OTB_3597
00D6: if 
0039:   438@(436@,5i) == 3 
004D: jump_if_false @OTB_3631 
0085: 445@ = 431@(436@,5i) // (int) 

:OTB_3631
00D6: if 
0039:   438@(436@,5i) == 4 
004D: jump_if_false @OTB_3665 
0085: 446@ = 431@(436@,5i) // (int) 

:OTB_3665
00D6: if 
0039:   438@(436@,5i) == 5 
004D: jump_if_false @OTB_3699 
0085: 447@ = 431@(436@,5i) // (int) 

:OTB_3699
000A: 436@ += 1 
0002: jump @OTB_3511 

:OTB_3713
0209: 448@ = random_int_in_ranges 2 4 
0209: 449@ = random_int_in_ranges 4 6 
0209: 450@ = random_int_in_ranges 6 9 
0209: 451@ = random_int_in_ranges 9 11 
0209: 452@ = random_int_in_ranges 11 13 
0006: 453@ = 0 

:OTB_3765
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @OTB_3791 
0001: wait 0 ms 
0002: jump @OTB_3765 

:OTB_3791
016A: fade 1 time 0 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 

:OTB_3828
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
038D: draw_texture 9 position 320.0 224.0 size 640.0 448.0 RGBA 150 150 150 255 
0050: gosub @OTB_13568 
033F: set_text_draw_letter_size 0.759 2.8293 
0342: set_text_draw_centered 1 
033E: set_draw_text_position 204.407 39.1245 GXT 'HRACE01'  // LARGE ACRES
0007: 454@ = 60.1776 
0050: gosub @OTB_13568 
033F: set_text_draw_letter_size 0.527 2.0 
09FD: get_gxt_string 'XSELECT' width_to 455@  // ~k~~PED_SPRINT~ Select
033E: set_draw_text_position 454@ 395.7635 GXT 'XSELECT'  // ~k~~PED_SPRINT~ Select
0093: 467@ = integer 455@ to_float 
005B: 454@ += 467@ // (float) 
000B: 454@ += 8.0 
0050: gosub @OTB_13568 
033F: set_text_draw_letter_size 0.527 2.0 
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @OTB_4082 
09FD: get_gxt_string 'TRIEXIT' width_to 455@  // ~k~~VEHICLE_ENTER_EXIT~ Exit
033E: set_draw_text_position 454@ 395.7635 GXT 'TRIEXIT'  // ~k~~VEHICLE_ENTER_EXIT~ Exit
0002: jump @OTB_4115 

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

:OTB_4115
0093: 467@ = integer 455@ to_float 
005B: 454@ += 467@ // (float) 
000B: 454@ += 8.0 
0050: gosub @OTB_13568 
033F: set_text_draw_letter_size 0.527 2.0 
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @OTB_4204 
033E: set_draw_text_position 454@ 395.7635 GXT 'DPADNUD'  // Movement Controls Navigate
0002: jump @OTB_4223 

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

:OTB_4223
010B: 96@ = player $PLAYER_CHAR money 
0050: gosub @OTB_13568 
033F: set_text_draw_letter_size 0.4753 2.2289 
0342: set_text_draw_centered 1 
045A: draw_text_1number 508.6669 18.0933 GXT 'YOURCSH' number 96@  // YOUR CASH: $~1~
0494: get_joystick 0 direction_offset_to 456@ 457@ 458@ 459@ 
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @OTB_5082 
00D6: if or
001B:   -100 > 457@ 
00E1:   player 0 pressed_key 8 
004D: jump_if_false @OTB_4496 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @OTB_4489 
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @OTB_4386 
0006: 66@ = 0 
0006: 65@ = 1 

:OTB_4386
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @OTB_4418 
0006: 67@ = 0 
0006: 66@ = 1 

:OTB_4418
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @OTB_4450 
0006: 68@ = 0 
0006: 67@ = 1 

:OTB_4450
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @OTB_4482 
0006: 69@ = 0 
0006: 68@ = 1 

:OTB_4482
0006: 70@ = 1 

:OTB_4489
0002: jump @OTB_4503 

:OTB_4496
0006: 70@ = 0 

:OTB_4503
00D6: if or
0019:   457@ > 100 
00E1:   player 0 pressed_key 9 
004D: jump_if_false @OTB_4687 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @OTB_4680 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @OTB_4577 
0006: 68@ = 0 
0006: 69@ = 1 

:OTB_4577
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @OTB_4609 
0006: 67@ = 0 
0006: 68@ = 1 

:OTB_4609
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @OTB_4641 
0006: 66@ = 0 
0006: 67@ = 1 

:OTB_4641
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @OTB_4673 
0006: 65@ = 0 
0006: 66@ = 1 

:OTB_4673
0006: 71@ = 1 

:OTB_4680
0002: jump @OTB_4694 

:OTB_4687
0006: 71@ = 0 

:OTB_4694
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @OTB_5007 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @OTB_5000 
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @OTB_4775 
0006: 66@ = 2 
0006: 67@ = 2 
0006: 68@ = 2 
0006: 69@ = 2 

:OTB_4775
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @OTB_4821 
0006: 65@ = 2 
0006: 67@ = 2 
0006: 68@ = 2 
0006: 69@ = 2 

:OTB_4821
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @OTB_4867 
0006: 65@ = 2 
0006: 66@ = 2 
0006: 68@ = 2 
0006: 69@ = 2 

:OTB_4867
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @OTB_4913 
0006: 65@ = 2 
0006: 66@ = 2 
0006: 67@ = 2 
0006: 69@ = 2 

:OTB_4913
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @OTB_4959 
0006: 65@ = 2 
0006: 66@ = 2 
0006: 67@ = 2 
0006: 68@ = 2 

:OTB_4959
0006: 74@ = 1 
0006: 78@ = 1 
000A: 76@ += 1 
018C: play_sound 1052 at 0.0 0.0 0.0 

:OTB_5000
0002: jump @OTB_5014 

:OTB_5007
0006: 74@ = 0 

:OTB_5014
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @OTB_5075 
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @OTB_5068 
0006: 75@ = 1 
016A: fade 0 time 0 
0001: wait 0 ms 
0051: return 

:OTB_5068
0002: jump @OTB_5082 

:OTB_5075
0006: 75@ = 0 

:OTB_5082
0006: 460@ = 0 

:OTB_5089
00D6: if 
001B:   5 > 460@ 
004D: jump_if_false @OTB_5627 
00D6: if 
0039:   65@(460@,5i) == 0 
004D: jump_if_false @OTB_5165 
038D: draw_texture 1 position 35@ 36@(460@,5f) size 330.0 64.0 RGBA 150 150 150 255 

:OTB_5165
00D6: if 
0039:   65@(460@,5i) == 1 
004D: jump_if_false @OTB_5223 
038D: draw_texture 10 position 35@ 36@(460@,5f) size 330.0 64.0 RGBA 150 150 150 255 

:OTB_5223
00D6: if 
0039:   65@(460@,5i) == 2 
004D: jump_if_false @OTB_5278 
038D: draw_texture 1 position 35@ 36@(460@,5f) size 330.0 64.0 RGBA 50 50 50 255 

:OTB_5278
0087: 41@ = 35@ // (float) 
000F: 41@ -= 130.0 
0087: 42@ = 36@(460@,5f) // (float) 
000F: 42@ -= 8.0 
0085: 461@ = 460@ // (int) 
000A: 461@ += 4 
038D: draw_texture 461@ position 41@ 42@ size 64.0 64.0 RGBA 150 150 150 255 
0087: 43@ = 35@ // (float) 
000F: 43@ -= 105.0 
0087: 44@ = 36@(460@,5f) // (float) 
000F: 44@ -= 24.0 
0050: gosub @OTB_13568 
033F: set_text_draw_letter_size 0.63 3.0 
00D6: if 
0039:   65@(460@,5i) == 1 
004D: jump_if_false @OTB_5477 
0904: get_interface 0 color_RGBA_to 462@ 463@ 464@ 465@ 
0340: set_text_draw_RGBA 462@ 463@ 464@ 465@ 

:OTB_5477
0085: 461@ = 443@(460@,5i) // (int) 
033E: set_draw_text_position 43@ 44@ GXT 97@(461@,167s) 
000B: 43@ += 254.2121 
0050: gosub @OTB_13568 
033F: set_text_draw_letter_size 0.7 3.0 
03E4: set_text_draw_align_right 1 
00D6: if 
0039:   65@(460@,5i) == 1 
004D: jump_if_false @OTB_5589 
0904: get_interface 0 color_RGBA_to 462@ 463@ 464@ 465@ 
0340: set_text_draw_RGBA 462@ 463@ 464@ 465@ 

:OTB_5589
045A: draw_text_1number 43@ 44@ GXT 'ODDS' number 448@(460@,5i)  // ~1~/1
000A: 460@ += 1 
0002: jump @OTB_5089 

:OTB_5627
00D6: if 
0039:   76@ == 1 
004D: jump_if_false @OTB_6831 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @OTB_6029 
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @OTB_6022 
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @OTB_5726 
0006: 66@ = 0 
0006: 67@ = 0 
0006: 68@ = 0 
0006: 69@ = 0 

:OTB_5726
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @OTB_5772 
0006: 65@ = 0 
0006: 67@ = 0 
0006: 68@ = 0 
0006: 69@ = 0 

:OTB_5772
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @OTB_5818 
0006: 65@ = 0 
0006: 66@ = 0 
0006: 68@ = 0 
0006: 69@ = 0 

:OTB_5818
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @OTB_5864 
0006: 65@ = 0 
0006: 66@ = 0 
0006: 67@ = 0 
0006: 69@ = 0 

:OTB_5864
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @OTB_5910 
0006: 65@ = 0 
0006: 66@ = 0 
0006: 67@ = 0 
0006: 68@ = 0 

:OTB_5910
0006: 75@ = 1 
0006: 78@ = 0 
0006: 79@ = 0 
0006: 80@ = 0 
0006: 81@ = 0 
0006: 82@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
0006: 86@ = 0 
000E: 76@ -= 1 
0109: player $PLAYER_CHAR money = 87@ 
0006: 87@ = 0 
097A: play_audio_at 0.0 0.0 0.0 event 1121 

:OTB_6022
0002: jump @OTB_6036 

:OTB_6029
0006: 75@ = 0 

:OTB_6036
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @OTB_6454 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @OTB_6447 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @OTB_6101 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 

:OTB_6101
00D6: if and
0019:   86@ > 0 
0019:   87@ > 0 
004D: jump_if_false @OTB_6153 
097A: play_audio_at 0.0 0.0 0.0 event 1123 
0006: 453@ = 1 

:OTB_6153
00D6: if 
0039:   78@ == 1 
004D: jump_if_false @OTB_6214 
0006: 78@ = 2 
0109: player $PLAYER_CHAR money = 87@ 
0085: 87@ = 88@ // (int) 
097A: play_audio_at 0.0 0.0 0.0 event 1120 

:OTB_6214
0006: 460@ = 1 

:OTB_6221
00D6: if 
001B:   8 > 460@ 
004D: jump_if_false @OTB_6440 
00D6: if 
0039:   78@(460@,8i) == 1 
004D: jump_if_false @OTB_6426 
0006: 78@(460@,8i) = 2 
0085: 461@ = 88@(460@,8i) // (int) 
000E: 461@ -= 1 
0085: 466@ = 87@ // (int) 
005A: 466@ += 88@(460@,8i) // (int) 
00D6: if and
010A:   player $PLAYER_CHAR money > 461@ 
001B:   9999999 > 466@ 
004D: jump_if_false @OTB_6406 
005A: 87@ += 88@(460@,8i) // (int) 
0085: 461@ = 88@(460@,8i) // (int) 
0012: 461@ *= -1 
0109: player $PLAYER_CHAR money = 461@ 
097A: play_audio_at 0.0 0.0 0.0 event 1121 
0002: jump @OTB_6426 

:OTB_6406
097A: play_audio_at 0.0 0.0 0.0 event 1158 

:OTB_6426
000A: 460@ += 1 
0002: jump @OTB_6221 

:OTB_6440
0006: 74@ = 1 

:OTB_6447
0002: jump @OTB_6831 

:OTB_6454
00D6: if 
0039:   74@ == 1 
004D: jump_if_false @OTB_6551 
0006: 460@ = 0 

:OTB_6479
00D6: if 
001B:   8 > 460@ 
004D: jump_if_false @OTB_6544 
00D6: if 
0039:   78@(460@,8i) == 2 
004D: jump_if_false @OTB_6530 
0006: 78@(460@,8i) = 1 

:OTB_6530
000A: 460@ += 1 
0002: jump @OTB_6479 

:OTB_6544
0006: 74@ = 0 

:OTB_6551
00D6: if or
001B:   -100 > 456@ 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @OTB_6614 
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @OTB_6607 
0006: 72@ = 1 
0050: gosub @OTB_13636 

:OTB_6607
0002: jump @OTB_6621 

:OTB_6614
0006: 72@ = 0 

:OTB_6621
00D6: if or
0019:   456@ > 100 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @OTB_6684 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @OTB_6677 
0006: 73@ = 1 
0050: gosub @OTB_13774 

:OTB_6677
0002: jump @OTB_6691 

:OTB_6684
0006: 73@ = 0 

:OTB_6691
00D6: if or
001B:   -100 > 457@ 
00E1:   player 0 pressed_key 8 
004D: jump_if_false @OTB_6754 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @OTB_6747 
0006: 70@ = 1 
0050: gosub @OTB_13912 

:OTB_6747
0002: jump @OTB_6761 

:OTB_6754
0006: 70@ = 0 

:OTB_6761
00D6: if or
0019:   457@ > 100 
00E1:   player 0 pressed_key 9 
004D: jump_if_false @OTB_6824 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @OTB_6817 
0006: 71@ = 1 
0050: gosub @OTB_14182 

:OTB_6817
0002: jump @OTB_6831 

:OTB_6824
0006: 71@ = 0 

:OTB_6831
0006: 460@ = 0 

:OTB_6838
00D6: if 
001B:   8 > 460@ 
004D: jump_if_false @OTB_7181 
00D6: if 
0039:   78@(460@,8i) == 0 
004D: jump_if_false @OTB_6918 
038D: draw_texture 2 position 47@(460@,8f) 55@(460@,8f) size 90.0 64.0 RGBA 150 150 150 255 

:OTB_6918
00D6: if 
0039:   78@(460@,8i) == 1 
004D: jump_if_false @OTB_6980 
038D: draw_texture 11 position 47@(460@,8f) 55@(460@,8f) size 90.0 64.0 RGBA 150 150 150 255 

:OTB_6980
00D6: if 
0039:   78@(460@,8i) == 2 
004D: jump_if_false @OTB_7042 
038D: draw_texture 3 position 47@(460@,8f) 55@(460@,8f) size 90.0 64.0 RGBA 150 150 150 255 

:OTB_7042
0050: gosub @OTB_13568 
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_size 0.58 2.4957 
0087: 467@ = 55@(460@,8f) // (float) 
000F: 467@ -= 28.3404 
00D6: if 
0019:   78@(460@,8i) > 0 
004D: jump_if_false @OTB_7139 
0904: get_interface 0 color_RGBA_to 462@ 463@ 464@ 465@ 
0340: set_text_draw_RGBA 462@ 463@ 464@ 465@ 

:OTB_7139
045A: draw_text_1number 47@(460@,8f) 467@ GXT 'DOLLAR' number 88@(460@,8i)  // $~1~
000A: 460@ += 1 
0002: jump @OTB_6838 

:OTB_7181
00D6: if 
0039:   86@ == 0 
004D: jump_if_false @OTB_7300 
00D6: if 
0019:   87@ > 0 
004D: jump_if_false @OTB_7260 
038D: draw_texture 1 position 510.0702 373.3544 size 176.8987 50.8555 RGBA 150 150 150 255 
0002: jump @OTB_7293 

:OTB_7260
038D: draw_texture 1 position 510.0702 373.3544 size 176.8987 50.8555 RGBA 50 50 50 255 

:OTB_7293
0002: jump @OTB_7336 

:OTB_7300
038D: draw_texture 10 position 510.0702 373.3544 size 176.8987 50.8555 RGBA 150 150 150 255 

:OTB_7336
0050: gosub @OTB_13568 
00D6: if or
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @OTB_7387 
033F: set_text_draw_letter_size 0.5 2.996 
0002: jump @OTB_7399 

:OTB_7387
033F: set_text_draw_letter_size 0.609 2.996 

:OTB_7399
0342: set_text_draw_centered 1 
00D6: if 
0019:   86@ > 0 
004D: jump_if_false @OTB_7451 
0904: get_interface 0 color_RGBA_to 462@ 463@ 464@ 465@ 
0340: set_text_draw_RGBA 462@ 463@ 464@ 465@ 

:OTB_7451
033E: set_draw_text_position 509.6968 351.0 GXT 'PLACBET'  // PLACE BET
0050: gosub @OTB_13568 
033F: set_text_draw_letter_size 0.8 3.3297 
0342: set_text_draw_centered 1 
045A: draw_text_1number 509.2133 84.9941 GXT 'DOLLAR' number 87@  // $~1~
00D6: if 
0039:   453@ == 1 
004D: jump_if_false @OTB_7544 
0002: jump @OTB_7551 

:OTB_7544
0002: jump @OTB_3828 

:OTB_7551
0391: release_textures 
0390: load_txd_dictionary 'LD_OTB' 
038F: load_texture "BCKGRND" as 1 // Load dictionary with 0390 first 
038F: load_texture "BUSHES" as 2 // Load dictionary with 0390 first 
038F: load_texture "BRIDE1" as 3 // Load dictionary with 0390 first 
038F: load_texture "BRIDE2" as 4 // Load dictionary with 0390 first 
038F: load_texture "BRIDE3" as 5 // Load dictionary with 0390 first 
038F: load_texture "BRIDE4" as 6 // Load dictionary with 0390 first 
038F: load_texture "BRIDE5" as 7 // Load dictionary with 0390 first 
038F: load_texture "BRIDE6" as 8 // Load dictionary with 0390 first 
038F: load_texture "BRIDE7" as 9 // Load dictionary with 0390 first 
038F: load_texture "BRIDE8" as 10 // Load dictionary with 0390 first 
038F: load_texture "TREES" as 11 // Load dictionary with 0390 first 
038F: load_texture "FEN" as 12 // Load dictionary with 0390 first 
038F: load_texture "POLE2" as 13 // Load dictionary with 0390 first 
038F: load_texture "RRIDE1" as 14 // Load dictionary with 0390 first 
038F: load_texture "RRIDE2" as 15 // Load dictionary with 0390 first 
038F: load_texture "RRIDE3" as 16 // Load dictionary with 0390 first 
038F: load_texture "RRIDE4" as 17 // Load dictionary with 0390 first 
038F: load_texture "RRIDE5" as 18 // Load dictionary with 0390 first 
038F: load_texture "RRIDE6" as 19 // Load dictionary with 0390 first 
038F: load_texture "RRIDE7" as 20 // Load dictionary with 0390 first 
038F: load_texture "RRIDE8" as 21 // Load dictionary with 0390 first 
038F: load_texture "YRIDE1" as 22 // Load dictionary with 0390 first 
038F: load_texture "YRIDE2" as 23 // Load dictionary with 0390 first 
038F: load_texture "YRIDE3" as 24 // Load dictionary with 0390 first 
038F: load_texture "YRIDE4" as 25 // Load dictionary with 0390 first 
038F: load_texture "YRIDE5" as 26 // Load dictionary with 0390 first 
038F: load_texture "YRIDE6" as 27 // Load dictionary with 0390 first 
038F: load_texture "YRIDE7" as 28 // Load dictionary with 0390 first 
038F: load_texture "YRIDE8" as 29 // Load dictionary with 0390 first 
038F: load_texture "PRIDE1" as 30 // Load dictionary with 0390 first 
038F: load_texture "PRIDE2" as 31 // Load dictionary with 0390 first 
038F: load_texture "PRIDE3" as 32 // Load dictionary with 0390 first 
038F: load_texture "PRIDE4" as 33 // Load dictionary with 0390 first 
038F: load_texture "PRIDE5" as 34 // Load dictionary with 0390 first 
038F: load_texture "PRIDE6" as 35 // Load dictionary with 0390 first 
038F: load_texture "PRIDE7" as 36 // Load dictionary with 0390 first 
038F: load_texture "PRIDE8" as 37 // Load dictionary with 0390 first 
038F: load_texture "GRIDE1" as 38 // Load dictionary with 0390 first 
038F: load_texture "GRIDE2" as 39 // Load dictionary with 0390 first 
038F: load_texture "GRIDE3" as 40 // Load dictionary with 0390 first 
038F: load_texture "GRIDE4" as 41 // Load dictionary with 0390 first 
038F: load_texture "GRIDE5" as 42 // Load dictionary with 0390 first 
038F: load_texture "GRIDE6" as 43 // Load dictionary with 0390 first 
038F: load_texture "GRIDE7" as 44 // Load dictionary with 0390 first 
038F: load_texture "GRIDE8" as 45 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 46 // Load dictionary with 0390 first 
038F: load_texture "TVL" as 47 // Load dictionary with 0390 first 
038F: load_texture "TVR" as 48 // Load dictionary with 0390 first 
038F: load_texture "BLUE" as 49 // Load dictionary with 0390 first 
038F: load_texture "HRS1" as 50 // Load dictionary with 0390 first 
038F: load_texture "HRS2" as 51 // Load dictionary with 0390 first 
038F: load_texture "HRS3" as 52 // Load dictionary with 0390 first 
038F: load_texture "HRS4" as 53 // Load dictionary with 0390 first 
038F: load_texture "HRS5" as 54 // Load dictionary with 0390 first 
038F: load_texture "HRS6" as 55 // Load dictionary with 0390 first 
038F: load_texture "HRS7" as 56 // Load dictionary with 0390 first 
038F: load_texture "HRS8" as 57 // Load dictionary with 0390 first 
0006: 468@ = 0 
0006: 469@ = 0 
0006: 470@ = 0 
0006: 471@ = 0 
0006: 472@ = 0 
0006: 473@ = 0 
0006: 474@ = 0 
0006: 475@ = 0 
0006: 476@ = 0 
0006: 477@ = 0 
0007: 482@ = 128.0 
0087: 483@ = 482@ // (float) 
0017: 483@ /= 10.0 
0087: 481@ = 482@ // (float) 
0063: 481@ -= 483@ // (float) 
0087: 483@ = 481@ // (float) 
0017: 483@ /= 10.0 
0087: 480@ = 481@ // (float) 
0063: 480@ -= 483@ // (float) 
0087: 483@ = 480@ // (float) 
0017: 483@ /= 10.0 
0087: 479@ = 480@ // (float) 
0063: 479@ -= 483@ // (float) 
0087: 483@ = 479@ // (float) 
0017: 483@ /= 10.0 
0087: 478@ = 479@ // (float) 
0063: 478@ -= 483@ // (float) 
0007: 488@ = 64.0 
0087: 483@ = 488@ // (float) 
0017: 483@ /= 10.0 
0087: 487@ = 488@ // (float) 
0063: 487@ -= 483@ // (float) 
0087: 483@ = 487@ // (float) 
0017: 483@ /= 10.0 
0087: 486@ = 487@ // (float) 
0063: 486@ -= 483@ // (float) 
0087: 483@ = 486@ // (float) 
0017: 483@ /= 10.0 
0087: 485@ = 486@ // (float) 
0063: 485@ -= 483@ // (float) 
0087: 483@ = 485@ // (float) 
0017: 483@ /= 10.0 
0087: 484@ = 485@ // (float) 
0063: 484@ -= 483@ // (float) 
0007: 489@ = 150.0 
0007: 490@ = 150.0 
0007: 491@ = 150.0 
0007: 492@ = 150.0 
0007: 493@ = 150.0 
0007: 498@ = 300.0 
0087: 483@ = 498@ // (float) 
0017: 483@ /= 10.0 
0087: 497@ = 498@ // (float) 
0063: 497@ -= 483@ // (float) 
0087: 483@ = 497@ // (float) 
0017: 483@ /= 10.0 
0087: 496@ = 497@ // (float) 
0063: 496@ -= 483@ // (float) 
0087: 483@ = 496@ // (float) 
0017: 483@ /= 10.0 
0087: 495@ = 496@ // (float) 
0063: 495@ -= 483@ // (float) 
0087: 483@ = 495@ // (float) 
0017: 483@ /= 10.0 
0087: 494@ = 495@ // (float) 
0063: 494@ -= 483@ // (float) 
0007: 499@ = 159.0 
0007: 500@ = 159.0 
0007: 501@ = 159.0 
0007: 502@ = 159.0 
0007: 503@ = 159.0 
0007: 508@ = 261.0 
0087: 483@ = 508@ // (float) 
0017: 483@ /= 10.0 
0087: 507@ = 508@ // (float) 
0063: 507@ -= 483@ // (float) 
0087: 483@ = 507@ // (float) 
0017: 483@ /= 10.0 
0087: 506@ = 507@ // (float) 
0063: 506@ -= 483@ // (float) 
0087: 483@ = 506@ // (float) 
0017: 483@ /= 10.0 
0087: 505@ = 506@ // (float) 
0063: 505@ -= 483@ // (float) 
0087: 483@ = 505@ // (float) 
0017: 483@ /= 10.0 
0087: 504@ = 505@ // (float) 
0063: 504@ -= 483@ // (float) 
0007: 514@ = 0.0 
0007: 515@ = 0.0 
0007: 516@ = 0.0 
0007: 517@ = 0.0 
0007: 518@ = 0.0 
0006: 519@ = 2 
0006: 520@ = 5 
0006: 521@ = 6 
0006: 522@ = 1 
0006: 523@ = 4 
0006: 526@ = 3 
0006: 527@ = 14 
0006: 528@ = 22 
0006: 529@ = 30 
0006: 530@ = 38 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 531@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 531@ += 25000 
0007: 532@ = 512.0 
0087: 533@ = 532@ // (float) 
000B: 533@ += 124.0 
0006: 534@ = 0 
0006: 535@ = 0 
0006: 536@ = 0 
0006: 537@ = 0 
0006: 538@ = 0 
0006: 544@ = 0 
0006: 545@ = 0 
0006: 546@ = 0 
0006: 547@ = 0 
0006: 548@ = 0 
0007: 552@ = 0.0 
0007: 553@ = 0.0 
0007: 554@ = 0.0 
0007: 555@ = 0.0 
0006: 556@ = 0 
0007: 557@ = 454.364 
0007: 558@ = 152.8744 
0006: 563@ = 0 
0006: 564@ = 42 
0006: 569@ = 96 
0006: 574@ = 228 
0006: 565@ = 209 
0006: 570@ = 116 
0006: 575@ = 116 
0006: 566@ = 222 
0006: 571@ = 185 
0006: 576@ = 103 
0006: 567@ = 133 
0006: 572@ = 65 
0006: 577@ = 190 
0006: 568@ = 65 
0006: 573@ = 190 
0006: 578@ = 151 
097A: play_audio_at 0.0 0.0 0.0 event 1142 
0006: 579@ = 0 
0006: 580@ = 12 
0006: 581@ = 34 
0006: 582@ = 0 
0006: 583@ = 55 
0006: 584@ = 20 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 

:OTB_9493
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
0039:   556@ == 0 
004D: jump_if_false @OTB_9975 
0006: 460@ = 0 

:OTB_9527
00D6: if 
001B:   5 > 460@ 
004D: jump_if_false @OTB_9975 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 468@(460@,5i) // (int) 
004D: jump_if_false @OTB_9633 
0208: 509@(460@,5f) = random_float_in_ranges -0.8 1.0 
0209: 585@ = random_int_in_ranges 1500 2500 
008B: 468@(460@,5i) = $CURRENT_TIME_IN_MS2 // (int) 
005A: 468@(460@,5i) += 585@ // (int) 
0006: 473@(460@,5i) = 1 

:OTB_9633
00D6: if 
0039:   473@(460@,5i) == 1 
004D: jump_if_false @OTB_9845 
00D6: if 
0025:   514@(460@,5f) > 509@(460@,5f) // (float) 
004D: jump_if_false @OTB_9750 
007F: 514@(460@,5f) -= frame_delta_time * 0.01 // (float) 
00D6: if 
0025:   509@(460@,5f) > 514@(460@,5f) // (float) 
004D: jump_if_false @OTB_9750 
0087: 514@(460@,5f) = 509@(460@,5f) // (float) 
000A: 473@(460@,5i) += 1 

:OTB_9750
00D6: if 
0025:   509@(460@,5f) > 514@(460@,5f) // (float) 
004D: jump_if_false @OTB_9845 
0079: 514@(460@,5f) += frame_delta_time * 0.01 // (float) 
00D6: if 
0025:   514@(460@,5f) > 509@(460@,5f) // (float) 
004D: jump_if_false @OTB_9845 
0087: 514@(460@,5f) = 509@(460@,5f) // (float) 
000A: 473@(460@,5i) += 1 

:OTB_9845
00D6: if 
0019:   473@(460@,5i) > 0 
004D: jump_if_false @OTB_9883 
007B: 489@(460@,5f) += frame_delta_time * 514@(460@,5f) // (float) 

:OTB_9883
00D6: if 
0023:   80.0 > 489@(460@,5f) 
004D: jump_if_false @OTB_9922 
0007: 489@(460@,5f) = 80.0 

:OTB_9922
00D6: if 
0021:   489@(460@,5f) > 520.0 
004D: jump_if_false @OTB_9961 
0007: 489@(460@,5f) = 520.0 

:OTB_9961
000A: 460@ += 1 
0002: jump @OTB_9527 

:OTB_9975
0087: 549@ = 552@ // (float) 
0007: 588@ = -76.0 
0007: 587@ = 72.0 
0006: 525@ = 1 
0007: 551@ = 4.0 
0050: gosub @OTB_13313 
0087: 552@ = 549@ // (float) 
0087: 549@ = 554@ // (float) 
0007: 588@ = -64.0 
0007: 587@ = 128.0 
0006: 525@ = 2 
0007: 551@ = 5.0 
0050: gosub @OTB_13313 
0087: 554@ = 549@ // (float) 
0087: 549@ = 553@ // (float) 
0007: 588@ = 0.0 
0007: 587@ = 256.0 
0006: 525@ = 11 
0007: 551@ = 6.0 
0050: gosub @OTB_13313 
0087: 553@ = 549@ // (float) 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 531@ // (int) 
004D: jump_if_false @OTB_10594 
00D6: if 
0021:   532@ > -200.0 
004D: jump_if_false @OTB_10275 
00D6: if 
0039:   556@ == 0 
004D: jump_if_false @OTB_10223 
007F: 532@ -= frame_delta_time * 6.0 // (float) 

:OTB_10223
038D: draw_texture 13 position 532@ 224.0 size 256.0 256.0 RGBA 150 150 150 255 
0087: 533@ = 532@ // (float) 
000B: 533@ += 124.0 

:OTB_10275
0006: 460@ = 0 

:OTB_10282
00D6: if 
001B:   5 > 460@ 
004D: jump_if_false @OTB_10594 
00D6: if 
0039:   534@(460@,5i) == 0 
004D: jump_if_false @OTB_10580 
00D6: if 
0025:   489@(460@,5f) > 533@ // (float) 
004D: jump_if_false @OTB_10580 
00D6: if 
0039:   544@ == 0 
004D: jump_if_false @OTB_10388 
0006: 534@(460@,5i) = 1 
000A: 544@ += 1 
0002: jump @OTB_10580 

:OTB_10388
00D6: if 
0039:   545@ == 0 
004D: jump_if_false @OTB_10431 
0006: 534@(460@,5i) = 2 
000A: 545@ += 1 
0002: jump @OTB_10580 

:OTB_10431
00D6: if 
0039:   546@ == 0 
004D: jump_if_false @OTB_10474 
0006: 534@(460@,5i) = 3 
000A: 546@ += 1 
0002: jump @OTB_10580 

:OTB_10474
00D6: if 
0039:   547@ == 0 
004D: jump_if_false @OTB_10517 
0006: 534@(460@,5i) = 4 
000A: 547@ += 1 
0002: jump @OTB_10580 

:OTB_10517
00D6: if 
0039:   548@ == 0 
004D: jump_if_false @OTB_10580 
0006: 534@(460@,5i) = 5 
097A: play_audio_at 0.0 0.0 0.0 event 1143 
000A: 556@ += 1 
000A: 548@ += 1 

:OTB_10580
000A: 460@ += 1 
0002: jump @OTB_10282 

:OTB_10594
0006: 460@ = 0 

:OTB_10601
00D6: if 
001B:   5 > 460@ 
004D: jump_if_false @OTB_10922 
0006: 524@ = 50 
005A: 524@ += 519@(460@,5i) // (int) 
038D: draw_texture 524@ position 489@(460@,5f) 494@(460@,5f) size 478@(460@,5f) 478@(460@,5f) RGBA 150 150 150 255 
0085: 524@ = 526@(460@,5i) // (int) 
005A: 524@ += 519@(460@,5i) // (int) 
0087: 499@(460@,5f) = 489@(460@,5f) // (float) 
000B: 499@(460@,5f) += 9.0 
0087: 467@ = 484@(460@,5f) // (float) 
0017: 467@ /= 2.0 
038D: draw_texture 524@ position 499@(460@,5f) 504@(460@,5f) size 484@(460@,5f) 467@ RGBA 150 150 150 255 
00D6: if 
0039:   556@ == 0 
004D: jump_if_false @OTB_10908 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 580@(460@,5i) // (int) 
004D: jump_if_false @OTB_10908 
000A: 519@(460@,5i) += 1 
00D6: if 
0019:   519@(460@,5i) > 7 
004D: jump_if_false @OTB_10885 
0006: 519@(460@,5i) = 0 

:OTB_10885
008B: 580@(460@,5i) = $CURRENT_TIME_IN_MS2 // (int) 
000A: 580@(460@,5i) += 67 

:OTB_10908
000A: 460@ += 1 
0002: jump @OTB_10601 

:OTB_10922
0087: 549@ = 555@ // (float) 
0007: 588@ = 96.0 
0007: 587@ = 64.0 
0006: 525@ = 12 
0007: 551@ = 8.0 
0050: gosub @OTB_13313 
0087: 555@ = 549@ // (float) 
038D: draw_texture 46 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 46 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 46 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 46 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 47 position 160.0 0.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 47 position 160.0 448.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 48 position 480.0 0.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 48 position 480.0 448.0 size 320.0 224.0 RGBA 150 150 150 255 
00D6: if or
0019:   534@ > 0 
0019:   535@ > 0 
0019:   536@ > 0 
0019:   537@ > 0 
0019:   538@ > 0 
004D: jump_if_false @OTB_11386 
0087: 561@ = 557@ // (float) 
000B: 561@ += -25.0222 
0087: 562@ = 558@ // (float) 
000B: 562@ += 21.6946 
038E: draw_box_position 561@ 562@ size 355.0807 119.5942 RGBA 47 62 90 200 
0002: jump @OTB_11795 

:OTB_11386
0087: 561@ = 557@ // (float) 
000B: 561@ += -139.2772 
0087: 562@ = 558@ // (float) 
000B: 562@ += -56.1882 
038D: draw_texture 49 position 561@ 562@ size 280.2137 22.6679 RGBA 150 150 150 255 
0087: 559@ = 557@ // (float) 
000F: 559@ -= 157.3474 
0087: 560@ = 558@ // (float) 
000F: 560@ -= 68.5107 
0050: gosub @OTB_13568 
0341: set_text_draw_align_justify 0 
03E4: set_text_draw_align_right 1 
033E: set_draw_text_position 559@ 560@ GXT 'YOURHSE'  // Your Horse:
0087: 559@ = 557@ // (float) 
000F: 559@ -= 142.4242 
000B: 560@ += 12.7439 
038E: draw_box_position 559@ 560@ size 12.0 12.0 RGBA 0 0 0 255 
0006: 460@ = 0 

:OTB_11584
00D6: if 
001B:   5 > 460@ 
004D: jump_if_false @OTB_11680 
00D6: if 
0039:   65@(460@,5i) == 1 
004D: jump_if_false @OTB_11666 
038E: draw_box_position 559@ 560@ size 10.0 10.0 RGBA 564@(460@,5i) 569@(460@,5i) 574@(460@,5i) 255 

:OTB_11666
000A: 460@ += 1 
0002: jump @OTB_11584 

:OTB_11680
000B: 559@ += 10.8216 
000F: 560@ -= 12.7439 
0050: gosub @OTB_13568 
0006: 460@ = 0 

:OTB_11714
00D6: if 
001B:   5 > 460@ 
004D: jump_if_false @OTB_11795 
00D6: if 
0039:   65@(460@,5i) == 1 
004D: jump_if_false @OTB_11781 
0085: 461@ = 443@(460@,5i) // (int) 
033E: set_draw_text_position 559@ 560@ GXT 97@(461@,167s) 

:OTB_11781
000A: 460@ += 1 
0002: jump @OTB_11714 

:OTB_11795
0087: 586@ = 557@ // (float) 
000B: 586@ += -23.3585 
0006: 460@ = 0 

:OTB_11820
00D6: if 
001B:   5 > 460@ 
004D: jump_if_false @OTB_12617 
00D6: if 
0019:   534@(460@,5i) > 0 
004D: jump_if_false @OTB_12603 
0087: 559@ = 586@ // (float) 
000F: 559@ -= 50.0 
0087: 560@ = 558@ // (float) 
000F: 560@ -= 50.0 
0093: 467@ = integer 534@(460@,5i) to_float 
0013: 467@ *= 23.5038 
005B: 560@ += 467@ // (float) 
038E: draw_box_position 559@ 560@ size 12.0 12.0 RGBA 0 0 0 255 
038E: draw_box_position 559@ 560@ size 10.0 10.0 RGBA 564@(460@,5i) 569@(460@,5i) 574@(460@,5i) 255 
0087: 559@ = 586@ // (float) 
000F: 559@ -= 39.1244 
0087: 560@ = 558@ // (float) 
000F: 560@ -= 63.4833 
0050: gosub @OTB_13568 
00D6: if 
0039:   534@(460@,5i) == 1 
004D: jump_if_false @OTB_12090 
0904: get_interface 0 color_RGBA_to 462@ 463@ 464@ 465@ 
0340: set_text_draw_RGBA 462@ 463@ 464@ 465@ 

:OTB_12090
0093: 467@ = integer 534@(460@,5i) to_float 
0013: 467@ *= 23.5038 
0087: 539@(460@,5f) = 560@ // (float) 
005B: 539@(460@,5f) += 467@ // (float) 
0085: 461@ = 443@(460@,5i) // (int) 
033F: set_text_draw_letter_size 0.54 2.4961 
033E: set_draw_text_position 559@ 539@(460@,5f) GXT 97@(461@,167s) 
00D6: if 
0039:   65@(460@,5i) == 1 
004D: jump_if_false @OTB_12267 
0087: 559@ = 586@ // (float) 
000F: 559@ -= 64.0 
0050: gosub @OTB_13568 
0341: set_text_draw_align_justify 0 
03E4: set_text_draw_align_right 1 
033F: set_text_draw_letter_size 0.54 2.4961 
033E: set_draw_text_position 559@ 539@(460@,5f) GXT 'YOURHSE'  // Your Horse:

:OTB_12267
0087: 559@ = 586@ // (float) 
000F: 559@ -= -170.5457 
0087: 560@ = 558@ // (float) 
000F: 560@ -= 63.4833 
0050: gosub @OTB_13568 
03E4: set_text_draw_align_right 1 
00D6: if 
0039:   534@(460@,5i) == 1 
004D: jump_if_false @OTB_12366 
0904: get_interface 0 color_RGBA_to 462@ 463@ 464@ 465@ 
0340: set_text_draw_RGBA 462@ 463@ 464@ 465@ 

:OTB_12366
0093: 467@ = integer 534@(460@,5i) to_float 
0013: 467@ *= 23.5038 
0087: 539@(460@,5f) = 560@ // (float) 
005B: 539@(460@,5f) += 467@ // (float) 
033F: set_text_draw_letter_size 0.54 2.4961 
00D6: if 
0039:   534@(460@,5i) == 1 
004D: jump_if_false @OTB_12467 
033E: set_draw_text_position 559@ 539@(460@,5f) GXT 'FIRST'  // 1st

:OTB_12467
00D6: if 
0039:   534@(460@,5i) == 2 
004D: jump_if_false @OTB_12510 
033E: set_draw_text_position 559@ 539@(460@,5f) GXT 'SECOND'  // 2nd

:OTB_12510
00D6: if 
0039:   534@(460@,5i) == 3 
004D: jump_if_false @OTB_12553 
033E: set_draw_text_position 559@ 539@(460@,5f) GXT 'THIRD'  // 3rd

:OTB_12553
00D6: if 
0019:   534@(460@,5i) > 3 
004D: jump_if_false @OTB_12603 
045A: draw_text_1number 559@ 539@(460@,5f) GXT 'NTH' number 534@(460@,5i)  // ~1~th

:OTB_12603
000A: 460@ += 1 
0002: jump @OTB_11820 

:OTB_12617
00D6: if and
0019:   534@ > 0 
0019:   535@ > 0 
0019:   536@ > 0 
0019:   537@ > 0 
0019:   538@ > 0 
004D: jump_if_false @OTB_13286 
0087: 561@ = 557@ // (float) 
000B: 561@ += 44.4599 
0087: 562@ = 558@ // (float) 
000B: 562@ += 218.4174 
038D: draw_texture 49 position 561@ 562@ size 155.396 52.7081 RGBA 150 150 150 255 
0087: 559@ = 557@ // (float) 
000F: 559@ -= 39.2243 
0087: 560@ = 558@ // (float) 
000F: 560@ -= -190.9665 
0050: gosub @OTB_13568 
033F: set_text_draw_letter_size 0.5 2.4961 
045A: draw_text_1number 559@ 560@ GXT 'YOURSTK' number 87@  // STAKE: $~1~
0006: 460@ = 0 

:OTB_12813
00D6: if 
001B:   5 > 460@ 
004D: jump_if_false @OTB_12898 
00D6: if and
0039:   534@(460@,5i) == 1 
0039:   65@(460@,5i) == 1 
004D: jump_if_false @OTB_12884 
0085: 563@ = 87@ // (int) 
006A: 563@ *= 448@(460@,5i) // (int) 

:OTB_12884
000A: 460@ += 1 
0002: jump @OTB_12813 

:OTB_12898
000B: 560@ += 25.0 
0050: gosub @OTB_13568 
033F: set_text_draw_letter_size 0.5 2.4961 
045A: draw_text_1number 559@ 560@ GXT 'YOUWIN' number 563@  // WON: $~1~
0087: 561@ = 557@ // (float) 
000B: 561@ += -129.2806 
0087: 562@ = 558@ // (float) 
000B: 562@ += 259.5944 
038D: draw_texture 49 position 561@ 562@ size 239.5561 12.6761 RGBA 150 150 150 255 
0050: gosub @OTB_13568 
033F: set_text_draw_letter_size 0.5496 2.1344 
0342: set_text_draw_centered 1 
033E: set_draw_text_position 330.2087 403.5891 GXT 'XTOCONT'  // Press ~k~~PED_SPRINT~ to continue.
00D6: if 
0039:   579@ == 0 
004D: jump_if_false @OTB_13149 
00D6: if 
0019:   563@ > 0 
004D: jump_if_false @OTB_13122 
097A: play_audio_at 0.0 0.0 0.0 event 1124 
0002: jump @OTB_13142 

:OTB_13122
097A: play_audio_at 0.0 0.0 0.0 event 1122 

:OTB_13142
0006: 579@ = 1 

:OTB_13149
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @OTB_13279 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @OTB_13272 
0006: 74@ = 1 
0623: add 87@ to_integer_stat 35 
00D6: if 
0019:   563@ > 0 
004D: jump_if_false @OTB_13253 
0627: update_integer_stat 38 to 563@ 
0623: add 563@ to_integer_stat 37 
005A: 563@ += 87@ // (int) 
0109: player $PLAYER_CHAR money = 563@ 
0002: jump @OTB_13260 

:OTB_13253
0627: update_integer_stat 39 to 87@ 

:OTB_13260
016A: fade 0 time 0 
0001: wait 0 ms 
0051: return 

:OTB_13272
0002: jump @OTB_13286 

:OTB_13279
0006: 74@ = 0 

:OTB_13286
0002: jump @OTB_9493 

:OTB_13293
0391: release_textures 
016A: fade 1 time 500 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:OTB_13313
000B: 588@ += 224.0 
0087: 550@ = 549@ // (float) 
000F: 550@ -= 256.0 
038D: draw_texture 525@ position 550@ 588@ size 256.0 587@ RGBA 150 150 150 255 
0087: 550@ = 549@ // (float) 
038D: draw_texture 525@ position 550@ 588@ size 256.0 587@ RGBA 150 150 150 255 
0087: 550@ = 549@ // (float) 
000B: 550@ += 256.0 
038D: draw_texture 525@ position 550@ 588@ size 256.0 587@ RGBA 150 150 150 255 
0087: 550@ = 549@ // (float) 
000B: 550@ += 512.0 
038D: draw_texture 525@ position 550@ 588@ size 256.0 587@ RGBA 150 150 150 255 
00D6: if 
0039:   556@ == 0 
004D: jump_if_false @OTB_13535 
0081: 549@ -= frame_delta_time * 551@ // (float) 

:OTB_13535
00D6: if 
0023:   0.0 > 549@ 
004D: jump_if_false @OTB_13566 
000B: 549@ += 256.0 

:OTB_13566
0051: return 

:OTB_13568
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.6146 2.4961 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 2 rgba 0 0 0 180 
0051: return 

:OTB_13636
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @OTB_13670 
0006: 79@ = 0 
0006: 78@ = 1 
0051: return 

:OTB_13670
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @OTB_13704 
0006: 81@ = 0 
0006: 80@ = 1 
0051: return 

:OTB_13704
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @OTB_13738 
0006: 83@ = 0 
0006: 82@ = 1 
0051: return 

:OTB_13738
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @OTB_13772 
0006: 85@ = 0 
0006: 84@ = 1 
0051: return 

:OTB_13772
0051: return 

:OTB_13774
00D6: if 
0039:   78@ == 1 
004D: jump_if_false @OTB_13808 
0006: 78@ = 0 
0006: 79@ = 1 
0051: return 

:OTB_13808
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @OTB_13842 
0006: 80@ = 0 
0006: 81@ = 1 
0051: return 

:OTB_13842
00D6: if 
0039:   82@ == 1 
004D: jump_if_false @OTB_13876 
0006: 82@ = 0 
0006: 83@ = 1 
0051: return 

:OTB_13876
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @OTB_13910 
0006: 84@ = 0 
0006: 85@ = 1 
0051: return 

:OTB_13910
0051: return 

:OTB_13912
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @OTB_13946 
0006: 80@ = 0 
0006: 78@ = 1 
0051: return 

:OTB_13946
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @OTB_13980 
0006: 81@ = 0 
0006: 79@ = 1 
0051: return 

:OTB_13980
00D6: if 
0039:   82@ == 1 
004D: jump_if_false @OTB_14014 
0006: 82@ = 0 
0006: 80@ = 1 
0051: return 

:OTB_14014
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @OTB_14048 
0006: 83@ = 0 
0006: 81@ = 1 
0051: return 

:OTB_14048
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @OTB_14082 
0006: 84@ = 0 
0006: 82@ = 1 
0051: return 

:OTB_14082
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @OTB_14116 
0006: 85@ = 0 
0006: 83@ = 1 
0051: return 

:OTB_14116
00D6: if 
0039:   86@ == 1 
004D: jump_if_false @OTB_14148 
0006: 86@ = 0 
0006: 84@ = 1 

:OTB_14148
00D6: if 
0039:   86@ == 2 
004D: jump_if_false @OTB_14180 
0006: 86@ = 0 
0006: 85@ = 1 

:OTB_14180
0051: return 

:OTB_14182
00D6: if 
0039:   78@ == 1 
004D: jump_if_false @OTB_14216 
0006: 78@ = 0 
0006: 80@ = 1 
0051: return 

:OTB_14216
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @OTB_14250 
0006: 79@ = 0 
0006: 81@ = 1 
0051: return 

:OTB_14250
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @OTB_14284 
0006: 80@ = 0 
0006: 82@ = 1 
0051: return 

:OTB_14284
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @OTB_14318 
0006: 81@ = 0 
0006: 83@ = 1 
0051: return 

:OTB_14318
00D6: if 
0039:   82@ == 1 
004D: jump_if_false @OTB_14352 
0006: 82@ = 0 
0006: 84@ = 1 
0051: return 

:OTB_14352
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @OTB_14386 
0006: 83@ = 0 
0006: 85@ = 1 
0051: return 

:OTB_14386
00D6: if 
0019:   87@ > 0 
004D: jump_if_false @OTB_14472 
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @OTB_14438 
0006: 84@ = 0 
0006: 86@ = 1 
0051: return 

:OTB_14438
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @OTB_14472 
0006: 85@ = 0 
0006: 86@ = 2 
0051: return 

:OTB_14472
0051: return 

//-------------Mission 8---------------
// Originally: Pool

:POOL2
03A4: name_thread 'POOL2' 
0050: gosub @POOL2_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @POOL2_38 
0050: gosub @POOL2_60776 

:POOL2_38
0050: gosub @POOL2_60828 
004E: end_thread 

:POOL2_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
01BD: 181@ = current_time_in_ms 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 178@ = 0 
0007: 208@ = -0.957 
0007: 210@ = -0.49 
0007: 209@ = 0.957 
0007: 211@ = 0.49 
0007: 203@ = 0.05 
0007: 204@ = 2.0 
0006: 127@ = 1 

:POOL2_163
0001: wait 0 ms 
01BD: 39@ = current_time_in_ms 
0085: 182@ = 39@ // (int) 
0062: 182@ -= 181@ // (int) 
0085: 181@ = 39@ // (int) 
005A: 183@ += 182@ // (int) 
005A: 205@ += 182@ // (int) 
005A: 206@ += 182@ // (int) 
0050: gosub @POOL2_2290 

:POOL2_227
0871: init_jump_table 34@ total_jumps 13 default_jump 0 @POOL2_537 jumps 0 @POOL2_355 1 @POOL2_369 2 @POOL2_383 3 @POOL2_397 4 @POOL2_411 5 @POOL2_425 6 @POOL2_439 
0872: jump_table_jumps 7 @POOL2_453 8 @POOL2_467 9 @POOL2_481 10 @POOL2_495 11 @POOL2_509 12 @POOL2_523 -1 @POOL2_537 -1 @POOL2_537 -1 @POOL2_537 

:POOL2_355
0050: gosub @POOL2_680 
0002: jump @POOL2_537 

:POOL2_369
0050: gosub @POOL2_5410 
0002: jump @POOL2_537 

:POOL2_383
0050: gosub @POOL2_8958 
0002: jump @POOL2_537 

:POOL2_397
0050: gosub @POOL2_9675 
0002: jump @POOL2_537 

:POOL2_411
0050: gosub @POOL2_10505 
0002: jump @POOL2_537 

:POOL2_425
0050: gosub @POOL2_12137 
0002: jump @POOL2_537 

:POOL2_439
0050: gosub @POOL2_15511 
0002: jump @POOL2_537 

:POOL2_453
0050: gosub @POOL2_15513 
0002: jump @POOL2_537 

:POOL2_467
0050: gosub @POOL2_20853 
0002: jump @POOL2_537 

:POOL2_481
0050: gosub @POOL2_21376 
0002: jump @POOL2_537 

:POOL2_495
0050: gosub @POOL2_22768 
0002: jump @POOL2_537 

:POOL2_509
0050: gosub @POOL2_24866 
0002: jump @POOL2_537 

:POOL2_523
0050: gosub @POOL2_26060 
0002: jump @POOL2_537 

:POOL2_537
00D6: if 
803B:   not  179@ == 34@ // (int) 
004D: jump_if_false @POOL2_571 
0085: 179@ = 34@ // (int) 
0002: jump @POOL2_227 

:POOL2_571
0050: gosub @POOL2_26186 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @POOL2_678 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @POOL2_662 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @POOL2_646 
0002: jump @POOL2_163 
0002: jump @POOL2_655 

:POOL2_646
0050: gosub @POOL2_60794 
0051: return 

:POOL2_655
0002: jump @POOL2_671 

:POOL2_662
0050: gosub @POOL2_60776 
0051: return 

:POOL2_671
0002: jump @POOL2_680 

:POOL2_678
0051: return 

:POOL2_680
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @POOL2_972 
0107: 163@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $9457 = create_object #WOODENBOX at 0.0 0.0 0.0 
009A: 164@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: $9458 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
0107: 168@ = create_object #WOODENBOX at 0.0 0.0 0.0 
009A: 358@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
0107: 359@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 82@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $9459 = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 347@ = create_object #WOODENBOX at 0.0 0.0 0.0 
009A: 213@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: 214@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 

:POOL2_972
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @POOL2_1158 
00D6: if 
03CA:   object $9457 exists 
004D: jump_if_false @POOL2_1158 
008B: 163@ = $9457 // (int) 
008B: 164@ = $9458 // (int) 
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @POOL2_1082 
02A9: set_actor 164@ immune_to_nonplayer 0 
02AB: set_actor 164@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0619: enable_actor 164@ collision_detection 0 
060A: create_decision_maker_type 0 store_to 207@ // decision\allowed\m_.ped files 
060B: set_actor 164@ decision_maker_to 207@ 

:POOL2_1082
01BB: store_object 163@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 100.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
041D: set_camera_near_clip 0.01 
08F5: save_player_group 
0006: 129@ = 0 
0006: 108@ = 0 
0050: gosub @POOL2_57818 
000A: 35@ += 1 

:POOL2_1158
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @POOL2_1336 
00D6: if 
03CA:   object 163@ exists 
004D: jump_if_false @POOL2_1336 
01BB: store_object 163@ position_to 102@ 103@ 104@ 
0176: 105@ = object 163@ Z_angle 
000B: 104@ += -0.1 
054C: use_GXT_table 'POOL' 
03CF: load_wav 1802 as 4 
0247: load_model #K_POOLQ 
04ED: load_animation "POOL" 

:POOL2_1254
00D6: if or
84EE:   not animation "POOL" loaded 
8248:   not model #K_POOLQ available 
83D0:   not wav 4 loaded 
004D: jump_if_false @POOL2_1292 
0001: wait 0 ms 
0002: jump @POOL2_1254 

:POOL2_1292
0390: load_txd_dictionary 'LD_POOL' 
038F: load_texture "BALL" as 1 // Load dictionary with 0390 first 
038F: load_texture "NIB" as 2 // Load dictionary with 0390 first 
0006: 125@ = 0 
000A: 35@ += 1 

:POOL2_1336
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @POOL2_1368 
000A: 34@ += 1 
0006: 35@ = 0 

:POOL2_1368
0051: return 
0052: NOP 98@ 100@ $TEMPVAR_FLOAT_3 99@ 100@ $TEMPVAR_FLOAT_3 
0052: NOP 98@ 100@ $TEMPVAR_FLOAT_3 98@ 101@ $TEMPVAR_FLOAT_3 
0052: NOP 99@ 101@ $TEMPVAR_FLOAT_3 99@ 100@ $TEMPVAR_FLOAT_3 
0052: NOP 99@ 101@ $TEMPVAR_FLOAT_3 98@ 101@ $TEMPVAR_FLOAT_3 
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @POOL2_1476 
000B: 208@ += -0.0001 

:POOL2_1476
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @POOL2_1502 
000B: 208@ += 0.0001 

:POOL2_1502
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @POOL2_1528 
000B: 210@ += -0.0001 

:POOL2_1528
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @POOL2_1554 
000B: 210@ += 0.0001 

:POOL2_1554
00D6: if 
0736:   is_keyboard_key_just_pressed 141 
004D: jump_if_false @POOL2_1580 
000B: 209@ += -0.0001 

:POOL2_1580
00D6: if 
0736:   is_keyboard_key_just_pressed 143 
004D: jump_if_false @POOL2_1606 
000B: 209@ += 0.0001 

:POOL2_1606
00D6: if 
0736:   is_keyboard_key_just_pressed 139 
004D: jump_if_false @POOL2_1632 
000B: 211@ += -0.0001 

:POOL2_1632
00D6: if 
0736:   is_keyboard_key_just_pressed 145 
004D: jump_if_false @POOL2_1658 
000B: 211@ += 0.0001 

:POOL2_1658
00D6: if 
0736:   is_keyboard_key_just_pressed 137 
004D: jump_if_false @POOL2_2222 
03A9: save_newline_to_debug_file 
05B6: 13 // EDIT_X1 = 
03A8: save_float_to_debug_file 208@ 
03A9: save_newline_to_debug_file 
05B6: 14 // EDIT_Y1 = 
03A8: save_float_to_debug_file 210@ 
03A9: save_newline_to_debug_file 
05B6: 15 // EDIT_X2 = 
03A8: save_float_to_debug_file 209@ 
03A9: save_newline_to_debug_file 
05B6: 16 // EDIT_Y2 = 
03A8: save_float_to_debug_file 211@ 

:POOL2_2222
00D6: if 
03CA:   object 163@ exists 
004D: jump_if_false @POOL2_2288 
0400: store_coords_to 98@ 100@ $TEMPVAR_FLOAT_3 from_object 163@ with_offset 208@ 210@ 0.7 
0400: store_coords_to 99@ 101@ $TEMPVAR_FLOAT_3 from_object 163@ with_offset 209@ 211@ 0.7 

:POOL2_2288
0051: return 

:POOL2_2290
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @POOL2_2339 
000A: 212@ += 1 
00D6: if 
0019:   212@ > 11 
004D: jump_if_false @POOL2_2337 
0006: 212@ = 0 

:POOL2_2337
086A: NOP 

:POOL2_2339
00D6: if 
0039:   212@ == 1 
004D: jump_if_false @POOL2_2556 
008A: $6443 = 34@ // (int) 
008A: $6444 = 35@ // (int) 
008A: $6445 = 36@ // (int) 
008A: $6446 = 108@ // (int) 
008A: $6447 = 125@ // (int) 
008A: $6448 = 129@ // (int) 
008A: $6449 = 217@ // (int) 
008A: $6450 = 218@ // (int) 
065D: NOP $6443 "M_STAGE" 
065D: NOP $6444 "M_GOALS" 
065D: NOP $6445 "FLAG3" 
065D: NOP $6446 "QUIT" 
065D: NOP $6447 "PL_CIRCLE_PRESSED" 
065D: NOP $6448 "OUTPUT_TEXT" 
065D: NOP $6449 "PLAYER1_COLOUR" 
065D: NOP $6450 "PLAYER2_COLOUR" 

:POOL2_2556
00D6: if 
0039:   212@ == 2 
004D: jump_if_false @POOL2_2806 
008A: $6443 = 66@ // (int) 
008A: $6444 = 67@ // (int) 
008A: $6445 = 68@ // (int) 
008A: $6446 = 69@ // (int) 
008A: $6447 = 70@ // (int) 
008A: $6448 = 71@ // (int) 
008A: $6449 = 72@ // (int) 
008A: $6450 = 73@ // (int) 
065D: NOP $6443 "BALL_POTTED[0]" 
065D: NOP $6444 "BALL_POTTED[1]" 
065D: NOP $6445 "BALL_POTTED[2]" 
065D: NOP $6446 "BALL_POTTED[3]" 
065D: NOP $6447 "BALL_POTTED[4]" 
065D: NOP $6448 "BALL_POTTED[5]" 
065D: NOP $6449 "BALL_POTTED[6]" 
065D: NOP $6450 "BALL_POTTED[7]" 

:POOL2_2806
00D6: if 
0039:   212@ == 3 
004D: jump_if_false @POOL2_3062 
008A: $6443 = 74@ // (int) 
008A: $6444 = 75@ // (int) 
008A: $6445 = 76@ // (int) 
008A: $6446 = 77@ // (int) 
008A: $6447 = 78@ // (int) 
008A: $6448 = 79@ // (int) 
008A: $6449 = 80@ // (int) 
008A: $6450 = 81@ // (int) 
065D: NOP $6443 "BALL_POTTED[8]" 
065D: NOP $6444 "BALL_POTTED[9]" 
065D: NOP $6445 "BALL_POTTED[10]" 
065D: NOP $6446 "BALL_POTTED[11]" 
065D: NOP $6447 "BALL_POTTED[12]" 
065D: NOP $6448 "BALL_POTTED[13]" 
065D: NOP $6449 "BALL_POTTED[14]" 
065D: NOP $6450 "BALL_POTTED[15]" 

:POOL2_3062
00D6: if 
0039:   212@ == 4 
004D: jump_if_false @POOL2_3319 
008A: $6443 = 219@ // (int) 
008A: $6444 = 220@ // (int) 
008A: $6445 = 229@ // (int) 
008A: $6446 = 230@ // (int) 
008A: $6447 = 231@ // (int) 
008A: $6448 = 232@ // (int) 
008A: $6449 = 251@ // (int) 
008A: $6450 = 250@ // (int) 
065D: NOP $6443 "PLAYER1_IS_HUMAN" 
065D: NOP $6444 "PLAYER2_IS_HUMAN" 
065D: NOP $6445 "TURN_PLAYER" 
065D: NOP $6446 "CURRENT_CHAR_IS_HUMAN" 
065D: NOP $6447 "TURN_COLOUR" 
065D: NOP $6448 "TURN_IS_SCRATCH" 
065D: NOP $6449 "THIS_CHAR_GOT_TASK" 
065D: NOP $6450 "SHOT_PLAYED" 

:POOL2_3319
00D6: if 
0039:   212@ == 5 
004D: jump_if_false @POOL2_3547 
008A: $6444 = 233@ // (int) 
008A: $6445 = 271@ // (int) 
008A: $6446 = 272@ // (int) 
008A: $6447 = 273@ // (int) 
008A: $6448 = 274@ // (int) 
008A: $6449 = 278@ // (int) 
008A: $6450 = 236@ // (int) 
065D: NOP $6444 "SKIP_CHALK_CUE" 
065D: NOP $6445 "NO_OF_BALLS_POTTED_THIS_TURN" 
065D: NOP $6446 "SPOTS_POTTED" 
065D: NOP $6447 "STRIPES_POTTED" 
065D: NOP $6448 "FOUL_TYPE" 
065D: NOP $6449 "FIRST_MOVING_BALL" 
065D: NOP $6450 "CAMERA_MODE" 

:POOL2_3547
00D6: if 
0039:   212@ == 6 
004D: jump_if_false @POOL2_3885 
008A: $6443 = 255@ // (int) 
008A: $6444 = 256@ // (int) 
008A: $6445 = 257@ // (int) 
008A: $6446 = 258@ // (int) 
008A: $6447 = 259@ // (int) 
008A: $6448 = 260@ // (int) 
008A: $6449 = 261@ // (int) 
008A: $6450 = 262@ // (int) 
065D: NOP $6443 "BALLS_POTTED_THIS_TURN[0]" 
065D: NOP $6444 "BALLS_POTTED_THIS_TURN[1]" 
065D: NOP $6445 "BALLS_POTTED_THIS_TURN[2]" 
065D: NOP $6446 "BALLS_POTTED_THIS_TURN[3]" 
065D: NOP $6447 "BALLS_POTTED_THIS_TURN[4]" 
065D: NOP $6448 "BALLS_POTTED_THIS_TURN[5]" 
065D: NOP $6449 "BALLS_POTTED_THIS_TURN[6]" 
065D: NOP $6450 "BALLS_POTTED_THIS_TURN[7]" 

:POOL2_3885
00D6: if 
0039:   212@ == 7 
004D: jump_if_false @POOL2_4229 
008A: $6443 = 263@ // (int) 
008A: $6444 = 264@ // (int) 
008A: $6445 = 265@ // (int) 
008A: $6446 = 266@ // (int) 
008A: $6447 = 267@ // (int) 
008A: $6448 = 268@ // (int) 
008A: $6449 = 269@ // (int) 
008A: $6450 = 270@ // (int) 
065D: NOP $6443 "BALLS_POTTED_THIS_TURN[8]" 
065D: NOP $6444 "BALLS_POTTED_THIS_TURN[9]" 
065D: NOP $6445 "BALLS_POTTED_THIS_TURN[10]" 
065D: NOP $6446 "BALLS_POTTED_THIS_TURN[11]" 
065D: NOP $6447 "BALLS_POTTED_THIS_TURN[12]" 
065D: NOP $6448 "BALLS_POTTED_THIS_TURN[13]" 
065D: NOP $6449 "BALLS_POTTED_THIS_TURN[14]" 
065D: NOP $6450 "BALLS_POTTED_THIS_TURN[15]" 

:POOL2_4229
00D6: if 
0039:   212@ == 8 
004D: jump_if_false @POOL2_4535 
008A: $6443 = 109@ // (int) 
008A: $6444 = 110@ // (int) 
008A: $6445 = 111@ // (int) 
008A: $6446 = 112@ // (int) 
008A: $6447 = 113@ // (int) 
008A: $6448 = 114@ // (int) 
008A: $6449 = 115@ // (int) 
008A: $6450 = 116@ // (int) 
065D: NOP $6443 "BALL_IS_STATIONARY[0]" 
065D: NOP $6444 "BALL_IS_STATIONARY[1]" 
065D: NOP $6445 "BALL_IS_STATIONARY[2]" 
065D: NOP $6446 "BALL_IS_STATIONARY[3]" 
065D: NOP $6447 "BALL_IS_STATIONARY[4]" 
065D: NOP $6448 "BALL_IS_STATIONARY[5]" 
065D: NOP $6449 "BALL_IS_STATIONARY[6]" 
065D: NOP $6450 "BALL_IS_STATIONARY[7]" 

:POOL2_4535
00D6: if 
0039:   212@ == 9 
004D: jump_if_false @POOL2_4847 
008A: $6443 = 117@ // (int) 
008A: $6444 = 118@ // (int) 
008A: $6445 = 119@ // (int) 
008A: $6446 = 120@ // (int) 
008A: $6447 = 121@ // (int) 
008A: $6448 = 122@ // (int) 
008A: $6449 = 123@ // (int) 
008A: $6450 = 124@ // (int) 
065D: NOP $6443 "BALL_IS_STATIONARY[8]" 
065D: NOP $6444 "BALL_IS_STATIONARY[9]" 
065D: NOP $6445 "BALL_IS_STATIONARY[10]" 
065D: NOP $6446 "BALL_IS_STATIONARY[11]" 
065D: NOP $6447 "BALL_IS_STATIONARY[12]" 
065D: NOP $6448 "BALL_IS_STATIONARY[13]" 
065D: NOP $6449 "BALL_IS_STATIONARY[14]" 
065D: NOP $6450 "BALL_IS_STATIONARY[15]" 

:POOL2_4847
00D6: if 
0039:   212@ == 10 
004D: jump_if_false @POOL2_5105 
0088: $6451 = 48@ // (float) 
0088: $6452 = 49@ // (float) 
0088: $6453 = 50@ // (float) 
0088: $6454 = 51@ // (float) 
0088: $6455 = 98@ // (float) 
0088: $6456 = 99@ // (float) 
0088: $6457 = 100@ // (float) 
0088: $6458 = 101@ // (float) 
065E: NOP $6451 "CUE_BALL_SPEED" 
065E: NOP $6452 "CUE_BALL_ROT_X" 
065E: NOP $6453 "CUE_BALL_ROT_Y" 
065E: NOP $6454 "CUE_BALL_ROT_Z" 
065E: NOP $6455 "POOL_TABLE_MIN_X" 
065E: NOP $6456 "POOL_TABLE_MAX_X" 
065E: NOP $6457 "POOL_TABLE_MIN_Y" 
065E: NOP $6458 "POOL_TABLE_MAX_Y" 

:POOL2_5105
00D6: if 
0039:   212@ == 11 
004D: jump_if_false @POOL2_5304 
008A: $6443 = 32@ // (int) 
008A: $6444 = 33@ // (int) 
0088: $6453 = 650@ // (float) 
0088: $6454 = 203@ // (float) 
0088: $6455 = 204@ // (float) 
008A: $6448 = 277@ // (int) 
065D: NOP $6443 "TIMERA" 
065D: NOP $6444 "TIMERB" 
065E: NOP $6453 "BALL_TURN_MASS" 
065E: NOP $6454 "POOL_STOP_VELOCITY" 
065E: NOP $6455 "POOL_STOP_ROTATION_VELOCITY" 
065D: NOP $6448 "BALL_STRIKES_CUSHION" 

:POOL2_5304
00D6: if 
0736:   is_keyboard_key_just_pressed 65 
004D: jump_if_false @POOL2_5408 
00D6: if 
0039:   219@ == 1 
004D: jump_if_false @POOL2_5378 
0006: 219@ = 0 
0662: printstring "CHEAT_PLAYER1_NOT_HUMAN" 
0002: jump @POOL2_5408 

:POOL2_5378
0006: 219@ = 1 
0662: printstring "CHEAT_PLAYER1_HUMAN" 

:POOL2_5408
0051: return 

:POOL2_5410
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @POOL2_5450 
0107: 107@ = create_object #K_POOLQ at 0.0 0.0 0.0 

:POOL2_5450
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @POOL2_7124 
0826: enable_hud 1 
0581: enable_radar 0 
010B: $BJACK_PLAYER_CASH = player $PLAYER_CHAR money 
00D6: if 
001C:   $9460 > $BJACK_PLAYER_CASH // (int) 
004D: jump_if_false @POOL2_5523 
0006: 108@ = 1 
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0002: jump @POOL2_7078 

:POOL2_5523
0395: clear_area 1 at 102@ 103@ 104@ radius 15.0 
01BC: put_object 163@ at 102@ 103@ 104@ 
0400: store_coords_to 98@ 100@ $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.9098 -0.4589 0.7 
0400: store_coords_to 99@ 101@ $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.9242 0.4809 0.7 
00D6: if 
0025:   98@ > 99@ // (float) 
004D: jump_if_false @POOL2_5656 
0088: $TEMPVAR_FLOAT_1 = 98@ // (float) 
0087: 98@ = 99@ // (float) 
0089: 99@ = $TEMPVAR_FLOAT_1 // (float) 

:POOL2_5656
00D6: if 
0025:   100@ > 101@ // (float) 
004D: jump_if_false @POOL2_5699 
0088: $TEMPVAR_FLOAT_2 = 100@ // (float) 
0087: 100@ = 101@ // (float) 
0089: 101@ = $TEMPVAR_FLOAT_2 // (float) 

:POOL2_5699
0830: create_pool_table_collision_cornerA 98@ 100@ $TEMPVAR_FLOAT_3 cornerB 99@ 101@ $TEMPVAR_FLOAT_3 
0400: store_coords_to 175@ 176@ 177@ from_object 163@ with_offset 0.0 0.0 1.5 
0509: 42@ = distance_between_XY 98@ 100@ and_XY 99@ 100@ 
0509: 43@ = distance_between_XY 98@ 100@ and_XY 98@ 101@ 
00D6: if 
0025:   42@ > 43@ // (float) 
004D: jump_if_false @POOL2_5866 
0087: 42@ = 98@ // (float) 
005B: 42@ += 99@ // (float) 
0017: 42@ /= 2.0 
0087: 55@ = 42@ // (float) 
0087: 61@ = 100@ // (float) 
0087: 58@ = 42@ // (float) 
0087: 64@ = 101@ // (float) 
0002: jump @POOL2_5924 

:POOL2_5866
0087: 42@ = 100@ // (float) 
005B: 42@ += 101@ // (float) 
0017: 42@ /= 2.0 
0087: 55@ = 98@ // (float) 
0087: 61@ = 42@ // (float) 
0087: 58@ = 99@ // (float) 
0087: 64@ = 42@ // (float) 

:POOL2_5924
0087: 54@ = 98@ // (float) 
0087: 60@ = 100@ // (float) 
0087: 56@ = 98@ // (float) 
0087: 62@ = 101@ // (float) 
0087: 57@ = 99@ // (float) 
0087: 63@ = 101@ // (float) 
0087: 59@ = 99@ // (float) 
0087: 65@ = 100@ // (float) 
0007: 52@ = 0.037 
0087: 53@ = 52@ // (float) 
0013: 53@ *= 2.0 
0006: 39@ = 0 

:POOL2_6023
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_6084 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_6070 
0108: destroy_object 82@(39@,16i) 

:POOL2_6070
000A: 39@ += 1 
0002: jump @POOL2_6023 

:POOL2_6084
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.2734375 -0.0546875 0.9296875 
029B: 82@ = init_object #K_POOLBALLCUE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object 163@ Z_angle 
0009: $TEMPVAR_ANGLE += 270.0 
0177: set_object 82@ Z_angle_to $TEMPVAR_ANGLE 
0400: store_coords_to 558@ 559@ 560@ from_object 163@ with_offset 0.3408 -0.0284 0.9297 
0176: 561@ = object 163@ Z_angle 
000B: 561@ += 90.0 
029B: 83@ = init_object #K_POOLBALLSPT01 at 558@ 559@ 560@ 
029B: 84@ = init_object #K_POOLBALLSPT02 at 0.0 0.0 0.0 
029B: 85@ = init_object #K_POOLBALLSPT03 at 0.0 0.0 0.0 
029B: 86@ = init_object #K_POOLBALLSPT04 at 0.0 0.0 0.0 
029B: 87@ = init_object #K_POOLBALLSPT05 at 0.0 0.0 0.0 
029B: 88@ = init_object #K_POOLBALLSPT06 at 0.0 0.0 0.0 
029B: 89@ = init_object #K_POOLBALLSPT07 at 0.0 0.0 0.0 
029B: 90@ = init_object #K_POOLBALL8 at 0.0 0.0 0.0 
029B: 91@ = init_object #K_POOLBALLSTP01 at 0.0 0.0 0.0 
029B: 92@ = init_object #K_POOLBALLSTP02 at 0.0 0.0 0.0 
029B: 93@ = init_object #K_POOLBALLSTP03 at 0.0 0.0 0.0 
029B: 94@ = init_object #K_POOLBALLSTP04 at 0.0 0.0 0.0 
029B: 95@ = init_object #K_POOLBALLSTP05 at 0.0 0.0 0.0 
029B: 96@ = init_object #K_POOLBALLSTP06 at 0.0 0.0 0.0 
029B: 97@ = init_object #K_POOLBALLSTP07 at 0.0 0.0 0.0 
0050: gosub @POOL2_50546 
0581: enable_radar 0 
01B4: set_player $PLAYER_CHAR can_move 0 
03E6: remove_text_box 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.5261 -1.9684 1.637 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.0746 -1.0853 1.5092 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @POOL2_6892 
0792: disembark_instantly_actor 164@ 
070B: set_actor 164@ onbone_attached_object_operation 0 
00D6: if 
03CA:   object $9459 exists 
004D: jump_if_false @POOL2_6692 
0108: destroy_object $9459 

:POOL2_6692
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0219 -1.1236 0.0363 
00A1: put_actor 164@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 42@ = 105@ // (float) 
000B: 42@ += 130.0 
0173: set_actor 164@ Z_angle_to 42@ 
0615: define_AS_pack_begin 47@ 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.5261 -1.9684 1.637 
06A9: AS_actor -1 look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 999999 ms 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @POOL2_6874 
0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" IFP "POOL" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:POOL2_6874
0616: define_AS_pack_end 47@ 
0618: assign_actor 164@ to_AS_pack 47@ 
061B: remove_references_to_AS_pack 47@ 

:POOL2_6892
00D6: if 
83CA:   not object 107@ exists 
004D: jump_if_false @POOL2_6937 
0107: 107@ = create_object #K_POOLQ at 0.0 0.0 0.0 
0382: set_object 107@ collision_detection 0 

:POOL2_6937
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL2_7051 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -1.9295 -2.2083 0.0363 
00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 221@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 222@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 223@ = $TEMPVAR_FLOAT_3 // (float) 
0087: 42@ = 105@ // (float) 
000B: 42@ += 390.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 42@ 

:POOL2_7051
0085: 358@ = 164@ // (int) 
0085: 359@ = 107@ // (int) 
0050: gosub @POOL2_30670 
0A3F: set_unused_flag 0 

:POOL2_7078
004F: create_thread @CLEANAU  
016A: fade 1 time 1000 

:POOL2_7093
00D6: if 
016B:   fading 
004D: jump_if_false @POOL2_7117 
0001: wait 0 ms 
0002: jump @POOL2_7093 

:POOL2_7117
000A: 35@ += 1 

:POOL2_7124
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @POOL2_7557 
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @POOL2_7539 
00D6: if 
02F2:   actor 164@ model == #BMYPOL1 
004D: jump_if_false @POOL2_7361 
0209: 39@ = random_int_in_ranges 0 3 
0871: init_jump_table 39@ total_jumps 3 default_jump 0 @POOL2_7335 jumps 0 @POOL2_7248 1 @POOL2_7277 2 @POOL2_7306 -1 @POOL2_7335 -1 @POOL2_7335 -1 @POOL2_7335 -1 @POOL2_7335 

:POOL2_7248
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B1' // s$  // ~z~Let's make a little wager.
04AE: $ACTOR_SPEECH_WAV_FILE = 31600 // = constant 
0002: jump @POOL2_7335 

:POOL2_7277
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B2' // s$  // ~z~Game of pool ain't the same without a little money involved.
04AE: $ACTOR_SPEECH_WAV_FILE = 31601 // = constant 
0002: jump @POOL2_7335 

:POOL2_7306
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B3' // s$  // ~z~Show me the color of your money
04AE: $ACTOR_SPEECH_WAV_FILE = 31602 // = constant 
0002: jump @POOL2_7335 

:POOL2_7335
004F: create_thread @AUDIOL 164@ 0 1 1 0  
0002: jump @POOL2_7539 

:POOL2_7361
0209: 39@ = random_int_in_ranges 0 3 
0871: init_jump_table 39@ total_jumps 3 default_jump 0 @POOL2_7520 jumps 0 @POOL2_7433 1 @POOL2_7462 2 @POOL2_7491 -1 @POOL2_7520 -1 @POOL2_7520 -1 @POOL2_7520 -1 @POOL2_7520 

:POOL2_7433
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B4' // s$  // ~z~I'll only play you if you want to make it interesting.
04AE: $ACTOR_SPEECH_WAV_FILE = 31603 // = constant 
0002: jump @POOL2_7520 

:POOL2_7462
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B5' // s$  // ~z~You want to place a small wager?
04AE: $ACTOR_SPEECH_WAV_FILE = 31604 // = constant 
0002: jump @POOL2_7520 

:POOL2_7491
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B6' // s$  // ~z~C'mon, put your money where your mouth is playa.
04AE: $ACTOR_SPEECH_WAV_FILE = 31605 // = constant 
0002: jump @POOL2_7520 

:POOL2_7520
004F: create_thread @AUDIOL 164@ 0 1 1 0  

:POOL2_7539
03F0: enable_text_draw 1 
0006: 32@ = 0 
000A: 35@ += 1 

:POOL2_7557
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @POOL2_7717 
00D6: if or
876F:   not text_priority_displayed 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @POOL2_7717 
00BE: text_clear_all 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL2_7620 
010B: 159@ = player $PLAYER_CHAR money 

:POOL2_7620
0989: set_text_boxes_width 200 
0512: show_permanent_text_box 'PL_H1'  // ~k~~PED_JUMPING~ Increase Wager~N~~k~~PED_FIREWEAPON~ Decrease Wager~N~~k~~PED_SPRINT~ Proceed~N~~k~~VEHICLE_ENTER_EXIT~ Quit
0004: $9460 = 50 
0004: $9461 = 1000 
008B: 161@ = $9460 // (int) 
008B: 162@ = $9460 // (int) 
008B: 155@ = $9460 // (int) 
008B: 39@ = $9460 // (int) 
0012: 39@ *= -1 
0109: player $PLAYER_CHAR money = 39@ 
02A3: enable_widescreen 0 
004F: create_thread @CLEANAU  
000A: 35@ += 1 

:POOL2_7717
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @POOL2_8897 
0050: gosub @POOL2_54522 
010B: $BJACK_PLAYER_CASH = player $PLAYER_CHAR money 
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @POOL2_8176 
00D6: if and
8039:   not  126@ == 1 
8039:   not  126@ == -1 
004D: jump_if_false @POOL2_8125 
00D6: if 
0029:   155@ >= 10000 
004D: jump_if_false @POOL2_7826 
0006: 160@ = 1000 
0002: jump @POOL2_7930 

:POOL2_7826
00D6: if 
0029:   155@ >= 1000 
004D: jump_if_false @POOL2_7859 
0006: 160@ = 100 
0002: jump @POOL2_7930 

:POOL2_7859
00D6: if 
0029:   155@ >= 100 
004D: jump_if_false @POOL2_7891 
0006: 160@ = 10 
0002: jump @POOL2_7930 

:POOL2_7891
00D6: if 
0039:   155@ == 0 
004D: jump_if_false @POOL2_7923 
0006: 160@ = 2 
0002: jump @POOL2_7930 

:POOL2_7923
0006: 160@ = 1 

:POOL2_7930
00D6: if 
001F:   160@ > $BJACK_PLAYER_CASH // (int) 
004D: jump_if_false @POOL2_7957 
008B: 160@ = $BJACK_PLAYER_CASH // (int) 

:POOL2_7957
0085: 39@ = 155@ // (int) 
005A: 39@ += 160@ // (int) 
00D6: if 
001F:   39@ > $9461 // (int) 
004D: jump_if_false @POOL2_8008 
008B: 160@ = $9461 // (int) 
0062: 160@ -= 155@ // (int) 

:POOL2_8008
00D6: if 
001B:   0 > 160@ 
004D: jump_if_false @POOL2_8033 
0012: 160@ *= -1 

:POOL2_8033
005A: 155@ += 160@ // (int) 
005A: 161@ += 160@ // (int) 
005A: 162@ += 160@ // (int) 
0012: 160@ *= -1 
0109: player $PLAYER_CHAR money = 160@ 
000A: 126@ += 1 
00D6: if 
0019:   126@ > 1 
004D: jump_if_false @POOL2_8111 
0006: 126@ = 2 
0002: jump @POOL2_8118 

:POOL2_8111
0006: 32@ = 0 

:POOL2_8118
0002: jump @POOL2_8169 

:POOL2_8125
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @POOL2_8169 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @POOL2_8169 
0006: 126@ = 2 

:POOL2_8169
0002: jump @POOL2_8550 

:POOL2_8176
00D6: if 
8039:   not  126@ == 0 
004D: jump_if_false @POOL2_8201 
0006: 126@ = 0 

:POOL2_8201
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @POOL2_8525 
00D6: if 
8039:   not  128@ == 1 
004D: jump_if_false @POOL2_8492 
00D6: if 
0019:   155@ > 10000 
004D: jump_if_false @POOL2_8270 
0006: 160@ = -1000 
0002: jump @POOL2_8342 

:POOL2_8270
00D6: if 
0019:   155@ > 1000 
004D: jump_if_false @POOL2_8303 
0006: 160@ = -100 
0002: jump @POOL2_8342 

:POOL2_8303
00D6: if 
0019:   155@ > 100 
004D: jump_if_false @POOL2_8335 
0006: 160@ = -10 
0002: jump @POOL2_8342 

:POOL2_8335
0006: 160@ = -1 

:POOL2_8342
0085: 39@ = 155@ // (int) 
005A: 39@ += 160@ // (int) 
00D6: if 
001E:   $9460 > 39@ // (int) 
004D: jump_if_false @POOL2_8400 
0085: 160@ = 155@ // (int) 
0064: 160@ -= $9460 // (int) 
0012: 160@ *= -1 

:POOL2_8400
005A: 155@ += 160@ // (int) 
005A: 161@ += 160@ // (int) 
005A: 162@ += 160@ // (int) 
0012: 160@ *= -1 
0109: player $PLAYER_CHAR money = 160@ 
000A: 128@ += 1 
00D6: if 
0019:   128@ > 1 
004D: jump_if_false @POOL2_8478 
0006: 128@ = 2 
0002: jump @POOL2_8485 

:POOL2_8478
0006: 32@ = 0 

:POOL2_8485
0002: jump @POOL2_8518 

:POOL2_8492
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @POOL2_8518 
0006: 128@ = 2 

:POOL2_8518
0002: jump @POOL2_8550 

:POOL2_8525
00D6: if 
8039:   not  128@ == 0 
004D: jump_if_false @POOL2_8550 
0006: 128@ = 0 

:POOL2_8550
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @POOL2_8619 
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @POOL2_8591 
03FE: set_actor 164@ money 162@ 

:POOL2_8591
0006: 161@ = 0 
0006: 178@ = 0 
0006: 35@ = 99 
0002: jump @POOL2_8680 

:POOL2_8619
00D6: if 
00E1:   player 1 pressed_key 12 
004D: jump_if_false @POOL2_8680 
09D8: NOP 1 
0A3F: set_unused_flag 1 
0004: $1904 = 1 
0109: player $PLAYER_CHAR money = 161@ 
0006: 161@ = 0 
0006: 178@ = 1 
0006: 35@ = 99 

:POOL2_8680
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @POOL2_8872 
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @POOL2_8865 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_8782 
000B: 223@ += 1.1 
0792: disembark_instantly_actor 213@ 
02CE: 223@ = ground_z_at 221@ 222@ 223@ 
00A1: put_actor 213@ at 221@ 222@ 223@ 
0173: set_actor 213@ Z_angle_to 224@ 

:POOL2_8782
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_8849 
000B: 227@ += 1.1 
0792: disembark_instantly_actor 214@ 
02CE: 227@ = ground_z_at 225@ 226@ 227@ 
00A1: put_actor 214@ at 225@ 226@ 227@ 
0173: set_actor 214@ Z_angle_to 228@ 

:POOL2_8849
03E6: remove_text_box 
0006: 108@ = 1 
0006: 127@ = 1 

:POOL2_8865
0002: jump @POOL2_8897 

:POOL2_8872
00D6: if 
0039:   127@ == 1 
004D: jump_if_false @POOL2_8897 
0006: 127@ = 0 

:POOL2_8897
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @POOL2_8956 
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @POOL2_8936 
0647: AS_actor 164@ clear_look_task 

:POOL2_8936
0826: enable_hud 0 
03E6: remove_text_box 
0006: 35@ = 0 
000A: 34@ += 1 

:POOL2_8956
0051: return 

:POOL2_8958
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @POOL2_9114 
009A: 213@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: 214@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: 215@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
0107: 106@ = create_object #K_POOLQ at 0.0 0.0 0.0 
0107: 107@ = create_object #K_POOLQ at 0.0 0.0 0.0 
0107: 216@ = create_object #K_POOLQ at 0.0 0.0 0.0 

:POOL2_9114
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @POOL2_9673 
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @POOL2_9185 
0006: 217@ = -1 
0006: 218@ = -1 
0006: 219@ = 1 
0006: 220@ = 0 
0002: jump @POOL2_9213 

:POOL2_9185
0006: 217@ = -1 
0006: 218@ = -1 
0006: 219@ = 1 
0006: 220@ = 1 

:POOL2_9213
0400: store_coords_to 221@ 222@ 223@ from_object 163@ with_offset 0.0 1.8 0.0 
0087: 224@ = 105@ // (float) 
000B: 224@ += 180.0 
0400: store_coords_to 225@ 226@ 227@ from_object 163@ with_offset 0.0 -1.8 0.0 
0087: 228@ = 105@ // (float) 
008B: 213@ = $PLAYER_ACTOR // (int) 
0085: 214@ = 164@ // (int) 
00D6: if 
83CA:   not object 106@ exists 
004D: jump_if_false @POOL2_9358 
0107: 106@ = create_object #K_POOLQ at 0.0 0.0 0.0 
0382: set_object 106@ collision_detection 0 

:POOL2_9358
00D6: if 
83CA:   not object 107@ exists 
004D: jump_if_false @POOL2_9403 
0107: 107@ = create_object #K_POOLQ at 0.0 0.0 0.0 
0382: set_object 107@ collision_detection 0 

:POOL2_9403
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_9448 
00A1: put_actor 213@ at 221@ 222@ 223@ 
0173: set_actor 213@ Z_angle_to 224@ 
06AB: set_actor 213@ all_weapons_hidden 1 

:POOL2_9448
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_9493 
00A1: put_actor 214@ at 225@ 226@ 227@ 
0173: set_actor 214@ Z_angle_to 228@ 
06AB: set_actor 214@ all_weapons_hidden 1 

:POOL2_9493
0006: 229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
0085: 231@ = 217@ // (int) 
0006: 232@ = 1 
04AF: 180@ = 0 // = constant 
0006: 278@ = -1 
0006: 279@ = 0 
0006: 236@ = 1 
00D6: if 
0039:   236@ == 0 
004D: jump_if_false @POOL2_9622 
0007: 242@ = 10.0 
0007: 243@ = 0.02 
0007: 244@ = 0.0 
0002: jump @POOL2_9652 

:POOL2_9622
0007: 242@ = 22.5 
0007: 243@ = 0.02 
0007: 244@ = 0.0 

:POOL2_9652
0006: 184@ = 1 
0006: 35@ = 0 
000A: 34@ += 1 

:POOL2_9673
0051: return 

:POOL2_9675
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @POOL2_10212 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @POOL2_10060 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_9773 
000B: 223@ += 1.0 
02CE: 223@ = ground_z_at 221@ 222@ 223@ 
00A1: put_actor 213@ at 221@ 222@ 223@ 
0173: set_actor 213@ Z_angle_to 224@ 

:POOL2_9773
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_9835 
000B: 227@ += 1.1 
02CE: 227@ = ground_z_at 225@ 226@ 227@ 
00A1: put_actor 214@ at 225@ 226@ 227@ 
0173: set_actor 214@ Z_angle_to 228@ 

:POOL2_9835
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_10060 
070B: set_actor 215@ onbone_attached_object_operation 0 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ with_offset 1.0 3.0 1.0 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
0159: camera_on_ped 215@ mode 15 switchstyle 2 
0615: define_AS_pack_begin 47@ 
0812: AS_actor -1 perform_animation "POOL_CHALKCUE" IFP "POOL" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" IFP "POOL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 47@ 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @POOL2_10041 
0618: assign_actor 215@ to_AS_pack 47@ 

:POOL2_10041
061B: remove_references_to_AS_pack 47@ 
0006: 32@ = 0 
000A: 35@ += 1 

:POOL2_10060
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @POOL2_10138 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_10138 
062E: get_actor 215@ task 1560 status_store_to 39@ // ret 7 if not found 
00D6: if or
04A4:   39@ == 7 // == constant 
0019:   32@ > 3000 
004D: jump_if_false @POOL2_10138 
0006: 35@ = 99 

:POOL2_10138
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @POOL2_10205 
00D6: if 
00E1:   player 180@ pressed_key 16 
004D: jump_if_false @POOL2_10205 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_10205 
0006: 126@ = 1 
0006: 35@ = 99 

:POOL2_10205
0002: jump @POOL2_10235 

:POOL2_10212
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_10235 
0006: 35@ = 99 

:POOL2_10235
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @POOL2_10280 
040D: unload_wav 4 
03E6: remove_text_box 
0006: 32@ = 0 
000A: 34@ += 1 
0006: 35@ = 0 

:POOL2_10280
00D6: if 
00E1:   player 180@ pressed_key 15 
004D: jump_if_false @POOL2_10471 
00D6: if and
0039:   127@ == 0 
0019:   183@ > 1000 
004D: jump_if_false @POOL2_10464 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_10386 
000B: 223@ += 1.1 
02CE: 223@ = ground_z_at 221@ 222@ 223@ 
00A1: put_actor 213@ at 221@ 222@ 223@ 
0173: set_actor 213@ Z_angle_to 224@ 

:POOL2_10386
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_10448 
000B: 227@ += 1.1 
02CE: 227@ = ground_z_at 225@ 226@ 227@ 
00A1: put_actor 214@ at 225@ 226@ 227@ 
0173: set_actor 214@ Z_angle_to 228@ 

:POOL2_10448
03E6: remove_text_box 
0006: 108@ = 1 
0006: 127@ = 1 

:POOL2_10464
0002: jump @POOL2_10503 

:POOL2_10471
00D6: if 
0039:   127@ == 1 
004D: jump_if_false @POOL2_10496 
0006: 127@ = 0 

:POOL2_10496
0006: 183@ = 0 

:POOL2_10503
0051: return 

:POOL2_10505
00D6: if and
8039:   not  232@ == 0 
0039:   230@ == 1 
004D: jump_if_false @POOL2_10537 
0050: gosub @POOL2_59389 

:POOL2_10537
00D6: if 
8039:   not  232@ == 0 
004D: jump_if_false @POOL2_10821 
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @POOL2_10706 
00D6: if 
83CA:   not object 82@ exists 
004D: jump_if_false @POOL2_10699 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.35 0.0 0.9296875 
0089: 627@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 628@ = $TEMPVAR_FLOAT_2 // (float) 
0050: gosub @POOL2_54002 
0088: $TEMPVAR_FLOAT_1 = 627@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 628@ // (float) 
029B: 82@ = init_object #K_POOLBALLCUE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object 163@ Z_angle 
0009: $TEMPVAR_ANGLE += 270.0 
0177: set_object 82@ Z_angle_to $TEMPVAR_ANGLE 

:POOL2_10699
0006: 66@ = 0 

:POOL2_10706
00D6: if 
00E1:   player 180@ pressed_key 14 
004D: jump_if_false @POOL2_10796 
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @POOL2_10789 
00D6: if 
0039:   198@ == 2 
004D: jump_if_false @POOL2_10774 
0006: 198@ = 0 
0002: jump @POOL2_10782 

:POOL2_10774
0006: 205@ = 3001 

:POOL2_10782
0006: 128@ = 1 

:POOL2_10789
0002: jump @POOL2_10821 

:POOL2_10796
00D6: if 
0039:   128@ == 1 
004D: jump_if_false @POOL2_10821 
0006: 128@ = 0 

:POOL2_10821
00D6: if 
0039:   232@ == 1 
004D: jump_if_false @POOL2_11055 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @POOL2_11055 
00D6: if 
0039:   230@ == 1 
004D: jump_if_false @POOL2_10972 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.35 0.0 0.0 
0176: $TEMPVAR_ANGLE = object 163@ Z_angle 
0009: $TEMPVAR_ANGLE += 270.0 
01BC: put_object 82@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 560@ 
0177: set_object 82@ Z_angle_to $TEMPVAR_ANGLE 
0006: 32@ = 0 
0006: 35@ = 99 
0002: jump @POOL2_12101 
0002: jump @POOL2_11055 

:POOL2_10972
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.35 0.0 0.0 
0176: $TEMPVAR_ANGLE = object 163@ Z_angle 
0009: $TEMPVAR_ANGLE += 270.0 
01BC: put_object 82@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 560@ 
0177: set_object 82@ Z_angle_to $TEMPVAR_ANGLE 
0006: 35@ = 99 
0002: jump @POOL2_12101 

:POOL2_11055
00D6: if 
0039:   232@ == 2 
004D: jump_if_false @POOL2_11846 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @POOL2_11471 
00D6: if 
0039:   230@ == 1 
004D: jump_if_false @POOL2_11349 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.35 0.0 0.0 
0176: $TEMPVAR_ANGLE = object 163@ Z_angle 
0009: $TEMPVAR_ANGLE += 270.0 
0089: 627@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 628@ = $TEMPVAR_FLOAT_2 // (float) 
0050: gosub @POOL2_54002 
0088: $TEMPVAR_FLOAT_1 = 627@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 628@ // (float) 
01BC: put_object 82@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 560@ 
0177: set_object 82@ Z_angle_to $TEMPVAR_ANGLE 
0006: 32@ = 0 
000A: 35@ += 1 
0006: 198@ = 0 
0006: 205@ = 0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 -0.001 2.5 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 0.001 0.0 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 
0002: jump @POOL2_11471 

:POOL2_11349
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.35 0.0 0.0 
0176: $TEMPVAR_ANGLE = object 163@ Z_angle 
0009: $TEMPVAR_ANGLE += 270.0 
0089: 627@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 628@ = $TEMPVAR_FLOAT_2 // (float) 
0050: gosub @POOL2_54002 
0088: $TEMPVAR_FLOAT_1 = 627@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 628@ // (float) 
01BC: put_object 82@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 560@ 
0177: set_object 82@ Z_angle_to $TEMPVAR_ANGLE 
0006: 35@ = 99 
0002: jump @POOL2_12101 

:POOL2_11471
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @POOL2_11846 
01BB: store_object 82@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0006: 39@ = 0 
00D6: if or
00E1:   player 180@ pressed_key 0 
00E1:   player 180@ pressed_key 1 
004D: jump_if_false @POOL2_11542 
0006: 39@ = 1 

:POOL2_11542
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @POOL2_11757 
0494: get_joystick 180@ direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 235@ = integer $MOVE_AXIS_X to_float 
008F: 234@ = integer $MOVE_AXIS_Y to_float 
0017: 235@ /= 128.0 
0017: 234@ /= -128.0 
0013: 235@ *= 0.01 
0013: 234@ *= 0.01 
0050: gosub @POOL2_54371 
006D: $6466 *= 234@ // (float) 
006D: $6468 *= 234@ // (float) 
0059: $TEMPVAR_FLOAT_1 += $6466 // (float) 
0059: $TEMPVAR_FLOAT_2 += $6468 // (float) 
006D: $6467 *= 235@ // (float) 
006D: $6469 *= 235@ // (float) 
0059: $TEMPVAR_FLOAT_1 += $6467 // (float) 
0059: $TEMPVAR_FLOAT_2 += $6469 // (float) 
0089: 627@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 628@ = $TEMPVAR_FLOAT_2 // (float) 
0050: gosub @POOL2_54002 
0088: $TEMPVAR_FLOAT_1 = 627@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 628@ // (float) 
01BC: put_object 82@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 560@ 

:POOL2_11757
00D6: if 
00E1:   player 180@ pressed_key 16 
004D: jump_if_false @POOL2_11821 
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @POOL2_11814 
0006: 35@ = 99 
0006: 126@ = 1 
0002: jump @POOL2_12101 

:POOL2_11814
0002: jump @POOL2_11846 

:POOL2_11821
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @POOL2_11846 
0006: 126@ = 0 

:POOL2_11846
00D6: if 
0039:   232@ == 0 
004D: jump_if_false @POOL2_11878 
0006: 35@ = 99 
0002: jump @POOL2_12101 

:POOL2_11878
00D6: if 
00E1:   player 180@ pressed_key 15 
004D: jump_if_false @POOL2_12069 
00D6: if and
0039:   127@ == 0 
0019:   183@ > 1000 
004D: jump_if_false @POOL2_12062 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_11984 
000B: 223@ += 1.1 
02CE: 223@ = ground_z_at 221@ 222@ 223@ 
00A1: put_actor 213@ at 221@ 222@ 223@ 
0173: set_actor 213@ Z_angle_to 224@ 

:POOL2_11984
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_12046 
000B: 227@ += 1.1 
02CE: 227@ = ground_z_at 225@ 226@ 227@ 
00A1: put_actor 214@ at 225@ 226@ 227@ 
0173: set_actor 214@ Z_angle_to 228@ 

:POOL2_12046
03E6: remove_text_box 
0006: 108@ = 1 
0006: 127@ = 1 

:POOL2_12062
0002: jump @POOL2_12101 

:POOL2_12069
00D6: if 
0039:   127@ == 1 
004D: jump_if_false @POOL2_12094 
0006: 127@ = 0 

:POOL2_12094
0006: 183@ = 0 

:POOL2_12101
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @POOL2_12135 
000A: 34@ += 1 
0006: 35@ = 0 
03E6: remove_text_box 

:POOL2_12135
0051: return 

:POOL2_12137
00D6: if 
0039:   230@ == 1 
004D: jump_if_false @POOL2_15142 
0050: gosub @POOL2_57034 
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @POOL2_12202 
0107: 238@ = create_object #WOODENBOX at 0.0 0.0 0.0 

:POOL2_12202
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @POOL2_13396 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_12282 
000B: 223@ += 1.1 
02CE: 223@ = ground_z_at 221@ 222@ 223@ 
00A1: put_actor 213@ at 221@ 222@ 223@ 
0173: set_actor 213@ Z_angle_to 224@ 

:POOL2_12282
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_12344 
000B: 227@ += 1.1 
02CE: 227@ = ground_z_at 225@ 226@ 227@ 
00A1: put_actor 214@ at 225@ 226@ 227@ 
0173: set_actor 214@ Z_angle_to 228@ 

:POOL2_12344
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_12405 
00A0: store_actor 215@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += -10.0 
00A1: put_actor 215@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
04D7: set_actor 215@ locked 1 

:POOL2_12405
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 -0.001 2.5 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 0.001 0.0 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_12505 
0176: $TEMPVAR_ANGLE = object 82@ Z_angle 
0453: set_object 82@ XYZ_rotation 0.0 0.0 $TEMPVAR_ANGLE 

:POOL2_12505
00D6: if 
83CA:   not object 238@ exists 
004D: jump_if_false @POOL2_12594 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 0.0 -10.0 
029B: 238@ = init_object #K_POOLQ2 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0392: make_object 238@ moveable 0 
0382: set_object 238@ collision_detection 0 
0418: set_object 238@ draw_last 1 
0002: jump @POOL2_12615 

:POOL2_12594
0392: make_object 238@ moveable 0 
0382: set_object 238@ collision_detection 0 
0418: set_object 238@ draw_last 1 

:POOL2_12615
0006: 205@ = 0 
0006: 198@ = 0 
00D6: if 
0039:   245@ == 0 
004D: jump_if_false @POOL2_13348 
0006: 239@ = -1 
0007: 42@ = 99999.9 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_13197 
01BB: store_object 82@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0039:   231@ == -1 
004D: jump_if_false @POOL2_12848 
0006: 39@ = 1 

:POOL2_12719
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_12841 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_12827 
01BB: store_object 82@(39@,16i) position_to 165@ 166@ 167@ 
0509: 43@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 165@ 166@ 
00D6: if 
0025:   42@ > 43@ // (float) 
004D: jump_if_false @POOL2_12827 
0085: 239@ = 39@ // (int) 
0087: 42@ = 43@ // (float) 

:POOL2_12827
000A: 39@ += 1 
0002: jump @POOL2_12719 

:POOL2_12841
0002: jump @POOL2_13197 

:POOL2_12848
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @POOL2_13002 
0006: 39@ = 1 

:POOL2_12873
00D6: if 
001B:   8 > 39@ 
004D: jump_if_false @POOL2_12995 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_12981 
01BB: store_object 82@(39@,16i) position_to 165@ 166@ 167@ 
0509: 43@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 165@ 166@ 
00D6: if 
0025:   42@ > 43@ // (float) 
004D: jump_if_false @POOL2_12981 
0085: 239@ = 39@ // (int) 
0087: 42@ = 43@ // (float) 

:POOL2_12981
000A: 39@ += 1 
0002: jump @POOL2_12873 

:POOL2_12995
0002: jump @POOL2_13197 

:POOL2_13002
00D6: if 
0039:   231@ == 1 
004D: jump_if_false @POOL2_13156 
0006: 39@ = 9 

:POOL2_13027
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_13149 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_13135 
01BB: store_object 82@(39@,16i) position_to 165@ 166@ 167@ 
0509: 43@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 165@ 166@ 
00D6: if 
0025:   42@ > 43@ // (float) 
004D: jump_if_false @POOL2_13135 
0085: 239@ = 39@ // (int) 
0087: 42@ = 43@ // (float) 

:POOL2_13135
000A: 39@ += 1 
0002: jump @POOL2_13027 

:POOL2_13149
0002: jump @POOL2_13197 

:POOL2_13156
00D6: if 
0039:   231@ == 2 
004D: jump_if_false @POOL2_13197 
00D6: if 
03CA:   object 90@ exists 
004D: jump_if_false @POOL2_13197 
0006: 239@ = 8 

:POOL2_13197
00D6: if and
8039:   not  239@ == -1 
001B:   16 > 239@ 
004D: jump_if_false @POOL2_13341 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_13341 
01BB: store_object 82@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
03CA:   object 82@(239@,16i) exists 
004D: jump_if_false @POOL2_13290 
01BB: store_object 82@(239@,16i) position_to 165@ 166@ 167@ 

:POOL2_13290
0087: 169@ = 165@ // (float) 
0065: 169@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 170@ = 166@ // (float) 
0065: 170@ -= $TEMPVAR_FLOAT_2 // (float) 
0604: get_Z_angle_for_point 169@ 170@ store_to 42@ 
0177: set_object 82@ Z_angle_to 42@ 

:POOL2_13341
0002: jump @POOL2_13355 

:POOL2_13348
0006: 245@ = 0 

:POOL2_13355
0006: 240@ = 0 
0050: gosub @POOL2_28396 
0007: 199@ = 0.0 
0007: 200@ = 0.0 
000A: 35@ += 1 

:POOL2_13396
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @POOL2_13627 
00D6: if 
00E1:   player 180@ pressed_key 13 
004D: jump_if_false @POOL2_13602 
00D6: if 
0039:   237@ == 0 
004D: jump_if_false @POOL2_13510 
00D6: if 
0039:   236@ == 0 
004D: jump_if_false @POOL2_13489 
0006: 236@ = 1 
0006: 237@ = 1 
0002: jump @POOL2_13503 

:POOL2_13489
0006: 236@ = 0 
0006: 237@ = 1 

:POOL2_13503
0006: 205@ = 0 

:POOL2_13510
00D6: if 
0039:   236@ == 0 
004D: jump_if_false @POOL2_13565 
0007: 242@ = 10.0 
0007: 243@ = 0.02 
0007: 244@ = 0.0 
0002: jump @POOL2_13595 

:POOL2_13565
0007: 242@ = 22.5 
0007: 243@ = 0.02 
0007: 244@ = 0.0 

:POOL2_13595
0002: jump @POOL2_13627 

:POOL2_13602
00D6: if 
0039:   237@ == 1 
004D: jump_if_false @POOL2_13627 
0006: 237@ = 0 

:POOL2_13627
0A4A: store_joystick_X_offset_to 201@ Y_offset_to 202@ 
00D6: if or
00E1:   player 180@ pressed_key 0 
0021:   201@ > 0.01 
0023:   -0.01 > 201@ 
004D: jump_if_false @POOL2_13780 
0176: $TEMPVAR_ANGLE = object 82@ Z_angle 
0494: get_joystick 180@ direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 42@ = integer $MOVE_AXIS_X to_float 
0017: 42@ /= 128.0 
0013: 42@ *= 1.0 
005F: $TEMPVAR_ANGLE += 42@ // (float) 
0013: 201@ *= -0.4 
005F: $TEMPVAR_ANGLE += 201@ // (float) 
0453: set_object 82@ XYZ_rotation 0.0 0.0 0.0 
0177: set_object 82@ Z_angle_to $TEMPVAR_ANGLE 

:POOL2_13780
00D6: if 
0039:   236@ == 0 
004D: jump_if_false @POOL2_13895 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 -0.001 2.5 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 0.001 0.0 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 

:POOL2_13895
00D6: if 
0039:   236@ == 1 
004D: jump_if_false @POOL2_14010 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 82@ with_offset 0.0 -0.5 0.3 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 82@ with_offset 0.0 0.5 0.0 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 

:POOL2_14010
00D6: if 
0039:   236@ == 0 
004D: jump_if_false @POOL2_14143 
00D6: if 
00E1:   player 180@ pressed_key 14 
004D: jump_if_false @POOL2_14118 
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @POOL2_14111 
00D6: if 
0039:   198@ == 2 
004D: jump_if_false @POOL2_14096 
0006: 198@ = 0 
0002: jump @POOL2_14104 

:POOL2_14096
0006: 205@ = 3001 

:POOL2_14104
0006: 128@ = 1 

:POOL2_14111
0002: jump @POOL2_14143 

:POOL2_14118
00D6: if 
0039:   128@ == 1 
004D: jump_if_false @POOL2_14143 
0006: 128@ = 0 

:POOL2_14143
00D6: if 
03CA:   object 238@ exists 
004D: jump_if_false @POOL2_14282 
00D6: if 
0039:   236@ == 0 
004D: jump_if_false @POOL2_14209 
0400: store_coords_to 165@ 166@ 167@ from_object 82@ with_offset 244@ -0.05 243@ 
0002: jump @POOL2_14234 

:POOL2_14209
0400: store_coords_to 165@ 166@ 167@ from_object 82@ with_offset 244@ -0.05 243@ 

:POOL2_14234
0176: $TEMPVAR_ANGLE = object 82@ Z_angle 
0009: $TEMPVAR_ANGLE += 180.0 
01BC: put_object 238@ at 165@ 166@ 167@ 
0453: set_object 238@ XYZ_rotation 242@ 0.0 $TEMPVAR_ANGLE 

:POOL2_14282
00D6: if 
80E1:   not player 180@ pressed_key 0 
004D: jump_if_false @POOL2_14321 
0006: 240@ = 0 
0050: gosub @POOL2_28396 
0002: jump @POOL2_14421 

:POOL2_14321
00D6: if 
8039:   not  240@ == 0 
004D: jump_if_false @POOL2_14407 
0006: 39@ = 0 

:POOL2_14346
00D6: if 
001B:   10 > 39@ 
004D: jump_if_false @POOL2_14407 
00D6: if 
03CA:   object 347@(39@,10i) exists 
004D: jump_if_false @POOL2_14393 
0108: destroy_object 347@(39@,10i) 

:POOL2_14393
000A: 39@ += 1 
0002: jump @POOL2_14346 

:POOL2_14407
0006: 240@ = 0 
0006: 32@ = 0 

:POOL2_14421
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @POOL2_14447 
000B: 242@ += 0.5 

:POOL2_14447
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @POOL2_14473 
000B: 242@ += -0.5 

:POOL2_14473
00D6: if 
0736:   is_keyboard_key_just_pressed 87 
004D: jump_if_false @POOL2_14498 
000B: 243@ += 0.001 

:POOL2_14498
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @POOL2_14523 
000B: 243@ += -0.001 

:POOL2_14523
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @POOL2_14549 
000B: 244@ += 0.0001 

:POOL2_14549
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @POOL2_14575 
000B: 244@ += -0.0001 

:POOL2_14575
00D6: if 
0736:   is_keyboard_key_just_pressed 137 
004D: jump_if_false @POOL2_15002 
03A9: save_newline_to_debug_file 
05B6: 17 // BUTT_ANGLE = 
03A8: save_float_to_debug_file 242@ 
03A9: save_newline_to_debug_file 
05B6: 18 // RAISE_CUE = 
03A8: save_float_to_debug_file 243@ 
03A9: save_newline_to_debug_file 
05B6: 19 // CUE_X_CORRECTION = 
03A8: save_float_to_debug_file 244@ 

:POOL2_15002
00D6: if 
00E1:   player 180@ pressed_key 16 
004D: jump_if_false @POOL2_15080 
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @POOL2_15073 
00D6: if 
03CA:   object 238@ exists 
004D: jump_if_false @POOL2_15059 
0108: destroy_object 238@ 

:POOL2_15059
0006: 35@ = 99 
0006: 126@ = 1 

:POOL2_15073
0002: jump @POOL2_15105 

:POOL2_15080
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @POOL2_15105 
0006: 126@ = 0 

:POOL2_15105
00D6: if 
0735:   is_keyboard_key_pressed 72 
004D: jump_if_false @POOL2_15135 
0050: gosub @POOL2_33712 
0177: set_object 82@ Z_angle_to 363@ 

:POOL2_15135
0002: jump @POOL2_15164 

:POOL2_15142
0050: gosub @POOL2_33712 
0177: set_object 82@ Z_angle_to 363@ 
0006: 35@ = 99 

:POOL2_15164
00D6: if 
00E1:   player 180@ pressed_key 15 
004D: jump_if_false @POOL2_15355 
00D6: if and
0039:   127@ == 0 
0019:   183@ > 1000 
004D: jump_if_false @POOL2_15348 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_15270 
000B: 223@ += 1.1 
02CE: 223@ = ground_z_at 221@ 222@ 223@ 
00A1: put_actor 213@ at 221@ 222@ 223@ 
0173: set_actor 213@ Z_angle_to 224@ 

:POOL2_15270
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_15332 
000B: 227@ += 1.1 
02CE: 227@ = ground_z_at 225@ 226@ 227@ 
00A1: put_actor 214@ at 225@ 226@ 227@ 
0173: set_actor 214@ Z_angle_to 228@ 

:POOL2_15332
03E6: remove_text_box 
0006: 108@ = 1 
0006: 127@ = 1 

:POOL2_15348
0002: jump @POOL2_15387 

:POOL2_15355
00D6: if 
0039:   127@ == 1 
004D: jump_if_false @POOL2_15380 
0006: 127@ = 0 

:POOL2_15380
0006: 183@ = 0 

:POOL2_15387
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @POOL2_15509 
0006: 39@ = 0 

:POOL2_15412
00D6: if 
001B:   10 > 39@ 
004D: jump_if_false @POOL2_15473 
00D6: if 
03CA:   object 347@(39@,10i) exists 
004D: jump_if_false @POOL2_15459 
0108: destroy_object 347@(39@,10i) 

:POOL2_15459
000A: 39@ += 1 
0002: jump @POOL2_15412 

:POOL2_15473
0007: 199@ = 0.0 
0007: 200@ = 0.0 
000A: 34@ += 2 
0006: 35@ = 0 
03E6: remove_text_box 

:POOL2_15509
0051: return 

:POOL2_15511
0051: return 

:POOL2_15513
0050: gosub @POOL2_57034 
00D6: if 
0039:   230@ == 1 
004D: jump_if_false @POOL2_16275 
00D6: if 
00E1:   player 180@ pressed_key 15 
004D: jump_if_false @POOL2_15609 
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @POOL2_15602 
0006: 34@ = 5 
0006: 35@ = 0 
0006: 127@ = 1 
0006: 245@ = 1 

:POOL2_15602
0002: jump @POOL2_16268 

:POOL2_15609
00D6: if 
0039:   127@ == 1 
004D: jump_if_false @POOL2_15634 
0006: 127@ = 0 

:POOL2_15634
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @POOL2_15666 
0050: gosub @POOL2_18801 
000A: 35@ += 1 

:POOL2_15666
00D6: if 
0039:   250@ == 0 
004D: jump_if_false @POOL2_15691 
0050: gosub @POOL2_53449 

:POOL2_15691
00D6: if 
0039:   250@ == 0 
004D: jump_if_false @POOL2_15993 
0050: gosub @POOL2_16733 
00D6: if 
0039:   252@ == 1 
004D: jump_if_false @POOL2_15983 
00D6: if 
0A4B:   controls_set_to_joystick 
004D: jump_if_false @POOL2_15852 
00D6: if 
00E1:   player 180@ pressed_key 3 
004D: jump_if_false @POOL2_15835 
0494: get_joystick 180@ direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 42@ = integer $SPECIAL_AXIS_Y to_float 
0017: 42@ /= 128.0 
0013: 42@ *= -0.2 
0007: 246@ = 0.2 
005B: 246@ += 42@ // (float) 
0002: jump @POOL2_15845 

:POOL2_15835
0007: 246@ = 0.2 

:POOL2_15845
0002: jump @POOL2_15976 

:POOL2_15852
0A4A: store_joystick_X_offset_to 201@ Y_offset_to 202@ 
005B: 200@ += 202@ // (float) 
00D6: if 
0021:   200@ > 128.0 
004D: jump_if_false @POOL2_15899 
0007: 200@ = 128.0 

:POOL2_15899
00D6: if 
0023:   -128.0 > 200@ 
004D: jump_if_false @POOL2_15930 
0007: 200@ = -128.0 

:POOL2_15930
0087: 42@ = 200@ // (float) 
0017: 42@ /= 128.0 
0013: 42@ *= -0.2 
0007: 246@ = 0.2 
005B: 246@ += 42@ // (float) 

:POOL2_15976
0002: jump @POOL2_15993 

:POOL2_15983
0007: 246@ = 0.0 

:POOL2_15993
00D6: if 
0039:   250@ == 0 
004D: jump_if_false @POOL2_16053 
00D6: if 
0021:   246@ > 0.25 
004D: jump_if_false @POOL2_16046 
0050: gosub @POOL2_19798 
0002: jump @POOL2_16053 

:POOL2_16046
0050: gosub @POOL2_18640 

:POOL2_16053
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @POOL2_16101 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_16101 
0050: gosub @POOL2_18983 
000A: 35@ += 1 

:POOL2_16101
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @POOL2_16126 
0050: gosub @POOL2_16987 

:POOL2_16126
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @POOL2_16227 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_16227 
000B: 592@ += 1.1 
02CE: 592@ = ground_z_at 584@ 588@ 592@ 
00A1: put_actor 215@ at 584@ 588@ 592@ 
0173: set_actor 215@ Z_angle_to 596@ 
0619: enable_actor 215@ collision_detection 1 
0006: 32@ = 0 
0006: 35@ = 99 

:POOL2_16227
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @POOL2_16268 
03E6: remove_text_box 
0006: 32@ = 0 
000A: 34@ += 1 
0006: 35@ = 0 

:POOL2_16268
0002: jump @POOL2_16731 

:POOL2_16275
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @POOL2_16307 
0050: gosub @POOL2_18801 
000A: 35@ += 1 

:POOL2_16307
00D6: if 
0039:   250@ == 0 
004D: jump_if_false @POOL2_16456 
0050: gosub @POOL2_16733 
00D6: if 
0039:   252@ == 1 
004D: jump_if_false @POOL2_16439 
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @POOL2_16386 
0007: 246@ = 0.2 
0002: jump @POOL2_16432 

:POOL2_16386
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @POOL2_16422 
0007: 246@ = 0.0 
0002: jump @POOL2_16432 

:POOL2_16422
0007: 246@ = 1.0 

:POOL2_16432
0002: jump @POOL2_16456 

:POOL2_16439
0006: 32@ = 0 
0007: 246@ = 0.0 

:POOL2_16456
00D6: if 
0039:   250@ == 0 
004D: jump_if_false @POOL2_16516 
00D6: if 
0021:   246@ > 0.25 
004D: jump_if_false @POOL2_16509 
0050: gosub @POOL2_19798 
0002: jump @POOL2_16516 

:POOL2_16509
0050: gosub @POOL2_18640 

:POOL2_16516
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @POOL2_16564 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_16564 
0050: gosub @POOL2_18983 
000A: 35@ += 1 

:POOL2_16564
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @POOL2_16589 
0050: gosub @POOL2_16987 

:POOL2_16589
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @POOL2_16690 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_16690 
000B: 592@ += 1.1 
02CE: 592@ = ground_z_at 584@ 588@ 592@ 
00A1: put_actor 215@ at 584@ 588@ 592@ 
0173: set_actor 215@ Z_angle_to 596@ 
0619: enable_actor 215@ collision_detection 1 
0006: 32@ = 0 
0006: 35@ = 99 

:POOL2_16690
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @POOL2_16731 
03E6: remove_text_box 
0006: 32@ = 0 
000A: 34@ += 1 
0006: 35@ = 0 

:POOL2_16731
0051: return 

:POOL2_16733
0006: 252@ = 0 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_16985 
00D6: if 
0039:   600@ == 1 
004D: jump_if_false @POOL2_16814 
00D6: if 
0611:   actor 215@ performing_animation "POOL_SHORT_SHOT" 
004D: jump_if_false @POOL2_16814 
0006: 252@ = 1 

:POOL2_16814
00D6: if 
0039:   600@ == 2 
004D: jump_if_false @POOL2_16870 
00D6: if 
0611:   actor 215@ performing_animation "POOL_MED_SHOT" 
004D: jump_if_false @POOL2_16870 
0006: 252@ = 1 

:POOL2_16870
00D6: if 
0039:   600@ == 3 
004D: jump_if_false @POOL2_16927 
00D6: if 
0611:   actor 215@ performing_animation "POOL_LONG_SHOT" 
004D: jump_if_false @POOL2_16927 
0006: 252@ = 1 

:POOL2_16927
00D6: if 
0039:   600@ == 4 
004D: jump_if_false @POOL2_16985 
00D6: if 
0611:   actor 215@ performing_animation "POOL_XLONG_SHOT" 
004D: jump_if_false @POOL2_16985 
0006: 252@ = 1 

:POOL2_16985
0051: return 

:POOL2_16987
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_17598 
00D6: if 
0039:   251@ == 0 
004D: jump_if_false @POOL2_17598 
00D6: if 
0039:   600@ == 1 
004D: jump_if_false @POOL2_17165 
0615: define_AS_pack_begin 47@ 
0812: AS_actor -1 perform_animation "POOL_SHORT_START" IFP "POOL" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_SHORT_SHOT" IFP "POOL" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 47@ 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @POOL2_17160 
0618: assign_actor 215@ to_AS_pack 47@ 

:POOL2_17160
061B: remove_references_to_AS_pack 47@ 

:POOL2_17165
00D6: if 
0039:   600@ == 2 
004D: jump_if_false @POOL2_17305 
0615: define_AS_pack_begin 47@ 
0812: AS_actor -1 perform_animation "POOL_MED_START" IFP "POOL" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_MED_SHOT" IFP "POOL" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 47@ 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @POOL2_17300 
0618: assign_actor 215@ to_AS_pack 47@ 

:POOL2_17300
061B: remove_references_to_AS_pack 47@ 

:POOL2_17305
00D6: if 
0039:   600@ == 3 
004D: jump_if_false @POOL2_17447 
0615: define_AS_pack_begin 47@ 
0812: AS_actor -1 perform_animation "POOL_LONG_START" IFP "POOL" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_LONG_SHOT" IFP "POOL" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 47@ 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @POOL2_17442 
0618: assign_actor 215@ to_AS_pack 47@ 

:POOL2_17442
061B: remove_references_to_AS_pack 47@ 

:POOL2_17447
00D6: if 
0039:   600@ == 4 
004D: jump_if_false @POOL2_17591 
0615: define_AS_pack_begin 47@ 
0812: AS_actor -1 perform_animation "POOL_XLONG_START" IFP "POOL" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_XLONG_SHOT" IFP "POOL" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 47@ 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @POOL2_17586 
0618: assign_actor 215@ to_AS_pack 47@ 

:POOL2_17586
061B: remove_references_to_AS_pack 47@ 

:POOL2_17591
000A: 251@ += 1 

:POOL2_17598
00D6: if 
0039:   251@ == 1 
004D: jump_if_false @POOL2_18116 
00D6: if 
0039:   250@ == 0 
004D: jump_if_false @POOL2_18102 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_18095 
062E: get_actor 215@ task 1560 status_store_to 39@ // ret 7 if not found 
00D6: if 
84A4:   not  39@ == 7 // == constant 
004D: jump_if_false @POOL2_18081 
00D6: if 
0039:   600@ == 1 
004D: jump_if_false @POOL2_17780 
00D6: if 
0611:   actor 215@ performing_animation "POOL_SHORT_SHOT" 
004D: jump_if_false @POOL2_17780 
0614: set_actor 215@ animation "POOL_SHORT_SHOT" progress_to 247@ // 0.0 to 1.0 
0393: actor 215@ perform_animation "POOL_SHORT_SHOT" at 248@ times_normal_rate 

:POOL2_17780
00D6: if 
0039:   600@ == 2 
004D: jump_if_false @POOL2_17875 
00D6: if 
0611:   actor 215@ performing_animation "POOL_MED_SHOT" 
004D: jump_if_false @POOL2_17875 
0614: set_actor 215@ animation "POOL_MED_SHOT" progress_to 247@ // 0.0 to 1.0 
0393: actor 215@ perform_animation "POOL_MED_SHOT" at 248@ times_normal_rate 

:POOL2_17875
00D6: if 
0039:   600@ == 3 
004D: jump_if_false @POOL2_17973 
00D6: if 
0611:   actor 215@ performing_animation "POOL_LONG_SHOT" 
004D: jump_if_false @POOL2_17973 
0614: set_actor 215@ animation "POOL_LONG_SHOT" progress_to 247@ // 0.0 to 1.0 
0393: actor 215@ perform_animation "POOL_LONG_SHOT" at 248@ times_normal_rate 

:POOL2_17973
00D6: if 
0039:   600@ == 4 
004D: jump_if_false @POOL2_18074 
00D6: if 
0611:   actor 215@ performing_animation "POOL_XLONG_SHOT" 
004D: jump_if_false @POOL2_18074 
0614: set_actor 215@ animation "POOL_XLONG_SHOT" progress_to 247@ // 0.0 to 1.0 
0393: actor 215@ perform_animation "POOL_XLONG_SHOT" at 248@ times_normal_rate 

:POOL2_18074
0002: jump @POOL2_18095 

:POOL2_18081
0006: 32@ = 0 
000A: 251@ += 1 

:POOL2_18095
0002: jump @POOL2_18116 

:POOL2_18102
0006: 32@ = 0 
000A: 251@ += 1 

:POOL2_18116
00D6: if 
0039:   251@ == 2 
004D: jump_if_false @POOL2_18535 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_18535 
062E: get_actor 215@ task 1560 status_store_to 39@ // ret 7 if not found 
00D6: if and
84A4:   not  39@ == 7 // == constant 
001B:   5000 > 32@ 
004D: jump_if_false @POOL2_18528 
0007: 42@ = 1.0 
0063: 42@ -= 248@ // (float) 
0017: 42@ /= 20.0 
005B: 248@ += 42@ // (float) 
00D6: if 
0023:   0.8 > 248@ 
004D: jump_if_false @POOL2_18254 
000B: 248@ += 0.01 

:POOL2_18254
00D6: if and
0023:   1.2 > 248@ 
0021:   248@ > 0.8 
004D: jump_if_false @POOL2_18295 
0007: 248@ = 1.0 

:POOL2_18295
00D6: if 
0611:   actor 215@ performing_animation "POOL_SHORT_SHOT" 
004D: jump_if_false @POOL2_18353 
0393: actor 215@ perform_animation "POOL_SHORT_SHOT" at 248@ times_normal_rate 

:POOL2_18353
00D6: if 
0611:   actor 215@ performing_animation "POOL_MED_SHOT" 
004D: jump_if_false @POOL2_18407 
0393: actor 215@ perform_animation "POOL_MED_SHOT" at 248@ times_normal_rate 

:POOL2_18407
00D6: if 
0611:   actor 215@ performing_animation "POOL_LONG_SHOT" 
004D: jump_if_false @POOL2_18463 
0393: actor 215@ perform_animation "POOL_LONG_SHOT" at 248@ times_normal_rate 

:POOL2_18463
00D6: if 
0611:   actor 215@ performing_animation "POOL_XLONG_SHOT" 
004D: jump_if_false @POOL2_18521 
0393: actor 215@ perform_animation "POOL_XLONG_SHOT" at 248@ times_normal_rate 

:POOL2_18521
0002: jump @POOL2_18535 

:POOL2_18528
000A: 251@ += 1 

:POOL2_18535
00D6: if 
0039:   251@ == 3 
004D: jump_if_false @POOL2_18638 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_18631 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @POOL2_18631 
0812: AS_actor 215@ perform_animation "POOL_IDLE_STANCE" IFP "POOL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:POOL2_18631
000A: 35@ += 1 

:POOL2_18638
0051: return 

:POOL2_18640
0087: 42@ = 246@ // (float) 
0063: 42@ -= 247@ // (float) 
00D6: if or
0031:   42@ >= 0.05 
0033:   -0.05 >= 42@ 
004D: jump_if_false @POOL2_18791 
0017: 42@ /= 3.0 
00D6: if and
0023:   0.01 > 42@ 
0021:   42@ > -0.01 
004D: jump_if_false @POOL2_18776 
00D6: if 
0021:   42@ > 0.0 
004D: jump_if_false @POOL2_18766 
0007: 42@ = 0.01 
0002: jump @POOL2_18776 

:POOL2_18766
0007: 42@ = -0.01 

:POOL2_18776
005B: 247@ += 42@ // (float) 
0002: jump @POOL2_18799 

:POOL2_18791
0087: 247@ = 246@ // (float) 

:POOL2_18799
0051: return 

:POOL2_18801
0006: 250@ = 0 
0006: 251@ = 0 
0007: 618@ = 565.0 
0007: 619@ = 386.0 
0087: 622@ = 618@ // (float) 
0087: 623@ = 619@ // (float) 
0007: 621@ = 67.0 
0007: 620@ = 78.0 
0007: 624@ = 19.0 
0007: 625@ = 16.0 
0007: 248@ = 0.0 
0007: 247@ = 0.0 
0007: 248@ = 0.0 
0007: 246@ = 0.0 
0006: 32@ = 0 
0006: 33@ = 0 
00D6: if 
8039:   not  230@ == 0 
004D: jump_if_false @POOL2_18974 
0512: show_permanent_text_box 'PL_H4'  // Use the view controls to strike the cue ball.~N~Use the movement controls to position cue tip.~N~~k~~VEHICLE_ENTER_EXIT~ Back to aiming.

:POOL2_18974
0050: gosub @POOL2_51426 
0051: return 

:POOL2_18983
0619: enable_actor 215@ collision_detection 0 
0087: 42@ = 104@ // (float) 
000B: 42@ += 1.0 
02CE: 594@ = ground_z_at 102@ 103@ 42@ 
00A1: put_actor 215@ at 586@ 590@ 594@ 
0173: set_actor 215@ Z_angle_to 598@ 
00D6: if 
003B:   213@ == 215@ // (int) 
004D: jump_if_false @POOL2_19249 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_19242 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 213@ with_offset 0.0 -1.5 0.0 
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_19242 
00A1: put_actor 214@ at 225@ 226@ 227@ 
00D6: if 
00EC:   actor 214@ sphere 0 near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 radius 2.0 2.0 
004D: jump_if_false @POOL2_19215 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 214@ with_offset -2.0 0.0 -1.0 
00A1: put_actor 214@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:POOL2_19215
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_19242 
0655: AS_actor 214@ look_at_object 82@ 10000 ms 

:POOL2_19242
0002: jump @POOL2_19428 

:POOL2_19249
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_19428 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 214@ with_offset 0.0 -1.5 0.0 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_19428 
00A1: put_actor 213@ at 221@ 222@ 223@ 
00D6: if 
00EC:   actor 213@ sphere 0 near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 radius 2.0 2.0 
004D: jump_if_false @POOL2_19428 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 213@ with_offset -2.0 0.0 -1.0 
00A1: put_actor 213@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_19428 
0655: AS_actor 213@ look_at_object 82@ 10000 ms 

:POOL2_19428
00D6: if 
0039:   600@ == 1 
004D: jump_if_false @POOL2_19543 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ with_offset 0.1532 -0.9733 1.1819 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ with_offset -0.0267 -0.3468 0.4236 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 

:POOL2_19543
00D6: if 
0039:   600@ == 2 
004D: jump_if_false @POOL2_19591 
0005: $TEMPVAR_FLOAT_1 = 0.4 
0005: $TEMPVAR_FLOAT_2 = -1.0 
0005: $TEMPVAR_FLOAT_3 = 1.0 

:POOL2_19591
00D6: if 
0039:   600@ == 3 
004D: jump_if_false @POOL2_19639 
0005: $TEMPVAR_FLOAT_1 = 0.3 
0005: $TEMPVAR_FLOAT_2 = -0.5 
0005: $TEMPVAR_FLOAT_3 = 1.0 

:POOL2_19639
00D6: if 
0039:   600@ == 4 
004D: jump_if_false @POOL2_19687 
0005: $TEMPVAR_FLOAT_1 = 0.3 
0005: $TEMPVAR_FLOAT_2 = -0.5 
0005: $TEMPVAR_FLOAT_3 = 1.0 

:POOL2_19687
00D6: if 
8039:   not  600@ == 1 
004D: jump_if_false @POOL2_19796 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ with_offset $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 82@ with_offset 0.0 0.3 0.0 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 

:POOL2_19796
0051: return 

:POOL2_19798
00D6: if 
0039:   230@ == 1 
004D: jump_if_false @POOL2_19898 
0087: 249@ = 246@ // (float) 
0063: 249@ -= 247@ // (float) 
0017: 249@ /= 0.1 
0087: 248@ = 249@ // (float) 
0013: 248@ *= 2.0 
00D6: if 
0023:   0.6 > 248@ 
004D: jump_if_false @POOL2_19891 
0007: 248@ = 0.6 

:POOL2_19891
0002: jump @POOL2_19955 

:POOL2_19898
0087: 248@ = 364@ // (float) 
0013: 248@ *= 2.0 
00D6: if 
0023:   0.6 > 248@ 
004D: jump_if_false @POOL2_19947 
0007: 248@ = 0.6 

:POOL2_19947
0087: 249@ = 364@ // (float) 

:POOL2_19955
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_20844 
0176: $TEMPVAR_ANGLE = object 82@ Z_angle 
02F6: 42@ = sine $TEMPVAR_ANGLE // (float) 
0087: 169@ = 42@ // (float) 
0013: 169@ *= -1.0 
02F7: 42@ = cosine $TEMPVAR_ANGLE // (float) 
0087: 170@ = 42@ // (float) 
0007: 171@ = 0.0 
01BB: store_object 82@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 165@ = $TEMPVAR_FLOAT_1 // (float) 
005B: 165@ += 169@ // (float) 
0089: 166@ = $TEMPVAR_FLOAT_2 // (float) 
005B: 166@ += 170@ // (float) 
0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 165@ 166@ 
0073: 169@ /= 42@ // (float) 
0073: 170@ /= 42@ // (float) 
006B: 169@ *= 249@ // (float) 
006B: 170@ *= 249@ // (float) 
0550: keep_object 82@ in_memory 0 
0382: set_object 82@ collision_detection 0 
0392: make_object 82@ moveable 0 
0381: throw_object 82@ velocity_in_direction 169@ 170@ 171@ 
0006: 278@ = -1 
0006: 279@ = 0 
0006: 277@ = 0 
0006: 206@ = 0 
0006: 39@ = 0 

:POOL2_20196
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_20239 
0006: 109@(39@,16i) = 0 
000A: 39@ += 1 
0002: jump @POOL2_20196 

:POOL2_20239
097B: play_audio_at_object 82@ event 1014 
0007: 253@ = 0.0 
0007: 254@ = 0.0 
0088: $TEMPVAR_FLOAT_1 = 622@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 618@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 623@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 619@ // (float) 
0075: $TEMPVAR_FLOAT_1 /= 620@ // (float) 
0075: $TEMPVAR_FLOAT_2 /= 621@ // (float) 
00D6: if 
0039:   230@ == 0 
004D: jump_if_false @POOL2_20363 
0208: $TEMPVAR_FLOAT_1 = random_float_in_ranges -0.2 0.2 
0208: $TEMPVAR_FLOAT_2 = random_float_in_ranges -0.2 0.2 

:POOL2_20363
00D6: if or
0020:   $TEMPVAR_FLOAT_1 > 0.2 
0022:   -0.2 > $TEMPVAR_FLOAT_1 
0020:   $TEMPVAR_FLOAT_2 > 0.2 
0022:   -0.2 > $TEMPVAR_FLOAT_2 
0039:   230@ == 0 
004D: jump_if_false @POOL2_20534 
006D: $TEMPVAR_FLOAT_1 *= 249@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 249@ // (float) 
0089: 253@ = $TEMPVAR_FLOAT_1 // (float) 
0013: 253@ *= 0.5 
0089: 254@ = $TEMPVAR_FLOAT_2 // (float) 
0013: 254@ *= -0.5 
0011: $TEMPVAR_FLOAT_1 *= 10.0 
0011: $TEMPVAR_FLOAT_2 *= 10.0 
00D6: if 
0039:   230@ == 1 
004D: jump_if_false @POOL2_20527 
05A2: set_object 82@ rotation_velocity_about_an_axis $TEMPVAR_FLOAT_2 0.0 $TEMPVAR_FLOAT_1 through_center_of_mass 

:POOL2_20527
0002: jump @POOL2_20554 

:POOL2_20534
0007: 253@ = 0.0 
0007: 254@ = 0.0 

:POOL2_20554
0007: 622@ = 559.0 
0007: 623@ = 381.0 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_20744 
03A9: save_newline_to_debug_file 
05B6: 20 // CUE BALL DATA = 
03A8: save_float_to_debug_file 249@ 
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_1 
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_2 
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_3 

:POOL2_20744
0382: set_object 82@ collision_detection 1 
0392: make_object 82@ moveable 1 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_20801 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_20801 
0655: AS_actor 213@ look_at_object 82@ 10000 ms 

:POOL2_20801
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_20844 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_20844 
0655: AS_actor 214@ look_at_object 82@ 10000 ms 

:POOL2_20844
0006: 250@ = 1 
0051: return 

:POOL2_20853
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @POOL2_21171 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_21171 
01BB: store_object 163@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 169@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 169@ -= 584@ // (float) 
0089: 170@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 170@ -= 588@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 169@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 170@ // (float) 
0009: $TEMPVAR_FLOAT_3 += 2.5 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
01BB: store_object 163@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += 0.5 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 
0006: 32@ = 0 
04C4: store_coords_to 165@ 166@ 167@ from_actor 215@ with_offset 0.0 -0.2 0.0 
02CE: 167@ = ground_z_at 165@ 166@ 167@ 
0172: $TEMPVAR_ANGLE = actor 215@ Z_angle 
00A1: put_actor 215@ at 610@ 611@ 612@ 
0173: set_actor 215@ Z_angle_to $TEMPVAR_ANGLE 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @POOL2_21164 
0812: AS_actor 215@ perform_animation "POOL_IDLE_STANCE" IFP "POOL" framedelta 1000.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 

:POOL2_21164
000A: 35@ += 1 

:POOL2_21171
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @POOL2_21296 
0006: 39@ = 0 
0006: 40@ = 0 

:POOL2_21203
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_21264 
00D6: if 
0039:   109@(39@,16i) == 1 
004D: jump_if_false @POOL2_21250 
000A: 40@ += 1 

:POOL2_21250
000A: 39@ += 1 
0002: jump @POOL2_21203 

:POOL2_21264
00D6: if 
0039:   40@ == 16 
004D: jump_if_false @POOL2_21296 
000A: 35@ += 1 
0006: 32@ = 0 

:POOL2_21296
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @POOL2_21340 
00D6: if 
0019:   32@ > 700 
004D: jump_if_false @POOL2_21340 
0006: 35@ = 99 

:POOL2_21340
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @POOL2_21374 
03E6: remove_text_box 
000A: 34@ += 1 
0006: 35@ = 0 

:POOL2_21374
0051: return 

:POOL2_21376
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @POOL2_21408 
0006: 274@ = 0 
000A: 35@ += 1 

:POOL2_21408
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @POOL2_21458 
00D6: if 
0039:   278@ == -1 
004D: jump_if_false @POOL2_21451 
0006: 274@ = 1 

:POOL2_21451
000A: 35@ += 1 

:POOL2_21458
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @POOL2_21694 
00D6: if 
8039:   not  278@ == -1 
004D: jump_if_false @POOL2_21687 
00D6: if 
0039:   231@ == -1 
004D: jump_if_false @POOL2_21544 
00D6: if 
0039:   278@ == 8 
004D: jump_if_false @POOL2_21537 
0006: 274@ = 2 

:POOL2_21537
0002: jump @POOL2_21687 

:POOL2_21544
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @POOL2_21594 
00D6: if 
0029:   278@ >= 8 
004D: jump_if_false @POOL2_21587 
0006: 274@ = 2 

:POOL2_21587
0002: jump @POOL2_21687 

:POOL2_21594
00D6: if 
0039:   231@ == 1 
004D: jump_if_false @POOL2_21644 
00D6: if 
002B:   8 >= 278@ 
004D: jump_if_false @POOL2_21637 
0006: 274@ = 2 

:POOL2_21637
0002: jump @POOL2_21687 

:POOL2_21644
00D6: if 
0039:   231@ == 2 
004D: jump_if_false @POOL2_21687 
00D6: if 
8039:   not  278@ == 8 
004D: jump_if_false @POOL2_21687 
0006: 274@ = 2 

:POOL2_21687
000A: 35@ += 1 

:POOL2_21694
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @POOL2_21744 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @POOL2_21737 
0006: 274@ = 3 

:POOL2_21737
000A: 35@ += 1 

:POOL2_21744
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @POOL2_22338 
00D6: if 
0039:   271@ == 1 
004D: jump_if_false @POOL2_22016 
00D6: if 
8039:   not  274@ == 3 
004D: jump_if_false @POOL2_22009 
00D6: if 
0039:   231@ == -1 
004D: jump_if_false @POOL2_21859 
00D6: if 
8039:   not  263@ == 1 
004D: jump_if_false @POOL2_21852 
00D6: if 
0039:   184@ == 0 
004D: jump_if_false @POOL2_21852 

:POOL2_21852
0002: jump @POOL2_22009 

:POOL2_21859
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @POOL2_21909 
00D6: if 
0019:   273@ > 0 
004D: jump_if_false @POOL2_21902 
0006: 274@ = 4 

:POOL2_21902
0002: jump @POOL2_22009 

:POOL2_21909
00D6: if 
0039:   231@ == 1 
004D: jump_if_false @POOL2_21959 
00D6: if 
0019:   272@ > 0 
004D: jump_if_false @POOL2_21952 
0006: 274@ = 4 

:POOL2_21952
0002: jump @POOL2_22009 

:POOL2_21959
00D6: if 
0039:   231@ == 2 
004D: jump_if_false @POOL2_22009 
00D6: if or
0019:   272@ > 0 
0019:   273@ > 0 
004D: jump_if_false @POOL2_22009 
0006: 274@ = 4 

:POOL2_22009
0002: jump @POOL2_22331 

:POOL2_22016
00D6: if 
0019:   271@ > 1 
004D: jump_if_false @POOL2_22331 
00D6: if 
0039:   231@ == -1 
004D: jump_if_false @POOL2_22181 
00D6: if and
0019:   272@ > 0 
0039:   273@ == 0 
004D: jump_if_false @POOL2_22113 
00D6: if 
8039:   not  263@ == 1 
004D: jump_if_false @POOL2_22113 
00D6: if 
0039:   184@ == 0 
004D: jump_if_false @POOL2_22113 

:POOL2_22113
00D6: if and
0039:   272@ == 0 
0019:   273@ > 0 
004D: jump_if_false @POOL2_22174 
00D6: if 
8039:   not  263@ == 1 
004D: jump_if_false @POOL2_22174 
00D6: if 
0039:   184@ == 0 
004D: jump_if_false @POOL2_22174 

:POOL2_22174
0002: jump @POOL2_22331 

:POOL2_22181
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @POOL2_22231 
00D6: if 
0019:   273@ > 0 
004D: jump_if_false @POOL2_22224 
0006: 274@ = 4 

:POOL2_22224
0002: jump @POOL2_22331 

:POOL2_22231
00D6: if 
0039:   231@ == 1 
004D: jump_if_false @POOL2_22281 
00D6: if 
0019:   272@ > 0 
004D: jump_if_false @POOL2_22274 
0006: 274@ = 4 

:POOL2_22274
0002: jump @POOL2_22331 

:POOL2_22281
00D6: if 
0039:   231@ == 2 
004D: jump_if_false @POOL2_22331 
00D6: if or
0019:   273@ > 0 
0019:   272@ > 0 
004D: jump_if_false @POOL2_22331 
0006: 274@ = 4 

:POOL2_22331
000A: 35@ += 1 

:POOL2_22338
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @POOL2_22456 
00D6: if 
8039:   not  231@ == 2 
004D: jump_if_false @POOL2_22406 
00D6: if 
0039:   263@ == 1 
004D: jump_if_false @POOL2_22399 
0006: 274@ = 5 

:POOL2_22399
0002: jump @POOL2_22449 

:POOL2_22406
00D6: if 
0039:   263@ == 1 
004D: jump_if_false @POOL2_22449 
00D6: if 
8039:   not  274@ == 0 
004D: jump_if_false @POOL2_22449 
0006: 274@ = 5 

:POOL2_22449
000A: 35@ += 1 

:POOL2_22456
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @POOL2_22542 
00D6: if 
0039:   274@ == 0 
004D: jump_if_false @POOL2_22535 
00D6: if 
0039:   271@ == 0 
004D: jump_if_false @POOL2_22535 
00D6: if 
0039:   277@ == 0 
004D: jump_if_false @POOL2_22535 
0006: 274@ = 6 

:POOL2_22535
0006: 35@ = 99 

:POOL2_22542
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @POOL2_22766 
00D6: if and
0039:   274@ == 0 
0039:   184@ == 0 
0019:   271@ > 0 
0039:   231@ == -1 
004D: jump_if_false @POOL2_22750 
00D6: if 
001D:   272@ > 273@ // (int) 
004D: jump_if_false @POOL2_22678 
00D6: if 
0039:   229@ == 1 
004D: jump_if_false @POOL2_22657 
0006: 217@ = 0 
0006: 218@ = 1 
0002: jump @POOL2_22671 

:POOL2_22657
0006: 217@ = 1 
0006: 218@ = 0 

:POOL2_22671
0002: jump @POOL2_22750 

:POOL2_22678
00D6: if 
001D:   273@ > 272@ // (int) 
004D: jump_if_false @POOL2_22750 
00D6: if 
0039:   229@ == 1 
004D: jump_if_false @POOL2_22736 
0006: 217@ = 1 
0006: 218@ = 0 
0002: jump @POOL2_22750 

:POOL2_22736
0006: 217@ = 0 
0006: 218@ = 1 

:POOL2_22750
03E6: remove_text_box 
0006: 35@ = 0 
000A: 34@ += 1 

:POOL2_22766
0051: return 

:POOL2_22768
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @POOL2_24594 
0006: 32@ = 0 
00D6: if and
0039:   67@ == 1 
0039:   68@ == 1 
0039:   69@ == 1 
0039:   70@ == 1 
0039:   71@ == 1 
004D: jump_if_false @POOL2_22914 
00D6: if and
0039:   72@ == 1 
0039:   73@ == 1 
004D: jump_if_false @POOL2_22914 
00D6: if 
0039:   217@ == 0 
004D: jump_if_false @POOL2_22889 
0006: 217@ = 2 

:POOL2_22889
00D6: if 
0039:   218@ == 0 
004D: jump_if_false @POOL2_22914 
0006: 218@ = 2 

:POOL2_22914
00D6: if and
0039:   75@ == 1 
0039:   76@ == 1 
0039:   77@ == 1 
0039:   78@ == 1 
0039:   79@ == 1 
004D: jump_if_false @POOL2_23035 
00D6: if and
0039:   80@ == 1 
0039:   81@ == 1 
004D: jump_if_false @POOL2_23035 
00D6: if 
0039:   217@ == 1 
004D: jump_if_false @POOL2_23010 
0006: 217@ = 2 

:POOL2_23010
00D6: if 
0039:   218@ == 1 
004D: jump_if_false @POOL2_23035 
0006: 218@ = 2 

:POOL2_23035
0871: init_jump_table 274@ total_jumps 7 default_jump 0 @POOL2_24479 jumps 0 @POOL2_23098 1 @POOL2_23429 2 @POOL2_23627 3 @POOL2_23825 4 @POOL2_24023 5 @POOL2_24221 6 @POOL2_24281 

:POOL2_23098
00D6: if 
0019:   271@ > 0 
004D: jump_if_false @POOL2_23231 
00D6: if 
8039:   not  74@ == 1 
004D: jump_if_false @POOL2_23203 
0006: 232@ = 0 
0006: 233@ = 1 
00D6: if 
0039:   229@ == 1 
004D: jump_if_false @POOL2_23181 
0085: 231@ = 217@ // (int) 
0002: jump @POOL2_23189 

:POOL2_23181
0085: 231@ = 218@ // (int) 

:POOL2_23189
0006: 35@ = 99 
0002: jump @POOL2_23224 

:POOL2_23203
0006: 276@ = 1 
0006: 275@ = 1 
0006: 35@ = 99 

:POOL2_23224
0002: jump @POOL2_23422 

:POOL2_23231
00D6: if 
0039:   229@ == 1 
004D: jump_if_false @POOL2_23355 
0006: 232@ = 0 
0006: 229@ = 2 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
0085: 230@ = 220@ // (int) 
0006: 233@ = 0 
0085: 231@ = 218@ // (int) 
00D6: if 
0039:   220@ == 1 
004D: jump_if_false @POOL2_23334 
04AF: 180@ = 1 // = constant 
0002: jump @POOL2_23341 

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

:POOL2_23341
0006: 35@ = 99 
0002: jump @POOL2_23422 

:POOL2_23355
0006: 232@ = 0 
0006: 229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
0006: 233@ = 0 
0085: 231@ = 217@ // (int) 
04AF: 180@ = 0 // = constant 
0006: 35@ = 99 

:POOL2_23422
0002: jump @POOL2_24479 

:POOL2_23429
00D6: if 
0039:   229@ == 1 
004D: jump_if_false @POOL2_23553 
0006: 229@ = 2 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
0085: 230@ = 220@ // (int) 
0006: 232@ = 2 
0006: 233@ = 0 
0085: 231@ = 218@ // (int) 
00D6: if 
0039:   220@ == 1 
004D: jump_if_false @POOL2_23532 
04AF: 180@ = 1 // = constant 
0002: jump @POOL2_23539 

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

:POOL2_23539
0006: 35@ = 99 
0002: jump @POOL2_23620 

:POOL2_23553
0006: 229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
0006: 232@ = 2 
0006: 233@ = 0 
0085: 231@ = 217@ // (int) 
04AF: 180@ = 0 // = constant 
0006: 35@ = 99 

:POOL2_23620
0002: jump @POOL2_24479 

:POOL2_23627
00D6: if 
0039:   229@ == 1 
004D: jump_if_false @POOL2_23751 
0006: 229@ = 2 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
0085: 230@ = 220@ // (int) 
0006: 232@ = 2 
0006: 233@ = 0 
0085: 231@ = 218@ // (int) 
00D6: if 
0039:   220@ == 1 
004D: jump_if_false @POOL2_23730 
04AF: 180@ = 1 // = constant 
0002: jump @POOL2_23737 

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

:POOL2_23737
0006: 35@ = 99 
0002: jump @POOL2_23818 

:POOL2_23751
0006: 229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
0006: 232@ = 2 
0006: 233@ = 0 
0085: 231@ = 217@ // (int) 
04AF: 180@ = 0 // = constant 
0006: 35@ = 99 

:POOL2_23818
0002: jump @POOL2_24479 

:POOL2_23825
00D6: if 
0039:   229@ == 1 
004D: jump_if_false @POOL2_23949 
0006: 229@ = 2 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
0085: 230@ = 220@ // (int) 
0006: 232@ = 2 
0006: 233@ = 0 
0085: 231@ = 218@ // (int) 
00D6: if 
0039:   220@ == 1 
004D: jump_if_false @POOL2_23928 
04AF: 180@ = 1 // = constant 
0002: jump @POOL2_23935 

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

:POOL2_23935
0006: 35@ = 99 
0002: jump @POOL2_24016 

:POOL2_23949
0006: 229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
0006: 232@ = 2 
0006: 233@ = 0 
0085: 231@ = 217@ // (int) 
04AF: 180@ = 0 // = constant 
0006: 35@ = 99 

:POOL2_24016
0002: jump @POOL2_24479 

:POOL2_24023
00D6: if 
0039:   229@ == 1 
004D: jump_if_false @POOL2_24147 
0006: 229@ = 2 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
0085: 230@ = 220@ // (int) 
0006: 232@ = 2 
0006: 233@ = 0 
0085: 231@ = 218@ // (int) 
00D6: if 
0039:   220@ == 1 
004D: jump_if_false @POOL2_24126 
04AF: 180@ = 1 // = constant 
0002: jump @POOL2_24133 

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

:POOL2_24133
0006: 35@ = 99 
0002: jump @POOL2_24214 

:POOL2_24147
0006: 229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
0006: 232@ = 2 
0006: 233@ = 0 
0085: 231@ = 217@ // (int) 
04AF: 180@ = 0 // = constant 
0006: 35@ = 99 

:POOL2_24214
0002: jump @POOL2_24479 

:POOL2_24221
00D6: if 
0039:   184@ == 0 
004D: jump_if_false @POOL2_24253 
0006: 275@ = 0 
0002: jump @POOL2_24260 

:POOL2_24253
0006: 275@ = 1 

:POOL2_24260
0006: 276@ = 1 
0006: 35@ = 99 
0002: jump @POOL2_24479 

:POOL2_24281
00D6: if 
0039:   229@ == 1 
004D: jump_if_false @POOL2_24405 
0006: 229@ = 2 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
0085: 230@ = 220@ // (int) 
0006: 232@ = 2 
0006: 233@ = 0 
0085: 231@ = 218@ // (int) 
00D6: if 
0039:   220@ == 1 
004D: jump_if_false @POOL2_24384 
04AF: 180@ = 1 // = constant 
0002: jump @POOL2_24391 

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

:POOL2_24391
0006: 35@ = 99 
0002: jump @POOL2_24472 

:POOL2_24405
0006: 229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
0006: 232@ = 2 
0006: 233@ = 0 
0085: 231@ = 217@ // (int) 
04AF: 180@ = 0 // = constant 
0006: 35@ = 99 

:POOL2_24472
0002: jump @POOL2_24479 

:POOL2_24479
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @POOL2_24533 
00D6: if 
0039:   230@ == 1 
004D: jump_if_false @POOL2_24526 
0512: show_permanent_text_box 'PL_H5'  // ~k~~PED_SPRINT~ Continue.

:POOL2_24526
0002: jump @POOL2_24580 

:POOL2_24533
00D6: if 
04A4:   180@ == 0 // == constant 
004D: jump_if_false @POOL2_24569 
0512: show_permanent_text_box 'PL_H8'  // Player 1 press ~k~~PED_SPRINT~ to continue.
0002: jump @POOL2_24580 

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

:POOL2_24580
0006: 32@ = 0 
0006: 33@ = 0 

:POOL2_24594
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @POOL2_24702 
0050: gosub @POOL2_54829 
00D6: if 
0039:   230@ == 1 
004D: jump_if_false @POOL2_24669 
00D6: if 
00E1:   player 180@ pressed_key 16 
004D: jump_if_false @POOL2_24662 
000A: 35@ += 1 

:POOL2_24662
0002: jump @POOL2_24702 

:POOL2_24669
00D6: if or
0019:   33@ > 2000 
00E1:   player 180@ pressed_key 16 
004D: jump_if_false @POOL2_24702 
000A: 35@ += 1 

:POOL2_24702
00D6: if 
0039:   35@ == 100 
004D: jump_if_false @POOL2_24864 
03E6: remove_text_box 
0006: 39@ = 0 
0006: 271@ = 0 

:POOL2_24736
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_24779 
0006: 255@(39@,16i) = 0 
000A: 39@ += 1 
0002: jump @POOL2_24736 

:POOL2_24779
0006: 272@ = 0 
0006: 273@ = 0 
00D6: if 
0039:   276@ == 1 
004D: jump_if_false @POOL2_24839 
0006: 184@ = 1 
000A: 34@ += 1 
0006: 35@ = 0 
0002: jump @POOL2_24860 

:POOL2_24839
0006: 184@ = 0 
0006: 34@ = 3 
0006: 35@ = 0 

:POOL2_24860
0001: wait 0 ms 

:POOL2_24864
0051: return 

:POOL2_24866
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @POOL2_25319 
00D6: if 
0039:   275@ == 0 
004D: jump_if_false @POOL2_24966 
00D6: if 
0039:   229@ == 1 
004D: jump_if_false @POOL2_24943 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
0002: jump @POOL2_24959 

:POOL2_24943
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 

:POOL2_24959
0002: jump @POOL2_25023 

:POOL2_24966
00D6: if 
0039:   229@ == 1 
004D: jump_if_false @POOL2_25007 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0002: jump @POOL2_25023 

:POOL2_25007
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 

:POOL2_25023
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_25319 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ with_offset 1.0 2.0 0.0 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
0159: camera_on_ped 215@ mode 15 switchstyle 2 
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @POOL2_25247 
00D6: if 
003B:   215@ == 213@ // (int) 
004D: jump_if_false @POOL2_25209 
0085: 39@ = 162@ // (int) 
0012: 39@ *= 2 
0109: player $PLAYER_CHAR money = 39@ 
004F: create_thread @CASHWIN 39@ 5000 80  
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @POOL2_25202 
03FE: set_actor 164@ money 0 

:POOL2_25202
0002: jump @POOL2_25240 

:POOL2_25209
0085: 39@ = 162@ // (int) 
0012: 39@ *= -1 
004F: create_thread @CASHWIN 39@ 5000 80  

:POOL2_25240
0002: jump @POOL2_25305 

:POOL2_25247
00D6: if 
003B:   215@ == 213@ // (int) 
004D: jump_if_false @POOL2_25289 
00BA: show_text_styled GXT 'PL_08' time 5000 style 1  // Player 1 Wins!
0002: jump @POOL2_25305 

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

:POOL2_25305
0006: 32@ = 0 
000A: 35@ += 1 

:POOL2_25319
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @POOL2_25363 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @POOL2_25363 
000A: 35@ += 1 

:POOL2_25363
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @POOL2_25936 
016A: fade 0 time 500 

:POOL2_25388
00D6: if 
016B:   fading 
004D: jump_if_false @POOL2_25412 
0001: wait 0 ms 
0002: jump @POOL2_25388 

:POOL2_25412
0006: 39@ = 0 

:POOL2_25419
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_25480 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_25466 
0108: destroy_object 82@(39@,16i) 

:POOL2_25466
000A: 39@ += 1 
0002: jump @POOL2_25419 

:POOL2_25480
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.2734375 -0.0546875 0.9296875 
029B: 82@ = init_object #K_POOLBALLCUE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object 163@ Z_angle 
0009: $TEMPVAR_ANGLE += 270.0 
0177: set_object 82@ Z_angle_to $TEMPVAR_ANGLE 
0400: store_coords_to 558@ 559@ 560@ from_object 163@ with_offset 0.3408 -0.0284 0.9297 
0176: 561@ = object 163@ Z_angle 
000B: 561@ += 90.0 
029B: 83@ = init_object #K_POOLBALLSPT01 at 558@ 559@ 560@ 
029B: 84@ = init_object #K_POOLBALLSPT02 at 0.0 0.0 0.0 
029B: 85@ = init_object #K_POOLBALLSPT03 at 0.0 0.0 0.0 
029B: 86@ = init_object #K_POOLBALLSPT04 at 0.0 0.0 0.0 
029B: 87@ = init_object #K_POOLBALLSPT05 at 0.0 0.0 0.0 
029B: 88@ = init_object #K_POOLBALLSPT06 at 0.0 0.0 0.0 
029B: 89@ = init_object #K_POOLBALLSPT07 at 0.0 0.0 0.0 
029B: 90@ = init_object #K_POOLBALL8 at 0.0 0.0 0.0 
029B: 91@ = init_object #K_POOLBALLSTP01 at 0.0 0.0 0.0 
029B: 92@ = init_object #K_POOLBALLSTP02 at 0.0 0.0 0.0 
029B: 93@ = init_object #K_POOLBALLSTP03 at 0.0 0.0 0.0 
029B: 94@ = init_object #K_POOLBALLSTP04 at 0.0 0.0 0.0 
029B: 95@ = init_object #K_POOLBALLSTP05 at 0.0 0.0 0.0 
029B: 96@ = init_object #K_POOLBALLSTP06 at 0.0 0.0 0.0 
029B: 97@ = init_object #K_POOLBALLSTP07 at 0.0 0.0 0.0 
0050: gosub @POOL2_50546 
0006: 35@ = 99 

:POOL2_25936
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @POOL2_25970 
03E6: remove_text_box 
000A: 34@ += 1 
0006: 35@ = 0 

:POOL2_25970
0051: return 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.3 3.36 
0342: set_text_draw_centered 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
0904: get_interface 6 color_RGBA_to $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN $3400 
0340: set_text_draw_RGBA $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN 255 
0051: return 

:POOL2_26060
0006: 275@ = 0 
0006: 271@ = 0 
0006: 272@ = 0 
0006: 273@ = 0 
0006: 274@ = 0 
0006: 39@ = 0 

:POOL2_26102
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_26156 
0006: 255@(39@,16i) = 0 
0006: 66@(39@,16i) = 0 
000A: 39@ += 1 
0002: jump @POOL2_26102 

:POOL2_26156
0006: 232@ = 0 
0006: 276@ = 0 
0006: 34@ = 1 
0006: 35@ = 0 
0051: return 

:POOL2_26186
00D6: if 
03CA:   object 163@ exists 
004D: jump_if_false @POOL2_26234 
01BB: store_object 163@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 10.0 

:POOL2_26234
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_26272 
05A8: get_object 82@ speed_to 48@ 
05A6: get_object 82@ rotation_velocity_about_an_axis_X 49@ axis_Y 50@ axis_Z 51@ through_center_of_body 

:POOL2_26272
00D6: if 
0019:   206@ > 2000 
004D: jump_if_false @POOL2_26762 
0088: $TEMPVAR_FLOAT_1 = 204@ // (float) 
0011: $TEMPVAR_FLOAT_1 *= -1.0 
0006: 39@ = 0 

:POOL2_26316
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_26762 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_26737 
05A8: get_object 82@(39@,16i) speed_to 42@ 
00D6: if 
0025:   203@ > 42@ // (float) 
004D: jump_if_false @POOL2_26719 
00D6: if 
0023:   0.005 > 42@ 
004D: jump_if_false @POOL2_26635 
05A6: get_object 82@(39@,16i) rotation_velocity_about_an_axis_X 42@ axis_Y 43@ axis_Z 44@ through_center_of_body 
0006: 40@ = 0 
00D6: if or
0025:   42@ > 204@ // (float) 
0026:   $TEMPVAR_FLOAT_1 > 42@ // (float) 
004D: jump_if_false @POOL2_26465 
0006: 40@ = 1 

:POOL2_26465
00D6: if or
0025:   43@ > 204@ // (float) 
0026:   $TEMPVAR_FLOAT_1 > 43@ // (float) 
004D: jump_if_false @POOL2_26499 
0006: 40@ = 1 

:POOL2_26499
00D6: if or
0025:   44@ > 204@ // (float) 
0026:   $TEMPVAR_FLOAT_1 > 44@ // (float) 
004D: jump_if_false @POOL2_26533 
0006: 40@ = 1 

:POOL2_26533
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @POOL2_26617 
0381: throw_object 82@(39@,16i) velocity_in_direction 0.0 0.0 0.0 
05A2: set_object 82@(39@,16i) rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_mass 
0006: 109@(39@,16i) = 1 
0002: jump @POOL2_26628 

:POOL2_26617
0006: 109@(39@,16i) = 0 

:POOL2_26628
0002: jump @POOL2_26712 

:POOL2_26635
059F: get_object 82@(39@,16i) velocity_in_direction $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0011: $TEMPVAR_FLOAT_1 *= 0.9 
0011: $TEMPVAR_FLOAT_2 *= 0.9 
0011: $TEMPVAR_FLOAT_3 *= 0.9 
0381: throw_object 82@(39@,16i) velocity_in_direction $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0006: 109@(39@,16i) = 0 

:POOL2_26712
0002: jump @POOL2_26730 

:POOL2_26719
0006: 109@(39@,16i) = 0 

:POOL2_26730
0002: jump @POOL2_26748 

:POOL2_26737
0006: 109@(39@,16i) = 1 

:POOL2_26748
000A: 39@ += 1 
0002: jump @POOL2_26316 

:POOL2_26762
00D6: if 
8039:   not  108@ == 1 
004D: jump_if_false @POOL2_26826 
0085: 358@ = 213@ // (int) 
0085: 359@ = 106@ // (int) 
0050: gosub @POOL2_30670 
0085: 358@ = 214@ // (int) 
0085: 359@ = 107@ // (int) 
0050: gosub @POOL2_30670 

:POOL2_26826
0013: 253@ *= 0.98 
0013: 254@ *= 0.98 
0006: 39@ = 0 

:POOL2_26853
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_27127 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_27113 
01BB: store_object 82@(39@,16i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 43@ = 52@ // (float) 
0013: 43@ *= 2.0 
0087: 42@ = 560@ // (float) 
0063: 42@ -= 43@ // (float) 
00D6: if 
0027:   42@ > $TEMPVAR_FLOAT_3 // (float) 
004D: jump_if_false @POOL2_27113 
00D6: if 
0039:   66@(39@,16i) == 0 
004D: jump_if_false @POOL2_27113 
097A: play_audio_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 event 1017 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_27027 
0108: destroy_object 82@(39@,16i) 

:POOL2_27027
0006: 66@(39@,16i) = 1 
0006: 255@(39@,16i) = 1 
000A: 271@ += 1 
00D6: if and
0019:   39@ > 0 
001B:   8 > 39@ 
004D: jump_if_false @POOL2_27088 
000A: 272@ += 1 

:POOL2_27088
00D6: if 
0019:   39@ > 8 
004D: jump_if_false @POOL2_27113 
000A: 273@ += 1 

:POOL2_27113
000A: 39@ += 1 
0002: jump @POOL2_26853 

:POOL2_27127
0006: 39@ = 0 

:POOL2_27134
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_27513 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_27499 
00D6: if 
08FF:   object 82@(39@,16i) received_damage_type 54 
004D: jump_if_false @POOL2_27226 
000A: 277@ += 1 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @POOL2_27226 
0006: 279@ = 1 

:POOL2_27226
00D6: if 
0039:   278@ == -1 
004D: jump_if_false @POOL2_27342 
00D6: if 
0019:   39@ > 0 
004D: jump_if_false @POOL2_27342 
00D6: if 
08FF:   object 82@(39@,16i) received_damage_type 53 
004D: jump_if_false @POOL2_27342 
0085: 278@ = 39@ // (int) 
00D6: if 
0039:   279@ == 0 
004D: jump_if_false @POOL2_27342 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_27342 
05A7: set_object 82@ velocity_in_direction_X 253@ direction_Y 254@ direction_Z 0.0 

:POOL2_27342
00D6: if 
08FF:   object 82@(39@,16i) received_damage_type 50 
004D: jump_if_false @POOL2_27490 
000A: 277@ += 1 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @POOL2_27396 
0006: 279@ = 1 

:POOL2_27396
00D6: if 
0039:   278@ == -1 
004D: jump_if_false @POOL2_27490 
00D6: if 
0019:   39@ > 0 
004D: jump_if_false @POOL2_27490 
0085: 278@ = 39@ // (int) 
00D6: if 
0039:   279@ == 0 
004D: jump_if_false @POOL2_27490 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_27490 
05A7: set_object 82@ velocity_in_direction_X 253@ direction_Y 254@ direction_Z 0.0 

:POOL2_27490
0900: clear_object 82@(39@,16i) last_weapon_damage 

:POOL2_27499
000A: 39@ += 1 
0002: jump @POOL2_27134 

:POOL2_27513
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @POOL2_27604 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_27579 
0006: 129@ = 0 
0662: printstring "OUTPUT_TEXT_OFF" 
0002: jump @POOL2_27604 

:POOL2_27579
0006: 129@ = 1 
0662: printstring "OUTPUT_TEXT_ON" 

:POOL2_27604
00D6: if 
83CA:   not object 163@ exists 
004D: jump_if_false @POOL2_27627 
0006: 34@ = 99 

:POOL2_27627
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @POOL2_27651 
0226: $6459 = actor 164@ health 

:POOL2_27651
00D6: if 
0118:   actor 164@ dead 
004D: jump_if_false @POOL2_27674 
0006: 34@ = 99 

:POOL2_27674
00D6: if 
0039:   108@ == 1 
004D: jump_if_false @POOL2_28237 
0826: enable_hud 1 
00D6: if 
0019:   161@ > 0 
004D: jump_if_false @POOL2_27722 
0109: player $PLAYER_CHAR money = 161@ 

:POOL2_27722
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @POOL2_27794 
04D7: set_actor 164@ locked 0 
065C: release_decision_maker 207@ 
060A: create_decision_maker_type 2 store_to 207@ // decision\allowed\m_.ped files 
060B: set_actor 164@ decision_maker_to 207@ 
0619: enable_actor 164@ collision_detection 1 
02AB: set_actor 164@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
06AB: set_actor 164@ all_weapons_hidden 1 

:POOL2_27794
03DE: set_pedestrians_density_multiplier_to 1.0 
03F0: enable_text_draw 0 
0581: enable_radar 1 
0006: 39@ = 0 

:POOL2_27816
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_27857 
01C4: remove_references_to_object 82@(39@,16i) // This object will now disappear when the player looks away 
000A: 39@ += 1 
0002: jump @POOL2_27816 

:POOL2_27857
02EB: restore_camera_with_jumpcut 
00D6: if 
03CA:   object 238@ exists 
004D: jump_if_false @POOL2_27880 
0108: destroy_object 238@ 

:POOL2_27880
000B: 104@ += 0.1 
01BC: put_object 163@ at 102@ 103@ 104@ 
0400: store_coords_to 98@ 100@ $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.96 -0.49 0.7 
0400: store_coords_to 99@ 101@ $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.96 0.49 0.7 
00D6: if 
0025:   98@ > 99@ // (float) 
004D: jump_if_false @POOL2_28005 
0088: $TEMPVAR_FLOAT_1 = 98@ // (float) 
0087: 98@ = 99@ // (float) 
0089: 99@ = $TEMPVAR_FLOAT_1 // (float) 

:POOL2_28005
00D6: if 
0025:   100@ > 101@ // (float) 
004D: jump_if_false @POOL2_28048 
0088: $TEMPVAR_FLOAT_2 = 100@ // (float) 
0087: 100@ = 101@ // (float) 
0089: 101@ = $TEMPVAR_FLOAT_2 // (float) 

:POOL2_28048
0830: create_pool_table_collision_cornerA 98@ 100@ $TEMPVAR_FLOAT_3 cornerB 99@ 101@ $TEMPVAR_FLOAT_3 
0006: 39@ = 0 

:POOL2_28075
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_28173 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_28159 
01BB: store_object 82@(39@,16i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += 0.1 
01BC: put_object 82@(39@,16i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:POOL2_28159
000A: 39@ += 1 
0002: jump @POOL2_28075 

:POOL2_28173
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL2_28215 
0792: disembark_instantly_actor $PLAYER_ACTOR 
04D7: set_actor $PLAYER_ACTOR locked 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:POOL2_28215
0108: destroy_object 106@ 
0108: destroy_object 107@ 
0249: release_model #K_POOLQ 
04EF: release_animation "POOL" 

:POOL2_28237
00D6: if and
0039:   34@ == 99 
0039:   108@ == 0 
004D: jump_if_false @POOL2_28282 
03F0: enable_text_draw 0 
0581: enable_radar 1 
0006: 34@ = 0 
0001: wait 500 ms 

:POOL2_28282
00D6: if 
0736:   is_keyboard_key_just_pressed 73 
004D: jump_if_false @POOL2_28394 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_28394 
0550: keep_object 82@ in_memory 0 
0382: set_object 82@ collision_detection 0 
0392: make_object 82@ moveable 0 
0208: $TEMPVAR_FLOAT_1 = random_float_in_ranges -5.0 5.0 
0208: $TEMPVAR_FLOAT_2 = random_float_in_ranges -5.0 5.0 
0381: throw_object 82@ velocity_in_direction $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 0.0 
0382: set_object 82@ collision_detection 1 
0392: make_object 82@ moveable 1 

:POOL2_28394
0051: return 

:POOL2_28396
0006: 281@ = 0 
0007: 280@ = 1.7 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_28619 
01BB: store_object 82@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 42@ = 98@ // (float) 
000B: 42@ += 0.02 
00D6: if 
0027:   42@ > $TEMPVAR_FLOAT_1 // (float) 
004D: jump_if_false @POOL2_28487 
0006: 281@ = 99 

:POOL2_28487
0087: 42@ = 99@ // (float) 
000F: 42@ -= 0.02 
00D6: if 
0026:   $TEMPVAR_FLOAT_1 > 42@ // (float) 
004D: jump_if_false @POOL2_28531 
0006: 281@ = 99 

:POOL2_28531
0087: 42@ = 100@ // (float) 
000B: 42@ += 0.02 
00D6: if 
0027:   42@ > $TEMPVAR_FLOAT_2 // (float) 
004D: jump_if_false @POOL2_28575 
0006: 281@ = 99 

:POOL2_28575
0087: 42@ = 101@ // (float) 
000F: 42@ -= 0.02 
00D6: if 
0026:   $TEMPVAR_FLOAT_2 > 42@ // (float) 
004D: jump_if_false @POOL2_28619 
0006: 281@ = 99 

:POOL2_28619
00D6: if 
8039:   not  281@ == 99 
004D: jump_if_false @POOL2_30668 
00D6: if 
8039:   not  240@ == 0 
004D: jump_if_false @POOL2_28662 
0006: 281@ = 2 

:POOL2_28662
00D6: if 
0039:   281@ == 0 
004D: jump_if_false @POOL2_29271 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_29271 
0006: 39@ = 0 

:POOL2_28703
00D6: if 
001B:   3 > 39@ 
004D: jump_if_false @POOL2_28847 
0007: 304@(39@,3f) = -999999.9 
0007: 307@(39@,3f) = -999999.9 
0007: 310@(39@,3f) = -999999.9 
0007: 313@(39@,3f) = -999999.9 
0007: 316@(39@,3f) = -999999.9 
0007: 319@(39@,3f) = -999999.9 
0007: 322@(39@,3f) = -999999.9 
0007: 325@(39@,3f) = -999999.9 
000A: 39@ += 1 
0002: jump @POOL2_28703 

:POOL2_28847
0087: 301@ = 280@ // (float) 
0087: 301@ = 280@ // (float) 
0087: 300@ = 280@ // (float) 
0017: 300@ /= 10.0 
0176: $TEMPVAR_ANGLE = object 82@ Z_angle 
0453: set_object 82@ XYZ_rotation 0.0 0.0 $TEMPVAR_ANGLE 
01BB: store_object 82@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0027:   98@ > $TEMPVAR_FLOAT_1 // (float) 
004D: jump_if_false @POOL2_28958 
0088: $TEMPVAR_FLOAT_1 = 98@ // (float) 
0009: $TEMPVAR_FLOAT_1 += 0.01 

:POOL2_28958
00D6: if 
0026:   $TEMPVAR_FLOAT_1 > 99@ // (float) 
004D: jump_if_false @POOL2_28995 
0088: $TEMPVAR_FLOAT_1 = 99@ // (float) 
000D: $TEMPVAR_FLOAT_1 -= 0.01 

:POOL2_28995
00D6: if 
0027:   100@ > $TEMPVAR_FLOAT_2 // (float) 
004D: jump_if_false @POOL2_29032 
0088: $TEMPVAR_FLOAT_2 = 100@ // (float) 
0009: $TEMPVAR_FLOAT_2 += 0.01 

:POOL2_29032
00D6: if 
0026:   $TEMPVAR_FLOAT_2 > 101@ // (float) 
004D: jump_if_false @POOL2_29069 
0088: $TEMPVAR_FLOAT_2 = 101@ // (float) 
000D: $TEMPVAR_FLOAT_2 -= 0.01 

:POOL2_29069
0400: store_coords_to 165@ 166@ 167@ from_object 82@ with_offset 0.0 1.0 0.0 
0087: 282@ = 165@ // (float) 
0065: 282@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 283@ = 166@ // (float) 
0065: 283@ -= $TEMPVAR_FLOAT_2 // (float) 
0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 165@ 166@ 
0073: 282@ /= 42@ // (float) 
0073: 283@ /= 42@ // (float) 
006B: 282@ *= 301@ // (float) 
006B: 283@ *= 301@ // (float) 
0089: 487@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 488@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 304@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 307@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 483@ = $TEMPVAR_FLOAT_1 // (float) 
005B: 483@ += 282@ // (float) 
0089: 484@ = $TEMPVAR_FLOAT_2 // (float) 
005B: 484@ += 283@ // (float) 
0006: 284@ = 0 
0006: 328@ = 0 
0006: 515@ = 0 
000A: 281@ += 1 

:POOL2_29271
00D6: if 
0039:   281@ == 1 
004D: jump_if_false @POOL2_29690 
0006: 241@ = 0 

:POOL2_29296
00D6: if and
0021:   301@ > 0.0 
001B:   3 > 284@ 
004D: jump_if_false @POOL2_29676 
0050: gosub @POOL2_48189 
0087: 310@(284@,3f) = 505@ // (float) 
0087: 313@(284@,3f) = 506@ // (float) 
0085: 39@ = 284@ // (int) 
000A: 39@ += 1 
00D6: if 
001B:   3 > 39@ 
004D: jump_if_false @POOL2_29412 
0087: 304@(39@,3f) = 505@ // (float) 
0087: 307@(39@,3f) = 506@ // (float) 

:POOL2_29412
0509: 42@ = distance_between_XY 304@(284@,3f) 307@(284@,3f) and_XY 310@(284@,3f) 313@(284@,3f) 
0063: 301@ -= 42@ // (float) 
00D6: if 
0039:   485@ == 0 
004D: jump_if_false @POOL2_29662 
00D6: if 
8039:   not  504@ == -1 
004D: jump_if_false @POOL2_29506 
0013: 301@ *= 0.5 
0002: jump @POOL2_29516 

:POOL2_29506
0013: 301@ *= 0.75 

:POOL2_29516
00D6: if 
0039:   328@ == 0 
004D: jump_if_false @POOL2_29584 
00D6: if 
8039:   not  504@ == -1 
004D: jump_if_false @POOL2_29584 
0085: 328@ = 504@ // (int) 
0087: 329@ = 301@ // (float) 
0087: 330@ = 509@ // (float) 
0087: 331@ = 510@ // (float) 

:POOL2_29584
0087: 487@ = 505@ // (float) 
0087: 488@ = 506@ // (float) 
006B: 507@ *= 301@ // (float) 
006B: 508@ *= 301@ // (float) 
0087: 483@ = 487@ // (float) 
005B: 483@ += 507@ // (float) 
0087: 484@ = 488@ // (float) 
005B: 484@ += 508@ // (float) 
000A: 284@ += 1 
0002: jump @POOL2_29669 

:POOL2_29662
0006: 284@ = 3 

:POOL2_29669
0002: jump @POOL2_29296 

:POOL2_29676
000A: 240@ += 1 
000A: 281@ += 1 

:POOL2_29690
00D6: if 
0039:   281@ == 2 
004D: jump_if_false @POOL2_30636 
0006: 39@ = 0 

:POOL2_29715
00D6: if 
001B:   10 > 39@ 
004D: jump_if_false @POOL2_29827 
00D6: if 
03CA:   object 347@(39@,10i) exists 
004D: jump_if_false @POOL2_29762 
0108: destroy_object 347@(39@,10i) 

:POOL2_29762
0107: 347@(39@,10i) = create_object #K_POOLBALLCUE at 0.0 0.0 0.0 
0382: set_object 347@(39@,10i) collision_detection 0 
08D2: object 347@(39@,10i) scale_model 0.3 
000A: 39@ += 1 
0002: jump @POOL2_29715 

:POOL2_29827
0006: 357@ = 0 
0007: 343@ = 0.005 
007B: 342@ += frame_delta_time * 343@ // (float) 
00D6: if 
0025:   342@ > 300@ // (float) 
004D: jump_if_false @POOL2_29879 
0063: 342@ -= 300@ // (float) 

:POOL2_29879
0007: 346@ = 0.0 
0006: 39@ = 0 

:POOL2_29896
00D6: if 
001B:   3 > 39@ 
004D: jump_if_false @POOL2_30629 
00D6: if and
0021:   304@(39@,3f) > -9999.9 
0021:   307@(39@,3f) > -9999.9 
0021:   310@(39@,3f) > -9999.9 
0021:   313@(39@,3f) > -9999.9 
004D: jump_if_false @POOL2_30615 
0509: 42@ = distance_between_XY 304@(39@,3f) 307@(39@,3f) and_XY 310@(39@,3f) 313@(39@,3f) 
0087: 169@ = 310@(39@,3f) // (float) 
0063: 169@ -= 304@(39@,3f) // (float) 
0087: 170@ = 313@(39@,3f) // (float) 
0063: 170@ -= 307@(39@,3f) // (float) 
0087: 43@ = 42@ // (float) 
0073: 43@ /= 300@ // (float) 
0092: 40@ = float 43@ to_integer 
000A: 40@ += 1 
0073: 169@ /= 42@ // (float) 
0073: 170@ /= 42@ // (float) 
0087: 344@ = 169@ // (float) 
0087: 345@ = 170@ // (float) 
006B: 344@ *= 342@ // (float) 
006B: 345@ *= 342@ // (float) 
006B: 169@ *= 300@ // (float) 
006B: 170@ *= 300@ // (float) 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_30335 
01BB: store_object 82@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0027:   98@ > $TEMPVAR_FLOAT_1 // (float) 
004D: jump_if_false @POOL2_30224 
0088: $TEMPVAR_FLOAT_1 = 98@ // (float) 
0009: $TEMPVAR_FLOAT_1 += 0.01 

:POOL2_30224
00D6: if 
0026:   $TEMPVAR_FLOAT_1 > 99@ // (float) 
004D: jump_if_false @POOL2_30261 
0088: $TEMPVAR_FLOAT_1 = 99@ // (float) 
000D: $TEMPVAR_FLOAT_1 -= 0.01 

:POOL2_30261
00D6: if 
0027:   100@ > $TEMPVAR_FLOAT_2 // (float) 
004D: jump_if_false @POOL2_30298 
0088: $TEMPVAR_FLOAT_2 = 100@ // (float) 
0009: $TEMPVAR_FLOAT_2 += 0.01 

:POOL2_30298
00D6: if 
0026:   $TEMPVAR_FLOAT_2 > 101@ // (float) 
004D: jump_if_false @POOL2_30335 
0088: $TEMPVAR_FLOAT_2 = 101@ // (float) 
000D: $TEMPVAR_FLOAT_2 -= 0.01 

:POOL2_30335
0087: 196@ = 304@(39@,3f) // (float) 
0063: 196@ -= 169@ // (float) 
0087: 197@ = 307@(39@,3f) // (float) 
0063: 197@ -= 170@ // (float) 
005B: 196@ += 344@ // (float) 
005B: 197@ += 345@ // (float) 
005A: 40@ += 357@ // (int) 

:POOL2_30399
00D6: if and
001D:   40@ > 357@ // (int) 
001B:   10 > 357@ 
004D: jump_if_false @POOL2_30615 
0088: $TEMPVAR_FLOAT_1 = 196@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 169@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 197@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 170@ // (float) 
0089: 196@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 197@ = $TEMPVAR_FLOAT_2 // (float) 
00D6: if 
03CA:   object 347@(357@,10i) exists 
004D: jump_if_false @POOL2_30601 
00D6: if or
0026:   $TEMPVAR_FLOAT_1 > 99@ // (float) 
0027:   98@ > $TEMPVAR_FLOAT_1 // (float) 
0026:   $TEMPVAR_FLOAT_2 > 101@ // (float) 
0027:   100@ > $TEMPVAR_FLOAT_2 // (float) 
004D: jump_if_false @POOL2_30572 
0750: set_object 347@(357@,10i) visibility 0 
01BC: put_object 347@(357@,10i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0002: jump @POOL2_30601 

:POOL2_30572
0750: set_object 347@(357@,10i) visibility 1 
01BC: put_object 347@(357@,10i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:POOL2_30601
000A: 357@ += 1 
0002: jump @POOL2_30399 

:POOL2_30615
000A: 39@ += 1 
0002: jump @POOL2_29896 

:POOL2_30629
000A: 281@ += 1 

:POOL2_30636
00D6: if 
0039:   281@ == 3 
004D: jump_if_false @POOL2_30661 
0006: 281@ = 99 

:POOL2_30661
0002: jump @POOL2_28619 

:POOL2_30668
0051: return 

:POOL2_30670
00D6: if 
8118:   not actor 358@ dead 
004D: jump_if_false @POOL2_33710 
00D6: if 
07D6:   358@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @POOL2_30719 
0006: 360@ = 0 
0002: jump @POOL2_30726 

:POOL2_30719
0006: 360@ = 1 

:POOL2_30726
00D6: if 
0611:   actor 358@ performing_animation "POOL_XLONG_SHOT" 
004D: jump_if_false @POOL2_30992 
00D6: if 
8737:   not actor 358@ lifting_object 359@ 
004D: jump_if_false @POOL2_30819 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_30819
0613: 42@ = actor 358@ animation "POOL_XLONG_SHOT" time 
00D6: if 
0837:   object 359@ animation == "POOL_XLONG_SHOT_O" 
004D: jump_if_false @POOL2_30913 
083A: set_object 359@ animation "POOL_XLONG_SHOT_O" progress_to 42@ 
0002: jump @POOL2_30992 

:POOL2_30913
00D6: if 
075A: set_object 359@ animation "POOL_XLONG_SHOT_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @POOL2_30992 
0836: set_object 359@ animation "POOL_XLONG_SHOT_O" at 0.0 times_normal_rate 

:POOL2_30992
00D6: if and
0611:   actor 358@ performing_animation "POOL_XLONG_START" 
8611:   not actor 358@ performing_animation "POOL_XLONG_SHOT" 
004D: jump_if_false @POOL2_31286 
00D6: if 
8737:   not actor 358@ lifting_object 359@ 
004D: jump_if_false @POOL2_31108 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_31108
0613: 42@ = actor 358@ animation "POOL_XLONG_START" time 
00D6: if 
0837:   object 359@ animation == "POOL_XLONG_START_O" 
004D: jump_if_false @POOL2_31205 
083A: set_object 359@ animation "POOL_XLONG_START_O" progress_to 42@ 
0002: jump @POOL2_31286 

:POOL2_31205
00D6: if 
075A: set_object 359@ animation "POOL_XLONG_START_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @POOL2_31286 
0836: set_object 359@ animation "POOL_XLONG_START_O" at 0.0 times_normal_rate 

:POOL2_31286
00D6: if 
0611:   actor 358@ performing_animation "POOL_LONG_SHOT" 
004D: jump_if_false @POOL2_31546 
00D6: if 
8737:   not actor 358@ lifting_object 359@ 
004D: jump_if_false @POOL2_31378 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_31378
0613: 42@ = actor 358@ animation "POOL_LONG_SHOT" time 
00D6: if 
0837:   object 359@ animation == "POOL_LONG_SHOT_O" 
004D: jump_if_false @POOL2_31469 
083A: set_object 359@ animation "POOL_LONG_SHOT_O" progress_to 42@ 
0002: jump @POOL2_31546 

:POOL2_31469
00D6: if 
075A: set_object 359@ animation "POOL_LONG_SHOT_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @POOL2_31546 
0836: set_object 359@ animation "POOL_LONG_SHOT_O" at 0.0 times_normal_rate 

:POOL2_31546
00D6: if and
0611:   actor 358@ performing_animation "POOL_LONG_START" 
8611:   not actor 358@ performing_animation "POOL_LONG_SHOT" 
004D: jump_if_false @POOL2_31833 
00D6: if 
8737:   not actor 358@ lifting_object 359@ 
004D: jump_if_false @POOL2_31660 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_31660
0613: 42@ = actor 358@ animation "POOL_LONG_START" time 
00D6: if 
0837:   object 359@ animation == "POOL_LONG_START_O" 
004D: jump_if_false @POOL2_31754 
083A: set_object 359@ animation "POOL_LONG_START_O" progress_to 42@ 
0002: jump @POOL2_31833 

:POOL2_31754
00D6: if 
075A: set_object 359@ animation "POOL_LONG_START_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @POOL2_31833 
0836: set_object 359@ animation "POOL_LONG_START_O" at 0.0 times_normal_rate 

:POOL2_31833
00D6: if 
0611:   actor 358@ performing_animation "POOL_MED_SHOT" 
004D: jump_if_false @POOL2_32087 
00D6: if 
8737:   not actor 358@ lifting_object 359@ 
004D: jump_if_false @POOL2_31924 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_31924
0613: 42@ = actor 358@ animation "POOL_MED_SHOT" time 
00D6: if 
0837:   object 359@ animation == "POOL_MED_SHOT_O" 
004D: jump_if_false @POOL2_32012 
083A: set_object 359@ animation "POOL_MED_SHOT_O" progress_to 42@ 
0002: jump @POOL2_32087 

:POOL2_32012
00D6: if 
075A: set_object 359@ animation "POOL_MED_SHOT_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @POOL2_32087 
0836: set_object 359@ animation "POOL_MED_SHOT_O" at 0.0 times_normal_rate 

:POOL2_32087
00D6: if and
0611:   actor 358@ performing_animation "POOL_MED_START" 
8611:   not actor 358@ performing_animation "POOL_MED_SHOT" 
004D: jump_if_false @POOL2_32367 
00D6: if 
8737:   not actor 358@ lifting_object 359@ 
004D: jump_if_false @POOL2_32199 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_32199
0613: 42@ = actor 358@ animation "POOL_MED_START" time 
00D6: if 
0837:   object 359@ animation == "POOL_MED_START_O" 
004D: jump_if_false @POOL2_32290 
083A: set_object 359@ animation "POOL_MED_START_O" progress_to 42@ 
0002: jump @POOL2_32367 

:POOL2_32290
00D6: if 
075A: set_object 359@ animation "POOL_MED_START_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @POOL2_32367 
0836: set_object 359@ animation "POOL_MED_START_O" at 0.0 times_normal_rate 

:POOL2_32367
00D6: if 
0611:   actor 358@ performing_animation "POOL_SHORT_SHOT" 
004D: jump_if_false @POOL2_32633 
00D6: if 
8737:   not actor 358@ lifting_object 359@ 
004D: jump_if_false @POOL2_32460 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_32460
0613: 42@ = actor 358@ animation "POOL_SHORT_SHOT" time 
00D6: if 
0837:   object 359@ animation == "POOL_SHORT_SHOT_O" 
004D: jump_if_false @POOL2_32554 
083A: set_object 359@ animation "POOL_SHORT_SHOT_O" progress_to 42@ 
0002: jump @POOL2_32633 

:POOL2_32554
00D6: if 
075A: set_object 359@ animation "POOL_SHORT_SHOT_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @POOL2_32633 
0836: set_object 359@ animation "POOL_SHORT_SHOT_O" at 0.0 times_normal_rate 

:POOL2_32633
00D6: if and
0611:   actor 358@ performing_animation "POOL_SHORT_START" 
8611:   not actor 358@ performing_animation "POOL_SHORT_SHOT" 
004D: jump_if_false @POOL2_32927 
00D6: if 
8737:   not actor 358@ lifting_object 359@ 
004D: jump_if_false @POOL2_32749 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_32749
0613: 42@ = actor 358@ animation "POOL_SHORT_START" time 
00D6: if 
0837:   object 359@ animation == "POOL_SHORT_START_O" 
004D: jump_if_false @POOL2_32846 
083A: set_object 359@ animation "POOL_SHORT_START_O" progress_to 42@ 
0002: jump @POOL2_32927 

:POOL2_32846
00D6: if 
075A: set_object 359@ animation "POOL_SHORT_START_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @POOL2_32927 
0836: set_object 359@ animation "POOL_SHORT_START_O" at 0.0 times_normal_rate 

:POOL2_32927
00D6: if 
0611:   actor 358@ performing_animation "POOL_CHALKCUE" 
004D: jump_if_false @POOL2_33130 
00D6: if 
8737:   not actor 358@ lifting_object 359@ 
004D: jump_if_false @POOL2_33018 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_33018
0613: 42@ = actor 358@ animation "POOL_CHALKCUE" time 
00D6: if 
0021:   42@ > 0.28 
004D: jump_if_false @POOL2_33123 
00D6: if 
8039:   not  361@(360@,2i) == 1 
004D: jump_if_false @POOL2_33123 
01BB: store_object 359@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
097A: play_audio_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 event 1018 
0006: 361@(360@,2i) = 1 

:POOL2_33123
0002: jump @POOL2_33163 

:POOL2_33130
00D6: if 
8039:   not  361@(360@,2i) == 0 
004D: jump_if_false @POOL2_33163 
0006: 361@(360@,2i) = 0 

:POOL2_33163
00D6: if 
0611:   actor 358@ performing_animation "POOL_IDLE_STANCE" 
004D: jump_if_false @POOL2_33257 
00D6: if 
8737:   not actor 358@ lifting_object 359@ 
004D: jump_if_false @POOL2_33257 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_33257
00D6: if 
0611:   actor 358@ performing_animation "POOL_WALK" 
004D: jump_if_false @POOL2_33344 
00D6: if 
8737:   not actor 358@ lifting_object 359@ 
004D: jump_if_false @POOL2_33344 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_33344
00D6: if 
0611:   actor 358@ performing_animation "POOL_WALK_START" 
004D: jump_if_false @POOL2_33437 
00D6: if 
8737:   not actor 358@ lifting_object 359@ 
004D: jump_if_false @POOL2_33437 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_33437
0006: 39@ = 0 
00D6: if and
0611:   actor 358@ performing_animation "IDLE_STANCE" 
803B:   not  215@ == 358@ // (int) 
004D: jump_if_false @POOL2_33488 
0006: 39@ = 1 

:POOL2_33488
00D6: if and
0611:   actor 358@ performing_animation "IDLE_STANCE" 
0039:   35@ == 6 
004D: jump_if_false @POOL2_33531 
0006: 39@ = 1 

:POOL2_33531
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @POOL2_33710 
062E: get_actor 358@ task 1560 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @POOL2_33710 
070B: set_actor 358@ onbone_attached_object_operation 0 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 
0615: define_AS_pack_begin 47@ 
0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" IFP "POOL" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 47@ 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @POOL2_33705 
0618: assign_actor 358@ to_AS_pack 47@ 

:POOL2_33705
061B: remove_references_to_AS_pack 47@ 

:POOL2_33710
0051: return 

:POOL2_33712
0007: 369@ = 99999.9 
0007: 370@ = 99999.9 
0007: 371@ = 99999.9 
0007: 363@ = 99999.9 
0007: 365@ = 0.0 
0007: 364@ = 99999.9 
0006: 366@ = 0 

:POOL2_33779
00D6: if 
001B:   6 > 366@ 
004D: jump_if_false @POOL2_34021 
0007: 382@(366@,6f) = 0.0 
0007: 388@(366@,6f) = 0.0 
0007: 394@(366@,6f) = 0.0 
0007: 400@(366@,6f) = 0.0 
0007: 406@(366@,6f) = 0.0 
0007: 412@(366@,6f) = 0.0 
0007: 418@(366@,6f) = 0.0 
0007: 424@(366@,6f) = 0.0 
0007: 430@(366@,6f) = 0.0 
0007: 436@(366@,6f) = 0.0 
0007: 442@(366@,6f) = 0.0 
0007: 448@(366@,6f) = 0.0 
0007: 454@(366@,6f) = 0.0 
0007: 460@(366@,6f) = 0.0 
0007: 466@(366@,6f) = 0.0 
000A: 366@ += 1 
0002: jump @POOL2_33779 

:POOL2_34021
0006: 366@ = 1 

:POOL2_34028
00D6: if 
001B:   16 > 366@ 
004D: jump_if_false @POOL2_38299 
0001: wait 0 ms 
0006: 381@ = 0 
00D6: if 
03CA:   object 82@(366@,16i) exists 
004D: jump_if_false @POOL2_37232 
00D6: if 
0039:   66@(366@,16i) == 0 
004D: jump_if_false @POOL2_37218 
00D6: if 
001B:   8 > 366@ 
004D: jump_if_false @POOL2_34131 
0006: 368@ = 0 
0002: jump @POOL2_34170 

:POOL2_34131
00D6: if 
0039:   366@ == 8 
004D: jump_if_false @POOL2_34163 
0006: 368@ = 2 
0002: jump @POOL2_34170 

:POOL2_34163
0006: 368@ = 1 

:POOL2_34170
00D6: if or
003B:   368@ == 231@ // (int) 
0039:   231@ == -1 
004D: jump_if_false @POOL2_37204 
00D6: if and
0039:   231@ == -1 
0039:   368@ == 2 
004D: jump_if_false @POOL2_34235 
0006: 381@ = 1 
0002: jump @POOL2_37197 

:POOL2_34235
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_34392 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 21 // BALL 
03A7: save_int_to_debug_file 366@ 

:POOL2_34392
0006: 367@ = 0 

:POOL2_34399
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_37197 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_34572 
03A9: save_newline_to_debug_file 
05B6: 22 // POCKET 
03A7: save_int_to_debug_file 367@ 

:POOL2_34572
0085: 516@ = 82@(366@,16i) // (int) 
0085: 517@ = 367@ // (int) 
0050: gosub @POOL2_48775 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_34754 
03A9: save_newline_to_debug_file 
05B6: 23 //  REQUIRED ANGLE = 
03A8: save_float_to_debug_file 519@ 

:POOL2_34754
00D6: if 
0039:   518@ == 1 
004D: jump_if_false @POOL2_36740 
0085: 481@ = 82@(366@,16i) // (int) 
0006: 482@ = 0 
0087: 483@ = 54@(367@,6f) // (float) 
0087: 484@ = 60@(367@,6f) // (float) 
0050: gosub @POOL2_46939 
00D6: if 
0039:   485@ == 1 
004D: jump_if_false @POOL2_34857 
0007: 473@ = 1.0 
0002: jump @POOL2_34903 

:POOL2_34857
00D6: if 
003B:   486@ == 368@ // (int) 
004D: jump_if_false @POOL2_34893 
0007: 473@ = 0.2 
0002: jump @POOL2_34903 

:POOL2_34893
0007: 473@ = 0.1 

:POOL2_34903
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_35058 
03A9: save_newline_to_debug_file 
05B6: 24 //  POCKET_PATH_SCORE = 
03A8: save_float_to_debug_file 473@ 

:POOL2_35058
01BB: store_object 82@(366@,16i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 54@(367@,6f) 60@(367@,6f) 
0007: 475@ = 2.3 
0063: 475@ -= 42@ // (float) 
0017: 475@ /= 2.3 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_35284 
03A9: save_newline_to_debug_file 
05B6: 25 //  POCKET_DIST_SCORE = 
03A8: save_float_to_debug_file 475@ 

:POOL2_35284
0007: 476@ = 90.0 
0063: 476@ -= 519@ // (float) 
0017: 476@ /= 90.0 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_35467 
03A9: save_newline_to_debug_file 
05B6: 26 //  POCKET_ANGLE_SCORE = 
03A8: save_float_to_debug_file 476@ 

:POOL2_35467
0085: 481@ = 82@ // (int) 
0085: 482@ = 82@(366@,16i) // (int) 
0087: 483@ = 526@ // (float) 
0087: 484@ = 527@ // (float) 
0050: gosub @POOL2_46939 
00D6: if 
0039:   485@ == 1 
004D: jump_if_false @POOL2_35545 
0007: 474@ = 1.0 
0002: jump @POOL2_35776 

:POOL2_35545
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_35695 
03A9: save_newline_to_debug_file 
05B6: 27 //    (PATH NOT CLEAR FROM CUE BALL TO THIS BALL) 

:POOL2_35695
00D6: if 
0039:   231@ == -1 
004D: jump_if_false @POOL2_35730 
0007: 474@ = 0.05 
0002: jump @POOL2_35776 

:POOL2_35730
00D6: if 
003B:   486@ == 231@ // (int) 
004D: jump_if_false @POOL2_35766 
0007: 474@ = 0.05 
0002: jump @POOL2_35776 

:POOL2_35766
0007: 474@ = -1000.0 

:POOL2_35776
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_35931 
03A9: save_newline_to_debug_file 
05B6: 28 //  CUE_PATH_SCORE = 
03A8: save_float_to_debug_file 474@ 

:POOL2_35931
01BB: store_object 82@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 526@ 527@ 
00D6: if 
0023:   0.3 > 42@ 
004D: jump_if_false @POOL2_36019 
0007: 43@ = 0.3 
0063: 43@ -= 42@ // (float) 
0007: 42@ = 0.3 
005B: 42@ += 43@ // (float) 

:POOL2_36019
000B: 42@ += -0.3 
0007: 43@ = 2.0 
0063: 43@ -= 42@ // (float) 
0017: 43@ /= 2.0 
0087: 472@ = 43@ // (float) 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_36220 
03A9: save_newline_to_debug_file 
05B6: 29 //  CUE_DIST_SCORE = 
03A8: save_float_to_debug_file 472@ 

:POOL2_36220
0013: 473@ *= 1.0 
0013: 474@ *= 1.0 
0013: 472@ *= 0.3 
0013: 475@ *= 0.4 
0013: 476@ *= 0.8 
0087: 477@ = 473@ // (float) 
005B: 477@ += 474@ // (float) 
005B: 477@ += 472@ // (float) 
005B: 477@ += 475@ // (float) 
005B: 477@ += 476@ // (float) 
0017: 477@ /= 5.0 
0871: init_jump_table 366@ total_jumps 15 default_jump 0 @POOL2_36733 jumps 1 @POOL2_36448 2 @POOL2_36467 3 @POOL2_36486 4 @POOL2_36505 5 @POOL2_36524 6 @POOL2_36543 7 @POOL2_36562 
0872: jump_table_jumps 8 @POOL2_36581 9 @POOL2_36600 10 @POOL2_36619 11 @POOL2_36638 12 @POOL2_36657 13 @POOL2_36676 14 @POOL2_36695 15 @POOL2_36714 -1 @POOL2_36733 

:POOL2_36448
0087: 382@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_36733 

:POOL2_36467
0087: 388@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_36733 

:POOL2_36486
0087: 394@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_36733 

:POOL2_36505
0087: 400@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_36733 

:POOL2_36524
0087: 406@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_36733 

:POOL2_36543
0087: 412@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_36733 

:POOL2_36562
0087: 418@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_36733 

:POOL2_36581
0087: 424@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_36733 

:POOL2_36600
0087: 430@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_36733 

:POOL2_36619
0087: 436@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_36733 

:POOL2_36638
0087: 442@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_36733 

:POOL2_36657
0087: 448@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_36733 

:POOL2_36676
0087: 454@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_36733 

:POOL2_36695
0087: 460@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_36733 

:POOL2_36714
0087: 466@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_36733 

:POOL2_36733
0002: jump @POOL2_37183 

:POOL2_36740
0871: init_jump_table 366@ total_jumps 15 default_jump 0 @POOL2_37183 jumps 1 @POOL2_36868 2 @POOL2_36889 3 @POOL2_36910 4 @POOL2_36931 5 @POOL2_36952 6 @POOL2_36973 7 @POOL2_36994 
0872: jump_table_jumps 8 @POOL2_37015 9 @POOL2_37036 10 @POOL2_37057 11 @POOL2_37078 12 @POOL2_37099 13 @POOL2_37120 14 @POOL2_37141 15 @POOL2_37162 -1 @POOL2_37183 

:POOL2_36868
0007: 382@(367@,6f) = -1.0 
0002: jump @POOL2_37183 

:POOL2_36889
0007: 388@(367@,6f) = -1.0 
0002: jump @POOL2_37183 

:POOL2_36910
0007: 394@(367@,6f) = -1.0 
0002: jump @POOL2_37183 

:POOL2_36931
0007: 400@(367@,6f) = -1.0 
0002: jump @POOL2_37183 

:POOL2_36952
0007: 406@(367@,6f) = -1.0 
0002: jump @POOL2_37183 

:POOL2_36973
0007: 412@(367@,6f) = -1.0 
0002: jump @POOL2_37183 

:POOL2_36994
0007: 418@(367@,6f) = -1.0 
0002: jump @POOL2_37183 

:POOL2_37015
0007: 424@(367@,6f) = -1.0 
0002: jump @POOL2_37183 

:POOL2_37036
0007: 430@(367@,6f) = -1.0 
0002: jump @POOL2_37183 

:POOL2_37057
0007: 436@(367@,6f) = -1.0 
0002: jump @POOL2_37183 

:POOL2_37078
0007: 442@(367@,6f) = -1.0 
0002: jump @POOL2_37183 

:POOL2_37099
0007: 448@(367@,6f) = -1.0 
0002: jump @POOL2_37183 

:POOL2_37120
0007: 454@(367@,6f) = -1.0 
0002: jump @POOL2_37183 

:POOL2_37141
0007: 460@(367@,6f) = -1.0 
0002: jump @POOL2_37183 

:POOL2_37162
0007: 466@(367@,6f) = -1.0 
0002: jump @POOL2_37183 

:POOL2_37183
000A: 367@ += 1 
0002: jump @POOL2_34399 

:POOL2_37197
0002: jump @POOL2_37211 

:POOL2_37204
0006: 381@ = 1 

:POOL2_37211
0002: jump @POOL2_37225 

:POOL2_37218
0006: 381@ = 1 

:POOL2_37225
0002: jump @POOL2_37239 

:POOL2_37232
0006: 381@ = 1 

:POOL2_37239
00D6: if 
0039:   381@ == 1 
004D: jump_if_false @POOL2_38285 
0871: init_jump_table 366@ total_jumps 15 default_jump 0 @POOL2_38285 jumps 1 @POOL2_37385 2 @POOL2_37445 3 @POOL2_37505 4 @POOL2_37565 5 @POOL2_37625 6 @POOL2_37685 7 @POOL2_37745 
0872: jump_table_jumps 8 @POOL2_37805 9 @POOL2_37865 10 @POOL2_37925 11 @POOL2_37985 12 @POOL2_38045 13 @POOL2_38105 14 @POOL2_38165 15 @POOL2_38225 -1 @POOL2_38285 

:POOL2_37385
0006: 367@ = 0 

:POOL2_37392
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_37438 
0007: 382@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_37392 

:POOL2_37438
0002: jump @POOL2_38285 

:POOL2_37445
0006: 367@ = 0 

:POOL2_37452
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_37498 
0007: 388@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_37452 

:POOL2_37498
0002: jump @POOL2_38285 

:POOL2_37505
0006: 367@ = 0 

:POOL2_37512
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_37558 
0007: 394@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_37512 

:POOL2_37558
0002: jump @POOL2_38285 

:POOL2_37565
0006: 367@ = 0 

:POOL2_37572
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_37618 
0007: 400@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_37572 

:POOL2_37618
0002: jump @POOL2_38285 

:POOL2_37625
0006: 367@ = 0 

:POOL2_37632
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_37678 
0007: 406@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_37632 

:POOL2_37678
0002: jump @POOL2_38285 

:POOL2_37685
0006: 367@ = 0 

:POOL2_37692
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_37738 
0007: 412@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_37692 

:POOL2_37738
0002: jump @POOL2_38285 

:POOL2_37745
0006: 367@ = 0 

:POOL2_37752
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_37798 
0007: 418@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_37752 

:POOL2_37798
0002: jump @POOL2_38285 

:POOL2_37805
0006: 367@ = 0 

:POOL2_37812
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_37858 
0007: 424@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_37812 

:POOL2_37858
0002: jump @POOL2_38285 

:POOL2_37865
0006: 367@ = 0 

:POOL2_37872
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_37918 
0007: 430@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_37872 

:POOL2_37918
0002: jump @POOL2_38285 

:POOL2_37925
0006: 367@ = 0 

:POOL2_37932
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_37978 
0007: 436@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_37932 

:POOL2_37978
0002: jump @POOL2_38285 

:POOL2_37985
0006: 367@ = 0 

:POOL2_37992
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_38038 
0007: 442@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_37992 

:POOL2_38038
0002: jump @POOL2_38285 

:POOL2_38045
0006: 367@ = 0 

:POOL2_38052
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_38098 
0007: 448@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_38052 

:POOL2_38098
0002: jump @POOL2_38285 

:POOL2_38105
0006: 367@ = 0 

:POOL2_38112
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_38158 
0007: 454@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_38112 

:POOL2_38158
0002: jump @POOL2_38285 

:POOL2_38165
0006: 367@ = 0 

:POOL2_38172
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_38218 
0007: 460@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_38172 

:POOL2_38218
0002: jump @POOL2_38285 

:POOL2_38225
0006: 367@ = 0 

:POOL2_38232
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_38278 
0007: 466@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_38232 

:POOL2_38278
0002: jump @POOL2_38285 

:POOL2_38285
000A: 366@ += 1 
0002: jump @POOL2_34028 

:POOL2_38299
0007: 478@ = -9999.9 
0006: 479@ = -1 
0006: 480@ = -1 
0006: 366@ = 0 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_38480 
03A9: save_newline_to_debug_file 
05B6: 30 // POOL AI POTENTIAL SHOT SCORES

:POOL2_38480
00D6: if 
001B:   6 > 366@ 
004D: jump_if_false @POOL2_41804 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_38794 
03A9: save_newline_to_debug_file 
05B6: 31 // POCKET
03A7: save_int_to_debug_file 366@ 
03A9: save_newline_to_debug_file 
05B6: 32 // BALL 01 = 
03A8: save_float_to_debug_file 382@(366@,6f) 

:POOL2_38794
00D6: if 
0025:   382@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_38844 
0087: 478@ = 382@(366@,6f) // (float) 
0006: 479@ = 1 
0085: 480@ = 366@ // (int) 

:POOL2_38844
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_39003 
03A9: save_newline_to_debug_file 
05B6: 33 // BALL 02 = 
03A8: save_float_to_debug_file 388@(366@,6f) 

:POOL2_39003
00D6: if 
0025:   388@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_39053 
0087: 478@ = 388@(366@,6f) // (float) 
0006: 479@ = 2 
0085: 480@ = 366@ // (int) 

:POOL2_39053
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_39212 
03A9: save_newline_to_debug_file 
05B6: 34 // BALL 03 = 
03A8: save_float_to_debug_file 394@(366@,6f) 

:POOL2_39212
00D6: if 
0025:   394@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_39262 
0087: 478@ = 394@(366@,6f) // (float) 
0006: 479@ = 3 
0085: 480@ = 366@ // (int) 

:POOL2_39262
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_39421 
03A9: save_newline_to_debug_file 
05B6: 35 // BALL 04 = 
03A8: save_float_to_debug_file 400@(366@,6f) 

:POOL2_39421
00D6: if 
0025:   400@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_39471 
0087: 478@ = 400@(366@,6f) // (float) 
0006: 479@ = 4 
0085: 480@ = 366@ // (int) 

:POOL2_39471
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_39630 
03A9: save_newline_to_debug_file 
05B6: 36 // BALL 05 = 
03A8: save_float_to_debug_file 406@(366@,6f) 

:POOL2_39630
00D6: if 
0025:   406@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_39680 
0087: 478@ = 406@(366@,6f) // (float) 
0006: 479@ = 5 
0085: 480@ = 366@ // (int) 

:POOL2_39680
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_39839 
03A9: save_newline_to_debug_file 
05B6: 37 // BALL 06 = 
03A8: save_float_to_debug_file 412@(366@,6f) 

:POOL2_39839
00D6: if 
0025:   412@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_39889 
0087: 478@ = 412@(366@,6f) // (float) 
0006: 479@ = 6 
0085: 480@ = 366@ // (int) 

:POOL2_39889
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_40048 
03A9: save_newline_to_debug_file 
05B6: 38 // BALL 07 = 
03A8: save_float_to_debug_file 418@(366@,6f) 

:POOL2_40048
00D6: if 
0025:   418@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_40098 
0087: 478@ = 418@(366@,6f) // (float) 
0006: 479@ = 7 
0085: 480@ = 366@ // (int) 

:POOL2_40098
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_40257 
03A9: save_newline_to_debug_file 
05B6: 39 // BALL 08 = 
03A8: save_float_to_debug_file 424@(366@,6f) 

:POOL2_40257
00D6: if 
0025:   424@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_40307 
0087: 478@ = 424@(366@,6f) // (float) 
0006: 479@ = 8 
0085: 480@ = 366@ // (int) 

:POOL2_40307
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_40466 
03A9: save_newline_to_debug_file 
05B6: 40 // BALL 09 = 
03A8: save_float_to_debug_file 430@(366@,6f) 

:POOL2_40466
00D6: if 
0025:   430@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_40516 
0087: 478@ = 430@(366@,6f) // (float) 
0006: 479@ = 9 
0085: 480@ = 366@ // (int) 

:POOL2_40516
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_40675 
03A9: save_newline_to_debug_file 
05B6: 41 // BALL 10 = 
03A8: save_float_to_debug_file 436@(366@,6f) 

:POOL2_40675
00D6: if 
0025:   436@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_40725 
0087: 478@ = 436@(366@,6f) // (float) 
0006: 479@ = 10 
0085: 480@ = 366@ // (int) 

:POOL2_40725
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_40884 
03A9: save_newline_to_debug_file 
05B6: 42 // BALL 11 = 
03A8: save_float_to_debug_file 442@(366@,6f) 

:POOL2_40884
00D6: if 
0025:   442@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_40934 
0087: 478@ = 442@(366@,6f) // (float) 
0006: 479@ = 11 
0085: 480@ = 366@ // (int) 

:POOL2_40934
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_41093 
03A9: save_newline_to_debug_file 
05B6: 43 // BALL 12 = 
03A8: save_float_to_debug_file 448@(366@,6f) 

:POOL2_41093
00D6: if 
0025:   448@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_41143 
0087: 478@ = 448@(366@,6f) // (float) 
0006: 479@ = 12 
0085: 480@ = 366@ // (int) 

:POOL2_41143
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_41302 
03A9: save_newline_to_debug_file 
05B6: 44 // BALL 13 = 
03A8: save_float_to_debug_file 454@(366@,6f) 

:POOL2_41302
00D6: if 
0025:   454@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_41352 
0087: 478@ = 454@(366@,6f) // (float) 
0006: 479@ = 13 
0085: 480@ = 366@ // (int) 

:POOL2_41352
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_41511 
03A9: save_newline_to_debug_file 
05B6: 45 // BALL 14 = 
03A8: save_float_to_debug_file 460@(366@,6f) 

:POOL2_41511
00D6: if 
0025:   460@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_41561 
0087: 478@ = 460@(366@,6f) // (float) 
0006: 479@ = 14 
0085: 480@ = 366@ // (int) 

:POOL2_41561
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_41720 
03A9: save_newline_to_debug_file 
05B6: 46 // BALL 15 = 
03A8: save_float_to_debug_file 466@(366@,6f) 

:POOL2_41720
00D6: if 
0025:   466@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_41770 
0087: 478@ = 466@(366@,6f) // (float) 
0006: 479@ = 15 
0085: 480@ = 366@ // (int) 

:POOL2_41770
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_41790 
03A9: save_newline_to_debug_file 

:POOL2_41790
000A: 366@ += 1 
0002: jump @POOL2_38480 

:POOL2_41804
00D6: if 
0021:   478@ > 0.0 
004D: jump_if_false @POOL2_42225 
01BB: store_object 82@(479@,16i) position_to 372@ 373@ 374@ 
01BB: store_object 82@ position_to 378@ 379@ 380@ 
0087: 375@ = 54@(480@,6f) // (float) 
0063: 375@ -= 372@ // (float) 
0087: 376@ = 60@(480@,6f) // (float) 
0063: 376@ -= 373@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 54@(480@,6f) 60@(480@,6f) 
0073: 375@ /= 42@ // (float) 
0073: 376@ /= 42@ // (float) 
0087: 43@ = 52@ // (float) 
0013: 43@ *= -2.0 
006B: 375@ *= 43@ // (float) 
006B: 376@ *= 43@ // (float) 
0087: 369@ = 372@ // (float) 
005B: 369@ += 375@ // (float) 
0087: 370@ = 373@ // (float) 
005B: 370@ += 376@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 372@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 369@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 373@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 370@ // (float) 
0087: 169@ = 369@ // (float) 
0063: 169@ -= 378@ // (float) 
0087: 170@ = 370@ // (float) 
0063: 170@ -= 379@ // (float) 
05A4: get_angle_between_vectors_origin_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_origin_to 169@ 170@ store_to 365@ 
0087: 42@ = 365@ // (float) 
0017: 42@ /= 90.0 
0013: 42@ *= 0.25 
006D: $TEMPVAR_FLOAT_1 *= 42@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 42@ // (float) 
005D: 369@ += $TEMPVAR_FLOAT_1 // (float) 
005D: 370@ += $TEMPVAR_FLOAT_2 // (float) 
0509: 42@ = distance_between_XY 378@ 379@ and_XY 369@ 370@ 
0509: 43@ = distance_between_XY 372@ 373@ and_XY 369@ 370@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 2.0 6.0 
006B: 371@ *= 42@ // (float) 
0002: jump @POOL2_46712 

:POOL2_42225
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_42375 
03A9: save_newline_to_debug_file 
05B6: 47 // HIT AND HOPE

:POOL2_42375
0006: 366@ = 1 

:POOL2_42382
00D6: if 
001B:   16 > 366@ 
004D: jump_if_false @POOL2_42981 
0001: wait 0 ms 
00D6: if 
03CA:   object 82@(366@,16i) exists 
004D: jump_if_false @POOL2_42967 
00D6: if 
0039:   66@(366@,16i) == 0 
004D: jump_if_false @POOL2_42967 
00D6: if 
0039:   366@ == 0 
004D: jump_if_false @POOL2_42478 
0006: 368@ = 3 
0002: jump @POOL2_42549 

:POOL2_42478
00D6: if 
001B:   8 > 366@ 
004D: jump_if_false @POOL2_42510 
0006: 368@ = 0 
0002: jump @POOL2_42549 

:POOL2_42510
00D6: if 
0039:   366@ == 8 
004D: jump_if_false @POOL2_42542 
0006: 368@ = 2 
0002: jump @POOL2_42549 

:POOL2_42542
0006: 368@ = 1 

:POOL2_42549
00D6: if or
003B:   368@ == 231@ // (int) 
0039:   231@ == -1 
004D: jump_if_false @POOL2_42967 
00D6: if and
0039:   231@ == 0 
0039:   368@ == 2 
004D: jump_if_false @POOL2_42607 
0002: jump @POOL2_42967 

:POOL2_42607
0085: 528@ = 82@ // (int) 
0085: 529@ = 82@(366@,16i) // (int) 
0050: gosub @POOL2_49095 
00D6: if 
8039:   not  530@ == 0 
004D: jump_if_false @POOL2_42967 
00D6: if 
0039:   530@ == 1 
004D: jump_if_false @POOL2_42693 
0087: 369@ = 539@ // (float) 
0087: 370@ = 540@ // (float) 
0002: jump @POOL2_42898 

:POOL2_42693
00D6: if 
0039:   530@ == 2 
004D: jump_if_false @POOL2_42734 
0087: 369@ = 541@ // (float) 
0087: 370@ = 542@ // (float) 
0002: jump @POOL2_42898 

:POOL2_42734
0088: $TEMPVAR_FLOAT_1 = 541@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 539@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 542@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 540@ // (float) 
0509: 42@ = distance_between_XY 539@ 540@ and_XY 541@ 542@ 
0075: $TEMPVAR_FLOAT_1 /= 42@ // (float) 
0075: $TEMPVAR_FLOAT_2 /= 42@ // (float) 
0087: 42@ = 52@ // (float) 
0013: 42@ *= 2.0 
0013: 42@ *= 0.8 
0013: 42@ *= 2.0 
0208: 43@ = random_float_in_ranges 0.0 42@ 
006D: $TEMPVAR_FLOAT_1 *= 43@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 43@ // (float) 
0087: 369@ = 539@ // (float) 
005D: 369@ += $TEMPVAR_FLOAT_1 // (float) 
0087: 370@ = 540@ // (float) 
005D: 370@ += $TEMPVAR_FLOAT_2 // (float) 

:POOL2_42898
01BB: store_object 82@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 369@ 370@ 
0208: 43@ = random_float_in_ranges 2.0 5.0 
0087: 371@ = 42@ // (float) 
006B: 371@ *= 43@ // (float) 
0006: 366@ = 16 

:POOL2_42967
000A: 366@ += 1 
0002: jump @POOL2_42382 

:POOL2_42981
00D6: if and
0043:   369@ == 99999.9 
0043:   370@ == 99999.9 
004D: jump_if_false @POOL2_45009 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_43162 
03A9: save_newline_to_debug_file 
05B6: 48 // BOUNCE OFF CUSHION

:POOL2_43162
0006: 366@ = 1 

:POOL2_43169
00D6: if 
001B:   16 > 366@ 
004D: jump_if_false @POOL2_45009 
0001: wait 0 ms 
00D6: if 
03CA:   object 82@(366@,16i) exists 
004D: jump_if_false @POOL2_44995 
00D6: if 
0039:   66@(366@,16i) == 0 
004D: jump_if_false @POOL2_44995 
00D6: if 
0039:   366@ == 0 
004D: jump_if_false @POOL2_43265 
0006: 368@ = 3 
0002: jump @POOL2_43336 

:POOL2_43265
00D6: if 
001B:   8 > 366@ 
004D: jump_if_false @POOL2_43297 
0006: 368@ = 0 
0002: jump @POOL2_43336 

:POOL2_43297
00D6: if 
0039:   366@ == 8 
004D: jump_if_false @POOL2_43329 
0006: 368@ = 2 
0002: jump @POOL2_43336 

:POOL2_43329
0006: 368@ = 1 

:POOL2_43336
00D6: if or
003B:   368@ == 231@ // (int) 
0039:   231@ == -1 
004D: jump_if_false @POOL2_44995 
00D6: if and
0039:   231@ == -1 
0039:   368@ == 2 
004D: jump_if_false @POOL2_43394 
0002: jump @POOL2_44995 

:POOL2_43394
01BB: store_object 82@ position_to 372@ 373@ 374@ 
01BB: store_object 82@(366@,16i) position_to 375@ 376@ 377@ 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_43576 
03A9: save_newline_to_debug_file 
05B6: 49 //   CUSHION 1 DATA = 

:POOL2_43576
0087: 378@ = 372@ // (float) 
005B: 378@ += 375@ // (float) 
0017: 378@ /= 2.0 
0087: 379@ = 100@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
0050: gosub @POOL2_49698 
00D6: if 
0039:   545@ == 0 
004D: jump_if_false @POOL2_43808 
0085: 549@ = 82@ // (int) 
0085: 550@ = 82@(366@,16i) // (int) 
0087: 551@ = 378@ // (float) 
0087: 552@ = 379@ // (float) 
0050: gosub @POOL2_49954 
00D6: if 
0039:   553@ == 1 
004D: jump_if_false @POOL2_43808 
0087: 369@ = 378@ // (float) 
0087: 370@ = 379@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 3.0 6.0 
006B: 371@ *= 42@ // (float) 
0006: 366@ = 16 

:POOL2_43808
00D6: if and
0043:   369@ == 99999.9 
0043:   370@ == 99999.9 
004D: jump_if_false @POOL2_44195 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_43989 
03A9: save_newline_to_debug_file 
05B6: 50 //   CUSHION 2 DATA = 

:POOL2_43989
0087: 379@ = 101@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
0050: gosub @POOL2_49698 
00D6: if 
0039:   545@ == 0 
004D: jump_if_false @POOL2_44195 
0085: 549@ = 82@ // (int) 
0085: 550@ = 82@(366@,16i) // (int) 
0087: 551@ = 378@ // (float) 
0087: 552@ = 379@ // (float) 
0050: gosub @POOL2_49954 
00D6: if 
0039:   553@ == 1 
004D: jump_if_false @POOL2_44195 
0087: 369@ = 378@ // (float) 
0087: 370@ = 379@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 3.0 6.0 
006B: 371@ *= 42@ // (float) 
0006: 366@ = 16 

:POOL2_44195
00D6: if and
0043:   369@ == 99999.9 
0043:   370@ == 99999.9 
004D: jump_if_false @POOL2_44608 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_44376 
03A9: save_newline_to_debug_file 
05B6: 51 //   CUSHION 3 DATA = 

:POOL2_44376
0087: 379@ = 373@ // (float) 
005B: 379@ += 376@ // (float) 
0017: 379@ /= 2.0 
0087: 378@ = 98@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
0050: gosub @POOL2_49698 
00D6: if 
0039:   545@ == 0 
004D: jump_if_false @POOL2_44608 
0085: 549@ = 82@ // (int) 
0085: 550@ = 82@(366@,16i) // (int) 
0087: 551@ = 378@ // (float) 
0087: 552@ = 379@ // (float) 
0050: gosub @POOL2_49954 
00D6: if 
0039:   553@ == 1 
004D: jump_if_false @POOL2_44608 
0087: 369@ = 378@ // (float) 
0087: 370@ = 379@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 3.0 6.0 
006B: 371@ *= 42@ // (float) 
0006: 366@ = 16 

:POOL2_44608
00D6: if and
0043:   369@ == 99999.9 
0043:   370@ == 99999.9 
004D: jump_if_false @POOL2_44995 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_44789 
03A9: save_newline_to_debug_file 
05B6: 52 //   CUSHION 4 DATA = 

:POOL2_44789
0087: 378@ = 99@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
0050: gosub @POOL2_49698 
00D6: if 
0039:   545@ == 0 
004D: jump_if_false @POOL2_44995 
0085: 549@ = 82@ // (int) 
0085: 550@ = 82@(366@,16i) // (int) 
0087: 551@ = 378@ // (float) 
0087: 552@ = 379@ // (float) 
0050: gosub @POOL2_49954 
00D6: if 
0039:   553@ == 1 
004D: jump_if_false @POOL2_44995 
0087: 369@ = 378@ // (float) 
0087: 370@ = 379@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 3.0 6.0 
006B: 371@ *= 42@ // (float) 
0006: 366@ = 16 

:POOL2_44995
000A: 366@ += 1 
0002: jump @POOL2_43169 

:POOL2_45009
00D6: if and
0043:   369@ == 99999.9 
0043:   370@ == 99999.9 
004D: jump_if_false @POOL2_46481 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_45190 
03A9: save_newline_to_debug_file 
05B6: 53 // SNOOKER - BOUNCE 2

:POOL2_45190
0006: 366@ = 1 

:POOL2_45197
00D6: if 
001B:   16 > 366@ 
004D: jump_if_false @POOL2_46481 
0001: wait 0 ms 
00D6: if 
03CA:   object 82@(366@,16i) exists 
004D: jump_if_false @POOL2_46467 
00D6: if 
0039:   66@(366@,16i) == 0 
004D: jump_if_false @POOL2_46467 
00D6: if 
0039:   366@ == 0 
004D: jump_if_false @POOL2_45293 
0006: 368@ = 3 
0002: jump @POOL2_45364 

:POOL2_45293
00D6: if 
001B:   8 > 366@ 
004D: jump_if_false @POOL2_45325 
0006: 368@ = 0 
0002: jump @POOL2_45364 

:POOL2_45325
00D6: if 
0039:   366@ == 8 
004D: jump_if_false @POOL2_45357 
0006: 368@ = 2 
0002: jump @POOL2_45364 

:POOL2_45357
0006: 368@ = 1 

:POOL2_45364
00D6: if or
003B:   368@ == 231@ // (int) 
0039:   231@ == -1 
004D: jump_if_false @POOL2_46467 
00D6: if and
0039:   231@ == -1 
0039:   368@ == 2 
004D: jump_if_false @POOL2_45422 
0002: jump @POOL2_46467 

:POOL2_45422
01BB: store_object 82@ position_to 372@ 373@ 374@ 
01BB: store_object 82@(366@,16i) position_to 375@ 376@ 377@ 
0087: 378@ = 372@ // (float) 
005B: 378@ += 375@ // (float) 
0017: 378@ /= 2.0 
0087: 379@ = 100@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
0050: gosub @POOL2_49698 
00D6: if 
0039:   545@ == 0 
004D: jump_if_false @POOL2_45697 
0085: 554@ = 82@ // (int) 
0087: 555@ = 378@ // (float) 
0087: 556@ = 379@ // (float) 
0050: gosub @POOL2_50474 
00D6: if 
0039:   557@ == 1 
004D: jump_if_false @POOL2_45697 
0087: 369@ = 378@ // (float) 
0208: 42@ = random_float_in_ranges -0.05 0.05 
005B: 369@ += 42@ // (float) 
0087: 370@ = 379@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 5.0 8.0 
006B: 371@ *= 42@ // (float) 
0006: 366@ = 16 

:POOL2_45697
00D6: if and
0043:   369@ == 99999.9 
0043:   370@ == 99999.9 
004D: jump_if_false @POOL2_45945 
0087: 379@ = 101@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
0050: gosub @POOL2_49698 
00D6: if 
0039:   545@ == 0 
004D: jump_if_false @POOL2_45945 
0085: 554@ = 82@ // (int) 
0087: 555@ = 378@ // (float) 
0087: 556@ = 379@ // (float) 
0050: gosub @POOL2_50474 
00D6: if 
0039:   557@ == 1 
004D: jump_if_false @POOL2_45945 
0087: 369@ = 378@ // (float) 
0208: 42@ = random_float_in_ranges -0.05 0.05 
005B: 369@ += 42@ // (float) 
0087: 370@ = 379@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 5.0 8.0 
006B: 371@ *= 42@ // (float) 
0006: 366@ = 16 

:POOL2_45945
00D6: if and
0043:   369@ == 99999.9 
0043:   370@ == 99999.9 
004D: jump_if_false @POOL2_46219 
0087: 379@ = 373@ // (float) 
005B: 379@ += 376@ // (float) 
0017: 379@ /= 2.0 
0087: 378@ = 98@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
0050: gosub @POOL2_49698 
00D6: if 
0039:   545@ == 0 
004D: jump_if_false @POOL2_46219 
0085: 554@ = 82@ // (int) 
0087: 555@ = 378@ // (float) 
0087: 556@ = 379@ // (float) 
0050: gosub @POOL2_50474 
00D6: if 
0039:   557@ == 1 
004D: jump_if_false @POOL2_46219 
0087: 369@ = 378@ // (float) 
0087: 370@ = 379@ // (float) 
0208: 42@ = random_float_in_ranges -0.05 0.05 
005B: 370@ += 42@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 5.0 8.0 
006B: 371@ *= 42@ // (float) 
0006: 366@ = 16 

:POOL2_46219
00D6: if and
0043:   369@ == 99999.9 
0043:   370@ == 99999.9 
004D: jump_if_false @POOL2_46467 
0087: 378@ = 99@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
0050: gosub @POOL2_49698 
00D6: if 
0039:   545@ == 0 
004D: jump_if_false @POOL2_46467 
0085: 554@ = 82@ // (int) 
0087: 555@ = 378@ // (float) 
0087: 556@ = 379@ // (float) 
0050: gosub @POOL2_50474 
00D6: if 
0039:   557@ == 1 
004D: jump_if_false @POOL2_46467 
0087: 369@ = 378@ // (float) 
0087: 370@ = 379@ // (float) 
0208: 42@ = random_float_in_ranges -0.05 0.05 
005B: 370@ += 42@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 5.0 8.0 
006B: 371@ *= 42@ // (float) 
0006: 366@ = 16 

:POOL2_46467
000A: 366@ += 1 
0002: jump @POOL2_45197 

:POOL2_46481
00D6: if and
0043:   369@ == 99999.9 
0043:   370@ == 99999.9 
004D: jump_if_false @POOL2_46712 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_46662 
03A9: save_newline_to_debug_file 
05B6: 54 // SNOOKER - LAST RESORT

:POOL2_46662
0208: 363@ = random_float_in_ranges 0.0 360.0 
0208: 364@ = random_float_in_ranges 4.0 8.0 
0007: 369@ = 0.0 
0007: 370@ = 0.0 

:POOL2_46712
00D6: if and
0043:   363@ == 99999.9 
0043:   364@ == 99999.9 
004D: jump_if_false @POOL2_46875 
01BB: store_object 82@ position_to 372@ 373@ 374@ 
0087: 375@ = 369@ // (float) 
0063: 375@ -= 372@ // (float) 
0087: 376@ = 370@ // (float) 
0063: 376@ -= 373@ // (float) 
0604: get_Z_angle_for_point 375@ 376@ store_to 363@ 
0087: 364@ = 371@ // (float) 
0013: 364@ *= 1.0 
00D6: if 
0023:   90.0 > 365@ 
004D: jump_if_false @POOL2_46875 
0087: 42@ = 365@ // (float) 
0017: 42@ /= 90.0 
0013: 42@ *= 2.0 
005B: 364@ += 42@ // (float) 

:POOL2_46875
00D6: if 
0023:   0.7 > 364@ 
004D: jump_if_false @POOL2_46906 
0007: 364@ = 0.7 

:POOL2_46906
00D6: if 
0021:   364@ > 4.0 
004D: jump_if_false @POOL2_46937 
0007: 364@ = 4.0 

:POOL2_46937
0051: return 

:POOL2_46939
0002: jump @POOL2_46990 
0107: 481@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 482@ = create_object #WOODENBOX at 0.0 0.0 0.0 

:POOL2_46990
0006: 485@ = 1 
0006: 504@ = -1 
00D6: if 
03CA:   object 481@ exists 
004D: jump_if_false @POOL2_47083 
01BB: store_object 481@ position_to 487@ 488@ $TEMPVAR_FLOAT_3 
0087: 491@ = 483@ // (float) 
0063: 491@ -= 487@ // (float) 
0087: 492@ = 484@ // (float) 
0063: 492@ -= 488@ // (float) 
0509: 497@ = distance_between_XY 487@ 488@ and_XY 483@ 484@ 

:POOL2_47083
0001: wait 0 ms 
00D6: if or
0039:   231@ == -1 
0039:   231@ == 2 
0039:   231@ == 1 
004D: jump_if_false @POOL2_47172 
0006: 501@ = 1 

:POOL2_47126
00D6: if 
001B:   16 > 501@ 
004D: jump_if_false @POOL2_47165 
0050: gosub @POOL2_47267 
000A: 501@ += 1 
0002: jump @POOL2_47126 

:POOL2_47165
0002: jump @POOL2_47258 

:POOL2_47172
0006: 503@ = 1 

:POOL2_47179
00D6: if 
001B:   16 > 503@ 
004D: jump_if_false @POOL2_47258 
0085: 501@ = 503@ // (int) 
000A: 501@ += 7 
00D6: if 
0019:   501@ > 15 
004D: jump_if_false @POOL2_47237 
000A: 501@ += -15 

:POOL2_47237
0050: gosub @POOL2_47267 
000A: 503@ += 1 
0002: jump @POOL2_47179 

:POOL2_47258
0006: 482@ = 0 
0051: return 

:POOL2_47267
00D6: if 
03CA:   object 82@(501@,16i) exists 
004D: jump_if_false @POOL2_48187 
00D6: if 
0039:   66@(501@,16i) == 0 
004D: jump_if_false @POOL2_48187 
00D6: if 
803B:   not  82@(501@,16i) == 481@ // (int) 
004D: jump_if_false @POOL2_48187 
0006: 502@ = 0 
00D6: if 
03CA:   object 482@ exists 
004D: jump_if_false @POOL2_47385 
00D6: if 
003B:   82@(501@,16i) == 482@ // (int) 
004D: jump_if_false @POOL2_47385 
0006: 502@ = 1 

:POOL2_47385
00D6: if 
0039:   502@ == 0 
004D: jump_if_false @POOL2_48187 
01BB: store_object 82@(501@,16i) position_to 489@ 490@ $TEMPVAR_FLOAT_3 
0087: 493@ = 489@ // (float) 
0063: 493@ -= 487@ // (float) 
0087: 494@ = 490@ // (float) 
0063: 494@ -= 488@ // (float) 
0509: 498@ = distance_between_XY 487@ 488@ and_XY 489@ 490@ 
05A4: get_angle_between_vectors_origin_to 491@ 492@ and_origin_to 493@ 494@ store_to 42@ 
0509: 499@ = distance_between_XY 489@ 490@ and_XY 483@ 484@ 
00D6: if 
0025:   53@ > 499@ // (float) 
004D: jump_if_false @POOL2_47817 
00D6: if 
0039:   501@ == 0 
004D: jump_if_false @POOL2_47555 
0006: 486@ = 3 
0002: jump @POOL2_47626 

:POOL2_47555
00D6: if 
001B:   8 > 501@ 
004D: jump_if_false @POOL2_47587 
0006: 486@ = 0 
0002: jump @POOL2_47626 

:POOL2_47587
00D6: if 
0039:   501@ == 8 
004D: jump_if_false @POOL2_47619 
0006: 486@ = 2 
0002: jump @POOL2_47626 

:POOL2_47619
0006: 486@ = 1 

:POOL2_47626
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_47781 
03A9: save_newline_to_debug_file 
05B6: 55 //     BALL OBSTRUCTING PATH (TOO CLOSE TO TARGET DESTINATION) = 
03A7: save_int_to_debug_file 501@ 

:POOL2_47781
0085: 504@ = 501@ // (int) 
0006: 485@ = 0 
0006: 501@ = 16 
0006: 503@ = 16 
0002: jump @POOL2_48187 

:POOL2_47817
00D6: if 
0033:   90.0 >= 42@ 
004D: jump_if_false @POOL2_48187 
00D6: if 
0025:   497@ > 498@ // (float) 
004D: jump_if_false @POOL2_48187 
02F6: 500@ = sine 42@ // (float) 
0087: 42@ = 500@ // (float) 
006B: 42@ *= 498@ // (float) 
00D6: if 
0025:   53@ > 42@ // (float) 
004D: jump_if_false @POOL2_48187 
00D6: if 
0039:   501@ == 0 
004D: jump_if_false @POOL2_47932 
0006: 486@ = 3 
0002: jump @POOL2_48003 

:POOL2_47932
00D6: if 
001B:   8 > 501@ 
004D: jump_if_false @POOL2_47964 
0006: 486@ = 0 
0002: jump @POOL2_48003 

:POOL2_47964
00D6: if 
0039:   501@ == 8 
004D: jump_if_false @POOL2_47996 
0006: 486@ = 2 
0002: jump @POOL2_48003 

:POOL2_47996
0006: 486@ = 1 

:POOL2_48003
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_48158 
03A9: save_newline_to_debug_file 
05B6: 56 //     BALL OBSTRUCTING PATH (OVERLAPPING PATH) = 
03A7: save_int_to_debug_file 501@ 

:POOL2_48158
0085: 504@ = 501@ // (int) 
0006: 485@ = 0 
0006: 501@ = 16 
0006: 503@ = 16 

:POOL2_48187
0051: return 

:POOL2_48189
0006: 485@ = 1 
0006: 504@ = -1 
0087: 491@ = 483@ // (float) 
0063: 491@ -= 487@ // (float) 
0087: 492@ = 484@ // (float) 
0063: 492@ -= 488@ // (float) 
00D6: if or
0025:   98@ > 483@ // (float) 
0025:   483@ > 99@ // (float) 
0025:   100@ > 484@ // (float) 
0025:   484@ > 101@ // (float) 
004D: jump_if_false @POOL2_48750 
0007: 505@ = -99999.9 
0007: 506@ = -99999.9 
0006: 39@ = 0 
00D6: if and
05B0:   unknown_calculate 487@ 488@ 483@ and 484@ 98@ 100@ 98@ 101@ store_to 505@ 506@ // IF and SET 
8039:   not  515@ == 1 
004D: jump_if_false @POOL2_48369 
0006: 39@ = 1 
0002: jump @POOL2_48554 

:POOL2_48369
00D6: if and
05B0:   unknown_calculate 487@ 488@ 483@ and 484@ 99@ 100@ 99@ 101@ store_to 505@ 506@ // IF and SET 
8039:   not  515@ == 2 
004D: jump_if_false @POOL2_48433 
0006: 39@ = 2 
0002: jump @POOL2_48554 

:POOL2_48433
00D6: if and
05B0:   unknown_calculate 487@ 488@ 483@ and 484@ 98@ 100@ 99@ 100@ store_to 505@ 506@ // IF and SET 
8039:   not  515@ == 3 
004D: jump_if_false @POOL2_48497 
0006: 39@ = 3 
0002: jump @POOL2_48554 

:POOL2_48497
00D6: if and
05B0:   unknown_calculate 487@ 488@ 483@ and 484@ 98@ 101@ 99@ 101@ store_to 505@ 506@ // IF and SET 
8039:   not  515@ == 4 
004D: jump_if_false @POOL2_48554 
0006: 39@ = 4 

:POOL2_48554
0509: 42@ = distance_between_XY 483@ 484@ and_XY 487@ 488@ 
00D6: if 
0021:   42@ > 0.0 
004D: jump_if_false @POOL2_48608 
0073: 491@ /= 42@ // (float) 
0073: 492@ /= 42@ // (float) 

:POOL2_48608
00D6: if or
0039:   39@ == 1 
0039:   39@ == 2 
004D: jump_if_false @POOL2_48659 
0087: 507@ = 491@ // (float) 
0013: 507@ *= -1.0 
0087: 508@ = 492@ // (float) 

:POOL2_48659
00D6: if or
0039:   39@ == 3 
0039:   39@ == 4 
004D: jump_if_false @POOL2_48710 
0087: 507@ = 491@ // (float) 
0087: 508@ = 492@ // (float) 
0013: 508@ *= -1.0 

:POOL2_48710
00D6: if 
8039:   not  39@ == 0 
004D: jump_if_false @POOL2_48736 
0085: 515@ = 39@ // (int) 

:POOL2_48736
0006: 485@ = 0 
0002: jump @POOL2_48773 

:POOL2_48750
0087: 505@ = 483@ // (float) 
0087: 506@ = 484@ // (float) 
0006: 485@ = 1 

:POOL2_48773
0051: return 

:POOL2_48775
00D6: if 
03CA:   object 516@ exists 
004D: jump_if_false @POOL2_48845 
01BB: store_object 516@ position_to 526@ 527@ $TEMPVAR_FLOAT_3 
0087: 520@ = 54@(517@,6f) // (float) 
0063: 520@ -= 526@ // (float) 
0087: 521@ = 60@(517@,6f) // (float) 
0063: 521@ -= 527@ // (float) 

:POOL2_48845
0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 54@(517@,6f) 60@(517@,6f) 
0087: 522@ = 520@ // (float) 
0073: 522@ /= 42@ // (float) 
0087: 523@ = 521@ // (float) 
0073: 523@ /= 42@ // (float) 
0013: 522@ *= -1.0 
0013: 523@ *= -1.0 
0087: 42@ = 52@ // (float) 
0013: 42@ *= 2.0 
006B: 522@ *= 42@ // (float) 
006B: 523@ *= 42@ // (float) 
005B: 526@ += 522@ // (float) 
005B: 527@ += 523@ // (float) 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_49034 
01BB: store_object 82@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 524@ = 526@ // (float) 
0065: 524@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 525@ = 527@ // (float) 
0065: 525@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_49034
05A4: get_angle_between_vectors_origin_to 520@ 521@ and_origin_to 524@ 525@ store_to 519@ 
00D6: if 
0023:   90.0 > 519@ 
004D: jump_if_false @POOL2_49086 
0006: 518@ = 1 
0002: jump @POOL2_49093 

:POOL2_49086
0006: 518@ = 0 

:POOL2_49093
0051: return 

:POOL2_49095
0006: 530@ = 0 
0006: 531@ = 0 
0006: 532@ = 0 
00D6: if and
03CA:   object 528@ exists 
03CA:   object 529@ exists 
004D: jump_if_false @POOL2_49696 
01BB: store_object 528@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
01BB: store_object 529@ position_to 537@ 538@ $TEMPVAR_FLOAT_3 
0087: 533@ = 537@ // (float) 
0065: 533@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 534@ = 538@ // (float) 
0065: 534@ -= $TEMPVAR_FLOAT_2 // (float) 
0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 537@ 538@ 
0073: 533@ /= 42@ // (float) 
0073: 534@ /= 42@ // (float) 
0087: 535@ = 534@ // (float) 
0087: 536@ = 533@ // (float) 
0013: 536@ *= -1.0 
0087: 42@ = 52@ // (float) 
0013: 42@ *= 2.0 
0013: 42@ *= 0.8 
0087: 43@ = 535@ // (float) 
006B: 43@ *= 42@ // (float) 
0087: 539@ = 537@ // (float) 
005B: 539@ += 43@ // (float) 
0087: 43@ = 536@ // (float) 
006B: 43@ *= 42@ // (float) 
0087: 540@ = 538@ // (float) 
005B: 540@ += 43@ // (float) 
0085: 481@ = 528@ // (int) 
0085: 482@ = 529@ // (int) 
0087: 483@ = 539@ // (float) 
0087: 484@ = 540@ // (float) 
0050: gosub @POOL2_46939 
00D6: if 
0039:   485@ == 1 
004D: jump_if_false @POOL2_49412 
0006: 531@ = 1 

:POOL2_49412
0087: 42@ = 52@ // (float) 
0013: 42@ *= 2.0 
0013: 42@ *= -0.8 
0087: 43@ = 535@ // (float) 
006B: 43@ *= 42@ // (float) 
0087: 541@ = 537@ // (float) 
005B: 541@ += 43@ // (float) 
0087: 43@ = 536@ // (float) 
006B: 43@ *= 42@ // (float) 
0087: 542@ = 538@ // (float) 
005B: 542@ += 43@ // (float) 
0085: 481@ = 528@ // (int) 
0085: 482@ = 529@ // (int) 
0087: 483@ = 541@ // (float) 
0087: 484@ = 542@ // (float) 
0050: gosub @POOL2_46939 
00D6: if 
0039:   485@ == 1 
004D: jump_if_false @POOL2_49568 
0006: 532@ = 1 

:POOL2_49568
00D6: if and
0039:   531@ == 0 
0039:   532@ == 0 
004D: jump_if_false @POOL2_49600 
0006: 530@ = 0 

:POOL2_49600
00D6: if and
0039:   531@ == 1 
0039:   532@ == 0 
004D: jump_if_false @POOL2_49632 
0006: 530@ = 1 

:POOL2_49632
00D6: if and
0039:   531@ == 0 
0039:   532@ == 1 
004D: jump_if_false @POOL2_49664 
0006: 530@ = 2 

:POOL2_49664
00D6: if and
0039:   531@ == 1 
0039:   532@ == 1 
004D: jump_if_false @POOL2_49696 
0006: 530@ = 3 

:POOL2_49696
0051: return 

:POOL2_49698
0006: 545@ = 0 
0007: 547@ = 2.5 
006B: 547@ *= 52@ // (float) 
0006: 548@ = 0 

:POOL2_49730
00D6: if 
001B:   6 > 548@ 
004D: jump_if_false @POOL2_49952 
0509: 546@ = distance_between_XY 543@ 544@ and_XY 54@(548@,6f) 60@(548@,6f) 
00D6: if 
0025:   547@ > 546@ // (float) 
004D: jump_if_false @POOL2_49938 
03A9: save_newline_to_debug_file 
05B6: 57 //     POINT LIES ON POCKET
0006: 545@ = 1 
0006: 548@ = 6 

:POOL2_49938
000A: 548@ += 1 
0002: jump @POOL2_49730 

:POOL2_49952
0051: return 

:POOL2_49954
0006: 553@ = 0 
03A9: save_newline_to_debug_file 
05B6: 58 //        BOUNCE_SHOT_PATH_CLEAR DATA = 
0085: 481@ = 549@ // (int) 
0006: 482@ = 0 
0087: 483@ = 551@ // (float) 
0087: 484@ = 552@ // (float) 
0050: gosub @POOL2_46939 
00D6: if 
0039:   485@ == 1 
004D: jump_if_false @POOL2_50472 
05B6: 59 // 1ST PATH CLEAR 
0085: 481@ = 550@ // (int) 
0006: 482@ = 0 
0087: 483@ = 551@ // (float) 
0087: 484@ = 552@ // (float) 
0050: gosub @POOL2_46939 
00D6: if 
0039:   485@ == 1 
004D: jump_if_false @POOL2_50472 
05B6: 60 // 2ND PATH CLEAR 
0006: 553@ = 1 

:POOL2_50472
0051: return 

:POOL2_50474
0006: 557@ = 0 
0085: 481@ = 549@ // (int) 
0006: 482@ = 0 
0087: 483@ = 551@ // (float) 
0087: 484@ = 552@ // (float) 
0050: gosub @POOL2_46939 
00D6: if 
0039:   485@ == 1 
004D: jump_if_false @POOL2_50544 
0006: 557@ = 1 

:POOL2_50544
0051: return 

:POOL2_50546
0087: 565@ = 52@ // (float) 
0013: 565@ *= 2.0 
0087: 562@ = 52@ // (float) 
0013: 562@ *= -1.0 
0087: 566@ = 565@ // (float) 
0013: 566@ *= -1.0 
0087: 42@ = 565@ // (float) 
006B: 42@ *= 565@ // (float) 
0087: 43@ = 52@ // (float) 
006B: 43@ *= 52@ // (float) 
0087: 563@ = 42@ // (float) 
0063: 563@ -= 43@ // (float) 
01FB: 563@ = square_root 563@ 
0087: 564@ = 563@ // (float) 
0013: 564@ *= -1.0 
0006: 567@ = 1 

:POOL2_50681
00D6: if 
001B:   15 > 567@ 
004D: jump_if_false @POOL2_50724 
0550: keep_object 82@(567@,16i) in_memory 0 
000A: 567@ += 1 
0002: jump @POOL2_50681 

:POOL2_50724
01BC: put_object 83@ at 558@ 559@ 560@ 
0177: set_object 83@ Z_angle_to 561@ 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 83@ with_offset 562@ 564@ 0.0 
01BC: put_object 91@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 91@ Z_angle_to 561@ 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 91@ with_offset 565@ 0.0 0.0 
01BC: put_object 85@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 85@ Z_angle_to 561@ 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 91@ with_offset 562@ 564@ 0.0 
01BC: put_object 89@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 89@ Z_angle_to 561@ 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 89@ with_offset 565@ 0.0 0.0 
01BC: put_object 90@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 90@ Z_angle_to 561@ 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 90@ with_offset 565@ 0.0 0.0 
01BC: put_object 92@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 92@ Z_angle_to 561@ 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 89@ with_offset 562@ 564@ 0.0 
01BC: put_object 93@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 93@ Z_angle_to 561@ 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 93@ with_offset 565@ 0.0 0.0 
01BC: put_object 84@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 84@ Z_angle_to 561@ 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 84@ with_offset 565@ 0.0 0.0 
01BC: put_object 97@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 97@ Z_angle_to 561@ 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 97@ with_offset 565@ 0.0 0.0 
01BC: put_object 87@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 87@ Z_angle_to 561@ 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 93@ with_offset 562@ 564@ 0.0 
01BC: put_object 88@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 88@ Z_angle_to 561@ 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 88@ with_offset 565@ 0.0 0.0 
01BC: put_object 94@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 94@ Z_angle_to 561@ 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 94@ with_offset 565@ 0.0 0.0 
01BC: put_object 95@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 95@ Z_angle_to 561@ 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 95@ with_offset 565@ 0.0 0.0 
01BC: put_object 86@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 86@ Z_angle_to 561@ 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 86@ with_offset 565@ 0.0 0.0 
01BC: put_object 96@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 96@ Z_angle_to 561@ 
0051: return 

:POOL2_51426
0007: 602@ = -0.96 
0007: 603@ = 0.49 
0007: 604@ = 0.97 
0007: 605@ = 0.49 
0007: 606@ = 0.97 
0007: 607@ = -0.49 
0007: 608@ = -0.96 
0007: 609@ = -0.49 
0400: store_coords_to 571@ 572@ 573@ from_object 82@ with_offset 0.0 -5.0 0.0 
01BB: store_object 82@ position_to 574@ 575@ 576@ 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at 574@ 575@ 576@ 
0400: store_coords_to 577@ 578@ 579@ from_object 163@ with_offset 602@ 603@ 0.0 
0400: store_coords_to 580@ 581@ 582@ from_object 163@ with_offset 604@ 605@ 0.0 
00D6: if 
05B0:   unknown_calculate 571@ 572@ 574@ and 575@ 577@ 578@ 580@ 581@ store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 // IF and SET 
004D: jump_if_false @POOL2_51712 
0089: 585@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 589@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 593@ = $TEMPVAR_FLOAT_3 // (float) 
0087: 616@ = 604@ // (float) 
0063: 616@ -= 602@ // (float) 
0087: 617@ = 605@ // (float) 
0063: 617@ -= 603@ // (float) 

:POOL2_51712
0400: store_coords_to 577@ 578@ 579@ from_object 163@ with_offset 606@ 607@ 0.0 
00D6: if 
05B0:   unknown_calculate 571@ 572@ 574@ and 575@ 577@ 578@ 580@ 581@ store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 // IF and SET 
004D: jump_if_false @POOL2_51836 
0089: 585@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 589@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 593@ = $TEMPVAR_FLOAT_3 // (float) 
0087: 616@ = 606@ // (float) 
0063: 616@ -= 604@ // (float) 
0087: 617@ = 607@ // (float) 
0063: 617@ -= 605@ // (float) 

:POOL2_51836
0400: store_coords_to 580@ 581@ 582@ from_object 163@ with_offset 608@ 609@ 0.0 
00D6: if 
05B0:   unknown_calculate 571@ 572@ 574@ and 575@ 577@ 578@ 580@ 581@ store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 // IF and SET 
004D: jump_if_false @POOL2_51960 
0089: 585@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 589@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 593@ = $TEMPVAR_FLOAT_3 // (float) 
0087: 616@ = 608@ // (float) 
0063: 616@ -= 606@ // (float) 
0087: 617@ = 609@ // (float) 
0063: 617@ -= 607@ // (float) 

:POOL2_51960
0400: store_coords_to 577@ 578@ 579@ from_object 163@ with_offset 602@ 603@ 0.0 
00D6: if 
05B0:   unknown_calculate 571@ 572@ 574@ and 575@ 577@ 578@ 580@ 581@ store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 // IF and SET 
004D: jump_if_false @POOL2_52084 
0089: 585@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 589@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 593@ = $TEMPVAR_FLOAT_3 // (float) 
0087: 616@ = 602@ // (float) 
0063: 616@ -= 608@ // (float) 
0087: 617@ = 603@ // (float) 
0063: 617@ -= 609@ // (float) 

:POOL2_52084
0087: 614@ = 574@ // (float) 
0063: 614@ -= 571@ // (float) 
0087: 615@ = 575@ // (float) 
0063: 615@ -= 572@ // (float) 
05A4: get_angle_between_vectors_origin_to 614@ 615@ and_origin_to 616@ 617@ store_to 613@ 
00D6: if 
0021:   613@ > 90.0 
004D: jump_if_false @POOL2_52174 
000B: 613@ += -180.0 
0013: 613@ *= -1.0 

:POOL2_52174
0087: 169@ = 574@ // (float) 
0063: 169@ -= 585@ // (float) 
0087: 170@ = 575@ // (float) 
0063: 170@ -= 589@ // (float) 
0087: 171@ = 576@ // (float) 
0063: 171@ -= 593@ // (float) 
0604: get_Z_angle_for_point 169@ 170@ store_to 597@ 
0087: 595@ = 597@ // (float) 
0087: 596@ = 597@ // (float) 
0087: 598@ = 597@ // (float) 
0087: 594@ = 593@ // (float) 
0087: 591@ = 593@ // (float) 
0087: 592@ = 593@ // (float) 
0509: 599@ = distance_between_XY 574@ 575@ and_XY 585@ 589@ 
0073: 169@ /= 599@ // (float) 
0073: 170@ /= 599@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
0011: $TEMPVAR_FLOAT_1 *= 3.0 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
0011: $TEMPVAR_FLOAT_2 *= 3.0 
0087: 583@ = 585@ // (float) 
0065: 583@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 587@ = 589@ // (float) 
0065: 587@ -= $TEMPVAR_FLOAT_2 // (float) 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
0011: $TEMPVAR_FLOAT_1 *= 1.0 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
0011: $TEMPVAR_FLOAT_2 *= 1.0 
0087: 610@ = 585@ // (float) 
0065: 610@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 611@ = 589@ // (float) 
0065: 611@ -= $TEMPVAR_FLOAT_2 // (float) 
0087: 612@ = 593@ // (float) 
00D6: if 
0023:   0.25 > 599@ 
004D: jump_if_false @POOL2_52493 
0006: 600@ = 1 
0002: jump @POOL2_52570 

:POOL2_52493
00D6: if 
0023:   0.65 > 599@ 
004D: jump_if_false @POOL2_52528 
0006: 600@ = 2 
0002: jump @POOL2_52570 

:POOL2_52528
00D6: if 
0023:   1.1 > 599@ 
004D: jump_if_false @POOL2_52563 
0006: 600@ = 3 
0002: jump @POOL2_52570 

:POOL2_52563
0006: 600@ = 4 

:POOL2_52570
00D6: if 
0021:   613@ > 70.0 
004D: jump_if_false @POOL2_52623 
000A: 600@ += 1 
00D6: if 
0019:   600@ > 4 
004D: jump_if_false @POOL2_52623 
0006: 600@ = 4 

:POOL2_52623
00D6: if 
0039:   600@ == 1 
004D: jump_if_false @POOL2_52709 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
0011: $TEMPVAR_FLOAT_1 *= 0.615 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
0011: $TEMPVAR_FLOAT_2 *= 0.615 
0087: 584@ = 574@ // (float) 
0065: 584@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 588@ = 575@ // (float) 
0065: 588@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_52709
00D6: if 
0039:   600@ == 2 
004D: jump_if_false @POOL2_52795 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
0011: $TEMPVAR_FLOAT_1 *= 1.0 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
0011: $TEMPVAR_FLOAT_2 *= 1.0 
0087: 584@ = 574@ // (float) 
0065: 584@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 588@ = 575@ // (float) 
0065: 588@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_52795
00D6: if 
0039:   600@ == 3 
004D: jump_if_false @POOL2_52881 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
0011: $TEMPVAR_FLOAT_1 *= 1.6 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
0011: $TEMPVAR_FLOAT_2 *= 1.6 
0087: 584@ = 574@ // (float) 
0065: 584@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 588@ = 575@ // (float) 
0065: 588@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_52881
00D6: if 
0039:   600@ == 4 
004D: jump_if_false @POOL2_52967 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
0011: $TEMPVAR_FLOAT_1 *= 2.1 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
0011: $TEMPVAR_FLOAT_2 *= 2.1 
0087: 584@ = 574@ // (float) 
0065: 584@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 588@ = 575@ // (float) 
0065: 588@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_52967
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY 574@ 575@ and_XY 584@ 588@ 
0087: 42@ = 599@ // (float) 
000B: 42@ += 0.3 
00D6: if 
0027:   42@ > $DISTANCE_BETWEEN_POINTS // (float) 
004D: jump_if_false @POOL2_53103 
0087: 42@ = 599@ // (float) 
000B: 42@ += 0.3 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
006D: $TEMPVAR_FLOAT_1 *= 42@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 42@ // (float) 
0087: 584@ = 574@ // (float) 
0065: 584@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 588@ = 575@ // (float) 
0065: 588@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_53103
00D6: if 
0039:   600@ == 1 
004D: jump_if_false @POOL2_53189 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
0011: $TEMPVAR_FLOAT_1 *= 0.655 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
0011: $TEMPVAR_FLOAT_2 *= 0.655 
0087: 586@ = 574@ // (float) 
0065: 586@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 590@ = 575@ // (float) 
0065: 590@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_53189
00D6: if 
0039:   600@ == 2 
004D: jump_if_false @POOL2_53275 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
0011: $TEMPVAR_FLOAT_1 *= 1.0 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
0011: $TEMPVAR_FLOAT_2 *= 1.0 
0087: 586@ = 574@ // (float) 
0065: 586@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 590@ = 575@ // (float) 
0065: 590@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_53275
00D6: if 
0039:   600@ == 3 
004D: jump_if_false @POOL2_53361 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
0011: $TEMPVAR_FLOAT_1 *= 1.6 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
0011: $TEMPVAR_FLOAT_2 *= 1.6 
0087: 586@ = 574@ // (float) 
0065: 586@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 590@ = 575@ // (float) 
0065: 590@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_53361
00D6: if 
0039:   600@ == 4 
004D: jump_if_false @POOL2_53447 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
0011: $TEMPVAR_FLOAT_1 *= 2.1 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
0011: $TEMPVAR_FLOAT_2 *= 2.1 
0087: 586@ = 574@ // (float) 
0065: 586@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 590@ = 575@ // (float) 
0065: 590@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_53447
0051: return 

:POOL2_53449
038D: draw_texture 1 position 618@ 619@ size 620@ 621@ RGBA 128 128 128 255 
038D: draw_texture 2 position 622@ 623@ size 624@ 625@ RGBA 128 128 128 255 
00D6: if or
00E1:   player 180@ pressed_key 1 
00E1:   player 180@ pressed_key 0 
004D: jump_if_false @POOL2_54000 
0494: get_joystick 180@ direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008D: $TEMPVAR_FLOAT_1 = integer $MOVE_AXIS_X to_float 
008D: $TEMPVAR_FLOAT_2 = integer $MOVE_AXIS_Y to_float 
0015: $TEMPVAR_FLOAT_1 /= 128.0 
0015: $TEMPVAR_FLOAT_2 /= 128.0 
0011: $TEMPVAR_FLOAT_1 *= 5.0 
0011: $TEMPVAR_FLOAT_2 *= 5.0 
0087: 42@ = 622@ // (float) 
005D: 42@ += $TEMPVAR_FLOAT_1 // (float) 
0087: 44@ = 620@ // (float) 
0017: 44@ /= 2.0 
0087: 43@ = 618@ // (float) 
005B: 43@ += 44@ // (float) 
00D6: if 
0025:   43@ > 42@ // (float) 
004D: jump_if_false @POOL2_53715 
0087: 43@ = 618@ // (float) 
0063: 43@ -= 44@ // (float) 
00D6: if 
0025:   42@ > 43@ // (float) 
004D: jump_if_false @POOL2_53715 
0088: $TEMPVAR_FLOAT_1 = 42@ // (float) 

:POOL2_53715
0087: 42@ = 623@ // (float) 
005D: 42@ += $TEMPVAR_FLOAT_2 // (float) 
0087: 44@ = 621@ // (float) 
0017: 44@ /= 2.0 
0087: 43@ = 619@ // (float) 
005B: 43@ += 44@ // (float) 
00D6: if 
0025:   43@ > 42@ // (float) 
004D: jump_if_false @POOL2_53827 
0087: 43@ = 619@ // (float) 
0063: 43@ -= 44@ // (float) 
00D6: if 
0025:   42@ > 43@ // (float) 
004D: jump_if_false @POOL2_53827 
0088: $TEMPVAR_FLOAT_2 = 42@ // (float) 

:POOL2_53827
0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 618@ 619@ 
0087: 43@ = 620@ // (float) 
0017: 43@ /= 3.2 
00D6: if 
0025:   42@ > 43@ // (float) 
004D: jump_if_false @POOL2_53984 
0089: 169@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 169@ -= 618@ // (float) 
0089: 170@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 170@ -= 619@ // (float) 
0073: 169@ /= 42@ // (float) 
0073: 170@ /= 42@ // (float) 
006B: 169@ *= 43@ // (float) 
006B: 170@ *= 43@ // (float) 
0087: 622@ = 618@ // (float) 
005B: 622@ += 169@ // (float) 
0087: 623@ = 619@ // (float) 
005B: 623@ += 170@ // (float) 
0002: jump @POOL2_54000 

:POOL2_53984
0089: 622@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 623@ = $TEMPVAR_FLOAT_2 // (float) 

:POOL2_54000
0051: return 

:POOL2_54002
0087: 631@ = 52@ // (float) 
0013: 631@ *= 2.0 
0006: 629@ = 1 

:POOL2_54027
00D6: if 
001B:   16 > 629@ 
004D: jump_if_false @POOL2_54229 
00D6: if 
03CA:   object 82@(629@,16i) exists 
004D: jump_if_false @POOL2_54215 
01BB: store_object 82@(629@,16i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: 630@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 627@ 628@ 
00D6: if 
0025:   631@ > 630@ // (float) 
004D: jump_if_false @POOL2_54215 
0087: 632@ = 627@ // (float) 
0065: 632@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 633@ = 628@ // (float) 
0065: 633@ -= $TEMPVAR_FLOAT_2 // (float) 
0073: 632@ /= 630@ // (float) 
0073: 633@ /= 630@ // (float) 
006B: 632@ *= 631@ // (float) 
006B: 633@ *= 631@ // (float) 
0089: 627@ = $TEMPVAR_FLOAT_1 // (float) 
005B: 627@ += 632@ // (float) 
0089: 628@ = $TEMPVAR_FLOAT_2 // (float) 
005B: 628@ += 633@ // (float) 

:POOL2_54215
000A: 629@ += 1 
0002: jump @POOL2_54027 

:POOL2_54229
0087: 630@ = 98@ // (float) 
00D6: if 
0025:   630@ > 627@ // (float) 
004D: jump_if_false @POOL2_54264 
0087: 627@ = 630@ // (float) 

:POOL2_54264
0087: 630@ = 99@ // (float) 
00D6: if 
0025:   627@ > 630@ // (float) 
004D: jump_if_false @POOL2_54299 
0087: 627@ = 630@ // (float) 

:POOL2_54299
0087: 630@ = 100@ // (float) 
00D6: if 
0025:   630@ > 628@ // (float) 
004D: jump_if_false @POOL2_54334 
0087: 628@ = 630@ // (float) 

:POOL2_54334
0087: 630@ = 101@ // (float) 
00D6: if 
0025:   628@ > 630@ // (float) 
004D: jump_if_false @POOL2_54369 
0087: 628@ = 630@ // (float) 

:POOL2_54369
0051: return 

:POOL2_54371
0400: store_coords_to $6460 $6461 $6462 from_object 163@ with_offset 0.0 0.0 0.0 
0400: store_coords_to $6463 $6464 $6465 from_object 163@ with_offset 0.0 -1.0 0.0 
0086: $6466 = $6460 // (float) 
0061: $6466 -= $6463 // (float) 
0086: $6468 = $6461 // (float) 
0061: $6468 -= $6464 // (float) 
0509: $6470 = distance_between_XY $6460 $6461 and_XY $6463 $6464 
0071: $6466 /= $6470 // (float) 
0071: $6468 /= $6470 // (float) 
0086: $6467 = $6468 // (float) 
0086: $6469 = $6466 // (float) 
0011: $6469 *= -1.0 
0051: return 

:POOL2_54522
0937: text_draw_box_cornerA 29.0 220.0 cornerB 641@ 647@ GXT_reference 'BJ_TITL' style 2  // Wager
0050: gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
0343: set_text_draw_linewidth 640.0 
033E: set_draw_text_position 36.0 240.0 GXT 'BJ_01'  // Total Wager
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 260.0 GXT 'DOLLAR' number 155@  // $~1~
0050: gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
0343: set_text_draw_linewidth 640.0 
033E: set_draw_text_position 36.0 290.0 GXT 'BJ_02'  // Min Wager
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 310.0 GXT 'DOLLAR' number $9460  // $~1~
0050: gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
0343: set_text_draw_linewidth 640.0 
033E: set_draw_text_position 36.0 340.0 GXT 'BJ_03'  // Max Wager
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 360.0 GXT 'DOLLAR' number $9461  // $~1~
0051: return 

:POOL2_54829
00D6: if and
0039:   274@ == 0 
0039:   271@ == 0 
004D: jump_if_false @POOL2_54875 
0006: 635@ = 1 
0050: gosub @POOL2_57034 
0002: jump @POOL2_56226 

:POOL2_54875
0937: text_draw_box_cornerA 29.0 220.0 cornerB 637@ 643@ GXT_reference 'SCORE' style 2  // Info
0050: gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 240.0 GXT 'PL_01'  // Player 1
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
00D6: if 
0039:   217@ == 0 
004D: jump_if_false @POOL2_55000 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_12'  // Solids

:POOL2_55000
00D6: if 
0039:   217@ == 1 
004D: jump_if_false @POOL2_55039 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_13'  // Stripes

:POOL2_55039
00D6: if 
0039:   217@ == -1 
004D: jump_if_false @POOL2_55078 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_15'  // Open Table

:POOL2_55078
00D6: if 
0039:   217@ == 2 
004D: jump_if_false @POOL2_55117 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_14'  // Black

:POOL2_55117
0050: gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @POOL2_55184 
033E: set_draw_text_position 36.0 290.0 GXT 'PL_02'  // Player 2
0002: jump @POOL2_55205 

:POOL2_55184
033E: set_draw_text_position 36.0 290.0 GXT 'PL_03'  // CPU

:POOL2_55205
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
00D6: if 
0039:   218@ == 0 
004D: jump_if_false @POOL2_55259 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_12'  // Solids

:POOL2_55259
00D6: if 
0039:   218@ == 1 
004D: jump_if_false @POOL2_55298 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_13'  // Stripes

:POOL2_55298
00D6: if 
0039:   218@ == -1 
004D: jump_if_false @POOL2_55337 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_15'  // Open Table

:POOL2_55337
00D6: if 
0039:   218@ == 2 
004D: jump_if_false @POOL2_55376 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_14'  // Black

:POOL2_55376
00D6: if 
0019:   274@ > 0 
004D: jump_if_false @POOL2_55696 
0050: gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'PL_04'  // Foul!
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
0871: init_jump_table 274@ total_jumps 7 default_jump 0 @POOL2_55689 jumps 0 @POOL2_55514 1 @POOL2_55521 2 @POOL2_55549 3 @POOL2_55577 4 @POOL2_55605 5 @POOL2_55633 6 @POOL2_55661 

:POOL2_55514
0002: jump @POOL2_55689 

:POOL2_55521
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL1'  // Missed all balls
0002: jump @POOL2_55689 

:POOL2_55549
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL2'  // Hit wrong ball first!
0002: jump @POOL2_55689 

:POOL2_55577
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL3'  // Pocketed white!
0002: jump @POOL2_55689 

:POOL2_55605
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL4'  // Pocketed wrong color!
0002: jump @POOL2_55689 

:POOL2_55633
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL5'  // Pocketed black out of turn!
0002: jump @POOL2_55689 

:POOL2_55661
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL6'  // No balls hit the rail!
0002: jump @POOL2_55689 

:POOL2_55689
0002: jump @POOL2_56226 

:POOL2_55696
00D6: if 
0019:   271@ > 0 
004D: jump_if_false @POOL2_56226 
00D6: if 
0039:   271@ == 1 
004D: jump_if_false @POOL2_55888 
0050: gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'PL_05'  // Pocketed Ball!
0006: 39@ = 1 

:POOL2_55781
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_55881 
00D6: if 
8039:   not  255@(39@,16i) == 0 
004D: jump_if_false @POOL2_55867 
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
045A: draw_text_1number 36.0 360.0 GXT 'NUM' number 39@  // ~1~
0006: 39@ = 16 

:POOL2_55867
000A: 39@ += 1 
0002: jump @POOL2_55781 

:POOL2_55881
0002: jump @POOL2_56226 

:POOL2_55888
0050: gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'PL_06'  // Pocketed Balls!
0006: 39@ = 1 
0085: 40@ = 271@ // (int) 
0007: 42@ = 36.0 

:POOL2_55955
00D6: if 
0019:   40@ > 0 
004D: jump_if_false @POOL2_56226 

:POOL2_55973
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_56219 
00D6: if 
8039:   not  255@(39@,16i) == 0 
004D: jump_if_false @POOL2_56180 
00D6: if 
0019:   40@ > 1 
004D: jump_if_false @POOL2_56122 
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
0A08: get_gxt_string_1number 'COMMA' number 39@ width_to 41@  // ~1~,
0093: 43@ = integer 41@ to_float 
045A: draw_text_1number 42@ 360.0 GXT 'COMMA' number 39@  // ~1~,
005B: 42@ += 43@ // (float) 
000A: 39@ += 1 
000E: 40@ -= 1 
0002: jump @POOL2_56173 

:POOL2_56122
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
045A: draw_text_1number 42@ 360.0 GXT 'NUM' number 39@  // ~1~
0006: 40@ = -1 
0006: 39@ = 16 

:POOL2_56173
0002: jump @POOL2_56187 

:POOL2_56180
000A: 39@ += 1 

:POOL2_56187
00D6: if 
0029:   39@ >= 16 
004D: jump_if_false @POOL2_56212 
0006: 40@ = -1 

:POOL2_56212
0002: jump @POOL2_55973 

:POOL2_56219
0002: jump @POOL2_55955 

:POOL2_56226
0051: return 
00D6: if or
0736:   is_keyboard_key_just_pressed 131 
0736:   is_keyboard_key_just_pressed 87 
004D: jump_if_false @POOL2_56258 
000B: 621@ += 1.0 

:POOL2_56258
00D6: if or
0736:   is_keyboard_key_just_pressed 130 
0736:   is_keyboard_key_just_pressed 90 
004D: jump_if_false @POOL2_56288 
000B: 621@ += -1.0 

:POOL2_56288
00D6: if or
0736:   is_keyboard_key_just_pressed 128 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @POOL2_56318 
000B: 620@ += 1.0 

:POOL2_56318
00D6: if or
0736:   is_keyboard_key_just_pressed 129 
0736:   is_keyboard_key_just_pressed 65 
004D: jump_if_false @POOL2_56348 
000B: 620@ += -1.0 

:POOL2_56348
00D6: if or
0736:   is_keyboard_key_just_pressed 145 
0736:   is_keyboard_key_just_pressed 87 
004D: jump_if_false @POOL2_56378 
000B: 624@ += 1.0 

:POOL2_56378
00D6: if or
0736:   is_keyboard_key_just_pressed 139 
0736:   is_keyboard_key_just_pressed 90 
004D: jump_if_false @POOL2_56408 
000B: 624@ += -1.0 

:POOL2_56408
00D6: if or
0736:   is_keyboard_key_just_pressed 143 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @POOL2_56438 
000B: 625@ += 1.0 

:POOL2_56438
00D6: if or
0736:   is_keyboard_key_just_pressed 141 
0736:   is_keyboard_key_just_pressed 65 
004D: jump_if_false @POOL2_56468 
000B: 625@ += -1.0 

:POOL2_56468
00D6: if 
0736:   is_keyboard_key_just_pressed 137 
004D: jump_if_false @POOL2_57032 
03A9: save_newline_to_debug_file 
05B6: 61 // BALL_SPRITE_HEIGHT = 
03A8: save_float_to_debug_file 621@ 
03A9: save_newline_to_debug_file 
05B6: 62 // BALL_SPRITE_WIDTH = 
03A8: save_float_to_debug_file 620@ 
03A9: save_newline_to_debug_file 
05B6: 63 // NIB_SPRITE_HEIGHT = 
03A8: save_float_to_debug_file 624@ 
03A9: save_newline_to_debug_file 
05B6: 64 // NIB_SPRITE_WIDTH = 
03A8: save_float_to_debug_file 625@ 

:POOL2_57032
0051: return 

:POOL2_57034
00D6: if 
0039:   635@ == 0 
004D: jump_if_false @POOL2_57283 
0006: 39@ = 0 
00D6: if 
001B:   3000 > 205@ 
004D: jump_if_false @POOL2_57085 
0006: 39@ = 1 

:POOL2_57085
00D6: if 
0039:   236@ == 1 
004D: jump_if_false @POOL2_57142 
0006: 205@ = 0 
0006: 39@ = 1 
00D6: if 
0019:   198@ > 1 
004D: jump_if_false @POOL2_57142 
0006: 198@ = 0 

:POOL2_57142
00D6: if 
0039:   198@ == 0 
004D: jump_if_false @POOL2_57187 
03E6: remove_text_box 
0512: show_permanent_text_box 'PL_H3'  // Use movement controls to aim the cue.~N~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ to change view. ~N~~k~~PED_SPRINT~ Proceed to shooting.~N~~k~~VEHICLE_ENTER_EXIT~ Hold to quit.
0006: 205@ = 0 
000A: 198@ += 1 

:POOL2_57187
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @POOL2_57269 
00D6: if 
0039:   198@ == 1 
004D: jump_if_false @POOL2_57262 
00D6: if 
0019:   205@ > 3000 
004D: jump_if_false @POOL2_57262 
03E6: remove_text_box 
0512: show_permanent_text_box 'PL_H7'  // ~k~~PED_JUMPING~ Display information.
000A: 198@ += 1 

:POOL2_57262
0002: jump @POOL2_57276 

:POOL2_57269
0006: 39@ = 1 

:POOL2_57276
0002: jump @POOL2_57297 

:POOL2_57283
0006: 39@ = 1 
0006: 635@ = 0 

:POOL2_57297
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @POOL2_57816 
0937: text_draw_box_cornerA 29.0 270.0 cornerB 638@ 644@ GXT_reference 'SCORE' style 2  // Info
0050: gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 290.0 GXT 'PL_01'  // Player 1
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
00D6: if 
0039:   217@ == 0 
004D: jump_if_false @POOL2_57440 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_12'  // Solids

:POOL2_57440
00D6: if 
0039:   217@ == 1 
004D: jump_if_false @POOL2_57479 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_13'  // Stripes

:POOL2_57479
00D6: if 
0039:   217@ == -1 
004D: jump_if_false @POOL2_57518 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_15'  // Open Table

:POOL2_57518
00D6: if 
0039:   217@ == 2 
004D: jump_if_false @POOL2_57557 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_14'  // Black

:POOL2_57557
0050: gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @POOL2_57624 
033E: set_draw_text_position 36.0 340.0 GXT 'PL_02'  // Player 2
0002: jump @POOL2_57645 

:POOL2_57624
033E: set_draw_text_position 36.0 340.0 GXT 'PL_03'  // CPU

:POOL2_57645
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
00D6: if 
0039:   218@ == 0 
004D: jump_if_false @POOL2_57699 
033E: set_draw_text_position 36.0 360.0 GXT 'PL_12'  // Solids

:POOL2_57699
00D6: if 
0039:   218@ == 1 
004D: jump_if_false @POOL2_57738 
033E: set_draw_text_position 36.0 360.0 GXT 'PL_13'  // Stripes

:POOL2_57738
00D6: if 
0039:   218@ == -1 
004D: jump_if_false @POOL2_57777 
033E: set_draw_text_position 36.0 360.0 GXT 'PL_15'  // Open Table

:POOL2_57777
00D6: if 
0039:   218@ == 2 
004D: jump_if_false @POOL2_57816 
033E: set_draw_text_position 36.0 360.0 GXT 'PL_14'  // Black

:POOL2_57816
0051: return 

:POOL2_57818
0007: 636@ = 0.4753 
0007: 642@ = 2.3176 
0871: init_jump_table $CURRENT_LANGUAGE total_jumps 4 default_jump 1 @POOL2_58009 jumps 1 @POOL2_57901 2 @POOL2_57955 3 @POOL2_57982 4 @POOL2_57928 -1 @POOL2_58036 -1 @POOL2_58036 -1 @POOL2_58036 

:POOL2_57901
0007: 637@ = 210.6556 
0007: 643@ = 426.4957 
0002: jump @POOL2_58036 

:POOL2_57928
0007: 637@ = 175.0805 
0007: 643@ = 426.4957 
0002: jump @POOL2_58036 

:POOL2_57955
0007: 637@ = 190.782 
0007: 643@ = 409.0 
0002: jump @POOL2_58036 

:POOL2_57982
0007: 637@ = 214.9799 
0007: 643@ = 409.0 
0002: jump @POOL2_58036 

:POOL2_58009
0007: 637@ = 174.4835 
0007: 643@ = 409.0 
0002: jump @POOL2_58036 

:POOL2_58036
0871: init_jump_table $CURRENT_LANGUAGE total_jumps 3 default_jump 1 @POOL2_58180 jumps 2 @POOL2_58126 3 @POOL2_58153 4 @POOL2_58099 -1 @POOL2_58207 -1 @POOL2_58207 -1 @POOL2_58207 -1 @POOL2_58207 

:POOL2_58099
0007: 638@ = 179.098 
0007: 644@ = 396.8582 
0002: jump @POOL2_58207 

:POOL2_58126
0007: 638@ = 166.0992 
0007: 644@ = 396.8582 
0002: jump @POOL2_58207 

:POOL2_58153
0007: 638@ = 205.4915 
0007: 644@ = 396.8582 
0002: jump @POOL2_58207 

:POOL2_58180
0007: 638@ = 157.0 
0007: 644@ = 396.8582 
0002: jump @POOL2_58207 

:POOL2_58207
0871: init_jump_table $CURRENT_LANGUAGE total_jumps 1 default_jump 1 @POOL2_58295 jumps 3 @POOL2_58270 -1 @POOL2_58322 -1 @POOL2_58322 -1 @POOL2_58322 -1 @POOL2_58322 -1 @POOL2_58322 -1 @POOL2_58322 

:POOL2_58270
0087: 639@ = 638@ // (float) 
0007: 645@ = 394.4953 
0002: jump @POOL2_58322 

:POOL2_58295
0007: 639@ = 168.1938 
0007: 645@ = 394.4953 
0002: jump @POOL2_58322 

:POOL2_58322
0007: 640@ = 0.4914 
0007: 646@ = 2.3977 
0871: init_jump_table $CURRENT_LANGUAGE total_jumps 1 default_jump 1 @POOL2_58432 jumps 3 @POOL2_58405 -1 @POOL2_58459 -1 @POOL2_58459 -1 @POOL2_58459 -1 @POOL2_58459 -1 @POOL2_58459 -1 @POOL2_58459 

:POOL2_58405
0007: 641@ = 178.0981 
0007: 647@ = 409.0 
0002: jump @POOL2_58459 

:POOL2_58432
0007: 641@ = 157.0 
0007: 647@ = 409.0 
0002: jump @POOL2_58459 

:POOL2_58459
0051: return 
00D6: if 
0736:   is_keyboard_key_just_pressed 67 
004D: jump_if_false @POOL2_58526 
000A: 648@ += 1 
00D6: if 
0019:   648@ > 5 
004D: jump_if_false @POOL2_58508 
0006: 648@ = 0 

:POOL2_58508
0663: printint "SCREEN_EDIT" 648@ 

:POOL2_58526
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @POOL2_58556 
000B: 642@(648@,6f) += -0.1 

:POOL2_58556
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @POOL2_58586 
000B: 642@(648@,6f) += 0.1 

:POOL2_58586
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @POOL2_58616 
000B: 636@(648@,6f) += 0.1 

:POOL2_58616
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @POOL2_58646 
000B: 636@(648@,6f) += -0.1 

:POOL2_58646
00D6: if 
0736:   is_keyboard_key_just_pressed 137 
004D: jump_if_false @POOL2_59387 
03A9: save_newline_to_debug_file 
05B6: 65 // POOL - SCREEN_COORDS
03A9: save_newline_to_debug_file 
0006: 39@ = 0 

:POOL2_58803
00D6: if 
001B:   6 > 39@ 
004D: jump_if_false @POOL2_59387 
05B6: 66 // SCREEN_COORD_X[
03A7: save_int_to_debug_file 39@ 
05B6: 67 // ] = 
03A8: save_float_to_debug_file 636@(39@,6f) 
03A9: save_newline_to_debug_file 
05B6: 68 // SCREEN_COORD_Y[
03A7: save_int_to_debug_file 39@ 
05B6: 69 // ] = 
03A8: save_float_to_debug_file 642@(39@,6f) 
03A9: save_newline_to_debug_file 
000A: 39@ += 1 
0002: jump @POOL2_58803 

:POOL2_59387
0051: return 

:POOL2_59389
0006: 39@ = 0 
00D6: if 
001B:   3000 > 205@ 
004D: jump_if_false @POOL2_59422 
0006: 39@ = 1 

:POOL2_59422
00D6: if 
0039:   198@ == 0 
004D: jump_if_false @POOL2_59467 
03E6: remove_text_box 
0512: show_permanent_text_box 'PL_H6'  // Use the movement controls to position the cue ball.~N~~k~~PED_SPRINT~ Continue.~N~~k~~VEHICLE_ENTER_EXIT~ Hold to QUIT.
0006: 205@ = 0 
000A: 198@ += 1 

:POOL2_59467
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @POOL2_59542 
00D6: if 
0039:   198@ == 1 
004D: jump_if_false @POOL2_59542 
00D6: if 
0019:   205@ > 3000 
004D: jump_if_false @POOL2_59542 
03E6: remove_text_box 
0512: show_permanent_text_box 'PL_H7'  // ~k~~PED_JUMPING~ Display information.
000A: 198@ += 1 

:POOL2_59542
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @POOL2_60139 
0937: text_draw_box_cornerA 29.0 220.0 cornerB 639@ 645@ GXT_reference 'SCORE' style 2  // Info
0050: gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 240.0 GXT 'PL_01'  // Player 1
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
00D6: if 
0039:   217@ == 0 
004D: jump_if_false @POOL2_59685 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_12'  // Solids

:POOL2_59685
00D6: if 
0039:   217@ == 1 
004D: jump_if_false @POOL2_59724 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_13'  // Stripes

:POOL2_59724
00D6: if 
0039:   217@ == -1 
004D: jump_if_false @POOL2_59763 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_15'  // Open Table

:POOL2_59763
00D6: if 
0039:   217@ == 2 
004D: jump_if_false @POOL2_59802 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_14'  // Black

:POOL2_59802
0050: gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @POOL2_59869 
033E: set_draw_text_position 36.0 290.0 GXT 'PL_02'  // Player 2
0002: jump @POOL2_59890 

:POOL2_59869
033E: set_draw_text_position 36.0 290.0 GXT 'PL_03'  // CPU

:POOL2_59890
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
00D6: if 
0039:   218@ == 0 
004D: jump_if_false @POOL2_59944 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_12'  // Solids

:POOL2_59944
00D6: if 
0039:   218@ == 1 
004D: jump_if_false @POOL2_59983 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_13'  // Stripes

:POOL2_59983
00D6: if 
0039:   218@ == -1 
004D: jump_if_false @POOL2_60022 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_15'  // Open Table

:POOL2_60022
00D6: if 
0039:   218@ == 2 
004D: jump_if_false @POOL2_60061 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_14'  // Black

:POOL2_60061
0050: gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'PL_16'  // Scratch
0050: gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
033E: set_draw_text_position 36.0 360.0 GXT 'PL_17'  // Ball in hand

:POOL2_60139
0051: return 
033F: set_text_draw_letter_size 0.4487 1.5974 
0340: set_text_draw_RGBA 128 148 178 255 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_size 0.4487 1.5974 
0340: set_text_draw_RGBA 128 148 178 255 
03E4: set_text_draw_align_right 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_size 0.9 2.4 
0340: set_text_draw_RGBA 128 148 178 255 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_size 0.9 2.4 
0340: set_text_draw_RGBA 81 25 29 255 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_size 0.54 1.44 
0340: set_text_draw_RGBA 128 148 178 255 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_size 0.405 1.08 
0340: set_text_draw_RGBA 128 148 178 255 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_size 0.54 1.44 
0340: set_text_draw_RGBA 81 25 29 255 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 

:POOL2_60436
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 640@ 646@ 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0087: 649@ = 637@ // (float) 
000F: 649@ -= 20.0 
0343: set_text_draw_linewidth 649@ 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
0051: return 
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @POOL2_60600 
000B: 650@ += -0.0001 
0006: 39@ = 0 

:POOL2_60536
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_60600 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_60586 
0908: set_object 82@(39@,16i) turn_mass_to 650@ // float 

:POOL2_60586
000A: 39@ += 1 
0002: jump @POOL2_60536 

:POOL2_60600
00D6: if 
0736:   is_keyboard_key_just_pressed 137 
004D: jump_if_false @POOL2_60680 

:POOL2_60616
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_60680 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_60666 
0908: set_object 82@(39@,16i) turn_mass_to 650@ // float 

:POOL2_60666
000A: 39@ += 1 
0002: jump @POOL2_60616 

:POOL2_60680
00D6: if 
0736:   is_keyboard_key_just_pressed 145 
004D: jump_if_false @POOL2_60696 

:POOL2_60696
00D6: if 
0736:   is_keyboard_key_just_pressed 139 
004D: jump_if_false @POOL2_60722 
000B: 203@ += -0.001 

:POOL2_60722
00D6: if 
0736:   is_keyboard_key_just_pressed 143 
004D: jump_if_false @POOL2_60748 
000B: 204@ += 0.001 

:POOL2_60748
00D6: if 
0736:   is_keyboard_key_just_pressed 141 
004D: jump_if_false @POOL2_60774 
000B: 204@ += -0.001 

:POOL2_60774
0051: return 

:POOL2_60776
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:POOL2_60794
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 100000
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:POOL2_60828
08F6: restore_player_group 
09D8: NOP 0 
0A3F: set_unused_flag 0 
0004: $1904 = 0 
040D: unload_wav 4 
0006: 39@ = 0 

:POOL2_60856
00D6: if 
001B:   10 > 39@ 
004D: jump_if_false @POOL2_60917 
00D6: if 
03CA:   object 347@(39@,10i) exists 
004D: jump_if_false @POOL2_60903 
0108: destroy_object 347@(39@,10i) 

:POOL2_60903
000A: 39@ += 1 
0002: jump @POOL2_60856 

:POOL2_60917
00D6: if 
8118:   not actor $9458 dead 
004D: jump_if_false @POOL2_60982 
0647: AS_actor $9458 clear_look_task 
00A0: store_actor $9458 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 223@ = $TEMPVAR_FLOAT_3 // (float) 
0089: 227@ = $TEMPVAR_FLOAT_3 // (float) 

:POOL2_60982
00D6: if 
8118:   not actor $9458 dead 
004D: jump_if_false @POOL2_61026 
00A0: store_actor $9458 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A1: put_actor $9458 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 227@ 

:POOL2_61026
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL2_61151 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A1: put_actor $PLAYER_ACTOR at 221@ 222@ 223@ 
00D6: if 
8118:   not actor $9458 dead 
004D: jump_if_false @POOL2_61100 
00A0: store_actor $9458 position_to 165@ 166@ 167@ 

:POOL2_61100
0087: 169@ = 165@ // (float) 
0065: 169@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 170@ = 166@ // (float) 
0065: 170@ -= $TEMPVAR_FLOAT_2 // (float) 
0604: get_Z_angle_for_point 169@ 170@ store_to $TEMPVAR_ANGLE 
0173: set_actor $PLAYER_ACTOR Z_angle_to $TEMPVAR_ANGLE 

:POOL2_61151
0247: load_model #POOLCUE 

:POOL2_61156
00D6: if 
8248:   not model #POOLCUE available 
004D: jump_if_false @POOL2_61183 
0001: wait 0 ms 
0002: jump @POOL2_61156 

:POOL2_61183
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL2_61223 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 0 
01B2: give_actor $PLAYER_ACTOR weapon 7 ammo 9999 // Load the weapon model before using this 

:POOL2_61223
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @POOL2_61244 
0108: destroy_object 106@ 

:POOL2_61244
00D6: if 
03CA:   object 107@ exists 
004D: jump_if_false @POOL2_61265 
0108: destroy_object 107@ 

:POOL2_61265
00D6: if 
03CA:   object 238@ exists 
004D: jump_if_false @POOL2_61286 
0108: destroy_object 238@ 

:POOL2_61286
00D6: if 
03CA:   object $9459 exists 
004D: jump_if_false @POOL2_61307 
0108: destroy_object $9459 

:POOL2_61307
0249: release_model #POOLCUE 
0249: release_model #K_POOLQ 
04EF: release_animation "POOL" 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL2_61352 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:POOL2_61352
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
00BE: text_clear_all 
03E6: remove_text_box 
0004: $ONMISSION = 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL2_61458 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0615: define_AS_pack_begin 47@ 
05BA: AS_actor -1 move_mouth 1 ms 
05B9: AS_actor -1 stay_idle 1 ms 
0616: define_AS_pack_end 47@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 47@ 
061B: remove_references_to_AS_pack 47@ 

:POOL2_61458
00D8: mission_cleanup 
0051: return 
0454: store_debug_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
03CA:   object 163@ exists 
004D: jump_if_false @POOL2_61511 
01BB: store_object 163@ position_to 165@ 166@ 167@ 
0176: $TEMPVAR_ANGLE = object 163@ Z_angle 

:POOL2_61511
0011: $TEMPVAR_ANGLE *= -1.0 
02F7: 42@ = cosine $TEMPVAR_ANGLE // (float) 
02F6: 43@ = sine $TEMPVAR_ANGLE // (float) 
0089: 169@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 169@ -= 165@ // (float) 
0089: 170@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 170@ -= 166@ // (float) 
0089: 171@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 171@ -= 167@ // (float) 
0087: 172@ = 169@ // (float) 
006B: 172@ *= 42@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 43@ // (float) 
0063: 172@ -= 44@ // (float) 
0087: 173@ = 169@ // (float) 
006B: 173@ *= 43@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 42@ // (float) 
005B: 173@ += 44@ // (float) 
03A9: save_newline_to_debug_file 
05B6: 70 // FIXED_CAMERA_POSITION - OFFSET FROM TABLE = 
03A8: save_float_to_debug_file 172@ 
03A8: save_float_to_debug_file 173@ 
03A8: save_float_to_debug_file 171@ 
0463: store_debug_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 169@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 169@ -= 165@ // (float) 
0089: 170@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 170@ -= 166@ // (float) 
0089: 171@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 171@ -= 167@ // (float) 
0087: 172@ = 169@ // (float) 
006B: 172@ *= 42@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 43@ // (float) 
0063: 172@ -= 44@ // (float) 
0087: 173@ = 169@ // (float) 
006B: 173@ *= 43@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 42@ // (float) 
005B: 173@ += 44@ // (float) 
03A9: save_newline_to_debug_file 
05B6: 71 // CAMERA_POINT_AT -       OFFSET FROM TABLE = 
03A8: save_float_to_debug_file 172@ 
03A8: save_float_to_debug_file 173@ 
03A8: save_float_to_debug_file 171@ 
0051: return 
0454: store_debug_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
056D:   actor 215@ defined 
004D: jump_if_false @POOL2_62165 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_62165 
00A0: store_actor 215@ position_to 165@ 166@ 167@ 
0172: $TEMPVAR_ANGLE = actor 215@ Z_angle 

:POOL2_62165
0011: $TEMPVAR_ANGLE *= -1.0 
02F7: 42@ = cosine $TEMPVAR_ANGLE // (float) 
02F6: 43@ = sine $TEMPVAR_ANGLE // (float) 
0089: 169@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 169@ -= 165@ // (float) 
0089: 170@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 170@ -= 166@ // (float) 
0089: 171@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 171@ -= 167@ // (float) 
0087: 172@ = 169@ // (float) 
006B: 172@ *= 42@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 43@ // (float) 
0063: 172@ -= 44@ // (float) 
0087: 173@ = 169@ // (float) 
006B: 173@ *= 43@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 42@ // (float) 
005B: 173@ += 44@ // (float) 
03A9: save_newline_to_debug_file 
05B6: 72 // FIXED_CAMERA_POSITION - OFFSET FROM CHAR = 
03A8: save_float_to_debug_file 172@ 
03A8: save_float_to_debug_file 173@ 
03A8: save_float_to_debug_file 171@ 
0463: store_debug_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 169@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 169@ -= 165@ // (float) 
0089: 170@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 170@ -= 166@ // (float) 
0089: 171@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 171@ -= 167@ // (float) 
0087: 172@ = 169@ // (float) 
006B: 172@ *= 42@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 43@ // (float) 
0063: 172@ -= 44@ // (float) 
0087: 173@ = 169@ // (float) 
006B: 173@ *= 43@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 42@ // (float) 
005B: 173@ += 44@ // (float) 
03A9: save_newline_to_debug_file 
05B6: 73 // CAMERA_POINT_AT -       OFFSET FROM CHAR = 
03A8: save_float_to_debug_file 172@ 
03A8: save_float_to_debug_file 173@ 
03A8: save_float_to_debug_file 171@ 
0051: return 

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

:LOWR
03A4: name_thread 'LOWR' 
0050: gosub @LOWR_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @LOWR_38 
0050: gosub @LOWR_27250 

:LOWR_38
0050: gosub @LOWR_27254 
004E: end_thread 

:LOWR_47
0004: $ONMISSION = 1 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
060A: create_decision_maker_type 0 store_to 66@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 67@ // decision\allowed\m_.ped files 

:LOWR_145
0001: wait 0 ms 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @LOWR_171 
0006: 36@ = 1 

:LOWR_171
000A: 39@ += 1 
00D6: if 
0019:   39@ > 22 
004D: jump_if_false @LOWR_203 
0006: 39@ = 0 

:LOWR_203
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 64@ += 42@ // (int) 
005A: 65@ += 42@ // (int) 
005A: 133@ += 42@ // (int) 
005A: 134@ += 42@ // (int) 
005A: 135@ += 42@ // (int) 
005A: 136@ += 42@ // (int) 
005A: 137@ += 42@ // (int) 
077E: get_active_interior_to 43@ 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @LOWR_319 
005E: $6471 += 42@ // (int) 

:LOWR_319
0871: init_jump_table 34@ total_jumps 7 default_jump 0 @LOWR_466 jumps 0 @LOWR_382 1 @LOWR_396 2 @LOWR_403 3 @LOWR_410 4 @LOWR_424 5 @LOWR_438 6 @LOWR_452 

:LOWR_382
0050: gosub @LOWR_619 
0002: jump @LOWR_466 

:LOWR_396
0002: jump @LOWR_466 

:LOWR_403
0002: jump @LOWR_466 

:LOWR_410
0050: gosub @LOWR_962 
0002: jump @LOWR_466 

:LOWR_424
0050: gosub @LOWR_9455 
0002: jump @LOWR_466 

:LOWR_438
0050: gosub @LOWR_12559 
0002: jump @LOWR_466 

:LOWR_452
0050: gosub @LOWR_17601 
0002: jump @LOWR_466 

:LOWR_466
0050: gosub @LOWR_19756 
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @LOWR_495 
0050: gosub @LOWR_26533 

:LOWR_495
00D6: if 
0736:   is_keyboard_key_just_pressed 79 
004D: jump_if_false @LOWR_517 
0050: gosub @LOWR_26635 

:LOWR_517
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @LOWR_617 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @LOWR_601 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @LOWR_585 
0002: jump @LOWR_145 
0002: jump @LOWR_594 

:LOWR_585
0050: gosub @LOWR_27252 
0051: return 

:LOWR_594
0002: jump @LOWR_610 

:LOWR_601
0050: gosub @LOWR_27250 
0051: return 

:LOWR_610
0002: jump @LOWR_619 

:LOWR_617
0051: return 

:LOWR_619
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @LOWR_748 
00A5: 69@ = create_car #PONY at 0.0 0.0 0.0 
009A: 77@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
018A: 102@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 103@ = create_checkpoint_at 0.0 0.0 0.0 
009A: 99@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 

:LOWR_748
0006: 271@ = 50 
0006: 272@ = 1000 
0006: 104@ = 0 
0006: 43@ = 0 

:LOWR_777
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @LOWR_820 
0006: 105@(43@,22i) = 0 
000A: 43@ += 1 
0002: jump @LOWR_777 

:LOWR_820
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 130@ = 0 
0006: 132@ = 0 
0085: 132@ = 130@ // (int) 
0085: 132@ = 130@ // (int) 
0085: 132@ = 130@ // (int) 
0085: 132@ = 130@ // (int) 
0085: 132@ = 130@ // (int) 
0006: 132@ = 0 
0007: 269@ = 0.01 
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @LOWR_930 

:LOWR_930
054C: use_GXT_table 'LOWR' 
0732: random_car_generator_disable_model #SAVANNA 
0050: gosub @LOWR_27192 
0006: 34@ = 3 
0051: return 

:LOWR_962
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @LOWR_2161 
042B: clear_peds_from_cube_cornerA 1721.117 -1967.489 11.0 cornerB 1904.391 -1838.315 15.0 
0006: 127@ = 0 
0006: 128@ = 0 
0007: 138@ = 1796.947 
0007: 145@ = -1924.376 
0007: 152@ = 13.2937 
0007: 159@ = 60.9627 
0007: 139@ = 1802.865 
0007: 146@ = -1918.742 
0007: 153@ = 13.2965 
0007: 160@ = 357.6195 
0007: 140@ = 1788.992 
0007: 147@ = -1924.501 
0007: 154@ = 13.2937 
0007: 161@ = 305.5176 
0007: 141@ = 1784.189 
0007: 148@ = -1913.44 
0007: 155@ = 13.2957 
0007: 162@ = 188.9639 
0007: 142@ = 1790.964 
0007: 149@ = -1913.898 
0007: 156@ = 13.2985 
0007: 163@ = 266.2616 
0007: 143@ = 1799.899 
0007: 150@ = -1906.425 
0007: 157@ = 13.3025 
0007: 164@ = 184.4735 
0007: 144@ = 1785.94 
0007: 151@ = -1904.839 
0007: 158@ = 13.297 
0007: 165@ = 152.5742 
0007: 166@ = 1798.603 
0007: 188@ = -1908.26 
0007: 210@ = 12.4388 
0007: 232@ = 102.3995 
0007: 167@ = 1798.887 
0007: 189@ = -1907.668 
0007: 211@ = 12.4399 
0007: 233@ = 174.1189 
0007: 168@ = 1798.834 
0007: 190@ = -1911.782 
0007: 212@ = 12.4374 
0007: 234@ = 158.2591 
0007: 169@ = 1799.584 
0007: 191@ = -1912.795 
0007: 213@ = 12.4368 
0007: 235@ = 74.6392 
0007: 170@ = 1800.902 
0007: 192@ = -1918.714 
0007: 214@ = 12.4331 
0007: 236@ = 256.6391 
0007: 171@ = 1798.166 
0007: 193@ = -1920.427 
0007: 215@ = 12.4321 
0007: 237@ = 19.6592 
0007: 172@ = 1796.811 
0007: 194@ = -1920.426 
0007: 216@ = 12.4321 
0007: 238@ = 331.8393 
0007: 173@ = 1787.78 
0007: 195@ = -1919.071 
0007: 217@ = 12.4329 
0007: 239@ = 331.8393 
0007: 174@ = 1786.71 
0007: 196@ = -1917.982 
0007: 218@ = 12.4332 
0007: 240@ = 285.8198 
0007: 175@ = 1786.194 
0007: 197@ = -1907.356 
0007: 219@ = 12.4327 
0007: 241@ = 260.4003 
0007: 176@ = 1786.898 
0007: 198@ = -1906.531 
0007: 220@ = 12.4335 
0007: 242@ = 141.9807 
0007: 177@ = 1786.23 
0007: 199@ = -1908.622 
0007: 221@ = 12.4328 
0007: 243@ = 327.1608 
0007: 178@ = 1789.188 
0007: 200@ = -1919.665 
0007: 222@ = 12.4325 
0007: 244@ = 357.2196 
0007: 179@ = 1788.103 
0007: 201@ = -1907.949 
0007: 223@ = 12.4352 
0007: 245@ = 200.9411 
0007: 180@ = 1797.997 
0007: 202@ = -1912.74 
0007: 224@ = 12.4368 
0007: 246@ = 312.2806 
0007: 181@ = 1796.46 
0007: 203@ = -1908.882 
0007: 225@ = 12.4368 
0007: 247@ = 312.2806 
0247: load_model #VLA1 
0247: load_model #VLA2 
0247: load_model #VLA3 
0247: load_model #BFYPRO 
0247: load_model #HFYST 
0247: load_model #SAVANNA 
0247: load_model #REMINGTN 
04ED: load_animation "LOWRIDER" 
038B: load_requested_models 

:LOWR_1990
00D6: if or
8248:   not model #VLA1 available 
8248:   not model #VLA2 available 
8248:   not model #VLA3 available 
8248:   not model #BFYPRO available 
8248:   not model #HFYST available 
004D: jump_if_false @LOWR_2032 
0001: wait 0 ms 
0002: jump @LOWR_1990 

:LOWR_2032
00D6: if or
8248:   not model #SAVANNA available 
8248:   not model #REMINGTN available 
004D: jump_if_false @LOWR_2064 
0001: wait 0 ms 
0002: jump @LOWR_2032 

:LOWR_2064
00D6: if 
84EE:   not animation "LOWRIDER" loaded 
004D: jump_if_false @LOWR_2098 
0001: wait 0 ms 
0002: jump @LOWR_2064 

:LOWR_2098
00D6: if 
875C:   not marker 102@ enabled 
004D: jump_if_false @LOWR_2134 
018A: 102@ = create_checkpoint_at 1793.068 -1904.254 12.3989 

:LOWR_2134
0917: audio_zone 'LOWRIDE' enable_sound 1 
0004: $6471 = 0 
000A: 35@ += 1 

:LOWR_2161
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @LOWR_9428 
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @LOWR_3625 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1792.924 -1918.987 radius 150.0 150.0 
004D: jump_if_false @LOWR_3618 
00A5: 69@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 70@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 71@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 72@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 73@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 74@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 75@ = create_car #REMINGTN at 0.0 0.0 0.0 
0229: set_car 69@ primary_color_to 1 secondary_color_to 0 
0229: set_car 70@ primary_color_to 2 secondary_color_to 1 
0229: set_car 71@ primary_color_to 3 secondary_color_to 2 
0229: set_car 72@ primary_color_to 10 secondary_color_to 3 
0229: set_car 73@ primary_color_to 9 secondary_color_to 4 
0229: set_car 74@ primary_color_to 6 secondary_color_to 5 
0229: set_car 75@ primary_color_to 7 secondary_color_to 6 
03A2: set_car 69@ action 3 
03A2: set_car 73@ action 3 
03A2: set_car 72@ action 3 
07FF: set_car 69@ hydraulics 1 
07FF: set_car 73@ hydraulics 1 
07FF: set_car 72@ hydraulics 1 
02AA: set_car 69@ immune_to_nonplayer 1 
02AA: set_car 73@ immune_to_nonplayer 1 
02AA: set_car 72@ immune_to_nonplayer 1 
0006: 43@ = 0 

:LOWR_2529
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @LOWR_2618 
00AB: put_car 69@(43@,7i) at 138@(43@,7f) 145@(43@,7f) 152@(43@,7f) 
0175: set_car 69@(43@,7i) Z_angle_to 159@(43@,7f) 
020A: set_car 69@(43@,7i) door_status_to 3 
000A: 43@ += 1 
0002: jump @LOWR_2529 

:LOWR_2618
0001: wait 0 ms 
009A: 77@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 79@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 80@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 82@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
0001: wait 0 ms 
009A: 83@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 85@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 86@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 88@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 89@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
0001: wait 0 ms 
009A: 78@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
009A: 81@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 84@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
009A: 87@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 90@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 91@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 92@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
0001: wait 0 ms 
009A: 93@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 94@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 95@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 96@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 97@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 98@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
0006: 43@ = 0 

:LOWR_3169
00D6: if 
001B:   16 > 43@ 
004D: jump_if_false @LOWR_3287 
00D6: if 
056D:   actor 77@(43@,22i) defined 
004D: jump_if_false @LOWR_3273 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_3273 
00A1: put_actor 77@(43@,22i) at 166@(43@,22f) 188@(43@,22f) 210@(43@,22f) 
0173: set_actor 77@(43@,22i) Z_angle_to 232@(43@,22f) 

:LOWR_3273
000A: 43@ += 1 
0002: jump @LOWR_3169 

:LOWR_3287
0001: wait 0 ms 
0006: 43@ = 0 

:LOWR_3298
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @LOWR_3362 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_3348 
060B: set_actor 77@(43@,22i) decision_maker_to 67@ 

:LOWR_3348
000A: 43@ += 4 
0002: jump @LOWR_3298 

:LOWR_3362
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @LOWR_3402 
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @LOWR_3402 
036A: put_actor 93@ in_car 70@ 

:LOWR_3402
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @LOWR_3442 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @LOWR_3442 
036A: put_actor 94@ in_car 71@ 

:LOWR_3442
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @LOWR_3482 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @LOWR_3482 
036A: put_actor 95@ in_car 73@ 

:LOWR_3482
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @LOWR_3522 
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @LOWR_3522 
036A: put_actor 96@ in_car 69@ 

:LOWR_3522
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @LOWR_3562 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @LOWR_3562 
036A: put_actor 97@ in_car 72@ 

:LOWR_3562
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @LOWR_3604 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @LOWR_3604 
0430: put_actor 98@ into_car 71@ passenger_seat 0 

:LOWR_3604
0006: 128@ = 1 
0004: $1906 = 1 

:LOWR_3618
0002: jump @LOWR_3766 

:LOWR_3625
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 1792.924 -1918.987 radius 150.0 150.0 
004D: jump_if_false @LOWR_3766 
0006: 43@ = 0 

:LOWR_3670
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @LOWR_3711 
00A6: destroy_car 69@(43@,7i) 
000A: 43@ += 1 
0002: jump @LOWR_3670 

:LOWR_3711
0006: 43@ = 0 

:LOWR_3718
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @LOWR_3759 
009B: destroy_actor 77@(43@,22i) 
000A: 43@ += 1 
0002: jump @LOWR_3718 

:LOWR_3759
0006: 128@ = 0 

:LOWR_3766
00D6: if 
0039:   128@ == 1 
004D: jump_if_false @LOWR_9015 
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @LOWR_8729 
0871: init_jump_table 39@ total_jumps 21 default_jump 0 @LOWR_8009 jumps 0 @LOWR_3995 1 @LOWR_4371 2 @LOWR_4747 3 @LOWR_4897 4 @LOWR_5047 5 @LOWR_5162 6 @LOWR_5312 
0872: jump_table_jumps 7 @LOWR_5462 8 @LOWR_5578 9 @LOWR_5694 10 @LOWR_6070 11 @LOWR_6253 12 @LOWR_6369 13 @LOWR_6485 14 @LOWR_6792 15 @LOWR_7117 
0872: jump_table_jumps 16 @LOWR_7401 17 @LOWR_7510 18 @LOWR_7619 19 @LOWR_7826 20 @LOWR_8002 -1 @LOWR_8009 -1 @LOWR_8009 -1 @LOWR_8009 -1 @LOWR_8009 

:LOWR_3995
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @LOWR_4364 
062E: get_actor 77@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_4269 
0615: define_AS_pack_begin 49@ 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @LOWR_4203 
00D6: if 
01AF:   car 74@ sphere 0 in_sphere 143@ 150@ 157@ radius 0.2 0.2 1.0 
004D: jump_if_false @LOWR_4155 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @LOWR_4196 

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

:LOWR_4196
0002: jump @LOWR_4244 

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

:LOWR_4244
0616: define_AS_pack_end 49@ 
0618: assign_actor 77@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0002: jump @LOWR_4364 

:LOWR_4269
00D6: if 
0611:   actor 77@ performing_animation "M_SMKLEAN_LOOP" 
004D: jump_if_false @LOWR_4364 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @LOWR_4364 
00D6: if 
81AF:   not car 74@ sphere 0 in_sphere 143@ 150@ 157@ radius 0.2 0.2 1.0 
004D: jump_if_false @LOWR_4364 
0687: clear_actor 77@ task 

:LOWR_4364
0002: jump @LOWR_8009 

:LOWR_4371
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @LOWR_4740 
062E: get_actor 78@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_4645 
0615: define_AS_pack_begin 49@ 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @LOWR_4579 
00D6: if 
01AF:   car 74@ sphere 0 in_sphere 143@ 150@ 157@ radius 0.2 0.2 1.0 
004D: jump_if_false @LOWR_4531 
0605: actor -1 perform_animation "F_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @LOWR_4572 

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

:LOWR_4572
0002: jump @LOWR_4620 

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

:LOWR_4620
0616: define_AS_pack_end 49@ 
0618: assign_actor 78@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0002: jump @LOWR_4740 

:LOWR_4645
00D6: if 
0611:   actor 78@ performing_animation "F_SMKLEAN_LOOP" 
004D: jump_if_false @LOWR_4740 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @LOWR_4740 
00D6: if 
81AF:   not car 74@ sphere 0 in_sphere 143@ 150@ 157@ radius 0.2 0.2 1.0 
004D: jump_if_false @LOWR_4740 
0687: clear_actor 78@ task 

:LOWR_4740
0002: jump @LOWR_8009 

:LOWR_4747
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @LOWR_4890 
062E: get_actor 79@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_4890 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @LOWR_4831 
0677: AS_actor -1 chat_with_actor 80@ lead_speaker_flag 1 unknown_flag 1 
0002: jump @LOWR_4872 

:LOWR_4831
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_4872
0616: define_AS_pack_end 49@ 
0618: assign_actor 79@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_4890
0002: jump @LOWR_8009 

:LOWR_4897
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @LOWR_5040 
062E: get_actor 80@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_5040 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @LOWR_4981 
0677: AS_actor -1 chat_with_actor 79@ lead_speaker_flag 0 unknown_flag 1 
0002: jump @LOWR_5022 

:LOWR_4981
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_5022
0616: define_AS_pack_end 49@ 
0618: assign_actor 80@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_5040
0002: jump @LOWR_8009 

:LOWR_5047
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @LOWR_5155 
062E: get_actor 81@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_5155 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "CAR_HOOKERTALK" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 81@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_5155
0002: jump @LOWR_8009 

:LOWR_5162
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @LOWR_5305 
062E: get_actor 82@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_5305 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @LOWR_5246 
0677: AS_actor -1 chat_with_actor 83@ lead_speaker_flag 0 unknown_flag 1 
0002: jump @LOWR_5287 

:LOWR_5246
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_5287
0616: define_AS_pack_end 49@ 
0618: assign_actor 82@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_5305
0002: jump @LOWR_8009 

:LOWR_5312
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @LOWR_5455 
062E: get_actor 83@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_5455 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @LOWR_5396 
0677: AS_actor -1 chat_with_actor 82@ lead_speaker_flag 1 unknown_flag 1 
0002: jump @LOWR_5437 

:LOWR_5396
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_5437
0616: define_AS_pack_end 49@ 
0618: assign_actor 83@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_5455
0002: jump @LOWR_8009 

:LOWR_5462
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @LOWR_5571 
062E: get_actor 84@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_5571 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_5571
0002: jump @LOWR_8009 

:LOWR_5578
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @LOWR_5687 
062E: get_actor 85@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_5687 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 85@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_5687
0002: jump @LOWR_8009 

:LOWR_5694
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @LOWR_6063 
062E: get_actor 86@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_5968 
0615: define_AS_pack_begin 49@ 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @LOWR_5902 
00D6: if 
01AF:   car 75@ sphere 0 in_sphere 144@ 151@ 158@ radius 0.2 0.2 1.0 
004D: jump_if_false @LOWR_5854 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @LOWR_5895 

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

:LOWR_5895
0002: jump @LOWR_5943 

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

:LOWR_5943
0616: define_AS_pack_end 49@ 
0618: assign_actor 86@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0002: jump @LOWR_6063 

:LOWR_5968
00D6: if 
0611:   actor 86@ performing_animation "M_SMKLEAN_LOOP" 
004D: jump_if_false @LOWR_6063 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @LOWR_6063 
00D6: if 
81AF:   not car 75@ sphere 0 in_sphere 144@ 151@ 158@ radius 0.2 0.2 1.0 
004D: jump_if_false @LOWR_6063 
0687: clear_actor 86@ task 

:LOWR_6063
0002: jump @LOWR_8009 

:LOWR_6070
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @LOWR_6246 
062E: get_actor 87@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_6246 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "WOMAN_IDLESTANCE" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 87@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_6246
0002: jump @LOWR_8009 

:LOWR_6253
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @LOWR_6362 
062E: get_actor 88@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_6362 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_6362
0002: jump @LOWR_8009 

:LOWR_6369
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @LOWR_6478 
062E: get_actor 89@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_6478 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 89@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_6478
0002: jump @LOWR_8009 

:LOWR_6485
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @LOWR_6785 
062E: get_actor 90@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_6785 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1786.719 -1915.878 12.3942 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1796.179 -1919.465 12.3928 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1786.719 -1915.878 12.3942 mode 4 time 60000 ms // versionA 
05D3: AS_actor -1 goto_point 179@ 201@ 223@ mode 4 time 60000 ms // versionA 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @LOWR_6726 
0639: AS_actor -1 rotate_to_actor 86@ 

:LOWR_6726
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 90@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_6785
0002: jump @LOWR_8009 

:LOWR_6792
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @LOWR_7110 
062E: get_actor 91@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_7110 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1800.367 -1917.394 12.3938 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1789.057 -1917.901 12.3936 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1788.526 -1907.294 12.3955 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1796.478 -1908.174 12.3983 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 91@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_7110
0002: jump @LOWR_8009 

:LOWR_7117
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @LOWR_7394 
062E: get_actor 92@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_7394 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1787.672 -1908.567 12.3949 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1786.719 -1917.107 12.3942 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1787.672 -1908.567 12.3949 mode 4 time 60000 ms // versionA 
05D3: AS_actor -1 goto_point 181@ 203@ 225@ mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 92@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_7394
0002: jump @LOWR_8009 

:LOWR_7401
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @LOWR_7503 
062E: get_actor 93@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_7503 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 93@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_7503
0002: jump @LOWR_8009 

:LOWR_7510
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @LOWR_7612 
062E: get_actor 94@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_7612 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 94@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_7612
0002: jump @LOWR_8009 

:LOWR_7619
0006: 43@ = 0 

:LOWR_7626
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @LOWR_7819 
00D6: if 
056E:   car 69@(43@,7i) defined 
004D: jump_if_false @LOWR_7805 
00D6: if 
8119:   not car 69@(43@,7i) wrecked 
004D: jump_if_false @LOWR_7775 
00D6: if 
051C:   car 69@(43@,7i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @LOWR_7768 
0227: 44@ = car 69@(43@,7i) health 
00D6: if 
001B:   950 > 44@ 
004D: jump_if_false @LOWR_7768 
00BC: show_text_highpriority GXT 'LOW_32' time 5000 flag 1  // ~r~The meeting is dispersing because you messed with one of their cars.
0006: 127@ = 1 
0006: 43@ = 7 

:LOWR_7768
0002: jump @LOWR_7805 

:LOWR_7775
00BC: show_text_highpriority GXT 'LOW_32' time 5000 flag 1  // ~r~The meeting is dispersing because you messed with one of their cars.
0006: 127@ = 1 
0006: 43@ = 7 

:LOWR_7805
000A: 43@ += 1 
0002: jump @LOWR_7626 

:LOWR_7819
0002: jump @LOWR_8009 

:LOWR_7826
0006: 43@ = 0 

:LOWR_7833
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @LOWR_7995 
00D6: if 
056D:   actor 77@(43@,22i) defined 
004D: jump_if_false @LOWR_7981 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_7951 
00D6: if 
051A:   actor 77@(43@,22i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @LOWR_7944 
00BC: show_text_highpriority GXT 'LOW_04' time 5000 flag 1  // ~r~The meeting is dispersing because you attacked a group member.
0006: 127@ = 1 
0006: 43@ = 22 

:LOWR_7944
0002: jump @LOWR_7981 

:LOWR_7951
00BC: show_text_highpriority GXT 'LOW_04' time 5000 flag 1  // ~r~The meeting is dispersing because you attacked a group member.
0006: 127@ = 1 
0006: 43@ = 22 

:LOWR_7981
000A: 43@ += 1 
0002: jump @LOWR_7833 

:LOWR_7995
0002: jump @LOWR_8009 

:LOWR_8002
0002: jump @LOWR_8009 

:LOWR_8009
00D6: if 
001B:   300 > 133@ 
004D: jump_if_false @LOWR_8075 
0007: 254@ = 1.0 
0007: 257@ = 1.0 
0007: 260@ = 0.0 
0007: 263@ = 0.0 
0002: jump @LOWR_8148 

:LOWR_8075
00D6: if 
0019:   133@ > 500 
004D: jump_if_false @LOWR_8108 
0006: 133@ = 0 
0002: jump @LOWR_8148 

:LOWR_8108
0007: 254@ = 0.0 
0007: 257@ = 0.0 
0007: 260@ = 0.0 
0007: 263@ = 0.0 

:LOWR_8148
00D6: if 
0019:   134@ > 2000 
004D: jump_if_false @LOWR_8222 
0209: 283@ = random_int_in_ranges 0 16 
0050: gosub @LOWR_20100 
0087: 255@ = 281@ // (float) 
0087: 258@ = 279@ // (float) 
0087: 261@ = 282@ // (float) 
0087: 264@ = 280@ // (float) 
0006: 134@ = 0 

:LOWR_8222
00D6: if 
0019:   135@ > 300 
004D: jump_if_false @LOWR_8296 
0209: 283@ = random_int_in_ranges 0 16 
0050: gosub @LOWR_20100 
0087: 256@ = 281@ // (float) 
0087: 259@ = 279@ // (float) 
0087: 262@ = 282@ // (float) 
0087: 265@ = 280@ // (float) 
0006: 135@ = 0 

:LOWR_8296
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @LOWR_8438 
00D6: if 
0803:   car 69@ have_hydraulics 
004D: jump_if_false @LOWR_8438 
07F5: car 69@ control_hydraulics 257@ 263@ 254@ 260@ 
00AA: store_car 69@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 50@ = 138@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 145@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 50@ *= 269@ // (float) 
006B: 51@ *= 269@ // (float) 
07D5: set_car 69@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWR_8438
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @LOWR_8580 
00D6: if 
0803:   car 72@ have_hydraulics 
004D: jump_if_false @LOWR_8580 
07F5: car 72@ control_hydraulics 258@ 264@ 255@ 261@ 
00AA: store_car 72@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 50@ = 141@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 148@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 50@ *= 269@ // (float) 
006B: 51@ *= 269@ // (float) 
07D5: set_car 72@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWR_8580
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @LOWR_8722 
00D6: if 
0803:   car 73@ have_hydraulics 
004D: jump_if_false @LOWR_8722 
07F5: car 73@ control_hydraulics 259@ 265@ 256@ 262@ 
00AA: store_car 73@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 50@ = 142@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 149@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 50@ *= 269@ // (float) 
006B: 51@ *= 269@ // (float) 
07D5: set_car 73@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWR_8722
0002: jump @LOWR_9015 

:LOWR_8729
00D6: if 
0039:   127@ == 1 
004D: jump_if_false @LOWR_9015 
0006: 43@ = 0 

:LOWR_8754
00D6: if 
001B:   12 > 43@ 
004D: jump_if_false @LOWR_8815 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_8801 
0792: disembark_instantly_actor 77@(43@,22i) 

:LOWR_8801
000A: 43@ += 1 
0002: jump @LOWR_8754 

:LOWR_8815
00D6: if 
8039:   not  37@ == 1 
004D: jump_if_false @LOWR_8905 
0006: 43@ = 0 

:LOWR_8840
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @LOWR_8905 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_8891 
077A: set_actor 77@(43@,22i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:LOWR_8891
000A: 43@ += 1 
0002: jump @LOWR_8840 

:LOWR_8905
0006: 43@ = 0 

:LOWR_8912
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @LOWR_8953 
01C2: remove_references_to_actor 77@(43@,22i) // Like turning an actor into a random pedestrian 
000A: 43@ += 1 
0002: jump @LOWR_8912 

:LOWR_8953
0006: 43@ = 0 

:LOWR_8960
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @LOWR_9001 
01C3: remove_references_to_car 69@(43@,7i) 
000A: 43@ += 1 
0002: jump @LOWR_8960 

:LOWR_9001
0006: 37@ = 1 
000A: 127@ += 1 

:LOWR_9015
00D6: if 
0018:   $6471 > 120000 
004D: jump_if_false @LOWR_9066 
00BC: show_text_highpriority GXT 'LOW_35' time 5000 flag 1  // ~r~The lowrider meeting has dispersed.
0006: 37@ = 1 
0002: jump @LOWR_9428 

:LOWR_9066
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 1793.068 -1904.254 12.3989 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @LOWR_9403 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
096E:   car $TEMPVAR_ACTOR_CAR lowrider 
004D: jump_if_false @LOWR_9355 
00D6: if 
0803:   car $TEMPVAR_ACTOR_CAR have_hydraulics 
004D: jump_if_false @LOWR_9307 
010B: 43@ = player $PLAYER_CHAR money 
00D6: if 
002D:   43@ >= 271@ // (int) 
004D: jump_if_false @LOWR_9256 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 
0006: 35@ = 99 
01B4: set_player $PLAYER_CHAR can_move 0 
00D9: 68@ = actor $PLAYER_ACTOR car // add to mission cleanup 
016A: fade 0 time 500 

:LOWR_9225
00D6: if 
016B:   fading 
004D: jump_if_false @LOWR_9249 
0001: wait 0 ms 
0002: jump @LOWR_9225 

:LOWR_9249
0002: jump @LOWR_9300 

:LOWR_9256
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @LOWR_9300 
01E5: show_text_1number_highpriority GXT 'LOW_38' number 271@ time 5000 flag 1  // ~s~You need $~1~ to compete.
000A: 62@ += 1 

:LOWR_9300
0002: jump @LOWR_9348 

:LOWR_9307
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @LOWR_9348 
00BC: show_text_highpriority GXT 'LOW_36' time 5000 flag 1  // ~s~You need a lowrider with hydraulics.
000A: 62@ += 1 

:LOWR_9348
0002: jump @LOWR_9396 

:LOWR_9355
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @LOWR_9396 
00BC: show_text_highpriority GXT 'LOW_36' time 5000 flag 1  // ~s~You need a lowrider with hydraulics.
000A: 62@ += 1 

:LOWR_9396
0002: jump @LOWR_9428 

:LOWR_9403
00D6: if 
8039:   not  62@ == 0 
004D: jump_if_false @LOWR_9428 
0006: 62@ = 0 

:LOWR_9428
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @LOWR_9453 
0050: gosub @LOWR_27192 

:LOWR_9453
0051: return 

:LOWR_9455
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @LOWR_10048 
016A: fade 0 time 500 

:LOWR_9480
00D6: if 
016B:   fading 
004D: jump_if_false @LOWR_9504 
0001: wait 0 ms 
0002: jump @LOWR_9480 

:LOWR_9504
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_9525 
09FE: reset_hydraulics_on_car 68@ 

:LOWR_9525
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 1793.068 -1904.254 12.3989 radius 30.0 
00D6: if 
075C:   marker 102@ enabled 
004D: jump_if_false @LOWR_9584 
0164: disable_marker 102@ 

:LOWR_9584
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_9630 
00AB: put_car 68@ at 1793.068 -1904.254 12.3989 
0175: set_car 68@ Z_angle_to 171.6728 

:LOWR_9630
0006: 43@ = 0 

:LOWR_9637
00D6: if 
001B:   16 > 43@ 
004D: jump_if_false @LOWR_9698 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_9684 
0792: disembark_instantly_actor 77@(43@,22i) 

:LOWR_9684
000A: 43@ += 1 
0002: jump @LOWR_9637 

:LOWR_9698
0006: 43@ = 0 

:LOWR_9705
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @LOWR_9769 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_9755 
060B: set_actor 77@(43@,22i) decision_maker_to 66@ 

:LOWR_9755
000A: 43@ += 1 
0002: jump @LOWR_9705 

:LOWR_9769
0006: 43@ = 0 

:LOWR_9776
00D6: if 
001B:   16 > 43@ 
004D: jump_if_false @LOWR_9874 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_9860 
00A1: put_actor 77@(43@,22i) at 166@(43@,22f) 188@(43@,22f) 210@(43@,22f) 
0173: set_actor 77@(43@,22i) Z_angle_to 232@(43@,22f) 

:LOWR_9860
000A: 43@ += 1 
0002: jump @LOWR_9776 

:LOWR_9874
0006: 43@ = 0 

:LOWR_9881
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @LOWR_9979 
00D6: if 
8119:   not car 69@(43@,7i) wrecked 
004D: jump_if_false @LOWR_9965 
00AB: put_car 69@(43@,7i) at 138@(43@,7f) 145@(43@,7f) 152@(43@,7f) 
0175: set_car 69@(43@,7i) Z_angle_to 159@(43@,7f) 

:LOWR_9965
000A: 43@ += 1 
0002: jump @LOWR_9881 

:LOWR_9979
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1796.749 -1916.961 13.8583 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1796.125 -1916.181 13.807 switchstyle 2 
000A: 35@ += 1 

:LOWR_10048
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @LOWR_10073 
000A: 35@ += 1 

:LOWR_10073
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @LOWR_10231 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @LOWR_10231 
0792: disembark_instantly_actor 95@ 
00A1: put_actor 95@ at 1792.631 -1909.274 12.4371 
0173: set_actor 95@ Z_angle_to 331.0204 
015F: set_camera_position 1793.816 -1910.713 14.0346 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1793.453 -1909.801 13.8451 switchstyle 2 
016A: fade 1 time 500 

:LOWR_10200
00D6: if 
016B:   fading 
004D: jump_if_false @LOWR_10224 
0001: wait 0 ms 
0002: jump @LOWR_10200 

:LOWR_10224
000A: 35@ += 1 

:LOWR_10231
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @LOWR_10698 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @LOWR_10698 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKE" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKF" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKG" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 95@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0209: 43@ = random_int_in_ranges 0 3 
0871: init_jump_table 43@ total_jumps 3 default_jump 0 @LOWR_10684 jumps 0 @LOWR_10540 1 @LOWR_10588 2 @LOWR_10636 -1 @LOWR_10684 -1 @LOWR_10684 -1 @LOWR_10684 -1 @LOWR_10684 

:LOWR_10540
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BA' // s$  // ~z~So you think you can lowride? Well let's see what you can do.
04AE: $ACTOR_SPEECH_WAV_FILE = 22808 // = constant 
004F: create_thread @AUDIOL 95@ 0 1 1 0  
0002: jump @LOWR_10684 

:LOWR_10588
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BB' // s$  // ~z~You up for a bounce, homie?
04AE: $ACTOR_SPEECH_WAV_FILE = 22809 // = constant 
004F: create_thread @AUDIOL 95@ 0 1 1 0  
0002: jump @LOWR_10684 

:LOWR_10636
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BC' // s$  // ~z~Alright homie let's see if you got what it takes.
04AE: $ACTOR_SPEECH_WAV_FILE = 22810 // = constant 
004F: create_thread @AUDIOL 95@ 0 1 1 0  
0002: jump @LOWR_10684 

:LOWR_10684
0006: 32@ = 0 
000A: 35@ += 1 

:LOWR_10698
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @LOWR_10812 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @LOWR_10812 
00D6: if or
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @LOWR_10812 
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
000A: 35@ += 1 
0006: 131@ = 1 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @LOWR_10812 
0687: clear_actor 95@ task 

:LOWR_10812
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @LOWR_10944 
00BE: text_clear_all 
02A3: enable_widescreen 0 
015F: set_camera_position 1793.485 -1907.354 13.4436 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1793.129 -1908.289 13.4481 switchstyle 2 
0085: 273@ = 271@ // (int) 
0085: 43@ = 273@ // (int) 
0012: 43@ *= -1 
0109: player $PLAYER_CHAR money = 43@ 
0512: show_permanent_text_box 'LOW_37'  // ~k~~PED_JUMPING~ Increase Wager~N~~k~~PED_FIREWEAPON~ Decrease Wager~N~~k~~PED_SPRINT~ Proceed~N~~k~~VEHICLE_ENTER_EXIT~ Exit
03F0: enable_text_draw 1 
0001: wait 1 ms 
000A: 35@ += 1 

:LOWR_10944
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @LOWR_12351 
00D6: if and
09FA:   is_menu_closed 
0A0F:   new_language_set 
004D: jump_if_false @LOWR_10990 
03E6: remove_text_box 
0512: show_permanent_text_box 'LOW_37'  // ~k~~PED_JUMPING~ Increase Wager~N~~k~~PED_FIREWEAPON~ Decrease Wager~N~~k~~PED_SPRINT~ Proceed~N~~k~~VEHICLE_ENTER_EXIT~ Exit

:LOWR_10990
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @LOWR_11416 
00D6: if and
8039:   not  274@ == 1 
8039:   not  274@ == -1 
004D: jump_if_false @LOWR_11365 
00D6: if 
0029:   273@ >= 10000 
004D: jump_if_false @LOWR_11066 
0006: 270@ = 1000 
0002: jump @LOWR_11170 

:LOWR_11066
00D6: if 
0029:   273@ >= 1000 
004D: jump_if_false @LOWR_11099 
0006: 270@ = 100 
0002: jump @LOWR_11170 

:LOWR_11099
00D6: if 
0029:   273@ >= 100 
004D: jump_if_false @LOWR_11131 
0006: 270@ = 10 
0002: jump @LOWR_11170 

:LOWR_11131
00D6: if 
0039:   273@ == 0 
004D: jump_if_false @LOWR_11163 
0006: 270@ = 2 
0002: jump @LOWR_11170 

:LOWR_11163
0006: 270@ = 1 

:LOWR_11170
010B: 43@ = player $PLAYER_CHAR money 
00D6: if 
001D:   270@ > 43@ // (int) 
004D: jump_if_false @LOWR_11205 
0085: 270@ = 43@ // (int) 

:LOWR_11205
0085: 43@ = 273@ // (int) 
005A: 43@ += 270@ // (int) 
00D6: if 
001D:   43@ > 272@ // (int) 
004D: jump_if_false @LOWR_11256 
0085: 270@ = 272@ // (int) 
0062: 270@ -= 273@ // (int) 

:LOWR_11256
00D6: if 
001B:   0 > 270@ 
004D: jump_if_false @LOWR_11281 
0012: 270@ *= -1 

:LOWR_11281
005A: 273@ += 270@ // (int) 
005A: 275@ += 270@ // (int) 
0012: 270@ *= -1 
0109: player $PLAYER_CHAR money = 270@ 
000A: 274@ += 1 
00D6: if 
0019:   274@ > 1 
004D: jump_if_false @LOWR_11351 
0006: 274@ = 2 
0002: jump @LOWR_11358 

:LOWR_11351
0006: 32@ = 0 

:LOWR_11358
0002: jump @LOWR_11409 

:LOWR_11365
00D6: if 
0039:   274@ == 1 
004D: jump_if_false @LOWR_11409 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @LOWR_11409 
0006: 274@ = 2 

:LOWR_11409
0002: jump @LOWR_11807 

:LOWR_11416
00D6: if 
8039:   not  274@ == 0 
004D: jump_if_false @LOWR_11441 
0006: 274@ = 0 

:LOWR_11441
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @LOWR_11782 
00D6: if 
8039:   not  276@ == 1 
004D: jump_if_false @LOWR_11749 
00D6: if 
0019:   273@ > 10000 
004D: jump_if_false @LOWR_11510 
0006: 270@ = -1000 
0002: jump @LOWR_11582 

:LOWR_11510
00D6: if 
0019:   273@ > 1000 
004D: jump_if_false @LOWR_11543 
0006: 270@ = -100 
0002: jump @LOWR_11582 

:LOWR_11543
00D6: if 
0019:   273@ > 100 
004D: jump_if_false @LOWR_11575 
0006: 270@ = -10 
0002: jump @LOWR_11582 

:LOWR_11575
0006: 270@ = -1 

:LOWR_11582
0085: 43@ = 273@ // (int) 
005A: 273@ += 270@ // (int) 
00D6: if 
001D:   271@ > 273@ // (int) 
004D: jump_if_false @LOWR_11639 
0006: 273@ = 0 
0085: 270@ = 43@ // (int) 
0012: 270@ *= -1 

:LOWR_11639
00D6: if 
001D:   271@ > 273@ // (int) 
004D: jump_if_false @LOWR_11673 
0085: 273@ = 271@ // (int) 
0002: jump @LOWR_11696 

:LOWR_11673
0012: 270@ *= -1 
0062: 275@ -= 270@ // (int) 
0109: player $PLAYER_CHAR money = 270@ 

:LOWR_11696
000A: 276@ += 1 
00D6: if 
0019:   276@ > 1 
004D: jump_if_false @LOWR_11735 
0006: 276@ = 2 
0002: jump @LOWR_11742 

:LOWR_11735
0006: 32@ = 0 

:LOWR_11742
0002: jump @LOWR_11775 

:LOWR_11749
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @LOWR_11775 
0006: 276@ = 2 

:LOWR_11775
0002: jump @LOWR_11807 

:LOWR_11782
00D6: if 
8039:   not  276@ == 0 
004D: jump_if_false @LOWR_11807 
0006: 276@ = 0 

:LOWR_11807
0050: gosub @LOWR_26737 
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @LOWR_11883 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @LOWR_11876 
0093: 46@ = integer 273@ to_float 
0013: 46@ *= 0.1 
03E6: remove_text_box 
000A: 35@ += 1 

:LOWR_11876
0002: jump @LOWR_11907 

:LOWR_11883
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @LOWR_11907 
0006: 131@ = 0 

:LOWR_11907
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @LOWR_12351 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
056E:   car 70@ defined 
004D: jump_if_false @LOWR_11960 
00A6: destroy_car 70@ 

:LOWR_11960
00D6: if 
056E:   car 73@ defined 
004D: jump_if_false @LOWR_11981 
00A6: destroy_car 73@ 

:LOWR_11981
00D6: if 
056E:   car 71@ defined 
004D: jump_if_false @LOWR_12002 
00A6: destroy_car 71@ 

:LOWR_12002
00D6: if 
056E:   car 74@ defined 
004D: jump_if_false @LOWR_12023 
00A6: destroy_car 74@ 

:LOWR_12023
00D6: if 
056E:   car 72@ defined 
004D: jump_if_false @LOWR_12044 
00A6: destroy_car 72@ 

:LOWR_12044
00D6: if 
056D:   actor 78@ defined 
004D: jump_if_false @LOWR_12065 
009B: destroy_actor 78@ 

:LOWR_12065
00D6: if 
056D:   actor 80@ defined 
004D: jump_if_false @LOWR_12086 
009B: destroy_actor 80@ 

:LOWR_12086
00D6: if 
056D:   actor 93@ defined 
004D: jump_if_false @LOWR_12107 
009B: destroy_actor 93@ 

:LOWR_12107
00D6: if 
056D:   actor 83@ defined 
004D: jump_if_false @LOWR_12128 
009B: destroy_actor 83@ 

:LOWR_12128
00D6: if 
056D:   actor 84@ defined 
004D: jump_if_false @LOWR_12149 
009B: destroy_actor 84@ 

:LOWR_12149
00D6: if 
056D:   actor 86@ defined 
004D: jump_if_false @LOWR_12170 
009B: destroy_actor 86@ 

:LOWR_12170
00D6: if 
056D:   actor 87@ defined 
004D: jump_if_false @LOWR_12191 
009B: destroy_actor 87@ 

:LOWR_12191
00D6: if 
056D:   actor 89@ defined 
004D: jump_if_false @LOWR_12212 
009B: destroy_actor 89@ 

:LOWR_12212
00D6: if 
056D:   actor 97@ defined 
004D: jump_if_false @LOWR_12233 
009B: destroy_actor 97@ 

:LOWR_12233
00D6: if 
056D:   actor 90@ defined 
004D: jump_if_false @LOWR_12254 
009B: destroy_actor 90@ 

:LOWR_12254
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @LOWR_12313 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_12313 
00D6: if 
00DB:   actor 99@ in_car 68@ 
004D: jump_if_false @LOWR_12313 
05CD: AS_actor 99@ exit_car 68@ 

:LOWR_12313
016A: fade 1 time 500 

:LOWR_12320
00D6: if 
016B:   fading 
004D: jump_if_false @LOWR_12344 
0001: wait 0 ms 
0002: jump @LOWR_12320 

:LOWR_12344
0006: 37@ = 1 

:LOWR_12351
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @LOWR_12380 
03F0: enable_text_draw 0 
000A: 35@ += 1 

:LOWR_12380
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @LOWR_12405 
000A: 35@ += 1 

:LOWR_12405
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @LOWR_12430 
000A: 35@ += 1 

:LOWR_12430
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @LOWR_12507 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @LOWR_12507 
00BE: text_clear_all 
016A: fade 0 time 500 

:LOWR_12476
00D6: if 
016B:   fading 
004D: jump_if_false @LOWR_12500 
0001: wait 0 ms 
0002: jump @LOWR_12476 

:LOWR_12500
0006: 35@ = 99 

:LOWR_12507
00D6: if 
8039:   not  37@ == 1 
004D: jump_if_false @LOWR_12532 
0050: gosub @LOWR_21030 

:LOWR_12532
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @LOWR_12557 
0050: gosub @LOWR_27192 

:LOWR_12557
0051: return 

:LOWR_12559
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @LOWR_12665 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
015F: set_camera_position 1788.107 -1903.804 13.3553 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1788.944 -1904.343 13.2601 switchstyle 2 
03CB: set_rendering_origin_at 1788.944 -1904.343 13.2601 
000A: 35@ += 1 

:LOWR_12665
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @LOWR_15486 
0247: load_model #VLA1 
0247: load_model #VLA2 
0247: load_model #VLA3 
0247: load_model #BFYPRO 
0247: load_model #HFYST 
0247: load_model #SAVANNA 
0247: load_model #REMINGTN 
04ED: load_animation "LOWRIDER" 
038B: load_requested_models 

:LOWR_12727
00D6: if 
8248:   not model #VLA1 available 
004D: jump_if_false @LOWR_12753 
0001: wait 0 ms 
0002: jump @LOWR_12727 

:LOWR_12753
00D6: if 
8248:   not model #VLA2 available 
004D: jump_if_false @LOWR_12779 
0001: wait 0 ms 
0002: jump @LOWR_12753 

:LOWR_12779
00D6: if 
8248:   not model #VLA3 available 
004D: jump_if_false @LOWR_12805 
0001: wait 0 ms 
0002: jump @LOWR_12779 

:LOWR_12805
00D6: if 
8248:   not model #BFYPRO available 
004D: jump_if_false @LOWR_12831 
0001: wait 0 ms 
0002: jump @LOWR_12805 

:LOWR_12831
00D6: if 
8248:   not model #HFYST available 
004D: jump_if_false @LOWR_12857 
0001: wait 0 ms 
0002: jump @LOWR_12831 

:LOWR_12857
00D6: if or
8248:   not model #SAVANNA available 
8248:   not model #REMINGTN available 
004D: jump_if_false @LOWR_12889 
0001: wait 0 ms 
0002: jump @LOWR_12857 

:LOWR_12889
00D6: if 
84EE:   not animation "LOWRIDER" loaded 
004D: jump_if_false @LOWR_12923 
0001: wait 0 ms 
0002: jump @LOWR_12889 

:LOWR_12923
0007: 138@ = 1798.203 
0007: 145@ = -1926.222 
0007: 152@ = 12.3895 
0007: 159@ = 73.1404 
0007: 139@ = 1802.864 
0007: 146@ = -1918.741 
0007: 153@ = 12.3931 
0007: 160@ = 357.6193 
0007: 140@ = 1784.635 
0007: 147@ = -1924.968 
0007: 154@ = 12.3901 
0007: 161@ = 305.062 
0007: 141@ = 1784.188 
0007: 148@ = -1913.439 
0007: 155@ = 12.3923 
0007: 162@ = 183.5814 
0007: 142@ = 1792.318 
0007: 149@ = -1919.513 
0007: 156@ = 12.3928 
0007: 163@ = 8.2504 
0007: 143@ = 1801.462 
0007: 150@ = -1905.691 
0007: 157@ = 12.3995 
0007: 164@ = 189.9314 
0007: 144@ = 1787.642 
0007: 151@ = -1901.136 
0007: 158@ = 12.3949 
0007: 165@ = 145.4181 
0007: 166@ = 1800.0 
0007: 188@ = -1907.83 
0007: 210@ = 12.4398 
0007: 232@ = 73.7198 
0007: 167@ = 1799.846 
0007: 189@ = -1912.124 
0007: 211@ = 12.4582 
0007: 233@ = 48.2386 
0007: 168@ = 1800.086 
0007: 190@ = -1910.434 
0007: 212@ = 12.4372 
0007: 234@ = 83.7398 
0007: 169@ = 1801.321 
0007: 191@ = -1916.427 
0007: 213@ = 12.4343 
0007: 235@ = 83.7398 
0007: 170@ = 1798.541 
0007: 192@ = -1922.18 
0007: 214@ = 12.431 
0007: 236@ = 46.5794 
0007: 171@ = 1799.49 
0007: 193@ = -1920.617 
0007: 215@ = 12.4322 
0007: 237@ = 46.5794 
0007: 172@ = 1787.255 
0007: 194@ = -1926.597 
0007: 216@ = 12.4283 
0007: 238@ = 323.6194 
0007: 173@ = 1786.442 
0007: 195@ = -1920.201 
0007: 217@ = 12.4322 
0007: 239@ = 306.1995 
0007: 174@ = 1785.824 
0007: 196@ = -1919.162 
0007: 218@ = 12.4324 
0007: 240@ = 294.6196 
0007: 175@ = 1786.102 
0007: 197@ = -1913.833 
0007: 219@ = 12.4327 
0007: 241@ = 280.7204 
0007: 176@ = 1786.806 
0007: 198@ = -1905.246 
0007: 220@ = 12.4342 
0007: 242@ = 262.8214 
0007: 177@ = 1788.693 
0007: 199@ = -1902.139 
0007: 221@ = 12.4348 
0007: 243@ = 247.161 
0007: 178@ = 1794.616 
0007: 200@ = -1899.608 
0007: 222@ = 12.4398 
0007: 244@ = 191.0618 
0007: 179@ = 1799.135 
0007: 201@ = -1902.488 
0007: 223@ = 12.4431 
0007: 245@ = 157.4622 
0007: 180@ = 1795.674 
0007: 202@ = -1899.569 
0007: 224@ = 12.4407 
0007: 246@ = 162.6424 
0007: 181@ = 1800.369 
0007: 203@ = -1907.003 
0007: 225@ = 12.4403 
0007: 247@ = 77.6197 
0007: 182@ = 1800.826 
0007: 204@ = -1917.325 
0007: 226@ = 12.434 
0007: 248@ = 36.1793 
0007: 183@ = 1785.85 
0007: 205@ = -1917.955 
0007: 227@ = 12.4324 
0007: 249@ = 287.0602 
0007: 184@ = 1788.538 
0007: 206@ = -1927.091 
0007: 228@ = 12.428 
0007: 250@ = 345.1206 
0007: 185@ = 1787.323 
0007: 207@ = -1904.11 
0007: 229@ = 12.4337 
0007: 251@ = 263.3813 
0007: 186@ = 1798.39 
0007: 208@ = -1901.733 
0007: 230@ = 12.4429 
0007: 252@ = 142.4208 
0004: $1020 = -1 
0004: $1021 = -1 
0007: 269@ = 0.01 
0006: 43@ = 0 

:LOWR_14074
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @LOWR_14135 
00D6: if 
056E:   car 69@(43@,7i) defined 
004D: jump_if_false @LOWR_14121 
00A6: destroy_car 69@(43@,7i) 

:LOWR_14121
000A: 43@ += 1 
0002: jump @LOWR_14074 

:LOWR_14135
0006: 43@ = 0 

:LOWR_14142
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @LOWR_14203 
00D6: if 
056D:   actor 77@(43@,22i) defined 
004D: jump_if_false @LOWR_14189 
009B: destroy_actor 77@(43@,22i) 

:LOWR_14189
000A: 43@ += 1 
0002: jump @LOWR_14142 

:LOWR_14203
00D6: if 
856E:   not car 68@ defined 
004D: jump_if_false @LOWR_14264 
00A5: 68@ = create_car #SAVANNA at 1793.496 -1907.423 12.3992 
0175: set_car 68@ Z_angle_to 181.5231 
09FE: reset_hydraulics_on_car 68@ 
0002: jump @LOWR_14310 

:LOWR_14264
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_14310 
00AB: put_car 68@ at 1793.496 -1907.423 12.3992 
0175: set_car 68@ Z_angle_to 181.5231 

:LOWR_14310
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_14382 
036A: put_actor $PLAYER_ACTOR in_car 68@ 
0605: actor $PLAYER_ACTOR perform_animation "SIT_RELAXED" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 

:LOWR_14382
00A5: 69@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 70@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 71@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 72@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 73@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 74@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 75@ = create_car #REMINGTN at 0.0 0.0 0.0 
0229: set_car 69@ primary_color_to 1 secondary_color_to 0 
0229: set_car 70@ primary_color_to 2 secondary_color_to 1 
0229: set_car 71@ primary_color_to 3 secondary_color_to 2 
0229: set_car 72@ primary_color_to 10 secondary_color_to 3 
0229: set_car 73@ primary_color_to 9 secondary_color_to 4 
0229: set_car 74@ primary_color_to 6 secondary_color_to 5 
0229: set_car 75@ primary_color_to 7 secondary_color_to 6 
0006: 43@ = 0 

:LOWR_14613
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @LOWR_14713 
00AB: put_car 69@(43@,7i) at 138@(43@,7f) 145@(43@,7f) 152@(43@,7f) 
0175: set_car 69@(43@,7i) Z_angle_to 159@(43@,7f) 
0519: set_car 69@(43@,7i) locked 1 
020A: set_car 69@(43@,7i) door_status_to 3 
000A: 43@ += 1 
0002: jump @LOWR_14613 

:LOWR_14713
0519: set_car 73@ locked 0 
03A2: set_car 73@ action 3 
07FF: set_car 73@ hydraulics 1 
02AA: set_car 73@ immune_to_nonplayer 1 
02AC: set_car 73@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: 77@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 78@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 79@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 80@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 81@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 82@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 83@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 84@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 85@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 86@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 87@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 88@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 89@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 90@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 91@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 92@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
009A: 93@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 94@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
009A: 95@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 96@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 97@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
0129: 98@ = create_actor_pedtype 24 model #VLA3 in_car 73@ driverseat 
0006: 43@ = 0 

:LOWR_15279
00D6: if 
001B:   21 > 43@ 
004D: jump_if_false @LOWR_15357 
00A1: put_actor 77@(43@,22i) at 166@(43@,22f) 188@(43@,22f) 210@(43@,22f) 
0173: set_actor 77@(43@,22i) Z_angle_to 232@(43@,22f) 
000A: 43@ += 1 
0002: jump @LOWR_15279 

:LOWR_15357
009A: 99@ = create_actor_pedtype 24 model #BFYPRO at 1788.273 -1903.364 12.4345 
0173: set_actor 99@ Z_angle_to 232.5412 
00D6: if 
0038:   $6472 == 0 
004D: jump_if_false @LOWR_15427 
0952: load_soundtrack 13 
0008: $6472 += 1 
0002: jump @LOWR_15438 

:LOWR_15427
0952: load_soundtrack 0 
0004: $6472 = 0 

:LOWR_15438
0006: 43@ = 0 

:LOWR_15445
00D6: if 
84A4:   not  43@ == 2 // == constant 
004D: jump_if_false @LOWR_15479 
0001: wait 0 ms 
0953: get_soundtrack_status_to 43@ 
0002: jump @LOWR_15445 

:LOWR_15479
000A: 35@ += 1 

:LOWR_15486
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @LOWR_15610 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @LOWR_15610 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @LOWR_15577 
00D6: if 
8431:   not car $TEMPVAR_ACTOR_CAR passenger_seat_free 0 
004D: jump_if_false @LOWR_15577 
0432: 277@ = get_actor_handle_from_car $TEMPVAR_ACTOR_CAR passenger_seat 0 
009B: destroy_actor 277@ 

:LOWR_15577
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @LOWR_15610 
0430: put_actor 99@ into_car $TEMPVAR_ACTOR_CAR passenger_seat 0 
000A: 35@ += 1 

:LOWR_15610
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @LOWR_16181 
02A3: enable_widescreen 0 
015F: set_camera_position 1788.516 -1910.318 14.8901 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1789.355 -1909.843 14.6269 switchstyle 2 
0581: enable_radar 0 
0826: enable_hud 0 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_15736 
020A: set_car 68@ door_status_to 4 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
02AC: set_car 68@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:LOWR_15736
0007: 266@ = 0.62 
0007: 267@ = 0.31 
0007: 268@ = -0.167 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_15848 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @LOWR_15848 
00D6: if 
0137:   car 68@ model == #SAVANNA 
004D: jump_if_false @LOWR_15848 
0792: disembark_instantly_actor 99@ 
0464: put_actor 99@ into_turret_on_car 68@ at_car_offset 266@ 267@ 268@ position 0 shooting_angle_limit 0.0 with_weapon 0 

:LOWR_15848
0615: define_AS_pack_begin 49@ 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 49@ 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @LOWR_15983 
00D6: if 
0A32:   actor 99@ on_turret_of_car 
004D: jump_if_false @LOWR_15983 
0618: assign_actor 99@ to_AS_pack 49@ 

:LOWR_15983
061B: remove_references_to_AS_pack 49@ 
0006: 32@ = 0 
0004: $1020 = -1 
0004: $1021 = -1 
00D6: if 
001A:   1 > $1022 
004D: jump_if_false @LOWR_16034 
0004: $1022 = 1 

:LOWR_16034
0093: 46@ = integer 273@ to_float 
0093: 47@ = integer 272@ to_float 
0073: 46@ /= 47@ // (float) 
0013: 46@ *= 4.0 
0092: 43@ = float 46@ to_integer 
005E: $1022 += 43@ // (int) 
00D6: if 
0018:   $1022 > 5 
004D: jump_if_false @LOWR_16109 
0004: $1022 = 5 

:LOWR_16109
00D6: if 
001A:   1 > $1022 
004D: jump_if_false @LOWR_16134 
0004: $1022 = 1 

:LOWR_16134
0001: wait 500 ms 
016A: fade 1 time 500 

:LOWR_16146
00D6: if 
016B:   fading 
004D: jump_if_false @LOWR_16170 
0001: wait 0 ms 
0002: jump @LOWR_16146 

:LOWR_16170
00BE: text_clear_all 
0954: start_playing_loaded_soundtrack 
000A: 35@ += 1 

:LOWR_16181
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @LOWR_16295 
01B4: set_player $PLAYER_CHAR can_move 1 
004F: create_thread @BDISPLY  
004F: create_thread @LOWGAME 68@ 73@ 99@  
0006: 32@ = 0 
0006: 136@ = 0 
0006: 130@ = 0 
00BE: text_clear_all 
03E6: remove_text_box 
03E5: show_text_box 'LOW_26'  // Push the suspension controls in the direction shown.
0006: 65@ = 0 
0006: 63@ = 0 
0006: 32@ = 0 
000A: 35@ += 1 

:LOWR_16295
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @LOWR_16338 
00D6: if 
0038:   $1017 == 1 
004D: jump_if_false @LOWR_16338 
000A: 35@ += 1 

:LOWR_16338
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @LOWR_17504 
00D6: if 
0038:   $1017 == 1 
004D: jump_if_false @LOWR_17497 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @LOWR_16815 
00D6: if or
0019:   136@ > 5000 
00E1:   player 0 pressed_key 13 
004D: jump_if_false @LOWR_16808 
000A: 130@ += 1 
00D6: if 
0029:   130@ >= 5 
004D: jump_if_false @LOWR_16449 
0006: 130@ = 0 

:LOWR_16449
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_16479 
00AA: store_car 68@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:LOWR_16479
00D6: if 
0039:   130@ == 0 
004D: jump_if_false @LOWR_16542 
015F: set_camera_position 1803.978 -1909.369 15.0671 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 

:LOWR_16542
00D6: if 
0039:   130@ == 1 
004D: jump_if_false @LOWR_16605 
015F: set_camera_position 1795.369 -1900.999 14.1795 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 

:LOWR_16605
00D6: if 
0039:   130@ == 2 
004D: jump_if_false @LOWR_16668 
015F: set_camera_position 1788.793 -1902.99 13.7203 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 

:LOWR_16668
00D6: if 
0039:   130@ == 3 
004D: jump_if_false @LOWR_16731 
015F: set_camera_position 1789.377 -1912.195 14.0671 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 

:LOWR_16731
00D6: if 
0039:   130@ == 4 
004D: jump_if_false @LOWR_16794 
015F: set_camera_position 1796.409 -1912.231 13.8316 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 

:LOWR_16794
000A: 132@ += 1 
0006: 136@ = 0 

:LOWR_16808
0002: jump @LOWR_16839 

:LOWR_16815
00D6: if 
80E1:   not player 0 pressed_key 13 
004D: jump_if_false @LOWR_16839 
0006: 132@ = 0 

:LOWR_16839
00D6: if 
0736:   is_keyboard_key_just_pressed 67 
004D: jump_if_false @LOWR_17490 
068D: get_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_16903 
00AA: store_car 68@ position_to 56@ 57@ 58@ 
0174: $TEMPVAR_ANGLE = car 68@ Z_angle 

:LOWR_16903
0011: $TEMPVAR_ANGLE *= -1.0 
02F7: 46@ = cosine $TEMPVAR_ANGLE // (float) 
02F6: 47@ = sine $TEMPVAR_ANGLE // (float) 
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 57@ // (float) 
0089: 52@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 52@ -= 58@ // (float) 
0087: 53@ = 50@ // (float) 
006B: 53@ *= 46@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 47@ // (float) 
0063: 53@ -= 48@ // (float) 
0087: 54@ = 50@ // (float) 
006B: 54@ *= 47@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 46@ // (float) 
005B: 54@ += 48@ // (float) 
03A9: save_newline_to_debug_file 
05B6: 74 // FIXED_CAMERA_POSITION - OFFSET FROM CAR = 
03A8: save_float_to_debug_file 53@ 
03A8: save_float_to_debug_file 54@ 
03A8: save_float_to_debug_file 52@ 
068E: get_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 57@ // (float) 
0089: 52@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 52@ -= 58@ // (float) 
0087: 53@ = 50@ // (float) 
006B: 53@ *= 46@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 47@ // (float) 
0063: 53@ -= 48@ // (float) 
0087: 54@ = 50@ // (float) 
006B: 54@ *= 47@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 46@ // (float) 
005B: 54@ += 48@ // (float) 
03A9: save_newline_to_debug_file 
05B6: 75 // CAMERA_POINT_AT -       OFFSET FROM CAR = 
03A8: save_float_to_debug_file 53@ 
03A8: save_float_to_debug_file 54@ 
03A8: save_float_to_debug_file 52@ 

:LOWR_17490
0002: jump @LOWR_17504 

:LOWR_17497
000A: 35@ += 1 

:LOWR_17504
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @LOWR_17567 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:LOWR_17536
00D6: if 
016B:   fading 
004D: jump_if_false @LOWR_17560 
0001: wait 0 ms 
0002: jump @LOWR_17536 

:LOWR_17560
0006: 35@ = 99 

:LOWR_17567
0050: gosub @LOWR_23874 
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @LOWR_17599 
0050: gosub @LOWR_27192 

:LOWR_17599
0051: return 

:LOWR_17601
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @LOWR_17639 
0955: end_playing_loaded_soundtrack 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 0 
000A: 35@ += 1 

:LOWR_17639
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @LOWR_19108 
0006: 43@ = 0 

:LOWR_17664
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @LOWR_17725 
00D6: if 
056E:   car 69@(43@,7i) defined 
004D: jump_if_false @LOWR_17711 
00A6: destroy_car 69@(43@,7i) 

:LOWR_17711
000A: 43@ += 1 
0002: jump @LOWR_17664 

:LOWR_17725
0006: 43@ = 0 

:LOWR_17732
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @LOWR_17793 
00D6: if 
056D:   actor 77@(43@,22i) defined 
004D: jump_if_false @LOWR_17779 
009B: destroy_actor 77@(43@,22i) 

:LOWR_17779
000A: 43@ += 1 
0002: jump @LOWR_17732 

:LOWR_17793
00D6: if 
056D:   actor 99@ defined 
004D: jump_if_false @LOWR_17814 
009B: destroy_actor 99@ 

:LOWR_17814
00D6: if 
856E:   not car 68@ defined 
004D: jump_if_false @LOWR_17870 
00A5: 68@ = create_car #SAVANNA at 1793.496 -1907.423 12.3992 
0175: set_car 68@ Z_angle_to 181.5231 
0002: jump @LOWR_17916 

:LOWR_17870
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_17916 
00AB: put_car 68@ at 1793.496 -1907.423 12.3992 
0175: set_car 68@ Z_angle_to 181.5231 

:LOWR_17916
00A5: 69@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 70@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 71@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 72@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 73@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 74@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 75@ = create_car #REMINGTN at 0.0 0.0 0.0 
0229: set_car 69@ primary_color_to 1 secondary_color_to 0 
0229: set_car 70@ primary_color_to 2 secondary_color_to 1 
0229: set_car 71@ primary_color_to 3 secondary_color_to 2 
0229: set_car 72@ primary_color_to 10 secondary_color_to 3 
0229: set_car 73@ primary_color_to 9 secondary_color_to 4 
0229: set_car 74@ primary_color_to 6 secondary_color_to 5 
0229: set_car 75@ primary_color_to 7 secondary_color_to 6 
0006: 43@ = 0 

:LOWR_18147
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @LOWR_18247 
00AB: put_car 69@(43@,7i) at 138@(43@,7f) 145@(43@,7f) 152@(43@,7f) 
0175: set_car 69@(43@,7i) Z_angle_to 159@(43@,7f) 
0519: set_car 69@(43@,7i) locked 1 
020A: set_car 69@(43@,7i) door_status_to 3 
000A: 43@ += 1 
0002: jump @LOWR_18147 

:LOWR_18247
0519: set_car 73@ locked 0 
03A2: set_car 73@ action 3 
07FF: set_car 73@ hydraulics 1 
02AA: set_car 73@ immune_to_nonplayer 1 
02AC: set_car 73@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: 77@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 78@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 79@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 80@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 81@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 82@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 83@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 84@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 85@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 86@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 87@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 88@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 89@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 90@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 91@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 92@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
009A: 93@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 94@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
009A: 95@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 96@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 97@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
0129: 98@ = create_actor_pedtype 24 model #VLA3 in_car 73@ driverseat 
0006: 43@ = 0 

:LOWR_18813
00D6: if 
001B:   21 > 43@ 
004D: jump_if_false @LOWR_18891 
00A1: put_actor 77@(43@,22i) at 166@(43@,22f) 188@(43@,22f) 210@(43@,22f) 
0173: set_actor 77@(43@,22i) Z_angle_to 232@(43@,22f) 
000A: 43@ += 1 
0002: jump @LOWR_18813 

:LOWR_18891
009A: 99@ = create_actor_pedtype 24 model #BFYPRO at 1788.273 -1903.364 12.4345 
0173: set_actor 99@ Z_angle_to 232.5412 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_19005 
09FE: reset_hydraulics_on_car 68@ 
00D6: if 
8431:   not car 68@ passenger_seat_free 0 
004D: jump_if_false @LOWR_18979 
0432: 277@ = get_actor_handle_from_car 68@ passenger_seat 0 
009B: destroy_actor 277@ 

:LOWR_18979
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @LOWR_19005 
0430: put_actor 99@ into_car 68@ passenger_seat 0 

:LOWR_19005
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_19077 
036A: put_actor $PLAYER_ACTOR in_car 68@ 
0605: actor $PLAYER_ACTOR perform_animation "SIT_RELAXED" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 

:LOWR_19077
0A0B: set_rendering_origin_at_3D_coord 1793.0 -1908.0 14.0 angle 180.0 
038B: load_requested_models 
0006: 35@ = 99 

:LOWR_19108
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @LOWR_19747 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0A0B: set_rendering_origin_at_3D_coord 1793.0 -1908.0 14.0 angle 180.0 
038B: load_requested_models 
0001: wait 500 ms 
00D6: if 
056E:   car 70@ defined 
004D: jump_if_false @LOWR_19191 
00A6: destroy_car 70@ 

:LOWR_19191
00D6: if 
056E:   car 73@ defined 
004D: jump_if_false @LOWR_19212 
00A6: destroy_car 73@ 

:LOWR_19212
00D6: if 
056E:   car 71@ defined 
004D: jump_if_false @LOWR_19233 
00A6: destroy_car 71@ 

:LOWR_19233
00D6: if 
056E:   car 74@ defined 
004D: jump_if_false @LOWR_19254 
00A6: destroy_car 74@ 

:LOWR_19254
00D6: if 
056E:   car 72@ defined 
004D: jump_if_false @LOWR_19275 
00A6: destroy_car 72@ 

:LOWR_19275
00D6: if 
056D:   actor 78@ defined 
004D: jump_if_false @LOWR_19296 
009B: destroy_actor 78@ 

:LOWR_19296
00D6: if 
056D:   actor 80@ defined 
004D: jump_if_false @LOWR_19317 
009B: destroy_actor 80@ 

:LOWR_19317
00D6: if 
056D:   actor 93@ defined 
004D: jump_if_false @LOWR_19338 
009B: destroy_actor 93@ 

:LOWR_19338
00D6: if 
056D:   actor 83@ defined 
004D: jump_if_false @LOWR_19359 
009B: destroy_actor 83@ 

:LOWR_19359
00D6: if 
056D:   actor 84@ defined 
004D: jump_if_false @LOWR_19380 
009B: destroy_actor 84@ 

:LOWR_19380
00D6: if 
056D:   actor 86@ defined 
004D: jump_if_false @LOWR_19401 
009B: destroy_actor 86@ 

:LOWR_19401
00D6: if 
056D:   actor 87@ defined 
004D: jump_if_false @LOWR_19422 
009B: destroy_actor 87@ 

:LOWR_19422
00D6: if 
056D:   actor 89@ defined 
004D: jump_if_false @LOWR_19443 
009B: destroy_actor 89@ 

:LOWR_19443
00D6: if 
056D:   actor 97@ defined 
004D: jump_if_false @LOWR_19464 
009B: destroy_actor 97@ 

:LOWR_19464
00D6: if 
056D:   actor 90@ defined 
004D: jump_if_false @LOWR_19485 
009B: destroy_actor 90@ 

:LOWR_19485
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @LOWR_19530 
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @LOWR_19530 
0792: disembark_instantly_actor 81@ 
036A: put_actor 81@ in_car 69@ 

:LOWR_19530
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @LOWR_19575 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @LOWR_19575 
0792: disembark_instantly_actor 88@ 
036A: put_actor 88@ in_car 75@ 

:LOWR_19575
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @LOWR_19615 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_19615 
05CD: AS_actor 99@ exit_car 68@ 

:LOWR_19615
016A: fade 1 time 500 

:LOWR_19622
00D6: if 
016B:   fading 
004D: jump_if_false @LOWR_19646 
0001: wait 0 ms 
0002: jump @LOWR_19622 

:LOWR_19646
00D6: if 
001C:   $LOWR_PLAYER_POINTS > $LOWR_OPPOSITION_POINTS // (int) 
004D: jump_if_false @LOWR_19713 
0012: 273@ *= 2 
01E3: show_text_1number_styled GXT 'WINNER' number 273@ time 5000 style 1  // WINNER!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 273@ 
0006: 36@ = 1 
0002: jump @LOWR_19736 

:LOWR_19713
00BC: show_text_highpriority GXT 'LOW_33' time 5000 flag 1  // ~r~You lost the lowrider challenge.
0006: 37@ = 1 

:LOWR_19736
0001: wait 0 ms 
0050: gosub @LOWR_27192 

:LOWR_19747
0050: gosub @LOWR_23874 
0051: return 

:LOWR_19756
00D6: if 
0736:   is_keyboard_key_just_pressed 52 
004D: jump_if_false @LOWR_19781 
000B: 269@ += 0.01 

:LOWR_19781
00D6: if 
0736:   is_keyboard_key_just_pressed 53 
004D: jump_if_false @LOWR_19806 
000B: 269@ += -0.01 

:LOWR_19806
00D6: if 
056E:   car 68@ defined 
004D: jump_if_false @LOWR_19861 
00D6: if 
0119:   car 68@ wrecked 
004D: jump_if_false @LOWR_19861 
00BC: show_text_highpriority GXT 'LOW_34' time 5000 flag 1  // ~r~Your lowrider is history.
0006: 37@ = 1 

:LOWR_19861
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWR_20038 
00D6: if 
0019:   34@ > 2 
004D: jump_if_false @LOWR_20038 
00D6: if 
0039:   278@ == 0 
004D: jump_if_false @LOWR_19979 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1793.068 -1904.254 radius 125.0 125.0 
004D: jump_if_false @LOWR_19972 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0006: 278@ = 1 

:LOWR_19972
0002: jump @LOWR_20038 

:LOWR_19979
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 1793.068 -1904.254 radius 150.0 150.0 
004D: jump_if_false @LOWR_20038 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0006: 278@ = 0 

:LOWR_20038
0051: return 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_20098 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @LOWR_20098 
0464: put_actor 99@ into_turret_on_car 68@ at_car_offset 266@ 267@ 268@ position 0 shooting_angle_limit 0.0 with_weapon 0 

:LOWR_20098
0051: return 

:LOWR_20100
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @LOWR_20158 
0007: 279@ = 0.0 
0007: 280@ = 0.0 
0007: 281@ = 0.0 
0007: 282@ = 0.0 

:LOWR_20158
00D6: if 
0039:   283@ == 1 
004D: jump_if_false @LOWR_20216 
0007: 279@ = 0.0 
0007: 280@ = 0.0 
0007: 281@ = 0.0 
0007: 282@ = 1.0 

:LOWR_20216
00D6: if 
0039:   283@ == 2 
004D: jump_if_false @LOWR_20274 
0007: 279@ = 0.0 
0007: 280@ = 0.0 
0007: 281@ = 1.0 
0007: 282@ = 0.0 

:LOWR_20274
00D6: if 
0039:   283@ == 3 
004D: jump_if_false @LOWR_20332 
0007: 279@ = 0.0 
0007: 280@ = 0.0 
0007: 281@ = 1.0 
0007: 282@ = 1.0 

:LOWR_20332
00D6: if 
0039:   283@ == 4 
004D: jump_if_false @LOWR_20390 
0007: 279@ = 0.0 
0007: 280@ = 1.0 
0007: 281@ = 0.0 
0007: 282@ = 0.0 

:LOWR_20390
00D6: if 
0039:   283@ == 5 
004D: jump_if_false @LOWR_20448 
0007: 279@ = 0.0 
0007: 280@ = 1.0 
0007: 281@ = 0.0 
0007: 282@ = 1.0 

:LOWR_20448
00D6: if 
0039:   283@ == 6 
004D: jump_if_false @LOWR_20506 
0007: 279@ = 0.0 
0007: 280@ = 1.0 
0007: 281@ = 1.0 
0007: 282@ = 0.0 

:LOWR_20506
00D6: if 
0039:   283@ == 7 
004D: jump_if_false @LOWR_20564 
0007: 279@ = 0.0 
0007: 280@ = 1.0 
0007: 281@ = 1.0 
0007: 282@ = 1.0 

:LOWR_20564
00D6: if 
0039:   283@ == 8 
004D: jump_if_false @LOWR_20622 
0007: 279@ = 1.0 
0007: 280@ = 0.0 
0007: 281@ = 0.0 
0007: 282@ = 0.0 

:LOWR_20622
00D6: if 
0039:   283@ == 9 
004D: jump_if_false @LOWR_20680 
0007: 279@ = 1.0 
0007: 280@ = 0.0 
0007: 281@ = 0.0 
0007: 282@ = 1.0 

:LOWR_20680
00D6: if 
0039:   283@ == 10 
004D: jump_if_false @LOWR_20738 
0007: 279@ = 1.0 
0007: 280@ = 0.0 
0007: 281@ = 1.0 
0007: 282@ = 0.0 

:LOWR_20738
00D6: if 
0039:   283@ == 11 
004D: jump_if_false @LOWR_20796 
0007: 279@ = 1.0 
0007: 280@ = 0.0 
0007: 281@ = 1.0 
0007: 282@ = 1.0 

:LOWR_20796
00D6: if 
0039:   283@ == 12 
004D: jump_if_false @LOWR_20854 
0007: 279@ = 1.0 
0007: 280@ = 1.0 
0007: 281@ = 0.0 
0007: 282@ = 0.0 

:LOWR_20854
00D6: if 
0039:   283@ == 13 
004D: jump_if_false @LOWR_20912 
0007: 279@ = 1.0 
0007: 280@ = 1.0 
0007: 281@ = 0.0 
0007: 282@ = 1.0 

:LOWR_20912
00D6: if 
0039:   283@ == 14 
004D: jump_if_false @LOWR_20970 
0007: 279@ = 1.0 
0007: 280@ = 1.0 
0007: 281@ = 1.0 
0007: 282@ = 0.0 

:LOWR_20970
00D6: if 
0039:   283@ == 15 
004D: jump_if_false @LOWR_21028 
0007: 279@ = 1.0 
0007: 280@ = 1.0 
0007: 281@ = 1.0 
0007: 282@ = 1.0 

:LOWR_21028
0051: return 

:LOWR_21030
00D6: if 
001B:   300 > 133@ 
004D: jump_if_false @LOWR_21096 
0007: 254@ = 1.0 
0007: 257@ = 1.0 
0007: 260@ = 0.0 
0007: 263@ = 0.0 
0002: jump @LOWR_21169 

:LOWR_21096
00D6: if 
0019:   133@ > 500 
004D: jump_if_false @LOWR_21129 
0006: 133@ = 0 
0002: jump @LOWR_21169 

:LOWR_21129
0007: 254@ = 0.0 
0007: 257@ = 0.0 
0007: 260@ = 0.0 
0007: 263@ = 0.0 

:LOWR_21169
00D6: if 
0019:   134@ > 2000 
004D: jump_if_false @LOWR_21243 
0209: 283@ = random_int_in_ranges 0 16 
0050: gosub @LOWR_20100 
0087: 255@ = 281@ // (float) 
0087: 258@ = 279@ // (float) 
0087: 261@ = 282@ // (float) 
0087: 264@ = 280@ // (float) 
0006: 134@ = 0 

:LOWR_21243
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @LOWR_21385 
00D6: if 
0803:   car 69@ have_hydraulics 
004D: jump_if_false @LOWR_21385 
07F5: car 69@ control_hydraulics 257@ 263@ 254@ 260@ 
00AA: store_car 69@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 50@ = 138@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 145@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 50@ *= 269@ // (float) 
006B: 51@ *= 269@ // (float) 
07D5: set_car 69@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWR_21385
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @LOWR_21527 
00D6: if 
0803:   car 72@ have_hydraulics 
004D: jump_if_false @LOWR_21527 
07F5: car 72@ control_hydraulics 258@ 264@ 255@ 261@ 
00AA: store_car 72@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 50@ = 141@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 148@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 50@ *= 269@ // (float) 
006B: 51@ *= 269@ // (float) 
07D5: set_car 72@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWR_21527
0871: init_jump_table 39@ total_jumps 18 default_jump 0 @LOWR_23872 jumps 0 @LOWR_21720 1 @LOWR_21840 2 @LOWR_21960 3 @LOWR_22076 4 @LOWR_22192 5 @LOWR_22307 6 @LOWR_22423 
0872: jump_table_jumps 7 @LOWR_22539 8 @LOWR_22655 9 @LOWR_22771 10 @LOWR_22891 11 @LOWR_23074 12 @LOWR_23190 13 @LOWR_23306 14 @LOWR_23422 15 @LOWR_23538 
0872: jump_table_jumps 16 @LOWR_23654 17 @LOWR_23763 -1 @LOWR_23872 -1 @LOWR_23872 -1 @LOWR_23872 -1 @LOWR_23872 -1 @LOWR_23872 -1 @LOWR_23872 -1 @LOWR_23872 

:LOWR_21720
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @LOWR_21833 
062E: get_actor 77@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_21833 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 77@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_21833
0002: jump @LOWR_23872 

:LOWR_21840
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @LOWR_21953 
062E: get_actor 78@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_21953 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "F_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 78@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_21953
0002: jump @LOWR_23872 

:LOWR_21960
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @LOWR_22069 
062E: get_actor 79@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_22069 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @LOWR_22044 
0677: AS_actor -1 chat_with_actor 80@ lead_speaker_flag 1 unknown_flag 1 
0002: jump @LOWR_22051 

:LOWR_22044
05B9: AS_actor -1 stay_idle 1000 ms 

:LOWR_22051
0616: define_AS_pack_end 49@ 
0618: assign_actor 79@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_22069
0002: jump @LOWR_23872 

:LOWR_22076
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @LOWR_22185 
062E: get_actor 80@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_22185 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @LOWR_22160 
0677: AS_actor -1 chat_with_actor 79@ lead_speaker_flag 0 unknown_flag 1 
0002: jump @LOWR_22167 

:LOWR_22160
05B9: AS_actor -1 stay_idle 1000 ms 

:LOWR_22167
0616: define_AS_pack_end 49@ 
0618: assign_actor 80@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_22185
0002: jump @LOWR_23872 

:LOWR_22192
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @LOWR_22300 
062E: get_actor 81@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_22300 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "CAR_HOOKERTALK" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 81@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_22300
0002: jump @LOWR_23872 

:LOWR_22307
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @LOWR_22416 
062E: get_actor 82@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_22416 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @LOWR_22391 
0677: AS_actor -1 chat_with_actor 83@ lead_speaker_flag 0 unknown_flag 1 
0002: jump @LOWR_22398 

:LOWR_22391
05B9: AS_actor -1 stay_idle 1000 ms 

:LOWR_22398
0616: define_AS_pack_end 49@ 
0618: assign_actor 82@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_22416
0002: jump @LOWR_23872 

:LOWR_22423
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @LOWR_22532 
062E: get_actor 83@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_22532 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @LOWR_22507 
0677: AS_actor -1 chat_with_actor 82@ lead_speaker_flag 1 unknown_flag 1 
0002: jump @LOWR_22514 

:LOWR_22507
05B9: AS_actor -1 stay_idle 1000 ms 

:LOWR_22514
0616: define_AS_pack_end 49@ 
0618: assign_actor 83@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_22532
0002: jump @LOWR_23872 

:LOWR_22539
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @LOWR_22648 
062E: get_actor 84@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_22648 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_22648
0002: jump @LOWR_23872 

:LOWR_22655
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @LOWR_22764 
062E: get_actor 85@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_22764 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 85@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_22764
0002: jump @LOWR_23872 

:LOWR_22771
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @LOWR_22884 
062E: get_actor 86@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_22884 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 86@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_22884
0002: jump @LOWR_23872 

:LOWR_22891
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @LOWR_23067 
062E: get_actor 87@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_23067 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "WOMAN_IDLESTANCE" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 87@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_23067
0002: jump @LOWR_23872 

:LOWR_23074
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @LOWR_23183 
062E: get_actor 88@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_23183 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_23183
0002: jump @LOWR_23872 

:LOWR_23190
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @LOWR_23299 
062E: get_actor 89@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_23299 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 89@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_23299
0002: jump @LOWR_23872 

:LOWR_23306
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @LOWR_23415 
062E: get_actor 90@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_23415 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 90@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_23415
0002: jump @LOWR_23872 

:LOWR_23422
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @LOWR_23531 
062E: get_actor 91@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_23531 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 91@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_23531
0002: jump @LOWR_23872 

:LOWR_23538
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @LOWR_23647 
062E: get_actor 92@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_23647 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 92@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_23647
0002: jump @LOWR_23872 

:LOWR_23654
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @LOWR_23756 
062E: get_actor 93@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_23756 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 93@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_23756
0002: jump @LOWR_23872 

:LOWR_23763
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @LOWR_23865 
062E: get_actor 94@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_23865 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 94@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_23865
0002: jump @LOWR_23872 

:LOWR_23872
0051: return 

:LOWR_23874
0871: init_jump_table 39@ total_jumps 21 default_jump 0 @LOWR_26531 jumps 0 @LOWR_24067 1 @LOWR_24187 2 @LOWR_24303 3 @LOWR_24419 4 @LOWR_24539 5 @LOWR_24659 6 @LOWR_24775 
0872: jump_table_jumps 7 @LOWR_24895 8 @LOWR_25011 9 @LOWR_25127 10 @LOWR_25247 11 @LOWR_25363 12 @LOWR_25483 13 @LOWR_25603 14 @LOWR_25719 15 @LOWR_25835 
0872: jump_table_jumps 16 @LOWR_25951 17 @LOWR_26067 18 @LOWR_26183 19 @LOWR_26299 20 @LOWR_26415 -1 @LOWR_26531 -1 @LOWR_26531 -1 @LOWR_26531 -1 @LOWR_26531 

:LOWR_24067
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @LOWR_24180 
062E: get_actor 77@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_24180 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 77@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_24180
0002: jump @LOWR_26531 

:LOWR_24187
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @LOWR_24296 
062E: get_actor 78@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_24296 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 78@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_24296
0002: jump @LOWR_26531 

:LOWR_24303
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @LOWR_24412 
062E: get_actor 79@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_24412 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 79@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_24412
0002: jump @LOWR_26531 

:LOWR_24419
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @LOWR_24532 
062E: get_actor 80@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_24532 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 80@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_24532
0002: jump @LOWR_26531 

:LOWR_24539
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @LOWR_24652 
062E: get_actor 81@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_24652 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 81@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_24652
0002: jump @LOWR_26531 

:LOWR_24659
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @LOWR_24768 
062E: get_actor 82@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_24768 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 82@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_24768
0002: jump @LOWR_26531 

:LOWR_24775
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @LOWR_24888 
062E: get_actor 83@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_24888 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 83@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_24888
0002: jump @LOWR_26531 

:LOWR_24895
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @LOWR_25004 
062E: get_actor 84@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_25004 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25004
0002: jump @LOWR_26531 

:LOWR_25011
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @LOWR_25120 
062E: get_actor 85@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_25120 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 85@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25120
0002: jump @LOWR_26531 

:LOWR_25127
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @LOWR_25240 
062E: get_actor 86@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_25240 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 86@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25240
0002: jump @LOWR_26531 

:LOWR_25247
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @LOWR_25356 
062E: get_actor 87@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_25356 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 87@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25356
0002: jump @LOWR_26531 

:LOWR_25363
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @LOWR_25476 
062E: get_actor 88@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_25476 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25476
0002: jump @LOWR_26531 

:LOWR_25483
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @LOWR_25596 
062E: get_actor 89@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_25596 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 89@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25596
0002: jump @LOWR_26531 

:LOWR_25603
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @LOWR_25712 
062E: get_actor 90@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_25712 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 90@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25712
0002: jump @LOWR_26531 

:LOWR_25719
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @LOWR_25828 
062E: get_actor 91@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_25828 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 91@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25828
0002: jump @LOWR_26531 

:LOWR_25835
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @LOWR_25944 
062E: get_actor 92@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_25944 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 92@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25944
0002: jump @LOWR_26531 

:LOWR_25951
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @LOWR_26060 
062E: get_actor 93@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_26060 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 93@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_26060
0002: jump @LOWR_26531 

:LOWR_26067
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @LOWR_26176 
062E: get_actor 94@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_26176 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 94@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_26176
0002: jump @LOWR_26531 

:LOWR_26183
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @LOWR_26292 
062E: get_actor 95@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_26292 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 95@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_26292
0002: jump @LOWR_26531 

:LOWR_26299
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @LOWR_26408 
062E: get_actor 96@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_26408 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 96@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_26408
0002: jump @LOWR_26531 

:LOWR_26415
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @LOWR_26524 
062E: get_actor 97@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_26524 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 97@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_26524
0002: jump @LOWR_26531 

:LOWR_26531
0051: return 

:LOWR_26533
0006: 43@ = 0 

:LOWR_26540
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @LOWR_26633 
00D6: if 
056D:   actor 77@(43@,22i) defined 
004D: jump_if_false @LOWR_26619 
009B: destroy_actor 77@(43@,22i) 
0663: printint "PED_DELETED" 43@ 
0006: 43@ = 22 
0002: jump @LOWR_26626 

:LOWR_26619
000A: 43@ += 1 

:LOWR_26626
0002: jump @LOWR_26540 

:LOWR_26633
0051: return 

:LOWR_26635
0006: 43@ = 0 

:LOWR_26642
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @LOWR_26735 
00D6: if 
056E:   car 69@(43@,7i) defined 
004D: jump_if_false @LOWR_26721 
00A6: destroy_car 69@(43@,7i) 
0663: printint "CAR_DELETED" 43@ 
0006: 43@ = 7 
0002: jump @LOWR_26728 

:LOWR_26721
000A: 43@ += 1 

:LOWR_26728
0002: jump @LOWR_26642 

:LOWR_26735
0051: return 

:LOWR_26737
0871: init_jump_table $CURRENT_LANGUAGE total_jumps 1 default_jump 1 @LOWR_26840 jumps 3 @LOWR_26800 -1 @LOWR_26880 -1 @LOWR_26880 -1 @LOWR_26880 -1 @LOWR_26880 -1 @LOWR_26880 -1 @LOWR_26880 

:LOWR_26800
0937: text_draw_box_cornerA 29.0 220.0 cornerB 173.0 409.0 GXT_reference 'BJ_TITL' style 2  // Wager
0002: jump @LOWR_26880 

:LOWR_26840
0937: text_draw_box_cornerA 29.0 220.0 cornerB 157.0 409.0 GXT_reference 'BJ_TITL' style 2  // Wager
0002: jump @LOWR_26880 

:LOWR_26880
0050: gosub @LOWR_27137 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 240.0 GXT 'WOF_04'  // This Wager
0050: gosub @LOWR_27137 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 260.0 GXT 'DOLLAR' number 273@  // $~1~
0050: gosub @LOWR_27137 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 290.0 GXT 'BJ_02'  // Min Wager
0050: gosub @LOWR_27137 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 310.0 GXT 'DOLLAR' number 271@  // $~1~
0050: gosub @LOWR_27137 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'BJ_03'  // Max Wager
0050: gosub @LOWR_27137 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 360.0 GXT 'DOLLAR' number 272@  // $~1~
0051: return 

:LOWR_27137
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.4714 2.5077 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
0051: return 

:LOWR_27192
000A: 34@ += 1 
0006: 35@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:LOWR_27250
0051: return 

:LOWR_27252
0051: return 

:LOWR_27254
0917: audio_zone 'LOWRIDE' enable_sound 0 
00D6: if 
056E:   car 68@ defined 
004D: jump_if_false @LOWR_27390 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_27390 
03A2: set_car 68@ action 4 
0519: set_car 68@ locked 0 
02AC: set_car 68@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWR_27351 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 

:LOWR_27351
020A: set_car 68@ door_status_to 1 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 68@ 
004D: jump_if_false @LOWR_27390 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 68@ 

:LOWR_27390
0006: 43@ = 0 

:LOWR_27397
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @LOWR_27581 
00D6: if 
056E:   car 69@(43@,7i) defined 
004D: jump_if_false @LOWR_27567 
00D6: if 
8119:   not car 69@(43@,7i) wrecked 
004D: jump_if_false @LOWR_27558 
00D6: if or
0039:   43@ == 0 
0039:   43@ == 3 
0039:   43@ == 4 
004D: jump_if_false @LOWR_27536 
00D6: if 
0803:   car 69@(43@,7i) have_hydraulics 
004D: jump_if_false @LOWR_27536 
07F5: car 69@(43@,7i) control_hydraulics 0.0 0.0 0.0 0.0 

:LOWR_27536
03A2: set_car 69@(43@,7i) action 2 
07FF: set_car 69@(43@,7i) hydraulics 0 

:LOWR_27558
01C3: remove_references_to_car 69@(43@,7i) 

:LOWR_27567
000A: 43@ += 1 
0002: jump @LOWR_27397 

:LOWR_27581
0006: 43@ = 0 

:LOWR_27588
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @LOWR_27669 
00D6: if 
056D:   actor 77@(43@,22i) defined 
004D: jump_if_false @LOWR_27655 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_27646 

:LOWR_27646
01C2: remove_references_to_actor 77@(43@,22i) // Like turning an actor into a random pedestrian 

:LOWR_27655
000A: 43@ += 1 
0002: jump @LOWR_27588 

:LOWR_27669
00D6: if 
056D:   actor 99@ defined 
004D: jump_if_false @LOWR_27690 
01C2: remove_references_to_actor 99@ // Like turning an actor into a random pedestrian 

:LOWR_27690
0249: release_model #WMYMECH 
0249: release_model #SAVANNA 
0249: release_model #VLA1 
0249: release_model #VLA2 
0249: release_model #VLA3 
0249: release_model #BFYPRO 
0249: release_model #HFYST 
0249: release_model #SAVANNA 
0249: release_model #REMINGTN 
0249: release_model #SAVANNA 
04EF: release_animation "LOWRIDER" 
0164: disable_marker 102@ 
0581: enable_radar 1 
0953: get_soundtrack_status_to 43@ 
00D6: if 
84A4:   not  43@ == 0 // == constant 
004D: jump_if_false @LOWR_27780 
0955: end_playing_loaded_soundtrack 

:LOWR_27780
0733: random_car_generator_enable_model #SAVANNA 
0004: $1044 = 1 
065C: release_decision_maker 66@ 
065C: release_decision_maker 67@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 10---------------
// Originally: Beefy Baron

:ZERO5
0050: gosub @ZERO5_36 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @ZERO5_27 
0050: gosub @ZERO5_1896 

:ZERO5_27
0050: gosub @ZERO5_1993 
004E: end_thread 

:ZERO5_36
0006: 66@ = 0 
0004: $ONMISSION = 1 
0A0E: disable_text_with_style 1 
0317: increment_mission_attempts 
03A4: name_thread 'ZERO5' 
01B4: set_player $PLAYER_CHAR can_move 0 
0001: wait 0 ms 
0006: 48@ = 1 
0006: 49@ = 0 
0006: 50@ = 0 
0006: 51@ = 0 
0006: 57@ = 0 
0006: 55@ = 0 
0006: 56@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 52@ = 0 
0006: 53@ = 0 
0004: $BEEFYBARON_SCORE = 0 
0004: $BEEFYBARON_TIME = 180000 
0007: 40@ = -2205.44 
0007: 41@ = 128.99 
0007: 42@ = 57.33 
0007: 43@ = 90.0 
0007: 44@ = -2227.0 
0007: 45@ = 113.0 
0007: 46@ = 35.5 
0297: reset_player $PLAYER_CHAR destroyed_model_counters 
0006: 32@ = 0 
0006: 69@ = 0 
0247: load_model #RCBARON 
0247: load_model #TOPFUN 

:ZERO5_271
00D6: if or
8248:   not model #RCBARON available 
8248:   not model #TOPFUN available 
004D: jump_if_false @ZERO5_303 
0001: wait 0 ms 
0002: jump @ZERO5_271 

:ZERO5_303
09B9: show_entered_car_name 1 
054C: use_GXT_table 'ZERO2' 
08E7: disable_entrance_markers 1 

:ZERO5_322
0001: wait 0 ms 
00D6: if 
0039:   48@ == 1 
004D: jump_if_false @ZERO5_351 
0050: gosub @ZERO5_408 

:ZERO5_351
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @ZERO5_376 
0002: jump @ZERO5_1859 

:ZERO5_376
00D6: if 
0039:   53@ == 1 
004D: jump_if_false @ZERO5_401 
0002: jump @ZERO5_1896 

:ZERO5_401
0002: jump @ZERO5_322 

:ZERO5_408
0006: 33@ = 0 
0395: clear_area 1 at 44@ 45@ 46@ radius 1000.0 
00A5: 35@ = create_car #TOPFUN at -2250.9 124.6 28.48 
0587: enable_car 35@ validate_position 0 
0657: car 35@ open_door 4 
0657: car 35@ open_door 5 
036A: put_actor $PLAYER_ACTOR in_car 35@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
0169: set_fade_color_RGB 0 0 0 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @ZERO5_557 
00AB: put_car 35@ at -2233.9 122.6 746.48 
0175: set_car 35@ Z_angle_to 90.0 
0519: set_car 35@ locked 1 

:ZERO5_557
0001: wait 1000 ms 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @ZERO5_583 
0508: car 35@ close_all_doors 

:ZERO5_583
04BB: select_interior 0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at -2240.854 129.3346 radius 1.5 
03CB: set_rendering_origin_at 40@ 41@ 42@ 
046E: put_player $PLAYER_CHAR in_RC_mode_at 40@ 41@ 42@ angle 40.09 RC_model #RCBARON 
0484: 34@ = player $PLAYER_CHAR RC_car 
0175: set_car 34@ Z_angle_to 90.0 
04D6: enable_RC_car_detonation 0 
048A: set_RC_car_detonation 0 // or opcode 04D6 
0224: set_car 34@ health_to 1000 
02AC: set_car 34@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
02A3: enable_widescreen 0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO5_733 
0158: camera_on_car 34@ mode 18 switchstyle 2 
0519: set_car 34@ locked 0 
0001: wait 0 ms 
032A: set_behind_camera_mode_to 1 

:ZERO5_733
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:ZERO5_748
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO5_772 
0001: wait 0 ms 
0002: jump @ZERO5_748 

:ZERO5_772
01B4: set_player $PLAYER_CHAR can_move 1 
03C3: set_timer_to $BEEFYBARON_TIME type 1 GXT 'ZER2_5' // global_variable  // TIME ~1~
03C4: set_status_text $BEEFYBARON_SCORE type 0 GXT 'ZER2_43' // global_variable  // Score ~1~
00BC: show_text_highpriority GXT 'ZER2_45' time 5000 flag 1  // ~s~Destroy as many of Berkley's delivery vans within the time limit as possible!
09BF: set_random_traffic_spawn_to_model #TOPFUN // Load the vehicle model before using this 

:ZERO5_832
00D6: if 
8039:   not  57@ == 1 
004D: jump_if_false @ZERO5_1857 
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @ZERO5_913 
0006: 48@ = 0 
0006: 49@ = 0 
0006: 50@ = 0 
0006: 51@ = 0 
0006: 52@ = 1 
0006: 53@ = 0 
0051: return 

:ZERO5_913
00D6: if 
002A:   0 >= $BEEFYBARON_TIME 
004D: jump_if_false @ZERO5_1156 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO5_961 
0918: set_car 34@ engine_operation 0 
01EC: make_car 34@ very_heavy 1 

:ZERO5_961
04DB: exit_RC_mode // on foot version 
0006: 32@ = 0 
0006: 48@ = 0 
0006: 49@ = 0 
0006: 50@ = 0 
0006: 51@ = 0 
0006: 52@ = 1 
0006: 53@ = 0 
01E3: show_text_1number_styled GXT 'ZER2_43' number $BEEFYBARON_SCORE time 5000 style 1  // Score ~1~
0394: play_music 1 
0001: wait 2000 ms 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at -2241.854 128.3346 radius 1.5 
03CB: set_rendering_origin_at -2241.854 128.3346 1034.641 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO5_1120 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2220.146 135.956 1034.641 
0002: jump @ZERO5_1140 

:ZERO5_1120
00A1: put_actor $PLAYER_ACTOR at -2220.146 135.956 1034.641 

:ZERO5_1140
0173: set_actor $PLAYER_ACTOR Z_angle_to 183.6951 
04BB: select_interior 6 
0051: return 

:ZERO5_1156
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO5_1681 
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @ZERO5_1674 
01BD: 70@ = current_time_in_ms 
00D6: if 
81AF:   not car 34@ sphere 0 in_sphere 72@ 73@ 74@ radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO5_1272 
00AA: store_car 34@ position_to 72@ 73@ 74@ 
0085: 71@ = 70@ // (int) 
000A: 71@ += 4000 
0006: 64@ = 0 

:ZERO5_1272
00D6: if 
01AF:   car 34@ sphere 0 in_sphere 72@ 73@ 74@ radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO5_1612 
00D6: if 
001D:   70@ > 71@ // (int) 
004D: jump_if_false @ZERO5_1612 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @ZERO5_1369 
03E5: show_text_box 'ZER2_4'  // Press ~k~~PED_FIREWEAPON~ to self-destruct
0006: 64@ = 1 

:ZERO5_1369
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @ZERO5_1612 
0006: 53@ = 1 
0006: 48@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~The plane was destroyed!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0224: set_car 34@ health_to 1 
020C: create_explosion_with_radius 0 at 72@ 73@ 74@ 
04DB: exit_RC_mode // on foot version 
0006: 53@ = 1 
0006: 48@ = 0 
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~The plane was destroyed!
0001: wait 2000 ms 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at -2241.854 128.3346 radius 1.5 
03CB: set_rendering_origin_at -2241.854 128.3346 1034.641 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO5_1576 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2220.146 135.956 1034.641 
0002: jump @ZERO5_1596 

:ZERO5_1576
00A1: put_actor $PLAYER_ACTOR at -2220.146 135.956 1034.641 

:ZERO5_1596
0173: set_actor $PLAYER_ACTOR Z_angle_to 183.6951 
04BB: select_interior 6 
0051: return 

:ZERO5_1612
00AA: store_car 34@ position_to 37@ 38@ 39@ 
073E: get_car_in_sphere 37@ 38@ 39@ radius 30.0 model #TOPFUN handle_as 36@ 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @ZERO5_1674 
00AD: set_car 36@ max_speed_to 10.0 

:ZERO5_1674
0002: jump @ZERO5_1839 

:ZERO5_1681
0006: 53@ = 1 
0006: 48@ = 0 
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~The plane was destroyed!
01B4: set_player $PLAYER_CHAR can_move 0 
0001: wait 2000 ms 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at -2241.854 128.3346 radius 1.5 
03CB: set_rendering_origin_at -2241.854 128.3346 1034.641 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO5_1803 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2220.146 135.956 1034.641 
0002: jump @ZERO5_1823 

:ZERO5_1803
00A1: put_actor $PLAYER_ACTOR at -2220.146 135.956 1034.641 

:ZERO5_1823
0173: set_actor $PLAYER_ACTOR Z_angle_to 183.6951 
04BB: select_interior 6 
0051: return 

:ZERO5_1839
0298: get_player $PLAYER_CHAR destroyed_model #TOPFUN quantity_to $BEEFYBARON_SCORE 
0002: jump @ZERO5_832 

:ZERO5_1857
0051: return 

:ZERO5_1859
01B4: set_player $PLAYER_CHAR can_move 1 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO5_1894 
01B4: set_player $PLAYER_CHAR can_move 1 

:ZERO5_1894
0051: return 

:ZERO5_1896
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO5_1919 
01B4: set_player $PLAYER_CHAR can_move 1 

:ZERO5_1919
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!

:ZERO5_1935
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @ZERO5_1991 
0001: wait 0 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO5_1984 
04BA: set_car 34@ speed_to 0.0 

:ZERO5_1984
0002: jump @ZERO5_1935 

:ZERO5_1991
0051: return 

:ZERO5_1993
0925: restore_camera_to_user_defined 
0004: $ONMISSION = 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
01C3: remove_references_to_car 35@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ZERO5_2076 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO5_2076 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO5_2076
01B7: release_weather 
01B4: set_player $PLAYER_CHAR can_move 1 
08E7: disable_entrance_markers 0 
04DB: exit_RC_mode // on foot version 
0249: release_model #TOPFUN 
0249: release_model #RCBARON 
014F: stop_timer $BEEFYBARON_TIME 
0151: remove_status_text $BEEFYBARON_SCORE 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
09B9: show_entered_car_name 1 
00D8: mission_cleanup 
0051: return 

//-------------Mission 11---------------
// Originally: Big Smoke

:INTRO1
03A4: name_thread 'INTRO1' 
0050: gosub @INTRO1_914 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @INTRO1_38 
0050: gosub @INTRO1_18170 

:INTRO1_38
0050: gosub @INTRO1_18300 
004E: end_thread 

:INTRO1_47
0871: init_jump_table 46@ total_jumps 7 default_jump 0 @INTRO1_912 jumps 0 @INTRO1_110 1 @INTRO1_212 2 @INTRO1_314 3 @INTRO1_570 4 @INTRO1_628 5 @INTRO1_774 6 @INTRO1_854 

:INTRO1_110
05A9: s$6475[0] = 'INT1_AB' // s$  // ~z~You want to drive?
05A9: s$6475[1] = 'INT1_AC' // s$  // ~z~Yeah, that's cool.
05A9: s$6475[2] = 'INT1_AR' // s$  // ~z~Nice car, Smoke.
05A9: s$6475[3] = 'INT1_AA' // s$  // ~z~You know me. It's not cut. Keep the value in it. Keep it real.
04AF: 93@ = 20001 // = constant 
04AF: 94@ = 20002 // = constant 
04AF: 95@ = 20016 // = constant 
04AF: 96@ = 20000 // = constant 
0006: 63@ = 3 
0002: jump @INTRO1_912 

:INTRO1_212
05A9: s$6475[0] = 'INT1_AI' // s$  // ~z~Ballas! Drive by! Incoming!
05A9: s$6475[1] = 'INT1_AJ' // s$  // ~z~Awww, motherfucker, my car!!
05A9: s$6475[2] = 'INT1_AK' // s$  // ~z~We gotta get back to the hood, man, it's too crazy round here!
05A9: s$6475[3] = 'INT1_AQ' // s$  // ~z~Follow my lead!
04AF: 93@ = 20008 // = constant 
04AF: 94@ = 20009 // = constant 
04AF: 95@ = 20010 // = constant 
04AF: 96@ = 20015 // = constant 
0006: 63@ = 3 
0002: jump @INTRO1_912 

:INTRO1_314
05A9: s$6475[0] = 'INT1_GN' // s$  // ~z~I got with them motherfuckers though - showed them niggaz who's gangsta. Ryder, nigga!
05A9: s$6475[1] = 'INT1_GA' // s$  // ~z~So when you leaving, Carl?
05A9: s$6475[2] = 'INT1_GB' // s$  // ~z~I ain't sure. Thought I might stay.
05A9: s$6475[3] = 'INT1_GC' // s$  // ~z~Things is fucked up.
05A9: s$6475[4] = 'INT1_GD' // s$  // ~z~Well, the last thing we need is your help.
05A9: s$6475[5] = 'INT1_GE' // s$  // ~z~Aw man, I won't let you down, I swear.
05A9: s$6475[6] = 'INT1_GH' // s$  // ~z~Hey, we're gonna call up some hood rats and chill the hell out. You want some?
05A9: s$6475[7] = 'INT1_GI' // s$  // ~z~I gotta whole lot going on, and I'm tired. I'll catch y'all later.
05A9: s$6475[8] = 'INT1_GJ' // s$  // ~z~Hey yo, just drop in. We all hangin' out.
05A9: s$6475[9] = 'INT1_GL' // s$  // ~z~Yeah, and get yourself some colors, fool.
05A9: s$6475[10] = 'INT1_GM' // s$  // ~z~And a haircut - it's embarrassing to be seen with you!
04AF: 93@ = 20072 // = constant 
04AF: 94@ = 20059 // = constant 
04AF: 95@ = 20060 // = constant 
04AF: 96@ = 20061 // = constant 
04AF: 97@ = 20062 // = constant 
04AF: 98@ = 20063 // = constant 
04AF: 99@ = 20066 // = constant 
04AF: 100@ = 20067 // = constant 
04AF: 101@ = 20068 // = constant 
04AF: 102@ = 20070 // = constant 
04AF: 103@ = 20071 // = constant 
0006: 63@ = 10 
0002: jump @INTRO1_912 

:INTRO1_570
05A9: s$6475[0] = 'INT1_CA' // s$  // ~z~Shit! A Ballas car is onto us! Split up!
05A9: s$6475[1] = 'INT1_EI' // s$  // ~z~Keep up, motherfucker!
04AF: 93@ = 20028 // = constant 
04AF: 94@ = 20048 // = constant 
0006: 63@ = 1 
0002: jump @INTRO1_912 

:INTRO1_628
05A9: s$6475[0] = 'INT1_BA' // s$  // ~z~Takes you back some, huh, CJ? Yeah!
05A9: s$6475[1] = 'INT1_BC' // s$  // ~z~Things has changed round here!
05A9: s$6475[2] = 'INT1_BB' // s$  // ~z~CJ, watch your back 'round here, man.
05A9: s$6475[3] = 'INT1_BD' // s$  // ~z~How'd it get so bad?
05A9: s$6475[4] = 'INT1_AM' // s$  // ~z~I thought this was Families Turf?
05A9: s$6475[5] = 'INT1_AN' // s$  // ~z~Yeah, it's Temple Drive Families - we don't roll with them no more.
04AF: 93@ = 20017 // = constant 
04AF: 94@ = 20019 // = constant 
04AF: 95@ = 20018 // = constant 
04AF: 96@ = 20020 // = constant 
04AF: 97@ = 20011 // = constant 
04AF: 98@ = 20012 // = constant 
0006: 63@ = 5 
0002: jump @INTRO1_912 

:INTRO1_774
05A9: s$6475[0] = 'INT1_BF' // s$  // ~z~Straight back into the game, right dog?
05A9: s$6475[1] = 'INT1_BG' // s$  // ~z~Was it this bad before you left?
05A9: s$6475[2] = 'INT1_BH' // s$  // ~z~East Coast got you all thinned out, home.
04AF: 93@ = 20022 // = constant 
04AF: 94@ = 20023 // = constant 
04AF: 95@ = 20024 // = constant 
0006: 63@ = 2 
0002: jump @INTRO1_912 

:INTRO1_854
05A9: s$6475[0] = 'INT1_BI' // s$  // ~z~You're just a liability, CJ!
05A9: s$6475[1] = 'INT1_BK' // s$  // ~z~Why'd you bother coming back?
04AF: 93@ = 20025 // = constant 
04AF: 94@ = 20027 // = constant 
0006: 63@ = 1 
0002: jump @INTRO1_912 

:INTRO1_912
0051: return 

:INTRO1_914
0004: $ONMISSION = 1 
008B: 65@ = $ACTOR_SMOKE // (int) 
008B: 66@ = $ACTOR_RYDER // (int) 
008B: 67@ = $ACTOR_SWEET // (int) 
0085: 76@ = 34@ // (int) 
0085: 77@ = 36@ // (int) 
0085: 78@ = 35@ // (int) 
0006: 79@ = 0 
0006: 80@ = 0 
0006: 81@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
0006: 58@ = 0 
0006: 59@ = 0 
0006: 60@ = 0 
0006: 86@ = 0 
0006: 48@ = 0 
0006: 49@ = 0 
0004: $HELP_BICYCLE_1_SHOWN = 0 
0006: 68@ = 0 
0006: 55@ = 0 
0006: 57@ = 0 
0006: 61@ = 0 
0006: 62@ = 0 
0006: 74@ = 0 
0006: 92@ = 0 
0006: 45@ = 0 
0006: 54@ = 0 
0006: 107@ = 3 
0006: 115@ = 1 
0006: 108@ = 1 
0006: 87@ = 0 
0317: increment_mission_attempts 
054C: use_GXT_table 'INTRO1' 
00C0: set_current_time_hours_to 0 minutes_to 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
04BB: select_interior 3 
02E4: load_cutscene_data 'INTRO1A' 

:INTRO1_1190
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @INTRO1_1214 
0001: wait 0 ms 
0002: jump @INTRO1_1190 

:INTRO1_1214
02E7: start_cutscene 
016A: fade 1 time 1000 

:INTRO1_1223
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @INTRO1_1247 
0001: wait 0 ms 
0002: jump @INTRO1_1223 

:INTRO1_1247
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:INTRO1_1260
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO1_1284 
0001: wait 0 ms 
0002: jump @INTRO1_1260 

:INTRO1_1284
02EA: end_cutscene 
04BB: select_interior 0 
01EB: set_traffic_density_multiplier_to 4.0 
03DE: set_pedestrians_density_multiplier_to 3.2 
09D2: set_cops_chase_criminals 0 
023C: load_special_actor 'SMOKE' as 10 // models 290-299 
0247: load_model #GLENDALE 
038B: load_requested_models 

:INTRO1_1328
00D6: if or
8248:   not model #GLENDALE available 
823D:   not special_actor 10 loaded 
004D: jump_if_false @INTRO1_1359 
0001: wait 0 ms 
0002: jump @INTRO1_1328 

:INTRO1_1359
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0687: clear_actor $PLAYER_ACTOR task 
0792: disembark_instantly_actor $PLAYER_ACTOR 
009A: $ACTOR_SMOKE = create_actor_pedtype 24 model #SPECIAL10 at 2498.91 -1680.5 12.37 
0245: set_actor $ACTOR_SMOKE walk_style_to "FATMAN" 
0173: set_actor $ACTOR_SMOKE Z_angle_to 90.0 
00A5: 41@ = create_car #GLENDALE at 2494.91 -1682.17 12.32 
0249: release_model #GLENDALE 
0229: set_car 41@ primary_color_to 98 secondary_color_to 14 
0175: set_car 41@ Z_angle_to 90.0 
00A1: put_actor $PLAYER_ACTOR at 2495.59 -1686.96 12.51 
05BA: AS_actor $PLAYER_ACTOR move_mouth 1 ms 
0173: set_actor $PLAYER_ACTOR Z_angle_to 32.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SMOKE enter_car 41@ passenger_seat 0 time 10000 
07A1: set_walk_speed 4 
05CB: AS_actor $PLAYER_ACTOR enter_car 41@ as_driver 10000 ms 
0395: clear_area 1 at 2494.91 -1682.17 12.32 radius 50.0 
0A0B: set_rendering_origin_at_3D_coord 2495.59 -1686.96 12.51 angle 32.2 
04BB: select_interior 0 
041E: set_radio_station 3 
0006: 86@ = 0 
0006: 75@ = 0 
0006: 109@ = 0 
0006: 46@ = 0 
0050: gosub @INTRO1_47 
016A: fade 1 time 1500 
015F: set_camera_position 2498.947 -1690.0 14.4011 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2498.405 -1689.177 14.2309 switchstyle 2 
0707: start_scene_skip_to @INTRO1_2033 

:INTRO1_1703
00D6: if 
8039:   not  86@ == 2 
004D: jump_if_false @INTRO1_1739 
0001: wait 0 ms 
0050: gosub @INTRO1_20464 
0002: jump @INTRO1_1703 

:INTRO1_1739
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2498.947 -1690.0 14.4011 position_to 2501.236 -1678.23 17.5252 time 9000 smooth_transition 1 
0920: point_camera 2498.405 -1689.177 14.2309 transverse_to 2500.238 -1678.188 17.4907 time 9000 smooth_transition 1 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @INTRO1_1946 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @INTRO1_1946 

:INTRO1_1855
00D6: if or
80DB:   not actor $PLAYER_ACTOR in_car 41@ 
80DB:   not actor $ACTOR_SMOKE in_car 41@ 
004D: jump_if_false @INTRO1_1946 
0001: wait 0 ms 
00D6: if 
0119:   car 41@ wrecked 
004D: jump_if_false @INTRO1_1909 
0002: jump @INTRO1_18170 

:INTRO1_1909
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @INTRO1_1932 
0002: jump @INTRO1_18170 

:INTRO1_1932
0050: gosub @INTRO1_20464 
0002: jump @INTRO1_1855 

:INTRO1_1946
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @INTRO1_1997 
05D1: AS_actor $PLAYER_ACTOR drive_car 41@ to 2414.68 -1656.38 12.38 speed 10.0 0 model #GLENDALE 2 

:INTRO1_1997
00D6: if 
8039:   not  86@ == 4 
004D: jump_if_false @INTRO1_2033 
0001: wait 0 ms 
0050: gosub @INTRO1_20464 
0002: jump @INTRO1_1997 

:INTRO1_2033
0701: end_scene_skip 
00BE: text_clear_all 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 
00BA: show_text_styled GXT 'FUNERAL' time 1000 style 2  // Sweet & Kendl

:INTRO1_2068
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO1_2092 
0001: wait 0 ms 
0002: jump @INTRO1_2068 

:INTRO1_2092
0925: restore_camera_to_user_defined 
009B: destroy_actor $ACTOR_SMOKE 
0296: unload_special_actor 10 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @INTRO1_2227 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00AB: put_car 41@ at 956.6 -1099.47 22.73 
0175: set_car 41@ Z_angle_to 0.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_2197 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 910.78 -1075.26 23.29 
0002: jump @INTRO1_2217 

:INTRO1_2197
00A1: put_actor $PLAYER_ACTOR at 910.78 -1075.26 23.29 

:INTRO1_2217
0173: set_actor $PLAYER_ACTOR Z_angle_to 265.0 

:INTRO1_2227
03EF: player $PLAYER_CHAR make_safe 
0A0B: set_rendering_origin_at_3D_coord 910.78 -1075.26 23.29 angle 265.0 
02E4: load_cutscene_data 'INTRO1B' 

:INTRO1_2265
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @INTRO1_2289 
0001: wait 0 ms 
0002: jump @INTRO1_2265 

:INTRO1_2289
02E7: start_cutscene 
016A: fade 1 time 1000 

:INTRO1_2298
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @INTRO1_2322 
0001: wait 0 ms 
0002: jump @INTRO1_2298 

:INTRO1_2322
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:INTRO1_2335
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO1_2359 
0001: wait 0 ms 
0002: jump @INTRO1_2335 

:INTRO1_2359
02EA: end_cutscene 
01EB: set_traffic_density_multiplier_to 3.0 
03DE: set_pedestrians_density_multiplier_to 3.2 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
023C: load_special_actor 'SMOKE' as 10 // models 290-299 
0247: load_model #GLENDALE 
0247: load_model #MTBIKE
0247: load_model #MICRO_UZI 
0247: load_model #SADLSHIT 
0247: load_model #BALLAS1 
0247: load_model #COLT45 
07C0: load_path 201 
038B: load_requested_models 

:INTRO1_2450
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 10 loaded 
8248:   not model #GLENDALE available 
8248:   not model #MTBIKE available 
8248:   not model #SADLSHIT available 
004D: jump_if_false @INTRO1_2499 
0001: wait 0 ms 
0002: jump @INTRO1_2450 

:INTRO1_2499
00D6: if or
8248:   not model #MICRO_UZI available 
8248:   not model #BALLAS1 available 
8248:   not model #COLT45 available 
87C1:   not path 201 available 
004D: jump_if_false @INTRO1_2540 
0001: wait 0 ms 
0002: jump @INTRO1_2499 

:INTRO1_2540
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
041D: set_camera_near_clip 0.2 
01EB: set_traffic_density_multiplier_to 4.0 
03DE: set_pedestrians_density_multiplier_to 4.0 
0395: clear_area 1 at 943.71 -1103.5 22.85 radius 70.0 
0A0B: set_rendering_origin_at_3D_coord 943.71 -1103.5 22.85 angle 90.0 
00A5: 51@ = create_car #SADLSHIT at 1038.5 -954.9 41.5 
0732: random_car_generator_disable_model #SADLSHIT 
0229: set_car 51@ primary_color_to 22 secondary_color_to 22 
0587: enable_car 51@ validate_position 0 
0129: 50@ = create_actor_pedtype 25 model #BALLAS1 in_car 51@ driverseat 
01C8: 52@ = create_actor_pedtype 25 model #BALLAS1 in_car 51@ passenger_seat 0 
060A: create_decision_maker_type 0 store_to 110@ // decision\allowed\m_.ped files 
02E2: set_actor 50@ weapon_accuracy_to 25 
02E2: set_actor 52@ weapon_accuracy_to 25 
07DD: set_actor 50@ attack_rate 30 // previously known as temper_to 
07DD: set_actor 52@ attack_rate 30 // previously known as temper_to 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 52@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0249: release_model #BALLAS1 
01B2: give_actor 52@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 52@ armed_weapon_to 28 
01B2: give_actor 50@ weapon 28 ammo 30000 // Load the weapon model before using this 
0249: release_model #MICRO_UZI 
01B9: set_actor 50@ armed_weapon_to 28 
020A: set_car 51@ door_status_to 0 
0175: set_car 51@ Z_angle_to 100.8 
0224: set_car 51@ health_to 2000 
00A5: 37@ = create_car #MTBIKE at 971.8 -1108.0 23.1 
0224: set_car 37@ health_to 2000 
0175: set_car 37@ Z_angle_to 140.0 
053F: set_car 37@ tires_vulnerability 0 
00A5: 76@ = create_car #MTBIKE at 971.4 -1110.5 23.3 
0224: set_car 76@ health_to 2000 
0175: set_car 76@ Z_angle_to 110.0 
053F: set_car 76@ tires_vulnerability 0 
04E0: car 76@ abandon_path_radius 30 
00A5: 77@ = create_car #MTBIKE at 971.8 -1115.5 23.1 
0224: set_car 77@ health_to 2000 
0175: set_car 77@ Z_angle_to 140.0 
053F: set_car 77@ tires_vulnerability 0 
04E0: car 77@ abandon_path_radius 30 
00A5: 78@ = create_car #MTBIKE at 971.8 -1113.0 23.1 
0224: set_car 78@ health_to 2000 
0175: set_car 78@ Z_angle_to 140.0 
053F: set_car 78@ tires_vulnerability 0 
04E0: car 78@ abandon_path_radius 30 
0249: release_model #MTBIKE 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @INTRO1_3087 
01B4: set_player $PLAYER_CHAR can_move 0 
03F5: set_car 41@ apply_damage_rules 1 
00AB: put_car 41@ at 956.6 -1099.47 22.73 
0175: set_car 41@ Z_angle_to 0.0 

:INTRO1_3087
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_3135 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 940.0 -1103.5 22.85 
0002: jump @INTRO1_3155 

:INTRO1_3135
00A1: put_actor $PLAYER_ACTOR at 940.0 -1103.5 22.85 

:INTRO1_3155
0173: set_actor $PLAYER_ACTOR Z_angle_to 272.5 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
05D3: AS_actor $PLAYER_ACTOR goto_point 954.0 -1103.5 22.85 mode 4 time 20000 ms // versionA 
009A: 65@ = create_actor_pedtype 24 model #SPECIAL10 at 942.79 -1104.41 22.85 
0245: set_actor 65@ walk_style_to "FATMAN" 
0223: set_actor 65@ health_to 2000 
0173: set_actor 65@ Z_angle_to 184.0 
0568: set_actor 65@ untargetable 1 
0446: set_actor 65@ dismemberment_possible 0 
039E: set_actor 65@ locked 1 while_in_car 
0526: set_actor 65@ stay_in_car_when_jacked 1 
05D3: AS_actor 65@ goto_point 954.0 -1104.41 22.85 mode 4 time 20000 ms // versionA 
060B: set_actor 65@ decision_maker_to 110@ 
08C6: set_actor 65@ stay_on_bike 1 
009A: 66@ = create_actor_pedtype 24 model #SPECIAL03 at 942.9 -1105.79 22.85 
0245: set_actor 66@ walk_style_to "GANG1" 
0223: set_actor 66@ health_to 2000 
0173: set_actor 66@ Z_angle_to 50.0 
0568: set_actor 66@ untargetable 1 
0446: set_actor 66@ dismemberment_possible 0 
039E: set_actor 66@ locked 1 while_in_car 
0526: set_actor 66@ stay_in_car_when_jacked 1 
05D3: AS_actor 66@ goto_point 954.0 -1105.79 22.85 mode 4 time 25000 ms // versionA 
060B: set_actor 66@ decision_maker_to 110@ 
08C6: set_actor 66@ stay_on_bike 1 
009A: 67@ = create_actor_pedtype 24 model #SPECIAL01 at 942.96 -1102.0 22.85 
0245: set_actor 67@ walk_style_to "GANG2" 
0223: set_actor 67@ health_to 2000 
0173: set_actor 67@ Z_angle_to 96.0 
0568: set_actor 67@ untargetable 1 
0446: set_actor 67@ dismemberment_possible 0 
039E: set_actor 67@ locked 1 while_in_car 
0526: set_actor 67@ stay_in_car_when_jacked 1 
05D3: AS_actor 67@ goto_point 954.0 -1102.0 22.85 mode 4 time 20000 ms // versionA 
060B: set_actor 67@ decision_maker_to 110@ 
08C6: set_actor 67@ stay_on_bike 1 
0187: 39@ = create_marker_above_actor 67@ 
07E0: set_marker 39@ type_to 1 
0164: disable_marker 39@ 
0006: 33@ = 0 

:INTRO1_3601
00D6: if 
001B:   900 > 33@ 
004D: jump_if_false @INTRO1_3631 
0001: wait 0 ms 
0002: jump @INTRO1_3601 

:INTRO1_3631
0A0B: set_rendering_origin_at_3D_coord 940.0 -1103.5 22.85 angle 272.5 
016A: fade 1 time 500 
0395: clear_area 1 at 949.8 -1100.3 23.0 radius 500.0 
015F: set_camera_position 947.9119 -1103.912 23.4476 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 946.9478 -1103.822 23.6977 switchstyle 2 
0006: 86@ = 0 
0006: 75@ = 0 
0006: 109@ = 0 
0006: 46@ = 1 
0050: gosub @INTRO1_47 
0006: 91@ = 0 
0707: start_scene_skip_to @INTRO1_5528 
0006: 33@ = 0 

:INTRO1_3791
00D6: if 
001B:   3300 > 33@ 
004D: jump_if_false @INTRO1_3821 
0001: wait 0 ms 
0002: jump @INTRO1_3791 

:INTRO1_3821
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_3877 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_3877 
00D6: if 
07C1:   path 201 available 
004D: jump_if_false @INTRO1_3877 
05EB: assign_car 51@ to_path 201 

:INTRO1_3877
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @INTRO1_4028 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_3960 
00D6: if 
00DF:   actor 52@ driving 
004D: jump_if_false @INTRO1_3960 
0713: actor 52@ driveby_actor -1 car -1 point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90 

:INTRO1_3960
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_4028 
00D6: if 
00DF:   actor 50@ driving 
004D: jump_if_false @INTRO1_4028 
0713: actor 50@ driveby_actor -1 car 41@ point 0.0 0.0 0.0 radius 100.0 0 0 firing_rate 90 

:INTRO1_4028
0006: 33@ = 0 

:INTRO1_4035
00D6: if 
001B:   1500 > 33@ 
004D: jump_if_false @INTRO1_4065 
0001: wait 0 ms 
0002: jump @INTRO1_4035 

:INTRO1_4065
0925: restore_camera_to_user_defined 
015F: set_camera_position 951.3326 -1099.652 25.3079 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 951.9009 -1100.452 25.1184 switchstyle 2 
0006: 33@ = 0 

:INTRO1_4125
00D6: if 
001B:   2500 > 33@ 
004D: jump_if_false @INTRO1_4155 
0001: wait 0 ms 
0002: jump @INTRO1_4125 

:INTRO1_4155
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_4203 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_4203 
0647: AS_actor 66@ clear_look_task 
05C0: AS_actor 66@ look_at_car 51@ 4000 ms 

:INTRO1_4203
0006: 33@ = 0 

:INTRO1_4210
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @INTRO1_4240 
0001: wait 0 ms 
0002: jump @INTRO1_4210 

:INTRO1_4240
00D6: if 
8039:   not  86@ == 1 
004D: jump_if_false @INTRO1_4742 
0001: wait 0 ms 
0050: gosub @INTRO1_20464 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_4510 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_4510 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_4426 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_4426 
0006: 33@ = 0 
05C0: AS_actor $PLAYER_ACTOR look_at_car 51@ 4000 ms 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_4387 
0647: AS_actor 65@ clear_look_task 
05C0: AS_actor 65@ look_at_car 51@ 4000 ms 

:INTRO1_4387
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_4419 
0647: AS_actor 67@ clear_look_task 
05C0: AS_actor 67@ look_at_car 51@ 4000 ms 

:INTRO1_4419
0006: 109@ = 1 

:INTRO1_4426
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 951.3326 -1099.652 25.3079 position_to 951.3326 -1099.652 25.3079 time 7500 smooth_transition 1 
0920: point_camera 951.9009 -1100.452 25.1184 transverse_to 951.9258 -1098.847 25.3253 time 7500 smooth_transition 1 

:INTRO1_4510
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @INTRO1_4735 
00D6: if 
0039:   109@ == 1 
004D: jump_if_false @INTRO1_4735 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_4728 
0673: AS_actor 66@ dive_to_offset 1.0 -3.0 time_on_ground 1000 ms 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_4654 
01B2: give_actor 65@ weapon 22 ammo 50 // Load the weapon model before using this 
0173: set_actor 65@ Z_angle_to 270.0 
0350: set_actor 65@ maintain_position_when_attacked 1 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_4654 
04EB: AS_actor 65@ crouch 1 
05E2: AS_actor 65@ kill_actor 50@ 

:INTRO1_4654
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_4710 
01B2: give_actor 67@ weapon 22 ammo 50 // Load the weapon model before using this 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_4710 
0634: AS_actor 67@ attack_using_weapon_actor 50@ flags 4 perform_actions_after_time 2000 chance_of_action 100 

:INTRO1_4710
0673: AS_actor $PLAYER_ACTOR dive_to_offset -1.5 -1.0 time_on_ground 1000 ms 

:INTRO1_4728
0006: 109@ = 2 

:INTRO1_4735
0002: jump @INTRO1_4240 

:INTRO1_4742
0006: 33@ = 0 

:INTRO1_4749
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @INTRO1_4779 
0001: wait 0 ms 
0002: jump @INTRO1_4749 

:INTRO1_4779
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @INTRO1_4800 
070C: explode_car_without_radius_damage 41@ 

:INTRO1_4800
0006: 33@ = 0 
0006: 109@ = 0 

:INTRO1_4814
00D6: if 
8039:   not  86@ == 2 
004D: jump_if_false @INTRO1_4876 
0001: wait 0 ms 
0050: gosub @INTRO1_20464 
00D6: if 
0019:   33@ > 1600 
004D: jump_if_false @INTRO1_4869 
0002: jump @INTRO1_4876 

:INTRO1_4869
0002: jump @INTRO1_4814 

:INTRO1_4876
0395: clear_area 1 at 956.09 -1105.68 22.75 radius 50.0 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_4955 
0687: clear_actor 52@ task 
0605: actor 52@ perform_animation "CAR_SIT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_4955
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 945.7507 -1103.549 23.0477 
0173: set_actor $PLAYER_ACTOR Z_angle_to 252.8 
05BA: AS_actor $PLAYER_ACTOR move_mouth 1 ms 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_5095 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_5095 
0350: set_actor 65@ maintain_position_when_attacked 0 
05BA: AS_actor 65@ move_mouth 1 ms 
0647: AS_actor 65@ clear_look_task 
04EB: AS_actor 65@ crouch 0 
00A1: put_actor 65@ at 957.0725 -1106.504 22.7146 
0173: set_actor 65@ Z_angle_to 251.1192 
05CB: AS_actor 65@ enter_car 76@ as_driver -1 ms 

:INTRO1_5095
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_5156 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_5156 
0350: set_actor 66@ maintain_position_when_attacked 0 
05BA: AS_actor 66@ move_mouth 1 ms 
0647: AS_actor 66@ clear_look_task 
05CB: AS_actor 66@ enter_car 77@ as_driver -1 ms 

:INTRO1_5156
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_5237 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_5237 
0350: set_actor 67@ maintain_position_when_attacked 0 
05BA: AS_actor 67@ move_mouth 1 ms 
0647: AS_actor 67@ clear_look_task 
00A1: put_actor 67@ at 957.12 -1104.4 22.7146 
05CB: AS_actor 67@ enter_car 78@ as_driver -1 ms 

:INTRO1_5237
0006: 33@ = 0 

:INTRO1_5244
00D6: if 
001B:   100 > 33@ 
004D: jump_if_false @INTRO1_5273 
0001: wait 0 ms 
0002: jump @INTRO1_5244 

:INTRO1_5273
0925: restore_camera_to_user_defined 
015F: set_camera_position 953.489 -1100.465 24.8611 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 954.1205 -1101.236 24.7823 switchstyle 2 
03CF: load_wav 20014 as 2 
0006: 109@ = 0 

:INTRO1_5340
00D6: if 
8039:   not  86@ == 3 
004D: jump_if_false @INTRO1_5449 
0001: wait 0 ms 
0050: gosub @INTRO1_20464 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_5442 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_5442 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05D3: AS_actor $PLAYER_ACTOR goto_point 971.181 -1108.193 22.8672 mode 6 time 10000 ms // versionA 
0006: 109@ = 1 

:INTRO1_5442
0002: jump @INTRO1_5340 

:INTRO1_5449
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @INTRO1_5475 
0001: wait 0 ms 
0002: jump @INTRO1_5449 

:INTRO1_5475
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'INT1_AP' time 10000 flag 1  // ~z~Grab a bike and pedal. Even you ain't forgotten that.

:INTRO1_5495
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @INTRO1_5521 
0001: wait 0 ms 
0002: jump @INTRO1_5495 

:INTRO1_5521
0006: 91@ = 1 

:INTRO1_5528
0701: end_scene_skip 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @INTRO1_5817 
00BE: text_clear_all 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:INTRO1_5565
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO1_5589 
0001: wait 0 ms 
0002: jump @INTRO1_5565 

:INTRO1_5589
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_5665 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_5665 
00A1: put_actor 65@ at 969.2067 -1110.3 22.8672 
0173: set_actor 65@ Z_angle_to 273.1099 
04EB: AS_actor 65@ crouch 0 

:INTRO1_5665
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_5727 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_5727 
00A1: put_actor 66@ at 969.1187 -1116.561 22.8552 
0173: set_actor 66@ Z_angle_to 298.5085 

:INTRO1_5727
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_5794 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_5794 
0647: AS_actor 67@ clear_look_task 
00A1: put_actor 67@ at 969.436 -1113.775 22.8593 
0173: set_actor 67@ Z_angle_to 267.2885 

:INTRO1_5794
0925: restore_camera_to_user_defined 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @INTRO1_5817 
070C: explode_car_without_radius_damage 41@ 

:INTRO1_5817
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_5866 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_5866 
04EB: AS_actor 65@ crouch 0 
05CB: AS_actor 65@ enter_car 76@ as_driver -1 ms 

:INTRO1_5866
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_5908 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_5908 
05CB: AS_actor 66@ enter_car 77@ as_driver -1 ms 

:INTRO1_5908
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_5955 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_5955 
0647: AS_actor 67@ clear_look_task 
05CB: AS_actor 67@ enter_car 78@ as_driver -1 ms 

:INTRO1_5955
01C3: remove_references_to_car 41@ 
0249: release_model #GLENDALE 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_5988 
0555: remove_weapon 22 from_actor 65@ 

:INTRO1_5988
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_6011 
0555: remove_weapon 22 from_actor 67@ 

:INTRO1_6011
0249: release_model #COLT45 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_6044 
05EC: release_car 51@ from_path 
0002: jump @INTRO1_6049 

:INTRO1_6044
05EC: release_car 51@ from_path 

:INTRO1_6049
0873: release_path 201 
0006: 33@ = 0 

:INTRO1_6061
00D6: if 
001B:   100 > 33@ 
004D: jump_if_false @INTRO1_6090 
0001: wait 0 ms 
0002: jump @INTRO1_6061 

:INTRO1_6090
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @INTRO1_6148 
0186: 43@ = create_marker_above_car 37@ 
07E0: set_marker 43@ type_to 1 

:INTRO1_6148
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_6209 
00AA: store_car 51@ position_to 116@ 117@ 118@ 
000F: 118@ -= 50.0 
00AB: put_car 51@ at 116@ 117@ 118@ 
0574: set_car 51@ keep_position 1 

:INTRO1_6209
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @INTRO1_6352 
0169: set_fade_color_RGB 0 0 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 970.0873 -1107.776 22.8672 
0173: set_actor $PLAYER_ACTOR Z_angle_to 254.4577 
0006: 33@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 

:INTRO1_6284
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @INTRO1_6314 
0001: wait 0 ms 
0002: jump @INTRO1_6284 

:INTRO1_6314
016A: fade 1 time 500 

:INTRO1_6321
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO1_6345 
0001: wait 0 ms 
0002: jump @INTRO1_6321 

:INTRO1_6345
01B4: set_player $PLAYER_CHAR can_move 1 

:INTRO1_6352
0615: define_AS_pack_begin 82@ 
05D1: AS_actor -1 drive_car -1 to 962.5424 -1128.6 22.6656 speed 8.0 0 model #MTBIKE 2 
05D1: AS_actor -1 drive_car -1 to 1036.603 -1148.943 22.6562 speed 16.0 0 model #MTBIKE 2 
05D1: AS_actor -1 drive_car -1 to 1325.583 -1150.183 22.6484 speed 23.0 0 model #MTBIKE 2 
05D1: AS_actor -1 drive_car -1 to 1644.773 -1051.334 22.8984 speed 23.0 0 model #MTBIKE 2 
0616: define_AS_pack_end 82@ 
0615: define_AS_pack_begin 72@ 
05D1: AS_actor -1 drive_car -1 to 1780.85 -1111.48 23.08 speed 21.0 0 model #MTBIKE 2 
05D1: AS_actor -1 drive_car -1 to 1786.54 -1191.3 22.95 speed 20.0 0 model #MTBIKE 2 
05D1: AS_actor -1 drive_car -1 to 1798.67 -1270.41 12.47 speed 19.0 0 model #MTBIKE 2 
05D1: AS_actor -1 drive_car -1 to 1891.0 -1347.78 12.54 speed 21.0 0 model #MTBIKE 2 
05D1: AS_actor -1 drive_car -1 to 1959.12 -1450.1 12.45 speed 21.0 0 model #MTBIKE 2 
05D1: AS_actor -1 drive_car -1 to 1987.61 -1516.69 2.39 speed 21.0 0 model #MTBIKE 2 
05D1: AS_actor -1 drive_car -1 to 2493.82 -1669.91 12.8 speed 25.0 0 model #MTBIKE 2 
0616: define_AS_pack_end 72@ 
0615: define_AS_pack_begin 111@ 
05D1: AS_actor -1 drive_car -1 to 1780.85 -1111.48 23.08 speed 20.0 0 model #MTBIKE 2 
05D1: AS_actor -1 drive_car -1 to 1784.54 -1191.3 22.95 speed 19.0 0 model #MTBIKE 2 
05D1: AS_actor -1 drive_car -1 to 1798.67 -1270.41 12.47 speed 19.0 0 model #MTBIKE 2 
05D1: AS_actor -1 drive_car -1 to 1891.0 -1347.78 12.54 speed 20.0 0 model #MTBIKE 2 
05D1: AS_actor -1 drive_car -1 to 1959.12 -1450.1 12.45 speed 20.0 0 model #MTBIKE 2 
05D1: AS_actor -1 drive_car -1 to 1987.61 -1516.69 2.39 speed 20.0 0 model #MTBIKE 2 
05D1: AS_actor -1 drive_car -1 to 2493.82 -1669.91 12.8 speed 24.0 0 model #MTBIKE 2 
0616: define_AS_pack_end 111@ 
00D6: if 
0119:   car 37@ wrecked 
004D: jump_if_false @INTRO1_7015 
00BC: show_text_highpriority GXT 'INT2_F4' time 10000 flag 1  // ~r~Your BMX is trashed!
0002: jump @INTRO1_18170 

:INTRO1_7015
0006: 75@ = 0 
0006: 86@ = 3 

:INTRO1_7029
00D6: if 
8039:   not  86@ == 4 
004D: jump_if_false @INTRO1_7104 
0001: wait 0 ms 
0050: gosub @INTRO1_20464 
0050: gosub @INTRO1_18572 
0050: gosub @INTRO1_20140 
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @INTRO1_7097 
0002: jump @INTRO1_18170 

:INTRO1_7097
0002: jump @INTRO1_7029 

:INTRO1_7104
00BC: show_text_highpriority GXT 'INTRO2E' time 10000 flag 1  // ~s~Get on the ~b~bike~s~.
04ED: load_animation "MISC" 
0004: $127 = 1 
0006: 32@ = 0 
00D6: if 
0118:   actor 67@ dead 
004D: jump_if_false @INTRO1_7181 
00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @INTRO1_18170 

:INTRO1_7181
0006: 92@ = 0 
0006: 114@ = 0 
0006: 86@ = 0 
0006: 75@ = 0 
0006: 109@ = 0 
0006: 46@ = 4 
0050: gosub @INTRO1_47 

:INTRO1_7230
00D6: if or
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
80FE:   not actor 67@ sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
004D: jump_if_false @INTRO1_9160 
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @INTRO1_7361 
00A1: put_actor $PLAYER_ACTOR at 2473.692 -1684.215 12.4625 
0002: jump @INTRO1_18188 

:INTRO1_7361
0050: gosub @INTRO1_18572 
0050: gosub @INTRO1_20140 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @INTRO1_7421 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_7421 
03D5: remove_text 'INTRO2E'  // ~s~Get on the ~b~bike~s~.

:INTRO1_7421
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @INTRO1_7446 
0002: jump @INTRO1_18170 

:INTRO1_7446
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @INTRO1_7504 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @INTRO1_7504 
01EB: set_traffic_density_multiplier_to 4.0 
03DE: set_pedestrians_density_multiplier_to 4.0 
0006: 92@ = 1 

:INTRO1_7504
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @INTRO1_7964 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_7957 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 949.4 -1102.1 23.2 radius 50.0 60.0 25.0 
004D: jump_if_false @INTRO1_7957 
00AB: put_car 51@ at 1079.15 -1084.73 25.43 
0175: set_car 51@ Z_angle_to 175.95 
0574: set_car 51@ keep_position 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_7816 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_7712 
00D6: if 
00DF:   actor 52@ driving 
004D: jump_if_false @INTRO1_7712 
0687: clear_actor 52@ task 
0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_7712
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_7809 
00D9: 69@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_7809 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_7809 
0687: clear_actor 50@ task 
00D6: if 
00DF:   actor 50@ driving 
004D: jump_if_false @INTRO1_7809 
06E1: AS_actor 50@ using_car 51@ target_car 69@ with_order 29 max_speed 30.0 traffic_flag 2 

:INTRO1_7809
0002: jump @INTRO1_7950 

:INTRO1_7816
04C4: store_coords_to 122@ 123@ 124@ from_actor $PLAYER_ACTOR with_offset 0.0 -4.0 0.0 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_7950 
062E: get_actor 50@ task 1489 status_store_to 53@ // ret 7 if not found 
00D6: if 
04A4:   53@ == 7 // == constant 
004D: jump_if_false @INTRO1_7950 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_7950 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_7950 
05D1: AS_actor 50@ drive_car 51@ to 122@ 123@ 124@ speed 30.0 0 model #NULL 2 

:INTRO1_7950
0006: 68@ = 1 

:INTRO1_7957
0002: jump @INTRO1_8795 

:INTRO1_7964
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_8717 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_8658 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_8592 
00A0: store_actor $PLAYER_ACTOR position_to 125@ 126@ 127@ 
00D6: if and
81AD:   not car 51@ sphere 0 near_point 125@ 126@ radius 50.0 50.0 
82CA:   not car 51@ bounding_sphere_visible 
004D: jump_if_false @INTRO1_8161 
0687: clear_actor 50@ task 
04C4: store_coords_to 116@ 117@ 118@ from_actor $PLAYER_ACTOR with_offset 0.0 -40.0 0.0 
02C1: store_to 119@ 120@ 121@ car_path_coords_closest_to 116@ 117@ 118@ 
00AB: put_car 51@ at 119@ 120@ 121@ 
039F: set_car 51@ race_to 116@ 117@ 
04BA: set_car 51@ speed_to 20.0 
0002: jump @INTRO1_8585 

:INTRO1_8161
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_8370 
062E: get_actor 50@ task 1761 status_store_to 53@ // ret 7 if not found 
00D6: if 
04A4:   53@ == 7 // == constant 
004D: jump_if_false @INTRO1_8266 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_8266 
00D9: 69@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00D6: if 
00DF:   actor 50@ driving 
004D: jump_if_false @INTRO1_8266 
06E1: AS_actor 50@ using_car 51@ target_car 69@ with_order 29 max_speed 30.0 traffic_flag 2 

:INTRO1_8266
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_8363 
00D6: if 
00DF:   actor 52@ driving 
004D: jump_if_false @INTRO1_8363 
062E: get_actor 52@ task 1811 status_store_to 53@ // ret 7 if not found 
00D6: if 
04A4:   53@ == 7 // == constant 
004D: jump_if_false @INTRO1_8363 
0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_8363
0002: jump @INTRO1_8585 

:INTRO1_8370
04C4: store_coords_to 122@ 123@ 124@ from_actor $PLAYER_ACTOR with_offset 0.0 -4.0 0.0 
062E: get_actor 50@ task 1489 status_store_to 53@ // ret 7 if not found 
00D6: if 
04A4:   53@ == 7 // == constant 
004D: jump_if_false @INTRO1_8488 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_8488 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_8488 
05D1: AS_actor 50@ drive_car 51@ to 122@ 123@ 124@ speed 30.0 0 model #NULL 2 

:INTRO1_8488
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_8585 
00D6: if 
00DF:   actor 52@ driving 
004D: jump_if_false @INTRO1_8585 
062E: get_actor 52@ task 1811 status_store_to 53@ // ret 7 if not found 
00D6: if 
04A4:   53@ == 7 // == constant 
004D: jump_if_false @INTRO1_8585 
0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_8585
0002: jump @INTRO1_8651 

:INTRO1_8592
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @INTRO1_8651 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_8651 
0687: clear_actor 50@ task 
0633: AS_actor 50@ exit_car 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 
0006: 114@ = 1 

:INTRO1_8651
0002: jump @INTRO1_8717 

:INTRO1_8658
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @INTRO1_8717 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_8717 
0687: clear_actor 52@ task 
0633: AS_actor 52@ exit_car 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 
0006: 114@ = 1 

:INTRO1_8717
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_8795 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_8795 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 67@ radius 20.0 20.0 10.0 sphere 0 
004D: jump_if_false @INTRO1_8795 
0050: gosub @INTRO1_20464 

:INTRO1_8795
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BMX 
004D: jump_if_false @INTRO1_9036 
00D6: if 
0038:   $HELP_BICYCLE_1_SHOWN == 0 
004D: jump_if_false @INTRO1_8864 
03E5: show_text_box 'INTRO2C'  // To pedal the bike faster repeatedly tap ~k~~VEHICLE_ACCELERATE~.
0006: 32@ = 0 
0004: $HELP_BICYCLE_1_SHOWN = 1 
0002: jump @INTRO1_9036 

:INTRO1_8864
00D6: if 
0038:   $HELP_BICYCLE_1_SHOWN == 1 
004D: jump_if_false @INTRO1_8926 
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @INTRO1_8926 
03E5: show_text_box 'INTRO2D'  // You can do a bunny hop by holding down ~k~~VEHICLE_FIREWEAPON_ALT~ then releasing it. The longer you hold the button the higher the jump.
0006: 32@ = 0 
0004: $HELP_BICYCLE_1_SHOWN = 2 

:INTRO1_8926
00D6: if 
0038:   $HELP_BICYCLE_1_SHOWN == 2 
004D: jump_if_false @INTRO1_8981 
00D6: if 
0019:   32@ > 20000 
004D: jump_if_false @INTRO1_8981 
03E5: show_text_box 'HELP3B'  // You can only cycle fast or sprint for a limited amount of time.
0004: $HELP_BICYCLE_1_SHOWN = 3 

:INTRO1_8981
00D6: if 
0038:   $HELP_BICYCLE_1_SHOWN == 3 
004D: jump_if_false @INTRO1_9036 
00D6: if 
0019:   32@ > 28000 
004D: jump_if_false @INTRO1_9036 
03E5: show_text_box 'HELP3B2'  // The more exercise you get the higher your ~h~stamina~w~ will become, allowing you to exert yourself for longer.
0004: $HELP_BICYCLE_1_SHOWN = 4 

:INTRO1_9036
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @INTRO1_9075 
00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @INTRO1_18170 

:INTRO1_9075
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @INTRO1_9114 
00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO1_18170 

:INTRO1_9114
00D6: if 
0118:   actor 67@ dead 
004D: jump_if_false @INTRO1_9153 
00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @INTRO1_18170 

:INTRO1_9153
0002: jump @INTRO1_7230 

:INTRO1_9160
0006: 113@ = 0 
016A: fade 0 time 500 

:INTRO1_9174
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO1_9198 
0001: wait 0 ms 
0002: jump @INTRO1_9174 

:INTRO1_9198
015F: set_camera_position 1647.208 -1085.232 24.1633 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1646.354 -1084.712 24.164 switchstyle 2 
01B4: set_player $PLAYER_CHAR can_move 0 
0A0B: set_rendering_origin_at_3D_coord 1637.642 -1063.702 22.8984 angle 152.0807 
040D: unload_wav 1 
040D: unload_wav 2 

:INTRO1_9286
00D6: if 
84EE:   not animation "MISC" loaded 
004D: jump_if_false @INTRO1_9330 
0001: wait 0 ms 
04ED: load_animation "MISC" 
016A: fade 0 time 0 
0002: jump @INTRO1_9286 

:INTRO1_9330
0006: 107@ = 2 
00D6: if 
0119:   car 51@ wrecked 
004D: jump_if_false @INTRO1_9374 
0006: 113@ = 1 
0006: 107@ = 3 
0002: jump @INTRO1_9414 

:INTRO1_9374
00D6: if or
02BF:   car 51@ sunk 
0118:   actor 50@ dead 
0118:   actor 52@ dead 
004D: jump_if_false @INTRO1_9414 
0006: 113@ = 1 
0006: 107@ = 3 

:INTRO1_9414
022B: create_forbidden_for_peds_cube_cornerA 1782.802 -1203.497 0.0 cornerB 1788.273 -1236.15 20.0 
041D: set_camera_near_clip 0.2 
0006: 86@ = 0 
0006: 75@ = 0 
0006: 109@ = 0 
0006: 46@ = 3 
0050: gosub @INTRO1_47 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_9862 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_9862 
0575: set_actor 67@ keep_position 0 
0574: set_car 78@ keep_position 0 
00D6: if 
80DB:   not actor 67@ in_car 78@ 
004D: jump_if_false @INTRO1_9561 
036A: put_actor 67@ in_car 78@ 

:INTRO1_9561
0395: clear_area 1 at 1644.47 -1072.658 22.9062 radius 4.0 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @INTRO1_9827 
00AB: put_car 78@ at 1644.47 -1072.658 22.9062 
0175: set_car 78@ Z_angle_to 170.0 
05D1: AS_actor 67@ drive_car 78@ to 1540.298 -1159.188 22.9062 speed 20.0 0 model #MTBIKE 2 
04BA: set_car 78@ speed_to 10.0 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_9820 
0395: clear_area 1 at 1637.08 -1061.001 22.9114 radius 4.0 
00AB: put_car 51@ at 1637.08 -1061.001 22.9114 
0175: set_car 51@ Z_angle_to 182.2789 
04BA: set_car 51@ speed_to 5.0 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_9779 
0687: clear_actor 52@ task 

:INTRO1_9779
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_9820 
0687: clear_actor 50@ task 
06E1: AS_actor 50@ using_car 51@ target_car 78@ with_order 29 max_speed 40.0 traffic_flag 2 

:INTRO1_9820
0002: jump @INTRO1_9857 

:INTRO1_9827
00AB: put_car 78@ at 1638.166 -1056.298 22.9062 
0175: set_car 78@ Z_angle_to 272.6299 

:INTRO1_9857
0164: disable_marker 39@ 

:INTRO1_9862
0395: clear_area 1 at 1638.712 -1050.319 22.8984 radius 4.0 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_10013 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_10013 
0575: set_actor 65@ keep_position 0 
0574: set_car 76@ keep_position 0 
00D6: if 
80DB:   not actor 65@ in_car 76@ 
004D: jump_if_false @INTRO1_9959 
036A: put_actor 65@ in_car 76@ 

:INTRO1_9959
0395: clear_area 1 at 1640.649 -1055.473 22.9062 radius 4.0 
00AB: put_car 76@ at 1640.649 -1055.473 22.9062 
0175: set_car 76@ Z_angle_to 260.0 

:INTRO1_10013
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_10140 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_10140 
0575: set_actor 66@ keep_position 0 
0574: set_car 77@ keep_position 0 
00D6: if 
80DB:   not actor 66@ in_car 77@ 
004D: jump_if_false @INTRO1_10086 
036A: put_actor 66@ in_car 77@ 

:INTRO1_10086
0395: clear_area 1 at 1644.913 -1050.538 22.8984 radius 4.0 
00AB: put_car 77@ at 1644.913 -1050.538 22.8984 
0175: set_car 77@ Z_angle_to 270.0 

:INTRO1_10140
02A3: enable_widescreen 1 
0001: wait 100 ms 
00D6: if or
00DF:   actor $PLAYER_ACTOR driving 
047A:   actor $PLAYER_ACTOR driving_bike 
004D: jump_if_false @INTRO1_10214 
00D9: 69@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00AB: put_car 69@ at 1638.712 -1050.319 22.8984 
0175: set_car 69@ Z_angle_to 252.8 
0002: jump @INTRO1_10244 

:INTRO1_10214
00A1: put_actor $PLAYER_ACTOR at 1638.712 -1050.319 22.8984 
0173: set_actor $PLAYER_ACTOR Z_angle_to 252.8 

:INTRO1_10244
0395: clear_area 1 at 1636.084 -1093.459 23.7139 radius 100.0 
00D6: if 
0039:   113@ == 1 
004D: jump_if_false @INTRO1_10293 
0002: jump @INTRO1_10494 

:INTRO1_10293
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1647.208 -1085.232 24.1633 position_to 1647.969 -1098.429 24.1724 time 4100 smooth_transition 1 
0920: point_camera 1646.354 -1084.712 24.164 transverse_to 1647.523 -1099.323 24.1731 time 4100 smooth_transition 1 
016A: fade 1 time 500 
0006: 32@ = 0 

:INTRO1_10391
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @INTRO1_10421 
0001: wait 0 ms 
0002: jump @INTRO1_10391 

:INTRO1_10421
00D6: if 
8039:   not  86@ == 1 
004D: jump_if_false @INTRO1_10457 
0001: wait 0 ms 
0050: gosub @INTRO1_20464 
0002: jump @INTRO1_10421 

:INTRO1_10457
0006: 32@ = 0 

:INTRO1_10464
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @INTRO1_10494 
0001: wait 0 ms 
0002: jump @INTRO1_10464 

:INTRO1_10494
00D6: if 
0039:   113@ == 1 
004D: jump_if_false @INTRO1_10526 
0006: 86@ = 1 
016A: fade 1 time 500 

:INTRO1_10526
0925: restore_camera_to_user_defined 
015F: set_camera_position 1646.476 -1049.43 23.0659 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1645.693 -1049.997 23.3176 switchstyle 2 

:INTRO1_10579
00D6: if 
8039:   not  86@ == 2 
004D: jump_if_false @INTRO1_10723 
0001: wait 0 ms 
0050: gosub @INTRO1_20464 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_10716 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_10716 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_10709 
0605: actor 66@ perform_animation "BMX_COMEON" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
062E: get_actor 66@ task 1541 status_store_to 53@ // ret 7 if not found 

:INTRO1_10709
0006: 109@ = 1 

:INTRO1_10716
0002: jump @INTRO1_10579 

:INTRO1_10723
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_10797 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @INTRO1_10789 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_10789 
0187: 40@ = create_marker_above_actor 66@ 
07E0: set_marker 40@ type_to 1 

:INTRO1_10789
0618: assign_actor 66@ to_AS_pack 72@ 

:INTRO1_10797
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_10842 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_10842 
0618: assign_actor 65@ to_AS_pack 111@ 
061B: remove_references_to_AS_pack 111@ 

:INTRO1_10842
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @INTRO1_11149 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_10991 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_10991 
0792: disembark_instantly_actor 67@ 
00AB: put_car 78@ at 1540.298 -1159.188 -50.3438 
0001: wait 0 ms 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_10991 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_10991 
00D6: if 
80DF:   not actor 67@ driving 
004D: jump_if_false @INTRO1_10977 
036A: put_actor 67@ in_car 78@ 

:INTRO1_10977
0575: set_actor 67@ keep_position 1 
0574: set_car 78@ keep_position 1 

:INTRO1_10991
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_11142 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_11142 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_11142 
0792: disembark_instantly_actor 50@ 
0792: disembark_instantly_actor 52@ 
00AB: put_car 51@ at 1540.298 -1171.188 -50.3438 
0001: wait 0 ms 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_11142 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_11142 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_11142 
0575: set_actor 50@ keep_position 1 
0575: set_actor 52@ keep_position 1 
0574: set_car 51@ keep_position 1 

:INTRO1_11142
0002: jump @INTRO1_11189 

:INTRO1_11149
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_11189 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_11189 
0618: assign_actor 67@ to_AS_pack 72@ 

:INTRO1_11189
061B: remove_references_to_AS_pack 72@ 
0001: wait 1000 ms 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0006: 74@ = 1 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @INTRO1_11295 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_11279 
00BC: show_text_highpriority GXT 'INTRO2K' time 1000 flag 1  // ~s~Follow ~b~Ryder~s~.
0002: jump @INTRO1_11295 

:INTRO1_11279
00BC: show_text_highpriority GXT 'INTRO2E' time 10000 flag 1  // ~s~Get on the ~b~bike~s~.

:INTRO1_11295
0006: 92@ = 2 
00D6: if 
0119:   car 37@ wrecked 
004D: jump_if_false @INTRO1_11341 
00BC: show_text_highpriority GXT 'INT2_F4' time 10000 flag 1  // ~r~Your BMX is trashed!
0002: jump @INTRO1_18170 

:INTRO1_11341
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @INTRO1_11364 
0002: jump @INTRO1_18170 

:INTRO1_11364
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @INTRO1_11420 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_11413 
0004: $127 = 1 
0002: jump @INTRO1_11420 

:INTRO1_11413
0004: $127 = 0 

:INTRO1_11420
0006: 68@ = 0 
0006: 57@ = 0 
0006: 86@ = 0 
0006: 75@ = 0 
0006: 109@ = 0 
0006: 46@ = 6 
0006: 64@ = 0 
0050: gosub @INTRO1_47 
0006: 32@ = 0 
0006: 112@ = 0 

:INTRO1_11490
00D6: if or
80FE:   not actor $PLAYER_ACTOR sphere 1 in_sphere 2493.82 -1669.91 12.8 radius 4.0 3.5 4.0 
8104:   not actor $PLAYER_ACTOR near_actor 66@ radius 60.0 60.0 20.0 sphere 0 
004D: jump_if_false @INTRO1_13589 
0001: wait 0 ms 
0050: gosub @INTRO1_18572 
0050: gosub @INTRO1_20140 
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @INTRO1_11606 
0002: jump @INTRO1_18170 

:INTRO1_11606
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @INTRO1_13040 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @INTRO1_12164 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1981.292 -1510.219 2.3844 radius 40.0 40.0 15.0 
004D: jump_if_false @INTRO1_12157 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_12157 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_12157 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_11896 
0575: set_actor 50@ keep_position 0 
0575: set_actor 52@ keep_position 0 
0574: set_car 51@ keep_position 0 
00AB: put_car 51@ at 1809.0 -1519.0 7.0 
0175: set_car 51@ Z_angle_to 270.0 
00D6: if 
80DF:   not actor 50@ driving 
004D: jump_if_false @INTRO1_11813 
036A: put_actor 50@ in_car 51@ 

:INTRO1_11813
00D6: if 
80DF:   not actor 52@ driving 
004D: jump_if_false @INTRO1_11839 
0430: put_actor 52@ into_car 51@ passenger_seat 0 

:INTRO1_11839
0687: clear_actor 52@ task 
00D6: if 
00DF:   actor 52@ driving 
004D: jump_if_false @INTRO1_11896 
0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_11896
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_12000 
00D9: 69@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_11993 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_11993 
0687: clear_actor 50@ task 
00D6: if 
00DF:   actor 50@ driving 
004D: jump_if_false @INTRO1_11993 
06E1: AS_actor 50@ using_car 51@ target_car 69@ with_order 29 max_speed 30.0 traffic_flag 2 

:INTRO1_11993
0002: jump @INTRO1_12150 

:INTRO1_12000
04C4: store_coords_to 122@ 123@ 124@ from_actor $PLAYER_ACTOR with_offset 0.0 -4.0 0.0 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_12150 
062E: get_actor 50@ task 1489 status_store_to 53@ // ret 7 if not found 
00D6: if 
04A4:   53@ == 7 // == constant 
004D: jump_if_false @INTRO1_12150 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_12150 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_12150 
00D6: if 
00DF:   actor 50@ driving 
004D: jump_if_false @INTRO1_12150 
05D1: AS_actor 50@ drive_car 51@ to 122@ 123@ 124@ speed 30.0 0 model #NULL 2 

:INTRO1_12150
0006: 68@ = 1 

:INTRO1_12157
0002: jump @INTRO1_12933 

:INTRO1_12164
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_12933 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_12874 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_12808 
00A0: store_actor $PLAYER_ACTOR position_to 125@ 126@ 127@ 
00D6: if and
81AD:   not car 51@ sphere 0 near_point 125@ 126@ radius 50.0 50.0 
82CA:   not car 51@ bounding_sphere_visible 
004D: jump_if_false @INTRO1_12361 
0687: clear_actor 50@ task 
04C4: store_coords_to 116@ 117@ 118@ from_actor $PLAYER_ACTOR with_offset 0.0 -40.0 0.0 
02C1: store_to 119@ 120@ 121@ car_path_coords_closest_to 116@ 117@ 118@ 
00AB: put_car 51@ at 119@ 120@ 121@ 
039F: set_car 51@ race_to 116@ 117@ 
04BA: set_car 51@ speed_to 20.0 
0002: jump @INTRO1_12801 

:INTRO1_12361
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_12570 
062E: get_actor 50@ task 1761 status_store_to 53@ // ret 7 if not found 
00D6: if 
04A4:   53@ == 7 // == constant 
004D: jump_if_false @INTRO1_12466 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_12466 
00D9: 69@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00D6: if 
00DF:   actor 50@ driving 
004D: jump_if_false @INTRO1_12466 
06E1: AS_actor 50@ using_car 51@ target_car 69@ with_order 29 max_speed 30.0 traffic_flag 2 

:INTRO1_12466
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_12563 
00D6: if 
00DF:   actor 52@ driving 
004D: jump_if_false @INTRO1_12563 
062E: get_actor 52@ task 1811 status_store_to 53@ // ret 7 if not found 
00D6: if 
04A4:   53@ == 7 // == constant 
004D: jump_if_false @INTRO1_12563 
0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_12563
0002: jump @INTRO1_12801 

:INTRO1_12570
04C4: store_coords_to 122@ 123@ 124@ from_actor $PLAYER_ACTOR with_offset 0.0 -4.0 0.0 
062E: get_actor 50@ task 1489 status_store_to 53@ // ret 7 if not found 
00D6: if 
04A4:   53@ == 7 // == constant 
004D: jump_if_false @INTRO1_12704 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_12704 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_12704 
00D6: if 
00DF:   actor 50@ driving 
004D: jump_if_false @INTRO1_12704 
05D1: AS_actor 50@ drive_car 51@ to 122@ 123@ 124@ speed 30.0 0 model #NULL 2 

:INTRO1_12704
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_12801 
00D6: if 
00DF:   actor 52@ driving 
004D: jump_if_false @INTRO1_12801 
062E: get_actor 52@ task 1811 status_store_to 53@ // ret 7 if not found 
00D6: if 
04A4:   53@ == 7 // == constant 
004D: jump_if_false @INTRO1_12801 
0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_12801
0002: jump @INTRO1_12867 

:INTRO1_12808
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @INTRO1_12867 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_12867 
0687: clear_actor 50@ task 
0633: AS_actor 50@ exit_car 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 
0006: 114@ = 1 

:INTRO1_12867
0002: jump @INTRO1_12933 

:INTRO1_12874
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @INTRO1_12933 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_12933 
0687: clear_actor 52@ task 
0633: AS_actor 52@ exit_car 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 
0006: 114@ = 1 

:INTRO1_12933
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_13040 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_13040 
00D6: if 
00FE:   actor 50@ sphere 0 in_sphere 2341.85 -1658.92 12.39 radius 30.0 30.0 30.0 
004D: jump_if_false @INTRO1_13040 
0687: clear_actor 50@ task 
05D2: AS_actor 50@ run_to_and_hijack_car 51@ max_search_radius 20.0 traffic_behavior 2 
0006: 57@ = 1 

:INTRO1_13040
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @INTRO1_13210 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @INTRO1_13178 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_13178 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_13178 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_13178 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 66@ radius 20.0 20.0 10.0 sphere 0 
004D: jump_if_false @INTRO1_13178 
0050: gosub @INTRO1_20464 
0006: 115@ = 1 

:INTRO1_13178
00D6: if 
0019:   86@ > 1 
004D: jump_if_false @INTRO1_13203 
0006: 112@ = 1 

:INTRO1_13203
0002: jump @INTRO1_13447 

:INTRO1_13210
00D6: if 
0039:   112@ == 1 
004D: jump_if_false @INTRO1_13284 
0006: 86@ = 0 
0006: 75@ = 0 
0006: 109@ = 0 
0006: 46@ = 5 
0006: 64@ = 0 
0050: gosub @INTRO1_47 
0006: 32@ = 0 
0006: 112@ = 2 

:INTRO1_13284
00D6: if 
0039:   112@ == 2 
004D: jump_if_false @INTRO1_13447 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @INTRO1_13422 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_13422 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_13422 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_13422 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 65@ radius 20.0 20.0 10.0 sphere 0 
004D: jump_if_false @INTRO1_13422 
0050: gosub @INTRO1_20464 
0006: 108@ = 1 

:INTRO1_13422
00D6: if 
0019:   86@ > 2 
004D: jump_if_false @INTRO1_13447 
0006: 112@ = 3 

:INTRO1_13447
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @INTRO1_13486 
00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @INTRO1_18170 

:INTRO1_13486
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @INTRO1_13525 
00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO1_18170 

:INTRO1_13525
00D6: if 
0039:   113@ == 1 
004D: jump_if_false @INTRO1_13582 
00D6: if 
0118:   actor 67@ dead 
004D: jump_if_false @INTRO1_13582 
00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @INTRO1_18170 

:INTRO1_13582
0002: jump @INTRO1_11490 

:INTRO1_13589
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 113@ = 0 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @INTRO1_13679 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_13679 
0605: actor $PLAYER_ACTOR perform_animation "BMX_CELEBRATE" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_13679
0001: wait 1000 ms 
016A: fade 0 time 1500 

:INTRO1_13691
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO1_13715 
0001: wait 0 ms 
0002: jump @INTRO1_13691 

:INTRO1_13715
040D: unload_wav 1 
040D: unload_wav 2 
0110: clear_player $PLAYER_CHAR wanted_level 
07C0: load_path 205 
07C0: load_path 206 
04ED: load_animation "MISC" 
04ED: load_animation "GANGS" 
038B: load_requested_models 

:INTRO1_13757
00D6: if or
87C1:   not path 205 available 
87C1:   not path 206 available 
84EE:   not animation "MISC" loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @INTRO1_13806 
0001: wait 0 ms 
0002: jump @INTRO1_13757 

:INTRO1_13806
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
0006: 86@ = 0 
0006: 75@ = 0 
0006: 109@ = 0 
0006: 46@ = 2 
0050: gosub @INTRO1_47 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @INTRO1_14035 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_14005 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_13954 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2487.309 -1668.372 12.3438 
0173: set_actor $PLAYER_ACTOR Z_angle_to 80.0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0006: 113@ = 1 
0002: jump @INTRO1_13998 

:INTRO1_13954
00A1: put_actor $PLAYER_ACTOR at 2487.309 -1668.372 12.3438 
0173: set_actor $PLAYER_ACTOR Z_angle_to 80.0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0006: 113@ = 1 

:INTRO1_13998
0002: jump @INTRO1_14035 

:INTRO1_14005
00AB: put_car 37@ at 2487.309 -1668.372 12.3438 
0175: set_car 37@ Z_angle_to 80.0 

:INTRO1_14035
0395: clear_area 1 at 2487.309 -1668.372 12.3438 radius 50.0 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_14164 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_14164 
0792: disembark_instantly_actor 65@ 
0575: set_actor 65@ keep_position 0 
0574: set_car 76@ keep_position 0 
00D6: if 
80DF:   not actor 65@ driving 
004D: jump_if_false @INTRO1_14134 
036A: put_actor 65@ in_car 76@ 

:INTRO1_14134
00AB: put_car 76@ at 2487.172 -1666.301 12.3438 
0175: set_car 76@ Z_angle_to 124.2698 

:INTRO1_14164
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_14239 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_14239 
0792: disembark_instantly_actor 66@ 
0575: set_actor 66@ keep_position 0 
0574: set_car 77@ keep_position 0 
00D6: if 
80DF:   not actor 66@ driving 
004D: jump_if_false @INTRO1_14239 
036A: put_actor 66@ in_car 77@ 

:INTRO1_14239
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_14334 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_14334 
0792: disembark_instantly_actor 67@ 
0575: set_actor 67@ keep_position 0 
0574: set_car 78@ keep_position 0 
00D6: if 
80DF:   not actor 67@ driving 
004D: jump_if_false @INTRO1_14314 
036A: put_actor 67@ in_car 78@ 

:INTRO1_14314
00AB: put_car 78@ at 2371.5 -1654.895 12.3826 

:INTRO1_14334
009B: destroy_actor 50@ 
009B: destroy_actor 52@ 
00A6: destroy_car 51@ 
015F: set_camera_position 2409.037 -1672.324 18.3556 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2409.954 -1671.944 18.2334 switchstyle 2 
03CB: set_rendering_origin_at 2480.689 -1670.006 13.0061 
015F: set_camera_position 2479.827 -1670.506 12.9206 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2480.689 -1670.006 13.0061 switchstyle 2 
0001: wait 1000 ms 
016A: fade 1 time 1000 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_14530 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_14530 
05EB: assign_car 77@ to_path 206 
06FD: set_car 77@ speed_on_path_to 1.0 

:INTRO1_14530
0006: 109@ = 0 

:INTRO1_14537
00D6: if 
8039:   not  86@ == 1 
004D: jump_if_false @INTRO1_14842 
0001: wait 0 ms 
0050: gosub @INTRO1_20464 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_14835 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_14835 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_14828 
0647: AS_actor 66@ clear_look_task 
05BF: AS_actor 66@ look_at_actor $PLAYER_ACTOR 30000 ms 
0967: actor 66@ move_mouth 20000 ms 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 66@ 30000 ms 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_14717 
0605: actor 65@ perform_animation "BMX_IDLELOOP_02" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_14717
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @INTRO1_14778 
0605: actor $PLAYER_ACTOR perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_14778
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_14828 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_14828 
05EB: assign_car 78@ to_path 205 
06FD: set_car 78@ speed_on_path_to 0.8 

:INTRO1_14828
0006: 109@ = 1 

:INTRO1_14835
0002: jump @INTRO1_14537 

:INTRO1_14842
0006: 33@ = 0 

:INTRO1_14849
00D6: if 
001B:   200 > 33@ 
004D: jump_if_false @INTRO1_14879 
0001: wait 0 ms 
0002: jump @INTRO1_14849 

:INTRO1_14879
0707: start_scene_skip_to @INTRO1_17756 
0006: 109@ = 0 

:INTRO1_14893
00D6: if 
8039:   not  86@ == 2 
004D: jump_if_false @INTRO1_15191 
0001: wait 0 ms 
0050: gosub @INTRO1_20464 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_15184 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_15184 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_15177 
0647: AS_actor 67@ clear_look_task 
05BF: AS_actor 67@ look_at_actor $PLAYER_ACTOR 30000 ms 
0967: actor 67@ move_mouth 20000 ms 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 67@ 30000 ms 
0605: actor 67@ perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @INTRO1_15118 
0605: actor $PLAYER_ACTOR perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_15118
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_15177 
0605: actor 65@ perform_animation "BMX_IDLELOOP_02" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_15177
0006: 109@ = 1 

:INTRO1_15184
0002: jump @INTRO1_14893 

:INTRO1_15191
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_15212 
0968: actor 67@ stop_mouth 

:INTRO1_15212
015F: set_camera_position 2488.323 -1669.926 13.3261 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2487.485 -1669.385 13.2679 switchstyle 2 
0006: 109@ = 0 

:INTRO1_15270
00D6: if 
8039:   not  86@ == 3 
004D: jump_if_false @INTRO1_15535 
0001: wait 0 ms 
0050: gosub @INTRO1_20464 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_15528 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_15528 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_15521 
0647: AS_actor 65@ clear_look_task 
05BF: AS_actor 65@ look_at_actor $PLAYER_ACTOR 15000 ms 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_15399 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 67@ 30000 ms 

:INTRO1_15399
0967: actor $PLAYER_ACTOR move_mouth 20000 ms 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @INTRO1_15478 
0605: actor $PLAYER_ACTOR perform_animation "BMX_TALKRIGHT_LOOP" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @INTRO1_15521 

:INTRO1_15478
0605: actor $PLAYER_ACTOR perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_15521
0006: 109@ = 1 

:INTRO1_15528
0002: jump @INTRO1_15270 

:INTRO1_15535
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 109@ = 0 

:INTRO1_15547
00D6: if 
8039:   not  86@ == 4 
004D: jump_if_false @INTRO1_15634 
0001: wait 0 ms 
0050: gosub @INTRO1_20464 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_15627 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_15627 
0006: 109@ = 1 
0967: actor $PLAYER_ACTOR move_mouth 20000 ms 

:INTRO1_15627
0002: jump @INTRO1_15547 

:INTRO1_15634
015F: set_camera_position 2482.804 -1666.785 13.785 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2483.778 -1666.774 13.5566 switchstyle 2 
0687: clear_actor $PLAYER_ACTOR task 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @INTRO1_15751 
0605: actor $PLAYER_ACTOR perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_15751
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 109@ = 0 

:INTRO1_15763
00D6: if 
8039:   not  86@ == 5 
004D: jump_if_false @INTRO1_15898 
0001: wait 0 ms 
0050: gosub @INTRO1_20464 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_15891 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_15891 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_15884 
0967: actor 67@ move_mouth 20000 ms 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_15884 
0647: AS_actor 65@ clear_look_task 
05BF: AS_actor 65@ look_at_actor 67@ 15000 ms 

:INTRO1_15884
0006: 109@ = 1 

:INTRO1_15891
0002: jump @INTRO1_15763 

:INTRO1_15898
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_15919 
0968: actor 67@ stop_mouth 

:INTRO1_15919
0006: 109@ = 0 

:INTRO1_15926
00D6: if 
8039:   not  86@ == 6 
004D: jump_if_false @INTRO1_16121 
0001: wait 0 ms 
0050: gosub @INTRO1_20464 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_16114 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_16114 
0006: 109@ = 1 
0967: actor $PLAYER_ACTOR move_mouth 20000 ms 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @INTRO1_16077 
0605: actor $PLAYER_ACTOR perform_animation "BMX_TALKRIGHT_LOOP" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @INTRO1_16114 

:INTRO1_16077
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 6000 

:INTRO1_16114
0002: jump @INTRO1_15926 

:INTRO1_16121
0968: actor $PLAYER_ACTOR stop_mouth 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @INTRO1_16194 
0605: actor $PLAYER_ACTOR perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @INTRO1_16199 

:INTRO1_16194
0687: clear_actor $PLAYER_ACTOR task 

:INTRO1_16199
015F: set_camera_position 2482.911 -1662.575 14.0425 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2483.366 -1663.456 13.914 switchstyle 2 
0006: 109@ = 0 

:INTRO1_16257
00D6: if 
8039:   not  86@ == 7 
004D: jump_if_false @INTRO1_16392 
0001: wait 0 ms 
0050: gosub @INTRO1_20464 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_16385 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_16385 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_16378 
0967: actor 67@ move_mouth 20000 ms 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_16378 
0647: AS_actor 65@ clear_look_task 
05BF: AS_actor 65@ look_at_actor 67@ 15000 ms 

:INTRO1_16378
0006: 109@ = 1 

:INTRO1_16385
0002: jump @INTRO1_16257 

:INTRO1_16392
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_16413 
0968: actor 67@ stop_mouth 

:INTRO1_16413
0006: 109@ = 0 

:INTRO1_16420
00D6: if 
8039:   not  86@ == 8 
004D: jump_if_false @INTRO1_16625 
0001: wait 0 ms 
0050: gosub @INTRO1_20464 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_16618 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_16618 
0006: 109@ = 1 
0687: clear_actor $PLAYER_ACTOR task 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 20000 ms 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @INTRO1_16581 
0605: actor $PLAYER_ACTOR perform_animation "BMX_TALKRIGHT_LOOP" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @INTRO1_16618 

:INTRO1_16581
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 6000 

:INTRO1_16618
0002: jump @INTRO1_16420 

:INTRO1_16625
0968: actor $PLAYER_ACTOR stop_mouth 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @INTRO1_16698 
0605: actor $PLAYER_ACTOR perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @INTRO1_16703 

:INTRO1_16698
0687: clear_actor $PLAYER_ACTOR task 

:INTRO1_16703
015F: set_camera_position 2490.0 -1667.537 13.7938 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2489.044 -1667.497 13.5038 switchstyle 2 
0006: 109@ = 0 

:INTRO1_16761
00D6: if 
8039:   not  86@ == 9 
004D: jump_if_false @INTRO1_16941 
0001: wait 0 ms 
0050: gosub @INTRO1_20464 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_16934 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_16934 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_16927 
0647: AS_actor 65@ clear_look_task 
05BF: AS_actor 65@ look_at_actor $PLAYER_ACTOR 15000 ms 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 65@ 15000 ms 
0967: actor 65@ move_mouth 20000 ms 
0605: actor 65@ perform_animation "BMX_TALKLEFT_LOOP" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_16927
0006: 109@ = 1 

:INTRO1_16934
0002: jump @INTRO1_16761 

:INTRO1_16941
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_17000 
0605: actor 65@ perform_animation "BMX_IDLELOOP_02" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_17000
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_17021 
0968: actor 65@ stop_mouth 

:INTRO1_17021
0006: 33@ = 0 

:INTRO1_17028
00D6: if 
001B:   1500 > 33@ 
004D: jump_if_false @INTRO1_17058 
0001: wait 0 ms 
0002: jump @INTRO1_17028 

:INTRO1_17058
015F: set_camera_position 2474.306 -1668.478 13.4599 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2475.302 -1668.458 13.5477 switchstyle 2 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_17135 
0175: set_car 76@ Z_angle_to 0.0 

:INTRO1_17135
0006: 109@ = 0 

:INTRO1_17142
00D6: if 
8039:   not  86@ == 10 
004D: jump_if_false @INTRO1_17277 
0001: wait 0 ms 
0050: gosub @INTRO1_20464 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_17270 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_17270 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_17263 
0647: AS_actor 66@ clear_look_task 
05BF: AS_actor 66@ look_at_actor $PLAYER_ACTOR 15000 ms 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 66@ 15000 ms 
0967: actor 66@ move_mouth 20000 ms 

:INTRO1_17263
0006: 109@ = 1 

:INTRO1_17270
0002: jump @INTRO1_17142 

:INTRO1_17277
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_17298 
0968: actor 66@ stop_mouth 

:INTRO1_17298
0006: 33@ = 0 
0006: 109@ = 0 

:INTRO1_17312
00D6: if 
8039:   not  86@ == 11 
004D: jump_if_false @INTRO1_17610 
0001: wait 0 ms 
0050: gosub @INTRO1_20464 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_17440 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_17440 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_17440 
0647: AS_actor 66@ clear_look_task 
05BF: AS_actor 66@ look_at_actor $PLAYER_ACTOR 12500 ms 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 66@ 12500 ms 
0967: actor 66@ move_mouth 20000 ms 
0006: 109@ = 1 

:INTRO1_17440
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @INTRO1_17603 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_17531 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_17531 
0687: clear_actor 65@ task 
05D1: AS_actor 65@ drive_car 76@ to 2501.244 -1657.769 12.3949 speed 4.0 1 model #MTBIKE 2 

:INTRO1_17531
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_17603 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_17603 
0687: clear_actor 67@ task 
05D1: AS_actor 67@ drive_car 78@ to 2497.169 -1680.446 12.3614 speed 6.0 1 model #MTBIKE 2 

:INTRO1_17603
0002: jump @INTRO1_17312 

:INTRO1_17610
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_17631 
0968: actor 66@ stop_mouth 

:INTRO1_17631
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_17719 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_17719 
00D6: if 
00DF:   actor 66@ driving 
004D: jump_if_false @INTRO1_17719 
0647: AS_actor 66@ clear_look_task 
05D1: AS_actor 66@ drive_car 77@ to 2466.27 -1690.28 12.51 speed 2.0 1 model #MTBIKE 2 

:INTRO1_17719
0006: 33@ = 0 

:INTRO1_17726
00D6: if 
001B:   3000 > 33@ 
004D: jump_if_false @INTRO1_17756 
0001: wait 0 ms 
0002: jump @INTRO1_17726 

:INTRO1_17756
0701: end_scene_skip 
0925: restore_camera_to_user_defined 
040D: unload_wav 1 
040D: unload_wav 2 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
07FB: set_interior 'CARLS' access 1  // The Johnson House
0707: start_scene_skip_to @INTRO1_18131 
00BE: text_clear_all 
015F: set_camera_position 2499.306 -1678.921 13.0313 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2499.044 -1679.852 13.2865 switchstyle 2 
00A6: destroy_car 76@ 
00A6: destroy_car 77@ 
00A6: destroy_car 78@ 
009B: destroy_actor 65@ 
009B: destroy_actor 66@ 
009B: destroy_actor 67@ 
03E5: show_text_box 'SAVE_G'  // You can save your progress by entering CJ's house.
0006: 33@ = 0 

:INTRO1_17896
00D6: if 
001B:   6000 > 33@ 
004D: jump_if_false @INTRO1_17926 
0001: wait 0 ms 
0002: jump @INTRO1_17896 

:INTRO1_17926
015F: set_camera_position 2504.28 -1682.857 15.1427 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2504.306 -1683.851 15.0385 switchstyle 2 
03E5: show_text_box 'SAVE_G2'  // You can save a vehicle by parking it in the garage.
0006: 33@ = 0 

:INTRO1_17995
00D6: if 
001B:   6000 > 33@ 
004D: jump_if_false @INTRO1_18025 
0001: wait 0 ms 
0002: jump @INTRO1_17995 

:INTRO1_18025
015F: set_camera_position 2494.863 -1683.051 13.0207 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2494.939 -1684.037 13.1717 switchstyle 2 
03E5: show_text_box 'SAVE_G3'  // Walk into the marker to enter Carl's house.
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 33@ = 0 

:INTRO1_18101
00D6: if 
001B:   6000 > 33@ 
004D: jump_if_false @INTRO1_18131 
0001: wait 0 ms 
0002: jump @INTRO1_18101 

:INTRO1_18131
0701: end_scene_skip 
0687: clear_actor $PLAYER_ACTOR task 
0173: set_actor $PLAYER_ACTOR Z_angle_to 82.97 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0002: jump @INTRO1_18188 

:INTRO1_18170
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:INTRO1_18188
0008: $INTRO_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'INTRO_1'  // Big Smoke
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 33 
0459: end_thread_named 'INT' 
0164: disable_marker $1717 
0570: $1717 = create_asset_radar_marker_with_icon 35 at $SAVE_PICKUPS_X[0] $SAVE_PICKUPS_Y[0] $SAVE_PICKUPS_Z[0] 
018B: set_marker $1717 radar_mode 2 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
0164: disable_marker $439 
07FB: set_interior 'CARLS' access 1  // The Johnson House
0051: return 

:INTRO1_18300
0004: $ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0249: release_model #GLENDALE 
0249: release_model #MTBIKE
0249: release_model #BALLAS1 
0249: release_model #MICRO_UZI 
0249: release_model #SADLSHIT 
0733: random_car_generator_enable_model #SADLSHIT 
0249: release_model #COLT45 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 51@ 
01C3: remove_references_to_car 41@ 
01C3: remove_references_to_car 76@ 
01C3: remove_references_to_car 77@ 
01C3: remove_references_to_car 78@ 
0873: release_path 201 
0873: release_path 205 
0873: release_path 206 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
022A: remove_forbidden_for_peds_cube_cornerA 1782.802 -1203.497 0.0 cornerB 1788.273 -1236.15 20.0 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_18488 
05EC: release_car 51@ from_path 
0002: jump @INTRO1_18493 

:INTRO1_18488
05EC: release_car 51@ from_path 

:INTRO1_18493
09D2: set_cops_chase_criminals 1 
00A6: destroy_car 76@ 
00A6: destroy_car 77@ 
00A6: destroy_car 78@ 
034F: destroy_actor_with_fade 65@ 
034F: destroy_actor_with_fade 66@ 
034F: destroy_actor_with_fade 67@ 
01EB: set_traffic_density_multiplier_to 4.0 
03DE: set_pedestrians_density_multiplier_to 4.0 
0296: unload_special_actor 1 
0296: unload_special_actor 10 
0296: unload_special_actor 3 
0164: disable_marker 39@ 
0164: disable_marker 40@ 
0164: disable_marker 43@ 
00D8: mission_cleanup 
0051: return 

:INTRO1_18572
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @INTRO1_19627 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_19524 
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @INTRO1_18865 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_18865 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 67@ radius 60.0 60.0 20.0 sphere 0 
004D: jump_if_false @INTRO1_18732 
00BC: show_text_highpriority GXT 'INTRO2G' time 6000 flag 1  // ~s~You're too far away. Stay with ~b~Sweet~s~.
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @INTRO1_18718 
0006: 115@ = 0 

:INTRO1_18718
0004: $127 = 0 
0002: jump @INTRO1_18865 

:INTRO1_18732
00D6: if 
0039:   115@ == 0 
004D: jump_if_false @INTRO1_18847 
00D6: if 
0039:   46@ == 4 
004D: jump_if_false @INTRO1_18847 
00D6: if 
0019:   86@ > 5 
004D: jump_if_false @INTRO1_18847 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_18847 
00D6: if 
00F2:   actor 67@ near_actor $PLAYER_ACTOR radius 20.0 20.0 0 
004D: jump_if_false @INTRO1_18847 
0006: 115@ = 1 
0050: gosub @INTRO1_20695 

:INTRO1_18847
03D5: remove_text 'INTRO2G'  // ~s~You're too far away. Stay with ~b~Sweet~s~.
0004: $127 = 1 

:INTRO1_18865
00D6: if 
0039:   92@ == 2 
004D: jump_if_false @INTRO1_19297 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_19105 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 66@ radius 60.0 60.0 20.0 sphere 0 
004D: jump_if_false @INTRO1_18990 
00BC: show_text_highpriority GXT 'INTRO2J' time 6000 flag 1  // ~s~You're too far away. Stay with ~b~Ryder~s~.
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @INTRO1_18976 
0006: 115@ = 0 

:INTRO1_18976
0004: $127 = 0 
0002: jump @INTRO1_19105 

:INTRO1_18990
00D6: if 
0039:   115@ == 0 
004D: jump_if_false @INTRO1_19087 
00D6: if 
0019:   86@ > 1 
004D: jump_if_false @INTRO1_19087 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_19087 
00D6: if 
00F2:   actor 66@ near_actor $PLAYER_ACTOR radius 20.0 20.0 0 
004D: jump_if_false @INTRO1_19087 
0006: 115@ = 1 
0050: gosub @INTRO1_20695 

:INTRO1_19087
03D5: remove_text 'INTRO2J'  // ~s~You're too far away. Stay with ~b~Ryder~s~.
0004: $127 = 1 

:INTRO1_19105
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_19297 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 65@ radius 60.0 60.0 20.0 sphere 0 
004D: jump_if_false @INTRO1_19189 
00D6: if 
0039:   108@ == 1 
004D: jump_if_false @INTRO1_19182 
0006: 108@ = 0 

:INTRO1_19182
0002: jump @INTRO1_19297 

:INTRO1_19189
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @INTRO1_19286 
00D6: if 
0019:   86@ > 2 
004D: jump_if_false @INTRO1_19286 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_19286 
00D6: if 
00F2:   actor 65@ near_actor $PLAYER_ACTOR radius 20.0 20.0 0 
004D: jump_if_false @INTRO1_19286 
0006: 108@ = 1 
0050: gosub @INTRO1_21390 

:INTRO1_19286
03D5: remove_text 'INTRO2J'  // ~s~You're too far away. Stay with ~b~Ryder~s~.

:INTRO1_19297
00D6: if 
0039:   54@ == 0 
004D: jump_if_false @INTRO1_19517 
0164: disable_marker 43@ 
0004: $127 = 1 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @INTRO1_19402 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_19381 
0164: disable_marker 39@ 
0187: 39@ = create_marker_above_actor 67@ 
07E0: set_marker 39@ type_to 1 

:INTRO1_19381
01EB: set_traffic_density_multiplier_to 5.0 
03DE: set_pedestrians_density_multiplier_to 5.0 
0006: 92@ = 1 

:INTRO1_19402
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @INTRO1_19456 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_19456 
0164: disable_marker 39@ 
0187: 39@ = create_marker_above_actor 67@ 
07E0: set_marker 39@ type_to 1 

:INTRO1_19456
00D6: if 
0039:   92@ == 2 
004D: jump_if_false @INTRO1_19510 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_19510 
0164: disable_marker 40@ 
0187: 40@ = create_marker_above_actor 66@ 
07E0: set_marker 40@ type_to 1 

:INTRO1_19510
0006: 54@ = 1 

:INTRO1_19517
0002: jump @INTRO1_19620 

:INTRO1_19524
00D6: if 
0039:   54@ == 1 
004D: jump_if_false @INTRO1_19620 
0164: disable_marker 43@ 
0164: disable_marker 40@ 
0164: disable_marker 39@ 
0186: 43@ = create_marker_above_car 37@ 
07E0: set_marker 43@ type_to 1 
00D6: if 
8039:   not  92@ == 0 
004D: jump_if_false @INTRO1_19606 
00BC: show_text_highpriority GXT 'INTRO2E' time 10000 flag 1  // ~s~Get on the ~b~bike~s~.

:INTRO1_19606
0004: $127 = 0 
0006: 54@ = 0 

:INTRO1_19620
0002: jump @INTRO1_19650 

:INTRO1_19627
00BC: show_text_highpriority GXT 'INT2_F4' time 10000 flag 1  // ~r~Your BMX is trashed!
0006: 45@ = 1 

:INTRO1_19650
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @INTRO1_19696 
00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1  // ~r~Smoke is dead!
0006: 45@ = 1 
0002: jump @INTRO1_19792 

:INTRO1_19696
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @INTRO1_19792 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_19792 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_19792 
00D6: if 
00DB:   actor 65@ in_car 76@ 
004D: jump_if_false @INTRO1_19792 
0687: clear_actor 65@ task 
0618: assign_actor 65@ to_AS_pack 82@ 
04E0: car 76@ abandon_path_radius 10 
0006: 83@ = 1 

:INTRO1_19792
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @INTRO1_19838 
00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1  // ~r~Ryder is dead!
0006: 45@ = 1 
0002: jump @INTRO1_19934 

:INTRO1_19838
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @INTRO1_19934 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_19934 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_19934 
00D6: if 
00DB:   actor 66@ in_car 77@ 
004D: jump_if_false @INTRO1_19934 
0687: clear_actor 66@ task 
0618: assign_actor 66@ to_AS_pack 82@ 
04E0: car 77@ abandon_path_radius 10 
0006: 85@ = 1 

:INTRO1_19934
00D6: if 
8039:   not  92@ == 2 
004D: jump_if_false @INTRO1_20094 
00D6: if 
0118:   actor 67@ dead 
004D: jump_if_false @INTRO1_19998 
00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1  // ~r~Sweet is dead!
0006: 45@ = 1 
0002: jump @INTRO1_20094 

:INTRO1_19998
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @INTRO1_20094 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_20094 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_20094 
00D6: if 
00DB:   actor 67@ in_car 78@ 
004D: jump_if_false @INTRO1_20094 
0687: clear_actor 67@ task 
0618: assign_actor 67@ to_AS_pack 82@ 
04E0: car 78@ abandon_path_radius 10 
0006: 84@ = 1 

:INTRO1_20094
00D6: if and
0039:   83@ == 1 
0039:   84@ == 1 
0039:   85@ == 1 
004D: jump_if_false @INTRO1_20138 
061B: remove_references_to_AS_pack 82@ 
0006: 83@ = 2 

:INTRO1_20138
0051: return 

:INTRO1_20140
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @INTRO1_20462 
00D6: if 
8118:   not actor 65@(48@,3i) dead 
004D: jump_if_false @INTRO1_20422 
00D6: if 
8119:   not car 76@(48@,3i) wrecked 
004D: jump_if_false @INTRO1_20385 
00D6: if 
00DB:   actor 65@(48@,3i) in_car 76@(48@,3i) 
004D: jump_if_false @INTRO1_20378 
00D6: if 
00F2:   actor 65@(48@,3i) near_actor $PLAYER_ACTOR radius 130.0 130.0 0 
004D: jump_if_false @INTRO1_20323 
00D6: if 
0039:   58@(48@,3i) == 0 
004D: jump_if_false @INTRO1_20316 
0575: set_actor 65@(48@,3i) keep_position 0 
0574: set_car 76@(48@,3i) keep_position 0 
0006: 58@(48@,3i) = 1 

:INTRO1_20316
0002: jump @INTRO1_20378 

:INTRO1_20323
00D6: if 
0039:   58@(48@,3i) == 1 
004D: jump_if_false @INTRO1_20378 
0575: set_actor 65@(48@,3i) keep_position 1 
0574: set_car 76@(48@,3i) keep_position 1 
0006: 58@(48@,3i) = 0 

:INTRO1_20378
0002: jump @INTRO1_20422 

:INTRO1_20385
0687: clear_actor 65@(48@,3i) task 
0603: AS_actor 65@(48@,3i) goto_point_any_means 2493.82 -1669.91 12.8 mode 7 use_car -1 

:INTRO1_20422
000A: 48@ += 1 
00D6: if 
002D:   48@ >= 107@ // (int) 
004D: jump_if_false @INTRO1_20455 
0006: 48@ = 0 

:INTRO1_20455
0006: 33@ = 0 

:INTRO1_20462
0051: return 

:INTRO1_20464
00D6: if or
0039:   75@ == 0 
0039:   75@ == 1 
004D: jump_if_false @INTRO1_20534 
00D6: if 
002D:   63@ >= 86@ // (int) 
004D: jump_if_false @INTRO1_20534 
00D6: if 
0019:   32@ > 200 
004D: jump_if_false @INTRO1_20534 
0050: gosub @INTRO1_20599 

:INTRO1_20534
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_20597 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @INTRO1_20597 
0006: 75@ = 0 
000A: 86@ += 1 
0006: 109@ = 0 
00BE: text_clear_all 
0006: 32@ = 0 

:INTRO1_20597
0051: return 

:INTRO1_20599
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @INTRO1_20635 
03CF: load_wav 93@(86@,14i) as 1 
0006: 75@ = 1 

:INTRO1_20635
00D6: if 
0039:   75@ == 1 
004D: jump_if_false @INTRO1_20693 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @INTRO1_20693 
00BC: show_text_highpriority GXT $6475(86@,14s) time 4000 flag 1 
03D1: play_wav 1 
0006: 75@ = 2 

:INTRO1_20693
0051: return 

:INTRO1_20695
040D: unload_wav 2 
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @INTRO1_20835 
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @INTRO1_20835 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO1_20760 
03CF: load_wav 20040 as 2 

:INTRO1_20760
00D6: if 
0039:   64@ == 1 
004D: jump_if_false @INTRO1_20785 
03CF: load_wav 20041 as 2 

:INTRO1_20785
00D6: if 
0039:   64@ == 2 
004D: jump_if_false @INTRO1_20810 
03CF: load_wav 20042 as 2 

:INTRO1_20810
00D6: if 
0039:   64@ == 3 
004D: jump_if_false @INTRO1_20835 
03CF: load_wav 20032 as 2 

:INTRO1_20835
00D6: if 
0039:   92@ == 2 
004D: jump_if_false @INTRO1_20971 
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @INTRO1_20971 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO1_20896 
03CF: load_wav 20047 as 2 

:INTRO1_20896
00D6: if 
0039:   64@ == 1 
004D: jump_if_false @INTRO1_20921 
03CF: load_wav 20046 as 2 

:INTRO1_20921
00D6: if 
0039:   64@ == 2 
004D: jump_if_false @INTRO1_20946 
03CF: load_wav 20048 as 2 

:INTRO1_20946
00D6: if 
0039:   64@ == 3 
004D: jump_if_false @INTRO1_20971 
03CF: load_wav 20056 as 2 

:INTRO1_20971
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 
0050: gosub @INTRO1_21777 
03D1: play_wav 2 
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @INTRO1_21170 
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @INTRO1_21170 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO1_21068 
00BC: show_text_highpriority GXT 'INT1_EA' time 3000 flag 1  // ~z~Move it, CJ, move it!

:INTRO1_21068
00D6: if 
0039:   64@ == 1 
004D: jump_if_false @INTRO1_21102 
00BC: show_text_highpriority GXT 'INT1_EB' time 3000 flag 1  // ~z~Keep up, CJ!

:INTRO1_21102
00D6: if 
0039:   64@ == 2 
004D: jump_if_false @INTRO1_21136 
00BC: show_text_highpriority GXT 'INT1_EC' time 3000 flag 1  // ~z~C'mon, CJ. Pedal like a motherfucker!

:INTRO1_21136
00D6: if 
0039:   64@ == 3 
004D: jump_if_false @INTRO1_21170 
00BC: show_text_highpriority GXT 'INT1_BD' time 3000 flag 1  // ~z~How'd it get so bad?

:INTRO1_21170
00D6: if 
0039:   92@ == 2 
004D: jump_if_false @INTRO1_21342 
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @INTRO1_21342 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO1_21240 
00BC: show_text_highpriority GXT 'INT1_EH' time 3000 flag 1  // ~z~Move it, CJ - you're embarrassing us, nigga!

:INTRO1_21240
00D6: if 
0039:   64@ == 1 
004D: jump_if_false @INTRO1_21274 
00BC: show_text_highpriority GXT 'INT1_EG' time 3000 flag 1  // ~z~What's the matter, fool? You tired?

:INTRO1_21274
00D6: if 
0039:   64@ == 2 
004D: jump_if_false @INTRO1_21308 
00BC: show_text_highpriority GXT 'INT1_EI' time 3000 flag 1  // ~z~Keep up, motherfucker!

:INTRO1_21308
00D6: if 
0039:   64@ == 3 
004D: jump_if_false @INTRO1_21342 
00BC: show_text_highpriority GXT 'INT1_FG' time 3000 flag 1  // ~z~Typical, CJ! Leaving the homies behind, huh?

:INTRO1_21342
0050: gosub @INTRO1_22192 
000A: 64@ += 1 
00D6: if 
0019:   64@ > 3 
004D: jump_if_false @INTRO1_21381 
0006: 64@ = 0 

:INTRO1_21381
0006: 32@ = 0 
0051: return 

:INTRO1_21390
040D: unload_wav 2 
00D6: if 
0039:   92@ == 2 
004D: jump_if_false @INTRO1_21530 
00D6: if 
0039:   108@ == 1 
004D: jump_if_false @INTRO1_21530 
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @INTRO1_21455 
03CF: load_wav 20049 as 2 

:INTRO1_21455
00D6: if 
0039:   87@ == 1 
004D: jump_if_false @INTRO1_21480 
03CF: load_wav 20043 as 2 

:INTRO1_21480
00D6: if 
0039:   87@ == 2 
004D: jump_if_false @INTRO1_21505 
03CF: load_wav 20044 as 2 

:INTRO1_21505
00D6: if 
0039:   87@ == 3 
004D: jump_if_false @INTRO1_21530 
03CF: load_wav 20045 as 2 

:INTRO1_21530
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 
0050: gosub @INTRO1_21777 
03D1: play_wav 2 
00D6: if 
0039:   92@ == 2 
004D: jump_if_false @INTRO1_21729 
00D6: if 
0039:   108@ == 1 
004D: jump_if_false @INTRO1_21729 
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @INTRO1_21627 
00BC: show_text_highpriority GXT 'INT1_EJ' time 3000 flag 1  // ~z~What's matter, CJ? Can't keep up with the fat man?

:INTRO1_21627
00D6: if 
0039:   87@ == 1 
004D: jump_if_false @INTRO1_21661 
00BC: show_text_highpriority GXT 'INT1_ED' time 3000 flag 1  // ~z~C'mon man, you gotta keep up!

:INTRO1_21661
00D6: if 
0039:   87@ == 2 
004D: jump_if_false @INTRO1_21695 
00BC: show_text_highpriority GXT 'INT1_EE' time 3000 flag 1  // ~z~Keep up, CJ!

:INTRO1_21695
00D6: if 
0039:   87@ == 3 
004D: jump_if_false @INTRO1_21729 
00BC: show_text_highpriority GXT 'INT1_EF' time 3000 flag 1  // ~z~Don't lose us, CJ!

:INTRO1_21729
0050: gosub @INTRO1_22192 
000A: 87@ += 1 
00D6: if 
0019:   87@ > 3 
004D: jump_if_false @INTRO1_21768 
0006: 87@ = 0 

:INTRO1_21768
0006: 32@ = 0 
0051: return 

:INTRO1_21777
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @INTRO1_22190 
0001: wait 0 ms 
00D6: if 
0119:   car 37@ wrecked 
004D: jump_if_false @INTRO1_21812 

:INTRO1_21812
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @INTRO1_21853 
00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1  // ~r~Smoke is dead!
0006: 45@ = 1 
0051: return 

:INTRO1_21853
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @INTRO1_21894 
00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1  // ~r~Ryder is dead!
0006: 45@ = 1 
0051: return 

:INTRO1_21894
00D6: if 
8039:   not  92@ == 2 
004D: jump_if_false @INTRO1_21953 
00D6: if 
0118:   actor 67@ dead 
004D: jump_if_false @INTRO1_21953 
00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1  // ~r~Sweet is dead!
0006: 45@ = 1 
0051: return 

:INTRO1_21953
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @INTRO1_22074 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_22074 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
00FE:   actor 67@ sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
004D: jump_if_false @INTRO1_22074 
0051: return 

:INTRO1_22074
00D6: if 
0039:   92@ == 2 
004D: jump_if_false @INTRO1_22183 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_22183 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2493.82 -1669.91 12.8 radius 4.0 3.5 4.0 
0104:   actor $PLAYER_ACTOR near_actor 66@ radius 60.0 60.0 20.0 sphere 0 
004D: jump_if_false @INTRO1_22183 
0051: return 

:INTRO1_22183
0002: jump @INTRO1_21777 

:INTRO1_22190
0051: return 

:INTRO1_22192
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @INTRO1_22605 
0001: wait 0 ms 
00D6: if 
0119:   car 37@ wrecked 
004D: jump_if_false @INTRO1_22227 

:INTRO1_22227
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @INTRO1_22268 
00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1  // ~r~Smoke is dead!
0006: 45@ = 1 
0051: return 

:INTRO1_22268
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @INTRO1_22309 
00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1  // ~r~Ryder is dead!
0006: 45@ = 1 
0051: return 

:INTRO1_22309
00D6: if 
8039:   not  92@ == 2 
004D: jump_if_false @INTRO1_22368 
00D6: if 
0118:   actor 67@ dead 
004D: jump_if_false @INTRO1_22368 
00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1  // ~r~Sweet is dead!
0006: 45@ = 1 
0051: return 

:INTRO1_22368
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @INTRO1_22489 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_22489 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
00FE:   actor 67@ sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
004D: jump_if_false @INTRO1_22489 
0051: return 

:INTRO1_22489
00D6: if 
0039:   92@ == 2 
004D: jump_if_false @INTRO1_22598 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_22598 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2493.82 -1669.91 12.8 radius 4.0 3.5 4.0 
0104:   actor $PLAYER_ACTOR near_actor 66@ radius 60.0 60.0 20.0 sphere 0 
004D: jump_if_false @INTRO1_22598 
0051: return 

:INTRO1_22598
0002: jump @INTRO1_22192 

:INTRO1_22605
0051: return 

//-------------Mission 12---------------
// Originally: Ryder

:INTRO2
03A4: name_thread 'INTRO2' 
0050: gosub @INTRO2_908 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @INTRO2_38 
0050: gosub @INTRO2_13667 

:INTRO2_38
0050: gosub @INTRO2_14817 
004E: end_thread 

:INTRO2_47
0871: init_jump_table 40@ total_jumps 5 default_jump 0 @INTRO2_906 jumps 0 @INTRO2_110 1 @INTRO2_498 2 @INTRO2_600 3 @INTRO2_768 4 @INTRO2_848 -1 @INTRO2_906 -1 @INTRO2_906 

:INTRO2_110
05A9: s$6503[0] = 'INT2_CA' // s$  // ~z~Hey, Old Reece still run the barber shop?
05A9: s$6503[1] = 'INT2_CB' // s$  // ~z~Like a raggedy-assed motherfucker!
05A9: s$6503[2] = 'INT2_CC' // s$  // ~z~He popped his membrane years ago!
05A9: s$6503[3] = 'INT2_CD' // s$  // ~z~No WAY I'd let that old fool near MY head!
05A9: s$6503[4] = 'INT2_CE' // s$  // ~z~Yeah, I think I'll get cut up.
05A9: s$6503[5] = 'INT2_CF' // s$  // ~z~Whatever. You got five minutes.
05A9: s$6503[6] = 'INT2_CG' // s$  // ~z~I'll be cutting you like a DJ.
05A9: s$6503[7] = 'INT2_BA' // s$  // ~z~So when you running off again?
05A9: s$6503[8] = 'INT2_BB' // s$  // ~z~I'm not, I'm thinkin' of staying.
05A9: s$6503[9] = 'INT2_BC' // s$  // ~z~Why?
05A9: s$6503[10] = 'INT2_BD' // s$  // ~z~My family, the homies is here.
05A9: s$6503[11] = 'INT2_BE' // s$  // ~z~We were always here, fool!
05A9: s$6503[12] = 'INT2_BF' // s$  // ~z~Yeah, but, now I'm back and I know what I've been missing.
05A9: s$6503[13] = 'INT2_BG' // s$  // ~z~Don't expect me to kiss your ass or nothing.
05A9: s$6503[14] = 'INT2_BH' // s$  // ~z~You still a buster to me.
05A9: s$6503[15] = 'INT2_BJ' // s$  // ~z~Yeah, OK. Thanks homie.
05A9: s$6503[16] = 'INT2_BK' // s$  // ~z~Yeah, don't mention it.
04AF: 70@ = 20211 // = constant 
04AF: 71@ = 20212 // = constant 
04AF: 72@ = 20213 // = constant 
04AF: 73@ = 20214 // = constant 
04AF: 74@ = 20215 // = constant 
04AF: 75@ = 20216 // = constant 
04AF: 76@ = 20217 // = constant 
04AF: 77@ = 20201 // = constant 
04AF: 78@ = 20202 // = constant 
04AF: 79@ = 20203 // = constant 
04AF: 80@ = 20204 // = constant 
04AF: 81@ = 20205 // = constant 
04AF: 82@ = 20206 // = constant 
04AF: 83@ = 20207 // = constant 
04AF: 84@ = 20208 // = constant 
04AF: 85@ = 20209 // = constant 
04AF: 86@ = 20210 // = constant 
0006: 50@ = 16 
0002: jump @INTRO2_906 

:INTRO2_498
05A9: s$6503[0] = 'INT2_FA' // s$  // ~z~Man, what's this? Shit looks ridiculous.
05A9: s$6503[1] = 'INT2_FB' // s$  // ~z~No respect for the 'hood, all clean and shit.
05A9: s$6503[2] = 'INT2_FC' // s$  // ~z~You're looking too skinny, CJ.
05A9: s$6503[3] = 'INT2_FD' // s$  // ~z~Go and get us something to eat. I'm gonna finish this. Then I'm going to take care of business.
04AF: 70@ = 20222 // = constant 
04AF: 71@ = 20223 // = constant 
04AF: 72@ = 20224 // = constant 
04AF: 73@ = 20225 // = constant 
0006: 50@ = 3 
0002: jump @INTRO2_906 

:INTRO2_600
05A9: s$6503[0] = 'INT2_GA' // s$  // ~z~Give up the money! This a raid!
05A9: s$6503[1] = 'INT2_GB' // s$  // ~z~Ryder! Not this again!
05A9: s$6503[2] = 'INT2_GC' // s$  // ~z~It ain't me, fool!
05A9: s$6503[3] = 'INT2_GD' // s$  // ~z~No one else is that small! I feel sorry for your dad!
05A9: s$6503[4] = 'INT2_GE' // s$  // ~z~Shit, you crazy! Let's get up outta here!
05A9: s$6503[5] = 'INT2_GF' // s$  // ~z~Same old CJ! Busta! Straight busta!
05A9: s$6503[6] = 'INT2_HB' // s$  // ~z~Oh, shit! RUN!
04AF: 70@ = 20226 // = constant 
04AF: 71@ = 20227 // = constant 
04AF: 72@ = 20228 // = constant 
04AF: 73@ = 20229 // = constant 
04AF: 74@ = 20230 // = constant 
04AF: 75@ = 20231 // = constant 
04AF: 76@ = 20233 // = constant 
0006: 50@ = 7 
0002: jump @INTRO2_906 

:INTRO2_768
05A9: s$6503[0] = 'INT2_NB' // s$  // ~z~Better drop by and see Sweet.
05A9: s$6503[1] = 'INT2_NC' // s$  // ~z~He's been yapping on about that graffiti, too.
05A9: s$6503[2] = 'INT2_ND' // s$  // ~z~Later, homie.
04AF: 70@ = 20246 // = constant 
04AF: 71@ = 20247 // = constant 
04AF: 72@ = 20248 // = constant 
0006: 50@ = 2 
0002: jump @INTRO2_906 

:INTRO2_848
05A9: s$6503[0] = 'INT2_JA' // s$  // ~z~What you waiting for, fool?
05A9: s$6503[1] = 'INT2_JB' // s$  // ~z~Take us back to the Grove, motherfucker!
04AF: 70@ = 20236 // = constant 
04AF: 71@ = 20237 // = constant 
0006: 50@ = 1 
0002: jump @INTRO2_906 

:INTRO2_906
0051: return 

:INTRO2_908
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 36@ = 0 
0006: 38@ = 0 
0004: $676 = 0 
0006: 59@ = 0 
0006: 60@ = 0 
0004: $88 = 0 
0006: 44@ = 0 
0006: 66@ = 0 
0004: $28 = 0 
0006: 68@ = 0 
0006: 61@ = 0 
0006: 69@ = 0 
0006: 48@ = 0 
0006: 63@ = 0 
0006: 57@ = 0 
0006: 87@ = 0 
0006: 88@ = 0 
0006: 89@ = 0 
0007: 90@ = 0.05 
0007: 91@ = 0.12 
0007: 92@ = 0.0 
076C: set_zone 'IWD1' gang 1 density_to 8 
076C: set_zone 'IWD2' gang 1 density_to 9 
076C: set_zone 'IWD3A' gang 1 density_to 8 
076C: set_zone 'IWD3B' gang 0 density_to 5 
076C: set_zone 'IWD4' gang 0 density_to 5 
076C: set_zone 'IWD5' gang 0 density_to 5 
0001: wait 0 ms 
054C: use_GXT_table 'INTRO2' 
0002: jump @INTRO2_1204 
009A: $FOOD_SELLER = create_actor_pedtype 24 model $SELLER_MODEL at $JFUD_X_FOOD_SELLER $JFUD_Y_FOOD_SELLER $JFUD_Z_FOOD_SELLER 

:INTRO2_1204
04BB: select_interior 2 
02E4: load_cutscene_data 'INTRO2A' 

:INTRO2_1219
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @INTRO2_1243 
0001: wait 0 ms 
0002: jump @INTRO2_1219 

:INTRO2_1243
02E7: start_cutscene 
016A: fade 1 time 1000 

:INTRO2_1252
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @INTRO2_1276 
0001: wait 0 ms 
0002: jump @INTRO2_1252 

:INTRO2_1276
016A: fade 0 time 0 

:INTRO2_1282
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO2_1306 
0001: wait 0 ms 
0002: jump @INTRO2_1282 

:INTRO2_1306
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
04BB: select_interior 0 
0164: disable_marker $449 
023C: load_special_actor 'RYDER2' as 1 // models 290-299 
0247: load_model #TURISMO 
0247: load_model #CIGAR 
0247: load_model #CIGAR_GLOW 
038B: load_requested_models 

:INTRO2_1352
00D6: if or
8248:   not model #TURISMO available 
8248:   not model #CIGAR available 
8248:   not model #CIGAR_GLOW available 
823D:   not special_actor 1 loaded 
004D: jump_if_false @INTRO2_1391 
0001: wait 0 ms 
0002: jump @INTRO2_1352 

:INTRO2_1391
07FB: set_interior 'BARBERS' access 0  // Barber
07FB: set_interior 'BARBER2' access 0  // Barber
07FB: set_interior 'BARBER3' access 0  // Barber
07FB: set_interior 'FDPIZA' access 0  // Pizza Stack
07FB: set_interior 'FDCHICK' access 0  // Cluckin' Bell
07FB: set_interior 'FDBURG' access 0  // Burger Shot
0687: clear_actor $PLAYER_ACTOR task 
0792: disembark_instantly_actor $PLAYER_ACTOR 
014C: set_parked_car_generator $2764 cars_to_generate_to 0 
0395: clear_area 1 at $142 $143 $144 radius 6.0 
0674: set_car_model #TURISMO numberplate "_SHERM__" 
00A5: $RYDER_CAR = create_car #TURISMO at $142 $143 $144 
053F: set_car $RYDER_CAR tires_vulnerability 0
0294: set_car $RYDER_CAR sprayable 0 
0229: set_car $RYDER_CAR primary_color_to 6 secondary_color_to 6
02AC: set_car $RYDER_CAR immunities BP 1 FP 1 EP 1 CP 1 MP 1
01EC: make_car $RYDER_CAR very_heavy 1
0423: set_car $RYDER_CAR improved_handling_to 1.5 // (float) 
0175: set_car $RYDER_CAR Z_angle_to 0.0 
0852: set_car $RYDER_CAR damages_visible 0 
041E: set_radio_station 13 
009A: $ACTOR_RYDER = create_actor_pedtype 24 model #SPECIAL01 at 2475.29 -1687.85 12.51 
060A: create_decision_maker_type 0 store_to 67@ // decision\allowed\m_.ped files 
060B: set_actor $ACTOR_RYDER decision_maker_to 67@ 
0245: set_actor $ACTOR_RYDER walk_style_to "GANG1" 
0173: set_actor $PLAYER_ACTOR Z_angle_to 176.0 
0568: set_actor $ACTOR_RYDER untargetable 1 
0223: set_actor $ACTOR_RYDER health_to 500 
08AF: set_actor $ACTOR_RYDER max_health_to 500 
0446: set_actor $ACTOR_RYDER dismemberment_possible 0 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_RYDER enter_car $RYDER_CAR passenger_seat 0 time 20000 
039E: set_actor $ACTOR_RYDER locked 1 while_in_car 
0526: set_actor $ACTOR_RYDER stay_in_car_when_jacked 1 
09F6: set_actor $ACTOR_RYDER unjackable_through_driver_seat 0 
0186: 37@ = create_marker_above_car $RYDER_CAR 
07E0: set_marker 37@ type_to 1 
018A: 34@ = create_checkpoint_at 2074.4 -1800.8 12.5 
0164: disable_marker 34@ 
03CF: load_wav 20200 as 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2464.03 -1687.61 12.51 
0173: set_actor $PLAYER_ACTOR Z_angle_to 252.27 
04BB: select_interior 0 
03CB: set_rendering_origin_at 2464.03 -1687.61 12.51 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 1000 
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_1851 
0002: jump @INTRO2_13667 

:INTRO2_1851
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_1874 
0002: jump @INTRO2_13667 

:INTRO2_1874
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @INTRO2_1978 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_1932 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO2_13667 

:INTRO2_1932
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_1971 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_13667 

:INTRO2_1971
0002: jump @INTRO2_1874 

:INTRO2_1978
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'INT2_AA' time 10000 flag 1  // ~z~Hey, show me how they drive on the East Coast, homie!

:INTRO2_1998
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @INTRO2_2102 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_2056 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO2_13667 

:INTRO2_2056
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_2095 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_13667 

:INTRO2_2095
0002: jump @INTRO2_1998 

:INTRO2_2102
0004: $127 = 0 
0006: 49@ = 0 
0006: 56@ = 0 
0006: 64@ = 0 
0006: 40@ = 0 
0050: gosub @INTRO2_47 
03D5: remove_text 'INT2_1'  // ~s~Go and see Ryder, he lives down the street.
00BC: show_text_highpriority GXT 'INT2_6' time 6000 flag 1  // ~s~Get in ~b~Ryder's car~s~!
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_2210 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO2_13667 

:INTRO2_2210
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_2249 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_13667 

:INTRO2_2249
0004: $169 = 1 

:INTRO2_2256
00D6: if or
81AF:   not car $RYDER_CAR sphere $127 in_sphere 2077.84 -1792.59 12.38 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $RYDER_CAR 
80DB:   not actor $ACTOR_RYDER in_car $RYDER_CAR 
89D0:   not car $RYDER_CAR on_wheels 
004D: jump_if_false @INTRO2_2886 
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @INTRO2_2352 
0002: jump @INTRO2_13692 

:INTRO2_2352
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @INTRO2_2436 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2077.84 -1792.59 12.38 radius 15.0 15.0 4.0 
004D: jump_if_false @INTRO2_2436 
03E5: show_text_box 'HELP44B'  // Drive your vehicle onto the red marker.
0006: 48@ = 1 

:INTRO2_2436
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_2475 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO2_13667 

:INTRO2_2475
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_2521 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_13667 
0002: jump @INTRO2_2724 

:INTRO2_2521
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $RYDER_CAR 
004D: jump_if_false @INTRO2_2632 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @INTRO2_2625 
0164: disable_marker 37@ 
0164: disable_marker 34@ 
018A: 34@ = create_checkpoint_at 2077.84 -1792.59 12.56 
0004: $127 = 1 
00BC: show_text_highpriority GXT 'HOOD2_A' time 6000 flag 1  // ~s~Go with Ryder to the ~y~barbers~s~.
0006: 33@ = 0 
0006: 38@ = 1 

:INTRO2_2625
0002: jump @INTRO2_2724 

:INTRO2_2632
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @INTRO2_2724 
0164: disable_marker 34@ 
0164: disable_marker 37@ 
0186: 37@ = create_marker_above_car $RYDER_CAR 
07E0: set_marker 37@ type_to 1 
0004: $127 = 0 
0050: gosub @INTRO2_15117 
00BC: show_text_highpriority GXT 'INT2_6' time 6000 flag 1  // ~s~Get in ~b~Ryder's car~s~!
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 38@ = 0 

:INTRO2_2724
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_2801 
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_2801 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $RYDER_CAR 
004D: jump_if_false @INTRO2_2801 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @INTRO2_2801 
0050: gosub @INTRO2_16035 

:INTRO2_2801
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_2840 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO2_13667 

:INTRO2_2840
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_2879 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_13667 

:INTRO2_2879
0002: jump @INTRO2_2256 

:INTRO2_2886
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03E6: remove_text_box 
07FB: set_interior 'BARBERS' access 1  // Barber
015F: set_camera_position 2086.424 -1783.578 16.9391 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2085.603 -1784.143 16.8617 switchstyle 2 
0006: 33@ = 0 

:INTRO2_2970
00D6: if 
001B:   3000 > 33@ 
004D: jump_if_false @INTRO2_3058 
0001: wait 0 ms 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_3051 
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_3051 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $RYDER_CAR 
004D: jump_if_false @INTRO2_3051 
0050: gosub @INTRO2_16035 

:INTRO2_3051
0002: jump @INTRO2_2970 

:INTRO2_3058
0707: start_scene_skip_to @INTRO2_3229 
015F: set_camera_position 2075.418 -1794.748 14.3637 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2074.44 -1794.564 14.2591 switchstyle 2 
03E5: show_text_box 'INT2_8'  // Walk into the yellow marker to enter the barber shop.
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 33@ = 0 

:INTRO2_3141
00D6: if 
001B:   3000 > 33@ 
004D: jump_if_false @INTRO2_3229 
0001: wait 0 ms 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_3222 
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_3222 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $RYDER_CAR 
004D: jump_if_false @INTRO2_3222 
0050: gosub @INTRO2_16035 

:INTRO2_3222
0002: jump @INTRO2_3141 

:INTRO2_3229
0701: end_scene_skip 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0164: disable_marker 34@ 
018A: 34@ = create_checkpoint_at 413.6397 -19.9389 1000.812 
08DC: create_interior_marker 34@ at 2073.042 -1794.563 radius 20.0 
0004: $676 = 0 

:INTRO2_3298
00D6: if or
0038:   $676 == 0 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2072.11 -1793.8 12.56 radius 10.0 10.0 3.0 on_foot 
004D: jump_if_false @INTRO2_3809 
0001: wait 0 ms 
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_3396 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_13667 

:INTRO2_3396
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_3435 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO2_13667 

:INTRO2_3435
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @INTRO2_3525 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_3525 
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_3525 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $RYDER_CAR 
004D: jump_if_false @INTRO2_3518 
0050: gosub @INTRO2_16035 
0002: jump @INTRO2_3525 

:INTRO2_3518
0006: 57@ = 1 

:INTRO2_3525
077E: get_active_interior_to 58@ 
00D6: if 
0039:   58@ == 2 
004D: jump_if_false @INTRO2_3654 
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @INTRO2_3647 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 411.68 -21.77 1000.79 radius 10.0 10.0 3.0 on_foot 
004D: jump_if_false @INTRO2_3647 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'INT2_9' time 5000 flag 1  // ~s~Walk into the marker to get a haircut.
04ED: load_animation "SHOP" 
0006: 59@ = 1 

:INTRO2_3647
0002: jump @INTRO2_3743 

:INTRO2_3654
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @INTRO2_3743 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2072.11 -1793.8 12.56 radius 10.0 10.0 3.0 on_foot 
004D: jump_if_false @INTRO2_3743 
00BC: show_text_highpriority GXT 'INT2_8' time 10000 flag 1  // Walk into the yellow marker to enter the barber shop.
0006: 59@ = 0 

:INTRO2_3743
00D6: if 
0038:   $676 == 0 
004D: jump_if_false @INTRO2_3802 
00D6: if 
0038:   $2749 == 1 
004D: jump_if_false @INTRO2_3802 
00BC: show_text_highpriority GXT 'INT2_14' time 10000 flag 1  // ~r~You've freaked out the shop keeper!
0002: jump @INTRO2_13667 

:INTRO2_3802
0002: jump @INTRO2_3298 

:INTRO2_3809
016A: fade 0 time 0 
00BE: text_clear_all 
0164: disable_marker 34@ 
07FB: set_interior 'FDPIZA' access 1  // Pizza Stack
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0395: clear_area 1 at 2072.04 -1800.92 12.55 radius 200.0 
01EB: set_traffic_density_multiplier_to 4.0 
03DE: set_pedestrians_density_multiplier_to 4.0 
041D: set_camera_near_clip 0.2 
05BA: AS_actor $PLAYER_ACTOR move_mouth 10 ms 

:INTRO2_3898
00D6: if 
84EE:   not animation "SHOP" loaded 
004D: jump_if_false @INTRO2_3934 
0001: wait 0 ms 
016A: fade 0 time 0 
0002: jump @INTRO2_3898 

:INTRO2_3934
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_4403 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_4373 

:INTRO2_3966
00D6: if 
04F1:   is_car_waiting_for_world_collision $RYDER_CAR 
004D: jump_if_false @INTRO2_4038 
0001: wait 0 ms 
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_4025 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_13667 

:INTRO2_4025
016A: fade 0 time 0 
0002: jump @INTRO2_3966 

:INTRO2_4038
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_4270 
00A1: put_actor $PLAYER_ACTOR at 2072.55 -1794.67 12.56 
0173: set_actor $PLAYER_ACTOR Z_angle_to 240.55 
0792: disembark_instantly_actor $ACTOR_RYDER 
00D6: if 
00DF:   actor $ACTOR_RYDER driving 
004D: jump_if_false @INTRO2_4132 
0362: remove_actor $ACTOR_RYDER from_car_and_place_at 2076.492 -1796.413 12.5545 
0002: jump @INTRO2_4152 

:INTRO2_4132
00A1: put_actor $ACTOR_RYDER at 2076.492 -1796.413 12.5545 

:INTRO2_4152
0173: set_actor $ACTOR_RYDER Z_angle_to 80.0 
0223: set_actor $ACTOR_RYDER health_to 500 
0107: 46@ = create_object #CIGAR at 2440.58 -1979.89 14.2 
070A: AS_actor $ACTOR_RYDER attach_to_object 46@ offset 0.04 0.1 -0.02 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1 
0605: actor $ACTOR_RYDER perform_animation "SMOKE_RYD" IFP "SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO2_4270
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_4340 
0395: clear_area 1 at 2078.09 -1796.21 12.3828 radius 100.0 
00AB: put_car $RYDER_CAR at 2078.09 -1796.21 12.3828 
0175: set_car $RYDER_CAR Z_angle_to 176.9536 

:INTRO2_4340
068A: set_car $RYDER_CAR repair_door 2 
068A: set_car $RYDER_CAR repair_door 3 
0508: car $RYDER_CAR close_all_doors 
020A: set_car $RYDER_CAR door_status_to 3 
0002: jump @INTRO2_4396 

:INTRO2_4373
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO2_13667 

:INTRO2_4396
0002: jump @INTRO2_4426 

:INTRO2_4403
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_13667 

:INTRO2_4426
0006: 32@ = 0 

:INTRO2_4433
00D6: if 
8019:   not  32@ > 400 
004D: jump_if_false @INTRO2_4469 
0001: wait 0 ms 
016A: fade 0 time 0 
0002: jump @INTRO2_4433 

:INTRO2_4469
00BE: text_clear_all 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_4535 
0615: define_AS_pack_begin 45@ 
05D3: AS_actor -1 goto_point 2075.53 -1796.32 12.55 mode 4 time 10000 ms // versionA 
0647: AS_actor -1 clear_look_task 
05BF: AS_actor -1 look_at_actor $ACTOR_RYDER 4500 ms 
0616: define_AS_pack_end 45@ 

:INTRO2_4535
0618: assign_actor $PLAYER_ACTOR to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
015F: set_camera_position 2074.866 -1800.882 13.4518 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2075.067 -1799.903 13.4124 switchstyle 2 
00BE: text_clear_all 
016A: fade 1 time 500 
0006: 63@ = 0 
0006: 49@ = 0 
0006: 56@ = 0 
0006: 64@ = 0 
0006: 40@ = 1 
0050: gosub @INTRO2_47 
0006: 32@ = 0 

:INTRO2_4657
00D6: if 
8019:   not  32@ > 1700 
004D: jump_if_false @INTRO2_4694 
0001: wait 0 ms 
0050: gosub @INTRO2_15726 
0002: jump @INTRO2_4657 

:INTRO2_4694
00D6: if 
0038:   $1514 == 1 
004D: jump_if_false @INTRO2_4719 
0707: start_scene_skip_to @INTRO2_6566 

:INTRO2_4719
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_4751 
0647: AS_actor $ACTOR_RYDER clear_look_task 
05BF: AS_actor $ACTOR_RYDER look_at_actor $PLAYER_ACTOR 2000 ms 

:INTRO2_4751
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_4804 
0669: 55@ = attach_particle "EXHALE" to_actor $ACTOR_RYDER with_offset 90@ 91@ 92@ type 1 
0883: attach_particle 55@ to_actor $ACTOR_RYDER mode 5 

:INTRO2_4804
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_4825 
0968: actor $ACTOR_RYDER stop_mouth 

:INTRO2_4825
00D6: if or
0500:   player $PLAYER_CHAR skin == "TASH" on_bodypart 1 
0500:   player $PLAYER_CHAR skin == "GOATEE" on_bodypart 1 
0500:   player $PLAYER_CHAR skin == "BEARD" on_bodypart 1 
0500:   player $PLAYER_CHAR skin == "PLAYER_FACE" on_bodypart 1 
0500:   player $PLAYER_CHAR skin == "HIGHFADE" on_bodypart 1 
0500:   player $PLAYER_CHAR skin == "FLATTOP" on_bodypart 1 
004D: jump_if_false @INTRO2_5442 
03CF: load_wav 20218 as 1 
03CF: load_wav 20219 as 2 
0006: 64@ = 0 

:INTRO2_4952
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @INTRO2_5021 
0001: wait 0 ms 
0050: gosub @INTRO2_15726 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_5014 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_5014 

:INTRO2_5014
0002: jump @INTRO2_4952 

:INTRO2_5021
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'INT2_DA' time 10000 flag 1  // ~z~Shit! I told you he was crazy!
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_5065 
0967: actor $ACTOR_RYDER move_mouth 2000 ms 

:INTRO2_5065
0006: 64@ = 0 

:INTRO2_5072
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @INTRO2_5141 
0001: wait 0 ms 
0050: gosub @INTRO2_15726 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_5134 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_5134 

:INTRO2_5134
0002: jump @INTRO2_5072 

:INTRO2_5141
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_5162 
0968: actor $ACTOR_RYDER stop_mouth 

:INTRO2_5162
015F: set_camera_position 2074.827 -1797.414 14.233 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2075.432 -1796.664 13.9678 switchstyle 2 
0001: wait 1000 ms 
0006: 64@ = 0 

:INTRO2_5225
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @INTRO2_5294 
0001: wait 0 ms 
0050: gosub @INTRO2_15726 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_5287 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_5287 

:INTRO2_5287
0002: jump @INTRO2_5225 

:INTRO2_5294
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'INT2_DB' time 10000 flag 1  // ~z~Man, you jacked up!
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_5338 
0967: actor $ACTOR_RYDER move_mouth 2000 ms 

:INTRO2_5338
0006: 64@ = 0 

:INTRO2_5345
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @INTRO2_5414 
0001: wait 0 ms 
0050: gosub @INTRO2_15726 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_5407 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_5407 

:INTRO2_5407
0002: jump @INTRO2_5345 

:INTRO2_5414
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_5435 
0968: actor $ACTOR_RYDER stop_mouth 

:INTRO2_5435
0002: jump @INTRO2_5731 

:INTRO2_5442
03CF: load_wav 20221 as 1 
03CF: load_wav 65535 as 2 
0006: 64@ = 0 

:INTRO2_5465
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @INTRO2_5534 
0001: wait 0 ms 
0050: gosub @INTRO2_15726 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_5527 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_5527 

:INTRO2_5527
0002: jump @INTRO2_5465 

:INTRO2_5534
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'INT2_EA' time 10000 flag 1  // ~z~You know something? I take it back. Old Reece still got it cracking.
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_5578 
0967: actor $ACTOR_RYDER move_mouth 2000 ms 

:INTRO2_5578
0006: 64@ = 0 

:INTRO2_5585
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @INTRO2_5654 
0001: wait 0 ms 
0050: gosub @INTRO2_15726 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_5647 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_5647 

:INTRO2_5647
0002: jump @INTRO2_5585 

:INTRO2_5654
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_5675 
0968: actor $ACTOR_RYDER stop_mouth 

:INTRO2_5675
015F: set_camera_position 2075.19 -1797.282 14.4799 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2075.638 -1796.471 14.103 switchstyle 2 
0001: wait 1000 ms 

:INTRO2_5731
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_5752 
0968: actor $ACTOR_RYDER stop_mouth 

:INTRO2_5752
0006: 32@ = 0 

:INTRO2_5759
00D6: if 
8019:   not  32@ > 1000 
004D: jump_if_false @INTRO2_5796 
0001: wait 0 ms 
0050: gosub @INTRO2_15726 
0002: jump @INTRO2_5759 

:INTRO2_5796
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_5817 
0968: actor $ACTOR_RYDER stop_mouth 

:INTRO2_5817
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_5861 
0647: AS_actor $ACTOR_RYDER clear_look_task 
06A9: AS_actor $ACTOR_RYDER look_at_point 2102.0 -1806.0 14.0 3000 ms 

:INTRO2_5861
0006: 64@ = 0 

:INTRO2_5868
00D6: if 
8039:   not  49@ == 1 
004D: jump_if_false @INTRO2_5954 
0001: wait 0 ms 
0050: gosub @INTRO2_16035 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_5940 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_5940 
0006: 64@ = 1 

:INTRO2_5940
0050: gosub @INTRO2_15726 
0002: jump @INTRO2_5868 

:INTRO2_5954
0647: AS_actor $PLAYER_ACTOR clear_look_task 
06A9: AS_actor $PLAYER_ACTOR look_at_point 2102.0 -1806.0 14.0 3000 ms 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2074.23 -1795.03 14.4282 position_to 2074.983 -1798.671 14.4451 time 12000 smooth_transition 1 
0920: point_camera 2077.167 -1795.729 14.1884 transverse_to 2075.973 -1798.734 14.5649 time 12000 smooth_transition 1 
0006: 64@ = 0 

:INTRO2_6073
00D6: if 
8039:   not  49@ == 2 
004D: jump_if_false @INTRO2_6175 
0001: wait 0 ms 
0050: gosub @INTRO2_16035 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_6161 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_6161 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_6154 

:INTRO2_6154
0006: 64@ = 1 

:INTRO2_6161
0050: gosub @INTRO2_15726 
0002: jump @INTRO2_6073 

:INTRO2_6175
0006: 33@ = 0 
0006: 64@ = 0 

:INTRO2_6189
00D6: if 
8039:   not  49@ == 3 
004D: jump_if_false @INTRO2_6291 
0001: wait 0 ms 
0050: gosub @INTRO2_16035 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_6277 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_6277 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_6270 

:INTRO2_6270
0006: 64@ = 1 

:INTRO2_6277
0050: gosub @INTRO2_15726 
0002: jump @INTRO2_6189 

:INTRO2_6291
0006: 64@ = 0 

:INTRO2_6298
00D6: if 
8039:   not  49@ == 4 
004D: jump_if_false @INTRO2_6400 
0001: wait 0 ms 
0050: gosub @INTRO2_16035 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_6386 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_6386 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_6379 

:INTRO2_6379
0006: 64@ = 1 

:INTRO2_6386
0050: gosub @INTRO2_15726 
0002: jump @INTRO2_6298 

:INTRO2_6400
00D6: if 
8019:   not  33@ > 18000 
004D: jump_if_false @INTRO2_6548 
0001: wait 0 ms 
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @INTRO2_6482 
00D6: if 
0019:   33@ > 7500 
004D: jump_if_false @INTRO2_6482 
03E5: show_text_box 'FUDHLP1'  // If you do not eat you will lose weight and eventually energy. The red bar shows how much energy you have.
03E7: flash_hud_component 4 
0006: 44@ = 1 

:INTRO2_6482
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @INTRO2_6541 
00D6: if 
0019:   33@ > 13500 
004D: jump_if_false @INTRO2_6541 
03E5: show_text_box 'FUDHLP2'  // When you eat, you gain energy but eat too much and you will become fat.
03E7: flash_hud_component -1 
0006: 44@ = 2 

:INTRO2_6541
0002: jump @INTRO2_6400 

:INTRO2_6548
00D6: if 
0038:   $1514 == 1 
004D: jump_if_false @INTRO2_6576 

:INTRO2_6566
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 

:INTRO2_6576
03E6: remove_text_box 
0925: restore_camera_to_user_defined 
00BC: show_text_highpriority GXT 'HOOD2_B' time 10000 flag 1  // ~s~Enter the ~y~Pizza shop~s~ and buy some food.
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_6634 
0852: set_car $RYDER_CAR damages_visible 1 

:INTRO2_6634
0164: disable_marker 34@ 
018A: 34@ = create_checkpoint_at 372.9 -118.8 1000.57 
08DC: create_interior_marker 34@ at 2103.376 -1806.311 radius 20.0 
0006: 59@ = 0 
0004: $88 = 1 
01EB: set_traffic_density_multiplier_to 2.5 
03DE: set_pedestrians_density_multiplier_to 2.5 
0006: 33@ = 0 
0004: $127 = 1 

:INTRO2_6721
00D6: if or
8102:   not actor $PLAYER_ACTOR in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 3.0 sphere 0 stopped_on_foot 
8038:   not  $88 == 3 
004D: jump_if_false @INTRO2_7480 
0001: wait 0 ms 
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @INTRO2_6829 
00D6: if 
0019:   33@ > 2000 
004D: jump_if_false @INTRO2_6829 
03E5: show_text_box 'FUDHLP3'  // Press ~k~~PED_ANSWER_PHONE~ to view stats. This shows CJ's current condition. Whenever a stat changes it will appear at the top left of the screen.
0006: 87@ = 1 

:INTRO2_6829
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_6868 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_13667 

:INTRO2_6868
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_6907 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO2_13667 

:INTRO2_6907
0050: gosub @INTRO2_15726 
00D6: if 
8038:   not  $88 == 3 
004D: jump_if_false @INTRO2_7083 
00D6: if 
0038:   $FOOD_SELLER_EXISTS == 1 
004D: jump_if_false @INTRO2_7083 
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @INTRO2_6996 
00BC: show_text_highpriority GXT 'INT2_10' time 10000 flag 1  // ~r~You're not meant to kill the shop keeper!
0002: jump @INTRO2_13667 
0002: jump @INTRO2_7083 

:INTRO2_6996
00D6: if 
8184:   not actor $FOOD_SELLER health >= 99 
004D: jump_if_false @INTRO2_7083 
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @INTRO2_7083 
01B2: give_actor $FOOD_SELLER weapon 25 ammo 30 // Load the weapon model before using this 
01B9: set_actor $FOOD_SELLER armed_weapon_to 25 
077A: set_actor $FOOD_SELLER acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0001: wait 1000 ms 
00BC: show_text_highpriority GXT 'INT2_14' time 10000 flag 1  // ~r~You've freaked out the shop keeper!
0002: jump @INTRO2_13667 

:INTRO2_7083
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_7209 
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_7209 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @INTRO2_7209 
00D6: if or
81AF:   not car $RYDER_CAR sphere 0 in_sphere 2078.09 -1796.2 12.38 radius 0.2 0.2 2.0 
8184:   not actor $ACTOR_RYDER health >= 499 
004D: jump_if_false @INTRO2_7209 
05CA: AS_actor $ACTOR_RYDER enter_car $RYDER_CAR passenger_seat 0 time 20000 
0006: 68@ = 1 

:INTRO2_7209
077E: get_active_interior_to 58@ 
00D6: if 
0039:   58@ == 5 
004D: jump_if_false @INTRO2_7405 
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @INTRO2_7309 
04ED: load_animation "GANGS" 
04ED: load_animation "FOOD" 
0247: load_model #COLT45 
0247: load_model #CHROMEGUN 
023C: load_special_actor 'RYDER3' as 2 // models 290-299 
0247: load_model #WMYPIZZ 
0006: 32@ = 0 
0006: 59@ = 1 

:INTRO2_7309
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @INTRO2_7398 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 372.05 -130.63 1000.49 radius 20.0 20.0 3.0 on_foot 
004D: jump_if_false @INTRO2_7398 
00BC: show_text_highpriority GXT 'INT2_13' time 5000 flag 1  // ~s~Walk into the marker to buy a pizza.
0006: 59@ = 2 

:INTRO2_7398
0002: jump @INTRO2_7432 

:INTRO2_7405
00D6: if 
0039:   59@ == 2 
004D: jump_if_false @INTRO2_7432 
00BE: text_clear_all 
0006: 59@ = 1 

:INTRO2_7432
00D6: if 
0038:   $FLAG_PLAYER_ATTACK_FOOD_SELLER == 1 
004D: jump_if_false @INTRO2_7473 
00BC: show_text_highpriority GXT 'INT2_14' time 10000 flag 1  // ~r~You've freaked out the shop keeper!
0002: jump @INTRO2_13667 

:INTRO2_7473
0002: jump @INTRO2_6721 

:INTRO2_7480
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
041D: set_camera_near_clip 0.1 
064E: stop_particle 55@ 
0249: release_model #CIGAR 
0249: release_model #CIGAR_GLOW 
03CF: load_wav 1828 as 4 

:INTRO2_7520
00D6: if or
84EE:   not animation "FOOD" loaded 
84EE:   not animation "GANGS" loaded 
823D:   not special_actor 2 loaded 
8248:   not model #WMYPIZZ available 
8248:   not model #COLT45 available 
8248:   not model #CHROMEGUN available 
004D: jump_if_false @INTRO2_7697 
0001: wait 0 ms 
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_7610 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_13667 

:INTRO2_7610
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_7649 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO2_13667 

:INTRO2_7649
00D6: if 
0038:   $FLAG_PLAYER_ATTACK_FOOD_SELLER == 1 
004D: jump_if_false @INTRO2_7690 
00BC: show_text_highpriority GXT 'INT2_14' time 10000 flag 1  // ~r~You've freaked out the shop keeper!
0002: jump @INTRO2_13667 

:INTRO2_7690
0002: jump @INTRO2_7520 

:INTRO2_7697
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_7816 
070B: set_actor $ACTOR_RYDER onbone_attached_object_operation 1 
0792: disembark_instantly_actor $ACTOR_RYDER 
05BA: AS_actor $ACTOR_RYDER move_mouth 100 ms 
00A1: put_actor $ACTOR_RYDER at 375.7327 -125.2345 1000.53 
0173: set_actor $ACTOR_RYDER Z_angle_to 201.2298 
0223: set_actor $ACTOR_RYDER health_to 500 
08AF: set_actor $ACTOR_RYDER max_health_to 500 
0605: actor $ACTOR_RYDER perform_animation "ROB_SHIFTY" IFP "SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:INTRO2_7816
0395: clear_area 1 at 372.9 -118.8 1000.57 radius 20.0 
0395: clear_area 1 at 369.058 -4.92 1000.883 radius 20.0 
009A: 35@ = create_actor_pedtype 24 model #WMYPIZZ at 373.14 -117.11 1000.57 
0173: set_actor 35@ Z_angle_to 180.0 
060A: create_decision_maker_type 2 store_to 43@ // decision\allowed\m_.ped files 
060B: set_actor 35@ decision_maker_to 43@ 
0647: AS_actor 35@ clear_look_task 
05BF: AS_actor 35@ look_at_actor $PLAYER_ACTOR 4700 ms 
0639: AS_actor 35@ rotate_to_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 372.9 -118.8 1000.57 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 35@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0615: define_AS_pack_begin 51@ 
05D3: AS_actor -1 goto_point 375.2 -119.8 1000.5 mode 4 time 7000 ms // versionA 
0605: actor -1 perform_animation "ROB_STICKUP_IN" IFP "SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "ROB_LOOP_THREAT" IFP "SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 51@ 
0006: 49@ = 0 
0006: 56@ = 0 
0006: 64@ = 0 
0006: 40@ = 2 
0050: gosub @INTRO2_47 
0001: wait 200 ms 
00D6: if 
0038:   $28 == 0 
004D: jump_if_false @INTRO2_8192 
0605: actor $PLAYER_ACTOR perform_animation "EAT_PIZZA" IFP "FOOD" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @INTRO2_8332 

:INTRO2_8192
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0089: 90@ = $TEMPVAR_X_COORD // (float) 
000B: 90@ += 0.355 
0089: 91@ = $TEMPVAR_Y_COORD // (float) 
000F: 91@ -= 0.116 
0089: 92@ = $TEMPVAR_Z_COORD // (float) 
000F: 92@ -= 0.048 
064B: 62@ = create_particle "PUKE" at 90@ 91@ 92@ type 1 
0812: AS_actor $PLAYER_ACTOR perform_animation "EAT_VOMIT_P" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0947: actor $PLAYER_ACTOR speak_from_audio_table 353 store_spoken_phrase_id_to $2563 

:INTRO2_8332
016A: fade 1 time 500 
043C: disable_sounds_after_fadeout 1 
015F: set_camera_position 376.4939 -126.0317 1002.396 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 375.9087 -125.2215 1002.361 switchstyle 2 
0001: wait 4500 ms 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 377.0709 -121.8843 1000.714 position_to 377.3563 -119.1986 1002.57 time 7000 smooth_transition 1 
0920: point_camera 376.4134 -122.6288 1000.598 transverse_to 376.423 -119.1806 1002.211 time 7000 smooth_transition 1 
009B: destroy_actor $ACTOR_RYDER 
0296: unload_special_actor 1 
009A: $ACTOR_RYDER = create_actor_pedtype 24 model #SPECIAL02 at 376.3327 -125.2345 1000.53 
0245: set_actor $ACTOR_RYDER walk_style_to "GANG1" 
0568: set_actor $ACTOR_RYDER untargetable 1 
0223: set_actor $ACTOR_RYDER health_to 500 
08AF: set_actor $ACTOR_RYDER max_health_to 500 
0446: set_actor $ACTOR_RYDER dismemberment_possible 0 
039E: set_actor $ACTOR_RYDER locked 1 while_in_car 
0526: set_actor $ACTOR_RYDER stay_in_car_when_jacked 1 
060B: set_actor $ACTOR_RYDER decision_maker_to 67@ 
09F6: set_actor $ACTOR_RYDER unjackable_through_driver_seat 0 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_8649 
01B2: give_actor $ACTOR_RYDER weapon 22 ammo 30 // Load the weapon model before using this 
01B9: set_actor $ACTOR_RYDER armed_weapon_to 22 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_8649 
0618: assign_actor $ACTOR_RYDER to_AS_pack 51@ 
061B: remove_references_to_AS_pack 51@ 

:INTRO2_8649
0006: 41@ = 0 
0707: start_scene_skip_to @INTRO2_10954 
0006: 32@ = 0 
0006: 63@ = 0 

:INTRO2_8677
00D6: if 
80FE:   not actor $ACTOR_RYDER sphere 0 in_sphere 375.2 -119.8 1000.5 radius 0.4 0.6 2.0 
004D: jump_if_false @INTRO2_9124 
0001: wait 0 ms 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "EAT_VOMIT_P" 
004D: jump_if_false @INTRO2_8899 
0613: 93@ = actor $PLAYER_ACTOR animation "EAT_VOMIT_P" time 
00D6: if 
0039:   63@ == 0 
004D: jump_if_false @INTRO2_8848 
00D6: if 
0031:   93@ >= 0.463 
004D: jump_if_false @INTRO2_8848 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @INTRO2_8841 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1169 

:INTRO2_8841
0006: 63@ = 1 

:INTRO2_8848
00D6: if 
0039:   63@ == 1 
004D: jump_if_false @INTRO2_8899 
00D6: if 
0031:   93@ >= 0.52 
004D: jump_if_false @INTRO2_8899 
064C: make_particle 62@ visible 
0006: 63@ = 2 

:INTRO2_8899
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_8938 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_13667 

:INTRO2_8938
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_8977 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO2_13667 

:INTRO2_8977
00D6: if 
0038:   $FLAG_PLAYER_ATTACK_FOOD_SELLER == 1 
004D: jump_if_false @INTRO2_9018 
00BC: show_text_highpriority GXT 'INT2_14' time 10000 flag 1  // ~r~You've freaked out the shop keeper!
0002: jump @INTRO2_13667 

:INTRO2_9018
00D6: if 
0039:   69@ == 0 
004D: jump_if_false @INTRO2_9117 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @INTRO2_9117 
00D6: if 
0038:   $28 == 0 
004D: jump_if_false @INTRO2_9110 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 

:INTRO2_9110
0006: 69@ = 1 

:INTRO2_9117
0002: jump @INTRO2_8677 

:INTRO2_9124
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_9253 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_9253 
0687: clear_actor 35@ task 
0647: AS_actor 35@ clear_look_task 
05BF: AS_actor 35@ look_at_actor $ACTOR_RYDER 12500 ms 
05BA: AS_actor $PLAYER_ACTOR move_mouth 100 ms 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 10000 ms 
0173: set_actor 35@ Z_angle_to 200.0 
0605: actor 35@ perform_animation "SHP_ROB_HANDSUP" IFP "SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO2_9253
0004: $FOOD_PLAYER_AGGRESSIVE_FLAG = 1 
0006: 64@ = 0 

:INTRO2_9267
00D6: if 
8039:   not  49@ == 1 
004D: jump_if_false @INTRO2_9378 
0001: wait 0 ms 
0050: gosub @INTRO2_16035 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_9371 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_9371 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_9364 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 6000 ms 

:INTRO2_9364
0006: 64@ = 1 

:INTRO2_9371
0002: jump @INTRO2_9267 

:INTRO2_9378
0006: 64@ = 0 

:INTRO2_9385
00D6: if 
8039:   not  49@ == 2 
004D: jump_if_false @INTRO2_9548 
0001: wait 0 ms 
0050: gosub @INTRO2_16035 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_9541 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_9541 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_9502 
0605: actor $ACTOR_RYDER perform_animation "ROB_LOOP" IFP "SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO2_9502
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_9534 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 35@ 6000 ms 

:INTRO2_9534
0006: 64@ = 1 

:INTRO2_9541
0002: jump @INTRO2_9385 

:INTRO2_9548
0006: 64@ = 0 

:INTRO2_9555
00D6: if 
8039:   not  49@ == 3 
004D: jump_if_false @INTRO2_9778 
0001: wait 0 ms 
0050: gosub @INTRO2_16035 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_9771 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_9771 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_9679 
0605: actor $ACTOR_RYDER perform_animation "ROB_LOOP_THREAT" IFP "SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO2_9679
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_9711 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 6000 ms 

:INTRO2_9711
0925: restore_camera_to_user_defined 
015F: set_camera_position 374.9156 -121.7312 1002.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 374.7307 -120.7778 1002.262 switchstyle 2 
0006: 64@ = 1 

:INTRO2_9771
0002: jump @INTRO2_9555 

:INTRO2_9778
0006: 64@ = 0 

:INTRO2_9785
00D6: if 
8039:   not  49@ == 4 
004D: jump_if_false @INTRO2_9948 
0001: wait 0 ms 
0050: gosub @INTRO2_16035 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_9941 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_9941 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_9882 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 35@ 6000 ms 

:INTRO2_9882
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_9934 
0605: actor $ACTOR_RYDER perform_animation "ROB_LOOP" IFP "SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO2_9934
0006: 64@ = 1 

:INTRO2_9941
0002: jump @INTRO2_9785 

:INTRO2_9948
0615: define_AS_pack_begin 42@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "ROB_2IDLE" IFP "SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 42@ 
0006: 64@ = 0 

:INTRO2_10050
00D6: if 
8039:   not  49@ == 5 
004D: jump_if_false @INTRO2_10289 
0001: wait 0 ms 
0050: gosub @INTRO2_16035 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_10282 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_10282 
015F: set_camera_position 371.562 -120.1569 1002.404 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 372.4125 -119.6767 1002.19 switchstyle 2 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_10275 
0687: clear_actor $PLAYER_ACTOR task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 10000 ms 
0687: clear_actor $ACTOR_RYDER task 
0647: AS_actor $ACTOR_RYDER clear_look_task 
05BF: AS_actor $ACTOR_RYDER look_at_actor $PLAYER_ACTOR 10000 ms 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $ACTOR_RYDER 
0605: actor $PLAYER_ACTOR perform_animation "PRTIAL_GNGTLKA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:INTRO2_10275
0006: 64@ = 1 

:INTRO2_10282
0002: jump @INTRO2_10050 

:INTRO2_10289
0006: 64@ = 0 

:INTRO2_10296
00D6: if 
8039:   not  49@ == 6 
004D: jump_if_false @INTRO2_10455 
0001: wait 0 ms 
0050: gosub @INTRO2_16035 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_10448 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_10448 
015F: set_camera_position 374.6357 -121.6844 1001.637 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 374.5972 -120.6883 1001.716 switchstyle 2 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_10441 
0618: assign_actor $ACTOR_RYDER to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 

:INTRO2_10441
0006: 64@ = 1 

:INTRO2_10448
0002: jump @INTRO2_10296 

:INTRO2_10455
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_10476 
0687: clear_actor $ACTOR_RYDER task 

:INTRO2_10476
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_10542 
0173: set_actor 35@ Z_angle_to 180.0 
0605: actor 35@ perform_animation "SHP_GUN_GRAB" IFP "SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:INTRO2_10542
0001: wait 500 ms 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_10580 
01B2: give_actor 35@ weapon 25 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 35@ armed_weapon_to 25 

:INTRO2_10580
0001: wait 500 ms 
015F: set_camera_position 373.03 -116.1498 1002.375 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 373.0192 -117.1292 1002.173 switchstyle 2 
0001: wait 300 ms 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_10680 
0668: AS_actor 35@ rotate_and_shoot_at 374.2905 -125.681 1001.308 2000 ms 

:INTRO2_10680
0006: 64@ = 0 

:INTRO2_10687
00D6: if 
8039:   not  49@ == 7 
004D: jump_if_false @INTRO2_10947 
0001: wait 0 ms 
0050: gosub @INTRO2_16035 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_10940 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_10940 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 372.0 -120.1 1000.5 
05D7: add_point_to_scmpath 370.5 -132.3 1000.4 
05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 6 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 376.3 -121.0 1000.5 
05D7: add_point_to_scmpath 375.9 -132.0 1000.5 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_10858 
05D8: AS_assign_scmpath to_actor $ACTOR_RYDER flags 6 0 

:INTRO2_10858
00D6: if and
8118:   not actor $ACTOR_RYDER dead 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_10894 
0647: AS_actor $ACTOR_RYDER clear_look_task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0647: AS_actor 35@ clear_look_task 

:INTRO2_10894
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_10933 
0668: AS_actor 35@ rotate_and_shoot_at 374.2905 -125.681 1001.308 1500 ms 

:INTRO2_10933
0006: 64@ = 1 

:INTRO2_10940
0002: jump @INTRO2_10687 

:INTRO2_10947
0006: 41@ = 1 

:INTRO2_10954
0701: end_scene_skip 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @INTRO2_11013 
016A: fade 0 time 0 
00BE: text_clear_all 

:INTRO2_10982
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO2_11006 
0001: wait 0 ms 
0002: jump @INTRO2_10982 

:INTRO2_11006
0002: jump @INTRO2_11046 

:INTRO2_11013
016A: fade 0 time 500 
00BE: text_clear_all 

:INTRO2_11022
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO2_11046 
0001: wait 0 ms 
0002: jump @INTRO2_11022 

:INTRO2_11046
0925: restore_camera_to_user_defined 
0395: clear_area 1 at 372.9 -118.8 1000.57 radius 100.0 
04BB: select_interior 0 
05BA: AS_actor $PLAYER_ACTOR move_mouth 0 ms 
00A1: put_actor $PLAYER_ACTOR at 2102.21 -1806.65 12.4 
0173: set_actor $PLAYER_ACTOR Z_angle_to 75.0 
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0001: wait 0 ms 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_11322 
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_11322 
0647: AS_actor $ACTOR_RYDER clear_look_task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0395: clear_area 1 at 2077.57 -1796.41 12.38 radius 100.0 
00AB: put_car $RYDER_CAR at 2077.57 -1796.41 12.0 
0175: set_car $RYDER_CAR Z_angle_to 180.0 
0224: set_car $RYDER_CAR health_to 1000 
0395: clear_area 1 at 2098.61 -1801.62 12.39 radius 100.0 
00A1: put_actor $ACTOR_RYDER at 2092.61 -1801.62 12.39 
0173: set_actor $ACTOR_RYDER Z_angle_to 72.0 
0860: link_actor $ACTOR_RYDER to_interior 0 
020A: set_car $RYDER_CAR door_status_to 1 
07A1: set_walk_speed 6 
05CA: AS_actor $ACTOR_RYDER enter_car $RYDER_CAR passenger_seat 0 time 40000 

:INTRO2_11322
01B7: release_weather 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
087C: release_shopping_data 
04FA: reset_sky_colors_with_fade 0 
04EF: release_animation "SHOP" 
04EF: release_animation "GANGS" 
04EF: release_animation "FOOD" 
0006: 38@ = 0 
00BC: show_text_highpriority GXT 'INT2_6' time 10000 flag 1  // ~s~Get in ~b~Ryder's car~s~!
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_11425 
0002: jump @INTRO2_13667 
0002: jump @INTRO2_11454 

:INTRO2_11425
0223: set_actor $ACTOR_RYDER health_to 500 
08AF: set_actor $ACTOR_RYDER max_health_to 500 
0187: 47@ = create_marker_above_actor $ACTOR_RYDER 
0164: disable_marker 47@ 

:INTRO2_11454
0164: disable_marker 34@ 
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_11502 
0164: disable_marker 37@ 
0186: 37@ = create_marker_above_car $RYDER_CAR 
07E0: set_marker 37@ type_to 1 
0002: jump @INTRO2_11509 

:INTRO2_11502
0002: jump @INTRO2_13667 

:INTRO2_11509
07FB: set_interior 'FDPIZA' access 0  // Pizza Stack
0004: $127 = 1 
0006: 60@ = 0 
0615: define_AS_pack_begin 54@ 
05D3: AS_actor -1 goto_point 2102.77 -1806.35 12.55 mode 6 time 4000 ms // versionA 
0668: AS_actor -1 rotate_and_shoot_at 2092.67 -1803.64 15.56 1000 ms 
0616: define_AS_pack_end 54@ 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 20232 as 1 

:INTRO2_11607
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @INTRO2_11633 
0001: wait 0 ms 
0002: jump @INTRO2_11607 

:INTRO2_11633
0A0B: set_rendering_origin_at_3D_coord 2102.21 -1806.65 12.4 angle 75.0 
016A: fade 1 time 500 
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_11701 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_13667 

:INTRO2_11701
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_11740 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO2_13667 

:INTRO2_11740
0006: 49@ = 0 
0006: 56@ = 0 
0006: 64@ = 0 
0006: 40@ = 4 
0050: gosub @INTRO2_47 
0006: 32@ = 0 
0006: 33@ = 0 
0395: clear_area 1 at 2077.57 -1796.41 12.38 radius 20.0 

:INTRO2_11813
00D6: if or
81AF:   not car $RYDER_CAR sphere $127 in_sphere 2473.88 -1692.81 12.52 radius 4.0 4.0 4.0 
80DB:   not actor $ACTOR_RYDER in_car $RYDER_CAR 
8448:   not actor $PLAYER_ACTOR in_car $RYDER_CAR 
89D0:   not car $RYDER_CAR on_wheels 
004D: jump_if_false @INTRO2_12919 
0001: wait 0 ms 
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_11926 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_13667 

:INTRO2_11926
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_11965 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO2_13667 

:INTRO2_11965
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2104.62 -1806.54 12.55 radius 7.0 6.0 3.0 on_foot 
004D: jump_if_false @INTRO2_12304 
00D6: if 
0039:   66@ == 0 
004D: jump_if_false @INTRO2_12187 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_12180 
0687: clear_actor 35@ task 
0792: disembark_instantly_actor 35@ 
00A1: put_actor 35@ at 2105.32 -1806.24 12.55 
0173: set_actor 35@ Z_angle_to 90.0 
01B2: give_actor 35@ weapon 25 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 35@ armed_weapon_to 25 
02E2: set_actor 35@ weapon_accuracy_to 30 
041D: set_camera_near_clip 0.1 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @INTRO2_12153 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'INT2_HA' time 2000 flag 1  // ~z~This pizza parlor is no push-over!

:INTRO2_12153
0618: assign_actor 35@ to_AS_pack 54@ 
061B: remove_references_to_AS_pack 54@ 
0006: 32@ = 0 
0006: 66@ = 1 

:INTRO2_12180
0002: jump @INTRO2_12304 

:INTRO2_12187
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @INTRO2_12304 
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @INTRO2_12304 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_12304 
00D6: if 
00FF:   actor 35@ sphere 0 in_sphere 2102.77 -1806.35 12.55 radius 1.0 1.0 3.0 on_foot 
004D: jump_if_false @INTRO2_12304 
077A: set_actor 35@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0006: 66@ = 2 

:INTRO2_12304
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_12413 
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_12413 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $RYDER_CAR 
004D: jump_if_false @INTRO2_12413 
00D6: if 
0448:   actor $ACTOR_RYDER in_car $RYDER_CAR 
004D: jump_if_false @INTRO2_12413 
0050: gosub @INTRO2_16035 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @INTRO2_12413 
0006: 33@ = 0 
0006: 88@ = 1 

:INTRO2_12413
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_12834 
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_12811 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $RYDER_CAR 
004D: jump_if_false @INTRO2_12712 
00D6: if 
0448:   actor $ACTOR_RYDER in_car $RYDER_CAR 
004D: jump_if_false @INTRO2_12610 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @INTRO2_12603 
0164: disable_marker 47@ 
0164: disable_marker 37@ 
0164: disable_marker 34@ 
018A: 34@ = create_checkpoint_at 2473.88 -1692.81 12.52 
0004: $127 = 1 
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @INTRO2_12603 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @INTRO2_12603 
00BC: show_text_highpriority GXT 'INT2_O' time 10000 flag 1  // ~s~Drive Ryder ~y~home~s~.
0006: 38@ = 1 

:INTRO2_12603
0002: jump @INTRO2_12705 

:INTRO2_12610
0164: disable_marker 37@ 
0164: disable_marker 34@ 
0164: disable_marker 47@ 
0187: 47@ = create_marker_above_actor $ACTOR_RYDER 
07E0: set_marker 47@ type_to 1 
00BC: show_text_highpriority GXT 'INT2_5' time 1000 flag 1  // ~s~You've left ~b~Ryder~s~ behind!
062E: get_actor $ACTOR_RYDER task 1482 status_store_to 65@ // ret 7 if not found 
00D6: if 
04A4:   65@ == 7 // == constant 
004D: jump_if_false @INTRO2_12698 
05CA: AS_actor $ACTOR_RYDER enter_car $RYDER_CAR passenger_seat 0 time 20000 

:INTRO2_12698
0004: $127 = 0 

:INTRO2_12705
0002: jump @INTRO2_12804 

:INTRO2_12712
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @INTRO2_12804 
0164: disable_marker 34@ 
0164: disable_marker 37@ 
0186: 37@ = create_marker_above_car $RYDER_CAR 
07E0: set_marker 37@ type_to 1 
0004: $127 = 0 
0050: gosub @INTRO2_15117 
00BC: show_text_highpriority GXT 'INT2_6' time 10000 flag 1  // ~s~Get in ~b~Ryder's car~s~!
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 38@ = 0 

:INTRO2_12804
0002: jump @INTRO2_12834 

:INTRO2_12811
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_13667 

:INTRO2_12834
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_12873 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO2_13667 

:INTRO2_12873
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_12912 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_13667 

:INTRO2_12912
0002: jump @INTRO2_11813 

:INTRO2_12919
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 49@ = 0 
0006: 56@ = 0 
0006: 64@ = 0 
0006: 40@ = 3 
0050: gosub @INTRO2_47 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_13030 
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_13030 
05CD: AS_actor $ACTOR_RYDER exit_car $RYDER_CAR 
0001: wait 700 ms 
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_13030 
05CD: AS_actor $PLAYER_ACTOR exit_car $RYDER_CAR 

:INTRO2_13030
016A: fade 0 time 1600 

:INTRO2_13037
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO2_13061 
0001: wait 0 ms 
0002: jump @INTRO2_13037 

:INTRO2_13061
02A3: enable_widescreen 1 
016A: fade 1 time 1500 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_13151 
00D6: if 
00DF:   actor $ACTOR_RYDER driving 
004D: jump_if_false @INTRO2_13131 
0362: remove_actor $ACTOR_RYDER from_car_and_place_at 2467.345 -1688.22 12.5156 
0002: jump @INTRO2_13151 

:INTRO2_13131
00A1: put_actor $ACTOR_RYDER at 2467.345 -1688.22 12.5156 

:INTRO2_13151
0173: set_actor $ACTOR_RYDER Z_angle_to 284.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO2_13204 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2468.359 -1687.39 12.518 
0002: jump @INTRO2_13224 

:INTRO2_13204
00A1: put_actor $PLAYER_ACTOR at 2468.359 -1687.39 12.5189 

:INTRO2_13224
0173: set_actor $PLAYER_ACTOR Z_angle_to 108.0 
015F: set_camera_position 2464.771 -1687.493 14.2709 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2465.75 -1687.675 14.1833 switchstyle 2 
0006: 64@ = 0 

:INTRO2_13292
00D6: if 
8039:   not  49@ == 1 
004D: jump_if_false @INTRO2_13371 
0001: wait 0 ms 
0050: gosub @INTRO2_16035 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_13364 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_13364 
0006: 64@ = 1 

:INTRO2_13364
0002: jump @INTRO2_13292 

:INTRO2_13371
0006: 64@ = 0 

:INTRO2_13378
00D6: if 
8039:   not  49@ == 2 
004D: jump_if_false @INTRO2_13457 
0001: wait 0 ms 
0050: gosub @INTRO2_16035 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_13450 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_13450 
0006: 64@ = 1 

:INTRO2_13450
0002: jump @INTRO2_13378 

:INTRO2_13457
0006: 64@ = 0 

:INTRO2_13464
00D6: if 
8039:   not  49@ == 3 
004D: jump_if_false @INTRO2_13584 
0001: wait 0 ms 
0050: gosub @INTRO2_16035 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_13577 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_13577 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_13570 
05D3: AS_actor $ACTOR_RYDER goto_point 2459.79 -1688.18 12.56 mode 4 time 3000 ms // versionA 

:INTRO2_13570
0006: 64@ = 1 

:INTRO2_13577
0002: jump @INTRO2_13464 

:INTRO2_13584
05D3: AS_actor $PLAYER_ACTOR goto_point 2471.58 -1685.73 12.51 mode 4 time 3000 ms // versionA 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_13630 
0968: actor $ACTOR_RYDER stop_mouth 

:INTRO2_13630
0001: wait 1000 ms 
0687: clear_actor $PLAYER_ACTOR task 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
009B: destroy_actor $ACTOR_RYDER 
0002: jump @INTRO2_13692 

:INTRO2_13667
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0004: $1514 = 1 
0051: return 

:INTRO2_13692
0318: set_latest_mission_passed 'INTRO_2'  // Ryder
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 33 
014C: set_parked_car_generator $2764 cars_to_generate_to 101 
0008: $INTRO_TOTAL_PASSED_MISSIONS += 1 
0164: disable_marker $439 
004F: create_thread @SWEET  
0164: disable_marker $MARKER_SWEET_HOUSE 
02A7: $MARKER_SWEET_HOUSE = create_icon_marker_and_sphere $ICON_SWEET at $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE 
0110: clear_player $PLAYER_CHAR wanted_level 
07FB: set_interior 'BARBERS' access 1  // Barber
07FB: set_interior 'BARBER2' access 1  // Barber
07FB: set_interior 'BARBER3' access 1  // Barber
07FB: set_interior 'FDPIZA' access 1  // Pizza Stack
07FB: set_interior 'FDCHICK' access 1  // Cluckin' Bell
07FB: set_interior 'FDBURG' access 1  // Burger Shot
07FB: set_interior 'TATTOO' access 1  // Tattoo Parlor
0164: disable_marker $MARKER_IDLEWOOD_BARBER 
04CE: $MARKER_IDLEWOOD_BARBER = create_icon_marker 7 at 2070.27 -1791.092 17.1484 
0164: disable_marker $MARKER_IDLEWOOD_PIZZERIA 
04CE: $MARKER_IDLEWOOD_PIZZERIA = create_icon_marker 29 at 2107.624 -1807.516 21.2114 
0394: play_music 1 
00D6: if 
0038:   $2655 == 0 
004D: jump_if_false @INTRO2_14811 
 
 
:INTRO2_14811
030C: progress_made = 1 
0051: return 

:INTRO2_14817
0004: $ONMISSION = 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTRO2_14852 
039E: set_actor $PLAYER_ACTOR locked 0 while_in_car 
0647: AS_actor $PLAYER_ACTOR clear_look_task 

:INTRO2_14852
00D6: if 
8119:   not car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_14875 
053F: set_car $RYDER_CAR tires_vulnerability 1 

:INTRO2_14875
0249: release_model #WMYPIZZ 
0249: release_model #TURISMO
0249: release_model #COLT45 
0249: release_model #CHROMEGUN 
0249: release_model #CIGAR 
0249: release_model #CIGAR_GLOW 
04EF: release_animation "SHOP" 
04EF: release_animation "GANGS" 
04EF: release_animation "FOOD" 
0004: $88 = 0 
0004: $676 = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0164: disable_marker 47@ 
0164: disable_marker 34@ 
0164: disable_marker 37@ 
034F: destroy_actor_with_fade $ACTOR_RYDER 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
04CE: $449 = create_icon_marker 63 at 2067.4 -1831.2 13.5 
01EB: set_traffic_density_multiplier_to 4.0 
03DE: set_pedestrians_density_multiplier_to 3.0 
076C: set_zone 'IWD1' gang 0 density_to 20 
076C: set_zone 'IWD2' gang 0 density_to 20 
076C: set_zone 'IWD3A' gang 0 density_to 20 
076C: set_zone 'IWD3B' gang 1 density_to 20 
076C: set_zone 'IWD4' gang 1 density_to 20 
076C: set_zone 'IWD5' gang 1 density_to 20 
0004: $169 = 0 
00D8: mission_cleanup 
0051: return 

:INTRO2_15117
040D: unload_wav 2 
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @INTRO2_15148 
03CF: load_wav 34200 as 2 

:INTRO2_15148
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @INTRO2_15175 
03CF: load_wav 34201 as 2 

:INTRO2_15175
00D6: if 
0039:   89@ == 2 
004D: jump_if_false @INTRO2_15202 
03CF: load_wav 34202 as 2 

:INTRO2_15202
00D6: if 
0039:   89@ == 3 
004D: jump_if_false @INTRO2_15229 
03CF: load_wav 34203 as 2 

:INTRO2_15229
00D6: if 
0039:   89@ == 4 
004D: jump_if_false @INTRO2_15256 
03CF: load_wav 34204 as 2 

:INTRO2_15256
00D6: if 
0039:   89@ == 5 
004D: jump_if_false @INTRO2_15283 
03CF: load_wav 34205 as 2 

:INTRO2_15283
00D6: if 
0039:   89@ == 6 
004D: jump_if_false @INTRO2_15310 
03CF: load_wav 34206 as 2 

:INTRO2_15310
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:INTRO2_15326
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @INTRO2_15388 
0001: wait 0 ms 
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_15363 
0051: return 

:INTRO2_15363
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_15381 
0051: return 

:INTRO2_15381
0002: jump @INTRO2_15326 

:INTRO2_15388
03D1: play_wav 2 
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @INTRO2_15426 
00BC: show_text_highpriority GXT 'RYDX_AA' time 3000 flag 1  // ~z~Hop in, CJ.

:INTRO2_15426
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @INTRO2_15460 
00BC: show_text_highpriority GXT 'RYDX_AB' time 3000 flag 1  // ~z~Jump in.

:INTRO2_15460
00D6: if 
0039:   89@ == 2 
004D: jump_if_false @INTRO2_15494 
00BC: show_text_highpriority GXT 'RYDX_AC' time 3000 flag 1  // ~z~Get in fool!

:INTRO2_15494
00D6: if 
0039:   89@ == 3 
004D: jump_if_false @INTRO2_15528 
00BC: show_text_highpriority GXT 'RYDX_AD' time 3000 flag 1  // ~z~All aboard, CJ.

:INTRO2_15528
00D6: if 
0039:   89@ == 4 
004D: jump_if_false @INTRO2_15562 
00BC: show_text_highpriority GXT 'RYDX_AE' time 3000 flag 1  // ~z~Guess you drivin, huh?

:INTRO2_15562
00D6: if 
0039:   89@ == 5 
004D: jump_if_false @INTRO2_15596 
00BC: show_text_highpriority GXT 'RYDX_AF' time 3000 flag 1  // ~z~C'mon CJ, earn your keep!

:INTRO2_15596
00D6: if 
0039:   89@ == 6 
004D: jump_if_false @INTRO2_15630 
00BC: show_text_highpriority GXT 'RYDX_AG' time 3000 flag 1  // ~z~I'm tripping man, you drive.

:INTRO2_15630
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @INTRO2_15692 
0001: wait 0 ms 
00D6: if 
0119:   car $RYDER_CAR wrecked 
004D: jump_if_false @INTRO2_15667 
0051: return 

:INTRO2_15667
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_15685 
0051: return 

:INTRO2_15685
0002: jump @INTRO2_15630 

:INTRO2_15692
000A: 89@ += 1 
00D6: if 
0019:   89@ > 6 
004D: jump_if_false @INTRO2_15724 
0006: 89@ = 0 

:INTRO2_15724
0051: return 

:INTRO2_15726
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_16033 
00D6: if 
0611:   actor $ACTOR_RYDER performing_animation "SMOKE_RYD" 
004D: jump_if_false @INTRO2_16028 
0613: 93@ = actor $ACTOR_RYDER animation "SMOKE_RYD" time 
00D6: if 
0039:   63@ == 0 
004D: jump_if_false @INTRO2_15894 
00D6: if 
0031:   93@ >= 0.785 
004D: jump_if_false @INTRO2_15894 
0107: 39@ = create_object #CIGAR_GLOW at 2440.58 -1979.89 14.2 
069A: attach_object 39@ to_object 46@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0006: 63@ = 1 

:INTRO2_15894
00D6: if 
0039:   63@ == 1 
004D: jump_if_false @INTRO2_15960 
00D6: if and
0031:   93@ >= 0.15 
0023:   0.335 > 93@ 
004D: jump_if_false @INTRO2_15960 
064C: make_particle 55@ visible 
0108: destroy_object 39@ 
0006: 63@ = 2 

:INTRO2_15960
00D6: if 
0039:   63@ == 2 
004D: jump_if_false @INTRO2_16021 
00D6: if or
0031:   93@ >= 0.335 
0023:   0.15 > 93@ 
004D: jump_if_false @INTRO2_16021 
064E: stop_particle 55@ 
0006: 63@ = 0 

:INTRO2_16021
0002: jump @INTRO2_16033 

:INTRO2_16028
064E: stop_particle 55@ 

:INTRO2_16033
0051: return 

:INTRO2_16035
00D6: if or
0039:   56@ == 0 
0039:   56@ == 1 
004D: jump_if_false @INTRO2_16105 
00D6: if 
002D:   50@ >= 49@ // (int) 
004D: jump_if_false @INTRO2_16105 
00D6: if 
0019:   32@ > 200 
004D: jump_if_false @INTRO2_16105 
0050: gosub @INTRO2_16177 

:INTRO2_16105
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_16175 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @INTRO2_16175 
0050: gosub @INTRO2_16526 
0006: 56@ = 0 
000A: 49@ += 1 
0006: 64@ = 0 
00BE: text_clear_all 
0006: 32@ = 0 

:INTRO2_16175
0051: return 

:INTRO2_16177
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @INTRO2_16213 
03CF: load_wav 70@(49@,17i) as 1 
0006: 56@ = 1 

:INTRO2_16213
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @INTRO2_16278 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @INTRO2_16278 
00BC: show_text_highpriority GXT $6503(49@,17s) time 4000 flag 1 
03D1: play_wav 1 
0050: gosub @INTRO2_16280 
0006: 56@ = 2 

:INTRO2_16278
0051: return 

:INTRO2_16280
00D6: if or
04A4:   70@(49@,17i) == 20227 // == constant 
04A4:   70@(49@,17i) == 20229 // == constant 
004D: jump_if_false @INTRO2_16348 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_16348 
0A09: set_actor 35@ muted 1 // versionB 
0967: actor 35@ move_mouth 3000 ms 
0051: return 

:INTRO2_16348
00D6: if or
04A4:   70@(49@,17i) == 20211 // == constant 
04A4:   70@(49@,17i) == 20215 // == constant 
04A4:   70@(49@,17i) == 20202 // == constant 
04A4:   70@(49@,17i) == 20204 // == constant 
04A4:   70@(49@,17i) == 20206 // == constant 
004D: jump_if_false @INTRO2_16436 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0051: return 

:INTRO2_16436
00D6: if or
04A4:   70@(49@,17i) == 20209 // == constant 
04A4:   70@(49@,17i) == 20230 // == constant 
004D: jump_if_false @INTRO2_16493 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0002: jump @INTRO2_16524 

:INTRO2_16493
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_16524 
0A09: set_actor $ACTOR_RYDER muted 1 // versionB 
0967: actor $ACTOR_RYDER move_mouth 3000 ms 

:INTRO2_16524
0051: return 

:INTRO2_16526
00D6: if or
04A4:   70@(49@,17i) == 20227 // == constant 
04A4:   70@(49@,17i) == 20229 // == constant 
004D: jump_if_false @INTRO2_16591 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_16591 
0A09: set_actor 35@ muted 0 // versionB 
0968: actor 35@ stop_mouth 
0051: return 

:INTRO2_16591
00D6: if or
04A4:   70@(49@,17i) == 20211 // == constant 
04A4:   70@(49@,17i) == 20215 // == constant 
04A4:   70@(49@,17i) == 20202 // == constant 
04A4:   70@(49@,17i) == 20204 // == constant 
04A4:   70@(49@,17i) == 20206 // == constant 
004D: jump_if_false @INTRO2_16676 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0051: return 

:INTRO2_16676
00D6: if or
04A4:   70@(49@,17i) == 20209 // == constant 
04A4:   70@(49@,17i) == 20230 // == constant 
004D: jump_if_false @INTRO2_16730 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0002: jump @INTRO2_16758 

:INTRO2_16730
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @INTRO2_16758 
0A09: set_actor $ACTOR_RYDER muted 0 // versionB 
0968: actor $ACTOR_RYDER stop_mouth 

:INTRO2_16758
0051: return 

//-------------Mission 13---------------
// Originally: Tagging Up Turf

:SWEET1
03A4: name_thread 'SWEET1' 
0050: gosub @SWEET1_468 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SWEET1_38 
0050: gosub @SWEET1_14575 

:SWEET1_38
0050: gosub @SWEET1_14838 
004E: end_thread 
0687: clear_actor $PLAYER_ACTOR task 

:SWEET1_52
0871: init_jump_table $6548 total_jumps 2 default_jump 0 @SWEET1_431 jumps 0 @SWEET1_115 1 @SWEET1_249 -1 @SWEET1_431 -1 @SWEET1_431 -1 @SWEET1_431 -1 @SWEET1_431 -1 @SWEET1_431 

:SWEET1_115
05A9: s$6551[0] = 'SWE1_AA' // s$  // ~z~Hey wait up.
05A9: s$6551[1] = 'SWE1_AB' // s$  // ~z~Thought you'd hang with your brother huh?
05A9: s$6551[2] = 'SWE1_AC' // s$  // ~z~Aw, ease up little man, c'mon, it's been difficult.
05A9: s$6551[3] = 'SWE1_AD' // s$  // ~z~You wanna drive?
05A9: s$6551[4] = 'SWE1_AE' // s$  // ~z~Yeah, for sure.
04AE: $6538[0] = 37400 // = constant 
04AE: $6538[1] = 37401 // = constant 
04AE: $6538[2] = 37402 // = constant 
04AE: $6538[3] = 37403 // = constant 
04AE: $6538[4] = 37404 // = constant 
0006: 48@ = 4 
0002: jump @SWEET1_431 

:SWEET1_249
05A9: s$6551[0] = 'SWE1_BN' // s$  // ~z~Like riding a bike, ain't it, boy?
05A9: s$6551[1] = 'SWE1_BO' // s$  // ~z~Yeah, it all comes back.
05A9: s$6551[2] = 'SWE1_BP' // s$  // ~z~How you doin' on the feddy?
05A9: s$6551[3] = 'SWE1_BQ' // s$  // ~z~I'm kinda short, you know.
05A9: s$6551[4] = 'SWE1_BX' // s$  // ~z~C.R.A.S.H. took all my paper, man, left me with nothing but small change...
05A9: s$6551[5] = 'SWE1_BT' // s$  // ~z~Here, get yourself a beer or something.
05A9: s$6551[6] = 'SWE1_BU' // s$  // ~z~I'll catch up with you.
04AE: $6538[0] = 37435 // = constant 
04AE: $6538[1] = 37436 // = constant 
04AE: $6538[2] = 37437 // = constant 
04AE: $6538[3] = 37438 // = constant 
04AE: $6538[4] = 37443 // = constant 
04AE: $6538[5] = 37441 // = constant 
04AE: $6538[6] = 37442 // = constant 
0006: 48@ = 6 
0002: jump @SWEET1_431 

:SWEET1_431
0051: return 
0002: jump @SWEET1_468 
032B: $6537 = create_weapon_pickup #SPRAYCAN type 15 ammo 99999 at 2493.52 -1700.83 14.27 

:SWEET1_468
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0001: wait 0 ms 
054C: use_GXT_table 'SWEET1' 
0395: clear_area 1 at 2527.9 -1667.7 14.1 radius 10.0 
02E4: load_cutscene_data 'SWEET1A' 

:SWEET1_527
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET1_551 
0001: wait 0 ms 
0002: jump @SWEET1_527 

:SWEET1_551
02E7: start_cutscene 
016A: fade 1 time 1000 

:SWEET1_560
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET1_584 
0001: wait 0 ms 
0002: jump @SWEET1_560 

:SWEET1_584
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:SWEET1_597
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1_621 
0001: wait 0 ms 
0002: jump @SWEET1_597 

:SWEET1_621
02EA: end_cutscene 
0006: 49@ = 0 
0006: 50@ = 0 
0006: 51@ = 0 
0006: 52@ = 0 
0006: 53@ = 0 
0006: 35@ = 0 
0006: 63@ = 0 
0006: 71@ = 0 
0006: 69@ = 0 
0006: 61@ = 0 
0006: 34@ = 0 
0006: 57@ = 0 
0006: 46@ = 0 
0006: 58@ = 0 
0006: 73@ = 0 
0006: 74@ = 0 
0006: 75@ = 0 
0006: 76@ = 0 
0006: 36@ = 0 
0006: 38@ = 0 
0006: 39@ = 0 
0006: 40@ = 0 
0004: $6550 = 0 
0007: 88@ = 2038.758 
0007: 89@ = -1624.419 
0007: 90@ = 2074.503 
0007: 91@ = -1662.767 
0007: 92@ = 2345.68 
0007: 93@ = -1515.79 
0007: 94@ = 2423.7 
0007: 95@ = -1393.28 
0007: 84@ = 2401.6 
0007: 85@ = -1550.8 
0007: 86@ = 2396.33 
0007: 87@ = -1555.12 
0007: 96@ = 2100.972 
0007: 97@ = -1646.623 
0007: 98@ = 2105.264 
0007: 99@ = -1656.712 
076C: set_zone 'IWD1' gang 0 density_to 10 
076C: set_zone 'IWD2' gang 0 density_to 10 
076C: set_zone 'IWD3A' gang 0 density_to 10 
076C: set_zone 'IWD3B' gang 0 density_to 10 
076C: set_zone 'IWD4' gang 0 density_to 10 
076C: set_zone 'IWD5' gang 0 density_to 10 
076C: set_zone 'ELS1A' gang 1 density_to 10 
076C: set_zone 'ELS1B' gang 1 density_to 10 
076C: set_zone 'ELS2' gang 1 density_to 10 
076C: set_zone 'ELS3A' gang 1 density_to 10 
076C: set_zone 'ELS3B' gang 1 density_to 10 
076C: set_zone 'ELS4' gang 1 density_to 10 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'SMOKE' as 10 // models 290-299 
0247: load_model #SPRAYCAN 
0247: load_model #PRIMO 
0247: load_model #BALLAS1 
0247: load_model #BALLAS2 
038B: load_requested_models 

:SWEET1_1170
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 10 loaded 
004D: jump_if_false @SWEET1_1200 
0001: wait 0 ms 
0002: jump @SWEET1_1170 

:SWEET1_1200
00D6: if or
8248:   not model #SPRAYCAN available 
8248:   not model #PRIMO available 
8248:   not model #BALLAS1 available 
8248:   not model #BALLAS2 available 
004D: jump_if_false @SWEET1_1240 
0001: wait 0 ms 
0002: jump @SWEET1_1200 

:SWEET1_1240
0004: $6547 = 0 
0004: $6546 = 0 
0004: $6549 = 0 
0004: $6548 = 0 
0050: gosub @SWEET1_52 
00A1: put_actor $PLAYER_ACTOR at 2516.53 -1671.37 12.88 
0173: set_actor $PLAYER_ACTOR Z_angle_to 61.28 
01B2: give_actor $PLAYER_ACTOR weapon 41 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 41 
009A: $ACTOR_SWEET = create_actor_pedtype 24 model #SPECIAL01 at 2518.07 -1668.82 12.85 
0245: set_actor $ACTOR_SWEET walk_style_to "GANG2" 
0173: set_actor $ACTOR_SWEET Z_angle_to 103.76 
060A: create_decision_maker_type 0 store_to 72@ // decision\allowed\m_.ped files 
060B: set_actor $ACTOR_SWEET decision_maker_to 72@ 
0568: set_actor $ACTOR_SWEET untargetable 1 
01B2: give_actor $ACTOR_SWEET weapon 41 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SWEET armed_weapon_to 41 
0446: set_actor $ACTOR_SWEET dismemberment_possible 0 
0223: set_actor $ACTOR_SWEET health_to 500 
08AF: set_actor $ACTOR_SWEET max_health_to 500 
039E: set_actor $ACTOR_SWEET locked 1 while_in_car 
0526: set_actor $ACTOR_SWEET stay_in_car_when_jacked 1 
09F6: set_actor $ACTOR_SWEET unjackable_through_driver_seat 0 
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
0395: clear_area 1 at 2518.07 -1668.82 12.85 radius 10.0 
0674: set_car_model #PRIMO numberplate "GROVE4L_" 
00A5: $SWEET_CAR = create_car #PRIMO at 2508.16 -1666.47 13.0 
053F: set_car $SWEET_CAR tires_vulnerability 0 
02AC: set_car $SWEET_CAR immunities BP 1 FP 1 EP 1 CP 1 MP 1
0229: set_car $SWEET_CAR primary_color_to 36 secondary_color_to 36
0294: set_car $SWEET_CAR sprayable 0
01EC: make_car $SWEET_CAR very_heavy 1
0423: set_car $SWEET_CAR improved_handling_to 1.5 // (float) 
0175: set_car $SWEET_CAR Z_angle_to 16.0 
0186: 56@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 56@ type_to 1 
041E: set_radio_station 13 
009A: $ACTOR_SMOKE = create_actor_pedtype 24 model #SPECIAL10 at 2520.1 -1669.58 13.1 
0245: set_actor $ACTOR_SMOKE walk_style_to "FATMAN" 
0173: set_actor $ACTOR_SMOKE Z_angle_to 173.99 
05D3: AS_actor $ACTOR_SMOKE goto_point 2518.509 -1676.124 13.3855 mode 4 time 10000 ms // versionA 
0703: set_tags_painted_percentage_at 88@ 89@ 90@ 91@ value 0 
0703: set_tags_painted_percentage_at 92@ 93@ 94@ 95@ value 0 
0703: set_tags_painted_percentage_at 84@ 85@ 86@ 87@ value 0 
0703: set_tags_painted_percentage_at 96@ 97@ 98@ 99@ value 0 
0702: $TAGS_PAINTED_PERCENTAGE = get_tags_painted_percentage_at 89@ 90@ 91@ 88@ 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0395: clear_area 1 at 2518.07 -1668.82 12.85 radius 40.0 
041D: set_camera_near_clip 0.2 
015F: set_camera_position 2512.01 -1671.207 14.2722 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2512.938 -1670.842 14.1948 switchstyle 2 
03CB: set_rendering_origin_at 2515.42 -1671.19 14.46 
05D3: AS_actor $ACTOR_SWEET goto_point 2513.812 -1669.527 12.5348 mode 4 time 10000 ms // versionA 
05D3: AS_actor $PLAYER_ACTOR goto_point 2512.64 -1671.07 12.5 mode 4 time 10000 ms // versionA 
016A: fade 1 time 500 

:SWEET1_1887
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1_1911 
0001: wait 0 ms 
0002: jump @SWEET1_1887 

:SWEET1_1911
0006: 36@ = 0 
0707: start_scene_skip_to @SWEET1_2723 

:SWEET1_1925
00D6: if 
8038:   not  $6547 == 1 
004D: jump_if_false @SWEET1_2052 
0001: wait 0 ms 
0050: gosub @SWEET1_15632 
00D6: if 
0038:   $6549 == 0 
004D: jump_if_false @SWEET1_2045 
00D6: if 
0038:   $6546 == 2 
004D: jump_if_false @SWEET1_2045 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_2038 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0647: AS_actor $ACTOR_SWEET clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SWEET 8000 ms 
05BF: AS_actor $ACTOR_SWEET look_at_actor $PLAYER_ACTOR 8000 ms 

:SWEET1_2038
0004: $6549 = 1 

:SWEET1_2045
0002: jump @SWEET1_1925 

:SWEET1_2052
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_2076 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $ACTOR_SWEET 

:SWEET1_2076
0395: clear_area 1 at 2512.26 -1667.83 12.56 radius 30.0 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2523.417 -1664.991 15.1254 position_to 2522.961 -1667.46 15.2254 time 13000 smooth_transition 1 
0920: point_camera 2513.695 -1670.609 13.8556 transverse_to 2514.297 -1669.343 13.9372 time 13000 smooth_transition 1 

:SWEET1_2184
00D6: if 
8038:   not  $6547 == 2 
004D: jump_if_false @SWEET1_2279 
0001: wait 0 ms 
0050: gosub @SWEET1_15632 
00D6: if 
0038:   $6549 == 0 
004D: jump_if_false @SWEET1_2272 
00D6: if 
0038:   $6546 == 2 
004D: jump_if_false @SWEET1_2272 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_2265 

:SWEET1_2265
0004: $6549 = 1 

:SWEET1_2272
0002: jump @SWEET1_2184 

:SWEET1_2279
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_2295 

:SWEET1_2295
00D6: if 
8038:   not  $6547 == 3 
004D: jump_if_false @SWEET1_2427 
0001: wait 0 ms 
0050: gosub @SWEET1_15632 
00D6: if 
0038:   $6549 == 0 
004D: jump_if_false @SWEET1_2420 
00D6: if 
0038:   $6546 == 2 
004D: jump_if_false @SWEET1_2420 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_2413 
0605: actor $ACTOR_SWEET perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 6000 

:SWEET1_2413
0004: $6549 = 1 

:SWEET1_2420
0002: jump @SWEET1_2295 

:SWEET1_2427
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_2443 

:SWEET1_2443
00D6: if 
8038:   not  $6547 == 4 
004D: jump_if_false @SWEET1_2538 
0001: wait 0 ms 
0050: gosub @SWEET1_15632 
00D6: if 
0038:   $6549 == 0 
004D: jump_if_false @SWEET1_2531 
00D6: if 
0038:   $6546 == 2 
004D: jump_if_false @SWEET1_2531 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_2524 

:SWEET1_2524
0004: $6549 = 1 

:SWEET1_2531
0002: jump @SWEET1_2443 

:SWEET1_2538
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_2554 

:SWEET1_2554
00D6: if 
8038:   not  $6547 == 5 
004D: jump_if_false @SWEET1_2711 
0001: wait 0 ms 
0050: gosub @SWEET1_15632 
00D6: if 
0038:   $6549 == 0 
004D: jump_if_false @SWEET1_2704 
00D6: if 
0038:   $6546 == 2 
004D: jump_if_false @SWEET1_2704 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_2697 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_2697 
07A1: set_walk_speed 4 
05D3: AS_actor $PLAYER_ACTOR goto_point 2510.271 -1669.803 12.4092 mode 4 time 10000 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SWEET enter_car $SWEET_CAR passenger_seat 0 time 20000 

:SWEET1_2697
0004: $6549 = 1 

:SWEET1_2704
0002: jump @SWEET1_2554 

:SWEET1_2711
0001: wait 1000 ms 
0006: 36@ = 1 

:SWEET1_2723
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
009B: destroy_actor $ACTOR_SMOKE 
0296: unload_special_actor 10 
018A: 62@ = create_checkpoint_at 2089.01 -1649.08 12.8 
0164: disable_marker 62@ 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @SWEET1_2933 
00A1: put_actor $PLAYER_ACTOR at 2511.68 -1670.33 12.46 
0173: set_actor $PLAYER_ACTOR Z_angle_to 62.36 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_2933 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_2933 
0395: clear_area 1 at 2510.05 -1666.61 12.57 radius 1.0 
00A1: put_actor $ACTOR_SWEET at 2510.05 -1666.61 12.57 
0173: set_actor $ACTOR_SWEET Z_angle_to 53.89 
0647: AS_actor $ACTOR_SWEET clear_look_task 
0792: disembark_instantly_actor $ACTOR_SWEET 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SWEET enter_car $SWEET_CAR passenger_seat 0 time 20000 

:SWEET1_2933
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_3003 
0395: clear_area 1 at 2510.05 -1666.61 12.57 radius 1.0 
00A1: put_actor $ACTOR_SWEET at 2510.05 -1666.61 12.57 
0173: set_actor $ACTOR_SWEET Z_angle_to 53.89 

:SWEET1_3003
0687: clear_actor $PLAYER_ACTOR task 
0925: restore_camera_to_user_defined 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
00BC: show_text_highpriority GXT 'SWE1_A' time 7000 flag 1  // ~s~Get in ~b~Sweet's car~s~.
0006: 45@ = 0 
0004: $127 = 0 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_3094 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 

:SWEET1_3094
00D6: if or
81AF:   not car $SWEET_CAR sphere $127 in_sphere 2089.01 -1649.08 12.54 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $SWEET_CAR 
89D0:   not car $SWEET_CAR on_wheels 
004D: jump_if_false @SWEET1_3618 
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SWEET1_3182 
0002: jump @SWEET1_14682 

:SWEET1_3182
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_3221 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_3221
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_3262 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_14575 

:SWEET1_3262
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_3308 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 
0002: jump @SWEET1_3492 

:SWEET1_3308
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET1_3412 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @SWEET1_3405 
0164: disable_marker 56@ 
0164: disable_marker 62@ 
018A: 62@ = create_checkpoint_at 2089.01 -1649.08 12.8 
00BC: show_text_highpriority GXT 'HOOD3_A' time 5000 flag 1  // ~s~Drive with Sweet to ~y~Idlewood~s~.
0004: $127 = 1 
0006: 34@ = 1 

:SWEET1_3405
0002: jump @SWEET1_3492 

:SWEET1_3412
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @SWEET1_3492 
0164: disable_marker 56@ 
0164: disable_marker 62@ 
0186: 56@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 56@ type_to 1 
0050: gosub @SWEET1_15166 
00BC: show_text_highpriority GXT 'SWE1_S' time 5000 flag 1  // ~s~Get back in ~b~Sweet's car!
0004: $127 = 0 
0006: 34@ = 0 

:SWEET1_3492
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_3531 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_3531
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_3572 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_14575 

:SWEET1_3572
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_3611 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 

:SWEET1_3611
0002: jump @SWEET1_3094 

:SWEET1_3618
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 2082.533 -1650.244 14.8007 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2083.515 -1650.202 14.6181 switchstyle 2 
04ED: load_animation "GRAFFITI" 
07A6: get_nearest_tag_location_near_point 2100.84 -1648.71 12.42 store_to 78@ 79@ 80@ 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_3787 
0615: define_AS_pack_begin 66@ 
05CD: AS_actor -1 exit_car $SWEET_CAR 
05D3: AS_actor -1 goto_point 2100.48 -1649.14 12.47 mode 4 time 20000 ms // versionA 
0668: AS_actor -1 rotate_and_shoot_at 78@ 79@ 80@ 15000 ms 
0616: define_AS_pack_end 66@ 

:SWEET1_3787
0703: set_tags_painted_percentage_at 88@ 89@ 90@ 91@ value 0 
0703: set_tags_painted_percentage_at 96@ 97@ 98@ 99@ value 0 
0702: $TAGS_PAINTED_PERCENTAGE = get_tags_painted_percentage_at 89@ 90@ 91@ 88@ 
02E2: set_actor $ACTOR_SWEET weapon_accuracy_to 90 
07DD: set_actor $ACTOR_SWEET attack_rate 100 // previously known as temper_to 
0006: 69@ = 0 
02A3: enable_widescreen 1 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_3901 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_3901 
05CD: AS_actor $ACTOR_SWEET exit_car $SWEET_CAR 

:SWEET1_3901
0001: wait 600 ms 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_3930 
05CD: AS_actor $PLAYER_ACTOR exit_car $SWEET_CAR 

:SWEET1_3930
0001: wait 500 ms 
016A: fade 0 time 1000 

:SWEET1_3942
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1_3966 
0001: wait 0 ms 
0002: jump @SWEET1_3942 

:SWEET1_3966
00D6: if 
84EE:   not animation "GRAFFITI" loaded 
004D: jump_if_false @SWEET1_4000 
0001: wait 0 ms 
0002: jump @SWEET1_3966 

:SWEET1_4000
03CF: load_wav 37444 as 1 
03CF: load_wav 37416 as 2 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1_4061 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2094.7 -1652.05 12.65 
0002: jump @SWEET1_4081 

:SWEET1_4061
00A1: put_actor $PLAYER_ACTOR at 2094.7 -1652.05 12.65 

:SWEET1_4081
0173: set_actor $PLAYER_ACTOR Z_angle_to 302.0 
0687: clear_actor $PLAYER_ACTOR task 
05D3: AS_actor $PLAYER_ACTOR goto_point 2099.12 -1651.26 12.63 mode 4 time 20000 ms // versionA 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_4228 
00D6: if 
00DF:   actor $ACTOR_SWEET driving 
004D: jump_if_false @SWEET1_4180 
0362: remove_actor $ACTOR_SWEET from_car_and_place_at 2095.8 -1649.86 12.7 
0002: jump @SWEET1_4200 

:SWEET1_4180
00A1: put_actor $ACTOR_SWEET at 2095.8 -1649.86 12.7 

:SWEET1_4200
0173: set_actor $ACTOR_SWEET Z_angle_to 277.0 
0687: clear_actor $ACTOR_SWEET task 
0618: assign_actor $ACTOR_SWEET to_AS_pack 66@ 
061B: remove_references_to_AS_pack 66@ 

:SWEET1_4228
015F: set_camera_position 2095.531 -1659.485 13.3156 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2095.742 -1658.519 13.4672 switchstyle 2 
0395: clear_area 1 at 2094.2 -1652.05 12.65 radius 10.0 
0001: wait 500 ms 
016A: fade 1 time 500 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_4347 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SWEET 4500 ms 

:SWEET1_4347
0006: 36@ = 0 
0707: start_scene_skip_to @SWEET1_5959 
0001: wait 2000 ms 
015F: set_camera_position 2102.11 -1647.672 13.1493 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2101.369 -1648.315 13.3438 switchstyle 2 

:SWEET1_4417
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET1_4521 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_4475 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_4475
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_4514 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 

:SWEET1_4514
0002: jump @SWEET1_4417 

:SWEET1_4521
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE1_AR' time 10000 flag 1  // ~z~Watch for those rollers as I tag this up.
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_4565 
0967: actor $ACTOR_SWEET move_mouth 3000 ms 

:SWEET1_4565
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET1_4669 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_4623 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_4623
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_4662 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 

:SWEET1_4662
0002: jump @SWEET1_4565 

:SWEET1_4669
00BE: text_clear_all 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_4692 
0968: actor $ACTOR_SWEET stop_mouth 

:SWEET1_4692
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_4716 
0646: unknown_get_actor $ACTOR_SWEET task_1560_status_store_to 64@ // similar to 062E 

:SWEET1_4716
00D6: if 
8039:   not  64@ == 2 
004D: jump_if_false @SWEET1_4872 
0001: wait 0 ms 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_4779 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_14575 

:SWEET1_4779
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_4818 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_4818
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_4857 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 

:SWEET1_4857
0646: unknown_get_actor $ACTOR_SWEET task_1560_status_store_to 64@ // similar to 062E 
0002: jump @SWEET1_4716 

:SWEET1_4872
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2097.269 -1648.215 14.4973 position_to 2098.319 -1650.517 14.3662 time 10000 smooth_transition 1 
0920: point_camera 2101.626 -1649.577 13.7631 transverse_to 2101.89 -1647.925 13.7316 time 10000 smooth_transition 1 
0512: show_permanent_text_box 'SWE1_D'  // Look at the tag and hold ~k~~PED_FIREWEAPON~ to spray it.
0006: 58@ = 1 
0006: 32@ = 0 

:SWEET1_4981
00D6: if 
8038:   not  $TAGS_PAINTED_PERCENTAGE == 100 
004D: jump_if_false @SWEET1_5226 
0001: wait 0 ms 
0702: $TAGS_PAINTED_PERCENTAGE = get_tags_painted_percentage_at 97@ 98@ 99@ 96@ 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_5059 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_5059
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_5098 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 

:SWEET1_5098
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_5139 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_14575 

:SWEET1_5139
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @SWEET1_5219 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @SWEET1_5208 
03E5: show_text_box 'SWE1_F'  // Keep ~k~~PED_FIREWEAPON~ pressed until the tag is completely sprayed over.
0006: 32@ = 0 
0006: 58@ = 2 
0002: jump @SWEET1_5219 

:SWEET1_5208
0512: show_permanent_text_box 'SWE1_D'  // Look at the tag and hold ~k~~PED_FIREWEAPON~ to spray it.

:SWEET1_5219
0002: jump @SWEET1_4981 

:SWEET1_5226
0001: wait 1000 ms 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_5315 
0173: set_actor $ACTOR_SWEET Z_angle_to 280.0 
0605: actor $ACTOR_SWEET perform_animation "GRAFFITI_CHKOUT" IFP "GRAFFITI" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
062E: get_actor $ACTOR_SWEET task 1541 status_store_to 77@ // ret 7 if not found 

:SWEET1_5315
00D6: if 
84A4:   not  77@ == 7 // == constant 
004D: jump_if_false @SWEET1_5554 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_5376 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_5376
062E: get_actor $ACTOR_SWEET task 1541 status_store_to 77@ // ret 7 if not found 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_5426 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 

:SWEET1_5426
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_5467 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_14575 

:SWEET1_5467
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @SWEET1_5547 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @SWEET1_5536 
03E5: show_text_box 'SWE1_F'  // Keep ~k~~PED_FIREWEAPON~ pressed until the tag is completely sprayed over.
0006: 32@ = 0 
0006: 58@ = 2 
0002: jump @SWEET1_5547 

:SWEET1_5536
0512: show_permanent_text_box 'SWE1_D'  // Look at the tag and hold ~k~~PED_FIREWEAPON~ to spray it.

:SWEET1_5547
0002: jump @SWEET1_5315 

:SWEET1_5554
0925: restore_camera_to_user_defined 
03E6: remove_text_box 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_5599 
05D3: AS_actor $ACTOR_SWEET goto_point 2099.1 -1650.02 12.57 mode 4 time 20000 ms // versionA 

:SWEET1_5599
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_5647 
0647: AS_actor $ACTOR_SWEET clear_look_task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SWEET 4500 ms 
05BF: AS_actor $ACTOR_SWEET look_at_actor $PLAYER_ACTOR 4500 ms 

:SWEET1_5647
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET1_5751 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_5705 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_5705
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_5744 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 

:SWEET1_5744
0002: jump @SWEET1_5647 

:SWEET1_5751
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_CA' time 10000 flag 1  // ~z~There's another two Balla tags in the hood.
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_5795 
0967: actor $ACTOR_SWEET move_mouth 3000 ms 

:SWEET1_5795
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET1_5899 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_5853 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_5853
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_5892 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 

:SWEET1_5892
0002: jump @SWEET1_5795 

:SWEET1_5899
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_5920 
0968: actor $ACTOR_SWEET stop_mouth 

:SWEET1_5920
00BE: text_clear_all 
05D3: AS_actor $PLAYER_ACTOR goto_point 2097.56 -1651.36 12.71 mode 4 time 20000 ms // versionA 
0001: wait 500 ms 
0006: 36@ = 1 

:SWEET1_5959
0701: end_scene_skip 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 37445 as 2 
0925: restore_camera_to_user_defined 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @SWEET1_6174 
016A: fade 0 time 500 

:SWEET1_6007
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1_6031 
0001: wait 0 ms 
0002: jump @SWEET1_6007 

:SWEET1_6031
0703: set_tags_painted_percentage_at 96@ 97@ 98@ 99@ value 1 
00A1: put_actor $PLAYER_ACTOR at 2097.56 -1651.36 12.71 
0173: set_actor $PLAYER_ACTOR Z_angle_to 99.0 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_6128 
0792: disembark_instantly_actor $ACTOR_SWEET 
00A1: put_actor $ACTOR_SWEET at 2099.1 -1650.02 12.57 
0173: set_actor $ACTOR_SWEET Z_angle_to 99.0 

:SWEET1_6128
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 700 

:SWEET1_6150
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1_6174 
0001: wait 0 ms 
0002: jump @SWEET1_6150 

:SWEET1_6174
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_6219 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_6219 
05CA: AS_actor $ACTOR_SWEET enter_car $SWEET_CAR passenger_seat 0 time 15000 

:SWEET1_6219
0164: disable_marker 56@ 
0164: disable_marker 62@ 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0164: disable_marker 62@ 
018A: 42@ = create_checkpoint_at 2068.31 -1654.0 14.3 
0165: set_marker 42@ color_to 1 
018A: 43@ = create_checkpoint_at 2047.31 -1634.65 13.8 
0165: set_marker 43@ color_to 1 
04EF: release_animation "GRAFFITI" 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_6343 
020A: set_car $SWEET_CAR door_status_to 3 

:SWEET1_6343
0006: 69@ = 1 
0702: $TAGS_PAINTED_PERCENTAGE = get_tags_painted_percentage_at 89@ 90@ 91@ 88@ 
0703: set_tags_painted_percentage_at 88@ 89@ 90@ 91@ value 0 
0006: 65@ = 0 

:SWEET1_6390
00D6: if 
8038:   not  $TAGS_PAINTED_PERCENTAGE == 100 
004D: jump_if_false @SWEET1_6963 
0001: wait 0 ms 
00D6: if 
0039:   65@ == 0 
004D: jump_if_false @SWEET1_6479 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @SWEET1_6472 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE1_CB' time 2500 flag 1  // ~z~You go get 'em and I'll keep the engine running.
0006: 65@ = 1 

:SWEET1_6472
0002: jump @SWEET1_6535 

:SWEET1_6479
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @SWEET1_6535 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @SWEET1_6535 
00BC: show_text_highpriority GXT 'SWE1_X' time 6000 flag 1  // ~s~Spray over the remaining ~g~tags~s~ in this area.
0006: 65@ = 2 

:SWEET1_6535
0702: $TAGS_PAINTED_PERCENTAGE = get_tags_painted_percentage_at 89@ 90@ 91@ 88@ 
0702: 59@ = get_tags_painted_percentage_at -1654.589 2063.544 -1650.013 2068.876 
0702: 60@ = get_tags_painted_percentage_at -1633.986 2047.145 -1638.957 2044.836 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_6641 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 

:SWEET1_6641
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_6680 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_6680
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_6721 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_14575 

:SWEET1_6721
00D6: if or
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 2043.68 -1635.73 radius 4.0 4.0 on_foot 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 2067.99 -1652.61 radius 4.0 4.0 on_foot 
004D: jump_if_false @SWEET1_6910 
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @SWEET1_6848 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SWEET1_6848 
03E5: show_text_box 'SWE1_D'  // Look at the tag and hold ~k~~PED_FIREWEAPON~ to spray it.
0006: 32@ = 0 
0006: 58@ = 1 

:SWEET1_6848
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @SWEET1_6910 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @SWEET1_6910 
03E5: show_text_box 'SWE1_F'  // Keep ~k~~PED_FIREWEAPON~ pressed until the tag is completely sprayed over.
0006: 32@ = 0 
0006: 58@ = 2 

:SWEET1_6910
00D6: if 
0039:   59@ == 100 
004D: jump_if_false @SWEET1_6933 
0164: disable_marker 42@ 

:SWEET1_6933
00D6: if 
0039:   60@ == 100 
004D: jump_if_false @SWEET1_6956 
0164: disable_marker 43@ 

:SWEET1_6956
0002: jump @SWEET1_6390 

:SWEET1_6963
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_7011 
0164: disable_marker 42@ 
0164: disable_marker 43@ 
0186: 56@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 56@ type_to 1 
020A: set_car $SWEET_CAR door_status_to 1 

:SWEET1_7011
00BC: show_text_highpriority GXT 'SWE1_S' time 6000 flag 1  // ~s~Get back in ~b~Sweet's car!
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_7066 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_7066
03CF: load_wav 37417 as 1 

:SWEET1_7075
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET1_7265 
0001: wait 0 ms 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_7139 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_14575 

:SWEET1_7139
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_7178 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_7178
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_7217 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 

:SWEET1_7217
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_7258 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_14575 

:SWEET1_7258
0002: jump @SWEET1_7075 

:SWEET1_7265
0006: 45@ = 0 
0006: 58@ = 0 
0006: 32@ = 0 
0004: $127 = 1 
0164: disable_marker 56@ 
018A: 41@ = create_checkpoint_at 2338.74 -1500.31 22.83 

:SWEET1_7318
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET1_7463 
0001: wait 0 ms 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_7376 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 

:SWEET1_7376
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_7415 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_7415
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_7456 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_14575 

:SWEET1_7456
0002: jump @SWEET1_7318 

:SWEET1_7463
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_AS' time 3000 flag 1  // ~z~C'mon, let's cruise into Ballas territory.

:SWEET1_7483
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET1_7628 
0001: wait 0 ms 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_7541 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 

:SWEET1_7541
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_7580 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_7580
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_7621 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_14575 

:SWEET1_7621
0002: jump @SWEET1_7483 

:SWEET1_7628
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_7667 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_7667
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_7706 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 

:SWEET1_7706
0006: 32@ = 0 

:SWEET1_7713
00D6: if or
81AF:   not car $SWEET_CAR sphere $127 in_sphere 2338.74 -1500.31 22.83 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $SWEET_CAR 
89D0:   not car $SWEET_CAR on_wheels 
004D: jump_if_false @SWEET1_8342 
0001: wait 0 ms 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @SWEET1_7834 
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @SWEET1_7834 
03E5: show_text_box 'SWE1_Z1'  // Enemy gang territories can be dangerous. Hang around for too long and you will attract attention.
0006: 39@ = 1 

:SWEET1_7834
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_7873 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_7873
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_7914 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_14575 

:SWEET1_7914
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_7960 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 
0002: jump @SWEET1_8156 

:SWEET1_7960
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET1_8064 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @SWEET1_8057 
0164: disable_marker 41@ 
0164: disable_marker 56@ 
018A: 41@ = create_checkpoint_at 2338.74 -1500.31 22.83 
00BC: show_text_highpriority GXT 'HOOD3_B' time 5000 flag 1  // ~s~Drive to ~y~East Los Santos~s~.
0006: 34@ = 1 
0004: $127 = 1 

:SWEET1_8057
0002: jump @SWEET1_8156 

:SWEET1_8064
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @SWEET1_8156 
0164: disable_marker 56@ 
0164: disable_marker 41@ 
0186: 56@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 56@ type_to 1 
0050: gosub @SWEET1_15166 
00BC: show_text_highpriority GXT 'SWE1_S' time 6000 flag 1  // ~s~Get back in ~b~Sweet's car!
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0004: $127 = 0 
0006: 34@ = 0 

:SWEET1_8156
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @SWEET1_8216 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @SWEET1_8216 
00BC: show_text_highpriority GXT 'HOOD3_B' time 5000 flag 1  // ~s~Drive to ~y~East Los Santos~s~.
0006: 58@ = 1 

:SWEET1_8216
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_8255 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_8255
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_8296 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_14575 

:SWEET1_8296
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_8335 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 

:SWEET1_8335
0002: jump @SWEET1_7713 

:SWEET1_8342
03CF: load_wav 37420 as 1 
0164: disable_marker 56@ 
0164: disable_marker 41@ 
018A: 43@ = create_checkpoint_at 2396.21 -1469.8 24.9 
0165: set_marker 43@ color_to 1 
018A: 44@ = create_checkpoint_at 2353.22 -1506.54 24.7 
0165: set_marker 44@ color_to 1 
02A3: enable_widescreen 1 
015F: set_camera_position 2329.675 -1499.911 25.8505 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2330.653 -1499.926 25.644 switchstyle 2 
01B4: set_player $PLAYER_CHAR can_move 0 
0001: wait 100 ms 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_8524 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET1_8524 
05CD: AS_actor $PLAYER_ACTOR exit_car $SWEET_CAR 

:SWEET1_8524
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET1_8628 
0001: wait 0 ms 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_8582 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 

:SWEET1_8582
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_8621 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_8621
0002: jump @SWEET1_8524 

:SWEET1_8628
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_AV' time 10000 flag 1  // ~z~You hit this up here, and I'll go up and do another hood.

:SWEET1_8648
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET1_8752 
0001: wait 0 ms 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_8706 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 

:SWEET1_8706
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_8745 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_8745
0002: jump @SWEET1_8648 

:SWEET1_8752
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET1_8814 
0001: wait 0 ms 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_8807 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_8807 

:SWEET1_8807
0002: jump @SWEET1_8752 

:SWEET1_8814
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_8868 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_8868 
020A: set_car $SWEET_CAR door_status_to 3 
05D2: AS_actor $ACTOR_SWEET run_to_and_hijack_car $SWEET_CAR max_search_radius 20.0 traffic_behavior 2 

:SWEET1_8868
0006: 58@ = 0 
0006: 39@ = 0 
0006: 32@ = 0 
0703: set_tags_painted_percentage_at 92@ 93@ 94@ 95@ value 0 
0702: $TAGS_PAINTED_PERCENTAGE = get_tags_painted_percentage_at 93@ 94@ 95@ 92@ 
0001: wait 1000 ms 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 

:SWEET1_8942
00D6: if 
8038:   not  $TAGS_PAINTED_PERCENTAGE == 100 
004D: jump_if_false @SWEET1_10388 
0001: wait 0 ms 
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @SWEET1_9042 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @SWEET1_9042 
00BC: show_text_highpriority GXT 'SWE1_M' time 6000 flag 1  // ~s~Find and spray over the ~g~tags~s~.
03CF: load_wav 37423 as 1 
03CF: load_wav 37427 as 2 
0006: 58@ = 1 

:SWEET1_9042
0702: $TAGS_PAINTED_PERCENTAGE = get_tags_painted_percentage_at 93@ 94@ 95@ 92@ 
0702: 59@ = get_tags_painted_percentage_at -1469.8 2387.95 -1463.55 2396.21 
0702: 60@ = get_tags_painted_percentage_at -1506.54 2354.88 -1511.58 2353.22 
00D6: if 
0039:   61@ == 0 
004D: jump_if_false @SWEET1_9343 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2395.61 -1470.52 radius 50.0 50.0 
004D: jump_if_false @SWEET1_9336 
009A: 54@ = create_actor_pedtype 24 model #BALLAS1 at 2400.45 -1470.39 22.97 
0173: set_actor 54@ Z_angle_to 82.4 
009A: 55@ = create_actor_pedtype 24 model #BALLAS2 at 2396.48 -1469.9 22.99 
0173: set_actor 55@ Z_angle_to 262.64 
0677: AS_actor 55@ chat_with_actor 54@ lead_speaker_flag 0 unknown_flag 1 
0677: AS_actor 54@ chat_with_actor 55@ lead_speaker_flag 1 unknown_flag 1 
0615: define_AS_pack_begin 47@ 
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_distance 0.5 approach_angle 90.0 
0643: set_AS_pack 47@ loop 1 
0616: define_AS_pack_end 47@ 
0615: define_AS_pack_begin 37@ 
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_distance 0.5 approach_angle 270.0 
0643: set_AS_pack 37@ loop 1 
0616: define_AS_pack_end 37@ 
0006: 61@ = 1 

:SWEET1_9336
0002: jump @SWEET1_10009 

:SWEET1_9343
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @SWEET1_9543 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2395.61 -1470.52 radius 20.0 17.0 
004D: jump_if_false @SWEET1_9543 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET1_9536 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @SWEET1_9536 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 2400.384 -1472.208 23.9349 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2399.49 -1471.763 23.988 switchstyle 2 
03E5: show_text_box 'SWE1_H'  // These are Ballas gang members, dressed in purple. They are your sworn enemy.
0001: wait 500 ms 
0707: start_scene_skip_to @SWEET1_9521 
0001: wait 6500 ms 

:SWEET1_9521
0701: end_scene_skip 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 

:SWEET1_9536
0006: 46@ = 1 

:SWEET1_9543
00D6: if 
0039:   46@ == 1 
004D: jump_if_false @SWEET1_9789 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @SWEET1_9616 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SWEET1_9616 
03E5: show_text_box 'SWE1_I'  // Press ~k~~PED_FIREWEAPON~ to spray the gang member in the face.
0006: 39@ = 1 

:SWEET1_9616
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2395.61 -1470.52 radius 5.0 5.0 
004D: jump_if_false @SWEET1_9789 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET1_9697 
0A09: set_actor 54@ muted 1 // versionB 
05BA: AS_actor 54@ move_mouth 0 ms 
0618: assign_actor 54@ to_AS_pack 47@ 
061B: remove_references_to_AS_pack 47@ 

:SWEET1_9697
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @SWEET1_9782 
0A09: set_actor 55@ muted 1 // versionB 
05BA: AS_actor 55@ move_mouth 0 ms 
0618: assign_actor 55@ to_AS_pack 37@ 
061B: remove_references_to_AS_pack 37@ 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SWEET1_9775 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_BA' time 2000 flag 1  // ~z~What the fuck?

:SWEET1_9775
0006: 32@ = 0 

:SWEET1_9782
0006: 46@ = 2 

:SWEET1_9789
00D6: if 
0039:   46@ == 2 
004D: jump_if_false @SWEET1_9923 
00D6: if or
0039:   59@ == 100 
0019:   32@ > 5000 
004D: jump_if_false @SWEET1_9923 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET1_9857 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 

:SWEET1_9857
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @SWEET1_9916 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @SWEET1_9916 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE1_BE' time 2000 flag 1  // ~z~Get that fool!

:SWEET1_9916
0006: 46@ = 3 

:SWEET1_9923
00D6: if 
0039:   46@ == 3 
004D: jump_if_false @SWEET1_10009 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @SWEET1_10009 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET1_9979 
0A09: set_actor 54@ muted 0 // versionB 

:SWEET1_9979
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @SWEET1_10002 
0A09: set_actor 55@ muted 0 // versionB 

:SWEET1_10002
0006: 46@ = 4 

:SWEET1_10009
00D6: if 
0039:   59@ == 100 
004D: jump_if_false @SWEET1_10032 
0164: disable_marker 43@ 

:SWEET1_10032
00D6: if 
0039:   60@ == 100 
004D: jump_if_false @SWEET1_10055 
0164: disable_marker 44@ 

:SWEET1_10055
00D6: if and
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 2353.3 -1508.18 radius 3.0 3.0 on_foot 
0039:   35@ == 0 
004D: jump_if_false @SWEET1_10125 
03E5: show_text_box 'SWE1_G'  // Spraying over a rival tag will gain you respect from your gang. There are many tags scattered around Los Santos to find.
0006: 32@ = 0 
0006: 35@ = 1 

:SWEET1_10125
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_10164 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 

:SWEET1_10164
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_10203 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_10203
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_10244 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_14575 

:SWEET1_10244
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SWEET1_10381 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_10381 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_10381 
00D6: if and
8205:   not actor $PLAYER_ACTOR near_car $SWEET_CAR radius 30.0 30.0 10.0 flag 0 
82CA:   not car $SWEET_CAR bounding_sphere_visible 
004D: jump_if_false @SWEET1_10381 
0687: clear_actor $ACTOR_SWEET task 
00AB: put_car $SWEET_CAR at 2487.172 -1666.301 -100.3438 
0574: set_car $SWEET_CAR keep_position 1 
0575: set_actor $ACTOR_SWEET keep_position 1 
0006: 38@ = 1 

:SWEET1_10381
0002: jump @SWEET1_8942 

:SWEET1_10388
0164: disable_marker 43@ 
0164: disable_marker 44@ 
0164: disable_marker 41@ 
018A: 41@ = create_checkpoint_at 2374.0 -1534.1 23.0 
00BC: show_text_highpriority GXT 'SWE1_Z' time 5000 flag 1  // ~s~Go to the ~y~blip~s~ to find the next tag.
0703: set_tags_painted_percentage_at 84@ 85@ 86@ 87@ value 0 
0702: $TAGS_PAINTED_PERCENTAGE = get_tags_painted_percentage_at 85@ 86@ 87@ 84@ 
07C0: load_path 207 

:SWEET1_10477
00D6: if 
8038:   not  $TAGS_PAINTED_PERCENTAGE == 100 
004D: jump_if_false @SWEET1_11272 
0001: wait 0 ms 
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @SWEET1_10559 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @SWEET1_10559 
00BC: show_text_highpriority GXT 'SWE1_M' time 6000 flag 1  // ~s~Find and spray over the ~g~tags~s~.
0006: 58@ = 1 

:SWEET1_10559
0702: $TAGS_PAINTED_PERCENTAGE = get_tags_painted_percentage_at 85@ 86@ 87@ 84@ 
00D6: if 
0038:   $TAGS_PAINTED_PERCENTAGE == 100 
004D: jump_if_false @SWEET1_10599 
0164: disable_marker 42@ 

:SWEET1_10599
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @SWEET1_10720 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2374.0 -1534.1 23.0 radius 1.4 1.4 2.0 on_foot 
004D: jump_if_false @SWEET1_10720 
03E5: show_text_box 'JUMPH1'  // Stand in front of the fence and press ~k~~PED_JUMPING~ to climb the fence.
0164: disable_marker 41@ 
0164: disable_marker 42@ 
018A: 42@ = create_checkpoint_at 2395.43 -1551.69 26.98 
0165: set_marker 42@ color_to 1 
0006: 49@ = 1 

:SWEET1_10720
00D6: if and
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 2352.3 -1552.1 radius 3.0 3.0 on_foot 
0039:   49@ == 0 
004D: jump_if_false @SWEET1_10783 
03E5: show_text_box 'JUMPH1'  // Stand in front of the fence and press ~k~~PED_JUMPING~ to climb the fence.
0006: 49@ = 1 

:SWEET1_10783
00D6: if and
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 2420.7 -1572.1 radius 3.0 3.0 on_foot 
0039:   49@ == 0 
004D: jump_if_false @SWEET1_10846 
03E5: show_text_box 'JUMPH1'  // Stand in front of the fence and press ~k~~PED_JUMPING~ to climb the fence.
0006: 49@ = 1 

:SWEET1_10846
00D6: if and
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 2373.5 -1547.2 radius 3.0 3.0 on_foot 
0039:   50@ == 0 
004D: jump_if_false @SWEET1_10909 
03E5: show_text_box 'RADAR5'  // An upward pointing triangular 'blip' indicates that the objective is above your current position, and a downward pointing triangle, that an objective is below you.
0006: 50@ = 1 

:SWEET1_10909
00D6: if and
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 2378.755 -1555.89 radius 3.0 3.0 on_foot 
0039:   53@ == 0 
004D: jump_if_false @SWEET1_11009 
03E5: show_text_box 'JUMPH2'  // Press ~k~~PED_JUMPING~ to climb onto the wall.
0164: disable_marker 41@ 
0164: disable_marker 42@ 
018A: 42@ = create_checkpoint_at 2395.43 -1551.69 26.98 
0165: set_marker 42@ color_to 1 
0006: 53@ = 1 

:SWEET1_11009
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_11050 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_14575 

:SWEET1_11050
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_11089 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 

:SWEET1_11089
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_11128 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_11128
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SWEET1_11265 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_11265 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_11265 
00D6: if or
8205:   not actor $PLAYER_ACTOR near_car $SWEET_CAR radius 100.0 100.0 10.0 flag 0 
82CA:   not car $SWEET_CAR bounding_sphere_visible 
004D: jump_if_false @SWEET1_11265 
0687: clear_actor $ACTOR_SWEET task 
00AB: put_car $SWEET_CAR at 2487.172 -1666.301 -100.3438 
0574: set_car $SWEET_CAR keep_position 1 
0575: set_actor $ACTOR_SWEET keep_position 1 
0006: 38@ = 1 

:SWEET1_11265
0002: jump @SWEET1_10477 

:SWEET1_11272
0164: disable_marker 42@ 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_11439 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_11439 
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @SWEET1_11341 
0574: set_car $SWEET_CAR keep_position 0 
0575: set_actor $ACTOR_SWEET keep_position 0 

:SWEET1_11341
00AB: put_car $SWEET_CAR at 2337.86 -1467.21 22.82 
0175: set_car $SWEET_CAR Z_angle_to 180.0 
0001: wait 100 ms 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_11439 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_11439 
0792: disembark_instantly_actor $ACTOR_SWEET 
072A: put_actor $ACTOR_SWEET into_car $SWEET_CAR driverseat 
054A: set_actor $ACTOR_SWEET can_be_shot_in_a_car 0 
0164: disable_marker 41@ 
020A: set_car $SWEET_CAR door_status_to 1 

:SWEET1_11439
00D6: if 
87C1:   not path 207 available 
004D: jump_if_false @SWEET1_11549 
0001: wait 0 ms 
07C0: load_path 207 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_11503 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 

:SWEET1_11503
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_11542 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_11542
0002: jump @SWEET1_11439 

:SWEET1_11549
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_11654 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_11654 
00D6: if 
07C1:   path 207 available 
004D: jump_if_false @SWEET1_11654 
0792: disembark_instantly_actor $ACTOR_SWEET 
0001: wait 0 ms 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_11646 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_11646 
072A: put_actor $ACTOR_SWEET into_car $SWEET_CAR driverseat 

:SWEET1_11646
05EB: assign_car $SWEET_CAR to_path 207 

:SWEET1_11654
0001: wait 2000 ms 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_11695 
0164: disable_marker 56@ 
0186: 56@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 56@ type_to 1 

:SWEET1_11695
01B4: set_player $PLAYER_CHAR can_move 0 
03E6: remove_text_box 
0395: clear_area 1 at 2378.323 -1526.153 23.869 radius 50.0 
016A: fade 0 time 300 

:SWEET1_11735
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1_11759 
0001: wait 0 ms 
0002: jump @SWEET1_11735 

:SWEET1_11759
0A0B: set_rendering_origin_at_3D_coord 2385.444 -1529.335 24.0351 angle 82.7482 
02A3: enable_widescreen 1 
015F: set_camera_position 2386.444 -1529.313 24.0696 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2385.444 -1529.335 24.0351 switchstyle 2 
016A: fade 1 time 300 
0006: 32@ = 0 
03CF: load_wav 37430 as 1 

:SWEET1_11859
00D6: if 
8019:   not  32@ > 3500 
004D: jump_if_false @SWEET1_11967 
0001: wait 0 ms 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_11921 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 

:SWEET1_11921
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_11960 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_11960
0002: jump @SWEET1_11859 

:SWEET1_11967
015F: set_camera_position 2386.444 -1529.313 24.0696 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2385.444 -1529.335 24.0351 switchstyle 2 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_12042 
09F7: play_audio_at_car $SWEET_CAR event 1147 

:SWEET1_12042
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET1_12146 
0001: wait 0 ms 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_12100 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 

:SWEET1_12100
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_12139 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_12139
0002: jump @SWEET1_12042 

:SWEET1_12146
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_12170 
09F7: play_audio_at_car $SWEET_CAR event 1147 

:SWEET1_12170
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_BH' time 10000 flag 1  // ~z~CARL, QUICK, GET IN!

:SWEET1_12190
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET1_12294 
0001: wait 0 ms 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_12248 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 

:SWEET1_12248
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_12287 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_12287
0002: jump @SWEET1_12190 

:SWEET1_12294
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_12341 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_12341 
0792: disembark_instantly_actor $ACTOR_SWEET 
0430: put_actor $ACTOR_SWEET into_car $SWEET_CAR passenger_seat 0 

:SWEET1_12341
0925: restore_camera_to_user_defined 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET1_12369 
0687: clear_actor 54@ task 
05DE: AS_actor 54@ walk_around_ped_path 

:SWEET1_12369
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @SWEET1_12395 
0687: clear_actor 55@ task 
05DE: AS_actor 55@ walk_around_ped_path 

:SWEET1_12395
0004: $127 = 0 
0006: 34@ = 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
00BC: show_text_highpriority GXT 'SWE1_S' time 6000 flag 1  // ~s~Get back in ~b~Sweet's car!
0164: disable_marker 56@ 
0164: disable_marker 41@ 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_12479 
0186: 56@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 56@ type_to 1 

:SWEET1_12479
03CF: load_wav 38607 as 1 

:SWEET1_12488
00D6: if or
81AF:   not car $SWEET_CAR sphere $127 in_sphere 2504.735 -1672.45 12.3848 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $SWEET_CAR 
89D0:   not car $SWEET_CAR on_wheels 
004D: jump_if_false @SWEET1_13006 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_12593 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_12593
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_12639 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 
0002: jump @SWEET1_12921 

:SWEET1_12639
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET1_12829 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @SWEET1_12725 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SWEET1_12725 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWEX_AH' time 3000 flag 1  // ~z~Get us back to the hood, CJ!
0006: 32@ = 0 
0006: 40@ = 1 

:SWEET1_12725
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @SWEET1_12822 
0164: disable_marker 41@ 
0164: disable_marker 56@ 
018A: 41@ = create_checkpoint_at 2504.735 -1672.45 12.3848 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @SWEET1_12815 
00BC: show_text_highpriority GXT 'SWE1_B' time 6000 flag 1  // ~s~Go back to ~y~Sweet's house~s~.
0006: 34@ = 1 

:SWEET1_12815
0004: $127 = 1 

:SWEET1_12822
0002: jump @SWEET1_12921 

:SWEET1_12829
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @SWEET1_12921 
0164: disable_marker 56@ 
0164: disable_marker 41@ 
0186: 56@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 56@ type_to 1 
0050: gosub @SWEET1_15166 
00BC: show_text_highpriority GXT 'SWE1_S' time 6000 flag 1  // ~s~Get back in ~b~Sweet's car!
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0004: $127 = 0 
0006: 34@ = 0 

:SWEET1_12921
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_12960 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_14575 

:SWEET1_12960
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_12999 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_14575 

:SWEET1_12999
0002: jump @SWEET1_12488 

:SWEET1_13006
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:SWEET1_13024
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1_13048 
0001: wait 0 ms 
0002: jump @SWEET1_13024 

:SWEET1_13048
04ED: load_animation "GANGS" 

:SWEET1_13057
00D6: if 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @SWEET1_13088 
0001: wait 0 ms 
0002: jump @SWEET1_13057 

:SWEET1_13088
041D: set_camera_near_clip 0.2 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_13118 
06AB: set_actor $ACTOR_SWEET all_weapons_hidden 1 

:SWEET1_13118
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0555: remove_weapon 41 from_actor $PLAYER_ACTOR 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_13165 
0968: actor $ACTOR_SWEET stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 

:SWEET1_13165
0004: $6547 = 0 
0004: $6546 = 0 
0004: $6549 = 0 
0004: $6548 = 1 
0050: gosub @SWEET1_52 
015F: set_camera_position 2509.95 -1672.095 13.7315 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2510.891 -1672.419 13.8204 switchstyle 2 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2510.153 -1673.551 14.2267 position_to 2509.997 -1671.866 13.9831 time 18000 smooth_transition 1 
0920: point_camera 2510.967 -1672.995 14.0633 transverse_to 2510.885 -1672.317 13.896 time 18000 smooth_transition 1 
01C3: remove_references_to_car $SWEET_CAR 
0395: clear_area 1 at 2511.352 -1672.14 12.4588 radius 1.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1_13412 
00A1: put_actor $PLAYER_ACTOR at 2511.352 -1672.14 12.4588 
0002: jump @SWEET1_13432 

:SWEET1_13412
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2511.352 -1672.14 12.4588 

:SWEET1_13432
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0395: clear_area 1 at 2511.352 -1673.14 12.4588 radius 1.0 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_13560 
0792: disembark_instantly_actor $ACTOR_SWEET 
00D6: if 
80DF:   not actor $ACTOR_SWEET driving 
004D: jump_if_false @SWEET1_13530 
00A1: put_actor $ACTOR_SWEET at 2511.352 -1673.14 12.4588 
0002: jump @SWEET1_13550 

:SWEET1_13530
0362: remove_actor $ACTOR_SWEET from_car_and_place_at 2511.352 -1673.14 12.4588 

:SWEET1_13550
0173: set_actor $ACTOR_SWEET Z_angle_to 0.0 

:SWEET1_13560
016A: fade 1 time 1000 
0001: wait 700 ms 
0007: 100@ = 0.0 
0004: $6549 = 0 

:SWEET1_13589
00D6: if 
8038:   not  $6547 == 1 
004D: jump_if_false @SWEET1_13700 
0001: wait 0 ms 
0050: gosub @SWEET1_15632 
00D6: if 
0038:   $6549 == 0 
004D: jump_if_false @SWEET1_13693 
00D6: if 
0038:   $6546 == 2 
004D: jump_if_false @SWEET1_13693 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_13686 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SWEET 20000 ms 

:SWEET1_13686
0004: $6549 = 1 

:SWEET1_13693
0002: jump @SWEET1_13589 

:SWEET1_13700
0004: $6549 = 0 

:SWEET1_13707
00D6: if 
8038:   not  $6547 == 2 
004D: jump_if_false @SWEET1_13802 
0001: wait 0 ms 
0050: gosub @SWEET1_15632 
00D6: if 
0038:   $6549 == 0 
004D: jump_if_false @SWEET1_13795 
00D6: if 
0038:   $6546 == 2 
004D: jump_if_false @SWEET1_13795 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_13788 

:SWEET1_13788
0004: $6549 = 1 

:SWEET1_13795
0002: jump @SWEET1_13707 

:SWEET1_13802
0004: $6549 = 0 

:SWEET1_13809
00D6: if 
8038:   not  $6547 == 3 
004D: jump_if_false @SWEET1_13904 
0001: wait 0 ms 
0050: gosub @SWEET1_15632 
00D6: if 
0038:   $6549 == 0 
004D: jump_if_false @SWEET1_13897 
00D6: if 
0038:   $6546 == 2 
004D: jump_if_false @SWEET1_13897 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_13890 

:SWEET1_13890
0004: $6549 = 1 

:SWEET1_13897
0002: jump @SWEET1_13809 

:SWEET1_13904
0004: $6549 = 0 

:SWEET1_13911
00D6: if 
8038:   not  $6547 == 4 
004D: jump_if_false @SWEET1_14043 
0001: wait 0 ms 
0050: gosub @SWEET1_15632 
00D6: if 
0038:   $6549 == 0 
004D: jump_if_false @SWEET1_14036 
00D6: if 
0038:   $6546 == 2 
004D: jump_if_false @SWEET1_14036 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_14029 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 6000 

:SWEET1_14029
0004: $6549 = 1 

:SWEET1_14036
0002: jump @SWEET1_13911 

:SWEET1_14043
0004: $6549 = 0 

:SWEET1_14050
00D6: if 
8038:   not  $6547 == 5 
004D: jump_if_false @SWEET1_14145 
0001: wait 0 ms 
0050: gosub @SWEET1_15632 
00D6: if 
0038:   $6549 == 0 
004D: jump_if_false @SWEET1_14138 
00D6: if 
0038:   $6546 == 2 
004D: jump_if_false @SWEET1_14138 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_14131 

:SWEET1_14131
0004: $6549 = 1 

:SWEET1_14138
0002: jump @SWEET1_14050 

:SWEET1_14145
0004: $6549 = 0 

:SWEET1_14152
00D6: if 
8038:   not  $6547 == 6 
004D: jump_if_false @SWEET1_14337 
0001: wait 0 ms 
0050: gosub @SWEET1_15632 
00D6: if 
0038:   $6549 == 0 
004D: jump_if_false @SWEET1_14330 
00D6: if 
0038:   $6546 == 2 
004D: jump_if_false @SWEET1_14330 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_14323 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_14323 
0605: actor $ACTOR_SWEET perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $PLAYER_ACTOR perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:SWEET1_14323
0004: $6549 = 1 

:SWEET1_14330
0002: jump @SWEET1_14152 

:SWEET1_14337
062E: get_actor $PLAYER_ACTOR task 1541 status_store_to 77@ // ret 7 if not found 

:SWEET1_14348
00D6: if 
84A4:   not  77@ == 7 // == constant 
004D: jump_if_false @SWEET1_14388 
0001: wait 0 ms 
062E: get_actor $PLAYER_ACTOR task 1541 status_store_to 77@ // ret 7 if not found 
0002: jump @SWEET1_14348 

:SWEET1_14388
0004: $6549 = 0 

:SWEET1_14395
00D6: if 
8038:   not  $6547 == 7 
004D: jump_if_false @SWEET1_14531 
0001: wait 0 ms 
0050: gosub @SWEET1_15632 
00D6: if 
0038:   $6549 == 0 
004D: jump_if_false @SWEET1_14524 
00D6: if 
0038:   $6546 == 2 
004D: jump_if_false @SWEET1_14524 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_14517 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SWEET 2000 ms 
05D3: AS_actor $ACTOR_SWEET goto_point 2517.397 -1677.352 13.2548 mode 4 time 20000 ms // versionA 

:SWEET1_14517
0004: $6549 = 1 

:SWEET1_14524
0002: jump @SWEET1_14395 

:SWEET1_14531
0001: wait 1500 ms 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0925: restore_camera_to_user_defined 
009B: destroy_actor $ACTOR_SWEET 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0002: jump @SWEET1_14682 

:SWEET1_14575
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0703: set_tags_painted_percentage_at 88@ 89@ 90@ 91@ value 0 
0703: set_tags_painted_percentage_at 92@ 93@ 94@ 95@ value 0 
0703: set_tags_painted_percentage_at 84@ 85@ 86@ 87@ value 0 
0703: set_tags_painted_percentage_at 96@ 97@ 98@ 99@ value 0 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_14680 
0555: remove_weapon 41 from_actor $PLAYER_ACTOR 

:SWEET1_14680
0051: return 

:SWEET1_14682
0008: $SWEET_TOTAL_PASSED_MISSIONS += 1 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_14731 
0555: remove_weapon 41 from_actor $PLAYER_ACTOR 
01B2: give_actor $PLAYER_ACTOR weapon 41 ammo 99999 // Load the weapon model before using this 
0002: jump @SWEET1_14741 

:SWEET1_14731
01B2: give_actor $PLAYER_ACTOR weapon 41 ammo 99999 // Load the weapon model before using this 

:SWEET1_14741
0004: $1903 = 1 
0215: destroy_pickup $6537 
032B: $6537 = create_weapon_pickup #SPRAYCAN type 15 ammo 99999 at 2492.505 -1700.825 1017.8 
030C: progress_made = 1 
0318: set_latest_mission_passed 'SWEET_1'  // Tagging up Turf
01E3: show_text_1number_styled GXT 'M_PASSS' number 200 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0998: add_respect 33 
0109: player $PLAYER_CHAR money = 500000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:SWEET1_14838
0249: release_model #SPRAYCAN 
0249: release_model #PRIMO 
0249: release_model #BALLAS1 
0249: release_model #BALLAS2 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $ACTOR_SWEET // Like turning an actor into a random pedestrian 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
0164: disable_marker 41@ 
0164: disable_marker 42@ 
0164: disable_marker 43@ 
0164: disable_marker 44@ 
0164: disable_marker 56@ 
0164: disable_marker 62@ 
04EF: release_animation "GRAFFITI" 
04EF: release_animation "GANGS" 
034F: destroy_actor_with_fade $ACTOR_SWEET 
0873: release_path 207 
0296: unload_special_actor 1 
0296: unload_special_actor 10 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_14975 
053F: set_car $SWEET_CAR tires_vulnerability 1 

:SWEET1_14975
076C: set_zone 'IWD1' gang 0 density_to 30 
076C: set_zone 'IWD2' gang 0 density_to 30 
076C: set_zone 'IWD3A' gang 0 density_to 30 
076C: set_zone 'IWD3B' gang 0 density_to 30 
076C: set_zone 'IWD4' gang 0 density_to 30 
076C: set_zone 'IWD5' gang 0 density_to 30 
076C: set_zone 'ELS1A' gang 0 density_to 30 
076C: set_zone 'ELS1B' gang 0 density_to 30 
076C: set_zone 'ELS2' gang 0 density_to 30 
076C: set_zone 'ELS3A' gang 0 density_to 30 
076C: set_zone 'ELS3B' gang 0 density_to 30 
076C: set_zone 'ELS4' gang 0 density_to 30 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:SWEET1_15166
040D: unload_wav 2 
00D6: if 
0038:   $6550 == 0 
004D: jump_if_false @SWEET1_15197 
03CF: load_wav 37434 as 2 

:SWEET1_15197
00D6: if 
0038:   $6550 == 1 
004D: jump_if_false @SWEET1_15224 
03CF: load_wav 38644 as 2 

:SWEET1_15224
00D6: if 
0038:   $6550 == 2 
004D: jump_if_false @SWEET1_15251 
03CF: load_wav 38641 as 2 

:SWEET1_15251
00D6: if 
0038:   $6550 == 3 
004D: jump_if_false @SWEET1_15278 
03CF: load_wav 37429 as 2 

:SWEET1_15278
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SWEET1_15294
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET1_15376 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_15331 
0051: return 

:SWEET1_15331
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_15351 
0051: return 

:SWEET1_15351
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_15369 
0051: return 

:SWEET1_15369
0002: jump @SWEET1_15294 

:SWEET1_15376
03D1: play_wav 2 
00D6: if 
0038:   $6550 == 0 
004D: jump_if_false @SWEET1_15414 
00BC: show_text_highpriority GXT 'SWE1_BM' time 3000 flag 1  // ~z~Get in, nigga!

:SWEET1_15414
00D6: if 
0038:   $6550 == 1 
004D: jump_if_false @SWEET1_15448 
00BC: show_text_highpriority GXT 'SWEX_BS' time 3000 flag 1  // ~z~CJ, for once, don't be a punk!

:SWEET1_15448
00D6: if 
0038:   $6550 == 2 
004D: jump_if_false @SWEET1_15482 
00BC: show_text_highpriority GXT 'SWEX_BP' time 3000 flag 1  // ~z~Don't be a buster, CJ!

:SWEET1_15482
00D6: if 
0038:   $6550 == 3 
004D: jump_if_false @SWEET1_15516 
00BC: show_text_highpriority GXT 'SWE1_BG' time 3000 flag 1  // ~z~CJ, GET IN!

:SWEET1_15516
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET1_15598 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_15553 
0051: return 

:SWEET1_15553
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_15573 
0051: return 

:SWEET1_15573
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET1_15591 
0051: return 

:SWEET1_15591
0002: jump @SWEET1_15516 

:SWEET1_15598
0008: $6550 += 1 
00D6: if 
0018:   $6550 > 3 
004D: jump_if_false @SWEET1_15630 
0004: $6550 = 0 

:SWEET1_15630
0051: return 

:SWEET1_15632
00D6: if or
0038:   $6546 == 0 
0038:   $6546 == 1 
004D: jump_if_false @SWEET1_15702 
00D6: if 
002F:   48@ >= $6547 // (int) 
004D: jump_if_false @SWEET1_15702 
00D6: if 
0019:   32@ > 200 
004D: jump_if_false @SWEET1_15702 
0050: gosub @SWEET1_15774 

:SWEET1_15702
00D6: if 
0038:   $6546 == 2 
004D: jump_if_false @SWEET1_15772 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SWEET1_15772 
0050: gosub @SWEET1_16013 
0004: $6546 = 0 
0008: $6547 += 1 
0004: $6549 = 0 
00BE: text_clear_all 
0006: 32@ = 0 

:SWEET1_15772
0051: return 

:SWEET1_15774
00D6: if 
0038:   $6546 == 0 
004D: jump_if_false @SWEET1_15810 
03CF: load_wav $6538($6547,8i) as 1 
0004: $6546 = 1 

:SWEET1_15810
00D6: if 
0038:   $6546 == 1 
004D: jump_if_false @SWEET1_15875 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SWEET1_15875 
00BC: show_text_highpriority GXT $6551($6547,8s) time 4000 flag 1 
03D1: play_wav 1 
0050: gosub @SWEET1_15877 
0004: $6546 = 2 

:SWEET1_15875
0051: return 

:SWEET1_15877
00D6: if or
04A3:   $6538($6547,8i) == 37401 // == constant 
04A3:   $6538($6547,8i) == 37404 // == constant 
04A3:   $6538($6547,8i) == 37436 // == constant 
04A3:   $6538($6547,8i) == 37438 // == constant 
04A3:   $6538($6547,8i) == 37443 // == constant 
004D: jump_if_false @SWEET1_15980 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 2000 ms 
0002: jump @SWEET1_16011 

:SWEET1_15980
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_16011 
0A09: set_actor $ACTOR_SWEET muted 1 // versionB 
0967: actor $ACTOR_SWEET move_mouth 2000 ms 

:SWEET1_16011
0051: return 

:SWEET1_16013
00D6: if or
04A3:   $6538($6547,8i) == 37401 // == constant 
04A3:   $6538($6547,8i) == 37404 // == constant 
04A3:   $6538($6547,8i) == 37436 // == constant 
04A3:   $6538($6547,8i) == 37438 // == constant 
04A3:   $6538($6547,8i) == 37443 // == constant 
004D: jump_if_false @SWEET1_16113 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0002: jump @SWEET1_16141 

:SWEET1_16113
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET1_16141 
0A09: set_actor $ACTOR_SWEET muted 0 // versionB 
0968: actor $ACTOR_SWEET stop_mouth 

:SWEET1_16141
0051: return 

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

:SWEET1B
03A4: name_thread 'SWEET1B' 
0050: gosub @SWEET1B_1079 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SWEET1B_38 
0050: gosub @SWEET1B_15554 

:SWEET1B_38
0050: gosub @SWEET1B_16064 
004E: end_thread 

:SWEET1B_47
0871: init_jump_table 87@ total_jumps 8 default_jump 0 @SWEET1B_1077 jumps 0 @SWEET1B_175 1 @SWEET1B_381 2 @SWEET1B_563 3 @SWEET1B_625 4 @SWEET1B_783 5 @SWEET1B_845 6 @SWEET1B_907 
0872: jump_table_jumps 7 @SWEET1B_969 -1 @SWEET1B_1077 -1 @SWEET1B_1077 -1 @SWEET1B_1077 -1 @SWEET1B_1077 -1 @SWEET1B_1077 -1 @SWEET1B_1077 -1 @SWEET1B_1077 -1 @SWEET1B_1077 

:SWEET1B_175
05A9: s$6567[0] = 'SWE1_ZF' // s$  // ~z~Hey, B Dup is only a couple of blocks away.
05A9: s$6567[1] = 'SWE1_YA' // s$  // ~z~The 'hood's all messed up, huh?
05A9: s$6567[2] = 'SWE1_YB' // s$  // ~z~Yeah, you try to get any of these crack heads to help you out.
05A9: s$6567[3] = 'SWE1_YC' // s$  // ~z~No wonder the Families ain't up on it.
05A9: s$6567[4] = 'SWE1_YD' // s$  // ~z~Apart from Smoke, Sweet, and you know, yours truly,
05A9: s$6567[5] = 'SWE1_YE' // s$  // ~z~Grove Street don't bang no more.
05A9: s$6567[6] = 'SWE1_YF' // s$  // ~z~Yeah, just get blow.
05A9: s$6567[7] = 'SWE1_YG' // s$  // ~z~For sure.
04AF: 93@ = 37494 // = constant 
04AF: 94@ = 37465 // = constant 
04AF: 95@ = 37466 // = constant 
04AF: 96@ = 37467 // = constant 
04AF: 97@ = 37468 // = constant 
04AF: 98@ = 37469 // = constant 
04AF: 99@ = 37470 // = constant 
04AF: 100@ = 37471 // = constant 
0006: 91@ = 7 
0002: jump @SWEET1B_1077 

:SWEET1B_381
05A9: s$6567[0] = 'SWE1_YM' // s$  // ~z~Man, I know this cat!
05A9: s$6567[1] = 'SWE1_YN' // s$  // ~z~He a punk, used to run with a Front Yard Balla OG from Idlewood.
05A9: s$6567[2] = 'SWE1_YO' // s$  // ~z~I know his place, it's just across the tracks there.
05A9: s$6567[3] = 'SWE1_YP' // s$  // ~z~Let's check it out!
05A9: s$6567[4] = 'SWE1_YQ' // s$  // ~z~Eh, ain't that Front Yard turf?
05A9: s$6567[5] = 'SWE1_YR' // s$  // ~z~Man, are you a busta?
05A9: s$6567[6] = 'SWE1_YS' // s$  // ~z~No, I'm down, homie!
04AF: 93@ = 37476 // = constant 
04AF: 94@ = 37477 // = constant 
04AF: 95@ = 37478 // = constant 
04AF: 96@ = 37479 // = constant 
04AF: 97@ = 37480 // = constant 
04AF: 98@ = 37481 // = constant 
04AF: 99@ = 37482 // = constant 
0006: 91@ = 6 
0002: jump @SWEET1B_1077 

:SWEET1B_563
05A9: s$6567[0] = 'SWE1_YX' // s$  // ~z~Good afternoon, Balla dope pushers!
05A9: s$6567[1] = 'SWE1_YY' // s$  // ~z~Grove Street OG's come to do damage!
04AF: 93@ = 37487 // = constant 
04AF: 94@ = 37488 // = constant 
0006: 91@ = 1 
0002: jump @SWEET1B_1077 

:SWEET1B_625
05A9: s$6567[0] = 'SWE1_TA' // s$  // ~z~Now Ballas know Grove Street Families on their way back up.
05A9: s$6567[1] = 'SWE1_TB' // s$  // ~z~For sure, homie - and what's more, you didn't even run out on me!
05A9: s$6567[2] = 'SWE1_TC' // s$  // ~z~Time's changing...
05A9: s$6567[3] = 'SWE1_TD' // s$  // ~z~Aww man, they gonna be mad at us.
05A9: s$6567[4] = 'SWE1_TE' // s$  // ~z~Man, I'll warn the gang later.
05A9: s$6567[5] = 'SWE1_TF' // s$  // ~z~For now, let's just bask in the silence of victory, motherfucker.
04AF: 93@ = 37448 // = constant 
04AF: 94@ = 37449 // = constant 
04AF: 95@ = 37450 // = constant 
04AF: 96@ = 37451 // = constant 
04AF: 97@ = 37452 // = constant 
04AF: 98@ = 37453 // = constant 
0006: 91@ = 5 
0002: jump @SWEET1B_1077 

:SWEET1B_783
05A9: s$6567[0] = 'SWE1_SA' // s$  // ~z~Hey partner I'm working man, what you need? What you need, dog?
05A9: s$6567[1] = 'SWE1_SB' // s$  // ~z~Dog, I got quality shit right here.
04AF: 93@ = 37446 // = constant 
04AF: 94@ = 37447 // = constant 
0006: 91@ = 1 
0002: jump @SWEET1B_1077 

:SWEET1B_845
05A9: s$6567[0] = 'SWE1_YT' // s$  // ~z~Man, we on a serious mission now.
05A9: s$6567[1] = 'SWE1_YU' // s$  // ~z~Man, don't sweat it, homie - everybody in the hood knows Ballas are pussies.
04AF: 93@ = 37483 // = constant 
04AF: 94@ = 37484 // = constant 
0006: 91@ = 1 
0002: jump @SWEET1B_1077 

:SWEET1B_907
05A9: s$6567[0] = 'SWE1_YV' // s$  // ~z~Oo-ee! Man, you can smell a crack den a mile away!
05A9: s$6567[1] = 'SWE1_YW' // s$  // ~z~Yeah, let's shoot through and introduce ourselves.
04AF: 93@ = 37485 // = constant 
04AF: 94@ = 37486 // = constant 
0006: 91@ = 1 
0002: jump @SWEET1B_1077 

:SWEET1B_969
05A9: s$6567[0] = 'SWE1_UA' // s$  // ~z~Now that the base ain't getting pushed up in their faces...
05A9: s$6567[1] = 'SWE1_UB' // s$  // ~z~Maybe these fools should be up for some real bangin'!
05A9: s$6567[2] = 'SWE1_UC' // s$  // ~z~Yeah, Grove gonna get back on its feet now for sure though.
05A9: s$6567[3] = 'SWE1_UD' // s$  // ~z~Later, homie.
04AF: 93@ = 37454 // = constant 
04AF: 94@ = 37455 // = constant 
04AF: 95@ = 37456 // = constant 
04AF: 96@ = 20248 // = constant 
0006: 91@ = 3 
0002: jump @SWEET1B_1077 

:SWEET1B_1077
0051: return 

:SWEET1B_1079
0317: increment_mission_attempts 
0006: 55@ = 0 
0006: 47@ = 0 
0004: $ONMISSION = 1 
0006: 63@ = 0 
0006: 52@ = 0 
0006: 57@ = 0 
0006: 71@ = 0 
0006: 72@ = 0 
0006: 73@ = 0 
0006: 74@ = 0 
0006: 77@ = 0 
0006: 84@ = 0 
0006: 50@ = 0 
0006: 43@ = 0 
0006: 83@ = 0 
0006: 86@ = 0 
0006: 102@ = 0 
0006: 66@ = 0 
0006: 69@ = 0 
0006: 51@ = 0 
0006: 105@ = 0 
0006: 103@ = 0 
0006: 60@ = 0 
01E8: create_forbidden_for_cars_cube_cornerA 2272.922 -1649.556 14.3311 cornerB 2266.101 -1633.219 14.3505 
022B: create_forbidden_for_peds_cube_cornerA 324.1973 1116.758 1082.898 cornerB 313.1226 1124.197 1082.898 
0001: wait 0 ms 
054C: use_GXT_table 'SWEET1B' 
04BB: select_interior 1 
02E4: load_cutscene_data 'SWEET1B' 

:SWEET1B_1336
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET1B_1360 
0001: wait 0 ms 
0002: jump @SWEET1B_1336 

:SWEET1B_1360
02E7: start_cutscene 
016A: fade 1 time 1000 

:SWEET1B_1369
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET1B_1393 
0001: wait 0 ms 
0002: jump @SWEET1B_1369 

:SWEET1B_1393
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:SWEET1B_1406
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1B_1430 
0001: wait 0 ms 
0002: jump @SWEET1B_1406 

:SWEET1B_1430
02EA: end_cutscene 
04BB: select_interior 0 
0247: load_model #BAT 
0247: load_model #PRIMO 
023C: load_special_actor 'RYDER2' as 1 // models 290-299 
060A: create_decision_maker_type 0 store_to 75@ // decision\allowed\m_.ped files 
038B: load_requested_models 

:SWEET1B_1468
00D6: if or
8248:   not model #BAT available 
823D:   not special_actor 1 loaded 
8248:   not model #PRIMO available 
004D: jump_if_false @SWEET1B_1504 
0001: wait 0 ms 
0002: jump @SWEET1B_1468 

:SWEET1B_1504
09D2: set_cops_chase_criminals 0 
0395: clear_area 1 at 2516.392 -1676.517 13.0041 radius 5.0 
0395: clear_area 1 at 2508.742 -1671.132 12.3818 radius 5.0 
0395: clear_area 1 at 2516.95 -1675.23 13.05 radius 2.0 
009A: $ACTOR_RYDER = create_actor_pedtype 24 model #SPECIAL01 at 2516.392 -1676.517 13.0041 
0173: set_actor $ACTOR_RYDER Z_angle_to 45.7 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 0 to_actors_pedtype 24 
01B2: give_actor $ACTOR_RYDER weapon 5 ammo 3000 // Load the weapon model before using this 
01B9: set_actor $ACTOR_RYDER armed_weapon_to 5 
060B: set_actor $ACTOR_RYDER decision_maker_to 75@ 
02A9: set_actor $ACTOR_RYDER immune_to_nonplayer 1 
0245: set_actor $ACTOR_RYDER walk_style_to "GANG1" 
08AF: set_actor $ACTOR_RYDER max_health_to 500 
0223: set_actor $ACTOR_RYDER health_to 500 
0568: set_actor $ACTOR_RYDER untargetable 1 
0446: set_actor $ACTOR_RYDER dismemberment_possible 1 
0187: 39@ = create_marker_above_actor $ACTOR_RYDER 
07E0: set_marker 39@ type_to 1 
0164: disable_marker 39@ 
00A1: put_actor $PLAYER_ACTOR at 2516.95 -1675.23 13.05 
0173: set_actor $PLAYER_ACTOR Z_angle_to 56.0 
03CB: set_rendering_origin_at 2509.81 -1670.89 12.39 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $ACTOR_RYDER in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor $ACTOR_RYDER supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
0864: set_interior_at 2165.72 -1673.14 radius 10.0 access 1 
0864: set_interior_at 319.56 1117.64 radius 10.0 access 1 
09DD: unknown_player_group 1 
09B5: set_actor $ACTOR_RYDER signal_after_kill 0 
00BC: show_text_highpriority GXT 'SW1B_A' time 10000 flag 1  // ~s~Go to ~y~B Dup's crib~s~.
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
0395: clear_area 1 at 2508.16 -1666.47 12.3983 radius 6.0 
0674: set_car_model #PRIMO numberplate "GROVE4L_" 
00A5: $SWEET_CAR = create_car #PRIMO at 2508.16 -1666.47 12.3983 
0229: set_car $SWEET_CAR primary_color_to 36 secondary_color_to 36
0294: set_car $SWEET_CAR sprayable 0
02AC: set_car $SWEET_CAR immunities BP 1 FP 1 EP 1 CP 1 MP 1
01EC: make_car $SWEET_CAR very_heavy 1
0423: set_car $SWEET_CAR improved_handling_to 1.5 // (float) 
0175: set_car $SWEET_CAR Z_angle_to 16.0 
041E: set_radio_station 5 
0249: release_model #PRIMO 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 1200 
018A: 38@ = create_checkpoint_at 2301.07 -1754.4 12.54 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0004: $127 = 1 
0006: 32@ = 0 
07FB: set_interior 'LACRAK' access 0  // Crack Den
0006: 58@ = 0 
0006: 101@ = 0 
0006: 92@ = 0 
0006: 87@ = 0 
0050: gosub @SWEET1B_47 
0395: clear_area 1 at 2301.07 -1754.4 12.54 radius 20.0 

:SWEET1B_2099
00D6: if or
80FE:   not actor $PLAYER_ACTOR sphere $127 in_sphere 2301.07 -1754.4 12.54 radius 4.0 4.0 4.0 
8104:   not actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 30.0 30.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_2488 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_2216 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_15554 

:SWEET1B_2216
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SWEET1B_2238 
0002: jump @SWEET1B_15979 

:SWEET1B_2238
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @SWEET1B_2380 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_2380 
00D6: if 
0104:   actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_2380 
00D6: if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $ACTOR_RYDER on_foot 
004D: jump_if_false @SWEET1B_2336 
0050: gosub @SWEET1B_17075 

:SWEET1B_2336
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_2380 
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $ACTOR_RYDER driving 
004D: jump_if_false @SWEET1B_2380 
0050: gosub @SWEET1B_17075 

:SWEET1B_2380
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @SWEET1B_2435 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @SWEET1B_2435 
03E5: show_text_box 'CALLRYD'  // When on foot, press ~k~~GROUP_CONTROL_FWD~ to call Ryder back to your side if he gets too involved in a fight.
0006: 104@ = 1 

:SWEET1B_2435
0050: gosub @SWEET1B_16372 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_2481 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_15554 

:SWEET1B_2481
0002: jump @SWEET1B_2099 

:SWEET1B_2488
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
015F: set_camera_position 2301.918 -1746.505 14.009 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2301.81 -1747.499 14.0471 switchstyle 2 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_2621 
00D6: if 
00DF:   actor $ACTOR_RYDER driving 
004D: jump_if_false @SWEET1B_2596 
0633: AS_actor $ACTOR_RYDER exit_car 
0002: jump @SWEET1B_2621 

:SWEET1B_2596
05D3: AS_actor $ACTOR_RYDER goto_point 2298.57 -1775.44 12.56 mode 4 time 2500 ms // versionA 

:SWEET1B_2621
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_2654 
0001: wait 800 ms 
0633: AS_actor $PLAYER_ACTOR exit_car 
0002: jump @SWEET1B_2679 

:SWEET1B_2654
05D3: AS_actor $PLAYER_ACTOR goto_point 2298.57 -1775.44 12.56 mode 4 time 2500 ms // versionA 

:SWEET1B_2679
01C3: remove_references_to_car $SWEET_CAR 
016A: fade 0 time 1700 

:SWEET1B_2691
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1B_2715 
0001: wait 0 ms 
0002: jump @SWEET1B_2691 

:SWEET1B_2715
04BB: select_interior 3 
03EF: player $PLAYER_CHAR make_safe 
02E4: load_cutscene_data 'SWEET1C' 

:SWEET1B_2735
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET1B_2759 
0001: wait 0 ms 
0002: jump @SWEET1B_2735 

:SWEET1B_2759
02E7: start_cutscene 
016A: fade 1 time 1000 

:SWEET1B_2768
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET1B_2792 
0001: wait 0 ms 
0002: jump @SWEET1B_2768 

:SWEET1B_2792
02EA: end_cutscene 
016A: fade 0 time 0 

:SWEET1B_2800
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1B_2824 
0001: wait 0 ms 
0002: jump @SWEET1B_2800 

:SWEET1B_2824
04BB: select_interior 0 
0247: load_model #BMYDRUG 
0247: load_model #FAM3 
04ED: load_animation "DEALER" 
04ED: load_animation "GANGS" 
060A: create_decision_maker_type 2 store_to 34@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 3 store_to 76@ // decision\allowed\m_.ped files 
03CF: load_wav 37472 as 1 
038B: load_requested_models 

:SWEET1B_2880
00D6: if or
8248:   not model #BMYDRUG available 
8248:   not model #FAM3 available 
84EE:   not animation "DEALER" loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @SWEET1B_2929 
0001: wait 0 ms 
0002: jump @SWEET1B_2880 

:SWEET1B_2929
0164: disable_marker 38@ 
009A: 48@ = create_actor_pedtype 25 model #FAM3 at 2283.656 -1645.599 14.1598 
060B: set_actor 48@ decision_maker_to 75@ 
009A: 35@ = create_actor_pedtype 25 model #BMYDRUG at 2284.947 -1645.396 14.1413 
08AF: set_actor 35@ max_health_to 120 
0223: set_actor 35@ health_to 120 
0173: set_actor 35@ Z_angle_to 114.0 
0187: 44@ = create_marker_above_actor 35@ 
060B: set_actor 35@ decision_maker_to 75@ 
07DD: set_actor 35@ attack_rate 75 // previously known as temper_to 
0A09: set_actor 35@ muted 1 // versionB 
0639: AS_actor 35@ rotate_to_actor 48@ 
0639: AS_actor 48@ rotate_to_actor 35@ 
0575: set_actor 35@ keep_position 1 
0575: set_actor 48@ keep_position 1 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
00A1: put_actor $PLAYER_ACTOR at 2300.13 -1763.18 12.63 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_3165 
00A1: put_actor $ACTOR_RYDER at 2298.15 -1762.67 12.56 
0173: set_actor $ACTOR_RYDER Z_angle_to 355.37 

:SWEET1B_3165
03CB: set_rendering_origin_at 2300.13 -1763.18 12.63 
0615: define_AS_pack_begin 85@ 
05D3: AS_actor -1 goto_point 2281.116 -1647.527 14.2174 mode 6 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point 2281.133 -1650.709 14.1714 mode 6 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point 2238.091 -1661.728 14.469 mode 6 time 10000 ms // versionA 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 85@ 
0615: define_AS_pack_begin 42@ 
0605: actor -1 perform_animation "DEALER_IDLE" IFP "DEALER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "DEALER_DEAL" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 42@ loop 1 
0616: define_AS_pack_end 42@ 
0615: define_AS_pack_begin 40@ 
05BF: AS_actor -1 look_at_actor 35@ 3000 ms 
05C9: AS_actor -1 on_guard 2000 ms 
0605: actor -1 perform_animation "SHOP_PAY" IFP "DEALER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "DRUGS_BUY" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 40@ loop 1 
0616: define_AS_pack_end 40@ 
0006: 102@ = 1 
016A: fade 1 time 1000 

:SWEET1B_3486
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET1B_3551 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_3544 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_15554 

:SWEET1B_3544
0002: jump @SWEET1B_3486 

:SWEET1B_3551
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_YH' time 3000 flag 1  // ~z~Let's just cruise through the hood and find us somebody selling.

:SWEET1B_3571
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET1B_3636 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_3629 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_15554 

:SWEET1B_3629
0002: jump @SWEET1B_3571 

:SWEET1B_3636
00BC: show_text_highpriority GXT 'SW1B_B' time 10000 flag 1  // ~s~Go beat up the ~r~crack dealer~s~.

:SWEET1B_3652
00D6: if or
8118:   not actor 35@ dead 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2284.947 -1645.396 14.1413 radius 50.0 50.0 8.0 
004D: jump_if_false @SWEET1B_5335 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_3748 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_15554 

:SWEET1B_3748
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @SWEET1B_3803 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SWEET1B_3803 
03E5: show_text_box 'CALLRYD'  // When on foot, press ~k~~GROUP_CONTROL_FWD~ to call Ryder back to your side if he gets too involved in a fight.
0006: 104@ = 1 

:SWEET1B_3803
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @SWEET1B_3971 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2284.947 -1645.396 14.1413 radius 50.0 50.0 8.0 
004D: jump_if_false @SWEET1B_3964 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SWEET1B_3892 
0575: set_actor 48@ keep_position 0 

:SWEET1B_3892
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SWEET1B_3957 
0575: set_actor 35@ keep_position 0 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SWEET1B_3957 
0618: assign_actor 35@ to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
0618: assign_actor 48@ to_AS_pack 40@ 
061B: remove_references_to_AS_pack 40@ 

:SWEET1B_3957
0006: 52@ = 1 

:SWEET1B_3964
0002: jump @SWEET1B_4237 

:SWEET1B_3971
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SWEET1B_4237 
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @SWEET1B_4237 
00D6: if 
0104:   actor 35@ near_actor $PLAYER_ACTOR radius 6.0 6.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_4237 
0687: clear_actor 35@ task 
05BF: AS_actor 35@ look_at_actor $PLAYER_ACTOR 3000 ms 
0639: AS_actor 35@ rotate_to_actor $PLAYER_ACTOR 
060B: set_actor 35@ decision_maker_to 34@ 
0605: actor 35@ perform_animation "DEALER_IDLE" IFP "DEALER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @SWEET1B_4188 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SWEET1B_4188 
0575: set_actor 48@ keep_position 0 
0792: disembark_instantly_actor 48@ 
0618: assign_actor 48@ to_AS_pack 85@ 
061B: remove_references_to_AS_pack 85@ 
060B: set_actor 48@ decision_maker_to 75@ 
0006: 51@ = 1 

:SWEET1B_4188
0006: 58@ = 0 
0006: 101@ = 0 
0006: 92@ = 0 
0006: 87@ = 4 
0050: gosub @SWEET1B_47 
0006: 32@ = 0 
0006: 52@ = 2 

:SWEET1B_4237
00D6: if 
0039:   52@ == 2 
004D: jump_if_false @SWEET1B_4397 
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @SWEET1B_4326 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SWEET1B_4326 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_4326 
03E5: show_text_box 'MEL_HLP'  // Press ~k~~PED_FIREWEAPON~ to perform a melee attack.
0006: 105@ = 1 

:SWEET1B_4326
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @SWEET1B_4397 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @SWEET1B_4397 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_4397 
03E5: show_text_box 'MELHLP2'  // While holding ~k~~PED_LOCK_TARGET~ press ~k~~VEHICLE_ENTER_EXIT~ for a special attack and ~k~~PED_JUMPING~ to block.
0006: 105@ = 2 

:SWEET1B_4397
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @SWEET1B_4702 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @SWEET1B_4494 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SWEET1B_4487 
0575: set_actor 48@ keep_position 0 
0792: disembark_instantly_actor 48@ 
0618: assign_actor 48@ to_AS_pack 85@ 
061B: remove_references_to_AS_pack 85@ 
060B: set_actor 48@ decision_maker_to 75@ 
0006: 51@ = 1 

:SWEET1B_4487
0002: jump @SWEET1B_4702 

:SWEET1B_4494
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SWEET1B_4639 
00D6: if or
8184:   not actor 35@ health >= 119 
8184:   not actor 48@ health >= 99 
004D: jump_if_false @SWEET1B_4632 
0575: set_actor 48@ keep_position 0 
0792: disembark_instantly_actor 48@ 
0618: assign_actor 48@ to_AS_pack 85@ 
061B: remove_references_to_AS_pack 85@ 
060B: set_actor 48@ decision_maker_to 75@ 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SWEET1B_4625 
0605: actor 35@ perform_animation "DEALER_IDLE" IFP "DEALER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET1B_4625
0006: 51@ = 1 

:SWEET1B_4632
0002: jump @SWEET1B_4702 

:SWEET1B_4639
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SWEET1B_4702 
0605: actor 35@ perform_animation "XPRESSSCRATCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 51@ = 1 

:SWEET1B_4702
00D6: if 
0039:   90@ == 0 
004D: jump_if_false @SWEET1B_4876 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SWEET1B_4861 
00D6: if 
0184:   actor 35@ health >= 119 
004D: jump_if_false @SWEET1B_4804 
00D6: if 
0104:   actor 35@ near_actor $PLAYER_ACTOR radius 6.0 6.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_4797 
0050: gosub @SWEET1B_17075 

:SWEET1B_4797
0002: jump @SWEET1B_4854 

:SWEET1B_4804
01B2: give_actor 35@ weapon 5 ammo 3000 // Load the weapon model before using this 
087E: set_actor 35@ weapon_droppable 0 
0A09: set_actor 35@ muted 0 // versionB 
040D: unload_wav 1 
00BE: text_clear_all 
0687: clear_actor 35@ task 
05E2: AS_actor 35@ kill_actor $PLAYER_ACTOR 
0006: 90@ = 1 

:SWEET1B_4854
0002: jump @SWEET1B_4876 

:SWEET1B_4861
040D: unload_wav 1 
040D: unload_wav 2 
0006: 90@ = 1 

:SWEET1B_4876
00D6: if 
0039:   66@ == 0 
004D: jump_if_false @SWEET1B_5282 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2284.947 -1645.396 14.1413 radius 20.0 15.0 5.0 
004D: jump_if_false @SWEET1B_5282 
03CF: load_wav 37474 as 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0001: wait 1000 ms 
02A3: enable_widescreen 1 
015F: set_camera_position 2283.019 -1649.472 15.0999 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2283.326 -1648.525 15.1884 switchstyle 2 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_5232 
00D6: if 
0104:   actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_5227 

:SWEET1B_5070
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET1B_5135 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_5128 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_15554 

:SWEET1B_5128
0002: jump @SWEET1B_5070 

:SWEET1B_5135
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_YK' time 5000 flag 1  // ~z~Hey, check it out! Somebody's selling to one of the homies!

:SWEET1B_5155
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET1B_5220 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_5213 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_15554 

:SWEET1B_5213
0002: jump @SWEET1B_5155 

:SWEET1B_5220
0002: jump @SWEET1B_5232 

:SWEET1B_5227
0001: wait 2000 ms 

:SWEET1B_5232
0001: wait 1000 ms 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_5258 
0633: AS_actor $PLAYER_ACTOR exit_car 

:SWEET1B_5258
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0006: 66@ = 1 

:SWEET1B_5282
0050: gosub @SWEET1B_16372 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_5328 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_15554 

:SWEET1B_5328
0002: jump @SWEET1B_3652 

:SWEET1B_5335
0249: release_model #FAM3 
0006: 32@ = 0 
0164: disable_marker 44@ 

:SWEET1B_5351
00D6: if or
8019:   not  32@ > 2000 
8039:   not  78@ == 0 
004D: jump_if_false @SWEET1B_5427 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_5420 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_15554 

:SWEET1B_5420
0002: jump @SWEET1B_5351 

:SWEET1B_5427
016A: fade 0 time 500 

:SWEET1B_5434
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1B_5458 
0001: wait 0 ms 
0002: jump @SWEET1B_5434 

:SWEET1B_5458
04BB: select_interior 0 
009B: destroy_actor 48@ 
0249: release_model #BMYDRUG 
04EF: release_animation "DEALER" 
03CB: set_rendering_origin_at 2283.0 -1644.4 14.2 
0395: clear_area 1 at 2285.17 -1644.74 14.08 radius 4.0 
03BA: clear_cars_from_cube_cornerA 2288.28 -1648.13 14.0 cornerB 2274.92 -1641.33 14.31 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_5610 
0860: link_actor $ACTOR_RYDER to_interior 0 
06AB: set_actor $ACTOR_RYDER all_weapons_hidden 1 
06C9: remove_actor $ACTOR_RYDER from_group 
0792: disembark_instantly_actor $ACTOR_RYDER 
0647: AS_actor $ACTOR_RYDER clear_look_task 

:SWEET1B_5610
0792: disembark_instantly_actor $PLAYER_ACTOR 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0860: link_actor $PLAYER_ACTOR to_interior 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0001: wait 1000 ms 
0395: clear_area 1 at 2285.17 -1644.74 14.08 radius 5.0 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_5706 
00A1: put_actor $PLAYER_ACTOR at 2284.462 -1645.925 14.1362 
0002: jump @SWEET1B_5726 

:SWEET1B_5706
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2284.462 -1645.925 14.1362 

:SWEET1B_5726
0173: set_actor $PLAYER_ACTOR Z_angle_to 333.0 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_5825 
00D6: if 
80DF:   not actor $ACTOR_RYDER driving 
004D: jump_if_false @SWEET1B_5795 
00A1: put_actor $ACTOR_RYDER at 2283.27 -1645.8 14.15 
0002: jump @SWEET1B_5815 

:SWEET1B_5795
0362: remove_actor $ACTOR_RYDER from_car_and_place_at 2283.27 -1645.8 14.15 

:SWEET1B_5815
0173: set_actor $ACTOR_RYDER Z_angle_to 310.0 

:SWEET1B_5825
0006: 108@ = 0 
00D6: if 
056D:   actor 35@ defined 
004D: jump_if_false @SWEET1B_5871 
00D6: if 
09A8:   actor 35@ headshoted 
004D: jump_if_false @SWEET1B_5871 
0006: 108@ = 1 

:SWEET1B_5871
015F: set_camera_position 2285.177 -1644.748 14.0885 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2284.635 -1645.266 14.7501 switchstyle 2 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @SWEET1B_5947 
052C: set_player $PLAYER_CHAR drunk_visuals 100 

:SWEET1B_5947
0006: 58@ = 0 
0006: 101@ = 0 
0006: 92@ = 0 
0006: 87@ = 1 
0050: gosub @SWEET1B_47 
0001: wait 200 ms 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
06A9: AS_actor $PLAYER_ACTOR look_at_point 2285.1 -1644.7 14.0 21000 ms 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_6059 
0647: AS_actor $ACTOR_RYDER clear_look_task 
06A9: AS_actor $ACTOR_RYDER look_at_point 2285.1 -1644.7 14.0 21000 ms 

:SWEET1B_6059
009B: destroy_actor 35@ 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_6201 
00D6: if 
80FF:   not actor $ACTOR_RYDER sphere 0 in_sphere 2283.27 -1645.8 14.15 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @SWEET1B_6201 
00D6: if 
80DF:   not actor $ACTOR_RYDER driving 
004D: jump_if_false @SWEET1B_6171 
00A1: put_actor $ACTOR_RYDER at 2283.27 -1645.8 14.15 
0002: jump @SWEET1B_6191 

:SWEET1B_6171
0362: remove_actor $ACTOR_RYDER from_car_and_place_at 2283.27 -1645.8 14.15 

:SWEET1B_6191
0173: set_actor $ACTOR_RYDER Z_angle_to 310.0 

:SWEET1B_6201
0001: wait 200 ms 
016A: fade 1 time 500 
0001: wait 700 ms 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_6355 
00D6: if 
80FF:   not actor $ACTOR_RYDER sphere 0 in_sphere 2283.27 -1645.8 14.15 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @SWEET1B_6355 
00D6: if 
80DF:   not actor $ACTOR_RYDER driving 
004D: jump_if_false @SWEET1B_6325 
00A1: put_actor $ACTOR_RYDER at 2283.27 -1645.8 14.15 
0002: jump @SWEET1B_6345 

:SWEET1B_6325
0362: remove_actor $ACTOR_RYDER from_car_and_place_at 2283.27 -1645.8 14.15 

:SWEET1B_6345
0173: set_actor $ACTOR_RYDER Z_angle_to 310.0 

:SWEET1B_6355
00BE: text_clear_all 
03E6: remove_text_box 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @SWEET1B_6377 

:SWEET1B_6377
0707: start_scene_skip_to @SWEET1B_7388 
0006: 92@ = 0 

:SWEET1B_6391
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @SWEET1B_6523 
0001: wait 0 ms 
0050: gosub @SWEET1B_17075 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @SWEET1B_6516 
00D6: if 
0039:   101@ == 2 
004D: jump_if_false @SWEET1B_6516 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_6516 
0605: actor $ACTOR_RYDER perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 6000 
0006: 92@ = 1 

:SWEET1B_6516
0002: jump @SWEET1B_6391 

:SWEET1B_6523
0006: 92@ = 0 

:SWEET1B_6530
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @SWEET1B_6566 
0001: wait 0 ms 
0050: gosub @SWEET1B_17075 
0002: jump @SWEET1B_6530 

:SWEET1B_6566
0006: 92@ = 0 

:SWEET1B_6573
00D6: if 
0039:   58@ == 2 
004D: jump_if_false @SWEET1B_6684 
0001: wait 0 ms 
0050: gosub @SWEET1B_17075 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @SWEET1B_6677 
00D6: if 
0039:   101@ == 2 
004D: jump_if_false @SWEET1B_6677 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_6677 
0647: AS_actor $ACTOR_RYDER clear_look_task 
05BF: AS_actor $ACTOR_RYDER look_at_actor $PLAYER_ACTOR 9000 ms 
0006: 92@ = 1 

:SWEET1B_6677
0002: jump @SWEET1B_6573 

:SWEET1B_6684
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @SWEET1B_6702 

:SWEET1B_6702
0006: 92@ = 0 

:SWEET1B_6709
00D6: if 
0039:   58@ == 3 
004D: jump_if_false @SWEET1B_6745 
0001: wait 0 ms 
0050: gosub @SWEET1B_17075 
0002: jump @SWEET1B_6709 

:SWEET1B_6745
0006: 92@ = 0 

:SWEET1B_6752
00D6: if 
0039:   58@ == 4 
004D: jump_if_false @SWEET1B_6863 
0001: wait 0 ms 
0050: gosub @SWEET1B_17075 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @SWEET1B_6856 
00D6: if 
0039:   101@ == 2 
004D: jump_if_false @SWEET1B_6856 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_6856 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 5000 ms 
0006: 92@ = 1 

:SWEET1B_6856
0002: jump @SWEET1B_6752 

:SWEET1B_6863
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_6895 
0647: AS_actor $ACTOR_RYDER clear_look_task 
05BF: AS_actor $ACTOR_RYDER look_at_actor $PLAYER_ACTOR 5000 ms 

:SWEET1B_6895
0006: 92@ = 0 

:SWEET1B_6902
00D6: if 
0039:   58@ == 5 
004D: jump_if_false @SWEET1B_7040 
0001: wait 0 ms 
0050: gosub @SWEET1B_17075 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @SWEET1B_7033 
00D6: if 
0039:   101@ == 2 
004D: jump_if_false @SWEET1B_7033 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_7033 
0605: actor $ACTOR_RYDER perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 92@ = 1 

:SWEET1B_7033
0002: jump @SWEET1B_6902 

:SWEET1B_7040
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_7094 
0605: actor $ACTOR_RYDER perform_animation "IDLE_STANCE" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:SWEET1B_7094
0647: AS_actor $PLAYER_ACTOR clear_look_task 
06A9: AS_actor $PLAYER_ACTOR look_at_point 2285.1 -1644.7 14.0 20000 ms 
0006: 92@ = 0 

:SWEET1B_7129
00D6: if 
0039:   58@ == 6 
004D: jump_if_false @SWEET1B_7252 
0001: wait 0 ms 
0050: gosub @SWEET1B_17075 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @SWEET1B_7245 
00D6: if 
0039:   101@ == 2 
004D: jump_if_false @SWEET1B_7245 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_7245 
0647: AS_actor $ACTOR_RYDER clear_look_task 
06A9: AS_actor $ACTOR_RYDER look_at_point 2285.1 -1644.7 14.0 20000 ms 
0006: 92@ = 1 

:SWEET1B_7245
0002: jump @SWEET1B_7129 

:SWEET1B_7252
0687: clear_actor $PLAYER_ACTOR task 
0605: actor $PLAYER_ACTOR perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:SWEET1B_7292
00D6: if 
0023:   0.351 > 110@ 
004D: jump_if_false @SWEET1B_7368 
0001: wait 0 ms 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "FIGHTA_G" 
004D: jump_if_false @SWEET1B_7361 
0613: 110@ = actor $PLAYER_ACTOR animation "FIGHTA_G" time 

:SWEET1B_7361
0002: jump @SWEET1B_7292 

:SWEET1B_7368
097A: play_audio_at 2285.177 -1644.748 14.0885 event 1136 

:SWEET1B_7388
0701: end_scene_skip 
0687: clear_actor $PLAYER_ACTOR task 
00BE: text_clear_all 
043C: disable_sounds_after_fadeout 0 
016A: fade 0 time 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_7437 
06AB: set_actor $ACTOR_RYDER all_weapons_hidden 0 

:SWEET1B_7437
0001: wait 1000 ms 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_7463 
0647: AS_actor $ACTOR_RYDER clear_look_task 

:SWEET1B_7463
0647: AS_actor $PLAYER_ACTOR clear_look_task 
04EF: release_animation "GANGS" 
0164: disable_marker 38@ 
018A: 38@ = create_checkpoint_at 2171.781 -1676.78 14.0859 
0006: 102@ = 2 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_7567 
06C9: remove_actor $ACTOR_RYDER from_group 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $ACTOR_RYDER in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor $ACTOR_RYDER supporting_fire 0 
0006: 47@ = 1 

:SWEET1B_7567
040D: unload_wav 1 
040D: unload_wav 2 
0925: restore_camera_to_user_defined 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 152.235 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0213: 79@ = create_pickup #BAT type 3 at 2285.743 -1647.309 14.0782 
043C: disable_sounds_after_fadeout 1 
016A: fade 1 time 1000 
00BE: text_clear_all 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 5 
004D: jump_if_false @SWEET1B_7875 
03CF: load_wav 37491 as 2 
0001: wait 500 ms 

:SWEET1B_7679
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET1B_7790 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_7737 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_15554 

:SWEET1B_7737
0050: gosub @SWEET1B_16372 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_7783 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_15554 

:SWEET1B_7783
0002: jump @SWEET1B_7679 

:SWEET1B_7790
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE1_ZC' time 3000 flag 1  // ~z~Hey! Grab hold of that bat over there!

:SWEET1B_7810
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET1B_7875 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_7868 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_15554 

:SWEET1B_7868
0002: jump @SWEET1B_7810 

:SWEET1B_7875
0006: 58@ = 0 
0006: 101@ = 0 
0006: 92@ = 0 
0006: 87@ = 5 
0050: gosub @SWEET1B_47 
0006: 33@ = 0 
0006: 32@ = 0 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_7963 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_15554 

:SWEET1B_7963
00BC: show_text_highpriority GXT 'SW1B_1' time 10000 flag 1  // ~s~Go to the ~y~dealer's place~s~.
0395: clear_area 1 at 2171.781 -1676.78 14.0859 radius 8.0 

:SWEET1B_8003
00D6: if or
80FE:   not actor $PLAYER_ACTOR sphere $127 in_sphere 2171.781 -1676.78 14.0859 radius 3.5 3.5 4.0 
8104:   not actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 30.0 30.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_8442 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_8120 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_15554 

:SWEET1B_8120
00D6: if 
0019:   33@ > 5000 
004D: jump_if_false @SWEET1B_8247 
00D6: if 
0104:   actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_8247 
00D6: if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $ACTOR_RYDER on_foot 
004D: jump_if_false @SWEET1B_8203 
0050: gosub @SWEET1B_17075 

:SWEET1B_8203
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_8247 
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $ACTOR_RYDER driving 
004D: jump_if_false @SWEET1B_8247 
0050: gosub @SWEET1B_17075 

:SWEET1B_8247
0050: gosub @SWEET1B_16372 
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @SWEET1B_8325 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SWEET1B_8325 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_8325 
03E5: show_text_box 'MEL_HLP'  // Press ~k~~PED_FIREWEAPON~ to perform a melee attack.
0006: 105@ = 1 

:SWEET1B_8325
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @SWEET1B_8396 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @SWEET1B_8396 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_8396 
03E5: show_text_box 'MELHLP2'  // While holding ~k~~PED_LOCK_TARGET~ press ~k~~VEHICLE_ENTER_EXIT~ for a special attack and ~k~~PED_JUMPING~ to block.
0006: 105@ = 2 

:SWEET1B_8396
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_8435 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_15554 

:SWEET1B_8435
0002: jump @SWEET1B_8003 

:SWEET1B_8442
040D: unload_wav 1 
040D: unload_wav 2 
0006: 58@ = 0 
0006: 101@ = 0 
0006: 92@ = 0 
0006: 87@ = 6 
0050: gosub @SWEET1B_47 
02A3: enable_widescreen 1 
07FB: set_interior 'LACRAK' access 1  // Crack Den
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 2177.072 -1682.038 15.8487 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2176.343 -1681.354 15.8969 switchstyle 2 
0006: 33@ = 0 

:SWEET1B_8567
00D6: if 
8039:   not  58@ == 1 
004D: jump_if_false @SWEET1B_8603 
0001: wait 0 ms 
0050: gosub @SWEET1B_17075 
0002: jump @SWEET1B_8567 

:SWEET1B_8603
0164: disable_marker 38@ 
018A: 38@ = create_checkpoint_at 2169.72 -1673.14 13.01 
0006: 102@ = 3 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0007: 110@ = 0.0 
0006: 33@ = 0 
0006: 106@ = 0 

:SWEET1B_8674
00D6: if 
8039:   not  43@ == 1 
004D: jump_if_false @SWEET1B_13696 
0001: wait 0 ms 
077E: get_active_interior_to 78@ 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SWEET1B_8723 
0002: jump @SWEET1B_15979 

:SWEET1B_8723
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_8762 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_15554 

:SWEET1B_8762
0050: gosub @SWEET1B_17075 
00D6: if 
0039:   78@ == 5 
004D: jump_if_false @SWEET1B_13032 
084D: unknown_enable_burglary_house_occupants 0 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 319.15 1120.89 1082.87 radius 20.0 20.0 10.0 
004D: jump_if_false @SWEET1B_13032 
00D6: if 
0039:   63@ == 0 
004D: jump_if_false @SWEET1B_12622 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0395: clear_area 1 at 319.15 1120.89 1082.87 radius 100.0 
0164: disable_marker 39@ 
016A: fade 0 time 0 
0247: load_model #BALLAS1 
0247: load_model #HFYPRO 
0247: load_model #BFYPRO 
0247: load_model #BMYDRUG 
0247: load_model #CIGAR 
04ED: load_animation "CRACK" 
04ED: load_animation "BLOWJOBZ" 
04ED: load_animation "BASEBALL" 
038B: load_requested_models 

:SWEET1B_8958
00D6: if or
84EE:   not animation "CRACK" loaded 
84EE:   not animation "BLOWJOBZ" loaded 
84EE:   not animation "BASEBALL" loaded 
004D: jump_if_false @SWEET1B_9019 
0001: wait 0 ms 
016A: fade 0 time 0 
0002: jump @SWEET1B_8958 

:SWEET1B_9019
00D6: if or
8248:   not model #BALLAS1 available 
8248:   not model #BFYPRO available 
8248:   not model #HFYPRO available 
8248:   not model #CIGAR available 
8248:   not model #BMYDRUG available 
004D: jump_if_false @SWEET1B_9067 
0001: wait 0 ms 
016A: fade 0 time 0 
0002: jump @SWEET1B_9019 

:SWEET1B_9067
0615: define_AS_pack_begin 68@ 
05D3: AS_actor -1 goto_point 315.81 1122.3 1082.8 mode 6 time 10000 ms // versionA 
0605: actor -1 perform_animation "BBALBAT_IDLE_01" IFP "CRACK" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 68@ 
07FB: set_interior 'LACRAK' access 0  // Crack Den
009A: 61@ = create_actor_pedtype 5 model #HFYPRO at 309.77 1123.5 1082.87 
0860: link_actor 61@ to_interior 5 
0173: set_actor 61@ Z_angle_to 107.12 
0812: AS_actor 61@ perform_animation "CRCKIDLE4" IFP "CRACK" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 61@ decision_maker_to 75@ 
009A: 36@ = create_actor_pedtype 25 model #HFYPRO at 317.5892 1124.777 1082.867 
0860: link_actor 36@ to_interior 5 
0173: set_actor 36@ Z_angle_to 180.0 
0812: AS_actor 36@ perform_animation "CRCKIDLE2" IFP "CRACK" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 36@ decision_maker_to 75@ 
009A: 54@ = create_actor_pedtype 25 model #BALLAS1 at 325.0 1119.975 1082.875 
0860: link_actor 54@ to_interior 5 
0173: set_actor 54@ Z_angle_to 90.0 
0812: AS_actor 54@ perform_animation "CRCKIDLE1" IFP "CRACK" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 54@ decision_maker_to 75@ 
0107: 80@ = create_object #CIGAR at 2440.58 -1979.89 1082.2 
070A: AS_actor 54@ attach_to_object 80@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 
009A: 49@ = create_actor_pedtype 25 model #BALLAS1 at 320.1898 1123.292 1082.875 
0860: link_actor 49@ to_interior 5 
0173: set_actor 49@ Z_angle_to 177.9659 
0812: AS_actor 49@ perform_animation "CRCKIDLE3" IFP "CRACK" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 49@ decision_maker_to 75@ 
0107: 81@ = create_object #CIGAR at 2440.58 -1979.89 1082.2 
070A: AS_actor 49@ attach_to_object 81@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 
009A: 62@ = create_actor_pedtype 25 model #BALLAS1 at 333.63 1124.51 1082.88 
08AF: set_actor 62@ max_health_to 70 
0223: set_actor 62@ health_to 70 
0860: link_actor 62@ to_interior 5 
0173: set_actor 62@ Z_angle_to 267.96 
060B: set_actor 62@ decision_maker_to 34@ 
077A: set_actor 62@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0107: 82@ = create_object #CIGAR at 2440.58 -1979.89 1082.2 
070A: AS_actor 62@ attach_to_object 82@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1 
0187: 88@ = create_marker_above_actor 62@ 
08DC: create_interior_marker 88@ at 2167.835 -1672.923 radius 2.0 
009A: 64@ = create_actor_pedtype 25 model #BALLAS1 at 325.0 1129.213 1082.883 
0860: link_actor 64@ to_interior 5 
0173: set_actor 64@ Z_angle_to 90.0 
0605: actor 64@ perform_animation "BJ_COUCH_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 64@ decision_maker_to 34@ 
077A: set_actor 64@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0187: 89@ = create_marker_above_actor 64@ 
08DC: create_interior_marker 89@ at 2167.835 -1672.923 radius 2.0 
009A: 65@ = create_actor_pedtype 5 model #BFYPRO at 324.0 1129.2 1082.883 
0860: link_actor 65@ to_interior 5 
0173: set_actor 65@ Z_angle_to 270.0 
0605: actor 65@ perform_animation "BJ_COUCH_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 65@ decision_maker_to 75@ 
077A: set_actor 65@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
009A: 59@ = create_actor_pedtype 25 model #BALLAS1 at 333.4072 1124.462 1082.89 
0860: link_actor 59@ to_interior 5 
0173: set_actor 59@ Z_angle_to 83.6676 
0812: AS_actor 59@ perform_animation "CRCKIDLE3" IFP "CRACK" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 59@ decision_maker_to 75@ 
0107: 81@ = create_object #CIGAR at 2440.58 -1979.89 1082.2 
070A: AS_actor 59@ attach_to_object 81@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 
009A: 37@ = create_actor_pedtype 25 model #BMYDRUG at 306.03 1121.86 1082.87 
0860: link_actor 37@ to_interior 5 
07DD: set_actor 37@ attack_rate 80 // previously known as temper_to 
08AF: set_actor 37@ max_health_to 150 
0223: set_actor 37@ health_to 150 
0173: set_actor 37@ Z_angle_to 263.66 
01B2: give_actor 37@ weapon 5 ammo 3000 // Load the weapon model before using this 
060B: set_actor 37@ decision_maker_to 34@ 
077A: set_actor 37@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0187: 45@ = create_marker_above_actor 37@ 
08DC: create_interior_marker 45@ at 2167.835 -1672.923 radius 2.0 
0006: 32@ = 0 
03CF: load_wav 37487 as 1 
03CF: load_wav 37488 as 2 

:SWEET1B_10326
00D6: if 
8019:   not  32@ > 1000 
004D: jump_if_false @SWEET1B_10362 
0001: wait 0 ms 
016A: fade 0 time 0 
0002: jump @SWEET1B_10326 

:SWEET1B_10362
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_10459 
06C9: remove_actor $ACTOR_RYDER from_group 
0792: disembark_instantly_actor $ACTOR_RYDER 
0647: AS_actor $ACTOR_RYDER clear_look_task 
00A1: put_actor $ACTOR_RYDER at 320.12 1118.2 1082.89 
0173: set_actor $ACTOR_RYDER Z_angle_to 7.0 
08AD: link_actor $ACTOR_RYDER to_enex_marker_at 2169.72 -1673.14 radius 20.0 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 6000 ms 

:SWEET1B_10459
015F: set_camera_position 318.297 1115.438 1085.054 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 318.7138 1116.318 1084.827 switchstyle 2 
0001: wait 300 ms 
016A: fade 1 time 1000 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_10563 
05D3: AS_actor $ACTOR_RYDER goto_point 320.0 1122.3 1082.8 mode 4 time 6000 ms // versionA 

:SWEET1B_10563
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET1B_10641 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_10634 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
07FB: set_interior 'LACRAK' access 1  // Crack Den
0002: jump @SWEET1B_15554 

:SWEET1B_10634
0002: jump @SWEET1B_10563 

:SWEET1B_10641
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_YX' time 10000 flag 1  // ~z~Good afternoon, Balla dope pushers!

:SWEET1B_10661
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET1B_10739 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_10732 
07FB: set_interior 'LACRAK' access 1  // Crack Den
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_15554 

:SWEET1B_10732
0002: jump @SWEET1B_10661 

:SWEET1B_10739
03CF: load_wav 4000 as 1 
0006: 69@ = 0 
0707: start_scene_skip_to @SWEET1B_11978 

:SWEET1B_10760
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET1B_10838 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_10831 
07FB: set_interior 'LACRAK' access 1  // Crack Den
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_15554 

:SWEET1B_10831
0002: jump @SWEET1B_10760 

:SWEET1B_10838
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE1_YY' time 10000 flag 1  // ~z~Grove Street OG's come to do damage!

:SWEET1B_10858
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET1B_10936 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_10929 
07FB: set_interior 'LACRAK' access 1  // Crack Den
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_15554 

:SWEET1B_10929
0002: jump @SWEET1B_10858 

:SWEET1B_10936
03CF: load_wav 4001 as 2 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_11070 

:SWEET1B_10959
00D6: if 
80FE:   not actor $ACTOR_RYDER sphere 0 in_sphere 320.0 1122.3 1082.8 radius 0.9 0.9 2.0 
004D: jump_if_false @SWEET1B_11070 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_11063 
07FB: set_interior 'LACRAK' access 1  // Crack Den
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_15554 

:SWEET1B_11063
0002: jump @SWEET1B_10959 

:SWEET1B_11070
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_11256 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SWEET1B_11256 
0605: actor $ACTOR_RYDER perform_animation "BAT_4" IFP "BASEBALL" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 32@ = 0 

:SWEET1B_11146
00D6: if 
8019:   not  32@ > 400 
004D: jump_if_false @SWEET1B_11176 
0001: wait 0 ms 
0002: jump @SWEET1B_11146 

:SWEET1B_11176
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SWEET1B_11249 
097A: play_audio_at 320.1898 1123.292 1082.875 event 1135 
0829: actor 49@ perform_animation "CRCKDETH3" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 49@ onbone_attached_object_operation 0 

:SWEET1B_11249
0006: 92@ = 1 

:SWEET1B_11256
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @SWEET1B_11380 
05D3: AS_actor 64@ goto_point 323.8 1124.35 1082.89 mode 4 time 10000 ms // versionA 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @SWEET1B_11380 
0687: clear_actor 65@ task 
00A1: put_actor 65@ at 325.3923 1131.888 1082.883 
0173: set_actor 65@ Z_angle_to 246.147 
0605: actor 65@ perform_animation "COWER" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET1B_11380
0006: 32@ = 0 

:SWEET1B_11387
00D6: if 
8019:   not  32@ > 700 
004D: jump_if_false @SWEET1B_11469 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_11462 
07FB: set_interior 'LACRAK' access 1  // Crack Den
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_15554 

:SWEET1B_11462
0002: jump @SWEET1B_11387 

:SWEET1B_11469
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SWEET1B_11528 
00A1: put_actor 37@ at 310.1843 1122.598 1082.89 
0173: set_actor 37@ Z_angle_to 270.0 
0164: disable_marker 38@ 
0618: assign_actor 37@ to_AS_pack 68@ 

:SWEET1B_11528
015F: set_camera_position 319.2787 1121.339 1083.123 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 318.3951 1121.773 1083.297 switchstyle 2 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0006: 32@ = 0 

:SWEET1B_11591
00D6: if 
8019:   not  32@ > 2500 
004D: jump_if_false @SWEET1B_11673 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_11666 
07FB: set_interior 'LACRAK' access 1  // Crack Den
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_15554 

:SWEET1B_11666
0002: jump @SWEET1B_11591 

:SWEET1B_11673
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @SWEET1B_11744 
00A1: put_actor 62@ at 329.29 1122.13 1082.88 
0173: set_actor 62@ Z_angle_to 90.0 
05D3: AS_actor 62@ goto_point 325.25 1122.5 1082.88 mode 6 time 10000 ms // versionA 

:SWEET1B_11744
015F: set_camera_position 318.6783 1118.741 1084.642 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 319.4823 1119.317 1084.494 switchstyle 2 

:SWEET1B_11795
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET1B_11873 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_11866 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
07FB: set_interior 'LACRAK' access 1  // Crack Den
0002: jump @SWEET1B_15554 

:SWEET1B_11866
0002: jump @SWEET1B_11795 

:SWEET1B_11873
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'BALLA_2' time 10000 flag 1  // ~z~Fuck them Grove Street fools!

:SWEET1B_11893
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET1B_11971 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_11964 
07FB: set_interior 'LACRAK' access 1  // Crack Den
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_15554 

:SWEET1B_11964
0002: jump @SWEET1B_11893 

:SWEET1B_11971
0006: 69@ = 1 

:SWEET1B_11978
0701: end_scene_skip 
03CF: load_wav 34223 as 2 
00D6: if 
0039:   69@ == 0 
004D: jump_if_false @SWEET1B_12417 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 500 

:SWEET1B_12022
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1B_12046 
0001: wait 0 ms 
0002: jump @SWEET1B_12022 

:SWEET1B_12046
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 4000 as 1 
03CF: load_wav 34223 as 2 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SWEET1B_12129 
00A1: put_actor 37@ at 310.1843 1122.598 1082.89 
0173: set_actor 37@ Z_angle_to 270.0 
0164: disable_marker 38@ 
0618: assign_actor 37@ to_AS_pack 68@ 

:SWEET1B_12129
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @SWEET1B_12283 
00A1: put_actor 64@ at 323.5565 1124.362 1082.883 
0173: set_actor 64@ Z_angle_to 132.073 
05D3: AS_actor 64@ goto_point 323.8 1124.35 1082.89 mode 4 time 10000 ms // versionA 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @SWEET1B_12283 
0687: clear_actor 65@ task 
00A1: put_actor 65@ at 325.3923 1131.888 1082.883 
0173: set_actor 65@ Z_angle_to 246.147 
0605: actor 65@ perform_animation "COWER" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET1B_12283
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @SWEET1B_12354 
00A1: put_actor 62@ at 326.96 1122.52 1082.89 
0173: set_actor 62@ Z_angle_to 90.0 
05D3: AS_actor 62@ goto_point 325.25 1122.5 1082.88 mode 4 time 10000 ms // versionA 

:SWEET1B_12354
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SWEET1B_12400 
0829: actor 49@ perform_animation "CRCKDETH3" IFP_file "CRACK" 4.0 time 0 and_dies 

:SWEET1B_12400
0001: wait 1000 ms 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
016A: fade 1 time 500 

:SWEET1B_12417
061B: remove_references_to_AS_pack 68@ 
04EF: release_animation "BLOWJOBZ" 
04EF: release_animation "BASEBALL" 
04EF: release_animation "DEALER" 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @SWEET1B_12495 
05E2: AS_actor 64@ kill_actor $PLAYER_ACTOR 

:SWEET1B_12495
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @SWEET1B_12566 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_12566 
05E2: AS_actor $ACTOR_RYDER kill_actor 62@ 
05E2: AS_actor 62@ kill_actor $ACTOR_RYDER 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 0 to_actors_pedtype 24 
070B: set_actor 62@ onbone_attached_object_operation 1 

:SWEET1B_12566
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SWEET1B_12601 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'BALLA_1' time 2000 flag 1  // ~z~Grove Street's going down!

:SWEET1B_12601
0006: 32@ = 0 
0006: 63@ = 1 
0002: jump @SWEET1B_13032 

:SWEET1B_12622
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SWEET1B_12701 
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @SWEET1B_12701 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @SWEET1B_12701 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'RYDX_BC' time 2000 flag 1  // ~z~Ninja these motherfuckers!
0006: 103@ = 1 

:SWEET1B_12701
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @SWEET1B_12761 
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @SWEET1B_12761 
00BC: show_text_highpriority GXT 'SW1B_B' time 6000 flag 1  // ~s~Go beat up the ~r~crack dealer~s~.
0006: 103@ = 2 

:SWEET1B_12761
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SWEET1B_12935 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_12935 
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @SWEET1B_12864 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @SWEET1B_12864 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_12864 
03E5: show_text_box 'MEL_HLP'  // Press ~k~~PED_FIREWEAPON~ to perform a melee attack.
0006: 105@ = 1 

:SWEET1B_12864
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @SWEET1B_12935 
00D6: if 
0019:   32@ > 9000 
004D: jump_if_false @SWEET1B_12935 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_12935 
03E5: show_text_box 'MELHLP2'  // While holding ~k~~PED_LOCK_TARGET~ press ~k~~VEHICLE_ENTER_EXIT~ for a special attack and ~k~~PED_JUMPING~ to block.
0006: 105@ = 2 

:SWEET1B_12935
00D6: if 
0039:   63@ == 1 
004D: jump_if_false @SWEET1B_13032 
00D6: if or
0118:   actor 62@ dead 
0118:   actor 37@ dead 
004D: jump_if_false @SWEET1B_13032 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_13032 
06C9: remove_actor $ACTOR_RYDER from_group 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $ACTOR_RYDER in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor $ACTOR_RYDER supporting_fire 0 
0006: 63@ = 2 

:SWEET1B_13032
00D6: if 
0019:   63@ > 0 
004D: jump_if_false @SWEET1B_13241 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @SWEET1B_13071 
0164: disable_marker 45@ 

:SWEET1B_13071
00D6: if 
0118:   actor 62@ dead 
004D: jump_if_false @SWEET1B_13092 
0164: disable_marker 88@ 

:SWEET1B_13092
00D6: if 
0118:   actor 64@ dead 
004D: jump_if_false @SWEET1B_13113 
0164: disable_marker 89@ 

:SWEET1B_13113
00D6: if and
0118:   actor 64@ dead 
0118:   actor 62@ dead 
0118:   actor 37@ dead 
004D: jump_if_false @SWEET1B_13146 
0006: 43@ = 1 

:SWEET1B_13146
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @SWEET1B_13241 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SWEET1B_13241 
00D6: if or
0118:   actor 62@ dead 
0118:   actor 64@ dead 
0104:   actor $PLAYER_ACTOR near_actor 37@ radius 2.0 2.0 2.0 sphere 0 
004D: jump_if_false @SWEET1B_13241 
05E2: AS_actor 37@ kill_actor $PLAYER_ACTOR 
0006: 60@ = 1 

:SWEET1B_13241
00D6: if 
0039:   78@ == 5 
004D: jump_if_false @SWEET1B_13643 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SWEET1B_13355 
00D6: if 
8184:   not actor 36@ health >= 80 
004D: jump_if_false @SWEET1B_13355 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @SWEET1B_13355 
0829: actor 36@ perform_animation "CRCKDETH2" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 36@ onbone_attached_object_operation 1 
0006: 71@ = 1 

:SWEET1B_13355
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET1B_13451 
00D6: if 
8184:   not actor 54@ health >= 80 
004D: jump_if_false @SWEET1B_13451 
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @SWEET1B_13451 
0829: actor 54@ perform_animation "CRCKDETH1" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 54@ onbone_attached_object_operation 1 
0006: 72@ = 1 

:SWEET1B_13451
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @SWEET1B_13547 
00D6: if 
8184:   not actor 61@ health >= 80 
004D: jump_if_false @SWEET1B_13547 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @SWEET1B_13547 
0829: actor 61@ perform_animation "CRCKDETH4" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 61@ onbone_attached_object_operation 1 
0006: 74@ = 1 

:SWEET1B_13547
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @SWEET1B_13643 
00D6: if 
8184:   not actor 59@ health >= 80 
004D: jump_if_false @SWEET1B_13643 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @SWEET1B_13643 
0829: actor 59@ perform_animation "CRCKDETH3" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 59@ onbone_attached_object_operation 1 
0006: 70@ = 1 

:SWEET1B_13643
0050: gosub @SWEET1B_16372 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_13689 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_15554 

:SWEET1B_13689
0002: jump @SWEET1B_8674 

:SWEET1B_13696
0001: wait 2000 ms 
07FB: set_interior 'LACRAK' access 1  // Crack Den
0864: set_interior_at 2165.72 -1673.14 radius 10.0 access 1 
0864: set_interior_at 319.56 1117.64 radius 10.0 access 1 
0249: release_model #BMYDRUG 
0249: release_model #BALLAS1 
0249: release_model #HFYPRO 
0249: release_model #BFYPRO 
0249: release_model #CIGAR 
084D: unknown_enable_burglary_house_occupants 1 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_13844 
0792: disembark_instantly_actor $ACTOR_RYDER 
06C9: remove_actor $ACTOR_RYDER from_group 
0647: AS_actor $ACTOR_RYDER clear_look_task 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $ACTOR_RYDER in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor $ACTOR_RYDER supporting_fire 0 
0006: 47@ = 1 

:SWEET1B_13844
00BC: show_text_highpriority GXT 'SW1B_F' time 10000 flag 1  // ~s~Go back to ~y~Sweet's house~s~.
0164: disable_marker 45@ 
0164: disable_marker 38@ 
018A: 38@ = create_checkpoint_at 2513.33 -1672.12 12.52 
0004: $127 = 1 
0006: 102@ = 4 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_13920 

:SWEET1B_13920
0006: 107@ = 0 
0006: 58@ = 0 
0006: 101@ = 0 
0006: 92@ = 0 
0006: 87@ = 3 
0050: gosub @SWEET1B_47 

:SWEET1B_13962
00D6: if or
80FE:   not actor $PLAYER_ACTOR sphere $127 in_sphere 2513.3 -1671.9 12.52 radius 4.0 4.0 4.0 
80FE:   not actor $ACTOR_RYDER sphere 0 in_sphere 2513.3 -1671.9 12.52 radius 4.0 4.0 4.0 
004D: jump_if_false @SWEET1B_15007 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_14091 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_15554 

:SWEET1B_14091
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @SWEET1B_14116 
0050: gosub @SWEET1B_16372 

:SWEET1B_14116
077E: get_active_interior_to 78@ 
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @SWEET1B_14559 
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @SWEET1B_14370 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2167.601 -1672.592 14.081 radius 10.0 10.0 4.0 
004D: jump_if_false @SWEET1B_14370 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_14363 
00D6: if 
8104:   not actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 30.0 30.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_14363 
0395: clear_area 1 at 2164.961 -1673.758 14.0803 radius 1.0 
00A1: put_actor $ACTOR_RYDER at 2164.961 -1673.758 14.0803 
0173: set_actor $ACTOR_RYDER Z_angle_to 280.1246 
0860: link_actor $ACTOR_RYDER to_interior 0 
0792: disembark_instantly_actor $ACTOR_RYDER 
06C9: remove_actor $ACTOR_RYDER from_group 
0647: AS_actor $ACTOR_RYDER clear_look_task 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $ACTOR_RYDER in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor $ACTOR_RYDER supporting_fire 0 

:SWEET1B_14363
0006: 107@ = 1 

:SWEET1B_14370
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @SWEET1B_14559 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_14559 
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @SWEET1B_14559 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_14559 
00D6: if 
0104:   actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_14559 
07FB: set_interior 'LACRAK' access 0  // Crack Den
00D6: if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $ACTOR_RYDER on_foot 
004D: jump_if_false @SWEET1B_14515 
0050: gosub @SWEET1B_17075 

:SWEET1B_14515
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_14559 
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $ACTOR_RYDER driving 
004D: jump_if_false @SWEET1B_14559 
0050: gosub @SWEET1B_17075 

:SWEET1B_14559
00D6: if 
0039:   78@ == 5 
004D: jump_if_false @SWEET1B_14961 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SWEET1B_14673 
00D6: if 
8184:   not actor 36@ health >= 80 
004D: jump_if_false @SWEET1B_14673 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @SWEET1B_14673 
0829: actor 36@ perform_animation "CRCKDETH2" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 36@ onbone_attached_object_operation 1 
0006: 71@ = 1 

:SWEET1B_14673
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET1B_14769 
00D6: if 
8184:   not actor 54@ health >= 80 
004D: jump_if_false @SWEET1B_14769 
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @SWEET1B_14769 
0829: actor 54@ perform_animation "CRCKDETH1" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 54@ onbone_attached_object_operation 1 
0006: 72@ = 1 

:SWEET1B_14769
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @SWEET1B_14865 
00D6: if 
8184:   not actor 61@ health >= 80 
004D: jump_if_false @SWEET1B_14865 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @SWEET1B_14865 
0829: actor 61@ perform_animation "CRCKDETH4" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 61@ onbone_attached_object_operation 1 
0006: 74@ = 1 

:SWEET1B_14865
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @SWEET1B_14961 
00D6: if 
8184:   not actor 59@ health >= 80 
004D: jump_if_false @SWEET1B_14961 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @SWEET1B_14961 
0829: actor 59@ perform_animation "CRCKDETH3" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 59@ onbone_attached_object_operation 1 
0006: 70@ = 1 

:SWEET1B_14961
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_15000 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_15554 

:SWEET1B_15000
0002: jump @SWEET1B_13962 

:SWEET1B_15007
0006: 58@ = 0 
0006: 101@ = 0 
0006: 92@ = 0 
0006: 87@ = 7 
0050: gosub @SWEET1B_47 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
0001: wait 500 ms 
016A: fade 0 time 1000 

:SWEET1B_15072
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1B_15096 
0001: wait 0 ms 
0002: jump @SWEET1B_15072 

:SWEET1B_15096
04ED: load_animation "GANGS" 

:SWEET1B_15105
00D6: if 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @SWEET1B_15136 
0001: wait 0 ms 
0002: jump @SWEET1B_15105 

:SWEET1B_15136
015F: set_camera_position 2518.491 -1679.401 14.4781 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2518.086 -1678.499 14.6304 switchstyle 2 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_15230 
00A1: put_actor $PLAYER_ACTOR at 2517.524 -1678.497 13.3912 
0002: jump @SWEET1B_15250 

:SWEET1B_15230
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2517.524 -1678.497 13.3912 

:SWEET1B_15250
0173: set_actor $PLAYER_ACTOR Z_angle_to 328.5351 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_15399 
0792: disembark_instantly_actor $ACTOR_RYDER 
06C9: remove_actor $ACTOR_RYDER from_group 
0647: AS_actor $ACTOR_RYDER clear_look_task 
0687: clear_actor $ACTOR_RYDER task 
06AB: set_actor $ACTOR_RYDER all_weapons_hidden 1 
00D6: if 
80DF:   not actor $ACTOR_RYDER driving 
004D: jump_if_false @SWEET1B_15353 
00A1: put_actor $ACTOR_RYDER at 2518.314 -1676.907 13.3726 
0002: jump @SWEET1B_15373 

:SWEET1B_15353
0362: remove_actor $ACTOR_RYDER from_car_and_place_at 2518.314 -1676.907 13.3726 

:SWEET1B_15373
0639: AS_actor $ACTOR_RYDER rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $ACTOR_RYDER 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 

:SWEET1B_15399
0001: wait 500 ms 
016A: fade 1 time 1000 

:SWEET1B_15411
00D6: if 
8039:   not  58@ == 3 
004D: jump_if_false @SWEET1B_15447 
0001: wait 0 ms 
0050: gosub @SWEET1B_17075 
0002: jump @SWEET1B_15411 

:SWEET1B_15447
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_15488 
05D3: AS_actor $ACTOR_RYDER goto_point 2522.997 -1679.196 14.497 mode 4 time 4000 ms // versionA 

:SWEET1B_15488
00D6: if 
8039:   not  58@ == 4 
004D: jump_if_false @SWEET1B_15524 
0001: wait 0 ms 
0050: gosub @SWEET1B_17075 
0002: jump @SWEET1B_15488 

:SWEET1B_15524
0001: wait 1000 ms 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
009B: destroy_actor $ACTOR_RYDER 
0002: jump @SWEET1B_15979 

:SWEET1B_15554
077E: get_active_interior_to 78@ 
00D6: if 
0039:   78@ == 5 
004D: jump_if_false @SWEET1B_15590 
07FB: set_interior 'LACRAK' access 1  // Crack Den

:SWEET1B_15590
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
077E: get_active_interior_to 78@ 
00D6: if 
0039:   78@ == 5 
004D: jump_if_false @SWEET1B_15977 
00D6: if 
0039:   63@ == 1 
004D: jump_if_false @SWEET1B_15977 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SWEET1B_15725 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @SWEET1B_15725 
0829: actor 36@ perform_animation "CRCKDETH2" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 36@ onbone_attached_object_operation 1 
0006: 71@ = 1 

:SWEET1B_15725
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET1B_15803 
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @SWEET1B_15803 
0829: actor 54@ perform_animation "CRCKDETH1" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 54@ onbone_attached_object_operation 1 
0006: 72@ = 1 

:SWEET1B_15803
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @SWEET1B_15881 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @SWEET1B_15881 
0829: actor 61@ perform_animation "CRCKDETH4" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 61@ onbone_attached_object_operation 1 
0006: 74@ = 1 

:SWEET1B_15881
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @SWEET1B_15977 
00D6: if 
8184:   not actor 59@ health >= 80 
004D: jump_if_false @SWEET1B_15977 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @SWEET1B_15977 
0829: actor 59@ perform_animation "CRCKDETH3" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 59@ onbone_attached_object_operation 1 
0006: 70@ = 1 

:SWEET1B_15977
0051: return 

:SWEET1B_15979
0008: $SWEET_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'SWEET1B'  // Cleaning the Hood
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 33 
076C: set_zone 'GAN1' gang 1 density_to 40 
076C: set_zone 'GAN2' gang 1 density_to 40 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
0051: return 

:SWEET1B_16064
0004: $1012 = 0 
0004: $1013 = 0 
05A9: s$1014 = 'LACRAK' // s$  // Crack Den
004F: create_thread @ENTEXT  
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SWEET1B_16123 
052C: set_player $PLAYER_CHAR drunk_visuals 0 

:SWEET1B_16123
0004: $ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01E7: remove_forbidden_for_cars_cube_cornerA 2272.922 -1649.556 14.3311 cornerB 2266.101 -1633.219 14.3505 
022A: remove_forbidden_for_peds_cube_cornerA 324.1973 1116.758 1082.898 cornerB 313.1226 1124.197 1082.898 
0249: release_model #BMYDRUG 
0249: release_model #BALLAS1 
0249: release_model #BAT 
0249: release_model #FAM3 
0249: release_model #HFYPRO 
0249: release_model #BFYPRO 
0249: release_model #CIGAR 
0249: release_model #PRIMO 
0864: set_interior_at 2165.72 -1673.14 radius 10.0 access 0 
0864: set_interior_at 319.56 1117.64 radius 10.0 access 0 
04EF: release_animation "GANGS" 
04EF: release_animation "CRACK" 
04EF: release_animation "BLOWJOBZ" 
04EF: release_animation "BASEBALL" 
04EF: release_animation "DEALER" 
0215: destroy_pickup 79@ 
0164: disable_marker 44@ 
0164: disable_marker 45@ 
0164: disable_marker 38@ 
0164: disable_marker 39@ 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
034F: destroy_actor_with_fade $ACTOR_RYDER 
0296: unload_special_actor 1 
09D2: set_cops_chase_criminals 1 
00D8: mission_cleanup 
0051: return 

:SWEET1B_16372
077E: get_active_interior_to 78@ 
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @SWEET1B_17073 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_17073 
00D6: if 
8104:   not actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 30.0 30.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_16585 
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @SWEET1B_16578 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @SWEET1B_16496 
07FB: set_interior 'LACRAK' access 0  // Crack Den

:SWEET1B_16496
0164: disable_marker 45@ 
0164: disable_marker 44@ 
0164: disable_marker 39@ 
0164: disable_marker 38@ 
0187: 39@ = create_marker_above_actor $ACTOR_RYDER 
07E0: set_marker 39@ type_to 1 
06C9: remove_actor $ACTOR_RYDER from_group 
0687: clear_actor $ACTOR_RYDER task 
0050: gosub @SWEET1B_17920 
00BC: show_text_highpriority GXT 'SW1B_H' time 6000 flag 1  // ~s~You're too far away from ~b~Ryder~s~, go back and get him.
0004: $127 = 0 
0006: 47@ = 1 

:SWEET1B_16578
0002: jump @SWEET1B_17073 

:SWEET1B_16585
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_17073 
00D6: if 
0104:   actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_17073 
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @SWEET1B_17073 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_16711 
0164: disable_marker 39@ 
06C9: remove_actor $ACTOR_RYDER from_group 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $ACTOR_RYDER in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor $ACTOR_RYDER supporting_fire 0 

:SWEET1B_16711
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @SWEET1B_16770 
0164: disable_marker 38@ 
018A: 38@ = create_checkpoint_at 2301.07 -1754.4 12.54 
00BC: show_text_highpriority GXT 'SW1B_A' time 7000 flag 1  // ~s~Go to ~y~B Dup's crib~s~.

:SWEET1B_16770
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @SWEET1B_16833 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SWEET1B_16817 
0164: disable_marker 44@ 
0187: 44@ = create_marker_above_actor 35@ 

:SWEET1B_16817
00BC: show_text_highpriority GXT 'SW1B_B' time 7000 flag 1  // ~s~Go beat up the ~r~crack dealer~s~.

:SWEET1B_16833
00D6: if 
0039:   102@ == 2 
004D: jump_if_false @SWEET1B_16910 
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @SWEET1B_16894 
0164: disable_marker 38@ 
018A: 38@ = create_checkpoint_at 2171.781 -1676.78 14.0859 

:SWEET1B_16894
00BC: show_text_highpriority GXT 'SW1B_1' time 7000 flag 1  // ~s~Go to the ~y~dealer's place~s~.

:SWEET1B_16910
00D6: if 
0039:   102@ == 3 
004D: jump_if_false @SWEET1B_17000 
07FB: set_interior 'LACRAK' access 1  // Crack Den
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @SWEET1B_16984 
0164: disable_marker 38@ 
018A: 38@ = create_checkpoint_at 2169.72 -1673.14 13.01 

:SWEET1B_16984
00BC: show_text_highpriority GXT 'SW1B_1' time 7000 flag 1  // ~s~Go to the ~y~dealer's place~s~.

:SWEET1B_17000
00D6: if 
0039:   102@ == 4 
004D: jump_if_false @SWEET1B_17059 
0164: disable_marker 38@ 
018A: 38@ = create_checkpoint_at 2513.33 -1672.12 12.52 
00BC: show_text_highpriority GXT 'SW1B_F' time 7000 flag 1  // ~s~Go back to ~y~Sweet's house~s~.

:SWEET1B_17059
0004: $127 = 1 
0006: 47@ = 0 

:SWEET1B_17073
0051: return 

:SWEET1B_17075
00D6: if or
0039:   101@ == 0 
0039:   101@ == 1 
004D: jump_if_false @SWEET1B_17145 
00D6: if 
002D:   91@ >= 58@ // (int) 
004D: jump_if_false @SWEET1B_17145 
00D6: if 
0019:   32@ > 200 
004D: jump_if_false @SWEET1B_17145 
0050: gosub @SWEET1B_17217 

:SWEET1B_17145
00D6: if 
0039:   101@ == 2 
004D: jump_if_false @SWEET1B_17215 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SWEET1B_17215 
0050: gosub @SWEET1B_17626 
0006: 101@ = 0 
000A: 58@ += 1 
0006: 92@ = 0 
00BE: text_clear_all 
0006: 32@ = 0 

:SWEET1B_17215
0051: return 

:SWEET1B_17217
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @SWEET1B_17253 
03CF: load_wav 93@(58@,8i) as 1 
0006: 101@ = 1 

:SWEET1B_17253
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @SWEET1B_17318 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SWEET1B_17318 
00BC: show_text_highpriority GXT $6567(58@,8s) time 4000 flag 1 
03D1: play_wav 1 
0050: gosub @SWEET1B_17320 
0006: 101@ = 2 

:SWEET1B_17318
0051: return 

:SWEET1B_17320
00D6: if or
04A4:   93@(58@,8i) == 37446 // == constant 
04A4:   93@(58@,8i) == 37447 // == constant 
004D: jump_if_false @SWEET1B_17392 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SWEET1B_17392 
0A09: set_actor 35@ muted 1 // versionB 
0967: actor 35@ move_mouth 3000 ms 
0051: return 

:SWEET1B_17392
00D6: if or
04A4:   93@(58@,8i) == 37465 // == constant 
04A4:   93@(58@,8i) == 37467 // == constant 
04A4:   93@(58@,8i) == 37470 // == constant 
04A4:   93@(58@,8i) == 37480 // == constant 
04A4:   93@(58@,8i) == 37482 // == constant 
004D: jump_if_false @SWEET1B_17490 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0051: return 

:SWEET1B_17490
00D6: if or
04A4:   93@(58@,8i) == 37448 // == constant 
04A4:   93@(58@,8i) == 37451 // == constant 
04A4:   93@(58@,8i) == 37483 // == constant 
04A4:   93@(58@,8i) == 37486 // == constant 
04A4:   93@(58@,8i) == 37456 // == constant 
004D: jump_if_false @SWEET1B_17593 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0002: jump @SWEET1B_17624 

:SWEET1B_17593
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_17624 
0A09: set_actor $ACTOR_RYDER muted 1 // versionB 
0967: actor $ACTOR_RYDER move_mouth 3000 ms 

:SWEET1B_17624
0051: return 

:SWEET1B_17626
00D6: if or
04A4:   93@(58@,8i) == 37446 // == constant 
04A4:   93@(58@,8i) == 37447 // == constant 
004D: jump_if_false @SWEET1B_17695 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SWEET1B_17695 
0A09: set_actor 35@ muted 0 // versionB 
0968: actor 35@ stop_mouth 
0051: return 

:SWEET1B_17695
00D6: if or
04A4:   93@(58@,8i) == 37465 // == constant 
04A4:   93@(58@,8i) == 37467 // == constant 
04A4:   93@(58@,8i) == 37470 // == constant 
04A4:   93@(58@,8i) == 37480 // == constant 
04A4:   93@(58@,8i) == 37482 // == constant 
004D: jump_if_false @SWEET1B_17790 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0051: return 

:SWEET1B_17790
00D6: if or
04A4:   93@(58@,8i) == 37448 // == constant 
04A4:   93@(58@,8i) == 37451 // == constant 
04A4:   93@(58@,8i) == 37483 // == constant 
04A4:   93@(58@,8i) == 37486 // == constant 
04A4:   93@(58@,8i) == 37456 // == constant 
004D: jump_if_false @SWEET1B_17890 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0002: jump @SWEET1B_17918 

:SWEET1B_17890
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_17918 
0A09: set_actor $ACTOR_RYDER muted 0 // versionB 
0968: actor $ACTOR_RYDER stop_mouth 

:SWEET1B_17918
0051: return 

:SWEET1B_17920
040D: unload_wav 2 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @SWEET1B_17951 
03CF: load_wav 34211 as 2 

:SWEET1B_17951
00D6: if 
0039:   109@ == 1 
004D: jump_if_false @SWEET1B_17978 
03CF: load_wav 34212 as 2 

:SWEET1B_17978
00D6: if 
0039:   109@ == 2 
004D: jump_if_false @SWEET1B_18005 
03CF: load_wav 34213 as 2 

:SWEET1B_18005
00D6: if 
0039:   109@ == 3 
004D: jump_if_false @SWEET1B_18032 
03CF: load_wav 34214 as 2 

:SWEET1B_18032
00D6: if 
0039:   109@ == 4 
004D: jump_if_false @SWEET1B_18059 
03CF: load_wav 34215 as 2 

:SWEET1B_18059
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SWEET1B_18075
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET1B_18119 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_18112 
0051: return 

:SWEET1B_18112
0002: jump @SWEET1B_18075 

:SWEET1B_18119
03D1: play_wav 2 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @SWEET1B_18157 
00BC: show_text_highpriority GXT 'RYDX_AL' time 3000 flag 1  // ~z~Hey buster, wait up!

:SWEET1B_18157
00D6: if 
0039:   109@ == 1 
004D: jump_if_false @SWEET1B_18191 
00BC: show_text_highpriority GXT 'RYDX_AM' time 3000 flag 1  // ~z~Don't you bust on me!

:SWEET1B_18191
00D6: if 
0039:   109@ == 2 
004D: jump_if_false @SWEET1B_18225 
00BC: show_text_highpriority GXT 'RYDX_AN' time 3000 flag 1  // ~z~Wait up, CJ!

:SWEET1B_18225
00D6: if 
0039:   109@ == 3 
004D: jump_if_false @SWEET1B_18259 
00BC: show_text_highpriority GXT 'RYDX_AO' time 3000 flag 1  // ~z~Hold up, fool!

:SWEET1B_18259
00D6: if 
0039:   109@ == 4 
004D: jump_if_false @SWEET1B_18293 
00BC: show_text_highpriority GXT 'RYDX_AP' time 3000 flag 1  // ~z~Hey, CJ, where you at?

:SWEET1B_18293
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET1B_18337 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_18330 
0051: return 

:SWEET1B_18330
0002: jump @SWEET1B_18293 

:SWEET1B_18337
000A: 109@ += 1 
00D6: if 
0019:   109@ > 4 
004D: jump_if_false @SWEET1B_18369 
0006: 109@ = 0 

:SWEET1B_18369
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET1B_18385 

:SWEET1B_18385
0051: return 

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

:SWEET3
03A4: name_thread 'SWEET3' 
0050: gosub @SWEET3_1825 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SWEET3_38 
0050: gosub @SWEET3_12890 

:SWEET3_38
0050: gosub @SWEET3_12979 
004E: end_thread 

:SWEET3_47
0871: init_jump_table 79@ total_jumps 8 default_jump 0 @SWEET3_1823 jumps 1 @SWEET3_175 2 @SWEET3_477 3 @SWEET3_779 4 @SWEET3_1009 5 @SWEET3_1215 6 @SWEET3_1445 7 @SWEET3_1579 
0872: jump_table_jumps 8 @SWEET3_1689 -1 @SWEET3_1823 -1 @SWEET3_1823 -1 @SWEET3_1823 -1 @SWEET3_1823 -1 @SWEET3_1823 -1 @SWEET3_1823 -1 @SWEET3_1823 -1 @SWEET3_1823 

:SWEET3_175
05A9: s$6583[0] = 'SWE2_BA' // s$  // ~z~How'd Mom get killed? We gotta talk about it.
05A9: s$6583[1] = 'SWE2_BB' // s$  // ~z~We all gotta talk about it! They was going for Sweet!
05A9: s$6583[2] = 'SWE2_BC' // s$  // ~z~How you supposed to know that? You know what people are like.
05A9: s$6583[3] = 'SWE2_BD' // s$  // ~z~Say they have love for you, but won't say a word.
05A9: s$6583[4] = 'SWE2_BE' // s$  // ~z~Too damn scared.
05A9: s$6583[5] = 'SWE2_BF' // s$  // ~z~Some people say they saw a green Sabre doing the work,
05A9: s$6583[6] = 'SWE2_BG' // s$  // ~z~then speeding away.
05A9: s$6583[7] = 'SWE2_BH' // s$  // ~z~Yeah, but people like to talk, don't they?
05A9: s$6583[8] = 'SWE2_BJ' // s$  // ~z~Anyway, that's half of Santos you talkin' about.
05A9: s$6583[9] = 'SWE2_BK' // s$  // ~z~Yeah, you right, my bad.
05A9: s$6583[10] = 'SWE2_BL' // s$  // ~z~Hey, bro?
05A9: s$6583[11] = 'SWE2_BM' // s$  // ~z~They just sprayed the house. I ain't see shit.
04AF: 66@ = 37601 // = constant 
04AF: 67@ = 37602 // = constant 
04AF: 68@ = 37603 // = constant 
04AF: 69@ = 37604 // = constant 
04AF: 70@ = 37605 // = constant 
04AF: 71@ = 37606 // = constant 
04AF: 72@ = 37607 // = constant 
04AF: 73@ = 37608 // = constant 
04AF: 74@ = 37609 // = constant 
04AF: 75@ = 37610 // = constant 
04AF: 76@ = 37611 // = constant 
04AF: 77@ = 37612 // = constant 
0006: 58@ = 11 
0002: jump @SWEET3_1823 

:SWEET3_477
05A9: s$6583[0] = 'SWE2_CA' // s$  // ~z~Hit it! Go, go, go!
05A9: s$6583[1] = 'SWE2_CC' // s$  // ~z~Hit the gas, we gotta ice these niggas!
05A9: s$6583[2] = 'SWE2_GA' // s$  // ~z~Why you ain't blastin', Smoke?
05A9: s$6583[3] = 'SWE2_GB' // s$  // ~z~I'll shoot 'em when I'm done eatin'.
05A9: s$6583[4] = 'SWE2_GC' // s$  // ~z~Quit stuffin' your motherfuckin' mouth! Let's go!
05A9: s$6583[5] = 'SWE2_GD' // s$  // ~z~I ain't stuffin' it homie, I'm enjoyin' my meal.
05A9: s$6583[6] = 'SWE2_GE' // s$  // ~z~Hey, kill that asshole! Shit, this a great sandwich!
05A9: s$6583[7] = 'SWE2_HA' // s$  // ~z~Smoke! Stop stuffing your face and start popping them Ballas!
05A9: s$6583[8] = 'SWE2_HB' // s$  // ~z~I'm trying to enjoy my food!
05A9: s$6583[9] = 'SWE2_HC' // s$  // ~z~And those fools are trying to enjoy our deaths!
05A9: s$6583[10] = 'SWE2_HD' // s$  // ~z~Now, c'mon, Smoke, shoot!
05A9: s$6583[11] = 'SWE2_HE' // s$  // ~z~Hey, I'm just finishing my fries!
04AF: 66@ = 37613 // = constant 
04AF: 67@ = 37615 // = constant 
04AF: 68@ = 37630 // = constant 
04AF: 69@ = 37631 // = constant 
04AF: 70@ = 37632 // = constant 
04AF: 71@ = 37633 // = constant 
04AF: 72@ = 37634 // = constant 
04AF: 73@ = 37635 // = constant 
04AF: 74@ = 37636 // = constant 
04AF: 75@ = 37637 // = constant 
04AF: 76@ = 37638 // = constant 
04AF: 77@ = 37639 // = constant 
0006: 58@ = 11 
0002: jump @SWEET3_1823 

:SWEET3_779
05A9: s$6583[0] = 'SWE2_MA' // s$  // ~z~Damn! That was some serious shit!
05A9: s$6583[1] = 'SWE2_MB' // s$  // ~z~Yeah, man, those Ballas fools won't try that again!
05A9: s$6583[2] = 'SWE2_MC' // s$  // ~z~Carl, let's get back to the Grove!
05A9: s$6583[3] = 'SWE2_MD' // s$  // ~z~A'ight, I'm on it.
05A9: s$6583[4] = 'SWE2_ME' // s$  // ~z~Oh man! That food filled a hole!
05A9: s$6583[5] = 'SWE2_MF' // s$  // ~z~You chubby motherfucker!
05A9: s$6583[6] = 'SWE2_MG' // s$  // ~z~Next time you better start blasting or I'll blast you myself!
05A9: s$6583[7] = 'SWE2_MH' // s$  // ~z~Smoke, you wide, man, I mean, wide!
05A9: s$6583[8] = 'SWE2_MJ' // s$  // ~z~And that's why you love me, baby!
04AF: 66@ = 37651 // = constant 
04AF: 67@ = 37652 // = constant 
04AF: 68@ = 37653 // = constant 
04AF: 69@ = 37654 // = constant 
04AF: 70@ = 37655 // = constant 
04AF: 71@ = 37656 // = constant 
04AF: 72@ = 37657 // = constant 
04AF: 73@ = 37658 // = constant 
04AF: 74@ = 37659 // = constant 
0006: 58@ = 8 
0002: jump @SWEET3_1823 

:SWEET3_1009
05A9: s$6583[0] = 'SWE2_NA' // s$  // ~z~That's one up for the Grove!
05A9: s$6583[1] = 'SWE2_NB' // s$  // ~z~Say what, Smoke?
05A9: s$6583[2] = 'SWE2_NC' // s$  // ~z~All you managed to do was eat my damn food up!
05A9: s$6583[3] = 'SWE2_ND' // s$  // ~z~Yeah, it was gettin cold!
05A9: s$6583[4] = 'SWE2_NE' // s$  // ~z~Y'all comin' in for a beer?
05A9: s$6583[5] = 'SWE2_NF' // s$  // ~z~Nah baby, I need to get back to the crib.
05A9: s$6583[6] = 'SWE2_NG' // s$  // ~z~CJ, gimme a ride?
05A9: s$6583[7] = 'SWE2_NH' // s$  // ~z~Alright Smoke, let's go. See y'all later.
04AF: 66@ = 37660 // = constant 
04AF: 67@ = 37661 // = constant 
04AF: 68@ = 37662 // = constant 
04AF: 69@ = 37663 // = constant 
04AF: 70@ = 37664 // = constant 
04AF: 71@ = 37665 // = constant 
04AF: 72@ = 37666 // = constant 
04AF: 73@ = 37667 // = constant 
0006: 58@ = 7 
0002: jump @SWEET3_1823 

:SWEET3_1215
05A9: s$6583[0] = 'SWE2_OA' // s$  // ~z~What was with you back there, Smoke?
05A9: s$6583[1] = 'SWE2_OB' // s$  // ~z~Man, if you can eat your food, while everyone else is losing theirs
05A9: s$6583[2] = 'SWE2_OC' // s$  // ~z~and blaming you, you straight homie.
05A9: s$6583[3] = 'SWE2_OD' // s$  // ~z~What?
05A9: s$6583[4] = 'SWE2_OE' // s$  // ~z~Nothin', nothin'. Just some poetry I read.
05A9: s$6583[5] = 'SWE2_OF' // s$  // ~z~Hey Smoke, tell me why you moved out the Grove?
05A9: s$6583[6] = 'SWE2_OG' // s$  // ~z~Man, got some money from my aunt - I mean it's a nice place and all,
05A9: s$6583[7] = 'SWE2_OH' // s$  // ~z~but the Grove is in my heart, baby - it's where my dogs is at.
05A9: s$6583[8] = 'SWE2_OJ' // s$  // ~z~Yeah, OK homie.
04AF: 66@ = 37668 // = constant 
04AF: 67@ = 37669 // = constant 
04AF: 68@ = 37670 // = constant 
04AF: 69@ = 37671 // = constant 
04AF: 70@ = 37672 // = constant 
04AF: 71@ = 37673 // = constant 
04AF: 72@ = 37674 // = constant 
04AF: 73@ = 37675 // = constant 
04AF: 74@ = 37676 // = constant 
0006: 58@ = 8 
0002: jump @SWEET3_1823 

:SWEET3_1445
05A9: s$6583[0] = 'SWE2_PA' // s$  // ~z~Hey thanks, Carl. Hey, I've missed having you around, baby.
05A9: s$6583[1] = 'SWE2_PB' // s$  // ~z~Thanks, man. I wish Sweet thought like that.
05A9: s$6583[2] = 'SWE2_PC' // s$  // ~z~He don't mean it, CJ.
05A9: s$6583[3] = 'SWE2_PD' // s$  // ~z~He's still real tor'up about your moms, man.
05A9: s$6583[4] = 'SWE2_PE' // s$  // ~z~Here, get yourself a little smokey smoke on Smoke, and relax, homie.
04AF: 66@ = 37677 // = constant 
04AF: 67@ = 37678 // = constant 
04AF: 68@ = 37679 // = constant 
04AF: 69@ = 37680 // = constant 
04AF: 70@ = 37681 // = constant 
0006: 58@ = 4 
0002: jump @SWEET3_1823 

:SWEET3_1579
05A9: s$6583[0] = 'SWE2_DA' // s$  // ~z~My Special!
05A9: s$6583[1] = 'SWE2_DB' // s$  // ~z~Aw, shit! You got ketchup all over the seat!
05A9: s$6583[2] = 'SWE2_DC' // s$  // ~z~The business at hand, motherfucker, the business at hand!
05A9: s$6583[3] = 'SWE2_DD' // s$  // ~z~But these was clean pants!
04AF: 66@ = 37616 // = constant 
04AF: 67@ = 37617 // = constant 
04AF: 68@ = 37618 // = constant 
04AF: 69@ = 37619 // = constant 
0006: 58@ = 3 
0002: jump @SWEET3_1823 

:SWEET3_1689
05A9: s$6583[0] = 'SWE2_EA' // s$  // ~z~CJ, watch the damn road!
05A9: s$6583[1] = 'SWE2_EB' // s$  // ~z~Chill. motherfucker, this ain't a Sunday drive situation!
05A9: s$6583[2] = 'SWE2_EC' // s$  // ~z~My soda! It's all over the fucking floor!
05A9: s$6583[3] = 'SWE2_ED' // s$  // ~z~Well you can suck it up once we're done.
05A9: s$6583[4] = 'SWE2_EE' // s$  // ~z~Now keep you eyes on the Ballas car!
04AF: 66@ = 37620 // = constant 
04AF: 67@ = 37621 // = constant 
04AF: 68@ = 37622 // = constant 
04AF: 69@ = 37623 // = constant 
04AF: 70@ = 37624 // = constant 
0006: 58@ = 4 
0002: jump @SWEET3_1823 

:SWEET3_1823
0051: return 

:SWEET3_1825
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 96@ = 0 
0006: 97@ = 0 
0006: 41@ = 0 
0006: 92@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 91@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 59@ = 0 
0006: 60@ = 0 
0006: 47@ = 0 
0006: 98@ = 0 
0006: 99@ = 0 
0006: 42@ = 0 
0006: 56@ = 0 
0006: 43@ = 0 
0006: 51@ = 0 
0085: 89@ = 45@ // (int) 
0085: 90@ = 46@ // (int) 
0001: wait 0 ms 
054C: use_GXT_table 'SWEET3' 
0247: load_model #PRIMO 

:SWEET3_2003
00D6: if 
8248:   not model #PRIMO available 
004D: jump_if_false @SWEET3_2030 
0001: wait 0 ms 
0002: jump @SWEET3_2003 

:SWEET3_2030
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
0395: clear_area 1 at 2516.636 -1675.691 13.0101 radius 15.0 
0395: clear_area 1 at 2508.795 -1671.707 12.3892 radius 15.0 
0674: set_car_model #PRIMO numberplate "GROVE4L_" 
00A5: $SWEET_CAR = create_car #PRIMO at 2508.7 -1671.7 12.3 
02AC: set_car $SWEET_CAR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0229: set_car $SWEET_CAR primary_color_to 36 secondary_color_to 36
01EC: make_car $SWEET_CAR very_heavy 1
0423: set_car $SWEET_CAR improved_handling_to 1.5 // (float)
0294: set_car $SWEET_CAR sprayable 0 
0175: set_car $SWEET_CAR Z_angle_to 166.9 
053F: set_car $SWEET_CAR tires_vulnerability 0 
0249: release_model #PRIMO 
02E4: load_cutscene_data 'SWEET2A' 

:SWEET3_2180
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET3_2204 
0001: wait 0 ms 
0002: jump @SWEET3_2180 

:SWEET3_2204
02E7: start_cutscene 
016A: fade 1 time 1000 

:SWEET3_2213
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET3_2237 
0001: wait 0 ms 
0002: jump @SWEET3_2213 

:SWEET3_2237
016A: fade 0 time 0 

:SWEET3_2243
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_2267 
0001: wait 0 ms 
0002: jump @SWEET3_2243 

:SWEET3_2267
02EA: end_cutscene 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
023C: load_special_actor 'SWEET' as 2 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
0247: load_model #TEC9 
0247: load_model #CIGAR 
038B: load_requested_models 

:SWEET3_2319
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
8248:   not model #TEC9 available 
004D: jump_if_false @SWEET3_2358 
0001: wait 0 ms 
0002: jump @SWEET3_2319 

:SWEET3_2358
00D6: if 
8248:   not model #CIGAR available 
004D: jump_if_false @SWEET3_2384 
0001: wait 0 ms 
0002: jump @SWEET3_2358 

:SWEET3_2384
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_2819 
009A: $ACTOR_SMOKE = create_actor_pedtype 24 model #SPECIAL01 at 2511.514 -1671.464 12.4607 
0245: set_actor $ACTOR_SMOKE walk_style_to "FATMAN" 
0173: set_actor $ACTOR_SMOKE Z_angle_to 84.5 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SMOKE enter_car $SWEET_CAR passenger_seat 1 time 10000 
01B2: give_actor $ACTOR_SMOKE weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $ACTOR_SMOKE untargetable 1 
0446: set_actor $ACTOR_SMOKE dismemberment_possible 0 
0223: set_actor $ACTOR_SMOKE health_to 500 
039E: set_actor $ACTOR_SMOKE locked 1 while_in_car 
0526: set_actor $ACTOR_SMOKE stay_in_car_when_jacked 1 
060A: create_decision_maker_type 0 store_to 93@ // decision\allowed\m_.ped files 
060B: set_actor $ACTOR_SMOKE decision_maker_to 93@ 
09F6: set_actor $ACTOR_SMOKE unjackable_through_driver_seat 0 
009A: $ACTOR_SWEET = create_actor_pedtype 24 model #SPECIAL02 at 2507.886 -1667.801 12.3881 
0245: set_actor $ACTOR_SWEET walk_style_to "GANG2" 
0173: set_actor $ACTOR_SWEET Z_angle_to 167.8 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SWEET enter_car $SWEET_CAR passenger_seat 2 time 10000 
01B2: give_actor $ACTOR_SWEET weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $ACTOR_SWEET untargetable 1 
0446: set_actor $ACTOR_SWEET dismemberment_possible 0 
0223: set_actor $ACTOR_SWEET health_to 500 
039E: set_actor $ACTOR_SWEET locked 1 while_in_car 
0526: set_actor $ACTOR_SWEET stay_in_car_when_jacked 1 
060A: create_decision_maker_type 0 store_to 94@ // decision\allowed\m_.ped files 
060B: set_actor $ACTOR_SWEET decision_maker_to 94@ 
09F6: set_actor $ACTOR_SWEET unjackable_through_driver_seat 0 
009A: $ACTOR_RYDER = create_actor_pedtype 24 model #SPECIAL03 at 2506.348 -1673.591 12.3784 
0245: set_actor $ACTOR_RYDER walk_style_to "GANG1" 
0173: set_actor $ACTOR_RYDER Z_angle_to 346.0 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_RYDER enter_car $SWEET_CAR passenger_seat 0 time 10000 
01B2: give_actor $ACTOR_RYDER weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $ACTOR_RYDER untargetable 1 
0446: set_actor $ACTOR_RYDER dismemberment_possible 0 
0223: set_actor $ACTOR_RYDER health_to 500 
039E: set_actor $ACTOR_RYDER locked 1 while_in_car 
0526: set_actor $ACTOR_RYDER stay_in_car_when_jacked 1 
060A: create_decision_maker_type 0 store_to 95@ // decision\allowed\m_.ped files 
060B: set_actor $ACTOR_RYDER decision_maker_to 95@ 
09F6: set_actor $ACTOR_RYDER unjackable_through_driver_seat 0 
0746: set_acquaintance 0 of_actors_pedtype 8 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 8 

:SWEET3_2819
041E: set_radio_station 3 
0186: 39@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 39@ type_to 1 
0169: set_fade_color_RGB 0 0 0 
0395: clear_area 1 at 2516.54 -1671.2 12.87 radius 2.0 
00A1: put_actor $PLAYER_ACTOR at 2516.54 -1671.2 12.87 
0173: set_actor $PLAYER_ACTOR Z_angle_to 81.2 
0A0B: set_rendering_origin_at_3D_coord 2516.54 -1671.2 12.87 angle 81.2 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 1000 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_2967 
0002: jump @SWEET3_12890 

:SWEET3_2967
0006: 33@ = 0 
03CF: load_wav 37600 as 1 

:SWEET3_2983
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET3_3048 
0001: wait 0 ms 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_3041 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_12890 

:SWEET3_3041
0002: jump @SWEET3_2983 

:SWEET3_3048
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE2_AA' time 10000 flag 1  // ~z~Carl, you drive. Smoke looks like he's gonna pass out.

:SWEET3_3068
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET3_3133 
0001: wait 0 ms 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_3126 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_12890 

:SWEET3_3126
0002: jump @SWEET3_3068 

:SWEET3_3133
0006: 86@ = 0 
0006: 85@ = 0 
0006: 87@ = 0 
0006: 79@ = 1 
0050: gosub @SWEET3_47 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_3207 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_12890 

:SWEET3_3207
00BC: show_text_highpriority GXT 'TWAR2_A' time 6000 flag 1  // ~s~Get in the ~b~car~s~.
0006: 33@ = 0 
0004: $127 = 0 
0006: 59@ = 0 

:SWEET3_3244
00D6: if or
81AF:   not car $SWEET_CAR sphere $127 in_sphere 2404.1 -1891.5 12.3 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $SWEET_CAR 
89D0:   not car $SWEET_CAR on_wheels 
004D: jump_if_false @SWEET3_4433 
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SWEET3_3332 
0002: jump @SWEET3_12908 

:SWEET3_3332
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_3378 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_12890 
0002: jump @SWEET3_4270 

:SWEET3_3378
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_4270 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @SWEET3_3670 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_3583 
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @SWEET3_3511 
0164: disable_marker 39@ 
018A: 39@ = create_checkpoint_at 2404.1 -1891.5 12.3 
00BC: show_text_highpriority GXT 'TWAR2_C' time 6000 flag 1  // ~s~Drive to the ~Y~Cluckin' Bell~s~ drive-thru.
0004: $127 = 1 
0006: 33@ = 0 
0006: 59@ = 1 

:SWEET3_3511
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @SWEET3_3569 
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @SWEET3_3562 
0050: gosub @SWEET3_13144 
0006: 43@ = 1 

:SWEET3_3562
0002: jump @SWEET3_3576 

:SWEET3_3569
0050: gosub @SWEET3_13144 

:SWEET3_3576
0002: jump @SWEET3_3670 

:SWEET3_3583
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @SWEET3_3670 
0164: disable_marker 39@ 
0186: 39@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 39@ type_to 1 
0050: gosub @SWEET3_15488 
00BC: show_text_highpriority GXT 'TW2_X' time 3000 flag 1  // ~s~Get back in the ~b~car~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0004: $127 = 0 
0006: 59@ = 0 

:SWEET3_3670
00D6: if 
8185:   not car $SWEET_CAR health >= 250 
004D: jump_if_false @SWEET3_4270 
03CF: load_wav 37647 as 2 

:SWEET3_3698
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET3_3880 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_3756 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET3_12890 

:SWEET3_3756
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_3795 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET3_12890 

:SWEET3_3795
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_3834 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET3_12890 

:SWEET3_3834
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_3873 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_12890 

:SWEET3_3873
0002: jump @SWEET3_3698 

:SWEET3_3880
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE2_KC' time 2000 flag 1  // ~z~Our ride's fucked, man - everybody out!
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @SWEET3_4065 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_4065 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_3978 
0622: AS_actor $ACTOR_SMOKE bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_SMOKE flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_3978
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_4018 
0622: AS_actor $ACTOR_RYDER bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_RYDER flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_4018
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_4058 
0622: AS_actor $ACTOR_SWEET bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_SWEET flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_4058
0006: 56@ = 1 

:SWEET3_4065
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET3_4247 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_4123 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET3_12890 

:SWEET3_4123
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_4162 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET3_12890 

:SWEET3_4162
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_4201 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET3_12890 

:SWEET3_4201
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_4240 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_12890 

:SWEET3_4240
0002: jump @SWEET3_4065 

:SWEET3_4247
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_12890 

:SWEET3_4270
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_4309 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET3_12890 

:SWEET3_4309
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_4348 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET3_12890 

:SWEET3_4348
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_4387 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET3_12890 

:SWEET3_4387
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_4426 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_12890 

:SWEET3_4426
0002: jump @SWEET3_3244 

:SWEET3_4433
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
015F: set_camera_position 2405.975 -1882.475 15.2036 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2405.569 -1883.389 15.2158 switchstyle 2 
016A: fade 0 time 1000 

:SWEET3_4504
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_4528 
0001: wait 0 ms 
0002: jump @SWEET3_4504 

:SWEET3_4528
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET3_4571 
00A1: put_actor $PLAYER_ACTOR at 2364.193 -1914.077 12.4235 
0002: jump @SWEET3_4591 

:SWEET3_4571
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2364.193 -1914.077 12.4235 

:SWEET3_4591
009B: destroy_actor $ACTOR_SMOKE 
009B: destroy_actor $ACTOR_SWEET 
009B: destroy_actor $ACTOR_RYDER 
00A6: destroy_car $SWEET_CAR 
0249: release_model #FAM3 
0249: release_model #BALLAS2 
0249: release_model #PRIMO 
0249: release_model #TEC9 
0249: release_model #VOODOO 
0249: release_model #CIGAR 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0A0B: set_rendering_origin_at_3D_coord 2397.644 -1880.276 23.8686 angle 160.0 
0395: clear_area 1 at 2404.1 -1891.5 12.3 radius 120.0 
03EF: player $PLAYER_CHAR make_safe 
03AF: enable_streaming 0 
02E4: load_cutscene_data 'SWEET2B' 

:SWEET3_4716
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET3_4740 
0001: wait 0 ms 
0002: jump @SWEET3_4716 

:SWEET3_4740
0395: clear_area 1 at 2404.1 -1891.5 12.3 radius 120.0 
02E7: start_cutscene 
016A: fade 1 time 1000 

:SWEET3_4773
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET3_4797 
0001: wait 0 ms 
0002: jump @SWEET3_4773 

:SWEET3_4797
016A: fade 0 time 0 

:SWEET3_4803
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_4827 
0001: wait 0 ms 
0002: jump @SWEET3_4803 

:SWEET3_4827
02EA: end_cutscene 
0247: load_model #VOODOO 
0247: load_model #FAM3 
0247: load_model #FAM2 
0247: load_model #BALLAS2 
0247: load_model #PRIMO 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
023C: load_special_actor 'SWEET' as 2 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
0247: load_model #TEC9 
038B: load_requested_models 

:SWEET3_4897
00D6: if or
8248:   not model #VOODOO available 
8248:   not model #FAM3 available 
8248:   not model #BALLAS2 available 
8248:   not model #PRIMO available 
004D: jump_if_false @SWEET3_4937 
0001: wait 0 ms 
0002: jump @SWEET3_4897 

:SWEET3_4937
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
8248:   not model #TEC9 available 
004D: jump_if_false @SWEET3_4976 
0001: wait 0 ms 
0002: jump @SWEET3_4937 

:SWEET3_4976
01EB: set_traffic_density_multiplier_to 4.0 
03DE: set_pedestrians_density_multiplier_to 4.0 
0164: disable_marker 39@ 
0615: define_AS_pack_begin 65@ 
05D1: AS_actor -1 drive_car -1 to 2410.739 -1960.027 12.3906 speed 13.0 0 model #VOODOO 2 
05D1: AS_actor -1 drive_car -1 to 2326.903 -1969.676 12.3738 speed 15.0 0 model #VOODOO 2 
05D1: AS_actor -1 drive_car -1 to 2235.262 -1891.301 12.3828 speed 18.0 0 model #VOODOO 2 
05D1: AS_actor -1 drive_car -1 to 2094.307 -1891.856 12.3738 speed 18.0 0 model #VOODOO 2 
05D1: AS_actor -1 drive_car -1 to 2105.82 -1754.177 12.3984 speed 20.0 0 model #VOODOO 2 
05D1: AS_actor -1 drive_car -1 to 2321.914 -1736.094 12.3828 speed 20.0 0 model #VOODOO 2 
05D1: AS_actor -1 drive_car -1 to 2498.32 -1658.28 12.36 speed 20.0 0 model #VOODOO 2 
05D1: AS_actor -1 drive_car -1 to 2502.89 -1674.71 12.37 speed 15.0 0 model #VOODOO 2 
0616: define_AS_pack_end 65@ 
0674: set_car_model #PRIMO numberplate "GROVE4L_" 
00A5: $SWEET_CAR = create_car #PRIMO at 2396.36 -1917.96 12.38 
02AC: set_car $SWEET_CAR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0229: set_car $SWEET_CAR primary_color_to 36 secondary_color_to 36 
053F: set_car $SWEET_CAR tires_vulnerability 0 
0249: release_model #PRIMO 
01C8: $ACTOR_SMOKE = create_actor_pedtype 24 model #SPECIAL01 in_car $SWEET_CAR passenger_seat 2 
0245: set_actor $ACTOR_SMOKE walk_style_to "FATMAN" 
0173: set_actor $ACTOR_SMOKE Z_angle_to 84.5 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SMOKE enter_car $SWEET_CAR passenger_seat 1 time 10000 
01B2: give_actor $ACTOR_SMOKE weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $ACTOR_SMOKE untargetable 1 
0446: set_actor $ACTOR_SMOKE dismemberment_possible 0 
0223: set_actor $ACTOR_SMOKE health_to 500 
039E: set_actor $ACTOR_SMOKE locked 1 while_in_car 
0526: set_actor $ACTOR_SMOKE stay_in_car_when_jacked 1 
060B: set_actor $ACTOR_SMOKE decision_maker_to 93@ 
09F6: set_actor $ACTOR_SMOKE unjackable_through_driver_seat 0 
01C8: $ACTOR_SWEET = create_actor_pedtype 24 model #SPECIAL02 in_car $SWEET_CAR passenger_seat 1 
0245: set_actor $ACTOR_SWEET walk_style_to "GANG2" 
0173: set_actor $ACTOR_SWEET Z_angle_to 167.8 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SWEET enter_car $SWEET_CAR passenger_seat 2 time 10000 
01B2: give_actor $ACTOR_SWEET weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $ACTOR_SWEET untargetable 1 
0446: set_actor $ACTOR_SWEET dismemberment_possible 0 
0223: set_actor $ACTOR_SWEET health_to 500 
039E: set_actor $ACTOR_SWEET locked 1 while_in_car 
0526: set_actor $ACTOR_SWEET stay_in_car_when_jacked 1 
060B: set_actor $ACTOR_SWEET decision_maker_to 94@ 
09F6: set_actor $ACTOR_SWEET unjackable_through_driver_seat 0 
01C8: $ACTOR_RYDER = create_actor_pedtype 24 model #SPECIAL03 in_car $SWEET_CAR passenger_seat 0 
0245: set_actor $ACTOR_RYDER walk_style_to "GANG1" 
0173: set_actor $ACTOR_RYDER Z_angle_to 346.0 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_RYDER enter_car $SWEET_CAR passenger_seat 0 time 10000 
01B2: give_actor $ACTOR_RYDER weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $ACTOR_RYDER untargetable 1 
0446: set_actor $ACTOR_RYDER dismemberment_possible 0 
0223: set_actor $ACTOR_RYDER health_to 500 
039E: set_actor $ACTOR_RYDER locked 1 while_in_car 
0526: set_actor $ACTOR_RYDER stay_in_car_when_jacked 1 
060B: set_actor $ACTOR_RYDER decision_maker_to 95@ 
09F6: set_actor $ACTOR_RYDER unjackable_through_driver_seat 0 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_5792 
0395: clear_area 1 at 2396.36 -1917.96 12.38 radius 10.0 
00AB: put_car $SWEET_CAR at 2396.36 -1917.96 12.38 
0175: set_car $SWEET_CAR Z_angle_to 267.3 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_5792 
036A: put_actor $PLAYER_ACTOR in_car $SWEET_CAR 

:SWEET3_5792
0395: clear_area 1 at 2411.31 -1928.837 12.3906 radius 10.0 
00A5: 40@ = create_car #VOODOO at 2411.31 -1928.837 12.3906 
0229: set_car 40@ primary_color_to 22 secondary_color_to 22 
053F: set_car 40@ tires_vulnerability 0 
0587: enable_car 40@ validate_position 0 
0224: set_car 40@ health_to 3000 
020A: set_car 40@ door_status_to 3 
0175: set_car 40@ Z_angle_to 178.7106 
0186: 52@ = create_marker_above_car 40@ 
0129: 89@ = create_actor_pedtype 25 model #BALLAS2 in_car 40@ driverseat 
0446: set_actor 89@ dismemberment_possible 0 
01B2: give_actor 89@ weapon 32 ammo 99999 // Load the weapon model before using this 
01B9: set_actor 89@ armed_weapon_to 32 
02E2: set_actor 89@ weapon_accuracy_to 40 
0618: assign_actor 89@ to_AS_pack 65@ 
061B: remove_references_to_AS_pack 65@ 
01C8: 90@ = create_actor_pedtype 25 model #BALLAS2 in_car 40@ passenger_seat 0 
0446: set_actor 90@ dismemberment_possible 0 
01B2: give_actor 90@ weapon 32 ammo 99999 // Load the weapon model before using this 
01B9: set_actor 90@ armed_weapon_to 32 
02E2: set_actor 90@ weapon_accuracy_to 40 
0713: actor 90@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 5000.0 8 1 firing_rate 60 
009A: 53@ = create_actor_pedtype 24 model #FAM2 at 2506.45 -1681.02 12.53 
0173: set_actor 53@ Z_angle_to 80.0 
0223: set_actor 53@ health_to 30 
01B2: give_actor 53@ weapon 32 ammo 99999 // Load the weapon model before using this 
0350: set_actor 53@ maintain_position_when_attacked 1 
0568: set_actor 53@ untargetable 1 
009A: 54@ = create_actor_pedtype 24 model #FAM3 at 2507.3 -1680.1 13.0 
0173: set_actor 54@ Z_angle_to 90.0 
0223: set_actor 54@ health_to 30 
01B2: give_actor 54@ weapon 32 ammo 99999 // Load the weapon model before using this 
0350: set_actor 54@ maintain_position_when_attacked 1 
0568: set_actor 54@ untargetable 1 
0677: AS_actor 53@ chat_with_actor 54@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 54@ chat_with_actor 53@ lead_speaker_flag 0 unknown_flag 1 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_6296 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_6296 
0224: set_car $SWEET_CAR health_to 3100 
00D6: if 
00DB:   actor $ACTOR_RYDER in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_6296 
01B9: set_actor $ACTOR_RYDER armed_weapon_to 32 
0713: actor $ACTOR_RYDER driveby_actor -1 car 40@ point 0.0 0.0 0.0 radius 5000.0 8 1 firing_rate 45 

:SWEET3_6296
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_6383 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_6383 
00D6: if 
00DB:   actor $ACTOR_SWEET in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_6383 
0713: actor $ACTOR_SWEET driveby_actor -1 car 40@ point 0.0 0.0 0.0 radius 5000.0 8 0 firing_rate 45 

:SWEET3_6383
0249: release_model #VOODOO 
0249: release_model #FAM3 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0006: 33@ = 0 
0006: 60@ = 0 
0006: 91@ = 0 
0006: 59@ = 0 
0746: set_acquaintance 0 of_actors_pedtype 8 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 8 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
0A0B: set_rendering_origin_at_3D_coord 2396.36 -1917.96 12.38 angle 267.3 
016A: fade 1 time 1000 
0006: 86@ = 0 
0006: 85@ = 0 
0006: 87@ = 0 
0006: 79@ = 2 
0050: gosub @SWEET3_47 
0006: 43@ = 0 
0006: 100@ = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
09D2: set_cops_chase_criminals 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 64@ = 0 
0002: jump @SWEET3_6579 
0187: 81@ = create_marker_above_actor 89@ 
0187: 82@ = create_marker_above_actor 90@ 

:SWEET3_6579
00D6: if or
8118:   not actor 89@ dead 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_9366 
0001: wait 0 ms 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SWEET3_7609 
077E: get_active_interior_to 80@ 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @SWEET3_7609 
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @SWEET3_7609 
00D6: if and
01AF:   car 40@ sphere 0 in_sphere 2502.89 -1674.71 12.37 radius 8.0 8.0 5.0 
8118:   not actor 89@ dead 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_7609 
016A: fade 0 time 500 

:SWEET3_6724
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_6748 
0001: wait 0 ms 
0002: jump @SWEET3_6724 

:SWEET3_6748
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
077E: get_active_interior_to 80@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET3_6802 
00D9: 62@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0519: set_car 62@ locked 1 
0002: jump @SWEET3_6809 

:SWEET3_6802
04D7: set_actor $PLAYER_ACTOR locked 1 

:SWEET3_6809
04BB: select_interior 0 
04E4: refresh_game_renderer_at 2497.299 -1679.542 
0A0B: set_rendering_origin_at_3D_coord 2513.544 -1682.85 14.1195 angle 41.0 
0395: clear_area 1 at 2513.544 -1682.85 14.1195 radius 70.0 
015F: set_camera_position 2514.399 -1683.345 14.2746 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2513.544 -1682.85 14.1195 switchstyle 2 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET3_6989 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SWEET3_6989 
05D1: AS_actor 89@ drive_car 40@ to 2386.24 -1658.95 12.38 speed 1.0 2 model #VOODOO 3 

:SWEET3_6989
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_7010 
0687: clear_actor 90@ task 

:SWEET3_7010
016A: fade 1 time 500 
0006: 32@ = 0 

:SWEET3_7024
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @SWEET3_7054 
0001: wait 0 ms 
0002: jump @SWEET3_7024 

:SWEET3_7054
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SWEET3_7182 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET3_7175 
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_7175 
00D6: if 
00DB:   actor 90@ in_car 40@ 
004D: jump_if_false @SWEET3_7175 
0687: clear_actor 90@ task 
02E2: set_actor 90@ weapon_accuracy_to 50 
07DD: set_actor 90@ attack_rate 90 // previously known as temper_to 
0713: actor 90@ driveby_actor -1 car -1 point 2507.65 -1681.24 12.8469 radius 5000.0 8 1 firing_rate 100 

:SWEET3_7175
0002: jump @SWEET3_7189 

:SWEET3_7182
0002: jump @SWEET3_9366 

:SWEET3_7189
0006: 32@ = 0 

:SWEET3_7196
00D6: if or
8118:   not actor 54@ dead 
8118:   not actor 53@ dead 
004D: jump_if_false @SWEET3_7308 
0001: wait 0 ms 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @SWEET3_7261 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET3_7261 
05BE: AS_actor 54@ die 

:SWEET3_7261
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SWEET3_7301 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @SWEET3_7301 
05BE: AS_actor 53@ die 

:SWEET3_7301
0002: jump @SWEET3_7196 

:SWEET3_7308
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET3_7375 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SWEET3_7375 
05D1: AS_actor 89@ drive_car 40@ to 2386.24 -1658.95 12.38 speed 30.0 2 model #VOODOO 3 

:SWEET3_7375
0006: 32@ = 0 

:SWEET3_7382
00D6: if 
8019:   not  32@ > 3000 
004D: jump_if_false @SWEET3_7412 
0001: wait 0 ms 
0002: jump @SWEET3_7382 

:SWEET3_7412
016A: fade 0 time 500 

:SWEET3_7419
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_7443 
0001: wait 0 ms 
0002: jump @SWEET3_7419 

:SWEET3_7443
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET3_7464 
0792: disembark_instantly_actor 89@ 

:SWEET3_7464
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_7485 
0792: disembark_instantly_actor 90@ 

:SWEET3_7485
00A6: destroy_car 40@ 
009B: destroy_actor 89@ 
009B: destroy_actor 90@ 
04BB: select_interior 80@ 
00A0: store_actor $PLAYER_ACTOR position_to 107@ 108@ 109@ 
03CB: set_rendering_origin_at 107@ 108@ 109@ 
0001: wait 100 ms 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET3_7595 
00D6: if 
8119:   not car 62@ wrecked 
004D: jump_if_false @SWEET3_7588 
0519: set_car 62@ locked 0 

:SWEET3_7588
0002: jump @SWEET3_7602 

:SWEET3_7595
04D7: set_actor $PLAYER_ACTOR locked 0 

:SWEET3_7602
016A: fade 1 time 500 

:SWEET3_7609
00D6: if 
0119:   car 40@ wrecked 
004D: jump_if_false @SWEET3_7685 
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @SWEET3_7678 
0164: disable_marker 52@ 
0050: gosub @SWEET3_16169 
00BC: show_text_highpriority GXT 'K_BALLA' time 6000 flag 1  // ~s~Kill the ~r~Ballas~s~ gang members.
0006: 44@ = 1 

:SWEET3_7678
0002: jump @SWEET3_7778 

:SWEET3_7685
00D6: if 
8185:   not car 40@ health >= 250 
004D: jump_if_false @SWEET3_7778 
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @SWEET3_7778 
0164: disable_marker 52@ 
0050: gosub @SWEET3_16169 
00D6: if or
8118:   not actor 89@ dead 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_7771 
00BC: show_text_highpriority GXT 'K_BALLA' time 6000 flag 1  // ~s~Kill the ~r~Ballas~s~ gang members.

:SWEET3_7771
0006: 44@ = 1 

:SWEET3_7778
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @SWEET3_8004 
00D6: if 
0118:   actor 89@ dead 
004D: jump_if_false @SWEET3_7900 
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_7856 
0164: disable_marker 81@ 
0187: 81@ = create_marker_above_actor 90@ 
05E2: AS_actor 90@ kill_actor $PLAYER_ACTOR 
0006: 64@ = 1 

:SWEET3_7856
0050: gosub @SWEET3_16169 
00D6: if or
8118:   not actor 89@ dead 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_7900 
00BC: show_text_highpriority GXT 'K_BALLA' time 6000 flag 1  // ~s~Kill the ~r~Ballas~s~ gang members.

:SWEET3_7900
00D6: if 
0118:   actor 90@ dead 
004D: jump_if_false @SWEET3_8004 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET3_7960 
0164: disable_marker 82@ 
0187: 82@ = create_marker_above_actor 89@ 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 
0006: 64@ = 1 

:SWEET3_7960
0050: gosub @SWEET3_16169 
00D6: if or
8118:   not actor 89@ dead 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_8004 
00BC: show_text_highpriority GXT 'K_BALLA' time 6000 flag 1  // ~s~Kill the ~r~Ballas~s~ gang members.

:SWEET3_8004
00D6: if 
0118:   actor 89@ dead 
004D: jump_if_false @SWEET3_8025 
0164: disable_marker 81@ 

:SWEET3_8025
00D6: if 
0118:   actor 90@ dead 
004D: jump_if_false @SWEET3_8046 
0164: disable_marker 82@ 

:SWEET3_8046
00D6: if or
0118:   actor 53@ dead 
0118:   actor 54@ dead 
004D: jump_if_false @SWEET3_8090 
00BC: show_text_highpriority GXT 'TW2_Y' time 6000 flag 1  // ~r~You failed to protect your homies.
0002: jump @SWEET3_12890 

:SWEET3_8090
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_8136 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_12890 
0002: jump @SWEET3_9187 

:SWEET3_8136
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_9187 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @SWEET3_8743 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_8658 
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @SWEET3_8264 
0164: disable_marker 39@ 
0164: disable_marker 52@ 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SWEET3_8241 
0186: 52@ = create_marker_above_car 40@ 

:SWEET3_8241
00BC: show_text_highpriority GXT 'SWE3_B' time 3000 flag 1  // ~s~Chase down the ~r~gang car~s~ before they cap your homies!
0006: 59@ = 1 

:SWEET3_8264
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @SWEET3_8308 
00D6: if 
0019:   33@ > 2000 
004D: jump_if_false @SWEET3_8308 
0050: gosub @SWEET3_13144 

:SWEET3_8308
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @SWEET3_8363 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @SWEET3_8363 
03E5: show_text_box 'SWE3_H'  // ~s~Gang members in your car will open fire on threats if you're close enough.
0006: 100@ = 1 

:SWEET3_8363
0227: 34@ = car $SWEET_CAR health 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @SWEET3_8489 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @SWEET3_8489 
00D6: if 
0019:   86@ > 11 
004D: jump_if_false @SWEET3_8489 
0085: 35@ = 34@ // (int) 
000E: 35@ -= 60 
0006: 86@ = 0 
0006: 85@ = 0 
0006: 87@ = 0 
0006: 79@ = 7 
0006: 37@ = 1 
0050: gosub @SWEET3_47 
0006: 36@ = 1 

:SWEET3_8489
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @SWEET3_8607 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @SWEET3_8607 
00D6: if 
0019:   86@ > 3 
004D: jump_if_false @SWEET3_8607 
0085: 35@ = 34@ // (int) 
000E: 35@ -= 60 
0006: 86@ = 0 
0006: 85@ = 0 
0006: 87@ = 0 
0006: 79@ = 8 
0006: 37@ = 2 
0050: gosub @SWEET3_47 
0006: 36@ = 1 

:SWEET3_8607
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @SWEET3_8651 
00D6: if 
8185:   not car $SWEET_CAR health >= 35@ 
004D: jump_if_false @SWEET3_8651 
0006: 36@ = 0 

:SWEET3_8651
0002: jump @SWEET3_8743 

:SWEET3_8658
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @SWEET3_8743 
0164: disable_marker 39@ 
0164: disable_marker 52@ 
0186: 39@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 39@ type_to 1 
0050: gosub @SWEET3_15488 
00BC: show_text_highpriority GXT 'TW2_X' time 3000 flag 1  // ~s~Get back in the ~b~car~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 59@ = 0 

:SWEET3_8743
00D6: if 
8185:   not car $SWEET_CAR health >= 250 
004D: jump_if_false @SWEET3_9187 
03CF: load_wav 37645 as 2 

:SWEET3_8771
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET3_8797 
0001: wait 0 ms 
0002: jump @SWEET3_8771 

:SWEET3_8797
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE2_KA' time 2000 flag 1  // ~z~Ah! We on fire! Everybody for themselves! Run!
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @SWEET3_8982 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_8982 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_8895 
0622: AS_actor $ACTOR_SMOKE bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_SMOKE flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_8895
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_8935 
0622: AS_actor $ACTOR_RYDER bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_RYDER flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_8935
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_8975 
0622: AS_actor $ACTOR_SWEET bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_SWEET flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_8975
0006: 56@ = 1 

:SWEET3_8982
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET3_9164 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_9040 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET3_12890 

:SWEET3_9040
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_9079 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET3_12890 

:SWEET3_9079
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_9118 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET3_12890 

:SWEET3_9118
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_9157 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_12890 

:SWEET3_9157
0002: jump @SWEET3_8982 

:SWEET3_9164
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_12890 

:SWEET3_9187
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_9226 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET3_12890 

:SWEET3_9226
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_9265 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET3_12890 

:SWEET3_9265
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_9304 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET3_12890 

:SWEET3_9304
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_9343 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_12890 

:SWEET3_9343
00D6: if 
0119:   car 40@ wrecked 
004D: jump_if_false @SWEET3_9359 

:SWEET3_9359
0002: jump @SWEET3_6579 

:SWEET3_9366
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_9387 
0687: clear_actor $ACTOR_SWEET task 

:SWEET3_9387
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_9408 
0687: clear_actor $ACTOR_RYDER task 

:SWEET3_9408
0164: disable_marker 81@ 
0164: disable_marker 82@ 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_9499 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_9492 
0004: $127 = 1 
0164: disable_marker 52@ 
018A: 52@ = create_checkpoint_at 2513.33 -1672.12 12.52 
0002: jump @SWEET3_9499 

:SWEET3_9492
0004: $127 = 0 

:SWEET3_9499
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_9538 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET3_12890 

:SWEET3_9538
040D: unload_wav 1 
040D: unload_wav 2 
0006: 86@ = 0 
0006: 85@ = 0 
0006: 87@ = 0 
0006: 79@ = 3 
0050: gosub @SWEET3_47 
0006: 32@ = 0 
0006: 43@ = 0 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_9669 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_9653 
00BC: show_text_highpriority GXT 'TW2_W' time 6000 flag 1  // ~s~Go back to ~y~Sweet's house~s~.
0002: jump @SWEET3_9669 

:SWEET3_9653
00BC: show_text_highpriority GXT 'TW2_X' time 6000 flag 1  // ~s~Get back in the ~b~car~s~.

:SWEET3_9669
00D6: if or
81AF:   not car $SWEET_CAR sphere $127 in_sphere 2513.3 -1671.9 12.52 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $SWEET_CAR 
89D0:   not car $SWEET_CAR on_wheels 
004D: jump_if_false @SWEET3_10709 
0001: wait 0 ms 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_9781 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_12890 
0002: jump @SWEET3_10546 

:SWEET3_9781
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_10546 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @SWEET3_10102 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_10010 
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @SWEET3_9919 
0164: disable_marker 39@ 
0164: disable_marker 52@ 
018A: 52@ = create_checkpoint_at 2513.33 -1672.12 12.52 
00BC: show_text_highpriority GXT 'TW2_W' time 6000 flag 1  // ~s~Go back to ~y~Sweet's house~s~.
0004: $127 = 1 
0006: 32@ = 0 
0006: 59@ = 1 

:SWEET3_9919
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @SWEET3_9996 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @SWEET3_9989 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_9989 
0050: gosub @SWEET3_13144 
0006: 43@ = 1 

:SWEET3_9989
0002: jump @SWEET3_10003 

:SWEET3_9996
0050: gosub @SWEET3_13144 

:SWEET3_10003
0002: jump @SWEET3_10102 

:SWEET3_10010
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @SWEET3_10102 
0164: disable_marker 52@ 
0164: disable_marker 39@ 
0186: 39@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 39@ type_to 1 
0050: gosub @SWEET3_15488 
00BC: show_text_highpriority GXT 'TW2_X' time 6000 flag 1  // ~s~Get back in the ~b~car~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0004: $127 = 0 
0006: 59@ = 0 

:SWEET3_10102
00D6: if 
8185:   not car $SWEET_CAR health >= 250 
004D: jump_if_false @SWEET3_10546 
03CF: load_wav 37646 as 2 

:SWEET3_10130
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET3_10156 
0001: wait 0 ms 
0002: jump @SWEET3_10130 

:SWEET3_10156
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE2_KB' time 2000 flag 1  // ~z~Hey that motherfuckers gonna blow, bail out!
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @SWEET3_10341 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_10341 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_10254 
0622: AS_actor $ACTOR_SMOKE bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_SMOKE flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_10254
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_10294 
0622: AS_actor $ACTOR_RYDER bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_RYDER flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_10294
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_10334 
0622: AS_actor $ACTOR_SWEET bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_SWEET flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_10334
0006: 56@ = 1 

:SWEET3_10341
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET3_10523 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_10399 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET3_12890 

:SWEET3_10399
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_10438 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET3_12890 

:SWEET3_10438
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_10477 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET3_12890 

:SWEET3_10477
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_10516 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_12890 

:SWEET3_10516
0002: jump @SWEET3_10341 

:SWEET3_10523
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_12890 

:SWEET3_10546
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_10585 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET3_12890 

:SWEET3_10585
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_10624 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET3_12890 

:SWEET3_10624
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_10663 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET3_12890 

:SWEET3_10663
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_10702 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_12890 

:SWEET3_10702
0002: jump @SWEET3_9669 

:SWEET3_10709
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 2502.764 -1670.778 18.432 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2503.673 -1670.851 18.0218 switchstyle 2 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 86@ = 0 
0006: 85@ = 0 
0006: 87@ = 0 
0006: 79@ = 4 
0050: gosub @SWEET3_47 
0006: 43@ = 0 

:SWEET3_10821
00D6: if 
8039:   not  86@ == 1 
004D: jump_if_false @SWEET3_10857 
0001: wait 0 ms 
0050: gosub @SWEET3_13144 
0002: jump @SWEET3_10821 

:SWEET3_10857
0006: 38@ = 0 
0707: start_scene_skip_to @SWEET3_11206 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_10903 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 15000 ms 

:SWEET3_10903
00D6: if 
8039:   not  86@ == 3 
004D: jump_if_false @SWEET3_10939 
0001: wait 0 ms 
0050: gosub @SWEET3_13144 
0002: jump @SWEET3_10903 

:SWEET3_10939
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2522.371 -1679.26 15.9361 position_to 2516.479 -1680.764 17.4286 time 17000 smooth_transition 1 
0920: point_camera 2521.535 -1678.784 15.6635 transverse_to 2516.381 -1679.917 16.9049 time 17000 smooth_transition 1 

:SWEET3_11023
00D6: if 
8039:   not  86@ == 8 
004D: jump_if_false @SWEET3_11059 
0001: wait 0 ms 
0050: gosub @SWEET3_13144 
0002: jump @SWEET3_11023 

:SWEET3_11059
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_11124 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_11124 
05CD: AS_actor $ACTOR_SWEET exit_car $SWEET_CAR 
05D3: AS_actor $ACTOR_SWEET goto_point 2519.388 -1678.689 13.707 mode 4 time 5000 ms // versionA 

:SWEET3_11124
0001: wait 500 ms 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_11194 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_11194 
05CD: AS_actor $ACTOR_RYDER exit_car $SWEET_CAR 
05D3: AS_actor $ACTOR_RYDER goto_point 2519.388 -1678.689 13.707 mode 4 time 5000 ms // versionA 

:SWEET3_11194
0001: wait 6000 ms 
0006: 38@ = 1 

:SWEET3_11206
0701: end_scene_skip 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
00BE: text_clear_all 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SWEET3_11269 
016A: fade 0 time 500 

:SWEET3_11240
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_11264 
0001: wait 0 ms 
0002: jump @SWEET3_11240 

:SWEET3_11264
0001: wait 500 ms 

:SWEET3_11269
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0925: restore_camera_to_user_defined 
009B: destroy_actor $ACTOR_RYDER 
009B: destroy_actor $ACTOR_SWEET 
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SWEET3_11351 
016A: fade 1 time 500 

:SWEET3_11327
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_11351 
0001: wait 0 ms 
0002: jump @SWEET3_11327 

:SWEET3_11351
0006: 86@ = 0 
0006: 85@ = 0 
0006: 87@ = 0 
0006: 79@ = 5 
0050: gosub @SWEET3_47 
0006: 43@ = 0 
0006: 32@ = 0 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_11439 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_12890 

:SWEET3_11439
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_11520 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_11513 
0004: $127 = 1 
0164: disable_marker 52@ 
018A: 52@ = create_checkpoint_at 2066.465 -1695.444 12.5547 
0002: jump @SWEET3_11520 

:SWEET3_11513
0004: $127 = 0 

:SWEET3_11520
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_11594 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_11578 
00BC: show_text_highpriority GXT 'TW2_Z' time 6000 flag 1  // ~s~Drive Smoke to his ~y~house~s~.
0002: jump @SWEET3_11594 

:SWEET3_11578
00BC: show_text_highpriority GXT 'TW2_X' time 6000 flag 1  // ~s~Get back in the ~b~car~s~.

:SWEET3_11594
00D6: if or
81AF:   not car $SWEET_CAR sphere $127 in_sphere 2066.465 -1695.444 12.5547 radius 4.0 3.5 4.0 
8448:   not actor $PLAYER_ACTOR in_car $SWEET_CAR 
89D0:   not car $SWEET_CAR on_wheels 
004D: jump_if_false @SWEET3_12398 
0001: wait 0 ms 
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_11706 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_12890 
0002: jump @SWEET3_12313 

:SWEET3_11706
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_12313 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @SWEET3_12027 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_11935 
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @SWEET3_11844 
0164: disable_marker 39@ 
0164: disable_marker 52@ 
018A: 52@ = create_checkpoint_at 2066.465 -1695.444 12.5547 
00BC: show_text_highpriority GXT 'TW2_Z' time 6000 flag 1  // ~s~Drive Smoke to his ~y~house~s~.
0004: $127 = 1 
0006: 32@ = 0 
0006: 59@ = 1 

:SWEET3_11844
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @SWEET3_11921 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @SWEET3_11914 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_11914 
0050: gosub @SWEET3_13144 
0006: 43@ = 1 

:SWEET3_11914
0002: jump @SWEET3_11928 

:SWEET3_11921
0050: gosub @SWEET3_13144 

:SWEET3_11928
0002: jump @SWEET3_12027 

:SWEET3_11935
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @SWEET3_12027 
0164: disable_marker 52@ 
0164: disable_marker 39@ 
0186: 39@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 39@ type_to 1 
0050: gosub @SWEET3_15001 
00BC: show_text_highpriority GXT 'TW2_X' time 6000 flag 1  // ~s~Get back in the ~b~car~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0004: $127 = 0 
0006: 59@ = 0 

:SWEET3_12027
00D6: if 
8185:   not car $SWEET_CAR health >= 250 
004D: jump_if_false @SWEET3_12313 
03CF: load_wav 37646 as 2 

:SWEET3_12055
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET3_12081 
0001: wait 0 ms 
0002: jump @SWEET3_12055 

:SWEET3_12081
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE2_KB' time 2000 flag 1  // ~z~Hey that motherfuckers gonna blow, bail out!
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @SWEET3_12186 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_12186 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_12179 
0622: AS_actor $ACTOR_SMOKE bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_SMOKE flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_12179
0006: 56@ = 1 

:SWEET3_12186
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET3_12290 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_12244 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET3_12890 

:SWEET3_12244
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_12283 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_12890 

:SWEET3_12283
0002: jump @SWEET3_12186 

:SWEET3_12290
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_12890 

:SWEET3_12313
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_12352 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET3_12890 

:SWEET3_12352
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_12391 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_12890 

:SWEET3_12391
0002: jump @SWEET3_11594 

:SWEET3_12398
040D: unload_wav 1 
040D: unload_wav 2 
0006: 86@ = 0 
0006: 85@ = 0 
0006: 87@ = 0 
0006: 79@ = 6 
0050: gosub @SWEET3_47 
0006: 43@ = 0 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2079.109 -1703.561 17.6928 position_to 2067.162 -1703.315 13.4746 time 17000 smooth_transition 1 
0920: point_camera 2078.251 -1703.206 17.3208 transverse_to 2067.105 -1702.33 13.6396 time 17000 smooth_transition 1 
0001: wait 500 ms 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_12580 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SMOKE 15000 ms 

:SWEET3_12580
0006: 38@ = 0 
0707: start_scene_skip_to @SWEET3_12743 

:SWEET3_12594
00D6: if 
8039:   not  86@ == 1 
004D: jump_if_false @SWEET3_12630 
0001: wait 0 ms 
0050: gosub @SWEET3_13144 
0002: jump @SWEET3_12594 

:SWEET3_12630
00D6: if 
8039:   not  86@ == 5 
004D: jump_if_false @SWEET3_12666 
0001: wait 0 ms 
0050: gosub @SWEET3_13144 
0002: jump @SWEET3_12630 

:SWEET3_12666
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_12731 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_12731 
05CD: AS_actor $ACTOR_SMOKE exit_car $SWEET_CAR 
05D3: AS_actor $ACTOR_SMOKE goto_point 2058.404 -1697.166 12.5547 mode 4 time 8000 ms // versionA 

:SWEET3_12731
0001: wait 5000 ms 
0006: 38@ = 1 

:SWEET3_12743
0701: end_scene_skip 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
00BE: text_clear_all 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SWEET3_12806 
016A: fade 0 time 500 

:SWEET3_12777
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_12801 
0001: wait 0 ms 
0002: jump @SWEET3_12777 

:SWEET3_12801
0001: wait 500 ms 

:SWEET3_12806
040D: unload_wav 1 
040D: unload_wav 2 
0925: restore_camera_to_user_defined 
009B: destroy_actor $ACTOR_SMOKE 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SWEET3_12883 
016A: fade 1 time 500 

:SWEET3_12859
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_12883 
0001: wait 0 ms 
0002: jump @SWEET3_12859 

:SWEET3_12883
0002: jump @SWEET3_12908 

:SWEET3_12890
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:SWEET3_12908
0318: set_latest_mission_passed 'SWEET_3'  // Drive-thru
01E3: show_text_1number_styled GXT 'M_PASSS' number 200 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0998: add_respect 55 
0109: player $PLAYER_CHAR money = 200 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0008: $SWEET_TOTAL_PASSED_MISSIONS += 1 
0629: change_integer_stat 302 to 1 
030C: progress_made = 1 
0051: return 

:SWEET3_12979
034F: destroy_actor_with_fade $ACTOR_SMOKE 
034F: destroy_actor_with_fade $ACTOR_RYDER 
034F: destroy_actor_with_fade $ACTOR_SWEET 
0164: disable_marker 39@ 
0164: disable_marker 52@ 
0164: disable_marker 81@ 
0164: disable_marker 82@ 
09D2: set_cops_chase_criminals 1 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_13041 
053F: set_car $SWEET_CAR tires_vulnerability 1 

:SWEET3_13041
0249: release_model #FAM3 
0249: release_model #FAM2 
0249: release_model #BALLAS2 
0249: release_model #PRIMO 
0249: release_model #TEC9 
0249: release_model #VOODOO 
0249: release_model #CIGAR 
01C3: remove_references_to_car 40@ 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
040D: unload_wav 1 
040D: unload_wav 2 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:SWEET3_13144
00D6: if or
0039:   85@ == 0 
0039:   85@ == 1 
004D: jump_if_false @SWEET3_13214 
00D6: if 
002D:   58@ >= 86@ // (int) 
004D: jump_if_false @SWEET3_13214 
00D6: if 
0019:   32@ > 200 
004D: jump_if_false @SWEET3_13214 
0050: gosub @SWEET3_13286 

:SWEET3_13214
00D6: if 
0039:   85@ == 2 
004D: jump_if_false @SWEET3_13284 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SWEET3_13284 
0050: gosub @SWEET3_14207 
0006: 85@ = 0 
000A: 86@ += 1 
0006: 87@ = 0 
00BE: text_clear_all 
0006: 32@ = 0 

:SWEET3_13284
0051: return 

:SWEET3_13286
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @SWEET3_13322 
03CF: load_wav 66@(86@,13i) as 1 
0006: 85@ = 1 

:SWEET3_13322
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @SWEET3_13387 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SWEET3_13387 
00BC: show_text_highpriority GXT $6583(86@,13s) time 4000 flag 1 
03D1: play_wav 1 
0050: gosub @SWEET3_13389 
0006: 85@ = 2 

:SWEET3_13387
0051: return 

:SWEET3_13389
00D6: if or
04A4:   66@(86@,13i) == 37601 // == constant 
04A4:   66@(86@,13i) == 37611 // == constant 
04A4:   66@(86@,13i) == 37632 // == constant 
04A4:   66@(86@,13i) == 37654 // == constant 
04A4:   66@(86@,13i) == 37667 // == constant 
04A4:   66@(86@,13i) == 37668 // == constant 
004D: jump_if_false @SWEET3_13501 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0051: return 

:SWEET3_13501
00D6: if or
04A4:   66@(86@,13i) == 37671 // == constant 
04A4:   66@(86@,13i) == 37673 // == constant 
04A4:   66@(86@,13i) == 37676 // == constant 
04A4:   66@(86@,13i) == 37678 // == constant 
004D: jump_if_false @SWEET3_13585 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0051: return 

:SWEET3_13585
00D6: if or
04A4:   66@(86@,13i) == 37612 // == constant 
04A4:   66@(86@,13i) == 37613 // == constant 
04A4:   66@(86@,13i) == 37615 // == constant 
04A4:   66@(86@,13i) == 37637 // == constant 
04A4:   66@(86@,13i) == 37638 // == constant 
04A4:   66@(86@,13i) == 37658 // == constant 
004D: jump_if_false @SWEET3_13713 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_13713 
0A09: set_actor $ACTOR_SWEET muted 1 // versionB 
0967: actor $ACTOR_SWEET move_mouth 3000 ms 
0051: return 

:SWEET3_13713
00D6: if or
04A4:   66@(86@,13i) == 37664 // == constant 
04A4:   66@(86@,13i) == 37652 // == constant 
04A4:   66@(86@,13i) == 37653 // == constant 
04A4:   66@(86@,13i) == 37623 // == constant 
04A4:   66@(86@,13i) == 37624 // == constant 
004D: jump_if_false @SWEET3_13827 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_13827 
0A09: set_actor $ACTOR_SWEET muted 1 // versionB 
0967: actor $ACTOR_SWEET move_mouth 3000 ms 
0051: return 

:SWEET3_13827
00D6: if or
04A4:   66@(86@,13i) == 37651 // == constant 
04A4:   66@(86@,13i) == 37656 // == constant 
04A4:   66@(86@,13i) == 37657 // == constant 
04A4:   66@(86@,13i) == 37661 // == constant 
04A4:   66@(86@,13i) == 37662 // == constant 
04A4:   66@(86@,13i) == 37622 // == constant 
004D: jump_if_false @SWEET3_13955 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_13955 
0A09: set_actor $ACTOR_RYDER muted 1 // versionB 
0967: actor $ACTOR_RYDER move_mouth 3000 ms 
0051: return 

:SWEET3_13955
00D6: if or
04A4:   66@(86@,13i) == 37617 // == constant 
04A4:   66@(86@,13i) == 37619 // == constant 
04A4:   66@(86@,13i) == 37620 // == constant 
004D: jump_if_false @SWEET3_14041 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_14041 
0A09: set_actor $ACTOR_RYDER muted 1 // versionB 
0967: actor $ACTOR_RYDER move_mouth 3000 ms 
0051: return 

:SWEET3_14041
00D6: if or
04A4:   66@(86@,13i) == 37602 // == constant 
04A4:   66@(86@,13i) == 37606 // == constant 
04A4:   66@(86@,13i) == 37607 // == constant 
04A4:   66@(86@,13i) == 37610 // == constant 
04A4:   66@(86@,13i) == 37630 // == constant 
04A4:   66@(86@,13i) == 37635 // == constant 
004D: jump_if_false @SWEET3_14174 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_14167 
0A09: set_actor $ACTOR_RYDER muted 1 // versionB 
0967: actor $ACTOR_RYDER move_mouth 3000 ms 

:SWEET3_14167
0002: jump @SWEET3_14205 

:SWEET3_14174
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_14205 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0967: actor $ACTOR_SMOKE move_mouth 3000 ms 

:SWEET3_14205
0051: return 

:SWEET3_14207
00D6: if or
04A4:   66@(86@,13i) == 37601 // == constant 
04A4:   66@(86@,13i) == 37611 // == constant 
04A4:   66@(86@,13i) == 37632 // == constant 
04A4:   66@(86@,13i) == 37654 // == constant 
04A4:   66@(86@,13i) == 37667 // == constant 
04A4:   66@(86@,13i) == 37668 // == constant 
004D: jump_if_false @SWEET3_14316 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0051: return 

:SWEET3_14316
00D6: if or
04A4:   66@(86@,13i) == 37671 // == constant 
04A4:   66@(86@,13i) == 37673 // == constant 
04A4:   66@(86@,13i) == 37676 // == constant 
04A4:   66@(86@,13i) == 37678 // == constant 
004D: jump_if_false @SWEET3_14397 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0051: return 

:SWEET3_14397
00D6: if or
04A4:   66@(86@,13i) == 37612 // == constant 
04A4:   66@(86@,13i) == 37613 // == constant 
04A4:   66@(86@,13i) == 37615 // == constant 
04A4:   66@(86@,13i) == 37637 // == constant 
04A4:   66@(86@,13i) == 37638 // == constant 
04A4:   66@(86@,13i) == 37658 // == constant 
004D: jump_if_false @SWEET3_14522 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_14522 
0A09: set_actor $ACTOR_SWEET muted 0 // versionB 
0968: actor $ACTOR_SWEET stop_mouth 
0051: return 

:SWEET3_14522
00D6: if or
04A4:   66@(86@,13i) == 37664 // == constant 
04A4:   66@(86@,13i) == 37652 // == constant 
04A4:   66@(86@,13i) == 37653 // == constant 
04A4:   66@(86@,13i) == 37623 // == constant 
04A4:   66@(86@,13i) == 37624 // == constant 
004D: jump_if_false @SWEET3_14633 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_14633 
0A09: set_actor $ACTOR_SWEET muted 0 // versionB 
0968: actor $ACTOR_SWEET stop_mouth 
0051: return 

:SWEET3_14633
00D6: if or
04A4:   66@(86@,13i) == 37651 // == constant 
04A4:   66@(86@,13i) == 37656 // == constant 
04A4:   66@(86@,13i) == 37657 // == constant 
04A4:   66@(86@,13i) == 37661 // == constant 
04A4:   66@(86@,13i) == 37662 // == constant 
04A4:   66@(86@,13i) == 37622 // == constant 
004D: jump_if_false @SWEET3_14758 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_14758 
0A09: set_actor $ACTOR_RYDER muted 0 // versionB 
0968: actor $ACTOR_RYDER stop_mouth 
0051: return 

:SWEET3_14758
00D6: if or
04A4:   66@(86@,13i) == 37617 // == constant 
04A4:   66@(86@,13i) == 37619 // == constant 
04A4:   66@(86@,13i) == 37620 // == constant 
004D: jump_if_false @SWEET3_14841 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_14841 
0A09: set_actor $ACTOR_RYDER muted 0 // versionB 
0968: actor $ACTOR_RYDER stop_mouth 
0051: return 

:SWEET3_14841
00D6: if or
04A4:   66@(86@,13i) == 37602 // == constant 
04A4:   66@(86@,13i) == 37606 // == constant 
04A4:   66@(86@,13i) == 37607 // == constant 
04A4:   66@(86@,13i) == 37610 // == constant 
04A4:   66@(86@,13i) == 37630 // == constant 
04A4:   66@(86@,13i) == 37635 // == constant 
004D: jump_if_false @SWEET3_14971 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_14964 
0A09: set_actor $ACTOR_RYDER muted 0 // versionB 
0968: actor $ACTOR_RYDER stop_mouth 

:SWEET3_14964
0002: jump @SWEET3_14999 

:SWEET3_14971
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_14999 
0A09: set_actor $ACTOR_SMOKE muted 0 // versionB 
0968: actor $ACTOR_SMOKE stop_mouth 

:SWEET3_14999
0051: return 

:SWEET3_15001
040D: unload_wav 2 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @SWEET3_15032 
03CF: load_wav 35800 as 2 

:SWEET3_15032
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @SWEET3_15059 
03CF: load_wav 35801 as 2 

:SWEET3_15059
00D6: if 
0039:   51@ == 2 
004D: jump_if_false @SWEET3_15086 
03CF: load_wav 35802 as 2 

:SWEET3_15086
00D6: if 
0039:   51@ == 3 
004D: jump_if_false @SWEET3_15113 
03CF: load_wav 35803 as 2 

:SWEET3_15113
00D6: if 
0039:   51@ == 4 
004D: jump_if_false @SWEET3_15140 
03CF: load_wav 35804 as 2 

:SWEET3_15140
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SWEET3_15156
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET3_15218 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_15193 
0051: return 

:SWEET3_15193
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_15211 
0051: return 

:SWEET3_15211
0002: jump @SWEET3_15156 

:SWEET3_15218
03D1: play_wav 2 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @SWEET3_15256 
00BC: show_text_highpriority GXT 'SMOX_AA' time 3000 flag 1  // ~z~Get in

:SWEET3_15256
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @SWEET3_15290 
00BC: show_text_highpriority GXT 'SMOX_AB' time 3000 flag 1  // ~z~In the ride!

:SWEET3_15290
00D6: if 
0039:   51@ == 2 
004D: jump_if_false @SWEET3_15324 
00BC: show_text_highpriority GXT 'SMOX_AC' time 3000 flag 1  // ~z~Get in the car!

:SWEET3_15324
00D6: if 
0039:   51@ == 3 
004D: jump_if_false @SWEET3_15358 
00BC: show_text_highpriority GXT 'SMOX_AD' time 3000 flag 1  // ~z~Come on, playa, get in!

:SWEET3_15358
00D6: if 
0039:   51@ == 4 
004D: jump_if_false @SWEET3_15392 
00BC: show_text_highpriority GXT 'SMOX_AE' time 3000 flag 1  // ~z~Come on, wise man, get in the car!

:SWEET3_15392
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET3_15454 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_15429 
0051: return 

:SWEET3_15429
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_15447 
0051: return 

:SWEET3_15447
0002: jump @SWEET3_15392 

:SWEET3_15454
000A: 51@ += 1 
00D6: if 
0019:   51@ > 4 
004D: jump_if_false @SWEET3_15486 
0006: 51@ = 0 

:SWEET3_15486
0051: return 

:SWEET3_15488
040D: unload_wav 2 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @SWEET3_15519 
03CF: load_wav 34205 as 2 

:SWEET3_15519
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @SWEET3_15546 
03CF: load_wav 37434 as 2 

:SWEET3_15546
00D6: if 
0039:   51@ == 2 
004D: jump_if_false @SWEET3_15573 
03CF: load_wav 38641 as 2 

:SWEET3_15573
00D6: if 
0039:   51@ == 3 
004D: jump_if_false @SWEET3_15600 
03CF: load_wav 34202 as 2 

:SWEET3_15600
00D6: if 
0039:   51@ == 4 
004D: jump_if_false @SWEET3_15627 
03CF: load_wav 38644 as 2 

:SWEET3_15627
00D6: if 
0039:   51@ == 5 
004D: jump_if_false @SWEET3_15654 
03CF: load_wav 34203 as 2 

:SWEET3_15654
00D6: if 
0039:   51@ == 6 
004D: jump_if_false @SWEET3_15681 
03CF: load_wav 37429 as 2 

:SWEET3_15681
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SWEET3_15697
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET3_15795 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_15734 
0051: return 

:SWEET3_15734
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_15752 
0051: return 

:SWEET3_15752
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_15770 
0051: return 

:SWEET3_15770
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_15788 
0051: return 

:SWEET3_15788
0002: jump @SWEET3_15697 

:SWEET3_15795
03D1: play_wav 2 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @SWEET3_15833 
00BC: show_text_highpriority GXT 'RYDX_AF' time 3000 flag 1  // ~z~C'mon CJ, earn your keep!

:SWEET3_15833
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @SWEET3_15867 
00BC: show_text_highpriority GXT 'SWE1_BM' time 3000 flag 1  // ~z~Get in, nigga!

:SWEET3_15867
00D6: if 
0039:   51@ == 2 
004D: jump_if_false @SWEET3_15901 
00BC: show_text_highpriority GXT 'SWEX_BP' time 3000 flag 1  // ~z~Don't be a buster, CJ!

:SWEET3_15901
00D6: if 
0039:   51@ == 3 
004D: jump_if_false @SWEET3_15935 
00BC: show_text_highpriority GXT 'RYDX_AC' time 3000 flag 1  // ~z~Get in fool!

:SWEET3_15935
00D6: if 
0039:   51@ == 4 
004D: jump_if_false @SWEET3_15969 
00BC: show_text_highpriority GXT 'SWEX_BS' time 3000 flag 1  // ~z~CJ, for once, don't be a punk!

:SWEET3_15969
00D6: if 
0039:   51@ == 5 
004D: jump_if_false @SWEET3_16003 
00BC: show_text_highpriority GXT 'RYDX_AD' time 3000 flag 1  // ~z~All aboard, CJ.

:SWEET3_16003
00D6: if 
0039:   51@ == 6 
004D: jump_if_false @SWEET3_16037 
00BC: show_text_highpriority GXT 'SWE1_BG' time 3000 flag 1  // ~z~CJ, GET IN!

:SWEET3_16037
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET3_16135 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_16074 
0051: return 

:SWEET3_16074
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_16092 
0051: return 

:SWEET3_16092
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET3_16110 
0051: return 

:SWEET3_16110
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_16128 
0051: return 

:SWEET3_16128
0002: jump @SWEET3_16037 

:SWEET3_16135
000A: 51@ += 1 
00D6: if 
0019:   51@ > 6 
004D: jump_if_false @SWEET3_16167 
0006: 51@ = 0 

:SWEET3_16167
0051: return 

:SWEET3_16169
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET3_16298 
0164: disable_marker 81@ 
0187: 81@ = create_marker_above_actor 89@ 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SWEET3_16298 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_16298 
00D6: if 
00DB:   actor $ACTOR_RYDER in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_16298 
0687: clear_actor $ACTOR_RYDER task 
0713: actor $ACTOR_RYDER driveby_actor 89@ car -1 point 0.0 0.0 0.0 radius 5000.0 8 1 firing_rate 70 

:SWEET3_16298
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_16427 
0164: disable_marker 82@ 
0187: 82@ = create_marker_above_actor 90@ 
05E2: AS_actor 90@ kill_actor $PLAYER_ACTOR 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET3_16427 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @SWEET3_16427 
00D6: if 
00DB:   actor $ACTOR_SWEET in_car $SWEET_CAR 
004D: jump_if_false @SWEET3_16427 
0687: clear_actor $ACTOR_SWEET task 
0713: actor $ACTOR_SWEET driveby_actor 90@ car -1 point 0.0 0.0 0.0 radius 5000.0 8 0 firing_rate 70 

:SWEET3_16427
0051: return 

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

:SWEET2
03A4: name_thread 'SWEET2' 
0050: gosub @SWEET2_1108 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SWEET2_38 
0050: gosub @SWEET2_20215 

:SWEET2_38
0050: gosub @SWEET2_20732 
004E: end_thread 

:SWEET2_47
0871: init_jump_table 39@ total_jumps 4 default_jump 0 @SWEET2_1106 jumps 0 @SWEET2_110 1 @SWEET2_340 2 @SWEET2_690 3 @SWEET2_872 -1 @SWEET2_1106 -1 @SWEET2_1106 -1 @SWEET2_1106 

:SWEET2_110
05A9: s$6609[0] = 'SWE3_AA' // s$  // ~z~What happened to the Families, where the love at?
05A9: s$6609[1] = 'SWE3_AB' // s$  // ~z~Shit happens.
05A9: s$6609[2] = 'SWE3_AC' // s$  // ~z~Seville wrongs Temple, Temple wrongs Grove.
05A9: s$6609[3] = 'SWE3_AD' // s$  // ~z~Bad blood leads to bad blood.
05A9: s$6609[4] = 'SWE3_AE' // s$  // ~z~If you read the book, that's the way of the world, baby!
05A9: s$6609[5] = 'SWE3_AF' // s$  // ~z~Yeah, well you know you gotta keep it real.
05A9: s$6609[6] = 'SWE3_AH' // s$  // ~z~I admire you, Carl. You're a leader, a visionary.
05A9: s$6609[7] = 'SWE3_AJ' // s$  // ~z~Remember me when you get to the top.
05A9: s$6609[8] = 'SWE3_AK' // s$  // ~z~Give it a rest, Smoke. You're full of shit.
04AF: 66@ = 37800 // = constant 
04AF: 67@ = 37801 // = constant 
04AF: 68@ = 37802 // = constant 
04AF: 69@ = 37803 // = constant 
04AF: 70@ = 37804 // = constant 
04AF: 71@ = 37805 // = constant 
04AF: 72@ = 37806 // = constant 
04AF: 73@ = 37807 // = constant 
04AF: 74@ = 37808 // = constant 
0006: 48@ = 8 
0002: jump @SWEET2_1106 

:SWEET2_340
05A9: s$6609[0] = 'SWE3_GA' // s$  // ~z~Damn, you a killer baby, ice cold!
05A9: s$6609[1] = 'SWE3_GB' // s$  // ~z~But remember something, real strength comes from within, my brother.
05A9: s$6609[2] = 'SWE3_GC' // s$  // ~z~Listen to the boy.
05A9: s$6609[3] = 'SWE3_GD' // s$  // ~z~Yeah, I guess Liberty didn't soften you none, huh?
05A9: s$6609[4] = 'SWE3_GE' // s$  // ~z~Hey look, let's split.
05A9: s$6609[5] = 'SWE3_GF' // s$  // ~z~Hey, I'll see you around Emmet.
05A9: s$6609[6] = 'SWE3_GG' // s$  // ~z~I'm 100% behind you boys.
05A9: s$6609[7] = 'SWE3_GH' // s$  // ~z~But remember this, you didn't get 'em from me.
05A9: s$6609[8] = 'SWE3_GJ' // s$  // ~z~And remember this. Emmet is the place for guns!
05A9: s$6609[9] = 'SWE3_GK' // s$  // ~z~I've always got high quality merchandise.
05A9: s$6609[10] = 'SWE3_GL' // s$  // ~z~And I've been proudly serving the community for over 30 years!
05A9: s$6609[11] = 'SWE3_GM' // s$  // ~z~Crazy old fool. Hey look, you drive, man
05A9: s$6609[12] = 'SWE3_GN' // s$  // ~z~I seen newer cannons than this strap in a museum. Where we goin'?
05A9: s$6609[13] = 'SWE3_GO' // s$  // ~z~Man, I'm real tired, dude, drop me off at my crib, baby.
04AF: 66@ = 37850 // = constant 
04AF: 67@ = 37851 // = constant 
04AF: 68@ = 37852 // = constant 
04AF: 69@ = 37853 // = constant 
04AF: 70@ = 37854 // = constant 
04AF: 71@ = 37855 // = constant 
04AF: 72@ = 37856 // = constant 
04AF: 73@ = 37857 // = constant 
04AF: 74@ = 37858 // = constant 
04AF: 75@ = 37859 // = constant 
04AF: 76@ = 37860 // = constant 
04AF: 77@ = 37861 // = constant 
04AF: 78@ = 37862 // = constant 
04AF: 79@ = 37863 // = constant 
0006: 48@ = 13 
0002: jump @SWEET2_1106 

:SWEET2_690
05A9: s$6609[0] = 'SWE3_HA' // s$  // ~z~What's going on, man, shit seems pretty fucked up?
05A9: s$6609[1] = 'SWE3_HB' // s$  // ~z~People have to open their eyes, and their hearts, CJ.
05A9: s$6609[2] = 'SWE3_HC' // s$  // ~z~What are you talking about?
05A9: s$6609[3] = 'SWE3_HD' // s$  // ~z~I'm talking about the choices all men face, brother.
05A9: s$6609[4] = 'SWE3_HE' // s$  // ~z~Sometimes, they seem real, but other times there's no choice at all.
05A9: s$6609[5] = 'SWE3_HF' // s$  // ~z~At least you still talking shit. You ain't changed a bit.
05A9: s$6609[6] = 'SWE3_HG' // s$  // ~z~Who me? No never.
04AF: 66@ = 37864 // = constant 
04AF: 67@ = 37865 // = constant 
04AF: 68@ = 37866 // = constant 
04AF: 69@ = 37867 // = constant 
04AF: 70@ = 37868 // = constant 
04AF: 71@ = 37869 // = constant 
04AF: 72@ = 37870 // = constant 
0006: 48@ = 6 
0002: jump @SWEET2_1106 

:SWEET2_872
05A9: s$6609[0] = 'MSWE07A' // s$  // ~z~Speak.
05A9: s$6609[1] = 'MSWE07B' // s$  // ~z~I thought you was representing?
05A9: s$6609[2] = 'MSWE07C' // s$  // ~z~What?
05A9: s$6609[3] = 'MSWE07D' // s$  // ~z~Correct me if I'm wrong, but I thought you was rolling with Grove Street again.
05A9: s$6609[4] = 'MSWE07E' // s$  // ~z~Already told you I am!
05A9: s$6609[5] = 'MSWE07F' // s$  // ~z~Well I ain't seen you in yo' colors yet!
05A9: s$6609[6] = 'MSWE07G' // s$  // ~z~You gotta fly the flag, man!
05A9: s$6609[7] = 'MSWE07H' // s$  // ~z~Ain't nobody gonna respect you if you ain't representing your hood!
05A9: s$6609[8] = 'MSWE07J' // s$  // ~z~Alright man, my bad. I just ain't got around to it yet.
05A9: s$6609[9] = 'MSWE07K' // s$  // ~z~There's a Binco around the corner from the gym in Ganton, go get yourself some greens!
04AF: 66@ = 29066 // = constant 
04AF: 67@ = 29067 // = constant 
04AF: 68@ = 29068 // = constant 
04AF: 69@ = 29069 // = constant 
04AF: 70@ = 29070 // = constant 
04AF: 71@ = 29071 // = constant 
04AF: 72@ = 29072 // = constant 
04AF: 73@ = 29073 // = constant 
04AF: 74@ = 29074 // = constant 
04AF: 75@ = 29075 // = constant 
0006: 48@ = 9 
0002: jump @SWEET2_1106 

:SWEET2_1106
0051: return 

:SWEET2_1108
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 36@ = 0 
0006: 42@ = 0 
0006: 38@ = 0 
0006: 51@ = 0 
0006: 53@ = 0 
0006: 62@ = 0 
0006: 45@ = 0 
0006: 47@ = 0 
0006: 56@ = 0 
0006: 57@ = 0 
0007: 89@ = 2440.58 
0007: 94@ = -1979.89 
0007: 99@ = 14.1 
0007: 90@ = 2440.14 
0007: 95@ = -1976.5 
0007: 100@ = 13.4 
0007: 91@ = 2440.95 
0007: 96@ = -1973.76 
0007: 101@ = 14.2 
0007: 92@ = 2448.97 
0007: 97@ = -1973.29 
0007: 102@ = 13.35 
0007: 93@ = 2444.35 
0007: 98@ = -1970.61 
0007: 103@ = 13.8 
0001: wait 0 ms 
054C: use_GXT_table 'SWEET2' 
04BB: select_interior 1 
02E4: load_cutscene_data 'SWEET3A' 

:SWEET2_1367
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET2_1391 
0001: wait 0 ms 
0002: jump @SWEET2_1367 

:SWEET2_1391
02E7: start_cutscene 
016A: fade 1 time 1000 

:SWEET2_1400
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET2_1424 
0001: wait 0 ms 
0002: jump @SWEET2_1400 

:SWEET2_1424
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:SWEET2_1437
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET2_1461 
0001: wait 0 ms 
0002: jump @SWEET2_1437 

:SWEET2_1461
02EA: end_cutscene 
04BB: select_interior 0 
01B5: force_weather 1 
023C: load_special_actor 'SMOKE' as 10 // models 290-299 
0247: load_model #PEREN 
038B: load_requested_models 

:SWEET2_1491
00D6: if or
823D:   not special_actor 10 loaded 
8248:   not model #PEREN available 
004D: jump_if_false @SWEET2_1522 
0001: wait 0 ms 
0002: jump @SWEET2_1491 

:SWEET2_1522
060A: create_decision_maker_type 0 store_to 52@ // decision\allowed\m_.ped files 
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
0395: clear_area 1 at 2506.23 -1675.75 12.37 radius 6.0 
0674: set_car_model #PEREN numberplate "_A2TMFK_" 
00A5: $SMOKE_CAR = create_car #PEREN at 2506.23 -1675.75 12.37 
0229: set_car $SMOKE_CAR primary_color_to 0 secondary_color_to 0 
0175: set_car $SMOKE_CAR Z_angle_to 148.0 
041E: set_radio_station 3 
0746: set_acquaintance 0 of_actors_pedtype 8 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 8 
009A: $ACTOR_SMOKE = create_actor_pedtype 24 model #SPECIAL10 at 2505.869 -1672.723 12.3778 
0173: set_actor $ACTOR_SMOKE Z_angle_to 160.0 
0223: set_actor $ACTOR_SMOKE health_to 500 
0568: set_actor $ACTOR_SMOKE untargetable 1 
0446: set_actor $ACTOR_SMOKE dismemberment_possible 0 
081A: set_actor $ACTOR_SMOKE weapon_skill_to 1 
02E2: set_actor $ACTOR_SMOKE weapon_accuracy_to 100 
07DD: set_actor $ACTOR_SMOKE attack_rate 30 // previously known as temper_to 
02A9: set_actor $ACTOR_SMOKE immune_to_nonplayer 1 
09F6: set_actor $ACTOR_SMOKE unjackable_through_driver_seat 0 
060B: set_actor $ACTOR_SMOKE decision_maker_to 52@ 
00A1: put_actor $PLAYER_ACTOR at 2515.28 -1673.44 12.73 
0173: set_actor $PLAYER_ACTOR Z_angle_to 81.2 
03CB: set_rendering_origin_at 2516.54 -1671.2 12.87 
016A: fade 1 time 1000 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
00BC: show_text_highpriority GXT 'SWE2_A' time 10000 flag 1  // ~s~Go with Smoke to ~y~Emmet's house~s~.
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SMOKE enter_car $SMOKE_CAR passenger_seat 0 time 5000 
039E: set_actor $ACTOR_SMOKE locked 1 while_in_car 
0526: set_actor $ACTOR_SMOKE stay_in_car_when_jacked 1 
0186: 44@ = create_marker_above_car $SMOKE_CAR 
07E0: set_marker 44@ type_to 1 
018A: 35@ = create_checkpoint_at 2453.07 -2003.96 12.56 
0164: disable_marker 35@ 
0004: $127 = 0 
0006: 80@ = 0 
0006: 81@ = 0 
0006: 82@ = 0 
0006: 39@ = 0 
0050: gosub @SWEET2_47 
0006: 33@ = 0 
0006: 56@ = 0 

:SWEET2_1949
00D6: if or
81AF:   not car $SMOKE_CAR sphere $127 in_sphere 2453.07 -2003.96 12.56 radius 4.0 4.0 4.0 
8448:   not actor $ACTOR_SMOKE in_car $SMOKE_CAR 
89D0:   not car $SMOKE_CAR on_wheels 
004D: jump_if_false @SWEET2_2420 
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SWEET2_2037 
0002: jump @SWEET2_20304 

:SWEET2_2037
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_2312 
00D6: if 
8119:   not car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_2282 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SMOKE_CAR 
004D: jump_if_false @SWEET2_2183 
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @SWEET2_2150 
0164: disable_marker 44@ 
0164: disable_marker 35@ 
018A: 35@ = create_checkpoint_at 2453.07 -2003.96 12.56 
0004: $127 = 1 
0006: 45@ = 1 

:SWEET2_2150
00D6: if 
0019:   33@ > 5000 
004D: jump_if_false @SWEET2_2176 
0050: gosub @SWEET2_21000 

:SWEET2_2176
0002: jump @SWEET2_2275 

:SWEET2_2183
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @SWEET2_2275 
0164: disable_marker 35@ 
0164: disable_marker 44@ 
0186: 44@ = create_marker_above_car $SMOKE_CAR 
07E0: set_marker 44@ type_to 1 
0050: gosub @SWEET2_21245 
00BC: show_text_highpriority GXT 'SWE2_L' time 6000 flag 1  // ~s~Get back in ~b~Smoke's car~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0004: $127 = 0 
0006: 45@ = 0 

:SWEET2_2275
0002: jump @SWEET2_2305 

:SWEET2_2282
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_20215 

:SWEET2_2305
0002: jump @SWEET2_2335 

:SWEET2_2312
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_2335
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_2374 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_20215 

:SWEET2_2374
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_2413 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_2413
0002: jump @SWEET2_1949 

:SWEET2_2420
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2452.949 -2011.824 16.3096 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2452.98 -2010.903 15.9217 switchstyle 2 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_2642 
00D6: if 
8119:   not car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_2642 
0615: define_AS_pack_begin 37@ 
05CD: AS_actor -1 exit_car $SMOKE_CAR 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2453.515 -1980.771 12.5547 
05D7: add_point_to_scmpath 2450.486 -1981.659 12.5547 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_AS_pack_end 37@ 
0618: assign_actor $ACTOR_SMOKE to_AS_pack 37@ 
061B: remove_references_to_AS_pack 37@ 
0001: wait 800 ms 
00D6: if 
8119:   not car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_2642 
05CD: AS_actor $PLAYER_ACTOR exit_car $SMOKE_CAR 
05D3: AS_actor $PLAYER_ACTOR goto_point 2453.29 -1983.71 12.54 mode 4 time 5000 ms // versionA 

:SWEET2_2642
0001: wait 2000 ms 
0050: gosub @SWEET2_22484 
016A: fade 0 time 1000 

:SWEET2_2661
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET2_2685 
0001: wait 0 ms 
0002: jump @SWEET2_2661 

:SWEET2_2685
08F4: set_max_group_members 0 
0395: clear_area 0 at 2448.734 -1976.193 12.5469 radius 200.0 
03EF: player $PLAYER_CHAR make_safe 
02E4: load_cutscene_data 'SWEET3B' 

:SWEET2_2729
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET2_2753 
0001: wait 0 ms 
0002: jump @SWEET2_2729 

:SWEET2_2753
02E7: start_cutscene 
016A: fade 1 time 1000 

:SWEET2_2762
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET2_2786 
0001: wait 0 ms 
0002: jump @SWEET2_2762 

:SWEET2_2786
016A: fade 0 time 0 

:SWEET2_2792
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET2_2816 
0001: wait 0 ms 
0002: jump @SWEET2_2792 

:SWEET2_2816
02EA: end_cutscene 
023C: load_special_actor 'EMMET' as 1 // models 290-299 
0247: load_model #DYN_WINE_BIG 
04ED: load_animation "GANGS" 
04ED: load_animation "CRACK" 
04ED: load_animation "COLT45" 
04ED: load_animation "FAT" 
0247: load_model #COLT45 
0247: load_model #ELEGY 
038B: load_requested_models 

:SWEET2_2882
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #DYN_WINE_BIG available 
84EE:   not animation "GANGS" loaded 
84EE:   not animation "CRACK" loaded 
8248:   not model #COLT45 available 
84EE:   not animation "COLT45" loaded 
004D: jump_if_false @SWEET2_2945 
0001: wait 0 ms 
0002: jump @SWEET2_2882 

:SWEET2_2945
00D6: if or
8248:   not model #ELEGY available 
84EE:   not animation "FAT" loaded 
004D: jump_if_false @SWEET2_2979 
0001: wait 0 ms 
0002: jump @SWEET2_2945 

:SWEET2_2979
0395: clear_area 1 at 2446.49 -1966.47 12.54 radius 4.0 
0674: set_car_model #ELEGY numberplate "_FELTCH_" 
00A5: 83@ = create_car #ELEGY at 2446.49 -1965.0 12.54 
0175: set_car 83@ Z_angle_to 101.85 
020A: set_car 83@ door_status_to 0 
02AC: set_car 83@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: 63@ = create_actor_pedtype 24 model #SPECIAL01 at 2451.834 -1976.811 12.5469 
0173: set_actor 63@ Z_angle_to 75.6292 
0223: set_actor 63@ health_to 600 
0568: set_actor 63@ untargetable 1 
0446: set_actor 63@ dismemberment_possible 0 
0164: disable_marker 35@ 
041A: 41@ = actor $PLAYER_ACTOR weapon 22 ammo 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 22 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_3195 
01B2: give_actor $ACTOR_SMOKE weapon 22 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SMOKE armed_weapon_to 22 

:SWEET2_3195
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
03CF: load_wav 37811 as 1 
016A: fade 1 time 1000 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_3282 
0792: disembark_instantly_actor $ACTOR_SMOKE 
00A1: put_actor $ACTOR_SMOKE at 2450.465 -1980.577 12.5469 
0173: set_actor $ACTOR_SMOKE Z_angle_to 79.2792 

:SWEET2_3282
0107: $1754[0] = create_object #DYN_WINE_BIG at 89@ 94@ 99@ 
0177: set_object $1754[0] Z_angle_to 90.0 
035D: set_object $1754[0] targetable 1 
00D6: if 
8119:   not car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_3361 
00AB: put_car $SMOKE_CAR at 2452.646 -2003.876 12.554 
0175: set_car $SMOKE_CAR Z_angle_to 100.2244 

:SWEET2_3361
015F: set_camera_position 2445.797 -1976.585 14.8864 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2444.983 -1977.151 14.7514 switchstyle 2 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET2_3455 
00A1: put_actor $PLAYER_ACTOR at 2453.821 -1978.777 12.5469 
0002: jump @SWEET2_3475 

:SWEET2_3455
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2453.821 -1978.777 12.5469 

:SWEET2_3475
0173: set_actor $PLAYER_ACTOR Z_angle_to 89.5159 
0006: 38@ = 0 
0001: wait 2500 ms 
015F: set_camera_position 2451.365 -1980.395 14.288 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2450.365 -1980.363 14.2636 switchstyle 2 
0006: 62@ = 0 
0615: define_AS_pack_begin 54@ 
0668: AS_actor -1 rotate_and_shoot_at 89@ 94@ 99@ 1300 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation "BBALBAT_IDLE_02" IFP "CRACK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 5000 ms 
0616: define_AS_pack_end 54@ 

:SWEET2_3729
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET2_3794 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_3787 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_3787
0002: jump @SWEET2_3729 

:SWEET2_3794
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_BC' time 10000 flag 1  // ~z~Die, little glass Balla fool!
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_3845 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0967: actor $ACTOR_SMOKE move_mouth 3000 ms 

:SWEET2_3845
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET2_3910 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_3903 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_3903
0002: jump @SWEET2_3845 

:SWEET2_3910
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_3946 
00BE: text_clear_all 
0968: actor $ACTOR_SMOKE stop_mouth 
0618: assign_actor $ACTOR_SMOKE to_AS_pack 54@ 
061B: remove_references_to_AS_pack 54@ 

:SWEET2_3946
0006: 84@ = 0 

:SWEET2_3953
00D6: if 
8039:   not  36@ == 1 
004D: jump_if_false @SWEET2_4810 
0001: wait 0 ms 
00D6: if 
03CA:   object $1754[0] exists 
004D: jump_if_false @SWEET2_4066 
00D6: if 
0458:   player $PLAYER_CHAR aiming_at_object $1754[0] 
004D: jump_if_false @SWEET2_4024 
0050: gosub @SWEET2_20902 
0002: jump @SWEET2_4031 

:SWEET2_4024
0050: gosub @SWEET2_20955 

:SWEET2_4031
00D6: if 
0366:   object $1754[0] damaged 
004D: jump_if_false @SWEET2_4066 
035D: set_object $1754[0] targetable 0 
0108: destroy_object $1754[0] 
000A: 36@ += 1 

:SWEET2_4066
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2448.96 -1973.545 13.3074 radius 13.0 13.0 10.0 on_foot 
004D: jump_if_false @SWEET2_4216 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SWEET2_4209 
0164: disable_marker 35@ 
018A: 35@ = create_checkpoint_at 2451.95 -1978.93 12.55 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'SWE2_J' time 10000 flag 1  // ~s~Go back to ~y~Emmet's Yard~s~.
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_4202 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 99999 

:SWEET2_4202
0006: 38@ = 1 

:SWEET2_4209
0002: jump @SWEET2_4364 

:SWEET2_4216
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @SWEET2_4279 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_4279 
048F: actor $ACTOR_SMOKE remove_weapons 
01B2: give_actor $ACTOR_SMOKE weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SMOKE armed_weapon_to 22 
0006: 84@ = 1 

:SWEET2_4279
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @SWEET2_4364 
0164: disable_marker 35@ 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_4330 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 30000 

:SWEET2_4330
0512: show_permanent_text_box 'HOOD2A'  // Press ~k~~PED_LOCK_TARGET~ to target and ~k~~PED_FIREWEAPON~ to fire.
00BC: show_text_highpriority GXT 'SWE2_G' time 10000 flag 1  // ~s~Shoot the bottle.
0006: 38@ = 0 

:SWEET2_4364
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @SWEET2_4686 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_4686 
062E: get_actor $ACTOR_SMOKE task 1541 status_store_to 55@ // ret 7 if not found 
0646: unknown_get_actor $ACTOR_SMOKE task_1560_status_store_to 64@ // similar to 062E 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @SWEET2_4686 
041D: set_camera_near_clip 0.2 
015F: set_camera_position 2439.859 -1979.678 14.4278 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2440.833 -1979.794 14.235 switchstyle 2 
0001: wait 500 ms 
00D6: if 
03CA:   object $1754[0] exists 
004D: jump_if_false @SWEET2_4521 
0723: break_object $1754[0] intensity 1 

:SWEET2_4521
0001: wait 1000 ms 
00A1: put_actor $PLAYER_ACTOR at 2450.74 -1978.375 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 89.5159 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_4602 
00A1: put_actor 63@ at 2451.834 -1976.811 12.5469 
0173: set_actor 63@ Z_angle_to 75.6292 

:SWEET2_4602
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
0006: 36@ = 0 
0108: destroy_object $1754[0] 
0107: $1754[0] = create_object #DYN_WINE_BIG at 2440.58 -1979.89 14.2 
0177: set_object $1754[0] Z_angle_to 90.0 
035D: set_object $1754[0] targetable 1 
0512: show_permanent_text_box 'HOOD2A'  // Press ~k~~PED_LOCK_TARGET~ to target and ~k~~PED_FIREWEAPON~ to fire.
0006: 62@ = 1 

:SWEET2_4686
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_4725 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_4725
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_4764 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_20215 

:SWEET2_4764
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_4803 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_20215 

:SWEET2_4803
0002: jump @SWEET2_3953 

:SWEET2_4810
03CF: load_wav 37831 as 1 

:SWEET2_4819
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET2_4923 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_4877 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_4877
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_4916 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_20215 

:SWEET2_4916
0002: jump @SWEET2_4819 

:SWEET2_4923
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_DC' time 10000 flag 1  // ~z~Ah, Beverly'd be so proud of you, boy.
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_5017 
0A09: set_actor 63@ muted 1 // versionB 
0967: actor 63@ move_mouth 3000 ms 
0605: actor 63@ perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:SWEET2_5017
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET2_5121 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_5075 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_5075
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_5114 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_20215 

:SWEET2_5114
0002: jump @SWEET2_5017 

:SWEET2_5121
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_5149 
0687: clear_actor 63@ task 
00BE: text_clear_all 
0968: actor 63@ stop_mouth 

:SWEET2_5149
01B4: set_player $PLAYER_CHAR can_move 0 
0110: clear_player $PLAYER_CHAR wanted_level 
03CF: load_wav 37809 as 2 
0001: wait 1000 ms 
0006: 36@ = 0 
0001: wait 1000 ms 
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
03E6: remove_text_box 
00D6: if 
8119:   not car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_5246 
00AB: put_car $SMOKE_CAR at 2452.646 -2003.876 12.554 
0175: set_car $SMOKE_CAR Z_angle_to 100.2244 

:SWEET2_5246
0107: $1754[0] = create_object #DYN_WINE_BIG at 89@ 94@ 99@ 
0177: set_object $1754[0] Z_angle_to 90.0 
035D: set_object $1754[0] targetable 1 
0107: $1754[1] = create_object #DYN_WINE_BIG at 90@ 95@ 100@ 
0177: set_object $1754[1] Z_angle_to 90.0 
035D: set_object $1754[1] targetable 1 
0107: $1754[2] = create_object #DYN_WINE_BIG at 91@ 96@ 101@ 
0177: set_object $1754[2] Z_angle_to 90.0 
035D: set_object $1754[2] targetable 1 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET2_5388 
00A1: put_actor $PLAYER_ACTOR at 2453.821 -1978.777 12.5469 
0002: jump @SWEET2_5408 

:SWEET2_5388
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2453.821 -1978.777 12.5469 

:SWEET2_5408
0173: set_actor $PLAYER_ACTOR Z_angle_to 89.5159 
015F: set_camera_position 2447.379 -1977.062 15.2851 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2446.391 -1977.011 15.1366 switchstyle 2 
0001: wait 2500 ms 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2451.388 -1981.104 14.5206 position_to 2451.738 -1980.585 14.5765 time 8000 smooth_transition 1 
0920: point_camera 2450.427 -1980.924 14.3127 transverse_to 2450.858 -1980.187 14.318 time 8000 smooth_transition 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 65.0 
0006: 38@ = 0 
0006: 62@ = 0 
0615: define_AS_pack_begin 60@ 
0605: actor -1 perform_animation "BBALBAT_IDLE_02" IFP "CRACK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 5000 ms 
0643: set_AS_pack 60@ loop 1 
0616: define_AS_pack_end 60@ 
0615: define_AS_pack_begin 54@ 
0605: actor -1 perform_animation "COLT45_FIRE" IFP "COLT45" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time 2000 
0668: AS_actor -1 rotate_and_shoot_at 89@ 94@ 99@ 1300 ms 
0668: AS_actor -1 rotate_and_shoot_at 90@ 95@ 100@ 1300 ms 
0668: AS_actor -1 rotate_and_shoot_at 91@ 96@ 101@ 1300 ms 
0618: assign_actor -1 to_AS_pack 60@ 
0616: define_AS_pack_end 54@ 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_5882 
0618: assign_actor $ACTOR_SMOKE to_AS_pack 54@ 
061B: remove_references_to_AS_pack 54@ 

:SWEET2_5882
0006: 84@ = 0 

:SWEET2_5889
00D6: if 
8039:   not  36@ == 3 
004D: jump_if_false @SWEET2_7177 
0001: wait 0 ms 
00D6: if 
03CA:   object $1754(42@,10i) exists 
004D: jump_if_false @SWEET2_6022 
00D6: if 
0458:   player $PLAYER_CHAR aiming_at_object $1754(42@,10i) 
004D: jump_if_false @SWEET2_5968 
0050: gosub @SWEET2_20902 
0002: jump @SWEET2_5975 

:SWEET2_5968
0050: gosub @SWEET2_20955 

:SWEET2_5975
00D6: if 
0366:   object $1754(42@,10i) damaged 
004D: jump_if_false @SWEET2_6022 
035D: set_object $1754(42@,10i) targetable 0 
0108: destroy_object $1754(42@,10i) 
000A: 36@ += 1 

:SWEET2_6022
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2448.96 -1973.545 13.3074 radius 13.0 13.0 10.0 on_foot 
004D: jump_if_false @SWEET2_6172 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SWEET2_6165 
0164: disable_marker 35@ 
018A: 35@ = create_checkpoint_at 2451.95 -1978.93 12.55 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'SWE2_J' time 10000 flag 1  // ~s~Go back to ~y~Emmet's Yard~s~.
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_6158 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 10 

:SWEET2_6158
0006: 38@ = 1 

:SWEET2_6165
0002: jump @SWEET2_6320 

:SWEET2_6172
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @SWEET2_6235 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_6235 
048F: actor $ACTOR_SMOKE remove_weapons 
01B2: give_actor $ACTOR_SMOKE weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SMOKE armed_weapon_to 22 
0006: 84@ = 1 

:SWEET2_6235
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @SWEET2_6320 
0164: disable_marker 35@ 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_6286 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 30000 

:SWEET2_6286
0512: show_permanent_text_box 'HOOD2B'  // While locked on you can cycle through targets by using ~k~~PED_CYCLE_WEAPON_LEFT~ or ~k~~PED_CYCLE_WEAPON_RIGHT~.
00BC: show_text_highpriority GXT 'SWE2_H' time 10000 flag 1  // ~s~Shoot the bottles.
0006: 38@ = 0 

:SWEET2_6320
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @SWEET2_7021 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_7021 
062E: get_actor $ACTOR_SMOKE task 1541 status_store_to 55@ // ret 7 if not found 
0646: unknown_get_actor $ACTOR_SMOKE task_1560_status_store_to 64@ // similar to 062E 
00D6: if 
0039:   64@ == 1 
004D: jump_if_false @SWEET2_6419 
0001: wait 700 ms 
00D6: if 
03CA:   object $1754[0] exists 
004D: jump_if_false @SWEET2_6419 
0723: break_object $1754[0] intensity 1 

:SWEET2_6419
00D6: if 
0039:   64@ == 2 
004D: jump_if_false @SWEET2_6465 
0001: wait 500 ms 
00D6: if 
03CA:   object $1754[1] exists 
004D: jump_if_false @SWEET2_6465 
0723: break_object $1754[1] intensity 1 

:SWEET2_6465
00D6: if 
0039:   64@ == 3 
004D: jump_if_false @SWEET2_7021 

:SWEET2_6483
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET2_6548 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_6541 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_6541
0002: jump @SWEET2_6483 

:SWEET2_6548
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE3_BA' time 10000 flag 1  // ~z~Shit, I'm the best there ever was!
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_6599 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0967: actor $ACTOR_SMOKE move_mouth 3000 ms 

:SWEET2_6599
0001: wait 500 ms 
00D6: if 
03CA:   object $1754[2] exists 
004D: jump_if_false @SWEET2_6627 
0723: break_object $1754[2] intensity 1 

:SWEET2_6627
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET2_6692 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_6685 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_6685
0002: jump @SWEET2_6627 

:SWEET2_6692
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_6715 
00BE: text_clear_all 
0968: actor $ACTOR_SMOKE stop_mouth 

:SWEET2_6715
0001: wait 1000 ms 
00A1: put_actor $PLAYER_ACTOR at 2450.74 -1978.375 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 89.5159 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_6796 
00A1: put_actor 63@ at 2451.834 -1976.811 12.5469 
0173: set_actor 63@ Z_angle_to 75.6292 

:SWEET2_6796
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
0512: show_permanent_text_box 'HOOD2B'  // While locked on you can cycle through targets by using ~k~~PED_CYCLE_WEAPON_LEFT~ or ~k~~PED_CYCLE_WEAPON_RIGHT~.
0006: 36@ = 0 
00D6: if 
03CA:   object $1754[0] exists 
004D: jump_if_false @SWEET2_6854 
035D: set_object $1754[0] targetable 0 

:SWEET2_6854
0108: destroy_object $1754[0] 
0107: $1754[0] = create_object #DYN_WINE_BIG at 89@ 94@ 99@ 
0177: set_object $1754[0] Z_angle_to 90.0 
035D: set_object $1754[0] targetable 1 
00D6: if 
03CA:   object $1754[1] exists 
004D: jump_if_false @SWEET2_6915 
035D: set_object $1754[1] targetable 0 

:SWEET2_6915
0108: destroy_object $1754[1] 
0107: $1754[1] = create_object #DYN_WINE_BIG at 90@ 95@ 100@ 
0177: set_object $1754[1] Z_angle_to 90.0 
035D: set_object $1754[1] targetable 1 
00D6: if 
03CA:   object $1754[2] exists 
004D: jump_if_false @SWEET2_6976 
035D: set_object $1754[2] targetable 0 

:SWEET2_6976
0108: destroy_object $1754[2] 
0107: $1754[2] = create_object #DYN_WINE_BIG at 91@ 96@ 101@ 
0177: set_object $1754[2] Z_angle_to 90.0 
035D: set_object $1754[2] targetable 1 
0006: 62@ = 1 

:SWEET2_7021
000A: 42@ += 1 
00D6: if 
0029:   42@ >= 3 
004D: jump_if_false @SWEET2_7053 
0006: 42@ = 0 

:SWEET2_7053
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_7092 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_7092
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_7131 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_20215 

:SWEET2_7131
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_7170 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_20215 

:SWEET2_7170
0002: jump @SWEET2_5889 

:SWEET2_7177
03CF: load_wav 37829 as 1 

:SWEET2_7186
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET2_7290 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_7244 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_7244
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_7283 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_20215 

:SWEET2_7283
0002: jump @SWEET2_7186 

:SWEET2_7290
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_DA' time 10000 flag 1  // ~z~Yeah, that's real Grove Street style, now!
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_7384 
0A09: set_actor 63@ muted 1 // versionB 
0967: actor 63@ move_mouth 3000 ms 
0605: actor 63@ perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:SWEET2_7384
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET2_7488 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_7442 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_7442
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_7481 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_20215 

:SWEET2_7481
0002: jump @SWEET2_7384 

:SWEET2_7488
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_7516 
0687: clear_actor 63@ task 
00BE: text_clear_all 
0968: actor 63@ stop_mouth 

:SWEET2_7516
01B4: set_player $PLAYER_CHAR can_move 0 
0110: clear_player $PLAYER_CHAR wanted_level 
03CF: load_wav 37812 as 1 
03CF: load_wav 37813 as 2 
0001: wait 1000 ms 
0006: 36@ = 0 
0001: wait 1000 ms 
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
03E6: remove_text_box 
00D6: if 
8119:   not car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_7622 
00AB: put_car $SMOKE_CAR at 2452.646 -2003.876 12.554 
0175: set_car $SMOKE_CAR Z_angle_to 100.2244 

:SWEET2_7622
0007: 89@ = 2440.58 
0007: 94@ = -1979.89 
0007: 99@ = 14.1 
0007: 90@ = 2440.14 
0007: 95@ = -1976.5 
0007: 100@ = 13.4 
0007: 91@ = 2440.66 
0007: 96@ = -1973.76 
0007: 101@ = 14.1 
0007: 92@ = 2448.97 
0007: 97@ = -1973.29 
0007: 102@ = 13.3 
0007: 93@ = 2444.35 
0007: 98@ = -1970.61 
0007: 103@ = 13.7 
0107: $1754[0] = create_object #DYN_WINE_BIG at 89@ 94@ 99@ 
0177: set_object $1754[0] Z_angle_to 90.0 
035D: set_object $1754[0] targetable 1 
0107: $1754[1] = create_object #DYN_WINE_BIG at 90@ 95@ 100@ 
0177: set_object $1754[1] Z_angle_to 90.0 
035D: set_object $1754[1] targetable 1 
0107: $1754[2] = create_object #DYN_WINE_BIG at 91@ 96@ 101@ 
0177: set_object $1754[2] Z_angle_to 90.0 
035D: set_object $1754[2] targetable 1 
0107: $1754[3] = create_object #DYN_WINE_BIG at 92@ 97@ 102@ 
0177: set_object $1754[3] Z_angle_to 90.0 
035D: set_object $1754[3] targetable 1 
0107: $1754[4] = create_object #DYN_WINE_BIG at 93@ 98@ 103@ 
0177: set_object $1754[4] Z_angle_to 90.0 
035D: set_object $1754[4] targetable 1 
015F: set_camera_position 2453.755 -1978.959 15.389 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2452.837 -1978.611 15.1996 switchstyle 2 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET2_8031 
00A1: put_actor $PLAYER_ACTOR at 2453.821 -1978.777 12.5469 
0002: jump @SWEET2_8051 

:SWEET2_8031
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2453.821 -1978.777 12.5469 

:SWEET2_8051
0173: set_actor $PLAYER_ACTOR Z_angle_to 89.5159 
0001: wait 2500 ms 
015F: set_camera_position 2449.041 -1977.732 12.9667 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2449.835 -1978.326 13.0934 switchstyle 2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 65.0 
0006: 38@ = 0 
0006: 62@ = 0 
061B: remove_references_to_AS_pack 60@ 
0615: define_AS_pack_begin 59@ 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation "BBALBAT_IDLE_02" IFP "CRACK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 59@ loop 1 
0616: define_AS_pack_end 59@ 
0615: define_AS_pack_begin 60@ 
05D4: AS_actor -1 rotate_angle 77.0 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "FAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "FAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "FAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "FAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "FAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "FAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0618: assign_actor -1 to_AS_pack 59@ 
0616: define_AS_pack_end 60@ 
0615: define_AS_pack_begin 58@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point 2450.48 -1981.65 12.55 mode 4 time 4000 ms // versionA 
0618: assign_actor -1 to_AS_pack 60@ 
0616: define_AS_pack_end 58@ 
0615: define_AS_pack_begin 54@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0668: AS_actor -1 rotate_and_shoot_at 89@ 94@ 99@ 1400 ms 
0668: AS_actor -1 rotate_and_shoot_at 90@ 95@ 100@ 1400 ms 
0668: AS_actor -1 rotate_and_shoot_at 91@ 96@ 101@ 1400 ms 
0668: AS_actor -1 rotate_and_shoot_at 92@ 97@ 102@ 1400 ms 
0668: AS_actor -1 rotate_and_shoot_at 93@ 98@ 103@ 1400 ms 
0618: assign_actor -1 to_AS_pack 58@ 
0616: define_AS_pack_end 54@ 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_8771 
0618: assign_actor $ACTOR_SMOKE to_AS_pack 54@ 
061B: remove_references_to_AS_pack 54@ 

:SWEET2_8771
0006: 40@ = 0 
0006: 84@ = 0 

:SWEET2_8785
00D6: if 
8039:   not  36@ == 5 
004D: jump_if_false @SWEET2_11793 
0001: wait 0 ms 
00D6: if 
03CA:   object $1754(42@,10i) exists 
004D: jump_if_false @SWEET2_8918 
00D6: if 
0458:   player $PLAYER_CHAR aiming_at_object $1754(42@,10i) 
004D: jump_if_false @SWEET2_8864 
0050: gosub @SWEET2_20902 
0002: jump @SWEET2_8871 

:SWEET2_8864
0050: gosub @SWEET2_20955 

:SWEET2_8871
00D6: if 
0366:   object $1754(42@,10i) damaged 
004D: jump_if_false @SWEET2_8918 
035D: set_object $1754(42@,10i) targetable 0 
0108: destroy_object $1754(42@,10i) 
000A: 36@ += 1 

:SWEET2_8918
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2448.96 -1973.545 13.3074 radius 13.0 13.0 10.0 on_foot 
004D: jump_if_false @SWEET2_9068 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SWEET2_9061 
0164: disable_marker 35@ 
018A: 35@ = create_checkpoint_at 2451.95 -1978.93 12.55 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'SWE2_J' time 10000 flag 1  // ~s~Go back to ~y~Emmet's Yard~s~.
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_9054 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 10 

:SWEET2_9054
0006: 38@ = 1 

:SWEET2_9061
0002: jump @SWEET2_9197 

:SWEET2_9068
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @SWEET2_9131 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_9131 
048F: actor $ACTOR_SMOKE remove_weapons 
01B2: give_actor $ACTOR_SMOKE weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SMOKE armed_weapon_to 22 
0006: 84@ = 1 

:SWEET2_9131
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @SWEET2_9197 
0164: disable_marker 35@ 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 99999 // Load the weapon model before using this 
0512: show_permanent_text_box 'HOOD2F'  // You can increase your accuracy by crouching, press ~k~~PED_DUCK~ to crouch.
00BC: show_text_highpriority GXT 'SWE2_I' time 10000 flag 1  // ~s~Try shooting the bottles while crouching.
0006: 38@ = 0 

:SWEET2_9197
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @SWEET2_11637 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_11637 
062E: get_actor $ACTOR_SMOKE task 1541 status_store_to 55@ // ret 7 if not found 
0646: unknown_get_actor $ACTOR_SMOKE task_1560_status_store_to 64@ // similar to 062E 
00D6: if 
0039:   64@ == 2 
004D: jump_if_false @SWEET2_9585 
015F: set_camera_position 2452.865 -1977.859 13.739 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2451.901 -1978.117 13.6752 switchstyle 2 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @SWEET2_9585 

:SWEET2_9337
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET2_9402 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_9395 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_9395
0002: jump @SWEET2_9337 

:SWEET2_9402
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_BD' time 10000 flag 1  // ~z~Cap your ass!
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_9453 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0967: actor $ACTOR_SMOKE move_mouth 3000 ms 

:SWEET2_9453
0001: wait 500 ms 
00D6: if 
03CA:   object $1754[0] exists 
004D: jump_if_false @SWEET2_9481 
0723: break_object $1754[0] intensity 1 

:SWEET2_9481
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET2_9546 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_9539 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_9539
0002: jump @SWEET2_9481 

:SWEET2_9546
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_9569 
00BE: text_clear_all 
0968: actor $ACTOR_SMOKE stop_mouth 

:SWEET2_9569
03CF: load_wav 37814 as 1 
0006: 40@ = 1 

:SWEET2_9585
00D6: if 
0039:   64@ == 3 
004D: jump_if_false @SWEET2_9928 
015F: set_camera_position 2452.979 -1980.734 13.866 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2452.089 -1980.282 13.8231 switchstyle 2 
00D6: if 
0039:   40@ == 1 
004D: jump_if_false @SWEET2_9928 

:SWEET2_9672
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET2_9737 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_9730 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_9730
0002: jump @SWEET2_9672 

:SWEET2_9737
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE3_BE' time 10000 flag 1  // ~z~And your ass!
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_9788 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0967: actor $ACTOR_SMOKE move_mouth 3000 ms 

:SWEET2_9788
0001: wait 500 ms 
00D6: if 
03CA:   object $1754[1] exists 
004D: jump_if_false @SWEET2_9816 
0723: break_object $1754[1] intensity 1 

:SWEET2_9816
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET2_9881 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_9874 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_9874
0002: jump @SWEET2_9816 

:SWEET2_9881
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_9912 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0967: actor $ACTOR_SMOKE move_mouth 3000 ms 

:SWEET2_9912
03CF: load_wav 37815 as 2 
0006: 40@ = 2 

:SWEET2_9928
00D6: if 
0039:   64@ == 4 
004D: jump_if_false @SWEET2_10326 
015F: set_camera_position 2453.303 -1979.46 14.432 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2452.354 -1979.243 14.2053 switchstyle 2 
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @SWEET2_10060 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_10060 
048F: actor $ACTOR_SMOKE remove_weapons 
01B2: give_actor $ACTOR_SMOKE weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SMOKE armed_weapon_to 22 
0006: 84@ = 2 

:SWEET2_10060
00D6: if 
0039:   40@ == 2 
004D: jump_if_false @SWEET2_10326 

:SWEET2_10078
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET2_10143 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_10136 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_10136
0002: jump @SWEET2_10078 

:SWEET2_10143
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_BF' time 10000 flag 1  // ~z~You want some too?
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_10194 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0967: actor $ACTOR_SMOKE move_mouth 3000 ms 

:SWEET2_10194
0001: wait 500 ms 
00D6: if 
03CA:   object $1754[2] exists 
004D: jump_if_false @SWEET2_10222 
0723: break_object $1754[2] intensity 1 

:SWEET2_10222
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET2_10287 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_10280 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_10280
0002: jump @SWEET2_10222 

:SWEET2_10287
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_10310 
00BE: text_clear_all 
0968: actor $ACTOR_SMOKE stop_mouth 

:SWEET2_10310
03CF: load_wav 37810 as 1 
0006: 40@ = 3 

:SWEET2_10326
00D6: if 
0039:   64@ == 5 
004D: jump_if_false @SWEET2_10661 
015F: set_camera_position 2449.363 -1971.914 13.768 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2449.492 -1972.896 13.6288 switchstyle 2 
00D6: if 
0039:   40@ == 3 
004D: jump_if_false @SWEET2_10661 

:SWEET2_10413
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET2_10478 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_10471 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_10471
0002: jump @SWEET2_10413 

:SWEET2_10478
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE3_BG' time 10000 flag 1  // ~z~Ice cold, baby!
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_10529 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0967: actor $ACTOR_SMOKE move_mouth 3000 ms 

:SWEET2_10529
0001: wait 500 ms 
00D6: if 
03CA:   object $1754[3] exists 
004D: jump_if_false @SWEET2_10557 
0723: break_object $1754[3] intensity 1 

:SWEET2_10557
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET2_10622 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_10615 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_10615
0002: jump @SWEET2_10557 

:SWEET2_10622
03CF: load_wav 37873 as 2 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_10654 
00BE: text_clear_all 
0968: actor $ACTOR_SMOKE stop_mouth 

:SWEET2_10654
0006: 40@ = 4 

:SWEET2_10661
00D6: if 
0039:   64@ == 6 
004D: jump_if_false @SWEET2_11637 
015F: set_camera_position 2442.503 -1967.336 14.1262 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2443.092 -1968.133 13.9918 switchstyle 2 
00D6: if 
0039:   84@ == 2 
004D: jump_if_false @SWEET2_10793 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_10793 
048F: actor $ACTOR_SMOKE remove_weapons 
01B2: give_actor $ACTOR_SMOKE weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SMOKE armed_weapon_to 22 
0006: 84@ = 3 

:SWEET2_10793
00D6: if 
0039:   40@ == 4 
004D: jump_if_false @SWEET2_11050 

:SWEET2_10811
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET2_10876 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_10869 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_10869
0002: jump @SWEET2_10811 

:SWEET2_10876
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_BB' time 10000 flag 1  // ~z~I knew I was the chosen one!
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_10927 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0967: actor $ACTOR_SMOKE move_mouth 3000 ms 

:SWEET2_10927
0001: wait 500 ms 
00D6: if 
03CA:   object $1754[4] exists 
004D: jump_if_false @SWEET2_10955 
0723: break_object $1754[4] intensity 1 

:SWEET2_10955
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET2_11020 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_11013 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_11013
0002: jump @SWEET2_10955 

:SWEET2_11020
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_11043 
00BE: text_clear_all 
0968: actor $ACTOR_SMOKE stop_mouth 

:SWEET2_11043
0006: 40@ = 5 

:SWEET2_11050
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET2_11115 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_11108 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_11108
0002: jump @SWEET2_11050 

:SWEET2_11115
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE3_ZZ' time 10000 flag 1  // ~z~Oh, man, check out 'Special Agent Big Smoke'!

:SWEET2_11135
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET2_11200 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_11193 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_11193
0002: jump @SWEET2_11135 

:SWEET2_11200
00BC: show_text_highpriority GXT 'SWE2_I' time 10000 flag 1  // ~s~Try shooting the bottles while crouching.
00A1: put_actor $PLAYER_ACTOR at 2450.74 -1978.375 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 89.5159 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_11292 
00A1: put_actor 63@ at 2451.834 -1976.811 12.5469 
0173: set_actor 63@ Z_angle_to 75.6292 

:SWEET2_11292
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
0512: show_permanent_text_box 'HOOD2F'  // You can increase your accuracy by crouching, press ~k~~PED_DUCK~ to crouch.
0006: 36@ = 0 
00D6: if 
03CA:   object $1754[0] exists 
004D: jump_if_false @SWEET2_11348 
035D: set_object $1754[0] targetable 0 

:SWEET2_11348
0108: destroy_object $1754[0] 
0107: $1754[0] = create_object #DYN_WINE_BIG at 89@ 94@ 99@ 
0177: set_object $1754[0] Z_angle_to 90.0 
035D: set_object $1754[0] targetable 1 
00D6: if 
03CA:   object $1754[1] exists 
004D: jump_if_false @SWEET2_11409 
035D: set_object $1754[1] targetable 0 

:SWEET2_11409
0108: destroy_object $1754[1] 
0107: $1754[1] = create_object #DYN_WINE_BIG at 90@ 95@ 100@ 
0177: set_object $1754[1] Z_angle_to 90.0 
035D: set_object $1754[1] targetable 1 
00D6: if 
03CA:   object $1754[2] exists 
004D: jump_if_false @SWEET2_11470 
035D: set_object $1754[2] targetable 0 

:SWEET2_11470
0108: destroy_object $1754[2] 
0107: $1754[2] = create_object #DYN_WINE_BIG at 91@ 96@ 101@ 
0177: set_object $1754[2] Z_angle_to 90.0 
035D: set_object $1754[2] targetable 1 
00D6: if 
03CA:   object $1754[3] exists 
004D: jump_if_false @SWEET2_11531 
035D: set_object $1754[3] targetable 0 

:SWEET2_11531
0108: destroy_object $1754[3] 
0107: $1754[3] = create_object #DYN_WINE_BIG at 92@ 97@ 102@ 
0177: set_object $1754[3] Z_angle_to 90.0 
035D: set_object $1754[3] targetable 1 
00D6: if 
03CA:   object $1754[4] exists 
004D: jump_if_false @SWEET2_11592 
035D: set_object $1754[4] targetable 0 

:SWEET2_11592
0108: destroy_object $1754[4] 
0107: $1754[4] = create_object #DYN_WINE_BIG at 93@ 98@ 103@ 
0177: set_object $1754[4] Z_angle_to 90.0 
035D: set_object $1754[4] targetable 1 
0006: 62@ = 1 

:SWEET2_11637
000A: 42@ += 1 
00D6: if 
0029:   42@ >= 5 
004D: jump_if_false @SWEET2_11669 
0006: 42@ = 0 

:SWEET2_11669
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_11708 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_11708
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_11747 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_20215 

:SWEET2_11747
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_11786 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_20215 

:SWEET2_11786
0002: jump @SWEET2_8785 

:SWEET2_11793
03CF: load_wav 37835 as 1 

:SWEET2_11802
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET2_11906 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_11860 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_11860
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_11899 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_20215 

:SWEET2_11899
0002: jump @SWEET2_11802 

:SWEET2_11906
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_DG' time 10000 flag 1  // ~z~Aw, your makin' me so proud of you!
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_12000 
0A09: set_actor 63@ muted 1 // versionB 
0967: actor 63@ move_mouth 3000 ms 
0605: actor 63@ perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:SWEET2_12000
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET2_12104 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_12058 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_12058
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_12097 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_20215 

:SWEET2_12097
0002: jump @SWEET2_12000 

:SWEET2_12104
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_12132 
0687: clear_actor 63@ task 
00BE: text_clear_all 
0968: actor 63@ stop_mouth 

:SWEET2_12132
0110: clear_player $PLAYER_CHAR wanted_level 
01B4: set_player $PLAYER_CHAR can_move 0 
0001: wait 1000 ms 
0006: 36@ = 0 
0001: wait 1000 ms 
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
03E6: remove_text_box 
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @SWEET2_12271 
00AB: put_car 83@ at 2446.49 -1966.47 12.54 
0175: set_car 83@ Z_angle_to 101.85 
015F: set_camera_position 2447.223 -1971.385 14.5714 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2447.07 -1970.434 14.2998 switchstyle 2 

:SWEET2_12271
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_12317 
00A1: put_actor 63@ at 2452.69 -1980.218 12.5469 
0173: set_actor 63@ Z_angle_to 44.7926 

:SWEET2_12317
00D6: if 
8119:   not car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_12363 
00AB: put_car $SMOKE_CAR at 2452.646 -2003.876 12.554 
0175: set_car $SMOKE_CAR Z_angle_to 100.2244 

:SWEET2_12363
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET2_12406 
00A1: put_actor $PLAYER_ACTOR at 2446.11 -1974.53 12.54 
0002: jump @SWEET2_12426 

:SWEET2_12406
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2446.11 -1974.53 12.54 

:SWEET2_12426
0173: set_actor $PLAYER_ACTOR Z_angle_to 349.81 
00BC: show_text_highpriority GXT 'SWE2_F' time 10000 flag 1  // ~s~Use manual aim to shoot the car's gas tank.
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @SWEET2_12529 
0001: wait 3000 ms 
015F: set_camera_position 2448.249 -1968.608 13.7351 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2447.919 -1967.707 13.4528 switchstyle 2 
0001: wait 2000 ms 

:SWEET2_12529
0512: show_permanent_text_box 'HOOD2C'  // To manually aim hold down ~k~~PED_LOCK_TARGET~ and use the camera movement controls to aim.
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 38@ = 0 
0006: 62@ = 0 

:SWEET2_12569
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @SWEET2_13089 
0001: wait 0 ms 
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2451.95 -1978.93 12.55 radius 13.0 13.0 10.0 on_foot 
004D: jump_if_false @SWEET2_12739 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SWEET2_12732 
0164: disable_marker 35@ 
018A: 35@ = create_checkpoint_at 2451.95 -1978.93 12.55 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'SWE2_J' time 10000 flag 1  // ~s~Go back to ~y~Emmet's Yard~s~.
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_12725 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 10 

:SWEET2_12725
0006: 38@ = 1 

:SWEET2_12732
0002: jump @SWEET2_12824 

:SWEET2_12739
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @SWEET2_12824 
0164: disable_marker 35@ 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_12790 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 30000 

:SWEET2_12790
0512: show_permanent_text_box 'HOOD2C'  // To manually aim hold down ~k~~PED_LOCK_TARGET~ and use the camera movement controls to aim.
00BC: show_text_highpriority GXT 'SWE2_F' time 10000 flag 1  // ~s~Use manual aim to shoot the car's gas tank.
0006: 38@ = 0 

:SWEET2_12824
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @SWEET2_12965 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_12965 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_12912 
02AB: set_actor 63@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0223: set_actor 63@ health_to 600 

:SWEET2_12912
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @SWEET2_12943 
02AC: set_car 83@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:SWEET2_12943
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0006: 62@ = 1 

:SWEET2_12965
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_13004 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_13004
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_13043 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_20215 

:SWEET2_13043
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_13082 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_20215 

:SWEET2_13082
0002: jump @SWEET2_12569 

:SWEET2_13089
03E6: remove_text_box 
0110: clear_player $PLAYER_CHAR wanted_level 
0249: release_model #ELEGY 
0001: wait 2000 ms 
0110: clear_player $PLAYER_CHAR wanted_level 
016A: fade 0 time 500 

:SWEET2_13118
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET2_13142 
0001: wait 0 ms 
0002: jump @SWEET2_13118 

:SWEET2_13142
0A0B: set_rendering_origin_at_3D_coord 2450.567 -1975.641 12.5469 angle 288.0 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
04ED: load_animation "GANGS" 

:SWEET2_13213
00D6: if 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @SWEET2_13244 
0001: wait 0 ms 
0002: jump @SWEET2_13213 

:SWEET2_13244
0006: 80@ = 0 
0006: 81@ = 0 
0006: 82@ = 0 
0006: 39@ = 1 
0050: gosub @SWEET2_47 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET2_13322 
00A1: put_actor $PLAYER_ACTOR at 2450.567 -1975.641 12.5469 
0002: jump @SWEET2_13342 

:SWEET2_13322
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2450.567 -1975.641 12.5469 

:SWEET2_13342
0173: set_actor $PLAYER_ACTOR Z_angle_to 288.25 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_13484 
00A1: put_actor $ACTOR_SMOKE at 2452.741 -1976.45 12.5469 
0173: set_actor $ACTOR_SMOKE Z_angle_to 345.3302 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_13484 
0223: set_actor 63@ health_to 600 
00A1: put_actor 63@ at 2452.846 -1975.1 12.5469 
0173: set_actor 63@ Z_angle_to 160.25 
0639: AS_actor $ACTOR_SMOKE rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor 63@ rotate_to_actor $PLAYER_ACTOR 
0647: AS_actor 63@ clear_look_task 
05BF: AS_actor 63@ look_at_actor $PLAYER_ACTOR 30000 ms 

:SWEET2_13484
00D6: if 
8119:   not car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_13530 
00AB: put_car $SMOKE_CAR at 2452.646 -2003.876 12.554 
0175: set_car $SMOKE_CAR Z_angle_to 100.2244 

:SWEET2_13530
0395: clear_area 1 at 2453.029 -2001.059 12.554 radius 30.0 
03E6: remove_text_box 
00BE: text_clear_all 
016A: fade 1 time 500 
015F: set_camera_position 2450.107 -1977.553 14.0919 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2450.777 -1976.838 13.8915 switchstyle 2 
0006: 82@ = 0 

:SWEET2_13623
00D6: if 
8039:   not  80@ == 1 
004D: jump_if_false @SWEET2_13878 
0001: wait 0 ms 
0050: gosub @SWEET2_21000 
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @SWEET2_13754 
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @SWEET2_13754 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_13754 
0605: actor $ACTOR_SMOKE perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 82@ = 1 

:SWEET2_13754
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_13793 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_20215 

:SWEET2_13793
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_13832 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_13832
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_13871 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_20215 

:SWEET2_13871
0002: jump @SWEET2_13623 

:SWEET2_13878
0006: 88@ = 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 2452.646 -2003.876 12.554 radius 50.0 
0707: start_scene_skip_to @SWEET2_17099 
0006: 82@ = 0 

:SWEET2_13937
00D6: if 
8039:   not  80@ == 2 
004D: jump_if_false @SWEET2_14149 
0001: wait 0 ms 
0050: gosub @SWEET2_21000 
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @SWEET2_14025 
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @SWEET2_14025 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_14025 
0006: 82@ = 1 

:SWEET2_14025
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_14064 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_20215 

:SWEET2_14064
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_14103 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_14103
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_14142 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_20215 

:SWEET2_14142
0002: jump @SWEET2_13937 

:SWEET2_14149
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_14170 
0968: actor $ACTOR_SMOKE stop_mouth 

:SWEET2_14170
0006: 82@ = 0 

:SWEET2_14177
00D6: if 
8039:   not  80@ == 3 
004D: jump_if_false @SWEET2_14389 
0001: wait 0 ms 
0050: gosub @SWEET2_21000 
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @SWEET2_14265 
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @SWEET2_14265 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_14265 
0006: 82@ = 1 

:SWEET2_14265
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_14304 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_20215 

:SWEET2_14304
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_14343 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_14343
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_14382 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_20215 

:SWEET2_14382
0002: jump @SWEET2_14177 

:SWEET2_14389
0006: 82@ = 0 

:SWEET2_14396
00D6: if 
8039:   not  80@ == 4 
004D: jump_if_false @SWEET2_14608 
0001: wait 0 ms 
0050: gosub @SWEET2_21000 
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @SWEET2_14484 
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @SWEET2_14484 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_14484 
0006: 82@ = 1 

:SWEET2_14484
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_14523 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_20215 

:SWEET2_14523
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_14562 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_14562
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_14601 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_20215 

:SWEET2_14601
0002: jump @SWEET2_14396 

:SWEET2_14608
0006: 82@ = 0 

:SWEET2_14615
00D6: if 
8039:   not  80@ == 5 
004D: jump_if_false @SWEET2_14827 
0001: wait 0 ms 
0050: gosub @SWEET2_21000 
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @SWEET2_14703 
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @SWEET2_14703 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_14703 
0006: 82@ = 1 

:SWEET2_14703
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_14742 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_20215 

:SWEET2_14742
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_14781 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_14781
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_14820 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_20215 

:SWEET2_14820
0002: jump @SWEET2_14615 

:SWEET2_14827
05D3: AS_actor $PLAYER_ACTOR goto_point 2452.642 -1998.219 12.554 mode 4 time 20000 ms // versionA 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_14893 
05D3: AS_actor $ACTOR_SMOKE goto_point 2454.951 -1998.658 12.554 mode 4 time 20000 ms // versionA 

:SWEET2_14893
0006: 82@ = 0 

:SWEET2_14900
00D6: if 
8039:   not  80@ == 6 
004D: jump_if_false @SWEET2_15112 
0001: wait 0 ms 
0050: gosub @SWEET2_21000 
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @SWEET2_14988 
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @SWEET2_14988 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_14988 
0006: 82@ = 1 

:SWEET2_14988
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_15027 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_20215 

:SWEET2_15027
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_15066 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_15066
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_15105 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_20215 

:SWEET2_15105
0002: jump @SWEET2_14900 

:SWEET2_15112
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_15165 
05D3: AS_actor 63@ goto_point 2453.321 -1987.714 12.5469 mode 4 time 20000 ms // versionA 
0245: set_actor 63@ walk_style_to "GANG1" 

:SWEET2_15165
00A1: put_actor $PLAYER_ACTOR at 2452.079 -1978.844 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0687: clear_actor $PLAYER_ACTOR task 
05D3: AS_actor $PLAYER_ACTOR goto_point 2452.642 -1998.219 12.554 mode 4 time 20000 ms // versionA 
0006: 82@ = 0 

:SWEET2_15232
00D6: if 
8039:   not  80@ == 7 
004D: jump_if_false @SWEET2_15444 
0001: wait 0 ms 
0050: gosub @SWEET2_21000 
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @SWEET2_15320 
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @SWEET2_15320 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_15320 
0006: 82@ = 1 

:SWEET2_15320
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_15359 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_20215 

:SWEET2_15359
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_15398 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_15398
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_15437 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_20215 

:SWEET2_15437
0002: jump @SWEET2_15232 

:SWEET2_15444
015F: set_camera_position 2453.588 -1992.36 14.707 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2453.538 -1991.412 14.3914 switchstyle 2 
0006: 82@ = 0 

:SWEET2_15502
00D6: if 
8039:   not  80@ == 8 
004D: jump_if_false @SWEET2_15714 
0001: wait 0 ms 
0050: gosub @SWEET2_21000 
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @SWEET2_15590 
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @SWEET2_15590 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_15590 
0006: 82@ = 1 

:SWEET2_15590
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_15629 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_20215 

:SWEET2_15629
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_15668 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_15668
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_15707 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_20215 

:SWEET2_15707
0002: jump @SWEET2_15502 

:SWEET2_15714
0006: 82@ = 0 

:SWEET2_15721
00D6: if 
8039:   not  80@ == 9 
004D: jump_if_false @SWEET2_15933 
0001: wait 0 ms 
0050: gosub @SWEET2_21000 
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @SWEET2_15809 
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @SWEET2_15809 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_15809 
0006: 82@ = 1 

:SWEET2_15809
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_15848 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_20215 

:SWEET2_15848
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_15887 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_15887
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_15926 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_20215 

:SWEET2_15926
0002: jump @SWEET2_15721 

:SWEET2_15933
0006: 82@ = 0 

:SWEET2_15940
00D6: if 
8039:   not  80@ == 10 
004D: jump_if_false @SWEET2_16195 
0001: wait 0 ms 
0050: gosub @SWEET2_21000 
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @SWEET2_16071 
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @SWEET2_16071 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_16071 
0605: actor 63@ perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 82@ = 1 

:SWEET2_16071
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_16110 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_20215 

:SWEET2_16110
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_16149 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_16149
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_16188 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_20215 

:SWEET2_16188
0002: jump @SWEET2_15940 

:SWEET2_16195
00D6: if 
8039:   not  80@ == 11 
004D: jump_if_false @SWEET2_16348 
0001: wait 0 ms 
0050: gosub @SWEET2_21000 
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_16263 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_20215 

:SWEET2_16263
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_16302 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_16302
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_16341 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_20215 

:SWEET2_16341
0002: jump @SWEET2_16195 

:SWEET2_16348
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_16369 
0687: clear_actor 63@ task 

:SWEET2_16369
0395: clear_area 1 at 2453.029 -2001.059 12.554 radius 10.0 
015F: set_camera_position 2453.569 -1992.405 16.0824 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2453.603 -1993.318 15.6741 switchstyle 2 
00D6: if 
8119:   not car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_16512 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_16512 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SMOKE enter_car $SMOKE_CAR passenger_seat 0 time 50000 
07A1: set_walk_speed 4 
05CB: AS_actor $PLAYER_ACTOR enter_car $SMOKE_CAR as_driver 50000 ms 

:SWEET2_16512
00D6: if 
8039:   not  80@ == 12 
004D: jump_if_false @SWEET2_16665 
0001: wait 0 ms 
0050: gosub @SWEET2_21000 
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_16580 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_20215 

:SWEET2_16580
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_16619 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_16619
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_16658 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_20215 

:SWEET2_16658
0002: jump @SWEET2_16512 

:SWEET2_16665
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_16813 
00D6: if 
8119:   not car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_16813 

:SWEET2_16697
00D6: if or
8448:   not actor $PLAYER_ACTOR in_car $SMOKE_CAR 
8448:   not actor $ACTOR_SMOKE in_car $SMOKE_CAR 
004D: jump_if_false @SWEET2_16813 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_16767 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_16767
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_16806 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_20215 

:SWEET2_16806
0002: jump @SWEET2_16697 

:SWEET2_16813
015F: set_camera_position 2456.758 -1999.253 15.2969 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2456.231 -2000.027 14.947 switchstyle 2 

:SWEET2_16864
00D6: if 
8039:   not  80@ == 13 
004D: jump_if_false @SWEET2_16978 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_16925 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_16925
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_16964 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_20215 

:SWEET2_16964
0050: gosub @SWEET2_21000 
0002: jump @SWEET2_16864 

:SWEET2_16978
00D6: if 
8039:   not  80@ == 14 
004D: jump_if_false @SWEET2_17092 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_17039 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_17039
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_17078 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_20215 

:SWEET2_17078
0050: gosub @SWEET2_21000 
0002: jump @SWEET2_16978 

:SWEET2_17092
0006: 88@ = 1 

:SWEET2_17099
0701: end_scene_skip 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @SWEET2_17281 
00BE: text_clear_all 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 500 

:SWEET2_17150
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET2_17174 
0001: wait 0 ms 
0002: jump @SWEET2_17150 

:SWEET2_17174
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
0925: restore_camera_to_user_defined 
00D6: if 
8119:   not car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_17270 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_17270 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET2_17244 
036A: put_actor $PLAYER_ACTOR in_car $SMOKE_CAR 

:SWEET2_17244
00D6: if 
80DF:   not actor $ACTOR_SMOKE driving 
004D: jump_if_false @SWEET2_17270 
0430: put_actor $ACTOR_SMOKE into_car $SMOKE_CAR passenger_seat 0 

:SWEET2_17270
0001: wait 100 ms 
016A: fade 1 time 500 

:SWEET2_17281
009B: destroy_actor 63@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
08F4: set_max_group_members 99 
000A: 41@ += 60 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_17340 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 41@ 

:SWEET2_17340
00BC: show_text_highpriority GXT 'SWE2_D' time 10000 flag 1  // ~s~Drive Smoke ~y~home~s~.
00D6: if 
8119:   not car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_17397 
0164: disable_marker 35@ 
0164: disable_marker 44@ 
0186: 44@ = create_marker_above_car $SMOKE_CAR 
07E0: set_marker 44@ type_to 1 

:SWEET2_17397
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_17433 
0187: 46@ = create_marker_above_actor $ACTOR_SMOKE 
07E0: set_marker 46@ type_to 1 
0164: disable_marker 46@ 

:SWEET2_17433
018A: 35@ = create_checkpoint_at 2066.465 -1695.444 12.5547 
0164: disable_marker 35@ 
0004: $127 = 1 
0006: 47@ = 0 
0006: 45@ = 0 
0006: 38@ = 0 
0006: 61@ = 0 
0006: 53@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 80@ = 0 
0006: 81@ = 0 
0006: 82@ = 0 
0006: 39@ = 2 
0050: gosub @SWEET2_47 
0050: gosub @SWEET2_22741 
0006: 56@ = 0 
01B7: release_weather 
04EF: release_animation "GANGS" 
04EF: release_animation "CRACK" 
04EF: release_animation "COLT45" 
04EF: release_animation "FAT" 
0249: release_model #COLT45 
0249: release_model #DYN_WINE_BIG 
0249: release_model #ELEGY 
0296: unload_special_actor 1 

:SWEET2_17618
00D6: if or
81AF:   not car $SMOKE_CAR sphere $127 in_sphere 2066.465 -1695.444 12.5547 radius 4.0 4.0 4.0 
8448:   not actor $ACTOR_SMOKE in_car $SMOKE_CAR 
89D0:   not car $SMOKE_CAR on_wheels 
004D: jump_if_false @SWEET2_18388 
0001: wait 0 ms 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET2_17893 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @SWEET2_17762 
00D6: if 
0039:   53@ == 1 
004D: jump_if_false @SWEET2_17762 
03E5: show_text_box 'HELP53'  // Press ~k~~PED_CYCLE_WEAPON_LEFT~ or ~k~~PED_CYCLE_WEAPON_RIGHT~ to cycle through your available weapons.
0006: 32@ = 0 
0006: 53@ = 2 

:SWEET2_17762
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @SWEET2_17824 
00D6: if 
0039:   53@ == 2 
004D: jump_if_false @SWEET2_17824 
03E5: show_text_box 'HOOD2D'  // Your ~h~gun skill~w~ will increase with every accurate shot you land with your weapon.
0006: 32@ = 0 
0006: 53@ = 3 

:SWEET2_17824
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @SWEET2_17886 
00D6: if 
0039:   53@ == 3 
004D: jump_if_false @SWEET2_17886 
03E5: show_text_box 'HOOD2E'  // Getting a high ~h~gun skill~w~ will increase your ability with weapons. Press ~k~~PED_ANSWER_PHONE~ on foot to view your weapon skill.
0006: 32@ = 0 
0006: 53@ = 4 

:SWEET2_17886
0002: jump @SWEET2_17982 

:SWEET2_17893
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SWEET2_17982 
00D6: if 
0039:   53@ == 0 
004D: jump_if_false @SWEET2_17982 
03E5: show_text_box 'EMMET_G'  // You can visit Emmet's at any time to get a gun!
0164: disable_marker $MARKER_EMMETS_GUN 
04CE: $MARKER_EMMETS_GUN = create_icon_marker 18 at 2447.364 -1974.496 12.5469 
0006: 32@ = 0 
0006: 53@ = 1 

:SWEET2_17982
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_18280 
00D6: if 
8119:   not car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_18250 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SMOKE_CAR 
004D: jump_if_false @SWEET2_18151 
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @SWEET2_18111 
0164: disable_marker 44@ 
0164: disable_marker 35@ 
00BC: show_text_highpriority GXT 'SWE2_D' time 6000 flag 1  // ~s~Drive Smoke ~y~home~s~.
018A: 35@ = create_checkpoint_at 2066.465 -1695.444 12.5547 
0004: $127 = 1 
0006: 45@ = 1 

:SWEET2_18111
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @SWEET2_18144 
0050: gosub @SWEET2_21000 
0006: 56@ = 1 

:SWEET2_18144
0002: jump @SWEET2_18243 

:SWEET2_18151
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @SWEET2_18243 
0164: disable_marker 35@ 
0164: disable_marker 44@ 
0186: 44@ = create_marker_above_car $SMOKE_CAR 
07E0: set_marker 44@ type_to 1 
0050: gosub @SWEET2_21245 
00BC: show_text_highpriority GXT 'SWE2_L' time 6000 flag 1  // ~s~Get back in ~b~Smoke's car~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0004: $127 = 0 
0006: 45@ = 0 

:SWEET2_18243
0002: jump @SWEET2_18273 

:SWEET2_18250
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_20215 

:SWEET2_18273
0002: jump @SWEET2_18303 

:SWEET2_18280
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_18303
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_18342 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_20215 

:SWEET2_18342
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_18381 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_18381
0002: jump @SWEET2_17618 

:SWEET2_18388
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
015F: set_camera_position 2086.01 -1699.698 17.7495 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2085.06 -1699.831 17.4682 switchstyle 2 
0247: load_model #CELLPHONE 
0001: wait 1000 ms 
016A: fade 0 time 1000 

:SWEET2_18474
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET2_18498 
0001: wait 0 ms 
0002: jump @SWEET2_18474 

:SWEET2_18498
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @SWEET2_18525 
0001: wait 0 ms 
0002: jump @SWEET2_18498 

:SWEET2_18525
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_18635 
00D6: if 
80DF:   not actor $ACTOR_SMOKE driving 
004D: jump_if_false @SWEET2_18584 
00A1: put_actor $ACTOR_SMOKE at 2071.169 -1703.06 12.5538 
0002: jump @SWEET2_18604 

:SWEET2_18584
0362: remove_actor $ACTOR_SMOKE from_car_and_place_at 2071.169 -1703.06 12.5538 

:SWEET2_18604
0173: set_actor $ACTOR_SMOKE Z_angle_to 162.3527 
0687: clear_actor $ACTOR_SMOKE task 
0647: AS_actor $ACTOR_SMOKE clear_look_task 
05BF: AS_actor $ACTOR_SMOKE look_at_actor $PLAYER_ACTOR 4000 ms 

:SWEET2_18635
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET2_18678 
00A1: put_actor $PLAYER_ACTOR at 2071.554 -1704.375 12.5538 
0002: jump @SWEET2_18698 

:SWEET2_18678
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2071.554 -1704.375 12.5538 

:SWEET2_18698
0173: set_actor $PLAYER_ACTOR Z_angle_to 12.5041 
0687: clear_actor $PLAYER_ACTOR task 
015F: set_camera_position 2069.607 -1704.63 14.2313 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2070.475 -1704.174 14.0353 switchstyle 2 
0001: wait 1000 ms 
016A: fade 1 time 1000 
03CF: load_wav 37871 as 1 
03CF: load_wav 37872 as 2 
03CF: load_wav 23000 as 3 

:SWEET2_18801
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET2_18866 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_18859 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_18859
0002: jump @SWEET2_18801 

:SWEET2_18866
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_JA' time 10000 flag 1  // ~z~Thanks, CJ, I'll see you around.
0050: gosub @SWEET2_21732 

:SWEET2_18893
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET2_18958 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_18951 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_18951
0002: jump @SWEET2_18893 

:SWEET2_18958
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_18979 
0647: AS_actor $ACTOR_SMOKE clear_look_task 

:SWEET2_18979
0050: gosub @SWEET2_22114 

:SWEET2_18986
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET2_19051 
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_19044 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_20215 

:SWEET2_19044
0002: jump @SWEET2_18986 

:SWEET2_19051
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE3_JB' time 10000 flag 1  // ~z~Later, Smoke.
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_19127 
05D3: AS_actor $ACTOR_SMOKE goto_point 2065.1 -1703.4 13.15 mode 4 time 4000 ms // versionA 

:SWEET2_19127
0001: wait 1000 ms 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_19173 
05D3: AS_actor $PLAYER_ACTOR goto_point 2073.287 -1702.104 12.5469 mode 4 time 4000 ms // versionA 

:SWEET2_19173
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
00BE: text_clear_all 
0001: wait 1000 ms 
015F: set_camera_position 2072.723 -1699.737 14.1283 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2072.935 -1700.67 13.8382 switchstyle 2 
009B: destroy_actor $ACTOR_SMOKE 

:SWEET2_19248
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @SWEET2_19274 
0001: wait 0 ms 
0002: jump @SWEET2_19248 

:SWEET2_19274
03D1: play_wav 3 
0006: 32@ = 0 

:SWEET2_19285
00D6: if 
83D2:   not wav 3 ended 
004D: jump_if_false @SWEET2_19337 
0001: wait 0 ms 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @SWEET2_19330 
0002: jump @SWEET2_19337 

:SWEET2_19330
0002: jump @SWEET2_19285 

:SWEET2_19337
0006: 80@ = 0 
0006: 81@ = 0 
0006: 82@ = 0 
0006: 39@ = 3 
0050: gosub @SWEET2_47 
0687: clear_actor $PLAYER_ACTOR task 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0001: wait 1800 ms 
0006: 85@ = 0 
0006: 65@ = 0 
04EF: release_animation "GANGS" 
04EF: release_animation "CRACK" 
04EF: release_animation "COLT45" 
0249: release_model #COLT45 
0249: release_model #PEREN 
0249: release_model #DYN_WINE_BIG 
0249: release_model #ELEGY 
0296: unload_special_actor 10 
0296: unload_special_actor 1 

:SWEET2_19458
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 1 in_sphere 2246.972 -1660.779 14.2856 radius 3.5 4.0 4.0 
004D: jump_if_false @SWEET2_19706 
0001: wait 0 ms 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @SWEET2_19618 
0050: gosub @SWEET2_21000 
00D6: if 
0019:   80@ > 0 
004D: jump_if_false @SWEET2_19618 
00D6: if or
0039:   80@ == 10 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @SWEET2_19618 
040D: unload_wav 1 
00BE: text_clear_all 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0249: release_model #CELLPHONE 
00BC: show_text_highpriority GXT 'COLORS' time 6000 flag 1  // Get over to ~y~Binco~s~ and get yourself some Grove Street colors!
0006: 85@ = 1 

:SWEET2_19618
00D6: if 
0039:   65@ == 0 
004D: jump_if_false @SWEET2_19699 
00D6: if 
0019:   80@ > 0 
004D: jump_if_false @SWEET2_19699 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0164: disable_marker 35@ 
018A: 35@ = create_checkpoint_at 2246.972 -1660.779 14.2856 
0006: 65@ = 1 

:SWEET2_19699
0002: jump @SWEET2_19458 

:SWEET2_19706
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2253.099 -1644.225 16.6501 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2252.774 -1645.161 16.5203 switchstyle 2 
00BC: show_text_highpriority GXT 'S2HELP1' time 6000 flag 1  // ~s~Go inside the ~y~Binco clothes shop~s~.
07FB: set_interior 'CSCHP' access 1  // Binco
07FB: set_interior 'CSSPRT' access 1  // Pro-Laps
07FB: set_interior 'LACS1' access 1  // Sub Urban
0001: wait 2500 ms 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 87@ = 0 

:SWEET2_19848
00D6: if 
8039:   not  87@ == 2 
004D: jump_if_false @SWEET2_20195 
0001: wait 0 ms 
077E: get_active_interior_to 86@ 
00D6: if 
0039:   86@ == 15 
004D: jump_if_false @SWEET2_20087 
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @SWEET2_20087 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 208.0279 -107.9499 1004.133 radius 10.0 10.0 5.0 on_foot 
004D: jump_if_false @SWEET2_20087 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
0001: wait 1500 ms 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 213.0277 -102.9124 1006.377 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 213.7582 -102.2797 1006.119 switchstyle 2 
00BC: show_text_highpriority GXT 'S2HELP2' time 6000 flag 1  // ~s~Walk into the marker to try on some new threads.
0001: wait 4000 ms 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03E5: show_text_box 'HELWARD'  // Any item of clothing you buy will be delivered to your safe house wardrobe.
0006: 87@ = 1 

:SWEET2_20087
00D6: if 
0039:   87@ == 1 
004D: jump_if_false @SWEET2_20188 
00D6: if 
0039:   86@ == 0 
004D: jump_if_false @SWEET2_20188 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2244.48 -1664.06 14.469 radius 10.0 10.0 5.0 on_foot 
004D: jump_if_false @SWEET2_20188 
0164: disable_marker 35@ 
0001: wait 2000 ms 
0006: 87@ = 2 

:SWEET2_20188
0002: jump @SWEET2_19848 

:SWEET2_20195
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @SWEET2_20304 

:SWEET2_20215
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_20258 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 5 

:SWEET2_20258
0164: disable_marker $MARKER_EMMETS_GUN 
07FB: set_interior 'CSCHP' access 0  // Binco
07FB: set_interior 'CSSPRT' access 0  // Pro-Laps
07FB: set_interior 'LACS1' access 0  // Sub Urban
0051: return 

:SWEET2_20304
0008: $SWEET_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'SWEET_2'  // Nines and AK's
01E3: show_text_1number_styled GXT 'M_PASSR' number 4 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 500 
004F: create_thread @SMOKE  
0164: disable_marker $434 
02A7: $434 = create_icon_marker_and_sphere $ICON_BIG_DMOKE at $X_BIG_SMOKE_HOUSE $Y_BIG_SMOKE_HOUSE $Z_BIG_SMOKE_HOUSE 
0164: disable_marker $MARKER_GANTON_CLOTHES_SHOP 
04CE: $MARKER_GANTON_CLOTHES_SHOP = create_icon_marker 45 at 2243.807 -1668.567 20.0313 
0164: disable_marker $MARKER_EMMETS_GUN 
04CE: $MARKER_EMMETS_GUN = create_icon_marker 18 at 2447.364 -1974.496 12.5469 
032B: $PICKUP_EMMETS_COLT45 = create_weapon_pickup #COLT45 type 15 ammo 99999 at 2447.773 -1975.663 13.0 
00D6: if 
0038:   $2656 == 0 
004D: jump_if_false @SWEET2_20717 
07FB: set_interior 'CSCHP' access 1  // Binco
07FB: set_interior 'CSSPRT' access 1  // Pro-Laps
07FB: set_interior 'LACS1' access 1  // Sub Urban
0004: $2656 = 1 

:SWEET2_20717
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: progress_made = 1 
0051: return 

:SWEET2_20732
0004: $ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
034F: destroy_actor_with_fade $ACTOR_SMOKE 
034F: destroy_actor_with_fade 63@ 
04EF: release_animation "GANGS" 
04EF: release_animation "CRACK" 
04EF: release_animation "COLT45" 
04EF: release_animation "FAT" 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
0249: release_model #COLT45 
0249: release_model #PEREN 
0249: release_model #DYN_WINE_BIG 
0249: release_model #CELLPHONE 
0249: release_model #ELEGY 
0050: gosub @SWEET2_22741 
0296: unload_special_actor 10 
0296: unload_special_actor 1 
0164: disable_marker 35@ 
0164: disable_marker 44@ 
08F4: set_max_group_members 99 
01B7: release_weather 
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @SWEET2_20882 
02AC: set_car 83@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:SWEET2_20882
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
03E6: remove_text_box 
00D8: mission_cleanup 
0051: return 

:SWEET2_20902
00D6: if 
03CA:   object $1754(42@,10i) exists 
004D: jump_if_false @SWEET2_20953 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_20953 
0655: AS_actor $ACTOR_SMOKE look_at_object $1754(42@,10i) 5000 ms 

:SWEET2_20953
0051: return 

:SWEET2_20955
00D6: if 
03CA:   object $1754(42@,10i) exists 
004D: jump_if_false @SWEET2_20996 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_20996 
0647: AS_actor $ACTOR_SMOKE clear_look_task 

:SWEET2_20996
0051: return 
0051: return 

:SWEET2_21000
00D6: if or
0039:   81@ == 0 
0039:   81@ == 1 
004D: jump_if_false @SWEET2_21070 
00D6: if 
002D:   48@ >= 80@ // (int) 
004D: jump_if_false @SWEET2_21070 
00D6: if 
0019:   32@ > 200 
004D: jump_if_false @SWEET2_21070 
0050: gosub @SWEET2_21142 

:SWEET2_21070
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @SWEET2_21140 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SWEET2_21140 
0050: gosub @SWEET2_22114 
0006: 81@ = 0 
000A: 80@ += 1 
0006: 82@ = 0 
00BE: text_clear_all 
0006: 32@ = 0 

:SWEET2_21140
0051: return 

:SWEET2_21142
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @SWEET2_21178 
03CF: load_wav 66@(80@,14i) as 1 
0006: 81@ = 1 

:SWEET2_21178
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @SWEET2_21243 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SWEET2_21243 
00BC: show_text_highpriority GXT $6609(80@,14s) time 4000 flag 1 
03D1: play_wav 1 
0050: gosub @SWEET2_21732 
0006: 81@ = 2 

:SWEET2_21243
0051: return 

:SWEET2_21245
040D: unload_wav 2 
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @SWEET2_21276 
03CF: load_wav 35800 as 2 

:SWEET2_21276
00D6: if 
0039:   57@ == 1 
004D: jump_if_false @SWEET2_21303 
03CF: load_wav 35801 as 2 

:SWEET2_21303
00D6: if 
0039:   57@ == 2 
004D: jump_if_false @SWEET2_21330 
03CF: load_wav 35802 as 2 

:SWEET2_21330
00D6: if 
0039:   57@ == 3 
004D: jump_if_false @SWEET2_21357 
03CF: load_wav 35803 as 2 

:SWEET2_21357
00D6: if 
0039:   57@ == 4 
004D: jump_if_false @SWEET2_21384 
03CF: load_wav 35804 as 2 

:SWEET2_21384
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SWEET2_21400
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET2_21462 
0001: wait 0 ms 
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_21437 
0051: return 

:SWEET2_21437
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_21455 
0051: return 

:SWEET2_21455
0002: jump @SWEET2_21400 

:SWEET2_21462
03D1: play_wav 2 
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @SWEET2_21500 
00BC: show_text_highpriority GXT 'SMOX_AA' time 3000 flag 1  // ~z~Get in

:SWEET2_21500
00D6: if 
0039:   57@ == 1 
004D: jump_if_false @SWEET2_21534 
00BC: show_text_highpriority GXT 'SMOX_AB' time 3000 flag 1  // ~z~In the ride!

:SWEET2_21534
00D6: if 
0039:   57@ == 2 
004D: jump_if_false @SWEET2_21568 
00BC: show_text_highpriority GXT 'SMOX_AC' time 3000 flag 1  // ~z~Get in the car!

:SWEET2_21568
00D6: if 
0039:   57@ == 3 
004D: jump_if_false @SWEET2_21602 
00BC: show_text_highpriority GXT 'SMOX_AD' time 3000 flag 1  // ~z~Come on, playa, get in!

:SWEET2_21602
00D6: if 
0039:   57@ == 4 
004D: jump_if_false @SWEET2_21636 
00BC: show_text_highpriority GXT 'SMOX_AE' time 3000 flag 1  // ~z~Come on, wise man, get in the car!

:SWEET2_21636
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET2_21698 
0001: wait 0 ms 
00D6: if 
0119:   car $SMOKE_CAR wrecked 
004D: jump_if_false @SWEET2_21673 
0051: return 

:SWEET2_21673
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_21691 
0051: return 

:SWEET2_21691
0002: jump @SWEET2_21636 

:SWEET2_21698
000A: 57@ += 1 
00D6: if 
0019:   57@ > 4 
004D: jump_if_false @SWEET2_21730 
0006: 57@ = 0 

:SWEET2_21730
0051: return 

:SWEET2_21732
00D6: if or
04A4:   66@(80@,14i) == 37800 // == constant 
04A4:   66@(80@,14i) == 37805 // == constant 
04A4:   66@(80@,14i) == 37808 // == constant 
04A4:   66@(80@,14i) == 37862 // == constant 
04A4:   66@(80@,14i) == 37864 // == constant 
04A4:   66@(80@,14i) == 37866 // == constant 
004D: jump_if_false @SWEET2_21844 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0051: return 

:SWEET2_21844
00D6: if or
04A4:   66@(80@,14i) == 37869 // == constant 
04A4:   66@(80@,14i) == 29066 // == constant 
04A4:   66@(80@,14i) == 29068 // == constant 
04A4:   66@(80@,14i) == 29070 // == constant 
04A4:   66@(80@,14i) == 29074 // == constant 
04A4:   66@(80@,14i) == 37872 // == constant 
004D: jump_if_false @SWEET2_21948 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0051: return 

:SWEET2_21948
00D6: if or
04A4:   66@(80@,14i) == 37852 // == constant 
04A4:   66@(80@,14i) == 37856 // == constant 
04A4:   66@(80@,14i) == 37857 // == constant 
04A4:   66@(80@,14i) == 37858 // == constant 
04A4:   66@(80@,14i) == 37859 // == constant 
04A4:   66@(80@,14i) == 37860 // == constant 
004D: jump_if_false @SWEET2_22081 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_22074 
0A09: set_actor 63@ muted 1 // versionB 
0967: actor 63@ move_mouth 3000 ms 

:SWEET2_22074
0002: jump @SWEET2_22112 

:SWEET2_22081
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_22112 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0967: actor $ACTOR_SMOKE move_mouth 3000 ms 

:SWEET2_22112
0051: return 

:SWEET2_22114
00D6: if or
04A4:   66@(80@,14i) == 37800 // == constant 
04A4:   66@(80@,14i) == 37805 // == constant 
04A4:   66@(80@,14i) == 37808 // == constant 
04A4:   66@(80@,14i) == 37862 // == constant 
04A4:   66@(80@,14i) == 37864 // == constant 
04A4:   66@(80@,14i) == 37866 // == constant 
004D: jump_if_false @SWEET2_22223 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0051: return 

:SWEET2_22223
00D6: if or
04A4:   66@(80@,14i) == 37869 // == constant 
04A4:   66@(80@,14i) == 29066 // == constant 
04A4:   66@(80@,14i) == 29068 // == constant 
04A4:   66@(80@,14i) == 29070 // == constant 
04A4:   66@(80@,14i) == 29074 // == constant 
04A4:   66@(80@,14i) == 37872 // == constant 
004D: jump_if_false @SWEET2_22324 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0051: return 

:SWEET2_22324
00D6: if or
04A4:   66@(80@,14i) == 37852 // == constant 
04A4:   66@(80@,14i) == 37856 // == constant 
04A4:   66@(80@,14i) == 37857 // == constant 
04A4:   66@(80@,14i) == 37858 // == constant 
04A4:   66@(80@,14i) == 37859 // == constant 
04A4:   66@(80@,14i) == 37860 // == constant 
004D: jump_if_false @SWEET2_22454 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_22447 
0A09: set_actor 63@ muted 0 // versionB 
0968: actor 63@ stop_mouth 

:SWEET2_22447
0002: jump @SWEET2_22482 

:SWEET2_22454
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SWEET2_22482 
0A09: set_actor $ACTOR_SMOKE muted 0 // versionB 
0968: actor $ACTOR_SMOKE stop_mouth 

:SWEET2_22482
0051: return 

:SWEET2_22484
076C: set_zone 'ELS1A' gang 0 density_to 0 
076C: set_zone 'ELS1B' gang 0 density_to 0 
076C: set_zone 'ELS2' gang 0 density_to 0 
076C: set_zone 'ELS3A' gang 0 density_to 0 
076C: set_zone 'ELS3B' gang 0 density_to 0 
076C: set_zone 'ELS4' gang 0 density_to 0 
076C: set_zone 'LIND1A' gang 0 density_to 0 
076C: set_zone 'LIND1B' gang 0 density_to 0 
076C: set_zone 'LIND2A' gang 0 density_to 0 
076C: set_zone 'LIND2B' gang 0 density_to 0 
076C: set_zone 'LIND3' gang 0 density_to 0 
076C: set_zone 'IWD1' gang 0 density_to 0 
076C: set_zone 'IWD2' gang 0 density_to 0 
076C: set_zone 'IWD3A' gang 0 density_to 0 
076C: set_zone 'IWD3B' gang 0 density_to 0 
076C: set_zone 'IWD4' gang 0 density_to 0 
076C: set_zone 'IWD5' gang 0 density_to 0 
0051: return 

:SWEET2_22741
076C: set_zone 'ELS1A' gang 0 density_to 30 
076C: set_zone 'ELS1B' gang 0 density_to 30 
076C: set_zone 'ELS2' gang 0 density_to 30 
076C: set_zone 'ELS3A' gang 0 density_to 30 
076C: set_zone 'ELS3B' gang 0 density_to 30 
076C: set_zone 'ELS4' gang 0 density_to 30 
076C: set_zone 'LIND1A' gang 0 density_to 20 
076C: set_zone 'LIND1B' gang 0 density_to 20 
076C: set_zone 'LIND2A' gang 0 density_to 20 
076C: set_zone 'LIND2B' gang 0 density_to 20 
076C: set_zone 'LIND3' gang 0 density_to 20 
076C: set_zone 'IWD1' gang 0 density_to 30 
076C: set_zone 'IWD2' gang 0 density_to 30 
076C: set_zone 'IWD3A' gang 0 density_to 30 
076C: set_zone 'IWD3B' gang 0 density_to 30 
076C: set_zone 'IWD4' gang 0 density_to 30 
076C: set_zone 'IWD5' gang 0 density_to 30 
0051: return 

//-------------Mission 17---------------
// Originally: Drive-By

:SWEET4
03A4: name_thread 'SWEET4' 
0050: gosub @SWEET4_4512 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SWEET4_38 
0050: gosub @SWEET4_23767 

:SWEET4_38
0050: gosub @SWEET4_23887 
004E: end_thread 

:SWEET4_47
0247: load_model #PRIMO 
0247: load_model #TEC9 
0247: load_model #COLT45 
023C: load_special_actor 'SMOKE' as 10 // models 290-299 
023C: load_special_actor 'RYDER2' as 2 // models 290-299 
023C: load_special_actor 'SWEET' as 3 // models 290-299 
038B: load_requested_models 

:SWEET4_103
00D6: if or
8248:   not model #PRIMO available 
8248:   not model #TEC9 available 
8248:   not model #COLT45 available 
823D:   not special_actor 10 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
004D: jump_if_false @SWEET4_152 
0001: wait 0 ms 
0002: jump @SWEET4_103 

:SWEET4_152
0051: return 

:SWEET4_154
0007: 397@ = 2510.76 
0007: 398@ = -1665.82 
0007: 399@ = 12.3835 
0007: 400@ = 213.1638 
0395: clear_area 1 at 397@ 398@ 399@ radius 1.0 
009A: 394@ = create_actor_pedtype 4 model #SPECIAL10 at 397@ 398@ 399@ 
09F6: set_actor 394@ unjackable_through_driver_seat 0 
01B2: give_actor 394@ weapon 32 ammo $6639 // Load the weapon model before using this 
01B9: set_actor 394@ armed_weapon_to 32 
0173: set_actor 394@ Z_angle_to 400@ 
02E2: set_actor 394@ weapon_accuracy_to 90 
0245: set_actor 394@ walk_style_to "FATMAN" 
02AB: set_actor 394@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0051: return 

:SWEET4_300
0007: 404@ = 2509.39 
0007: 405@ = -1672.07 
0007: 406@ = 12.3835 
0007: 407@ = 59.592 
0395: clear_area 1 at 404@ 405@ 406@ radius 1.0 
009A: 401@ = create_actor_pedtype 4 model #SPECIAL02 at 404@ 405@ 406@ 
09F6: set_actor 401@ unjackable_through_driver_seat 0 
01B2: give_actor 401@ weapon 32 ammo $6639 // Load the weapon model before using this 
01B9: set_actor 401@ armed_weapon_to 32 
0173: set_actor 401@ Z_angle_to 407@ 
02E2: set_actor 401@ weapon_accuracy_to 90 
0245: set_actor 401@ walk_style_to "GANG1" 
02AB: set_actor 401@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0051: return 
01C2: remove_references_to_actor 401@ // Like turning an actor into a random pedestrian 
0051: return 

:SWEET4_452
0007: 411@ = 2514.29 
0007: 412@ = -1670.46 
0007: 413@ = 12.3835 
0007: 414@ = 41.1276 
0395: clear_area 1 at 411@ 412@ 413@ radius 1.0 
009A: 408@ = create_actor_pedtype 4 model #SPECIAL03 at 411@ 412@ 413@ 
09F6: set_actor 408@ unjackable_through_driver_seat 0 
01B2: give_actor 408@ weapon 32 ammo $6639 // Load the weapon model before using this 
01B9: set_actor 408@ armed_weapon_to 32 
0173: set_actor 408@ Z_angle_to 414@ 
02E2: set_actor 408@ weapon_accuracy_to 90 
0245: set_actor 408@ walk_style_to "GANG2" 
02AB: set_actor 408@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0051: return 

:SWEET4_597
0247: load_model #BALLAS1 
0247: load_model #BALLAS2 
0247: load_model #COLT45 
0247: load_model #VOODOO 
0247: load_model #SPRAYCAN 
038B: load_requested_models 

:SWEET4_622
00D6: if or
8248:   not model #BALLAS1 available 
8248:   not model #BALLAS2 available 
8248:   not model #COLT45 available 
8248:   not model #VOODOO available 
8248:   not model #SPRAYCAN available 
004D: jump_if_false @SWEET4_667 
0001: wait 0 ms 
0002: jump @SWEET4_622 

:SWEET4_667
04ED: load_animation "GANGS" 
04ED: load_animation "GHANDS" 
04ED: load_animation "GHETTO_DB" 

:SWEET4_699
00D6: if or
84EE:   not animation "GANGS" loaded 
84EE:   not animation "GHANDS" loaded 
84EE:   not animation "GHETTO_DB" loaded 
004D: jump_if_false @SWEET4_753 
0001: wait 0 ms 
0002: jump @SWEET4_699 

:SWEET4_753
0006: 42@ = 1 
0051: return 
018A: $6658 = create_checkpoint_at 2075.55 -1831.09 12.21 
009A: 195@ = create_actor_pedtype 7 model #BALLAS1 at 465@ 483@ 501@ 
009A: 326@ = create_actor_pedtype 7 model #BALLAS1 at 465@ 483@ 501@ 
0187: 395@ = create_marker_above_actor 394@ 
0187: 409@ = create_marker_above_actor 408@ 
0187: 402@ = create_marker_above_actor 401@ 

:SWEET4_842
0007: 527@ = 2077.18 
0007: 531@ = -1362.05 
0007: 535@ = 23.65 
0007: 539@ = 180.0 
0007: 451@ = 2079.42 
0007: 469@ = -1364.08 
0007: 487@ = 23.04 
0007: 505@ = 314.1323 
0395: clear_area 1 at 527@ 531@ 535@ radius 0.5 
00A5: 523@ = create_car #VOODOO at 527@ 531@ 535@ 
0129: 415@ = create_actor_pedtype 7 model #BALLAS1 in_car 523@ driverseat 
0175: set_car 523@ Z_angle_to 539@ 
0732: random_car_generator_disable_model #VOODOO 
0657: car 523@ open_door 2 
01B2: give_actor 415@ weapon 32 ammo $6639 // Load the weapon model before using this 
02E2: set_actor 415@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_1033 
0187: 433@ = create_marker_above_actor 415@ 

:SWEET4_1033
0007: 452@ = 2075.95 
0007: 470@ = -1365.74 
0007: 488@ = 24.02 
0007: 506@ = 315.85 
0395: clear_area 1 at 452@ 470@ 488@ radius 0.5 
009A: 416@ = create_actor_pedtype 7 model #BALLAS2 at 452@ 470@ 488@ 
01B2: give_actor 416@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 416@ Z_angle_to 506@ 
02E2: set_actor 416@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_1161 
0187: 434@ = create_marker_above_actor 416@ 

:SWEET4_1161
0007: 453@ = 2079.87 
0007: 471@ = -1361.88 
0007: 489@ = 24.02 
0007: 507@ = 54.15 
0395: clear_area 1 at 453@ 471@ 489@ radius 0.5 
009A: 417@ = create_actor_pedtype 7 model #BALLAS1 at 453@ 471@ 489@ 
01B2: give_actor 417@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 417@ Z_angle_to 507@ 
02E2: set_actor 417@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_1289 
0187: 435@ = create_marker_above_actor 417@ 

:SWEET4_1289
0007: 454@ = 2079.34 
0007: 472@ = -1360.02 
0007: 490@ = 24.02 
0007: 508@ = 214.36 
0395: clear_area 1 at 454@ 472@ 490@ radius 0.5 
009A: 418@ = create_actor_pedtype 7 model #BALLAS1 at 454@ 472@ 490@ 
01B2: give_actor 418@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 418@ Z_angle_to 508@ 
02E2: set_actor 418@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_1417 
0187: 436@ = create_marker_above_actor 418@ 

:SWEET4_1417
0051: return 

:SWEET4_1419
0007: 528@ = 2101.57 
0007: 532@ = -1287.65 
0007: 536@ = 24.17 
0007: 540@ = 5.0 
0007: 455@ = 2101.57 
0007: 473@ = -1287.65 
0007: 491@ = 24.17 
0007: 509@ = 5.0 
0395: clear_area 1 at 455@ 473@ 491@ radius 0.5 
00A5: 524@ = create_car #VOODOO at 528@ 532@ 536@ 
0129: 419@ = create_actor_pedtype 7 model #BALLAS1 in_car 524@ driverseat 
0175: set_car 524@ Z_angle_to 540@ 
04E1: open_and_freeze_car_trunk 524@ 
01B2: give_actor 419@ weapon 32 ammo $6639 // Load the weapon model before using this 
02E2: set_actor 419@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_1603 
0187: 437@ = create_marker_above_actor 419@ 

:SWEET4_1603
0007: 456@ = 2101.58 
0007: 474@ = -1291.78 
0007: 492@ = 24.02 
0007: 510@ = 182.8706 
0395: clear_area 1 at 456@ 474@ 492@ radius 0.5 
009A: 420@ = create_actor_pedtype 7 model #BALLAS2 at 456@ 474@ 492@ 
01B2: give_actor 420@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 420@ Z_angle_to 510@ 
02E2: set_actor 420@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_1731 
0187: 438@ = create_marker_above_actor 420@ 

:SWEET4_1731
0007: 457@ = 2099.3 
0007: 475@ = -1291.12 
0007: 493@ = 24.02 
0007: 511@ = 105.53 
0395: clear_area 1 at 457@ 475@ 493@ radius 0.5 
009A: 421@ = create_actor_pedtype 7 model #BALLAS1 at 457@ 475@ 493@ 
01B2: give_actor 421@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 421@ Z_angle_to 511@ 
02E2: set_actor 421@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_1859 
0187: 439@ = create_marker_above_actor 421@ 

:SWEET4_1859
0007: 458@ = 2093.84 
0007: 476@ = -1290.07 
0007: 494@ = 23.15 
0007: 512@ = 58.035 
0395: clear_area 1 at 458@ 476@ 494@ radius 0.5 
009A: 422@ = create_actor_pedtype 7 model #BALLAS2 at 458@ 476@ 494@ 
01B2: give_actor 422@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 422@ Z_angle_to 512@ 
02E2: set_actor 422@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_1987 
0187: 440@ = create_marker_above_actor 422@ 

:SWEET4_1987
0051: return 

:SWEET4_1989
0007: 459@ = 2161.07 
0007: 477@ = -1265.92 
0007: 495@ = 23.02 
0007: 513@ = 257.59 
0395: clear_area 1 at 459@ 477@ 495@ radius 0.5 
009A: 423@ = create_actor_pedtype 7 model #BALLAS1 at 459@ 477@ 495@ 
01B2: give_actor 423@ weapon 32 ammo $6639 // Load the weapon model before using this 
0173: set_actor 423@ Z_angle_to 513@ 
02E2: set_actor 423@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_2117 
0187: 441@ = create_marker_above_actor 423@ 

:SWEET4_2117
0007: 460@ = 2162.18 
0007: 478@ = -1264.69 
0007: 496@ = 23.03 
0007: 514@ = 238.46 
0395: clear_area 1 at 460@ 478@ 496@ radius 0.5 
009A: 424@ = create_actor_pedtype 7 model #BALLAS1 at 460@ 478@ 496@ 
01B2: give_actor 424@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 424@ Z_angle_to 514@ 
02E2: set_actor 424@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_2245 
0187: 442@ = create_marker_above_actor 424@ 

:SWEET4_2245
0007: 461@ = 2162.97 
0007: 479@ = -1261.92 
0007: 497@ = 23.02 
0007: 515@ = 45.33 
0395: clear_area 1 at 461@ 479@ 497@ radius 0.5 
009A: 425@ = create_actor_pedtype 7 model #BALLAS2 at 461@ 479@ 497@ 
01B2: give_actor 425@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 425@ Z_angle_to 515@ 
02E2: set_actor 425@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_2373 
0187: 443@ = create_marker_above_actor 425@ 

:SWEET4_2373
0007: 462@ = 2160.12 
0007: 480@ = -1262.98 
0007: 498@ = 23.03 
0007: 516@ = 18.46 
0395: clear_area 1 at 462@ 480@ 498@ radius 0.5 
009A: 426@ = create_actor_pedtype 7 model #BALLAS2 at 462@ 480@ 498@ 
01B2: give_actor 426@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 426@ Z_angle_to 516@ 
02E2: set_actor 426@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_2501 
0187: 444@ = create_marker_above_actor 426@ 

:SWEET4_2501
0051: return 

:SWEET4_2503
0007: 463@ = 1983.8 
0007: 481@ = -1235.98 
0007: 499@ = 20.17 
0007: 517@ = 318.72 
0395: clear_area 1 at 463@ 481@ 499@ radius 0.5 
009A: 427@ = create_actor_pedtype 7 model #BALLAS1 at 463@ 481@ 499@ 
01B2: give_actor 427@ weapon 32 ammo $6639 // Load the weapon model before using this 
0173: set_actor 427@ Z_angle_to 517@ 
02E2: set_actor 427@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_2631 
0187: 445@ = create_marker_above_actor 427@ 

:SWEET4_2631
0007: 464@ = 1981.3 
0007: 482@ = -1233.94 
0007: 500@ = 20.04 
0007: 518@ = 254.99 
0395: clear_area 1 at 464@ 482@ 500@ radius 0.5 
009A: 428@ = create_actor_pedtype 7 model #BALLAS2 at 464@ 482@ 500@ 
01B2: give_actor 428@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 428@ Z_angle_to 518@ 
02E2: set_actor 428@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_2759 
0187: 446@ = create_marker_above_actor 428@ 

:SWEET4_2759
0007: 465@ = 1986.67 
0007: 483@ = -1239.76 
0007: 501@ = 19.17 
0007: 519@ = 98.28 
0395: clear_area 1 at 465@ 483@ 501@ radius 0.5 
009A: 429@ = create_actor_pedtype 7 model #BALLAS1 at 465@ 483@ 501@ 
01B2: give_actor 429@ weapon 41 ammo $6639 // Load the weapon model before using this 
0638: AS_actor 429@ stay_put 1 
0173: set_actor 429@ Z_angle_to 519@ 
02E2: set_actor 429@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_2894 
0187: 447@ = create_marker_above_actor 429@ 

:SWEET4_2894
0007: 466@ = 1986.54 
0007: 484@ = -1233.03 
0007: 502@ = 20.07 
0007: 520@ = 143.42 
0395: clear_area 1 at 466@ 484@ 502@ radius 0.5 
009A: 430@ = create_actor_pedtype 7 model #BALLAS2 at 466@ 484@ 502@ 
01B2: give_actor 430@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 430@ Z_angle_to 520@ 
02E2: set_actor 430@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_3022 
0187: 448@ = create_marker_above_actor 430@ 

:SWEET4_3022
0051: return 

:SWEET4_3024
01C2: remove_references_to_actor 415@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 416@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 417@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 418@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 419@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 420@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 421@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 422@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 423@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 424@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 425@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 426@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 427@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 428@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 429@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 430@ // Like turning an actor into a random pedestrian 
0051: return 

:SWEET4_3106
0007: 545@ = 2508.16 
0007: 546@ = -1666.47 
0007: 547@ = 13.0 
0007: 548@ = 16.0 
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
0674: set_car_model #PRIMO numberplate "GROVE4L_" 
0395: clear_area 1 at 545@ 546@ 547@ radius 6.0 
00A5: 543@ = create_car #PRIMO at 545@ 546@ 547@ 
0229: set_car 543@ primary_color_to 36 secondary_color_to 36
02AC: set_car 543@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
01EC: make_car 543@ very_heavy 1
0423: set_car 543@ improved_handling_to 1.5 // (float) 
0175: set_car 543@ Z_angle_to 548@ 
0186: 544@ = create_marker_above_car 543@ 
07E0: set_marker 544@ type_to 1 
053F: set_car 543@ tires_vulnerability 0 
0224: set_car 543@ health_to 1450 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0051: return 

:SWEET4_3259
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_3296 
00D6: if 
82CA:   not car 543@ bounding_sphere_visible 
004D: jump_if_false @SWEET4_3296 
00A6: destroy_car 543@ 

:SWEET4_3296
0249: release_model #PRIMO 
0051: return 

:SWEET4_3303
0051: return 

:SWEET4_3305
0051: return 

:SWEET4_3307
00D6: if and
8118:   not actor 423@ dead 
8118:   not actor 424@ dead 
8118:   not actor 425@ dead 
8118:   not actor 426@ dead 
004D: jump_if_false @SWEET4_3377 
062F: 192@ = create_group_type 0 
0630: put_actor 423@ in_group 192@ as_leader 
0631: put_actor 424@ in_group 192@ 
0631: put_actor 425@ in_group 192@ 
0631: put_actor 426@ in_group 192@ 

:SWEET4_3377
0051: return 

:SWEET4_3379
00D6: if and
8118:   not actor 427@ dead 
8118:   not actor 428@ dead 
8118:   not actor 429@ dead 
8118:   not actor 430@ dead 
004D: jump_if_false @SWEET4_3449 
062F: 193@ = create_group_type 0 
0630: put_actor 427@ in_group 193@ as_leader 
0631: put_actor 428@ in_group 193@ 
0631: put_actor 429@ in_group 193@ 
0631: put_actor 430@ in_group 193@ 

:SWEET4_3449
0051: return 

:SWEET4_3451
00D6: if and
8119:   not car 523@ wrecked 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_3502 
0615: define_AS_pack_begin 98@ 
05CD: AS_actor -1 exit_car 523@ 
0638: AS_actor -1 stay_put 1 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 98@ 

:SWEET4_3502
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_3580 
0615: define_AS_pack_begin 99@ 
0637: AS_actor -1 goto 2075.15 -1363.85 23.85 mode 6 turn_radius 0.5 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 99@ 

:SWEET4_3580
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_3636 
0615: define_AS_pack_begin 100@ 
0673: AS_actor -1 dive_to_offset 1.0 1.0 time_on_ground 500 ms 
0638: AS_actor -1 stay_put 1 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 100@ 

:SWEET4_3636
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_3746 
0615: define_AS_pack_begin 118@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKG" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0616: define_AS_pack_end 118@ 

:SWEET4_3746
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_3785 
0615: define_AS_pack_begin 101@ 
0638: AS_actor -1 stay_put 1 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 101@ 

:SWEET4_3785
0051: return 

:SWEET4_3787
00D6: if and
8119:   not car 524@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_3860 
0615: define_AS_pack_begin 102@ 
05CD: AS_actor -1 exit_car 524@ 
0637: AS_actor -1 goto 545@ 546@ 547@ mode 4 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 102@ 

:SWEET4_3860
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_3899 
0615: define_AS_pack_begin 103@ 
06E3: AS_actor -1 roll_sideways 1 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 103@ 

:SWEET4_3899
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_3966 
0615: define_AS_pack_begin 104@ 
0637: AS_actor -1 goto 2080.66 -1292.61 24.02 mode 6 turn_radius 0.5 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 104@ 

:SWEET4_3966
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_4033 
0615: define_AS_pack_begin 105@ 
0637: AS_actor -1 goto 2132.0 -1307.0 24.0 mode 6 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 105@ 

:SWEET4_4033
0051: return 

:SWEET4_4035
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_4136 
0615: define_AS_pack_begin 106@ 
0637: AS_actor -1 goto 2163.0 -1262.0 24.0 mode 6 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2080.0 -1261.0 24.0 mode 6 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 106@ 

:SWEET4_4136
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_4169 
0615: define_AS_pack_begin 107@ 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 107@ 

:SWEET4_4169
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_4213 
0615: define_AS_pack_begin 108@ 
0638: AS_actor -1 stay_put 1 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 108@ 

:SWEET4_4213
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_4314 
0615: define_AS_pack_begin 109@ 
0637: AS_actor -1 goto 2163.0 -1262.0 24.0 mode 6 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2080.0 -1261.0 24.0 mode 6 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 109@ 

:SWEET4_4314
0051: return 

:SWEET4_4316
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_4377 
0615: define_AS_pack_begin 110@ 
0637: AS_actor -1 goto 545@ 546@ 547@ mode 4 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 110@ 

:SWEET4_4377
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_4415 
0615: define_AS_pack_begin 111@ 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 111@ 

:SWEET4_4415
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_4477 
0615: define_AS_pack_begin 112@ 
0668: AS_actor -1 rotate_and_shoot_at 1984.21 -1239.04 20.5 6000 ms 
05DB: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 50.0 timelimit -1 
0616: define_AS_pack_end 112@ 

:SWEET4_4477
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_4510 
0615: define_AS_pack_begin 113@ 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 113@ 

:SWEET4_4510
0051: return 

:SWEET4_4512
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0001: wait 0 ms 
0004: $6637 = 0 
0006: 43@ = 0 
0004: $6638 = 30 
0004: $6639 = 30000 
0004: $6659 = 0 
0004: $6660 = 0 
0006: 49@ = 0 
0006: 50@ = 0 
0006: 51@ = 0 
0006: 52@ = 0 
0006: 48@ = 0 
0006: 396@ = 0 
0006: 403@ = 0 
0006: 410@ = 0 
0004: $6661 = 0 
0004: $6662 = 0 
0004: $6663 = 0 
0004: $6664 = 0 
0004: $6665 = 0 
0004: $6666 = 0 
0004: $6667 = 0 
0004: $6668 = 0 
0006: 77@ = 0 
0004: $6640 = 0 
0004: $6641 = 0 
0004: $6642 = 0 
0004: $6643 = 0 
0004: $6644 = 0 
0004: $6645 = 0 
0004: $6646 = 0 
0004: $6647 = 0 
0004: $6648 = 0 
0004: $6649 = 0 
0004: $6650 = 0 
0004: $6651 = 0 
0004: $6652 = 0 
0004: $6653 = 0 
0004: $6654 = 0 
0004: $6655 = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 34@ = 0 
0006: 42@ = 0 
0006: 84@ = 0 
0006: 94@ = 0 
0006: 98@ = 1 
0006: 99@ = 2 
0006: 100@ = 3 
0006: 101@ = 4 
0006: 117@ = 5 
0006: 116@ = 6 
0006: 96@ = 7 
0006: 97@ = 8 
0006: 118@ = 9 
0006: 77@ = 0 
0007: 85@ = 25.0 
0007: 451@ = 2227.72 
0007: 469@ = -1315.79 
0007: 487@ = 24.04 
0007: 456@ = 2099.8 
0007: 474@ = -1288.37 
0007: 492@ = 24.35 
0007: 461@ = 2184.97 
0007: 479@ = -1230.92 
0007: 497@ = 24.02 
0007: 466@ = 2157.77 
0007: 484@ = -1345.03 
0007: 502@ = 24.04 
0007: 89@ = 2507.0 
0007: 90@ = -1671.0 
0007: 91@ = 12.0 
0007: 119@ = 2500.026 
0007: 129@ = -1661.18 
0007: 139@ = 17.763 
0007: 120@ = 2194.35 
0007: 130@ = -1380.42 
0007: 140@ = 24.34 
0007: 121@ = 2082.42 
0007: 131@ = -1362.58 
0007: 141@ = 26.81 
0007: 122@ = 2078.99 
0007: 132@ = -1366.22 
0007: 142@ = 25.09 
0007: 123@ = 2152.0 
0007: 133@ = -1339.0 
0007: 143@ = 30.0 
0007: 124@ = 2502.16 
0007: 134@ = -1661.95 
0007: 144@ = 15.76 
0007: 125@ = 2509.18 
0007: 135@ = -1662.81 
0007: 145@ = 14.07 
0007: 126@ = 2510.63 
0007: 136@ = -1665.81 
0007: 146@ = 13.83 
0007: 127@ = 2511.89 
0007: 137@ = -1668.39 
0007: 147@ = 14.26 
0007: 128@ = 0.0 
0007: 138@ = 0.0 
0007: 148@ = 0.0 
0007: 54@ = 2132.239 
0007: 55@ = -1379.652 
0007: 56@ = 22.8281 
0007: 455@ = 2101.57 
0007: 473@ = -1287.65 
0007: 491@ = 24.17 
0007: 509@ = 5.0 
0007: 459@ = 2161.07 
0007: 477@ = -1265.92 
0007: 495@ = 23.02 
0007: 513@ = 257.59 
0007: 463@ = 1983.8 
0007: 481@ = -1235.98 
0007: 499@ = 20.17 
0007: 517@ = 318.72 
0006: 391@ = 1 
0006: 392@ = 2 
0006: 389@ = 0 
0006: 393@ = 1 
0006: 390@ = 0 
05AA: 204@s = 'SWE4_AA' // @s = 'short'  // ~z~Where we going, homie?
05AA: 206@s = 'SWE4_AB' // @s = 'short'  // ~z~Rollin' Heights Ballas country.
05AA: 208@s = 'SWE4_AC' // @s = 'short'  // ~z~Front Yard Ballas country.
05AA: 210@s = 'SWE4_AD' // @s = 'short'  // ~z~Kilo Trays country.
05AA: 212@s = 'SWE4_AE' // @s = 'short'  // ~z~Do us a little drive by, huh?
05AA: 214@s = 'SWE4_AF' // @s = 'short'  // ~z~For real. You down, Carl?
05AA: 216@s = 'SWE4_AG' // @s = 'short'  // ~z~Man I ain't even strapped.
05AA: 218@s = 'SWE4_AH' // @s = 'short'  // ~z~You ain't cold enough for that shit, CJ.
05AA: 220@s = 'SWE4_AI' // @s = 'short'  // ~z~You know somethin', matter of fact, you're our chauffeur for this little gig. C'mon.
05AA: 222@s = 'SWE4_AJ' // @s = 'short'  // ~z~Gee, thanks G.
05AA: 224@s = 'SWE4_AK' // @s = 'short'  // ~z~Just don't drive like no fool.
05AA: 226@s = 'SWE4_BA' // @s = 'short'  // ~z~Yeah - Ballas turf. You dogs ready?
05AA: 228@s = 'SWE4_BB' // @s = 'short'  // ~z~Yeah, for sure, I'm ready.
05AA: 230@s = 'SWE4_BC' // @s = 'short'  // ~z~Carl, Just concentrate on the driving and we'll take care of the shooting.
05AA: 232@s = 'SWE4_BD' // @s = 'short'  // ~z~Listen to the man, fool! And try not to park us up a tree or something.
05AA: 234@s = 'SWE4_BE' // @s = 'short'  // ~z~Yeah if the car stops, we're dead meat.
05AA: 236@s = 'SWE4_CA' // @s = 'short'  // ~z~What did I say? Told y'all CJ drives like a blind motherfucker.
05AA: 238@s = 'SWE4_CB' // @s = 'short'  // ~z~CJ, you a mark. Don't ever by a ride, never.
05AA: 240@s = 'SWE4_CC' // @s = 'short'  // ~z~This fool crashing on purpose - I swear!
05AA: 242@s = 'SWE4_DA' // @s = 'short'  // ~z~Shit! Get us out of here! We're sitting ducks!
05AA: 244@s = 'SWE4_DB' // @s = 'short'  // ~z~Damn, man, move! MOVE!
05AA: 246@s = 'SWE4_DC' // @s = 'short'  // ~z~What is you doing! CJ?!
05AA: 248@s = 'SWE4_DD' // @s = 'short'  // ~z~Get us the hell out of here!
05AA: 250@s = 'SWE4_DE' // @s = 'short'  // ~z~Man, they trying to get us popped!
05AA: 252@s = 'SWE4_DF' // @s = 'short'  // ~z~What the fuck are you doing, CJ? Move it!
05AA: 254@s = 'SWE4_EA' // @s = 'short'  // ~z~Man, what'd I tell y'all - told you he was a buster!
05AA: 256@s = 'SWE4_EB' // @s = 'short'  // ~z~Carl, don't run out on me again!
05AA: 258@s = 'SWE4_EC' // @s = 'short'  // ~z~Carl's quitting on us!
05AA: 260@s = 'SWE4_FA' // @s = 'short'  // ~z~Damn, he's shook us!
05AA: 262@s = 'SWE4_FB' // @s = 'short'  // ~z~Fuck you, CJ! I'm on it.
05AA: 264@s = 'SWE4_FC' // @s = 'short'  // ~z~I'll get us up out of here!
05AA: 266@s = 'SWE4_FD' // @s = 'short'  // ~z~Motherfucker! I've got the wheel!
05AA: 268@s = 'SWE4_GA' // @s = 'short'  // ~z~Smash on it, Carl, smash!
05AA: 270@s = 'SWE4_GB' // @s = 'short'  // ~z~Damn, the ride is hot! Every one-time in South Central is going to be looking for this car!
05AA: 272@s = 'SWE4_HA' // @s = 'short'  // ~z~That's right! Now let's get back to the Grove!
05AA: 274@s = 'SWE4_HB' // @s = 'short'  // ~z~Yeah, what you waiting for, Carl?
05AA: 276@s = 'SWE4_KA' // @s = 'short'  // ~z~Yeah, Grove is back, man, Grove is back!
05AA: 278@s = 'SWE4_KB' // @s = 'short'  // ~z~Yeah for sure. They was slippin' man!
05AA: 280@s = 'SWE4_KC' // @s = 'short'  // ~z~Man. I'm shocked you didn't get us killed, CJ!
05AA: 282@s = 'SWE4_KD' // @s = 'short'  // ~z~Let me check myself. Am I dead?
05AA: 284@s = 'SWE4_KF' // @s = 'short'  // ~z~Hey, Carl, ignore that motherfucker, you did good today.
05AA: 286@s = 'SWE4_KG' // @s = 'short'  // ~z~You're down with the Grove and the Ballas know it,
05AA: 288@s = 'SWE4_KH' // @s = 'short'  // ~z~so watch yourself from now on, CJ.
05AA: 290@s = 'SWE4_KE' // @s = 'short'  // ~z~Yeah, yeah, for sure, you know that. I'll see y'all later.
05AA: 292@s = 'SWE4_KI' // @s = 'short'  // ~z~Here, take this, go get yourself some beers.
05AA: 294@s = 'SWE4_LA' // @s = 'short'  // ~z~We iced them! CJ, let's hunt down some more!
05AA: 296@s = 'SWE4_LB' // @s = 'short'  // ~z~That was way too easy! Let's go blast on some more Ballas fools.
05AA: 298@s = 'SWE4_LC' // @s = 'short'  // ~z~What you waiting for, CJ? Find us some more Ballas so we can cap 'em.
05AA: 300@s = 'SWE4_MA' // @s = 'short'  // ~z~Some of those fools are still standing, we gotta make another pass!
05AA: 302@s = 'SWE4_MB' // @s = 'short'  // ~z~We didn't get all those motherfuckers!
05AA: 304@s = 'SWE4_MC' // @s = 'short'  // ~z~Let's finish 'em off! Woo Woo!
05AA: 306@s = 'SWE4_MD' // @s = 'short'  // ~z~Where you going CJ? There's sill some more Ballas need to get popped.
05AA: 308@s = 'SWE4_NA' // @s = 'short'  // ~z~CJ! You such a liability, man!
05AA: 310@s = 'SWE4_NB' // @s = 'short'  // ~z~The one-times' on us again!
05AA: 312@s = 'SWE4_NC' // @s = 'short'  // ~z~CJ! Are you trying to get us pinched?
05AA: 314@s = 'SWE4_OA' // @s = 'short'  // ~z~C'mon, CJ, we gotta lose this attention!
05AA: 316@s = 'SWE4_OB' // @s = 'short'  // ~z~CJ, get us to a spray shop!
05AA: 318@s = 'SWE4_OC' // @s = 'short'  // ~z~C'mon, CJ, get us someplace safe!
05AA: 320@s = 'SWE4_PA' // @s = 'short'  // ~z~Now, what was I sayin'?
05AA: 322@s = 'SWE4_PB' // @s = 'short'  // ~z~Hey, what was we hollerin' about?
05AA: 324@s = 'SWE4_PC' // @s = 'short'  // ~z~OK, we're cool. Now what was I sayin'?
04AF: 328@ = 38000 // = constant 
04AF: 329@ = 38001 // = constant 
04AF: 330@ = 38002 // = constant 
04AF: 331@ = 38003 // = constant 
04AF: 332@ = 38004 // = constant 
04AF: 333@ = 38005 // = constant 
04AF: 334@ = 38006 // = constant 
04AF: 335@ = 38007 // = constant 
04AF: 336@ = 38008 // = constant 
04AF: 337@ = 38009 // = constant 
04AF: 338@ = 38010 // = constant 
04AF: 339@ = 38011 // = constant 
04AF: 340@ = 38012 // = constant 
04AF: 341@ = 38013 // = constant 
04AF: 342@ = 38014 // = constant 
04AF: 343@ = 38015 // = constant 
04AF: 344@ = 38016 // = constant 
04AF: 345@ = 38017 // = constant 
04AF: 346@ = 38018 // = constant 
04AF: 347@ = 38019 // = constant 
04AF: 348@ = 38020 // = constant 
04AF: 349@ = 38021 // = constant 
04AF: 350@ = 38022 // = constant 
04AF: 351@ = 38023 // = constant 
04AF: 352@ = 38024 // = constant 
04AF: 353@ = 38025 // = constant 
04AF: 354@ = 38026 // = constant 
04AF: 355@ = 38027 // = constant 
04AF: 356@ = 38028 // = constant 
04AF: 357@ = 38029 // = constant 
04AF: 358@ = 38030 // = constant 
04AF: 359@ = 38031 // = constant 
04AF: 360@ = 38032 // = constant 
04AF: 361@ = 38033 // = constant 
04AF: 362@ = 38034 // = constant 
04AF: 363@ = 38035 // = constant 
04AF: 364@ = 38036 // = constant 
04AF: 365@ = 38037 // = constant 
04AF: 366@ = 38038 // = constant 
04AF: 367@ = 38039 // = constant 
04AF: 368@ = 38041 // = constant 
04AF: 369@ = 38042 // = constant 
04AF: 370@ = 38043 // = constant 
04AF: 371@ = 38040 // = constant 
04AF: 372@ = 38044 // = constant 
04AF: 373@ = 38045 // = constant 
04AF: 374@ = 38046 // = constant 
04AF: 375@ = 38047 // = constant 
04AF: 376@ = 38048 // = constant 
04AF: 377@ = 38049 // = constant 
04AF: 378@ = 38050 // = constant 
04AF: 379@ = 38051 // = constant 
04AF: 380@ = 38052 // = constant 
04AF: 381@ = 38053 // = constant 
04AF: 382@ = 38054 // = constant 
04AF: 383@ = 38055 // = constant 
04AF: 384@ = 38056 // = constant 
04AF: 385@ = 38057 // = constant 
04AF: 386@ = 38058 // = constant 
04AF: 387@ = 38059 // = constant 
04AF: 388@ = 38060 // = constant 
03D5: remove_text 'M_FAIL'  // ~r~MISSION FAILED!
054C: use_GXT_table 'SWEET4' 
0395: clear_area 0 at 2518.0 -1673.0 14.0 radius 50.0 
016A: fade 0 time 1000 

:SWEET4_7087
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_7111 
0001: wait 0 ms 
0002: jump @SWEET4_7087 

:SWEET4_7111
02E4: load_cutscene_data 'SWEET4A' 
016A: fade 0 time 0 

:SWEET4_7128
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET4_7152 
0001: wait 0 ms 
0002: jump @SWEET4_7128 

:SWEET4_7152
016A: fade 0 time 0 
02E7: start_cutscene 
016A: fade 0 time 0 
016A: fade 1 time 1000 

:SWEET4_7173
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET4_7197 
0001: wait 0 ms 
0002: jump @SWEET4_7173 

:SWEET4_7197
016A: fade 0 time 0 

:SWEET4_7203
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_7227 
0001: wait 0 ms 
0002: jump @SWEET4_7203 

:SWEET4_7227
02EA: end_cutscene 
043C: disable_sounds_after_fadeout 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
041E: set_radio_station 7 
08EA: enable_gangs_spawn 0 
0050: gosub @SWEET4_47 
0050: gosub @SWEET4_154 
0050: gosub @SWEET4_300 
0050: gosub @SWEET4_452 
0050: gosub @SWEET4_3106 
00D6: if and
8118:   not actor 394@ dead 
8118:   not actor 401@ dead 
8118:   not actor 408@ dead 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_7461 
07A1: set_walk_speed 4 
0615: define_AS_pack_begin 97@ 
05BA: AS_actor -1 move_mouth 1000 ms 
05CA: AS_actor -1 enter_car 543@ passenger_seat 0 time -1 
0616: define_AS_pack_end 97@ 
0618: assign_actor 394@ to_AS_pack 97@ 
07A1: set_walk_speed 4 
05CA: AS_actor 401@ enter_car 543@ passenger_seat 1 time -1 
07A1: set_walk_speed 4 
05CA: AS_actor 408@ enter_car 543@ passenger_seat 2 time -1 
060A: create_decision_maker_type 0 store_to 47@ // decision\allowed\m_.ped files 
060B: set_actor 394@ decision_maker_to 47@ 
060B: set_actor 401@ decision_maker_to 47@ 
060B: set_actor 408@ decision_maker_to 47@ 
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car 
039E: set_actor 394@ locked 1 while_in_car 
039E: set_actor 401@ locked 1 while_in_car 
039E: set_actor 408@ locked 1 while_in_car 
01BD: $6669 = current_time_in_ms 
0004: $6672 = -1 

:SWEET4_7461
050F: get_max_wanted_level_to 53@ 
01F0: set_max_wanted_level_to 0 
099E: enable_police_patrols 0 
072C: generate_police_bikes 0 
0373: set_camera_directly_behind_player 
03C7: set_sensitivity_to_crime 0.7 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_7540 
00A1: put_actor $PLAYER_ACTOR at 2516.92 -1679.45 13.42 
0173: set_actor $PLAYER_ACTOR Z_angle_to 27.25 

:SWEET4_7540
0050: gosub @SWEET4_597 
00BC: show_text_highpriority GXT 'SWE4_00' time 5000 flag 1  // ~s~Get in the ~b~car~s~.
01BD: 61@ = current_time_in_ms 
0085: 73@ = 67@ // (int) 
0062: 73@ -= 61@ // (int) 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 500 

:SWEET4_7599
0001: wait 0 ms 
00D6: if 
8039:   not  389@ == 0 
004D: jump_if_false @SWEET4_8083 
00D6: if 
0039:   390@ == 0 
004D: jump_if_false @SWEET4_7667 
00D6: if 
03D0:   wav 392@ loaded 
004D: jump_if_false @SWEET4_7660 
040D: unload_wav 392@ 

:SWEET4_7660
0006: 390@ = 1 

:SWEET4_7667
00D6: if 
0039:   390@ == 1 
004D: jump_if_false @SWEET4_7711 
03CF: load_wav 327@(389@,62i) as 391@ 
0050: gosub @SWEET4_24471 
0006: 390@ = 2 

:SWEET4_7711
00D6: if 
0039:   390@ == 2 
004D: jump_if_false @SWEET4_7820 
00D6: if 
03D0:   wav 391@ loaded 
004D: jump_if_false @SWEET4_7820 
00D6: if 
8039:   not  326@ == 0 
004D: jump_if_false @SWEET4_7794 
00D6: if 
8118:   not actor 326@ dead 
004D: jump_if_false @SWEET4_7794 
0967: actor 326@ move_mouth 10000 ms 
0A09: set_actor 326@ muted 1 // versionB 

:SWEET4_7794
03D1: play_wav 391@ 
00BC: show_text_highpriority GXT 202@(389@,62s) time 10000 flag 1 
0006: 390@ = 3 

:SWEET4_7820
00D6: if 
0039:   390@ == 3 
004D: jump_if_false @SWEET4_8083 
00D6: if 
03D2:   wav 391@ ended 
004D: jump_if_false @SWEET4_8022 
03D5: remove_text 202@(389@,62s) 
00D6: if 
8039:   not  326@ == 0 
004D: jump_if_false @SWEET4_7909 
00D6: if 
8118:   not actor 326@ dead 
004D: jump_if_false @SWEET4_7909 
0968: actor 326@ stop_mouth 
0A09: set_actor 326@ muted 0 // versionB 

:SWEET4_7909
00D6: if 
0039:   391@ == 1 
004D: jump_if_false @SWEET4_7948 
0006: 391@ = 2 
0006: 392@ = 1 
0002: jump @SWEET4_7962 

:SWEET4_7948
0006: 391@ = 1 
0006: 392@ = 2 

:SWEET4_7962
0006: 389@ = 0 
0006: 390@ = 0 
00D6: if 
0038:   $6672 == 2 
004D: jump_if_false @SWEET4_8008 
0004: $6672 = 6 
0002: jump @SWEET4_8015 

:SWEET4_8008
0008: $6672 += 1 

:SWEET4_8015
0002: jump @SWEET4_8083 

:SWEET4_8022
00D6: if 
83D0:   not wav 392@ loaded 
004D: jump_if_false @SWEET4_8083 
00D6: if 
001B:   60 > 389@ 
004D: jump_if_false @SWEET4_8083 
0085: 393@ = 389@ // (int) 
000A: 393@ += 1 
03CF: load_wav 327@(393@,62i) as 392@ 

:SWEET4_8083
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SWEET4_8105 
0002: jump @SWEET4_23785 

:SWEET4_8105
00D6: if or
001A:   8 > $6637 
0038:   $6637 == 666 
004D: jump_if_false @SWEET4_8180 
00D6: if or
0118:   actor 394@ dead 
0118:   actor 401@ dead 
0118:   actor 408@ dead 
004D: jump_if_false @SWEET4_8180 
00BC: show_text_highpriority GXT 'SWE4_04' time 5000 flag 1  // ~r~Your homies didn't make it.
0002: jump @SWEET4_23767 

:SWEET4_8180
00D6: if 
0119:   car 543@ wrecked 
004D: jump_if_false @SWEET4_8219 
00BC: show_text_highpriority GXT 'SWE4_04' time 5000 flag 1  // ~r~Your homies didn't make it.
0002: jump @SWEET4_23767 

:SWEET4_8219
00D6: if 
0038:   $6637 == 0 
004D: jump_if_false @SWEET4_9178 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_9178 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 394@ dead 
8118:   not actor 401@ dead 
8118:   not actor 408@ dead 
004D: jump_if_false @SWEET4_9178 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 543@ 
00DB:   actor 394@ in_car 543@ 
00DB:   actor 401@ in_car 543@ 
00DB:   actor 408@ in_car 543@ 
004D: jump_if_false @SWEET4_8373 
00BE: text_clear_all 
0647: AS_actor 394@ clear_look_task 
0164: disable_marker 544@ 
0164: disable_marker 395@ 
0164: disable_marker 402@ 
0164: disable_marker 409@ 
01BD: $6669 = current_time_in_ms 
0004: $6659 = 0 
0004: $6637 = 1 

:SWEET4_8373
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 543@ 
004D: jump_if_false @SWEET4_9178 
00D6: if 
0039:   396@ == 0 
004D: jump_if_false @SWEET4_8456 
00D6: if 
80DB:   not actor 394@ in_car 543@ 
004D: jump_if_false @SWEET4_8456 
0164: disable_marker 544@ 
0187: 395@ = create_marker_above_actor 394@ 
07E0: set_marker 395@ type_to 1 
0006: 396@ = 1 

:SWEET4_8456
00D6: if 
0039:   396@ == 1 
004D: jump_if_false @SWEET4_8570 
00D6: if 
80DB:   not actor 394@ in_car 543@ 
004D: jump_if_false @SWEET4_8570 
00D6: if 
8203:   not actor 394@ near_car 543@ radius 8.0 8.0 flag 0 on_foot 
004D: jump_if_false @SWEET4_8546 
00BC: show_text_highpriority GXT 'SWE4_09' time 100 flag 1  // ~s~You've left ~b~Smoke ~s~behind!
0002: jump @SWEET4_8570 

:SWEET4_8546
05CA: AS_actor 394@ enter_car 543@ passenger_seat 0 time -1 
01BD: 61@ = current_time_in_ms 
0006: 396@ = 2 

:SWEET4_8570
00D6: if 
0039:   396@ == 2 
004D: jump_if_false @SWEET4_8654 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // (int) 
0062: 73@ -= 61@ // (int) 
00D6: if 
0019:   73@ > 1000 
004D: jump_if_false @SWEET4_8654 
00D6: if 
0019:   73@ > 3000 
004D: jump_if_false @SWEET4_8654 
0006: 396@ = 1 

:SWEET4_8654
00D6: if 
0039:   403@ == 0 
004D: jump_if_false @SWEET4_8718 
00D6: if 
80DB:   not actor 401@ in_car 543@ 
004D: jump_if_false @SWEET4_8718 
0164: disable_marker 544@ 
0187: 402@ = create_marker_above_actor 401@ 
07E0: set_marker 402@ type_to 1 
0006: 403@ = 1 

:SWEET4_8718
00D6: if 
0039:   403@ == 1 
004D: jump_if_false @SWEET4_8832 
00D6: if 
80DB:   not actor 401@ in_car 543@ 
004D: jump_if_false @SWEET4_8832 
00D6: if 
8203:   not actor 401@ near_car 543@ radius 8.0 8.0 flag 0 on_foot 
004D: jump_if_false @SWEET4_8808 
00BC: show_text_highpriority GXT 'SWE4_10' time 100 flag 1  // ~s~You've left ~b~Ryder ~s~behind!
0002: jump @SWEET4_8832 

:SWEET4_8808
05CA: AS_actor 401@ enter_car 543@ passenger_seat 1 time -1 
01BD: 61@ = current_time_in_ms 
0006: 403@ = 2 

:SWEET4_8832
00D6: if 
0039:   403@ == 2 
004D: jump_if_false @SWEET4_8916 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // (int) 
0062: 73@ -= 61@ // (int) 
00D6: if 
0019:   73@ > 1000 
004D: jump_if_false @SWEET4_8916 
00D6: if 
0019:   73@ > 3000 
004D: jump_if_false @SWEET4_8916 
0006: 403@ = 1 

:SWEET4_8916
00D6: if 
0039:   410@ == 0 
004D: jump_if_false @SWEET4_8980 
00D6: if 
80DB:   not actor 408@ in_car 543@ 
004D: jump_if_false @SWEET4_8980 
0164: disable_marker 544@ 
0187: 409@ = create_marker_above_actor 408@ 
07E0: set_marker 409@ type_to 1 
0006: 410@ = 1 

:SWEET4_8980
00D6: if 
0039:   410@ == 1 
004D: jump_if_false @SWEET4_9094 
00D6: if 
80DB:   not actor 408@ in_car 543@ 
004D: jump_if_false @SWEET4_9094 
00D6: if 
8203:   not actor 408@ near_car 543@ radius 8.0 8.0 flag 0 on_foot 
004D: jump_if_false @SWEET4_9070 
00BC: show_text_highpriority GXT 'SWE4_11' time 100 flag 1  // ~s~You've left ~b~Sweet ~s~behind!
0002: jump @SWEET4_9094 

:SWEET4_9070
05CA: AS_actor 408@ enter_car 543@ passenger_seat 2 time -1 
01BD: 61@ = current_time_in_ms 
0006: 410@ = 2 

:SWEET4_9094
00D6: if 
0039:   410@ == 2 
004D: jump_if_false @SWEET4_9178 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // (int) 
0062: 73@ -= 61@ // (int) 
00D6: if 
0019:   73@ > 1000 
004D: jump_if_false @SWEET4_9178 
00D6: if 
0019:   73@ > 3000 
004D: jump_if_false @SWEET4_9178 
0006: 410@ = 1 

:SWEET4_9178
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 394@ dead 
8118:   not actor 401@ dead 
8118:   not actor 408@ dead 
004D: jump_if_false @SWEET4_10149 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_10149 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 543@ 
00DB:   actor 394@ in_car 543@ 
00DB:   actor 401@ in_car 543@ 
00DB:   actor 408@ in_car 543@ 
004D: jump_if_false @SWEET4_10149 
00D6: if 
0038:   $6637 == 1 
004D: jump_if_false @SWEET4_9293 
0004: $6637 = 2 

:SWEET4_9293
00D6: if 
0038:   $6637 == 2 
004D: jump_if_false @SWEET4_9351 
0004: $6660 = 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
018A: 57@ = create_checkpoint_at 54@ 55@ 56@ 
01BD: 61@ = current_time_in_ms 
0004: $6637 = 3 

:SWEET4_9351
00D6: if 
0038:   $6637 == 3 
004D: jump_if_false @SWEET4_9509 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @SWEET4_9439 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // (int) 
0062: 73@ -= 61@ // (int) 
00D6: if 
0019:   73@ > 6000 
004D: jump_if_false @SWEET4_9439 
01BD: 61@ = current_time_in_ms 
0006: 43@ = 1 

:SWEET4_9439
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @SWEET4_9509 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // (int) 
0062: 73@ -= 61@ // (int) 
00D6: if 
0019:   73@ > 5000 
004D: jump_if_false @SWEET4_9509 
01BD: 61@ = current_time_in_ms 
0006: 43@ = 2 

:SWEET4_9509
00D6: if 
0038:   $6637 == 3 
004D: jump_if_false @SWEET4_10149 
00D6: if and
0038:   $6666 == 0 
0039:   34@ == 0 
004D: jump_if_false @SWEET4_10149 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_10149 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 54@ 55@ 56@ radius 150.0 150.0 150.0 sphere 0 in_car 
004D: jump_if_false @SWEET4_9635 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @SWEET4_9635 
03DE: set_pedestrians_density_multiplier_to 0.0 

:SWEET4_9635
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 54@ 55@ 56@ radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @SWEET4_10149 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 543@ 
004D: jump_if_false @SWEET4_10149 
01B4: set_player $PLAYER_CHAR can_move 0 
0004: $6672 = 9 
0164: disable_marker 57@ 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
016A: fade 0 time 300 
01BD: $6669 = current_time_in_ms 
0605: actor $PLAYER_ACTOR perform_animation "GDB_CAR_PLY" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
01B9: set_actor 394@ armed_weapon_to 32 
0605: actor 394@ perform_animation "GDB_CAR_SMO" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
01B9: set_actor 408@ armed_weapon_to 32 
0605: actor 408@ perform_animation "GDB_CAR_SWE" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
01B9: set_actor 401@ armed_weapon_to 32 
0605: actor 401@ perform_animation "GDB_CAR_RYD" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0852: set_car 543@ damages_visible 0 
0107: 198@ = create_object #KB_BEER at 2440.58 -1979.89 14.2 
0050: gosub @SWEET4_842 
0050: gosub @SWEET4_3303 
0050: gosub @SWEET4_3451 
00D6: if 
8118:   not actor 418@ dead 
004D: jump_if_false @SWEET4_10049 
06AB: set_actor 418@ all_weapons_hidden 1 
070A: AS_actor 418@ attach_to_object 198@ offset 0.1 0.1 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 

:SWEET4_10049
0247: load_model #LAEROAD30 

:SWEET4_10053
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_10077 
0001: wait 0 ms 
0002: jump @SWEET4_10053 

:SWEET4_10077
00D6: if 
8248:   not model #LAEROAD30 available 
004D: jump_if_false @SWEET4_10103 
0001: wait 0 ms 
0002: jump @SWEET4_10077 

:SWEET4_10103
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_10128 
0697: set_car 543@ remove_component 4 visible_effect_flag 1 

:SWEET4_10128
0004: $6637 = 4 
0006: 34@ = 1 
0004: $6665 = 1 

:SWEET4_10149
00D6: if and
0038:   $6637 == 4 
0038:   $6660 == 0 
004D: jump_if_false @SWEET4_10233 
00D6: if and
8118:   not actor 401@ dead 
8118:   not actor 394@ dead 
004D: jump_if_false @SWEET4_10233 
00D6: if and
8119:   not car 543@ wrecked 
8118:   not actor 408@ dead 
004D: jump_if_false @SWEET4_10233 
01BD: 59@ = current_time_in_ms 
01BD: $6669 = current_time_in_ms 
0004: $6660 = 1 

:SWEET4_10233
00D6: if 
0038:   $6637 == 4 
004D: jump_if_false @SWEET4_11507 
00D6: if 
0018:   $6660 > 0 
004D: jump_if_false @SWEET4_10349 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 2000 
004D: jump_if_false @SWEET4_10349 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SWEET4_10349 
00BE: text_clear_all 
0004: $6672 = 14 
0006: 50@ = 1 
0004: $6660 = 4 

:SWEET4_10349
00D6: if 
0038:   $6660 == 1 
004D: jump_if_false @SWEET4_10603 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 300 
004D: jump_if_false @SWEET4_10603 
00D6: if 
0038:   $6665 == 1 
004D: jump_if_false @SWEET4_10603 
00D6: if 
8118:   not actor 401@ dead 
004D: jump_if_false @SWEET4_10603 
041D: set_camera_near_clip 0.1 
0407: store_coords_to 120@ 130@ 140@ from_car 543@ with_offset -0.337 1.566 0.657 
0407: store_coords_to 122@ 132@ 142@ from_car 543@ with_offset 0.038 -1.033 0.088 
015F: set_camera_position 120@ 130@ 140@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 122@ 132@ 142@ switchstyle 2 
01BD: 59@ = current_time_in_ms 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 300 

:SWEET4_10565
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_10589 
0001: wait 0 ms 
0002: jump @SWEET4_10565 

:SWEET4_10589
0004: $6672 = 9 
0004: $6660 = 2 

:SWEET4_10603
00D6: if 
0038:   $6660 == 2 
004D: jump_if_false @SWEET4_10725 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 10700 
004D: jump_if_false @SWEET4_10725 
00D6: if 
0038:   $6665 == 1 
004D: jump_if_false @SWEET4_10725 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 300 

:SWEET4_10694
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_10718 
0001: wait 0 ms 
0002: jump @SWEET4_10694 

:SWEET4_10718
0004: $6660 = 31 

:SWEET4_10725
00D6: if 
0038:   $6660 == 31 
004D: jump_if_false @SWEET4_10887 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 11000 
004D: jump_if_false @SWEET4_10887 
041D: set_camera_near_clip 0.1 
0169: set_fade_color_RGB 0 0 0 
015F: set_camera_position 2098.139 -1385.882 30.5735 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2098.952 -1385.364 30.3086 switchstyle 2 
016A: fade 1 time 300 

:SWEET4_10856
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_10880 
0001: wait 0 ms 
0002: jump @SWEET4_10856 

:SWEET4_10880
0004: $6660 = 3 

:SWEET4_10887
00D6: if 
0038:   $6660 == 3 
004D: jump_if_false @SWEET4_11146 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 13000 
004D: jump_if_false @SWEET4_11146 
00D6: if 
0038:   $6665 == 1 
004D: jump_if_false @SWEET4_11146 
00D6: if 
8119:   not car 523@ wrecked 
004D: jump_if_false @SWEET4_11146 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2098.139 -1385.882 30.5735 position_to 2075.787 -1369.657 23.6289 time 3500 smooth_transition 1 
0920: point_camera 2098.952 -1385.364 30.3086 transverse_to 2076.316 -1368.814 23.7227 time 3500 smooth_transition 1 
00D6: if 
8118:   not actor 417@ dead 
004D: jump_if_false @SWEET4_11115 
0605: actor 417@ perform_animation "GSIGN1" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 

:SWEET4_11115
00D6: if 
8118:   not actor 416@ dead 
004D: jump_if_false @SWEET4_11139 
0618: assign_actor 416@ to_AS_pack 118@ 

:SWEET4_11139
0004: $6660 = 4 

:SWEET4_11146
00D6: if 
0038:   $6660 == 4 
004D: jump_if_false @SWEET4_11233 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if or
0019:   71@ > 20000 
0039:   50@ == 1 
004D: jump_if_false @SWEET4_11233 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 300 
0004: $6660 = 6 

:SWEET4_11233
00D6: if 
0038:   $6660 == 6 
004D: jump_if_false @SWEET4_11507 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if or
0019:   71@ > 21000 
0039:   50@ == 1 
004D: jump_if_false @SWEET4_11507 
00BE: text_clear_all 
0004: $6672 = 14 
0249: release_model #LAEROAD30 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 300 
04EF: release_animation "GANGS" 
04EF: release_animation "GHANDS" 
01BD: 62@ = current_time_in_ms 
01BD: 63@ = current_time_in_ms 
01BD: 64@ = current_time_in_ms 
03E5: show_text_box 'SWE4_13'  // Press ~k~~VEHICLE_LOOKLEFT~ or ~k~~VEHICLE_LOOKRIGHT~ to look left or right when in a car.
0698: set_car 543@ repair_componentB 4 
0395: clear_area 1 at 54@ 55@ 56@ radius 4.0 
0852: set_car 543@ damages_visible 1 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_11486 
0227: $6674 = car 543@ health 
00D6: if 
0018:   $6674 > 250 
004D: jump_if_false @SWEET4_11471 
000C: $6674 -= 250 

:SWEET4_11471
0084: $6673 = $6674 // (int) 
0014: $6673 /= 10 

:SWEET4_11486
0004: $6659 = 1 
0006: 50@ = 0 
0004: $6637 = 5 

:SWEET4_11507
00D6: if and
0038:   $6637 == 5 
0028:   $6660 >= 6 
004D: jump_if_false @SWEET4_12776 
01BD: 70@ = current_time_in_ms 
0085: 76@ = 70@ // (int) 
0062: 76@ -= 64@ // (int) 
00D6: if 
0019:   76@ > 5000 
004D: jump_if_false @SWEET4_11634 
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @SWEET4_11634 
0151: remove_status_text $6673 
03C4: set_status_text $6673 type 1 GXT 'SWE4_08' // global_variable  // CAR HEALTH
03E5: show_text_box 'SWE4_15'  // This will allow you to see where your enemies are located.
01BD: 62@ = current_time_in_ms 
0006: 84@ = 1 

:SWEET4_11634
00D6: if and
0038:   $6661 == 0 
0038:   $6665 == 1 
004D: jump_if_false @SWEET4_11839 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_11839 
00D6: if and
8118:   not actor 415@ dead 
8118:   not actor 394@ dead 
004D: jump_if_false @SWEET4_11839 
00D6: if or
01AF:   car 543@ sphere 0 in_sphere 451@ 469@ 487@ radius 85@ 85@ 85@ 
02E0:   actor 394@ firing_weapon 
004D: jump_if_false @SWEET4_11839 
00D6: if and
8118:   not actor 416@ dead 
8118:   not actor 417@ dead 
8118:   not actor 418@ dead 
8119:   not car 523@ wrecked 
004D: jump_if_false @SWEET4_11839 
0108: destroy_object 198@ 
01B9: set_actor 418@ armed_weapon_to 22 
0618: assign_actor 415@ to_AS_pack 98@ 
061B: remove_references_to_AS_pack 98@ 
0618: assign_actor 416@ to_AS_pack 99@ 
061B: remove_references_to_AS_pack 99@ 
0618: assign_actor 417@ to_AS_pack 100@ 
061B: remove_references_to_AS_pack 100@ 
0618: assign_actor 418@ to_AS_pack 101@ 
061B: remove_references_to_AS_pack 101@ 
0004: $6661 = 1 

:SWEET4_11839
00D6: if and
0038:   $6662 == 0 
0038:   $6666 == 1 
004D: jump_if_false @SWEET4_12032 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_12032 
00D6: if and
8118:   not actor 419@ dead 
8118:   not actor 394@ dead 
004D: jump_if_false @SWEET4_12032 
00D6: if or
01AF:   car 543@ sphere 0 in_sphere 455@ 473@ 491@ radius 85@ 85@ 85@ 
02E0:   actor 394@ firing_weapon 
004D: jump_if_false @SWEET4_12032 
00D6: if and
8118:   not actor 420@ dead 
8118:   not actor 421@ dead 
8118:   not actor 422@ dead 
8119:   not car 524@ wrecked 
004D: jump_if_false @SWEET4_12032 
0618: assign_actor 419@ to_AS_pack 102@ 
061B: remove_references_to_AS_pack 102@ 
0618: assign_actor 420@ to_AS_pack 103@ 
061B: remove_references_to_AS_pack 103@ 
0618: assign_actor 421@ to_AS_pack 104@ 
061B: remove_references_to_AS_pack 104@ 
0618: assign_actor 422@ to_AS_pack 105@ 
061B: remove_references_to_AS_pack 105@ 
0004: $6662 = 1 

:SWEET4_12032
00D6: if and
0038:   $6663 == 0 
0038:   $6667 == 1 
004D: jump_if_false @SWEET4_12220 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_12220 
00D6: if and
8118:   not actor 423@ dead 
8118:   not actor 394@ dead 
004D: jump_if_false @SWEET4_12220 
00D6: if or
01AF:   car 543@ sphere 0 in_sphere 459@ 477@ 495@ radius 85@ 85@ 85@ 
02E0:   actor 394@ firing_weapon 
004D: jump_if_false @SWEET4_12220 
00D6: if and
8118:   not actor 424@ dead 
8118:   not actor 425@ dead 
8118:   not actor 426@ dead 
004D: jump_if_false @SWEET4_12220 
0618: assign_actor 423@ to_AS_pack 106@ 
061B: remove_references_to_AS_pack 106@ 
0618: assign_actor 424@ to_AS_pack 107@ 
061B: remove_references_to_AS_pack 107@ 
0618: assign_actor 425@ to_AS_pack 108@ 
061B: remove_references_to_AS_pack 108@ 
0618: assign_actor 426@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
0004: $6663 = 1 

:SWEET4_12220
00D6: if and
0038:   $6664 == 0 
0038:   $6668 == 1 
004D: jump_if_false @SWEET4_12408 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_12408 
00D6: if and
8118:   not actor 427@ dead 
8118:   not actor 394@ dead 
004D: jump_if_false @SWEET4_12408 
00D6: if or
01AF:   car 543@ sphere 0 in_sphere 463@ 481@ 499@ radius 85@ 85@ 85@ 
02E0:   actor 394@ firing_weapon 
004D: jump_if_false @SWEET4_12408 
00D6: if and
8118:   not actor 428@ dead 
8118:   not actor 429@ dead 
8118:   not actor 430@ dead 
004D: jump_if_false @SWEET4_12408 
0618: assign_actor 427@ to_AS_pack 110@ 
061B: remove_references_to_AS_pack 110@ 
0618: assign_actor 428@ to_AS_pack 111@ 
061B: remove_references_to_AS_pack 111@ 
0618: assign_actor 429@ to_AS_pack 112@ 
061B: remove_references_to_AS_pack 112@ 
0618: assign_actor 430@ to_AS_pack 113@ 
061B: remove_references_to_AS_pack 113@ 
0004: $6664 = 1 

:SWEET4_12408
00D6: if and
0038:   $6666 == 0 
0039:   34@ == 2 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_12552 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_12552 
00D6: if 
80C2:   not sphere_onscreen 455@ 473@ 491@ radius 4.0 
004D: jump_if_false @SWEET4_12552 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 455@ 473@ 491@ radius 85@ 85@ 85@ 
004D: jump_if_false @SWEET4_12552 
0050: gosub @SWEET4_1419 
0050: gosub @SWEET4_3305 
0050: gosub @SWEET4_3787 
0249: release_model #VOODOO 
0004: $6666 = 1 

:SWEET4_12552
00D6: if and
0038:   $6667 == 0 
0039:   34@ == 3 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_12664 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_12664 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 459@ 477@ 495@ radius 85@ 85@ 85@ 
004D: jump_if_false @SWEET4_12664 
0050: gosub @SWEET4_1989 
0050: gosub @SWEET4_3307 
0050: gosub @SWEET4_4035 
0004: $6667 = 1 

:SWEET4_12664
00D6: if and
0038:   $6668 == 0 
0039:   34@ == 4 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_12776 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_12776 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 463@ 481@ 499@ radius 85@ 85@ 85@ 
004D: jump_if_false @SWEET4_12776 
0050: gosub @SWEET4_2503 
0050: gosub @SWEET4_3379 
0050: gosub @SWEET4_4316 
0004: $6668 = 1 

:SWEET4_12776
00D6: if 
0018:   $6637 > 4 
004D: jump_if_false @SWEET4_14711 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 394@ dead 
8118:   not actor 401@ dead 
8118:   not actor 408@ dead 
004D: jump_if_false @SWEET4_13089 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_13089 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 543@ 
00DB:   actor 394@ in_car 543@ 
00DB:   actor 401@ in_car 543@ 
00DB:   actor 408@ in_car 543@ 
004D: jump_if_false @SWEET4_13089 
00D6: if 
8495:   not car 543@ burning 
004D: jump_if_false @SWEET4_13059 
00D6: if 
0039:   48@ == 1 
004D: jump_if_false @SWEET4_12946 
0151: remove_status_text $6673 
03C4: set_status_text $6673 type 1 GXT 'SWE4_08' // global_variable  // CAR HEALTH
0006: 48@ = 0 

:SWEET4_12946
0227: $6674 = car 543@ health 
000C: $6674 -= 250 
0084: $6673 = $6674 // (int) 
0014: $6673 /= 12 
00D6: if 
0103:   actor $PLAYER_ACTOR in_sphere 2067.0 -1831.0 13.0 radius 5.0 5.0 5.0 sphere 0 stopped_in_car 
004D: jump_if_false @SWEET4_13052 
00D6: if 
0038:   $6674 == 750 
004D: jump_if_false @SWEET4_13052 
0224: set_car 543@ health_to 1450 

:SWEET4_13052
0002: jump @SWEET4_13089 

:SWEET4_13059
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @SWEET4_13089 
0151: remove_status_text $6673 
0006: 48@ = 1 

:SWEET4_13089
01BD: 68@ = current_time_in_ms 
0085: 74@ = 68@ // (int) 
0062: 74@ -= 62@ // (int) 
00D6: if or
0019:   74@ > 2000 
0118:   actor 195@ dead 
004D: jump_if_false @SWEET4_13200 
04AF: 41@ = 8 // = constant 
0085: 194@ = 408@ // (int) 
0050: gosub @SWEET4_24180 
04AF: 41@ = 8 // = constant 
0085: 194@ = 401@ // (int) 
0050: gosub @SWEET4_24180 
04AF: 41@ = 8 // = constant 
0085: 194@ = 394@ // (int) 
0050: gosub @SWEET4_24180 

:SWEET4_13200
00D6: if 
0038:   $6665 == 1 
004D: jump_if_false @SWEET4_13589 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @SWEET4_13589 
00D6: if 
0038:   $6640 == 0 
004D: jump_if_false @SWEET4_13294 
00D6: if 
0118:   actor 415@ dead 
004D: jump_if_false @SWEET4_13294 
0164: disable_marker 433@ 
01C2: remove_references_to_actor 415@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6640 = 1 

:SWEET4_13294
00D6: if 
0038:   $6641 == 0 
004D: jump_if_false @SWEET4_13352 
00D6: if 
0118:   actor 416@ dead 
004D: jump_if_false @SWEET4_13352 
0164: disable_marker 434@ 
01C2: remove_references_to_actor 416@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6641 = 1 

:SWEET4_13352
00D6: if 
0038:   $6642 == 0 
004D: jump_if_false @SWEET4_13410 
00D6: if 
0118:   actor 417@ dead 
004D: jump_if_false @SWEET4_13410 
0164: disable_marker 435@ 
01C2: remove_references_to_actor 417@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6642 = 1 

:SWEET4_13410
00D6: if 
0038:   $6643 == 0 
004D: jump_if_false @SWEET4_13468 
00D6: if 
0118:   actor 418@ dead 
004D: jump_if_false @SWEET4_13468 
0164: disable_marker 436@ 
01C2: remove_references_to_actor 418@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6643 = 1 

:SWEET4_13468
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SWEET4_13589 
00D6: if and
0038:   $6640 == 1 
0038:   $6641 == 1 
0038:   $6642 == 1 
0038:   $6643 == 1 
004D: jump_if_false @SWEET4_13589 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_13575 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_13575 
0006: 389@ = 46 

:SWEET4_13575
0006: 34@ = 2 
0006: 35@ = 1 

:SWEET4_13589
00D6: if 
0038:   $6666 == 1 
004D: jump_if_false @SWEET4_13978 
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @SWEET4_13978 
00D6: if 
0038:   $6644 == 0 
004D: jump_if_false @SWEET4_13683 
00D6: if 
0118:   actor 419@ dead 
004D: jump_if_false @SWEET4_13683 
0164: disable_marker 437@ 
01C2: remove_references_to_actor 419@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6644 = 1 

:SWEET4_13683
00D6: if 
0038:   $6645 == 0 
004D: jump_if_false @SWEET4_13741 
00D6: if 
0118:   actor 420@ dead 
004D: jump_if_false @SWEET4_13741 
0164: disable_marker 438@ 
01C2: remove_references_to_actor 420@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6645 = 1 

:SWEET4_13741
00D6: if 
0038:   $6646 == 0 
004D: jump_if_false @SWEET4_13799 
00D6: if 
0118:   actor 421@ dead 
004D: jump_if_false @SWEET4_13799 
0164: disable_marker 439@ 
01C2: remove_references_to_actor 421@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6646 = 1 

:SWEET4_13799
00D6: if 
0038:   $6647 == 0 
004D: jump_if_false @SWEET4_13857 
00D6: if 
0118:   actor 422@ dead 
004D: jump_if_false @SWEET4_13857 
0164: disable_marker 440@ 
01C2: remove_references_to_actor 422@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6647 = 1 

:SWEET4_13857
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @SWEET4_13978 
00D6: if and
0038:   $6644 == 1 
0038:   $6645 == 1 
0038:   $6646 == 1 
0038:   $6647 == 1 
004D: jump_if_false @SWEET4_13978 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_13964 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_13964 
0006: 389@ = 47 

:SWEET4_13964
0006: 34@ = 3 
0006: 36@ = 1 

:SWEET4_13978
00D6: if 
0038:   $6667 == 1 
004D: jump_if_false @SWEET4_14367 
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @SWEET4_14367 
00D6: if 
0038:   $6648 == 0 
004D: jump_if_false @SWEET4_14072 
00D6: if 
0118:   actor 423@ dead 
004D: jump_if_false @SWEET4_14072 
0164: disable_marker 441@ 
01C2: remove_references_to_actor 423@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6648 = 1 

:SWEET4_14072
00D6: if 
0038:   $6649 == 0 
004D: jump_if_false @SWEET4_14130 
00D6: if 
0118:   actor 424@ dead 
004D: jump_if_false @SWEET4_14130 
0164: disable_marker 442@ 
01C2: remove_references_to_actor 424@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6649 = 1 

:SWEET4_14130
00D6: if 
0038:   $6650 == 0 
004D: jump_if_false @SWEET4_14188 
00D6: if 
0118:   actor 425@ dead 
004D: jump_if_false @SWEET4_14188 
0164: disable_marker 443@ 
01C2: remove_references_to_actor 425@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6650 = 1 

:SWEET4_14188
00D6: if 
0038:   $6651 == 0 
004D: jump_if_false @SWEET4_14246 
00D6: if 
0118:   actor 426@ dead 
004D: jump_if_false @SWEET4_14246 
0164: disable_marker 444@ 
01C2: remove_references_to_actor 426@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6651 = 1 

:SWEET4_14246
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @SWEET4_14367 
00D6: if and
0038:   $6648 == 1 
0038:   $6649 == 1 
0038:   $6650 == 1 
0038:   $6651 == 1 
004D: jump_if_false @SWEET4_14367 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_14353 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_14353 
0006: 389@ = 48 

:SWEET4_14353
0006: 34@ = 4 
0006: 37@ = 1 

:SWEET4_14367
00D6: if 
0038:   $6668 == 1 
004D: jump_if_false @SWEET4_14711 
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @SWEET4_14711 
00D6: if 
0038:   $6652 == 0 
004D: jump_if_false @SWEET4_14461 
00D6: if 
0118:   actor 427@ dead 
004D: jump_if_false @SWEET4_14461 
0164: disable_marker 445@ 
01C2: remove_references_to_actor 427@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6652 = 1 

:SWEET4_14461
00D6: if 
0038:   $6653 == 0 
004D: jump_if_false @SWEET4_14519 
00D6: if 
0118:   actor 428@ dead 
004D: jump_if_false @SWEET4_14519 
0164: disable_marker 446@ 
01C2: remove_references_to_actor 428@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6653 = 1 

:SWEET4_14519
00D6: if 
0038:   $6654 == 0 
004D: jump_if_false @SWEET4_14577 
00D6: if 
0118:   actor 429@ dead 
004D: jump_if_false @SWEET4_14577 
0164: disable_marker 447@ 
01C2: remove_references_to_actor 429@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6654 = 1 

:SWEET4_14577
00D6: if 
0038:   $6655 == 0 
004D: jump_if_false @SWEET4_14635 
00D6: if 
0118:   actor 430@ dead 
004D: jump_if_false @SWEET4_14635 
0164: disable_marker 448@ 
01C2: remove_references_to_actor 430@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6655 = 1 

:SWEET4_14635
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SWEET4_14711 
00D6: if and
0038:   $6652 == 1 
0038:   $6653 == 1 
0038:   $6654 == 1 
0038:   $6655 == 1 
004D: jump_if_false @SWEET4_14711 
01BD: $6669 = current_time_in_ms 
0006: 34@ = 1 
0006: 38@ = 0 

:SWEET4_14711
00D6: if 
0038:   $6637 == 5 
004D: jump_if_false @SWEET4_16502 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_16171 
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @SWEET4_15199 
00D6: if and
01C1:   car 543@ stopped 
00DB:   actor $PLAYER_ACTOR in_car 543@ 
004D: jump_if_false @SWEET4_15199 
01BD: 59@ = current_time_in_ms 
0209: 44@ = random_int_in_ranges 0 5 
0004: $6638 = 50 
00D6: if 
8118:   not actor 415@ dead 
004D: jump_if_false @SWEET4_14832 
02E2: set_actor 415@ weapon_accuracy_to $6638 

:SWEET4_14832
00D6: if 
8118:   not actor 416@ dead 
004D: jump_if_false @SWEET4_14856 
02E2: set_actor 416@ weapon_accuracy_to $6638 

:SWEET4_14856
00D6: if 
8118:   not actor 417@ dead 
004D: jump_if_false @SWEET4_14880 
02E2: set_actor 417@ weapon_accuracy_to $6638 

:SWEET4_14880
00D6: if 
8118:   not actor 418@ dead 
004D: jump_if_false @SWEET4_14904 
02E2: set_actor 418@ weapon_accuracy_to $6638 

:SWEET4_14904
00D6: if 
8118:   not actor 419@ dead 
004D: jump_if_false @SWEET4_14928 
02E2: set_actor 419@ weapon_accuracy_to $6638 

:SWEET4_14928
00D6: if 
8118:   not actor 420@ dead 
004D: jump_if_false @SWEET4_14952 
02E2: set_actor 420@ weapon_accuracy_to $6638 

:SWEET4_14952
00D6: if 
8118:   not actor 421@ dead 
004D: jump_if_false @SWEET4_14976 
02E2: set_actor 421@ weapon_accuracy_to $6638 

:SWEET4_14976
00D6: if 
8118:   not actor 422@ dead 
004D: jump_if_false @SWEET4_15000 
02E2: set_actor 422@ weapon_accuracy_to $6638 

:SWEET4_15000
00D6: if 
8118:   not actor 423@ dead 
004D: jump_if_false @SWEET4_15024 
02E2: set_actor 423@ weapon_accuracy_to $6638 

:SWEET4_15024
00D6: if 
8118:   not actor 424@ dead 
004D: jump_if_false @SWEET4_15048 
02E2: set_actor 424@ weapon_accuracy_to $6638 

:SWEET4_15048
00D6: if 
8118:   not actor 425@ dead 
004D: jump_if_false @SWEET4_15072 
02E2: set_actor 425@ weapon_accuracy_to $6638 

:SWEET4_15072
00D6: if 
8118:   not actor 426@ dead 
004D: jump_if_false @SWEET4_15096 
02E2: set_actor 426@ weapon_accuracy_to $6638 

:SWEET4_15096
00D6: if 
8118:   not actor 427@ dead 
004D: jump_if_false @SWEET4_15120 
02E2: set_actor 427@ weapon_accuracy_to $6638 

:SWEET4_15120
00D6: if 
8118:   not actor 428@ dead 
004D: jump_if_false @SWEET4_15144 
02E2: set_actor 428@ weapon_accuracy_to $6638 

:SWEET4_15144
00D6: if 
8118:   not actor 429@ dead 
004D: jump_if_false @SWEET4_15168 
02E2: set_actor 429@ weapon_accuracy_to $6638 

:SWEET4_15168
00D6: if 
8118:   not actor 430@ dead 
004D: jump_if_false @SWEET4_15192 
02E2: set_actor 430@ weapon_accuracy_to $6638 

:SWEET4_15192
0006: 45@ = 1 

:SWEET4_15199
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @SWEET4_15699 
01BD: 69@ = current_time_in_ms 
0085: 75@ = 69@ // (int) 
0062: 75@ -= 63@ // (int) 
00D6: if 
0019:   75@ > 3000 
004D: jump_if_false @SWEET4_15699 
00D6: if 
01C1:   car 543@ stopped 
004D: jump_if_false @SWEET4_15692 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 250 
004D: jump_if_false @SWEET4_15685 
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @SWEET4_15375 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_15375 
0006: 389@ = 20 
01BD: 59@ = current_time_in_ms 
0006: 45@ = 2 

:SWEET4_15375
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @SWEET4_15437 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_15437 
0006: 389@ = 21 
01BD: 59@ = current_time_in_ms 
0006: 45@ = 2 

:SWEET4_15437
00D6: if 
0039:   44@ == 2 
004D: jump_if_false @SWEET4_15499 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_15499 
0006: 389@ = 22 
01BD: 59@ = current_time_in_ms 
0006: 45@ = 2 

:SWEET4_15499
00D6: if 
0039:   44@ == 3 
004D: jump_if_false @SWEET4_15561 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_15561 
0006: 389@ = 23 
01BD: 59@ = current_time_in_ms 
0006: 45@ = 2 

:SWEET4_15561
00D6: if 
0039:   44@ == 4 
004D: jump_if_false @SWEET4_15623 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_15623 
0006: 389@ = 24 
01BD: 59@ = current_time_in_ms 
0006: 45@ = 2 

:SWEET4_15623
00D6: if 
0039:   44@ == 5 
004D: jump_if_false @SWEET4_15685 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_15685 
0006: 389@ = 25 
01BD: 59@ = current_time_in_ms 
0006: 45@ = 2 

:SWEET4_15685
0002: jump @SWEET4_15699 

:SWEET4_15692
0006: 45@ = 2 

:SWEET4_15699
00D6: if 
0039:   45@ == 2 
004D: jump_if_false @SWEET4_16171 
00D6: if 
81C1:   not car 543@ stopped 
004D: jump_if_false @SWEET4_16171 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 3100 
004D: jump_if_false @SWEET4_15780 
0006: 45@ = 0 

:SWEET4_15780
0004: $6638 = 30 
00D6: if 
8118:   not actor 415@ dead 
004D: jump_if_false @SWEET4_15811 
02E2: set_actor 415@ weapon_accuracy_to $6638 

:SWEET4_15811
00D6: if 
8118:   not actor 416@ dead 
004D: jump_if_false @SWEET4_15835 
02E2: set_actor 416@ weapon_accuracy_to $6638 

:SWEET4_15835
00D6: if 
8118:   not actor 417@ dead 
004D: jump_if_false @SWEET4_15859 
02E2: set_actor 417@ weapon_accuracy_to $6638 

:SWEET4_15859
00D6: if 
8118:   not actor 418@ dead 
004D: jump_if_false @SWEET4_15883 
02E2: set_actor 418@ weapon_accuracy_to $6638 

:SWEET4_15883
00D6: if 
8118:   not actor 419@ dead 
004D: jump_if_false @SWEET4_15907 
02E2: set_actor 419@ weapon_accuracy_to $6638 

:SWEET4_15907
00D6: if 
8118:   not actor 420@ dead 
004D: jump_if_false @SWEET4_15931 
02E2: set_actor 420@ weapon_accuracy_to $6638 

:SWEET4_15931
00D6: if 
8118:   not actor 421@ dead 
004D: jump_if_false @SWEET4_15955 
02E2: set_actor 421@ weapon_accuracy_to $6638 

:SWEET4_15955
00D6: if 
8118:   not actor 422@ dead 
004D: jump_if_false @SWEET4_15979 
02E2: set_actor 422@ weapon_accuracy_to $6638 

:SWEET4_15979
00D6: if 
8118:   not actor 423@ dead 
004D: jump_if_false @SWEET4_16003 
02E2: set_actor 423@ weapon_accuracy_to $6638 

:SWEET4_16003
00D6: if 
8118:   not actor 424@ dead 
004D: jump_if_false @SWEET4_16027 
02E2: set_actor 424@ weapon_accuracy_to $6638 

:SWEET4_16027
00D6: if 
8118:   not actor 425@ dead 
004D: jump_if_false @SWEET4_16051 
02E2: set_actor 425@ weapon_accuracy_to $6638 

:SWEET4_16051
00D6: if 
8118:   not actor 426@ dead 
004D: jump_if_false @SWEET4_16075 
02E2: set_actor 426@ weapon_accuracy_to $6638 

:SWEET4_16075
00D6: if 
8118:   not actor 427@ dead 
004D: jump_if_false @SWEET4_16099 
02E2: set_actor 427@ weapon_accuracy_to $6638 

:SWEET4_16099
00D6: if 
8118:   not actor 428@ dead 
004D: jump_if_false @SWEET4_16123 
02E2: set_actor 428@ weapon_accuracy_to $6638 

:SWEET4_16123
00D6: if 
8118:   not actor 429@ dead 
004D: jump_if_false @SWEET4_16147 
02E2: set_actor 429@ weapon_accuracy_to $6638 

:SWEET4_16147
00D6: if 
8118:   not actor 430@ dead 
004D: jump_if_false @SWEET4_16171 
02E2: set_actor 430@ weapon_accuracy_to $6638 

:SWEET4_16171
00D6: if 
0039:   77@ == 16 
004D: jump_if_false @SWEET4_16233 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_16233 
0006: 389@ = 33 
01BD: 82@ = current_time_in_ms 
0006: 77@ = 17 

:SWEET4_16233
00D6: if 
0039:   77@ == 17 
004D: jump_if_false @SWEET4_16502 
01BD: 81@ = current_time_in_ms 
0085: 80@ = 81@ // (int) 
0062: 80@ -= 82@ // (int) 
00D6: if 
0019:   80@ > 3000 
004D: jump_if_false @SWEET4_16502 
0335: enable_free_respray 1 
00BE: text_clear_all 
01F0: set_max_wanted_level_to 53@ 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @SWEET4_16331 
099E: enable_police_patrols 1 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 

:SWEET4_16331
020A: set_car 543@ door_status_to 1 
0151: remove_status_text $6673 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
01BD: 82@ = current_time_in_ms 
03DE: set_pedestrians_density_multiplier_to 0.5 
0164: disable_marker 433@ 
0164: disable_marker 434@ 
0164: disable_marker 435@ 
0164: disable_marker 436@ 
0164: disable_marker 437@ 
0164: disable_marker 438@ 
0164: disable_marker 439@ 
0164: disable_marker 440@ 
0164: disable_marker 441@ 
0164: disable_marker 442@ 
0164: disable_marker 443@ 
0164: disable_marker 444@ 
0164: disable_marker 445@ 
0164: disable_marker 446@ 
0164: disable_marker 447@ 
0164: disable_marker 448@ 
01BD: $6669 = current_time_in_ms 
0004: $6672 = 14 
0004: $6660 = 0 
0004: $6637 = 6 
03C7: set_sensitivity_to_crime 1.0 
0006: 83@ = 0 

:SWEET4_16502
00D6: if and
0038:   $6637 == 6 
0038:   $6672 == 18 
004D: jump_if_false @SWEET4_18034 
01BD: 81@ = current_time_in_ms 
0085: 80@ = 81@ // (int) 
0062: 80@ -= 82@ // (int) 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @SWEET4_16608 
00D6: if 
0019:   80@ > 500 
004D: jump_if_false @SWEET4_16608 
03E5: show_text_box 'SWE4_07'  // The spray shop icon is marked on the radar as a spray can.
0164: disable_marker $449 
000A: 83@ += 1 

:SWEET4_16608
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @SWEET4_16679 
00D6: if 
0019:   80@ > 1000 
004D: jump_if_false @SWEET4_16679 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 

:SWEET4_16679
00D6: if 
0039:   83@ == 2 
004D: jump_if_false @SWEET4_16728 
00D6: if 
0019:   80@ > 1500 
004D: jump_if_false @SWEET4_16728 
0164: disable_marker $449 
000A: 83@ += 1 

:SWEET4_16728
00D6: if 
0039:   83@ == 3 
004D: jump_if_false @SWEET4_16799 
00D6: if 
0019:   80@ > 2000 
004D: jump_if_false @SWEET4_16799 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 

:SWEET4_16799
00D6: if 
0039:   83@ == 4 
004D: jump_if_false @SWEET4_16848 
00D6: if 
0019:   80@ > 2500 
004D: jump_if_false @SWEET4_16848 
0164: disable_marker $449 
000A: 83@ += 1 

:SWEET4_16848
00D6: if 
0039:   83@ == 5 
004D: jump_if_false @SWEET4_16919 
00D6: if 
0019:   80@ > 3000 
004D: jump_if_false @SWEET4_16919 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 

:SWEET4_16919
00D6: if 
0039:   83@ == 6 
004D: jump_if_false @SWEET4_16968 
00D6: if 
0019:   80@ > 3500 
004D: jump_if_false @SWEET4_16968 
0164: disable_marker $449 
000A: 83@ += 1 

:SWEET4_16968
00D6: if 
0039:   83@ == 7 
004D: jump_if_false @SWEET4_17039 
00D6: if 
0019:   80@ > 4000 
004D: jump_if_false @SWEET4_17039 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 

:SWEET4_17039
00D6: if 
0039:   83@ == 8 
004D: jump_if_false @SWEET4_17088 
00D6: if 
0019:   80@ > 4500 
004D: jump_if_false @SWEET4_17088 
0164: disable_marker $449 
000A: 83@ += 1 

:SWEET4_17088
00D6: if 
0039:   83@ == 9 
004D: jump_if_false @SWEET4_17159 
00D6: if 
0019:   80@ > 5000 
004D: jump_if_false @SWEET4_17159 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 

:SWEET4_17159
00D6: if 
0039:   83@ == 10 
004D: jump_if_false @SWEET4_17208 
00D6: if 
0019:   80@ > 5500 
004D: jump_if_false @SWEET4_17208 
0164: disable_marker $449 
000A: 83@ += 1 

:SWEET4_17208
00D6: if 
0039:   83@ == 11 
004D: jump_if_false @SWEET4_17279 
00D6: if 
0019:   80@ > 6000 
004D: jump_if_false @SWEET4_17279 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 

:SWEET4_17279
00D6: if 
0039:   83@ == 12 
004D: jump_if_false @SWEET4_17328 
00D6: if 
0019:   80@ > 6500 
004D: jump_if_false @SWEET4_17328 
0164: disable_marker $449 
000A: 83@ += 1 

:SWEET4_17328
00D6: if 
0039:   83@ == 13 
004D: jump_if_false @SWEET4_17399 
00D6: if 
0019:   80@ > 7000 
004D: jump_if_false @SWEET4_17399 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 

:SWEET4_17399
00D6: if 
0039:   83@ == 14 
004D: jump_if_false @SWEET4_17448 
00D6: if 
0019:   80@ > 7500 
004D: jump_if_false @SWEET4_17448 
0164: disable_marker $449 
000A: 83@ += 1 

:SWEET4_17448
00D6: if 
0039:   83@ == 15 
004D: jump_if_false @SWEET4_17519 
00D6: if 
0019:   80@ > 8000 
004D: jump_if_false @SWEET4_17519 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 

:SWEET4_17519
00D6: if 
0039:   83@ == 16 
004D: jump_if_false @SWEET4_17568 
00D6: if 
0019:   80@ > 8500 
004D: jump_if_false @SWEET4_17568 
0164: disable_marker $449 
000A: 83@ += 1 

:SWEET4_17568
00D6: if 
0039:   83@ == 17 
004D: jump_if_false @SWEET4_17639 
00D6: if 
0019:   80@ > 9000 
004D: jump_if_false @SWEET4_17639 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 

:SWEET4_17639
00D6: if 
0039:   83@ == 18 
004D: jump_if_false @SWEET4_17688 
00D6: if 
0019:   80@ > 9500 
004D: jump_if_false @SWEET4_17688 
0164: disable_marker $449 
000A: 83@ += 1 

:SWEET4_17688
00D6: if 
0039:   83@ == 19 
004D: jump_if_false @SWEET4_17784 
00D6: if 
0019:   80@ > 10000 
004D: jump_if_false @SWEET4_17784 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
0164: disable_marker $6658 
018A: $6658 = create_checkpoint_at 2075.55 -1831.09 12.21 
000A: 83@ += 1 

:SWEET4_17784
00D6: if 
0038:   $6660 == 0 
004D: jump_if_false @SWEET4_17891 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_17891 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 2075.55 -1831.09 12.21 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @SWEET4_17891 
00BE: text_clear_all 
03E5: show_text_box 'SWE4_06'  // Drive your vehicle into the spray shop to lose your ~h~wanted level~w~, ~h~repair ~w~and ~h~respray ~w~your vehicle. Cost - ~h~$100~w~. This time it's free.
0164: disable_marker $6658 
0004: $6660 = 1 

:SWEET4_17891
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @SWEET4_18034 
00D6: if or
0100:   actor $PLAYER_ACTOR in_sphere 2075.55 -1831.09 12.21 radius 20.0 20.0 20.0 sphere 1 in_car 
0100:   actor $PLAYER_ACTOR in_sphere 1024.55 -1039.09 35.21 radius 20.0 20.0 20.0 sphere 1 in_car 
004D: jump_if_false @SWEET4_18027 
03E6: remove_text_box 
01BD: 59@ = current_time_in_ms 
0164: disable_marker $6658 
0004: $6637 = 7 
0004: $6660 = 0 
0002: jump @SWEET4_18034 

:SWEET4_18027
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 

:SWEET4_18034
00D6: if 
0038:   $6637 == 7 
004D: jump_if_false @SWEET4_18673 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 5000 
004D: jump_if_false @SWEET4_18183 
00D6: if 
0039:   43@ == 2 
004D: jump_if_false @SWEET4_18183 
0335: enable_free_respray 0 
03E5: show_text_box 'WANT_L'  // Your wanted level has been suspended, if you commit a crime whilst the stars are flashing your full wanted level will be reinstated.
018A: 58@ = create_checkpoint_at 545@ 546@ 547@ 
0164: disable_marker $449 
04CE: $449 = create_icon_marker 63 at 2067.4 -1831.2 13.5 
01BD: 59@ = current_time_in_ms 
01BD: $6669 = current_time_in_ms 
0006: 43@ = 3 

:SWEET4_18183
00D6: if 
0039:   43@ == 3 
004D: jump_if_false @SWEET4_18301 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 5000 
004D: jump_if_false @SWEET4_18301 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @SWEET4_18294 
0004: $6672 = 18 
01BD: $6669 = current_time_in_ms 
00BC: show_text_highpriority GXT 'SWE4_14' time 8000 flag 1  // ~s~Take your homies back to ~y~the hood~s~.
0006: 49@ = 1 

:SWEET4_18294
0006: 43@ = 4 

:SWEET4_18301
00D6: if 
0039:   43@ == 4 
004D: jump_if_false @SWEET4_18673 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_18673 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 543@ 
004D: jump_if_false @SWEET4_18673 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 545@ 546@ 547@ radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @SWEET4_18673 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 543@ 
004D: jump_if_false @SWEET4_18673 
01B4: set_player $PLAYER_CHAR can_move 0 
06C7: AS_actor $PLAYER_ACTOR driver_of_car 543@ perform_action 6 timelimit 2000000 
0395: clear_area 0 at 2518.0 -1673.0 14.0 radius 50.0 
00BE: text_clear_all 
03DE: set_pedestrians_density_multiplier_to 0.0 
02A3: enable_widescreen 1 
016A: fade 0 time 300 
01BD: 59@ = current_time_in_ms 
01BD: $6669 = current_time_in_ms 
0605: actor $PLAYER_ACTOR perform_animation "GDB_CAR2_PLY" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time 0 
01B9: set_actor 394@ armed_weapon_to 32 
0605: actor 394@ perform_animation "GDB_CAR2_SMO" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
01B9: set_actor 408@ armed_weapon_to 32 
0605: actor 408@ perform_animation "GDB_CAR2_SWE" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0852: set_car 543@ damages_visible 0 
0004: $6660 = 0 
0004: $6637 = 8 

:SWEET4_18673
00D6: if 
0038:   $6637 == 8 
004D: jump_if_false @SWEET4_19980 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_19980 
00D6: if 
0038:   $6660 == 0 
004D: jump_if_false @SWEET4_19114 
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @SWEET4_19005 
00D6: if 
0039:   390@ == 0 
004D: jump_if_false @SWEET4_19005 
00D6: if 
01C1:   car 543@ stopped 
004D: jump_if_false @SWEET4_19005 
00D6: if 
8118:   not actor 401@ dead 
004D: jump_if_false @SWEET4_18858 
0697: set_car 543@ remove_component 4 visible_effect_flag 1 
0169: set_fade_color_RGB 0 0 0 
0615: define_AS_pack_begin 117@ 
05CD: AS_actor -1 exit_car 543@ 
05D3: AS_actor -1 goto_point 2513.79 -1663.09 14.56 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 117@ 
0618: assign_actor 401@ to_AS_pack 117@ 

:SWEET4_18858
0407: store_coords_to 120@ 130@ 140@ from_car 543@ with_offset -0.4 1.566 0.657 
0407: store_coords_to 122@ 132@ 142@ from_car 543@ with_offset 0.038 -1.033 0.088 
015F: set_camera_position 120@ 130@ 140@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 122@ 132@ 142@ switchstyle 2 
016A: fade 1 time 300 

:SWEET4_18962
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_18986 
0001: wait 0 ms 
0002: jump @SWEET4_18962 

:SWEET4_18986
0006: 389@ = 42 
01BD: 59@ = current_time_in_ms 
0006: 52@ = 1 

:SWEET4_19005
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @SWEET4_19114 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 1000 
004D: jump_if_false @SWEET4_19114 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_19114 
0006: 389@ = 43 
01BD: 59@ = current_time_in_ms 
0006: 52@ = 2 
0004: $6660 = 3 

:SWEET4_19114
00D6: if 
0038:   $6660 == 3 
004D: jump_if_false @SWEET4_19453 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 1000 
004D: jump_if_false @SWEET4_19239 
034F: destroy_actor_with_fade 401@ 
00D6: if 
0039:   52@ == 2 
004D: jump_if_false @SWEET4_19239 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_19239 
0006: 389@ = 44 
01BD: 59@ = current_time_in_ms 
0006: 52@ = 3 

:SWEET4_19239
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0039:   52@ == 3 
004D: jump_if_false @SWEET4_19341 
00D6: if 
0019:   71@ > 1000 
004D: jump_if_false @SWEET4_19341 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_19341 
0006: 389@ = 45 
01BD: 59@ = current_time_in_ms 
0006: 52@ = 4 

:SWEET4_19341
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
8118:   not actor 408@ dead 
004D: jump_if_false @SWEET4_19453 
00D6: if 
0019:   71@ > 1000 
004D: jump_if_false @SWEET4_19453 
062E: get_actor 408@ task 1541 status_store_to 410@ // ret 7 if not found 
00D6: if or
04A4:   410@ == 7 // == constant 
0039:   52@ == 4 
004D: jump_if_false @SWEET4_19453 
0618: assign_actor 408@ to_AS_pack 117@ 
01BD: 59@ = current_time_in_ms 
0004: $6660 = 4 

:SWEET4_19453
00D6: if 
0038:   $6660 == 4 
004D: jump_if_false @SWEET4_19570 
00D6: if 
8118:   not actor 394@ dead 
004D: jump_if_false @SWEET4_19570 
062E: get_actor 394@ task 1541 status_store_to 396@ // ret 7 if not found 
00D6: if or
04A4:   396@ == 7 // == constant 
0039:   390@ == 0 
004D: jump_if_false @SWEET4_19570 
0618: assign_actor 394@ to_AS_pack 117@ 
0001: wait 100 ms 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 117@ 
01BD: 59@ = current_time_in_ms 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1500 
0004: $6660 = 5 

:SWEET4_19570
00D6: if 
0038:   $6660 == 5 
004D: jump_if_false @SWEET4_19837 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 1000 
004D: jump_if_false @SWEET4_19837 

:SWEET4_19628
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_19652 
0001: wait 0 ms 
0002: jump @SWEET4_19628 

:SWEET4_19652
0605: actor $PLAYER_ACTOR perform_animation "GDB_CAR2_PLY" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET4_19740 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2511.0 -1671.0 12.5 
0002: jump @SWEET4_19760 

:SWEET4_19740
00A1: put_actor $PLAYER_ACTOR at 2511.0 -1671.0 12.5 

:SWEET4_19760
0605: actor $PLAYER_ACTOR perform_animation "GDB_CAR2_PLY" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 223.0 
034F: destroy_actor_with_fade 408@ 
034F: destroy_actor_with_fade 394@ 
01BD: 59@ = current_time_in_ms 
0004: $6660 = 7 

:SWEET4_19837
00D6: if 
0038:   $6660 == 7 
004D: jump_if_false @SWEET4_19980 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 100 
004D: jump_if_false @SWEET4_19980 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_19980 
009B: destroy_actor 394@ 
009B: destroy_actor 394@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
016A: fade 1 time 2000 

:SWEET4_19942
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_19966 
0001: wait 0 ms 
0002: jump @SWEET4_19942 

:SWEET4_19966
0002: jump @SWEET4_23785 
0004: $6660 = 8 

:SWEET4_19980
00D6: if and
0018:   $6637 > 2 
001A:   8 > $6637 
004D: jump_if_false @SWEET4_22023 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_20710 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_20710 
00D6: if and
80DB:   not actor $PLAYER_ACTOR in_car 543@ 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @SWEET4_20710 
0508: car 543@ close_all_doors 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @SWEET4_20129 
0615: define_AS_pack_begin 96@ 
0676: AS_actor -1 in_car 543@ move_from_passengerseat_to_driverseat 
05D2: AS_actor -1 run_to_and_hijack_car 543@ max_search_radius 50.0 traffic_behavior 2 
0616: define_AS_pack_end 96@ 
0006: 51@ = 1 

:SWEET4_20129
0006: 46@ = 0 
0006: 79@ = 15000 
0186: 544@ = create_marker_above_car 543@ 
07E0: set_marker 544@ type_to 1 
00D6: if 
0038:   $6637 == 3 
004D: jump_if_false @SWEET4_20182 
0164: disable_marker 57@ 

:SWEET4_20182
00D6: if 
0038:   $6637 == 5 
004D: jump_if_false @SWEET4_20645 
0151: remove_status_text $6673 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @SWEET4_20315 
00D6: if 
0038:   $6640 == 0 
004D: jump_if_false @SWEET4_20246 
0164: disable_marker 433@ 

:SWEET4_20246
00D6: if 
0038:   $6641 == 0 
004D: jump_if_false @SWEET4_20269 
0164: disable_marker 434@ 

:SWEET4_20269
00D6: if 
0038:   $6642 == 0 
004D: jump_if_false @SWEET4_20292 
0164: disable_marker 435@ 

:SWEET4_20292
00D6: if 
0038:   $6643 == 0 
004D: jump_if_false @SWEET4_20315 
0164: disable_marker 436@ 

:SWEET4_20315
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @SWEET4_20425 
00D6: if 
0038:   $6644 == 0 
004D: jump_if_false @SWEET4_20356 
0164: disable_marker 437@ 

:SWEET4_20356
00D6: if 
0038:   $6645 == 0 
004D: jump_if_false @SWEET4_20379 
0164: disable_marker 438@ 

:SWEET4_20379
00D6: if 
0038:   $6646 == 0 
004D: jump_if_false @SWEET4_20402 
0164: disable_marker 439@ 

:SWEET4_20402
00D6: if 
0038:   $6647 == 0 
004D: jump_if_false @SWEET4_20425 
0164: disable_marker 440@ 

:SWEET4_20425
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @SWEET4_20535 
00D6: if 
0038:   $6648 == 0 
004D: jump_if_false @SWEET4_20466 
0164: disable_marker 441@ 

:SWEET4_20466
00D6: if 
0038:   $6649 == 0 
004D: jump_if_false @SWEET4_20489 
0164: disable_marker 442@ 

:SWEET4_20489
00D6: if 
0038:   $6650 == 0 
004D: jump_if_false @SWEET4_20512 
0164: disable_marker 443@ 

:SWEET4_20512
00D6: if 
0038:   $6651 == 0 
004D: jump_if_false @SWEET4_20535 
0164: disable_marker 444@ 

:SWEET4_20535
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @SWEET4_20645 
00D6: if 
0038:   $6652 == 0 
004D: jump_if_false @SWEET4_20576 
0164: disable_marker 445@ 

:SWEET4_20576
00D6: if 
0038:   $6653 == 0 
004D: jump_if_false @SWEET4_20599 
0164: disable_marker 446@ 

:SWEET4_20599
00D6: if 
0038:   $6654 == 0 
004D: jump_if_false @SWEET4_20622 
0164: disable_marker 447@ 

:SWEET4_20622
00D6: if 
0038:   $6655 == 0 
004D: jump_if_false @SWEET4_20645 
0164: disable_marker 448@ 

:SWEET4_20645
00D6: if 
0038:   $6637 == 6 
004D: jump_if_false @SWEET4_20668 
0164: disable_marker $6658 

:SWEET4_20668
00D6: if 
0038:   $6637 == 7 
004D: jump_if_false @SWEET4_20691 
0164: disable_marker 58@ 

:SWEET4_20691
020A: set_car 543@ door_status_to 1 
01BD: 61@ = current_time_in_ms 
0004: $6659 = 1 

:SWEET4_20710
00D6: if 
0038:   $6659 == 1 
004D: jump_if_false @SWEET4_22023 
00D6: if 
0029:   78@ >= 0 
004D: jump_if_false @SWEET4_21067 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // (int) 
0062: 73@ -= 61@ // (int) 
0006: 79@ = 10000 
0062: 79@ -= 73@ // (int) 
0085: 78@ = 79@ // (int) 
0016: 78@ /= 1000 
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @SWEET4_20838 
01BD: 59@ = current_time_in_ms 
0209: 44@ = random_int_in_ranges 0 2 
0006: 46@ = 1 

:SWEET4_20838
00D6: if 
0039:   46@ == 1 
004D: jump_if_false @SWEET4_21067 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 200 
004D: jump_if_false @SWEET4_21067 
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @SWEET4_20953 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_20953 
0006: 389@ = 26 
0006: 44@ = 5 

:SWEET4_20953
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @SWEET4_21010 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_21010 
0006: 389@ = 27 
0006: 44@ = 5 

:SWEET4_21010
00D6: if 
0039:   44@ == 2 
004D: jump_if_false @SWEET4_21067 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_21067 
0006: 389@ = 28 
0006: 44@ = 5 

:SWEET4_21067
00D6: if and
001B:   100 > 79@ 
0019:   79@ > 0 
004D: jump_if_false @SWEET4_21135 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 543@ radius 15.0 15.0 15.0 flag 0 
004D: jump_if_false @SWEET4_21135 
020A: set_car 543@ door_status_to 2 

:SWEET4_21135
00D6: if 
001B:   0 > 78@ 
004D: jump_if_false @SWEET4_21160 
0006: 78@ = 0 

:SWEET4_21160
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @SWEET4_21297 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 543@ radius 15.0 15.0 15.0 flag 0 
004D: jump_if_false @SWEET4_21297 
00D6: if 
8118:   not actor 394@ dead 
004D: jump_if_false @SWEET4_21297 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_21297 
020A: set_car 543@ door_status_to 2 
0618: assign_actor 394@ to_AS_pack 96@ 
00BE: text_clear_all 
0006: 389@ = 29 
01BD: 61@ = current_time_in_ms 
0164: disable_marker 544@ 
0004: $6637 = 666 

:SWEET4_21297
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_22023 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 543@ 
004D: jump_if_false @SWEET4_22023 
0006: 46@ = 0 
0164: disable_marker 544@ 
00D6: if 
0038:   $6637 == 3 
004D: jump_if_false @SWEET4_21381 
018A: 57@ = create_checkpoint_at 54@ 55@ 56@ 

:SWEET4_21381
00D6: if 
0038:   $6637 == 5 
004D: jump_if_false @SWEET4_21902 
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @SWEET4_21438 
0151: remove_status_text $6673 
03C4: set_status_text $6673 type 1 GXT 'SWE4_08' // global_variable  // CAR HEALTH

:SWEET4_21438
00D6: if 
8118:   not actor 415@ dead 
004D: jump_if_false @SWEET4_21467 
0164: disable_marker 433@ 
0187: 433@ = create_marker_above_actor 415@ 

:SWEET4_21467
00D6: if 
8118:   not actor 416@ dead 
004D: jump_if_false @SWEET4_21496 
0164: disable_marker 434@ 
0187: 434@ = create_marker_above_actor 416@ 

:SWEET4_21496
00D6: if 
8118:   not actor 417@ dead 
004D: jump_if_false @SWEET4_21525 
0164: disable_marker 435@ 
0187: 435@ = create_marker_above_actor 417@ 

:SWEET4_21525
00D6: if 
8118:   not actor 418@ dead 
004D: jump_if_false @SWEET4_21554 
0164: disable_marker 436@ 
0187: 436@ = create_marker_above_actor 418@ 

:SWEET4_21554
00D6: if 
8118:   not actor 419@ dead 
004D: jump_if_false @SWEET4_21583 
0164: disable_marker 437@ 
0187: 437@ = create_marker_above_actor 419@ 

:SWEET4_21583
00D6: if 
8118:   not actor 420@ dead 
004D: jump_if_false @SWEET4_21612 
0164: disable_marker 438@ 
0187: 438@ = create_marker_above_actor 420@ 

:SWEET4_21612
00D6: if 
8118:   not actor 421@ dead 
004D: jump_if_false @SWEET4_21641 
0164: disable_marker 439@ 
0187: 439@ = create_marker_above_actor 421@ 

:SWEET4_21641
00D6: if 
8118:   not actor 422@ dead 
004D: jump_if_false @SWEET4_21670 
0164: disable_marker 440@ 
0187: 440@ = create_marker_above_actor 422@ 

:SWEET4_21670
00D6: if 
8118:   not actor 423@ dead 
004D: jump_if_false @SWEET4_21699 
0164: disable_marker 441@ 
0187: 441@ = create_marker_above_actor 423@ 

:SWEET4_21699
00D6: if 
8118:   not actor 424@ dead 
004D: jump_if_false @SWEET4_21728 
0164: disable_marker 442@ 
0187: 442@ = create_marker_above_actor 424@ 

:SWEET4_21728
00D6: if 
8118:   not actor 425@ dead 
004D: jump_if_false @SWEET4_21757 
0164: disable_marker 443@ 
0187: 443@ = create_marker_above_actor 425@ 

:SWEET4_21757
00D6: if 
8118:   not actor 426@ dead 
004D: jump_if_false @SWEET4_21786 
0164: disable_marker 444@ 
0187: 444@ = create_marker_above_actor 426@ 

:SWEET4_21786
00D6: if 
8118:   not actor 427@ dead 
004D: jump_if_false @SWEET4_21815 
0164: disable_marker 445@ 
0187: 445@ = create_marker_above_actor 427@ 

:SWEET4_21815
00D6: if 
8118:   not actor 428@ dead 
004D: jump_if_false @SWEET4_21844 
0164: disable_marker 446@ 
0187: 446@ = create_marker_above_actor 428@ 

:SWEET4_21844
00D6: if 
8118:   not actor 429@ dead 
004D: jump_if_false @SWEET4_21873 
0164: disable_marker 447@ 
0187: 447@ = create_marker_above_actor 429@ 

:SWEET4_21873
00D6: if 
8118:   not actor 430@ dead 
004D: jump_if_false @SWEET4_21902 
0164: disable_marker 448@ 
0187: 448@ = create_marker_above_actor 430@ 

:SWEET4_21902
00D6: if 
0038:   $6637 == 6 
004D: jump_if_false @SWEET4_21965 
0004: $6672 = 18 
01BD: 82@ = current_time_in_ms 
000E: 82@ -= 5000 
0164: disable_marker $6658 
018A: $6658 = create_checkpoint_at 2075.55 -1831.09 12.21 

:SWEET4_21965
00D6: if 
0038:   $6637 == 7 
004D: jump_if_false @SWEET4_22002 
0164: disable_marker 58@ 
018A: 58@ = create_checkpoint_at 89@ 90@ 91@ 

:SWEET4_22002
00BE: text_clear_all 
0006: 78@ = 1 
01BD: $6669 = current_time_in_ms 
0004: $6659 = 0 

:SWEET4_22023
00D6: if 
0038:   $6637 == 666 
004D: jump_if_false @SWEET4_22158 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // (int) 
0062: 73@ -= 61@ // (int) 
00D6: if 
0019:   73@ > 1000 
004D: jump_if_false @SWEET4_22158 
00D6: if and
8118:   not actor 394@ dead 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_22158 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_22158 
05D2: AS_actor 394@ run_to_and_hijack_car 543@ max_search_radius 50.0 traffic_behavior 2 
0006: 389@ = 32 
0004: $6637 = 667 

:SWEET4_22158
00D6: if 
0038:   $6637 == 667 
004D: jump_if_false @SWEET4_22257 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_22257 
00D6: if or
82CA:   not car 543@ bounding_sphere_visible 
8205:   not actor $PLAYER_ACTOR near_car 543@ radius 50.0 50.0 50.0 flag 0 
004D: jump_if_false @SWEET4_22257 
00BC: show_text_highpriority GXT 'SWE4_05' time 5000 flag 1  // ~r~You sure you're down for the 'hood?
0002: jump @SWEET4_23767 

:SWEET4_22257
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_23760 
00D6: if 
0038:   $6637 == 3 
004D: jump_if_false @SWEET4_22691 
00D6: if 
0038:   $6672 == -1 
004D: jump_if_false @SWEET4_22398 
00D6: if 
0039:   390@ == 0 
004D: jump_if_false @SWEET4_22344 
00BB: show_text_lowpriority GXT 'SWE4_01' time 100 flag 1  // ~s~Drive your homies into ~y~Balla territory~s~.

:SWEET4_22344
01BD: $6670 = current_time_in_ms 
0084: $6671 = $6670 // (int) 
0060: $6671 -= $6669 // (int) 
00D6: if 
0018:   $6671 > 3000 
004D: jump_if_false @SWEET4_22398 
00BE: text_clear_all 
0008: $6672 += 1 
01BD: $6669 = current_time_in_ms 

:SWEET4_22398
00D6: if 
0038:   $6672 == 0 
004D: jump_if_false @SWEET4_22448 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_22448 
0006: 389@ = 1 

:SWEET4_22448
00D6: if 
0038:   $6672 == 1 
004D: jump_if_false @SWEET4_22498 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_22498 
0006: 389@ = 2 

:SWEET4_22498
00D6: if 
0038:   $6672 == 2 
004D: jump_if_false @SWEET4_22548 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_22548 
0006: 389@ = 5 

:SWEET4_22548
00D6: if 
0038:   $6672 == 6 
004D: jump_if_false @SWEET4_22598 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_22598 
0006: 389@ = 9 

:SWEET4_22598
00D6: if 
0038:   $6672 == 7 
004D: jump_if_false @SWEET4_22648 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_22648 
0006: 389@ = 10 

:SWEET4_22648
00D6: if 
0038:   $6672 == 8 
004D: jump_if_false @SWEET4_22691 
00D6: if 
0039:   390@ == 0 
004D: jump_if_false @SWEET4_22691 
0006: 389@ = 11 

:SWEET4_22691
00D6: if 
0038:   $6637 == 4 
004D: jump_if_false @SWEET4_23067 
00D6: if 
0038:   $6672 == 9 
004D: jump_if_false @SWEET4_22759 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_22759 
0006: 389@ = 12 

:SWEET4_22759
00D6: if 
0038:   $6672 == 10 
004D: jump_if_false @SWEET4_22809 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_22809 
0006: 389@ = 13 

:SWEET4_22809
00D6: if 
0038:   $6672 == 11 
004D: jump_if_false @SWEET4_22859 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_22859 
0006: 389@ = 14 

:SWEET4_22859
00D6: if 
0038:   $6672 == 12 
004D: jump_if_false @SWEET4_22909 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_22909 
0006: 389@ = 15 

:SWEET4_22909
00D6: if 
0038:   $6672 == 13 
004D: jump_if_false @SWEET4_23067 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_23067 
0006: 389@ = 16 
00D6: if 
8118:   not actor 417@ dead 
004D: jump_if_false @SWEET4_23011 
0605: actor 417@ perform_animation "GSIGN3" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 

:SWEET4_23011
00D6: if 
8118:   not actor 418@ dead 
004D: jump_if_false @SWEET4_23067 
0605: actor 418@ perform_animation "DRNKBR_PRTL" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 

:SWEET4_23067
00D6: if 
0038:   $6637 == 6 
004D: jump_if_false @SWEET4_23445 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @SWEET4_23299 
00D6: if 
0038:   $6672 == 14 
004D: jump_if_false @SWEET4_23188 
00BB: show_text_lowpriority GXT 'SWE4_12' time 100 flag 1  // ~s~You have a two star wanted level, the cops will chase you down.
01BD: $6670 = current_time_in_ms 
0084: $6671 = $6670 // (int) 
0060: $6671 -= $6669 // (int) 
00D6: if 
0018:   $6671 > 4000 
004D: jump_if_false @SWEET4_23188 
0008: $6672 += 1 
01BD: $6669 = current_time_in_ms 

:SWEET4_23188
00D6: if 
0038:   $6672 == 15 
004D: jump_if_false @SWEET4_23292 
00BB: show_text_lowpriority GXT 'SWE4_03' time 100 flag 1  // ~s~Get to the ~y~spray shop~s~, you can lose the police there!
01BD: $6670 = current_time_in_ms 
0084: $6671 = $6670 // (int) 
0060: $6671 -= $6669 // (int) 
00D6: if 
0018:   $6671 > 4000 
004D: jump_if_false @SWEET4_23292 
01BD: 82@ = current_time_in_ms 
0008: $6672 += 1 
0008: $6672 += 1 
0008: $6672 += 1 
01BD: $6669 = current_time_in_ms 

:SWEET4_23292
0002: jump @SWEET4_23445 

:SWEET4_23299
00D6: if 
0038:   $6672 == 14 
004D: jump_if_false @SWEET4_23349 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_23349 
0006: 389@ = 55 

:SWEET4_23349
00D6: if 
0038:   $6672 == 15 
004D: jump_if_false @SWEET4_23399 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_23399 
0006: 389@ = 56 

:SWEET4_23399
00D6: if 
0038:   $6672 == 16 
004D: jump_if_false @SWEET4_23445 
00BB: show_text_lowpriority GXT 'SWE4_03' time 4000 flag 1  // ~s~Get to the ~y~spray shop~s~, you can lose the police there!
0008: $6672 += 1 
01BD: $6669 = current_time_in_ms 

:SWEET4_23445
00D6: if and
0038:   $6637 == 7 
0039:   43@ == 4 
004D: jump_if_false @SWEET4_23760 
01BD: $6670 = current_time_in_ms 
0084: $6671 = $6670 // (int) 
0060: $6671 -= $6669 // (int) 
00D6: if 
0018:   $6671 > 6000 
004D: jump_if_false @SWEET4_23560 
00D6: if 
0038:   $6672 == 18 
004D: jump_if_false @SWEET4_23560 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_23560 
0006: 389@ = 37 

:SWEET4_23560
00D6: if 
0038:   $6672 == 19 
004D: jump_if_false @SWEET4_23610 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_23610 
0006: 389@ = 38 

:SWEET4_23610
00D6: if 
0038:   $6672 == 20 
004D: jump_if_false @SWEET4_23660 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_23660 
0006: 389@ = 39 

:SWEET4_23660
00D6: if 
0038:   $6672 == 21 
004D: jump_if_false @SWEET4_23710 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_23710 
0006: 389@ = 40 

:SWEET4_23710
00D6: if 
0038:   $6672 == 22 
004D: jump_if_false @SWEET4_23760 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_23760 
0006: 389@ = 41 

:SWEET4_23760
0002: jump @SWEET4_7599 

:SWEET4_23767
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:SWEET4_23785
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 0 
0008: $SWEET_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'SWEET_4'  // Drive-By
030C: progress_made = 1 
0109: player $PLAYER_CHAR money = 500 
0998: add_respect 60 
01E3: show_text_1number_styled GXT 'M_PASSS' number 500 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0394: play_music 1 
004F: create_thread @RYDER  
0164: disable_marker $436 
02A7: $436 = create_icon_marker_and_sphere $ICON_RYDER at $X_RYDER_HOUSE $Y_RYDER_HOUSE $Z_RYDER_HOUSE 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:SWEET4_23887
0050: gosub @SWEET4_3259 
0050: gosub @SWEET4_3024 
034F: destroy_actor_with_fade 408@ 
034F: destroy_actor_with_fade 401@ 
034F: destroy_actor_with_fade 394@ 
0296: unload_special_actor 10 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0249: release_model #BALLAS1 
0249: release_model #BALLAS2 
0249: release_model #TEC9 
0249: release_model #COLT45 
0249: release_model #VOODOO 
0249: release_model #SPRAYCAN 
04EF: release_animation "GHANDS" 
04EF: release_animation "GANGS" 
0164: disable_marker 544@ 
0164: disable_marker 57@ 
0164: disable_marker 58@ 
0164: disable_marker 433@ 
0164: disable_marker 434@ 
0164: disable_marker 435@ 
0164: disable_marker 436@ 
0164: disable_marker 437@ 
0164: disable_marker 438@ 
0164: disable_marker 439@ 
0164: disable_marker 440@ 
0164: disable_marker 441@ 
0164: disable_marker 442@ 
0164: disable_marker 443@ 
0164: disable_marker 444@ 
0164: disable_marker 445@ 
0164: disable_marker 446@ 
0164: disable_marker 447@ 
0164: disable_marker 448@ 
0164: disable_marker $449 
0164: disable_marker $6658 
04CE: $449 = create_icon_marker 63 at 2067.4 -1831.2 13.5 
0335: enable_free_respray 0 
03C7: set_sensitivity_to_crime 1.0 
01F0: set_max_wanted_level_to 53@ 
099E: enable_police_patrols 1 
072C: generate_police_bikes 1 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
0733: random_car_generator_enable_model #VOODOO 
04EF: release_animation "GHETTO_DB" 
0151: remove_status_text $6673 
043C: disable_sounds_after_fadeout 1 
08EA: enable_gangs_spawn 1 
0004: $ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:SWEET4_24180
00D6: if 
8118:   not actor 194@ dead 
004D: jump_if_false @SWEET4_24210 
00A0: store_actor 194@ position_to 86@ 87@ 88@ 

:SWEET4_24210
0006: 195@ = -1 
0007: 199@ = 99999.9 
0006: 39@ = 0 

:SWEET4_24234
00D6: if 
001B:   18 > 39@ 
004D: jump_if_false @SWEET4_24380 
00D6: if 
8118:   not actor 415@(39@,18i) dead 
004D: jump_if_false @SWEET4_24366 
00A0: store_actor 415@(39@,18i) position_to 451@(39@,18f) 469@(39@,18f) 487@(39@,18f) 
0509: 200@ = distance_between_XY 86@ 87@ and_XY 451@(39@,18f) 469@(39@,18f) 
00D6: if 
0025:   199@ > 200@ // (float) 
004D: jump_if_false @SWEET4_24366 
0087: 199@ = 200@ // (float) 
0085: 195@ = 415@(39@,18i) // (int) 

:SWEET4_24366
000A: 39@ += 1 
0002: jump @SWEET4_24234 

:SWEET4_24380
00D6: if 
0029:   195@ >= 0 
004D: jump_if_false @SWEET4_24464 
00D6: if and
8118:   not actor 195@ dead 
8118:   not actor 194@ dead 
004D: jump_if_false @SWEET4_24464 
0713: actor 194@ driveby_actor 195@ car -1 point 0.0 0.0 0.0 radius 40.0 41@ 40@ firing_rate 99 
01B9: set_actor 194@ armed_weapon_to 32 

:SWEET4_24464
01BD: 62@ = current_time_in_ms 
0051: return 

:SWEET4_24471
00D6: if and
8019:   not  389@ > 11 
801B:   not  17 > 389@ 
004D: jump_if_false @SWEET4_24503 
0006: 326@ = 0 

:SWEET4_24503
00D6: if and
8019:   not  389@ > 41 
801B:   not  46 > 389@ 
004D: jump_if_false @SWEET4_24535 
0006: 326@ = 0 

:SWEET4_24535
00D6: if or
0039:   389@ == 12 
0039:   389@ == 14 
0039:   389@ == 16 
0039:   389@ == 42 
0039:   389@ == 43 
004D: jump_if_false @SWEET4_24589 
0085: 326@ = 408@ // (int) 

:SWEET4_24589
00D6: if or
0039:   389@ == 13 
0039:   389@ == 44 
004D: jump_if_false @SWEET4_24622 
008B: 326@ = $PLAYER_ACTOR // (int) 

:SWEET4_24622
00D6: if 
0039:   389@ == 15 
004D: jump_if_false @SWEET4_24648 
0085: 326@ = 401@ // (int) 

:SWEET4_24648
00D6: if 
0039:   389@ == 45 
004D: jump_if_false @SWEET4_24674 
0085: 326@ = 394@ // (int) 

:SWEET4_24674
0051: return 

//-------------Mission 18---------------
// Originally: Sweet's Girl

:HOODS5
03A4: name_thread 'HOODS5' 
0050: gosub @HOODS5_251 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @HOODS5_38 
0050: gosub @HOODS5_15256 

:HOODS5_38
0050: gosub @HOODS5_15329 
004E: end_thread 
00D6: if 
0039:   127@ == 99 
004D: jump_if_false @HOODS5_251 
032B: 50@ = create_weapon_pickup #COLT45 type 3 ammo 99999 at 2444.895 -1981.524 13.933 
02A8: 49@ = create_marker 6 at 2444.895 -1981.524 13.933 
02A8: 48@ = create_marker 6 at 2444.895 -1981.524 13.933 
009A: 75@ = create_actor_pedtype 8 model #SPECIAL01 at 2752.341 -1948.867 16.3125 
009A: 43@ = create_actor_pedtype 8 model #SPECIAL01 at 2752.341 -1948.867 16.3125 
009A: 37@ = create_actor_pedtype 8 model #SPECIAL01 at 2752.341 -1948.867 16.3125 
0187: 71@ = create_marker_above_actor 75@ 
0187: 72@ = create_marker_above_actor 75@ 
0187: 201@ = create_marker_above_actor 75@ 
0187: 202@ = create_marker_above_actor 75@ 
03DC: 167@ = create_marker_above_pickup 50@ 

:HOODS5_251
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
0006: 154@ = 14 
0006: 155@ = 15 
0006: 156@ = 16 
0006: 157@ = 17 
0006: 158@ = 18 
0006: 161@ = 21 
0006: 148@ = 0 
077A: set_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 

:HOODS5_325
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @HOODS5_351 
0002: jump @HOODS5_15274 

:HOODS5_351
00D6: if 
0735:   is_keyboard_key_pressed 68 
004D: jump_if_false @HOODS5_454 
00A1: put_actor $PLAYER_ACTOR at 2769.492 -1967.329 12.3834 
0006: 36@ = 0 

:HOODS5_393
00D6: if 
001B:   6 > 36@ 
004D: jump_if_false @HOODS5_454 
00D6: if 
8118:   not actor 37@(36@,6i) dead 
004D: jump_if_false @HOODS5_440 
05BE: AS_actor 37@(36@,6i) die 

:HOODS5_440
000A: 36@ += 1 
0002: jump @HOODS5_393 

:HOODS5_454
00D6: if 
0735:   is_keyboard_key_pressed 70 
004D: jump_if_false @HOODS5_476 
0006: 127@ = 7 

:HOODS5_476
0871: init_jump_table 127@ total_jumps 9 default_jump 0 @HOODS5_737 jumps 0 @HOODS5_604 1 @HOODS5_625 2 @HOODS5_639 3 @HOODS5_653 4 @HOODS5_667 5 @HOODS5_681 6 @HOODS5_695 
0872: jump_table_jumps 7 @HOODS5_709 8 @HOODS5_723 -1 @HOODS5_737 -1 @HOODS5_737 -1 @HOODS5_737 -1 @HOODS5_737 -1 @HOODS5_737 -1 @HOODS5_737 -1 @HOODS5_737 

:HOODS5_604
0050: gosub @HOODS5_918 
0006: 127@ = 1 
0002: jump @HOODS5_737 

:HOODS5_625
0050: gosub @HOODS5_1302 
0002: jump @HOODS5_737 

:HOODS5_639
0050: gosub @HOODS5_3513 
0002: jump @HOODS5_737 

:HOODS5_653
0050: gosub @HOODS5_4668 
0002: jump @HOODS5_737 

:HOODS5_667
0050: gosub @HOODS5_5153 
0002: jump @HOODS5_737 

:HOODS5_681
0050: gosub @HOODS5_5483 
0002: jump @HOODS5_737 

:HOODS5_695
0050: gosub @HOODS5_7802 
0002: jump @HOODS5_737 

:HOODS5_709
0050: gosub @HOODS5_9684 
0002: jump @HOODS5_737 

:HOODS5_723
0002: jump @HOODS5_15274 
0002: jump @HOODS5_737 

:HOODS5_737
0050: gosub @HOODS5_792 
0050: gosub @HOODS5_890 
0050: gosub @HOODS5_13224 
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @HOODS5_783 
0002: jump @HOODS5_15256 

:HOODS5_783
0002: jump @HOODS5_325 
0051: return 

:HOODS5_792
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @HOODS5_888 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @HOODS5_849 
0006: 126@ = 1 
00BB: show_text_lowpriority GXT 'SW5_L' time 4000 flag 1  // ~r~Sweet died!

:HOODS5_849
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @HOODS5_888 
0006: 126@ = 1 
00BB: show_text_lowpriority GXT 'SW5_M' time 4000 flag 1  // ~r~Sweet's girlfriend died!

:HOODS5_888
0051: return 

:HOODS5_890
00D6: if 
0214:   pickup $PICKUP_EMMETS_COLT45 picked_up 
004D: jump_if_false @HOODS5_916 
0164: disable_marker 49@ 
0164: disable_marker 167@ 

:HOODS5_916
0051: return 

:HOODS5_918
0395: clear_area 1 at $138 $139 $140 radius 5.0 
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
0247: load_model #CELLPHONE 
0247: load_model #BFYRI 
0247: load_model #TEC9 
0247: load_model #SENTINEL 
0247: load_model #COLT45 
0247: load_model #MAVERICK 
0247: load_model #FAM1 
0247: load_model #FAM2 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
038B: load_requested_models 

:HOODS5_995
00D6: if or
8248:   not model #CELLPHONE available 
8248:   not model #BFYRI available 
8248:   not model #TEC9 available 
8248:   not model #COLT45 available 
8248:   not model #SENTINEL available 
004D: jump_if_false @HOODS5_1041 
0001: wait 0 ms 
0002: jump @HOODS5_995 

:HOODS5_1041
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #FAM1 available 
8248:   not model #FAM2 available 
8248:   not model #MAVERICK available 
004D: jump_if_false @HOODS5_1080 
0001: wait 0 ms 
0002: jump @HOODS5_1041 

:HOODS5_1080
04ED: load_animation "SWEET" 
04ED: load_animation "GANGS" 

:HOODS5_1098
00D6: if or
84EE:   not animation "SWEET" loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @HOODS5_1138 
0001: wait 0 ms 
0002: jump @HOODS5_1098 

:HOODS5_1138
07C0: load_path 153 
07C0: load_path 154 

:HOODS5_1148
00D6: if or
87C1:   not path 153 available 
87C1:   not path 154 available 
004D: jump_if_false @HOODS5_1180 
0001: wait 0 ms 
0002: jump @HOODS5_1148 

:HOODS5_1180
060A: create_decision_maker_type 0 store_to 99@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 100@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 47@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 26 
0708: reset_decision_maker 47@ event 12 
0708: reset_decision_maker 47@ event 9 
0708: reset_decision_maker 47@ event 31 
0004: $6675 = 0 
0004: $6676 = 0 
0004: $6677 = 0 
0004: $6678 = 0 
0004: $6679 = 0 
0004: $6680 = 0 
0007: 198@ = 99999.0 
0007: 199@ = 99999.0 
0051: return 

:HOODS5_1302
00D6: if 
0019:   148@ > 1 
004D: jump_if_false @HOODS5_1379 
00D6: if 
0039:   166@ == 0 
004D: jump_if_false @HOODS5_1379 
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @HOODS5_1379 
0006: 148@ = 7 
0006: 147@ = 1 
0006: 355@ = 5 
0006: 35@ = 0 

:HOODS5_1379
00D6: if 
0039:   148@ == 0 
004D: jump_if_false @HOODS5_1786 
054C: use_GXT_table 'SWEET5' 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
04BB: select_interior 1 
02E4: load_cutscene_data 'SWEET5A' 

:HOODS5_1437
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @HOODS5_1461 
0001: wait 0 ms 
0002: jump @HOODS5_1437 

:HOODS5_1461
02E7: start_cutscene 
016A: fade 1 time 1000 

:HOODS5_1470
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @HOODS5_1494 
0001: wait 0 ms 
0002: jump @HOODS5_1470 

:HOODS5_1494
016A: fade 0 time 0 

:HOODS5_1500
00D6: if 
016B:   fading 
004D: jump_if_false @HOODS5_1524 
0001: wait 0 ms 
0002: jump @HOODS5_1500 

:HOODS5_1524
02EA: end_cutscene 
04BB: select_interior 0 
018A: 48@ = create_checkpoint_at 2775.793 -1942.909 15.6576 
08FB: set_checkpoint 48@ type_to 2 
02A8: 49@ = create_marker 18 at 2444.895 -1981.524 13.933 
0215: destroy_pickup $PICKUP_EMMETS_COLT45 
032B: $PICKUP_EMMETS_COLT45 = create_weapon_pickup #COLT45 type 15 ammo 99999 at 2447.773 -1975.663 13.0 
03DC: 167@ = create_marker_above_pickup $PICKUP_EMMETS_COLT45 
018B: set_marker 167@ radar_mode 1 
04E4: refresh_game_renderer_at 2770.116 -1915.896 
00A1: put_actor $PLAYER_ACTOR at 2770.116 -1915.896 11.651 
0792: disembark_instantly_actor $PLAYER_ACTOR 
03CB: set_rendering_origin_at 2770.116 -1915.896 11.651 
015F: set_camera_position 2770.897 -1915.951 12.6746 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2770.337 -1916.334 13.4091 switchstyle 2 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
016A: fade 1 time 1500 
0006: 352@ = 29 
0006: 148@ = 1 
0085: 35@ = 32@ // (int) 
000A: 35@ += 2000 

:HOODS5_1786
00D6: if 
0039:   148@ == 1 
004D: jump_if_false @HOODS5_1860 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_1860 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0085: 35@ = 32@ // (int) 
000A: 35@ += 2200 
0006: 355@ = 3 
0006: 148@ = 20 

:HOODS5_1860
00D6: if 
0039:   148@ == 20 
004D: jump_if_false @HOODS5_2062 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_2062 
00D6: if 
0039:   352@ == 0 
004D: jump_if_false @HOODS5_2062 
009A: 75@ = create_actor_pedtype 26 model #SPECIAL01 at 2752.341 -1948.867 16.3125 
00A5: 105@ = create_car #MAVERICK at 2745.545 -1942.74 12.5394 
0175: set_car 105@ Z_angle_to 90.0 
0173: set_actor 75@ Z_angle_to 0.0 
009A: 43@ = create_actor_pedtype 26 model #BFYRI at 2751.282 -1948.867 16.3125 
0173: set_actor 43@ Z_angle_to 0.0 
060B: set_actor 43@ decision_maker_to 99@ 
0085: 399@ = 75@ // (int) 
0085: 400@ = 43@ // (int) 
0006: 352@ = 1 
0006: 354@ = 7 
0006: 148@ = 2 

:HOODS5_2062
00D6: if 
0039:   148@ == 2 
004D: jump_if_false @HOODS5_2469 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_2469 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_2150 
0615: define_AS_pack_begin 68@ 
04EB: AS_actor -1 crouch 1 
0729: AS_actor -1 hold_cellphone 1 
0616: define_AS_pack_end 68@ 
0618: assign_actor 75@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 

:HOODS5_2150
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_2233 
0615: define_AS_pack_begin 68@ 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation "DUCK_COWER" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 16000 
0616: define_AS_pack_end 68@ 
0618: assign_actor 43@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 

:HOODS5_2233
009A: 37@ = create_actor_pedtype 25 model #FAM2 at 2751.515 -1973.178 16.3051 
02E2: set_actor 37@ weapon_accuracy_to 40 
060B: set_actor 37@ decision_maker_to 99@ 
01B2: give_actor 37@ weapon 22 ammo 99999 // Load the weapon model before using this 
04EB: AS_actor 37@ crouch 1 
0615: define_AS_pack_begin 68@ 
05B9: AS_actor -1 stay_idle 2500 ms 
05D3: AS_actor -1 goto_point 2751.791 -1964.08 16.3125 mode 4 time -2 ms // versionA 
05B9: AS_actor -1 stay_idle 3500 ms 
05D3: AS_actor -1 goto_point 2751.791 -1954.08 16.3125 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 68@ 
0618: assign_actor 37@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 
009A: 38@ = create_actor_pedtype 25 model #FAM1 at 2753.197 -1973.946 16.3051 
02E2: set_actor 38@ weapon_accuracy_to 40 
01B2: give_actor 38@ weapon 22 ammo 99999 // Load the weapon model before using this 
04EB: AS_actor 38@ crouch 1 
0668: AS_actor 38@ rotate_and_shoot_at 2753.15 -1949.642 16.5866 -2 ms 
0085: 35@ = 32@ // (int) 
000A: 35@ += 2000 
0006: 148@ = 3 

:HOODS5_2469
00D6: if 
0039:   148@ == 3 
004D: jump_if_false @HOODS5_2598 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_2598 
00D6: if 
0039:   352@ == 3 
004D: jump_if_false @HOODS5_2598 
015F: set_camera_position 2753.784 -1947.466 16.489 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2753.255 -1948.292 16.6835 switchstyle 2 
0085: 35@ = 32@ // (int) 
000A: 35@ += 4000 
0006: 148@ = 4 

:HOODS5_2598
00D6: if 
0039:   148@ == 4 
004D: jump_if_false @HOODS5_2658 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_2658 
0085: 35@ = 32@ // (int) 
000A: 35@ += 4000 
0006: 148@ = 5 

:HOODS5_2658
00D6: if 
0039:   148@ == 5 
004D: jump_if_false @HOODS5_2791 
00D6: if 
0039:   352@ == 7 
004D: jump_if_false @HOODS5_2791 
015F: set_camera_position 2770.897 -1915.951 12.6746 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2770.337 -1916.334 13.4091 switchstyle 2 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_2768 
02E2: set_actor 75@ weapon_accuracy_to 100 

:HOODS5_2768
0085: 35@ = 32@ // (int) 
000A: 35@ += 4500 
0006: 148@ = 21 

:HOODS5_2791
00D6: if 
0039:   148@ == 21 
004D: jump_if_false @HOODS5_2858 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_2858 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0006: 148@ = 6 
0085: 35@ = 32@ // (int) 
000A: 35@ += 1000 

:HOODS5_2858
00D6: if 
0039:   148@ == 6 
004D: jump_if_false @HOODS5_3111 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_3111 
015F: set_camera_position 2756.252 -1949.02 17.513 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2755.402 -1949.518 17.3404 switchstyle 2 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_3088 
0792: disembark_instantly_actor 75@ 
04EB: AS_actor 75@ crouch 1 
01B2: give_actor 75@ weapon 22 ammo 500 // Load the weapon model before using this 
01B9: set_actor 75@ armed_weapon_to 22 
0173: set_actor 75@ Z_angle_to 180.0 
0615: define_AS_pack_begin 68@ 
0605: actor -1 perform_animation "CROUCH_ROLL_L" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HOODS5_3070 
074D: AS_actor -1 turns_to_and_look_at_actor 37@ timelimit -2 

:HOODS5_3070
0616: define_AS_pack_end 68@ 
0618: assign_actor 75@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 

:HOODS5_3088
0085: 35@ = 32@ // (int) 
000A: 35@ += 2500 
0006: 148@ = 7 

:HOODS5_3111
00D6: if 
0039:   148@ == 7 
004D: jump_if_false @HOODS5_3171 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_3171 
00BE: text_clear_all 
0006: 166@ = 1 
016A: fade 0 time 1000 
0006: 148@ = 8 

:HOODS5_3171
00D6: if 
0039:   148@ == 8 
004D: jump_if_false @HOODS5_3345 
00D6: if 
816B:   not fading 
004D: jump_if_false @HOODS5_3345 
04E4: refresh_game_renderer_at 2518.789 -1677.22 
00A1: put_actor $PLAYER_ACTOR at 2518.448 -1677.224 13.4109 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.691 
03CB: set_rendering_origin_at 2510.284 -1674.066 14.5338 
0085: 35@ = 32@ // (int) 
000A: 35@ += 300 
0006: 148@ = 9 
0004: $6681 = 100 
0209: 170@ = random_int_in_ranges 2500 6000 
005A: 170@ += 32@ // (int) 
03C4: set_status_text $6681 type 1 GXT 'SW5_A3' // global_variable  // SWEET
0209: 170@ = random_int_in_ranges 2500 6000 
005A: 170@ += 32@ // (int) 

:HOODS5_3345
00D6: if 
0039:   148@ == 9 
004D: jump_if_false @HOODS5_3511 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_3511 
016A: fade 1 time 1500 
009B: destroy_actor 75@ 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
009B: destroy_actor 43@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to 34@ // ret 7 if not found 
00BB: show_text_lowpriority GXT 'SW5_A2' time 6000 flag 1  // ~S~Get over to Sweet before the Seville Boulevard set finish him off.
00BB: show_text_lowpriority GXT 'SW5_17' time 6000 flag 1  // ~s~Get over to ~g~Emmet's~s~ if you need a piece.
01B4: set_player $PLAYER_CHAR can_move 1 
08F6: restore_player_group 
02A3: enable_widescreen 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03C7: set_sensitivity_to_crime 0.2 
0006: 147@ = 1 
0006: 127@ = 2 

:HOODS5_3511
0051: return 

:HOODS5_3513
00D6: if 
001D:   32@ > 170@ // (int) 
004D: jump_if_false @HOODS5_3616 
0209: 170@ = random_int_in_ranges 2500 6000 
005A: 170@ += 32@ // (int) 
0209: 171@ = random_int_in_ranges 2 4 
0066: $6681 -= 171@ // (int) 
00D6: if 
002A:   0 >= $6681 
004D: jump_if_false @HOODS5_3616 
0004: $6681 = 0 
00BB: show_text_lowpriority GXT 'SW5_L' time 4000 flag 1  // ~r~Sweet died!
0006: 125@ = 1 

:HOODS5_3616
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @HOODS5_4349 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2775.793 -1942.909 15.6576 radius 100.0 100.0 50.0 
004D: jump_if_false @HOODS5_4349 
08EA: enable_gangs_spawn 0 
0006: 97@ = 1 
00BB: show_text_lowpriority GXT 'SW5_J' time 4000 flag 1  // ~s~The Seville Boulevard Families have Sweet surrounded in his girl's flat. Take those ~r~Seville boys~s~ out!
0007: 106@ = 2761.516 
0007: 112@ = -1972.028 
0007: 118@ = 12.5459 
04AF: 140@ = 105 // = constant 
0007: 107@ = 2761.599 
0007: 113@ = -1955.673 
0007: 119@ = 12.5469 
04AF: 141@ = 106 // = constant 
0007: 108@ = 2768.451 
0007: 114@ = -1972.605 
0007: 120@ = 12.3837 
04AF: 142@ = 105 // = constant 
0007: 109@ = 2761.551 
0007: 115@ = -1980.099 
0007: 121@ = 12.5478 
04AF: 143@ = 106 // = constant 
0007: 110@ = 2752.159 
0007: 116@ = -1979.574 
0007: 122@ = 14.0469 
04AF: 144@ = 106 // = constant 
0007: 111@ = 2768.451 
0007: 117@ = -1972.605 
0007: 123@ = 12.3837 
04AF: 145@ = 105 // = constant 
00A5: 172@ = create_car #MAVERICK at 2766.923 -1974.348 12.3783 
0175: set_car 172@ Z_angle_to 4.0 
0006: 36@ = 0 

:HOODS5_3971
00D6: if 
001B:   5 > 36@ 
004D: jump_if_false @HOODS5_4165 
009A: 37@(36@,6i) = create_actor_pedtype 24 model 140@(36@,6i) at 106@(36@,6f) 112@(36@,6f) 118@(36@,6f) 
02E2: set_actor 37@(36@,6i) weapon_accuracy_to 65 
00D6: if or
0039:   36@ == 0 
0039:   36@ == 3 
004D: jump_if_false @HOODS5_4087 
01B2: give_actor 37@(36@,6i) weapon 32 ammo 99999 // Load the weapon model before using this 
0002: jump @HOODS5_4103 

:HOODS5_4087
01B2: give_actor 37@(36@,6i) weapon 22 ammo 99999 // Load the weapon model before using this 

:HOODS5_4103
04EB: AS_actor 37@(36@,6i) crouch 1 
0668: AS_actor 37@(36@,6i) rotate_and_shoot_at 2750.957 -1968.016 17.9291 -2 ms 
0816: set_actor 37@(36@,6i) dont_chase_victim 1 
000A: 36@ += 1 
0002: jump @HOODS5_3971 

:HOODS5_4165
0187: 51@ = create_marker_above_actor 37@ 
0187: 52@ = create_marker_above_actor 38@ 
0187: 53@ = create_marker_above_actor 39@ 
0187: 54@ = create_marker_above_actor 40@ 
0187: 55@ = create_marker_above_actor 41@ 
0164: disable_marker 48@ 
060B: set_actor 37@ decision_maker_to 47@ 
060B: set_actor 38@ decision_maker_to 47@ 
060B: set_actor 39@ decision_maker_to 47@ 
060B: set_actor 40@ decision_maker_to 47@ 
060B: set_actor 41@ decision_maker_to 47@ 
0770: set_actor 37@ target_priority 1 
0770: set_actor 38@ target_priority 1 
0770: set_actor 39@ target_priority 1 
0770: set_actor 40@ target_priority 1 
0770: set_actor 41@ target_priority 1 
01E8: create_forbidden_for_cars_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
022B: create_forbidden_for_peds_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 

:HOODS5_4349
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @HOODS5_4666 
0050: gosub @HOODS5_11951 
00D6: if 
0039:   146@ == 0 
004D: jump_if_false @HOODS5_4474 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2782.693 -1921.125 11.7984 cornerB 2746.098 -1993.905 16.9599 
004D: jump_if_false @HOODS5_4474 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_4474 
0006: 146@ = 1 
03E5: show_text_box 'SW5_19'  // Use low walls and objects for cover. Press ~k~~PED_DUCK~ to crouch.

:HOODS5_4474
0006: 36@ = 0 
0006: 57@ = 0 

:HOODS5_4488
00D6: if 
001B:   5 > 36@ 
004D: jump_if_false @HOODS5_4587 
00D6: if 
0118:   actor 37@(36@,6i) dead 
004D: jump_if_false @HOODS5_4549 
0164: disable_marker 51@(36@,6i) 
000A: 57@ += 1 
0002: jump @HOODS5_4573 

:HOODS5_4549
02E2: set_actor 37@(36@,6i) weapon_accuracy_to 173@ 
07DD: set_actor 37@(36@,6i) attack_rate 173@ // previously known as temper_to 

:HOODS5_4573
000A: 36@ += 1 
0002: jump @HOODS5_4488 

:HOODS5_4587
0085: 173@ = 57@ // (int) 
0012: 173@ *= 6 
000A: 173@ += 60 
00D6: if 
0039:   57@ == 5 
004D: jump_if_false @HOODS5_4666 
0006: 148@ = 0 
0006: 130@ = 0 
0006: 131@ = 0 
0006: 128@ = 0 
0006: 127@ = 3 
08F4: set_max_group_members 0 

:HOODS5_4666
0051: return 

:HOODS5_4668
00D6: if 
0039:   148@ == 0 
004D: jump_if_false @HOODS5_4709 
0085: 35@ = 32@ // (int) 
000A: 35@ += 1500 
0006: 148@ = 1 

:HOODS5_4709
00D6: if 
0039:   148@ == 1 
004D: jump_if_false @HOODS5_4781 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_4781 
0006: 352@ = 29 
0151: remove_status_text $6681 
0085: 35@ = 32@ // (int) 
000A: 35@ += 2500 
0006: 148@ = 2 

:HOODS5_4781
00D6: if 
0039:   148@ == 2 
004D: jump_if_false @HOODS5_4848 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_4848 
0006: 352@ = 29 
0085: 35@ = 32@ // (int) 
000A: 35@ += 2500 
0006: 148@ = 3 

:HOODS5_4848
00D6: if 
0039:   148@ == 3 
004D: jump_if_false @HOODS5_4943 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_4943 
00D6: if and
8818:   not actor $PLAYER_ACTOR in_air 
89DE:   not actor $PLAYER_ACTOR entering_car 
004D: jump_if_false @HOODS5_4943 
0006: 174@ = 1 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0085: 35@ = 32@ // (int) 
000A: 35@ += 2500 
0006: 148@ = 4 

:HOODS5_4943
00D6: if 
0039:   148@ == 4 
004D: jump_if_false @HOODS5_5001 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_5001 
0006: 148@ = 5 
0006: 352@ = 8 
0006: 354@ = 2 

:HOODS5_5001
00D6: if 
0039:   148@ == 5 
004D: jump_if_false @HOODS5_5151 
00D6: if 
0039:   352@ == 0 
004D: jump_if_false @HOODS5_5151 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
018A: 48@ = create_checkpoint_at 2764.272 -1979.494 12.5394 
091D: remove_forbidden_for_boats_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
091E: create_forbidden_for_boats_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
00BB: show_text_lowpriority GXT 'SW5_14' time 5000 flag 1  // ~s~Fetch a four door car to ~y~pick up~s~ Sweet and his girl.
0006: 127@ = 4 

:HOODS5_5151
0051: return 

:HOODS5_5153
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2764.272 -1979.494 12.5394 radius 4.0 4.0 4.0 
004D: jump_if_false @HOODS5_5481 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_5481 
00D9: 59@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @HOODS5_5481 
01EA: 60@ = car 59@ max_passengers 
00D6: if 
001B:   2 > 60@ 
004D: jump_if_false @HOODS5_5315 
00D6: if 
0039:   61@ == 0 
004D: jump_if_false @HOODS5_5308 
00BC: show_text_highpriority GXT 'SW5_G' time 5000 flag 1  // ~s~Get a four door car.
0006: 61@ = 1 

:HOODS5_5308
0002: jump @HOODS5_5481 

:HOODS5_5315
08EC: 104@ = car 59@ class 
0441: 102@ = car 59@ model 
00D6: if or
04A4:   104@ == 0 // == constant 
04A4:   104@ == 1 // == constant 
04A4:   104@ == 2 // == constant 
04A4:   104@ == 3 // == constant 
04A4:   102@ == 596 // == constant 
04A4:   102@ == 420 // == constant 
004D: jump_if_false @HOODS5_5465 
01B4: set_player $PLAYER_CHAR can_move 0 
06C7: AS_actor $PLAYER_ACTOR driver_of_car 59@ perform_action 6 timelimit 2000000 
016A: fade 0 time 800 

:HOODS5_5415
00D6: if 
016B:   fading 
004D: jump_if_false @HOODS5_5439 
0001: wait 0 ms 
0002: jump @HOODS5_5415 

:HOODS5_5439
0006: 127@ = 5 
0006: 148@ = 0 
0164: disable_marker 48@ 
0002: jump @HOODS5_5481 

:HOODS5_5465
00BC: show_text_highpriority GXT 'SW5_16' time 1000 flag 1  // Sweet needs a getaway car, not one of these!

:HOODS5_5481
0051: return 

:HOODS5_5483
00D6: if 
0039:   130@ == 0 
004D: jump_if_false @HOODS5_5532 
0006: 130@ = 1 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HOODS5_5532 
0006: 131@ = 1 

:HOODS5_5532
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HOODS5_5648 
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @HOODS5_5641 
00D6: if and
8118:   not actor 75@ dead 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_5641 
00D6: if and
8039:   not  148@ == 0 
8039:   not  148@ == 5 
004D: jump_if_false @HOODS5_5641 
0006: 148@ = 4 
0006: 35@ = 0 
0006: 131@ = 1 
0006: 355@ = 5 

:HOODS5_5641
0002: jump @HOODS5_5673 

:HOODS5_5648
00D6: if 
0039:   131@ == 1 
004D: jump_if_false @HOODS5_5673 
0006: 131@ = 0 

:HOODS5_5673
00D6: if 
0039:   148@ == 5 
004D: jump_if_false @HOODS5_5740 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_5740 
016A: fade 1 time 800 
0085: 35@ = 32@ // (int) 
000A: 35@ += 3000 
0006: 148@ = 1 

:HOODS5_5740
00D6: if 
0039:   148@ == 0 
004D: jump_if_false @HOODS5_6493 
00BE: text_clear_all 
03BA: clear_cars_from_cube_cornerA 2746.504 -2001.611 10.775 cornerB 2789.562 -1927.154 21.633 
01E8: create_forbidden_for_cars_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
022B: create_forbidden_for_peds_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0708: reset_decision_maker 47@ event 36 
0709: set_decision_maker 47@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
009A: 75@ = create_actor_pedtype 26 model #SPECIAL01 at 2752.341 -1948.867 16.3125 
009A: 43@ = create_actor_pedtype 26 model #BFYRI at 2751.282 -1948.867 16.3125 
0085: 399@ = 75@ // (int) 
0085: 400@ = 43@ // (int) 
0446: set_actor 75@ dismemberment_possible 0 
0446: set_actor 43@ dismemberment_possible 0 
02A9: set_actor 75@ immune_to_nonplayer 0 
02A9: set_actor 43@ immune_to_nonplayer 0 
00A5: 62@ = create_car #SENTINEL at 2766.665 -1901.943 10.005 
00A5: 63@ = create_car #SENTINEL at 2772.638 -1903.127 10.1479 
0175: set_car 62@ Z_angle_to 180.0 
0175: set_car 63@ Z_angle_to 180.0 
073B: unknown_car 62@ flag 1 
073B: unknown_car 63@ flag 1 
05EB: assign_car 62@ to_path 153 
05EB: assign_car 63@ to_path 154 
0129: 65@ = create_actor_pedtype 24 model #FAM1 in_car 63@ driverseat 
0129: 64@ = create_actor_pedtype 24 model #FAM1 in_car 62@ driverseat 
060B: set_actor 64@ decision_maker_to 47@ 
060B: set_actor 65@ decision_maker_to 47@ 
01B2: give_actor 64@ weapon 22 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 65@ weapon 22 ammo 99999 // Load the weapon model before using this 
06FD: set_car 62@ speed_on_path_to 0.0 
06FD: set_car 63@ speed_on_path_to 0.0 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @HOODS5_6293 
00AB: put_car 59@ at 2763.96 -1978.898 12.5394 
0175: set_car 59@ Z_angle_to 0.0 
00D6: if 
8431:   not car 59@ passenger_seat_free 0 
004D: jump_if_false @HOODS5_6260 
0432: 175@ = get_actor_handle_from_car 59@ passenger_seat 0 
009B: destroy_actor 175@ 

:HOODS5_6260
00D6: if 
8431:   not car 59@ passenger_seat_free 1 
004D: jump_if_false @HOODS5_6293 
0432: 175@ = get_actor_handle_from_car 59@ passenger_seat 1 
009B: destroy_actor 175@ 

:HOODS5_6293
015F: set_camera_position 2756.231 -1949.667 18.0543 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2755.751 -1950.535 17.9303 switchstyle 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2752.402 -1974.077 16.3125 
00A1: put_actor 43@ at 2752.312 -1952.896 16.3051 
0173: set_actor 43@ Z_angle_to 180.0 
05D8: AS_assign_scmpath to_actor 43@ flags 6 0 
00A1: put_actor 75@ at 2752.395 -1950.699 16.3125 
0173: set_actor 75@ Z_angle_to 180.0 
0615: define_AS_pack_begin 68@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 68@ 
0618: assign_actor 75@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 
0085: 35@ = 32@ // (int) 
000A: 35@ += 500 
0006: 148@ = 5 

:HOODS5_6493
00D6: if 
0039:   148@ == 1 
004D: jump_if_false @HOODS5_6771 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_6771 
015F: set_camera_position 2764.601 -1986.696 15.021 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2764.32 -1985.751 14.8511 switchstyle 2 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @HOODS5_6715 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_6656 
00A1: put_actor 43@ at 2760.358 -1979.501 12.5394 
0173: set_actor 43@ Z_angle_to 330.0 
05CA: AS_actor 43@ enter_car 59@ passenger_seat 1 time 5000 

:HOODS5_6656
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_6715 
00A1: put_actor 75@ at 2767.224 -1981.524 12.381 
0173: set_actor 75@ Z_angle_to 0.0 
05CA: AS_actor 75@ enter_car 59@ passenger_seat 0 time 5000 

:HOODS5_6715
00D6: if 
8119:   not car 63@ wrecked 
004D: jump_if_false @HOODS5_6748 
06FD: set_car 63@ speed_on_path_to 1.0 
0006: 66@ = 1 

:HOODS5_6748
0085: 35@ = 32@ // (int) 
000A: 35@ += 500 
0006: 148@ = 2 

:HOODS5_6771
00D6: if 
0039:   148@ == 2 
004D: jump_if_false @HOODS5_6864 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_6864 
00D6: if 
8119:   not car 62@ wrecked 
004D: jump_if_false @HOODS5_6841 
06FD: set_car 62@ speed_on_path_to 1.0 
0006: 66@ = 1 

:HOODS5_6841
0085: 35@ = 32@ // (int) 
000A: 35@ += 2000 
0006: 148@ = 3 

:HOODS5_6864
00D6: if 
0039:   148@ == 3 
004D: jump_if_false @HOODS5_6931 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_6931 
0006: 352@ = 12 
0085: 35@ = 32@ // (int) 
000A: 35@ += 2000 
0006: 148@ = 4 

:HOODS5_6931
00D6: if 
0039:   148@ == 4 
004D: jump_if_false @HOODS5_7800 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @HOODS5_7041 
00D6: if 
8119:   not car 62@ wrecked 
004D: jump_if_false @HOODS5_7041 
00D6: if 
860E:   not car 62@ assigned_to_path 
004D: jump_if_false @HOODS5_7041 
00AF: set_car 62@ driver_behaviour_to 5 
00AD: set_car 62@ max_speed_to 60.0 
0224: set_car 62@ health_to 2500 
088B: set_car 62@ form_drag_multiplier_to 0.1 
0006: 176@ = 1 

:HOODS5_7041
00D6: if 
0039:   177@ == 0 
004D: jump_if_false @HOODS5_7133 
00D6: if 
8119:   not car 63@ wrecked 
004D: jump_if_false @HOODS5_7133 
00D6: if 
860E:   not car 63@ assigned_to_path 
004D: jump_if_false @HOODS5_7133 
00AF: set_car 63@ driver_behaviour_to 5 
00AD: set_car 63@ max_speed_to 60.0 
0224: set_car 63@ health_to 2500 
088B: set_car 63@ form_drag_multiplier_to 0.1 
0006: 177@ = 1 

:HOODS5_7133
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_7800 
00D6: if 
0039:   352@ == 0 
004D: jump_if_false @HOODS5_7800 
0006: 66@ = 1 
091D: remove_forbidden_for_boats_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
091E: create_forbidden_for_boats_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_7275 
0811: 59@ = actor $PLAYER_ACTOR used_car 
088B: set_car 59@ form_drag_multiplier_to 5.0 

:HOODS5_7275
00D6: if 
0039:   131@ == 1 
004D: jump_if_false @HOODS5_7367 
00D6: if 
8119:   not car 62@ wrecked 
004D: jump_if_false @HOODS5_7330 
00D6: if 
060E:   car 62@ assigned_to_path 
004D: jump_if_false @HOODS5_7330 
06C5: release_car 62@ from_path 

:HOODS5_7330
00D6: if 
8119:   not car 63@ wrecked 
004D: jump_if_false @HOODS5_7367 
00D6: if 
060E:   car 63@ assigned_to_path 
004D: jump_if_false @HOODS5_7367 
06C5: release_car 63@ from_path 

:HOODS5_7367
00D6: if and
8119:   not car 62@ wrecked 
8119:   not car 63@ wrecked 
004D: jump_if_false @HOODS5_7458 
00AF: set_car 62@ driver_behaviour_to 5 
00AF: set_car 63@ driver_behaviour_to 3 
00AD: set_car 62@ max_speed_to 60.0 
00AD: set_car 63@ max_speed_to 60.0 
0224: set_car 62@ health_to 2500 
0224: set_car 63@ health_to 2500 
088B: set_car 62@ form_drag_multiplier_to 0.1 
088B: set_car 63@ form_drag_multiplier_to 0.1 

:HOODS5_7458
018A: 73@ = create_checkpoint_at 2509.062 -1672.527 12.386 
07E0: set_marker 73@ type_to 1 
00D6: if and
8118:   not actor 75@ dead 
8119:   not car 59@ wrecked 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_7619 
0631: put_actor 75@ in_group $PLAYER_GROUP 
0631: put_actor 43@ in_group $PLAYER_GROUP 
07CB: set_actor 75@ supporting_fire 0 
07CB: set_actor 43@ supporting_fire 0 
01B2: give_actor 75@ weapon 22 ammo 9999 // Load the weapon model before using this 
00D6: if 
80DB:   not actor 75@ in_car 59@ 
004D: jump_if_false @HOODS5_7585 
0792: disembark_instantly_actor 75@ 
0430: put_actor 75@ into_car 59@ passenger_seat 0 

:HOODS5_7585
00D6: if 
80DB:   not actor 43@ in_car 59@ 
004D: jump_if_false @HOODS5_7619 
0792: disembark_instantly_actor 43@ 
0430: put_actor 43@ into_car 59@ passenger_seat 1 

:HOODS5_7619
00D6: if and
8119:   not car 63@ wrecked 
8118:   not actor 65@ dead 
004D: jump_if_false @HOODS5_7687 
0615: define_AS_pack_begin 68@ 
06C7: AS_actor -1 driver_of_car 63@ perform_action 1 timelimit 1500 
06C7: AS_actor -1 driver_of_car 63@ perform_action 14 timelimit 1000 
0616: define_AS_pack_end 68@ 
0618: assign_actor 65@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 

:HOODS5_7687
00D6: if and
8119:   not car 62@ wrecked 
8118:   not actor 64@ dead 
004D: jump_if_false @HOODS5_7721 
06C7: AS_actor 64@ driver_of_car 62@ perform_action 1 timelimit 1500 

:HOODS5_7721
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'SW5_I' time 5000 flag 1  // ~s~Get back to your ~y~hood~s~.
0006: 127@ = 6 
0006: 125@ = 1 
0085: 153@ = 32@ // (int) 
000A: 153@ += 3000 
0006: 164@ = 0 
08F6: restore_player_group 

:HOODS5_7800
0051: return 

:HOODS5_7802
00D6: if 
0039:   152@ == 0 
004D: jump_if_false @HOODS5_7938 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_7938 
0811: 149@ = actor $PLAYER_ACTOR used_car 
0227: 150@ = car 149@ health 
00D6: if 
001B:   900 > 150@ 
004D: jump_if_false @HOODS5_7938 
00D6: if 
0039:   352@ == 0 
004D: jump_if_false @HOODS5_7938 
00D6: if 
001D:   32@ > 153@ // (int) 
004D: jump_if_false @HOODS5_7938 
0006: 352@ = 13 
0006: 152@ = 1 
0085: 153@ = 32@ // (int) 
000A: 153@ += 6000 

:HOODS5_7938
00D6: if 
001D:   32@ > 153@ // (int) 
004D: jump_if_false @HOODS5_8497 
00D6: if and
8119:   not car 62@ wrecked 
8119:   not car 63@ wrecked 
004D: jump_if_false @HOODS5_8349 
00D6: if or
0207:   actor $PLAYER_ACTOR near_car 62@ radius 20.0 20.0 10.0 flag 0 in_car 
0207:   actor $PLAYER_ACTOR near_car 63@ radius 20.0 20.0 10.0 flag 0 in_car 
004D: jump_if_false @HOODS5_8194 
0209: 151@ = random_int_in_ranges 0 5 
0006: 165@ = 0 

:HOODS5_8055
00D6: if 
0039:   154@(151@,7i) == 0 
004D: jump_if_false @HOODS5_8148 
000A: 151@ += 1 
000A: 165@ += 1 
00D6: if 
0019:   151@ > 4 
004D: jump_if_false @HOODS5_8116 
0006: 151@ = 0 

:HOODS5_8116
00D6: if 
0019:   165@ > 4 
004D: jump_if_false @HOODS5_8141 
0002: jump @HOODS5_8171 

:HOODS5_8141
0002: jump @HOODS5_8055 

:HOODS5_8148
0085: 352@ = 154@(151@,7i) // (int) 
0006: 154@(151@,7i) = 0 

:HOODS5_8171
0085: 153@ = 32@ // (int) 
000A: 153@ += 7500 
0002: jump @HOODS5_8342 

:HOODS5_8194
0209: 151@ = random_int_in_ranges 0 1 
0006: 165@ = 0 

:HOODS5_8210
00D6: if 
0039:   161@(151@,3i) == 0 
004D: jump_if_false @HOODS5_8303 
000A: 151@ += 1 
000A: 165@ += 1 
00D6: if 
0019:   151@ > 1 
004D: jump_if_false @HOODS5_8271 
0006: 151@ = 0 

:HOODS5_8271
00D6: if 
0019:   165@ > 2 
004D: jump_if_false @HOODS5_8296 
0002: jump @HOODS5_8481 

:HOODS5_8296
0002: jump @HOODS5_8210 

:HOODS5_8303
0085: 352@ = 161@(151@,3i) // (int) 
0006: 161@(151@,3i) = 0 
0085: 153@ = 32@ // (int) 
000A: 153@ += 7500 

:HOODS5_8342
0002: jump @HOODS5_8497 

:HOODS5_8349
0209: 151@ = random_int_in_ranges 0 2 
0006: 165@ = 0 

:HOODS5_8365
00D6: if 
0039:   161@(151@,3i) == 0 
004D: jump_if_false @HOODS5_8458 
000A: 151@ += 1 
000A: 165@ += 1 
00D6: if 
0019:   151@ > 1 
004D: jump_if_false @HOODS5_8426 
0006: 151@ = 0 

:HOODS5_8426
00D6: if 
0019:   165@ > 2 
004D: jump_if_false @HOODS5_8451 
0002: jump @HOODS5_8481 

:HOODS5_8451
0002: jump @HOODS5_8365 

:HOODS5_8458
0085: 352@ = 161@(151@,3i) // (int) 
0006: 161@(151@,3i) = 0 

:HOODS5_8481
0085: 153@ = 32@ // (int) 
000A: 153@ += 7500 

:HOODS5_8497
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_8712 
00D6: if 
86EE:   not actor 75@ in_group $PLAYER_GROUP 
004D: jump_if_false @HOODS5_8712 
00D6: if 
0039:   69@ == 0 
004D: jump_if_false @HOODS5_8609 
0006: 69@ = 1 
00BB: show_text_lowpriority GXT 'SW5_T' time 4000 flag 1  // ~s~You left ~b~Sweet~s~ behind! Go back and get him.
00D6: if 
875C:   not marker 71@ enabled 
004D: jump_if_false @HOODS5_8604 
0187: 71@ = create_marker_above_actor 75@ 
07E0: set_marker 71@ type_to 1 

:HOODS5_8604
0164: disable_marker 73@ 

:HOODS5_8609
00D6: if and
00F2:   actor $PLAYER_ACTOR near_actor 75@ radius 6.0 6.0 0 
0039:   69@ == 1 
004D: jump_if_false @HOODS5_8712 
0006: 69@ = 0 
0631: put_actor 75@ in_group $PLAYER_GROUP 
07CB: set_actor 75@ supporting_fire 0 
0164: disable_marker 71@ 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @HOODS5_8712 
018A: 73@ = create_checkpoint_at 2509.062 -1672.527 12.386 

:HOODS5_8712
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_8934 
00D6: if 
86EE:   not actor 43@ in_group $PLAYER_GROUP 
004D: jump_if_false @HOODS5_8934 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @HOODS5_8824 
0006: 70@ = 1 
00BB: show_text_lowpriority GXT 'SW5_U' time 4000 flag 1  // ~s~You left ~b~Sweet's girlfriend~s~ behind! Go back and get her.
00D6: if 
875C:   not marker 72@ enabled 
004D: jump_if_false @HOODS5_8819 
0187: 72@ = create_marker_above_actor 43@ 
07E0: set_marker 72@ type_to 1 

:HOODS5_8819
0164: disable_marker 73@ 

:HOODS5_8824
00D6: if and
00F2:   actor $PLAYER_ACTOR near_actor 43@ radius 6.0 6.0 0 
0039:   70@ == 1 
004D: jump_if_false @HOODS5_8934 
0006: 70@ = 0 
0631: put_actor 43@ in_group $PLAYER_GROUP 
07CB: set_actor 43@ supporting_fire 0 
0164: disable_marker 72@ 
00D6: if 
0039:   69@ == 0 
004D: jump_if_false @HOODS5_8934 
018A: 73@ = create_checkpoint_at 2509.062 -1672.527 12.386 
07E0: set_marker 73@ type_to 1 

:HOODS5_8934
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @HOODS5_9054 
00D6: if and
8119:   not car 63@ wrecked 
8118:   not actor 65@ dead 
004D: jump_if_false @HOODS5_9054 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 65@ radius 50.0 50.0 20.0 sphere 0 
004D: jump_if_false @HOODS5_9054 
00A0: store_actor $PLAYER_ACTOR position_to 85@ 86@ 87@ 
0172: 91@ = actor $PLAYER_ACTOR Z_angle 
0006: 66@ = 2 
0085: 67@ = 32@ // (int) 
000A: 67@ += 800 

:HOODS5_9054
00D6: if and
0039:   66@ == 2 
0039:   103@ == 0 
004D: jump_if_false @HOODS5_9284 
00D6: if 
001D:   32@ > 67@ // (int) 
004D: jump_if_false @HOODS5_9284 
04D3: get_nearest_car_path_coords_from $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD type 2 store_to 88@ 89@ 90@ 
00D6: if 
80C2:   not sphere_onscreen 85@ 86@ 87@ radius 8.0 
004D: jump_if_false @HOODS5_9284 
00D6: if 
8101:   not actor $PLAYER_ACTOR in_sphere 88@ 89@ 90@ radius 10.0 10.0 10.0 sphere 0 stopped 
004D: jump_if_false @HOODS5_9284 
00D6: if and
8119:   not car 63@ wrecked 
8118:   not actor 65@ dead 
004D: jump_if_false @HOODS5_9284 
00D6: if 
81F4:   not car 63@ flipped 
004D: jump_if_false @HOODS5_9284 
00D6: if 
00DB:   actor 65@ in_car 63@ 
004D: jump_if_false @HOODS5_9284 
00AB: put_car 63@ at 85@ 86@ 87@ 
0175: set_car 63@ Z_angle_to 91@ 
04BA: set_car 63@ speed_to 25.0 
0006: 66@ = 1 

:HOODS5_9284
00D6: if and
8118:   not actor 75@ dead 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_9682 
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @HOODS5_9464 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2509.062 -1672.527 12.386 radius 63.0 63.0 60.0 
004D: jump_if_false @HOODS5_9464 
0006: 103@ = 1 
00D6: if 
8119:   not car 62@ wrecked 
004D: jump_if_false @HOODS5_9421 
00AF: set_car 62@ driver_behaviour_to 1 
00AD: set_car 62@ max_speed_to 20.0 
01C3: remove_references_to_car 62@ 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 

:HOODS5_9421
00D6: if 
8119:   not car 63@ wrecked 
004D: jump_if_false @HOODS5_9464 
00AF: set_car 63@ driver_behaviour_to 1 
00AD: set_car 63@ max_speed_to 20.0 
01C3: remove_references_to_car 63@ 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 

:HOODS5_9464
00D6: if and
0039:   70@ == 0 
0039:   69@ == 0 
004D: jump_if_false @HOODS5_9682 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2509.062 -1672.527 12.386 radius 4.0 4.0 4.0 
004D: jump_if_false @HOODS5_9682 
00D6: if and
00FE:   actor 75@ sphere 0 in_sphere 2509.062 -1672.527 12.386 radius 8.0 8.0 4.0 
00FE:   actor 43@ sphere 0 in_sphere 2509.062 -1672.527 12.386 radius 8.0 8.0 4.0 
004D: jump_if_false @HOODS5_9682 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_9668 
01B4: set_player $PLAYER_CHAR can_move 0 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 

:HOODS5_9668
0006: 127@ = 7 
0006: 148@ = 0 

:HOODS5_9682
0051: return 

:HOODS5_9684
00D6: if 
0039:   148@ == 0 
004D: jump_if_false @HOODS5_9732 
0006: 125@ = 0 
0085: 35@ = 32@ // (int) 
000A: 35@ += 600 
0006: 148@ = 12 

:HOODS5_9732
00D6: if 
0039:   148@ == 12 
004D: jump_if_false @HOODS5_10395 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_10395 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_9801 
0811: 59@ = actor $PLAYER_ACTOR used_car 
0441: 129@ = car 59@ model 

:HOODS5_9801
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_9832 
02AB: set_actor 75@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:HOODS5_9832
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_9863 
02AB: set_actor 43@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:HOODS5_9863
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
03BA: clear_cars_from_cube_cornerA 2472.102 -1646.181 19.6421 cornerB 2517.383 -1691.232 9.4098 
042B: clear_peds_from_cube_cornerA 2472.102 -1646.181 19.6421 cornerB 2517.383 -1691.232 9.4098 
00D6: if 
8119:   not car 62@ wrecked 
004D: jump_if_false @HOODS5_9992 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 62@ 
004D: jump_if_false @HOODS5_9992 
00A6: destroy_car 62@ 

:HOODS5_9992
00D6: if 
8119:   not car 63@ wrecked 
004D: jump_if_false @HOODS5_10032 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 63@ 
004D: jump_if_false @HOODS5_10032 
00A6: destroy_car 63@ 

:HOODS5_10032
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_10099 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @HOODS5_10099 
0633: AS_actor $PLAYER_ACTOR exit_car 
00AB: put_car 59@ at 2507.709 -1672.192 13.458 
0175: set_car 59@ Z_angle_to 340.0 

:HOODS5_10099
015F: set_camera_position 2514.24 -1679.268 14.5054 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2513.649 -1678.483 14.3221 switchstyle 2 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_10246 
0811: $TEMPVAR_ACTOR_CAR = actor 43@ used_car 
00D6: if 
0038:   $TEMPVAR_ACTOR_CAR == -1 
004D: jump_if_false @HOODS5_10246 
00A1: put_actor 43@ at 2509.821 -1675.815 12.5469 
0173: set_actor 43@ Z_angle_to 337.0 
05D3: AS_actor 43@ goto_point 2512.229 -1672.784 12.4531 mode 4 time -2 ms // versionA 

:HOODS5_10246
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_10342 
0811: $TEMPVAR_ACTOR_CAR = actor 75@ used_car 
00D6: if 
0038:   $TEMPVAR_ACTOR_CAR == -1 
004D: jump_if_false @HOODS5_10342 
00A1: put_actor 75@ at 2508.821 -1675.815 12.5469 
0173: set_actor 75@ Z_angle_to 337.0 
05D3: AS_actor 75@ goto_point 2511.229 -1672.784 12.4531 mode 4 time -2 ms // versionA 

:HOODS5_10342
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_10388 
0085: 35@ = 32@ // (int) 
000A: 35@ += 300 
0006: 148@ = 10 
0002: jump @HOODS5_10395 

:HOODS5_10388
0006: 148@ = 2 

:HOODS5_10395
00D6: if 
0039:   148@ == 10 
004D: jump_if_false @HOODS5_10502 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_10502 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_10502 
0811: $TEMPVAR_ACTOR_CAR = actor 43@ used_car 
00D6: if 
8038:   not  $TEMPVAR_ACTOR_CAR == -1 
004D: jump_if_false @HOODS5_10479 
0633: AS_actor 43@ exit_car 

:HOODS5_10479
0085: 35@ = 32@ // (int) 
000A: 35@ += 400 
0006: 148@ = 11 

:HOODS5_10502
00D6: if 
0039:   148@ == 11 
004D: jump_if_false @HOODS5_10609 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_10609 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_10609 
0811: $TEMPVAR_ACTOR_CAR = actor 75@ used_car 
00D6: if 
8038:   not  $TEMPVAR_ACTOR_CAR == -1 
004D: jump_if_false @HOODS5_10586 
0633: AS_actor 75@ exit_car 

:HOODS5_10586
0085: 35@ = 32@ // (int) 
000A: 35@ += 2000 
0006: 148@ = 1 

:HOODS5_10609
00D6: if 
0039:   148@ == 1 
004D: jump_if_false @HOODS5_10653 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_10653 
0006: 148@ = 2 

:HOODS5_10653
00D6: if 
0039:   148@ == 2 
004D: jump_if_false @HOODS5_11132 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @HOODS5_10694 
0338: set_car 59@ visibility 0 

:HOODS5_10694
015F: set_camera_position 2509.713 -1671.558 13.5033 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2510.19 -1672.389 13.8387 switchstyle 2 
0972: put_actor $PLAYER_ACTOR at 2509.892 -1672.469 13.5032 no_offset 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
00D6: if and
8118:   not actor 75@ dead 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_11006 
009B: destroy_actor 75@ 
009A: 75@ = create_actor_pedtype 4 model #SPECIAL01 at 2752.341 -1948.867 16.3125 
01B9: set_actor 75@ armed_weapon_to 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06C9: remove_actor 75@ from_group 
06C9: remove_actor 43@ from_group 
0792: disembark_instantly_actor 75@ 
0792: disembark_instantly_actor 43@ 
0972: put_actor 75@ at 2510.792 -1672.469 13.5032 no_offset 
0972: put_actor 43@ at 2510.792 -1673.469 13.5032 no_offset 
0173: set_actor 75@ Z_angle_to 90.0 
0173: set_actor 43@ Z_angle_to 90.0 
0812: AS_actor 75@ perform_animation "SWEET_ASS_SLAP" IFP "SWEET" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 
0812: AS_actor 43@ perform_animation "HO_ASS_SLAPPED" IFP "SWEET" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 

:HOODS5_11006
0085: 399@ = 75@ // (int) 
0004: $7248 = 1 
0006: 203@ = 23 
0006: 227@ = 5 
0006: 207@ = 100 
0006: 208@ = 1900 
0006: 209@ = 4200 
0006: 210@ = 6000 
0006: 211@ = 8000 
0006: 217@ = 23 
0006: 218@ = 24 
0006: 219@ = 25 
0006: 220@ = 26 
0006: 221@ = 27 
0085: 35@ = 32@ // (int) 
000A: 35@ += 1700 
0006: 148@ = 3 

:HOODS5_11132
00D6: if 
0039:   148@ == 3 
004D: jump_if_false @HOODS5_11251 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_11251 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_11228 
0812: AS_actor 75@ perform_animation "PRTIAL_GNGTLKA" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 

:HOODS5_11228
0006: 148@ = 4 
0085: 35@ = 32@ // (int) 
000A: 35@ += 300 

:HOODS5_11251
00D6: if 
0039:   148@ == 4 
004D: jump_if_false @HOODS5_11352 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_11352 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_11329 
05F5: AS_actor 43@ goto_point_using_paths 2516.686 -1675.861 13.1227 mode 4 time 5500 

:HOODS5_11329
0006: 148@ = 5 
0085: 35@ = 32@ // (int) 
000A: 35@ += 2000 

:HOODS5_11352
00D6: if 
0039:   148@ == 5 
004D: jump_if_false @HOODS5_11503 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_11503 
0605: actor $PLAYER_ACTOR perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -2 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_11480 
0812: AS_actor 75@ perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 3400 // versionB 

:HOODS5_11480
0006: 148@ = 7 
0085: 35@ = 32@ // (int) 
000A: 35@ += 4000 

:HOODS5_11503
00D6: if 
0039:   148@ == 7 
004D: jump_if_false @HOODS5_11691 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_11691 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_11668 
0812: AS_actor 75@ perform_animation "SWEET_HNDSHLDR_01" IFP "SWEET" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLYR_HNDSHLDR_01" IFP "SWEET" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_11668 
009B: destroy_actor 43@ 

:HOODS5_11668
0006: 148@ = 8 
0085: 35@ = 32@ // (int) 
000A: 35@ += 3500 

:HOODS5_11691
00D6: if 
0039:   148@ == 8 
004D: jump_if_false @HOODS5_11799 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_11799 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_11776 
04D7: set_actor 75@ locked 0 
05F5: AS_actor 75@ goto_point_using_paths 2516.686 -1675.861 13.1227 mode 4 time 5500 

:HOODS5_11776
0006: 148@ = 9 
0085: 35@ = 32@ // (int) 
000A: 35@ += 1500 

:HOODS5_11799
00D6: if 
0039:   148@ == 9 
004D: jump_if_false @HOODS5_11949 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_11949 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_11857 
009B: destroy_actor 75@ 

:HOODS5_11857
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_11878 
009B: destroy_actor 43@ 

:HOODS5_11878
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @HOODS5_11901 
0338: set_car 59@ visibility 1 

:HOODS5_11901
04D7: set_actor $PLAYER_ACTOR locked 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
02A3: enable_widescreen 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08F6: restore_player_group 
0006: 127@ = 8 

:HOODS5_11949
0051: return 

:HOODS5_11951
00D6: if 
001D:   32@ > 179@ // (int) 
004D: jump_if_false @HOODS5_13222 
0085: 179@ = 32@ // (int) 
000A: 179@ += 50 
000A: 180@ += 1 
00D6: if 
0039:   180@ == 5 
004D: jump_if_false @HOODS5_12017 
0006: 180@ = 0 

:HOODS5_12017
00D6: if 
8118:   not actor 37@(180@,6i) dead 
004D: jump_if_false @HOODS5_13109 
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @HOODS5_12085 
00D6: if 
051A:   actor 37@(180@,6i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HOODS5_12085 
0006: 96@ = 1 

:HOODS5_12085
00A0: store_actor 37@(180@,6i) position_to 82@ 83@ 84@ 
00A0: store_actor $PLAYER_ACTOR position_to 85@ 86@ 87@ 
0509: 200@ = distance_between_XY 85@ 86@ and_XY 82@ 83@ 
00D6: if 
803B:   not  193@ == 180@ // (int) 
004D: jump_if_false @HOODS5_12211 
00D6: if 
0025:   198@ > 200@ // (float) 
004D: jump_if_false @HOODS5_12204 
0085: 194@ = 193@ // (int) 
0087: 199@ = 198@ // (float) 
0087: 198@ = 200@ // (float) 
0085: 193@ = 180@ // (int) 

:HOODS5_12204
0002: jump @HOODS5_12219 

:HOODS5_12211
0087: 198@ = 200@ // (float) 

:HOODS5_12219
00D6: if 
803B:   not  194@ == 180@ // (int) 
004D: jump_if_false @HOODS5_12299 
00D6: if 
803B:   not  193@ == 180@ // (int) 
004D: jump_if_false @HOODS5_12292 
00D6: if 
0025:   199@ > 200@ // (float) 
004D: jump_if_false @HOODS5_12292 
0085: 194@ = 180@ // (int) 
0087: 199@ = 200@ // (float) 

:HOODS5_12292
0002: jump @HOODS5_12307 

:HOODS5_12299
0087: 199@ = 200@ // (float) 

:HOODS5_12307
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_12573 
0811: 59@ = actor $PLAYER_ACTOR used_car 
02E3: 188@ = car 59@ speed 
00D6: if 
0021:   188@ > 5.0 
004D: jump_if_false @HOODS5_12573 
0208: 197@ = random_float_in_ranges -0.2 0.2 
0087: 196@ = 188@ // (float) 
0013: 196@ *= 1.6 
005B: 196@ += 197@ // (float) 
00D6: if 
0025:   196@ > 200@ // (float) 
004D: jump_if_false @HOODS5_12573 
0087: 196@ = 87@ // (float) 
0063: 196@ -= 84@ // (float) 
0097: make 196@ absolute_float 
00D6: if 
0023:   1.0 > 196@ 
004D: jump_if_false @HOODS5_12573 
0087: 195@ = 82@ // (float) 
0063: 195@ -= 85@ // (float) 
0087: 196@ = 83@ // (float) 
0063: 196@ -= 86@ // (float) 
0604: get_Z_angle_for_point 195@ 196@ store_to 190@ 
0174: 189@ = car 59@ Z_angle 
0087: 195@ = 190@ // (float) 
0063: 195@ -= 189@ // (float) 
0097: make 195@ absolute_float 
00D6: if 
0023:   5.0 > 195@ 
004D: jump_if_false @HOODS5_12573 
0006: 96@ = 1 
0006: 181@(180@,6i) = 4 

:HOODS5_12573
00D6: if 
0039:   181@(180@,6i) == 4 
004D: jump_if_false @HOODS5_12661 
062E: get_actor 37@(180@,6i) task 1651 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HOODS5_12661 
0673: AS_actor 37@(180@,6i) dive_to_offset 1.0 0.0 time_on_ground 500 ms 
0006: 181@(180@,6i) = 5 

:HOODS5_12661
00D6: if 
0039:   181@(180@,6i) == 5 
004D: jump_if_false @HOODS5_12727 
062E: get_actor 37@(180@,6i) task 1651 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HOODS5_12727 
0006: 181@(180@,6i) = 0 

:HOODS5_12727
00D6: if 
0039:   181@(180@,6i) == 0 
004D: jump_if_false @HOODS5_12805 
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @HOODS5_12805 
00D6: if or
003B:   180@ == 193@ // (int) 
003B:   180@ == 194@ // (int) 
004D: jump_if_false @HOODS5_12805 
0006: 181@(180@,6i) = 1 

:HOODS5_12805
00D6: if 
0039:   181@(180@,6i) == 1 
004D: jump_if_false @HOODS5_13102 
062E: get_actor 37@(180@,6i) task 1869 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HOODS5_12953 
062E: get_actor 37@(180@,6i) task 1506 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HOODS5_12953 
0209: 187@ = random_int_in_ranges 0 2 
00D6: if 
0039:   187@ == 0 
004D: jump_if_false @HOODS5_12941 
074D: AS_actor 37@(180@,6i) turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -2 
0002: jump @HOODS5_12953 

:HOODS5_12941
05E2: AS_actor 37@(180@,6i) kill_actor $PLAYER_ACTOR 

:HOODS5_12953
00D6: if and
803B:   not  180@ == 193@ // (int) 
803B:   not  180@ == 194@ // (int) 
004D: jump_if_false @HOODS5_13102 
062E: get_actor 37@(180@,6i) task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HOODS5_13102 
0615: define_AS_pack_begin 68@ 
05F5: AS_actor -1 goto_point_using_paths 106@(180@,6f) 112@(180@,6f) 118@(180@,6f) mode 6 time 6000 
0668: AS_actor -1 rotate_and_shoot_at 2750.957 -1968.016 17.9291 -2 ms 
0616: define_AS_pack_end 68@ 
0618: assign_actor 37@(180@,6i) to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 
0006: 181@(180@,6i) = 0 

:HOODS5_13102
0002: jump @HOODS5_13222 

:HOODS5_13109
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @HOODS5_13134 
0006: 96@ = 1 

:HOODS5_13134
00D6: if 
003B:   180@ == 193@ // (int) 
004D: jump_if_false @HOODS5_13186 
0085: 193@ = 194@ // (int) 
0087: 198@ = 199@ // (float) 
0006: 194@ = 0 
0007: 199@ = 99999.0 

:HOODS5_13186
00D6: if 
003B:   180@ == 194@ // (int) 
004D: jump_if_false @HOODS5_13222 
0006: 194@ = 0 
0007: 199@ = 99999.0 

:HOODS5_13222
0051: return 

:HOODS5_13224
00D6: if 
8039:   not  203@ == 0 
004D: jump_if_false @HOODS5_13424 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @HOODS5_13302 
0006: 204@ = 1 
0085: 205@ = 32@ // (int) 
0006: 206@ = 0 
0085: 408@ = 205@ // (int) 
005A: 408@ += 207@(206@,10i) // (int) 

:HOODS5_13302
00D6: if 
0039:   204@ == 1 
004D: jump_if_false @HOODS5_13424 
00D6: if 
001D:   32@ > 408@ // (int) 
004D: jump_if_false @HOODS5_13424 
0085: 352@ = 217@(206@,10i) // (int) 
000A: 206@ += 1 
000E: 227@ -= 1 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @HOODS5_13404 
0006: 203@ = 0 
0006: 204@ = 0 
0002: jump @HOODS5_13424 

:HOODS5_13404
0085: 408@ = 205@ // (int) 
005A: 408@ += 207@(206@,10i) // (int) 

:HOODS5_13424
0871: init_jump_table 355@ total_jumps 6 default_jump 0 @HOODS5_15254 jumps 0 @HOODS5_13487 1 @HOODS5_14396 2 @HOODS5_14925 3 @HOODS5_15001 4 @HOODS5_15059 5 @HOODS5_15173 -1 @HOODS5_15254 

:HOODS5_13487
05AA: 230@s = 'MSWE13A' // @s = 'short'  // ~z~Eh.
04AF: 309@ = 29137 // = constant 
05AA: 232@s = 'MSWE13B' // @s = 'short'  // ~z~Carl! No time to chit chat!
04AF: 310@ = 29138 // = constant 
05AA: 234@s = 'MSWE13C' // @s = 'short'  // ~z~Been seeing a Seville Families bia.
04AF: 311@ = 29139 // = constant 
05AA: 236@s = 'MSWE13D' // @s = 'short'  // ~z~Word got out on the street and the boys don't like it.
04AF: 312@ = 29140 // = constant 
05AA: 238@s = 'MSWE13E' // @s = 'short'  // ~z~I'm pinned down in the Seville hood, and we need a ride out of here, pronto!
04AF: 313@ = 29141 // = constant 
05AA: 240@s = 'MSWE13F' // @s = 'short'  // ~z~Oh for sure man. Hang in there!
04AF: 314@ = 29142 // = constant 
05AA: 242@s = 'MSWE13G' // @s = 'short'  // ~z~Drive by Emmet's and get heated.
04AF: 315@ = 29143 // = constant 
05AA: 244@s = 'SWE5_FA' // @s = 'short'  // ~z~That's my brother!
04AF: 316@ = 38226 // = constant 
05AA: 246@s = 'SWE5_FB' // @s = 'short'  // ~z~Get a car and we'll meet you out front!
04AF: 317@ = 38227 // = constant 
05AA: 248@s = 'SWE5_GH' // @s = 'short'  // ~z~This wasn't the 'good time' I was thinking about, Sweet!
04AF: 318@ = 38235 // = constant 
05AA: 250@s = 'SWE5_CA' // @s = 'short'  // ~z~We got Seville on our tail, CJ!
04AF: 319@ = 38216 // = constant 
05AA: 252@s = 'SWE5_CC' // @s = 'short'  // ~z~Seville Families on our case, nigga!
04AF: 320@ = 38218 // = constant 
05AA: 254@s = 'SWE5_GA' // @s = 'short'  // ~z~Don't worry, girl, I don't drive as bad as CJ!
04AF: 321@ = 38228 // = constant 
05AA: 256@s = 'SWE5_GC' // @s = 'short'  // ~z~Man, Seville Families gone too far this time!
04AF: 322@ = 38230 // = constant 
05AA: 258@s = 'SWE5_GD' // @s = 'short'  // ~z~Seville trying to start a war or something!
04AF: 323@ = 38231 // = constant 
05AA: 260@s = 'SWE5_GE' // @s = 'short'  // ~z~Yo' dick getting us both in trouble again, Sweet!
04AF: 324@ = 38232 // = constant 
05AA: 262@s = 'SWE5_GF' // @s = 'short'  // ~z~Shit is crazy, bro! We gotta bring the Families back together!
04AF: 325@ = 38233 // = constant 
05AA: 264@s = 'SWE5_GG' // @s = 'short'  // ~z~Green blasting on green ain't no way to run the Families!
04AF: 326@ = 38234 // = constant 
05AA: 266@s = 'SWE5_GJ' // @s = 'short'  // ~z~You better make this up to me, Sweet!
04AF: 327@ = 38236 // = constant 
05AA: 268@s = 'SWE5_GK' // @s = 'short'  // ~z~I can't never go back home now!
04AF: 328@ = 38237 // = constant 
05AA: 270@s = 'SWE5_GB' // @s = 'short'  // ~z~She's got a sister, CJ, you want her number?
04AF: 329@ = 38229 // = constant 
05AA: 272@s = 'SWE5_GL' // @s = 'short'  // ~z~Sweet, we gotta go back for my stuff!
04AF: 330@ = 38238 // = constant 
05AA: 274@s = 'SWE5_EA' // @s = 'short'  // ~z~I'll see you inside, baby.
04AF: 331@ = 38221 // = constant 
05AA: 276@s = 'SWE5_EB' // @s = 'short'  // ~z~Man, this set tripping is killing the Families.
04AF: 332@ = 38222 // = constant 
05AA: 278@s = 'SWE5_EC' // @s = 'short'  // ~z~You did good back there!
04AF: 333@ = 38223 // = constant 
05AA: 280@s = 'SWE5_ED' // @s = 'short'  // ~z~Hey, I'm a Johnson boy!
04AF: 334@ = 38224 // = constant 
05AA: 282@s = 'SWE5_EE' // @s = 'short'  // ~z~Hey, I got unfinished business. Big love.
04AF: 335@ = 38225 // = constant 
05AA: 286@s = 'MOBRING' // @s = 'short'  // ~z~(Phone ringing)
04AF: 337@ = 23000 // = constant 
0006: 358@ = 1 
0006: 359@ = 0 
0006: 360@ = 0 
0006: 361@ = 0 
0006: 362@ = 0 
0006: 363@ = 1 
0006: 364@ = 0 
0006: 365@ = 0 
0006: 366@ = 0 
0006: 367@ = 3 
0006: 368@ = 0 
0006: 369@ = 0 
0006: 370@ = 2 
0006: 371@ = 2 
0006: 372@ = 2 
0006: 373@ = 1 
0006: 374@ = 1 
0006: 375@ = 1 
0006: 376@ = 3 
0006: 377@ = 3 
0006: 378@ = 2 
0006: 379@ = 3 
0006: 380@ = 2 
0006: 381@ = 2 
0006: 382@ = 2 
0006: 383@ = 1 
0006: 384@ = 2 
0006: 385@ = 2 
0006: 386@ = 0 
008B: 398@ = $PLAYER_ACTOR // (int) 
0006: 355@ = 1 
03CF: load_wav 309@ as 1 
03CF: load_wav 310@ as 2 
0006: 349@ = 1 
0006: 350@ = 2 
0002: jump @HOODS5_15254 

:HOODS5_14396
00D6: if 
8039:   not  352@ == 0 
004D: jump_if_false @HOODS5_14918 
00D6: if 
001D:   32@ > 356@ // (int) 
004D: jump_if_false @HOODS5_14918 
00D6: if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
004D: jump_if_false @HOODS5_14918 
00D6: if 
003B:   349@ == 352@ // (int) 
004D: jump_if_false @HOODS5_14485 
0006: 351@ = 1 
0002: jump @HOODS5_14548 

:HOODS5_14485
00D6: if 
003B:   350@ == 352@ // (int) 
004D: jump_if_false @HOODS5_14518 
0006: 351@ = 2 
0002: jump @HOODS5_14548 

:HOODS5_14518
0006: 351@ = 1 
0085: 349@ = 352@ // (int) 
040D: unload_wav 1 
03CF: load_wav 308@(352@,40i) as 1 

:HOODS5_14548
00D6: if 
03D0:   wav 351@ loaded 
004D: jump_if_false @HOODS5_14906 
00D6: if 
8039:   not  357@(352@,40i) == 0 
004D: jump_if_false @HOODS5_14679 
0085: 405@ = 357@(352@,40i) // (int) 
0085: 406@ = 397@(405@,7i) // (int) 
00D6: if 
8118:   not actor 406@ dead 
004D: jump_if_false @HOODS5_14679 
0949: link_wav 351@ to_actor 406@ 
00D6: if 
894D:   not actor 406@ mutally_active 
004D: jump_if_false @HOODS5_14672 
0006: 404@ = 1 
0967: actor 406@ move_mouth 15000 ms 
0002: jump @HOODS5_14679 

:HOODS5_14672
094E: set_actor 406@ mute_pain_audio 0 

:HOODS5_14679
00D6: if 
0039:   357@(352@,40i) == 0 
004D: jump_if_false @HOODS5_14708 
0006: 404@ = 1 

:HOODS5_14708
00D6: if 
0039:   404@ == 1 
004D: jump_if_false @HOODS5_14899 
03D1: play_wav 351@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 228@(352@,40s) time 10000 flag 1 
000A: 355@ += 1 
0006: 404@ = 0 
000A: 352@ += 1 
0085: 353@ = 352@ // (int) 
00D6: if 
8039:   not  308@(352@,40i) == 0 
004D: jump_if_false @HOODS5_14899 
00D6: if 
0039:   351@ == 1 
004D: jump_if_false @HOODS5_14861 
00D6: if 
803B:   not  350@ == 352@ // (int) 
004D: jump_if_false @HOODS5_14854 
03CF: load_wav 308@(352@,40i) as 2 
0085: 350@ = 352@ // (int) 

:HOODS5_14854
0002: jump @HOODS5_14899 

:HOODS5_14861
00D6: if 
803B:   not  349@ == 352@ // (int) 
004D: jump_if_false @HOODS5_14899 
03CF: load_wav 308@(352@,40i) as 1 
0085: 349@ = 352@ // (int) 

:HOODS5_14899
0002: jump @HOODS5_14918 

:HOODS5_14906
03CF: load_wav 308@(352@,40i) as 351@ 

:HOODS5_14918
0002: jump @HOODS5_15254 

:HOODS5_14925
00D6: if 
03D2:   wav 351@ ended 
004D: jump_if_false @HOODS5_14955 
000A: 355@ += 1 
0002: jump @HOODS5_14994 

:HOODS5_14955
00D6: if 
056D:   actor 406@ defined 
004D: jump_if_false @HOODS5_14994 
00D6: if 
0118:   actor 406@ dead 
004D: jump_if_false @HOODS5_14994 
000A: 355@ += 1 

:HOODS5_14994
0002: jump @HOODS5_15254 

:HOODS5_15001
040D: unload_wav 351@ 
0006: 348@(351@,3i) = 0 
00BE: text_clear_all 
00D6: if 
8118:   not actor 406@ dead 
004D: jump_if_false @HOODS5_15045 
0968: actor 406@ stop_mouth 
094F: enable_actor 406@ pain_audio 

:HOODS5_15045
000A: 355@ += 1 
0002: jump @HOODS5_15254 

:HOODS5_15059
000A: 352@ += 1 
00D6: if 
8039:   not  308@(352@,40i) == 0 
004D: jump_if_false @HOODS5_15112 
03CF: load_wav 308@(352@,40i) as 351@ 
0085: 348@(351@,3i) = 352@ // (int) 

:HOODS5_15112
000E: 354@ -= 1 
00D6: if 
8019:   not  354@ > 0 
004D: jump_if_false @HOODS5_15151 
0006: 352@ = 0 
0002: jump @HOODS5_15159 

:HOODS5_15151
0085: 352@ = 353@ // (int) 

:HOODS5_15159
0006: 355@ = 1 
0002: jump @HOODS5_15254 

:HOODS5_15173
0006: 355@ = 1 
0006: 352@ = 0 
0006: 354@ = 0 
0006: 203@ = 0 
0006: 227@ = 0 
040D: unload_wav 351@ 
0006: 348@(351@,3i) = 0 
00BE: text_clear_all 
00D6: if 
8118:   not actor 406@ dead 
004D: jump_if_false @HOODS5_15247 
094F: enable_actor 406@ pain_audio 

:HOODS5_15247
0002: jump @HOODS5_15254 

:HOODS5_15254
0051: return 

:HOODS5_15256
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:HOODS5_15274
0008: $SWEET_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'SWEET_5'  // Sweet's Girl
030C: progress_made = 1 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
01E3: show_text_1number_styled GXT 'M_PASSR' number 7 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 70 
0051: return 

:HOODS5_15329
0004: $ONMISSION = 0 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
08F4: set_max_group_members 99 
00D6: if 
056D:   actor 75@ defined 
004D: jump_if_false @HOODS5_15413 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_15413 
02AB: set_actor 75@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02A9: set_actor 75@ immune_to_nonplayer 0 
0568: set_actor 75@ untargetable 0 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 

:HOODS5_15413
00D6: if 
056D:   actor 43@ defined 
004D: jump_if_false @HOODS5_15479 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_15479 
02AB: set_actor 43@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02A9: set_actor 43@ immune_to_nonplayer 0 
0568: set_actor 43@ untargetable 0 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 

:HOODS5_15479
0006: 36@ = 0 

:HOODS5_15486
00D6: if 
001B:   5 > 36@ 
004D: jump_if_false @HOODS5_15527 
01C2: remove_references_to_actor 37@(36@,6i) // Like turning an actor into a random pedestrian 
000A: 36@ += 1 
0002: jump @HOODS5_15486 

:HOODS5_15527
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HOODS5_15550 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:HOODS5_15550
04EF: release_animation "SWEET" 
04EF: release_animation "GANGS" 
0249: release_model #CELLPHONE 
0249: release_model #BFYRI 
0249: release_model #TEC9 
0249: release_model #SENTINEL 
0249: release_model #COLT45 
0249: release_model #MAVERICK 
0249: release_model #FAM1 
0249: release_model #FAM2 
0296: unload_special_actor 1 
0873: release_path 153 
0873: release_path 154 
091D: remove_forbidden_for_boats_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
091E: create_forbidden_for_boats_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
091D: remove_forbidden_for_boats_cube_cornerA 2463.375 -1702.695 17.9193 cornerB 2508.735 -1644.574 10.5835 
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @HOODS5_15736 
01C3: remove_references_to_car 105@ 

:HOODS5_15736
0151: remove_status_text $6681 
077B: clear_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0164: disable_marker 51@ 
0164: disable_marker 52@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0164: disable_marker 55@ 
0164: disable_marker 48@ 
0164: disable_marker 73@ 
0164: disable_marker 49@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
03C7: set_sensitivity_to_crime 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 
065C: release_decision_maker 47@ 
065C: release_decision_maker 99@ 
08EA: enable_gangs_spawn 1 
0A20: disable_player $PLAYER_CHAR group_control_back 0 
0004: $ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 19---------------
// Originally: Cesar Vialpando

:SWEET6
03A4: name_thread 'SWEET6' 
0050: gosub @SWEET6_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SWEET6_38 
0050: gosub @SWEET6_35918 

:SWEET6_38
0050: gosub @SWEET6_36144 
004E: end_thread 

:SWEET6_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
060A: create_decision_maker_type 0 store_to 66@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 67@ // decision\allowed\m_.ped files 

:SWEET6_147
0001: wait 0 ms 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @SWEET6_173 
0006: 36@ = 1 

:SWEET6_173
000A: 39@ += 1 
00D6: if 
0019:   39@ > 22 
004D: jump_if_false @SWEET6_205 
0006: 39@ = 0 

:SWEET6_205
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 64@ += 42@ // (int) 
005A: 65@ += 42@ // (int) 
005A: 136@ += 42@ // (int) 
005A: 137@ += 42@ // (int) 
005A: 138@ += 42@ // (int) 
005A: 139@ += 42@ // (int) 
005A: 140@ += 42@ // (int) 
0050: gosub @SWEET6_567 
0871: init_jump_table 34@ total_jumps 7 default_jump 0 @SWEET6_458 jumps 0 @SWEET6_360 1 @SWEET6_374 2 @SWEET6_388 3 @SWEET6_402 4 @SWEET6_416 5 @SWEET6_430 6 @SWEET6_444 

:SWEET6_360
0050: gosub @SWEET6_1384 
0002: jump @SWEET6_458 

:SWEET6_374
0050: gosub @SWEET6_1725 
0002: jump @SWEET6_458 

:SWEET6_388
0050: gosub @SWEET6_2086 
0002: jump @SWEET6_458 

:SWEET6_402
0050: gosub @SWEET6_7483 
0002: jump @SWEET6_458 

:SWEET6_416
0050: gosub @SWEET6_16699 
0002: jump @SWEET6_458 

:SWEET6_430
0050: gosub @SWEET6_19540 
0002: jump @SWEET6_458 

:SWEET6_444
0050: gosub @SWEET6_24661 
0002: jump @SWEET6_458 

:SWEET6_458
0050: gosub @SWEET6_28502 

:SWEET6_465
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SWEET6_565 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @SWEET6_549 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @SWEET6_533 
0002: jump @SWEET6_147 
0002: jump @SWEET6_542 

:SWEET6_533
0050: gosub @SWEET6_35970 
0051: return 

:SWEET6_542
0002: jump @SWEET6_558 

:SWEET6_549
0050: gosub @SWEET6_35918 
0051: return 

:SWEET6_558
0002: jump @SWEET6_567 

:SWEET6_565
0051: return 

:SWEET6_567
00D6: if 
0736:   is_keyboard_key_just_pressed 88 
004D: jump_if_false @SWEET6_658 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @SWEET6_632 
0006: 68@ = 1 
0662: printstring "LEVEL_DEBUG_ON" 
0002: jump @SWEET6_658 

:SWEET6_632
0006: 68@ = 0 
0662: printstring "LEVEL_DEBUG_OFF" 

:SWEET6_658
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @SWEET6_1382 
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @SWEET6_725 
000A: 69@ += 1 
00D6: if 
0019:   69@ > 3 
004D: jump_if_false @SWEET6_723 
0006: 69@ = 0 

:SWEET6_723
086A: NOP 

:SWEET6_725
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @SWEET6_935 
008A: $6682 = 34@ // (int) 
008A: $6683 = 35@ // (int) 
008A: $6684 = 62@ // (int) 
008A: $6685 = 64@ // (int) 
008A: $6686 = 63@ // (int) 
008A: $6687 = 65@ // (int) 
008A: $6688 = 32@ // (int) 
008A: $6689 = 33@ // (int) 
065D: NOP $6682 "M_STAGE" 
065D: NOP $6683 "M_GOALS" 
065D: NOP $6684 "DIALOGUE_FLAG" 
065D: NOP $6685 "DIALOGUE_TIMER" 
065D: NOP $6686 "HELP_FLAG" 
065D: NOP $6687 "HELP_TIMER" 
065D: NOP $6688 "TIMERA" 
065D: NOP $6689 "TIMERB" 

:SWEET6_935
00D6: if 
0039:   69@ == 2 
004D: jump_if_false @SWEET6_1054 
008A: $6682 = 107@ // (int) 
0084: $6683 = $1920 // (int) 
008A: $6689 = 130@ // (int) 
065D: NOP $6682 "CAR_HYD_FLAG" 
065D: NOP $6683 "SW6_MISSION_ATTEMPTS" 
065D: NOP $6689 "PLAYER_HAS_ATTACKED_MEET" 

:SWEET6_1054
00D6: if 
0039:   69@ == 3 
004D: jump_if_false @SWEET6_1132 
008A: $6682 = 131@ // (int) 
008A: $6683 = 276@ // (int) 
065D: NOP $6682 "MEETING_IS_LOADED" 
065D: NOP $6683 "CURRENT_WAGER" 

:SWEET6_1132
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @SWEET6_1154 
0006: 38@ = 1 

:SWEET6_1154
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @SWEET6_1242 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @SWEET6_1217 
0006: 70@ = 1 
0662: printstring "LEVEL_PAUSED" 
0002: jump @SWEET6_1242 

:SWEET6_1217
0006: 70@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:SWEET6_1242
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @SWEET6_1267 
0002: jump @SWEET6_465 

:SWEET6_1267
00D6: if 
0736:   is_keyboard_key_just_pressed 136 
004D: jump_if_false @SWEET6_1290 
000A: 35@ += 1 

:SWEET6_1290
00D6: if 
0736:   is_keyboard_key_just_pressed 135 
004D: jump_if_false @SWEET6_1313 
000E: 35@ -= 1 

:SWEET6_1313
00D6: if 
0736:   is_keyboard_key_just_pressed 134 
004D: jump_if_false @SWEET6_1336 
000A: 34@ += 1 

:SWEET6_1336
00D6: if 
0736:   is_keyboard_key_just_pressed 133 
004D: jump_if_false @SWEET6_1359 
000E: 34@ -= 1 

:SWEET6_1359
00D6: if 
0736:   is_keyboard_key_just_pressed 146 
004D: jump_if_false @SWEET6_1382 
0006: 35@ = 99 

:SWEET6_1382
0051: return 

:SWEET6_1384
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @SWEET6_1529 
00A5: 72@ = create_car #PONY at 0.0 0.0 0.0 
009A: 80@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
018A: 105@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 106@ = create_checkpoint_at 0.0 0.0 0.0 
018A: $GARAGE_MODLAST_ICON = create_checkpoint_at 0.0 0.0 0.0 
018A: $GARAGE_BODLAWN_ICON = create_checkpoint_at 0.0 0.0 0.0 

:SWEET6_1529
0006: 107@ = 0 
0006: 43@ = 0 

:SWEET6_1543
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @SWEET6_1586 
0006: 108@(43@,22i) = 0 
000A: 43@ += 1 
0002: jump @SWEET6_1543 

:SWEET6_1586
0006: 130@ = 0 
0006: 131@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 135@ = 0 
0007: 272@ = 0.01 
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @SWEET6_1669 
018A: $6690 = create_checkpoint_at 0.0 0.0 0.0 

:SWEET6_1669
054C: use_GXT_table 'SWEET6' 
0732: random_car_generator_disable_model #SAVANNA 
0006: 274@ = 50 
0006: 275@ = 1000 
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
0050: gosub @SWEET6_35860 
0051: return 

:SWEET6_1725
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SWEET6_1858 
04BB: select_interior 1 
02E4: load_cutscene_data 'SWEET6A' 

:SWEET6_1758
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET6_1782 
0001: wait 0 ms 
0002: jump @SWEET6_1758 

:SWEET6_1782
02E7: start_cutscene 
016A: fade 1 time 1000 

:SWEET6_1791
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET6_1815 
0001: wait 0 ms 
0002: jump @SWEET6_1791 

:SWEET6_1815
02EA: end_cutscene 
016A: fade 0 time 0 

:SWEET6_1823
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_1847 
0001: wait 0 ms 
0002: jump @SWEET6_1823 

:SWEET6_1847
04BB: select_interior 0 
000A: 35@ += 1 

:SWEET6_1858
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SWEET6_2034 
03CB: set_rendering_origin_at 2519.575 -1677.88 13.7661 
00A1: put_actor $PLAYER_ACTOR at 2519.575 -1677.88 13.7661 
0173: set_actor $PLAYER_ACTOR Z_angle_to 107.8934 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0395: clear_area 1 at 2519.575 -1677.88 13.7661 radius 1000.0 
016A: fade 1 time 500 

:SWEET6_1967
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_1991 
0001: wait 0 ms 
0002: jump @SWEET6_1967 

:SWEET6_1991
00BB: show_text_lowpriority GXT 'S6_01' time 10000 flag 1  // ~s~Go to the garage in ~y~Willowfield~s~.
018A: 105@ = create_checkpoint_at 2653.016 -2009.172 12.5547 
000A: 35@ += 1 

:SWEET6_2034
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SWEET6_2059 
0006: 35@ = 99 

:SWEET6_2059
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SWEET6_2084 
0050: gosub @SWEET6_35860 

:SWEET6_2084
0051: return 

:SWEET6_2086
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SWEET6_2354 
0006: 43@ = 0 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2653.016 -2009.172 12.5547 radius 4.0 4.0 4.0 
004D: jump_if_false @SWEET6_2305 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET6_2213 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
09D0:   car $TEMPVAR_ACTOR_CAR on_wheels 
004D: jump_if_false @SWEET6_2213 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 43@ = 1 

:SWEET6_2213
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @SWEET6_2259 
00D6: if 
02A0:   actor $PLAYER_ACTOR stopped 
004D: jump_if_false @SWEET6_2259 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 43@ = 1 

:SWEET6_2259
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @SWEET6_2305 
00D6: if 
075C:   marker 105@ enabled 
004D: jump_if_false @SWEET6_2298 
0164: disable_marker 105@ 

:SWEET6_2298
000A: 35@ += 1 

:SWEET6_2305
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @SWEET6_2354 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @SWEET6_2354 
00A1: put_actor $PLAYER_ACTOR at $1751 $1752 $1753 

:SWEET6_2354
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SWEET6_2433 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET6_2426 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
01C1:   car $TEMPVAR_ACTOR_CAR stopped 
004D: jump_if_false @SWEET6_2419 
000A: 35@ += 1 

:SWEET6_2419
0002: jump @SWEET6_2433 

:SWEET6_2426
000A: 35@ += 1 

:SWEET6_2433
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SWEET6_2957 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:SWEET6_2465
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_2489 
0001: wait 0 ms 
0002: jump @SWEET6_2465 

:SWEET6_2489
00BE: text_clear_all 
04E4: refresh_game_renderer_at 2644.252 -2028.246 
03CB: set_rendering_origin_at 2644.252 -2028.246 12.5547 
02A3: enable_widescreen 1 
015F: set_camera_position 2640.362 -2011.104 14.9634 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2640.959 -2011.886 14.7846 switchstyle 2 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
08F5: save_player_group 
0395: clear_area 1 at 2648.941 -2017.247 12.5625 radius 15.0 
0395: clear_area 1 at 2643.875 -2029.439 12.5547 radius 15.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2641.743 -2015.496 12.6446 
0173: set_actor $PLAYER_ACTOR Z_angle_to 214.4731 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0004: $56 = 1 
0247: load_model #WMYMECH 
0247: load_model #SAVANNA 
038B: load_requested_models 

:SWEET6_2699
00D6: if or
8248:   not model #WMYMECH available 
8248:   not model #SAVANNA available 
004D: jump_if_false @SWEET6_2730 
0001: wait 0 ms 
0002: jump @SWEET6_2699 

:SWEET6_2730
04ED: load_animation "CAR" 
04ED: load_animation "GANGS" 

:SWEET6_2746
00D6: if or
84EE:   not animation "CAR" loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @SWEET6_2784 
0001: wait 0 ms 
0002: jump @SWEET6_2746 

:SWEET6_2784
07C0: load_path 552 

:SWEET6_2789
00D6: if 
87C1:   not path 552 available 
004D: jump_if_false @SWEET6_2816 
0001: wait 0 ms 
0002: jump @SWEET6_2789 

:SWEET6_2816
00A5: 71@ = create_car #SAVANNA at 2644.252 -2028.246 12.5547 
0175: set_car 71@ Z_angle_to 358.8272 
07FF: set_car 71@ hydraulics 1 
04E0: car 71@ abandon_path_radius 40 
00AE: set_car 71@ traffic_behaviour_to 3 
0129: 79@ = create_actor_pedtype 4 model #WMYMECH in_car 71@ driverseat 
060B: set_actor 79@ decision_maker_to 66@ 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 79@ 99999 ms 
016A: fade 1 time 500 

:SWEET6_2910
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_2934 
0001: wait 0 ms 
0002: jump @SWEET6_2910 

:SWEET6_2934
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
000A: 35@ += 1 

:SWEET6_2957
00D6: if and
0019:   35@ > 2 
001B:   17 > 35@ 
004D: jump_if_false @SWEET6_3006 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SWEET6_3006 
0006: 35@ = 17 

:SWEET6_3006
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SWEET6_3122 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_3122 
0519: set_car 71@ locked 0 
04BA: set_car 71@ speed_to 2.0 
00AD: set_car 71@ max_speed_to 4.0 
02C2: car 71@ drive_to 2644.462 -2016.282 12.5547 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 43@ = 0 
03A2: set_car 71@ action 3 
000A: 35@ += 1 

:SWEET6_3122
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SWEET6_3563 
00D6: if 
001B:   15000 > 32@ 
004D: jump_if_false @SWEET6_3510 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_3503 
00D6: if 
01B0:   car 71@ sphere 0 in_sphere 2644.462 -2017.282 12.5547 radius 4.0 4.0 4.0 stopped 
004D: jump_if_false @SWEET6_3278 
00D6: if 
0803:   car 71@ have_hydraulics 
004D: jump_if_false @SWEET6_3264 
07F5: car 71@ control_hydraulics 0.0 0.0 0.0 0.0 

:SWEET6_3264
000A: 35@ += 1 
0002: jump @SWEET6_3503 

:SWEET6_3278
00D6: if 
001B:   2 > 43@ 
004D: jump_if_false @SWEET6_3470 
00D6: if and
001B:   1800 > 33@ 
0019:   33@ > 1500 
004D: jump_if_false @SWEET6_3370 
0005: $1023 = 1.0 
0005: $1024 = 0.0 
0005: $1025 = 1.0 
0005: $1026 = 0.0 
0002: jump @SWEET6_3470 

:SWEET6_3370
00D6: if 
0019:   33@ > 1800 
004D: jump_if_false @SWEET6_3470 
00D6: if 
001B:   2500 > 33@ 
004D: jump_if_false @SWEET6_3455 
0005: $1023 = 0.0 
0005: $1024 = 0.0 
0005: $1025 = 0.0 
0005: $1026 = 0.0 
0002: jump @SWEET6_3470 

:SWEET6_3455
0006: 33@ = 1300 
000A: 43@ += 1 

:SWEET6_3470
00D6: if 
0803:   car 71@ have_hydraulics 
004D: jump_if_false @SWEET6_3503 
07F5: car 71@ control_hydraulics $1023 $1024 $1025 $1026 

:SWEET6_3503
0002: jump @SWEET6_3563 

:SWEET6_3510
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_3563 
00AB: put_car 71@ at 2644.462 -2017.282 12.5547 
0175: set_car 71@ Z_angle_to 358.5157 
000A: 35@ += 1 

:SWEET6_3563
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SWEET6_3708 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_3708 
0615: define_AS_pack_begin 49@ 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_3625 
05CD: AS_actor -1 exit_car 71@ 

:SWEET6_3625
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -2 ms 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 79@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0006: 32@ = 0 
000A: 35@ += 1 

:SWEET6_3708
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SWEET6_3800 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_3800 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_3800 
00D6: if 
80DB:   not actor 79@ in_car 71@ 
004D: jump_if_false @SWEET6_3800 
00D6: if 
044B:   actor 79@ on_foot 
004D: jump_if_false @SWEET6_3800 
000A: 35@ += 1 

:SWEET6_3800
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @SWEET6_4173 
015F: set_camera_position 2640.2 -2018.059 14.3965 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2641.135 -2017.758 14.2101 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 2642.658 -2015.291 12.5947 
0173: set_actor $PLAYER_ACTOR Z_angle_to 181.4479 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_3955 
00A1: put_actor 79@ at 2641.862 -2018.108 12.2327 
0173: set_actor 79@ Z_angle_to 353.04 
05BF: AS_actor 79@ look_at_actor $PLAYER_ACTOR -2 ms 

:SWEET6_3955
0792: disembark_instantly_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_4031 
05BF: AS_actor -1 look_at_actor 79@ 99999 ms 
05D3: AS_actor -1 goto_point 2642.391 -2016.581 12.5947 mode 4 time 5000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 79@ 
0002: jump @SWEET6_4038 

:SWEET6_4031
05B9: AS_actor -1 stay_idle 1000 ms 

:SWEET6_4038
0616: define_AS_pack_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_4151 
0792: disembark_instantly_actor 79@ 
0615: define_AS_pack_begin 49@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -2 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 79@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_4151
0006: 62@ = 0 
0006: 32@ = 500 
000A: 35@ += 1 

:SWEET6_4173
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @SWEET6_4597 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_4286 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor 79@ position_to 56@ 57@ 58@ 
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 57@ // (float) 
0604: get_Z_angle_for_point 50@ 51@ store_to $TEMPVAR_ANGLE 
0173: set_actor 79@ Z_angle_to $TEMPVAR_ANGLE 

:SWEET6_4286
00D6: if and
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
0019:   32@ > 500 
004D: jump_if_false @SWEET6_4597 
0871: init_jump_table 62@ total_jumps 4 default_jump 0 @SWEET6_4597 jumps 0 @SWEET6_4375 1 @SWEET6_4441 2 @SWEET6_4507 3 @SWEET6_4562 -1 @SWEET6_4597 -1 @SWEET6_4597 -1 @SWEET6_4597 

:SWEET6_4375
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KA' // s$  // ~z~So, you must be Sweet's bro' huh?
04AE: $ACTOR_SPEECH_WAV_FILE = 22833 // = constant 
004F: create_thread @AUDIOL 79@ 0 1 1 0  
040D: unload_wav 2 
03CF: load_wav 22834 as 2 
000A: 62@ += 1 
0002: jump @SWEET6_4597 

:SWEET6_4441
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KB' // s$  // ~z~He phoned ahead, said you might be looking for a car that bounces.
04AE: $ACTOR_SPEECH_WAV_FILE = 22834 // = constant 
004F: create_thread @AUDIOL 79@ 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 22835 as 1 
000A: 62@ += 1 
0002: jump @SWEET6_4597 

:SWEET6_4507
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KC' // s$  // ~z~Well I owe him big from way back, so here, this should do the trick.
04AE: $ACTOR_SPEECH_WAV_FILE = 22835 // = constant 
004F: create_thread @AUDIOL 79@ 0 1 1 1  
000A: 62@ += 1 
0002: jump @SWEET6_4597 

:SWEET6_4562
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_4583 
0687: clear_actor 79@ task 

:SWEET6_4583
000A: 35@ += 1 
0002: jump @SWEET6_4597 

:SWEET6_4597
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @SWEET6_4750 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_4750 
041E: set_radio_station 0 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0615: define_AS_pack_begin 49@ 
05CB: AS_actor -1 enter_car 71@ as_driver 10000 ms 
0605: actor -1 perform_animation "SIT_RELAXED" IFP "CAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0006: 32@ = 0 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_4743 
05BF: AS_actor 79@ look_at_actor $PLAYER_ACTOR -2 ms 

:SWEET6_4743
000A: 35@ += 1 

:SWEET6_4750
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @SWEET6_4838 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_4838 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 71@ 
844B:   not actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @SWEET6_4838 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_4831 
04D7: set_actor 79@ locked 1 

:SWEET6_4831
000A: 35@ += 1 

:SWEET6_4838
00D6: if 
0039:   35@ == 11 
004D: jump_if_false @SWEET6_5129 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_5129 
0615: define_AS_pack_begin 49@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -2 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKG" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 79@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 35@ += 1 
0006: 43@ = 0 
0006: 32@ = 500 
0006: 33@ = 0 
0005: $1023 = 0.0 
0005: $1024 = 0.0 
0005: $1025 = 0.0 
0005: $1026 = 0.0 
0006: 62@ = 0 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_5129 
03A2: set_car 71@ action 3 

:SWEET6_5129
00D6: if 
0039:   35@ == 12 
004D: jump_if_false @SWEET6_5832 
00D6: if and
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
0019:   32@ > 500 
004D: jump_if_false @SWEET6_5524 
0871: init_jump_table 62@ total_jumps 5 default_jump 0 @SWEET6_5524 jumps 0 @SWEET6_5236 1 @SWEET6_5302 2 @SWEET6_5368 3 @SWEET6_5434 4 @SWEET6_5489 -1 @SWEET6_5524 -1 @SWEET6_5524 

:SWEET6_5236
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KD' // s$  // ~z~Custom springs should see you hopping all the way home! Try her out.
04AE: $ACTOR_SPEECH_WAV_FILE = 22836 // = constant 
004F: create_thread @AUDIOL 79@ 0 1 2 0  
040D: unload_wav 1 
03CF: load_wav 22837 as 1 
000A: 62@ += 1 
0002: jump @SWEET6_5524 

:SWEET6_5302
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KE' // s$  // ~z~Very popular with the eses - they compete in these things.
04AE: $ACTOR_SPEECH_WAV_FILE = 22837 // = constant 
004F: create_thread @AUDIOL 79@ 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 22838 as 2 
000A: 62@ += 1 
0002: jump @SWEET6_5524 

:SWEET6_5368
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KF' // s$  // ~z~You can usually find them over by Unity Station.
04AE: $ACTOR_SPEECH_WAV_FILE = 22838 // = constant 
004F: create_thread @AUDIOL 79@ 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 22839 as 1 
000A: 62@ += 1 
0002: jump @SWEET6_5524 

:SWEET6_5434
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KG' // s$  // ~z~If you ever want to mod your ride, come back any time, man.
04AE: $ACTOR_SPEECH_WAV_FILE = 22839 // = constant 
004F: create_thread @AUDIOL 79@ 0 1 1 1  
000A: 62@ += 1 
0002: jump @SWEET6_5524 

:SWEET6_5489
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_5510 
0687: clear_actor 79@ task 

:SWEET6_5510
000A: 35@ += 1 
0002: jump @SWEET6_5524 

:SWEET6_5524
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_5832 
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @SWEET6_5739 
00D6: if and
001B:   1800 > 33@ 
0019:   33@ > 1500 
004D: jump_if_false @SWEET6_5632 
0005: $1023 = 1.0 
0005: $1024 = 0.0 
0005: $1025 = 1.0 
0005: $1026 = 0.0 
0002: jump @SWEET6_5732 

:SWEET6_5632
00D6: if 
0019:   33@ > 1800 
004D: jump_if_false @SWEET6_5732 
00D6: if 
001B:   2500 > 33@ 
004D: jump_if_false @SWEET6_5717 
0005: $1023 = 0.0 
0005: $1024 = 0.0 
0005: $1025 = 0.0 
0005: $1026 = 0.0 
0002: jump @SWEET6_5732 

:SWEET6_5717
0006: 33@ = 1300 
000A: 43@ += 1 

:SWEET6_5732
0002: jump @SWEET6_5799 

:SWEET6_5739
00D6: if 
0039:   43@ == 4 
004D: jump_if_false @SWEET6_5799 
0605: actor $PLAYER_ACTOR perform_animation "TAP_HAND" IFP "CAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
000A: 43@ += 1 

:SWEET6_5799
00D6: if 
0803:   car 71@ have_hydraulics 
004D: jump_if_false @SWEET6_5832 
07F5: car 71@ control_hydraulics $1023 $1024 $1025 $1026 

:SWEET6_5832
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SWEET6_5894 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "TAP_HAND" 
004D: jump_if_false @SWEET6_5894 
0393: actor $PLAYER_ACTOR perform_animation "TAP_HAND" at 0.5 times_normal_rate 

:SWEET6_5894
00D6: if 
0039:   35@ == 13 
004D: jump_if_false @SWEET6_6075 
00D6: if 
0038:   $1920 == 0 
004D: jump_if_false @SWEET6_6068 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_5983 
0687: clear_actor 79@ task 
04D7: set_actor 79@ locked 0 
05D3: AS_actor 79@ goto_point 2641.231 -2020.621 12.7578 mode 4 time 5000 ms // versionA 

:SWEET6_5983
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_6040 
00D6: if 
0803:   car 71@ have_hydraulics 
004D: jump_if_false @SWEET6_6040 
07F5: car 71@ control_hydraulics 0.0 0.0 0.0 0.0 

:SWEET6_6040
000A: 35@ += 1 
0006: 32@ = 0 
0006: 33@ = 0 
0002: jump @SWEET6_6075 

:SWEET6_6068
0006: 35@ = 17 

:SWEET6_6075
00D6: if 
0039:   35@ == 14 
004D: jump_if_false @SWEET6_6219 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SWEET6_6219 
015F: set_camera_position 2643.985 -2023.749 14.95 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2644.091 -2022.8 14.6533 switchstyle 2 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_6219 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 71@ 
05EB: assign_car 71@ to_path 552 
05ED: freeze_car 71@ while_on_path 
000A: 35@ += 1 
0006: 32@ = 0 

:SWEET6_6219
00D6: if 
0039:   35@ == 15 
004D: jump_if_false @SWEET6_6307 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SWEET6_6307 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_6307 
00D6: if 
060E:   car 71@ assigned_to_path 
004D: jump_if_false @SWEET6_6307 
05EE: unfreeze_car 71@ while_on_path 
000A: 35@ += 1 
0006: 32@ = 0 

:SWEET6_6307
00D6: if 
0039:   35@ == 16 
004D: jump_if_false @SWEET6_6372 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_6372 
00D6: if or
82CA:   not car 71@ bounding_sphere_visible 
0019:   32@ > 3000 
004D: jump_if_false @SWEET6_6372 
000A: 35@ += 1 

:SWEET6_6372
00D6: if 
0039:   35@ == 17 
004D: jump_if_false @SWEET6_6642 
00BE: text_clear_all 
02A3: enable_widescreen 0 
08F6: restore_player_group 
02EB: restore_camera_with_jumpcut 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0004: $56 = 0 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_6562 
00D6: if 
060E:   car 71@ assigned_to_path 
004D: jump_if_false @SWEET6_6451 
05EC: release_car 71@ from_path 

:SWEET6_6451
0519: set_car 71@ locked 0 
00D6: if 
056D:   actor 79@ defined 
004D: jump_if_false @SWEET6_6479 
009B: destroy_actor 79@ 

:SWEET6_6479
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 71@ 
00D6: if 
060E:   car 71@ assigned_to_path 
004D: jump_if_false @SWEET6_6513 
05EC: release_car 71@ from_path 

:SWEET6_6513
0174: $TEMPVAR_ANGLE = car 71@ Z_angle 
00AB: put_car 71@ at 2644.258 -2026.526 12.5469 
0175: set_car 71@ Z_angle_to 2.3109 
01B4: set_player $PLAYER_CHAR can_move 1 
03C8: set_camera_directly_before_player 
02EB: restore_camera_with_jumpcut 

:SWEET6_6562
009B: destroy_actor 79@ 
0249: release_model #WMYMECH 
04EF: release_animation "CAR" 
04EF: release_animation "GANGS" 
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
8038:   not  $1920 == 0 
004D: jump_if_false @SWEET6_6635 
0006: 35@ = 99 
0002: jump @SWEET6_6642 

:SWEET6_6635
000A: 35@ += 1 

:SWEET6_6642
00D6: if 
0039:   35@ == 18 
004D: jump_if_false @SWEET6_6719 
0164: disable_marker 105@ 
018A: 105@ = create_checkpoint_at 2645.112 -2045.745 12.607 
0299: activate_garage 'MODLAST' 
00BC: show_text_highpriority GXT 'S6_38' time 7000 flag 1  // ~s~Back up the lowrider into the ~y~mod garage~s~.
000A: 35@ += 1 

:SWEET6_6719
00D6: if 
0039:   35@ == 19 
004D: jump_if_false @SWEET6_6970 
00D6: if 
8038:   not  $10082 == 0 
004D: jump_if_false @SWEET6_6776 
00BE: text_clear_all 
0164: disable_marker 105@ 
000A: 35@ += 1 
0002: jump @SWEET6_6970 

:SWEET6_6776
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_6970 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_6886 
00D6: if 
075C:   marker 105@ enabled 
004D: jump_if_false @SWEET6_6832 
0164: disable_marker 105@ 

:SWEET6_6832
00D6: if 
875C:   not marker 106@ enabled 
004D: jump_if_false @SWEET6_6879 
0186: 106@ = create_marker_above_car 71@ 
07E0: set_marker 106@ type_to 1 
00BC: show_text_highpriority GXT 'S6_23' time 5000 flag 1  // ~s~Get back in the ~b~lowrider~s~.

:SWEET6_6879
0002: jump @SWEET6_6970 

:SWEET6_6886
00D6: if 
075C:   marker 106@ enabled 
004D: jump_if_false @SWEET6_6918 
0164: disable_marker 106@ 
03D5: remove_text 'S6_23'  // ~s~Get back in the ~b~lowrider~s~.

:SWEET6_6918
00D6: if 
875C:   not marker 105@ enabled 
004D: jump_if_false @SWEET6_6970 
018A: 105@ = create_checkpoint_at 2645.112 -2045.745 12.607 
00BC: show_text_highpriority GXT 'S6_38' time 7000 flag 1  // ~s~Back up the lowrider into the ~y~mod garage~s~.

:SWEET6_6970
00D6: if 
0039:   35@ == 20 
004D: jump_if_false @SWEET6_7135 
00D6: if and
0038:   $10082 == 3 
0038:   $10083 == 3 
004D: jump_if_false @SWEET6_7065 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_7058 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_7058 
0175: set_car 71@ Z_angle_to 0.0 

:SWEET6_7058
0006: 35@ = 99 

:SWEET6_7065
00D6: if 
0038:   $10082 == 0 
004D: jump_if_false @SWEET6_7135 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_7128 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_7128 
0175: set_car 71@ Z_angle_to 0.0 

:SWEET6_7128
0006: 35@ = 99 

:SWEET6_7135
00D6: if 
0019:   35@ > 12 
004D: jump_if_false @SWEET6_7367 
0006: 43@ = 0 
00D6: if and
0038:   $10082 == 3 
0038:   $10083 == 3 
004D: jump_if_false @SWEET6_7192 
0006: 43@ = 1 

:SWEET6_7192
00D6: if 
0038:   $10082 == 0 
004D: jump_if_false @SWEET6_7217 
0006: 43@ = 1 

:SWEET6_7217
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @SWEET6_7367 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET6_7367 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_7330 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_7323 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
0803:   car $TEMPVAR_ACTOR_CAR have_hydraulics 
004D: jump_if_false @SWEET6_7323 
01C3: remove_references_to_car 71@ 
00D9: 71@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:SWEET6_7323
0002: jump @SWEET6_7367 

:SWEET6_7330
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
0803:   car $TEMPVAR_ACTOR_CAR have_hydraulics 
004D: jump_if_false @SWEET6_7367 
01C3: remove_references_to_car 71@ 
00D9: 71@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:SWEET6_7367
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SWEET6_7481 
08F6: restore_player_group 
0008: $1920 += 1 
0299: activate_garage 'MODLAST' 
00BE: text_clear_all 
00D6: if 
056D:   actor 79@ defined 
004D: jump_if_false @SWEET6_7428 
009B: destroy_actor 79@ 

:SWEET6_7428
0004: $56 = 1 
0249: release_model #WMYMECH 
04EF: release_animation "CAR" 
04EF: release_animation "GANGS" 
0873: release_path 552 
03DE: set_pedestrians_density_multiplier_to 3.0 
01EB: set_traffic_density_multiplier_to 3.0 
0050: gosub @SWEET6_35860 

:SWEET6_7481
0051: return 

:SWEET6_7483
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SWEET6_8701 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_7559 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_7559 
00BC: show_text_highpriority GXT 'S6_03' time 7000 flag 1  // ~s~Get to the ~y~lowrider meeting~s~.
0002: jump @SWEET6_7559 

:SWEET6_7559
00D6: if 
875C:   not marker 105@ enabled 
004D: jump_if_false @SWEET6_7595 
018A: 105@ = create_checkpoint_at 1793.068 -1904.254 12.3989 

:SWEET6_7595
0006: 130@ = 0 
0006: 131@ = 0 
0007: 141@ = 1796.947 
0007: 148@ = -1924.376 
0007: 155@ = 13.2937 
0007: 162@ = 60.9627 
0007: 142@ = 1802.865 
0007: 149@ = -1918.742 
0007: 156@ = 13.2965 
0007: 163@ = 357.6195 
0007: 143@ = 1788.992 
0007: 150@ = -1924.501 
0007: 157@ = 13.2937 
0007: 164@ = 305.5176 
0007: 144@ = 1784.189 
0007: 151@ = -1913.44 
0007: 158@ = 13.2957 
0007: 165@ = 188.9639 
0007: 145@ = 1790.964 
0007: 152@ = -1913.898 
0007: 159@ = 13.2985 
0007: 166@ = 266.2616 
0007: 146@ = 1799.899 
0007: 153@ = -1906.425 
0007: 160@ = 13.3025 
0007: 167@ = 184.4735 
0007: 147@ = 1785.94 
0007: 154@ = -1904.839 
0007: 161@ = 13.297 
0007: 168@ = 152.5742 
0007: 169@ = 1798.603 
0007: 191@ = -1908.26 
0007: 213@ = 12.4388 
0007: 235@ = 102.3995 
0007: 170@ = 1798.887 
0007: 192@ = -1907.668 
0007: 214@ = 12.4399 
0007: 236@ = 174.1189 
0007: 171@ = 1798.834 
0007: 193@ = -1911.782 
0007: 215@ = 12.4374 
0007: 237@ = 158.2591 
0007: 172@ = 1799.584 
0007: 194@ = -1912.795 
0007: 216@ = 12.4368 
0007: 238@ = 74.6392 
0007: 173@ = 1800.902 
0007: 195@ = -1918.714 
0007: 217@ = 12.4331 
0007: 239@ = 256.6391 
0007: 174@ = 1798.166 
0007: 196@ = -1920.427 
0007: 218@ = 12.4321 
0007: 240@ = 19.6592 
0007: 175@ = 1796.811 
0007: 197@ = -1920.426 
0007: 219@ = 12.4321 
0007: 241@ = 331.8393 
0007: 176@ = 1787.78 
0007: 198@ = -1919.071 
0007: 220@ = 12.4329 
0007: 242@ = 331.8393 
0007: 177@ = 1786.71 
0007: 199@ = -1917.982 
0007: 221@ = 12.4332 
0007: 243@ = 285.8198 
0007: 178@ = 1786.194 
0007: 200@ = -1907.356 
0007: 222@ = 12.4327 
0007: 244@ = 260.4003 
0007: 179@ = 1786.898 
0007: 201@ = -1906.531 
0007: 223@ = 12.4335 
0007: 245@ = 141.9807 
0007: 180@ = 1786.23 
0007: 202@ = -1908.622 
0007: 224@ = 12.4328 
0007: 246@ = 327.1608 
0007: 181@ = 1789.188 
0007: 203@ = -1919.665 
0007: 225@ = 12.4325 
0007: 247@ = 357.2196 
0007: 182@ = 1788.103 
0007: 204@ = -1907.949 
0007: 226@ = 12.4352 
0007: 248@ = 200.9411 
0007: 183@ = 1797.997 
0007: 205@ = -1912.74 
0007: 227@ = 12.4368 
0007: 249@ = 312.2806 
0007: 184@ = 1796.46 
0007: 206@ = -1908.882 
0007: 228@ = 12.4368 
0007: 250@ = 312.2806 
0247: load_model #VLA1 
0247: load_model #VLA2 
0247: load_model #VLA3 
0247: load_model #BFYPRO 
0247: load_model #HFYST 
0247: load_model #SAVANNA 
0247: load_model #REMINGTN 
04ED: load_animation "LOWRIDER" 
038B: load_requested_models 

:SWEET6_8573
00D6: if or
8248:   not model #VLA1 available 
8248:   not model #VLA2 available 
8248:   not model #VLA3 available 
8248:   not model #BFYPRO available 
8248:   not model #HFYST available 
004D: jump_if_false @SWEET6_8615 
0001: wait 0 ms 
0002: jump @SWEET6_8573 

:SWEET6_8615
00D6: if or
8248:   not model #SAVANNA available 
8248:   not model #REMINGTN available 
004D: jump_if_false @SWEET6_8647 
0001: wait 0 ms 
0002: jump @SWEET6_8615 

:SWEET6_8647
00D6: if 
84EE:   not animation "LOWRIDER" loaded 
004D: jump_if_false @SWEET6_8681 
0001: wait 0 ms 
0002: jump @SWEET6_8647 

:SWEET6_8681
0917: audio_zone 'LOWRIDE' enable_sound 1 
000A: 35@ += 1 

:SWEET6_8701
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SWEET6_16330 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @SWEET6_8800 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @SWEET6_8800 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_8800 
00AB: put_car 71@ at 1800.978 -1895.775 12.4046 
0175: set_car 71@ Z_angle_to 136.3521 

:SWEET6_8800
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_8983 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_8910 
00D6: if 
075C:   marker 105@ enabled 
004D: jump_if_false @SWEET6_8856 
0164: disable_marker 105@ 

:SWEET6_8856
00D6: if 
875C:   not marker 106@ enabled 
004D: jump_if_false @SWEET6_8903 
00BC: show_text_highpriority GXT 'S6_35' time 5000 flag 1  // ~s~You need to take the ~b~lowrider ~s~with you.
0186: 106@ = create_marker_above_car 71@ 
07E0: set_marker 106@ type_to 1 

:SWEET6_8903
0002: jump @SWEET6_8983 

:SWEET6_8910
00D6: if 
875C:   not marker 105@ enabled 
004D: jump_if_false @SWEET6_8962 
00BC: show_text_highpriority GXT 'S6_03' time 7000 flag 1  // ~s~Get to the ~y~lowrider meeting~s~.
018A: 105@ = create_checkpoint_at 1793.068 -1904.254 12.3989 

:SWEET6_8962
00D6: if 
075C:   marker 106@ enabled 
004D: jump_if_false @SWEET6_8983 
0164: disable_marker 106@ 

:SWEET6_8983
0006: 43@ = 0 
00D6: if and
0038:   $10082 == 3 
0038:   $10083 == 3 
004D: jump_if_false @SWEET6_9022 
0006: 43@ = 1 

:SWEET6_9022
00D6: if 
0038:   $10082 == 0 
004D: jump_if_false @SWEET6_9047 
0006: 43@ = 1 

:SWEET6_9047
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @SWEET6_9197 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET6_9197 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_9160 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_9153 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
0803:   car $TEMPVAR_ACTOR_CAR have_hydraulics 
004D: jump_if_false @SWEET6_9153 
01C3: remove_references_to_car 71@ 
00D9: 71@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:SWEET6_9153
0002: jump @SWEET6_9197 

:SWEET6_9160
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
0803:   car $TEMPVAR_ACTOR_CAR have_hydraulics 
004D: jump_if_false @SWEET6_9197 
01C3: remove_references_to_car 71@ 
00D9: 71@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:SWEET6_9197
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @SWEET6_10700 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1792.924 -1918.987 radius 150.0 150.0 
004D: jump_if_false @SWEET6_10693 
00A5: 72@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 73@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 74@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 75@ = create_car #SAVANNA at 0.0 0.0 0.0 
0229: set_car 72@ primary_color_to 1 secondary_color_to 0 
0229: set_car 73@ primary_color_to 2 secondary_color_to 1 
0229: set_car 74@ primary_color_to 3 secondary_color_to 2 
0229: set_car 75@ primary_color_to 10 secondary_color_to 3 
03A2: set_car 72@ action 3 
03A2: set_car 75@ action 3 
07FF: set_car 72@ hydraulics 1 
07FF: set_car 75@ hydraulics 1 
02AA: set_car 72@ immune_to_nonplayer 1 
02AA: set_car 75@ immune_to_nonplayer 1 
0001: wait 0 ms 
00A5: 76@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 77@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 78@ = create_car #REMINGTN at 0.0 0.0 0.0 
0229: set_car 76@ primary_color_to 9 secondary_color_to 4 
0229: set_car 77@ primary_color_to 6 secondary_color_to 5 
0229: set_car 78@ primary_color_to 7 secondary_color_to 6 
03A2: set_car 76@ action 3 
07FF: set_car 76@ hydraulics 1 
02AA: set_car 76@ immune_to_nonplayer 1 
0001: wait 0 ms 
0006: 43@ = 0 

:SWEET6_9555
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @SWEET6_9664 
00D6: if 
8119:   not car 72@(43@,7i) wrecked 
004D: jump_if_false @SWEET6_9650 
00AB: put_car 72@(43@,7i) at 141@(43@,7f) 148@(43@,7f) 155@(43@,7f) 
0175: set_car 72@(43@,7i) Z_angle_to 162@(43@,7f) 
020A: set_car 72@(43@,7i) door_status_to 3 

:SWEET6_9650
000A: 43@ += 1 
0002: jump @SWEET6_9555 

:SWEET6_9664
0001: wait 0 ms 
009A: 80@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 82@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 83@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 85@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 86@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 88@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 89@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 91@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 92@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
0001: wait 0 ms 
009A: 81@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
009A: 84@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 87@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
009A: 90@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
0001: wait 0 ms 
009A: 93@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 94@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 95@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
0001: wait 0 ms 
009A: 96@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 97@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 98@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 99@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 100@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 101@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
0001: wait 0 ms 
0006: 43@ = 0 

:SWEET6_10219
00D6: if 
001B:   16 > 43@ 
004D: jump_if_false @SWEET6_10337 
00D6: if 
056D:   actor 80@(43@,22i) defined 
004D: jump_if_false @SWEET6_10323 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_10323 
00A1: put_actor 80@(43@,22i) at 169@(43@,22f) 191@(43@,22f) 213@(43@,22f) 
0173: set_actor 80@(43@,22i) Z_angle_to 235@(43@,22f) 

:SWEET6_10323
000A: 43@ += 1 
0002: jump @SWEET6_10219 

:SWEET6_10337
0006: 43@ = 0 

:SWEET6_10344
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @SWEET6_10428 
00D6: if 
056D:   actor 80@(43@,22i) defined 
004D: jump_if_false @SWEET6_10414 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_10414 
060B: set_actor 80@(43@,22i) decision_maker_to 67@ 

:SWEET6_10414
000A: 43@ += 4 
0002: jump @SWEET6_10344 

:SWEET6_10428
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET6_10468 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @SWEET6_10468 
036A: put_actor 96@ in_car 73@ 

:SWEET6_10468
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET6_10508 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @SWEET6_10508 
036A: put_actor 97@ in_car 74@ 

:SWEET6_10508
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET6_10548 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET6_10548 
036A: put_actor 98@ in_car 76@ 

:SWEET6_10548
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @SWEET6_10588 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @SWEET6_10588 
036A: put_actor 99@ in_car 72@ 

:SWEET6_10588
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SWEET6_10628 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @SWEET6_10628 
036A: put_actor 100@ in_car 75@ 

:SWEET6_10628
00D6: if 
056D:   actor 101@ defined 
004D: jump_if_false @SWEET6_10686 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET6_10686 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @SWEET6_10686 
0430: put_actor 101@ into_car 74@ passenger_seat 0 

:SWEET6_10686
0006: 131@ = 1 

:SWEET6_10693
0002: jump @SWEET6_10841 

:SWEET6_10700
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 1792.924 -1918.987 radius 150.0 150.0 
004D: jump_if_false @SWEET6_10841 
0006: 43@ = 0 

:SWEET6_10745
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @SWEET6_10786 
00A6: destroy_car 72@(43@,7i) 
000A: 43@ += 1 
0002: jump @SWEET6_10745 

:SWEET6_10786
0006: 43@ = 0 

:SWEET6_10793
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @SWEET6_10834 
009B: destroy_actor 80@(43@,22i) 
000A: 43@ += 1 
0002: jump @SWEET6_10793 

:SWEET6_10834
0006: 131@ = 0 

:SWEET6_10841
00D6: if 
0039:   131@ == 1 
004D: jump_if_false @SWEET6_16065 
00D6: if 
0039:   130@ == 0 
004D: jump_if_false @SWEET6_15797 
00D6: if 
001B:   300 > 136@ 
004D: jump_if_false @SWEET6_10943 
0007: 257@ = 1.0 
0007: 260@ = 1.0 
0007: 263@ = 0.0 
0007: 266@ = 0.0 
0002: jump @SWEET6_11016 

:SWEET6_10943
00D6: if 
0019:   136@ > 500 
004D: jump_if_false @SWEET6_10976 
0006: 136@ = 0 
0002: jump @SWEET6_11016 

:SWEET6_10976
0007: 257@ = 0.0 
0007: 260@ = 0.0 
0007: 263@ = 0.0 
0007: 266@ = 0.0 

:SWEET6_11016
00D6: if 
0019:   137@ > 2000 
004D: jump_if_false @SWEET6_11090 
0209: 296@ = random_int_in_ranges 0 16 
0050: gosub @SWEET6_28846 
0087: 258@ = 294@ // (float) 
0087: 261@ = 292@ // (float) 
0087: 264@ = 295@ // (float) 
0087: 267@ = 293@ // (float) 
0006: 137@ = 0 

:SWEET6_11090
00D6: if 
0019:   138@ > 300 
004D: jump_if_false @SWEET6_11164 
0209: 296@ = random_int_in_ranges 0 16 
0050: gosub @SWEET6_28846 
0087: 259@ = 294@ // (float) 
0087: 262@ = 292@ // (float) 
0087: 265@ = 295@ // (float) 
0087: 268@ = 293@ // (float) 
0006: 138@ = 0 

:SWEET6_11164
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @SWEET6_11306 
00D6: if 
0803:   car 72@ have_hydraulics 
004D: jump_if_false @SWEET6_11306 
07F5: car 72@ control_hydraulics 260@ 266@ 257@ 263@ 
00AA: store_car 72@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 50@ = 141@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 148@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 50@ *= 272@ // (float) 
006B: 51@ *= 272@ // (float) 
07D5: set_car 72@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:SWEET6_11306
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @SWEET6_11448 
00D6: if 
0803:   car 75@ have_hydraulics 
004D: jump_if_false @SWEET6_11448 
07F5: car 75@ control_hydraulics 261@ 267@ 258@ 264@ 
00AA: store_car 75@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 50@ = 144@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 151@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 50@ *= 272@ // (float) 
006B: 51@ *= 272@ // (float) 
07D5: set_car 75@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:SWEET6_11448
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET6_11590 
00D6: if 
0803:   car 76@ have_hydraulics 
004D: jump_if_false @SWEET6_11590 
07F5: car 76@ control_hydraulics 262@ 268@ 259@ 265@ 
00AA: store_car 76@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 50@ = 145@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 152@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 50@ *= 272@ // (float) 
006B: 51@ *= 272@ // (float) 
07D5: set_car 76@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:SWEET6_11590
0871: init_jump_table 39@ total_jumps 20 default_jump 0 @SWEET6_15790 jumps 0 @SWEET6_11783 1 @SWEET6_12159 2 @SWEET6_12535 3 @SWEET6_12685 4 @SWEET6_12835 5 @SWEET6_12950 6 @SWEET6_13100 
0872: jump_table_jumps 7 @SWEET6_13250 8 @SWEET6_13366 9 @SWEET6_13482 10 @SWEET6_13858 11 @SWEET6_14041 12 @SWEET6_14157 13 @SWEET6_14273 14 @SWEET6_14580 15 @SWEET6_14905 
0872: jump_table_jumps 16 @SWEET6_15189 17 @SWEET6_15298 18 @SWEET6_15407 19 @SWEET6_15614 -1 @SWEET6_15790 -1 @SWEET6_15790 -1 @SWEET6_15790 -1 @SWEET6_15790 -1 @SWEET6_15790 

:SWEET6_11783
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @SWEET6_12152 
062E: get_actor 80@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_12057 
0615: define_AS_pack_begin 49@ 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET6_11991 
00D6: if 
01AF:   car 77@ sphere 0 in_sphere 146@ 153@ 160@ radius 0.2 0.2 1.0 
004D: jump_if_false @SWEET6_11943 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @SWEET6_11984 

:SWEET6_11943
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_11984
0002: jump @SWEET6_12032 

:SWEET6_11991
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_12032
0616: define_AS_pack_end 49@ 
0618: assign_actor 80@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0002: jump @SWEET6_12152 

:SWEET6_12057
00D6: if 
0611:   actor 80@ performing_animation "M_SMKLEAN_LOOP" 
004D: jump_if_false @SWEET6_12152 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET6_12152 
00D6: if 
81AF:   not car 77@ sphere 0 in_sphere 146@ 153@ 160@ radius 0.2 0.2 1.0 
004D: jump_if_false @SWEET6_12152 
0687: clear_actor 80@ task 

:SWEET6_12152
0002: jump @SWEET6_15790 

:SWEET6_12159
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET6_12528 
062E: get_actor 81@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_12433 
0615: define_AS_pack_begin 49@ 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET6_12367 
00D6: if 
01AF:   car 77@ sphere 0 in_sphere 146@ 153@ 160@ radius 0.2 0.2 1.0 
004D: jump_if_false @SWEET6_12319 
0605: actor -1 perform_animation "F_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @SWEET6_12360 

:SWEET6_12319
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_12360
0002: jump @SWEET6_12408 

:SWEET6_12367
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_12408
0616: define_AS_pack_end 49@ 
0618: assign_actor 81@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0002: jump @SWEET6_12528 

:SWEET6_12433
00D6: if 
0611:   actor 81@ performing_animation "F_SMKLEAN_LOOP" 
004D: jump_if_false @SWEET6_12528 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET6_12528 
00D6: if 
81AF:   not car 77@ sphere 0 in_sphere 146@ 153@ 160@ radius 0.2 0.2 1.0 
004D: jump_if_false @SWEET6_12528 
0687: clear_actor 81@ task 

:SWEET6_12528
0002: jump @SWEET6_15790 

:SWEET6_12535
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET6_12678 
062E: get_actor 82@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_12678 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @SWEET6_12619 
0677: AS_actor -1 chat_with_actor 83@ lead_speaker_flag 1 unknown_flag 1 
0002: jump @SWEET6_12660 

:SWEET6_12619
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_12660
0616: define_AS_pack_end 49@ 
0618: assign_actor 82@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_12678
0002: jump @SWEET6_15790 

:SWEET6_12685
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @SWEET6_12828 
062E: get_actor 83@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_12828 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET6_12769 
0677: AS_actor -1 chat_with_actor 82@ lead_speaker_flag 0 unknown_flag 1 
0002: jump @SWEET6_12810 

:SWEET6_12769
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_12810
0616: define_AS_pack_end 49@ 
0618: assign_actor 83@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_12828
0002: jump @SWEET6_15790 

:SWEET6_12835
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @SWEET6_12943 
062E: get_actor 84@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_12943 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "CAR_HOOKERTALK" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_12943
0002: jump @SWEET6_15790 

:SWEET6_12950
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @SWEET6_13093 
062E: get_actor 85@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_13093 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @SWEET6_13034 
0677: AS_actor -1 chat_with_actor 86@ lead_speaker_flag 0 unknown_flag 1 
0002: jump @SWEET6_13075 

:SWEET6_13034
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_13075
0616: define_AS_pack_end 49@ 
0618: assign_actor 85@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_13093
0002: jump @SWEET6_15790 

:SWEET6_13100
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @SWEET6_13243 
062E: get_actor 86@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_13243 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @SWEET6_13184 
0677: AS_actor -1 chat_with_actor 85@ lead_speaker_flag 1 unknown_flag 1 
0002: jump @SWEET6_13225 

:SWEET6_13184
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_13225
0616: define_AS_pack_end 49@ 
0618: assign_actor 86@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_13243
0002: jump @SWEET6_15790 

:SWEET6_13250
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @SWEET6_13359 
062E: get_actor 87@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_13359 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 87@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_13359
0002: jump @SWEET6_15790 

:SWEET6_13366
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @SWEET6_13475 
062E: get_actor 88@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_13475 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_13475
0002: jump @SWEET6_15790 

:SWEET6_13482
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET6_13851 
062E: get_actor 89@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_13756 
0615: define_AS_pack_begin 49@ 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET6_13690 
00D6: if 
01AF:   car 78@ sphere 0 in_sphere 147@ 154@ 161@ radius 0.2 0.2 1.0 
004D: jump_if_false @SWEET6_13642 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @SWEET6_13683 

:SWEET6_13642
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_13683
0002: jump @SWEET6_13731 

:SWEET6_13690
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_13731
0616: define_AS_pack_end 49@ 
0618: assign_actor 89@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0002: jump @SWEET6_13851 

:SWEET6_13756
00D6: if 
0611:   actor 89@ performing_animation "M_SMKLEAN_LOOP" 
004D: jump_if_false @SWEET6_13851 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET6_13851 
00D6: if 
81AF:   not car 78@ sphere 0 in_sphere 147@ 154@ 161@ radius 0.2 0.2 1.0 
004D: jump_if_false @SWEET6_13851 
0687: clear_actor 89@ task 

:SWEET6_13851
0002: jump @SWEET6_15790 

:SWEET6_13858
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET6_14034 
062E: get_actor 90@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_14034 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "WOMAN_IDLESTANCE" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 90@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_14034
0002: jump @SWEET6_15790 

:SWEET6_14041
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @SWEET6_14150 
062E: get_actor 91@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_14150 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 91@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_14150
0002: jump @SWEET6_15790 

:SWEET6_14157
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @SWEET6_14266 
062E: get_actor 92@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_14266 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 92@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_14266
0002: jump @SWEET6_15790 

:SWEET6_14273
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @SWEET6_14573 
062E: get_actor 93@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_14573 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1786.719 -1915.878 12.3942 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1796.179 -1919.465 12.3928 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1786.719 -1915.878 12.3942 mode 4 time 60000 ms // versionA 
05D3: AS_actor -1 goto_point 182@ 204@ 226@ mode 4 time 60000 ms // versionA 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET6_14514 
0639: AS_actor -1 rotate_to_actor 89@ 

:SWEET6_14514
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 93@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_14573
0002: jump @SWEET6_15790 

:SWEET6_14580
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @SWEET6_14898 
062E: get_actor 94@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_14898 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1800.367 -1917.394 12.3938 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1789.057 -1917.901 12.3936 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1788.526 -1907.294 12.3955 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1796.478 -1908.174 12.3983 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 94@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_14898
0002: jump @SWEET6_15790 

:SWEET6_14905
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @SWEET6_15182 
062E: get_actor 95@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_15182 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1787.672 -1908.567 12.3949 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1786.719 -1917.107 12.3942 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1787.672 -1908.567 12.3949 mode 4 time 60000 ms // versionA 
05D3: AS_actor -1 goto_point 184@ 206@ 228@ mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 95@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_15182
0002: jump @SWEET6_15790 

:SWEET6_15189
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET6_15291 
062E: get_actor 96@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_15291 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 96@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_15291
0002: jump @SWEET6_15790 

:SWEET6_15298
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET6_15400 
062E: get_actor 97@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_15400 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 97@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_15400
0002: jump @SWEET6_15790 

:SWEET6_15407
0006: 43@ = 0 

:SWEET6_15414
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @SWEET6_15607 
00D6: if 
056E:   car 72@(43@,7i) defined 
004D: jump_if_false @SWEET6_15593 
00D6: if 
8119:   not car 72@(43@,7i) wrecked 
004D: jump_if_false @SWEET6_15563 
00D6: if 
051C:   car 72@(43@,7i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET6_15556 
0227: 44@ = car 72@(43@,7i) health 
00D6: if 
001B:   950 > 44@ 
004D: jump_if_false @SWEET6_15556 
00BC: show_text_highpriority GXT 'S6_32' time 5000 flag 1  // ~r~The meeting is dispersing because you messed with one of their cars.
0006: 130@ = 1 
0006: 43@ = 7 

:SWEET6_15556
0002: jump @SWEET6_15593 

:SWEET6_15563
00BC: show_text_highpriority GXT 'S6_32' time 5000 flag 1  // ~r~The meeting is dispersing because you messed with one of their cars.
0006: 130@ = 1 
0006: 43@ = 7 

:SWEET6_15593
000A: 43@ += 1 
0002: jump @SWEET6_15414 

:SWEET6_15607
0002: jump @SWEET6_15790 

:SWEET6_15614
0006: 43@ = 0 

:SWEET6_15621
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @SWEET6_15783 
00D6: if 
056D:   actor 80@(43@,22i) defined 
004D: jump_if_false @SWEET6_15769 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_15739 
00D6: if 
051A:   actor 80@(43@,22i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET6_15732 
00BC: show_text_highpriority GXT 'S6_04' time 5000 flag 1  // ~r~The meeting is dispersing because you attacked a group member.
0006: 130@ = 1 
0006: 43@ = 22 

:SWEET6_15732
0002: jump @SWEET6_15769 

:SWEET6_15739
00BC: show_text_highpriority GXT 'S6_04' time 5000 flag 1  // ~r~The meeting is dispersing because you attacked a group member.
0006: 130@ = 1 
0006: 43@ = 22 

:SWEET6_15769
000A: 43@ += 1 
0002: jump @SWEET6_15621 

:SWEET6_15783
0002: jump @SWEET6_15790 

:SWEET6_15790
0002: jump @SWEET6_16065 

:SWEET6_15797
00D6: if 
0039:   130@ == 1 
004D: jump_if_false @SWEET6_16065 
0006: 43@ = 0 

:SWEET6_15822
00D6: if 
001B:   12 > 43@ 
004D: jump_if_false @SWEET6_15883 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_15869 
0792: disembark_instantly_actor 80@(43@,22i) 

:SWEET6_15869
000A: 43@ += 1 
0002: jump @SWEET6_15822 

:SWEET6_15883
0006: 43@ = 0 

:SWEET6_15890
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @SWEET6_15955 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_15941 
077A: set_actor 80@(43@,22i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:SWEET6_15941
000A: 43@ += 1 
0002: jump @SWEET6_15890 

:SWEET6_15955
0006: 43@ = 0 

:SWEET6_15962
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @SWEET6_16003 
01C2: remove_references_to_actor 80@(43@,22i) // Like turning an actor into a random pedestrian 
000A: 43@ += 1 
0002: jump @SWEET6_15962 

:SWEET6_16003
0006: 43@ = 0 

:SWEET6_16010
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @SWEET6_16051 
01C3: remove_references_to_car 72@(43@,7i) 
000A: 43@ += 1 
0002: jump @SWEET6_16010 

:SWEET6_16051
0006: 37@ = 1 
000A: 130@ += 1 

:SWEET6_16065
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_16330 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_16330 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 1793.068 -1904.254 12.3989 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @SWEET6_16323 
00D6: if 
09D0:   car 71@ on_wheels 
004D: jump_if_false @SWEET6_16316 
010B: 43@ = player $PLAYER_CHAR money 
00D6: if 
002D:   43@ >= 274@ // (int) 
004D: jump_if_false @SWEET6_16220 
01B4: set_player $PLAYER_CHAR can_move 0 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
0006: 35@ = 99 
0002: jump @SWEET6_16316 

:SWEET6_16220
00D6: if and
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
876F:   not text_priority_displayed 
004D: jump_if_false @SWEET6_16316 
00D6: if 
0039:   280@ == 0 
004D: jump_if_false @SWEET6_16316 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_AK' // s$  // ~z~You don't have enough cash to play, ese.
04AE: $ACTOR_SPEECH_WAV_FILE = 22806 // = constant 
004F: create_thread @AUDIOL -1 0 0 1 0  
000A: 280@ += 1 
03E5: show_text_box 'S6_40'  // You need $50 to compete in the lowrider event.

:SWEET6_16316
0002: jump @SWEET6_16330 

:SWEET6_16323
0006: 280@ = 0 

:SWEET6_16330
00D6: if 
0039:   281@ == 0 
004D: jump_if_false @SWEET6_16453 
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 2644.069 -2029.135 radius 20.0 20.0 
004D: jump_if_false @SWEET6_16446 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @SWEET6_16446 
03E5: show_text_box 'S6_22'  // You can return to the garage at any time. It is marked on the radar with a wrench icon.
0164: disable_marker $GARAGE_MODLAST_ICON 
04CE: $GARAGE_MODLAST_ICON = create_icon_marker 27 at 2644.252 -2028.246 12.5547 
000A: 281@ += 1 

:SWEET6_16446
0002: jump @SWEET6_16632 

:SWEET6_16453
00D6: if 
0039:   282@ == 0 
004D: jump_if_false @SWEET6_16546 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_16539 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_16539 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @SWEET6_16539 
03E5: show_text_box 'S6_36'  // Move the suspension controls to control the hydraulic suspension. Press ~k~~TOGGLE_SUBMISSIONS~ to make it hop!
000A: 282@ += 1 

:SWEET6_16539
0002: jump @SWEET6_16632 

:SWEET6_16546
00D6: if 
0039:   282@ == 1 
004D: jump_if_false @SWEET6_16632 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_16632 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_16632 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @SWEET6_16632 
03E5: show_text_box 'S6_41'  // Press ~k~~VEHICLE_HORN~ to lock the car's hydraulics in place.
000A: 282@ += 1 

:SWEET6_16632
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SWEET6_16697 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET6_16697 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
01C1:   car $TEMPVAR_ACTOR_CAR stopped 
004D: jump_if_false @SWEET6_16697 
0050: gosub @SWEET6_35860 

:SWEET6_16697
0051: return 

:SWEET6_16699
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SWEET6_17323 
016A: fade 0 time 500 

:SWEET6_16724
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_16748 
0001: wait 0 ms 
0002: jump @SWEET6_16724 

:SWEET6_16748
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_16769 
09FE: reset_hydraulics_on_car 71@ 

:SWEET6_16769
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 1793.068 -1904.254 12.3989 radius 30.0 
00D6: if 
075C:   marker 105@ enabled 
004D: jump_if_false @SWEET6_16828 
0164: disable_marker 105@ 

:SWEET6_16828
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_16874 
00AB: put_car 71@ at 1793.068 -1904.254 12.3989 
0175: set_car 71@ Z_angle_to 171.6728 

:SWEET6_16874
0006: 43@ = 0 

:SWEET6_16881
00D6: if 
001B:   16 > 43@ 
004D: jump_if_false @SWEET6_16942 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_16928 
0792: disembark_instantly_actor 80@(43@,22i) 

:SWEET6_16928
000A: 43@ += 1 
0002: jump @SWEET6_16881 

:SWEET6_16942
0006: 43@ = 0 

:SWEET6_16949
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @SWEET6_17013 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_16999 
060B: set_actor 80@(43@,22i) decision_maker_to 66@ 

:SWEET6_16999
000A: 43@ += 1 
0002: jump @SWEET6_16949 

:SWEET6_17013
0006: 43@ = 0 

:SWEET6_17020
00D6: if 
001B:   16 > 43@ 
004D: jump_if_false @SWEET6_17118 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_17104 
00A1: put_actor 80@(43@,22i) at 169@(43@,22f) 191@(43@,22f) 213@(43@,22f) 
0173: set_actor 80@(43@,22i) Z_angle_to 235@(43@,22f) 

:SWEET6_17104
000A: 43@ += 1 
0002: jump @SWEET6_17020 

:SWEET6_17118
0006: 43@ = 0 

:SWEET6_17125
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @SWEET6_17223 
00D6: if 
8119:   not car 72@(43@,7i) wrecked 
004D: jump_if_false @SWEET6_17209 
00AB: put_car 72@(43@,7i) at 141@(43@,7f) 148@(43@,7f) 155@(43@,7f) 
0175: set_car 72@(43@,7i) Z_angle_to 162@(43@,7f) 

:SWEET6_17209
000A: 43@ += 1 
0002: jump @SWEET6_17125 

:SWEET6_17223
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1796.749 -1916.961 13.8583 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1796.125 -1916.181 13.807 switchstyle 2 
016A: fade 1 time 500 

:SWEET6_17292
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_17316 
0001: wait 0 ms 
0002: jump @SWEET6_17292 

:SWEET6_17316
000A: 35@ += 1 

:SWEET6_17323
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SWEET6_17441 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET6_17427 
0615: define_AS_pack_begin 49@ 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET6_17385 
05CD: AS_actor -1 exit_car 76@ 

:SWEET6_17385
05D3: AS_actor -1 goto_point 1792.631 -1909.274 12.4371 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 98@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_17427
0006: 32@ = 0 
000A: 35@ += 1 

:SWEET6_17441
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SWEET6_17593 
00D6: if or
0019:   32@ > 5000 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SWEET6_17593 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET6_17593 
0792: disembark_instantly_actor 98@ 
00A1: put_actor 98@ at 1792.631 -1909.274 12.4371 
0173: set_actor 98@ Z_angle_to 331.0204 
015F: set_camera_position 1793.816 -1910.713 14.0346 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1793.453 -1909.801 13.8451 switchstyle 2 
000A: 35@ += 1 

:SWEET6_17593
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SWEET6_18043 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET6_18043 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKE" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKF" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKG" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 98@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0209: 43@ = random_int_in_ranges 0 3 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @SWEET6_17898 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BA' // s$  // ~z~So you think you can lowride? Well let's see what you can do.
04AE: $ACTOR_SPEECH_WAV_FILE = 22808 // = constant 
004F: create_thread @AUDIOL 98@ 0 1 1 0  

:SWEET6_17898
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @SWEET6_17957 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BB' // s$  // ~z~You up for a bounce, homie?
04AE: $ACTOR_SPEECH_WAV_FILE = 22809 // = constant 
004F: create_thread @AUDIOL 98@ 0 1 1 0  

:SWEET6_17957
00D6: if 
0039:   43@ == 2 
004D: jump_if_false @SWEET6_18016 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BC' // s$  // ~z~Alright homie let's see if you got what it takes.
04AE: $ACTOR_SPEECH_WAV_FILE = 22810 // = constant 
004F: create_thread @AUDIOL 98@ 0 1 1 0  

:SWEET6_18016
0001: wait 1000 ms 
03F0: enable_text_draw 1 
0001: wait 1 ms 
0006: 32@ = 0 
000A: 35@ += 1 

:SWEET6_18043
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SWEET6_18138 
00D6: if or
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SWEET6_18138 
000A: 35@ += 1 
0006: 134@ = 1 
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET6_18138 
0687: clear_actor 98@ task 

:SWEET6_18138
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SWEET6_18260 
02A3: enable_widescreen 0 
015F: set_camera_position 1793.485 -1907.354 13.4436 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1793.129 -1908.289 13.4481 switchstyle 2 
0085: 276@ = 274@ // (int) 
0085: 43@ = 276@ // (int) 
0012: 43@ *= -1 
0109: player $PLAYER_CHAR money = 43@ 
0512: show_permanent_text_box 'S6_37'  // ~k~~PED_JUMPING~ Increase Wager~N~~k~~PED_FIREWEAPON~ Decrease Wager~N~~k~~PED_SPRINT~ Proceed
000A: 35@ += 1 

:SWEET6_18260
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SWEET6_19223 
00D6: if and
09FA:   is_menu_closed 
0A0F:   new_language_set 
004D: jump_if_false @SWEET6_18306 
03E6: remove_text_box 
0512: show_permanent_text_box 'S6_37'  // ~k~~PED_JUMPING~ Increase Wager~N~~k~~PED_FIREWEAPON~ Decrease Wager~N~~k~~PED_SPRINT~ Proceed

:SWEET6_18306
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @SWEET6_18732 
00D6: if and
8039:   not  277@ == 1 
8039:   not  277@ == -1 
004D: jump_if_false @SWEET6_18681 
00D6: if 
0029:   276@ >= 10000 
004D: jump_if_false @SWEET6_18382 
0006: 273@ = 1000 
0002: jump @SWEET6_18486 

:SWEET6_18382
00D6: if 
0029:   276@ >= 1000 
004D: jump_if_false @SWEET6_18415 
0006: 273@ = 100 
0002: jump @SWEET6_18486 

:SWEET6_18415
00D6: if 
0029:   276@ >= 100 
004D: jump_if_false @SWEET6_18447 
0006: 273@ = 10 
0002: jump @SWEET6_18486 

:SWEET6_18447
00D6: if 
0039:   276@ == 0 
004D: jump_if_false @SWEET6_18479 
0006: 273@ = 2 
0002: jump @SWEET6_18486 

:SWEET6_18479
0006: 273@ = 1 

:SWEET6_18486
010B: 43@ = player $PLAYER_CHAR money 
00D6: if 
001D:   273@ > 43@ // (int) 
004D: jump_if_false @SWEET6_18521 
0085: 273@ = 43@ // (int) 

:SWEET6_18521
0085: 43@ = 276@ // (int) 
005A: 43@ += 273@ // (int) 
00D6: if 
001D:   43@ > 275@ // (int) 
004D: jump_if_false @SWEET6_18572 
0085: 273@ = 275@ // (int) 
0062: 273@ -= 276@ // (int) 

:SWEET6_18572
00D6: if 
001B:   0 > 273@ 
004D: jump_if_false @SWEET6_18597 
0012: 273@ *= -1 

:SWEET6_18597
005A: 276@ += 273@ // (int) 
005A: 278@ += 273@ // (int) 
0012: 273@ *= -1 
0109: player $PLAYER_CHAR money = 273@ 
000A: 277@ += 1 
00D6: if 
0019:   277@ > 1 
004D: jump_if_false @SWEET6_18667 
0006: 277@ = 2 
0002: jump @SWEET6_18674 

:SWEET6_18667
0006: 32@ = 0 

:SWEET6_18674
0002: jump @SWEET6_18725 

:SWEET6_18681
00D6: if 
0039:   277@ == 1 
004D: jump_if_false @SWEET6_18725 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @SWEET6_18725 
0006: 277@ = 2 

:SWEET6_18725
0002: jump @SWEET6_19123 

:SWEET6_18732
00D6: if 
8039:   not  277@ == 0 
004D: jump_if_false @SWEET6_18757 
0006: 277@ = 0 

:SWEET6_18757
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @SWEET6_19098 
00D6: if 
8039:   not  279@ == 1 
004D: jump_if_false @SWEET6_19065 
00D6: if 
0019:   276@ > 10000 
004D: jump_if_false @SWEET6_18826 
0006: 273@ = -1000 
0002: jump @SWEET6_18898 

:SWEET6_18826
00D6: if 
0019:   276@ > 1000 
004D: jump_if_false @SWEET6_18859 
0006: 273@ = -100 
0002: jump @SWEET6_18898 

:SWEET6_18859
00D6: if 
0019:   276@ > 100 
004D: jump_if_false @SWEET6_18891 
0006: 273@ = -10 
0002: jump @SWEET6_18898 

:SWEET6_18891
0006: 273@ = -1 

:SWEET6_18898
0085: 43@ = 276@ // (int) 
005A: 276@ += 273@ // (int) 
00D6: if 
001D:   274@ > 276@ // (int) 
004D: jump_if_false @SWEET6_18955 
0006: 276@ = 0 
0085: 273@ = 43@ // (int) 
0012: 273@ *= -1 

:SWEET6_18955
00D6: if 
001D:   274@ > 276@ // (int) 
004D: jump_if_false @SWEET6_18989 
0085: 276@ = 274@ // (int) 
0002: jump @SWEET6_19012 

:SWEET6_18989
0012: 273@ *= -1 
0062: 278@ -= 273@ // (int) 
0109: player $PLAYER_CHAR money = 273@ 

:SWEET6_19012
000A: 279@ += 1 
00D6: if 
0019:   279@ > 1 
004D: jump_if_false @SWEET6_19051 
0006: 279@ = 2 
0002: jump @SWEET6_19058 

:SWEET6_19051
0006: 32@ = 0 

:SWEET6_19058
0002: jump @SWEET6_19091 

:SWEET6_19065
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @SWEET6_19091 
0006: 279@ = 2 

:SWEET6_19091
0002: jump @SWEET6_19123 

:SWEET6_19098
00D6: if 
8039:   not  279@ == 0 
004D: jump_if_false @SWEET6_19123 
0006: 279@ = 0 

:SWEET6_19123
0050: gosub @SWEET6_35405 
00D6: if 
0039:   134@ == 0 
004D: jump_if_false @SWEET6_19199 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SWEET6_19192 
0093: 46@ = integer 276@ to_float 
0013: 46@ *= 0.1 
03E6: remove_text_box 
000A: 35@ += 1 

:SWEET6_19192
0002: jump @SWEET6_19223 

:SWEET6_19199
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @SWEET6_19223 
0006: 134@ = 0 

:SWEET6_19223
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @SWEET6_19256 
03F0: enable_text_draw 0 
02A3: enable_widescreen 1 
000A: 35@ += 1 

:SWEET6_19256
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @SWEET6_19304 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET6_19304 
0006: 32@ = 0 
000A: 35@ += 1 

:SWEET6_19304
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @SWEET6_19429 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET6_19429 
07A1: set_walk_speed 4 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1791.433 -1911.414 12.4371 mode 4 time 10000 ms // versionA 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET6_19397 
05CB: AS_actor -1 enter_car 76@ as_driver 5000 ms 

:SWEET6_19397
0616: define_AS_pack_end 49@ 
0618: assign_actor 98@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0006: 32@ = 0 
000A: 35@ += 1 

:SWEET6_19429
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @SWEET6_19506 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SWEET6_19506 
00BE: text_clear_all 
016A: fade 0 time 500 

:SWEET6_19475
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_19499 
0001: wait 0 ms 
0002: jump @SWEET6_19475 

:SWEET6_19499
0006: 35@ = 99 

:SWEET6_19506
0050: gosub @SWEET6_29776 
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SWEET6_19538 
0050: gosub @SWEET6_35860 

:SWEET6_19538
0051: return 

:SWEET6_19540
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SWEET6_19646 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
015F: set_camera_position 1788.107 -1903.804 13.3553 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1788.944 -1904.343 13.2601 switchstyle 2 
03CB: set_rendering_origin_at 1788.944 -1904.343 13.2601 
000A: 35@ += 1 

:SWEET6_19646
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SWEET6_22366 
0247: load_model #VLA1 
0247: load_model #VLA2 
0247: load_model #VLA3 
0247: load_model #BFYPRO 
0247: load_model #HFYST 
0247: load_model #SAVANNA 
0247: load_model #REMINGTN 
04ED: load_animation "LOWRIDER" 
038B: load_requested_models 

:SWEET6_19708
00D6: if or
8248:   not model #VLA1 available 
8248:   not model #VLA2 available 
8248:   not model #VLA3 available 
8248:   not model #BFYPRO available 
8248:   not model #HFYST available 
004D: jump_if_false @SWEET6_19750 
0001: wait 0 ms 
0002: jump @SWEET6_19708 

:SWEET6_19750
00D6: if or
8248:   not model #SAVANNA available 
8248:   not model #REMINGTN available 
004D: jump_if_false @SWEET6_19782 
0001: wait 0 ms 
0002: jump @SWEET6_19750 

:SWEET6_19782
00D6: if 
84EE:   not animation "LOWRIDER" loaded 
004D: jump_if_false @SWEET6_19816 
0001: wait 0 ms 
0002: jump @SWEET6_19782 

:SWEET6_19816
0007: 141@ = 1798.203 
0007: 148@ = -1926.222 
0007: 155@ = 12.3895 
0007: 162@ = 73.1404 
0007: 142@ = 1802.864 
0007: 149@ = -1918.741 
0007: 156@ = 12.3931 
0007: 163@ = 357.6193 
0007: 143@ = 1784.635 
0007: 150@ = -1924.968 
0007: 157@ = 12.3901 
0007: 164@ = 305.062 
0007: 144@ = 1784.188 
0007: 151@ = -1913.439 
0007: 158@ = 12.3923 
0007: 165@ = 183.5814 
0007: 145@ = 1792.318 
0007: 152@ = -1919.513 
0007: 159@ = 12.3928 
0007: 166@ = 8.2504 
0007: 146@ = 1801.462 
0007: 153@ = -1905.691 
0007: 160@ = 12.3995 
0007: 167@ = 189.9314 
0007: 147@ = 1787.642 
0007: 154@ = -1901.136 
0007: 161@ = 12.3949 
0007: 168@ = 145.4181 
0007: 169@ = 1800.0 
0007: 191@ = -1907.83 
0007: 213@ = 12.4398 
0007: 235@ = 73.7198 
0007: 170@ = 1799.846 
0007: 192@ = -1912.124 
0007: 214@ = 12.4582 
0007: 236@ = 48.2386 
0007: 171@ = 1800.086 
0007: 193@ = -1910.434 
0007: 215@ = 12.4372 
0007: 237@ = 83.7398 
0007: 172@ = 1801.321 
0007: 194@ = -1916.427 
0007: 216@ = 12.4343 
0007: 238@ = 83.7398 
0007: 173@ = 1798.541 
0007: 195@ = -1922.18 
0007: 217@ = 12.431 
0007: 239@ = 46.5794 
0007: 174@ = 1799.49 
0007: 196@ = -1920.617 
0007: 218@ = 12.4322 
0007: 240@ = 46.5794 
0007: 175@ = 1787.255 
0007: 197@ = -1926.597 
0007: 219@ = 12.4283 
0007: 241@ = 323.6194 
0007: 176@ = 1786.442 
0007: 198@ = -1920.201 
0007: 220@ = 12.4322 
0007: 242@ = 306.1995 
0007: 177@ = 1785.824 
0007: 199@ = -1919.162 
0007: 221@ = 12.4324 
0007: 243@ = 294.6196 
0007: 178@ = 1786.102 
0007: 200@ = -1913.833 
0007: 222@ = 12.4327 
0007: 244@ = 280.7204 
0007: 179@ = 1786.806 
0007: 201@ = -1905.246 
0007: 223@ = 12.4342 
0007: 245@ = 262.8214 
0007: 180@ = 1788.693 
0007: 202@ = -1902.139 
0007: 224@ = 12.4348 
0007: 246@ = 247.161 
0007: 181@ = 1794.616 
0007: 203@ = -1899.608 
0007: 225@ = 12.4398 
0007: 247@ = 191.0618 
0007: 182@ = 1799.135 
0007: 204@ = -1902.488 
0007: 226@ = 12.4431 
0007: 248@ = 157.4622 
0007: 183@ = 1795.674 
0007: 205@ = -1899.569 
0007: 227@ = 12.4407 
0007: 249@ = 162.6424 
0007: 184@ = 1800.369 
0007: 206@ = -1907.003 
0007: 228@ = 12.4403 
0007: 250@ = 77.6197 
0007: 185@ = 1800.826 
0007: 207@ = -1917.325 
0007: 229@ = 12.434 
0007: 251@ = 36.1793 
0007: 186@ = 1785.85 
0007: 208@ = -1917.955 
0007: 230@ = 12.4324 
0007: 252@ = 287.0602 
0007: 187@ = 1788.538 
0007: 209@ = -1927.091 
0007: 231@ = 12.428 
0007: 253@ = 345.1206 
0007: 188@ = 1787.323 
0007: 210@ = -1904.11 
0007: 232@ = 12.4337 
0007: 254@ = 263.3813 
0007: 189@ = 1798.39 
0007: 211@ = -1901.733 
0007: 233@ = 12.4429 
0007: 255@ = 142.4208 
0007: 272@ = 0.01 
0006: 43@ = 0 

:SWEET6_20953
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @SWEET6_21014 
00D6: if 
056E:   car 72@(43@,7i) defined 
004D: jump_if_false @SWEET6_21000 
00A6: destroy_car 72@(43@,7i) 

:SWEET6_21000
000A: 43@ += 1 
0002: jump @SWEET6_20953 

:SWEET6_21014
0006: 43@ = 0 

:SWEET6_21021
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @SWEET6_21082 
00D6: if 
056D:   actor 80@(43@,22i) defined 
004D: jump_if_false @SWEET6_21068 
009B: destroy_actor 80@(43@,22i) 

:SWEET6_21068
000A: 43@ += 1 
0002: jump @SWEET6_21021 

:SWEET6_21082
00D6: if 
856E:   not car 71@ defined 
004D: jump_if_false @SWEET6_21138 
00A5: 71@ = create_car #SAVANNA at 1793.496 -1907.423 12.3992 
0175: set_car 71@ Z_angle_to 181.5231 
0002: jump @SWEET6_21184 

:SWEET6_21138
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_21184 
00AB: put_car 71@ at 1793.496 -1907.423 12.3992 
0175: set_car 71@ Z_angle_to 181.5231 

:SWEET6_21184
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_21256 
036A: put_actor $PLAYER_ACTOR in_car 71@ 
0605: actor $PLAYER_ACTOR perform_animation "SIT_RELAXED" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 

:SWEET6_21256
00A5: 72@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 73@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 74@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 75@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 76@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 77@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 78@ = create_car #REMINGTN at 0.0 0.0 0.0 
0229: set_car 72@ primary_color_to 1 secondary_color_to 0 
0229: set_car 73@ primary_color_to 2 secondary_color_to 1 
0229: set_car 74@ primary_color_to 3 secondary_color_to 2 
0229: set_car 75@ primary_color_to 10 secondary_color_to 3 
0229: set_car 76@ primary_color_to 9 secondary_color_to 4 
0229: set_car 77@ primary_color_to 6 secondary_color_to 5 
0229: set_car 78@ primary_color_to 7 secondary_color_to 6 
0006: 43@ = 0 

:SWEET6_21487
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @SWEET6_21587 
00AB: put_car 72@(43@,7i) at 141@(43@,7f) 148@(43@,7f) 155@(43@,7f) 
0175: set_car 72@(43@,7i) Z_angle_to 162@(43@,7f) 
0519: set_car 72@(43@,7i) locked 1 
020A: set_car 72@(43@,7i) door_status_to 3 
000A: 43@ += 1 
0002: jump @SWEET6_21487 

:SWEET6_21587
0519: set_car 76@ locked 0 
03A2: set_car 76@ action 3 
07FF: set_car 76@ hydraulics 1 
02AA: set_car 76@ immune_to_nonplayer 1 
02AC: set_car 76@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: 80@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 81@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 82@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 83@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 84@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 85@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 86@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 87@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 88@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 89@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 90@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 91@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 92@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 93@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 94@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 95@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
009A: 96@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 97@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
009A: 98@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 99@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 100@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
0129: 101@ = create_actor_pedtype 24 model #VLA3 in_car 76@ driverseat 
0006: 43@ = 0 

:SWEET6_22153
00D6: if 
001B:   21 > 43@ 
004D: jump_if_false @SWEET6_22231 
00A1: put_actor 80@(43@,22i) at 169@(43@,22f) 191@(43@,22f) 213@(43@,22f) 
0173: set_actor 80@(43@,22i) Z_angle_to 235@(43@,22f) 
000A: 43@ += 1 
0002: jump @SWEET6_22153 

:SWEET6_22231
009A: 102@ = create_actor_pedtype 24 model #BFYPRO at 1788.273 -1903.364 12.4345 
0173: set_actor 102@ Z_angle_to 232.5412 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_22314 
00D6: if 
8431:   not car 71@ passenger_seat_free 0 
004D: jump_if_false @SWEET6_22314 
0432: 283@ = get_actor_handle_from_car 71@ passenger_seat 0 
009B: destroy_actor 283@ 

:SWEET6_22314
0952: load_soundtrack 0 
0006: 43@ = 0 

:SWEET6_22325
00D6: if 
84A4:   not  43@ == 2 // == constant 
004D: jump_if_false @SWEET6_22359 
0001: wait 0 ms 
0953: get_soundtrack_status_to 43@ 
0002: jump @SWEET6_22325 

:SWEET6_22359
000A: 35@ += 1 

:SWEET6_22366
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SWEET6_22519 
016A: fade 1 time 500 

:SWEET6_22391
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_22415 
0001: wait 0 ms 
0002: jump @SWEET6_22391 

:SWEET6_22415
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @SWEET6_22510 
07A1: set_walk_speed 4 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1791.178 -1905.84 12.3975 mode 4 time 10000 ms // versionA 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_22492 
05CA: AS_actor -1 enter_car 71@ passenger_seat 0 time 5000 

:SWEET6_22492
0616: define_AS_pack_end 49@ 
0618: assign_actor 102@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_22510
00BE: text_clear_all 
000A: 35@ += 1 

:SWEET6_22519
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SWEET6_22640 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @SWEET6_22626 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @SWEET6_22619 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_22619 
00D6: if 
00DB:   actor 102@ in_car 71@ 
004D: jump_if_false @SWEET6_22619 
000A: 35@ += 1 
0006: 32@ = 0 

:SWEET6_22619
0002: jump @SWEET6_22640 

:SWEET6_22626
000A: 35@ += 1 
0006: 32@ = 0 

:SWEET6_22640
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SWEET6_23234 
016A: fade 0 time 500 

:SWEET6_22665
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_22689 
0001: wait 0 ms 
0002: jump @SWEET6_22665 

:SWEET6_22689
0826: enable_hud 0 
02A3: enable_widescreen 0 
015F: set_camera_position 1788.516 -1910.318 14.8901 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1789.355 -1909.843 14.6269 switchstyle 2 
0581: enable_radar 0 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_22797 
020A: set_car 71@ door_status_to 4 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
02AC: set_car 71@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SWEET6_22797
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @SWEET6_22862 
0792: disembark_instantly_actor 102@ 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_22862 
00D6: if 
0431:   car 71@ passenger_seat_free 0 
004D: jump_if_false @SWEET6_22862 
0430: put_actor 102@ into_car 71@ passenger_seat 0 

:SWEET6_22862
0007: 269@ = 0.62 
0007: 270@ = 0.31 
0007: 271@ = -0.167 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_22974 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @SWEET6_22974 
00D6: if 
0137:   car 71@ model == #SAVANNA 
004D: jump_if_false @SWEET6_22974 
0792: disembark_instantly_actor 102@ 
0464: put_actor 102@ into_turret_on_car 71@ at_car_offset 269@ 270@ 271@ position 0 shooting_angle_limit 0.0 with_weapon 0 

:SWEET6_22974
0615: define_AS_pack_begin 49@ 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 49@ 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @SWEET6_23109 
00D6: if 
0A32:   actor 102@ on_turret_of_car 
004D: jump_if_false @SWEET6_23109 
0618: assign_actor 102@ to_AS_pack 49@ 

:SWEET6_23109
061B: remove_references_to_AS_pack 49@ 
0006: 32@ = 0 
00BE: text_clear_all 
0004: $1020 = -1 
0004: $1021 = -1 
00D6: if 
0038:   $1920 == 0 
004D: jump_if_false @SWEET6_23169 
0004: $1022 = 2 
0002: jump @SWEET6_23194 

:SWEET6_23169
00D6: if 
001A:   1 > $1022 
004D: jump_if_false @SWEET6_23194 
0004: $1022 = 1 

:SWEET6_23194
016A: fade 1 time 500 

:SWEET6_23201
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_23225 
0001: wait 0 ms 
0002: jump @SWEET6_23201 

:SWEET6_23225
0954: start_playing_loaded_soundtrack 
000A: 35@ += 1 

:SWEET6_23234
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SWEET6_23348 
01B4: set_player $PLAYER_CHAR can_move 1 
004F: create_thread @BDISPLY  
004F: create_thread @LOWGAME 71@ 76@ 102@  
0006: 32@ = 0 
0006: 139@ = 0 
0006: 133@ = 0 
00BE: text_clear_all 
03E6: remove_text_box 
03E5: show_text_box 'S6_39'  // Use the suspension controls to bounce in time with the music.
0006: 65@ = 0 
0006: 63@ = 0 
0006: 32@ = 0 
000A: 35@ += 1 

:SWEET6_23348
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SWEET6_23391 
00D6: if 
0038:   $1017 == 1 
004D: jump_if_false @SWEET6_23391 
000A: 35@ += 1 

:SWEET6_23391
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @SWEET6_24557 
00D6: if 
0038:   $1017 == 1 
004D: jump_if_false @SWEET6_24550 
00D6: if 
0039:   135@ == 0 
004D: jump_if_false @SWEET6_23868 
00D6: if or
0019:   139@ > 5000 
00E1:   player 0 pressed_key 13 
004D: jump_if_false @SWEET6_23861 
000A: 133@ += 1 
00D6: if 
0029:   133@ >= 5 
004D: jump_if_false @SWEET6_23502 
0006: 133@ = 0 

:SWEET6_23502
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_23532 
00AA: store_car 71@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:SWEET6_23532
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @SWEET6_23595 
015F: set_camera_position 1803.978 -1909.369 15.0671 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 

:SWEET6_23595
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @SWEET6_23658 
015F: set_camera_position 1795.369 -1900.999 14.1795 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 

:SWEET6_23658
00D6: if 
0039:   133@ == 2 
004D: jump_if_false @SWEET6_23721 
015F: set_camera_position 1788.793 -1902.99 13.7203 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 

:SWEET6_23721
00D6: if 
0039:   133@ == 3 
004D: jump_if_false @SWEET6_23784 
015F: set_camera_position 1789.377 -1912.195 14.0671 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 

:SWEET6_23784
00D6: if 
0039:   133@ == 4 
004D: jump_if_false @SWEET6_23847 
015F: set_camera_position 1796.409 -1912.231 13.8316 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 

:SWEET6_23847
000A: 135@ += 1 
0006: 139@ = 0 

:SWEET6_23861
0002: jump @SWEET6_23892 

:SWEET6_23868
00D6: if 
80E1:   not player 0 pressed_key 13 
004D: jump_if_false @SWEET6_23892 
0006: 135@ = 0 

:SWEET6_23892
00D6: if 
0736:   is_keyboard_key_just_pressed 67 
004D: jump_if_false @SWEET6_24543 
068D: get_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_23956 
00AA: store_car 71@ position_to 56@ 57@ 58@ 
0174: $TEMPVAR_ANGLE = car 71@ Z_angle 

:SWEET6_23956
0011: $TEMPVAR_ANGLE *= -1.0 
02F7: 46@ = cosine $TEMPVAR_ANGLE // (float) 
02F6: 47@ = sine $TEMPVAR_ANGLE // (float) 
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 57@ // (float) 
0089: 52@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 52@ -= 58@ // (float) 
0087: 53@ = 50@ // (float) 
006B: 53@ *= 46@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 47@ // (float) 
0063: 53@ -= 48@ // (float) 
0087: 54@ = 50@ // (float) 
006B: 54@ *= 47@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 46@ // (float) 
005B: 54@ += 48@ // (float) 
03A9: save_newline_to_debug_file 
05B6: 76 // FIXED_CAMERA_POSITION - OFFSET FROM CAR = 
03A8: save_float_to_debug_file 53@ 
03A8: save_float_to_debug_file 54@ 
03A8: save_float_to_debug_file 52@ 
068E: get_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 57@ // (float) 
0089: 52@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 52@ -= 58@ // (float) 
0087: 53@ = 50@ // (float) 
006B: 53@ *= 46@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 47@ // (float) 
0063: 53@ -= 48@ // (float) 
0087: 54@ = 50@ // (float) 
006B: 54@ *= 47@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 46@ // (float) 
005B: 54@ += 48@ // (float) 
03A9: save_newline_to_debug_file 
05B6: 77 // CAMERA_POINT_AT -       OFFSET FROM CAR = 
03A8: save_float_to_debug_file 53@ 
03A8: save_float_to_debug_file 54@ 
03A8: save_float_to_debug_file 52@ 

:SWEET6_24543
0002: jump @SWEET6_24557 

:SWEET6_24550
000A: 35@ += 1 

:SWEET6_24557
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @SWEET6_24627 
01B4: set_player $PLAYER_CHAR can_move 0 
0004: $1044 = 1 
016A: fade 0 time 500 

:SWEET6_24596
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_24620 
0001: wait 0 ms 
0002: jump @SWEET6_24596 

:SWEET6_24620
0006: 35@ = 99 

:SWEET6_24627
0050: gosub @SWEET6_32620 
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SWEET6_24659 
0050: gosub @SWEET6_35860 

:SWEET6_24659
0051: return 

:SWEET6_24661
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SWEET6_24775 
0955: end_playing_loaded_soundtrack 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 1785.766 -1924.333 14.4648 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1786.283 -1923.493 14.3015 switchstyle 2 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_24768 
09FE: reset_hydraulics_on_car 71@ 

:SWEET6_24768
000A: 35@ += 1 

:SWEET6_24775
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SWEET6_26263 
0006: 43@ = 0 

:SWEET6_24800
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @SWEET6_24861 
00D6: if 
056E:   car 72@(43@,7i) defined 
004D: jump_if_false @SWEET6_24847 
00A6: destroy_car 72@(43@,7i) 

:SWEET6_24847
000A: 43@ += 1 
0002: jump @SWEET6_24800 

:SWEET6_24861
0006: 43@ = 0 

:SWEET6_24868
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @SWEET6_24929 
00D6: if 
056D:   actor 80@(43@,22i) defined 
004D: jump_if_false @SWEET6_24915 
009B: destroy_actor 80@(43@,22i) 

:SWEET6_24915
000A: 43@ += 1 
0002: jump @SWEET6_24868 

:SWEET6_24929
00D6: if 
056D:   actor 102@ defined 
004D: jump_if_false @SWEET6_24950 
009B: destroy_actor 102@ 

:SWEET6_24950
00D6: if 
856E:   not car 71@ defined 
004D: jump_if_false @SWEET6_25006 
00A5: 71@ = create_car #SAVANNA at 1793.496 -1907.423 12.3992 
0175: set_car 71@ Z_angle_to 181.5231 
0002: jump @SWEET6_25052 

:SWEET6_25006
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_25052 
00AB: put_car 71@ at 1793.496 -1907.423 12.3992 
0175: set_car 71@ Z_angle_to 181.5231 

:SWEET6_25052
00A5: 72@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 73@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 74@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 75@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 76@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 77@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 78@ = create_car #REMINGTN at 0.0 0.0 0.0 
0229: set_car 72@ primary_color_to 1 secondary_color_to 0 
0229: set_car 73@ primary_color_to 2 secondary_color_to 1 
0229: set_car 74@ primary_color_to 3 secondary_color_to 2 
0229: set_car 75@ primary_color_to 10 secondary_color_to 3 
0229: set_car 76@ primary_color_to 9 secondary_color_to 4 
0229: set_car 77@ primary_color_to 6 secondary_color_to 5 
0229: set_car 78@ primary_color_to 7 secondary_color_to 6 
0006: 43@ = 0 

:SWEET6_25283
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @SWEET6_25383 
00AB: put_car 72@(43@,7i) at 141@(43@,7f) 148@(43@,7f) 155@(43@,7f) 
0175: set_car 72@(43@,7i) Z_angle_to 162@(43@,7f) 
0519: set_car 72@(43@,7i) locked 1 
020A: set_car 72@(43@,7i) door_status_to 3 
000A: 43@ += 1 
0002: jump @SWEET6_25283 

:SWEET6_25383
0519: set_car 76@ locked 0 
03A2: set_car 76@ action 3 
07FF: set_car 76@ hydraulics 1 
02AA: set_car 76@ immune_to_nonplayer 1 
02AC: set_car 76@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: 80@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 81@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 82@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 83@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 84@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 85@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 86@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 87@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 88@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 89@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 90@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 91@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 92@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 93@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 94@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 95@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
009A: 96@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 97@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
009A: 98@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 99@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 100@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
0129: 101@ = create_actor_pedtype 24 model #VLA3 in_car 76@ driverseat 
0006: 43@ = 0 

:SWEET6_25949
00D6: if 
001B:   21 > 43@ 
004D: jump_if_false @SWEET6_26027 
00A1: put_actor 80@(43@,22i) at 169@(43@,22f) 191@(43@,22f) 213@(43@,22f) 
0173: set_actor 80@(43@,22i) Z_angle_to 235@(43@,22f) 
000A: 43@ += 1 
0002: jump @SWEET6_25949 

:SWEET6_26027
009A: 102@ = create_actor_pedtype 24 model #BFYPRO at 1788.273 -1903.364 12.4345 
0173: set_actor 102@ Z_angle_to 232.5412 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_26136 
01E9: 43@ = car 71@ num_passengers 
00D6: if 
0019:   43@ > 0 
004D: jump_if_false @SWEET6_26110 
0002: jump @SWEET6_26136 

:SWEET6_26110
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @SWEET6_26136 
0430: put_actor 102@ into_car 71@ passenger_seat 0 

:SWEET6_26136
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_26208 
036A: put_actor $PLAYER_ACTOR in_car 71@ 
0605: actor $PLAYER_ACTOR perform_animation "SIT_RELAXED" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 

:SWEET6_26208
03CB: set_rendering_origin_at 1791.574 -1911.437 12.4378 
016A: fade 1 time 1000 

:SWEET6_26232
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_26256 
0001: wait 0 ms 
0002: jump @SWEET6_26232 

:SWEET6_26256
000A: 35@ += 1 

:SWEET6_26263
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SWEET6_26381 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET6_26381 
0615: define_AS_pack_begin 49@ 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET6_26325 
05CD: AS_actor -1 exit_car 76@ 

:SWEET6_26325
05D3: AS_actor -1 goto_point 1791.574 -1911.437 12.4378 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 101@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0006: 32@ = 0 
000A: 35@ += 1 

:SWEET6_26381
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SWEET6_26604 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @SWEET6_26604 
015F: set_camera_position 1795.43 -1905.018 13.6653 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1795.145 -1905.968 13.5431 switchstyle 2 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET6_26590 
0792: disembark_instantly_actor 101@ 
00A1: put_actor 101@ at 1795.968 -1909.333 12.4389 
0173: set_actor 101@ Z_angle_to 20.3199 
0615: define_AS_pack_begin 49@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 99999 ms 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 101@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_26590
0006: 32@ = 0 
000A: 35@ += 1 

:SWEET6_26604
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SWEET6_26934 
00D6: if 
001C:   $LOWR_PLAYER_POINTS > $LOWR_OPPOSITION_POINTS // (int) 
004D: jump_if_false @SWEET6_26778 
0209: 43@ = random_int_in_ranges 0 2 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @SWEET6_26716 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_CA' // s$  // ~z~I've seen worse, but you did alright.
04AE: $ACTOR_SPEECH_WAV_FILE = 22811 // = constant 
004F: create_thread @AUDIOL 101@ 0 1 1 0  
0002: jump @SWEET6_26757 

:SWEET6_26716
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_CB' // s$  // ~z~You're pretty good for a beginner, eh!
04AE: $ACTOR_SPEECH_WAV_FILE = 22812 // = constant 
004F: create_thread @AUDIOL 101@ 0 1 1 0  

:SWEET6_26757
0006: 32@ = 0 
000A: 35@ += 1 
0002: jump @SWEET6_26929 

:SWEET6_26778
000C: $1022 -= 1 
0209: 43@ = random_int_in_ranges 0 2 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @SWEET6_26860 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_DA' // s$  // ~z~Maybe hoppin' is just for eses.
04AE: $ACTOR_SPEECH_WAV_FILE = 22813 // = constant 
004F: create_thread @AUDIOL 101@ 0 1 1 0  
0002: jump @SWEET6_26901 

:SWEET6_26860
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_DB' // s$  // ~z~Hey homie, maybe you should take up golf or some shit like that.
04AE: $ACTOR_SPEECH_WAV_FILE = 22814 // = constant 
004F: create_thread @AUDIOL 101@ 0 1 1 0  

:SWEET6_26901
0006: 32@ = 0 
000A: 35@ += 2 
0012: 276@ *= -1 
0006: 32@ = 0 

:SWEET6_26929
0001: wait 1000 ms 

:SWEET6_26934
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SWEET6_27091 
00D6: if or
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
0019:   32@ > 3000 
004D: jump_if_false @SWEET6_27091 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET6_27091 
0687: clear_actor 101@ task 
0647: AS_actor 101@ clear_look_task 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1794.299 -1917.246 12.4339 mode 4 time 10000 ms // versionA 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET6_27059 
05CB: AS_actor -1 enter_car 76@ as_driver 10000 ms 

:SWEET6_27059
0616: define_AS_pack_end 49@ 
0618: assign_actor 101@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0006: 32@ = 0 
000A: 35@ += 2 

:SWEET6_27091
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SWEET6_27252 
00D6: if or
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
0019:   32@ > 3000 
004D: jump_if_false @SWEET6_27252 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET6_27252 
0687: clear_actor 101@ task 
0647: AS_actor 101@ clear_look_task 
07A1: set_walk_speed 4 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1794.299 -1917.246 12.4339 mode 4 time 10000 ms // versionA 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET6_27220 
05CB: AS_actor -1 enter_car 76@ as_driver 10000 ms 

:SWEET6_27220
0616: define_AS_pack_end 49@ 
0618: assign_actor 101@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0006: 32@ = 0 
000A: 35@ += 1 

:SWEET6_27252
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @SWEET6_27367 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @SWEET6_27367 
00D6: if 
001C:   $LOWR_PLAYER_POINTS > $LOWR_OPPOSITION_POINTS // (int) 
004D: jump_if_false @SWEET6_27329 
000A: 35@ += 1 
0006: 32@ = 0 
0002: jump @SWEET6_27367 

:SWEET6_27329
016A: fade 0 time 500 

:SWEET6_27336
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_27360 
0001: wait 0 ms 
0002: jump @SWEET6_27336 

:SWEET6_27360
0006: 35@ = 99 

:SWEET6_27367
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @SWEET6_27399 
0006: 32@ = 0 
000A: 35@ += 1 

:SWEET6_27399
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @SWEET6_27850 
016A: fade 0 time 500 

:SWEET6_27424
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_27448 
0001: wait 0 ms 
0002: jump @SWEET6_27424 

:SWEET6_27448
0006: 43@ = 0 

:SWEET6_27455
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @SWEET6_27516 
00D6: if 
056E:   car 72@(43@,7i) defined 
004D: jump_if_false @SWEET6_27502 
00A6: destroy_car 72@(43@,7i) 

:SWEET6_27502
000A: 43@ += 1 
0002: jump @SWEET6_27455 

:SWEET6_27516
0006: 43@ = 0 

:SWEET6_27523
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @SWEET6_27584 
00D6: if 
056D:   actor 80@(43@,22i) defined 
004D: jump_if_false @SWEET6_27570 
009B: destroy_actor 80@(43@,22i) 

:SWEET6_27570
000A: 43@ += 1 
0002: jump @SWEET6_27523 

:SWEET6_27584
00D6: if 
056D:   actor 102@ defined 
004D: jump_if_false @SWEET6_27605 
009B: destroy_actor 102@ 

:SWEET6_27605
0249: release_model #WMYMECH 
0249: release_model #SAVANNA 
0249: release_model #VLA1 
0249: release_model #VLA2 
0249: release_model #VLA3 
0249: release_model #BFYPRO 
0249: release_model #HFYST 
0249: release_model #SAVANNA 
0249: release_model #REMINGTN 
04EF: release_animation "LOWRIDER" 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_27738 
09FE: reset_hydraulics_on_car 71@ 
0395: clear_area 1 at 1784.757 -1890.923 12.399 radius 25.0 
00AB: put_car 71@ at 1784.757 -1889.923 12.399 
0175: set_car 71@ Z_angle_to 90.0 
0519: set_car 71@ locked 1 

:SWEET6_27738
0001: wait 500 ms 
02E4: load_cutscene_data 'SWEET6B' 

:SWEET6_27754
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET6_27778 
0001: wait 0 ms 
0002: jump @SWEET6_27754 

:SWEET6_27778
02E7: start_cutscene 
016A: fade 1 time 1000 

:SWEET6_27787
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET6_27811 
0001: wait 0 ms 
0002: jump @SWEET6_27787 

:SWEET6_27811
02EA: end_cutscene 
016A: fade 0 time 0 

:SWEET6_27819
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_27843 
0001: wait 0 ms 
0002: jump @SWEET6_27819 

:SWEET6_27843
0006: 35@ = 99 

:SWEET6_27850
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SWEET6_28493 
0006: 43@ = 0 

:SWEET6_27875
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @SWEET6_27936 
00D6: if 
056E:   car 72@(43@,7i) defined 
004D: jump_if_false @SWEET6_27922 
00A6: destroy_car 72@(43@,7i) 

:SWEET6_27922
000A: 43@ += 1 
0002: jump @SWEET6_27875 

:SWEET6_27936
0006: 43@ = 0 

:SWEET6_27943
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @SWEET6_28004 
00D6: if 
056D:   actor 80@(43@,22i) defined 
004D: jump_if_false @SWEET6_27990 
009B: destroy_actor 80@(43@,22i) 

:SWEET6_27990
000A: 43@ += 1 
0002: jump @SWEET6_27943 

:SWEET6_28004
00D6: if 
056D:   actor 102@ defined 
004D: jump_if_false @SWEET6_28025 
009B: destroy_actor 102@ 

:SWEET6_28025
0247: load_model #REMINGTN 
0247: load_model #SAVANNA 
0247: load_model #VLA1 
0247: load_model #VLA2 
0247: load_model #VLA3 

:SWEET6_28047
00D6: if or
8248:   not model #REMINGTN available 
8248:   not model #SAVANNA available 
8248:   not model #VLA1 available 
8248:   not model #VLA2 available 
8248:   not model #VLA3 available 
004D: jump_if_false @SWEET6_28091 
0001: wait 0 ms 
0002: jump @SWEET6_28047 

:SWEET6_28091
00A5: 284@ = create_car #REMINGTN at 1787.266 -1925.162 12.39 
0175: set_car 284@ Z_angle_to 24.6517 
00A5: 285@ = create_car #SAVANNA at 1799.919 -1926.14 12.3895 
0175: set_car 285@ Z_angle_to 341.4824 
0129: 286@ = create_actor_pedtype 4 model #VLA1 in_car 284@ driverseat 
0129: 287@ = create_actor_pedtype 4 model #VLA1 in_car 285@ driverseat 
009A: 288@ = create_actor_pedtype 4 model #VLA1 at 1796.7 -1915.742 12.3946 
0173: set_actor 288@ Z_angle_to 80.7 
009A: 289@ = create_actor_pedtype 4 model #VLA2 at 1791.623 -1919.621 12.3927 
0173: set_actor 289@ Z_angle_to 10.9 
009A: 290@ = create_actor_pedtype 4 model #VLA3 at 1786.067 -1911.462 12.3937 
0173: set_actor 290@ Z_angle_to 120.0 
0249: release_model #REMINGTN 
0249: release_model #SAVANNA 
0249: release_model #VLA1 
0249: release_model #VLA2 
0249: release_model #VLA3 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01C2: remove_references_to_actor 288@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 289@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 290@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 286@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 287@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 284@ 
01C3: remove_references_to_car 285@ 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_28378 
0519: set_car 71@ locked 1 

:SWEET6_28378
03CB: set_rendering_origin_at 1793.989 -1908.417 12.3995 
016A: fade 1 time 1500 

:SWEET6_28402
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_28426 
0001: wait 0 ms 
0002: jump @SWEET6_28402 

:SWEET6_28426
00D6: if 
001C:   $LOWR_PLAYER_POINTS > $LOWR_OPPOSITION_POINTS // (int) 
004D: jump_if_false @SWEET6_28459 
0006: 36@ = 1 
0002: jump @SWEET6_28482 

:SWEET6_28459
00BC: show_text_highpriority GXT 'S6_33' time 5000 flag 1  // ~r~You lost the lowrider challenge.
0006: 37@ = 1 

:SWEET6_28482
0001: wait 0 ms 
0050: gosub @SWEET6_35860 

:SWEET6_28493
0050: gosub @SWEET6_32620 
0051: return 

:SWEET6_28502
00D6: if 
0736:   is_keyboard_key_just_pressed 52 
004D: jump_if_false @SWEET6_28527 
000B: 272@ += 0.01 

:SWEET6_28527
00D6: if 
0736:   is_keyboard_key_just_pressed 53 
004D: jump_if_false @SWEET6_28552 
000B: 272@ += -0.01 

:SWEET6_28552
00D6: if 
056E:   car 71@ defined 
004D: jump_if_false @SWEET6_28607 
00D6: if 
0119:   car 71@ wrecked 
004D: jump_if_false @SWEET6_28607 
00BC: show_text_highpriority GXT 'S6_34' time 5000 flag 1  // ~r~Your lowrider is history.
0006: 37@ = 1 

:SWEET6_28607
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SWEET6_28784 
00D6: if 
0019:   34@ > 2 
004D: jump_if_false @SWEET6_28784 
00D6: if 
0039:   291@ == 0 
004D: jump_if_false @SWEET6_28725 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1793.068 -1904.254 radius 125.0 125.0 
004D: jump_if_false @SWEET6_28718 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0006: 291@ = 1 

:SWEET6_28718
0002: jump @SWEET6_28784 

:SWEET6_28725
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 1793.068 -1904.254 radius 150.0 150.0 
004D: jump_if_false @SWEET6_28784 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0006: 291@ = 0 

:SWEET6_28784
0051: return 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_28844 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @SWEET6_28844 
0464: put_actor 102@ into_turret_on_car 71@ at_car_offset 269@ 270@ 271@ position 0 shooting_angle_limit 0.0 with_weapon 0 

:SWEET6_28844
0051: return 

:SWEET6_28846
00D6: if 
0039:   296@ == 0 
004D: jump_if_false @SWEET6_28904 
0007: 292@ = 0.0 
0007: 293@ = 0.0 
0007: 294@ = 0.0 
0007: 295@ = 0.0 

:SWEET6_28904
00D6: if 
0039:   296@ == 1 
004D: jump_if_false @SWEET6_28962 
0007: 292@ = 0.0 
0007: 293@ = 0.0 
0007: 294@ = 0.0 
0007: 295@ = 1.0 

:SWEET6_28962
00D6: if 
0039:   296@ == 2 
004D: jump_if_false @SWEET6_29020 
0007: 292@ = 0.0 
0007: 293@ = 0.0 
0007: 294@ = 1.0 
0007: 295@ = 0.0 

:SWEET6_29020
00D6: if 
0039:   296@ == 3 
004D: jump_if_false @SWEET6_29078 
0007: 292@ = 0.0 
0007: 293@ = 0.0 
0007: 294@ = 1.0 
0007: 295@ = 1.0 

:SWEET6_29078
00D6: if 
0039:   296@ == 4 
004D: jump_if_false @SWEET6_29136 
0007: 292@ = 0.0 
0007: 293@ = 1.0 
0007: 294@ = 0.0 
0007: 295@ = 0.0 

:SWEET6_29136
00D6: if 
0039:   296@ == 5 
004D: jump_if_false @SWEET6_29194 
0007: 292@ = 0.0 
0007: 293@ = 1.0 
0007: 294@ = 0.0 
0007: 295@ = 1.0 

:SWEET6_29194
00D6: if 
0039:   296@ == 6 
004D: jump_if_false @SWEET6_29252 
0007: 292@ = 0.0 
0007: 293@ = 1.0 
0007: 294@ = 1.0 
0007: 295@ = 0.0 

:SWEET6_29252
00D6: if 
0039:   296@ == 7 
004D: jump_if_false @SWEET6_29310 
0007: 292@ = 0.0 
0007: 293@ = 1.0 
0007: 294@ = 1.0 
0007: 295@ = 1.0 

:SWEET6_29310
00D6: if 
0039:   296@ == 8 
004D: jump_if_false @SWEET6_29368 
0007: 292@ = 1.0 
0007: 293@ = 0.0 
0007: 294@ = 0.0 
0007: 295@ = 0.0 

:SWEET6_29368
00D6: if 
0039:   296@ == 9 
004D: jump_if_false @SWEET6_29426 
0007: 292@ = 1.0 
0007: 293@ = 0.0 
0007: 294@ = 0.0 
0007: 295@ = 1.0 

:SWEET6_29426
00D6: if 
0039:   296@ == 10 
004D: jump_if_false @SWEET6_29484 
0007: 292@ = 1.0 
0007: 293@ = 0.0 
0007: 294@ = 1.0 
0007: 295@ = 0.0 

:SWEET6_29484
00D6: if 
0039:   296@ == 11 
004D: jump_if_false @SWEET6_29542 
0007: 292@ = 1.0 
0007: 293@ = 0.0 
0007: 294@ = 1.0 
0007: 295@ = 1.0 

:SWEET6_29542
00D6: if 
0039:   296@ == 12 
004D: jump_if_false @SWEET6_29600 
0007: 292@ = 1.0 
0007: 293@ = 1.0 
0007: 294@ = 0.0 
0007: 295@ = 0.0 

:SWEET6_29600
00D6: if 
0039:   296@ == 13 
004D: jump_if_false @SWEET6_29658 
0007: 292@ = 1.0 
0007: 293@ = 1.0 
0007: 294@ = 0.0 
0007: 295@ = 1.0 

:SWEET6_29658
00D6: if 
0039:   296@ == 14 
004D: jump_if_false @SWEET6_29716 
0007: 292@ = 1.0 
0007: 293@ = 1.0 
0007: 294@ = 1.0 
0007: 295@ = 0.0 

:SWEET6_29716
00D6: if 
0039:   296@ == 15 
004D: jump_if_false @SWEET6_29774 
0007: 292@ = 1.0 
0007: 293@ = 1.0 
0007: 294@ = 1.0 
0007: 295@ = 1.0 

:SWEET6_29774
0051: return 

:SWEET6_29776
00D6: if 
001B:   300 > 136@ 
004D: jump_if_false @SWEET6_29842 
0007: 257@ = 1.0 
0007: 260@ = 1.0 
0007: 263@ = 0.0 
0007: 266@ = 0.0 
0002: jump @SWEET6_29915 

:SWEET6_29842
00D6: if 
0019:   136@ > 500 
004D: jump_if_false @SWEET6_29875 
0006: 136@ = 0 
0002: jump @SWEET6_29915 

:SWEET6_29875
0007: 257@ = 0.0 
0007: 260@ = 0.0 
0007: 263@ = 0.0 
0007: 266@ = 0.0 

:SWEET6_29915
00D6: if 
0019:   137@ > 2000 
004D: jump_if_false @SWEET6_29989 
0209: 296@ = random_int_in_ranges 0 16 
0050: gosub @SWEET6_28846 
0087: 258@ = 294@ // (float) 
0087: 261@ = 292@ // (float) 
0087: 264@ = 295@ // (float) 
0087: 267@ = 293@ // (float) 
0006: 137@ = 0 

:SWEET6_29989
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @SWEET6_30131 
00D6: if 
0803:   car 72@ have_hydraulics 
004D: jump_if_false @SWEET6_30131 
07F5: car 72@ control_hydraulics 260@ 266@ 257@ 263@ 
00AA: store_car 72@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 50@ = 141@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 148@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 50@ *= 272@ // (float) 
006B: 51@ *= 272@ // (float) 
07D5: set_car 72@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:SWEET6_30131
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @SWEET6_30273 
00D6: if 
0803:   car 75@ have_hydraulics 
004D: jump_if_false @SWEET6_30273 
07F5: car 75@ control_hydraulics 261@ 267@ 258@ 264@ 
00AA: store_car 75@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 50@ = 144@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 151@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 50@ *= 272@ // (float) 
006B: 51@ *= 272@ // (float) 
07D5: set_car 75@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:SWEET6_30273
0871: init_jump_table 39@ total_jumps 18 default_jump 0 @SWEET6_32618 jumps 0 @SWEET6_30466 1 @SWEET6_30586 2 @SWEET6_30706 3 @SWEET6_30822 4 @SWEET6_30938 5 @SWEET6_31053 6 @SWEET6_31169 
0872: jump_table_jumps 7 @SWEET6_31285 8 @SWEET6_31401 9 @SWEET6_31517 10 @SWEET6_31637 11 @SWEET6_31820 12 @SWEET6_31936 13 @SWEET6_32052 14 @SWEET6_32168 15 @SWEET6_32284 
0872: jump_table_jumps 16 @SWEET6_32400 17 @SWEET6_32509 -1 @SWEET6_32618 -1 @SWEET6_32618 -1 @SWEET6_32618 -1 @SWEET6_32618 -1 @SWEET6_32618 -1 @SWEET6_32618 -1 @SWEET6_32618 

:SWEET6_30466
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @SWEET6_30579 
062E: get_actor 80@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_30579 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 80@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_30579
0002: jump @SWEET6_32618 

:SWEET6_30586
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET6_30699 
062E: get_actor 81@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_30699 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "F_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 81@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_30699
0002: jump @SWEET6_32618 

:SWEET6_30706
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET6_30815 
062E: get_actor 82@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_30815 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @SWEET6_30790 
0677: AS_actor -1 chat_with_actor 83@ lead_speaker_flag 1 unknown_flag 1 
0002: jump @SWEET6_30797 

:SWEET6_30790
05B9: AS_actor -1 stay_idle 1000 ms 

:SWEET6_30797
0616: define_AS_pack_end 49@ 
0618: assign_actor 82@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_30815
0002: jump @SWEET6_32618 

:SWEET6_30822
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @SWEET6_30931 
062E: get_actor 83@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_30931 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET6_30906 
0677: AS_actor -1 chat_with_actor 82@ lead_speaker_flag 0 unknown_flag 1 
0002: jump @SWEET6_30913 

:SWEET6_30906
05B9: AS_actor -1 stay_idle 1000 ms 

:SWEET6_30913
0616: define_AS_pack_end 49@ 
0618: assign_actor 83@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_30931
0002: jump @SWEET6_32618 

:SWEET6_30938
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @SWEET6_31046 
062E: get_actor 84@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_31046 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "CAR_HOOKERTALK" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_31046
0002: jump @SWEET6_32618 

:SWEET6_31053
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @SWEET6_31162 
062E: get_actor 85@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_31162 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @SWEET6_31137 
0677: AS_actor -1 chat_with_actor 86@ lead_speaker_flag 0 unknown_flag 1 
0002: jump @SWEET6_31144 

:SWEET6_31137
05B9: AS_actor -1 stay_idle 1000 ms 

:SWEET6_31144
0616: define_AS_pack_end 49@ 
0618: assign_actor 85@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_31162
0002: jump @SWEET6_32618 

:SWEET6_31169
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @SWEET6_31278 
062E: get_actor 86@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_31278 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @SWEET6_31253 
0677: AS_actor -1 chat_with_actor 85@ lead_speaker_flag 1 unknown_flag 1 
0002: jump @SWEET6_31260 

:SWEET6_31253
05B9: AS_actor -1 stay_idle 1000 ms 

:SWEET6_31260
0616: define_AS_pack_end 49@ 
0618: assign_actor 86@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_31278
0002: jump @SWEET6_32618 

:SWEET6_31285
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @SWEET6_31394 
062E: get_actor 87@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_31394 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 87@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_31394
0002: jump @SWEET6_32618 

:SWEET6_31401
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @SWEET6_31510 
062E: get_actor 88@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_31510 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_31510
0002: jump @SWEET6_32618 

:SWEET6_31517
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET6_31630 
062E: get_actor 89@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_31630 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 89@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_31630
0002: jump @SWEET6_32618 

:SWEET6_31637
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET6_31813 
062E: get_actor 90@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_31813 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "WOMAN_IDLESTANCE" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 90@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_31813
0002: jump @SWEET6_32618 

:SWEET6_31820
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @SWEET6_31929 
062E: get_actor 91@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_31929 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 91@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_31929
0002: jump @SWEET6_32618 

:SWEET6_31936
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @SWEET6_32045 
062E: get_actor 92@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_32045 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 92@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_32045
0002: jump @SWEET6_32618 

:SWEET6_32052
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @SWEET6_32161 
062E: get_actor 93@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_32161 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 93@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_32161
0002: jump @SWEET6_32618 

:SWEET6_32168
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @SWEET6_32277 
062E: get_actor 94@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_32277 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 94@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_32277
0002: jump @SWEET6_32618 

:SWEET6_32284
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @SWEET6_32393 
062E: get_actor 95@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_32393 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 95@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_32393
0002: jump @SWEET6_32618 

:SWEET6_32400
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET6_32502 
062E: get_actor 96@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_32502 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 96@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_32502
0002: jump @SWEET6_32618 

:SWEET6_32509
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET6_32611 
062E: get_actor 97@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_32611 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 97@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_32611
0002: jump @SWEET6_32618 

:SWEET6_32618
0051: return 

:SWEET6_32620
0871: init_jump_table 39@ total_jumps 21 default_jump 0 @SWEET6_35277 jumps 0 @SWEET6_32813 1 @SWEET6_32933 2 @SWEET6_33049 3 @SWEET6_33165 4 @SWEET6_33285 5 @SWEET6_33405 6 @SWEET6_33521 
0872: jump_table_jumps 7 @SWEET6_33641 8 @SWEET6_33757 9 @SWEET6_33873 10 @SWEET6_33993 11 @SWEET6_34109 12 @SWEET6_34229 13 @SWEET6_34349 14 @SWEET6_34465 15 @SWEET6_34581 
0872: jump_table_jumps 16 @SWEET6_34697 17 @SWEET6_34813 18 @SWEET6_34929 19 @SWEET6_35045 20 @SWEET6_35161 -1 @SWEET6_35277 -1 @SWEET6_35277 -1 @SWEET6_35277 -1 @SWEET6_35277 

:SWEET6_32813
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @SWEET6_32926 
062E: get_actor 80@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_32926 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 80@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_32926
0002: jump @SWEET6_35277 

:SWEET6_32933
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET6_33042 
062E: get_actor 81@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_33042 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 81@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_33042
0002: jump @SWEET6_35277 

:SWEET6_33049
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET6_33158 
062E: get_actor 82@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_33158 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 82@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_33158
0002: jump @SWEET6_35277 

:SWEET6_33165
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @SWEET6_33278 
062E: get_actor 83@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_33278 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 83@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_33278
0002: jump @SWEET6_35277 

:SWEET6_33285
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @SWEET6_33398 
062E: get_actor 84@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_33398 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_33398
0002: jump @SWEET6_35277 

:SWEET6_33405
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @SWEET6_33514 
062E: get_actor 85@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_33514 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 85@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_33514
0002: jump @SWEET6_35277 

:SWEET6_33521
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @SWEET6_33634 
062E: get_actor 86@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_33634 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 86@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_33634
0002: jump @SWEET6_35277 

:SWEET6_33641
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @SWEET6_33750 
062E: get_actor 87@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_33750 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 87@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_33750
0002: jump @SWEET6_35277 

:SWEET6_33757
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @SWEET6_33866 
062E: get_actor 88@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_33866 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_33866
0002: jump @SWEET6_35277 

:SWEET6_33873
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET6_33986 
062E: get_actor 89@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_33986 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 89@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_33986
0002: jump @SWEET6_35277 

:SWEET6_33993
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET6_34102 
062E: get_actor 90@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_34102 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 90@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_34102
0002: jump @SWEET6_35277 

:SWEET6_34109
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @SWEET6_34222 
062E: get_actor 91@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_34222 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 91@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_34222
0002: jump @SWEET6_35277 

:SWEET6_34229
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @SWEET6_34342 
062E: get_actor 92@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_34342 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 92@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_34342
0002: jump @SWEET6_35277 

:SWEET6_34349
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @SWEET6_34458 
062E: get_actor 93@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_34458 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 93@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_34458
0002: jump @SWEET6_35277 

:SWEET6_34465
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @SWEET6_34574 
062E: get_actor 94@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_34574 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 94@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_34574
0002: jump @SWEET6_35277 

:SWEET6_34581
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @SWEET6_34690 
062E: get_actor 95@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_34690 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 95@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_34690
0002: jump @SWEET6_35277 

:SWEET6_34697
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET6_34806 
062E: get_actor 96@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_34806 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 96@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_34806
0002: jump @SWEET6_35277 

:SWEET6_34813
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET6_34922 
062E: get_actor 97@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_34922 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 97@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_34922
0002: jump @SWEET6_35277 

:SWEET6_34929
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET6_35038 
062E: get_actor 98@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_35038 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 98@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_35038
0002: jump @SWEET6_35277 

:SWEET6_35045
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @SWEET6_35154 
062E: get_actor 99@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_35154 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 99@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_35154
0002: jump @SWEET6_35277 

:SWEET6_35161
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SWEET6_35270 
062E: get_actor 100@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_35270 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 100@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_35270
0002: jump @SWEET6_35277 

:SWEET6_35277
0051: return 
033F: set_text_draw_letter_size 0.9 2.4 
0340: set_text_draw_RGBA 128 148 178 255 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_size 0.9 2.4 
0340: set_text_draw_RGBA 81 25 29 255 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_size 0.54 1.44 
0340: set_text_draw_RGBA 128 148 178 255 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 

:SWEET6_35405
0871: init_jump_table $CURRENT_LANGUAGE total_jumps 1 default_jump 1 @SWEET6_35508 jumps 3 @SWEET6_35468 -1 @SWEET6_35548 -1 @SWEET6_35548 -1 @SWEET6_35548 -1 @SWEET6_35548 -1 @SWEET6_35548 -1 @SWEET6_35548 

:SWEET6_35468
0937: text_draw_box_cornerA 29.0 220.0 cornerB 173.0 409.0 GXT_reference 'BJ_TITL' style 2  // Wager
0002: jump @SWEET6_35548 

:SWEET6_35508
0937: text_draw_box_cornerA 29.0 220.0 cornerB 157.0 409.0 GXT_reference 'BJ_TITL' style 2  // Wager
0002: jump @SWEET6_35548 

:SWEET6_35548
0050: gosub @SWEET6_35805 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 240.0 GXT 'WOF_04'  // This Wager
0050: gosub @SWEET6_35805 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 260.0 GXT 'DOLLAR' number 276@  // $~1~
0050: gosub @SWEET6_35805 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 290.0 GXT 'BJ_02'  // Min Wager
0050: gosub @SWEET6_35805 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 310.0 GXT 'DOLLAR' number 274@  // $~1~
0050: gosub @SWEET6_35805 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'BJ_03'  // Max Wager
0050: gosub @SWEET6_35805 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 360.0 GXT 'DOLLAR' number 275@  // $~1~
0051: return 

:SWEET6_35805
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.4714 2.5077 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
0051: return 

:SWEET6_35860
000A: 34@ += 1 
0006: 35@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:SWEET6_35918
0164: disable_marker $GARAGE_MODLAST_ICON 
0004: $56 = 1 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
02B9: deactivate_garage 'MODLAST' 
02B9: deactivate_garage 'BODLAWN' 
0051: return 

:SWEET6_35970
0164: disable_marker $GARAGE_MODLAST_ICON 
04CE: $GARAGE_MODLAST_ICON = create_icon_marker 27 at 2644.252 -2028.246 12.5547 
0164: disable_marker $GARAGE_BODLAWN_ICON 
04CE: $GARAGE_BODLAWN_ICON = create_icon_marker 27 at 1043.4 -1025.3 34.4 
0164: disable_marker $MARKER_SWEET_HOUSE 
0012: 276@ *= 2 
01E3: show_text_1number_styled GXT 'M_PASS' number 276@ time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 276@ 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: progress_made = 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0008: $SWEET_TOTAL_PASSED_MISSIONS += 1 
0004: $MISSION_CESAR_VIALPANDO_PASSED = 1 
0004: $56 = 0 
0318: set_latest_mission_passed 'SWEET_6'  // Cesar Vialpando
014C: set_parked_car_generator $2789 cars_to_generate_to 101 
0051: return 

:SWEET6_36144
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
0917: audio_zone 'LOWRIDE' enable_sound 0 
00D6: if 
056E:   car 71@ defined 
004D: jump_if_false @SWEET6_36296 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_36296 
03A2: set_car 71@ action 4 
0519: set_car 71@ locked 0 
02AC: set_car 71@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SWEET6_36257 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 

:SWEET6_36257
020A: set_car 71@ door_status_to 1 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_36296 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 71@ 

:SWEET6_36296
0006: 43@ = 0 

:SWEET6_36303
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @SWEET6_36487 
00D6: if 
056E:   car 72@(43@,7i) defined 
004D: jump_if_false @SWEET6_36473 
00D6: if 
8119:   not car 72@(43@,7i) wrecked 
004D: jump_if_false @SWEET6_36464 
00D6: if or
0039:   43@ == 0 
0039:   43@ == 3 
0039:   43@ == 4 
004D: jump_if_false @SWEET6_36442 
00D6: if 
0803:   car 72@(43@,7i) have_hydraulics 
004D: jump_if_false @SWEET6_36442 
07F5: car 72@(43@,7i) control_hydraulics 0.0 0.0 0.0 0.0 

:SWEET6_36442
03A2: set_car 72@(43@,7i) action 2 
07FF: set_car 72@(43@,7i) hydraulics 0 

:SWEET6_36464
01C3: remove_references_to_car 72@(43@,7i) 

:SWEET6_36473
000A: 43@ += 1 
0002: jump @SWEET6_36303 

:SWEET6_36487
0006: 43@ = 0 

:SWEET6_36494
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @SWEET6_36575 
00D6: if 
056D:   actor 80@(43@,22i) defined 
004D: jump_if_false @SWEET6_36561 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_36552 

:SWEET6_36552
01C2: remove_references_to_actor 80@(43@,22i) // Like turning an actor into a random pedestrian 

:SWEET6_36561
000A: 43@ += 1 
0002: jump @SWEET6_36494 

:SWEET6_36575
00D6: if 
056D:   actor 79@ defined 
004D: jump_if_false @SWEET6_36596 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 

:SWEET6_36596
00D6: if 
056D:   actor 102@ defined 
004D: jump_if_false @SWEET6_36617 
01C2: remove_references_to_actor 102@ // Like turning an actor into a random pedestrian 

:SWEET6_36617
0249: release_model #WMYMECH 
0249: release_model #SAVANNA 
0249: release_model #VLA1 
0249: release_model #VLA2 
0249: release_model #VLA3 
0249: release_model #BFYPRO 
0249: release_model #HFYST 
0249: release_model #SAVANNA 
0249: release_model #REMINGTN 
04EF: release_animation "CAR" 
04EF: release_animation "GANGS" 
04EF: release_animation "LOWRIDER" 
0164: disable_marker 105@ 
0164: disable_marker 106@ 
0151: remove_status_text $LOWR_PLAYER_POINTS 
0151: remove_status_text $LOWR_OPPOSITION_POINTS 
0581: enable_radar 1 
0953: get_soundtrack_status_to 43@ 
00D6: if 
84A4:   not  43@ == 0 // == constant 
004D: jump_if_false @SWEET6_36733 
0955: end_playing_loaded_soundtrack 

:SWEET6_36733
0733: random_car_generator_enable_model #SAVANNA 
0004: $1044 = 1 
065C: release_decision_maker 66@ 
065C: release_decision_maker 67@ 
03DE: set_pedestrians_density_multiplier_to 4.0 
01EB: set_traffic_density_multiplier_to 4.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 20---------------
// Originally: Los Sepulcros

:SWEET7
03A4: name_thread 'SWEET7' 
0050: gosub @SWEET7_54 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SWEET7_38 
0050: gosub @SWEET7_32404 

:SWEET7_38
0050: gosub @SWEET7_32503 
004E: end_thread 
0006: 546@ = 0 

:SWEET7_54
0317: increment_mission_attempts 
054C: use_GXT_table 'SWEET7' 
0004: $ONMISSION = 1 
0001: wait 0 ms 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 2000 
01B6: set_weather 16 

:SWEET7_104
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET7_128 
0001: wait 0 ms 
0002: jump @SWEET7_104 

:SWEET7_128
02E4: load_cutscene_data 'SWEET7A' 

:SWEET7_139
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET7_163 
0001: wait 0 ms 
0002: jump @SWEET7_139 

:SWEET7_163
0395: clear_area 1 at 2508.975 -1671.537 12.3853 radius 500.0 
02E7: start_cutscene 
016A: fade 1 time 1000 

:SWEET7_196
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET7_220 
0001: wait 0 ms 
0002: jump @SWEET7_196 

:SWEET7_220
016A: fade 0 time 0 

:SWEET7_226
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET7_250 
0001: wait 0 ms 
0002: jump @SWEET7_226 

:SWEET7_250
02EA: end_cutscene 
01B7: release_weather 
0001: wait 0 ms 
00A1: put_actor $PLAYER_ACTOR at 2515.207 -1674.086 12.7552 
0173: set_actor $PLAYER_ACTOR Z_angle_to 54.1779 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
0247: load_model #GREENWOO 
0247: load_model #WMOPREA 
0247: load_model #BFYRI 
0247: load_model #ADMIRAL 
0247: load_model #SADLER 
0247: load_model #MICRO_UZI 
0247: load_model #COLT45 
0247: load_model #CHROMEGUN 
0247: load_model #BALLAS3 
0247: load_model #BALLAS2 
0247: load_model #BALLAS1 
0247: load_model #FAM3 
0247: load_model #FAM2 
0247: load_model #FAM1 
04ED: load_animation "GRAVEYARD" 
04ED: load_animation "SMOKING" 
038B: load_requested_models 

:SWEET7_389
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #WMOPREA available 
8248:   not model #BFYRI available 
8248:   not model #ADMIRAL available 
8248:   not model #SADLER available 
004D: jump_if_false @SWEET7_433 
0001: wait 0 ms 
0002: jump @SWEET7_389 

:SWEET7_433
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #GREENWOO available 
8248:   not model #MICRO_UZI available 
8248:   not model #CHROMEGUN available 
004D: jump_if_false @SWEET7_475 
0001: wait 0 ms 
0002: jump @SWEET7_433 

:SWEET7_475
00D6: if or
8248:   not model #BALLAS3 available 
8248:   not model #BALLAS2 available 
8248:   not model #BALLAS1 available 
004D: jump_if_false @SWEET7_509 
0001: wait 0 ms 
0002: jump @SWEET7_475 

:SWEET7_509
00D6: if or
8248:   not model #FAM3 available 
8248:   not model #FAM2 available 
8248:   not model #FAM1 available 
84EE:   not animation "GRAVEYARD" loaded 
84EE:   not animation "SMOKING" loaded 
004D: jump_if_false @SWEET7_567 
0001: wait 0 ms 
0002: jump @SWEET7_509 

:SWEET7_567
0001: wait 500 ms 
0006: 302@ = 0 
0006: 286@ = 0 
0006: 285@ = 0 
0006: 278@ = 0 
0006: 279@ = 0 
0006: 280@ = 0 
0006: 276@ = 0 
0006: 277@ = 0 
0004: $6693 = 0 
0006: 275@ = 0 
0006: 73@ = 0 
0006: 74@ = 0 
0006: 274@ = 0 
0006: 133@ = 0 
0006: 38@ = 0 
0006: 37@ = 0 
0006: 53@ = 0 
0006: 139@ = 0 
0006: 54@ = 0 
0006: 55@ = -13 
0006: 61@ = 0 
0006: 56@ = 0 
0006: 57@ = 0 
0006: 58@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 303@ = 0 
0006: 69@ = 0 
0006: 71@ = 0 
0006: 132@ = 0 
0006: 123@ = 0 
0007: 135@ = 806.4608 
0007: 136@ = -1129.844 
0007: 137@ = 952.2434 
0007: 138@ = -1051.841 
0007: 141@ = 931.9752 
0007: 151@ = -1062.447 
0007: 161@ = 23.6757 
0007: 171@ = 921.2714 
0007: 181@ = -1064.736 
0007: 191@ = 23.327 
0007: 201@ = 920.3427 
0007: 211@ = -1061.403 
0007: 221@ = 23.6757 
0007: 231@ = 921.269 
0007: 241@ = -1081.521 
0007: 251@ = 23.623 
0007: 142@ = 922.6375 
0007: 152@ = -1122.282 
0007: 162@ = 23.0028 
0007: 143@ = 899.537 
0007: 153@ = -1114.694 
0007: 163@ = 23.232 
0007: 172@ = 913.2869 
0007: 182@ = -1092.168 
0007: 192@ = 23.1942 
0007: 202@ = 911.2869 
0007: 212@ = -1092.168 
0007: 222@ = 22.1942 
0007: 232@ = 914.2869 
0007: 242@ = -1092.168 
0007: 252@ = 25.1942 
0007: 173@ = 886.0813 
0007: 183@ = -1114.899 
0007: 193@ = 22.9879 
0007: 203@ = 883.5623 
0007: 213@ = -1112.94 
0007: 223@ = 23.0419 
0007: 233@ = 881.4856 
0007: 243@ = -1116.985 
0007: 253@ = 23.0419 
0007: 144@ = 907.4198 
0007: 154@ = -1101.579 
0007: 164@ = 23.2969 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 130@ = 0 
0006: 131@ = 0 
0004: $6693 = 240000 
01E8: create_forbidden_for_cars_cube_cornerA 2297.038 -1664.6 10.8474 cornerB 2324.865 -1652.124 14.8382 
022B: create_forbidden_for_peds_cube_cornerA 2297.038 -1664.6 10.8474 cornerB 2324.865 -1652.124 14.8382 
076D: get_zone 'GAN1' gang 1 density_to 35@ 
076D: get_zone 'GAN2' gang 1 density_to 36@ 
076C: set_zone 'GAN1' gang 1 density_to 0 
076C: set_zone 'GAN2' gang 1 density_to 0 
0006: 53@ = 0 
050F: get_max_wanted_level_to 287@ 
0395: clear_area 1 at 954.4976 -1103.594 22.8015 radius 10.0 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
0395: clear_area 1 at 2508.084 -1671.19 12.3794 radius 500.0 
00A5: 78@ = create_car #GREENWOO at 2508.084 -1671.19 12.3794 
0175: set_car 78@ Z_angle_to 354.4729 
053F: set_car 78@ tires_vulnerability 1 
0229: set_car 78@ primary_color_to 0 secondary_color_to 0 
0657: car 78@ open_door 3 
00A5: 79@ = create_car #ADMIRAL at 925.7109 -1122.968 22.9909 
0175: set_car 79@ Z_angle_to 330.8056 
0229: set_car 79@ primary_color_to 3 secondary_color_to 3 
053F: set_car 79@ tires_vulnerability 0 
02AC: set_car 79@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AC: set_car 79@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
020A: set_car 79@ door_status_to 0 
0169: set_fade_color_RGB 0 0 0 
0373: set_camera_directly_behind_player 
060A: create_decision_maker_type 0 store_to 92@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 93@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 94@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 3 store_to 95@ // decision\allowed\m_.ped files 
009A: 105@ = create_actor_pedtype 24 model #BALLAS1 at 885.1994 -1075.546 23.3273 
060B: set_actor 105@ decision_maker_to 92@ 
0173: set_actor 105@ Z_angle_to 170.0 
02E2: set_actor 105@ weapon_accuracy_to 90 
0226: 550@ = actor 105@ health 
0223: set_actor 105@ health_to 120 
009A: 107@ = create_actor_pedtype 24 model #BALLAS2 at 883.2532 -1075.496 23.3273 
060B: set_actor 107@ decision_maker_to 92@ 
0173: set_actor 107@ Z_angle_to 175.0 
02E2: set_actor 107@ weapon_accuracy_to 90 
0223: set_actor 107@ health_to 120 
009A: 109@ = create_actor_pedtype 24 model #BALLAS2 at 881.4261 -1077.114 23.3203 
060B: set_actor 109@ decision_maker_to 92@ 
0173: set_actor 109@ Z_angle_to 275.0 
02E2: set_actor 109@ weapon_accuracy_to 90 
0223: set_actor 109@ health_to 120 
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_1917 
01B2: give_actor 105@ weapon 22 ammo 2000 // Load the weapon model before using this 
0605: actor 105@ perform_animation "MRNM_LOOP" IFP "GRAVEYARD" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET7_1917
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_1943 
01B2: give_actor 107@ weapon 22 ammo 2000 // Load the weapon model before using this 

:SWEET7_1943
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_2011 
01B2: give_actor 109@ weapon 22 ammo 2000 // Load the weapon model before using this 
0605: actor 109@ perform_animation "MRNM_LOOP" IFP "GRAVEYARD" framedelta 10.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET7_2011
029B: 134@ = init_object #CASKET_LAW at 885.6575 -1077.412 23.3188 
009A: 96@ = create_actor_pedtype 4 model #WMOPREA at 886.6391 -1079.179 23.3136 
0605: actor 96@ perform_animation "PRST_LOOPA" IFP "GRAVEYARD" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 96@ decision_maker_to 93@ 
0173: set_actor 96@ Z_angle_to 24.0 
0249: release_model #WMOPREA 
009A: 97@ = create_actor_pedtype 5 model #BFYRI at 884.9761 -1079.983 23.3133 
0605: actor 97@ perform_animation "MRNF_LOOP" IFP "GRAVEYARD" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 97@ decision_maker_to 93@ 
0173: set_actor 97@ Z_angle_to 4.0 
0249: release_model #BFYRI 
0395: clear_area 1 at 2297.971 -1628.015 13.7028 radius 20.0 
009A: 263@ = create_actor_pedtype 8 model #FAM1 at 2509.418 -1663.134 12.5872 
0173: set_actor 263@ Z_angle_to 214.5012 
060B: set_actor 263@ decision_maker_to 93@ 
0446: set_actor 263@ dismemberment_possible 0 
039E: set_actor 263@ locked 1 while_in_car 
0526: set_actor 263@ stay_in_car_when_jacked 1 
09F6: set_actor 263@ unjackable_through_driver_seat 0 
0605: actor 263@ perform_animation "M_SMKLEAN_LOOP" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 264@ = create_actor_pedtype 8 model #FAM2 at 2504.471 -1675.764 12.3709 
0173: set_actor 264@ Z_angle_to 277.5012 
060B: set_actor 264@ decision_maker_to 93@ 
0446: set_actor 264@ dismemberment_possible 0 
039E: set_actor 264@ locked 1 while_in_car 
0526: set_actor 264@ stay_in_car_when_jacked 1 
09F6: set_actor 264@ unjackable_through_driver_seat 0 
0605: actor 264@ perform_animation "M_SMKSTND_LOOP" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
01E8: create_forbidden_for_cars_cube_cornerA 135@ 136@ 0.0 cornerB 137@ 138@ 60.0 
022B: create_forbidden_for_peds_cube_cornerA 135@ 136@ 0.0 cornerB 137@ 138@ 60.0 
0652: 281@ = integer_stat 68 
0956: get_respect_to 301@ 
00D6: if 
0019:   301@ > 1 
004D: jump_if_false @SWEET7_2695 
0006: 55@ = 3 
009A: $ACTOR_SWEET = create_actor_pedtype 25 model #SPECIAL01 at 2509.59 -1672.237 12.3934 
0173: set_actor $ACTOR_SWEET Z_angle_to 239.0 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_2614 
020A: set_car 78@ door_status_to 0 
0519: set_car 78@ locked 1 

:SWEET7_2614
01B2: give_actor $ACTOR_SWEET weapon 28 ammo 99999 // Load the weapon model before using this 
0568: set_actor $ACTOR_SWEET untargetable 1 
0446: set_actor $ACTOR_SWEET dismemberment_possible 0 
0223: set_actor $ACTOR_SWEET health_to 1000 
08AF: set_actor $ACTOR_SWEET max_health_to 1000 
039E: set_actor $ACTOR_SWEET locked 1 while_in_car 
0526: set_actor $ACTOR_SWEET stay_in_car_when_jacked 1 
09F6: set_actor $ACTOR_SWEET unjackable_through_driver_seat 0 
041E: set_radio_station 7 
0006: 32@ = 0 
0002: jump @SWEET7_3089 

:SWEET7_2695
009A: $ACTOR_SWEET = create_actor_pedtype 25 model #SPECIAL01 at 2511.343 -1674.936 12.5473 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_2750 
020A: set_car 78@ door_status_to 3 
0519: set_car 78@ locked 1 

:SWEET7_2750
08AF: set_actor $ACTOR_SWEET max_health_to 1000 
039E: set_actor $ACTOR_SWEET locked 1 while_in_car 
01B2: give_actor $ACTOR_SWEET weapon 28 ammo 99999 // Load the weapon model before using this 
0568: set_actor $ACTOR_SWEET untargetable 1 
0446: set_actor $ACTOR_SWEET dismemberment_possible 0 
0223: set_actor $ACTOR_SWEET health_to 1000 
08AF: set_actor $ACTOR_SWEET max_health_to 1000 
039E: set_actor $ACTOR_SWEET locked 1 while_in_car 
0526: set_actor $ACTOR_SWEET stay_in_car_when_jacked 1 
09F6: set_actor $ACTOR_SWEET unjackable_through_driver_seat 0 
009A: 289@ = create_actor_pedtype 7 model #BALLAS1 at 2262.797 -1348.54 22.985 
01B2: give_actor 289@ weapon 28 ammo 2000 // Load the weapon model before using this 
060B: set_actor 289@ decision_maker_to 93@ 
009A: 290@ = create_actor_pedtype 7 model #BALLAS2 at 2263.582 -1346.651 22.9838 
0173: set_actor 290@ Z_angle_to 140.0 
01B2: give_actor 290@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 290@ decision_maker_to 93@ 
0677: AS_actor 289@ chat_with_actor 290@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 290@ chat_with_actor 289@ lead_speaker_flag 0 unknown_flag 1 
009A: 291@ = create_actor_pedtype 7 model #BALLAS3 at 2261.85 -1345.101 22.9864 
0173: set_actor 291@ Z_angle_to 224.0 
01B2: give_actor 291@ weapon 28 ammo 2000 // Load the weapon model before using this 
060B: set_actor 291@ decision_maker_to 93@ 
0605: actor 291@ perform_animation "MRNM_LOOP" IFP "GRAVEYARD" framedelta 10.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0296: unload_special_actor 1 
0187: 292@ = create_marker_above_actor 289@ 
0187: 293@ = create_marker_above_actor 290@ 
0187: 294@ = create_marker_above_actor 291@ 
0006: 55@ = 0 
0006: 282@ = -10 
0006: 33@ = 0 

:SWEET7_3089
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $ACTOR_SWEET 
0006: 32@ = 0 

:SWEET7_3104
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @SWEET7_3134 
0001: wait 0 ms 
0002: jump @SWEET7_3104 

:SWEET7_3134
0249: release_model #SADLER 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0395: clear_area 1 at 2508.16 -1666.47 13.0 radius 10.0 
016A: fade 1 time 1000 
07AF: 260@ = player $PLAYER_CHAR group 
0746: set_acquaintance 0 of_actors_pedtype 8 to_actors_pedtype 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0940: set_group 260@ enters_leaders_vehicle 1 
00D6: if 
0039:   274@ == 13 
004D: jump_if_false @SWEET7_3289 
0187: 40@ = create_marker_above_actor $PLAYER_ACTOR 
00A5: 78@ = create_car #GREENWOO at 2508.975 -1671.537 12.3853 
0186: 43@ = create_marker_above_car 78@ 
009A: 98@ = create_actor_pedtype 24 model #BALLAS1 at 885.1994 -1075.546 23.3273 

:SWEET7_3289
0006: 304@ = 0 
0006: 532@ = 1 
0006: 533@ = 2 
0006: 534@ = 0 
0006: 535@ = 1 
0006: 536@ = 0 
0006: 537@ = 0 
05AA: 312@s = 'SWE7_AA' // @s = 'short'  // ~z~We're gonna need some allies.
05AA: 314@s = 'SWE7_AB' // @s = 'short'  // ~z~Yeah I'm gonna call up the homies and get us a little crew.
05AA: 316@s = 'SWE7_AC' // @s = 'short'  // ~z~But I warned you about putting time in for the homies.
05AA: 318@s = 'SWE7_AD' // @s = 'short'  // ~z~You ain't got enough stripes to rally up the troops.
05AA: 320@s = 'SWE7_AE' // @s = 'short'  // ~z~What can I do about that now?
05AA: 322@s = 'SWE7_AF' // @s = 'short'  // ~z~Head over to Ballas' hood, and put some work in.
05AA: 324@s = 'SWE7_AG' // @s = 'short'  // ~z~Bad news travels fast.
05AA: 326@s = 'SWE7_AH' // @s = 'short'  // ~z~I'll be waiting for you back here.
05AA: 328@s = 'SWE7_BA' // @s = 'short'  // ~z~Cool, we'll take my ride.
05AA: 330@s = 'SWE7_BB' // @s = 'short'  // ~z~Hey, where to?
05AA: 332@s = 'SWE7_BC' // @s = 'short'  // ~z~Just along the block up there by the bridge.
05AA: 334@s = 'SWE7_BD' // @s = 'short'  // ~z~I know a couple of Grove Streets we can bring along.
05AA: 336@s = 'SWE7_BE' // @s = 'short'  // ~z~A Grove posse? Man, you know I'm down with that.
05AA: 338@s = 'SWE7_CA' // @s = 'short'  // ~z~Get out and muster up the troops, CJ!
05AA: 340@s = 'SWE7_CB' // @s = 'short'  // ~z~There they go - get out and bring them along.
05AA: 342@s = 'SWE7_CC' // @s = 'short'  // ~z~There they are, go get 'em!
05AA: 344@s = 'SWE7_DA' // @s = 'short'  // ~z~CJ, you been hitting Ryder's wet stick?
05AA: 346@s = 'SWE7_DB' // @s = 'short'  // ~z~What the fuck you doing, CJ?
05AA: 348@s = 'SWE7_DC' // @s = 'short'  // ~z~Oh, CJ, you such a asshole!
05AA: 350@s = 'SWE7_DD' // @s = 'short'  // ~z~Tell those guys to beat it - I got two OGs in mind.
05AA: 352@s = 'SWE7_DE' // @s = 'short'  // ~z~I told you I had two Gs in mind - tell these fools to roll!
05AA: 354@s = 'SWE7_EA' // @s = 'short'  // ~z~OK, let's cut corners - we got a couple of homies to meet up with.
05AA: 356@s = 'SWE7_EB' // @s = 'short'  // ~z~We'll go around back of Los Sepulcros and sneak over the wall.
05AA: 358@s = 'SWE7_EC' // @s = 'short'  // ~z~C'mon, CJ, we gotta get in position before the funeral starts.
05AA: 360@s = 'SWE7_ED' // @s = 'short'  // ~z~Get a move on, CJ, we gonna be late!
05AA: 362@s = 'SWE7_EE' // @s = 'short'  // ~z~We got get there early, CJ!
05AA: 364@s = 'SWE7_EF' // @s = 'short'  // ~z~We missed the damn funeral!
05AA: 366@s = 'SWE7_EG' // @s = 'short'  // ~z~Too late, man, the funeral's over.
05AA: 368@s = 'SWE7_EH' // @s = 'short'  // ~z~This is it.
05AA: 370@s = 'SWE7_EJ' // @s = 'short'  // ~z~Carl, you stay put while we hop over the wall and check it out.
05AA: 372@s = 'SWE7_EK' // @s = 'short'  // ~z~OK, CJ, come on over!
05AA: 374@s = 'SWE7_FA' // @s = 'short'  // ~z~Y'all know CJ, right?
05AA: 376@s = 'SWE7_FB' // @s = 'short'  // ~z~These two boys been watching Front Yard Ballas set things up.
05AA: 378@s = 'SWE7_GA' // @s = 'short'  // ~z~Y'all take up positions, and wait for Kane.
05AA: 380@s = 'SWE7_GB' // @s = 'short'  // ~z~Kane? Ain't that cat front yard royalty?
05AA: 382@s = 'SWE7_GC' // @s = 'short'  // ~z~Yeah, so if there's a hint of trouble, he's a no-show.
05AA: 384@s = 'SWE7_HA' // @s = 'short'  // ~z~CJ. you fool, Kane won't show now!
05AA: 386@s = 'SWE7_HB' // @s = 'short'  // ~z~Aw, man, Kane ain't gonna show now.
05AA: 388@s = 'SWE7_HC' // @s = 'short'  // ~z~You blew the ambush, CJ, you buster!
05AA: 390@s = 'SWE7_JA' // @s = 'short'  // ~z~Here he comes...
05AA: 392@s = 'SWE7_JB' // @s = 'short'  // ~z~Looks like that buster's wearing armor.
05AA: 394@s = 'SWE7_JC' // @s = 'short'  // ~z~Might take a round or two to drop his ass.
05AA: 396@s = 'SWE7_KA' // @s = 'short'  // ~z~OK, CJ, you take Kane, and we'll take the rest of these fools out.
05AA: 398@s = 'SWE7_KB' // @s = 'short'  // ~z~You take Kane, CJ - we got the small fry.
05AA: 400@s = 'SWE7_KC' // @s = 'short'  // ~z~CJ, you take care of Kane - you guys, take care of these other marks!
05AA: 402@s = 'SWE7_LA' // @s = 'short'  // ~z~Kane's headed for that Ballas car!
05AA: 404@s = 'SWE7_LB' // @s = 'short'  // ~z~There's a Ballas car coming to bail out Kane!
05AA: 406@s = 'SWE7_LC' // @s = 'short'  // ~z~Kane's bailing!
05AA: 408@s = 'SWE7_MA' // @s = 'short'  // ~z~C'mon, we'll take that car over there!
05AA: 410@s = 'SWE7_MB' // @s = 'short'  // ~z~C'mon, let's use this car!
05AA: 412@s = 'SWE7_MC' // @s = 'short'  // ~z~We can take this car!
05AA: 414@s = 'SWE7_MD' // @s = 'short'  // ~z~Get that ride for us, CJ!
05AA: 416@s = 'SWE7_NA' // @s = 'short'  // ~z~OK, I've busted in, c'mon!
05AA: 418@s = 'SWE7_NB' // @s = 'short'  // ~z~C'mon, CJ, I've busted into this bucket!
05AA: 420@s = 'SWE7_OA' // @s = 'short'  // ~z~Smash, CJ, smash! We gotta catch him before he reaches the Front Yard set!
05AA: 422@s = 'SWE7_OB' // @s = 'short'  // ~z~Stamp it, CJ, we gotta get after that fool before he gets home!
05AA: 424@s = 'SWE7_PA' // @s = 'short'  // ~z~Get me close, CJ!
05AA: 426@s = 'SWE7_PB' // @s = 'short'  // ~z~Keep it steady!
05AA: 428@s = 'SWE7_PC' // @s = 'short'  // ~z~Get me alongside!
05AA: 430@s = 'SWE7_PD' // @s = 'short'  // ~z~Get alongside so I can blast this fool!
05AA: 432@s = 'SWE7_QA' // @s = 'short'  // ~z~Aw, shit, he's safe and sound now.
05AA: 434@s = 'SWE7_QB' // @s = 'short'  // ~z~Aw, shit, he done made it to the pizzad.
05AA: 436@s = 'SWE7_QC' // @s = 'short'  // ~z~Aw fuck! He outran us, FUCK!
05AA: 438@s = 'SWE7_RA' // @s = 'short'  // ~z~Eat that you Front Yard FOOL!
05AA: 440@s = 'SWE7_RB' // @s = 'short'  // ~z~Nobody messes with GROVE STREET!
05AA: 442@s = 'SWE7_RC' // @s = 'short'  // ~z~C'mon, let's bail back to Ganton!
05AA: 444@s = 'SWE7_SA' // @s = 'short'  // ~z~Nice one, CJ!
05AA: 446@s = 'SWE7_SB' // @s = 'short'  // ~z~I'll get us a getaway car, you guys take out the rest of those Ballas!
05AA: 448@s = 'SWE7_SC' // @s = 'short'  // ~z~OK, everybody in, let's roll!
05AA: 450@s = 'SWE7_TA' // @s = 'short'  // ~z~Man, we was a force back there.
05AA: 452@s = 'SWE7_TB' // @s = 'short'  // ~z~Everybody go home, stay low, we ain't seen each other all day, copy?
05AA: 454@s = 'SWE7_TC' // @s = 'short'  // ~z~I'll catch you later, Carl.
04AF: 459@ = 38400 // = constant 
04AF: 460@ = 38401 // = constant 
04AF: 461@ = 38402 // = constant 
04AF: 462@ = 38403 // = constant 
04AF: 463@ = 38404 // = constant 
04AF: 464@ = 38405 // = constant 
04AF: 465@ = 38406 // = constant 
04AF: 466@ = 38407 // = constant 
04AF: 467@ = 38408 // = constant 
04AF: 468@ = 38409 // = constant 
04AF: 469@ = 38410 // = constant 
04AF: 470@ = 38411 // = constant 
04AF: 471@ = 38412 // = constant 
04AF: 472@ = 38413 // = constant 
04AF: 473@ = 38414 // = constant 
04AF: 474@ = 38415 // = constant 
04AF: 475@ = 38416 // = constant 
04AF: 476@ = 38417 // = constant 
04AF: 477@ = 38418 // = constant 
04AF: 478@ = 38419 // = constant 
04AF: 479@ = 38420 // = constant 
04AF: 480@ = 38421 // = constant 
04AF: 481@ = 38422 // = constant 
04AF: 482@ = 38423 // = constant 
04AF: 483@ = 38424 // = constant 
04AF: 484@ = 38425 // = constant 
04AF: 485@ = 38426 // = constant 
04AF: 486@ = 38427 // = constant 
04AF: 487@ = 38428 // = constant 
04AF: 488@ = 38429 // = constant 
04AF: 489@ = 38430 // = constant 
04AF: 490@ = 38431 // = constant 
04AF: 491@ = 38432 // = constant 
04AF: 492@ = 38433 // = constant 
04AF: 493@ = 38434 // = constant 
04AF: 494@ = 38435 // = constant 
04AF: 495@ = 38436 // = constant 
04AF: 496@ = 38437 // = constant 
04AF: 497@ = 38438 // = constant 
04AF: 498@ = 38439 // = constant 
04AF: 499@ = 38440 // = constant 
04AF: 500@ = 38441 // = constant 
04AF: 501@ = 38442 // = constant 
04AF: 502@ = 38443 // = constant 
04AF: 503@ = 38444 // = constant 
04AF: 504@ = 38445 // = constant 
04AF: 505@ = 38446 // = constant 
04AF: 506@ = 38447 // = constant 
04AF: 507@ = 38448 // = constant 
04AF: 508@ = 38449 // = constant 
04AF: 509@ = 38450 // = constant 
04AF: 510@ = 38451 // = constant 
04AF: 511@ = 38452 // = constant 
04AF: 512@ = 38453 // = constant 
04AF: 513@ = 38454 // = constant 
04AF: 514@ = 38455 // = constant 
04AF: 515@ = 38456 // = constant 
04AF: 516@ = 38457 // = constant 
04AF: 517@ = 38458 // = constant 
04AF: 518@ = 38459 // = constant 
04AF: 519@ = 38460 // = constant 
04AF: 520@ = 38461 // = constant 
04AF: 521@ = 38462 // = constant 
04AF: 522@ = 38463 // = constant 
04AF: 523@ = 38464 // = constant 
04AF: 524@ = 38465 // = constant 
04AF: 525@ = 38466 // = constant 
04AF: 526@ = 38467 // = constant 
04AF: 527@ = 38468 // = constant 
04AF: 528@ = 38469 // = constant 
04AF: 529@ = 38470 // = constant 
04AF: 530@ = 38471 // = constant 

:SWEET7_5066
0001: wait 0 ms 
00D6: if 
0039:   304@ == 0 
004D: jump_if_false @SWEET7_5102 
03CF: load_wav 22600 as 3 
0006: 304@ = 1 

:SWEET7_5102
00D6: if 
0039:   304@ == 1 
004D: jump_if_false @SWEET7_5142 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @SWEET7_5142 
0006: 304@ = 2 

:SWEET7_5142
00D6: if 
0039:   304@ == 2 
004D: jump_if_false @SWEET7_5237 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET7_5237 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 97@ radius 200.0 200.0 0 
004D: jump_if_false @SWEET7_5237 
03D7: set_wav 3 location 884.9761 -1079.983 23.3133 
03D1: play_wav 3 
0006: 304@ = 3 

:SWEET7_5237
00D6: if 
8039:   not  534@ == 0 
004D: jump_if_false @SWEET7_5590 
00D6: if 
0039:   536@ == 0 
004D: jump_if_false @SWEET7_5308 
00D6: if 
03D0:   wav 533@ loaded 
004D: jump_if_false @SWEET7_5294 
040D: unload_wav 533@ 

:SWEET7_5294
0006: 536@ = 1 
0006: 537@ = 1 

:SWEET7_5308
00D6: if 
0039:   536@ == 1 
004D: jump_if_false @SWEET7_5345 
03CF: load_wav 458@(534@,74i) as 532@ 
0006: 536@ = 2 

:SWEET7_5345
00D6: if 
0039:   536@ == 2 
004D: jump_if_false @SWEET7_5405 
00D6: if 
03D0:   wav 532@ loaded 
004D: jump_if_false @SWEET7_5405 
03D1: play_wav 532@ 
00BC: show_text_highpriority GXT 310@(534@,74s) time 10000 flag 1 
0006: 536@ = 3 

:SWEET7_5405
00D6: if 
0039:   536@ == 3 
004D: jump_if_false @SWEET7_5590 
00D6: if 
03D2:   wav 532@ ended 
004D: jump_if_false @SWEET7_5529 
03D5: remove_text 310@(534@,74s) 
00D6: if 
0039:   532@ == 1 
004D: jump_if_false @SWEET7_5487 
0006: 532@ = 2 
0006: 533@ = 1 
0002: jump @SWEET7_5501 

:SWEET7_5487
0006: 532@ = 1 
0006: 533@ = 2 

:SWEET7_5501
0006: 534@ = 0 
0006: 536@ = 0 
0006: 537@ = 0 
0002: jump @SWEET7_5590 

:SWEET7_5529
00D6: if 
83D0:   not wav 533@ loaded 
004D: jump_if_false @SWEET7_5590 
00D6: if 
001B:   72 > 534@ 
004D: jump_if_false @SWEET7_5590 
0085: 535@ = 534@ // (int) 
000A: 535@ += 1 
03CF: load_wav 458@(535@,74i) as 533@ 

:SWEET7_5590
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SWEET7_5612 
0002: jump @SWEET7_32422 

:SWEET7_5612
00D6: if 
0735:   is_keyboard_key_pressed 87 
004D: jump_if_false @SWEET7_5663 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_5663 
00AB: put_car 78@ at 794.203 -1059.185 23.6844 

:SWEET7_5663
07F6: get_group 260@ number_of_leaders_to 262@ number_of_members_to 261@ 
00D6: if 
001B:   1 > 53@ 
004D: jump_if_false @SWEET7_5798 
00D6: if 
001A:   1 > $6693 
004D: jump_if_false @SWEET7_5741 
014F: stop_timer $6693 
00BE: text_clear_all 
0209: 540@ = random_int_in_ranges 0 2 
0006: 539@ = 31 
0006: 53@ = 999 

:SWEET7_5741
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_5798 
00D6: if 
0495:   car 78@ burning 
004D: jump_if_false @SWEET7_5798 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR664' time 6000 flag 1  // ~r~Sweet's car is ablaze and he's too smart to get back in!
0002: jump @SWEET7_32404 

:SWEET7_5798
0652: 281@ = integer_stat 68 
00D6: if 
0039:   55@ == 0 
004D: jump_if_false @SWEET7_7160 
00D6: if 
001B:   0 > 282@ 
004D: jump_if_false @SWEET7_6176 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_6176 
0871: init_jump_table 282@ total_jumps 9 default_jump 0 @SWEET7_6176 jumps -10 @SWEET7_5987 -9 @SWEET7_6008 -8 @SWEET7_6029 -7 @SWEET7_6050 -6 @SWEET7_6071 -5 @SWEET7_6092 -4 @SWEET7_6113 
0872: jump_table_jumps -3 @SWEET7_6134 -2 @SWEET7_6155 -1 @SWEET7_6176 -1 @SWEET7_6176 -1 @SWEET7_6176 -1 @SWEET7_6176 -1 @SWEET7_6176 -1 @SWEET7_6176 -1 @SWEET7_6176 

:SWEET7_5987
0006: 534@ = 1 
0006: 282@ = -9 
0002: jump @SWEET7_6176 

:SWEET7_6008
0006: 534@ = 2 
0006: 282@ = -8 
0002: jump @SWEET7_6176 

:SWEET7_6029
0006: 534@ = 3 
0006: 282@ = -7 
0002: jump @SWEET7_6176 

:SWEET7_6050
0006: 534@ = 4 
0006: 282@ = -6 
0002: jump @SWEET7_6176 

:SWEET7_6071
0006: 534@ = 5 
0006: 282@ = -5 
0002: jump @SWEET7_6176 

:SWEET7_6092
0006: 534@ = 6 
0006: 282@ = -4 
0002: jump @SWEET7_6176 

:SWEET7_6113
0006: 534@ = 7 
0006: 282@ = -3 
0002: jump @SWEET7_6176 

:SWEET7_6134
0006: 534@ = 8 
0006: 282@ = -2 
0002: jump @SWEET7_6176 

:SWEET7_6155
0006: 534@ = 0 
0006: 282@ = 0 
0002: jump @SWEET7_6176 

:SWEET7_6176
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_6301 
00D6: if 
0039:   282@ == 0 
004D: jump_if_false @SWEET7_6244 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR612' time 6000 flag 1  // ~s~Get to Ballas territory and take out some tough ~r~gang members~s~ to earn respect.
0006: 282@ = 1 
0006: 33@ = 0 

:SWEET7_6244
00D6: if 
0039:   282@ == 1 
004D: jump_if_false @SWEET7_6301 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @SWEET7_6301 
00BE: text_clear_all 
03E5: show_text_box 'HELP101'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
0006: 282@ = 2 

:SWEET7_6301
00D6: if 
0039:   284@ == 0 
004D: jump_if_false @SWEET7_6390 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @SWEET7_6390 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_6390 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_6390 
0687: clear_actor $ACTOR_SWEET task 
0639: AS_actor $ACTOR_SWEET rotate_to_actor $PLAYER_ACTOR 
0006: 32@ = 0 

:SWEET7_6390
00D6: if 
056D:   actor $ACTOR_SWEET defined 
004D: jump_if_false @SWEET7_6450 
00D6: if 
051A:   actor $ACTOR_SWEET damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_6450 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR618' time 6000 flag 1  // ~r~Getting rough with Sweet won't earn you any respect!
0002: jump @SWEET7_32404 

:SWEET7_6450
00D6: if 
0039:   295@ == 0 
004D: jump_if_false @SWEET7_6510 
00D6: if 
056D:   actor 289@ defined 
004D: jump_if_false @SWEET7_6510 
00D6: if 
051A:   actor 289@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_6510 
0006: 295@ = 1 

:SWEET7_6510
00D6: if 
0039:   295@ == 0 
004D: jump_if_false @SWEET7_6570 
00D6: if 
056D:   actor 290@ defined 
004D: jump_if_false @SWEET7_6570 
00D6: if 
051A:   actor 290@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_6570 
0006: 295@ = 1 

:SWEET7_6570
00D6: if 
0039:   295@ == 0 
004D: jump_if_false @SWEET7_6630 
00D6: if 
056D:   actor 291@ defined 
004D: jump_if_false @SWEET7_6630 
00D6: if 
051A:   actor 291@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_6630 
0006: 295@ = 1 

:SWEET7_6630
00D6: if 
0039:   295@ == 1 
004D: jump_if_false @SWEET7_6742 
00D6: if 
8118:   not actor 289@ dead 
004D: jump_if_false @SWEET7_6677 
0687: clear_actor 289@ task 
05E2: AS_actor 289@ kill_actor $PLAYER_ACTOR 

:SWEET7_6677
00D6: if 
8118:   not actor 290@ dead 
004D: jump_if_false @SWEET7_6706 
0687: clear_actor 290@ task 
05E2: AS_actor 290@ kill_actor $PLAYER_ACTOR 

:SWEET7_6706
00D6: if 
8118:   not actor 291@ dead 
004D: jump_if_false @SWEET7_6735 
0687: clear_actor 291@ task 
05E2: AS_actor 291@ kill_actor $PLAYER_ACTOR 

:SWEET7_6735
0006: 295@ = 2 

:SWEET7_6742
00D6: if 
0039:   296@ == 0 
004D: jump_if_false @SWEET7_6801 
00D6: if 
0118:   actor 289@ dead 
004D: jump_if_false @SWEET7_6801 
0623: add 35 to_integer_stat 68 
0164: disable_marker 292@ 
0652: 281@ = integer_stat 68 
0006: 296@ = 1 

:SWEET7_6801
00D6: if 
0039:   297@ == 0 
004D: jump_if_false @SWEET7_6860 
00D6: if 
0118:   actor 290@ dead 
004D: jump_if_false @SWEET7_6860 
0623: add 35 to_integer_stat 68 
0164: disable_marker 293@ 
0652: 281@ = integer_stat 68 
0006: 297@ = 1 

:SWEET7_6860
00D6: if 
0039:   298@ == 0 
004D: jump_if_false @SWEET7_6919 
00D6: if 
0118:   actor 291@ dead 
004D: jump_if_false @SWEET7_6919 
0623: add 35 to_integer_stat 68 
0164: disable_marker 294@ 
0652: 281@ = integer_stat 68 
0006: 298@ = 1 

:SWEET7_6919
00D6: if 
0118:   actor 289@ dead 
004D: jump_if_false @SWEET7_6999 
00D6: if 
0118:   actor 290@ dead 
004D: jump_if_false @SWEET7_6999 
00D6: if 
0118:   actor 291@ dead 
004D: jump_if_false @SWEET7_6999 
0652: 281@ = integer_stat 68 
00D6: if 
001B:   100 > 281@ 
004D: jump_if_false @SWEET7_6999 
0629: change_integer_stat 68 to 200 

:SWEET7_6999
0956: get_respect_to 301@ 
00D6: if 
0019:   301@ > 1 
004D: jump_if_false @SWEET7_7160 
01C2: remove_references_to_actor 289@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 290@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 291@ // Like turning an actor into a random pedestrian 
0164: disable_marker 292@ 
0164: disable_marker 293@ 
0164: disable_marker 294@ 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR617' time 6000 flag 1  // ~s~You've earned enough respect. Join Sweet back at his ~b~car~s~ now.
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_7160 
020A: set_car 78@ door_status_to 3 
0006: 55@ = 1 
0006: 284@ = 1 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_7160 
0687: clear_actor $ACTOR_SWEET task 
05CA: AS_actor $ACTOR_SWEET enter_car 78@ passenger_seat 0 time 20000 
0186: 41@ = create_marker_above_car 78@ 
041E: set_radio_station 7 
07E0: set_marker 41@ type_to 1 

:SWEET7_7160
00D6: if 
0039:   55@ == 1 
004D: jump_if_false @SWEET7_7386 
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @SWEET7_7275 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_7275 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_7275 
00D6: if 
0448:   actor $ACTOR_SWEET in_car 78@ 
004D: jump_if_false @SWEET7_7275 
0519: set_car 78@ locked 0 
020A: set_car 78@ door_status_to 1 
0657: car 78@ open_door 2 
0006: 284@ = 2 

:SWEET7_7275
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_7386 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_7386 
0164: disable_marker 41@ 
0652: 281@ = integer_stat 68 
018A: 267@ = create_checkpoint_at 2460.499 -1656.57 12.3125 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_7365 
0A09: set_actor $ACTOR_SWEET muted 1 // versionB 

:SWEET7_7365
0006: 55@ = 2 
0006: 44@ = 0 
0006: 539@ = 1 

:SWEET7_7386
00D6: if 
0039:   55@ == 2 
004D: jump_if_false @SWEET7_8598 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_8598 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_7682 
00D6: if 
0019:   539@ > 0 
004D: jump_if_false @SWEET7_7682 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_7682 
0871: init_jump_table 539@ total_jumps 5 default_jump 0 @SWEET7_7682 jumps 1 @SWEET7_7538 2 @SWEET7_7559 3 @SWEET7_7580 4 @SWEET7_7601 5 @SWEET7_7622 -1 @SWEET7_7682 -1 @SWEET7_7682 

:SWEET7_7538
0006: 534@ = 10 
0006: 539@ = 2 
0002: jump @SWEET7_7682 

:SWEET7_7559
0006: 534@ = 11 
0006: 539@ = 3 
0002: jump @SWEET7_7682 

:SWEET7_7580
0006: 534@ = 12 
0006: 539@ = 4 
0002: jump @SWEET7_7682 

:SWEET7_7601
0006: 534@ = 13 
0006: 539@ = 5 
0002: jump @SWEET7_7682 

:SWEET7_7622
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR650' time 6000 flag 1  // ~s~Drive to the nearby Grove Street ~y~hangout~s~ to find some help.
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_7668 
0A09: set_actor $ACTOR_SWEET muted 0 // versionB 

:SWEET7_7668
0006: 539@ = 0 
0002: jump @SWEET7_7682 

:SWEET7_7682
00D6: if 
0019:   541@ > 0 
004D: jump_if_false @SWEET7_7905 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_7905 
0871: init_jump_table 541@ total_jumps 2 default_jump 0 @SWEET7_7905 jumps 1 @SWEET7_7781 2 @SWEET7_7845 -1 @SWEET7_7905 -1 @SWEET7_7905 -1 @SWEET7_7905 -1 @SWEET7_7905 -1 @SWEET7_7905 

:SWEET7_7781
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_7806 
0006: 534@ = 24 

:SWEET7_7806
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_7831 
0006: 534@ = 26 

:SWEET7_7831
0006: 541@ = 2 
0002: jump @SWEET7_7905 

:SWEET7_7845
0006: 534@ = 0 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_7875 
0A09: set_actor $ACTOR_SWEET muted 0 // versionB 

:SWEET7_7875
00BC: show_text_highpriority GXT 'TWAR645' time 6000 flag 1  // ~s~Get in the ~b~car~s~ and drive!
0006: 541@ = 0 
0002: jump @SWEET7_7905 

:SWEET7_7905
00D6: if 
0019:   542@ > 0 
004D: jump_if_false @SWEET7_8080 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_8080 
0871: init_jump_table 542@ total_jumps 2 default_jump 0 @SWEET7_8080 jumps 1 @SWEET7_8004 2 @SWEET7_8043 -1 @SWEET7_8080 -1 @SWEET7_8080 -1 @SWEET7_8080 -1 @SWEET7_8080 -1 @SWEET7_8080 

:SWEET7_8004
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_8029 
0006: 534@ = 25 

:SWEET7_8029
0006: 542@ = 2 
0002: jump @SWEET7_8080 

:SWEET7_8043
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR650' time 6000 flag 1  // ~s~Drive to the nearby Grove Street ~y~hangout~s~ to find some help.
0006: 542@ = 0 
0002: jump @SWEET7_8080 

:SWEET7_8080
0652: 281@ = integer_stat 68 
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @SWEET7_8180 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_8180 
0186: 41@ = create_marker_above_car 78@ 
041E: set_radio_station 7 
07E0: set_marker 41@ type_to 1 
0164: disable_marker 267@ 
00BE: text_clear_all 
0006: 44@ = 1 
0006: 539@ = 0 
0006: 541@ = 1 
0209: 540@ = random_int_in_ranges 0 2 

:SWEET7_8180
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @SWEET7_8274 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_8274 
0164: disable_marker 41@ 
018A: 267@ = create_checkpoint_at 2460.499 -1656.57 12.3125 
00BE: text_clear_all 
0006: 44@ = 0 
0006: 539@ = 0 
0006: 542@ = 1 
0209: 540@ = random_int_in_ranges 0 1 

:SWEET7_8274
077E: get_active_interior_to 34@ 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @SWEET7_8317 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @SWEET7_8317 
01B4: set_player $PLAYER_CHAR can_move 1 

:SWEET7_8317
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_8598 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 2460.499 -1656.57 12.3125 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @SWEET7_8598 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
01C1:   car 78@ stopped 
004D: jump_if_false @SWEET7_8598 
0519: set_car 78@ locked 1 
0395: clear_area 1 at 2268.039 -1670.695 14.3594 radius 10.0 
04EF: release_animation "SMOKING" 
00BE: text_clear_all 
0006: 539@ = 1 
01B4: set_player $PLAYER_CHAR can_move 1 
0746: set_acquaintance 0 of_actors_pedtype 8 to_actors_pedtype 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
0164: disable_marker 267@ 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_8598 
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_8598 
0187: 265@ = create_marker_above_actor 263@ 
07E0: set_marker 265@ type_to 1 
0006: 268@ = 1 
0187: 266@ = create_marker_above_actor 264@ 
07E0: set_marker 266@ type_to 1 
0006: 269@ = 1 
0006: 285@ = 1 
0006: 32@ = 0 
0006: 55@ = 4 
0006: 270@ = 1 
0209: 540@ = random_int_in_ranges 0 3 

:SWEET7_8598
00D6: if 
0039:   55@ == 3 
004D: jump_if_false @SWEET7_8802 
0519: set_car 78@ locked 1 
0395: clear_area 1 at 2268.039 -1670.695 14.3594 radius 10.0 
04EF: release_animation "SMOKING" 
00BE: text_clear_all 
0006: 539@ = 1 
01B4: set_player $PLAYER_CHAR can_move 1 
0746: set_acquaintance 0 of_actors_pedtype 8 to_actors_pedtype 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_8802 
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_8802 
0187: 265@ = create_marker_above_actor 263@ 
07E0: set_marker 265@ type_to 1 
0006: 268@ = 1 
0187: 266@ = create_marker_above_actor 264@ 
07E0: set_marker 266@ type_to 1 
0006: 269@ = 1 
0006: 285@ = 1 
0006: 32@ = 0 
0006: 55@ = 4 
0006: 270@ = 1 
0209: 540@ = random_int_in_ranges 0 3 

:SWEET7_8802
00D6: if 
0039:   285@ == 1 
004D: jump_if_false @SWEET7_8868 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @SWEET7_8868 
03D5: remove_text 'TWAR652'  // ~s~Get those ~b~gang members~s~ to join you. They respect you enough to provide help.
03E5: show_text_box 'TWAR660'  // Hold ~k~~PED_LOCK_TARGET~ to target a gang member and press ~k~~GROUP_CONTROL_FWD~ or ~k~~GROUP_CONTROL_BWD~ to recruit him to your group.
0006: 285@ = 2 

:SWEET7_8868
00D6: if 
0039:   270@ == 1 
004D: jump_if_false @SWEET7_9644 
00D6: if 
0039:   268@ == 1 
004D: jump_if_false @SWEET7_8951 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_8951 
00D6: if 
06EE:   actor 263@ in_group 260@ 
004D: jump_if_false @SWEET7_8951 
0164: disable_marker 265@ 
0006: 268@ = 0 

:SWEET7_8951
00D6: if 
0039:   269@ == 1 
004D: jump_if_false @SWEET7_9016 
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_9016 
00D6: if 
06EE:   actor 264@ in_group 260@ 
004D: jump_if_false @SWEET7_9016 
0164: disable_marker 266@ 
0006: 269@ = 0 

:SWEET7_9016
00D6: if 
0039:   268@ == 0 
004D: jump_if_false @SWEET7_9103 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_9103 
00D6: if 
86EE:   not actor 263@ in_group 260@ 
004D: jump_if_false @SWEET7_9103 
0164: disable_marker 41@ 
0006: 55@ = 4 
0187: 265@ = create_marker_above_actor 263@ 
07E0: set_marker 265@ type_to 1 
0006: 268@ = 1 

:SWEET7_9103
00D6: if 
0039:   269@ == 0 
004D: jump_if_false @SWEET7_9190 
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_9190 
00D6: if 
86EE:   not actor 264@ in_group 260@ 
004D: jump_if_false @SWEET7_9190 
0164: disable_marker 41@ 
0006: 55@ = 4 
0187: 266@ = create_marker_above_actor 264@ 
07E0: set_marker 266@ type_to 1 
0006: 269@ = 1 

:SWEET7_9190
07F6: get_group 260@ number_of_leaders_to 262@ number_of_members_to 261@ 
00D6: if 
0019:   261@ > 1 
004D: jump_if_false @SWEET7_9588 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_9303 
00D6: if 
86EE:   not actor 263@ in_group 260@ 
004D: jump_if_false @SWEET7_9303 
03E6: remove_text_box 
0512: show_permanent_text_box 'TWAR662'  // Holding ~k~~GROUP_CONTROL_FWD~ or ~k~~GROUP_CONTROL_BWD~ for a few seconds or moving too far away from them will disband your group.
00D6: if 
001B:   11 > 543@ 
004D: jump_if_false @SWEET7_9303 
00BE: text_clear_all 
0209: 540@ = random_int_in_ranges 0 2 
0006: 543@ = 11 

:SWEET7_9303
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_9387 
00D6: if 
86EE:   not actor 264@ in_group 260@ 
004D: jump_if_false @SWEET7_9387 
03E6: remove_text_box 
0512: show_permanent_text_box 'TWAR662'  // Holding ~k~~GROUP_CONTROL_FWD~ or ~k~~GROUP_CONTROL_BWD~ for a few seconds or moving too far away from them will disband your group.
00D6: if 
001B:   11 > 543@ 
004D: jump_if_false @SWEET7_9387 
00BE: text_clear_all 
0209: 540@ = random_int_in_ranges 0 2 
0006: 543@ = 11 

:SWEET7_9387
00D6: if 
0019:   543@ > 10 
004D: jump_if_false @SWEET7_9588 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_9588 
0871: init_jump_table 543@ total_jumps 2 default_jump 0 @SWEET7_9588 jumps 11 @SWEET7_9486 12 @SWEET7_9550 -1 @SWEET7_9588 -1 @SWEET7_9588 -1 @SWEET7_9588 -1 @SWEET7_9588 -1 @SWEET7_9588 

:SWEET7_9486
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_9511 
0006: 534@ = 20 

:SWEET7_9511
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_9536 
0006: 534@ = 21 

:SWEET7_9536
0006: 543@ = 12 
0002: jump @SWEET7_9588 

:SWEET7_9550
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR659' time 6000 flag 1  // ~s~You've got two gang members in your group now but not the men wanted for the job! Pick the right two this time!
0006: 543@ = 999 
0002: jump @SWEET7_9588 

:SWEET7_9588
00D6: if 
001B:   2 > 261@ 
004D: jump_if_false @SWEET7_9644 
00D6: if 
0039:   285@ == 2 
004D: jump_if_false @SWEET7_9644 
03E6: remove_text_box 
0512: show_permanent_text_box 'TWAR660'  // Hold ~k~~PED_LOCK_TARGET~ to target a gang member and press ~k~~GROUP_CONTROL_FWD~ or ~k~~GROUP_CONTROL_BWD~ to recruit him to your group.
0006: 543@ = 0 

:SWEET7_9644
00D6: if 
0039:   55@ == 4 
004D: jump_if_false @SWEET7_10303 
00D6: if 
0019:   539@ > 0 
004D: jump_if_false @SWEET7_10115 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_10115 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_10115 jumps 1 @SWEET7_9761 2 @SWEET7_10024 -1 @SWEET7_10115 -1 @SWEET7_10115 -1 @SWEET7_10115 -1 @SWEET7_10115 -1 @SWEET7_10115 

:SWEET7_9761
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_9844 
0006: 534@ = 1 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_9844 
0687: clear_actor $ACTOR_SWEET task 
0605: actor $ACTOR_SWEET perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET7_9844
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_9927 
0006: 534@ = 1 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_9927 
0687: clear_actor $ACTOR_SWEET task 
0605: actor $ACTOR_SWEET perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET7_9927
00D6: if 
0039:   540@ == 2 
004D: jump_if_false @SWEET7_10010 
0006: 534@ = 1 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_10010 
0687: clear_actor $ACTOR_SWEET task 
0605: actor $ACTOR_SWEET perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET7_10010
0006: 539@ = 2 
0002: jump @SWEET7_10115 

:SWEET7_10024
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR652' time 6000 flag 1  // ~s~Get those ~b~gang members~s~ to join you. They respect you enough to provide help.
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_10101 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_10101 
0687: clear_actor $ACTOR_SWEET task 
05CA: AS_actor $ACTOR_SWEET enter_car 78@ passenger_seat 0 time 20000 
041E: set_radio_station 7 

:SWEET7_10101
0006: 539@ = 0 
0002: jump @SWEET7_10115 

:SWEET7_10115
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_10303 
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_10303 
00D6: if 
06EE:   actor 263@ in_group 260@ 
004D: jump_if_false @SWEET7_10303 
00D6: if 
06EE:   actor 264@ in_group 260@ 
004D: jump_if_false @SWEET7_10303 
03E6: remove_text_box 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR654' time 5500 flag 1  // ~s~Get in the ~b~car~s~ with your gang and take them to the funeral.
0006: 286@ = 1 
0006: 33@ = 0 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_10296 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_10296 
00D6: if 
0448:   actor $ACTOR_SWEET in_car 78@ 
004D: jump_if_false @SWEET7_10296 
020A: set_car 78@ door_status_to 1 
0186: 41@ = create_marker_above_car 78@ 
07E0: set_marker 41@ type_to 1 
041E: set_radio_station 7 

:SWEET7_10296
0006: 55@ = 10 

:SWEET7_10303
00D6: if 
0039:   286@ == 1 
004D: jump_if_false @SWEET7_10347 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @SWEET7_10347 
0006: 286@ = 2 

:SWEET7_10347
00D6: if 
0039:   55@ == 10 
004D: jump_if_false @SWEET7_10659 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_10659 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_10659 
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_10659 
00D6: if 
0448:   actor 263@ in_car 78@ 
004D: jump_if_false @SWEET7_10659 
00D6: if 
0448:   actor 264@ in_car 78@ 
004D: jump_if_false @SWEET7_10659 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_10659 
0519: set_car 78@ locked 0 
03E6: remove_text_box 
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @SWEET7_10567 
03C3: set_timer_to $6693 type 1 GXT 'TWAR620' // global_variable  // Time
076C: set_zone 'GAN1' gang 1 density_to 35@ 
076C: set_zone 'GAN2' gang 1 density_to 36@ 
04EF: release_animation "SMOKING" 
0006: 302@ = 1 

:SWEET7_10567
0164: disable_marker 41@ 
018A: 42@ = create_checkpoint_at 799.0102 -1074.032 23.0115 
0006: 270@ = 1 
0006: 44@ = 0 
0006: 539@ = 1 
0006: 55@ = 20 
0006: 32@ = 0 
01E8: create_forbidden_for_cars_cube_cornerA 772.243 -1050.323 10.2931 cornerB 806.2723 -1130.195 23.8359 

:SWEET7_10659
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @SWEET7_10726 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SWEET7_10726 
00D6: if 
001B:   10 > 53@ 
004D: jump_if_false @SWEET7_10726 
0006: 53@ = 10 
0006: 37@ = 0 

:SWEET7_10726
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @SWEET7_10768 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SWEET7_10768 
0006: 133@ = 15 

:SWEET7_10768
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_10809 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR638' time 10000 flag 1  // ~r~Sweet's been killed! That wasn't part of the plan!
0002: jump @SWEET7_32404 

:SWEET7_10809
00D6: if 
0119:   car 79@ wrecked 
004D: jump_if_false @SWEET7_10882 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_10882 
00D6: if 
80DF:   not actor $ACTOR_SWEET driving 
004D: jump_if_false @SWEET7_10882 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR648' time 6000 flag 1  // ~r~That car could have been useful! There was no need to destroy it!
0002: jump @SWEET7_32404 

:SWEET7_10882
00D6: if 
0039:   53@ == 0 
004D: jump_if_false @SWEET7_12788 
00D6: if 
0039:   55@ == 20 
004D: jump_if_false @SWEET7_12788 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_12788 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_11207 
00D6: if 
0039:   278@ == 0 
004D: jump_if_false @SWEET7_11008 
00D6: if 
0019:   32@ > 20000 
004D: jump_if_false @SWEET7_11008 
03E5: show_text_box 'TWAR656'  // The higher the respect you have with a gang the more members you can recruit to your group.
0006: 278@ = 1 

:SWEET7_11008
00D6: if 
0019:   539@ > 0 
004D: jump_if_false @SWEET7_11207 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_11207 
0871: init_jump_table 539@ total_jumps 4 default_jump 0 @SWEET7_11207 jumps 1 @SWEET7_11107 2 @SWEET7_11128 3 @SWEET7_11149 4 @SWEET7_11170 -1 @SWEET7_11207 -1 @SWEET7_11207 -1 @SWEET7_11207 

:SWEET7_11107
0006: 534@ = 23 
0006: 539@ = 2 
0002: jump @SWEET7_11207 

:SWEET7_11128
0006: 534@ = 35 
0006: 539@ = 3 
0002: jump @SWEET7_11207 

:SWEET7_11149
0006: 534@ = 36 
0006: 539@ = 4 
0002: jump @SWEET7_11207 

:SWEET7_11170
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR631' time 6000 flag 1  // ~s~Everybody's in. Drive to the back of the ~y~cemetery~s~ before Kane arrives.
0006: 539@ = 0 
0002: jump @SWEET7_11207 

:SWEET7_11207
00D6: if 
0019:   541@ > 0 
004D: jump_if_false @SWEET7_11407 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_11407 
0871: init_jump_table 541@ total_jumps 2 default_jump 0 @SWEET7_11407 jumps 1 @SWEET7_11306 2 @SWEET7_11370 -1 @SWEET7_11407 -1 @SWEET7_11407 -1 @SWEET7_11407 -1 @SWEET7_11407 -1 @SWEET7_11407 

:SWEET7_11306
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_11331 
0006: 534@ = 24 

:SWEET7_11331
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_11356 
0006: 534@ = 26 

:SWEET7_11356
0006: 541@ = 2 
0002: jump @SWEET7_11407 

:SWEET7_11370
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR632' time 6000 flag 1  // ~s~Get yourself and those gang members back in the ~b~car~s~ quickly.
0006: 541@ = 0 
0002: jump @SWEET7_11407 

:SWEET7_11407
00D6: if 
0019:   542@ > 0 
004D: jump_if_false @SWEET7_11582 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_11582 
0871: init_jump_table 542@ total_jumps 2 default_jump 0 @SWEET7_11582 jumps 1 @SWEET7_11506 2 @SWEET7_11545 -1 @SWEET7_11582 -1 @SWEET7_11582 -1 @SWEET7_11582 -1 @SWEET7_11582 -1 @SWEET7_11582 

:SWEET7_11506
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_11531 
0006: 534@ = 25 

:SWEET7_11531
0006: 542@ = 2 
0002: jump @SWEET7_11582 

:SWEET7_11545
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR631' time 6000 flag 1  // ~s~Everybody's in. Drive to the back of the ~y~cemetery~s~ before Kane arrives.
0006: 542@ = 0 
0002: jump @SWEET7_11582 

:SWEET7_11582
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @SWEET7_11675 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_11675 
0186: 41@ = create_marker_above_car 78@ 
041E: set_radio_station 7 
07E0: set_marker 41@ type_to 1 
0164: disable_marker 42@ 
00BE: text_clear_all 
0006: 44@ = 1 
0006: 539@ = 0 
0006: 541@ = 1 
0209: 540@ = random_int_in_ranges 0 2 

:SWEET7_11675
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @SWEET7_11839 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_11839 
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_11839 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_11839 
00D6: if 
0448:   actor 263@ in_car 78@ 
004D: jump_if_false @SWEET7_11839 
00D6: if 
0448:   actor 264@ in_car 78@ 
004D: jump_if_false @SWEET7_11839 
0164: disable_marker 41@ 
018A: 42@ = create_checkpoint_at 799.0102 -1074.032 23.0115 
00BE: text_clear_all 
0006: 44@ = 0 
0006: 539@ = 0 
0006: 542@ = 1 
0209: 540@ = random_int_in_ranges 0 1 

:SWEET7_11839
077E: get_active_interior_to 34@ 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @SWEET7_11882 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @SWEET7_11882 
01B4: set_player $PLAYER_CHAR can_move 1 

:SWEET7_11882
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @SWEET7_12788 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_12788 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 799.0102 -1074.032 23.0115 radius 3.8 3.8 4.0 sphere 1 in_car 
004D: jump_if_false @SWEET7_12788 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
01C1:   car 78@ stopped 
004D: jump_if_false @SWEET7_12788 
0164: disable_marker 42@ 
01B4: set_player $PLAYER_CHAR can_move 0 
014F: stop_timer $6693 
016A: fade 0 time 500 

:SWEET7_12014
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET7_12038 
0001: wait 0 ms 
0002: jump @SWEET7_12014 

:SWEET7_12038
015F: set_camera_position 790.7784 -1072.139 26.2131 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 791.6847 -1072.378 25.8645 switchstyle 2 
03CB: set_rendering_origin_at 803.5742 -1075.752 23.3957 
0001: wait 0 ms 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_12133 
0519: set_car 78@ locked 1 

:SWEET7_12133
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
016A: fade 1 time 1000 

:SWEET7_12151
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET7_12175 
0001: wait 0 ms 
0002: jump @SWEET7_12151 

:SWEET7_12175
014F: stop_timer $6693 
016A: fade 1 time 1000 

:SWEET7_12187
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET7_12211 
0001: wait 0 ms 
0002: jump @SWEET7_12187 

:SWEET7_12211
0006: 270@ = 0 
0006: 53@ = 1 
0006: 133@ = 1 
0006: 32@ = 0 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_12264 
0006: 534@ = 29 

:SWEET7_12264
00D6: if 
0039:   53@ == -999 
004D: jump_if_false @SWEET7_12437 
009A: 81@ = create_actor_pedtype 25 model #FAM2 at 820.7578 -1078.671 22.9313 
0173: set_actor 81@ Z_angle_to 258.1012 
060B: set_actor 81@ decision_maker_to 93@ 
0223: set_actor 81@ health_to 500 
08AF: set_actor 81@ max_health_to 500 
0568: set_actor 81@ untargetable 1 
01B2: give_actor 81@ weapon 28 ammo 99999 // Load the weapon model before using this 
009A: 82@ = create_actor_pedtype 25 model #FAM2 at 820.2401 -1075.763 23.0894 
0173: set_actor 82@ Z_angle_to 200.7 
060B: set_actor 82@ decision_maker_to 93@ 
0223: set_actor 82@ health_to 500 
08AF: set_actor 82@ max_health_to 500 
0568: set_actor 82@ untargetable 1 
01B2: give_actor 82@ weapon 28 ammo 99999 // Load the weapon model before using this 

:SWEET7_12437
0249: release_model #FAM2 
0249: release_model #FAM3 
0249: release_model #FAM1 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_12558 
060B: set_actor $ACTOR_SWEET decision_maker_to 93@ 
0687: clear_actor $ACTOR_SWEET task 
0187: 39@ = create_marker_above_actor $ACTOR_SWEET 
07E0: set_marker 39@ type_to 1 
0615: define_AS_pack_begin 83@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 804.576 -1075.795 23.3946 mode 4 time 10000 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 83@ 
0618: assign_actor $ACTOR_SWEET to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 
0006: 32@ = 0 

:SWEET7_12558
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @SWEET7_12588 
0001: wait 0 ms 
0002: jump @SWEET7_12558 

:SWEET7_12588
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_12673 
060B: set_actor 263@ decision_maker_to 93@ 
06C9: remove_actor 263@ from_group 
0687: clear_actor 263@ task 
0615: define_AS_pack_begin 272@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 804.8553 -1074.422 23.4385 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 272@ 
0618: assign_actor 263@ to_AS_pack 272@ 
061B: remove_references_to_AS_pack 272@ 

:SWEET7_12673
00D6: if 
001B:   1750 > 32@ 
004D: jump_if_false @SWEET7_12703 
0001: wait 0 ms 
0002: jump @SWEET7_12673 

:SWEET7_12703
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_12788 
060B: set_actor 264@ decision_maker_to 93@ 
06C9: remove_actor 264@ from_group 
0687: clear_actor 264@ task 
0615: define_AS_pack_begin 273@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 805.1254 -1072.344 23.5187 mode 6 time 10000 ms // versionA 
0616: define_AS_pack_end 273@ 
0618: assign_actor 264@ to_AS_pack 273@ 
061B: remove_references_to_AS_pack 273@ 

:SWEET7_12788
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @SWEET7_12839 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @SWEET7_12839 
0006: 133@ = 4 
0006: 32@ = 0 

:SWEET7_12839
00D6: if 
0039:   133@ == 4 
004D: jump_if_false @SWEET7_13226 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SWEET7_12908 
00D6: if 
0039:   303@ == 0 
004D: jump_if_false @SWEET7_12908 
0006: 38@ = 1 
0006: 303@ = 1 

:SWEET7_12908
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @SWEET7_13226 
0395: clear_area 1 at 804.576 -1075.795 23.3946 radius 5.0 
015F: set_camera_position 813.1065 -1071.708 27.3524 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 812.2476 -1072.201 27.2129 switchstyle 2 
0006: 133@ = 5 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_13027 

:SWEET7_13027
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET7_13108 
0687: clear_actor $PLAYER_ACTOR task 
0615: define_AS_pack_begin 549@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 803.7976 -1075.882 23.3933 mode 6 time 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 272.0 
0616: define_AS_pack_end 549@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 549@ 
061B: remove_references_to_AS_pack 549@ 

:SWEET7_13108
0006: 32@ = 0 
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_13226 
0687: clear_actor 264@ task 
00A1: put_actor 264@ at 805.1254 -1072.344 23.5187 
0173: set_actor 264@ Z_angle_to 230.0 
0615: define_AS_pack_begin 273@ 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point 820.4114 -1076.603 23.0623 mode 6 time 10000 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 273@ 
0618: assign_actor 264@ to_AS_pack 273@ 
061B: remove_references_to_AS_pack 273@ 

:SWEET7_13226
00D6: if 
0039:   133@ == 5 
004D: jump_if_false @SWEET7_13381 
00D6: if 
0019:   32@ > 200 
004D: jump_if_false @SWEET7_13381 
0395: clear_area 1 at 804.576 -1075.795 23.3946 radius 5.0 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_13367 
0687: clear_actor $ACTOR_SWEET task 
00A1: put_actor $ACTOR_SWEET at 804.576 -1075.795 23.3946 
0173: set_actor $ACTOR_SWEET Z_angle_to 271.0 
0615: define_AS_pack_begin 83@ 
078F: AS_actor -1 climb 1 
0616: define_AS_pack_end 83@ 
0618: assign_actor $ACTOR_SWEET to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 

:SWEET7_13367
0006: 32@ = 0 
0006: 133@ = 6 

:SWEET7_13381
00D6: if 
0039:   133@ == 6 
004D: jump_if_false @SWEET7_13543 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SWEET7_13543 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_13529 
0687: clear_actor 263@ task 
00A1: put_actor 263@ at 804.8553 -1074.422 23.4385 
0173: set_actor 263@ Z_angle_to 262.0 
0615: define_AS_pack_begin 272@ 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point 818.4114 -1076.603 23.0623 mode 6 time 10000 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 272@ 
0618: assign_actor 263@ to_AS_pack 272@ 
061B: remove_references_to_AS_pack 272@ 

:SWEET7_13529
0006: 133@ = 10 
0006: 32@ = 0 

:SWEET7_13543
00D6: if 
0039:   133@ == 10 
004D: jump_if_false @SWEET7_13665 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SWEET7_13665 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_13626 
0687: clear_actor $ACTOR_SWEET task 
05D3: AS_actor $ACTOR_SWEET goto_point 818.4114 -1076.603 23.0623 mode 6 time 10000 ms // versionA 

:SWEET7_13626
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_13651 
0006: 534@ = 31 

:SWEET7_13651
0006: 133@ = 13 
0006: 32@ = 0 

:SWEET7_13665
00D6: if 
0039:   133@ == 13 
004D: jump_if_false @SWEET7_13727 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_13727 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SWEET7_13727 
0006: 133@ = 15 

:SWEET7_13727
00D6: if 
0039:   133@ == 15 
004D: jump_if_false @SWEET7_13960 
0006: 38@ = 0 
0687: clear_actor $PLAYER_ACTOR task 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 133@ = 20 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR635' time 6000 flag 1  // ~s~Climb over the wall and approach ~b~Sweet~s~ and his men.
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_13858 
0792: disembark_instantly_actor $ACTOR_SWEET 
00A1: put_actor $ACTOR_SWEET at 818.4114 -1076.603 23.0623 
0173: set_actor $ACTOR_SWEET Z_angle_to 279.0 
0639: AS_actor $ACTOR_SWEET rotate_to_actor $PLAYER_ACTOR 

:SWEET7_13858
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_13909 
0792: disembark_instantly_actor 263@ 
00A1: put_actor 263@ at 816.0391 -1072.607 23.71 
0173: set_actor 263@ Z_angle_to 248.0 

:SWEET7_13909
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_13960 
0792: disembark_instantly_actor 264@ 
00A1: put_actor 264@ at 815.9681 -1073.723 23.5666 
0173: set_actor 264@ Z_angle_to 253.0 

:SWEET7_13960
00D6: if 
0039:   53@ == 1 
004D: jump_if_false @SWEET7_14244 
00D6: if 
0039:   55@ == 20 
004D: jump_if_false @SWEET7_14244 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_14244 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @SWEET7_14153 
00D6: if 
00FE:   actor $ACTOR_SWEET sphere 0 in_sphere 818.4114 -1076.603 23.0623 radius 4.0 4.0 4.0 
004D: jump_if_false @SWEET7_14153 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 2.0 2.0 0 
004D: jump_if_false @SWEET7_14153 
0687: clear_actor $ACTOR_SWEET task 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_14130 

:SWEET7_14130
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_14146 

:SWEET7_14146
0006: 68@ = 1 

:SWEET7_14153
00D6: if 
00FE:   actor $ACTOR_SWEET sphere 0 in_sphere 818.4114 -1076.603 23.0623 radius 2.0 2.0 2.0 
004D: jump_if_false @SWEET7_14244 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 2.0 2.0 0 
004D: jump_if_false @SWEET7_14244 
0006: 53@ = 4 
0164: disable_marker 39@ 

:SWEET7_14244
00D6: if 
001B:   1 > 53@ 
004D: jump_if_false @SWEET7_14303 
00D6: if 
0119:   car 78@ wrecked 
004D: jump_if_false @SWEET7_14303 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR633' time 8000 flag 1  // ~r~You've wrecked Sweet's car and the job hasn't been done!
0002: jump @SWEET7_32404 

:SWEET7_14303
00D6: if 
001B:   5 > 53@ 
004D: jump_if_false @SWEET7_15562 
00D6: if 
056D:   actor 263@ defined 
004D: jump_if_false @SWEET7_14379 
00D6: if 
0118:   actor 263@ dead 
004D: jump_if_false @SWEET7_14379 
00BE: text_clear_all 
0209: 540@ = random_int_in_ranges 0 3 
0006: 539@ = 21 
0006: 53@ = 999 

:SWEET7_14379
00D6: if 
056D:   actor 264@ defined 
004D: jump_if_false @SWEET7_14437 
00D6: if 
0118:   actor 264@ dead 
004D: jump_if_false @SWEET7_14437 
00BE: text_clear_all 
0209: 540@ = random_int_in_ranges 0 3 
0006: 539@ = 21 
0006: 53@ = 999 

:SWEET7_14437
00D6: if 
056D:   actor 105@ defined 
004D: jump_if_false @SWEET7_14662 
00D6: if 
051A:   actor 105@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_14662 
0006: 69@ = 1 
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_14508 
0687: clear_actor 105@ task 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 

:SWEET7_14508
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_14537 
0687: clear_actor 107@ task 
05E2: AS_actor 107@ kill_actor $PLAYER_ACTOR 

:SWEET7_14537
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_14566 
0687: clear_actor 109@ task 
05E2: AS_actor 109@ kill_actor $PLAYER_ACTOR 

:SWEET7_14566
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET7_14602 
0687: clear_actor 97@ task 
05DD: AS_actor 97@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_14602
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET7_14638 
0687: clear_actor 96@ task 
05DD: AS_actor 96@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_14638
0209: 540@ = random_int_in_ranges 0 3 
0006: 539@ = 41 
0006: 53@ = 999 

:SWEET7_14662
00D6: if 
056D:   actor 107@ defined 
004D: jump_if_false @SWEET7_14887 
00D6: if 
051A:   actor 107@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_14887 
0006: 69@ = 1 
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_14733 
0687: clear_actor 107@ task 
05E2: AS_actor 107@ kill_actor $PLAYER_ACTOR 

:SWEET7_14733
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_14762 
0687: clear_actor 105@ task 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 

:SWEET7_14762
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_14791 
0687: clear_actor 109@ task 
05E2: AS_actor 109@ kill_actor $PLAYER_ACTOR 

:SWEET7_14791
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET7_14827 
0687: clear_actor 97@ task 
05DD: AS_actor 97@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_14827
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET7_14863 
0687: clear_actor 96@ task 
05DD: AS_actor 96@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_14863
0209: 540@ = random_int_in_ranges 0 3 
0006: 539@ = 41 
0006: 53@ = 999 

:SWEET7_14887
00D6: if 
056D:   actor 109@ defined 
004D: jump_if_false @SWEET7_15112 
00D6: if 
051A:   actor 109@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_15112 
0006: 69@ = 1 
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_14958 
0687: clear_actor 109@ task 
05E2: AS_actor 109@ kill_actor $PLAYER_ACTOR 

:SWEET7_14958
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_14987 
0687: clear_actor 105@ task 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 

:SWEET7_14987
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_15016 
0687: clear_actor 107@ task 
05E2: AS_actor 107@ kill_actor $PLAYER_ACTOR 

:SWEET7_15016
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET7_15052 
0687: clear_actor 97@ task 
05DD: AS_actor 97@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_15052
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET7_15088 
0687: clear_actor 96@ task 
05DD: AS_actor 96@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_15088
0209: 540@ = random_int_in_ranges 0 3 
0006: 539@ = 41 
0006: 53@ = 999 

:SWEET7_15112
00D6: if 
056D:   actor 96@ defined 
004D: jump_if_false @SWEET7_15337 
00D6: if 
051A:   actor 96@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_15337 
0006: 69@ = 1 
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_15183 
0687: clear_actor 105@ task 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 

:SWEET7_15183
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_15212 
0687: clear_actor 107@ task 
05E2: AS_actor 107@ kill_actor $PLAYER_ACTOR 

:SWEET7_15212
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_15241 
0687: clear_actor 109@ task 
05E2: AS_actor 109@ kill_actor $PLAYER_ACTOR 

:SWEET7_15241
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET7_15277 
0687: clear_actor 97@ task 
05DD: AS_actor 97@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_15277
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET7_15313 
0687: clear_actor 96@ task 
05DD: AS_actor 96@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_15313
0209: 540@ = random_int_in_ranges 0 3 
0006: 539@ = 41 
0006: 53@ = 999 

:SWEET7_15337
00D6: if 
056D:   actor 97@ defined 
004D: jump_if_false @SWEET7_15562 
00D6: if 
051A:   actor 97@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_15562 
0006: 69@ = 1 
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_15408 
0687: clear_actor 105@ task 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 

:SWEET7_15408
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_15437 
0687: clear_actor 107@ task 
05E2: AS_actor 107@ kill_actor $PLAYER_ACTOR 

:SWEET7_15437
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_15466 
0687: clear_actor 109@ task 
05E2: AS_actor 109@ kill_actor $PLAYER_ACTOR 

:SWEET7_15466
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET7_15502 
0687: clear_actor 97@ task 
05DD: AS_actor 97@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_15502
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET7_15538 
0687: clear_actor 96@ task 
05DD: AS_actor 96@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_15538
0209: 540@ = random_int_in_ranges 0 3 
0006: 539@ = 41 
0006: 53@ = 999 

:SWEET7_15562
00D6: if 
0039:   53@ == 999 
004D: jump_if_false @SWEET7_16519 
00D6: if and
0019:   539@ > 20 
001B:   30 > 539@ 
004D: jump_if_false @SWEET7_15820 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_15820 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_15820 jumps 21 @SWEET7_15687 22 @SWEET7_15776 -1 @SWEET7_15820 -1 @SWEET7_15820 -1 @SWEET7_15820 -1 @SWEET7_15820 -1 @SWEET7_15820 

:SWEET7_15687
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_15712 
0006: 534@ = 17 

:SWEET7_15712
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_15737 
0006: 534@ = 18 

:SWEET7_15737
00D6: if 
0039:   540@ == 2 
004D: jump_if_false @SWEET7_15762 
0006: 534@ = 19 

:SWEET7_15762
0006: 539@ = 22 
0002: jump @SWEET7_15820 

:SWEET7_15776
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR658' time 6000 flag 1  // ~r~The job isn't going to be any easier short-handed!
0006: 539@ = 0 
0002: jump @SWEET7_32404 
0002: jump @SWEET7_15820 

:SWEET7_15820
00D6: if and
0019:   539@ > 30 
001B:   40 > 539@ 
004D: jump_if_false @SWEET7_16034 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_16034 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_16034 jumps 31 @SWEET7_15926 32 @SWEET7_15990 -1 @SWEET7_16034 -1 @SWEET7_16034 -1 @SWEET7_16034 -1 @SWEET7_16034 -1 @SWEET7_16034 

:SWEET7_15926
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_15951 
0006: 534@ = 27 

:SWEET7_15951
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_15976 
0006: 534@ = 28 

:SWEET7_15976
0006: 539@ = 32 
0002: jump @SWEET7_16034 

:SWEET7_15990
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR619' time 6000 flag 1  // ~r~The funeral will be over! Kane's going to survive another day!
0006: 539@ = 0 
0002: jump @SWEET7_32404 
0002: jump @SWEET7_16034 

:SWEET7_16034
00D6: if and
0019:   539@ > 40 
001B:   50 > 539@ 
004D: jump_if_false @SWEET7_16273 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_16273 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_16273 jumps 41 @SWEET7_16140 42 @SWEET7_16229 -1 @SWEET7_16273 -1 @SWEET7_16273 -1 @SWEET7_16273 -1 @SWEET7_16273 -1 @SWEET7_16273 

:SWEET7_16140
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_16165 
0006: 534@ = 37 

:SWEET7_16165
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_16190 
0006: 534@ = 38 

:SWEET7_16190
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_16215 
0006: 534@ = 39 

:SWEET7_16215
0006: 539@ = 42 
0002: jump @SWEET7_16273 

:SWEET7_16229
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR625' time 6000 flag 1  // ~r~You've started trouble too early! Kane won't arrive now!
0006: 539@ = 0 
0002: jump @SWEET7_32404 
0002: jump @SWEET7_16273 

:SWEET7_16273
00D6: if and
0019:   539@ > 60 
001B:   70 > 539@ 
004D: jump_if_false @SWEET7_16519 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_16519 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_16519 jumps 61 @SWEET7_16379 62 @SWEET7_16468 -1 @SWEET7_16519 -1 @SWEET7_16519 -1 @SWEET7_16519 -1 @SWEET7_16519 -1 @SWEET7_16519 

:SWEET7_16379
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_16404 
0006: 534@ = 61 

:SWEET7_16404
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_16429 
0006: 534@ = 62 

:SWEET7_16429
00D6: if 
0039:   540@ == 2 
004D: jump_if_false @SWEET7_16454 
0006: 534@ = 63 

:SWEET7_16454
0006: 539@ = 62 
0002: jump @SWEET7_16519 

:SWEET7_16468
0006: 534@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR627' time 8000 flag 1  // ~r~Too late! Kane's in his own neighborhood! It's not safe to continue the pursuit!
009B: destroy_actor 98@ 
0006: 539@ = 0 
0002: jump @SWEET7_32404 
0002: jump @SWEET7_16519 

:SWEET7_16519
00D6: if 
0039:   53@ == 4 
004D: jump_if_false @SWEET7_17027 
0006: 53@ = 5 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_16584 
0508: car 78@ close_all_doors 
0519: set_car 78@ locked 0 
020A: set_car 78@ door_status_to 3 
01C3: remove_references_to_car 78@ 

:SWEET7_16584
0395: clear_area 1 at 894.0744 -1073.497 23.3203 radius 125.0 
01B4: set_player $PLAYER_CHAR can_move 0 
00A5: 76@ = create_car #ADMIRAL at 897.3787 -1073.502 23.3203 
0175: set_car 76@ Z_angle_to 90.2 
0229: set_car 76@ primary_color_to 25 secondary_color_to 40 
020A: set_car 76@ door_status_to 3 
02AC: set_car 76@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0249: release_model #ADMIRAL 
01C8: 98@ = create_actor_pedtype 24 model #BALLAS3 in_car 76@ passenger_seat 0 
0129: 101@ = create_actor_pedtype 24 model #BALLAS2 in_car 76@ driverseat 
01B2: give_actor 101@ weapon 28 ammo 2000 // Load the weapon model before using this 
060B: set_actor 98@ decision_maker_to 92@ 
060B: set_actor 101@ decision_maker_to 92@ 
0223: set_actor 98@ health_to 260 
08AF: set_actor 98@ max_health_to 300 
02E2: set_actor 98@ weapon_accuracy_to 100 
035F: actor 98@ armour += 100 
02A9: set_actor 98@ immune_to_nonplayer 0 
0446: set_actor 98@ dismemberment_possible 0 
054A: set_actor 98@ can_be_shot_in_a_car 0 
0856: set_actor 98@ enable_crouch 0 
009A: 111@ = create_actor_pedtype 24 model #BALLAS2 at 876.4128 -1068.866 23.3745 
060B: set_actor 111@ decision_maker_to 93@ 
0173: set_actor 111@ Z_angle_to 166.6 
01B2: give_actor 111@ weapon 28 ammo 2000 // Load the weapon model before using this 
02A9: set_actor 111@ immune_to_nonplayer 0 
02E2: set_actor 111@ weapon_accuracy_to 90 
0223: set_actor 111@ health_to 120 
009A: 112@ = create_actor_pedtype 24 model #BALLAS2 at 922.7446 -1066.214 23.3203 
060B: set_actor 112@ decision_maker_to 93@ 
0173: set_actor 112@ Z_angle_to 66.6 
01B2: give_actor 112@ weapon 28 ammo 2000 // Load the weapon model before using this 
07DD: set_actor 112@ attack_rate 15 // previously known as temper_to 
02A9: set_actor 112@ immune_to_nonplayer 0 
02E2: set_actor 112@ weapon_accuracy_to 90 
0223: set_actor 112@ health_to 120 
009A: 113@ = create_actor_pedtype 24 model #BALLAS2 at 922.4503 -1117.908 23.0517 
060B: set_actor 113@ decision_maker_to 93@ 
0173: set_actor 113@ Z_angle_to 357.6 
01B2: give_actor 113@ weapon 28 ammo 2000 // Load the weapon model before using this 
07DD: set_actor 113@ attack_rate 15 // previously known as temper_to 
02A9: set_actor 113@ immune_to_nonplayer 0 
02E2: set_actor 113@ weapon_accuracy_to 90 
0223: set_actor 113@ health_to 120 

:SWEET7_17027
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @SWEET7_17559 
00D6: if and
0019:   53@ > 4 
001B:   999 > 53@ 
004D: jump_if_false @SWEET7_17559 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_17110 
0226: $6692 = actor 98@ health 
0084: $6691 = $6692 // (int) 
0014: $6691 /= 3 

:SWEET7_17110
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SWEET7_17505 
00D6: if 
0118:   actor 98@ dead 
004D: jump_if_false @SWEET7_17505 
0164: disable_marker 40@ 
0006: 53@ = 1352 
0050: gosub @SWEET7_31278 
00BE: text_clear_all 
0006: 71@ = 1 
0006: 62@ = 99 
0006: 63@ = 99 
0006: 64@ = 99 
0006: 539@ = 1 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_17311 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_17311 
020A: set_car 79@ door_status_to 1 
020A: set_car 79@ door_status_to 3 
0687: clear_actor $ACTOR_SWEET task 
0615: define_AS_pack_begin 87@ 
05D3: AS_actor -1 goto_point 930.8062 -1114.459 23.094 mode 6 time 10000 ms // versionA 
05CA: AS_actor -1 enter_car 79@ passenger_seat -1 time 30000 
0616: define_AS_pack_end 87@ 
0618: assign_actor $ACTOR_SWEET to_AS_pack 87@ 
061B: remove_references_to_AS_pack 87@ 

:SWEET7_17311
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_17408 
0687: clear_actor 81@ task 
0615: define_AS_pack_begin 300@ 
05D3: AS_actor -1 goto_point 945.3914 -1100.376 23.2999 mode 6 time -1 ms // versionA 
0667: AS_actor -1 aim_at 969.3931 -1098.341 22.877 120000 ms 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 300@ 
0618: assign_actor 81@ to_AS_pack 300@ 
061B: remove_references_to_AS_pack 300@ 

:SWEET7_17408
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_17505 
0687: clear_actor 82@ task 
0615: define_AS_pack_begin 299@ 
05D3: AS_actor -1 goto_point 944.9411 -1106.773 23.2539 mode 6 time -1 ms // versionA 
0667: AS_actor -1 aim_at 970.9636 -1107.962 22.8672 120000 ms 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 299@ 
0618: assign_actor 82@ to_AS_pack 299@ 
061B: remove_references_to_AS_pack 299@ 

:SWEET7_17505
00D6: if 
0019:   132@ > 0 
004D: jump_if_false @SWEET7_17559 
00D6: if 
0118:   actor 98@ dead 
004D: jump_if_false @SWEET7_17559 
0164: disable_marker 40@ 
0006: 53@ = 1352 
0006: 71@ = 4 

:SWEET7_17559
00D6: if 
0039:   71@ == 4 
004D: jump_if_false @SWEET7_17721 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_17721 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_17721 
00D6: if 
0448:   actor $ACTOR_SWEET in_car 79@ 
004D: jump_if_false @SWEET7_17721 
020A: set_car 79@ door_status_to 1 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 79@ 
004D: jump_if_false @SWEET7_17721 
0006: 276@ = 1 
0687: clear_actor $ACTOR_SWEET task 
0164: disable_marker 43@ 
018A: 271@ = create_checkpoint_at 2501.634 -1674.131 12.3689 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0373: set_camera_directly_behind_player 
0006: 71@ = 8 
0006: 44@ = 0 
0006: 539@ = 1 

:SWEET7_17721
00D6: if 
0039:   71@ == 8 
004D: jump_if_false @SWEET7_18514 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SWEET7_17914 
00D6: if 
0019:   539@ > 0 
004D: jump_if_false @SWEET7_17914 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_17914 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_17914 jumps 1 @SWEET7_17856 2 @SWEET7_17877 -1 @SWEET7_17914 -1 @SWEET7_17914 -1 @SWEET7_17914 -1 @SWEET7_17914 -1 @SWEET7_17914 

:SWEET7_17856
0006: 534@ = 69 
0006: 539@ = 2 
0002: jump @SWEET7_17914 

:SWEET7_17877
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR646' time 6000 flag 1  // ~s~Kane's dead, get Sweet back ~y~home~s~ safely!
0006: 539@ = 0 
0002: jump @SWEET7_17914 

:SWEET7_17914
00D6: if 
0019:   132@ > 0 
004D: jump_if_false @SWEET7_18133 
00D6: if 
0019:   539@ > 0 
004D: jump_if_false @SWEET7_18133 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_18133 
0871: init_jump_table 539@ total_jumps 4 default_jump 0 @SWEET7_18133 jumps 1 @SWEET7_18031 2 @SWEET7_18052 3 @SWEET7_18073 4 @SWEET7_18094 -1 @SWEET7_18133 -1 @SWEET7_18133 -1 @SWEET7_18133 

:SWEET7_18031
0006: 534@ = 64 
0006: 539@ = 2 
0002: jump @SWEET7_18133 

:SWEET7_18052
0006: 534@ = 65 
0006: 539@ = 3 
0002: jump @SWEET7_18133 

:SWEET7_18073
0006: 534@ = 66 
0006: 539@ = 4 
0002: jump @SWEET7_18133 

:SWEET7_18094
0006: 534@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR646' time 6000 flag 1  // ~s~Kane's dead, get Sweet back ~y~home~s~ safely!
0006: 539@ = 0 
0002: jump @SWEET7_18133 

:SWEET7_18133
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_18514 
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @SWEET7_18238 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 79@ 
004D: jump_if_false @SWEET7_18238 
0006: 539@ = 0 
0186: 43@ = create_marker_above_car 79@ 
07E0: set_marker 43@ type_to 1 
0164: disable_marker 271@ 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR645' time 6000 flag 1  // ~s~Get in the ~b~car~s~ and drive!
0006: 44@ = 1 

:SWEET7_18238
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @SWEET7_18332 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 79@ 
004D: jump_if_false @SWEET7_18332 
0164: disable_marker 43@ 
018A: 271@ = create_checkpoint_at 2501.634 -1674.131 12.3689 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR647' time 8000 flag 1  // ~s~Get Sweet safely back ~y~home~s~ now!
0006: 44@ = 0 

:SWEET7_18332
077E: get_active_interior_to 34@ 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @SWEET7_18375 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @SWEET7_18375 
01B4: set_player $PLAYER_CHAR can_move 1 

:SWEET7_18375
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_18514 
00D6: if 
0448:   actor $ACTOR_SWEET in_car 79@ 
004D: jump_if_false @SWEET7_18514 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 79@ 
004D: jump_if_false @SWEET7_18514 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 2501.634 -1674.131 12.3689 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @SWEET7_18514 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
01C1:   car 79@ stopped 
004D: jump_if_false @SWEET7_18514 
0164: disable_marker 271@ 
00BE: text_clear_all 
0006: 71@ = 74 

:SWEET7_18514
00D6: if 
0039:   71@ == 74 
004D: jump_if_false @SWEET7_18727 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0395: clear_area 1 at 2501.634 -1674.131 12.3689 radius 5.0 
02A3: enable_widescreen 1 
015F: set_camera_position 2499.582 -1682.395 15.2226 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2499.969 -1681.485 15.079 switchstyle 2 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_18699 
0615: define_AS_pack_begin 85@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2516.634 -1673.847 13.9671 mode 4 time 20000 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 85@ 
0618: assign_actor $ACTOR_SWEET to_AS_pack 85@ 
061B: remove_references_to_AS_pack 85@ 

:SWEET7_18699
0006: 33@ = 0 
0006: 539@ = 1 
0006: 71@ = 77 
0006: 288@ = 1 

:SWEET7_18727
00D6: if 
0039:   288@ == 1 
004D: jump_if_false @SWEET7_18949 
0006: 71@ = 77 
00D6: if 
0019:   539@ > 0 
004D: jump_if_false @SWEET7_18949 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_18949 
0871: init_jump_table 539@ total_jumps 4 default_jump 0 @SWEET7_18949 jumps 1 @SWEET7_18851 2 @SWEET7_18872 3 @SWEET7_18893 4 @SWEET7_18914 -1 @SWEET7_18949 -1 @SWEET7_18949 -1 @SWEET7_18949 

:SWEET7_18851
0006: 534@ = 70 
0006: 539@ = 2 
0002: jump @SWEET7_18949 

:SWEET7_18872
0006: 534@ = 71 
0006: 539@ = 3 
0002: jump @SWEET7_18949 

:SWEET7_18893
0006: 534@ = 72 
0006: 539@ = 4 
0002: jump @SWEET7_18949 

:SWEET7_18914
0006: 534@ = 0 
0006: 71@ = 80 
0006: 288@ = 2 
0006: 539@ = 0 
0002: jump @SWEET7_18949 

:SWEET7_18949
00D6: if 
0039:   288@ == 2 
004D: jump_if_false @SWEET7_19003 
0373: set_camera_directly_behind_player 
009B: destroy_actor $ACTOR_SWEET 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0002: jump @SWEET7_32422 

:SWEET7_19003
00D6: if 
0039:   53@ == 5 
004D: jump_if_false @SWEET7_19303 
01B4: set_player $PLAYER_CHAR can_move 0 
0001: wait 0 ms 
016A: fade 0 time 1500 

:SWEET7_19039
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET7_19063 
0001: wait 0 ms 
0002: jump @SWEET7_19039 

:SWEET7_19063
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_19093 
0446: set_actor 81@ dismemberment_possible 0 

:SWEET7_19093
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_19116 
0446: set_actor 82@ dismemberment_possible 0 

:SWEET7_19116
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_19137 
0687: clear_actor $ACTOR_SWEET task 

:SWEET7_19137
02A3: enable_widescreen 1 
00A1: put_actor $PLAYER_ACTOR at 816.8154 -1075.383 23.3516 
0173: set_actor $PLAYER_ACTOR Z_angle_to 277.0 
015F: set_camera_position 822.0925 -1077.878 23.6895 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 821.1437 -1077.566 23.7335 switchstyle 2 
03CB: set_rendering_origin_at 803.9182 -1078.626 23.3515 
0001: wait 1000 ms 
016A: fade 1 time 1000 

:SWEET7_19251
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET7_19275 
0001: wait 0 ms 
0002: jump @SWEET7_19251 

:SWEET7_19275
0006: 53@ = 6 
0006: 539@ = 1 
0006: 32@ = 0 
0006: 33@ = 0 

:SWEET7_19303
00D6: if 
0039:   53@ == 6 
004D: jump_if_false @SWEET7_20129 
00D6: if 
0019:   539@ > 0 
004D: jump_if_false @SWEET7_19553 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_19553 
0871: init_jump_table 539@ total_jumps 4 default_jump 0 @SWEET7_19553 jumps 1 @SWEET7_19420 2 @SWEET7_19434 3 @SWEET7_19493 4 @SWEET7_19514 -1 @SWEET7_19553 -1 @SWEET7_19553 -1 @SWEET7_19553 

:SWEET7_19420
0006: 539@ = 2 
0002: jump @SWEET7_19553 

:SWEET7_19434
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_19479 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_19479 
0687: clear_actor $ACTOR_SWEET task 
0639: AS_actor $ACTOR_SWEET rotate_to_actor 98@ 

:SWEET7_19479
0006: 539@ = 3 
0002: jump @SWEET7_19553 

:SWEET7_19493
0006: 534@ = 34 
0006: 539@ = 4 
0002: jump @SWEET7_19553 

:SWEET7_19514
0006: 534@ = 0 
03E5: show_text_box 'TWAR661'  // Press ~k~~GROUP_CONTROL_BWD~ to instruct your gang to stay in position or ~k~~GROUP_CONTROL_FWD~ to instruct them to follow you.
0006: 546@ = 1 
0006: 539@ = 0 
0002: jump @SWEET7_19553 

:SWEET7_19553
00D6: if 
0019:   33@ > 10000 
004D: jump_if_false @SWEET7_19617 
00D6: if 
0039:   546@ == 1 
004D: jump_if_false @SWEET7_19617 
03E6: remove_text_box 
03E5: show_text_box 'TWAR662'  // Holding ~k~~GROUP_CONTROL_FWD~ or ~k~~GROUP_CONTROL_BWD~ for a few seconds or moving too far away from them will disband your group.
0006: 546@ = 2 
0006: 33@ = 0 

:SWEET7_19617
00D6: if 
0039:   546@ == 2 
004D: jump_if_false @SWEET7_20129 
00D6: if 
0019:   33@ > 8000 
004D: jump_if_false @SWEET7_20129 
03E6: remove_text_box 
015F: set_camera_position 891.9803 -1068.343 23.6669 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 891.3828 -1069.141 23.7373 switchstyle 2 
0006: 37@ = 1 
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @SWEET7_19830 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET7_19830 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_19830 
05D1: AS_actor 101@ drive_car 76@ to 875.3232 -1073.502 23.3364 speed 10.0 2 model #NULL 2 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_19823 
0006: 534@ = 40 

:SWEET7_19823
0006: 75@ = 1 

:SWEET7_19830
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET7_20129 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_20129 
00D6: if 
01AF:   car 76@ sphere 0 in_sphere 875.3232 -1071.941 23.3364 radius 3.0 3.0 3.0 
004D: jump_if_false @SWEET7_20129 
00D6: if 
01C1:   car 76@ stopped 
004D: jump_if_false @SWEET7_20129 
0006: 53@ = 7 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_19958 
0006: 545@ = 0 

:SWEET7_19958
015F: set_camera_position 871.9701 -1069.503 25.6673 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 872.7517 -1070.042 25.353 switchstyle 2 
020A: set_car 76@ door_status_to 1 
02AC: set_car 76@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_20122 
0615: define_AS_pack_begin 99@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 869.1639 -1071.619 25.2208 mode 4 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point 892.7105 -1077.929 23.2684 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 99@ 
0618: assign_actor 98@ to_AS_pack 99@ 
061B: remove_references_to_AS_pack 99@ 

:SWEET7_20122
0006: 32@ = 0 

:SWEET7_20129
00D6: if 
0039:   53@ == 7 
004D: jump_if_false @SWEET7_20273 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SWEET7_20273 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_20257 
0615: define_AS_pack_begin 102@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 873.9978 -1077.988 23.3203 mode 4 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point 833.1347 -1095.187 22.8281 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 102@ 
0618: assign_actor 101@ to_AS_pack 102@ 
061B: remove_references_to_AS_pack 102@ 

:SWEET7_20257
00BE: text_clear_all 
0006: 53@ = 8 
0006: 539@ = 1 

:SWEET7_20273
00D6: if 
0039:   53@ == 8 
004D: jump_if_false @SWEET7_20479 
00D6: if 
0019:   539@ > 0 
004D: jump_if_false @SWEET7_20453 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_20453 
0871: init_jump_table 539@ total_jumps 3 default_jump 0 @SWEET7_20453 jumps 1 @SWEET7_20390 2 @SWEET7_20411 3 @SWEET7_20432 -1 @SWEET7_20453 -1 @SWEET7_20453 -1 @SWEET7_20453 -1 @SWEET7_20453 

:SWEET7_20390
0006: 534@ = 41 
0006: 539@ = 2 
0002: jump @SWEET7_20453 

:SWEET7_20411
0006: 534@ = 42 
0006: 539@ = 3 
0002: jump @SWEET7_20453 

:SWEET7_20432
0006: 534@ = 0 
0006: 539@ = 0 
0002: jump @SWEET7_20453 

:SWEET7_20453
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @SWEET7_20479 
0006: 53@ = 10 

:SWEET7_20479
00D6: if 
0039:   53@ == 10 
004D: jump_if_false @SWEET7_21122 
0006: 37@ = 0 
0006: 539@ = 0 
0006: 270@ = 99 
00A1: put_actor $PLAYER_ACTOR at 817.3972 -1076.164 23.1065 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_20584 
00A1: put_actor 263@ at 820.5947 -1074.517 23.1755 
0173: set_actor 263@ Z_angle_to 176.0 

:SWEET7_20584
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_20630 
00A1: put_actor 264@ at 818.3846 -1079.001 22.929 
0173: set_actor 264@ Z_angle_to 291.0 

:SWEET7_20630
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_20733 
0792: disembark_instantly_actor 98@ 
00D6: if 
80DF:   not actor 98@ driving 
004D: jump_if_false @SWEET7_20687 
00A1: put_actor 98@ at 890.4531 -1063.368 23.7342 

:SWEET7_20687
00D6: if 
00DF:   actor 98@ driving 
004D: jump_if_false @SWEET7_20723 
0362: remove_actor 98@ from_car_and_place_at 890.4531 -1063.368 23.7342 

:SWEET7_20723
05D4: AS_actor 98@ rotate_angle 84.0 

:SWEET7_20733
0173: set_actor $PLAYER_ACTOR Z_angle_to 255.0 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
04EF: release_animation "SMOKING" 
04EF: release_animation "GRAVEYARD" 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_20843 
0792: disembark_instantly_actor 101@ 
00A1: put_actor 101@ at 844.5107 -1101.66 22.8516 
05D4: AS_actor 101@ rotate_angle 135.0 
01B2: give_actor 101@ weapon 22 ammo 2000 // Load the weapon model before using this 
035F: actor 101@ armour += 50 

:SWEET7_20843
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET7_20911 
00AB: put_car 76@ at 875.3232 -1073.502 23.3364 
0175: set_car 76@ Z_angle_to 89.0 
020A: set_car 76@ door_status_to 1 
02AC: set_car 76@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:SWEET7_20911
01B4: set_player $PLAYER_CHAR can_move 1 
0940: set_group 260@ enters_leaders_vehicle 1 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_20975 
00D6: if 
86EE:   not actor 263@ in_group 260@ 
004D: jump_if_false @SWEET7_20975 
0631: put_actor 263@ in_group 260@ 
087F: set_actor 263@ never_leave_group 1 

:SWEET7_20975
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_21025 
00D6: if 
86EE:   not actor 264@ in_group 260@ 
004D: jump_if_false @SWEET7_21025 
0631: put_actor 264@ in_group 260@ 
087F: set_actor 264@ never_leave_group 1 

:SWEET7_21025
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_21054 
060B: set_actor 101@ decision_maker_to 93@ 
0687: clear_actor 101@ task 

:SWEET7_21054
0638: AS_actor 101@ stay_put 1 
0006: 53@ = 15 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_21099 
0187: 40@ = create_marker_above_actor 98@ 
0165: set_marker 40@ color_to 0 

:SWEET7_21099
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_21120 
00A6: destroy_car 78@ 

:SWEET7_21120
03E6: remove_text_box 

:SWEET7_21122
00D6: if 
0039:   53@ == 15 
004D: jump_if_false @SWEET7_21672 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_21578 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_21273 
0615: define_AS_pack_begin 84@ 
05D3: AS_actor -1 goto_point 832.3179 -1081.627 22.9332 mode 6 time 10000 ms // versionA 
0637: AS_actor -1 goto 833.9351 -1101.966 22.8281 mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor 101@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 101@ 
0616: define_AS_pack_end 84@ 
0618: assign_actor $ACTOR_SWEET to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 

:SWEET7_21273
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_21388 
0687: clear_actor 81@ task 
0615: define_AS_pack_begin 88@ 
05D3: AS_actor -1 goto_point 828.6603 -1080.408 23.03 mode 7 time 10000 ms // versionA 
0637: AS_actor -1 goto 832.5559 -1104.067 22.8281 mode 7 turn_radius 100.0 stop_radius 1.0 look_at_actor 101@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 101@ 
0616: define_AS_pack_end 88@ 
0618: assign_actor 81@ to_AS_pack 88@ 
061B: remove_references_to_AS_pack 88@ 

:SWEET7_21388
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_21503 
0687: clear_actor 82@ task 
0615: define_AS_pack_begin 90@ 
05D3: AS_actor -1 goto_point 832.2366 -1077.225 23.1896 mode 7 time 10000 ms // versionA 
0637: AS_actor -1 goto 835.7187 -1097.325 22.8784 mode 7 turn_radius 100.0 stop_radius 1.0 look_at_actor 101@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 101@ 
0616: define_AS_pack_end 90@ 
0618: assign_actor 82@ to_AS_pack 90@ 
061B: remove_references_to_AS_pack 90@ 

:SWEET7_21503
0050: gosub @SWEET7_30508 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_21578 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_21578 
0615: define_AS_pack_begin 104@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $ACTOR_SWEET 
0616: define_AS_pack_end 104@ 
0618: assign_actor 101@ to_AS_pack 104@ 
061B: remove_references_to_AS_pack 104@ 

:SWEET7_21578
00D6: if 
0039:   54@ == 1 
004D: jump_if_false @SWEET7_21638 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET7_21617 
009B: destroy_actor 97@ 

:SWEET7_21617
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET7_21638 
009B: destroy_actor 96@ 

:SWEET7_21638
0006: 33@ = 0 
0006: 61@ = 1 
0006: 539@ = 1 
0209: 540@ = random_int_in_ranges 0 3 
040D: unload_wav 3 

:SWEET7_21672
00D6: if 
0039:   61@ == 1 
004D: jump_if_false @SWEET7_22268 
00D6: if 
0019:   539@ > 0 
004D: jump_if_false @SWEET7_21915 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_21915 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_21915 jumps 1 @SWEET7_21789 2 @SWEET7_21878 -1 @SWEET7_21915 -1 @SWEET7_21915 -1 @SWEET7_21915 -1 @SWEET7_21915 -1 @SWEET7_21915 

:SWEET7_21789
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_21814 
0006: 534@ = 43 

:SWEET7_21814
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_21839 
0006: 534@ = 44 

:SWEET7_21839
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_21864 
0006: 534@ = 45 

:SWEET7_21864
0006: 539@ = 2 
0002: jump @SWEET7_21915 

:SWEET7_21878
00BC: show_text_highpriority GXT 'TWAR636' time 8000 flag 1  // ~s~Kill ~r~Kane~s~, don't let him get away!
0006: 534@ = 0 
0006: 539@ = 0 
0002: jump @SWEET7_21915 

:SWEET7_21915
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @SWEET7_22028 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @SWEET7_22028 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_22028 
0687: clear_actor 101@ task 
0605: actor 101@ perform_animation "KO_SHOT_FACE" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0223: set_actor 101@ health_to 0 
0006: 70@ = 1 
00BE: text_clear_all 

:SWEET7_22028
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @SWEET7_22268 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_22073 
0687: clear_actor 101@ task 
05BE: AS_actor 101@ die 

:SWEET7_22073
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @SWEET7_22147 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_22147 
0687: clear_actor $ACTOR_SWEET task 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 872.7859 -1100.792 22.8437 
0006: 65@ = 1 
05D8: AS_assign_scmpath to_actor $ACTOR_SWEET flags 6 0 

:SWEET7_22147
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_22203 
0687: clear_actor 81@ task 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 882.445 -1102.041 22.8281 
0006: 66@ = 1 
05D8: AS_assign_scmpath to_actor 81@ flags 7 0 

:SWEET7_22203
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_22259 
0687: clear_actor 82@ task 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 888.5107 -1099.935 21.8918 
0006: 67@ = 1 
05D8: AS_assign_scmpath to_actor 82@ flags 7 0 

:SWEET7_22259
0006: 61@ = 2 
00BE: text_clear_all 

:SWEET7_22268
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @SWEET7_22405 
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @SWEET7_22405 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_22405 
00D6: if 
00FE:   actor $ACTOR_SWEET sphere 0 in_sphere 872.7859 -1100.792 22.8437 radius 3.0 3.0 3.0 
004D: jump_if_false @SWEET7_22405 
0687: clear_actor $ACTOR_SWEET task 
05D3: AS_actor $ACTOR_SWEET goto_point 875.9534 -1079.515 23.3203 mode 6 time 10000 ms // versionA 
0006: 65@ = 2 

:SWEET7_22405
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @SWEET7_22524 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_22524 
00D6: if 
00FE:   actor 81@ sphere 0 in_sphere 882.445 -1102.041 22.8281 radius 5.0 5.0 3.0 
004D: jump_if_false @SWEET7_22524 
0687: clear_actor 81@ task 
05D3: AS_actor 81@ goto_point 881.3811 -1088.896 23.1974 mode 6 time 10000 ms // versionA 
0006: 66@ = 2 

:SWEET7_22524
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @SWEET7_22643 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_22643 
00D6: if 
00FE:   actor 82@ sphere 0 in_sphere 888.5107 -1099.935 21.8918 radius 5.0 5.0 3.0 
004D: jump_if_false @SWEET7_22643 
0687: clear_actor 82@ task 
05D3: AS_actor 82@ goto_point 893.6727 -1077.295 23.2759 mode 7 time 10000 ms // versionA 
0006: 67@ = 2 

:SWEET7_22643
00D6: if 
0019:   61@ > 0 
004D: jump_if_false @SWEET7_23117 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @SWEET7_22825 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @SWEET7_22825 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_22825 
00D6: if 
00FE:   actor $ACTOR_SWEET sphere 0 in_sphere 875.9534 -1079.515 23.3203 radius 2.0 2.0 3.0 
004D: jump_if_false @SWEET7_22825 
0687: clear_actor $ACTOR_SWEET task 
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_22818 
0615: define_AS_pack_begin 86@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor 105@ 
0616: define_AS_pack_end 86@ 
0618: assign_actor $ACTOR_SWEET to_AS_pack 86@ 
061B: remove_references_to_AS_pack 86@ 

:SWEET7_22818
0006: 64@ = 1 

:SWEET7_22825
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @SWEET7_22971 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_22971 
00D6: if 
00FE:   actor 81@ sphere 0 in_sphere 881.3811 -1088.896 23.1974 radius 5.0 5.0 3.0 
004D: jump_if_false @SWEET7_22971 
0687: clear_actor 81@ task 
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_22964 
0615: define_AS_pack_begin 89@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor 107@ 
0616: define_AS_pack_end 89@ 
0618: assign_actor 81@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 

:SWEET7_22964
0006: 62@ = 1 

:SWEET7_22971
00D6: if 
0039:   63@ == 0 
004D: jump_if_false @SWEET7_23117 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_23117 
00D6: if 
00FE:   actor 82@ sphere 0 in_sphere 893.6727 -1077.295 23.2759 radius 5.0 5.0 3.0 
004D: jump_if_false @SWEET7_23117 
0687: clear_actor 82@ task 
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_23110 
0615: define_AS_pack_begin 91@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor 109@ 
0616: define_AS_pack_end 91@ 
0618: assign_actor 82@ to_AS_pack 91@ 
061B: remove_references_to_AS_pack 91@ 

:SWEET7_23110
0006: 63@ = 1 

:SWEET7_23117
00D6: if 
0039:   62@ == 1 
004D: jump_if_false @SWEET7_23203 
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @SWEET7_23203 
00D6: if 
8118:   not actor 111@ dead 
004D: jump_if_false @SWEET7_23196 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_23196 
0687: clear_actor 81@ task 
05E2: AS_actor 81@ kill_actor 111@ 

:SWEET7_23196
0006: 62@ = 2 

:SWEET7_23203
00D6: if 
0039:   63@ == 1 
004D: jump_if_false @SWEET7_23289 
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @SWEET7_23282 
00D6: if 
8118:   not actor 112@ dead 
004D: jump_if_false @SWEET7_23282 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_23282 
0687: clear_actor 82@ task 
05E2: AS_actor 82@ kill_actor 112@ 

:SWEET7_23282
0006: 63@ = 2 

:SWEET7_23289
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @SWEET7_23411 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SWEET7_23411 
00D6: if 
0039:   64@ == 1 
004D: jump_if_false @SWEET7_23411 
00D6: if 
0118:   actor 105@ dead 
004D: jump_if_false @SWEET7_23411 
00D6: if 
8118:   not actor 113@ dead 
004D: jump_if_false @SWEET7_23404 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_23404 
0687: clear_actor $ACTOR_SWEET task 
05E2: AS_actor $ACTOR_SWEET kill_actor 113@ 

:SWEET7_23404
0006: 64@ = 2 

:SWEET7_23411
00D6: if 
0039:   62@ == 2 
004D: jump_if_false @SWEET7_23497 
00D6: if 
0118:   actor 111@ dead 
004D: jump_if_false @SWEET7_23497 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_23497 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_23490 
0687: clear_actor 81@ task 
05E2: AS_actor 81@ kill_actor 98@ 

:SWEET7_23490
0006: 62@ = 3 

:SWEET7_23497
00D6: if 
0039:   63@ == 2 
004D: jump_if_false @SWEET7_23583 
00D6: if 
0118:   actor 112@ dead 
004D: jump_if_false @SWEET7_23583 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_23583 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_23576 
0687: clear_actor 82@ task 
05E2: AS_actor 82@ kill_actor 98@ 

:SWEET7_23576
0006: 63@ = 3 

:SWEET7_23583
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @SWEET7_23705 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SWEET7_23705 
00D6: if 
0039:   64@ == 2 
004D: jump_if_false @SWEET7_23705 
00D6: if 
0118:   actor 113@ dead 
004D: jump_if_false @SWEET7_23705 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_23705 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_23698 
0687: clear_actor $ACTOR_SWEET task 
05E2: AS_actor $ACTOR_SWEET kill_actor 98@ 

:SWEET7_23698
0006: 64@ = 3 

:SWEET7_23705
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @SWEET7_23913 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_23913 
00D6: if 
00FE:   actor 98@ sphere 0 in_sphere 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) radius 5.0 5.0 5.0 
004D: jump_if_false @SWEET7_23827 
0856: set_actor 98@ enable_crouch 1 
0687: clear_actor 98@ task 
0634: AS_actor 98@ attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0006: 59@ = 2 

:SWEET7_23827
00D6: if 
0039:   60@ == 1 
004D: jump_if_false @SWEET7_23913 
00D6: if 
00FE:   actor 98@ sphere 0 in_sphere 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) radius 20.0 20.0 5.0 
004D: jump_if_false @SWEET7_23913 
0050: gosub @SWEET7_30206 
0006: 60@ = 2 

:SWEET7_23913
00D6: if 
0039:   59@ == 3 
004D: jump_if_false @SWEET7_24150 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_24150 
00D6: if 
00FE:   actor 98@ sphere 0 in_sphere 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) radius 5.0 5.0 5.0 
004D: jump_if_false @SWEET7_24064 
0687: clear_actor 98@ task 
0634: AS_actor 98@ attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
00D6: if 
8118:   not actor 112@ dead 
004D: jump_if_false @SWEET7_24057 
0687: clear_actor 112@ task 
0634: AS_actor 112@ attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 

:SWEET7_24057
0006: 59@ = 4 

:SWEET7_24064
00D6: if 
0039:   60@ == 2 
004D: jump_if_false @SWEET7_24150 
00D6: if 
00FE:   actor 98@ sphere 0 in_sphere 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) radius 20.0 20.0 5.0 
004D: jump_if_false @SWEET7_24150 
0050: gosub @SWEET7_30206 
0006: 60@ = 3 

:SWEET7_24150
00D6: if 
0039:   59@ == 5 
004D: jump_if_false @SWEET7_24265 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_24265 
00D6: if 
00FE:   actor 98@ sphere 0 in_sphere 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) radius 5.0 5.0 5.0 
004D: jump_if_false @SWEET7_24265 
0687: clear_actor 98@ task 
0634: AS_actor 98@ attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0006: 59@ = 6 

:SWEET7_24265
00D6: if 
0039:   59@ == 7 
004D: jump_if_false @SWEET7_24380 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_24380 
00D6: if 
00FE:   actor 98@ sphere 0 in_sphere 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) radius 5.0 5.0 5.0 
004D: jump_if_false @SWEET7_24380 
0687: clear_actor 98@ task 
0638: AS_actor 98@ stay_put 0 
05E2: AS_actor 98@ kill_actor $PLAYER_ACTOR 
0006: 59@ = 8 

:SWEET7_24380
00D6: if 
0039:   53@ == 20 
004D: jump_if_false @SWEET7_24890 
00D6: if 
8039:   not  53@ == 25 
004D: jump_if_false @SWEET7_24505 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_24505 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 98@ radius 20.0 20.0 0 
004D: jump_if_false @SWEET7_24505 
0006: 53@ = 25 
000A: 139@ += 1 
0050: gosub @SWEET7_30126 
0006: 59@ = 1 
0006: 60@ = 1 
0006: 32@ = 0 

:SWEET7_24505
00D6: if 
8039:   not  53@ == 25 
004D: jump_if_false @SWEET7_24593 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_24593 
00D6: if 
051A:   actor 98@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_24593 
0006: 53@ = 25 
000A: 139@ += 1 
0050: gosub @SWEET7_30126 
0006: 59@ = 1 
0006: 60@ = 1 

:SWEET7_24593
00D6: if 
8039:   not  53@ == 25 
004D: jump_if_false @SWEET7_24669 
00D6: if 
0118:   actor 105@ dead 
004D: jump_if_false @SWEET7_24669 
0006: 56@ = 1 
0006: 53@ = 25 
000A: 139@ += 1 
0050: gosub @SWEET7_30126 
0006: 59@ = 1 
0006: 60@ = 1 

:SWEET7_24669
00D6: if 
8039:   not  53@ == 25 
004D: jump_if_false @SWEET7_24745 
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @SWEET7_24745 
0006: 57@ = 1 
0006: 53@ = 25 
000A: 139@ += 1 
0050: gosub @SWEET7_30126 
0006: 59@ = 1 
0006: 60@ = 1 

:SWEET7_24745
00D6: if 
8039:   not  53@ == 25 
004D: jump_if_false @SWEET7_24821 
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @SWEET7_24821 
0006: 58@ = 1 
0006: 53@ = 25 
000A: 139@ += 1 
0050: gosub @SWEET7_30126 
0006: 59@ = 1 
0006: 60@ = 1 

:SWEET7_24821
00D6: if 
8039:   not  53@ == 25 
004D: jump_if_false @SWEET7_24890 
00D6: if 
0118:   actor 111@ dead 
004D: jump_if_false @SWEET7_24890 
0006: 53@ = 25 
000A: 139@ += 1 
0050: gosub @SWEET7_30126 
0006: 59@ = 1 
0006: 60@ = 1 

:SWEET7_24890
00D6: if 
0039:   53@ == 25 
004D: jump_if_false @SWEET7_25114 
00D6: if 
0039:   59@ == 2 
004D: jump_if_false @SWEET7_25114 
00D6: if 
8039:   not  53@ == 30 
004D: jump_if_false @SWEET7_25026 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_25026 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 98@ radius 20.0 20.0 0 
004D: jump_if_false @SWEET7_25026 
0006: 53@ = 30 
000A: 139@ += 1 
0050: gosub @SWEET7_30126 
0006: 59@ = 3 
0006: 60@ = 2 

:SWEET7_25026
00D6: if 
8039:   not  53@ == 30 
004D: jump_if_false @SWEET7_25114 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_25114 
00D6: if 
051A:   actor 98@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_25114 
0006: 53@ = 30 
000A: 139@ += 1 
0050: gosub @SWEET7_30126 
0006: 59@ = 3 
0006: 60@ = 2 

:SWEET7_25114
00D6: if 
0039:   53@ == 30 
004D: jump_if_false @SWEET7_25324 
00D6: if 
0039:   59@ == 4 
004D: jump_if_false @SWEET7_25324 
00D6: if 
8039:   not  53@ == 35 
004D: jump_if_false @SWEET7_25243 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_25243 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 98@ radius 20.0 20.0 0 
004D: jump_if_false @SWEET7_25243 
0006: 53@ = 35 
000A: 139@ += 1 
0050: gosub @SWEET7_30126 
0006: 59@ = 5 

:SWEET7_25243
00D6: if 
8039:   not  53@ == 35 
004D: jump_if_false @SWEET7_25324 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_25324 
00D6: if 
051A:   actor 98@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_25324 
0006: 53@ = 35 
000A: 139@ += 1 
0050: gosub @SWEET7_30126 
0006: 59@ = 5 

:SWEET7_25324
00D6: if 
0039:   53@ == 35 
004D: jump_if_false @SWEET7_25548 
00D6: if 
0039:   59@ == 6 
004D: jump_if_false @SWEET7_25548 
00D6: if 
8039:   not  53@ == 40 
004D: jump_if_false @SWEET7_25460 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_25460 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 98@ radius 10.0 10.0 0 
004D: jump_if_false @SWEET7_25460 
0006: 53@ = 40 
000A: 139@ += 1 
0050: gosub @SWEET7_30126 
0006: 59@ = 7 
0006: 53@ = 50 

:SWEET7_25460
00D6: if 
8039:   not  53@ == 40 
004D: jump_if_false @SWEET7_25548 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_25548 
00D6: if 
051A:   actor 98@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_25548 
0006: 53@ = 40 
000A: 139@ += 1 
0050: gosub @SWEET7_30126 
0006: 59@ = 7 
0006: 53@ = 50 

:SWEET7_25548
00D6: if 
0039:   53@ == 50 
004D: jump_if_false @SWEET7_25813 
00A5: 77@ = create_car #GREENWOO at 960.0995 -1032.099 29.0858 
0175: set_car 77@ Z_angle_to 180.4729 
0229: set_car 77@ primary_color_to 0 secondary_color_to 2 
053F: set_car 77@ tires_vulnerability 0 
0129: 122@ = create_actor_pedtype 4 model #BALLAS2 in_car 77@ driverseat 
0446: set_actor 122@ dismemberment_possible 0 
060B: set_actor 122@ decision_maker_to 93@ 
01C8: 117@ = create_actor_pedtype 24 model #BALLAS2 in_car 77@ passenger_seat 1 
060B: set_actor 117@ decision_maker_to 93@ 
01B2: give_actor 117@ weapon 25 ammo 2000 // Load the weapon model before using this 
07DD: set_actor 117@ attack_rate 15 // previously known as temper_to 
01C8: 119@ = create_actor_pedtype 24 model #BALLAS1 in_car 77@ passenger_seat 2 
060B: set_actor 119@ decision_maker_to 93@ 
01B2: give_actor 119@ weapon 28 ammo 2000 // Load the weapon model before using this 
07DD: set_actor 119@ attack_rate 15 // previously known as temper_to 
0249: release_model #GREENWOO 
0249: release_model #BALLAS1 
0249: release_model #BALLAS2 
020A: set_car 77@ door_status_to 3 
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_25813 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_25813 
05D1: AS_actor 122@ drive_car 77@ to 955.9623 -1100.14 22.7516 speed 10.0 2 model #NULL 2 
0006: 53@ = 55 

:SWEET7_25813
00D6: if 
0039:   277@ == 0 
004D: jump_if_false @SWEET7_25909 
00D6: if and
0019:   53@ > 50 
001B:   999 > 53@ 
004D: jump_if_false @SWEET7_25909 
00D6: if 
0118:   actor 122@ dead 
004D: jump_if_false @SWEET7_25909 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_25902 
0687: clear_actor 98@ task 
05E2: AS_actor 98@ kill_actor $PLAYER_ACTOR 

:SWEET7_25902
0006: 277@ = 1 

:SWEET7_25909
00D6: if 
0039:   53@ == 55 
004D: jump_if_false @SWEET7_26096 
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_26096 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_26096 
00D6: if 
01AF:   car 77@ sphere 0 in_sphere 955.9623 -1100.14 22.7516 radius 3.0 3.0 3.0 
004D: jump_if_false @SWEET7_26096 
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_26096 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_26096 
05D1: AS_actor 122@ drive_car 77@ to 929.9791 -1103.645 22.8506 speed 10.0 2 model #NULL 3 
0006: 53@ = 60 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_26096 

:SWEET7_26096
00D6: if 
0039:   53@ == 60 
004D: jump_if_false @SWEET7_26454 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_26454 
00D6: if 
01AF:   car 77@ sphere 0 in_sphere 929.9791 -1103.645 22.8506 radius 5.0 5.0 3.0 
004D: jump_if_false @SWEET7_26454 
00D6: if 
01C1:   car 77@ stopped 
004D: jump_if_false @SWEET7_26454 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_26282 
0687: clear_actor 98@ task 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_26282 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_26282 
0006: 539@ = 1 
0209: 540@ = random_int_in_ranges 0 3 
05CA: AS_actor 98@ enter_car 77@ passenger_seat 0 time -2 
0006: 53@ = 65 

:SWEET7_26282
00D6: if 
8118:   not actor 117@ dead 
004D: jump_if_false @SWEET7_26368 
0687: clear_actor 117@ task 
0615: define_AS_pack_begin 118@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 916.3773 -1107.937 23.1694 mode 6 time 10000 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 118@ 
0618: assign_actor 117@ to_AS_pack 118@ 
061B: remove_references_to_AS_pack 118@ 
0006: 53@ = 65 

:SWEET7_26368
00D6: if 
8118:   not actor 119@ dead 
004D: jump_if_false @SWEET7_26454 
0687: clear_actor 119@ task 
0615: define_AS_pack_begin 120@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 918.4471 -1094.806 23.4897 mode 6 time 10000 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 120@ 
0618: assign_actor 119@ to_AS_pack 120@ 
061B: remove_references_to_AS_pack 120@ 
0006: 53@ = 65 

:SWEET7_26454
00D6: if 
0039:   53@ == 65 
004D: jump_if_false @SWEET7_27065 
00D6: if 
0019:   539@ > 0 
004D: jump_if_false @SWEET7_26697 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_26697 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_26697 jumps 1 @SWEET7_26571 2 @SWEET7_26660 -1 @SWEET7_26697 -1 @SWEET7_26697 -1 @SWEET7_26697 -1 @SWEET7_26697 -1 @SWEET7_26697 

:SWEET7_26571
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_26596 
0006: 534@ = 46 

:SWEET7_26596
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_26621 
0006: 534@ = 47 

:SWEET7_26621
00D6: if 
0039:   540@ == 2 
004D: jump_if_false @SWEET7_26646 
0006: 534@ = 48 

:SWEET7_26646
0006: 539@ = 2 
0002: jump @SWEET7_26697 

:SWEET7_26660
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR626' time 6000 flag 1  // ~r~Kane's~s~ making a dash for that vehicle! Get him!
0006: 539@ = 0 
0002: jump @SWEET7_26697 

:SWEET7_26697
00D6: if 
0118:   actor 98@ dead 
004D: jump_if_false @SWEET7_26791 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_26791 
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_26791 
0687: clear_actor 122@ task 
0615: define_AS_pack_begin 103@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 103@ 
0618: assign_actor 122@ to_AS_pack 103@ 
061B: remove_references_to_AS_pack 103@ 
0006: 53@ = 90 

:SWEET7_26791
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_27065 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_27065 
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_27065 
00D6: if 
0448:   actor 98@ in_car 77@ 
004D: jump_if_false @SWEET7_27065 
0164: disable_marker 40@ 
0477: set_car 77@ action 3 time 6000 
020A: set_car 77@ door_status_to 3 
039E: set_actor 98@ locked 1 while_in_car 
039E: set_actor 98@ locked 1 while_in_car 
0526: set_actor 98@ stay_in_car_when_jacked 1 
0006: 53@ = 70 
0006: 32@ = 0 
00BE: text_clear_all 
0006: 539@ = 11 
0209: 540@ = random_int_in_ranges 0 4 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_26963 
020A: set_car 79@ door_status_to 1 
020A: set_car 79@ door_status_to 3 

:SWEET7_26963
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_27065 
0187: 39@ = create_marker_above_actor $ACTOR_SWEET 
07E0: set_marker 39@ type_to 1 
0687: clear_actor $ACTOR_SWEET task 
0615: define_AS_pack_begin 121@ 
05D3: AS_actor -1 goto_point 930.8062 -1114.459 23.094 mode 6 time 10000 ms // versionA 
05CA: AS_actor -1 enter_car 79@ passenger_seat -1 time 30000 
0616: define_AS_pack_end 121@ 
0618: assign_actor $ACTOR_SWEET to_AS_pack 121@ 
061B: remove_references_to_AS_pack 121@ 
0006: 132@ = 1 

:SWEET7_27065
00D6: if 
0039:   53@ == 70 
004D: jump_if_false @SWEET7_27427 
00D6: if 
0019:   539@ > 10 
004D: jump_if_false @SWEET7_27333 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_27333 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_27333 jumps 11 @SWEET7_27182 12 @SWEET7_27296 -1 @SWEET7_27333 -1 @SWEET7_27333 -1 @SWEET7_27333 -1 @SWEET7_27333 -1 @SWEET7_27333 

:SWEET7_27182
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_27207 
0006: 534@ = 49 

:SWEET7_27207
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_27232 
0006: 534@ = 50 

:SWEET7_27232
00D6: if 
0039:   540@ == 2 
004D: jump_if_false @SWEET7_27257 
0006: 534@ = 51 

:SWEET7_27257
00D6: if 
0039:   540@ == 3 
004D: jump_if_false @SWEET7_27282 
0006: 534@ = 52 

:SWEET7_27282
0006: 539@ = 12 
0002: jump @SWEET7_27333 

:SWEET7_27296
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR629' time 6000 flag 1  // ~s~Kane is getting away! Follow ~b~Sweet~s~, he's going to hijack that car!
0006: 539@ = 0 
0002: jump @SWEET7_27333 

:SWEET7_27333
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @SWEET7_27427 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_27427 
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_27427 
05D1: AS_actor 122@ drive_car 77@ to 1952.432 -1136.238 24.621 speed 20.0 0 model #NULL 2 
00BE: text_clear_all 
0006: 53@ = 75 

:SWEET7_27427
00D6: if 
0039:   53@ == 75 
004D: jump_if_false @SWEET7_27966 
00D6: if 
0019:   539@ > 10 
004D: jump_if_false @SWEET7_27697 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_27697 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_27697 jumps 11 @SWEET7_27544 12 @SWEET7_27658 -1 @SWEET7_27697 -1 @SWEET7_27697 -1 @SWEET7_27697 -1 @SWEET7_27697 -1 @SWEET7_27697 

:SWEET7_27544
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_27569 
0006: 534@ = 49 

:SWEET7_27569
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_27594 
0006: 534@ = 50 

:SWEET7_27594
00D6: if 
0039:   540@ == 2 
004D: jump_if_false @SWEET7_27619 
0006: 534@ = 51 

:SWEET7_27619
00D6: if 
0039:   540@ == 3 
004D: jump_if_false @SWEET7_27644 
0006: 534@ = 52 

:SWEET7_27644
0006: 539@ = 12 
0002: jump @SWEET7_27697 

:SWEET7_27658
0006: 534@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR629' time 6000 flag 1  // ~s~Kane is getting away! Follow ~b~Sweet~s~, he's going to hijack that car!
0006: 539@ = 0 
0002: jump @SWEET7_27697 

:SWEET7_27697
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_27966 
00D6: if 
00FE:   actor 98@ sphere 0 in_sphere 1952.432 -1136.238 24.621 radius 5.0 5.0 5.0 
004D: jump_if_false @SWEET7_27820 
0006: 53@ = 80 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_27820 
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_27820 
0687: clear_actor 122@ task 
05D2: AS_actor 122@ run_to_and_hijack_car 77@ max_search_radius 30.0 traffic_behavior 2 

:SWEET7_27820
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_27966 
00D6: if 
80DB:   not actor 98@ in_car 77@ 
004D: jump_if_false @SWEET7_27893 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @SWEET7_27893 
0687: clear_actor 98@ task 
05E2: AS_actor 98@ kill_actor $PLAYER_ACTOR 
0006: 73@ = 1 

:SWEET7_27893
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_27966 
00D6: if 
80DB:   not actor 122@ in_car 77@ 
004D: jump_if_false @SWEET7_27966 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @SWEET7_27966 
0687: clear_actor 122@ task 
05E2: AS_actor 122@ kill_actor $PLAYER_ACTOR 
0006: 74@ = 1 

:SWEET7_27966
00D6: if 
0039:   53@ == 80 
004D: jump_if_false @SWEET7_28238 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_28238 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_28238 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 98@ radius 50.0 50.0 50.0 sphere 0 
004D: jump_if_false @SWEET7_28092 
00D6: if 
82CA:   not car 77@ bounding_sphere_visible 
004D: jump_if_false @SWEET7_28092 
0209: 540@ = random_int_in_ranges 0 3 
0006: 539@ = 61 
0006: 53@ = 999 

:SWEET7_28092
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_28165 
00D6: if 
80DB:   not actor 98@ in_car 77@ 
004D: jump_if_false @SWEET7_28165 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @SWEET7_28165 
0687: clear_actor 98@ task 
05E2: AS_actor 98@ kill_actor $PLAYER_ACTOR 
0006: 73@ = 1 

:SWEET7_28165
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_28238 
00D6: if 
80DB:   not actor 122@ in_car 77@ 
004D: jump_if_false @SWEET7_28238 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @SWEET7_28238 
0687: clear_actor 122@ task 
05E2: AS_actor 122@ kill_actor $PLAYER_ACTOR 
0006: 74@ = 1 

:SWEET7_28238
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @SWEET7_28572 
0050: gosub @SWEET7_31754 
00D6: if 
0019:   539@ > 0 
004D: jump_if_false @SWEET7_28441 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_28441 
0871: init_jump_table 539@ total_jumps 3 default_jump 0 @SWEET7_28441 jumps 1 @SWEET7_28362 2 @SWEET7_28383 3 @SWEET7_28404 -1 @SWEET7_28441 -1 @SWEET7_28441 -1 @SWEET7_28441 -1 @SWEET7_28441 

:SWEET7_28362
0006: 534@ = 67 
0006: 539@ = 2 
0002: jump @SWEET7_28441 

:SWEET7_28383
0006: 534@ = 68 
0006: 539@ = 3 
0002: jump @SWEET7_28441 

:SWEET7_28404
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR628' time 6000 flag 1  // ~s~Kane's dead! Take out the rest of his ~r~men~s~ now!
0006: 539@ = 0 
0002: jump @SWEET7_28441 

:SWEET7_28441
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @SWEET7_28572 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_28572 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_28572 
0186: 43@ = create_marker_above_car 79@ 
07E0: set_marker 43@ type_to 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR644' time 6000 flag 1  // ~s~Get in the ~b~car~s~ and drive Sweet back home!
00D6: if 
0448:   actor $ACTOR_SWEET in_car 79@ 
004D: jump_if_false @SWEET7_28550 
020A: set_car 79@ door_status_to 1 

:SWEET7_28550
02AC: set_car 79@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0006: 71@ = 4 

:SWEET7_28572
00D6: if 
0039:   132@ == 1 
004D: jump_if_false @SWEET7_28681 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_28681 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_28681 
00D6: if 
0448:   actor $ACTOR_SWEET in_car 79@ 
004D: jump_if_false @SWEET7_28681 
00BE: text_clear_all 
0006: 539@ = 1 
0209: 540@ = random_int_in_ranges 0 2 
020A: set_car 79@ door_status_to 1 
0224: set_car 79@ health_to 1000 
0006: 132@ = 2 

:SWEET7_28681
00D6: if 
0039:   132@ == 2 
004D: jump_if_false @SWEET7_29040 
00D6: if 
0019:   539@ > 0 
004D: jump_if_false @SWEET7_28901 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_28901 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_28901 jumps 1 @SWEET7_28798 2 @SWEET7_28862 -1 @SWEET7_28901 -1 @SWEET7_28901 -1 @SWEET7_28901 -1 @SWEET7_28901 -1 @SWEET7_28901 

:SWEET7_28798
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_28823 
0006: 534@ = 53 

:SWEET7_28823
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_28848 
0006: 534@ = 54 

:SWEET7_28848
0006: 539@ = 2 
0002: jump @SWEET7_28901 

:SWEET7_28862
0006: 534@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR640' time 6000 flag 1  // ~s~Sweet's hot-wired that ~b~car~s~! Get in!
0006: 539@ = 0 
0002: jump @SWEET7_28901 

:SWEET7_28901
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_29040 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 79@ 
004D: jump_if_false @SWEET7_29040 
02AC: set_car 79@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
020A: set_car 79@ door_status_to 1 
0164: disable_marker 39@ 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_29012 
0187: 40@ = create_marker_above_actor 98@ 
00BE: text_clear_all 
0006: 539@ = 1 
0209: 540@ = random_int_in_ranges 0 2 
0006: 44@ = 0 

:SWEET7_29012
0006: 276@ = 1 
0006: 132@ = 3 
0006: 275@ = 1 
0006: 544@ = 1 

:SWEET7_29040
00D6: if 
0039:   132@ == 3 
004D: jump_if_false @SWEET7_29480 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_29480 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_29480 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 79@ 
004D: jump_if_false @SWEET7_29309 
00D6: if 
0019:   539@ > 0 
004D: jump_if_false @SWEET7_29309 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_29309 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_29309 jumps 1 @SWEET7_29208 2 @SWEET7_29272 -1 @SWEET7_29309 -1 @SWEET7_29309 -1 @SWEET7_29309 -1 @SWEET7_29309 -1 @SWEET7_29309 

:SWEET7_29208
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_29233 
0006: 534@ = 55 

:SWEET7_29233
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_29258 
0006: 534@ = 56 

:SWEET7_29258
0006: 539@ = 2 
0002: jump @SWEET7_29309 

:SWEET7_29272
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR641' time 6000 flag 1  // ~s~Follow ~r~Kane~s~ and kill him!
0006: 539@ = 0 
0002: jump @SWEET7_29309 

:SWEET7_29309
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @SWEET7_29391 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 79@ 
004D: jump_if_false @SWEET7_29391 
0186: 43@ = create_marker_above_car 79@ 
07E0: set_marker 43@ type_to 1 
0164: disable_marker 40@ 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR643' time 6000 flag 1  // ~s~It will be harder to catch Kane on foot! Get back in the ~b~vehicle~s~ now!
0006: 44@ = 1 

:SWEET7_29391
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @SWEET7_29480 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 79@ 
004D: jump_if_false @SWEET7_29480 
0164: disable_marker 43@ 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_29473 
0187: 40@ = create_marker_above_actor 98@ 
00BC: show_text_highpriority GXT 'TWAR641' time 6000 flag 1  // ~s~Follow ~r~Kane~s~ and kill him!

:SWEET7_29473
0006: 44@ = 0 

:SWEET7_29480
00D6: if 
0039:   275@ == 1 
004D: jump_if_false @SWEET7_29625 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_29625 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_29625 
00D6: if 
00F2:   actor $ACTOR_SWEET near_actor 98@ radius 30.0 30.0 0 
004D: jump_if_false @SWEET7_29625 
0687: clear_actor $ACTOR_SWEET task 
0713: actor $ACTOR_SWEET driveby_actor 98@ car -1 point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 90 
0006: 275@ = 2 
0006: 544@ = 1 
0209: 540@ = random_int_in_ranges 0 4 

:SWEET7_29625
00D6: if 
0039:   275@ == 2 
004D: jump_if_false @SWEET7_29968 
00D6: if 
0019:   544@ > 0 
004D: jump_if_false @SWEET7_29893 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_29893 
0871: init_jump_table 544@ total_jumps 2 default_jump 0 @SWEET7_29893 jumps 1 @SWEET7_29742 2 @SWEET7_29856 -1 @SWEET7_29893 -1 @SWEET7_29893 -1 @SWEET7_29893 -1 @SWEET7_29893 -1 @SWEET7_29893 

:SWEET7_29742
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_29767 
0006: 534@ = 57 

:SWEET7_29767
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_29792 
0006: 534@ = 58 

:SWEET7_29792
00D6: if 
0039:   540@ == 2 
004D: jump_if_false @SWEET7_29817 
0006: 534@ = 59 

:SWEET7_29817
00D6: if 
0039:   540@ == 3 
004D: jump_if_false @SWEET7_29842 
0006: 534@ = 60 

:SWEET7_29842
0006: 544@ = 2 
0002: jump @SWEET7_29893 

:SWEET7_29856
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR649' time 6000 flag 1  // ~s~Drive the car near ~r~Kane~s~ so Sweet has a clear shot!
0006: 544@ = 0 
0002: jump @SWEET7_29893 

:SWEET7_29893
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @SWEET7_29968 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_29968 
00D6: if 
80F2:   not actor $ACTOR_SWEET near_actor 98@ radius 40.0 40.0 0 
004D: jump_if_false @SWEET7_29968 
0687: clear_actor $ACTOR_SWEET task 
0006: 275@ = 1 

:SWEET7_29968
00D6: if 
0039:   276@ == 1 
004D: jump_if_false @SWEET7_30048 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 875.3232 -1071.941 23.3364 radius 400.0 400.0 100.0 
004D: jump_if_false @SWEET7_30048 
0050: gosub @SWEET7_32180 
0006: 276@ = 2 

:SWEET7_30048
00D6: if 
0039:   279@ == 1 
004D: jump_if_false @SWEET7_30119 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @SWEET7_30119 
03E6: remove_text_box 
03E5: show_text_box 'TWAR801'  // Get your gang to follow you by pressing ~k~~GROUP_CONTROL_FWD~.
0006: 279@ = 2 
0006: 280@ = 1 
0006: 33@ = 0 

:SWEET7_30119
0002: jump @SWEET7_5066 

:SWEET7_30126
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_30204 
0615: define_AS_pack_begin 100@ 
0688: AS_actor -1 unknown_toggle_ped_threat_scanner 0 0 0 
05D3: AS_actor -1 goto_point 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) mode 7 time -2 ms // versionA 
0616: define_AS_pack_end 100@ 
0618: assign_actor 98@ to_AS_pack 100@ 
061B: remove_references_to_AS_pack 100@ 

:SWEET7_30204
0051: return 

:SWEET7_30206
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_30298 
0615: define_AS_pack_begin 106@ 
0637: AS_actor -1 goto 170@(139@,10f) 180@(139@,10f) 190@(139@,10f) mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 106@ 
0618: assign_actor 105@ to_AS_pack 106@ 
061B: remove_references_to_AS_pack 106@ 

:SWEET7_30298
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_30404 
0615: define_AS_pack_begin 108@ 
0637: AS_actor -1 goto 200@(139@,10f) 210@(139@,10f) 220@(139@,10f) mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 5000 chance_of_action 70 
0616: define_AS_pack_end 108@ 
0618: assign_actor 107@ to_AS_pack 108@ 
061B: remove_references_to_AS_pack 108@ 

:SWEET7_30404
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_30506 
0648: unknown_actor 109@ task_set 150.0 // float 
0615: define_AS_pack_begin 110@ 
0637: AS_actor -1 goto 230@(139@,10f) 240@(139@,10f) 250@(139@,10f) mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 110@ 
0618: assign_actor 109@ to_AS_pack 110@ 
061B: remove_references_to_AS_pack 110@ 

:SWEET7_30506
0051: return 

:SWEET7_30508
0006: 53@ = 20 
0006: 54@ = 1 
0006: 279@ = 1 
0006: 33@ = 0 
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_30562 
01B2: give_actor 105@ weapon 22 ammo 2000 // Load the weapon model before using this 

:SWEET7_30562
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_30588 
01B2: give_actor 107@ weapon 22 ammo 2000 // Load the weapon model before using this 

:SWEET7_30588
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_30614 
01B2: give_actor 109@ weapon 22 ammo 2000 // Load the weapon model before using this 

:SWEET7_30614
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_30640 
01B2: give_actor 98@ weapon 22 ammo 2000 // Load the weapon model before using this 

:SWEET7_30640
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_30781 
0615: define_AS_pack_begin 100@ 
00D6: if 
0039:   139@ == 3 
004D: jump_if_false @SWEET7_30702 
05D3: AS_actor -1 goto_point 889.4055 -1057.06 24.0241 mode 7 time -2 ms // versionA 

:SWEET7_30702
00D6: if 
001B:   3 > 139@ 
004D: jump_if_false @SWEET7_30743 
05D3: AS_actor -1 goto_point 889.4055 -1057.06 24.0241 mode 7 time -2 ms // versionA 

:SWEET7_30743
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0616: define_AS_pack_end 100@ 
0618: assign_actor 98@ to_AS_pack 100@ 
061B: remove_references_to_AS_pack 100@ 

:SWEET7_30781
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_30877 
0648: unknown_actor 105@ task_set 150.0 // float 
0615: define_AS_pack_begin 106@ 
0637: AS_actor -1 goto 884.8275 -1057.997 24.8115 mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 106@ 
0618: assign_actor 105@ to_AS_pack 106@ 
061B: remove_references_to_AS_pack 106@ 

:SWEET7_30877
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_30987 
0648: unknown_actor 107@ task_set 150.0 // float 
0615: define_AS_pack_begin 108@ 
0637: AS_actor -1 goto 880.5971 -1057.468 25.9345 mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 5000 chance_of_action 70 
0616: define_AS_pack_end 108@ 
0618: assign_actor 107@ to_AS_pack 108@ 
061B: remove_references_to_AS_pack 108@ 

:SWEET7_30987
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_31083 
0648: unknown_actor 109@ task_set 150.0 // float 
0615: define_AS_pack_begin 110@ 
0637: AS_actor -1 goto 881.8948 -1061.774 24.2952 mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 110@ 
0618: assign_actor 109@ to_AS_pack 110@ 
061B: remove_references_to_AS_pack 110@ 

:SWEET7_31083
00D6: if 
8118:   not actor 111@ dead 
004D: jump_if_false @SWEET7_31152 
0648: unknown_actor 111@ task_set 150.0 // float 
0615: define_AS_pack_begin 114@ 
0638: AS_actor -1 stay_put 0 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 5000 chance_of_action 70 
0616: define_AS_pack_end 114@ 
0618: assign_actor 111@ to_AS_pack 114@ 
061B: remove_references_to_AS_pack 114@ 

:SWEET7_31152
00D6: if 
8118:   not actor 112@ dead 
004D: jump_if_false @SWEET7_31214 
0648: unknown_actor 112@ task_set 150.0 // float 
0615: define_AS_pack_begin 115@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 115@ 
0618: assign_actor 112@ to_AS_pack 115@ 
061B: remove_references_to_AS_pack 115@ 

:SWEET7_31214
00D6: if 
8118:   not actor 113@ dead 
004D: jump_if_false @SWEET7_31276 
0648: unknown_actor 113@ task_set 150.0 // float 
0615: define_AS_pack_begin 116@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 116@ 
0618: assign_actor 113@ to_AS_pack 116@ 
061B: remove_references_to_AS_pack 116@ 

:SWEET7_31276
0051: return 

:SWEET7_31278
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_31323 
0187: 45@ = create_marker_above_actor 105@ 
0168: set_marker 45@ size 2 
000A: 123@ += 1 
0006: 124@ = 1 

:SWEET7_31323
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_31368 
0187: 46@ = create_marker_above_actor 107@ 
0168: set_marker 46@ size 2 
000A: 123@ += 1 
0006: 125@ = 1 

:SWEET7_31368
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_31413 
0187: 47@ = create_marker_above_actor 109@ 
0168: set_marker 47@ size 2 
000A: 123@ += 1 
0006: 126@ = 1 

:SWEET7_31413
00D6: if 
8118:   not actor 111@ dead 
004D: jump_if_false @SWEET7_31458 
0187: 48@ = create_marker_above_actor 111@ 
0168: set_marker 48@ size 2 
000A: 123@ += 1 
0006: 127@ = 1 

:SWEET7_31458
00D6: if 
8118:   not actor 112@ dead 
004D: jump_if_false @SWEET7_31503 
0187: 49@ = create_marker_above_actor 112@ 
0168: set_marker 49@ size 2 
000A: 123@ += 1 
0006: 128@ = 1 

:SWEET7_31503
00D6: if 
8118:   not actor 113@ dead 
004D: jump_if_false @SWEET7_31548 
0187: 50@ = create_marker_above_actor 113@ 
0168: set_marker 50@ size 2 
000A: 123@ += 1 
0006: 129@ = 1 

:SWEET7_31548
00D6: if 
8118:   not actor 117@ dead 
004D: jump_if_false @SWEET7_31632 
0687: clear_actor 117@ task 
0615: define_AS_pack_begin 118@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 118@ 
0618: assign_actor 117@ to_AS_pack 118@ 
061B: remove_references_to_AS_pack 118@ 
0187: 51@ = create_marker_above_actor 117@ 
0168: set_marker 51@ size 2 
000A: 123@ += 1 
0006: 130@ = 1 

:SWEET7_31632
00D6: if 
8118:   not actor 119@ dead 
004D: jump_if_false @SWEET7_31716 
0687: clear_actor 119@ task 
0615: define_AS_pack_begin 120@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 120@ 
0618: assign_actor 119@ to_AS_pack 120@ 
061B: remove_references_to_AS_pack 120@ 
0187: 52@ = create_marker_above_actor 119@ 
0168: set_marker 52@ size 2 
000A: 123@ += 1 
0006: 131@ = 1 

:SWEET7_31716
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_31752 
0687: clear_actor 122@ task 
05DD: AS_actor 122@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_31752
0051: return 

:SWEET7_31754
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @SWEET7_31807 
00D6: if 
0118:   actor 105@ dead 
004D: jump_if_false @SWEET7_31807 
0164: disable_marker 45@ 
000E: 123@ -= 1 
0006: 124@ = 2 

:SWEET7_31807
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @SWEET7_31860 
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @SWEET7_31860 
0164: disable_marker 46@ 
000E: 123@ -= 1 
0006: 125@ = 2 

:SWEET7_31860
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @SWEET7_31913 
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @SWEET7_31913 
0164: disable_marker 47@ 
000E: 123@ -= 1 
0006: 126@ = 2 

:SWEET7_31913
00D6: if 
0039:   127@ == 1 
004D: jump_if_false @SWEET7_31966 
00D6: if 
0118:   actor 111@ dead 
004D: jump_if_false @SWEET7_31966 
0164: disable_marker 48@ 
000E: 123@ -= 1 
0006: 127@ = 2 

:SWEET7_31966
00D6: if 
0039:   128@ == 1 
004D: jump_if_false @SWEET7_32019 
00D6: if 
0118:   actor 112@ dead 
004D: jump_if_false @SWEET7_32019 
000E: 123@ -= 1 
0164: disable_marker 49@ 
0006: 128@ = 2 

:SWEET7_32019
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @SWEET7_32072 
00D6: if 
0118:   actor 113@ dead 
004D: jump_if_false @SWEET7_32072 
0164: disable_marker 50@ 
000E: 123@ -= 1 
0006: 129@ = 2 

:SWEET7_32072
00D6: if 
0039:   130@ == 1 
004D: jump_if_false @SWEET7_32125 
00D6: if 
0118:   actor 117@ dead 
004D: jump_if_false @SWEET7_32125 
0164: disable_marker 51@ 
000E: 123@ -= 1 
0006: 130@ = 2 

:SWEET7_32125
00D6: if 
0039:   131@ == 1 
004D: jump_if_false @SWEET7_32178 
00D6: if 
0118:   actor 119@ dead 
004D: jump_if_false @SWEET7_32178 
0164: disable_marker 52@ 
000E: 123@ -= 1 
0006: 131@ = 2 

:SWEET7_32178
0051: return 

:SWEET7_32180
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_32276 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_32236 
00D6: if 
8448:   not actor 263@ in_car 79@ 
004D: jump_if_false @SWEET7_32236 
01C2: remove_references_to_actor 263@ // Like turning an actor into a random pedestrian 

:SWEET7_32236
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_32276 
00D6: if 
8448:   not actor 264@ in_car 79@ 
004D: jump_if_false @SWEET7_32276 
01C2: remove_references_to_actor 264@ // Like turning an actor into a random pedestrian 

:SWEET7_32276
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_32332 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_32332 
00D6: if 
8448:   not actor 98@ in_car 77@ 
004D: jump_if_false @SWEET7_32332 
01C3: remove_references_to_car 77@ 

:SWEET7_32332
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 117@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 119@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 105@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 107@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 109@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 111@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 112@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 113@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 76@ 
01C3: remove_references_to_car 78@ 
0051: return 

:SWEET7_32404
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:SWEET7_32422
0652: 281@ = integer_stat 68 
0652: 281@ = integer_stat 68 
0318: set_latest_mission_passed 'SWEET_7'  // Los Sepulcros
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 20 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0008: $SWEET_TOTAL_PASSED_MISSIONS += 1 
0164: disable_marker $MARKER_SWEET_HOUSE 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0051: return 

:SWEET7_32503
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01E7: remove_forbidden_for_cars_cube_cornerA 2297.038 -1664.6 10.8474 cornerB 2324.865 -1652.124 14.8382 
022A: remove_forbidden_for_peds_cube_cornerA 2297.038 -1664.6 10.8474 cornerB 2324.865 -1652.124 14.8382 
076C: set_zone 'GAN1' gang 1 density_to 35@ 
076C: set_zone 'GAN2' gang 1 density_to 36@ 
040D: unload_wav 3 
03E6: remove_text_box 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0110: clear_player $PLAYER_CHAR wanted_level 
034F: destroy_actor_with_fade $ACTOR_SWEET 
01B7: release_weather 
0296: unload_special_actor 1 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_32675 
0446: set_actor 263@ dismemberment_possible 1 
0223: set_actor 263@ health_to 100 
01C2: remove_references_to_actor 263@ // Like turning an actor into a random pedestrian 

:SWEET7_32675
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_32710 
0446: set_actor 264@ dismemberment_possible 1 
0223: set_actor 264@ health_to 100 
01C2: remove_references_to_actor 264@ // Like turning an actor into a random pedestrian 

:SWEET7_32710
0164: disable_marker 40@ 
0164: disable_marker 39@ 
0164: disable_marker 41@ 
0164: disable_marker 42@ 
0164: disable_marker 43@ 
0164: disable_marker 45@ 
0164: disable_marker 46@ 
0164: disable_marker 47@ 
0164: disable_marker 48@ 
0164: disable_marker 49@ 
0164: disable_marker 50@ 
0164: disable_marker 51@ 
0164: disable_marker 52@ 
0164: disable_marker 267@ 
0164: disable_marker 265@ 
0164: disable_marker 266@ 
0164: disable_marker 292@ 
0164: disable_marker 293@ 
0164: disable_marker 294@ 
0164: disable_marker 271@ 
014F: stop_timer $6693 
04EF: release_animation "GRAVEYARD" 
04EF: release_animation "SMOKING" 
0249: release_model #GREENWOO 
0249: release_model #MICRO_UZI 
0249: release_model #COLT45 
0249: release_model #CHROMEGUN 
0249: release_model #ADMIRAL 
0249: release_model #SADLER 
0249: release_model #FAM3 
0249: release_model #FAM2 
0249: release_model #FAM1 
0249: release_model #WMOPREA 
0249: release_model #BALLAS1 
0249: release_model #BALLAS2 
0249: release_model #BALLAS3 
0249: release_model #BFYRI 
01E7: remove_forbidden_for_cars_cube_cornerA 772.243 -1050.323 10.2931 cornerB 806.2723 -1130.195 23.8359 
01E7: remove_forbidden_for_cars_cube_cornerA 135@ 136@ 0.0 cornerB 137@ 138@ 60.0 
022A: remove_forbidden_for_peds_cube_cornerA 135@ 136@ 0.0 cornerB 137@ 138@ 60.0 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 21---------------
// Originally: Doberman

:CRASH4
03A4: name_thread 'CRASH4' 
0050: gosub @CRASH4_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CRASH4_38 
0050: gosub @CRASH4_6181 

:CRASH4_38
0050: gosub @CRASH4_6780 
004E: end_thread 

:CRASH4_47
0004: $ONMISSION = 1 
0004: $2576 = 1 
0006: 49@ = 0 
0006: 50@ = 0 
0006: 46@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 42@ = 0 
0006: 42@ = 0 
0006: 44@ = 0 
0007: 56@ = 0.0 
0007: 57@ = 0.0 
0006: 59@ = 0 
0006: 58@ = 0 
0006: 61@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0006: 66@ = 0 
0006: 67@ = 0 
0006: 68@ = 0 
0006: 70@ = 0 
0004: $2575 = 0 
0006: 71@ = 0 
0006: 72@ = 0 
0006: 73@ = 0 
0006: 74@ = 0 
0317: increment_mission_attempts 
0001: wait 0 ms 
0A0E: disable_text_with_style 1 
0001: wait 1000 ms 
054C: use_GXT_table 'CRASH2' 
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN1' gang 1 density_to 0 
076D: get_zone 'GLN1' gang 2 density_to 71@ 
076D: get_zone 'GLN1' gang 7 density_to 72@ 
076C: set_zone 'GLN1' gang 2 density_to 0 
076C: set_zone 'GLN1' gang 7 density_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
060A: create_decision_maker_type 2 store_to 43@ // decision\allowed\m_.ped files 
0247: load_model #BALLAS1 
0247: load_model #BALLAS2 
0247: load_model #TEC9 
04ED: load_animation "GANGS" 
04ED: load_animation "SMOKING" 
0247: load_model #CIGAR 
0247: load_model #FAM2 
0247: load_model #FAM3 
038B: load_requested_models 

:CRASH4_442
00D6: if or
8248:   not model #BALLAS2 available 
8248:   not model #TEC9 available 
8248:   not model #BALLAS1 available 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @CRASH4_486 
0001: wait 0 ms 
0002: jump @CRASH4_442 

:CRASH4_486
00D6: if or
84EE:   not animation "SMOKING" loaded 
8248:   not model #CIGAR available 
8248:   not model #FAM2 available 
8248:   not model #FAM3 available 
004D: jump_if_false @CRASH4_531 
0001: wait 0 ms 
0002: jump @CRASH4_486 

:CRASH4_531
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 1363.689 -1280.441 12.5469 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 1363.689 -1280.441 12.5469 
03CB: set_rendering_origin_at 1363.689 -1280.441 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08F5: save_player_group 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
0395: clear_area 1 at 1350.177 -1264.921 14.7166 radius 1.0 
015F: set_camera_position 1350.177 -1264.921 14.7166 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1350.987 -1265.499 14.8167 switchstyle 2 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1500 

:CRASH4_730
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_754 
0001: wait 0 ms 
0002: jump @CRASH4_730 

:CRASH4_754
00BC: show_text_highpriority GXT 'AMUHLP' time 10000 flag 1  // ~s~This is Ammu-Nation, you can buy weapons and ammunition here.
0707: start_scene_skip_to @CRASH4_814 
0006: 32@ = 0 

:CRASH4_784
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @CRASH4_814 
0001: wait 0 ms 
0002: jump @CRASH4_784 

:CRASH4_814
0701: end_scene_skip 
03D5: remove_text 'AMUHLP'  // ~s~This is Ammu-Nation, you can buy weapons and ammunition here.
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:CRASH4_842
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_866 
0001: wait 0 ms 
0002: jump @CRASH4_842 

:CRASH4_866
0247: load_model #LAEJEFFERSALPHA 
0247: load_model #LAELODPARK02 
0247: load_model #LAEMACPARK02 

:CRASH4_879
00D6: if or
8248:   not model #LAEJEFFERSALPHA available 
8248:   not model #LAELODPARK02 available 
8248:   not model #LAEMACPARK02 available 
004D: jump_if_false @CRASH4_914 
0001: wait 0 ms 
0002: jump @CRASH4_879 

:CRASH4_914
038B: load_requested_models 
02A3: enable_widescreen 1 
00D6: if 
0038:   $2413 == 1 
004D: jump_if_false @CRASH4_945 
0707: start_scene_skip_to @CRASH4_2100 

:CRASH4_945
00A1: put_actor $PLAYER_ACTOR at 1859.931 -1137.139 22.946 
0A0B: set_rendering_origin_at_3D_coord 1859.931 -1137.139 22.946 angle 89.9 
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @CRASH4_1339 
0395: clear_area 1 at 1924.632 -1126.623 24.135 radius 30.0 
009A: 53@ = create_actor_pedtype 24 model #BALLAS2 at 1924.632 -1126.623 24.135 
02A9: set_actor 53@ immune_to_nonplayer 0 
0173: set_actor 53@ Z_angle_to 180.0 
0107: 60@ = create_object #CIGAR at 1924.632 -1126.623 24.135 
070A: AS_actor 53@ attach_to_object 60@ offset 0.04 0.1 -0.02 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1 
0812: AS_actor 53@ perform_animation "M_SMKLEAN_LOOP" IFP "SMOKING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
009A: 54@ = create_actor_pedtype 24 model #BALLAS1 at 1921.157 -1127.438 24.048 
02A9: set_actor 54@ immune_to_nonplayer 0 
0173: set_actor 54@ Z_angle_to 270.0 
0812: AS_actor 54@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
009A: 55@ = create_actor_pedtype 24 model #BALLAS2 at 1922.157 -1127.438 24.048 
02A9: set_actor 55@ immune_to_nonplayer 0 
0173: set_actor 55@ Z_angle_to 90.0 
0812: AS_actor 55@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 62@ = 1 

:CRASH4_1339
015F: set_camera_position 1858.909 -1136.102 26.7903 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1859.867 -1136.38 26.725 switchstyle 2 
03DE: set_pedestrians_density_multiplier_to 4.0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 2000 

:CRASH4_1412
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_1436 
0001: wait 0 ms 
0002: jump @CRASH4_1412 

:CRASH4_1436
00BC: show_text_highpriority GXT 'CM2_10' time 20000 flag 1  // ~s~This is Glen Park, which is Ballas territory.
0006: 32@ = 0 

:CRASH4_1459
00D6: if 
001B:   10000 > 32@ 
004D: jump_if_false @CRASH4_1489 
0001: wait 0 ms 
0002: jump @CRASH4_1459 

:CRASH4_1489
03D5: remove_text 'CM2_10'  // ~s~This is Glen Park, which is Ballas territory.
015F: set_camera_position 1916.77 -1130.479 26.9978 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1917.738 -1130.27 26.8593 switchstyle 2 
00BC: show_text_highpriority GXT 'CM2_11' time 20000 flag 1  // ~s~You must take out the enemy gang to gain this territory as your own.
0006: 32@ = 0 

:CRASH4_1574
00D6: if 
001B:   10000 > 32@ 
004D: jump_if_false @CRASH4_1774 
0001: wait 0 ms 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @CRASH4_1767 
00D6: if 
0019:   32@ > 7000 
004D: jump_if_false @CRASH4_1767 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @CRASH4_1767 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @CRASH4_1767 
0812: AS_actor 54@ perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0007: 56@ = 0.0 
0812: AS_actor 55@ perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0007: 57@ = 0.0 
0006: 49@ = 1 

:CRASH4_1767
0002: jump @CRASH4_1574 

:CRASH4_1774
03D5: remove_text 'CM2_11'  // ~s~You must take out the enemy gang to gain this territory as your own.
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:CRASH4_1800
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_1824 
0001: wait 0 ms 
0002: jump @CRASH4_1800 

:CRASH4_1824
0249: release_model #LAEJEFFERSALPHA 
0249: release_model #LAELODPARK02 
0249: release_model #LAEMACPARK02 
03D5: remove_text 'CM2_2' 
04E4: refresh_game_renderer_at 1363.689 -1280.441 
0395: clear_area 1 at 1363.689 -1280.441 12.5469 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 1363.689 -1280.441 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0A0B: set_rendering_origin_at_3D_coord 1363.689 -1280.441 12.5469 angle 90.0 
04EF: release_animation "GANGS" 
04EF: release_animation "SMOKING" 
00D6: if 
0039:   62@ == 1 
004D: jump_if_false @CRASH4_1994 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 
009B: destroy_actor 55@ 
0108: destroy_object 60@ 

:CRASH4_1994
0249: release_model #CIGAR 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
08F6: restore_player_group 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1500 

:CRASH4_2030
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_2054 
0001: wait 0 ms 
0002: jump @CRASH4_2030 

:CRASH4_2054
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
00D6: if 
0038:   $2413 == 1 
004D: jump_if_false @CRASH4_2401 
0006: 44@ = 1 

:CRASH4_2100
0701: end_scene_skip 
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @CRASH4_2401 
00BE: text_clear_all 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:CRASH4_2137
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_2161 
0001: wait 0 ms 
0002: jump @CRASH4_2137 

:CRASH4_2161
03DE: set_pedestrians_density_multiplier_to 1.0 
04E4: refresh_game_renderer_at 1363.689 -1280.441 
0395: clear_area 1 at 1363.689 -1280.441 12.5469 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 1363.689 -1280.441 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0A0B: set_rendering_origin_at_3D_coord 1363.689 -1280.441 12.5469 angle 90.0 
04EF: release_animation "GANGS" 
04EF: release_animation "SMOKING" 
0249: release_model #LAEJEFFERSALPHA 
0249: release_model #LAELODPARK02 
0249: release_model #LAEMACPARK02 
00D6: if 
0039:   62@ == 1 
004D: jump_if_false @CRASH4_2327 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 
009B: destroy_actor 55@ 
0108: destroy_object 60@ 

:CRASH4_2327
0249: release_model #CIGAR 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1500 

:CRASH4_2361
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_2385 
0001: wait 0 ms 
0002: jump @CRASH4_2361 

:CRASH4_2385
0373: set_camera_directly_behind_player 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 

:CRASH4_2401
0004: $2413 = 1 
02A8: 52@ = create_marker 6 at 1362.895 -1281.008 12.586 
07FB: set_interior 'AMMUN1' access 1  // Ammu-Nation
076C: set_zone 'GLN1' gang 2 density_to 40 
076C: set_zone 'GLN1' gang 1 density_to 0 
0983: unknown_disable_gang_wars 1 
08AC: hide_gang_zones_on_map 1 
08B3: set_gang_zone 'GLN1' as_only_one_available_for_gangwars 
03C7: set_sensitivity_to_crime 0.5 
08A3: update_respect_while_on_mission 1 
0879: enable_gang_wars 1 
0004: $2577 = 1 
00BC: show_text_highpriority GXT 'CM2_3' time 8000 flag 1  // ~s~Go to ~y~Glen Park, Ballas territory~s~ and take it over, if you need a gun go into ~b~Ammu-Nation~s~.
02A8: 45@ = create_marker 62 at 1932.351 -1189.647 19.063 

:CRASH4_2552
00D6: if 
8583:   not player $PLAYER_CHAR in_zone 'GLN1' 
004D: jump_if_false @CRASH4_2804 
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CRASH4_2603 
0002: jump @CRASH4_6337 

:CRASH4_2603
00D6: if 
0039:   67@ == 0 
004D: jump_if_false @CRASH4_2710 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2444.895 -1981.524 13.933 radius 880.0 880.0 100.0 
004D: jump_if_false @CRASH4_2710 
00D6: if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // s$ 
004D: jump_if_false @CRASH4_2710 
03E5: show_text_box 'CM2_18'  // Ballas territory is marked in purple on the radar.
0006: 33@ = 0 
0006: 67@ = 1 

:CRASH4_2710
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @CRASH4_2781 
00D6: if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // s$ 
004D: jump_if_false @CRASH4_2781 
00D6: if 
0019:   33@ > 5000 
004D: jump_if_false @CRASH4_2781 
03E5: show_text_box 'CM2_19'  // The radar icon indicates the territory to attack, it will stay on the radar until you own the territory.
0006: 67@ = 2 

:CRASH4_2781
076D: get_zone 'GLN1' gang 0 density_to 47@ 
0002: jump @CRASH4_2552 

:CRASH4_2804
0164: disable_marker 52@ 
00BC: show_text_highpriority GXT 'CM2_5' time 8000 flag 1  // ~s~Attack enemy gang members while on foot.
0006: 32@ = 0 

:CRASH4_2832
00D6: if 
887A:   not gang_war_in_progress 
004D: jump_if_false @CRASH4_3096 
0001: wait 0 ms 
00D6: if 
8583:   not player $PLAYER_CHAR in_zone 'GLN1' 
004D: jump_if_false @CRASH4_2922 
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @CRASH4_2915 
00BC: show_text_highpriority GXT 'CM2_6' time 8000 flag 1  // ~s~Get back to ~y~Glen Park~s~!
0006: 46@ = 1 

:CRASH4_2915
0002: jump @CRASH4_2974 

:CRASH4_2922
00D6: if 
0039:   46@ == 1 
004D: jump_if_false @CRASH4_2974 
03D5: remove_text 'CM2_6'  // ~s~Get back to ~y~Glen Park~s~!
00BC: show_text_highpriority GXT 'CM2_5' time 8000 flag 1  // ~s~Attack enemy gang members while on foot.
0006: 46@ = 0 

:CRASH4_2974
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @CRASH4_3036 
00D6: if 
0029:   32@ >= 60000 
004D: jump_if_false @CRASH4_3036 
00BC: show_text_highpriority GXT 'CM2_5' time 8000 flag 1  // ~s~Attack enemy gang members while on foot.
0006: 73@ = 1 

:CRASH4_3036
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @CRASH4_3089 
00D6: if 
0029:   32@ >= 70000 
004D: jump_if_false @CRASH4_3089 
0006: 32@ = 0 
0006: 73@ = 0 

:CRASH4_3089
0002: jump @CRASH4_2832 

:CRASH4_3096
03D5: remove_text 'CM2_5'  // ~s~Attack enemy gang members while on foot.
0006: 32@ = 0 

:CRASH4_3114
00D6: if 
8039:   not  47@ == 0 
004D: jump_if_false @CRASH4_3456 
0001: wait 0 ms 
076D: get_zone 'GLN1' gang 0 density_to 47@ 
076D: get_zone 'GLN1' gang 1 density_to 74@ 
00D6: if 
8583:   not player $PLAYER_CHAR in_zone 'GLN1' 
004D: jump_if_false @CRASH4_3327 
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @CRASH4_3234 
00BC: show_text_highpriority GXT 'CM2_6' time 8000 flag 1  // ~s~Get back to ~y~Glen Park~s~!
0006: 46@ = 1 

:CRASH4_3234
00D6: if 
887A:   not gang_war_in_progress 
004D: jump_if_false @CRASH4_3313 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @CRASH4_3306 
00D6: if 
0039:   66@ == 0 
004D: jump_if_false @CRASH4_3306 
00BC: show_text_highpriority GXT 'CM2_17' time 8000 flag 1  // ~s~The enemy have retaken the territory!
0006: 66@ = 1 

:CRASH4_3306
0002: jump @CRASH4_3320 

:CRASH4_3313
0006: 66@ = 0 

:CRASH4_3320
0002: jump @CRASH4_3449 

:CRASH4_3327
00D6: if 
0039:   46@ == 1 
004D: jump_if_false @CRASH4_3363 
03D5: remove_text 'CM2_6'  // ~s~Get back to ~y~Glen Park~s~!
0006: 46@ = 0 

:CRASH4_3363
00D6: if 
887A:   not gang_war_in_progress 
004D: jump_if_false @CRASH4_3442 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @CRASH4_3435 
00D6: if 
0039:   65@ == 0 
004D: jump_if_false @CRASH4_3435 
00BC: show_text_highpriority GXT 'CM2_16' time 8000 flag 1  // ~s~Attack enemy gang members to start the territory take over!
0006: 65@ = 1 

:CRASH4_3435
0002: jump @CRASH4_3449 

:CRASH4_3442
0006: 65@ = 0 

:CRASH4_3449
0002: jump @CRASH4_3114 

:CRASH4_3456
0164: disable_marker 45@ 
03D5: remove_text 'CM2_16'  // ~s~Attack enemy gang members to start the territory take over!
03D5: remove_text 'CM2_17'  // ~s~The enemy have retaken the territory!
03D5: remove_text 'CM2_6'  // ~s~Get back to ~y~Glen Park~s~!
03D5: remove_text 'CM2_5'  // ~s~Attack enemy gang members while on foot.
076C: set_zone 'GLN1' gang 0 density_to 0 
08A3: update_respect_while_on_mission 0 
0001: wait 5000 ms 
0983: unknown_disable_gang_wars 0 
0050: gosub @ENTEXT_63 

:CRASH4_3540
00D6: if 
8038:   not  $38 == 1 
004D: jump_if_false @CRASH4_3576 
0001: wait 0 ms 
0050: gosub @ENTEXT_63 
0002: jump @CRASH4_3540 

:CRASH4_3576
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:CRASH4_3614
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_3638 
0001: wait 0 ms 
0002: jump @CRASH4_3614 

:CRASH4_3638
03DE: set_pedestrians_density_multiplier_to 0.0 
08F5: save_player_group 
02A3: enable_widescreen 1 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH4_3745 
0395: clear_area 1 at 1859.931 -1137.139 22.946 radius 2.0 
00A1: put_actor $PLAYER_ACTOR at 1859.931 -1137.139 22.946 
0173: set_actor $PLAYER_ACTOR Z_angle_to 284.0 
03CB: set_rendering_origin_at 1859.931 -1137.139 22.946 
0002: jump @CRASH4_3851 

:CRASH4_3745
00D9: 75@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0395: clear_area 1 at 1859.931 -1137.139 22.946 radius 2.0 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1859.931 -1137.139 22.946 

:CRASH4_3797
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH4_3824 
0001: wait 0 ms 
0002: jump @CRASH4_3797 

:CRASH4_3824
0173: set_actor $PLAYER_ACTOR Z_angle_to 284.0 
03CB: set_rendering_origin_at 1859.931 -1137.139 22.946 

:CRASH4_3851
015F: set_camera_position 1859.828 -1136.18 33.7679 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1860.751 -1136.463 33.508 switchstyle 2 
00D6: if 
0039:   63@ == 0 
004D: jump_if_false @CRASH4_4081 
009A: 53@ = create_actor_pedtype 24 model #FAM2 at 1910.336 -1154.475 22.699 
0173: set_actor 53@ Z_angle_to 131.345 
02A9: set_actor 53@ immune_to_nonplayer 1 
0812: AS_actor 53@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
009A: 54@ = create_actor_pedtype 24 model #FAM3 at 1907.99 -1157.554 22.932 
0173: set_actor 54@ Z_angle_to 318.746 
02A9: set_actor 54@ immune_to_nonplayer 1 
0812: AS_actor 54@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 63@ = 1 

:CRASH4_4081
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:CRASH4_4096
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_4120 
0001: wait 0 ms 
0002: jump @CRASH4_4096 

:CRASH4_4120
00D6: if 
0038:   $2414 == 1 
004D: jump_if_false @CRASH4_4145 
0707: start_scene_skip_to @CRASH4_4675 

:CRASH4_4145
00BC: show_text_highpriority GXT 'CM2_12' time 20000 flag 1  // ~s~The territory is now owned by the Grove street families and is marked green on the radar.
0006: 32@ = 0 

:CRASH4_4168
00D6: if 
001B:   10000 > 32@ 
004D: jump_if_false @CRASH4_4198 
0001: wait 0 ms 
0002: jump @CRASH4_4168 

:CRASH4_4198
03D5: remove_text 'CM2_12'  // ~s~The territory is now owned by the Grove street families and is marked green on the radar.
015F: set_camera_position 1891.889 -1163.394 25.5792 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1892.865 -1163.187 25.5167 switchstyle 2 
00BC: show_text_highpriority GXT 'CM2_13' time 20000 flag 1  // ~s~Your gang members can now be found in this territory.
0006: 32@ = 0 

:CRASH4_4283
00D6: if 
001B:   10000 > 32@ 
004D: jump_if_false @CRASH4_4313 
0001: wait 0 ms 
0002: jump @CRASH4_4283 

:CRASH4_4313
03D5: remove_text 'CM2_13'  // ~s~Your gang members can now be found in this territory.
00BC: show_text_highpriority GXT 'CM2_14' time 20000 flag 1  // ~s~Your territory will come under constant attack from enemy gangs and you must defend it.
0006: 32@ = 0 

:CRASH4_4347
00D6: if 
001B:   10000 > 32@ 
004D: jump_if_false @CRASH4_4377 
0001: wait 0 ms 
0002: jump @CRASH4_4347 

:CRASH4_4377
03D5: remove_text 'CM2_14'  // ~s~Your territory will come under constant attack from enemy gangs and you must defend it.
015F: set_camera_position 1859.828 -1136.18 33.7679 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1860.751 -1136.463 33.508 switchstyle 2 
00BC: show_text_highpriority GXT 'CM2_15' time 20000 flag 1  // ~s~When an attack takes place the territory will flash red and an icon will be placed on the radar.
0006: 32@ = 0 

:CRASH4_4462
00D6: if 
001B:   10000 > 32@ 
004D: jump_if_false @CRASH4_4492 
0001: wait 0 ms 
0002: jump @CRASH4_4462 

:CRASH4_4492
03D5: remove_text 'CM2_15'  // ~s~When an attack takes place the territory will flash red and an icon will be placed on the radar.
00BC: show_text_highpriority GXT 'CM2_20' time 20000 flag 1  // You will gain respect and money for taking over territory, the money will appear in Grove Street.
0006: 32@ = 0 

:CRASH4_4526
00D6: if 
001B:   10000 > 32@ 
004D: jump_if_false @CRASH4_4556 
0001: wait 0 ms 
0002: jump @CRASH4_4526 

:CRASH4_4556
03D5: remove_text 'CM2_20'  // You will gain respect and money for taking over territory, the money will appear in Grove Street.
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:CRASH4_4582
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_4606 
0001: wait 0 ms 
0002: jump @CRASH4_4582 

:CRASH4_4606
00BE: text_clear_all 
00D6: if 
0039:   63@ == 1 
004D: jump_if_false @CRASH4_4636 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 

:CRASH4_4636
03DE: set_pedestrians_density_multiplier_to 1.0 
00D6: if 
0038:   $2414 == 1 
004D: jump_if_false @CRASH4_4771 
0006: 61@ = 1 
0004: $2414 = 1 

:CRASH4_4675
0701: end_scene_skip 
00D6: if 
0039:   61@ == 0 
004D: jump_if_false @CRASH4_4771 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:CRASH4_4710
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_4734 
0001: wait 0 ms 
0002: jump @CRASH4_4710 

:CRASH4_4734
00BE: text_clear_all 
03DE: set_pedestrians_density_multiplier_to 1.0 
00D6: if 
0039:   63@ == 1 
004D: jump_if_false @CRASH4_4771 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 

:CRASH4_4771
0004: $2414 = 1 
015F: set_camera_position 1914.107 -1130.994 27.8685 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1914.841 -1130.332 27.7162 switchstyle 2 
00D6: if 
0038:   $1794 == 0 
004D: jump_if_false @CRASH4_4861 
03CF: load_wav 10830 as 1 
0002: jump @CRASH4_4918 

:CRASH4_4861
00D6: if 
0038:   $1794 == 1 
004D: jump_if_false @CRASH4_4893 
03CF: load_wav 10831 as 1 
0002: jump @CRASH4_4918 

:CRASH4_4893
00D6: if 
0038:   $1794 == 2 
004D: jump_if_false @CRASH4_4918 
03CF: load_wav 10832 as 1 

:CRASH4_4918
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CRASH4_4944 
0001: wait 0 ms 
0002: jump @CRASH4_4918 

:CRASH4_4944
0395: clear_area 0 at 1922.439 -1118.043 25.125 radius 10.0 
009A: 34@ = create_actor_pedtype 25 model #BALLAS2 at 1922.439 -1118.043 25.125 
0173: set_actor 34@ Z_angle_to 180.0 
02A9: set_actor 34@ immune_to_nonplayer 0 
01B2: give_actor 34@ weapon 32 ammo 30000 // Load the weapon model before using this 
02AB: set_actor 34@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @CRASH4_5096 
05D3: AS_actor 34@ goto_point 1922.328 -1127.938 24.078 mode 6 time -1 ms // versionA 
0002: jump @CRASH4_5103 

:CRASH4_5096
0006: 38@ = 1 

:CRASH4_5103
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_5127 
0001: wait 0 ms 
0002: jump @CRASH4_5103 

:CRASH4_5127
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @CRASH4_5315 
0A09: set_actor 34@ muted 1 // versionB 
00D6: if 
0038:   $1794 == 0 
004D: jump_if_false @CRASH4_5205 
00BC: show_text_highpriority GXT 'CRA2_ZA' time 10000 flag 1  // ~z~Tenpenny set me up!
03D1: play_wav 1 
0967: actor 34@ move_mouth 999999 ms 
0002: jump @CRASH4_5308 

:CRASH4_5205
00D6: if 
0038:   $1794 == 1 
004D: jump_if_false @CRASH4_5260 
00BC: show_text_highpriority GXT 'CRA2_ZB' time 10000 flag 1  // ~z~Busta C.R.A.S.H. set me up!
03D1: play_wav 1 
0967: actor 34@ move_mouth 999999 ms 
0002: jump @CRASH4_5308 

:CRASH4_5260
00D6: if 
0038:   $1794 == 2 
004D: jump_if_false @CRASH4_5308 
00BC: show_text_highpriority GXT 'CRA2_ZC' time 10000 flag 1  // ~z~Tenpenny sold me out!
03D1: play_wav 1 
0967: actor 34@ move_mouth 999999 ms 

:CRASH4_5308
0002: jump @CRASH4_5355 

:CRASH4_5315
03D5: remove_text 'CRA2_ZA'  // ~z~Tenpenny set me up!
03D5: remove_text 'CRA2_ZB'  // ~z~Busta C.R.A.S.H. set me up!
03D5: remove_text 'CRA2_ZC'  // ~z~Tenpenny sold me out!
0006: 38@ = 1 

:CRASH4_5355
0707: start_scene_skip_to @CRASH4_5749 
0006: 32@ = 0 

:CRASH4_5369
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @CRASH4_5547 
0001: wait 0 ms 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @CRASH4_5540 
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @CRASH4_5492 
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CRASH4_5445 
040D: unload_wav 1 

:CRASH4_5445
03D5: remove_text 'CRA2_ZA'  // ~z~Tenpenny set me up!
03D5: remove_text 'CRA2_ZB'  // ~z~Busta C.R.A.S.H. set me up!
03D5: remove_text 'CRA2_ZC'  // ~z~Tenpenny sold me out!
0006: 38@ = 1 
0002: jump @CRASH4_5540 

:CRASH4_5492
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @CRASH4_5540 
03D5: remove_text 'CRA2_ZA'  // ~z~Tenpenny set me up!
03D5: remove_text 'CRA2_ZB'  // ~z~Busta C.R.A.S.H. set me up!
03D5: remove_text 'CRA2_ZC'  // ~z~Tenpenny sold me out!

:CRASH4_5540
0002: jump @CRASH4_5369 

:CRASH4_5547
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @CRASH4_5595 
03D5: remove_text 'CRA2_ZA'  // ~z~Tenpenny set me up!
03D5: remove_text 'CRA2_ZB'  // ~z~Busta C.R.A.S.H. set me up!
03D5: remove_text 'CRA2_ZC'  // ~z~Tenpenny sold me out!

:CRASH4_5595
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @CRASH4_5630 
0968: actor 34@ stop_mouth 
0A09: set_actor 34@ muted 0 // versionB 
0002: jump @CRASH4_5637 

:CRASH4_5630
0006: 38@ = 1 

:CRASH4_5637
08F6: restore_player_group 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @CRASH4_5730 
060B: set_actor 34@ decision_maker_to 43@ 
0187: 35@ = create_marker_above_actor 34@ 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 
02AB: set_actor 34@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0002: jump @CRASH4_5742 

:CRASH4_5730
0164: disable_marker 35@ 
0006: 38@ = 1 

:CRASH4_5742
0006: 64@ = 1 

:CRASH4_5749
0701: end_scene_skip 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @CRASH4_6040 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:CRASH4_5784
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_5808 
0001: wait 0 ms 
0002: jump @CRASH4_5784 

:CRASH4_5808
08F6: restore_player_group 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @CRASH4_5899 
0395: clear_area 0 at 1922.903 -1128.477 24.092 radius 2.0 
00A1: put_actor 34@ at 1922.903 -1128.477 24.092 
0173: set_actor 34@ Z_angle_to 180.0 
0968: actor 34@ stop_mouth 
0A09: set_actor 34@ muted 0 // versionB 
0002: jump @CRASH4_5906 

:CRASH4_5899
0006: 38@ = 1 

:CRASH4_5906
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:CRASH4_5929
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_5953 
0001: wait 0 ms 
0002: jump @CRASH4_5929 

:CRASH4_5953
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @CRASH4_6028 
0187: 35@ = create_marker_above_actor 34@ 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 
02AB: set_actor 34@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0002: jump @CRASH4_6040 

:CRASH4_6028
0164: disable_marker 35@ 
0006: 38@ = 1 

:CRASH4_6040
0008: $1794 += 1 
00D6: if 
0018:   $1794 > 2 
004D: jump_if_false @CRASH4_6072 
0004: $1794 = 0 

:CRASH4_6072
00BC: show_text_highpriority GXT 'CM2_8' time 8000 flag 1  // ~s~You have flushed the ~r~grass~w~ out, kill him!

:CRASH4_6088
00D6: if 
8039:   not  38@ == 1 
004D: jump_if_false @CRASH4_6174 
0001: wait 0 ms 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @CRASH4_6167 
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @CRASH4_6167 
03D5: remove_text 'CM2_7' 
0164: disable_marker 35@ 
0006: 38@ = 1 

:CRASH4_6167
0002: jump @CRASH4_6088 

:CRASH4_6174
0002: jump @CRASH4_6337 

:CRASH4_6181
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN1' gang 1 density_to 0 
076C: set_zone 'GLN1' gang 2 density_to 71@ 
076C: set_zone 'GLN1' gang 7 density_to 72@ 
07FB: set_interior 'AMMUN1' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN2' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN3' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN4' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN5' access 0  // Ammu-Nation
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0879: enable_gang_wars 0 
0004: $2577 = 0 
0051: return 

:CRASH4_6337
0008: $SWEET_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'CRASH_2'  // Doberman
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 40 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 60 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0164: disable_marker $MARKER_SWEET_HOUSE 
02A7: $MARKER_SWEET_HOUSE = create_icon_marker_and_sphere $ICON_SWEET at $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE 
04A6: $GS_GANG_MONEY_PICKUP = create_asset_money_pickup_at 2502.1 -1686.38 13.0 money 10000 $GS_GANG_CASH 
004F: create_thread @TCASH  
07FB: set_interior 'AMMUN1' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN2' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN3' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN4' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN5' access 1  // Ammu-Nation
00D6: if 
0038:   $AMMU_ICONS_SHOWN == 0 
004D: jump_if_false @CRASH4_6778 
04CE: $413 = create_icon_marker 6 at 1372.9 -1278.8 12.5 
04CE: $2578 = create_icon_marker 6 at 2400.5 -1978.4 13.5 
04CE: $2579 = create_icon_marker 6 at -2626.6 209.4 4.9 
04CE: $2580 = create_icon_marker 6 at 2535.9 2083.5 10.8 
04CE: $2581 = create_icon_marker 6 at 2156.5 943.2 10.8 
04CE: $2582 = create_icon_marker 6 at 779.7 1874.3 4.9 
04CE: $2583 = create_icon_marker 6 at -2092.7 -2463.8 30.6 
04CE: $2584 = create_icon_marker 6 at 240.0 -178.2 2.0 
04CE: $2585 = create_icon_marker 6 at -1509.4 2611.8 58.5 
04CE: $2586 = create_icon_marker 6 at -315.67 829.87 13.43 
04CE: $2587 = create_icon_marker 6 at 2332.9 63.6 31.0 
0004: $AMMU_ICONS_SHOWN = 1 

:CRASH4_6778
0051: return 

:CRASH4_6780
0249: release_model #LAEJEFFERSALPHA 
0249: release_model #LAELODPARK02 
0249: release_model #LAEMACPARK02 
03DE: set_pedestrians_density_multiplier_to 1.0 
0983: unknown_disable_gang_wars 0 
0004: $ONMISSION = 0 
0004: $2576 = 0 
0164: disable_marker 45@ 
0164: disable_marker 35@ 
0164: disable_marker 52@ 
08A3: update_respect_while_on_mission 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0249: release_model #BALLAS1 
0249: release_model #BALLAS2 
0249: release_model #TEC9 
0249: release_model #FAM2 
0249: release_model #FAM3 
04EF: release_animation "GANGS" 
04EF: release_animation "SMOKING" 
0108: destroy_object 60@ 
0249: release_model #CIGAR 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 
009B: destroy_actor 55@ 
065C: release_decision_maker 43@ 
00D8: mission_cleanup 
0051: return 

//-------------Mission 22---------------
// Originally: Burning Desire

:CRASH1
03A4: name_thread 'CRASH1' 
0050: gosub @CRASH1_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CRASH1_38 
0050: gosub @CRASH1_41227 

:CRASH1_38
0050: gosub @CRASH1_41349 
004E: end_thread 

:CRASH1_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 39@ = 0 
0006: 40@ = 0 
0006: 45@ = 0 
0006: 46@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 47@ = 1 
0006: 48@ = 0 
0006: 49@ = 0 
0006: 50@ = 0 
0006: 51@ = -1 
0006: 52@ = 0 
0006: 53@ = 0 
0006: 55@ = 0 
0006: 54@ = 0 
0006: 56@ = 1 
0006: 213@ = 0 

:CRASH1_210
0006: 57@(213@,3i) = 0 
000A: 213@ += 1 
0029:   213@ >= 3 
004D: jump_if_false @CRASH1_210 
0006: 355@ = 0 
0006: 356@ = 0 
0006: 357@ = 0 
0006: 358@ = 0 
0006: 359@ = 0 
0006: 360@ = 0 
0006: 361@ = 0 
0006: 198@ = 0 
0006: 314@ = 0 
0006: 315@ = 0 
0006: 316@ = 0 
0006: 323@ = 0 
0006: 322@ = 0 
0006: 313@ = 0 
0006: 317@ = 0 
0006: 325@ = 0 
0006: 353@ = 0 
0006: 354@ = 0 
0006: 336@ = 0 
0006: 340@ = 0 
0006: 342@ = 0 
0006: 345@ = 0 
0006: 346@ = 1 
0006: 347@ = 1 
0006: 348@ = 0 
0006: 349@ = 0 
0006: 350@ = 0 
0006: 210@ = 0 
00D6: if 
0039:   34@ == -99 
004D: jump_if_false @CRASH1_1160 
0662: printstring "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: 98@ = create_car #VOODOO at 0.0 0.0 0.0 
00A5: 99@ = create_car #VOODOO at 0.0 0.0 0.0 
00A5: 100@ = create_car #COPCARLA at 0.0 0.0 0.0 
0006: 213@ = 0 

:CRASH1_575
009A: 87@(213@,5i) = create_actor_pedtype 14 model #LSV3 at 0.0 0.0 0.0 
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_575 
0006: 213@ = 0 

:CRASH1_631
009A: 92@(213@,2i) = create_actor_pedtype 14 model #LSV3 at 0.0 0.0 0.0 
000A: 213@ += 1 
0029:   213@ >= 2 
004D: jump_if_false @CRASH1_631 
009A: 94@ = create_actor_pedtype 14 model #LSV2 at 0.0 0.0 0.0 
009A: 95@ = create_actor_pedtype 5 model #GANGRL3 at 0.0 0.0 0.0 
009A: 96@ = create_actor_pedtype 14 model #LSV2 at 0.0 0.0 0.0 
009A: 97@ = create_actor_pedtype 14 model #LSV2 at 0.0 0.0 0.0 
0006: 213@ = 0 

:CRASH1_784
029B: 101@(213@,8i) = init_object #BD_WINDOW at 0.0 0.0 0.0 
000A: 213@ += 1 
0029:   213@ >= 8 
004D: jump_if_false @CRASH1_784 
0107: 114@ = create_object #CR1_DOOR at 0.0 0.0 0.0 
0107: 119@ = create_object #BREAK_WALL_1B at 0.0 0.0 0.0 
0107: 120@ = create_object #BREAK_WALL_2B at 0.0 0.0 0.0 
0107: 121@ = create_object #BREAK_WALL_3B at 0.0 0.0 0.0 
0107: 119@ = create_object #BD_FIRE1_O at 0.0 0.0 0.0 
0326: 138@ = create_actor 94@ fire 
0326: 139@ = create_actor 95@ fire 
0326: 140@ = create_actor 96@ fire 
0326: 141@ = create_actor 97@ fire 
0006: 213@ = 0 

:CRASH1_985
02CF: 142@(213@,21i) = create_fire_at 0.0 0.0 0.0 propagation 0 size 1 
000A: 213@ += 1 
0029:   213@ >= 21 
004D: jump_if_false @CRASH1_985 
0006: 213@ = 0 

:CRASH1_1041
02CF: 163@(213@,4i) = create_fire_at 0.0 0.0 0.0 propagation 0 size 1 
000A: 213@ += 1 
0029:   213@ >= 4 
004D: jump_if_false @CRASH1_1041 
032B: 135@ = create_weapon_pickup #FIRE_EX type 3 ammo 99999 at 0.0 0.0 0.0 
032B: 132@ = create_weapon_pickup #MOLOTOV type 3 ammo 99999 at 0.0 0.0 0.0 
0187: 131@ = create_marker_above_actor 95@ 
03DC: 128@ = create_marker_above_pickup 132@ 

:CRASH1_1160
054C: use_GXT_table 'CRASH1' 
0050: gosub @CRASH1_38857 
060A: create_decision_maker_type 0 store_to 180@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 181@ // decision\allowed\m_.ped files 
0050: gosub @CRASH1_39065 

:CRASH1_1199
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CRASH1_1232 
0006: 36@ = 1 
0002: jump @CRASH1_1651 

:CRASH1_1232
0050: gosub @CRASH1_36706 
0050: gosub @CRASH1_37130 
00D6: if or
0039:   38@ == 1 
0039:   39@ == 1 
004D: jump_if_false @CRASH1_1278 
0002: jump @CRASH1_1651 

:CRASH1_1278
0050: gosub @CRASH1_38228 
0050: gosub @CRASH1_38262 
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @CRASH1_1322 
0006: 37@ = 1 
0002: jump @CRASH1_1651 

:CRASH1_1322
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @CRASH1_1380 
0662: printstring "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:CRASH1_1380
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @CRASH1_1405 
0050: gosub @CRASH1_1838 

:CRASH1_1405
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @CRASH1_1430 
0050: gosub @CRASH1_2345 

:CRASH1_1430
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @CRASH1_1455 
0050: gosub @CRASH1_3600 

:CRASH1_1455
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @CRASH1_1480 
0050: gosub @CRASH1_5983 

:CRASH1_1480
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @CRASH1_1505 
0050: gosub @CRASH1_8432 

:CRASH1_1505
00D6: if 
0039:   34@ == 6 
004D: jump_if_false @CRASH1_1530 
0050: gosub @CRASH1_10291 

:CRASH1_1530
00D6: if 
0039:   34@ == 7 
004D: jump_if_false @CRASH1_1555 
0050: gosub @CRASH1_13180 

:CRASH1_1555
00D6: if 
0039:   34@ == 8 
004D: jump_if_false @CRASH1_1580 
0006: 36@ = 1 

:CRASH1_1580
00D6: if 
0039:   34@ == 50 
004D: jump_if_false @CRASH1_1605 
0050: gosub @CRASH1_15449 

:CRASH1_1605
00D6: if 
0039:   34@ == 51 
004D: jump_if_false @CRASH1_1630 
0006: 38@ = 1 

:CRASH1_1630
0050: gosub @CRASH1_38301 
0050: gosub @CRASH1_38357 
0050: gosub @CRASH1_32145 

:CRASH1_1651
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @CRASH1_1834 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @CRASH1_1735 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CRASH1_1719 
0002: jump @CRASH1_1199 
0002: jump @CRASH1_1728 

:CRASH1_1719
0050: gosub @CRASH1_41291 
0051: return 

:CRASH1_1728
0002: jump @CRASH1_1827 

:CRASH1_1735
0050: gosub @CRASH1_41227 
00D6: if or
0039:   314@ == 1 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2350.405 -1181.907 26.8553 cornerB 2353.484 -1170.524 30.0687 
004D: jump_if_false @CRASH1_1825 
0006: 34@ = 50 
0006: 35@ = 0 
0006: 37@ = 0 
0002: jump @CRASH1_1199 

:CRASH1_1825
0051: return 

:CRASH1_1827
0002: jump @CRASH1_1836 

:CRASH1_1834
0051: return 

:CRASH1_1836
0051: return 

:CRASH1_1838
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CRASH1_1900 
00BC: show_text_highpriority GXT 'CRA1_00' time 15000 flag 1  // ~s~Tenpenny has hidden some ~g~molotovs~s~ in an alleyway in Downtown Los Santos. Pick them up.
0050: gosub @CRASH1_16457 
0006: 349@ = 0 
0006: 204@ = 0 
000A: 35@ += 1 

:CRASH1_1900
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CRASH1_1969 
00D6: if 
0214:   pickup 132@ picked_up 
004D: jump_if_false @CRASH1_1969 
0164: disable_marker 128@ 
0006: 349@ = 0 
0085: 204@ = 45@ // (int) 
000A: 204@ += 5000 
000A: 35@ += 1 

:CRASH1_1969
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CRASH1_1994 
000A: 35@ += 1 

:CRASH1_1994
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @CRASH1_2055 
00BC: show_text_highpriority GXT 'CRA1_01' time 5000 flag 1  // ~s~You've got molotovs. Go to the ~y~gang house~s~ and torch it.
018A: 122@ = create_checkpoint_at 2351.904 -1170.826 28.5 
000A: 35@ += 1 

:CRASH1_2055
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CRASH1_2146 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2350.168 -1164.938 radius 300.0 300.0 
004D: jump_if_false @CRASH1_2146 
0050: gosub @CRASH1_39609 
0050: gosub @CRASH1_39708 
0050: gosub @CRASH1_40373 
0050: gosub @CRASH1_40881 
000A: 35@ += 1 

:CRASH1_2146
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @CRASH1_2245 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 38.1099 31.5599 8.75 
004D: jump_if_false @CRASH1_2245 
0164: disable_marker 122@ 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0006: 348@ = 1 
0006: 35@ = 99 

:CRASH1_2245
00D6: if 
0039:   349@ == 0 
004D: jump_if_false @CRASH1_2318 
00D6: if 
8039:   not  204@ == 0 
004D: jump_if_false @CRASH1_2318 
00D6: if 
001D:   45@ > 204@ // (int) 
004D: jump_if_false @CRASH1_2318 
03E5: show_text_box 'MOLOTOV'  // Press and hold ~k~~PED_FIREWEAPON~ to throw a molotov. Hold ~k~~PED_FIREWEAPON~ for longer to increase the throwing distance. Be careful! If you don't throw it far enough you'll get caught in the blast.
0006: 349@ = 1 

:CRASH1_2318
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @CRASH1_2343 
0050: gosub @CRASH1_38827 

:CRASH1_2343
0051: return 

:CRASH1_2345
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CRASH1_2476 
0006: 297@ = 0 
0006: 298@ = 0 
0006: 299@ = 0 
0006: 300@ = 0 
0006: 301@ = 0 
0006: 313@ = 0 
0006: 332@ = 0 
0006: 333@ = 0 
0006: 209@ = 0 
0006: 187@ = -1 
0006: 205@ = 0 
0050: gosub @CRASH1_18730 
0050: gosub @CRASH1_19322 
06D0: enable_emergency_traffic 0 
03C7: set_sensitivity_to_crime 0.3 
0828: set_max_fire_generations 1 
000A: 35@ += 1 

:CRASH1_2476
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CRASH1_2533 
00BC: show_text_highpriority GXT 'CRA1_02' time 6000 flag 1  // ~s~Torch the house. Throw molotovs into the ~r~5 downstairs windows~s~ - that'll make it burn.
0085: 204@ = 45@ // (int) 
000A: 204@ += 7000 
000A: 35@ += 1 

:CRASH1_2533
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CRASH1_2631 
0006: 213@ = 0 

:CRASH1_2558
0085: 217@ = 213@ // (int) 
0050: gosub @CRASH1_20309 
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_2558 
00D6: if 
001D:   45@ > 204@ // (int) 
004D: jump_if_false @CRASH1_2631 
03E5: show_text_box 'WINDOWS'  // To smash the windows, hit them with a weapon or throw a molotov at them.
000A: 35@ += 1 

:CRASH1_2631
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @CRASH1_2733 
0006: 213@ = 0 

:CRASH1_2656
0085: 217@ = 213@ // (int) 
0050: gosub @CRASH1_20309 
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_2656 
00D6: if 
0039:   209@ == 5 
004D: jump_if_false @CRASH1_2733 
00BC: show_text_highpriority GXT 'CRA1_04' time 3000 flag 1  // ~s~Well done. The house is going to burn to the ground.
0006: 35@ = 99 

:CRASH1_2733
0006: 213@ = 0 

:CRASH1_2740
0085: 216@ = 213@ // (int) 
0050: gosub @CRASH1_16525 
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_2740 
00D6: if 
0039:   313@ == 1 
004D: jump_if_false @CRASH1_2808 
0050: gosub @CRASH1_21015 
0002: jump @CRASH1_2815 

:CRASH1_2808
0050: gosub @CRASH1_20662 

:CRASH1_2815
0050: gosub @CRASH1_21168 
00D6: if 
8039:   not  205@ == 0 
004D: jump_if_false @CRASH1_3150 
00D6: if 
001D:   45@ > 205@ // (int) 
004D: jump_if_false @CRASH1_3150 
0006: 205@ = 0 
0006: 214@ = 0 
0006: 213@ = 0 

:CRASH1_2880
00D6: if 
0039:   302@(213@,5i) == 1 
004D: jump_if_false @CRASH1_2909 
000A: 214@ += 1 

:CRASH1_2909
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_2880 
000A: 209@ += 1 
00D6: if 
803B:   not  214@ == 209@ // (int) 
004D: jump_if_false @CRASH1_3006 
00D6: if 
001D:   209@ > 214@ // (int) 
004D: jump_if_false @CRASH1_2990 
0085: 209@ = 214@ // (int) 
0002: jump @CRASH1_3006 

:CRASH1_2990
0085: 205@ = 45@ // (int) 
000A: 205@ += 500 

:CRASH1_3006
00D6: if 
001B:   5 > 209@ 
004D: jump_if_false @CRASH1_3031 
0050: gosub @CRASH1_20473 

:CRASH1_3031
0006: 351@ = 0 
0006: 213@ = 0 

:CRASH1_3045
00D6: if 
0039:   351@ == 0 
004D: jump_if_false @CRASH1_3129 
00D6: if and
0039:   302@(213@,5i) == 1 
0039:   307@(213@,5i) == 0 
004D: jump_if_false @CRASH1_3129 
0085: 191@ = 213@ // (int) 
0050: gosub @CRASH1_23203 
0006: 307@(213@,5i) = 1 
0006: 351@ = 1 

:CRASH1_3129
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_3045 

:CRASH1_3150
00D6: if 
0039:   297@ == 0 
004D: jump_if_false @CRASH1_3410 
0007: 289@ = 2337.666 
000F: 289@ -= 31.0 
0007: 291@ = -1180.994 
000F: 291@ -= 38.0 
0007: 293@ = 31.7513 
000F: 293@ -= 8.0 
0007: 290@ = 2337.666 
000B: 290@ += 31.0 
0007: 292@ = -1180.994 
000B: 292@ += 38.0 
0007: 294@ = 31.7513 
000B: 294@ += 8.0 
00D6: if 
0039:   332@ == 0 
004D: jump_if_false @CRASH1_3344 
00D6: if 
02EE:   projectile_in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
004D: jump_if_false @CRASH1_3344 
0006: 332@ = 1 

:CRASH1_3344
00D6: if 
0039:   333@ == 0 
004D: jump_if_false @CRASH1_3410 
0786: get_number_of_fires_within_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ store_to 214@ 
00D6: if 
0019:   214@ > 0 
004D: jump_if_false @CRASH1_3410 
0006: 333@ = 1 

:CRASH1_3410
00D6: if 
0039:   348@ == 1 
004D: jump_if_false @CRASH1_3504 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 48.1099 41.5599 18.75 
004D: jump_if_false @CRASH1_3497 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0006: 348@ = 0 

:CRASH1_3497
0002: jump @CRASH1_3573 

:CRASH1_3504
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 38.1099 31.5599 8.75 
004D: jump_if_false @CRASH1_3573 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0006: 348@ = 1 

:CRASH1_3573
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @CRASH1_3598 
0050: gosub @CRASH1_38827 

:CRASH1_3598
0051: return 

:CRASH1_3600
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CRASH1_3751 
0006: 191@ = 5 
0050: gosub @CRASH1_23203 
0006: 192@ = 0 
0050: gosub @CRASH1_24873 
0085: 200@ = 45@ // (int) 
000A: 200@ += 3000 
0006: 329@ = 0 
0006: 334@ = 0 
0006: 335@ = 0 
0006: 352@ = 0 
0006: 353@ = 0 
0006: 354@ = 0 
0006: 337@ = 0 
0006: 347@ = 1 
0006: 206@ = 0 
03C7: set_sensitivity_to_crime 0.0 
0110: clear_player $PLAYER_CHAR wanted_level 
03CF: load_wav 6603 as 3 
000A: 35@ += 1 

:CRASH1_3751
00D6: if 
0039:   359@ == 1 
004D: jump_if_false @CRASH1_3794 
00D6: if 
0118:   actor 95@ dead 
004D: jump_if_false @CRASH1_3794 
0006: 37@ = 1 
0051: return 

:CRASH1_3794
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CRASH1_3903 
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_3903 
016A: fade 0 time 400 
01B4: set_player $PLAYER_CHAR can_move 0 
0085: 200@ = 45@ // (int) 
000A: 200@ += 2500 
0050: gosub @CRASH1_26362 
0050: gosub @CRASH1_26452 
0006: 341@ = 0 
0006: 50@ = 1 
0050: gosub @CRASH1_32981 
000A: 35@ += 1 

:CRASH1_3903
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CRASH1_4000 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_3953 
000A: 35@ += 1 
0002: jump @CRASH1_4000 

:CRASH1_3953
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_4000 
0050: gosub @CRASH1_23105 
0006: 329@ = 1 
0006: 352@ = 1 
000A: 35@ += 1 

:CRASH1_4000
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @CRASH1_4087 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_4050 
000A: 35@ += 1 
0002: jump @CRASH1_4087 

:CRASH1_4050
00D6: if and
001D:   45@ > 200@ // (int) 
03D0:   wav 3 loaded 
004D: jump_if_false @CRASH1_4087 
0050: gosub @CRASH1_26665 
000A: 35@ += 1 

:CRASH1_4087
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CRASH1_4229 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_4137 
000A: 35@ += 1 
0002: jump @CRASH1_4229 

:CRASH1_4137
00D6: if and
0118:   actor 94@ dead 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_4175 
0050: gosub @CRASH1_26924 
000A: 35@ += 1 

:CRASH1_4175
0085: 219@ = 200@ // (int) 
000A: 219@ += 8000 
00D6: if and
8118:   not actor 94@ dead 
001D:   45@ > 219@ // (int) 
004D: jump_if_false @CRASH1_4229 
0050: gosub @CRASH1_26924 
000A: 35@ += 1 

:CRASH1_4229
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @CRASH1_4411 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_4279 
000A: 35@ += 1 
0002: jump @CRASH1_4411 

:CRASH1_4279
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_4411 
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @CRASH1_4337 
00D6: if 
8366:   not object 106@ damaged 
004D: jump_if_false @CRASH1_4337 
0723: break_object 106@ intensity 1 

:CRASH1_4337
0006: 197@ = 4 
0050: gosub @CRASH1_25459 
0006: 335@ = 1 
0006: 56@ = 0 
0050: gosub @CRASH1_33143 
00BC: show_text_highpriority GXT 'CRA1_05' time 4600 flag 1  // ~s~You've trapped a girl inside the burning building. You'll have to save her.
0085: 200@ = 45@ // (int) 
000A: 200@ += 4300 
000A: 35@ += 1 

:CRASH1_4411
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @CRASH1_4524 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_4461 
000A: 35@ += 1 
0002: jump @CRASH1_4524 

:CRASH1_4461
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_4524 
016A: fade 0 time 300 
0085: 200@ = 45@ // (int) 
000A: 200@ += 1000 
0050: gosub @CRASH1_18650 
0050: gosub @CRASH1_23025 
000A: 35@ += 1 

:CRASH1_4524
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @CRASH1_4688 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_4574 
000A: 35@ += 1 
0002: jump @CRASH1_4688 

:CRASH1_4574
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_4688 
0050: gosub @CRASH1_26993 
0007: 282@ = 2352.037 
0007: 283@ = -1170.318 
0007: 284@ = 26.9702 
018A: 122@ = create_checkpoint_at 282@ 283@ 284@ 
0006: 192@ = 2 
0050: gosub @CRASH1_24873 
016A: fade 1 time 200 
0085: 200@ = 45@ // (int) 
000A: 200@ += 200 
000A: 35@ += 1 

:CRASH1_4688
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @CRASH1_4824 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_4738 
0006: 35@ = 50 
0002: jump @CRASH1_4824 

:CRASH1_4738
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_4824 
0006: 329@ = 0 
0006: 352@ = 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0050: gosub @CRASH1_28246 
0085: 206@ = 45@ // (int) 
000A: 206@ += 9000 
00BB: show_text_lowpriority GXT 'CRA1_06' time 4000 flag 1  // ~s~Go in through the ~y~front door~s~.
000A: 35@ += 1 

:CRASH1_4824
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @CRASH1_5086 
00D6: if 
0039:   314@ == 1 
004D: jump_if_false @CRASH1_5036 
0164: disable_marker 122@ 
0006: 341@ = 0 
0006: 206@ = 0 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @CRASH1_4968 
08AD: link_actor 95@ to_enex_marker_at 2352.114 -1170.61 radius 8.0 
00A0: store_actor 95@ position_to 282@ 283@ 284@ 
000B: 284@ += 999.0 
00A1: put_actor 95@ at 282@ 283@ 284@ 
0187: 131@ = create_marker_above_actor 95@ 
07E0: set_marker 131@ type_to 1 

:CRASH1_4968
02D1: remove_fire 138@ 
0006: 192@ = 4 
0050: gosub @CRASH1_24873 
0006: 197@ = 6 
0050: gosub @CRASH1_25459 
0050: gosub @CRASH1_26123 
0050: gosub @CRASH1_26184 
0050: gosub @CRASH1_40944 
0006: 35@ = 99 
0002: jump @CRASH1_5086 

:CRASH1_5036
0006: 213@ = 0 

:CRASH1_5043
0085: 216@ = 213@ // (int) 
0050: gosub @CRASH1_16525 
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_5043 
0050: gosub @CRASH1_21168 

:CRASH1_5086
00D6: if and
0039:   352@ == 1 
08D0:   should_skip_cutscene 
0039:   354@ == 0 
004D: jump_if_false @CRASH1_5120 
0006: 354@ = 1 

:CRASH1_5120
00D6: if 
0039:   35@ == 50 
004D: jump_if_false @CRASH1_5175 
016A: fade 0 time 500 
0085: 200@ = 45@ // (int) 
000A: 200@ += 500 
0006: 353@ = 1 
000A: 35@ += 1 

:CRASH1_5175
00D6: if 
0039:   35@ == 51 
004D: jump_if_false @CRASH1_5249 
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_5249 
0050: gosub @CRASH1_16094 
016A: fade 1 time 1500 
0085: 200@ = 45@ // (int) 
000A: 200@ += 1500 
000A: 35@ += 1 

:CRASH1_5249
00D6: if 
0039:   35@ == 52 
004D: jump_if_false @CRASH1_5367 
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_5367 
0006: 353@ = 0 
0006: 354@ = 0 
0006: 329@ = 0 
0006: 352@ = 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0050: gosub @CRASH1_28246 
0085: 206@ = 45@ // (int) 
000A: 206@ += 9000 
00BB: show_text_lowpriority GXT 'CRA1_06' time 4000 flag 1  // ~s~Go in through the ~y~front door~s~.
0006: 35@ = 9 

:CRASH1_5367
0050: gosub @CRASH1_27063 
00D6: if 
0039:   353@ == 0 
004D: jump_if_false @CRASH1_5435 
0006: 213@ = 0 

:CRASH1_5399
0085: 216@ = 213@ // (int) 
0050: gosub @CRASH1_16525 
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_5399 

:CRASH1_5435
00D6: if 
0039:   353@ == 0 
004D: jump_if_false @CRASH1_5460 
0050: gosub @CRASH1_21168 

:CRASH1_5460
00D6: if 
0039:   337@ == 1 
004D: jump_if_false @CRASH1_5485 
0050: gosub @CRASH1_28317 

:CRASH1_5485
00D6: if 
0019:   206@ > 0 
004D: jump_if_false @CRASH1_5536 
00D6: if 
001D:   45@ > 206@ // (int) 
004D: jump_if_false @CRASH1_5536 
0006: 206@ = 0 
0006: 341@ = 1 

:CRASH1_5536
00D6: if 
0039:   347@ == 1 
004D: jump_if_false @CRASH1_5602 
0395: clear_area 0 at 2345.907 -1171.659 30.9688 radius 1.5 
0395: clear_area 0 at 2345.907 -1171.659 1030.969 radius 1.5 

:CRASH1_5602
00D6: if and
88B7:   not test 54@ bit 3 
0039:   341@ == 1 
004D: jump_if_false @CRASH1_5793 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2340.262 -1170.539 24.9859 cornerB 2351.095 -1164.287 28.2183 
004D: jump_if_false @CRASH1_5793 
00D6: if or
0039:   49@ == 2 
0039:   49@ == 1 
004D: jump_if_false @CRASH1_5727 
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @CRASH1_5720 
0051: return 

:CRASH1_5720
0050: gosub @CRASH1_33172 

:CRASH1_5727
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @CRASH1_5761 
0006: 50@ = 3 
0050: gosub @CRASH1_32981 
0051: return 

:CRASH1_5761
00D6: if and
0039:   49@ == 3 
8039:   not  48@ == 2 
004D: jump_if_false @CRASH1_5793 
0050: gosub @CRASH1_33143 

:CRASH1_5793
00D6: if 
0039:   348@ == 1 
004D: jump_if_false @CRASH1_5887 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 48.1099 41.5599 18.75 
004D: jump_if_false @CRASH1_5880 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0006: 348@ = 0 

:CRASH1_5880
0002: jump @CRASH1_5956 

:CRASH1_5887
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 38.1099 31.5599 8.75 
004D: jump_if_false @CRASH1_5956 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0006: 348@ = 1 

:CRASH1_5956
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @CRASH1_5981 
0050: gosub @CRASH1_38827 

:CRASH1_5981
0051: return 

:CRASH1_5983
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CRASH1_6083 
0050: gosub @CRASH1_28623 
0006: 327@ = 0 
0006: 330@ = 0 
0006: 352@ = 0 
0006: 353@ = 0 
0006: 354@ = 0 
0006: 338@ = 0 
0006: 339@ = 0 
0006: 350@ = 0 
0006: 190@ = -1 
0249: release_model #CR_AMMOBOX 
000A: 35@ += 1 

:CRASH1_6083
00D6: if 
0118:   actor 95@ dead 
004D: jump_if_false @CRASH1_6108 
0006: 37@ = 1 
0051: return 

:CRASH1_6108
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CRASH1_6133 
000A: 35@ += 1 

:CRASH1_6133
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CRASH1_6513 
0007: 289@ = 2344.751 
000F: 289@ -= 1.5 
0007: 291@ = -1181.161 
000F: 291@ -= 1.5 
0007: 293@ = 1030.961 
000F: 293@ -= 0.5 
0007: 290@ = 2344.751 
000B: 290@ += 1.5 
0007: 292@ = -1181.161 
000B: 292@ += 1.5 
0007: 294@ = 1030.961 
000B: 294@ += 1.5 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
004D: jump_if_false @CRASH1_6513 
0164: disable_marker 131@ 
0006: 347@ = 0 
02AB: set_actor 95@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0006: 350@ = 1 
00D6: if 
8214:   not pickup 135@ picked_up 
004D: jump_if_false @CRASH1_6506 
016A: fade 0 time 500 
0085: 200@ = 45@ // (int) 
000A: 200@ += 550 
01B4: set_player $PLAYER_CHAR can_move 0 
0007: 285@ = 180.0 
0173: set_actor 95@ Z_angle_to 285@ 
00A0: store_actor 95@ position_to 282@ 283@ 284@ 
0007: 284@ = 1030.969 
00A1: put_actor 95@ at 282@ 283@ 284@ 
0006: 211@ = 99 
0006: 201@ = 0 
0006: 330@ = 1 
0006: 352@ = 1 
0050: gosub @CRASH1_33172 
0006: 50@ = 5 
0050: gosub @CRASH1_32981 
000A: 35@ += 1 
0002: jump @CRASH1_6513 

:CRASH1_6506
0006: 35@ = 10 

:CRASH1_6513
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @CRASH1_6679 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_6563 
000A: 35@ += 1 
0002: jump @CRASH1_6679 

:CRASH1_6563
00D6: if 
8039:   not  49@ == 5 
004D: jump_if_false @CRASH1_6595 
0006: 50@ = 5 
0050: gosub @CRASH1_32981 

:CRASH1_6595
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_6679 
03DC: 122@ = create_marker_above_pickup 135@ 
08DC: create_interior_marker 122@ at 2352.114 -1170.61 radius 3.0 
0050: gosub @CRASH1_28934 
016A: fade 1 time 500 
0085: 200@ = 45@ // (int) 
000A: 200@ += 550 
000A: 35@ += 1 

:CRASH1_6679
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CRASH1_6801 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_6729 
000A: 35@ += 1 
0002: jump @CRASH1_6801 

:CRASH1_6729
00D6: if 
8039:   not  49@ == 5 
004D: jump_if_false @CRASH1_6761 
0006: 50@ = 5 
0050: gosub @CRASH1_32981 

:CRASH1_6761
00D6: if and
001D:   45@ > 200@ // (int) 
0039:   49@ == 5 
004D: jump_if_false @CRASH1_6801 
0050: gosub @CRASH1_33143 
000A: 35@ += 1 

:CRASH1_6801
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @CRASH1_6876 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_6851 
000A: 35@ += 1 
0002: jump @CRASH1_6876 

:CRASH1_6851
00D6: if 
08B7:   test 54@ bit 5 
004D: jump_if_false @CRASH1_6876 
000A: 35@ += 1 

:CRASH1_6876
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @CRASH1_6972 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_6926 
000A: 35@ += 1 
0002: jump @CRASH1_6972 

:CRASH1_6926
00D6: if 
8039:   not  49@ == 6 
004D: jump_if_false @CRASH1_6965 
0006: 50@ = 6 
0050: gosub @CRASH1_32981 
0002: jump @CRASH1_6972 

:CRASH1_6965
000A: 35@ += 1 

:CRASH1_6972
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @CRASH1_7087 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_7022 
000A: 35@ += 1 
0002: jump @CRASH1_7087 

:CRASH1_7022
015F: set_camera_position 2329.68 -1172.025 1030.137 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2328.868 -1172.534 1029.854 switchstyle 2 
0050: gosub @CRASH1_33143 
000A: 35@ += 1 

:CRASH1_7087
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @CRASH1_7198 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_7137 
0006: 35@ = 50 
0002: jump @CRASH1_7198 

:CRASH1_7137
00D6: if 
08B7:   test 54@ bit 6 
004D: jump_if_false @CRASH1_7198 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0006: 330@ = 0 
0006: 352@ = 0 
000A: 35@ += 1 

:CRASH1_7198
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @CRASH1_7262 
0006: 50@ = 7 
0050: gosub @CRASH1_32981 
00D6: if 
0039:   49@ == 7 
004D: jump_if_false @CRASH1_7262 
0050: gosub @CRASH1_33143 
000A: 35@ += 1 

:CRASH1_7262
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @CRASH1_7362 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 42 
004D: jump_if_false @CRASH1_7362 
0164: disable_marker 122@ 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @CRASH1_7334 
0187: 131@ = create_marker_above_actor 95@ 
07E0: set_marker 131@ type_to 1 

:CRASH1_7334
0050: gosub @CRASH1_33172 
0006: 50@ = 8 
0050: gosub @CRASH1_32981 
000A: 35@ += 1 

:CRASH1_7362
00D6: if 
0039:   35@ == 11 
004D: jump_if_false @CRASH1_7679 
0007: 289@ = 2344.751 
000F: 289@ -= 1.5 
0007: 291@ = -1181.161 
000F: 291@ -= 1.5 
0007: 293@ = 1030.961 
000F: 293@ -= 0.5 
0007: 290@ = 2344.751 
000B: 290@ += 1.5 
0007: 292@ = -1181.161 
000B: 292@ += 1.5 
0007: 294@ = 1030.961 
000B: 294@ += 1.5 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
004D: jump_if_false @CRASH1_7679 
00D6: if 
8039:   not  49@ == 8 
004D: jump_if_false @CRASH1_7568 
0006: 50@ = 8 
0050: gosub @CRASH1_32981 

:CRASH1_7568
00D6: if 
0039:   49@ == 8 
004D: jump_if_false @CRASH1_7679 
0050: gosub @CRASH1_33143 
0007: 285@ = 180.0 
0173: set_actor 95@ Z_angle_to 285@ 
00A0: store_actor 95@ position_to 282@ 283@ 284@ 
0007: 284@ = 1030.969 
00A1: put_actor 95@ at 282@ 283@ 284@ 
0085: 200@ = 45@ // (int) 
000A: 200@ += 3000 
0006: 211@ = 99 
000A: 35@ += 1 

:CRASH1_7679
00D6: if 
0039:   35@ == 12 
004D: jump_if_false @CRASH1_7802 
00D6: if 
0019:   200@ > 0 
004D: jump_if_false @CRASH1_7752 
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_7752 
0006: 200@ = 0 
03E5: show_text_box 'CRA1_35'  // Aim fire extinguisher at the base of a fire to put it out.

:CRASH1_7752
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 95@ radius 6.0 6.0 1.0 sphere 0 
004D: jump_if_false @CRASH1_7802 
0223: set_actor 95@ health_to 100 
0006: 35@ = 99 

:CRASH1_7802
00D6: if and
0039:   352@ == 1 
08D0:   should_skip_cutscene 
0039:   354@ == 0 
004D: jump_if_false @CRASH1_7836 
0006: 354@ = 1 

:CRASH1_7836
00D6: if 
0039:   35@ == 50 
004D: jump_if_false @CRASH1_7918 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0006: 211@ = 0 
0006: 353@ = 0 
0006: 354@ = 0 
0006: 330@ = 0 
0006: 352@ = 0 
0006: 35@ = 10 

:CRASH1_7918
0050: gosub @CRASH1_27063 
0050: gosub @CRASH1_28317 
00D6: if and
0039:   314@ == 0 
0039:   315@ == 1 
004D: jump_if_false @CRASH1_7971 
0006: 338@ = 1 
0006: 315@ = 0 

:CRASH1_7971
00D6: if 
0039:   338@ == 1 
004D: jump_if_false @CRASH1_8016 
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH1_8016 
0006: 338@ = 0 
0006: 339@ = 1 

:CRASH1_8016
00D6: if 
0039:   339@ == 1 
004D: jump_if_false @CRASH1_8070 
00D6: if 
816B:   not fading 
004D: jump_if_false @CRASH1_8070 
0006: 339@ = 0 
00BC: show_text_highpriority GXT 'CRA1_10' time 5000 flag 1  // ~s~You have left the ~b~girl~s~ behind. Go back and get her.

:CRASH1_8070
0395: clear_area 0 at 255@ 256@ 257@ radius 3.0 
00D6: if 
0039:   327@ == 0 
004D: jump_if_false @CRASH1_8158 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 42 
004D: jump_if_false @CRASH1_8158 
0006: 327@ = 1 
00BC: show_text_highpriority GXT 'CRA1_09' time 4000 flag 1  // ~s~Take the fire extinguisher upstairs and rescue the ~b~girl~s~.
03E5: show_text_box 'FIRE_EX'  // Press ~k~~PED_FIREWEAPON~ to use the fire extinguisher. Use ~k~~PED_LOCK_TARGET~ for a better view. Aim at the base of a fire to put it out.

:CRASH1_8158
00D6: if 
0039:   347@ == 1 
004D: jump_if_false @CRASH1_8224 
0395: clear_area 0 at 2345.907 -1171.659 30.9688 radius 1.5 
0395: clear_area 0 at 2345.907 -1171.659 1030.969 radius 1.5 

:CRASH1_8224
00D6: if 
0039:   314@ == 0 
004D: jump_if_false @CRASH1_8405 
00D6: if 
0039:   348@ == 1 
004D: jump_if_false @CRASH1_8336 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 48.1099 41.5599 18.75 
004D: jump_if_false @CRASH1_8329 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0006: 348@ = 0 

:CRASH1_8329
0002: jump @CRASH1_8405 

:CRASH1_8336
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 38.1099 31.5599 8.75 
004D: jump_if_false @CRASH1_8405 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0006: 348@ = 1 

:CRASH1_8405
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @CRASH1_8430 
0050: gosub @CRASH1_38827 

:CRASH1_8430
0051: return 

:CRASH1_8432
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CRASH1_8840 
0006: 346@ = 1 
00D6: if 
02D0:   fire 163@ extinguished 
004D: jump_if_false @CRASH1_8480 
0006: 346@ = 0 

:CRASH1_8480
01B4: set_player $PLAYER_CHAR can_move 0 
0050: gosub @CRASH1_29056 
0249: release_model #LSV2 
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @CRASH1_8526 
08A6: set_car 98@ door 0 rotation_to 0.0 

:CRASH1_8526
0006: 322@ = 0 
0006: 196@ = 0 
0006: 192@ = 3 
0050: gosub @CRASH1_24873 
0151: remove_status_text $6694 
0006: 194@ = 3 
0006: 195@ = 3 
0007: 282@ = 2319.717 
0007: 283@ = -1178.556 
0007: 284@ = 1030.969 
018A: 122@ = create_checkpoint_at 282@ 283@ 284@ 
08DC: create_interior_marker 122@ at 2352.114 -1170.61 radius 3.0 
0006: 324@ = 1 
0006: 352@ = 0 
0006: 353@ = 0 
0006: 354@ = 0 
03CF: load_wav 6602 as 3 
04D7: set_actor 95@ locked 0 
05D3: AS_actor 95@ goto_point 2345.627 -1175.844 1030.969 mode 6 time -2 ms // versionA 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 95@ 
015F: set_camera_position 2349.768 -1177.159 1031.791 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2348.849 -1176.765 1031.828 switchstyle 2 
00D6: if 
0039:   346@ == 1 
004D: jump_if_false @CRASH1_8794 
0006: 192@ = 4 
0050: gosub @CRASH1_24873 

:CRASH1_8794
0006: 191@ = 1 
0050: gosub @CRASH1_24064 
02A3: enable_widescreen 1 
0006: 352@ = 1 
0006: 353@ = 0 
0006: 354@ = 0 
000A: 35@ += 1 

:CRASH1_8840
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CRASH1_8952 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_8890 
000A: 35@ += 1 
0002: jump @CRASH1_8952 

:CRASH1_8890
0006: 50@ = 9 
0050: gosub @CRASH1_32981 
00D6: if 
0039:   49@ == 9 
004D: jump_if_false @CRASH1_8952 
0050: gosub @CRASH1_33143 
0085: 200@ = 45@ // (int) 
000A: 200@ += 500 
000A: 35@ += 1 

:CRASH1_8952
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CRASH1_9073 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_9002 
000A: 35@ += 1 
0002: jump @CRASH1_9073 

:CRASH1_9002
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_9073 
062E: get_actor 95@ task 1491 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_9073 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 95@ 
0639: AS_actor 95@ rotate_to_actor $PLAYER_ACTOR 
000A: 35@ += 1 

:CRASH1_9073
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @CRASH1_9178 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_9123 
000A: 35@ += 1 
0002: jump @CRASH1_9178 

:CRASH1_9123
00D6: if and
08B7:   test 54@ bit 9 
03D0:   wav 3 loaded 
004D: jump_if_false @CRASH1_9178 
03D1: play_wav 3 
0006: 193@ = 1 
0085: 200@ = 45@ // (int) 
000A: 200@ += 100 
000A: 35@ += 1 

:CRASH1_9178
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CRASH1_9319 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_9228 
000A: 35@ += 1 
0002: jump @CRASH1_9319 

:CRASH1_9228
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_9319 
015F: set_camera_position 2347.942 -1179.954 1031.858 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2346.95 -1179.89 1031.961 switchstyle 2 
0006: 50@ = 10 
0050: gosub @CRASH1_32981 
000A: 35@ += 1 

:CRASH1_9319
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @CRASH1_9450 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_9369 
000A: 35@ += 1 
0002: jump @CRASH1_9450 

:CRASH1_9369
00D6: if 
8039:   not  49@ == 10 
004D: jump_if_false @CRASH1_9401 
0006: 50@ = 10 
0050: gosub @CRASH1_32981 

:CRASH1_9401
0003: shake_camera 40 
00D6: if and
0039:   193@ == 5 
03D2:   wav 3 ended 
004D: jump_if_false @CRASH1_9450 
0085: 200@ = 45@ // (int) 
000A: 200@ += 500 
000A: 35@ += 1 

:CRASH1_9450
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @CRASH1_9639 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_9500 
000A: 35@ += 1 
0002: jump @CRASH1_9639 

:CRASH1_9500
00D6: if 
8039:   not  49@ == 10 
004D: jump_if_false @CRASH1_9532 
0006: 50@ = 10 
0050: gosub @CRASH1_32981 

:CRASH1_9532
00D6: if and
001D:   45@ > 200@ // (int) 
0039:   49@ == 10 
004D: jump_if_false @CRASH1_9639 
015F: set_camera_position 2348.495 -1176.45 1031.486 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2347.538 -1176.732 1031.558 switchstyle 2 
0050: gosub @CRASH1_33143 
0085: 200@ = 45@ // (int) 
000A: 200@ += 3000 
000A: 35@ += 1 

:CRASH1_9639
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @CRASH1_9757 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_9689 
000A: 35@ += 1 
0002: jump @CRASH1_9757 

:CRASH1_9689
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_9757 
00D6: if 
0039:   346@ == 0 
004D: jump_if_false @CRASH1_9750 
05D3: AS_actor $PLAYER_ACTOR goto_point 2344.738 -1180.853 1030.977 mode 4 time -2 ms // versionA 

:CRASH1_9750
000A: 35@ += 1 

:CRASH1_9757
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @CRASH1_9854 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_9807 
0006: 35@ = 50 
0002: jump @CRASH1_9854 

:CRASH1_9807
00D6: if 
08B7:   test 54@ bit 10 
004D: jump_if_false @CRASH1_9854 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0006: 352@ = 0 
000A: 35@ += 1 

:CRASH1_9854
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @CRASH1_9879 
0006: 35@ = 99 

:CRASH1_9879
00D6: if and
0039:   352@ == 1 
08D0:   should_skip_cutscene 
0039:   354@ == 0 
004D: jump_if_false @CRASH1_9913 
0006: 354@ = 1 

:CRASH1_9913
00D6: if 
0039:   35@ == 50 
004D: jump_if_false @CRASH1_9968 
016A: fade 0 time 500 
0085: 200@ = 45@ // (int) 
000A: 200@ += 500 
0006: 353@ = 1 
000A: 35@ += 1 

:CRASH1_9968
00D6: if 
0039:   35@ == 51 
004D: jump_if_false @CRASH1_10192 
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_10192 
00D6: if 
88B7:   not test 54@ bit 9 
004D: jump_if_false @CRASH1_10037 
0050: gosub @CRASH1_33172 
08BD: set 54@ bit 10 

:CRASH1_10037
00D6: if 
88B7:   not test 54@ bit 10 
004D: jump_if_false @CRASH1_10062 
0050: gosub @CRASH1_33172 

:CRASH1_10062
00D6: if 
001B:   5 > 193@ 
004D: jump_if_false @CRASH1_10147 
00D6: if 
0837:   object 119@ animation == "BD_FIRE1" 
004D: jump_if_false @CRASH1_10140 
083A: set_object 119@ animation "BD_FIRE1" progress_to 1.0 
0006: 193@ = 3 
0002: jump @CRASH1_10147 

:CRASH1_10140
0006: 193@ = 4 

:CRASH1_10147
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 time 1500 
0085: 200@ = 45@ // (int) 
000A: 200@ += 1500 
000A: 35@ += 1 

:CRASH1_10192
00D6: if 
0039:   35@ == 52 
004D: jump_if_false @CRASH1_10257 
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_10257 
0006: 353@ = 0 
0006: 354@ = 0 
0006: 352@ = 0 
0006: 35@ = 9 

:CRASH1_10257
0050: gosub @CRASH1_31027 
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @CRASH1_10289 
0050: gosub @CRASH1_38827 

:CRASH1_10289
0051: return 

:CRASH1_10291
00D6: if 
0118:   actor 95@ dead 
004D: jump_if_false @CRASH1_10316 
0006: 37@ = 1 
0051: return 

:CRASH1_10316
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CRASH1_10369 
0006: 352@ = 0 
0006: 353@ = 0 
0006: 354@ = 0 
0006: 331@ = 0 
000A: 35@ += 1 

:CRASH1_10369
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CRASH1_10394 
000A: 35@ += 1 

:CRASH1_10394
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CRASH1_10419 
000A: 35@ += 1 

:CRASH1_10419
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @CRASH1_10476 
0085: 200@ = 45@ // (int) 
000A: 200@ += 5000 
0085: 207@ = 200@ // (int) 
000E: 207@ -= 3000 
000A: 35@ += 1 

:CRASH1_10476
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CRASH1_10595 
00D6: if 
8039:   not  207@ == 0 
004D: jump_if_false @CRASH1_10545 
00D6: if 
001D:   45@ > 207@ // (int) 
004D: jump_if_false @CRASH1_10545 
03CF: load_wav 6600 as 3 
0006: 207@ = 0 

:CRASH1_10545
00D6: if and
001D:   45@ > 200@ // (int) 
03D0:   wav 3 loaded 
004D: jump_if_false @CRASH1_10595 
03D1: play_wav 3 
0085: 200@ = 45@ // (int) 
000A: 200@ += 2000 
000A: 35@ += 1 

:CRASH1_10595
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @CRASH1_10682 
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_10678 
0085: 200@ = 45@ // (int) 
000A: 200@ += 5000 
0085: 207@ = 200@ // (int) 
000E: 207@ -= 3000 
000A: 35@ += 1 
0002: jump @CRASH1_10682 

:CRASH1_10678
0003: shake_camera 80 

:CRASH1_10682
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @CRASH1_10801 
00D6: if 
8039:   not  207@ == 0 
004D: jump_if_false @CRASH1_10751 
00D6: if 
001D:   45@ > 207@ // (int) 
004D: jump_if_false @CRASH1_10751 
03CF: load_wav 6601 as 3 
0006: 207@ = 0 

:CRASH1_10751
00D6: if and
001D:   45@ > 200@ // (int) 
03D0:   wav 3 loaded 
004D: jump_if_false @CRASH1_10801 
03D1: play_wav 3 
0085: 200@ = 45@ // (int) 
000A: 200@ += 1500 
000A: 35@ += 1 

:CRASH1_10801
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @CRASH1_10856 
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_10852 
000A: 35@ += 1 
0002: jump @CRASH1_10856 

:CRASH1_10852
0003: shake_camera 40 

:CRASH1_10856
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @CRASH1_11024 
00D6: if 
0039:   322@ == 1 
004D: jump_if_false @CRASH1_11024 
0395: clear_area 1 at 2351.762 -1178.75 26.9753 radius 15.0 
00A1: put_actor 95@ at 2352.262 -1176.75 26.9753 
0173: set_actor 95@ Z_angle_to 0.0 
08AD: link_actor 95@ to_enex_marker_at 2352.114 -1170.61 radius 8.0 
0860: link_actor 95@ to_interior 0 
0792: disembark_instantly_actor 95@ 
07FB: set_interior 'GANG' access 0  // Vagos Gang House
0164: disable_marker 122@ 
0050: gosub @CRASH1_33172 
0006: 50@ = 12 
0050: gosub @CRASH1_32981 
000A: 35@ += 1 

:CRASH1_11024
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @CRASH1_11274 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
015F: set_camera_position 2354.589 -1166.262 27.87 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2353.826 -1166.89 28.0181 switchstyle 2 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0615: define_AS_pack_begin 220@ 
05D3: AS_actor -1 goto_point 2351.97 -1169.26 27.013 mode 4 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 180.0 
0616: define_AS_pack_end 220@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 220@ 
061B: remove_references_to_AS_pack 220@ 
0615: define_AS_pack_begin 220@ 
05D3: AS_actor -1 goto_point 2351.97 -1170.26 27.013 mode 6 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 0.0 
0616: define_AS_pack_end 220@ 
0618: assign_actor 95@ to_AS_pack 220@ 
061B: remove_references_to_AS_pack 220@ 
0247: load_model #FIRETRUK 
0247: load_model #LAFD1 
038B: load_requested_models 
0006: 331@ = 1 
0006: 352@ = 1 
0085: 200@ = 45@ // (int) 
000A: 200@ += 500 
000A: 35@ += 1 

:CRASH1_11274
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @CRASH1_11456 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_11324 
0006: 35@ = 50 
0002: jump @CRASH1_11456 

:CRASH1_11324
00D6: if 
8039:   not  49@ == 12 
004D: jump_if_false @CRASH1_11356 
0006: 50@ = 12 
0050: gosub @CRASH1_32981 

:CRASH1_11356
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_11456 
00D6: if 
0039:   49@ == 12 
004D: jump_if_false @CRASH1_11456 
062E: get_actor 95@ task -1 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_11456 
062E: get_actor $PLAYER_ACTOR task -1 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_11456 
000A: 35@ += 1 

:CRASH1_11456
00D6: if 
0039:   35@ == 11 
004D: jump_if_false @CRASH1_11675 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_11506 
0006: 35@ = 50 
0002: jump @CRASH1_11675 

:CRASH1_11506
0804: AS_actor 95@ walk_to 2351.97 -1170.26 27.013 angle 0.0 radius 0.2 animation "GRLFRD_KISS_03" IFP_file "BD_FIRE" 4.0 LA 0 LX 0 LY 0 LF 0 LT -1 
0804: AS_actor $PLAYER_ACTOR walk_to 2351.97 -1169.26 27.013 angle 180.0 radius 0.2 animation "PLAYA_KISS_03" IFP_file "BD_FIRE" 4.0 LA 0 LX 0 LY 0 LF 0 LT -1 
0050: gosub @CRASH1_33143 
0085: 200@ = 45@ // (int) 
000A: 200@ += 1000 
000A: 35@ += 1 

:CRASH1_11675
00D6: if 
0039:   35@ == 12 
004D: jump_if_false @CRASH1_11871 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_11725 
0006: 35@ = 50 
0002: jump @CRASH1_11871 

:CRASH1_11725
00D6: if and
8611:   not actor 95@ performing_animation "GRLFRD_KISS_03" 
8611:   not actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_03" 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_11871 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
09DD: unknown_player_group 1 
0631: put_actor 95@ in_group $PLAYER_GROUP 
087F: set_actor 95@ never_leave_group 1 
07CB: set_actor 95@ supporting_fire 0 
0850: AS_actor 95@ follow_actor $PLAYER_ACTOR 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
0006: 331@ = 0 
0006: 352@ = 0 
0986: remove_references_to_all_fires 
000A: 35@ += 1 

:CRASH1_11871
00D6: if 
0039:   35@ == 13 
004D: jump_if_false @CRASH1_11917 
00D6: if and
0248:   model #FIRETRUK available 
0248:   model #LAFD1 available 
004D: jump_if_false @CRASH1_11917 
0006: 35@ = 99 

:CRASH1_11917
00D6: if and
0039:   352@ == 1 
08D0:   should_skip_cutscene 
0039:   354@ == 0 
004D: jump_if_false @CRASH1_11951 
0006: 354@ = 1 

:CRASH1_11951
00D6: if 
0039:   35@ == 50 
004D: jump_if_false @CRASH1_12161 
00D6: if 
0611:   actor 95@ performing_animation "GRLFRD_KISS_03" 
004D: jump_if_false @CRASH1_12027 
0614: set_actor 95@ animation "GRLFRD_KISS_03" progress_to 1.0 // 0.0 to 1.0 

:CRASH1_12027
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_03" 
004D: jump_if_false @CRASH1_12083 
0614: set_actor $PLAYER_ACTOR animation "PLAYA_KISS_03" progress_to 1.0 // 0.0 to 1.0 

:CRASH1_12083
00D6: if 
88B7:   not test 54@ bit 12 
004D: jump_if_false @CRASH1_12108 
0050: gosub @CRASH1_33172 

:CRASH1_12108
0792: disembark_instantly_actor 95@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0085: 200@ = 45@ // (int) 
0006: 353@ = 0 
0006: 354@ = 0 
0006: 331@ = 0 
0006: 352@ = 0 
0006: 35@ = 12 

:CRASH1_12161
00D6: if 
0039:   331@ == 0 
004D: jump_if_false @CRASH1_12186 
0050: gosub @CRASH1_29132 

:CRASH1_12186
0050: gosub @CRASH1_31027 
0050: gosub @CRASH1_31470 
0050: gosub @CRASH1_31657 
0007: 289@ = 2319.994 
000F: 289@ -= 1.5 
0007: 291@ = -1179.218 
000F: 291@ -= 1.5 
0007: 293@ = 1030.977 
000F: 293@ -= 1.2 
0007: 290@ = 2319.994 
000B: 290@ += 1.5 
0007: 292@ = -1179.218 
000B: 292@ += 1.5 
0007: 294@ = 1030.977 
000B: 294@ += 1.2 
00D6: if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
0039:   324@ == 1 
004D: jump_if_false @CRASH1_12446 
0164: disable_marker 122@ 
0007: 282@ = 2353.085 
0007: 283@ = -1181.1 
0007: 284@ = 1026.97 
018A: 122@ = create_checkpoint_at 282@ 283@ 284@ 
08DC: create_interior_marker 122@ at 2352.114 -1170.61 radius 3.0 
0006: 324@ = 0 

:CRASH1_12446
0395: clear_area 0 at 255@ 256@ 257@ radius 3.0 
00D6: if and
0039:   314@ == 0 
0039:   315@ == 1 
004D: jump_if_false @CRASH1_12536 
0006: 315@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
06C9: remove_actor 95@ from_group 
05BA: AS_actor 95@ move_mouth -2 ms 
04D7: set_actor 95@ locked 1 
0006: 323@ = 1 
0006: 336@ = 0 

:CRASH1_12536
00D6: if and
0039:   314@ == 0 
0039:   323@ == 1 
004D: jump_if_false @CRASH1_12765 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2351.575 -1166.19 26.4524 radius 4.0 4.0 4.0 on_foot 
004D: jump_if_false @CRASH1_12765 
00D6: if 
816B:   not fading 
004D: jump_if_false @CRASH1_12765 
00D6: if or
00A4:   actor 95@ sphere 0 in_cube_cornerA 2340.097 -1188.51 1025.577 cornerB 2352.977 -1179.882 1028.184 
00A4:   actor 95@ sphere 0 in_cube_cornerA 2344.22 -1179.892 1025.577 cornerB 2349.831 -1171.664 1028.184 
004D: jump_if_false @CRASH1_12735 
0006: 322@ = 1 
0006: 323@ = 0 
04D7: set_actor 95@ locked 0 
0002: jump @CRASH1_12765 

:CRASH1_12735
00BC: show_text_highpriority GXT 'CRA1_10' time 8000 flag 1  // ~s~You have left the ~b~girl~s~ behind. Go back and get her.
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 336@ = 1 

:CRASH1_12765
00D6: if and
0039:   314@ == 1 
0039:   336@ == 1 
004D: jump_if_false @CRASH1_12844 
0006: 336@ = 0 
04D7: set_actor 95@ locked 0 
09DD: unknown_player_group 1 
0631: put_actor 95@ in_group $PLAYER_GROUP 
087F: set_actor 95@ never_leave_group 1 
07CB: set_actor 95@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
0006: 190@ = 2 

:CRASH1_12844
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 42 
004D: jump_if_false @CRASH1_12901 
041A: 214@ = actor $PLAYER_ACTOR weapon 42 ammo 
00D6: if 
001B:   500 > 214@ 
004D: jump_if_false @CRASH1_12901 
017B: set_actor $PLAYER_ACTOR weapon 42 ammo_to 30000 

:CRASH1_12901
00D6: if 
0039:   342@ == 1 
004D: jump_if_false @CRASH1_12972 
08C3: clear 54@ bit 11 
0006: 50@ = 11 
0050: gosub @CRASH1_32981 
00D6: if 
0039:   49@ == 11 
004D: jump_if_false @CRASH1_12972 
0050: gosub @CRASH1_33143 
0006: 342@ = 0 

:CRASH1_12972
00D6: if 
0039:   314@ == 0 
004D: jump_if_false @CRASH1_13153 
00D6: if 
0039:   348@ == 1 
004D: jump_if_false @CRASH1_13084 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 48.1099 41.5599 18.75 
004D: jump_if_false @CRASH1_13077 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0006: 348@ = 0 

:CRASH1_13077
0002: jump @CRASH1_13153 

:CRASH1_13084
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 38.1099 31.5599 8.75 
004D: jump_if_false @CRASH1_13153 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0006: 348@ = 1 

:CRASH1_13153
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @CRASH1_13178 
0050: gosub @CRASH1_38827 

:CRASH1_13178
0051: return 

:CRASH1_13180
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CRASH1_13324 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0050: gosub @CRASH1_31844 
0007: 258@ = 2402.307 
0007: 259@ = -1727.53 
0007: 260@ = 12.3906 
018A: 122@ = create_checkpoint_at 258@ 259@ 260@ 
0164: disable_marker 131@ 
0006: 325@ = 0 
0006: 326@ = 0 
0006: 336@ = 0 
0006: 50@ = 13 
0050: gosub @CRASH1_32981 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor 95@ muted 1 // versionB 
000A: 35@ += 1 

:CRASH1_13324
00D6: if 
0118:   actor 95@ dead 
004D: jump_if_false @CRASH1_13367 
00D6: if 
0039:   326@ == 0 
004D: jump_if_false @CRASH1_13367 
0006: 37@ = 1 
0051: return 

:CRASH1_13367
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CRASH1_13449 
00D6: if 
8039:   not  49@ == 13 
004D: jump_if_false @CRASH1_13417 
0006: 50@ = 13 
0050: gosub @CRASH1_32981 

:CRASH1_13417
00D6: if 
0039:   49@ == 13 
004D: jump_if_false @CRASH1_13449 
0050: gosub @CRASH1_33143 
000A: 35@ += 1 

:CRASH1_13449
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CRASH1_13773 
0006: 351@ = 0 
00D6: if 
00FE:   actor 95@ sphere 1 in_sphere 258@ 259@ 260@ radius 3.0 3.0 3.0 
004D: jump_if_false @CRASH1_13580 
0006: 351@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
00DF:   actor 95@ driving 
004D: jump_if_false @CRASH1_13580 
03C0: $TEMPVAR_ACTOR_CAR = actor 95@ car 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $TEMPVAR_ACTOR_CAR 
004D: jump_if_false @CRASH1_13580 
0006: 351@ = 0 

:CRASH1_13580
00D6: if 
0039:   351@ == 1 
004D: jump_if_false @CRASH1_13773 
06C9: remove_actor 95@ from_group 
0164: disable_marker 122@ 
0164: disable_marker 131@ 
0006: 326@ = 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
0395: clear_area 1 at 2401.52 -1722.074 12.6072 radius 8.0 
00D6: if 
00DF:   actor 95@ driving 
004D: jump_if_false @CRASH1_13715 
03C0: $TEMPVAR_ACTOR_CAR = actor 95@ car 
00AA: store_car $TEMPVAR_ACTOR_CAR position_to 282@ 283@ 284@ 
0395: clear_area 1 at 282@ 283@ 284@ radius 5.0 

:CRASH1_13715
015F: set_camera_position 2392.542 -1727.949 14.991 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2393.458 -1727.558 14.9067 switchstyle 2 
000A: 35@ += 1 

:CRASH1_13773
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @CRASH1_13861 
0006: 50@ = 16 
0050: gosub @CRASH1_32981 
00D6: if 
0039:   49@ == 16 
004D: jump_if_false @CRASH1_13861 
0050: gosub @CRASH1_33143 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH1_13854 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 95@ 

:CRASH1_13854
000A: 35@ += 1 

:CRASH1_13861
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CRASH1_13904 
00D6: if 
08B7:   test 54@ bit 16 
004D: jump_if_false @CRASH1_13904 
000A: 35@ += 1 

:CRASH1_13904
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @CRASH1_13968 
0006: 50@ = 17 
0050: gosub @CRASH1_32981 
00D6: if 
0039:   49@ == 17 
004D: jump_if_false @CRASH1_13968 
0050: gosub @CRASH1_33143 
000A: 35@ += 1 

:CRASH1_13968
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @CRASH1_14028 
00D6: if 
00DF:   actor 95@ driving 
004D: jump_if_false @CRASH1_14021 
0633: AS_actor 95@ exit_car 
000A: 35@ += 1 
0002: jump @CRASH1_14028 

:CRASH1_14021
0006: 35@ = 8 

:CRASH1_14028
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @CRASH1_14082 
062E: get_actor 95@ task 1587 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_14082 
000A: 35@ += 1 

:CRASH1_14082
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @CRASH1_14155 
05D3: AS_actor 95@ goto_point 2402.052 -1719.716 12.6181 mode 6 time -2 ms // versionA 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH1_14148 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 95@ 

:CRASH1_14148
000A: 35@ += 1 

:CRASH1_14155
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @CRASH1_14400 
062E: get_actor 95@ task 1491 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_14400 
00A0: store_actor $PLAYER_ACTOR position_to 282@ 283@ 284@ 
0087: 290@ = 282@ // (float) 
0087: 292@ = 283@ // (float) 
00A0: store_actor 95@ position_to 282@ 283@ 284@ 
0087: 289@ = 282@ // (float) 
0087: 291@ = 283@ // (float) 
0087: 282@ = 289@ // (float) 
0063: 282@ -= 290@ // (float) 
0087: 283@ = 291@ // (float) 
0063: 283@ -= 292@ // (float) 
0604: get_Z_angle_for_point 282@ 283@ store_to 285@ 
0804: AS_actor 95@ walk_to 2402.052 -1719.716 12.6181 angle 285@ radius 0.2 animation "BD_GF_WAVE" IFP_file "BD_FIRE" 4.0 LA 0 LX 0 LY 0 LF 0 LT -1 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH1_14393 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 95@ 

:CRASH1_14393
000A: 35@ += 1 

:CRASH1_14400
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @CRASH1_14464 
0006: 50@ = 18 
0050: gosub @CRASH1_32981 
00D6: if 
0039:   49@ == 18 
004D: jump_if_false @CRASH1_14464 
0050: gosub @CRASH1_33143 
000A: 35@ += 1 

:CRASH1_14464
00D6: if 
0039:   35@ == 11 
004D: jump_if_false @CRASH1_14582 
00D6: if 
0611:   actor 95@ performing_animation "BD_GF_WAVE" 
004D: jump_if_false @CRASH1_14582 
0613: 295@ = actor 95@ animation "BD_GF_WAVE" time 
00D6: if 
0043:   295@ == 1.0 
004D: jump_if_false @CRASH1_14582 
05D3: AS_actor 95@ goto_point 2401.857 -1717.01 12.6334 mode 6 time -2 ms // versionA 
000A: 35@ += 1 

:CRASH1_14582
00D6: if 
0039:   35@ == 12 
004D: jump_if_false @CRASH1_14656 
062E: get_actor 95@ task 1491 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_14656 
009B: destroy_actor 95@ 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
000A: 35@ += 1 

:CRASH1_14656
00D6: if 
0039:   35@ == 13 
004D: jump_if_false @CRASH1_14699 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
0006: 35@ = 99 

:CRASH1_14699
00D6: if 
0039:   326@ == 0 
004D: jump_if_false @CRASH1_14803 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH1_14770 
00D6: if 
0039:   325@ == 0 
004D: jump_if_false @CRASH1_14763 
0006: 325@ = 1 
0792: disembark_instantly_actor 95@ 

:CRASH1_14763
0002: jump @CRASH1_14803 

:CRASH1_14770
00D6: if 
0039:   325@ == 1 
004D: jump_if_false @CRASH1_14803 
0006: 325@ = 0 
0850: AS_actor 95@ follow_actor $PLAYER_ACTOR 

:CRASH1_14803
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @CRASH1_15122 
09E8: 214@ = actor $PLAYER_ACTOR active_interior 
09E8: 215@ = actor 95@ active_interior 
00D6: if 
003B:   214@ == 215@ // (int) 
004D: jump_if_false @CRASH1_15122 
00A0: store_actor 95@ position_to 282@ 283@ 284@ 
00A0: store_actor $PLAYER_ACTOR position_to 286@ 287@ 288@ 
050A: 296@ = distance_between_XYZ 282@ 283@ 284@ and_XYZ 286@ 287@ 288@ 
00D6: if 
0039:   336@ == 1 
004D: jump_if_false @CRASH1_15041 
00D6: if 
0023:   20.0 > 296@ 
004D: jump_if_false @CRASH1_15034 
0006: 336@ = 0 
0687: clear_actor 95@ task 
09DD: unknown_player_group 1 
0631: put_actor 95@ in_group $PLAYER_GROUP 
087F: set_actor 95@ never_leave_group 1 
07CB: set_actor 95@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
00D6: if 
0039:   325@ == 0 
004D: jump_if_false @CRASH1_15015 
0850: AS_actor 95@ follow_actor $PLAYER_ACTOR 

:CRASH1_15015
018A: 122@ = create_checkpoint_at 258@ 259@ 260@ 
0164: disable_marker 131@ 

:CRASH1_15034
0002: jump @CRASH1_15122 

:CRASH1_15041
00D6: if 
0021:   296@ > 50.0 
004D: jump_if_false @CRASH1_15122 
0006: 336@ = 1 
00BC: show_text_highpriority GXT 'CRA1_12' time 7000 flag 1  // ~s~You've left the ~b~girl~s~ behind. Go back for her and take her home.
06C9: remove_actor 95@ from_group 
0792: disembark_instantly_actor 95@ 
05BA: AS_actor 95@ move_mouth -2 ms 
0164: disable_marker 122@ 
0187: 131@ = create_marker_above_actor 95@ 
07E0: set_marker 131@ type_to 1 

:CRASH1_15122
00D6: if and
8118:   not actor 95@ dead 
0039:   326@ == 0 
004D: jump_if_false @CRASH1_15262 
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor 95@ driving 
004D: jump_if_false @CRASH1_15262 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if and
00DB:   actor 95@ in_car $TEMPVAR_ACTOR_CAR 
81C1:   not car $TEMPVAR_ACTOR_CAR stopped 
004D: jump_if_false @CRASH1_15262 
00D6: if and
88B7:   not test 54@ bit 14 
0039:   49@ == 0 
004D: jump_if_false @CRASH1_15262 
0006: 50@ = 14 
0050: gosub @CRASH1_32981 
00D6: if 
0039:   49@ == 14 
004D: jump_if_false @CRASH1_15262 
0050: gosub @CRASH1_33143 

:CRASH1_15262
00D6: if and
8118:   not actor 95@ dead 
0039:   326@ == 0 
004D: jump_if_false @CRASH1_15422 
00D6: if and
88B7:   not test 54@ bit 15 
8039:   not  49@ == 15 
004D: jump_if_false @CRASH1_15422 
00D6: if 
00FE:   actor 95@ sphere 0 in_sphere 258@ 259@ 260@ radius 30.0 30.0 20.0 
004D: jump_if_false @CRASH1_15422 
0050: gosub @CRASH1_33172 
0006: 50@ = 15 
0050: gosub @CRASH1_32981 
00D6: if 
0039:   49@ == 15 
004D: jump_if_false @CRASH1_15398 
0050: gosub @CRASH1_33143 

:CRASH1_15398
0395: clear_area 1 at 2401.52 -1722.074 12.6072 radius 8.0 

:CRASH1_15422
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @CRASH1_15447 
0050: gosub @CRASH1_38827 

:CRASH1_15447
0051: return 

:CRASH1_15449
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CRASH1_15512 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0085: 200@ = 45@ // (int) 
000A: 200@ += 1000 
000A: 35@ += 1 

:CRASH1_15512
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CRASH1_15587 
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_15587 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 500 
0085: 200@ = 45@ // (int) 
000A: 200@ += 500 
000A: 35@ += 1 

:CRASH1_15587
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CRASH1_15849 
00D6: if and
816B:   not fading 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_15849 
00D6: if 
0039:   314@ == 0 
004D: jump_if_false @CRASH1_15693 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH1_15693 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2351.733 -1179.042 26.9753 
00A6: destroy_car $TEMPVAR_ACTOR_CAR 

:CRASH1_15693
04BB: select_interior 0 
0395: clear_area 1 at 2351.961 -1172.073 26.9765 radius 8.0 
03CB: set_rendering_origin_at 2351.961 -1172.073 26.9765 
00A1: put_actor $PLAYER_ACTOR at 2351.961 -1172.073 26.9765 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
015F: set_camera_position 2345.044 -1170.015 32.0063 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2345.8 -1169.822 31.381 switchstyle 2 
0085: 200@ = 45@ // (int) 
000A: 200@ += 1000 
000A: 35@ += 1 

:CRASH1_15849
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @CRASH1_15940 
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_15940 
016A: fade 1 time 500 
05D3: AS_actor $PLAYER_ACTOR goto_point 2351.928 -1166.08 26.4593 mode 6 time -2 ms // versionA 
0085: 200@ = 45@ // (int) 
000A: 200@ += 500 
000A: 35@ += 1 

:CRASH1_15940
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CRASH1_16045 
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_16045 
062E: get_actor $PLAYER_ACTOR task 1491 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_16045 
00A1: put_actor $PLAYER_ACTOR at 2351.928 -1166.08 26.4593 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 
0006: 35@ = 99 

:CRASH1_16045
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @CRASH1_16092 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0050: gosub @CRASH1_38827 

:CRASH1_16092
0051: return 

:CRASH1_16094
00D6: if 
0039:   334@ == 0 
004D: jump_if_false @CRASH1_16169 
09CA: set_object 114@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
07F7: set_object 114@ destructible 1 
0392: make_object 114@ moveable 1 
0723: break_object 114@ intensity 1 
0006: 197@ = 0 
0050: gosub @CRASH1_25459 
0002: jump @CRASH1_16183 

:CRASH1_16169
0006: 192@ = 2 
0050: gosub @CRASH1_24873 

:CRASH1_16183
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @CRASH1_16244 
00A1: put_actor 94@ at 2352.181 -1164.893 26.4392 
0326: 138@ = create_actor 94@ fire 
0223: set_actor 94@ health_to 1 
0792: disembark_instantly_actor 94@ 
05BE: AS_actor 94@ die 

:CRASH1_16244
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @CRASH1_16265 
0108: destroy_object 106@ 

:CRASH1_16265
00D6: if 
0039:   335@ == 0 
004D: jump_if_false @CRASH1_16297 
0006: 197@ = 4 
0050: gosub @CRASH1_25459 

:CRASH1_16297
0164: disable_marker 122@ 
0007: 282@ = 2352.037 
0007: 283@ = -1170.318 
0007: 284@ = 26.9702 
018A: 122@ = create_checkpoint_at 282@ 283@ 284@ 
0050: gosub @CRASH1_26993 
0006: 216@ = 0 

:CRASH1_16360
00D6: if 
8118:   not actor 87@(216@,5i) dead 
004D: jump_if_false @CRASH1_16409 
00D6: if 
0039:   182@(216@,5i) == 6 
004D: jump_if_false @CRASH1_16409 
0050: gosub @CRASH1_18650 

:CRASH1_16409
000A: 216@ += 1 
0029:   216@ >= 5 
004D: jump_if_false @CRASH1_16360 
00D6: if 
0039:   187@ == 5 
004D: jump_if_false @CRASH1_16455 
0050: gosub @CRASH1_23025 

:CRASH1_16455
0051: return 

:CRASH1_16457
0007: 282@ = 1785.698 
0007: 283@ = -1222.105 
0007: 284@ = 16.9119 
0006: 214@ = 0 
032B: 132@ = create_weapon_pickup #MOLOTOV type 3 ammo 99999 at 282@ 283@ 284@ 
03DC: 128@ = create_marker_above_pickup 132@ 
0051: return 

:CRASH1_16525
00D6: if 
0118:   actor 87@(216@,5i) dead 
004D: jump_if_false @CRASH1_16554 
0006: 299@ = 1 
0051: return 

:CRASH1_16554
0871: init_jump_table 182@(216@,5i) total_jumps 8 default_jump 0 @CRASH1_16802 jumps -1 @CRASH1_16686 0 @CRASH1_16711 1 @CRASH1_16725 2 @CRASH1_16739 3 @CRASH1_16753 4 @CRASH1_16760 5 @CRASH1_16774 
0872: jump_table_jumps 6 @CRASH1_16788 -1 @CRASH1_16802 -1 @CRASH1_16802 -1 @CRASH1_16802 -1 @CRASH1_16802 -1 @CRASH1_16802 -1 @CRASH1_16802 -1 @CRASH1_16802 -1 @CRASH1_16802 

:CRASH1_16686
0050: gosub @CRASH1_16804 
0006: 182@(216@,5i) = 0 
0002: jump @CRASH1_16802 

:CRASH1_16711
0050: gosub @CRASH1_17015 
0002: jump @CRASH1_16802 

:CRASH1_16725
0050: gosub @CRASH1_17569 
0002: jump @CRASH1_16802 

:CRASH1_16739
0050: gosub @CRASH1_18020 
0002: jump @CRASH1_16802 

:CRASH1_16753
0002: jump @CRASH1_16802 

:CRASH1_16760
0050: gosub @CRASH1_17664 
0002: jump @CRASH1_16802 

:CRASH1_16774
0050: gosub @CRASH1_18158 
0002: jump @CRASH1_16802 

:CRASH1_16788
0050: gosub @CRASH1_18210 
0002: jump @CRASH1_16802 

:CRASH1_16802
0051: return 

:CRASH1_16804
0871: init_jump_table 216@ total_jumps 2 default_jump 1 @CRASH1_16964 jumps 0 @CRASH1_16867 1 @CRASH1_16916 -1 @CRASH1_17013 -1 @CRASH1_17013 -1 @CRASH1_17013 -1 @CRASH1_17013 -1 @CRASH1_17013 

:CRASH1_16867
0812: AS_actor 87@(216@,5i) perform_animation "WASH_UP" IFP "BD_FIRE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0002: jump @CRASH1_17013 

:CRASH1_16916
0605: actor 87@(216@,5i) perform_animation "PHONE_TALK" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @CRASH1_17013 

:CRASH1_16964
0605: actor 87@(216@,5i) perform_animation "M_SMKLEAN_LOOP" IFP "BD_FIRE" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:CRASH1_17013
0051: return 

:CRASH1_17015
00D6: if 
0039:   301@ == 1 
004D: jump_if_false @CRASH1_17042 
0050: gosub @CRASH1_17618 
0051: return 

:CRASH1_17042
00D6: if and
0039:   332@ == 1 
0039:   333@ == 1 
004D: jump_if_false @CRASH1_17076 
0050: gosub @CRASH1_17618 
0051: return 

:CRASH1_17076
00D6: if 
0039:   298@ == 1 
004D: jump_if_false @CRASH1_17103 
0050: gosub @CRASH1_17848 
0051: return 

:CRASH1_17103
00D6: if 
0039:   299@ == 1 
004D: jump_if_false @CRASH1_17130 
0050: gosub @CRASH1_17618 
0051: return 

:CRASH1_17130
00D6: if 
051A:   actor 87@(216@,5i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CRASH1_17169 
0050: gosub @CRASH1_17618 
0006: 299@ = 1 
0051: return 

:CRASH1_17169
00D6: if 
0039:   297@ == 1 
004D: jump_if_false @CRASH1_17189 
0051: return 

:CRASH1_17189
0871: init_jump_table 216@ total_jumps 5 default_jump 0 @CRASH1_17497 jumps 0 @CRASH1_17252 1 @CRASH1_17301 2 @CRASH1_17350 3 @CRASH1_17399 4 @CRASH1_17448 -1 @CRASH1_17497 -1 @CRASH1_17497 

:CRASH1_17252
00D6: if 
00F2:   actor 87@(216@,5i) near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
004D: jump_if_false @CRASH1_17294 
0050: gosub @CRASH1_17499 

:CRASH1_17294
0002: jump @CRASH1_17497 

:CRASH1_17301
00D6: if 
00F2:   actor 87@(216@,5i) near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
004D: jump_if_false @CRASH1_17343 
0050: gosub @CRASH1_17499 

:CRASH1_17343
0002: jump @CRASH1_17497 

:CRASH1_17350
00D6: if 
00F2:   actor 87@(216@,5i) near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
004D: jump_if_false @CRASH1_17392 
0050: gosub @CRASH1_17499 

:CRASH1_17392
0002: jump @CRASH1_17497 

:CRASH1_17399
00D6: if 
00F2:   actor 87@(216@,5i) near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
004D: jump_if_false @CRASH1_17441 
0050: gosub @CRASH1_17499 

:CRASH1_17441
0002: jump @CRASH1_17497 

:CRASH1_17448
00D6: if 
00F2:   actor 87@(216@,5i) near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
004D: jump_if_false @CRASH1_17490 
0050: gosub @CRASH1_17499 

:CRASH1_17490
0002: jump @CRASH1_17497 

:CRASH1_17497
0051: return 

:CRASH1_17499
0947: actor 87@(216@,5i) speak_from_audio_table 2 store_spoken_phrase_id_to 221@ 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH1_17549 
05D9: AS_actor 87@(216@,5i) run_to_actor $PLAYER_ACTOR timelimit 5000 stop_within_radius 3.0 

:CRASH1_17549
0006: 182@(216@,5i) = 1 
0006: 297@ = 1 
0051: return 

:CRASH1_17569
062E: get_actor 87@(216@,5i) task 1497 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_17616 
0006: 298@ = 1 
0050: gosub @CRASH1_17618 

:CRASH1_17616
0051: return 

:CRASH1_17618
0792: disembark_instantly_actor 87@(216@,5i) 
060B: set_actor 87@(216@,5i) decision_maker_to 181@ 
05E2: AS_actor 87@(216@,5i) kill_actor $PLAYER_ACTOR 
0006: 182@(216@,5i) = 4 
0051: return 

:CRASH1_17664
00D6: if 
0039:   329@ == 1 
004D: jump_if_false @CRASH1_17695 
0006: 182@(216@,5i) = 5 
0051: return 

:CRASH1_17695
00A0: store_actor $PLAYER_ACTOR position_to 282@ 283@ 284@ 
0087: 289@ = 282@ // (float) 
0087: 291@ = 283@ // (float) 
00A0: store_actor 87@(216@,5i) position_to 282@ 283@ 284@ 
0087: 290@ = 282@ // (float) 
0087: 292@ = 283@ // (float) 
0509: 295@ = distance_between_XY 289@ 291@ and_XY 290@ 292@ 
00D6: if 
0021:   295@ > 38.0 
004D: jump_if_false @CRASH1_17806 
0050: gosub @CRASH1_17848 
0051: return 

:CRASH1_17806
062E: get_actor 87@(216@,5i) task 1506 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_17846 
0050: gosub @CRASH1_17618 

:CRASH1_17846
0051: return 

:CRASH1_17848
00D6: if 
0039:   329@ == 1 
004D: jump_if_false @CRASH1_17879 
0006: 182@(216@,5i) = 5 
0051: return 

:CRASH1_17879
0792: disembark_instantly_actor 87@(216@,5i) 
00A0: store_actor $PLAYER_ACTOR position_to 282@ 283@ 284@ 
0087: 289@ = 282@ // (float) 
0087: 291@ = 283@ // (float) 
00A0: store_actor 87@(216@,5i) position_to 282@ 283@ 284@ 
0087: 290@ = 282@ // (float) 
0087: 292@ = 283@ // (float) 
0087: 282@ = 289@ // (float) 
0063: 282@ -= 290@ // (float) 
0087: 283@ = 291@ // (float) 
0063: 283@ -= 292@ // (float) 
0604: get_Z_angle_for_point 282@ 283@ store_to 285@ 
05D4: AS_actor 87@(216@,5i) rotate_angle 285@ 
0006: 182@(216@,5i) = 2 
0051: return 

:CRASH1_18020
00A0: store_actor $PLAYER_ACTOR position_to 282@ 283@ 284@ 
0087: 289@ = 282@ // (float) 
0087: 291@ = 283@ // (float) 
00A0: store_actor 87@(216@,5i) position_to 282@ 283@ 284@ 
0087: 290@ = 282@ // (float) 
0087: 292@ = 283@ // (float) 
0509: 295@ = distance_between_XY 289@ 291@ and_XY 290@ 292@ 
00D6: if 
0023:   35.0 > 295@ 
004D: jump_if_false @CRASH1_18131 
0050: gosub @CRASH1_17618 
0051: return 

:CRASH1_18131
00D6: if 
0039:   300@ == 1 
004D: jump_if_false @CRASH1_18156 
0050: gosub @CRASH1_17848 

:CRASH1_18156
0051: return 

:CRASH1_18158
0050: gosub @CRASH1_18329 
0792: disembark_instantly_actor 87@(216@,5i) 
060B: set_actor 87@(216@,5i) decision_maker_to 180@ 
05BA: AS_actor 87@(216@,5i) move_mouth -2 ms 
0006: 182@(216@,5i) = 6 
0051: return 

:CRASH1_18210
00D6: if 
0039:   329@ == 1 
004D: jump_if_false @CRASH1_18283 
062E: get_actor 87@(216@,5i) task 1466 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_18281 
0792: disembark_instantly_actor 87@(216@,5i) 
05BA: AS_actor 87@(216@,5i) move_mouth -2 ms 

:CRASH1_18281
0051: return 

:CRASH1_18283
0792: disembark_instantly_actor 87@(216@,5i) 
060B: set_actor 87@(216@,5i) decision_maker_to 181@ 
05E2: AS_actor 87@(216@,5i) kill_actor $PLAYER_ACTOR 
0006: 182@(216@,5i) = 4 
0051: return 

:CRASH1_18329
00A0: store_actor 87@(216@,5i) position_to 261@(216@,5f) 266@(216@,5f) 271@(216@,5f) 
0871: init_jump_table 210@ total_jumps 7 default_jump 1 @CRASH1_18639 jumps 0 @CRASH1_18422 1 @CRASH1_18453 2 @CRASH1_18484 3 @CRASH1_18515 4 @CRASH1_18546 5 @CRASH1_18577 6 @CRASH1_18608 

:CRASH1_18422
00A1: put_actor 87@(216@,5i) at 2319.314 -1202.897 26.9609 
0002: jump @CRASH1_18641 

:CRASH1_18453
00A1: put_actor 87@(216@,5i) at 2315.977 -1204.658 26.9609 
0002: jump @CRASH1_18641 

:CRASH1_18484
00A1: put_actor 87@(216@,5i) at 2318.991 -1207.222 26.9615 
0002: jump @CRASH1_18641 

:CRASH1_18515
00A1: put_actor 87@(216@,5i) at 2315.745 -1210.296 26.9609 
0002: jump @CRASH1_18641 

:CRASH1_18546
00A1: put_actor 87@(216@,5i) at 2318.09 -1212.916 26.9609 
0002: jump @CRASH1_18641 

:CRASH1_18577
00A1: put_actor 87@(216@,5i) at 2314.109 -1215.641 26.9609 
0002: jump @CRASH1_18641 

:CRASH1_18608
00A1: put_actor 87@(216@,5i) at 2316.042 -1219.501 26.9609 
0002: jump @CRASH1_18641 

:CRASH1_18639
0051: return 

:CRASH1_18641
000A: 210@ += 1 
0051: return 

:CRASH1_18650
0006: 213@ = 0 

:CRASH1_18657
00D6: if 
8118:   not actor 87@(213@,5i) dead 
004D: jump_if_false @CRASH1_18707 
00A1: put_actor 87@(213@,5i) at 261@(213@,5f) 266@(213@,5f) 271@(213@,5f) 

:CRASH1_18707
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_18657 
0051: return 

:CRASH1_18730
0007: 282@ = 2346.047 
0007: 283@ = -1189.661 
0007: 284@ = 27.9709 
0006: 214@ = 0 
0107: 109@(214@,5i) = create_object #CR_AMMOBOX at 282@ 283@ 284@ 
0750: set_object 109@(214@,5i) visibility 0 
0382: set_object 109@(214@,5i) collision_detection 0 
0188: 123@(214@,5i) = create_marker_above_object 109@(214@,5i) 
0165: set_marker 123@(214@,5i) color_to 0 
071F: set_object 109@(214@,5i) health_to 1 
0007: 282@ = 2336.045 
0007: 283@ = -1189.661 
0007: 284@ = 27.9709 
000A: 214@ += 1 
0107: 109@(214@,5i) = create_object #CR_AMMOBOX at 282@ 283@ 284@ 
0750: set_object 109@(214@,5i) visibility 0 
0382: set_object 109@(214@,5i) collision_detection 0 
0188: 123@(214@,5i) = create_marker_above_object 109@(214@,5i) 
0165: set_marker 123@(214@,5i) color_to 0 
071F: set_object 109@(214@,5i) health_to 1 
0007: 282@ = 2326.409 
0007: 283@ = -1189.661 
0007: 284@ = 27.9709 
000A: 214@ += 1 
0107: 109@(214@,5i) = create_object #CR_AMMOBOX at 282@ 283@ 284@ 
0750: set_object 109@(214@,5i) visibility 0 
0382: set_object 109@(214@,5i) collision_detection 0 
0188: 123@(214@,5i) = create_marker_above_object 109@(214@,5i) 
0165: set_marker 123@(214@,5i) color_to 0 
071F: set_object 109@(214@,5i) health_to 1 
0007: 282@ = 2345.898 
0007: 283@ = -1170.044 
0007: 284@ = 27.9709 
000A: 214@ += 1 
0107: 109@(214@,5i) = create_object #CR_AMMOBOX at 282@ 283@ 284@ 
0750: set_object 109@(214@,5i) visibility 0 
0382: set_object 109@(214@,5i) collision_detection 0 
0188: 123@(214@,5i) = create_marker_above_object 109@(214@,5i) 
0165: set_marker 123@(214@,5i) color_to 0 
071F: set_object 109@(214@,5i) health_to 1 
0007: 282@ = 2326.407 
0007: 283@ = -1170.044 
0007: 284@ = 27.9709 
000A: 214@ += 1 
0107: 109@(214@,5i) = create_object #CR_AMMOBOX at 282@ 283@ 284@ 
0750: set_object 109@(214@,5i) visibility 0 
0382: set_object 109@(214@,5i) collision_detection 0 
0188: 123@(214@,5i) = create_marker_above_object 109@(214@,5i) 
0165: set_marker 123@(214@,5i) color_to 0 
071F: set_object 109@(214@,5i) health_to 1 
0051: return 

:CRASH1_19322
0006: 214@ = 0 
0007: 222@(214@,5f) = 2345.979 
000F: 222@(214@,5f) -= 2.1 
0007: 227@(214@,5f) = 2345.979 
000B: 227@(214@,5f) += 2.1 
0007: 232@(214@,5f) = -1188.8 
000F: 232@(214@,5f) -= 0.8 
0007: 237@(214@,5f) = -1188.8 
000B: 237@(214@,5f) += 0.8 
0007: 242@(214@,5f) = 28.8649 
000F: 242@(214@,5f) -= 1.2 
0007: 247@(214@,5f) = 28.8649 
000B: 247@(214@,5f) += 1.2 
0006: 302@(214@,5i) = 0 
0006: 307@(214@,5i) = 0 
000A: 214@ += 1 
0007: 222@(214@,5f) = 2336.188 
000F: 222@(214@,5f) -= 2.1 
0007: 227@(214@,5f) = 2336.188 
000B: 227@(214@,5f) += 2.1 
0007: 232@(214@,5f) = -1188.8 
000F: 232@(214@,5f) -= 0.8 
0007: 237@(214@,5f) = -1188.8 
000B: 237@(214@,5f) += 0.8 
0007: 242@(214@,5f) = 28.8649 
000F: 242@(214@,5f) -= 1.2 
0007: 247@(214@,5f) = 28.8649 
000B: 247@(214@,5f) += 1.2 
0006: 302@(214@,5i) = 0 
0006: 307@(214@,5i) = 0 
000A: 214@ += 1 
0007: 222@(214@,5f) = 2326.255 
000F: 222@(214@,5f) -= 2.1 
0007: 227@(214@,5f) = 2326.255 
000B: 227@(214@,5f) += 2.1 
0007: 232@(214@,5f) = -1188.8 
000F: 232@(214@,5f) -= 0.8 
0007: 237@(214@,5f) = -1188.8 
000B: 237@(214@,5f) += 0.8 
0007: 242@(214@,5f) = 28.8649 
000F: 242@(214@,5f) -= 1.2 
0007: 247@(214@,5f) = 28.8649 
000B: 247@(214@,5f) += 1.2 
0006: 302@(214@,5i) = 0 
0006: 307@(214@,5i) = 0 
000A: 214@ += 1 
0007: 222@(214@,5f) = 2346.116 
000F: 222@(214@,5f) -= 2.1 
0007: 227@(214@,5f) = 2346.116 
000B: 227@(214@,5f) += 2.1 
0007: 232@(214@,5f) = -1171.0 
000F: 232@(214@,5f) -= 0.8 
0007: 237@(214@,5f) = -1171.0 
000B: 237@(214@,5f) += 0.8 
0007: 242@(214@,5f) = 28.8649 
000F: 242@(214@,5f) -= 1.2 
0007: 247@(214@,5f) = 28.8649 
000B: 247@(214@,5f) += 1.2 
0006: 302@(214@,5i) = 0 
0006: 307@(214@,5i) = 0 
000A: 214@ += 1 
0007: 222@(214@,5f) = 2326.255 
000F: 222@(214@,5f) -= 2.1 
0007: 227@(214@,5f) = 2326.255 
000B: 227@(214@,5f) += 2.1 
0007: 232@(214@,5f) = -1171.0 
000F: 232@(214@,5f) -= 0.8 
0007: 237@(214@,5f) = -1171.0 
000B: 237@(214@,5f) += 0.8 
0007: 242@(214@,5f) = 28.8649 
000F: 242@(214@,5f) -= 1.2 
0007: 247@(214@,5f) = 28.8649 
000B: 247@(214@,5f) += 1.2 
0006: 302@(214@,5i) = 0 
0006: 307@(214@,5i) = 0 
0051: return 

:CRASH1_20309
00D6: if 
0039:   302@(217@,5i) == 1 
004D: jump_if_false @CRASH1_20333 
0051: return 

:CRASH1_20333
00D6: if 
02EE:   projectile_in_cube_cornerA 222@(217@,5f) 232@(217@,5f) 242@(217@,5f) cornerB 227@(217@,5f) 237@(217@,5f) 247@(217@,5f) 
004D: jump_if_false @CRASH1_20471 
00D6: if 
8366:   not object 101@(217@,8i) damaged 
004D: jump_if_false @CRASH1_20419 
0723: break_object 101@(217@,8i) intensity 1 

:CRASH1_20419
0006: 302@(217@,5i) = 1 
0006: 301@ = 1 
0108: destroy_object 109@(217@,5i) 
0164: disable_marker 123@(217@,5i) 
0085: 205@ = 45@ // (int) 
000A: 205@ += 500 

:CRASH1_20471
0051: return 

:CRASH1_20473
0209: 214@ = random_int_in_ranges 0 5 
0871: init_jump_table 214@ total_jumps 5 default_jump 0 @CRASH1_20660 jumps 0 @CRASH1_20545 1 @CRASH1_20568 2 @CRASH1_20591 3 @CRASH1_20614 4 @CRASH1_20637 -1 @CRASH1_20660 -1 @CRASH1_20660 

:CRASH1_20545
00BC: show_text_highpriority GXT 'CRA1_30' time 4000 flag 1  // ~s~Up in flames! Torch the next.
0002: jump @CRASH1_20660 

:CRASH1_20568
00BC: show_text_highpriority GXT 'CRA1_31' time 4000 flag 1  // ~s~Fire in the hole! Keep going.
0002: jump @CRASH1_20660 

:CRASH1_20591
00BC: show_text_highpriority GXT 'CRA1_32' time 4000 flag 1  // ~s~Good shot! A few more like that should do it.
0002: jump @CRASH1_20660 

:CRASH1_20614
00BC: show_text_highpriority GXT 'CRA1_33' time 4000 flag 1  // ~s~That'll burn nicely. Torch another.
0002: jump @CRASH1_20660 

:CRASH1_20637
00BC: show_text_highpriority GXT 'CRA1_34' time 4000 flag 1  // ~s~Burn, baby, burn. Now hit the next room.
0002: jump @CRASH1_20660 

:CRASH1_20660
0051: return 

:CRASH1_20662
041A: 218@ = actor $PLAYER_ACTOR weapon 18 ammo 
00D6: if and
0039:   218@ == 0 
001B:   5 > 209@ 
004D: jump_if_false @CRASH1_21013 
00D6: if 
0039:   345@ == 0 
004D: jump_if_false @CRASH1_20740 
0085: 208@ = 45@ // (int) 
000A: 208@ += 3000 
0006: 345@ = 1 
0051: return 

:CRASH1_20740
00D6: if 
801D:   not  45@ > 208@ // (int) 
004D: jump_if_false @CRASH1_20761 
0051: return 

:CRASH1_20761
0006: 208@ = 0 
0006: 345@ = 0 
0007: 282@ = 2337.602 
0007: 283@ = -1169.369 
0007: 284@ = 28.2207 
0006: 214@ = 0 
032B: 133@(214@,2i) = create_weapon_pickup #MOLOTOV type 3 ammo 99999 at 282@ 283@ 284@ 
03DC: 129@(214@,2i) = create_marker_above_pickup 133@(214@,2i) 
0007: 282@ = 2334.129 
0007: 283@ = -1200.438 
0007: 284@ = 28.1609 
000A: 214@ += 1 
032B: 133@(214@,2i) = create_weapon_pickup #MOLOTOV type 3 ammo 99999 at 282@ 283@ 284@ 
03DC: 129@(214@,2i) = create_marker_above_pickup 133@(214@,2i) 
0006: 213@ = 0 

:CRASH1_20938
00D6: if 
0039:   302@(213@,5i) == 0 
004D: jump_if_false @CRASH1_20969 
0164: disable_marker 123@(213@,5i) 

:CRASH1_20969
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_20938 
00BC: show_text_highpriority GXT 'CRA1_03' time 5000 flag 1  // ~s~There are some more ~g~molotovs~s~ nearby.
0006: 313@ = 1 

:CRASH1_21013
0051: return 

:CRASH1_21015
00D6: if or
0214:   pickup 133@ picked_up 
0214:   pickup 134@ picked_up 
004D: jump_if_false @CRASH1_21166 
0006: 213@ = 0 

:CRASH1_21043
0215: destroy_pickup 133@(213@,2i) 
0164: disable_marker 129@(213@,2i) 
000A: 213@ += 1 
0029:   213@ >= 2 
004D: jump_if_false @CRASH1_21043 
0006: 213@ = 0 

:CRASH1_21089
00D6: if 
0039:   302@(213@,5i) == 0 
004D: jump_if_false @CRASH1_21138 
0188: 123@(213@,5i) = create_marker_above_object 109@(213@,5i) 
0165: set_marker 123@(213@,5i) color_to 0 

:CRASH1_21138
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_21089 
0006: 313@ = 0 

:CRASH1_21166
0051: return 

:CRASH1_21168
0871: init_jump_table 187@ total_jumps 7 default_jump 0 @CRASH1_21329 jumps -1 @CRASH1_21231 0 @CRASH1_21245 1 @CRASH1_21259 2 @CRASH1_21273 3 @CRASH1_21287 4 @CRASH1_21301 5 @CRASH1_21315 

:CRASH1_21231
0050: gosub @CRASH1_21331 
0002: jump @CRASH1_21329 

:CRASH1_21245
0050: gosub @CRASH1_21609 
0002: jump @CRASH1_21329 

:CRASH1_21259
0050: gosub @CRASH1_21703 
0002: jump @CRASH1_21329 

:CRASH1_21273
0050: gosub @CRASH1_21766 
0002: jump @CRASH1_21329 

:CRASH1_21287
0050: gosub @CRASH1_21874 
0002: jump @CRASH1_21329 

:CRASH1_21301
0050: gosub @CRASH1_22007 
0002: jump @CRASH1_21329 

:CRASH1_21315
0050: gosub @CRASH1_22347 
0002: jump @CRASH1_21329 

:CRASH1_21329
0051: return 

:CRASH1_21331
00D6: if 
8039:   not  209@ == 2 
004D: jump_if_false @CRASH1_21351 
0051: return 

:CRASH1_21351
0007: 282@ = 2370.792 
0007: 283@ = -1250.899 
0007: 284@ = 22.8451 
0007: 285@ = 358.0048 
0395: clear_area 0 at 282@ 283@ 284@ radius 10.0 
00A5: 99@ = create_car #VOODOO at 282@ 283@ 284@ 
0175: set_car 99@ Z_angle_to 285@ 
00AD: set_car 99@ max_speed_to 100.0 
00AE: set_car 99@ traffic_behaviour_to 2 
0006: 214@ = 0 
0129: 92@(214@,2i) = create_actor_pedtype 14 model #LSV2 in_car 99@ driverseat 
01B2: give_actor 92@(214@,2i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: set_actor 92@(214@,2i) target_priority 1 
000A: 214@ += 1 
01C8: 92@(214@,2i) = create_actor_pedtype 14 model #LSV1 in_car 99@ passenger_seat 0 
01B2: give_actor 92@(214@,2i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: set_actor 92@(214@,2i) target_priority 1 
0007: 252@ = 2370.792 
0007: 253@ = -1185.662 
0007: 254@ = 26.4297 
00A7: car 99@ drive_to 252@ 253@ 254@ 
0006: 187@ = 0 
0006: 357@ = 1 
0051: return 

:CRASH1_21609
00D6: if 
0119:   car 99@ wrecked 
004D: jump_if_false @CRASH1_21634 
0006: 187@ = 2 
0051: return 

:CRASH1_21634
00D6: if 
01AD:   car 99@ sphere 0 near_point 252@ 253@ radius 6.0 6.0 
004D: jump_if_false @CRASH1_21701 
0477: set_car 99@ action 7 time 500 
0085: 199@ = 45@ // (int) 
000A: 199@ += 350 
0006: 187@ = 1 

:CRASH1_21701
0051: return 

:CRASH1_21703
00D6: if 
0119:   car 99@ wrecked 
004D: jump_if_false @CRASH1_21728 
0006: 187@ = 2 
0051: return 

:CRASH1_21728
00D6: if 
001D:   45@ > 199@ // (int) 
004D: jump_if_false @CRASH1_21764 
0477: set_car 99@ action 4 time 5000 
0006: 187@ = 2 

:CRASH1_21764
0051: return 

:CRASH1_21766
00D6: if or
0119:   car 99@ wrecked 
01C1:   car 99@ stopped 
004D: jump_if_false @CRASH1_21872 
0006: 216@ = 0 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_21826 
05CD: AS_actor 92@(216@,2i) exit_car 99@ 

:CRASH1_21826
000A: 216@ += 1 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_21865 
05CD: AS_actor 92@(216@,2i) exit_car 99@ 

:CRASH1_21865
0006: 187@ = 3 

:CRASH1_21872
0051: return 

:CRASH1_21874
0006: 216@ = 0 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_21936 
062E: get_actor 92@(216@,2i) task 1485 status_store_to 40@ // ret 7 if not found 
00D6: if 
84A4:   not  40@ == 7 // == constant 
004D: jump_if_false @CRASH1_21936 
0051: return 

:CRASH1_21936
000A: 216@ += 1 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_21998 
062E: get_actor 92@(216@,2i) task 1485 status_store_to 40@ // ret 7 if not found 
00D6: if 
84A4:   not  40@ == 7 // == constant 
004D: jump_if_false @CRASH1_21998 
0051: return 

:CRASH1_21998
0006: 187@ = 4 
0051: return 

:CRASH1_22007
00D6: if 
0039:   329@ == 1 
004D: jump_if_false @CRASH1_22159 
0006: 216@ = 0 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_22084 
0792: disembark_instantly_actor 92@(216@,2i) 
060B: set_actor 92@(216@,2i) decision_maker_to 180@ 
05BA: AS_actor 92@(216@,2i) move_mouth -2 ms 

:CRASH1_22084
000A: 216@ += 1 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_22143 
0792: disembark_instantly_actor 92@(216@,2i) 
060B: set_actor 92@(216@,2i) decision_maker_to 180@ 
05BA: AS_actor 92@(216@,2i) move_mouth -2 ms 

:CRASH1_22143
0050: gosub @CRASH1_22656 
0006: 187@ = 5 
0051: return 

:CRASH1_22159
0006: 216@ = 0 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_22252 
062E: get_actor 92@(216@,2i) task 1506 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_22252 
0792: disembark_instantly_actor 92@(216@,2i) 
060B: set_actor 92@(216@,2i) decision_maker_to 181@ 
05E2: AS_actor 92@(216@,2i) kill_actor $PLAYER_ACTOR 

:CRASH1_22252
000A: 216@ += 1 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_22345 
062E: get_actor 92@(216@,2i) task 1506 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_22345 
0792: disembark_instantly_actor 92@(216@,2i) 
060B: set_actor 92@(216@,2i) decision_maker_to 181@ 
05E2: AS_actor 92@(216@,2i) kill_actor $PLAYER_ACTOR 

:CRASH1_22345
0051: return 

:CRASH1_22347
00D6: if 
0039:   329@ == 1 
004D: jump_if_false @CRASH1_22527 
0006: 216@ = 0 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_22445 
062E: get_actor 92@(216@,2i) task 1466 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_22445 
0792: disembark_instantly_actor 92@(216@,2i) 
05BA: AS_actor 92@(216@,2i) move_mouth -2 ms 

:CRASH1_22445
000A: 216@ += 1 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_22525 
062E: get_actor 92@(216@,2i) task 1466 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_22525 
0792: disembark_instantly_actor 92@(216@,2i) 
05BA: AS_actor 92@(216@,2i) move_mouth -2 ms 

:CRASH1_22525
0051: return 

:CRASH1_22527
0006: 216@ = 0 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_22587 
0792: disembark_instantly_actor 92@(216@,2i) 
060B: set_actor 92@(216@,2i) decision_maker_to 181@ 
05E2: AS_actor 92@(216@,2i) kill_actor $PLAYER_ACTOR 

:CRASH1_22587
000A: 216@ += 1 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_22647 
0792: disembark_instantly_actor 92@(216@,2i) 
060B: set_actor 92@(216@,2i) decision_maker_to 181@ 
05E2: AS_actor 92@(216@,2i) kill_actor $PLAYER_ACTOR 

:CRASH1_22647
0006: 187@ = 4 
0051: return 

:CRASH1_22656
0006: 213@ = 0 

:CRASH1_22663
00D6: if 
8118:   not actor 92@(213@,2i) dead 
004D: jump_if_false @CRASH1_23002 
00A0: store_actor 92@(213@,2i) position_to 276@(213@,2f) 278@(213@,2f) 280@(213@,2f) 
0871: init_jump_table 210@ total_jumps 7 default_jump 1 @CRASH1_22993 jumps 0 @CRASH1_22776 1 @CRASH1_22807 2 @CRASH1_22838 3 @CRASH1_22869 4 @CRASH1_22900 5 @CRASH1_22931 6 @CRASH1_22962 

:CRASH1_22776
00A1: put_actor 92@(213@,2i) at 2319.314 -1202.897 26.9609 
0002: jump @CRASH1_22995 

:CRASH1_22807
00A1: put_actor 92@(213@,2i) at 2315.977 -1204.658 26.9609 
0002: jump @CRASH1_22995 

:CRASH1_22838
00A1: put_actor 92@(213@,2i) at 2318.991 -1207.222 26.9615 
0002: jump @CRASH1_22995 

:CRASH1_22869
00A1: put_actor 92@(213@,2i) at 2315.745 -1210.296 26.9609 
0002: jump @CRASH1_22995 

:CRASH1_22900
00A1: put_actor 92@(213@,2i) at 2318.09 -1212.916 26.9609 
0002: jump @CRASH1_22995 

:CRASH1_22931
00A1: put_actor 92@(213@,2i) at 2314.109 -1215.641 26.9609 
0002: jump @CRASH1_22995 

:CRASH1_22962
00A1: put_actor 92@(213@,2i) at 2316.042 -1219.501 26.9609 
0002: jump @CRASH1_22995 

:CRASH1_22993
0051: return 

:CRASH1_22995
000A: 210@ += 1 

:CRASH1_23002
000A: 213@ += 1 
0029:   213@ >= 2 
004D: jump_if_false @CRASH1_22663 
0051: return 

:CRASH1_23025
0006: 213@ = 0 

:CRASH1_23032
00D6: if 
8118:   not actor 92@(213@,2i) dead 
004D: jump_if_false @CRASH1_23082 
00A1: put_actor 92@(213@,2i) at 276@(213@,2f) 278@(213@,2f) 280@(213@,2f) 

:CRASH1_23082
000A: 213@ += 1 
0029:   213@ >= 2 
004D: jump_if_false @CRASH1_23032 
0051: return 

:CRASH1_23105
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
015F: set_camera_position 2335.339 -1159.13 30.4689 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2336.154 -1159.707 30.42 switchstyle 2 
016A: fade 1 time 1000 
0085: 200@ = 45@ // (int) 
000A: 200@ += 1500 
0051: return 

:CRASH1_23203
00D6: if 
0039:   191@ == 5 
004D: jump_if_false @CRASH1_23223 
031A: remove_all_fires 

:CRASH1_23223
00D6: if or
0039:   191@ == 5 
0039:   191@ == 3 
004D: jump_if_false @CRASH1_23384 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 142@ = create_fire_at 2346.355 -1172.734 27.2957 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 143@ = create_fire_at 2345.484 -1171.842 27.2957 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 144@ = create_fire_at 2348.171 -1173.493 27.2957 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 145@ = create_fire_at 2348.387 -1172.34 27.2957 propagation 1 size 214@ 

:CRASH1_23384
00D6: if or
0039:   191@ == 5 
0039:   191@ == 0 
004D: jump_if_false @CRASH1_23545 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 146@ = create_fire_at 2347.983 -1187.069 27.2891 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 147@ = create_fire_at 2347.792 -1186.253 27.2891 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 148@ = create_fire_at 2346.15 -1186.639 27.2891 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 149@ = create_fire_at 2345.988 -1188.301 27.2891 propagation 1 size 214@ 

:CRASH1_23545
00D6: if or
0039:   191@ == 5 
0039:   191@ == 1 
004D: jump_if_false @CRASH1_23706 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 150@ = create_fire_at 2334.972 -1187.806 27.082 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 151@ = create_fire_at 2334.182 -1188.269 27.008 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 152@ = create_fire_at 2335.786 -1188.25 27.7429 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 153@ = create_fire_at 2335.467 -1187.143 27.5372 propagation 0 size 214@ 

:CRASH1_23706
00D6: if or
0039:   191@ == 5 
0039:   191@ == 2 
004D: jump_if_false @CRASH1_23901 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 154@ = create_fire_at 2323.431 -1185.613 27.2891 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 155@ = create_fire_at 2324.549 -1186.614 27.2891 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 156@ = create_fire_at 2325.371 -1184.383 27.2891 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 157@ = create_fire_at 2324.762 -1187.462 27.2891 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 158@ = create_fire_at 2324.716 -1188.478 30.58 propagation 1 size 214@ 

:CRASH1_23901
00D6: if or
0039:   191@ == 5 
0039:   191@ == 4 
004D: jump_if_false @CRASH1_24062 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 159@ = create_fire_at 2322.239 -1172.971 27.1409 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 160@ = create_fire_at 2322.22 -1174.752 27.2031 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 161@ = create_fire_at 2323.696 -1174.429 27.2131 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 162@ = create_fire_at 2325.159 -1172.793 27.1539 propagation 1 size 214@ 

:CRASH1_24062
0051: return 

:CRASH1_24064
00D6: if 
0039:   191@ == 0 
004D: jump_if_false @CRASH1_24084 
031A: remove_all_fires 

:CRASH1_24084
00D6: if 
0039:   191@ == 1 
004D: jump_if_false @CRASH1_24139 
0006: 213@ = 0 

:CRASH1_24109
02D1: remove_fire 142@(213@,21i) 
000A: 213@ += 1 
0029:   213@ >= 8 
004D: jump_if_false @CRASH1_24109 

:CRASH1_24139
0209: 214@ = random_int_in_ranges 1 3 
02CF: 142@ = create_fire_at 2345.646 -1178.38 1027.153 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 143@ = create_fire_at 2344.558 -1178.334 1027.125 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 144@ = create_fire_at 2345.027 -1177.208 1027.165 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 145@ = create_fire_at 2347.865 -1173.929 1027.224 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 146@ = create_fire_at 2349.136 -1187.914 1027.259 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 147@ = create_fire_at 2348.798 -1186.306 1027.281 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 148@ = create_fire_at 2347.625 -1187.324 1027.268 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 149@ = create_fire_at 2347.587 -1184.596 1027.134 propagation 1 size 214@ 
00D6: if 
0039:   191@ == 0 
004D: jump_if_false @CRASH1_24871 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 150@ = create_fire_at 2334.972 -1187.806 1027.182 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 151@ = create_fire_at 2334.182 -1188.269 1027.108 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 152@ = create_fire_at 2335.786 -1188.25 1027.743 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 153@ = create_fire_at 2335.467 -1187.143 1027.537 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 154@ = create_fire_at 2321.82 -1179.514 1027.767 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 155@ = create_fire_at 2321.454 -1181.044 1027.224 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 156@ = create_fire_at 2322.789 -1181.093 1027.172 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 157@ = create_fire_at 2321.852 -1183.062 1027.112 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 158@ = create_fire_at 2322.611 -1184.014 1027.133 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 159@ = create_fire_at 2322.239 -1172.971 1027.141 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 160@ = create_fire_at 2322.22 -1174.752 1027.203 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 161@ = create_fire_at 2323.696 -1174.429 1027.213 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 162@ = create_fire_at 2325.159 -1172.793 1027.154 propagation 1 size 214@ 

:CRASH1_24871
0051: return 

:CRASH1_24873
0871: init_jump_table 192@ total_jumps 7 default_jump 0 @CRASH1_25457 jumps 0 @CRASH1_24936 1 @CRASH1_24967 2 @CRASH1_24998 3 @CRASH1_25010 4 @CRASH1_25089 5 @CRASH1_25125 6 @CRASH1_25222 

:CRASH1_24936
02CF: 163@ = create_fire_at 2345.464 -1174.033 31.1 propagation 0 size 3 
0002: jump @CRASH1_25457 

:CRASH1_24967
02CF: 164@ = create_fire_at 2352.1 -1171.25 26.97 propagation 0 size 2 
0002: jump @CRASH1_25457 

:CRASH1_24998
02D1: remove_fire 164@ 
0002: jump @CRASH1_25457 

:CRASH1_25010
02CF: 164@ = create_fire_at 2340.365 -1184.928 1031.1 propagation 0 size 3 
02CF: 165@ = create_fire_at 2332.483 -1180.889 1031.1 propagation 0 size 3 
02CF: 166@ = create_fire_at 2326.081 -1178.825 1027.2 propagation 0 size 3 
0002: jump @CRASH1_25457 

:CRASH1_25089
02D1: remove_fire 163@ 
02CF: 163@ = create_fire_at 2344.884 -1178.697 1031.1 propagation 0 size 3 
0002: jump @CRASH1_25457 

:CRASH1_25125
0006: 213@ = 0 

:CRASH1_25132
0006: 318@(213@,4i) = 1 
00D6: if 
0973:   fire 163@(213@,4i) exists 
004D: jump_if_false @CRASH1_25194 
00D6: if 
02D0:   fire 163@(213@,4i) extinguished 
004D: jump_if_false @CRASH1_25194 
0006: 318@(213@,4i) = 0 

:CRASH1_25194
000A: 213@ += 1 
0029:   213@ >= 4 
004D: jump_if_false @CRASH1_25132 
0002: jump @CRASH1_25457 

:CRASH1_25222
0006: 214@ = 3 
00D6: if 
0039:   318@ == 0 
004D: jump_if_false @CRASH1_25254 
0006: 214@ = 1 

:CRASH1_25254
02CF: 163@ = create_fire_at 2344.884 -1178.697 1031.1 propagation 0 size 214@ 
0006: 214@ = 3 
00D6: if 
0039:   319@ == 0 
004D: jump_if_false @CRASH1_25311 
0006: 214@ = 1 

:CRASH1_25311
02CF: 164@ = create_fire_at 2340.365 -1184.928 1031.1 propagation 0 size 214@ 
0006: 214@ = 3 
00D6: if 
0039:   320@ == 0 
004D: jump_if_false @CRASH1_25368 
0006: 214@ = 1 

:CRASH1_25368
02CF: 165@ = create_fire_at 2332.483 -1180.889 1031.1 propagation 0 size 214@ 
0006: 214@ = 3 
00D6: if 
0039:   321@ == 0 
004D: jump_if_false @CRASH1_25425 
0006: 214@ = 1 

:CRASH1_25425
02CF: 166@ = create_fire_at 2326.081 -1178.825 1027.2 propagation 0 size 214@ 
0002: jump @CRASH1_25457 

:CRASH1_25457
0051: return 

:CRASH1_25459
0871: init_jump_table 197@ total_jumps 7 default_jump 0 @CRASH1_26121 jumps 0 @CRASH1_25522 1 @CRASH1_25603 2 @CRASH1_25620 3 @CRASH1_25970 4 @CRASH1_26014 5 @CRASH1_26059 6 @CRASH1_26071 

:CRASH1_25522
064B: 177@ = create_particle "TEARGASAD" at 2351.718 -1170.982 26.7609 type 1 
064C: make_particle 177@ visible 
064B: 179@ = create_particle "TEARGAS" at 2351.813 -1181.29 1029.783 type 1 
064C: make_particle 179@ visible 
0002: jump @CRASH1_26121 

:CRASH1_25603
0650: destroy_particle 177@ 
0650: destroy_particle 179@ 
0002: jump @CRASH1_26121 

:CRASH1_25620
0669: 168@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 2.0 type 1 
0669: 169@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 2.0 1.8 type 1 
0669: 170@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 -2.0 2.0 type 1 
0669: 171@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 1.0 5.0 1.5 type 1 
0669: 172@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -1.0 8.0 1.8 type 1 
0669: 173@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 2.0 0.0 1.5 type 1 
0669: 174@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -2.0 0.0 1.5 type 1 
0669: 175@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -2.0 2.0 1.5 type 1 
0669: 176@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 2.0 2.0 1.5 type 1 
0006: 213@ = 0 

:CRASH1_25933
064C: make_particle 168@(213@,9i) visible 
000A: 213@ += 1 
0029:   213@ >= 9 
004D: jump_if_false @CRASH1_25933 
0002: jump @CRASH1_26121 

:CRASH1_25970
0006: 213@ = 0 

:CRASH1_25977
0650: destroy_particle 168@(213@,9i) 
000A: 213@ += 1 
0029:   213@ >= 9 
004D: jump_if_false @CRASH1_25977 
0002: jump @CRASH1_26121 

:CRASH1_26014
064B: 178@ = create_particle "TEARGASAD" at 2345.007 -1171.812 33.996 type 1 
064C: make_particle 178@ visible 
0002: jump @CRASH1_26121 

:CRASH1_26059
0650: destroy_particle 178@ 
0002: jump @CRASH1_26121 

:CRASH1_26071
0650: destroy_particle 177@ 
064B: 177@ = create_particle "TEARGASAD" at 2351.718 -1175.129 26.7609 type 1 
064C: make_particle 177@ visible 
0002: jump @CRASH1_26121 

:CRASH1_26121
0051: return 

:CRASH1_26123
0007: 255@ = 2322.639 
0007: 256@ = -1176.537 
0007: 257@ = 1027.757 
032B: 135@ = create_weapon_pickup #FIRE_EX type 3 ammo 30000 at 255@ 256@ 257@ 
0006: 317@ = 1 
0051: return 

:CRASH1_26184
029B: 115@ = init_object #CR1_DOOR at 2342.708 -1177.826 1031.002 
029B: 116@ = init_object #CR1_DOOR at 2338.402 -1177.832 1030.985 
029B: 117@ = init_object #CR1_DOOR at 2333.665 -1173.932 1030.977 
029B: 118@ = init_object #CR1_DOOR at 2335.968 -1179.435 1030.969 
0177: set_object 118@ Z_angle_to 89.3975 
0006: 213@ = 0 

:CRASH1_26289
0566: link_object 115@(213@,4i) to_interior 5 
000A: 213@ += 1 
0029:   213@ >= 4 
004D: jump_if_false @CRASH1_26289 
0006: 213@ = 0 

:CRASH1_26328
07F7: set_object 115@(213@,4i) destructible 0 
000A: 213@ += 1 
0029:   213@ >= 4 
004D: jump_if_false @CRASH1_26328 
0051: return 

:CRASH1_26362
0007: 282@ = 2352.325 
0007: 283@ = -1179.79 
0007: 284@ = 26.9766 
0007: 285@ = 2.8064 
009A: 94@ = create_actor_pedtype 14 model #LSV3 at 282@ 283@ 284@ 
0860: link_actor 94@ to_interior 5 
0173: set_actor 94@ Z_angle_to 285@ 
060B: set_actor 94@ decision_maker_to 180@ 
0006: 358@ = 1 
0051: return 

:CRASH1_26452
0007: 282@ = 2345.907 
0007: 283@ = -1171.659 
0007: 284@ = 30.9688 
0007: 285@ = 359.0737 
009A: 95@ = create_actor_pedtype 5 model #GANGRL3 at 282@ 283@ 284@ 
0860: link_actor 95@ to_interior 5 
0173: set_actor 95@ Z_angle_to 285@ 
0223: set_actor 95@ health_to 100 
0568: set_actor 95@ untargetable 1 
02AB: set_actor 95@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
077A: set_actor 95@ acquaintance 0 to_actors_pedtype 0 // see ped.dat 
04D7: set_actor 95@ locked 1 
0812: AS_actor 95@ perform_animation "BD_PANIC_LOOP" IFP "BD_FIRE" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 211@ = 0 
0209: 214@ = random_int_in_ranges 500 2000 
0085: 201@ = 45@ // (int) 
005A: 201@ += 214@ // (int) 
094E: set_actor 95@ mute_pain_audio 0 
0006: 359@ = 1 
0051: return 

:CRASH1_26665
09CA: set_object 114@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
07F7: set_object 114@ destructible 1 
0392: make_object 114@ moveable 1 
0381: throw_object 114@ velocity_in_direction 0.0 15.0 0.0 
0723: break_object 114@ intensity 1 
064B: 167@ = create_particle "EXPLOSION_DOOR" at 2351.918 -1171.014 28.1817 type 1 
064F: remove_references_to_particle 167@ 
03D1: play_wav 3 
0006: 197@ = 0 
0050: gosub @CRASH1_25459 
0006: 192@ = 1 
0050: gosub @CRASH1_24873 
0006: 334@ = 1 
00D6: if 
0118:   actor 94@ dead 
004D: jump_if_false @CRASH1_26821 
0051: return 

:CRASH1_26821
0615: define_AS_pack_begin 220@ 
05D3: AS_actor -1 goto_point 2352.181 -1164.893 26.4392 mode 6 time -2 ms // versionA 
05BE: AS_actor -1 die 
0616: define_AS_pack_end 220@ 
0618: assign_actor 94@ to_AS_pack 220@ 
061B: remove_references_to_AS_pack 220@ 
02AB: set_actor 94@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02D1: remove_fire 138@ 
0326: 138@ = create_actor 94@ fire 
0223: set_actor 94@ health_to 55 
0085: 200@ = 45@ // (int) 
000A: 200@ += 4000 
0051: return 

:CRASH1_26924
015F: set_camera_position 2343.56 -1168.507 32.4408 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2344.391 -1169.01 32.6753 switchstyle 2 
0085: 200@ = 45@ // (int) 
000A: 200@ += 200 
0051: return 

:CRASH1_26993
07FB: set_interior 'GANG' access 1  // Vagos Gang House
00A0: store_actor $PLAYER_ACTOR position_to 282@ 283@ 284@ 
03CB: set_rendering_origin_at 282@ 283@ 284@ 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
04BB: select_interior 0 
0051: return 

:CRASH1_27063
00D6: if or
0118:   actor 95@ dead 
0039:   211@ == 99 
004D: jump_if_false @CRASH1_27088 
0051: return 

:CRASH1_27088
00D6: if 
001D:   201@ > 45@ // (int) 
004D: jump_if_false @CRASH1_27109 
0051: return 

:CRASH1_27109
00D6: if 
0039:   211@ == 0 
004D: jump_if_false @CRASH1_27186 
00D6: if 
0039:   350@ == 1 
004D: jump_if_false @CRASH1_27170 
0085: 201@ = 45@ // (int) 
000A: 201@ += 120000 
0002: jump @CRASH1_27179 

:CRASH1_27170
0209: 211@ = random_int_in_ranges 1 5 

:CRASH1_27179
0002: jump @CRASH1_27544 

:CRASH1_27186
0007: 295@ = 1.0 
0871: init_jump_table 211@ total_jumps 4 default_jump 0 @CRASH1_27487 jumps 1 @CRASH1_27259 2 @CRASH1_27316 3 @CRASH1_27373 4 @CRASH1_27430 -1 @CRASH1_27487 -1 @CRASH1_27487 -1 @CRASH1_27487 

:CRASH1_27259
00D6: if 
0611:   actor 95@ performing_animation "BD_PANIC_01" 
004D: jump_if_false @CRASH1_27309 
0613: 295@ = actor 95@ animation "BD_PANIC_01" time 

:CRASH1_27309
0002: jump @CRASH1_27487 

:CRASH1_27316
00D6: if 
0611:   actor 95@ performing_animation "BD_PANIC_02" 
004D: jump_if_false @CRASH1_27366 
0613: 295@ = actor 95@ animation "BD_PANIC_02" time 

:CRASH1_27366
0002: jump @CRASH1_27487 

:CRASH1_27373
00D6: if 
0611:   actor 95@ performing_animation "BD_PANIC_03" 
004D: jump_if_false @CRASH1_27423 
0613: 295@ = actor 95@ animation "BD_PANIC_03" time 

:CRASH1_27423
0002: jump @CRASH1_27487 

:CRASH1_27430
00D6: if 
0611:   actor 95@ performing_animation "BD_PANIC_04" 
004D: jump_if_false @CRASH1_27480 
0613: 295@ = actor 95@ animation "BD_PANIC_04" time 

:CRASH1_27480
0002: jump @CRASH1_27487 

:CRASH1_27487
00D6: if 
8043:   not  295@ == 1.0 
004D: jump_if_false @CRASH1_27510 
0051: return 

:CRASH1_27510
0006: 211@ = 0 
0209: 214@ = random_int_in_ranges 500 2000 
0085: 201@ = 45@ // (int) 
005A: 201@ += 214@ // (int) 

:CRASH1_27544
0871: init_jump_table 211@ total_jumps 5 default_jump 0 @CRASH1_27885 jumps 0 @CRASH1_27607 1 @CRASH1_27689 2 @CRASH1_27738 3 @CRASH1_27787 4 @CRASH1_27836 -1 @CRASH1_27885 -1 @CRASH1_27885 

:CRASH1_27607
00D6: if 
8611:   not actor 95@ performing_animation "BD_PANIC_LOOP" 
004D: jump_if_false @CRASH1_27682 
0812: AS_actor 95@ perform_animation "BD_PANIC_LOOP" IFP "BD_FIRE" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:CRASH1_27682
0002: jump @CRASH1_27885 

:CRASH1_27689
0812: AS_actor 95@ perform_animation "BD_PANIC_01" IFP "BD_FIRE" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0002: jump @CRASH1_27885 

:CRASH1_27738
0812: AS_actor 95@ perform_animation "BD_PANIC_02" IFP "BD_FIRE" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0002: jump @CRASH1_27885 

:CRASH1_27787
0812: AS_actor 95@ perform_animation "BD_PANIC_03" IFP "BD_FIRE" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0002: jump @CRASH1_27885 

:CRASH1_27836
0812: AS_actor 95@ perform_animation "BD_PANIC_04" IFP "BD_FIRE" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0002: jump @CRASH1_27885 

:CRASH1_27885
00D6: if 
0039:   341@ == 0 
004D: jump_if_false @CRASH1_27905 
0051: return 

:CRASH1_27905
00D6: if and
8039:   not  49@ == 1 
8039:   not  49@ == 2 
8039:   not  49@ == 0 
004D: jump_if_false @CRASH1_27939 
0051: return 

:CRASH1_27939
00D6: if 
0039:   211@ == 0 
004D: jump_if_false @CRASH1_28132 
00D6: if or
08B7:   test 54@ bit 1 
08B7:   test 54@ bit 2 
004D: jump_if_false @CRASH1_27996 
08C3: clear 54@ bit 1 
08C3: clear 54@ bit 2 

:CRASH1_27996
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @CRASH1_28130 
0209: 214@ = random_int_in_ranges 0 3 
0871: init_jump_table 214@ total_jumps 2 default_jump 1 @CRASH1_28128 jumps 0 @CRASH1_28086 1 @CRASH1_28107 -1 @CRASH1_28130 -1 @CRASH1_28130 -1 @CRASH1_28130 -1 @CRASH1_28130 -1 @CRASH1_28130 

:CRASH1_28086
0006: 50@ = 1 
0050: gosub @CRASH1_32981 
0002: jump @CRASH1_28130 

:CRASH1_28107
0006: 50@ = 2 
0050: gosub @CRASH1_32981 
0002: jump @CRASH1_28130 

:CRASH1_28128
0051: return 

:CRASH1_28130
0051: return 

:CRASH1_28132
00D6: if and
0029:   211@ >= 1 
002B:   4 >= 211@ 
004D: jump_if_false @CRASH1_28244 
00D6: if and
0039:   48@ == 1 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2327.242 -1175.052 24.6005 cornerB 2361.952 -1149.091 28.2697 
004D: jump_if_false @CRASH1_28244 
00D6: if 
0039:   49@ == 2 
004D: jump_if_false @CRASH1_28237 
0006: 56@ = 0 

:CRASH1_28237
0050: gosub @CRASH1_33143 

:CRASH1_28244
0051: return 

:CRASH1_28246
00BC: show_text_highpriority GXT 'CRA1_07' time 5000 flag 1  // The girl is upstairs. You don't have much time before she burns.
0004: $6694 = 100 
0085: 202@ = 45@ // (int) 
000A: 202@ += 3000 
03C4: set_status_text $6694 type 1 GXT 'CRA1_70' // global_variable  // Girl
0006: 337@ = 1 
0223: set_actor 95@ health_to 100 
0051: return 

:CRASH1_28317
00D6: if 
0118:   actor 95@ dead 
004D: jump_if_false @CRASH1_28335 
0051: return 

:CRASH1_28335
0226: 214@ = actor 95@ health 
00D6: if 
001D:   45@ > 202@ // (int) 
004D: jump_if_false @CRASH1_28465 
000E: 214@ -= 1 
00A0: store_actor 95@ position_to 282@ 283@ 284@ 
06C3: get_number_of_fires_within_sphere_at 282@ 283@ 284@ radius 1.2 store_to 215@ 
00D6: if and
0019:   215@ > 0 
0039:   314@ == 1 
004D: jump_if_false @CRASH1_28449 
0085: 202@ = 45@ // (int) 
000A: 202@ += 100 
0002: jump @CRASH1_28465 

:CRASH1_28449
0085: 202@ = 45@ // (int) 
000A: 202@ += 3000 

:CRASH1_28465
00D6: if 
001B:   0 > 214@ 
004D: jump_if_false @CRASH1_28490 
0006: 214@ = 0 

:CRASH1_28490
00D6: if 
0039:   214@ == 0 
004D: jump_if_false @CRASH1_28605 
0792: disembark_instantly_actor 95@ 
02D1: remove_fire 139@ 
0326: 139@ = create_actor 95@ fire 
0223: set_actor 95@ health_to 20 
05BE: AS_actor 95@ die 
04D7: set_actor 95@ locked 0 
0006: 211@ = 99 
0151: remove_status_text $6694 
00BC: show_text_highpriority GXT 'CRA1_50' time 5000 flag 1  // ~r~The girl is toast!
0006: 340@ = 1 
0007: 285@ = 180.0 
0173: set_actor 95@ Z_angle_to 285@ 
0002: jump @CRASH1_28613 

:CRASH1_28605
0223: set_actor 95@ health_to 214@ 

:CRASH1_28613
008A: $6694 = 214@ // (int) 
0051: return 

:CRASH1_28623
0007: 282@ = 2342.742 
0007: 283@ = -1184.731 
0007: 284@ = 1026.977 
0007: 285@ = 274.3023 
009A: 96@ = create_actor_pedtype 14 model #LSV3 at 282@ 283@ 284@ 
08AD: link_actor 96@ to_enex_marker_at 2352.114 -1170.61 radius 2.0 
0860: link_actor 96@ to_interior 5 
0173: set_actor 96@ Z_angle_to 285@ 
060B: set_actor 96@ decision_maker_to 180@ 
0223: set_actor 96@ health_to 20 
08AF: set_actor 96@ max_health_to 100 
077A: set_actor 96@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 96@ weapon_accuracy_to 5 
0326: 140@ = create_actor 96@ fire 
0762: AS_actor 96@ dies 
0006: 188@ = 0 
0007: 282@ = 2322.563 
0007: 283@ = -1185.218 
0007: 284@ = 1026.977 
0007: 285@ = 292.9689 
009A: 97@ = create_actor_pedtype 14 model #LSV1 at 282@ 283@ 284@ 
08AD: link_actor 97@ to_enex_marker_at 2352.114 -1170.61 radius 2.0 
0860: link_actor 97@ to_interior 5 
0173: set_actor 97@ Z_angle_to 285@ 
060B: set_actor 97@ decision_maker_to 180@ 
0223: set_actor 97@ health_to 20 
08AF: set_actor 97@ max_health_to 100 
077A: set_actor 97@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 97@ weapon_accuracy_to 5 
0326: 141@ = create_actor 97@ fire 
0762: AS_actor 97@ dies 
0006: 189@ = 0 
0006: 360@ = 1 
0051: return 

:CRASH1_28934
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
00A1: put_actor $PLAYER_ACTOR at 2344.535 -1181.745 1030.961 
0173: set_actor $PLAYER_ACTOR Z_angle_to 359.8736 
015F: set_camera_position 2344.624 -1185.354 1033.783 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2344.695 -1184.373 1033.602 switchstyle 2 
0006: 192@ = 4 
0050: gosub @CRASH1_24873 
0006: 191@ = 1 
0050: gosub @CRASH1_24064 
0051: return 

:CRASH1_29056
0006: 213@ = 0 

:CRASH1_29063
034F: destroy_actor_with_fade 87@(213@,5i) 
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_29063 
0006: 213@ = 0 

:CRASH1_29100
034F: destroy_actor_with_fade 92@(213@,2i) 
000A: 213@ += 1 
0029:   213@ >= 2 
004D: jump_if_false @CRASH1_29100 
0051: return 

:CRASH1_29132
0871: init_jump_table 190@ total_jumps 5 default_jump 0 @CRASH1_29657 jumps -1 @CRASH1_29195 0 @CRASH1_29250 1 @CRASH1_29382 2 @CRASH1_29466 3 @CRASH1_29492 -1 @CRASH1_29657 -1 @CRASH1_29657 

:CRASH1_29195
09DD: unknown_player_group 1 
0631: put_actor 95@ in_group $PLAYER_GROUP 
087F: set_actor 95@ never_leave_group 1 
07CB: set_actor 95@ supporting_fire 0 
0850: AS_actor 95@ follow_actor $PLAYER_ACTOR 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
0006: 190@ = 0 
0002: jump @CRASH1_29657 

:CRASH1_29250
0006: 328@ = 0 
00D6: if 
0039:   314@ == 1 
004D: jump_if_false @CRASH1_29375 
0050: gosub @CRASH1_29659 
00D6: if 
0039:   328@ == 1 
004D: jump_if_false @CRASH1_29333 
0006: 342@ = 1 
0792: disembark_instantly_actor 95@ 
05BA: AS_actor 95@ move_mouth -2 ms 
0006: 190@ = 1 
0002: jump @CRASH1_29375 

:CRASH1_29333
062E: get_actor 95@ task 2128 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_29375 
0792: disembark_instantly_actor 95@ 
0850: AS_actor 95@ follow_actor $PLAYER_ACTOR 

:CRASH1_29375
0002: jump @CRASH1_29657 

:CRASH1_29382
0006: 328@ = 0 
00D6: if 
0039:   314@ == 1 
004D: jump_if_false @CRASH1_29459 
0050: gosub @CRASH1_29659 
00D6: if 
0039:   328@ == 0 
004D: jump_if_false @CRASH1_29459 
0792: disembark_instantly_actor 95@ 
0850: AS_actor 95@ follow_actor $PLAYER_ACTOR 
0006: 342@ = 0 
0006: 190@ = 0 

:CRASH1_29459
0002: jump @CRASH1_29657 

:CRASH1_29466
0792: disembark_instantly_actor 95@ 
05BA: AS_actor 95@ move_mouth -2 ms 
0006: 190@ = 3 
0002: jump @CRASH1_29657 

:CRASH1_29492
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 95@ radius 6.0 6.0 1.0 sphere 0 
004D: jump_if_false @CRASH1_29650 
0006: 328@ = 0 
00D6: if 
0039:   314@ == 1 
004D: jump_if_false @CRASH1_29650 
0050: gosub @CRASH1_29659 
00D6: if 
0039:   328@ == 0 
004D: jump_if_false @CRASH1_29600 
0850: AS_actor 95@ follow_actor $PLAYER_ACTOR 
0006: 190@ = 0 
0002: jump @CRASH1_29650 

:CRASH1_29600
0615: define_AS_pack_begin 220@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BA: AS_actor -1 move_mouth -2 ms 
0616: define_AS_pack_end 220@ 
0618: assign_actor 95@ to_AS_pack 220@ 
061B: remove_references_to_AS_pack 220@ 
0006: 342@ = 1 
0006: 190@ = 1 

:CRASH1_29650
0002: jump @CRASH1_29657 

:CRASH1_29657
0051: return 

:CRASH1_29659
0871: init_jump_table 196@ total_jumps 5 default_jump 0 @CRASH1_31025 jumps 0 @CRASH1_29722 1 @CRASH1_29952 2 @CRASH1_30182 3 @CRASH1_30412 4 @CRASH1_30642 -1 @CRASH1_31025 -1 @CRASH1_31025 

:CRASH1_29722
0007: 289@ = 2345.5 
000F: 289@ -= 2.0 
0007: 291@ = -1177.122 
000F: 291@ -= 2.0 
0007: 293@ = 1030.969 
000F: 293@ -= 0.5 
0007: 290@ = 2345.5 
000B: 290@ += 2.0 
0007: 292@ = -1177.122 
000B: 292@ += 2.0 
0007: 294@ = 1030.969 
000B: 294@ += 1.5 
00D6: if 
00A4:   actor 95@ sphere 0 in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
004D: jump_if_false @CRASH1_29945 
00D6: if 
0973:   fire 163@ exists 
004D: jump_if_false @CRASH1_29938 
00D6: if 
02D0:   fire 163@ extinguished 
004D: jump_if_false @CRASH1_29924 
000A: 196@ += 1 
0002: jump @CRASH1_29931 

:CRASH1_29924
0006: 328@ = 1 

:CRASH1_29931
0002: jump @CRASH1_29945 

:CRASH1_29938
000A: 196@ += 1 

:CRASH1_29945
0002: jump @CRASH1_31025 

:CRASH1_29952
0007: 289@ = 2342.795 
000F: 289@ -= 2.0 
0007: 291@ = -1184.971 
000F: 291@ -= 2.0 
0007: 293@ = 1030.969 
000F: 293@ -= 0.5 
0007: 290@ = 2342.795 
000B: 290@ += 2.0 
0007: 292@ = -1184.971 
000B: 292@ += 2.0 
0007: 294@ = 1030.969 
000B: 294@ += 1.5 
00D6: if 
00A4:   actor 95@ sphere 0 in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
004D: jump_if_false @CRASH1_30175 
00D6: if 
0973:   fire 164@ exists 
004D: jump_if_false @CRASH1_30168 
00D6: if 
02D0:   fire 164@ extinguished 
004D: jump_if_false @CRASH1_30154 
000A: 196@ += 1 
0002: jump @CRASH1_30161 

:CRASH1_30154
0006: 328@ = 1 

:CRASH1_30161
0002: jump @CRASH1_30175 

:CRASH1_30168
000A: 196@ += 1 

:CRASH1_30175
0002: jump @CRASH1_31025 

:CRASH1_30182
0007: 289@ = 2334.445 
000F: 289@ -= 2.0 
0007: 291@ = -1181.463 
000F: 291@ -= 2.0 
0007: 293@ = 1030.969 
000F: 293@ -= 0.5 
0007: 290@ = 2334.445 
000B: 290@ += 2.0 
0007: 292@ = -1181.463 
000B: 292@ += 2.0 
0007: 294@ = 1030.969 
000B: 294@ += 1.5 
00D6: if 
00A4:   actor 95@ sphere 0 in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
004D: jump_if_false @CRASH1_30405 
00D6: if 
0973:   fire 165@ exists 
004D: jump_if_false @CRASH1_30398 
00D6: if 
02D0:   fire 165@ extinguished 
004D: jump_if_false @CRASH1_30384 
000A: 196@ += 1 
0002: jump @CRASH1_30391 

:CRASH1_30384
0006: 328@ = 1 

:CRASH1_30391
0002: jump @CRASH1_30405 

:CRASH1_30398
000A: 196@ += 1 

:CRASH1_30405
0002: jump @CRASH1_31025 

:CRASH1_30412
0007: 289@ = 2325.854 
000F: 289@ -= 2.5 
0007: 291@ = -1182.636 
000F: 291@ -= 2.5 
0007: 293@ = 1026.984 
000F: 293@ -= 0.5 
0007: 290@ = 2325.854 
000B: 290@ += 2.5 
0007: 292@ = -1182.636 
000B: 292@ += 2.5 
0007: 294@ = 1026.984 
000B: 294@ += 1.5 
00D6: if 
00A4:   actor 95@ sphere 0 in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
004D: jump_if_false @CRASH1_30635 
00D6: if 
0973:   fire 166@ exists 
004D: jump_if_false @CRASH1_30628 
00D6: if 
02D0:   fire 166@ extinguished 
004D: jump_if_false @CRASH1_30614 
000A: 196@ += 1 
0002: jump @CRASH1_30621 

:CRASH1_30614
0006: 328@ = 1 

:CRASH1_30621
0002: jump @CRASH1_30635 

:CRASH1_30628
000A: 196@ += 1 

:CRASH1_30635
0002: jump @CRASH1_31025 

:CRASH1_30642
0007: 289@ = 2342.961 
000F: 289@ -= 2.0 
0007: 291@ = -1176.906 
000F: 291@ -= 2.0 
0007: 293@ = 1026.977 
000F: 293@ -= 0.5 
0007: 290@ = 2342.961 
000B: 290@ += 2.0 
0007: 292@ = -1176.906 
000B: 292@ += 2.0 
0007: 294@ = 1026.977 
000B: 294@ += 1.5 
00D6: if 
00A4:   actor 95@ sphere 0 in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
004D: jump_if_false @CRASH1_31018 
0007: 289@ = 2344.99 
0007: 291@ = -1178.398 
0007: 293@ = 1026.977 
0006: 213@ = 0 

:CRASH1_30835
00D6: if 
0973:   fire 142@(213@,21i) exists 
004D: jump_if_false @CRASH1_30946 
00D6: if 
82D0:   not fire 142@(213@,21i) extinguished 
004D: jump_if_false @CRASH1_30946 
06F5: create_coordinate 290@ 292@ 294@ from_fire 142@(213@,21i) 
050A: 295@ = distance_between_XYZ 289@ 291@ 293@ and_XYZ 290@ 292@ 294@ 
00D6: if 
0033:   3.0 >= 295@ 
004D: jump_if_false @CRASH1_30946 
0006: 328@ = 1 
0051: return 

:CRASH1_30946
000A: 213@ += 1 
0029:   213@ >= 21 
004D: jump_if_false @CRASH1_30835 
06C3: get_number_of_fires_within_sphere_at 289@ 291@ 293@ radius 3.0 store_to 214@ 
00D6: if 
8039:   not  214@ == 0 
004D: jump_if_false @CRASH1_31011 
0006: 328@ = 1 

:CRASH1_31011
000A: 196@ += 1 

:CRASH1_31018
0002: jump @CRASH1_31025 

:CRASH1_31025
0051: return 

:CRASH1_31027
0006: 214@ = 0 
0871: init_jump_table 193@(214@,3i) total_jumps 6 default_jump 0 @CRASH1_31468 jumps 0 @CRASH1_31101 1 @CRASH1_31108 2 @CRASH1_31213 3 @CRASH1_31317 4 @CRASH1_31378 5 @CRASH1_31461 -1 @CRASH1_31468 

:CRASH1_31101
0002: jump @CRASH1_31468 

:CRASH1_31108
0108: destroy_object 119@(214@,3i) 
0249: release_model #BREAK_WALL_1A 
0007: 282@ = 2338.0 
0007: 283@ = -1180.0 
0007: 284@ = 1030.5 
0007: 285@ = 90.0 
029B: 119@(214@,3i) = init_object #BD_FIRE1_O at 282@ 283@ 284@ 
0177: set_object 119@(214@,3i) Z_angle_to 285@ 
0006: 193@(214@,3i) = 2 
0002: jump @CRASH1_31468 

:CRASH1_31213
00D6: if 
03CA:   object 119@(214@,3i) exists 
004D: jump_if_false @CRASH1_31310 
00D6: if 
075A: set_object 119@(214@,3i) animation "BD_FIRE1" IFP_file "BD_FIRE" 1000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @CRASH1_31299 
0006: 193@(214@,3i) = 3 
0002: jump @CRASH1_31310 

:CRASH1_31299
0006: 193@(214@,3i) = 4 

:CRASH1_31310
0002: jump @CRASH1_31468 

:CRASH1_31317
0839: get_object 119@(214@,3i) animation "BD_FIRE1" progress_to 295@ 
00D6: if 
0043:   295@ == 1.0 
004D: jump_if_false @CRASH1_31371 
0006: 193@(214@,3i) = 4 

:CRASH1_31371
0002: jump @CRASH1_31468 

:CRASH1_31378
0108: destroy_object 119@(214@,3i) 
0249: release_model #BD_FIRE1_O 
0007: 282@ = 2338.126 
0007: 283@ = -1181.917 
0007: 284@ = 1033.188 
029B: 119@(214@,3i) = init_object #BREAK_WALL_1B at 282@ 283@ 284@ 
0006: 193@(214@,3i) = 5 
0002: jump @CRASH1_31468 

:CRASH1_31461
0002: jump @CRASH1_31468 

:CRASH1_31468
0051: return 

:CRASH1_31470
0006: 214@ = 1 
0871: init_jump_table 193@(214@,3i) total_jumps 5 default_jump 0 @CRASH1_31655 jumps 0 @CRASH1_31544 1 @CRASH1_31551 2 @CRASH1_31558 3 @CRASH1_31565 4 @CRASH1_31648 -1 @CRASH1_31655 -1 @CRASH1_31655 

:CRASH1_31544
0002: jump @CRASH1_31655 

:CRASH1_31551
0002: jump @CRASH1_31655 

:CRASH1_31558
0002: jump @CRASH1_31655 

:CRASH1_31565
0108: destroy_object 119@(214@,3i) 
0249: release_model #BREAK_WALL_2A 
0007: 282@ = 2330.402 
0007: 283@ = -1179.15 
0007: 284@ = 1030.55 
029B: 119@(214@,3i) = init_object #BREAK_WALL_2B at 282@ 283@ 284@ 
0006: 193@(214@,3i) = 4 
0002: jump @CRASH1_31655 

:CRASH1_31648
0002: jump @CRASH1_31655 

:CRASH1_31655
0051: return 

:CRASH1_31657
0006: 214@ = 2 
0871: init_jump_table 193@(214@,3i) total_jumps 5 default_jump 0 @CRASH1_31842 jumps 0 @CRASH1_31731 1 @CRASH1_31738 2 @CRASH1_31745 3 @CRASH1_31752 4 @CRASH1_31835 -1 @CRASH1_31842 -1 @CRASH1_31842 

:CRASH1_31731
0002: jump @CRASH1_31842 

:CRASH1_31738
0002: jump @CRASH1_31842 

:CRASH1_31745
0002: jump @CRASH1_31842 

:CRASH1_31752
0108: destroy_object 119@(214@,3i) 
0249: release_model #BREAK_WALL_3A 
0007: 282@ = 2340.293 
0007: 283@ = -1182.294 
0007: 284@ = 1026.957 
029B: 119@(214@,3i) = init_object #BREAK_WALL_3B at 282@ 283@ 284@ 
0006: 193@(214@,3i) = 4 
0002: jump @CRASH1_31842 

:CRASH1_31835
0002: jump @CRASH1_31842 

:CRASH1_31842
0051: return 

:CRASH1_31844
085A: spawn_emergency_vehicle_model #FIRETRUK on_street_nearest_to 2340.637 -1152.722 25.9686 
0051: return 

:CRASH1_31866
0006: 213@ = 0 

:CRASH1_31873
00D6: if 
0039:   343@(213@,2i) == 0 
004D: jump_if_false @CRASH1_31910 
0085: 212@ = 213@ // (int) 
0050: gosub @CRASH1_31933 

:CRASH1_31910
000A: 213@ += 1 
0029:   213@ >= 2 
004D: jump_if_false @CRASH1_31873 
0051: return 

:CRASH1_31933
00D6: if 
0039:   343@(212@,2i) == 1 
004D: jump_if_false @CRASH1_31957 
0051: return 

:CRASH1_31957
0871: init_jump_table 212@ total_jumps 2 default_jump 1 @CRASH1_32114 jumps 0 @CRASH1_32020 1 @CRASH1_32067 -1 @CRASH1_32143 -1 @CRASH1_32143 -1 @CRASH1_32143 -1 @CRASH1_32143 -1 @CRASH1_32143 

:CRASH1_32020
02E1: 136@(212@,2i) = create_cash_pickup 500 at 2338.551 -1186.939 1027.977 permanence_flag 1 
0006: 343@(212@,2i) = 1 
0002: jump @CRASH1_32143 

:CRASH1_32067
02E1: 136@(212@,2i) = create_cash_pickup 500 at 2348.184 -1173.164 1031.977 permanence_flag 1 
0006: 343@(212@,2i) = 1 
0002: jump @CRASH1_32143 

:CRASH1_32114
0663: printint "ILLEGAL_CASH_PICKUP_ID" 212@ 

:CRASH1_32143
0051: return 

:CRASH1_32145
0871: init_jump_table 48@ total_jumps 5 default_jump 1 @CRASH1_32229 jumps 0 @CRASH1_32208 1 @CRASH1_32208 2 @CRASH1_32215 3 @CRASH1_32208 4 @CRASH1_32208 -1 @CRASH1_32265 -1 @CRASH1_32265 

:CRASH1_32208
0002: jump @CRASH1_32265 

:CRASH1_32215
0050: gosub @CRASH1_32405 
0002: jump @CRASH1_32265 

:CRASH1_32229
0662: printstring "UNKNOWN_CONVERSATION_STATUS_ID" 
0051: return 

:CRASH1_32265
0051: return 

:CRASH1_32267
00D6: if 
003B:   53@ == 52@ // (int) 
004D: jump_if_false @CRASH1_32288 
0051: return 

:CRASH1_32288
0006: 214@ = 1 
0006: 57@(214@,3i) = 1 
03CF: load_wav 60@(53@,9i) as 214@ 
000A: 53@ += 1 
00D6: if 
003B:   53@ == 52@ // (int) 
004D: jump_if_false @CRASH1_32346 
0051: return 

:CRASH1_32346
000A: 214@ += 1 
00D6: if 
0019:   214@ > 2 
004D: jump_if_false @CRASH1_32373 
0051: return 

:CRASH1_32373
0006: 57@(214@,3i) = 1 
03CF: load_wav 60@(53@,9i) as 214@ 
000A: 53@ += 1 
0051: return 

:CRASH1_32405
0050: gosub @CRASH1_33674 
00D6: if 
0039:   48@ == 3 
004D: jump_if_false @CRASH1_32439 
0050: gosub @CRASH1_32673 
0051: return 

:CRASH1_32439
0871: init_jump_table 57@(47@,3i) total_jumps 4 default_jump 1 @CRASH1_32640 jumps 0 @CRASH1_32506 1 @CRASH1_32515 2 @CRASH1_32551 3 @CRASH1_32608 -1 @CRASH1_32671 -1 @CRASH1_32671 -1 @CRASH1_32671 

:CRASH1_32506
0051: return 
0002: jump @CRASH1_32671 

:CRASH1_32515
00D6: if 
83D0:   not wav 47@ loaded 
004D: jump_if_false @CRASH1_32533 
0051: return 

:CRASH1_32533
0006: 57@(47@,3i) = 2 
0002: jump @CRASH1_32671 

:CRASH1_32551
03D1: play_wav 47@ 
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @CRASH1_32588 
00BC: show_text_highpriority GXT 69@(51@,9s) time 10000 flag 1 

:CRASH1_32588
0006: 57@(47@,3i) = 3 
0051: return 
0002: jump @CRASH1_32671 

:CRASH1_32608
00D6: if 
83D2:   not wav 47@ ended 
004D: jump_if_false @CRASH1_32626 
0051: return 

:CRASH1_32626
0050: gosub @CRASH1_32726 
0002: jump @CRASH1_32671 

:CRASH1_32640
0662: printstring "UNKNOWN_AUDIO_SLOT_STATUS" 
0051: return 

:CRASH1_32671
0051: return 

:CRASH1_32673
0006: 214@ = 1 

:CRASH1_32680
00D6: if 
002B:   2 >= 214@ 
004D: jump_if_false @CRASH1_32717 
040D: unload_wav 214@ 
000A: 214@ += 1 
0002: jump @CRASH1_32680 

:CRASH1_32717
0050: gosub @CRASH1_32855 
0051: return 

:CRASH1_32726
0006: 57@(47@,3i) = 0 
000A: 51@ += 1 
00D6: if 
003B:   51@ == 52@ // (int) 
004D: jump_if_false @CRASH1_32772 
0050: gosub @CRASH1_32855 
0051: return 

:CRASH1_32772
00D6: if 
001D:   52@ > 53@ // (int) 
004D: jump_if_false @CRASH1_32821 
0006: 57@(47@,3i) = 1 
03CF: load_wav 60@(53@,9i) as 47@ 
000A: 53@ += 1 

:CRASH1_32821
000A: 47@ += 1 
00D6: if 
0019:   47@ > 2 
004D: jump_if_false @CRASH1_32853 
0006: 47@ = 1 

:CRASH1_32853
0051: return 

:CRASH1_32855
08BF: set 54@ bit 49@ 
0006: 49@ = 0 
0006: 48@ = 0 
0006: 50@ = 0 
0006: 47@ = 1 
0006: 51@ = 0 
0006: 52@ = 0 
0006: 53@ = 0 
0006: 214@ = 1 

:CRASH1_32919
00D6: if 
001B:   2 > 214@ 
004D: jump_if_false @CRASH1_32962 
0006: 57@(214@,3i) = 0 
000A: 214@ += 1 
0002: jump @CRASH1_32919 

:CRASH1_32962
03EB: clear_small_messages_only 
0085: 55@ = 45@ // (int) 
000A: 55@ += 120 
0051: return 

:CRASH1_32981
00D6: if 
8039:   not  48@ == 0 
004D: jump_if_false @CRASH1_33006 
0050: gosub @CRASH1_33172 

:CRASH1_33006
00D6: if 
001D:   55@ > 45@ // (int) 
004D: jump_if_false @CRASH1_33027 
0051: return 

:CRASH1_33027
0006: 55@ = 0 
0085: 49@ = 50@ // (int) 
0006: 50@ = 0 
0006: 47@ = 1 
0006: 51@ = 0 
0006: 52@ = 0 
0006: 53@ = 0 
0006: 56@ = 1 
0006: 214@ = 1 

:CRASH1_33091
00D6: if 
001B:   2 > 214@ 
004D: jump_if_false @CRASH1_33134 
0006: 57@(214@,3i) = 0 
000A: 214@ += 1 
0002: jump @CRASH1_33091 

:CRASH1_33134
0050: gosub @CRASH1_33201 
0051: return 

:CRASH1_33143
00D6: if 
8039:   not  48@ == 1 
004D: jump_if_false @CRASH1_33163 
0051: return 

:CRASH1_33163
0006: 48@ = 2 
0051: return 

:CRASH1_33172
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @CRASH1_33192 
0051: return 

:CRASH1_33192
0050: gosub @CRASH1_32673 
0051: return 

:CRASH1_33201
0871: init_jump_table 49@ total_jumps 17 default_jump 1 @CRASH1_33632 jumps 1 @CRASH1_33394 2 @CRASH1_33408 3 @CRASH1_33422 5 @CRASH1_33436 6 @CRASH1_33450 7 @CRASH1_33464 8 @CRASH1_33478 
0872: jump_table_jumps 9 @CRASH1_33492 10 @CRASH1_33506 11 @CRASH1_33520 12 @CRASH1_33534 13 @CRASH1_33548 14 @CRASH1_33562 15 @CRASH1_33576 16 @CRASH1_33590 17 @CRASH1_33604 
0872: jump_table_jumps 18 @CRASH1_33618 -1 @CRASH1_33658 -1 @CRASH1_33658 -1 @CRASH1_33658 -1 @CRASH1_33658 -1 @CRASH1_33658 -1 @CRASH1_33658 -1 @CRASH1_33658 -1 @CRASH1_33658 

:CRASH1_33394
0050: gosub @CRASH1_34116 
0002: jump @CRASH1_33658 

:CRASH1_33408
0050: gosub @CRASH1_34523 
0002: jump @CRASH1_33658 

:CRASH1_33422
0050: gosub @CRASH1_34749 
0002: jump @CRASH1_33658 

:CRASH1_33436
0050: gosub @CRASH1_34888 
0002: jump @CRASH1_33658 

:CRASH1_33450
0050: gosub @CRASH1_35028 
0002: jump @CRASH1_33658 

:CRASH1_33464
0050: gosub @CRASH1_35059 
0002: jump @CRASH1_33658 

:CRASH1_33478
0050: gosub @CRASH1_35090 
0002: jump @CRASH1_33658 

:CRASH1_33492
0050: gosub @CRASH1_35230 
0002: jump @CRASH1_33658 

:CRASH1_33506
0050: gosub @CRASH1_35261 
0002: jump @CRASH1_33658 

:CRASH1_33520
0050: gosub @CRASH1_35401 
0002: jump @CRASH1_33658 

:CRASH1_33534
0050: gosub @CRASH1_35866 
0002: jump @CRASH1_33658 

:CRASH1_33548
0050: gosub @CRASH1_35897 
0002: jump @CRASH1_33658 

:CRASH1_33562
0050: gosub @CRASH1_36074 
0002: jump @CRASH1_33658 

:CRASH1_33576
0050: gosub @CRASH1_36473 
0002: jump @CRASH1_33658 

:CRASH1_33590
0050: gosub @CRASH1_36504 
0002: jump @CRASH1_33658 

:CRASH1_33604
0050: gosub @CRASH1_36644 
0002: jump @CRASH1_33658 

:CRASH1_33618
0050: gosub @CRASH1_36675 
0002: jump @CRASH1_33658 

:CRASH1_33632
0662: printstring "UNKNOWN_CONVERSATION" 
0051: return 

:CRASH1_33658
0050: gosub @CRASH1_32267 
0006: 48@ = 1 
0051: return 

:CRASH1_33674
0871: init_jump_table 49@ total_jumps 15 default_jump 0 @CRASH1_33834 jumps 3 @CRASH1_33802 5 @CRASH1_33802 6 @CRASH1_33802 7 @CRASH1_33802 8 @CRASH1_33802 9 @CRASH1_33802 10 @CRASH1_33802 
0872: jump_table_jumps 11 @CRASH1_33802 12 @CRASH1_33802 13 @CRASH1_33802 14 @CRASH1_33802 15 @CRASH1_33802 16 @CRASH1_33802 17 @CRASH1_33802 18 @CRASH1_33802 -1 @CRASH1_33834 

:CRASH1_33802
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @CRASH1_33827 
0006: 48@ = 3 
0051: return 

:CRASH1_33827
0002: jump @CRASH1_33834 

:CRASH1_33834
0871: init_jump_table 49@ total_jumps 16 default_jump 0 @CRASH1_33994 jumps 1 @CRASH1_33962 2 @CRASH1_33962 5 @CRASH1_33962 6 @CRASH1_33962 7 @CRASH1_33962 8 @CRASH1_33962 9 @CRASH1_33962 
0872: jump_table_jumps 10 @CRASH1_33962 11 @CRASH1_33962 12 @CRASH1_33962 13 @CRASH1_33962 14 @CRASH1_33962 15 @CRASH1_33962 16 @CRASH1_33962 17 @CRASH1_33962 18 @CRASH1_33962 

:CRASH1_33962
00D6: if 
0118:   actor 95@ dead 
004D: jump_if_false @CRASH1_33987 
0006: 48@ = 3 
0051: return 

:CRASH1_33987
0002: jump @CRASH1_33994 

:CRASH1_33994
0871: init_jump_table 49@ total_jumps 1 default_jump 0 @CRASH1_34114 jumps 14 @CRASH1_34057 -1 @CRASH1_34114 -1 @CRASH1_34114 -1 @CRASH1_34114 -1 @CRASH1_34114 -1 @CRASH1_34114 -1 @CRASH1_34114 

:CRASH1_34057
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH1_34082 
0006: 48@ = 3 
0051: return 

:CRASH1_34082
00D6: if 
80DF:   not actor 95@ driving 
004D: jump_if_false @CRASH1_34107 
0006: 48@ = 3 
0051: return 

:CRASH1_34107
0002: jump @CRASH1_34114 

:CRASH1_34114
0051: return 

:CRASH1_34116
0209: 214@ = random_int_in_ranges 0 9 
0871: init_jump_table 214@ total_jumps 9 default_jump 0 @CRASH1_34514 jumps 0 @CRASH1_34253 1 @CRASH1_34282 2 @CRASH1_34311 3 @CRASH1_34340 4 @CRASH1_34369 5 @CRASH1_34398 6 @CRASH1_34427 
0872: jump_table_jumps 7 @CRASH1_34456 8 @CRASH1_34485 -1 @CRASH1_34514 -1 @CRASH1_34514 -1 @CRASH1_34514 -1 @CRASH1_34514 -1 @CRASH1_34514 -1 @CRASH1_34514 -1 @CRASH1_34514 

:CRASH1_34253
04AF: 60@ = 10600 // = constant 
05AA: 69@s = 'CRA1_AA' // @s = 'short'  // ~z~Oh my God, help!
0002: jump @CRASH1_34514 

:CRASH1_34282
04AF: 60@ = 10601 // = constant 
05AA: 69@s = 'CRA1_AB' // @s = 'short'  // ~z~Somebody help me, help!
0002: jump @CRASH1_34514 

:CRASH1_34311
04AF: 60@ = 10602 // = constant 
05AA: 69@s = 'CRA1_AC' // @s = 'short'  // ~z~The smoke, it's choking me!
0002: jump @CRASH1_34514 

:CRASH1_34340
04AF: 60@ = 10603 // = constant 
05AA: 69@s = 'CRA1_AD' // @s = 'short'  // ~z~Please, somebody, anybody, help!
0002: jump @CRASH1_34514 

:CRASH1_34369
04AF: 60@ = 10604 // = constant 
05AA: 69@s = 'CRA1_AE' // @s = 'short'  // ~z~Hey! Can anybody hear me?
0002: jump @CRASH1_34514 

:CRASH1_34398
04AF: 60@ = 10605 // = constant 
05AA: 69@s = 'CRA1_AF' // @s = 'short'  // ~z~Please, God, somebody, HELP!
0002: jump @CRASH1_34514 

:CRASH1_34427
04AF: 60@ = 10606 // = constant 
05AA: 69@s = 'CRA1_AG' // @s = 'short'  // ~z~FIRE! Help, FIRE!
0002: jump @CRASH1_34514 

:CRASH1_34456
04AF: 60@ = 10607 // = constant 
05AA: 69@s = 'CRA1_AH' // @s = 'short'  // ~z~CALL 911!
0002: jump @CRASH1_34514 

:CRASH1_34485
04AF: 60@ = 10609 // = constant 
05AA: 69@s = 'CRA1_AJ' // @s = 'short'  // ~z~Oh God, the flames! THE FLAMES!
0002: jump @CRASH1_34514 

:CRASH1_34514
0006: 52@ = 1 
0051: return 

:CRASH1_34523
0209: 214@ = random_int_in_ranges 0 5 
0871: init_jump_table 214@ total_jumps 5 default_jump 0 @CRASH1_34740 jumps 0 @CRASH1_34595 1 @CRASH1_34624 2 @CRASH1_34653 3 @CRASH1_34682 4 @CRASH1_34711 -1 @CRASH1_34740 -1 @CRASH1_34740 

:CRASH1_34595
04AF: 60@ = 10610 // = constant 
05AA: 69@s = 'CRA1_BA' // @s = 'short'  // ~z~(SCREAM)
0002: jump @CRASH1_34740 

:CRASH1_34624
04AF: 60@ = 10611 // = constant 
05AA: 69@s = 'CRA1_BB' // @s = 'short'  // ~z~(SCREAM)
0002: jump @CRASH1_34740 

:CRASH1_34653
04AF: 60@ = 10612 // = constant 
05AA: 69@s = 'CRA1_BC' // @s = 'short'  // ~z~(SCREAM)
0002: jump @CRASH1_34740 

:CRASH1_34682
04AF: 60@ = 10613 // = constant 
05AA: 69@s = 'CRA1_BD' // @s = 'short'  // ~z~(SCREAM)
0002: jump @CRASH1_34740 

:CRASH1_34711
04AF: 60@ = 10614 // = constant 
05AA: 69@s = 'CRA1_BE' // @s = 'short'  // ~z~(SCREAM)
0002: jump @CRASH1_34740 

:CRASH1_34740
0006: 52@ = 1 
0051: return 

:CRASH1_34749
0209: 214@ = random_int_in_ranges 0 2 
0871: init_jump_table 214@ total_jumps 2 default_jump 0 @CRASH1_34879 jumps 0 @CRASH1_34821 1 @CRASH1_34850 -1 @CRASH1_34879 -1 @CRASH1_34879 -1 @CRASH1_34879 -1 @CRASH1_34879 -1 @CRASH1_34879 

:CRASH1_34821
04AF: 60@ = 10620 // = constant 
05AA: 69@s = 'CRA1_CA' // @s = 'short'  // ~z~Hold tight, girl, I'm coming!
0002: jump @CRASH1_34879 

:CRASH1_34850
04AF: 60@ = 10621 // = constant 
05AA: 69@s = 'CRA1_CB' // @s = 'short'  // ~z~Stay at the window, I'm coming up!
0002: jump @CRASH1_34879 

:CRASH1_34879
0006: 52@ = 1 
0051: return 

:CRASH1_34888
0006: 214@ = 0 
04AF: 60@(214@,9i) = 10626 // = constant 
05AA: 69@(214@,9s) = 'CRA1_EA' // @s = 'short'  // ~z~You there, you OK?
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10627 // = constant 
05AA: 69@(214@,9s) = 'CRA1_EB' // @s = 'short'  // ~z~Yeah, but those flames, they're too hot! I'm scared!
000A: 214@ += 1 
00D6: if 
0019:   214@ > 9 
004D: jump_if_false @CRASH1_35018 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_35018
0085: 52@ = 214@ // (int) 
0051: return 

:CRASH1_35028
04AF: 60@ = 10628 // = constant 
05AA: 69@s = 'CRA1_EC' // @s = 'short'  // ~z~Hold on, there's probably a fire extinguisher in the kitchen!
0006: 52@ = 1 
0051: return 

:CRASH1_35059
04AF: 60@ = 10629 // = constant 
05AA: 69@s = 'CRA1_ED' // @s = 'short'  // ~z~I'll be right back!
0006: 52@ = 1 
0051: return 

:CRASH1_35090
0006: 214@ = 0 
04AF: 60@(214@,9i) = 10630 // = constant 
05AA: 69@(214@,9s) = 'CRA1_FA' // @s = 'short'  // ~z~Stand back!
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10631 // = constant 
05AA: 69@(214@,9s) = 'CRA1_FB' // @s = 'short'  // ~z~Put it out! Put it out!
000A: 214@ += 1 
00D6: if 
0019:   214@ > 9 
004D: jump_if_false @CRASH1_35220 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_35220
0085: 52@ = 214@ // (int) 
0051: return 

:CRASH1_35230
04AF: 60@ = 10632 // = constant 
05AA: 69@s = 'CRA1_GA' // @s = 'short'  // ~z~Oh God, I'm so scared!
0006: 52@ = 1 
0051: return 

:CRASH1_35261
0006: 214@ = 0 
04AF: 60@(214@,9i) = 10633 // = constant 
05AA: 69@(214@,9s) = 'CRA1_GB' // @s = 'short'  // ~z~OHMYGOD, what was that?
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10634 // = constant 
05AA: 69@(214@,9s) = 'CRA1_GC' // @s = 'short'  // ~z~Hey, the building's starting to collapse, we gotta get out of here, fast!
000A: 214@ += 1 
00D6: if 
0019:   214@ > 9 
004D: jump_if_false @CRASH1_35391 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_35391
0085: 52@ = 214@ // (int) 
0051: return 

:CRASH1_35401
0209: 214@ = random_int_in_ranges 0 11 
0871: init_jump_table 214@ total_jumps 11 default_jump 0 @CRASH1_35857 jumps 0 @CRASH1_35538 1 @CRASH1_35567 2 @CRASH1_35596 3 @CRASH1_35625 4 @CRASH1_35654 5 @CRASH1_35683 6 @CRASH1_35712 
0872: jump_table_jumps 7 @CRASH1_35741 8 @CRASH1_35770 9 @CRASH1_35799 10 @CRASH1_35828 -1 @CRASH1_35857 -1 @CRASH1_35857 -1 @CRASH1_35857 -1 @CRASH1_35857 -1 @CRASH1_35857 

:CRASH1_35538
04AF: 60@ = 10635 // = constant 
05AA: 69@s = 'CRA1_HA' // @s = 'short'  // ~z~Hurry up, put it out, put it out!
0002: jump @CRASH1_35857 

:CRASH1_35567
04AF: 60@ = 10636 // = constant 
05AA: 69@s = 'CRA1_HB' // @s = 'short'  // ~z~Oh my God, we'll never escape!
0002: jump @CRASH1_35857 

:CRASH1_35596
04AF: 60@ = 10637 // = constant 
05AA: 69@s = 'CRA1_HC' // @s = 'short'  // ~z~Quickly, QUICKLY!
0002: jump @CRASH1_35857 

:CRASH1_35625
04AF: 60@ = 10638 // = constant 
05AA: 69@s = 'CRA1_HD' // @s = 'short'  // ~z~Put out that fire, quickly, quickly!
0002: jump @CRASH1_35857 

:CRASH1_35654
04AF: 60@ = 10639 // = constant 
05AA: 69@s = 'CRA1_HE' // @s = 'short'  // ~z~Stand back, I've got it!
0002: jump @CRASH1_35857 

:CRASH1_35683
04AF: 60@ = 10640 // = constant 
05AA: 69@s = 'CRA1_HF' // @s = 'short'  // ~z~Gimme a second girl, don't panic!
0002: jump @CRASH1_35857 

:CRASH1_35712
04AF: 60@ = 10641 // = constant 
05AA: 69@s = 'CRA1_HG' // @s = 'short'  // ~z~Quit panicking, I'm on it! I'm on it!
0002: jump @CRASH1_35857 

:CRASH1_35741
04AF: 60@ = 10642 // = constant 
05AA: 69@s = 'CRA1_HH' // @s = 'short'  // ~z~Hold on, we're nearly there!
0002: jump @CRASH1_35857 

:CRASH1_35770
04AF: 60@ = 10643 // = constant 
05AA: 69@s = 'CRA1_HJ' // @s = 'short'  // ~z~Shit! Shit! The house is collapsing!
0002: jump @CRASH1_35857 

:CRASH1_35799
04AF: 60@ = 10644 // = constant 
05AA: 69@s = 'CRA1_HK' // @s = 'short'  // ~z~Oh my God, the house is going to go!
0002: jump @CRASH1_35857 

:CRASH1_35828
04AF: 60@ = 10645 // = constant 
05AA: 69@s = 'CRA1_HL' // @s = 'short'  // ~z~I can feel the floor giving way!
0002: jump @CRASH1_35857 

:CRASH1_35857
0006: 52@ = 1 
0051: return 

:CRASH1_35866
04AF: 60@ = 10646 // = constant 
05AA: 69@s = 'CRA1_JA' // @s = 'short'  // ~z~Hey, man, I owe you my life...
0006: 52@ = 1 
0051: return 

:CRASH1_35897
0006: 214@ = 0 
04AF: 60@(214@,9i) = 10647 // = constant 
05AA: 69@(214@,9s) = 'CRA1_JB' // @s = 'short'  // ~z~I was nearly dead there, for sure!
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10648 // = constant 
05AA: 69@(214@,9s) = 'CRA1_JC' // @s = 'short'  // ~z~Hey, you look pretty shook up. girl, you want me to take you home?
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10649 // = constant 
05AA: 69@(214@,9s) = 'CRA1_JD' // @s = 'short'  // ~z~Yeah, please, thanks.
000A: 214@ += 1 
00D6: if 
0019:   214@ > 9 
004D: jump_if_false @CRASH1_36064 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_36064
0085: 52@ = 214@ // (int) 
0051: return 

:CRASH1_36074
0006: 214@ = 0 
04AF: 60@(214@,9i) = 10650 // = constant 
05AA: 69@(214@,9s) = 'CRA1_KA' // @s = 'short'  // ~z~Where you live?
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10651 // = constant 
05AA: 69@(214@,9s) = 'CRA1_KB' // @s = 'short'  // ~z~Just off Grove Street.
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10652 // = constant 
05AA: 69@(214@,9s) = 'CRA1_KC' // @s = 'short'  // ~z~No shit! What you doing in Vagos 'hood?
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10653 // = constant 
05AA: 69@(214@,9s) = 'CRA1_KD' // @s = 'short'  // ~z~I like to live dangerously.
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10654 // = constant 
05AA: 69@(214@,9s) = 'CRA1_KE' // @s = 'short'  // ~z~You're CJ, right?
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10655 // = constant 
05AA: 69@(214@,9s) = 'CRA1_KF' // @s = 'short'  // ~z~Yeah, how you know me?
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10656 // = constant 
05AA: 69@(214@,9s) = 'CRA1_KG' // @s = 'short'  // ~z~Everybody in the Grove knows you and your brother,
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10657 // = constant 
05AA: 69@(214@,9s) = 'CRA1_KH' // @s = 'short'  // ~z~but I thought you'd run away.
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10658 // = constant 
05AA: 69@(214@,9s) = 'CRA1_KJ' // @s = 'short'  // ~z~I never 'ran away' OK, I just needed to...get away from shit.
000A: 214@ += 1 
00D6: if 
0019:   214@ > 9 
004D: jump_if_false @CRASH1_36463 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_36463
0085: 52@ = 214@ // (int) 
0051: return 

:CRASH1_36473
04AF: 60@ = 10659 // = constant 
05AA: 69@s = 'CRA1_LA' // @s = 'short'  // ~z~This is my place, here!
0006: 52@ = 1 
0051: return 

:CRASH1_36504
0006: 214@ = 0 
04AF: 60@(214@,9i) = 10660 // = constant 
05AA: 69@(214@,9s) = 'CRA1_MA' // @s = 'short'  // ~z~Hey, what's your name?
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10661 // = constant 
05AA: 69@(214@,9s) = 'CRA1_MB' // @s = 'short'  // ~z~Denise. Denise Robinson. Give me a call sometime, we should go out, or something.
000A: 214@ += 1 
00D6: if 
0019:   214@ > 9 
004D: jump_if_false @CRASH1_36634 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_36634
0085: 52@ = 214@ // (int) 
0051: return 

:CRASH1_36644
04AF: 60@ = 10662 // = constant 
05AA: 69@s = 'CRA1_MC' // @s = 'short'  // ~z~Yeah, I'd like that.
0006: 52@ = 1 
0051: return 

:CRASH1_36675
04AF: 60@ = 10663 // = constant 
05AA: 69@s = 'CRA1_MD' // @s = 'short'  // ~z~OK, I'll catch you later, CJ.
0006: 52@ = 1 
0051: return 

:CRASH1_36706
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @CRASH1_36755 
000A: 46@ += 1 
00D6: if 
0019:   46@ > 2 
004D: jump_if_false @CRASH1_36753 
0006: 46@ = 0 

:CRASH1_36753
086A: NOP 

:CRASH1_36755
0226: 214@ = actor $PLAYER_ACTOR health 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @CRASH1_36787 
0226: 215@ = actor 95@ health 

:CRASH1_36787
00D6: if 
0039:   46@ == 1 
004D: jump_if_false @CRASH1_37000 
008A: $6695 = 34@ // (int) 
008A: $6696 = 35@ // (int) 
008A: $6697 = 45@ // (int) 
008A: $6698 = 214@ // (int) 
008A: $6699 = 215@ // (int) 
008A: $6700 = 190@ // (int) 
0004: $6701 = 0 
0004: $6702 = 0 
065D: NOP $6701 "IGNORE" 
065D: NOP $6702 "IGNORE" 
065D: NOP $6695 "M_STAGE" 
065D: NOP $6696 "M_GOALS" 
065D: NOP $6697 "M_MISSION_TIMER" 
065D: NOP $6698 "PLAYER_HEALTH" 
065D: NOP $6699 "COOCHIE_HEALTH" 
065D: NOP $6700 "AICOOCHIE" 

:CRASH1_37000
00D6: if 
0039:   46@ == 2 
004D: jump_if_false @CRASH1_37018 

:CRASH1_37018
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @CRASH1_37040 
0006: 38@ = 1 

:CRASH1_37040
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @CRASH1_37128 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @CRASH1_37103 
0006: 39@ = 1 
0662: printstring "LEVEL_PAUSED" 
0002: jump @CRASH1_37128 

:CRASH1_37103
0006: 39@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:CRASH1_37128
0051: return 

:CRASH1_37130
00D6: if 
8736:   not is_keyboard_key_just_pressed 74 
004D: jump_if_false @CRASH1_37147 
0051: return 

:CRASH1_37147
00D6: if and
0039:   34@ == 1 
001B:   3 > 35@ 
004D: jump_if_false @CRASH1_37294 
0395: clear_area 0 at 2311.234 -1150.613 25.8027 radius 0.5 
03CB: set_rendering_origin_at 2311.234 -1150.613 25.8027 
0173: set_actor $PLAYER_ACTOR Z_angle_to 266.3994 
00A1: put_actor $PLAYER_ACTOR at 2311.234 -1150.613 25.8027 
0373: set_camera_directly_behind_player 
0164: disable_marker 122@ 
0164: disable_marker 128@ 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 18 
004D: jump_if_false @CRASH1_37287 
0215: destroy_pickup 132@ 
01B2: give_actor $PLAYER_ACTOR weapon 18 ammo 99999 // Load the weapon model before using this 

:CRASH1_37287
0006: 35@ = 3 

:CRASH1_37294
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @CRASH1_37707 
0006: 213@ = 0 

:CRASH1_37319
00D6: if 
0039:   302@(213@,5i) == 0 
004D: jump_if_false @CRASH1_37412 
00D6: if 
8366:   not object 101@(213@,8i) damaged 
004D: jump_if_false @CRASH1_37372 
0723: break_object 101@(213@,8i) intensity 1 

:CRASH1_37372
0006: 302@(213@,5i) = 1 
0006: 307@(213@,5i) = 1 
0108: destroy_object 109@(213@,5i) 
0164: disable_marker 123@(213@,5i) 

:CRASH1_37412
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_37319 
0006: 209@ = 5 
00D6: if 
0039:   313@ == 1 
004D: jump_if_false @CRASH1_37504 
0006: 213@ = 0 

:CRASH1_37465
0215: destroy_pickup 133@(213@,2i) 
0164: disable_marker 129@(213@,2i) 
000A: 213@ += 1 
0029:   213@ >= 2 
004D: jump_if_false @CRASH1_37465 

:CRASH1_37504
00D6: if 
0039:   312@ == 1 
004D: jump_if_false @CRASH1_37532 
0215: destroy_pickup 132@ 
0164: disable_marker 128@ 

:CRASH1_37532
00D6: if 
0039:   355@ == 1 
004D: jump_if_false @CRASH1_37616 
0006: 213@ = 0 

:CRASH1_37557
00D6: if 
8118:   not actor 87@(213@,5i) dead 
004D: jump_if_false @CRASH1_37595 
0792: disembark_instantly_actor 87@(213@,5i) 
05BE: AS_actor 87@(213@,5i) die 

:CRASH1_37595
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_37557 

:CRASH1_37616
00D6: if 
0039:   357@ == 1 
004D: jump_if_false @CRASH1_37700 
0006: 213@ = 0 

:CRASH1_37641
00D6: if 
8118:   not actor 92@(213@,2i) dead 
004D: jump_if_false @CRASH1_37679 
0792: disembark_instantly_actor 92@(213@,2i) 
05BE: AS_actor 92@(213@,2i) die 

:CRASH1_37679
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_37641 

:CRASH1_37700
0050: gosub @CRASH1_38827 

:CRASH1_37707
00D6: if and
0039:   34@ == 4 
001B:   10 > 35@ 
004D: jump_if_false @CRASH1_37896 
0006: 327@ = 1 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 42 
004D: jump_if_false @CRASH1_37772 
01B2: give_actor $PLAYER_ACTOR weapon 42 ammo 30000 // Load the weapon model before using this 
0164: disable_marker 122@ 

:CRASH1_37772
0395: clear_area 0 at 2336.51 -1181.342 1030.969 radius 0.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 279.3672 
00A1: put_actor $PLAYER_ACTOR at 2336.51 -1181.342 1030.969 
0373: set_camera_directly_behind_player 
0006: 347@ = 0 
02AB: set_actor 95@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00D6: if 
8039:   not  49@ == 0 
004D: jump_if_false @CRASH1_37875 
0050: gosub @CRASH1_33172 

:CRASH1_37875
0006: 50@ = 8 
0050: gosub @CRASH1_32981 
0006: 35@ = 11 

:CRASH1_37896
00D6: if and
0039:   34@ == 6 
001B:   8 > 35@ 
004D: jump_if_false @CRASH1_38059 
0164: disable_marker 122@ 
0395: clear_area 0 at 2350.36 -1180.56 1026.977 radius 0.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 266.3335 
00A1: put_actor $PLAYER_ACTOR at 2350.36 -1180.56 1026.977 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @CRASH1_38052 
0395: clear_area 0 at 2349.07 -1181.505 1026.983 radius 0.5 
0173: set_actor 95@ Z_angle_to 266.6129 
00A1: put_actor 95@ at 2349.07 -1181.505 1026.983 

:CRASH1_38052
0006: 35@ = 8 

:CRASH1_38059
00D6: if and
0039:   34@ == 7 
0039:   35@ == 2 
004D: jump_if_false @CRASH1_38226 
0395: clear_area 0 at 2423.539 -1721.212 12.9061 radius 0.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 154.9302 
00A1: put_actor $PLAYER_ACTOR at 2423.539 -1721.212 12.9061 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @CRASH1_38226 
00D6: if 
80DF:   not actor 95@ driving 
004D: jump_if_false @CRASH1_38226 
0395: clear_area 0 at 2419.168 -1718.171 12.7866 radius 0.5 
0173: set_actor 95@ Z_angle_to 75.9556 
00A1: put_actor 95@ at 2419.168 -1718.171 12.7866 

:CRASH1_38226
0051: return 

:CRASH1_38228
000A: 41@ += 1 
00D6: if 
0019:   41@ > 9 
004D: jump_if_false @CRASH1_38260 
0006: 41@ = 0 

:CRASH1_38260
0051: return 

:CRASH1_38262
01BD: 42@ = current_time_in_ms 
0085: 44@ = 42@ // (int) 
0062: 44@ -= 43@ // (int) 
0085: 43@ = 42@ // (int) 
005A: 45@ += 44@ // (int) 
0051: return 

:CRASH1_38301
01BD: 219@ = current_time_in_ms 
0006: 300@ = 0 
00D6: if 
001D:   219@ > 198@ // (int) 
004D: jump_if_false @CRASH1_38355 
0006: 300@ = 1 
0085: 198@ = 219@ // (int) 
000A: 198@ += 3000 

:CRASH1_38355
0051: return 

:CRASH1_38357
00D6: if 
0039:   314@ == 1 
004D: jump_if_false @CRASH1_38489 
077E: get_active_interior_to 214@ 
00D6: if 
8039:   not  214@ == 5 
004D: jump_if_false @CRASH1_38487 
0006: 314@ = 0 
0006: 316@ = 1 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0006: 197@ = 3 
0050: gosub @CRASH1_25459 
08FD: enable_heat_visuals 0 
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @CRASH1_38469 
0006: 192@ = 5 
0050: gosub @CRASH1_24873 

:CRASH1_38469
0006: 191@ = 5 
0050: gosub @CRASH1_23203 
075B: zoom_radar 0 

:CRASH1_38487
0051: return 

:CRASH1_38489
00D6: if 
0039:   314@ == 0 
004D: jump_if_false @CRASH1_38825 
09E8: 214@ = actor $PLAYER_ACTOR active_interior 
00D6: if 
0039:   316@ == 1 
004D: jump_if_false @CRASH1_38567 
00D6: if 
0039:   214@ == 5 
004D: jump_if_false @CRASH1_38560 
0051: return 
0002: jump @CRASH1_38567 

:CRASH1_38560
0006: 316@ = 0 

:CRASH1_38567
00D6: if 
0039:   214@ == 5 
004D: jump_if_false @CRASH1_38825 
094B: v$5311 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
00D6: if 
08F9:   v$5311 == "GANG" 
004D: jump_if_false @CRASH1_38825 
0006: 314@ = 1 
0006: 315@ = 1 
0006: 323@ = 0 
0006: 203@ = 0 
06AF: set_player $PLAYER_CHAR sprint_mode 1 
0006: 197@ = 2 
0050: gosub @CRASH1_25459 
08FD: enable_heat_visuals 1 
093E: NOP $PLAYER_ACTOR 0.3 
022A: remove_forbidden_for_peds_cube_cornerA 2300.0 -1200.0 1000.0 cornerB 2370.0 -1160.0 1050.0 
0006: 191@ = 0 
0050: gosub @CRASH1_24064 
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @CRASH1_38756 
0006: 192@ = 4 
0050: gosub @CRASH1_24873 

:CRASH1_38756
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @CRASH1_38788 
0006: 192@ = 6 
0050: gosub @CRASH1_24873 

:CRASH1_38788
0050: gosub @CRASH1_31866 
075B: zoom_radar 50 
09A6: enable_interior_radar_blips 1 
03D5: remove_text 'CRA1_06'  // ~s~Go in through the ~y~front door~s~.
03D5: remove_text 'CRA1_10'  // ~s~You have left the ~b~girl~s~ behind. Go back and get her.

:CRASH1_38825
0051: return 

:CRASH1_38827
000A: 34@ += 1 
0006: 35@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:CRASH1_38857
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:CRASH1_38872
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH1_38896 
0001: wait 0 ms 
0002: jump @CRASH1_38872 

:CRASH1_38896
04BB: select_interior 17 
00A1: put_actor $PLAYER_ACTOR at 1038.17 -1335.221 12.5493 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
02E4: load_cutscene_data 'CRASH1A' 

:CRASH1_38941
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CRASH1_38965 
0001: wait 0 ms 
0002: jump @CRASH1_38941 

:CRASH1_38965
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:CRASH1_38982
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CRASH1_39006 
0001: wait 0 ms 
0002: jump @CRASH1_38982 

:CRASH1_39006
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:CRASH1_39020
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH1_39044 
0001: wait 0 ms 
0002: jump @CRASH1_39020 

:CRASH1_39044
02EA: end_cutscene 
04BB: select_interior 0 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0051: return 

:CRASH1_39065
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CRASH1_39092 
0001: wait 0 ms 
0002: jump @CRASH1_39065 

:CRASH1_39092
0050: gosub @CRASH1_39285 
0050: gosub @CRASH1_39563 
0395: clear_area 0 at 1038.17 -1335.221 12.5493 radius 0.5 
03CB: set_rendering_origin_at 1038.17 -1335.221 12.5493 
00A1: put_actor $PLAYER_ACTOR at 1038.17 -1335.221 12.5493 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 
00A5: 100@ = create_car #COPCARLA at 1032.438 -1330.931 12.3864 
0175: set_car 100@ Z_angle_to 270.0 
020A: set_car 100@ door_status_to 1 
01C3: remove_references_to_car 100@ 
07FB: set_interior 'GANG' access 0  // Vagos Gang House
0108: destroy_object $2665 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0004: $CARMOD_DISABLED_FLAG = 1 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 
0050: gosub @CRASH1_38827 
0051: return 

:CRASH1_39285
0247: load_model #VOODOO 
0247: load_model #COPCARLA 
0247: load_model #LSV1 
0247: load_model #LSV2 
0247: load_model #LSV3 
0247: load_model #GANGRL3 
0247: load_model #COLT45 
0247: load_model #MOLOTOV 
0247: load_model #FIRE_EX 
0247: load_model #BREAK_WALL_1A 
0247: load_model #BREAK_WALL_2A 
0247: load_model #BREAK_WALL_3A 
0247: load_model #BREAK_WALL_1B 
0247: load_model #BREAK_WALL_2B 
0247: load_model #BREAK_WALL_3B 
0247: load_model #BD_FIRE1_O 
0247: load_model #CR_AMMOBOX 
038B: load_requested_models 

:CRASH1_39369
00D6: if or
8248:   not model #VOODOO available 
8248:   not model #COPCARLA available 
004D: jump_if_false @CRASH1_39401 
0001: wait 0 ms 
0002: jump @CRASH1_39369 

:CRASH1_39401
00D6: if or
8248:   not model #LSV1 available 
8248:   not model #LSV2 available 
8248:   not model #LSV3 available 
8248:   not model #GANGRL3 available 
004D: jump_if_false @CRASH1_39440 
0001: wait 0 ms 
0002: jump @CRASH1_39401 

:CRASH1_39440
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #MOLOTOV available 
8248:   not model #FIRE_EX available 
004D: jump_if_false @CRASH1_39477 
0001: wait 0 ms 
0002: jump @CRASH1_39440 

:CRASH1_39477
00D6: if or
8248:   not model #BREAK_WALL_1B available 
8248:   not model #BREAK_WALL_2B available 
8248:   not model #BREAK_WALL_3B available 
8248:   not model #BD_FIRE1_O available 
004D: jump_if_false @CRASH1_39519 
0001: wait 0 ms 
0002: jump @CRASH1_39477 

:CRASH1_39519
00D6: if or
8248:   not model #CR_AMMOBOX available 
8248:   not model #BREAK_WALL_1A available 
8248:   not model #BREAK_WALL_2A available 
8248:   not model #BREAK_WALL_3A available 
004D: jump_if_false @CRASH1_39561 
0001: wait 0 ms 
0002: jump @CRASH1_39519 

:CRASH1_39561
0051: return 

:CRASH1_39563
04ED: load_animation "BD_FIRE" 

:CRASH1_39574
00D6: if 
84EE:   not animation "BD_FIRE" loaded 
004D: jump_if_false @CRASH1_39607 
0001: wait 0 ms 
0002: jump @CRASH1_39574 

:CRASH1_39607
0051: return 

:CRASH1_39609
0007: 282@ = 2351.237 
0007: 283@ = -1161.075 
0007: 284@ = 27.4175 
0007: 285@ = 268.343 
0395: clear_area 0 at 282@ 283@ 284@ radius 10.0 
00A5: 98@ = create_car #VOODOO at 282@ 283@ 284@ 
0175: set_car 98@ Z_angle_to 285@ 
0657: car 98@ open_door 0 
0006: 356@ = 1 
0051: return 

:CRASH1_39708
0007: 282@ = 2354.26 
0007: 283@ = -1161.106 
0007: 284@ = 26.4678 
0007: 285@ = 80.3034 
0006: 214@ = 0 
009A: 87@(214@,5i) = create_actor_pedtype 14 model #LSV3 at 282@ 283@ 284@ 
0173: set_actor 87@(214@,5i) Z_angle_to 285@ 
01B2: give_actor 87@(214@,5i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: set_actor 87@(214@,5i) target_priority 1 
060B: set_actor 87@(214@,5i) decision_maker_to 180@ 
0006: 182@(214@,5i) = -1 
0007: 282@ = 2349.739 
0007: 283@ = -1165.192 
0007: 284@ = 26.3933 
0007: 285@ = 65.0946 
000A: 214@ += 1 
009A: 87@(214@,5i) = create_actor_pedtype 14 model #LSV2 at 282@ 283@ 284@ 
0173: set_actor 87@(214@,5i) Z_angle_to 285@ 
01B2: give_actor 87@(214@,5i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: set_actor 87@(214@,5i) target_priority 1 
060B: set_actor 87@(214@,5i) decision_maker_to 180@ 
0006: 182@(214@,5i) = -1 
0007: 282@ = 2354.245 
0007: 283@ = -1170.401 
0007: 284@ = 26.9609 
0007: 285@ = 1.1416 
000A: 214@ += 1 
009A: 87@(214@,5i) = create_actor_pedtype 14 model #LSV1 at 282@ 283@ 284@ 
0173: set_actor 87@(214@,5i) Z_angle_to 285@ 
01B2: give_actor 87@(214@,5i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: set_actor 87@(214@,5i) target_priority 1 
060B: set_actor 87@(214@,5i) decision_maker_to 180@ 
0006: 182@(214@,5i) = -1 
0007: 282@ = 2315.006 
0007: 283@ = -1189.825 
0007: 284@ = 27.0045 
0007: 285@ = 52.4876 
000A: 214@ += 1 
009A: 87@(214@,5i) = create_actor_pedtype 14 model #LSV2 at 282@ 283@ 284@ 
0173: set_actor 87@(214@,5i) Z_angle_to 285@ 
01B2: give_actor 87@(214@,5i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: set_actor 87@(214@,5i) target_priority 1 
060B: set_actor 87@(214@,5i) decision_maker_to 180@ 
02E2: set_actor 87@(214@,5i) weapon_accuracy_to 15 
0006: 182@(214@,5i) = -1 
0007: 282@ = 2349.953 
0007: 283@ = -1204.126 
0007: 284@ = 26.9609 
0007: 285@ = 348.4 
000A: 214@ += 1 
009A: 87@(214@,5i) = create_actor_pedtype 14 model #LSV1 at 282@ 283@ 284@ 
0173: set_actor 87@(214@,5i) Z_angle_to 285@ 
01B2: give_actor 87@(214@,5i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: set_actor 87@(214@,5i) target_priority 1 
060B: set_actor 87@(214@,5i) decision_maker_to 180@ 
0006: 182@(214@,5i) = -1 
0006: 355@ = 1 
0051: return 

:CRASH1_40373
0007: 282@ = 2345.914 
0007: 283@ = -1188.633 
0007: 284@ = 28.969 
0006: 214@ = 0 
029B: 101@(214@,8i) = init_object #BD_WINDOW at 282@ 283@ 284@ 
0007: 282@ = 2336.023 
0007: 283@ = -1188.633 
0007: 284@ = 28.969 
000A: 214@ += 1 
029B: 101@(214@,8i) = init_object #BD_WINDOW at 282@ 283@ 284@ 
0007: 282@ = 2326.164 
0007: 283@ = -1188.633 
0007: 284@ = 28.969 
000A: 214@ += 1 
029B: 101@(214@,8i) = init_object #BD_WINDOW at 282@ 283@ 284@ 
0007: 282@ = 2345.977 
0007: 283@ = -1170.977 
0007: 284@ = 28.969 
000A: 214@ += 1 
029B: 101@(214@,8i) = init_object #BD_WINDOW at 282@ 283@ 284@ 
0177: set_object 101@(214@,8i) Z_angle_to 180.0 
0007: 282@ = 2326.57 
0007: 283@ = -1170.984 
0007: 284@ = 28.953 
000A: 214@ += 1 
029B: 101@(214@,8i) = init_object #BD_WINDOW at 282@ 283@ 284@ 
0177: set_object 101@(214@,8i) Z_angle_to 180.0 
0007: 282@ = 2345.977 
0007: 283@ = -1170.977 
0007: 284@ = 32.953 
000A: 214@ += 1 
029B: 101@(214@,8i) = init_object #BD_WINDOW_SHATTER at 282@ 283@ 284@ 
0177: set_object 101@(214@,8i) Z_angle_to 180.0 
0007: 282@ = 2336.023 
0007: 283@ = -1188.633 
0007: 284@ = 32.961 
000A: 214@ += 1 
029B: 101@(214@,8i) = init_object #BD_WINDOW at 282@ 283@ 284@ 
0007: 282@ = 2345.914 
0007: 283@ = -1188.633 
0007: 284@ = 32.961 
000A: 214@ += 1 
029B: 101@(214@,8i) = init_object #BD_WINDOW at 282@ 283@ 284@ 
0051: return 

:CRASH1_40881
0107: 114@ = create_object #CR1_DOOR at 2352.851 -1171.027 26.9669 
0177: set_object 114@ Z_angle_to 90.0 
0392: make_object 114@ moveable 0 
07F7: set_object 114@ destructible 0 
09CA: set_object 114@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0051: return 

:CRASH1_40944
0007: 282@ = 2338.126 
0007: 283@ = -1181.917 
0007: 284@ = 1033.188 
0006: 214@ = 0 
029B: 119@(214@,3i) = init_object #BREAK_WALL_1A at 282@ 283@ 284@ 
0177: set_object 119@(214@,3i) Z_angle_to 90.0 
0006: 193@(214@,3i) = 0 
0007: 282@ = 2330.402 
0007: 283@ = -1179.15 
0007: 284@ = 1030.55 
000A: 214@ += 1 
029B: 119@(214@,3i) = init_object #BREAK_WALL_2A at 282@ 283@ 284@ 
0006: 193@(214@,3i) = 0 
0007: 282@ = 2340.293 
0007: 283@ = -1182.294 
0007: 284@ = 1026.963 
000A: 214@ += 1 
029B: 119@(214@,3i) = init_object #BREAK_WALL_3A at 282@ 283@ 284@ 
0177: set_object 119@(214@,3i) Z_angle_to 90.0 
0006: 193@(214@,3i) = 0 
0006: 213@ = 0 

:CRASH1_41186
0566: link_object 119@(213@,3i) to_interior 5 
000A: 213@ += 1 
0029:   213@ >= 3 
004D: jump_if_false @CRASH1_41186 
0006: 361@ = 1 
0051: return 

:CRASH1_41227
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if and
0039:   340@ == 0 
0039:   359@ == 1 
0118:   actor 95@ dead 
004D: jump_if_false @CRASH1_41289 
00BC: show_text_highpriority GXT 'CRA1_51' time 5000 flag 1  // ~r~The girl is dead!

:CRASH1_41289
0051: return 

:CRASH1_41291
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'CRASH_1'  // Burning Desire
030C: progress_made = 1 
0008: $CRASH_LS_TOTAL_PASSED_MISSIONS += 1 
08BA: set $GIRLS_GIFTS_BITMASK bit 0 
0051: return 

:CRASH1_41349
00D6: if 
0039:   355@ == 1 
004D: jump_if_false @CRASH1_41411 
0006: 213@ = 0 

:CRASH1_41374
01C2: remove_references_to_actor 87@(213@,5i) // Like turning an actor into a random pedestrian 
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_41374 
0006: 355@ = 0 

:CRASH1_41411
00D6: if 
0039:   356@ == 1 
004D: jump_if_false @CRASH1_41441 
01C3: remove_references_to_car 98@ 
0006: 356@ = 0 

:CRASH1_41441
00D6: if 
0039:   313@ == 1 
004D: jump_if_false @CRASH1_41512 
0006: 213@ = 0 

:CRASH1_41466
0215: destroy_pickup 133@(213@,2i) 
0164: disable_marker 129@(213@,2i) 
000A: 213@ += 1 
0029:   213@ >= 2 
004D: jump_if_false @CRASH1_41466 
0006: 313@ = 0 

:CRASH1_41512
0006: 213@ = 0 

:CRASH1_41519
0215: destroy_pickup 136@(213@,2i) 
000A: 213@ += 1 
0029:   213@ >= 2 
004D: jump_if_false @CRASH1_41519 
00D6: if 
0039:   357@ == 1 
004D: jump_if_false @CRASH1_41616 
01C3: remove_references_to_car 99@ 
0006: 213@ = 0 

:CRASH1_41579
01C2: remove_references_to_actor 92@(213@,2i) // Like turning an actor into a random pedestrian 
000A: 213@ += 1 
0029:   213@ >= 2 
004D: jump_if_false @CRASH1_41579 
0006: 357@ = 0 

:CRASH1_41616
00D6: if 
0039:   358@ == 1 
004D: jump_if_false @CRASH1_41651 
01C2: remove_references_to_actor 94@ // Like turning an actor into a random pedestrian 
02D1: remove_fire 138@ 
0006: 358@ = 0 

:CRASH1_41651
00D6: if 
0039:   359@ == 1 
004D: jump_if_false @CRASH1_41696 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 
0164: disable_marker 131@ 
0151: remove_status_text $6694 
02D1: remove_fire 139@ 
0006: 359@ = 1 

:CRASH1_41696
00D6: if 
0039:   360@ == 1 
004D: jump_if_false @CRASH1_41731 
034F: destroy_actor_with_fade 96@ 
034F: destroy_actor_with_fade 97@ 
0006: 360@ = 0 

:CRASH1_41731
00D6: if 
0039:   317@ == 1 
004D: jump_if_false @CRASH1_41761 
0215: destroy_pickup 135@ 
0006: 317@ = 0 

:CRASH1_41761
0164: disable_marker 122@ 
0164: disable_marker 128@ 
04EF: release_animation "BD_FIRE" 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRASH1_41843 
0555: remove_weapon 18 from_actor $PLAYER_ACTOR 
0555: remove_weapon 42 from_actor $PLAYER_ACTOR 
093E: NOP $PLAYER_ACTOR 1.0 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0A20: disable_player $PLAYER_CHAR group_control_back 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:CRASH1_41843
00D6: if 
0039:   314@ == 1 
004D: jump_if_false @CRASH1_41875 
0006: 197@ = 3 
0050: gosub @CRASH1_25459 

:CRASH1_41875
0006: 197@ = 1 
0050: gosub @CRASH1_25459 
0006: 197@ = 5 
0050: gosub @CRASH1_25459 
0249: release_model #VOODOO 
0249: release_model #COPCARLA 
0249: release_model #FIRETRUK 
0249: release_model #LSV1 
0249: release_model #LSV2 
0249: release_model #LSV3 
0249: release_model #GANGRL3 
0249: release_model #LAFD1 
0249: release_model #COLT45 
0249: release_model #MOLOTOV 
0249: release_model #FIRE_EX 
0249: release_model #BREAK_WALL_1A 
0249: release_model #BREAK_WALL_2A 
0249: release_model #BREAK_WALL_3A 
0249: release_model #BREAK_WALL_1B 
0249: release_model #BREAK_WALL_2B 
0249: release_model #BREAK_WALL_3B 
0249: release_model #BD_FIRE1_O 
0249: release_model #CR_AMMOBOX 
08FD: enable_heat_visuals 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
075B: zoom_radar 0 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
06D0: enable_emergency_traffic 1 
07FB: set_interior 'GANG' access 0  // Vagos Gang House
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
0004: $CARMOD_DISABLED_FLAG = 0 
0107: $2665 = create_object #CR1_DOOR at 2352.851 -1171.027 26.9669 
0177: set_object $2665 Z_angle_to 90.0 
0392: make_object $2665 moveable 0 
07F7: set_object $2665 destructible 0 
09CA: set_object $2665 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C7: remove_object_from_mission_cleanup_list $2665 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 23---------------
// Originally: Gray Imports

:DRUGS3
03A4: name_thread 'DRUGS3' 
0050: gosub @DRUGS3_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DRUGS3_38 
0050: gosub @DRUGS3_19343 

:DRUGS3_38
0050: gosub @DRUGS3_19417 
004E: end_thread 

:DRUGS3_47
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
054C: use_GXT_table 'CRASH3' 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 1036.86 -1336.49 20.0 radius 20.0 
02E4: load_cutscene_data 'CRASH3A' 

:DRUGS3_116
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DRUGS3_140 
0001: wait 0 ms 
0002: jump @DRUGS3_116 

:DRUGS3_140
02E7: start_cutscene 
016A: fade 1 time 1000 

:DRUGS3_149
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DRUGS3_173 
0001: wait 0 ms 
0002: jump @DRUGS3_149 

:DRUGS3_173
016A: fade 0 time 0 

:DRUGS3_179
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS3_203 
0001: wait 0 ms 
0002: jump @DRUGS3_179 

:DRUGS3_203
02EA: end_cutscene 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0247: load_model #FORKLIFT 
0247: load_model #MULE 
0247: load_model #MP5LNG 
0247: load_model #SEC_KEYPAD 
0247: load_model #KMB_RAMP 
0247: load_model #BANSHEE 
0247: load_model #PCJ600 
07C0: load_path 342 
038B: load_requested_models 

:DRUGS3_260
00D6: if or
8248:   not model #FORKLIFT available 
8248:   not model #MULE available 
87C1:   not path 342 available 
004D: jump_if_false @DRUGS3_297 
0001: wait 0 ms 
0002: jump @DRUGS3_260 

:DRUGS3_297
00D6: if or
8248:   not model #SEC_KEYPAD available 
8248:   not model #MP5LNG available 
8248:   not model #KMB_RAMP available 
8248:   not model #BANSHEE available 
8248:   not model #PCJ600 available 
004D: jump_if_false @DRUGS3_344 
0001: wait 0 ms 
0002: jump @DRUGS3_297 

:DRUGS3_344
03C7: set_sensitivity_to_crime 0.1 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
060A: create_decision_maker_type 0 store_to 52@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 52@ event 7 
0709: set_decision_maker 52@ on_event 7 taskID 1000 respect 50.0 hate 50.0 like 50.0 dislike 50.0 in_car 1 on_foot 1 // see *.ped files 
060A: create_decision_maker_type 3 store_to 53@ // decision\allowed\m_.ped files 
00A1: put_actor $PLAYER_ACTOR at 1038.0 -1339.0 12.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 1.0 
0373: set_camera_directly_behind_player 
0A0B: set_rendering_origin_at_3D_coord 1038.0 -1340.99 13.94 angle 1.0 
016A: fade 1 time 1500 
0006: 141@ = 0 
0006: 142@ = 0 
0006: 143@ = 0 
0006: 144@ = 0 
0006: 145@ = 0 
0006: 146@ = 0 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 0 
0006: 151@ = 0 
0006: 152@ = 0 
0006: 153@ = 0 
0006: 154@ = 0 
0006: 155@ = 0 
0006: 156@ = 0 
0006: 157@ = 0 
0006: 158@ = 0 
0006: 159@ = 0 
0006: 160@ = 0 
0006: 161@ = 0 
0006: 162@ = 0 
0006: 163@ = 0 
0006: 164@ = 0 
0006: 165@ = 0 
0006: 166@ = 0 
0006: 167@ = 0 
0006: 168@ = 0 
0006: 169@ = 0 
0006: 170@ = 0 
0006: 171@ = 0 
0006: 172@ = 0 
0006: 173@ = 0 
0006: 174@ = 0 
0006: 175@ = 0 
0006: 176@ = 0 
0006: 177@ = 0 
0006: 178@ = 0 
0006: 179@ = 0 
0006: 180@ = 0 
0006: 181@ = 0 
0006: 182@ = 0 
0006: 183@ = 0 
0006: 184@ = 0 
0006: 185@ = 0 
0006: 186@ = 0 
0006: 187@ = 0 
00D6: if 
0018:   $6703 > 0 
004D: jump_if_false @DRUGS3_850 
0950: set_trip_skip 2263.378 -2226.33 12.4 angle 47.416 

:DRUGS3_850
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @DRUGS3_876 
0002: jump @DRUGS3_19361 

:DRUGS3_876
00D6: if 
0039:   141@ == 0 
004D: jump_if_false @DRUGS3_937 
018A: 137@ = create_checkpoint_at 2247.639 -2202.144 12.59 
00BC: show_text_highpriority GXT 'CSH3_1' time 7000 flag 1  // ~s~Go to the ~y~docks ~w~where the Ballas and the Russians are making a deal.
0006: 141@ = 1 

:DRUGS3_937
00D6: if 
0039:   141@ == 1 
004D: jump_if_false @DRUGS3_3398 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 1 near_point 2247.639 -2202.144 radius 3.0 3.0 
004D: jump_if_false @DRUGS3_3398 
00D6: if 
0038:   $6703 == 0 
004D: jump_if_false @DRUGS3_1018 
0004: $6703 = 1 

:DRUGS3_1018
0951: disable_trip_skip 
01B4: set_player $PLAYER_CHAR can_move 0 
06D0: enable_emergency_traffic 0 
016A: fade 0 time 500 

:DRUGS3_1038
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS3_1062 
0001: wait 0 ms 
0002: jump @DRUGS3_1038 

:DRUGS3_1062
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @DRUGS3_1126 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
02AC: set_car $TEMPVAR_ACTOR_CAR immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0175: set_car $TEMPVAR_ACTOR_CAR Z_angle_to 128.0 
0224: set_car $TEMPVAR_ACTOR_CAR health_to 2000 
0002: jump @DRUGS3_1136 

:DRUGS3_1126
0173: set_actor $PLAYER_ACTOR Z_angle_to 128.0 

:DRUGS3_1136
0395: clear_area 1 at 2174.896 -2258.914 150.0 radius 150.0 
0247: load_model #IMCMPTRKDRL_LAS 
0247: load_model #IMCMPTRKDRR_LAS 
0247: load_model #IMCOMPMOVEDR1_LAS 
0247: load_model #WMYMECH 
0247: load_model #COLT45 
0247: load_model #BARREL4 
07C0: load_path 310 
07C0: load_path 328 
07C0: load_path 329 
07C0: load_path 309 
07C0: load_path 347 
038B: load_requested_models 

:DRUGS3_1216
00D6: if or
8248:   not model #WMYMECH available 
8248:   not model #COLT45 available 
8248:   not model #BARREL4 available 
004D: jump_if_false @DRUGS3_1252 
0001: wait 0 ms 
0002: jump @DRUGS3_1216 

:DRUGS3_1252
00D6: if or
87C1:   not path 310 available 
87C1:   not path 328 available 
87C1:   not path 329 available 
87C1:   not path 309 available 
004D: jump_if_false @DRUGS3_1294 
0001: wait 0 ms 
0002: jump @DRUGS3_1252 

:DRUGS3_1294
00D6: if or
87C1:   not path 347 available 
8248:   not model #IMCMPTRKDRL_LAS available 
8248:   not model #IMCMPTRKDRR_LAS available 
8248:   not model #IMCOMPMOVEDR1_LAS available 
004D: jump_if_false @DRUGS3_1336 
0001: wait 0 ms 
0002: jump @DRUGS3_1294 

:DRUGS3_1336
03CB: set_rendering_origin_at 2212.02 -2225.45 12.24 
0107: 34@ = create_object #IMCMPTRKDRL_LAS at 2192.925 -2231.824 14.205 
0107: 35@ = create_object #IMCMPTRKDRR_LAS at 2195.072 -2229.589 14.205 
0177: set_object 34@ Z_angle_to 135.0 
0177: set_object 35@ Z_angle_to 85.0 
0107: 36@ = create_object #IMCMPTRKDRL_LAS at 2200.184 -2224.419 14.205 
0107: 37@ = create_object #IMCMPTRKDRR_LAS at 2202.432 -2222.266 14.205 
0177: set_object 36@ Z_angle_to 135.0 
0177: set_object 37@ Z_angle_to 85.0 
0107: 38@ = create_object #IMCMPTRKDRL_LAS at 2207.766 -2217.281 14.205 
0107: 39@ = create_object #IMCMPTRKDRR_LAS at 2210.014 -2215.058 14.205 
0177: set_object 38@ Z_angle_to 135.0 
0177: set_object 39@ Z_angle_to 85.0 
0107: 40@ = create_object #IMCMPTRKDRL_LAS at 2215.096 -2210.761 14.205 
0107: 41@ = create_object #IMCMPTRKDRR_LAS at 2217.344 -2208.537 14.205 
0177: set_object 40@ Z_angle_to 135.0 
0177: set_object 41@ Z_angle_to 85.0 
029B: 42@ = init_object #KMB_RAMP at 2193.418 -2231.352 14.183 
029B: 43@ = init_object #KMB_RAMP at 2194.642 -2230.128 14.183 
029B: 44@ = init_object #KMB_RAMP at 2200.686 -2224.019 14.183 
029B: 45@ = init_object #KMB_RAMP at 2201.91 -2222.795 14.183 
029B: 46@ = init_object #KMB_RAMP at 2208.243 -2216.833 14.183 
029B: 47@ = init_object #KMB_RAMP at 2209.468 -2215.609 14.183 
029B: 48@ = init_object #KMB_RAMP at 2215.489 -2210.406 14.183 
029B: 49@ = init_object #KMB_RAMP at 2216.713 -2209.182 14.183 
0453: set_object 42@ XYZ_rotation 0.0 0.0 45.0 
0453: set_object 43@ XYZ_rotation 0.0 0.0 45.0 
0453: set_object 44@ XYZ_rotation 0.0 0.0 45.0 
0453: set_object 45@ XYZ_rotation 0.0 0.0 45.0 
0453: set_object 46@ XYZ_rotation 0.0 0.0 45.0 
0453: set_object 47@ XYZ_rotation 0.0 0.0 45.0 
0453: set_object 48@ XYZ_rotation 0.0 0.0 45.0 
0453: set_object 49@ XYZ_rotation 0.0 0.0 45.0 
029B: 50@ = init_object #IMCOMPMOVEDR1_LAS at 2178.073 -2254.384 15.9 
0177: set_object 50@ Z_angle_to 224.0 
0107: 51@ = create_object #SEC_KEYPAD at 2174.896 -2258.914 15.0 
0550: keep_object 51@ in_memory 1 
0177: set_object 51@ Z_angle_to 35.23 
071F: set_object 51@ health_to 10 
0875: set_object 51@ immune_to_nonplayer 1 
0107: 73@ = create_object #BARREL4 at 2187.538 -2255.581 12.51 
0875: set_object 73@ immune_to_nonplayer 1 
00A5: 58@ = create_car #MULE at 2175.94 -2268.1 12.66 
0175: set_car 58@ Z_angle_to 48.24 
0224: set_car 58@ health_to 450 
00A5: 59@ = create_car #MULE at 2159.395 -2295.29 12.688 
0175: set_car 59@ Z_angle_to 44.51 
0224: set_car 59@ health_to 450 
00A5: 60@ = create_car #FORKLIFT at 2174.87 -2289.22 12.06 
0175: set_car 60@ Z_angle_to 321.59 
0129: 62@ = create_actor_pedtype 24 model #WMYMECH in_car 60@ driverseat 
04E0: car 60@ abandon_path_radius 150 
060B: set_actor 62@ decision_maker_to 52@ 
00A5: 61@ = create_car #FORKLIFT at 2193.25 -2256.4 12.25 
0175: set_car 61@ Z_angle_to 266.92 
0129: 63@ = create_actor_pedtype 24 model #WMYMECH in_car 61@ driverseat 
04E0: car 61@ abandon_path_radius 150 
060B: set_actor 63@ decision_maker_to 52@ 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_2503 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_2503 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_2503 
0107: 71@ = create_object #BARREL4 at 2179.18 -2270.92 -14.0 
0875: set_object 71@ immune_to_nonplayer 1 
0107: 72@ = create_object #BARREL4 at 2179.18 -2270.92 -10.0 
0875: set_object 72@ immune_to_nonplayer 1 
0681: attach_object 71@ to_car 60@ with_offset 0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0681: attach_object 72@ to_car 60@ with_offset -0.5 0.3 0.3 rotation 0.0 0.0 0.0 
05D1: AS_actor 62@ drive_car 60@ to 2179.49 -2280.46 14.03 speed 5.0 0 model #NULL 3 

:DRUGS3_2503
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DRUGS3_2724 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_2724 
00D6: if 
00DB:   actor 63@ in_car 61@ 
004D: jump_if_false @DRUGS3_2724 
0107: 69@ = create_object #BARREL4 at 2179.18 -2270.92 -14.0 
0875: set_object 69@ immune_to_nonplayer 1 
0107: 70@ = create_object #BARREL4 at 2179.18 -2270.92 -10.0 
0875: set_object 70@ immune_to_nonplayer 1 
0681: attach_object 69@ to_car 61@ with_offset 0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0681: attach_object 70@ to_car 61@ with_offset -0.5 0.3 0.3 rotation 0.0 0.0 0.0 
05D1: AS_actor 63@ drive_car 61@ to 2209.1 -2253.64 12.25 speed 6.0 0 model #NULL 3 

:DRUGS3_2724
00A5: 54@ = create_car #BANSHEE at 2207.7 -2246.157 12.597 
0129: 83@ = create_actor_pedtype 24 model #WMYMECH in_car 54@ driverseat 
060B: set_actor 83@ decision_maker_to 52@ 
00A5: 55@ = create_car #PCJ600 at 2212.9 -2241.6 12.59 
0129: 84@ = create_actor_pedtype 24 model #WMYMECH in_car 55@ driverseat 
060B: set_actor 84@ decision_maker_to 52@ 
00A5: 56@ = create_car #BANSHEE at 2218.87 -2234.29 12.6 
0129: 85@ = create_actor_pedtype 24 model #WMYMECH in_car 56@ driverseat 
060B: set_actor 85@ decision_maker_to 52@ 
00A5: 57@ = create_car #PCJ600 at 2224.3 -2228.19 12.597 
0129: 86@ = create_actor_pedtype 24 model #WMYMECH in_car 57@ driverseat 
060B: set_actor 86@ decision_maker_to 52@ 
009A: 64@ = create_actor_pedtype 24 model #WMYMECH at 2181.97 -2252.695 13.82 
0173: set_actor 64@ Z_angle_to 231.26 
01B2: give_actor 64@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 64@ decision_maker_to 52@ 
02E2: set_actor 64@ weapon_accuracy_to 30 
009A: 65@ = create_actor_pedtype 24 model #WMYMECH at 2189.65 -2250.05 12.597 
0173: set_actor 65@ Z_angle_to 229.24 
060B: set_actor 65@ decision_maker_to 52@ 
01B2: give_actor 65@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 65@ weapon_accuracy_to 30 
009A: 66@ = create_actor_pedtype 24 model #WMYMECH at 2193.126 -2233.95 12.59 
0173: set_actor 66@ Z_angle_to 249.77 
060B: set_actor 66@ decision_maker_to 52@ 
01B2: give_actor 66@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 66@ weapon_accuracy_to 30 
009A: 67@ = create_actor_pedtype 24 model #WMYMECH at 2199.71 -2257.841 12.597 
0173: set_actor 67@ Z_angle_to 347.22 
060B: set_actor 67@ decision_maker_to 52@ 
01B2: give_actor 67@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 67@ weapon_accuracy_to 30 
009A: 68@ = create_actor_pedtype 24 model #WMYMECH at 2200.2 -2256.49 12.597 
0173: set_actor 68@ Z_angle_to 168.1 
0677: AS_actor 67@ chat_with_actor 68@ lead_speaker_flag 1 unknown_flag 1 
060B: set_actor 68@ decision_maker_to 52@ 
01B2: give_actor 68@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 68@ weapon_accuracy_to 30 
0677: AS_actor 68@ chat_with_actor 67@ lead_speaker_flag 0 unknown_flag 1 
015F: set_camera_position 2256.623 -2213.522 23.0389 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2255.702 -2213.833 22.8027 switchstyle 2 
02A3: enable_widescreen 1 
016A: fade 1 time 500 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_3391 
00D6: if 
8119:   not car 55@ wrecked 
004D: jump_if_false @DRUGS3_3391 
00D6: if 
8119:   not car 56@ wrecked 
004D: jump_if_false @DRUGS3_3391 
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @DRUGS3_3391 
05EB: assign_car 55@ to_path 310 
05EB: assign_car 56@ to_path 328 
05EB: assign_car 57@ to_path 329 
05EB: assign_car 54@ to_path 309 
00BC: show_text_highpriority GXT 'CSH3_2' time 5000 flag 1  // ~s~The Russians and the Ballas are having a meeting inside the warehouse.

:DRUGS3_3391
0006: 141@ = 2 

:DRUGS3_3398
00D6: if 
0039:   141@ == 2 
004D: jump_if_false @DRUGS3_3490 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_3483 
00D6: if 
060E:   car 54@ assigned_to_path 
004D: jump_if_false @DRUGS3_3483 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_3483 
05ED: freeze_car 54@ while_on_path 
0006: 32@ = 0 
0006: 141@ = 3 

:DRUGS3_3483
0707: start_scene_skip_to @DRUGS3_5144 

:DRUGS3_3490
00D6: if 
0039:   141@ == 3 
004D: jump_if_false @DRUGS3_3679 
00D6: if 
0019:   32@ > 5499 
004D: jump_if_false @DRUGS3_3679 
015F: set_camera_position 2207.014 -2244.207 13.7376 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2206.333 -2243.486 13.613 switchstyle 2 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS3_3628 
0605: actor 66@ perform_animation "HANDSUP" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:DRUGS3_3628
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_3679 
00D6: if 
060E:   car 54@ assigned_to_path 
004D: jump_if_false @DRUGS3_3679 
05EE: unfreeze_car 54@ while_on_path 
0006: 32@ = 0 
0006: 141@ = 4 

:DRUGS3_3679
00D6: if 
0039:   141@ == 4 
004D: jump_if_false @DRUGS3_3833 
00D6: if 
0019:   32@ > 1799 
004D: jump_if_false @DRUGS3_3833 
015F: set_camera_position 2205.371 -2235.253 14.1153 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2204.374 -2235.265 14.0397 switchstyle 2 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS3_3819 
0605: actor 66@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:DRUGS3_3819
0006: 32@ = 0 
0006: 141@ = 5 

:DRUGS3_3833
00D6: if 
0039:   141@ == 5 
004D: jump_if_false @DRUGS3_4088 
00D6: if 
0019:   32@ > 3150 
004D: jump_if_false @DRUGS3_4088 
00BC: show_text_highpriority GXT 'CSH3_3' time 7000 flag 2  // ~s~You will have to find some way inside.
015F: set_camera_position 2210.3 -2254.067 16.7105 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2209.311 -2254.181 16.6143 switchstyle 2 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @DRUGS3_3989 
0605: actor 68@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:DRUGS3_3989
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_4074 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_4074 
00D6: if 
8448:   not actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_4074 
05D1: AS_actor 62@ drive_car 60@ to 2187.88 -2265.11 12.6 speed 6.0 0 model #NULL 3 

:DRUGS3_4074
0006: 32@ = 0 
0006: 141@ = 6 

:DRUGS3_4088
00D6: if 
0019:   32@ > 2999 
004D: jump_if_false @DRUGS3_5126 
00D6: if 
0039:   141@ == 6 
004D: jump_if_false @DRUGS3_5126 
009A: 87@ = create_actor_pedtype 24 model #WMYMECH at 2177.95 -2261.002 13.818 
0173: set_actor 87@ Z_angle_to 45.4 
060B: set_actor 87@ decision_maker_to 52@ 
015F: set_camera_position 2187.079 -2255.27 15.5563 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2186.082 -2255.316 15.5002 switchstyle 2 
0615: define_AS_pack_begin 75@ 
05D3: AS_actor -1 goto_point 2175.29 -2259.22 14.8 mode 6 time -1 ms // versionA 
0605: actor -1 perform_animation "ATM" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 75@ 
0618: assign_actor 87@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @DRUGS3_4345 
0605: actor 64@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:DRUGS3_4345
00D6: if 
8039:   not  142@ == 6 
004D: jump_if_false @DRUGS3_5119 
0001: wait 0 ms 
00D6: if 
0039:   142@ == 0 
004D: jump_if_false @DRUGS3_4453 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DRUGS3_4453 
00D6: if 
00F0:   actor 87@ 0 near_point 2175.29 -2259.22 radius 3.0 3.0 stopped_on_foot 
004D: jump_if_false @DRUGS3_4453 
0006: 33@ = 0 
0006: 142@ = 1 

:DRUGS3_4453
00D6: if 
0039:   142@ == 1 
004D: jump_if_false @DRUGS3_4583 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DRUGS3_4583 
00D6: if 
00F0:   actor 87@ 0 near_point 2175.29 -2259.22 radius 3.0 3.0 stopped_on_foot 
004D: jump_if_false @DRUGS3_4583 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DRUGS3_4583 
05D4: AS_actor 87@ rotate_angle 308.1 
097B: play_audio_at_object 50@ event 1035 
0006: 33@ = 0 
0006: 159@ = 1 
0006: 142@ = 2 

:DRUGS3_4583
00D6: if 
0039:   159@ == 1 
004D: jump_if_false @DRUGS3_4686 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DRUGS3_4686 
062E: get_actor 87@ task 1492 status_store_to 77@ // ret 7 if not found 
00D6: if or
04A4:   77@ == 7 // == constant 
0019:   33@ > 1000 
004D: jump_if_false @DRUGS3_4686 
05D3: AS_actor 87@ goto_point 2179.523 -2256.364 14.81 mode 6 time 5000 ms // versionA 
0006: 159@ = 2 

:DRUGS3_4686
00D6: if 
0039:   142@ == 2 
004D: jump_if_false @DRUGS3_4799 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DRUGS3_4799 
00D6: if 
03CA:   object 50@ exists 
004D: jump_if_false @DRUGS3_4799 
00D6: if 
034E: move_object 50@ to 2178.073 -2254.384 19.7 speed 0.0 0.0 0.15 collision_check 0 
004D: jump_if_false @DRUGS3_4799 
097B: play_audio_at_object 50@ event 1036 
0006: 142@ = 3 

:DRUGS3_4799
00D6: if 
0039:   142@ == 3 
004D: jump_if_false @DRUGS3_4903 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DRUGS3_4903 
00D6: if 
00ED:   actor 87@ sphere 0 near_point 2179.522 -2256.364 radius 1.0 1.0 on_foot 
004D: jump_if_false @DRUGS3_4903 
05D3: AS_actor 87@ goto_point 2173.5 -2250.35 14.81 mode 6 time 5000 ms // versionA 
0006: 142@ = 4 

:DRUGS3_4903
00D6: if 
0039:   142@ == 4 
004D: jump_if_false @DRUGS3_5015 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DRUGS3_5015 
00D6: if 
00ED:   actor 87@ sphere 0 near_point 2174.31 -2251.09 radius 1.0 1.0 on_foot 
004D: jump_if_false @DRUGS3_5015 
05D3: AS_actor 87@ goto_point 2168.66 -2254.904 14.59 mode 6 time 5000 ms // versionA 
097B: play_audio_at_object 50@ event 1035 
0006: 142@ = 5 

:DRUGS3_5015
00D6: if 
0039:   142@ == 5 
004D: jump_if_false @DRUGS3_5112 
00D6: if 
03CA:   object 50@ exists 
004D: jump_if_false @DRUGS3_5112 
00D6: if 
034E: move_object 50@ to 2178.073 -2254.384 15.9 speed 0.0 0.0 0.15 collision_check 0 
004D: jump_if_false @DRUGS3_5112 
097B: play_audio_at_object 50@ event 1036 
0006: 142@ = 6 

:DRUGS3_5112
0002: jump @DRUGS3_4345 

:DRUGS3_5119
0006: 141@ = 7 

:DRUGS3_5126
00D6: if 
0039:   141@ == 7 
004D: jump_if_false @DRUGS3_6312 

:DRUGS3_5144
0701: end_scene_skip 
016A: fade 0 time 500 

:DRUGS3_5153
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS3_5177 
0001: wait 0 ms 
0002: jump @DRUGS3_5153 

:DRUGS3_5177
097B: play_audio_at_object 50@ event 1036 
0006: 159@ = 0 
05EC: release_car 54@ from_path 
05EC: release_car 55@ from_path 
05EC: release_car 56@ from_path 
05EC: release_car 57@ from_path 
0108: destroy_object 50@ 
0108: destroy_object 42@ 
0108: destroy_object 43@ 
0108: destroy_object 44@ 
0108: destroy_object 45@ 
0108: destroy_object 46@ 
0108: destroy_object 47@ 
0108: destroy_object 48@ 
0108: destroy_object 49@ 
0108: destroy_object 34@ 
0108: destroy_object 35@ 
0108: destroy_object 36@ 
0108: destroy_object 37@ 
0108: destroy_object 38@ 
0108: destroy_object 39@ 
0108: destroy_object 40@ 
0108: destroy_object 41@ 
00A6: destroy_car 54@ 
00A6: destroy_car 55@ 
00A6: destroy_car 56@ 
00A6: destroy_car 57@ 
00A6: destroy_car 60@ 
00A6: destroy_car 61@ 
009B: destroy_actor 62@ 
009B: destroy_actor 63@ 
0108: destroy_object 69@ 
0108: destroy_object 70@ 
0108: destroy_object 71@ 
0108: destroy_object 72@ 
009B: destroy_actor 83@ 
009B: destroy_actor 84@ 
009B: destroy_actor 85@ 
009B: destroy_actor 86@ 
009B: destroy_actor 87@ 
0395: clear_area 0 at 2192.925 -2231.824 100.0 radius 100.0 
0107: 34@ = create_object #IMCMPTRKDRL_LAS at 2192.925 -2231.824 14.205 
0107: 35@ = create_object #IMCMPTRKDRR_LAS at 2195.072 -2229.589 14.205 
0177: set_object 34@ Z_angle_to 315.0 
0177: set_object 35@ Z_angle_to 315.0 
0107: 36@ = create_object #IMCMPTRKDRL_LAS at 2200.184 -2224.419 14.205 
0107: 37@ = create_object #IMCMPTRKDRR_LAS at 2202.432 -2222.266 14.205 
0177: set_object 36@ Z_angle_to 315.0 
0177: set_object 37@ Z_angle_to 315.0 
0107: 38@ = create_object #IMCMPTRKDRL_LAS at 2207.766 -2217.281 14.205 
0107: 39@ = create_object #IMCMPTRKDRR_LAS at 2210.014 -2215.058 14.205 
0177: set_object 38@ Z_angle_to 315.0 
0177: set_object 39@ Z_angle_to 315.0 
0107: 40@ = create_object #IMCMPTRKDRL_LAS at 2215.096 -2210.761 14.205 
0107: 41@ = create_object #IMCMPTRKDRR_LAS at 2217.344 -2208.537 14.205 
0177: set_object 40@ Z_angle_to 315.0 
0177: set_object 41@ Z_angle_to 315.0 
029B: 50@ = init_object #IMCOMPMOVEDR1_LAS at 2178.073 -2254.384 15.9 
0177: set_object 50@ Z_angle_to 224.0 
00A5: 60@ = create_car #FORKLIFT at 2176.89 -2291.75 12.25 
0175: set_car 60@ Z_angle_to 321.59 
0129: 62@ = create_actor_pedtype 24 model #WMYMECH in_car 60@ driverseat 
01B2: give_actor 62@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 62@ weapon_accuracy_to 30 
04E0: car 60@ abandon_path_radius 150 
060B: set_actor 62@ decision_maker_to 52@ 
0224: set_car 60@ health_to 600 
02AA: set_car 60@ immune_to_nonplayer 1 
00A5: 61@ = create_car #FORKLIFT at 2210.81 -2253.72 12.598 
0175: set_car 61@ Z_angle_to 71.09 
0129: 63@ = create_actor_pedtype 24 model #WMYMECH in_car 61@ driverseat 
01B2: give_actor 63@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 63@ weapon_accuracy_to 30 
04E0: car 61@ abandon_path_radius 150 
060B: set_actor 63@ decision_maker_to 52@ 
02AA: set_car 61@ immune_to_nonplayer 1 
0224: set_car 61@ health_to 600 
0107: 69@ = create_object #BARREL4 at 2179.18 -2270.92 -14.0 
0107: 70@ = create_object #BARREL4 at 2179.18 -2270.92 -10.0 
0875: set_object 69@ immune_to_nonplayer 1 
0875: set_object 70@ immune_to_nonplayer 1 
0681: attach_object 69@ to_car 61@ with_offset 0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0681: attach_object 70@ to_car 61@ with_offset -0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0213: 133@ = create_pickup #BODYARMOUR type 3 at 2186.507 -2244.993 15.81 
0213: 134@ = create_pickup #BODYARMOUR type 3 at 2146.559 -2244.46 13.58 
0213: 135@ = create_pickup #HEALTH type 3 at 2158.82 -2232.747 13.59 
0247: load_model #BALLAS1 
0247: load_model #IMY_BBOX 
04ED: load_animation "SWAT" 
04ED: load_animation "DODGE" 
07C0: load_path 347 
023C: load_special_actor 'ANDRE' as 1 // models 290-299 
038B: load_requested_models 

:DRUGS3_6144
00D6: if or
8248:   not model #BALLAS1 available 
84EE:   not animation "SWAT" loaded 
8248:   not model #IMY_BBOX available 
87C1:   not path 347 available 
004D: jump_if_false @DRUGS3_6188 
0001: wait 0 ms 
0002: jump @DRUGS3_6144 

:DRUGS3_6188
00D6: if or
84EE:   not animation "DODGE" loaded 
823D:   not special_actor 1 loaded 
004D: jump_if_false @DRUGS3_6223 
0001: wait 0 ms 
0002: jump @DRUGS3_6188 

:DRUGS3_6223
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0164: disable_marker 137@ 
018A: 137@ = create_checkpoint_at 2178.38 -2254.89 13.81 
016A: fade 1 time 500 
029B: 111@ = init_object #IMY_LA_DOOR at 2118.088 -2274.635 20.867 
0177: set_object 111@ Z_angle_to 225.0 
0006: 141@ = 8 

:DRUGS3_6312
00D6: if 
0039:   141@ == 8 
004D: jump_if_false @DRUGS3_9925 
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @DRUGS3_6434 
00D6: if 
03CA:   object 51@ exists 
004D: jump_if_false @DRUGS3_6434 
00D6: if 
8366:   not object 51@ damaged 
004D: jump_if_false @DRUGS3_6434 
00D6: if 
0474:   actor $PLAYER_ACTOR near_object_in_cube 51@ radius 15.0 15.0 4.0 sphere 0 
004D: jump_if_false @DRUGS3_6434 
03E5: show_text_box 'CSH3_7'  // The door is locked. Damaging the keypad might get it open.
0006: 149@ = 1 

:DRUGS3_6434
00D6: if 
0039:   149@ == 1 
004D: jump_if_false @DRUGS3_6538 
00D6: if 
03CA:   object 51@ exists 
004D: jump_if_false @DRUGS3_6538 
00D6: if 
8366:   not object 51@ damaged 
004D: jump_if_false @DRUGS3_6538 
00D6: if 
0474:   actor $PLAYER_ACTOR near_object_in_cube 51@ radius 5.0 5.0 4.0 sphere 0 
004D: jump_if_false @DRUGS3_6538 
03E5: show_text_box 'CSH3_7'  // The door is locked. Damaging the keypad might get it open.
0006: 149@ = 2 

:DRUGS3_6538
00D6: if 
0039:   149@ == 2 
004D: jump_if_false @DRUGS3_6631 
00D6: if 
03CA:   object 51@ exists 
004D: jump_if_false @DRUGS3_6631 
00D6: if 
8366:   not object 51@ damaged 
004D: jump_if_false @DRUGS3_6631 
00D6: if 
8474:   not actor $PLAYER_ACTOR near_object_in_cube 51@ radius 5.0 5.0 4.0 sphere 0 
004D: jump_if_false @DRUGS3_6631 
0006: 149@ = 1 

:DRUGS3_6631
00D6: if 
03CA:   object 51@ exists 
004D: jump_if_false @DRUGS3_6672 
00D6: if 
0366:   object 51@ damaged 
004D: jump_if_false @DRUGS3_6672 
00BE: text_clear_all 
0006: 141@ = 9 

:DRUGS3_6672
00D6: if 
0039:   147@ == 0 
004D: jump_if_false @DRUGS3_9007 
00D6: if 
0039:   144@ == 0 
004D: jump_if_false @DRUGS3_6783 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @DRUGS3_6783 
00D6: if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2198.686 -2180.832 lr_corner_at 2116.212 -2263.317 angle 82.0 sphere 0 
004D: jump_if_false @DRUGS3_6783 
0006: 144@ = 1 
0006: 145@ = 1 

:DRUGS3_6783
00D6: if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2172.36 -2207.176 lr_corner_at 2116.212 -2263.317 angle 82.0 sphere 0 
004D: jump_if_false @DRUGS3_6849 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRUGS3_6849 
0006: 147@ = 1 

:DRUGS3_6849
00D6: if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2198.686 -2180.832 lr_corner_at 2116.212 -2263.317 angle 82.0 sphere 0 
004D: jump_if_false @DRUGS3_6938 
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @DRUGS3_6915 
0006: 147@ = 1 

:DRUGS3_6915
00D6: if 
068C:   is_player_autoaiming $PLAYER_CHAR 
004D: jump_if_false @DRUGS3_6938 
0006: 147@ = 1 

:DRUGS3_6938
00D6: if 
056D:   actor 62@ defined 
004D: jump_if_false @DRUGS3_6980 
00D6: if 
051A:   actor 62@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_6980 
0006: 147@ = 1 

:DRUGS3_6980
00D6: if 
056D:   actor 63@ defined 
004D: jump_if_false @DRUGS3_7022 
00D6: if 
051A:   actor 62@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_7022 
0006: 147@ = 1 

:DRUGS3_7022
00D6: if 
056D:   actor 64@ defined 
004D: jump_if_false @DRUGS3_7064 
00D6: if 
051A:   actor 64@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_7064 
0006: 147@ = 1 

:DRUGS3_7064
00D6: if 
056D:   actor 65@ defined 
004D: jump_if_false @DRUGS3_7106 
00D6: if 
051A:   actor 65@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_7106 
0006: 147@ = 1 

:DRUGS3_7106
00D6: if 
056D:   actor 66@ defined 
004D: jump_if_false @DRUGS3_7148 
00D6: if 
051A:   actor 66@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_7148 
0006: 147@ = 1 

:DRUGS3_7148
00D6: if 
056D:   actor 67@ defined 
004D: jump_if_false @DRUGS3_7190 
00D6: if 
051A:   actor 67@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_7190 
0006: 147@ = 1 

:DRUGS3_7190
00D6: if 
056D:   actor 68@ defined 
004D: jump_if_false @DRUGS3_7232 
00D6: if 
051A:   actor 68@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_7232 
0006: 147@ = 1 

:DRUGS3_7232
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @DRUGS3_7350 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS3_7350 
00D6: if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2198.686 -2180.832 lr_corner_at 2116.212 -2263.317 angle 82.0 sphere 0 
004D: jump_if_false @DRUGS3_7350 
06A8: AS_actor 66@ run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_distance 1.5 approach_angle 0.0 
03CF: load_wav 11008 as 1 
03CF: load_wav 11010 as 2 
0006: 145@ = 2 

:DRUGS3_7350
00D6: if 
0039:   145@ == 2 
004D: jump_if_false @DRUGS3_7436 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS3_7436 
00D6: if 
00F2:   actor 66@ near_actor $PLAYER_ACTOR radius 5.0 5.0 0 
004D: jump_if_false @DRUGS3_7436 
0949: link_wav 1 to_actor 66@ 
0949: link_wav 2 to_actor 66@ 
0006: 145@ = 3 

:DRUGS3_7436
00D6: if 
0039:   145@ == 3 
004D: jump_if_false @DRUGS3_7512 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS3_7512 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS3_7512 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'CRA3_EA' time 3000 flag 1  // ~z~Hey, who the fuck are you?
0006: 145@ = 4 

:DRUGS3_7512
00D6: if 
0039:   145@ == 4 
004D: jump_if_false @DRUGS3_7609 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS3_7609 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS3_7609 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS3_7609 
00BE: text_clear_all 
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'CRA3_EC' time 3000 flag 1  // ~z~You're putting your nose where it's not wanted!
0006: 145@ = 5 

:DRUGS3_7609
00D6: if 
0039:   145@ == 5 
004D: jump_if_false @DRUGS3_7658 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS3_7658 
00BE: text_clear_all 
0006: 147@ = 1 
0006: 145@ = 6 

:DRUGS3_7658
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @DRUGS3_7784 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DRUGS3_7784 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_7784 
00D6: if 
00DB:   actor 63@ in_car 61@ 
004D: jump_if_false @DRUGS3_7784 
00D6: if 
02CA:   car 61@ bounding_sphere_visible 
004D: jump_if_false @DRUGS3_7784 
05D1: AS_actor 63@ drive_car 61@ to 2195.84 -2251.522 12.598 speed 5.0 0 model #NULL 3 
0006: 144@ = 2 

:DRUGS3_7784
00D6: if 
0039:   144@ == 2 
004D: jump_if_false @DRUGS3_7965 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_7965 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DRUGS3_7965 
00D6: if 
00DB:   actor 63@ in_car 61@ 
004D: jump_if_false @DRUGS3_7965 
00D6: if 
01AE:   car 61@ sphere 0 near_point 2195.84 -2251.522 radius 3.0 3.0 stopped 
004D: jump_if_false @DRUGS3_7965 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_7965 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @DRUGS3_7958 
05BF: AS_actor 63@ look_at_actor 65@ 30000 ms 
05D3: AS_actor 65@ goto_point 2197.896 -2249.251 12.59 mode 4 time -1 ms // versionA 

:DRUGS3_7958
0006: 144@ = 3 

:DRUGS3_7965
00D6: if 
0039:   144@ == 3 
004D: jump_if_false @DRUGS3_8097 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_8097 
00D6: if 
0449:   actor 63@ in_a_car 
004D: jump_if_false @DRUGS3_8097 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @DRUGS3_8097 
00D6: if 
00F0:   actor 65@ 0 near_point 2197.896 -2249.251 radius 3.0 3.0 stopped_on_foot 
004D: jump_if_false @DRUGS3_8097 
0639: AS_actor 65@ rotate_to_actor 63@ 
05BF: AS_actor 63@ look_at_actor 65@ 60000 ms 
0006: 144@ = 4 

:DRUGS3_8097
00D6: if 
0039:   144@ == 4 
004D: jump_if_false @DRUGS3_8244 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_8244 
00D6: if 
0449:   actor 63@ in_a_car 
004D: jump_if_false @DRUGS3_8244 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @DRUGS3_8244 
00D6: if 
00F0:   actor 65@ 0 near_point 2197.896 -2249.251 radius 3.0 3.0 stopped_on_foot 
004D: jump_if_false @DRUGS3_8244 
0605: actor 65@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 144@ = 5 

:DRUGS3_8244
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @DRUGS3_8320 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_8320 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_8320 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_8320 
0006: 143@ = 1 

:DRUGS3_8320
00D6: if 
0039:   143@ == 1 
004D: jump_if_false @DRUGS3_8563 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_8563 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_8563 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_8563 
00D6: if 
07C1:   path 347 available 
004D: jump_if_false @DRUGS3_8563 
085E: assign_car 60@ to_looped_path 347 
0107: 71@ = create_object #BARREL4 at 2179.18 -2270.92 -14.0 
0107: 72@ = create_object #BARREL4 at 2179.18 -2270.92 -10.0 
0681: attach_object 71@ to_car 60@ with_offset 0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0681: attach_object 72@ to_car 60@ with_offset -0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0875: set_object 71@ immune_to_nonplayer 1 
0875: set_object 72@ immune_to_nonplayer 1 
0006: 146@ = 1 
0006: 143@ = 2 

:DRUGS3_8563
00D6: if 
0039:   143@ == 2 
004D: jump_if_false @DRUGS3_8662 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_8662 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_8662 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_8662 
00D6: if 
860E:   not car 60@ assigned_to_path 
004D: jump_if_false @DRUGS3_8662 
0006: 32@ = 0 
0006: 143@ = 3 

:DRUGS3_8662
00D6: if 
0039:   143@ == 3 
004D: jump_if_false @DRUGS3_8757 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_8757 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_8757 
00D6: if 
00DB:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_8757 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @DRUGS3_8757 
0006: 143@ = 0 

:DRUGS3_8757
00D6: if 
0039:   146@ == 1 
004D: jump_if_false @DRUGS3_8881 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_8881 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_8881 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_8881 
00D6: if 
01AD:   car 60@ sphere 0 near_point 2179.18 -2270.92 radius 2.0 2.0 
004D: jump_if_false @DRUGS3_8881 
0108: destroy_object 71@ 
0108: destroy_object 72@ 
0006: 146@ = 0 

:DRUGS3_8881
00D6: if 
001B:   4 > 143@ 
004D: jump_if_false @DRUGS3_9007 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_8995 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_8976 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_8957 
0002: jump @DRUGS3_8969 

:DRUGS3_8957
05EC: release_car 60@ from_path 
0006: 143@ = 4 

:DRUGS3_8969
0002: jump @DRUGS3_8988 

:DRUGS3_8976
05EC: release_car 60@ from_path 
0006: 143@ = 4 

:DRUGS3_8988
0002: jump @DRUGS3_9007 

:DRUGS3_8995
05EC: release_car 60@ from_path 
0006: 143@ = 4 

:DRUGS3_9007
00D6: if 
0039:   147@ == 1 
004D: jump_if_false @DRUGS3_9461 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @DRUGS3_9086 
0085: 112@ = 67@ // (int) 
0007: 116@ = 2203.12 
0007: 117@ = -2264.767 
0007: 118@ = 14.0 
0050: gosub @DRUGS3_18833 

:DRUGS3_9086
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @DRUGS3_9147 
0085: 112@ = 68@ // (int) 
0007: 116@ = 2188.586 
0007: 117@ = -2258.273 
0007: 118@ = 14.0 
0050: gosub @DRUGS3_18706 

:DRUGS3_9147
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @DRUGS3_9208 
0085: 112@ = 65@ // (int) 
0007: 116@ = 2207.985 
0007: 117@ = -2244.51 
0007: 118@ = 14.0 
0050: gosub @DRUGS3_18833 

:DRUGS3_9208
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS3_9232 
05E2: AS_actor 66@ kill_actor $PLAYER_ACTOR 

:DRUGS3_9232
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @DRUGS3_9263 
0085: 112@ = 64@ // (int) 
0050: gosub @DRUGS3_18882 

:DRUGS3_9263
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_9361 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_9361 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_9361 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_9361 
05EC: release_car 60@ from_path 
06E1: AS_actor 62@ using_car 60@ target_car -1 with_order 2 max_speed 6.0 traffic_flag 3 
0006: 185@ = 1 

:DRUGS3_9361
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DRUGS3_9454 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_9454 
00D6: if 
0448:   actor 63@ in_car 61@ 
004D: jump_if_false @DRUGS3_9454 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DRUGS3_9454 
06E1: AS_actor 63@ using_car 61@ target_car -1 with_order 2 max_speed 5.0 traffic_flag 3 
0006: 186@ = 1 

:DRUGS3_9454
0006: 147@ = 2 

:DRUGS3_9461
00D6: if 
0039:   185@ == 1 
004D: jump_if_false @DRUGS3_9569 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_9569 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_9569 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_9569 
00D6: if 
0A1B:   actor 62@ colliding_with_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_9569 
06C7: AS_actor 62@ driver_of_car 60@ perform_action 3 timelimit 2000 
0006: 185@ = 2 

:DRUGS3_9569
00D6: if 
0039:   185@ == 2 
004D: jump_if_false @DRUGS3_9693 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_9693 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_9693 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_9693 
062E: get_actor 62@ task 1735 status_store_to 132@ // ret 7 if not found 
00D6: if 
04A4:   132@ == 7 // == constant 
004D: jump_if_false @DRUGS3_9693 
06E1: AS_actor 62@ using_car 60@ target_car -1 with_order 2 max_speed 6.0 traffic_flag 3 
0006: 185@ = 1 

:DRUGS3_9693
00D6: if 
0039:   186@ == 1 
004D: jump_if_false @DRUGS3_9801 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DRUGS3_9801 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_9801 
00D6: if 
0448:   actor 63@ in_car 61@ 
004D: jump_if_false @DRUGS3_9801 
00D6: if 
0A1B:   actor 63@ colliding_with_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_9801 
06C7: AS_actor 63@ driver_of_car 61@ perform_action 3 timelimit 2000 
0006: 186@ = 2 

:DRUGS3_9801
00D6: if 
0039:   186@ == 2 
004D: jump_if_false @DRUGS3_9925 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DRUGS3_9925 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_9925 
00D6: if 
0448:   actor 63@ in_car 61@ 
004D: jump_if_false @DRUGS3_9925 
062E: get_actor 63@ task 1735 status_store_to 132@ // ret 7 if not found 
00D6: if 
04A4:   132@ == 7 // == constant 
004D: jump_if_false @DRUGS3_9925 
06E1: AS_actor 63@ using_car 61@ target_car -1 with_order 2 max_speed 6.0 traffic_flag 3 
0006: 186@ = 1 

:DRUGS3_9925
00D6: if 
0039:   141@ == 9 
004D: jump_if_false @DRUGS3_10758 
00D6: if 
0039:   150@ == 0 
004D: jump_if_false @DRUGS3_10758 
00BC: show_text_highpriority GXT 'CSH3_13' time 5000 flag 1  // ~s~The meeting is taking place in the ~r~office ~s~at the back.
0108: destroy_object 51@ 
0249: release_model #SEC_KEYPAD 
018C: play_sound 65535 at 2181.127 -2251.999 14.036 
018D: NOP 76@ 65535 2181.127 -2251.999 14.036 
0164: disable_marker 137@ 
0828: set_max_fire_generations 0 
009A: 101@ = create_actor_pedtype 23 model #SPECIAL01 at 2125.8 -2274.24 19.67 
0173: set_actor 101@ Z_angle_to 221.579 
060B: set_actor 101@ decision_maker_to 52@ 
0223: set_actor 101@ health_to 1000 
08AF: set_actor 101@ max_health_to 1000 
03FE: set_actor 101@ money 3000 
0446: set_actor 101@ dismemberment_possible 0 
0946: set_actor 101@ actions_uninterupted_by_weapon_fire 1 
0187: 138@ = create_marker_above_actor 101@ 
009A: 109@ = create_actor_pedtype 24 model #BALLAS1 at 2129.217 -2281.78 19.6719 
0173: set_actor 109@ Z_angle_to 314.7061 
060B: set_actor 109@ decision_maker_to 52@ 
01B2: give_actor 109@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 109@ weapon_skill_to 2 
02E2: set_actor 109@ weapon_accuracy_to 20 
0223: set_actor 109@ health_to 50 
009A: 110@ = create_actor_pedtype 24 model #BALLAS1 at 2124.154 -2277.243 19.6719 
0173: set_actor 110@ Z_angle_to 241.1202 
060B: set_actor 110@ decision_maker_to 52@ 
01B2: give_actor 110@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 110@ weapon_skill_to 2 
02E2: set_actor 110@ weapon_accuracy_to 20 
0223: set_actor 110@ health_to 50 
0006: 179@ = 1 
009A: 83@ = create_actor_pedtype 24 model #WMYMECH at 2172.73 -2249.83 12.6 
0173: set_actor 83@ Z_angle_to 227.0 
060B: set_actor 83@ decision_maker_to 52@ 
01B2: give_actor 83@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 83@ weapon_accuracy_to 20 
0223: set_actor 83@ health_to 30 
009A: 84@ = create_actor_pedtype 24 model #WMYMECH at 2168.42 -2252.714 12.59 
0173: set_actor 84@ Z_angle_to 250.942 
060B: set_actor 84@ decision_maker_to 52@ 
01B2: give_actor 84@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 84@ weapon_accuracy_to 20 
07DD: set_actor 84@ attack_rate 30 // previously known as temper_to 
0223: set_actor 84@ health_to 20 
009A: 85@ = create_actor_pedtype 24 model #WMYMECH at 2174.66 -2248.6 12.6 
0173: set_actor 85@ Z_angle_to 227.0 
060B: set_actor 85@ decision_maker_to 52@ 
01B2: give_actor 85@ weapon 29 ammo 99999 // Load the weapon model before using this 
0856: set_actor 85@ enable_crouch 0 
02E2: set_actor 85@ weapon_accuracy_to 20 
009A: 87@ = create_actor_pedtype 24 model #WMYMECH at 2163.072 -2246.027 12.59 
0173: set_actor 87@ Z_angle_to 224.58 
060B: set_actor 87@ decision_maker_to 52@ 
01B2: give_actor 87@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 87@ weapon_accuracy_to 20 
009A: 88@ = create_actor_pedtype 24 model #WMYMECH at 2158.03 -2233.23 12.59 
0173: set_actor 88@ Z_angle_to 230.37 
060B: set_actor 88@ decision_maker_to 52@ 
01B2: give_actor 88@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 88@ weapon_accuracy_to 20 
00D6: if 
0039:   155@ == 0 
004D: jump_if_false @DRUGS3_10671 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DRUGS3_10671 
05E2: AS_actor 83@ kill_actor $PLAYER_ACTOR 
0006: 155@ = 1 

:DRUGS3_10671
00D6: if 
0039:   157@ == 0 
004D: jump_if_false @DRUGS3_10720 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @DRUGS3_10720 
05E2: AS_actor 85@ kill_actor $PLAYER_ACTOR 
0006: 157@ = 1 

:DRUGS3_10720
00D6: if 
03CA:   object 50@ exists 
004D: jump_if_false @DRUGS3_10744 
097B: play_audio_at_object 50@ event 1035 

:DRUGS3_10744
0006: 150@ = 1 
0006: 141@ = 10 

:DRUGS3_10758
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @DRUGS3_10855 
00D6: if 
03CA:   object 50@ exists 
004D: jump_if_false @DRUGS3_10855 
00D6: if 
034E: move_object 50@ to 2178.073 -2254.384 19.7 speed 0.0 0.0 0.1 collision_check 0 
004D: jump_if_false @DRUGS3_10855 
097B: play_audio_at_object 50@ event 1036 
0006: 150@ = 2 

:DRUGS3_10855
00D6: if 
0039:   141@ == 10 
004D: jump_if_false @DRUGS3_11049 
00D6: if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2167.955 -2253.054 lr_corner_at 2175.023 -2245.327 angle -11.5 sphere 0 
004D: jump_if_false @DRUGS3_10923 
0006: 141@ = 11 

:DRUGS3_10923
00D6: if 
056D:   actor 83@ defined 
004D: jump_if_false @DRUGS3_10965 
00D6: if 
051A:   actor 83@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_10965 
0006: 141@ = 11 

:DRUGS3_10965
00D6: if 
056D:   actor 84@ defined 
004D: jump_if_false @DRUGS3_11007 
00D6: if 
051A:   actor 84@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_11007 
0006: 141@ = 11 

:DRUGS3_11007
00D6: if 
056D:   actor 85@ defined 
004D: jump_if_false @DRUGS3_11049 
00D6: if 
051A:   actor 85@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_11049 
0006: 141@ = 11 

:DRUGS3_11049
00D6: if 
0039:   141@ == 11 
004D: jump_if_false @DRUGS3_18446 
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @DRUGS3_11176 
00D6: if 
0019:   32@ > 0 
004D: jump_if_false @DRUGS3_11176 
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @DRUGS3_11176 
00D6: if 
0118:   actor 85@ dead 
004D: jump_if_false @DRUGS3_11176 
00D6: if 
0118:   actor 87@ dead 
004D: jump_if_false @DRUGS3_11176 
03E5: show_text_box 'CSH3_10'  // If you press ~k~~PED_LOCK_TARGET~ while armed with a gun you can strafe.
0006: 32@ = 0 
0006: 178@ = 1 

:DRUGS3_11176
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @DRUGS3_11238 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @DRUGS3_11238 
03E5: show_text_box 'CSH3_11'  // When strafing you can manually aim and shoot by using the camera movement controls.
0006: 32@ = 0 
0006: 178@ = 2 

:DRUGS3_11238
00D6: if 
0039:   178@ == 2 
004D: jump_if_false @DRUGS3_11300 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @DRUGS3_11300 
03E5: show_text_box 'CSH3_12'  // Strafing allows you to look around corners and position yourself more effectively in gun fights.
0006: 32@ = 0 
0006: 178@ = 3 

:DRUGS3_11300
00D6: if 
0039:   178@ == 3 
004D: jump_if_false @DRUGS3_11362 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @DRUGS3_11362 
03E5: show_text_box 'CSH3_52'  // To roll you must be crouched and have a gun equipped, then press and hold ~k~~PED_LOCK_TARGET~ and use ~k~~GO_LEFT~ and ~k~~GO_RIGHT~ to roll.
0006: 32@ = 0 
0006: 178@ = 4 

:DRUGS3_11362
00D6: if 
0039:   178@ == 4 
004D: jump_if_false @DRUGS3_11417 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @DRUGS3_11417 
03E5: show_text_box 'CSH3_51'  // Rolling is useful in gun fights as it allows you to dodge gunfire and surprise enemies. You can roll left or right.
0006: 178@ = 5 

:DRUGS3_11417
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @DRUGS3_11761 
00D6: if 
0039:   156@ == 0 
004D: jump_if_false @DRUGS3_11491 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @DRUGS3_11491 
0085: 112@ = 84@ // (int) 
0050: gosub @DRUGS3_18882 
0006: 156@ = 1 

:DRUGS3_11491
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @DRUGS3_11547 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DRUGS3_11547 
0085: 112@ = 87@ // (int) 
0050: gosub @DRUGS3_19119 
0006: 159@ = 1 

:DRUGS3_11547
00D6: if 
0039:   159@ == 1 
004D: jump_if_false @DRUGS3_11654 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DRUGS3_11642 
00D6: if or
051A:   actor 87@ damaged_by_actor $PLAYER_ACTOR 
00F2:   actor 87@ near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
004D: jump_if_false @DRUGS3_11635 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 
0006: 159@ = 2 

:DRUGS3_11635
0002: jump @DRUGS3_11654 

:DRUGS3_11642
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
0006: 159@ = 2 

:DRUGS3_11654
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @DRUGS3_11761 
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @DRUGS3_11761 
00D6: if or
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2161.927 -2243.252 lr_corner_at 2168.71 -2237.79 angle 10.0 sphere 0 
051A:   actor 88@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_11761 
0085: 112@ = 88@ // (int) 
0050: gosub @DRUGS3_19036 
0006: 160@ = 1 

:DRUGS3_11761
00D6: if 
0039:   152@ == 0 
004D: jump_if_false @DRUGS3_12231 
00D6: if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2160.659 -2244.409 lr_corner_at 2168.71 -2237.79 angle 12.0 sphere 0 
004D: jump_if_false @DRUGS3_12231 
0249: release_model #MULE 
0249: release_model #SEC_KEYPAD 
0249: release_model #KMB_RAMP 
01C3: remove_references_to_car 60@ 
01C3: remove_references_to_car 61@ 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 69@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 70@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 71@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 72@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 73@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 58@ 
01C3: remove_references_to_car 59@ 
009A: 89@ = create_actor_pedtype 24 model #WMYMECH at 2149.249 -2243.958 12.6 
0173: set_actor 89@ Z_angle_to 312.4132 
060B: set_actor 89@ decision_maker_to 52@ 
01B2: give_actor 89@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 89@ weapon_accuracy_to 20 
0223: set_actor 89@ health_to 50 
009A: 90@ = create_actor_pedtype 24 model #WMYMECH at 2156.04 -2250.73 12.59 
0173: set_actor 90@ Z_angle_to 46.763 
060B: set_actor 90@ decision_maker_to 52@ 
01B2: give_actor 90@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 90@ weapon_accuracy_to 20 
0107: 69@ = create_object #BARREL4 at 2149.725 -2249.85 12.35 
0107: 70@ = create_object #BARREL4 at 2162.399 -2259.433 12.35 
0107: 71@ = create_object #BARREL4 at 2152.317 -2270.389 12.35 
0107: 72@ = create_object #BARREL4 at 2139.31 -2270.019 14.7 
0875: set_object 69@ immune_to_nonplayer 1 
0875: set_object 70@ immune_to_nonplayer 1 
0875: set_object 71@ immune_to_nonplayer 1 
0875: set_object 72@ immune_to_nonplayer 1 
0107: 102@ = create_object #IMY_BBOX at 2140.91 -2260.2 18.1 
0177: set_object 102@ Z_angle_to 317.068 
071F: set_object 102@ health_to 1000 
0875: set_object 102@ immune_to_nonplayer 1 
0006: 152@ = 1 

:DRUGS3_12231
00D6: if 
0039:   152@ == 1 
004D: jump_if_false @DRUGS3_12498 
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @DRUGS3_12305 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @DRUGS3_12305 
0085: 112@ = 89@ // (int) 
0050: gosub @DRUGS3_19119 
0006: 161@ = 1 

:DRUGS3_12305
00D6: if 
0039:   161@ == 1 
004D: jump_if_false @DRUGS3_12412 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @DRUGS3_12400 
00D6: if or
051A:   actor 89@ damaged_by_actor $PLAYER_ACTOR 
00F2:   actor 89@ near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
004D: jump_if_false @DRUGS3_12393 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 
0006: 161@ = 2 

:DRUGS3_12393
0002: jump @DRUGS3_12412 

:DRUGS3_12400
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
0006: 161@ = 2 

:DRUGS3_12412
00D6: if 
0039:   162@ == 0 
004D: jump_if_false @DRUGS3_12498 
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @DRUGS3_12498 
0085: 112@ = 90@ // (int) 
0007: 116@ = 2152.019 
0007: 117@ = -2246.949 
0007: 118@ = 12.595 
0050: gosub @DRUGS3_18964 
0006: 162@ = 1 

:DRUGS3_12498
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @DRUGS3_13164 
00D6: if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2157.47 -2246.72 lr_corner_at 2152.737 -2251.857 angle -10.0 sphere 0 
004D: jump_if_false @DRUGS3_13164 
009A: 92@ = create_actor_pedtype 24 model #WMYMECH at 2164.943 -2259.275 12.594 
0173: set_actor 92@ Z_angle_to 46.776 
060B: set_actor 92@ decision_maker_to 52@ 
01B2: give_actor 92@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 92@ weapon_accuracy_to 30 
07DD: set_actor 92@ attack_rate 20 // previously known as temper_to 
009A: 93@ = create_actor_pedtype 24 model #WMYMECH at 2159.296 -2256.66 12.59 
0173: set_actor 93@ Z_angle_to 46.776 
060B: set_actor 93@ decision_maker_to 52@ 
01B2: give_actor 93@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 93@ weapon_accuracy_to 20 
0856: set_actor 93@ enable_crouch 0 
07DD: set_actor 93@ attack_rate 20 // previously known as temper_to 
009A: 94@ = create_actor_pedtype 24 model #WMYMECH at 2137.578 -2262.216 12.59 
0173: set_actor 94@ Z_angle_to 211.9 
060B: set_actor 94@ decision_maker_to 52@ 
01B2: give_actor 94@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 94@ weapon_accuracy_to 10 
009A: 95@ = create_actor_pedtype 24 model #WMYMECH at 2138.008 -2253.369 12.59 
0173: set_actor 95@ Z_angle_to 139.993 
060B: set_actor 95@ decision_maker_to 52@ 
01B2: give_actor 95@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 95@ weapon_accuracy_to 10 
009A: 96@ = create_actor_pedtype 24 model #WMYMECH at 2151.545 -2279.607 13.82 
0173: set_actor 96@ Z_angle_to 46.63 
060B: set_actor 96@ decision_maker_to 52@ 
01B2: give_actor 96@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 96@ weapon_accuracy_to 10 
009A: 97@ = create_actor_pedtype 24 model #WMYMECH at 2140.695 -2259.877 12.5547 
0173: set_actor 97@ Z_angle_to 259.7427 
060B: set_actor 97@ decision_maker_to 52@ 
01B2: give_actor 97@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 97@ weapon_accuracy_to 10 
07DD: set_actor 97@ attack_rate 20 // previously known as temper_to 
009A: 98@ = create_actor_pedtype 24 model #WMYMECH at 2141.763 -2261.277 12.5547 
0173: set_actor 98@ Z_angle_to 259.742 
060B: set_actor 98@ decision_maker_to 52@ 
01B2: give_actor 98@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 98@ weapon_accuracy_to 10 
07DD: set_actor 98@ attack_rate 20 // previously known as temper_to 
009A: 99@ = create_actor_pedtype 24 model #BALLAS1 at 2131.561 -2279.424 19.712 
0173: set_actor 99@ Z_angle_to 313.176 
060B: set_actor 99@ decision_maker_to 52@ 
01B2: give_actor 99@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 99@ weapon_accuracy_to 10 
07DD: set_actor 99@ attack_rate 20 // previously known as temper_to 
009A: 100@ = create_actor_pedtype 24 model #BALLAS1 at 2128.952 -2282.271 19.712 
0173: set_actor 100@ Z_angle_to 313.176 
060B: set_actor 100@ decision_maker_to 52@ 
01B2: give_actor 100@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 100@ weapon_accuracy_to 10 
07DD: set_actor 100@ attack_rate 20 // previously known as temper_to 
0006: 153@ = 1 

:DRUGS3_13164
00D6: if 
0039:   153@ == 1 
004D: jump_if_false @DRUGS3_13294 
00D6: if 
0039:   164@ == 0 
004D: jump_if_false @DRUGS3_13238 
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @DRUGS3_13238 
0085: 112@ = 92@ // (int) 
0050: gosub @DRUGS3_18882 
0006: 164@ = 1 

:DRUGS3_13238
00D6: if 
0039:   165@ == 0 
004D: jump_if_false @DRUGS3_13294 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @DRUGS3_13294 
0085: 112@ = 93@ // (int) 
0050: gosub @DRUGS3_18882 
0006: 165@ = 1 

:DRUGS3_13294
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @DRUGS3_14045 
00D6: if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2160.728 -2254.586 lr_corner_at 2152.4 -2263.3 angle 10.0 sphere 0 
004D: jump_if_false @DRUGS3_14045 
00D6: if 
0039:   166@ == 0 
004D: jump_if_false @DRUGS3_13464 
00D6: if 
03CA:   object 102@ exists 
004D: jump_if_false @DRUGS3_13389 

:DRUGS3_13389
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @DRUGS3_13464 
0085: 112@ = 94@ // (int) 
0007: 116@ = 2148.945 
0007: 117@ = -2273.314 
0007: 118@ = 13.595 
0856: set_actor 94@ enable_crouch 0 
0050: gosub @DRUGS3_18706 
0006: 166@ = 1 

:DRUGS3_13464
00D6: if 
0039:   167@ == 0 
004D: jump_if_false @DRUGS3_13587 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DRUGS3_13587 
0085: 112@ = 95@ // (int) 
0007: 116@ = 2133.613 
0007: 117@ = -2258.067 
0007: 118@ = 12.59 
0007: 119@ = 2143.387 
0007: 120@ = -2267.5 
0007: 121@ = 13.595 
04EB: AS_actor 95@ crouch 1 
0050: gosub @DRUGS3_18761 
0006: 167@ = 1 

:DRUGS3_13587
00D6: if 
0039:   168@ == 0 
004D: jump_if_false @DRUGS3_13680 
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @DRUGS3_13680 
0085: 112@ = 96@ // (int) 
0007: 116@ = 2140.375 
0007: 117@ = -2269.66 
0007: 118@ = 13.59 
04EB: AS_actor 96@ crouch 1 
0050: gosub @DRUGS3_18706 
0006: 168@ = 1 

:DRUGS3_13680
00D6: if 
0039:   171@ == 0 
004D: jump_if_false @DRUGS3_13803 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @DRUGS3_13803 
0085: 112@ = 99@ // (int) 
0007: 116@ = 2134.504 
0007: 117@ = -2276.708 
0007: 118@ = 19.712 
0007: 119@ = 2130.845 
0007: 120@ = -2272.55 
0007: 121@ = 19.71 
0856: set_actor 99@ enable_crouch 0 
0050: gosub @DRUGS3_18761 
0006: 171@ = 1 

:DRUGS3_13803
00D6: if 
0039:   172@ == 0 
004D: jump_if_false @DRUGS3_13926 
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @DRUGS3_13926 
0085: 112@ = 100@ // (int) 
0007: 116@ = 2134.788 
0007: 117@ = -2275.941 
0007: 118@ = 19.712 
0007: 119@ = 2139.879 
0007: 120@ = -2270.926 
0007: 121@ = 18.0 
0856: set_actor 100@ enable_crouch 0 
0050: gosub @DRUGS3_18761 
0006: 172@ = 1 

:DRUGS3_13926
00D6: if 
0039:   169@ == 0 
004D: jump_if_false @DRUGS3_13982 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @DRUGS3_13982 
0085: 112@ = 97@ // (int) 
0050: gosub @DRUGS3_18882 
0006: 169@ = 1 

:DRUGS3_13982
00D6: if 
0039:   170@ == 0 
004D: jump_if_false @DRUGS3_14038 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @DRUGS3_14038 
0085: 112@ = 98@ // (int) 
0050: gosub @DRUGS3_18882 
0006: 170@ = 1 

:DRUGS3_14038
0006: 154@ = 1 

:DRUGS3_14045
00D6: if 
0039:   173@ == 0 
004D: jump_if_false @DRUGS3_14209 
00D6: if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at 2136.48 -2266.78 28.0 fur_corner_at 2145.55 -2275.04 18.0 angle -20.0 sphere 0 
004D: jump_if_false @DRUGS3_14209 
0249: release_model #IMCMPTRKDRL_LAS 
0249: release_model #IMCMPTRKDRR_LAS 
0249: release_model #IMCOMPMOVEDR1_LAS 
00BC: show_text_highpriority GXT 'CSH3_53' time 7000 flag 1  // ~s~Take out the ~r~Russian arms dealer~s~ inside the office!
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @DRUGS3_14178 
0085: 112@ = 109@ // (int) 
0050: gosub @DRUGS3_18882 

:DRUGS3_14178
00D6: if 
8118:   not actor 110@ dead 
004D: jump_if_false @DRUGS3_14202 
05E2: AS_actor 110@ kill_actor $PLAYER_ACTOR 

:DRUGS3_14202
0006: 173@ = 1 

:DRUGS3_14209
00D6: if 
0039:   179@ == 1 
004D: jump_if_false @DRUGS3_14250 
00D6: if 
0118:   actor 101@ dead 
004D: jump_if_false @DRUGS3_14250 
0006: 179@ = 2 

:DRUGS3_14250
00D6: if 
0039:   179@ == 2 
004D: jump_if_false @DRUGS3_14275 
0002: jump @DRUGS3_19361 

:DRUGS3_14275
00D6: if 
0118:   actor 101@ dead 
004D: jump_if_false @DRUGS3_14312 
00D6: if 
075C:   marker 138@ enabled 
004D: jump_if_false @DRUGS3_14312 
0164: disable_marker 138@ 

:DRUGS3_14312
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @DRUGS3_14467 
00D6: if 
03CA:   object 102@ exists 
004D: jump_if_false @DRUGS3_14467 
071E: get_object 102@ health_to 103@ 
00D6: if 
001B:   1000 > 103@ 
004D: jump_if_false @DRUGS3_14467 
09CA: set_object 102@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @DRUGS3_14453 
0173: set_actor 98@ Z_angle_to 200.025 
0812: AS_actor 98@ perform_animation "CRUSH_JUMP" IFP "DODGE" framedelta 1000.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:DRUGS3_14453
0006: 33@ = 0 
0006: 174@ = 1 

:DRUGS3_14467
00D6: if 
0039:   174@ == 1 
004D: jump_if_false @DRUGS3_14647 
00D6: if 
0019:   33@ > 1500 
004D: jump_if_false @DRUGS3_14647 
00D6: if 
03CA:   object 102@ exists 
004D: jump_if_false @DRUGS3_14647 
01BC: put_object 102@ at 2140.91 -2260.2 18.1 
0392: make_object 102@ moveable 1 
0382: set_object 102@ collision_detection 1 
038C: object 102@ scatter 0.0 0.0 -2.0 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @DRUGS3_14633 
0619: enable_actor 97@ collision_detection 0 
0812: AS_actor 97@ perform_animation "CRUSHED" IFP "DODGE" framedelta 1000.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:DRUGS3_14633
0006: 33@ = 0 
0006: 174@ = 2 

:DRUGS3_14647
00D6: if 
0039:   174@ == 2 
004D: jump_if_false @DRUGS3_14742 
00D6: if 
0019:   33@ > 600 
004D: jump_if_false @DRUGS3_14742 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @DRUGS3_14712 
0568: set_actor 97@ untargetable 1 
034F: destroy_actor_with_fade 97@ 

:DRUGS3_14712
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @DRUGS3_14735 
0568: set_actor 98@ untargetable 1 

:DRUGS3_14735
0006: 174@ = 3 

:DRUGS3_14742
00D6: if 
0039:   155@ == 1 
004D: jump_if_false @DRUGS3_14788 
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @DRUGS3_14788 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
0006: 155@ = 2 

:DRUGS3_14788
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @DRUGS3_14834 
00D6: if 
0118:   actor 84@ dead 
004D: jump_if_false @DRUGS3_14834 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
0006: 156@ = 2 

:DRUGS3_14834
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @DRUGS3_14880 
00D6: if 
0118:   actor 85@ dead 
004D: jump_if_false @DRUGS3_14880 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
0006: 157@ = 2 

:DRUGS3_14880
00D6: if 
0019:   159@ > 0 
004D: jump_if_false @DRUGS3_14944 
00D6: if 
001B:   3 > 159@ 
004D: jump_if_false @DRUGS3_14944 
00D6: if 
0118:   actor 87@ dead 
004D: jump_if_false @DRUGS3_14944 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
0006: 159@ = 2 

:DRUGS3_14944
00D6: if 
0039:   160@ == 1 
004D: jump_if_false @DRUGS3_14990 
00D6: if 
0118:   actor 88@ dead 
004D: jump_if_false @DRUGS3_14990 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
0006: 160@ = 2 

:DRUGS3_14990
00D6: if 
0019:   161@ > 0 
004D: jump_if_false @DRUGS3_15054 
00D6: if 
001B:   3 > 161@ 
004D: jump_if_false @DRUGS3_15054 
00D6: if 
0118:   actor 89@ dead 
004D: jump_if_false @DRUGS3_15054 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
0006: 161@ = 3 

:DRUGS3_15054
00D6: if 
0039:   162@ == 1 
004D: jump_if_false @DRUGS3_15100 
00D6: if 
0118:   actor 90@ dead 
004D: jump_if_false @DRUGS3_15100 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
0006: 162@ = 2 

:DRUGS3_15100
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @DRUGS3_15146 
00D6: if 
0118:   actor 92@ dead 
004D: jump_if_false @DRUGS3_15146 
01C2: remove_references_to_actor 92@ // Like turning an actor into a random pedestrian 
0006: 164@ = 2 

:DRUGS3_15146
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @DRUGS3_15192 
00D6: if 
0118:   actor 93@ dead 
004D: jump_if_false @DRUGS3_15192 
01C2: remove_references_to_actor 93@ // Like turning an actor into a random pedestrian 
0006: 165@ = 2 

:DRUGS3_15192
00D6: if 
0039:   166@ == 1 
004D: jump_if_false @DRUGS3_15238 
00D6: if 
0118:   actor 94@ dead 
004D: jump_if_false @DRUGS3_15238 
01C2: remove_references_to_actor 94@ // Like turning an actor into a random pedestrian 
0006: 166@ = 2 

:DRUGS3_15238
00D6: if 
0039:   167@ == 1 
004D: jump_if_false @DRUGS3_15284 
00D6: if 
0118:   actor 95@ dead 
004D: jump_if_false @DRUGS3_15284 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 
0006: 167@ = 2 

:DRUGS3_15284
00D6: if 
0039:   168@ == 1 
004D: jump_if_false @DRUGS3_15330 
00D6: if 
0118:   actor 96@ dead 
004D: jump_if_false @DRUGS3_15330 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
0006: 168@ = 2 

:DRUGS3_15330
00D6: if 
0039:   171@ == 1 
004D: jump_if_false @DRUGS3_15376 
00D6: if 
0118:   actor 99@ dead 
004D: jump_if_false @DRUGS3_15376 
01C2: remove_references_to_actor 99@ // Like turning an actor into a random pedestrian 
0006: 171@ = 2 

:DRUGS3_15376
00D6: if 
0039:   172@ == 1 
004D: jump_if_false @DRUGS3_15422 
00D6: if 
0118:   actor 100@ dead 
004D: jump_if_false @DRUGS3_15422 
01C2: remove_references_to_actor 100@ // Like turning an actor into a random pedestrian 
0006: 172@ = 2 

:DRUGS3_15422
00D6: if 
0039:   173@ == 1 
004D: jump_if_false @DRUGS3_16461 
00D6: if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at 2125.14 -2270.97 27.0 fur_corner_at 2121.09 -2275.33 19.0 angle 14.0 sphere 0 
004D: jump_if_false @DRUGS3_16461 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
034F: destroy_actor_with_fade 83@ 
034F: destroy_actor_with_fade 84@ 
034F: destroy_actor_with_fade 85@ 
034F: destroy_actor_with_fade 86@ 
034F: destroy_actor_with_fade 87@ 
034F: destroy_actor_with_fade 88@ 
034F: destroy_actor_with_fade 89@ 
034F: destroy_actor_with_fade 90@ 
00A6: destroy_car 54@ 
00A6: destroy_car 55@ 
00A6: destroy_car 60@ 
0395: clear_area 0 at 2185.53 -2271.95 50.0 radius 50.0 
0249: release_model #BALLAS1 
0107: 74@ = create_object #BARREL4 at 2170.366 -2337.439 12.54 
0875: set_object 74@ immune_to_nonplayer 1 
00A5: 60@ = create_car #FORKLIFT at 2122.092 -2307.141 12.5693 
0175: set_car 60@ Z_angle_to 265.9861 
053F: set_car 60@ tires_vulnerability 0 
00A5: 54@ = create_car #BANSHEE at 2190.07 -2269.8 12.5693 
0175: set_car 54@ Z_angle_to 308.99 
0224: set_car 54@ health_to 1000 
00A5: 55@ = create_car #PCJ600 at 2175.75 -2280.57 12.5693 
0175: set_car 55@ Z_angle_to 315.41 
053F: set_car 55@ tires_vulnerability 0 
032B: 136@ = create_weapon_pickup #MP5LNG type 3 ammo 99999 at 2175.614 -2282.959 13.54 
009A: 83@ = create_actor_pedtype 24 model #WMYMECH at 2132.698 -2303.37 13.699 
0173: set_actor 83@ Z_angle_to 826.228 
060B: set_actor 83@ decision_maker_to 52@ 
01B2: give_actor 83@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 83@ weapon_accuracy_to 30 
0085: 112@ = 83@ // (int) 
0050: gosub @DRUGS3_18882 
009A: 84@ = create_actor_pedtype 24 model #WMYMECH at 2138.06 -2308.614 19.7 
0173: set_actor 84@ Z_angle_to 60.478 
060B: set_actor 84@ decision_maker_to 52@ 
01B2: give_actor 84@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 84@ weapon_accuracy_to 30 
0085: 112@ = 84@ // (int) 
0050: gosub @DRUGS3_18926 
009A: 85@ = create_actor_pedtype 24 model #WMYMECH at 2144.007 -2295.194 19.676 
0173: set_actor 85@ Z_angle_to 119.8487 
060B: set_actor 85@ decision_maker_to 52@ 
01B2: give_actor 85@ weapon 22 ammo 99999 // Load the weapon model before using this 
0856: set_actor 85@ enable_crouch 0 
0223: set_actor 85@ health_to 50 
02E2: set_actor 85@ weapon_accuracy_to 30 
0085: 112@ = 85@ // (int) 
0050: gosub @DRUGS3_18926 
009A: 86@ = create_actor_pedtype 24 model #WMYMECH at 2131.56 -2313.6 12.5719 
0173: set_actor 86@ Z_angle_to 265.9861 
060B: set_actor 86@ decision_maker_to 52@ 
01B2: give_actor 86@ weapon 29 ammo 99999 // Load the weapon model before using this 
0856: set_actor 86@ enable_crouch 0 
02E2: set_actor 86@ weapon_accuracy_to 30 
0085: 112@ = 86@ // (int) 
0050: gosub @DRUGS3_18882 
009A: 88@ = create_actor_pedtype 24 model #WMYMECH at 2183.367 -2293.234 12.5 
0173: set_actor 88@ Z_angle_to 148.671 
060B: set_actor 88@ decision_maker_to 52@ 
01B2: give_actor 88@ weapon 29 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 88@ kill_actor $PLAYER_ACTOR 
0223: set_actor 88@ health_to 50 
0085: 112@ = 88@ // (int) 
0050: gosub @DRUGS3_18926 
009A: 89@ = create_actor_pedtype 24 model #WMYMECH at 2165.737 -2324.289 17.515 
0173: set_actor 89@ Z_angle_to 224.6632 
060B: set_actor 89@ decision_maker_to 52@ 
01B2: give_actor 89@ weapon 29 ammo 99999 // Load the weapon model before using this 
0223: set_actor 89@ health_to 70 
02E2: set_actor 89@ weapon_accuracy_to 30 
0085: 112@ = 89@ // (int) 
0050: gosub @DRUGS3_18926 
009A: 90@ = create_actor_pedtype 24 model #WMYMECH at 2170.07 -2334.498 12.547 
0173: set_actor 90@ Z_angle_to 89.2721 
060B: set_actor 90@ decision_maker_to 52@ 
01B2: give_actor 90@ weapon 29 ammo 99999 // Load the weapon model before using this 
0223: set_actor 90@ health_to 50 
0085: 112@ = 90@ // (int) 
0050: gosub @DRUGS3_18926 
00D6: if 
03CA:   object 111@ exists 
004D: jump_if_false @DRUGS3_16396 
0177: set_object 111@ Z_angle_to 90.0 
0002: jump @DRUGS3_16401 

:DRUGS3_16396
0108: destroy_object 111@ 

:DRUGS3_16401
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @DRUGS3_16454 
0605: actor 101@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 2000 

:DRUGS3_16454
0006: 173@ = 2 

:DRUGS3_16461
00D6: if 
0039:   173@ == 2 
004D: jump_if_false @DRUGS3_16689 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @DRUGS3_16689 
00D6: if or
0019:   32@ > 750 
051A:   actor 101@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 101@ 
004D: jump_if_false @DRUGS3_16689 
009A: 87@ = create_actor_pedtype 24 model #WMYMECH at 2135.46 -2296.64 12.9 
0173: set_actor 87@ Z_angle_to 337.5533 
060B: set_actor 87@ decision_maker_to 52@ 
01B2: give_actor 87@ weapon 22 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 
0085: 112@ = 87@ // (int) 
0050: gosub @DRUGS3_18926 
0615: define_AS_pack_begin 113@ 
05F5: AS_actor -1 goto_point_using_paths 2128.43 -2292.01 13.75 mode 6 time 350000 
05F5: AS_actor -1 goto_point_using_paths 2185.5 -2274.8 13.75 mode 7 time 350000 
0616: define_AS_pack_end 113@ 
0618: assign_actor 101@ to_AS_pack 113@ 
061B: remove_references_to_AS_pack 113@ 
0006: 173@ = 3 

:DRUGS3_16689
00D6: if 
0039:   173@ == 3 
004D: jump_if_false @DRUGS3_16773 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @DRUGS3_16773 
00D6: if 
00EC:   actor 101@ sphere 0 near_point 2185.5 -2274.8 radius 10.0 10.0 
004D: jump_if_false @DRUGS3_16773 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
0006: 173@ = 4 

:DRUGS3_16773
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @DRUGS3_18210 
00D6: if 
0039:   173@ == 4 
004D: jump_if_false @DRUGS3_17553 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 101@ radius 200.0 200.0 0 
004D: jump_if_false @DRUGS3_16877 
00D6: if 
82CB:   not actor 101@ bounding_sphere_visible 
004D: jump_if_false @DRUGS3_16877 
00BC: show_text_highpriority GXT 'CSH3_55' time 5000 flag 1  // ~r~He got away!
0002: jump @DRUGS3_19343 

:DRUGS3_16877
00D6: if 
001B:   2 > 182@ 
004D: jump_if_false @DRUGS3_17553 
00D6: if 
0039:   182@ == 1 
004D: jump_if_false @DRUGS3_16970 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_16970 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR used_car 
00D6: if 
003C:   $TEMPVAR_ACTOR_CAR == 54@ // (int) 
004D: jump_if_false @DRUGS3_16970 
0050: gosub @DRUGS3_18627 
0006: 182@ = 2 

:DRUGS3_16970
00D6: if 
0039:   182@ == 0 
004D: jump_if_false @DRUGS3_17185 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_17171 
00D6: if 
01AD:   car 54@ sphere 0 near_point 2190.07 -2269.8 radius 6.0 6.0 
004D: jump_if_false @DRUGS3_17150 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 54@ 
004D: jump_if_false @DRUGS3_17129 
00D6: if 
0039:   184@ == 0 
004D: jump_if_false @DRUGS3_17108 
0687: clear_actor 101@ task 
05CB: AS_actor 101@ enter_car 54@ as_driver -2 ms 
0006: 182@ = 1 
0002: jump @DRUGS3_17122 

:DRUGS3_17108
0050: gosub @DRUGS3_18627 
0006: 182@ = 2 

:DRUGS3_17122
0002: jump @DRUGS3_17143 

:DRUGS3_17129
0050: gosub @DRUGS3_18627 
0006: 182@ = 2 

:DRUGS3_17143
0002: jump @DRUGS3_17164 

:DRUGS3_17150
0050: gosub @DRUGS3_18627 
0006: 182@ = 2 

:DRUGS3_17164
0002: jump @DRUGS3_17185 

:DRUGS3_17171
0050: gosub @DRUGS3_18627 
0006: 182@ = 2 

:DRUGS3_17185
00D6: if 
0039:   182@ == 1 
004D: jump_if_false @DRUGS3_17421 
00D6: if 
0039:   184@ == 0 
004D: jump_if_false @DRUGS3_17407 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_17400 
00D6: if 
00DB:   actor 101@ in_car 54@ 
004D: jump_if_false @DRUGS3_17400 
00D6: if 
00F2:   actor 101@ near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
004D: jump_if_false @DRUGS3_17400 
00BC: show_text_highpriority GXT 'CSH3_54' time 5000 flag 1  // ~s~He has got in a ~r~car~s~! Chase him down and take him out!
0223: set_actor 101@ health_to 100 
0446: set_actor 101@ dismemberment_possible 1 
00A7: car 54@ drive_to 2246.61 -2204.78 13.65 
00AD: set_car 54@ max_speed_to 20.0 
00AE: set_car 54@ traffic_behaviour_to 2 
01E8: create_forbidden_for_cars_cube_cornerA 2203.8 -2174.63 0.0 cornerB 2279.2 -2234.63 18.21 
0006: 183@ = 1 
0006: 182@ = 2 

:DRUGS3_17400
0002: jump @DRUGS3_17421 

:DRUGS3_17407
0050: gosub @DRUGS3_18627 
0006: 182@ = 2 

:DRUGS3_17421
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_17539 
00D6: if 
0039:   184@ == 0 
004D: jump_if_false @DRUGS3_17488 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 54@ 
004D: jump_if_false @DRUGS3_17488 
0050: gosub @DRUGS3_18627 
0006: 184@ = 1 

:DRUGS3_17488
00D6: if 
0039:   184@ == 1 
004D: jump_if_false @DRUGS3_17532 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 54@ 
004D: jump_if_false @DRUGS3_17532 
0006: 184@ = 0 

:DRUGS3_17532
0002: jump @DRUGS3_17553 

:DRUGS3_17539
0050: gosub @DRUGS3_18627 
0006: 182@ = 2 

:DRUGS3_17553
00D6: if 
0039:   183@ == 1 
004D: jump_if_false @DRUGS3_17649 
00D6: if 
8449:   not actor 101@ in_a_car 
004D: jump_if_false @DRUGS3_17649 
05DD: AS_actor 101@ flee_from_actor $PLAYER_ACTOR from_origin_radius 300.0 timelimit 500000 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_17642 
00D6: if 
060E:   car 54@ assigned_to_path 
004D: jump_if_false @DRUGS3_17642 
05EC: release_car 54@ from_path 

:DRUGS3_17642
0006: 183@ = 2 

:DRUGS3_17649
00D6: if 
0039:   182@ == 2 
004D: jump_if_false @DRUGS3_17854 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_17854 
00D6: if 
0448:   actor 101@ in_car 54@ 
004D: jump_if_false @DRUGS3_17854 
00D6: if 
01AD:   car 54@ sphere 0 near_point 2246.61 -2204.78 radius 10.0 10.0 
004D: jump_if_false @DRUGS3_17854 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 60@ 
00A9: set_car 54@ to_normal_driver 
0705: car 54@ assign_to_path 342 and_drive_normal 
06FD: set_car 54@ speed_on_path_to 0.85 
01E8: create_forbidden_for_cars_cube_cornerA 2203.8 -2174.63 0.0 cornerB 2279.2 -2234.63 18.21 
0006: 187@ = 1 
0006: 182@ = 3 

:DRUGS3_17854
00D6: if 
0039:   182@ == 3 
004D: jump_if_false @DRUGS3_18071 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_18071 
00D6: if 
0448:   actor 101@ in_car 54@ 
004D: jump_if_false @DRUGS3_18071 
00D6: if 
0039:   187@ == 1 
004D: jump_if_false @DRUGS3_17989 
00D6: if 
060E:   car 54@ assigned_to_path 
004D: jump_if_false @DRUGS3_17989 
00D6: if 
80F2:   not actor 101@ near_actor $PLAYER_ACTOR radius 40.0 40.0 0 
004D: jump_if_false @DRUGS3_17989 
06FD: set_car 54@ speed_on_path_to 0.4 
0006: 187@ = 2 

:DRUGS3_17989
00D6: if 
0039:   187@ == 2 
004D: jump_if_false @DRUGS3_18071 
00D6: if 
060E:   car 54@ assigned_to_path 
004D: jump_if_false @DRUGS3_18071 
00D6: if 
00F2:   actor 101@ near_actor $PLAYER_ACTOR radius 40.0 40.0 0 
004D: jump_if_false @DRUGS3_18071 
06FD: set_car 54@ speed_on_path_to 0.85 
0006: 187@ = 1 

:DRUGS3_18071
00D6: if 
0039:   182@ == 3 
004D: jump_if_false @DRUGS3_18210 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_18210 
00D6: if 
0448:   actor 101@ in_car 54@ 
004D: jump_if_false @DRUGS3_18210 
00D6: if 
01AD:   car 54@ sphere 0 near_point 1440.92 -1594.59 radius 20.0 20.0 
004D: jump_if_false @DRUGS3_18210 
00D6: if 
060E:   car 54@ assigned_to_path 
004D: jump_if_false @DRUGS3_18188 
05EC: release_car 54@ from_path 
00A9: set_car 54@ to_normal_driver 

:DRUGS3_18188
05D2: AS_actor 101@ run_to_and_hijack_car 54@ max_search_radius 25.0 traffic_behavior 2 
0006: 182@ = 4 

:DRUGS3_18210
00D6: if 
0019:   173@ > 1 
004D: jump_if_false @DRUGS3_18446 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @DRUGS3_18446 
0050: gosub @DRUGS3_18495 
00D6: if 
0039:   180@ == 0 
004D: jump_if_false @DRUGS3_18316 
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DRUGS3_18316 
04AF: 80@ = 11004 // = constant 
05AA: 81@s = 'CRA3_DB' // @s = 'short'  // ~z~Stop, we could do business!
0050: gosub @DRUGS3_18453 

:DRUGS3_18316
00D6: if 
0039:   180@ == 1 
004D: jump_if_false @DRUGS3_18381 
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DRUGS3_18381 
04AF: 80@ = 11005 // = constant 
05AA: 81@s = 'CRA3_DC' // @s = 'short'  // ~z~Fuck you, Americansky! I'm gone!
0050: gosub @DRUGS3_18453 

:DRUGS3_18381
00D6: if 
0039:   180@ == 2 
004D: jump_if_false @DRUGS3_18446 
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DRUGS3_18446 
04AF: 80@ = 11006 // = constant 
05AA: 81@s = 'CRA3_DD' // @s = 'short'  // ~z~Doing business in America is dangerous!
0050: gosub @DRUGS3_18453 

:DRUGS3_18446
0002: jump @DRUGS3_850 

:DRUGS3_18453
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DRUGS3_18493 
03CF: load_wav 80@ as 1 
05AA: 78@s = 81@s // @s = 'short' 
0006: 181@ = 1 

:DRUGS3_18493
0051: return 

:DRUGS3_18495
00D6: if 
0039:   181@ == 1 
004D: jump_if_false @DRUGS3_18572 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS3_18572 
00BC: show_text_highpriority GXT 78@s time 4000 flag 1 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @DRUGS3_18561 
0949: link_wav 1 to_actor 101@ 

:DRUGS3_18561
03D1: play_wav 1 
0006: 181@ = 2 

:DRUGS3_18572
00D6: if 
0039:   181@ == 2 
004D: jump_if_false @DRUGS3_18625 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS3_18625 
000A: 180@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 181@ = 0 

:DRUGS3_18625
0051: return 

:DRUGS3_18627
0223: set_actor 101@ health_to 100 
08AF: set_actor 101@ max_health_to 100 
0615: define_AS_pack_begin 114@ 
05F5: AS_actor -1 goto_point_using_paths 2191.422 -2183.429 13.55 mode 6 time -2 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 300.0 timelimit 500000 
0616: define_AS_pack_end 114@ 
0618: assign_actor 101@ to_AS_pack 114@ 
061B: remove_references_to_AS_pack 114@ 
0051: return 

:DRUGS3_18706
0615: define_AS_pack_begin 124@ 
05D3: AS_actor -1 goto_point 116@ 117@ 118@ mode 6 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 124@ 
0618: assign_actor 112@ to_AS_pack 124@ 
061B: remove_references_to_AS_pack 124@ 
0051: return 

:DRUGS3_18761
0615: define_AS_pack_begin 125@ 
05D3: AS_actor -1 goto_point 116@ 117@ 118@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 119@ 120@ 121@ mode 6 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 125@ 
0618: assign_actor 112@ to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 
0051: return 

:DRUGS3_18833
0615: define_AS_pack_begin 123@ 
05D3: AS_actor -1 goto_point 116@ 117@ 118@ mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 123@ 
0618: assign_actor 112@ to_AS_pack 123@ 
061B: remove_references_to_AS_pack 123@ 
0051: return 

:DRUGS3_18882
0615: define_AS_pack_begin 122@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 122@ 
0618: assign_actor 112@ to_AS_pack 122@ 
061B: remove_references_to_AS_pack 122@ 
0051: return 

:DRUGS3_18926
0615: define_AS_pack_begin 129@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 129@ 
0618: assign_actor 112@ to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 
0051: return 

:DRUGS3_18964
0615: define_AS_pack_begin 128@ 
0637: AS_actor -1 goto 116@ 117@ 118@ mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 128@ 
0618: assign_actor 112@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 
0051: return 

:DRUGS3_19036
0615: define_AS_pack_begin 127@ 
0605: actor -1 perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 127@ 
0618: assign_actor 112@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 
0051: return 

:DRUGS3_19119
0615: define_AS_pack_begin 126@ 
0605: actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 1500 
0638: AS_actor -1 stay_put 0 
0605: actor -1 perform_animation "SWT_WLLSHOOT_OUT_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0605: actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 126@ loop 1 
0616: define_AS_pack_end 126@ 
0618: assign_actor 112@ to_AS_pack 126@ 
061B: remove_references_to_AS_pack 126@ 
0051: return 

:DRUGS3_19343
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:DRUGS3_19361
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'CRASH_3'  // Gray Imports
0008: $CRASH_LS_TOTAL_PASSED_MISSIONS += 1 
0164: disable_marker $MARKER_CRASH_LS 
0051: return 

:DRUGS3_19417
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @DRUGS3_19448 
02AC: set_car $TEMPVAR_ACTOR_CAR immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DRUGS3_19448
00D6: if 
03CA:   object 50@ exists 
004D: jump_if_false @DRUGS3_19469 
0108: destroy_object 50@ 

:DRUGS3_19469
00D6: if 
03CA:   object 34@ exists 
004D: jump_if_false @DRUGS3_19490 
0108: destroy_object 35@ 

:DRUGS3_19490
00D6: if 
03CA:   object 36@ exists 
004D: jump_if_false @DRUGS3_19511 
0108: destroy_object 37@ 

:DRUGS3_19511
00D6: if 
03CA:   object 38@ exists 
004D: jump_if_false @DRUGS3_19532 
0108: destroy_object 39@ 

:DRUGS3_19532
00D6: if 
03CA:   object 40@ exists 
004D: jump_if_false @DRUGS3_19553 
0108: destroy_object 41@ 

:DRUGS3_19553
00D6: if 
03CA:   object 50@ exists 
004D: jump_if_false @DRUGS3_19574 
0108: destroy_object 50@ 

:DRUGS3_19574
00D6: if 
03CA:   object 51@ exists 
004D: jump_if_false @DRUGS3_19595 
0108: destroy_object 51@ 

:DRUGS3_19595
01E7: remove_forbidden_for_cars_cube_cornerA 2203.8 -2174.63 0.0 cornerB 2279.2 -2234.63 18.21 
0164: disable_marker 137@ 
0164: disable_marker 138@ 
04EF: release_animation "SWAT" 
04EF: release_animation "DODGE" 
0215: destroy_pickup 133@ 
0215: destroy_pickup 134@ 
0215: destroy_pickup 135@ 
0108: destroy_object 102@ 
01C3: remove_references_to_car 58@ 
01C3: remove_references_to_car 59@ 
01C3: remove_references_to_car 60@ 
01C3: remove_references_to_car 61@ 
0215: destroy_pickup 136@ 
034F: destroy_actor_with_fade 83@ 
034F: destroy_actor_with_fade 84@ 
034F: destroy_actor_with_fade 85@ 
034F: destroy_actor_with_fade 86@ 
034F: destroy_actor_with_fade 87@ 
034F: destroy_actor_with_fade 88@ 
034F: destroy_actor_with_fade 89@ 
034F: destroy_actor_with_fade 90@ 
034F: destroy_actor_with_fade 92@ 
034F: destroy_actor_with_fade 93@ 
034F: destroy_actor_with_fade 94@ 
034F: destroy_actor_with_fade 95@ 
034F: destroy_actor_with_fade 96@ 
034F: destroy_actor_with_fade 97@ 
034F: destroy_actor_with_fade 98@ 
03C7: set_sensitivity_to_crime 1.0 
0249: release_model #WMYMECH 
0249: release_model #COLT45 
0249: release_model #BARREL4 
0249: release_model #FORKLIFT 
0249: release_model #MULE 
0249: release_model #MP5LNG 
0249: release_model #SEC_KEYPAD 
0249: release_model #KMB_RAMP 
0249: release_model #BANSHEE 
0249: release_model #PCJ600 
0249: release_model #IMCMPTRKDRL_LAS 
0249: release_model #IMCMPTRKDRR_LAS 
0249: release_model #IMCOMPMOVEDR1_LAS 
0249: release_model #BALLAS1 
0249: release_model #IMY_BBOX 
0249: release_model #PCJ600 
0296: unload_special_actor 1 
00D6: if 
8119:   not car 55@ wrecked 
004D: jump_if_false @DRUGS3_19886 
053F: set_car 55@ tires_vulnerability 1 

:DRUGS3_19886
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_19909 
053F: set_car 60@ tires_vulnerability 1 

:DRUGS3_19909
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @DRUGS3_19940 
02AC: set_car $TEMPVAR_ACTOR_CAR immunities BP 0 FP 0 EP 1 CP 0 MP 0 

:DRUGS3_19940
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
06D0: enable_emergency_traffic 1 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 24---------------
// Originally: Home Invasion

:GUNS1
03A4: name_thread 'GUNS1' 
0050: gosub @GUNS1_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @GUNS1_38 
0050: gosub @GUNS1_40642 

:GUNS1_38
0050: gosub @GUNS1_40737 
004E: end_thread 

:GUNS1_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0001: wait 0 ms 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:GUNS1_75
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_99 
0001: wait 0 ms 
0002: jump @GUNS1_75 

:GUNS1_99
01B5: force_weather 1 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @GUNS1_148 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:GUNS1_148
054C: use_GXT_table 'RYDER1' 
02E4: load_cutscene_data 'RYDER1A' 

:GUNS1_170
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @GUNS1_194 
0001: wait 0 ms 
0002: jump @GUNS1_170 

:GUNS1_194
0395: clear_area 1 at 2464.0 -1714.0 14.0 radius 100.0 
02E7: start_cutscene 
016A: fade 1 time 1000 

:GUNS1_227
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @GUNS1_251 
0001: wait 0 ms 
0002: jump @GUNS1_227 

:GUNS1_251
016A: fade 0 time 0 

:GUNS1_257
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_281 
0001: wait 0 ms 
0002: jump @GUNS1_257 

:GUNS1_281
01B7: release_weather 
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
060A: create_decision_maker_type 2 store_to 39@ // decision\allowed\m_.ped files 
07E5: copy_decision_maker 39@ to 41@ 
060A: create_decision_maker_type 0 store_to 40@ // decision\allowed\m_.ped files 
02FA: set_garage 'BURG_LK' type 19 
06AE: create_group_decision_maker_type 0 store_to 42@ // decision\allowed\mission.grp 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 42@ 
0749: reset_group_decision_maker 42@ event 54 
0749: reset_group_decision_maker 42@ event 55 
0006: 51@ = 0 
0006: 52@ = 0 
0006: 53@ = 0 
0006: 54@ = 0 
0006: 55@ = 0 
0006: 56@ = 0 
0006: 58@ = 0 
0006: 59@ = 0 
0006: 35@ = 0 
0006: 60@ = 0 
0006: 61@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0006: 66@ = 0 
0006: 67@ = 0 
0006: 34@ = 0 
0006: 94@ = 0 
0004: $6705 = 0 
0006: 96@ = 0 
0006: 68@ = 0 
0006: 69@ = 0 
0006: 36@ = 0 
0006: 38@ = 0 
0006: 70@ = 0 
0006: 71@ = 0 
0006: 72@ = 0 
0006: 73@ = 0 
0006: 74@ = 0 
0006: 75@ = 0 
0006: 76@ = 0 
0006: 43@ = 0 
0006: 44@ = 0 
0006: 46@ = 0 
0006: 77@ = 0 
0006: 95@ = 0 
0007: 167@ = 0.0 
0007: 166@ = 0.0 
0006: 47@ = 0 
0006: 48@ = 2 
0006: 50@ = 0 
0006: 78@ = 0 
0006: 88@ = 0 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 93@ = 0 
0006: 97@ = 0 
0006: 79@ = 0 
0006: 80@ = 0 
0004: $6704 = 0 
0007: 132@ = 2809.0 
0007: 139@ = -1168.0 
0007: 146@ = 1024.572 
0007: 133@ = 2820.033 
0007: 140@ = -1165.836 
0007: 147@ = 1024.696 
0007: 134@ = 2819.54 
0007: 141@ = -1170.556 
0007: 148@ = 1028.297 
0007: 135@ = 2817.021 
0007: 142@ = -1165.202 
0007: 149@ = 1028.305 
0007: 136@ = 2812.656 
0007: 143@ = -1168.58 
0007: 150@ = 1028.297 
0007: 137@ = 2812.611 
0007: 144@ = -1172.732 
0007: 151@ = 1024.695 
0007: 138@ = 2803.68 
0007: 145@ = -1161.312 
0007: 152@ = 1028.305 
0006: 81@ = 0 
0006: 82@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
0006: 86@ = 0 
0006: 87@ = 0 
0006: 171@ = 0 
00D6: if 
0039:   52@ == 999999 
004D: jump_if_false @GUNS1_1040 
018A: 108@ = create_checkpoint_at 0.0 0.0 0.0 

:GUNS1_1040
0006: 254@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 
0006: 264@ = 0 
0006: 265@ = 0 
0006: 266@ = 0 
0006: 267@ = 0 
0006: 268@ = 0 
0006: 269@ = 0 
0006: 270@ = 0 
0006: 271@ = 0 
0006: 272@ = 0 
05A9: s$6706[1] = 'RYD1_AA' // s$  // ~z~It's already night, man you soakin' wet!
05A9: s$6706[2] = 'RYD1_AB' // s$  // ~z~Where is this old motherfucker? Where in hell is he?
05A9: s$6706[3] = 'RYD1_AC' // s$  // ~z~Relax man. We ain't there yet.
05A9: s$6706[4] = 'RYD1_AD' // s$  // ~z~Yeah, right, Carl. You always right.
05A9: s$6706[5] = 'RYD1_AE' // s$  // ~z~That's my homie. Mister right.
05A9: s$6706[6] = 'RYD1_AF' // s$  // ~z~Shut up.
05A9: s$6706[7] = 'RYD1_AG' // s$  // ~z~You can't stop me.
05A9: s$6706[8] = 'RYD1_AH' // s$  // ~z~Who can't?
05A9: s$6706[9] = 'RYD1_AJ' // s$  // ~z~Whatever.
05A9: s$6706[10] = 'RYD1_BA' // s$  // ~z~Let's storm the place.
05A9: s$6706[11] = 'RYD1_BB' // s$  // ~z~Hold up. Let's creep in, grab the guns, and bounce out.
05A9: s$6706[12] = 'RYD1_BC' // s$  // ~z~Yeah, yeah, I got it - ninja style! Right...
05A9: s$6706[13] = 'RYD1_BD' // s$  // ~z~Come out you old bastard!
05A9: s$6706[14] = 'RYD1_BE' // s$  // ~z~Shut up!
05A9: s$6706[15] = 'RYD1_BF' // s$  // ~z~He can't stop me, you buster, Carl!
05A9: s$6706[16] = 'RYD1_CA' // s$  // ~z~OK, fool, in you go - I'll keep watch.
05A9: s$6706[17] = 'RYD1_CB' // s$  // ~z~CJ! What we gonna get?
05A9: s$6706[18] = 'RYD1_CC' // s$  // ~z~Sshhhhh! On the hush homie. They over here. Just gimme a second.
05A9: s$6706[19] = 'RYD1_CD' // s$  // ~z~I thought you was gonna keep watch outside!
05A9: s$6706[20] = 'RYD1_CE' // s$  // ~z~That's a good idea! I'll be outside!
05A9: s$6706[21] = 'RYD1_CF' // s$  // ~z~Lord, gimme the strength.
05A9: s$6706[22] = 'RYD1_ZA' // s$  // ~z~Keep it coming, CJ!
05A9: s$6706[23] = 'RYD1_ZB' // s$  // ~z~What I tell y'all? We making a killing!
05A9: s$6706[24] = 'RYD1_ZC' // s$  // ~z~Get back in there and strip the place!
05A9: s$6706[25] = 'RYD1_ZD' // s$  // ~z~There's plenty more in there, homie.
05A9: s$6706[26] = 'RYD1_ZE' // s$  // ~z~Hurry up, CJ!
05A9: s$6706[27] = 'RYD1_ZF' // s$  // ~z~Take him for everything you can get!
05A9: s$6706[28] = 'RYD1_ZG' // s$  // ~z~C'mon, CJ, we can empty that place!
05A9: s$6706[29] = 'RYD1_ZH' // s$  // ~z~We got plenty more room in LB's van!
05A9: s$6706[30] = 'RYD1_ZJ' // s$  // ~z~Man, we gonna hit him up for everything he got!
05A9: s$6706[31] = 'RYD1_ZK' // s$  // ~z~You a natural house-breaker, homie!
05A9: s$6706[32] = 'RYD1_ZL' // s$  // ~z~C'mon, keep it up!
05A9: s$6706[33] = 'RYD1_ZM' // s$  // ~z~We gonna be able to retire off of this one!
05A9: s$6706[34] = 'RYD1_ZN' // s$  // ~z~One more trip, CJ, we still got time!
05A9: s$6706[35] = 'RYD1_DA' // s$  // ~z~Gooks!
05A9: s$6706[36] = 'RYD1_DB' // s$  // ~z~Get off my ridge, you Viet Cong bastards!
05A9: s$6706[37] = 'RYD1_DC' // s$  // ~z~This one's for Kenny!
05A9: s$6706[38] = 'RYD1_DD' // s$  // ~z~Let's get up out of here!
05A9: s$6706[39] = 'RYD1_DE' // s$  // ~z~Thieving commie bastards!
05A9: s$6706[40] = 'RYD1_DF' // s$  // ~z~Damn!
05A9: s$6706[41] = 'RYD1_DG' // s$  // ~z~Let's get up out of here!
05A9: s$6706[42] = 'RYD1_DH' // s$  // ~z~Me first!
05A9: s$6706[43] = 'RYD1_DJ' // s$  // ~z~That pussy called the cops!
05A9: s$6706[44] = 'RYD1_DK' // s$  // ~z~I'm gonna smoke 'em!
05A9: s$6706[45] = 'RYD1_DL' // s$  // ~z~Let's just get this stuff outta here!
05A9: s$6706[46] = 'RYD1_EA' // s$  // ~z~You dumb bastard sherm-head.
05A9: s$6706[47] = 'RYD1_EB' // s$  // ~z~What'd I do? You the one who woke the crazy old bastard up!
05A9: s$6706[48] = 'RYD1_EC' // s$  // ~z~We gotta lose this heat, man!
05A9: s$6706[49] = 'RYD1_ED' // s$  // ~z~There's a paint shop in Idlewood should be able to take a van this big.
05A9: s$6706[50] = 'RYD1_FA' // s$  // ~z~A'ight, now we straight.
05A9: s$6706[51] = 'RYD1_FB' // s$  // ~z~LB's got a storage garage down on Seville Boulevard Families' turf we can use.
05A9: s$6706[52] = 'RYD1_FC' // s$  // ~z~I'm on it!
05A9: s$6706[53] = 'RYD1_GA' // s$  // ~z~Seriously, Ryder man, you gotta give up them sticks.
05A9: s$6706[54] = 'RYD1_GB' // s$  // ~z~What? I'll give up the water if you give up being a busta.
05A9: s$6706[55] = 'RYD1_GC' // s$  // ~z~Hold it right there, homie.
05A9: s$6706[56] = 'RYD1_GD' // s$  // ~z~Buster!
05A9: s$6706[57] = 'RYD1_GE' // s$  // ~z~Forget it.
05A9: s$6706[58] = 'RYD1_GF' // s$  // ~z~Forget you, fool!
05A9: s$6706[59] = 'RYD1_GG' // s$  // ~z~One day you're gonna wish you hadn't pissed me off!
05A9: s$6706[60] = 'RYD1_GH' // s$  // ~z~Did I hear something?
05A9: s$6706[61] = 'RYD1_GJ' // s$  // ~z~Sounds like the busta complaining again!
05A9: s$6706[62] = 'RYD1_GK' // s$  // ~z~Man, this is childish.
05A9: s$6706[63] = 'RYD1_GL' // s$  // ~z~Man, I ain't talking you to you no more, fool.
05A9: s$6706[64] = 'RYD1_HA' // s$  // ~z~You done fucked up again, CJ with your crazy-assed driving!
05A9: s$6706[65] = 'RYD1_HB' // s$  // ~z~Now we headed back to Pay'n'Spray!
05A9: s$6706[66] = 'RYD1_JA' // s$  // ~z~You see, I told you! Simple!
05A9: s$6706[67] = 'RYD1_JB' // s$  // ~z~Yeah that was a real breeze.
05A9: s$6706[68] = 'RYD1_KA' // s$  // ~z~Say, CJ -you gotta get it in your head that this is everyday shit, homie.
05A9: s$6706[69] = 'RYD1_KB' // s$  // ~z~Listen up, no motherfucker gonna give a gangbanging carjacker like you anything for free.
05A9: s$6706[70] = 'RYD1_KC' // s$  // ~z~So you gotta go take it.
05A9: s$6706[71] = 'RYD1_KD' // s$  // ~z~All the houses in this state full of shit to rob.
05A9: s$6706[72] = 'RYD1_KE' // s$  // ~z~They're insured - they ain't gonna miss nothing.
05A9: s$6706[73] = 'RYD1_KF' // s$  // ~z~Just bring it back here and LB will give you a nice price for it.
05A9: s$6706[74] = 'RYD1_KG' // s$  // ~z~OK, look, I'm tired, I'll see you later.
05A9: s$6706[75] = 'RYD1_KH' // s$  // ~z~A'ight, holmes. Just think about what I said.
05A9: s$6706[76] = 'RYDX_AC' // s$  // ~z~Get in fool!
05A9: s$6706[77] = 'RYD1_LA' // s$  // ~z~Ryder! Buster!
05A9: s$6706[78] = 'RYD1_LB' // s$  // ~z~Ryder, where the hell you at, man?
05A9: s$6706[79] = 'RYD1_LC' // s$  // ~z~Mark ass Ryder!
05A9: s$6706[80] = 'RYDX_BG' // s$  // ~z~Oh, I'm outta here!
05A9: s$6706[81] = 'RYDX_BI' // s$  // ~z~Oh shit, I'm gone!
04AF: 173@ = 33600 // = constant 
04AF: 174@ = 33601 // = constant 
04AF: 175@ = 33602 // = constant 
04AF: 176@ = 33603 // = constant 
04AF: 177@ = 33604 // = constant 
04AF: 178@ = 33605 // = constant 
04AF: 179@ = 33606 // = constant 
04AF: 180@ = 33607 // = constant 
04AF: 181@ = 33608 // = constant 
04AF: 182@ = 33609 // = constant 
04AF: 183@ = 33610 // = constant 
04AF: 184@ = 33611 // = constant 
04AF: 185@ = 33612 // = constant 
04AF: 186@ = 33613 // = constant 
04AF: 187@ = 33614 // = constant 
04AF: 188@ = 33615 // = constant 
04AF: 189@ = 33616 // = constant 
04AF: 190@ = 33617 // = constant 
04AF: 191@ = 33618 // = constant 
04AF: 192@ = 33619 // = constant 
04AF: 193@ = 33620 // = constant 
04AF: 194@ = 33664 // = constant 
04AF: 195@ = 33665 // = constant 
04AF: 196@ = 33666 // = constant 
04AF: 197@ = 33667 // = constant 
04AF: 198@ = 33668 // = constant 
04AF: 199@ = 33669 // = constant 
04AF: 200@ = 33670 // = constant 
04AF: 201@ = 33671 // = constant 
04AF: 202@ = 33672 // = constant 
04AF: 203@ = 33673 // = constant 
04AF: 204@ = 33674 // = constant 
04AF: 205@ = 33675 // = constant 
04AF: 206@ = 33676 // = constant 
04AF: 207@ = 65535 // = constant 
04AF: 208@ = 33621 // = constant 
04AF: 209@ = 33622 // = constant 
04AF: 210@ = 33623 // = constant 
04AF: 211@ = 33624 // = constant 
04AF: 212@ = 33625 // = constant 
04AF: 213@ = 33626 // = constant 
04AF: 214@ = 33627 // = constant 
04AF: 215@ = 33628 // = constant 
04AF: 216@ = 33629 // = constant 
04AF: 217@ = 33630 // = constant 
04AF: 218@ = 33631 // = constant 
04AF: 219@ = 33632 // = constant 
04AF: 220@ = 33633 // = constant 
04AF: 221@ = 33634 // = constant 
04AF: 222@ = 33635 // = constant 
04AF: 223@ = 33636 // = constant 
04AF: 224@ = 33637 // = constant 
04AF: 225@ = 33638 // = constant 
04AF: 226@ = 33639 // = constant 
04AF: 227@ = 33640 // = constant 
04AF: 228@ = 33641 // = constant 
04AF: 229@ = 33642 // = constant 
04AF: 230@ = 33643 // = constant 
04AF: 231@ = 33644 // = constant 
04AF: 232@ = 33645 // = constant 
04AF: 233@ = 33646 // = constant 
04AF: 234@ = 33647 // = constant 
04AF: 235@ = 33648 // = constant 
04AF: 236@ = 33649 // = constant 
04AF: 237@ = 33650 // = constant 
04AF: 238@ = 33651 // = constant 
04AF: 239@ = 33652 // = constant 
04AF: 240@ = 33653 // = constant 
04AF: 241@ = 33654 // = constant 
04AF: 242@ = 33655 // = constant 
04AF: 243@ = 33656 // = constant 
04AF: 244@ = 33657 // = constant 
04AF: 245@ = 33658 // = constant 
04AF: 246@ = 33659 // = constant 
04AF: 247@ = 33660 // = constant 
04AF: 248@ = 34202 // = constant 
04AF: 249@ = 33661 // = constant 
04AF: 250@ = 33662 // = constant 
04AF: 251@ = 33663 // = constant 
04AF: 252@ = 34227 // = constant 
04AF: 253@ = 34229 // = constant 
04AF: 274@ = 19600 // = constant 
04AF: 275@ = 41800 // = constant 
04AF: 276@ = 19601 // = constant 
0006: 277@ = 0 
0006: 278@ = 0 
0006: 279@ = 0 
0004: $CARMOD_DISABLED_FLAG = 1 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @GUNS1_4925 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
0006: 77@ = 1 
00C0: set_current_time_hours_to 22 minutes_to 0 
07FB: set_interior 'BURHOUS' access 0  // Colonel Fuhrberger's
0247: load_model #BOXBURG 
04ED: load_animation "CAR_CHAT" 
023C: load_special_actor 'RYDER2' as 1 // models 290-299 

:GUNS1_3253
00D6: if or
8248:   not model #BOXBURG available 
823D:   not special_actor 1 loaded 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @GUNS1_3296 
0001: wait 0 ms 
0002: jump @GUNS1_3253 

:GUNS1_3296
0395: clear_area 1 at 2470.656 -1689.649 12.5198 radius 100.0 
0674: set_car_model #BOXBURG numberplate "__SWAG__" 
00A5: 102@ = create_car #BOXBURG at 2476.682 -1679.566 12.3451 
0175: set_car 102@ Z_angle_to 48.737 
009A: 98@ = create_actor_pedtype 23 model #SPECIAL01 at 2475.168 -1686.483 12.5007 
039E: set_actor 98@ locked 1 while_in_car 
060B: set_actor 98@ decision_maker_to 39@ 
0708: reset_decision_maker 39@ event 9 
0708: reset_decision_maker 39@ event 79 
0708: reset_decision_maker 39@ event 43 
0708: reset_decision_maker 39@ event 73 
0708: reset_decision_maker 39@ event 41 
0709: set_decision_maker 39@ on_event 9 taskID 251 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0245: set_actor 98@ walk_style_to "GANG1" 
0568: set_actor 98@ untargetable 1 
0223: set_actor 98@ health_to 200 
0446: set_actor 98@ dismemberment_possible 0 
0175: set_car 102@ Z_angle_to 30.0 
00D6: if 
0039:   77@ == 999 
004D: jump_if_false @GUNS1_3555 
0186: 104@ = create_marker_above_car 102@ 
07E0: set_marker 104@ type_to 1 

:GUNS1_3555
00BE: text_clear_all 
0006: 55@ = 1 
0006: 59@ = 1 
0006: 53@ = 1 
0006: 51@ = 1 
03CB: set_rendering_origin_at 2475.0 -1699.0 15.0 
02EB: restore_camera_with_jumpcut 
00A1: put_actor $PLAYER_ACTOR at 2473.483 -1686.599 12.5154 
0173: set_actor $PLAYER_ACTOR Z_angle_to 14.9748 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 2473.527 -1680.036 12.3551 mode 4 time 6000 ms // versionA 
07A1: set_walk_speed 4 
05CB: AS_actor -1 enter_car 102@ as_driver 5000 ms 
0616: define_AS_pack_end 129@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 
0173: set_actor 98@ Z_angle_to 349.379 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 2480.925 -1682.348 12.3381 mode 6 time 6000 ms // versionA 
05D3: AS_actor -1 goto_point 2478.305 -1677.06 12.3478 mode 6 time 6000 ms // versionA 
05CA: AS_actor -1 enter_car 102@ passenger_seat 0 time 3000 
0616: define_AS_pack_end 129@ 
0618: assign_actor 98@ to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 
015F: set_camera_position 2470.383 -1675.816 13.2161 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2471.166 -1676.424 13.347 switchstyle 2 
02A3: enable_widescreen 1 
0395: clear_area 1 at 2470.656 -1689.649 12.5198 radius 100.0 
00C0: set_current_time_hours_to 22 minutes_to 0 
016A: fade 1 time 1000 

:GUNS1_3880
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_3904 
0001: wait 0 ms 
0002: jump @GUNS1_3880 

:GUNS1_3904
0707: start_scene_skip_to @GUNS1_4448 
0006: 32@ = 0 
0006: 52@ = 0 
0006: 254@ = 76 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 263@ = 0 

:GUNS1_3960
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_4448 
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_4317 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_4042 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_4035 
040D: unload_wav 256@ 

:GUNS1_4035
0006: 257@ = 1 

:GUNS1_4042
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_4079 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_4079
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_4139 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_4139 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_4139
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_4317 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_4256 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_4221 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_4235 

:GUNS1_4221
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_4235
0006: 254@ = 0 
0006: 257@ = 0 
0002: jump @GUNS1_4317 

:GUNS1_4256
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_4317 
00D6: if 
001B:   76 > 254@ 
004D: jump_if_false @GUNS1_4317 
0085: 263@ = 254@ // (int) 
000A: 263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_4317
00D6: if 
0019:   32@ > 15000 
004D: jump_if_false @GUNS1_4343 
0006: 52@ = 1 

:GUNS1_4343
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_4430 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_4416 
00D6: if and
0448:   actor 98@ in_car 102@ 
0448:   actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_4409 
0006: 52@ = 1 

:GUNS1_4409
0002: jump @GUNS1_4423 

:GUNS1_4416
0006: 52@ = 1 

:GUNS1_4423
0002: jump @GUNS1_4437 

:GUNS1_4430
0006: 52@ = 1 

:GUNS1_4437
0001: wait 0 ms 
0002: jump @GUNS1_3960 

:GUNS1_4448
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @GUNS1_4766 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
040D: unload_wav 255@ 
040D: unload_wav 256@ 
00BE: text_clear_all 
0396: pause_timer 0 
0006: 254@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 
016A: fade 0 time 1000 

:GUNS1_4578
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_4602 
0001: wait 0 ms 
0002: jump @GUNS1_4578 

:GUNS1_4602
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_4690 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_4690 
00D6: if 
80DB:   not actor 98@ in_car 102@ 
004D: jump_if_false @GUNS1_4663 
0430: put_actor 98@ into_car 102@ passenger_seat 0 

:GUNS1_4663
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_4690 
036A: put_actor $PLAYER_ACTOR in_car 102@ 

:GUNS1_4690
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
09DD: unknown_player_group 1 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_4766 
00D6: if 
86EE:   not actor 98@ in_group $PLAYER_GROUP 
004D: jump_if_false @GUNS1_4766 
08F4: set_max_group_members 1 
0631: put_actor 98@ in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 0 
07CB: set_actor 98@ supporting_fire 0 

:GUNS1_4766
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
00BE: text_clear_all 
00C0: set_current_time_hours_to 22 minutes_to 0 
04EF: release_animation "CAR_CHAT" 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0793: save_player_clothes 
0006: 88@ = 1 
087B: set_player $PLAYER_CHAR clothes_texture "BALACLAVA" model "BALACLAVA" body_part 17 
070D: rebuild_player $PLAYER_CHAR 
03D6: remove_styled_text 'BOXBURG'  // Boxville
00BB: show_text_lowpriority GXT 'GUNS130' time 5000 flag 1  // ~s~Park the truck near the ~y~house~s~ and get the guns before daylight.
016A: fade 1 time 1000 

:GUNS1_4876
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_4900 
0001: wait 0 ms 
0002: jump @GUNS1_4876 

:GUNS1_4900
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0038:   $2880 == 1 
004D: jump_if_false @GUNS1_4925 

:GUNS1_4925
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 32 
004D: jump_if_false @GUNS1_4975 
0002: jump @GUNS1_40660 
009A: 99@ = create_actor_pedtype 24 model #WMOPJ at 2817.269 -1169.875 28.272 

:GUNS1_4975
00D6: if 
0735:   is_keyboard_key_pressed 49 
004D: jump_if_false @GUNS1_5010 
00A1: put_actor $PLAYER_ACTOR at 2834.0 -1182.0 25.0 

:GUNS1_5010
00D6: if 
0735:   is_keyboard_key_pressed 50 
004D: jump_if_false @GUNS1_5045 
00A1: put_actor $PLAYER_ACTOR at 2492.0 -1666.0 12.0 

:GUNS1_5045
00D6: if 
0735:   is_keyboard_key_pressed 52 
004D: jump_if_false @GUNS1_5067 
0006: 35@ = 4 

:GUNS1_5067
00D6: if 
0735:   is_keyboard_key_pressed 51 
004D: jump_if_false @GUNS1_5089 
0006: 51@ = 8 

:GUNS1_5089
00D6: if 
0735:   is_keyboard_key_pressed 99 
004D: jump_if_false @GUNS1_5114 
0004: $6704 = 6000000 

:GUNS1_5114
00D6: if 
0735:   is_keyboard_key_pressed 48 
004D: jump_if_false @GUNS1_5137 
0004: $6704 = 5000 

:GUNS1_5137
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @GUNS1_5159 
0002: jump @GUNS1_40660 

:GUNS1_5159
00D6: if 
0039:   53@ == 1 
004D: jump_if_false @GUNS1_5564 
00D6: if 
0118:   actor 98@ dead 
004D: jump_if_false @GUNS1_5325 
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @GUNS1_5302 
016A: fade 0 time 1000 

:GUNS1_5231
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_5255 
0001: wait 0 ms 
0002: jump @GUNS1_5231 

:GUNS1_5255
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:GUNS1_5278
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_5302 
0001: wait 0 ms 
0002: jump @GUNS1_5278 

:GUNS1_5302
00BB: show_text_lowpriority GXT 'GUNS125' time 5000 flag 1  // ~r~Ryder's dead!
0002: jump @GUNS1_40642 

:GUNS1_5325
00D6: if 
0119:   car 102@ wrecked 
004D: jump_if_false @GUNS1_5471 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @GUNS1_5448 
016A: fade 0 time 1000 

:GUNS1_5377
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_5401 
0001: wait 0 ms 
0002: jump @GUNS1_5377 

:GUNS1_5401
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:GUNS1_5424
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_5448 
0001: wait 0 ms 
0002: jump @GUNS1_5424 

:GUNS1_5448
00BB: show_text_lowpriority GXT 'GUNS122' time 5000 flag 1  // ~r~The truck has been destroyed!
0002: jump @GUNS1_40642 

:GUNS1_5471
077E: get_active_interior_to 37@ 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @GUNS1_5564 
00D6: if 
001B:   8 > 51@ 
004D: jump_if_false @GUNS1_5564 
00D6: if 
8500:   not player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @GUNS1_5564 
00BB: show_text_lowpriority GXT 'RYD1_37' time 5000 flag 1  // ~r~You no longer have the ski mask.
0002: jump @GUNS1_40642 

:GUNS1_5564
00D6: if and
0039:   51@ == 1 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_5670 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_5670 
0164: disable_marker 104@ 
0006: 55@ = 0 
00BE: text_clear_all 
018A: 105@ = create_checkpoint_at 2819.9 -1181.7 25.15 
00BB: show_text_lowpriority GXT 'GUNS130' time 5000 flag 1  // ~s~Park the truck near the ~y~house~s~ and get the guns before daylight.
0006: 56@ = 1 
0006: 51@ = 2 

:GUNS1_5670
00D6: if 
0039:   51@ == 2 
004D: jump_if_false @GUNS1_8410 
00D6: if and
8119:   not car 102@ wrecked 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_6720 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_6272 
00D6: if 
0039:   55@ == 0 
004D: jump_if_false @GUNS1_5934 
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @GUNS1_5794 
00D6: if 
0039:   57@ == 1 
004D: jump_if_false @GUNS1_5794 
0164: disable_marker 108@ 
0006: 57@ = 0 

:GUNS1_5794
0164: disable_marker 105@ 
00D6: if 
0039:   57@ == 1 
004D: jump_if_false @GUNS1_5829 
0164: disable_marker 108@ 
0006: 57@ = 0 

:GUNS1_5829
0006: 56@ = 0 
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @GUNS1_5856 
0006: 44@ = 1 

:GUNS1_5856
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS128' time 5000 flag 1  // ~s~You left the ~b~truck~s~! Get back to it!
0006: 254@ = 76 
0006: 257@ = 0 
040D: unload_wav 255@ 
040D: unload_wav 256@ 
0A31: set_player $PLAYER_CHAR group_to_follow_never 1 
0186: 104@ = create_marker_above_car 102@ 
07E0: set_marker 104@ type_to 1 
0006: 55@ = 1 
0002: jump @GUNS1_6265 

:GUNS1_5934
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_6265 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_5998 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_5991 
040D: unload_wav 256@ 

:GUNS1_5991
0006: 257@ = 1 

:GUNS1_5998
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_6035 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_6035
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_6096 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_6096 
0949: link_wav 255@ to_actor 98@ 
03D1: play_wav 255@ 
000A: 43@ += 1 
0006: 257@ = 3 

:GUNS1_6096
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_6265 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_6204 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_6169 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_6183 

:GUNS1_6169
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_6183
0006: 254@ = 0 
0006: 257@ = 0 
0002: jump @GUNS1_6265 

:GUNS1_6204
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_6265 
00D6: if 
001B:   76 > 254@ 
004D: jump_if_false @GUNS1_6265 
0085: 263@ = 254@ // (int) 
000A: 263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_6265
0002: jump @GUNS1_6416 

:GUNS1_6272
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @GUNS1_6379 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @GUNS1_6372 
0A31: set_player $PLAYER_CHAR group_to_follow_never 0 
0164: disable_marker 104@ 
0006: 55@ = 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS130' time 5000 flag 1  // ~s~Park the truck near the ~y~house~s~ and get the guns before daylight.
018A: 105@ = create_checkpoint_at 2819.9 -1181.7 25.15 
0006: 56@ = 1 

:GUNS1_6372
0002: jump @GUNS1_6416 

:GUNS1_6379
00D6: if 
0039:   55@ == 1 
004D: jump_if_false @GUNS1_6416 
0A31: set_player $PLAYER_CHAR group_to_follow_never 0 
0164: disable_marker 104@ 
0006: 55@ = 0 

:GUNS1_6416
00D6: if 
00DB:   actor 98@ in_car 102@ 
004D: jump_if_false @GUNS1_6511 
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @GUNS1_6504 
00D6: if 
0039:   57@ == 1 
004D: jump_if_false @GUNS1_6483 
0164: disable_marker 108@ 
0006: 57@ = 0 

:GUNS1_6483
0006: 59@ = 1 
0006: 58@ = 0 
0006: 59@ = 1 

:GUNS1_6504
0002: jump @GUNS1_6720 

:GUNS1_6511
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @GUNS1_6536 
0006: 59@ = 0 

:GUNS1_6536
00D6: if and
0039:   57@ == 0 
0039:   55@ == 0 
004D: jump_if_false @GUNS1_6633 
0164: disable_marker 105@ 
0006: 56@ = 0 
0187: 108@ = create_marker_above_actor 98@ 
07E0: set_marker 108@ type_to 1 
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @GUNS1_6608 
0006: 44@ = 1 

:GUNS1_6608
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS143' time 5000 flag 1  // ~s~You've left ~b~Ryder~s~ behind go and get him.
0006: 57@ = 1 

:GUNS1_6633
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @GUNS1_6677 
05CA: AS_actor 98@ enter_car 102@ passenger_seat 0 time -2 
0006: 58@ = 1 
0002: jump @GUNS1_6720 

:GUNS1_6677
062E: get_actor 98@ task 1482 status_store_to 38@ // ret 7 if not found 
00D6: if and
84A4:   not  38@ == 0 // == constant 
84A4:   not  38@ == 1 // == constant 
004D: jump_if_false @GUNS1_6720 
0006: 58@ = 0 

:GUNS1_6720
00D6: if and
0039:   59@ == 1 
0039:   56@ == 1 
004D: jump_if_false @GUNS1_8248 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @GUNS1_6836 
00D6: if 
001B:   8 > 43@ 
004D: jump_if_false @GUNS1_6836 
00BB: show_text_lowpriority GXT 'GUNS135' time 4000 flag 1  // As I was saying....
000E: 43@ -= 1 
00D6: if 
001B:   0 > 43@ 
004D: jump_if_false @GUNS1_6829 
0006: 43@ = 0 

:GUNS1_6829
0006: 44@ = 0 

:GUNS1_6836
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @GUNS1_8248 
00D6: if 
0039:   258@ == 0 
004D: jump_if_false @GUNS1_8248 
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_7218 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_6936 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_6929 
040D: unload_wav 256@ 

:GUNS1_6929
0006: 257@ = 1 

:GUNS1_6936
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_6973 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_6973
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_7040 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_7040 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
000A: 43@ += 1 
0006: 257@ = 3 

:GUNS1_7040
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_7218 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_7157 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_7122 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_7136 

:GUNS1_7122
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_7136
0006: 254@ = 0 
0006: 257@ = 0 
0002: jump @GUNS1_7218 

:GUNS1_7157
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_7218 
00D6: if 
001B:   76 > 254@ 
004D: jump_if_false @GUNS1_7218 
0085: 263@ = 254@ // (int) 
000A: 263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_7218
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @GUNS1_8248 
0871: init_jump_table 259@ total_jumps 8 default_jump 1 @GUNS1_8125 jumps 0 @GUNS1_7359 1 @GUNS1_7441 2 @GUNS1_7525 3 @GUNS1_7633 4 @GUNS1_7741 5 @GUNS1_7825 6 @GUNS1_7933 
0872: jump_table_jumps 7 @GUNS1_8017 -1 @GUNS1_8248 -1 @GUNS1_8248 -1 @GUNS1_8248 -1 @GUNS1_8248 -1 @GUNS1_8248 -1 @GUNS1_8248 -1 @GUNS1_8248 -1 @GUNS1_8248 

:GUNS1_7359
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_7434 
0006: 254@ = 2 
0006: 259@ = 1 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_7429 
0967: actor 98@ move_mouth 5000 ms 
0A09: set_actor 98@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GUNS1_7429
01BD: 262@ = current_time_in_ms 

:GUNS1_7434
0002: jump @GUNS1_8248 

:GUNS1_7441
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_7518 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_7518 
0006: 254@ = 3 
0006: 259@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_7518
0002: jump @GUNS1_8248 

:GUNS1_7525
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_7626 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_7626 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_7607 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_7607
0006: 254@ = 4 
0006: 259@ = 3 
01BD: 262@ = current_time_in_ms 

:GUNS1_7626
0002: jump @GUNS1_8248 

:GUNS1_7633
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_7734 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_7734 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_7715 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_7715
0006: 254@ = 5 
0006: 259@ = 4 
01BD: 262@ = current_time_in_ms 

:GUNS1_7734
0002: jump @GUNS1_8248 

:GUNS1_7741
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_7818 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_7818 
0006: 254@ = 6 
0006: 259@ = 5 
01BD: 262@ = current_time_in_ms 

:GUNS1_7818
0002: jump @GUNS1_8248 

:GUNS1_7825
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_7926 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_7926 
0006: 254@ = 7 
0006: 259@ = 6 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_7921 
0967: actor 98@ move_mouth 3000 ms 

:GUNS1_7921
01BD: 262@ = current_time_in_ms 

:GUNS1_7926
0002: jump @GUNS1_8248 

:GUNS1_7933
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_8010 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_8010 
0006: 254@ = 8 
0006: 259@ = 7 
01BD: 262@ = current_time_in_ms 

:GUNS1_8010
0002: jump @GUNS1_8248 

:GUNS1_8017
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_8118 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_8118 
0006: 254@ = 9 
0006: 259@ = 8 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_8113 
0967: actor 98@ move_mouth 3000 ms 

:GUNS1_8113
01BD: 262@ = current_time_in_ms 

:GUNS1_8118
0002: jump @GUNS1_8248 

:GUNS1_8125
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_8241 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_8241 
0006: 258@ = 1 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_8225 
0A09: set_actor 98@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor 98@ stop_mouth 

:GUNS1_8225
00BB: show_text_lowpriority GXT 'GUNS130' time 5000 flag 1  // ~s~Park the truck near the ~y~house~s~ and get the guns before daylight.

:GUNS1_8241
0002: jump @GUNS1_8248 

:GUNS1_8248
00D6: if and
0039:   59@ == 1 
0039:   56@ == 1 
004D: jump_if_false @GUNS1_8410 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 2819.9 -1181.7 25.15 radius 4.0 4.0 2.5 sphere 1 in_car 
004D: jump_if_false @GUNS1_8410 
01B4: set_player $PLAYER_CHAR can_move 0 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 
0164: disable_marker 105@ 
0006: 56@ = 0 
0006: 44@ = 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
00BE: text_clear_all 
0395: clear_area 1 at 2819.9 -1181.7 25.15 radius 30.0 
0006: 51@ = 3 

:GUNS1_8410
00D6: if and
001B:   4 > 51@ 
0039:   80@ == 1 
004D: jump_if_false @GUNS1_8590 
00D6: if 
0038:   $6704 == 0 
004D: jump_if_false @GUNS1_8590 
00BE: text_clear_all 
0687: clear_actor $PLAYER_ACTOR task 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @GUNS1_8567 
016A: fade 0 time 1000 

:GUNS1_8496
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_8520 
0001: wait 0 ms 
0002: jump @GUNS1_8496 

:GUNS1_8520
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:GUNS1_8543
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_8567 
0001: wait 0 ms 
0002: jump @GUNS1_8543 

:GUNS1_8567
00BB: show_text_lowpriority GXT 'RYD1_35' time 5000 flag 1  // ~r~You've waited too long to get to the house, it's no longer night time!
0002: jump @GUNS1_40642 

:GUNS1_8590
00D6: if 
0039:   51@ == 3 
004D: jump_if_false @GUNS1_11412 
00D6: if 
0038:   $2880 == 0 
004D: jump_if_false @GUNS1_8633 
0004: $2880 = 1 

:GUNS1_8633
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0396: pause_timer 1 
0707: start_scene_skip_to @GUNS1_10796 
015F: set_camera_position 2798.645 -1190.165 31.8647 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2799.488 -1189.684 31.6214 switchstyle 2 
00BE: text_clear_all 
0006: 254@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 

:GUNS1_8778
0001: wait 0 ms 
00D6: if 
0039:   258@ == 0 
004D: jump_if_false @GUNS1_10796 
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_9139 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_8864 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_8857 
040D: unload_wav 256@ 

:GUNS1_8857
0006: 257@ = 1 

:GUNS1_8864
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_8901 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_8901
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_8961 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_8961 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_8961
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_9139 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_9078 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_9043 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_9057 

:GUNS1_9043
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_9057
0006: 254@ = 0 
0006: 257@ = 0 
0002: jump @GUNS1_9139 

:GUNS1_9078
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_9139 
00D6: if 
001B:   76 > 254@ 
004D: jump_if_false @GUNS1_9139 
0085: 263@ = 254@ // (int) 
000A: 263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_9139
0871: init_jump_table 259@ total_jumps 7 default_jump 1 @GUNS1_10717 jumps 0 @GUNS1_9202 1 @GUNS1_9320 2 @GUNS1_9483 3 @GUNS1_9619 4 @GUNS1_10172 5 @GUNS1_10395 6 @GUNS1_10583 

:GUNS1_9202
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_9313 
0006: 254@ = 10 
0006: 259@ = 1 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_9308 
0967: actor 98@ move_mouth 4000 ms 
0615: define_AS_pack_begin 125@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2809.281 -1181.609 24.6181 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 125@ 
0618: assign_actor 98@ to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 

:GUNS1_9308
01BD: 262@ = current_time_in_ms 

:GUNS1_9313
0002: jump @GUNS1_10789 

:GUNS1_9320
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_9476 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_9476 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_9407 
0968: actor 98@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 

:GUNS1_9407
0615: define_AS_pack_begin 124@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2808.119 -1182.255 24.6181 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 124@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 124@ 
061B: remove_references_to_AS_pack 124@ 
0006: 254@ = 11 
0006: 259@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_9476
0002: jump @GUNS1_10789 

:GUNS1_9483
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_9612 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_9612 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_9570 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_9570
0006: 254@ = 12 
04ED: load_animation "ON_LOOKERS" 
04ED: load_animation "GANGS" 
0006: 259@ = 3 
01BD: 262@ = current_time_in_ms 

:GUNS1_9612
0002: jump @GUNS1_10789 

:GUNS1_9619
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_10165 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_10165 

:GUNS1_9677
00D6: if or
84EE:   not animation "ON_LOOKERS" loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @GUNS1_9722 
0001: wait 0 ms 
0002: jump @GUNS1_9677 

:GUNS1_9722
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @GUNS1_9949 
00D6: if and
8119:   not car 102@ wrecked 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_9949 
00D6: if and
80DB:   not actor $PLAYER_ACTOR in_car 102@ 
80DB:   not actor 98@ in_car 102@ 
004D: jump_if_false @GUNS1_9949 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 98@ 
00A1: put_actor $PLAYER_ACTOR at 2808.119 -1182.255 24.3693 
0173: set_actor $PLAYER_ACTOR Z_angle_to 353.059 
00A1: put_actor 98@ at 2809.281 -1181.609 24.3693 
0173: set_actor 98@ Z_angle_to 30.6396 
015F: set_camera_position 2804.06 -1181.834 25.8646 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2804.96 -1181.406 25.9365 switchstyle 2 
0508: car 102@ close_all_doors 
020A: set_car 102@ door_status_to 2 
068A: set_car 102@ repair_door 2 
068A: set_car 102@ repair_door 3 
0519: set_car 102@ locked 1 
0006: 73@ = 1 

:GUNS1_9949
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_10122 
0615: define_AS_pack_begin 126@ 
0605: actor -1 perform_animation "SHOUT_IN" IFP "ON_LOOKERS" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_OUT" IFP "ON_LOOKERS" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 126@ 
0618: assign_actor 98@ to_AS_pack 126@ 
061B: remove_references_to_AS_pack 126@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 98@ 

:GUNS1_10122
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_10146 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_10146
0006: 254@ = 13 
0006: 259@ = 4 
01BD: 262@ = current_time_in_ms 

:GUNS1_10165
0002: jump @GUNS1_10789 

:GUNS1_10172
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_10388 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_10388 
04ED: load_animation "GANGS" 

:GUNS1_10239
00D6: if 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @GUNS1_10270 
0001: wait 0 ms 
0002: jump @GUNS1_10239 

:GUNS1_10270
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_10299 
0968: actor 98@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 

:GUNS1_10299
0006: 254@ = 14 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_10376 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 98@ 5000 ms 
0605: actor $PLAYER_ACTOR perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GUNS1_10376
0006: 259@ = 5 
01BD: 262@ = current_time_in_ms 

:GUNS1_10388
0002: jump @GUNS1_10789 

:GUNS1_10395
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_10576 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_10576 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_10482 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_10482
0006: 254@ = 15 
0687: clear_actor $PLAYER_ACTOR task 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_10564 
05BF: AS_actor 98@ look_at_actor $PLAYER_ACTOR 3000 ms 
0605: actor 98@ perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GUNS1_10564
0006: 259@ = 6 
01BD: 262@ = current_time_in_ms 

:GUNS1_10576
0002: jump @GUNS1_10789 

:GUNS1_10583
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_10710 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_10710 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_10665 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_10665
0006: 254@ = 16 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_10698 
0647: AS_actor 98@ clear_look_task 
05C2: AS_actor 98@ show_the_finger 

:GUNS1_10698
0006: 259@ = 7 
01BD: 262@ = current_time_in_ms 

:GUNS1_10710
0002: jump @GUNS1_10789 

:GUNS1_10717
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_10782 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_10782 
0006: 258@ = 1 

:GUNS1_10782
0002: jump @GUNS1_10789 

:GUNS1_10789
0002: jump @GUNS1_8778 

:GUNS1_10796
0701: end_scene_skip 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_10824 
0968: actor 98@ stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_10824
040D: unload_wav 255@ 
040D: unload_wav 256@ 
0396: pause_timer 0 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @GUNS1_11073 
00D6: if and
8119:   not car 102@ wrecked 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_11073 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 98@ 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @GUNS1_10930 
00A1: put_actor $PLAYER_ACTOR at 2808.119 -1182.255 24.3693 
0002: jump @GUNS1_10950 

:GUNS1_10930
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2808.119 -1182.255 24.3693 

:GUNS1_10950
0173: set_actor $PLAYER_ACTOR Z_angle_to 10.3905 
00D6: if 
80DF:   not actor 98@ driving 
004D: jump_if_false @GUNS1_11003 
0972: put_actor 98@ at 2809.281 -1181.609 24.6181 no_offset 
0002: jump @GUNS1_11023 

:GUNS1_11003
0362: remove_actor 98@ from_car_and_place_at 2809.281 -1181.609 24.6181 

:GUNS1_11023
0173: set_actor 98@ Z_angle_to 30.6396 
0508: car 102@ close_all_doors 
020A: set_car 102@ door_status_to 2 
068A: set_car 102@ repair_door 2 
068A: set_car 102@ repair_door 3 
0519: set_car 102@ locked 1 
0006: 73@ = 1 

:GUNS1_11073
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_11099 
0792: disembark_instantly_actor 98@ 
0647: AS_actor 98@ clear_look_task 

:GUNS1_11099
0792: disembark_instantly_actor $PLAYER_ACTOR 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
04EF: release_animation "ON_LOOKERS" 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
07FB: set_interior 'BURHOUS' access 1  // Colonel Fuhrberger's
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
018A: 109@ = create_checkpoint_at 2808.0 -1177.0 26.0 
00BB: show_text_lowpriority GXT 'RYD1_39' time 5000 flag 1  // Enter the ~y~house~s~.
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_11405 
00D6: if 
06EE:   actor 98@ in_group $PLAYER_GROUP 
004D: jump_if_false @GUNS1_11227 
06C9: remove_actor 98@ from_group 

:GUNS1_11227
0615: define_AS_pack_begin 128@ 
05D3: AS_actor -1 goto_point 2829.412 -1187.152 23.8422 mode 4 time -2 ms // versionA 
06A9: AS_actor -1 look_at_point 2833.251 -1197.908 23.3976 2500 ms 
06A9: AS_actor -1 look_at_point 2831.166 -1169.792 23.9627 2500 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
05D3: AS_actor -1 goto_point 2811.438 -1185.982 24.2707 mode 4 time -2 ms // versionA 
06A9: AS_actor -1 look_at_point 2808.122 -1190.884 24.3397 2500 ms 
06A9: AS_actor -1 look_at_point 2808.43 -1177.409 24.3621 2500 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
0643: set_AS_pack 128@ loop 1 
0616: define_AS_pack_end 128@ 
0618: assign_actor 98@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 

:GUNS1_11405
0006: 51@ = 4 

:GUNS1_11412
00D6: if 
0039:   51@ == 4 
004D: jump_if_false @GUNS1_12539 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2808.0 -1170.0 1026.0 radius 10.0 10.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2807.96 -1176.236 24.3824 radius 1.2 1.2 3.0 
004D: jump_if_false @GUNS1_12539 
00BE: text_clear_all 
0164: disable_marker 109@ 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:GUNS1_11536
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_11560 
0001: wait 0 ms 
0002: jump @GUNS1_11536 

:GUNS1_11560
00BE: text_clear_all 
03E6: remove_text_box 
0581: enable_radar 0 
0826: enable_hud 0 
015F: set_camera_position 2806.792 -1168.75 1025.883 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2807.339 -1169.587 1025.903 switchstyle 2 
075B: zoom_radar 90 
02A3: enable_widescreen 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
04BB: select_interior 8 
03CB: set_rendering_origin_at 2807.62 -1169.88 1024.578 
04BB: select_interior 8 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2807.96 -1176.236 radius 20.0 
00A1: put_actor $PLAYER_ACTOR at 2807.62 -1171.9 1024.578 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0007: 167@ = 0.0 
0004: $6705 = 0 
04BB: select_interior 8 
022B: create_forbidden_for_peds_cube_cornerA 2775.0 -1196.4 0.0 cornerB 2840.0 -1141.0 40.0 
0395: clear_area 1 at 2808.73 -1168.32 1024.6 radius 100.0 
03CB: set_rendering_origin_at 2808.73 -1168.32 1024.6 
02EB: restore_camera_with_jumpcut 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_11828 
0687: clear_actor 98@ task 

:GUNS1_11828
0247: load_model #DB_AMMO 

:GUNS1_11833
00D6: if 
8248:   not model #DB_AMMO available 
004D: jump_if_false @GUNS1_11860 
0001: wait 0 ms 
0002: jump @GUNS1_11833 

:GUNS1_11860
0006: 34@ = 0 

:GUNS1_11867
00D6: if 
001B:   7 > 34@ 
004D: jump_if_false @GUNS1_12073 
0107: 117@(34@,7i) = create_object #DB_AMMO at 132@(34@,7f) 139@(34@,7f) 146@(34@,7f) 
0188: 110@(34@,7i) = create_marker_above_object 117@(34@,7i) 
01BB: store_object 117@(34@,7i) position_to 163@ 164@ 165@ 
00D6: if 
0021:   165@ > 700.0 
004D: jump_if_false @GUNS1_11997 
08DC: create_interior_marker 110@(34@,7i) at 2807.844 -1176.985 radius 10.0 

:GUNS1_11997
0006: 81@(34@,7i) = 1 
0566: link_object 117@(34@,7i) to_interior 8 
08E9: set_object 117@(34@,7i) liftable 1 
0382: set_object 117@(34@,7i) collision_detection 1 
0392: make_object 117@(34@,7i) moveable 1 
000A: 47@ += 1 
000A: 34@ += 1 
0002: jump @GUNS1_11867 

:GUNS1_12073
04ED: load_animation "INT_HOUSE" 
04ED: load_animation "GANGS" 

:GUNS1_12095
00D6: if or
84EE:   not animation "INT_HOUSE" loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @GUNS1_12139 
0001: wait 0 ms 
0002: jump @GUNS1_12095 

:GUNS1_12139
0247: load_model #WMOPJ 
0247: load_model #CHROMEGUN 

:GUNS1_12148
00D6: if or
8248:   not model #WMOPJ available 
8248:   not model #CHROMEGUN available 
004D: jump_if_false @GUNS1_12179 
0001: wait 0 ms 
0002: jump @GUNS1_12148 

:GUNS1_12179
009A: 99@ = create_actor_pedtype 24 model #WMOPJ at 2816.857 -1169.075 1028.172 
0860: link_actor 99@ to_interior 8 
0446: set_actor 99@ dismemberment_possible 1 
0985: set_objects_in_sphere 2816.857 -1169.075 1028.172 radius 4.0 with_model -150 solid 0 for_actor 99@ 
060B: set_actor 99@ decision_maker_to 40@ 
00A1: put_actor 99@ at 2816.857 -1169.075 1028.172 
0173: set_actor 99@ Z_angle_to 90.0 
01B2: give_actor 99@ weapon 25 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 99@ armed_weapon_to 0 
0605: actor 99@ perform_animation "BED_LOOP_R" IFP "INT_HOUSE" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
015F: set_camera_position 2806.792 -1168.75 1025.883 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2807.339 -1169.587 1025.903 switchstyle 2 
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @GUNS1_12459 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 1 at 2819.9 -1181.7 1025.15 radius 50.0 
0006: 95@ = 1 

:GUNS1_12459
0006: 61@ = 1 
000A: 35@ += 1 
0164: disable_marker 110@ 
0006: 81@ = 0 
0108: destroy_object 117@ 
000E: 47@ -= 1 
016A: fade 1 time 500 

:GUNS1_12504
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_12528 
0001: wait 0 ms 
0002: jump @GUNS1_12504 

:GUNS1_12528
0826: enable_hud 1 
0006: 51@ = 5 

:GUNS1_12539
00D6: if 
001B:   7 > 51@ 
004D: jump_if_false @GUNS1_12774 
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @GUNS1_12767 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if 
0018:   $TIME_HOURS > 21 
004D: jump_if_false @GUNS1_12667 
0006: 49@ = 24 
0064: 49@ -= $TIME_HOURS // (int) 
000A: 49@ += 6 
0012: 49@ *= 60000 
008A: $6704 = 49@ // (int) 
0006: 49@ = 60000 
0064: 49@ -= $TIME_MINS // (int) 
0058: $6704 += $TIME_MINS // (int) 

:GUNS1_12667
00D6: if 
001A:   5 > $TIME_HOURS 
004D: jump_if_false @GUNS1_12744 
0006: 49@ = 6 
0064: 49@ -= $TIME_HOURS // (int) 
0012: 49@ *= 60000 
008A: $6704 = 49@ // (int) 
0006: 49@ = 60000 
0064: 49@ -= $TIME_MINS // (int) 
0058: $6704 += $TIME_MINS // (int) 

:GUNS1_12744
03C3: set_timer_to $6704 type 1 GXT 'RYD1_41' // global_variable  // DAYLIGHT
0006: 80@ = 1 

:GUNS1_12767
0002: jump @GUNS1_12804 

:GUNS1_12774
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @GUNS1_12804 
014F: stop_timer $6704 
0006: 80@ = 0 

:GUNS1_12804
00D6: if 
0039:   51@ == 5 
004D: jump_if_false @GUNS1_14412 
0395: clear_area 1 at 2819.9 -1181.7 1025.15 radius 50.0 
0396: pause_timer 1 
0707: start_scene_skip_to @GUNS1_13763 
03E6: remove_text_box 
0512: show_permanent_text_box 'RYD1_92'  // You must remain silent at all times.

:GUNS1_12870
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @GUNS1_12894 
0001: wait 0 ms 
0002: jump @GUNS1_12870 

:GUNS1_12894
0006: 32@ = 0 
0006: 52@ = 0 

:GUNS1_12908
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_12968 
00D6: if or
0019:   32@ > 4000 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_12957 
0006: 52@ = 1 

:GUNS1_12957
0001: wait 0 ms 
0002: jump @GUNS1_12908 

:GUNS1_12968
03E6: remove_text_box 
0512: show_permanent_text_box 'RYD1_93'  // Hold down the ~k~~SNEAK_ABOUT~ key to sneak.

:GUNS1_12981
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @GUNS1_13005 
0001: wait 0 ms 
0002: jump @GUNS1_12981 

:GUNS1_13005
0006: 32@ = 0 
0006: 52@ = 0 

:GUNS1_13019
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_13079 
00D6: if or
0019:   32@ > 4000 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_13068 
0006: 52@ = 1 

:GUNS1_13068
0001: wait 0 ms 
0002: jump @GUNS1_13019 

:GUNS1_13079
015F: set_camera_position 2815.59 -1169.15 1029.45 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2820.48 -1173.33 1028.01 switchstyle 2 
03E6: remove_text_box 
0512: show_permanent_text_box 'RYD1_94'  // If you make too much noise you will wake the inhabitants of the house.

:GUNS1_13143
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @GUNS1_13167 
0001: wait 0 ms 
0002: jump @GUNS1_13143 

:GUNS1_13167
0006: 32@ = 0 
0006: 52@ = 0 
0006: 277@ = 3 
0006: 278@ = 0 
0006: 279@ = 0 

:GUNS1_13202
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_13451 
00D6: if 
8039:   not  277@ == 0 
004D: jump_if_false @GUNS1_13409 
00D6: if 
0039:   278@ == 0 
004D: jump_if_false @GUNS1_13282 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @GUNS1_13275 
040D: unload_wav 3 

:GUNS1_13275
0006: 278@ = 1 

:GUNS1_13282
00D6: if 
0039:   278@ == 1 
004D: jump_if_false @GUNS1_13318 
03CF: load_wav 273@(277@,4i) as 3 
0006: 278@ = 2 

:GUNS1_13318
00D6: if 
0039:   278@ == 2 
004D: jump_if_false @GUNS1_13362 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @GUNS1_13362 
03D1: play_wav 3 
0006: 278@ = 3 

:GUNS1_13362
00D6: if 
0039:   278@ == 3 
004D: jump_if_false @GUNS1_13409 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @GUNS1_13409 
0006: 277@ = 0 
0006: 278@ = 0 

:GUNS1_13409
00D6: if or
0019:   32@ > 4000 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_13440 
0006: 52@ = 1 

:GUNS1_13440
0001: wait 0 ms 
0002: jump @GUNS1_13202 

:GUNS1_13451
0512: show_permanent_text_box 'RYD1_95'  // Make sure the noise bar does not reach maximum.

:GUNS1_13462
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @GUNS1_13486 
0001: wait 0 ms 
0002: jump @GUNS1_13462 

:GUNS1_13486
0006: 32@ = 0 
0006: 52@ = 0 
0006: 277@ = 3 
0006: 278@ = 0 

:GUNS1_13514
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_13763 
00D6: if 
8039:   not  277@ == 0 
004D: jump_if_false @GUNS1_13721 
00D6: if 
0039:   278@ == 0 
004D: jump_if_false @GUNS1_13594 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @GUNS1_13587 
040D: unload_wav 3 

:GUNS1_13587
0006: 278@ = 1 

:GUNS1_13594
00D6: if 
0039:   278@ == 1 
004D: jump_if_false @GUNS1_13630 
03CF: load_wav 273@(277@,4i) as 3 
0006: 278@ = 2 

:GUNS1_13630
00D6: if 
0039:   278@ == 2 
004D: jump_if_false @GUNS1_13674 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @GUNS1_13674 
03D1: play_wav 3 
0006: 278@ = 3 

:GUNS1_13674
00D6: if 
0039:   278@ == 3 
004D: jump_if_false @GUNS1_13721 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @GUNS1_13721 
0006: 277@ = 0 
0006: 278@ = 0 

:GUNS1_13721
00D6: if or
0019:   32@ > 4000 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_13752 
0006: 52@ = 1 

:GUNS1_13752
0001: wait 0 ms 
0002: jump @GUNS1_13514 

:GUNS1_13763
0701: end_scene_skip 
040D: unload_wav 3 
0396: pause_timer 0 
03E6: remove_text_box 
00BE: text_clear_all 
00D6: if and
8119:   not car 102@ wrecked 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_14191 
0395: clear_area 1 at 2812.9 -1181.13 1024.396 radius 100.0 
00AB: put_car 102@ at 2811.846 -1183.291 24.2764 
0175: set_car 102@ Z_angle_to 246.9816 
0657: car 102@ open_door 4 
0657: car 102@ open_door 5 
0687: clear_actor 98@ task 
0407: store_coords_to 154@ 155@ 156@ from_car 102@ with_offset -1.5 -4.0 0.0 
0174: 153@ = car 102@ Z_angle 
000F: 153@ -= 180.0 
00D6: if 
0023:   180.0 > 153@ 
004D: jump_if_false @GUNS1_13949 
000B: 153@ += 360.0 

:GUNS1_13949
0792: disembark_instantly_actor 98@ 
00A1: put_actor 98@ at 2811.122 -1186.549 24.2718 
0173: set_actor 98@ Z_angle_to 17.5866 
0407: store_coords_to 154@ 155@ 156@ from_car 102@ with_offset 0.0 -4.0 0.0 
0615: define_AS_pack_begin 128@ 
05D3: AS_actor -1 goto_point 2829.412 -1187.152 23.8422 mode 4 time -2 ms // versionA 
06A9: AS_actor -1 look_at_point 2833.251 -1197.908 23.3976 2500 ms 
06A9: AS_actor -1 look_at_point 2831.166 -1169.792 23.9627 2500 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
05D3: AS_actor -1 goto_point 2811.438 -1185.982 24.2707 mode 4 time -2 ms // versionA 
06A9: AS_actor -1 look_at_point 2808.122 -1190.884 24.3397 2500 ms 
06A9: AS_actor -1 look_at_point 2808.43 -1177.409 24.3621 2500 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
0643: set_AS_pack 128@ loop 1 
0616: define_AS_pack_end 128@ 
0618: assign_actor 98@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 

:GUNS1_14191
0792: disembark_instantly_actor $PLAYER_ACTOR 
02EB: restore_camera_with_jumpcut 
04EF: release_animation "GANGS" 
0007: 167@ = 0.0 
0004: $6705 = 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @GUNS1_14311 
0007: 167@ = 0.0 
0004: $6705 = 0 
0004: $6705 = 0 
03C4: set_status_text $6705 type 1 GXT 'GUNS1_5' // global_variable  // Noise
0581: enable_radar 0 
0006: 94@ = 1 
0006: 33@ = 0 

:GUNS1_14311
0006: 95@ = 1 
0006: 254@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 
0006: 51@ = 6 
0004: $6705 = 0 
0007: 167@ = 0.0 

:GUNS1_14412
00D6: if and
0039:   96@ == 0 
001B:   7 > 51@ 
004D: jump_if_false @GUNS1_16262 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @GUNS1_14535 
00D6: if 
0039:   51@ == 6 
004D: jump_if_false @GUNS1_14535 
00D6: if 
0019:   33@ > 2500 
004D: jump_if_false @GUNS1_14535 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'RYD1_40' time 5000 flag 1  // Find a ~g~crate~s~.
01E4: show_text_1number_lowpriority GXT 'RYD1_97' number 3 time 5000 flag 1  // ~s~You need to steal at least ~1~ crates of guns.
0006: 91@ = 1 

:GUNS1_14535
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @GUNS1_16262 
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @GUNS1_16262 
077E: get_active_interior_to 37@ 
00D6: if 
0039:   37@ == 8 
004D: jump_if_false @GUNS1_14736 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2807.62 -1171.9 1024.578 radius 50.0 50.0 50.0 
004D: jump_if_false @GUNS1_14729 
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @GUNS1_14729 
0004: $6705 = 0 
0007: 167@ = 0.0 
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @GUNS1_14729 
03C4: set_status_text $6705 type 1 GXT 'GUNS1_5' // global_variable  // Noise
059C: enable_status_text $6705 flashing 0 // global_variable 
0581: enable_radar 0 
0006: 94@ = 1 

:GUNS1_14729
0002: jump @GUNS1_16262 

:GUNS1_14736
00D6: if 
0038:   $6704 == 0 
004D: jump_if_false @GUNS1_16262 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_14857 
0687: clear_actor 99@ task 
00A1: put_actor 99@ at 2806.996 -1169.809 1024.612 
0173: set_actor 99@ Z_angle_to 193.7598 
060B: set_actor 99@ decision_maker_to 39@ 
065C: release_decision_maker 40@ 
077A: set_actor 99@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0615: define_AS_pack_begin 127@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 127@ 
0618: assign_actor 99@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 

:GUNS1_14857
0006: 49@ = 0 

:GUNS1_14864
00D6: if 
001B:   7 > 49@ 
004D: jump_if_false @GUNS1_14969 
00D6: if 
03CA:   object 117@(49@,7i) exists 
004D: jump_if_false @GUNS1_14913 
08E9: set_object 117@(49@,7i) liftable 0 

:GUNS1_14913
00D6: if 
0039:   81@(49@,7i) == 1 
004D: jump_if_false @GUNS1_14955 
0164: disable_marker 110@(49@,7i) 
0006: 81@(49@,7i) = 0 

:GUNS1_14955
000A: 49@ += 1 
0002: jump @GUNS1_14864 

:GUNS1_14969
014F: stop_timer $6704 
0151: remove_status_text $6705 
0581: enable_radar 1 
00D6: if 
0019:   35@ > 3 
004D: jump_if_false @GUNS1_15020 
014F: stop_timer $6704 
0006: 51@ = 7 
0002: jump @GUNS1_16255 

:GUNS1_15020
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @GUNS1_16109 
00D6: if and
8119:   not car 102@ wrecked 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_16109 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
03E6: remove_text_box 
00BE: text_clear_all 
020A: set_car 102@ door_status_to 1 
0519: set_car 102@ locked 0 
03CB: set_rendering_origin_at 2807.858 -1188.103 25.4725 
015F: set_camera_position 2807.858 -1188.103 25.4725 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2808.792 -1187.748 25.4449 switchstyle 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2832.257 -1182.708 23.7924 
05D7: add_point_to_scmpath 2840.811 -1211.145 22.6279 
0615: define_AS_pack_begin 127@ 
00D6: if 
0019:   51@ > 5 
004D: jump_if_false @GUNS1_15246 
05D3: AS_actor -1 goto_point 2812.091 -1186.198 24.2658 mode 6 time 10000 ms // versionA 

:GUNS1_15246
05CB: AS_actor -1 enter_car 102@ as_driver 20000 ms 
07E7: AS_assign_scmpath_to_actor -1 in_car 102@ speed 25.0 flags 1 0 1 
0616: define_AS_pack_end 127@ 
0618: assign_actor 98@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 
0006: 254@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 263@ = 0 
0006: 259@ = 0 
0006: 52@ = 0 
0006: 32@ = 0 

:GUNS1_15348
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_16109 
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_15705 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_15430 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_15423 
040D: unload_wav 256@ 

:GUNS1_15423
0006: 257@ = 1 

:GUNS1_15430
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_15467 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_15467
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_15527 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_15527 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_15527
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_15705 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_15644 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_15609 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_15623 

:GUNS1_15609
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_15623
0006: 254@ = 0 
0006: 257@ = 0 
0002: jump @GUNS1_15705 

:GUNS1_15644
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_15705 
00D6: if 
001B:   76 > 254@ 
004D: jump_if_false @GUNS1_15705 
0085: 263@ = 254@ // (int) 
000A: 263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_15705
0871: init_jump_table 259@ total_jumps 2 default_jump 1 @GUNS1_15949 jumps 0 @GUNS1_15768 1 @GUNS1_15836 -1 @GUNS1_16019 -1 @GUNS1_16019 -1 @GUNS1_16019 -1 @GUNS1_16019 -1 @GUNS1_16019 

:GUNS1_15768
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_15829 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_15810 
0967: actor 98@ move_mouth 5000 ms 

:GUNS1_15810
0006: 254@ = 81 
0006: 259@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_15829
0002: jump @GUNS1_16019 

:GUNS1_15836
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_15942 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_15942 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_15915 
0968: actor 98@ stop_mouth 

:GUNS1_15915
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 
0006: 254@ = 77 
0006: 259@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_15942
0002: jump @GUNS1_16019 

:GUNS1_15949
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_16012 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_16012 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_16012
0002: jump @GUNS1_16019 

:GUNS1_16019
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_16053 
062E: get_actor 98@ task 1560 status_store_to 38@ // ret 7 if not found 
0002: jump @GUNS1_16060 

:GUNS1_16053
0006: 52@ = 1 

:GUNS1_16060
00D6: if or
0019:   32@ > 15000 
04A4:   38@ == 7 // == constant 
004D: jump_if_false @GUNS1_16098 
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 52@ = 1 

:GUNS1_16098
0001: wait 0 ms 
0002: jump @GUNS1_15348 

:GUNS1_16109
00BE: text_clear_all 
0687: clear_actor $PLAYER_ACTOR task 
02EB: restore_camera_with_jumpcut 
010D: set_player $PLAYER_CHAR wanted_level_to 2 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @GUNS1_16232 
016A: fade 0 time 1000 

:GUNS1_16161
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_16185 
0001: wait 0 ms 
0002: jump @GUNS1_16161 

:GUNS1_16185
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:GUNS1_16208
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_16232 
0001: wait 0 ms 
0002: jump @GUNS1_16208 

:GUNS1_16232
00BB: show_text_lowpriority GXT 'RYD1_96' time 5000 flag 1  // ~r~You did not manage to steal enough crates.
0002: jump @GUNS1_40642 

:GUNS1_16255
0006: 94@ = 0 

:GUNS1_16262
00D6: if 
001B:   7 > 51@ 
004D: jump_if_false @GUNS1_16395 
00A0: store_actor $PLAYER_ACTOR position_to 160@ 161@ 162@ 
00D6: if 
0021:   162@ > 900.0 
004D: jump_if_false @GUNS1_16370 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @GUNS1_16363 
077E: get_active_interior_to 37@ 
00D6: if 
0039:   37@ == 8 
004D: jump_if_false @GUNS1_16363 
0006: 92@ = 1 

:GUNS1_16363
0002: jump @GUNS1_16395 

:GUNS1_16370
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @GUNS1_16395 
0006: 92@ = 0 

:GUNS1_16395
00D6: if 
0019:   51@ > 2 
004D: jump_if_false @GUNS1_23696 
00D6: if 
001B:   7 > 51@ 
004D: jump_if_false @GUNS1_23696 
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @GUNS1_23696 
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @GUNS1_23696 
077E: get_active_interior_to 37@ 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @GUNS1_16731 
00D6: if 
0039:   95@ == 1 
004D: jump_if_false @GUNS1_16634 
040D: unload_wav 3 
0006: 277@ = 3 
0006: 278@ = 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
00D6: if 
0039:   60@ == 1 
004D: jump_if_false @GUNS1_16589 
00D6: if 
03CA:   object 117@(36@,7i) exists 
004D: jump_if_false @GUNS1_16589 
0566: link_object 117@(36@,7i) to_interior 0 

:GUNS1_16589
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @GUNS1_16623 
0151: remove_status_text $6705 
0581: enable_radar 1 
0006: 94@ = 0 

:GUNS1_16623
0006: 95@ = 0 
075B: zoom_radar 0 

:GUNS1_16634
00D6: if 
0018:   $6705 > 11 
004D: jump_if_false @GUNS1_16714 
000C: $6705 -= 10 
00D6: if 
0021:   167@ > 11.0 
004D: jump_if_false @GUNS1_16697 
000F: 167@ -= 10.0 
0002: jump @GUNS1_16707 

:GUNS1_16697
0007: 167@ = 0.0 

:GUNS1_16707
0002: jump @GUNS1_16731 

:GUNS1_16714
0007: 167@ = 0.0 
0004: $6705 = 0 

:GUNS1_16731
00D6: if 
0039:   37@ == 8 
004D: jump_if_false @GUNS1_17507 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2809.0 -1169.0 1026.0 radius 30.0 30.0 30.0 
004D: jump_if_false @GUNS1_17507 
00D6: if 
8039:   not  277@ == 0 
004D: jump_if_false @GUNS1_17023 
00D6: if 
0039:   278@ == 0 
004D: jump_if_false @GUNS1_16859 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @GUNS1_16852 
040D: unload_wav 3 

:GUNS1_16852
0006: 278@ = 1 

:GUNS1_16859
00D6: if 
0039:   278@ == 1 
004D: jump_if_false @GUNS1_16895 
03CF: load_wav 273@(277@,4i) as 3 
0006: 278@ = 2 

:GUNS1_16895
00D6: if 
0039:   278@ == 2 
004D: jump_if_false @GUNS1_16962 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @GUNS1_16962 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_16955 
0949: link_wav 3 to_actor 99@ 
03D1: play_wav 3 

:GUNS1_16955
0006: 278@ = 3 

:GUNS1_16962
00D6: if 
0039:   278@ == 3 
004D: jump_if_false @GUNS1_17016 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @GUNS1_17016 
0006: 277@ = 0 
0006: 278@ = 0 
0006: 32@ = 0 

:GUNS1_17016
0002: jump @GUNS1_17049 

:GUNS1_17023
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @GUNS1_17049 
0006: 277@ = 3 

:GUNS1_17049
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_17173 
00A0: store_actor $PLAYER_ACTOR position_to 160@ 161@ 162@ 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @GUNS1_17130 
0855: get_actor -1 noise_level_at 160@ 161@ 162@ store_to 166@ 
0013: 166@ *= 1.6 
0002: jump @GUNS1_17173 

:GUNS1_17130
00D6: if 
0019:   33@ > 500 
004D: jump_if_false @GUNS1_17156 
0006: 79@ = 1 

:GUNS1_17156
0004: $6705 = 0 
0007: 167@ = 0.0 

:GUNS1_17173
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @GUNS1_17289 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 1 at 2819.9 -1181.7 1025.15 radius 50.0 
00D6: if 
0039:   60@ == 1 
004D: jump_if_false @GUNS1_17278 
00D6: if 
03CA:   object 117@(36@,7i) exists 
004D: jump_if_false @GUNS1_17278 
0566: link_object 117@(36@,7i) to_interior 8 

:GUNS1_17278
075B: zoom_radar 90 
0006: 95@ = 1 

:GUNS1_17289
00D6: if 
0021:   166@ > 20.0 
004D: jump_if_false @GUNS1_17328 
000F: 166@ -= 20.0 
005B: 167@ += 166@ // (float) 

:GUNS1_17328
0013: 167@ *= 0.99 
0090: $6705 = float 167@ to_integer 
00D6: if 
0028:   $6705 >= 100 
004D: jump_if_false @GUNS1_17408 
0004: $6705 = 100 
00D6: if 
0039:   171@ == 0 
004D: jump_if_false @GUNS1_17401 
01BD: 169@ = current_time_in_ms 
0006: 171@ = 1 

:GUNS1_17401
0002: jump @GUNS1_17433 

:GUNS1_17408
00D6: if 
001A:   0 > $6705 
004D: jump_if_false @GUNS1_17433 
0004: $6705 = 0 

:GUNS1_17433
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_17507 
00D6: if or
051A:   actor 99@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor $PLAYER_ACTOR near_actor 99@ radius 1.0 1.0 2.0 sphere 0 
004D: jump_if_false @GUNS1_17507 
0006: 171@ = 2 
0004: $6705 = 100 

:GUNS1_17507
00D6: if 
0039:   171@ == 1 
004D: jump_if_false @GUNS1_18421 
01BD: 168@ = current_time_in_ms 
0085: 170@ = 168@ // (int) 
0062: 170@ -= 169@ // (int) 
00D6: if 
0019:   170@ > 1500 
004D: jump_if_false @GUNS1_18421 
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @GUNS1_18414 
040D: unload_wav 3 
0006: 277@ = 0 
0006: 278@ = 0 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2816.096 -1169.522 1029.081 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2817.093 -1169.588 1029.055 switchstyle 2 
0006: 254@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 

:GUNS1_17735
0001: wait 0 ms 
00D6: if 
0039:   258@ == 0 
004D: jump_if_false @GUNS1_18340 
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_18096 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_17821 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_17814 
040D: unload_wav 256@ 

:GUNS1_17814
0006: 257@ = 1 

:GUNS1_17821
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_17858 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_17858
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_17918 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_17918 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_17918
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_18096 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_18035 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_18000 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_18014 

:GUNS1_18000
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_18014
0006: 254@ = 0 
0006: 257@ = 0 
0002: jump @GUNS1_18096 

:GUNS1_18035
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_18096 
00D6: if 
001B:   76 > 254@ 
004D: jump_if_false @GUNS1_18096 
0085: 263@ = 254@ // (int) 
000A: 263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_18096
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @GUNS1_18333 
0871: init_jump_table 259@ total_jumps 1 default_jump 1 @GUNS1_18240 jumps 0 @GUNS1_18172 -1 @GUNS1_18333 -1 @GUNS1_18333 -1 @GUNS1_18333 -1 @GUNS1_18333 -1 @GUNS1_18333 -1 @GUNS1_18333 

:GUNS1_18172
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_18233 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_18214 
0967: actor 99@ move_mouth 5000 ms 

:GUNS1_18214
0006: 254@ = 36 
0006: 259@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_18233
0002: jump @GUNS1_18333 

:GUNS1_18240
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_18326 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_18301 
0968: actor 99@ stop_mouth 

:GUNS1_18301
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_18326 
0006: 258@ = 1 

:GUNS1_18326
0002: jump @GUNS1_18333 

:GUNS1_18333
0002: jump @GUNS1_17735 

:GUNS1_18340
00BB: show_text_lowpriority GXT 'GUNS134' time 3000 flag 1  // ~s~You're making too much noise, you have to sneak!
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0006: 171@ = 0 
0004: $6705 = 0 
0007: 167@ = 0.0 
0006: 93@ = 1 
0006: 277@ = 3 
0002: jump @GUNS1_18421 

:GUNS1_18414
0006: 171@ = 2 

:GUNS1_18421
00D6: if or
0039:   171@ == 2 
0038:   $6704 == 0 
004D: jump_if_false @GUNS1_23336 
040D: unload_wav 3 
0006: 278@ = 0 
0006: 277@ = 0 
0006: 49@ = 0 

:GUNS1_18471
00D6: if 
001B:   7 > 49@ 
004D: jump_if_false @GUNS1_18576 
00D6: if 
03CA:   object 117@(49@,7i) exists 
004D: jump_if_false @GUNS1_18520 
08E9: set_object 117@(49@,7i) liftable 0 

:GUNS1_18520
00D6: if 
0039:   81@(49@,7i) == 1 
004D: jump_if_false @GUNS1_18562 
0164: disable_marker 110@(49@,7i) 
0006: 81@(49@,7i) = 0 

:GUNS1_18562
000A: 49@ += 1 
0002: jump @GUNS1_18471 

:GUNS1_18576
00D6: if 
0039:   37@ == 8 
004D: jump_if_false @GUNS1_21937 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_21930 
0226: 49@ = actor 99@ health 
00D6: if 
001B:   20 > 49@ 
004D: jump_if_false @GUNS1_18643 
0223: set_actor 99@ health_to 20 

:GUNS1_18643
040D: unload_wav 3 
0792: disembark_instantly_actor 99@ 
0575: set_actor 99@ keep_position 0 
04C4: store_coords_to 157@ 158@ 159@ from_actor $PLAYER_ACTOR with_offset 1.0 1.0 0.0 
0395: clear_area 1 at 2808.123 -1172.823 1024.612 radius 10.0 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 99@ radius 1.0 1.0 2.0 sphere 0 
004D: jump_if_false @GUNS1_18778 
00A1: put_actor $PLAYER_ACTOR at 2817.229 -1166.11 1028.172 
0173: set_actor $PLAYER_ACTOR Z_angle_to 94.7698 

:GUNS1_18778
00A1: put_actor 99@ at 2815.961 -1169.392 1028.172 
0173: set_actor 99@ Z_angle_to 14.1 
015F: set_camera_position 2816.242 -1168.358 1029.485 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2815.674 -1169.144 1029.729 switchstyle 2 
0615: define_AS_pack_begin 127@ 
05C8: AS_actor -1 look_around 
05C2: AS_actor -1 show_the_finger 
0616: define_AS_pack_end 127@ 
0618: assign_actor 99@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 
01B4: set_player $PLAYER_CHAR can_move 0 
0687: clear_actor $PLAYER_ACTOR task 
02A3: enable_widescreen 1 
00BE: text_clear_all 
03E6: remove_text_box 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
001B:   4 > 35@ 
004D: jump_if_false @GUNS1_18973 
00A1: put_actor $PLAYER_ACTOR at 2807.525 -1167.076 1024.578 
0173: set_actor $PLAYER_ACTOR Z_angle_to 169.2411 

:GUNS1_18973
01B9: set_actor 99@ armed_weapon_to 25 
0707: start_scene_skip_to @GUNS1_19768 
00BE: text_clear_all 
00D6: if 
0018:   $6704 > 0 
004D: jump_if_false @GUNS1_19054 
040D: unload_wav 3 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_19047 
0968: actor 99@ stop_mouth 
0967: actor 99@ move_mouth 4000 ms 
0006: 254@ = 39 

:GUNS1_19047
0002: jump @GUNS1_19084 

:GUNS1_19054
00BB: show_text_lowpriority GXT 'RYD1_36' time 4000 flag 1  // Morning already.. wait a minute something doesn't feel right here!
0006: 278@ = 0 
0006: 277@ = 1 

:GUNS1_19084
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 52@ = 0 
0006: 32@ = 0 

:GUNS1_19154
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_19768 
00D6: if 
8039:   not  277@ == 0 
004D: jump_if_false @GUNS1_19373 
00D6: if 
0039:   278@ == 0 
004D: jump_if_false @GUNS1_19234 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @GUNS1_19227 
040D: unload_wav 3 

:GUNS1_19227
0006: 278@ = 1 

:GUNS1_19234
00D6: if 
0039:   278@ == 1 
004D: jump_if_false @GUNS1_19270 
03CF: load_wav 273@(277@,4i) as 3 
0006: 278@ = 2 

:GUNS1_19270
00D6: if 
0039:   278@ == 2 
004D: jump_if_false @GUNS1_19314 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @GUNS1_19314 
03D1: play_wav 3 
0006: 278@ = 3 

:GUNS1_19314
00D6: if 
0039:   278@ == 3 
004D: jump_if_false @GUNS1_19373 
00D6: if or
03D2:   wav 3 ended 
0019:   32@ > 3000 
004D: jump_if_false @GUNS1_19373 
040D: unload_wav 3 
0006: 277@ = 0 
0006: 278@ = 0 

:GUNS1_19373
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_19665 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_19437 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_19430 
040D: unload_wav 256@ 

:GUNS1_19430
0006: 257@ = 1 

:GUNS1_19437
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_19474 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_19474
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_19534 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_19534 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_19534
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_19665 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_19665 
03D5: remove_text $6706(254@,82s) 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_19598 
0968: actor 99@ stop_mouth 

:GUNS1_19598
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_19637 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_19651 

:GUNS1_19637
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_19651
0006: 254@ = 0 
0006: 257@ = 0 

:GUNS1_19665
00D6: if 
0118:   actor 99@ dead 
004D: jump_if_false @GUNS1_19695 
0006: 52@ = 1 
0002: jump @GUNS1_19731 

:GUNS1_19695
062E: get_actor 99@ task 1560 status_store_to 38@ // ret 7 if not found 
00D6: if 
04A4:   38@ == 7 // == constant 
004D: jump_if_false @GUNS1_19731 
0006: 52@ = 1 

:GUNS1_19731
00D6: if 
0019:   32@ > 15000 
004D: jump_if_false @GUNS1_19757 
0006: 52@ = 1 

:GUNS1_19757
0001: wait 0 ms 
0002: jump @GUNS1_19154 

:GUNS1_19768
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
00BE: text_clear_all 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
04EF: release_animation "GANGS" 
0006: 60@ = 0 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_20085 
0968: actor 99@ stop_mouth 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2811.882 -1167.57 1029.22 radius 9.1 7.2 5.0 
0021:   162@ > 1029.0 
004D: jump_if_false @GUNS1_19947 
0615: define_AS_pack_begin 127@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 5000 ms 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 5.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 127@ 
0618: assign_actor 99@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 
0002: jump @GUNS1_20085 

:GUNS1_19947
00A1: put_actor 99@ at 2804.325 -1162.254 1028.18 
0173: set_actor 99@ Z_angle_to 180.0 
0615: define_AS_pack_begin 127@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 10000 ms 
0637: AS_actor -1 goto 2803.977 -1168.157 1025.375 mode 6 turn_radius 0.5 stop_radius 0.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2806.996 -1169.809 1024.612 mode 6 turn_radius 0.5 stop_radius 0.0 look_at_actor $PLAYER_ACTOR 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 127@ 
0618: assign_actor 99@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 

:GUNS1_20085
0687: clear_actor $PLAYER_ACTOR task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_20121 
0687: clear_actor 98@ task 
0647: AS_actor 98@ clear_look_task 

:GUNS1_20121
0395: clear_area 1 at 2806.996 -1169.209 1024.612 radius 50.0 
00D6: if and
8118:   not actor 98@ dead 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_20284 
0687: clear_actor 98@ task 
0407: store_coords_to 154@ 155@ 156@ from_car 102@ with_offset -1.5 -4.0 0.0 
0174: 153@ = car 102@ Z_angle 
000F: 153@ -= 180.0 
00D6: if 
0023:   180.0 > 153@ 
004D: jump_if_false @GUNS1_20249 
000B: 153@ += 360.0 

:GUNS1_20249
0792: disembark_instantly_actor 98@ 
00A1: put_actor 98@ at 2811.122 -1186.549 24.2718 
0173: set_actor 98@ Z_angle_to 17.5866 

:GUNS1_20284
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_20330 
060B: set_actor 99@ decision_maker_to 39@ 
065C: release_decision_maker 40@ 
077A: set_actor 99@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 

:GUNS1_20330
04EF: release_animation "INT_HOUSE" 
00D6: if 
0019:   35@ > 3 
004D: jump_if_false @GUNS1_20465 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_20407 
0615: define_AS_pack_begin 127@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 127@ 
0618: assign_actor 99@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 

:GUNS1_20407
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00BB: show_text_lowpriority GXT 'RYD1_44' time 4000 flag 1  // ~s~You're not going to be able to steal any more crates, get back to the ~b~truck~s~.
0006: 43@ = 0 
0002: jump @GUNS1_21930 

:GUNS1_20465
0006: 254@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 

:GUNS1_20535
0001: wait 0 ms 
00D6: if 
0039:   258@ == 0 
004D: jump_if_false @GUNS1_20996 
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_20835 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_20621 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_20614 
040D: unload_wav 256@ 

:GUNS1_20614
0006: 257@ = 1 

:GUNS1_20621
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_20658 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_20658
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_20718 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_20718 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_20718
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_20835 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_20835 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_20800 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_20814 

:GUNS1_20800
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_20814
0006: 254@ = 0 
0006: 257@ = 0 
0006: 258@ = 1 

:GUNS1_20835
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_20989 
00D6: if 
0039:   258@ == 0 
004D: jump_if_false @GUNS1_20989 
0006: 254@ = 38 
00A1: put_actor $PLAYER_ACTOR at 2807.525 -1167.076 1024.578 
0173: set_actor $PLAYER_ACTOR Z_angle_to 169.2411 
05D3: AS_actor $PLAYER_ACTOR goto_point 2807.626 -1178.272 1024.578 mode 6 time 6000 ms // versionA 
061B: remove_references_to_AS_pack 127@ 
015F: set_camera_position 2809.671 -1173.223 1025.994 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2808.816 -1172.714 1025.891 switchstyle 2 

:GUNS1_20989
0002: jump @GUNS1_20535 

:GUNS1_20996
0006: 52@ = 0 
0006: 32@ = 0 

:GUNS1_21010
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_21120 
062E: get_actor $PLAYER_ACTOR task 1491 status_store_to 38@ // ret 7 if not found 
00D6: if or
0019:   32@ > 10000 
04A4:   38@ == 7 // == constant 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2807.626 -1174.272 1024.578 radius 1.3 1.3 3.0 
004D: jump_if_false @GUNS1_21109 
0006: 52@ = 1 

:GUNS1_21109
0001: wait 0 ms 
0002: jump @GUNS1_21010 

:GUNS1_21120
016A: fade 0 time 1500 

:GUNS1_21127
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_21151 
0001: wait 0 ms 
0002: jump @GUNS1_21127 

:GUNS1_21151
0687: clear_actor $PLAYER_ACTOR task 
00A1: put_actor $PLAYER_ACTOR at 2808.784 -1178.054 24.3559 
0173: set_actor $PLAYER_ACTOR Z_angle_to 231.7034 
04BB: select_interior 0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2807.776 -1174.782 radius 20.0 
015F: set_camera_position 2807.473 -1176.315 25.8373 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2808.318 -1176.847 25.8125 switchstyle 2 
04E4: refresh_game_renderer_at 2808.784 -1178.054 
03CB: set_rendering_origin_at 2808.784 -1178.054 24.0 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_21311 
00A6: destroy_car 102@ 

:GUNS1_21311
01C3: remove_references_to_car 102@ 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_21337 
009B: destroy_actor 98@ 

:GUNS1_21337
01C2: remove_references_to_actor 98@ // Like turning an actor into a random pedestrian 
0615: define_AS_pack_begin 127@ 
05D3: AS_actor -1 goto_point 2814.974 -1181.695 24.2639 mode 6 time 10000 ms // versionA 
05C8: AS_actor -1 look_around 
0616: define_AS_pack_end 127@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @GUNS1_21438 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:GUNS1_21438
016A: fade 1 time 1000 

:GUNS1_21445
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_21469 
0001: wait 0 ms 
0002: jump @GUNS1_21445 

:GUNS1_21469
0006: 254@ = 78 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 263@ = 0 
0006: 52@ = 0 
0006: 32@ = 0 

:GUNS1_21518
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_21930 
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_21875 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_21600 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_21593 
040D: unload_wav 256@ 

:GUNS1_21593
0006: 257@ = 1 

:GUNS1_21600
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_21637 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_21637
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_21697 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_21697 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_21697
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_21875 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_21814 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_21779 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_21793 

:GUNS1_21779
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_21793
0006: 254@ = 0 
0006: 257@ = 0 
0002: jump @GUNS1_21875 

:GUNS1_21814
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_21875 
00D6: if 
001B:   76 > 254@ 
004D: jump_if_false @GUNS1_21875 
0085: 263@ = 254@ // (int) 
000A: 263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_21875
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 38@ // ret 7 if not found 
00D6: if or
0019:   32@ > 10000 
04A4:   38@ == 7 // == constant 
004D: jump_if_false @GUNS1_21919 
0006: 52@ = 1 

:GUNS1_21919
0001: wait 0 ms 
0002: jump @GUNS1_21518 

:GUNS1_21930
0002: jump @GUNS1_23100 

:GUNS1_21937
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_23100 
0687: clear_actor 99@ task 
00A1: put_actor 99@ at 2806.996 -1169.809 1024.612 
0173: set_actor 99@ Z_angle_to 193.7598 
060B: set_actor 99@ decision_maker_to 39@ 
065C: release_decision_maker 40@ 
077A: set_actor 99@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0615: define_AS_pack_begin 127@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 127@ 
0618: assign_actor 99@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 
00D6: if 
8019:   not  35@ > 3 
004D: jump_if_false @GUNS1_23100 
00D6: if and
8119:   not car 102@ wrecked 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_23100 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
03E6: remove_text_box 
020A: set_car 102@ door_status_to 1 
0519: set_car 102@ locked 0 
015F: set_camera_position 2807.858 -1188.103 25.4725 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2808.792 -1187.748 25.4449 switchstyle 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2832.257 -1182.708 23.7924 
05D7: add_point_to_scmpath 2840.811 -1211.145 22.6279 
0615: define_AS_pack_begin 127@ 
00D6: if 
0019:   51@ > 5 
004D: jump_if_false @GUNS1_22242 
05D3: AS_actor -1 goto_point 2816.727 -1185.688 24.2433 mode 6 time 10000 ms // versionA 

:GUNS1_22242
05CB: AS_actor -1 enter_car 102@ as_driver 20000 ms 
07E7: AS_assign_scmpath_to_actor -1 in_car 102@ speed 25.0 flags 1 0 1 
0616: define_AS_pack_end 127@ 
0618: assign_actor 98@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 
0006: 254@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 263@ = 0 
0006: 259@ = 0 
0006: 52@ = 0 
0006: 32@ = 0 

:GUNS1_22344
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_23100 
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_22701 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_22426 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_22419 
040D: unload_wav 256@ 

:GUNS1_22419
0006: 257@ = 1 

:GUNS1_22426
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_22463 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_22463
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_22523 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_22523 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_22523
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_22701 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_22640 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_22605 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_22619 

:GUNS1_22605
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_22619
0006: 254@ = 0 
0006: 257@ = 0 
0002: jump @GUNS1_22701 

:GUNS1_22640
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_22701 
00D6: if 
001B:   76 > 254@ 
004D: jump_if_false @GUNS1_22701 
0085: 263@ = 254@ // (int) 
000A: 263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_22701
0871: init_jump_table 259@ total_jumps 2 default_jump 1 @GUNS1_22945 jumps 0 @GUNS1_22764 1 @GUNS1_22832 -1 @GUNS1_23015 -1 @GUNS1_23015 -1 @GUNS1_23015 -1 @GUNS1_23015 -1 @GUNS1_23015 

:GUNS1_22764
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_22825 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_22806 
0967: actor 98@ move_mouth 5000 ms 

:GUNS1_22806
0006: 254@ = 80 
0006: 259@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_22825
0002: jump @GUNS1_23015 

:GUNS1_22832
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_22938 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_22938 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_22911 
0968: actor 98@ stop_mouth 

:GUNS1_22911
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 
0006: 254@ = 77 
0006: 259@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_22938
0002: jump @GUNS1_23015 

:GUNS1_22945
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_23008 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_23008 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_23008
0002: jump @GUNS1_23015 

:GUNS1_23015
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_23049 
062E: get_actor 98@ task 1560 status_store_to 38@ // ret 7 if not found 
0002: jump @GUNS1_23056 

:GUNS1_23049
0006: 52@ = 1 

:GUNS1_23056
00D6: if or
0019:   32@ > 15000 
04A4:   38@ == 7 // == constant 
004D: jump_if_false @GUNS1_23089 
0006: 52@ = 1 

:GUNS1_23089
0001: wait 0 ms 
0002: jump @GUNS1_22344 

:GUNS1_23100
014F: stop_timer $6704 
0151: remove_status_text $6705 
0581: enable_radar 1 
0006: 94@ = 0 
0006: 96@ = 1 
00D6: if 
0019:   35@ > 3 
004D: jump_if_false @GUNS1_23172 
014F: stop_timer $6704 
0006: 96@ = 1 
0006: 51@ = 7 
0002: jump @GUNS1_23329 

:GUNS1_23172
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0687: clear_actor $PLAYER_ACTOR task 
010D: set_player $PLAYER_CHAR wanted_level_to 2 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @GUNS1_23306 
016A: fade 0 time 1000 

:GUNS1_23235
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_23259 
0001: wait 0 ms 
0002: jump @GUNS1_23235 

:GUNS1_23259
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:GUNS1_23282
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_23306 
0001: wait 0 ms 
0002: jump @GUNS1_23282 

:GUNS1_23306
00BB: show_text_lowpriority GXT 'RYD1_96' time 5000 flag 1  // ~r~You did not manage to steal enough crates.
0002: jump @GUNS1_40642 

:GUNS1_23329
0002: jump @GUNS1_23696 

:GUNS1_23336
0085: 45@ = 46@ // (int) 
0064: 45@ -= $6705 // (int) 
008B: 46@ = $6705 // (int) 
00D6: if and
0018:   $6705 > 30 
001A:   60 > $6705 
004D: jump_if_false @GUNS1_23525 
00D6: if 
001B:   0 > 45@ 
004D: jump_if_false @GUNS1_23464 
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @GUNS1_23457 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @GUNS1_23457 
00BB: show_text_lowpriority GXT 'GUNS134' time 4000 flag 1  // ~s~You're making too much noise, you have to sneak!
0006: 44@ = 1 

:GUNS1_23457
0002: jump @GUNS1_23525 

:GUNS1_23464
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @GUNS1_23525 
00D6: if and
876F:   not text_priority_displayed 
8039:   not  44@ == 2 
004D: jump_if_false @GUNS1_23525 
00BB: show_text_lowpriority GXT 'GUNS134' time 3000 flag 1  // ~s~You're making too much noise, you have to sneak!
0006: 44@ = 2 

:GUNS1_23525
00D6: if 
0018:   $6705 > 59 
004D: jump_if_false @GUNS1_23678 
00D6: if 
001B:   0 > 45@ 
004D: jump_if_false @GUNS1_23624 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @GUNS1_23617 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @GUNS1_23617 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS1_7' time 4000 flag 1  // Hhhhrrummphh
0006: 44@ = 3 

:GUNS1_23617
0002: jump @GUNS1_23678 

:GUNS1_23624
00D6: if 
0039:   44@ == 2 
004D: jump_if_false @GUNS1_23678 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @GUNS1_23678 
00BB: show_text_lowpriority GXT 'GUNS1_7' time 4000 flag 1  // Hhhhrrummphh
0006: 44@ = 3 

:GUNS1_23678
00D6: if 
001A:   51 > $6705 
004D: jump_if_false @GUNS1_23696 

:GUNS1_23696
00D6: if 
0039:   51@ == 6 
004D: jump_if_false @GUNS1_25675 
0006: 49@ = 0 

:GUNS1_23721
00D6: if 
001B:   7 > 49@ 
004D: jump_if_false @GUNS1_23952 
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @GUNS1_23896 
00D6: if 
03CA:   object 117@(49@,7i) exists 
004D: jump_if_false @GUNS1_23889 
00D6: if 
0039:   81@(49@,7i) == 0 
004D: jump_if_false @GUNS1_23889 
0188: 110@(49@,7i) = create_marker_above_object 117@(49@,7i) 
01BB: store_object 117@(49@,7i) position_to 163@ 164@ 165@ 
00D6: if 
0021:   165@ > 700.0 
004D: jump_if_false @GUNS1_23878 
08DC: create_interior_marker 110@(49@,7i) at 2807.844 -1176.985 radius 10.0 

:GUNS1_23878
0006: 81@(49@,7i) = 1 

:GUNS1_23889
0002: jump @GUNS1_23938 

:GUNS1_23896
00D6: if 
0039:   81@(49@,7i) == 1 
004D: jump_if_false @GUNS1_23938 
0164: disable_marker 110@(49@,7i) 
0006: 81@(49@,7i) = 0 

:GUNS1_23938
000A: 49@ += 1 
0002: jump @GUNS1_23721 

:GUNS1_23952
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_24319 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_24016 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_24009 
040D: unload_wav 256@ 

:GUNS1_24009
0006: 257@ = 1 

:GUNS1_24016
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_24053 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_24053
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_24113 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_24113 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_24113
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_24319 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_24319 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0019:   47@ > 0 
004D: jump_if_false @GUNS1_24231 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @GUNS1_24215 
00BC: show_text_highpriority GXT 'GUNS147' time 5000 flag 1  // ~s~Go and fetch another crate.
0002: jump @GUNS1_24231 

:GUNS1_24215
00BC: show_text_highpriority GXT 'RYD1_2' time 5000 flag 1  // Find a ~g~crate~s~, or get in the ~b~truck~s~ and go offload what you've already stashed.

:GUNS1_24231
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_24270 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_24284 

:GUNS1_24270
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_24284
0006: 254@ = 0 
0006: 257@ = 0 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_24319 
0968: actor 98@ stop_mouth 

:GUNS1_24319
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @GUNS1_25609 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_25602 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_25602 
0519: set_car 102@ locked 0 
0508: car 102@ close_all_doors 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2810.199 -1187.979 25.1092 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2811.069 -1187.504 25.2425 switchstyle 2 
00BE: text_clear_all 
03E6: remove_text_box 
0395: clear_area 1 at 154@ 155@ 156@ radius 25.0 
0108: destroy_object 117@(36@,7i) 
0151: remove_status_text $6705 
0581: enable_radar 1 
0006: 94@ = 0 
0164: disable_marker 104@ 
0006: 55@ = 0 
034F: destroy_actor_with_fade 99@ 
0164: disable_marker 110@ 
0164: disable_marker 111@ 
0164: disable_marker 112@ 
0164: disable_marker 113@ 
0164: disable_marker 114@ 
0164: disable_marker 115@ 
0164: disable_marker 116@ 
0108: destroy_object 117@ 
0108: destroy_object 118@ 
0108: destroy_object 119@ 
0108: destroy_object 120@ 
0108: destroy_object 121@ 
0108: destroy_object 122@ 
0108: destroy_object 123@ 
01C2: remove_references_to_actor 99@ // Like turning an actor into a random pedestrian 
0249: release_model #WMOPJ 
0249: release_model #DB_AMMO 
0249: release_model #CHROMEGUN 
01C4: remove_references_to_object 117@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 118@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 119@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 120@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 121@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 122@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 123@ // This object will now disappear when the player looks away 
04EF: release_animation "INT_HOUSE" 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_24726 
0615: define_AS_pack_begin 128@ 
05D3: AS_actor -1 goto_point 2812.091 -1186.198 24.2658 mode 6 time 10000 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 102@ passenger_seat 0 time 4000 
0616: define_AS_pack_end 128@ 
0618: assign_actor 98@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 

:GUNS1_24726
07FB: set_interior 'BURHOUS' access 0  // Colonel Fuhrberger's
0006: 254@ = 38 
0006: 257@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 33@ = 0 
0006: 52@ = 0 

:GUNS1_24781
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_25343 
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_25138 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_24863 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_24856 
040D: unload_wav 256@ 

:GUNS1_24856
0006: 257@ = 1 

:GUNS1_24863
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_24900 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_24900
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_24960 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_24960 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_24960
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_25138 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_25077 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_25042 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_25056 

:GUNS1_25042
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_25056
0006: 254@ = 0 
0006: 257@ = 0 
0002: jump @GUNS1_25138 

:GUNS1_25077
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_25138 
00D6: if 
001B:   76 > 254@ 
004D: jump_if_false @GUNS1_25138 
0085: 263@ = 254@ // (int) 
000A: 263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_25138
00D6: if and
8118:   not actor 98@ dead 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_25192 
00D6: if 
0448:   actor 98@ in_car 102@ 
004D: jump_if_false @GUNS1_25185 
0006: 52@ = 1 

:GUNS1_25185
0002: jump @GUNS1_25306 

:GUNS1_25192
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @GUNS1_25299 
016A: fade 0 time 1000 

:GUNS1_25228
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_25252 
0001: wait 0 ms 
0002: jump @GUNS1_25228 

:GUNS1_25252
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:GUNS1_25275
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_25299 
0001: wait 0 ms 
0002: jump @GUNS1_25275 

:GUNS1_25299
0002: jump @GUNS1_40642 

:GUNS1_25306
00D6: if 
0019:   33@ > 15000 
004D: jump_if_false @GUNS1_25332 
0006: 52@ = 1 

:GUNS1_25332
0001: wait 0 ms 
0002: jump @GUNS1_24781 

:GUNS1_25343
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_25404 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_25404 
00D6: if 
80DB:   not actor 98@ in_car 102@ 
004D: jump_if_false @GUNS1_25404 
0430: put_actor 98@ into_car 102@ passenger_seat 0 

:GUNS1_25404
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 58@ = 0 
0006: 57@ = 0 
0006: 55@ = 0 
0006: 254@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 
0006: 264@ = 1 
0006: 51@ = 8 
0006: 43@ = 0 
0006: 44@ = 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS124' time 10000 flag 1  // ~s~Get safely back to the ~y~lockup~s~.
018A: 107@ = create_checkpoint_at 2742.0 -2008.0 13.0 
0006: 68@ = 1 

:GUNS1_25602
0002: jump @GUNS1_25675 

:GUNS1_25609
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @GUNS1_25675 
00D6: if 
0019:   35@ > 3 
004D: jump_if_false @GUNS1_25675 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_25675 
020A: set_car 102@ door_status_to 1 
0006: 97@ = 1 

:GUNS1_25675
00D6: if and
0039:   51@ == 6 
0039:   60@ == 0 
004D: jump_if_false @GUNS1_26447 
0006: 76@ = 0 
0006: 34@ = 0 
00D6: if 
001D:   48@ > 47@ // (int) 
004D: jump_if_false @GUNS1_25872 
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @GUNS1_25842 
016A: fade 0 time 1000 

:GUNS1_25771
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_25795 
0001: wait 0 ms 
0002: jump @GUNS1_25771 

:GUNS1_25795
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:GUNS1_25818
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_25842 
0001: wait 0 ms 
0002: jump @GUNS1_25818 

:GUNS1_25842
00BB: show_text_lowpriority GXT 'RYD1_32' time 5000 flag 1  // ~r~There aren't enough guns left to fill the truck!
0002: jump @GUNS1_40642 
0002: jump @GUNS1_25897 

:GUNS1_25872
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @GUNS1_25897 
0006: 51@ = 7 

:GUNS1_25897
00D6: if 
001B:   7 > 34@ 
004D: jump_if_false @GUNS1_26420 
00D6: if 
0039:   61@(34@,7i) == 0 
004D: jump_if_false @GUNS1_26080 
00D6: if 
03CA:   object 117@(34@,7i) exists 
004D: jump_if_false @GUNS1_26053 
00D6: if 
04E7:   object 117@(34@,7i) in_water 
004D: jump_if_false @GUNS1_26046 
01C4: remove_references_to_object 117@(34@,7i) // This object will now disappear when the player looks away 
00D6: if 
0039:   81@(34@,7i) == 1 
004D: jump_if_false @GUNS1_26028 
0164: disable_marker 110@(34@,7i) 
0006: 81@(34@,7i) = 0 

:GUNS1_26028
0006: 61@(34@,7i) = 1 
000E: 47@ -= 1 

:GUNS1_26046
0002: jump @GUNS1_26080 

:GUNS1_26053
01C4: remove_references_to_object 117@(34@,7i) // This object will now disappear when the player looks away 
0006: 61@(34@,7i) = 1 
000E: 47@ -= 1 

:GUNS1_26080
00D6: if and
0039:   61@(34@,7i) == 0 
0039:   60@ == 0 
004D: jump_if_false @GUNS1_26406 
00D6: if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 117@(34@,7i) radius 1.5 1.5 1.5 sphere 0 on_foot 
004D: jump_if_false @GUNS1_26406 
0006: 76@ = 1 
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @GUNS1_26217 
00D6: if 
0039:   90@ == 0 
004D: jump_if_false @GUNS1_26210 
0512: show_permanent_text_box 'GUNS118'  // Press ~k~~VEHICLE_ENTER_EXIT~ to pick up the crate.
0006: 90@ = 1 

:GUNS1_26210
0006: 75@ = 1 

:GUNS1_26217
00D6: if 
03CA:   object 117@(34@,7i) exists 
004D: jump_if_false @GUNS1_26406 
00D6: if 
0737:   actor $PLAYER_ACTOR lifting_object 117@(34@,7i) 
004D: jump_if_false @GUNS1_26406 
03E6: remove_text_box 
0006: 75@ = 0 
0085: 36@ = 34@ // (int) 
00D6: if and
8118:   not actor 98@ dead 
0039:   55@ == 0 
004D: jump_if_false @GUNS1_26388 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_26388 
0006: 56@ = 0 
0186: 104@ = create_marker_above_car 102@ 
07E0: set_marker 104@ type_to 1 
00BE: text_clear_all 
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @GUNS1_26381 
00BB: show_text_lowpriority GXT 'GUNS146' time 10000 flag 1  // ~s~Take the guns back to the truck.
0006: 89@ = 1 

:GUNS1_26381
0006: 55@ = 1 

:GUNS1_26388
0006: 61@(34@,7i) = 1 
0006: 60@ = 1 

:GUNS1_26406
000A: 34@ += 1 
0002: jump @GUNS1_25897 

:GUNS1_26420
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @GUNS1_26447 
03E6: remove_text_box 
0006: 75@ = 0 

:GUNS1_26447
00D6: if 
0039:   60@ == 1 
004D: jump_if_false @GUNS1_26636 
00D6: if 
03CA:   object 117@(36@,7i) exists 
004D: jump_if_false @GUNS1_26636 
00D6: if 
0737:   actor $PLAYER_ACTOR lifting_object 117@(36@,7i) 
004D: jump_if_false @GUNS1_26515 
0002: jump @GUNS1_26636 

:GUNS1_26515
0006: 61@(36@,7i) = 0 
0006: 60@ = 0 
0164: disable_marker 104@ 
0006: 55@ = 0 
00D6: if and
0039:   56@ == 0 
8039:   not  35@ == 5 
004D: jump_if_false @GUNS1_26636 
00BE: text_clear_all 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @GUNS1_26613 
00BB: show_text_lowpriority GXT 'RYD1_40' time 5000 flag 1  // Find a ~g~crate~s~.
0002: jump @GUNS1_26629 

:GUNS1_26613
00BB: show_text_lowpriority GXT 'RYD1_2' time 5000 flag 1  // Find a ~g~crate~s~, or get in the ~b~truck~s~ and go offload what you've already stashed.

:GUNS1_26629
0006: 56@ = 1 

:GUNS1_26636
00D6: if and
0039:   60@ == 1 
0039:   51@ == 6 
004D: jump_if_false @GUNS1_28121 
00D6: if and
8119:   not car 102@ wrecked 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_28121 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 154@ 155@ 24.0 radius 1.5 1.5 2.0 on_foot 
004D: jump_if_false @GUNS1_28112 
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @GUNS1_26816 
0615: define_AS_pack_begin 128@ 
05D3: AS_actor -1 goto_point 2811.438 -1185.982 24.2707 mode 4 time 10000 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 128@ 
0618: assign_actor 98@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 
0512: show_permanent_text_box 'RYD1_30'  // Press ~k~~VEHICLE_ENTER_EXIT~ to put the crate in the ~b~truck~s~.
0006: 75@ = 1 

:GUNS1_26816
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @GUNS1_28105 
03E6: remove_text_box 
00BE: text_clear_all 
0006: 75@ = 0 
000A: 35@ += 1 
000A: 50@ += 50 
0006: 72@ = 0 
000E: 48@ -= 1 
000E: 47@ -= 1 
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @GUNS1_26960 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_26946 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_26939 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_26939
0006: 254@ = 33 

:GUNS1_26946
0006: 51@ = 7 
0002: jump @GUNS1_27501 

:GUNS1_26960
0871: init_jump_table 35@ total_jumps 7 default_jump 1 @GUNS1_27445 jumps 2 @GUNS1_27023 3 @GUNS1_27079 4 @GUNS1_27135 5 @GUNS1_27221 6 @GUNS1_27277 7 @GUNS1_27333 8 @GUNS1_27389 

:GUNS1_27023
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_27072 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_27065 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_27065
0006: 254@ = 22 

:GUNS1_27072
0002: jump @GUNS1_27501 

:GUNS1_27079
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_27128 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_27121 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_27121
0006: 254@ = 23 

:GUNS1_27128
0002: jump @GUNS1_27501 

:GUNS1_27135
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_27214 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_27177 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_27177
0006: 97@ = 1 
0006: 254@ = 31 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_27214 
020A: set_car 102@ door_status_to 1 

:GUNS1_27214
0002: jump @GUNS1_27501 

:GUNS1_27221
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_27270 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_27263 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_27263
0006: 254@ = 25 

:GUNS1_27270
0002: jump @GUNS1_27501 

:GUNS1_27277
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_27326 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_27319 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_27319
0006: 254@ = 27 

:GUNS1_27326
0002: jump @GUNS1_27501 

:GUNS1_27333
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_27382 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_27375 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_27375
0006: 254@ = 24 

:GUNS1_27382
0002: jump @GUNS1_27501 

:GUNS1_27389
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_27438 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_27431 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_27431
0006: 254@ = 32 

:GUNS1_27438
0002: jump @GUNS1_27501 

:GUNS1_27445
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_27494 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_27487 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_27487
0006: 254@ = 26 

:GUNS1_27494
0002: jump @GUNS1_27501 

:GUNS1_27501
0687: clear_actor 98@ task 
05C2: AS_actor 98@ show_the_finger 
0615: define_AS_pack_begin 128@ 
05D3: AS_actor -1 goto_point 2829.412 -1187.152 23.8422 mode 4 time -2 ms // versionA 
06A9: AS_actor -1 look_at_point 2833.251 -1197.908 23.3976 2500 ms 
06A9: AS_actor -1 look_at_point 2831.166 -1169.792 23.9627 2500 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
05D3: AS_actor -1 goto_point 2811.438 -1185.982 24.2707 mode 4 time -2 ms // versionA 
06A9: AS_actor -1 look_at_point 2808.122 -1190.884 24.3397 2500 ms 
06A9: AS_actor -1 look_at_point 2808.43 -1177.409 24.3621 2500 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
0643: set_AS_pack 128@ loop 1 
0616: define_AS_pack_end 128@ 
0618: assign_actor 98@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 
0006: 60@ = 0 
00D6: if 
8039:   not  97@ == 1 
004D: jump_if_false @GUNS1_27726 
0164: disable_marker 104@ 
0006: 55@ = 0 

:GUNS1_27726
00D6: if and
0019:   35@ > 1 
0039:   72@ == 0 
004D: jump_if_false @GUNS1_27902 
0006: 52@ = 0 
0006: 33@ = 0 
00D6: if 
03CA:   object 117@(36@,7i) exists 
004D: jump_if_false @GUNS1_27902 

:GUNS1_27785
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_27857 
00D6: if or
8737:   not actor $PLAYER_ACTOR lifting_object 117@(36@,7i) 
0118:   actor $PLAYER_ACTOR dead 
0019:   33@ > 5000 
004D: jump_if_false @GUNS1_27846 
0006: 52@ = 1 

:GUNS1_27846
0001: wait 0 ms 
0002: jump @GUNS1_27785 

:GUNS1_27857
01C4: remove_references_to_object 117@(36@,7i) // This object will now disappear when the player looks away 
0108: destroy_object 117@(36@,7i) 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
0006: 72@ = 1 

:GUNS1_27902
00D6: if and
0039:   56@ == 0 
0019:   47@ > 0 
004D: jump_if_false @GUNS1_28105 
0006: 49@ = 0 

:GUNS1_27934
00D6: if 
001B:   7 > 49@ 
004D: jump_if_false @GUNS1_28098 
00D6: if 
03CA:   object 117@(49@,7i) exists 
004D: jump_if_false @GUNS1_28084 
00D6: if 
0039:   81@(49@,7i) == 0 
004D: jump_if_false @GUNS1_28084 
0188: 110@(49@,7i) = create_marker_above_object 117@(49@,7i) 
01BB: store_object 117@(49@,7i) position_to 163@ 164@ 165@ 
00D6: if 
0021:   165@ > 700.0 
004D: jump_if_false @GUNS1_28073 
08DC: create_interior_marker 110@(49@,7i) at 2807.844 -1176.985 radius 10.0 

:GUNS1_28073
0006: 81@(49@,7i) = 1 

:GUNS1_28084
000A: 49@ += 1 
0002: jump @GUNS1_27934 

:GUNS1_28098
0006: 56@ = 1 

:GUNS1_28105
0002: jump @GUNS1_28121 

:GUNS1_28112
03E6: remove_text_box 
0006: 75@ = 0 

:GUNS1_28121
00D6: if 
0039:   51@ == 7 
004D: jump_if_false @GUNS1_32228 
077E: get_active_interior_to 37@ 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @GUNS1_31628 
0006: 44@ = 0 
0006: 43@ = 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
016A: fade 0 time 1000 

:GUNS1_28206
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_28230 
0001: wait 0 ms 
0002: jump @GUNS1_28206 

:GUNS1_28230
02EB: restore_camera_with_jumpcut 
075B: zoom_radar 0 
00BE: text_clear_all 
02A3: enable_widescreen 1 
00BE: text_clear_all 
03E6: remove_text_box 
0395: clear_area 1 at 154@ 155@ 156@ radius 25.0 
0108: destroy_object 117@(36@,7i) 
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @GUNS1_28307 
0151: remove_status_text $6705 
0581: enable_radar 1 
0006: 94@ = 0 

:GUNS1_28307
0164: disable_marker 104@ 
0006: 55@ = 0 
034F: destroy_actor_with_fade 99@ 
0108: destroy_object 117@ 
0108: destroy_object 118@ 
0108: destroy_object 119@ 
0108: destroy_object 120@ 
0108: destroy_object 121@ 
0108: destroy_object 122@ 
0108: destroy_object 123@ 
01C2: remove_references_to_actor 99@ // Like turning an actor into a random pedestrian 
0249: release_model #WMOPJ 
0249: release_model #DB_AMMO 
0249: release_model #CHROMEGUN 
01C4: remove_references_to_object 117@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 118@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 119@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 120@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 121@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 122@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 123@ // This object will now disappear when the player looks away 
04EF: release_animation "INT_HOUSE" 
00D6: if and
8118:   not actor 98@ dead 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_28710 
0687: clear_actor 98@ task 
0407: store_coords_to 154@ 155@ 156@ from_car 102@ with_offset -1.5 -4.0 0.0 
0174: 153@ = car 102@ Z_angle 
000F: 153@ -= 180.0 
00D6: if 
0023:   180.0 > 153@ 
004D: jump_if_false @GUNS1_28530 
000B: 153@ += 360.0 

:GUNS1_28530
0792: disembark_instantly_actor 98@ 
00A1: put_actor 98@ at 2811.122 -1186.549 24.2718 
0173: set_actor 98@ Z_angle_to 17.5866 
04C4: store_coords_to 154@ 155@ 156@ from_actor 98@ with_offset 1.0 1.0 0.0 
00A1: put_actor $PLAYER_ACTOR at 154@ 155@ 156@ 
00A1: put_actor $PLAYER_ACTOR at 2806.928 -1178.878 24.4038 
0173: set_actor $PLAYER_ACTOR Z_angle_to 260.0 
0407: store_coords_to 154@ 155@ 156@ from_car 102@ with_offset 3.5 0.0 0.0 
0407: store_coords_to 157@ 158@ 159@ from_car 102@ with_offset -3.5 0.0 0.0 
020A: set_car 102@ door_status_to 1 
0519: set_car 102@ locked 0 

:GUNS1_28710
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @GUNS1_30743 
0247: load_model #COLT45 
0247: load_model #LAPD1 
0247: load_model #COPCARLA 

:GUNS1_28743
00D6: if or
8248:   not model #LAPD1 available 
8248:   not model #COPCARLA available 
8248:   not model #COLT45 available 
004D: jump_if_false @GUNS1_28780 
0001: wait 0 ms 
0002: jump @GUNS1_28743 

:GUNS1_28780
0674: set_car_model #COPCARLA numberplate "TH3_P1G5" 
00A5: 103@ = create_car #COPCARLA at 2841.16 -1237.64 21.56 
0397: enable_car 103@ siren 1 
0175: set_car 103@ Z_angle_to 10.0 
0129: 100@ = create_actor_pedtype 6 model #LAPD1 in_car 103@ driverseat 
01B2: give_actor 100@ weapon 22 ammo 3000 // Load the weapon model before using this 
01C8: 101@ = create_actor_pedtype 6 model #LAPD1 in_car 103@ passenger_seat 0 
01B2: give_actor 101@ weapon 22 ammo 3000 // Load the weapon model before using this 
00D6: if and
8119:   not car 102@ wrecked 
8119:   not car 103@ wrecked 
8118:   not actor 100@ dead 
004D: jump_if_false @GUNS1_29041 
0615: define_AS_pack_begin 130@ 
05D1: AS_actor -1 drive_car 103@ to 2833.26 -1186.69 23.8 speed 30.0 0 model #NULL 2 
05CD: AS_actor -1 exit_car 103@ 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 2000 ms 
0668: AS_actor -1 rotate_and_shoot_at 154@ 155@ 156@ 10000 ms 
0616: define_AS_pack_end 130@ 
0618: assign_actor 100@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 
0615: define_AS_pack_begin 131@ 
05CD: AS_actor -1 exit_car 103@ 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 2000 ms 
0668: AS_actor -1 rotate_and_shoot_at 157@ 158@ 159@ 10000 ms 
0616: define_AS_pack_end 131@ 

:GUNS1_29041
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_29062 
0508: car 102@ close_all_doors 

:GUNS1_29062
015F: set_camera_position 2835.015 -1176.018 25.3376 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2834.264 -1176.677 25.3009 switchstyle 2 
04E4: refresh_game_renderer_at 2835.015 -1176.018 
03CB: set_rendering_origin_at 2835.015 -1176.018 25.3376 
016A: fade 1 time 1000 

:GUNS1_29149
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_29173 
0001: wait 0 ms 
0002: jump @GUNS1_29149 

:GUNS1_29173
0006: 32@ = 0 
0006: 52@ = 0 
0006: 254@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 

:GUNS1_29257
0001: wait 0 ms 
00D6: if 
0039:   258@ == 0 
004D: jump_if_false @GUNS1_30604 
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_29618 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_29343 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_29336 
040D: unload_wav 256@ 

:GUNS1_29336
0006: 257@ = 1 

:GUNS1_29343
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_29380 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_29380
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_29440 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_29440 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_29440
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_29618 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_29557 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_29522 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_29536 

:GUNS1_29522
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_29536
0006: 254@ = 0 
0006: 257@ = 0 
0002: jump @GUNS1_29618 

:GUNS1_29557
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_29618 
00D6: if 
001B:   76 > 254@ 
004D: jump_if_false @GUNS1_29618 
0085: 263@ = 254@ // (int) 
000A: 263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_29618
0871: init_jump_table 259@ total_jumps 4 default_jump 1 @GUNS1_30384 jumps 0 @GUNS1_29681 1 @GUNS1_29776 2 @GUNS1_29860 3 @GUNS1_30300 -1 @GUNS1_30597 -1 @GUNS1_30597 -1 @GUNS1_30597 

:GUNS1_29681
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_29769 
015F: set_camera_position 2835.015 -1176.018 25.3376 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2834.264 -1176.677 25.3009 switchstyle 2 
0006: 254@ = 43 
0006: 259@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_29769
0002: jump @GUNS1_30597 

:GUNS1_29776
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_29853 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_29853 
0006: 254@ = 44 
0006: 259@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_29853
0002: jump @GUNS1_30597 

:GUNS1_29860
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_30293 
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @GUNS1_30293 
062E: get_actor 100@ task 1560 status_store_to 38@ // ret 7 if not found 
00D6: if 
04A4:   38@ == 1 // == constant 
004D: jump_if_false @GUNS1_30293 
0646: unknown_get_actor 100@ task_1560_status_store_to 38@ // similar to 062E 
00D6: if or
0039:   38@ == 1 
0019:   32@ > 10000 
004D: jump_if_false @GUNS1_30293 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GUNS1_30293 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @GUNS1_30293 
00D6: if 
8119:   not car 103@ wrecked 
004D: jump_if_false @GUNS1_30293 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_30293 
0006: 254@ = 45 
0006: 259@ = 3 
01BD: 262@ = current_time_in_ms 
0618: assign_actor 101@ to_AS_pack 131@ 
061B: remove_references_to_AS_pack 131@ 
015F: set_camera_position 2807.873 -1178.356 24.8046 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2808.721 -1178.87 24.9362 switchstyle 2 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_30286 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_30286 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 2814.042 -1181.376 24.2701 mode 6 time 6000 ms // versionA 
07A1: set_walk_speed 6 
05CB: AS_actor -1 enter_car 102@ as_driver 5000 ms 
0616: define_AS_pack_end 129@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 
0615: define_AS_pack_begin 128@ 
05D3: AS_actor -1 goto_point 2812.091 -1186.198 24.2658 mode 6 time 6000 ms // versionA 
07A1: set_walk_speed 6 
05CA: AS_actor -1 enter_car 102@ passenger_seat 0 time 3000 
0616: define_AS_pack_end 128@ 
0618: assign_actor 98@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 

:GUNS1_30286
0006: 70@ = 1 

:GUNS1_30293
0002: jump @GUNS1_30597 

:GUNS1_30300
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_30377 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_30377 
0006: 254@ = 46 
0006: 259@ = 4 
01BD: 262@ = current_time_in_ms 

:GUNS1_30377
0002: jump @GUNS1_30597 

:GUNS1_30384
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_30590 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_30590 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_30495 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_30495 
0687: clear_actor $PLAYER_ACTOR task 
036A: put_actor $PLAYER_ACTOR in_car 102@ 

:GUNS1_30495
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_30583 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_30583 
00D6: if 
80DB:   not actor 98@ in_car 102@ 
004D: jump_if_false @GUNS1_30556 
0430: put_actor 98@ into_car 102@ passenger_seat 0 

:GUNS1_30556
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_30583 
036A: put_actor $PLAYER_ACTOR in_car 102@ 

:GUNS1_30583
0006: 258@ = 1 

:GUNS1_30590
0002: jump @GUNS1_30597 

:GUNS1_30597
0002: jump @GUNS1_29257 

:GUNS1_30604
0006: 264@ = 0 
00BB: show_text_lowpriority GXT 'GUNS123' time 10000 flag 1  // ~s~You got too much heat on you. Lose the cops.
02A8: 106@ = create_marker 63 at 2067.4 -1831.2 13.5 
0006: 71@ = 1 
0006: 69@ = 1 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 1 
004D: jump_if_false @GUNS1_30688 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:GUNS1_30688
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @GUNS1_30712 
05E2: AS_actor 100@ kill_actor $PLAYER_ACTOR 

:GUNS1_30712
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @GUNS1_30736 
05E2: AS_actor 101@ kill_actor $PLAYER_ACTOR 

:GUNS1_30736
0002: jump @GUNS1_31333 

:GUNS1_30743
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_30764 
0508: car 102@ close_all_doors 

:GUNS1_30764
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
015F: set_camera_position 2818.67 -1182.264 24.8706 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2817.702 -1182.449 25.0366 switchstyle 2 
016A: fade 1 time 1000 
04E4: refresh_game_renderer_at 2814.042 -1181.376 
03CB: set_rendering_origin_at 2814.042 -1181.376 24.2701 

:GUNS1_30867
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_30891 
0001: wait 0 ms 
0002: jump @GUNS1_30867 

:GUNS1_30891
00D6: if and
8119:   not car 102@ wrecked 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_31036 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 2814.042 -1181.376 24.2701 mode 4 time 6000 ms // versionA 
07A1: set_walk_speed 4 
05CB: AS_actor -1 enter_car 102@ as_driver 6000 ms 
0616: define_AS_pack_end 129@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 
0615: define_AS_pack_begin 128@ 
05D3: AS_actor -1 goto_point 2812.091 -1186.198 24.2658 mode 4 time 6000 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 102@ passenger_seat 0 time 4000 
0616: define_AS_pack_end 128@ 
0618: assign_actor 98@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 

:GUNS1_31036
0006: 264@ = 1 
0006: 33@ = 0 
0006: 52@ = 0 

:GUNS1_31057
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_31288 
00D6: if and
8118:   not actor 98@ dead 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_31137 
00D6: if and
0448:   actor 98@ in_car 102@ 
0448:   actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_31130 
0006: 52@ = 1 

:GUNS1_31130
0002: jump @GUNS1_31251 

:GUNS1_31137
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @GUNS1_31244 
016A: fade 0 time 1000 

:GUNS1_31173
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_31197 
0001: wait 0 ms 
0002: jump @GUNS1_31173 

:GUNS1_31197
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:GUNS1_31220
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_31244 
0001: wait 0 ms 
0002: jump @GUNS1_31220 

:GUNS1_31244
0002: jump @GUNS1_40642 

:GUNS1_31251
00D6: if 
0019:   33@ > 10000 
004D: jump_if_false @GUNS1_31277 
0006: 52@ = 1 

:GUNS1_31277
0001: wait 0 ms 
0002: jump @GUNS1_31057 

:GUNS1_31288
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS124' time 10000 flag 1  // ~s~Get safely back to the ~y~lockup~s~.
018A: 107@ = create_checkpoint_at 2742.0 -2008.0 13.0 
0006: 68@ = 1 

:GUNS1_31333
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_31421 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_31421 
00D6: if 
80DB:   not actor 98@ in_car 102@ 
004D: jump_if_false @GUNS1_31394 
0430: put_actor 98@ into_car 102@ passenger_seat 0 

:GUNS1_31394
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_31421 
036A: put_actor $PLAYER_ACTOR in_car 102@ 

:GUNS1_31421
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_31495 
00D6: if 
86EE:   not actor 98@ in_group $PLAYER_GROUP 
004D: jump_if_false @GUNS1_31495 
09DD: unknown_player_group 1 
0631: put_actor 98@ in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 0 
07CB: set_actor 98@ supporting_fire 0 

:GUNS1_31495
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0006: 58@ = 0 
0006: 57@ = 0 
0006: 55@ = 0 
0006: 254@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 
0006: 51@ = 8 
0006: 43@ = 0 
0002: jump @GUNS1_32228 

:GUNS1_31628
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_31899 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_31692 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_31685 
040D: unload_wav 256@ 

:GUNS1_31685
0006: 257@ = 1 

:GUNS1_31692
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_31729 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_31729
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_31789 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_31789 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_31789
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_31899 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_31899 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_31871 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_31885 

:GUNS1_31871
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_31885
0006: 254@ = 0 
0006: 257@ = 0 

:GUNS1_31899
00D6: if and
8118:   not actor 98@ dead 
001B:   3 > 43@ 
004D: jump_if_false @GUNS1_32149 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @GUNS1_32142 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @GUNS1_32000 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_31993 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0006: 254@ = 38 
0006: 43@ = 1 

:GUNS1_31993
0002: jump @GUNS1_32142 

:GUNS1_32000
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @GUNS1_32086 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_32079 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_32065 
0967: actor 99@ move_mouth 4000 ms 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_32065
0006: 254@ = 36 
0006: 43@ = 2 

:GUNS1_32079
0002: jump @GUNS1_32142 

:GUNS1_32086
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_32142 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_32128 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_32128
0006: 254@ = 37 
0006: 43@ = 3 

:GUNS1_32142
0002: jump @GUNS1_32167 

:GUNS1_32149
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'RYD1_44' time 4000 flag 1  // ~s~You're not going to be able to steal any more crates, get back to the ~b~truck~s~.

:GUNS1_32167
00D6: if 
0039:   55@ == 0 
004D: jump_if_false @GUNS1_32228 
0164: disable_marker 104@ 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_32228 
0186: 104@ = create_marker_above_car 102@ 
07E0: set_marker 104@ type_to 1 
0006: 55@ = 1 

:GUNS1_32228
00D6: if 
0039:   51@ == 8 
004D: jump_if_false @GUNS1_40633 
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_32535 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_32310 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_32303 
040D: unload_wav 256@ 

:GUNS1_32303
0006: 257@ = 1 

:GUNS1_32310
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_32347 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_32347
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_32425 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_32425 
03D1: play_wav 255@ 
00D6: if 
8039:   not  254@ == 76 
004D: jump_if_false @GUNS1_32418 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 

:GUNS1_32418
0006: 257@ = 3 

:GUNS1_32425
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_32535 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_32535 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_32507 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_32521 

:GUNS1_32507
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_32521
0006: 254@ = 0 
0006: 257@ = 0 

:GUNS1_32535
00D6: if 
0039:   264@ == 0 
004D: jump_if_false @GUNS1_33075 
00D6: if 
0039:   266@ == 0 
004D: jump_if_false @GUNS1_33068 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @GUNS1_33068 
0871: init_jump_table 265@ total_jumps 4 default_jump 1 @GUNS1_32966 jumps 0 @GUNS1_32647 1 @GUNS1_32714 2 @GUNS1_32798 3 @GUNS1_32882 -1 @GUNS1_33068 -1 @GUNS1_33068 -1 @GUNS1_33068 

:GUNS1_32647
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_32707 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_32695 
0A09: set_actor 98@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GUNS1_32695
0006: 265@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_32707
0002: jump @GUNS1_33068 

:GUNS1_32714
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_32791 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_32791 
0006: 254@ = 47 
0006: 265@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_32791
0002: jump @GUNS1_33068 

:GUNS1_32798
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_32875 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_32875 
0006: 254@ = 48 
0006: 265@ = 3 
01BD: 262@ = current_time_in_ms 

:GUNS1_32875
0002: jump @GUNS1_33068 

:GUNS1_32882
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_32959 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_32959 
0006: 254@ = 49 
0006: 265@ = 4 
01BD: 262@ = current_time_in_ms 

:GUNS1_32959
0002: jump @GUNS1_33068 

:GUNS1_32966
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_33061 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_33061 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_33054 
0A09: set_actor 98@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:GUNS1_33054
0006: 266@ = 1 

:GUNS1_33061
0002: jump @GUNS1_33068 

:GUNS1_33068
0002: jump @GUNS1_35104 

:GUNS1_33075
00D6: if 
0039:   264@ == 1 
004D: jump_if_false @GUNS1_33545 
00D6: if 
0039:   268@ == 0 
004D: jump_if_false @GUNS1_33538 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @GUNS1_33538 
0871: init_jump_table 267@ total_jumps 3 default_jump 1 @GUNS1_33429 jumps 0 @GUNS1_33187 1 @GUNS1_33261 2 @GUNS1_33345 -1 @GUNS1_33538 -1 @GUNS1_33538 -1 @GUNS1_33538 -1 @GUNS1_33538 

:GUNS1_33187
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_33254 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_33235 
0A09: set_actor 98@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GUNS1_33235
0006: 254@ = 50 
0006: 267@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_33254
0002: jump @GUNS1_33538 

:GUNS1_33261
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_33338 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_33338 
0006: 254@ = 51 
0006: 267@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_33338
0002: jump @GUNS1_33538 

:GUNS1_33345
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_33422 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_33422 
0006: 254@ = 52 
0006: 267@ = 3 
01BD: 262@ = current_time_in_ms 

:GUNS1_33422
0002: jump @GUNS1_33538 

:GUNS1_33429
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_33531 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_33531 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_33517 
0A09: set_actor 98@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:GUNS1_33517
0006: 268@ = 1 
0006: 264@ = 3 

:GUNS1_33531
0002: jump @GUNS1_33538 

:GUNS1_33538
0002: jump @GUNS1_35104 

:GUNS1_33545
00D6: if 
0039:   264@ == 2 
004D: jump_if_false @GUNS1_33911 
00D6: if 
0039:   272@ == 0 
004D: jump_if_false @GUNS1_33904 
0871: init_jump_table 271@ total_jumps 2 default_jump 1 @GUNS1_33802 jumps 0 @GUNS1_33644 1 @GUNS1_33718 -1 @GUNS1_33904 -1 @GUNS1_33904 -1 @GUNS1_33904 -1 @GUNS1_33904 -1 @GUNS1_33904 

:GUNS1_33644
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_33711 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_33692 
0A09: set_actor 98@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GUNS1_33692
0006: 254@ = 64 
0006: 271@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_33711
0002: jump @GUNS1_33904 

:GUNS1_33718
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_33795 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_33795 
0006: 254@ = 65 
0006: 271@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_33795
0002: jump @GUNS1_33904 

:GUNS1_33802
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_33897 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_33897 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_33890 
0A09: set_actor 98@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:GUNS1_33890
0006: 272@ = 1 

:GUNS1_33897
0002: jump @GUNS1_33904 

:GUNS1_33904
0002: jump @GUNS1_35104 

:GUNS1_33911
00D6: if 
0039:   264@ == 3 
004D: jump_if_false @GUNS1_35104 
00D6: if 
0039:   270@ == 0 
004D: jump_if_false @GUNS1_35104 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @GUNS1_35104 
0871: init_jump_table 269@ total_jumps 11 default_jump 1 @GUNS1_35002 jumps 0 @GUNS1_34088 1 @GUNS1_34162 2 @GUNS1_34246 3 @GUNS1_34330 4 @GUNS1_34414 5 @GUNS1_34498 6 @GUNS1_34582 
0872: jump_table_jumps 7 @GUNS1_34666 8 @GUNS1_34750 9 @GUNS1_34834 10 @GUNS1_34918 -1 @GUNS1_35104 -1 @GUNS1_35104 -1 @GUNS1_35104 -1 @GUNS1_35104 -1 @GUNS1_35104 

:GUNS1_34088
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_34155 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_34136 
0A09: set_actor 98@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GUNS1_34136
0006: 254@ = 53 
0006: 269@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_34155
0002: jump @GUNS1_35104 

:GUNS1_34162
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_34239 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_34239 
0006: 254@ = 54 
0006: 269@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_34239
0002: jump @GUNS1_35104 

:GUNS1_34246
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_34323 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_34323 
0006: 254@ = 55 
0006: 269@ = 3 
01BD: 262@ = current_time_in_ms 

:GUNS1_34323
0002: jump @GUNS1_35104 

:GUNS1_34330
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_34407 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_34407 
0006: 254@ = 56 
0006: 269@ = 4 
01BD: 262@ = current_time_in_ms 

:GUNS1_34407
0002: jump @GUNS1_35104 

:GUNS1_34414
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_34491 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_34491 
0006: 254@ = 57 
0006: 269@ = 5 
01BD: 262@ = current_time_in_ms 

:GUNS1_34491
0002: jump @GUNS1_35104 

:GUNS1_34498
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_34575 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_34575 
0006: 254@ = 58 
0006: 269@ = 6 
01BD: 262@ = current_time_in_ms 

:GUNS1_34575
0002: jump @GUNS1_35104 

:GUNS1_34582
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_34659 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_34659 
0006: 254@ = 59 
0006: 269@ = 7 
01BD: 262@ = current_time_in_ms 

:GUNS1_34659
0002: jump @GUNS1_35104 

:GUNS1_34666
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_34743 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_34743 
0006: 254@ = 60 
0006: 269@ = 8 
01BD: 262@ = current_time_in_ms 

:GUNS1_34743
0002: jump @GUNS1_35104 

:GUNS1_34750
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_34827 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_34827 
0006: 254@ = 61 
0006: 269@ = 9 
01BD: 262@ = current_time_in_ms 

:GUNS1_34827
0002: jump @GUNS1_35104 

:GUNS1_34834
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_34911 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_34911 
0006: 254@ = 62 
0006: 269@ = 10 
01BD: 262@ = current_time_in_ms 

:GUNS1_34911
0002: jump @GUNS1_35104 

:GUNS1_34918
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_34995 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_34995 
0006: 254@ = 63 
0006: 269@ = 11 
01BD: 262@ = current_time_in_ms 

:GUNS1_34995
0002: jump @GUNS1_35104 

:GUNS1_35002
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_35097 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_35097 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_35090 
0A09: set_actor 98@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:GUNS1_35090
0006: 270@ = 1 

:GUNS1_35097
0002: jump @GUNS1_35104 

:GUNS1_35104
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_35742 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_35742 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_35375 
0006: 54@ = 0 
00D6: if 
0039:   55@ == 0 
004D: jump_if_false @GUNS1_35368 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @GUNS1_35210 
0164: disable_marker 107@ 
0006: 68@ = 0 

:GUNS1_35210
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @GUNS1_35240 
0164: disable_marker 106@ 
0006: 69@ = 0 

:GUNS1_35240
00D6: if 
0039:   57@ == 1 
004D: jump_if_false @GUNS1_35270 
0164: disable_marker 108@ 
0006: 57@ = 0 

:GUNS1_35270
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @GUNS1_35290 
0006: 44@ = 1 

:GUNS1_35290
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS128' time 2000 flag 1  // ~s~You left the ~b~truck~s~! Get back to it!
0A31: set_player $PLAYER_CHAR group_to_follow_never 1 
0186: 104@ = create_marker_above_car 102@ 
07E0: set_marker 104@ type_to 1 
0006: 55@ = 1 
0006: 254@ = 76 
0006: 257@ = 0 
040D: unload_wav 255@ 
040D: unload_wav 256@ 
0006: 264@ = 99 

:GUNS1_35368
0002: jump @GUNS1_35742 

:GUNS1_35375
0006: 54@ = 1 
00D6: if 
0039:   55@ == 1 
004D: jump_if_false @GUNS1_35433 
0A31: set_player $PLAYER_CHAR group_to_follow_never 0 
0164: disable_marker 104@ 
0006: 264@ = 3 
0006: 55@ = 0 
0002: jump @GUNS1_35742 

:GUNS1_35433
00D6: if 
80DB:   not actor 98@ in_car 102@ 
004D: jump_if_false @GUNS1_35698 
0006: 59@ = 0 
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @GUNS1_35604 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @GUNS1_35507 
0164: disable_marker 107@ 
0006: 68@ = 0 

:GUNS1_35507
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @GUNS1_35537 
0164: disable_marker 106@ 
0006: 69@ = 0 

:GUNS1_35537
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @GUNS1_35557 
0006: 44@ = 1 

:GUNS1_35557
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS143' time 2000 flag 1  // ~s~You've left ~b~Ryder~s~ behind go and get him.
0187: 108@ = create_marker_above_actor 98@ 
07E0: set_marker 108@ type_to 1 
0006: 264@ = 99 
0006: 57@ = 1 

:GUNS1_35604
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @GUNS1_35648 
05CA: AS_actor 98@ enter_car 102@ passenger_seat 0 time -2 
0006: 58@ = 1 
0002: jump @GUNS1_35691 

:GUNS1_35648
062E: get_actor 98@ task 1482 status_store_to 38@ // ret 7 if not found 
00D6: if and
84A4:   not  38@ == 0 // == constant 
84A4:   not  38@ == 1 // == constant 
004D: jump_if_false @GUNS1_35691 
0006: 58@ = 0 

:GUNS1_35691
0002: jump @GUNS1_35742 

:GUNS1_35698
00D6: if 
0039:   57@ == 1 
004D: jump_if_false @GUNS1_35735 
0164: disable_marker 108@ 
0006: 57@ = 0 
0006: 264@ = 3 

:GUNS1_35735
0006: 59@ = 1 

:GUNS1_35742
00D6: if and
0039:   59@ == 1 
0039:   54@ == 1 
004D: jump_if_false @GUNS1_40633 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @GUNS1_39819 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 2742.0 -2008.0 13.0 radius 15.0 15.0 4.0 sphere 0 in_car 
004D: jump_if_false @GUNS1_39749 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'RYD1_34' time 3000 flag 1  // ~s~Park the truck inside the ~y~lockup~s~.
00D6: if 
0103:   actor $PLAYER_ACTOR in_sphere 2741.241 -2011.274 13.5869 radius 2.9 3.2 5.0 sphere 0 stopped_in_car 
004D: jump_if_false @GUNS1_39672 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
016A: fade 0 time 1500 

:GUNS1_35915
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_35939 
0001: wait 0 ms 
0002: jump @GUNS1_35915 

:GUNS1_35939
0395: clear_area 1 at 2741.241 -2011.274 13.5869 radius 10.0 
02A3: enable_widescreen 1 
0164: disable_marker 107@ 
00BE: text_clear_all 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_36014 
00D6: if 
06EE:   actor 98@ in_group $PLAYER_GROUP 
004D: jump_if_false @GUNS1_36014 
06C9: remove_actor 98@ from_group 

:GUNS1_36014
03CB: set_rendering_origin_at 2745.47 -2003.59 15.53 
015F: set_camera_position 2745.47 -2003.59 15.53 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2737.34 -2002.24 11.65 switchstyle 2 
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @GUNS1_36123 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
0006: 88@ = 0 

:GUNS1_36123
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GUNS1_36166 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2741.0 -2007.14 13.0 
0002: jump @GUNS1_36186 

:GUNS1_36166
00A1: put_actor $PLAYER_ACTOR at 2741.0 -2008.14 13.0 

:GUNS1_36186
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_36265 
00D6: if 
00DF:   actor 98@ driving 
004D: jump_if_false @GUNS1_36245 
0362: remove_actor 98@ from_car_and_place_at 2740.0 -2008.14 13.0 
0002: jump @GUNS1_36265 

:GUNS1_36245
00A1: put_actor 98@ at 2740.0 -2007.14 13.0 

:GUNS1_36265
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_36291 
00A6: destroy_car 102@ 
01C3: remove_references_to_car 102@ 

:GUNS1_36291
0395: clear_area 1 at 2741.0 -2005.0 14.14 radius 50.0 
0006: 254@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 

:GUNS1_36385
0001: wait 0 ms 
00D6: if 
0039:   258@ == 0 
004D: jump_if_false @GUNS1_37564 
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_36746 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_36471 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_36464 
040D: unload_wav 256@ 

:GUNS1_36464
0006: 257@ = 1 

:GUNS1_36471
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_36508 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_36508
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_36568 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_36568 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_36568
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_36746 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_36685 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_36650 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_36664 

:GUNS1_36650
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_36664
0006: 254@ = 0 
0006: 257@ = 0 
0002: jump @GUNS1_36746 

:GUNS1_36685
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_36746 
00D6: if 
001B:   76 > 254@ 
004D: jump_if_false @GUNS1_36746 
0085: 263@ = 254@ // (int) 
000A: 263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_36746
0871: init_jump_table 259@ total_jumps 3 default_jump 1 @GUNS1_37459 jumps 0 @GUNS1_36809 1 @GUNS1_37122 2 @GUNS1_37249 -1 @GUNS1_37557 -1 @GUNS1_37557 -1 @GUNS1_37557 -1 @GUNS1_37557 

:GUNS1_36809
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_37115 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_36858 
0967: actor 98@ move_mouth 4000 ms 
0A09: set_actor 98@ muted 1 // versionB 

:GUNS1_36858
0006: 254@ = 66 
0006: 259@ = 1 
01BD: 262@ = current_time_in_ms 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_37084 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 2741.0 -2005.0 14.14 mode 4 time 6000 ms // versionA 
05D3: AS_actor -1 goto_point 2741.0 -2001.0 14.14 mode 4 time 6000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 98@ 
0616: define_AS_pack_end 129@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 2740.0 -2005.0 14.14 mode 4 time 6000 ms // versionA 
05D3: AS_actor -1 goto_point 2740.0 -2001.0 14.14 mode 4 time 6000 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 129@ 
0618: assign_actor 98@ to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 

:GUNS1_37084
016A: fade 1 time 1500 

:GUNS1_37091
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_37115 
0001: wait 0 ms 
0002: jump @GUNS1_37091 

:GUNS1_37115
0002: jump @GUNS1_37557 

:GUNS1_37122
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_37242 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_37242 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_37209 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
0968: actor 98@ stop_mouth 

:GUNS1_37209
0006: 254@ = 67 
0006: 52@ = 0 
0006: 32@ = 0 
0006: 259@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_37242
0002: jump @GUNS1_37557 

:GUNS1_37249
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_37452 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_37452 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 38@ // ret 7 if not found 
00D6: if or
04A4:   38@ == 7 // == constant 
0019:   32@ > 8000 
004D: jump_if_false @GUNS1_37452 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_37360 

:GUNS1_37360
0361: close_garage 'BURG_LK' 

:GUNS1_37371
00D6: if 
83B1:   not garage 'BURG_LK' door_closed 
004D: jump_if_false @GUNS1_37404 
0001: wait 0 ms 
0002: jump @GUNS1_37371 

:GUNS1_37404
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_37433 
0967: actor 98@ move_mouth 5000 ms 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_37433
0006: 254@ = 68 
0006: 259@ = 3 
01BD: 262@ = current_time_in_ms 

:GUNS1_37452
0002: jump @GUNS1_37557 

:GUNS1_37459
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_37550 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_37550 
0687: clear_actor $PLAYER_ACTOR task 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_37543 
0687: clear_actor 98@ task 

:GUNS1_37543
0006: 258@ = 1 

:GUNS1_37550
0002: jump @GUNS1_37557 

:GUNS1_37557
0002: jump @GUNS1_36385 

:GUNS1_37564
016A: fade 0 time 1000 

:GUNS1_37571
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_37595 
0001: wait 0 ms 
0002: jump @GUNS1_37571 

:GUNS1_37595
00A1: put_actor $PLAYER_ACTOR at 2161.0 -1664.0 22.0 
015F: set_camera_position 2168.155 -1686.374 15.6932 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2168.094 -1685.377 15.7351 switchstyle 2 
04E4: refresh_game_renderer_at 2168.155 -1686.374 
03CB: set_rendering_origin_at 2168.155 -1686.374 15.6932 
016A: fade 1 time 1000 

:GUNS1_37702
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_37726 
0001: wait 0 ms 
0002: jump @GUNS1_37702 

:GUNS1_37726
03E6: remove_text_box 
0512: show_permanent_text_box 'RYD1_88'  // You can perform burglaries at night when not on a mission.

:GUNS1_37739
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @GUNS1_37763 
0001: wait 0 ms 
0002: jump @GUNS1_37739 

:GUNS1_37763
0006: 32@ = 0 
0006: 52@ = 0 

:GUNS1_37777
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_37837 
00D6: if or
0019:   32@ > 4000 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_37826 
0006: 52@ = 1 

:GUNS1_37826
0001: wait 0 ms 
0002: jump @GUNS1_37777 

:GUNS1_37837
03E6: remove_text_box 
0512: show_permanent_text_box 'RYD1_90'  // Many houses can be broken into, and goods stolen from the owners.

:GUNS1_37850
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @GUNS1_37874 
0001: wait 0 ms 
0002: jump @GUNS1_37850 

:GUNS1_37874
0006: 32@ = 0 
0006: 52@ = 0 

:GUNS1_37888
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_37948 
00D6: if or
0019:   32@ > 4000 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_37937 
0006: 52@ = 1 

:GUNS1_37937
0001: wait 0 ms 
0002: jump @GUNS1_37888 

:GUNS1_37948
03E6: remove_text_box 
016A: fade 0 time 1000 

:GUNS1_37957
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_37981 
0001: wait 0 ms 
0002: jump @GUNS1_37957 

:GUNS1_37981
00A1: put_actor $PLAYER_ACTOR at 2272.0 -1792.0 14.0 
015F: set_camera_position 2255.539 -1783.703 13.6049 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2254.882 -1784.445 13.7333 switchstyle 2 
04E4: refresh_game_renderer_at 2254.208 -1790.233 
03CB: set_rendering_origin_at 2254.208 -1790.233 13.1057 
014C: set_parked_car_generator $2775 cars_to_generate_to 0 
0395: clear_area 1 at 2251.028 -1788.661 12.7625 radius 10.0 
00A5: 102@ = create_car #BOXBURG at 2251.028 -1788.661 12.9625 
0175: set_car 102@ Z_angle_to 358.9591 
016A: fade 1 time 1000 

:GUNS1_38152
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_38176 
0001: wait 0 ms 
0002: jump @GUNS1_38152 

:GUNS1_38176
0512: show_permanent_text_box 'RYD1_89'  // You need to get in this type of van to start the burglary.

:GUNS1_38187
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @GUNS1_38211 
0001: wait 0 ms 
0002: jump @GUNS1_38187 

:GUNS1_38211
0006: 32@ = 0 
0006: 52@ = 0 

:GUNS1_38225
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_38285 
00D6: if or
0019:   32@ > 4000 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_38274 
0006: 52@ = 1 

:GUNS1_38274
0001: wait 0 ms 
0002: jump @GUNS1_38225 

:GUNS1_38285
03E6: remove_text_box 
0512: show_permanent_text_box 'RYD1_91'  // Load up the truck and then take it back to the lockup.

:GUNS1_38298
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @GUNS1_38322 
0001: wait 0 ms 
0002: jump @GUNS1_38298 

:GUNS1_38322
0006: 32@ = 0 
0006: 52@ = 0 

:GUNS1_38336
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_38396 
00D6: if or
0019:   32@ > 4000 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_38385 
0006: 52@ = 1 

:GUNS1_38385
0001: wait 0 ms 
0002: jump @GUNS1_38336 

:GUNS1_38396
03E6: remove_text_box 
016A: fade 0 time 1000 

:GUNS1_38405
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_38429 
0001: wait 0 ms 
0002: jump @GUNS1_38405 

:GUNS1_38429
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_38455 
00A6: destroy_car 102@ 
01C3: remove_references_to_car 102@ 

:GUNS1_38455
00A1: put_actor $PLAYER_ACTOR at 2741.0 -2001.0 12.5547 
0173: set_actor $PLAYER_ACTOR Z_angle_to 80.0 
02A3: enable_widescreen 1 
015F: set_camera_position 2745.47 -2003.59 15.53 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2737.34 -2002.24 11.65 switchstyle 2 
04E4: refresh_game_renderer_at 2745.47 -2003.59 
03CB: set_rendering_origin_at 2745.47 -2003.59 15.53 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_38631 
00A1: put_actor 98@ at 2740.0 -2001.0 12.5547 
0173: set_actor 98@ Z_angle_to 230.0 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 98@ 
0639: AS_actor 98@ rotate_to_actor $PLAYER_ACTOR 

:GUNS1_38631
016A: fade 1 time 1000 

:GUNS1_38638
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_38662 
0001: wait 0 ms 
0002: jump @GUNS1_38638 

:GUNS1_38662
0006: 254@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 

:GUNS1_38732
0001: wait 0 ms 
00D6: if 
0039:   258@ == 0 
004D: jump_if_false @GUNS1_39558 
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_39093 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_38818 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_38811 
040D: unload_wav 256@ 

:GUNS1_38811
0006: 257@ = 1 

:GUNS1_38818
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_38855 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_38855
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_38915 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_38915 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_38915
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_39093 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_39032 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_38997 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_39011 

:GUNS1_38997
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_39011
0006: 254@ = 0 
0006: 257@ = 0 
0002: jump @GUNS1_39093 

:GUNS1_39032
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_39093 
00D6: if 
001B:   76 > 254@ 
004D: jump_if_false @GUNS1_39093 
0085: 263@ = 254@ // (int) 
000A: 263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_39093
0871: init_jump_table 259@ total_jumps 2 default_jump 1 @GUNS1_39453 jumps 0 @GUNS1_39156 1 @GUNS1_39265 -1 @GUNS1_39551 -1 @GUNS1_39551 -1 @GUNS1_39551 -1 @GUNS1_39551 -1 @GUNS1_39551 

:GUNS1_39156
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_39258 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_39203 
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 
0968: actor 98@ stop_mouth 

:GUNS1_39203
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 254@ = 74 
0006: 259@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_39258
0002: jump @GUNS1_39551 

:GUNS1_39265
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_39446 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_39446 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_39357 
0967: actor 98@ move_mouth 5000 ms 
0968: actor $PLAYER_ACTOR stop_mouth 
0687: clear_actor $PLAYER_ACTOR task 

:GUNS1_39357
0006: 254@ = 75 
0006: 259@ = 2 
0006: 32@ = 0 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_39441 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 2761.0 -2002.0 14.0 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 129@ 
0618: assign_actor 98@ to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 

:GUNS1_39441
01BD: 262@ = current_time_in_ms 

:GUNS1_39446
0002: jump @GUNS1_39551 

:GUNS1_39453
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_39544 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_39544 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_39537 
0968: actor 98@ stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_39537
0006: 258@ = 1 

:GUNS1_39544
0002: jump @GUNS1_39551 

:GUNS1_39551
0002: jump @GUNS1_38732 

:GUNS1_39558
0006: 52@ = 0 

:GUNS1_39565
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_39638 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 38@ // ret 7 if not found 
00D6: if or
04A4:   38@ == 7 // == constant 
0019:   32@ > 6000 
004D: jump_if_false @GUNS1_39627 
0006: 52@ = 1 

:GUNS1_39627
0001: wait 0 ms 
0002: jump @GUNS1_39565 

:GUNS1_39638
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0002: jump @GUNS1_40660 
0002: jump @GUNS1_39742 

:GUNS1_39672
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2741.0 -2010.0 13.5 radius 4.0 4.0 5.0 
00D6: if 
83B0:   not garage 'BURG_LK' door_open 
004D: jump_if_false @GUNS1_39742 
0360: open_garage 'BURG_LK' 

:GUNS1_39742
0002: jump @GUNS1_39819 

:GUNS1_39749
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2742.0 -2000.0 13.0 radius 4.0 4.0 5.0 
00D6: if 
83B1:   not garage 'BURG_LK' door_closed 
004D: jump_if_false @GUNS1_39819 
0361: close_garage 'BURG_LK' 

:GUNS1_39819
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @GUNS1_40234 
0006: 268@ = 0 
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @GUNS1_40091 
00D6: if 
00EE:   actor $PLAYER_ACTOR sphere 0 near_point 2067.4 -1831.2 radius 15.0 15.0 in_car 
004D: jump_if_false @GUNS1_39999 
00D6: if and
0039:   71@ == 1 
0039:   74@ == 0 
004D: jump_if_false @GUNS1_39992 
00D6: if and
8118:   not actor 100@ dead 
8119:   not car 103@ wrecked 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_39978 
0397: enable_car 103@ siren 0 
06E1: AS_actor 100@ using_car 103@ target_car 102@ with_order 10 max_speed 20.0 traffic_flag 0 

:GUNS1_39978
0006: 74@ = 1 
0006: 71@ = 0 

:GUNS1_39992
0002: jump @GUNS1_40091 

:GUNS1_39999
00D6: if and
0039:   74@ == 1 
0039:   71@ == 0 
004D: jump_if_false @GUNS1_40091 
00D6: if and
8118:   not actor 100@ dead 
8119:   not car 103@ wrecked 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_40077 
0397: enable_car 103@ siren 1 
06E1: AS_actor 100@ using_car 103@ target_car 102@ with_order 3 max_speed 33.0 traffic_flag 3 

:GUNS1_40077
0006: 74@ = 0 
0006: 71@ = 1 

:GUNS1_40091
00D6: if 
0039:   69@ == 0 
004D: jump_if_false @GUNS1_40227 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @GUNS1_40148 
0164: disable_marker 107@ 
00BE: text_clear_all 
0006: 264@ = 2 
0006: 68@ = 0 

:GUNS1_40148
02A8: 106@ = create_marker 63 at 2067.4 -1831.2 13.5 
0006: 69@ = 1 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS123' time 5000 flag 1  // ~s~You got too much heat on you. Lose the cops.
00D6: if 
0039:   78@ == 1 
004D: jump_if_false @GUNS1_40227 
0006: 264@ = 2 
0006: 78@ = 0 

:GUNS1_40227
0002: jump @GUNS1_40633 

:GUNS1_40234
0006: 272@ = 0 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @GUNS1_40332 
00D6: if 
001B:   11 > 43@ 
004D: jump_if_false @GUNS1_40332 
00BB: show_text_lowpriority GXT 'GUNS135' time 4000 flag 1  // As I was saying....
000E: 43@ -= 1 
00D6: if 
001B:   0 > 43@ 
004D: jump_if_false @GUNS1_40325 
0006: 43@ = 0 

:GUNS1_40325
0006: 44@ = 0 

:GUNS1_40332
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @GUNS1_40548 
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @GUNS1_40380 
0164: disable_marker 106@ 
0006: 69@ = 0 

:GUNS1_40380
00BE: text_clear_all 
00D6: if 
00EE:   actor $PLAYER_ACTOR sphere 0 near_point 2067.4 -1831.2 radius 15.0 15.0 in_car 
004D: jump_if_false @GUNS1_40448 
0001: wait 3000 ms 
00BB: show_text_lowpriority GXT 'GUNS124' time 5000 flag 1  // ~s~Get safely back to the ~y~lockup~s~.
0002: jump @GUNS1_40464 

:GUNS1_40448
00BB: show_text_lowpriority GXT 'GUNS124' time 5000 flag 1  // ~s~Get safely back to the ~y~lockup~s~.

:GUNS1_40464
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @GUNS1_40514 
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @GUNS1_40507 
0006: 264@ = 1 

:GUNS1_40507
0002: jump @GUNS1_40521 

:GUNS1_40514
0006: 264@ = 3 

:GUNS1_40521
018A: 107@ = create_checkpoint_at 2742.0 -2008.0 13.0 
0006: 68@ = 1 

:GUNS1_40548
00D6: if and
0039:   71@ == 1 
0039:   74@ == 0 
004D: jump_if_false @GUNS1_40633 
00D6: if and
8118:   not actor 100@ dead 
8119:   not car 103@ wrecked 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_40633 
0397: enable_car 103@ siren 0 
06E1: AS_actor 100@ using_car 103@ target_car 102@ with_order 1 max_speed 20.0 traffic_flag 2 
0006: 71@ = 0 

:GUNS1_40633
0002: jump @GUNS1_4925 
0051: return 

:GUNS1_40642
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:GUNS1_40660
0085: 50@ = 35@ // (int) 
0012: 50@ *= 50 
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 30 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'RYDER_1'  // Home Invasion
0008: $RYDER_TOTAL_PASSED_MISSIONS += 1 
0051: return 

:GUNS1_40737
0004: $ONMISSION = 0 
0004: $CARMOD_DISABLED_FLAG = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
014C: set_parked_car_generator $2775 cars_to_generate_to 101 
075B: zoom_radar 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_40790 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:GUNS1_40790
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
07FB: set_interior 'BURHOUS' access 1  // Colonel Fuhrberger's
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0164: disable_marker 108@ 
0164: disable_marker 105@ 
0164: disable_marker 104@ 
0164: disable_marker 109@ 
0164: disable_marker 106@ 
0164: disable_marker 107@ 
0164: disable_marker 110@ 
0164: disable_marker 111@ 
0164: disable_marker 112@ 
0164: disable_marker 113@ 
0164: disable_marker 114@ 
0164: disable_marker 115@ 
0164: disable_marker 116@ 
0151: remove_status_text $6705 
0581: enable_radar 1 
0826: enable_hud 1 
014F: stop_timer $6704 
0249: release_model #BOXBURG 
0249: release_model #COLT45 
0249: release_model #CHROMEGUN 
0249: release_model #WMOPJ 
0249: release_model #LAPD1 
0249: release_model #COPCARLA 
0249: release_model #DB_AMMO 
04EF: release_animation "CARRY" 
04EF: release_animation "GANGS" 
04EF: release_animation "POLICE" 
04EF: release_animation "INT_HOUSE" 
04EF: release_animation "ON_LOOKERS" 
04EF: release_animation "CAR_CHAT" 
034F: destroy_actor_with_fade 98@ 
01C2: remove_references_to_actor 99@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 100@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 101@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 103@ 
01C3: remove_references_to_car 102@ 
01C4: remove_references_to_object 117@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 118@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 119@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 120@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 121@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 122@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 123@ // This object will now disappear when the player looks away 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_41099 
060B: set_actor 99@ decision_maker_to 41@ 
077A: set_actor 99@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:GUNS1_41099
0296: unload_special_actor 1 
065C: release_decision_maker 39@ 
065C: release_decision_maker 40@ 
065C: release_decision_maker 41@ 
065C: release_decision_maker 42@ 
091E: create_forbidden_for_boats_cube_cornerA 2775.0 -1196.4 20.0 cornerB 2840.0 -1141.0 35.0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 25---------------
// Originally: Catalyst

:RYDER3
03A4: name_thread 'RYDER3' 
0050: gosub @RYDER3_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @RYDER3_38 
0050: gosub @RYDER3_18057 

:RYDER3_38
0050: gosub @RYDER3_18237 
004E: end_thread 

:RYDER3_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
09DD: unknown_player_group 1 
0006: 89@ = 0 
0004: $6870 = 0 
0006: 95@ = 2 
0006: 102@ = 0 
054C: use_GXT_table 'RYDER3' 
060A: create_decision_maker_type 2 store_to 72@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 105@ // decision\allowed\m_.ped files 
01EB: set_traffic_density_multiplier_to 4.5 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:RYDER3_135
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER3_159 
0001: wait 0 ms 
0002: jump @RYDER3_135 

:RYDER3_159
04BB: select_interior 2 
02E4: load_cutscene_data 'RYDER3A' 

:RYDER3_174
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @RYDER3_198 
0001: wait 0 ms 
0002: jump @RYDER3_174 

:RYDER3_198
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:RYDER3_215
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @RYDER3_239 
0001: wait 0 ms 
0002: jump @RYDER3_215 

:RYDER3_239
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:RYDER3_253
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER3_277 
0001: wait 0 ms 
0002: jump @RYDER3_253 

:RYDER3_277
02EA: end_cutscene 
00BE: text_clear_all 
02A3: enable_widescreen 0 
04BB: select_interior 0 
014C: set_parked_car_generator $2764 cars_to_generate_to 0 
0247: load_model #BOBCAT 
0247: load_model #MICRO_UZI 
0247: load_model #COLT45 
0247: load_model #CR_GUNCRATE 
0247: load_model #CR_AMMOBOX 
0247: load_model #FAM1 
04ED: load_animation "BOX" 
04ED: load_animation "RYDER" 
04ED: load_animation "SWAT" 
0247: load_model #LSV1 
0247: load_model #LSV2 
0247: load_model #LSV3 
0247: load_model #FREIGHT 
0247: load_model #FREIFLAT 
0247: load_model #GREENWOO 
0247: load_model #FAM1 
0247: load_model #FAM2 
023C: load_special_actor 'RYDER2' as 1 // models 290-299 
038B: load_requested_models 

:RYDER3_399
00D6: if or
8248:   not model #BOBCAT available 
8248:   not model #MICRO_UZI available 
8248:   not model #COLT45 available 
8248:   not model #CR_GUNCRATE available 
8248:   not model #CR_AMMOBOX available 
004D: jump_if_false @RYDER3_446 
0001: wait 0 ms 
0002: jump @RYDER3_399 

:RYDER3_446
00D6: if or
8248:   not model #FAM1 available 
823D:   not special_actor 1 loaded 
84EE:   not animation "BOX" loaded 
84EE:   not animation "RYDER" loaded 
004D: jump_if_false @RYDER3_492 
0001: wait 0 ms 
0002: jump @RYDER3_446 

:RYDER3_492
00D6: if or
8248:   not model #LSV1 available 
8248:   not model #LSV2 available 
8248:   not model #LSV3 available 
8248:   not model #FREIGHT available 
8248:   not model #FREIFLAT available 
004D: jump_if_false @RYDER3_536 
0001: wait 0 ms 
0002: jump @RYDER3_492 

:RYDER3_536
00D6: if or
8248:   not model #GREENWOO available 
8248:   not model #FAM1 available 
8248:   not model #FAM2 available 
84EE:   not animation "SWAT" loaded 
004D: jump_if_false @RYDER3_579 
0001: wait 0 ms 
0002: jump @RYDER3_536 

:RYDER3_579
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_2059 
0050: gosub @RYDER3_18930 
01B4: set_player $PLAYER_CHAR can_move 0 
0615: define_AS_pack_begin 51@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 2000 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 51@ loop 1 
0616: define_AS_pack_end 51@ 
0615: define_AS_pack_begin 52@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 2000 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 52@ loop 1 
0616: define_AS_pack_end 52@ 
0615: define_AS_pack_begin 76@ 
0605: actor -1 perform_animation "COWER" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 2000 ms 
0616: define_AS_pack_end 76@ 
0615: define_AS_pack_begin 75@ 
0605: actor -1 perform_animation "RYD_BECKON_01" IFP "RYDER" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05B9: AS_actor -1 stay_idle 20000 ms 
0643: set_AS_pack 75@ loop 1 
0616: define_AS_pack_end 75@ 
0615: define_AS_pack_begin 40@ 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 2290.584 -1142.411 25.7144 mode 6 use_car -1 
0603: AS_actor -1 goto_point_any_means 2288.539 -1133.753 25.7076 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 253.83 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 40@ 
0615: define_AS_pack_begin 66@ 
0603: AS_actor -1 goto_point_any_means 2289.092 -1117.049 25.9062 mode 6 use_car -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 66@ 
0615: define_AS_pack_begin 67@ 
0603: AS_actor -1 goto_point_any_means 2285.11 -1117.117 25.9062 mode 6 use_car -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 67@ 
0395: clear_area 1 at 2477.135 -1683.116 12.3782 radius 10.0 
0395: clear_area 1 at 2469.224 -1672.496 12.484 radius 10.0 
0395: clear_area 0 at 2472.783 -1685.696 12.5153 radius 0.5 
03CB: set_rendering_origin_at 2472.783 -1685.696 12.5153 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_1446 
00A1: put_actor $PLAYER_ACTOR at 2472.783 -1685.696 12.5153 
0173: set_actor $PLAYER_ACTOR Z_angle_to 336.6331 
0373: set_camera_directly_behind_player 

:RYDER3_1446
0506: set_car_model #BOBCAT next_variation 1 1 // first param is useless 
0674: set_car_model #BOBCAT numberplate "_SHERM__" 
00A5: 108@ = create_car #BOBCAT at 2476.035 -1678.379 12.3457 
02AC: set_car 108@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
01EC: make_car 108@ very_heavy 1
0423: set_car 108@ improved_handling_to 1.5 // (float) 
053F: set_car 108@ tires_vulnerability 0 
0175: set_car 108@ Z_angle_to 43.9007 
0224: set_car 108@ health_to 2000 
0186: 99@ = create_marker_above_car 108@ 
07E0: set_marker 99@ type_to 1 
02AA: set_car 108@ immune_to_nonplayer 0 
0229: set_car 108@ primary_color_to 0 secondary_color_to 0 
00AD: set_car 108@ max_speed_to 5.0 
018B: set_marker 99@ radar_mode 0 
04E0: car 108@ abandon_path_radius 250 
01C8: $ACTOR_RYDER = create_actor_pedtype 24 model #SPECIAL01 in_car 108@ passenger_seat 0 
09F6: set_actor $ACTOR_RYDER unjackable_through_driver_seat 0 
0296: unload_special_actor 1 
0173: set_actor $ACTOR_RYDER Z_angle_to 121.9883 
0638: AS_actor $ACTOR_RYDER stay_put 1 
0223: set_actor $ACTOR_RYDER health_to 800 
08AF: set_actor $ACTOR_RYDER max_health_to 800 
0446: set_actor $ACTOR_RYDER dismemberment_possible 0 
0568: set_actor $ACTOR_RYDER untargetable 1 
01B2: give_actor $ACTOR_RYDER weapon 28 ammo 9999 // Load the weapon model before using this 
039E: set_actor $ACTOR_RYDER locked 1 while_in_car 
0245: set_actor $ACTOR_RYDER walk_style_to "GANG1" 
077A: set_actor $ACTOR_RYDER acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor $ACTOR_RYDER decision_maker_to 72@ 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 24 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 25 
0006: 109@ = 0 

:RYDER3_1724
00D6: if 
001B:   10 > 109@ 
004D: jump_if_false @RYDER3_1767 
0006: 110@(109@,10i) = -1 
000A: 109@ += 1 
0002: jump @RYDER3_1724 

:RYDER3_1767
0006: 109@ = 0 
0004: $6871 = 0 
0004: $6872 = 10 
0006: 122@ = 0 
0006: 123@ = -1 
0006: 124@ = 5 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @RYDER3_1848 
029B: 110@(109@,10i) = init_object #GUNBOX at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:RYDER3_1848
0006: 89@ = 0 
01E8: create_forbidden_for_cars_cube_cornerA 2284.0 -1151.0 10.0 cornerB 2288.0 -1147.0 30.0 
01E8: create_forbidden_for_cars_cube_cornerA 2287.321 -1132.571 10.0 cornerB 2360.839 -1177.134 40.0 
01E8: create_forbidden_for_cars_cube_cornerA 2311.676 -1375.397 10.0 cornerB 2292.365 -1303.102 40.0 
01E8: create_forbidden_for_cars_cube_cornerA 2268.695 -1138.541 10.0 cornerB 2282.362 -1159.604 40.0 
01E8: create_forbidden_for_cars_cube_cornerA 2307.537 -1162.624 10.0 cornerB 2266.351 -1136.99 40.0 
06D7: enable_train_traffic 0 
08EA: enable_gangs_spawn 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 127@ = -151 
0006: 32@ = 0 
03C7: set_sensitivity_to_crime 0.0 

:RYDER3_2059
029B: 128@ = init_object #TMP_BIN at 2295.391 -1129.812 26.4 
0177: set_object 128@ Z_angle_to 187.2863 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_2119 
05CB: AS_actor $PLAYER_ACTOR enter_car 108@ as_driver 5000 ms 

:RYDER3_2119
015F: set_camera_position 2473.642 -1674.005 13.6679 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2473.833 -1674.969 13.4843 switchstyle 2 
0050: gosub @RYDER3_19023 
00BC: show_text_highpriority GXT 'RYD3_Z' time 6000 flag 1  // ~s~Drive Ryder's Truck ~s~to the ~y~ammo train~s~.
0006: 33@ = 0 

:RYDER3_2200
00D6: if 
001B:   4000 > 33@ 
004D: jump_if_false @RYDER3_2247 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @RYDER3_2240 

:RYDER3_2240
0002: jump @RYDER3_2200 

:RYDER3_2247
0050: gosub @RYDER3_18958 

:RYDER3_2254
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_18050 
0001: wait 0 ms 
0050: gosub @RYDER3_19056 
0050: gosub @RYDER3_20126 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @RYDER3_2310 
0002: jump @RYDER3_18136 

:RYDER3_2310
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2290.65 -1148.723 25.7508 radius 275.0 275.0 200.0 
004D: jump_if_false @RYDER3_2372 
01EB: set_traffic_density_multiplier_to 0.0 
0002: jump @RYDER3_2397 

:RYDER3_2372
00D6: if 
001B:   10 > 89@ 
004D: jump_if_false @RYDER3_2397 
01EB: set_traffic_density_multiplier_to 1.0 

:RYDER3_2397
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @RYDER3_3444 
00D6: if and
0248:   model #FREIGHT available 
0248:   model #FREIFLAT available 
004D: jump_if_false @RYDER3_3444 
06D8: 129@ = create_train_at 2278.177 -1144.882 27.5107 type 10 direction 1 
020A: set_car 129@ door_status_to 2 
06DC: set_train 129@ acc 0.0 
06DD: set_train 129@ speed 0.0 
0519: set_car 129@ locked 1 
06DE: 163@ = get_train 129@ last_carriage_handle 
0107: 74@ = create_object #AMMOTRN_OBJ at 2278.177 -1144.882 27.5107 
0681: attach_object 74@ to_car 163@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0107: 91@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 91@ to_car 163@ with_offset 0.5 -5.5 -0.8 rotation 0.0 0.0 145.0 
0107: 92@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 92@ to_car 163@ with_offset 0.5 6.0 -0.8 rotation 0.0 0.0 60.0 
0107: 93@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 93@ to_car 163@ with_offset -0.5 8.0 -0.8 rotation 0.0 0.0 130.0 
0107: 61@ = create_object #CR_GUNCRATE at 2287.744 -1131.75 25.7431 
0177: set_object 61@ Z_angle_to 85.7739 
0107: 62@ = create_object #CR_GUNCRATE at 2287.358 -1131.091 25.7449 
0177: set_object 62@ Z_angle_to 209.4727 
0107: 63@ = create_object #CR_GUNCRATE at 2287.665 -1127.056 25.8118 
0177: set_object 63@ Z_angle_to 97.4572 
0107: 64@ = create_object #CR_GUNCRATE at 2287.431 -1125.586 25.8256 
0177: set_object 64@ Z_angle_to 176.9109 
0006: 102@ = 1 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 24 
009A: 142@ = create_actor_pedtype 4 model #FAM2 at 2291.969 -1131.63 25.7468 
0173: set_actor 142@ Z_angle_to 188.6236 
0812: AS_actor 142@ perform_animation "KO_SHOT_FRONT" IFP "PED" framedelta 2.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0619: enable_actor 142@ collision_detection 0 
0568: set_actor 142@ untargetable 1 
060B: set_actor 142@ decision_maker_to 105@ 
009A: 143@ = create_actor_pedtype 4 model #LSV1 at 2290.66 -1146.023 25.7507 
0173: set_actor 143@ Z_angle_to 180.7254 
0812: AS_actor 143@ perform_animation "KO_SHOT_FRONT" IFP "PED" framedelta 2.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0619: enable_actor 143@ collision_detection 0 
0568: set_actor 143@ untargetable 1 
060B: set_actor 143@ decision_maker_to 105@ 
009A: 130@ = create_actor_pedtype 25 model #LSV1 at 2295.683 -1128.682 25.8647 
0173: set_actor 130@ Z_angle_to 175.3117 
0638: AS_actor 130@ stay_put 1 
0770: set_actor 130@ target_priority 1 
009A: 131@ = create_actor_pedtype 25 model #LSV2 at 2289.14 -1131.133 25.7539 
0173: set_actor 131@ Z_angle_to 190.007 
0638: AS_actor 131@ stay_put 1 
0770: set_actor 131@ target_priority 1 
009A: 132@ = create_actor_pedtype 25 model #LSV2 at 2293.741 -1130.343 25.8004 
0173: set_actor 132@ Z_angle_to 178.0093 
04EB: AS_actor 132@ crouch 1 
0638: AS_actor 132@ stay_put 1 
0770: set_actor 132@ target_priority 1 
009A: 133@ = create_actor_pedtype 25 model #LSV3 at 2285.522 -1135.369 28.0 
0173: set_actor 133@ Z_angle_to 202.6963 
02A9: set_actor 133@ immune_to_nonplayer 0 
0638: AS_actor 133@ stay_put 1 
0770: set_actor 133@ target_priority 1 
009A: 144@ = create_actor_pedtype 24 model #FAM1 at 2296.282 -1158.184 25.6529 
0173: set_actor 144@ Z_angle_to 9.002 
04EB: AS_actor 144@ crouch 1 
0638: AS_actor 144@ stay_put 1 
009A: 145@ = create_actor_pedtype 24 model #FAM2 at 2287.524 -1150.041 25.7574 
0173: set_actor 145@ Z_angle_to 347.622 
0638: AS_actor 145@ stay_put 1 
04EB: AS_actor 145@ crouch 1 
009A: 146@ = create_actor_pedtype 24 model #FAM1 at 2301.257 -1157.372 25.597 
0173: set_actor 146@ Z_angle_to 9.002 
0638: AS_actor 146@ stay_put 1 

:RYDER3_3444
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_3561 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 108@ 
0039:   89@ == 0 
004D: jump_if_false @RYDER3_3561 
0006: 33@ = 0 
041E: set_radio_station 5 
06D7: enable_train_traffic 0 
0006: 122@ = 4 
000A: 89@ += 1 
018B: set_marker 99@ radar_mode 0 
018A: 34@ = create_checkpoint_at 2278.177 -1144.882 27.5107 
08FB: set_checkpoint 34@ type_to 0 
0006: 101@ = 1 

:RYDER3_3561
00D6: if or
0039:   89@ == 1 
0039:   89@ == 2 
004D: jump_if_false @RYDER3_4014 
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_4014 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 108@ 
004D: jump_if_false @RYDER3_3688 
00D6: if 
8039:   not  101@ == 1 
004D: jump_if_false @RYDER3_3681 
018B: set_marker 99@ radar_mode 0 
018B: set_marker 34@ radar_mode 3 
00BC: show_text_highpriority GXT 'RYD3_Z' time 6000 flag 1  // ~s~Drive Ryder's Truck ~s~to the ~y~ammo train~s~.
0006: 101@ = 1 

:RYDER3_3681
0002: jump @RYDER3_4014 

:RYDER3_3688
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @RYDER3_3959 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_3729 
0A09: set_actor $ACTOR_RYDER muted 0 // versionB 

:RYDER3_3729
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_3752 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:RYDER3_3752
018B: set_marker 34@ radar_mode 0 
018B: set_marker 99@ radar_mode 3 
0209: $6870 = random_int_in_ranges 0 3 
0871: init_jump_table $6870 total_jumps 3 default_jump 0 @RYDER3_3952 jumps 0 @RYDER3_3838 1 @RYDER3_3876 2 @RYDER3_3914 -1 @RYDER3_3952 -1 @RYDER3_3952 -1 @RYDER3_3952 -1 @RYDER3_3952 

:RYDER3_3838
05AA: 106@s = 'RYD3_NA' // @s = 'short'  // ~z~Say, CJ, don't you run out on me!
04AF: 96@ = 34062 // = constant 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_3952 

:RYDER3_3876
05AA: 106@s = 'RYD3_NB' // @s = 'short'  // ~z~You getting that busta itch again, huh?
04AF: 96@ = 34063 // = constant 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_3952 

:RYDER3_3914
05AA: 106@s = 'RYD3_NC' // @s = 'short'  // ~z~Don't you bail out on me, CJ!
04AF: 96@ = 34064 // = constant 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_3952 

:RYDER3_3952
0006: 101@ = 2 

:RYDER3_3959
00D6: if and
0039:   95@ == 2 
0039:   101@ == 2 
004D: jump_if_false @RYDER3_4007 
00BC: show_text_highpriority GXT 'RYD3_Q' time 4000 flag 1  // Get back into ~b~Ryder's truck~s~!
0006: 101@ = 0 

:RYDER3_4007
0006: 87@ = 1 

:RYDER3_4014
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @RYDER3_5344 
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @RYDER3_4772 
00D6: if and
0039:   95@ == 2 
0039:   85@ == 0 
004D: jump_if_false @RYDER3_4159 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_4098 
0A09: set_actor $ACTOR_RYDER muted 1 // versionB 

:RYDER3_4098
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_4121 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:RYDER3_4121
05AA: 106@s = 'RYD3_AD' // @s = 'short'  // ~z~You drive, CJ - seeing as you 'Mister Driver' and all.
04AF: 96@ = 34003 // = constant 
0050: gosub @RYDER3_20106 
0006: 85@ = 1 

:RYDER3_4159
00D6: if and
0039:   95@ == 2 
0039:   85@ == 1 
004D: jump_if_false @RYDER3_4222 
05AA: 106@s = 'RYD3_AE' // @s = 'short'  // ~z~Aw, not your shit again.
04AF: 96@ = 34004 // = constant 
0050: gosub @RYDER3_20106 
0006: 85@ = 2 

:RYDER3_4222
00D6: if and
0039:   95@ == 2 
0039:   85@ == 2 
004D: jump_if_false @RYDER3_4285 
05AA: 106@s = 'RYD3_BA' // @s = 'short'  // ~z~Don't give me a hard time about my driving. I ain't got the energy for it, man.
04AF: 96@ = 34005 // = constant 
0050: gosub @RYDER3_20106 
0006: 85@ = 3 

:RYDER3_4285
00D6: if and
0039:   95@ == 2 
0039:   85@ == 3 
004D: jump_if_false @RYDER3_4348 
05AA: 106@s = 'RYD3_BB' // @s = 'short'  // ~z~Well don't go roll the damn car over and blow us all up in flames then.
04AF: 96@ = 34006 // = constant 
0050: gosub @RYDER3_20106 
0006: 85@ = 4 

:RYDER3_4348
00D6: if and
0039:   95@ == 2 
0039:   85@ == 4 
004D: jump_if_false @RYDER3_4411 
05AA: 106@s = 'RYD3_BC' // @s = 'short'  // ~z~Aw, I ain't risin' to your shit, man.
04AF: 96@ = 34007 // = constant 
0050: gosub @RYDER3_20106 
0006: 85@ = 5 

:RYDER3_4411
00D6: if and
0039:   95@ == 2 
0039:   85@ == 5 
004D: jump_if_false @RYDER3_4474 
05AA: 106@s = 'RYD3_BD' // @s = 'short'  // ~z~Good! Means you'll concentrate on the road, then!
04AF: 96@ = 34008 // = constant 
0050: gosub @RYDER3_20106 
0006: 85@ = 6 

:RYDER3_4474
00D6: if and
0039:   95@ == 2 
0039:   85@ == 6 
004D: jump_if_false @RYDER3_4537 
05AA: 106@s = 'RYD3_BE' // @s = 'short'  // ~z~You love to give a homie a hard time.
04AF: 96@ = 34009 // = constant 
0050: gosub @RYDER3_20106 
0006: 85@ = 7 

:RYDER3_4537
00D6: if and
0039:   95@ == 2 
0039:   85@ == 7 
004D: jump_if_false @RYDER3_4600 
05AA: 106@s = 'RYD3_BG' // @s = 'short'  // ~z~Just trying to keep my soldiers alive, nigga!
04AF: 96@ = 34011 // = constant 
0050: gosub @RYDER3_20106 
0006: 85@ = 8 

:RYDER3_4600
00D6: if and
0039:   95@ == 2 
0039:   85@ == 8 
004D: jump_if_false @RYDER3_4663 
05AA: 106@s = 'RYD3_BH' // @s = 'short'  // ~z~By nagging them to death?
04AF: 96@ = 34012 // = constant 
0050: gosub @RYDER3_20106 
0006: 85@ = 9 

:RYDER3_4663
00D6: if and
0039:   95@ == 2 
0039:   85@ == 9 
004D: jump_if_false @RYDER3_4772 
05AA: 106@s = 'RYD3_BJ' // @s = 'short'  // ~z~Watch the road, motherfucker! The road!
04AF: 96@ = 34013 // = constant 
0050: gosub @RYDER3_20106 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_4742 
0489: set_actor $ACTOR_RYDER muted 0 

:RYDER3_4742
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_4765 
0489: set_actor $PLAYER_ACTOR muted 0 

:RYDER3_4765
0006: 85@ = 10 

:RYDER3_4772
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2290.65 -1148.723 25.7508 radius 200.0 200.0 200.0 
0039:   102@ == 1 
004D: jump_if_false @RYDER3_5275 
0006: 36@ = 0 

:RYDER3_4834
00D6: if 
8118:   not actor 130@(36@,6i) dead 
004D: jump_if_false @RYDER3_4997 
0638: AS_actor 130@(36@,6i) stay_put 1 
0187: 136@(36@,6i) = create_marker_above_actor 130@(36@,6i) 
00D6: if or
0039:   36@ == 3 
0039:   36@ == 0 
004D: jump_if_false @RYDER3_4938 
081A: set_actor 130@(36@,6i) weapon_skill_to 2 
01B2: give_actor 130@(36@,6i) weapon 22 ammo 9999 // Load the weapon model before using this 
0002: jump @RYDER3_4963 

:RYDER3_4938
01B2: give_actor 130@(36@,6i) weapon 28 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 130@(36@,6i) armed_weapon_to 28 

:RYDER3_4963
07DD: set_actor 130@(36@,6i) attack_rate 50 // previously known as temper_to 
02E2: set_actor 130@(36@,6i) weapon_accuracy_to 50 
060B: set_actor 130@(36@,6i) decision_maker_to 72@ 

:RYDER3_4997
000A: 36@ += 1 
0029:   36@ >= 4 
004D: jump_if_false @RYDER3_4834 
0006: 36@ = 0 

:RYDER3_5025
00D6: if 
8118:   not actor 144@(36@,4i) dead 
004D: jump_if_false @RYDER3_5247 
0568: set_actor 144@(36@,4i) untargetable 1 
0638: AS_actor 144@(36@,4i) stay_put 1 
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @RYDER3_5116 
0223: set_actor 144@(36@,4i) health_to 200 
08AF: set_actor 144@(36@,4i) max_health_to 200 
0002: jump @RYDER3_5138 

:RYDER3_5116
0223: set_actor 144@(36@,4i) health_to 50 
08AF: set_actor 144@(36@,4i) max_health_to 50 

:RYDER3_5138
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @RYDER3_5188 
081A: set_actor 144@(36@,4i) weapon_skill_to 2 
01B2: give_actor 144@(36@,4i) weapon 22 ammo 9999 // Load the weapon model before using this 
0002: jump @RYDER3_5213 

:RYDER3_5188
01B2: give_actor 144@(36@,4i) weapon 28 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 144@(36@,4i) armed_weapon_to 28 

:RYDER3_5213
07DD: set_actor 144@(36@,4i) attack_rate 70 // previously known as temper_to 
02E2: set_actor 144@(36@,4i) weapon_accuracy_to 70 
060B: set_actor 144@(36@,4i) decision_maker_to 72@ 

:RYDER3_5247
000A: 36@ += 1 
0029:   36@ >= 3 
004D: jump_if_false @RYDER3_5025 
0006: 102@ = 2 

:RYDER3_5275
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2290.65 -1148.723 25.7508 radius 100.0 100.0 200.0 
004D: jump_if_false @RYDER3_5344 
000A: 89@ += 1 
0006: 33@ = 0 
0006: 85@ = 0 

:RYDER3_5344
00D6: if 
0039:   89@ == 2 
004D: jump_if_false @RYDER3_6821 
0006: 36@ = 0 

:RYDER3_5369
00D6: if and
0118:   actor 130@(36@,6i) dead 
8039:   not  130@(36@,6i) == 0 
004D: jump_if_false @RYDER3_5449 
00D6: if 
075C:   marker 136@(36@,6i) enabled 
004D: jump_if_false @RYDER3_5449 
0164: disable_marker 136@(36@,6i) 
0006: 136@(36@,6i) = 0 
01C2: remove_references_to_actor 130@(36@,6i) // Like turning an actor into a random pedestrian 

:RYDER3_5449
000A: 36@ += 1 
0029:   36@ >= 4 
004D: jump_if_false @RYDER3_5369 
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_5524 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 108@ 
004D: jump_if_false @RYDER3_5517 
0002: jump @RYDER3_5524 

:RYDER3_5517
0006: 88@ = 1 

:RYDER3_5524
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2290.65 -1148.723 25.7508 radius 100.0 100.0 100.0 
0039:   86@ == 0 
004D: jump_if_false @RYDER3_6120 
00D6: if 
8118:   not actor 145@ dead 
004D: jump_if_false @RYDER3_5756 
0615: define_AS_pack_begin 149@ 
0638: AS_actor -1 stay_put 0 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 2291.724 -1138.648 25.6745 mode 6 time -2 ms // versionA 
0638: AS_actor -1 stay_put 1 
00D6: if 
8118:   not actor 130@ dead 
004D: jump_if_false @RYDER3_5664 
05E2: AS_actor -1 kill_actor 130@ 

:RYDER3_5664
00D6: if 
8118:   not actor 131@ dead 
004D: jump_if_false @RYDER3_5687 
05E2: AS_actor -1 kill_actor 131@ 

:RYDER3_5687
00D6: if 
8118:   not actor 132@ dead 
004D: jump_if_false @RYDER3_5710 
05E2: AS_actor -1 kill_actor 132@ 

:RYDER3_5710
00D6: if 
8118:   not actor 133@ dead 
004D: jump_if_false @RYDER3_5733 
05E2: AS_actor -1 kill_actor 133@ 

:RYDER3_5733
0616: define_AS_pack_end 149@ 
0792: disembark_instantly_actor 145@ 
0618: assign_actor 145@ to_AS_pack 149@ 
061B: remove_references_to_AS_pack 149@ 

:RYDER3_5756
00D6: if 
8118:   not actor 144@ dead 
004D: jump_if_false @RYDER3_5933 
0615: define_AS_pack_begin 149@ 
0638: AS_actor -1 stay_put 0 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 2297.533 -1137.578 25.8778 mode 6 time -2 ms // versionA 
0638: AS_actor -1 stay_put 1 
00D6: if 
8118:   not actor 130@ dead 
004D: jump_if_false @RYDER3_5841 
05E2: AS_actor -1 kill_actor 130@ 

:RYDER3_5841
00D6: if 
8118:   not actor 131@ dead 
004D: jump_if_false @RYDER3_5864 
05E2: AS_actor -1 kill_actor 131@ 

:RYDER3_5864
00D6: if 
8118:   not actor 132@ dead 
004D: jump_if_false @RYDER3_5887 
05E2: AS_actor -1 kill_actor 132@ 

:RYDER3_5887
00D6: if 
8118:   not actor 133@ dead 
004D: jump_if_false @RYDER3_5910 
05E2: AS_actor -1 kill_actor 133@ 

:RYDER3_5910
0616: define_AS_pack_end 149@ 
0792: disembark_instantly_actor 144@ 
0618: assign_actor 144@ to_AS_pack 149@ 
061B: remove_references_to_AS_pack 149@ 

:RYDER3_5933
00D6: if 
8118:   not actor 146@ dead 
004D: jump_if_false @RYDER3_6106 
0615: define_AS_pack_begin 149@ 
0638: AS_actor -1 stay_put 0 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 2290.118 -1141.78 25.7024 mode 6 time -2 ms // versionA 
05D6: clear_scmpath 
00D6: if 
8118:   not actor 130@ dead 
004D: jump_if_false @RYDER3_6014 
05E2: AS_actor -1 kill_actor 130@ 

:RYDER3_6014
00D6: if 
8118:   not actor 131@ dead 
004D: jump_if_false @RYDER3_6037 
05E2: AS_actor -1 kill_actor 131@ 

:RYDER3_6037
00D6: if 
8118:   not actor 132@ dead 
004D: jump_if_false @RYDER3_6060 
05E2: AS_actor -1 kill_actor 132@ 

:RYDER3_6060
00D6: if 
8118:   not actor 133@ dead 
004D: jump_if_false @RYDER3_6083 
05E2: AS_actor -1 kill_actor 133@ 

:RYDER3_6083
0616: define_AS_pack_end 149@ 
0792: disembark_instantly_actor 146@ 
0618: assign_actor 146@ to_AS_pack 149@ 
061B: remove_references_to_AS_pack 149@ 

:RYDER3_6106
0006: 86@ = 1 
0006: 33@ = 0 

:RYDER3_6120
00D6: if and
0039:   88@ == 0 
0039:   86@ == 1 
004D: jump_if_false @RYDER3_6271 
00D6: if and
0039:   95@ == 2 
0039:   85@ == 0 
004D: jump_if_false @RYDER3_6208 
05AA: 106@s = 'RYD3_CA' // @s = 'short'  // ~z~Yeah, here we go!
04AF: 96@ = 34014 // = constant 
0050: gosub @RYDER3_20106 
0006: 85@ = 1 

:RYDER3_6208
00D6: if and
0039:   95@ == 2 
0039:   85@ == 1 
004D: jump_if_false @RYDER3_6271 
05AA: 106@s = 'RYD3_CB' // @s = 'short'  // ~z~That's our train alright.
04AF: 96@ = 34015 // = constant 
0050: gosub @RYDER3_20106 
0006: 85@ = 2 

:RYDER3_6271
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_6436 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 108@ 
004D: jump_if_false @RYDER3_6379 
00BC: show_text_highpriority GXT 'RYD3_Q' time 5000 flag 1  // Get back into ~b~Ryder's truck~s~!
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @RYDER3_6372 
0164: disable_marker 34@ 
0186: 34@ = create_marker_above_car 108@ 
07E0: set_marker 34@ type_to 1 
0006: 39@ = 1 

:RYDER3_6372
0002: jump @RYDER3_6436 

:RYDER3_6379
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @RYDER3_6436 
0164: disable_marker 34@ 
018A: 34@ = create_checkpoint_at 2278.177 -1144.882 27.5107 
08FB: set_checkpoint 34@ type_to 0 
0006: 39@ = 0 

:RYDER3_6436
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_6821 
00D6: if 
01B0:   car 108@ sphere 0 in_sphere 2289.591 -1135.625 25.6863 radius 40.0 40.0 40.0 stopped 
004D: jump_if_false @RYDER3_6821 
0164: disable_marker 34@ 
00D6: if 
075C:   marker 99@ enabled 
004D: jump_if_false @RYDER3_6533 
018B: set_marker 99@ radar_mode 0 

:RYDER3_6533
00D6: if or
8118:   not actor 130@ dead 
8118:   not actor 131@ dead 
8118:   not actor 132@ dead 
8118:   not actor 133@ dead 
004D: jump_if_false @RYDER3_6595 
05AA: 106@s = 'RYD3_CC' // @s = 'short'  // ~z~Shit, looks like some Northside Vagos got it first!
04AF: 96@ = 34016 // = constant 
0050: gosub @RYDER3_20106 

:RYDER3_6595
0006: 32@ = 0 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_6814 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_6814 
00D6: if 
00DB:   actor $ACTOR_RYDER in_car 108@ 
004D: jump_if_false @RYDER3_6814 
0615: define_AS_pack_begin 148@ 
05CD: AS_actor -1 exit_car 108@ 
04EB: AS_actor -1 crouch 1 
0603: AS_actor -1 goto_point_any_means 2295.104 -1148.029 25.7612 mode 6 use_car -1 
0688: AS_actor -1 unknown_toggle_ped_threat_scanner 1 1 1 
00D6: if 
8118:   not actor 130@ dead 
004D: jump_if_false @RYDER3_6727 
05E2: AS_actor -1 kill_actor 130@ 

:RYDER3_6727
00D6: if 
8118:   not actor 131@ dead 
004D: jump_if_false @RYDER3_6750 
05E2: AS_actor -1 kill_actor 131@ 

:RYDER3_6750
00D6: if 
8118:   not actor 132@ dead 
004D: jump_if_false @RYDER3_6773 
05E2: AS_actor -1 kill_actor 132@ 

:RYDER3_6773
00D6: if 
8118:   not actor 133@ dead 
004D: jump_if_false @RYDER3_6796 
05E2: AS_actor -1 kill_actor 133@ 

:RYDER3_6796
0616: define_AS_pack_end 148@ 
0687: clear_actor $ACTOR_RYDER task 
0618: assign_actor $ACTOR_RYDER to_AS_pack 148@ 

:RYDER3_6814
000A: 89@ += 1 

:RYDER3_6821
00D6: if and
0039:   89@ == 3 
0019:   32@ > 4000 
004D: jump_if_false @RYDER3_6924 
00D6: if 
8118:   not actor 131@ dead 
004D: jump_if_false @RYDER3_6870 
0638: AS_actor 131@ stay_put 0 

:RYDER3_6870
00D6: if or
8118:   not actor 130@ dead 
8118:   not actor 131@ dead 
8118:   not actor 132@ dead 
8118:   not actor 133@ dead 
004D: jump_if_false @RYDER3_6917 
00BC: show_text_highpriority GXT 'RYD3_M' time 5000 flag 1  // ~s~Shoot the ~r~Vagos ~s~robbing the train!

:RYDER3_6917
000A: 89@ += 1 

:RYDER3_6924
00D6: if 
0039:   89@ == 4 
004D: jump_if_false @RYDER3_7170 
0006: 36@ = 0 

:RYDER3_6949
00D6: if and
0118:   actor 130@(36@,6i) dead 
8039:   not  130@(36@,6i) == 0 
004D: jump_if_false @RYDER3_7029 
00D6: if 
075C:   marker 136@(36@,6i) enabled 
004D: jump_if_false @RYDER3_7029 
0164: disable_marker 136@(36@,6i) 
0006: 136@(36@,6i) = 0 
01C2: remove_references_to_actor 130@(36@,6i) // Like turning an actor into a random pedestrian 

:RYDER3_7029
000A: 36@ += 1 
0029:   36@ >= 4 
004D: jump_if_false @RYDER3_6949 
00D6: if and
0118:   actor 130@ dead 
0118:   actor 131@ dead 
0118:   actor 132@ dead 
0118:   actor 133@ dead 
004D: jump_if_false @RYDER3_7113 
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @RYDER3_7113 
0006: 32@ = 0 
0006: 84@ = 1 

:RYDER3_7113
00D6: if and
0039:   84@ == 1 
0019:   32@ > 2000 
004D: jump_if_false @RYDER3_7170 
000A: 89@ += 1 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_7170 
0618: assign_actor $ACTOR_RYDER to_AS_pack 40@ 

:RYDER3_7170
00D6: if 
0039:   89@ == 5 
004D: jump_if_false @RYDER3_7202 
0006: 32@ = 0 
000A: 89@ += 1 

:RYDER3_7202
00D6: if 
0039:   89@ == 6 
004D: jump_if_false @RYDER3_8266 
0050: gosub @RYDER3_18990 
0247: load_model #GREENWOO 
0247: load_model #MICRO_UZI 
0247: load_model #BALLAS1 
0247: load_model #BALLAS3 
0247: load_model #COLT45 

:RYDER3_7250
00D6: if or
8248:   not model #GREENWOO available 
8248:   not model #MICRO_UZI available 
8248:   not model #BALLAS1 available 
8248:   not model #BALLAS3 available 
8248:   not model #COLT45 available 
004D: jump_if_false @RYDER3_7295 
0001: wait 0 ms 
0002: jump @RYDER3_7250 

:RYDER3_7295
00A5: 150@ = create_car #GREENWOO at 2340.055 -1151.432 25.9546 
0175: set_car 150@ Z_angle_to 92.6857 
00A7: car 150@ drive_to 2313.414 -1150.093 25.7997 
00AE: set_car 150@ traffic_behaviour_to 3 
00AD: set_car 150@ max_speed_to 25.0 
0129: 151@ = create_actor_pedtype 25 model #BALLAS1 in_car 150@ driverseat 
0173: set_actor 151@ Z_angle_to 227.7265 
01C8: 152@ = create_actor_pedtype 25 model #BALLAS3 in_car 150@ passenger_seat 0 
0173: set_actor 152@ Z_angle_to 301.1901 
01C8: 153@ = create_actor_pedtype 25 model #BALLAS1 in_car 150@ passenger_seat 1 
0173: set_actor 153@ Z_angle_to 82.8733 
02A9: set_actor 153@ immune_to_nonplayer 0 
01C8: 154@ = create_actor_pedtype 25 model #BALLAS3 in_car 150@ passenger_seat 2 
0173: set_actor 154@ Z_angle_to 82.8733 
02A9: set_actor 154@ immune_to_nonplayer 0 
0006: 36@ = 0 

:RYDER3_7480
0187: 155@(36@,4i) = create_marker_above_actor 151@(36@,4i) 
00D6: if 
0039:   36@ == 3 
004D: jump_if_false @RYDER3_7546 
081A: set_actor 151@(36@,4i) weapon_skill_to 2 
01B2: give_actor 151@(36@,4i) weapon 22 ammo 9999 // Load the weapon model before using this 
0002: jump @RYDER3_7571 

:RYDER3_7546
01B2: give_actor 151@(36@,4i) weapon 28 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 151@(36@,4i) armed_weapon_to 28 

:RYDER3_7571
0223: set_actor 151@(36@,4i) health_to 200 
08AF: set_actor 151@(36@,4i) max_health_to 200 
07DD: set_actor 151@(36@,4i) attack_rate 40 // previously known as temper_to 
02E2: set_actor 151@(36@,4i) weapon_accuracy_to 40 
060B: set_actor 151@(36@,4i) decision_maker_to 72@ 
0770: set_actor 151@(36@,4i) target_priority 1 
000A: 36@ += 1 
0029:   36@ >= 4 
004D: jump_if_false @RYDER3_7480 
0050: gosub @RYDER3_18930 
0A0B: set_rendering_origin_at_3D_coord 2287.296 -1140.38 25.6779 angle 252.6459 
015F: set_camera_position 2283.145 -1135.652 28.6919 rotation 0.0 0.0 0.0 
00D6: if 
8119:   not car 150@ wrecked 
004D: jump_if_false @RYDER3_7747 
0158: camera_on_car 150@ mode 15 switchstyle 2 

:RYDER3_7747
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_7799 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @RYDER3_7799 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at 2313.414 -1150.093 25.7997 

:RYDER3_7799
0006: 36@ = 0 

:RYDER3_7806
00D6: if 
8118:   not actor 144@(36@,4i) dead 
004D: jump_if_false @RYDER3_7881 
00D6: if 
80DF:   not actor 144@(36@,4i) driving 
004D: jump_if_false @RYDER3_7881 
06BA: AS_actor 144@(36@,4i) turn_to_and_look_at 2313.414 -1150.093 25.7997 
0638: AS_actor 144@(36@,4i) stay_put 1 

:RYDER3_7881
000A: 36@ += 1 
0029:   36@ >= 3 
004D: jump_if_false @RYDER3_7806 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_8102 
0615: define_AS_pack_begin 159@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 2295.693 -1142.469 25.8392 mode 6 time -2 ms // versionA 
06BA: AS_actor -1 turn_to_and_look_at 2313.414 -1150.093 25.7997 
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @RYDER3_7994 
05E2: AS_actor -1 kill_actor 151@ 

:RYDER3_7994
00D6: if 
8118:   not actor 152@ dead 
004D: jump_if_false @RYDER3_8017 
05E2: AS_actor -1 kill_actor 152@ 

:RYDER3_8017
00D6: if 
8118:   not actor 153@ dead 
004D: jump_if_false @RYDER3_8040 
05E2: AS_actor -1 kill_actor 153@ 

:RYDER3_8040
00D6: if 
8118:   not actor 154@ dead 
004D: jump_if_false @RYDER3_8063 
05E2: AS_actor -1 kill_actor 154@ 

:RYDER3_8063
0616: define_AS_pack_end 159@ 
00D6: if 
80DF:   not actor $ACTOR_RYDER driving 
004D: jump_if_false @RYDER3_8097 
0792: disembark_instantly_actor $ACTOR_RYDER 
0618: assign_actor $ACTOR_RYDER to_AS_pack 159@ 

:RYDER3_8097
061B: remove_references_to_AS_pack 159@ 

:RYDER3_8102
0050: gosub @RYDER3_19023 
00BC: show_text_highpriority GXT 'RYD3_2' time 3000 flag 1  // ~s~Protect the train from the ~r~Ballas~s~!
0001: wait 1000 ms 
0006: 33@ = 0 

:RYDER3_8137
00D6: if 
001B:   3000 > 33@ 
004D: jump_if_false @RYDER3_8191 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @RYDER3_8184 
0002: jump @RYDER3_8191 

:RYDER3_8184
0002: jump @RYDER3_8137 

:RYDER3_8191
0050: gosub @RYDER3_18958 
00BC: show_text_highpriority GXT 'RYD3_DA' time 3000 flag 1  // ~z~Aw, what's this? We got Ballas trying to crash the party?
05AA: 106@s = 'RYD3_DA' // @s = 'short'  // ~z~Aw, what's this? We got Ballas trying to crash the party?
04AF: 96@ = 34018 // = constant 
0050: gosub @RYDER3_20106 
0006: 85@ = 0 
0006: 33@ = 0 
000A: 89@ += 1 

:RYDER3_8266
00D6: if 
0039:   89@ == 7 
004D: jump_if_false @RYDER3_8350 
00D6: if 
8119:   not car 150@ wrecked 
004D: jump_if_false @RYDER3_8350 
00D6: if 
01AE:   car 150@ sphere 0 near_point 2304.182 -1142.619 radius 15.0 15.0 stopped 
004D: jump_if_false @RYDER3_8350 
068B: set_car 150@ all_disembark 
000A: 89@ += 1 

:RYDER3_8350
00D6: if 
0039:   89@ == 8 
004D: jump_if_false @RYDER3_9092 
0006: 36@ = 0 

:RYDER3_8375
00D6: if and
0118:   actor 151@(36@,4i) dead 
8039:   not  151@(36@,4i) == 0 
004D: jump_if_false @RYDER3_8455 
00D6: if 
075C:   marker 155@(36@,4i) enabled 
004D: jump_if_false @RYDER3_8455 
0164: disable_marker 155@(36@,4i) 
0006: 155@(36@,4i) = 0 
01C2: remove_references_to_actor 151@(36@,4i) // Like turning an actor into a random pedestrian 

:RYDER3_8455
000A: 36@ += 1 
0029:   36@ >= 4 
004D: jump_if_false @RYDER3_8375 
00D6: if and
0019:   33@ > 3000 
0039:   85@ == 0 
004D: jump_if_false @RYDER3_8700 
05AA: 106@s = 'RYD3_DB' // @s = 'short'  // ~z~Looks like Tenpennny told every gang in South Central!
04AF: 96@ = 34019 // = constant 
0050: gosub @RYDER3_20106 
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @RYDER3_8573 
0603: AS_actor 151@ goto_point_any_means 2299.284 -1133.929 27.3281 mode 6 use_car -1 

:RYDER3_8573
00D6: if 
8118:   not actor 152@ dead 
004D: jump_if_false @RYDER3_8613 
0603: AS_actor 152@ goto_point_any_means 2291.226 -1140.169 25.6912 mode 6 use_car -1 

:RYDER3_8613
00D6: if 
8118:   not actor 153@ dead 
004D: jump_if_false @RYDER3_8653 
0603: AS_actor 153@ goto_point_any_means 2298.09 -1144.036 25.919 mode 6 use_car -1 

:RYDER3_8653
00D6: if 
8118:   not actor 154@ dead 
004D: jump_if_false @RYDER3_8693 
0603: AS_actor 154@ goto_point_any_means 2291.842 -1129.22 25.7756 mode 6 use_car -1 

:RYDER3_8693
0006: 85@ = 1 

:RYDER3_8700
00D6: if and
0039:   95@ == 2 
0039:   85@ == 1 
004D: jump_if_false @RYDER3_8763 
05AA: 106@s = 'RYD3_DC' // @s = 'short'  // ~z~Man, we gonna smoke those Balla assholes!
04AF: 96@ = 34020 // = constant 
0050: gosub @RYDER3_20106 
0006: 85@ = 2 

:RYDER3_8763
00D6: if and
0118:   actor 151@ dead 
0118:   actor 152@ dead 
0118:   actor 153@ dead 
0118:   actor 154@ dead 
004D: jump_if_false @RYDER3_9092 
000A: 89@ += 1 
018A: 68@ = create_checkpoint_at 2287.147 -1121.702 25.8903 
08FB: set_checkpoint 68@ type_to 0 
05AA: 106@s = 'RYD3_EA' // @s = 'short'  // ~z~Go check out the train, CJ.
04AF: 96@ = 34021 // = constant 
0050: gosub @RYDER3_20106 
0006: 85@ = 0 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_9085 
0615: define_AS_pack_begin 161@ 
05D4: AS_actor -1 rotate_angle 77.6187 
0605: actor -1 perform_animation "IDLE_ARMED" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05B9: AS_actor -1 stay_idle 2000 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "RYD_BECKON_01" IFP "RYDER" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 161@ loop 1 
0616: define_AS_pack_end 161@ 
0615: define_AS_pack_begin 160@ 
05D3: AS_actor -1 goto_point 2294.854 -1143.85 25.814 mode 6 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2290.716 -1122.997 25.8774 mode 6 time -2 ms // versionA 
0618: assign_actor -1 to_AS_pack 161@ 
0616: define_AS_pack_end 160@ 
0792: disembark_instantly_actor $ACTOR_RYDER 
0618: assign_actor $ACTOR_RYDER to_AS_pack 160@ 
061B: remove_references_to_AS_pack 161@ 
061B: remove_references_to_AS_pack 160@ 

:RYDER3_9085
0006: 33@ = 0 

:RYDER3_9092
00D6: if 
0039:   89@ == 9 
004D: jump_if_false @RYDER3_10641 
00D6: if and
0019:   33@ > 4000 
0039:   85@ == 0 
004D: jump_if_false @RYDER3_9159 
00BC: show_text_highpriority GXT 'RYD3_1' time 4000 flag 1  // ~s~Climb onto the back of the ~y~train~s~.
0006: 85@ = 1 

:RYDER3_9159
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2287.147 -1121.702 25.8903 radius 1.2 1.2 3.0 on_foot 
004D: jump_if_false @RYDER3_10641 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_9230 
01B4: set_player $PLAYER_CHAR can_move 0 

:RYDER3_9230
00D6: if 
075C:   marker 68@ enabled 
004D: jump_if_false @RYDER3_9251 
0164: disable_marker 68@ 

:RYDER3_9251
0050: gosub @RYDER3_18930 
009B: destroy_actor 133@ 
0960: enable_player $PLAYER_CHAR stats_box 0 
015F: set_camera_position 2288.881 -1117.758 28.0044 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2288.3 -1118.549 27.8136 switchstyle 2 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_9396 
00A1: put_actor $PLAYER_ACTOR at 2287.147 -1121.702 25.8903 
0173: set_actor $PLAYER_ACTOR Z_angle_to 91.8747 
078F: AS_actor $PLAYER_ACTOR climb 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:RYDER3_9396
0001: wait 1000 ms 
0050: gosub @RYDER3_18990 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_9502 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8449:   not actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @RYDER3_9472 
00A1: put_actor $PLAYER_ACTOR at 2284.766 -1121.5 27.386 
0002: jump @RYDER3_9492 

:RYDER3_9472
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2284.766 -1121.5 27.386 

:RYDER3_9492
0173: set_actor $PLAYER_ACTOR Z_angle_to 220.0 

:RYDER3_9502
07C0: load_path 486 
07C0: load_path 490 

:RYDER3_9512
00D6: if or
87C1:   not path 486 available 
87C1:   not path 490 available 
004D: jump_if_false @RYDER3_9544 
0001: wait 0 ms 
0002: jump @RYDER3_9512 

:RYDER3_9544
0395: clear_area 1 at 2284.732 -1121.916 27.0 radius 50.0 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_9711 
009A: 162@ = create_actor_pedtype 24 model #FAM1 at 2294.554 -1156.382 25.6646 
0173: set_actor 162@ Z_angle_to 9.002 
00D6: if 
8118:   not actor 162@ dead 
004D: jump_if_false @RYDER3_9661 
00D6: if 
80DB:   not actor 162@ in_car 108@ 
004D: jump_if_false @RYDER3_9661 
036A: put_actor 162@ in_car 108@ 

:RYDER3_9661
00D6: if 
0118:   actor 162@ dead 
004D: jump_if_false @RYDER3_9706 
0129: 162@ = create_actor_pedtype 24 model #FAM1 in_car 108@ driverseat 
0568: set_actor 162@ untargetable 1 
01B2: give_actor 162@ weapon 28 ammo 9999 // Load the weapon model before using this 

:RYDER3_9706
0508: car 108@ close_all_doors 

:RYDER3_9711
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor 162@ dead 
004D: jump_if_false @RYDER3_9763 
0186: 70@ = create_marker_above_car 108@ 
07E0: set_marker 70@ type_to 1 
0224: set_car 108@ health_to 5000 
0223: set_actor 162@ health_to 500 

:RYDER3_9763
009B: destroy_actor $ACTOR_RYDER 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_9798 
00AA: store_car 108@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:RYDER3_9798
009A: $ACTOR_RYDER = create_actor_pedtype 24 model #SPECIAL01 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0223: set_actor $ACTOR_RYDER health_to 500 
077C: clear_actor $ACTOR_RYDER acquaintance 4 to_all_pedtypes // see ped.dat 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_9880 
0464: put_actor $ACTOR_RYDER into_turret_on_car 108@ at_car_offset 0.0 -0.85 0.65 position 1 shooting_angle_limit 360.0 with_weapon 28 

:RYDER3_9880
02AB: set_actor $ACTOR_RYDER immunities BP 1 FP 1 EP 0 CP 1 MP 1 
0688: AS_actor $ACTOR_RYDER unknown_toggle_ped_threat_scanner 0 0 0 
00D6: if 
8118:   not actor 162@ dead 
004D: jump_if_false @RYDER3_9941 
0688: AS_actor 162@ unknown_toggle_ped_threat_scanner 0 0 0 
060B: set_actor 162@ decision_maker_to 105@ 

:RYDER3_9941
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_9970 
05EB: assign_car 108@ to_path 486 
05ED: freeze_car 108@ while_on_path 

:RYDER3_9970
0001: wait 800 ms 
00D6: if 
8119:   not car 129@ wrecked 
004D: jump_if_false @RYDER3_10006 
0519: set_car 129@ locked 0 
05EB: assign_car 129@ to_path 490 

:RYDER3_10006
0108: destroy_object 61@ 
0108: destroy_object 62@ 
0108: destroy_object 63@ 
0108: destroy_object 64@ 
0006: 36@ = 0 

:RYDER3_10033
009B: destroy_actor 144@(36@,4i) 
000A: 36@ += 1 
0029:   36@ >= 3 
004D: jump_if_false @RYDER3_10033 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0A0B: set_rendering_origin_at_3D_coord 2288.516 -1136.404 28.5557 angle 149.2199 
015F: set_camera_position 2288.516 -1136.404 28.5557 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2288.295 -1137.368 28.41 switchstyle 2 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_10201 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2284.766 -1121.5 27.386 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 

:RYDER3_10201
0001: wait 200 ms 
00D6: if and
8119:   not car 108@ wrecked 
060E:   car 108@ assigned_to_path 
004D: jump_if_false @RYDER3_10232 
05EE: unfreeze_car 108@ while_on_path 

:RYDER3_10232
0050: gosub @RYDER3_19023 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
040D: unload_wav 1 
03CF: load_wav 34022 as 1 

:RYDER3_10266
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_10292 
0001: wait 0 ms 
0002: jump @RYDER3_10266 

:RYDER3_10292
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_FA' time 2000 flag 1  // ~z~Damn, what is that?
0001: wait 2000 ms 
040D: unload_wav 1 
03CF: load_wav 34023 as 1 

:RYDER3_10330
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_10356 
0001: wait 0 ms 
0002: jump @RYDER3_10330 

:RYDER3_10356
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_FB' time 4000 flag 1  // ~z~Chill out, fool, we're gonna be right behind you!
0001: wait 4000 ms 
00D6: if 
8119:   not car 129@ wrecked 
004D: jump_if_false @RYDER3_10474 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 225.0 rotation_speed 225.0 
06DE: 163@ = get_train 129@ last_carriage_handle 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 163@ at_car_offset 0.0 -8.0 0.9 position 0 shooting_angle_limit 360.0 with_weapon 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 

:RYDER3_10474
0050: gosub @RYDER3_18958 
01EB: set_traffic_density_multiplier_to 0.0 
09A3: show_siterocket_on_bumper_camera 1 
05AA: 106@s = 'RYD3_GA' // @s = 'short'  // ~z~Throw me some boxes, CJ!
04AF: 96@ = 34024 // = constant 
0050: gosub @RYDER3_20106 
0006: 33@ = 0 
0006: 85@ = 0 
0004: $6873 = 90000 
03C3: set_timer_to $6873 type 1 GXT 'RYD3_3' // global_variable  // Time
0004: $6874 = 0 
0006: 122@ = 0 
04F7: status_text $6874 type 1 line 1 GXT 'RYD3_E' // global_variable  // Power
04F7: status_text $6872 type 0 line 2 GXT 'RYD3_F' // global_variable  // Crates
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_10634 
0687: clear_actor $ACTOR_RYDER task 

:RYDER3_10634
000A: 89@ += 1 

:RYDER3_10641
00D6: if 
0039:   89@ == 10 
004D: jump_if_false @RYDER3_13809 
00D6: if and
0019:   33@ > 5000 
0039:   85@ == 0 
004D: jump_if_false @RYDER3_10703 
0512: show_permanent_text_box 'RYD3_D'  // Press ~k~~PED_FIREWEAPON~ to power up your throw, then release ~k~~PED_FIREWEAPON~ to throw.
0006: 85@ = 1 

:RYDER3_10703
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @RYDER3_10969 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_10962 
0687: clear_actor $ACTOR_RYDER task 
0209: $6870 = random_int_in_ranges 0 3 
0871: init_jump_table $6870 total_jumps 3 default_jump 0 @RYDER3_10962 jumps 0 @RYDER3_10815 1 @RYDER3_10864 2 @RYDER3_10913 -1 @RYDER3_10962 -1 @RYDER3_10962 -1 @RYDER3_10962 -1 @RYDER3_10962 

:RYDER3_10815
0605: actor $ACTOR_RYDER perform_animation "RYD_BECKON_01" IFP "RYDER" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @RYDER3_10962 

:RYDER3_10864
0605: actor $ACTOR_RYDER perform_animation "RYD_BECKON_02" IFP "RYDER" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @RYDER3_10962 

:RYDER3_10913
0605: actor $ACTOR_RYDER perform_animation "RYD_BECKON_03" IFP "RYDER" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @RYDER3_10962 

:RYDER3_10962
0006: 32@ = 0 

:RYDER3_10969
00D6: if 
8119:   not car 163@ wrecked 
004D: jump_if_false @RYDER3_13746 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_11064 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $ACTOR_RYDER position_to 44@ 45@ 46@ 
0067: $TEMPVAR_FLOAT_1 -= 44@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 45@ // (float) 
0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to $TEMPVAR_ANGLE 
0173: set_actor $ACTOR_RYDER Z_angle_to $TEMPVAR_ANGLE 

:RYDER3_11064
00D6: if 
8038:   not  $6871 == 10 
004D: jump_if_false @RYDER3_11529 
00D6: if or
00E1:   player 0 pressed_key 17 
00E1:   player 0 pressed_key 4 
004D: jump_if_false @RYDER3_11184 
005E: $6874 += 124@ // (int) 
00D6: if 
0018:   $6874 > 100 
004D: jump_if_false @RYDER3_11138 
0004: $6874 = 100 

:RYDER3_11138
00D6: if 
001A:   0 > $6874 
004D: jump_if_false @RYDER3_11170 
0004: $6874 = 0 
0006: 124@ = 50 

:RYDER3_11170
000A: 164@ += 1 
0002: jump @RYDER3_11529 

:RYDER3_11184
00D6: if 
0019:   164@ > 0 
004D: jump_if_false @RYDER3_11529 
00D6: if 
0018:   $6874 > 20 
004D: jump_if_false @RYDER3_11515 
008F: 165@ = integer $6874 to_float 
0017: 165@ /= 2.0 
068D: get_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
068E: get_camera_target_point_to 44@ 45@ 46@ 
00D6: if 
03CA:   object 110@(109@,10i) exists 
004D: jump_if_false @RYDER3_11289 
0108: destroy_object 110@(109@,10i) 

:RYDER3_11289
029B: 110@(109@,10i) = init_object 127@ at 44@ 45@ 46@ 
04D9: object 110@(109@,10i) set_scripted_collision_check 1 
0085: 166@(109@,10i) = 127@ // (int) 
0065: 44@ -= $TEMPVAR_FLOAT_1 // (float) 
0065: 45@ -= $TEMPVAR_FLOAT_2 // (float) 
0065: 46@ -= $TEMPVAR_FLOAT_3 // (float) 
006B: 44@ *= 165@ // (float) 
006B: 45@ *= 165@ // (float) 
006B: 46@ *= 165@ // (float) 
0392: make_object 110@(109@,10i) moveable 1 
0382: set_object 110@(109@,10i) collision_detection 1 
06A2: get_car 163@ velocity_in_direction_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 47@ = $TEMPVAR_FLOAT_1 // (float) 
005B: 47@ += 44@ // (float) 
0089: 48@ = $TEMPVAR_FLOAT_2 // (float) 
005B: 48@ += 45@ // (float) 
0089: 49@ = $TEMPVAR_FLOAT_3 // (float) 
005B: 49@ += 46@ // (float) 
0381: throw_object 110@(109@,10i) velocity_in_direction 47@ 48@ 49@ 
000A: 109@ += 1 
00D6: if 
0039:   109@ == 10 
004D: jump_if_false @RYDER3_11515 
0006: 109@ = 0 

:RYDER3_11515
0006: 164@ = 0 
0004: $6874 = 0 

:RYDER3_11529
0006: 176@ = 0 

:RYDER3_11536
00D6: if 
001B:   10 > 176@ 
004D: jump_if_false @RYDER3_13746 
00D6: if and
03CA:   object 110@(176@,10i) exists 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_13732 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $ACTOR_RYDER with_offset 0.0 1.0 0.5 
00D6: if 
04E6:   object 110@(176@,10i) near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 flag 0 
004D: jump_if_false @RYDER3_12488 
00D6: if and
0039:   122@ == 0 
8118:   not actor $ACTOR_RYDER dead 
8038:   not  $6871 == 10 
004D: jump_if_false @RYDER3_12481 
0382: set_object 110@(176@,10i) collision_detection 0 
070A: AS_actor $ACTOR_RYDER attach_to_object 110@(176@,10i) offset 0.0 0.3 0.0 on_bone 6 16 perform_animation "CATCH_BOX" IFP_file "BOX" time 0 
0006: 32@ = 0 
0209: $6870 = random_int_in_ranges 0 2 
0871: init_jump_table $6871 total_jumps 6 default_jump 0 @RYDER3_12331 jumps 1 @RYDER3_11823 3 @RYDER3_11917 5 @RYDER3_12011 7 @RYDER3_12105 8 @RYDER3_12199 9 @RYDER3_12293 -1 @RYDER3_12331 

:RYDER3_11823
00D6: if 
0038:   $6870 == 0 
004D: jump_if_false @RYDER3_11879 
05AA: 106@s = 'RYD3_HA' // @s = 'short'  // ~z~Damn! Not so hard!
04AF: 96@ = 34027 // = constant 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_11910 

:RYDER3_11879
05AA: 106@s = 'RYD3_HB' // @s = 'short'  // ~z~I got it!
04AF: 96@ = 34028 // = constant 
0050: gosub @RYDER3_20106 

:RYDER3_11910
0002: jump @RYDER3_12331 

:RYDER3_11917
00D6: if 
0038:   $6870 == 0 
004D: jump_if_false @RYDER3_11973 
05AA: 106@s = 'RYD3_HC' // @s = 'short'  // ~z~Nice throw, fool!
04AF: 96@ = 34029 // = constant 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_12004 

:RYDER3_11973
05AA: 106@s = 'RYD3_HD' // @s = 'short'  // ~z~Keep 'em coming!
04AF: 96@ = 34030 // = constant 
0050: gosub @RYDER3_20106 

:RYDER3_12004
0002: jump @RYDER3_12331 

:RYDER3_12011
00D6: if 
0038:   $6870 == 0 
004D: jump_if_false @RYDER3_12067 
05AA: 106@s = 'RYD3_HE' // @s = 'short'  // ~z~Shit! I nearly dropped that one!
04AF: 96@ = 34031 // = constant 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_12098 

:RYDER3_12067
05AA: 106@s = 'RYD3_HF' // @s = 'short'  // ~z~Bull's eye!
04AF: 96@ = 34032 // = constant 
0050: gosub @RYDER3_20106 

:RYDER3_12098
0002: jump @RYDER3_12331 

:RYDER3_12105
00D6: if 
0038:   $6870 == 0 
004D: jump_if_false @RYDER3_12161 
05AA: 106@s = 'RYD3_HG' // @s = 'short'  // ~z~You trying to kill me?
04AF: 96@ = 34033 // = constant 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_12192 

:RYDER3_12161
05AA: 106@s = 'RYD3_HH' // @s = 'short'  // ~z~Oh, yeah!
04AF: 96@ = 34034 // = constant 
0050: gosub @RYDER3_20106 

:RYDER3_12192
0002: jump @RYDER3_12331 

:RYDER3_12199
00D6: if 
0038:   $6870 == 0 
004D: jump_if_false @RYDER3_12255 
05AA: 106@s = 'RYD3_HJ' // @s = 'short'  // ~z~Can't stop me!
04AF: 96@ = 34035 // = constant 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_12286 

:RYDER3_12255
05AA: 106@s = 'RYD3_HK' // @s = 'short'  // ~z~And another one!
04AF: 96@ = 34036 // = constant 
0050: gosub @RYDER3_20106 

:RYDER3_12286
0002: jump @RYDER3_12331 

:RYDER3_12293
05AA: 106@s = 'RYD3_HM' // @s = 'short'  // ~z~OK, CJ! That's all I can carry!
04AF: 96@ = 34038 // = constant 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_12331 

:RYDER3_12331
0085: 123@ = 176@ // (int) 
0008: $6871 += 1 
00D6: if 
0018:   $6872 > 0 
004D: jump_if_false @RYDER3_12371 
000C: $6872 -= 1 

:RYDER3_12371
00D6: if 
0038:   $6871 == 5 
004D: jump_if_false @RYDER3_12445 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_12413 
0223: set_actor $ACTOR_RYDER health_to 5000 

:RYDER3_12413
00D6: if 
8118:   not actor 162@ dead 
004D: jump_if_false @RYDER3_12437 
0223: set_actor 162@ health_to 5000 

:RYDER3_12437
0006: 127@ = -135 

:RYDER3_12445
00D6: if 
0038:   $6871 == 10 
004D: jump_if_false @RYDER3_12474 
09A3: show_siterocket_on_bumper_camera 0 
01EB: set_traffic_density_multiplier_to 1.0 

:RYDER3_12474
000A: 122@ += 1 

:RYDER3_12481
0002: jump @RYDER3_13064 

:RYDER3_12488
00D6: if and
0039:   166@(176@,10i) == -135 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_13064 
00D6: if 
031D:   actor $ACTOR_RYDER hit_by_weapon 51 
004D: jump_if_false @RYDER3_12839 
0209: $6870 = random_int_in_ranges 0 6 
0871: init_jump_table $6870 total_jumps 6 default_jump 0 @RYDER3_12834 jumps 0 @RYDER3_12606 1 @RYDER3_12644 2 @RYDER3_12682 3 @RYDER3_12720 4 @RYDER3_12758 5 @RYDER3_12796 -1 @RYDER3_12834 

:RYDER3_12606
05AA: 106@s = 'RYD3_JA' // @s = 'short'  // ~z~Watch what the fuck you're doing!
04AF: 96@ = 34040 // = constant 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_12834 

:RYDER3_12644
05AA: 106@s = 'RYD3_JB' // @s = 'short'  // ~z~CJ! Man, I swear, man, you're trying to kill me!
04AF: 96@ = 34041 // = constant 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_12834 

:RYDER3_12682
05AA: 106@s = 'RYD3_JC' // @s = 'short'  // ~z~Careful with these damn guns!
04AF: 96@ = 34042 // = constant 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_12834 

:RYDER3_12720
05AA: 106@s = 'RYD3_JD' // @s = 'short'  // ~z~Hey, EASY, CJ, EASY!
04AF: 96@ = 34043 // = constant 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_12834 

:RYDER3_12758
05AA: 106@s = 'RYD3_JE' // @s = 'short'  // ~z~Man, you toss like a girl!
04AF: 96@ = 34044 // = constant 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_12834 

:RYDER3_12796
05AA: 106@s = 'RYD3_JF' // @s = 'short'  // ~z~Carl, do you understand the concept I'm throwing at you?
04AF: 96@ = 34045 // = constant 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_12834 

:RYDER3_12834
0467: clear_actor $ACTOR_RYDER last_weapon_damage 

:RYDER3_12839
00D6: if 
04DA:   has_object 110@(176@,10i) collided 
004D: jump_if_false @RYDER3_13057 
000A: 126@ += 1 
00D6: if 
0019:   126@ > 4 
004D: jump_if_false @RYDER3_13050 
00D6: if and
8118:   not actor $ACTOR_RYDER dead 
8118:   not actor 162@ dead 
004D: jump_if_false @RYDER3_13050 
00D6: if 
8179:   not actor $ACTOR_RYDER colliding_with_object 110@(176@,10i) 
004D: jump_if_false @RYDER3_13050 
00D6: if 
8179:   not actor 162@ colliding_with_object 110@(176@,10i) 
004D: jump_if_false @RYDER3_13050 
01BB: store_object 110@(176@,10i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0723: break_object 110@(176@,10i) intensity 1 
097B: play_audio_at_object 110@(176@,10i) event 1159 
064B: 100@ = create_particle "EXPLOSION_SMALL" at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 1 
064F: remove_references_to_particle 100@ 
01C4: remove_references_to_object 110@(176@,10i) // This object will now disappear when the player looks away 
0006: 110@(176@,10i) = 0 

:RYDER3_13050
0002: jump @RYDER3_13064 

:RYDER3_13057
0006: 126@ = 0 

:RYDER3_13064
00D6: if 
03CA:   object 110@(176@,10i) exists 
004D: jump_if_false @RYDER3_13139 
00D6: if 
8471:   not actor $PLAYER_ACTOR near_object_in_rectangle 110@(176@,10i) radius 100.0 100.0 sphere 0 
004D: jump_if_false @RYDER3_13139 
01C4: remove_references_to_object 110@(176@,10i) // This object will now disappear when the player looks away 
0006: 110@(176@,10i) = 0 

:RYDER3_13139
00D6: if 
0039:   122@ == 1 
004D: jump_if_false @RYDER3_13732 
00D6: if and
8118:   not actor $ACTOR_RYDER dead 
8118:   not actor 162@ dead 
004D: jump_if_false @RYDER3_13189 
062E: get_actor $ACTOR_RYDER task 1802 status_store_to $416 // ret 7 if not found 

:RYDER3_13189
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @RYDER3_13732 
00D6: if 
0019:   123@ > -1 
004D: jump_if_false @RYDER3_13725 
0871: init_jump_table 82@ total_jumps 5 default_jump 0 @RYDER3_13642 jumps 0 @RYDER3_13288 2 @RYDER3_13363 4 @RYDER3_13438 6 @RYDER3_13506 8 @RYDER3_13574 -1 @RYDER3_13642 -1 @RYDER3_13642 

:RYDER3_13288
0107: 79@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 79@ to_car 108@ with_offset 0.4 -2.1 -0.1 rotation 0.0 0.0 15.0 
0382: set_object 79@ collision_detection 0 
0002: jump @RYDER3_13642 

:RYDER3_13363
0107: 77@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 77@ to_car 108@ with_offset -0.5 -2.1 -0.1 rotation 0.0 0.0 30.0 
0382: set_object 77@ collision_detection 0 
0002: jump @RYDER3_13642 

:RYDER3_13438
0107: 78@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 78@ to_car 108@ with_offset 0.4 -2.1 0.3 rotation 0.0 30.0 0.0 
0002: jump @RYDER3_13642 

:RYDER3_13506
0107: 80@ = create_object #CR_AMMOBOX at 2278.177 -1144.882 27.5107 
0681: attach_object 80@ to_car 108@ with_offset -0.6 -2.1 0.3 rotation 0.0 0.0 15.0 
0002: jump @RYDER3_13642 

:RYDER3_13574
0107: 81@ = create_object #CR_AMMOBOX at 2278.177 -1144.882 27.5107 
0681: attach_object 81@ to_car 108@ with_offset -0.1 -2.1 0.3 rotation 0.0 0.0 15.0 
0002: jump @RYDER3_13642 

:RYDER3_13642
000A: 82@ += 1 
00D6: if 
0029:   82@ >= 10 
004D: jump_if_false @RYDER3_13696 
0151: remove_status_text $6872 
0151: remove_status_text $6874 
014F: stop_timer $6873 
000A: 89@ += 1 
0002: jump @RYDER3_13725 

:RYDER3_13696
00D6: if 
03CA:   object 110@(123@,10i) exists 
004D: jump_if_false @RYDER3_13725 
0108: destroy_object 110@(123@,10i) 

:RYDER3_13725
0006: 122@ = 0 

:RYDER3_13732
000A: 176@ += 1 
0002: jump @RYDER3_11536 

:RYDER3_13746
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_13809 
00D6: if 
001A:   10 > $6873 
004D: jump_if_false @RYDER3_13809 
0151: remove_status_text $6872 
0151: remove_status_text $6874 
014F: stop_timer $6873 
0006: 125@ = 1 
000A: 89@ += 1 

:RYDER3_13809
00D6: if and
0039:   89@ == 11 
0039:   95@ == 2 
004D: jump_if_false @RYDER3_14621 
0050: gosub @RYDER3_18990 
01EB: set_traffic_density_multiplier_to 1.0 
03E6: remove_text_box 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_13871 
05EC: release_car 108@ from_path 

:RYDER3_13871
00D6: if 
8119:   not car 163@ wrecked 
004D: jump_if_false @RYDER3_14078 
00AA: store_car 163@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
02CE: 177@ = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 163@ with_offset -2.0 -1.0 -1.0 
0407: store_coords_to 44@ 45@ 46@ from_car 163@ with_offset 0.0 -4.0 -1.0 
0407: store_coords_to 47@ 48@ 49@ from_car 163@ with_offset 0.0 10.0 -0.5 
0407: store_coords_to 179@ 180@ 181@ from_car 163@ with_offset 0.0 -50.0 0.0 
0174: $TEMPVAR_ANGLE = car 163@ Z_angle 
0174: 178@ = car 163@ Z_angle 
000D: $TEMPVAR_ANGLE -= 50.0 
00D6: if 
8119:   not car 129@ wrecked 
004D: jump_if_false @RYDER3_14078 
05EC: release_car 129@ from_path 

:RYDER3_14078
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_14128 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04EF: release_animation "BOX" 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:RYDER3_14128
06D9: destroy_defined_trains 
0108: destroy_object 74@ 
0108: destroy_object 91@ 
0108: destroy_object 92@ 
0108: destroy_object 93@ 
0960: enable_player $PLAYER_CHAR stats_box 1 
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_14235 
0519: set_car 108@ locked 0 
00AB: put_car 108@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 177@ 
0175: set_car 108@ Z_angle_to $TEMPVAR_ANGLE 
00A1: put_actor $PLAYER_ACTOR at 44@ 45@ 177@ 
03A2: set_car 108@ action 0 
020A: set_car 108@ door_status_to 1 

:RYDER3_14235
0050: gosub @RYDER3_18930 
015F: set_camera_position 47@ 48@ 49@ rotation 0.0 0.0 0.0 
0A0B: set_rendering_origin_at_3D_coord 47@ 48@ 49@ angle 178@ 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_14356 
0158: camera_on_car 108@ mode 15 switchstyle 2 
009B: destroy_actor 162@ 
01C8: 162@ = create_actor_pedtype 24 model #FAM1 in_car 108@ passenger_seat 0 
0223: set_actor 162@ health_to 800 
08AF: set_actor 162@ max_health_to 800 
0446: set_actor 162@ dismemberment_possible 0 
0568: set_actor 162@ untargetable 1 

:RYDER3_14356
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_14409 
0465: remove_actor $ACTOR_RYDER from_turret_mode 
0464: put_actor $ACTOR_RYDER into_turret_on_car 108@ at_car_offset 0.0 -1.3 0.8 position 2 shooting_angle_limit 15.0 with_weapon 28 

:RYDER3_14409
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_14441 
05CB: AS_actor $PLAYER_ACTOR enter_car 108@ as_driver 4000 ms 

:RYDER3_14441
0050: gosub @RYDER3_19023 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @RYDER3_14532 
040D: unload_wav 1 
03CF: load_wav 34046 as 1 

:RYDER3_14479
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_14505 
0001: wait 0 ms 
0002: jump @RYDER3_14479 

:RYDER3_14505
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_JG' time 2000 flag 1  // ~z~You as bad as tossing as you is driving!
0002: jump @RYDER3_14591 

:RYDER3_14532
040D: unload_wav 1 
03CF: load_wav 34039 as 1 

:RYDER3_14545
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_14571 
0001: wait 0 ms 
0002: jump @RYDER3_14545 

:RYDER3_14571
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_HN' time 2000 flag 1  // ~z~Hop in the car and stamp out, fool!

:RYDER3_14591
0001: wait 4000 ms 
0050: gosub @RYDER3_18958 
09A3: show_siterocket_on_bumper_camera 0 
0006: 32@ = 0 
0006: 89@ = 35 

:RYDER3_14621
00D6: if 
0039:   89@ == 12 
004D: jump_if_false @RYDER3_14685 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @RYDER3_14678 
0006: 89@ = 35 
0006: 69@ = 1 
0002: jump @RYDER3_14685 

:RYDER3_14678
0006: 89@ = 35 

:RYDER3_14685
00D6: if 
0039:   89@ == 35 
004D: jump_if_false @RYDER3_15113 
00D6: if 
075C:   marker 70@ enabled 
004D: jump_if_false @RYDER3_14724 
0164: disable_marker 70@ 

:RYDER3_14724
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @RYDER3_14938 
0050: gosub @RYDER3_18990 
00D6: if 
8119:   not car 129@ wrecked 
004D: jump_if_false @RYDER3_14770 
00A6: destroy_car 129@ 

:RYDER3_14770
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_14791 
009B: destroy_actor $ACTOR_RYDER 

:RYDER3_14791
00D6: if 
8118:   not actor 162@ dead 
004D: jump_if_false @RYDER3_14812 
009B: destroy_actor 162@ 

:RYDER3_14812
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_14860 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 108@ 
004D: jump_if_false @RYDER3_14860 
036A: put_actor $PLAYER_ACTOR in_car 108@ 

:RYDER3_14860
0006: 176@ = 0 

:RYDER3_14867
00D6: if 
001B:   10 > 176@ 
004D: jump_if_false @RYDER3_14908 
0108: destroy_object 110@(176@,10i) 
000A: 176@ += 1 
0002: jump @RYDER3_14867 

:RYDER3_14908
0050: gosub @RYDER3_19023 
00BC: show_text_highpriority GXT 'RYD3_T' time 4000 flag 1  // ~r~You did not get enough boxes.
0002: jump @RYDER3_18057 

:RYDER3_14938
00D6: if and
8118:   not actor $ACTOR_RYDER dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_14994 
077A: set_actor $ACTOR_RYDER acquaintance 4 to_actors_pedtype 6 // see ped.dat 
0638: AS_actor $ACTOR_RYDER stay_put 1 
0688: AS_actor $ACTOR_RYDER unknown_toggle_ped_threat_scanner 1 1 1 
060B: set_actor $ACTOR_RYDER decision_maker_to 72@ 

:RYDER3_14994
05AA: 106@s = 'RYD3_KA' // @s = 'short'  // ~z~Man, we got one-time on our tail!
04AF: 96@ = 34047 // = constant 
0050: gosub @RYDER3_20106 
0006: 33@ = 0 
0006: 85@ = 0 
0164: disable_marker 34@ 
018A: 34@ = create_checkpoint_at 2067.463 -1831.67 12.5527 
08FB: set_checkpoint 34@ type_to 0 
03C7: set_sensitivity_to_crime 1.0 
010D: set_player $PLAYER_CHAR wanted_level_to 3 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
000A: 89@ += 1 
0006: 32@ = 0 

:RYDER3_15113
00D6: if and
0039:   89@ == 36 
0019:   32@ > 4000 
004D: jump_if_false @RYDER3_15192 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_15162 
04EB: AS_actor $ACTOR_RYDER crouch 1 

:RYDER3_15162
00BC: show_text_highpriority GXT 'RYD3_13' time 7000 flag 1  // ~s~Use the nearby ~y~pay 'n' spray~s~ to lose the cops.
000A: 89@ += 1 
0006: 39@ = 0 

:RYDER3_15192
00D6: if 
0039:   89@ == 37 
004D: jump_if_false @RYDER3_17965 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_15466 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 108@ 
004D: jump_if_false @RYDER3_15313 
00BC: show_text_highpriority GXT 'RYD3_Q' time 5000 flag 1  // Get back into ~b~Ryder's truck~s~!
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @RYDER3_15306 
0164: disable_marker 34@ 
0186: 34@ = create_marker_above_car 108@ 
07E0: set_marker 34@ type_to 1 
0006: 39@ = 1 

:RYDER3_15306
0002: jump @RYDER3_15415 

:RYDER3_15313
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @RYDER3_15415 
0164: disable_marker 34@ 
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @RYDER3_15381 
018A: 34@ = create_checkpoint_at 2446.887 -1661.962 12.3047 
0002: jump @RYDER3_15401 

:RYDER3_15381
018A: 34@ = create_checkpoint_at 2067.463 -1831.67 12.5527 

:RYDER3_15401
08FB: set_checkpoint 34@ type_to 0 
0006: 39@ = 0 

:RYDER3_15415
00D6: if and
01F4:   car 108@ flipped 
0039:   97@ == 0 
004D: jump_if_false @RYDER3_15466 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_15459 
05BE: AS_actor $ACTOR_RYDER die 

:RYDER3_15459
0006: 97@ = 1 

:RYDER3_15466
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_15956 
00D6: if and
02E0:   actor $ACTOR_RYDER firing_weapon 
0019:   33@ > 10000 
876F:   not text_priority_displayed 
004D: jump_if_false @RYDER3_15956 
0006: 33@ = 0 
0209: $6870 = random_int_in_ranges 0 8 
0871: init_jump_table $6870 total_jumps 8 default_jump 0 @RYDER3_15956 jumps 0 @RYDER3_15652 1 @RYDER3_15690 2 @RYDER3_15728 3 @RYDER3_15766 4 @RYDER3_15804 5 @RYDER3_15842 6 @RYDER3_15880 
0872: jump_table_jumps 7 @RYDER3_15918 -1 @RYDER3_15956 -1 @RYDER3_15956 -1 @RYDER3_15956 -1 @RYDER3_15956 -1 @RYDER3_15956 -1 @RYDER3_15956 -1 @RYDER3_15956 -1 @RYDER3_15956 

:RYDER3_15652
05AA: 106@s = 'RYD3_LA' // @s = 'short'  // ~z~Take this, you punk one-time!
04AF: 96@ = 34049 // = constant 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_15956 

:RYDER3_15690
05AA: 106@s = 'RYD3_LB' // @s = 'short'  // ~z~You're dealing with a kung fu master!
04AF: 96@ = 34050 // = constant 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_15956 

:RYDER3_15728
05AA: 106@s = 'RYD3_LC' // @s = 'short'  // ~z~Ninja style!
04AF: 96@ = 34051 // = constant 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_15956 

:RYDER3_15766
05AA: 106@s = 'RYD3_LD' // @s = 'short'  // ~z~You ain't never gonna catch this gangsta, fool!
04AF: 96@ = 34052 // = constant 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_15956 

:RYDER3_15804
05AA: 106@s = 'RYD3_LE' // @s = 'short'  // ~z~You can't stop me - I'm a genius, fool!
04AF: 96@ = 34053 // = constant 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_15956 

:RYDER3_15842
05AA: 106@s = 'RYD3_LF' // @s = 'short'  // ~z~I'm getting tired of this, fuck off!
04AF: 96@ = 34054 // = constant 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_15956 

:RYDER3_15880
05AA: 106@s = 'RYD3_LG' // @s = 'short'  // ~z~Y'all ain't got nothing better to do?
04AF: 96@ = 34055 // = constant 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_15956 

:RYDER3_15918
05AA: 106@s = 'RYD3_LH' // @s = 'short'  // ~z~One-times can't stop me - I'm incredible!
04AF: 96@ = 34056 // = constant 
0050: gosub @RYDER3_20106 
0002: jump @RYDER3_15956 

:RYDER3_15956
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
0039:   39@ == 0 
004D: jump_if_false @RYDER3_17965 
00D6: if and
8118:   not actor $ACTOR_RYDER dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_16318 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @RYDER3_16184 
00D6: if and
0039:   103@ == 0 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_16177 
0792: disembark_instantly_actor $ACTOR_RYDER 
077C: clear_actor $ACTOR_RYDER acquaintance 4 to_all_pedtypes // see ped.dat 
060B: set_actor $ACTOR_RYDER decision_maker_to 105@ 
0638: AS_actor $ACTOR_RYDER stay_put 1 
0688: AS_actor $ACTOR_RYDER unknown_toggle_ped_threat_scanner 0 0 0 
04EB: AS_actor $ACTOR_RYDER crouch 1 
00D6: if 
075C:   marker 34@ enabled 
004D: jump_if_false @RYDER3_16112 
0164: disable_marker 34@ 

:RYDER3_16112
05AA: 106@s = 'RYD3_KB' // @s = 'short'  // ~z~Head back to Grove Street, fool!
04AF: 96@ = 34048 // = constant 
0050: gosub @RYDER3_20106 
0006: 32@ = 0 
018A: 34@ = create_checkpoint_at 2451.38 -1661.609 12.3047 
0006: 103@ = 1 

:RYDER3_16177
0002: jump @RYDER3_16318 

:RYDER3_16184
00D6: if and
0039:   103@ == 1 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_16318 
00D6: if 
075C:   marker 34@ enabled 
004D: jump_if_false @RYDER3_16228 
0164: disable_marker 34@ 

:RYDER3_16228
0792: disembark_instantly_actor $ACTOR_RYDER 
077A: set_actor $ACTOR_RYDER acquaintance 4 to_actors_pedtype 6 // see ped.dat 
0638: AS_actor $ACTOR_RYDER stay_put 1 
0688: AS_actor $ACTOR_RYDER unknown_toggle_ped_threat_scanner 1 1 1 
060B: set_actor $ACTOR_RYDER decision_maker_to 72@ 
04EB: AS_actor $ACTOR_RYDER crouch 1 
00BC: show_text_highpriority GXT 'RYD3_I' time 7000 flag 1  // ~s~You need to lose the cops! Use the nearby pay 'n' spray.
018A: 34@ = create_checkpoint_at 2067.463 -1831.67 12.5527 
0006: 103@ = 0 

:RYDER3_16318
00D6: if and
810F:   not player $PLAYER_CHAR wanted_level > 0 
0019:   32@ > 4000 
0039:   104@ == 0 
004D: jump_if_false @RYDER3_16374 
00BC: show_text_highpriority GXT 'RYD3101' time 7000 flag 1  // ~s~Take the crates back to ~y~Grove street~s~.
0006: 104@ = 1 

:RYDER3_16374
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @RYDER3_17965 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2446.887 -1661.962 12.3047 radius 4.0 4.0 4.0 
00DB:   actor $PLAYER_ACTOR in_car 108@ 
004D: jump_if_false @RYDER3_17965 
0110: clear_player $PLAYER_CHAR wanted_level 
0395: clear_area 1 at 2483.618 -1666.093 12.3594 radius 50.0 
0050: gosub @RYDER3_18990 
00D6: if and
8118:   not actor $ACTOR_RYDER dead 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_16542 
0465: remove_actor $ACTOR_RYDER from_turret_mode 
0464: put_actor $ACTOR_RYDER into_turret_on_car 108@ at_car_offset 0.0 -1.3 0.8 position 0 shooting_angle_limit 15.0 with_weapon 28 

:RYDER3_16542
0164: disable_marker 34@ 
07C0: load_path 104 
04ED: load_animation "GANGS" 

:RYDER3_16560
00D6: if or
87C1:   not path 104 available 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @RYDER3_16595 
0001: wait 0 ms 
0002: jump @RYDER3_16560 

:RYDER3_16595
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_16662 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 108@ 
004D: jump_if_false @RYDER3_16645 
0430: put_actor $PLAYER_ACTOR into_car 108@ passenger_seat 0 

:RYDER3_16645
05EB: assign_car 108@ to_path 104 
0706: advance_car 108@ further_along_path 1.0 

:RYDER3_16662
0050: gosub @RYDER3_18930 
015F: set_camera_position 2444.796 -1650.005 24.6868 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2445.629 -1650.483 24.4081 switchstyle 2 
009B: destroy_actor 162@ 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_16752 
0688: AS_actor $ACTOR_RYDER unknown_toggle_ped_threat_scanner 0 0 0 

:RYDER3_16752
0050: gosub @RYDER3_19023 
040D: unload_wav 1 
03CF: load_wav 34057 as 1 

:RYDER3_16772
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_16798 
0001: wait 0 ms 
0002: jump @RYDER3_16772 

:RYDER3_16798
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_MA' time 8000 flag 1  // ~z~Damn, homie, your stuff was tight!
0006: 33@ = 0 

:RYDER3_16825
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @RYDER3_16851 
0001: wait 0 ms 
0002: jump @RYDER3_16825 

:RYDER3_16851
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 34058 as 1 

:RYDER3_16866
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_16892 
0001: wait 0 ms 
0002: jump @RYDER3_16866 

:RYDER3_16892
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_MB' time 8000 flag 1  // ~z~You too, homie!
0006: 33@ = 0 

:RYDER3_16919
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @RYDER3_16945 
0001: wait 0 ms 
0002: jump @RYDER3_16919 

:RYDER3_16945
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 34059 as 1 

:RYDER3_16960
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_16986 
0001: wait 0 ms 
0002: jump @RYDER3_16960 

:RYDER3_16986
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_MC' time 8000 flag 1  // ~z~LB's coming over to stash the shit.
0006: 33@ = 0 

:RYDER3_17013
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @RYDER3_17039 
0001: wait 0 ms 
0002: jump @RYDER3_17013 

:RYDER3_17039
00BE: text_clear_all 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_17098 
015F: set_camera_position 2472.576 -1675.462 14.0837 rotation 0.0 0.0 0.0 
0158: camera_on_car 108@ mode 15 switchstyle 2 

:RYDER3_17098
0001: wait 5000 ms 
00D6: if 
0039:   69@ == 0 
004D: jump_if_false @RYDER3_17965 
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_17224 
0687: clear_actor $ACTOR_RYDER task 
04EB: AS_actor $ACTOR_RYDER crouch 0 
05EC: release_car 108@ from_path 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 108@ with_offset 0.0 10.0 0.0 
05D3: AS_actor $PLAYER_ACTOR goto_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 mode 4 time -2 ms // versionA 
05D3: AS_actor $ACTOR_RYDER goto_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 mode 4 time -2 ms // versionA 

:RYDER3_17224
040D: unload_wav 1 
03CF: load_wav 34060 as 1 

:RYDER3_17237
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_17263 
0001: wait 0 ms 
0002: jump @RYDER3_17237 

:RYDER3_17263
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_MD' time 8000 flag 1  // ~z~Okay, later then.
0006: 33@ = 0 

:RYDER3_17290
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @RYDER3_17316 
0001: wait 0 ms 
0002: jump @RYDER3_17290 

:RYDER3_17316
00BE: text_clear_all 
0001: wait 1500 ms 
00D6: if 
04EE:   animation "GANGS" loaded 
004D: jump_if_false @RYDER3_17944 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_17466 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @RYDER3_17402 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2471.343 -1684.306 12.5159 
0002: jump @RYDER3_17422 

:RYDER3_17402
00A1: put_actor $PLAYER_ACTOR at 2471.343 -1684.306 12.5159 

:RYDER3_17422
0792: disembark_instantly_actor $PLAYER_ACTOR 
0173: set_actor $PLAYER_ACTOR Z_angle_to 238.6571 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0 

:RYDER3_17466
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_17780 
00D6: if 
00DF:   actor $ACTOR_RYDER driving 
004D: jump_if_false @RYDER3_17524 
0465: remove_actor $ACTOR_RYDER from_turret_mode 
0362: remove_actor $ACTOR_RYDER from_car_and_place_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0002: jump @RYDER3_17538 

:RYDER3_17524
00A1: put_actor $ACTOR_RYDER at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:RYDER3_17538
0007: 50@ = 238.6571 
000F: 50@ -= 180.0 
0792: disembark_instantly_actor $ACTOR_RYDER 
0173: set_actor $ACTOR_RYDER Z_angle_to 50@ 
0615: define_AS_pack_begin 35@ 
0804: AS_actor -1 walk_to 2471.343 -1684.306 12.5159 angle 238.6571 radius 0.4 animation "PRTIAL_HNDSHK_01" IFP_file "GANGS" 4.0 LA 0 LX 0 LY 0 LF 0 LT -1 
05BF: AS_actor -1 look_at_actor $ACTOR_RYDER 3000 ms 
0616: define_AS_pack_end 35@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 35@ 
061B: remove_references_to_AS_pack 35@ 
0615: define_AS_pack_begin 35@ 
0804: AS_actor -1 walk_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 angle 50@ radius 0.4 animation "PRTIAL_HNDSHK_01" IFP_file "GANGS" 4.0 LA 0 LX 0 LY 0 LF 0 LT -1 
05D3: AS_actor -1 goto_point 2465.728 -1687.025 12.5184 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 35@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 35@ 
061B: remove_references_to_AS_pack 35@ 

:RYDER3_17780
015F: set_camera_position 2472.521 -1683.47 14.0526 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2472.001 -1684.324 14.0313 switchstyle 2 
040D: unload_wav 1 
03CF: load_wav 34061 as 1 

:RYDER3_17844
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_17870 
0001: wait 0 ms 
0002: jump @RYDER3_17844 

:RYDER3_17870
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_ME' time 8000 flag 1  // ~z~For life, CJ, for life - you heard?
0006: 33@ = 0 

:RYDER3_17897
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @RYDER3_17923 
0001: wait 0 ms 
0002: jump @RYDER3_17897 

:RYDER3_17923
00BE: text_clear_all 
0001: wait 1000 ms 
0050: gosub @RYDER3_18990 
0002: jump @RYDER3_17953 

:RYDER3_17944
04ED: load_animation "GANGS" 

:RYDER3_17953
009B: destroy_actor $ACTOR_RYDER 
0002: jump @RYDER3_18136 

:RYDER3_17965
00D6: if 
0119:   car 108@ wrecked 
004D: jump_if_false @RYDER3_18004 
00BC: show_text_highpriority GXT 'RYD3_14' time 5000 flag 1  // ~r~Ryder's truck has been destroyed!
0002: jump @RYDER3_18057 

:RYDER3_18004
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_18043 
00BC: show_text_highpriority GXT 'RYD3_B' time 5000 flag 1  // ~r~Ryder is dead!
0002: jump @RYDER3_18057 

:RYDER3_18043
0002: jump @RYDER3_2254 

:RYDER3_18050
0002: jump @RYDER3_18057 

:RYDER3_18057
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_18080 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:RYDER3_18080
03C7: set_sensitivity_to_crime 1.0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_18118 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:RYDER3_18118
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:RYDER3_18136
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_18159 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:RYDER3_18159
0050: gosub @RYDER3_18958 
03C7: set_sensitivity_to_crime 1.0 
0373: set_camera_directly_behind_player 
0050: gosub @RYDER3_19023 
01E3: show_text_1number_styled GXT 'M_PASSR' number 7 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 70 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0008: $RYDER_TOTAL_PASSED_MISSIONS += 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'RYDER_3'  // Catalyst
0051: return 

:RYDER3_18237
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_18260 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:RYDER3_18260
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_18281 
034F: destroy_actor_with_fade $ACTOR_RYDER 

:RYDER3_18281
09A3: show_siterocket_on_bumper_camera 0 
03C7: set_sensitivity_to_crime 1.0 
0960: enable_player $PLAYER_CHAR stats_box 1 
0873: release_path 490 
0873: release_path 486 
0873: release_path 104 
00D6: if 
8118:   not actor 142@ dead 
004D: jump_if_false @RYDER3_18334 
009B: destroy_actor 142@ 

:RYDER3_18334
00D6: if 
8118:   not actor 143@ dead 
004D: jump_if_false @RYDER3_18355 
009B: destroy_actor 143@ 

:RYDER3_18355
0006: 36@ = 0 

:RYDER3_18362
00D6: if 
075C:   marker 155@(36@,4i) enabled 
004D: jump_if_false @RYDER3_18391 
0164: disable_marker 155@(36@,4i) 

:RYDER3_18391
00D6: if 
075C:   marker 136@(36@,6i) enabled 
004D: jump_if_false @RYDER3_18420 
0164: disable_marker 136@(36@,6i) 

:RYDER3_18420
000A: 36@ += 1 
0029:   36@ >= 4 
004D: jump_if_false @RYDER3_18362 
00D6: if 
075C:   marker 70@ enabled 
004D: jump_if_false @RYDER3_18462 
0164: disable_marker 70@ 

:RYDER3_18462
00D6: if 
075C:   marker 34@ enabled 
004D: jump_if_false @RYDER3_18483 
0164: disable_marker 34@ 

:RYDER3_18483
00D6: if 
075C:   marker 68@ enabled 
004D: jump_if_false @RYDER3_18504 
0164: disable_marker 68@ 

:RYDER3_18504
00D6: if 
075C:   marker 99@ enabled 
004D: jump_if_false @RYDER3_18525 
0164: disable_marker 99@ 

:RYDER3_18525
0108: destroy_object 61@ 
0108: destroy_object 62@ 
0108: destroy_object 63@ 
0108: destroy_object 64@ 
0108: destroy_object 91@ 
0108: destroy_object 92@ 
0108: destroy_object 93@ 
0108: destroy_object 81@ 
0108: destroy_object 77@ 
0108: destroy_object 78@ 
0108: destroy_object 79@ 
0108: destroy_object 80@ 
08EA: enable_gangs_spawn 1 
0151: remove_status_text $6872 
0151: remove_status_text $6874 
014F: stop_timer $6873 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
06D7: enable_train_traffic 1 
0249: release_model #BOBCAT 
0249: release_model #MICRO_UZI 
0249: release_model #COLT45 
0249: release_model #CR_GUNCRATE 
0249: release_model #CR_AMMOBOX 
0249: release_model #FAM1 
0249: release_model #FAM2 
0249: release_model #LSV1 
0249: release_model #LSV2 
0249: release_model #LSV3 
0249: release_model #FREIGHT 
0249: release_model #FREIFLAT 
0249: release_model #GREENWOO 
0249: release_model #BALLAS1 
0249: release_model #BALLAS3 
0249: release_model #MICRO_UZI 
0249: release_model #SANCHEZ 
04EF: release_animation "BOX" 
04EF: release_animation "GANGS" 
04EF: release_animation "RYDER" 
04EF: release_animation "SWAT" 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0296: unload_special_actor 1 
091D: remove_forbidden_for_boats_cube_cornerA 2284.0 -1151.0 10.0 cornerB 2288.0 -1147.0 30.0 
091D: remove_forbidden_for_boats_cube_cornerA 2287.321 -1132.571 10.0 cornerB 2360.839 -1177.134 40.0 
091D: remove_forbidden_for_boats_cube_cornerA 2311.676 -1375.397 10.0 cornerB 2292.365 -1303.102 40.0 
091D: remove_forbidden_for_boats_cube_cornerA 2268.695 -1138.541 10.0 cornerB 2282.362 -1159.604 40.0 
091D: remove_forbidden_for_boats_cube_cornerA 2307.537 -1162.624 10.0 cornerB 2266.351 -1136.99 40.0 
0004: $ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 1.0 
00D8: mission_cleanup 
0051: return 

:RYDER3_18930
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
00BE: text_clear_all 
03E6: remove_text_box 
0051: return 

:RYDER3_18958
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03E6: remove_text_box 
00BE: text_clear_all 
0051: return 

:RYDER3_18990
016A: fade 0 time 500 

:RYDER3_18997
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER3_19021 
0001: wait 0 ms 
0002: jump @RYDER3_18997 

:RYDER3_19021
0051: return 

:RYDER3_19023
016A: fade 1 time 500 

:RYDER3_19030
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER3_19054 
0001: wait 0 ms 
0002: jump @RYDER3_19030 

:RYDER3_19054
0051: return 

:RYDER3_19056
00D6: if 
0736:   is_keyboard_key_just_pressed 65 
004D: jump_if_false @RYDER3_19172 
0247: load_model #PICADOR 

:RYDER3_19076
00D6: if 
8248:   not model #PICADOR available 
004D: jump_if_false @RYDER3_19103 
0001: wait 0 ms 
0002: jump @RYDER3_19076 

:RYDER3_19103
00A5: 182@ = create_car #PICADOR at 2298.39 -1149.012 25.7656 
0175: set_car 182@ Z_angle_to 45.766 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_19160 
036A: put_actor $PLAYER_ACTOR in_car 182@ 

:RYDER3_19160
0249: release_model #PICADOR 
0006: 89@ = 50 

:RYDER3_19172
00D6: if 
0736:   is_keyboard_key_just_pressed 66 
004D: jump_if_false @RYDER3_19260 
07C0: load_path 486 
07C0: load_path 490 

:RYDER3_19197
00D6: if or
87C1:   not path 486 available 
87C1:   not path 490 available 
004D: jump_if_false @RYDER3_19229 
0001: wait 0 ms 
0002: jump @RYDER3_19197 

:RYDER3_19229
00D6: if 
8119:   not car 129@ wrecked 
004D: jump_if_false @RYDER3_19260 
0519: set_car 129@ locked 0 
05EB: assign_car 129@ to_path 490 

:RYDER3_19260
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @RYDER3_19425 
01EB: set_traffic_density_multiplier_to 3.0 
03DE: set_pedestrians_density_multiplier_to 3.0 
0247: load_model #FREIGHT 
0247: load_model #FREIFLAT 
0247: load_model #GREENWOO 
07C0: load_path 106 

:RYDER3_19308
00D6: if 
87C1:   not path 106 available 
004D: jump_if_false @RYDER3_19334 
0001: wait 0 ms 
0002: jump @RYDER3_19308 

:RYDER3_19334
00D6: if or
8248:   not model #FREIGHT available 
8248:   not model #FREIFLAT available 
8248:   not model #GREENWOO available 
004D: jump_if_false @RYDER3_19371 
0001: wait 0 ms 
0002: jump @RYDER3_19334 

:RYDER3_19371
06D8: 183@ = create_train_at 2278.177 -1144.882 27.5107 type 10 direction 1 
0249: release_model #FREIGHT 
0249: release_model #FREIFLAT 
06DC: set_train 183@ acc 0.0 
06DD: set_train 183@ speed 0.0 

:RYDER3_19425
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @RYDER3_19498 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER3_19498 
0605: actor $ACTOR_RYDER perform_animation "RYD_BECKON_01" IFP "RYDER" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:RYDER3_19498
00D6: if 
0736:   is_keyboard_key_just_pressed 75 
004D: jump_if_false @RYDER3_19520 
0004: $6871 = 9 

:RYDER3_19520
00D6: if 
0736:   is_keyboard_key_just_pressed 72 
004D: jump_if_false @RYDER3_19683 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_19683 
04ED: load_animation "CARRY" 

:RYDER3_19560
00D6: if 
84EE:   not animation "CARRY" loaded 
004D: jump_if_false @RYDER3_19591 
0001: wait 0 ms 
0002: jump @RYDER3_19560 

:RYDER3_19591
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
029B: 110@ = init_object 127@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0382: set_object 110@ collision_detection 0 
070A: AS_actor $PLAYER_ACTOR attach_to_object 110@ offset 0.0 0.3 0.0 on_bone 6 16 perform_animation "CATCH_BOX" IFP_file "BOX" time 0 
04EF: release_animation "CARRY" 

:RYDER3_19683
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @RYDER3_19754 
07C0: load_path 486 

:RYDER3_19703
00D6: if 
87C1:   not path 486 available 
004D: jump_if_false @RYDER3_19730 
0001: wait 0 ms 
0002: jump @RYDER3_19703 

:RYDER3_19730
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_19754 
05EB: assign_car 108@ to_path 486 

:RYDER3_19754
00D6: if 
0736:   is_keyboard_key_just_pressed 73 
004D: jump_if_false @RYDER3_20104 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_20104 
0107: 79@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 79@ to_car 108@ with_offset 0.4 -2.1 -0.1 rotation 0.0 0.0 15.0 
0382: set_object 79@ collision_detection 0 
0107: 77@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 77@ to_car 108@ with_offset -0.5 -2.1 -0.1 rotation 0.0 0.0 30.0 
0382: set_object 77@ collision_detection 0 
0107: 78@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 78@ to_car 108@ with_offset 0.4 -2.1 0.3 rotation 0.0 30.0 0.0 
0107: 80@ = create_object #CR_AMMOBOX at 2278.177 -1144.882 27.5107 
0681: attach_object 80@ to_car 108@ with_offset -0.6 -2.1 0.3 rotation 0.0 0.0 15.0 
0107: 81@ = create_object #CR_AMMOBOX at 2278.177 -1144.882 27.5107 
0681: attach_object 81@ to_car 108@ with_offset -0.1 -2.1 0.3 rotation 0.0 0.0 15.0 

:RYDER3_20104
0051: return 

:RYDER3_20106
040D: unload_wav 1 
03CF: load_wav 96@ as 1 
0006: 95@ = 0 
0051: return 

:RYDER3_20126
00D6: if and
03D0:   wav 1 loaded 
0039:   95@ == 0 
004D: jump_if_false @RYDER3_20169 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 106@s time 10000 flag 1 
0006: 95@ = 1 

:RYDER3_20169
00D6: if and
03D2:   wav 1 ended 
0039:   95@ == 1 
004D: jump_if_false @RYDER3_20207 
040D: unload_wav 1 
03D5: remove_text 106@s 
0006: 95@ = 2 

:RYDER3_20207
0051: return 

//-------------Mission 26---------------
// Originally: Robbing Uncle Sam

:RYDER2
03A4: name_thread 'RYDER2' 
0050: gosub @RYDER2_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @RYDER2_38 
0050: gosub @RYDER2_41371 

:RYDER2_38
0050: gosub @RYDER2_41489 
004E: end_thread 

:RYDER2_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 49@ = 0 
0006: 50@ = 0 

:RYDER2_98
0001: wait 0 ms 
000A: 38@ += 1 
00D6: if 
0019:   38@ > 9 
004D: jump_if_false @RYDER2_134 
0006: 38@ = 0 

:RYDER2_134
01BD: 39@ = current_time_in_ms 
0085: 41@ = 39@ // (int) 
0062: 41@ -= 40@ // (int) 
0085: 40@ = 39@ // (int) 
005A: 141@ += 41@ // (int) 
005A: 142@ += 41@ // (int) 
005A: 144@ += 41@ // (int) 
0006: 42@ = 0 

:RYDER2_194
00D6: if 
001B:   9 > 42@ 
004D: jump_if_false @RYDER2_238 
005A: 181@(42@,9i) += 41@ // (int) 
000A: 42@ += 1 
0002: jump @RYDER2_194 

:RYDER2_238
005A: 51@ += 41@ // (int) 
005A: 52@ += 41@ // (int) 
005A: 53@ += 41@ // (int) 
005A: 54@ += 41@ // (int) 
005A: 55@ += 41@ // (int) 
005A: 56@ += 41@ // (int) 
005A: 57@ += 41@ // (int) 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @RYDER2_316 
0006: 36@ = 1 

:RYDER2_316
0050: gosub @RYDER2_988 

:RYDER2_323
0871: init_jump_table 34@ total_jumps 8 default_jump 0 @RYDER2_563 jumps 0 @RYDER2_451 1 @RYDER2_465 2 @RYDER2_479 3 @RYDER2_493 4 @RYDER2_507 5 @RYDER2_521 6 @RYDER2_535 
0872: jump_table_jumps 7 @RYDER2_549 -1 @RYDER2_563 -1 @RYDER2_563 -1 @RYDER2_563 -1 @RYDER2_563 -1 @RYDER2_563 -1 @RYDER2_563 -1 @RYDER2_563 -1 @RYDER2_563 

:RYDER2_451
0050: gosub @RYDER2_1573 
0002: jump @RYDER2_563 

:RYDER2_465
0050: gosub @RYDER2_3425 
0002: jump @RYDER2_563 

:RYDER2_479
0050: gosub @RYDER2_6998 
0002: jump @RYDER2_563 

:RYDER2_493
0050: gosub @RYDER2_11724 
0002: jump @RYDER2_563 

:RYDER2_507
0050: gosub @RYDER2_12859 
0002: jump @RYDER2_563 

:RYDER2_521
0050: gosub @RYDER2_14158 
0002: jump @RYDER2_563 

:RYDER2_535
0050: gosub @RYDER2_18224 
0002: jump @RYDER2_563 

:RYDER2_549
0050: gosub @RYDER2_30303 
0002: jump @RYDER2_563 

:RYDER2_563
0050: gosub @RYDER2_32060 
00D6: if 
0039:   203@ == 1 
004D: jump_if_false @RYDER2_602 
0006: 203@ = 0 
0002: jump @RYDER2_323 

:RYDER2_602
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @RYDER2_668 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @RYDER2_652 
0002: jump @RYDER2_98 
0002: jump @RYDER2_661 

:RYDER2_652
0050: gosub @RYDER2_41389 
0051: return 

:RYDER2_661
0002: jump @RYDER2_677 

:RYDER2_668
0050: gosub @RYDER2_41371 
0051: return 

:RYDER2_677
0002: jump @RYDER2_988 
009A: $ACTOR_RYDER = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
0107: 282@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 281@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 308@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 313@ = create_object #WOODENBOX at 0.0 0.0 0.0 
00A5: 96@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 97@ = create_car #PONY at 0.0 0.0 0.0 
018A: 119@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 120@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 121@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 122@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 123@ = create_checkpoint_at 0.0 0.0 0.0 
0107: 93@ = create_object #WOODENBOX at 0.0 0.0 0.0 
009A: 340@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 

:RYDER2_988
00D6: if 
0736:   is_keyboard_key_just_pressed 88 
004D: jump_if_false @RYDER2_1102 
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @RYDER2_1076 
0006: 58@ = 1 
0662: printstring "LEVEL_DEBUG_ON" 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_1069 
02A9: set_actor $ACTOR_RYDER immune_to_nonplayer 1 

:RYDER2_1069
0002: jump @RYDER2_1102 

:RYDER2_1076
0006: 58@ = 0 
0662: printstring "LEVEL_DEBUG_OFF" 

:RYDER2_1102
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @RYDER2_1571 
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @RYDER2_1169 
000A: 59@ += 1 
00D6: if 
0019:   59@ > 2 
004D: jump_if_false @RYDER2_1167 
0006: 59@ = 0 

:RYDER2_1167
086A: NOP 

:RYDER2_1169
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @RYDER2_1409 
008A: $6875 = 34@ // (int) 
008A: $6876 = 35@ // (int) 
008A: $6877 = 134@ // (int) 
008A: $6878 = 132@ // (int) 
0088: $6887 = 253@ // (float) 
008A: $6880 = 49@ // (int) 
008A: $6881 = 50@ // (int) 
0084: $6882 = $AUDIO_LINE_IS_ACTIVE // (int) 
065D: NOP $6875 "M_STAGE" 
065D: NOP $6876 "M_GOALS" 
065D: NOP $6877 "RYDER_STAGE" 
065D: NOP $6878 "WAREHOUSE_OPENED" 
065E: NOP $6887 "GATE2_TARGET_Z" 
065D: NOP $6880 "DIALOGUE_FLAG" 
065D: NOP $6881 "DIALOGUE_FLAG2" 
065D: NOP $6882 "AUDIO_LINE_IS_ACTIVE" 

:RYDER2_1409
00D6: if 
0039:   59@ == 2 
004D: jump_if_false @RYDER2_1571 
008A: $6875 = 279@ // (int) 
008A: $6876 = 127@ // (int) 
008A: $6877 = 336@ // (int) 
008A: $6878 = 32@ // (int) 
008A: $6879 = 51@ // (int) 
065D: NOP $6875 "RYDER_GET_BOX_FLAG" 
065D: NOP $6876 "LOADED_BOXES" 
065D: NOP $6877 "SPAWN_THIS_MANY_GUARDS" 
065D: NOP $6878 "TIMERA" 
065D: NOP $6879 "SPAWN_TIMER" 

:RYDER2_1571
0051: return 

:RYDER2_1573
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @RYDER2_3246 
0004: $ACTOR_RYDER = 0 
0006: 95@ = 0 
0006: 99@ = 0 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 130@ = 0 
0006: 131@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 134@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0004: $6891 = 0 
0006: 140@ = 0 
0006: 143@ = 0 
0006: 145@ = 0 
0006: 146@ = 0 
0006: 198@ = 0 
0006: 199@ = 0 
0006: 203@ = 0 
0006: 42@ = 0 

:RYDER2_1787
00D6: if 
001B:   9 > 42@ 
004D: jump_if_false @RYDER2_1830 
0006: 172@(42@,9i) = 0 
000A: 42@ += 1 
0002: jump @RYDER2_1787 

:RYDER2_1830
0006: 120@ = 0 
0006: 193@ = 0 
0006: 196@ = 0 
0006: 197@ = 0 
0006: 307@ = 0 
0006: 202@ = 0 
0006: 200@ = 6 
0007: 242@ = 2720.623 
0007: 243@ = -2405.432 
0007: 244@ = 13.989 
0007: 245@ = 2774.361 
0007: 246@ = -2417.829 
0007: 247@ = 14.675 
0007: 347@ = 2721.0 
0007: 357@ = -2380.0 
0007: 367@ = 16.3507 
0007: 377@ = 173.3713 
0007: 387@ = 2721.601 
0007: 397@ = -2384.638 
0007: 407@ = 16.3403 
0007: 417@ = 2732.873 
0007: 427@ = -2385.677 
0007: 437@ = 12.625 
0007: 447@ = 2763.692 
0007: 457@ = -2411.258 
0007: 467@ = 12.6276 
0007: 348@ = 2729.35 
0007: 358@ = -2451.07 
0007: 368@ = 16.6007 
0007: 378@ = 247.5382 
0007: 388@ = 2734.908 
0007: 398@ = -2451.32 
0007: 408@ = 16.5938 
0007: 418@ = 2735.176 
0007: 428@ = -2437.915 
0007: 438@ = 12.6362 
0007: 448@ = 2763.772 
0007: 458@ = -2428.203 
0007: 468@ = 12.4725 
0007: 349@ = 2748.555 
0007: 359@ = -2453.049 
0007: 369@ = 12.8623 
0007: 379@ = 347.9489 
0007: 389@ = 2748.595 
0007: 399@ = -2446.587 
0007: 409@ = 12.6432 
0007: 419@ = 2757.586 
0007: 429@ = -2434.761 
0007: 439@ = 12.4876 
0007: 449@ = 2766.158 
0007: 459@ = -2432.014 
0007: 469@ = 12.6485 
0007: 350@ = 2793.516 
0007: 360@ = -2394.284 
0007: 370@ = 12.8623 
0007: 380@ = 178.5569 
0007: 390@ = 2793.473 
0007: 400@ = -2398.662 
0007: 410@ = 12.6323 
0007: 420@ = 2799.573 
0007: 430@ = -2403.292 
0007: 440@ = 12.6308 
0007: 450@ = 2799.251 
0007: 460@ = -2410.985 
0007: 470@ = 12.6309 
0007: 351@ = 2721.0 
0007: 361@ = -2380.0 
0007: 371@ = 16.3507 
0007: 381@ = 186.1396 
0007: 391@ = 2721.502 
0007: 401@ = -2383.609 
0007: 411@ = 16.3403 
0007: 421@ = 2733.744 
0007: 431@ = -2386.227 
0007: 441@ = 12.625 
0007: 451@ = 2754.885 
0007: 461@ = -2409.502 
0007: 471@ = 12.5104 
0007: 352@ = 2729.35 
0007: 362@ = -2451.07 
0007: 372@ = 16.6007 
0007: 382@ = 246.8993 
0007: 392@ = 2734.468 
0007: 402@ = -2450.824 
0007: 412@ = 16.5938 
0007: 422@ = 2735.573 
0007: 432@ = -2436.667 
0007: 442@ = 12.6361 
0007: 452@ = 2759.36 
0007: 462@ = -2420.356 
0007: 472@ = 12.4948 
0007: 353@ = 2748.551 
0007: 363@ = -2452.828 
0007: 373@ = 12.8623 
0007: 383@ = 339.2833 
0007: 393@ = 2750.67 
0007: 403@ = -2442.944 
0007: 413@ = 12.6432 
0007: 423@ = 2758.147 
0007: 433@ = -2440.491 
0007: 443@ = 12.4936 
0007: 453@ = 2769.029 
0007: 463@ = -2430.337 
0007: 473@ = 12.6485 
0007: 354@ = 2793.638 
0007: 364@ = -2395.227 
0007: 374@ = 12.8623 
0007: 384@ = 170.3273 
0007: 394@ = 2793.903 
0007: 404@ = -2399.063 
0007: 414@ = 12.6322 
0007: 424@ = 2799.384 
0007: 434@ = -2403.474 
0007: 444@ = 12.6309 
0007: 454@ = 2799.41 
0007: 464@ = -2414.336 
0007: 474@ = 12.6309 
0007: 355@ = 2799.764 
0007: 365@ = -2433.002 
0007: 375@ = 12.6308 
0007: 385@ = 358.8697 
0007: 395@ = 2799.902 
0007: 405@ = -2425.694 
0007: 415@ = 12.6307 
0007: 425@ = 2796.654 
0007: 435@ = -2420.463 
0007: 445@ = 12.6315 
0007: 455@ = 2786.01 
0007: 465@ = -2414.445 
0007: 475@ = 12.6341 
0007: 356@ = 2800.008 
0007: 366@ = -2432.285 
0007: 376@ = 12.6307 
0007: 386@ = 2.0796 
0007: 396@ = 2800.023 
0007: 406@ = -2426.153 
0007: 416@ = 12.6307 
0007: 426@ = 2790.801 
0007: 436@ = -2421.917 
0007: 446@ = 12.633 
0007: 456@ = 2786.337 
0007: 466@ = -2421.433 
0007: 476@ = 12.634 
000A: 35@ += 1 

:RYDER2_3246
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @RYDER2_3282 
054C: use_GXT_table 'RYDER2' 
000A: 35@ += 1 

:RYDER2_3282
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
060A: create_decision_maker_type 0 store_to 237@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 236@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 235@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 238@ // decision\allowed\m_.ped files 
03CF: load_wav 1823 as 3 

:RYDER2_3333
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @RYDER2_3359 
0001: wait 0 ms 
0002: jump @RYDER2_3333 

:RYDER2_3359
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @RYDER2_3391 
03C7: set_sensitivity_to_crime 0.2 
0006: 35@ = 99 

:RYDER2_3391
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @RYDER2_3423 
000A: 34@ += 1 
0006: 35@ = 0 

:RYDER2_3423
0051: return 

:RYDER2_3425
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @RYDER2_3581 
0395: clear_area 1 at 2463.475 -1713.428 12.5025 radius 20.0 
02E4: load_cutscene_data 'RYDER2A' 

:RYDER2_3478
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @RYDER2_3502 
0001: wait 0 ms 
0002: jump @RYDER2_3478 

:RYDER2_3502
02E7: start_cutscene 
016A: fade 1 time 1000 

:RYDER2_3511
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @RYDER2_3535 
0001: wait 0 ms 
0002: jump @RYDER2_3511 

:RYDER2_3535
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:RYDER2_3548
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_3572 
0001: wait 0 ms 
0002: jump @RYDER2_3548 

:RYDER2_3572
02EA: end_cutscene 
000A: 35@ += 1 

:RYDER2_3581
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @RYDER2_4528 
014C: set_parked_car_generator $2764 cars_to_generate_to 0 
0395: clear_area 1 at 2472.81 -1690.97 12.53 radius 5.0 
0247: load_model #MULE 
023C: load_special_actor 'RYDER2' as 1 // models 290-299 
0247: load_model #COLT45 

:RYDER2_3653
00D6: if or
8248:   not model #MULE available 
823D:   not special_actor 1 loaded 
8248:   not model #COLT45 available 
004D: jump_if_false @RYDER2_3689 
0001: wait 0 ms 
0002: jump @RYDER2_3653 

:RYDER2_3689
0A20: disable_player $PLAYER_CHAR group_control_back 1 
0506: set_car_model #MULE next_variation -1 -1 // first param is useless 
00A5: 95@ = create_car #MULE at 2475.908 -1679.621 12.3447 
0175: set_car 95@ Z_angle_to 69.0573 
0164: disable_marker 119@ 
0186: 119@ = create_marker_above_car 95@ 
07E0: set_marker 119@ type_to 1 
053F: set_car 95@ tires_vulnerability 0 
0957: set_car 95@ provides_cover_from_gunfire 0 
0732: random_car_generator_disable_model #MULE 
01C8: $ACTOR_RYDER = create_actor_pedtype 25 model #SPECIAL01 in_car 95@ passenger_seat 0 
09F6: set_actor $ACTOR_RYDER unjackable_through_driver_seat 0 
01B2: give_actor $ACTOR_RYDER weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor $ACTOR_RYDER weapon_accuracy_to 70 
08AF: set_actor $ACTOR_RYDER max_health_to 500 
0223: set_actor $ACTOR_RYDER health_to 500 
0688: AS_actor $ACTOR_RYDER unknown_toggle_ped_threat_scanner 0 0 0 
0568: set_actor $ACTOR_RYDER untargetable 1 
0446: set_actor $ACTOR_RYDER dismemberment_possible 0 
0245: set_actor $ACTOR_RYDER walk_style_to "GANG1" 
060B: set_actor $ACTOR_RYDER decision_maker_to 235@ 
0708: reset_decision_maker 235@ event 79 
05BF: AS_actor $ACTOR_RYDER look_at_actor $PLAYER_ACTOR 999999 ms 
00BC: show_text_highpriority GXT 'RY2_03' time 7000 flag 1  // ~s~Get in the ~b~van~s~ with Ryder.
0006: 49@ = 0 
039E: set_actor $ACTOR_RYDER locked 1 while_in_car 
0245: set_actor $ACTOR_RYDER walk_style_to "MAN" 
00A1: put_actor $PLAYER_ACTOR at 2474.87 -1698.465 12.521 
0173: set_actor $PLAYER_ACTOR Z_angle_to 4.8941 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 0 

:RYDER2_3979
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_4003 
0001: wait 0 ms 
0002: jump @RYDER2_3979 

:RYDER2_4003
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 32@ = 0 
029B: 240@ = init_object #KMB_FRONTGATE at 242@ 243@ 244@ 
0400: store_coords_to 248@ 249@ 250@ from_object 240@ with_offset 0.0 10.0 0.0 
029B: 241@ = init_object #WAREHOUSE_DOOR2B at 245@ 246@ 247@ 
0400: store_coords_to 251@ 252@ 253@ from_object 241@ with_offset 0.0 0.0 4.0 
029B: 257@ = init_object #KMB_FRONTGATE at 2720.623 -2504.023 13.989 
0400: store_coords_to 254@ 255@ 256@ from_object 257@ with_offset 0.0 10.0 0.0 
029B: 258@ = init_object #WAREHOUSE_DOOR2B at 2774.361 -2493.922 14.675 
029B: 259@ = init_object #WAREHOUSE_DOOR2B at 2774.361 -2455.925 14.675 
029B: 87@ = init_object #WAREHOUSE_DOOR1 at 2799.75 -2405.394 14.58 
029B: 88@ = init_object #WAREHOUSE_DOOR1 at 2799.75 -2430.215 14.58 
029B: 89@ = init_object #WAREHOUSE_DOOR1 at 2799.75 -2443.487 14.58 
029B: 90@ = init_object #WAREHOUSE_DOOR1 at 2799.75 -2468.254 14.58 
029B: 91@ = init_object #WAREHOUSE_DOOR1 at 2799.75 -2481.711 14.58 
029B: 92@ = init_object #WAREHOUSE_DOOR1 at 2799.75 -2506.313 14.58 
0006: 42@ = 0 

:RYDER2_4352
00D6: if 
001B:   6 > 42@ 
004D: jump_if_false @RYDER2_4395 
0550: keep_object 87@(42@,6i) in_memory 1 
000A: 42@ += 1 
0002: jump @RYDER2_4352 

:RYDER2_4395
0107: 60@ = create_object #SEC_KEYPAD at 2720.475 -2411.856 13.8768 
0177: set_object 60@ Z_angle_to 90.0 
071F: set_object 60@ health_to 10 
0550: keep_object 60@ in_memory 1 
0382: set_object 60@ collision_detection 0 
0107: 61@ = create_object #SEC_KEYPAD at 2774.148 -2423.23 14.2684 
0177: set_object 61@ Z_angle_to 270.0 
071F: set_object 61@ health_to 10 
0550: keep_object 61@ in_memory 1 
0382: set_object 61@ collision_detection 0 
041E: set_radio_station 5 
0006: 49@ = 0 
0006: 32@ = 0 
000A: 35@ += 1 

:RYDER2_4528
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @RYDER2_4689 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_4689 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_4689 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_4689 
0164: disable_marker 120@ 
018A: 120@ = create_checkpoint_at 2699.293 -2395.013 12.6172 
00BC: show_text_highpriority GXT 'RY2_02' time 7000 flag 1  // ~s~Drive down to the compound at ~y~Ocean Docks~s~.
0006: 54@ = 0 
000A: 35@ += 1 
0006: 49@ = 0 
0006: 50@ = 0 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_4689 
0647: AS_actor $ACTOR_RYDER clear_look_task 

:RYDER2_4689
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @RYDER2_6394 
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @RYDER2_4762 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @RYDER2_4762 
00A1: put_actor $PLAYER_ACTOR at 2699.293 -2395.013 12.6172 

:RYDER2_4762
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_4919 
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @RYDER2_4919 
00D6: if 
01AF:   car 95@ sphere 1 in_sphere 2699.293 -2395.013 12.6172 radius 4.0 4.0 4.0 
004D: jump_if_false @RYDER2_4919 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_4919 
00D6: if 
09D0:   car 95@ on_wheels 
004D: jump_if_false @RYDER2_4919 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 120@ 
0006: 35@ = 99 

:RYDER2_4919
00D6: if 
0019:   54@ > 7500 
004D: jump_if_false @RYDER2_6394 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_6394 
00D6: if 
00DF:   actor $ACTOR_RYDER driving 
004D: jump_if_false @RYDER2_6394 
00D9: $TEMPVAR_ACTOR_CAR = actor $ACTOR_RYDER car // add to mission cleanup 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @RYDER2_6394 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $TEMPVAR_ACTOR_CAR 
004D: jump_if_false @RYDER2_6394 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @RYDER2_6394 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_6394 
0871: init_jump_table 50@ total_jumps 10 default_jump 0 @RYDER2_6394 jumps 0 @RYDER2_5178 1 @RYDER2_5255 2 @RYDER2_5383 3 @RYDER2_5511 4 @RYDER2_5639 5 @RYDER2_5767 6 @RYDER2_5895 
0872: jump_table_jumps 7 @RYDER2_6023 8 @RYDER2_6151 9 @RYDER2_6279 -1 @RYDER2_6394 -1 @RYDER2_6394 -1 @RYDER2_6394 -1 @RYDER2_6394 -1 @RYDER2_6394 -1 @RYDER2_6394 

:RYDER2_5178
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_AA' // s$  // ~z~You think you can roll this van without killing us both?
04AE: $ACTOR_SPEECH_WAV_FILE = 33800 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 2 0  
000A: 50@ += 1 
0006: 33@ = 0 
040D: unload_wav 1 
03CF: load_wav 33805 as 1 
0002: jump @RYDER2_6394 

:RYDER2_5255
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CA' // s$  // ~z~Hey, Ryder, where we going?
04AE: $ACTOR_SPEECH_WAV_FILE = 33805 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_5323 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 1  
0002: jump @RYDER2_5349 

:RYDER2_5323
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0  
0006: 49@ = 0 

:RYDER2_5349
000A: 50@ += 1 
0006: 33@ = 0 
040D: unload_wav 2 
03CF: load_wav 33806 as 2 
0002: jump @RYDER2_6394 

:RYDER2_5383
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CB' // s$  // ~z~Ocean Docks.
04AE: $ACTOR_SPEECH_WAV_FILE = 33806 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_5451 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 2 1  
0002: jump @RYDER2_5477 

:RYDER2_5451
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 2 0  
0006: 49@ = 0 

:RYDER2_5477
000A: 50@ += 1 
0006: 33@ = 0 
040D: unload_wav 1 
03CF: load_wav 33807 as 1 
0002: jump @RYDER2_6394 

:RYDER2_5511
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CC' // s$  // ~z~How we get this van? It wasn't outside when I came through.
04AE: $ACTOR_SPEECH_WAV_FILE = 33807 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_5579 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 1  
0002: jump @RYDER2_5605 

:RYDER2_5579
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0  
0006: 49@ = 0 

:RYDER2_5605
000A: 50@ += 1 
0006: 33@ = 0 
040D: unload_wav 2 
03CF: load_wav 33808 as 2 
0002: jump @RYDER2_6394 

:RYDER2_5639
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CD' // s$  // ~z~My homie LB, he's like a clockwork ninja! Real dependable.
04AE: $ACTOR_SPEECH_WAV_FILE = 33808 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_5707 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 2 1  
0002: jump @RYDER2_5733 

:RYDER2_5707
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 2 0  
0006: 49@ = 0 

:RYDER2_5733
000A: 50@ += 1 
0006: 33@ = 0 
040D: unload_wav 1 
03CF: load_wav 33809 as 1 
0002: jump @RYDER2_6394 

:RYDER2_5767
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CE' // s$  // ~z~Unlike some of you motherfuckers...
04AE: $ACTOR_SPEECH_WAV_FILE = 33809 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_5835 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 1 1  
0002: jump @RYDER2_5861 

:RYDER2_5835
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0  
0006: 49@ = 0 

:RYDER2_5861
000A: 50@ += 1 
0006: 33@ = 0 
040D: unload_wav 2 
03CF: load_wav 33810 as 2 
0002: jump @RYDER2_6394 

:RYDER2_5895
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CF' // s$  // ~z~Give it a rest, man.
04AE: $ACTOR_SPEECH_WAV_FILE = 33810 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_5963 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 2 1  
0002: jump @RYDER2_5989 

:RYDER2_5963
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 2 0  
0006: 49@ = 0 

:RYDER2_5989
000A: 50@ += 1 
0006: 33@ = 0 
040D: unload_wav 1 
03CF: load_wav 33811 as 1 
0002: jump @RYDER2_6394 

:RYDER2_6023
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CG' // s$  // ~z~I lost my little brother and now I lost my Moms.
04AE: $ACTOR_SPEECH_WAV_FILE = 33811 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_6091 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 1  
0002: jump @RYDER2_6117 

:RYDER2_6091
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0  
0006: 49@ = 0 

:RYDER2_6117
000A: 50@ += 1 
0006: 33@ = 0 
040D: unload_wav 2 
03CF: load_wav 33812 as 2 
0002: jump @RYDER2_6394 

:RYDER2_6151
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CH' // s$  // ~z~Don't matter how much shit this city throws at you, CJ, you gotta stick by yo'homies!
04AE: $ACTOR_SPEECH_WAV_FILE = 33812 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_6219 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 2 1  
0002: jump @RYDER2_6245 

:RYDER2_6219
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 2 0  
0006: 49@ = 0 

:RYDER2_6245
000A: 50@ += 1 
0006: 33@ = 0 
040D: unload_wav 1 
03CF: load_wav 33813 as 1 
0002: jump @RYDER2_6394 

:RYDER2_6279
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CJ' // s$  // ~z~Yeah, I guess...
04AE: $ACTOR_SPEECH_WAV_FILE = 33813 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_6347 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 1  
0002: jump @RYDER2_6373 

:RYDER2_6347
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0  
0006: 49@ = 0 

:RYDER2_6373
000A: 50@ += 1 
0006: 33@ = 0 
0002: jump @RYDER2_6394 

:RYDER2_6394
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @RYDER2_6426 
0006: 35@ = 0 
000A: 34@ += 1 

:RYDER2_6426
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_6996 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_6913 
00D6: if 
875C:   not marker 119@ enabled 
004D: jump_if_false @RYDER2_6539 
0164: disable_marker 119@ 
0186: 119@ = create_marker_above_car 95@ 
07E0: set_marker 119@ type_to 1 
0164: disable_marker 120@ 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_6531 
05BF: AS_actor $ACTOR_RYDER look_at_actor $PLAYER_ACTOR 999999 ms 

:RYDER2_6531
0006: 32@ = 20001 

:RYDER2_6539
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_6906 
00D6: if 
0019:   32@ > 60000 
004D: jump_if_false @RYDER2_6608 
00BC: show_text_highpriority GXT 'RY2_03' time 7000 flag 1  // ~s~Get in the ~b~van~s~ with Ryder.
0006: 49@ = 0 
0006: 32@ = 0 

:RYDER2_6608
00D6: if 
0019:   35@ > 2 
004D: jump_if_false @RYDER2_6906 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @RYDER2_6906 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_6906 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_6906 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_RYDER radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @RYDER2_6906 
0209: 42@ = random_int_in_ranges 0 3 
0871: init_jump_table 42@ total_jumps 3 default_jump 0 @RYDER2_6880 jumps 0 @RYDER2_6787 1 @RYDER2_6818 2 @RYDER2_6849 -1 @RYDER2_6880 -1 @RYDER2_6880 -1 @RYDER2_6880 -1 @RYDER2_6880 

:RYDER2_6787
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_BA' // s$  // ~z~Hey, CJ, you ain't punking out on us again, are you?
04AE: $ACTOR_SPEECH_WAV_FILE = 33802 // = constant 
0002: jump @RYDER2_6880 

:RYDER2_6818
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_BB' // s$  // ~z~C'mon CJ, we ain't got all day!
04AE: $ACTOR_SPEECH_WAV_FILE = 33803 // = constant 
0002: jump @RYDER2_6880 

:RYDER2_6849
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_BC' // s$  // ~z~Get in and drive, motherfucker!
04AE: $ACTOR_SPEECH_WAV_FILE = 33804 // = constant 
0002: jump @RYDER2_6880 

:RYDER2_6880
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
000A: 49@ += 1 

:RYDER2_6906
0002: jump @RYDER2_6996 

:RYDER2_6913
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @RYDER2_6996 
0164: disable_marker 119@ 
00D6: if 
875C:   not marker 120@ enabled 
004D: jump_if_false @RYDER2_6996 
0164: disable_marker 120@ 
018A: 120@ = create_checkpoint_at 2699.293 -2395.013 12.6172 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_6996 
0647: AS_actor $ACTOR_RYDER clear_look_task 

:RYDER2_6996
0051: return 

:RYDER2_6998
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @RYDER2_7039 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 49@ = -1 
000A: 35@ += 1 

:RYDER2_7039
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @RYDER2_7096 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_7096 
00D6: if 
01C1:   car 95@ stopped 
004D: jump_if_false @RYDER2_7096 
000A: 35@ += 1 

:RYDER2_7096
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @RYDER2_8829 
016A: fade 0 time 500 

:RYDER2_7121
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_7145 
0001: wait 0 ms 
0002: jump @RYDER2_7121 

:RYDER2_7145
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_7191 
00AB: put_car 95@ at 2699.623 -2394.787 12.6172 
0175: set_car 95@ Z_angle_to 267.9095 

:RYDER2_7191
0395: clear_area 1 at 2720.611 -2405.38 12.4609 radius 30.0 
0395: clear_area 1 at 2768.74 -2413.788 12.6172 radius 30.0 
02A3: enable_widescreen 1 
015F: set_camera_position 2688.57 -2394.186 17.6992 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2689.455 -2394.599 17.4888 switchstyle 2 
0247: load_model #CJ_CARDBRD_PICKUP 
0247: load_model #ARMY 
0247: load_model #COLT45 
0247: load_model #FORKLIFT 
038B: load_requested_models 

:RYDER2_7316
00D6: if or
8248:   not model #CJ_CARDBRD_PICKUP available 
8248:   not model #ARMY available 
8248:   not model #COLT45 available 
8248:   not model #FORKLIFT available 
004D: jump_if_false @RYDER2_7358 
0001: wait 0 ms 
0002: jump @RYDER2_7316 

:RYDER2_7358
029B: 66@ = init_object #CJ_CARDBRD_PICKUP at 2796.875 -2417.142 13.23 
029B: 67@ = init_object #CJ_CARDBRD_PICKUP at 2798.009 -2417.107 13.23 
029B: 68@ = init_object #CJ_CARDBRD_PICKUP at 2796.9 -2418.31 13.23 
029B: 69@ = init_object #CJ_CARDBRD_PICKUP at 2798.013 -2418.325 13.23 
029B: 73@ = init_object #CJ_CARDBRD_PICKUP at 2799.886 -2381.203 13.23 
029B: 74@ = init_object #CJ_CARDBRD_PICKUP at 2799.958 -2379.72 13.23 
029B: 75@ = init_object #CJ_CARDBRD_PICKUP at 2763.531 -2401.935 13.23 
029B: 76@ = init_object #CJ_CARDBRD_PICKUP at 2802.75 -2449.835 13.23 
029B: 77@ = init_object #CJ_CARDBRD_PICKUP at 2802.915 -2448.575 13.23 
029B: 78@ = init_object #CJ_CARDBRD_PICKUP at 2802.906 -2446.827 13.23 
029B: 79@ = init_object #CJ_CARDBRD_PICKUP at 2788.932 -2431.271 13.23 
029B: 80@ = init_object #CJ_CARDBRD_PICKUP at 2790.398 -2431.336 13.23 
029B: 81@ = init_object #CJ_CARDBRD_PICKUP at 2778.698 -2442.433 13.23 
029B: 82@ = init_object #CJ_CARDBRD_PICKUP at 2763.565 -2400.641 13.23 
029B: 83@ = init_object #CJ_CARDBRD_PICKUP at 2780.851 -2392.737 13.23 
029B: 84@ = init_object #CJ_CARDBRD_PICKUP at 2795.094 -2469.49 13.23 
029B: 85@ = init_object #CJ_CARDBRD_PICKUP at 2803.067 -2428.38 13.23 
0177: set_object 66@ Z_angle_to 91.9411 
0177: set_object 67@ Z_angle_to 0.032 
0177: set_object 68@ Z_angle_to 89.8612 
0177: set_object 69@ Z_angle_to 1.6342 
0177: set_object 73@ Z_angle_to 6.8174 
0177: set_object 74@ Z_angle_to 19.1807 
0177: set_object 75@ Z_angle_to 339.113 
0177: set_object 76@ Z_angle_to 352.3154 
0177: set_object 77@ Z_angle_to 2.8386 
0177: set_object 78@ Z_angle_to 3.2099 
0177: set_object 79@ Z_angle_to 266.6248 
0177: set_object 80@ Z_angle_to 4.6663 
0177: set_object 81@ Z_angle_to 175.8277 
0177: set_object 82@ Z_angle_to 344.0064 
0177: set_object 83@ Z_angle_to 355.9493 
0177: set_object 84@ Z_angle_to 1.9283 
0177: set_object 85@ Z_angle_to 358.0803 
0006: 42@ = 0 

:RYDER2_7926
00D6: if 
001B:   25 > 42@ 
004D: jump_if_false @RYDER2_8042 
0001: wait 0 ms 
00D6: if 
03CA:   object 62@(42@,25i) exists 
004D: jump_if_false @RYDER2_8028 
0392: make_object 62@(42@,25i) moveable 1 
0209: 43@ = random_int_in_ranges 1 8 
0906: set_object 62@(42@,25i) mass_to 1000.0 // float 
0908: set_object 62@(42@,25i) turn_mass_to 1000.0 // float 
0085: 147@(42@,25i) = 43@ // (int) 

:RYDER2_8028
000A: 42@ += 1 
0002: jump @RYDER2_7926 

:RYDER2_8042
009A: 102@ = create_actor_pedtype 24 model #ARMY at 2773.722 -2423.388 12.6311 
0173: set_actor 102@ Z_angle_to 68.8849 
04C4: store_coords_to 204@ 205@ 206@ from_actor 102@ with_offset 0.0 1.5 0.0 
009A: 103@ = create_actor_pedtype 24 model #ARMY at 2721.944 -2411.565 12.6198 
0173: set_actor 103@ Z_angle_to 0.0 
009A: 104@ = create_actor_pedtype 24 model #ARMY at 2789.524 -2416.372 12.6333 
0173: set_actor 104@ Z_angle_to 202.4407 
009A: 105@ = create_actor_pedtype 24 model #ARMY at 2790.231 -2418.837 12.6331 
0173: set_actor 105@ Z_angle_to 23.3411 
009A: 106@ = create_actor_pedtype 24 model #ARMY at 2774.911 -2404.303 12.6311 
0173: set_actor 106@ Z_angle_to 77.8711 
062F: 239@ = create_group_type 2 
0006: 42@ = 0 

:RYDER2_8260
00D6: if 
001B:   5 > 42@ 
004D: jump_if_false @RYDER2_8452 
01B2: give_actor 102@(42@,9i) weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 102@(42@,9i) weapon_accuracy_to 35 
0223: set_actor 102@(42@,9i) health_to 100 
0688: AS_actor 102@(42@,9i) unknown_toggle_ped_threat_scanner 0 0 0 
060B: set_actor 102@(42@,9i) decision_maker_to 236@ 
060F: set_actor 102@(42@,9i) melee_accuracy_to 100.0 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @RYDER2_8390 
0630: put_actor 102@ in_group 239@ as_leader 
0002: jump @RYDER2_8427 

:RYDER2_8390
00D6: if and
8039:   not  42@ == 2 
8039:   not  42@ == 3 
004D: jump_if_false @RYDER2_8427 
0631: put_actor 102@(42@,9i) in_group 239@ 

:RYDER2_8427
087F: set_actor 102@(42@,9i) never_leave_group 1 
000A: 42@ += 1 
0002: jump @RYDER2_8260 

:RYDER2_8452
00D6: if 
8118:   not actor 104@ dead 
004D: jump_if_false @RYDER2_8476 
060B: set_actor 104@ decision_maker_to 237@ 

:RYDER2_8476
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @RYDER2_8500 
060B: set_actor 105@ decision_maker_to 237@ 

:RYDER2_8500
00A5: 99@ = create_car #FORKLIFT at 2791.426 -2418.577 12.66 
0175: set_car 99@ Z_angle_to 90.0 
0249: release_model #FORKLIFT 
02AC: set_car 99@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
00AB: put_car 99@ at 2758.241 -2372.314 12.6172 
0175: set_car 99@ Z_angle_to 180.3774 
053F: set_car 99@ tires_vulnerability 0 
0224: set_car 99@ health_to 3000 
0129: 112@ = create_actor_pedtype 24 model #ARMY in_car 99@ driverseat 
0247: load_model #MESA 

:RYDER2_8616
00D6: if 
8248:   not model #MESA available 
004D: jump_if_false @RYDER2_8643 
0001: wait 0 ms 
0002: jump @RYDER2_8616 

:RYDER2_8643
00A5: 98@ = create_car #MESA at 2688.963 -2407.676 12.4609 
0175: set_car 98@ Z_angle_to 270.0 
0129: 111@ = create_actor_pedtype 24 model #ARMY in_car 98@ driverseat 
02C2: car 98@ drive_to 2712.854 -2407.825 12.4684 
0249: release_model #MESA 
0229: set_car 98@ primary_color_to 37 secondary_color_to 37 
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @RYDER2_8784 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2776.531 -2401.042 12.625 
05D7: add_point_to_scmpath 2798.933 -2400.343 12.631 
05D8: AS_assign_scmpath to_actor 106@ flags 4 3 

:RYDER2_8784
016A: fade 1 time 500 

:RYDER2_8791
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_8815 
0001: wait 0 ms 
0002: jump @RYDER2_8791 

:RYDER2_8815
0006: 32@ = 0 
000A: 35@ += 1 

:RYDER2_8829
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @RYDER2_9099 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_9099 
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @RYDER2_9099 
00D6: if 
01AF:   car 98@ sphere 0 in_sphere 2712.854 -2407.825 12.4684 radius 15.0 15.0 15.0 
004D: jump_if_false @RYDER2_9099 
015F: set_camera_position 2700.626 -2392.21 14.9203 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2701.092 -2393.088 14.8109 switchstyle 2 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_9024 
02C2: car 99@ drive_to 2768.74 -2413.788 12.6172 
04E0: car 99@ abandon_path_radius 200 

:RYDER2_9024
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_9078 
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @RYDER2_9078 
05C0: AS_actor $ACTOR_RYDER look_at_car 98@ 5000 ms 
05C0: AS_actor $PLAYER_ACTOR look_at_car 98@ 6000 ms 

:RYDER2_9078
0006: 32@ = 0 
000A: 49@ += 1 
000A: 35@ += 1 

:RYDER2_9099
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @RYDER2_9219 
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @RYDER2_9219 
00D6: if 
01B0:   car 98@ sphere 0 in_sphere 2712.854 -2407.825 12.4684 radius 4.0 4.0 4.0 stopped 
004D: jump_if_false @RYDER2_9219 
000A: 35@ += 1 
00D6: if 
03CA:   object 240@ exists 
004D: jump_if_false @RYDER2_9212 
097B: play_audio_at_object 240@ event 1126 

:RYDER2_9212
0006: 32@ = 0 

:RYDER2_9219
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @RYDER2_9310 
00D6: if 
03CA:   object 240@ exists 
004D: jump_if_false @RYDER2_9310 
00D6: if 
034E: move_object 240@ to 248@ 249@ 250@ speed 0.0 0.2 0.0 collision_check 0 
004D: jump_if_false @RYDER2_9310 
000A: 35@ += 1 
097B: play_audio_at_object 240@ event 1127 

:RYDER2_9310
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @RYDER2_9484 
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @RYDER2_9484 
015F: set_camera_position 2723.094 -2413.245 14.2659 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2722.548 -2412.414 14.1704 switchstyle 2 
00A7: car 98@ drive_to 2758.492 -2454.51 12.4766 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @RYDER2_9441 
0173: set_actor 102@ Z_angle_to 275.0 

:RYDER2_9441
00D6: if 
8118:   not actor 103@ dead 
004D: jump_if_false @RYDER2_9470 
05C0: AS_actor 103@ look_at_car 98@ 999999 ms 

:RYDER2_9470
000A: 35@ += 1 
0006: 32@ = 0 

:RYDER2_9484
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @RYDER2_9593 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @RYDER2_9593 
015F: set_camera_position 2770.979 -2426.933 13.3413 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2771.185 -2425.977 13.5536 switchstyle 2 
0006: 32@ = 0 
0006: 201@ = 0 
000A: 35@ += 1 

:RYDER2_9593
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @RYDER2_9875 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_9810 
00D6: if 
01B0:   car 99@ sphere 0 in_sphere 2768.74 -2413.788 12.6172 radius 4.0 4.0 4.0 stopped 
004D: jump_if_false @RYDER2_9810 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @RYDER2_9810 
0615: define_AS_pack_begin 48@ 
06BA: AS_actor -1 turn_to_and_look_at 2774.267 -2423.22 14.3429 
0605: actor -1 perform_animation "ATM" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 1000 
05D3: AS_actor -1 goto_point 2773.722 -2423.388 12.6311 mode 4 time 5000 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0616: define_AS_pack_end 48@ 
0618: assign_actor 102@ to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 
0006: 32@ = 0 
000A: 35@ += 1 

:RYDER2_9810
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @RYDER2_9875 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_9875 
00AB: put_car 99@ at 2768.74 -2413.788 12.6172 
0175: set_car 99@ Z_angle_to 225.6142 

:RYDER2_9875
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @RYDER2_10105 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @RYDER2_10105 
00D6: if 
0611:   actor 102@ performing_animation "ATM" 
004D: jump_if_false @RYDER2_10030 
00D6: if 
0039:   201@ == 0 
004D: jump_if_false @RYDER2_9962 
0006: 33@ = 0 
000A: 201@ += 1 

:RYDER2_9962
00D6: if 
0039:   201@ == 1 
004D: jump_if_false @RYDER2_10030 
00D6: if 
0019:   33@ > 500 
004D: jump_if_false @RYDER2_10030 
00D6: if 
03CA:   object 61@ exists 
004D: jump_if_false @RYDER2_10030 
097B: play_audio_at_object 61@ event 1028 
000A: 201@ += 1 

:RYDER2_10030
062E: get_actor 102@ task 1560 status_store_to 42@ // ret 7 if not found 
00D6: if or
04A4:   42@ == 7 // == constant 
0019:   32@ > 4000 
004D: jump_if_false @RYDER2_10105 
0006: 32@ = 0 
00D6: if 
03CA:   object 241@ exists 
004D: jump_if_false @RYDER2_10098 
097B: play_audio_at_object 241@ event 1035 

:RYDER2_10098
000A: 35@ += 1 

:RYDER2_10105
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @RYDER2_10239 
00D6: if 
03CA:   object 241@ exists 
004D: jump_if_false @RYDER2_10239 
00D6: if 
034E: move_object 241@ to 251@ 252@ 253@ speed 0.0 0.0 0.1 collision_check 0 
004D: jump_if_false @RYDER2_10239 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_10239 
00A7: car 99@ drive_to 2785.354 -2416.744 12.6187 
0006: 32@ = 0 
097B: play_audio_at_object 241@ event 1036 
000A: 35@ += 1 

:RYDER2_10239
00D6: if 
0039:   35@ == 11 
004D: jump_if_false @RYDER2_10307 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @RYDER2_10307 
00D6: if 
03CA:   object 241@ exists 
004D: jump_if_false @RYDER2_10300 
097B: play_audio_at_object 241@ event 1035 

:RYDER2_10300
000A: 35@ += 1 

:RYDER2_10307
00D6: if 
0039:   35@ == 12 
004D: jump_if_false @RYDER2_10398 
00D6: if 
03CA:   object 241@ exists 
004D: jump_if_false @RYDER2_10398 
00D6: if 
034E: move_object 241@ to 245@ 246@ 247@ speed 0.0 0.0 0.2 collision_check 0 
004D: jump_if_false @RYDER2_10398 
097B: play_audio_at_object 241@ event 1036 
000A: 35@ += 1 

:RYDER2_10398
00D6: if 
0039:   35@ == 13 
004D: jump_if_false @RYDER2_10449 
00D6: if and
0019:   32@ > 2000 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_10449 
0006: 35@ = 99 

:RYDER2_10449
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @RYDER2_11105 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_11105 
0871: init_jump_table 49@ total_jumps 8 default_jump 0 @RYDER2_11105 jumps 0 @RYDER2_10614 1 @RYDER2_10691 2 @RYDER2_10712 3 @RYDER2_10789 4 @RYDER2_10866 5 @RYDER2_10943 6 @RYDER2_11020 
0872: jump_table_jumps 7 @RYDER2_11041 -1 @RYDER2_11105 -1 @RYDER2_11105 -1 @RYDER2_11105 -1 @RYDER2_11105 -1 @RYDER2_11105 -1 @RYDER2_11105 -1 @RYDER2_11105 -1 @RYDER2_11105 

:RYDER2_10614
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_DA' // s$  // ~z~This is the spot - National Guard Depot.
04AE: $ACTOR_SPEECH_WAV_FILE = 33814 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
040D: unload_wav 2 
03CF: load_wav 33815 as 2 
000A: 49@ += 1 
0006: 33@ = 0 
0002: jump @RYDER2_11105 

:RYDER2_10691
000A: 49@ += 1 
0006: 33@ = 0 
0002: jump @RYDER2_11105 

:RYDER2_10712
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_DB' // s$  // ~z~Man, this shit look real serious.
04AE: $ACTOR_SPEECH_WAV_FILE = 33815 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 33816 as 1 
000A: 49@ += 1 
0006: 33@ = 0 
0002: jump @RYDER2_11105 

:RYDER2_10789
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_DC' // s$  // ~z~Are we up for this?
04AE: $ACTOR_SPEECH_WAV_FILE = 33816 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 33817 as 2 
000A: 49@ += 1 
0006: 33@ = 0 
0002: jump @RYDER2_11105 

:RYDER2_10866
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_DD' // s$  // ~z~It's National Guard, fool! Weekend soldiers!
04AE: $ACTOR_SPEECH_WAV_FILE = 33817 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 33818 as 1 
000A: 49@ += 1 
0006: 33@ = 0 
0002: jump @RYDER2_11105 

:RYDER2_10943
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_DE' // s$  // ~z~Ain't no match for Grove Street OGs!
04AE: $ACTOR_SPEECH_WAV_FILE = 33818 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 33819 as 2 
000A: 49@ += 1 
0006: 33@ = 0 
0002: jump @RYDER2_11105 

:RYDER2_11020
000A: 49@ += 1 
0006: 33@ = 0 
0002: jump @RYDER2_11105 

:RYDER2_11041
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_DF' // s$  // ~z~Now get in there and open the damn gate!
04AE: $ACTOR_SPEECH_WAV_FILE = 33819 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 2 1  
000A: 49@ += 1 
0006: 33@ = 0 
0002: jump @RYDER2_11105 

:RYDER2_11105
00D6: if 
0019:   35@ > 2 
004D: jump_if_false @RYDER2_11147 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @RYDER2_11147 
0006: 35@ = 99 

:RYDER2_11147
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @RYDER2_11722 
016A: fade 0 time 250 

:RYDER2_11172
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_11196 
0001: wait 0 ms 
0002: jump @RYDER2_11172 

:RYDER2_11196
00D6: if 
03CA:   object 240@ exists 
004D: jump_if_false @RYDER2_11220 
097B: play_audio_at_object 240@ event 1127 

:RYDER2_11220
00D6: if 
03CA:   object 241@ exists 
004D: jump_if_false @RYDER2_11244 
097B: play_audio_at_object 241@ event 1036 

:RYDER2_11244
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_11334 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2700.758 -2392.45 12.6172 
0173: set_actor $PLAYER_ACTOR Z_angle_to 236.0759 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_11334 
0792: disembark_instantly_actor $ACTOR_RYDER 
036A: put_actor $ACTOR_RYDER in_car 95@ 

:RYDER2_11334
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_11380 
00AB: put_car 99@ at 2791.426 -2418.31 13.66 
0175: set_car 99@ Z_angle_to 270.0 

:RYDER2_11380
00D6: if 
8118:   not actor 112@ dead 
004D: jump_if_false @RYDER2_11401 
009B: destroy_actor 112@ 

:RYDER2_11401
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @RYDER2_11447 
00AB: put_car 98@ at 2748.055 -2394.427 12.6419 
0175: set_car 98@ Z_angle_to 174.3167 

:RYDER2_11447
00D6: if 
8118:   not actor 111@ dead 
004D: jump_if_false @RYDER2_11468 
009B: destroy_actor 111@ 

:RYDER2_11468
01BC: put_object 240@ at 242@ 243@ 244@ 
01BC: put_object 241@ at 245@ 246@ 247@ 
0006: 42@ = 0 

:RYDER2_11503
00D6: if 
001B:   25 > 42@ 
004D: jump_if_false @RYDER2_11612 
00D6: if 
03CA:   object 62@(42@,25i) exists 
004D: jump_if_false @RYDER2_11598 
0550: keep_object 62@(42@,25i) in_memory 0 
0381: throw_object 62@(42@,25i) velocity_in_direction 0.0 0.0 0.0 
0392: make_object 62@(42@,25i) moveable 0 
0382: set_object 62@(42@,25i) collision_detection 1 

:RYDER2_11598
000A: 42@ += 1 
0002: jump @RYDER2_11503 

:RYDER2_11612
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_11637 
0689: set_car 95@ remove_door 1 removed_door_visible 0 

:RYDER2_11637
00D6: if 
8118:   not actor 103@ dead 
004D: jump_if_false @RYDER2_11658 
0647: AS_actor 103@ clear_look_task 

:RYDER2_11658
06D0: enable_emergency_traffic 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 250 

:RYDER2_11677
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_11701 
0001: wait 0 ms 
0002: jump @RYDER2_11677 

:RYDER2_11701
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 35@ = 0 
000A: 34@ += 1 

:RYDER2_11722
0051: return 

:RYDER2_11724
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @RYDER2_11944 
00D6: if 
03CA:   object 60@ exists 
004D: jump_if_false @RYDER2_11779 
0382: set_object 60@ collision_detection 1 
035D: set_object 60@ targetable 0 
0550: keep_object 60@ in_memory 1 

:RYDER2_11779
00D6: if 
03CA:   object 61@ exists 
004D: jump_if_false @RYDER2_11816 
0382: set_object 61@ collision_detection 1 
035D: set_object 61@ targetable 0 
0550: keep_object 61@ in_memory 1 

:RYDER2_11816
00BB: show_text_lowpriority GXT 'RY2_59' time 7000 flag 1  // ~s~Open the front gate by shooting the ~r~switch~s~ on the other side of the wall.
0164: disable_marker 122@ 
018A: 122@ = create_checkpoint_at 2722.075 -2411.271 12.6198 
0165: set_marker 122@ color_to 0 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_11894 
0519: set_car 95@ locked 1 
020A: set_car 95@ door_status_to 3 

:RYDER2_11894
0006: 191@ = 0 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_11930 
05BF: AS_actor $ACTOR_RYDER look_at_actor $PLAYER_ACTOR 99999 ms 

:RYDER2_11930
0006: 142@ = 0 
000A: 35@ += 1 

:RYDER2_11944
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @RYDER2_12542 
00D6: if 
0039:   133@ == 2 
004D: jump_if_false @RYDER2_12139 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_12132 
0164: disable_marker 122@ 
07C0: load_path 523 

:RYDER2_12006
00D6: if 
87C1:   not path 523 available 
004D: jump_if_false @RYDER2_12033 
0001: wait 0 ms 
0002: jump @RYDER2_12006 

:RYDER2_12033
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_12057 
05EB: assign_car 95@ to_path 523 

:RYDER2_12057
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_12078 
0647: AS_actor $ACTOR_RYDER clear_look_task 

:RYDER2_12078
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_GA' // s$  // ~z~Nice job, CJ, thought that was a suicide mission for sure!
04AE: $ACTOR_SPEECH_WAV_FILE = 33823 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
0001: wait 100 ms 
0006: 35@ = 99 

:RYDER2_12132
0002: jump @RYDER2_12542 

:RYDER2_12139
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_12401 
00D6: if 
0206:   actor $PLAYER_ACTOR near_car 95@ radius 5.0 5.0 3.0 flag 0 on_foot 
004D: jump_if_false @RYDER2_12401 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @RYDER2_12401 
00D6: if 
0039:   190@ == 0 
004D: jump_if_false @RYDER2_12308 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_12294 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_EA' // s$  // ~z~Go open the motherfucking gate, CJ!
04AE: $ACTOR_SPEECH_WAV_FILE = 33820 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
0006: 142@ = 0 

:RYDER2_12294
000A: 190@ += 1 
0002: jump @RYDER2_12401 

:RYDER2_12308
00D6: if 
0039:   190@ == 1 
004D: jump_if_false @RYDER2_12401 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_12394 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_EB' // s$  // ~z~Get over that wall and open the damned gate!
04AE: $ACTOR_SPEECH_WAV_FILE = 33821 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
0006: 142@ = 0 

:RYDER2_12394
0006: 190@ = 0 

:RYDER2_12401
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_12542 
00D6: if 
0104:   actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 20.0 20.0 20.0 sphere 0 
004D: jump_if_false @RYDER2_12542 
00D6: if 
0019:   142@ > 40000 
004D: jump_if_false @RYDER2_12542 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_12542 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_FA' // s$  // ~z~Man, just shoot the switch next to the damn gate!
04AE: $ACTOR_SPEECH_WAV_FILE = 33822 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
0006: 142@ = 0 

:RYDER2_12542
00D6: if 
8039:   not  35@ == 99 
004D: jump_if_false @RYDER2_12811 
00D6: if 
0039:   38@ == 9 
004D: jump_if_false @RYDER2_12811 
00D6: if and
8039:   not  132@ == 0 
0039:   133@ == 0 
004D: jump_if_false @RYDER2_12698 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2785.89 -2417.98 14.36 radius 20.0 20.0 5.0 
004D: jump_if_false @RYDER2_12691 
00D6: if 
0019:   51@ > 30000 
004D: jump_if_false @RYDER2_12691 
0006: 336@ = 3 
0050: gosub @RYDER2_39981 
0006: 51@ = 0 

:RYDER2_12691
0002: jump @RYDER2_12811 

:RYDER2_12698
00D6: if and
0039:   133@ == 0 
0039:   132@ == 0 
004D: jump_if_false @RYDER2_12811 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2785.89 -2417.98 14.36 radius 20.0 20.0 5.0 
004D: jump_if_false @RYDER2_12811 
00D6: if 
0019:   51@ > 30000 
004D: jump_if_false @RYDER2_12811 
0006: 336@ = 3 
0050: gosub @RYDER2_39981 
0006: 51@ = 0 

:RYDER2_12811
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @RYDER2_12857 
000A: 34@ += 1 
0006: 35@ = 0 
0006: 191@ = 0 
0006: 336@ = 0 

:RYDER2_12857
0051: return 

:RYDER2_12859
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @RYDER2_13006 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @RYDER2_13006 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_13006 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @RYDER2_12999 
018A: 123@ = create_checkpoint_at 2773.101 -2423.418 12.6269 
0165: set_marker 123@ color_to 0 
00BB: show_text_lowpriority GXT 'RY2_60' time 7000 flag 1  // ~s~Open the warehouse door by shooting the ~r~switch~s~ on the wall.
0006: 54@ = 0 
0006: 49@ = 0 
000A: 35@ += 1 
0002: jump @RYDER2_13006 

:RYDER2_12999
000A: 35@ += 1 

:RYDER2_13006
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @RYDER2_13092 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_13092 
00D6: if 
860E:   not car 95@ assigned_to_path 
004D: jump_if_false @RYDER2_13092 
0519: set_car 95@ locked 1 
0006: 49@ = 0 
0006: 54@ = 20000 
000A: 35@ += 1 
0006: 32@ = 0 

:RYDER2_13092
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @RYDER2_13577 
00D6: if 
8039:   not  132@ == 0 
004D: jump_if_false @RYDER2_13233 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_13226 
0164: disable_marker 123@ 
07C0: load_path 524 

:RYDER2_13154
00D6: if 
87C1:   not path 524 available 
004D: jump_if_false @RYDER2_13181 
0001: wait 0 ms 
0002: jump @RYDER2_13154 

:RYDER2_13181
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_13205 
05EB: assign_car 95@ to_path 524 

:RYDER2_13205
0006: 32@ = 0 
0006: 49@ = 0 
000A: 35@ += 1 

:RYDER2_13226
0002: jump @RYDER2_13577 

:RYDER2_13233
00D6: if 
0019:   54@ > 20000 
004D: jump_if_false @RYDER2_13577 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_13577 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_RYDER radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @RYDER2_13577 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_13577 
0871: init_jump_table 49@ total_jumps 3 default_jump 0 @RYDER2_13577 jumps 0 @RYDER2_13385 1 @RYDER2_13449 2 @RYDER2_13513 -1 @RYDER2_13577 -1 @RYDER2_13577 -1 @RYDER2_13577 -1 @RYDER2_13577 

:RYDER2_13385
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_GB' // s$  // ~z~Now open the warehouse and keep these motherfuckers busy!
04AE: $ACTOR_SPEECH_WAV_FILE = 33824 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
000A: 49@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_13577 

:RYDER2_13449
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LA' // s$  // ~z~C'mon, CJ, we don't have all day!
04AE: $ACTOR_SPEECH_WAV_FILE = 33833 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
000A: 49@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_13577 

:RYDER2_13513
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LE' // s$  // ~z~What you playing at, CJ?
04AE: $ACTOR_SPEECH_WAV_FILE = 33837 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
0006: 49@ = 0 
0006: 54@ = 0 
0002: jump @RYDER2_13577 

:RYDER2_13577
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @RYDER2_13754 
0006: 49@ = 0 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_13754 
0209: 42@ = random_int_in_ranges 0 2 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @RYDER2_13704 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_HA' // s$  // ~z~OK, we're in, move it, Ryder!
04AE: $ACTOR_SPEECH_WAV_FILE = 33825 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0  
000A: 35@ += 1 
0002: jump @RYDER2_13754 

:RYDER2_13704
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_HB' // s$  // ~z~Yeah, open for business. Back that van up in here.
04AE: $ACTOR_SPEECH_WAV_FILE = 33826 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0  
000A: 35@ += 1 

:RYDER2_13754
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @RYDER2_13842 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_13842 
00D6: if 
860E:   not car 95@ assigned_to_path 
004D: jump_if_false @RYDER2_13818 
0006: 35@ = 99 
0002: jump @RYDER2_13842 

:RYDER2_13818
00D6: if 
0019:   32@ > 10600 
004D: jump_if_false @RYDER2_13842 
05EC: release_car 95@ from_path 

:RYDER2_13842
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @RYDER2_13904 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_13890 
0519: set_car 95@ locked 1 
09B0: set_car 95@ accessible_for_player_using_controller 0 

:RYDER2_13890
0006: 35@ = 0 
000A: 34@ += 1 

:RYDER2_13904
00D6: if 
0039:   191@ == 0 
004D: jump_if_false @RYDER2_14026 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_14026 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_14026 
00D6: if 
80DB:   not actor $ACTOR_RYDER in_car 95@ 
004D: jump_if_false @RYDER2_14026 
00D6: if 
060E:   car 95@ assigned_to_path 
004D: jump_if_false @RYDER2_14001 
05ED: freeze_car 95@ while_on_path 
0519: set_car 95@ locked 1 

:RYDER2_14001
05CB: AS_actor $ACTOR_RYDER enter_car 95@ as_driver 10000 ms 
0006: 32@ = 0 
000A: 191@ += 1 

:RYDER2_14026
00D6: if 
0039:   191@ == 1 
004D: jump_if_false @RYDER2_14156 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_14130 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_14130 
00D6: if 
00DB:   actor $ACTOR_RYDER in_car 95@ 
004D: jump_if_false @RYDER2_14130 
00D6: if 
060E:   car 95@ assigned_to_path 
004D: jump_if_false @RYDER2_14123 
05EE: unfreeze_car 95@ while_on_path 
0519: set_car 95@ locked 0 

:RYDER2_14123
0006: 191@ = 0 

:RYDER2_14130
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @RYDER2_14156 
0006: 191@ = 0 

:RYDER2_14156
0051: return 

:RYDER2_14158
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @RYDER2_14201 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @RYDER2_14201 
0085: 127@ = 200@ // (int) 

:RYDER2_14201
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @RYDER2_14623 
04ED: load_animation "RYDER" 

:RYDER2_14228
00D6: if 
84EE:   not animation "RYDER" loaded 
004D: jump_if_false @RYDER2_14259 
0001: wait 0 ms 
0002: jump @RYDER2_14228 

:RYDER2_14259
0006: 266@ = 0 
008A: $6892 = 200@ // (int) 
04F7: status_text $6892 type 0 line 2 GXT 'RY2_21' // global_variable  // Boxes
04F7: status_text $6891 type 1 line 1 GXT 'RY2_19' // global_variable  // Ryder
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_14432 
00D6: if 
0137:   car 95@ model == #MULE 
004D: jump_if_false @RYDER2_14403 
0407: store_coords_to 260@ 261@ 262@ from_car 95@ with_offset 0.0 -5.5 0.6 
0407: store_coords_to 263@ 264@ 265@ from_car 95@ with_offset 3.0 5.5 0.6 

:RYDER2_14403
01EC: make_car 95@ very_heavy 1 
03AB: set_car 95@ strong 1 
0224: set_car 95@ health_to 2500 
020A: set_car 95@ door_status_to 3 

:RYDER2_14432
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_14505 
0708: reset_decision_maker 235@ event 12 
077A: set_actor $ACTOR_RYDER acquaintance 0 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $ACTOR_RYDER acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0688: AS_actor $ACTOR_RYDER unknown_toggle_ped_threat_scanner 1 1 1 
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @RYDER2_14505 
0164: disable_marker 119@ 

:RYDER2_14505
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_14576 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_14576 
00BB: show_text_lowpriority GXT 'RY2_55' time 5000 flag 1  // ~s~Get in the ~b~forklift~s~ truck.
0164: disable_marker 119@ 
0186: 119@ = create_marker_above_car 99@ 
07E0: set_marker 119@ type_to 1 

:RYDER2_14576
0006: 197@ = 1 
0006: 267@ = 0 
0006: 54@ = -4000 
0006: 49@ = 0 
0006: 32@ = 0 
0001: wait 0 ms 
000A: 35@ += 1 

:RYDER2_14623
00D6: if 
0039:   267@ == 0 
004D: jump_if_false @RYDER2_14703 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_14703 
00D6: if 
044B:   actor $ACTOR_RYDER on_foot 
004D: jump_if_false @RYDER2_14703 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_14703 
0519: set_car 95@ locked 1 
0006: 267@ = 1 

:RYDER2_14703
00D6: if 
0039:   266@ == 0 
004D: jump_if_false @RYDER2_14807 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_14800 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_KB' // s$  // ~z~I'll watch our backs while you use the forklift to collect the crates.
04AE: $ACTOR_SPEECH_WAV_FILE = 33831 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
0006: 266@ = 1 
0006: 32@ = 0 

:RYDER2_14800
0002: jump @RYDER2_14869 

:RYDER2_14807
00D6: if 
0039:   266@ == 1 
004D: jump_if_false @RYDER2_14869 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @RYDER2_14869 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_14869 
0006: 266@ = 2 

:RYDER2_14869
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @RYDER2_15031 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @RYDER2_15031 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_15031 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 99@ 
0039:   266@ == 2 
004D: jump_if_false @RYDER2_14994 
00D6: if 
001B:   1 > 268@ 
004D: jump_if_false @RYDER2_14969 
0006: 268@ = 1 

:RYDER2_14969
000A: 35@ += 1 
0006: 32@ = 0 
0001: wait 0 ms 
0002: jump @RYDER2_15031 

:RYDER2_14994
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_15031 
03D5: remove_text 'RY2_55'  // ~s~Get in the ~b~forklift~s~ truck.
0006: 268@ = 1 

:RYDER2_15031
00D6: if and
0019:   268@ > 0 
001B:   5 > 268@ 
004D: jump_if_false @RYDER2_15239 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_15239 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_15237 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @RYDER2_15230 
0871: init_jump_table 268@ total_jumps 3 default_jump 0 @RYDER2_15223 jumps 1 @RYDER2_15169 2 @RYDER2_15187 3 @RYDER2_15205 -1 @RYDER2_15223 -1 @RYDER2_15223 -1 @RYDER2_15223 -1 @RYDER2_15223 

:RYDER2_15169
03E5: show_text_box 'RY2_69'  // Position the forks below the box then raise the forks to lift the box.
0002: jump @RYDER2_15223 

:RYDER2_15187
03E5: show_text_box 'RY2_68'  // Use ~k~~VEHICLE_TURRETUP~ and ~k~~VEHICLE_TURRETDOWN~ to control the truck's forks.
0002: jump @RYDER2_15223 

:RYDER2_15205
03E5: show_text_box 'RY2_71'  // Use ~k~~VEHICLE_LOOKLEFT~ and ~k~~VEHICLE_LOOKRIGHT~ to look left and right.
0002: jump @RYDER2_15223 

:RYDER2_15223
000A: 268@ += 1 

:RYDER2_15230
0002: jump @RYDER2_15239 

:RYDER2_15237
03E6: remove_text_box 

:RYDER2_15239
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @RYDER2_15264 
000A: 35@ += 3 

:RYDER2_15264
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @RYDER2_15482 
00D6: if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
004D: jump_if_false @RYDER2_15482 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_15482 
00D6: if 
0019:   54@ > 1000 
004D: jump_if_false @RYDER2_15482 
0871: init_jump_table 49@ total_jumps 2 default_jump 0 @RYDER2_15482 jumps 0 @RYDER2_15397 1 @RYDER2_15461 -1 @RYDER2_15482 -1 @RYDER2_15482 -1 @RYDER2_15482 -1 @RYDER2_15482 -1 @RYDER2_15482 

:RYDER2_15397
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_KA' // s$  // ~z~OK, homie, let's load this shit up!
04AE: $ACTOR_SPEECH_WAV_FILE = 33830 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
000A: 49@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_15482 

:RYDER2_15461
0006: 49@ = 0 
000A: 35@ += 1 
0002: jump @RYDER2_15482 

:RYDER2_15482
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @RYDER2_15573 
00D6: if 
0019:   54@ > 1000 
004D: jump_if_false @RYDER2_15573 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_15573 
0006: 51@ = 0 
0006: 33@ = 30000 
0006: 142@ = 0 
0006: 32@ = 0 
000A: 35@ += 1 

:RYDER2_15573
00D6: if and
0019:   35@ > 5 
0019:   51@ > 30000 
004D: jump_if_false @RYDER2_15613 
0006: 336@ = 1 
0006: 51@ = 0 

:RYDER2_15613
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @RYDER2_16040 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_16040 
00D6: if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
004D: jump_if_false @RYDER2_16040 
0006: 192@ = 1 
00D6: if 
0019:   142@ > 30000 
004D: jump_if_false @RYDER2_16040 
0871: init_jump_table 143@ total_jumps 5 default_jump 0 @RYDER2_16001 jumps 0 @RYDER2_15751 1 @RYDER2_15801 2 @RYDER2_15851 3 @RYDER2_15901 4 @RYDER2_15951 -1 @RYDER2_16001 -1 @RYDER2_16001 

:RYDER2_15751
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LA' // s$  // ~z~C'mon, CJ, we don't have all day!
04AE: $ACTOR_SPEECH_WAV_FILE = 33833 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0  
0002: jump @RYDER2_16001 

:RYDER2_15801
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LB' // s$  // ~z~Get a move on, CJ!
04AE: $ACTOR_SPEECH_WAV_FILE = 33834 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0  
0002: jump @RYDER2_16001 

:RYDER2_15851
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LC' // s$  // ~z~Shit's getting hot, get a move on!
04AE: $ACTOR_SPEECH_WAV_FILE = 33835 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0  
0002: jump @RYDER2_16001 

:RYDER2_15901
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LD' // s$  // ~z~Giddy up, CJ!
04AE: $ACTOR_SPEECH_WAV_FILE = 33836 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0  
0002: jump @RYDER2_16001 

:RYDER2_15951
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LE' // s$  // ~z~What you playing at, CJ?
04AE: $ACTOR_SPEECH_WAV_FILE = 33837 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0  
0002: jump @RYDER2_16001 

:RYDER2_16001
000A: 143@ += 1 
00D6: if 
0019:   143@ > 4 
004D: jump_if_false @RYDER2_16033 
0006: 143@ = 0 

:RYDER2_16033
0006: 142@ = 0 

:RYDER2_16040
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @RYDER2_16114 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_16107 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_16107 
03D5: remove_text 'RY2_55'  // ~s~Get in the ~b~forklift~s~ truck.
0164: disable_marker 119@ 

:RYDER2_16107
0002: jump @RYDER2_16283 

:RYDER2_16114
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_16283 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_16213 
0164: disable_marker 119@ 
0186: 119@ = create_marker_above_car 99@ 
07E0: set_marker 119@ type_to 1 
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @RYDER2_16190 
0164: disable_marker 120@ 

:RYDER2_16190
00BB: show_text_lowpriority GXT 'RY2_55' time 5000 flag 1  // ~s~Get in the ~b~forklift~s~ truck.
0002: jump @RYDER2_16283 

:RYDER2_16213
00D6: if 
0029:   35@ >= 1 
004D: jump_if_false @RYDER2_16283 
00D6: if 
875C:   not marker 120@ enabled 
004D: jump_if_false @RYDER2_16283 
0164: disable_marker 120@ 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_16283 
0186: 120@ = create_marker_above_car 95@ 
07E0: set_marker 120@ type_to 1 

:RYDER2_16283
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_17245 
00D6: if 
0039:   134@ == 0 
004D: jump_if_false @RYDER2_16555 
062E: get_actor $ACTOR_RYDER task 1560 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_16555 

:RYDER2_16346
00D6: if 
84EE:   not animation "COLT45" loaded 
004D: jump_if_false @RYDER2_16388 
04ED: load_animation "COLT45" 
0001: wait 0 ms 
0002: jump @RYDER2_16346 

:RYDER2_16388
0615: define_AS_pack_begin 48@ 
05D3: AS_actor -1 goto_point 263@ 264@ 265@ mode 4 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0638: AS_actor -1 stay_put 1 
0605: actor -1 perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0605: actor -1 perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0605: actor -1 perform_animation "COLT45_RELOAD" IFP "COLT45" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0616: define_AS_pack_end 48@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 

:RYDER2_16555
0006: 42@ = 0 

:RYDER2_16562
00D6: if 
001B:   25 > 42@ 
004D: jump_if_false @RYDER2_16841 
00D6: if 
03CA:   object 62@(42@,25i) exists 
004D: jump_if_false @RYDER2_16827 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_16827 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 95@ with_offset 0.0 -2.61 1.04 
00D6: if 
04E6:   object 62@(42@,25i) near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.71 1.0 1.12 flag 0 
004D: jump_if_false @RYDER2_16827 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_16827 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_16827 
00D6: if 
844B:   not actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @RYDER2_16827 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_16827 
00D6: if 
0039:   270@ == 0 
004D: jump_if_false @RYDER2_16786 
0006: 270@ = 1 

:RYDER2_16786
00D6: if 
0019:   56@ > 500 
004D: jump_if_false @RYDER2_16827 
0085: 272@ = 42@ // (int) 
000A: 271@ += 1 
0006: 56@ = 0 

:RYDER2_16827
000A: 42@ += 1 
0002: jump @RYDER2_16562 

:RYDER2_16841
00D6: if 
0039:   270@ == 0 
004D: jump_if_false @RYDER2_16866 
0006: 56@ = 0 

:RYDER2_16866
00D6: if 
8039:   not  271@ == 0 
004D: jump_if_false @RYDER2_17245 
0871: init_jump_table 271@ total_jumps 4 default_jump 0 @RYDER2_17245 jumps 1 @RYDER2_16947 2 @RYDER2_17070 3 @RYDER2_17110 4 @RYDER2_17195 -1 @RYDER2_17245 -1 @RYDER2_17245 -1 @RYDER2_17245 

:RYDER2_16947
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_16976 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 99@ 

:RYDER2_16976
02A3: enable_widescreen 1 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 2767.481 -2410.593 14.7201 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2768.133 -2411.346 14.6336 switchstyle 2 
0108: destroy_object 62@(272@,25i) 
000A: 127@ += 1 
000A: 271@ += 1 
0002: jump @RYDER2_17245 

:RYDER2_17070
00D6: if 
0019:   56@ > 1000 
004D: jump_if_false @RYDER2_17103 
0006: 56@ = 0 
000A: 271@ += 1 

:RYDER2_17103
0002: jump @RYDER2_17245 

:RYDER2_17110
00D6: if 
0019:   56@ > 1000 
004D: jump_if_false @RYDER2_17143 
000A: 271@ += 1 
0002: jump @RYDER2_17188 

:RYDER2_17143
00D6: if 
001B:   500 > 56@ 
004D: jump_if_false @RYDER2_17188 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_17188 
04BA: set_car 99@ speed_to -5.0 

:RYDER2_17188
0002: jump @RYDER2_17245 

:RYDER2_17195
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 270@ = 0 
0006: 271@ = 0 
0006: 56@ = 0 
0006: 269@ = 1 
0002: jump @RYDER2_17245 

:RYDER2_17245
00D6: if 
0039:   38@ == 7 
004D: jump_if_false @RYDER2_17614 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_17614 
00D6: if and
031D:   actor $ACTOR_RYDER hit_by_weapon 22 
0019:   57@ > 40000 
004D: jump_if_false @RYDER2_17614 
000A: 273@ += 1 
00D6: if 
0019:   273@ > 4 
004D: jump_if_false @RYDER2_17339 
0006: 273@ = 1 

:RYDER2_17339
0871: init_jump_table 273@ total_jumps 4 default_jump 0 @RYDER2_17602 jumps 1 @RYDER2_17402 2 @RYDER2_17452 3 @RYDER2_17502 4 @RYDER2_17552 -1 @RYDER2_17602 -1 @RYDER2_17602 -1 @RYDER2_17602 

:RYDER2_17402
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_MA' // s$  // ~z~Shit, CJ! Shit!
04AE: $ACTOR_SPEECH_WAV_FILE = 33842 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
0002: jump @RYDER2_17602 

:RYDER2_17452
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_MC' // s$  // ~z~There's too many damned weekend soldiers!
04AE: $ACTOR_SPEECH_WAV_FILE = 33844 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
0002: jump @RYDER2_17602 

:RYDER2_17502
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_MD' // s$  // ~z~They're crawling out the woodwork!
04AE: $ACTOR_SPEECH_WAV_FILE = 33845 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
0002: jump @RYDER2_17602 

:RYDER2_17552
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_ME' // s$  // ~z~Punk-ass National Guard!
04AE: $ACTOR_SPEECH_WAV_FILE = 33846 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
0002: jump @RYDER2_17602 

:RYDER2_17602
0467: clear_actor $ACTOR_RYDER last_weapon_damage 
0006: 57@ = 0 

:RYDER2_17614
00D6: if and
002D:   127@ >= 200@ // (int) 
0039:   271@ == 0 
004D: jump_if_false @RYDER2_17736 
0151: remove_status_text $6892 
00D6: if 
8039:   not  328@ == -1 
004D: jump_if_false @RYDER2_17729 
00D6: if 
03CA:   object 62@(328@,25i) exists 
004D: jump_if_false @RYDER2_17729 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_17729 
00D6: if 
0737:   actor $ACTOR_RYDER lifting_object 62@(328@,25i) 
004D: jump_if_false @RYDER2_17729 
070B: set_actor $ACTOR_RYDER onbone_attached_object_operation 1 

:RYDER2_17729
0006: 35@ = 99 

:RYDER2_17736
00D6: if and
0019:   55@ > 30000 
8039:   not  35@ == 99 
001B:   1 > 202@ 
004D: jump_if_false @RYDER2_18161 
00D6: if and
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @RYDER2_18161 
00D6: if 
0039:   38@ == 5 
004D: jump_if_false @RYDER2_18161 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2775.781 -2406.821 10.638 cornerB 2801.433 -2429.618 15.3143 
004D: jump_if_false @RYDER2_18161 
0006: 42@ = 0 
0006: 43@ = 0 

:RYDER2_17871
00D6: if 
001B:   25 > 42@ 
004D: jump_if_false @RYDER2_18009 
00D6: if 
03CA:   object 62@(42@,25i) exists 
004D: jump_if_false @RYDER2_17995 
00D6: if 
8366:   not object 62@(42@,25i) damaged 
004D: jump_if_false @RYDER2_17995 
00D6: if 
04EA:   object 62@(42@,25i) in_cube_cornerA 2774.308 -2405.28 12.6803 cornerB 2801.607 -2430.073 15.3896 flag 0 
004D: jump_if_false @RYDER2_17995 
000A: 43@ += 1 
0006: 42@ = 25 

:RYDER2_17995
000A: 42@ += 1 
0002: jump @RYDER2_17871 

:RYDER2_18009
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @RYDER2_18161 
0209: 42@ = random_int_in_ranges 0 2 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @RYDER2_18104 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LH' // s$  // ~z~There's more outside!
04AE: $ACTOR_SPEECH_WAV_FILE = 33840 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
0002: jump @RYDER2_18147 

:RYDER2_18104
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LJ' // s$  // ~z~They got more crates outside, CJ!
04AE: $ACTOR_SPEECH_WAV_FILE = 33841 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  

:RYDER2_18147
0006: 55@ = 0 
000A: 202@ += 1 

:RYDER2_18161
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @RYDER2_18200 
0006: 203@ = 1 
0006: 35@ = 0 
000A: 34@ += 1 

:RYDER2_18200
0050: gosub @RYDER2_39981 
0085: 306@ = 127@ // (int) 
0050: gosub @RYDER2_36940 
0051: return 

:RYDER2_18224
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @RYDER2_18386 
0006: 278@ = 0 
0006: 279@ = 0 
0006: 280@ = 0 
0006: 281@ = 0 
0006: 42@ = 0 

:RYDER2_18277
00D6: if 
001B:   10 > 42@ 
004D: jump_if_false @RYDER2_18320 
0006: 282@(42@,10i) = 0 
000A: 42@ += 1 
0002: jump @RYDER2_18277 

:RYDER2_18320
0006: 292@ = 0 
0006: 293@ = 0 
0006: 304@ = 4 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_18365 
060B: set_actor $ACTOR_RYDER decision_maker_to 237@ 

:RYDER2_18365
0006: 49@ = 0 
0006: 292@ = 0 
000A: 35@ += 1 

:RYDER2_18386
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @RYDER2_18674 
0007: 296@ = 2765.999 
0007: 297@ = -2419.777 
0007: 298@ = 12.6396 
0395: clear_area 1 at 296@ 297@ 298@ radius 1.5 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2761.119 -2421.157 14.5289 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2762.002 -2420.691 14.4766 switchstyle 2 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_18599 
02AB: set_actor $ACTOR_RYDER immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0792: disembark_instantly_actor $ACTOR_RYDER 
00A1: put_actor $ACTOR_RYDER at 296@ 297@ 298@ 
0173: set_actor $ACTOR_RYDER Z_angle_to 270.0 
05D3: AS_actor $ACTOR_RYDER goto_point 2771.352 -2418.073 12.644 mode 6 time 5000 ms // versionA 

:RYDER2_18599
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_18660 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_ND' // s$  // ~z~C'mon, CJ, we got enough!
04AE: $ACTOR_SPEECH_WAV_FILE = 33851 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  

:RYDER2_18660
0006: 32@ = 0 
000A: 35@ += 1 

:RYDER2_18674
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @RYDER2_18732 
00D6: if and
0019:   32@ > 2500 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_18732 
000A: 35@ += 1 
0006: 32@ = 0 

:RYDER2_18732
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @RYDER2_19177 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_19069 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_19069 
0792: disembark_instantly_actor $ACTOR_RYDER 
0464: put_actor $ACTOR_RYDER into_turret_on_car 95@ at_car_offset 0.0 -3.0 0.9 position 2 shooting_angle_limit 180.0 with_weapon 0 
0151: remove_status_text $6891 
08AF: set_actor $ACTOR_RYDER max_health_to 350 
0223: set_actor $ACTOR_RYDER health_to 350 
0107: 94@ = create_object #NF_PED_COLL at 0.0 0.0 0.0 
0681: attach_object 94@ to_car 95@ with_offset -0.5 -2.0 0.0 rotation 0.0 0.0 0.0 
02AB: set_actor $ACTOR_RYDER immunities BP 1 FP 1 EP 1 CP 1 MP 1 
08D2: object 94@ scale_model 0.5 
09CA: set_object 94@ immunities BP 0 FP 1 EP 1 CP 1 MP 0 
0006: 299@ = 1000 
0006: 292@ = 1 
0006: 293@ = 1 
0615: define_AS_pack_begin 48@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 2000 ms 
0812: AS_actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 2000 // versionB 
0812: AS_actor -1 perform_animation "VAN_STAND" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 48@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 

:RYDER2_19069
015F: set_camera_position 2774.323 -2420.589 14.8944 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2773.441 -2420.132 14.7784 switchstyle 2 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_NB' // s$  // ~z~CJ, get up front and drive us outta here!
04AE: $ACTOR_SPEECH_WAV_FILE = 33849 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
0006: 32@ = 0 
000A: 35@ += 1 

:RYDER2_19177
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @RYDER2_19374 
00D6: if and
0019:   32@ > 2500 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_19374 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BC: show_text_highpriority GXT 'RY2_67' time 5000 flag 1  // ~s~Get in the ~b~van~s~.
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_19329 
0164: disable_marker 119@ 
0164: disable_marker 119@ 
0186: 119@ = create_marker_above_car 95@ 
07E0: set_marker 119@ type_to 1 
02AC: set_car 95@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0519: set_car 95@ locked 0 
09B0: set_car 95@ accessible_for_player_using_controller 1 
020A: set_car 95@ door_status_to 1 

:RYDER2_19329
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_19360 
02AB: set_actor $ACTOR_RYDER immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:RYDER2_19360
000A: 35@ += 1 
0006: 32@ = 0 

:RYDER2_19374
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @RYDER2_19786 
0006: 43@ = 0 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_19747 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_19452 
0006: 43@ = 1 
09AD: set_vehicle_camera_mode 3 
0002: jump @RYDER2_19747 

:RYDER2_19452
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @RYDER2_19747 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_19747 
00D6: if or
0019:   32@ > 30000 
0039:   43@ == 1 
004D: jump_if_false @RYDER2_19747 
0209: 42@ = random_int_in_ranges 0 3 
0871: init_jump_table 42@ total_jumps 3 default_jump 0 @RYDER2_19733 jumps 0 @RYDER2_19583 1 @RYDER2_19633 2 @RYDER2_19683 -1 @RYDER2_19733 -1 @RYDER2_19733 -1 @RYDER2_19733 -1 @RYDER2_19733 

:RYDER2_19583
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_NA' // s$  // ~z~OK, CJ, let's roll!
04AE: $ACTOR_SPEECH_WAV_FILE = 33848 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
0002: jump @RYDER2_19733 

:RYDER2_19633
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_NC' // s$  // ~z~You got the con, CJ, take us out!
04AE: $ACTOR_SPEECH_WAV_FILE = 33850 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
0002: jump @RYDER2_19733 

:RYDER2_19683
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_ND' // s$  // ~z~C'mon, CJ, we got enough!
04AE: $ACTOR_SPEECH_WAV_FILE = 33851 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
0002: jump @RYDER2_19733 

:RYDER2_19733
0006: 49@ = 1 
0006: 32@ = 0 

:RYDER2_19747
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @RYDER2_19786 
0006: 32@ = 0 
0006: 54@ = 0 
000A: 35@ += 1 

:RYDER2_19786
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @RYDER2_20804 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_20804 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_20804 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_20439 
0519: set_car 95@ locked 0 
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @RYDER2_19889 
0164: disable_marker 119@ 

:RYDER2_19889
0164: disable_marker 120@ 
00D6: if 
875C:   not marker 120@ enabled 
004D: jump_if_false @RYDER2_19946 
018A: 120@ = create_checkpoint_at 2454.626 -1972.534 12.5617 
00BC: show_text_highpriority GXT 'RY2_66' time 6000 flag 1  // ~s~Head to the lock up in ~y~Willowfield~s~.

:RYDER2_19946
0006: 32@ = 0 
0247: load_model #PATRIOT 
0247: load_model #ARMY 

:RYDER2_19963
00D6: if or
8248:   not model #PATRIOT available 
8248:   not model #ARMY available 
004D: jump_if_false @RYDER2_19995 
0001: wait 0 ms 
0002: jump @RYDER2_19963 

:RYDER2_19995
00A5: 96@ = create_car #PATRIOT at 2780.718 -2456.103 12.6354 
0175: set_car 96@ Z_angle_to 90.0 
01EC: make_car 96@ very_heavy 1 
020A: set_car 96@ door_status_to 0 
02AC: set_car 96@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 97@ = create_car #PATRIOT at 2780.557 -2493.346 12.6287 
0175: set_car 97@ Z_angle_to 90.0 
01EC: make_car 97@ very_heavy 1 
020A: set_car 97@ door_status_to 0 
02AC: set_car 97@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @RYDER2_20260 
0129: 113@ = create_actor_pedtype 24 model #ARMY in_car 96@ driverseat 
0688: AS_actor 113@ unknown_toggle_ped_threat_scanner 0 0 0 
00AE: set_car 96@ traffic_behaviour_to 1 
00AD: set_car 96@ max_speed_to 40.0 
02AC: set_car 96@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0423: set_car 96@ improved_handling_to 1.5 // (float) 
01EC: make_car 96@ very_heavy 1 
0224: set_car 96@ health_to 10 
01C8: 117@ = create_actor_pedtype 24 model #ARMY in_car 96@ passenger_seat 0 
077A: set_actor 117@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 117@ decision_maker_to 237@ 
01B2: give_actor 117@ weapon 22 ammo 999999 // Load the weapon model before using this 

:RYDER2_20260
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @RYDER2_20401 
0129: 114@ = create_actor_pedtype 24 model #ARMY in_car 97@ driverseat 
0688: AS_actor 114@ unknown_toggle_ped_threat_scanner 0 0 0 
00AE: set_car 97@ traffic_behaviour_to 2 
00AD: set_car 97@ max_speed_to 50.0 
02AC: set_car 97@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0423: set_car 97@ improved_handling_to 2.0 // (float) 
01EC: make_car 97@ very_heavy 1 
0224: set_car 97@ health_to 1300 
01C8: 118@ = create_actor_pedtype 24 model #ARMY in_car 97@ passenger_seat 0 
077A: set_actor 118@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 118@ decision_maker_to 237@ 
01B2: give_actor 118@ weapon 22 ammo 999999 // Load the weapon model before using this 

:RYDER2_20401
0249: release_model #PATRIOT 
0249: release_model #ARMY 
0006: 54@ = 0 
0006: 49@ = 0 
000A: 35@ += 1 
0002: jump @RYDER2_20804 

:RYDER2_20439
00D6: if 
0019:   54@ > 20000 
004D: jump_if_false @RYDER2_20804 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @RYDER2_20804 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_20804 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_RYDER radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @RYDER2_20804 
0209: 42@ = random_int_in_ranges 0 4 
0871: init_jump_table 42@ total_jumps 4 default_jump 0 @RYDER2_20797 jumps 0 @RYDER2_20597 1 @RYDER2_20647 2 @RYDER2_20697 3 @RYDER2_20747 -1 @RYDER2_20797 -1 @RYDER2_20797 -1 @RYDER2_20797 

:RYDER2_20597
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_NA' // s$  // ~z~OK, CJ, let's roll!
04AE: $ACTOR_SPEECH_WAV_FILE = 33848 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 1 0 1 0  
0002: jump @RYDER2_20797 

:RYDER2_20647
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_NB' // s$  // ~z~CJ, get up front and drive us outta here!
04AE: $ACTOR_SPEECH_WAV_FILE = 33849 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 1 0 1 0  
0002: jump @RYDER2_20797 

:RYDER2_20697
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_NC' // s$  // ~z~You got the con, CJ, take us out!
04AE: $ACTOR_SPEECH_WAV_FILE = 33850 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 1 0 1 0  
0002: jump @RYDER2_20797 

:RYDER2_20747
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_ND' // s$  // ~z~C'mon, CJ, we got enough!
04AE: $ACTOR_SPEECH_WAV_FILE = 33851 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 1 0 1 0  
0002: jump @RYDER2_20797 

:RYDER2_20797
0006: 54@ = 0 

:RYDER2_20804
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @RYDER2_20918 
0400: store_coords_to 248@ 249@ 250@ from_object 258@ with_offset 0.0 0.0 4.0 
0400: store_coords_to 251@ 252@ 253@ from_object 259@ with_offset 0.0 0.0 4.0 
00D6: if 
03CA:   object 258@ exists 
004D: jump_if_false @RYDER2_20904 
097B: play_audio_at_object 258@ event 1035 

:RYDER2_20904
0006: 32@ = 0 
000A: 35@ += 1 

:RYDER2_20918
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @RYDER2_21059 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @RYDER2_21059 
00D6: if and
034E: move_object 258@ to 248@ 249@ 250@ speed 0.0 0.0 0.2 collision_check 0 
034E: move_object 259@ to 251@ 252@ 253@ speed 0.0 0.0 0.15 collision_check 0 
004D: jump_if_false @RYDER2_21059 
00D6: if 
03CA:   object 258@ exists 
004D: jump_if_false @RYDER2_21052 
097B: play_audio_at_object 258@ event 1036 

:RYDER2_21052
000A: 35@ += 1 

:RYDER2_21059
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @RYDER2_21387 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @RYDER2_21103 
04BA: set_car 96@ speed_to 20.0 

:RYDER2_21103
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @RYDER2_21129 
04BA: set_car 97@ speed_to 20.0 

:RYDER2_21129
0006: 49@ = 0 
0006: 50@ = 0 
0006: 54@ = 0 
040D: unload_wav 1 
03CF: load_wav 33854 as 1 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @RYDER2_21231 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_21231 
00D6: if 
8118:   not actor 113@ dead 
004D: jump_if_false @RYDER2_21231 
06E1: AS_actor 113@ using_car 96@ target_car 95@ with_order 2 max_speed 50.0 traffic_flag 2 

:RYDER2_21231
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @RYDER2_21299 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_21299 
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @RYDER2_21299 
06E1: AS_actor 114@ using_car 97@ target_car 95@ with_order 4 max_speed 50.0 traffic_flag 2 

:RYDER2_21299
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @RYDER2_21373 
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @RYDER2_21373 
072F: enable_car 96@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path -1 // extended 03CC 
072F: enable_car 97@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path -1 // extended 03CC 

:RYDER2_21373
000A: 35@ += 1 
0006: 32@ = 0 

:RYDER2_21387
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @RYDER2_21554 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @RYDER2_21554 
0209: 42@ = random_int_in_ranges 0 2 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @RYDER2_21497 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_OA' // s$  // ~z~They got a storage garage up in Willowfield! GO!
04AE: $ACTOR_SPEECH_WAV_FILE = 33852 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 2 0  
0002: jump @RYDER2_21540 

:RYDER2_21497
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_OB' // s$  // ~z~LB's got us a spot in Willowfield - hit the gas!
04AE: $ACTOR_SPEECH_WAV_FILE = 33853 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 2 0  

:RYDER2_21540
0006: 32@ = 0 
000A: 35@ += 1 

:RYDER2_21554
00D6: if 
0039:   35@ == 11 
004D: jump_if_false @RYDER2_22311 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @RYDER2_22311 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_22311 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_22311 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @RYDER2_22311 
00D6: if 
0019:   54@ > 1000 
004D: jump_if_false @RYDER2_22311 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_22311 
0871: init_jump_table 50@ total_jumps 8 default_jump 0 @RYDER2_22304 jumps 0 @RYDER2_21806 1 @RYDER2_21876 2 @RYDER2_21946 3 @RYDER2_22016 4 @RYDER2_22086 5 @RYDER2_22163 6 @RYDER2_22233 
0872: jump_table_jumps 7 @RYDER2_22290 -1 @RYDER2_22304 -1 @RYDER2_22304 -1 @RYDER2_22304 -1 @RYDER2_22304 -1 @RYDER2_22304 -1 @RYDER2_22304 -1 @RYDER2_22304 -1 @RYDER2_22304 

:RYDER2_21806
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PA' // s$  // ~z~Damn, man, these idiots just don't give up!
04AE: $ACTOR_SPEECH_WAV_FILE = 33854 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 33855 as 2 
000A: 50@ += 1 
0002: jump @RYDER2_22304 

:RYDER2_21876
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PB' // s$  // ~z~What's happening back there?
04AE: $ACTOR_SPEECH_WAV_FILE = 33855 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 33856 as 1 
000A: 50@ += 1 
0002: jump @RYDER2_22304 

:RYDER2_21946
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PC' // s$  // ~z~These part time soldiers got a chip on their shoulders!
04AE: $ACTOR_SPEECH_WAV_FILE = 33856 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 33857 as 2 
000A: 50@ += 1 
0002: jump @RYDER2_22304 

:RYDER2_22016
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PD' // s$  // ~z~Nice rhymes, man.
04AE: $ACTOR_SPEECH_WAV_FILE = 33857 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 33858 as 1 
000A: 50@ += 1 
0002: jump @RYDER2_22304 

:RYDER2_22086
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PE' // s$  // ~z~Hey, we're real heavy, toss some crates!
04AE: $ACTOR_SPEECH_WAV_FILE = 33858 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 33859 as 2 
000A: 50@ += 1 
000A: 279@ += 1 
0002: jump @RYDER2_22304 

:RYDER2_22163
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PF' // s$  // ~z~A'ight, check it out.
04AE: $ACTOR_SPEECH_WAV_FILE = 33859 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 33860 as 1 
000A: 50@ += 1 
0002: jump @RYDER2_22304 

:RYDER2_22233
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PG' // s$  // ~z~Sound the horn, I'll throw a crate at 'em.
04AE: $ACTOR_SPEECH_WAV_FILE = 33860 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 1  
000A: 50@ += 1 
0002: jump @RYDER2_22304 

:RYDER2_22290
000A: 35@ += 1 
0002: jump @RYDER2_22304 

:RYDER2_22304
0006: 54@ = 0 

:RYDER2_22311
00D6: if 
0039:   35@ == 12 
004D: jump_if_false @RYDER2_22336 
000A: 35@ += 1 

:RYDER2_22336
00D6: if 
0039:   35@ == 13 
004D: jump_if_false @RYDER2_22414 
03E5: show_text_box 'RY2_72'  // Press ~k~~VEHICLE_HORN~ to make Ryder throw a box.
0006: 293@ = 0 
0006: 32@ = 0 
0006: 193@ = 0 
0006: 194@ = 0 
0006: 195@ = 0 
0006: 49@ = 0 
000A: 35@ += 1 

:RYDER2_22414
00D6: if 
0039:   35@ == 14 
004D: jump_if_false @RYDER2_24516 
00D6: if 
0039:   193@ == 0 
004D: jump_if_false @RYDER2_22499 
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @RYDER2_22499 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_22499 
053F: set_car 95@ tires_vulnerability 1 
0006: 193@ = 1 

:RYDER2_22499
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_22617 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_22617 
00D6: if 
01AF:   car 95@ sphere 1 in_sphere 2454.626 -1972.534 12.5617 radius 4.0 4.0 4.0 
004D: jump_if_false @RYDER2_22617 
00D6: if 
09D0:   car 95@ on_wheels 
004D: jump_if_false @RYDER2_22617 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 120@ 
0006: 35@ = 99 

:RYDER2_22617
00D6: if 
0735:   is_keyboard_key_pressed 137 
004D: jump_if_false @RYDER2_22669 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_22669 
00AB: put_car 95@ at 2454.626 -1972.534 12.5617 

:RYDER2_22669
00D6: if 
0039:   195@ == 0 
004D: jump_if_false @RYDER2_22832 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_22832 
00D6: if 
01AD:   car 95@ sphere 0 near_point 2454.626 -1972.534 radius 40.0 40.0 
004D: jump_if_false @RYDER2_22832 
00D6: if 
056E:   car 96@ defined 
004D: jump_if_false @RYDER2_22762 
01C3: remove_references_to_car 96@ 

:RYDER2_22762
00D6: if 
056D:   actor 113@ defined 
004D: jump_if_false @RYDER2_22783 
01C2: remove_references_to_actor 113@ // Like turning an actor into a random pedestrian 

:RYDER2_22783
00D6: if 
056E:   car 97@ defined 
004D: jump_if_false @RYDER2_22804 
01C3: remove_references_to_car 97@ 

:RYDER2_22804
00D6: if 
056D:   actor 114@ defined 
004D: jump_if_false @RYDER2_22825 
01C2: remove_references_to_actor 114@ // Like turning an actor into a random pedestrian 

:RYDER2_22825
000A: 195@ += 1 

:RYDER2_22832
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @RYDER2_24310 
00D6: if 
0019:   32@ > 20000 
004D: jump_if_false @RYDER2_24310 
00D6: if 
8039:   not  194@ == 99 
004D: jump_if_false @RYDER2_24310 
00D6: if 
0019:   54@ > 1000 
004D: jump_if_false @RYDER2_24310 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_24310 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_24310 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_RYDER radius 15.0 15.0 5.0 sphere 0 
004D: jump_if_false @RYDER2_24310 
0871: init_jump_table 194@ total_jumps 10 default_jump 0 @RYDER2_24310 jumps 0 @RYDER2_23101 1 @RYDER2_23178 2 @RYDER2_23306 3 @RYDER2_23434 4 @RYDER2_23562 5 @RYDER2_23690 6 @RYDER2_23818 
0872: jump_table_jumps 7 @RYDER2_23946 8 @RYDER2_24074 9 @RYDER2_24202 -1 @RYDER2_24310 -1 @RYDER2_24310 -1 @RYDER2_24310 -1 @RYDER2_24310 -1 @RYDER2_24310 -1 @RYDER2_24310 

:RYDER2_23101
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SA' // s$  // ~z~I ain't rolling with you no more, man, 'til you off that water, homie.
04AE: $ACTOR_SPEECH_WAV_FILE = 33866 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0  
040D: unload_wav 2 
03CF: load_wav 33867 as 2 
000A: 194@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_24310 

:RYDER2_23178
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SB' // s$  // ~z~It mess with your mind.
04AE: $ACTOR_SPEECH_WAV_FILE = 33867 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_23246 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1  
0002: jump @RYDER2_23272 

:RYDER2_23246
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 0  
0006: 49@ = 0 

:RYDER2_23272
040D: unload_wav 1 
03CF: load_wav 33868 as 1 
000A: 194@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_24310 

:RYDER2_23306
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SC' // s$  // ~z~Whatever you say, fool. You don't know what's going on.
04AE: $ACTOR_SPEECH_WAV_FILE = 33868 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_23374 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 1  
0002: jump @RYDER2_23400 

:RYDER2_23374
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
0006: 49@ = 0 

:RYDER2_23400
040D: unload_wav 2 
03CF: load_wav 33869 as 2 
000A: 194@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_24310 

:RYDER2_23434
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SD' // s$  // ~z~And what that mean?
04AE: $ACTOR_SPEECH_WAV_FILE = 33869 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_23502 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1  
0002: jump @RYDER2_23528 

:RYDER2_23502
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 0  
0006: 49@ = 0 

:RYDER2_23528
040D: unload_wav 1 
03CF: load_wav 33870 as 1 
000A: 194@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_24310 

:RYDER2_23562
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SE' // s$  // ~z~I ain't listening to no more of your bullshit.
04AE: $ACTOR_SPEECH_WAV_FILE = 33870 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_23630 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 1  
0002: jump @RYDER2_23656 

:RYDER2_23630
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
0006: 49@ = 0 

:RYDER2_23656
040D: unload_wav 2 
03CF: load_wav 33871 as 2 
000A: 194@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_24310 

:RYDER2_23690
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SF' // s$  // ~z~We got the guns. You ain't no gangster, homie.
04AE: $ACTOR_SPEECH_WAV_FILE = 33871 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_23758 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 2 1  
0002: jump @RYDER2_23784 

:RYDER2_23758
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 2 0  
0006: 49@ = 0 

:RYDER2_23784
040D: unload_wav 1 
03CF: load_wav 33872 as 1 
000A: 194@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_24310 

:RYDER2_23818
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SG' // s$  // ~z~You want it smooth? You don't want no trouble. I keep it real.
04AE: $ACTOR_SPEECH_WAV_FILE = 33872 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_23886 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 1  
0002: jump @RYDER2_23912 

:RYDER2_23886
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
0006: 49@ = 0 

:RYDER2_23912
040D: unload_wav 2 
03CF: load_wav 33873 as 2 
000A: 194@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_24310 

:RYDER2_23946
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SH' // s$  // ~z~You wouldn't know real if it came and hit you in your cheeks, homie,
04AE: $ACTOR_SPEECH_WAV_FILE = 33873 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_24014 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1  
0002: jump @RYDER2_24040 

:RYDER2_24014
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 0  
0006: 49@ = 0 

:RYDER2_24040
040D: unload_wav 1 
03CF: load_wav 33874 as 1 
000A: 194@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_24310 

:RYDER2_24074
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SJ' // s$  // ~z~which it could do, if it gave you a hit first.
04AE: $ACTOR_SPEECH_WAV_FILE = 33874 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_24142 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1  
0002: jump @RYDER2_24168 

:RYDER2_24142
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0  
0006: 49@ = 0 

:RYDER2_24168
040D: unload_wav 2 
03CF: load_wav 33875 as 2 
000A: 194@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_24310 

:RYDER2_24202
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SK' // s$  // ~z~I ain't listening to you, Carl.
04AE: $ACTOR_SPEECH_WAV_FILE = 33875 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_24270 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 2 1  
0002: jump @RYDER2_24296 

:RYDER2_24270
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 2 0  
0006: 49@ = 0 

:RYDER2_24296
0006: 194@ = 99 
0002: jump @RYDER2_24310 

:RYDER2_24310
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @RYDER2_24516 
00D6: if and
8019:   not  194@ > 0 
802B:   not  99 >= 194@ 
004D: jump_if_false @RYDER2_24516 
00D6: if 
0039:   304@ == 0 
004D: jump_if_false @RYDER2_24516 
0006: 293@ = 1 
0209: 42@ = random_int_in_ranges 0 2 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @RYDER2_24459 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_RA' // s$  // ~z~I ain't throwing no more, we gotta keep some!
04AE: $ACTOR_SPEECH_WAV_FILE = 33864 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
0006: 49@ = 1 
0002: jump @RYDER2_24509 

:RYDER2_24459
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_RB' // s$  // ~z~Sorry, CJ, but we gotta keep some of these crates!
04AE: $ACTOR_SPEECH_WAV_FILE = 33865 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
0006: 49@ = 1 

:RYDER2_24509
000E: 304@ -= 1 

:RYDER2_24516
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @RYDER2_24580 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_24580 
00D6: if 
01C1:   car 95@ stopped 
004D: jump_if_false @RYDER2_24580 
0006: 35@ = 0 
000A: 34@ += 1 

:RYDER2_24580
0050: gosub @RYDER2_36940 
00D6: if 
03CA:   object 94@ exists 
004D: jump_if_false @RYDER2_24861 
071E: get_object 94@ health_to 42@ 
00D6: if 
001D:   299@ > 42@ // (int) 
004D: jump_if_false @RYDER2_24848 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_24848 
0226: 42@ = actor $ACTOR_RYDER health 
000A: 42@ += -17 
00D6: if 
001B:   1 > 42@ 
004D: jump_if_false @RYDER2_24686 
0006: 42@ = 1 

:RYDER2_24686
0223: set_actor $ACTOR_RYDER health_to 42@ 
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @RYDER2_24717 
05BE: AS_actor $ACTOR_RYDER die 

:RYDER2_24717
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $ACTOR_RYDER with_offset 0.5 0.2 0.4 
0208: 207@ = random_float_in_ranges -1.0 1.0 
0208: 208@ = random_float_in_ranges -1.0 1.0 
0208: 209@ = random_float_in_ranges -1.0 1.0 
00D6: if 
056D:   actor $ACTOR_RYDER defined 
004D: jump_if_false @RYDER2_24848 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_24848 
09B8: create_blood_gush_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 with_offset 207@ 208@ 209@ density 20 on_actor $ACTOR_RYDER 

:RYDER2_24848
0900: clear_object 94@ last_weapon_damage 
071E: get_object 94@ health_to 299@ 

:RYDER2_24861
00D6: if 
0039:   292@ == 1 
004D: jump_if_false @RYDER2_27193 
00D6: if 
0039:   293@ == 0 
004D: jump_if_false @RYDER2_25018 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_25018 
00D6: if 
0039:   280@ == 0 
004D: jump_if_false @RYDER2_24994 
00D6: if 
00E1:   player 0 pressed_key 18 
004D: jump_if_false @RYDER2_24987 
0006: 280@ = 1 
00D6: if or
0039:   279@ == 0 
0039:   279@ == 3 
004D: jump_if_false @RYDER2_24987 
000A: 279@ += 1 

:RYDER2_24987
0002: jump @RYDER2_25018 

:RYDER2_24994
00D6: if 
80E1:   not player 0 pressed_key 18 
004D: jump_if_false @RYDER2_25018 
0006: 280@ = 0 

:RYDER2_25018
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_25084 
0174: $TEMPVAR_ANGLE = car 95@ Z_angle 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_25076 
0009: $TEMPVAR_ANGLE += 180.0 
0173: set_actor $ACTOR_RYDER Z_angle_to $TEMPVAR_ANGLE 

:RYDER2_25076
06BE: 274@ = car 95@ y_angle 

:RYDER2_25084
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_25108 
0174: 275@ = car 95@ Z_angle 

:RYDER2_25108
0087: 277@ = 275@ // (float) 
0063: 277@ -= 276@ // (float) 
00D6: if 
0023:   -180.0 > 277@ 
004D: jump_if_false @RYDER2_25155 
000B: 277@ += 360.0 

:RYDER2_25155
00D6: if 
0021:   277@ > 180.0 
004D: jump_if_false @RYDER2_25186 
000B: 277@ += -360.0 

:RYDER2_25186
0087: 276@ = 275@ // (float) 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_27193 
00D6: if 
0039:   279@ == 0 
004D: jump_if_false @RYDER2_25850 
00D6: if 
0023:   -60.0 > 274@ 
004D: jump_if_false @RYDER2_25320 
00D6: if 
8039:   not  278@ == 1 
004D: jump_if_false @RYDER2_25313 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_FALL_L" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 1 

:RYDER2_25313
0002: jump @RYDER2_25843 

:RYDER2_25320
00D6: if 
0021:   274@ > 60.0 
004D: jump_if_false @RYDER2_25412 
00D6: if 
8039:   not  278@ == 2 
004D: jump_if_false @RYDER2_25405 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_FALL_R" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 2 

:RYDER2_25405
0002: jump @RYDER2_25843 

:RYDER2_25412
00D6: if 
0023:   -5.0 > 274@ 
004D: jump_if_false @RYDER2_25504 
00D6: if 
8039:   not  278@ == 3 
004D: jump_if_false @RYDER2_25497 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_LEAN_L" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 3 

:RYDER2_25497
0002: jump @RYDER2_25843 

:RYDER2_25504
00D6: if 
0021:   274@ > 5.0 
004D: jump_if_false @RYDER2_25596 
00D6: if 
8039:   not  278@ == 4 
004D: jump_if_false @RYDER2_25589 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_LEAN_R" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 4 

:RYDER2_25589
0002: jump @RYDER2_25843 

:RYDER2_25596
00D6: if 
0023:   -2.0 > 277@ 
004D: jump_if_false @RYDER2_25688 
00D6: if 
8039:   not  278@ == 4 
004D: jump_if_false @RYDER2_25681 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_LEAN_R" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 4 

:RYDER2_25681
0002: jump @RYDER2_25843 

:RYDER2_25688
00D6: if 
0021:   277@ > 2.0 
004D: jump_if_false @RYDER2_25780 
00D6: if 
8039:   not  278@ == 3 
004D: jump_if_false @RYDER2_25773 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_LEAN_L" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 3 

:RYDER2_25773
0002: jump @RYDER2_25843 

:RYDER2_25780
00D6: if 
8039:   not  278@ == 0 
004D: jump_if_false @RYDER2_25843 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_STAND" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 0 

:RYDER2_25843
0002: jump @RYDER2_27193 

:RYDER2_25850
00D6: if 
0039:   279@ == 1 
004D: jump_if_false @RYDER2_26070 
00D6: if 
8039:   not  278@ == 5 
004D: jump_if_false @RYDER2_25941 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_PICKUP_S" IFP "RYDER" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 278@ = 5 
0002: jump @RYDER2_26070 

:RYDER2_25941
062E: get_actor $ACTOR_RYDER task 2066 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_26070 
00A0: store_actor $ACTOR_RYDER position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0107: 281@ = create_object #CM_BOX at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
070A: AS_actor $ACTOR_RYDER attach_to_object 281@ offset -0.096 0.246 0.142 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 
0382: set_object 281@ collision_detection 0 
000E: 306@ -= 1 
000E: 304@ -= 1 
000A: 279@ += 1 

:RYDER2_26070
00D6: if 
0039:   279@ == 2 
004D: jump_if_false @RYDER2_26197 
00D6: if 
8039:   not  278@ == 6 
004D: jump_if_false @RYDER2_26161 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_PICKUP_E" IFP "RYDER" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 278@ = 6 
0002: jump @RYDER2_26197 

:RYDER2_26161
062E: get_actor $ACTOR_RYDER task 2066 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_26197 
000A: 279@ += 1 

:RYDER2_26197
00D6: if 
0039:   279@ == 3 
004D: jump_if_false @RYDER2_26868 
00D6: if 
0023:   -60.0 > 274@ 
004D: jump_if_false @RYDER2_26321 
00D6: if 
8039:   not  278@ == 1 
004D: jump_if_false @RYDER2_26314 
0050: gosub @RYDER2_39790 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_FALL_L" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 1 
0006: 279@ = 0 

:RYDER2_26314
0002: jump @RYDER2_26868 

:RYDER2_26321
00D6: if 
0021:   274@ > 60.0 
004D: jump_if_false @RYDER2_26427 
00D6: if 
8039:   not  278@ == 2 
004D: jump_if_false @RYDER2_26420 
0050: gosub @RYDER2_39790 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_FALL_R" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 2 
0006: 279@ = 0 

:RYDER2_26420
0002: jump @RYDER2_26868 

:RYDER2_26427
00D6: if 
0023:   -5.0 > 274@ 
004D: jump_if_false @RYDER2_26520 
00D6: if 
8039:   not  278@ == 7 
004D: jump_if_false @RYDER2_26513 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_CRATE_R" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 7 

:RYDER2_26513
0002: jump @RYDER2_26868 

:RYDER2_26520
00D6: if 
0021:   274@ > 5.0 
004D: jump_if_false @RYDER2_26613 
00D6: if 
8039:   not  278@ == 8 
004D: jump_if_false @RYDER2_26606 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_CRATE_L" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 8 

:RYDER2_26606
0002: jump @RYDER2_26868 

:RYDER2_26613
00D6: if 
0023:   -2.0 > 277@ 
004D: jump_if_false @RYDER2_26706 
00D6: if 
8039:   not  278@ == 7 
004D: jump_if_false @RYDER2_26699 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_CRATE_R" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 7 

:RYDER2_26699
0002: jump @RYDER2_26868 

:RYDER2_26706
00D6: if 
0021:   277@ > 2.0 
004D: jump_if_false @RYDER2_26799 
00D6: if 
8039:   not  278@ == 8 
004D: jump_if_false @RYDER2_26792 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_CRATE_L" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 8 

:RYDER2_26792
0002: jump @RYDER2_26868 

:RYDER2_26799
00D6: if 
8039:   not  278@ == 9 
004D: jump_if_false @RYDER2_26868 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_STAND_CRATE" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 9 

:RYDER2_26868
00D6: if 
0039:   279@ == 4 
004D: jump_if_false @RYDER2_27037 
00D6: if 
8039:   not  278@ == 10 
004D: jump_if_false @RYDER2_26956 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_THROW" IFP "RYDER" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 278@ = 10 
0002: jump @RYDER2_27037 

:RYDER2_26956
00D6: if 
0611:   actor $ACTOR_RYDER performing_animation "VAN_THROW" 
004D: jump_if_false @RYDER2_27037 
0613: 45@ = actor $ACTOR_RYDER animation "VAN_THROW" time 
00D6: if 
0021:   45@ > 0.292 
004D: jump_if_false @RYDER2_27037 
0050: gosub @RYDER2_39790 
000A: 279@ += 1 

:RYDER2_27037
00D6: if 
0039:   279@ == 5 
004D: jump_if_false @RYDER2_27193 
062E: get_actor $ACTOR_RYDER task 2066 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_27193 
00D6: if 
8039:   not  278@ == 0 
004D: jump_if_false @RYDER2_27147 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_STAND" IFP "RYDER" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 0 

:RYDER2_27147
00D6: if 
0019:   304@ > 0 
004D: jump_if_false @RYDER2_27179 
0006: 279@ = 1 
0002: jump @RYDER2_27193 

:RYDER2_27179
0006: 279@ = 0 
0006: 293@ = 1 

:RYDER2_27193
00D6: if 
8039:   not  292@ == 0 
004D: jump_if_false @RYDER2_27270 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_27270 
0226: 42@ = actor $ACTOR_RYDER health 
00D6: if 
001B:   100 > 42@ 
004D: jump_if_false @RYDER2_27270 
0465: remove_actor $ACTOR_RYDER from_turret_mode 
05BE: AS_actor $ACTOR_RYDER die 
0006: 292@ = 0 

:RYDER2_27270
0006: 42@ = 0 

:RYDER2_27277
00D6: if 
001B:   5 > 42@ 
004D: jump_if_false @RYDER2_27634 
00D6: if 
03CA:   object 282@(42@,10i) exists 
004D: jump_if_false @RYDER2_27620 
00D6: if 
03CA:   object 282@(42@,10i) exists 
004D: jump_if_false @RYDER2_27414 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @RYDER2_27414 
00D6: if 
0897:   car 96@ collided_with_object 282@(42@,10i) 
004D: jump_if_false @RYDER2_27414 
01BB: store_object 282@(42@,10i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0108: destroy_object 282@(42@,10i) 
020C: create_explosion_with_radius 11 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:RYDER2_27414
00D6: if 
03CA:   object 282@(42@,10i) exists 
004D: jump_if_false @RYDER2_27513 
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @RYDER2_27513 
00D6: if 
0897:   car 97@ collided_with_object 282@(42@,10i) 
004D: jump_if_false @RYDER2_27513 
01BB: store_object 282@(42@,10i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0108: destroy_object 282@(42@,10i) 
020C: create_explosion_with_radius 11 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:RYDER2_27513
00D6: if 
03CA:   object 282@(42@,10i) exists 
004D: jump_if_false @RYDER2_27620 
071E: get_object 282@(42@,10i) health_to 43@ 
00D6: if 
001B:   950 > 43@ 
004D: jump_if_false @RYDER2_27620 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_27620 
01BB: store_object 282@(42@,10i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0108: destroy_object 282@(42@,10i) 
020C: create_explosion_with_radius 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:RYDER2_27620
000A: 42@ += 1 
0002: jump @RYDER2_27277 

:RYDER2_27634
00D6: if 
0019:   35@ > 4 
004D: jump_if_false @RYDER2_27803 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_27803 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_27751 
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @RYDER2_27708 
0164: disable_marker 119@ 

:RYDER2_27708
00D6: if 
875C:   not marker 120@ enabled 
004D: jump_if_false @RYDER2_27744 
018A: 120@ = create_checkpoint_at 2454.626 -1972.534 12.5617 

:RYDER2_27744
0002: jump @RYDER2_27803 

:RYDER2_27751
00D6: if 
875C:   not marker 119@ enabled 
004D: jump_if_false @RYDER2_27782 
0186: 119@ = create_marker_above_car 95@ 
07E0: set_marker 119@ type_to 1 

:RYDER2_27782
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @RYDER2_27803 
0164: disable_marker 120@ 

:RYDER2_27803
00D6: if 
0029:   35@ >= 13 
004D: jump_if_false @RYDER2_28235 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_28235 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_28235 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @RYDER2_28235 
00D6: if and
8019:   not  194@ > 0 
802B:   not  99 >= 194@ 
004D: jump_if_false @RYDER2_28235 
00D6: if 
0019:   54@ > 15000 
004D: jump_if_false @RYDER2_28235 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_28235 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_28235 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_RYDER radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @RYDER2_28235 
0209: 42@ = random_int_in_ranges 0 3 
0871: init_jump_table 42@ total_jumps 3 default_jump 0 @RYDER2_28228 jumps 0 @RYDER2_28057 1 @RYDER2_28114 2 @RYDER2_28171 -1 @RYDER2_28228 -1 @RYDER2_28228 -1 @RYDER2_28228 -1 @RYDER2_28228 

:RYDER2_28057
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_QA' // s$  // ~z~Where you going? Buster! BUSTER!
04AE: $ACTOR_SPEECH_WAV_FILE = 33861 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
0006: 49@ = 1 
0002: jump @RYDER2_28228 

:RYDER2_28114
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_QB' // s$  // ~z~Man, I knew you was a buster all along!
04AE: $ACTOR_SPEECH_WAV_FILE = 33862 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
0006: 49@ = 1 
0002: jump @RYDER2_28228 

:RYDER2_28171
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_QC' // s$  // ~z~You ain't changed, CJ. Buster! Still a busta!
04AE: $ACTOR_SPEECH_WAV_FILE = 33863 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
0006: 49@ = 1 
0002: jump @RYDER2_28228 

:RYDER2_28228
0006: 54@ = 0 

:RYDER2_28235
00D6: if 
0039:   38@ == 4 
004D: jump_if_false @RYDER2_28788 
00D6: if 
056E:   car 96@ defined 
004D: jump_if_false @RYDER2_28788 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @RYDER2_28788 
00D6: if 
8118:   not actor 113@ dead 
004D: jump_if_false @RYDER2_28357 
00D6: if 
80DB:   not actor 113@ in_car 96@ 
004D: jump_if_false @RYDER2_28357 
062E: get_actor 113@ task 1506 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_28357 
05E2: AS_actor 113@ kill_actor $PLAYER_ACTOR 

:RYDER2_28357
00D6: if 
8118:   not actor 117@ dead 
004D: jump_if_false @RYDER2_28788 
00D6: if 
00DB:   actor 117@ in_car 96@ 
004D: jump_if_false @RYDER2_28751 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_28744 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_28580 
02E3: 45@ = car 95@ speed 
00D6: if 
0023:   5.0 > 45@ 
004D: jump_if_false @RYDER2_28573 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_28573 
00D6: if 
0104:   actor 117@ near_actor $ACTOR_RYDER radius 40.0 40.0 20.0 sphere 0 
004D: jump_if_false @RYDER2_28573 
062E: get_actor 117@ task 1811 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_28573 
0713: actor 117@ driveby_actor -1 car 95@ point 0.0 0.0 0.0 radius 100.0 8 1 firing_rate 40 

:RYDER2_28573
0002: jump @RYDER2_28744 

:RYDER2_28580
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 96@ 
004D: jump_if_false @RYDER2_28707 
00D6: if 
0104:   actor 117@ near_actor $PLAYER_ACTOR radius 40.0 40.0 20.0 sphere 0 
004D: jump_if_false @RYDER2_28700 
062E: get_actor 117@ task 1811 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_28700 
0713: actor 117@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 8 1 firing_rate 40 

:RYDER2_28700
0002: jump @RYDER2_28744 

:RYDER2_28707
062E: get_actor 117@ task 1506 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_28744 
05E2: AS_actor 117@ kill_actor $PLAYER_ACTOR 

:RYDER2_28744
0002: jump @RYDER2_28788 

:RYDER2_28751
062E: get_actor 117@ task 1506 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_28788 
05E2: AS_actor 117@ kill_actor $PLAYER_ACTOR 

:RYDER2_28788
00D6: if 
0039:   38@ == 8 
004D: jump_if_false @RYDER2_29341 
00D6: if 
056E:   car 97@ defined 
004D: jump_if_false @RYDER2_29341 
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @RYDER2_29341 
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @RYDER2_28910 
00D6: if 
80DB:   not actor 114@ in_car 97@ 
004D: jump_if_false @RYDER2_28910 
062E: get_actor 114@ task 1506 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_28910 
05E2: AS_actor 114@ kill_actor $PLAYER_ACTOR 

:RYDER2_28910
00D6: if 
8118:   not actor 118@ dead 
004D: jump_if_false @RYDER2_29341 
00D6: if 
00DB:   actor 118@ in_car 97@ 
004D: jump_if_false @RYDER2_29304 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_29297 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_29133 
02E3: 45@ = car 95@ speed 
00D6: if 
0023:   5.0 > 45@ 
004D: jump_if_false @RYDER2_29126 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_29126 
00D6: if 
0104:   actor 118@ near_actor $ACTOR_RYDER radius 40.0 40.0 20.0 sphere 0 
004D: jump_if_false @RYDER2_29126 
062E: get_actor 118@ task 1811 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_29126 
0713: actor 118@ driveby_actor -1 car 95@ point 0.0 0.0 0.0 radius 100.0 8 1 firing_rate 60 

:RYDER2_29126
0002: jump @RYDER2_29297 

:RYDER2_29133
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 97@ 
004D: jump_if_false @RYDER2_29260 
00D6: if 
0104:   actor 118@ near_actor $PLAYER_ACTOR radius 40.0 40.0 20.0 sphere 0 
004D: jump_if_false @RYDER2_29253 
062E: get_actor 118@ task 1811 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_29253 
0713: actor 118@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 8 1 firing_rate 60 

:RYDER2_29253
0002: jump @RYDER2_29297 

:RYDER2_29260
062E: get_actor 118@ task 1506 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_29297 
05E2: AS_actor 118@ kill_actor $PLAYER_ACTOR 

:RYDER2_29297
0002: jump @RYDER2_29341 

:RYDER2_29304
062E: get_actor 118@ task 1506 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_29341 
05E2: AS_actor 118@ kill_actor $PLAYER_ACTOR 

:RYDER2_29341
00D6: if and
0039:   38@ == 0 
0019:   35@ > 10 
004D: jump_if_false @RYDER2_29821 
00D6: if 
056E:   car 96@ defined 
004D: jump_if_false @RYDER2_29821 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @RYDER2_29821 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_29821 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 95@ with_offset 0.0 -20.0 0.0 
00D6: if 
81AD:   not car 96@ sphere 0 near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 radius 40.0 40.0 
004D: jump_if_false @RYDER2_29821 
00D6: if 
82CA:   not car 96@ bounding_sphere_visible 
004D: jump_if_false @RYDER2_29821 
0006: 42@ = 1 
0006: 43@ = 0 

:RYDER2_29507
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @RYDER2_29706 
04D3: get_nearest_car_path_coords_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 42@ store_to 207@ 208@ 209@ 
00D6: if and
80C2:   not sphere_onscreen 207@ 208@ 209@ radius 5.0 
838A:   not any_car_in_cube_cornerA 207@ 208@ 209@ cornerB 5.0 5.0 5.0 
004D: jump_if_false @RYDER2_29667 
0509: 45@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 207@ 208@ 
00D6: if 
0021:   45@ > 30.0 
004D: jump_if_false @RYDER2_29653 
0006: 43@ = -1 
0002: jump @RYDER2_29660 

:RYDER2_29653
0006: 43@ = 1 

:RYDER2_29660
0002: jump @RYDER2_29699 

:RYDER2_29667
000A: 42@ += 1 
00D6: if 
0019:   42@ > 10 
004D: jump_if_false @RYDER2_29699 
0006: 43@ = -1 

:RYDER2_29699
0002: jump @RYDER2_29507 

:RYDER2_29706
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @RYDER2_29821 
00AA: store_car 95@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 294@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 294@ -= 207@ // (float) 
0089: 295@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 295@ -= 208@ // (float) 
0604: get_Z_angle_for_point 294@ 295@ store_to $TEMPVAR_ANGLE 
0395: clear_area 1 at 207@ 208@ 209@ radius 5.0 
00AB: put_car 96@ at 207@ 208@ 209@ 
0175: set_car 96@ Z_angle_to $TEMPVAR_ANGLE 

:RYDER2_29821
00D6: if and
0039:   38@ == 1 
0019:   35@ > 10 
004D: jump_if_false @RYDER2_30301 
00D6: if 
056E:   car 97@ defined 
004D: jump_if_false @RYDER2_30301 
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @RYDER2_30301 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_30301 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 95@ with_offset 0.0 -20.0 0.0 
00D6: if 
81AD:   not car 97@ sphere 0 near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 radius 40.0 40.0 
004D: jump_if_false @RYDER2_30301 
00D6: if 
82CA:   not car 97@ bounding_sphere_visible 
004D: jump_if_false @RYDER2_30301 
0006: 42@ = 1 
0006: 43@ = 0 

:RYDER2_29987
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @RYDER2_30186 
04D3: get_nearest_car_path_coords_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 42@ store_to 207@ 208@ 209@ 
00D6: if and
80C2:   not sphere_onscreen 207@ 208@ 209@ radius 5.0 
838A:   not any_car_in_cube_cornerA 207@ 208@ 209@ cornerB 5.0 5.0 5.0 
004D: jump_if_false @RYDER2_30147 
0509: 45@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 207@ 208@ 
00D6: if 
0021:   45@ > 30.0 
004D: jump_if_false @RYDER2_30133 
0006: 43@ = -1 
0002: jump @RYDER2_30140 

:RYDER2_30133
0006: 43@ = 1 

:RYDER2_30140
0002: jump @RYDER2_30179 

:RYDER2_30147
000A: 42@ += 1 
00D6: if 
0019:   42@ > 10 
004D: jump_if_false @RYDER2_30179 
0006: 43@ = -1 

:RYDER2_30179
0002: jump @RYDER2_29987 

:RYDER2_30186
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @RYDER2_30301 
00AA: store_car 95@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 294@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 294@ -= 207@ // (float) 
0089: 295@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 295@ -= 208@ // (float) 
0604: get_Z_angle_for_point 294@ 295@ store_to $TEMPVAR_ANGLE 
0395: clear_area 1 at 207@ 208@ 209@ radius 5.0 
00AB: put_car 97@ at 207@ 208@ 209@ 
0175: set_car 97@ Z_angle_to $TEMPVAR_ANGLE 

:RYDER2_30301
0051: return 

:RYDER2_30303
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @RYDER2_31011 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:RYDER2_30335
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_30359 
0001: wait 0 ms 
0002: jump @RYDER2_30335 

:RYDER2_30359
0247: load_model #FAM1 
0247: load_model #FAM2 

:RYDER2_30367
00D6: if or
8248:   not model #FAM1 available 
8248:   not model #FAM2 available 
004D: jump_if_false @RYDER2_30397 
0001: wait 0 ms 
0002: jump @RYDER2_30367 

:RYDER2_30397
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_30443 
00AB: put_car 95@ at 2455.708 -1972.858 12.5469 
0175: set_car 95@ Z_angle_to 343.4514 

:RYDER2_30443
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.1 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_30475 
0687: clear_actor $ACTOR_RYDER task 

:RYDER2_30475
0395: clear_area 1 at 2447.901 -1980.542 12.8338 radius 20.0 
015F: set_camera_position 2447.901 -1980.542 12.8338 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2448.484 -1979.735 12.929 switchstyle 2 
00D6: if 
8118:   not actor 113@ dead 
004D: jump_if_false @RYDER2_30571 
009B: destroy_actor 113@ 

:RYDER2_30571
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @RYDER2_30592 
009B: destroy_actor 114@ 

:RYDER2_30592
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @RYDER2_30613 
00A6: destroy_car 96@ 

:RYDER2_30613
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @RYDER2_30634 
00A6: destroy_car 97@ 

:RYDER2_30634
009A: 115@ = create_actor_pedtype 4 model #FAM1 at 2448.476 -1980.751 12.5947 
009A: 116@ = create_actor_pedtype 4 model #FAM2 at 2447.553 -1979.883 12.5947 
0173: set_actor 115@ Z_angle_to 316.4611 
0173: set_actor 116@ Z_angle_to 319.2614 
060B: set_actor 115@ decision_maker_to 237@ 
060B: set_actor 116@ decision_maker_to 237@ 
0249: release_model #FAM1 
0249: release_model #FAM2 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_30872 
0465: remove_actor $ACTOR_RYDER from_turret_mode 
0792: disembark_instantly_actor $ACTOR_RYDER 
00D6: if 
03CA:   object 281@ exists 
004D: jump_if_false @RYDER2_30773 
0108: destroy_object 281@ 

:RYDER2_30773
00A1: put_actor $ACTOR_RYDER at 2453.002 -1976.576 12.5469 
0173: set_actor $ACTOR_RYDER Z_angle_to 5.1526 
0245: set_actor $ACTOR_RYDER walk_style_to "GANG1" 
0615: define_AS_pack_begin 48@ 
05D3: AS_actor -1 goto_point 2452.702 -1972.939 12.5469 mode 4 time 10000 ms // versionA 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 3000 ms 
0616: define_AS_pack_end 48@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 

:RYDER2_30872
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2452.29 -1971.682 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 153.4741 
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @RYDER2_30934 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 115@ 4000 ms 

:RYDER2_30934
040D: unload_wav 1 
040D: unload_wav 2 
0004: $AUDIO_LINE_IS_ACTIVE = 0 
00BE: text_clear_all 
0006: 49@ = 0 
0006: 54@ = 1000 
0006: 32@ = 0 
016A: fade 1 time 500 

:RYDER2_30980
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_31004 
0001: wait 0 ms 
0002: jump @RYDER2_30980 

:RYDER2_31004
000A: 35@ += 1 

:RYDER2_31011
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @RYDER2_31740 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_31740 
00D6: if 
0019:   54@ > 1000 
004D: jump_if_false @RYDER2_31740 
0871: init_jump_table 49@ total_jumps 4 default_jump 0 @RYDER2_31740 jumps 0 @RYDER2_31129 1 @RYDER2_31288 2 @RYDER2_31365 3 @RYDER2_31579 -1 @RYDER2_31740 -1 @RYDER2_31740 -1 @RYDER2_31740 

:RYDER2_31129
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_TA' // s$  // ~z~That shit was tight!
04AE: $ACTOR_SPEECH_WAV_FILE = 33876 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
040D: unload_wav 2 
03CF: load_wav 33877 as 2 
000A: 49@ += 1 
0006: 54@ = 0 
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @RYDER2_31240 
05D3: AS_actor 115@ goto_point 2451.915 -1977.506 12.5947 mode 4 time 10000 ms // versionA 

:RYDER2_31240
00D6: if 
8118:   not actor 116@ dead 
004D: jump_if_false @RYDER2_31281 
05D3: AS_actor 116@ goto_point 2450.546 -1976.361 12.5947 mode 4 time 10000 ms // versionA 

:RYDER2_31281
0002: jump @RYDER2_31740 

:RYDER2_31288
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_TB' // s$  // ~z~Tight? Man, that shit was shit.
04AE: $ACTOR_SPEECH_WAV_FILE = 33877 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 33878 as 1 
000A: 49@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_31740 

:RYDER2_31365
015F: set_camera_position 2450.046 -1966.412 15.1296 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2450.561 -1967.251 14.9539 switchstyle 2 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_TC' // s$  // ~z~Man, you say you down for the homies, but all you do is complain.
04AE: $ACTOR_SPEECH_WAV_FILE = 33878 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 1  
000A: 49@ += 1 
0006: 54@ = 0 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_31572 
0615: define_AS_pack_begin 48@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time 2000 
05D3: AS_actor -1 goto_point 2452.239 -1980.224 12.5469 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 48@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 

:RYDER2_31572
0002: jump @RYDER2_31740 

:RYDER2_31579
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @RYDER2_31649 
0615: define_AS_pack_begin 48@ 
05B9: AS_actor -1 stay_idle 2000 ms 
05D3: AS_actor -1 goto_point 2452.951 -1982.921 12.5469 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 48@ 
0618: assign_actor 115@ to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 

:RYDER2_31649
00D6: if 
8118:   not actor 116@ dead 
004D: jump_if_false @RYDER2_31719 
0615: define_AS_pack_begin 48@ 
05B9: AS_actor -1 stay_idle 1500 ms 
05D3: AS_actor -1 goto_point 2452.006 -1983.186 12.5469 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 48@ 
0618: assign_actor 116@ to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 

:RYDER2_31719
000A: 49@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_31740 

:RYDER2_31740
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @RYDER2_31844 
00D6: if and
0019:   49@ > 3 
0019:   54@ > 5000 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_31820 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @RYDER2_31813 
000A: 35@ += 1 

:RYDER2_31813
0002: jump @RYDER2_31844 

:RYDER2_31820
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @RYDER2_31844 
000A: 35@ += 1 

:RYDER2_31844
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @RYDER2_32058 
016A: fade 0 time 1000 

:RYDER2_31869
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_31893 
0001: wait 0 ms 
0002: jump @RYDER2_31869 

:RYDER2_31893
009B: destroy_actor 115@ 
009B: destroy_actor 116@ 
009B: destroy_actor $ACTOR_RYDER 
0006: 42@ = 0 

:RYDER2_31915
00D6: if 
001B:   5 > 42@ 
004D: jump_if_false @RYDER2_31976 
00D6: if 
03CA:   object 308@(42@,5i) exists 
004D: jump_if_false @RYDER2_31962 
0108: destroy_object 308@(42@,5i) 

:RYDER2_31962
000A: 42@ += 1 
0002: jump @RYDER2_31915 

:RYDER2_31976
00D6: if 
03CA:   object 313@ exists 
004D: jump_if_false @RYDER2_31997 
0108: destroy_object 313@ 

:RYDER2_31997
040D: unload_wav 1 
040D: unload_wav 2 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 1000 

:RYDER2_32020
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_32044 
0001: wait 0 ms 
0002: jump @RYDER2_32020 

:RYDER2_32044
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 36@ = 1 

:RYDER2_32058
0051: return 

:RYDER2_32060
00D6: if 
056D:   actor $ACTOR_RYDER defined 
004D: jump_if_false @RYDER2_32115 
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_32115 
0006: 37@ = 1 
00BC: show_text_highpriority GXT 'RY2_22' time 5000 flag 1  // ~r~Ryder is history.

:RYDER2_32115
00D6: if 
056E:   car 95@ defined 
004D: jump_if_false @RYDER2_32209 
00D6: if 
0119:   car 95@ wrecked 
004D: jump_if_false @RYDER2_32209 
00D6: if 
0039:   292@ == 1 
004D: jump_if_false @RYDER2_32186 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_32186 
05BE: AS_actor $ACTOR_RYDER die 

:RYDER2_32186
0006: 37@ = 1 
00BC: show_text_highpriority GXT 'RY2_25' time 5000 flag 1  // ~r~The van has been destroyed.

:RYDER2_32209
00D6: if 
001B:   6 > 34@ 
004D: jump_if_false @RYDER2_32328 
00D6: if 
056E:   car 99@ defined 
004D: jump_if_false @RYDER2_32328 
00D6: if 
0119:   car 99@ wrecked 
004D: jump_if_false @RYDER2_32289 
0006: 37@ = 1 
00BC: show_text_highpriority GXT 'RY2_40' time 5000 flag 1  // ~r~Forklift truck is history.
0002: jump @RYDER2_32328 

:RYDER2_32289
00D6: if 
02BF:   car 99@ sunk 
004D: jump_if_false @RYDER2_32328 
0006: 37@ = 1 
00BC: show_text_highpriority GXT 'RY2_40' time 5000 flag 1  // ~r~Forklift truck is history.

:RYDER2_32328
00D6: if and
0019:   34@ > 2 
001B:   6 > 34@ 
004D: jump_if_false @RYDER2_32677 
00D6: if 
0039:   38@ == 6 
004D: jump_if_false @RYDER2_32677 
0006: 42@ = 0 
0006: 43@ = 0 

:RYDER2_32385
00D6: if 
001B:   25 > 42@ 
004D: jump_if_false @RYDER2_32510 
00D6: if 
03CA:   object 62@(42@,25i) exists 
004D: jump_if_false @RYDER2_32496 
00D6: if 
84E7:   not object 62@(42@,25i) in_water 
004D: jump_if_false @RYDER2_32496 
01BB: store_object 62@(42@,25i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0020:   $TEMPVAR_FLOAT_3 > 0.0 
004D: jump_if_false @RYDER2_32489 
000A: 43@ += 1 

:RYDER2_32489
0002: jump @RYDER2_32496 

:RYDER2_32496
000A: 42@ += 1 
0002: jump @RYDER2_32385 

:RYDER2_32510
00D6: if 
001E:   $6892 > 43@ // (int) 
004D: jump_if_false @RYDER2_32677 
0209: 42@ = random_int_in_ranges 0 2 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @RYDER2_32606 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LF' // s$  // ~z~Hey, quit smashing the crates!
04AE: $ACTOR_SPEECH_WAV_FILE = 33838 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
0002: jump @RYDER2_32649 

:RYDER2_32606
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LE' // s$  // ~z~What you playing at, CJ?
04AE: $ACTOR_SPEECH_WAV_FILE = 33837 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  

:RYDER2_32649
0001: wait 4000 ms 
00BC: show_text_highpriority GXT 'RY2_58' time 5000 flag 1  // ~r~Too many boxes were destroyed!
0006: 37@ = 1 

:RYDER2_32677
00D6: if 
0029:   34@ >= 3 
004D: jump_if_false @RYDER2_33146 
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @RYDER2_32793 
00D6: if 
03CA:   object 60@ exists 
004D: jump_if_false @RYDER2_32786 
00D6: if 
0366:   object 60@ damaged 
004D: jump_if_false @RYDER2_32786 
000A: 133@ += 1 
00BE: text_clear_all 
097B: play_audio_at_object 60@ event 1107 
00D6: if 
03CA:   object 240@ exists 
004D: jump_if_false @RYDER2_32786 
097B: play_audio_at_object 240@ event 1126 

:RYDER2_32786
0002: jump @RYDER2_32884 

:RYDER2_32793
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @RYDER2_32884 
00D6: if 
03CA:   object 240@ exists 
004D: jump_if_false @RYDER2_32884 
00D6: if 
034E: move_object 240@ to 248@ 249@ 250@ speed 0.0 0.2 0.0 collision_check 0 
004D: jump_if_false @RYDER2_32884 
097B: play_audio_at_object 240@ event 1127 
000A: 133@ += 1 

:RYDER2_32884
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @RYDER2_33024 
00D6: if 
03CA:   object 61@ exists 
004D: jump_if_false @RYDER2_33017 
00D6: if 
0366:   object 61@ damaged 
004D: jump_if_false @RYDER2_33017 
00D6: if 
03CA:   object 87@ exists 
004D: jump_if_false @RYDER2_32955 
0108: destroy_object 87@ 

:RYDER2_32955
00D6: if 
03CA:   object 88@ exists 
004D: jump_if_false @RYDER2_32976 
0108: destroy_object 88@ 

:RYDER2_32976
097B: play_audio_at_object 61@ event 1107 
00D6: if 
03CA:   object 241@ exists 
004D: jump_if_false @RYDER2_33008 
097B: play_audio_at_object 241@ event 1035 

:RYDER2_33008
00BE: text_clear_all 
000A: 132@ += 1 

:RYDER2_33017
0002: jump @RYDER2_33146 

:RYDER2_33024
00D6: if 
0039:   132@ == 1 
004D: jump_if_false @RYDER2_33146 
00D6: if 
03CA:   object 241@ exists 
004D: jump_if_false @RYDER2_33146 
00D6: if 
034E: move_object 241@ to 251@ 252@ 253@ speed 0.1 0.1 0.1 collision_check 0 
004D: jump_if_false @RYDER2_33146 
097B: play_audio_at_object 241@ event 1036 
00D6: if 
8039:   not  133@ == 0 
004D: jump_if_false @RYDER2_33131 
0164: disable_marker 120@ 

:RYDER2_33131
000A: 132@ += 1 
0006: 144@ = 30000 

:RYDER2_33146
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @RYDER2_33241 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2721.0 -2329.852 cornerB 2810.548 -2565.934 
004D: jump_if_false @RYDER2_33234 
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @RYDER2_33227 
0006: 126@ = 1 

:RYDER2_33227
0002: jump @RYDER2_33241 

:RYDER2_33234
0006: 126@ = 0 

:RYDER2_33241
008A: $6892 = 200@ // (int) 
0066: $6892 -= 127@ // (int) 
00D6: if 
001A:   0 > $6892 
004D: jump_if_false @RYDER2_33282 
0004: $6892 = 0 

:RYDER2_33282
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @RYDER2_33395 
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @RYDER2_33395 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_33395 
077A: set_actor $ACTOR_RYDER acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0688: AS_actor $ACTOR_RYDER unknown_toggle_ped_threat_scanner 0 1 0 
0709: set_decision_maker 235@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0006: 131@ = 1 

:RYDER2_33395
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_33486 
0226: $6891 = actor $ACTOR_RYDER health 
008F: 45@ = integer $6891 to_float 
0017: 45@ /= 500.0 
0013: 45@ *= 100.0 
00D6: if 
0021:   45@ > 100.0 
004D: jump_if_false @RYDER2_33478 
0007: 45@ = 100.0 

:RYDER2_33478
0090: $6891 = float 45@ to_integer 

:RYDER2_33486
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @RYDER2_34287 
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @RYDER2_34280 
0006: 42@ = 0 

:RYDER2_33529
00D6: if 
001B:   5 > 42@ 
004D: jump_if_false @RYDER2_33623 
00D6: if 
8118:   not actor 102@(42@,9i) dead 
004D: jump_if_false @RYDER2_33609 
00D6: if or
051A:   actor 102@(42@,9i) damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 102@(42@,9i) 
004D: jump_if_false @RYDER2_33609 
0006: 124@ = 1 

:RYDER2_33609
000A: 42@ += 1 
0002: jump @RYDER2_33529 

:RYDER2_33623
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @RYDER2_34212 
0006: 42@ = 0 

:RYDER2_33648
00D6: if 
001B:   5 > 42@ 
004D: jump_if_false @RYDER2_34212 
00D6: if 
8118:   not actor 102@(42@,9i) dead 
004D: jump_if_false @RYDER2_34198 
00D6: if 
0039:   172@(42@,9i) == 0 
004D: jump_if_false @RYDER2_33950 
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @RYDER2_33950 
00D6: if 
0364:   actor 102@(42@,9i) spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @RYDER2_33865 
0635: AS_actor 102@(42@,9i) aim_at_actor $PLAYER_ACTOR 10000 ms 
00D6: if 
0039:   300@ == 0 
004D: jump_if_false @RYDER2_33836 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_VA' // s$  // ~z~Hey, stop where you are!
04AE: $ACTOR_SPEECH_WAV_FILE = 33883 // = constant 
004F: create_thread @AUDIOL 102@(42@,9i) 0 1 1 0  
000A: 300@ += 1 

:RYDER2_33836
0006: 181@(42@,9i) = 0 
000A: 172@(42@,9i) += 1 
0002: jump @RYDER2_33950 

:RYDER2_33865
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 102@(42@,9i) radius 5.0 5.0 2.0 sphere 0 on_foot 
004D: jump_if_false @RYDER2_33950 
062E: get_actor 102@(42@,9i) task 1593 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @RYDER2_33950 
0639: AS_actor 102@(42@,9i) rotate_to_actor $PLAYER_ACTOR 

:RYDER2_33950
00D6: if 
0039:   172@(42@,9i) == 1 
004D: jump_if_false @RYDER2_34198 
00D6: if 
0019:   181@(42@,9i) > 8000 
004D: jump_if_false @RYDER2_34162 
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @RYDER2_34155 
0209: 43@ = random_int_in_ranges 0 2 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @RYDER2_34094 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_VB' // s$  // ~z~We've got an intruder, sound the alarm!
04AE: $ACTOR_SPEECH_WAV_FILE = 33884 // = constant 
004F: create_thread @AUDIOL 102@(42@,9i) 0 1 1 0  
0002: jump @RYDER2_34141 

:RYDER2_34094
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_VG' // s$  // ~z~SOUND THE ALARM!
04AE: $ACTOR_SPEECH_WAV_FILE = 33889 // = constant 
004F: create_thread @AUDIOL 102@(42@,9i) 0 1 1 0  

:RYDER2_34141
0006: 124@ = 1 
0006: 42@ = 5 

:RYDER2_34155
0002: jump @RYDER2_34198 

:RYDER2_34162
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @RYDER2_34198 
0006: 172@(42@,9i) = 0 
0006: 300@ = 0 

:RYDER2_34198
000A: 42@ += 1 
0002: jump @RYDER2_33648 

:RYDER2_34212
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @RYDER2_34280 
0006: 42@ = 0 

:RYDER2_34237
00D6: if 
001B:   9 > 42@ 
004D: jump_if_false @RYDER2_34280 
0006: 172@(42@,9i) = 0 
000A: 42@ += 1 
0002: jump @RYDER2_34237 

:RYDER2_34280
0002: jump @RYDER2_35168 

:RYDER2_34287
00D6: if 
001B:   9 > 38@ 
004D: jump_if_false @RYDER2_35168 
00D6: if 
8118:   not actor 102@(38@,9i) dead 
004D: jump_if_false @RYDER2_35168 
0871: init_jump_table 38@ total_jumps 4 default_jump 1 @RYDER2_35094 jumps 1 @RYDER2_34388 2 @RYDER2_34468 3 @RYDER2_34698 4 @RYDER2_34921 -1 @RYDER2_35168 -1 @RYDER2_35168 -1 @RYDER2_35168 

:RYDER2_34388
00D6: if 
0039:   172@(38@,9i) == 0 
004D: jump_if_false @RYDER2_34461 
0615: define_AS_pack_begin 48@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 48@ 
0618: assign_actor 102@(38@,9i) to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 
000A: 172@(38@,9i) += 1 

:RYDER2_34461
0002: jump @RYDER2_35168 

:RYDER2_34468
00D6: if 
0039:   132@ == 1 
004D: jump_if_false @RYDER2_34691 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @RYDER2_34622 
077A: set_actor 104@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 104@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
0688: AS_actor 104@ unknown_toggle_ped_threat_scanner 0 0 0 
0615: define_AS_pack_begin 48@ 
05D3: AS_actor -1 goto_point 2785.752 -2413.019 12.6316 mode 6 time -2 ms // versionA 
07BC: set_actor -1 decision_maker_to 236@ // AS_pack_version 
0688: AS_actor -1 unknown_toggle_ped_threat_scanner 1 1 0 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0616: define_AS_pack_end 48@ 
0618: assign_actor 104@ to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 
000A: 174@ += 1 

:RYDER2_34622
00D6: if 
0039:   174@ == 1 
004D: jump_if_false @RYDER2_34691 
00D6: if 
0104:   actor 104@ near_actor $PLAYER_ACTOR radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @RYDER2_34691 
05E2: AS_actor 104@ kill_actor $PLAYER_ACTOR 
000A: 174@ += 1 

:RYDER2_34691
0002: jump @RYDER2_35168 

:RYDER2_34698
00D6: if 
0039:   132@ == 1 
004D: jump_if_false @RYDER2_34914 
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @RYDER2_34845 
077A: set_actor 105@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 105@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
0688: AS_actor 105@ unknown_toggle_ped_threat_scanner 0 0 0 
0615: define_AS_pack_begin 48@ 
05D3: AS_actor -1 goto_point 2786.663 -2422.235 12.634 mode 6 time -2 ms // versionA 
07BC: set_actor -1 decision_maker_to 236@ // AS_pack_version 
0688: AS_actor -1 unknown_toggle_ped_threat_scanner 1 1 0 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0616: define_AS_pack_end 48@ 
0618: assign_actor 105@ to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 

:RYDER2_34845
00D6: if 
0039:   175@ == 1 
004D: jump_if_false @RYDER2_34914 
00D6: if 
0104:   actor 105@ near_actor $PLAYER_ACTOR radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @RYDER2_34914 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 
000A: 175@ += 1 

:RYDER2_34914
0002: jump @RYDER2_35168 

:RYDER2_34921
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @RYDER2_35018 
0615: define_AS_pack_begin 48@ 
05D3: AS_actor -1 goto_point 2764.928 -2402.124 12.625 mode 6 time -2 ms // versionA 
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 1 perform_actions_after_time 3000 chance_of_action 90 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 48@ 
0618: assign_actor 106@ to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 
000A: 176@ += 1 

:RYDER2_35018
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @RYDER2_35087 
00D6: if 
0104:   actor 106@ near_actor $PLAYER_ACTOR radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @RYDER2_35087 
05E2: AS_actor 106@ kill_actor $PLAYER_ACTOR 
000A: 176@ += 1 

:RYDER2_35087
0002: jump @RYDER2_35168 

:RYDER2_35094
00D6: if 
0039:   172@(38@,9i) == 0 
004D: jump_if_false @RYDER2_35161 
0615: define_AS_pack_begin 48@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 48@ 
0618: assign_actor 102@(38@,9i) to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 
000A: 172@(38@,9i) += 1 

:RYDER2_35161
0002: jump @RYDER2_35168 

:RYDER2_35168
00D6: if 
0039:   38@ == 2 
004D: jump_if_false @RYDER2_35667 
0006: 42@ = 0 

:RYDER2_35193
00D6: if 
001B:   25 > 42@ 
004D: jump_if_false @RYDER2_35667 
00D6: if 
03CA:   object 62@(42@,25i) exists 
004D: jump_if_false @RYDER2_35653 
00D6: if 
0366:   object 62@(42@,25i) damaged 
004D: jump_if_false @RYDER2_35653 
01BB: store_object 62@(42@,25i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0685:   object 62@(42@,25i) attached 
004D: jump_if_false @RYDER2_35296 
0002: jump @RYDER2_35637 

:RYDER2_35296
00D6: if 
0039:   147@(42@,25i) == 1 
004D: jump_if_false @RYDER2_35350 
032B: 210@(42@,25i) = create_weapon_pickup #COLT45 type 3 ammo 99999 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0002: jump @RYDER2_35637 

:RYDER2_35350
00D6: if 
0039:   147@(42@,25i) == 2 
004D: jump_if_false @RYDER2_35401 
0213: 210@(42@,25i) = create_pickup #BODYARMOUR type 3 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0002: jump @RYDER2_35637 

:RYDER2_35401
00D6: if 
0039:   147@(42@,25i) == 3 
004D: jump_if_false @RYDER2_35455 
032B: 210@(42@,25i) = create_weapon_pickup #GRENADE type 3 ammo 99999 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0002: jump @RYDER2_35637 

:RYDER2_35455
00D6: if 
0039:   147@(42@,25i) == 4 
004D: jump_if_false @RYDER2_35507 
0213: 210@(42@,25i) = create_pickup #HEALTH type 3 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0002: jump @RYDER2_35637 

:RYDER2_35507
00D6: if 
0039:   147@(42@,25i) == 5 
004D: jump_if_false @RYDER2_35536 
0002: jump @RYDER2_35637 

:RYDER2_35536
00D6: if 
0039:   147@(42@,25i) == 6 
004D: jump_if_false @RYDER2_35590 
032B: 210@(42@,25i) = create_weapon_pickup #MICRO_UZI type 3 ammo 99999 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0002: jump @RYDER2_35637 

:RYDER2_35590
00D6: if 
0039:   147@(42@,25i) == 7 
004D: jump_if_false @RYDER2_35637 
032B: 210@(42@,25i) = create_weapon_pickup #CHROMEGUN type 3 ammo 99999 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:RYDER2_35637
000A: 145@ += 1 
0108: destroy_object 62@(42@,25i) 

:RYDER2_35653
000A: 42@ += 1 
0002: jump @RYDER2_35193 

:RYDER2_35667
00D6: if 
0039:   197@ == 1 
004D: jump_if_false @RYDER2_36077 
00D6: if 
0039:   196@ == 0 
004D: jump_if_false @RYDER2_35912 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_35905 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_35905 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_35905 
00D6: if 
860E:   not car 95@ assigned_to_path 
004D: jump_if_false @RYDER2_35905 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_35905 
00D6: if 
80DB:   not actor $ACTOR_RYDER in_car 95@ 
004D: jump_if_false @RYDER2_35905 
00D6: if 
01C1:   car 95@ stopped 
004D: jump_if_false @RYDER2_35905 
0006: 196@ = 1 
0519: set_car 95@ locked 1 
099A: set_car 95@ collision_detection 0 
00D6: if 
83CA:   not object 93@ exists 
004D: jump_if_false @RYDER2_35905 
00AA: store_car 95@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0174: $TEMPVAR_ANGLE = car 95@ Z_angle 
029B: 93@ = init_object #FAKE_MULE_COL at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 93@ Z_angle_to $TEMPVAR_ANGLE 

:RYDER2_35905
0002: jump @RYDER2_36077 

:RYDER2_35912
00D6: if 
0039:   271@ == 0 
004D: jump_if_false @RYDER2_36077 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_35979 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_35972 
0006: 196@ = 0 

:RYDER2_35972
0002: jump @RYDER2_35986 

:RYDER2_35979
0006: 196@ = 0 

:RYDER2_35986
00D6: if 
0039:   196@ == 0 
004D: jump_if_false @RYDER2_36077 
00D6: if 
03CA:   object 93@ exists 
004D: jump_if_false @RYDER2_36047 
01BB: store_object 93@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object 93@ Z_angle 
0108: destroy_object 93@ 

:RYDER2_36047
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_36077 
099A: set_car 95@ collision_detection 1 
0519: set_car 95@ locked 0 

:RYDER2_36077
00D6: if and
0039:   38@ == 3 
0029:   34@ >= 3 
004D: jump_if_false @RYDER2_36430 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_36430 
00D6: if 
03CA:   object 60@ exists 
004D: jump_if_false @RYDER2_36277 
00D6: if 
8366:   not object 60@ damaged 
004D: jump_if_false @RYDER2_36277 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2722.114 -2412.055 12.6198 radius 2.0 2.0 2.0 on_foot 
004D: jump_if_false @RYDER2_36252 
00D6: if 
0039:   301@ == 0 
004D: jump_if_false @RYDER2_36245 
00BC: show_text_highpriority GXT 'RY2_61' time 5000 flag 1  // ~s~Shoot the ~r~switch~s~ to open the front gate.
000A: 301@ += 1 

:RYDER2_36245
0002: jump @RYDER2_36277 

:RYDER2_36252
00D6: if 
8039:   not  301@ == 0 
004D: jump_if_false @RYDER2_36277 
0006: 301@ = 0 

:RYDER2_36277
00D6: if 
03CA:   object 61@ exists 
004D: jump_if_false @RYDER2_36430 
00D6: if 
8366:   not object 61@ damaged 
004D: jump_if_false @RYDER2_36430 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2773.101 -2423.418 12.6269 radius 2.0 2.0 2.0 on_foot 
004D: jump_if_false @RYDER2_36405 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @RYDER2_36398 
00BC: show_text_highpriority GXT 'RY2_62' time 5000 flag 1  // ~s~Shoot ~r~switch~s~ to open warehouse door.
000A: 302@ += 1 

:RYDER2_36398
0002: jump @RYDER2_36430 

:RYDER2_36405
00D6: if 
8039:   not  302@ == 0 
004D: jump_if_false @RYDER2_36430 
0006: 302@ = 0 

:RYDER2_36430
00D6: if 
0039:   38@ == 4 
004D: jump_if_false @RYDER2_36848 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_36848 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_36848 
00D6: if 
060E:   car 95@ assigned_to_path 
004D: jump_if_false @RYDER2_36848 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 95@ with_offset 0.0 10.0 0.0 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 4.0 4.0 4.0 
004D: jump_if_false @RYDER2_36823 
00D6: if 
0039:   303@ == 0 
004D: jump_if_false @RYDER2_36816 
0209: 42@ = random_int_in_ranges 0 3 
0871: init_jump_table 42@ total_jumps 3 default_jump 0 @RYDER2_36809 jumps 0 @RYDER2_36659 1 @RYDER2_36709 2 @RYDER2_36759 -1 @RYDER2_36809 -1 @RYDER2_36809 -1 @RYDER2_36809 -1 @RYDER2_36809 

:RYDER2_36659
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_JA' // s$  // ~z~Get out the damned way, CJ!
04AE: $ACTOR_SPEECH_WAV_FILE = 33827 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0  
0002: jump @RYDER2_36809 

:RYDER2_36709
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_JB' // s$  // ~z~Quit trying to kill yourself under the van!
04AE: $ACTOR_SPEECH_WAV_FILE = 33828 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0  
0002: jump @RYDER2_36809 

:RYDER2_36759
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_JC' // s$  // ~z~You want me to run you down, just say so!
04AE: $ACTOR_SPEECH_WAV_FILE = 33829 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0  
0002: jump @RYDER2_36809 

:RYDER2_36809
000A: 303@ += 1 

:RYDER2_36816
0002: jump @RYDER2_36848 

:RYDER2_36823
00D6: if 
8039:   not  303@ == 0 
004D: jump_if_false @RYDER2_36848 
0006: 303@ = 0 

:RYDER2_36848
00D6: if 
0039:   145@ == 3 
004D: jump_if_false @RYDER2_36938 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @RYDER2_36938 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LG' // s$  // ~z~We need those crates, CJ!
04AE: $ACTOR_SPEECH_WAV_FILE = 33839 // = constant 
004F: create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0  
000A: 145@ += 1 

:RYDER2_36938
0051: return 

:RYDER2_36940
00D6: if 
0039:   306@ == 6 
004D: jump_if_false @RYDER2_36972 
0006: 307@ = 1 
0006: 306@ = 5 

:RYDER2_36972
00D6: if 
0039:   307@ == 1 
004D: jump_if_false @RYDER2_37097 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_37090 
00D6: if 
83CA:   not object 313@ exists 
004D: jump_if_false @RYDER2_37090 
0107: 313@ = create_object #CM_BOX at 0.0 0.0 0.0 
0382: set_object 313@ collision_detection 0 
0681: attach_object 313@ to_car 95@ with_offset 0.6223 -2.3101 0.2002 rotation 0.0 0.0 317.0214 

:RYDER2_37090
0002: jump @RYDER2_37118 

:RYDER2_37097
00D6: if 
03CA:   object 313@ exists 
004D: jump_if_false @RYDER2_37118 
0108: destroy_object 313@ 

:RYDER2_37118
0871: init_jump_table 306@ total_jumps 6 default_jump 0 @RYDER2_39063 jumps 0 @RYDER2_37181 1 @RYDER2_37256 2 @RYDER2_37431 3 @RYDER2_37706 4 @RYDER2_38081 5 @RYDER2_38556 -1 @RYDER2_39063 

:RYDER2_37181
0006: 314@ = 0 

:RYDER2_37188
00D6: if 
001B:   5 > 314@ 
004D: jump_if_false @RYDER2_37249 
00D6: if 
03CA:   object 308@(314@,5i) exists 
004D: jump_if_false @RYDER2_37235 
0108: destroy_object 308@(314@,5i) 

:RYDER2_37235
000A: 314@ += 1 
0002: jump @RYDER2_37188 

:RYDER2_37249
0002: jump @RYDER2_39063 

:RYDER2_37256
00D6: if 
83CA:   not object 308@ exists 
004D: jump_if_false @RYDER2_37356 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_37356 
0107: 308@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 308@ collision_detection 0 
0681: attach_object 308@ to_car 95@ with_offset -0.4928 -0.1684 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_37356
0006: 314@ = 1 

:RYDER2_37363
00D6: if 
001B:   5 > 314@ 
004D: jump_if_false @RYDER2_37424 
00D6: if 
03CA:   object 308@(314@,5i) exists 
004D: jump_if_false @RYDER2_37410 
0108: destroy_object 308@(314@,5i) 

:RYDER2_37410
000A: 314@ += 1 
0002: jump @RYDER2_37363 

:RYDER2_37424
0002: jump @RYDER2_39063 

:RYDER2_37431
00D6: if 
83CA:   not object 309@ exists 
004D: jump_if_false @RYDER2_37531 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_37531 
0107: 309@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 309@ collision_detection 0 
0681: attach_object 309@ to_car 95@ with_offset 0.4835 -0.2148 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_37531
00D6: if 
83CA:   not object 308@ exists 
004D: jump_if_false @RYDER2_37631 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_37631 
0107: 308@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 308@ collision_detection 0 
0681: attach_object 308@ to_car 95@ with_offset -0.4928 -0.1684 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_37631
0006: 314@ = 2 

:RYDER2_37638
00D6: if 
001B:   5 > 314@ 
004D: jump_if_false @RYDER2_37699 
00D6: if 
03CA:   object 308@(314@,5i) exists 
004D: jump_if_false @RYDER2_37685 
0108: destroy_object 308@(314@,5i) 

:RYDER2_37685
000A: 314@ += 1 
0002: jump @RYDER2_37638 

:RYDER2_37699
0002: jump @RYDER2_39063 

:RYDER2_37706
00D6: if 
83CA:   not object 310@ exists 
004D: jump_if_false @RYDER2_37806 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_37806 
0107: 310@ = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0382: set_object 310@ collision_detection 0 
0681: attach_object 310@ to_car 95@ with_offset -0.2585 -0.3195 1.1567 rotation 0.0 0.0 23.47 

:RYDER2_37806
00D6: if 
83CA:   not object 309@ exists 
004D: jump_if_false @RYDER2_37906 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_37906 
0107: 309@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 309@ collision_detection 0 
0681: attach_object 309@ to_car 95@ with_offset 0.4835 -0.2148 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_37906
00D6: if 
83CA:   not object 308@ exists 
004D: jump_if_false @RYDER2_38006 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_38006 
0107: 308@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 308@ collision_detection 0 
0681: attach_object 308@ to_car 95@ with_offset -0.4928 -0.1684 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_38006
0006: 314@ = 3 

:RYDER2_38013
00D6: if 
001B:   5 > 314@ 
004D: jump_if_false @RYDER2_38074 
00D6: if 
03CA:   object 308@(314@,5i) exists 
004D: jump_if_false @RYDER2_38060 
0108: destroy_object 308@(314@,5i) 

:RYDER2_38060
000A: 314@ += 1 
0002: jump @RYDER2_38013 

:RYDER2_38074
0002: jump @RYDER2_39063 

:RYDER2_38081
00D6: if 
83CA:   not object 311@ exists 
004D: jump_if_false @RYDER2_38181 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_38181 
0107: 311@ = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0382: set_object 311@ collision_detection 0 
0681: attach_object 311@ to_car 95@ with_offset -0.4009 -1.7762 0.2292 rotation 0.0 0.0 342.0102 

:RYDER2_38181
00D6: if 
83CA:   not object 310@ exists 
004D: jump_if_false @RYDER2_38281 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_38281 
0107: 310@ = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0382: set_object 310@ collision_detection 0 
0681: attach_object 310@ to_car 95@ with_offset -0.2585 -0.3195 1.1567 rotation 0.0 0.0 23.47 

:RYDER2_38281
00D6: if 
83CA:   not object 309@ exists 
004D: jump_if_false @RYDER2_38381 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_38381 
0107: 309@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 309@ collision_detection 0 
0681: attach_object 309@ to_car 95@ with_offset 0.4835 -0.2148 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_38381
00D6: if 
83CA:   not object 308@ exists 
004D: jump_if_false @RYDER2_38481 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_38481 
0107: 308@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 308@ collision_detection 0 
0681: attach_object 308@ to_car 95@ with_offset -0.4928 -0.1684 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_38481
0006: 314@ = 4 

:RYDER2_38488
00D6: if 
001B:   5 > 314@ 
004D: jump_if_false @RYDER2_38549 
00D6: if 
03CA:   object 308@(314@,5i) exists 
004D: jump_if_false @RYDER2_38535 
0108: destroy_object 308@(314@,5i) 

:RYDER2_38535
000A: 314@ += 1 
0002: jump @RYDER2_38488 

:RYDER2_38549
0002: jump @RYDER2_39063 

:RYDER2_38556
00D6: if 
83CA:   not object 312@ exists 
004D: jump_if_false @RYDER2_38656 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_38656 
0107: 312@ = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0382: set_object 312@ collision_detection 0 
0681: attach_object 312@ to_car 95@ with_offset -0.4374 -1.7451 0.9021 rotation 0.0 0.0 210.1588 

:RYDER2_38656
00D6: if 
83CA:   not object 311@ exists 
004D: jump_if_false @RYDER2_38756 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_38756 
0107: 311@ = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0382: set_object 311@ collision_detection 0 
0681: attach_object 311@ to_car 95@ with_offset -0.4009 -1.7762 0.2292 rotation 0.0 0.0 342.0102 

:RYDER2_38756
00D6: if 
83CA:   not object 310@ exists 
004D: jump_if_false @RYDER2_38856 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_38856 
0107: 310@ = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0382: set_object 310@ collision_detection 0 
0681: attach_object 310@ to_car 95@ with_offset -0.2585 -0.3195 1.1567 rotation 0.0 0.0 23.47 

:RYDER2_38856
00D6: if 
83CA:   not object 309@ exists 
004D: jump_if_false @RYDER2_38956 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_38956 
0107: 309@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 309@ collision_detection 0 
0681: attach_object 309@ to_car 95@ with_offset 0.4835 -0.2148 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_38956
00D6: if 
83CA:   not object 308@ exists 
004D: jump_if_false @RYDER2_39056 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_39056 
0107: 308@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 308@ collision_detection 0 
0681: attach_object 308@ to_car 95@ with_offset -0.4928 -0.1684 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_39056
0002: jump @RYDER2_39063 

:RYDER2_39063
0051: return 

:RYDER2_39065
0006: 316@ = -1 
0006: 315@ = 0 

:RYDER2_39079
00D6: if 
001B:   10 > 315@ 
004D: jump_if_false @RYDER2_39146 
00D6: if 
83CA:   not object 282@(315@,10i) exists 
004D: jump_if_false @RYDER2_39132 
0085: 316@ = 315@ // (int) 
0006: 315@ = 10 

:RYDER2_39132
000A: 315@ += 1 
0002: jump @RYDER2_39079 

:RYDER2_39146
00D6: if 
8039:   not  316@ == -1 
004D: jump_if_false @RYDER2_39201 
0085: 282@(316@,10i) = 281@ // (int) 
0006: 53@ = 0 
04D9: object 282@(316@,10i) set_scripted_collision_check 1 
000E: 127@ -= 1 

:RYDER2_39201
0051: return 

:RYDER2_39203
00D6: if 
0039:   318@ == -999 
004D: jump_if_false @RYDER2_39246 
009A: 317@ = create_actor_pedtype 24 model #MALE01 at 0.0 0.0 0.0 

:RYDER2_39246
00D6: if 
8118:   not actor 317@ dead 
004D: jump_if_false @RYDER2_39440 
01B2: give_actor 317@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 317@ weapon_accuracy_to 32 
0223: set_actor 317@ health_to 100 
060B: set_actor 317@ decision_maker_to 236@ 
077A: set_actor 317@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
00D6: if 
8039:   not  133@ == 0 
004D: jump_if_false @RYDER2_39332 
077A: set_actor 317@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 

:RYDER2_39332
0688: AS_actor 317@ unknown_toggle_ped_threat_scanner 1 1 1 
060F: set_actor 317@ melee_accuracy_to 100.0 
00D6: if 
87FD:   not group 239@ alive 
004D: jump_if_false @RYDER2_39381 
0632: release_group 239@ 
062F: 239@ = create_group_type 2 

:RYDER2_39381
07F6: get_group 239@ number_of_leaders_to 318@ number_of_members_to 319@ 
00D6: if 
0039:   318@ == 0 
004D: jump_if_false @RYDER2_39425 
0630: put_actor 317@ in_group 239@ as_leader 
0002: jump @RYDER2_39433 

:RYDER2_39425
0631: put_actor 317@ in_group 239@ 

:RYDER2_39433
087F: set_actor 317@ never_leave_group 1 

:RYDER2_39440
0051: return 
0007: 320@ = 999999.0 
0006: 321@ = -1 
0007: 322@ = 0.0 
0007: 323@ = 0.0 
0007: 324@ = 0.0 
0006: 42@ = 0 

:RYDER2_39496
00D6: if 
001B:   25 > 42@ 
004D: jump_if_false @RYDER2_39756 
00D6: if 
03CA:   object 62@(42@,25i) exists 
004D: jump_if_false @RYDER2_39742 
00D6: if 
8737:   not actor $PLAYER_ACTOR lifting_object 62@(42@,25i) 
004D: jump_if_false @RYDER2_39742 
00D6: if 
8685:   not object 62@(42@,25i) attached 
004D: jump_if_false @RYDER2_39742 
00D6: if 
8366:   not object 62@(42@,25i) damaged 
004D: jump_if_false @RYDER2_39742 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_39627 
00A0: store_actor $ACTOR_RYDER position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:RYDER2_39627
01BB: store_object 62@(42@,25i) position_to 325@ 326@ 327@ 
0509: 45@ = distance_between_XY 325@ 326@ and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
00D6: if 
0023:   6.0 > 45@ 
004D: jump_if_false @RYDER2_39742 
00D6: if 
0025:   320@ > 45@ // (float) 
004D: jump_if_false @RYDER2_39742 
0087: 320@ = 45@ // (float) 
0085: 321@ = 42@ // (int) 
0087: 322@ = 325@ // (float) 
0087: 323@ = 326@ // (float) 
0087: 324@ = 327@ // (float) 

:RYDER2_39742
000A: 42@ += 1 
0002: jump @RYDER2_39496 

:RYDER2_39756
0085: 328@ = 321@ // (int) 
0087: 325@ = 322@ // (float) 
0087: 326@ = 323@ // (float) 
0087: 327@ = 324@ // (float) 
0051: return 

:RYDER2_39790
01BB: store_object 281@ position_to 329@ 330@ 331@ 
07C3: get_object 281@ axis_angle_relation_to 332@ 333@ 334@ 335@ 
070B: set_actor $ACTOR_RYDER onbone_attached_object_operation 1 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_39860 
02F8: get_car 95@ Z_angle_sine_to 294@ 
02F9: get_car 95@ Z_angle_cosine_to 295@ 

:RYDER2_39860
0013: 294@ *= -10.0 
0013: 295@ *= -10.0 
01BC: put_object 281@ at 329@ 330@ 331@ 
07C4: set_object 281@ axis_angle_relation_to 332@ 333@ 334@ 335@ 
0392: make_object 281@ moveable 1 
0382: set_object 281@ collision_detection 1 
038C: object 281@ scatter 294@ 295@ 0.0 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_39965 
050E: set_object 281@ no_collision_with_car 95@ 

:RYDER2_39965
0050: gosub @RYDER2_39065 
0006: 281@ = 0 
0051: return 

:RYDER2_39981
00D6: if 
0019:   336@ > 0 
004D: jump_if_false @RYDER2_40761 
0871: init_jump_table 339@ total_jumps 4 default_jump 0 @RYDER2_40754 jumps 0 @RYDER2_40062 1 @RYDER2_40104 2 @RYDER2_40279 3 @RYDER2_40545 -1 @RYDER2_40754 -1 @RYDER2_40754 -1 @RYDER2_40754 

:RYDER2_40062
00D6: if 
8248:   not model #ARMY available 
004D: jump_if_false @RYDER2_40090 
0247: load_model #ARMY 
0002: jump @RYDER2_40097 

:RYDER2_40090
000A: 339@ += 1 

:RYDER2_40097
0002: jump @RYDER2_40754 

:RYDER2_40104
0006: 345@ = -1 
0006: 346@ = 0 

:RYDER2_40118
00D6: if 
001B:   5 > 346@ 
004D: jump_if_false @RYDER2_40247 
00D6: if 
056D:   actor 340@(346@,5i) defined 
004D: jump_if_false @RYDER2_40218 
00D6: if 
0118:   actor 340@(346@,5i) dead 
004D: jump_if_false @RYDER2_40211 
01C2: remove_references_to_actor 340@(346@,5i) // Like turning an actor into a random pedestrian 
0006: 340@(346@,5i) = 0 
0085: 345@ = 346@ // (int) 
0006: 346@ = 5 

:RYDER2_40211
0002: jump @RYDER2_40233 

:RYDER2_40218
0085: 345@ = 346@ // (int) 
0006: 346@ = 5 

:RYDER2_40233
000A: 346@ += 1 
0002: jump @RYDER2_40118 

:RYDER2_40247
00D6: if 
8039:   not  345@ == -1 
004D: jump_if_false @RYDER2_40272 
000A: 339@ += 1 

:RYDER2_40272
0002: jump @RYDER2_40754 

:RYDER2_40279
00D6: if or
0039:   338@ == 3 
0039:   338@ == 7 
0039:   338@ == 8 
0039:   338@ == 9 
004D: jump_if_false @RYDER2_40332 
000A: 338@ += 1 
0002: jump @RYDER2_40279 

:RYDER2_40332
00D6: if 
0019:   338@ > 9 
004D: jump_if_false @RYDER2_40357 
0006: 338@ = 0 

:RYDER2_40357
00D6: if 
803B:   not  338@ == 337@ // (int) 
004D: jump_if_false @RYDER2_40506 
00D6: if 
80C2:   not sphere_onscreen 347@(338@,10f) 357@(338@,10f) 367@(338@,10f) radius 2.0 
004D: jump_if_false @RYDER2_40492 
00D6: if 
838A:   not any_car_in_cube_cornerA 347@(338@,10f) 357@(338@,10f) 367@(338@,10f) cornerB 1.5 1.5 2.0 
004D: jump_if_false @RYDER2_40478 
000A: 339@ += 1 
0002: jump @RYDER2_40485 

:RYDER2_40478
000A: 338@ += 1 

:RYDER2_40485
0002: jump @RYDER2_40499 

:RYDER2_40492
000A: 338@ += 1 

:RYDER2_40499
0002: jump @RYDER2_40513 

:RYDER2_40506
000A: 338@ += 1 

:RYDER2_40513
00D6: if 
0019:   338@ > 9 
004D: jump_if_false @RYDER2_40538 
0006: 338@ = 0 

:RYDER2_40538
0002: jump @RYDER2_40754 

:RYDER2_40545
009A: 340@(345@,5i) = create_actor_pedtype 24 model #ARMY at 347@(338@,10f) 357@(338@,10f) 367@(338@,10f) 
0085: 317@ = 340@(345@,5i) // (int) 
0050: gosub @RYDER2_39203 
0615: define_AS_pack_begin 48@ 
0688: AS_actor -1 unknown_toggle_ped_threat_scanner 1 1 1 
05D3: AS_actor -1 goto_point 387@(338@,10f) 397@(338@,10f) 407@(338@,10f) mode 6 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 417@(338@,10f) 427@(338@,10f) 437@(338@,10f) mode 6 time -2 ms // versionA 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_40703 
05D9: AS_actor -1 run_to_actor $ACTOR_RYDER timelimit 20000 stop_within_radius 25.0 

:RYDER2_40703
0616: define_AS_pack_end 48@ 
0618: assign_actor 340@(345@,5i) to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 
0085: 337@ = 338@ // (int) 
000A: 336@ += -1 
0006: 339@ = 0 
0002: jump @RYDER2_40754 

:RYDER2_40754
0002: jump @RYDER2_40768 

:RYDER2_40761
0006: 339@ = 0 

:RYDER2_40768
0051: return 
00D6: if 
0736:   is_keyboard_key_just_pressed 66 
004D: jump_if_false @RYDER2_40841 
000A: 477@ += 1 
00D6: if 
0019:   477@ > 24 
004D: jump_if_false @RYDER2_40817 
0006: 477@ = 0 

:RYDER2_40817
0663: printint "ADJUST_BOX_NUMBER" 477@ 

:RYDER2_40841
00D6: if 
03CA:   object 62@(477@,25i) exists 
004D: jump_if_false @RYDER2_40938 
01BB: store_object 62@(477@,25i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object 62@(477@,25i) Z_angle 
0009: $TEMPVAR_FLOAT_3 += 1.0 
024F: create_corona_with_radius 0.2 type 2 lensflares 0 with_color 255 0 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += -1.0 

:RYDER2_40938
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @RYDER2_40964 
0009: $TEMPVAR_FLOAT_2 += 0.1 

:RYDER2_40964
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @RYDER2_40990 
0009: $TEMPVAR_FLOAT_2 += -0.1 

:RYDER2_40990
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @RYDER2_41016 
0009: $TEMPVAR_FLOAT_1 += 0.1 

:RYDER2_41016
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @RYDER2_41042 
0009: $TEMPVAR_FLOAT_1 += -0.1 

:RYDER2_41042
00D6: if 
0736:   is_keyboard_key_just_pressed 145 
004D: jump_if_false @RYDER2_41068 
0009: $TEMPVAR_FLOAT_3 += 0.01 

:RYDER2_41068
00D6: if 
0736:   is_keyboard_key_just_pressed 139 
004D: jump_if_false @RYDER2_41094 
0009: $TEMPVAR_FLOAT_3 += -0.01 

:RYDER2_41094
00D6: if 
0736:   is_keyboard_key_just_pressed 141 
004D: jump_if_false @RYDER2_41120 
0009: $TEMPVAR_ANGLE += 1.0 

:RYDER2_41120
00D6: if 
0736:   is_keyboard_key_just_pressed 143 
004D: jump_if_false @RYDER2_41146 
0009: $TEMPVAR_ANGLE += -1.0 

:RYDER2_41146
00D6: if 
03CA:   object 62@(477@,25i) exists 
004D: jump_if_false @RYDER2_41196 
01BC: put_object 62@(477@,25i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 62@(477@,25i) Z_angle_to $TEMPVAR_ANGLE 

:RYDER2_41196
00D6: if 
0736:   is_keyboard_key_just_pressed 137 
004D: jump_if_false @RYDER2_41369 
03A9: save_newline_to_debug_file 
05B6: 78 // BOX COORDS = 
03A7: save_int_to_debug_file 477@ 
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_1 
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_2 
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_3 
03A8: save_float_to_debug_file $TEMPVAR_ANGLE 

:RYDER2_41369
0051: return 

:RYDER2_41371
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:RYDER2_41389
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'RYDER_2'  // Robbing Uncle Sam
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 50 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: progress_made = 1 
00D6: if 
0038:   $ALL_TAGS_SPRAYED == 0 
004D: jump_if_false @RYDER2_41468 
0237: set_gang 1 weapons_to 22 32 0 

:RYDER2_41468
0164: disable_marker $436 
0629: change_integer_stat 310 to 1 
0008: $RYDER_TOTAL_PASSED_MISSIONS += 1 
0051: return 

:RYDER2_41489
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @RYDER2_41512 
0A20: disable_player $PLAYER_CHAR group_control_back 0 

:RYDER2_41512
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_41542 
0519: set_car 95@ locked 0 
09B0: set_car 95@ accessible_for_player_using_controller 1 

:RYDER2_41542
09AD: set_vehicle_camera_mode 2 
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @RYDER2_41567 
01C3: remove_references_to_car 98@ 

:RYDER2_41567
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @RYDER2_41767 
0006: 42@ = 0 

:RYDER2_41592
00D6: if 
001B:   9 > 42@ 
004D: jump_if_false @RYDER2_41676 
00D6: if 
056D:   actor 102@(42@,9i) defined 
004D: jump_if_false @RYDER2_41662 
00D6: if 
8118:   not actor 102@(42@,9i) dead 
004D: jump_if_false @RYDER2_41662 
05E2: AS_actor 102@(42@,9i) kill_actor $PLAYER_ACTOR 

:RYDER2_41662
000A: 42@ += 1 
0002: jump @RYDER2_41592 

:RYDER2_41676
0006: 42@ = 0 

:RYDER2_41683
00D6: if 
001B:   5 > 42@ 
004D: jump_if_false @RYDER2_41767 
00D6: if 
056D:   actor 340@(42@,5i) defined 
004D: jump_if_false @RYDER2_41753 
00D6: if 
8118:   not actor 340@(42@,5i) dead 
004D: jump_if_false @RYDER2_41753 
05E2: AS_actor 340@(42@,5i) kill_actor $PLAYER_ACTOR 

:RYDER2_41753
000A: 42@ += 1 
0002: jump @RYDER2_41683 

:RYDER2_41767
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @RYDER2_41788 
034F: destroy_actor_with_fade $ACTOR_RYDER 

:RYDER2_41788
01C4: remove_references_to_object 240@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 241@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 257@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 258@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 259@ // This object will now disappear when the player looks away 
0006: 42@ = 0 

:RYDER2_41820
00D6: if 
001B:   25 > 42@ 
004D: jump_if_false @RYDER2_41903 
01C4: remove_references_to_object 62@(42@,25i) // This object will now disappear when the player looks away 
00D6: if 
8039:   not  210@(42@,25i) == 0 
004D: jump_if_false @RYDER2_41889 
0215: destroy_pickup 210@(42@,25i) 
0006: 210@(42@,25i) = 0 

:RYDER2_41889
000A: 42@ += 1 
0002: jump @RYDER2_41820 

:RYDER2_41903
0006: 42@ = 0 

:RYDER2_41910
00D6: if 
001B:   5 > 42@ 
004D: jump_if_false @RYDER2_41942 
000A: 42@ += 1 
0002: jump @RYDER2_41910 

:RYDER2_41942
0164: disable_marker 119@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 
0164: disable_marker 123@ 
0006: 42@ = 0 

:RYDER2_41974
00D6: if 
001B:   5 > 42@ 
004D: jump_if_false @RYDER2_42035 
00D6: if 
03CA:   object 308@(42@,5i) exists 
004D: jump_if_false @RYDER2_42021 
0108: destroy_object 308@(42@,5i) 

:RYDER2_42021
000A: 42@ += 1 
0002: jump @RYDER2_41974 

:RYDER2_42035
00D6: if 
03CA:   object 313@ exists 
004D: jump_if_false @RYDER2_42056 
0108: destroy_object 313@ 

:RYDER2_42056
00D6: if 
03CA:   object 93@ exists 
004D: jump_if_false @RYDER2_42077 
0108: destroy_object 93@ 

:RYDER2_42077
00D6: if 
056E:   car 95@ defined 
004D: jump_if_false @RYDER2_42123 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_42123 
0519: set_car 95@ locked 0 
099A: set_car 95@ collision_detection 1 

:RYDER2_42123
06D0: enable_emergency_traffic 1 
065C: release_decision_maker 237@ 
065C: release_decision_maker 236@ 
065C: release_decision_maker 235@ 
065C: release_decision_maker 238@ 
0733: random_car_generator_enable_model #MULE 
0151: remove_status_text $6892 
0151: remove_status_text $6891 
0249: release_model #ARMY 
0249: release_model #MULE 
0249: release_model #PATRIOT 
0249: release_model #MESA 
0249: release_model #COLT45 
0249: release_model #CJ_CARDBRD_PICKUP 
0249: release_model #FAM1 
0249: release_model #FAM2 
04EF: release_animation "RYDER" 
04EF: release_animation "COLT45" 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 27---------------
// Originally: OG Loc

:TWAR7
03A4: name_thread 'TWAR7' 
0050: gosub @TWAR7_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @TWAR7_38 
0050: gosub @TWAR7_23165 

:TWAR7_38
0050: gosub @TWAR7_23270 
004E: end_thread 

:TWAR7_47
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
054C: use_GXT_table 'SMOKE1' 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @TWAR7_130 
009A: $ACTOR_OG_LOC = create_actor_pedtype 25 model #SPECIAL03 at 1543.2 -1687.0 12.5 
018A: 66@ = create_checkpoint_at 2454.4 -1284.5 22.7 

:TWAR7_130
00BE: text_clear_all 
0001: wait 0 ms 
0006: 67@ = 0 
0006: 68@ = 0 
0006: 69@ = 0 
0006: 70@ = 0 
0006: 85@ = 0 
0006: 71@ = 0 
0006: 72@ = 0 
0006: 73@ = 0 
0006: 79@ = 0 
0006: 80@ = 0 
0007: 133@ = 0.0 
0007: 134@ = 0.0 
0007: 135@ = 0.0 
0007: 136@ = 0.0 
0007: 137@ = 0.0 
0007: 138@ = 0.0 
0007: 139@ = 0.0 
0007: 140@ = 0.0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 130@ = 0 
0006: 131@ = 0 
0006: 132@ = 0 
0007: 141@ = 0.0 
0007: 142@ = 0.0 
0007: 143@ = 0.0 
0007: 144@ = 0.0 
0006: 74@ = 0 
0006: 75@ = 0 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 78@ = 0 
0006: 81@ = 0 
0007: 82@ = 0.0 
08F5: save_player_group 
0395: clear_area 1 at 2072.3 -1695.2 12.5 radius 80.0 
0107: 65@ = create_object #LAE_SMOKECUTSCENE at 2055.0 -1695.0 12.5 
02E4: load_cutscene_data 'SMOKE1A' 

:TWAR7_515
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @TWAR7_539 
0001: wait 0 ms 
0002: jump @TWAR7_515 

:TWAR7_539
02E7: start_cutscene 
016A: fade 1 time 1000 

:TWAR7_548
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @TWAR7_572 
0001: wait 0 ms 
0002: jump @TWAR7_548 

:TWAR7_572
016A: fade 0 time 0 

:TWAR7_578
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_602 
0001: wait 0 ms 
0002: jump @TWAR7_578 

:TWAR7_602
02EA: end_cutscene 
0108: destroy_object 65@ 
08F6: restore_player_group 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
0247: load_model #PEREN 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
023C: load_special_actor 'SWEET' as 2 // models 290-299 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
08F5: save_player_group 
015F: set_camera_position 2073.87 -1682.701 14.1963 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2073.698 -1683.686 14.1768 switchstyle 2 
060A: create_decision_maker_type 2 store_to 148@ // decision\allowed\m_.ped files 
07E5: copy_decision_maker 65542 to 149@ 
06AE: create_group_decision_maker_type 0 store_to 146@ // decision\allowed\mission.grp 
0749: reset_group_decision_maker 146@ event 54 
074A: set_group_decision_maker 146@ on_event 54 taskID 1513 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0749: reset_group_decision_maker 146@ event 36 
074A: set_group_decision_maker 146@ on_event 36 taskID 1510 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0749: reset_group_decision_maker 146@ event 71 
0749: reset_group_decision_maker 146@ event 9 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 146@ 
0395: clear_area 1 at 2075.0 -1688.5 12.29 radius 10.0 
0674: set_car_model #PEREN numberplate "_A2TMFK_" 
00A5: 37@ = create_car #PEREN at 2075.0 -1688.5 12.29 
0175: set_car 37@ Z_angle_to 359.74 
0229: set_car 37@ primary_color_to 0 secondary_color_to 0 
0294: set_car 37@ sprayable 0 
041E: set_radio_station 3 
0395: clear_area 1 at 2077.0 -1691.1 12.5 radius 1.0 
009A: $ACTOR_SMOKE = create_actor_pedtype 25 model #SPECIAL01 at 2077.0 -1691.1 12.5 
09F6: set_actor $ACTOR_SMOKE unjackable_through_driver_seat 0 
0173: set_actor $ACTOR_SMOKE Z_angle_to 255.7 
0568: set_actor $ACTOR_SMOKE untargetable 1 
039E: set_actor $ACTOR_SMOKE locked 1 while_in_car 
0245: set_actor $ACTOR_SMOKE walk_style_to "FATMAN" 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SMOKE enter_car 37@ passenger_seat 0 time -2 
060B: set_actor $ACTOR_SMOKE decision_maker_to 149@ 
0395: clear_area 1 at 2075.3 -1693.4 12.5 radius 1.0 
009A: $ACTOR_SWEET = create_actor_pedtype 25 model #SPECIAL02 at 2075.3 -1693.4 12.5 
09F6: set_actor $ACTOR_SWEET unjackable_through_driver_seat 0 
0568: set_actor $ACTOR_SWEET untargetable 1 
039E: set_actor $ACTOR_SWEET locked 1 while_in_car 
0245: set_actor $ACTOR_SWEET walk_style_to "GANG2" 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SWEET enter_car 37@ passenger_seat 2 time -2 
060B: set_actor $ACTOR_SWEET decision_maker_to 149@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at 2072.9 -1690.6 12.5 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2072.9 -1690.6 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 33.0 
07A1: set_walk_speed 4 
05CB: AS_actor $PLAYER_ACTOR enter_car 37@ as_driver -2 ms 
06D7: enable_train_traffic 0 
06DB: destroy_all_trains 
09D2: set_cops_chase_criminals 0 
07FB: set_interior 'LAHS1A' access 0  // House
016A: fade 1 time 500 
0006: 69@ = 1 
0707: start_scene_skip_to @TWAR7_1756 

:TWAR7_1306
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @TWAR7_1332 
0002: jump @TWAR7_23183 

:TWAR7_1332
0050: gosub @TWAR7_24265 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_1364 
0002: jump @TWAR7_23165 

:TWAR7_1364
00D6: if or
0039:   67@ == 0 
0039:   67@ == 1 
004D: jump_if_false @TWAR7_1674 
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @TWAR7_1674 
00D6: if 
0A36:   trip_skip_finished_by_script_is_ready_to_fade_in 
004D: jump_if_false @TWAR7_1674 
01B4: set_player $PLAYER_CHAR can_move 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_SWEET muted 0 // versionB 
0A09: set_actor $ACTOR_SMOKE muted 0 // versionB 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 
00D6: if 
0118:   actor $ACTOR_OG_LOC dead 
004D: jump_if_false @TWAR7_1598 
04ED: load_animation "CAR_CHAT" 
023C: load_special_actor 'OGLOC' as 3 // models 290-299 
038B: load_requested_models 
009A: $ACTOR_OG_LOC = create_actor_pedtype 25 model #SPECIAL03 at 1543.2 -1687.0 12.5 
09F6: set_actor $ACTOR_OG_LOC unjackable_through_driver_seat 0 
0173: set_actor $ACTOR_OG_LOC Z_angle_to 97.2 
0568: set_actor $ACTOR_OG_LOC untargetable 1 
039E: set_actor $ACTOR_OG_LOC locked 1 while_in_car 
0446: set_actor $ACTOR_OG_LOC dismemberment_possible 0 
02A9: set_actor $ACTOR_OG_LOC immune_to_nonplayer 1 
0430: put_actor $ACTOR_OG_LOC into_car 37@ passenger_seat -1 
060F: set_actor $ACTOR_OG_LOC melee_accuracy_to 80.0 

:TWAR7_1598
0164: disable_marker 66@ 
018A: 66@ = create_checkpoint_at 2454.4 -1284.5 22.7 
00BC: show_text_highpriority GXT 'SMK1_10' time 7000 flag 1  // ~s~Drive to ~y~Freddy's house~s~.
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 1000 
0006: 85@ = 2 
0006: 68@ = 2 
0006: 67@ = 1 

:TWAR7_1674
00D6: if 
0039:   67@ == 0 
004D: jump_if_false @TWAR7_2248 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_2248 
00D6: if 
00DB:   actor $ACTOR_SMOKE in_car 37@ 
004D: jump_if_false @TWAR7_2248 
00D6: if 
00DB:   actor $ACTOR_SWEET in_car 37@ 
004D: jump_if_false @TWAR7_2248 
0006: 69@ = 0 

:TWAR7_1756
0701: end_scene_skip 
0050: gosub @TWAR7_24265 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_1790 
0002: jump @TWAR7_23165 

:TWAR7_1790
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @TWAR7_1914 
016A: fade 0 time 500 

:TWAR7_1815
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_1839 
0001: wait 0 ms 
0002: jump @TWAR7_1815 

:TWAR7_1839
0050: gosub @TWAR7_24265 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_1871 
0002: jump @TWAR7_23165 

:TWAR7_1871
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 37@ 
0792: disembark_instantly_actor $ACTOR_SMOKE 
0430: put_actor $ACTOR_SMOKE into_car 37@ passenger_seat 0 
0792: disembark_instantly_actor $ACTOR_SWEET 
0430: put_actor $ACTOR_SWEET into_car 37@ passenger_seat 2 

:TWAR7_1914
00D6: if 
0038:   $2704 == 1 
004D: jump_if_false @TWAR7_2009 
09E0: trip_skip 1526.9 -1654.5 12.1 angle 180.0 when_in_car 37@ 
00D6: if 
0038:   $2705 == 0 
004D: jump_if_false @TWAR7_1993 
03E5: show_text_box 'SKIP_1'  // If you have previously completed a journey in a mission that you failed you may press ~k~~CONVERSATION_YES~ to activate a 'Trip Skip'.
0004: $2705 = 1 

:TWAR7_1993
00BC: show_text_highpriority GXT 'SMK1_02' time 7000 flag 1  // ~s~Go and pick up OG Loc from the ~y~Police Station~s~.

:TWAR7_2009
00D6: if 
0038:   $2704 == 2 
004D: jump_if_false @TWAR7_2095 
0A35: trip_skip 2453.8 -1305.0 22.5 angle 0.0 when_in_car 37@ finished_by_script 
00D6: if 
0038:   $2705 == 0 
004D: jump_if_false @TWAR7_2088 
03E5: show_text_box 'SKIP_1'  // If you have previously completed a journey in a mission that you failed you may press ~k~~CONVERSATION_YES~ to activate a 'Trip Skip'.
0004: $2705 = 1 

:TWAR7_2088
0006: 81@ = 1 

:TWAR7_2095
018A: 66@ = create_checkpoint_at 1532.8 -1672.9 12.4 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
08F6: restore_player_group 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @TWAR7_2220 
016A: fade 1 time 500 

:TWAR7_2164
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_2188 
0001: wait 0 ms 
0002: jump @TWAR7_2164 

:TWAR7_2188
0050: gosub @TWAR7_24265 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_2220 
0002: jump @TWAR7_23165 

:TWAR7_2220
0006: 33@ = 0 
0006: 68@ = 0 
0006: 71@ = 1 
0006: 67@ = 1 

:TWAR7_2248
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @TWAR7_4048 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_2624 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_2388 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_2388 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @TWAR7_2388 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0A09: set_actor $ACTOR_SWEET muted 1 // versionB 
0006: 83@ = 1 
0006: 84@ = 0 
0050: gosub @TWAR7_29790 
0006: 85@ = 1 

:TWAR7_2388
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @TWAR7_2452 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_2452 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_SMOKE muted 0 // versionB 
0A09: set_actor $ACTOR_SWEET muted 0 // versionB 
0006: 85@ = 2 

:TWAR7_2452
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TWAR7_2503 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @TWAR7_2503 
00A1: put_actor $PLAYER_ACTOR at 1531.4 -1693.7 12.4 

:TWAR7_2503
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_2624 
00D6: if 
00DB:   actor $ACTOR_SMOKE in_car 37@ 
004D: jump_if_false @TWAR7_2624 
00D6: if 
00DB:   actor $ACTOR_SWEET in_car 37@ 
004D: jump_if_false @TWAR7_2624 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 1532.8 -1672.9 12.4 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @TWAR7_2624 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 68@ = 1 

:TWAR7_2624
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_3598 
01B4: set_player $PLAYER_CHAR can_move 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_SMOKE muted 0 // versionB 
0A09: set_actor $ACTOR_SWEET muted 0 // versionB 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 
00D6: if 
0038:   $2704 == 0 
004D: jump_if_false @TWAR7_2712 
0004: $2704 = 1 

:TWAR7_2712
0951: disable_trip_skip 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 2000 

:TWAR7_2729
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_2753 
0001: wait 0 ms 
0002: jump @TWAR7_2729 

:TWAR7_2753
03EF: player $PLAYER_CHAR make_safe 
03AF: enable_streaming 0 
0395: clear_area 1 at 1532.8 -1672.9 12.4 radius 300.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1496.5 -1672.6 13.2 
009B: destroy_actor $ACTOR_SMOKE 
009B: destroy_actor $ACTOR_SWEET 
00A6: destroy_car 37@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #PEREN 
0390: load_txd_dictionary 'LD_BUM' 
038F: load_texture "BUM2" as 1 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 2 // Load dictionary with 0390 first 
038B: load_requested_models 
03F0: enable_text_draw 1 
02E4: load_cutscene_data 'SMOKE1B' 

:TWAR7_2903
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @TWAR7_2927 
0001: wait 0 ms 
0002: jump @TWAR7_2903 

:TWAR7_2927
02E7: start_cutscene 
016A: fade 1 time 1000 
0006: 32@ = 0 

:TWAR7_2943
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @TWAR7_2967 
0001: wait 0 ms 
0002: jump @TWAR7_2943 

:TWAR7_2967
02EA: end_cutscene 
016A: fade 0 time 0 

:TWAR7_2975
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_2999 
0001: wait 0 ms 
0002: jump @TWAR7_2975 

:TWAR7_2999
03F0: enable_text_draw 0 
0391: release_textures 
0247: load_model #PEREN 
04ED: load_animation "CAR_CHAT" 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
023C: load_special_actor 'SWEET' as 2 // models 290-299 
023C: load_special_actor 'OGLOC' as 3 // models 290-299 
038B: load_requested_models 
0674: set_car_model #PEREN numberplate "_A2TMFK_" 
00A5: 37@ = create_car #PEREN at 1532.8 -1672.9 12.4 
0175: set_car 37@ Z_angle_to 184.0 
0229: set_car 37@ primary_color_to 0 secondary_color_to 0 
0294: set_car 37@ sprayable 0 
036A: put_actor $PLAYER_ACTOR in_car 37@ 
041E: set_radio_station 3 
009A: $ACTOR_SMOKE = create_actor_pedtype 25 model #SPECIAL01 at 2072.3 -1697.2 12.5 
09F6: set_actor $ACTOR_SMOKE unjackable_through_driver_seat 0 
0173: set_actor $ACTOR_SMOKE Z_angle_to 255.7 
0568: set_actor $ACTOR_SMOKE untargetable 1 
039E: set_actor $ACTOR_SMOKE locked 1 while_in_car 
0245: set_actor $ACTOR_SMOKE walk_style_to "FATMAN" 
05CA: AS_actor $ACTOR_SMOKE enter_car 37@ passenger_seat 0 time -2 
060B: set_actor $ACTOR_SMOKE decision_maker_to 149@ 
0430: put_actor $ACTOR_SMOKE into_car 37@ passenger_seat -1 
009A: $ACTOR_SWEET = create_actor_pedtype 25 model #SPECIAL02 at 2072.3 -1696.2 12.5 
09F6: set_actor $ACTOR_SWEET unjackable_through_driver_seat 0 
0568: set_actor $ACTOR_SWEET untargetable 1 
039E: set_actor $ACTOR_SWEET locked 1 while_in_car 
0245: set_actor $ACTOR_SWEET walk_style_to "GANG2" 
05CA: AS_actor $ACTOR_SWEET enter_car 37@ passenger_seat 2 time -2 
060B: set_actor $ACTOR_SWEET decision_maker_to 149@ 
0430: put_actor $ACTOR_SWEET into_car 37@ passenger_seat -1 
009A: $ACTOR_OG_LOC = create_actor_pedtype 25 model #SPECIAL03 at 1543.2 -1687.0 12.5 
09F6: set_actor $ACTOR_OG_LOC unjackable_through_driver_seat 0 
0173: set_actor $ACTOR_OG_LOC Z_angle_to 97.2 
0568: set_actor $ACTOR_OG_LOC untargetable 1 
039E: set_actor $ACTOR_OG_LOC locked 1 while_in_car 
0446: set_actor $ACTOR_OG_LOC dismemberment_possible 0 
02A9: set_actor $ACTOR_OG_LOC immune_to_nonplayer 1 
0430: put_actor $ACTOR_OG_LOC into_car 37@ passenger_seat -1 
060F: set_actor $ACTOR_OG_LOC melee_accuracy_to 80.0 
0708: reset_decision_maker 148@ event 79 
0708: reset_decision_maker 148@ event 36 
0709: set_decision_maker 148@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
060B: set_actor $ACTOR_OG_LOC decision_maker_to 148@ 
0164: disable_marker 66@ 
018A: 66@ = create_checkpoint_at 2454.4 -1284.5 22.7 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0050: gosub @TWAR7_24265 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_3554 
0002: jump @TWAR7_23165 

:TWAR7_3554
016A: fade 1 time 1000 
00BC: show_text_highpriority GXT 'SMK1_10' time 7000 flag 1  // ~s~Drive to ~y~Freddy's house~s~.
0006: 33@ = 0 
0006: 85@ = 0 
0006: 68@ = 2 

:TWAR7_3598
00D6: if 
0039:   68@ == 2 
004D: jump_if_false @TWAR7_4048 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_3727 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_3727 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @TWAR7_3727 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0A09: set_actor $ACTOR_SWEET muted 1 // versionB 
0A09: set_actor $ACTOR_OG_LOC muted 1 // versionB 
0006: 83@ = 2 
0006: 84@ = 0 
0050: gosub @TWAR7_29790 
0006: 85@ = 1 

:TWAR7_3727
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @TWAR7_3798 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_3798 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_SMOKE muted 0 // versionB 
0A09: set_actor $ACTOR_SWEET muted 0 // versionB 
0A09: set_actor $ACTOR_OG_LOC muted 0 // versionB 
0006: 85@ = 2 

:TWAR7_3798
00D6: if 
00DF:   actor $ACTOR_OG_LOC driving 
004D: jump_if_false @TWAR7_3897 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TWAR7_3897 
00D6: if 
00DF:   actor $ACTOR_SMOKE driving 
004D: jump_if_false @TWAR7_3897 
00D6: if 
00DF:   actor $ACTOR_SWEET driving 
004D: jump_if_false @TWAR7_3897 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @TWAR7_3897 
00A1: put_actor $PLAYER_ACTOR at 2454.7 -1294.5 22.7 

:TWAR7_3897
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_4048 
00D6: if 
00DB:   actor $ACTOR_SMOKE in_car 37@ 
004D: jump_if_false @TWAR7_4048 
00D6: if 
00DB:   actor $ACTOR_SWEET in_car 37@ 
004D: jump_if_false @TWAR7_4048 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 2454.4 -1284.5 22.7 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @TWAR7_4048 
00D6: if 
0038:   $2704 == 1 
004D: jump_if_false @TWAR7_4027 
0004: $2704 = 2 

:TWAR7_4027
0006: 85@ = 0 
0006: 68@ = 0 
0006: 67@ = 2 

:TWAR7_4048
00D6: if 
0039:   67@ == 2 
004D: jump_if_false @TWAR7_5665 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_4312 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
09F5: disable_player_mutal_activities 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position 2451.2 -1295.1 24.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2459.7 -1284.6 26.5 switchstyle 2 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_SMOKE muted 0 // versionB 
0A09: set_actor $ACTOR_SWEET muted 0 // versionB 
0A09: set_actor $ACTOR_OG_LOC muted 0 // versionB 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 
0006: 69@ = 1 
0707: start_scene_skip_to @TWAR7_4925 
0605: actor $ACTOR_OG_LOC perform_animation "CAR_SC1_BR" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 83@ = 3 
0006: 84@ = 0 
0050: gosub @TWAR7_29790 
0006: 32@ = 0 
0006: 68@ = 1 

:TWAR7_4312
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_4439 
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @TWAR7_4439 
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC1_FL" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor $ACTOR_SWEET perform_animation "CAR_SC1_BL" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 68@ = 2 

:TWAR7_4439
00D6: if 
0039:   68@ == 2 
004D: jump_if_false @TWAR7_4524 
00D6: if 
0039:   84@ == 4 
004D: jump_if_false @TWAR7_4524 
0605: actor $ACTOR_SMOKE perform_animation "CAR_SC1_FR" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 68@ = 3 

:TWAR7_4524
00D6: if 
0039:   68@ == 3 
004D: jump_if_false @TWAR7_4711 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_4711 
00D6: if 
01C1:   car 37@ stopped 
004D: jump_if_false @TWAR7_4711 
0615: define_AS_pack_begin 145@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2457.4 -1286.1 23.0 mode 6 time 60000 ms // versionA 
0616: define_AS_pack_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0615: define_AS_pack_begin 145@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2458.4 -1287.8 23.0 mode 6 time 60000 ms // versionA 
0616: define_AS_pack_end 145@ 
0618: assign_actor $ACTOR_OG_LOC to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0006: 68@ = 4 

:TWAR7_4711
00D6: if 
0039:   68@ == 4 
004D: jump_if_false @TWAR7_4860 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @TWAR7_4860 
00D6: if 
00DF:   actor $ACTOR_SMOKE driving 
004D: jump_if_false @TWAR7_4816 
0362: remove_actor $ACTOR_SMOKE from_car_and_place_at 2472.8 -1277.9 28.9 

:TWAR7_4816
036A: put_actor $ACTOR_SMOKE in_car 37@ 
020A: set_car 37@ door_status_to 2 
05D2: AS_actor $ACTOR_SMOKE run_to_and_hijack_car 37@ max_search_radius 15.0 traffic_behavior 2 
0006: 32@ = 0 
0006: 68@ = 5 

:TWAR7_4860
00D6: if 
0039:   68@ == 5 
004D: jump_if_false @TWAR7_5665 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
00D6: if 
0019:   32@ > 0 
004D: jump_if_false @TWAR7_5665 
0006: 69@ = 0 

:TWAR7_4925
0701: end_scene_skip 
0050: gosub @TWAR7_24265 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_4959 
0002: jump @TWAR7_23165 

:TWAR7_4959
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @TWAR7_5339 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 
016A: fade 0 time 500 

:TWAR7_5001
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_5069 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
0001: wait 0 ms 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
0002: jump @TWAR7_5001 

:TWAR7_5069
0050: gosub @TWAR7_24265 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_5101 
0002: jump @TWAR7_23165 

:TWAR7_5101
0395: clear_area 1 at 2457.4 -1286.1 23.0 radius 1.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2457.4 -1286.1 23.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 230.2 
0395: clear_area 1 at 2458.4 -1287.8 23.0 radius 1.0 
0792: disembark_instantly_actor $ACTOR_OG_LOC 
00A1: put_actor $ACTOR_OG_LOC at 2458.4 -1287.8 23.0 
0173: set_actor $ACTOR_OG_LOC Z_angle_to 230.2 
0395: clear_area 1 at 2452.4 -1267.6 23.8 radius 5.0 
00AB: put_car 37@ at 2452.4 -1267.6 23.8 
0175: set_car 37@ Z_angle_to 0.0 
00D6: if 
00DF:   actor $ACTOR_SMOKE driving 
004D: jump_if_false @TWAR7_5309 
0362: remove_actor $ACTOR_SMOKE from_car_and_place_at 2472.8 -1277.9 28.9 

:TWAR7_5309
036A: put_actor $ACTOR_SMOKE in_car 37@ 
020A: set_car 37@ door_status_to 2 
05D2: AS_actor $ACTOR_SMOKE run_to_and_hijack_car 37@ max_search_radius 15.0 traffic_behavior 2 

:TWAR7_5339
0615: define_AS_pack_begin 145@ 
05D3: AS_actor -1 goto_point 2463.5 -1286.9 25.2 mode 6 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2463.9 -1278.4 29.0 mode 6 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2467.8 -1277.1 28.9 mode 6 time -2 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 145@ 
0618: assign_actor $ACTOR_OG_LOC to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
04EF: release_animation "CAR_CHAT" 
0164: disable_marker 66@ 
018A: 66@ = create_checkpoint_at 2468.8 -1278.4 28.9 
07E0: set_marker 66@ type_to 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
08F6: restore_player_group 
02A3: enable_widescreen 0 
09F5: disable_player_mutal_activities 0 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_03' time 7000 flag 1  // ~s~Go and ring the ~y~doorbell~s~.
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @TWAR7_5651 
016A: fade 1 time 500 

:TWAR7_5551
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_5619 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
0001: wait 0 ms 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
0002: jump @TWAR7_5551 

:TWAR7_5619
0050: gosub @TWAR7_24265 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_5651 
0002: jump @TWAR7_23165 

:TWAR7_5651
0006: 68@ = 0 
0006: 67@ = 3 

:TWAR7_5665
00D6: if 
0039:   67@ == 3 
004D: jump_if_false @TWAR7_8884 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_5756 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere 2468.8 -1278.2 29.1 radius 1.2 1.2 3.0 sphere 1 stopped_on_foot 
004D: jump_if_false @TWAR7_5756 
0006: 68@ = 1 

:TWAR7_5756
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_6760 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
0006: 83@ = 0 
016A: fade 0 time 500 

:TWAR7_5802
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_5826 
0001: wait 0 ms 
0002: jump @TWAR7_5802 

:TWAR7_5826
0050: gosub @TWAR7_24265 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_5858 
0002: jump @TWAR7_23165 

:TWAR7_5858
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
09F5: disable_player_mutal_activities 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0247: load_model #PCJ600 
0247: load_model #TEC9 
0247: load_model #LSV2 
0247: load_model #MICRO_UZI 
04ED: load_animation "CRIB" 
04ED: load_animation "MISC" 
04ED: load_animation "GANGS" 
04ED: load_animation "RAPPING" 
0390: load_txd_dictionary 'LD_BUM' 
038F: load_texture "BUM1" as 1 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 2 // Load dictionary with 0390 first 
038B: load_requested_models 
03F0: enable_text_draw 1 
03CF: load_wav 1817 as 3 

:TWAR7_5983
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @TWAR7_6009 
0001: wait 0 ms 
0002: jump @TWAR7_5983 

:TWAR7_6009
0050: gosub @TWAR7_24265 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_6041 
0002: jump @TWAR7_23165 

:TWAR7_6041
038B: load_requested_models 
0395: clear_area 1 at 2471.0 -1285.1 28.3 radius 30.0 
00A5: 36@ = create_car #PCJ600 at 2471.0 -1285.1 28.3 
0175: set_car 36@ Z_angle_to 272.5 
053F: set_car 36@ tires_vulnerability 0 
0395: clear_area 1 at 2488.2 -1279.9 30.0 radius 30.0 
00A5: 35@ = create_car #PCJ600 at 2488.2 -1279.9 30.0 
02AA: set_car 35@ immune_to_nonplayer 0 
0175: set_car 35@ Z_angle_to 286.4 
07EE: car 35@ enable_tire_marks 1 
053F: set_car 35@ tires_vulnerability 0 
02AC: set_car 35@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0395: clear_area 1 at 2483.9 -1280.2 29.4 radius 30.0 
009A: 34@ = create_actor_pedtype 24 model #LSV2 at 2483.9 -1280.2 29.4 
0A09: set_actor 34@ muted 1 // versionB 
03FE: set_actor 34@ money 500 
0173: set_actor 34@ Z_angle_to 261.6 
01B2: give_actor 34@ weapon 32 ammo 30000 // Load the weapon model before using this 
0446: set_actor 34@ dismemberment_possible 0 
02A9: set_actor 34@ immune_to_nonplayer 0 
0350: set_actor 34@ maintain_position_when_attacked 1 
07DD: set_actor 34@ attack_rate 20 // previously known as temper_to 
060B: set_actor 34@ decision_maker_to 149@ 
0615: define_AS_pack_begin 147@ 
0713: actor -1 driveby_actor 34@ car -1 point 0.0 0.0 0.0 radius 300.0 8 0 firing_rate 100 
0616: define_AS_pack_end 147@ 
087D: assign_group $PLAYER_GROUP to_AS_pack 147@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $ACTOR_OG_LOC 
0395: clear_area 1 at 2468.0 -1278.5 29.1 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2468.0 -1278.5 29.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 269.4 
0395: clear_area 1 at 2467.4 -1275.8 28.8 radius 1.0 
00A1: put_actor $ACTOR_OG_LOC at 2467.4 -1275.8 28.8 
0173: set_actor $ACTOR_OG_LOC Z_angle_to 282.8 
0615: define_AS_pack_begin 145@ 
05D3: AS_actor -1 goto_point 2469.2 -1278.7 29.3 mode 4 time 60000 ms // versionA 
05D4: AS_actor -1 rotate_angle 262.0 
0605: actor -1 perform_animation "CRIB_USE_SWITCH" IFP "CRIB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 800 
05BF: AS_actor -1 look_at_actor $ACTOR_OG_LOC 7000 ms 
0616: define_AS_pack_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0006: 69@ = 1 
0707: start_scene_skip_to @TWAR7_8172 
00BE: text_clear_all 
015F: set_camera_position 2461.7 -1273.7 30.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2470.1 -1277.1 30.7 switchstyle 2 
016A: fade 1 time 500 

:TWAR7_6697
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_6721 
0001: wait 0 ms 
0002: jump @TWAR7_6697 

:TWAR7_6721
0050: gosub @TWAR7_24265 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_6753 
0002: jump @TWAR7_23165 

:TWAR7_6753
0006: 68@ = 2 

:TWAR7_6760
00D6: if 
0039:   68@ == 2 
004D: jump_if_false @TWAR7_6884 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "CRIB_USE_SWITCH" 
004D: jump_if_false @TWAR7_6884 
0613: 82@ = actor $PLAYER_ACTOR animation "CRIB_USE_SWITCH" time 
00D6: if 
0021:   82@ > 0.65 
004D: jump_if_false @TWAR7_6884 
097A: play_audio_at 2469.2 -1278.7 29.3 event 1102 
0006: 68@ = 3 

:TWAR7_6884
00D6: if 
0039:   68@ == 3 
004D: jump_if_false @TWAR7_7086 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @TWAR7_7086 
0615: define_AS_pack_begin 145@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKE" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 2467.8 -1274.4 28.8 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2468.6 -1273.3 28.8 mode 4 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 278.7 
0616: define_AS_pack_end 145@ 
0618: assign_actor $ACTOR_OG_LOC to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0006: 83@ = 4 
0006: 84@ = 0 
0006: 130@ = 5 
0050: gosub @TWAR7_29790 
0006: 68@ = 4 

:TWAR7_7086
00D6: if 
0039:   68@ == 4 
004D: jump_if_false @TWAR7_7198 
00D6: if 
0019:   84@ > 2 
004D: jump_if_false @TWAR7_7198 
0615: define_AS_pack_begin 145@ 
0639: AS_actor -1 rotate_to_actor $ACTOR_OG_LOC 
0605: actor -1 perform_animation "PLYR_SHKHEAD" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0006: 68@ = 5 

:TWAR7_7198
00D6: if 
0039:   68@ == 5 
004D: jump_if_false @TWAR7_7402 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_7402 
0615: define_AS_pack_begin 145@ 
0605: actor -1 perform_animation "BNG_WNDW" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 145@ 
0618: assign_actor $ACTOR_OG_LOC to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0615: define_AS_pack_begin 145@ 
0605: actor -1 perform_animation "LAUGH_01" IFP "RAPPING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0006: 83@ = 4 
0006: 84@ = 5 
0006: 130@ = 9 
0050: gosub @TWAR7_29790 
0006: 32@ = 0 
0006: 68@ = 6 

:TWAR7_7402
00D6: if 
0039:   68@ == 6 
004D: jump_if_false @TWAR7_7512 
00D6: if 
0611:   actor $ACTOR_OG_LOC performing_animation "BNG_WNDW" 
004D: jump_if_false @TWAR7_7512 
0613: 82@ = actor $ACTOR_OG_LOC animation "BNG_WNDW" time 
00D6: if 
0021:   82@ > 0.4 
004D: jump_if_false @TWAR7_7512 
097A: play_audio_at 2468.6 -1273.3 28.8 event 1103 
0006: 68@ = 7 

:TWAR7_7512
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_8884 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_8884 
00D6: if 
0039:   68@ == 7 
004D: jump_if_false @TWAR7_7698 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_7698 
0615: define_AS_pack_begin 145@ 
05CB: AS_actor -1 enter_car 35@ as_driver -1 ms 
0616: define_AS_pack_end 145@ 
0618: assign_actor 34@ to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0006: 83@ = 4 
0006: 84@ = 9 
0006: 130@ = 10 
0050: gosub @TWAR7_29790 
015F: set_camera_position 2495.4 -1282.3 32.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2479.2 -1272.5 30.5 switchstyle 2 
0006: 68@ = 8 

:TWAR7_7698
00D6: if 
0039:   68@ == 8 
004D: jump_if_false @TWAR7_7756 
00D6: if 
00DB:   actor 34@ in_car 35@ 
004D: jump_if_false @TWAR7_7756 
05EB: assign_car 35@ to_path 30 
0006: 32@ = 0 
0006: 68@ = 9 

:TWAR7_7756
00D6: if 
0039:   68@ == 9 
004D: jump_if_false @TWAR7_8070 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @TWAR7_8070 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @TWAR7_8070 
0395: clear_area 1 at 2468.4 -1282.4 28.8 radius 1.0 
00A1: put_actor $ACTOR_OG_LOC at 2468.4 -1282.4 28.8 
0173: set_actor $ACTOR_OG_LOC Z_angle_to 171.7 
07A1: set_walk_speed 6 
0615: define_AS_pack_begin 145@ 
05CA: AS_actor -1 enter_car 36@ passenger_seat -1 time -2 
0616: define_AS_pack_end 145@ 
0618: assign_actor $ACTOR_OG_LOC to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0395: clear_area 1 at 2467.4 -1281.2 28.8 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2467.4 -1281.2 28.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 171.7 
07A1: set_walk_speed 6 
0615: define_AS_pack_begin 145@ 
05CB: AS_actor -1 enter_car 36@ as_driver -2 ms 
0616: define_AS_pack_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
015F: set_camera_position 2460.9 -1283.7 30.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2472.6 -1284.4 31.1 switchstyle 2 
0006: 83@ = 5 
0006: 84@ = 0 
0050: gosub @TWAR7_29790 
0006: 68@ = 10 

:TWAR7_8070
00D6: if 
0039:   68@ == 10 
004D: jump_if_false @TWAR7_8884 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_8884 
00D6: if 
8118:   not actor $ACTOR_OG_LOC dead 
004D: jump_if_false @TWAR7_8884 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @TWAR7_8884 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 36@ 
00DB:   actor $ACTOR_OG_LOC in_car 36@ 
004D: jump_if_false @TWAR7_8884 
0006: 69@ = 0 

:TWAR7_8172
0701: end_scene_skip 
0050: gosub @TWAR7_24265 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_8206 
0002: jump @TWAR7_23165 

:TWAR7_8206
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @TWAR7_8454 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
0006: 83@ = 0 
016A: fade 0 time 500 

:TWAR7_8252
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_8276 
0001: wait 0 ms 
0002: jump @TWAR7_8252 

:TWAR7_8276
0050: gosub @TWAR7_24265 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_8308 
0002: jump @TWAR7_23165 

:TWAR7_8308
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_8372 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_8372 
0687: clear_actor 34@ task 
00D6: if 
80DB:   not actor 34@ in_car 35@ 
004D: jump_if_false @TWAR7_8372 
036A: put_actor 34@ in_car 35@ 

:TWAR7_8372
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @TWAR7_8454 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $ACTOR_OG_LOC 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TWAR7_8425 
036A: put_actor $PLAYER_ACTOR in_car 36@ 

:TWAR7_8425
00D6: if 
80DB:   not actor $ACTOR_OG_LOC in_car 36@ 
004D: jump_if_false @TWAR7_8454 
072B: put_actor $ACTOR_OG_LOC into_car 36@ passengerseat -1 

:TWAR7_8454
0563: give_player $PLAYER_CHAR ammo 78 
01B2: give_actor $ACTOR_OG_LOC weapon 32 ammo 30000 // Load the weapon model before using this 
01B9: set_actor $ACTOR_OG_LOC armed_weapon_to 32 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
0006: 72@ = 1 
0006: 71@ = 1 
077A: set_actor $ACTOR_OG_LOC acquaintance 4 to_actors_pedtype 24 // see ped.dat 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_8596 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_8596 
00D6: if 
060E:   car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_8566 
05EC: release_car 35@ from_path 

:TWAR7_8566
00AB: put_car 35@ at 2521.2 -1359.0 27.3 
0175: set_car 35@ Z_angle_to 295.2 

:TWAR7_8596
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
04EF: release_animation "CRIB" 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
04EF: release_animation "RAPPING" 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'SMK1_04' time 7000 flag 1  // ~s~Catch and kill ~r~Freddy~s~!
0164: disable_marker 66@ 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_8690 
0187: 66@ = create_marker_above_actor 34@ 
07E0: set_marker 66@ type_to 0 

:TWAR7_8690
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @TWAR7_8797 
016A: fade 1 time 500 

:TWAR7_8741
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_8765 
0001: wait 0 ms 
0002: jump @TWAR7_8741 

:TWAR7_8765
0050: gosub @TWAR7_24265 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_8797 
0002: jump @TWAR7_23165 

:TWAR7_8797
03F0: enable_text_draw 0 
0391: release_textures 
009B: destroy_actor $ACTOR_SMOKE 
009B: destroy_actor $ACTOR_SWEET 
00A6: destroy_car 37@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #PEREN 
040D: unload_wav 3 
00D6: if or
0119:   car 35@ wrecked 
0119:   car 36@ wrecked 
004D: jump_if_false @TWAR7_8863 
0002: jump @TWAR7_23165 

:TWAR7_8863
0006: 85@ = 0 
0006: 68@ = 0 
0006: 67@ = 4 

:TWAR7_8884
00D6: if 
0019:   67@ > 3 
004D: jump_if_false @TWAR7_18503 
00D6: if 
001B:   15 > 67@ 
004D: jump_if_false @TWAR7_18503 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_18369 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_18228 
00D6: if 
0039:   67@ == 4 
004D: jump_if_false @TWAR7_9847 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_9084 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_9084 
00D6: if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
004D: jump_if_false @TWAR7_9084 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_9077 
0006: 83@ = 6 
0006: 84@ = 0 
0006: 130@ = 1 
0050: gosub @TWAR7_29790 

:TWAR7_9077
0006: 85@ = 1 

:TWAR7_9084
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TWAR7_9300 
01E8: create_forbidden_for_cars_cube_cornerA 2563.7 -1435.0 10.0 cornerB 2580.3 -1266.4 100.6 
01E8: create_forbidden_for_cars_cube_cornerA 2635.0 -1434.4 10.0 cornerB 2652.0 -1263.6 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2714.9 -1501.6 10.0 cornerB 2746.1 -1266.4 100.0 
0376: 40@ = create_random_actor_at 2579.8 -1348.3 35.5 
05BE: AS_actor 40@ die 
0376: 41@ = create_random_actor_at 2578.8 -1348.3 35.5 
0173: set_actor 41@ Z_angle_to 260.0 
0605: actor 41@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 73@ = 1 

:TWAR7_9300
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @TWAR7_9395 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2582.6 -1351.8 radius 5.0 5.0 
004D: jump_if_false @TWAR7_9395 
01E7: remove_forbidden_for_cars_cube_cornerA 2563.7 -1435.0 10.0 cornerB 2580.3 -1266.4 100.6 
0006: 73@ = 2 

:TWAR7_9395
00D6: if 
0039:   73@ == 2 
004D: jump_if_false @TWAR7_9490 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2653.0 -1329.8 radius 5.0 5.0 
004D: jump_if_false @TWAR7_9490 
01E7: remove_forbidden_for_cars_cube_cornerA 2635.0 -1434.4 10.0 cornerB 2652.0 -1263.6 100.0 
0006: 73@ = 3 

:TWAR7_9490
00D6: if 
0039:   73@ == 3 
004D: jump_if_false @TWAR7_9585 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2748.3 -1320.3 radius 5.0 5.0 
004D: jump_if_false @TWAR7_9585 
01E7: remove_forbidden_for_cars_cube_cornerA 2714.9 -1501.6 10.0 cornerB 2746.1 -1266.4 100.0 
0006: 73@ = 4 

:TWAR7_9585
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_9668 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TWAR7_9668 
05EB: assign_car 35@ to_path 31 
0873: release_path 30 
0006: 68@ = 1 

:TWAR7_9668
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_9833 
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_9833 
01E7: remove_forbidden_for_cars_cube_cornerA 2563.7 -1435.0 10.0 cornerB 2580.3 -1266.4 100.6 
01E7: remove_forbidden_for_cars_cube_cornerA 2635.0 -1434.4 10.0 cornerB 2652.0 -1263.6 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2714.9 -1501.6 10.0 cornerB 2746.1 -1266.4 100.0 
0006: 32@ = 0 
0006: 85@ = 0 
0006: 68@ = 0 
0006: 73@ = 0 
0006: 67@ = 5 

:TWAR7_9833
0050: gosub @TWAR7_25463 
0050: gosub @TWAR7_25201 

:TWAR7_9847
00D6: if 
0039:   67@ == 5 
004D: jump_if_false @TWAR7_10859 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_9986 
00D6: if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
004D: jump_if_false @TWAR7_9961 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_9954 
0006: 83@ = 6 
0006: 84@ = 1 
0006: 130@ = 2 
0050: gosub @TWAR7_29790 

:TWAR7_9954
0006: 85@ = 1 

:TWAR7_9961
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_9986 
0006: 85@ = 1 

:TWAR7_9986
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TWAR7_10171 
01E8: create_forbidden_for_cars_cube_cornerA 2713.9 -1499.3 10.0 cornerB 2746.6 -1266.3 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2714.6 -1249.9 10.0 cornerB 2744.7 -1332.9 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2634.6 -1396.6 10.0 cornerB 2651.0 -1264.2 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2635.1 -1248.0 10.0 cornerB 2651.0 -1055.3 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2651.5 -1263.8 10.0 cornerB 2579.5 -1248.7 100.0 
0006: 73@ = 1 

:TWAR7_10171
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @TWAR7_10298 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2712.7 -1265.7 radius 5.0 5.0 
004D: jump_if_false @TWAR7_10298 
01E7: remove_forbidden_for_cars_cube_cornerA 2713.9 -1499.3 10.0 cornerB 2746.6 -1266.3 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2714.6 -1249.9 10.0 cornerB 2744.7 -1332.9 100.0 
0006: 73@ = 2 

:TWAR7_10298
00D6: if 
0039:   73@ == 2 
004D: jump_if_false @TWAR7_10457 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2630.5 -1248.3 radius 5.0 5.0 
004D: jump_if_false @TWAR7_10457 
01E7: remove_forbidden_for_cars_cube_cornerA 2634.6 -1396.6 10.0 cornerB 2651.0 -1264.2 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2635.1 -1248.0 10.0 cornerB 2651.0 -1055.3 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2651.5 -1263.8 10.0 cornerB 2579.5 -1248.7 100.0 
0006: 73@ = 3 

:TWAR7_10457
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_10606 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 
004D: jump_if_false @TWAR7_10606 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_10561 
02AB: set_actor 34@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:TWAR7_10561
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_10592 
02AC: set_car 35@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:TWAR7_10592
05EB: assign_car 35@ to_path 32 
0006: 68@ = 1 

:TWAR7_10606
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_10845 
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_10845 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
01E7: remove_forbidden_for_cars_cube_cornerA 2713.9 -1499.3 10.0 cornerB 2746.6 -1266.3 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2714.6 -1249.9 10.0 cornerB 2744.7 -1332.9 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2634.6 -1396.6 10.0 cornerB 2651.0 -1264.2 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2635.1 -1248.0 10.0 cornerB 2651.0 -1055.3 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2651.5 -1263.8 10.0 cornerB 2579.5 -1248.7 100.0 
0006: 32@ = 0 
0006: 85@ = 0 
0006: 73@ = 0 
0006: 68@ = 0 
0006: 67@ = 6 

:TWAR7_10845
0050: gosub @TWAR7_25463 
0050: gosub @TWAR7_25201 

:TWAR7_10859
00D6: if 
0039:   67@ == 6 
004D: jump_if_false @TWAR7_11888 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_11025 
00D6: if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 35.0 35.0 0 
004D: jump_if_false @TWAR7_11000 
0006: 33@ = 0 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_10993 
0006: 83@ = 6 
0006: 84@ = 2 
0006: 130@ = 3 
0050: gosub @TWAR7_29790 

:TWAR7_10993
0006: 85@ = 1 

:TWAR7_11000
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_11025 
0006: 85@ = 1 

:TWAR7_11025
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TWAR7_11210 
01E8: create_forbidden_for_cars_cube_cornerA 2563.7 -1248.6 10.0 cornerB 2578.9 -1192.2 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2443.7 -1249.2 10.0 cornerB 2459.1 -1191.9 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2363.5 -1253.4 10.0 cornerB 2378.7 -1145.5 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2311.2 -1144.7 10.0 cornerB 2379.1 -1162.1 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2239.9 -1130.0 10.0 cornerB 2017.6 -928.3 100.0 
0006: 73@ = 1 

:TWAR7_11210
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @TWAR7_11305 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2563.2 -1191.8 radius 5.0 5.0 
004D: jump_if_false @TWAR7_11305 
01E7: remove_forbidden_for_cars_cube_cornerA 2563.7 -1248.6 10.0 cornerB 2578.9 -1192.2 100.6 
0006: 73@ = 2 

:TWAR7_11305
00D6: if 
0039:   73@ == 2 
004D: jump_if_false @TWAR7_11400 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2442.4 -1191.4 radius 5.0 5.0 
004D: jump_if_false @TWAR7_11400 
01E7: remove_forbidden_for_cars_cube_cornerA 2443.7 -1249.2 10.0 cornerB 2459.1 -1191.9 100.0 
0006: 73@ = 3 

:TWAR7_11400
00D6: if 
0039:   73@ == 3 
004D: jump_if_false @TWAR7_11495 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2360.1 -1164.8 radius 5.0 5.0 
004D: jump_if_false @TWAR7_11495 
01E7: remove_forbidden_for_cars_cube_cornerA 2363.5 -1253.4 10.0 cornerB 2378.7 -1145.5 100.0 
0006: 73@ = 4 

:TWAR7_11495
00D6: if 
0039:   73@ == 4 
004D: jump_if_false @TWAR7_11590 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2315.0 -1145.9 radius 5.0 5.0 
004D: jump_if_false @TWAR7_11590 
01E7: remove_forbidden_for_cars_cube_cornerA 2311.2 -1144.7 10.0 cornerB 2379.1 -1162.1 100.0 
0006: 73@ = 5 

:TWAR7_11590
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_11677 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 
004D: jump_if_false @TWAR7_11677 
05EB: assign_car 35@ to_path 33 
0006: 68@ = 1 

:TWAR7_11677
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_11874 
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_11874 
01E7: remove_forbidden_for_cars_cube_cornerA 2563.7 -1248.6 10.0 cornerB 2578.9 -1192.2 100.6 
01E7: remove_forbidden_for_cars_cube_cornerA 2443.7 -1249.2 10.0 cornerB 2459.1 -1191.9 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2363.5 -1253.4 10.0 cornerB 2378.7 -1145.5 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2311.2 -1144.7 10.0 cornerB 2379.1 -1162.1 100.0 
0006: 32@ = 0 
0006: 85@ = 0 
0006: 73@ = 0 
0006: 68@ = 0 
0006: 67@ = 7 

:TWAR7_11874
0050: gosub @TWAR7_25463 
0050: gosub @TWAR7_25201 

:TWAR7_11888
00D6: if 
0039:   67@ == 7 
004D: jump_if_false @TWAR7_12388 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_12034 
00D6: if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
004D: jump_if_false @TWAR7_12009 
0006: 33@ = 0 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_12002 
0006: 83@ = 6 
0006: 84@ = 3 
0006: 130@ = 4 
0050: gosub @TWAR7_29790 

:TWAR7_12002
0006: 85@ = 1 

:TWAR7_12009
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_12034 
0006: 85@ = 1 

:TWAR7_12034
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TWAR7_12091 
01E8: create_forbidden_for_cars_cube_cornerA 1930.6 -1031.9 10.0 cornerB 1574.4 -879.9 100.0 
0006: 73@ = 1 

:TWAR7_12091
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @TWAR7_12186 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2149.8 -996.1 radius 5.0 5.0 
004D: jump_if_false @TWAR7_12186 
01E7: remove_forbidden_for_cars_cube_cornerA 2239.9 -1130.0 10.0 cornerB 2017.6 -928.3 100.0 
0006: 73@ = 2 

:TWAR7_12186
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_12273 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 
004D: jump_if_false @TWAR7_12273 
05EB: assign_car 35@ to_path 34 
0006: 68@ = 1 

:TWAR7_12273
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_12374 
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_12374 
01E7: remove_forbidden_for_cars_cube_cornerA 2239.9 -1130.0 10.0 cornerB 2017.6 -928.3 100.0 
0006: 32@ = 0 
0006: 85@ = 0 
0006: 73@ = 0 
0006: 68@ = 0 
0006: 67@ = 8 

:TWAR7_12374
0050: gosub @TWAR7_25463 
0050: gosub @TWAR7_25201 

:TWAR7_12388
00D6: if 
0039:   67@ == 8 
004D: jump_if_false @TWAR7_13968 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_12527 
00D6: if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
004D: jump_if_false @TWAR7_12502 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_12495 
0006: 83@ = 6 
0006: 84@ = 4 
0006: 130@ = 5 
0050: gosub @TWAR7_29790 

:TWAR7_12495
0006: 85@ = 1 

:TWAR7_12502
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_12527 
0006: 85@ = 1 

:TWAR7_12527
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TWAR7_12584 
01E8: create_forbidden_for_cars_cube_cornerA 1879.6 -1024.3 10.0 cornerB 1600.0 -1521.7 100.0 
0006: 73@ = 1 

:TWAR7_12584
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @TWAR7_12679 
00D6: if 
01AD:   car 35@ sphere 0 near_point 1819.4 -1034.0 radius 5.0 5.0 
004D: jump_if_false @TWAR7_12679 
01E7: remove_forbidden_for_cars_cube_cornerA 1930.6 -1031.9 10.0 cornerB 1574.4 -879.9 100.0 
0006: 73@ = 2 

:TWAR7_12679
00D6: if 
0039:   73@ == 2 
004D: jump_if_false @TWAR7_12774 
00D6: if 
01AD:   car 35@ sphere 0 near_point 1755.3 -1489.1 radius 5.0 5.0 
004D: jump_if_false @TWAR7_12774 
01E7: remove_forbidden_for_cars_cube_cornerA 1879.6 -1024.3 10.0 cornerB 1552.0 -1521.7 100.0 
0006: 73@ = 3 

:TWAR7_12774
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_13714 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 
004D: jump_if_false @TWAR7_13714 
04AF: 78@ = 410 // = constant 
0050: gosub @TWAR7_26168 
00A5: 42@ = create_car #MANANA at 1688.5 -1111.7 58.5 
0560: create_random_actor_in_car 42@ handle_as 52@ 
0587: enable_car 42@ validate_position 1 
0175: set_car 42@ Z_angle_to 322.3 
05EB: assign_car 42@ to_path 50 
04AF: 78@ = 410 // = constant 
0050: gosub @TWAR7_26168 
00A5: 43@ = create_car #MANANA at 1679.7 -1131.6 59.7 
0560: create_random_actor_in_car 43@ handle_as 53@ 
0587: enable_car 43@ validate_position 1 
0175: set_car 43@ Z_angle_to 321.2 
05EB: assign_car 43@ to_path 51 
00A5: 44@ = create_car #PCJ600 at 1644.8 -1177.5 54.3 
0560: create_random_actor_in_car 44@ handle_as 54@ 
0587: enable_car 44@ validate_position 1 
0175: set_car 44@ Z_angle_to 320.8 
05EB: assign_car 44@ to_path 52 
04AF: 78@ = 410 // = constant 
0050: gosub @TWAR7_26168 
00A5: 45@ = create_car #MANANA at 1637.0 -1203.8 51.5 
0560: create_random_actor_in_car 45@ handle_as 55@ 
0587: enable_car 45@ validate_position 1 
0175: set_car 45@ Z_angle_to 350.3 
05EB: assign_car 45@ to_path 53 
09B2: get_random_available_car_unk 1 model_to 74@ class_to 75@ 
00D6: if 
0029:   74@ >= 0 
004D: jump_if_false @TWAR7_13210 
0085: 78@ = 74@ // (int) 
0050: gosub @TWAR7_26168 
00A5: 46@ = create_car 74@ at 1618.2 -1306.4 35.6 
0175: set_car 46@ Z_angle_to 343.7 
0587: enable_car 46@ validate_position 1 
0560: create_random_actor_in_car 46@ handle_as 56@ 
05EB: assign_car 46@ to_path 54 

:TWAR7_13210
09B2: get_random_available_car_unk 1 model_to 74@ class_to 75@ 
00D6: if 
0029:   74@ >= 0 
004D: jump_if_false @TWAR7_13308 
0085: 78@ = 74@ // (int) 
0050: gosub @TWAR7_26168 
00A5: 47@ = create_car 74@ at 1621.8 -1317.9 33.0 
0175: set_car 47@ Z_angle_to 348.7 
0587: enable_car 47@ validate_position 1 
0560: create_random_actor_in_car 47@ handle_as 57@ 
05EB: assign_car 47@ to_path 55 

:TWAR7_13308
09B2: get_random_available_car_unk 1 model_to 74@ class_to 75@ 
00D6: if 
0029:   74@ >= 0 
004D: jump_if_false @TWAR7_13406 
0085: 78@ = 74@ // (int) 
0050: gosub @TWAR7_26168 
00A5: 48@ = create_car 74@ at 1615.6 -1327.7 31.5 
0175: set_car 48@ Z_angle_to 352.1 
0587: enable_car 48@ validate_position 1 
0560: create_random_actor_in_car 48@ handle_as 58@ 
05EB: assign_car 48@ to_path 56 

:TWAR7_13406
09B2: get_random_available_car_unk 1 model_to 74@ class_to 75@ 
00D6: if 
0029:   74@ >= 0 
004D: jump_if_false @TWAR7_13504 
0085: 78@ = 74@ // (int) 
0050: gosub @TWAR7_26168 
00A5: 49@ = create_car 74@ at 1612.3 -1394.0 27.6 
0175: set_car 49@ Z_angle_to 353.6 
0587: enable_car 49@ validate_position 1 
0560: create_random_actor_in_car 49@ handle_as 59@ 
05EB: assign_car 49@ to_path 57 

:TWAR7_13504
09B2: get_random_available_car_unk 1 model_to 74@ class_to 75@ 
00D6: if 
0029:   74@ >= 0 
004D: jump_if_false @TWAR7_13602 
0085: 78@ = 74@ // (int) 
0050: gosub @TWAR7_26168 
00A5: 50@ = create_car 74@ at 1612.3 -1462.2 27.1 
0175: set_car 50@ Z_angle_to 357.2 
0587: enable_car 50@ validate_position 1 
0560: create_random_actor_in_car 50@ handle_as 60@ 
05EB: assign_car 50@ to_path 58 

:TWAR7_13602
09B2: get_random_available_car_unk 1 model_to 74@ class_to 75@ 
00D6: if 
0029:   74@ >= 0 
004D: jump_if_false @TWAR7_13700 
0085: 78@ = 74@ // (int) 
0050: gosub @TWAR7_26168 
00A5: 51@ = create_car 74@ at 1663.4 -1457.0 24.3 
0175: set_car 51@ Z_angle_to 51.9 
0587: enable_car 51@ validate_position 1 
0560: create_random_actor_in_car 51@ handle_as 61@ 
05EB: assign_car 51@ to_path 60 

:TWAR7_13700
05EB: assign_car 35@ to_path 35 
0006: 68@ = 1 

:TWAR7_13714
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_13821 
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_13755 
0006: 68@ = 2 

:TWAR7_13755
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @TWAR7_13821 
00D6: if 
01AD:   car 51@ sphere 0 near_point 1601.4 -1389.5 radius 5.0 5.0 
004D: jump_if_false @TWAR7_13821 
05EC: release_car 51@ from_path 
0006: 68@ = 2 

:TWAR7_13821
00D6: if 
0039:   68@ == 2 
004D: jump_if_false @TWAR7_13954 
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_13954 
01E7: remove_forbidden_for_cars_cube_cornerA 1930.6 -1031.9 10.0 cornerB 1574.4 -879.9 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 1879.6 -1024.3 10.0 cornerB 1552.0 -1521.7 100.0 
0006: 32@ = 0 
0006: 73@ = 0 
0006: 85@ = 0 
0006: 68@ = 0 
0006: 67@ = 9 

:TWAR7_13954
0050: gosub @TWAR7_25463 
0050: gosub @TWAR7_25201 

:TWAR7_13968
00D6: if 
0039:   67@ == 9 
004D: jump_if_false @TWAR7_14628 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_14114 
00D6: if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
004D: jump_if_false @TWAR7_14089 
0006: 33@ = 0 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_14082 
0006: 83@ = 6 
0006: 84@ = 5 
0006: 130@ = 6 
0050: gosub @TWAR7_29790 

:TWAR7_14082
0006: 85@ = 1 

:TWAR7_14089
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_14114 
0006: 85@ = 1 

:TWAR7_14114
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TWAR7_14171 
01E8: create_forbidden_for_cars_cube_cornerA 1725.8 -1433.3 10.0 cornerB 1838.0 -1459.4 100.0 
0006: 73@ = 1 

:TWAR7_14171
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @TWAR7_14266 
00D6: if 
01AD:   car 35@ sphere 0 near_point 1781.3 -1437.9 radius 5.0 5.0 
004D: jump_if_false @TWAR7_14266 
01E7: remove_forbidden_for_cars_cube_cornerA 1725.8 -1433.3 10.0 cornerB 1838.0 -1459.4 100.0 
0006: 73@ = 2 

:TWAR7_14266
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_14513 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 
004D: jump_if_false @TWAR7_14513 
01C3: remove_references_to_car 42@ 
01C3: remove_references_to_car 43@ 
01C3: remove_references_to_car 44@ 
01C3: remove_references_to_car 45@ 
01C3: remove_references_to_car 46@ 
01C3: remove_references_to_car 47@ 
01C3: remove_references_to_car 48@ 
01C3: remove_references_to_car 49@ 
01C3: remove_references_to_car 50@ 
01C3: remove_references_to_car 51@ 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
0376: 38@ = create_random_actor_at 1778.4 -1343.1 14.7 
0173: set_actor 38@ Z_angle_to 180.0 
0376: 39@ = create_random_actor_at 1778.4 -1344.1 14.7 
0173: set_actor 39@ Z_angle_to 0.0 
05EB: assign_car 35@ to_path 36 
0006: 68@ = 1 

:TWAR7_14513
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_14614 
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_14614 
01E7: remove_forbidden_for_cars_cube_cornerA 1725.8 -1433.3 10.0 cornerB 1838.0 -1459.4 100.0 
0006: 32@ = 0 
0006: 73@ = 0 
0006: 85@ = 0 
0006: 68@ = 0 
0006: 67@ = 10 

:TWAR7_14614
0050: gosub @TWAR7_25463 
0050: gosub @TWAR7_25201 

:TWAR7_14628
00D6: if 
0039:   67@ == 10 
004D: jump_if_false @TWAR7_15329 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_14774 
00D6: if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
004D: jump_if_false @TWAR7_14749 
0006: 33@ = 0 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_14742 
0006: 83@ = 6 
0006: 84@ = 6 
0006: 130@ = 7 
0050: gosub @TWAR7_29790 

:TWAR7_14742
0006: 85@ = 1 

:TWAR7_14749
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_14774 
0006: 85@ = 1 

:TWAR7_14774
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TWAR7_14895 
01E8: create_forbidden_for_cars_cube_cornerA 1838.4 -1453.6 10.0 cornerB 1853.7 -1303.4 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 1979.3 -1468.7 10.0 cornerB 1853.5 -1452.5 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2334.0 -1556.1 10.0 cornerB 2350.5 -1489.7 100.0 
0006: 73@ = 1 

:TWAR7_14895
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @TWAR7_14990 
00D6: if 
01AD:   car 35@ sphere 0 near_point 1855.7 -1379.0 radius 5.0 5.0 
004D: jump_if_false @TWAR7_14990 
01E7: remove_forbidden_for_cars_cube_cornerA 1838.4 -1453.6 10.0 cornerB 1853.7 -1303.4 100.0 
0006: 73@ = 2 

:TWAR7_14990
00D6: if 
0039:   73@ == 2 
004D: jump_if_false @TWAR7_15085 
00D6: if 
01AD:   car 35@ sphere 0 near_point 1971.5 -1474.6 radius 5.0 5.0 
004D: jump_if_false @TWAR7_15085 
01E7: remove_forbidden_for_cars_cube_cornerA 1979.3 -1468.7 10.0 cornerB 1853.5 -1452.5 100.0 
0006: 73@ = 3 

:TWAR7_15085
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_15172 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 
004D: jump_if_false @TWAR7_15172 
05EB: assign_car 35@ to_path 37 
0006: 68@ = 1 

:TWAR7_15172
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_15315 
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_15315 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
01E7: remove_forbidden_for_cars_cube_cornerA 1838.4 -1453.6 10.0 cornerB 1853.7 -1303.4 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 1979.3 -1468.7 10.0 cornerB 1853.5 -1452.5 100.0 
0006: 32@ = 0 
0006: 73@ = 0 
0006: 85@ = 0 
0006: 68@ = 0 
0006: 67@ = 11 

:TWAR7_15315
0050: gosub @TWAR7_25463 
0050: gosub @TWAR7_25201 

:TWAR7_15329
00D6: if 
0039:   67@ == 11 
004D: jump_if_false @TWAR7_15893 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_15475 
00D6: if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
004D: jump_if_false @TWAR7_15450 
0006: 33@ = 0 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_15443 
0006: 83@ = 6 
0006: 84@ = 7 
0006: 130@ = 8 
0050: gosub @TWAR7_29790 

:TWAR7_15443
0006: 85@ = 1 

:TWAR7_15450
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_15475 
0006: 85@ = 1 

:TWAR7_15475
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TWAR7_15532 
01E8: create_forbidden_for_cars_cube_cornerA 2350.1 -1516.0 10.0 cornerB 2423.9 -1532.5 100.0 
0006: 73@ = 1 

:TWAR7_15532
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @TWAR7_15659 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2394.8 -1508.7 radius 5.0 5.0 
004D: jump_if_false @TWAR7_15659 
01E7: remove_forbidden_for_cars_cube_cornerA 2350.1 -1516.0 10.0 cornerB 2423.9 -1532.5 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2334.0 -1556.1 10.0 cornerB 2350.5 -1489.7 100.0 
0006: 73@ = 2 

:TWAR7_15659
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_15746 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 
004D: jump_if_false @TWAR7_15746 
05EB: assign_car 35@ to_path 38 
0006: 68@ = 1 

:TWAR7_15746
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_15879 
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_15879 
01E7: remove_forbidden_for_cars_cube_cornerA 2350.1 -1516.0 10.0 cornerB 2423.9 -1532.5 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2334.0 -1556.1 10.0 cornerB 2350.5 -1489.7 100.0 
0006: 32@ = 0 
0006: 73@ = 0 
0006: 85@ = 0 
0006: 68@ = 0 
0006: 67@ = 12 

:TWAR7_15879
0050: gosub @TWAR7_25463 
0050: gosub @TWAR7_25201 

:TWAR7_15893
00D6: if 
0039:   67@ == 12 
004D: jump_if_false @TWAR7_16393 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_16039 
00D6: if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
004D: jump_if_false @TWAR7_16014 
0006: 33@ = 0 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_16007 
0006: 83@ = 6 
0006: 84@ = 8 
0006: 130@ = 9 
0050: gosub @TWAR7_29790 

:TWAR7_16007
0006: 85@ = 1 

:TWAR7_16014
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_16039 
0006: 85@ = 1 

:TWAR7_16039
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TWAR7_16096 
01E8: create_forbidden_for_cars_cube_cornerA 2379.8 -1373.3 10.0 cornerB 2423.7 -1452.6 100.0 
0006: 73@ = 1 

:TWAR7_16096
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @TWAR7_16191 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2398.6 -1432.4 radius 5.0 5.0 
004D: jump_if_false @TWAR7_16191 
01E7: remove_forbidden_for_cars_cube_cornerA 2379.8 -1373.3 10.0 cornerB 2423.7 -1452.6 100.0 
0006: 73@ = 2 

:TWAR7_16191
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_16278 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 
004D: jump_if_false @TWAR7_16278 
05EB: assign_car 35@ to_path 39 
0006: 68@ = 1 

:TWAR7_16278
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_16379 
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_16379 
01E7: remove_forbidden_for_cars_cube_cornerA 2379.8 -1373.3 10.0 cornerB 2423.7 -1452.6 100.0 
0006: 32@ = 0 
0006: 73@ = 0 
0006: 85@ = 0 
0006: 68@ = 0 
0006: 67@ = 13 

:TWAR7_16379
0050: gosub @TWAR7_25463 
0050: gosub @TWAR7_25201 

:TWAR7_16393
00D6: if 
0039:   67@ == 13 
004D: jump_if_false @TWAR7_17814 
0050: gosub @TWAR7_25463 
0050: gosub @TWAR7_25201 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_16553 
00D6: if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
004D: jump_if_false @TWAR7_16528 
0006: 33@ = 0 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_16521 
0006: 83@ = 6 
0006: 84@ = 9 
0006: 130@ = 10 
0050: gosub @TWAR7_29790 

:TWAR7_16521
0006: 85@ = 1 

:TWAR7_16528
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_16553 
0006: 85@ = 1 

:TWAR7_16553
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TWAR7_16706 
01E8: create_forbidden_for_cars_cube_cornerA 2363.5 -1291.7 10.0 cornerB 2379.5 -1181.2 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2295.9 -1291.5 10.0 cornerB 2311.5 -1162.3 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2333.9 -1392.1 10.0 cornerB 2220.2 -1377.1 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2334.6 -1493.6 10.0 cornerB 2219.8 -1475.2 100.0 
0006: 73@ = 1 

:TWAR7_16706
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @TWAR7_16801 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2362.8 -1259.3 radius 5.0 5.0 
004D: jump_if_false @TWAR7_16801 
01E7: remove_forbidden_for_cars_cube_cornerA 2363.5 -1291.7 10.0 cornerB 2379.5 -1181.2 100.0 
0006: 73@ = 2 

:TWAR7_16801
00D6: if 
0039:   73@ == 2 
004D: jump_if_false @TWAR7_16896 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2294.5 -1263.5 radius 5.0 5.0 
004D: jump_if_false @TWAR7_16896 
01E7: remove_forbidden_for_cars_cube_cornerA 2295.9 -1291.5 10.0 cornerB 2311.5 -1162.3 100.0 
0006: 73@ = 3 

:TWAR7_16896
00D6: if 
0039:   73@ == 3 
004D: jump_if_false @TWAR7_16991 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2284.2 -1393.8 radius 5.0 5.0 
004D: jump_if_false @TWAR7_16991 
01E7: remove_forbidden_for_cars_cube_cornerA 2333.9 -1392.1 10.0 cornerB 2220.2 -1377.1 100.0 
0006: 73@ = 4 

:TWAR7_16991
00D6: if 
0039:   73@ == 4 
004D: jump_if_false @TWAR7_17086 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2293.8 -1491.7 radius 5.0 5.0 
004D: jump_if_false @TWAR7_17086 
01E7: remove_forbidden_for_cars_cube_cornerA 2334.6 -1493.6 10.0 cornerB 2219.8 -1475.2 100.0 
0006: 73@ = 5 

:TWAR7_17086
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_17395 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 
004D: jump_if_false @TWAR7_17395 
00D6: if 
0248:   model #LSV3 available 
004D: jump_if_false @TWAR7_17233 
009A: 62@ = create_actor_pedtype 25 model #LSV3 at 2301.9 -1504.1 24.3 
0173: set_actor 62@ Z_angle_to 358.5 
01B2: give_actor 62@ weapon 32 ammo 30000 // Load the weapon model before using this 
0816: set_actor 62@ dont_chase_victim 1 
060B: set_actor 62@ decision_maker_to 149@ 

:TWAR7_17233
00D6: if 
0248:   model #LSV3 available 
004D: jump_if_false @TWAR7_17307 
009A: 63@ = create_actor_pedtype 25 model #LSV3 at 2302.5 -1502.3 24.3 
0173: set_actor 63@ Z_angle_to 18.5 
01B2: give_actor 63@ weapon 32 ammo 30000 // Load the weapon model before using this 
0816: set_actor 63@ dont_chase_victim 1 
060B: set_actor 63@ decision_maker_to 149@ 

:TWAR7_17307
00D6: if 
0248:   model #LSV3 available 
004D: jump_if_false @TWAR7_17381 
009A: 64@ = create_actor_pedtype 25 model #LSV3 at 2300.6 -1503.9 24.3 
0173: set_actor 64@ Z_angle_to 5.9 
01B2: give_actor 64@ weapon 32 ammo 30000 // Load the weapon model before using this 
0816: set_actor 64@ dont_chase_victim 1 
060B: set_actor 64@ decision_maker_to 149@ 

:TWAR7_17381
05EB: assign_car 35@ to_path 40 
0006: 68@ = 1 

:TWAR7_17395
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_17646 
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_17646 
01E7: remove_forbidden_for_cars_cube_cornerA 2363.5 -1291.7 10.0 cornerB 2379.5 -1181.2 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2295.9 -1291.5 10.0 cornerB 2311.5 -1162.3 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2333.9 -1392.1 10.0 cornerB 2220.2 -1377.1 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2334.6 -1493.6 10.0 cornerB 2219.8 -1475.2 100.0 
0615: define_AS_pack_begin 145@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2300.3 -1502.8 24.3 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 205.1 
0616: define_AS_pack_end 145@ 
0618: assign_actor 34@ to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_17639 
07EE: car 35@ enable_tire_marks 0 

:TWAR7_17639
0006: 68@ = 2 

:TWAR7_17646
00D6: if 
0039:   68@ == 2 
004D: jump_if_false @TWAR7_17814 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TWAR7_17814 
00D6: if 
06EE:   actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
004D: jump_if_false @TWAR7_17735 
06C9: remove_actor $ACTOR_OG_LOC from_group 

:TWAR7_17735
09F4: set_actor $ACTOR_OG_LOC ignore_height_difference_following_nodes 1 
0648: unknown_actor $ACTOR_OG_LOC task_set 50.0 // float 
0615: define_AS_pack_begin 145@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor 34@ 
0616: define_AS_pack_end 145@ 
0618: assign_actor $ACTOR_OG_LOC to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0006: 85@ = 0 
0006: 73@ = 0 
0006: 68@ = 0 
0006: 67@ = 14 

:TWAR7_17814
00D6: if 
0039:   67@ == 14 
004D: jump_if_false @TWAR7_18221 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_17912 
00D6: if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
004D: jump_if_false @TWAR7_17912 
0006: 83@ = 7 
0006: 84@ = 0 
0050: gosub @TWAR7_29790 
0006: 33@ = 0 
0006: 85@ = 1 

:TWAR7_17912
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @TWAR7_17976 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_17976 
0006: 83@ = 17 
0006: 84@ = 0 
0050: gosub @TWAR7_29790 
0006: 85@ = 2 

:TWAR7_17976
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_18221 
0164: disable_marker 66@ 
0187: 66@ = create_marker_above_actor 34@ 
02A9: set_actor 34@ immune_to_nonplayer 0 
0615: define_AS_pack_begin 145@ 
0633: AS_actor -1 exit_car 
0639: AS_actor -1 rotate_to_actor $ACTOR_OG_LOC 
05E2: AS_actor -1 kill_actor $ACTOR_OG_LOC 
0616: define_AS_pack_end 145@ 
0618: assign_actor 34@ to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @TWAR7_18108 
062E: get_actor 62@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @TWAR7_18108 
05E2: AS_actor 62@ kill_actor $PLAYER_ACTOR 

:TWAR7_18108
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @TWAR7_18161 
062E: get_actor 63@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @TWAR7_18161 
05E2: AS_actor 63@ kill_actor $PLAYER_ACTOR 

:TWAR7_18161
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @TWAR7_18214 
062E: get_actor 64@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @TWAR7_18214 
05E2: AS_actor 64@ kill_actor $PLAYER_ACTOR 

:TWAR7_18214
0006: 68@ = 1 

:TWAR7_18221
0002: jump @TWAR7_18362 

:TWAR7_18228
0164: disable_marker 66@ 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @TWAR7_18264 
05DB: AS_actor 62@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit -2 

:TWAR7_18264
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @TWAR7_18295 
05DB: AS_actor 63@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit -2 

:TWAR7_18295
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @TWAR7_18326 
05DB: AS_actor 64@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit -2 

:TWAR7_18326
040D: unload_wav 1 
040D: unload_wav 2 
0006: 32@ = 0 
0006: 68@ = 0 
0006: 85@ = 0 
0006: 67@ = 15 

:TWAR7_18362
0002: jump @TWAR7_18503 

:TWAR7_18369
0164: disable_marker 66@ 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @TWAR7_18405 
05DB: AS_actor 62@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit -2 

:TWAR7_18405
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @TWAR7_18436 
05DB: AS_actor 63@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit -2 

:TWAR7_18436
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @TWAR7_18467 
05DB: AS_actor 64@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit -2 

:TWAR7_18467
040D: unload_wav 1 
040D: unload_wav 2 
0006: 32@ = 0 
0006: 68@ = 0 
0006: 85@ = 0 
0006: 67@ = 15 

:TWAR7_18503
00D6: if 
0039:   67@ == 15 
004D: jump_if_false @TWAR7_21068 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_19984 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @TWAR7_19984 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @TWAR7_19984 
00BE: text_clear_all 
016A: fade 0 time 500 

:TWAR7_18592
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_18616 
0001: wait 0 ms 
0002: jump @TWAR7_18592 

:TWAR7_18616
0050: gosub @TWAR7_24265 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_18648 
0002: jump @TWAR7_23165 

:TWAR7_18648
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 
009B: destroy_actor 62@ 
009B: destroy_actor 63@ 
009B: destroy_actor 64@ 
091D: remove_forbidden_for_boats_cube_cornerA 2563.7 -1435.0 10.0 cornerB 2580.3 -1266.4 100.6 
091D: remove_forbidden_for_boats_cube_cornerA 2635.0 -1434.4 10.0 cornerB 2652.0 -1263.6 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2714.9 -1501.6 10.0 cornerB 2746.1 -1266.4 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2713.9 -1499.3 10.0 cornerB 2746.6 -1266.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2714.6 -1249.9 10.0 cornerB 2744.7 -1332.9 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2634.6 -1396.6 10.0 cornerB 2651.0 -1264.2 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2635.1 -1248.0 10.0 cornerB 2651.0 -1055.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2651.5 -1263.8 10.0 cornerB 2579.5 -1248.7 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2563.7 -1248.6 10.0 cornerB 2578.9 -1192.2 100.6 
091D: remove_forbidden_for_boats_cube_cornerA 2443.7 -1249.2 10.0 cornerB 2459.1 -1191.9 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2363.5 -1253.4 10.0 cornerB 2378.7 -1145.5 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2311.2 -1144.7 10.0 cornerB 2379.1 -1162.1 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2239.9 -1130.0 10.0 cornerB 2017.6 -928.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1930.6 -1031.9 10.0 cornerB 1574.4 -879.9 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1879.6 -1024.3 10.0 cornerB 1552.0 -1521.7 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1725.8 -1433.3 10.0 cornerB 1838.0 -1459.4 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1838.4 -1453.6 10.0 cornerB 1853.7 -1303.4 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1979.3 -1468.7 10.0 cornerB 1853.5 -1452.5 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2334.0 -1556.1 10.0 cornerB 2350.5 -1489.7 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2350.1 -1516.0 10.0 cornerB 2423.9 -1532.5 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2379.8 -1373.3 10.0 cornerB 2423.7 -1452.6 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2363.5 -1291.7 10.0 cornerB 2379.5 -1181.2 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2295.9 -1291.5 10.0 cornerB 2311.5 -1162.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2333.9 -1392.1 10.0 cornerB 2220.2 -1377.1 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2334.6 -1493.6 10.0 cornerB 2219.8 -1475.2 100.0 
01C3: remove_references_to_car 36@ 
01C3: remove_references_to_car 35@ 
0249: release_model #LSV2 
0249: release_model #LSV3 
0249: release_model #PCJ600 
04ED: load_animation "MISC" 
038B: load_requested_models 
04E4: refresh_game_renderer_at 2293.4 -1490.2 
0A0B: set_rendering_origin_at_3D_coord 2293.4 -1490.2 22.2 angle 90.0 
0395: clear_area 1 at 2293.4 -1490.2 22.2 radius 20.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
09F5: disable_player_mutal_activities 1 
08F5: save_player_group 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_19616 
07EE: car 35@ enable_tire_marks 0 

:TWAR7_19616
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A0: store_actor $PLAYER_ACTOR position_to 141@ 142@ 143@ 
0172: 144@ = actor $PLAYER_ACTOR Z_angle 
06C9: remove_actor $ACTOR_OG_LOC from_group 
0792: disembark_instantly_actor $ACTOR_OG_LOC 
0395: clear_area 1 at 2290.4 -1490.2 22.3 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2290.4 -1490.2 22.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 265.8 
05D3: AS_actor $PLAYER_ACTOR goto_point 2295.6 -1490.5 21.3 mode 4 time -1 ms // versionA 
0470: 76@ = actor $PLAYER_ACTOR current_weapon 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0792: disembark_instantly_actor $ACTOR_OG_LOC 
0395: clear_area 1 at 2295.3 -1491.3 22.3 radius 1.0 
00A1: put_actor $ACTOR_OG_LOC at 2295.3 -1491.3 22.3 
0173: set_actor $ACTOR_OG_LOC Z_angle_to 268.4 
0667: AS_actor $ACTOR_OG_LOC aim_at 2299.3 -1490.6 22.8 10000 ms 
015F: set_camera_position 2299.3 -1490.6 22.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2255.6 -1493.3 38.3 switchstyle 2 
0006: 83@ = 8 
0006: 84@ = 0 
0050: gosub @TWAR7_29790 
0006: 68@ = 1 
016A: fade 1 time 1500 

:TWAR7_19914
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_19938 
0001: wait 0 ms 
0002: jump @TWAR7_19914 

:TWAR7_19938
0050: gosub @TWAR7_24265 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_19970 
0002: jump @TWAR7_23165 

:TWAR7_19970
0006: 69@ = 1 
0707: start_scene_skip_to @TWAR7_20578 

:TWAR7_19984
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_20115 
062E: get_actor $PLAYER_ACTOR task 1491 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @TWAR7_20115 
0639: AS_actor $ACTOR_OG_LOC rotate_to_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 145@ 
0639: AS_actor -1 rotate_to_actor $ACTOR_OG_LOC 
0605: actor -1 perform_animation "IDLE_CHAT_02" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0006: 68@ = 2 

:TWAR7_20115
00D6: if 
0039:   68@ == 2 
004D: jump_if_false @TWAR7_20199 
00D6: if 
0019:   84@ > 2 
004D: jump_if_false @TWAR7_20199 
0687: clear_actor $PLAYER_ACTOR task 
0605: actor $ACTOR_OG_LOC perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 68@ = 3 

:TWAR7_20199
00D6: if 
0039:   68@ == 3 
004D: jump_if_false @TWAR7_20283 
00D6: if 
0019:   84@ > 3 
004D: jump_if_false @TWAR7_20283 
0687: clear_actor $ACTOR_OG_LOC task 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 68@ = 4 

:TWAR7_20283
00D6: if 
0039:   68@ == 4 
004D: jump_if_false @TWAR7_20367 
00D6: if 
0019:   84@ > 4 
004D: jump_if_false @TWAR7_20367 
0687: clear_actor $PLAYER_ACTOR task 
0605: actor $ACTOR_OG_LOC perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 68@ = 5 

:TWAR7_20367
00D6: if 
0039:   68@ == 5 
004D: jump_if_false @TWAR7_20451 
00D6: if 
0019:   84@ > 5 
004D: jump_if_false @TWAR7_20451 
0687: clear_actor $ACTOR_OG_LOC task 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 68@ = 6 

:TWAR7_20451
00D6: if 
0039:   68@ == 6 
004D: jump_if_false @TWAR7_20535 
00D6: if 
0019:   84@ > 6 
004D: jump_if_false @TWAR7_20535 
0687: clear_actor $PLAYER_ACTOR task 
0605: actor $ACTOR_OG_LOC perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 68@ = 7 

:TWAR7_20535
00D6: if 
0039:   68@ == 7 
004D: jump_if_false @TWAR7_21068 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_21068 
0006: 69@ = 0 

:TWAR7_20578
0701: end_scene_skip 
0050: gosub @TWAR7_24265 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_20612 
0002: jump @TWAR7_23165 

:TWAR7_20612
0687: clear_actor $ACTOR_OG_LOC task 
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @TWAR7_20652 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 

:TWAR7_20652
016A: fade 0 time 500 

:TWAR7_20659
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_20683 
0001: wait 0 ms 
0002: jump @TWAR7_20659 

:TWAR7_20683
0050: gosub @TWAR7_24265 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_20715 
0002: jump @TWAR7_23165 

:TWAR7_20715
0792: disembark_instantly_actor $PLAYER_ACTOR 
000F: 143@ -= 1.0 
0395: clear_area 1 at 141@ 142@ 143@ radius 1.0 
04E4: refresh_game_renderer_at 141@ 142@ 
038B: load_requested_models 
00A1: put_actor $PLAYER_ACTOR at 141@ 142@ 143@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 144@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 76@ 
0792: disembark_instantly_actor $ACTOR_OG_LOC 
02C0: store_to 137@ 138@ 139@ ped_path_coords_closest_to 141@ 142@ 143@ 
04E4: refresh_game_renderer_at 137@ 138@ 
038B: load_requested_models 
000B: 139@ += 2.0 
02CE: 143@ = ground_z_at 137@ 138@ 139@ 
0395: clear_area 1 at 137@ 138@ 143@ radius 1.0 
00A1: put_actor $ACTOR_OG_LOC at 137@ 138@ 143@ 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
0006: 72@ = 1 
03CB: set_rendering_origin_at 141@ 142@ 143@ 
04EF: release_animation "MISC" 
03DE: set_pedestrians_density_multiplier_to 1.0 
0164: disable_marker 66@ 
018A: 66@ = create_checkpoint_at 783.2 -1630.3 12.2 
07E0: set_marker 66@ type_to 1 
02A3: enable_widescreen 0 
09F5: disable_player_mutal_activities 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 1500 

:TWAR7_20984
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_21008 
0001: wait 0 ms 
0002: jump @TWAR7_20984 

:TWAR7_21008
0050: gosub @TWAR7_24265 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_21040 
0002: jump @TWAR7_23165 

:TWAR7_21040
0006: 68@ = 0 
0006: 85@ = 0 
0006: 67@ = 16 
0006: 33@ = 0 

:TWAR7_21068
00D6: if 
0039:   67@ == 16 
004D: jump_if_false @TWAR7_21370 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_21150 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_21150 
0006: 83@ = 9 
0006: 84@ = 0 
0050: gosub @TWAR7_29790 
0006: 85@ = 1 

:TWAR7_21150
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_21209 
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @TWAR7_21209 
00BC: show_text_highpriority GXT 'SMK1_13' time 8500 flag 1  // ~s~Take OG Loc to the employees' door at the back of the ~y~Burger Shot~s~.
0006: 85@ = 2 

:TWAR7_21209
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_21363 
00D6: if 
06EE:   actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
004D: jump_if_false @TWAR7_21363 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 783.2 -1630.3 12.2 radius 4.0 4.0 4.0 
004D: jump_if_false @TWAR7_21363 
00D6: if 
00FE:   actor $ACTOR_OG_LOC sphere 0 in_sphere 783.2 -1630.3 12.2 radius 4.0 4.0 4.0 
004D: jump_if_false @TWAR7_21363 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 68@ = 0 
0006: 67@ = 17 

:TWAR7_21363
0050: gosub @TWAR7_25201 

:TWAR7_21370
00D6: if 
0039:   67@ == 17 
004D: jump_if_false @TWAR7_21765 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_21629 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
09F5: disable_player_mutal_activities 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06C9: remove_actor $ACTOR_OG_LOC from_group 
0615: define_AS_pack_begin 145@ 
05B9: AS_actor -1 stay_idle 1500 ms 
0633: AS_actor -1 exit_car 
0639: AS_actor -1 rotate_to_actor $ACTOR_OG_LOC 
0616: define_AS_pack_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0615: define_AS_pack_begin 145@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 792.1 -1626.0 12.4 mode 4 time -2 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 145@ 
0618: assign_actor $ACTOR_OG_LOC to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0006: 83@ = 10 
0006: 84@ = 0 
0050: gosub @TWAR7_29790 
015F: set_camera_position 776.7145 -1637.248 14.084 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 777.5906 -1636.769 14.1398 switchstyle 2 
0006: 68@ = 1 

:TWAR7_21629
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_21765 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_21765 
016A: fade 0 time 500 

:TWAR7_21672
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_21696 
0001: wait 0 ms 
0002: jump @TWAR7_21672 

:TWAR7_21696
009B: destroy_actor $ACTOR_OG_LOC 
0164: disable_marker 66@ 
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 500 

:TWAR7_21734
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_21758 
0001: wait 0 ms 
0002: jump @TWAR7_21734 

:TWAR7_21758
0002: jump @TWAR7_23183 

:TWAR7_21765
00D6: if 
0019:   67@ > 3 
004D: jump_if_false @TWAR7_21882 
00D6: if 
001B:   14 > 67@ 
004D: jump_if_false @TWAR7_21882 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_21882 
062E: get_actor 34@ task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @TWAR7_21882 
0713: actor 34@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 300.0 8 0 firing_rate 100 

:TWAR7_21882
00D6: if 
0019:   67@ > 3 
004D: jump_if_false @TWAR7_21995 
00D6: if 
001B:   15 > 67@ 
004D: jump_if_false @TWAR7_21995 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_21995 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 34@ radius 250.0 250.0 0 
004D: jump_if_false @TWAR7_21995 
00D6: if 
82CB:   not actor 34@ bounding_sphere_visible 
004D: jump_if_false @TWAR7_21995 
0006: 68@ = 0 
0006: 67@ = 20 

:TWAR7_21995
00D6: if 
0039:   67@ == 20 
004D: jump_if_false @TWAR7_22472 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_22273 
00D6: if 
8118:   not actor $ACTOR_OG_LOC dead 
004D: jump_if_false @TWAR7_22201 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @TWAR7_22201 
00D6: if 
00DB:   actor $ACTOR_OG_LOC in_car 36@ 
004D: jump_if_false @TWAR7_22201 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
00BC: show_text_highpriority GXT 'SMK1_12' time 4000 flag 1  // ~r~Freddy got away!
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TWAR7_22151 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 

:TWAR7_22151
06C9: remove_actor $ACTOR_OG_LOC from_group 
0615: define_AS_pack_begin 145@ 
0633: AS_actor -1 exit_car 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 145@ 
0618: assign_actor $ACTOR_OG_LOC to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0006: 32@ = 0 
0006: 68@ = 1 

:TWAR7_22201
00D6: if 
0119:   car 36@ wrecked 
004D: jump_if_false @TWAR7_22224 
0006: 68@ = 2 

:TWAR7_22224
00D6: if 
0118:   actor $ACTOR_OG_LOC dead 
004D: jump_if_false @TWAR7_22247 
0006: 68@ = 2 

:TWAR7_22247
00D6: if 
80DB:   not actor $ACTOR_OG_LOC in_car 36@ 
004D: jump_if_false @TWAR7_22273 
0006: 68@ = 2 

:TWAR7_22273
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_22429 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @TWAR7_22429 
016A: fade 0 time 500 

:TWAR7_22317
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_22341 
0001: wait 0 ms 
0002: jump @TWAR7_22317 

:TWAR7_22341
009B: destroy_actor $ACTOR_OG_LOC 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TWAR7_22369 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 

:TWAR7_22369
0164: disable_marker 66@ 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 500 

:TWAR7_22398
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_22422 
0001: wait 0 ms 
0002: jump @TWAR7_22398 

:TWAR7_22422
0006: 68@ = 2 

:TWAR7_22429
00D6: if 
0039:   68@ == 2 
004D: jump_if_false @TWAR7_22472 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_12' time 4000 flag 1  // ~r~Freddy got away!
0002: jump @TWAR7_23165 

:TWAR7_22472
00D6: if 
0039:   67@ == 3 
004D: jump_if_false @TWAR7_22528 
00D6: if 
87C1:   not path 30 available 
004D: jump_if_false @TWAR7_22509 
07C0: load_path 30 

:TWAR7_22509
00D6: if 
87C1:   not path 31 available 
004D: jump_if_false @TWAR7_22528 
07C0: load_path 31 

:TWAR7_22528
00D6: if 
0039:   67@ == 4 
004D: jump_if_false @TWAR7_22565 
00D6: if 
87C1:   not path 32 available 
004D: jump_if_false @TWAR7_22565 
07C0: load_path 32 

:TWAR7_22565
00D6: if 
0039:   67@ == 5 
004D: jump_if_false @TWAR7_22602 
00D6: if 
87C1:   not path 33 available 
004D: jump_if_false @TWAR7_22602 
07C0: load_path 33 

:TWAR7_22602
00D6: if 
0039:   67@ == 6 
004D: jump_if_false @TWAR7_22639 
00D6: if 
87C1:   not path 34 available 
004D: jump_if_false @TWAR7_22639 
07C0: load_path 34 

:TWAR7_22639
00D6: if 
0039:   67@ == 7 
004D: jump_if_false @TWAR7_22871 
00D6: if 
87C1:   not path 35 available 
004D: jump_if_false @TWAR7_22676 
07C0: load_path 35 

:TWAR7_22676
00D6: if 
87C1:   not path 50 available 
004D: jump_if_false @TWAR7_22695 
07C0: load_path 50 

:TWAR7_22695
00D6: if 
87C1:   not path 51 available 
004D: jump_if_false @TWAR7_22714 
07C0: load_path 51 

:TWAR7_22714
00D6: if 
87C1:   not path 52 available 
004D: jump_if_false @TWAR7_22733 
07C0: load_path 52 

:TWAR7_22733
00D6: if 
87C1:   not path 53 available 
004D: jump_if_false @TWAR7_22752 
07C0: load_path 53 

:TWAR7_22752
00D6: if 
87C1:   not path 54 available 
004D: jump_if_false @TWAR7_22771 
07C0: load_path 54 

:TWAR7_22771
00D6: if 
87C1:   not path 55 available 
004D: jump_if_false @TWAR7_22790 
07C0: load_path 55 

:TWAR7_22790
00D6: if 
87C1:   not path 56 available 
004D: jump_if_false @TWAR7_22809 
07C0: load_path 56 

:TWAR7_22809
00D6: if 
87C1:   not path 57 available 
004D: jump_if_false @TWAR7_22828 
07C0: load_path 57 

:TWAR7_22828
00D6: if 
87C1:   not path 58 available 
004D: jump_if_false @TWAR7_22847 
07C0: load_path 58 

:TWAR7_22847
00D6: if 
87C1:   not path 35 available 
004D: jump_if_false @TWAR7_22866 
07C0: load_path 60 

:TWAR7_22866
0247: load_model #MANANA 

:TWAR7_22871
00D6: if 
0039:   67@ == 8 
004D: jump_if_false @TWAR7_22908 
00D6: if 
87C1:   not path 36 available 
004D: jump_if_false @TWAR7_22908 
07C0: load_path 36 

:TWAR7_22908
00D6: if 
0039:   67@ == 9 
004D: jump_if_false @TWAR7_22950 
0249: release_model #MANANA 
00D6: if 
87C1:   not path 37 available 
004D: jump_if_false @TWAR7_22950 
07C0: load_path 37 

:TWAR7_22950
00D6: if 
0039:   67@ == 10 
004D: jump_if_false @TWAR7_22987 
00D6: if 
87C1:   not path 38 available 
004D: jump_if_false @TWAR7_22987 
07C0: load_path 38 

:TWAR7_22987
00D6: if 
0039:   67@ == 11 
004D: jump_if_false @TWAR7_23024 
00D6: if 
87C1:   not path 39 available 
004D: jump_if_false @TWAR7_23024 
07C0: load_path 39 

:TWAR7_23024
00D6: if 
0039:   67@ == 12 
004D: jump_if_false @TWAR7_23065 
00D6: if 
87C1:   not path 40 available 
004D: jump_if_false @TWAR7_23061 
07C0: load_path 40 

:TWAR7_23061
0247: load_model #LSV3 

:TWAR7_23065
00D6: if 
0019:   67@ > 0 
004D: jump_if_false @TWAR7_23108 
00D6: if 
001B:   3 > 67@ 
004D: jump_if_false @TWAR7_23108 
0050: gosub @TWAR7_24682 

:TWAR7_23108
00D6: if 
0019:   67@ > 3 
004D: jump_if_false @TWAR7_23151 
00D6: if 
001B:   14 > 67@ 
004D: jump_if_false @TWAR7_23151 
0050: gosub @TWAR7_24891 

:TWAR7_23151
0050: gosub @TWAR7_27399 
0002: jump @TWAR7_1306 

:TWAR7_23165
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:TWAR7_23183
00BE: text_clear_all 
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 50 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'SMOKE_1'  // OG Loc
030C: progress_made = 1 
0008: $SMOKE_TOTAL_PASSED_MISSIONS += 1 
004F: create_thread @STRAP  
0164: disable_marker $437 
02A7: $437 = create_icon_marker_and_sphere $ICON_OG_LOC at $X_OG_LOC_WORK $Y_OG_LOC_WORK $Z_OG_LOC_WORK 
0051: return 

:TWAR7_23270
00D6: if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // s$ 
004D: jump_if_false @TWAR7_23288 
02EB: restore_camera_with_jumpcut 

:TWAR7_23288
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TWAR7_23311 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:TWAR7_23311
09F5: disable_player_mutal_activities 0 
0164: disable_marker 66@ 
040D: unload_wav 3 
0249: release_model #MANANA 
0249: release_model #PCJ600 
0249: release_model #TEC9 
0249: release_model #LSV2 
0249: release_model #LSV3 
0249: release_model #PEREN 
0249: release_model #MICRO_UZI 
04EF: release_animation "CAR_CHAT" 
04EF: release_animation "CRIB" 
04EF: release_animation "MISC" 
04EF: release_animation "RAPPING" 
091D: remove_forbidden_for_boats_cube_cornerA 2563.7 -1435.0 10.0 cornerB 2580.3 -1266.4 100.6 
091D: remove_forbidden_for_boats_cube_cornerA 2635.0 -1434.4 10.0 cornerB 2652.0 -1263.6 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2714.9 -1501.6 10.0 cornerB 2746.1 -1266.4 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2713.9 -1499.3 10.0 cornerB 2746.6 -1266.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2714.6 -1249.9 10.0 cornerB 2744.7 -1332.9 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2634.6 -1396.6 10.0 cornerB 2651.0 -1264.2 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2635.1 -1248.0 10.0 cornerB 2651.0 -1055.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2651.5 -1263.8 10.0 cornerB 2579.5 -1248.7 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2563.7 -1248.6 10.0 cornerB 2578.9 -1192.2 100.6 
091D: remove_forbidden_for_boats_cube_cornerA 2443.7 -1249.2 10.0 cornerB 2459.1 -1191.9 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2363.5 -1253.4 10.0 cornerB 2378.7 -1145.5 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2311.2 -1144.7 10.0 cornerB 2379.1 -1162.1 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2239.9 -1130.0 10.0 cornerB 2017.6 -928.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1930.6 -1031.9 10.0 cornerB 1574.4 -879.9 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1879.6 -1024.3 10.0 cornerB 1552.0 -1521.7 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1725.8 -1433.3 10.0 cornerB 1838.0 -1459.4 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1838.4 -1453.6 10.0 cornerB 1853.7 -1303.4 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1979.3 -1468.7 10.0 cornerB 1853.5 -1452.5 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2334.0 -1556.1 10.0 cornerB 2350.5 -1489.7 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2350.1 -1516.0 10.0 cornerB 2423.9 -1532.5 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2379.8 -1373.3 10.0 cornerB 2423.7 -1452.6 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2363.5 -1291.7 10.0 cornerB 2379.5 -1181.2 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2295.9 -1291.5 10.0 cornerB 2311.5 -1162.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2333.9 -1392.1 10.0 cornerB 2220.2 -1377.1 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2334.6 -1493.6 10.0 cornerB 2219.8 -1475.2 100.0 
07FB: set_interior 'LAHS1A' access 1  // House
06D7: enable_train_traffic 1 
034F: destroy_actor_with_fade $ACTOR_SMOKE 
034F: destroy_actor_with_fade $ACTOR_SWEET 
034F: destroy_actor_with_fade $ACTOR_OG_LOC 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
09D2: set_cops_chase_criminals 1 
061B: remove_references_to_AS_pack 147@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:TWAR7_24265
00D6: if 
001B:   4 > 67@ 
004D: jump_if_false @TWAR7_24406 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @TWAR7_24324 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_06' time 7000 flag 1  // ~r~Big Smoke has been killed!
0006: 70@ = 1 

:TWAR7_24324
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @TWAR7_24365 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_07' time 7000 flag 1  // ~r~Sweet has been killed!
0006: 70@ = 1 

:TWAR7_24365
00D6: if 
0119:   car 37@ wrecked 
004D: jump_if_false @TWAR7_24406 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_08' time 7000 flag 1  // ~r~Smoke's car has been destroyed.
0006: 70@ = 1 

:TWAR7_24406
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @TWAR7_24467 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_24467 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_24467 
0006: 70@ = 0 

:TWAR7_24467
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @TWAR7_24544 
00D6: if 
0039:   68@ == 2 
004D: jump_if_false @TWAR7_24544 
00D6: if 
0118:   actor $ACTOR_OG_LOC dead 
004D: jump_if_false @TWAR7_24544 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_05' time 7000 flag 1  // ~r~OG Loc has been killed!
0006: 70@ = 1 

:TWAR7_24544
00D6: if 
0019:   67@ > 1 
004D: jump_if_false @TWAR7_24603 
00D6: if 
0118:   actor $ACTOR_OG_LOC dead 
004D: jump_if_false @TWAR7_24603 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_05' time 7000 flag 1  // ~r~OG Loc has been killed!
0006: 70@ = 1 

:TWAR7_24603
00D6: if 
0019:   67@ > 3 
004D: jump_if_false @TWAR7_24680 
00D6: if 
001B:   15 > 67@ 
004D: jump_if_false @TWAR7_24680 
00D6: if 
0119:   car 36@ wrecked 
004D: jump_if_false @TWAR7_24680 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_14' time 7000 flag 1  // ~r~The bike you needed was destroyed!
0006: 70@ = 1 

:TWAR7_24680
0051: return 

:TWAR7_24682
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @TWAR7_24825 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_24825 
03D5: remove_text 'SMK1_01'  // ~s~Get back in ~b~Smoke's car~s~.
0164: disable_marker 66@ 
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @TWAR7_24818 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_24798 
018A: 66@ = create_checkpoint_at 1532.8 -1672.9 12.4 
0002: jump @TWAR7_24818 

:TWAR7_24798
018A: 66@ = create_checkpoint_at 2454.4 -1284.5 22.7 

:TWAR7_24818
0006: 71@ = 1 

:TWAR7_24825
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @TWAR7_24889 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_24889 
0164: disable_marker 66@ 
0186: 66@ = create_marker_above_car 37@ 
07E0: set_marker 66@ type_to 1 
0006: 71@ = 0 

:TWAR7_24889
0051: return 

:TWAR7_24891
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @TWAR7_25199 
00D6: if 
0019:   67@ > 3 
004D: jump_if_false @TWAR7_25199 
00D6: if 
001B:   14 > 67@ 
004D: jump_if_false @TWAR7_25199 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @TWAR7_25072 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @TWAR7_25072 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TWAR7_25072 
03D5: remove_text 86@(84@,13s) 
03D5: remove_text 'SMK1_11'  // ~s~Get back on the ~b~bike~s~.
03D5: remove_text 'SMK1_04'  // ~s~Catch and kill ~r~Freddy~s~!
00BC: show_text_highpriority GXT 'SMK1_04' time 7000 flag 1  // ~s~Catch and kill ~r~Freddy~s~!
0164: disable_marker 66@ 
0187: 66@ = create_marker_above_actor 34@ 
07E0: set_marker 66@ type_to 0 
0006: 71@ = 1 

:TWAR7_25072
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @TWAR7_25199 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @TWAR7_25199 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TWAR7_25199 
03D5: remove_text 86@(84@,13s) 
03D5: remove_text 'SMK1_11'  // ~s~Get back on the ~b~bike~s~.
03D5: remove_text 'SMK1_04'  // ~s~Catch and kill ~r~Freddy~s~!
00BC: show_text_highpriority GXT 'SMK1_11' time 7000 flag 1  // ~s~Get back on the ~b~bike~s~.
0164: disable_marker 66@ 
0186: 66@ = create_marker_above_car 36@ 
07E0: set_marker 66@ type_to 1 
0006: 71@ = 0 

:TWAR7_25199
0051: return 

:TWAR7_25201
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @TWAR7_25265 
00D6: if 
86EE:   not actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
004D: jump_if_false @TWAR7_25265 
0164: disable_marker 66@ 
0187: 66@ = create_marker_above_actor $ACTOR_OG_LOC 
07E0: set_marker 66@ type_to 1 
0006: 72@ = 0 

:TWAR7_25265
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @TWAR7_25461 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_OG_LOC radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @TWAR7_25461 
00D6: if 
86EE:   not actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
004D: jump_if_false @TWAR7_25350 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 

:TWAR7_25350
00D6: if 
001B:   16 > 67@ 
004D: jump_if_false @TWAR7_25429 
0164: disable_marker 66@ 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TWAR7_25407 
0187: 66@ = create_marker_above_actor 34@ 
0002: jump @TWAR7_25422 

:TWAR7_25407
0186: 66@ = create_marker_above_car 36@ 
07E0: set_marker 66@ type_to 1 

:TWAR7_25422
0002: jump @TWAR7_25454 

:TWAR7_25429
0164: disable_marker 66@ 
018A: 66@ = create_checkpoint_at 783.2 -1630.3 12.2 

:TWAR7_25454
0006: 72@ = 1 

:TWAR7_25461
0051: return 

:TWAR7_25463
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_26129 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_26122 
00D6: if 
00DB:   actor 34@ in_car 35@ 
004D: jump_if_false @TWAR7_26085 
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @TWAR7_25574 
00D6: if or
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TWAR7_25574 
0224: set_car 35@ health_to 350 
0006: 80@ = 1 

:TWAR7_25574
00A0: store_actor $PLAYER_ACTOR position_to 133@ 134@ 137@ 
00AA: store_car 35@ position_to 135@ 136@ 137@ 
0509: 137@ = distance_between_XY 133@ 134@ and_XY 135@ 136@ 
00D6: if 
0023:   21.0 > 137@ 
004D: jump_if_false @TWAR7_25683 
0017: 137@ /= 20.0 
0087: 138@ = 137@ // (float) 
0007: 137@ = 2.0 
0063: 137@ -= 138@ // (float) 
0002: jump @TWAR7_25729 

:TWAR7_25683
000F: 137@ -= 20.0 
0017: 137@ /= 90.0 
0087: 138@ = 137@ // (float) 
0007: 137@ = 1.0 
0063: 137@ -= 138@ // (float) 

:TWAR7_25729
0087: 140@ = 137@ // (float) 
00D6: if 
0021:   140@ > 2.0 
004D: jump_if_false @TWAR7_25768 
0007: 140@ = 2.0 

:TWAR7_25768
00D6: if 
0023:   0.5 > 140@ 
004D: jump_if_false @TWAR7_25799 
0007: 140@ = 0.5 

:TWAR7_25799
00D6: if 
060E:   car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_25823 
06FD: set_car 35@ speed_on_path_to 140@ 

:TWAR7_25823
00D6: if 
0039:   67@ == 8 
004D: jump_if_false @TWAR7_26051 
00D6: if 
001B:   10 > 79@ 
004D: jump_if_false @TWAR7_26044 
00D6: if 
8119:   not car 42@(79@,10i) wrecked 
004D: jump_if_false @TWAR7_26030 
00D6: if 
8118:   not actor 52@(79@,10i) dead 
004D: jump_if_false @TWAR7_26001 
00D6: if 
00DB:   actor 52@(79@,10i) in_car 42@(79@,10i) 
004D: jump_if_false @TWAR7_25965 
00D6: if 
060E:   car 42@(79@,10i) assigned_to_path 
004D: jump_if_false @TWAR7_25958 
06FD: set_car 42@(79@,10i) speed_on_path_to 140@ 

:TWAR7_25958
0002: jump @TWAR7_25994 

:TWAR7_25965
00D6: if 
060E:   car 42@(79@,10i) assigned_to_path 
004D: jump_if_false @TWAR7_25994 
05EC: release_car 42@(79@,10i) from_path 

:TWAR7_25994
0002: jump @TWAR7_26030 

:TWAR7_26001
00D6: if 
060E:   car 42@(79@,10i) assigned_to_path 
004D: jump_if_false @TWAR7_26030 
05EC: release_car 42@(79@,10i) from_path 

:TWAR7_26030
000A: 79@ += 1 
0002: jump @TWAR7_26051 

:TWAR7_26044
0006: 79@ = 0 

:TWAR7_26051
00D6: if 
80DB:   not actor 34@ in_car 35@ 
004D: jump_if_false @TWAR7_26078 
036A: put_actor 34@ in_car 35@ 

:TWAR7_26078
0002: jump @TWAR7_26122 

:TWAR7_26085
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_26122 
00D6: if 
060E:   car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_26122 
05EC: release_car 35@ from_path 

:TWAR7_26122
0002: jump @TWAR7_26166 

:TWAR7_26129
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_26166 
00D6: if 
060E:   car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_26166 
05EC: release_car 35@ from_path 

:TWAR7_26166
0051: return 

:TWAR7_26168
0209: 77@ = random_int_in_ranges 1 37 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @TWAR7_26210 
0674: set_car_model 78@ numberplate "GOT_M00_" 

:TWAR7_26210
00D6: if 
0039:   77@ == 2 
004D: jump_if_false @TWAR7_26243 
0674: set_car_model 78@ numberplate "M00TV_4U" 

:TWAR7_26243
00D6: if 
0039:   77@ == 3 
004D: jump_if_false @TWAR7_26276 
0674: set_car_model 78@ numberplate "MATHEW_2" 

:TWAR7_26276
00D6: if 
0039:   77@ == 4 
004D: jump_if_false @TWAR7_26309 
0674: set_car_model 78@ numberplate "D4_DEW0R" 

:TWAR7_26309
00D6: if 
0039:   77@ == 5 
004D: jump_if_false @TWAR7_26342 
0674: set_car_model 78@ numberplate "D0DE_777" 

:TWAR7_26342
00D6: if 
0039:   77@ == 6 
004D: jump_if_false @TWAR7_26375 
0674: set_car_model 78@ numberplate "DAM0_666" 

:TWAR7_26375
00D6: if 
0039:   77@ == 7 
004D: jump_if_false @TWAR7_26408 
0674: set_car_model 78@ numberplate "C0NEY_88" 

:TWAR7_26408
00D6: if 
0039:   77@ == 8 
004D: jump_if_false @TWAR7_26441 
0674: set_car_model 78@ numberplate "PRE4CHER" 

:TWAR7_26441
00D6: if 
0039:   77@ == 9 
004D: jump_if_false @TWAR7_26474 
0674: set_car_model 78@ numberplate "DBP_4NDY" 

:TWAR7_26474
00D6: if 
0039:   77@ == 10 
004D: jump_if_false @TWAR7_26507 
0674: set_car_model 78@ numberplate "EV1L_SLY" 

:TWAR7_26507
00D6: if 
0039:   77@ == 11 
004D: jump_if_false @TWAR7_26540 
0674: set_car_model 78@ numberplate "N1_R4V3N" 

:TWAR7_26540
00D6: if 
0039:   77@ == 12 
004D: jump_if_false @TWAR7_26573 
0674: set_car_model 78@ numberplate "D1VX_Z00" 

:TWAR7_26573
00D6: if 
0039:   77@ == 13 
004D: jump_if_false @TWAR7_26605 
0674: set_car_model 78@ numberplate "MR_B3NN" 

:TWAR7_26605
00D6: if 
0039:   77@ == 14 
004D: jump_if_false @TWAR7_26638 
0674: set_car_model 78@ numberplate "R3D_R4SP" 

:TWAR7_26638
00D6: if 
0039:   77@ == 15 
004D: jump_if_false @TWAR7_26671 
0674: set_car_model 78@ numberplate "LA_B0MBA" 

:TWAR7_26671
00D6: if 
0039:   77@ == 16 
004D: jump_if_false @TWAR7_26704 
0674: set_car_model 78@ numberplate "L3337_0G" 

:TWAR7_26704
00D6: if 
0039:   77@ == 17 
004D: jump_if_false @TWAR7_26737 
0674: set_car_model 78@ numberplate "BUDD4H_X" 

:TWAR7_26737
00D6: if 
0039:   77@ == 18 
004D: jump_if_false @TWAR7_26770 
0674: set_car_model 78@ numberplate "T3H_BUCK" 

:TWAR7_26770
00D6: if 
0039:   77@ == 19 
004D: jump_if_false @TWAR7_26803 
0674: set_car_model 78@ numberplate "CHUNKY_1" 

:TWAR7_26803
00D6: if 
0039:   77@ == 20 
004D: jump_if_false @TWAR7_26836 
0674: set_car_model 78@ numberplate "EV1L_BNZ" 

:TWAR7_26836
00D6: if 
0039:   77@ == 21 
004D: jump_if_false @TWAR7_26869 
0674: set_car_model 78@ numberplate "S4ND_M4N" 

:TWAR7_26869
00D6: if 
0039:   77@ == 22 
004D: jump_if_false @TWAR7_26902 
0674: set_car_model 78@ numberplate "RKK_DBP1" 

:TWAR7_26902
00D6: if 
0039:   77@ == 23 
004D: jump_if_false @TWAR7_26935 
0674: set_car_model 78@ numberplate "RE1_K0KU" 

:TWAR7_26935
00D6: if 
0039:   77@ == 24 
004D: jump_if_false @TWAR7_26968 
0674: set_car_model 78@ numberplate "S3XY_JUD" 

:TWAR7_26968
00D6: if 
0039:   77@ == 25 
004D: jump_if_false @TWAR7_27001 
0674: set_car_model 78@ numberplate "SUNRA_93" 

:TWAR7_27001
00D6: if 
0039:   77@ == 26 
004D: jump_if_false @TWAR7_27034 
0674: set_car_model 78@ numberplate "UG_FUX69" 

:TWAR7_27034
00D6: if 
0039:   77@ == 27 
004D: jump_if_false @TWAR7_27067 
0674: set_car_model 78@ numberplate "LI0N_CUM" 

:TWAR7_27067
00D6: if 
0039:   77@ == 28 
004D: jump_if_false @TWAR7_27100 
0674: set_car_model 78@ numberplate "RKK_PWND" 

:TWAR7_27100
00D6: if 
0039:   77@ == 29 
004D: jump_if_false @TWAR7_27133 
0674: set_car_model 78@ numberplate "HAZE_B0B" 

:TWAR7_27133
00D6: if 
0039:   77@ == 30 
004D: jump_if_false @TWAR7_27166 
0674: set_car_model 78@ numberplate "T3H_FLUF" 

:TWAR7_27166
00D6: if 
0039:   77@ == 31 
004D: jump_if_false @TWAR7_27199 
0674: set_car_model 78@ numberplate "BM_4NDY_" 

:TWAR7_27199
00D6: if 
0039:   77@ == 32 
004D: jump_if_false @TWAR7_27232 
0674: set_car_model 78@ numberplate "BM_D34N_" 

:TWAR7_27232
00D6: if 
0039:   77@ == 33 
004D: jump_if_false @TWAR7_27265 
0674: set_car_model 78@ numberplate "BM_L4C3Y" 

:TWAR7_27265
00D6: if 
0039:   77@ == 34 
004D: jump_if_false @TWAR7_27298 
0674: set_car_model 78@ numberplate "BM_D3V__" 

:TWAR7_27298
00D6: if 
0039:   77@ == 35 
004D: jump_if_false @TWAR7_27331 
0674: set_car_model 78@ numberplate "NU_SK00L" 

:TWAR7_27331
00D6: if 
0039:   77@ == 36 
004D: jump_if_false @TWAR7_27364 
0674: set_car_model 78@ numberplate "G4L_AVET" 

:TWAR7_27364
00D6: if 
0039:   77@ == 37 
004D: jump_if_false @TWAR7_27397 
0674: set_car_model 78@ numberplate "M0J0_J0J" 

:TWAR7_27397
0051: return 

:TWAR7_27399
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @TWAR7_28418 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_27688 
00D6: if or
0039:   83@ == 1 
0039:   83@ == 2 
004D: jump_if_false @TWAR7_27688 
00D6: if 
001D:   125@ > 84@ // (int) 
004D: jump_if_false @TWAR7_27681 
0050: gosub @TWAR7_32112 
0050: gosub @TWAR7_32219 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_27578 
00D6: if or
8118:   not actor $ACTOR_SMOKE dead 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @TWAR7_27547 
0050: gosub @TWAR7_32373 
0002: jump @TWAR7_27578 

:TWAR7_27547
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 
0006: 127@ = 0 

:TWAR7_27578
00D6: if or
0039:   68@ == 1 
0039:   68@ == 2 
004D: jump_if_false @TWAR7_27674 
00D6: if or
8118:   not actor $ACTOR_SMOKE dead 
8118:   not actor $ACTOR_SWEET dead 
8118:   not actor $ACTOR_OG_LOC dead 
004D: jump_if_false @TWAR7_27643 
0050: gosub @TWAR7_32373 
0002: jump @TWAR7_27674 

:TWAR7_27643
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 
0006: 127@ = 0 

:TWAR7_27674
0002: jump @TWAR7_27688 

:TWAR7_27681
0006: 83@ = 0 

:TWAR7_27688
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_27824 
00D6: if 
001B:   11 > 83@ 
004D: jump_if_false @TWAR7_27824 
00D6: if 
001D:   125@ > 84@ // (int) 
004D: jump_if_false @TWAR7_27751 
000A: 84@ += 1 

:TWAR7_27751
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
03D5: remove_text 86@(84@,13s) 
0085: 132@ = 83@ // (int) 
0085: 131@ = 84@ // (int) 
0006: 83@ = 11 
0209: 84@ = random_int_in_ranges 0 5 
0085: 130@ = 84@ // (int) 
000A: 130@ += 1 
0050: gosub @TWAR7_29790 

:TWAR7_27824
00D6: if 
0039:   83@ == 11 
004D: jump_if_false @TWAR7_28149 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_28097 
00D6: if 
001D:   125@ > 84@ // (int) 
004D: jump_if_false @TWAR7_28074 
0050: gosub @TWAR7_32112 
0050: gosub @TWAR7_32219 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_27978 
00D6: if or
8118:   not actor $ACTOR_SMOKE dead 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @TWAR7_27947 
0050: gosub @TWAR7_32373 
0002: jump @TWAR7_27978 

:TWAR7_27947
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 
0006: 127@ = 0 

:TWAR7_27978
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_28067 
00D6: if or
8118:   not actor $ACTOR_SMOKE dead 
8118:   not actor $ACTOR_SWEET dead 
8118:   not actor $ACTOR_OG_LOC dead 
004D: jump_if_false @TWAR7_28036 
0050: gosub @TWAR7_32373 
0002: jump @TWAR7_28067 

:TWAR7_28036
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 
0006: 127@ = 0 

:TWAR7_28067
0002: jump @TWAR7_28097 

:TWAR7_28074
00BC: show_text_highpriority GXT 'SMK1_01' time 11000 flag 1  // ~s~Get back in ~b~Smoke's car~s~.
0006: 83@ = 12 

:TWAR7_28097
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_28149 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 83@ = 13 
0006: 84@ = 0 
00BE: text_clear_all 

:TWAR7_28149
00D6: if 
0039:   83@ == 12 
004D: jump_if_false @TWAR7_28202 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_28202 
0006: 83@ = 13 
0006: 84@ = 0 
00BE: text_clear_all 

:TWAR7_28202
00D6: if 
0039:   83@ == 13 
004D: jump_if_false @TWAR7_28418 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_28344 
0006: 33@ = 0 
0085: 83@ = 132@ // (int) 
0085: 84@ = 131@ // (int) 
0050: gosub @TWAR7_29790 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @TWAR7_28344 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_28328 
00BC: show_text_highpriority GXT 'SMK1_02' time 7000 flag 1  // ~s~Go and pick up OG Loc from the ~y~Police Station~s~.
0002: jump @TWAR7_28344 

:TWAR7_28328
00BC: show_text_highpriority GXT 'SMK1_10' time 7000 flag 1  // ~s~Drive to ~y~Freddy's house~s~.

:TWAR7_28344
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_28418 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 83@ = 11 
0209: 84@ = random_int_in_ranges 0 5 
0085: 130@ = 84@ // (int) 
000A: 130@ += 1 
0050: gosub @TWAR7_29790 

:TWAR7_28418
00D6: if or
0039:   83@ == 3 
0039:   83@ == 4 
0039:   83@ == 5 
0039:   83@ == 8 
0039:   83@ == 10 
004D: jump_if_false @TWAR7_28518 
00D6: if 
001D:   125@ > 84@ // (int) 
004D: jump_if_false @TWAR7_28511 
0050: gosub @TWAR7_32112 
0050: gosub @TWAR7_32219 
0050: gosub @TWAR7_32373 
0002: jump @TWAR7_28518 

:TWAR7_28511
0006: 83@ = 0 

:TWAR7_28518
00D6: if 
0019:   67@ > 3 
004D: jump_if_false @TWAR7_29524 
00D6: if or
001B:   14 > 67@ 
0039:   67@ == 16 
004D: jump_if_false @TWAR7_29524 
00D6: if 
06EE:   actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
004D: jump_if_false @TWAR7_28917 
00D6: if 
0104:   actor $ACTOR_OG_LOC near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @TWAR7_28910 
00D6: if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $ACTOR_OG_LOC on_foot 
004D: jump_if_false @TWAR7_28763 
00D6: if 
0039:   83@ == 9 
004D: jump_if_false @TWAR7_28763 
00D6: if 
001D:   125@ > 84@ // (int) 
004D: jump_if_false @TWAR7_28756 
0050: gosub @TWAR7_32112 
0050: gosub @TWAR7_32219 
00D6: if 
8118:   not actor $ACTOR_OG_LOC dead 
004D: jump_if_false @TWAR7_28718 
0050: gosub @TWAR7_32373 
0002: jump @TWAR7_28749 

:TWAR7_28718
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 
0006: 127@ = 0 

:TWAR7_28749
0002: jump @TWAR7_28763 

:TWAR7_28756
0006: 83@ = 0 

:TWAR7_28763
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $ACTOR_OG_LOC driving 
004D: jump_if_false @TWAR7_28910 
00D6: if 
0039:   83@ == 9 
004D: jump_if_false @TWAR7_28910 
00D6: if 
001D:   125@ > 84@ // (int) 
004D: jump_if_false @TWAR7_28903 
0050: gosub @TWAR7_32112 
0050: gosub @TWAR7_32219 
00D6: if 
8118:   not actor $ACTOR_OG_LOC dead 
004D: jump_if_false @TWAR7_28865 
0050: gosub @TWAR7_32373 
0002: jump @TWAR7_28896 

:TWAR7_28865
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 
0006: 127@ = 0 

:TWAR7_28896
0002: jump @TWAR7_28910 

:TWAR7_28903
0006: 83@ = 0 

:TWAR7_28910
0002: jump @TWAR7_29034 

:TWAR7_28917
00D6: if 
001B:   14 > 83@ 
004D: jump_if_false @TWAR7_29034 
00D6: if 
001D:   125@ > 84@ // (int) 
004D: jump_if_false @TWAR7_28961 
000A: 84@ += 1 

:TWAR7_28961
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
00BE: text_clear_all 
0085: 132@ = 83@ // (int) 
0085: 131@ = 84@ // (int) 
0006: 83@ = 14 
0209: 84@ = random_int_in_ranges 0 3 
0085: 130@ = 84@ // (int) 
000A: 130@ += 1 
0050: gosub @TWAR7_29790 

:TWAR7_29034
00D6: if 
0039:   83@ == 14 
004D: jump_if_false @TWAR7_29225 
00D6: if 
86EE:   not actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
004D: jump_if_false @TWAR7_29202 
00D6: if 
001D:   125@ > 84@ // (int) 
004D: jump_if_false @TWAR7_29172 
0050: gosub @TWAR7_32112 
0050: gosub @TWAR7_32219 
00D6: if 
8118:   not actor $ACTOR_OG_LOC dead 
004D: jump_if_false @TWAR7_29134 
0050: gosub @TWAR7_32373 
0002: jump @TWAR7_29165 

:TWAR7_29134
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 
0006: 127@ = 0 

:TWAR7_29165
0002: jump @TWAR7_29195 

:TWAR7_29172
00BC: show_text_highpriority GXT 'SMK1_09' time 7000 flag 1  // ~s~You have left ~b~OG Loc~s~ behind.
0006: 83@ = 15 

:TWAR7_29195
0002: jump @TWAR7_29225 

:TWAR7_29202
00BC: show_text_highpriority GXT 'SMK1_09' time 7000 flag 1  // ~s~You have left ~b~OG Loc~s~ behind.
0006: 83@ = 15 

:TWAR7_29225
00D6: if 
0039:   83@ == 15 
004D: jump_if_false @TWAR7_29278 
00D6: if 
06EE:   actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
004D: jump_if_false @TWAR7_29278 
0006: 83@ = 16 
0006: 84@ = 0 
00BE: text_clear_all 

:TWAR7_29278
00D6: if 
0039:   83@ == 16 
004D: jump_if_false @TWAR7_29524 
00D6: if 
06EE:   actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
004D: jump_if_false @TWAR7_29469 
0006: 33@ = 0 
0085: 83@ = 132@ // (int) 
0085: 84@ = 131@ // (int) 
0050: gosub @TWAR7_29790 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @TWAR7_29462 
00D6: if 
001B:   14 > 67@ 
004D: jump_if_false @TWAR7_29446 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TWAR7_29423 
00BC: show_text_highpriority GXT 'SMK1_04' time 7000 flag 1  // ~s~Catch and kill ~r~Freddy~s~!
0002: jump @TWAR7_29439 

:TWAR7_29423
00BC: show_text_highpriority GXT 'SMK1_11' time 7000 flag 1  // ~s~Get back on the ~b~bike~s~.

:TWAR7_29439
0002: jump @TWAR7_29462 

:TWAR7_29446
00BC: show_text_highpriority GXT 'SMK1_13' time 8500 flag 1  // ~s~Take OG Loc to the employees' door at the back of the ~y~Burger Shot~s~.

:TWAR7_29462
0002: jump @TWAR7_29524 

:TWAR7_29469
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 83@ = 14 
0209: 84@ = random_int_in_ranges 0 3 
0085: 130@ = 84@ // (int) 
000A: 130@ += 1 
0050: gosub @TWAR7_29790 

:TWAR7_29524
00D6: if or
0039:   83@ == 6 
0039:   83@ == 7 
004D: jump_if_false @TWAR7_29657 
00D6: if 
001D:   125@ > 84@ // (int) 
004D: jump_if_false @TWAR7_29650 
0050: gosub @TWAR7_32112 
0050: gosub @TWAR7_32219 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_29612 
0050: gosub @TWAR7_32373 
0002: jump @TWAR7_29643 

:TWAR7_29612
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 
0006: 127@ = 0 

:TWAR7_29643
0002: jump @TWAR7_29657 

:TWAR7_29650
0006: 83@ = 0 

:TWAR7_29657
00D6: if 
0039:   83@ == 17 
004D: jump_if_false @TWAR7_29788 
00D6: if 
001D:   125@ > 84@ // (int) 
004D: jump_if_false @TWAR7_29781 
0050: gosub @TWAR7_32112 
0050: gosub @TWAR7_32219 
00D6: if and
8118:   not actor 34@ dead 
8118:   not actor $ACTOR_OG_LOC dead 
004D: jump_if_false @TWAR7_29743 
0050: gosub @TWAR7_32373 
0002: jump @TWAR7_29774 

:TWAR7_29743
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 
0006: 127@ = 0 

:TWAR7_29774
0002: jump @TWAR7_29788 

:TWAR7_29781
0006: 83@ = 0 

:TWAR7_29788
0051: return 

:TWAR7_29790
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @TWAR7_30007 
05AA: 86@s = 'SMO1_AA' // @s = 'short'  // ~z~Good to hang with you, brother. I'm sorry I can get a little tense.
05AA: 88@s = 'SMO1_AC' // @s = 'short'  // ~z~Don't worry about it.
05AA: 90@s = 'SMO1_AD' // @s = 'short'  // ~z~Hey, it ain't Jeffrey no more. It's OG Loc.
05AA: 92@s = 'SMO1_AE' // @s = 'short'  // ~z~OG Loc?
05AA: 94@s = 'SMO1_AF' // @s = 'short'  // ~z~Oh yeah, he's a real gangsta now.
05AA: 96@s = 'SMO1_AG' // @s = 'short'  // ~z~I see. And what'd he do?
05AA: 98@s = 'SMO1_AH' // @s = 'short'  // ~z~Anything he could to get thrown in jail for. For his career.
05AA: 100@s = 'SMO1_AJ' // @s = 'short'  // ~z~Joyriding, parking fines or some other bullshit.
04AF: 112@ = 35000 // = constant 
04AF: 113@ = 35001 // = constant 
04AF: 114@ = 35002 // = constant 
04AF: 115@ = 35003 // = constant 
04AF: 116@ = 35004 // = constant 
04AF: 117@ = 35005 // = constant 
04AF: 118@ = 35006 // = constant 
04AF: 119@ = 35007 // = constant 
0006: 125@ = 8 

:TWAR7_30007
00D6: if 
0039:   83@ == 2 
004D: jump_if_false @TWAR7_30200 
05AA: 86@s = 'SMO1_BA' // @s = 'short'  // ~z~What's your plan, big gangsta? Now you a free man and all.
05AA: 88@s = 'SMO1_BB' // @s = 'short'  // ~z~Man, I ain't free, my parole officer lined me up with a job!
05AA: 90@s = 'SMO1_BC' // @s = 'short'  // ~z~Motherfucker always trying to keep a player down.
05AA: 92@s = 'SMO1_BD' // @s = 'short'  // ~z~You got that right!
05AA: 94@s = 'SMO1_BE' // @s = 'short'  // ~z~Still, ain't so bad, I'm gonna be a 'hygiene technician'.
05AA: 96@s = 'SMO1_BF' // @s = 'short'  // ~z~Coming up in the world, huh?
05AA: 98@s = 'SMO1_BG' // @s = 'short'  // ~z~Just a stepping-stone to greatness.
04AF: 112@ = 35008 // = constant 
04AF: 113@ = 35009 // = constant 
04AF: 114@ = 35010 // = constant 
04AF: 115@ = 35011 // = constant 
04AF: 116@ = 35012 // = constant 
04AF: 117@ = 35013 // = constant 
04AF: 118@ = 35014 // = constant 
0006: 125@ = 7 

:TWAR7_30200
00D6: if 
0039:   83@ == 3 
004D: jump_if_false @TWAR7_30393 
05AA: 86@s = 'SMO1_CA' // @s = 'short'  // ~z~Man, this is the spot!
05AA: 88@s = 'SMO1_CB' // @s = 'short'  // ~z~Ain't this a Vagos' 'hood?
05AA: 90@s = 'SMO1_CC' // @s = 'short'  // ~z~Man, I don't give a shit, I'm gangsta!
05AA: 92@s = 'SMO1_CD' // @s = 'short'  // ~z~C'mon, let's leave Loc to deal with Casanova.
05AA: 94@s = 'SMO1_CE' // @s = 'short'  // ~z~Hey, I'll stick with Jeff - I mean, Loc!
05AA: 96@s = 'SMO1_CF' // @s = 'short'  // ~z~OK, cool.
05AA: 98@s = 'SMO1_CG' // @s = 'short'  // ~z~I'll see you guys back on the set.
04AF: 112@ = 35015 // = constant 
04AF: 113@ = 35016 // = constant 
04AF: 114@ = 35017 // = constant 
04AF: 115@ = 35018 // = constant 
04AF: 116@ = 35019 // = constant 
04AF: 117@ = 35020 // = constant 
04AF: 118@ = 35021 // = constant 
0006: 125@ = 7 

:TWAR7_30393
00D6: if 
0039:   83@ == 4 
004D: jump_if_false @TWAR7_30659 
05AA: 86@s = 'SMO1_CH' // @s = 'short'  // ~z~Freddy! I've come for you, you motherfucker!
05AA: 88@s = 'SMO1_DB' // @s = 'short'  // ~z~Hey, Loc, hold up!
05AA: 90@s = 'SMO1_CJ' // @s = 'short'  // ~z~Jeffrey, you got the wrong idea, man - that was just a prison thing!
05AA: 92@s = 'SMO1_CK' // @s = 'short'  // ~z~I got plenty of muchachas on the outside,
05AA: 94@s = 'SMO1_CL' // @s = 'short'  // ~z~I don't need your scrawny ass!
05AA: 96@s = 'SMO1_CM' // @s = 'short'  // ~z~Man, ignore him, CJ, I don't know what he talking about.
05AA: 98@s = 'SMO1_CN' // @s = 'short'  // ~z~Hey, yo, gimme back my rhymes you thief, I'm gangsta!
05AA: 100@s = 'SMO1_CO' // @s = 'short'  // ~z~You dropped the soap, sugar,
05AA: 102@s = 'SMO1_CP' // @s = 'short'  // ~z~I don't know nothing about any rhymes!
05AA: 104@s = 'SMO1_DA' // @s = 'short'  // ~z~Hey, hey! Motherfucker's making a run for it!
04AF: 112@ = 35022 // = constant 
04AF: 113@ = 35031 // = constant 
04AF: 114@ = 35023 // = constant 
04AF: 115@ = 35024 // = constant 
04AF: 116@ = 35025 // = constant 
04AF: 117@ = 35026 // = constant 
04AF: 118@ = 35027 // = constant 
04AF: 119@ = 35028 // = constant 
04AF: 120@ = 35029 // = constant 
04AF: 121@ = 35030 // = constant 
0085: 125@ = 130@ // (int) 

:TWAR7_30659
00D6: if 
0039:   83@ == 5 
004D: jump_if_false @TWAR7_30732 
05AA: 86@s = 'SMO1_EA' // @s = 'short'  // ~z~Hey Loc, get back here, nigga you crazy!
05AA: 88@s = 'SMO1_EB' // @s = 'short'  // ~z~Eh yo, back off me CJ, I gotta protect my rep!
04AF: 112@ = 35033 // = constant 
04AF: 113@ = 35034 // = constant 
0006: 125@ = 2 

:TWAR7_30732
00D6: if 
0039:   83@ == 6 
004D: jump_if_false @TWAR7_30998 
05AA: 86@s = 'SMO1_FA' // @s = 'short'  // ~z~Oooo! Chase me! Chase me!
05AA: 88@s = 'SMO1_FB' // @s = 'short'  // ~z~C'mon, honey, I'm losing my patience!
05AA: 90@s = 'SMO1_FC' // @s = 'short'  // ~z~I like the fast ass, not the slow ass!
05AA: 92@s = 'SMO1_FD' // @s = 'short'  // ~z~I thought you were keen, cute buns!
05AA: 94@s = 'SMO1_FE' // @s = 'short'  // ~z~Catch me if you caaAAAaan!
05AA: 96@s = 'SMO1_FF' // @s = 'short'  // ~z~Yoohoo! Over here!
05AA: 98@s = 'SMO1_FG' // @s = 'short'  // ~z~Cooweee, Jeffrey!
05AA: 100@s = 'SMO1_FH' // @s = 'short'  // ~z~You know I love the thrill of the chase!
05AA: 102@s = 'SMO1_FJ' // @s = 'short'  // ~z~Hey baby, move those sweet cheeks!
05AA: 104@s = 'SMO1_FK' // @s = 'short'  // ~z~Try to show a little bit more enthusiasm, darling.
04AF: 112@ = 35035 // = constant 
04AF: 113@ = 35036 // = constant 
04AF: 114@ = 35037 // = constant 
04AF: 115@ = 35038 // = constant 
04AF: 116@ = 35039 // = constant 
04AF: 117@ = 35040 // = constant 
04AF: 118@ = 35041 // = constant 
04AF: 119@ = 35042 // = constant 
04AF: 120@ = 35043 // = constant 
04AF: 121@ = 35044 // = constant 
0085: 125@ = 130@ // (int) 

:TWAR7_30998
00D6: if 
0039:   83@ == 7 
004D: jump_if_false @TWAR7_31071 
05AA: 86@s = 'SMO1_GA' // @s = 'short'  // ~z~He's broken my heart!
05AA: 88@s = 'SMO1_GB' // @s = 'short'  // ~z~Get him, boys!
04AF: 112@ = 35047 // = constant 
04AF: 113@ = 35048 // = constant 
0006: 125@ = 2 

:TWAR7_31071
00D6: if 
0039:   83@ == 8 
004D: jump_if_false @TWAR7_31288 
05AA: 86@s = 'SMO1_HA' // @s = 'short'  // ~z~Don't you say a damn thing, CJ.
05AA: 88@s = 'SMO1_HB' // @s = 'short'  // ~z~Was you lonely, Loc?
05AA: 90@s = 'SMO1_HC' // @s = 'short'  // ~z~Hey, I like a nice mustache myself!
05AA: 92@s = 'SMO1_HD' // @s = 'short'  // ~z~I keep it real, unlike you fake ass motherfuckers.
05AA: 94@s = 'SMO1_HE' // @s = 'short'  // ~z~C'mon, gangsta. Let's get back to the Grove.
05AA: 96@s = 'SMO1_HF' // @s = 'short'  // ~z~Nah, I can't, I gotta go and sign in for this damn job!
05AA: 98@s = 'SMO1_HG' // @s = 'short'  // ~z~Whatever you want. You want a ride anyway?
05AA: 100@s = 'SMO1_HH' // @s = 'short'  // ~z~Sure thing. Let's roll.
04AF: 112@ = 35053 // = constant 
04AF: 113@ = 35054 // = constant 
04AF: 114@ = 35055 // = constant 
04AF: 115@ = 35056 // = constant 
04AF: 116@ = 35057 // = constant 
04AF: 117@ = 35058 // = constant 
04AF: 118@ = 35059 // = constant 
04AF: 119@ = 35060 // = constant 
0006: 125@ = 8 

:TWAR7_31288
00D6: if 
0039:   83@ == 9 
004D: jump_if_false @TWAR7_31553 
05AA: 86@s = 'SMO1_JA' // @s = 'short'  // ~z~Eh, take me to the Burger Shot in Verona Beach.
05AA: 88@s = 'SMO1_JB' // @s = 'short'  // ~z~You're the boss.
05AA: 90@s = 'SMO1_JC' // @s = 'short'  // ~z~Coz I'm keen, With the hygiene,
05AA: 92@s = 'SMO1_JD' // @s = 'short'  // ~z~On a mission, Like a super technician, baby
05AA: 94@s = 'SMO1_JG' // @s = 'short'  // ~z~Get on with that shit man.
05AA: 96@s = 'SMO1_JM' // @s = 'short'  // ~z~Look at you, all muscley and shit.
05AA: 98@s = 'SMO1_JH' // @s = 'short'  // ~z~Man, I got 17s on the hang.
05AA: 100@s = 'SMO1_JJ' // @s = 'short'  // ~z~You coulda did that out here.
05AA: 102@s = 'SMO1_JK' // @s = 'short'  // ~z~Because I did it in the joint, it's real now.
05AA: 104@s = 'SMO1_JL' // @s = 'short'  // ~z~Yeah, I guess it is, gangsta.
04AF: 112@ = 35061 // = constant 
04AF: 113@ = 35062 // = constant 
04AF: 114@ = 35063 // = constant 
04AF: 115@ = 35064 // = constant 
04AF: 116@ = 35065 // = constant 
04AF: 117@ = 35070 // = constant 
04AF: 118@ = 35066 // = constant 
04AF: 119@ = 35067 // = constant 
04AF: 120@ = 35068 // = constant 
04AF: 121@ = 35069 // = constant 
0006: 125@ = 10 

:TWAR7_31553
00D6: if 
0039:   83@ == 10 
004D: jump_if_false @TWAR7_31698 
05AA: 86@s = 'SMO1_KA' // @s = 'short'  // ~z~Thanks for the ride, CJ.
05AA: 88@s = 'SMO1_KB' // @s = 'short'  // ~z~Don't be a stranger, fool.
05AA: 90@s = 'SMO1_KC' // @s = 'short'  // ~z~Yeah, for sure. I'll see you around.
05AA: 92@s = 'SMO1_KD' // @s = 'short'  // ~z~Like a quarter pound!
05AA: 94@s = 'SMO1_KE' // @s = 'short'  // ~z~Later.
04AF: 112@ = 35071 // = constant 
04AF: 113@ = 35072 // = constant 
04AF: 114@ = 35073 // = constant 
04AF: 115@ = 35074 // = constant 
04AF: 116@ = 35075 // = constant 
0006: 125@ = 5 

:TWAR7_31698
00D6: if 
0039:   83@ == 11 
004D: jump_if_false @TWAR7_31868 
05AA: 86@s = 'SMOX_AA' // @s = 'short'  // ~z~Get in
05AA: 88@s = 'SMOX_AB' // @s = 'short'  // ~z~In the ride!
05AA: 90@s = 'SMOX_AC' // @s = 'short'  // ~z~Get in the car!
05AA: 92@s = 'SMOX_AD' // @s = 'short'  // ~z~Come on, playa, get in!
05AA: 94@s = 'SMOX_AE' // @s = 'short'  // ~z~Come on, wise man, get in the car!
05AA: 96@s = 'SMOX_AF' // @s = 'short' 
04AF: 112@ = 35800 // = constant 
04AF: 113@ = 35801 // = constant 
04AF: 114@ = 35802 // = constant 
04AF: 115@ = 35803 // = constant 
04AF: 116@ = 35804 // = constant 
04AF: 117@ = 35805 // = constant 
0085: 125@ = 130@ // (int) 

:TWAR7_31868
00D6: if 
0039:   83@ == 14 
004D: jump_if_false @TWAR7_31960 
05AA: 86@s = 'LOCX_AA' // @s = 'short'  // ~z~Hold up, CJ!
05AA: 88@s = 'LOCX_AB' // @s = 'short'  // ~z~Wait, wait for your boy!
05AA: 90@s = 'LOCX_AC' // @s = 'short'  // ~z~Hey, wait up, dog!
04AF: 112@ = 22400 // = constant 
04AF: 113@ = 22401 // = constant 
04AF: 114@ = 22402 // = constant 
0085: 125@ = 130@ // (int) 

:TWAR7_31960
00D6: if 
0039:   83@ == 17 
004D: jump_if_false @TWAR7_32081 
05AA: 86@s = 'SMO1_GC' // @s = 'short'  // ~z~Yo, I'm gonna kill that loud mouthed mother fucker!
05AA: 88@s = 'SMO1_GD' // @s = 'short'  // ~z~Your ass is mine!
05AA: 90@s = 'SMO1_GE' // @s = 'short'  // ~z~Oh, no no no, I didn't mean it like that!
05AA: 92@s = 'SMO1_GF' // @s = 'short'  // ~z~CJ, help me out here!
04AF: 112@ = 35049 // = constant 
04AF: 113@ = 35050 // = constant 
04AF: 114@ = 35051 // = constant 
04AF: 115@ = 35052 // = constant 
0006: 125@ = 4 

:TWAR7_32081
0085: 128@ = 84@ // (int) 
0006: 126@ = 0 
0006: 127@ = 0 
0006: 129@ = 1 
0051: return 

:TWAR7_32112
00D6: if 
001D:   125@ > 128@ // (int) 
004D: jump_if_false @TWAR7_32217 
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @TWAR7_32174 
03CF: load_wav 112@(128@,13i) as 1 
000A: 128@ += 1 
0006: 126@ = 1 

:TWAR7_32174
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @TWAR7_32217 
03CF: load_wav 112@(128@,13i) as 2 
000A: 128@ += 1 
0006: 127@ = 1 

:TWAR7_32217
0051: return 

:TWAR7_32219
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @TWAR7_32295 
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @TWAR7_32295 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TWAR7_32295 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 86@(84@,13s) time 4500 flag 1 
0006: 126@ = 2 

:TWAR7_32295
00D6: if 
0039:   129@ == 2 
004D: jump_if_false @TWAR7_32371 
00D6: if 
0039:   127@ == 1 
004D: jump_if_false @TWAR7_32371 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @TWAR7_32371 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 86@(84@,13s) time 4500 flag 1 
0006: 127@ = 2 

:TWAR7_32371
0051: return 

:TWAR7_32373
00D6: if 
0039:   126@ == 2 
004D: jump_if_false @TWAR7_32436 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TWAR7_32436 
03D5: remove_text 86@(84@,13s) 
000A: 84@ += 1 
0006: 129@ = 2 
0006: 126@ = 0 

:TWAR7_32436
00D6: if 
0039:   127@ == 2 
004D: jump_if_false @TWAR7_32499 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @TWAR7_32499 
03D5: remove_text 86@(84@,13s) 
000A: 84@ += 1 
0006: 129@ = 1 
0006: 127@ = 0 

:TWAR7_32499
0051: return 

//-------------Mission 28---------------
// Originally: Running Dog

:SMOKE2
03A4: name_thread 'SMOKE2' 
0050: gosub @SMOKE2_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SMOKE2_38 
0050: gosub @SMOKE2_11327 

:SMOKE2_38
0050: gosub @SMOKE2_11407 
004E: end_thread 

:SMOKE2_47
0317: increment_mission_attempts 
054C: use_GXT_table 'SMOKE2' 
0004: $ONMISSION = 1 
0001: wait 0 ms 
0007: 36@ = 2068.42 
0007: 37@ = -1694.87 
0007: 38@ = 13.3 
0007: 39@ = 270.0 
0005: $6893 = 2514.34 
0005: $6894 = -1411.93 
0005: $6895 = 27.41 
0006: 162@ = 0 
0006: 163@ = 0 
0006: 164@ = 0 
0006: 165@ = 0 
0006: 166@ = 0 
0006: 167@ = 0 
0006: 168@ = 0 
0006: 169@ = 0 
0006: 170@ = 0 
0006: 171@ = 0 
0006: 172@ = 0 
0006: 173@ = 0 
0006: 174@ = 0 
0006: 175@ = 0 
0006: 46@ = 22 
0007: 47@ = 2459.8 
0007: 69@ = -1402.19 
0007: 91@ = 24.06 
0007: 48@ = 2442.07 
0007: 70@ = -1370.23 
0007: 92@ = 24.06 
0007: 49@ = 2414.49 
0007: 71@ = -1369.36 
0007: 93@ = 24.76 
0007: 50@ = 2410.19 
0007: 72@ = -1364.03 
0007: 94@ = 24.75 
0007: 51@ = 2399.68 
0007: 73@ = -1358.24 
0007: 95@ = 24.93 
0007: 52@ = 2381.88 
0007: 74@ = -1354.88 
0007: 96@ = 24.08 
0007: 53@ = 2343.29 
0007: 75@ = -1351.41 
0007: 97@ = 24.06 
0007: 54@ = 2336.29 
0007: 76@ = -1310.99 
0007: 98@ = 24.29 
0007: 55@ = 2257.07 
0007: 77@ = -1291.85 
0007: 99@ = 24.01 
0007: 56@ = 2241.61 
0007: 78@ = -1281.61 
0007: 100@ = 24.42 
0007: 57@ = 2241.61 
0007: 79@ = -1264.68 
0007: 101@ = 24.37 
0007: 58@ = 2239.48 
0007: 80@ = -1260.91 
0007: 102@ = 23.98 
0007: 59@ = 2241.18 
0007: 81@ = -1257.88 
0007: 103@ = 23.99 
0007: 60@ = 2241.18 
0007: 82@ = -1254.46 
0007: 104@ = 24.46 
0007: 61@ = 2241.18 
0007: 83@ = -1238.3 
0007: 105@ = 25.21 
0007: 62@ = 2221.54 
0007: 84@ = -1235.75 
0007: 106@ = 24.62 
0007: 63@ = 2202.27 
0007: 85@ = -1236.72 
0007: 107@ = 24.0 
0007: 64@ = 2202.21 
0007: 86@ = -1257.05 
0007: 108@ = 23.91 
0007: 65@ = 2199.57 
0007: 87@ = -1263.15 
0007: 109@ = 23.92 
0007: 66@ = 2199.08 
0007: 88@ = -1279.44 
0007: 110@ = 24.57 
0007: 67@ = 2182.07 
0007: 89@ = -1280.2 
0007: 111@ = 24.68 
0007: 68@ = 2175.18 
0007: 90@ = -1282.82 
0007: 112@ = 24.02 
0007: 126@ = 2117.86 
0007: 127@ = -1071.42 
0007: 128@ = 24.64 
0006: 129@ = 0 
0006: 176@ = 0 
0006: 177@ = 0 
0006: 178@ = 0 
0006: 179@ = 0 
0006: 180@ = 0 
0006: 157@ = 0 
0006: 158@ = 0 
0006: 160@ = 0 
0006: 182@ = 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 2000 

:SMOKE2_1021
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_1045 
0001: wait 0 ms 
0002: jump @SMOKE2_1021 

:SMOKE2_1045
0395: clear_area 0 at 2069.9 -1702.73 12.59 radius 100.0 
0247: load_model #LAE_SMOKECUTSCENE 

:SMOKE2_1074
00D6: if 
8248:   not model #LAE_SMOKECUTSCENE available 
004D: jump_if_false @SMOKE2_1101 
0001: wait 0 ms 
0002: jump @SMOKE2_1074 

:SMOKE2_1101
029B: 187@ = init_object #LAE_SMOKECUTSCENE at 2055.0 -1695.0 15.0 
02E4: load_cutscene_data 'SMOKE2A' 

:SMOKE2_1135
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SMOKE2_1159 
0001: wait 0 ms 
0002: jump @SMOKE2_1135 

:SMOKE2_1159
02E7: start_cutscene 
016A: fade 1 time 1000 

:SMOKE2_1168
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SMOKE2_1192 
0001: wait 0 ms 
0002: jump @SMOKE2_1168 

:SMOKE2_1192
016A: fade 0 time 0 

:SMOKE2_1198
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_1222 
0001: wait 0 ms 
0002: jump @SMOKE2_1198 

:SMOKE2_1222
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
0249: release_model #LAE_SMOKECUTSCENE 
0108: destroy_object 187@ 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
0247: load_model #PEREN 
0247: load_model #COLT45 
038B: load_requested_models 

:SMOKE2_1266
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #PEREN available 
8248:   not model #COLT45 available 
004D: jump_if_false @SMOKE2_1302 
0001: wait 0 ms 
0002: jump @SMOKE2_1266 

:SMOKE2_1302
0050: gosub @SMOKE2_5382 
03CB: set_rendering_origin_at 2069.9 -1702.73 12.59 
0395: clear_area 0 at 2069.9 -1702.73 12.59 radius 100.0 
0395: clear_area 0 at $6893 $6894 $6895 radius 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2488.0 -1431.93 25.41 cornerB 2528.0 -1391.93 29.41 
01E8: create_forbidden_for_cars_cube_cornerA 2252.89 -1286.37 22.25 cornerB 2258.89 -1280.37 28.25 
041E: set_radio_station 3 
00A1: put_actor $PLAYER_ACTOR at 2070.87 -1703.01 12.55 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0169: set_fade_color_RGB 0 0 0 
0001: wait 500 ms 
016A: fade 1 time 1500 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   182@ == 1 
004D: jump_if_false @SMOKE2_1678 
00A5: 34@ = create_car #PEREN at 0.0 0.0 -100.0 
0186: 183@ = create_marker_above_car 34@ 
009A: 35@ = create_actor_pedtype 24 model #SPECIAL01 at 0.0 0.0 -100.0 
009A: 41@ = create_actor_pedtype 25 model #LSV1 at 0.0 0.0 -100.0 
00A5: 42@ = create_car #SENTINEL at 0.0 0.0 -100.0 
0129: 43@ = create_actor_pedtype 25 model #LSV2 in_car 42@ driverseat 
009A: 44@ = create_actor_pedtype 25 model #LSV2 at 0.0 0.0 -100.0 
009A: 45@ = create_actor_pedtype 25 model #LSV3 at 0.0 0.0 -100.0 

:SMOKE2_1678
022B: create_forbidden_for_peds_cube_cornerA 2458.5 -1410.63 24.06 cornerB 2504.27 -1395.83 28.55 
0615: define_AS_pack_begin 115@ 
05D3: AS_actor -1 goto_point 47@ 69@ 91@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 48@ 70@ 92@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 49@ 71@ 93@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 50@ 72@ 94@ mode 6 time -1 ms // versionA 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point 51@ 73@ 95@ mode 6 time -1 ms // versionA 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point 52@ 74@ 96@ mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 115@ 
0615: define_AS_pack_begin 116@ 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point 53@ 75@ 97@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 54@ 76@ 98@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 55@ 77@ 99@ mode 7 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2254.09 -1283.83 25.18 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 56@ 78@ 100@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 57@ 79@ 101@ mode 6 time -1 ms // versionA 
078F: AS_actor -1 climb 1 
0616: define_AS_pack_end 116@ 
0615: define_AS_pack_begin 117@ 
05D3: AS_actor -1 goto_point 58@ 80@ 102@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 59@ 81@ 103@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 60@ 82@ 104@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 61@ 83@ 105@ mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point 62@ 84@ 106@ mode 6 time -1 ms // versionA 
078F: AS_actor -1 climb 1 
0616: define_AS_pack_end 117@ 
0615: define_AS_pack_begin 118@ 
05D3: AS_actor -1 goto_point 63@ 85@ 107@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 64@ 86@ 108@ mode 6 time -1 ms // versionA 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point 65@ 87@ 109@ mode 6 time -1 ms // versionA 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point 66@ 88@ 110@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 67@ 89@ 111@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 68@ 90@ 112@ mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 118@ 
0615: define_AS_pack_begin 114@ 
0618: assign_actor -1 to_AS_pack 115@ 
0618: assign_actor -1 to_AS_pack 116@ 
0618: assign_actor -1 to_AS_pack 117@ 
0618: assign_actor -1 to_AS_pack 118@ 
0616: define_AS_pack_end 114@ 
00BC: show_text_highpriority GXT 'SMK2_1' time 10000 flag 0  // ~s~Get into Big Smoke's ~b~car.

:SMOKE2_2258
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SMOKE2_2284 
0002: jump @SMOKE2_11352 

:SMOKE2_2284
00D6: if and
8039:   not  162@ == 1 
8118:   not actor 35@ dead 
8119:   not car 34@ wrecked 
004D: jump_if_false @SMOKE2_2436 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @SMOKE2_2436 
0164: disable_marker 183@ 
018A: 184@ = create_checkpoint_at $6893 $6894 $6895 
0006: 162@ = 1 
0006: 163@ = 1 
00BC: show_text_highpriority GXT 'SMK2_2' time 11000 flag 0  // ~s~Drive Big Smoke to the ~y~meet.~N~~s~If you need a weapon, go to Emmet's house.
032B: 40@ = create_weapon_pickup #COLT45 type 3 ammo 99999 at 2444.895 -1981.524 13.933 
02A8: 186@ = create_marker 18 at 2444.895 -1981.524 13.933 
0006: 32@ = 0 

:SMOKE2_2436
00D6: if and
0039:   162@ == 1 
8039:   not  166@ == 1 
8118:   not actor 35@ dead 
8119:   not car 34@ wrecked 
004D: jump_if_false @SMOKE2_3206 
00D6: if 
8039:   not  167@ == 1 
004D: jump_if_false @SMOKE2_2517 
00D6: if 
0214:   pickup 40@ picked_up 
004D: jump_if_false @SMOKE2_2517 
0164: disable_marker 186@ 
0006: 167@ = 1 

:SMOKE2_2517
00D6: if and
0039:   163@ == 1 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @SMOKE2_2743 
0164: disable_marker 184@ 
0186: 183@ = create_marker_above_car 34@ 
07E0: set_marker 183@ type_to 1 
0050: gosub @SMOKE2_10751 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @SMOKE2_2613 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'SMK2_7' time 4000 flag 0  // ~r~Big Smoke died!
0002: jump @SMOKE2_11327 

:SMOKE2_2613
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @SMOKE2_2652 
00BC: show_text_highpriority GXT 'SMK2_12' time 5000 flag 0  // ~r~Big Smoke's car was destroyed!
0002: jump @SMOKE2_11327 

:SMOKE2_2652
00D6: if or
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 2444.895 -1981.524 radius 20.0 20.0 
0039:   167@ == 1 
004D: jump_if_false @SMOKE2_2720 
00BC: show_text_highpriority GXT 'SMK2_3' time 5000 flag 0  // ~s~Get back into Big Smoke's ~b~car.
0002: jump @SMOKE2_2736 

:SMOKE2_2720
00BC: show_text_highpriority GXT 'SMK2_16' time 5000 flag 0  // ~s~Get a weapon, then get back into Big Smoke's ~b~car~s~.

:SMOKE2_2736
0006: 163@ = 0 

:SMOKE2_2743
00D6: if and
0039:   163@ == 0 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @SMOKE2_2829 
0164: disable_marker 183@ 
018A: 184@ = create_checkpoint_at $6893 $6894 $6895 
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @SMOKE2_2822 
00BC: show_text_highpriority GXT 'SMK2_15' time 5000 flag 0  // ~s~Drive Big Smoke to the ~y~meet.

:SMOKE2_2822
0006: 163@ = 1 

:SMOKE2_2829
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @SMOKE2_3005 
00D6: if and
8039:   not  164@ == 1 
0019:   32@ > 10000 
004D: jump_if_false @SMOKE2_2917 
0006: 161@ = 2 
0050: gosub @SMOKE2_9893 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_2910 
0A09: set_actor 35@ muted 1 // versionB 

:SMOKE2_2910
0006: 164@ = 1 

:SMOKE2_2917
00D6: if and
0039:   164@ == 1 
8039:   not  165@ == 1 
004D: jump_if_false @SMOKE2_3005 
00D6: if 
001D:   159@ > 158@ // (int) 
004D: jump_if_false @SMOKE2_2975 
0050: gosub @SMOKE2_10520 
0002: jump @SMOKE2_3005 

:SMOKE2_2975
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_2998 
0A09: set_actor 35@ muted 0 // versionB 

:SMOKE2_2998
0006: 165@ = 1 

:SMOKE2_3005
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @SMOKE2_3206 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere $6893 $6894 $6895 radius 4.0 4.0 2.0 sphere 1 in_car 
004D: jump_if_false @SMOKE2_3206 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 166@ = 1 
0164: disable_marker 184@ 
0164: disable_marker 186@ 
091D: remove_forbidden_for_boats_cube_cornerA 2488.0 -1431.93 25.41 cornerB 2528.0 -1391.93 29.41 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_3144 
0A09: set_actor 35@ muted 0 // versionB 

:SMOKE2_3144
0050: gosub @SMOKE2_5582 
01E8: create_forbidden_for_cars_cube_cornerA 2164.51 -1287.88 20.0 cornerB 2170.88 -1267.88 30.0 
00BC: show_text_highpriority GXT 'SMK2_17' time 10000 flag 0  // ~s~Chase down the ~r~gang member~s~.
0006: 32@ = 0 

:SMOKE2_3206
00D6: if 
0039:   166@ == 1 
004D: jump_if_false @SMOKE2_5048 
00D6: if and
8039:   not  168@ == 1 
0019:   32@ > 10000 
004D: jump_if_false @SMOKE2_3275 
0512: show_permanent_text_box 'SMK2_H1'  // Tap ~k~~PED_SPRINT~ quickly to use the Super Sprint.
0006: 168@ = 1 
0006: 32@ = 0 

:SMOKE2_3275
00D6: if and
0039:   168@ == 1 
8039:   not  169@ == 1 
0019:   32@ > 10000 
004D: jump_if_false @SMOKE2_3333 
0512: show_permanent_text_box 'SMK2_H2'  // You can only use the Super Sprint for a short time before becoming tired.
0006: 169@ = 1 
0006: 32@ = 0 

:SMOKE2_3333
00D6: if and
0039:   169@ == 1 
8039:   not  170@ == 1 
0019:   32@ > 10000 
004D: jump_if_false @SMOKE2_3391 
0512: show_permanent_text_box 'SPRSTAM'  // The more you sprint, the higher your ~h~stamina~w~ will become, allowing you to exert yourself for longer.
0006: 170@ = 1 
0006: 32@ = 0 

:SMOKE2_3391
00D6: if and
0039:   170@ == 1 
8039:   not  171@ == 1 
0019:   32@ > 10000 
004D: jump_if_false @SMOKE2_3433 
03E6: remove_text_box 
0006: 171@ = 1 

:SMOKE2_3433
00D6: if 
8039:   not  173@ == 1 
004D: jump_if_false @SMOKE2_3673 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_3549 
00D6: if and
00F2:   actor $PLAYER_ACTOR near_actor 35@ radius 5.0 5.0 0 
8039:   not  172@ == 1 
004D: jump_if_false @SMOKE2_3549 
0006: 161@ = 1 
0050: gosub @SMOKE2_9893 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_3542 
0A09: set_actor 35@ muted 1 // versionB 

:SMOKE2_3542
0006: 172@ = 1 

:SMOKE2_3549
00D6: if and
0039:   172@ == 1 
0039:   161@ == 1 
004D: jump_if_false @SMOKE2_3673 
00D6: if 
001D:   159@ > 158@ // (int) 
004D: jump_if_false @SMOKE2_3643 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_3623 
0050: gosub @SMOKE2_10520 
0002: jump @SMOKE2_3636 

:SMOKE2_3623
040D: unload_wav 1 
00BE: text_clear_all 
0006: 173@ = 1 

:SMOKE2_3636
0002: jump @SMOKE2_3673 

:SMOKE2_3643
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_3666 
0A09: set_actor 35@ muted 0 // versionB 

:SMOKE2_3666
0006: 173@ = 1 

:SMOKE2_3673
00D6: if 
8039:   not  174@ == 1 
004D: jump_if_false @SMOKE2_3806 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2354.11 -1355.54 radius 15.0 15.0 
004D: jump_if_false @SMOKE2_3806 
0006: 113@ = 0 

:SMOKE2_3736
00D6: if 
001B:   2 > 113@ 
004D: jump_if_false @SMOKE2_3799 
00D6: if 
8118:   not actor 44@(113@,2i) dead 
004D: jump_if_false @SMOKE2_3785 
0816: set_actor 44@(113@,2i) dont_chase_victim 0 

:SMOKE2_3785
000A: 113@ += 1 
0002: jump @SMOKE2_3736 

:SMOKE2_3799
0006: 174@ = 1 

:SMOKE2_3806
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_4137 
00D6: if 
8039:   not  175@ == 1 
004D: jump_if_false @SMOKE2_3912 
062E: get_actor 41@ task 1952 status_store_to 122@ // ret 7 if not found 
00D6: if 
04A4:   122@ == 1 // == constant 
004D: jump_if_false @SMOKE2_3912 
07A4: get_actor 41@ task_1560_flags_store_to 119@ 120@ 
00D6: if and
0039:   119@ == 1 
0039:   120@ == 4 
004D: jump_if_false @SMOKE2_3912 
0006: 175@ = 1 

:SMOKE2_3912
00D6: if 
8039:   not  175@ == 1 
004D: jump_if_false @SMOKE2_4037 
00D6: if 
0611:   actor 41@ performing_animation "RUN_GANG1" 
004D: jump_if_false @SMOKE2_3978 
0393: actor 41@ perform_animation "RUN_GANG1" at 1.5 times_normal_rate 

:SMOKE2_3978
00D6: if 
0611:   actor 41@ performing_animation "SPRINT_CIVI" 
004D: jump_if_false @SMOKE2_4030 
0393: actor 41@ perform_animation "SPRINT_CIVI" at 1.5 times_normal_rate 

:SMOKE2_4030
0002: jump @SMOKE2_4137 

:SMOKE2_4037
00D6: if 
0611:   actor 41@ performing_animation "RUN_GANG1" 
004D: jump_if_false @SMOKE2_4085 
0393: actor 41@ perform_animation "RUN_GANG1" at 1.2 times_normal_rate 

:SMOKE2_4085
00D6: if 
0611:   actor 41@ performing_animation "SPRINT_CIVI" 
004D: jump_if_false @SMOKE2_4137 
0393: actor 41@ perform_animation "SPRINT_CIVI" at 1.2 times_normal_rate 

:SMOKE2_4137
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_5041 
00D6: if 
8039:   not  176@ == 1 
004D: jump_if_false @SMOKE2_4314 
0085: 113@ = 46@ // (int) 
000E: 113@ -= 1 
062E: get_actor 41@ task 1952 status_store_to 122@ // ret 7 if not found 
00D6: if and
04A4:   122@ == 7 // == constant 
00FE:   actor 41@ sphere 0 in_sphere 47@(113@,22f) 69@(113@,22f) 91@(113@,22f) radius 10.0 10.0 10.0 
004D: jump_if_false @SMOKE2_4314 
0006: 176@ = 1 
00D6: if and
8119:   not car 42@ wrecked 
8118:   not actor 43@ dead 
004D: jump_if_false @SMOKE2_4314 
00D6: if 
8495:   not car 42@ burning 
004D: jump_if_false @SMOKE2_4314 
05CA: AS_actor 41@ enter_car 42@ passenger_seat 0 time -2 

:SMOKE2_4314
00D6: if 
8039:   not  180@ == 1 
004D: jump_if_false @SMOKE2_4384 
00D6: if and
8118:   not actor 43@ dead 
8119:   not car 42@ wrecked 
004D: jump_if_false @SMOKE2_4384 
00D6: if 
0495:   car 42@ burning 
004D: jump_if_false @SMOKE2_4384 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 
0006: 180@ = 1 

:SMOKE2_4384
00D6: if and
0039:   176@ == 1 
8039:   not  177@ == 1 
004D: jump_if_false @SMOKE2_5034 
00D6: if 
8039:   not  178@ == 1 
004D: jump_if_false @SMOKE2_4743 
00D6: if and
8119:   not car 42@ wrecked 
8118:   not actor 43@ dead 
004D: jump_if_false @SMOKE2_4631 
00D6: if 
00DB:   actor 41@ in_car 42@ 
004D: jump_if_false @SMOKE2_4631 
0006: 178@ = 1 
05D2: AS_actor 43@ run_to_and_hijack_car 42@ max_search_radius 30.0 traffic_behavior 2 
01B2: give_actor 41@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 41@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 1000.0 8 0 firing_rate 60 
091D: remove_forbidden_for_boats_cube_cornerA 2164.51 -1287.88 20.0 cornerB 2170.88 -1267.88 30.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SMOKE2_4608 
00BC: show_text_highpriority GXT 'SMK2_9' time 10000 flag 0  // ~s~The ~r~gang member ~s~is escaping in a car!~N~Catch him before he gets away.
0002: jump @SMOKE2_4624 

:SMOKE2_4608
00BC: show_text_highpriority GXT 'SMK2_8' time 10000 flag 0  // ~s~The ~r~gang member ~s~is escaping in a car!~N~Get a vehicle and chase him down.

:SMOKE2_4624
0006: 32@ = 0 

:SMOKE2_4631
00D6: if 
8039:   not  178@ == 1 
004D: jump_if_false @SMOKE2_4743 
00D6: if or
0119:   car 42@ wrecked 
0118:   actor 43@ dead 
004D: jump_if_false @SMOKE2_4702 
05DD: AS_actor 41@ flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 timelimit 9999999 
0006: 177@ = 1 
0002: jump @SMOKE2_4743 

:SMOKE2_4702
00D6: if 
0495:   car 42@ burning 
004D: jump_if_false @SMOKE2_4743 
05DD: AS_actor 41@ flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 timelimit 9999999 
0006: 177@ = 1 

:SMOKE2_4743
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @SMOKE2_5034 
00D6: if 
8039:   not  177@ == 1 
004D: jump_if_false @SMOKE2_4889 
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @SMOKE2_4889 
046C: 125@ = car 42@ driver 
00D6: if or
0495:   car 42@ burning 
0039:   125@ == -1 
004D: jump_if_false @SMOKE2_4889 
05DD: AS_actor 41@ flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 timelimit 9999999 
00D6: if and
8118:   not actor 43@ dead 
8039:   not  180@ == 1 
004D: jump_if_false @SMOKE2_4882 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 
0006: 180@ = 1 

:SMOKE2_4882
0006: 177@ = 1 

:SMOKE2_4889
00D6: if 
8039:   not  177@ == 1 
004D: jump_if_false @SMOKE2_5034 
00D6: if and
8039:   not  179@ == 1 
0019:   32@ > 180000 
004D: jump_if_false @SMOKE2_5034 
00D6: if and
8119:   not car 42@ wrecked 
8118:   not actor 43@ dead 
004D: jump_if_false @SMOKE2_5034 
00D6: if and
00DB:   actor 43@ in_car 42@ 
00DB:   actor 41@ in_car 42@ 
004D: jump_if_false @SMOKE2_5034 
05D1: AS_actor 43@ drive_car 42@ to 126@ 127@ 128@ speed 30.0 0 model #NULL 2 
0006: 179@ = 1 
00BC: show_text_highpriority GXT 'SMK2_10' time 7000 flag 0  // ~s~Catch the ~r~gang member ~s~before he reaches his destination!

:SMOKE2_5034
0002: jump @SMOKE2_5048 

:SMOKE2_5041
0002: jump @SMOKE2_11352 

:SMOKE2_5048
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @SMOKE2_5087 
00BC: show_text_highpriority GXT 'SMK2_7' time 4000 flag 0  // ~r~Big Smoke died!
0002: jump @SMOKE2_11327 

:SMOKE2_5087
00D6: if and
8039:   not  166@ == 1 
0119:   car 34@ wrecked 
004D: jump_if_false @SMOKE2_5133 
00BC: show_text_highpriority GXT 'SMK2_12' time 5000 flag 0  // ~r~Big Smoke's car was destroyed!
0002: jump @SMOKE2_11327 

:SMOKE2_5133
00D6: if and
0039:   176@ == 1 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_5210 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 41@ radius 300.0 300.0 0 
004D: jump_if_false @SMOKE2_5210 
00BC: show_text_highpriority GXT 'SMK2_11' time 4000 flag 0  // ~r~He got away!
0002: jump @SMOKE2_11327 

:SMOKE2_5210
00D6: if and
0039:   179@ == 1 
8039:   not  177@ == 1 
8118:   not actor 41@ dead 
8118:   not actor 43@ dead 
8119:   not car 42@ wrecked 
004D: jump_if_false @SMOKE2_5375 
00D6: if and
00DB:   actor 41@ in_car 42@ 
00DB:   actor 43@ in_car 42@ 
01AF:   car 42@ sphere 0 in_sphere 126@ 127@ 128@ radius 6.0 6.0 4.0 
004D: jump_if_false @SMOKE2_5375 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @SMOKE2_5347 
0050: gosub @SMOKE2_8283 
0002: jump @SMOKE2_5352 

:SMOKE2_5347
034F: destroy_actor_with_fade 41@ 

:SMOKE2_5352
00BC: show_text_highpriority GXT 'SMK2_11' time 4000 flag 0  // ~r~He got away!
0002: jump @SMOKE2_11327 

:SMOKE2_5375
0002: jump @SMOKE2_2258 

:SMOKE2_5382
0674: set_car_model #PEREN numberplate "_A2TMFK_" 
00A5: 34@ = create_car #PEREN at 36@ 37@ 38@ 
0175: set_car 34@ Z_angle_to 39@ 
0229: set_car 34@ primary_color_to 0 secondary_color_to 0 
0186: 183@ = create_marker_above_car 34@ 
07E0: set_marker 183@ type_to 1 
01C8: 35@ = create_actor_pedtype 24 model #SPECIAL01 in_car 34@ passenger_seat 0 
0223: set_actor 35@ health_to 500 
08AF: set_actor 35@ max_health_to 500 
01B2: give_actor 35@ weapon 22 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 35@ immune_to_nonplayer 1 
0568: set_actor 35@ untargetable 1 
0446: set_actor 35@ dismemberment_possible 0 
0245: set_actor 35@ walk_style_to "FATMAN" 
039E: set_actor 35@ locked 1 while_in_car 
0526: set_actor 35@ stay_in_car_when_jacked 1 
09F6: set_actor 35@ unjackable_through_driver_seat 0 
07E5: copy_decision_maker -1 to 124@ 
0708: reset_decision_maker 124@ event 79 
060B: set_actor 35@ decision_maker_to 124@ 
077C: clear_actor 35@ acquaintance 3 to_all_pedtypes // see ped.dat 
077C: clear_actor 35@ acquaintance 4 to_all_pedtypes // see ped.dat 
0051: return 

:SMOKE2_5582
016A: fade 0 time 1000 

:SMOKE2_5589
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_5613 
0001: wait 0 ms 
0002: jump @SMOKE2_5589 

:SMOKE2_5613
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0395: clear_area 1 at $6893 $6894 $6895 radius 150.0 
01E8: create_forbidden_for_cars_cube_cornerA 2441.38 -1405.59 15.0 cornerB 2460.42 -1368.34 40.0 
022B: create_forbidden_for_peds_cube_cornerA 2441.38 -1405.59 15.0 cornerB 2460.42 -1368.34 40.0 
01EB: set_traffic_density_multiplier_to 0.0 
09B2: get_random_available_car_unk 1 model_to 192@ class_to 193@ 
00D6: if 
8039:   not  192@ == -1 
004D: jump_if_false @SMOKE2_5822 
00A5: 188@ = create_car 192@ at 2448.31 -1392.34 23.68 
0560: create_random_actor_in_car 188@ handle_as 190@ 
0175: set_car 188@ Z_angle_to 180.0 
00A5: 189@ = create_car 192@ at 2453.7 -1408.14 23.68 
0560: create_random_actor_in_car 189@ handle_as 191@ 
0175: set_car 189@ Z_angle_to 0.0 

:SMOKE2_5822
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @SMOKE2_5932 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @SMOKE2_5877 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2473.6 -1420.86 27.88 

:SMOKE2_5877
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_5932 
00D6: if 
00DB:   actor 35@ in_car 34@ 
004D: jump_if_false @SMOKE2_5932 
0362: remove_actor 35@ from_car_and_place_at 2470.6 -1420.86 27.88 

:SMOKE2_5932
00A6: destroy_car 34@ 
01B4: set_player $PLAYER_CHAR can_move 0 
03EF: player $PLAYER_CHAR make_safe 
02E4: load_cutscene_data 'SMOKE2B' 

:SMOKE2_5960
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SMOKE2_5984 
0001: wait 0 ms 
0002: jump @SMOKE2_5960 

:SMOKE2_5984
02E7: start_cutscene 
016A: fade 1 time 1000 

:SMOKE2_5993
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SMOKE2_6017 
0001: wait 0 ms 
0002: jump @SMOKE2_5993 

:SMOKE2_6017
016A: fade 0 time 0 

:SMOKE2_6023
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_6047 
0001: wait 0 ms 
0002: jump @SMOKE2_6023 

:SMOKE2_6047
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
01EB: set_traffic_density_multiplier_to 1.0 
0247: load_model #LSV1 
0247: load_model #LSV2 
0247: load_model #LSV3 
0247: load_model #SENTINEL 
0247: load_model #MICRO_UZI 
038B: load_requested_models 

:SMOKE2_6091
00D6: if or
8248:   not model #LSV1 available 
8248:   not model #LSV2 available 
8248:   not model #LSV3 available 
8248:   not model #SENTINEL available 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @SMOKE2_6135 
0001: wait 0 ms 
0002: jump @SMOKE2_6091 

:SMOKE2_6135
05AA: 130@s = 'SMO2B11' // @s = 'short'  // ~z~We gotta stick with him!
04AF: 148@ = 35200 // = constant 
0209: $6896 = random_int_in_ranges 0 3 
00D6: if 
0038:   $6896 == 0 
004D: jump_if_false @SMOKE2_6210 
05AA: 132@s = 'SMO2_CA' // @s = 'short'  // ~z~Man, I'm done!
04AF: 149@ = 35214 // = constant 

:SMOKE2_6210
00D6: if 
0038:   $6896 == 1 
004D: jump_if_false @SMOKE2_6252 
05AA: 132@s = 'SMO2_CB' // @s = 'short'  // ~z~I ain't built for this shit!
04AF: 149@ = 35215 // = constant 

:SMOKE2_6252
00D6: if 
0038:   $6896 == 2 
004D: jump_if_false @SMOKE2_6294 
05AA: 132@s = 'SMO2_CC' // @s = 'short'  // ~z~CJ, this one's all yours, baby.
04AF: 149@ = 35216 // = constant 

:SMOKE2_6294
03CF: load_wav 148@ as 1 
03CF: load_wav 149@ as 2 

:SMOKE2_6308
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @SMOKE2_6338 
0001: wait 0 ms 
0002: jump @SMOKE2_6308 

:SMOKE2_6338
03CB: set_rendering_origin_at 2471.99 -1402.32 27.82 
009A: 41@ = create_actor_pedtype 25 model #LSV1 at 2471.99 -1402.32 27.82 
0173: set_actor 41@ Z_angle_to 90.0 
0223: set_actor 41@ health_to 200 
08AF: set_actor 41@ max_health_to 200 
03FE: set_actor 41@ money 500 
02A9: set_actor 41@ immune_to_nonplayer 0 
01B2: give_actor 41@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 41@ weapon_accuracy_to 5 
0350: set_actor 41@ maintain_position_when_attacked 1 
077C: clear_actor 41@ acquaintance 3 to_all_pedtypes // see ped.dat 
077C: clear_actor 41@ acquaintance 4 to_all_pedtypes // see ped.dat 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_6484 
0618: assign_actor 41@ to_AS_pack 114@ 

:SMOKE2_6484
00A1: put_actor $PLAYER_ACTOR at 2473.99 -1402.32 27.82 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_6560 
00A1: put_actor 35@ at 2474.99 -1402.32 27.82 
0173: set_actor 35@ Z_angle_to 90.0 

:SMOKE2_6560
015F: set_camera_position 2460.993 -1400.991 24.5671 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2461.876 -1401.406 24.7836 switchstyle 2 
016A: fade 1 time 1000 

:SMOKE2_6618
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_6642 
0001: wait 0 ms 
0002: jump @SMOKE2_6618 

:SMOKE2_6642
0006: 181@ = 1 
0707: start_scene_skip_to @SMOKE2_7459 
0001: wait 2000 ms 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 47@ 69@ 91@ 
05D7: add_point_to_scmpath 48@ 70@ 92@ 
05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 6 0 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_6786 
0615: define_AS_pack_begin 121@ 
05D3: AS_actor -1 goto_point 47@ 69@ 91@ mode 6 time -1 ms // versionA 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 121@ 
0618: assign_actor 35@ to_AS_pack 121@ 
061B: remove_references_to_AS_pack 121@ 

:SMOKE2_6786
03D1: play_wav 1 
00BC: show_text_highpriority GXT 130@s time 10000 flag 1 
0001: wait 4000 ms 
040D: unload_wav 1 
00BE: text_clear_all 
00D6: if 
8039:   not  192@ == -1 
004D: jump_if_false @SMOKE2_6884 
00D6: if and
8118:   not actor 190@ dead 
8119:   not car 188@ wrecked 
004D: jump_if_false @SMOKE2_6884 
05D1: AS_actor 190@ drive_car 188@ to 2448.31 -1429.92 23.68 speed 10.0 0 model #NULL 3 

:SMOKE2_6884
015F: set_camera_position 2459.716 -1406.529 23.4481 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2459.658 -1405.536 23.553 switchstyle 2 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_7070 
062E: get_actor 35@ task 1560 status_store_to 122@ // ret 7 if not found 
00D6: if 
04A4:   122@ == 1 // == constant 
004D: jump_if_false @SMOKE2_7070 
0646: unknown_get_actor 35@ task_1560_status_store_to 119@ // similar to 062E 

:SMOKE2_6988
00D6: if 
002B:   0 >= 119@ 
004D: jump_if_false @SMOKE2_7070 
0001: wait 0 ms 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_7063 
062E: get_actor 35@ task 1560 status_store_to 122@ // ret 7 if not found 
00D6: if 
04A4:   122@ == 1 // == constant 
004D: jump_if_false @SMOKE2_7063 
0646: unknown_get_actor 35@ task_1560_status_store_to 119@ // similar to 062E 

:SMOKE2_7063
0002: jump @SMOKE2_6988 

:SMOKE2_7070
03D1: play_wav 2 
00BC: show_text_highpriority GXT 132@s time 10000 flag 1 

:SMOKE2_7084
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SMOKE2_7110 
0001: wait 0 ms 
0002: jump @SMOKE2_7084 

:SMOKE2_7110
040D: unload_wav 2 
00BE: text_clear_all 
0001: wait 1000 ms 
0395: clear_area 0 at 49@ 71@ 93@ radius 35.0 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_7193 
00A1: put_actor 41@ at 49@ 71@ 23.74 
0173: set_actor 41@ Z_angle_to 45.0 
07A0: unknown_actor 41@ unknown_assigned_to_AS 114@ unknown_set 0 unknown_set 3 

:SMOKE2_7193
015F: set_camera_position 2406.65 -1358.0 25.33 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 50@ 72@ 94@ switchstyle 2 
0001: wait 1000 ms 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_7391 
062E: get_actor 41@ task 1952 status_store_to 122@ // ret 7 if not found 
00D6: if 
04A4:   122@ == 1 // == constant 
004D: jump_if_false @SMOKE2_7391 
07A4: get_actor 41@ task_1560_flags_store_to 119@ 120@ 

:SMOKE2_7299
00D6: if and
0039:   119@ == 0 
002B:   3 >= 120@ 
004D: jump_if_false @SMOKE2_7391 
0001: wait 0 ms 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_7384 
062E: get_actor 41@ task 1952 status_store_to 122@ // ret 7 if not found 
00D6: if 
04A4:   122@ == 1 // == constant 
004D: jump_if_false @SMOKE2_7384 
07A4: get_actor 41@ task_1560_flags_store_to 119@ 120@ 

:SMOKE2_7384
0002: jump @SMOKE2_7299 

:SMOKE2_7391
0001: wait 2200 ms 
015F: set_camera_position 2404.81 -1354.37 25.71 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2401.4 -1356.79 25.31 switchstyle 2 
0001: wait 4500 ms 
0006: 181@ = 0 

:SMOKE2_7459
0701: end_scene_skip 
00D6: if 
0039:   181@ == 1 
004D: jump_if_false @SMOKE2_7665 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_7597 
00D6: if 
00DF:   actor 35@ driving 
004D: jump_if_false @SMOKE2_7534 
0362: remove_actor 35@ from_car_and_place_at 47@ 69@ 23.06 
0002: jump @SMOKE2_7550 

:SMOKE2_7534
00A1: put_actor 35@ at 47@ 69@ 23.06 

:SMOKE2_7550
0173: set_actor 35@ Z_angle_to 90.0 
0605: actor 35@ perform_animation "IDLE_TIRED" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SMOKE2_7597
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_7655 
00A1: put_actor 41@ at 2390.73 -1355.69 23.74 
0173: set_actor 41@ Z_angle_to 81.47 
07A0: unknown_actor 41@ unknown_assigned_to_AS 114@ unknown_set 0 unknown_set 7 

:SMOKE2_7655
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 

:SMOKE2_7665
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_7767 
07E5: copy_decision_maker -1 to 123@ 
0708: reset_decision_maker 123@ event 79 
0708: reset_decision_maker 123@ event 9 
0708: reset_decision_maker 123@ event 15 
0708: reset_decision_maker 123@ event 31 
0708: reset_decision_maker 123@ event 43 
0708: reset_decision_maker 123@ event 36 
0708: reset_decision_maker 123@ event 37 
0708: reset_decision_maker 123@ event 11 
0708: reset_decision_maker 123@ event 20 
060B: set_actor 41@ decision_maker_to 123@ 
0187: 185@ = create_marker_above_actor 41@ 

:SMOKE2_7767
0395: clear_area 0 at 2170.68 -1282.01 23.7 radius 100.0 
00A5: 42@ = create_car #SENTINEL at 2170.68 -1282.01 23.7 
0129: 43@ = create_actor_pedtype 25 model #LSV2 in_car 42@ driverseat 
0175: set_car 42@ Z_angle_to 357.03 
02AA: set_car 42@ immune_to_nonplayer 1 
053F: set_car 42@ tires_vulnerability 0 
020A: set_car 42@ door_status_to 3 
02A9: set_actor 43@ immune_to_nonplayer 0 
01B2: give_actor 43@ weapon 22 ammo 99999 // Load the weapon model before using this 
0395: clear_area 0 at 2353.86 -1356.92 23.41 radius 5.0 
009A: 44@ = create_actor_pedtype 25 model #LSV2 at 2353.86 -1356.92 23.41 
009A: 45@ = create_actor_pedtype 25 model #LSV3 at 2354.11 -1355.54 23.41 
0173: set_actor 44@ Z_angle_to 90.0 
0173: set_actor 45@ Z_angle_to 270.0 
0006: 113@ = 0 

:SMOKE2_7975
00D6: if 
001B:   2 > 113@ 
004D: jump_if_false @SMOKE2_8090 
02A9: set_actor 44@(113@,2i) immune_to_nonplayer 0 
01B2: give_actor 44@(113@,2i) weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 44@(113@,2i) weapon_accuracy_to 50 
077C: clear_actor 44@(113@,2i) acquaintance 3 to_all_pedtypes // see ped.dat 
077C: clear_actor 44@(113@,2i) acquaintance 4 to_all_pedtypes // see ped.dat 
0816: set_actor 44@(113@,2i) dont_chase_victim 1 
05E2: AS_actor 44@(113@,2i) kill_actor $PLAYER_ACTOR 
000A: 113@ += 1 
0002: jump @SMOKE2_7975 

:SMOKE2_8090
0249: release_model #LSV3 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SMOKE2_8133 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 48@ 70@ 23.05 
0002: jump @SMOKE2_8149 

:SMOKE2_8133
00A1: put_actor $PLAYER_ACTOR at 48@ 70@ 23.05 

:SMOKE2_8149
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
091D: remove_forbidden_for_boats_cube_cornerA 2441.38 -1405.59 15.0 cornerB 2460.42 -1368.34 40.0 
091E: create_forbidden_for_boats_cube_cornerA 2441.38 -1405.59 15.0 cornerB 2460.42 -1368.34 40.0 
00D6: if 
8039:   not  192@ == -1 
004D: jump_if_false @SMOKE2_8261 
01C3: remove_references_to_car 188@ 
01C2: remove_references_to_actor 190@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 189@ 
01C2: remove_references_to_actor 191@ // Like turning an actor into a random pedestrian 

:SMOKE2_8261
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0687: clear_actor $PLAYER_ACTOR task 
0051: return 

:SMOKE2_8283
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_8321 
02AB: set_actor 41@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SMOKE2_8321
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @SMOKE2_8352 
02AB: set_actor 43@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SMOKE2_8352
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @SMOKE2_8383 
02AC: set_car 42@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SMOKE2_8383
016A: fade 0 time 1000 

:SMOKE2_8390
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_8414 
0001: wait 0 ms 
0002: jump @SMOKE2_8390 

:SMOKE2_8414
0395: clear_area 0 at 126@ 127@ 128@ radius 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2108.5 -1080.59 4.73 cornerB 2128.5 -1060.59 44.73 
022B: create_forbidden_for_peds_cube_cornerA 2108.5 -1080.59 4.73 cornerB 2128.5 -1060.59 44.73 
00A0: store_actor $PLAYER_ACTOR position_to 195@ 196@ 197@ 
0172: 198@ = actor $PLAYER_ACTOR Z_angle 
092E: get_water_height_at 195@ 196@ ignore_waves 0 store_to 200@ 
02CE: 199@ = ground_z_at 195@ 196@ 197@ 
00D6: if 
0025:   200@ > 199@ // (float) 
004D: jump_if_false @SMOKE2_8572 
0087: 199@ = 200@ // (float) 

:SMOKE2_8572
04E4: refresh_game_renderer_at 126@ 127@ 
03CB: set_rendering_origin_at 126@ 127@ 128@ 
01E8: create_forbidden_for_cars_cube_cornerA 2082.91 -1107.01 4.53 cornerB 2102.91 -1087.01 44.53 
022B: create_forbidden_for_peds_cube_cornerA 2082.91 -1107.01 4.53 cornerB 2102.91 -1087.01 44.53 
0395: clear_area 0 at 2092.91 -1097.01 24.53 radius 20.0 
00A1: put_actor $PLAYER_ACTOR at 2092.91 -1097.01 -100.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SMOKE2_8733 
00D9: 194@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0175: set_car 194@ Z_angle_to 242.86 

:SMOKE2_8733
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @SMOKE2_8907 
00AB: put_car 42@ at 126@ 127@ -100.0 
0175: set_car 42@ Z_angle_to 50.74 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_8842 
0792: disembark_instantly_actor 41@ 
00D6: if 
00DF:   actor 41@ driving 
004D: jump_if_false @SMOKE2_8832 
0362: remove_actor 41@ from_car_and_place_at 2115.98 -1059.43 24.75 

:SMOKE2_8832
0430: put_actor 41@ into_car 42@ passenger_seat 0 

:SMOKE2_8842
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @SMOKE2_8907 
0792: disembark_instantly_actor 43@ 
00D6: if 
00DF:   actor 43@ driving 
004D: jump_if_false @SMOKE2_8899 
0362: remove_actor 43@ from_car_and_place_at 2117.04 -1061.53 24.53 

:SMOKE2_8899
036A: put_actor 43@ in_car 42@ 

:SMOKE2_8907
0001: wait 1000 ms 
02A3: enable_widescreen 1 
015F: set_camera_position 2110.56 -1067.61 25.27 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2114.84 -1067.77 25.63 switchstyle 2 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_9105 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2121.0 -1068.03 23.82 
05D7: add_point_to_scmpath 2127.23 -1061.17 28.33 
05D7: add_point_to_scmpath 2139.74 -1066.82 34.06 
05D7: add_point_to_scmpath 2143.63 -1066.27 34.06 
05D7: add_point_to_scmpath 2157.15 -1072.39 39.48 
0615: define_AS_pack_begin 201@ 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 201@ 
0618: assign_actor 41@ to_AS_pack 201@ 
061B: remove_references_to_AS_pack 201@ 

:SMOKE2_9105
016A: fade 1 time 500 

:SMOKE2_9112
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_9200 
0001: wait 0 ms 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_9193 
00D6: if 
0611:   actor 41@ performing_animation "RUN_GANG1" 
004D: jump_if_false @SMOKE2_9193 
0393: actor 41@ perform_animation "RUN_GANG1" at 1.0 times_normal_rate 

:SMOKE2_9193
0002: jump @SMOKE2_9112 

:SMOKE2_9200
0006: 202@ = 0 
0006: 203@ = 0 
0006: 181@ = 1 
0707: start_scene_skip_to @SMOKE2_9525 

:SMOKE2_9228
00D6: if 
8039:   not  203@ == 1 
004D: jump_if_false @SMOKE2_9518 
0001: wait 0 ms 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_9511 
00D6: if 
0611:   actor 41@ performing_animation "RUN_GANG1" 
004D: jump_if_false @SMOKE2_9314 
0393: actor 41@ perform_animation "RUN_GANG1" at 1.0 times_normal_rate 

:SMOKE2_9314
00D6: if 
8039:   not  202@ == 1 
004D: jump_if_false @SMOKE2_9438 
00D6: if 
00FF:   actor 41@ sphere 0 in_sphere 2143.63 -1066.27 34.06 radius 4.0 4.0 4.0 on_foot 
004D: jump_if_false @SMOKE2_9438 
015F: set_camera_position 2131.97 -1067.61 33.57 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2137.38 -1068.03 34.43 switchstyle 2 
0006: 202@ = 1 

:SMOKE2_9438
00D6: if 
8039:   not  203@ == 1 
004D: jump_if_false @SMOKE2_9511 
00D6: if 
00FF:   actor 41@ sphere 0 in_sphere 2157.15 -1072.39 39.48 radius 6.0 6.0 4.0 on_foot 
004D: jump_if_false @SMOKE2_9511 
0006: 203@ = 1 

:SMOKE2_9511
0002: jump @SMOKE2_9228 

:SMOKE2_9518
0006: 181@ = 0 

:SMOKE2_9525
0701: end_scene_skip 
016A: fade 0 time 1000 

:SMOKE2_9534
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_9622 
0001: wait 0 ms 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_9615 
00D6: if 
0611:   actor 41@ performing_animation "RUN_GANG1" 
004D: jump_if_false @SMOKE2_9615 
0393: actor 41@ perform_animation "RUN_GANG1" at 1.0 times_normal_rate 

:SMOKE2_9615
0002: jump @SMOKE2_9534 

:SMOKE2_9622
04E4: refresh_game_renderer_at 195@ 196@ 
03CB: set_rendering_origin_at 195@ 196@ 199@ 
00A1: put_actor $PLAYER_ACTOR at 195@ 196@ 199@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SMOKE2_9694 
00D9: 194@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0175: set_car 194@ Z_angle_to 198@ 
0002: jump @SMOKE2_9702 

:SMOKE2_9694
0173: set_actor $PLAYER_ACTOR Z_angle_to 198@ 

:SMOKE2_9702
009B: destroy_actor 41@ 
009B: destroy_actor 43@ 
00A6: destroy_car 42@ 
091D: remove_forbidden_for_boats_cube_cornerA 2108.5 -1080.59 4.73 cornerB 2128.5 -1060.59 44.73 
091E: create_forbidden_for_boats_cube_cornerA 2108.5 -1080.59 4.73 cornerB 2128.5 -1060.59 44.73 
091D: remove_forbidden_for_boats_cube_cornerA 2082.91 -1107.01 4.53 cornerB 2102.91 -1087.01 44.53 
091E: create_forbidden_for_boats_cube_cornerA 2082.91 -1107.01 4.53 cornerB 2102.91 -1087.01 44.53 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 1000 

:SMOKE2_9867
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_9891 
0001: wait 0 ms 
0002: jump @SMOKE2_9867 

:SMOKE2_9891
0051: return 

:SMOKE2_9893
0871: init_jump_table 161@ total_jumps 3 default_jump 1 @SMOKE2_10484 jumps 0 @SMOKE2_9956 1 @SMOKE2_10105 2 @SMOKE2_10254 -1 @SMOKE2_10491 -1 @SMOKE2_10491 -1 @SMOKE2_10491 -1 @SMOKE2_10491 

:SMOKE2_9956
0209: $6896 = random_int_in_ranges 0 3 
00D6: if 
0038:   $6896 == 0 
004D: jump_if_false @SMOKE2_10007 
05AA: 130@s = 'SMO2_CA' // @s = 'short'  // ~z~Man, I'm done!
04AF: 148@ = 35214 // = constant 

:SMOKE2_10007
00D6: if 
0038:   $6896 == 1 
004D: jump_if_false @SMOKE2_10049 
05AA: 130@s = 'SMO2_CB' // @s = 'short'  // ~z~I ain't built for this shit!
04AF: 148@ = 35215 // = constant 

:SMOKE2_10049
00D6: if 
0038:   $6896 == 2 
004D: jump_if_false @SMOKE2_10091 
05AA: 130@s = 'SMO2_CC' // @s = 'short'  // ~z~CJ, this one's all yours, baby.
04AF: 148@ = 35216 // = constant 

:SMOKE2_10091
0006: 159@ = 1 
0002: jump @SMOKE2_10491 

:SMOKE2_10105
0209: $6896 = random_int_in_ranges 0 3 
00D6: if 
0038:   $6896 == 0 
004D: jump_if_false @SMOKE2_10156 
05AA: 130@s = 'SMO2_DA' // @s = 'short'  // ~z~CJ, what you hangin' around for?
04AF: 148@ = 35217 // = constant 

:SMOKE2_10156
00D6: if 
0038:   $6896 == 1 
004D: jump_if_false @SMOKE2_10198 
05AA: 130@s = 'SMO2_DB' // @s = 'short'  // ~z~Get after him, CJ!
04AF: 148@ = 35218 // = constant 

:SMOKE2_10198
00D6: if 
0038:   $6896 == 2 
004D: jump_if_false @SMOKE2_10240 
05AA: 130@s = 'SMO2_DC' // @s = 'short'  // ~z~CJ, do something useful. Catch that guy.
04AF: 148@ = 35219 // = constant 

:SMOKE2_10240
0006: 159@ = 1 
0002: jump @SMOKE2_10491 

:SMOKE2_10254
05AA: 130@s = 'SMO2_BA' // @s = 'short'  // ~z~What you want me to roll with you for anyway?
04AF: 148@ = 35203 // = constant 
05AA: 132@s = 'SMO2_BB' // @s = 'short'  // ~z~No reason. I just wanted to get in the car pool lane.
04AF: 149@ = 35204 // = constant 
05AA: 134@s = 'SMO2_BC' // @s = 'short'  // ~z~Oh yeah?
04AF: 150@ = 35205 // = constant 
05AA: 136@s = 'SMO2_BD' // @s = 'short'  // ~z~Yeah man, just cool out homie, just chill.
04AF: 151@ = 35206 // = constant 
05AA: 138@s = 'SMO2_BE' // @s = 'short'  // ~z~Your cousin's coming here? From Mexico?
04AF: 152@ = 35207 // = constant 
05AA: 140@s = 'SMO2_BF' // @s = 'short'  // ~z~Yeah, me an' her go way back, way back.
04AF: 153@ = 35208 // = constant 
05AA: 142@s = 'SMO2_BG' // @s = 'short'  // ~z~Ah Smoke, you full a shit.
04AF: 154@ = 35209 // = constant 
05AA: 144@s = 'SMO2_BH' // @s = 'short'  // ~z~Don't be prejudiced again in my presence, Carl.
04AF: 155@ = 35210 // = constant 
05AA: 146@s = 'SMO2_BJ' // @s = 'short'  // ~z~Everybody is my cousin.
04AF: 156@ = 35211 // = constant 
0006: 159@ = 9 
0002: jump @SMOKE2_10491 

:SMOKE2_10484
0002: jump @SMOKE2_10491 

:SMOKE2_10491
0006: 157@ = 0 
0006: 158@ = 0 
0006: 160@ = 0 
040D: unload_wav 1 
00BE: text_clear_all 
0051: return 

:SMOKE2_10520
00D6: if or
0039:   157@ == 0 
0039:   157@ == 1 
004D: jump_if_false @SMOKE2_10590 
00D6: if 
001D:   159@ > 158@ // (int) 
004D: jump_if_false @SMOKE2_10590 
00D6: if 
0019:   33@ > 200 
004D: jump_if_false @SMOKE2_10590 
0050: gosub @SMOKE2_10655 

:SMOKE2_10590
00D6: if 
0039:   157@ == 2 
004D: jump_if_false @SMOKE2_10653 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE2_10653 
0006: 157@ = 0 
000A: 158@ += 1 
0006: 160@ = 0 
00BE: text_clear_all 
0006: 33@ = 0 

:SMOKE2_10653
0051: return 

:SMOKE2_10655
00D6: if 
0039:   157@ == 0 
004D: jump_if_false @SMOKE2_10691 
03CF: load_wav 148@(158@,9i) as 1 
0006: 157@ = 1 

:SMOKE2_10691
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @SMOKE2_10749 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SMOKE2_10749 
00BC: show_text_highpriority GXT 130@(158@,9s) time 10000 flag 1 
03D1: play_wav 1 
0006: 157@ = 2 

:SMOKE2_10749
0051: return 

:SMOKE2_10751
040D: unload_wav 2 
0871: init_jump_table 129@ total_jumps 5 default_jump 1 @SMOKE2_10898 jumps 0 @SMOKE2_10818 1 @SMOKE2_10834 2 @SMOKE2_10850 3 @SMOKE2_10866 4 @SMOKE2_10882 -1 @SMOKE2_10905 -1 @SMOKE2_10905 

:SMOKE2_10818
03CF: load_wav 35800 as 2 
0002: jump @SMOKE2_10905 

:SMOKE2_10834
03CF: load_wav 35801 as 2 
0002: jump @SMOKE2_10905 

:SMOKE2_10850
03CF: load_wav 35802 as 2 
0002: jump @SMOKE2_10905 

:SMOKE2_10866
03CF: load_wav 35803 as 2 
0002: jump @SMOKE2_10905 

:SMOKE2_10882
03CF: load_wav 35804 as 2 
0002: jump @SMOKE2_10905 

:SMOKE2_10898
0002: jump @SMOKE2_10905 

:SMOKE2_10905
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SMOKE2_10914
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SMOKE2_11009 
0001: wait 0 ms 
00D6: if or
0118:   actor 35@ dead 
0119:   car 34@ wrecked 
004D: jump_if_false @SMOKE2_10956 
0051: return 

:SMOKE2_10956
00D6: if 
8039:   not  167@ == 1 
004D: jump_if_false @SMOKE2_11002 
00D6: if 
0214:   pickup 40@ picked_up 
004D: jump_if_false @SMOKE2_11002 
0164: disable_marker 186@ 
0006: 167@ = 1 

:SMOKE2_11002
0002: jump @SMOKE2_10914 

:SMOKE2_11009
03D1: play_wav 2 
0871: init_jump_table 129@ total_jumps 5 default_jump 1 @SMOKE2_11191 jumps 0 @SMOKE2_11076 1 @SMOKE2_11099 2 @SMOKE2_11122 3 @SMOKE2_11145 4 @SMOKE2_11168 -1 @SMOKE2_11198 -1 @SMOKE2_11198 

:SMOKE2_11076
00BC: show_text_highpriority GXT 'SMOX_AA' time 3000 flag 1  // ~z~Get in
0002: jump @SMOKE2_11198 

:SMOKE2_11099
00BC: show_text_highpriority GXT 'SMOX_AB' time 3000 flag 1  // ~z~In the ride!
0002: jump @SMOKE2_11198 

:SMOKE2_11122
00BC: show_text_highpriority GXT 'SMOX_AC' time 3000 flag 1  // ~z~Get in the car!
0002: jump @SMOKE2_11198 

:SMOKE2_11145
00BC: show_text_highpriority GXT 'SMOX_AD' time 3000 flag 1  // ~z~Come on, playa, get in!
0002: jump @SMOKE2_11198 

:SMOKE2_11168
00BC: show_text_highpriority GXT 'SMOX_AE' time 3000 flag 1  // ~z~Come on, wise man, get in the car!
0002: jump @SMOKE2_11198 

:SMOKE2_11191
0002: jump @SMOKE2_11198 

:SMOKE2_11198
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SMOKE2_11293 
0001: wait 0 ms 
00D6: if or
0118:   actor 35@ dead 
0119:   car 34@ wrecked 
004D: jump_if_false @SMOKE2_11240 
0051: return 

:SMOKE2_11240
00D6: if 
8039:   not  167@ == 1 
004D: jump_if_false @SMOKE2_11286 
00D6: if 
0214:   pickup 40@ picked_up 
004D: jump_if_false @SMOKE2_11286 
0164: disable_marker 186@ 
0006: 167@ = 1 

:SMOKE2_11286
0002: jump @SMOKE2_11198 

:SMOKE2_11293
000A: 129@ += 1 
00D6: if 
0019:   129@ > 4 
004D: jump_if_false @SMOKE2_11325 
0006: 129@ = 0 

:SMOKE2_11325
0051: return 

:SMOKE2_11327
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0004: $MISSION_RUNNING_DOG_FAILED = 1 
0051: return 

:SMOKE2_11352
0008: $SMOKE_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'SMOKE_2'  // Running Dog
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 30 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:SMOKE2_11407
0249: release_model #LSV1 
0249: release_model #LSV2 
0249: release_model #LSV3 
0249: release_model #PEREN 
0249: release_model #SENTINEL 
0249: release_model #COLT45 
0249: release_model #MICRO_UZI 
0296: unload_special_actor 1 
034F: destroy_actor_with_fade 35@ 
0215: destroy_pickup 40@ 
0164: disable_marker 186@ 
0164: disable_marker 183@ 
0164: disable_marker 184@ 
0164: disable_marker 185@ 
061B: remove_references_to_AS_pack 114@ 
061B: remove_references_to_AS_pack 115@ 
061B: remove_references_to_AS_pack 116@ 
061B: remove_references_to_AS_pack 117@ 
061B: remove_references_to_AS_pack 118@ 
061B: remove_references_to_AS_pack 121@ 
061B: remove_references_to_AS_pack 201@ 
03E6: remove_text_box 
065C: release_decision_maker 123@ 
065C: release_decision_maker 124@ 
091E: create_forbidden_for_boats_cube_cornerA 2458.5 -1410.63 24.06 cornerB 2504.27 -1395.83 28.55 
091D: remove_forbidden_for_boats_cube_cornerA 2488.0 -1431.93 25.41 cornerB 2528.0 -1391.93 29.41 
091D: remove_forbidden_for_boats_cube_cornerA 2252.89 -1286.37 22.25 cornerB 2258.89 -1280.37 28.25 
091D: remove_forbidden_for_boats_cube_cornerA 2164.51 -1287.88 20.0 cornerB 2170.88 -1267.88 30.0 
091D: remove_forbidden_for_boats_cube_cornerA 2108.5 -1080.59 4.73 cornerB 2128.5 -1060.59 44.73 
091E: create_forbidden_for_boats_cube_cornerA 2108.5 -1080.59 4.73 cornerB 2128.5 -1060.59 44.73 
091D: remove_forbidden_for_boats_cube_cornerA 2082.91 -1107.01 4.53 cornerB 2102.91 -1087.01 44.53 
091E: create_forbidden_for_boats_cube_cornerA 2082.91 -1107.01 4.53 cornerB 2102.91 -1087.01 44.53 
091D: remove_forbidden_for_boats_cube_cornerA 2441.38 -1405.59 15.0 cornerB 2460.42 -1368.34 40.0 
091E: create_forbidden_for_boats_cube_cornerA 2441.38 -1405.59 15.0 cornerB 2460.42 -1368.34 40.0 
01EB: set_traffic_density_multiplier_to 1.0 
05D6: clear_scmpath 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 29---------------
// Originally: Wrong Side of the Tracks

:SMOKE3
03A4: name_thread 'SMOKE3' 
0050: gosub @SMOKE3_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SMOKE3_38 
0050: gosub @SMOKE3_20097 

:SMOKE3_38
0050: gosub @SMOKE3_20170 
004E: end_thread 

:SMOKE3_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0001: wait 0 ms 
054C: use_GXT_table 'SMOKE3' 
01B6: set_weather 16 
0395: clear_area 1 at 2077.58 -1695.929 150.0 radius 150.0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 2000 

:SMOKE3_114
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_138 
0001: wait 0 ms 
0002: jump @SMOKE3_114 

:SMOKE3_138
0247: load_model #LAE_SMOKECUTSCENE 

:SMOKE3_143
00D6: if 
8248:   not model #LAE_SMOKECUTSCENE available 
004D: jump_if_false @SMOKE3_170 
0001: wait 0 ms 
0002: jump @SMOKE3_143 

:SMOKE3_170
029B: 131@ = init_object #LAE_SMOKECUTSCENE at 2055.0 -1695.0 15.0 
02E4: load_cutscene_data 'SMOKE3A' 

:SMOKE3_204
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SMOKE3_228 
0001: wait 0 ms 
0002: jump @SMOKE3_204 

:SMOKE3_228
02E7: start_cutscene 
016A: fade 1 time 1000 

:SMOKE3_237
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SMOKE3_261 
0001: wait 0 ms 
0002: jump @SMOKE3_237 

:SMOKE3_261
016A: fade 0 time 0 

:SMOKE3_267
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_291 
0001: wait 0 ms 
0002: jump @SMOKE3_267 

:SMOKE3_291
02EA: end_cutscene 
01B7: release_weather 
0249: release_model #LAE_SMOKECUTSCENE 
0108: destroy_object 131@ 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1500 
016A: fade 0 time 1000 

:SMOKE3_338
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_362 
0001: wait 0 ms 
0002: jump @SMOKE3_338 

:SMOKE3_362
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0247: load_model #STREAK 
0247: load_model #STREAKC 
0247: load_model #IMMMCRAN 
0247: load_model #PEREN 
0247: load_model #TEC9 
040D: unload_wav 1 
03CF: load_wav 35400 as 1 
040D: unload_wav 2 
03CF: load_wav 35803 as 2 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
038B: load_requested_models 

:SMOKE3_437
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @SMOKE3_467 
0001: wait 0 ms 
0002: jump @SMOKE3_437 

:SMOKE3_467
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @SMOKE3_493 
0001: wait 0 ms 
0002: jump @SMOKE3_467 

:SMOKE3_493
00D6: if or
8248:   not model #STREAK available 
8248:   not model #STREAKC available 
8248:   not model #IMMMCRAN available 
8248:   not model #TEC9 available 
8248:   not model #PEREN available 
004D: jump_if_false @SMOKE3_540 
0001: wait 0 ms 
0002: jump @SMOKE3_493 

:SMOKE3_540
060A: create_decision_maker_type 0 store_to 74@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 76@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 76@ event 9 
060A: create_decision_maker_type 0 store_to 75@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 75@ event 9 
0708: reset_decision_maker 75@ event 12 
0708: reset_decision_maker 75@ event 56 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0395: clear_area 0 at 1682.618 -1957.88 150.0 radius 150.0 
06D7: enable_train_traffic 0 
06DB: destroy_all_trains 
06D8: 40@ = create_train_at 1725.55 -1953.278 12.5 type 11 direction 0 
06DC: set_train 40@ acc 0.0 
06DD: set_train 40@ speed 0.0 
078A: 43@ = get_train 40@ carriage 1 handle 
078A: 44@ = get_train 40@ carriage 2 handle 
02AC: set_car 40@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
09CF: set_train 40@ stop_at_stations 0 
020A: set_car 40@ door_status_to 0 
020A: set_car 43@ door_status_to 0 
020A: set_car 44@ door_status_to 0 
02AC: set_car 43@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AC: set_car 44@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0395: clear_area 1 at 2077.58 -1695.929 150.0 radius 150.0 
0674: set_car_model #PEREN numberplate "_A2TMFK_" 
00A5: 78@ = create_car #PEREN at 2058.86 -1694.612 12.297 
0229: set_car 78@ primary_color_to 0 secondary_color_to 0 
0294: set_car 78@ sprayable 0
02AC: set_car 78@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
01EC: make_car 78@ very_heavy 1
0423: set_car 78@ improved_handling_to 1.5 // (float)
0175: set_car 78@ Z_angle_to 271.822 
0224: set_car 78@ health_to 1000 
01C8: $ACTOR_SMOKE = create_actor_pedtype 23 model #SPECIAL01 in_car 78@ passenger_seat 0 
09F6: set_actor $ACTOR_SMOKE unjackable_through_driver_seat 0 
0223: set_actor $ACTOR_SMOKE health_to 500 
02A9: set_actor $ACTOR_SMOKE immune_to_nonplayer 0 
0446: set_actor $ACTOR_SMOKE dismemberment_possible 0 
0568: set_actor $ACTOR_SMOKE untargetable 1 
060B: set_actor $ACTOR_SMOKE decision_maker_to 74@ 
039E: set_actor $ACTOR_SMOKE locked 1 while_in_car 
0526: set_actor $ACTOR_SMOKE stay_in_car_when_jacked 1 
0828: set_max_fire_generations 1 
041E: set_radio_station 5 
036A: put_actor $PLAYER_ACTOR in_car 78@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
0A45: set_rail_tracks_friction_to 0.3 
016A: fade 1 time 500 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0006: 80@ = 0 
0006: 81@ = 0 
0006: 82@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
0006: 86@ = 0 
0006: 87@ = 0 
0006: 88@ = 0 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 96@ = 0 
0006: 95@ = 0 
0006: 99@ = 0 
0006: 100@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 97@ = 0 
0006: 107@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 108@ = 0 
0006: 109@ = 0 
0006: 110@ = 0 
0006: 111@ = 0 
0006: 112@ = 0 
0006: 114@ = 0 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @SMOKE3_1289 
018A: 118@ = create_checkpoint_at 1783.211 -1933.133 12.597 
0006: 103@ = 1 
0006: 80@ = 1 

:SMOKE3_1289
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SMOKE3_1315 
0002: jump @SMOKE3_20115 

:SMOKE3_1315
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @SMOKE3_1625 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_1625 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_1625 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SMOKE3_1625 
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @SMOKE3_1429 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO3_AA' time 5000 flag 1  // ~z~Where to, Smoke?
0006: 103@ = 2 

:SMOKE3_1429
00D6: if 
0039:   103@ == 2 
004D: jump_if_false @SMOKE3_1484 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE3_1484 
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 35401 as 1 
0006: 103@ = 3 

:SMOKE3_1484
00D6: if 
0039:   103@ == 3 
004D: jump_if_false @SMOKE3_1563 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SMOKE3_1563 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SMOKE3_1563 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO3_AB' time 5000 flag 1  // ~z~Unity Station.
0006: 103@ = 4 

:SMOKE3_1563
00D6: if 
0039:   103@ == 4 
004D: jump_if_false @SMOKE3_1625 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE3_1625 
00BE: text_clear_all 
040D: unload_wav 1 
00BC: show_text_highpriority GXT 'SMK3_1' time 5000 flag 1  // ~s~Drive to ~y~Unity Station~s~.
0006: 103@ = 5 

:SMOKE3_1625
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @SMOKE3_1907 
00D6: if or
0039:   80@ == 1 
0039:   80@ == 10 
004D: jump_if_false @SMOKE3_1907 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @SMOKE3_1781 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_1781 
00D6: if 
8448:   not actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SMOKE3_1781 
0186: 123@ = create_marker_above_car 78@ 
07E0: set_marker 123@ type_to 1 
0164: disable_marker 118@ 
00BE: text_clear_all 
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMOX_AD' time 2000 flag 1  // ~z~Come on, playa, get in!
0006: 80@ = 10 
0006: 92@ = 1 

:SMOKE3_1781
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @SMOKE3_1907 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_1907 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SMOKE3_1907 
0164: disable_marker 123@ 
018A: 118@ = create_checkpoint_at 1783.211 -1933.133 12.597 
00D6: if 
0039:   103@ == 5 
004D: jump_if_false @SMOKE3_1893 
00BC: show_text_highpriority GXT 'SMK3_1' time 12000 flag 1  // ~s~Drive to ~y~Unity Station~s~.

:SMOKE3_1893
0006: 80@ = 1 
0006: 92@ = 0 

:SMOKE3_1907
00D6: if or
0039:   80@ == 1 
0039:   80@ == 10 
004D: jump_if_false @SMOKE3_1971 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_1971 
00BC: show_text_highpriority GXT 'SMK3_21' time 5000 flag 1  // ~r~Big Smoke died!
0002: jump @SMOKE3_20097 

:SMOKE3_1971
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @SMOKE3_10214 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_10214 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_2820 
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @SMOKE3_2820 
00D6: if 
0448:   actor $ACTOR_SMOKE in_car 78@ 
004D: jump_if_false @SMOKE3_2820 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SMOKE3_2820 
00D6: if 
01AD:   car 78@ sphere 1 near_point 1783.211 -1933.133 radius 4.2 4.2 
004D: jump_if_false @SMOKE3_2820 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:SMOKE3_2133
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_2157 
0001: wait 0 ms 
0002: jump @SMOKE3_2133 

:SMOKE3_2157
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_2203 
00AB: put_car 78@ at 1783.418 -1933.055 12.3862 
0175: set_car 78@ Z_angle_to 178.4615 

:SMOKE3_2203
0247: load_model #LSV1 
0247: load_model #LSV2 
0247: load_model #LSV3 
0247: load_model #MP5LNG 
0247: load_model #NRG500 
0247: load_model #TRNTRK8_LAS 
04ED: load_animation "TRAIN" 
04ED: load_animation "GANGS" 
040D: unload_wav 1 
03CF: load_wav 35412 as 1 
040D: unload_wav 2 
03CF: load_wav 35413 as 2 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
04ED: load_animation "GANGS" 
04ED: load_animation "TRAIN" 
038B: load_requested_models 

:SMOKE3_2307
00D6: if or
84EE:   not animation "GANGS" loaded 
84EE:   not animation "TRAIN" loaded 
004D: jump_if_false @SMOKE3_2347 
0001: wait 0 ms 
0002: jump @SMOKE3_2307 

:SMOKE3_2347
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @SMOKE3_2377 
0001: wait 0 ms 
0002: jump @SMOKE3_2347 

:SMOKE3_2377
00D6: if or
8248:   not model #LSV1 available 
8248:   not model #LSV2 available 
8248:   not model #LSV3 available 
8248:   not model #NRG500 available 
8248:   not model #MP5LNG available 
004D: jump_if_false @SMOKE3_2421 
0001: wait 0 ms 
0002: jump @SMOKE3_2377 

:SMOKE3_2421
03CB: set_rendering_origin_at 1684.53 -1948.48 20.66 
0395: clear_area 0 at 1682.618 -1957.88 150.0 radius 150.0 
01EB: set_traffic_density_multiplier_to 4.0 
03DE: set_pedestrians_density_multiplier_to 4.0 
0006: 94@ = 1 
0164: disable_marker 118@ 
0395: clear_area 0 at 1699.31 -1938.799 100.0 radius 100.0 
029B: 52@ = init_object #IMMMCRAN at 2194.438 -1912.756 11.907 
0177: set_object 52@ Z_angle_to 0.0 
009A: 34@ = create_actor_pedtype 24 model #LSV1 at 1682.546 -1959.222 20.99 
0173: set_actor 34@ Z_angle_to 0.0 
0648: unknown_actor 34@ task_set 500.0 // float 
02AB: set_actor 34@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 34@ decision_maker_to 75@ 
009A: 35@ = create_actor_pedtype 24 model #LSV3 at 1682.546 -1958.222 20.99 
0173: set_actor 35@ Z_angle_to 180.0 
0648: unknown_actor 35@ task_set 500.0 // float 
02AB: set_actor 35@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 35@ decision_maker_to 75@ 
009A: 36@ = create_actor_pedtype 24 model #LSV2 at 1681.038 -1958.03 20.99 
0173: set_actor 36@ Z_angle_to 182.467 
0648: unknown_actor 36@ task_set 500.0 // float 
02AB: set_actor 36@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 36@ decision_maker_to 75@ 
009A: 37@ = create_actor_pedtype 24 model #LSV3 at 1681.129 -1959.63 20.99 
0173: set_actor 37@ Z_angle_to 6.22 
0648: unknown_actor 37@ task_set 500.0 // float 
02AB: set_actor 37@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 37@ decision_maker_to 75@ 
0006: 81@ = 1 

:SMOKE3_2820
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @SMOKE3_3049 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SMOKE3_3049 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_3049 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_3049 
0395: clear_area 0 at 1682.618 -1957.88 150.0 radius 150.0 
015F: set_camera_position 1780.729 -1937.955 13.443 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1781.311 -1937.148 13.3475 switchstyle 2 
03CB: set_rendering_origin_at 1687.04 -1946.6 21.79 
0A0B: set_rendering_origin_at_3D_coord 1735.16 -1945.29 14.44 angle 88.46 
016A: fade 1 time 750 
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'SMO3_BA' time 5000 flag 1  // ~z~What we looking for, Smoke?
0006: 32@ = 0 
0006: 81@ = 2 

:SMOKE3_3049
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @SMOKE3_3272 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SMOKE3_3272 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_3272 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_3272 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE3_3272 
00BE: text_clear_all 
040D: unload_wav 1 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 35414 as 1 
03D1: play_wav 2 
0967: actor $ACTOR_SMOKE move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'SMO3_BB' time 5000 flag 1  // ~z~Some Vagos cats meeting some San Fierro Rifa, cutting some kind of deal.
0006: 101@ = 0 
0707: start_scene_skip_to @SMOKE3_8003 
05CD: AS_actor $ACTOR_SMOKE exit_car 78@ 
0001: wait 100 ms 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_3234 
05BF: AS_actor $ACTOR_SMOKE look_at_actor $PLAYER_ACTOR 3500 ms 

:SMOKE3_3234
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_3258 
05CD: AS_actor $PLAYER_ACTOR exit_car 78@ 

:SMOKE3_3258
0006: 32@ = 0 
0006: 81@ = 3 

:SMOKE3_3272
00D6: if 
0039:   81@ == 3 
004D: jump_if_false @SMOKE3_3545 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SMOKE3_3545 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_3545 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_3545 
00D6: if 
80DF:   not actor $ACTOR_SMOKE driving 
004D: jump_if_false @SMOKE3_3545 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SMOKE3_3545 
015F: set_camera_position 1778.61 -1938.675 12.9064 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1779.275 -1937.944 13.0581 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 1783.92 -1936.33 12.6 
0173: set_actor $PLAYER_ACTOR Z_angle_to 117.0 
05D3: AS_actor $ACTOR_SMOKE goto_point 1775.3 -1939.23 12.9 mode 4 time -1 ms // versionA 
0615: define_AS_pack_begin 64@ 
05BF: AS_actor -1 look_at_actor $ACTOR_SMOKE 10000 ms 
05D3: AS_actor -1 goto_point 1776.63 -1940.18 13.66 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 64@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 64@ 
061B: remove_references_to_AS_pack 64@ 
0006: 32@ = 0 
0006: 81@ = 4 

:SMOKE3_3545
00D6: if 
0039:   81@ == 4 
004D: jump_if_false @SMOKE3_3955 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SMOKE3_3955 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_3955 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_3955 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_3955 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_3955 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_3955 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_3955 
00D6: if 
8449:   not actor $ACTOR_SMOKE in_a_car 
004D: jump_if_false @SMOKE3_3955 
00D6: if 
8449:   not actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @SMOKE3_3955 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @SMOKE3_3955 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @SMOKE3_3955 
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'SMO3_BC' time 5000 flag 1  // ~z~San Fierro?
015F: set_camera_position 1732.47 -1945.045 12.9171 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1731.492 -1945.129 13.1107 switchstyle 2 
00A1: put_actor $ACTOR_SMOKE at 1737.2 -1944.2 12.6 
0173: set_actor $ACTOR_SMOKE Z_angle_to 88.5 
00A1: put_actor $PLAYER_ACTOR at 1737.2 -1945.7 12.6 
0173: set_actor $PLAYER_ACTOR Z_angle_to 88.5 
05D3: AS_actor $ACTOR_SMOKE goto_point 1718.04 -1944.2 13.6 mode 4 time -1 ms // versionA 
05D3: AS_actor $PLAYER_ACTOR goto_point 1718.04 -1945.7 13.6 mode 4 time -1 ms // versionA 
040D: unload_wav 2 
03CF: load_wav 35415 as 2 
0006: 32@ = 0 
0006: 81@ = 5 

:SMOKE3_3955
00D6: if 
0039:   81@ == 5 
004D: jump_if_false @SMOKE3_4043 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE3_4043 
00BE: text_clear_all 
040D: unload_wav 1 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 35416 as 1 
03D1: play_wav 2 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'SMO3_BD' time 5000 flag 1  // ~z~I thought Northern Mexicans don't mix with Los Santos eses.
0006: 81@ = 6 

:SMOKE3_4043
00D6: if 
0039:   81@ == 6 
004D: jump_if_false @SMOKE3_4154 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @SMOKE3_4154 
00BE: text_clear_all 
040D: unload_wav 2 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 35417 as 2 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_4140 
03D1: play_wav 1 
0967: actor $ACTOR_SMOKE move_mouth 3000 ms 
00BC: show_text_highpriority GXT 'SMO3_BE' time 5000 flag 1  // ~z~Shit, you got me.

:SMOKE3_4140
0006: 32@ = 0 
0006: 81@ = 7 

:SMOKE3_4154
00D6: if 
0039:   81@ == 7 
004D: jump_if_false @SMOKE3_4615 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_4615 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_4615 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_4615 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_4615 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_4615 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @SMOKE3_4615 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE3_4615 
015F: set_camera_position 1726.028 -1944.924 13.9132 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1725.059 -1945.168 13.9694 switchstyle 2 
0605: actor 35@ perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor 34@ perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor 37@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0605: actor 36@ perform_animation "PRTIAL_GNGTLKG" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1724.08 -1946.27 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 86.93 
0792: disembark_instantly_actor $ACTOR_SMOKE 
00A1: put_actor $ACTOR_SMOKE at 1723.93 -1944.52 12.5 
0173: set_actor $ACTOR_SMOKE Z_angle_to 93.27 
03D1: play_wav 2 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'SMO3_BF' time 5000 flag 1  // ~z~That look like them!
040D: unload_wav 1 
03CF: load_wav 35418 as 1 
0006: 32@ = 0 
0006: 81@ = 8 

:SMOKE3_4615
00D6: if 
0039:   81@ == 8 
004D: jump_if_false @SMOKE3_4834 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_4834 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_4834 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_4834 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_4834 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_4834 
062E: get_actor 34@ task 1541 status_store_to 38@ // ret 7 if not found 
00D6: if or
04A4:   38@ == 7 // == constant 
0019:   32@ > 1750 
004D: jump_if_false @SMOKE3_4834 
05BF: AS_actor 34@ look_at_actor $ACTOR_SMOKE 10000 ms 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_4788 
05BF: AS_actor 35@ look_at_actor $PLAYER_ACTOR 10000 ms 

:SMOKE3_4788
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_4815 
05BF: AS_actor 36@ look_at_actor $PLAYER_ACTOR 10000 ms 

:SMOKE3_4815
0792: disembark_instantly_actor $PLAYER_ACTOR 
0006: 32@ = 0 
0006: 81@ = 9 

:SMOKE3_4834
00D6: if 
0039:   81@ == 9 
004D: jump_if_false @SMOKE3_5140 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_5140 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_5140 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_5140 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_5140 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_5140 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @SMOKE3_5140 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SMOKE3_5140 
00D6: if 
0019:   32@ > 0 
004D: jump_if_false @SMOKE3_5140 
040D: unload_wav 2 
03CF: load_wav 35419 as 2 
015F: set_camera_position 1721.344 -1943.875 13.8732 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1722.211 -1944.373 13.8443 switchstyle 2 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SMOKE 10000 ms 
03D1: play_wav 1 
0967: actor $ACTOR_SMOKE move_mouth 3000 ms 
00BC: show_text_highpriority GXT 'SMO3_BG' time 5000 flag 1  // ~z~Motherfuckers clocked us!
0605: actor $ACTOR_SMOKE perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 33@ = 0 
0006: 81@ = 10 

:SMOKE3_5140
00D6: if 
0039:   81@ == 10 
004D: jump_if_false @SMOKE3_5820 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_5820 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE3_5820 
00BE: text_clear_all 
00A5: 54@ = create_car #NRG500 at 1778.624 -1939.905 12.5598 
0175: set_car 54@ Z_angle_to 176.7993 
0224: set_car 54@ health_to 10000 
02AC: set_car 54@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01EC: make_car 34@ very_heavy 1
0423: set_car 96@ improved_handling_to 1.5 // (float)
0006: 114@ = 1 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_5301 
0224: set_car 78@ health_to 10000 
053F: set_car 78@ tires_vulnerability 0 

:SMOKE3_5301
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_5379 
0792: disembark_instantly_actor 34@ 
00A1: put_actor 34@ at 1682.254 -1953.64 20.985 
0173: set_actor 34@ Z_angle_to 266.36 
05D3: AS_actor 34@ goto_point 1799.49 -1953.73 12.23 mode 6 time 50000 ms // versionA 

:SMOKE3_5379
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_5457 
0792: disembark_instantly_actor 35@ 
00A1: put_actor 35@ at 1679.256 -1953.635 20.985 
0173: set_actor 35@ Z_angle_to 266.36 
05D3: AS_actor 35@ goto_point 1799.49 -1953.73 12.23 mode 6 time 50000 ms // versionA 

:SMOKE3_5457
0001: wait 250 ms 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_5540 
0792: disembark_instantly_actor 36@ 
00A1: put_actor 36@ at 1676.74 -1953.59 20.985 
0173: set_actor 36@ Z_angle_to 266.36 
05D3: AS_actor 36@ goto_point 1799.49 -1953.73 12.23 mode 6 time 50000 ms // versionA 

:SMOKE3_5540
0001: wait 250 ms 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_5623 
0792: disembark_instantly_actor 37@ 
00A1: put_actor 37@ at 1675.3 -1953.67 20.985 
0173: set_actor 37@ Z_angle_to 266.389 
05D3: AS_actor 37@ goto_point 1799.49 -1953.73 12.23 mode 6 time 50000 ms // versionA 

:SMOKE3_5623
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SMOKE3_5656 
06DD: set_train 40@ speed 15.0 
0006: 86@ = 1 

:SMOKE3_5656
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1703.548 -1951.496 16.9714 position_to 1750.548 -1951.496 16.9714 time 10000 smooth_transition 1 
0920: point_camera 1702.549 -1951.514 16.9159 transverse_to 1702.549 -1951.514 16.9159 time 10000 smooth_transition 1 
0006: 33@ = 0 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_5813 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $ACTOR_SMOKE 
00A1: put_actor $PLAYER_ACTOR at 1715.0 -1946.79 12.6 
00A1: put_actor $ACTOR_SMOKE at 1712.36 -1944.47 12.6 

:SMOKE3_5813
0006: 81@ = 11 

:SMOKE3_5820
00D6: if 
0019:   81@ > 10 
004D: jump_if_false @SMOKE3_6761 
00D6: if 
001B:   14 > 81@ 
004D: jump_if_false @SMOKE3_6761 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_6761 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_6761 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_6761 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_6761 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_6761 
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @SMOKE3_6761 
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @SMOKE3_6761 
0407: store_coords_to 46@ 47@ 48@ from_car 43@ with_offset 0.0 9.84 3.0 
0407: store_coords_to 49@ 50@ 51@ from_car 44@ with_offset 0.0 9.84 3.0 
00D6: if 
8019:   not  81@ > 11 
004D: jump_if_false @SMOKE3_6073 
00A0: store_actor 35@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0160: set_camera_point_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 18.0 switchstyle 2 

:SMOKE3_6073
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @SMOKE3_6187 
00D6: if 
00FE:   actor 34@ sphere 0 in_sphere 49@ 50@ 51@ radius 2.0 2.0 2.0 
004D: jump_if_false @SMOKE3_6187 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0085: 61@ = 34@ // (int) 
0050: gosub @SMOKE3_19945 
0006: 82@ = 1 

:SMOKE3_6187
00D6: if 
0039:   82@ == 1 
004D: jump_if_false @SMOKE3_6269 
00D6: if 
00FE:   actor 34@ sphere 0 in_sphere 46@ 47@ 48@ radius 2.0 2.0 2.0 
004D: jump_if_false @SMOKE3_6269 
0085: 61@ = 34@ // (int) 
0050: gosub @SMOKE3_19945 
0006: 82@ = 2 

:SMOKE3_6269
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @SMOKE3_6351 
00D6: if 
00FE:   actor 35@ sphere 0 in_sphere 49@ 50@ 51@ radius 2.0 2.0 2.0 
004D: jump_if_false @SMOKE3_6351 
0085: 61@ = 35@ // (int) 
0050: gosub @SMOKE3_19945 
0006: 83@ = 1 

:SMOKE3_6351
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @SMOKE3_6433 
00D6: if 
00FE:   actor 35@ sphere 0 in_sphere 46@ 47@ 48@ radius 2.0 2.0 2.0 
004D: jump_if_false @SMOKE3_6433 
0085: 61@ = 35@ // (int) 
0050: gosub @SMOKE3_19945 
0006: 83@ = 2 

:SMOKE3_6433
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @SMOKE3_6515 
00D6: if 
00FE:   actor 36@ sphere 0 in_sphere 49@ 50@ 51@ radius 2.0 2.0 2.0 
004D: jump_if_false @SMOKE3_6515 
0085: 61@ = 36@ // (int) 
0050: gosub @SMOKE3_19945 
0006: 84@ = 1 

:SMOKE3_6515
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @SMOKE3_6597 
00D6: if 
00FE:   actor 36@ sphere 0 in_sphere 46@ 47@ 48@ radius 2.0 2.0 2.0 
004D: jump_if_false @SMOKE3_6597 
0085: 61@ = 36@ // (int) 
0050: gosub @SMOKE3_19945 
0006: 84@ = 2 

:SMOKE3_6597
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @SMOKE3_6679 
00D6: if 
00FE:   actor 37@ sphere 0 in_sphere 49@ 50@ 51@ radius 2.0 2.0 2.0 
004D: jump_if_false @SMOKE3_6679 
0085: 61@ = 37@ // (int) 
0050: gosub @SMOKE3_19945 
0006: 85@ = 1 

:SMOKE3_6679
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @SMOKE3_6761 
00D6: if 
00FE:   actor 37@ sphere 0 in_sphere 46@ 47@ 48@ radius 2.0 2.0 2.0 
004D: jump_if_false @SMOKE3_6761 
0085: 61@ = 37@ // (int) 
0050: gosub @SMOKE3_19945 
0006: 85@ = 2 

:SMOKE3_6761
00D6: if 
0039:   81@ == 11 
004D: jump_if_false @SMOKE3_6895 
00D6: if 
0019:   33@ > 4200 
004D: jump_if_false @SMOKE3_6895 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_6895 
05D3: AS_actor $ACTOR_SMOKE goto_point 1765.99 -1944.25 13.75 mode 6 time 100000 ms // versionA 
05D3: AS_actor $PLAYER_ACTOR goto_point 1771.1 -1946.12 13.75 mode 6 time 100000 ms // versionA 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO3_BH' time 5000 flag 1  // ~z~We got to get those fools!
0006: 81@ = 12 

:SMOKE3_6895
00D6: if 
0039:   81@ == 12 
004D: jump_if_false @SMOKE3_6941 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @SMOKE3_6941 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 81@ = 13 

:SMOKE3_6941
00D6: if 
0039:   81@ == 13 
004D: jump_if_false @SMOKE3_7016 
00D6: if 
0019:   33@ > 8000 
004D: jump_if_false @SMOKE3_7016 
016A: fade 0 time 500 

:SMOKE3_6985
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_7009 
0001: wait 0 ms 
0002: jump @SMOKE3_6985 

:SMOKE3_7009
0006: 81@ = 14 

:SMOKE3_7016
00D6: if 
0039:   81@ == 14 
004D: jump_if_false @SMOKE3_7962 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SMOKE3_7962 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_7962 
07C7: put_train 40@ at 1880.06 -1953.67 12.44 
06DD: set_train 40@ speed 10.0 
009B: destroy_actor 34@ 
009B: destroy_actor 35@ 
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
009A: 34@ = create_actor_pedtype 24 model #LSV1 at 1682.618 -1957.88 20.9453 
0085: 61@ = 34@ // (int) 
0050: gosub @SMOKE3_20002 
0446: set_actor 34@ dismemberment_possible 0 
009A: 35@ = create_actor_pedtype 24 model #LSV3 at 1682.99 -1947.17 20.03 
0085: 61@ = 35@ // (int) 
0050: gosub @SMOKE3_20002 
0446: set_actor 35@ dismemberment_possible 0 
009A: 36@ = create_actor_pedtype 24 model #LSV3 at 1681.618 -1957.88 20.9453 
0085: 61@ = 36@ // (int) 
0050: gosub @SMOKE3_20002 
0446: set_actor 36@ dismemberment_possible 0 
009A: 37@ = create_actor_pedtype 27 model #LSV3 at 1682.5 -1945.17 20.033 
0085: 61@ = 37@ // (int) 
0050: gosub @SMOKE3_20002 
0446: set_actor 37@ dismemberment_possible 0 
02AB: set_actor 34@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
02AB: set_actor 35@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
02AB: set_actor 36@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0464: put_actor 34@ into_turret_on_car 40@ at_car_offset 0.0 5.0 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 35@ into_turret_on_car 40@ at_car_offset 0.0 2.0 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 36@ into_turret_on_car 40@ at_car_offset 0.0 -3.0 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 37@ into_turret_on_car 40@ at_car_offset 0.0 -6.1 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
060B: set_actor 34@ decision_maker_to 75@ 
060B: set_actor 35@ decision_maker_to 75@ 
060B: set_actor 36@ decision_maker_to 75@ 
060B: set_actor 37@ decision_maker_to 76@ 
02E2: set_actor 34@ weapon_accuracy_to 10 
02E2: set_actor 35@ weapon_accuracy_to 10 
02E2: set_actor 36@ weapon_accuracy_to 10 
02E2: set_actor 37@ weapon_accuracy_to 10 
07DD: set_actor 34@ attack_rate 20 // previously known as temper_to 
07DD: set_actor 35@ attack_rate 20 // previously known as temper_to 
07DD: set_actor 36@ attack_rate 30 // previously known as temper_to 
07DD: set_actor 37@ attack_rate 20 // previously known as temper_to 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @SMOKE3_7627 
08AF: set_actor 34@ max_health_to 500 
08AF: set_actor 35@ max_health_to 500 
08AF: set_actor 36@ max_health_to 500 
0223: set_actor 34@ health_to 500 
0223: set_actor 35@ health_to 500 
0223: set_actor 36@ health_to 500 

:SMOKE3_7627
00D6: if 
0039:   98@ == 1 
004D: jump_if_false @SMOKE3_7693 
08AF: set_actor 34@ max_health_to 480 
08AF: set_actor 35@ max_health_to 500 
08AF: set_actor 36@ max_health_to 450 
0223: set_actor 34@ health_to 480 
0223: set_actor 35@ health_to 500 
0223: set_actor 36@ health_to 450 

:SMOKE3_7693
00D6: if 
0039:   98@ == 2 
004D: jump_if_false @SMOKE3_7759 
08AF: set_actor 34@ max_health_to 450 
08AF: set_actor 35@ max_health_to 450 
08AF: set_actor 36@ max_health_to 450 
0223: set_actor 34@ health_to 450 
0223: set_actor 35@ health_to 450 
0223: set_actor 36@ health_to 450 

:SMOKE3_7759
00D6: if 
0039:   98@ == 3 
004D: jump_if_false @SMOKE3_7825 
08AF: set_actor 34@ max_health_to 350 
08AF: set_actor 35@ max_health_to 350 
08AF: set_actor 36@ max_health_to 350 
0223: set_actor 34@ health_to 350 
0223: set_actor 35@ health_to 350 
0223: set_actor 36@ health_to 350 

:SMOKE3_7825
00D6: if 
0019:   98@ > 3 
004D: jump_if_false @SMOKE3_7891 
08AF: set_actor 34@ max_health_to 300 
08AF: set_actor 35@ max_health_to 300 
08AF: set_actor 36@ max_health_to 300 
0223: set_actor 34@ health_to 300 
0223: set_actor 35@ health_to 300 
0223: set_actor 36@ health_to 300 

:SMOKE3_7891
02AB: set_actor 37@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0187: 119@ = create_marker_above_actor 34@ 
0187: 120@ = create_marker_above_actor 35@ 
0187: 121@ = create_marker_above_actor 36@ 
0187: 122@ = create_marker_above_actor 37@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $ACTOR_SMOKE 
0006: 32@ = 0 
0006: 81@ = 15 

:SMOKE3_7962
00D6: if 
0039:   81@ == 15 
004D: jump_if_false @SMOKE3_10214 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_10214 
0006: 101@ = 1 

:SMOKE3_8003
0701: end_scene_skip 
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @SMOKE3_9413 
016A: fade 0 time 0 

:SMOKE3_8029
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_8053 
0001: wait 0 ms 
0002: jump @SMOKE3_8029 

:SMOKE3_8053
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
009B: destroy_actor 34@ 
009B: destroy_actor 35@ 
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
0164: disable_marker 119@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 
06D9: destroy_defined_trains 
0108: destroy_object 52@ 
029B: 52@ = init_object #IMMMCRAN at 2194.438 -1912.756 11.907 
0177: set_object 52@ Z_angle_to 0.0 
06D8: 40@ = create_train_at 1880.06 -1953.67 12.44 type 11 direction 0 
09CF: set_train 40@ stop_at_stations 0 
06DC: set_train 40@ acc 10.0 
06DD: set_train 40@ speed 10.0 
078A: 43@ = get_train 40@ carriage 1 handle 
078A: 44@ = get_train 40@ carriage 2 handle 
02AC: set_car 40@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
020A: set_car 40@ door_status_to 2 
020A: set_car 43@ door_status_to 2 
020A: set_car 44@ door_status_to 2 
02AC: set_car 43@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AC: set_car 44@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: 34@ = create_actor_pedtype 24 model #LSV1 at 1682.618 -1957.88 20.9453 
0085: 61@ = 34@ // (int) 
0050: gosub @SMOKE3_20002 
0446: set_actor 34@ dismemberment_possible 0 
009A: 35@ = create_actor_pedtype 24 model #LSV3 at 1682.99 -1947.17 20.03 
0085: 61@ = 35@ // (int) 
0050: gosub @SMOKE3_20002 
0446: set_actor 35@ dismemberment_possible 0 
009A: 36@ = create_actor_pedtype 24 model #LSV3 at 1681.618 -1957.88 20.9453 
0085: 61@ = 36@ // (int) 
0050: gosub @SMOKE3_20002 
0446: set_actor 36@ dismemberment_possible 0 
009A: 37@ = create_actor_pedtype 27 model #LSV3 at 1682.5 -1945.17 20.033 
0085: 61@ = 37@ // (int) 
0050: gosub @SMOKE3_20002 
0446: set_actor 37@ dismemberment_possible 0 
02AB: set_actor 34@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
02AB: set_actor 35@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
02AB: set_actor 36@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0464: put_actor 34@ into_turret_on_car 40@ at_car_offset 0.0 5.0 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 35@ into_turret_on_car 40@ at_car_offset 0.0 2.0 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 36@ into_turret_on_car 40@ at_car_offset 0.0 -3.0 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 37@ into_turret_on_car 40@ at_car_offset 0.0 -6.1 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
060B: set_actor 34@ decision_maker_to 75@ 
060B: set_actor 35@ decision_maker_to 75@ 
060B: set_actor 36@ decision_maker_to 75@ 
060B: set_actor 37@ decision_maker_to 76@ 
02E2: set_actor 34@ weapon_accuracy_to 10 
02E2: set_actor 35@ weapon_accuracy_to 10 
02E2: set_actor 36@ weapon_accuracy_to 10 
02E2: set_actor 37@ weapon_accuracy_to 10 
07DD: set_actor 34@ attack_rate 20 // previously known as temper_to 
07DD: set_actor 35@ attack_rate 20 // previously known as temper_to 
07DD: set_actor 36@ attack_rate 30 // previously known as temper_to 
07DD: set_actor 37@ attack_rate 20 // previously known as temper_to 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @SMOKE3_8791 
08AF: set_actor 34@ max_health_to 500 
08AF: set_actor 35@ max_health_to 500 
08AF: set_actor 36@ max_health_to 500 
0223: set_actor 34@ health_to 500 
0223: set_actor 35@ health_to 500 
0223: set_actor 36@ health_to 500 

:SMOKE3_8791
00D6: if 
0039:   98@ == 1 
004D: jump_if_false @SMOKE3_8857 
08AF: set_actor 34@ max_health_to 480 
08AF: set_actor 35@ max_health_to 500 
08AF: set_actor 36@ max_health_to 450 
0223: set_actor 34@ health_to 480 
0223: set_actor 35@ health_to 500 
0223: set_actor 36@ health_to 450 

:SMOKE3_8857
00D6: if 
0039:   98@ == 2 
004D: jump_if_false @SMOKE3_8923 
08AF: set_actor 34@ max_health_to 450 
08AF: set_actor 35@ max_health_to 450 
08AF: set_actor 36@ max_health_to 450 
0223: set_actor 34@ health_to 450 
0223: set_actor 35@ health_to 450 
0223: set_actor 36@ health_to 450 

:SMOKE3_8923
00D6: if 
0039:   98@ == 3 
004D: jump_if_false @SMOKE3_8989 
08AF: set_actor 34@ max_health_to 300 
08AF: set_actor 35@ max_health_to 350 
08AF: set_actor 36@ max_health_to 350 
0223: set_actor 34@ health_to 300 
0223: set_actor 35@ health_to 350 
0223: set_actor 36@ health_to 350 

:SMOKE3_8989
00D6: if 
0019:   98@ > 3 
004D: jump_if_false @SMOKE3_9055 
08AF: set_actor 34@ max_health_to 300 
08AF: set_actor 35@ max_health_to 300 
08AF: set_actor 36@ max_health_to 300 
0223: set_actor 34@ health_to 300 
0223: set_actor 35@ health_to 300 
0223: set_actor 36@ health_to 300 

:SMOKE3_9055
0187: 119@ = create_marker_above_actor 34@ 
0187: 120@ = create_marker_above_actor 35@ 
0187: 121@ = create_marker_above_actor 36@ 
0187: 122@ = create_marker_above_actor 37@ 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @SMOKE3_9177 
00A5: 54@ = create_car #NRG500 at 1778.624 -1939.905 12.5598 
0175: set_car 54@ Z_angle_to 176.7993 
0224: set_car 54@ health_to 10000 
02AC: set_car 54@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
053F: set_car 54@ tires_vulnerability 0 
01EC: make_car 54@ very_heavy 1
0423: set_car 54@ improved_handling_to 1.5 // (float) 

:SMOKE3_9177
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_9208 
0224: set_car 78@ health_to 10000 
053F: set_car 78@ tires_vulnerability 0 

:SMOKE3_9208
02AB: set_actor 37@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_9322 
00D6: if 
00DF:   actor $ACTOR_SMOKE driving 
004D: jump_if_false @SMOKE3_9292 
0362: remove_actor $ACTOR_SMOKE from_car_and_place_at 1772.918 -1941.495 12.567 
0173: set_actor $ACTOR_SMOKE Z_angle_to 269.216 
0002: jump @SMOKE3_9322 

:SMOKE3_9292
00A1: put_actor $ACTOR_SMOKE at 1772.918 -1941.495 12.567 
0173: set_actor $ACTOR_SMOKE Z_angle_to 269.216 

:SMOKE3_9322
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SMOKE3_9375 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1774.065 -1943.003 12.558 
0173: set_actor $PLAYER_ACTOR Z_angle_to 263.195 
0002: jump @SMOKE3_9405 

:SMOKE3_9375
00A1: put_actor $PLAYER_ACTOR at 1774.065 -1943.003 12.558 
0173: set_actor $PLAYER_ACTOR Z_angle_to 263.195 

:SMOKE3_9405
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 

:SMOKE3_9413
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_9720 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 1 
00A1: put_actor $PLAYER_ACTOR at 1774.065 -1943.003 12.558 
0173: set_actor $PLAYER_ACTOR Z_angle_to 263.195 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_9516 
00A1: put_actor $ACTOR_SMOKE at 1772.918 -1941.495 12.567 
0173: set_actor $ACTOR_SMOKE Z_angle_to 269.216 

:SMOKE3_9516
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $ACTOR_SMOKE 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_SMOKE in_group $PLAYER_GROUP 
06F0: set_group $PLAYER_GROUP distance_limit_to 30.0 
06AE: create_group_decision_maker_type 0 store_to 77@ // decision\allowed\mission.grp 
0749: reset_group_decision_maker 77@ event 9 
0749: reset_group_decision_maker 77@ event 41 
0749: reset_group_decision_maker 77@ event 36 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 77@ 
077A: set_actor $ACTOR_SMOKE acquaintance 4 to_actors_pedtype 24 // see ped.dat 
060B: set_actor $ACTOR_SMOKE decision_maker_to 74@ 
0688: AS_actor $ACTOR_SMOKE unknown_toggle_ped_threat_scanner 0 1 0 
074A: set_group_decision_maker 77@ on_event 36 taskID 1510 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker 74@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01EB: set_traffic_density_multiplier_to 0.5 
03DE: set_pedestrians_density_multiplier_to 0.5 

:SMOKE3_9720
00BE: text_clear_all 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @SMOKE3_9753 
0186: 125@ = create_marker_above_car 54@ 
07E0: set_marker 125@ type_to 1 

:SMOKE3_9753
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_9791 
02E2: set_actor 37@ weapon_accuracy_to 20 
0085: 61@ = 37@ // (int) 
0050: gosub @SMOKE3_20043 

:SMOKE3_9791
01E8: create_forbidden_for_cars_cube_cornerA 2261.14 -1141.45 18.0 cornerB 2308.19 -1156.38 35.0 
01E8: create_forbidden_for_cars_cube_cornerA 2270.69 -1391.75 20.28 cornerB 2315.81 -1375.58 26.88 
01E8: create_forbidden_for_cars_cube_cornerA 2257.3 -1491.95 20.63 cornerB 2299.7 -1477.32 26.12 
01E8: create_forbidden_for_cars_cube_cornerA 2235.25 -1656.59 12.68 cornerB 2176.75 -1629.89 15.0 
01E8: create_forbidden_for_cars_cube_cornerA 2221.43 -1721.07 10.09 cornerB 2174.01 -172.72 15.73 
01E8: create_forbidden_for_cars_cube_cornerA 2234.09 -1723.3 14.0 cornerB 2178.22 -1742.47 10.0 
01E8: create_forbidden_for_cars_cube_cornerA 2261.14 -1141.45 18.0 cornerB 2308.19 -1156.38 35.0 
01E8: create_forbidden_for_cars_cube_cornerA 1956.91 -1936.01 10.07 cornerB 1965.61 -1978.99 14.45 
01E8: create_forbidden_for_cars_cube_cornerA 2181.3 -1892.0 10.0 cornerB 2222.36 -1897.71 15.0 
00BC: show_text_highpriority GXT 'SMK3_2' time 7000 flag 1  // ~s~Get on the ~b~motorbike ~s~with Big Smoke, chase down the ~r~Vagos gang members ~s~and take them out!
04EF: release_animation "GANGS" 
0249: release_model #LSV2 
0006: 96@ = 1 
0006: 80@ = 2 
000A: 98@ += 1 
0006: 102@ = 1 
0709: set_decision_maker 75@ on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
016A: fade 1 time 1000 
01C3: remove_references_to_car 78@ 
09EF: set_behind_camera_autoposition_mode_for_car_model #NRG500 distance 1.0 altitude_multiplier 1.0 angle_X 0.12 
0249: release_model #TRNTRK8_LAS 
0006: 81@ = 14 

:SMOKE3_10214
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @SMOKE3_10302 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_10302 
00D6: if 
0449:   actor $ACTOR_SMOKE in_a_car 
004D: jump_if_false @SMOKE3_10302 
0164: disable_marker 125@ 
01B2: give_actor $ACTOR_SMOKE weapon 32 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SMOKE armed_weapon_to 32 
02E2: set_actor $ACTOR_SMOKE weapon_accuracy_to 70 
0006: 102@ = 2 

:SMOKE3_10302
00D6: if 
0039:   81@ == 14 
004D: jump_if_false @SMOKE3_10370 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @SMOKE3_10370 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @SMOKE3_10370 
0164: disable_marker 125@ 
09AD: set_vehicle_camera_mode 3 
0006: 112@ = 1 

:SMOKE3_10370
00D6: if 
0039:   80@ == 2 
004D: jump_if_false @SMOKE3_16921 
00D6: if 
001B:   2 > 93@ 
004D: jump_if_false @SMOKE3_10629 
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @SMOKE3_10551 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2272.57 -1494.89 radius 40.0 40.0 
004D: jump_if_false @SMOKE3_10551 
00A5: 56@ = create_car #PEREN at 2295.777 -1481.268 22.91 
0129: 60@ = create_actor_pedtype 4 model #LSV1 in_car 56@ driverseat 
0175: set_car 56@ Z_angle_to 88.47 
02C2: car 56@ drive_to 2280.45 -1480.961 22.483 
00AD: set_car 56@ max_speed_to 6.5 
00AE: set_car 56@ traffic_behaviour_to 0 
0006: 93@ = 1 

:SMOKE3_10551
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @SMOKE3_10629 
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 2280.45 -1480.961 radius 50.0 50.0 
004D: jump_if_false @SMOKE3_10629 
01C3: remove_references_to_car 56@ 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
0249: release_model #PEREN 
0006: 93@ = 2 

:SMOKE3_10629
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SMOKE3_13944 
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @SMOKE3_10785 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 40@ radius 50.0 50.0 sphere 0 
004D: jump_if_false @SMOKE3_10785 
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @SMOKE3_10722 
06DD: set_train 40@ speed 15.0 

:SMOKE3_10722
00D6: if 
0019:   97@ > 1 
004D: jump_if_false @SMOKE3_10750 
06DD: set_train 40@ speed 18.0 

:SMOKE3_10750
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @SMOKE3_10778 
06DD: set_train 40@ speed 10.0 

:SMOKE3_10778
0006: 96@ = 2 

:SMOKE3_10785
00D6: if 
0039:   96@ == 2 
004D: jump_if_false @SMOKE3_10876 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 40@ radius 45.0 45.0 sphere 0 
004D: jump_if_false @SMOKE3_10876 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @SMOKE3_10859 
0006: 97@ = 1 

:SMOKE3_10859
06DD: set_train 40@ speed 28.0 
0006: 96@ = 1 

:SMOKE3_10876
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @SMOKE3_10977 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 40@ radius 20.0 20.0 sphere 0 
004D: jump_if_false @SMOKE3_10977 
00D6: if 
0019:   97@ > 1 
004D: jump_if_false @SMOKE3_10960 
06DD: set_train 40@ speed 32.5 
0002: jump @SMOKE3_10970 

:SMOKE3_10960
06DD: set_train 40@ speed 30.0 

:SMOKE3_10970
0006: 96@ = 3 

:SMOKE3_10977
00D6: if 
0039:   96@ == 3 
004D: jump_if_false @SMOKE3_11033 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 40@ radius 20.0 20.0 sphere 0 
004D: jump_if_false @SMOKE3_11033 
0006: 96@ = 2 

:SMOKE3_11033
00D6: if 
001B:   15 > 91@ 
004D: jump_if_false @SMOKE3_11773 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @SMOKE3_11250 
00D6: if 
01AD:   car 40@ sphere 0 near_point 2282.12 -1439.76 radius 20.0 20.0 
004D: jump_if_false @SMOKE3_11250 
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 2289.69 -1034.14 radius 20.0 20.0 
004D: jump_if_false @SMOKE3_11243 
06D8: 41@ = create_train_at 2289.69 -1034.14 26.29 type 11 direction 1 
06DC: set_train 41@ acc 30.0 
06DD: set_train 41@ speed 15.0 
0107: 53@ = create_object #IMY_TRACK_BARRIER at 2151.289 -664.906 52.1 
0177: set_object 53@ Z_angle_to 50.36 
0006: 97@ = 2 
0006: 91@ = 1 
0002: jump @SMOKE3_11250 

:SMOKE3_11243
0006: 91@ = 15 

:SMOKE3_11250
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @SMOKE3_11339 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @SMOKE3_11339 
00D6: if 
01AD:   car 41@ sphere 0 near_point 2288.31 -1408.91 radius 20.0 20.0 
004D: jump_if_false @SMOKE3_11339 
06DD: set_train 41@ speed 0.0 
0006: 91@ = 2 

:SMOKE3_11339
00D6: if 
0039:   91@ == 2 
004D: jump_if_false @SMOKE3_11432 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @SMOKE3_11432 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 41@ radius 40.0 40.0 sphere 0 
004D: jump_if_false @SMOKE3_11432 
00D6: if 
82CA:   not car 41@ bounding_sphere_visible 
004D: jump_if_false @SMOKE3_11432 
07BD: destroy_train 41@ 
0006: 91@ = 3 

:SMOKE3_11432
00D6: if 
0039:   91@ == 3 
004D: jump_if_false @SMOKE3_11591 
00D6: if 
01AD:   car 40@ sphere 0 near_point 2176.87 -689.51 radius 20.0 20.0 
004D: jump_if_false @SMOKE3_11591 
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 2283.36 -336.9 radius 30.0 30.0 
004D: jump_if_false @SMOKE3_11584 
06D8: 41@ = create_train_at 2283.36 -336.9 37.27 type 11 direction 1 
06DC: set_train 41@ acc 30.0 
06DD: set_train 41@ speed 15.0 
0006: 91@ = 4 
0002: jump @SMOKE3_11591 

:SMOKE3_11584
0006: 91@ = 15 

:SMOKE3_11591
00D6: if 
0039:   91@ == 4 
004D: jump_if_false @SMOKE3_11680 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @SMOKE3_11680 
00D6: if 
01AD:   car 41@ sphere 0 near_point 2052.08 -583.31 radius 20.0 20.0 
004D: jump_if_false @SMOKE3_11680 
06DD: set_train 41@ speed 0.0 
0006: 91@ = 5 

:SMOKE3_11680
00D6: if 
0039:   91@ == 5 
004D: jump_if_false @SMOKE3_11773 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @SMOKE3_11773 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 41@ radius 40.0 40.0 sphere 0 
004D: jump_if_false @SMOKE3_11773 
00D6: if 
82CA:   not car 41@ bounding_sphere_visible 
004D: jump_if_false @SMOKE3_11773 
07BD: destroy_train 41@ 
0006: 91@ = 6 

:SMOKE3_11773
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @SMOKE3_12085 
00D6: if 
01AD:   car 40@ sphere 0 near_point 2198.0 -1913.0 radius 12.0 12.0 
004D: jump_if_false @SMOKE3_12085 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_11852 
05C5: AS_actor 34@ cower -1 ms 

:SMOKE3_11852
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_11875 
05C5: AS_actor 35@ cower -1 ms 

:SMOKE3_11875
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_11898 
05C5: AS_actor 36@ cower -1 ms 

:SMOKE3_11898
00A5: 57@ = create_car #PEREN at 2200.07 -1731.94 12.28 
0175: set_car 57@ Z_angle_to 277.116 
009A: 58@ = create_actor_pedtype 26 model #MALE01 at 2201.55 -1728.59 12.43 
0173: set_actor 58@ Z_angle_to 285.1 
009A: 59@ = create_actor_pedtype 26 model #MALE01 at 2202.93 -1728.36 12.43 
0173: set_actor 59@ Z_angle_to 393.56 
0605: actor 58@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0605: actor 59@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 97@ = 1 
0006: 104@ = 1 

:SMOKE3_12085
00D6: if 
0039:   104@ == 1 
004D: jump_if_false @SMOKE3_12241 
00D6: if 
81AD:   not car 40@ sphere 0 near_point 2198.0 -1913.0 radius 12.0 12.0 
004D: jump_if_false @SMOKE3_12241 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_12172 
0085: 61@ = 34@ // (int) 
0050: gosub @SMOKE3_20002 

:SMOKE3_12172
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_12203 
0085: 61@ = 35@ // (int) 
0050: gosub @SMOKE3_20002 

:SMOKE3_12203
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_12234 
0085: 61@ = 36@ // (int) 
0050: gosub @SMOKE3_20002 

:SMOKE3_12234
0006: 104@ = 2 

:SMOKE3_12241
00D6: if 
0039:   104@ == 2 
004D: jump_if_false @SMOKE3_12373 
00D6: if 
01AD:   car 40@ sphere 0 near_point 2285.58 -1353.75 radius 20.0 20.0 
004D: jump_if_false @SMOKE3_12373 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_12320 
05C5: AS_actor 34@ cower -1 ms 

:SMOKE3_12320
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_12343 
05C5: AS_actor 35@ cower -1 ms 

:SMOKE3_12343
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_12366 
05C5: AS_actor 36@ cower -1 ms 

:SMOKE3_12366
0006: 104@ = 3 

:SMOKE3_12373
00D6: if 
0039:   104@ == 3 
004D: jump_if_false @SMOKE3_12582 
00D6: if 
81AD:   not car 40@ sphere 0 near_point 2285.58 -1353.75 radius 20.0 20.0 
004D: jump_if_false @SMOKE3_12582 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_12460 
0085: 61@ = 34@ // (int) 
0050: gosub @SMOKE3_20002 

:SMOKE3_12460
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_12491 
0085: 61@ = 35@ // (int) 
0050: gosub @SMOKE3_20002 

:SMOKE3_12491
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_12522 
0085: 61@ = 36@ // (int) 
0050: gosub @SMOKE3_20002 

:SMOKE3_12522
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_12543 
05BE: AS_actor 37@ die 

:SMOKE3_12543
0108: destroy_object 52@ 
0249: release_model #IMMMCRAN 
01C3: remove_references_to_car 57@ 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
0006: 105@ = 1 
0006: 104@ = 4 

:SMOKE3_12582
00D6: if 
0039:   104@ == 4 
004D: jump_if_false @SMOKE3_12691 
00D6: if 
01AD:   car 40@ sphere 0 near_point 2121.0 -361.0 radius 18.0 18.0 
004D: jump_if_false @SMOKE3_12691 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_12661 
05C5: AS_actor 34@ cower -1 ms 

:SMOKE3_12661
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_12684 
05C5: AS_actor 36@ cower -1 ms 

:SMOKE3_12684
0006: 104@ = 5 

:SMOKE3_12691
00D6: if 
0039:   104@ == 5 
004D: jump_if_false @SMOKE3_12816 
00D6: if 
81AD:   not car 40@ sphere 0 near_point 2121.0 -361.0 radius 18.0 18.0 
004D: jump_if_false @SMOKE3_12816 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_12778 
0085: 61@ = 34@ // (int) 
0050: gosub @SMOKE3_20002 

:SMOKE3_12778
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_12809 
0085: 61@ = 36@ // (int) 
0050: gosub @SMOKE3_20002 

:SMOKE3_12809
0006: 104@ = 6 

:SMOKE3_12816
00D6: if 
0039:   104@ == 6 
004D: jump_if_false @SMOKE3_12886 
00D6: if 
81AD:   not car 40@ sphere 0 near_point 2121.0 -361.0 radius 18.0 18.0 
004D: jump_if_false @SMOKE3_12886 
0006: 97@ = 3 
0006: 104@ = 7 

:SMOKE3_12886
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @SMOKE3_12973 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_12973 
00D6: if 
01AD:   car 40@ sphere 0 near_point 2285.53 -1120.59 radius 20.0 20.0 
004D: jump_if_false @SMOKE3_12973 
060B: set_actor 35@ decision_maker_to 76@ 
0006: 105@ = 2 

:SMOKE3_12973
00D6: if 
0039:   105@ == 2 
004D: jump_if_false @SMOKE3_13098 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_13098 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 40@ radius 30.0 30.0 sphere 0 
004D: jump_if_false @SMOKE3_13098 
0812: AS_actor 35@ perform_animation "TRAN_STMB" IFP "TRAIN" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
02AB: set_actor 35@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0006: 105@ = 3 

:SMOKE3_13098
00D6: if 
0039:   105@ == 3 
004D: jump_if_false @SMOKE3_13250 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_13250 
00D6: if 
0611:   actor 35@ performing_animation "TRAN_STMB" 
004D: jump_if_false @SMOKE3_13250 
0613: 39@ = actor 35@ animation "TRAN_STMB" time 
00D6: if 
0043:   39@ == 1.0 
004D: jump_if_false @SMOKE3_13250 
0812: AS_actor 35@ perform_animation "TRAN_HNG" IFP "TRAIN" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 32@ = 0 
0006: 105@ = 4 

:SMOKE3_13250
00D6: if 
0039:   105@ == 4 
004D: jump_if_false @SMOKE3_13348 
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @SMOKE3_13348 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_13348 
0812: AS_actor 35@ perform_animation "TRAN_GTUP" IFP "TRAIN" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 105@ = 5 

:SMOKE3_13348
00D6: if 
0039:   105@ == 5 
004D: jump_if_false @SMOKE3_13503 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_13503 
00D6: if 
0611:   actor 35@ performing_animation "TRAN_GTUP" 
004D: jump_if_false @SMOKE3_13503 
0613: 39@ = actor 35@ animation "TRAN_GTUP" time 
00D6: if 
0043:   39@ == 1.0 
004D: jump_if_false @SMOKE3_13503 
060B: set_actor 35@ decision_maker_to 75@ 
0085: 61@ = 35@ // (int) 
0050: gosub @SMOKE3_20002 
04EF: release_animation "TRAIN" 
02AB: set_actor 35@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0006: 105@ = 6 

:SMOKE3_13503
00D6: if 
0019:   105@ > 0 
004D: jump_if_false @SMOKE3_13571 
00D6: if 
001B:   6 > 105@ 
004D: jump_if_false @SMOKE3_13571 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_13571 
0174: 45@ = car 40@ Z_angle 
0173: set_actor 35@ Z_angle_to 45@ 

:SMOKE3_13571
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @SMOKE3_13819 
00D6: if 
03CA:   object 52@ exists 
004D: jump_if_false @SMOKE3_13788 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_13781 
00D6: if 
00EC:   actor 37@ sphere 0 near_point 2197.53 -1913.39 radius 3.0 3.0 
004D: jump_if_false @SMOKE3_13781 
0688: AS_actor 37@ unknown_toggle_ped_threat_scanner 0 0 0 
0465: remove_actor 37@ from_turret_mode 
0619: enable_actor 37@ collision_detection 0 
04F4: put_actor 37@ into_turret_on_object 52@ offset_from_object_origin 2.85 -0.7 5.9 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 
0173: set_actor 37@ Z_angle_to 0.0 
0812: AS_actor 37@ perform_animation "TRAN_OUCH" IFP "TRAIN" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 90@ = 1 
0006: 106@ = 1 
0164: disable_marker 122@ 

:SMOKE3_13781
0002: jump @SMOKE3_13819 

:SMOKE3_13788
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_13819 
02AB: set_actor 37@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:SMOKE3_13819
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @SMOKE3_13944 
00D6: if 
03CA:   object 52@ exists 
004D: jump_if_false @SMOKE3_13885 
0176: 45@ = object 52@ Z_angle 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_13885 
0173: set_actor 37@ Z_angle_to 45@ 

:SMOKE3_13885
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_13944 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 37@ radius 50.0 50.0 0 
004D: jump_if_false @SMOKE3_13944 
034F: destroy_actor_with_fade 37@ 
0006: 106@ = 2 

:SMOKE3_13944
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @SMOKE3_14013 
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @SMOKE3_14013 
0006: 87@ = 1 
000A: 116@ += 1 
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @SMOKE3_14013 
0164: disable_marker 119@ 

:SMOKE3_14013
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @SMOKE3_14082 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @SMOKE3_14082 
0006: 88@ = 1 
000A: 116@ += 1 
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @SMOKE3_14082 
0164: disable_marker 120@ 

:SMOKE3_14082
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @SMOKE3_14151 
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @SMOKE3_14151 
0006: 89@ = 1 
000A: 116@ += 1 
00D6: if 
075C:   marker 121@ enabled 
004D: jump_if_false @SMOKE3_14151 
0164: disable_marker 121@ 

:SMOKE3_14151
00D6: if 
0039:   90@ == 0 
004D: jump_if_false @SMOKE3_14220 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @SMOKE3_14220 
0006: 90@ = 1 
000A: 116@ += 1 
00D6: if 
075C:   marker 122@ enabled 
004D: jump_if_false @SMOKE3_14220 
0164: disable_marker 122@ 

:SMOKE3_14220
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @SMOKE3_14285 
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @SMOKE3_14285 
00D6: if 
051D:   car 57@ damaged_by_car 40@ 
004D: jump_if_false @SMOKE3_14285 
020B: explode_car 57@ 
0006: 108@ = 1 

:SMOKE3_14285
00D6: if 
0039:   108@ == 1 
004D: jump_if_false @SMOKE3_14315 
01C3: remove_references_to_car 57@ 
0006: 108@ = 2 

:SMOKE3_14315
00D6: if 
0039:   87@ == 1 
004D: jump_if_false @SMOKE3_14907 
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @SMOKE3_14907 
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @SMOKE3_14907 
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SMOKE3_14907 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_14507 
00D6: if 
06EE:   actor $ACTOR_SMOKE in_group $PLAYER_GROUP 
004D: jump_if_false @SMOKE3_14484 
018A: 124@ = create_checkpoint_at 2061.68 -1694.71 12.554 
0006: 107@ = 1 
0006: 109@ = 1 
0006: 110@ = 0 
0006: 111@ = 0 
0006: 115@ = 1 
0002: jump @SMOKE3_14507 

:SMOKE3_14484
0006: 115@ = 2 
00BC: show_text_highpriority GXT 'SMK3_18' time 5000 flag 1  // ~s~You left ~b~Big Smoke ~s~behind go get him!

:SMOKE3_14507
0A45: set_rail_tracks_friction_to -1.0 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
0249: release_model #LSV1 
0249: release_model #LSV2 
0249: release_model #LSV3 
0249: release_model #MP5LNG 
0249: release_model #STREAK 
0249: release_model #STREAKC 
07BE: remove_references_to_train 40@ 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2261.14 -1141.45 18.0 cornerB 2308.19 -1156.38 35.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2270.69 -1391.75 20.28 cornerB 2315.81 -1375.58 26.88 
01E7: remove_forbidden_for_cars_cube_cornerA 2268.75 -1390.8 20.86 cornerB 2330.03 -1375.53 23.1 
01E7: remove_forbidden_for_cars_cube_cornerA 2257.3 -1491.95 20.63 cornerB 2299.7 -1477.32 26.12 
01E7: remove_forbidden_for_cars_cube_cornerA 2235.25 -1656.59 12.68 cornerB 2176.75 -1629.89 15.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2221.43 -1721.07 10.09 cornerB 2174.01 -172.72 15.73 
01E7: remove_forbidden_for_cars_cube_cornerA 2234.09 -1723.3 14.0 cornerB 2178.22 -1742.47 10.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2261.14 -1141.45 18.0 cornerB 2308.19 -1156.38 35.0 
01E7: remove_forbidden_for_cars_cube_cornerA 1956.91 -1936.01 10.07 cornerB 1965.61 -1978.99 14.45 
01E7: remove_forbidden_for_cars_cube_cornerA 2181.3 -1892.0 10.0 cornerB 2222.36 -1897.71 15.0 
0006: 80@ = 3 

:SMOKE3_14907
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_14946 
00BC: show_text_highpriority GXT 'SMK3_21' time 5000 flag 1  // ~r~Big Smoke died!
0002: jump @SMOKE3_20097 

:SMOKE3_14946
00D6: if 
0039:   80@ == 2 
004D: jump_if_false @SMOKE3_15587 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @SMOKE3_15009 
0005: $TEMPVAR_FLOAT_1 = 320.0 
0005: $TEMPVAR_FLOAT_2 = 320.0 
0002: jump @SMOKE3_15029 

:SMOKE3_15009
0005: $TEMPVAR_FLOAT_1 = 200.0 
0005: $TEMPVAR_FLOAT_2 = 200.0 

:SMOKE3_15029
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SMOKE3_15587 
00D6: if 
82CA:   not car 40@ bounding_sphere_visible 
004D: jump_if_false @SMOKE3_15587 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 40@ radius $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 sphere 0 
004D: jump_if_false @SMOKE3_15587 
00D6: if or
8118:   not actor 34@ dead 
8118:   not actor 35@ dead 
8118:   not actor 36@ dead 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_15587 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
077E: get_active_interior_to 79@ 
00D6: if 
8039:   not  79@ == 0 
004D: jump_if_false @SMOKE3_15289 
016A: fade 0 time 250 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_15191 
02AB: set_actor $ACTOR_SMOKE immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SMOKE3_15191
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_15215 
0001: wait 0 ms 
0002: jump @SMOKE3_15191 

:SMOKE3_15215
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_15289 
04BB: select_interior 0 
04D7: set_actor $PLAYER_ACTOR locked 1 
00A0: store_actor $ACTOR_SMOKE position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
02AB: set_actor $ACTOR_SMOKE immunities BP 1 FP 1 EP 1 CP 1 MP 1 
03CB: set_rendering_origin_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
016A: fade 1 time 250 

:SMOKE3_15289
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_15364 
0006: 109@ = 1 
0944: manipulate_weapon_camera $ACTOR_SMOKE 
05DE: AS_actor $ACTOR_SMOKE walk_around_ped_path 
00A0: store_actor $ACTOR_SMOKE position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 100.0 radius 100.0 
040D: unload_wav 1 
040D: unload_wav 2 

:SMOKE3_15364
03CF: load_wav 35451 as 2 

:SMOKE3_15373
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SMOKE3_15399 
0001: wait 0 ms 
0002: jump @SMOKE3_15373 

:SMOKE3_15399
00BC: show_text_highpriority GXT 'SMO3_MC' time 4000 flag 1  // ~z~All we had to do, was follow the damn train, CJ!
03D1: play_wav 2 

:SMOKE3_15419
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SMOKE3_15445 
0001: wait 0 ms 
0002: jump @SMOKE3_15419 

:SMOKE3_15445
00BE: text_clear_all 
040D: unload_wav 2 
00D6: if 
8039:   not  79@ == 0 
004D: jump_if_false @SMOKE3_15544 
016A: fade 0 time 500 

:SMOKE3_15476
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_15500 
0001: wait 0 ms 
0002: jump @SMOKE3_15476 

:SMOKE3_15500
04BB: select_interior 79@ 
04D7: set_actor $PLAYER_ACTOR locked 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
03CB: set_rendering_origin_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
016A: fade 1 time 250 

:SMOKE3_15544
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
009B: destroy_actor $ACTOR_SMOKE 
00BC: show_text_highpriority GXT 'SMK3_13' time 5000 flag 1  // ~r~You lost them! Next time keep up with the train!
0002: jump @SMOKE3_20097 

:SMOKE3_15587
00D6: if 
0039:   80@ == 2 
004D: jump_if_false @SMOKE3_16048 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SMOKE3_16048 
00D6: if 
01AD:   car 40@ sphere 0 near_point 2790.52 223.63 radius 15.0 15.0 
004D: jump_if_false @SMOKE3_16048 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
06DC: set_train 40@ acc 20.0 
06DD: set_train 40@ speed 20.0 
015F: set_camera_position 2796.839 222.9677 10.7646 rotation 0.0 0.0 0.0 
0158: camera_on_car 40@ mode 15 switchstyle 2 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @SMOKE3_15802 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00AB: put_car $TEMPVAR_ACTOR_CAR at 2814.828 154.135 17.2 
0175: set_car $TEMPVAR_ACTOR_CAR Z_angle_to 9.0 
00AD: set_car $TEMPVAR_ACTOR_CAR max_speed_to 0.0 
0002: jump @SMOKE3_15832 

:SMOKE3_15802
00A1: put_actor $PLAYER_ACTOR at 2814.828 154.135 17.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 9.0 

:SMOKE3_15832
0001: wait 3000 ms 
02EB: restore_camera_with_jumpcut 
0001: wait 0 ms 
0006: 109@ = 1 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_15890 
0944: manipulate_weapon_camera $ACTOR_SMOKE 
05DE: AS_actor $ACTOR_SMOKE walk_around_ped_path 
00A0: store_actor $ACTOR_SMOKE position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:SMOKE3_15890
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 100.0 radius 100.0 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 35451 as 2 

:SMOKE3_15927
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SMOKE3_15953 
0001: wait 0 ms 
0002: jump @SMOKE3_15927 

:SMOKE3_15953
00BC: show_text_highpriority GXT 'SMO3_MC' time 4000 flag 1  // ~z~All we had to do, was follow the damn train, CJ!
03D1: play_wav 2 

:SMOKE3_15973
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SMOKE3_15999 
0001: wait 0 ms 
0002: jump @SMOKE3_15973 

:SMOKE3_15999
00BE: text_clear_all 
040D: unload_wav 2 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
009B: destroy_actor $ACTOR_SMOKE 
00BC: show_text_highpriority GXT 'SMK3_20' time 10000 flag 1  // ~r~They got away!
0002: jump @SMOKE3_20097 

:SMOKE3_16048
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @SMOKE3_16921 
00D6: if 
06EE:   actor $ACTOR_SMOKE in_group $PLAYER_GROUP 
004D: jump_if_false @SMOKE3_16921 
00D6: if 
0449:   actor $ACTOR_SMOKE in_a_car 
004D: jump_if_false @SMOKE3_16921 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @SMOKE3_16921 
0050: gosub @SMOKE3_19795 
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @SMOKE3_16198 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_16198 
04AF: 128@ = 35420 // = constant 
05AA: 129@s = 'SMO3_CA' // @s = 'short'  // ~z~Follow that train!
0050: gosub @SMOKE3_19753 
0006: 33@ = 0 

:SMOKE3_16198
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @SMOKE3_16291 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_16291 
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @SMOKE3_16291 
04AF: 128@ = 35429 // = constant 
05AA: 129@s = 'SMO3_EB' // @s = 'short'  // ~z~Get me close, CJ. I'm about to pop these fools.
0050: gosub @SMOKE3_19753 
0006: 33@ = 0 

:SMOKE3_16291
00D6: if 
0039:   110@ == 2 
004D: jump_if_false @SMOKE3_16412 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_16412 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SMOKE3_16412 
00D6: if 
0202:   actor $ACTOR_SMOKE near_car 40@ radius 50.0 50.0 sphere 0 
004D: jump_if_false @SMOKE3_16412 
04AF: 128@ = 35428 // = constant 
05AA: 129@s = 'SMO3_EA' // @s = 'short'  // ~z~Roll up on them CJ, so I can get a shot!
0006: 117@ = 1 
0050: gosub @SMOKE3_19753 

:SMOKE3_16412
00D6: if 
0039:   110@ == 3 
004D: jump_if_false @SMOKE3_16526 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_16526 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @SMOKE3_16526 
00D6: if 
0202:   actor $ACTOR_SMOKE near_car 41@ radius 165.0 165.0 sphere 0 
004D: jump_if_false @SMOKE3_16526 
04AF: 128@ = 35431 // = constant 
05AA: 129@s = 'SMO3_FA' // @s = 'short'  // ~z~Oh fuck! An on-coming train!
0050: gosub @SMOKE3_19753 

:SMOKE3_16526
00D6: if 
0039:   110@ == 4 
004D: jump_if_false @SMOKE3_16631 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_16631 
00D6: if 
00EC:   actor $ACTOR_SMOKE sphere 0 near_point 2180.22 -689.43 radius 60.0 60.0 
004D: jump_if_false @SMOKE3_16631 
04AF: 128@ = 35437 // = constant 
05AA: 129@s = 'SMO3_HA' // @s = 'short'  // ~z~Take the high road on the right, CJ!
0050: gosub @SMOKE3_19753 

:SMOKE3_16631
00D6: if 
0039:   110@ == 5 
004D: jump_if_false @SMOKE3_16752 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_16752 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @SMOKE3_16752 
00D6: if 
0202:   actor $ACTOR_SMOKE near_car 41@ radius 100.0 100.0 sphere 0 
004D: jump_if_false @SMOKE3_16752 
04AF: 128@ = 35433 // = constant 
05AA: 129@s = 'SMO3_FC' // @s = 'short'  // ~z~Look the fuck out, CJ! The train!
0050: gosub @SMOKE3_19753 
0006: 33@ = 0 

:SMOKE3_16752
00D6: if 
0039:   110@ == 6 
004D: jump_if_false @SMOKE3_16921 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_16921 
00D6: if 
0019:   33@ > 11000 
004D: jump_if_false @SMOKE3_16921 
04AF: 128@ = 35430 // = constant 
05AA: 129@s = 'SMO3_EC' // @s = 'short'  // ~z~Move this shit, man I'm gonna ice these fools, man.
00D6: if 
03CA:   object 53@ exists 
004D: jump_if_false @SMOKE3_16868 
00D6: if 
82CC:   not object 53@ bounding_sphere_visible 
004D: jump_if_false @SMOKE3_16868 
0108: destroy_object 53@ 

:SMOKE3_16868
0249: release_model #IMY_TRACK_BARRIER 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_16914 
00D6: if 
001B:   3 > 116@ 
004D: jump_if_false @SMOKE3_16914 
02E2: set_actor $ACTOR_SMOKE weapon_accuracy_to 85 

:SMOKE3_16914
0050: gosub @SMOKE3_19753 

:SMOKE3_16921
00D6: if 
0039:   80@ == 3 
004D: jump_if_false @SMOKE3_18401 
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @SMOKE3_18401 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @SMOKE3_17005 
040D: unload_wav 1 
03CF: load_wav 35460 as 1 
01C4: remove_references_to_object 53@ // This object will now disappear when the player looks away 
0249: release_model #IMY_TRACK_BARRIER 
0006: 113@ = 1 

:SMOKE3_17005
00D6: if 
0039:   113@ == 1 
004D: jump_if_false @SMOKE3_17065 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SMOKE3_17065 
00BC: show_text_highpriority GXT 'SMO3_PC' time 4000 flag 1  // ~z~Hey, let's get outta here before the cops show, man.
03D1: play_wav 1 
0006: 113@ = 2 

:SMOKE3_17065
00D6: if 
0039:   113@ == 2 
004D: jump_if_false @SMOKE3_17118 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE3_17118 
00BE: text_clear_all 
040D: unload_wav 1 
0006: 113@ = 3 
0006: 33@ = 0 

:SMOKE3_17118
00D6: if 
0039:   113@ == 3 
004D: jump_if_false @SMOKE3_17185 
00D6: if 
0019:   33@ > 500 
004D: jump_if_false @SMOKE3_17185 
00BC: show_text_highpriority GXT 'SMK3_22' time 6000 flag 1  // ~s~Take Big Smoke back to his ~y~house~s~.
0006: 33@ = 0 
0006: 113@ = 4 

:SMOKE3_17185
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_17839 
00D6: if 
0039:   113@ == 4 
004D: jump_if_false @SMOKE3_17839 
00D6: if 
06EE:   actor $ACTOR_SMOKE in_group $PLAYER_GROUP 
004D: jump_if_false @SMOKE3_17839 
00D6: if 
0449:   actor $ACTOR_SMOKE in_a_car 
004D: jump_if_false @SMOKE3_17839 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @SMOKE3_17839 
0050: gosub @SMOKE3_19795 
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @SMOKE3_17370 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_17370 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @SMOKE3_17370 
04AF: 128@ = 35477 // = constant 
05AA: 129@s = 'SMO3_RA' // @s = 'short'  // ~z~Was it always like this?
0050: gosub @SMOKE3_19753 
0006: 33@ = 0 

:SMOKE3_17370
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @SMOKE3_17437 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_17437 
04AF: 128@ = 35478 // = constant 
05AA: 129@s = 'SMO3_RB' // @s = 'short'  // ~z~Was what always like this?
0050: gosub @SMOKE3_19753 

:SMOKE3_17437
00D6: if 
0039:   110@ == 2 
004D: jump_if_false @SMOKE3_17504 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_17504 
04AF: 128@ = 35479 // = constant 
05AA: 129@s = 'SMO3_RC' // @s = 'short'  // ~z~Always fucked up around here. Or is it because of the drugs?
0050: gosub @SMOKE3_19753 

:SMOKE3_17504
00D6: if 
0039:   110@ == 3 
004D: jump_if_false @SMOKE3_17571 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_17571 
04AF: 128@ = 35480 // = constant 
05AA: 129@s = 'SMO3_RD' // @s = 'short'  // ~z~What you think, man?
0050: gosub @SMOKE3_19753 

:SMOKE3_17571
00D6: if 
0039:   110@ == 4 
004D: jump_if_false @SMOKE3_17638 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_17638 
04AF: 128@ = 35481 // = constant 
05AA: 129@s = 'SMO3_RE' // @s = 'short'  // ~z~I don't know. That's why I'm asking you.
0050: gosub @SMOKE3_19753 

:SMOKE3_17638
00D6: if 
0039:   110@ == 5 
004D: jump_if_false @SMOKE3_17705 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_17705 
04AF: 128@ = 35482 // = constant 
05AA: 129@s = 'SMO3_RF' // @s = 'short'  // ~z~Yo, eh eh, don't ask a wise man, friend. Ask a fool.
0050: gosub @SMOKE3_19753 

:SMOKE3_17705
00D6: if 
0039:   110@ == 6 
004D: jump_if_false @SMOKE3_17772 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_17772 
04AF: 128@ = 35483 // = constant 
05AA: 129@s = 'SMO3_RG' // @s = 'short'  // ~z~That's what I was doing.
0050: gosub @SMOKE3_19753 

:SMOKE3_17772
00D6: if 
0039:   110@ == 7 
004D: jump_if_false @SMOKE3_17839 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_17839 
04AF: 128@ = 35484 // = constant 
05AA: 129@s = 'SMO3_RH' // @s = 'short'  // ~z~Well, if you're going to make this thing personal, I ain't speaking on it no more.
0050: gosub @SMOKE3_19753 

:SMOKE3_17839
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @SMOKE3_18362 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_18362 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 1 near_point 2061.68 -1694.71 radius 4.0 4.0 
004D: jump_if_false @SMOKE3_18362 
00D6: if 
00EC:   actor $ACTOR_SMOKE sphere 0 near_point 2061.68 -1694.71 radius 4.0 4.0 
004D: jump_if_false @SMOKE3_18362 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 
02A3: enable_widescreen 1 
0006: 113@ = 5 
040D: unload_wav 1 
040D: unload_wav 2 

:SMOKE3_17982
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_18006 
0001: wait 0 ms 
0002: jump @SMOKE3_17982 

:SMOKE3_18006
0792: disembark_instantly_actor $PLAYER_ACTOR 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_18051 
06C9: remove_actor $ACTOR_SMOKE from_group 
0792: disembark_instantly_actor $ACTOR_SMOKE 
01B9: set_actor $ACTOR_SMOKE armed_weapon_to 0 

:SMOKE3_18051
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SMOKE3_18104 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2060.325 -1694.805 12.5547 
0173: set_actor $PLAYER_ACTOR Z_angle_to 91.3046 
0002: jump @SMOKE3_18134 

:SMOKE3_18104
00A1: put_actor $PLAYER_ACTOR at 2060.325 -1694.805 12.5547 
0173: set_actor $PLAYER_ACTOR Z_angle_to 91.3046 

:SMOKE3_18134
00D6: if 
00DF:   actor $ACTOR_SMOKE driving 
004D: jump_if_false @SMOKE3_18187 
0362: remove_actor $ACTOR_SMOKE from_car_and_place_at 2057.75 -1694.79 12.554 
0173: set_actor $ACTOR_SMOKE Z_angle_to 273.188 
0002: jump @SMOKE3_18217 

:SMOKE3_18187
00A1: put_actor $ACTOR_SMOKE at 2057.75 -1694.79 12.554 
0173: set_actor $ACTOR_SMOKE Z_angle_to 273.188 

:SMOKE3_18217
0395: clear_area 1 at 2057.75 -1694.79 100.0 radius 100.0 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @SMOKE3_18287 
00AB: put_car 54@ at 2060.3 -1697.975 9.0 
0175: set_car 54@ Z_angle_to 88.04 

:SMOKE3_18287
04ED: load_animation "GANGS" 
03CF: load_wav 35485 as 1 
03CF: load_wav 35486 as 2 
038B: load_requested_models 

:SMOKE3_18316
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @SMOKE3_18355 
0001: wait 0 ms 
0002: jump @SMOKE3_18316 

:SMOKE3_18355
0006: 80@ = 4 

:SMOKE3_18362
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_18401 
00BC: show_text_highpriority GXT 'SMK3_21' time 5000 flag 1  // ~r~Big Smoke died!
0002: jump @SMOKE3_20097 

:SMOKE3_18401
00D6: if 
0039:   80@ == 4 
004D: jump_if_false @SMOKE3_19143 
015F: set_camera_position 2061.814 -1692.773 13.1148 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2061.089 -1693.453 13.2238 switchstyle 2 
016A: fade 1 time 500 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_18564 
0605: actor $ACTOR_SMOKE perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
03D1: play_wav 1 
0967: actor $ACTOR_SMOKE move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'SMO3_SA' time 4000 flag 1  // ~z~Hey, you better clear out, CJ.

:SMOKE3_18564
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SMOKE3_18590 
0001: wait 0 ms 
0002: jump @SMOKE3_18564 

:SMOKE3_18590
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 35487 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO3_SB' time 4000 flag 1  // ~z~I don't want those C.R.A.S.H.fools trying to pull you into some shit!
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_18677 
0605: actor $ACTOR_SMOKE perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:SMOKE3_18677
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SMOKE3_18703 
0001: wait 0 ms 
0002: jump @SMOKE3_18677 

:SMOKE3_18703
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_18729 
0687: clear_actor $ACTOR_SMOKE task 
0968: actor $ACTOR_SMOKE stop_mouth 

:SMOKE3_18729
040D: unload_wav 2 
00BE: text_clear_all 
03CF: load_wav 35488 as 2 
015F: set_camera_position 2055.851 -1692.644 14.0837 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2056.581 -1693.324 14.0171 switchstyle 2 

:SMOKE3_18795
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SMOKE3_18821 
0001: wait 0 ms 
0002: jump @SMOKE3_18795 

:SMOKE3_18821
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO3_SC' time 5000 flag 1  // ~z~Alright, homie. You be careful with those cats.
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SMOKE3_18877
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SMOKE3_18903 
0001: wait 0 ms 
0002: jump @SMOKE3_18877 

:SMOKE3_18903
00BE: text_clear_all 

:SMOKE3_18905
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SMOKE3_18931 
0001: wait 0 ms 
0002: jump @SMOKE3_18905 

:SMOKE3_18931
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO3_SD' time 5000 flag 1  // ~z~I'm gonna see you later.

:SMOKE3_18951
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SMOKE3_18977 
0001: wait 0 ms 
0002: jump @SMOKE3_18951 

:SMOKE3_18977
016A: fade 0 time 1500 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_19048 
05D3: AS_actor $ACTOR_SMOKE goto_point 2058.027 -1697.166 13.55 mode 4 time -1 ms // versionA 
05D3: AS_actor $PLAYER_ACTOR goto_point 2072.723 -1694.359 13.55 mode 4 time -1 ms // versionA 

:SMOKE3_19048
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_19072 
0001: wait 0 ms 
0002: jump @SMOKE3_19048 

:SMOKE3_19072
009B: destroy_actor $ACTOR_SMOKE 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2072.723 -1694.359 12.54 
0173: set_actor $PLAYER_ACTOR Z_angle_to 272.637 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 time 500 
00BE: text_clear_all 
0002: jump @SMOKE3_20115 

:SMOKE3_19143
00D6: if or
0039:   80@ == 2 
0039:   80@ == 3 
004D: jump_if_false @SMOKE3_19746 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_19746 
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @SMOKE3_19327 
00D6: if 
86EE:   not actor $ACTOR_SMOKE in_group $PLAYER_GROUP 
004D: jump_if_false @SMOKE3_19327 
00BC: show_text_highpriority GXT 'SMK3_18' time 5000 flag 1  // ~s~You left ~b~Big Smoke ~s~behind go get him!
0187: 118@ = create_marker_above_actor $ACTOR_SMOKE 
07E0: set_marker 118@ type_to 1 
00D6: if 
0039:   80@ == 2 
004D: jump_if_false @SMOKE3_19290 
0164: disable_marker 119@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 

:SMOKE3_19290
00D6: if 
0039:   80@ == 3 
004D: jump_if_false @SMOKE3_19320 
0164: disable_marker 124@ 
0006: 107@ = 0 

:SMOKE3_19320
0006: 95@ = 1 

:SMOKE3_19327
00D6: if 
0039:   95@ == 1 
004D: jump_if_false @SMOKE3_19746 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_SMOKE radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @SMOKE3_19746 
00D6: if 
02CB:   actor $ACTOR_SMOKE bounding_sphere_visible 
004D: jump_if_false @SMOKE3_19746 
00D6: if 
86EE:   not actor $ACTOR_SMOKE in_group $PLAYER_GROUP 
004D: jump_if_false @SMOKE3_19434 
0631: put_actor $ACTOR_SMOKE in_group $PLAYER_GROUP 
06F0: set_group $PLAYER_GROUP distance_limit_to 30.0 

:SMOKE3_19434
0164: disable_marker 118@ 
00D6: if 
0039:   80@ == 2 
004D: jump_if_false @SMOKE3_19569 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_19481 
0187: 119@ = create_marker_above_actor 34@ 

:SMOKE3_19481
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_19505 
0187: 120@ = create_marker_above_actor 35@ 

:SMOKE3_19505
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_19529 
0187: 121@ = create_marker_above_actor 36@ 

:SMOKE3_19529
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_19553 
0187: 122@ = create_marker_above_actor 37@ 

:SMOKE3_19553
00BC: show_text_highpriority GXT 'SMK3_3' time 5000 flag 1  // ~s~Chase down the ~r~Vagos gang members ~s~and take them out!

:SMOKE3_19569
00D6: if 
0039:   80@ == 3 
004D: jump_if_false @SMOKE3_19648 
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @SMOKE3_19648 
00BC: show_text_highpriority GXT 'SMK3_22' time 5000 flag 1  // ~s~Take Big Smoke back to his ~y~house~s~.
018A: 124@ = create_checkpoint_at 2061.68 -1694.71 12.554 
0006: 107@ = 1 

:SMOKE3_19648
00D6: if 
0039:   115@ == 2 
004D: jump_if_false @SMOKE3_19739 
00D6: if 
0039:   80@ == 3 
004D: jump_if_false @SMOKE3_19739 
018A: 124@ = create_checkpoint_at 2061.68 -1694.71 12.554 
0006: 107@ = 1 
0006: 109@ = 1 
0006: 110@ = 0 
0006: 111@ = 0 
0006: 115@ = 1 

:SMOKE3_19739
0006: 95@ = 0 

:SMOKE3_19746
0002: jump @SMOKE3_1289 

:SMOKE3_19753
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_19793 
03CF: load_wav 128@ as 1 
05AA: 126@s = 129@s // @s = 'short' 
0006: 111@ = 1 

:SMOKE3_19793
0051: return 

:SMOKE3_19795
00D6: if 
0039:   111@ == 1 
004D: jump_if_false @SMOKE3_19849 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SMOKE3_19849 
00BC: show_text_highpriority GXT 126@s time 4000 flag 1 
03D1: play_wav 1 
0006: 111@ = 2 

:SMOKE3_19849
00D6: if 
0039:   111@ == 2 
004D: jump_if_false @SMOKE3_19943 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE3_19943 
000A: 110@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
00D6: if 
0039:   117@ == 1 
004D: jump_if_false @SMOKE3_19936 
00BC: show_text_highpriority GXT 'SMK3_25' time 6000 flag 1  // ~s~Keep up with the front carriage of the train so Big Smoke can shoot the ~r~Vagos gang members~s~.
0006: 117@ = 2 

:SMOKE3_19936
0006: 111@ = 0 

:SMOKE3_19943
0051: return 

:SMOKE3_19945
0615: define_AS_pack_begin 62@ 
05BC: AS_actor -1 jump 1 
05D3: AS_actor -1 goto_point 1799.49 -1953.73 12.23 mode 6 time 50000 ms // versionA 
0616: define_AS_pack_end 62@ 
0618: assign_actor 61@ to_AS_pack 62@ 
061B: remove_references_to_AS_pack 62@ 
0051: return 

:SMOKE3_20002
0615: define_AS_pack_begin 63@ 
0638: AS_actor -1 stay_put 1 
0688: AS_actor -1 unknown_toggle_ped_threat_scanner 1 0 0 
0616: define_AS_pack_end 63@ 
0618: assign_actor 61@ to_AS_pack 63@ 
061B: remove_references_to_AS_pack 63@ 
0051: return 

:SMOKE3_20043
0615: define_AS_pack_begin 65@ 
0638: AS_actor -1 stay_put 1 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @SMOKE3_20077 
05E2: AS_actor -1 kill_actor $ACTOR_SMOKE 

:SMOKE3_20077
0616: define_AS_pack_end 65@ 
0618: assign_actor 61@ to_AS_pack 65@ 
061B: remove_references_to_AS_pack 65@ 
0051: return 

:SMOKE3_20097
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:SMOKE3_20115
0008: $SMOKE_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'SMOKE_3'  // Wrong Side of the Tracks
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0394: play_music 1 
0998: add_respect 50 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:SMOKE3_20170
0004: $ONMISSION = 0 
02EB: restore_camera_with_jumpcut 
09AD: set_vehicle_camera_mode 2 
01C4: remove_references_to_object 53@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 52@ // This object will now disappear when the player looks away 
0249: release_model #IMY_TRACK_BARRIER 
0A45: set_rail_tracks_friction_to -1.0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SMOKE3_20232 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 

:SMOKE3_20232
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @SMOKE3_20255 
053F: set_car 54@ tires_vulnerability 1 

:SMOKE3_20255
06DA: reset_train_directions 
06D7: enable_train_traffic 1 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
034F: destroy_actor_with_fade 34@ 
034F: destroy_actor_with_fade 35@ 
034F: destroy_actor_with_fade 36@ 
034F: destroy_actor_with_fade 37@ 
034F: destroy_actor_with_fade $ACTOR_SMOKE 
01E7: remove_forbidden_for_cars_cube_cornerA 2261.14 -1141.45 18.0 cornerB 2308.19 -1156.38 35.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2270.69 -1391.75 20.28 cornerB 2315.81 -1375.58 26.88 
01E7: remove_forbidden_for_cars_cube_cornerA 2268.75 -1390.8 20.86 cornerB 2330.03 -1375.53 23.1 
01E7: remove_forbidden_for_cars_cube_cornerA 2257.3 -1491.95 20.63 cornerB 2299.7 -1477.32 26.12 
01E7: remove_forbidden_for_cars_cube_cornerA 2235.25 -1656.59 12.68 cornerB 2176.75 -1629.89 15.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2221.43 -1721.07 10.09 cornerB 2174.01 -172.72 15.73 
01E7: remove_forbidden_for_cars_cube_cornerA 2234.09 -1723.3 14.0 cornerB 2178.22 -1742.47 10.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2261.14 -1141.45 18.0 cornerB 2308.19 -1156.38 35.0 
01E7: remove_forbidden_for_cars_cube_cornerA 1956.91 -1936.01 10.07 cornerB 1965.61 -1978.99 14.45 
01E7: remove_forbidden_for_cars_cube_cornerA 2181.3 -1892.0 10.0 cornerB 2222.36 -1897.71 15.0 
0249: release_model #LSV1 
0249: release_model #LSV2 
0249: release_model #LSV3 
0249: release_model #MP5LNG 
0249: release_model #COLT45 
0249: release_model #NRG500 
0249: release_model #STREAK 
0249: release_model #STREAKC 
0249: release_model #IMMMCRAN 
0249: release_model #ESPERANT 
0249: release_model #PEREN 
0249: release_model #TEC9 
0249: release_model #TRNTRK8_LAS 
0296: unload_special_actor 1 
04EF: release_animation "TRAIN" 
04EF: release_animation "GANGS" 
0164: disable_marker 118@ 
0164: disable_marker 119@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 
0164: disable_marker 123@ 
0164: disable_marker 124@ 
0164: disable_marker 125@ 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SMOKE3_20767 
09CF: set_train 40@ stop_at_stations 1 

:SMOKE3_20767
09F0: restore_behind_camera_autoposition_mode_for_all_car_models 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @SMOKE3_20822 
0224: set_car 54@ health_to 1000 
053F: set_car 54@ tires_vulnerability 1 
02AC: set_car 54@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:SMOKE3_20822
01B7: release_weather 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_20855 
0224: set_car 78@ health_to 1000 
053F: set_car 78@ tires_vulnerability 1 

:SMOKE3_20855
01C3: remove_references_to_car 54@ 
01C3: remove_references_to_car 78@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 30---------------
// Originally: Just Business

:DRUGS1
03A4: name_thread 'DRUGS1' 
0050: gosub @DRUGS1_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DRUGS1_38 
0050: gosub @DRUGS1_52025 

:DRUGS1_38
0050: gosub @DRUGS1_52103 
004E: end_thread 

:DRUGS1_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0001: wait 0 ms 
054C: use_GXT_table 'SMOKE4' 
0395: clear_area 1 at 2060.0 -1694.0 50.0 radius 50.0 
01B6: set_weather 16 
0247: load_model #LAE_SMOKECUTSCENE 

:DRUGS1_104
00D6: if 
8248:   not model #LAE_SMOKECUTSCENE available 
004D: jump_if_false @DRUGS1_131 
0001: wait 0 ms 
0002: jump @DRUGS1_104 

:DRUGS1_131
029B: 290@ = init_object #LAE_SMOKECUTSCENE at 2055.0 -1695.0 15.0 
02E4: load_cutscene_data 'SMOKE4A' 

:DRUGS1_165
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DRUGS1_189 
0001: wait 0 ms 
0002: jump @DRUGS1_165 

:DRUGS1_189
02E7: start_cutscene 
016A: fade 1 time 1000 

:DRUGS1_198
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DRUGS1_222 
0001: wait 0 ms 
0002: jump @DRUGS1_198 

:DRUGS1_222
016A: fade 0 time 0 

:DRUGS1_228
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS1_252 
0001: wait 0 ms 
0002: jump @DRUGS1_228 

:DRUGS1_252
02EA: end_cutscene 
0249: release_model #LAE_SMOKECUTSCENE 
0108: destroy_object 290@ 
0169: set_fade_color_RGB 0 0 0 
0001: wait 500 ms 
0247: load_model #PEREN 
0247: load_model #WFYRI 
0247: load_model #WFYST 
0247: load_model #MAFFA 
0247: load_model #MAFFB 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
03CF: load_wav 35802 as 2 
038B: load_requested_models 

:DRUGS1_322
00D6: if or
8248:   not model #PEREN available 
8248:   not model #MAFFA available 
8248:   not model #MAFFA available 
8248:   not model #WFYRI available 
8248:   not model #WFYST available 
004D: jump_if_false @DRUGS1_365 
0001: wait 0 ms 
0002: jump @DRUGS1_322 

:DRUGS1_365
00D6: if or
823D:   not special_actor 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS1_395 
0001: wait 0 ms 
0002: jump @DRUGS1_365 

:DRUGS1_395
0006: 90@ = 0 
0004: $6898 = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 96@ = 0 
0006: 97@ = 0 
0006: 98@ = 0 
0006: 99@ = 0 
0006: 100@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 108@ = 0 
0006: 109@ = 0 
0006: 110@ = 0 
0006: 111@ = 0 
0006: 112@ = 0 
0006: 113@ = 0 
0006: 114@ = 0 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
0006: 118@ = 0 
0006: 119@ = 0 
0006: 120@ = 0 
0006: 121@ = 0 
0006: 122@ = 0 
0006: 123@ = 0 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 282@ = 0 
0006: 283@ = 0 
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 242@ = 0 
0006: 243@ = 0 
0006: 244@ = 0 
0006: 245@ = 0 
0006: 246@ = 0 
0006: 247@ = 0 
0006: 248@ = 0 
0006: 249@ = 0 
0006: 250@ = 0 
0006: 251@ = 0 
0006: 252@ = 0 
0006: 253@ = 0 
0006: 254@ = 0 
0006: 255@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 
0006: 264@ = 0 
0006: 265@ = 0 
0006: 266@ = 0 
0006: 267@ = 0 
0006: 268@ = 0 
0006: 269@ = 0 
0006: 270@ = 0 
0006: 271@ = 0 
0006: 272@ = 0 
0006: 273@ = 0 
0006: 274@ = 0 
0006: 275@ = 0 
0006: 276@ = 0 
0006: 277@ = 0 
0006: 278@ = 0 
0006: 279@ = 0 
0006: 280@ = 0 
0006: 281@ = 0 
0006: 284@ = 0 
0006: 285@ = 0 
0006: 286@ = 0 
0006: 287@ = 0 
060A: create_decision_maker_type 0 store_to 35@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 36@ // decision\allowed\m_.ped files 
0709: set_decision_maker 36@ on_event 49 taskID 311 respect 0.0 hate 100.0 like 100.0 dislike 100.0 in_car 0 on_foot 1 // see *.ped files 
0395: clear_area 1 at 2077.58 -1695.929 150.0 radius 150.0 
0674: set_car_model #PEREN numberplate "_A2TMFK_" 
00A5: 34@ = create_car #PEREN at 2058.86 -1694.612 12.297 
041E: set_radio_station 5 
0229: set_car 34@ primary_color_to 0 secondary_color_to 0 
0175: set_car 34@ Z_angle_to 271.822 
0224: set_car 34@ health_to 1000 
01C8: $ACTOR_SMOKE = create_actor_pedtype 23 model #SPECIAL01 in_car 34@ passenger_seat 0 
09F6: set_actor $ACTOR_SMOKE unjackable_through_driver_seat 0 
09B5: set_actor $ACTOR_SMOKE signal_after_kill 0 
0223: set_actor $ACTOR_SMOKE health_to 500 
0446: set_actor $ACTOR_SMOKE dismemberment_possible 0 
0568: set_actor $ACTOR_SMOKE untargetable 1 
060B: set_actor $ACTOR_SMOKE decision_maker_to 35@ 
039E: set_actor $ACTOR_SMOKE locked 1 while_in_car 
0526: set_actor $ACTOR_SMOKE stay_in_car_when_jacked 1 
0828: set_max_fire_generations 1 
036A: put_actor $PLAYER_ACTOR in_car 34@ 
03C7: set_sensitivity_to_crime 0.0 
06D0: enable_emergency_traffic 0 
016A: fade 1 time 1500 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0489: set_actor $PLAYER_ACTOR muted 1 
01E8: create_forbidden_for_cars_cube_cornerA 1694.12 -1604.33 5.0 cornerB 1805.94 -1593.12 15.0 
00BC: show_text_highpriority GXT 'DGS1_1' time 6000 flag 1  // ~s~Take Big Smoke ~s~to ~y~Downtown~s~.
0006: 33@ = 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:DRUGS1_1348
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @DRUGS1_1374 
0002: jump @DRUGS1_52043 

:DRUGS1_1374
00D6: if 
8019:   not  280@ > 7 
004D: jump_if_false @DRUGS1_1431 
00D6: if 
0118:   actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_1431 
00BC: show_text_highpriority GXT 'DGS1_60' time 7000 flag 1  // ~r~Smoke died!
0002: jump @DRUGS1_52025 

:DRUGS1_1431
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @DRUGS1_9251 
00D6: if 
0039:   90@ == 11 
004D: jump_if_false @DRUGS1_1567 
00D6: if 
001A:   6 > $6898 
004D: jump_if_false @DRUGS1_1567 
00D6: if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1744.2 -1686.68 cornerB 1698.34 -1616.4 
004D: jump_if_false @DRUGS1_1567 
00D6: if 
82CB:   not actor $ACTOR_SMOKE bounding_sphere_visible 
004D: jump_if_false @DRUGS1_1567 
0321: AS_actor $ACTOR_SMOKE die_headshotted 
00BC: show_text_highpriority GXT 'DGS1_3' time 7000 flag 1  // ~r~You left Smoke alone and he died! Next time stick a bit closer!
0002: jump @DRUGS1_52025 

:DRUGS1_1567
00D6: if 
0039:   90@ == 0 
004D: jump_if_false @DRUGS1_1698 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_1698 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRUGS1_1698 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DRUGS1_1698 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DRUGS1_1698 
018A: 88@ = create_checkpoint_at 1722.568 -1597.92 12.405 
00BC: show_text_highpriority GXT 'DGS1_1' time 10000 flag 1  // ~s~Take Big Smoke ~s~to ~y~Downtown~s~.
0006: 90@ = 1 

:DRUGS1_1698
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @DRUGS1_1986 
00D6: if or
0039:   90@ == 1 
0039:   90@ == 100 
004D: jump_if_false @DRUGS1_1986 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @DRUGS1_1854 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRUGS1_1854 
00D6: if 
8448:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DRUGS1_1854 
0186: 87@ = create_marker_above_car 34@ 
07E0: set_marker 87@ type_to 1 
0164: disable_marker 88@ 
0006: 90@ = 100 
040D: unload_wav 1 
00BE: text_clear_all 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMOX_AC' time 2000 flag 1  // ~z~Get in the car!
0006: 91@ = 1 

:DRUGS1_1854
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @DRUGS1_1986 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRUGS1_1986 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DRUGS1_1986 
0164: disable_marker 87@ 
018A: 88@ = create_checkpoint_at 1722.568 -1597.92 12.405 
00BE: text_clear_all 
040D: unload_wav 2 
00D6: if 
0019:   282@ > 12 
004D: jump_if_false @DRUGS1_1972 
00BC: show_text_highpriority GXT 'DGS1_1' time 5000 flag 1  // ~s~Take Big Smoke ~s~to ~y~Downtown~s~.

:DRUGS1_1972
0006: 90@ = 1 
0006: 91@ = 0 

:DRUGS1_1986
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @DRUGS1_2968 
0050: gosub @DRUGS1_51642 
00D6: if 
0039:   282@ == 0 
004D: jump_if_false @DRUGS1_2097 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_2097 
00D6: if 
0019:   33@ > 6500 
004D: jump_if_false @DRUGS1_2097 
04AF: 239@ = 35600 // = constant 
05AA: 240@s = 'SMO4_AA' // @s = 'short'  // ~z~This better not be another cop errand, man.
0050: gosub @DRUGS1_51600 

:DRUGS1_2097
00D6: if 
0039:   282@ == 1 
004D: jump_if_false @DRUGS1_2164 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_2164 
04AF: 239@ = 35601 // = constant 
05AA: 240@s = 'SMO4_AB' // @s = 'short'  // ~z~Nah, man, this is strictly for the homies.
0050: gosub @DRUGS1_51600 

:DRUGS1_2164
00D6: if 
0039:   282@ == 2 
004D: jump_if_false @DRUGS1_2231 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_2231 
04AF: 239@ = 35602 // = constant 
05AA: 240@s = 'SMO4_AC' // @s = 'short'  // ~z~I gotta be honest with you, CJ. We could be gettin' into some heavy shit, baby.
0050: gosub @DRUGS1_51600 

:DRUGS1_2231
00D6: if 
0039:   282@ == 3 
004D: jump_if_false @DRUGS1_2298 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_2298 
04AF: 239@ = 35603 // = constant 
05AA: 240@s = 'SMO4_AD' // @s = 'short'  // ~z~What you into, Smoke?
0050: gosub @DRUGS1_51600 

:DRUGS1_2298
00D6: if 
0039:   282@ == 4 
004D: jump_if_false @DRUGS1_2365 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_2365 
04AF: 239@ = 35604 // = constant 
05AA: 240@s = 'SMO4_AE' // @s = 'short'  // ~z~Lot a shit 'bout to go down, Carl.
0050: gosub @DRUGS1_51600 

:DRUGS1_2365
00D6: if 
0039:   282@ == 5 
004D: jump_if_false @DRUGS1_2432 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_2432 
04AF: 239@ = 35605 // = constant 
05AA: 240@s = 'SMO4_AF' // @s = 'short'  // ~z~Families coming back, Ballas pushing base,
0050: gosub @DRUGS1_51600 

:DRUGS1_2432
00D6: if 
0039:   282@ == 6 
004D: jump_if_false @DRUGS1_2499 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_2499 
04AF: 239@ = 35606 // = constant 
05AA: 240@s = 'SMO4_AG' // @s = 'short'  // ~z~Russian cats with nothin' to lose about to bust some ass.
0050: gosub @DRUGS1_51600 

:DRUGS1_2499
00D6: if 
0039:   282@ == 7 
004D: jump_if_false @DRUGS1_2566 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_2566 
04AF: 239@ = 35607 // = constant 
05AA: 240@s = 'SMO4_AH' // @s = 'short'  // ~z~Russians?
0050: gosub @DRUGS1_51600 

:DRUGS1_2566
00D6: if 
0039:   282@ == 7 
004D: jump_if_false @DRUGS1_2633 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_2633 
04AF: 239@ = 35608 // = constant 
05AA: 240@s = 'SMO4_AJ' // @s = 'short'  // ~z~Yeah, yeah, you go figure.
0050: gosub @DRUGS1_51600 

:DRUGS1_2633
00D6: if 
0039:   282@ == 8 
004D: jump_if_false @DRUGS1_2700 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_2700 
04AF: 239@ = 35609 // = constant 
05AA: 240@s = 'SMO4_AK' // @s = 'short'  // ~z~Now all my life I been told to fear the Ruskies, but I ain't never even met one.
0050: gosub @DRUGS1_51600 

:DRUGS1_2700
00D6: if 
0039:   282@ == 9 
004D: jump_if_false @DRUGS1_2767 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_2767 
04AF: 239@ = 35610 // = constant 
05AA: 240@s = 'SMO4_AL' // @s = 'short'  // ~z~Then the wall comes down and we're all supposed to be friends.
0050: gosub @DRUGS1_51600 

:DRUGS1_2767
00D6: if 
0039:   282@ == 10 
004D: jump_if_false @DRUGS1_2834 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_2834 
04AF: 239@ = 35611 // = constant 
05AA: 240@s = 'SMO4_AM' // @s = 'short'  // ~z~Five minutes later, my cousin gets laid out by some Ruskie fresh off the boat.
0050: gosub @DRUGS1_51600 

:DRUGS1_2834
00D6: if 
0039:   282@ == 11 
004D: jump_if_false @DRUGS1_2901 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_2901 
04AF: 239@ = 35612 // = constant 
05AA: 240@s = 'SMO4_AN' // @s = 'short'  // ~z~For real?
0050: gosub @DRUGS1_51600 

:DRUGS1_2901
00D6: if 
0039:   282@ == 12 
004D: jump_if_false @DRUGS1_2968 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_2968 
04AF: 239@ = 35613 // = constant 
05AA: 240@s = 'SMO4_AO' // @s = 'short'  // ~z~For real!
0050: gosub @DRUGS1_51600 

:DRUGS1_2968
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @DRUGS1_5137 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRUGS1_5137 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_5137 
00D6: if 
0448:   actor $ACTOR_SMOKE in_car 34@ 
004D: jump_if_false @DRUGS1_5137 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DRUGS1_5137 
00D6: if 
01AF:   car 34@ sphere 1 in_sphere 1722.568 -1597.92 12.45 radius 4.0 4.0 5.0 
004D: jump_if_false @DRUGS1_5137 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08E7: disable_entrance_markers 1 
01F0: set_max_wanted_level_to 0 
0006: 122@ = 0 
0395: clear_area 1 at 1722.568 -1597.92 300.0 radius 300.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
015F: set_camera_position 1711.449 -1576.924 30.3531 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1711.628 -1577.821 29.9486 switchstyle 2 
0633: AS_actor $ACTOR_SMOKE exit_car 
0633: AS_actor $PLAYER_ACTOR exit_car 
016A: fade 0 time 2000 

:DRUGS1_3236
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS1_3260 
0001: wait 0 ms 
0002: jump @DRUGS1_3236 

:DRUGS1_3260
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0247: load_model #M4 
0247: load_model #COLT45 
0247: load_model #MP5LNG 
04ED: load_animation "JST_BUISNESS" 
040D: unload_wav 1 
03CF: load_wav 35614 as 1 
040D: unload_wav 2 
03CF: load_wav 35615 as 2 
038B: load_requested_models 

:DRUGS1_3326
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #MP5LNG available 
84EE:   not animation "JST_BUISNESS" loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS1_3382 
0001: wait 0 ms 
0002: jump @DRUGS1_3326 

:DRUGS1_3382
00D6: if 
8248:   not model #MP5LNG available 
004D: jump_if_false @DRUGS1_3409 
0001: wait 0 ms 
0002: jump @DRUGS1_3382 

:DRUGS1_3409
009A: 37@ = create_actor_pedtype 24 model #WFYST at 1718.283 -1633.178 19.2035 
0489: set_actor 37@ muted 1 
0173: set_actor 37@ Z_angle_to 59.5412 
0812: AS_actor 37@ perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 37@ decision_maker_to 35@ 
0489: set_actor 37@ muted 1 
009A: 38@ = create_actor_pedtype 24 model #WFYST at 1717.72 -1633.952 19.2029 
0173: set_actor 38@ Z_angle_to 313.3566 
0489: set_actor 38@ muted 1 
0812: AS_actor 38@ perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 38@ decision_maker_to 35@ 
0489: set_actor 38@ muted 1 
009A: 39@ = create_actor_pedtype 24 model #WFYST at 1712.811 -1629.454 19.201 
0173: set_actor 39@ Z_angle_to 48.5227 
0489: set_actor 39@ muted 1 
0812: AS_actor 39@ perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 39@ decision_maker_to 35@ 
0489: set_actor 39@ muted 1 
009A: 40@ = create_actor_pedtype 24 model #WFYST at 1712.146 -1630.165 19.2003 
0173: set_actor 40@ Z_angle_to 322.1413 
0489: set_actor 40@ muted 1 
0812: AS_actor 40@ perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 40@ decision_maker_to 35@ 
0489: set_actor 40@ muted 1 
009A: 41@ = create_actor_pedtype 24 model #WFYST at 1732.528 -1627.45 19.2044 
0173: set_actor 41@ Z_angle_to 275.6598 
0489: set_actor 41@ muted 1 
0812: AS_actor 41@ perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 41@ decision_maker_to 35@ 
0489: set_actor 41@ muted 1 
009A: 42@ = create_actor_pedtype 24 model #MAFFA at 1729.973 -1649.115 19.274 
0173: set_actor 42@ Z_angle_to 11.051 
060B: set_actor 42@ decision_maker_to 35@ 
01B2: give_actor 42@ weapon 29 ammo 9999 // Load the weapon model before using this 
0860: link_actor 42@ to_interior 18 
0223: set_actor 42@ health_to 35 
0187: 214@ = create_marker_above_actor 42@ 
018B: set_marker 214@ radar_mode 2 
0168: set_marker 214@ size 2 
0961: set_actor 42@ keep_tasks_after_cleanup 1 
009A: 43@ = create_actor_pedtype 24 model #MAFFB at 1729.971 -1657.139 19.278 
0173: set_actor 43@ Z_angle_to 21.106 
0223: set_actor 43@ health_to 10 
060B: set_actor 43@ decision_maker_to 35@ 
081A: set_actor 43@ weapon_skill_to 2 
01B2: give_actor 43@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 43@ weapon_accuracy_to 60 
0860: link_actor 43@ to_interior 18 
0187: 215@ = create_marker_above_actor 43@ 
018B: set_marker 215@ radar_mode 2 
0168: set_marker 215@ size 2 
0961: set_actor 43@ keep_tasks_after_cleanup 1 
07DD: set_actor 43@ attack_rate 50 // previously known as temper_to 
009A: 44@ = create_actor_pedtype 24 model #MAFFB at 1722.311 -1658.636 19.108 
0173: set_actor 44@ Z_angle_to 352.526 
060B: set_actor 44@ decision_maker_to 36@ 
081A: set_actor 44@ weapon_skill_to 2 
01B2: give_actor 44@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 44@ to_interior 18 
0187: 216@ = create_marker_above_actor 44@ 
018B: set_marker 216@ radar_mode 2 
0168: set_marker 216@ size 2 
0961: set_actor 44@ keep_tasks_after_cleanup 1 
009A: 45@ = create_actor_pedtype 24 model #MAFFA at 1712.399 -1657.463 19.26 
0223: set_actor 45@ health_to 10 
0173: set_actor 45@ Z_angle_to 323.108 
060B: set_actor 45@ decision_maker_to 36@ 
081A: set_actor 45@ weapon_skill_to 2 
01B2: give_actor 45@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 45@ to_interior 18 
02E2: set_actor 45@ weapon_accuracy_to 50 
0187: 217@ = create_marker_above_actor 45@ 
018B: set_marker 217@ radar_mode 2 
0168: set_marker 217@ size 2 
0961: set_actor 45@ keep_tasks_after_cleanup 1 
08AF: set_actor 45@ max_health_to 10 
0223: set_actor 45@ health_to 10 
07DD: set_actor 45@ attack_rate 50 // previously known as temper_to 
009A: 46@ = create_actor_pedtype 24 model #MAFFA at 1712.763 -1664.816 19.273 
0173: set_actor 46@ Z_angle_to 329.331 
060B: set_actor 46@ decision_maker_to 36@ 
01B2: give_actor 46@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 46@ weapon_accuracy_to 10 
08AF: set_actor 46@ max_health_to 10 
0223: set_actor 46@ health_to 10 
0860: link_actor 46@ to_interior 18 
0187: 218@ = create_marker_above_actor 46@ 
018B: set_marker 218@ radar_mode 2 
0168: set_marker 218@ size 2 
0961: set_actor 46@ keep_tasks_after_cleanup 1 
009A: 47@ = create_actor_pedtype 24 model #MAFFA at 1718.711 -1655.182 19.108 
0173: set_actor 47@ Z_angle_to 327.782 
060B: set_actor 47@ decision_maker_to 35@ 
081A: set_actor 47@ weapon_skill_to 2 
01B2: give_actor 47@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 47@ to_interior 18 
02E2: set_actor 47@ weapon_accuracy_to 60 
0187: 219@ = create_marker_above_actor 47@ 
018B: set_marker 219@ radar_mode 2 
0168: set_marker 219@ size 2 
0961: set_actor 47@ keep_tasks_after_cleanup 1 
009A: 48@ = create_actor_pedtype 24 model #MAFFB at 1701.8 -1650.28 19.26 
0173: set_actor 48@ Z_angle_to 265.623 
060B: set_actor 48@ decision_maker_to 35@ 
081A: set_actor 48@ weapon_skill_to 2 
01B2: give_actor 48@ weapon 22 ammo 9999 // Load the weapon model before using this 
08AF: set_actor 48@ max_health_to 150 
0223: set_actor 48@ health_to 150 
0860: link_actor 48@ to_interior 18 
0187: 220@ = create_marker_above_actor 48@ 
018B: set_marker 220@ radar_mode 2 
0168: set_marker 220@ size 2 
0961: set_actor 48@ keep_tasks_after_cleanup 1 
07DD: set_actor 48@ attack_rate 50 // previously known as temper_to 
009A: 51@ = create_actor_pedtype 24 model #MAFFB at 1719.6 -1671.764 22.741 
0223: set_actor 51@ health_to 5 
0173: set_actor 51@ Z_angle_to 11.45 
060B: set_actor 51@ decision_maker_to 35@ 
01B2: give_actor 51@ weapon 29 ammo 9999 // Load the weapon model before using this 
0856: set_actor 51@ enable_crouch 0 
0860: link_actor 51@ to_interior 18 
0187: 223@ = create_marker_above_actor 51@ 
018B: set_marker 223@ radar_mode 2 
0168: set_marker 223@ size 2 
0961: set_actor 51@ keep_tasks_after_cleanup 1 
009A: 52@ = create_actor_pedtype 24 model #MAFFB at 1701.897 -1668.039 19.23 
0173: set_actor 52@ Z_angle_to 276.178 
060B: set_actor 52@ decision_maker_to 35@ 
081A: set_actor 52@ weapon_skill_to 2 
01B2: give_actor 52@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 52@ to_interior 18 
02E2: set_actor 52@ weapon_accuracy_to 60 
0187: 224@ = create_marker_above_actor 52@ 
018B: set_marker 224@ radar_mode 2 
0168: set_marker 224@ size 2 
0961: set_actor 52@ keep_tasks_after_cleanup 1 
08AF: set_actor 52@ max_health_to 150 
0223: set_actor 52@ health_to 150 
009A: 53@ = create_actor_pedtype 24 model #MAFFA at 1725.037 -1672.69 22.735 
0173: set_actor 53@ Z_angle_to 127.283 
060B: set_actor 53@ decision_maker_to 35@ 
081A: set_actor 53@ weapon_skill_to 2 
01B2: give_actor 53@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 53@ weapon_accuracy_to 60 
0860: link_actor 53@ to_interior 18 
0187: 225@ = create_marker_above_actor 53@ 
018B: set_marker 225@ radar_mode 2 
0168: set_marker 225@ size 2 
0961: set_actor 53@ keep_tasks_after_cleanup 1 
07DD: set_actor 53@ attack_rate 50 // previously known as temper_to 
009A: 54@ = create_actor_pedtype 24 model #MAFFA at 1733.358 -1664.599 22.747 
0173: set_actor 54@ Z_angle_to 141.981 
060B: set_actor 54@ decision_maker_to 35@ 
081A: set_actor 54@ weapon_skill_to 2 
01B2: give_actor 54@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 54@ weapon_accuracy_to 50 
0860: link_actor 54@ to_interior 18 
0187: 226@ = create_marker_above_actor 54@ 
018B: set_marker 226@ radar_mode 2 
0168: set_marker 226@ size 2 
0961: set_actor 54@ keep_tasks_after_cleanup 1 
08AF: set_actor 54@ max_health_to 10 
0223: set_actor 54@ health_to 10 
0A0B: set_rendering_origin_at_3D_coord 1726.993 -1628.007 20.2 angle 8.98 
0A0B: set_rendering_origin_at_3D_coord 1726.993 -1628.007 20.2 angle 169.7 
0006: 90@ = 2 

:DRUGS1_5137
00D6: if 
0039:   90@ == 2 
004D: jump_if_false @DRUGS1_5401 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_5401 
00D6: if 
80DF:   not actor $ACTOR_SMOKE driving 
004D: jump_if_false @DRUGS1_5401 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRUGS1_5401 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $ACTOR_SMOKE 
00A1: put_actor $PLAYER_ACTOR at 1726.04 -1632.521 19.18 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
00A1: put_actor $ACTOR_SMOKE at 1726.815 -1633.001 19.18 
0173: set_actor $ACTOR_SMOKE Z_angle_to 180.0 
009A: 63@ = create_actor_pedtype 24 model #WFYRI at 1727.757 -1632.918 19.18 
0173: set_actor 63@ Z_angle_to 270.0 
060B: set_actor 63@ decision_maker_to 35@ 
0489: set_actor 63@ muted 1 
0006: 33@ = 0 
015F: set_camera_position 1728.489 -1633.539 20.16 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1726.404 -1632.053 20.279 switchstyle 2 
0006: 32@ = 0 
0006: 99@ = 1 
0006: 90@ = 8 

:DRUGS1_5401
00D6: if 
0039:   90@ == 8 
004D: jump_if_false @DRUGS1_6890 
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @DRUGS1_5472 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @DRUGS1_5472 
00BE: text_clear_all 
016A: fade 1 time 500 
0006: 99@ = 2 

:DRUGS1_5472
00D6: if 
0039:   99@ == 2 
004D: jump_if_false @DRUGS1_5710 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_5710 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS1_5710 
0619: enable_actor 63@ collision_detection 0 
0619: enable_actor $ACTOR_SMOKE collision_detection 0 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLAYER_01" IFP "JST_BUISNESS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $ACTOR_SMOKE perform_animation "SMOKE_01" IFP "JST_BUISNESS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor 63@ perform_animation "GIRL_01" IFP "JST_BUISNESS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0006: 33@ = 0 
0006: 93@ = 0 
0707: start_scene_skip_to @DRUGS1_6960 
0006: 99@ = 3 

:DRUGS1_5710
00D6: if 
0039:   99@ == 3 
004D: jump_if_false @DRUGS1_5849 
00D6: if 
0019:   33@ > 2066 
004D: jump_if_false @DRUGS1_5849 
015F: set_camera_position 1726.35 -1630.824 20.7289 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1726.411 -1631.822 20.7195 switchstyle 2 
03D1: play_wav 1 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_5826 
0967: actor $ACTOR_SMOKE move_mouth 10000 ms 

:DRUGS1_5826
00BC: show_text_highpriority GXT 'SMO4_BA' time 5000 flag 1  // ~z~Look Carl, before I walk in there I just need to know you down with this shit, man.
0006: 99@ = 4 

:DRUGS1_5849
00D6: if 
0039:   99@ == 4 
004D: jump_if_false @DRUGS1_6023 
00D6: if 
0019:   33@ > 4999 
004D: jump_if_false @DRUGS1_6023 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_6023 
015F: set_camera_position 1726.37 -1633.38 20.6705 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1726.416 -1632.381 20.6667 switchstyle 2 
00BE: text_clear_all 
03D1: play_wav 2 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_5979 
0968: actor $ACTOR_SMOKE stop_mouth 

:DRUGS1_5979
00BC: show_text_highpriority GXT 'SMO4_BB' time 5000 flag 1  // ~z~Look, Smoke, we go way back. We Groves, man!
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
040D: unload_wav 1 
03CF: load_wav 35616 as 1 
0006: 99@ = 5 

:DRUGS1_6023
00D6: if 
0039:   99@ == 5 
004D: jump_if_false @DRUGS1_6140 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS1_6140 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS1_6140 
0968: actor $PLAYER_ACTOR stop_mouth 
03D1: play_wav 1 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_6104 
0967: actor $ACTOR_SMOKE move_mouth 10000 ms 

:DRUGS1_6104
00BC: show_text_highpriority GXT 'SMO4_BC' time 5000 flag 1  // ~z~That's what I'm talking about, that's my dog!
040D: unload_wav 2 
03CF: load_wav 35617 as 2 
0006: 99@ = 6 

:DRUGS1_6140
00D6: if 
0039:   99@ == 6 
004D: jump_if_false @DRUGS1_6224 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_6224 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS1_6224 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_BD' time 5000 flag 1  // ~z~Hey look , if you hear shit start to pop off, come in there blasting, a'ight?
03CF: load_wav 35618 as 1 
0006: 99@ = 7 

:DRUGS1_6224
00D6: if 
0039:   99@ == 7 
004D: jump_if_false @DRUGS1_6468 
00D6: if 
0019:   33@ > 9999 
004D: jump_if_false @DRUGS1_6468 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS1_6468 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS1_6468 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS1_6468 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_6328 
0968: actor $ACTOR_SMOKE stop_mouth 

:DRUGS1_6328
0792: disembark_instantly_actor 63@ 
00A1: put_actor 63@ at 1732.785 -1633.043 19.2 
0173: set_actor 63@ Z_angle_to 0.0 
0812: AS_actor 63@ perform_animation "GIRL_02" IFP "JST_BUISNESS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO4_BE' time 3000 flag 1  // ~z~I'm down, dog.
041D: set_camera_near_clip 0.09 
0967: actor $PLAYER_ACTOR move_mouth 2000 ms 
040D: unload_wav 2 
03CF: load_wav 35619 as 2 
0006: 129@ = 1 
0006: 99@ = 8 

:DRUGS1_6468
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @DRUGS1_6513 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_6513 
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 129@ = 2 

:DRUGS1_6513
00D6: if 
0039:   99@ == 8 
004D: jump_if_false @DRUGS1_6678 
00D6: if 
0019:   33@ > 18500 
004D: jump_if_false @DRUGS1_6678 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS1_6678 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_6678 
015F: set_camera_position 1725.094 -1632.446 20.7074 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1726.091 -1632.391 20.6711 switchstyle 2 
041D: set_camera_near_clip 0.1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_BF' time 3000 flag 1  // ~z~Hey, baby, want company?
040D: unload_wav 1 
03CF: load_wav 35620 as 1 
0006: 99@ = 9 

:DRUGS1_6678
00D6: if 
0039:   99@ == 9 
004D: jump_if_false @DRUGS1_6758 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS1_6758 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS1_6758 
0968: actor $PLAYER_ACTOR stop_mouth 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO4_BG' time 5000 flag 1  // ~z~Motherfuckers!
0006: 99@ = 10 

:DRUGS1_6758
00D6: if 
0039:   99@ == 10 
004D: jump_if_false @DRUGS1_6890 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_6890 
00BE: text_clear_all 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_6890 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYER_01" 
004D: jump_if_false @DRUGS1_6890 
0613: 62@ = actor $PLAYER_ACTOR animation "PLAYER_01" time 
00D6: if 
0043:   62@ == 1.0 
004D: jump_if_false @DRUGS1_6890 
0006: 90@ = 10 
0006: 99@ = 11 

:DRUGS1_6890
00D6: if 
0039:   90@ == 10 
004D: jump_if_false @DRUGS1_9251 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @DRUGS1_9251 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_9251 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 93@ = 1 

:DRUGS1_6960
0701: end_scene_skip 
016A: fade 0 time 1000 

:DRUGS1_6969
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS1_6993 
0001: wait 0 ms 
0002: jump @DRUGS1_6969 

:DRUGS1_6993
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
04BB: select_interior 18 
03CB: set_rendering_origin_at 1722.81 -1658.54 20.19 
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @DRUGS1_8359 
00BE: text_clear_all 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
009B: destroy_actor 39@ 
009B: destroy_actor 40@ 
009B: destroy_actor 41@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
009B: destroy_actor 48@ 
009B: destroy_actor 51@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 
0249: release_model #WFYRI 
0249: release_model #WFYST 
00A6: destroy_car 34@ 
0249: release_model #PEREN 
009A: 42@ = create_actor_pedtype 24 model #MAFFA at 1729.973 -1649.115 19.274 
0173: set_actor 42@ Z_angle_to 11.051 
060B: set_actor 42@ decision_maker_to 35@ 
01B2: give_actor 42@ weapon 29 ammo 9999 // Load the weapon model before using this 
0860: link_actor 42@ to_interior 18 
0223: set_actor 42@ health_to 35 
0187: 214@ = create_marker_above_actor 42@ 
018B: set_marker 214@ radar_mode 2 
0168: set_marker 214@ size 2 
0961: set_actor 42@ keep_tasks_after_cleanup 1 
009A: 43@ = create_actor_pedtype 24 model #MAFFB at 1729.971 -1657.139 19.278 
0223: set_actor 43@ health_to 10 
0173: set_actor 43@ Z_angle_to 21.106 
060B: set_actor 43@ decision_maker_to 35@ 
081A: set_actor 43@ weapon_skill_to 2 
01B2: give_actor 43@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 43@ weapon_accuracy_to 60 
0860: link_actor 43@ to_interior 18 
0187: 215@ = create_marker_above_actor 43@ 
018B: set_marker 215@ radar_mode 2 
0168: set_marker 215@ size 2 
07DD: set_actor 43@ attack_rate 50 // previously known as temper_to 
0961: set_actor 43@ keep_tasks_after_cleanup 1 
009A: 44@ = create_actor_pedtype 24 model #MAFFB at 1722.311 -1658.636 19.108 
0173: set_actor 44@ Z_angle_to 352.526 
060B: set_actor 44@ decision_maker_to 36@ 
081A: set_actor 44@ weapon_skill_to 2 
01B2: give_actor 44@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 44@ to_interior 18 
0187: 216@ = create_marker_above_actor 44@ 
018B: set_marker 216@ radar_mode 2 
0168: set_marker 216@ size 2 
0961: set_actor 44@ keep_tasks_after_cleanup 1 
009A: 45@ = create_actor_pedtype 24 model #MAFFA at 1712.399 -1657.463 19.26 
0223: set_actor 45@ health_to 150 
0173: set_actor 45@ Z_angle_to 323.108 
060B: set_actor 45@ decision_maker_to 36@ 
081A: set_actor 45@ weapon_skill_to 2 
01B2: give_actor 45@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 45@ to_interior 18 
0187: 217@ = create_marker_above_actor 45@ 
018B: set_marker 217@ radar_mode 2 
0168: set_marker 217@ size 2 
02E2: set_actor 45@ weapon_accuracy_to 60 
0961: set_actor 45@ keep_tasks_after_cleanup 1 
08AF: set_actor 45@ max_health_to 150 
0223: set_actor 45@ health_to 150 
07DD: set_actor 45@ attack_rate 50 // previously known as temper_to 
009A: 46@ = create_actor_pedtype 24 model #MAFFA at 1712.763 -1664.816 19.273 
0173: set_actor 46@ Z_angle_to 329.331 
060B: set_actor 46@ decision_maker_to 36@ 
01B2: give_actor 46@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 46@ weapon_accuracy_to 70 
08AF: set_actor 46@ max_health_to 150 
0223: set_actor 46@ health_to 150 
0860: link_actor 46@ to_interior 18 
0187: 218@ = create_marker_above_actor 46@ 
018B: set_marker 218@ radar_mode 2 
0168: set_marker 218@ size 2 
0961: set_actor 46@ keep_tasks_after_cleanup 1 
009A: 47@ = create_actor_pedtype 24 model #MAFFA at 1718.711 -1655.182 19.108 
0173: set_actor 47@ Z_angle_to 327.782 
060B: set_actor 47@ decision_maker_to 35@ 
081A: set_actor 47@ weapon_skill_to 2 
01B2: give_actor 47@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 47@ to_interior 18 
0187: 219@ = create_marker_above_actor 47@ 
018B: set_marker 219@ radar_mode 2 
0168: set_marker 219@ size 2 
02E2: set_actor 47@ weapon_accuracy_to 60 
0961: set_actor 47@ keep_tasks_after_cleanup 1 
009A: 48@ = create_actor_pedtype 24 model #MAFFB at 1701.8 -1650.28 19.26 
0173: set_actor 48@ Z_angle_to 265.623 
060B: set_actor 48@ decision_maker_to 35@ 
081A: set_actor 48@ weapon_skill_to 2 
01B2: give_actor 48@ weapon 22 ammo 9999 // Load the weapon model before using this 
08AF: set_actor 48@ max_health_to 150 
0223: set_actor 48@ health_to 150 
0860: link_actor 48@ to_interior 18 
0187: 220@ = create_marker_above_actor 48@ 
018B: set_marker 220@ radar_mode 2 
0168: set_marker 220@ size 2 
0961: set_actor 48@ keep_tasks_after_cleanup 1 
07DD: set_actor 48@ attack_rate 60 // previously known as temper_to 
009A: 51@ = create_actor_pedtype 24 model #MAFFB at 1719.6 -1671.764 22.741 
0223: set_actor 51@ health_to 5 
0173: set_actor 51@ Z_angle_to 11.45 
060B: set_actor 51@ decision_maker_to 35@ 
01B2: give_actor 51@ weapon 29 ammo 9999 // Load the weapon model before using this 
0856: set_actor 51@ enable_crouch 0 
0860: link_actor 51@ to_interior 18 
0187: 223@ = create_marker_above_actor 51@ 
018B: set_marker 223@ radar_mode 2 
0168: set_marker 223@ size 2 
0961: set_actor 51@ keep_tasks_after_cleanup 1 
009A: 52@ = create_actor_pedtype 24 model #MAFFB at 1701.897 -1668.039 19.23 
0173: set_actor 52@ Z_angle_to 276.178 
060B: set_actor 52@ decision_maker_to 35@ 
081A: set_actor 52@ weapon_skill_to 2 
01B2: give_actor 52@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 52@ to_interior 18 
02E2: set_actor 52@ weapon_accuracy_to 60 
0187: 224@ = create_marker_above_actor 52@ 
018B: set_marker 224@ radar_mode 2 
0168: set_marker 224@ size 2 
0961: set_actor 52@ keep_tasks_after_cleanup 1 
08AF: set_actor 52@ max_health_to 150 
0223: set_actor 52@ health_to 150 
009A: 53@ = create_actor_pedtype 24 model #MAFFA at 1725.037 -1672.69 22.735 
0173: set_actor 53@ Z_angle_to 127.283 
060B: set_actor 53@ decision_maker_to 35@ 
081A: set_actor 53@ weapon_skill_to 2 
01B2: give_actor 53@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 53@ weapon_accuracy_to 60 
0860: link_actor 53@ to_interior 18 
0187: 225@ = create_marker_above_actor 53@ 
018B: set_marker 225@ radar_mode 2 
0168: set_marker 225@ size 2 
0961: set_actor 53@ keep_tasks_after_cleanup 1 
07DD: set_actor 53@ attack_rate 50 // previously known as temper_to 
009A: 54@ = create_actor_pedtype 24 model #MAFFA at 1733.358 -1664.599 22.747 
0173: set_actor 54@ Z_angle_to 141.981 
060B: set_actor 54@ decision_maker_to 35@ 
081A: set_actor 54@ weapon_skill_to 2 
01B2: give_actor 54@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 54@ weapon_accuracy_to 65 
0860: link_actor 54@ to_interior 18 
0187: 226@ = create_marker_above_actor 54@ 
018B: set_marker 226@ radar_mode 2 
0168: set_marker 226@ size 2 
0961: set_actor 54@ keep_tasks_after_cleanup 1 
08AF: set_actor 54@ max_health_to 150 
0223: set_actor 54@ health_to 150 

:DRUGS1_8359
00D6: if 
0038:   $6898 == 0 
004D: jump_if_false @DRUGS1_8626 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_8626 
0792: disembark_instantly_actor $ACTOR_SMOKE 
0619: enable_actor $ACTOR_SMOKE collision_detection 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0968: actor $ACTOR_SMOKE stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 
00A1: put_actor $ACTOR_SMOKE at 1727.884 -1641.127 19.2323 
0173: set_actor $ACTOR_SMOKE Z_angle_to 182.5173 
08AD: link_actor $ACTOR_SMOKE to_enex_marker_at 1727.009 -1635.826 radius 1.0 
0187: 89@ = create_marker_above_actor $ACTOR_SMOKE 
02E2: set_actor $ACTOR_SMOKE weapon_accuracy_to 100 
0860: link_actor $ACTOR_SMOKE to_interior 18 
07E0: set_marker 89@ type_to 1 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 1727.009 -1635.826 radius 1.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
03CB: set_rendering_origin_at 1727.884 -1641.127 19.2323 
01B2: give_actor $ACTOR_SMOKE weapon 28 ammo 99999 // Load the weapon model before using this 
08AF: set_actor $ACTOR_SMOKE max_health_to 500 
0223: set_actor $ACTOR_SMOKE health_to 500 
0226: $6897 = actor $ACTOR_SMOKE health 
07DD: set_actor $ACTOR_SMOKE attack_rate 55 // previously known as temper_to 
0014: $6897 /= 5 
03C4: set_status_text $6897 type 1 GXT 'DGS1_58' // global_variable  // Smoke
04EB: AS_actor $ACTOR_SMOKE crouch 1 
0004: $6898 = 1 

:DRUGS1_8626
040D: unload_wav 1 
03CF: load_wav 35624 as 1 
02A3: enable_widescreen 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1725.933 -1638.374 19.2232 
0173: set_actor $PLAYER_ACTOR Z_angle_to 174.7897 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_8709 
02AB: set_actor $ACTOR_SMOKE immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRUGS1_8709
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRUGS1_8735 
0001: wait 0 ms 
0002: jump @DRUGS1_8709 

:DRUGS1_8735
016A: fade 1 time 250 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS1_8777 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO4_BL' time 2500 flag 1  // ~z~CJ, get in here - oh there you are!

:DRUGS1_8777
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_8832 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_8832 
0085: 79@ = 42@ // (int) 
008B: 80@ = $ACTOR_SMOKE // (int) 
0050: gosub @DRUGS1_51943 

:DRUGS1_8832
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_8887 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_8887 
0085: 79@ = 44@ // (int) 
008B: 80@ = $ACTOR_SMOKE // (int) 
0050: gosub @DRUGS1_51987 

:DRUGS1_8887
015F: set_camera_position 1726.528 -1637.829 21.257 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1726.477 -1638.779 20.9496 switchstyle 2 
04EB: AS_actor $PLAYER_ACTOR crouch 1 
05D3: AS_actor $PLAYER_ACTOR goto_point 1724.626 -1640.693 20.2245 mode 4 time -1 ms // versionA 
0006: 32@ = 0 

:DRUGS1_8976
00D6: if or
80EF:   not actor $PLAYER_ACTOR sphere 0 near_point 1724.626 -1640.693 radius 1.5 1.5 stopped 
8019:   not  32@ > 1500 
004D: jump_if_false @DRUGS1_9033 
0001: wait 0 ms 
0002: jump @DRUGS1_8976 

:DRUGS1_9033
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_9050 
00BE: text_clear_all 

:DRUGS1_9050
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 99999 // Load the weapon model before using this 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
02A3: enable_widescreen 0 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
04EF: release_animation "JST_BUISNESS" 
0164: disable_marker 88@ 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
009B: destroy_actor 39@ 
009B: destroy_actor 40@ 
0249: release_model #WFYST 
0249: release_model #WFYRI 
009B: destroy_actor 63@ 
00A6: destroy_car 34@ 
0249: release_model #PEREN 
01B4: set_player $PLAYER_CHAR can_move 1 
04EB: AS_actor $PLAYER_ACTOR crouch 1 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_9198 
02AB: set_actor $ACTOR_SMOKE immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DRUGS1_9198
040D: unload_wav 1 
0006: 123@ = 1 
0006: 282@ = 0 
0006: 283@ = 0 
0006: 125@ = 1 
0006: 90@ = 11 
0006: 32@ = 0 
0006: 128@ = 2 

:DRUGS1_9251
00D6: if 
0039:   90@ == 11 
004D: jump_if_false @DRUGS1_15741 
00D6: if 
0039:   128@ == 2 
004D: jump_if_false @DRUGS1_15741 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_9318 
0226: $6897 = actor $ACTOR_SMOKE health 
0014: $6897 /= 5 

:DRUGS1_9318
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @DRUGS1_13730 
00D6: if 
0038:   $6898 == 1 
004D: jump_if_false @DRUGS1_9811 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_9393 
0085: 79@ = 43@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_51987 

:DRUGS1_9393
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_9432 
0085: 79@ = 45@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_51943 

:DRUGS1_9432
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS1_9487 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_9487 
0085: 79@ = 46@ // (int) 
008B: 80@ = $ACTOR_SMOKE // (int) 
0050: gosub @DRUGS1_51987 

:DRUGS1_9487
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_9526 
0085: 79@ = 47@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_51943 

:DRUGS1_9526
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS1_9565 
0085: 79@ = 51@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_51987 

:DRUGS1_9565
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS1_9664 
0085: 79@ = 53@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0007: 81@ = 1728.416 
0007: 82@ = -1669.709 
0007: 83@ = 22.84935 
0007: 84@ = 1721.637 
0007: 85@ = -1662.946 
0007: 86@ = 20.27 
0050: gosub @DRUGS1_51806 

:DRUGS1_9664
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_9797 
0006: 122@ = 1 
0615: define_AS_pack_begin 69@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_9727 
05E2: AS_actor -1 kill_actor 42@ 

:DRUGS1_9727
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_9750 
05E2: AS_actor -1 kill_actor 43@ 

:DRUGS1_9750
0638: AS_actor -1 stay_put 0 
05D3: AS_actor -1 goto_point 1727.717 -1658.271 20.277 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 69@ 
0618: assign_actor $ACTOR_SMOKE to_AS_pack 69@ 
061B: remove_references_to_AS_pack 69@ 

:DRUGS1_9797
0006: 32@ = 0 
0004: $6898 = 2 

:DRUGS1_9811
00D6: if 
0038:   $6898 == 2 
004D: jump_if_false @DRUGS1_10022 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_10022 
062E: get_actor $ACTOR_SMOKE task 1560 status_store_to 77@ // ret 7 if not found 
00D6: if 
04A4:   77@ == 7 // == constant 
004D: jump_if_false @DRUGS1_10022 
02E2: set_actor $ACTOR_SMOKE weapon_accuracy_to 50 
0615: define_AS_pack_begin 70@ 
0006: 122@ = 2 
0638: AS_actor -1 stay_put 1 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_9922 
05E2: AS_actor -1 kill_actor 44@ 

:DRUGS1_9922
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS1_9945 
05E2: AS_actor -1 kill_actor 52@ 

:DRUGS1_9945
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS1_9968 
05E2: AS_actor -1 kill_actor 53@ 

:DRUGS1_9968
0638: AS_actor -1 stay_put 0 
05F5: AS_actor -1 goto_point_using_paths 1719.854 -1666.667 20.271 mode 6 time -1 
0616: define_AS_pack_end 70@ 
0618: assign_actor $ACTOR_SMOKE to_AS_pack 70@ 
061B: remove_references_to_AS_pack 70@ 
0004: $6898 = 3 

:DRUGS1_10022
00D6: if 
0038:   $6898 == 3 
004D: jump_if_false @DRUGS1_10226 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_10226 
062E: get_actor $ACTOR_SMOKE task 1560 status_store_to 77@ // ret 7 if not found 
00D6: if 
04A4:   77@ == 7 // == constant 
004D: jump_if_false @DRUGS1_10226 
0006: 122@ = 3 
0615: define_AS_pack_begin 71@ 
0638: AS_actor -1 stay_put 1 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS1_10126 
05E2: AS_actor -1 kill_actor 46@ 

:DRUGS1_10126
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_10149 
05E2: AS_actor -1 kill_actor 47@ 

:DRUGS1_10149
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS1_10172 
05E2: AS_actor -1 kill_actor 48@ 

:DRUGS1_10172
0638: AS_actor -1 stay_put 0 
05F5: AS_actor -1 goto_point_using_paths 1713.96 -1668.24 19.27 mode 6 time -1 
0616: define_AS_pack_end 71@ 
0618: assign_actor $ACTOR_SMOKE to_AS_pack 71@ 
061B: remove_references_to_AS_pack 71@ 
0004: $6898 = 4 

:DRUGS1_10226
00D6: if 
0038:   $6898 == 4 
004D: jump_if_false @DRUGS1_10407 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_10407 
062E: get_actor $ACTOR_SMOKE task 1560 status_store_to 77@ // ret 7 if not found 
00D6: if 
04A4:   77@ == 7 // == constant 
004D: jump_if_false @DRUGS1_10407 
0006: 122@ = 4 
0615: define_AS_pack_begin 72@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_10336 
05E2: AS_actor -1 kill_actor 45@ 

:DRUGS1_10336
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS1_10359 
05E2: AS_actor -1 kill_actor 51@ 

:DRUGS1_10359
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRUGS1_10382 
05E2: AS_actor -1 kill_actor 54@ 

:DRUGS1_10382
0616: define_AS_pack_end 72@ 
0618: assign_actor $ACTOR_SMOKE to_AS_pack 72@ 
061B: remove_references_to_AS_pack 72@ 
0004: $6898 = 5 

:DRUGS1_10407
00D6: if 
0038:   $6898 == 5 
004D: jump_if_false @DRUGS1_10542 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_10542 
062E: get_actor $ACTOR_SMOKE task 1560 status_store_to 77@ // ret 7 if not found 
00D6: if 
04A4:   77@ == 7 // == constant 
004D: jump_if_false @DRUGS1_10542 
0006: 122@ = 5 
0615: define_AS_pack_begin 73@ 
0638: AS_actor -1 stay_put 0 
05F5: AS_actor -1 goto_point_using_paths 1704.45 -1667.71 19.68 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 73@ 
0618: assign_actor $ACTOR_SMOKE to_AS_pack 73@ 
061B: remove_references_to_AS_pack 73@ 
0004: $6898 = 6 

:DRUGS1_10542
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @DRUGS1_10617 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_10617 
00D6: if 
051A:   actor 44@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS1_10617 
0638: AS_actor 44@ stay_put 0 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 
0006: 94@ = 1 

:DRUGS1_10617
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @DRUGS1_10732 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1727.0 -1637.0 20.0 radius 3.0 3.0 5.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1700.19 -1667.58 20.0 radius 6.5 6.5 5.0 
004D: jump_if_false @DRUGS1_10732 
034F: destroy_actor_with_fade 41@ 
0006: 95@ = 1 

:DRUGS1_10732
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @DRUGS1_11010 
00D6: if 
056D:   actor 48@ defined 
004D: jump_if_false @DRUGS1_11010 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1707.16 -1643.73 17.0 cornerB 1735.9 -1653.46 22.0 
051A:   actor 48@ damaged_by_actor $PLAYER_ACTOR 
0118:   actor 44@ dead 
004D: jump_if_false @DRUGS1_11010 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS1_10904 
0085: 79@ = 48@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0007: 81@ = 1725.069 
0007: 82@ = -1649.467 
0007: 83@ = 19.27 
03FE: set_actor 48@ money 250 
0050: gosub @DRUGS1_51894 

:DRUGS1_10904
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS1_11003 
0085: 79@ = 52@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0007: 81@ = 1717.0 
0007: 82@ = -1667.75 
0007: 83@ = 20.27 
0007: 84@ = 1715.609 
0007: 85@ = -1657.258 
0007: 86@ = 20.271 
0050: gosub @DRUGS1_51806 

:DRUGS1_11003
0006: 96@ = 1 

:DRUGS1_11010
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @DRUGS1_11211 
00D6: if 
056D:   actor 54@ defined 
004D: jump_if_false @DRUGS1_11211 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1738.42 -1651.07 17.0 cornerB 1698.7 -1659.61 22.0 
051A:   actor 54@ damaged_by_actor $PLAYER_ACTOR 
0118:   actor 45@ dead 
004D: jump_if_false @DRUGS1_11211 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRUGS1_11204 
0085: 79@ = 54@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0007: 81@ = 1729.928 
0007: 82@ = -1667.75 
0007: 83@ = 22.85 
0007: 84@ = 1725.52 
0007: 85@ = -1663.737 
0007: 86@ = 20.5 
0050: gosub @DRUGS1_51806 

:DRUGS1_11204
0006: 98@ = 1 

:DRUGS1_11211
00D6: if 
001A:   7 > $6898 
004D: jump_if_false @DRUGS1_11867 
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @DRUGS1_11287 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @DRUGS1_11287 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
0164: disable_marker 214@ 
000A: 124@ += 1 
0006: 102@ = 1 

:DRUGS1_11287
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @DRUGS1_11345 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @DRUGS1_11345 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0164: disable_marker 215@ 
000A: 124@ += 1 
0006: 103@ = 1 

:DRUGS1_11345
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @DRUGS1_11403 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @DRUGS1_11403 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
0164: disable_marker 216@ 
000A: 124@ += 1 
0006: 104@ = 1 

:DRUGS1_11403
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @DRUGS1_11461 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @DRUGS1_11461 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0164: disable_marker 217@ 
000A: 124@ += 1 
0006: 105@ = 1 

:DRUGS1_11461
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @DRUGS1_11519 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @DRUGS1_11519 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
0164: disable_marker 218@ 
000A: 124@ += 1 
0006: 106@ = 1 

:DRUGS1_11519
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @DRUGS1_11577 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @DRUGS1_11577 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0164: disable_marker 219@ 
000A: 124@ += 1 
0006: 107@ = 1 

:DRUGS1_11577
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @DRUGS1_11635 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @DRUGS1_11635 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0164: disable_marker 220@ 
000A: 124@ += 1 
0006: 108@ = 1 

:DRUGS1_11635
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @DRUGS1_11693 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @DRUGS1_11693 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
0164: disable_marker 223@ 
000A: 124@ += 1 
0006: 111@ = 1 

:DRUGS1_11693
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @DRUGS1_11751 
00D6: if 
0118:   actor 52@ dead 
004D: jump_if_false @DRUGS1_11751 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
0164: disable_marker 224@ 
000A: 124@ += 1 
0006: 112@ = 1 

:DRUGS1_11751
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @DRUGS1_11809 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @DRUGS1_11809 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
0164: disable_marker 225@ 
000A: 124@ += 1 
0006: 113@ = 1 

:DRUGS1_11809
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @DRUGS1_11867 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @DRUGS1_11867 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
0164: disable_marker 226@ 
000A: 124@ += 1 
0006: 114@ = 1 

:DRUGS1_11867
00D6: if 
0039:   90@ == 11 
004D: jump_if_false @DRUGS1_12510 
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @DRUGS1_12510 
0050: gosub @DRUGS1_51642 
00D6: if 
0039:   282@ == 0 
004D: jump_if_false @DRUGS1_11977 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_11977 
04AF: 239@ = 35627 // = constant 
05AA: 240@s = 'SMO4_BO' // @s = 'short'  // ~z~Use some cover, they're blasting like fools in this motherfucker!
0050: gosub @DRUGS1_51600 

:DRUGS1_11977
00D6: if 
0039:   282@ == 1 
004D: jump_if_false @DRUGS1_12044 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_12044 
04AF: 239@ = 35654 // = constant 
05AA: 240@s = 'SMO4_EK' // @s = 'short'  // ~z~Ice those fools, CJ!
0050: gosub @DRUGS1_51600 

:DRUGS1_12044
00D6: if 
0039:   282@ == 2 
004D: jump_if_false @DRUGS1_12111 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_12111 
04AF: 239@ = 35637 // = constant 
05AA: 240@s = 'SMO4_DA' // @s = 'short'  // ~z~Big Smoke, you made big mistake!
0050: gosub @DRUGS1_51600 

:DRUGS1_12111
00D6: if 
0039:   282@ == 3 
004D: jump_if_false @DRUGS1_12178 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_12178 
04AF: 239@ = 35626 // = constant 
05AA: 240@s = 'SMO4_BN' // @s = 'short'  // ~z~Watch yourself, CJ, I think they's pissed!
0050: gosub @DRUGS1_51600 

:DRUGS1_12178
00D6: if 
0039:   282@ == 4 
004D: jump_if_false @DRUGS1_12245 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_12245 
04AF: 239@ = 35628 // = constant 
05AA: 240@s = 'SMO4_BP' // @s = 'short'  // ~z~CJ, take the right and cover my ass!
0050: gosub @DRUGS1_51600 

:DRUGS1_12245
00D6: if 
0039:   282@ == 5 
004D: jump_if_false @DRUGS1_12312 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_12312 
04AF: 239@ = 35651 // = constant 
05AA: 240@s = 'SMO4_EG' // @s = 'short'  // ~z~Keep it up, baby!
0050: gosub @DRUGS1_51600 

:DRUGS1_12312
00D6: if 
0039:   282@ == 6 
004D: jump_if_false @DRUGS1_12379 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_12379 
04AF: 239@ = 35653 // = constant 
05AA: 240@s = 'SMO4_EJ' // @s = 'short'  // ~z~That's my dog, makin' y'all pay!
0050: gosub @DRUGS1_51600 

:DRUGS1_12379
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @DRUGS1_12443 
00D6: if or
0038:   $6898 == 6 
0039:   124@ == 11 
004D: jump_if_false @DRUGS1_12443 
0006: 283@ = 0 
0006: 282@ = 12 
0006: 127@ = 1 

:DRUGS1_12443
00D6: if 
0039:   282@ == 12 
004D: jump_if_false @DRUGS1_12510 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_12510 
04AF: 239@ = 35644 // = constant 
05AA: 240@s = 'SMO4_DJ' // @s = 'short'  // ~z~Stick with me CJ, we outta here, baby!
0050: gosub @DRUGS1_51600 

:DRUGS1_12510
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @DRUGS1_12553 
03E5: show_text_box 'DGS1_63'  // Shooting whilst you are crouching improves your accuracy.
0006: 33@ = 0 
0006: 125@ = 2 

:DRUGS1_12553
00D6: if 
0039:   125@ == 2 
004D: jump_if_false @DRUGS1_12615 
00D6: if 
0019:   33@ > 10000 
004D: jump_if_false @DRUGS1_12615 
03E5: show_text_box 'DGS1_2'  // If enemies are using cover it may be better to use manual aiming whilst shooting.
0006: 33@ = 0 
0006: 125@ = 3 

:DRUGS1_12615
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_13730 
00D6: if 
00FF:   actor $ACTOR_SMOKE sphere 0 in_sphere 1704.45 -1667.71 19.68 radius 6.0 6.0 4.0 on_foot 
004D: jump_if_false @DRUGS1_13730 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1700.49 -1667.87 19.46 radius 8.5 8.5 4.0 on_foot 
004D: jump_if_false @DRUGS1_13730 
00D6: if or
0038:   $6898 == 6 
0039:   124@ == 11 
004D: jump_if_false @DRUGS1_13730 
02AB: set_actor $ACTOR_SMOKE immunities BP 1 FP 1 EP 1 CP 1 MP 1 
016A: fade 0 time 500 

:DRUGS1_12774
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS1_12798 
0001: wait 0 ms 
0002: jump @DRUGS1_12774 

:DRUGS1_12798
01B4: set_player $PLAYER_CHAR can_move 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_12909 
04BB: select_interior 0 
0860: link_actor $ACTOR_SMOKE to_interior 0 
0792: disembark_instantly_actor $ACTOR_SMOKE 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00A1: put_actor $ACTOR_SMOKE at 1696.229 -1669.133 19.23 
0173: set_actor $ACTOR_SMOKE Z_angle_to 86.7366 
00A1: put_actor $PLAYER_ACTOR at 1696.339 -1666.897 19.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 85.4 

:DRUGS1_12909
009A: 49@ = create_actor_pedtype 24 model #MAFFB at 1682.685 -1671.516 19.24 
0173: set_actor 49@ Z_angle_to 289.407 
060B: set_actor 49@ decision_maker_to 35@ 
081A: set_actor 49@ weapon_skill_to 2 
01B2: give_actor 49@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 49@ weapon_accuracy_to 50 
0223: set_actor 49@ health_to 150 
0187: 214@ = create_marker_above_actor 49@ 
018B: set_marker 214@ radar_mode 2 
0168: set_marker 214@ size 2 
0961: set_actor 49@ keep_tasks_after_cleanup 1 
009A: 55@ = create_actor_pedtype 24 model #MAFFA at 1676.529 -1676.516 20.47 
0173: set_actor 55@ Z_angle_to 299.59 
060B: set_actor 55@ decision_maker_to 35@ 
01B2: give_actor 55@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 55@ weapon_accuracy_to 30 
0223: set_actor 55@ health_to 150 
0856: set_actor 55@ enable_crouch 0 
0187: 215@ = create_marker_above_actor 55@ 
018B: set_marker 215@ radar_mode 2 
0168: set_marker 215@ size 2 
0961: set_actor 55@ keep_tasks_after_cleanup 1 
009A: 56@ = create_actor_pedtype 24 model #MAFFA at 1645.896 -1667.693 20.472 
0173: set_actor 56@ Z_angle_to 270.18 
060B: set_actor 56@ decision_maker_to 35@ 
081A: set_actor 56@ weapon_skill_to 2 
01B2: give_actor 56@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 56@ weapon_accuracy_to 60 
0223: set_actor 56@ health_to 150 
0187: 216@ = create_marker_above_actor 56@ 
018B: set_marker 216@ radar_mode 2 
0168: set_marker 216@ size 2 
0961: set_actor 56@ keep_tasks_after_cleanup 1 
009A: 57@ = create_actor_pedtype 24 model #MAFFA at 1663.022 -1685.541 20.469 
0173: set_actor 57@ Z_angle_to 301.304 
060B: set_actor 57@ decision_maker_to 35@ 
01B2: give_actor 57@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 57@ weapon_accuracy_to 50 
0223: set_actor 57@ health_to 125 
0187: 217@ = create_marker_above_actor 57@ 
018B: set_marker 217@ radar_mode 2 
0168: set_marker 217@ size 2 
0961: set_actor 57@ keep_tasks_after_cleanup 1 
009A: 58@ = create_actor_pedtype 24 model #MAFFA at 1663.079 -1676.61 20.468 
0173: set_actor 58@ Z_angle_to 268.5 
060B: set_actor 58@ decision_maker_to 35@ 
01B2: give_actor 58@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 58@ weapon_accuracy_to 60 
08AF: set_actor 58@ max_health_to 125 
0223: set_actor 58@ health_to 125 
0856: set_actor 58@ enable_crouch 0 
0187: 218@ = create_marker_above_actor 58@ 
018B: set_marker 218@ radar_mode 2 
0168: set_marker 218@ size 2 
0961: set_actor 58@ keep_tasks_after_cleanup 1 
009A: 59@ = create_actor_pedtype 24 model #MAFFA at 1662.793 -1670.124 20.463 
0173: set_actor 59@ Z_angle_to 268.5 
060B: set_actor 59@ decision_maker_to 35@ 
01B2: give_actor 59@ weapon 29 ammo 9999 // Load the weapon model before using this 
02A9: set_actor 59@ immune_to_nonplayer 0 
02E2: set_actor 59@ weapon_accuracy_to 60 
08AF: set_actor 59@ max_health_to 150 
0223: set_actor 59@ health_to 150 
0187: 219@ = create_marker_above_actor 59@ 
018B: set_marker 219@ radar_mode 2 
0168: set_marker 219@ size 2 
0961: set_actor 59@ keep_tasks_after_cleanup 1 
009A: 50@ = create_actor_pedtype 24 model #MAFFA at 1698.51 -1678.459 19.233 
0173: set_actor 50@ Z_angle_to 99.699 
060B: set_actor 50@ decision_maker_to 35@ 
081A: set_actor 50@ weapon_skill_to 2 
01B2: give_actor 50@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 50@ weapon_accuracy_to 30 
0223: set_actor 50@ health_to 150 
0187: 220@ = create_marker_above_actor 50@ 
018B: set_marker 220@ radar_mode 2 
0168: set_marker 220@ size 2 
0961: set_actor 50@ keep_tasks_after_cleanup 1 
04EB: AS_actor $PLAYER_ACTOR crouch 1 
0001: wait 500 ms 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_13679 
02AB: set_actor $ACTOR_SMOKE immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DRUGS1_13679
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 750 
0006: 124@ = 0 
0004: $6898 = 6 
0006: 282@ = 0 
0006: 283@ = 0 
0006: 126@ = 1 

:DRUGS1_13730
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @DRUGS1_15741 
00D6: if 
0038:   $6898 == 6 
004D: jump_if_false @DRUGS1_13923 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_13923 
02E2: set_actor $ACTOR_SMOKE weapon_accuracy_to 80 
0615: define_AS_pack_begin 74@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 1690.24 -1669.363 21.46 mode 6 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_13852 
05E2: AS_actor -1 kill_actor 49@ 

:DRUGS1_13852
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @DRUGS1_13875 
05E2: AS_actor -1 kill_actor 55@ 

:DRUGS1_13875
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_13898 
05E2: AS_actor -1 kill_actor 56@ 

:DRUGS1_13898
0616: define_AS_pack_end 74@ 
0618: assign_actor $ACTOR_SMOKE to_AS_pack 74@ 
061B: remove_references_to_AS_pack 74@ 
0004: $6898 = 7 

:DRUGS1_13923
00D6: if 
0038:   $6898 == 7 
004D: jump_if_false @DRUGS1_14121 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_14121 
062E: get_actor $ACTOR_SMOKE task 1560 status_store_to 77@ // ret 7 if not found 
00D6: if 
04A4:   77@ == 7 // == constant 
004D: jump_if_false @DRUGS1_14121 
02E2: set_actor $ACTOR_SMOKE weapon_accuracy_to 60 
0615: define_AS_pack_begin 75@ 
05F5: AS_actor -1 goto_point_using_paths 1669.82 -1671.917 21.43 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @DRUGS1_14050 
05E2: AS_actor -1 kill_actor 58@ 

:DRUGS1_14050
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_14073 
05E2: AS_actor -1 kill_actor 56@ 

:DRUGS1_14073
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @DRUGS1_14096 
05E2: AS_actor -1 kill_actor 59@ 

:DRUGS1_14096
0616: define_AS_pack_end 75@ 
0618: assign_actor $ACTOR_SMOKE to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 
0004: $6898 = 8 

:DRUGS1_14121
00D6: if 
0038:   $6898 == 8 
004D: jump_if_false @DRUGS1_14266 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_14266 
062E: get_actor $ACTOR_SMOKE task 1560 status_store_to 77@ // ret 7 if not found 
00D6: if 
04A4:   77@ == 7 // == constant 
004D: jump_if_false @DRUGS1_14266 
0615: define_AS_pack_begin 76@ 
04EB: AS_actor -1 crouch 1 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_14218 
05E2: AS_actor -1 kill_actor 50@ 

:DRUGS1_14218
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRUGS1_14241 
05E2: AS_actor -1 kill_actor 57@ 

:DRUGS1_14241
0616: define_AS_pack_end 76@ 
0618: assign_actor $ACTOR_SMOKE to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
0004: $6898 = 9 

:DRUGS1_14266
00D6: if 
0038:   $6898 == 9 
004D: jump_if_false @DRUGS1_14357 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_14357 
062E: get_actor $ACTOR_SMOKE task 1560 status_store_to 77@ // ret 7 if not found 
00D6: if or
04A4:   77@ == 7 // == constant 
0039:   124@ == 7 
004D: jump_if_false @DRUGS1_14357 
0006: 33@ = 0 
0006: 284@ = 1 
0006: 90@ = 12 

:DRUGS1_14357
00D6: if 
0039:   124@ == 7 
004D: jump_if_false @DRUGS1_14396 
0006: 33@ = 0 
0006: 284@ = 1 
0006: 90@ = 12 

:DRUGS1_14396
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @DRUGS1_14680 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_14680 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_14485 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_14485 
0085: 79@ = 49@ // (int) 
008B: 80@ = $ACTOR_SMOKE // (int) 
0050: gosub @DRUGS1_51987 

:DRUGS1_14485
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @DRUGS1_14524 
0085: 79@ = 55@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_51987 

:DRUGS1_14524
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRUGS1_14579 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_14579 
0085: 79@ = 57@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_51943 

:DRUGS1_14579
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @DRUGS1_14618 
0085: 79@ = 58@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_51987 

:DRUGS1_14618
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @DRUGS1_14673 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_14673 
0085: 79@ = 59@ // (int) 
008B: 80@ = $ACTOR_SMOKE // (int) 
0050: gosub @DRUGS1_51943 

:DRUGS1_14673
0006: 100@ = 1 

:DRUGS1_14680
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @DRUGS1_14859 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_14859 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_14783 
0085: 79@ = 50@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0007: 81@ = 1669.863 
0007: 82@ = -1679.125 
0007: 83@ = 20.47 
0050: gosub @DRUGS1_51751 

:DRUGS1_14783
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_14852 
0085: 79@ = 56@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0007: 81@ = 1675.149 
0007: 82@ = -1667.818 
0007: 83@ = 20.47 
0050: gosub @DRUGS1_51751 

:DRUGS1_14852
0006: 101@ = 1 

:DRUGS1_14859
00D6: if 
0039:   282@ == 0 
004D: jump_if_false @DRUGS1_14926 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_14926 
04AF: 239@ = 35646 // = constant 
05AA: 240@s = 'SMO4_EB' // @s = 'short'  // ~z~Stick real close, Carl!
0050: gosub @DRUGS1_51600 

:DRUGS1_14926
00D6: if 
0039:   282@ == 1 
004D: jump_if_false @DRUGS1_14993 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_14993 
04AF: 239@ = 35625 // = constant 
05AA: 240@s = 'SMO4_BM' // @s = 'short'  // ~z~Keep your head down, the air is thick as shit in here.
0050: gosub @DRUGS1_51600 

:DRUGS1_14993
00D6: if 
0039:   282@ == 2 
004D: jump_if_false @DRUGS1_15060 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_15060 
04AF: 239@ = 35642 // = constant 
05AA: 240@s = 'SMO4_DG' // @s = 'short'  // ~z~Smoke, you and your friend are dead men!
0050: gosub @DRUGS1_51600 

:DRUGS1_15060
00D6: if 
0039:   282@ == 3 
004D: jump_if_false @DRUGS1_15127 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_15127 
04AF: 239@ = 35620 // = constant 
05AA: 240@s = 'SMO4_BG' // @s = 'short'  // ~z~Motherfuckers!
0050: gosub @DRUGS1_51600 

:DRUGS1_15127
00D6: if 
0039:   282@ == 4 
004D: jump_if_false @DRUGS1_15194 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_15194 
04AF: 239@ = 35648 // = constant 
05AA: 240@s = 'SMO4_ED' // @s = 'short'  // ~z~Back me up!
0050: gosub @DRUGS1_51600 

:DRUGS1_15194
00D6: if 
0039:   282@ == 5 
004D: jump_if_false @DRUGS1_15261 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_15261 
04AF: 239@ = 35650 // = constant 
05AA: 240@s = 'SMO4_EF' // @s = 'short'  // ~z~That's my homie, CJ!
0050: gosub @DRUGS1_51600 

:DRUGS1_15261
00D6: if 
0039:   282@ == 6 
004D: jump_if_false @DRUGS1_15328 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_15328 
04AF: 239@ = 35652 // = constant 
05AA: 240@s = 'SMO4_EH' // @s = 'short'  // ~z~Ha, ha ha ha, homie, you ice cold, baby!
0050: gosub @DRUGS1_51600 

:DRUGS1_15328
0050: gosub @DRUGS1_51642 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @DRUGS1_15393 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @DRUGS1_15393 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
0164: disable_marker 214@ 
000A: 124@ += 1 
0006: 109@ = 1 

:DRUGS1_15393
00D6: if 
0039:   115@ == 0 
004D: jump_if_false @DRUGS1_15451 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @DRUGS1_15451 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
0164: disable_marker 215@ 
000A: 124@ += 1 
0006: 115@ = 1 

:DRUGS1_15451
00D6: if 
0039:   116@ == 0 
004D: jump_if_false @DRUGS1_15509 
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @DRUGS1_15509 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
0164: disable_marker 216@ 
000A: 124@ += 1 
0006: 116@ = 1 

:DRUGS1_15509
00D6: if 
0039:   117@ == 0 
004D: jump_if_false @DRUGS1_15567 
00D6: if 
0118:   actor 57@ dead 
004D: jump_if_false @DRUGS1_15567 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
0164: disable_marker 217@ 
000A: 124@ += 1 
0006: 117@ = 1 

:DRUGS1_15567
00D6: if 
0039:   118@ == 0 
004D: jump_if_false @DRUGS1_15625 
00D6: if 
0118:   actor 58@ dead 
004D: jump_if_false @DRUGS1_15625 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
0164: disable_marker 218@ 
000A: 124@ += 1 
0006: 118@ = 1 

:DRUGS1_15625
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @DRUGS1_15683 
00D6: if 
0118:   actor 59@ dead 
004D: jump_if_false @DRUGS1_15683 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
0164: disable_marker 219@ 
000A: 124@ += 1 
0006: 119@ = 1 

:DRUGS1_15683
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @DRUGS1_15741 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @DRUGS1_15741 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
0164: disable_marker 220@ 
000A: 124@ += 1 
0006: 110@ = 1 

:DRUGS1_15741
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @DRUGS1_15785 
00D6: if 
0019:   33@ > 2000 
004D: jump_if_false @DRUGS1_15785 
0006: 284@ = 2 

:DRUGS1_15785
00D6: if 
0039:   284@ == 2 
004D: jump_if_false @DRUGS1_17081 
00D6: if 
0039:   90@ == 12 
004D: jump_if_false @DRUGS1_16282 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_16282 
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
0395: clear_area 0 at 1672.321 -1697.259 200.0 radius 200.0 
015F: set_camera_position 1672.321 -1697.259 20.6216 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1672.069 -1696.5 21.2228 switchstyle 2 
0151: remove_status_text $6897 
0164: disable_marker 89@ 
0792: disembark_instantly_actor $ACTOR_SMOKE 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $ACTOR_SMOKE at 1668.756 -1689.291 20.869 
0173: set_actor $ACTOR_SMOKE Z_angle_to 203.5 
00A1: put_actor $PLAYER_ACTOR at 1667.26 -1683.5 20.869 
0173: set_actor $PLAYER_ACTOR Z_angle_to 203.5 
0249: release_model #MP5LNG 
0249: release_model #COLT45 
0249: release_model #MAFFB 
040D: unload_wav 2 
03CF: load_wav 35658 as 2 
07C0: load_path 250 
07C0: load_path 251 
07C0: load_path 252 
0247: load_model #BF400
0247: load_model #FCR900 
0001: wait 100 ms 
038B: load_requested_models 

:DRUGS1_16065
00D6: if or
87C1:   not path 250 available 
87C1:   not path 251 available 
87C1:   not path 252 available 
8248:   not model #BF400 available
8248:   not model #FCR900 available 
004D: jump_if_false @DRUGS1_16107 
0001: wait 0 ms 
0002: jump @DRUGS1_16065 

:DRUGS1_16107
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS1_16133 
0001: wait 0 ms 
0002: jump @DRUGS1_16107 

:DRUGS1_16133
009B: destroy_actor 63@ 
0395: clear_area 0 at 1668.67 -1694.68 19.97 radius 200.0 
0674: set_car_model #FCR900 numberplate "_IMY_AK" 
00A5: 161@ = create_car #FCR900 at 1671.791 -1695.106 19.48 
0175: set_car 161@ Z_angle_to 117.5347
01EC: make_car 161@ very_heavy 1
0423: set_car 161@ improved_handling_to 1.5 // (float) 
02AC: set_car 161@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0460: set_camera_transverse_delay 0.0 time 3000 
053F: set_car 161@ tires_vulnerability 0 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 99999 // Load the weapon model before using this 
0224: set_car 161@ health_to 2000 
053F: set_car 161@ tires_vulnerability 0 
0006: 32@ = 0 
0006: 90@ = 13 

:DRUGS1_16282
00D6: if 
0039:   90@ == 13 
004D: jump_if_false @DRUGS1_16397 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_16397 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_16397 
015F: set_camera_position 1672.321 -1697.259 20.6216 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1672.069 -1696.5 20.6212 switchstyle 1 
0006: 32@ = 0 
0006: 90@ = 14 

:DRUGS1_16397
00D6: if 
0039:   90@ == 14 
004D: jump_if_false @DRUGS1_16528 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_16528 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_16528 
00D6: if 
0019:   32@ > 900 
004D: jump_if_false @DRUGS1_16528 
05CB: AS_actor $ACTOR_SMOKE enter_car 161@ as_driver 5000 ms 
05CA: AS_actor $PLAYER_ACTOR enter_car 161@ passenger_seat 0 time 5000 
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_EO' time 5000 flag 1  // ~z~Time to return the favor baby, get on!
0006: 127@ = 2 
0006: 90@ = 15 

:DRUGS1_16528
00D6: if 
0039:   90@ == 15 
004D: jump_if_false @DRUGS1_16737 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_16737 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_16737 
00D6: if 
0448:   actor $ACTOR_SMOKE in_car 161@ 
004D: jump_if_false @DRUGS1_16737 
015F: set_camera_position 1672.983 -1692.091 19.8891 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1672.57 -1692.999 19.9589 switchstyle 2 
0158: camera_on_car 161@ mode 15 switchstyle 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1674.371 -1695.097 19.814 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
05CA: AS_actor $PLAYER_ACTOR enter_car 161@ passenger_seat 0 time 5000 
05BF: AS_actor $ACTOR_SMOKE look_at_actor $PLAYER_ACTOR 2000 ms 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 1 
08C6: set_actor $ACTOR_SMOKE stay_on_bike 1 
0006: 90@ = 16 

:DRUGS1_16737
00D6: if 
0039:   90@ == 16 
004D: jump_if_false @DRUGS1_16837 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_16837 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_16837 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 161@ 
004D: jump_if_false @DRUGS1_16837 
041E: set_radio_station 6 
0647: AS_actor $ACTOR_SMOKE clear_look_task 
05EB: assign_car 161@ to_path 250 
0006: 32@ = 0 
0006: 90@ = 17 

:DRUGS1_16837
00D6: if 
0039:   90@ == 17 
004D: jump_if_false @DRUGS1_17030 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_17030 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_17030 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 161@ 
004D: jump_if_false @DRUGS1_17030 
00D6: if 
0019:   32@ > 1600 
004D: jump_if_false @DRUGS1_17030 
015F: set_camera_position 1623.331 -1705.448 19.7991 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1624.331 -1705.475 19.7991 switchstyle 2 
05EC: release_car 161@ from_path 
0001: wait 0 ms 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_17009 
05EB: assign_car 161@ to_path 251 

:DRUGS1_17009
0006: 32@ = 0 
0006: 284@ = 3 
0006: 90@ = 18 

:DRUGS1_17030
00D6: if 
0039:   127@ == 2 
004D: jump_if_false @DRUGS1_17081 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS1_17081 
03D5: remove_text 'SMO4_EO'  // ~z~Time to return the favor baby, get on!
0006: 127@ = 3 

:DRUGS1_17081
00D6: if or
0039:   243@ == 0 
0039:   243@ == 1 
0039:   243@ == 2 
0039:   243@ == 3 
004D: jump_if_false @DRUGS1_17303 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_17303 
00D6: if 
8019:   not  280@ > 3 
004D: jump_if_false @DRUGS1_17303 
0227: $6899 = car 161@ health 
000C: $6899 -= 1000 
00D6: if 
002A:   0 >= $6899 
004D: jump_if_false @DRUGS1_17296 
0004: $6899 = 0 
02AC: set_car 161@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_17261 
02AB: set_actor $ACTOR_SMOKE immunities BP 0 FP 0 EP 0 CP 0 MP 0 
05BE: AS_actor $ACTOR_SMOKE die 

:DRUGS1_17261
020B: explode_car 161@ 
00BC: show_text_highpriority GXT 'DGS1_60' time 7000 flag 1  // ~r~Smoke died!
0002: jump @DRUGS1_52025 
0002: jump @DRUGS1_17303 

:DRUGS1_17296
0014: $6899 /= 10 

:DRUGS1_17303
00D6: if 
0039:   243@ == 0 
004D: jump_if_false @DRUGS1_23435 
00D6: if 
0039:   90@ == 18 
004D: jump_if_false @DRUGS1_18642 
00D6: if 
0019:   32@ > 700 
004D: jump_if_false @DRUGS1_18642 
0005: $TEMPVAR_FLOAT_3 = 19.7991 
07C0: load_path 253 
07C0: load_path 254 
07C0: load_path 255 
07C0: load_path 256 
07C0: load_path 257 
0247: load_model #SULTAN 
0247: load_model #KMB_SKIP 
0247: load_model #NEBULA 
0247: load_model #COACH 
0247: load_model #PACKER 
040D: unload_wav 1 
03CF: load_wav 35663 as 1 
038B: load_requested_models 

:DRUGS1_17433
00D6: if or
87C1:   not path 253 available 
87C1:   not path 254 available 
87C1:   not path 255 available 
87C1:   not path 256 available 
87C1:   not path 257 available 
004D: jump_if_false @DRUGS1_17480 
0001: wait 0 ms 
0002: jump @DRUGS1_17433 

:DRUGS1_17480
00D6: if or
8248:   not model #SULTAN available 
8248:   not model #KMB_SKIP available 
8248:   not model #NEBULA available 
8248:   not model #COACH available 
8248:   not model #PACKER available 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRUGS1_17531 
0001: wait 0 ms 
0002: jump @DRUGS1_17480 

:DRUGS1_17531
0107: 162@ = create_object #KMB_SKIP at 1563.603 -1437.107 12.347 
0177: set_object 162@ Z_angle_to 90.4568 
0550: keep_object 162@ in_memory 1 
00A5: 163@ = create_car #COACH at 1552.209 -1437.3 12.3828 
0175: set_car 163@ Z_angle_to 90.2081 
0519: set_car 163@ locked 1 
00A5: 164@ = create_car #COACH at 1539.759 -1437.34 12.3906 
0175: set_car 164@ Z_angle_to 90.2081 
0519: set_car 164@ locked 1 
00A5: 165@ = create_car #NEBULA at 1680.473 -1589.874 13.23 
0175: set_car 165@ Z_angle_to 87.883 
0229: set_car 165@ primary_color_to 3 secondary_color_to 3 
0129: 177@ = create_actor_pedtype 24 model #MALE01 in_car 165@ driverseat 
060B: set_actor 177@ decision_maker_to 35@ 
00A5: 166@ = create_car #NEBULA at 1594.553 -1595.039 13.243 
0175: set_car 166@ Z_angle_to 271.189 
0229: set_car 166@ primary_color_to 8 secondary_color_to 8 
0129: 178@ = create_actor_pedtype 24 model #MALE01 in_car 166@ driverseat 
060B: set_actor 178@ decision_maker_to 35@ 
00A5: 167@ = create_car #NEBULA at 1655.527 -1550.667 13.226 
0175: set_car 167@ Z_angle_to 180.735 
0229: set_car 167@ primary_color_to 51 secondary_color_to 51 
0129: 179@ = create_actor_pedtype 24 model #MALE01 in_car 167@ driverseat 
060B: set_actor 179@ decision_maker_to 35@ 
00A5: 168@ = create_car #NEBULA at 1655.391 -1463.511 13.22 
0175: set_car 168@ Z_angle_to 180.735 
0229: set_car 168@ primary_color_to 4 secondary_color_to 4 
01EC: make_car 168@ very_heavy 1 
0129: 180@ = create_actor_pedtype 24 model #MALE01 in_car 168@ driverseat 
060B: set_actor 180@ decision_maker_to 35@ 
00A5: 169@ = create_car #NEBULA at 1660.788 -1563.222 13.23 
0175: set_car 169@ Z_angle_to 358.832 
0229: set_car 169@ primary_color_to 73 secondary_color_to 73 
0129: 181@ = create_actor_pedtype 24 model #MALE01 in_car 169@ driverseat 
060B: set_actor 181@ decision_maker_to 35@ 
00A5: 170@ = create_car #NEBULA at 1660.594 -1522.353 13.225 
0175: set_car 170@ Z_angle_to 358.832 
0229: set_car 170@ primary_color_to 99 secondary_color_to 99 
0129: 182@ = create_actor_pedtype 24 model #MALE01 in_car 170@ driverseat 
060B: set_actor 182@ decision_maker_to 35@ 
00A5: 171@ = create_car #NEBULA at 1693.236 -1589.973 13.224 
0175: set_car 171@ Z_angle_to 91.298 
0229: set_car 171@ primary_color_to 2 secondary_color_to 2 
01EC: make_car 171@ very_heavy 1 
0129: 183@ = create_actor_pedtype 24 model #MALE01 in_car 171@ driverseat 
060B: set_actor 183@ decision_maker_to 35@ 
00A5: 188@ = create_car #PACKER at 1590.891 -1590.689 13.09 
09C4: set_car 188@ gas_tank_explosion_enabled 0 
0175: set_car 188@ Z_angle_to 273.516 
0224: set_car 188@ health_to 3000 
02AA: set_car 188@ immune_to_nonplayer 0 
0129: 42@ = create_actor_pedtype 24 model #MAFFA in_car 188@ driverseat 
060B: set_actor 42@ decision_maker_to 35@ 
054A: set_actor 42@ can_be_shot_in_a_car 0 
0186: 209@ = create_marker_above_car 188@ 
018B: set_marker 209@ radar_mode 2 
0168: set_marker 209@ size 2 
02AC: set_car 188@ immunities BP 0 FP 1 EP 1 CP 1 MP 1 
0006: 275@ = 1 
0006: 32@ = 0 

:DRUGS1_18232
00D6: if 
0020:   $TEMPVAR_FLOAT_3 > 13.8442 
004D: jump_if_false @DRUGS1_18635 
0001: wait 0 ms 
007E: $TEMPVAR_FLOAT_3 -= frame_delta_time * 0.02 // (float) 
015F: set_camera_position 1623.331 -1705.448 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1624.331 -1705.475 $TEMPVAR_FLOAT_3 switchstyle 2 
00D6: if 
0039:   271@ == 0 
004D: jump_if_false @DRUGS1_18628 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @DRUGS1_18628 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_18628 
00D6: if 
860E:   not car 161@ assigned_to_path 
004D: jump_if_false @DRUGS1_18628 
00A5: 189@ = create_car #BF400 at 1665.25 -1716.98 12.75 
09C4: set_car 189@ gas_tank_explosion_enabled 0 
0175: set_car 189@ Z_angle_to 84.0 
0224: set_car 189@ health_to 10 
0129: 43@ = create_actor_pedtype 24 model #MAFFA in_car 189@ driverseat 
060B: set_actor 43@ decision_maker_to 35@ 
0223: set_actor 43@ health_to 10 
02A9: set_actor 43@ immune_to_nonplayer 0 
01C8: 44@ = create_actor_pedtype 24 model #MAFFA in_car 189@ passenger_seat 0 
01B2: give_actor 44@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 44@ decision_maker_to 35@ 
0223: set_actor 44@ health_to 10 
02A9: set_actor 44@ immune_to_nonplayer 0 
0186: 214@ = create_marker_above_car 189@ 
018B: set_marker 214@ radar_mode 2 
0168: set_marker 214@ size 2 
0006: 247@ = 1 
0006: 260@ = 1 
0001: wait 0 ms 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_18587 
05EB: assign_car 161@ to_path 252 
06FD: set_car 161@ speed_on_path_to 0.9 

:DRUGS1_18587
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_18621 
05EB: assign_car 189@ to_path 256 
06FD: set_car 189@ speed_on_path_to 0.9 

:DRUGS1_18621
0006: 271@ = 1 

:DRUGS1_18628
0002: jump @DRUGS1_18232 

:DRUGS1_18635
0006: 90@ = 19 

:DRUGS1_18642
00D6: if 
0039:   90@ == 19 
004D: jump_if_false @DRUGS1_19044 
00D6: if 
0019:   32@ > 8500 
004D: jump_if_false @DRUGS1_19044 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_19044 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_19044 
01B2: give_actor $PLAYER_ACTOR weapon 31 ammo 99999 // Load the weapon model before using this 
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 95.5 rotation_speed 200.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03C4: set_status_text $6899 type 1 GXT 'DGS1_59' // global_variable  // Bike
000A: 288@ += 1 
00D6: if 
0019:   288@ > 1 
004D: jump_if_false @DRUGS1_18843 
0006: 289@ = 30 
0002: jump @DRUGS1_18850 

:DRUGS1_18843
0006: 289@ = 92 

:DRUGS1_18850
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_18915 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 43@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_18915
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_18967 
0713: actor 44@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 

:DRUGS1_18967
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor $ACTOR_SMOKE immunities BP 1 FP 1 EP 1 CP 1 MP 1 
03E5: show_text_box 'DGS1_64'  // To look around on the bike use the camera movement controls. To fire press ~k~~PED_FIREWEAPON~.
0006: 282@ = 0 
0006: 283@ = 0 
0006: 33@ = 0 
0006: 122@ = 200 
0006: 90@ = 20 

:DRUGS1_19044
00D6: if 
0039:   122@ == 200 
004D: jump_if_false @DRUGS1_19084 
00D6: if 
08FE:   text_box_displayed 
004D: jump_if_false @DRUGS1_19084 
0006: 122@ = 201 

:DRUGS1_19084
00D6: if 
0039:   122@ == 201 
004D: jump_if_false @DRUGS1_19135 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @DRUGS1_19135 
03E5: show_text_box 'DGS1_65'  // You can also use ~k~~VEHICLE_FIREWEAPON_ALT~ to fire.
0006: 122@ = 202 

:DRUGS1_19135
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_23435 
00D6: if 
0039:   242@ == 0 
004D: jump_if_false @DRUGS1_19427 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1620.59 -1612.14 radius 7.0 7.0 
004D: jump_if_false @DRUGS1_19427 
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_19270 
00A7: car 165@ drive_to 1571.424 -1590.02 13.23 
00AD: set_car 165@ max_speed_to 13.5 
04BA: set_car 165@ speed_to 13.5 
00AE: set_car 165@ traffic_behaviour_to 4 

:DRUGS1_19270
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_19333 
00A7: car 166@ drive_to 1681.473 -1595.059 13.22 
00AD: set_car 166@ max_speed_to 13.5 
04BA: set_car 166@ speed_to 4.5 
00AE: set_car 166@ traffic_behaviour_to 4 

:DRUGS1_19333
00D6: if 
8119:   not car 171@ wrecked 
004D: jump_if_false @DRUGS1_19386 
00A7: car 171@ drive_to 1582.411 -1590.115 13.228 
00AD: set_car 171@ max_speed_to 9.0 
00AE: set_car 171@ traffic_behaviour_to 4 

:DRUGS1_19386
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_19420 
05EB: assign_car 188@ to_path 255 
06FD: set_car 188@ speed_on_path_to 0.9 

:DRUGS1_19420
0006: 242@ = 1 

:DRUGS1_19427
00D6: if 
0039:   242@ == 1 
004D: jump_if_false @DRUGS1_19732 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1654.1 -1589.48 radius 10.0 10.0 
004D: jump_if_false @DRUGS1_19732 
00D6: if 
8119:   not car 167@ wrecked 
004D: jump_if_false @DRUGS1_19536 
00A7: car 167@ drive_to 1655.839 -1576.842 13.226 
00AD: set_car 167@ max_speed_to 9.0 
00AE: set_car 167@ traffic_behaviour_to 4 

:DRUGS1_19536
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @DRUGS1_19599 
00A7: car 168@ drive_to 1655.593 -1559.511 13.227 
00AD: set_car 168@ max_speed_to 9.0 
04BA: set_car 168@ speed_to 9.0 
00AE: set_car 168@ traffic_behaviour_to 4 

:DRUGS1_19599
00D6: if 
8119:   not car 169@ wrecked 
004D: jump_if_false @DRUGS1_19662 
00A7: car 169@ drive_to 1702.0 -1444.0 13.0 
00AD: set_car 169@ max_speed_to 9.0 
04BA: set_car 169@ speed_to 10.8 
00AE: set_car 169@ traffic_behaviour_to 4 

:DRUGS1_19662
00D6: if 
8119:   not car 170@ wrecked 
004D: jump_if_false @DRUGS1_19725 
00A7: car 170@ drive_to 1702.0 -1444.0 13.0 
00AD: set_car 170@ max_speed_to 9.0 
04BA: set_car 170@ speed_to 9.0 
00AE: set_car 170@ traffic_behaviour_to 4 

:DRUGS1_19725
0006: 242@ = 2 

:DRUGS1_19732
00D6: if 
0039:   242@ == 2 
004D: jump_if_false @DRUGS1_20099 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1657.56 -1537.29 radius 10.0 10.0 
004D: jump_if_false @DRUGS1_20099 
00A5: 194@ = create_car #BF400 at 1702.127 -1496.87 12.95 
09C4: set_car 194@ gas_tank_explosion_enabled 0 
0175: set_car 194@ Z_angle_to 26.5 
0224: set_car 194@ health_to 10 
0129: 49@ = create_actor_pedtype 24 model #MAFFA in_car 194@ driverseat 
060B: set_actor 49@ decision_maker_to 35@ 
02A9: set_actor 49@ immune_to_nonplayer 0 
0223: set_actor 49@ health_to 10 
01C8: 50@ = create_actor_pedtype 24 model #MAFFA in_car 194@ passenger_seat 0 
01B2: give_actor 50@ weapon 28 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 50@ immune_to_nonplayer 0 
060B: set_actor 50@ decision_maker_to 35@ 
0223: set_actor 50@ health_to 10 
0186: 215@ = create_marker_above_car 194@ 
018B: set_marker 215@ radar_mode 2 
0168: set_marker 215@ size 2 
0006: 248@ = 1 
0006: 261@ = 1 
00A5: 172@ = create_car #NEBULA at 1622.005 -1443.498 13.229 
0175: set_car 172@ Z_angle_to 266.928 
0229: set_car 172@ primary_color_to 115 secondary_color_to 115 
01EC: make_car 172@ very_heavy 1 
0129: 184@ = create_actor_pedtype 24 model #MALE01 in_car 172@ driverseat 
060B: set_actor 184@ decision_maker_to 35@ 
00A5: 173@ = create_car #NEBULA at 1536.288 -1443.049 13.224 
0175: set_car 173@ Z_angle_to 269.939 
0229: set_car 173@ primary_color_to 122 secondary_color_to 122 
01EC: make_car 173@ very_heavy 1 
0129: 185@ = create_actor_pedtype 24 model #MALE01 in_car 173@ driverseat 
060B: set_actor 185@ decision_maker_to 35@ 
0006: 242@ = 3 

:DRUGS1_20099
00D6: if 
0039:   242@ == 3 
004D: jump_if_false @DRUGS1_20452 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1657.94 -1468.93 radius 15.0 15.0 
004D: jump_if_false @DRUGS1_20452 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_20179 
05EB: assign_car 194@ to_path 257 

:DRUGS1_20179
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_20262 
00D6: if 
001B:   3 > 288@ 
004D: jump_if_false @DRUGS1_20262 
01B2: give_actor 49@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 49@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_20262
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_20314 
0713: actor 50@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 

:DRUGS1_20314
00A6: destroy_car 165@ 
00A6: destroy_car 166@ 
00A6: destroy_car 171@ 
00D6: if 
8119:   not car 172@ wrecked 
004D: jump_if_false @DRUGS1_20382 
00A7: car 172@ drive_to 1720.037 -1444.137 13.222 
00AD: set_car 172@ max_speed_to 9.0 
00AE: set_car 172@ traffic_behaviour_to 4 

:DRUGS1_20382
00D6: if 
8119:   not car 173@ wrecked 
004D: jump_if_false @DRUGS1_20445 
00A7: car 173@ drive_to 1654.817 -1492.993 13.22 
00AD: set_car 173@ max_speed_to 13.5 
04BA: set_car 173@ speed_to 20.0 
00AE: set_car 173@ traffic_behaviour_to 4 

:DRUGS1_20445
0006: 242@ = 4 

:DRUGS1_20452
00D6: if 
0039:   242@ == 4 
004D: jump_if_false @DRUGS1_20515 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1631.77 -1441.31 radius 12.0 12.0 
004D: jump_if_false @DRUGS1_20515 
0006: 242@ = 5 

:DRUGS1_20515
00D6: if 
0039:   242@ == 5 
004D: jump_if_false @DRUGS1_20677 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1545.68 -1437.35 radius 10.0 10.0 
004D: jump_if_false @DRUGS1_20677 
00A5: 175@ = create_car #NEBULA at 1394.751 -1427.224 13.24 
0175: set_car 175@ Z_angle_to 184.525 
0229: set_car 175@ primary_color_to 99 secondary_color_to 99 
00A7: car 175@ drive_to 1441.028 -1443.271 13.234 
00AD: set_car 175@ max_speed_to 13.5 
00AE: set_car 175@ traffic_behaviour_to 4 
0129: 181@ = create_actor_pedtype 24 model #MALE01 in_car 175@ driverseat 
060B: set_actor 181@ decision_maker_to 35@ 
0006: 242@ = 6 

:DRUGS1_20677
00D6: if 
0039:   242@ == 6 
004D: jump_if_false @DRUGS1_21513 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1508.7 -1440.86 radius 10.0 10.0 
004D: jump_if_false @DRUGS1_21513 
00A6: destroy_car 172@ 
00A6: destroy_car 167@ 
00A6: destroy_car 168@ 
00A5: 176@ = create_car #COACH at 1457.689 -1371.728 13.235 
0175: set_car 176@ Z_angle_to 177.712 
05EB: assign_car 176@ to_path 253 
06FD: set_car 176@ speed_on_path_to 0.9 
00A5: 190@ = create_car #SULTAN at 1374.507 -1394.312 13.272 
0224: set_car 190@ health_to 400 
0175: set_car 190@ Z_angle_to 193.922 
01C8: 52@ = create_actor_pedtype 24 model #MAFFA in_car 190@ passenger_seat 0 
01B2: give_actor 52@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 52@ decision_maker_to 35@ 
0713: actor 52@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 70 
0186: 230@ = create_marker_above_car 190@ 
018B: set_marker 230@ radar_mode 2 
0168: set_marker 230@ size 2 
00A5: 191@ = create_car #SULTAN at 1374.577 -1401.141 13.102 
0175: set_car 191@ Z_angle_to 349.825 
0229: set_car 191@ primary_color_to 0 secondary_color_to 0 
0224: set_car 191@ health_to 500 
00A5: 192@ = create_car #SULTAN at 1374.362 -1407.883 13.239 
0175: set_car 192@ Z_angle_to 194.852 
0224: set_car 192@ health_to 500 
0186: 228@ = create_marker_above_car 192@ 
018B: set_marker 228@ radar_mode 2 
0168: set_marker 228@ size 2 
00A5: 193@ = create_car #SULTAN at 1401.058 -1430.891 12.3905 
0175: set_car 193@ Z_angle_to 10.385 
0224: set_car 193@ health_to 500 
0186: 229@ = create_marker_above_car 193@ 
018B: set_marker 229@ radar_mode 2 
0168: set_marker 229@ size 2 
0657: car 193@ open_door 2 
0657: car 193@ open_door 3 
009A: 53@ = create_actor_pedtype 24 model #MAFFA at 1399.464 -1431.604 12.3905 
060B: set_actor 53@ decision_maker_to 35@ 
01B2: give_actor 53@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 53@ health_to 100 
0085: 79@ = 53@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_51987 
0187: 235@ = create_marker_above_actor 53@ 
018B: set_marker 235@ radar_mode 2 
0168: set_marker 235@ size 2 
009A: 61@ = create_actor_pedtype 24 model #MAFFA at 1401.466 -1427.389 12.3905 
060B: set_actor 61@ decision_maker_to 35@ 
01B2: give_actor 61@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 61@ health_to 100 
0085: 79@ = 61@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_51987 
0187: 236@ = create_marker_above_actor 61@ 
018B: set_marker 236@ radar_mode 2 
0168: set_marker 236@ size 2 
009A: 54@ = create_actor_pedtype 24 model #MAFFA at 1374.992 -1397.639 12.438 
060B: set_actor 54@ decision_maker_to 35@ 
01B2: give_actor 54@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 54@ health_to 100 
0085: 79@ = 54@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_51943 
0187: 226@ = create_marker_above_actor 54@ 
018B: set_marker 226@ radar_mode 2 
0168: set_marker 226@ size 2 
009A: 55@ = create_actor_pedtype 24 model #MAFFA at 1374.543 -1404.678 12.425 
060B: set_actor 55@ decision_maker_to 35@ 
01B2: give_actor 55@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 55@ health_to 100 
0085: 79@ = 55@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_51943 
0187: 227@ = create_marker_above_actor 55@ 
018B: set_marker 227@ radar_mode 2 
0168: set_marker 227@ size 2 
0006: 242@ = 7 

:DRUGS1_21513
00D6: if 
0039:   242@ == 7 
004D: jump_if_false @DRUGS1_21811 
00D6: if 
860E:   not car 161@ assigned_to_path 
004D: jump_if_false @DRUGS1_21811 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1395.844 -1408.105 radius 5.0 5.0 
004D: jump_if_false @DRUGS1_21811 
0519: set_car 161@ locked 1 
0164: disable_marker 209@ 
05EC: release_car 189@ from_path 
0164: disable_marker 214@ 
05EC: release_car 194@ from_path 
0164: disable_marker 215@ 
01C2: remove_references_to_actor 177@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 178@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 179@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 180@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 181@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 182@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 183@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 184@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 185@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 165@ 
01C3: remove_references_to_car 166@ 
01C3: remove_references_to_car 167@ 
01C3: remove_references_to_car 168@ 
01C3: remove_references_to_car 171@ 
01C3: remove_references_to_car 172@ 
01C3: remove_references_to_car 175@ 
01C3: remove_references_to_car 176@ 
00A6: destroy_car 169@ 
00A6: destroy_car 170@ 
00A6: destroy_car 173@ 
0249: release_model #COACH 
0249: release_model #KMB_SKIP 
0249: release_model #NEBULA 
0108: destroy_object 162@ 
00A6: destroy_car 163@ 
00A6: destroy_car 164@ 
01C3: remove_references_to_car 176@ 
00A6: destroy_car 194@ 
009B: destroy_actor 49@ 
009B: destroy_actor 50@ 
00A6: destroy_car 189@ 
00A6: destroy_car 188@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
01C3: remove_references_to_car 175@ 
0006: 32@ = 0 
0006: 242@ = 8 

:DRUGS1_21811
00D6: if 
0019:   242@ > 7 
004D: jump_if_false @DRUGS1_21918 
00D6: if 
0039:   244@ == 0 
004D: jump_if_false @DRUGS1_21918 
00D6: if 
80C2:   not sphere_onscreen 1400.41 -1447.12 12.3 radius 10.0 
004D: jump_if_false @DRUGS1_21918 
0395: clear_area 0 at 1400.41 -1447.12 12.3 radius 50.0 
0006: 244@ = 1 
001B:   9 > 242@ 

:DRUGS1_21918
00D6: if 
0039:   242@ == 8 
004D: jump_if_false @DRUGS1_21998 
07C0: load_path 258 
07C0: load_path 259 
07C0: load_path 260 
07C0: load_path 261 
07C0: load_path 262 
07C0: load_path 263 
07C0: load_path 264 
07C0: load_path 265 
07C0: load_path 266 
07C0: load_path 267 
07C0: load_path 268 
0006: 242@ = 9 

:DRUGS1_21998
00D6: if 
0039:   242@ == 9 
004D: jump_if_false @DRUGS1_22225 
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @DRUGS1_22225 
00D6: if 
07C1:   path 258 available 
004D: jump_if_false @DRUGS1_22225 
00D6: if 
07C1:   path 259 available 
004D: jump_if_false @DRUGS1_22225 
00D6: if 
07C1:   path 260 available 
004D: jump_if_false @DRUGS1_22225 
00D6: if 
07C1:   path 261 available 
004D: jump_if_false @DRUGS1_22225 
00D6: if 
07C1:   path 262 available 
004D: jump_if_false @DRUGS1_22225 
00D6: if 
07C1:   path 263 available 
004D: jump_if_false @DRUGS1_22225 
00D6: if 
07C1:   path 264 available 
004D: jump_if_false @DRUGS1_22225 
00D6: if 
07C1:   path 265 available 
004D: jump_if_false @DRUGS1_22225 
00D6: if 
07C1:   path 266 available 
004D: jump_if_false @DRUGS1_22225 
00D6: if 
07C1:   path 267 available 
004D: jump_if_false @DRUGS1_22225 
00D6: if 
07C1:   path 268 available 
004D: jump_if_false @DRUGS1_22225 
0006: 243@ = 1 
0006: 242@ = 10 

:DRUGS1_22225
00D6: if 
0039:   275@ == 1 
004D: jump_if_false @DRUGS1_22271 
00D6: if 
0119:   car 188@ wrecked 
004D: jump_if_false @DRUGS1_22271 
05EC: release_car 188@ from_path 
0006: 275@ = 2 

:DRUGS1_22271
00D6: if 
0039:   247@ == 1 
004D: jump_if_false @DRUGS1_22519 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_22519 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_22328 
0002: jump @DRUGS1_22519 

:DRUGS1_22328
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_22477 
00D6: if 
00DB:   actor 44@ in_car 189@ 
004D: jump_if_false @DRUGS1_22470 
046C: 205@ = car 189@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_22470 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 44@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 44@ in_car 189@ 
0713: actor 44@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 247@ = 2 

:DRUGS1_22470
0002: jump @DRUGS1_22519 

:DRUGS1_22477
04BA: set_car 189@ speed_to 18.0 
05EC: release_car 189@ from_path 
07DB: set_car 189@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 247@ = 2 

:DRUGS1_22519
00D6: if 
0039:   247@ == 2 
004D: jump_if_false @DRUGS1_22611 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @DRUGS1_22611 
05EC: release_car 189@ from_path 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_22604 
04BA: set_car 189@ speed_to 18.0 
07DB: set_car 189@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_22604
0006: 247@ = 3 

:DRUGS1_22611
00D6: if 
0039:   260@ == 1 
004D: jump_if_false @DRUGS1_22698 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @DRUGS1_22698 
00D6: if or
0118:   actor 44@ dead 
0119:   car 189@ wrecked 
004D: jump_if_false @DRUGS1_22698 
05EC: release_car 189@ from_path 
0164: disable_marker 214@ 
01C3: remove_references_to_car 189@ 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
0006: 260@ = 2 

:DRUGS1_22698
00D6: if 
0039:   248@ == 1 
004D: jump_if_false @DRUGS1_22946 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_22946 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_22755 
0002: jump @DRUGS1_22946 

:DRUGS1_22755
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_22904 
00D6: if 
00DB:   actor 50@ in_car 194@ 
004D: jump_if_false @DRUGS1_22897 
046C: 205@ = car 194@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_22897 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 50@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 50@ in_car 194@ 
0713: actor 50@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 248@ = 2 

:DRUGS1_22897
0002: jump @DRUGS1_22946 

:DRUGS1_22904
04BA: set_car 194@ speed_to 15.0 
05EC: release_car 194@ from_path 
07DB: set_car 194@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 248@ = 2 

:DRUGS1_22946
00D6: if 
0039:   248@ == 2 
004D: jump_if_false @DRUGS1_23038 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @DRUGS1_23038 
05EC: release_car 194@ from_path 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_23031 
04BA: set_car 194@ speed_to 15.0 
07DB: set_car 194@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_23031
0006: 248@ = 3 

:DRUGS1_23038
00D6: if 
0039:   261@ == 1 
004D: jump_if_false @DRUGS1_23125 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @DRUGS1_23125 
00D6: if or
0118:   actor 50@ dead 
0119:   car 194@ wrecked 
004D: jump_if_false @DRUGS1_23125 
05EC: release_car 194@ from_path 
0164: disable_marker 215@ 
01C3: remove_references_to_car 194@ 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
0006: 261@ = 2 

:DRUGS1_23125
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @DRUGS1_23162 
00D6: if 
075C:   marker 226@ enabled 
004D: jump_if_false @DRUGS1_23162 
0164: disable_marker 226@ 

:DRUGS1_23162
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @DRUGS1_23199 
00D6: if 
075C:   marker 227@ enabled 
004D: jump_if_false @DRUGS1_23199 
0164: disable_marker 227@ 

:DRUGS1_23199
00D6: if 
0119:   car 190@ wrecked 
004D: jump_if_false @DRUGS1_23236 
00D6: if 
075C:   marker 230@ enabled 
004D: jump_if_false @DRUGS1_23236 
0164: disable_marker 230@ 

:DRUGS1_23236
00D6: if 
0119:   car 192@ wrecked 
004D: jump_if_false @DRUGS1_23273 
00D6: if 
075C:   marker 228@ enabled 
004D: jump_if_false @DRUGS1_23273 
0164: disable_marker 228@ 

:DRUGS1_23273
00D6: if 
0039:   286@ == 0 
004D: jump_if_false @DRUGS1_23354 
00D6: if 
8119:   not car 169@ wrecked 
004D: jump_if_false @DRUGS1_23354 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_23354 
00D6: if 
051D:   car 169@ damaged_by_car 188@ 
004D: jump_if_false @DRUGS1_23354 
020B: explode_car 169@ 
0006: 286@ = 1 

:DRUGS1_23354
00D6: if 
0039:   287@ == 0 
004D: jump_if_false @DRUGS1_23435 
00D6: if 
8119:   not car 170@ wrecked 
004D: jump_if_false @DRUGS1_23435 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_23435 
00D6: if 
051D:   car 170@ damaged_by_car 188@ 
004D: jump_if_false @DRUGS1_23435 
020B: explode_car 170@ 
0006: 287@ = 1 

:DRUGS1_23435
00D6: if or
0039:   90@ == 20 
0039:   243@ == 1 
004D: jump_if_false @DRUGS1_25482 
00D6: if 
001B:   3 > 245@ 
004D: jump_if_false @DRUGS1_25482 
00D6: if 
0039:   282@ == 0 
004D: jump_if_false @DRUGS1_23545 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_23545 
04AF: 239@ = 35664 // = constant 
05AA: 240@s = 'SMO4_FB' // @s = 'short'  // ~z~They after us on a bike, Smoke!
0050: gosub @DRUGS1_51600 

:DRUGS1_23545
00D6: if 
0039:   282@ == 1 
004D: jump_if_false @DRUGS1_23612 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_23612 
04AF: 239@ = 35662 // = constant 
05AA: 240@s = 'SMO4_ES' // @s = 'short'  // ~z~Waste any motherfucker that follows us!
0050: gosub @DRUGS1_51600 

:DRUGS1_23612
00D6: if 
0039:   285@ == 0 
004D: jump_if_false @DRUGS1_23675 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1659.49 -1580.97 radius 50.0 50.0 
004D: jump_if_false @DRUGS1_23675 
0006: 285@ = 1 

:DRUGS1_23675
00D6: if 
0039:   282@ == 2 
004D: jump_if_false @DRUGS1_23760 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_23760 
00D6: if 
0039:   285@ == 1 
004D: jump_if_false @DRUGS1_23760 
04AF: 239@ = 35666 // = constant 
05AA: 240@s = 'SMO4_FD' // @s = 'short'  // ~z~Shit, man, they coming fo' us in a truck!
0050: gosub @DRUGS1_51600 

:DRUGS1_23760
00D6: if 
0039:   282@ == 3 
004D: jump_if_false @DRUGS1_23827 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_23827 
04AF: 239@ = 35667 // = constant 
05AA: 240@s = 'SMO4_FE' // @s = 'short'  // ~z~Don't tell me about it, take it off the road! Pop it!
0050: gosub @DRUGS1_51600 

:DRUGS1_23827
00D6: if 
0039:   282@ == 4 
004D: jump_if_false @DRUGS1_23894 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_23894 
04AF: 239@ = 35668 // = constant 
05AA: 240@s = 'SMO4_FF' // @s = 'short'  // ~z~Damn, look at all this traffic - GET OUTTA THE WAY!
0050: gosub @DRUGS1_51600 

:DRUGS1_23894
00D6: if 
0039:   282@ == 5 
004D: jump_if_false @DRUGS1_23961 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_23961 
04AF: 239@ = 35669 // = constant 
05AA: 240@s = 'SMO4_FG' // @s = 'short'  // ~z~I'm coming through!
0050: gosub @DRUGS1_51600 

:DRUGS1_23961
00D6: if 
0039:   285@ == 1 
004D: jump_if_false @DRUGS1_24024 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1638.05 -1440.64 radius 60.0 60.0 
004D: jump_if_false @DRUGS1_24024 
0006: 285@ = 2 

:DRUGS1_24024
00D6: if 
0039:   282@ == 6 
004D: jump_if_false @DRUGS1_24109 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_24109 
00D6: if 
0039:   285@ == 2 
004D: jump_if_false @DRUGS1_24109 
04AF: 239@ = 35665 // = constant 
05AA: 240@s = 'SMO4_FC' // @s = 'short'  // ~z~We got bikes on our six - smash it Smoke!
0050: gosub @DRUGS1_51600 

:DRUGS1_24109
00D6: if 
0039:   285@ == 2 
004D: jump_if_false @DRUGS1_24172 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1579.33 -1438.05 radius 55.0 55.0 
004D: jump_if_false @DRUGS1_24172 
0006: 285@ = 3 

:DRUGS1_24172
00D6: if 
0039:   282@ == 7 
004D: jump_if_false @DRUGS1_24257 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_24257 
00D6: if 
0039:   285@ == 3 
004D: jump_if_false @DRUGS1_24257 
04AF: 239@ = 35671 // = constant 
05AA: 240@s = 'SMO4_FJ' // @s = 'short'  // ~z~Hold on tight, baby!
0050: gosub @DRUGS1_51600 

:DRUGS1_24257
00D6: if 
0039:   282@ == 8 
004D: jump_if_false @DRUGS1_24324 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_24324 
04AF: 239@ = 35672 // = constant 
05AA: 240@s = 'SMO4_FK' // @s = 'short'  // ~z~Ah Smoke,! Nooooooo!
0050: gosub @DRUGS1_51600 

:DRUGS1_24324
00D6: if 
0039:   285@ == 3 
004D: jump_if_false @DRUGS1_24424 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_24410 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1432.61 -1438.66 radius 12.0 12.0 
004D: jump_if_false @DRUGS1_24403 
0006: 285@ = 4 

:DRUGS1_24403
0002: jump @DRUGS1_24424 

:DRUGS1_24410
0006: 285@ = 4 
0006: 282@ = 12 

:DRUGS1_24424
00D6: if 
0039:   282@ == 9 
004D: jump_if_false @DRUGS1_24509 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_24509 
00D6: if 
0039:   285@ == 4 
004D: jump_if_false @DRUGS1_24509 
04AF: 239@ = 35673 // = constant 
05AA: 240@s = 'SMO4_FL' // @s = 'short'  // ~z~Ah, they hit a bus!
0050: gosub @DRUGS1_51600 

:DRUGS1_24509
00D6: if 
0039:   282@ == 10 
004D: jump_if_false @DRUGS1_24576 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_24576 
04AF: 239@ = 35674 // = constant 
05AA: 240@s = 'SMO4_FM' // @s = 'short'  // ~z~Ha,ha ha, I'll never dis public transportation again!
0050: gosub @DRUGS1_51600 

:DRUGS1_24576
00D6: if 
0039:   285@ == 4 
004D: jump_if_false @DRUGS1_24639 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1406.73 -1393.15 radius 10.0 10.0 
004D: jump_if_false @DRUGS1_24639 
0006: 285@ = 5 

:DRUGS1_24639
00D6: if 
0039:   282@ == 11 
004D: jump_if_false @DRUGS1_24724 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_24724 
00D6: if 
0039:   285@ == 5 
004D: jump_if_false @DRUGS1_24724 
04AF: 239@ = 35675 // = constant 
05AA: 240@s = 'SMO4_GA' // @s = 'short'  // ~z~Damn, road-blocked!
0050: gosub @DRUGS1_51600 

:DRUGS1_24724
00D6: if 
0039:   282@ == 12 
004D: jump_if_false @DRUGS1_24791 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_24791 
04AF: 239@ = 35676 // = constant 
05AA: 240@s = 'SMO4_GB' // @s = 'short'  // ~z~Ah Smoke, these cats is organized. It's something you ain't tellin' me man!
0050: gosub @DRUGS1_51600 

:DRUGS1_24791
00D6: if 
0039:   282@ == 13 
004D: jump_if_false @DRUGS1_24858 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_24858 
04AF: 239@ = 35677 // = constant 
05AA: 240@s = 'SMO4_GD' // @s = 'short'  // ~z~Look, Carl, all I know is they're real pissed with us right now!
0050: gosub @DRUGS1_51600 

:DRUGS1_24858
00D6: if 
0039:   282@ == 14 
004D: jump_if_false @DRUGS1_24925 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_24925 
04AF: 239@ = 35678 // = constant 
05AA: 240@s = 'SMO4_GE' // @s = 'short'  // ~z~Hold on though, I got a idea.
0050: gosub @DRUGS1_51600 

:DRUGS1_24925
00D6: if 
0039:   282@ == 15 
004D: jump_if_false @DRUGS1_24992 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_24992 
04AF: 239@ = 35679 // = constant 
05AA: 240@s = 'SMO4_GF' // @s = 'short'  // ~z~Smoke, what you thinking? Flood control's a dead end, man!
0050: gosub @DRUGS1_51600 

:DRUGS1_24992
00D6: if 
0039:   282@ == 16 
004D: jump_if_false @DRUGS1_25059 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_25059 
04AF: 239@ = 35680 // = constant 
05AA: 240@s = 'SMO4_GG' // @s = 'short'  // ~z~To hell with that, we had to lose those cars, don't worry about that.
0050: gosub @DRUGS1_51600 

:DRUGS1_25059
00D6: if 
0039:   282@ == 17 
004D: jump_if_false @DRUGS1_25126 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_25126 
04AF: 239@ = 35681 // = constant 
05AA: 240@s = 'SMO4_GH' // @s = 'short'  // ~z~I know a way out, up past Grove Street.
0050: gosub @DRUGS1_51600 

:DRUGS1_25126
00D6: if 
0039:   282@ == 18 
004D: jump_if_false @DRUGS1_25193 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_25193 
04AF: 239@ = 35682 // = constant 
05AA: 240@s = 'SMO4_GJ' // @s = 'short'  // ~z~The old sewer tunnel? Oh man....
0050: gosub @DRUGS1_51600 

:DRUGS1_25193
00D6: if 
0039:   282@ == 19 
004D: jump_if_false @DRUGS1_25260 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_25260 
04AF: 239@ = 35661 // = constant 
05AA: 240@s = 'SMO4_ER' // @s = 'short'  // ~z~Watch our backs!
0050: gosub @DRUGS1_51600 

:DRUGS1_25260
00D6: if 
0039:   285@ == 5 
004D: jump_if_false @DRUGS1_25323 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1362.39 -1590.12 radius 15.0 15.0 
004D: jump_if_false @DRUGS1_25323 
0006: 285@ = 6 

:DRUGS1_25323
00D6: if 
0039:   282@ == 20 
004D: jump_if_false @DRUGS1_25408 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_25408 
00D6: if 
0039:   285@ == 6 
004D: jump_if_false @DRUGS1_25408 
04AF: 239@ = 35683 // = constant 
05AA: 240@s = 'SMO4_GK' // @s = 'short'  // ~z~Smoke, it's more bikes!
0050: gosub @DRUGS1_51600 

:DRUGS1_25408
00D6: if 
0039:   282@ == 21 
004D: jump_if_false @DRUGS1_25475 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_25475 
04AF: 239@ = 35655 // = constant 
05AA: 240@s = 'SMO4_EL' // @s = 'short'  // ~z~Pop they fuckin' brains out, CJ!
0050: gosub @DRUGS1_51600 

:DRUGS1_25475
0050: gosub @DRUGS1_51642 

:DRUGS1_25482
00D6: if 
0039:   243@ == 1 
004D: jump_if_false @DRUGS1_32582 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_32582 
00D6: if 
0039:   245@ == 0 
004D: jump_if_false @DRUGS1_26818 
00A5: 189@ = create_car #BF400 at 1446.923 -1429.569 12.1 
09C4: set_car 189@ gas_tank_explosion_enabled 0 
0175: set_car 189@ Z_angle_to 174.719 
0129: 42@ = create_actor_pedtype 24 model #MAFFA in_car 189@ driverseat 
060B: set_actor 42@ decision_maker_to 35@ 
0223: set_actor 42@ health_to 10 
02A9: set_actor 42@ immune_to_nonplayer 0 
01C8: 43@ = create_actor_pedtype 24 model #MAFFA in_car 189@ passenger_seat 0 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 43@ health_to 10 
02A9: set_actor 43@ immune_to_nonplayer 0 
060B: set_actor 43@ decision_maker_to 35@ 
0186: 214@ = create_marker_above_car 189@ 
018B: set_marker 214@ radar_mode 2 
0168: set_marker 214@ size 2 
0006: 247@ = 1 
0006: 260@ = 1 
00A5: 194@ = create_car #BF400 at 1377.421 -1571.321 12.1 
09C4: set_car 194@ gas_tank_explosion_enabled 0 
0175: set_car 194@ Z_angle_to 166.577 
0129: 44@ = create_actor_pedtype 24 model #MAFFA in_car 194@ driverseat 
060B: set_actor 44@ decision_maker_to 35@ 
0223: set_actor 44@ health_to 10 
02A9: set_actor 44@ immune_to_nonplayer 0 
01C8: 45@ = create_actor_pedtype 24 model #MAFFA in_car 194@ passenger_seat 0 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 45@ health_to 10 
02A9: set_actor 45@ immune_to_nonplayer 0 
060B: set_actor 45@ decision_maker_to 35@ 
0186: 215@ = create_marker_above_car 194@ 
018B: set_marker 215@ radar_mode 2 
0168: set_marker 215@ size 2 
0006: 248@ = 1 
0006: 261@ = 1 
00A5: 195@ = create_car #BF400 at 1361.086 -1665.478 12.62 
09C4: set_car 195@ gas_tank_explosion_enabled 0 
0175: set_car 195@ Z_angle_to 187.657 
0129: 46@ = create_actor_pedtype 24 model #MAFFA in_car 195@ driverseat 
060B: set_actor 46@ decision_maker_to 35@ 
0223: set_actor 46@ health_to 50 
01C8: 47@ = create_actor_pedtype 24 model #MAFFA in_car 195@ passenger_seat 0 
01B2: give_actor 47@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 47@ decision_maker_to 35@ 
0223: set_actor 47@ health_to 10 
0186: 216@ = create_marker_above_car 195@ 
018B: set_marker 216@ radar_mode 2 
0168: set_marker 216@ size 2 
0006: 249@ = 1 
0006: 262@ = 1 
00A5: 196@ = create_car #BF400 at 1365.219 -1420.908 12.104 
09C4: set_car 196@ gas_tank_explosion_enabled 0 
0175: set_car 196@ Z_angle_to 353.946 
0129: 56@ = create_actor_pedtype 24 model #MAFFA in_car 196@ driverseat 
060B: set_actor 56@ decision_maker_to 35@ 
0223: set_actor 56@ health_to 10 
02A9: set_actor 56@ immune_to_nonplayer 0 
01C8: 57@ = create_actor_pedtype 24 model #MAFFA in_car 196@ passenger_seat 0 
01B2: give_actor 57@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 57@ health_to 10 
02A9: set_actor 57@ immune_to_nonplayer 0 
060B: set_actor 57@ decision_maker_to 35@ 
0186: 217@ = create_marker_above_car 196@ 
018B: set_marker 217@ radar_mode 2 
0168: set_marker 217@ size 2 
0006: 250@ = 1 
0006: 263@ = 1 
00A5: 165@ = create_car #SULTAN at 1374.372 -1665.108 12.91 
09C4: set_car 165@ gas_tank_explosion_enabled 0 
0175: set_car 165@ Z_angle_to 176.22 
0129: 48@ = create_actor_pedtype 24 model #MAFFA in_car 165@ driverseat 
060B: set_actor 48@ decision_maker_to 35@ 
01C8: 49@ = create_actor_pedtype 24 model #MAFFA in_car 165@ passenger_seat 0 
01B2: give_actor 49@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 49@ health_to 10 
060B: set_actor 49@ decision_maker_to 35@ 
0186: 210@ = create_marker_above_car 165@ 
018B: set_marker 210@ radar_mode 2 
0168: set_marker 210@ size 2 
0006: 265@ = 1 
0006: 255@ = 1 
00A5: 166@ = create_car #SULTAN at 1373.704 -1633.619 12.935 
09C4: set_car 166@ gas_tank_explosion_enabled 0 
0175: set_car 166@ Z_angle_to 176.22 
0129: 50@ = create_actor_pedtype 24 model #MAFFA in_car 166@ driverseat 
060B: set_actor 50@ decision_maker_to 35@ 
01C8: 51@ = create_actor_pedtype 24 model #MAFFA in_car 166@ passenger_seat 0 
01B2: give_actor 51@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 51@ decision_maker_to 35@ 
0223: set_actor 51@ health_to 10 
0186: 211@ = create_marker_above_car 166@ 
018B: set_marker 211@ radar_mode 2 
0168: set_marker 211@ size 2 
0006: 266@ = 1 
0006: 256@ = 1 
0001: wait 0 ms 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_26461 
0519: set_car 161@ locked 0 
05EB: assign_car 161@ to_path 258 

:DRUGS1_26461
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_26636 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_26636 
05EB: assign_car 189@ to_path 259 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_26584 
00D6: if 
001B:   2 > 288@ 
004D: jump_if_false @DRUGS1_26584 
01B2: give_actor 42@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 42@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_26584
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_26636 
0713: actor 43@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 

:DRUGS1_26636
00D6: if 
8119:   not car 196@ wrecked 
004D: jump_if_false @DRUGS1_26811 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_26676 
05EB: assign_car 196@ to_path 264 

:DRUGS1_26676
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_26759 
00D6: if 
001B:   3 > 288@ 
004D: jump_if_false @DRUGS1_26759 
01B2: give_actor 56@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 56@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_26759
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRUGS1_26811 
0713: actor 57@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:DRUGS1_26811
0006: 245@ = 1 

:DRUGS1_26818
00D6: if 
0039:   245@ == 1 
004D: jump_if_false @DRUGS1_27125 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1374.62 -1549.64 radius 10.0 10.0 
004D: jump_if_false @DRUGS1_27125 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_27033 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_26981 
05EB: assign_car 194@ to_path 260 
00D6: if 
001B:   2 > 288@ 
004D: jump_if_false @DRUGS1_26981 
01B2: give_actor 44@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 44@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_26981
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_27033 
0713: actor 45@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 

:DRUGS1_27033
00A6: destroy_car 176@ 
00A6: destroy_car 190@ 
00A6: destroy_car 191@ 
00A6: destroy_car 192@ 
00A6: destroy_car 193@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 
009B: destroy_actor 55@ 
009B: destroy_actor 61@ 
0164: disable_marker 235@ 
0164: disable_marker 226@ 
0164: disable_marker 227@ 
0164: disable_marker 236@ 
0164: disable_marker 230@ 
0164: disable_marker 228@ 
0164: disable_marker 229@ 
0006: 245@ = 2 

:DRUGS1_27125
00D6: if 
0039:   245@ == 2 
004D: jump_if_false @DRUGS1_27464 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1361.086 -1665.478 radius 10.0 10.0 
004D: jump_if_false @DRUGS1_27464 
00D6: if 
8119:   not car 195@ wrecked 
004D: jump_if_false @DRUGS1_27221 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS1_27221 
05EB: assign_car 195@ to_path 261 

:DRUGS1_27221
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_27273 
0713: actor 47@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 

:DRUGS1_27273
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_27313 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS1_27313 
05EB: assign_car 165@ to_path 262 

:DRUGS1_27313
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_27365 
0713: actor 49@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 10 

:DRUGS1_27365
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_27405 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_27405 
05EB: assign_car 166@ to_path 263 

:DRUGS1_27405
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS1_27457 
0713: actor 51@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 10 

:DRUGS1_27457
0006: 245@ = 3 

:DRUGS1_27464
00D6: if 
0039:   245@ == 3 
004D: jump_if_false @DRUGS1_28454 
00D6: if 
01AD:   car 161@ sphere 1 near_point 1530.0 -1742.0 radius 10.0 10.0 
004D: jump_if_false @DRUGS1_28454 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_27562 
02AC: set_car 161@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRUGS1_27562
0005: $Z_CAMERA = 0.2 
0007: 204@ = 0.0 
0679: put_camera_on_car 161@ with_offset 0.0 -2.0 $Z_CAMERA rotation 0.0 0.0 204@ tilt 0.0 switchstyle 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0430: put_actor $PLAYER_ACTOR into_car 161@ passenger_seat 0 
05EC: release_car 189@ from_path 
00A6: destroy_car 189@ 
0164: disable_marker 214@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
05EC: release_car 194@ from_path 
00A6: destroy_car 194@ 
0164: disable_marker 215@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
05EC: release_car 195@ from_path 
00A6: destroy_car 195@ 
0164: disable_marker 216@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
05EC: release_car 196@ from_path 
00A6: destroy_car 196@ 
0164: disable_marker 217@ 
009B: destroy_actor 56@ 
009B: destroy_actor 57@ 
05EC: release_car 165@ from_path 
00A6: destroy_car 165@ 
0164: disable_marker 210@ 
009B: destroy_actor 48@ 
009B: destroy_actor 49@ 
05EC: release_car 166@ from_path 
00A6: destroy_car 166@ 
0164: disable_marker 211@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
00A5: 189@ = create_car #BF400 at 1505.103 -1733.09 3.05 
09C4: set_car 189@ gas_tank_explosion_enabled 0 
0175: set_car 189@ Z_angle_to 258.539 
0129: 42@ = create_actor_pedtype 24 model #MAFFA in_car 189@ driverseat 
060B: set_actor 42@ decision_maker_to 35@ 
0223: set_actor 42@ health_to 10 
01C8: 43@ = create_actor_pedtype 24 model #MAFFA in_car 189@ passenger_seat 0 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 43@ health_to 10 
060B: set_actor 43@ decision_maker_to 35@ 
00A5: 194@ = create_car #BF400 at 1487.213 -1734.792 3.25 
09C4: set_car 194@ gas_tank_explosion_enabled 0 
0175: set_car 194@ Z_angle_to 250.829 
0129: 44@ = create_actor_pedtype 24 model #MAFFA in_car 194@ driverseat 
060B: set_actor 44@ decision_maker_to 35@ 
0223: set_actor 44@ health_to 10 
01C8: 45@ = create_actor_pedtype 24 model #MAFFA in_car 194@ passenger_seat 0 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 45@ health_to 20 
060B: set_actor 45@ decision_maker_to 35@ 
00A5: 165@ = create_car #SULTAN at 1496.864 -1731.303 6.3 
09C4: set_car 165@ gas_tank_explosion_enabled 0 
0175: set_car 165@ Z_angle_to 255.305 
0129: 48@ = create_actor_pedtype 24 model #MAFFA in_car 165@ driverseat 
060B: set_actor 48@ decision_maker_to 35@ 
01C8: 49@ = create_actor_pedtype 24 model #MAFFA in_car 165@ passenger_seat 0 
01B2: give_actor 49@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 49@ decision_maker_to 35@ 
0223: set_actor 49@ health_to 10 
00A5: 188@ = create_car #PACKER at 1550.873 -1737.122 14.1055 
09C4: set_car 188@ gas_tank_explosion_enabled 0 
0175: set_car 188@ Z_angle_to 245.14 
0129: 197@ = create_actor_pedtype 24 model #MAFFA in_car 188@ driverseat 
054A: set_actor 197@ can_be_shot_in_a_car 0 
02AC: set_car 188@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 197@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 197@ decision_maker_to 35@ 
01C8: 198@ = create_actor_pedtype 24 model #MAFFA in_car 188@ passenger_seat 0 
01B2: give_actor 198@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 198@ decision_maker_to 35@ 
00A5: 208@ = create_car #SULTAN at 1550.873 -1737.122 -14.1055 
09C4: set_car 208@ gas_tank_explosion_enabled 0 
0175: set_car 208@ Z_angle_to 256.415 
02AC: set_car 208@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0683: attach_car 208@ to_car 188@ with_offset 0.0 -4.6 0.65 rotation 15.0 0.0 0.0 
0006: 269@ = 0 
00A5: 207@ = create_car #SULTAN at 1550.873 -1737.122 14.1055 
09C4: set_car 207@ gas_tank_explosion_enabled 0 
0175: set_car 207@ Z_angle_to 256.415 
02AC: set_car 207@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0683: attach_car 207@ to_car 188@ with_offset 0.0 1.15 2.4 rotation 15.0 0.0 0.0 
0006: 270@ = 0 
0006: 32@ = 0 
0006: 246@ = 1 
0006: 245@ = 4 

:DRUGS1_28454
00D6: if 
0039:   246@ == 1 
004D: jump_if_false @DRUGS1_28613 
00D6: if 
01AD:   car 161@ sphere 1 near_point 1550.52 -1749.19 radius 10.0 10.0 
004D: jump_if_false @DRUGS1_28613 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_28534 
05EB: assign_car 188@ to_path 265 

:DRUGS1_28534
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_28558 
05EB: assign_car 189@ to_path 266 

:DRUGS1_28558
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_28582 
05EB: assign_car 165@ to_path 267 

:DRUGS1_28582
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_28606 
05EB: assign_car 194@ to_path 268 

:DRUGS1_28606
0006: 246@ = 2 

:DRUGS1_28613
00D6: if 
0039:   245@ == 4 
004D: jump_if_false @DRUGS1_28743 
00D6: if 
0019:   32@ > 250 
004D: jump_if_false @DRUGS1_28743 
00D6: if 
0022:   0.8 > $Z_CAMERA 
004D: jump_if_false @DRUGS1_28736 
0078: $Z_CAMERA += frame_delta_time * 0.008 // (float) 
0079: 204@ += frame_delta_time * 0.008 // (float) 
0679: put_camera_on_car 161@ with_offset 0.0 -2.0 $Z_CAMERA rotation 0.0 0.0 204@ tilt 0.0 switchstyle 2 
0002: jump @DRUGS1_28743 

:DRUGS1_28736
0006: 245@ = 5 

:DRUGS1_28743
00D6: if 
0039:   245@ == 5 
004D: jump_if_false @DRUGS1_28866 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @DRUGS1_28866 
015F: set_camera_position 1605.591 -1766.793 3.3342 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1604.774 -1766.255 3.5404 switchstyle 2 
015D: set_gamespeed 0.9 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 276@ = 1 
0006: 245@ = 6 

:DRUGS1_28866
00D6: if 
0039:   245@ == 6 
004D: jump_if_false @DRUGS1_28920 
00D6: if 
0019:   32@ > 800 
004D: jump_if_false @DRUGS1_28920 
0005: $TEMPVAR_FLOAT_3 = 0.3 
0006: 245@ = 7 

:DRUGS1_28920
00D6: if 
0039:   245@ == 7 
004D: jump_if_false @DRUGS1_29024 
00D6: if 
0022:   0.6 > $TEMPVAR_FLOAT_3 
004D: jump_if_false @DRUGS1_28981 
0009: $TEMPVAR_FLOAT_3 += 0.001 
015D: set_gamespeed $TEMPVAR_FLOAT_3 
0002: jump @DRUGS1_29024 

:DRUGS1_28981
00D6: if or
0019:   32@ > 2500 
0020:   $TEMPVAR_FLOAT_3 > 0.6 
004D: jump_if_false @DRUGS1_29024 
0006: 245@ = 7 
015D: set_gamespeed 0.5 

:DRUGS1_29024
00D6: if 
0039:   245@ == 7 
004D: jump_if_false @DRUGS1_29104 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @DRUGS1_29104 
0160: set_camera_point_at 1605.783 -1765.834 3.5404 switchstyle 1 
0005: $TEMPVAR_FLOAT_3 = 0.5 
0006: 32@ = 0 
0006: 245@ = 8 

:DRUGS1_29104
00D6: if 
0039:   245@ == 8 
004D: jump_if_false @DRUGS1_29215 
00D6: if 
0022:   1.0 > $TEMPVAR_FLOAT_3 
004D: jump_if_false @DRUGS1_29165 
0009: $TEMPVAR_FLOAT_3 += 0.01 
015D: set_gamespeed $TEMPVAR_FLOAT_3 
0002: jump @DRUGS1_29215 

:DRUGS1_29165
00D6: if or
0019:   32@ > 1000 
0020:   $TEMPVAR_FLOAT_3 > 0.9 
004D: jump_if_false @DRUGS1_29215 
0006: 245@ = 9 
0006: 32@ = 0 
015D: set_gamespeed 1.0 

:DRUGS1_29215
00D6: if 
0039:   245@ == 9 
004D: jump_if_false @DRUGS1_29266 
00D6: if 
0019:   32@ > 2800 
004D: jump_if_false @DRUGS1_29266 
0006: 243@ = 2 
0006: 245@ = 10 

:DRUGS1_29266
00D6: if 
0039:   276@ == 1 
004D: jump_if_false @DRUGS1_29378 
00D6: if 
0019:   33@ > 1242 
004D: jump_if_false @DRUGS1_29378 
08EB: create_sparks_at 1580.85 -1752.32 12.91 velocity_direction 0.0 0.0 1.0 density 60 
08EB: create_sparks_at 1580.75 -1749.51 12.92 velocity_direction 0.0 0.0 1.0 density 100 
0006: 276@ = 2 

:DRUGS1_29378
00D6: if 
0039:   276@ == 2 
004D: jump_if_false @DRUGS1_29490 
00D6: if 
0019:   33@ > 1400 
004D: jump_if_false @DRUGS1_29490 
08EB: create_sparks_at 1580.74 -1752.68 12.87 velocity_direction 0.0 0.0 1.0 density 100 
08EB: create_sparks_at 1580.85 -1749.75 12.91 velocity_direction 0.0 0.0 1.0 density 60 
0006: 276@ = 3 

:DRUGS1_29490
00D6: if 
0039:   276@ == 3 
004D: jump_if_false @DRUGS1_29602 
00D6: if 
0019:   33@ > 1500 
004D: jump_if_false @DRUGS1_29602 
08EB: create_sparks_at 1580.85 -1752.32 12.91 velocity_direction 0.0 0.0 1.0 density 100 
08EB: create_sparks_at 1580.85 -1752.32 12.91 velocity_direction 0.0 0.0 1.0 density 80 
0006: 276@ = 4 

:DRUGS1_29602
00D6: if 
0039:   276@ == 4 
004D: jump_if_false @DRUGS1_29714 
00D6: if 
0019:   33@ > 1600 
004D: jump_if_false @DRUGS1_29714 
08EB: create_sparks_at 1580.85 -1752.32 12.91 velocity_direction 0.0 0.0 1.0 density 100 
08EB: create_sparks_at 1580.75 -1749.51 12.92 velocity_direction 0.0 0.0 1.0 density 60 
0006: 276@ = 5 

:DRUGS1_29714
00D6: if 
0039:   276@ == 5 
004D: jump_if_false @DRUGS1_29826 
00D6: if 
0019:   33@ > 1700 
004D: jump_if_false @DRUGS1_29826 
08EB: create_sparks_at 1580.74 -1752.68 12.87 velocity_direction 0.0 0.0 1.0 density 80 
08EB: create_sparks_at 1580.85 -1749.75 12.91 velocity_direction 0.0 0.0 1.0 density 100 
0006: 276@ = 6 

:DRUGS1_29826
00D6: if 
0039:   276@ == 6 
004D: jump_if_false @DRUGS1_29938 
00D6: if 
0019:   33@ > 1800 
004D: jump_if_false @DRUGS1_29938 
08EB: create_sparks_at 1580.85 -1752.32 12.91 velocity_direction 0.0 0.0 1.0 density 60 
08EB: create_sparks_at 1580.85 -1752.32 12.91 velocity_direction 0.0 0.0 1.0 density 80 
0006: 276@ = 7 

:DRUGS1_29938
00D6: if 
0039:   276@ == 7 
004D: jump_if_false @DRUGS1_30016 
00D6: if 
0019:   33@ > 2404 
004D: jump_if_false @DRUGS1_30016 
08EB: create_sparks_at 1599.28 -1757.56 3.11 velocity_direction 0.0 0.0 1.0 density 60 
0006: 276@ = 8 

:DRUGS1_30016
00D6: if 
0039:   276@ == 8 
004D: jump_if_false @DRUGS1_30128 
00D6: if 
0019:   33@ > 3418 
004D: jump_if_false @DRUGS1_30128 
08EB: create_sparks_at 1599.76 1757.96 3.14 velocity_direction 0.0 0.0 1.0 density 100 
08EB: create_sparks_at 1601.69 -1758.73 3.18 velocity_direction 0.0 0.0 1.0 density 60 
0006: 276@ = 9 

:DRUGS1_30128
00D6: if 
0039:   276@ == 9 
004D: jump_if_false @DRUGS1_30206 
00D6: if 
0019:   33@ > 3598 
004D: jump_if_false @DRUGS1_30206 
08EB: create_sparks_at 1605.46 -1763.14 3.18 velocity_direction 0.0 0.0 1.0 density 100 
0006: 276@ = 10 

:DRUGS1_30206
00D6: if 
0039:   276@ == 10 
004D: jump_if_false @DRUGS1_30284 
00D6: if 
0019:   33@ > 3600 
004D: jump_if_false @DRUGS1_30284 
08EB: create_sparks_at 1605.46 -1763.14 3.18 velocity_direction 0.0 0.0 1.0 density 80 
0006: 276@ = 11 

:DRUGS1_30284
00D6: if 
001B:   4 > 245@ 
004D: jump_if_false @DRUGS1_32582 
00D6: if 
0039:   247@ == 1 
004D: jump_if_false @DRUGS1_30550 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_30550 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_30359 
0002: jump @DRUGS1_30550 

:DRUGS1_30359
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_30508 
00D6: if 
00DB:   actor 43@ in_car 189@ 
004D: jump_if_false @DRUGS1_30501 
046C: 205@ = car 189@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_30501 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 43@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 43@ in_car 189@ 
0713: actor 43@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 247@ = 2 

:DRUGS1_30501
0002: jump @DRUGS1_30550 

:DRUGS1_30508
04BA: set_car 189@ speed_to 18.0 
05EC: release_car 189@ from_path 
07DB: set_car 189@ rotation_velocity_XYZ 1.5 3.3999 4.1003 through_center_of_mass 
0006: 247@ = 2 

:DRUGS1_30550
00D6: if 
0039:   247@ == 2 
004D: jump_if_false @DRUGS1_30642 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @DRUGS1_30642 
05EC: release_car 189@ from_path 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_30635 
04BA: set_car 189@ speed_to 18.0 
07DB: set_car 189@ rotation_velocity_XYZ 1.5 3.3999 4.1003 through_center_of_mass 

:DRUGS1_30635
0006: 247@ = 3 

:DRUGS1_30642
00D6: if 
0039:   260@ == 1 
004D: jump_if_false @DRUGS1_30729 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @DRUGS1_30729 
00D6: if or
0118:   actor 43@ dead 
0119:   car 189@ wrecked 
004D: jump_if_false @DRUGS1_30729 
05EC: release_car 189@ from_path 
0164: disable_marker 214@ 
01C3: remove_references_to_car 189@ 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 260@ = 2 

:DRUGS1_30729
00D6: if 
0039:   248@ == 1 
004D: jump_if_false @DRUGS1_30977 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_30977 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_30786 
0002: jump @DRUGS1_30977 

:DRUGS1_30786
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_30935 
00D6: if 
00DB:   actor 45@ in_car 194@ 
004D: jump_if_false @DRUGS1_30928 
046C: 205@ = car 194@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_30928 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 45@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 45@ in_car 194@ 
0713: actor 45@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 248@ = 2 

:DRUGS1_30928
0002: jump @DRUGS1_30977 

:DRUGS1_30935
04BA: set_car 194@ speed_to 15.0 
05EC: release_car 194@ from_path 
07DB: set_car 194@ rotation_velocity_XYZ 5.5 3.3999 5.1003 through_center_of_mass 
0006: 248@ = 2 

:DRUGS1_30977
00D6: if 
0039:   248@ == 2 
004D: jump_if_false @DRUGS1_31069 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @DRUGS1_31069 
05EC: release_car 194@ from_path 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_31062 
04BA: set_car 194@ speed_to 15.0 
07DB: set_car 194@ rotation_velocity_XYZ 5.5 3.3999 5.1003 through_center_of_mass 

:DRUGS1_31062
0006: 248@ = 3 

:DRUGS1_31069
00D6: if 
0039:   261@ == 1 
004D: jump_if_false @DRUGS1_31156 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @DRUGS1_31156 
00D6: if or
0118:   actor 45@ dead 
0119:   car 194@ wrecked 
004D: jump_if_false @DRUGS1_31156 
05EC: release_car 194@ from_path 
0164: disable_marker 215@ 
01C3: remove_references_to_car 194@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0006: 261@ = 2 

:DRUGS1_31156
00D6: if 
0039:   249@ == 1 
004D: jump_if_false @DRUGS1_31405 
00D6: if 
8119:   not car 195@ wrecked 
004D: jump_if_false @DRUGS1_31405 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS1_31213 
0002: jump @DRUGS1_31405 

:DRUGS1_31213
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_31363 
00D6: if 
00DB:   actor 47@ in_car 195@ 
004D: jump_if_false @DRUGS1_31356 
046C: 205@ = car 195@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_31356 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 47@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 47@ in_car 195@ 
0713: actor 47@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 
0006: 249@ = 2 

:DRUGS1_31356
0002: jump @DRUGS1_31405 

:DRUGS1_31363
04BA: set_car 195@ speed_to 15.0 
05EC: release_car 195@ from_path 
07DB: set_car 195@ rotation_velocity_XYZ 1.5 4.3999 5.1003 through_center_of_mass 
0006: 249@ = 2 

:DRUGS1_31405
00D6: if 
0039:   249@ == 2 
004D: jump_if_false @DRUGS1_31497 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @DRUGS1_31497 
05EC: release_car 195@ from_path 
00D6: if 
8119:   not car 195@ wrecked 
004D: jump_if_false @DRUGS1_31490 
04BA: set_car 195@ speed_to 15.0 
07DB: set_car 195@ rotation_velocity_XYZ 1.5 4.3999 5.1003 through_center_of_mass 

:DRUGS1_31490
0006: 249@ = 3 

:DRUGS1_31497
00D6: if 
0039:   262@ == 1 
004D: jump_if_false @DRUGS1_31584 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @DRUGS1_31584 
00D6: if or
0118:   actor 47@ dead 
0119:   car 195@ wrecked 
004D: jump_if_false @DRUGS1_31584 
05EC: release_car 195@ from_path 
0164: disable_marker 216@ 
01C3: remove_references_to_car 195@ 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 262@ = 2 

:DRUGS1_31584
00D6: if 
0039:   250@ == 1 
004D: jump_if_false @DRUGS1_31833 
00D6: if 
8119:   not car 196@ wrecked 
004D: jump_if_false @DRUGS1_31833 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_31641 
0002: jump @DRUGS1_31833 

:DRUGS1_31641
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRUGS1_31791 
00D6: if 
00DB:   actor 57@ in_car 196@ 
004D: jump_if_false @DRUGS1_31784 
046C: 205@ = car 196@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_31784 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 57@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 57@ in_car 196@ 
0713: actor 57@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 
0006: 250@ = 2 

:DRUGS1_31784
0002: jump @DRUGS1_31833 

:DRUGS1_31791
04BA: set_car 196@ speed_to 15.0 
05EC: release_car 196@ from_path 
07DB: set_car 196@ rotation_velocity_XYZ 2.5 3.3999 3.1003 through_center_of_mass 
0006: 250@ = 2 

:DRUGS1_31833
00D6: if 
0039:   250@ == 2 
004D: jump_if_false @DRUGS1_31925 
00D6: if 
0118:   actor 57@ dead 
004D: jump_if_false @DRUGS1_31925 
05EC: release_car 196@ from_path 
00D6: if 
8119:   not car 196@ wrecked 
004D: jump_if_false @DRUGS1_31918 
04BA: set_car 196@ speed_to 15.0 
07DB: set_car 196@ rotation_velocity_XYZ 2.5 3.3999 3.1003 through_center_of_mass 

:DRUGS1_31918
0006: 250@ = 3 

:DRUGS1_31925
00D6: if 
0039:   263@ == 1 
004D: jump_if_false @DRUGS1_32012 
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @DRUGS1_32012 
00D6: if or
0118:   actor 57@ dead 
0119:   car 196@ wrecked 
004D: jump_if_false @DRUGS1_32012 
05EC: release_car 196@ from_path 
0164: disable_marker 217@ 
01C3: remove_references_to_car 196@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
0006: 263@ = 2 

:DRUGS1_32012
00D6: if 
0039:   265@ == 1 
004D: jump_if_false @DRUGS1_32164 
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_32164 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS1_32069 
0002: jump @DRUGS1_32164 

:DRUGS1_32069
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_32152 
00D6: if 
00DB:   actor 49@ in_car 165@ 
004D: jump_if_false @DRUGS1_32145 
046C: 205@ = car 165@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_32145 
0676: AS_actor 49@ in_car 165@ move_from_passengerseat_to_driverseat 
0006: 265@ = 2 

:DRUGS1_32145
0002: jump @DRUGS1_32164 

:DRUGS1_32152
05EC: release_car 165@ from_path 
0006: 265@ = 2 

:DRUGS1_32164
00D6: if 
0039:   265@ == 2 
004D: jump_if_false @DRUGS1_32210 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @DRUGS1_32210 
05EC: release_car 165@ from_path 
0006: 265@ = 3 

:DRUGS1_32210
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @DRUGS1_32297 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @DRUGS1_32297 
00D6: if or
0118:   actor 49@ dead 
0119:   car 165@ wrecked 
004D: jump_if_false @DRUGS1_32297 
05EC: release_car 165@ from_path 
0164: disable_marker 210@ 
01C3: remove_references_to_car 165@ 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
0006: 255@ = 2 

:DRUGS1_32297
00D6: if 
0039:   266@ == 1 
004D: jump_if_false @DRUGS1_32449 
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_32449 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_32354 
0002: jump @DRUGS1_32449 

:DRUGS1_32354
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS1_32437 
00D6: if 
00DB:   actor 51@ in_car 166@ 
004D: jump_if_false @DRUGS1_32430 
046C: 205@ = car 166@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_32430 
0676: AS_actor 51@ in_car 166@ move_from_passengerseat_to_driverseat 
0006: 266@ = 2 

:DRUGS1_32430
0002: jump @DRUGS1_32449 

:DRUGS1_32437
05EC: release_car 166@ from_path 
0006: 266@ = 2 

:DRUGS1_32449
00D6: if 
0039:   266@ == 2 
004D: jump_if_false @DRUGS1_32495 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @DRUGS1_32495 
05EC: release_car 166@ from_path 
0006: 266@ = 3 

:DRUGS1_32495
00D6: if 
0039:   256@ == 1 
004D: jump_if_false @DRUGS1_32582 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @DRUGS1_32582 
00D6: if or
0118:   actor 51@ dead 
0119:   car 166@ wrecked 
004D: jump_if_false @DRUGS1_32582 
05EC: release_car 166@ from_path 
01C3: remove_references_to_car 166@ 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
0164: disable_marker 211@ 
0006: 256@ = 2 

:DRUGS1_32582
00D6: if 
0039:   243@ == 2 
004D: jump_if_false @DRUGS1_42323 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_42323 
00D6: if 
0039:   272@ == 0 
004D: jump_if_false @DRUGS1_34556 
016A: fade 0 time 0 
05EC: release_car 189@ from_path 
00A6: destroy_car 189@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
05EC: release_car 194@ from_path 
00A6: destroy_car 194@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
05EC: release_car 165@ from_path 
00A6: destroy_car 165@ 
009B: destroy_actor 48@ 
009B: destroy_actor 49@ 
00A6: destroy_car 208@ 
00A6: destroy_car 207@ 
05EC: release_car 188@ from_path 
00A6: destroy_car 188@ 
009B: destroy_actor 197@ 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_32746 
05EC: release_car 161@ from_path 

:DRUGS1_32746
07C0: load_path 269 
07C0: load_path 270 
07C0: load_path 271 
07C0: load_path 272 
07C0: load_path 273 
07C0: load_path 274 
07C0: load_path 275 
07C0: load_path 276 
07C0: load_path 277 
07C0: load_path 278 
07C0: load_path 279 
07C0: load_path 280 
07C0: load_path 281 
038B: load_requested_models 

:DRUGS1_32813
00D6: if or
87C1:   not path 273 available 
87C1:   not path 274 available 
87C1:   not path 275 available 
87C1:   not path 276 available 
87C1:   not path 277 available 
004D: jump_if_false @DRUGS1_32860 
0001: wait 0 ms 
0002: jump @DRUGS1_32813 

:DRUGS1_32860
00D6: if or
87C1:   not path 278 available 
87C1:   not path 279 available 
87C1:   not path 280 available 
87C1:   not path 281 available 
004D: jump_if_false @DRUGS1_32902 
0001: wait 0 ms 
0002: jump @DRUGS1_32860 

:DRUGS1_32902
00D6: if or
87C1:   not path 269 available 
87C1:   not path 270 available 
87C1:   not path 271 available 
87C1:   not path 272 available 
004D: jump_if_false @DRUGS1_32944 
0001: wait 0 ms 
0002: jump @DRUGS1_32902 

:DRUGS1_32944
00A5: 188@ = create_car #PACKER at 1601.915 -1755.917 4.6 
09C4: set_car 188@ gas_tank_explosion_enabled 0 
0175: set_car 188@ Z_angle_to 256.415 
0129: 197@ = create_actor_pedtype 24 model #MAFFA in_car 188@ driverseat 
054A: set_actor 197@ can_be_shot_in_a_car 0 
02AC: set_car 188@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 197@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 197@ decision_maker_to 35@ 
02A9: set_actor 197@ immune_to_nonplayer 0 
0186: 209@ = create_marker_above_car 188@ 
018B: set_marker 209@ radar_mode 2 
0168: set_marker 209@ size 2 
00A5: 208@ = create_car #SULTAN at 1550.873 -1737.122 -14.1055 
09C4: set_car 208@ gas_tank_explosion_enabled 0 
0175: set_car 208@ Z_angle_to 256.415 
02AC: set_car 208@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0683: attach_car 208@ to_car 188@ with_offset 0.0 -4.6 0.65 rotation 15.0 0.0 0.0 
0006: 273@ = 1 
00A5: 207@ = create_car #SULTAN at 1550.873 -1737.122 14.1055 
09C4: set_car 207@ gas_tank_explosion_enabled 0 
0175: set_car 207@ Z_angle_to 256.415 
02AC: set_car 207@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0683: attach_car 207@ to_car 188@ with_offset 0.0 1.15 2.4 rotation 15.0 0.0 0.0 
0006: 274@ = 1 
00A5: 189@ = create_car #BF400 at 1505.103 -1733.09 3.05 
09C4: set_car 189@ gas_tank_explosion_enabled 0 
0175: set_car 189@ Z_angle_to 258.539 
02AC: set_car 189@ immunities BP 0 FP 1 EP 1 CP 1 MP 0 
0129: 42@ = create_actor_pedtype 24 model #MAFFA in_car 189@ driverseat 
0223: set_actor 42@ health_to 10 
02A9: set_actor 42@ immune_to_nonplayer 0 
060B: set_actor 42@ decision_maker_to 35@ 
02A9: set_actor 42@ immune_to_nonplayer 0 
01C8: 43@ = create_actor_pedtype 24 model #MAFFA in_car 189@ passenger_seat 0 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 43@ health_to 10 
02A9: set_actor 43@ immune_to_nonplayer 10 
060B: set_actor 43@ decision_maker_to 35@ 
02A9: set_actor 43@ immune_to_nonplayer 0 
0006: 247@ = 1 
0006: 260@ = 1 
0186: 214@ = create_marker_above_car 189@ 
018B: set_marker 214@ radar_mode 2 
0168: set_marker 214@ size 2 
00A5: 194@ = create_car #BF400 at 1487.213 -1734.792 3.25 
09C4: set_car 194@ gas_tank_explosion_enabled 0 
0175: set_car 194@ Z_angle_to 258.716 
02AC: set_car 194@ immunities BP 0 FP 1 EP 1 CP 1 MP 0 
0129: 44@ = create_actor_pedtype 24 model #MAFFA in_car 194@ driverseat 
060B: set_actor 44@ decision_maker_to 35@ 
02A9: set_actor 44@ immune_to_nonplayer 0 
0223: set_actor 44@ health_to 20 
01C8: 45@ = create_actor_pedtype 24 model #MAFFA in_car 194@ passenger_seat 0 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 45@ decision_maker_to 35@ 
02A9: set_actor 45@ immune_to_nonplayer 0 
0223: set_actor 45@ health_to 30 
0006: 248@ = 1 
0006: 261@ = 1 
0186: 215@ = create_marker_above_car 194@ 
018B: set_marker 215@ radar_mode 2 
0168: set_marker 215@ size 2 
00A5: 165@ = create_car #SULTAN at 1496.864 -1731.303 6.3 
09C4: set_car 165@ gas_tank_explosion_enabled 0 
0175: set_car 165@ Z_angle_to 257.724 
0129: 46@ = create_actor_pedtype 24 model #MAFFA in_car 165@ driverseat 
060B: set_actor 46@ decision_maker_to 35@ 
054A: set_actor 46@ can_be_shot_in_a_car 0 
02A9: set_actor 46@ immune_to_nonplayer 1 
01C8: 47@ = create_actor_pedtype 24 model #MAFFA in_car 165@ passenger_seat 0 
01B2: give_actor 47@ weapon 28 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 47@ immune_to_nonplayer 1 
060B: set_actor 47@ decision_maker_to 35@ 
0223: set_actor 47@ health_to 10 
0006: 265@ = 1 
0006: 255@ = 1 
0186: 210@ = create_marker_above_car 165@ 
018B: set_marker 210@ radar_mode 2 
0168: set_marker 210@ size 2 
0224: set_car 165@ health_to 1000 
0001: wait 0 ms 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_33824 
05EB: assign_car 188@ to_path 269 

:DRUGS1_33824
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @DRUGS1_33848 
05EB: assign_car 208@ to_path 270 

:DRUGS1_33848
00D6: if 
8119:   not car 207@ wrecked 
004D: jump_if_false @DRUGS1_33872 
05EB: assign_car 207@ to_path 271 

:DRUGS1_33872
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_33896 
05EB: assign_car 161@ to_path 272 

:DRUGS1_33896
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @DRUGS1_33934 
0684: detach_car 208@ 20.0 180.0 0.0 collision_detection 0 

:DRUGS1_33934
00D6: if 
8119:   not car 207@ wrecked 
004D: jump_if_false @DRUGS1_33972 
0684: detach_car 207@ 20.0 180.0 0.0 collision_detection 0 

:DRUGS1_33972
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_33996 
05EB: assign_car 189@ to_path 273 

:DRUGS1_33996
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_34020 
05EB: assign_car 194@ to_path 274 

:DRUGS1_34020
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_34044 
05EB: assign_car 165@ to_path 275 

:DRUGS1_34044
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 346.2 rotation_speed 359.0 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_34138 
02AC: set_car 161@ immunities BP 0 FP 1 EP 1 CP 1 MP 1 

:DRUGS1_34138
016A: fade 1 time 250 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 285@ = 0 
0006: 282@ = 0 
0006: 283@ = 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_34220 
02AB: set_actor $ACTOR_SMOKE immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRUGS1_34220
0006: 33@ = 0 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_34279 
0713: actor 43@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:DRUGS1_34279
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_34362 
00D6: if 
001B:   3 > 288@ 
004D: jump_if_false @DRUGS1_34362 
01B2: give_actor 42@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 42@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_34362
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_34445 
00D6: if 
001B:   2 > 288@ 
004D: jump_if_false @DRUGS1_34445 
01B2: give_actor 44@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 44@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_34445
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_34497 
0713: actor 45@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:DRUGS1_34497
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_34549 
0713: actor 47@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:DRUGS1_34549
0006: 272@ = 1 

:DRUGS1_34556
00D6: if 
0039:   272@ == 1 
004D: jump_if_false @DRUGS1_35101 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1905.28 -1831.57 radius 12.0 12.0 
004D: jump_if_false @DRUGS1_35101 
00A5: 166@ = create_car #SULTAN at 2002.102 -1890.368 8.108 
09C4: set_car 166@ gas_tank_explosion_enabled 0 
0175: set_car 166@ Z_angle_to 44.1 
05EB: assign_car 166@ to_path 276 
0129: 48@ = create_actor_pedtype 24 model #MAFFA in_car 166@ driverseat 
060B: set_actor 48@ decision_maker_to 35@ 
054A: set_actor 48@ can_be_shot_in_a_car 0 
02A9: set_actor 48@ immune_to_nonplayer 1 
01C8: 49@ = create_actor_pedtype 24 model #MAFFA in_car 166@ passenger_seat 0 
01B2: give_actor 49@ weapon 28 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 49@ immune_to_nonplayer 1 
060B: set_actor 49@ decision_maker_to 35@ 
0223: set_actor 49@ health_to 10 
0006: 266@ = 1 
0006: 256@ = 1 
0186: 211@ = create_marker_above_car 166@ 
018B: set_marker 211@ radar_mode 2 
0168: set_marker 211@ size 2 
0224: set_car 166@ health_to 1100 
02AC: set_car 166@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
00A5: 167@ = create_car #SULTAN at 2008.843 -1897.323 8.1 
09C4: set_car 167@ gas_tank_explosion_enabled 0 
0175: set_car 167@ Z_angle_to 44.1 
05EB: assign_car 167@ to_path 277 
02AC: set_car 167@ immunities BP 0 FP 1 EP 1 CP 1 MP 0 
02AA: set_car 167@ immune_to_nonplayer 1 
0129: 50@ = create_actor_pedtype 24 model #MAFFA in_car 167@ driverseat 
060B: set_actor 50@ decision_maker_to 35@ 
02A9: set_actor 50@ immune_to_nonplayer 1 
01C8: 51@ = create_actor_pedtype 24 model #MAFFA in_car 167@ passenger_seat 0 
01B2: give_actor 51@ weapon 28 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 51@ immune_to_nonplayer 1 
060B: set_actor 51@ decision_maker_to 35@ 
0223: set_actor 51@ health_to 10 
0006: 267@ = 1 
0006: 257@ = 1 
0186: 212@ = create_marker_above_car 167@ 
018B: set_marker 212@ radar_mode 2 
0168: set_marker 212@ size 2 
0224: set_car 167@ health_to 700 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_35042 
0713: actor 49@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 250.0 8 1 firing_rate 10 

:DRUGS1_35042
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS1_35094 
0713: actor 51@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 250.0 8 1 firing_rate 10 

:DRUGS1_35094
0006: 272@ = 2 

:DRUGS1_35101
00D6: if 
0039:   272@ == 2 
004D: jump_if_false @DRUGS1_35810 
00D6: if 
01AD:   car 161@ sphere 0 near_point 2101.55 -1850.81 radius 12.0 12.0 
004D: jump_if_false @DRUGS1_35810 
00A5: 196@ = create_car #BF400 at 2093.446 -1836.207 12.72 
09C4: set_car 196@ gas_tank_explosion_enabled 0 
0175: set_car 196@ Z_angle_to 267.18 
02AC: set_car 196@ immunities BP 0 FP 1 EP 1 CP 1 MP 0 
0129: 52@ = create_actor_pedtype 24 model #MAFFA in_car 196@ driverseat 
0223: set_actor 52@ health_to 50 
060B: set_actor 52@ decision_maker_to 35@ 
02A9: set_actor 52@ immune_to_nonplayer 0 
01C8: 53@ = create_actor_pedtype 24 model #MAFFA in_car 196@ passenger_seat 0 
01B2: give_actor 53@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 53@ decision_maker_to 35@ 
02A9: set_actor 53@ immune_to_nonplayer 0 
0223: set_actor 53@ health_to 10 
0006: 250@ = 1 
0006: 263@ = 1 
0186: 217@ = create_marker_above_car 196@ 
018B: set_marker 217@ radar_mode 2 
0168: set_marker 217@ size 2 
05EB: assign_car 196@ to_path 279 
00A5: 195@ = create_car #BF400 at 2018.735 -1900.925 8.108 
09C4: set_car 195@ gas_tank_explosion_enabled 0 
0175: set_car 195@ Z_angle_to 258.716 
02AC: set_car 195@ immunities BP 0 FP 1 EP 1 CP 1 MP 0 
0129: 54@ = create_actor_pedtype 24 model #MAFFA in_car 195@ driverseat 
060B: set_actor 54@ decision_maker_to 35@ 
02A9: set_actor 54@ immune_to_nonplayer 0 
01C8: 55@ = create_actor_pedtype 24 model #MAFFA in_car 195@ passenger_seat 0 
01B2: give_actor 55@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 55@ decision_maker_to 35@ 
02A9: set_actor 55@ immune_to_nonplayer 0 
0223: set_actor 54@ health_to 10 
02A9: set_actor 54@ immune_to_nonplayer 0 
0223: set_actor 55@ health_to 30 
02A9: set_actor 55@ immune_to_nonplayer 0 
0006: 249@ = 1 
0006: 262@ = 1 
0186: 216@ = create_marker_above_car 195@ 
018B: set_marker 216@ radar_mode 2 
0168: set_marker 216@ size 2 
05EB: assign_car 195@ to_path 278 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS1_35616 
00D6: if 
001B:   4 > 288@ 
004D: jump_if_false @DRUGS1_35616 
01B2: give_actor 52@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 52@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_35616
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRUGS1_35699 
00D6: if 
001B:   4 > 288@ 
004D: jump_if_false @DRUGS1_35699 
01B2: give_actor 54@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 54@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_35699
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS1_35751 
0713: actor 53@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 250.0 8 1 firing_rate 100 

:DRUGS1_35751
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @DRUGS1_35803 
0713: actor 55@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 250.0 8 1 firing_rate 100 

:DRUGS1_35803
0006: 272@ = 3 

:DRUGS1_35810
00D6: if 
0039:   272@ == 3 
004D: jump_if_false @DRUGS1_36241 
00D6: if 
01AD:   car 161@ sphere 0 near_point 2425.93 -1874.76 radius 10.0 10.0 
004D: jump_if_false @DRUGS1_36241 
00A6: destroy_car 208@ 
00A6: destroy_car 207@ 
00A6: destroy_car 189@ 
00A6: destroy_car 194@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
00A6: destroy_car 165@ 
00A6: destroy_car 166@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
009B: destroy_actor 48@ 
009B: destroy_actor 49@ 
00A5: 206@ = create_car #BF400 at 2417.1 -1876.578 12.92 
09C4: set_car 206@ gas_tank_explosion_enabled 0 
0175: set_car 206@ Z_angle_to 271.4 
05EB: assign_car 206@ to_path 280 
02AC: set_car 206@ immunities BP 0 FP 1 EP 1 CP 1 MP 0 
0129: 56@ = create_actor_pedtype 24 model #MAFFA in_car 206@ driverseat 
060B: set_actor 56@ decision_maker_to 35@ 
02A9: set_actor 56@ immune_to_nonplayer 0 
01C8: 57@ = create_actor_pedtype 24 model #MAFFA in_car 206@ passenger_seat 0 
01B2: give_actor 57@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 57@ decision_maker_to 35@ 
02A9: set_actor 57@ immune_to_nonplayer 0 
0223: set_actor 56@ health_to 10 
0223: set_actor 57@ health_to 10 
0006: 251@ = 1 
0006: 264@ = 1 
0186: 218@ = create_marker_above_car 206@ 
018B: set_marker 218@ radar_mode 2 
0168: set_marker 218@ size 2 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRUGS1_36169 
0713: actor 57@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:DRUGS1_36169
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_36234 
01B2: give_actor 56@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 56@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_36234
0006: 272@ = 4 

:DRUGS1_36241
00D6: if 
0039:   272@ == 4 
004D: jump_if_false @DRUGS1_36524 
00D6: if 
01AD:   car 161@ sphere 0 near_point 2499.36 -1871.699 radius 10.0 10.0 
004D: jump_if_false @DRUGS1_36524 
00A5: 168@ = create_car #SULTAN at 2529.256 -1892.9 13.24 
09C4: set_car 168@ gas_tank_explosion_enabled 0 
0175: set_car 168@ Z_angle_to 269.177 
05EB: assign_car 168@ to_path 281 
0224: set_car 168@ health_to 600 
0129: 58@ = create_actor_pedtype 24 model #MAFFA in_car 168@ driverseat 
060B: set_actor 58@ decision_maker_to 35@ 
02A9: set_actor 58@ immune_to_nonplayer 1 
01C8: 59@ = create_actor_pedtype 24 model #MAFFA in_car 168@ passenger_seat 0 
01B2: give_actor 59@ weapon 28 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 59@ immune_to_nonplayer 1 
060B: set_actor 59@ decision_maker_to 35@ 
0006: 268@ = 1 
0006: 258@ = 1 
0186: 213@ = create_marker_above_car 168@ 
018B: set_marker 213@ radar_mode 2 
0168: set_marker 213@ size 2 
0224: set_car 168@ health_to 800 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @DRUGS1_36517 
0713: actor 59@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:DRUGS1_36517
0006: 272@ = 5 

:DRUGS1_36524
00D6: if 
0039:   272@ == 5 
004D: jump_if_false @DRUGS1_36588 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_36588 
00D6: if 
86AA:   not NOP_false 188@ 
004D: jump_if_false @DRUGS1_36588 
0519: set_car 188@ locked 1 
0006: 272@ = 6 

:DRUGS1_36588
00D6: if 
0039:   272@ == 6 
004D: jump_if_false @DRUGS1_36656 
00D6: if 
0039:   279@ == 0 
004D: jump_if_false @DRUGS1_36656 
00D6: if 
0039:   243@ == 2 
004D: jump_if_false @DRUGS1_36656 
0006: 279@ = 1 
0006: 277@ = 1 

:DRUGS1_36656
00D6: if 
0039:   273@ == 1 
004D: jump_if_false @DRUGS1_36810 
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_36810 
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @DRUGS1_36810 
00D6: if 
0019:   33@ > 26250 
004D: jump_if_false @DRUGS1_36810 
00D6: if or
8039:   not  265@ == 3 
8039:   not  255@ == 2 
004D: jump_if_false @DRUGS1_36810 
02AC: set_car 208@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
05EC: release_car 208@ from_path 
0224: set_car 208@ health_to 200 
07DB: set_car 208@ rotation_velocity_XYZ 1.5 -2.3999 4.1003 through_center_of_mass 
020B: explode_car 208@ 
0006: 273@ = 2 

:DRUGS1_36810
00D6: if 
0039:   273@ == 2 
004D: jump_if_false @DRUGS1_36875 
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_36875 
00D6: if 
0019:   33@ > 26900 
004D: jump_if_false @DRUGS1_36875 
020B: explode_car 165@ 
0006: 273@ = 3 

:DRUGS1_36875
00D6: if 
0039:   274@ == 1 
004D: jump_if_false @DRUGS1_36976 
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_36976 
00D6: if 
8119:   not car 207@ wrecked 
004D: jump_if_false @DRUGS1_36976 
00D6: if 
0019:   33@ > 35647 
004D: jump_if_false @DRUGS1_36976 
02AC: set_car 207@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0224: set_car 207@ health_to 500 
0006: 274@ = 2 

:DRUGS1_36976
00D6: if 
0039:   274@ == 2 
004D: jump_if_false @DRUGS1_37043 
00D6: if 
0019:   33@ > 35800 
004D: jump_if_false @DRUGS1_37043 
00D6: if 
8119:   not car 207@ wrecked 
004D: jump_if_false @DRUGS1_37043 
020B: explode_car 207@ 
0006: 274@ = 3 

:DRUGS1_37043
00D6: if 
0039:   274@ == 3 
004D: jump_if_false @DRUGS1_37110 
00D6: if 
0019:   33@ > 36500 
004D: jump_if_false @DRUGS1_37110 
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_37110 
020B: explode_car 166@ 
0006: 274@ = 4 

:DRUGS1_37110
00D6: if 
0039:   247@ == 1 
004D: jump_if_false @DRUGS1_37358 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_37358 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_37167 
0002: jump @DRUGS1_37358 

:DRUGS1_37167
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_37316 
00D6: if 
00DB:   actor 43@ in_car 189@ 
004D: jump_if_false @DRUGS1_37309 
046C: 205@ = car 189@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_37309 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 43@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 43@ in_car 189@ 
0713: actor 43@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 247@ = 2 

:DRUGS1_37309
0002: jump @DRUGS1_37358 

:DRUGS1_37316
04BA: set_car 189@ speed_to 18.0 
05EC: release_car 189@ from_path 
07DB: set_car 189@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 247@ = 2 

:DRUGS1_37358
00D6: if 
0039:   247@ == 2 
004D: jump_if_false @DRUGS1_37450 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @DRUGS1_37450 
05EC: release_car 189@ from_path 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_37443 
04BA: set_car 189@ speed_to 18.0 
07DB: set_car 189@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_37443
0006: 247@ = 3 

:DRUGS1_37450
00D6: if 
0039:   260@ == 1 
004D: jump_if_false @DRUGS1_37537 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @DRUGS1_37537 
00D6: if or
0118:   actor 43@ dead 
0119:   car 189@ wrecked 
004D: jump_if_false @DRUGS1_37537 
05EC: release_car 189@ from_path 
0164: disable_marker 214@ 
01C3: remove_references_to_car 189@ 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 260@ = 2 

:DRUGS1_37537
00D6: if 
0039:   248@ == 1 
004D: jump_if_false @DRUGS1_37785 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_37785 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_37594 
0002: jump @DRUGS1_37785 

:DRUGS1_37594
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_37743 
00D6: if 
00DB:   actor 45@ in_car 194@ 
004D: jump_if_false @DRUGS1_37736 
046C: 205@ = car 194@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_37736 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 45@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 45@ in_car 194@ 
0713: actor 45@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 248@ = 2 

:DRUGS1_37736
0002: jump @DRUGS1_37785 

:DRUGS1_37743
04BA: set_car 194@ speed_to 18.0 
05EC: release_car 194@ from_path 
07DB: set_car 194@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 248@ = 2 

:DRUGS1_37785
00D6: if 
0039:   248@ == 2 
004D: jump_if_false @DRUGS1_37877 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @DRUGS1_37877 
05EC: release_car 194@ from_path 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_37870 
04BA: set_car 194@ speed_to 18.0 
07DB: set_car 194@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_37870
0006: 248@ = 3 

:DRUGS1_37877
00D6: if 
0039:   261@ == 1 
004D: jump_if_false @DRUGS1_37964 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @DRUGS1_37964 
00D6: if or
0118:   actor 45@ dead 
0119:   car 194@ wrecked 
004D: jump_if_false @DRUGS1_37964 
05EC: release_car 194@ from_path 
0164: disable_marker 215@ 
01C3: remove_references_to_car 194@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0006: 261@ = 2 

:DRUGS1_37964
00D6: if 
0039:   265@ == 1 
004D: jump_if_false @DRUGS1_38116 
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_38116 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS1_38021 
0002: jump @DRUGS1_38116 

:DRUGS1_38021
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_38104 
00D6: if 
00DB:   actor 47@ in_car 165@ 
004D: jump_if_false @DRUGS1_38097 
046C: 205@ = car 165@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_38097 
0676: AS_actor 47@ in_car 165@ move_from_passengerseat_to_driverseat 
0006: 265@ = 2 

:DRUGS1_38097
0002: jump @DRUGS1_38116 

:DRUGS1_38104
05EC: release_car 165@ from_path 
0006: 265@ = 2 

:DRUGS1_38116
00D6: if 
0039:   265@ == 2 
004D: jump_if_false @DRUGS1_38183 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @DRUGS1_38183 
05EC: release_car 165@ from_path 
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_38176 
00A9: set_car 165@ to_normal_driver 

:DRUGS1_38176
0006: 265@ = 3 

:DRUGS1_38183
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @DRUGS1_38291 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @DRUGS1_38291 
00D6: if or
0118:   actor 47@ dead 
0119:   car 165@ wrecked 
004D: jump_if_false @DRUGS1_38291 
05EC: release_car 165@ from_path 
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_38264 
00A9: set_car 165@ to_normal_driver 

:DRUGS1_38264
0164: disable_marker 210@ 
01C3: remove_references_to_car 165@ 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 255@ = 2 

:DRUGS1_38291
00D6: if 
0039:   266@ == 1 
004D: jump_if_false @DRUGS1_38443 
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_38443 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS1_38348 
0002: jump @DRUGS1_38443 

:DRUGS1_38348
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_38431 
00D6: if 
00DB:   actor 49@ in_car 166@ 
004D: jump_if_false @DRUGS1_38424 
046C: 205@ = car 166@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_38424 
0676: AS_actor 49@ in_car 166@ move_from_passengerseat_to_driverseat 
0006: 266@ = 2 

:DRUGS1_38424
0002: jump @DRUGS1_38443 

:DRUGS1_38431
05EC: release_car 166@ from_path 
0006: 266@ = 2 

:DRUGS1_38443
00D6: if 
0039:   266@ == 2 
004D: jump_if_false @DRUGS1_38510 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @DRUGS1_38510 
05EC: release_car 166@ from_path 
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_38503 
00A9: set_car 166@ to_normal_driver 

:DRUGS1_38503
0006: 266@ = 3 

:DRUGS1_38510
00D6: if 
0039:   256@ == 1 
004D: jump_if_false @DRUGS1_38618 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @DRUGS1_38618 
00D6: if or
0118:   actor 49@ dead 
0119:   car 166@ wrecked 
004D: jump_if_false @DRUGS1_38618 
05EC: release_car 166@ from_path 
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_38591 
00A9: set_car 166@ to_normal_driver 

:DRUGS1_38591
0164: disable_marker 211@ 
01C3: remove_references_to_car 166@ 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
0006: 256@ = 2 

:DRUGS1_38618
00D6: if 
0039:   267@ == 1 
004D: jump_if_false @DRUGS1_38770 
00D6: if 
8119:   not car 167@ wrecked 
004D: jump_if_false @DRUGS1_38770 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_38675 
0002: jump @DRUGS1_38770 

:DRUGS1_38675
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS1_38758 
00D6: if 
00DB:   actor 51@ in_car 167@ 
004D: jump_if_false @DRUGS1_38751 
046C: 205@ = car 167@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_38751 
0676: AS_actor 51@ in_car 167@ move_from_passengerseat_to_driverseat 
0006: 267@ = 2 

:DRUGS1_38751
0002: jump @DRUGS1_38770 

:DRUGS1_38758
05EC: release_car 167@ from_path 
0006: 267@ = 2 

:DRUGS1_38770
00D6: if 
0039:   267@ == 2 
004D: jump_if_false @DRUGS1_38837 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @DRUGS1_38837 
05EC: release_car 167@ from_path 
00D6: if 
8119:   not car 167@ wrecked 
004D: jump_if_false @DRUGS1_38830 
00A9: set_car 167@ to_normal_driver 

:DRUGS1_38830
0006: 267@ = 3 

:DRUGS1_38837
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @DRUGS1_38945 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @DRUGS1_38945 
00D6: if or
0118:   actor 51@ dead 
0119:   car 167@ wrecked 
004D: jump_if_false @DRUGS1_38945 
05EC: release_car 167@ from_path 
0164: disable_marker 212@ 
00D6: if 
8119:   not car 167@ wrecked 
004D: jump_if_false @DRUGS1_38923 
00A9: set_car 167@ to_normal_driver 

:DRUGS1_38923
01C3: remove_references_to_car 167@ 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
0006: 257@ = 2 

:DRUGS1_38945
00D6: if 
0039:   250@ == 1 
004D: jump_if_false @DRUGS1_39193 
00D6: if 
8119:   not car 196@ wrecked 
004D: jump_if_false @DRUGS1_39193 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS1_39002 
0002: jump @DRUGS1_39193 

:DRUGS1_39002
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS1_39151 
00D6: if 
00DB:   actor 53@ in_car 196@ 
004D: jump_if_false @DRUGS1_39144 
046C: 205@ = car 196@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_39144 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 53@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 53@ in_car 196@ 
0713: actor 53@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 250@ = 2 

:DRUGS1_39144
0002: jump @DRUGS1_39193 

:DRUGS1_39151
04BA: set_car 196@ speed_to 18.0 
05EC: release_car 196@ from_path 
07DB: set_car 196@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 250@ = 2 

:DRUGS1_39193
00D6: if 
0039:   250@ == 2 
004D: jump_if_false @DRUGS1_39285 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @DRUGS1_39285 
05EC: release_car 196@ from_path 
00D6: if 
8119:   not car 196@ wrecked 
004D: jump_if_false @DRUGS1_39278 
04BA: set_car 196@ speed_to 18.0 
07DB: set_car 196@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_39278
0006: 250@ = 3 

:DRUGS1_39285
00D6: if 
0039:   263@ == 1 
004D: jump_if_false @DRUGS1_39372 
00D6: if 
0118:   actor 52@ dead 
004D: jump_if_false @DRUGS1_39372 
00D6: if or
0118:   actor 53@ dead 
0119:   car 196@ wrecked 
004D: jump_if_false @DRUGS1_39372 
05EC: release_car 196@ from_path 
0164: disable_marker 217@ 
01C3: remove_references_to_car 196@ 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
0006: 263@ = 2 

:DRUGS1_39372
00D6: if 
0039:   249@ == 1 
004D: jump_if_false @DRUGS1_39620 
00D6: if 
8119:   not car 195@ wrecked 
004D: jump_if_false @DRUGS1_39620 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRUGS1_39429 
0002: jump @DRUGS1_39620 

:DRUGS1_39429
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @DRUGS1_39578 
00D6: if 
00DB:   actor 55@ in_car 195@ 
004D: jump_if_false @DRUGS1_39571 
046C: 205@ = car 195@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_39571 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 55@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 55@ in_car 195@ 
0713: actor 55@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 249@ = 2 

:DRUGS1_39571
0002: jump @DRUGS1_39620 

:DRUGS1_39578
04BA: set_car 195@ speed_to 18.0 
05EC: release_car 195@ from_path 
07DB: set_car 195@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 249@ = 2 

:DRUGS1_39620
00D6: if 
0039:   249@ == 2 
004D: jump_if_false @DRUGS1_39712 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @DRUGS1_39712 
05EC: release_car 195@ from_path 
00D6: if 
8119:   not car 195@ wrecked 
004D: jump_if_false @DRUGS1_39705 
04BA: set_car 195@ speed_to 18.0 
07DB: set_car 195@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_39705
0006: 249@ = 3 

:DRUGS1_39712
00D6: if 
0039:   262@ == 1 
004D: jump_if_false @DRUGS1_39799 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @DRUGS1_39799 
00D6: if or
0118:   actor 55@ dead 
0119:   car 195@ wrecked 
004D: jump_if_false @DRUGS1_39799 
05EC: release_car 195@ from_path 
0164: disable_marker 216@ 
01C3: remove_references_to_car 195@ 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
0006: 262@ = 2 

:DRUGS1_39799
00D6: if 
0039:   251@ == 1 
004D: jump_if_false @DRUGS1_40047 
00D6: if 
8119:   not car 206@ wrecked 
004D: jump_if_false @DRUGS1_40047 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_39856 
0002: jump @DRUGS1_40047 

:DRUGS1_39856
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRUGS1_40005 
00D6: if 
00DB:   actor 57@ in_car 206@ 
004D: jump_if_false @DRUGS1_39998 
046C: 205@ = car 206@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_39998 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 57@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 57@ in_car 206@ 
0713: actor 57@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 251@ = 2 

:DRUGS1_39998
0002: jump @DRUGS1_40047 

:DRUGS1_40005
04BA: set_car 206@ speed_to 18.0 
05EC: release_car 206@ from_path 
07DB: set_car 206@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 251@ = 2 

:DRUGS1_40047
00D6: if 
0039:   251@ == 2 
004D: jump_if_false @DRUGS1_40139 
00D6: if 
0118:   actor 57@ dead 
004D: jump_if_false @DRUGS1_40139 
05EC: release_car 206@ from_path 
00D6: if 
8119:   not car 206@ wrecked 
004D: jump_if_false @DRUGS1_40132 
04BA: set_car 206@ speed_to 18.0 
07DB: set_car 206@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_40132
0006: 251@ = 3 

:DRUGS1_40139
00D6: if 
0039:   264@ == 1 
004D: jump_if_false @DRUGS1_40226 
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @DRUGS1_40226 
00D6: if or
0118:   actor 57@ dead 
0119:   car 206@ wrecked 
004D: jump_if_false @DRUGS1_40226 
05EC: release_car 206@ from_path 
0164: disable_marker 218@ 
01C3: remove_references_to_car 206@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
0006: 264@ = 2 

:DRUGS1_40226
00D6: if 
0039:   268@ == 1 
004D: jump_if_false @DRUGS1_40378 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @DRUGS1_40378 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @DRUGS1_40283 
0002: jump @DRUGS1_40378 

:DRUGS1_40283
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @DRUGS1_40366 
00D6: if 
00DB:   actor 59@ in_car 168@ 
004D: jump_if_false @DRUGS1_40359 
046C: 205@ = car 168@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_40359 
0676: AS_actor 59@ in_car 168@ move_from_passengerseat_to_driverseat 
0006: 268@ = 2 

:DRUGS1_40359
0002: jump @DRUGS1_40378 

:DRUGS1_40366
05EC: release_car 168@ from_path 
0006: 268@ = 2 

:DRUGS1_40378
00D6: if 
0039:   268@ == 2 
004D: jump_if_false @DRUGS1_40445 
00D6: if 
0118:   actor 59@ dead 
004D: jump_if_false @DRUGS1_40445 
05EC: release_car 168@ from_path 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @DRUGS1_40438 
00A9: set_car 168@ to_normal_driver 

:DRUGS1_40438
0006: 268@ = 3 

:DRUGS1_40445
00D6: if 
0039:   258@ == 1 
004D: jump_if_false @DRUGS1_40553 
00D6: if 
0118:   actor 58@ dead 
004D: jump_if_false @DRUGS1_40553 
00D6: if or
0118:   actor 59@ dead 
0119:   car 168@ wrecked 
004D: jump_if_false @DRUGS1_40553 
05EC: release_car 168@ from_path 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @DRUGS1_40526 
00A9: set_car 168@ to_normal_driver 

:DRUGS1_40526
0164: disable_marker 213@ 
01C3: remove_references_to_car 168@ 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
0006: 258@ = 2 

:DRUGS1_40553
00D6: if 
0019:   272@ > 0 
004D: jump_if_false @DRUGS1_42323 
00D6: if 
0039:   282@ == 0 
004D: jump_if_false @DRUGS1_40638 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_40638 
04AF: 239@ = 35689 // = constant 
05AA: 240@s = 'SMO4_HA' // @s = 'short'  // ~z~Oh shit, now the truck's found us again!
0050: gosub @DRUGS1_51600 

:DRUGS1_40638
00D6: if 
0039:   282@ == 1 
004D: jump_if_false @DRUGS1_40705 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_40705 
04AF: 239@ = 35690 // = constant 
05AA: 240@s = 'SMO4_HB' // @s = 'short'  // ~z~Man, stop being so negative!
0050: gosub @DRUGS1_51600 

:DRUGS1_40705
00D6: if 
0039:   282@ == 2 
004D: jump_if_false @DRUGS1_40772 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_40772 
04AF: 239@ = 35691 // = constant 
05AA: 240@s = 'SMO4_HC' // @s = 'short'  // ~z~Focus on the good news!
0050: gosub @DRUGS1_51600 

:DRUGS1_40772
00D6: if 
0039:   282@ == 3 
004D: jump_if_false @DRUGS1_40839 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_40839 
04AF: 239@ = 35692 // = constant 
05AA: 240@s = 'SMO4_HD' // @s = 'short'  // ~z~Such as?
0050: gosub @DRUGS1_51600 

:DRUGS1_40839
00D6: if 
0039:   282@ == 4 
004D: jump_if_false @DRUGS1_40906 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_40906 
04AF: 239@ = 35693 // = constant 
05AA: 240@s = 'SMO4_HE' // @s = 'short'  // ~z~We ain't dead, and your trigger finger still works, fool!
0050: gosub @DRUGS1_51600 

:DRUGS1_40906
00D6: if 
0039:   282@ == 5 
004D: jump_if_false @DRUGS1_40973 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_40973 
04AF: 239@ = 35694 // = constant 
05AA: 240@s = 'SMO4_HF' // @s = 'short'  // ~z~I think the gearbox is screwed up on this thing! I can't get no speed!
0050: gosub @DRUGS1_51600 

:DRUGS1_40973
00D6: if 
0039:   282@ == 6 
004D: jump_if_false @DRUGS1_41040 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_41040 
04AF: 239@ = 35695 // = constant 
05AA: 240@s = 'SMO4_HH' // @s = 'short'  // ~z~Yeah, who negative now, bitch?
0050: gosub @DRUGS1_51600 

:DRUGS1_41040
00D6: if 
0039:   282@ == 7 
004D: jump_if_false @DRUGS1_41107 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_41107 
04AF: 239@ = 35696 // = constant 
05AA: 240@s = 'SMO4_HJ' // @s = 'short'  // ~z~Point taken, I'll keep my mouth shut from now on.
0050: gosub @DRUGS1_51600 

:DRUGS1_41107
00D6: if 
0039:   282@ == 8 
004D: jump_if_false @DRUGS1_41174 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_41174 
04AF: 239@ = 35661 // = constant 
05AA: 240@s = 'SMO4_ER' // @s = 'short'  // ~z~Watch our backs!
0050: gosub @DRUGS1_51600 

:DRUGS1_41174
00D6: if 
0039:   285@ == 0 
004D: jump_if_false @DRUGS1_41237 
00D6: if 
01AD:   car 161@ sphere 0 near_point 2047.59 -1850.32 radius 12.0 12.0 
004D: jump_if_false @DRUGS1_41237 
0006: 285@ = 1 

:DRUGS1_41237
00D6: if 
0039:   282@ == 9 
004D: jump_if_false @DRUGS1_41322 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_41322 
00D6: if 
0039:   285@ == 1 
004D: jump_if_false @DRUGS1_41322 
04AF: 239@ = 35700 // = constant 
05AA: 240@s = 'SMO4_HN' // @s = 'short'  // ~z~OH SHIT!
0050: gosub @DRUGS1_51600 

:DRUGS1_41322
00D6: if 
0039:   285@ == 1 
004D: jump_if_false @DRUGS1_41385 
00D6: if 
01AD:   car 161@ sphere 0 near_point 2121.17 -1853.67 radius 12.0 12.0 
004D: jump_if_false @DRUGS1_41385 
0006: 285@ = 2 

:DRUGS1_41385
00D6: if 
0039:   282@ == 10 
004D: jump_if_false @DRUGS1_41470 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_41470 
00D6: if 
0039:   285@ == 2 
004D: jump_if_false @DRUGS1_41470 
04AF: 239@ = 35685 // = constant 
05AA: 240@s = 'SMO4_GM' // @s = 'short'  // ~z~Oh man, the cars found a ramp!
0050: gosub @DRUGS1_51600 

:DRUGS1_41470
00D6: if 
0039:   282@ == 11 
004D: jump_if_false @DRUGS1_41537 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_41537 
04AF: 239@ = 35688 // = constant 
05AA: 240@s = 'SMO4_GP' // @s = 'short'  // ~z~Don't tell me about it, shoot!
0050: gosub @DRUGS1_51600 

:DRUGS1_41537
00D6: if 
0039:   285@ == 2 
004D: jump_if_false @DRUGS1_41600 
00D6: if 
01AD:   car 161@ sphere 0 near_point 2216.75 -1854.73 radius 12.0 12.0 
004D: jump_if_false @DRUGS1_41600 
0006: 285@ = 3 

:DRUGS1_41600
00D6: if 
0039:   282@ == 12 
004D: jump_if_false @DRUGS1_41685 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_41685 
00D6: if 
0039:   285@ == 3 
004D: jump_if_false @DRUGS1_41685 
04AF: 239@ = 35702 // = constant 
05AA: 240@s = 'SMO4_HP' // @s = 'short'  // ~z~Hold on!
0050: gosub @DRUGS1_51600 

:DRUGS1_41685
00D6: if 
0039:   282@ == 13 
004D: jump_if_false @DRUGS1_41752 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_41752 
04AF: 239@ = 35705 // = constant 
05AA: 240@s = 'SMO4_HS' // @s = 'short'  // ~z~Get us up that ramp!
0050: gosub @DRUGS1_51600 

:DRUGS1_41752
00D6: if 
0039:   282@ == 14 
004D: jump_if_false @DRUGS1_41819 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_41819 
04AF: 239@ = 35706 // = constant 
05AA: 240@s = 'SMO4_HT' // @s = 'short'  // ~z~I'm on it, baby!
0050: gosub @DRUGS1_51600 

:DRUGS1_41819
00D6: if 
0039:   285@ == 3 
004D: jump_if_false @DRUGS1_41882 
00D6: if 
01AD:   car 161@ sphere 0 near_point 2435.94 -1874.57 radius 12.0 12.0 
004D: jump_if_false @DRUGS1_41882 
0006: 285@ = 4 

:DRUGS1_41882
00D6: if 
0039:   282@ == 15 
004D: jump_if_false @DRUGS1_41967 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_41967 
00D6: if 
0039:   285@ == 4 
004D: jump_if_false @DRUGS1_41967 
04AF: 239@ = 35684 // = constant 
05AA: 240@s = 'SMO4_GL' // @s = 'short'  // ~z~We still got bikes on us, man!
0050: gosub @DRUGS1_51600 

:DRUGS1_41967
00D6: if 
0039:   282@ == 16 
004D: jump_if_false @DRUGS1_42034 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_42034 
04AF: 239@ = 35686 // = constant 
05AA: 240@s = 'SMO4_GN' // @s = 'short'  // ~z~Man, quit bitchin' and shoot as many of them assholes as you can!
0050: gosub @DRUGS1_51600 

:DRUGS1_42034
00D6: if 
0039:   285@ == 4 
004D: jump_if_false @DRUGS1_42097 
00D6: if 
01AD:   car 161@ sphere 0 near_point 2539.11 -1865.31 radius 12.0 12.0 
004D: jump_if_false @DRUGS1_42097 
0006: 285@ = 5 

:DRUGS1_42097
00D6: if 
0039:   282@ == 17 
004D: jump_if_false @DRUGS1_42182 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_42182 
00D6: if 
0039:   285@ == 4 
004D: jump_if_false @DRUGS1_42182 
04AF: 239@ = 35709 // = constant 
05AA: 240@s = 'SMO4_JA' // @s = 'short'  // ~z~Fools totaled their truck!
0050: gosub @DRUGS1_51600 

:DRUGS1_42182
00D6: if 
0039:   282@ == 18 
004D: jump_if_false @DRUGS1_42249 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_42249 
04AF: 239@ = 35710 // = constant 
05AA: 240@s = 'SMO4_JB' // @s = 'short'  // ~z~Go around 'em, man!
0050: gosub @DRUGS1_51600 

:DRUGS1_42249
00D6: if 
0039:   282@ == 19 
004D: jump_if_false @DRUGS1_42316 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_42316 
04AF: 239@ = 35711 // = constant 
05AA: 240@s = 'SMO4_JC' // @s = 'short'  // ~z~Screw that, we're taking the scenic route!
0050: gosub @DRUGS1_51600 

:DRUGS1_42316
0050: gosub @DRUGS1_51642 

:DRUGS1_42323
00D6: if 
0039:   279@ == 1 
004D: jump_if_false @DRUGS1_44336 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_44336 
00D6: if 
0039:   277@ == 1 
004D: jump_if_false @DRUGS1_43285 
00D6: if 
01AD:   car 161@ sphere 0 near_point 2565.98 -1747.12 radius 12.0 12.0 
004D: jump_if_false @DRUGS1_43285 
016A: fade 0 time 0 
07C0: load_path 282 
07C0: load_path 283 
07C0: load_path 284 
07C0: load_path 285 
07C0: load_path 286 
0247: load_model #STORM_DRAIN_COVER 
0247: load_model #BARREL4 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02AC: set_car 161@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_42511 
02AB: set_actor $ACTOR_SMOKE immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRUGS1_42511
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_42549 
0657: car 188@ open_door 2 

:DRUGS1_42549
0007: 130@ = 2569.144 
0007: 131@ = -1676.185 
0007: 132@ = 2.915 
0007: 133@ = 2569.512 
0007: 134@ = -1677.113 
0007: 135@ = 2.8487 
015F: set_camera_position 2578.406 -1668.328 1.3204 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2577.853 -1669.157 1.4051 switchstyle 2 
05EC: release_car 189@ from_path 
00A6: destroy_car 189@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
05EC: release_car 194@ from_path 
00A6: destroy_car 194@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
05EC: release_car 165@ from_path 
00A6: destroy_car 165@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
05EC: release_car 166@ from_path 
00A6: destroy_car 166@ 
009B: destroy_actor 48@ 
009B: destroy_actor 49@ 
05EC: release_car 167@ from_path 
00A6: destroy_car 167@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
05EC: release_car 196@ from_path 
00A6: destroy_car 196@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
05EC: release_car 195@ from_path 
00A6: destroy_car 195@ 
009B: destroy_actor 54@ 
009B: destroy_actor 55@ 
05EC: release_car 206@ from_path 
00A6: destroy_car 206@ 
009B: destroy_actor 56@ 
009B: destroy_actor 57@ 
05EC: release_car 168@ from_path 
00A6: destroy_car 168@ 
009B: destroy_actor 58@ 
009B: destroy_actor 59@ 
00A5: 165@ = create_car #SULTAN at 2575.871 -1676.557 0.7246 
0175: set_car 165@ Z_angle_to 85.0235 
02AC: set_car 165@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
00A5: 166@ = create_car #SULTAN at 2567.348 -1675.912 0.7398 
0175: set_car 166@ Z_angle_to 263.7667 
02AC: set_car 166@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
009A: 37@ = create_actor_pedtype 24 model #MAFFA at 2578.022 -1674.761 0.7667 
0173: set_actor 37@ Z_angle_to 162.2371 
060B: set_actor 37@ decision_maker_to 35@ 
01B2: give_actor 37@ weapon 28 ammo 9999 // Load the weapon model before using this 
0668: AS_actor 37@ rotate_and_shoot_at 2574.87 -1686.48 2.02 3000 ms 
009A: 38@ = create_actor_pedtype 24 model #MAFFA at 2574.336 -1674.478 0.7734 
0173: set_actor 38@ Z_angle_to 162.2371 
060B: set_actor 38@ decision_maker_to 35@ 
01B2: give_actor 38@ weapon 28 ammo 9999 // Load the weapon model before using this 
0668: AS_actor 38@ rotate_and_shoot_at 2572.21 -1686.56 3.13 3000 ms 
04EB: AS_actor 38@ crouch 1 
009A: 39@ = create_actor_pedtype 24 model #MAFFA at 2569.295 -1674.4 0.7752 
0173: set_actor 39@ Z_angle_to 170.9985 
060B: set_actor 39@ decision_maker_to 35@ 
01B2: give_actor 39@ weapon 28 ammo 9999 // Load the weapon model before using this 
0668: AS_actor 39@ rotate_and_shoot_at 2566.95 -1686.14 2.5 3000 ms 
009A: 40@ = create_actor_pedtype 24 model #MAFFA at 2565.314 -1673.921 0.7864 
0173: set_actor 40@ Z_angle_to 170.9985 
060B: set_actor 40@ decision_maker_to 35@ 
01B2: give_actor 40@ weapon 28 ammo 9999 // Load the weapon model before using this 
04EB: AS_actor 40@ crouch 1 
0668: AS_actor 40@ rotate_and_shoot_at 2564.35 -1786.51 2.18 3000 ms 
00D6: if 
060E:   car 161@ assigned_to_path 
004D: jump_if_false @DRUGS1_43271 
05EC: release_car 161@ from_path 

:DRUGS1_43271
0006: 243@ = 3 
0006: 277@ = 2 

:DRUGS1_43285
00D6: if 
0039:   277@ == 2 
004D: jump_if_false @DRUGS1_43422 
00D6: if 
07C1:   path 282 available 
004D: jump_if_false @DRUGS1_43422 
00D6: if 
07C1:   path 283 available 
004D: jump_if_false @DRUGS1_43422 
00D6: if 
07C1:   path 284 available 
004D: jump_if_false @DRUGS1_43422 
00D6: if 
07C1:   path 285 available 
004D: jump_if_false @DRUGS1_43422 
00D6: if 
07C1:   path 286 available 
004D: jump_if_false @DRUGS1_43422 
00D6: if 
0248:   model #STORM_DRAIN_COVER available 
004D: jump_if_false @DRUGS1_43422 
00D6: if 
0248:   model #BARREL4 available 
004D: jump_if_false @DRUGS1_43422 
0006: 277@ = 3 

:DRUGS1_43422
0871: init_jump_table 277@ total_jumps 3 default_jump 0 @DRUGS1_43747 jumps 3 @DRUGS1_43485 7 @DRUGS1_43580 8 @DRUGS1_43636 -1 @DRUGS1_43747 -1 @DRUGS1_43747 -1 @DRUGS1_43747 -1 @DRUGS1_43747 

:DRUGS1_43485
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_43573 
0006: 32@ = 0 
05EB: assign_car 161@ to_path 282 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_43540 
0224: set_car 188@ health_to 300 

:DRUGS1_43540
0005: $TEMPVAR_FLOAT_3 = 1.0 
0006: 277@ = 7 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_43573 

:DRUGS1_43573
0002: jump @DRUGS1_43747 

:DRUGS1_43580
0006: 277@ = 8 
016A: fade 1 time 250 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 151@ = 0 
0006: 159@ = 0 
0006: 160@ = 0 
0002: jump @DRUGS1_43747 

:DRUGS1_43636
0050: gosub @DRUGS1_50496 
0050: gosub @DRUGS1_50750 
0050: gosub @DRUGS1_51225 
00D6: if 
0019:   32@ > 1800 
004D: jump_if_false @DRUGS1_43740 
00D6: if 
0039:   278@ == 0 
004D: jump_if_false @DRUGS1_43701 
0006: 278@ = 1 

:DRUGS1_43701
015F: set_camera_position 130@ 131@ 132@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 133@ 134@ 135@ switchstyle 2 

:DRUGS1_43740
0002: jump @DRUGS1_43747 

:DRUGS1_43747
00D6: if 
0039:   278@ == 1 
004D: jump_if_false @DRUGS1_43928 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS1_43804 
0085: 79@ = 37@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_51943 

:DRUGS1_43804
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @DRUGS1_43843 
0085: 79@ = 38@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_51987 

:DRUGS1_43843
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @DRUGS1_43882 
0085: 79@ = 39@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_51943 

:DRUGS1_43882
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRUGS1_43921 
0085: 79@ = 40@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_51987 

:DRUGS1_43921
0006: 278@ = 2 

:DRUGS1_43928
00D6: if 
0039:   278@ == 2 
004D: jump_if_false @DRUGS1_43972 
00D6: if 
0019:   33@ > 3400 
004D: jump_if_false @DRUGS1_43972 
0006: 278@ = 3 

:DRUGS1_43972
00D6: if 
0039:   278@ == 3 
004D: jump_if_false @DRUGS1_44082 
00D6: if 
0019:   33@ > 3480 
004D: jump_if_false @DRUGS1_44082 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_44082 
0519: set_car 188@ locked 0 
020B: explode_car 188@ 
020C: create_explosion_with_radius 0 at 2570.228 -1684.949 2.2595 
020C: create_explosion_with_radius 1 at 2570.228 -1684.949 2.2595 
0006: 278@ = 4 

:DRUGS1_44082
00D6: if 
0039:   278@ == 4 
004D: jump_if_false @DRUGS1_44166 
00D6: if 
0019:   33@ > 3550 
004D: jump_if_false @DRUGS1_44166 
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_44159 
020B: explode_car 165@ 
020C: create_explosion_with_radius 1 at 2575.269 -1677.076 1.0414 

:DRUGS1_44159
0006: 278@ = 5 

:DRUGS1_44166
00D6: if 
0039:   278@ == 5 
004D: jump_if_false @DRUGS1_44250 
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_44250 
00D6: if 
0019:   33@ > 3625 
004D: jump_if_false @DRUGS1_44250 
020B: explode_car 166@ 
020C: create_explosion_with_radius 2 at 2568.749 -1676.139 1.209 
0006: 278@ = 6 

:DRUGS1_44250
00D6: if 
0019:   277@ > 7 
004D: jump_if_false @DRUGS1_44336 
00D6: if 
0019:   33@ > 4599 
004D: jump_if_false @DRUGS1_44336 
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
0006: 279@ = 2 
0006: 277@ = 10 

:DRUGS1_44336
00D6: if 
0039:   279@ == 2 
004D: jump_if_false @DRUGS1_50489 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_50489 
00D6: if 
0039:   280@ == 0 
004D: jump_if_false @DRUGS1_45931 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 263.0 rotation_speed 350.0 
02EB: restore_camera_with_jumpcut 
02AC: set_car 161@ immunities BP 0 FP 1 EP 1 CP 1 MP 1 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_44462 
02AB: set_actor $ACTOR_SMOKE immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRUGS1_44462
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 152@ = init_object #STORM_DRAIN_COVER at 2631.852 -1482.75 18.109 
0006: 281@ = 1 
0006: 282@ = 0 
0006: 283@ = 0 
0006: 285@ = 0 
040D: unload_wav 1 
03CF: load_wav 35713 as 1 
071F: set_object 152@ health_to 150 
0107: 153@ = create_object #BARREL4 at 2786.521 -1416.051 15.31 
0107: 154@ = create_object #BARREL4 at 2787.548 -1418.323 15.31 
0107: 155@ = create_object #BARREL4 at 2824.324 -1418.704 15.31 
0107: 156@ = create_object #BARREL4 at 2822.16 -1419.988 15.31 
0107: 157@ = create_object #BARREL4 at 2823.05 -1418.747 15.3 
0249: release_model #PACKER 
00A5: 168@ = create_car #SULTAN at 2601.689 -1600.107 3.1106 
0175: set_car 168@ Z_angle_to 61.4469 
0006: 258@ = 1 
00A5: 169@ = create_car #SULTAN at 2595.717 -1558.29 8.4514 
0175: set_car 169@ Z_angle_to 287.8971 
0006: 259@ = 1 
009A: 48@ = create_actor_pedtype 24 model #MAFFA at 2601.441 -1597.461 3.2207 
0173: set_actor 48@ Z_angle_to 135.3988 
0223: set_actor 48@ health_to 20 
060B: set_actor 48@ decision_maker_to 35@ 
01B2: give_actor 48@ weapon 28 ammo 3000 // Load the weapon model before using this 
0187: 231@ = create_marker_above_actor 48@ 
018B: set_marker 231@ radar_mode 2 
0168: set_marker 231@ size 2 
009A: 49@ = create_actor_pedtype 24 model #MAFFA at 2596.765 -1559.589 8.277 
0173: set_actor 49@ Z_angle_to 201.1592 
0223: set_actor 49@ health_to 20 
060B: set_actor 49@ decision_maker_to 35@ 
01B2: give_actor 49@ weapon 28 ammo 3000 // Load the weapon model before using this 
0187: 232@ = create_marker_above_actor 49@ 
018B: set_marker 232@ radar_mode 2 
0168: set_marker 232@ size 2 
009A: 50@ = create_actor_pedtype 24 model #MAFFA at 2596.941 -1555.855 8.9717 
0173: set_actor 50@ Z_angle_to 201.1592 
0223: set_actor 50@ health_to 20 
060B: set_actor 50@ decision_maker_to 35@ 
01B2: give_actor 50@ weapon 28 ammo 3000 // Load the weapon model before using this 
0187: 233@ = create_marker_above_actor 50@ 
018B: set_marker 233@ radar_mode 2 
0168: set_marker 233@ size 2 
009A: 51@ = create_actor_pedtype 24 model #MAFFA at 2624.819 -1494.002 15.4086 
0173: set_actor 51@ Z_angle_to 145.1087 
0223: set_actor 51@ health_to 10 
060B: set_actor 51@ decision_maker_to 35@ 
01B2: give_actor 51@ weapon 28 ammo 3000 // Load the weapon model before using this 
0187: 234@ = create_marker_above_actor 51@ 
018B: set_marker 234@ radar_mode 2 
0168: set_marker 234@ size 2 
009A: 53@ = create_actor_pedtype 24 model #MAFFA at 2625.413 -1496.587 15.3563 
0173: set_actor 53@ Z_angle_to 153.8693 
0223: set_actor 53@ health_to 10 
060B: set_actor 53@ decision_maker_to 35@ 
01B2: give_actor 53@ weapon 28 ammo 3000 // Load the weapon model before using this 
0187: 235@ = create_marker_above_actor 53@ 
018B: set_marker 235@ radar_mode 2 
0168: set_marker 235@ size 2 
00A5: 189@ = create_car #BF400 at 2539.344 -1712.77 12.4719 
0175: set_car 189@ Z_angle_to 287.1995 
0129: 42@ = create_actor_pedtype 24 model #MAFFA in_car 189@ driverseat 
060B: set_actor 42@ decision_maker_to 35@ 
01C8: 43@ = create_actor_pedtype 24 model #MAFFA in_car 189@ passenger_seat 0 
01B2: give_actor 43@ weapon 28 ammo 9999 // Load the weapon model before using this 
060B: set_actor 43@ decision_maker_to 35@ 
0186: 214@ = create_marker_above_car 189@ 
018B: set_marker 214@ radar_mode 2 
0168: set_marker 214@ size 2 
0223: set_actor 42@ health_to 10 
02A9: set_actor 42@ immune_to_nonplayer 0 
0223: set_actor 43@ health_to 10 
02A9: set_actor 43@ immune_to_nonplayer 0 
0006: 247@ = 1 
0006: 260@ = 1 
00A5: 194@ = create_car #BF400 at 2533.568 -1714.569 12.4874 
09C4: set_car 194@ gas_tank_explosion_enabled 0 
0175: set_car 194@ Z_angle_to 287.5564 
0129: 44@ = create_actor_pedtype 24 model #MAFFA in_car 194@ driverseat 
060B: set_actor 44@ decision_maker_to 35@ 
01C8: 45@ = create_actor_pedtype 24 model #MAFFA in_car 194@ passenger_seat 0 
01B2: give_actor 45@ weapon 28 ammo 9999 // Load the weapon model before using this 
060B: set_actor 45@ decision_maker_to 35@ 
0186: 215@ = create_marker_above_car 194@ 
018B: set_marker 215@ radar_mode 2 
0168: set_marker 215@ size 2 
0223: set_actor 44@ health_to 50 
0223: set_actor 45@ health_to 50 
0006: 248@ = 1 
0006: 261@ = 1 
00A5: 195@ = create_car #BF400 at 2529.683 -1715.803 12.4991 
09C4: set_car 195@ gas_tank_explosion_enabled 0 
0175: set_car 195@ Z_angle_to 287.7722 
0129: 46@ = create_actor_pedtype 24 model #MAFFA in_car 195@ driverseat 
060B: set_actor 46@ decision_maker_to 35@ 
01C8: 47@ = create_actor_pedtype 24 model #MAFFA in_car 195@ passenger_seat 0 
01B2: give_actor 47@ weapon 28 ammo 9999 // Load the weapon model before using this 
060B: set_actor 47@ decision_maker_to 35@ 
0186: 216@ = create_marker_above_car 195@ 
018B: set_marker 216@ radar_mode 2 
0168: set_marker 216@ size 2 
0223: set_actor 46@ health_to 30 
02A9: set_actor 46@ immune_to_nonplayer 0 
0223: set_actor 47@ health_to 30 
02A9: set_actor 47@ immune_to_nonplayer 0 
0006: 249@ = 1 
0006: 262@ = 1 
00A5: 196@ = create_car #BF400 at 2524.542 -1717.461 12.5175 
09C4: set_car 196@ gas_tank_explosion_enabled 0 
0175: set_car 196@ Z_angle_to 287.8176 
0129: 56@ = create_actor_pedtype 24 model #MAFFA in_car 196@ driverseat 
060B: set_actor 56@ decision_maker_to 35@ 
01C8: 57@ = create_actor_pedtype 24 model #MAFFA in_car 196@ passenger_seat 0 
01B2: give_actor 57@ weapon 28 ammo 9999 // Load the weapon model before using this 
060B: set_actor 57@ decision_maker_to 35@ 
0186: 217@ = create_marker_above_car 196@ 
018B: set_marker 217@ radar_mode 2 
0168: set_marker 217@ size 2 
0006: 250@ = 1 
0006: 263@ = 1 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS1_45768 
0085: 79@ = 48@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_51943 

:DRUGS1_45768
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_45807 
0085: 79@ = 49@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_51987 

:DRUGS1_45807
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_45846 
0085: 79@ = 50@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_51943 

:DRUGS1_45846
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS1_45885 
0085: 79@ = 51@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_51987 

:DRUGS1_45885
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS1_45924 
0085: 79@ = 53@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_51987 

:DRUGS1_45924
0006: 280@ = 1 

:DRUGS1_45931
00D6: if 
0039:   280@ == 1 
004D: jump_if_false @DRUGS1_46339 
00D6: if 
01AD:   car 161@ sphere 0 near_point 2580.74 -1621.47 radius 15.0 15.0 
004D: jump_if_false @DRUGS1_46339 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_46011 
05EB: assign_car 189@ to_path 283 

:DRUGS1_46011
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_46035 
05EB: assign_car 194@ to_path 284 

:DRUGS1_46035
00D6: if 
8119:   not car 195@ wrecked 
004D: jump_if_false @DRUGS1_46059 
05EB: assign_car 195@ to_path 285 

:DRUGS1_46059
00D6: if 
8119:   not car 196@ wrecked 
004D: jump_if_false @DRUGS1_46083 
05EB: assign_car 196@ to_path 286 

:DRUGS1_46083
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_46135 
0713: actor 43@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 200.0 8 1 firing_rate 90 

:DRUGS1_46135
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_46188 
0713: actor 45@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 200.0 8 1 firing_rate 289@ 

:DRUGS1_46188
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_46240 
0713: actor 47@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 200.0 8 1 firing_rate 90 

:DRUGS1_46240
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRUGS1_46292 
0713: actor 57@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 200.0 8 1 firing_rate 90 

:DRUGS1_46292
01C3: remove_references_to_car 165@ 
01C3: remove_references_to_car 188@ 
01C2: remove_references_to_actor 197@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 166@ 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
0006: 280@ = 2 

:DRUGS1_46339
00D6: if 
0039:   280@ == 2 
004D: jump_if_false @DRUGS1_46480 
00D6: if 
01AD:   car 161@ sphere 0 near_point 2676.96 -1432.1 radius 12.0 12.0 
004D: jump_if_false @DRUGS1_46480 
009B: destroy_actor 48@ 
009B: destroy_actor 49@ 
009B: destroy_actor 50@ 
00A6: destroy_car 168@ 
00A6: destroy_car 169@ 
00A6: destroy_car 188@ 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
0164: disable_marker 231@ 
0164: disable_marker 232@ 
0164: disable_marker 233@ 
0164: disable_marker 234@ 
0164: disable_marker 235@ 
040D: unload_wav 2 
03CF: load_wav 35726 as 2 
0006: 280@ = 3 

:DRUGS1_46480
00D6: if 
0039:   280@ == 3 
004D: jump_if_false @DRUGS1_46682 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_46682 
00D6: if 
01AD:   car 161@ sphere 0 near_point 2825.37 -1538.43 radius 7.0 7.0 
004D: jump_if_false @DRUGS1_46682 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 2823.755 -1537.138 10.0736 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2823.25 -1537.966 10.3176 switchstyle 2 
040D: unload_wav 1 
00BE: text_clear_all 
03CF: load_wav 35727 as 1 

:DRUGS1_46629
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS1_46655 
0001: wait 0 ms 
0002: jump @DRUGS1_46629 

:DRUGS1_46655
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_JS' time 5000 flag 1  // ~z~We lost 'em, Smoke!
0006: 280@ = 4 

:DRUGS1_46682
00D6: if 
0039:   280@ == 4 
004D: jump_if_false @DRUGS1_46940 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_46940 
00D6: if 
01AE:   car 161@ sphere 0 near_point 2825.37 -1538.43 radius 5.0 5.0 stopped 
004D: jump_if_false @DRUGS1_46940 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_46940 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS1_46940 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS1_46940 
00BE: text_clear_all 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO4_KA' time 5000 flag 1  // ~z~Man, we better split up.
040D: unload_wav 2 
03CF: load_wav 35729 as 2 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
00A6: destroy_car 189@ 
0164: disable_marker 214@ 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
00A6: destroy_car 194@ 
0164: disable_marker 215@ 
009B: destroy_actor 47@ 
009B: destroy_actor 48@ 
00A6: destroy_car 195@ 
0164: disable_marker 216@ 
009B: destroy_actor 56@ 
009B: destroy_actor 57@ 
00A6: destroy_car 196@ 
0164: disable_marker 217@ 
05BF: AS_actor $ACTOR_SMOKE look_at_actor $PLAYER_ACTOR 10000 ms 
0006: 32@ = 0 
0006: 280@ = 5 

:DRUGS1_46940
00D6: if 
0039:   280@ == 5 
004D: jump_if_false @DRUGS1_47149 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_47149 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS1_47149 
015F: set_camera_position 2819.666 -1542.108 10.2063 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2820.401 -1541.444 10.3396 switchstyle 2 
00BE: text_clear_all 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_47065 
0967: actor $ACTOR_SMOKE move_mouth 10000 ms 

:DRUGS1_47065
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_KC' time 5000 flag 1  // ~z~I'll take it another block and dump it.
040D: unload_wav 1 
03CF: load_wav 35730 as 1 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 0 
0555: remove_weapon 28 from_actor $PLAYER_ACTOR 
01B2: give_actor $PLAYER_ACTOR weapon 31 ammo 99999 // Load the weapon model before using this 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRUGS1_47142 
0633: AS_actor $PLAYER_ACTOR exit_car 

:DRUGS1_47142
0006: 280@ = 6 

:DRUGS1_47149
00D6: if 
0039:   280@ == 6 
004D: jump_if_false @DRUGS1_47228 
00D6: if 
8449:   not actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @DRUGS1_47228 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_47228 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SMOKE 15000 ms 
05BF: AS_actor $ACTOR_SMOKE look_at_actor $PLAYER_ACTOR 15000 ms 
0006: 280@ = 7 

:DRUGS1_47228
00D6: if 
0039:   280@ == 7 
004D: jump_if_false @DRUGS1_47318 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS1_47318 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS1_47318 
00BE: text_clear_all 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO4_KD' time 5000 flag 1  // ~z~Man, that was some crazy shit back there!
040D: unload_wav 2 
03CF: load_wav 35731 as 2 
0006: 280@ = 8 

:DRUGS1_47318
00D6: if 
0039:   280@ == 8 
004D: jump_if_false @DRUGS1_47437 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_47437 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS1_47437 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_47387 
0968: actor $ACTOR_SMOKE stop_mouth 

:DRUGS1_47387
00BE: text_clear_all 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_KE' time 5000 flag 1  // ~z~Yeah, for sure.
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
040D: unload_wav 1 
03CF: load_wav 35732 as 1 
0006: 280@ = 9 

:DRUGS1_47437
00D6: if 
0039:   280@ == 9 
004D: jump_if_false @DRUGS1_47534 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS1_47534 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS1_47534 
00BE: text_clear_all 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO4_KF' time 5000 flag 1  // ~z~Listen we can't hang around here - I'll see you later, homie.
040D: unload_wav 2 
03CF: load_wav 35733 as 2 
0006: 32@ = 0 
0006: 280@ = 10 

:DRUGS1_47534
00D6: if 
0039:   280@ == 10 
004D: jump_if_false @DRUGS1_47738 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_47738 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_47738 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @DRUGS1_47738 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_47738 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS1_47738 
0968: actor $PLAYER_ACTOR stop_mouth 
04E0: car 161@ abandon_path_radius 200 
05D1: AS_actor $ACTOR_SMOKE drive_car 161@ to 2804.5 -1538.95 10.38 speed 6.0 0 model #NULL 3 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_KG' time 2500 flag 1  // ~z~Much love, baby!
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_47724 
0967: actor $ACTOR_SMOKE move_mouth 10000 ms 

:DRUGS1_47724
0006: 32@ = 0 
0006: 280@ = 11 

:DRUGS1_47738
00D6: if 
0039:   280@ == 11 
004D: jump_if_false @DRUGS1_47857 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @DRUGS1_47857 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS1_47857 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_47811 
0968: actor $ACTOR_SMOKE stop_mouth 

:DRUGS1_47811
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00A6: destroy_car 161@ 
009B: destroy_actor $ACTOR_SMOKE 
0151: remove_status_text $6899 
00BE: text_clear_all 
0002: jump @DRUGS1_52043 
0006: 280@ = 12 

:DRUGS1_47857
00D6: if 
0039:   281@ == 1 
004D: jump_if_false @DRUGS1_47984 
00D6: if 
07F0:   in_sphere 2631.852 -1482.75 18.109 radius 10.0 damaged_object_with_model #STORM_DRAIN_COVER 
004D: jump_if_false @DRUGS1_47984 
00D6: if 
08FF:   object 152@ received_damage_type 28 
004D: jump_if_false @DRUGS1_47945 
00BE: text_clear_all 
0006: 281@ = 2 
0002: jump @DRUGS1_47984 

:DRUGS1_47945
0227: $6899 = car 161@ health 
000C: $6899 -= 100 
0224: set_car 161@ health_to $6899 
0014: $6899 /= 10 
00BE: text_clear_all 
0006: 281@ = 3 

:DRUGS1_47984
00D6: if 
0019:   280@ > 0 
004D: jump_if_false @DRUGS1_48651 
00D6: if 
001B:   4 > 280@ 
004D: jump_if_false @DRUGS1_48651 
00D6: if 
0039:   282@ == 0 
004D: jump_if_false @DRUGS1_48087 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_48087 
04AF: 239@ = 35713 // = constant 
05AA: 240@s = 'SMO4_JE' // @s = 'short'  // ~z~Fry, motherfuckers!
0050: gosub @DRUGS1_51600 

:DRUGS1_48087
00D6: if 
0039:   282@ == 1 
004D: jump_if_false @DRUGS1_48154 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_48154 
04AF: 239@ = 35714 // = constant 
05AA: 240@s = 'SMO4_JF' // @s = 'short'  // ~z~That's the old sewer up ahead!
0050: gosub @DRUGS1_51600 

:DRUGS1_48154
00D6: if 
0039:   282@ == 2 
004D: jump_if_false @DRUGS1_48221 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_48221 
04AF: 239@ = 35715 // = constant 
05AA: 240@s = 'SMO4_JG' // @s = 'short'  // ~z~Shoot out the gate!
0050: gosub @DRUGS1_51600 

:DRUGS1_48221
00D6: if 
0039:   282@ == 3 
004D: jump_if_false @DRUGS1_48362 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_48362 
00D6: if 
0039:   281@ == 2 
004D: jump_if_false @DRUGS1_48313 
04AF: 239@ = 35716 // = constant 
05AA: 240@s = 'SMO4_JH' // @s = 'short'  // ~z~Nice one, CJ, here we go!
0050: gosub @DRUGS1_51600 
0002: jump @DRUGS1_48362 

:DRUGS1_48313
00D6: if 
0039:   281@ == 3 
004D: jump_if_false @DRUGS1_48362 
04AF: 239@ = 35717 // = constant 
05AA: 240@s = 'SMO4_JJ' // @s = 'short'  // ~z~The gate, Carl, the GATE!
0050: gosub @DRUGS1_51600 

:DRUGS1_48362
00D6: if 
0039:   285@ == 0 
004D: jump_if_false @DRUGS1_48425 
00D6: if 
01AD:   car 161@ sphere 0 near_point 2647.31 -1457.67 radius 10.0 10.0 
004D: jump_if_false @DRUGS1_48425 
0006: 285@ = 1 

:DRUGS1_48425
00D6: if 
0039:   282@ == 4 
004D: jump_if_false @DRUGS1_48510 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_48510 
00D6: if 
0039:   285@ == 1 
004D: jump_if_false @DRUGS1_48510 
04AF: 239@ = 35718 // = constant 
05AA: 240@s = 'SMO4_JK' // @s = 'short'  // ~z~Man, I used to hate this tunnel when we was kids.
0050: gosub @DRUGS1_51600 

:DRUGS1_48510
00D6: if 
0039:   282@ == 5 
004D: jump_if_false @DRUGS1_48577 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_48577 
04AF: 239@ = 35719 // = constant 
05AA: 240@s = 'SMO4_JL' // @s = 'short'  // ~z~Hey, we can reminisce later, we still got company!
0050: gosub @DRUGS1_51600 

:DRUGS1_48577
00D6: if 
0039:   282@ == 6 
004D: jump_if_false @DRUGS1_48644 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_48644 
04AF: 239@ = 35723 // = constant 
05AA: 240@s = 'SMO4_JP' // @s = 'short'  // ~z~Don't these guys ever give up?
0050: gosub @DRUGS1_51600 

:DRUGS1_48644
0050: gosub @DRUGS1_51642 

:DRUGS1_48651
00D6: if 
0039:   258@ == 1 
004D: jump_if_false @DRUGS1_48716 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @DRUGS1_48716 
00D6: if 
051C:   car 168@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS1_48716 
020B: explode_car 168@ 
0006: 258@ = 2 

:DRUGS1_48716
00D6: if 
0039:   259@ == 1 
004D: jump_if_false @DRUGS1_48781 
00D6: if 
8119:   not car 169@ wrecked 
004D: jump_if_false @DRUGS1_48781 
00D6: if 
051C:   car 169@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS1_48781 
020B: explode_car 169@ 
0006: 259@ = 2 

:DRUGS1_48781
00D6: if 
0039:   247@ == 1 
004D: jump_if_false @DRUGS1_49029 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_49029 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_48838 
0002: jump @DRUGS1_49029 

:DRUGS1_48838
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_48987 
00D6: if 
00DB:   actor 43@ in_car 189@ 
004D: jump_if_false @DRUGS1_48980 
046C: 205@ = car 189@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_48980 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 43@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 43@ in_car 189@ 
0713: actor 43@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 247@ = 2 

:DRUGS1_48980
0002: jump @DRUGS1_49029 

:DRUGS1_48987
04BA: set_car 189@ speed_to 18.0 
05EC: release_car 189@ from_path 
07DB: set_car 189@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 247@ = 2 

:DRUGS1_49029
00D6: if 
0039:   247@ == 2 
004D: jump_if_false @DRUGS1_49121 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @DRUGS1_49121 
05EC: release_car 189@ from_path 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_49114 
04BA: set_car 189@ speed_to 18.0 
07DB: set_car 189@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_49114
0006: 247@ = 3 

:DRUGS1_49121
00D6: if 
0039:   260@ == 1 
004D: jump_if_false @DRUGS1_49208 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @DRUGS1_49208 
00D6: if or
0118:   actor 43@ dead 
0119:   car 189@ wrecked 
004D: jump_if_false @DRUGS1_49208 
05EC: release_car 189@ from_path 
0164: disable_marker 214@ 
01C3: remove_references_to_car 189@ 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 260@ = 2 

:DRUGS1_49208
00D6: if 
0039:   248@ == 1 
004D: jump_if_false @DRUGS1_49456 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_49456 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_49265 
0002: jump @DRUGS1_49456 

:DRUGS1_49265
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_49414 
00D6: if 
00DB:   actor 45@ in_car 194@ 
004D: jump_if_false @DRUGS1_49407 
046C: 205@ = car 194@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_49407 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 45@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 45@ in_car 194@ 
0713: actor 45@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 248@ = 2 

:DRUGS1_49407
0002: jump @DRUGS1_49456 

:DRUGS1_49414
04BA: set_car 194@ speed_to 18.0 
05EC: release_car 194@ from_path 
07DB: set_car 194@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 248@ = 2 

:DRUGS1_49456
00D6: if 
0039:   248@ == 2 
004D: jump_if_false @DRUGS1_49548 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @DRUGS1_49548 
05EC: release_car 194@ from_path 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_49541 
04BA: set_car 194@ speed_to 18.0 
07DB: set_car 194@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_49541
0006: 248@ = 3 

:DRUGS1_49548
00D6: if 
0039:   261@ == 1 
004D: jump_if_false @DRUGS1_49635 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @DRUGS1_49635 
00D6: if or
0118:   actor 45@ dead 
0119:   car 194@ wrecked 
004D: jump_if_false @DRUGS1_49635 
05EC: release_car 194@ from_path 
0164: disable_marker 215@ 
01C3: remove_references_to_car 194@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0006: 261@ = 2 

:DRUGS1_49635
00D6: if 
0039:   249@ == 1 
004D: jump_if_false @DRUGS1_49883 
00D6: if 
8119:   not car 195@ wrecked 
004D: jump_if_false @DRUGS1_49883 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS1_49692 
0002: jump @DRUGS1_49883 

:DRUGS1_49692
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_49841 
00D6: if 
00DB:   actor 47@ in_car 195@ 
004D: jump_if_false @DRUGS1_49834 
046C: 205@ = car 195@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_49834 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 47@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 47@ in_car 195@ 
0713: actor 47@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 249@ = 2 

:DRUGS1_49834
0002: jump @DRUGS1_49883 

:DRUGS1_49841
04BA: set_car 195@ speed_to 18.0 
05EC: release_car 195@ from_path 
07DB: set_car 195@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 249@ = 2 

:DRUGS1_49883
00D6: if 
0039:   249@ == 2 
004D: jump_if_false @DRUGS1_49975 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @DRUGS1_49975 
05EC: release_car 195@ from_path 
00D6: if 
8119:   not car 195@ wrecked 
004D: jump_if_false @DRUGS1_49968 
04BA: set_car 195@ speed_to 18.0 
07DB: set_car 195@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_49968
0006: 249@ = 3 

:DRUGS1_49975
00D6: if 
0039:   262@ == 1 
004D: jump_if_false @DRUGS1_50062 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @DRUGS1_50062 
00D6: if or
0118:   actor 47@ dead 
0119:   car 195@ wrecked 
004D: jump_if_false @DRUGS1_50062 
05EC: release_car 195@ from_path 
0164: disable_marker 216@ 
01C3: remove_references_to_car 195@ 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 262@ = 2 

:DRUGS1_50062
00D6: if 
0039:   250@ == 1 
004D: jump_if_false @DRUGS1_50310 
00D6: if 
8119:   not car 196@ wrecked 
004D: jump_if_false @DRUGS1_50310 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_50119 
0002: jump @DRUGS1_50310 

:DRUGS1_50119
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRUGS1_50268 
00D6: if 
00DB:   actor 57@ in_car 196@ 
004D: jump_if_false @DRUGS1_50261 
046C: 205@ = car 196@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_50261 
00AA: store_car 161@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 57@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 57@ in_car 196@ 
0713: actor 57@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 250@ = 2 

:DRUGS1_50261
0002: jump @DRUGS1_50310 

:DRUGS1_50268
04BA: set_car 196@ speed_to 18.0 
05EC: release_car 196@ from_path 
07DB: set_car 196@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 250@ = 2 

:DRUGS1_50310
00D6: if 
0039:   250@ == 2 
004D: jump_if_false @DRUGS1_50402 
00D6: if 
0118:   actor 57@ dead 
004D: jump_if_false @DRUGS1_50402 
05EC: release_car 196@ from_path 
00D6: if 
8119:   not car 196@ wrecked 
004D: jump_if_false @DRUGS1_50395 
04BA: set_car 196@ speed_to 18.0 
07DB: set_car 196@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_50395
0006: 250@ = 3 

:DRUGS1_50402
00D6: if 
0039:   263@ == 1 
004D: jump_if_false @DRUGS1_50489 
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @DRUGS1_50489 
00D6: if or
0118:   actor 57@ dead 
0119:   car 196@ wrecked 
004D: jump_if_false @DRUGS1_50489 
05EC: release_car 196@ from_path 
0164: disable_marker 217@ 
01C3: remove_references_to_car 196@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
0006: 263@ = 2 

:DRUGS1_50489
0002: jump @DRUGS1_1348 

:DRUGS1_50496
0871: init_jump_table 151@ total_jumps 3 default_jump 0 @DRUGS1_50748 jumps 0 @DRUGS1_50559 1 @DRUGS1_50590 2 @DRUGS1_50669 -1 @DRUGS1_50748 -1 @DRUGS1_50748 -1 @DRUGS1_50748 -1 @DRUGS1_50748 

:DRUGS1_50559
015D: set_gamespeed 0.8 
0007: 158@ = 0.8 
000A: 151@ += 1 
0002: jump @DRUGS1_50748 

:DRUGS1_50590
00D6: if 
0019:   33@ > 3200 
004D: jump_if_false @DRUGS1_50662 
007F: 158@ -= frame_delta_time * 0.05 // (float) 
00D6: if 
0023:   0.3 > 158@ 
004D: jump_if_false @DRUGS1_50657 
0007: 158@ = 0.3 
000A: 151@ += 1 

:DRUGS1_50657
015D: set_gamespeed 158@ 

:DRUGS1_50662
0002: jump @DRUGS1_50748 

:DRUGS1_50669
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @DRUGS1_50741 
0079: 158@ += frame_delta_time * 0.05 // (float) 
00D6: if 
0021:   158@ > 1.0 
004D: jump_if_false @DRUGS1_50736 
0007: 158@ = 1.0 
000A: 151@ += 1 

:DRUGS1_50736
015D: set_gamespeed 158@ 

:DRUGS1_50741
0002: jump @DRUGS1_50748 

:DRUGS1_50748
0051: return 

:DRUGS1_50750
0871: init_jump_table 159@ total_jumps 3 default_jump 0 @DRUGS1_51223 jumps 0 @DRUGS1_50813 1 @DRUGS1_50983 2 @DRUGS1_51108 -1 @DRUGS1_51223 -1 @DRUGS1_51223 -1 @DRUGS1_51223 -1 @DRUGS1_51223 

:DRUGS1_50813
00AA: store_car 161@ position_to 133@ 134@ 135@ 
0407: store_coords_to 130@ 131@ 132@ from_car 161@ with_offset 1.0 -2.5 0.0 
0007: 130@ = 2563.28 
0007: 131@ = -1737.328 
0007: 132@ = 1.1412 
0007: 133@ = 2562.65 
0007: 134@ = -1734.725 
0007: 135@ = 1.1991 
0007: 136@ = 0.001 
0007: 137@ = 3E-12 
0007: 139@ = 0.03 
0007: 140@ = 0.1 
0007: 148@ = 0.47 
0007: 141@ = 0.003 
000A: 159@ += 1 

:DRUGS1_50983
00D6: if 
001B:   2900 > 33@ 
004D: jump_if_false @DRUGS1_51091 
007B: 139@ += frame_delta_time * 136@ // (float) 
007B: 137@ += frame_delta_time * 137@ // (float) 
007B: 140@ += frame_delta_time * 137@ // (float) 
00D6: if 
0025:   140@ > 148@ // (float) 
004D: jump_if_false @DRUGS1_51053 
0087: 140@ = 148@ // (float) 

:DRUGS1_51053
007B: 130@ += frame_delta_time * 139@ // (float) 
007B: 131@ += frame_delta_time * 140@ // (float) 
007B: 132@ += frame_delta_time * 141@ // (float) 
0002: jump @DRUGS1_51223 
0002: jump @DRUGS1_51108 

:DRUGS1_51091
0007: 136@ = -0.01 
000A: 159@ += 1 

:DRUGS1_51108
00D6: if 
001B:   4000 > 33@ 
004D: jump_if_false @DRUGS1_51216 
007B: 139@ += frame_delta_time * 136@ // (float) 
007B: 137@ += frame_delta_time * 137@ // (float) 
007B: 140@ += frame_delta_time * 137@ // (float) 
00D6: if 
0025:   140@ > 148@ // (float) 
004D: jump_if_false @DRUGS1_51178 
0087: 140@ = 148@ // (float) 

:DRUGS1_51178
007B: 130@ += frame_delta_time * 139@ // (float) 
007B: 131@ += frame_delta_time * 140@ // (float) 
007B: 132@ += frame_delta_time * 141@ // (float) 
0002: jump @DRUGS1_51223 
0002: jump @DRUGS1_51223 

:DRUGS1_51216
000A: 159@ += 1 

:DRUGS1_51223
0051: return 

:DRUGS1_51225
0871: init_jump_table 160@ total_jumps 3 default_jump 0 @DRUGS1_51598 jumps 0 @DRUGS1_51288 1 @DRUGS1_51365 2 @DRUGS1_51464 -1 @DRUGS1_51598 -1 @DRUGS1_51598 -1 @DRUGS1_51598 -1 @DRUGS1_51598 

:DRUGS1_51288
0007: 143@ = 0.007 
0007: 144@ = 0.012 
0007: 145@ = 0.045 
0007: 146@ = 0.06 
0007: 149@ = 0.32 
0007: 147@ = 0.005 
0007: 150@ = 0.1 
000A: 160@ += 1 

:DRUGS1_51365
00D6: if 
001B:   2800 > 33@ 
004D: jump_if_false @DRUGS1_51457 
007B: 146@ += frame_delta_time * 143@ // (float) 
00D6: if 
0025:   146@ > 149@ // (float) 
004D: jump_if_false @DRUGS1_51419 
0087: 146@ = 149@ // (float) 

:DRUGS1_51419
007B: 133@ += frame_delta_time * 145@ // (float) 
007B: 134@ += frame_delta_time * 146@ // (float) 
007B: 135@ += frame_delta_time * 147@ // (float) 
0002: jump @DRUGS1_51598 
0002: jump @DRUGS1_51464 

:DRUGS1_51457
000A: 160@ += 1 

:DRUGS1_51464
00D6: if 
001B:   3600 > 33@ 
004D: jump_if_false @DRUGS1_51584 
007B: 146@ += frame_delta_time * 143@ // (float) 
00D6: if 
0025:   146@ > 149@ // (float) 
004D: jump_if_false @DRUGS1_51518 
0087: 146@ = 149@ // (float) 

:DRUGS1_51518
007B: 147@ += frame_delta_time * 144@ // (float) 
00D6: if 
0025:   147@ > 150@ // (float) 
004D: jump_if_false @DRUGS1_51553 
0087: 147@ = 150@ // (float) 

:DRUGS1_51553
007B: 133@ += frame_delta_time * 145@ // (float) 
007B: 134@ += frame_delta_time * 146@ // (float) 
007B: 135@ += frame_delta_time * 147@ // (float) 
0002: jump @DRUGS1_51591 

:DRUGS1_51584
000A: 160@ += 1 

:DRUGS1_51591
0002: jump @DRUGS1_51598 

:DRUGS1_51598
0051: return 

:DRUGS1_51600
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_51640 
03CF: load_wav 239@ as 1 
05AA: 237@s = 240@s // @s = 'short' 
0006: 283@ = 1 

:DRUGS1_51640
0051: return 

:DRUGS1_51642
00D6: if 
0039:   283@ == 1 
004D: jump_if_false @DRUGS1_51696 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS1_51696 
00BC: show_text_highpriority GXT 237@s time 4000 flag 1 
03D1: play_wav 1 
0006: 283@ = 2 

:DRUGS1_51696
00D6: if 
0039:   283@ == 2 
004D: jump_if_false @DRUGS1_51749 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_51749 
000A: 282@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 283@ = 0 

:DRUGS1_51749
0051: return 

:DRUGS1_51751
0615: define_AS_pack_begin 78@ 
05D3: AS_actor -1 goto_point 81@ 82@ 83@ mode 6 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 80@ 
0616: define_AS_pack_end 78@ 
0618: assign_actor 79@ to_AS_pack 78@ 
061B: remove_references_to_AS_pack 78@ 
0051: return 

:DRUGS1_51806
0615: define_AS_pack_begin 65@ 
0637: AS_actor -1 goto 81@ 82@ 83@ mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 84@ 85@ 86@ mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
05E2: AS_actor -1 kill_actor 80@ 
0616: define_AS_pack_end 65@ 
0618: assign_actor 79@ to_AS_pack 65@ 
061B: remove_references_to_AS_pack 65@ 
0051: return 

:DRUGS1_51894
0615: define_AS_pack_begin 66@ 
05D3: AS_actor -1 goto_point 81@ 82@ 83@ mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor 80@ 
0616: define_AS_pack_end 66@ 
0618: assign_actor 79@ to_AS_pack 66@ 
061B: remove_references_to_AS_pack 66@ 
0051: return 

:DRUGS1_51943
0615: define_AS_pack_begin 67@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor 80@ 
0616: define_AS_pack_end 67@ 
0618: assign_actor 79@ to_AS_pack 67@ 
061B: remove_references_to_AS_pack 67@ 
0051: return 

:DRUGS1_51987
0615: define_AS_pack_begin 68@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 80@ 
0616: define_AS_pack_end 68@ 
0618: assign_actor 79@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 
0051: return 

:DRUGS1_52025
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:DRUGS1_52043
0008: $SMOKE_TOTAL_PASSED_MISSIONS += 1 
0164: disable_marker $434 
0318: set_latest_mission_passed 'SMOKE_4'  // Just Business
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0394: play_music 1 
0998: add_respect 50 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:DRUGS1_52103
0004: $ONMISSION = 0 
01E7: remove_forbidden_for_cars_cube_cornerA 1694.12 -1604.33 5.0 cornerB 1805.94 -1593.12 15.0 
034F: destroy_actor_with_fade $ACTOR_SMOKE 
0296: unload_special_actor 1 
08E7: disable_entrance_markers 0 
0164: disable_marker 87@ 
0164: disable_marker 88@ 
0164: disable_marker 89@ 
0164: disable_marker 209@ 
0164: disable_marker 210@ 
0164: disable_marker 211@ 
0164: disable_marker 212@ 
0164: disable_marker 213@ 
0164: disable_marker 214@ 
0164: disable_marker 215@ 
0164: disable_marker 216@ 
0164: disable_marker 217@ 
0164: disable_marker 218@ 
0164: disable_marker 219@ 
0164: disable_marker 220@ 
0164: disable_marker 229@ 
0164: disable_marker 223@ 
0164: disable_marker 224@ 
0164: disable_marker 225@ 
0164: disable_marker 226@ 
0164: disable_marker 227@ 
0164: disable_marker 228@ 
0164: disable_marker 229@ 
0164: disable_marker 230@ 
0164: disable_marker 231@ 
0164: disable_marker 232@ 
0164: disable_marker 233@ 
0164: disable_marker 234@ 
0164: disable_marker 235@ 
0164: disable_marker 226@ 
0164: disable_marker 227@ 
0164: disable_marker 236@ 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 
0249: release_model #PEREN 
0249: release_model #WFYRI 
0249: release_model #WFYST 
0249: release_model #MAFFA 
0249: release_model #MAFFB 
0249: release_model #BF400
0249: release_model #FCR900 
0249: release_model #M4 
0249: release_model #COLT45 
0249: release_model #MP5LNG 
04EF: release_animation "JST_BUISNESS" 
0249: release_model #SULTAN 
0249: release_model #KMB_SKIP 
0249: release_model #NEBULA 
0249: release_model #COACH 
0249: release_model #PACKER 
0249: release_model #STORM_DRAIN_COVER 
0249: release_model #BARREL4 
01EB: set_traffic_density_multiplier_to 4.0 
03DE: set_pedestrians_density_multiplier_to 3.0 
03C7: set_sensitivity_to_crime 1.0 
01F0: set_max_wanted_level_to 4 
0151: remove_status_text $6897 
0151: remove_status_text $6899 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DRUGS1_52497 
0489: set_actor $PLAYER_ACTOR muted 0 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:DRUGS1_52497
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS1_52520 
08C6: set_actor $ACTOR_SMOKE stay_on_bike 0 

:DRUGS1_52520
01B7: release_weather 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
06D0: enable_emergency_traffic 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DRUGS1_52905 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_52593 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52593
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_52617 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52617
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_52641 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52641
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_52665 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52665
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS1_52689 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52689
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_52713 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52713
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS1_52737 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52737
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_52761 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52761
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_52785 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52785
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS1_52809 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52809
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS1_52833 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52833
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS1_52857 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52857
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRUGS1_52881 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52881
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @DRUGS1_52905 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52905
0051: return 

//-------------Mission 31---------------
// Originally: Life's a Beach

:MUSIC1
03A4: name_thread 'MUSIC1' 
0050: gosub @MUSIC1_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @MUSIC1_38 
0050: gosub @MUSIC1_15556 

:MUSIC1_38
0050: gosub @MUSIC1_15629 
004E: end_thread 

:MUSIC1_47
0317: increment_mission_attempts 
054C: use_GXT_table 'STRAP1' 
0004: $ONMISSION = 1 
0001: wait 0 ms 
0007: 34@ = 526.84 
0007: 35@ = -1885.19 
0007: 36@ = 2.4 
0087: 39@ = 34@ // (float) 
000B: 39@ += 2.5 
0087: 40@ = 35@ // (float) 
000B: 40@ += 3.5 
0007: 41@ = 2.79 
0087: 42@ = 34@ // (float) 
000F: 42@ -= 7.0 
0087: 43@ = 35@ // (float) 
000F: 43@ -= 9.8 
0007: 44@ = 2.06 
0087: 48@ = 39@ // (float) 
000B: 48@ += 9.0 
0087: 49@ = 40@ // (float) 
000B: 49@ += 4.0 
0087: 50@ = 41@ // (float) 
0007: 51@ = 340.0 
0007: 52@ = 1643.42 
0007: 53@ = -1524.69 
0007: 54@ = 12.61 
0087: 56@ = 48@ // (float) 
000F: 56@ -= 1.08 
0087: 57@ = 49@ // (float) 
000F: 57@ -= 3.05 
0087: 58@ = 56@ // (float) 
000F: 58@ -= 0.54 
0087: 59@ = 57@ // (float) 
000F: 59@ -= 1.53 
0007: 60@ = 3.14 
0006: 61@ = 21 
0087: 83@ = 39@ // (float) 
000B: 83@ += 10.0 
0087: 104@ = 40@ // (float) 
000F: 104@ -= 6.0 
0007: 125@ = 300.0 
0087: 84@ = 83@ // (float) 
000B: 84@ += 3.0 
0087: 105@ = 104@ // (float) 
0087: 126@ = 125@ // (float) 
000B: 126@ += 120.0 
0087: 85@ = 83@ // (float) 
000B: 85@ += 3.0 
0087: 106@ = 104@ // (float) 
000B: 106@ += 3.0 
0087: 127@ = 125@ // (float) 
000B: 127@ += 240.0 
0087: 86@ = 34@ // (float) 
000B: 86@ += 17.5 
0087: 107@ = 35@ // (float) 
000B: 107@ += 3.0 
0007: 128@ = 270.0 
0087: 87@ = 86@ // (float) 
000B: 87@ += 1.0 
0087: 108@ = 107@ // (float) 
0087: 129@ = 128@ // (float) 
000F: 129@ -= 180.0 
0087: 88@ = 39@ // (float) 
000F: 88@ -= 2.0 
0087: 109@ = 40@ // (float) 
000F: 109@ -= 8.0 
0007: 130@ = 315.0 
0087: 89@ = 88@ // (float) 
000B: 89@ += 2.5 
0087: 110@ = 109@ // (float) 
0087: 131@ = 130@ // (float) 
000B: 131@ += 90.0 
0087: 90@ = 88@ // (float) 
000B: 90@ += 2.5 
0087: 111@ = 109@ // (float) 
000B: 111@ += 2.5 
0087: 132@ = 130@ // (float) 
000B: 132@ += 180.0 
0087: 91@ = 88@ // (float) 
0087: 112@ = 109@ // (float) 
000B: 112@ += 2.5 
0087: 133@ = 130@ // (float) 
000B: 133@ += 270.0 
0087: 92@ = 34@ // (float) 
000B: 92@ += 12.0 
0087: 113@ = 35@ // (float) 
000F: 113@ -= 9.5 
0007: 134@ = 0.0 
0087: 93@ = 92@ // (float) 
000F: 93@ -= 0.5 
0087: 114@ = 113@ // (float) 
000B: 114@ += 1.5 
0087: 135@ = 134@ // (float) 
000B: 135@ += 180.0 
0087: 94@ = 42@ // (float) 
0087: 115@ = 43@ // (float) 
000B: 115@ += 5.0 
0007: 136@ = 200.0 
0087: 95@ = 42@ // (float) 
000B: 95@ += 3.0 
0087: 116@ = 43@ // (float) 
000B: 116@ += 3.5 
0007: 137@ = 170.0 
0087: 96@ = 42@ // (float) 
000B: 96@ += 4.0 
0087: 117@ = 43@ // (float) 
0007: 138@ = 0.0 
0087: 97@ = 42@ // (float) 
000B: 97@ += 5.0 
0087: 118@ = 43@ // (float) 
000B: 118@ += 2.0 
0007: 139@ = 270.0 
0087: 98@ = 39@ // (float) 
000B: 98@ += 1.0 
0087: 119@ = 40@ // (float) 
000B: 119@ += 6.0 
0007: 140@ = 270.0 
0087: 99@ = 98@ // (float) 
000B: 99@ += 1.5 
0087: 120@ = 119@ // (float) 
000B: 120@ += 1.5 
0087: 141@ = 140@ // (float) 
000F: 141@ -= 90.0 
0087: 100@ = 98@ // (float) 
000B: 100@ += 3.0 
0087: 121@ = 119@ // (float) 
0087: 142@ = 140@ // (float) 
000F: 142@ -= 180.0 
0087: 101@ = 98@ // (float) 
000B: 101@ += 1.5 
0087: 122@ = 119@ // (float) 
000F: 122@ -= 1.5 
0087: 143@ = 140@ // (float) 
000F: 143@ -= 270.0 
0087: 102@ = 48@ // (float) 
000F: 102@ -= 3.0 
0087: 123@ = 49@ // (float) 
000F: 123@ -= 1.0 
0007: 144@ = 0.0 
0087: 103@ = 102@ // (float) 
0087: 124@ = 123@ // (float) 
000B: 124@ += 1.0 
0087: 145@ = 144@ // (float) 
000B: 145@ += 180.0 
0007: 162@ = 20.0 
0087: 163@ = 162@ // (float) 
0013: 163@ *= 4.0 
0006: 146@ = 7 
0050: gosub @MUSIC1_13984 
0006: 187@ = 0 
0006: 188@ = 0 
0006: 190@ = 0 
0006: 192@ = 0 
0006: 193@ = 0 
0006: 194@ = 0 
0006: 195@ = 0 
0006: 197@ = 0 
0006: 198@ = 0 
0006: 199@ = 0 
0006: 200@ = 0 
0006: 201@ = 0 
0006: 202@ = 0 
0006: 203@ = 0 
0006: 204@ = 0 
0006: 207@ = 0 
0006: 208@ = 0 
0006: 205@ = 0 
0006: 206@ = 0 
0006: 209@ = 0 
0006: 267@ = 0 
0006: 268@ = 0 
0006: 269@ = 0 
0006: 231@ = 0 
0006: 170@ = 0 

:MUSIC1_1557
00D6: if 
001D:   61@ > 170@ // (int) 
004D: jump_if_false @MUSIC1_1653 
0006: 210@(170@,21i) = 0 
0006: 232@(170@,21i) = 0 
00D6: if 
001D:   146@ > 170@ // (int) 
004D: jump_if_false @MUSIC1_1639 
0006: 253@(170@,7i) = 0 
0006: 260@(170@,7i) = 0 

:MUSIC1_1639
000A: 170@ += 1 
0002: jump @MUSIC1_1557 

:MUSIC1_1653
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 2000 

:MUSIC1_1668
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC1_1692 
0001: wait 0 ms 
0002: jump @MUSIC1_1668 

:MUSIC1_1692
0395: clear_area 0 at 809.5818 -1630.573 12.5469 radius 100.0 
03CB: set_rendering_origin_at 809.5818 -1630.573 12.5469 
08F5: save_player_group 
02E4: load_cutscene_data 'STRAP1A' 

:MUSIC1_1746
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MUSIC1_1770 
0001: wait 0 ms 
0002: jump @MUSIC1_1746 

:MUSIC1_1770
02E7: start_cutscene 
016A: fade 1 time 1000 

:MUSIC1_1779
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MUSIC1_1803 
0001: wait 0 ms 
0002: jump @MUSIC1_1779 

:MUSIC1_1803
016A: fade 0 time 0 

:MUSIC1_1809
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC1_1833 
0001: wait 0 ms 
0002: jump @MUSIC1_1809 

:MUSIC1_1833
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
08F6: restore_player_group 
0247: load_model #VOODOO 
0247: load_model #ESPERANT 
0247: load_model #OCEANIC 
0247: load_model #PONY 
0247: load_model #MP5LNG 
0247: load_model #BFYST 
0247: load_model #WFYST 
0247: load_model #BMYST 
0247: load_model #WMYRO 
0247: load_model #WFYCLOT 
0247: load_model #WMYST 
0247: load_model #WMYCLOT 
0247: load_model #BMYDJ 
0247: load_model #WFYRI 
0247: load_model #OFYRI 
06E9: load_car_component #WHEEL_OR1 
08A9: load_external_script 35 (DANCE) 
038B: load_requested_models 

:MUSIC1_1922
00D6: if or
8248:   not model #VOODOO available 
8248:   not model #ESPERANT available 
8248:   not model #OCEANIC available 
8248:   not model #PONY available 
8248:   not model #MP5LNG available 
004D: jump_if_false @MUSIC1_1969 
0001: wait 0 ms 
0002: jump @MUSIC1_1922 

:MUSIC1_1969
00D6: if 
8248:   not model #BFYST available 
004D: jump_if_false @MUSIC1_1995 
0001: wait 0 ms 
0002: jump @MUSIC1_1969 

:MUSIC1_1995
00D6: if or
8248:   not model #WFYST available 
8248:   not model #BMYST available 
8248:   not model #WMYRO available 
8248:   not model #WFYCLOT available 
8248:   not model #WMYST available 
8248:   not model #WMYCLOT available 
004D: jump_if_false @MUSIC1_2043 
0001: wait 0 ms 
0002: jump @MUSIC1_1995 

:MUSIC1_2043
00D6: if or
8248:   not model #BMYDJ available 
8248:   not model #WFYRI available 
8248:   not model #OFYRI available 
004D: jump_if_false @MUSIC1_2077 
0001: wait 0 ms 
0002: jump @MUSIC1_2043 

:MUSIC1_2077
00D6: if or
86EA:   not car_component #WHEEL_OR1 available 
88AB:   not external_script 35 (DANCE) loaded 
004D: jump_if_false @MUSIC1_2108 
0001: wait 0 ms 
0002: jump @MUSIC1_2077 

:MUSIC1_2108
02FA: set_garage 'MUL_LAN' type 19 
022B: create_forbidden_for_peds_cube_cornerA 502.15 -1913.39 -5.0 cornerB 558.86 -1838.87 10.0 
03CB: set_rendering_origin_at 809.5818 -1630.573 12.5469 
01B6: set_weather 16 
00A1: put_actor $PLAYER_ACTOR at 809.5818 -1630.573 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 176.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color_RGB 0 0 0 
0001: wait 500 ms 
016A: fade 1 time 1500 
01B4: set_player $PLAYER_CHAR can_move 1 
018A: 271@ = create_checkpoint_at 58@ 59@ 60@ 
00BC: show_text_highpriority GXT 'MUS1_5' time 10000 flag 0  // ~s~Go to the ~y~beach party~s~.
00D6: if 
0039:   192@ == 1 
004D: jump_if_false @MUSIC1_2489 
00A5: 47@ = create_car #PONY at 0.0 0.0 -100.0 
0186: 272@ = create_marker_above_car 47@ 
009A: 55@ = create_actor_pedtype 24 model #BFYST at 0.0 0.0 -100.0 
0615: define_AS_pack_begin 181@ 
05BA: AS_actor -1 move_mouth -2 ms 
0616: define_AS_pack_end 181@ 
0006: 170@ = 0 

:MUSIC1_2361
00D6: if 
001D:   61@ > 170@ // (int) 
004D: jump_if_false @MUSIC1_2422 
009A: 62@(170@,21i) = create_actor_pedtype 24 model #BFYST at 0.0 0.0 -100.0 
000A: 170@ += 1 
0002: jump @MUSIC1_2361 

:MUSIC1_2422
0006: 170@ = 0 

:MUSIC1_2429
00D6: if 
001D:   146@ > 170@ // (int) 
004D: jump_if_false @MUSIC1_2489 
00A5: 147@(170@,7i) = create_car #VOODOO at 0.0 0.0 -100.0 
000A: 170@ += 1 
0002: jump @MUSIC1_2429 

:MUSIC1_2489
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @MUSIC1_2515 
0002: jump @MUSIC1_15574 

:MUSIC1_2515
01B6: set_weather 16 
00D6: if 
8039:   not  193@ == 1 
004D: jump_if_false @MUSIC1_2925 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 34@ 35@ radius 200.0 200.0 
004D: jump_if_false @MUSIC1_2925 
0395: clear_area 0 at 34@ 35@ 36@ radius 100.0 
0050: gosub @MUSIC1_6819 
0087: 274@ = 39@ // (float) 
000B: 274@ += 0.15 
0087: 275@ = 40@ // (float) 
000B: 275@ += 0.15 
029B: 45@ = init_object #DYN_WOODPILE2 at 274@ 275@ 2.6 
0087: 274@ = 42@ // (float) 
000B: 274@ += 0.15 
0087: 275@ = 43@ // (float) 
000B: 275@ += 0.15 
029B: 46@ = init_object #DYN_WOODPILE2 at 274@ 275@ 2.31 
08D2: object 45@ scale_model 0.5 
08D2: object 46@ scale_model 0.5 
07F7: set_object 45@ destructible 0 
07F7: set_object 46@ destructible 0 
0917: audio_zone 'BEACH' enable_sound 1 
0001: wait 1500 ms 
0050: gosub @MUSIC1_8085 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_2788 
04D7: set_actor 55@ locked 1 

:MUSIC1_2788
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_2811 
0519: set_car 47@ locked 1 

:MUSIC1_2811
00D6: if 
03CA:   object 45@ exists 
004D: jump_if_false @MUSIC1_2834 
0550: keep_object 45@ in_memory 1 

:MUSIC1_2834
00D6: if 
03CA:   object 46@ exists 
004D: jump_if_false @MUSIC1_2857 
0550: keep_object 46@ in_memory 1 

:MUSIC1_2857
064B: 37@ = create_particle "FIRE" at 39@ 40@ 41@ type 1 
064B: 38@ = create_particle "FIRE" at 42@ 43@ 44@ type 1 
064C: make_particle 37@ visible 
064C: make_particle 38@ visible 
0006: 270@ = 1 
0006: 193@ = 1 

:MUSIC1_2925
00D6: if 
0039:   193@ == 1 
004D: jump_if_false @MUSIC1_6812 
00BF: 175@ = current_time_hours, 176@ = current_time_minutes 
00D6: if and
0029:   175@ >= 6 
001B:   22 > 175@ 
004D: jump_if_false @MUSIC1_3018 
00D6: if 
0039:   270@ == 1 
004D: jump_if_false @MUSIC1_3011 
064E: stop_particle 37@ 
064E: stop_particle 38@ 
0006: 270@ = 0 

:MUSIC1_3011
0002: jump @MUSIC1_3053 

:MUSIC1_3018
00D6: if 
0039:   270@ == 0 
004D: jump_if_false @MUSIC1_3053 
064C: make_particle 37@ visible 
064C: make_particle 38@ visible 
0006: 270@ = 1 

:MUSIC1_3053
00D6: if and
8039:   not  194@ == 1 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 34@ 35@ radius 50.0 50.0 
004D: jump_if_false @MUSIC1_3108 
0050: gosub @MUSIC1_14856 
0006: 194@ = 1 

:MUSIC1_3108
00D6: if 
0039:   203@ == 0 
004D: jump_if_false @MUSIC1_6025 
00D6: if and
8039:   not  195@ == 1 
8039:   not  197@ == 1 
8039:   not  199@ == 1 
004D: jump_if_false @MUSIC1_3314 
00D6: if and
8118:   not actor 55@ dead 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @MUSIC1_3314 
0164: disable_marker 271@ 
0687: clear_actor 55@ task 
0173: set_actor 55@ Z_angle_to 110.0 
0050: gosub @MUSIC1_12841 
03E5: show_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
0006: 195@ = 1 
0006: 196@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
00A1: put_actor $PLAYER_ACTOR at 58@ 59@ 2.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 290.0 
0A25: set_camera_on_players_X_angle 0.031 Z_angle -2.152 
0001: wait 1000 ms 
01B4: set_player $PLAYER_CHAR can_move 1 

:MUSIC1_3314
00D6: if and
0039:   195@ == 1 
8039:   not  197@ == 1 
004D: jump_if_false @MUSIC1_4324 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_4324 
00D6: if 
071A:   actor 55@ current_dialogue_text == 287@s 
004D: jump_if_false @MUSIC1_4018 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
88AB:   not external_script 35 (DANCE) loaded 
004D: jump_if_false @MUSIC1_3400 
08A9: load_external_script 35 (DANCE) 

:MUSIC1_3400
016A: fade 0 time 1000 

:MUSIC1_3407
00D6: if or
016B:   fading 
88AB:   not external_script 35 (DANCE) loaded 
004D: jump_if_false @MUSIC1_3435 
0001: wait 0 ms 
0002: jump @MUSIC1_3407 

:MUSIC1_3435
03E6: remove_text_box 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MUSIC1_3480 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 533.81 -1891.64 -100.0 
0002: jump @MUSIC1_3500 

:MUSIC1_3480
00A1: put_actor $PLAYER_ACTOR at 533.81 -1891.64 -100.0 

:MUSIC1_3500
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0395: clear_area 0 at 533.81 -1891.64 2.27 radius 10.0 
0006: 170@ = 0 

:MUSIC1_3538
00D6: if 
001D:   146@ > 170@ // (int) 
004D: jump_if_false @MUSIC1_3668 
00D6: if 
8119:   not car 147@(170@,7i) wrecked 
004D: jump_if_false @MUSIC1_3645 
00D6: if 
01AF:   car 147@(170@,7i) sphere 0 in_sphere 533.81 -1891.64 2.27 radius 10.0 10.0 10.0 
004D: jump_if_false @MUSIC1_3638 
00A6: destroy_car 147@(170@,7i) 

:MUSIC1_3638
0002: jump @MUSIC1_3654 

:MUSIC1_3645
00A6: destroy_car 147@(170@,7i) 

:MUSIC1_3654
000A: 170@ += 1 
0002: jump @MUSIC1_3538 

:MUSIC1_3668
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_3774 
08ED: remove_actor 55@ from_dialogue_mode 
0792: disembark_instantly_actor 55@ 
0173: set_actor 55@ Z_angle_to 110.0 
0615: define_AS_pack_begin 182@ 
0605: actor -1 perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 182@ loop 1 
0616: define_AS_pack_end 182@ 
0618: assign_actor 55@ to_AS_pack 182@ 
061B: remove_references_to_AS_pack 182@ 

:MUSIC1_3774
0917: audio_zone 'BEACH' enable_sound 0 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @MUSIC1_3808 
0792: disembark_instantly_actor 65@ 

:MUSIC1_3808
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @MUSIC1_3829 
0792: disembark_instantly_actor 66@ 

:MUSIC1_3829
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_4' time 10000 flag 0  // ~s~Get a score of 2500 or greater to gain access to the sound van.
0006: 170@ = 0 

:MUSIC1_3854
00D6: if 
001B:   5 > 170@ 
004D: jump_if_false @MUSIC1_3970 
0005: $5315(170@,5f) = 531.18 
0005: $5320(170@,5f) = -1893.8 
0005: $5325(170@,5f) = 3.45 
0005: $5330(170@,5f) = 533.94 
0005: $5335(170@,5f) = -1891.82 
0005: $5340(170@,5f) = 3.44 
000A: 170@ += 1 
0002: jump @MUSIC1_3854 

:MUSIC1_3970
08BA: set $5295 bit 31 
0913: run_external_script 35 (DANCE) 533.81 -1891.64 -100.0 51@ 1 -1  
0006: 197@ = 1 
0002: jump @MUSIC1_4324 

:MUSIC1_4018
00D6: if 
8039:   not  196@ == 1 
004D: jump_if_false @MUSIC1_4215 
00D6: if or
071A:   actor 55@ current_dialogue_text == 285@s 
071A:   actor 55@ current_dialogue_text == 289@s 
004D: jump_if_false @MUSIC1_4077 
0006: 196@ = 1 
0002: jump @MUSIC1_4208 

:MUSIC1_4077
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 55@ radius 5.0 5.0 0 
004D: jump_if_false @MUSIC1_4122 
0006: 33@ = 0 
0002: jump @MUSIC1_4208 

:MUSIC1_4122
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @MUSIC1_4208 
08ED: remove_actor 55@ from_dialogue_mode 
03E6: remove_text_box 
00A1: put_actor 55@ at 56@ 57@ -100.0 
0173: set_actor 55@ Z_angle_to 51@ 
0618: assign_actor 55@ to_AS_pack 181@ 
0006: 195@ = 0 
0006: 196@ = 0 
018A: 271@ = create_checkpoint_at 58@ 59@ 60@ 

:MUSIC1_4208
0002: jump @MUSIC1_4324 

:MUSIC1_4215
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @MUSIC1_4324 
0006: 196@ = 0 
08ED: remove_actor 55@ from_dialogue_mode 
03E6: remove_text_box 
00A1: put_actor 55@ at 56@ 57@ -100.0 
0173: set_actor 55@ Z_angle_to 51@ 
0618: assign_actor 55@ to_AS_pack 181@ 
0006: 195@ = 0 
018A: 271@ = create_checkpoint_at 58@ 59@ 60@ 

:MUSIC1_4324
00D6: if and
0039:   197@ == 1 
8039:   not  199@ == 1 
004D: jump_if_false @MUSIC1_4626 
00D6: if and
88B4:   not test $5295 bit 31 
8039:   not  198@ == 1 
004D: jump_if_false @MUSIC1_4510 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_4402 
0792: disembark_instantly_actor 55@ 

:MUSIC1_4402
00BE: text_clear_all 
00D6: if 
0028:   $DANCE_SCORE >= 2500 
004D: jump_if_false @MUSIC1_4482 
0917: audio_zone 'BEACH' enable_sound 1 
0050: gosub @MUSIC1_13655 
03E5: show_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
0006: 199@ = 1 
0006: 200@ = 1 
0006: 196@ = 0 
0002: jump @MUSIC1_4510 

:MUSIC1_4482
0006: 191@ = 1 
0050: gosub @MUSIC1_15131 
0006: 32@ = 0 
0006: 198@ = 1 

:MUSIC1_4510
00D6: if 
0039:   198@ == 1 
004D: jump_if_false @MUSIC1_4626 
00D6: if and
001D:   189@ > 188@ // (int) 
0039:   191@ == 1 
004D: jump_if_false @MUSIC1_4584 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_4577 
0050: gosub @MUSIC1_15302 

:MUSIC1_4577
0002: jump @MUSIC1_4626 

:MUSIC1_4584
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @MUSIC1_4626 
00BC: show_text_highpriority GXT 'MUS1_8' time 5000 flag 0  // ~r~You need more practice!
0002: jump @MUSIC1_15556 

:MUSIC1_4626
00D6: if and
0039:   199@ == 1 
8039:   not  201@ == 1 
004D: jump_if_false @MUSIC1_5227 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_5227 
00D6: if 
8039:   not  200@ == 1 
004D: jump_if_false @MUSIC1_4786 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @MUSIC1_4779 
0164: disable_marker 271@ 
0687: clear_actor 55@ task 
0173: set_actor 55@ Z_angle_to 110.0 
0050: gosub @MUSIC1_13655 
03E5: show_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
0006: 200@ = 1 
0006: 196@ = 0 

:MUSIC1_4779
0002: jump @MUSIC1_5227 

:MUSIC1_4786
00D6: if or
071A:   actor 55@ current_dialogue_text == 'VYES1'  // ~z~C'mon, homeboy.
071A:   actor 55@ current_dialogue_text == 'VYES2'  // ~z~Let me take you into my office...
004D: jump_if_false @MUSIC1_4923 
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_4916 
08ED: remove_actor 55@ from_dialogue_mode 
03E6: remove_text_box 
07A1: set_walk_speed 4 
04D7: set_actor 55@ locked 0 
05CA: AS_actor 55@ enter_car 47@ passenger_seat 0 time -1 
0186: 272@ = create_marker_above_car 47@ 
07E0: set_marker 272@ type_to 1 
0006: 200@ = 0 
0006: 201@ = 1 
00BB: show_text_lowpriority GXT 'MUS1_7' time 10000 flag 0  // ~s~Steal the ~b~sound van.

:MUSIC1_4916
0002: jump @MUSIC1_5227 

:MUSIC1_4923
00D6: if 
8039:   not  196@ == 1 
004D: jump_if_false @MUSIC1_5118 
00D6: if 
071A:   actor 55@ current_dialogue_text == 'VLATE'  // ~z~Well, I'm here for a while, if you change your mind!
004D: jump_if_false @MUSIC1_4980 
0006: 196@ = 1 
0002: jump @MUSIC1_5111 

:MUSIC1_4980
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 55@ radius 5.0 5.0 0 
004D: jump_if_false @MUSIC1_5025 
0006: 33@ = 0 
0002: jump @MUSIC1_5111 

:MUSIC1_5025
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @MUSIC1_5111 
08ED: remove_actor 55@ from_dialogue_mode 
03E6: remove_text_box 
00A1: put_actor 55@ at 56@ 57@ -100.0 
0173: set_actor 55@ Z_angle_to 51@ 
0618: assign_actor 55@ to_AS_pack 181@ 
0006: 200@ = 0 
0006: 196@ = 0 
018A: 271@ = create_checkpoint_at 58@ 59@ 60@ 

:MUSIC1_5111
0002: jump @MUSIC1_5227 

:MUSIC1_5118
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @MUSIC1_5227 
0006: 196@ = 0 
08ED: remove_actor 55@ from_dialogue_mode 
03E6: remove_text_box 
00A1: put_actor 55@ at 56@ 57@ -100.0 
0173: set_actor 55@ Z_angle_to 51@ 
0618: assign_actor 55@ to_AS_pack 181@ 
0006: 200@ = 0 
018A: 271@ = create_checkpoint_at 58@ 59@ 60@ 

:MUSIC1_5227
00D6: if and
0039:   201@ == 1 
8039:   not  202@ == 1 
8118:   not actor 55@ dead 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_5330 
00D6: if 
00DB:   actor 55@ in_car 47@ 
004D: jump_if_false @MUSIC1_5330 
020A: set_car 47@ door_status_to 1 
095E: set_car 47@ door 4 unlatch 1 angle -1.0 
095E: set_car 47@ door 5 unlatch 1 angle -1.0 
0852: set_car 47@ damages_visible 1 
0006: 202@ = 1 

:MUSIC1_5330
00D6: if 
8039:   not  268@ == 1 
004D: jump_if_false @MUSIC1_5770 
00D6: if and
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 34@ 35@ radius 162@ 162@ 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @MUSIC1_5397 
0006: 268@ = 1 
0002: jump @MUSIC1_5571 

:MUSIC1_5397
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @MUSIC1_5427 
0006: 268@ = 1 
0002: jump @MUSIC1_5460 

:MUSIC1_5427
00D6: if or
051A:   actor 55@ damaged_by_actor $PLAYER_ACTOR 
074F:   actor 55@ ped_event == 31 
004D: jump_if_false @MUSIC1_5460 
0006: 268@ = 1 

:MUSIC1_5460
0006: 170@ = 0 

:MUSIC1_5467
00D6: if and
001D:   61@ > 170@ // (int) 
8039:   not  268@ == 1 
004D: jump_if_false @MUSIC1_5571 
00D6: if 
0118:   actor 62@(170@,21i) dead 
004D: jump_if_false @MUSIC1_5527 
0006: 268@ = 1 
0002: jump @MUSIC1_5557 

:MUSIC1_5527
00D6: if 
051A:   actor 62@(170@,21i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MUSIC1_5557 
0006: 268@ = 1 

:MUSIC1_5557
000A: 170@ += 1 
0002: jump @MUSIC1_5467 

:MUSIC1_5571
00D6: if 
0039:   268@ == 1 
004D: jump_if_false @MUSIC1_5738 
040D: unload_wav 1 
00BE: text_clear_all 
00D6: if 
8039:   not  202@ == 1 
004D: jump_if_false @MUSIC1_5634 
0050: gosub @MUSIC1_10052 
0050: gosub @MUSIC1_10452 
0002: jump @MUSIC1_5718 

:MUSIC1_5634
00D6: if 
8039:   not  209@ == 1 
004D: jump_if_false @MUSIC1_5666 
0050: gosub @MUSIC1_10726 
0006: 209@ = 1 

:MUSIC1_5666
00D6: if and
8118:   not actor 55@ dead 
8039:   not  231@ == 1 
004D: jump_if_false @MUSIC1_5718 
01B9: set_actor 55@ armed_weapon_to 29 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 
0006: 231@ = 1 
0961: set_actor 55@ keep_tasks_after_cleanup 1 

:MUSIC1_5718
0917: audio_zone 'BEACH' enable_sound 0 
0002: jump @MUSIC1_5770 

:MUSIC1_5738
00D6: if or
8039:   not  197@ == 1 
0039:   199@ == 1 
004D: jump_if_false @MUSIC1_5770 
0050: gosub @MUSIC1_9958 

:MUSIC1_5770
00D6: if and
0039:   202@ == 1 
0039:   268@ == 1 
004D: jump_if_false @MUSIC1_5827 
00D6: if and
0039:   209@ == 1 
8039:   not  269@ == 1 
004D: jump_if_false @MUSIC1_5827 
0050: gosub @MUSIC1_11354 

:MUSIC1_5827
00D6: if and
8039:   not  207@ == 1 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_5927 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 47@ 
004D: jump_if_false @MUSIC1_5927 
0164: disable_marker 272@ 
0006: 207@ = 1 
0006: 208@ = 1 
0519: set_car 47@ locked 0 
0373: set_camera_directly_behind_player 
00BC: show_text_highpriority GXT 'MUS1_19' time 7000 flag 0  // ~s~Get the van back to the ~y~garage.
018A: 273@ = create_checkpoint_at 52@ 53@ 54@ 

:MUSIC1_5927
00D6: if 
0039:   207@ == 1 
004D: jump_if_false @MUSIC1_6025 
0050: gosub @MUSIC1_14690 
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_6025 
00D6: if 
81AD:   not car 47@ sphere 0 near_point 34@ 35@ radius 162@ 162@ 
004D: jump_if_false @MUSIC1_6025 
02AA: set_car 47@ immune_to_nonplayer 0 
0006: 203@ = 1 
0917: audio_zone 'BEACH' enable_sound 0 

:MUSIC1_6025
00D6: if 
0039:   203@ == 1 
004D: jump_if_false @MUSIC1_6555 
00D6: if and
8039:   not  204@ == 1 
8118:   not actor 55@ dead 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_6115 
0615: define_AS_pack_begin 177@ 
0622: AS_actor -1 bail_car 47@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 177@ 
0618: assign_actor 55@ to_AS_pack 177@ 
061B: remove_references_to_AS_pack 177@ 
0006: 204@ = 1 

:MUSIC1_6115
00D6: if and
0039:   204@ == 1 
8118:   not actor 55@ dead 
8039:   not  205@ == 1 
004D: jump_if_false @MUSIC1_6228 
062E: get_actor 55@ task 1560 status_store_to 178@ // ret 7 if not found 
00D6: if 
84A4:   not  178@ == 7 // == constant 
004D: jump_if_false @MUSIC1_6228 
0646: unknown_get_actor 55@ task_1560_status_store_to 179@ // similar to 062E 
00D6: if 
0029:   179@ >= 0 
004D: jump_if_false @MUSIC1_6228 
0006: 191@ = 0 
0050: gosub @MUSIC1_15131 
01B9: set_actor 55@ armed_weapon_to 29 
0006: 205@ = 1 

:MUSIC1_6228
00D6: if and
0039:   205@ == 1 
8039:   not  206@ == 1 
004D: jump_if_false @MUSIC1_6336 
00D6: if and
001D:   189@ > 188@ // (int) 
0039:   191@ == 0 
004D: jump_if_false @MUSIC1_6329 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_6309 
0050: gosub @MUSIC1_15302 
0002: jump @MUSIC1_6322 

:MUSIC1_6309
040D: unload_wav 1 
00BE: text_clear_all 
0006: 206@ = 1 

:MUSIC1_6322
0002: jump @MUSIC1_6336 

:MUSIC1_6329
0006: 206@ = 1 

:MUSIC1_6336
00D6: if 
8039:   not  209@ == 1 
004D: jump_if_false @MUSIC1_6368 
0050: gosub @MUSIC1_10726 
0006: 209@ = 1 

:MUSIC1_6368
00D6: if 
8039:   not  269@ == 1 
004D: jump_if_false @MUSIC1_6393 
0050: gosub @MUSIC1_11354 

:MUSIC1_6393
00D6: if and
0039:   209@ == 1 
8039:   not  267@ == 1 
004D: jump_if_false @MUSIC1_6462 
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 34@ 35@ radius 163@ 163@ 
004D: jump_if_false @MUSIC1_6462 
0050: gosub @MUSIC1_10228 
0006: 267@ = 1 

:MUSIC1_6462
00D6: if and
0039:   209@ == 1 
8119:   not car 47@ wrecked 
8039:   not  269@ == 1 
004D: jump_if_false @MUSIC1_6548 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 47@ 
00EE:   actor $PLAYER_ACTOR sphere 0 near_point 52@ 53@ radius 50.0 50.0 in_car 
004D: jump_if_false @MUSIC1_6548 
0050: gosub @MUSIC1_11771 
0006: 269@ = 1 

:MUSIC1_6548
0050: gosub @MUSIC1_14690 

:MUSIC1_6555
00D6: if 
8039:   not  202@ == 1 
004D: jump_if_false @MUSIC1_6664 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @MUSIC1_6621 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_18' time 5000 flag 0  // ~r~The DJ died!
0002: jump @MUSIC1_15556 
0002: jump @MUSIC1_6664 

:MUSIC1_6621
00D6: if 
0039:   268@ == 1 
004D: jump_if_false @MUSIC1_6664 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_21' time 5000 flag 0  // ~r~You wrecked the party!
0002: jump @MUSIC1_15556 

:MUSIC1_6664
00D6: if 
0119:   car 47@ wrecked 
004D: jump_if_false @MUSIC1_6712 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0  // ~r~The van was destroyed!
0002: jump @MUSIC1_15556 
0002: jump @MUSIC1_6812 

:MUSIC1_6712
00D6: if 
0039:   207@ == 1 
004D: jump_if_false @MUSIC1_6812 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 47@ 
004D: jump_if_false @MUSIC1_6812 
00D6: if 
01AF:   car 47@ sphere 1 in_sphere 52@ 53@ 54@ radius 4.0 4.0 2.0 
004D: jump_if_false @MUSIC1_6812 
01B4: set_player $PLAYER_CHAR can_move 0 
0050: gosub @MUSIC1_11889 
0002: jump @MUSIC1_15574 

:MUSIC1_6812
0002: jump @MUSIC1_2489 

:MUSIC1_6819
0006: 170@ = 0 
0007: 164@ = -30.0 

:MUSIC1_6836
00D6: if 
001D:   146@ > 170@ // (int) 
004D: jump_if_false @MUSIC1_7108 
02F7: 165@ = cosine 164@ // (float) 
02F6: 166@ = sine 164@ // (float) 
006B: 165@ *= 162@ // (float) 
006B: 166@ *= 162@ // (float) 
005B: 165@ += 34@ // (float) 
005B: 166@ += 35@ // (float) 
00D6: if or
0039:   170@ == 0 
0039:   170@ == 3 
0039:   170@ == 6 
004D: jump_if_false @MUSIC1_6965 
00A5: 147@(170@,7i) = create_car #VOODOO at 165@ 166@ -100.0 
0002: jump @MUSIC1_7043 

:MUSIC1_6965
00D6: if or
0039:   170@ == 1 
0039:   170@ == 7 
004D: jump_if_false @MUSIC1_7020 
00A5: 147@(170@,7i) = create_car #OCEANIC at 165@ 166@ -100.0 
0002: jump @MUSIC1_7043 

:MUSIC1_7020
00A5: 147@(170@,7i) = create_car #ESPERANT at 165@ 166@ -100.0 

:MUSIC1_7043
0007: 168@ = 90.0 
005B: 168@ += 164@ // (float) 
0175: set_car 147@(170@,7i) Z_angle_to 168@ 
020A: set_car 147@(170@,7i) door_status_to 2 
000B: 164@ += 37.0 
000A: 170@ += 1 
0002: jump @MUSIC1_6836 

:MUSIC1_7108
0506: set_car_model #PONY next_variation 0 0 // first param is useless 
00A5: 47@ = create_car #PONY at 48@ 49@ 50@ 
06E7: 276@ = add_car_component #WHEEL_OR1 to_car 47@ 
0175: set_car 47@ Z_angle_to 51@ 
00A9: set_car 47@ to_normal_driver 
02AA: set_car 47@ immune_to_nonplayer 1 
0224: set_car 47@ health_to 5000 
0229: set_car 47@ primary_color_to 4 secondary_color_to 4 
053F: set_car 47@ tires_vulnerability 0 
0423: set_car 47@ improved_handling_to 2.0 // (float) 
0657: car 47@ open_door 4 
0657: car 47@ open_door 5 
020A: set_car 47@ door_status_to 3 
0852: set_car 47@ damages_visible 0 
0001: wait 1000 ms 
009A: 55@ = create_actor_pedtype 24 model #BFYST at 56@ 57@ -100.0 
0173: set_actor 55@ Z_angle_to 51@ 
02A9: set_actor 55@ immune_to_nonplayer 1 
01B2: give_actor 55@ weapon 29 ammo 99999 // Load the weapon model before using this 
01B9: set_actor 55@ armed_weapon_to 0 
0006: 231@ = 0 
07E5: copy_decision_maker 65542 to 180@ 
0709: set_decision_maker 180@ on_event 31 taskID 413 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 0 on_foot 1 // see *.ped files 
060B: set_actor 55@ decision_maker_to 180@ 
0006: 170@ = 0 

:MUSIC1_7352
00D6: if 
001D:   61@ > 170@ // (int) 
004D: jump_if_false @MUSIC1_8025 
00D6: if or
0039:   170@ == 0 
0039:   170@ == 4 
0039:   170@ == 7 
0039:   170@ == 11 
004D: jump_if_false @MUSIC1_7449 
009A: 62@(170@,21i) = create_actor_pedtype 24 model #BMYST at 83@(170@,21f) 104@(170@,21f) -100.0 
0002: jump @MUSIC1_7945 

:MUSIC1_7449
00D6: if or
0039:   170@ == 6 
0039:   170@ == 3 
0039:   170@ == 2 
004D: jump_if_false @MUSIC1_7520 
009A: 62@(170@,21i) = create_actor_pedtype 24 model #WMYST at 83@(170@,21f) 104@(170@,21f) -100.0 
0002: jump @MUSIC1_7945 

:MUSIC1_7520
00D6: if or
0039:   170@ == 9 
0039:   170@ == 14 
0039:   170@ == 17 
0039:   170@ == 19 
004D: jump_if_false @MUSIC1_7599 
009A: 62@(170@,21i) = create_actor_pedtype 24 model #WFYCLOT at 83@(170@,21f) 104@(170@,21f) -100.0 
0002: jump @MUSIC1_7945 

:MUSIC1_7599
00D6: if 
0039:   170@ == 12 
004D: jump_if_false @MUSIC1_7656 
009A: 62@(170@,21i) = create_actor_pedtype 24 model #WMYRO at 83@(170@,21f) 104@(170@,21f) -100.0 
0002: jump @MUSIC1_7945 

:MUSIC1_7656
00D6: if or
0039:   170@ == 16 
0039:   170@ == 10 
004D: jump_if_false @MUSIC1_7720 
009A: 62@(170@,21i) = create_actor_pedtype 24 model #WFYST at 83@(170@,21f) 104@(170@,21f) -100.0 
0002: jump @MUSIC1_7945 

:MUSIC1_7720
00D6: if or
0039:   170@ == 5 
0039:   170@ == 15 
004D: jump_if_false @MUSIC1_7785 
009A: 62@(170@,21i) = create_actor_pedtype 24 model #WMYCLOT at 83@(170@,21f) 104@(170@,21f) -100.0 
0002: jump @MUSIC1_7945 

:MUSIC1_7785
00D6: if or
0039:   170@ == 8 
0039:   170@ == 13 
004D: jump_if_false @MUSIC1_7849 
009A: 62@(170@,21i) = create_actor_pedtype 24 model #BMYDJ at 83@(170@,21f) 104@(170@,21f) -100.0 
0002: jump @MUSIC1_7945 

:MUSIC1_7849
00D6: if or
0039:   170@ == 1 
0039:   170@ == 20 
004D: jump_if_false @MUSIC1_7913 
009A: 62@(170@,21i) = create_actor_pedtype 24 model #OFYRI at 83@(170@,21f) 104@(170@,21f) -100.0 
0002: jump @MUSIC1_7945 

:MUSIC1_7913
009A: 62@(170@,21i) = create_actor_pedtype 24 model #WFYRI at 83@(170@,21f) 104@(170@,21f) -100.0 

:MUSIC1_7945
0173: set_actor 62@(170@,21i) Z_angle_to 125@(170@,21f) 
01B2: give_actor 62@(170@,21i) weapon 29 ammo 99999 // Load the weapon model before using this 
01B9: set_actor 62@(170@,21i) armed_weapon_to 0 
060B: set_actor 62@(170@,21i) decision_maker_to 180@ 
0006: 210@(170@,21i) = 0 
000A: 170@ += 1 
0002: jump @MUSIC1_7352 

:MUSIC1_8025
0249: release_model #VOODOO 
0249: release_model #ESPERANT 
0249: release_model #OCEANIC 
0249: release_model #WFYST 
0249: release_model #BMYST 
0249: release_model #WMYRO 
0249: release_model #WFYCLOT 
0249: release_model #WMYST 
0249: release_model #WMYCLOT 
0249: release_model #BMYDJ 
0249: release_model #WFYRI 
0249: release_model #OFYRI 
06EB: release_car_component #WHEEL_OR1 
0051: return 

:MUSIC1_8085
04ED: load_animation "BAR" 
04ED: load_animation "DANCING" 
04ED: load_animation "BEACH" 
04ED: load_animation "SCRATCHING" 

:MUSIC1_8126
00D6: if or
84EE:   not animation "BAR" loaded 
84EE:   not animation "DANCING" loaded 
84EE:   not animation "BEACH" loaded 
84EE:   not animation "SCRATCHING" loaded 
004D: jump_if_false @MUSIC1_8189 
0001: wait 0 ms 
0002: jump @MUSIC1_8126 

:MUSIC1_8189
0615: define_AS_pack_begin 181@ 
0605: actor -1 perform_animation "SCLNG_R" IFP "SCRATCHING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 181@ loop 1 
0616: define_AS_pack_end 181@ 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_8270 
0618: assign_actor 55@ to_AS_pack 181@ 

:MUSIC1_8270
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @MUSIC1_8354 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "DNCE_M_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 62@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_8354
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @MUSIC1_8438 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "DNCE_M_B" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 63@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_8438
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @MUSIC1_8522 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 64@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_8522
00D6: if and
8118:   not actor 65@ dead 
8118:   not actor 66@ dead 
004D: jump_if_false @MUSIC1_8567 
0677: AS_actor 65@ chat_with_actor 66@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 66@ chat_with_actor 65@ lead_speaker_flag 0 unknown_flag 1 

:MUSIC1_8567
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @MUSIC1_8653 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 67@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_8653
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @MUSIC1_8741 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "PARKSIT_M_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 68@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_8741
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @MUSIC1_8827 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 69@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_8827
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @MUSIC1_8915 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "PARKSIT_M_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 70@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_8915
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @MUSIC1_9003 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "PARKSIT_W_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 71@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_9003
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @MUSIC1_9091 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "PARKSIT_M_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 72@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_9091
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @MUSIC1_9179 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "PARKSIT_M_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 73@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_9179
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @MUSIC1_9265 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 74@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_9265
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC1_9345 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "BATHER" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 75@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_9345
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC1_9434 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "SITNWAIT_LOOP_W" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 76@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_9434
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC1_9518 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "DNCE_M_B" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 77@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_9518
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @MUSIC1_9602 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "DNCE_M_C" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 78@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_9602
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @MUSIC1_9686 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 79@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_9686
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @MUSIC1_9770 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "DNCE_M_E" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 80@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_9770
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @MUSIC1_9863 
0615: define_AS_pack_begin 173@ 
0605: actor -1 perform_animation "DNK_STNDF_LOOP" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 4000 ms 
0643: set_AS_pack 173@ loop 1 
0616: define_AS_pack_end 173@ 
0618: assign_actor 81@ to_AS_pack 173@ 
061B: remove_references_to_AS_pack 173@ 

:MUSIC1_9863
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @MUSIC1_9956 
0615: define_AS_pack_begin 174@ 
0605: actor -1 perform_animation "DNK_STNDF_LOOP" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 2200 ms 
0643: set_AS_pack 174@ loop 1 
0616: define_AS_pack_end 174@ 
0618: assign_actor 82@ to_AS_pack 174@ 
061B: remove_references_to_AS_pack 174@ 

:MUSIC1_9956
0051: return 

:MUSIC1_9958
00D6: if and
8118:   not actor 65@ dead 
8118:   not actor 66@ dead 
004D: jump_if_false @MUSIC1_10050 
062E: get_actor 65@ task 1655 status_store_to 277@ // ret 7 if not found 
062E: get_actor 66@ task 1655 status_store_to 278@ // ret 7 if not found 
00D6: if and
04A4:   277@ == 7 // == constant 
04A4:   278@ == 7 // == constant 
004D: jump_if_false @MUSIC1_10050 
0677: AS_actor 65@ chat_with_actor 66@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 66@ chat_with_actor 65@ lead_speaker_flag 0 unknown_flag 1 

:MUSIC1_10050
0051: return 

:MUSIC1_10052
0006: 170@ = 5 

:MUSIC1_10059
00D6: if 
002B:   8 >= 170@ 
004D: jump_if_false @MUSIC1_10167 
00D6: if and
8118:   not actor 62@(170@,21i) dead 
0039:   210@(170@,21i) == 0 
004D: jump_if_false @MUSIC1_10153 
01B9: set_actor 62@(170@,21i) armed_weapon_to 29 
05E2: AS_actor 62@(170@,21i) kill_actor $PLAYER_ACTOR 
0006: 210@(170@,21i) = 1 
0961: set_actor 62@(170@,21i) keep_tasks_after_cleanup 1 

:MUSIC1_10153
000A: 170@ += 1 
0002: jump @MUSIC1_10059 

:MUSIC1_10167
00D6: if and
8118:   not actor 55@ dead 
0039:   231@ == 0 
004D: jump_if_false @MUSIC1_10226 
01B9: set_actor 55@ armed_weapon_to 29 
04D7: set_actor 55@ locked 0 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 
0006: 231@ = 1 
0961: set_actor 55@ keep_tasks_after_cleanup 1 

:MUSIC1_10226
0051: return 

:MUSIC1_10228
0006: 170@ = 0 

:MUSIC1_10235
00D6: if 
001D:   61@ > 170@ // (int) 
004D: jump_if_false @MUSIC1_10339 
00D6: if 
8039:   not  232@(170@,21i) == 1 
004D: jump_if_false @MUSIC1_10325 
00D6: if 
8118:   not actor 62@(170@,21i) dead 
004D: jump_if_false @MUSIC1_10325 
00D6: if 
82CB:   not actor 62@(170@,21i) bounding_sphere_visible 
004D: jump_if_false @MUSIC1_10325 
009B: destroy_actor 62@(170@,21i) 

:MUSIC1_10325
000A: 170@ += 1 
0002: jump @MUSIC1_10235 

:MUSIC1_10339
0006: 170@ = 0 

:MUSIC1_10346
00D6: if 
001D:   146@ > 170@ // (int) 
004D: jump_if_false @MUSIC1_10450 
00D6: if 
8039:   not  253@(170@,7i) == 1 
004D: jump_if_false @MUSIC1_10436 
00D6: if 
8119:   not car 147@(170@,7i) wrecked 
004D: jump_if_false @MUSIC1_10436 
00D6: if 
82CA:   not car 147@(170@,7i) bounding_sphere_visible 
004D: jump_if_false @MUSIC1_10436 
00A6: destroy_car 147@(170@,7i) 

:MUSIC1_10436
000A: 170@ += 1 
0002: jump @MUSIC1_10346 

:MUSIC1_10450
0051: return 

:MUSIC1_10452
0006: 170@ = 0 

:MUSIC1_10459
00D6: if 
001D:   61@ > 170@ // (int) 
004D: jump_if_false @MUSIC1_10570 
00D6: if 
8118:   not actor 62@(170@,21i) dead 
004D: jump_if_false @MUSIC1_10556 
00D6: if or
001B:   5 > 170@ 
0019:   170@ > 8 
004D: jump_if_false @MUSIC1_10556 
05DD: AS_actor 62@(170@,21i) flee_from_actor $PLAYER_ACTOR from_origin_radius 400.0 timelimit 9999999 
0961: set_actor 62@(170@,21i) keep_tasks_after_cleanup 1 

:MUSIC1_10556
000A: 170@ += 1 
0002: jump @MUSIC1_10459 

:MUSIC1_10570
00D6: if 
8119:   not car 148@ wrecked 
004D: jump_if_false @MUSIC1_10647 
020A: set_car 148@ door_status_to 3 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC1_10619 
05CB: AS_actor 77@ enter_car 148@ as_driver -1 ms 

:MUSIC1_10619
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @MUSIC1_10647 
05CA: AS_actor 78@ enter_car 148@ passenger_seat 0 time -1 

:MUSIC1_10647
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @MUSIC1_10724 
020A: set_car 149@ door_status_to 3 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @MUSIC1_10696 
05CB: AS_actor 79@ enter_car 149@ as_driver -1 ms 

:MUSIC1_10696
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @MUSIC1_10724 
05CA: AS_actor 80@ enter_car 149@ passenger_seat 0 time -1 

:MUSIC1_10724
0051: return 

:MUSIC1_10726
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_11352 
0006: 169@ = 0 
0006: 172@ = 0 

:MUSIC1_10756
00D6: if 
001D:   146@ > 172@ // (int) 
004D: jump_if_false @MUSIC1_11063 
00D6: if 
8119:   not car 147@(172@,7i) wrecked 
004D: jump_if_false @MUSIC1_11049 
046C: 161@ = car 147@(172@,7i) driver 
00D6: if and
0039:   161@ == -1 
8039:   not  253@(172@,7i) == 1 
001B:   2 > 169@ 
004D: jump_if_false @MUSIC1_11049 
0006: 171@ = 0 

:MUSIC1_10850
00D6: if 
001D:   61@ > 171@ // (int) 
004D: jump_if_false @MUSIC1_11049 
00D6: if and
8118:   not actor 62@(171@,21i) dead 
8039:   not  232@(171@,21i) == 1 
004D: jump_if_false @MUSIC1_11035 
020A: set_car 147@(172@,7i) door_status_to 3 
06E1: AS_actor 62@(171@,21i) using_car 147@(172@,7i) target_car -1 with_order 2 max_speed 30.0 traffic_flag 2 
0085: 154@(172@,7i) = 62@(171@,21i) // (int) 
0006: 260@(172@,7i) = 1 
01EC: make_car 147@(172@,7i) very_heavy 1 
03AB: set_car 147@(172@,7i) strong 1 
02AA: set_car 147@(172@,7i) immune_to_nonplayer 1 
0006: 232@(171@,21i) = 1 
0006: 253@(172@,7i) = 1 
000A: 169@ += 1 
0085: 171@ = 61@ // (int) 

:MUSIC1_11035
000A: 171@ += 1 
0002: jump @MUSIC1_10850 

:MUSIC1_11049
000A: 172@ += 1 
0002: jump @MUSIC1_10756 

:MUSIC1_11063
065C: release_decision_maker 180@ 
07E5: copy_decision_maker -1 to 180@ 
0708: reset_decision_maker 180@ event 7 
0006: 170@ = 0 

:MUSIC1_11089
00D6: if 
001D:   61@ > 170@ // (int) 
004D: jump_if_false @MUSIC1_11328 
00D6: if 
8118:   not actor 62@(170@,21i) dead 
004D: jump_if_false @MUSIC1_11314 
00D6: if 
8039:   not  232@(170@,21i) == 1 
004D: jump_if_false @MUSIC1_11291 
00D6: if and
0029:   170@ >= 5 
002B:   8 >= 170@ 
004D: jump_if_false @MUSIC1_11251 
0350: set_actor 62@(170@,21i) maintain_position_when_attacked 1 
01B9: set_actor 62@(170@,21i) armed_weapon_to 29 
05E2: AS_actor 62@(170@,21i) kill_actor $PLAYER_ACTOR 
0006: 210@(170@,21i) = 1 
0961: set_actor 62@(170@,21i) keep_tasks_after_cleanup 1 
077A: set_actor 62@(170@,21i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0002: jump @MUSIC1_11284 

:MUSIC1_11251
05DD: AS_actor 62@(170@,21i) flee_from_actor $PLAYER_ACTOR from_origin_radius 400.0 timelimit 9999999 
0961: set_actor 62@(170@,21i) keep_tasks_after_cleanup 1 

:MUSIC1_11284
0002: jump @MUSIC1_11302 

:MUSIC1_11291
0961: set_actor 62@(170@,21i) keep_tasks_after_cleanup 0 

:MUSIC1_11302
060B: set_actor 62@(170@,21i) decision_maker_to 180@ 

:MUSIC1_11314
000A: 170@ += 1 
0002: jump @MUSIC1_11089 

:MUSIC1_11328
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_11352 
060B: set_actor 55@ decision_maker_to 180@ 

:MUSIC1_11352
0051: return 

:MUSIC1_11354
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_11586 
0006: 172@ = 0 

:MUSIC1_11377
00D6: if 
001D:   146@ > 172@ // (int) 
004D: jump_if_false @MUSIC1_11586 
00D6: if and
8119:   not car 147@(172@,7i) wrecked 
0039:   253@(172@,7i) == 1 
004D: jump_if_false @MUSIC1_11572 
00D6: if 
8118:   not actor 154@(172@,7i) dead 
004D: jump_if_false @MUSIC1_11572 
00D6: if and
80DB:   not actor 154@(172@,7i) in_car 147@(172@,7i) 
0039:   260@(172@,7i) == 0 
004D: jump_if_false @MUSIC1_11523 
06E1: AS_actor 154@(172@,7i) using_car 147@(172@,7i) target_car -1 with_order 2 max_speed 30.0 traffic_flag 2 
0006: 260@(172@,7i) = 1 

:MUSIC1_11523
00D6: if and
00DB:   actor 154@(172@,7i) in_car 147@(172@,7i) 
0039:   260@(172@,7i) == 1 
004D: jump_if_false @MUSIC1_11572 
0006: 260@(172@,7i) = 0 

:MUSIC1_11572
000A: 172@ += 1 
0002: jump @MUSIC1_11377 

:MUSIC1_11586
0051: return 
0006: 170@ = 0 

:MUSIC1_11595
00D6: if 
001D:   146@ > 170@ // (int) 
004D: jump_if_false @MUSIC1_11769 
00D6: if and
8119:   not car 147@(170@,7i) wrecked 
0039:   253@(170@,7i) == 1 
004D: jump_if_false @MUSIC1_11755 
046C: 161@ = car 147@(170@,7i) driver 
00D6: if and
82CA:   not car 147@(170@,7i) bounding_sphere_visible 
8039:   not  161@ == -1 
8202:   not actor $PLAYER_ACTOR near_car 147@(170@,7i) radius 100.0 100.0 sphere 0 
004D: jump_if_false @MUSIC1_11755 
04C4: store_coords_to 165@ 166@ 167@ from_actor $PLAYER_ACTOR with_offset 0.0 -10.0 -1.0 
00AB: put_car 147@(170@,7i) at 165@ 166@ 167@ 

:MUSIC1_11755
000A: 170@ += 1 
0002: jump @MUSIC1_11595 

:MUSIC1_11769
0051: return 

:MUSIC1_11771
0006: 172@ = 0 

:MUSIC1_11778
00D6: if 
001D:   146@ > 172@ // (int) 
004D: jump_if_false @MUSIC1_11887 
00D6: if and
8119:   not car 147@(172@,7i) wrecked 
8118:   not actor 154@(172@,7i) dead 
0039:   253@(172@,7i) == 1 
004D: jump_if_false @MUSIC1_11873 
05D1: AS_actor 154@(172@,7i) drive_car 147@(172@,7i) to 34@ 35@ 36@ speed 30.0 0 model #NULL 2 

:MUSIC1_11873
000A: 172@ += 1 
0002: jump @MUSIC1_11778 

:MUSIC1_11887
0051: return 

:MUSIC1_11889
016A: fade 0 time 1000 

:MUSIC1_11896
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC1_11920 
0001: wait 0 ms 
0002: jump @MUSIC1_11896 

:MUSIC1_11920
0360: open_garage 'MUL_LAN' 

:MUSIC1_11931
00D6: if 
83B0:   not garage 'MUL_LAN' door_open 
004D: jump_if_false @MUSIC1_11964 
0001: wait 0 ms 
0002: jump @MUSIC1_11931 

:MUSIC1_11964
00D6: if 
0119:   car 47@ wrecked 
004D: jump_if_false @MUSIC1_12005 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0  // ~r~The van was destroyed!
0002: jump @MUSIC1_15556 

:MUSIC1_12005
0395: clear_area 0 at 52@ 53@ 54@ radius 50.0 
0006: 172@ = 0 

:MUSIC1_12030
00D6: if 
001D:   146@ > 172@ // (int) 
004D: jump_if_false @MUSIC1_12103 
00D6: if 
0039:   253@(172@,7i) == 1 
004D: jump_if_false @MUSIC1_12089 
009B: destroy_actor 154@(172@,7i) 
00A6: destroy_car 147@(172@,7i) 

:MUSIC1_12089
000A: 172@ += 1 
0002: jump @MUSIC1_12030 

:MUSIC1_12103
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_12185 
00AB: put_car 47@ at 52@ 53@ 54@ 
0175: set_car 47@ Z_angle_to 0.0 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @MUSIC1_12185 
036A: put_actor $PLAYER_ACTOR in_car 47@ 

:MUSIC1_12185
0001: wait 500 ms 
015F: set_camera_position 1640.75 -1528.1 14.25 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1642.49 -1522.89 14.11 switchstyle 2 
016A: fade 1 time 500 

:MUSIC1_12248
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC1_12272 
0001: wait 0 ms 
0002: jump @MUSIC1_12248 

:MUSIC1_12272
00D6: if 
0119:   car 47@ wrecked 
004D: jump_if_false @MUSIC1_12313 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0  // ~r~The van was destroyed!
0002: jump @MUSIC1_15556 

:MUSIC1_12313
0006: 279@ = 1 
0707: start_scene_skip_to @MUSIC1_12579 
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_12452 
0615: define_AS_pack_begin 280@ 
05D1: AS_actor -1 drive_car 47@ to 1643.48 -1515.73 13.82 speed 5.0 1 model #NULL 2 
05CD: AS_actor -1 exit_car 47@ 
05D3: AS_actor -1 goto_point 1641.91 -1517.64 12.62 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 1641.91 -1522.36 12.61 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 280@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 280@ 
061B: remove_references_to_AS_pack 280@ 

:MUSIC1_12452
0001: wait 1000 ms 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 178@ // ret 7 if not found 
00D6: if 
84A4:   not  178@ == 7 // == constant 
004D: jump_if_false @MUSIC1_12567 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 179@ // similar to 062E 

:MUSIC1_12494
00D6: if and
002B:   1 >= 179@ 
84A4:   not  178@ == 7 // == constant 
004D: jump_if_false @MUSIC1_12567 
0001: wait 0 ms 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 178@ // ret 7 if not found 
00D6: if 
84A4:   not  178@ == 7 // == constant 
004D: jump_if_false @MUSIC1_12560 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 179@ // similar to 062E 

:MUSIC1_12560
0002: jump @MUSIC1_12494 

:MUSIC1_12567
0001: wait 2000 ms 
0006: 279@ = 0 

:MUSIC1_12579
0701: end_scene_skip 
00D6: if 
0039:   279@ == 1 
004D: jump_if_false @MUSIC1_12599 

:MUSIC1_12599
016A: fade 0 time 500 

:MUSIC1_12606
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC1_12630 
0001: wait 0 ms 
0002: jump @MUSIC1_12606 

:MUSIC1_12630
0361: close_garage 'MUL_LAN' 

:MUSIC1_12641
00D6: if 
83B1:   not garage 'MUL_LAN' door_closed 
004D: jump_if_false @MUSIC1_12674 
0001: wait 0 ms 
0002: jump @MUSIC1_12641 

:MUSIC1_12674
00D6: if 
0119:   car 47@ wrecked 
004D: jump_if_false @MUSIC1_12715 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0  // ~r~The van was destroyed!
0002: jump @MUSIC1_15556 

:MUSIC1_12715
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MUSIC1_12764 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 52@ 53@ 54@ 
0002: jump @MUSIC1_12778 

:MUSIC1_12764
00A1: put_actor $PLAYER_ACTOR at 52@ 53@ 54@ 

:MUSIC1_12778
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
00A6: destroy_car 47@ 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 500 

:MUSIC1_12815
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC1_12839 
0001: wait 0 ms 
0002: jump @MUSIC1_12815 

:MUSIC1_12839
0051: return 

:MUSIC1_12841
0717: assign_actor 55@ to_dialogue_mode 
0209: $6900 = random_int_in_ranges 0 2 
0209: $6901 = random_int_in_ranges 0 3 
00D6: if 
0038:   $6900 == 0 
004D: jump_if_false @MUSIC1_13094 
0871: init_jump_table $6901 total_jumps 3 default_jump 1 @MUSIC1_13080 jumps 0 @MUSIC1_12945 1 @MUSIC1_12990 2 @MUSIC1_13035 -1 @MUSIC1_13087 -1 @MUSIC1_13087 -1 @MUSIC1_13087 -1 @MUSIC1_13087 

:MUSIC1_12945
05AA: 281@s = 'HI1' // @s = 'short'  // ~z~Hey, what's poppin'?
04AF: 291@ = 21420 // = constant 
04AF: 292@ = 21422 // = constant 
04AF: 293@ = 21421 // = constant 
0002: jump @MUSIC1_13087 

:MUSIC1_12990
05AA: 281@s = 'HI3' // @s = 'short'  // ~z~Whassup?
04AF: 291@ = 21426 // = constant 
04AF: 292@ = 21428 // = constant 
04AF: 293@ = 21427 // = constant 
0002: jump @MUSIC1_13087 

:MUSIC1_13035
05AA: 281@s = 'HI5' // @s = 'short'  // ~z~Hey, what's crackin'?
04AF: 291@ = 21432 // = constant 
04AF: 292@ = 21434 // = constant 
04AF: 293@ = 21433 // = constant 
0002: jump @MUSIC1_13087 

:MUSIC1_13080
0002: jump @MUSIC1_13087 

:MUSIC1_13087
0002: jump @MUSIC1_13299 

:MUSIC1_13094
0871: init_jump_table $6901 total_jumps 3 default_jump 1 @MUSIC1_13292 jumps 0 @MUSIC1_13157 1 @MUSIC1_13202 2 @MUSIC1_13247 -1 @MUSIC1_13299 -1 @MUSIC1_13299 -1 @MUSIC1_13299 -1 @MUSIC1_13299 

:MUSIC1_13157
05AA: 281@s = 'HI2' // @s = 'short'  // ~z~Hey, what's poppin'?
04AF: 291@ = 21423 // = constant 
04AF: 292@ = 21425 // = constant 
04AF: 293@ = 21424 // = constant 
0002: jump @MUSIC1_13299 

:MUSIC1_13202
05AA: 281@s = 'HI4' // @s = 'short'  // ~z~Whassup?
04AF: 291@ = 21429 // = constant 
04AF: 292@ = 21431 // = constant 
04AF: 293@ = 21430 // = constant 
0002: jump @MUSIC1_13299 

:MUSIC1_13247
05AA: 281@s = 'HI6' // @s = 'short'  // ~z~Hey, what's crackin'?
04AF: 291@ = 21435 // = constant 
04AF: 292@ = 21437 // = constant 
04AF: 293@ = 21436 // = constant 
0002: jump @MUSIC1_13299 

:MUSIC1_13292
0002: jump @MUSIC1_13299 

:MUSIC1_13299
0209: $6900 = random_int_in_ranges 0 2 
00D6: if 
0038:   $6900 == 0 
004D: jump_if_false @MUSIC1_13371 
05AA: 283@s = 'DOFFE1' // @s = 'short'  // ~z~Well why don't you come and dance?
04AF: 294@ = 21404 // = constant 
04AF: 295@ = 21406 // = constant 
04AF: 296@ = 21405 // = constant 
0002: jump @MUSIC1_13409 

:MUSIC1_13371
05AA: 283@s = 'DOFFE3' // @s = 'short'  // ~z~Well, hey, let's dance, sugar!
04AF: 294@ = 21410 // = constant 
04AF: 295@ = 21412 // = constant 
04AF: 296@ = 21411 // = constant 

:MUSIC1_13409
0209: $6900 = random_int_in_ranges 0 2 
00D6: if 
0038:   $6900 == 0 
004D: jump_if_false @MUSIC1_13465 
05AA: 285@s = 'BEXIT1' // @s = 'short'  // ~z~Suit yourself.
04AF: 297@ = 21400 // = constant 
0002: jump @MUSIC1_13487 

:MUSIC1_13465
05AA: 285@s = 'BEXIT2' // @s = 'short'  // ~z~Whatever. See you 'round.
04AF: 297@ = 21401 // = constant 

:MUSIC1_13487
05AA: 287@s = 'DSTAR2' // @s = 'short'  // ~z~Let's see what you got...
04AF: 298@ = 21417 // = constant 
0209: $6900 = random_int_in_ranges 0 2 
00D6: if 
0038:   $6900 == 0 
004D: jump_if_false @MUSIC1_13565 
05AA: 289@s = 'GEXIT1' // @s = 'short'  // ~z~Well, come on back when you ain't so rushed.
04AF: 299@ = 21418 // = constant 
0002: jump @MUSIC1_13587 

:MUSIC1_13565
05AA: 289@s = 'GEXIT2' // @s = 'short'  // ~z~If you change your mind you know where to find me.
04AF: 299@ = 21419 // = constant 

:MUSIC1_13587
0A18: set_dialogue_classA_question_GXT 281@s answer_yes_GXT 283@s answer_no_GXT 285@s question_WAV 291@ answer_yes_WAV 292@ answer_no_WAV 293@ 
0A3C: set_dialogue_classA_end_GXT 285@s WAV 297@ 
0A18: set_dialogue_classA_question_GXT 283@s answer_yes_GXT 287@s answer_no_GXT 289@s question_WAV 294@ answer_yes_WAV 295@ answer_no_WAV 296@ 
0A3C: set_dialogue_classA_end_GXT 287@s WAV 298@ 
0A3C: set_dialogue_classA_end_GXT 289@s WAV 299@ 
0719: enable_dialogue_mode 
0051: return 

:MUSIC1_13655
0717: assign_actor 55@ to_dialogue_mode 
0209: $6900 = random_int_in_ranges 0 2 
00D6: if 
0038:   $6900 == 0 
004D: jump_if_false @MUSIC1_13732 
05AA: 300@s = 'VOFFE1' // @s = 'short'  // ~z~You got some moves, wanna come and chat?
04AF: 304@ = 21443 // = constant 
04AF: 305@ = 21445 // = constant 
04AF: 306@ = 21444 // = constant 
0002: jump @MUSIC1_13770 

:MUSIC1_13732
05AA: 300@s = 'VOFFE2' // @s = 'short'  // ~z~You got some moves, wanna come and chat?
04AF: 304@ = 21446 // = constant 
04AF: 305@ = 21448 // = constant 
04AF: 306@ = 21447 // = constant 

:MUSIC1_13770
0209: $6900 = random_int_in_ranges 0 2 
00D6: if 
0038:   $6900 == 0 
004D: jump_if_false @MUSIC1_13842 
05AA: 302@s = 'VSURE1' // @s = 'short'  // ~z~You sure?
04AF: 307@ = 21449 // = constant 
04AF: 308@ = 21451 // = constant 
04AF: 309@ = 21450 // = constant 
0002: jump @MUSIC1_13880 

:MUSIC1_13842
05AA: 302@s = 'VSURE2' // @s = 'short'  // ~z~You sure?
04AF: 307@ = 21452 // = constant 
04AF: 308@ = 21454 // = constant 
04AF: 309@ = 21453 // = constant 

:MUSIC1_13880
0A18: set_dialogue_classA_question_GXT 300@s answer_yes_GXT 'VYES2' answer_no_GXT 302@s question_WAV 304@ answer_yes_WAV 305@ answer_no_WAV 306@  // ~z~Let me take you into my office...
0A3C: set_dialogue_classA_end_GXT 'VYES2' WAV 21456  // ~z~Let me take you into my office...
0A18: set_dialogue_classA_question_GXT 302@s answer_yes_GXT 'VLATE' answer_no_GXT 'VYES1' question_WAV 307@ answer_yes_WAV 308@ answer_no_WAV 309@  // ~z~Well, I'm here for a while, if you change your mind! // ~z~C'mon, homeboy.
0A3C: set_dialogue_classA_end_GXT 'VLATE' WAV 21442  // ~z~Well, I'm here for a while, if you change your mind!
0A3C: set_dialogue_classA_end_GXT 'VYES1' WAV 21455  // ~z~C'mon, homeboy.
0719: enable_dialogue_mode 
0051: return 

:MUSIC1_13984
0087: 310@ = 39@ // (float) 
0063: 310@ -= 34@ // (float) 
0087: 311@ = 40@ // (float) 
0063: 311@ -= 35@ // (float) 
0050: gosub @MUSIC1_14436 
0087: 39@ = 312@ // (float) 
0087: 40@ = 313@ // (float) 
0007: 41@ = 2.68 
0087: 310@ = 42@ // (float) 
0063: 310@ -= 34@ // (float) 
0087: 311@ = 43@ // (float) 
0063: 311@ -= 35@ // (float) 
0050: gosub @MUSIC1_14436 
0087: 42@ = 312@ // (float) 
0087: 43@ = 313@ // (float) 
0007: 44@ = 2.39 
0087: 310@ = 48@ // (float) 
0063: 310@ -= 34@ // (float) 
0087: 311@ = 49@ // (float) 
0063: 311@ -= 35@ // (float) 
0050: gosub @MUSIC1_14436 
0087: 48@ = 312@ // (float) 
0087: 49@ = 313@ // (float) 
0007: 50@ = 3.42 
000F: 51@ -= 51.0 
0087: 310@ = 56@ // (float) 
0063: 310@ -= 34@ // (float) 
0087: 311@ = 57@ // (float) 
0063: 311@ -= 35@ // (float) 
0050: gosub @MUSIC1_14436 
0087: 56@ = 312@ // (float) 
0087: 57@ = 313@ // (float) 
0087: 310@ = 58@ // (float) 
0063: 310@ -= 34@ // (float) 
0087: 311@ = 59@ // (float) 
0063: 311@ -= 35@ // (float) 
0050: gosub @MUSIC1_14436 
0087: 58@ = 312@ // (float) 
0087: 59@ = 313@ // (float) 
0007: 60@ = 2.31 
0006: 170@ = 0 

:MUSIC1_14316
00D6: if 
001D:   61@ > 170@ // (int) 
004D: jump_if_false @MUSIC1_14434 
0087: 310@ = 83@(170@,21f) // (float) 
0063: 310@ -= 34@ // (float) 
0087: 311@ = 104@(170@,21f) // (float) 
0063: 311@ -= 35@ // (float) 
0050: gosub @MUSIC1_14436 
0087: 83@(170@,21f) = 312@ // (float) 
0087: 104@(170@,21f) = 313@ // (float) 
000F: 125@(170@,21f) -= 51.0 
000A: 170@ += 1 
0002: jump @MUSIC1_14316 

:MUSIC1_14434
0051: return 

:MUSIC1_14436
0087: 314@ = 310@ // (float) 
006B: 314@ *= 310@ // (float) 
0087: 315@ = 311@ // (float) 
006B: 315@ *= 311@ // (float) 
0087: 317@ = 314@ // (float) 
005B: 317@ += 315@ // (float) 
01FB: 316@ = square_root 317@ 
0087: 318@ = 311@ // (float) 
0073: 318@ /= 316@ // (float) 
0087: 319@ = 310@ // (float) 
0073: 319@ /= 316@ // (float) 
02F7: 320@ = cosine 51.0 // (float) 
02F6: 321@ = sine 51.0 // (float) 
0087: 322@ = 318@ // (float) 
006B: 322@ *= 320@ // (float) 
0087: 323@ = 319@ // (float) 
006B: 323@ *= 321@ // (float) 
0087: 324@ = 319@ // (float) 
006B: 324@ *= 320@ // (float) 
0087: 325@ = 318@ // (float) 
006B: 325@ *= 321@ // (float) 
0087: 326@ = 322@ // (float) 
0063: 326@ -= 323@ // (float) 
0087: 327@ = 324@ // (float) 
005B: 327@ += 325@ // (float) 
0087: 312@ = 316@ // (float) 
006B: 312@ *= 327@ // (float) 
0087: 313@ = 316@ // (float) 
006B: 313@ *= 326@ // (float) 
005B: 312@ += 34@ // (float) 
005B: 313@ += 35@ // (float) 
0051: return 

:MUSIC1_14690
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_14854 
00D6: if 
0039:   208@ == 1 
004D: jump_if_false @MUSIC1_14793 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 47@ 
004D: jump_if_false @MUSIC1_14786 
0164: disable_marker 273@ 
0186: 272@ = create_marker_above_car 47@ 
07E0: set_marker 272@ type_to 1 
00BC: show_text_highpriority GXT 'MUS1_6' time 7000 flag 0  // ~s~Get back into the ~b~sound van~s~.
0006: 208@ = 0 

:MUSIC1_14786
0002: jump @MUSIC1_14854 

:MUSIC1_14793
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 47@ 
004D: jump_if_false @MUSIC1_14854 
0164: disable_marker 272@ 
018A: 273@ = create_checkpoint_at 52@ 53@ 54@ 
00BC: show_text_highpriority GXT 'MUS1_19' time 7000 flag 0  // ~s~Get the van back to the ~y~garage.
0006: 208@ = 1 

:MUSIC1_14854
0051: return 

:MUSIC1_14856
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_2' time 10000 flag 0  // ~s~When you get to the beach party, go and talk to the ~y~DJ~s~.
015F: set_camera_position 532.87 -1893.69 3.29 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 533.97 -1892.67 3.3 switchstyle 2 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -100.0 
0087: 328@ = 34@ // (float) 
0065: 328@ -= $TEMPVAR_X_COORD // (float) 
0087: 329@ = 35@ // (float) 
0065: 329@ -= $TEMPVAR_Y_COORD // (float) 
0604: get_Z_angle_for_point 328@ 329@ store_to $TEMPVAR_ANGLE 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @MUSIC1_15040 
0173: set_actor $PLAYER_ACTOR Z_angle_to $TEMPVAR_ANGLE 
0002: jump @MUSIC1_15061 

:MUSIC1_15040
03C0: 330@ = actor $PLAYER_ACTOR car 
00A9: set_car 330@ to_normal_driver 
0175: set_car 330@ Z_angle_to $TEMPVAR_ANGLE 

:MUSIC1_15061
0001: wait 2000 ms 
0006: 279@ = 1 
0707: start_scene_skip_to @MUSIC1_15092 
0001: wait 8000 ms 
0006: 279@ = 0 

:MUSIC1_15092
0701: end_scene_skip 
00D6: if 
0039:   279@ == 1 
004D: jump_if_false @MUSIC1_15112 

:MUSIC1_15112
00BE: text_clear_all 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0051: return 

:MUSIC1_15131
0871: init_jump_table 191@ total_jumps 2 default_jump 1 @MUSIC1_15266 jumps 0 @MUSIC1_15194 1 @MUSIC1_15230 -1 @MUSIC1_15273 -1 @MUSIC1_15273 -1 @MUSIC1_15273 -1 @MUSIC1_15273 -1 @MUSIC1_15273 

:MUSIC1_15194
05AA: 184@s = 'LOC1_YT' // @s = 'short'  // ~z~He's stealing the sounds!
04AF: 186@ = 21656 // = constant 
0006: 189@ = 1 
0002: jump @MUSIC1_15273 

:MUSIC1_15230
05AA: 184@s = 'DNCEF1' // @s = 'short'  // ~z~You need to put more time in on the dance floor!
04AF: 186@ = 21402 // = constant 
0006: 189@ = 1 
0002: jump @MUSIC1_15273 

:MUSIC1_15266
0002: jump @MUSIC1_15273 

:MUSIC1_15273
0006: 187@ = 0 
0006: 188@ = 0 
0006: 190@ = 0 
040D: unload_wav 1 
00BE: text_clear_all 
0051: return 

:MUSIC1_15302
00D6: if or
0039:   187@ == 0 
0039:   187@ == 1 
004D: jump_if_false @MUSIC1_15372 
00D6: if 
001D:   189@ > 188@ // (int) 
004D: jump_if_false @MUSIC1_15372 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @MUSIC1_15372 
0050: gosub @MUSIC1_15430 

:MUSIC1_15372
00D6: if 
0039:   187@ == 2 
004D: jump_if_false @MUSIC1_15428 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @MUSIC1_15428 
0006: 187@ = 0 
000A: 188@ += 1 
00BE: text_clear_all 
0006: 32@ = 0 

:MUSIC1_15428
0051: return 

:MUSIC1_15430
00D6: if 
0039:   187@ == 0 
004D: jump_if_false @MUSIC1_15466 
03CF: load_wav 186@(188@,1i) as 1 
0006: 187@ = 1 

:MUSIC1_15466
00D6: if 
0039:   187@ == 1 
004D: jump_if_false @MUSIC1_15554 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @MUSIC1_15554 
00BC: show_text_highpriority GXT 184@(188@,1s) time 10000 flag 1 
00D6: if and
0039:   191@ == 1 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_15543 
0949: link_wav 1 to_actor 55@ 

:MUSIC1_15543
03D1: play_wav 1 
0006: 187@ = 2 

:MUSIC1_15554
0051: return 

:MUSIC1_15556
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:MUSIC1_15574
0008: $OG_LOC_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'STRAP_1'  // Life's a Beach
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 30 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:MUSIC1_15629
0249: release_model #VOODOO 
0249: release_model #ESPERANT 
0249: release_model #OCEANIC 
0249: release_model #PONY 
0249: release_model #MP5LNG 
0249: release_model #BFYST 
0249: release_model #WFYST 
0249: release_model #BMYST 
0249: release_model #WMYRO 
0249: release_model #WFYCLOT 
0249: release_model #WMYST 
0249: release_model #WMYCLOT 
0249: release_model #BMYDJ 
0249: release_model #WFYRI 
0249: release_model #OFYRI 
06EB: release_car_component #WHEEL_OR1 
01C4: remove_references_to_object 45@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 46@ // This object will now disappear when the player looks away 
090F: end_external_script 35 (DANCE) 
04EF: release_animation "BAR" 
04EF: release_animation "DANCING" 
04EF: release_animation "BEACH" 
04EF: release_animation "SCRATCHING" 
0164: disable_marker 271@ 
0164: disable_marker 272@ 
0164: disable_marker 273@ 
0650: destroy_particle 37@ 
0650: destroy_particle 38@ 
061B: remove_references_to_AS_pack 173@ 
061B: remove_references_to_AS_pack 174@ 
061B: remove_references_to_AS_pack 177@ 
061B: remove_references_to_AS_pack 280@ 
061B: remove_references_to_AS_pack 181@ 
061B: remove_references_to_AS_pack 182@ 
061B: remove_references_to_AS_pack 183@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MUSIC1_15839 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 

:MUSIC1_15839
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_15867 
08ED: remove_actor 55@ from_dialogue_mode 
04D7: set_actor 55@ locked 0 

:MUSIC1_15867
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_15890 
0852: set_car 47@ damages_visible 1 

:MUSIC1_15890
065C: release_decision_maker 180@ 
03E6: remove_text_box 
0917: audio_zone 'BEACH' enable_sound 0 
091E: create_forbidden_for_boats_cube_cornerA 502.15 -1913.39 -5.0 cornerB 558.86 -1838.87 10.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 32---------------
// Originally: Madd Dogg's Rhymes

:MUSIC2
03A4: name_thread 'MUSIC2' 
0050: gosub @MUSIC2_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @MUSIC2_38 
0050: gosub @MUSIC2_10509 

:MUSIC2_38
0050: gosub @MUSIC2_10582 
004E: end_thread 

:MUSIC2_47
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
054C: use_GXT_table 'STRAP2' 
0169: set_fade_color_RGB 0 0 0 
04BB: select_interior 10 
016A: fade 0 time 2000 

:MUSIC2_86
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC2_110 
0001: wait 0 ms 
0002: jump @MUSIC2_86 

:MUSIC2_110
02E4: load_cutscene_data 'STRAP2A' 

:MUSIC2_121
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MUSIC2_145 
0001: wait 0 ms 
0002: jump @MUSIC2_121 

:MUSIC2_145
02E7: start_cutscene 
016A: fade 1 time 1000 

:MUSIC2_154
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MUSIC2_178 
0001: wait 0 ms 
0002: jump @MUSIC2_154 

:MUSIC2_178
02EA: end_cutscene 
016A: fade 0 time 0 

:MUSIC2_186
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC2_210 
0001: wait 0 ms 
0002: jump @MUSIC2_186 

:MUSIC2_210
04BB: select_interior 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0247: load_model #HUNTLEY 
0247: load_model #STAFFORD 
0247: load_model #KMB_RHYMESBOOK 
0247: load_model #CJ_JUICE_CAN 
0247: load_model #SILENCED 
0247: load_model #MTBIKE 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 21803 as 1 
03CF: load_wav 21804 as 2 
038B: load_requested_models 

:MUSIC2_281
00D6: if or
8248:   not model #HUNTLEY available 
8248:   not model #STAFFORD available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @MUSIC2_321 
0001: wait 0 ms 
0002: jump @MUSIC2_281 

:MUSIC2_321
00D6: if or
8248:   not model #KMB_RHYMESBOOK available 
8248:   not model #CJ_JUICE_CAN available 
8248:   not model #SILENCED available 
8248:   not model #MTBIKE available 
004D: jump_if_false @MUSIC2_363 
0001: wait 0 ms 
0002: jump @MUSIC2_321 

:MUSIC2_363
018A: 61@ = create_checkpoint_at 1239.032 -741.106 94.76 
00A1: put_actor $PLAYER_ACTOR at 790.0 -1626.0 12.5 
03CB: set_rendering_origin_at 790.0 -1626.0 12.5 
0373: set_camera_directly_behind_player 
0173: set_actor $PLAYER_ACTOR Z_angle_to 356.0 
060A: create_decision_maker_type 4 store_to 45@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 46@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 
07FB: set_interior 'MDDOGS' access 1  // Madd Dogg's Crib
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
016A: fade 1 time 1500 
0006: 70@ = 0 
0006: 71@ = 0 
0006: 72@ = 0 
0006: 73@ = 0 
0006: 74@ = 0 
0006: 75@ = 0 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 78@ = 0 
0006: 79@ = 0 
0006: 80@ = 0 
0006: 81@ = 0 
0006: 82@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
0006: 86@ = 0 
0006: 87@ = 0 
0006: 88@ = 0 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 96@ = 0 
0006: 97@ = 0 
00BC: show_text_highpriority GXT 'STP2_1' time 10000 flag 1  // ~s~Go to ~y~Madd Dogg's mansion~s~.
00D6: if 
0018:   $6902 > 0 
004D: jump_if_false @MUSIC2_745 
0950: set_trip_skip 1242.659 -748.503 94.33 angle 191.586 

:MUSIC2_745
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @MUSIC2_771 
0002: jump @MUSIC2_10527 

:MUSIC2_771
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @MUSIC2_973 
00D6: if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 1222.799 -735.563 lr_corner_at 1348.407 -759.322 angle -100.0 sphere 0 
004D: jump_if_false @MUSIC2_973 
00D6: if 
0038:   $6902 == 0 
004D: jump_if_false @MUSIC2_857 
0004: $6902 = 1 

:MUSIC2_857
0951: disable_trip_skip 
0164: disable_marker 61@ 
018A: 61@ = create_checkpoint_at 1298.66 -795.58 83.84 
00BC: show_text_highpriority GXT 'STP2_2' time 5000 flag 1  // ~s~The ~y~main door ~s~is around the back of the mansion.
00A5: 35@ = create_car #HUNTLEY at 1243.154 -805.76 83.188 
0175: set_car 35@ Z_angle_to 1.533 
00A5: 36@ = create_car #STAFFORD at 1255.024 -804.587 83.934 
0175: set_car 36@ Z_angle_to 182.9 
0006: 70@ = 1 

:MUSIC2_973
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @MUSIC2_1832 
09E8: 34@ = actor $PLAYER_ACTOR active_interior 
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @MUSIC2_1832 
03C7: set_sensitivity_to_crime 0.0 
02A3: enable_widescreen 1 
015F: set_camera_position 1256.623 -801.0125 1084.091 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1255.93 -801.7316 1084.044 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 1299.352 -792.6416 1083.008 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0395: clear_area 0 at 1299.352 -792.6416 200.0 radius 200.0 
04ED: load_animation "CRIB" 
04ED: load_animation "VENDING" 
0247: load_model #KNIFECUR 
0247: load_model #WBDYG1 
0247: load_model #WBDYG2 
0247: load_model #MICRO_UZI 
03CF: load_wav 23600 as 3 
038B: load_requested_models 
03CB: set_rendering_origin_at 1256.623 -801.0125 1084.091 

:MUSIC2_1196
00D6: if or
84EE:   not animation "CRIB" loaded 
84EE:   not animation "VENDING" loaded 
8248:   not model #KNIFECUR available 
8248:   not model #WBDYG1 available 
0247: load_model #WBDYG2 
83D0:   not wav 3 loaded 
004D: jump_if_false @MUSIC2_1254 
0001: wait 0 ms 
0002: jump @MUSIC2_1196 

:MUSIC2_1254
01B4: set_player $PLAYER_CHAR can_move 0 
075B: zoom_radar 100 
0164: disable_marker 61@ 
009A: 37@ = create_actor_pedtype 24 model #WBDYG1 at 1301.98 -785.31 1083.05 
08AD: link_actor 37@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0648: unknown_actor 37@ task_set 2.0 // float 
0173: set_actor 37@ Z_angle_to 358.83 
060B: set_actor 37@ decision_maker_to 45@ 
0187: 62@ = create_marker_above_actor 37@ 
018B: set_marker 62@ radar_mode 2 
01B2: give_actor 37@ weapon 28 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 37@ weapon_accuracy_to 90 
087E: set_actor 37@ weapon_droppable 0 
0860: link_actor 37@ to_interior 5 
00BC: show_text_highpriority GXT 'STP2_3' time 7000 flag 1  // ~s~The ~g~rhyme book ~s~is in Madd Dogg's recording studio.
0001: wait 2000 ms 
0707: start_scene_skip_to @MUSIC2_1701 
0001: wait 1000 ms 
009A: 38@ = create_actor_pedtype 24 model #WBDYG2 at 1249.063 -769.8262 1083.023 
08AD: link_actor 38@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0860: link_actor 38@ to_interior 5 
0173: set_actor 38@ Z_angle_to 270.552 
0648: unknown_actor 38@ task_set 5.0 // float 
060B: set_actor 38@ decision_maker_to 45@ 
0001: wait 3500 ms 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @MUSIC2_1545 
05D3: AS_actor 38@ goto_point 1262.056 -769.9772 1083.988 mode 4 time -1 ms // versionA 

:MUSIC2_1545
0001: wait 500 ms 
015F: set_camera_position 1260.744 -769.5749 1085.258 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1259.781 -769.5841 1084.988 switchstyle 2 
00BC: show_text_highpriority GXT 'STP2_39' time 7000 flag 1  // ~r~Madd Dogg's personal security ~s~are patrolling the mansion. Do not use any guns on your way to the rhyme book - you will alert them. Use stealth to steal the rhyme book.
0001: wait 7000 ms 
041D: set_camera_near_clip 0.1 
015F: set_camera_position 1299.504 -793.3958 1084.693 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1299.589 -792.3994 1084.685 switchstyle 2 
00BC: show_text_highpriority GXT 'STP2_5' time 7000 flag 1  // ~s~The first ~r~guard ~s~cannot see you. This means you can sneak up behind him with a melee weapon and perform a ~h~stealth kill~s~.
0001: wait 7000 ms 

:MUSIC2_1701
0701: end_scene_skip 
009B: destroy_actor 38@ 
0213: 59@ = create_pickup #KMB_RHYMESBOOK type 3 at 1256.871 -801.048 1084.063 
03DC: 61@ = create_marker_above_pickup 59@ 
08DC: create_interior_marker 61@ at 1298.78 -798.2 radius 1.0 
08E7: disable_entrance_markers 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 1 // Load the weapon model before using this 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
00A6: destroy_car 35@ 
0249: release_model #HUNTLEY 
0249: release_model #STAFFORD 
00A6: destroy_car 36@ 
00BE: text_clear_all 
0006: 32@ = 0 
0006: 70@ = 2 

:MUSIC2_1832
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @MUSIC2_6610 
00D6: if 
0039:   70@ == 2 
004D: jump_if_false @MUSIC2_6610 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @MUSIC2_1922 
03E5: show_text_box 'STP2_7'  // ~s~The patrolling ~r~guards ~s~are shown on the radar by the red blips which point in the direction the security guards are facing.
03E7: flash_hud_component 8 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 71@ = 1 

:MUSIC2_1922
00D6: if 
0039:   79@ == 0 
004D: jump_if_false @MUSIC2_1970 
00D6: if 
0019:   33@ > 5000 
004D: jump_if_false @MUSIC2_1970 
03E7: flash_hud_component -1 
0006: 79@ = 1 

:MUSIC2_1970
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @MUSIC2_2301 
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @MUSIC2_2052 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @MUSIC2_2052 
03E5: show_text_box 'STP2_9'  // If you crouch while you move you will make less noise. Crouch and then target the ~r~guard.
03E7: flash_hud_component -1 
0006: 32@ = 0 
0006: 71@ = 2 

:MUSIC2_2052
00D6: if 
0039:   71@ == 2 
004D: jump_if_false @MUSIC2_2139 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @MUSIC2_2139 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 37@ radius 5.0 5.0 0 
0019:   32@ > 9500 
004D: jump_if_false @MUSIC2_2139 
0006: 32@ = 0 
0006: 71@ = 3 

:MUSIC2_2139
00D6: if 
0039:   71@ == 3 
004D: jump_if_false @MUSIC2_2228 
00D6: if or
0019:   32@ > 10000 
0611:   actor $PLAYER_ACTOR performing_animation "KILL_PARTIAL" 
0457:   player $PLAYER_CHAR aiming_at_actor 37@ 
004D: jump_if_false @MUSIC2_2228 
03E5: show_text_box 'STP2_10'  // Perform the stealth kill by moving slowly towards the guard while holding ~k~~PED_LOCK_TARGET~ and then pressing ~k~~PED_FIREWEAPON~ when your arm is raised.
0006: 32@ = 0 
0006: 71@ = 4 

:MUSIC2_2228
00D6: if 
0039:   71@ == 4 
004D: jump_if_false @MUSIC2_2301 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "KILL_PARTIAL" 
004D: jump_if_false @MUSIC2_2301 
03E5: show_text_box 'STP2_11'  // Press ~k~~PED_FIREWEAPON~ to perform the stealth kill.
0006: 32@ = 0 
0006: 71@ = 5 

:MUSIC2_2301
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @MUSIC2_3036 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1290.907 -781.423 1083.59 radius 4.3 4.3 6.0 
004D: jump_if_false @MUSIC2_3036 
00D6: if 
0597:   actor $PLAYER_ACTOR crouching 
004D: jump_if_false @MUSIC2_2390 
0006: 96@ = 1 

:MUSIC2_2390
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
041D: set_camera_near_clip 0.1 
0395: clear_area 0 at 1290.907 -781.423 100.0 radius 100.0 
009A: 38@ = create_actor_pedtype 24 model #WBDYG2 at 1290.667 -778.9339 1083.012 
08AD: link_actor 38@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0860: link_actor 38@ to_interior 5 
0173: set_actor 38@ Z_angle_to 350.151 
0648: unknown_actor 38@ task_set 5.0 // float 
060B: set_actor 38@ decision_maker_to 45@ 
0187: 63@ = create_marker_above_actor 38@ 
018B: set_marker 63@ radar_mode 2 
01B2: give_actor 38@ weapon 28 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 38@ weapon_accuracy_to 90 
087E: set_actor 38@ weapon_droppable 0 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 1289.988 -766.581 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1270.314 -766.564 1084.063 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 1270.074 -782.155 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1290.246 -782.463 1084.056 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 38@ to_animation_path_with_walk_mode 4 route_mode 3 
00A1: put_actor $PLAYER_ACTOR at 1297.599 -781.234 1083.048 
0173: set_actor $PLAYER_ACTOR Z_angle_to 89.58 
015F: set_camera_position 1291.055 -784.506 1084.514 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1290.55 -783.6482 1084.417 switchstyle 2 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @MUSIC2_2910 
009B: destroy_actor 37@ 
009A: 37@ = create_actor_pedtype 24 model #WBDYG1 at 1304.189 -785.871 1084.048 
08AD: link_actor 37@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0860: link_actor 37@ to_interior 5 
0648: unknown_actor 37@ task_set 2.0 // float 
0173: set_actor 37@ Z_angle_to 311.2134 
060B: set_actor 37@ decision_maker_to 45@ 
0187: 62@ = create_marker_above_actor 37@ 
018B: set_marker 62@ radar_mode 2 
01B2: give_actor 37@ weapon 28 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 37@ weapon_accuracy_to 90 
087E: set_actor 37@ weapon_droppable 0 

:MUSIC2_2910
00BC: show_text_highpriority GXT 'STP2_13' time 6000 flag 1  // ~s~A ~r~guard ~s~is patrolling the swimming pool area. Observing his route will allow you to work out how to get past him undetected.
0001: wait 2000 ms 
0707: start_scene_skip_to @MUSIC2_2943 
0001: wait 4000 ms 

:MUSIC2_2943
0701: end_scene_skip 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @MUSIC2_2981 
04EB: AS_actor $PLAYER_ACTOR crouch 1 

:MUSIC2_2981
0006: 96@ = 0 
02A3: enable_widescreen 0 
00BC: show_text_highpriority GXT 'STP2_14' time 5000 flag 1  // ~s~There are lots of shadows in this area to hide in. Hiding in shadows makes it difficult for a ~r~guard ~s~to spot you.
0006: 32@ = 0 
0006: 33@ = 0 
0006: 72@ = 1 
0006: 71@ = 6 

:MUSIC2_3036
00D6: if 
0039:   71@ == 6 
004D: jump_if_false @MUSIC2_3080 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @MUSIC2_3080 
0006: 71@ = 7 

:MUSIC2_3080
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MUSIC2_4088 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1260.104 -769.51 1083.06 radius 5.0 5.0 6.0 
004D: jump_if_false @MUSIC2_4088 
00D6: if 
0597:   actor $PLAYER_ACTOR crouching 
004D: jump_if_false @MUSIC2_3169 
0006: 96@ = 1 

:MUSIC2_3169
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00BE: text_clear_all 
0395: clear_area 0 at 1260.104 -769.51 100.0 radius 100.0 
009A: 39@ = create_actor_pedtype 24 model #WBDYG2 at 1249.598 -780.06 1083.063 
08AD: link_actor 39@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0860: link_actor 39@ to_interior 5 
02E2: set_actor 39@ weapon_accuracy_to 90 
0173: set_actor 39@ Z_angle_to 355.188 
0648: unknown_actor 39@ task_set 5.0 // float 
060B: set_actor 39@ decision_maker_to 45@ 
05D3: AS_actor 39@ goto_point 1250.092 -769.277 1083.064 mode 4 time -1 ms // versionA 
015F: set_camera_position 1249.856 -766.8402 1084.777 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1249.814 -767.8293 1084.637 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 1266.494 -769.705 1083.06 
0173: set_actor $PLAYER_ACTOR Z_angle_to 92.259 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @MUSIC2_3669 
009B: destroy_actor 38@ 
009A: 38@ = create_actor_pedtype 24 model #WBDYG2 at 1290.667 -778.9339 1083.012 
08AD: link_actor 38@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 38@ Z_angle_to 350.151 
0648: unknown_actor 38@ task_set 2.0 // float 
060B: set_actor 38@ decision_maker_to 45@ 
0187: 63@ = create_marker_above_actor 38@ 
018B: set_marker 63@ radar_mode 2 
01B2: give_actor 38@ weapon 28 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 38@ weapon_accuracy_to 90 
087E: set_actor 38@ weapon_droppable 0 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 1289.988 -766.581 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1270.314 -766.564 1084.063 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 1270.074 -782.155 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1290.246 -782.463 1084.056 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 38@ to_animation_path_with_walk_mode 4 route_mode 3 

:MUSIC2_3669
00BC: show_text_highpriority GXT 'STP2_15' time 3000 flag 1  // ~s~A ~r~guard ~s~is coming.
0001: wait 2000 ms 
0707: start_scene_skip_to @MUSIC2_3844 
0001: wait 1000 ms 
00BC: show_text_highpriority GXT 'STP2_16' time 4000 flag 1  // ~s~Find a suitable place to hide before he spots you. Look for an area with shadows.
015F: set_camera_position 1267.405 -769.6973 1084.667 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1266.412 -769.6685 1084.551 switchstyle 2 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @MUSIC2_3815 
00A1: put_actor 39@ at 1249.598 -780.06 1083.063 
0173: set_actor 39@ Z_angle_to 355.188 

:MUSIC2_3815
0001: wait 2000 ms 
0160: set_camera_point_at 1266.912 -770.5618 1084.569 switchstyle 1 
0001: wait 2000 ms 

:MUSIC2_3844
0701: end_scene_skip 
009B: destroy_actor 39@ 
009A: 39@ = create_actor_pedtype 24 model #WBDYG2 at 1249.634 -781.405 1083.5 
08AD: link_actor 39@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0860: link_actor 39@ to_interior 5 
0173: set_actor 39@ Z_angle_to 357.273 
0187: 64@ = create_marker_above_actor 39@ 
018B: set_marker 64@ radar_mode 2 
0648: unknown_actor 39@ task_set 5.0 // float 
060B: set_actor 39@ decision_maker_to 45@ 
0615: define_AS_pack_begin 58@ 
05F5: AS_actor -1 goto_point_using_paths 1267.96 -769.792 1084.06 mode 4 time -2 
0643: set_AS_pack 58@ loop 1 
0616: define_AS_pack_end 58@ 
0618: assign_actor 39@ to_AS_pack 58@ 
061B: remove_references_to_AS_pack 58@ 
01B2: give_actor 39@ weapon 28 ammo 50 // Load the weapon model before using this 
02E2: set_actor 39@ weapon_accuracy_to 90 
087E: set_actor 39@ weapon_droppable 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @MUSIC2_4061 
04EB: AS_actor $PLAYER_ACTOR crouch 1 

:MUSIC2_4061
0006: 96@ = 0 
00BE: text_clear_all 
03E5: show_text_box 'STP2_41'  // If the white blip on the radar that represents your position turns blue it indicates that you are in the shadows and are hidden from patrolling guards.
0006: 73@ = 1 

:MUSIC2_4088
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @MUSIC2_6068 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1249.466 -789.487 1083.063 radius 7.5 7.5 6.0 
004D: jump_if_false @MUSIC2_6068 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @MUSIC2_4192 
03D7: set_wav 3 location 1276.31 -793.92 1084.12 
03D1: play_wav 3 

:MUSIC2_4192
00D6: if 
0597:   actor $PLAYER_ACTOR crouching 
004D: jump_if_false @MUSIC2_4215 
0006: 96@ = 1 

:MUSIC2_4215
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 0 at 1249.466 -789.487 100.0 radius 100.0 
00A1: put_actor $PLAYER_ACTOR at 1249.825 -780.682 1083.06 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.659 
00BE: text_clear_all 
009A: 40@ = create_actor_pedtype 24 model #WBDYG2 at 1258.271 -793.395 1083.289 
08AD: link_actor 40@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0860: link_actor 40@ to_interior 5 
0173: set_actor 40@ Z_angle_to 354.328 
0187: 65@ = create_marker_above_actor 40@ 
018B: set_marker 65@ radar_mode 2 
0648: unknown_actor 40@ task_set 5.0 // float 
060B: set_actor 40@ decision_maker_to 45@ 
087E: set_actor 40@ weapon_droppable 0 
029B: 47@ = init_object #CJ_JUICE_CAN at 1258.25 -792.64 1084.16 
07E4: get_model #CJ_JUICE_CAN dimensions_cornerA_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 dimensions_cornerB_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0015: $TEMPVAR_FLOAT_2 /= 2.0 
0009: $TEMPVAR_FLOAT_2 += 0.027 
009A: 41@ = create_actor_pedtype 24 model #WBDYG1 at 1276.795 -792.368 1083.055 
08AD: link_actor 41@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
02E2: set_actor 41@ weapon_accuracy_to 100 
0860: link_actor 41@ to_interior 5 
0173: set_actor 41@ Z_angle_to 180.0 
060B: set_actor 41@ decision_maker_to 45@ 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @MUSIC2_4668 
0615: define_AS_pack_begin 49@ 
070A: AS_actor -1 attach_to_object 47@ offset 0.062 $TEMPVAR_FLOAT_2 0.0 on_bone 5 16 perform_animation "VEND_USE_PT2" IFP_file "VENDING" time 0 
070A: AS_actor -1 attach_to_object 47@ offset 0.062 $TEMPVAR_FLOAT_2 0.0 on_bone 5 16 perform_animation "VEND_DRINK2_P" IFP_file "VENDING" time 0 
0616: define_AS_pack_end 49@ 
0618: assign_actor 40@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:MUSIC2_4668
015F: set_camera_position 1251.82 -788.354 1084.502 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1252.463 -789.1154 1084.42 switchstyle 2 
00BC: show_text_highpriority GXT 'STP2_19' time 5000 flag 1  // ~s~If you walk straight past the ~r~guard ~s~here he will see you. Try crouching and walking past the bar to remain out of his line of sight.
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @MUSIC2_5002 
009B: destroy_actor 38@ 
009A: 38@ = create_actor_pedtype 24 model #WBDYG2 at 1290.667 -778.9339 1083.012 
08AD: link_actor 38@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 38@ Z_angle_to 350.151 
0648: unknown_actor 38@ task_set 2.0 // float 
060B: set_actor 38@ decision_maker_to 45@ 
0187: 63@ = create_marker_above_actor 38@ 
018B: set_marker 63@ radar_mode 2 
01B2: give_actor 38@ weapon 28 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 38@ weapon_accuracy_to 100 
087E: set_actor 38@ weapon_droppable 0 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 1289.988 -766.581 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1270.314 -766.564 1084.063 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 1270.074 -782.155 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1290.246 -782.463 1084.056 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 38@ to_animation_path_with_walk_mode 4 route_mode 3 

:MUSIC2_5002
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @MUSIC2_5133 
009B: destroy_actor 39@ 
009A: 39@ = create_actor_pedtype 24 model #WBDYG2 at 1267.96 -769.792 1084.06 
08AD: link_actor 39@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 39@ Z_angle_to 0.141 
0187: 64@ = create_marker_above_actor 39@ 
018B: set_marker 64@ radar_mode 2 
0648: unknown_actor 39@ task_set 5.0 // float 
060B: set_actor 39@ decision_maker_to 45@ 
01B2: give_actor 39@ weapon 28 ammo 50 // Load the weapon model before using this 
02E2: set_actor 39@ weapon_accuracy_to 100 
087E: set_actor 39@ weapon_droppable 0 

:MUSIC2_5133
0001: wait 1750 ms 
0707: start_scene_skip_to @MUSIC2_5543 
0001: wait 2000 ms 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @MUSIC2_5218 
0605: actor 41@ perform_animation "PED_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0967: actor 41@ move_mouth 10000 ms 

:MUSIC2_5218
0001: wait 500 ms 
015F: set_camera_position 1274.983 -790.5506 1084.063 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1275.575 -791.356 1084.035 switchstyle 2 
00BC: show_text_highpriority GXT 'LOC2_BA' time 4000 flag 1  // ~z~This sucks. I mean, how could Refractions mess up so bad?
03D1: play_wav 1 

:MUSIC2_5294
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @MUSIC2_5320 
0001: wait 0 ms 
0002: jump @MUSIC2_5294 

:MUSIC2_5320
015F: set_camera_position 1276.301 -794.5306 1084.231 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1276.292 -793.5345 1084.143 switchstyle 2 
00BC: show_text_highpriority GXT 'LOC2_BB' time 4000 flag 1  // ~z~Tanner, you suck ass!
03D1: play_wav 2 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @MUSIC2_5517 
0615: define_AS_pack_begin 50@ 
0605: actor -1 perform_animation "PED_CONSOLE_LOOSE" IFP "CRIB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PED_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 50@ 
0618: assign_actor 41@ to_AS_pack 50@ 
061B: remove_references_to_AS_pack 50@ 

:MUSIC2_5517
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @MUSIC2_5543 
0001: wait 0 ms 
0002: jump @MUSIC2_5517 

:MUSIC2_5543
0701: end_scene_skip 
009B: destroy_actor 40@ 
009B: destroy_actor 41@ 
009A: 40@ = create_actor_pedtype 24 model #WBDYG2 at 1258.271 -793.395 1083.289 
08AD: link_actor 40@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 40@ Z_angle_to 354.328 
0605: actor 40@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0187: 65@ = create_marker_above_actor 40@ 
018B: set_marker 65@ radar_mode 2 
060B: set_actor 40@ decision_maker_to 45@ 
087E: set_actor 40@ weapon_droppable 0 
01B2: give_actor 40@ weapon 28 ammo 5000 // Load the weapon model before using this 
02E2: set_actor 40@ weapon_accuracy_to 100 
074E: unknown_set_actor_threat_scanner_flags 40@ radius 5.0 peds_to_scan 1 
009A: 41@ = create_actor_pedtype 24 model #WBDYG1 at 1276.795 -792.368 1083.055 
08AD: link_actor 41@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 41@ Z_angle_to 180.0 
060B: set_actor 41@ decision_maker_to 45@ 
087E: set_actor 41@ weapon_droppable 0 
01B2: give_actor 41@ weapon 28 ammo 5000 // Load the weapon model before using this 
0187: 66@ = create_marker_above_actor 41@ 
018B: set_marker 66@ radar_mode 2 
02E2: set_actor 41@ weapon_accuracy_to 100 
074E: unknown_set_actor_threat_scanner_flags 41@ radius 5.0 peds_to_scan 1 
009A: 43@ = create_actor_pedtype 24 model #WBDYG2 at 1262.533 -805.139 1083.056 
08AD: link_actor 43@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 43@ Z_angle_to 359.265 
060B: set_actor 43@ decision_maker_to 45@ 
0187: 68@ = create_marker_above_actor 43@ 
018B: set_marker 68@ radar_mode 2 
087E: set_actor 43@ weapon_droppable 0 
01B2: give_actor 43@ weapon 28 ammo 5555 // Load the weapon model before using this 
02E2: set_actor 43@ weapon_accuracy_to 100 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @MUSIC2_5972 
0605: actor 41@ perform_animation "PED_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:MUSIC2_5972
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @MUSIC2_6022 
04EB: AS_actor $PLAYER_ACTOR crouch 1 

:MUSIC2_6022
0006: 96@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 71@ = 9 
03E5: show_text_box 'STP2_36'  // To stay hidden you have to stay crouched and walk past the bar.
0006: 74@ = 1 

:MUSIC2_6068
00D6: if 
0039:   74@ == 1 
004D: jump_if_false @MUSIC2_6260 
06AC: $TEMPVAR_FLOAT_1 = actor $PLAYER_ACTOR movement_speed 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @MUSIC2_6260 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1246.77 -785.08 1083.26 cornerB 1255.87 -797.69 1090.0 
0020:   $TEMPVAR_FLOAT_1 > 0.0 
004D: jump_if_false @MUSIC2_6260 
0173: set_actor 40@ Z_angle_to 168.503 
0615: define_AS_pack_begin 51@ 
05D3: AS_actor -1 goto_point 1256.29 -795.6 1084.289 mode 4 time -1 ms // versionA 
0605: actor -1 perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 51@ 
0618: assign_actor 40@ to_AS_pack 51@ 
061B: remove_references_to_AS_pack 51@ 
0006: 74@ = 2 

:MUSIC2_6260
00D6: if 
0214:   pickup 59@ picked_up 
004D: jump_if_false @MUSIC2_6388 
0164: disable_marker 61@ 
018A: 61@ = create_checkpoint_at 1298.74 -797.46 1083.4 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MUSIC2_6324 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 

:MUSIC2_6324
08DC: create_interior_marker 61@ at 1298.78 -798.2 radius 1.0 
00BC: show_text_highpriority GXT 'STP2_40' time 7000 flag 1  // ~y~Exit ~s~the mansion and get the rhyme book back to OG loc. It's safe to use your weapons now, although it may be less risky if you use stealth to get past any ~r~guards ~s~on patrol.
0006: 32@ = 0 
0006: 33@ = 0 
0006: 70@ = 3 
0006: 85@ = 1 

:MUSIC2_6388
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @MUSIC2_6425 
00D6: if 
075C:   marker 62@ enabled 
004D: jump_if_false @MUSIC2_6425 
0164: disable_marker 62@ 

:MUSIC2_6425
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @MUSIC2_6462 
00D6: if 
075C:   marker 63@ enabled 
004D: jump_if_false @MUSIC2_6462 
0164: disable_marker 63@ 

:MUSIC2_6462
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @MUSIC2_6499 
00D6: if 
075C:   marker 64@ enabled 
004D: jump_if_false @MUSIC2_6499 
0164: disable_marker 64@ 

:MUSIC2_6499
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @MUSIC2_6536 
00D6: if 
075C:   marker 65@ enabled 
004D: jump_if_false @MUSIC2_6536 
0164: disable_marker 65@ 

:MUSIC2_6536
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @MUSIC2_6573 
00D6: if 
075C:   marker 66@ enabled 
004D: jump_if_false @MUSIC2_6573 
0164: disable_marker 66@ 

:MUSIC2_6573
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @MUSIC2_6610 
00D6: if 
075C:   marker 68@ enabled 
004D: jump_if_false @MUSIC2_6610 
0164: disable_marker 68@ 

:MUSIC2_6610
00D6: if 
0039:   70@ == 3 
004D: jump_if_false @MUSIC2_8699 
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @MUSIC2_8011 
08E7: disable_entrance_markers 0 
032B: 60@ = create_weapon_pickup #SILENCED type 3 ammo 99999 at 1237.418 -808.5872 1084.09 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
009B: destroy_actor 39@ 
009A: 37@ = create_actor_pedtype 24 model #WBDYG1 at 1243.53 -812.19 1083.04 
08AD: link_actor 37@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 37@ Z_angle_to 270.948 
060B: set_actor 37@ decision_maker_to 45@ 
0187: 62@ = create_marker_above_actor 37@ 
018B: set_marker 62@ radar_mode 2 
01B2: give_actor 37@ weapon 23 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 37@ task_set 2.0 // float 
05F5: AS_actor 37@ goto_point_using_paths 1270.694 -802.518 1084.05 mode 4 time -2 
074E: unknown_set_actor_threat_scanner_flags 37@ radius 10.0 peds_to_scan 1 
02E2: set_actor 37@ weapon_accuracy_to 100 
009A: 38@ = create_actor_pedtype 24 model #WBDYG2 at 1280.02 -789.01 1083.05 
08AD: link_actor 38@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 38@ Z_angle_to 91.837 
060B: set_actor 38@ decision_maker_to 45@ 
0187: 63@ = create_marker_above_actor 38@ 
018B: set_marker 63@ radar_mode 2 
01B2: give_actor 38@ weapon 23 ammo 99999 // Load the weapon model before using this 
074E: unknown_set_actor_threat_scanner_flags 38@ radius 5.0 peds_to_scan 1 
02E2: set_actor 38@ weapon_accuracy_to 100 
009A: 42@ = create_actor_pedtype 24 model #WBDYG1 at 1249.768 -780.616 1084.063 
08AD: link_actor 42@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 42@ Z_angle_to 3.43 
0187: 67@ = create_marker_above_actor 42@ 
018B: set_marker 67@ radar_mode 2 
060B: set_actor 42@ decision_maker_to 45@ 
01B2: give_actor 42@ weapon 23 ammo 99999 // Load the weapon model before using this 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 1249.799 -769.679 1084.063 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 1267.62 -769.651 1084.06 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1249.799 -769.679 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1249.768 -780.616 1084.063 animation "NONE" IFP_file "NONE" 
0817: assign_actor 42@ to_animation_path_with_walk_mode 4 route_mode 3 
074E: unknown_set_actor_threat_scanner_flags 42@ radius 15.0 peds_to_scan 2 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @MUSIC2_7347 
009B: destroy_actor 41@ 
009A: 41@ = create_actor_pedtype 24 model #WBDYG1 at 1276.795 -792.368 1083.055 
08AD: link_actor 41@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 41@ Z_angle_to 180.0 
060B: set_actor 41@ decision_maker_to 46@ 
01B2: give_actor 41@ weapon 23 ammo 99999 // Load the weapon model before using this 
0187: 66@ = create_marker_above_actor 41@ 
018B: set_marker 66@ radar_mode 2 
0605: actor 41@ perform_animation "PED_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
074E: unknown_set_actor_threat_scanner_flags 41@ radius 20.0 peds_to_scan 1 
0002: jump @MUSIC2_7463 

:MUSIC2_7347
034F: destroy_actor_with_fade 41@ 
009A: 41@ = create_actor_pedtype 24 model #WBDYG1 at 1270.616 -792.298 1084.047 
08AD: link_actor 41@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 41@ Z_angle_to 186.126 
060B: set_actor 41@ decision_maker_to 46@ 
01B2: give_actor 41@ weapon 23 ammo 99999 // Load the weapon model before using this 
0187: 66@ = create_marker_above_actor 41@ 
018B: set_marker 66@ radar_mode 2 
06B0: AS_actor 41@ sit_down 400000 ms 
074E: unknown_set_actor_threat_scanner_flags 41@ radius 20.0 peds_to_scan 1 

:MUSIC2_7463
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @MUSIC2_7622 
009B: destroy_actor 40@ 
009A: 40@ = create_actor_pedtype 24 model #WBDYG2 at 1256.492 -795.662 1084.282 
08AD: link_actor 40@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 40@ Z_angle_to 186.842 
0605: actor 40@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0187: 65@ = create_marker_above_actor 40@ 
018B: set_marker 65@ radar_mode 2 
060B: set_actor 40@ decision_maker_to 46@ 
01B2: give_actor 40@ weapon 23 ammo 99999 // Load the weapon model before using this 
074E: unknown_set_actor_threat_scanner_flags 40@ radius 10.0 peds_to_scan 1 
0002: jump @MUSIC2_7758 

:MUSIC2_7622
034F: destroy_actor_with_fade 40@ 
009A: 40@ = create_actor_pedtype 24 model #WBDYG2 at 1252.99 -795.461 1083.282 
08AD: link_actor 40@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 40@ Z_angle_to 186.842 
0605: actor 40@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0187: 65@ = create_marker_above_actor 40@ 
018B: set_marker 65@ radar_mode 2 
060B: set_actor 40@ decision_maker_to 46@ 
01B2: give_actor 40@ weapon 23 ammo 99999 // Load the weapon model before using this 
074E: unknown_set_actor_threat_scanner_flags 40@ radius 10.0 peds_to_scan 1 

:MUSIC2_7758
009A: 44@ = create_actor_pedtype 24 model #WBDYG2 at 1290.667 -778.9339 1083.012 
08AD: link_actor 44@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 44@ Z_angle_to 350.151 
0648: unknown_actor 44@ task_set 5.0 // float 
060B: set_actor 44@ decision_maker_to 46@ 
0187: 69@ = create_marker_above_actor 44@ 
018B: set_marker 69@ radar_mode 2 
01B2: give_actor 44@ weapon 23 ammo 5000 // Load the weapon model before using this 
02E2: set_actor 44@ weapon_accuracy_to 100 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 1289.988 -766.581 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1270.314 -766.564 1084.063 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 1270.074 -782.155 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1290.246 -782.463 1084.056 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 44@ to_animation_path_with_walk_mode 4 route_mode 3 
0006: 78@ = 0 
0006: 85@ = 2 

:MUSIC2_8011
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @MUSIC2_8132 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1282.61 -787.389 1084.063 radius 6.0 6.0 6.0 
004D: jump_if_false @MUSIC2_8132 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @MUSIC2_8101 
060B: set_actor 40@ decision_maker_to 45@ 

:MUSIC2_8101
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @MUSIC2_8125 
060B: set_actor 41@ decision_maker_to 45@ 

:MUSIC2_8125
0006: 94@ = 1 

:MUSIC2_8132
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @MUSIC2_8229 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1249.61 -772.86 1083.46 radius 7.0 7.0 5.0 on_foot 
004D: jump_if_false @MUSIC2_8229 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @MUSIC2_8229 
060B: set_actor 44@ decision_maker_to 45@ 
0006: 78@ = 1 

:MUSIC2_8229
00D6: if 
0019:   85@ > 0 
004D: jump_if_false @MUSIC2_8302 
00D6: if 
0039:   71@ == 9 
004D: jump_if_false @MUSIC2_8302 
00D6: if 
0019:   32@ > 8500 
004D: jump_if_false @MUSIC2_8302 
03E5: show_text_box 'STP2_33'  // The ~r~guards ~w~are using silenced guns. If you manage to obtain one it will allow you to fire a gun without being heard by nearby guards.
0006: 71@ = 10 

:MUSIC2_8302
09E8: 34@ = actor $PLAYER_ACTOR active_interior 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @MUSIC2_8403 
0164: disable_marker 61@ 

:MUSIC2_8333
00D6: if 
816B:   not fading 
004D: jump_if_false @MUSIC2_8357 
0001: wait 0 ms 
0002: jump @MUSIC2_8333 

:MUSIC2_8357
00A1: put_actor $PLAYER_ACTOR at 1299.664 -800.546 83.148 
0173: set_actor $PLAYER_ACTOR Z_angle_to 271.284 
0373: set_camera_directly_behind_player 
0006: 85@ = 2 
0006: 70@ = 4 

:MUSIC2_8403
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @MUSIC2_8440 
00D6: if 
075C:   marker 62@ enabled 
004D: jump_if_false @MUSIC2_8440 
0164: disable_marker 62@ 

:MUSIC2_8440
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @MUSIC2_8477 
00D6: if 
075C:   marker 63@ enabled 
004D: jump_if_false @MUSIC2_8477 
0164: disable_marker 63@ 

:MUSIC2_8477
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @MUSIC2_8514 
00D6: if 
075C:   marker 64@ enabled 
004D: jump_if_false @MUSIC2_8514 
0164: disable_marker 64@ 

:MUSIC2_8514
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @MUSIC2_8551 
00D6: if 
075C:   marker 65@ enabled 
004D: jump_if_false @MUSIC2_8551 
0164: disable_marker 65@ 

:MUSIC2_8551
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @MUSIC2_8588 
00D6: if 
075C:   marker 66@ enabled 
004D: jump_if_false @MUSIC2_8588 
0164: disable_marker 66@ 

:MUSIC2_8588
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @MUSIC2_8625 
00D6: if 
075C:   marker 67@ enabled 
004D: jump_if_false @MUSIC2_8625 
0164: disable_marker 67@ 

:MUSIC2_8625
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @MUSIC2_8662 
00D6: if 
075C:   marker 68@ enabled 
004D: jump_if_false @MUSIC2_8662 
0164: disable_marker 68@ 

:MUSIC2_8662
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @MUSIC2_8699 
00D6: if 
075C:   marker 69@ enabled 
004D: jump_if_false @MUSIC2_8699 
0164: disable_marker 69@ 

:MUSIC2_8699
00D6: if 
0039:   85@ == 2 
004D: jump_if_false @MUSIC2_8988 
00D6: if 
0039:   70@ == 4 
004D: jump_if_false @MUSIC2_8988 
018A: 61@ = create_checkpoint_at 790.0 -1631.0 12.43 
040D: unload_wav 3 
00A5: 53@ = create_car #MTBIKE at 1306.718 -797.24 83.66 
0175: set_car 53@ Z_angle_to 206.253 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
009B: destroy_actor 39@ 
009B: destroy_actor 40@ 
009B: destroy_actor 41@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
0164: disable_marker 65@ 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0249: release_model #WBDYG1 
0249: release_model #WBDYG2 
0249: release_model #HUNTLEY 
0249: release_model #STAFFORD 
0249: release_model #KMB_RHYMESBOOK 
0249: release_model #CJ_JUICE_CAN 
0249: release_model #SILENCED 
04EF: release_animation "CRIB" 
04EF: release_animation "VENDING" 
0249: release_model #KNIFECUR 
075B: zoom_radar 0 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
0164: disable_marker 65@ 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
00BC: show_text_highpriority GXT 'STP2_30' time 7000 flag 1  // ~s~You need to take the rhyme book back to OG Loc. He is at ~y~Burger Shot~s~.
0006: 70@ = 5 
0006: 32@ = 0 

:MUSIC2_8988
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @MUSIC2_9048 
00D6: if 
8119:   not car 53@ wrecked 
004D: jump_if_false @MUSIC2_9048 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 53@ 
004D: jump_if_false @MUSIC2_9048 
0006: 97@ = 1 

:MUSIC2_9048
00D6: if 
0039:   70@ == 5 
004D: jump_if_false @MUSIC2_9582 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 788.05 -1630.31 12.42 radius 2.0 2.0 5.0 
004D: jump_if_false @MUSIC2_9582 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
016A: fade 0 time 1000 

:MUSIC2_9132
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC2_9156 
0001: wait 0 ms 
0002: jump @MUSIC2_9132 

:MUSIC2_9156
0395: clear_area 1 at -1095.489 -1630.609 50.0 radius 50.0 
01C3: remove_references_to_car 53@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MUSIC2_9276 
00D9: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car // add to mission cleanup 
00AB: put_car $TEMPVAR_ACTOR_CAR at 784.686 -1613.7 12.22 
0175: set_car $TEMPVAR_ACTOR_CAR Z_angle_to 353.08 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 785.75 -1632.84 12.43 
0173: set_actor $PLAYER_ACTOR Z_angle_to 316.0 
0002: jump @MUSIC2_9306 

:MUSIC2_9276
00A1: put_actor $PLAYER_ACTOR at 785.75 -1632.84 12.43 
0173: set_actor $PLAYER_ACTOR Z_angle_to 316.0 

:MUSIC2_9306
04ED: load_animation "GANGS" 
023C: load_special_actor 'OGLOC' as 1 // models 290-299 
040D: unload_wav 1 
03CF: load_wav 21805 as 1 
040D: unload_wav 2 
03CF: load_wav 21806 as 2 
038B: load_requested_models 

:MUSIC2_9352
00D6: if or
84EE:   not animation "GANGS" loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @MUSIC2_9391 
0001: wait 0 ms 
0002: jump @MUSIC2_9352 

:MUSIC2_9391
009A: 52@ = create_actor_pedtype 23 model #SPECIAL01 at 792.72 -1626.6 12.43 
0173: set_actor 52@ Z_angle_to 114.71 
060B: set_actor 52@ decision_maker_to 46@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0489: set_actor 52@ muted 1 
0489: set_actor $PLAYER_ACTOR muted 1 
016A: fade 1 time 2000 
0006: 95@ = 1 
015F: set_camera_position 785.7997 -1635.43 13.4579 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 786.2913 -1634.565 13.3583 switchstyle 2 
05D3: AS_actor $PLAYER_ACTOR goto_point 788.98 -1629.61 12.59 mode 4 time -1 ms // versionA 
05D3: AS_actor 52@ goto_point 788.98 -1629.61 12.59 mode 4 time -1 ms // versionA 
0006: 32@ = 0 
0006: 70@ = 6 

:MUSIC2_9582
00D6: if 
0039:   70@ == 6 
004D: jump_if_false @MUSIC2_9837 
00D6: if 
0019:   32@ > 2440 
004D: jump_if_false @MUSIC2_9837 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @MUSIC2_9837 
015F: set_camera_position 788.2733 -1628.832 13.9503 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 788.473 -1629.811 13.9214 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 787.973 -1630.274 12.42 
0173: set_actor $PLAYER_ACTOR Z_angle_to 310.378 
00A1: put_actor 52@ at 788.7348 -1629.626 12.42 
0173: set_actor 52@ Z_angle_to 130.378 
0792: disembark_instantly_actor 52@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0605: actor 52@ perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $PLAYER_ACTOR perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 70@ = 7 

:MUSIC2_9837
00D6: if 
0019:   70@ > 4 
004D: jump_if_false @MUSIC2_10502 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @MUSIC2_10502 
00D6: if 
0039:   95@ == 1 
004D: jump_if_false @MUSIC2_9924 
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'LOC2_CA' time 5000 flag 1  // ~z~Hey Loc, I got what you wanted.
0006: 95@ = 2 

:MUSIC2_9924
00D6: if 
0039:   95@ == 2 
004D: jump_if_false @MUSIC2_9982 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @MUSIC2_9982 
00BE: text_clear_all 
040D: unload_wav 1 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 21807 as 1 
0006: 95@ = 3 

:MUSIC2_9982
00D6: if 
0039:   95@ == 3 
004D: jump_if_false @MUSIC2_10035 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'LOC2_CB' time 5000 flag 1  // ~z~Holmes, you ice cold, dude!
0967: actor 52@ move_mouth 10000 ms 
0006: 95@ = 4 

:MUSIC2_10035
00D6: if 
0039:   95@ == 4 
004D: jump_if_false @MUSIC2_10093 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @MUSIC2_10093 
00BE: text_clear_all 
040D: unload_wav 2 
0968: actor 52@ stop_mouth 
03CF: load_wav 21808 as 2 
0006: 95@ = 5 

:MUSIC2_10093
00D6: if 
0039:   95@ == 5 
004D: jump_if_false @MUSIC2_10161 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @MUSIC2_10161 
00BC: show_text_highpriority GXT 'LOC2_CC' time 5000 flag 1  // ~z~Hey, I'll catch you later.
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
03D1: play_wav 1 
0006: 95@ = 6 

:MUSIC2_10161
00D6: if 
0039:   95@ == 6 
004D: jump_if_false @MUSIC2_10208 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @MUSIC2_10208 
00BE: text_clear_all 
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 95@ = 7 

:MUSIC2_10208
00D6: if 
0039:   95@ == 7 
004D: jump_if_false @MUSIC2_10366 
015F: set_camera_position 773.2047 -1633.066 17.7324 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 774.1813 -1632.908 17.5877 switchstyle 2 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'LOC2_DC' time 5000 flag 1  // ~z~Peace, homie!
0967: actor 52@ move_mouth 4000 ms 
05D3: AS_actor $PLAYER_ACTOR goto_point 806.1331 -1630.219 12.3906 mode 4 time 60000 ms // versionA 
05D3: AS_actor 52@ goto_point 793.8177 -1625.155 12.3828 mode 4 time 60000 ms // versionA 
0006: 95@ = 8 

:MUSIC2_10366
00D6: if 
0039:   95@ == 8 
004D: jump_if_false @MUSIC2_10502 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @MUSIC2_10502 
016A: fade 0 time 1000 
00BE: text_clear_all 
040D: unload_wav 2 

:MUSIC2_10412
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC2_10436 
0001: wait 0 ms 
0002: jump @MUSIC2_10412 

:MUSIC2_10436
00A1: put_actor $PLAYER_ACTOR at 808.299 -1630.424 12.42 
0173: set_actor $PLAYER_ACTOR Z_angle_to 254.602 
016A: fade 1 time 1000 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0002: jump @MUSIC2_10527 
0006: 95@ = 9 

:MUSIC2_10502
0002: jump @MUSIC2_745 

:MUSIC2_10509
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:MUSIC2_10527
0318: set_latest_mission_passed 'STRAP_2'  // Madd Dogg's Rhymes
01E3: show_text_1number_styled GXT 'M_PASSR' number 4 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 4 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
0008: $OG_LOC_TOTAL_PASSED_MISSIONS += 1 
0051: return 

:MUSIC2_10582
08F4: set_max_group_members 99 
034F: destroy_actor_with_fade 52@ 
0215: destroy_pickup 60@ 
07FB: set_interior 'MADDOGS' access 0  // Madd Dogg's Crib
07FB: set_interior 'MDDOGS' access 0  // Madd Dogg's Crib
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MUSIC2_10652 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 

:MUSIC2_10652
03C7: set_sensitivity_to_crime 1.0 
075B: zoom_radar 0 
0489: set_actor $PLAYER_ACTOR muted 0 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
0164: disable_marker 65@ 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0215: destroy_pickup 59@ 
0296: unload_special_actor 1 
04EF: release_animation "GANGS" 
0249: release_model #MTBIKE 
0249: release_model #MICRO_UZI 
0249: release_model #WBDYG1 
0249: release_model #WBDYG2 
0249: release_model #HUNTLEY 
0249: release_model #STAFFORD 
0249: release_model #KMB_RHYMESBOOK 
0249: release_model #CJ_JUICE_CAN 
0249: release_model #SILENCED 
04EF: release_animation "CRIB" 
04EF: release_animation "VENDING" 
0249: release_model #KNIFECUR 
0004: $ONMISSION = 0 
08E7: disable_entrance_markers 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 33---------------
// Originally: Management Issues

:MUSIC3
03A4: name_thread 'MUSIC3' 
0050: gosub @MUSIC3_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @MUSIC3_38 
0050: gosub @MUSIC3_15492 

:MUSIC3_38
0050: gosub @MUSIC3_15596 
004E: end_thread 

:MUSIC3_47
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
054C: use_GXT_table 'STRAP3' 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @MUSIC3_805 
0107: 90@ = create_object #DYN_ROADBARRIER_2 at 1024.5 -1123.2 22.9 
0107: 91@ = create_object #DYN_ROADBARRIER_2 at 1024.5 -1127.2 22.9 
0107: 92@ = create_object #DYN_ROADBARRIER_2 at 1024.5 -1131.2 22.9 
0107: 93@ = create_object #DYN_ROADBARRIER_2 at 1020.5 -1123.2 22.9 
0107: 94@ = create_object #DYN_ROADBARRIER_2 at 1020.5 -1127.2 22.9 
0107: 95@ = create_object #DYN_ROADBARRIER_2 at 1020.5 -1131.2 22.9 
0107: 96@ = create_object #DYN_ROADBARRIER_2 at 1016.5 -1133.2 22.9 
0107: 97@ = create_object #DYN_ROADBARRIER_2 at 1012.5 -1133.2 22.9 
0107: 98@ = create_object #DYN_ROADBARRIER_2 at 1008.5 -1133.2 22.9 
0107: 99@ = create_object #DYN_ROADBARRIER_2 at 1028.5 -1133.2 22.9 
0107: 100@ = create_object #DYN_ROADBARRIER_2 at 1032.5 -1133.2 22.9 
0107: 101@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 78@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 79@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 80@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 81@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 82@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 83@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 84@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 85@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 86@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 87@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 88@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 89@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
018A: 113@ = create_checkpoint_at 1118.3 -1140.9 22.2 
009A: 63@ = create_actor_pedtype 25 model #LAPD1 at 1023.4 -1121.0 22.9 
009A: 70@ = create_actor_pedtype 25 model #LAPD1 at 1023.4 -1121.0 22.9 
00A5: 67@ = create_car #ELEGANT at 1174.1 -926.8 43.6 
009A: 65@ = create_actor_pedtype 25 model #LAPD1 at 1023.4 -1121.0 22.9 
009A: 64@ = create_actor_pedtype 25 model #LAPD1 at 1023.4 -1121.0 22.9 
009A: 111@ = create_actor_pedtype 25 model #LAPD1 at 1023.4 -1121.0 22.9 

:MUSIC3_805
00BE: text_clear_all 
0001: wait 0 ms 
0006: 122@ = 0 
0006: 123@ = 0 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 175@ = 0 
0006: 126@ = 0 
0005: $TEMPVAR_FLOAT_1 = 0.0 
0005: $TEMPVAR_FLOAT_2 = 0.0 
0005: $TEMPVAR_FLOAT_3 = 0.0 
0006: 140@ = 0 
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 130@ = 0 
0006: 131@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 134@ = 0 
04AF: 136@ = 24 // = constant 
0006: 141@ = 0 
0006: 142@ = 0 
0007: 225@ = 0.0 
0007: 226@ = 0.0 
0007: 227@ = 0.0 
0007: 228@ = 0.0 
0007: 229@ = 0.0 
0007: 230@ = 0.0 
0006: 143@ = 0 
0006: 144@ = 0 
0006: 145@ = 0 
0006: 146@ = 0 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0004: $TIME_MINS = 0 
0006: 150@ = 0 
0007: 157@ = 0.0 
0006: 152@ = 0 
0006: 153@ = 0 
0006: 154@ = 0 
0006: 155@ = 0 
0006: 159@ = 0 
0006: 160@ = 0 
0006: 161@ = 0 
0006: 162@ = 0 
0006: 174@ = 0 
0006: 175@ = 0 
0006: 176@ = 0 
0006: 177@ = 0 
0006: 220@ = 0 
0006: 221@ = 0 
0006: 222@ = 0 
0006: 223@ = 0 
0006: 224@ = 0 
0006: 163@ = 0 
0006: 164@ = 0 
0006: 165@ = 0 
0006: 166@ = 0 
0006: 167@ = 0 
0006: 168@ = 0 
0006: 169@ = 0 
0006: 156@ = 0 
0006: 170@ = 0 
0006: 171@ = 0 
08F5: save_player_group 
04BB: select_interior 10 
0169: set_fade_color_RGB 0 0 0 
02E4: load_cutscene_data 'STRAP3A' 

:MUSIC3_1314
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MUSIC3_1338 
0001: wait 0 ms 
0002: jump @MUSIC3_1314 

:MUSIC3_1338
02E7: start_cutscene 
016A: fade 1 time 1000 

:MUSIC3_1347
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MUSIC3_1371 
0001: wait 0 ms 
0002: jump @MUSIC3_1347 

:MUSIC3_1371
016A: fade 0 time 0 

:MUSIC3_1377
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_1401 
0001: wait 0 ms 
0002: jump @MUSIC3_1377 

:MUSIC3_1401
04BB: select_interior 0 
02EA: end_cutscene 
08F6: restore_player_group 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
0247: load_model #WBDYG1 
0247: load_model #ELEGANT 
0247: load_model #COLT45 
0247: load_model #CELLPHONE 
03CF: load_wav 24600 as 3 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07E5: copy_decision_maker 65542 to 233@ 
060A: create_decision_maker_type 2 store_to 234@ // decision\allowed\m_.ped files 
0395: clear_area 1 at 1214.8 -921.7 41.7 radius 5.0 
04AF: 169@ = 507 // = constant 
0050: gosub @MUSIC3_23318 
00A5: 73@ = create_car #ELEGANT at 1214.8 -921.7 41.7 
0175: set_car 73@ Z_angle_to 169.3 
0229: set_car 73@ primary_color_to 0 secondary_color_to 0 
0294: set_car 73@ sprayable 0 
02AA: set_car 73@ immune_to_nonplayer 1 
020A: set_car 73@ door_status_to 1 
02AA: set_car 73@ immune_to_nonplayer 1 
053F: set_car 73@ tires_vulnerability 0 
0186: 113@ = create_marker_above_car 73@ 
0129: 76@ = create_actor_pedtype 25 model #WBDYG1 in_car 73@ driverseat 
01B2: give_actor 76@ weapon 22 ammo 3000 // Load the weapon model before using this 
060B: set_actor 76@ decision_maker_to 234@ 
0395: clear_area 1 at 1297.6 -1137.2 22.5 radius 5.0 
04AF: 169@ = 507 // = constant 
0050: gosub @MUSIC3_23318 
00A5: 72@ = create_car #ELEGANT at 1297.6 -1137.2 22.5 
0175: set_car 72@ Z_angle_to 90.0 
02AA: set_car 72@ immune_to_nonplayer 1 
0229: set_car 72@ primary_color_to 0 secondary_color_to 0 
04BD: set_car 72@ is_part_of_convoy 1 
020A: set_car 72@ door_status_to 3 
0574: set_car 72@ keep_position 1 
053F: set_car 72@ tires_vulnerability 0 
0395: clear_area 1 at 1316.5 -1137.2 22.5 radius 5.0 
04AF: 169@ = 507 // = constant 
0050: gosub @MUSIC3_23318 
00A5: 74@ = create_car #ELEGANT at 1316.5 -1137.2 22.5 
0175: set_car 74@ Z_angle_to 90.0 
02AA: set_car 74@ immune_to_nonplayer 1 
0229: set_car 74@ primary_color_to 0 secondary_color_to 0 
04BD: set_car 74@ is_part_of_convoy 1 
020A: set_car 74@ door_status_to 3 
00AE: set_car 74@ traffic_behaviour_to 1 
0574: set_car 74@ keep_position 1 
053F: set_car 74@ tires_vulnerability 0 
04E0: car 74@ abandon_path_radius 50 
0852: set_car 74@ damages_visible 0 
0994: unknown_create_escape_at 76.6 -1527.6 4.1 
0994: unknown_create_escape_at 162.2 -1394.6 46.8 
0994: unknown_create_escape_at 273.2 -980.9 47.4 
0994: unknown_create_escape_at 362.8 -1147.8 77.0 
0994: unknown_create_escape_at 378.1 -1147.4 77.0 
0994: unknown_create_escape_at 1536.4 -994.8 41.5 
0994: unknown_create_escape_at 1638.7 -1177.5 54.1 
0994: unknown_create_escape_at 1873.9 -1009.4 35.0 
0994: unknown_create_escape_at 2887.8 -1121.4 9.8 
0994: unknown_create_escape_at 165.8 -1185.3 51.8 
0994: unknown_create_escape_at 695.7 -995.6 51.0 
0994: unknown_create_escape_at 794.8 -1033.6 23.7 
0994: unknown_create_escape_at 1311.1 -701.7 91.7 
0994: unknown_create_escape_at 2838.7 -1024.2 21.5 
00BC: show_text_highpriority GXT 'STP3_01' time 7000 flag 1  // ~s~One of Madd Dogg's Manager's ~r~drivers~s~ is eating at the Burger Shot across town.
00BB: show_text_lowpriority GXT 'STP3_02' time 7000 flag 1  // ~s~Go and steal his ~r~car~s~ and meet the other drivers before 10pm.
0395: clear_area 1 at 794.6 -1597.1 12.5 radius 1.0 
03CB: set_rendering_origin_at 794.6 -1597.1 12.5 
00A1: put_actor $PLAYER_ACTOR at 794.6 -1597.1 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 45.0 
00C0: set_current_time_hours_to 16 minutes_to 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
09D2: set_cops_chase_criminals 0 
0006: 33@ = 0 
016A: fade 1 time 500 

:MUSIC3_2268
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @MUSIC3_2294 
0002: jump @MUSIC3_15510 

:MUSIC3_2294
0050: gosub @MUSIC3_16173 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_2326 
0002: jump @MUSIC3_15492 

:MUSIC3_2326
01BD: 144@ = current_time_in_ms 
0085: 143@ = 144@ // (int) 
0062: 143@ -= 145@ // (int) 
0085: 145@ = 144@ // (int) 
0062: 146@ -= 143@ // (int) 
005A: 159@ += 143@ // (int) 
00BF: 149@ = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if 
0039:   122@ == 0 
004D: jump_if_false @MUSIC3_4538 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @MUSIC3_2442 
00A1: put_actor $PLAYER_ACTOR at 1179.5 -920.3 42.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 99.7 

:MUSIC3_2442
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @MUSIC3_2593 
00D6: if or
0039:   123@ == 1 
0039:   123@ == 2 
004D: jump_if_false @MUSIC3_2593 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 73@ radius 25.0 25.0 25.0 flag 0 
004D: jump_if_false @MUSIC3_2593 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_2579 
00D6: if 
00DB:   actor 76@ in_car 73@ 
004D: jump_if_false @MUSIC3_2572 
00BB: show_text_lowpriority GXT 'STP3_19' time 7000 flag 1  // ~s~Damage the ~r~car~s~ to force the driver out.

:MUSIC3_2572
0002: jump @MUSIC3_2586 

:MUSIC3_2579
0006: 175@ = 2 

:MUSIC3_2586
0006: 175@ = 1 

:MUSIC3_2593
00D6: if 
0039:   175@ == 1 
004D: jump_if_false @MUSIC3_2753 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_2746 
00D6: if 
8448:   not actor 76@ in_car 73@ 
004D: jump_if_false @MUSIC3_2739 
03D5: remove_text 'STP3_19'  // ~s~Damage the ~r~car~s~ to force the driver out.
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 76@ radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @MUSIC3_2732 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_2732 
0006: 174@ = 1 
0006: 176@ = 0 
0050: gosub @MUSIC3_24549 

:MUSIC3_2732
0006: 175@ = 2 

:MUSIC3_2739
0002: jump @MUSIC3_2753 

:MUSIC3_2746
0006: 175@ = 2 

:MUSIC3_2753
00D6: if 
0039:   175@ == 2 
004D: jump_if_false @MUSIC3_2872 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_2872 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_2872 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_2865 
03D5: remove_text 'STP3_19'  // ~s~Damage the ~r~car~s~ to force the driver out.
00BB: show_text_lowpriority GXT 'STP3_11' time 7000 flag 1  // ~S~Get in the ~r~car~s~.
0006: 175@ = 3 
0002: jump @MUSIC3_2872 

:MUSIC3_2865
0006: 175@ = 3 

:MUSIC3_2872
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @MUSIC3_3325 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_3325 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 76@ radius 250.0 250.0 0 
0019:   149@ > 17 
004D: jump_if_false @MUSIC3_3325 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @MUSIC3_3318 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @MUSIC3_3097 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0006: 174@ = 7 
0006: 176@ = 0 
0006: 177@ = 1 
0050: gosub @MUSIC3_24549 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0006: 124@ = 1 
0707: start_scene_skip_to @MUSIC3_3486 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0006: 32@ = 0 
0006: 167@ = 1 
0006: 123@ = 1 
0002: jump @MUSIC3_3311 

:MUSIC3_3097
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_3262 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_3262 
0615: define_AS_pack_begin 232@ 
05CB: AS_actor -1 enter_car 73@ as_driver -1 ms 
05D1: AS_actor -1 drive_car 73@ to 1211.0 -932.3 41.9 speed 15.0 0 model #CSPLAY 0 
05D1: AS_actor -1 drive_car 73@ to 1160.8 -1027.5 31.4 speed 15.0 0 model #CSPLAY 0 
05D2: AS_actor -1 run_to_and_hijack_car 73@ max_search_radius 15.0 traffic_behavior 0 
0616: define_AS_pack_end 232@ 
0618: assign_actor 76@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
072F: enable_car 73@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC 

:MUSIC3_3262
0006: 174@ = 7 
0006: 176@ = 0 
0006: 177@ = 5 
0050: gosub @MUSIC3_24549 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0006: 167@ = 3 
0006: 123@ = 1 

:MUSIC3_3311
0002: jump @MUSIC3_3325 

:MUSIC3_3318
0006: 123@ = 1 

:MUSIC3_3325
00D6: if 
0039:   167@ == 1 
004D: jump_if_false @MUSIC3_3415 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @MUSIC3_3415 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_3415 
0006: 174@ = 7 
0006: 176@ = 1 
0006: 177@ = 2 
0050: gosub @MUSIC3_24549 
0006: 167@ = 2 

:MUSIC3_3415
00D6: if 
0039:   167@ == 2 
004D: jump_if_false @MUSIC3_3703 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_3703 
0006: 174@ = 7 
0006: 176@ = 2 
0006: 177@ = 5 
0050: gosub @MUSIC3_24549 
0006: 124@ = 0 

:MUSIC3_3486
0701: end_scene_skip 
0050: gosub @MUSIC3_16173 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_3520 
0002: jump @MUSIC3_15492 

:MUSIC3_3520
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_3685 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_3685 
0615: define_AS_pack_begin 232@ 
05CB: AS_actor -1 enter_car 73@ as_driver -1 ms 
05D1: AS_actor -1 drive_car 73@ to 1211.0 -932.3 41.9 speed 15.0 0 model #CSPLAY 0 
05D1: AS_actor -1 drive_car 73@ to 1160.8 -1027.5 31.4 speed 15.0 0 model #CSPLAY 0 
05D2: AS_actor -1 run_to_and_hijack_car 73@ max_search_radius 15.0 traffic_behavior 0 
0616: define_AS_pack_end 232@ 
0618: assign_actor 76@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
072F: enable_car 73@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC 

:MUSIC3_3685
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0006: 167@ = 3 

:MUSIC3_3703
00D6: if 
0039:   167@ == 3 
004D: jump_if_false @MUSIC3_3873 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_3789 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 1 // == constant 
004D: jump_if_false @MUSIC3_3775 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:MUSIC3_3775
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0006: 167@ = 4 

:MUSIC3_3789
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @MUSIC3_3873 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 1 // == constant 
004D: jump_if_false @MUSIC3_3859 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:MUSIC3_3859
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0006: 167@ = 4 

:MUSIC3_3873
00D6: if 
0039:   123@ == 1 
004D: jump_if_false @MUSIC3_3985 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_3985 
00D6: if 
00DB:   actor 76@ in_car 73@ 
004D: jump_if_false @MUSIC3_3985 
00D6: if 
0019:   149@ > 20 
004D: jump_if_false @MUSIC3_3985 
05D1: AS_actor 76@ drive_car 73@ to 1316.4 -1136.5 22.9 speed 15.0 0 model #CSPLAY 2 
0006: 123@ = 2 

:MUSIC3_3985
00D6: if 
0039:   123@ == 2 
004D: jump_if_false @MUSIC3_4106 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_4106 
00D6: if 
00DB:   actor 76@ in_car 73@ 
004D: jump_if_false @MUSIC3_4106 
00D6: if 
01AD:   car 73@ sphere 0 near_point 1316.4 -1136.5 radius 5.0 5.0 
004D: jump_if_false @MUSIC3_4106 
00BC: show_text_highpriority GXT 'STP3_03' time 4000 flag 1  // ~r~You were too slow!
0006: 150@ = 1 
0006: 122@ = 9 

:MUSIC3_4106
00D6: if 
0019:   123@ > 0 
004D: jump_if_false @MUSIC3_4339 
00D6: if 
001B:   3 > 123@ 
004D: jump_if_false @MUSIC3_4339 
00D6: if 
051C:   car 73@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MUSIC3_4223 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_4211 
0615: define_AS_pack_begin 232@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 76@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_4211
03CD: disable_car 73@ stuck_check 
0006: 123@ = 3 

:MUSIC3_4223
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_4327 
00D6: if 
80DB:   not actor 76@ in_car 73@ 
004D: jump_if_false @MUSIC3_4320 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_4308 
0615: define_AS_pack_begin 232@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 76@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_4308
03CD: disable_car 73@ stuck_check 
0006: 123@ = 3 

:MUSIC3_4320
0002: jump @MUSIC3_4339 

:MUSIC3_4327
03CD: disable_car 73@ stuck_check 
0006: 123@ = 3 

:MUSIC3_4339
00D6: if 
0019:   149@ > 21 
004D: jump_if_false @MUSIC3_4371 
0006: 150@ = 0 
0006: 122@ = 9 

:MUSIC3_4371
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 73@ radius 60.0 60.0 sphere 0 
004D: jump_if_false @MUSIC3_4416 
02AA: set_car 73@ immune_to_nonplayer 0 
0002: jump @MUSIC3_4423 

:MUSIC3_4416
02AA: set_car 73@ immune_to_nonplayer 1 

:MUSIC3_4423
00D6: if 
0039:   123@ == 3 
004D: jump_if_false @MUSIC3_4538 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_4538 
0164: disable_marker 113@ 
018A: 113@ = create_checkpoint_at 1306.4 -1137.5 22.5 
03D5: remove_text 'STP3_11'  // ~S~Get in the ~r~car~s~.
00BB: show_text_lowpriority GXT 'STP3_33' time 7000 flag 1  // ~s~Go and meet up with the other ~y~drivers~s~ before 10pm. Don't damage your car!
0249: release_model #CELLPHONE 
0006: 175@ = 0 
0006: 123@ = 0 
0006: 122@ = 1 

:MUSIC3_4538
00D6: if 
0039:   122@ == 1 
004D: jump_if_false @MUSIC3_5519 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @MUSIC3_4601 
00A1: put_actor $PLAYER_ACTOR at 1306.4 -1137.5 22.5 
0175: set_car 73@ Z_angle_to 90.0 

:MUSIC3_4601
00D6: if 
0019:   149@ > 21 
004D: jump_if_false @MUSIC3_4633 
0006: 150@ = 0 
0006: 122@ = 9 

:MUSIC3_4633
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @MUSIC3_4899 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_4899 
00D6: if or
8185:   not car 73@ health >= 700 
03C9:   car 73@ damaged 
004D: jump_if_false @MUSIC3_4773 
03D5: remove_text 'STP3_33'  // ~s~Go and meet up with the other ~y~drivers~s~ before 10pm. Don't damage your car!
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @MUSIC3_4773 
0164: disable_marker $450 
02A8: $450 = create_marker 63 at 488.0 -1734.0 34.4 
00BB: show_text_lowpriority GXT 'STP3_22' time 11000 flag 1  // ~s~The car is damaged, go and get it repaired.
0006: 175@ = 1 

:MUSIC3_4773
00D6: if 
0185:   car 73@ health >= 700 
004D: jump_if_false @MUSIC3_4899 
00D6: if 
83C9:   not car 73@ damaged 
004D: jump_if_false @MUSIC3_4899 
03D5: remove_text 'STP3_22'  // ~s~The car is damaged, go and get it repaired.
0164: disable_marker $450 
04CE: $450 = create_icon_marker 63 at 488.0 -1734.0 34.4 
0164: disable_marker 113@ 
018A: 113@ = create_checkpoint_at 1306.4 -1137.5 22.5 
0006: 160@ = 0 
0006: 159@ = 0 
0006: 175@ = 0 
0006: 123@ = 1 

:MUSIC3_4899
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @MUSIC3_4959 
00D6: if 
0019:   159@ > 4000 
004D: jump_if_false @MUSIC3_4959 
00BB: show_text_lowpriority GXT 'STP3_33' time 7000 flag 1  // ~s~Go and meet up with the other ~y~drivers~s~ before 10pm. Don't damage your car!
0006: 160@ = 1 

:MUSIC3_4959
00D6: if 
0039:   123@ == 1 
004D: jump_if_false @MUSIC3_5408 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_5408 
00D6: if 
01AF:   car 73@ sphere 1 in_sphere 1306.4 -1137.5 22.5 radius 4.0 4.0 4.0 
004D: jump_if_false @MUSIC3_5217 
0174: 157@ = car 73@ Z_angle 
00D6: if 
0021:   157@ > 95.0 
004D: jump_if_false @MUSIC3_5110 
00D6: if 
0033:   360.0 >= 157@ 
004D: jump_if_false @MUSIC3_5110 
00BC: show_text_highpriority GXT 'STP3_25' time 7000 flag 1  // ~s~Park the car facing the same way as the other cars.

:MUSIC3_5110
00D6: if 
0023:   85.0 > 157@ 
004D: jump_if_false @MUSIC3_5168 
00D6: if 
0031:   157@ >= 0.0 
004D: jump_if_false @MUSIC3_5168 
00BC: show_text_highpriority GXT 'STP3_25' time 7000 flag 1  // ~s~Park the car facing the same way as the other cars.

:MUSIC3_5168
00D6: if 
0031:   157@ >= 85.0 
004D: jump_if_false @MUSIC3_5217 
00D6: if 
0033:   95.0 >= 157@ 
004D: jump_if_false @MUSIC3_5217 
0006: 123@ = 2 

:MUSIC3_5217
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @MUSIC3_5327 
00D6: if 
01AF:   car 73@ sphere 0 in_sphere 1306.4 -1137.5 22.5 radius 15.0 30.0 30.0 
004D: jump_if_false @MUSIC3_5327 
00D6: if or
02CA:   car 72@ bounding_sphere_visible 
02CA:   car 74@ bounding_sphere_visible 
004D: jump_if_false @MUSIC3_5327 
00BC: show_text_highpriority GXT 'STP3_25' time 7000 flag 1  // ~s~Park the car facing the same way as the other cars.
0006: 161@ = 1 

:MUSIC3_5327
00D6: if or
8185:   not car 73@ health >= 700 
03C9:   car 73@ damaged 
004D: jump_if_false @MUSIC3_5408 
0164: disable_marker 113@ 
0164: disable_marker $450 
02A8: $450 = create_marker 63 at 488.0 -1734.0 34.4 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'STP3_22' time 11000 flag 1  // ~s~The car is damaged, go and get it repaired.
0006: 123@ = 0 

:MUSIC3_5408
00D6: if 
0185:   car 73@ health >= 700 
004D: jump_if_false @MUSIC3_5512 
00D6: if 
83C9:   not car 73@ damaged 
004D: jump_if_false @MUSIC3_5512 
00D6: if 
0039:   123@ == 2 
004D: jump_if_false @MUSIC3_5512 
01B4: set_player $PLAYER_CHAR can_move 0 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
0164: disable_marker 113@ 
0164: disable_marker $450 
04CE: $450 = create_icon_marker 63 at 488.0 -1734.0 34.4 
0006: 122@ = 2 

:MUSIC3_5512
0050: gosub @MUSIC3_20713 

:MUSIC3_5519
00D6: if 
0039:   122@ == 9 
004D: jump_if_false @MUSIC3_5551 
0006: 123@ = 0 
0006: 122@ = 10 

:MUSIC3_5551
00D6: if 
0039:   122@ == 10 
004D: jump_if_false @MUSIC3_7206 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @MUSIC3_6507 
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @MUSIC3_6507 
00BE: text_clear_all 
016A: fade 0 time 500 

:MUSIC3_5621
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_5645 
0001: wait 0 ms 
0002: jump @MUSIC3_5621 

:MUSIC3_5645
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1306.4 -1137.5 radius 20.0 20.0 
004D: jump_if_false @MUSIC3_5766 
0395: clear_area 1 at 1247.1 -1156.0 22.7 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 1247.1 -1156.0 22.7 

:MUSIC3_5766
03CB: set_rendering_origin_at 1305.5 -1131.7 22.6 
00A6: destroy_car 72@ 
01C3: remove_references_to_car 73@ 
009B: destroy_actor 76@ 
00A6: destroy_car 74@ 
041E: set_radio_station 11 
0395: clear_area 1 at 1303.5 -1131.5 22.6 radius 5.0 
009A: 75@ = create_actor_pedtype 25 model #WBDYG1 at 1303.5 -1131.5 22.6 
0173: set_actor 75@ Z_angle_to 168.1 
060B: set_actor 75@ decision_maker_to 233@ 
0395: clear_area 1 at 1297.6 -1137.2 22.5 radius 5.0 
04AF: 169@ = 507 // = constant 
0050: gosub @MUSIC3_23318 
00A5: 72@ = create_car #ELEGANT at 1297.6 -1137.2 22.5 
0175: set_car 72@ Z_angle_to 90.0 
0229: set_car 72@ primary_color_to 0 secondary_color_to 0 
04BD: set_car 72@ is_part_of_convoy 1 
05CB: AS_actor 75@ enter_car 72@ as_driver -1 ms 
0395: clear_area 1 at 1305.5 -1131.7 22.6 radius 5.0 
009A: 77@ = create_actor_pedtype 25 model #WBDYG1 at 1305.5 -1131.7 22.6 
0173: set_actor 77@ Z_angle_to 168.1 
060B: set_actor 77@ decision_maker_to 233@ 
0395: clear_area 1 at 1316.5 -1137.2 22.5 radius 5.0 
04AF: 169@ = 507 // = constant 
0050: gosub @MUSIC3_23318 
00A5: 74@ = create_car #ELEGANT at 1316.5 -1137.2 22.5 
0175: set_car 74@ Z_angle_to 90.0 
0229: set_car 74@ primary_color_to 0 secondary_color_to 0 
04BD: set_car 74@ is_part_of_convoy 1 
04E0: car 74@ abandon_path_radius 50 
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @MUSIC3_6278 
0395: clear_area 1 at 1306.4 -1137.5 22.5 radius 5.0 
04AF: 169@ = 507 // = constant 
0050: gosub @MUSIC3_23318 
00A5: 73@ = create_car #ELEGANT at 1306.4 -1137.5 22.5 
0175: set_car 73@ Z_angle_to 90.0 
0229: set_car 73@ primary_color_to 0 secondary_color_to 0 
04BD: set_car 74@ is_part_of_convoy 1 
04E0: car 73@ abandon_path_radius 50 
0209: 140@ = random_int_in_ranges 0 3 
0129: 76@ = create_actor_pedtype 25 model 135@(140@,5i) in_car 73@ driverseat 
0002: jump @MUSIC3_6352 

:MUSIC3_6278
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_6352 
00D6: if 
01AD:   car 73@ sphere 0 near_point 1306.4 -1137.5 radius 20.0 20.0 
004D: jump_if_false @MUSIC3_6352 
00AB: put_car 73@ at 1247.5 -1151.8 22.6 

:MUSIC3_6352
015F: set_camera_position 1292.8 -1143.5 24.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1302.3 -1136.2 24.0 switchstyle 2 
00BE: text_clear_all 
00D6: if 
0039:   150@ == 0 
004D: jump_if_false @MUSIC3_6446 
00BC: show_text_highpriority GXT 'STP3_20' time 8000 flag 1  // ~r~You were too slow! Madd Dogg's other cars have left without you.
0002: jump @MUSIC3_6462 

:MUSIC3_6446
00BC: show_text_highpriority GXT 'STP3_21' time 8000 flag 1  // ~r~You were too slow! Madd Dogg's cars have left!

:MUSIC3_6462
016A: fade 1 time 500 

:MUSIC3_6469
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_6493 
0001: wait 0 ms 
0002: jump @MUSIC3_6469 

:MUSIC3_6493
0006: 32@ = 0 
0006: 123@ = 1 

:MUSIC3_6507
00D6: if 
0039:   123@ == 1 
004D: jump_if_false @MUSIC3_6593 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @MUSIC3_6593 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_6586 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_6586 
05CB: AS_actor 77@ enter_car 74@ as_driver -1 ms 

:MUSIC3_6586
0006: 123@ = 2 

:MUSIC3_6593
00D6: if 
0039:   123@ == 2 
004D: jump_if_false @MUSIC3_6959 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_6959 
062E: get_actor 77@ task 1483 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @MUSIC3_6959 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_6744 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_6744 
0615: define_AS_pack_begin 231@ 
05D1: AS_actor -1 drive_car 72@ to 1103.3 -1140.9 22.7 speed 15.0 1 model #CSPLAY 2 
0616: define_AS_pack_end 231@ 
0618: assign_actor 75@ to_AS_pack 231@ 
061B: remove_references_to_AS_pack 231@ 

:MUSIC3_6744
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_6839 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_6839 
0615: define_AS_pack_begin 231@ 
05B9: AS_actor -1 stay_idle 500 ms 
05D1: AS_actor -1 drive_car 74@ to 1103.3 -1140.9 22.7 speed 15.0 1 model #CSPLAY 2 
0616: define_AS_pack_end 231@ 
0618: assign_actor 77@ to_AS_pack 231@ 
061B: remove_references_to_AS_pack 231@ 

:MUSIC3_6839
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @MUSIC3_6952 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_6952 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_6952 
0615: define_AS_pack_begin 231@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D1: AS_actor -1 drive_car 73@ to 1103.3 -1140.9 22.7 speed 15.0 1 model #CSPLAY 2 
0616: define_AS_pack_end 231@ 
0618: assign_actor 76@ to_AS_pack 231@ 
061B: remove_references_to_AS_pack 231@ 

:MUSIC3_6952
0006: 123@ = 3 

:MUSIC3_6959
00D6: if 
0039:   123@ == 3 
004D: jump_if_false @MUSIC3_7206 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_7206 
00D6: if 
82CA:   not car 72@ bounding_sphere_visible 
004D: jump_if_false @MUSIC3_7206 
016A: fade 0 time 500 

:MUSIC3_7016
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_7040 
0001: wait 0 ms 
0002: jump @MUSIC3_7016 

:MUSIC3_7040
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00A0: store_actor $PLAYER_ACTOR position_to 225@ 226@ 227@ 
03CB: set_rendering_origin_at 225@ 226@ 227@ 
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if 
0039:   150@ == 0 
004D: jump_if_false @MUSIC3_7152 
00BC: show_text_highpriority GXT 'STP3_20' time 5500 flag 1  // ~r~You were too slow! Madd Dogg's other cars have left without you.
0002: jump @MUSIC3_7168 

:MUSIC3_7152
00BC: show_text_highpriority GXT 'STP3_21' time 5500 flag 1  // ~r~You were too slow! Madd Dogg's cars have left!

:MUSIC3_7168
016A: fade 1 time 500 

:MUSIC3_7175
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_7199 
0001: wait 0 ms 
0002: jump @MUSIC3_7175 

:MUSIC3_7199
0002: jump @MUSIC3_15492 

:MUSIC3_7206
00D6: if 
0039:   122@ == 2 
004D: jump_if_false @MUSIC3_9825 
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @MUSIC3_7589 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 
0917: audio_zone 'AWARDS' enable_sound 1 
09F5: disable_player_mutal_activities 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0395: clear_area 1 at 1303.5 -1131.5 22.6 radius 5.0 
009A: 75@ = create_actor_pedtype 25 model #WBDYG1 at 1303.5 -1131.5 22.6 
0173: set_actor 75@ Z_angle_to 168.1 
01B2: give_actor 75@ weapon 22 ammo 3000 // Load the weapon model before using this 
060B: set_actor 75@ decision_maker_to 233@ 
0395: clear_area 1 at 1305.5 -1131.7 22.6 radius 5.0 
009A: 77@ = create_actor_pedtype 25 model #WBDYG1 at 1305.5 -1131.7 22.6 
0173: set_actor 77@ Z_angle_to 168.1 
01B2: give_actor 77@ weapon 22 ammo 3000 // Load the weapon model before using this 
060B: set_actor 77@ decision_maker_to 233@ 
0395: clear_area 1 at 1306.4 -1137.5 22.5 radius 5.0 
00AB: put_car 73@ at 1306.4 -1137.5 22.5 
0175: set_car 73@ Z_angle_to 90.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position 1288.6 -1146.2 28.9 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1301.0 -1137.2 23.3 switchstyle 2 
0574: set_car 72@ keep_position 0 
05CB: AS_actor 75@ enter_car 72@ as_driver -1 ms 
0006: 32@ = 0 
0006: 126@ = 1 

:MUSIC3_7589
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @MUSIC3_7680 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @MUSIC3_7680 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_7659 
0574: set_car 74@ keep_position 0 
05CB: AS_actor 77@ enter_car 74@ as_driver -1 ms 

:MUSIC3_7659
0006: 124@ = 1 
0707: start_scene_skip_to @MUSIC3_8918 
0006: 126@ = 2 

:MUSIC3_7680
00D6: if 
0039:   126@ == 2 
004D: jump_if_false @MUSIC3_7778 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_7778 
062E: get_actor 77@ task 1483 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @MUSIC3_7778 
0006: 174@ = 8 
0006: 176@ = 0 
0006: 177@ = 2 
0050: gosub @MUSIC3_24549 
0006: 126@ = 3 

:MUSIC3_7778
00D6: if 
0039:   126@ == 3 
004D: jump_if_false @MUSIC3_8154 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_8154 
016A: fade 0 time 500 

:MUSIC3_7821
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_7845 
0001: wait 0 ms 
0002: jump @MUSIC3_7821 

:MUSIC3_7845
0050: gosub @MUSIC3_16173 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_7877 
0002: jump @MUSIC3_15492 

:MUSIC3_7877
0247: load_model #BMYRI 
0247: load_model #WFYRI 
0247: load_model #CAMERA 
0247: load_model #STRETCH 
0247: load_model #LAPD1 
0247: load_model #DYN_ROADBARRIER_2 
038B: load_requested_models 
041E: set_radio_station 11 

:MUSIC3_7911
00D6: if 
0039:   130@ == 0 
004D: jump_if_false @MUSIC3_7947 
0001: wait 0 ms 
0050: gosub @MUSIC3_16529 
0002: jump @MUSIC3_7911 

:MUSIC3_7947
0050: gosub @MUSIC3_16173 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_7979 
0002: jump @MUSIC3_15492 

:MUSIC3_7979
00C0: set_current_time_hours_to 22 minutes_to 0 
0395: clear_area 1 at 1022.2 -1133.2 24.0 radius 80.0 
03CB: set_rendering_origin_at 1022.2 -1133.2 24.0 
015F: set_camera_position 996.6 -1144.4 29.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1018.9 -1133.7 23.5 switchstyle 2 
016A: fade 1 time 500 

:MUSIC3_8084
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_8108 
0001: wait 0 ms 
0002: jump @MUSIC3_8084 

:MUSIC3_8108
0050: gosub @MUSIC3_16173 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_8140 
0002: jump @MUSIC3_15492 

:MUSIC3_8140
0006: 126@ = 4 
0006: 32@ = 0 

:MUSIC3_8154
00D6: if 
0039:   126@ == 4 
004D: jump_if_false @MUSIC3_8322 
00D6: if 
8119:   not car 66@ wrecked 
004D: jump_if_false @MUSIC3_8315 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @MUSIC3_8315 
062E: get_actor 69@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @MUSIC3_8315 
0407: store_coords_to 225@ 226@ $TEMPVAR_FLOAT_3 from_car 66@ with_offset 1.7 1.5 0.0 
0615: define_AS_pack_begin 231@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 225@ 226@ 227@ mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 0.0 
0616: define_AS_pack_end 231@ 
0618: assign_actor 69@ to_AS_pack 231@ 
061B: remove_references_to_AS_pack 231@ 

:MUSIC3_8315
0006: 126@ = 5 

:MUSIC3_8322
00D6: if 
0039:   126@ == 5 
004D: jump_if_false @MUSIC3_8445 
0050: gosub @MUSIC3_20261 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @MUSIC3_8445 
015F: set_camera_position 1026.3 -1123.6 24.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1023.6 -1123.8 24.3 switchstyle 2 
0006: 174@ = 11 
0006: 176@ = 0 
0050: gosub @MUSIC3_24549 
0006: 126@ = 6 

:MUSIC3_8445
00D6: if 
0039:   126@ == 6 
004D: jump_if_false @MUSIC3_8561 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_8561 
0006: 174@ = 12 
0006: 176@ = 0 
0050: gosub @MUSIC3_24549 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @MUSIC3_8554 
0605: actor 65@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:MUSIC3_8554
0006: 126@ = 7 

:MUSIC3_8561
00D6: if 
0039:   126@ == 7 
004D: jump_if_false @MUSIC3_8875 
0050: gosub @MUSIC3_20261 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_8875 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_8875 
016A: fade 0 time 500 

:MUSIC3_8629
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_8653 
0001: wait 0 ms 
0002: jump @MUSIC3_8629 

:MUSIC3_8653
0050: gosub @MUSIC3_16173 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_8685 
0002: jump @MUSIC3_15492 

:MUSIC3_8685
0395: clear_area 1 at 1305.5 -1131.7 22.6 radius 60.0 
03CB: set_rendering_origin_at 1305.5 -1131.7 22.6 
015F: set_camera_position 1288.6 -1146.2 28.9 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1301.0 -1137.2 23.3 switchstyle 2 
016A: fade 1 time 500 

:MUSIC3_8784
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_8808 
0001: wait 0 ms 
0002: jump @MUSIC3_8784 

:MUSIC3_8808
0050: gosub @MUSIC3_16173 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_8840 
0002: jump @MUSIC3_15492 

:MUSIC3_8840
0006: 174@ = 8 
0006: 176@ = 2 
0006: 177@ = 4 
0050: gosub @MUSIC3_24549 
0006: 126@ = 8 

:MUSIC3_8875
00D6: if 
0039:   126@ == 8 
004D: jump_if_false @MUSIC3_9825 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_9825 
0006: 124@ = 0 

:MUSIC3_8918
0701: end_scene_skip 
0050: gosub @MUSIC3_16173 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_8952 
0002: jump @MUSIC3_15492 

:MUSIC3_8952
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @MUSIC3_9507 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 
016A: fade 0 time 500 

:MUSIC3_8994
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_9018 
0001: wait 0 ms 
0002: jump @MUSIC3_8994 

:MUSIC3_9018
0050: gosub @MUSIC3_16173 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_9050 
0002: jump @MUSIC3_15492 

:MUSIC3_9050
0574: set_car 72@ keep_position 0 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @MUSIC3_9141 
0395: clear_area 1 at 1303.5 -1131.5 22.6 radius 5.0 
009A: 75@ = create_actor_pedtype 25 model #WBDYG1 at 1303.5 -1131.5 22.6 
0173: set_actor 75@ Z_angle_to 168.1 
01B2: give_actor 75@ weapon 22 ammo 3000 // Load the weapon model before using this 

:MUSIC3_9141
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_9184 
00D6: if 
80DB:   not actor 75@ in_car 72@ 
004D: jump_if_false @MUSIC3_9184 
036A: put_actor 75@ in_car 72@ 

:MUSIC3_9184
0574: set_car 74@ keep_position 0 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @MUSIC3_9311 
0209: 140@ = random_int_in_ranges 0 3 
0395: clear_area 1 at 1305.5 -1131.7 22.6 radius 5.0 
009A: 77@ = create_actor_pedtype 25 model #WBDYG1 at 1305.5 -1131.7 22.6 
0173: set_actor 77@ Z_angle_to 168.1 
01B2: give_actor 77@ weapon 22 ammo 3000 // Load the weapon model before using this 
00D6: if 
80DB:   not actor 77@ in_car 74@ 
004D: jump_if_false @MUSIC3_9311 
036A: put_actor 77@ in_car 74@ 

:MUSIC3_9311
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_9354 
00D6: if 
80DB:   not actor 77@ in_car 74@ 
004D: jump_if_false @MUSIC3_9354 
036A: put_actor 77@ in_car 74@ 

:MUSIC3_9354
0395: clear_area 1 at 1306.4 -1137.5 22.5 radius 5.0 
00AB: put_car 73@ at 1306.4 -1137.5 22.5 
0175: set_car 73@ Z_angle_to 90.0 
0247: load_model #BMYRI 
0247: load_model #WFYRI 
0247: load_model #CAMERA 
0247: load_model #STRETCH 
0247: load_model #LAPD1 
038B: load_requested_models 

:MUSIC3_9433
00D6: if 
0039:   130@ == 0 
004D: jump_if_false @MUSIC3_9469 
0001: wait 0 ms 
0050: gosub @MUSIC3_16529 
0002: jump @MUSIC3_9433 

:MUSIC3_9469
0050: gosub @MUSIC3_16173 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_9501 
0002: jump @MUSIC3_15492 

:MUSIC3_9501
00C0: set_current_time_hours_to 22 minutes_to 0 

:MUSIC3_9507
04BD: set_car 72@ is_part_of_convoy 1 
04BD: set_car 73@ is_part_of_convoy 1 
04BD: set_car 74@ is_part_of_convoy 1 
009B: destroy_actor 65@ 
009B: destroy_actor 64@ 
009B: destroy_actor 111@ 
009B: destroy_actor 69@ 
009B: destroy_actor 70@ 
00A6: destroy_car 66@ 
00A6: destroy_car 67@ 
0249: release_model #BMYRI 
0249: release_model #WFYRI 
0249: release_model #STRETCH 
020A: set_car 73@ door_status_to 2 
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BB: show_text_lowpriority GXT 'STP3_06' time 7000 flag 1  // ~s~Keep in the middle of the two cars until you reach the awards ceremony.
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @MUSIC3_9708 
016A: fade 1 time 500 

:MUSIC3_9652
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_9676 
0001: wait 0 ms 
0002: jump @MUSIC3_9652 

:MUSIC3_9676
0050: gosub @MUSIC3_16173 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_9708 
0002: jump @MUSIC3_15492 

:MUSIC3_9708
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_9758 
05D1: AS_actor 75@ drive_car 72@ to 1015.1 -1139.2 22.7 speed 15.0 1 model #CSPLAY 2 

:MUSIC3_9758
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_9804 
07F8: car 74@ follow_car 72@ radius 27.0 
00AD: set_car 74@ max_speed_to 15.0 
00AE: set_car 74@ traffic_behaviour_to 1 

:MUSIC3_9804
0006: 175@ = 0 
0006: 123@ = 0 
0006: 122@ = 3 

:MUSIC3_9825
00D6: if 
0039:   122@ == 3 
004D: jump_if_false @MUSIC3_10352 
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @MUSIC3_9934 
00D6: if 
01AD:   car 72@ sphere 0 near_point 1094.8 -1142.6 radius 3.0 3.0 
004D: jump_if_false @MUSIC3_9934 
0006: 174@ = 8 
0006: 176@ = 4 
0006: 177@ = 5 
0050: gosub @MUSIC3_24549 
0006: 175@ = 1 

:MUSIC3_9934
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @MUSIC3_10045 
00D6: if 
01AD:   car 72@ sphere 0 near_point 1015.1 -1139.2 radius 3.0 3.0 
004D: jump_if_false @MUSIC3_10045 
0407: store_coords_to 225@ 226@ $TEMPVAR_FLOAT_3 from_car 72@ with_offset 0.0 -12.0 0.0 
0164: disable_marker 113@ 
018A: 113@ = create_checkpoint_at 225@ 226@ 227@ 
0006: 123@ = 1 

:MUSIC3_10045
00D6: if 
0039:   123@ == 1 
004D: jump_if_false @MUSIC3_10210 
00D6: if 
01AD:   car 73@ sphere 0 near_point 225@ 226@ radius 9.0 9.0 
004D: jump_if_false @MUSIC3_10120 
00BC: show_text_highpriority GXT 'STP3_32' time 7000 flag 1  // ~s~Stop the car here.
0002: jump @MUSIC3_10122 

:MUSIC3_10120
00BE: text_clear_all 

:MUSIC3_10122
00D6: if and
01AE:   car 73@ sphere 0 near_point 225@ 226@ radius 10.0 10.0 stopped 
0448:   actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_10210 
0164: disable_marker 113@ 
00BE: text_clear_all 
0006: 123@ = 0 
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @MUSIC3_10210 
0006: 175@ = 0 
0006: 122@ = 4 

:MUSIC3_10210
0050: gosub @MUSIC3_20964 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_10277 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_10277 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_12' time 4000 flag 1  // ~r~You left the car and alerted the other drivers!
0002: jump @MUSIC3_15492 

:MUSIC3_10277
0050: gosub @MUSIC3_21438 
00D6: if 
0039:   130@ == 1 
004D: jump_if_false @MUSIC3_10352 
0050: gosub @MUSIC3_18925 
00D6: if 
0039:   129@ == 4 
004D: jump_if_false @MUSIC3_10352 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_24' time 4000 flag 1  // ~r~Madd Dogg's Manager has been spooked and refuses to come out!
0002: jump @MUSIC3_15492 

:MUSIC3_10352
00D6: if 
0039:   122@ == 4 
004D: jump_if_false @MUSIC3_13180 
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @MUSIC3_11976 
00BE: text_clear_all 
016A: fade 0 time 500 

:MUSIC3_10397
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_10421 
0001: wait 0 ms 
0002: jump @MUSIC3_10397 

:MUSIC3_10421
0050: gosub @MUSIC3_16173 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_10453 
0002: jump @MUSIC3_15492 

:MUSIC3_10453
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 
09F5: disable_player_mutal_activities 1 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
041E: set_radio_station 11 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0247: load_model #BMYRI 
0247: load_model #HFYRI 
038B: load_requested_models 
0708: reset_decision_maker 233@ event 13 
0395: clear_area 1 at 1021.0 -1122.0 22.9 radius 50.0 
009A: 104@ = create_actor_pedtype 25 model #WBDYG1 at 1021.0 -1122.0 22.9 
0173: set_actor 104@ Z_angle_to 180.0 
0245: set_actor 104@ walk_style_to "GANG2" 
060B: set_actor 104@ decision_maker_to 233@ 
02A9: set_actor 104@ immune_to_nonplayer 1 
01B2: give_actor 104@ weapon 22 ammo 3000 // Load the weapon model before using this 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 120 ms 
05D3: AS_actor -1 goto_point 1021.0 -1133.7 22.9 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 72@ passenger_seat 0 time -1 
0616: define_AS_pack_end 232@ 
0618: assign_actor 104@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
009A: 105@ = create_actor_pedtype 25 model #WBDYG1 at 1022.2 -1122.0 22.9 
0173: set_actor 105@ Z_angle_to 180.0 
0245: set_actor 104@ walk_style_to "GANG1" 
060B: set_actor 105@ decision_maker_to 233@ 
02A9: set_actor 105@ immune_to_nonplayer 1 
01B2: give_actor 105@ weapon 22 ammo 3000 // Load the weapon model before using this 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 100 ms 
05D3: AS_actor -1 goto_point 1022.2 -1133.7 22.9 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 72@ passenger_seat 1 time -1 
0616: define_AS_pack_end 232@ 
0618: assign_actor 105@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
009A: 106@ = create_actor_pedtype 25 model #WBDYG1 at 1023.4 -1122.0 22.9 
01B2: give_actor 106@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 106@ Z_angle_to 180.0 
060B: set_actor 106@ decision_maker_to 233@ 
02A9: set_actor 106@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 100 ms 
05D3: AS_actor -1 goto_point 1023.4 -1133.7 22.9 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 72@ passenger_seat 2 time -1 
0616: define_AS_pack_end 232@ 
0618: assign_actor 106@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
009A: 102@ = create_actor_pedtype 15 model #BMYRI at 1021.6 -1123.2 22.9 
0A09: set_actor 102@ muted 1 // versionB 
09F6: set_actor 102@ unjackable_through_driver_seat 0 
0245: set_actor 104@ walk_style_to "GANG2" 
0173: set_actor 102@ Z_angle_to 187.9 
060B: set_actor 102@ decision_maker_to 233@ 
0164: disable_marker 113@ 
0982: set_actor 102@ stay_in_car_when_dead 1 
02A9: set_actor 102@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 100 ms 
05D3: AS_actor -1 goto_point 1021.6 -1134.9 22.9 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 73@ passenger_seat 1 time -1 
0616: define_AS_pack_end 232@ 
0618: assign_actor 102@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
009A: 103@ = create_actor_pedtype 15 model #HFYRI at 1022.8 -1123.2 22.9 
09F6: set_actor 103@ unjackable_through_driver_seat 0 
0173: set_actor 103@ Z_angle_to 187.9 
060B: set_actor 103@ decision_maker_to 233@ 
02A9: set_actor 103@ immune_to_nonplayer 1 
0982: set_actor 103@ stay_in_car_when_dead 1 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 100 ms 
05D3: AS_actor -1 goto_point 1022.8 -1134.9 22.9 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 73@ passenger_seat 2 time -1 
0616: define_AS_pack_end 232@ 
0618: assign_actor 103@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 103@ -2 ms 
009A: 108@ = create_actor_pedtype 25 model #WBDYG1 at 1022.2 -1124.4 22.9 
01B2: give_actor 108@ weapon 22 ammo 3000 // Load the weapon model before using this 
0245: set_actor 104@ walk_style_to "GANG1" 
0173: set_actor 108@ Z_angle_to 180.0 
060B: set_actor 108@ decision_maker_to 233@ 
02A9: set_actor 108@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 50 ms 
05D3: AS_actor -1 goto_point 1022.2 -1136.1 22.9 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 74@ passenger_seat 0 time -1 
0616: define_AS_pack_end 232@ 
0618: assign_actor 108@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
009A: 109@ = create_actor_pedtype 25 model #WBDYG1 at 1023.4 -1124.4 22.9 
01B2: give_actor 109@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 109@ Z_angle_to 180.0 
060B: set_actor 109@ decision_maker_to 233@ 
02A9: set_actor 109@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 50 ms 
05D3: AS_actor -1 goto_point 1023.4 -1136.1 22.9 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 74@ passenger_seat 1 time -1 
0616: define_AS_pack_end 232@ 
0618: assign_actor 109@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
009A: 110@ = create_actor_pedtype 25 model #WBDYG1 at 1021.4 -1125.6 22.9 
01B2: give_actor 110@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 110@ Z_angle_to 180.0 
060B: set_actor 110@ decision_maker_to 233@ 
02A9: set_actor 110@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 232@ 
05D3: AS_actor -1 goto_point 1021.4 -1137.3 22.9 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 74@ passenger_seat 2 time -1 
0616: define_AS_pack_end 232@ 
0618: assign_actor 110@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_11694 
0395: clear_area 1 at 1015.1 -1139.2 22.9 radius 50.0 
00AB: put_car 72@ at 1015.1 -1139.2 22.9 
0175: set_car 72@ Z_angle_to 90.0 

:MUSIC3_11694
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_11764 
0395: clear_area 1 at 1025.1 -1139.2 22.9 radius 50.0 
00AB: put_car 73@ at 1025.1 -1139.2 22.9 
0175: set_car 73@ Z_angle_to 90.0 

:MUSIC3_11764
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_11834 
0395: clear_area 1 at 1035.1 -1139.2 22.9 radius 50.0 
00AB: put_car 74@ at 1035.1 -1139.2 22.9 
0175: set_car 74@ Z_angle_to 90.0 

:MUSIC3_11834
020A: set_car 73@ door_status_to 1 
015F: set_camera_position 1021.4 -1135.3 23.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1021.7 -1124.1 25.2 switchstyle 2 
016A: fade 1 time 500 

:MUSIC3_11899
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_11923 
0001: wait 0 ms 
0002: jump @MUSIC3_11899 

:MUSIC3_11923
0050: gosub @MUSIC3_16173 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_11955 
0002: jump @MUSIC3_15492 

:MUSIC3_11955
0006: 124@ = 1 
0707: start_scene_skip_to @MUSIC3_12301 
0006: 123@ = 1 

:MUSIC3_11976
00D6: if 
0039:   123@ == 1 
004D: jump_if_false @MUSIC3_12106 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @MUSIC3_12106 
00D6: if 
00A3:   actor 102@ sphere 0 in_rectangle_cornerA 1019.7 -1130.2 cornerB 1025.7 -1135.0 
004D: jump_if_false @MUSIC3_12106 
015F: set_camera_position 1024.7 -1141.7 24.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1024.6 -1138.7 23.9 switchstyle 2 
0006: 123@ = 2 

:MUSIC3_12106
00D6: if 
0039:   123@ == 2 
004D: jump_if_false @MUSIC3_12214 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_12214 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @MUSIC3_12214 
00D6: if 
00DB:   actor 102@ in_car 73@ 
004D: jump_if_false @MUSIC3_12214 
041E: set_radio_station 7 
0006: 174@ = 2 
0006: 176@ = 0 
0050: gosub @MUSIC3_24549 
0006: 32@ = 0 
0006: 123@ = 3 

:MUSIC3_12214
00D6: if 
0039:   123@ == 3 
004D: jump_if_false @MUSIC3_12261 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_12261 
03D1: play_wav 3 
0006: 123@ = 4 

:MUSIC3_12261
00D6: if 
0039:   123@ == 4 
004D: jump_if_false @MUSIC3_13173 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @MUSIC3_13173 
0006: 124@ = 0 

:MUSIC3_12301
0701: end_scene_skip 
0050: gosub @MUSIC3_16173 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_12335 
0002: jump @MUSIC3_15492 

:MUSIC3_12335
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @MUSIC3_12817 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 
016A: fade 0 time 500 

:MUSIC3_12377
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_12401 
0001: wait 0 ms 
0002: jump @MUSIC3_12377 

:MUSIC3_12401
0050: gosub @MUSIC3_16173 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_12433 
0002: jump @MUSIC3_15492 

:MUSIC3_12433
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_12575 
00D6: if 
8118:   not actor 104@ dead 
004D: jump_if_false @MUSIC3_12491 
00D6: if 
80DF:   not actor 104@ driving 
004D: jump_if_false @MUSIC3_12491 
0430: put_actor 104@ into_car 72@ passenger_seat 0 

:MUSIC3_12491
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @MUSIC3_12533 
00D6: if 
80DF:   not actor 105@ driving 
004D: jump_if_false @MUSIC3_12533 
0430: put_actor 105@ into_car 72@ passenger_seat 1 

:MUSIC3_12533
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @MUSIC3_12575 
00D6: if 
80DF:   not actor 106@ driving 
004D: jump_if_false @MUSIC3_12575 
0430: put_actor 106@ into_car 72@ passenger_seat 2 

:MUSIC3_12575
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_12675 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @MUSIC3_12633 
00D6: if 
80DF:   not actor 102@ driving 
004D: jump_if_false @MUSIC3_12633 
0430: put_actor 102@ into_car 73@ passenger_seat 1 

:MUSIC3_12633
00D6: if 
8118:   not actor 103@ dead 
004D: jump_if_false @MUSIC3_12675 
00D6: if 
80DF:   not actor 103@ driving 
004D: jump_if_false @MUSIC3_12675 
0430: put_actor 103@ into_car 73@ passenger_seat 2 

:MUSIC3_12675
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_12817 
00D6: if 
8118:   not actor 108@ dead 
004D: jump_if_false @MUSIC3_12733 
00D6: if 
80DF:   not actor 108@ driving 
004D: jump_if_false @MUSIC3_12733 
0430: put_actor 108@ into_car 74@ passenger_seat 0 

:MUSIC3_12733
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @MUSIC3_12775 
00D6: if 
80DF:   not actor 109@ driving 
004D: jump_if_false @MUSIC3_12775 
0430: put_actor 109@ into_car 74@ passenger_seat 1 

:MUSIC3_12775
00D6: if 
8118:   not actor 110@ dead 
004D: jump_if_false @MUSIC3_12817 
00D6: if 
80DF:   not actor 110@ driving 
004D: jump_if_false @MUSIC3_12817 
0430: put_actor 110@ into_car 74@ passenger_seat 2 

:MUSIC3_12817
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_12938 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_12938 
0615: define_AS_pack_begin 232@ 
05D1: AS_actor -1 drive_car 72@ to 964.6 -1055.1 27.6 speed 15.0 1 model #CSPLAY 2 
05D1: AS_actor -1 drive_car 72@ to 965.0 -1036.4 29.0 speed 15.0 1 model #CSPLAY 2 
0616: define_AS_pack_end 232@ 
0618: assign_actor 75@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_12938
0647: AS_actor $PLAYER_ACTOR clear_look_task 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'STP3_08' time 7000 flag 1  // ~s~There is a ~y~pier~s~ to the South that you can dump the car off.
00BB: show_text_lowpriority GXT 'STP3_09' time 7000 flag 1  // ~s~Dump the car in the water but make sure no-one sees you!
0164: disable_marker 113@ 
018A: 113@ = create_checkpoint_at 836.9 -2041.5 11.8 
0709: set_decision_maker 233@ on_event 13 taskID 917 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
020A: set_car 73@ door_status_to 2 
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @MUSIC3_13152 
016A: fade 1 time 500 

:MUSIC3_13096
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_13120 
0001: wait 0 ms 
0002: jump @MUSIC3_13096 

:MUSIC3_13120
0050: gosub @MUSIC3_16173 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_13152 
0002: jump @MUSIC3_15492 

:MUSIC3_13152
0006: 32@ = 0 
0006: 123@ = 0 
0006: 122@ = 5 

:MUSIC3_13173
0050: gosub @MUSIC3_20261 

:MUSIC3_13180
00D6: if 
0039:   122@ == 5 
004D: jump_if_false @MUSIC3_14684 
0050: gosub @MUSIC3_22302 
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @MUSIC3_13691 
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @MUSIC3_13288 
00D6: if 
0019:   32@ > 14000 
004D: jump_if_false @MUSIC3_13288 
0006: 174@ = 3 
0006: 176@ = 0 
0050: gosub @MUSIC3_24549 
0006: 175@ = 1 

:MUSIC3_13288
00D6: if 
0039:   175@ == 1 
004D: jump_if_false @MUSIC3_13352 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_13352 
0006: 174@ = 4 
0006: 176@ = 0 
0050: gosub @MUSIC3_24549 
0006: 175@ = 2 

:MUSIC3_13352
00D6: if 
0039:   175@ == 2 
004D: jump_if_false @MUSIC3_13416 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_13416 
0006: 174@ = 5 
0006: 176@ = 0 
0050: gosub @MUSIC3_24549 
0006: 175@ = 3 

:MUSIC3_13416
00D6: if 
0039:   175@ == 3 
004D: jump_if_false @MUSIC3_13575 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 789.4 -1798.8 10.0 cornerB 896.9 -1763.6 20.0 
004D: jump_if_false @MUSIC3_13575 
00D6: if 
0039:   174@ == 5 
004D: jump_if_false @MUSIC3_13575 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 
00BE: text_clear_all 
0006: 174@ = 10 
0006: 176@ = 0 
0050: gosub @MUSIC3_24549 
0006: 175@ = 4 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @MUSIC3_13568 
0A09: set_actor 102@ muted 0 // versionB 

:MUSIC3_13568
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:MUSIC3_13575
00D6: if 
8118:   not actor 103@ dead 
004D: jump_if_false @MUSIC3_13691 
00D6: if 
894D:   not actor 103@ mutally_active 
004D: jump_if_false @MUSIC3_13691 
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @MUSIC3_13655 
00D6: if 
001B:   10000 > 32@ 
004D: jump_if_false @MUSIC3_13655 
0947: actor 103@ speak_from_audio_table 346 store_spoken_phrase_id_to 151@ 

:MUSIC3_13655
00D6: if or
0039:   175@ == 3 
0039:   175@ == 4 
004D: jump_if_false @MUSIC3_13691 
0947: actor 103@ speak_from_audio_table 346 store_spoken_phrase_id_to 151@ 

:MUSIC3_13691
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @MUSIC3_14192 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_13951 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_13951 
00D6: if 
0039:   163@ == 0 
004D: jump_if_false @MUSIC3_13833 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 853.7 -1810.1 10.0 cornerB 818.5 -1874.0 20.0 
004D: jump_if_false @MUSIC3_13833 
00BC: show_text_highpriority GXT 'STP3_35' time 7000 flag 1  // ~s~Keep your speed up to the end of the pier then press and hold ~k~~VEHICLE_ENTER_EXIT~ to bail out.
0006: 163@ = 1 

:MUSIC3_13833
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @MUSIC3_13951 
02E3: 158@ = car 73@ speed 
00D6: if 
0021:   158@ > 10.0 
004D: jump_if_false @MUSIC3_13951 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 820.0 -2004.0 10.0 cornerB 852.4 -2068.0 20.0 
004D: jump_if_false @MUSIC3_13951 
00BC: show_text_highpriority GXT 'STP3_34' time 7000 flag 1  // ~s~Press and hold ~k~~VEHICLE_ENTER_EXIT~ to bail out now!
0006: 163@ = 2 

:MUSIC3_13951
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_14150 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_14150 
00D6: if 
00B1:   car 73@ sphere 0 in_cube_cornerA 855.6 -2067.9 5.0 cornerB 812.6 -2085.9 20.0 
004D: jump_if_false @MUSIC3_14150 
015D: set_gamespeed 0.3 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
015F: set_camera_position 813.5 -2128.9 2.2 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 847.6 -2068.1 11.7 switchstyle 2 
0050: gosub @MUSIC3_22102 
0006: 175@ = 0 
0006: 32@ = 0 
0006: 123@ = 1 

:MUSIC3_14150
00D6: if 
02BF:   car 73@ sunk 
004D: jump_if_false @MUSIC3_14192 
0164: disable_marker 113@ 
0050: gosub @MUSIC3_22102 
0006: 174@ = 0 
0006: 123@ = 2 

:MUSIC3_14192
00D6: if 
0039:   123@ == 1 
004D: jump_if_false @MUSIC3_14301 
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @MUSIC3_14256 
0006: 174@ = 6 
0006: 176@ = 0 
0050: gosub @MUSIC3_24549 
0006: 175@ = 1 

:MUSIC3_14256
00D6: if or
02BF:   car 73@ sunk 
0019:   32@ > 10000 
004D: jump_if_false @MUSIC3_14301 
015D: set_gamespeed 1.0 
0006: 32@ = 0 
0006: 123@ = 2 

:MUSIC3_14301
00D6: if 
0039:   123@ == 2 
004D: jump_if_false @MUSIC3_14433 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @MUSIC3_14433 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_14433 
00D6: if 
0039:   155@ == 0 
004D: jump_if_false @MUSIC3_14395 
0006: 32@ = 0 
0006: 122@ = 7 
0002: jump @MUSIC3_14433 

:MUSIC3_14395
01B4: set_player $PLAYER_CHAR can_move 1 
08F6: restore_player_group 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0006: 123@ = 0 
0006: 33@ = 0 
0006: 122@ = 6 

:MUSIC3_14433
00D6: if or
00E1:   player 0 pressed_key 15 
0019:   32@ > 11000 
004D: jump_if_false @MUSIC3_14460 
03E6: remove_text_box 

:MUSIC3_14460
00D6: if 
001B:   4 > 129@ 
004D: jump_if_false @MUSIC3_14485 
0050: gosub @MUSIC3_18925 

:MUSIC3_14485
00D6: if 
001B:   3 > 164@ 
004D: jump_if_false @MUSIC3_14510 
0050: gosub @MUSIC3_19556 

:MUSIC3_14510
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @MUSIC3_14684 
00D6: if 
82BF:   not car 73@ sunk 
004D: jump_if_false @MUSIC3_14684 
00D6: if 
0118:   actor 102@ dead 
004D: jump_if_false @MUSIC3_14585 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_31' time 4000 flag 1  // ~r~You didn't dump the car in the water!
0002: jump @MUSIC3_15492 

:MUSIC3_14585
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_14684 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_14684 
00D6: if 
01C1:   car 73@ stopped 
004D: jump_if_false @MUSIC3_14684 
05CF: AS_actor 102@ exit_car 73@ in_direction 2316.4 -1519.2 24.3 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_18' time 4000 flag 1  // ~r~You let Madd Dogg's Manager escape!
0002: jump @MUSIC3_15492 

:MUSIC3_14684
00D6: if 
0039:   122@ == 6 
004D: jump_if_false @MUSIC3_15315 
0050: gosub @MUSIC3_22302 
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @MUSIC3_14986 
00D6: if 
0039:   155@ == 0 
004D: jump_if_false @MUSIC3_14766 
0006: 32@ = 0 
0006: 122@ = 7 
0002: jump @MUSIC3_14986 

:MUSIC3_14766
0164: disable_marker 113@ 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_14795 
0187: 114@ = create_marker_above_actor 75@ 

:MUSIC3_14795
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_14819 
0187: 115@ = create_marker_above_actor 77@ 

:MUSIC3_14819
00D6: if 
8118:   not actor 104@ dead 
004D: jump_if_false @MUSIC3_14843 
0187: 116@ = create_marker_above_actor 104@ 

:MUSIC3_14843
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @MUSIC3_14867 
0187: 117@ = create_marker_above_actor 105@ 

:MUSIC3_14867
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @MUSIC3_14891 
0187: 118@ = create_marker_above_actor 106@ 

:MUSIC3_14891
00D6: if 
8118:   not actor 108@ dead 
004D: jump_if_false @MUSIC3_14915 
0187: 119@ = create_marker_above_actor 108@ 

:MUSIC3_14915
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @MUSIC3_14939 
0187: 120@ = create_marker_above_actor 109@ 

:MUSIC3_14939
00D6: if 
8118:   not actor 110@ dead 
004D: jump_if_false @MUSIC3_14963 
0187: 121@ = create_marker_above_actor 110@ 

:MUSIC3_14963
00BC: show_text_highpriority GXT 'STP3_26' time 11000 flag 1  // ~s~One of the other ~r~drivers~s~ saw you dispose of Madd Dogg's Manager. Kill them!
0006: 123@ = 1 

:MUSIC3_14986
00D6: if 
0039:   123@ == 1 
004D: jump_if_false @MUSIC3_15315 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @MUSIC3_15025 
0164: disable_marker 114@ 

:MUSIC3_15025
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @MUSIC3_15046 
0164: disable_marker 115@ 

:MUSIC3_15046
00D6: if 
0118:   actor 104@ dead 
004D: jump_if_false @MUSIC3_15067 
0164: disable_marker 116@ 

:MUSIC3_15067
00D6: if 
0118:   actor 105@ dead 
004D: jump_if_false @MUSIC3_15088 
0164: disable_marker 117@ 

:MUSIC3_15088
00D6: if 
0118:   actor 106@ dead 
004D: jump_if_false @MUSIC3_15109 
0164: disable_marker 118@ 

:MUSIC3_15109
00D6: if 
0118:   actor 108@ dead 
004D: jump_if_false @MUSIC3_15130 
0164: disable_marker 119@ 

:MUSIC3_15130
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @MUSIC3_15151 
0164: disable_marker 120@ 

:MUSIC3_15151
00D6: if 
0118:   actor 110@ dead 
004D: jump_if_false @MUSIC3_15172 
0164: disable_marker 121@ 

:MUSIC3_15172
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @MUSIC3_15315 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @MUSIC3_15315 
00D6: if 
0118:   actor 104@ dead 
004D: jump_if_false @MUSIC3_15315 
00D6: if 
0118:   actor 105@ dead 
004D: jump_if_false @MUSIC3_15315 
00D6: if 
0118:   actor 106@ dead 
004D: jump_if_false @MUSIC3_15315 
00D6: if 
0118:   actor 108@ dead 
004D: jump_if_false @MUSIC3_15315 
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @MUSIC3_15315 
00D6: if 
0118:   actor 110@ dead 
004D: jump_if_false @MUSIC3_15315 
0006: 32@ = 2000 
0006: 122@ = 7 

:MUSIC3_15315
00D6: if 
0039:   122@ == 7 
004D: jump_if_false @MUSIC3_15376 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @MUSIC3_15376 
01B4: set_player $PLAYER_CHAR can_move 1 
08F6: restore_player_group 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0002: jump @MUSIC3_15510 

:MUSIC3_15376
00D6: if 
0039:   162@ == 0 
004D: jump_if_false @MUSIC3_15478 
00D6: if or
0039:   122@ == 0 
0039:   122@ == 1 
004D: jump_if_false @MUSIC3_15478 
00D6: if 
0039:   149@ == 21 
004D: jump_if_false @MUSIC3_15478 
00D6: if 
0018:   $TIME_MINS > 30 
004D: jump_if_false @MUSIC3_15478 
00BB: show_text_lowpriority GXT 'STP3_28' time 7000 flag 1  // ~s~Hurry up, you have to meet the other drivers before 10pm!
0006: 162@ = 1 

:MUSIC3_15478
0050: gosub @MUSIC3_25787 
0002: jump @MUSIC3_2268 

:MUSIC3_15492
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:MUSIC3_15510
0008: $OG_LOC_TOTAL_PASSED_MISSIONS += 1 
00BE: text_clear_all 
0629: change_integer_stat 303 to 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 5 
0318: set_latest_mission_passed 'STRAP_3'  // Management Issues
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker $437 
02A7: $437 = create_icon_marker_and_sphere $ICON_OG_LOC at $X_OG_LOC_WORK $Y_OG_LOC_WORK $Z_OG_LOC_WORK 
030C: progress_made = 1 
0051: return 

:MUSIC3_15596
0917: audio_zone 'AWARDS' enable_sound 0 
015D: set_gamespeed 1.0 
02A3: enable_widescreen 0 
00D6: if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // s$ 
004D: jump_if_false @MUSIC3_15638 
02EB: restore_camera_with_jumpcut 

:MUSIC3_15638
0164: disable_marker 113@ 
0164: disable_marker $450 
04CE: $450 = create_icon_marker 63 at 488.0 -1734.0 34.4 
034F: destroy_actor_with_fade 102@ 
034F: destroy_actor_with_fade 103@ 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_15703 
0A21: set_car 72@ not_affected_by_cheats 0 

:MUSIC3_15703
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_15726 
0A21: set_car 74@ not_affected_by_cheats 0 

:MUSIC3_15726
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_15749 
020A: set_car 73@ door_status_to 1 

:MUSIC3_15749
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MUSIC3_15772 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:MUSIC3_15772
09F5: disable_player_mutal_activities 0 
0249: release_model #WBDYG1 
0249: release_model #LAPD1 
0249: release_model #BMYRI 
0249: release_model #WFYRI 
0249: release_model #BMYRI 
0249: release_model #HFYRI 
0249: release_model #STRETCH 
0249: release_model #ELEGANT 
0249: release_model #COLT45 
0249: release_model #CAMERA 
0249: release_model #DYN_ROADBARRIER_2 
0249: release_model #CELLPHONE 
0995: unknown_remove_escapes 
091D: remove_forbidden_for_boats_cube_cornerA 802.1 -1150.2 10.0 cornerB 1156.9 -1131.2 50.0 
091E: create_forbidden_for_boats_cube_cornerA 802.1 -1150.2 10.0 cornerB 1156.9 -1131.2 50.0 
091D: remove_forbidden_for_boats_cube_cornerA 1053.2 -1146.1 10.0 cornerB 1072.5 -1215.5 50.0 
091E: create_forbidden_for_boats_cube_cornerA 1053.2 -1146.1 10.0 cornerB 1072.5 -1215.5 50.0 
091D: remove_forbidden_for_boats_cube_cornerA 932.9 -1154.4 10.0 cornerB 951.8 -1215.4 50.0 
091E: create_forbidden_for_boats_cube_cornerA 932.9 -1154.4 10.0 cornerB 951.8 -1215.4 50.0 
091D: remove_forbidden_for_boats_cube_cornerA 972.1 -1135.4 10.0 cornerB 952.9 -1044.3 50.0 
091E: create_forbidden_for_boats_cube_cornerA 972.1 -1135.4 10.0 cornerB 952.9 -1044.3 50.0 
091D: remove_forbidden_for_boats_cube_cornerA 1072.8 -1135.0 10.0 cornerB 1092.4 -1045.5 50.0 
091E: create_forbidden_for_boats_cube_cornerA 1072.8 -1135.0 10.0 cornerB 1092.4 -1045.5 50.0 
09D2: set_cops_chase_criminals 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:MUSIC3_16173
00D6: if 
001B:   5 > 122@ 
004D: jump_if_false @MUSIC3_16232 
00D6: if 
0119:   car 73@ wrecked 
004D: jump_if_false @MUSIC3_16232 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_10' time 4000 flag 1  // ~r~The convoy vehicle has been destroyed!
0006: 125@ = 1 

:MUSIC3_16232
00D6: if 
001B:   5 > 122@ 
004D: jump_if_false @MUSIC3_16332 
00D6: if 
0119:   car 72@ wrecked 
004D: jump_if_false @MUSIC3_16291 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_10' time 4000 flag 1  // ~r~The convoy vehicle has been destroyed!
0006: 125@ = 1 

:MUSIC3_16291
00D6: if 
0119:   car 74@ wrecked 
004D: jump_if_false @MUSIC3_16332 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_10' time 4000 flag 1  // ~r~The convoy vehicle has been destroyed!
0006: 125@ = 1 

:MUSIC3_16332
00D6: if 
0039:   122@ == 3 
004D: jump_if_false @MUSIC3_16409 
00D6: if 
001B:   4 > 123@ 
004D: jump_if_false @MUSIC3_16409 
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @MUSIC3_16409 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_16' time 4000 flag 1  // ~r~You killed a cop and alerted the other drivers!
0006: 125@ = 1 

:MUSIC3_16409
00D6: if 
0019:   122@ > 2 
004D: jump_if_false @MUSIC3_16527 
00D6: if 
001B:   5 > 122@ 
004D: jump_if_false @MUSIC3_16527 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @MUSIC3_16486 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_17' time 4000 flag 1  // ~r~You killed one of the other drivers!
0006: 125@ = 1 

:MUSIC3_16486
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @MUSIC3_16527 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_17' time 4000 flag 1  // ~r~You killed one of the other drivers!
0006: 125@ = 1 

:MUSIC3_16527
0051: return 

:MUSIC3_16529
00D6: if 
001B:   20 > 132@ 
004D: jump_if_false @MUSIC3_18916 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @MUSIC3_18683 
009A: 65@ = create_actor_pedtype 4 model #BMYRI at 1023.4 -1123.6 22.9 
0173: set_actor 65@ Z_angle_to 267.1 
0588: disable_actor 65@ validate_position 1 
060B: set_actor 65@ decision_maker_to 233@ 
009A: 64@ = create_actor_pedtype 5 model #WFYRI at 1023.1 -1124.6 22.9 
0173: set_actor 64@ Z_angle_to 296.3 
0588: disable_actor 64@ validate_position 1 
060B: set_actor 64@ decision_maker_to 233@ 
009A: 111@ = create_actor_pedtype 5 model #WFYRI at 1025.0 -1124.6 22.9 
0173: set_actor 111@ Z_angle_to 90.0 
0588: disable_actor 111@ validate_position 1 
060B: set_actor 111@ decision_maker_to 233@ 
0107: 78@ = create_object #DYN_ROADBARRIER_2 at 1092.7 -1144.2 22.7 
0177: set_object 78@ Z_angle_to 0.0 
0382: set_object 78@ collision_detection 1 
0107: 79@ = create_object #DYN_ROADBARRIER_2 at 1092.7 -1148.8 22.7 
0177: set_object 79@ Z_angle_to 90.0 
0382: set_object 79@ collision_detection 1 
01E8: create_forbidden_for_cars_cube_cornerA 802.1 -1150.2 10.0 cornerB 1156.9 -1131.2 50.0 
022B: create_forbidden_for_peds_cube_cornerA 802.1 -1150.2 10.0 cornerB 1156.9 -1131.2 50.0 
0107: 80@ = create_object #DYN_ROADBARRIER_2 at 1062.5 -1159.4 22.6 
0177: set_object 80@ Z_angle_to 180.0 
0382: set_object 80@ collision_detection 1 
0107: 81@ = create_object #DYN_ROADBARRIER_2 at 1054.4 -1159.4 22.6 
0177: set_object 81@ Z_angle_to 180.0 
0382: set_object 81@ collision_detection 1 
01E8: create_forbidden_for_cars_cube_cornerA 1053.2 -1146.1 10.0 cornerB 1072.5 -1215.5 50.0 
022B: create_forbidden_for_peds_cube_cornerA 1053.2 -1146.1 10.0 cornerB 1072.5 -1215.5 50.0 
0107: 82@ = create_object #DYN_ROADBARRIER_2 at 944.5 -1159.4 22.6 
0177: set_object 82@ Z_angle_to 180.0 
0382: set_object 82@ collision_detection 1 
0107: 83@ = create_object #DYN_ROADBARRIER_2 at 940.0 -1159.4 22.6 
0177: set_object 83@ Z_angle_to 180.0 
0382: set_object 83@ collision_detection 1 
01E8: create_forbidden_for_cars_cube_cornerA 932.9 -1154.4 10.0 cornerB 951.8 -1215.4 50.0 
022B: create_forbidden_for_peds_cube_cornerA 932.9 -1154.4 10.0 cornerB 951.8 -1215.4 50.0 
0107: 84@ = create_object #DYN_ROADBARRIER_2 at 931.3 -1148.8 22.7 
0177: set_object 84@ Z_angle_to 90.0 
0382: set_object 84@ collision_detection 1 
0107: 85@ = create_object #DYN_ROADBARRIER_2 at 931.3 -1139.9 22.7 
0177: set_object 85@ Z_angle_to 90.0 
0382: set_object 85@ collision_detection 1 
0107: 86@ = create_object #DYN_ROADBARRIER_2 at 960.2 -1130.4 22.7 
0177: set_object 86@ Z_angle_to 180.0 
0382: set_object 86@ collision_detection 1 
0107: 87@ = create_object #DYN_ROADBARRIER_2 at 967.4 -1130.4 22.7 
0177: set_object 87@ Z_angle_to 90.0 
0382: set_object 87@ collision_detection 1 
01E8: create_forbidden_for_cars_cube_cornerA 972.1 -1135.4 10.0 cornerB 952.9 -1044.3 50.0 
022B: create_forbidden_for_peds_cube_cornerA 972.1 -1135.4 10.0 cornerB 952.9 -1044.3 50.0 
0107: 88@ = create_object #DYN_ROADBARRIER_2 at 1080.6 -1130.7 22.7 
0177: set_object 88@ Z_angle_to 180.0 
0382: set_object 88@ collision_detection 1 
0107: 89@ = create_object #DYN_ROADBARRIER_2 at 1085.5 -1130.6 22.7 
0177: set_object 89@ Z_angle_to 180.0 
0382: set_object 89@ collision_detection 1 
01E8: create_forbidden_for_cars_cube_cornerA 1072.8 -1135.0 10.0 cornerB 1092.4 -1045.5 50.0 
022B: create_forbidden_for_peds_cube_cornerA 1072.8 -1135.0 10.0 cornerB 1092.4 -1045.5 50.0 
0107: 90@ = create_object #DYN_ROADBARRIER_2 at 1024.5 -1123.2 22.9 
0177: set_object 90@ Z_angle_to 90.0 
0382: set_object 90@ collision_detection 0 
0107: 91@ = create_object #DYN_ROADBARRIER_2 at 1024.5 -1127.2 22.9 
0177: set_object 91@ Z_angle_to 90.0 
0382: set_object 91@ collision_detection 0 
0107: 92@ = create_object #DYN_ROADBARRIER_2 at 1024.5 -1131.2 22.9 
0177: set_object 92@ Z_angle_to 90.0 
0382: set_object 92@ collision_detection 0 
0107: 93@ = create_object #DYN_ROADBARRIER_2 at 1020.5 -1123.2 22.9 
0177: set_object 93@ Z_angle_to 90.0 
0382: set_object 93@ collision_detection 0 
0107: 94@ = create_object #DYN_ROADBARRIER_2 at 1020.5 -1127.2 22.9 
0177: set_object 94@ Z_angle_to 90.0 
0382: set_object 94@ collision_detection 0 
0107: 95@ = create_object #DYN_ROADBARRIER_2 at 1020.5 -1131.2 22.9 
0177: set_object 95@ Z_angle_to 90.0 
0382: set_object 95@ collision_detection 0 
0107: 96@ = create_object #DYN_ROADBARRIER_2 at 1016.5 -1133.2 22.9 
0177: set_object 96@ Z_angle_to 180.0 
0382: set_object 96@ collision_detection 0 
0107: 97@ = create_object #DYN_ROADBARRIER_2 at 1012.5 -1133.2 22.9 
0177: set_object 97@ Z_angle_to 180.0 
0382: set_object 97@ collision_detection 0 
0107: 98@ = create_object #DYN_ROADBARRIER_2 at 1008.5 -1133.2 22.9 
0177: set_object 98@ Z_angle_to 180.0 
0382: set_object 98@ collision_detection 0 
0107: 99@ = create_object #DYN_ROADBARRIER_2 at 1028.5 -1133.2 22.9 
0177: set_object 99@ Z_angle_to 180.0 
0382: set_object 99@ collision_detection 0 
0107: 100@ = create_object #DYN_ROADBARRIER_2 at 1032.5 -1133.2 22.9 
0177: set_object 100@ Z_angle_to 180.0 
0382: set_object 100@ collision_detection 0 
0107: 101@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0177: set_object 101@ Z_angle_to 180.0 
0382: set_object 101@ collision_detection 0 
009A: 55@ = create_actor_pedtype 25 model #LAPD1 at 1025.3 -1124.9 22.9 
01B2: give_actor 55@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 55@ Z_angle_to 276.6 
0588: disable_actor 55@ validate_position 1 
009A: 56@ = create_actor_pedtype 25 model #LAPD1 at 1024.7 -1129.1 22.9 
01B2: give_actor 56@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 56@ Z_angle_to 276.6 
0588: disable_actor 56@ validate_position 1 
009A: 57@ = create_actor_pedtype 25 model #LAPD1 at 1024.7 -1133.8 22.9 
01B2: give_actor 57@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 57@ Z_angle_to 276.6 
0588: disable_actor 57@ validate_position 1 
009A: 58@ = create_actor_pedtype 25 model #LAPD1 at 1020.4 -1125.2 22.9 
01B2: give_actor 58@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 58@ Z_angle_to 92.2 
0588: disable_actor 58@ validate_position 1 
009A: 59@ = create_actor_pedtype 25 model #LAPD1 at 1020.4 -1129.1 22.9 
01B2: give_actor 59@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 59@ Z_angle_to 92.2 
0588: disable_actor 59@ validate_position 1 
009A: 60@ = create_actor_pedtype 25 model #LAPD1 at 1020.4 -1133.5 22.9 
01B2: give_actor 60@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 60@ Z_angle_to 92.2 
0588: disable_actor 60@ validate_position 1 
009A: 61@ = create_actor_pedtype 25 model #LAPD1 at 1032.6 -1115.5 22.9 
01B2: give_actor 61@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 61@ Z_angle_to 173.9 
0588: disable_actor 61@ validate_position 1 
009A: 62@ = create_actor_pedtype 25 model #LAPD1 at 1012.0 -1115.8 22.9 
01B2: give_actor 62@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 62@ Z_angle_to 187.9 
0588: disable_actor 62@ validate_position 1 
00A5: 66@ = create_car #STRETCH at 1031.4 -1138.6 22.7 
0129: 69@ = create_actor_pedtype 25 model #WBDYG1 in_car 66@ driverseat 
0175: set_car 66@ Z_angle_to 90.0 
0588: disable_actor 69@ validate_position 1 
0615: define_AS_pack_begin 231@ 
0638: AS_actor -1 stay_put 1 
05D1: AS_actor -1 drive_car 66@ to 1023.3 -1138.6 22.7 speed 15.0 1 model #CSPLAY 2 
0616: define_AS_pack_end 231@ 
0618: assign_actor 69@ to_AS_pack 231@ 
061B: remove_references_to_AS_pack 231@ 
00A5: 67@ = create_car #STRETCH at 1042.8 -1138.6 22.7 
0129: 70@ = create_actor_pedtype 25 model #WBDYG1 in_car 67@ driverseat 
0175: set_car 67@ Z_angle_to 90.0 
0588: disable_actor 70@ validate_position 1 
009A: 63@ = create_actor_pedtype 25 model #LAPD1 at 1093.7 -1145.2 22.7 
01B2: give_actor 63@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 63@ Z_angle_to 274.6 
0588: disable_actor 63@ validate_position 1 
060B: set_actor 63@ decision_maker_to 233@ 
0376: 112@ = create_random_actor_at 1023.6 -1122.3 22.9 
0337: set_actor 112@ visibility 0 
0619: enable_actor 112@ collision_detection 0 
060B: set_actor 112@ decision_maker_to 233@ 
0350: set_actor 112@ maintain_position_when_attacked 1 

:MUSIC3_18683
0050: gosub @MUSIC3_20041 
0376: 34@(132@,21i) = create_random_actor_at 225@ 226@ 22.9 
0173: set_actor 34@(132@,21i) Z_angle_to $TEMPVAR_ANGLE 
060F: set_actor 34@(132@,21i) melee_accuracy_to 0.0 
0350: set_actor 34@(132@,21i) maintain_position_when_attacked 1 
01B2: give_actor 34@(132@,21i) weapon 43 ammo 30000 // Load the weapon model before using this 
060B: set_actor 34@(132@,21i) decision_maker_to 233@ 
0588: disable_actor 34@(132@,21i) validate_position 1 
00D6: if 
001B:   5 > 132@ 
004D: jump_if_false @MUSIC3_18891 
0615: define_AS_pack_begin 232@ 
0209: 152@ = random_int_in_ranges 500 2000 
00D6: if 
8118:   not actor 112@ dead 
004D: jump_if_false @MUSIC3_18844 
07A5: AS_actor -1 attack_actor 112@ time 152@ 

:MUSIC3_18844
0209: 152@ = random_int_in_ranges 1500 4000 
05B9: AS_actor -1 stay_idle 152@ ms 
0643: set_AS_pack 232@ loop 1 
0616: define_AS_pack_end 232@ 
0618: assign_actor 34@(132@,21i) to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_18891
0588: disable_actor 34@(132@,21i) validate_position 1 
000A: 132@ += 1 
0002: jump @MUSIC3_18923 

:MUSIC3_18916
0006: 130@ = 1 

:MUSIC3_18923
0051: return 

:MUSIC3_18925
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @MUSIC3_19175 
00D6: if 
001B:   20 > 131@ 
004D: jump_if_false @MUSIC3_19052 
00D6: if 
0118:   actor 34@(131@,21i) dead 
004D: jump_if_false @MUSIC3_18988 
0006: 129@ = 1 

:MUSIC3_18988
00D6: if 
8118:   not actor 34@(131@,21i) dead 
004D: jump_if_false @MUSIC3_19038 
00D6: if 
051A:   actor 34@(131@,21i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MUSIC3_19038 
0006: 129@ = 1 

:MUSIC3_19038
000A: 131@ += 1 
0002: jump @MUSIC3_19059 

:MUSIC3_19052
0006: 131@ = 0 

:MUSIC3_19059
00D6: if 
001B:   8 > 141@ 
004D: jump_if_false @MUSIC3_19168 
00D6: if 
0118:   actor 55@(141@,9i) dead 
004D: jump_if_false @MUSIC3_19104 
0006: 129@ = 1 

:MUSIC3_19104
00D6: if 
8118:   not actor 55@(141@,9i) dead 
004D: jump_if_false @MUSIC3_19154 
00D6: if 
051A:   actor 55@(141@,9i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MUSIC3_19154 
0006: 129@ = 1 

:MUSIC3_19154
000A: 141@ += 1 
0002: jump @MUSIC3_19175 

:MUSIC3_19168
0006: 141@ = 0 

:MUSIC3_19175
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @MUSIC3_19214 
0006: 131@ = 0 
0006: 141@ = 0 
0006: 129@ = 2 

:MUSIC3_19214
00D6: if 
0039:   129@ == 2 
004D: jump_if_false @MUSIC3_19421 
00D6: if 
001B:   20 > 131@ 
004D: jump_if_false @MUSIC3_19414 
00D6: if 
8118:   not actor 34@(131@,21i) dead 
004D: jump_if_false @MUSIC3_19400 
062E: get_actor 34@(131@,21i) task 1499 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @MUSIC3_19336 
0961: set_actor 34@(131@,21i) keep_tasks_after_cleanup 1 
05DB: AS_actor 34@(131@,21i) flee_from_actor $PLAYER_ACTOR from_origin_radius 80.0 timelimit 10000000 

:MUSIC3_19336
00D6: if 
80F2:   not actor 34@(131@,21i) near_actor $PLAYER_ACTOR radius 80.0 80.0 0 
004D: jump_if_false @MUSIC3_19400 
00D6: if 
82CB:   not actor 34@(131@,21i) bounding_sphere_visible 
004D: jump_if_false @MUSIC3_19400 
01C2: remove_references_to_actor 34@(131@,21i) // Like turning an actor into a random pedestrian 

:MUSIC3_19400
000A: 131@ += 1 
0002: jump @MUSIC3_19421 

:MUSIC3_19414
0006: 129@ = 3 

:MUSIC3_19421
00D6: if 
0039:   129@ == 3 
004D: jump_if_false @MUSIC3_19554 
00D6: if 
001B:   8 > 141@ 
004D: jump_if_false @MUSIC3_19547 
00D6: if 
8118:   not actor 55@(141@,9i) dead 
004D: jump_if_false @MUSIC3_19533 
062E: get_actor 55@(141@,9i) task 1764 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @MUSIC3_19533 
0961: set_actor 55@(141@,9i) keep_tasks_after_cleanup 1 
06E4: AS_actor 55@(141@,9i) attempt_to_bust_actor $PLAYER_ACTOR 

:MUSIC3_19533
000A: 141@ += 1 
0002: jump @MUSIC3_19554 

:MUSIC3_19547
0006: 129@ = 4 

:MUSIC3_19554
0051: return 

:MUSIC3_19556
00D6: if 
0039:   164@ == 0 
004D: jump_if_false @MUSIC3_19697 
00D6: if 
001B:   8 > 165@ 
004D: jump_if_false @MUSIC3_19690 
00D6: if 
8118:   not actor 55@(165@,9i) dead 
004D: jump_if_false @MUSIC3_19676 
00D6: if 
80F2:   not actor 55@(165@,9i) near_actor $PLAYER_ACTOR radius 80.0 80.0 0 
004D: jump_if_false @MUSIC3_19676 
00D6: if 
82CB:   not actor 55@(165@,9i) bounding_sphere_visible 
004D: jump_if_false @MUSIC3_19676 
01C2: remove_references_to_actor 55@(165@,9i) // Like turning an actor into a random pedestrian 

:MUSIC3_19676
000A: 165@ += 1 
0002: jump @MUSIC3_19697 

:MUSIC3_19690
0006: 164@ = 1 

:MUSIC3_19697
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @MUSIC3_19838 
00D6: if 
001B:   8 > 166@ 
004D: jump_if_false @MUSIC3_19831 
00D6: if 
8118:   not actor 55@(166@,9i) dead 
004D: jump_if_false @MUSIC3_19817 
00D6: if 
80F2:   not actor 55@(166@,9i) near_actor $PLAYER_ACTOR radius 80.0 80.0 0 
004D: jump_if_false @MUSIC3_19817 
00D6: if 
82CB:   not actor 55@(166@,9i) bounding_sphere_visible 
004D: jump_if_false @MUSIC3_19817 
01C2: remove_references_to_actor 55@(166@,9i) // Like turning an actor into a random pedestrian 

:MUSIC3_19817
000A: 166@ += 1 
0002: jump @MUSIC3_19838 

:MUSIC3_19831
0006: 164@ = 2 

:MUSIC3_19838
00D6: if 
0039:   164@ == 2 
004D: jump_if_false @MUSIC3_20039 
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 1015.1 -1139.2 radius 80.0 80.0 
004D: jump_if_false @MUSIC3_20039 
01C4: remove_references_to_object 90@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 91@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 92@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 93@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 94@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 95@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 96@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 97@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 98@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 99@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 100@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 101@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 78@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 79@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 80@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 81@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 82@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 83@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 84@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 85@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 86@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 87@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 88@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 89@ // This object will now disappear when the player looks away 
0249: release_model #DYN_ROADBARRIER_2 
0917: audio_zone 'AWARDS' enable_sound 0 
0006: 164@ = 3 

:MUSIC3_20039
0051: return 

:MUSIC3_20041
0208: 225@ = random_float_in_ranges 1016.2 1030.8 
0208: 226@ = random_float_in_ranges -1122.3 -1133.7 
00D6: if 
0023:   1020.0 > 225@ 
004D: jump_if_false @MUSIC3_20109 
0005: $TEMPVAR_ANGLE = 280.1 
0002: jump @MUSIC3_20119 

:MUSIC3_20109
0005: $TEMPVAR_ANGLE = 96.5 

:MUSIC3_20119
00D6: if and
0023:   1027.4 > 225@ 
0021:   225@ > 1019.8 
004D: jump_if_false @MUSIC3_20157 
0002: jump @MUSIC3_20041 

:MUSIC3_20157
00D6: if 
001D:   133@ > 134@ // (int) 
004D: jump_if_false @MUSIC3_20259 
0001: wait 0 ms 
00D6: if 
8118:   not actor 34@(134@,21i) dead 
004D: jump_if_false @MUSIC3_20245 
00D6: if 
00EC:   actor 34@(134@,21i) sphere 0 near_point 225@ 226@ radius 1.0 1.0 
004D: jump_if_false @MUSIC3_20245 
0002: jump @MUSIC3_20041 

:MUSIC3_20245
000A: 134@ += 1 
0002: jump @MUSIC3_20157 

:MUSIC3_20259
0051: return 

:MUSIC3_20261
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @MUSIC3_20293 
0050: gosub @MUSIC3_20519 
0002: jump @MUSIC3_20389 

:MUSIC3_20293
00D6: if 
001D:   170@ > 127@ // (int) 
004D: jump_if_false @MUSIC3_20326 
000A: 127@ += 1 
0002: jump @MUSIC3_20389 

:MUSIC3_20326
09E5: create_flash_light_at 225@ 226@ 227@ RGB_mask 255 255 255 radius 200.0 
064B: 172@ = create_particle "CAMFLASH" at 225@ 226@ 227@ type 1 
064F: remove_references_to_particle 172@ 
0006: 127@ = 0 

:MUSIC3_20389
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @MUSIC3_20421 
0050: gosub @MUSIC3_20519 
0002: jump @MUSIC3_20517 

:MUSIC3_20421
00D6: if 
001D:   171@ > 128@ // (int) 
004D: jump_if_false @MUSIC3_20454 
000A: 128@ += 1 
0002: jump @MUSIC3_20517 

:MUSIC3_20454
09E5: create_flash_light_at 228@ 229@ 230@ RGB_mask 255 255 255 radius 200.0 
064B: 173@ = create_particle "CAMFLASH" at 228@ 229@ 230@ type 1 
064F: remove_references_to_particle 173@ 
0006: 128@ = 0 

:MUSIC3_20517
0051: return 

:MUSIC3_20519
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @MUSIC3_20615 
0209: 170@ = random_int_in_ranges 1 10 
0209: 133@ = random_int_in_ranges 0 20 
00D6: if 
8118:   not actor 34@(133@,21i) dead 
004D: jump_if_false @MUSIC3_20615 
04C4: store_coords_to 225@ 226@ $TEMPVAR_FLOAT_3 from_actor 34@(133@,21i) with_offset 0.0 0.3 0.5 
000A: 127@ += 1 

:MUSIC3_20615
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @MUSIC3_20711 
0209: 171@ = random_int_in_ranges 1 10 
0209: 133@ = random_int_in_ranges 0 20 
00D6: if 
8118:   not actor 34@(133@,21i) dead 
004D: jump_if_false @MUSIC3_20711 
04C4: store_coords_to 228@ 229@ 230@ from_actor 34@(133@,21i) with_offset 0.0 0.3 0.5 
000A: 128@ += 1 

:MUSIC3_20711
0051: return 

:MUSIC3_20713
00D6: if 
0039:   142@ == 0 
004D: jump_if_false @MUSIC3_20852 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_20852 
0164: disable_marker 113@ 
03D5: remove_text 'STP3_13'  // ~s~Get back in the ~b~car~s~ and get on with the mission.
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @MUSIC3_20791 
0006: 175@ = 0 

:MUSIC3_20791
00D6: if 
0039:   123@ == 1 
004D: jump_if_false @MUSIC3_20845 
018A: 113@ = create_checkpoint_at 1306.4 -1137.5 22.5 
00BB: show_text_lowpriority GXT 'STP3_33' time 7000 flag 1  // ~s~Go and meet up with the other ~y~drivers~s~ before 10pm. Don't damage your car!

:MUSIC3_20845
0006: 142@ = 1 

:MUSIC3_20852
00D6: if 
0039:   142@ == 1 
004D: jump_if_false @MUSIC3_20962 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_20962 
0164: disable_marker 113@ 
0186: 113@ = create_marker_above_car 73@ 
07E0: set_marker 113@ type_to 1 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @MUSIC3_20955 
03D5: remove_text 'STP3_33'  // ~s~Go and meet up with the other ~y~drivers~s~ before 10pm. Don't damage your car!
00BB: show_text_lowpriority GXT 'STP3_13' time 7000 flag 1  // ~s~Get back in the ~b~car~s~ and get on with the mission.

:MUSIC3_20955
0006: 142@ = 0 

:MUSIC3_20962
0051: return 

:MUSIC3_20964
00D6: if 
0039:   147@ == 0 
004D: jump_if_false @MUSIC3_21028 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 72@ radius 35.0 35.0 sphere 0 
004D: jump_if_false @MUSIC3_21021 
0006: 146@ = 5000 

:MUSIC3_21021
0006: 147@ = 1 

:MUSIC3_21028
00D6: if 
0039:   147@ == 1 
004D: jump_if_false @MUSIC3_21436 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 72@ radius 35.0 35.0 sphere 0 
004D: jump_if_false @MUSIC3_21407 
00D6: if 
0019:   146@ > 4000 
004D: jump_if_false @MUSIC3_21122 
0006: 148@ = 5 
01E5: show_text_1number_highpriority GXT 'STP3_14' number 148@ time 4000 flag 1  // ~s~You have ~1~ seconds to rejoin the convoy.

:MUSIC3_21122
00D6: if 
001B:   4000 > 146@ 
004D: jump_if_false @MUSIC3_21186 
00D6: if 
0019:   146@ > 3000 
004D: jump_if_false @MUSIC3_21186 
0006: 148@ = 4 
01E5: show_text_1number_highpriority GXT 'STP3_14' number 148@ time 4000 flag 1  // ~s~You have ~1~ seconds to rejoin the convoy.

:MUSIC3_21186
00D6: if 
001B:   3000 > 146@ 
004D: jump_if_false @MUSIC3_21250 
00D6: if 
0019:   146@ > 2000 
004D: jump_if_false @MUSIC3_21250 
0006: 148@ = 3 
01E5: show_text_1number_highpriority GXT 'STP3_14' number 148@ time 4000 flag 1  // ~s~You have ~1~ seconds to rejoin the convoy.

:MUSIC3_21250
00D6: if 
001B:   2000 > 146@ 
004D: jump_if_false @MUSIC3_21314 
00D6: if 
0019:   146@ > 1000 
004D: jump_if_false @MUSIC3_21314 
0006: 148@ = 2 
01E5: show_text_1number_highpriority GXT 'STP3_14' number 148@ time 4000 flag 1  // ~s~You have ~1~ seconds to rejoin the convoy.

:MUSIC3_21314
00D6: if 
001B:   1000 > 146@ 
004D: jump_if_false @MUSIC3_21359 
0006: 148@ = 1 
01E5: show_text_1number_highpriority GXT 'STP3_15' number 148@ time 4000 flag 1  // ~s~You have ~1~ second to rejoin the convoy.

:MUSIC3_21359
00D6: if 
001B:   0 > 146@ 
004D: jump_if_false @MUSIC3_21400 
00BC: show_text_highpriority GXT 'STP3_07' time 4000 flag 1  // ~r~You strayed too far and alerted the other drivers!
0006: 125@ = 1 

:MUSIC3_21400
0002: jump @MUSIC3_21436 

:MUSIC3_21407
03D5: remove_text 'STP3_14'  // ~s~You have ~1~ seconds to rejoin the convoy.
03D5: remove_text 'STP3_15'  // ~s~You have ~1~ second to rejoin the convoy.
0006: 147@ = 0 

:MUSIC3_21436
0051: return 

:MUSIC3_21438
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @MUSIC3_21540 
00D6: if 
8185:   not car 72@ health >= 950 
004D: jump_if_false @MUSIC3_21498 
00BC: show_text_highpriority GXT 'STP3_30' time 4000 flag 1  // ~s~Don't damage the car!
0006: 175@ = 1 

:MUSIC3_21498
00D6: if 
8185:   not car 74@ health >= 950 
004D: jump_if_false @MUSIC3_21540 
00BC: show_text_highpriority GXT 'STP3_30' time 4000 flag 1  // ~s~Don't damage the car!
0006: 175@ = 1 

:MUSIC3_21540
00D6: if 
0039:   175@ == 1 
004D: jump_if_false @MUSIC3_21646 
00D6: if 
8185:   not car 72@ health >= 850 
004D: jump_if_false @MUSIC3_21602 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'STP3_23' time 4000 flag 1  // ~r~You alerted the other drivers with your bad driving.
0006: 175@ = 2 

:MUSIC3_21602
00D6: if 
8185:   not car 74@ health >= 850 
004D: jump_if_false @MUSIC3_21646 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'STP3_23' time 4000 flag 1  // ~r~You alerted the other drivers with your bad driving.
0006: 175@ = 2 

:MUSIC3_21646
00D6: if 
0039:   175@ == 2 
004D: jump_if_false @MUSIC3_21726 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_21688 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 

:MUSIC3_21688
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_21712 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 

:MUSIC3_21712
0006: 32@ = 0 
0006: 175@ = 3 

:MUSIC3_21726
00D6: if 
0039:   175@ == 3 
004D: jump_if_false @MUSIC3_21770 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @MUSIC3_21770 
0006: 125@ = 1 

:MUSIC3_21770
0051: return 

:MUSIC3_21772
00D6: if 
8118:   not actor 104@ dead 
004D: jump_if_false @MUSIC3_21829 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 150 ms 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 104@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_21829
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @MUSIC3_21879 
0615: define_AS_pack_begin 232@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 105@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_21879
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @MUSIC3_21935 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 100 ms 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 106@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_21935
0051: return 

:MUSIC3_21937
00D6: if 
8118:   not actor 108@ dead 
004D: jump_if_false @MUSIC3_21994 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 150 ms 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 108@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_21994
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @MUSIC3_22044 
0615: define_AS_pack_begin 232@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 109@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_22044
00D6: if 
8118:   not actor 110@ dead 
004D: jump_if_false @MUSIC3_22100 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 100 ms 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 110@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_22100
0051: return 

:MUSIC3_22102
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_22156 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 72@ radius 160.0 160.0 sphere 0 
004D: jump_if_false @MUSIC3_22156 
000A: 155@ += 1 

:MUSIC3_22156
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_22210 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 74@ radius 160.0 160.0 sphere 0 
004D: jump_if_false @MUSIC3_22210 
000A: 155@ += 1 

:MUSIC3_22210
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_22255 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_22255 
06C7: AS_actor 75@ driver_of_car 72@ perform_action 6 timelimit 3000 

:MUSIC3_22255
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_22300 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_22300 
06C7: AS_actor 77@ driver_of_car 74@ perform_action 6 timelimit 3000 

:MUSIC3_22300
0051: return 

:MUSIC3_22302
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @MUSIC3_22454 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_22454 
00D6: if 
8204:   not actor $PLAYER_ACTOR near_car 72@ radius 15.0 15.0 sphere 0 in_car 
004D: jump_if_false @MUSIC3_22454 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_22454 
0A21: set_car 72@ not_affected_by_cheats 1 
00AD: set_car 72@ max_speed_to 100.0 
04BD: set_car 72@ is_part_of_convoy 0 
072F: enable_car 72@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC 
06E1: AS_actor 75@ using_car 72@ target_car -1 with_order 4 max_speed 35.0 traffic_flag 2 
0006: 153@ = 1 

:MUSIC3_22454
00D6: if 
0039:   122@ == 6 
004D: jump_if_false @MUSIC3_22809 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @MUSIC3_22809 
00D6: if 
0039:   153@ == 1 
004D: jump_if_false @MUSIC3_22612 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_22612 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_22612 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 72@ radius 20.0 20.0 sphere 0 
004D: jump_if_false @MUSIC3_22605 
06E1: AS_actor 75@ using_car 72@ target_car -1 with_order 4 max_speed 35.0 traffic_flag 2 
0006: 153@ = 2 
0002: jump @MUSIC3_22612 

:MUSIC3_22605
0006: 153@ = 2 

:MUSIC3_22612
00D6: if 
0039:   153@ == 2 
004D: jump_if_false @MUSIC3_22809 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @MUSIC3_22809 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_22809 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_22788 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 72@ radius 20.0 20.0 sphere 0 
004D: jump_if_false @MUSIC3_22781 
0687: clear_actor 75@ task 
0615: define_AS_pack_begin 232@ 
06C7: AS_actor -1 driver_of_car 72@ perform_action 6 timelimit 3000 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 75@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
0050: gosub @MUSIC3_21772 
020A: set_car 72@ door_status_to 1 
0006: 153@ = 3 

:MUSIC3_22781
0002: jump @MUSIC3_22809 

:MUSIC3_22788
0050: gosub @MUSIC3_21772 
020A: set_car 72@ door_status_to 1 
0006: 153@ = 3 

:MUSIC3_22809
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @MUSIC3_22961 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_22961 
00D6: if 
8204:   not actor $PLAYER_ACTOR near_car 74@ radius 15.0 15.0 sphere 0 in_car 
004D: jump_if_false @MUSIC3_22961 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_22961 
0A21: set_car 74@ not_affected_by_cheats 1 
00AD: set_car 74@ max_speed_to 100.0 
04BD: set_car 74@ is_part_of_convoy 0 
072F: enable_car 74@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC 
06E1: AS_actor 77@ using_car 74@ target_car -1 with_order 4 max_speed 35.0 traffic_flag 2 
0006: 154@ = 1 

:MUSIC3_22961
00D6: if 
0039:   122@ == 6 
004D: jump_if_false @MUSIC3_23316 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @MUSIC3_23316 
00D6: if 
0039:   154@ == 1 
004D: jump_if_false @MUSIC3_23119 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_23119 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_23119 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 74@ radius 20.0 20.0 sphere 0 
004D: jump_if_false @MUSIC3_23112 
06E1: AS_actor 77@ using_car 74@ target_car -1 with_order 4 max_speed 35.0 traffic_flag 2 
0006: 154@ = 2 
0002: jump @MUSIC3_23119 

:MUSIC3_23112
0006: 154@ = 2 

:MUSIC3_23119
00D6: if 
0039:   154@ == 2 
004D: jump_if_false @MUSIC3_23316 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @MUSIC3_23316 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_23316 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_23295 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 74@ radius 15.0 15.0 sphere 0 
004D: jump_if_false @MUSIC3_23288 
0687: clear_actor 77@ task 
0615: define_AS_pack_begin 232@ 
06C7: AS_actor -1 driver_of_car 74@ perform_action 6 timelimit 3000 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 77@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
0050: gosub @MUSIC3_21937 
020A: set_car 74@ door_status_to 1 
0006: 154@ = 3 

:MUSIC3_23288
0002: jump @MUSIC3_23316 

:MUSIC3_23295
0050: gosub @MUSIC3_21937 
020A: set_car 74@ door_status_to 1 
0006: 154@ = 3 

:MUSIC3_23316
0051: return 

:MUSIC3_23318
0209: 168@ = random_int_in_ranges 1 37 
00D6: if 
0039:   168@ == 1 
004D: jump_if_false @MUSIC3_23360 
0674: set_car_model 169@ numberplate "GOT_M00_" 

:MUSIC3_23360
00D6: if 
0039:   168@ == 2 
004D: jump_if_false @MUSIC3_23393 
0674: set_car_model 169@ numberplate "M00TV_4U" 

:MUSIC3_23393
00D6: if 
0039:   168@ == 3 
004D: jump_if_false @MUSIC3_23426 
0674: set_car_model 169@ numberplate "MATHEW_2" 

:MUSIC3_23426
00D6: if 
0039:   168@ == 4 
004D: jump_if_false @MUSIC3_23459 
0674: set_car_model 169@ numberplate "D4_DEW0R" 

:MUSIC3_23459
00D6: if 
0039:   168@ == 5 
004D: jump_if_false @MUSIC3_23492 
0674: set_car_model 169@ numberplate "D0DE_777" 

:MUSIC3_23492
00D6: if 
0039:   168@ == 6 
004D: jump_if_false @MUSIC3_23525 
0674: set_car_model 169@ numberplate "DAM0_666" 

:MUSIC3_23525
00D6: if 
0039:   168@ == 7 
004D: jump_if_false @MUSIC3_23558 
0674: set_car_model 169@ numberplate "C0NEY_88" 

:MUSIC3_23558
00D6: if 
0039:   168@ == 8 
004D: jump_if_false @MUSIC3_23591 
0674: set_car_model 169@ numberplate "PRE4CHER" 

:MUSIC3_23591
00D6: if 
0039:   168@ == 9 
004D: jump_if_false @MUSIC3_23624 
0674: set_car_model 169@ numberplate "DBP_4NDY" 

:MUSIC3_23624
00D6: if 
0039:   168@ == 10 
004D: jump_if_false @MUSIC3_23657 
0674: set_car_model 169@ numberplate "EV1L_SLY" 

:MUSIC3_23657
00D6: if 
0039:   168@ == 11 
004D: jump_if_false @MUSIC3_23690 
0674: set_car_model 169@ numberplate "N1_R4V3N" 

:MUSIC3_23690
00D6: if 
0039:   168@ == 12 
004D: jump_if_false @MUSIC3_23723 
0674: set_car_model 169@ numberplate "D1VX_Z00" 

:MUSIC3_23723
00D6: if 
0039:   168@ == 13 
004D: jump_if_false @MUSIC3_23755 
0674: set_car_model 169@ numberplate "MR_B3NN" 

:MUSIC3_23755
00D6: if 
0039:   168@ == 14 
004D: jump_if_false @MUSIC3_23788 
0674: set_car_model 169@ numberplate "R3D_R4SP" 

:MUSIC3_23788
00D6: if 
0039:   168@ == 15 
004D: jump_if_false @MUSIC3_23821 
0674: set_car_model 169@ numberplate "LA_B0MBA" 

:MUSIC3_23821
00D6: if 
0039:   168@ == 16 
004D: jump_if_false @MUSIC3_23854 
0674: set_car_model 169@ numberplate "L3337_0G" 

:MUSIC3_23854
00D6: if 
0039:   168@ == 17 
004D: jump_if_false @MUSIC3_23887 
0674: set_car_model 169@ numberplate "BUDD4H_X" 

:MUSIC3_23887
00D6: if 
0039:   168@ == 18 
004D: jump_if_false @MUSIC3_23920 
0674: set_car_model 169@ numberplate "T3H_BUCK" 

:MUSIC3_23920
00D6: if 
0039:   168@ == 19 
004D: jump_if_false @MUSIC3_23953 
0674: set_car_model 169@ numberplate "CHUNKY_1" 

:MUSIC3_23953
00D6: if 
0039:   168@ == 20 
004D: jump_if_false @MUSIC3_23986 
0674: set_car_model 169@ numberplate "EV1L_BNZ" 

:MUSIC3_23986
00D6: if 
0039:   168@ == 21 
004D: jump_if_false @MUSIC3_24019 
0674: set_car_model 169@ numberplate "S4ND_M4N" 

:MUSIC3_24019
00D6: if 
0039:   168@ == 22 
004D: jump_if_false @MUSIC3_24052 
0674: set_car_model 169@ numberplate "RKK_DBP1" 

:MUSIC3_24052
00D6: if 
0039:   168@ == 23 
004D: jump_if_false @MUSIC3_24085 
0674: set_car_model 169@ numberplate "RE1_K0KU" 

:MUSIC3_24085
00D6: if 
0039:   168@ == 24 
004D: jump_if_false @MUSIC3_24118 
0674: set_car_model 169@ numberplate "S3XY_JUD" 

:MUSIC3_24118
00D6: if 
0039:   168@ == 25 
004D: jump_if_false @MUSIC3_24151 
0674: set_car_model 169@ numberplate "SUNRA_93" 

:MUSIC3_24151
00D6: if 
0039:   168@ == 26 
004D: jump_if_false @MUSIC3_24184 
0674: set_car_model 169@ numberplate "UG_FUX69" 

:MUSIC3_24184
00D6: if 
0039:   168@ == 27 
004D: jump_if_false @MUSIC3_24217 
0674: set_car_model 169@ numberplate "LI0N_CUM" 

:MUSIC3_24217
00D6: if 
0039:   168@ == 28 
004D: jump_if_false @MUSIC3_24250 
0674: set_car_model 169@ numberplate "RKK_PWND" 

:MUSIC3_24250
00D6: if 
0039:   168@ == 29 
004D: jump_if_false @MUSIC3_24283 
0674: set_car_model 169@ numberplate "HAZE_B0B" 

:MUSIC3_24283
00D6: if 
0039:   168@ == 30 
004D: jump_if_false @MUSIC3_24316 
0674: set_car_model 169@ numberplate "T3H_FLUF" 

:MUSIC3_24316
00D6: if 
0039:   168@ == 31 
004D: jump_if_false @MUSIC3_24349 
0674: set_car_model 169@ numberplate "BM_4NDY_" 

:MUSIC3_24349
00D6: if 
0039:   168@ == 32 
004D: jump_if_false @MUSIC3_24382 
0674: set_car_model 169@ numberplate "BM_D34N_" 

:MUSIC3_24382
00D6: if 
0039:   168@ == 33 
004D: jump_if_false @MUSIC3_24415 
0674: set_car_model 169@ numberplate "BM_L4C3Y" 

:MUSIC3_24415
00D6: if 
0039:   168@ == 34 
004D: jump_if_false @MUSIC3_24448 
0674: set_car_model 169@ numberplate "BM_D3V__" 

:MUSIC3_24448
00D6: if 
0039:   168@ == 35 
004D: jump_if_false @MUSIC3_24481 
0674: set_car_model 169@ numberplate "NU_SK00L" 

:MUSIC3_24481
00D6: if 
0039:   168@ == 36 
004D: jump_if_false @MUSIC3_24514 
0674: set_car_model 169@ numberplate "G4L_AVET" 

:MUSIC3_24514
00D6: if 
0039:   168@ == 37 
004D: jump_if_false @MUSIC3_24547 
0674: set_car_model 169@ numberplate "M0J0_J0J" 

:MUSIC3_24547
0051: return 

:MUSIC3_24549
00D6: if 
0039:   174@ == 1 
004D: jump_if_false @MUSIC3_24596 
05AA: 178@s = 'LOC3_AA' // @s = 'short'  // ~z~Hey, what the fuck are you playing at?
04AF: 206@ = 22000 // = constant 
0006: 220@ = 1 

:MUSIC3_24596
00D6: if 
0039:   174@ == 2 
004D: jump_if_false @MUSIC3_24731 
05AA: 178@s = 'LOC3_BA' // @s = 'short'  // ~z~Hey, man.
05AA: 180@s = 'LOC3_BB' // @s = 'short'  // ~z~Take me back to Dogg's mansion.
05AA: 182@s = 'LOC3_BC' // @s = 'short'  // ~z~Not today, asshole.
05AA: 184@s = 'LOC3_BD' // @s = 'short'  // ~z~Today we're taking the scenic route,
05AA: 186@s = 'LOC3_BE' // @s = 'short'  // ~z~via the bottom of the ocean!
04AF: 206@ = 22001 // = constant 
04AF: 207@ = 22002 // = constant 
04AF: 208@ = 22003 // = constant 
04AF: 209@ = 22004 // = constant 
04AF: 210@ = 22005 // = constant 
0006: 220@ = 5 

:MUSIC3_24731
00D6: if 
0039:   174@ == 3 
004D: jump_if_false @MUSIC3_24800 
05AA: 178@s = 'LOC3_CA' // @s = 'short'  // ~z~Security team, the Principle is being kidnapped!
05AA: 180@s = 'LOC3_CB' // @s = 'short'  // ~z~Rescue him at all costs!
04AF: 206@ = 22006 // = constant 
04AF: 207@ = 22007 // = constant 
0006: 220@ = 2 

:MUSIC3_24800
00D6: if 
0039:   174@ == 4 
004D: jump_if_false @MUSIC3_24935 
05AA: 178@s = 'LOC3_DA' // @s = 'short'  // ~z~Who the fuck are you?
05AA: 180@s = 'LOC3_DB' // @s = 'short'  // ~z~Where's my usual driver?
05AA: 182@s = 'LOC3_DC' // @s = 'short'  // ~z~Unlock this fucking door!
05AA: 184@s = 'LOC3_DD' // @s = 'short'  // ~z~I can't fucking swim, you fucking psycho!
05AA: 186@s = 'LOC3_EA' // @s = 'short'  // ~z~Ah, so I've heard!
04AF: 206@ = 22008 // = constant 
04AF: 207@ = 22009 // = constant 
04AF: 208@ = 22010 // = constant 
04AF: 209@ = 22011 // = constant 
04AF: 210@ = 22012 // = constant 
0006: 220@ = 5 

:MUSIC3_24935
00D6: if 
0039:   174@ == 5 
004D: jump_if_false @MUSIC3_25180 
05AA: 178@s = 'LOC3_EB' // @s = 'short'  // ~z~What you want, fool, money?
05AA: 180@s = 'LOC3_EC' // @s = 'short'  // ~z~I got bitches, loads o'fine bitches, take 'em.
05AA: 182@s = 'LOC3_ED' // @s = 'short'  // ~z~They'll do anything you want!
05AA: 184@s = 'LOC3_EE' // @s = 'short'  // ~z~You want a record contract?
05AA: 186@s = 'LOC3_EF' // @s = 'short'  // ~z~Man I can make any fool a superstar!
05AA: 188@s = 'LOC3_EG' // @s = 'short'  // ~z~I know people in this town, powerful people!
05AA: 190@s = 'LOC3_EH' // @s = 'short'  // ~z~Dangerous motherfuckers!
05AA: 192@s = 'LOC3_EJ' // @s = 'short'  // ~z~You Grove Street Families?
05AA: 194@s = 'LOC3_EK' // @s = 'short'  // ~z~I know Ballas OG's, we're like brothers!
05AA: 196@s = 'LOC3_EL' // @s = 'short'  // ~z~They'll fuck you up so bad!
04AF: 206@ = 22013 // = constant 
04AF: 207@ = 22014 // = constant 
04AF: 208@ = 22015 // = constant 
04AF: 209@ = 22016 // = constant 
04AF: 210@ = 22017 // = constant 
04AF: 211@ = 22018 // = constant 
04AF: 212@ = 22019 // = constant 
04AF: 213@ = 22020 // = constant 
04AF: 214@ = 22021 // = constant 
04AF: 215@ = 22022 // = constant 
0006: 220@ = 10 

:MUSIC3_25180
00D6: if 
0039:   174@ == 6 
004D: jump_if_false @MUSIC3_25227 
05AA: 178@s = 'LOC3_EO' // @s = 'short'  // ~z~Holy FUUUUUUUUUUCK!
04AF: 206@ = 22025 // = constant 
0006: 220@ = 1 

:MUSIC3_25227
00D6: if 
0039:   174@ == 7 
004D: jump_if_false @MUSIC3_25363 
05AA: 178@s = 'MOBRING' // @s = 'short'  // ~z~(Phone ringing)
05AA: 180@s = 'MLOC04A' // @s = 'short'  // ~z~Ah Loc, what's up now man?
05AA: 182@s = 'MLOC04B' // @s = 'short'  // ~z~One of Madd Dogg's chauffeurs just left the Burger Shot across town.
05AA: 184@s = 'MLOC04C' // @s = 'short'  // ~z~Said he was headed over to the Music Awards!
05AA: 186@s = 'MLOC04D' // @s = 'short'  // ~z~Good lookin'. I'm a see if I can catch up with them.
04AF: 206@ = 23000 // = constant 
04AF: 207@ = 27419 // = constant 
04AF: 208@ = 27420 // = constant 
04AF: 209@ = 27421 // = constant 
04AF: 210@ = 27422 // = constant 
0085: 220@ = 177@ // (int) 

:MUSIC3_25363
00D6: if 
0039:   174@ == 8 
004D: jump_if_false @MUSIC3_25499 
05AA: 178@s = 'LOC3_FA' // @s = 'short'  // ~z~Hey, what kept you?
05AA: 180@s = 'LOC3_FB' // @s = 'short'  // ~z~Come on we need to go and pick up the boss!
05AA: 182@s = 'LOC3_FC' // @s = 'short'  // ~z~Hold position in the middle of the motorcade until we get to the Awards Show.
05AA: 184@s = 'LOC3_FE' // @s = 'short'  // ~z~Stick close and let's roll!
05AA: 186@s = 'LOC3_FF' // @s = 'short'  // ~z~Keep frosty, guys.
04AF: 206@ = 22026 // = constant 
04AF: 207@ = 22027 // = constant 
04AF: 208@ = 22028 // = constant 
04AF: 209@ = 22030 // = constant 
04AF: 210@ = 22031 // = constant 
0085: 220@ = 177@ // (int) 

:MUSIC3_25499
00D6: if 
0039:   174@ == 9 
004D: jump_if_false @MUSIC3_25613 
05AA: 178@s = 'LOC3_GA' // @s = 'short'  // ~z~Hey, watch what you're doing!
05AA: 180@s = 'LOC3_GB' // @s = 'short'  // ~z~Watch the damn car!
05AA: 182@s = 'LOC3_GC' // @s = 'short'  // ~z~You unprofessional asshole!
05AA: 184@s = 'LOC3_GD' // @s = 'short'  // ~z~Keep your mind on the job!
04AF: 206@ = 22032 // = constant 
04AF: 207@ = 22033 // = constant 
04AF: 208@ = 22034 // = constant 
04AF: 209@ = 22035 // = constant 
0085: 220@ = 177@ // (int) 

:MUSIC3_25613
00D6: if 
0039:   174@ == 10 
004D: jump_if_false @MUSIC3_25662 
05AA: 178@s = 'RYD1_BE' // @s = 'short'  // ~z~Shut up!
04AF: 206@ = 33613 // = constant 
0006: 220@ = 1 

:MUSIC3_25662
00D6: if 
0039:   174@ == 11 
004D: jump_if_false @MUSIC3_25709 
05AA: 178@s = 'LOC3_JA' // @s = 'short'  // ~z~Congratulations on your award, you must be thrilled!
04AF: 206@ = 22038 // = constant 
0006: 220@ = 1 

:MUSIC3_25709
00D6: if 
0039:   174@ == 12 
004D: jump_if_false @MUSIC3_25756 
05AA: 178@s = 'LOC3_JB' // @s = 'short'  // ~z~Yeah, yeah, yeah, yeah, I'd like to thank my fans, my momma and my dealer.
04AF: 206@ = 22039 // = constant 
0006: 220@ = 1 

:MUSIC3_25756
0085: 223@ = 176@ // (int) 
0006: 221@ = 0 
0006: 222@ = 0 
0006: 224@ = 1 
0051: return 

:MUSIC3_25787
00D6: if 
0039:   174@ == 1 
004D: jump_if_false @MUSIC3_25913 
00D6: if 
001D:   220@ > 176@ // (int) 
004D: jump_if_false @MUSIC3_25906 
0050: gosub @MUSIC3_26553 
0050: gosub @MUSIC3_26660 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_25868 
0050: gosub @MUSIC3_26814 
0002: jump @MUSIC3_25899 

:MUSIC3_25868
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
0006: 221@ = 0 
0006: 222@ = 0 

:MUSIC3_25899
0002: jump @MUSIC3_25913 

:MUSIC3_25906
0006: 174@ = 0 

:MUSIC3_25913
00D6: if or
0039:   174@ == 7 
0039:   174@ == 2 
0039:   174@ == 6 
0039:   174@ == 11 
0039:   174@ == 12 
004D: jump_if_false @MUSIC3_26013 
00D6: if 
001D:   220@ > 176@ // (int) 
004D: jump_if_false @MUSIC3_26006 
0050: gosub @MUSIC3_26553 
0050: gosub @MUSIC3_26660 
0050: gosub @MUSIC3_26814 
0002: jump @MUSIC3_26013 

:MUSIC3_26006
0006: 174@ = 0 

:MUSIC3_26013
00D6: if 
0039:   122@ == 5 
004D: jump_if_false @MUSIC3_26307 
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @MUSIC3_26307 
00D6: if or
0039:   174@ == 3 
0039:   174@ == 4 
0039:   174@ == 5 
0039:   174@ == 10 
004D: jump_if_false @MUSIC3_26307 
00D6: if 
001D:   220@ > 176@ // (int) 
004D: jump_if_false @MUSIC3_26300 
0050: gosub @MUSIC3_26553 
0050: gosub @MUSIC3_26660 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @MUSIC3_26262 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_26224 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_26186 
0050: gosub @MUSIC3_26814 
0002: jump @MUSIC3_26217 

:MUSIC3_26186
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
0006: 221@ = 0 
0006: 222@ = 0 

:MUSIC3_26217
0002: jump @MUSIC3_26255 

:MUSIC3_26224
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
0006: 221@ = 0 
0006: 222@ = 0 

:MUSIC3_26255
0002: jump @MUSIC3_26293 

:MUSIC3_26262
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
0006: 221@ = 0 
0006: 222@ = 0 

:MUSIC3_26293
0002: jump @MUSIC3_26307 

:MUSIC3_26300
0006: 174@ = 0 

:MUSIC3_26307
00D6: if or
0039:   174@ == 8 
0039:   174@ == 9 
004D: jump_if_false @MUSIC3_26551 
00D6: if 
001D:   220@ > 176@ // (int) 
004D: jump_if_false @MUSIC3_26544 
0050: gosub @MUSIC3_26553 
0050: gosub @MUSIC3_26660 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_26506 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_26468 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_26430 
0050: gosub @MUSIC3_26814 
0002: jump @MUSIC3_26461 

:MUSIC3_26430
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
0006: 221@ = 0 
0006: 222@ = 0 

:MUSIC3_26461
0002: jump @MUSIC3_26499 

:MUSIC3_26468
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
0006: 221@ = 0 
0006: 222@ = 0 

:MUSIC3_26499
0002: jump @MUSIC3_26537 

:MUSIC3_26506
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
0006: 221@ = 0 
0006: 222@ = 0 

:MUSIC3_26537
0002: jump @MUSIC3_26551 

:MUSIC3_26544
0006: 174@ = 0 

:MUSIC3_26551
0051: return 

:MUSIC3_26553
00D6: if 
001D:   220@ > 223@ // (int) 
004D: jump_if_false @MUSIC3_26658 
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @MUSIC3_26615 
03CF: load_wav 206@(223@,14i) as 1 
000A: 223@ += 1 
0006: 221@ = 1 

:MUSIC3_26615
00D6: if 
0039:   222@ == 0 
004D: jump_if_false @MUSIC3_26658 
03CF: load_wav 206@(223@,14i) as 2 
000A: 223@ += 1 
0006: 222@ = 1 

:MUSIC3_26658
0051: return 

:MUSIC3_26660
00D6: if 
0039:   224@ == 1 
004D: jump_if_false @MUSIC3_26736 
00D6: if 
0039:   221@ == 1 
004D: jump_if_false @MUSIC3_26736 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @MUSIC3_26736 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 178@(176@,14s) time 4500 flag 1 
0006: 221@ = 2 

:MUSIC3_26736
00D6: if 
0039:   224@ == 2 
004D: jump_if_false @MUSIC3_26812 
00D6: if 
0039:   222@ == 1 
004D: jump_if_false @MUSIC3_26812 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @MUSIC3_26812 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 178@(176@,14s) time 4500 flag 1 
0006: 222@ = 2 

:MUSIC3_26812
0051: return 

:MUSIC3_26814
00D6: if 
0039:   221@ == 2 
004D: jump_if_false @MUSIC3_26877 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @MUSIC3_26877 
03D5: remove_text 178@(176@,14s) 
000A: 176@ += 1 
0006: 224@ = 2 
0006: 221@ = 0 

:MUSIC3_26877
00D6: if 
0039:   222@ == 2 
004D: jump_if_false @MUSIC3_26940 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @MUSIC3_26940 
03D5: remove_text 178@(176@,14s) 
000A: 176@ += 1 
0006: 224@ = 1 
0006: 222@ = 0 

:MUSIC3_26940
0051: return 

//-------------Mission 34---------------
// Originally: House Party

:MUSIC5
03A4: name_thread 'MUSIC5' 
0050: gosub @MUSIC5_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @MUSIC5_38 
0050: gosub @MUSIC5_15871 

:MUSIC5_38
0050: gosub @MUSIC5_16040 
004E: end_thread 

:MUSIC5_47
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
054C: use_GXT_table 'STRAP4' 
00BE: text_clear_all 
0001: wait 0 ms 
0004: $36 = 1 
0006: 80@ = 0 
0006: 81@ = 0 
0006: 82@ = 0 
0006: 83@ = 0 
0006: 106@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
0006: 86@ = 0 
0006: 87@ = 0 
0006: 88@ = 0 
04AF: 89@ = 106 // = constant 
04AF: 90@ = 107 // = constant 
04AF: 91@ = 107 // = constant 
04AF: 92@ = 103 // = constant 
04AF: 93@ = 103 // = constant 
04AF: 94@ = 104 // = constant 
0006: 95@ = 0 
0006: 96@ = 0 
0006: 105@ = 0 
0006: 107@ = 0 
0006: 108@ = 0 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0007: 141@ = 0.0 
0007: 142@ = 0.0 
0007: 143@ = 0.0 
0006: 97@ = 0 
0006: 98@ = 0 
0006: 99@ = 0 
0006: 100@ = 0 
0006: 101@ = 0 
0006: 104@ = 75 
014C: set_parked_car_generator $2764 cars_to_generate_to 101 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
014C: set_parked_car_generator $2768 cars_to_generate_to 101 
0395: clear_area 1 at 791.7 -1627.0 12.3 radius 10.0 
01EB: set_traffic_density_multiplier_to 4.0 
03DE: set_pedestrians_density_multiplier_to 4.0 
08F5: save_player_group 
0169: set_fade_color_RGB 0 0 0 
00D6: if 
0038:   $1939 == 0 
004D: jump_if_false @MUSIC5_609 
0395: clear_area 0 at 782.5 -1619.3 12.0 radius 5.0 
09B2: get_random_available_car_unk 1 model_to 102@ class_to 103@ 
00D6: if 
0029:   102@ >= 0 
004D: jump_if_false @MUSIC5_506 
00A5: 64@ = create_car 102@ at 782.5 -1619.3 12.0 
0175: set_car 64@ Z_angle_to 270.0 

:MUSIC5_506
0395: clear_area 0 at 782.5 -1604.8 12.0 radius 5.0 
09B2: get_random_available_car_unk 1 model_to 102@ class_to 103@ 
00D6: if 
0029:   102@ >= 0 
004D: jump_if_false @MUSIC5_591 
00A5: 65@ = create_car 102@ at 782.5 -1604.8 12.0 
0175: set_car 65@ Z_angle_to 270.0 

:MUSIC5_591
02E4: load_cutscene_data 'STRAP4A' 
0002: jump @MUSIC5_673 

:MUSIC5_609
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @MUSIC5_673 
0395: clear_area 0 at 2484.9 -1649.2 12.5 radius 160.0 
04BB: select_interior 3 
02E4: load_cutscene_data 'STRP4B1' 
0006: 97@ = 1 

:MUSIC5_673
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MUSIC5_697 
0001: wait 0 ms 
0002: jump @MUSIC5_673 

:MUSIC5_697
02E7: start_cutscene 
016A: fade 1 time 1000 

:MUSIC5_706
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MUSIC5_730 
0001: wait 0 ms 
0002: jump @MUSIC5_706 

:MUSIC5_730
016A: fade 0 time 0 

:MUSIC5_736
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_760 
0001: wait 0 ms 
0002: jump @MUSIC5_736 

:MUSIC5_760
01C3: remove_references_to_car 64@ 
01C3: remove_references_to_car 65@ 
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @MUSIC5_1053 
00D6: if 
856A:   not cutscene_skipped 
004D: jump_if_false @MUSIC5_1053 
0395: clear_area 0 at 2484.9 -1649.2 12.5 radius 160.0 
0169: set_fade_color_RGB 0 0 0 
0247: load_model #PRIMO 
038B: load_requested_models 
0395: clear_area 1 at 2503.0 -1658.8 12.3 radius 5.0 
0674: set_car_model #PRIMO numberplate "GROVE4L_" 
00A5: 34@ = create_car #PRIMO at 2503.0 -1658.8 13.0 
0229: set_car 34@ primary_color_to 36 secondary_color_to 36 
0175: set_car 34@ Z_angle_to 234.0 
04BB: select_interior 0 
02E4: load_cutscene_data 'STRP4B2' 

:MUSIC5_945
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MUSIC5_969 
0001: wait 0 ms 
0002: jump @MUSIC5_945 

:MUSIC5_969
02E7: start_cutscene 
016A: fade 1 time 1000 

:MUSIC5_978
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MUSIC5_1002 
0001: wait 0 ms 
0002: jump @MUSIC5_978 

:MUSIC5_1002
016A: fade 0 time 0 

:MUSIC5_1008
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_1032 
0001: wait 0 ms 
0002: jump @MUSIC5_1008 

:MUSIC5_1032
02EA: end_cutscene 
00A6: destroy_car 34@ 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 97@ = 0 

:MUSIC5_1053
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0001: wait 0 ms 
00D6: if 
0038:   $1939 == 0 
004D: jump_if_false @MUSIC5_1112 
016A: fade 1 time 0 
0002: jump @MUSIC5_15889 

:MUSIC5_1112
0247: load_model #FAM2 
0247: load_model #FAM3 
0247: load_model #BALLAS2 
0247: load_model #BALLAS3 
0247: load_model #PRIMO 
0247: load_model #TAHOMA 
0247: load_model #VOODOO 
0247: load_model #MOLOTOV 
0247: load_model #TEC9 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'RYDER2' as 2 // models 290-299 
03CF: load_wav 19800 as 3 

:MUSIC5_1186
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @MUSIC5_1212 
0001: wait 0 ms 
0002: jump @MUSIC5_1186 

:MUSIC5_1212
03D7: set_wav 3 location 2482.0 -1646.3 12.8 
03D1: play_wav 3 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 26 
0746: set_acquaintance 0 of_actors_pedtype 26 to_actors_pedtype 25 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 26 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 25 
0746: set_acquaintance 0 of_actors_pedtype 26 to_actors_pedtype 26 
07AF: 147@ = player $PLAYER_CHAR group 
06F0: set_group 147@ distance_limit_to 1000.0 
06AE: create_group_decision_maker_type 0 store_to 151@ // decision\allowed\mission.grp 
0749: reset_group_decision_maker 151@ event 55 
0749: reset_group_decision_maker 151@ event 54 
074A: set_group_decision_maker 151@ on_event 15 taskID 1502 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
06AD: set_group 147@ group_decision_maker_to 151@ 
07B3: set_group 147@ give_command 2 
060A: create_decision_maker_type 2 store_to 145@ // decision\allowed\m_.ped files 
07E5: copy_decision_maker 65542 to 146@ 
0708: reset_decision_maker 146@ event 13 
0708: reset_decision_maker 145@ event 13 
009A: $ACTOR_SWEET = create_actor_pedtype 26 model #SPECIAL01 at 2485.5 -1647.7 13.3 
0568: set_actor $ACTOR_SWEET untargetable 1 
0173: set_actor $ACTOR_SWEET Z_angle_to 196.6 
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 1 
0350: set_actor $ACTOR_SWEET maintain_position_when_attacked 1 
01B2: give_actor $ACTOR_SWEET weapon 32 ammo 3000 // Load the weapon model before using this 
035F: actor $ACTOR_SWEET armour += 100 
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 1 
060B: set_actor $ACTOR_SWEET decision_maker_to 146@ 
0395: clear_area 1 at 2503.0 -1658.8 12.3 radius 5.0 
0674: set_car_model #PRIMO numberplate "GROVE4L_" 
00A5: 34@ = create_car #PRIMO at 2503.0 -1658.8 13.0 
0229: set_car 34@ primary_color_to 36 secondary_color_to 36 
0175: set_car 34@ Z_angle_to 234.0 
020A: set_car 34@ door_status_to 0 
01EC: make_car 34@ very_heavy 1 
02AC: set_car 34@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0209: 95@ = random_int_in_ranges 0 3 
009A: 63@ = create_actor_pedtype 26 model 89@(95@,6i) at 2487.1 -1647.7 13.3 
0568: set_actor 63@ untargetable 1 
0173: set_actor 63@ Z_angle_to 158.9 
02A9: set_actor 63@ immune_to_nonplayer 1 
0350: set_actor 63@ maintain_position_when_attacked 1 
01B2: give_actor 63@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 63@ decision_maker_to 146@ 
0395: clear_area 1 at 2496.7 -1683.4 13.0 radius 5.0 
04AF: 99@ = 412 // = constant 
0050: gosub @MUSIC5_16445 
00A5: 35@ = create_car #VOODOO at 2496.7 -1683.4 13.0 
0175: set_car 35@ Z_angle_to 272.5 
020A: set_car 35@ door_status_to 3 
01EC: make_car 35@ very_heavy 1 
02AC: set_car 35@ immunities BP 1 FP 1 EP 0 CP 0 MP 0 
009A: $ACTOR_RYDER = create_actor_pedtype 26 model #SPECIAL02 at 2484.1 -1641.2 13.5 
0350: set_actor $ACTOR_RYDER maintain_position_when_attacked 1 
0568: set_actor $ACTOR_RYDER untargetable 1 
0173: set_actor $ACTOR_RYDER Z_angle_to 180.0 
01B2: give_actor $ACTOR_RYDER weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor $ACTOR_RYDER decision_maker_to 146@ 
0209: 95@ = random_int_in_ranges 0 3 
009A: 36@ = create_actor_pedtype 25 model 89@(95@,6i) at 2486.2 -1642.2 13.5 
0350: set_actor 36@ maintain_position_when_attacked 1 
0568: set_actor 36@ untargetable 1 
0173: set_actor 36@ Z_angle_to 180.0 
01B2: give_actor 36@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 36@ decision_maker_to 146@ 
0209: 95@ = random_int_in_ranges 0 3 
009A: 37@ = create_actor_pedtype 25 model 89@(95@,6i) at 2486.2 -1641.2 13.5 
0350: set_actor 37@ maintain_position_when_attacked 1 
0568: set_actor 37@ untargetable 1 
0173: set_actor 37@ Z_angle_to 180.0 
01B2: give_actor 37@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 37@ decision_maker_to 146@ 
0209: 95@ = random_int_in_ranges 0 3 
009A: 39@ = create_actor_pedtype 25 model 89@(95@,6i) at 2486.2 -1639.2 13.5 
0350: set_actor 39@ maintain_position_when_attacked 1 
0568: set_actor 39@ untargetable 1 
0173: set_actor 39@ Z_angle_to 180.0 
01B2: give_actor 39@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 39@ decision_maker_to 146@ 
04AF: 99@ = 566 // = constant 
0050: gosub @MUSIC5_16445 
00A5: 43@ = create_car #TAHOMA at 2227.6 -1667.8 13.7 
0175: set_car 43@ Z_angle_to 342.3 
02AC: set_car 43@ immunities BP 1 FP 1 EP 0 CP 0 MP 0 
020A: set_car 43@ door_status_to 3 
0209: 95@ = random_int_in_ranges 3 6 
0129: 47@ = create_actor_pedtype 24 model 89@(95@,6i) in_car 43@ driverseat 
0816: set_actor 47@ dont_chase_victim 1 
01B2: give_actor 47@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 47@ decision_maker_to 146@ 
062F: 149@ = create_group_type 2 
06F0: set_group 149@ distance_limit_to 300.0 
06AD: set_group 149@ group_decision_maker_to 151@ 
0630: put_actor 47@ in_group 149@ as_leader 
02E2: set_actor 47@ weapon_accuracy_to 104@ 
0209: 95@ = random_int_in_ranges 3 6 
01C8: 48@ = create_actor_pedtype 24 model 89@(95@,6i) in_car 43@ passenger_seat 0 
01B2: give_actor 48@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 48@ dont_chase_victim 1 
060B: set_actor 48@ decision_maker_to 146@ 
0631: put_actor 48@ in_group 149@ 
02E2: set_actor 48@ weapon_accuracy_to 104@ 
0209: 95@ = random_int_in_ranges 3 6 
01C8: 49@ = create_actor_pedtype 24 model 89@(95@,6i) in_car 43@ passenger_seat 1 
02A9: set_actor 49@ immune_to_nonplayer 1 
0446: set_actor 49@ dismemberment_possible 0 
035F: actor 49@ armour += 100 
01B2: give_actor 49@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 49@ decision_maker_to 146@ 
02E2: set_actor 49@ weapon_accuracy_to 104@ 
0209: 95@ = random_int_in_ranges 3 6 
01C8: 50@ = create_actor_pedtype 24 model 89@(95@,6i) in_car 43@ passenger_seat 2 
01B2: give_actor 50@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 50@ decision_maker_to 146@ 
0631: put_actor 50@ in_group 149@ 
02E2: set_actor 50@ weapon_accuracy_to 104@ 
04AF: 99@ = 566 // = constant 
0050: gosub @MUSIC5_16445 
00A5: 44@ = create_car #TAHOMA at 2224.6 -1677.9 13.2 
0175: set_car 44@ Z_angle_to 342.3 
02AC: set_car 44@ immunities BP 1 FP 1 EP 0 CP 0 MP 0 
020A: set_car 44@ door_status_to 3 
0209: 95@ = random_int_in_ranges 3 6 
0129: 51@ = create_actor_pedtype 24 model 89@(95@,6i) in_car 44@ driverseat 
01B2: give_actor 51@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 51@ dont_chase_victim 1 
060B: set_actor 51@ decision_maker_to 146@ 
0631: put_actor 51@ in_group 149@ 
02E2: set_actor 51@ weapon_accuracy_to 104@ 
0209: 95@ = random_int_in_ranges 3 6 
01C8: 52@ = create_actor_pedtype 24 model 89@(95@,6i) in_car 44@ passenger_seat 0 
01B2: give_actor 52@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 52@ decision_maker_to 146@ 
0631: put_actor 52@ in_group 149@ 
02E2: set_actor 52@ weapon_accuracy_to 104@ 
0209: 95@ = random_int_in_ranges 3 6 
01C8: 53@ = create_actor_pedtype 24 model 89@(95@,6i) in_car 44@ passenger_seat 1 
01B2: give_actor 53@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 53@ dont_chase_victim 1 
060B: set_actor 53@ decision_maker_to 146@ 
0631: put_actor 53@ in_group 149@ 
02E2: set_actor 53@ weapon_accuracy_to 104@ 
0209: 95@ = random_int_in_ranges 3 6 
01C8: 54@ = create_actor_pedtype 24 model 89@(95@,6i) in_car 44@ passenger_seat 2 
01B2: give_actor 54@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 54@ dont_chase_victim 1 
060B: set_actor 54@ decision_maker_to 146@ 
0631: put_actor 54@ in_group 149@ 
02E2: set_actor 54@ weapon_accuracy_to 104@ 
04BB: select_interior 0 
03CB: set_rendering_origin_at 2484.9 -1649.2 12.5 
0395: clear_area 0 at 2484.9 -1649.2 12.5 radius 160.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0828: set_max_fire_generations 1 
07C0: load_path 22 
07C0: load_path 23 
0395: clear_area 1 at 2492.4 -1632.0 12.4 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2492.4 -1632.0 12.4 
015F: set_camera_position 2483.0 -1649.8 12.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2494.3 -1650.3 16.6 switchstyle 2 
09F5: disable_player_mutal_activities 1 
09D2: set_cops_chase_criminals 0 

:MUSIC5_3034
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @MUSIC5_3060 
0002: jump @MUSIC5_15889 

:MUSIC5_3060
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0050: gosub @MUSIC5_16402 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_3099 
0002: jump @MUSIC5_15871 

:MUSIC5_3099
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @MUSIC5_7138 
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @MUSIC5_4059 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @MUSIC5_3206 
0615: define_AS_pack_begin 144@ 
05F5: AS_actor -1 goto_point_using_paths 2498.5 -1652.3 12.5 mode 6 time -1 
05CB: AS_actor -1 enter_car 34@ as_driver -1 ms 
0616: define_AS_pack_end 144@ 
0618: assign_actor $ACTOR_SWEET to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_3206
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @MUSIC5_3293 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @MUSIC5_3293 
0615: define_AS_pack_begin 144@ 
05F5: AS_actor -1 goto_point_using_paths 2487.4 -1657.9 12.3 mode 6 time -1 
05CB: AS_actor -1 enter_car 35@ as_driver -1 ms 
0616: define_AS_pack_end 144@ 
0618: assign_actor 63@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_3293
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @MUSIC5_3431 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 500 ms 
05D3: AS_actor -1 goto_point 2486.1 -1646.7 12.9 mode 4 time 1 ms // versionA 
05D3: AS_actor -1 goto_point 2485.1 -1652.7 12.3 mode 6 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 2478.4 -1649.1 12.5 mode 6 time -1 
05F5: AS_actor -1 goto_point_using_paths 2478.2 -1631.4 12.5 mode 6 time -1 
0616: define_AS_pack_end 144@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_3431
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @MUSIC5_3624 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D3: AS_actor -1 goto_point 2487.1 -1646.7 12.9 mode 4 time 1 ms // versionA 
05D3: AS_actor -1 goto_point 2487.1 -1654.7 12.3 mode 6 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 2472.3 -1652.8 12.5 mode 6 time -1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 9000 ms 
05F5: AS_actor -1 goto_point_using_paths 2466.3 -1660.7 12.2 mode 6 time -1 
05D4: AS_actor -1 rotate_angle 88.6 
0616: define_AS_pack_end 144@ 
0618: assign_actor 36@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_3624
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @MUSIC5_3793 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 1500 ms 
05D3: AS_actor -1 goto_point 2486.1 -1646.7 12.9 mode 4 time 1 ms // versionA 
05D3: AS_actor -1 goto_point 2486.1 -1654.7 12.3 mode 6 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 2467.6 -1649.2 12.5 mode 6 time -1 
05D4: AS_actor -1 rotate_angle 110.0 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 144@ 
0618: assign_actor 37@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_3793
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @MUSIC5_3986 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 3000 ms 
05D3: AS_actor -1 goto_point 2486.1 -1646.7 12.9 mode 4 time 1 ms // versionA 
05D3: AS_actor -1 goto_point 2486.1 -1654.7 12.3 mode 6 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 2473.4 -1652.7 12.5 mode 6 time -1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 9000 ms 
05F5: AS_actor -1 goto_point_using_paths 2463.8 -1663.6 12.2 mode 6 time -1 
05D4: AS_actor -1 rotate_angle 116.3 
0616: define_AS_pack_end 144@ 
0618: assign_actor 39@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_3986
016A: fade 1 time 1000 
0006: 105@ = 1 
0209: 107@ = random_int_in_ranges 0 3 
0085: 108@ = 107@ // (int) 
000A: 108@ += 1 
0050: gosub @MUSIC5_17676 
0006: 82@ = 1 
0707: start_scene_skip_to @MUSIC5_5676 
0006: 32@ = 0 
0006: 81@ = 1 

:MUSIC5_4059
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @MUSIC5_4205 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MUSIC5_4205 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @MUSIC5_4205 
0006: 105@ = 2 
0006: 107@ = 0 
0006: 108@ = 2 
0050: gosub @MUSIC5_17676 
015F: set_camera_position 2501.5 -1650.5 13.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2498.9 -1682.1 16.3 switchstyle 2 
0006: 32@ = 0 
0006: 81@ = 2 

:MUSIC5_4205
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @MUSIC5_5334 
00D6: if 
0039:   86@ == 0 
004D: jump_if_false @MUSIC5_4491 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @MUSIC5_4491 
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @MUSIC5_4372 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @MUSIC5_4372 
0615: define_AS_pack_begin 144@ 
05D1: AS_actor -1 drive_car 43@ to 2435.3 -1661.1 12.2 speed 30.0 0 model #NULL 2 
06C7: AS_actor -1 driver_of_car 43@ perform_action 8 timelimit 200 
06C7: AS_actor -1 driver_of_car 43@ perform_action 6 timelimit 400 
0616: define_AS_pack_end 144@ 
0618: assign_actor 47@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_4372
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @MUSIC5_4484 
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @MUSIC5_4484 
0615: define_AS_pack_begin 144@ 
05D1: AS_actor -1 drive_car 44@ to 2440.8 -1656.9 12.2 speed 30.0 0 model #NULL 2 
06C7: AS_actor -1 driver_of_car 44@ perform_action 7 timelimit 200 
06C7: AS_actor -1 driver_of_car 44@ perform_action 6 timelimit 400 
0616: define_AS_pack_end 144@ 
0618: assign_actor 51@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_4484
0006: 86@ = 1 

:MUSIC5_4491
00D6: if or
001B:   2 > 84@ 
001B:   2 > 85@ 
004D: jump_if_false @MUSIC5_5264 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @MUSIC5_5014 
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @MUSIC5_4800 
00D6: if 
00DB:   actor $ACTOR_SWEET in_car 34@ 
004D: jump_if_false @MUSIC5_4793 
016A: fade 0 time 500 

:MUSIC5_4576
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_4600 
0001: wait 0 ms 
0002: jump @MUSIC5_4576 

:MUSIC5_4600
0050: gosub @MUSIC5_16402 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_4632 
0002: jump @MUSIC5_15871 

:MUSIC5_4632
03CB: set_rendering_origin_at 2459.275 -1653.263 13.0938 
015F: set_camera_position 2459.275 -1653.263 13.0938 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2460.089 -1653.843 13.1158 switchstyle 2 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @MUSIC5_4723 
05EB: assign_car 34@ to_path 22 

:MUSIC5_4723
016A: fade 1 time 500 

:MUSIC5_4730
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_4754 
0001: wait 0 ms 
0002: jump @MUSIC5_4730 

:MUSIC5_4754
0050: gosub @MUSIC5_16402 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_4786 
0002: jump @MUSIC5_15871 

:MUSIC5_4786
0006: 84@ = 1 

:MUSIC5_4793
0002: jump @MUSIC5_5014 

:MUSIC5_4800
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @MUSIC5_5014 
00D6: if 
860E:   not car 34@ assigned_to_path 
004D: jump_if_false @MUSIC5_5014 
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @MUSIC5_5014 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 2000 ms 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2458.9 -1665.6 12.2 mode 6 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2465.0 -1666.4 12.2 mode 6 time -2 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 2465.3 -1654.6 12.2 mode 6 time -2 
05D4: AS_actor -1 rotate_angle 107.0 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 144@ 
0618: assign_actor $ACTOR_SWEET to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0006: 84@ = 2 

:MUSIC5_5014
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @MUSIC5_5257 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @MUSIC5_5257 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @MUSIC5_5104 
00D6: if 
00DB:   actor 63@ in_car 35@ 
004D: jump_if_false @MUSIC5_5097 
05EB: assign_car 35@ to_path 23 
0006: 85@ = 1 

:MUSIC5_5097
0002: jump @MUSIC5_5257 

:MUSIC5_5104
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @MUSIC5_5257 
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @MUSIC5_5257 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 2000 ms 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2458.2 -1655.0 12.2 mode 6 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2461.1 -1650.8 12.2 mode 6 time -2 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 2467.4 -1657.7 12.2 mode 6 time -2 
05D4: AS_actor -1 rotate_angle 110.0 
0616: define_AS_pack_end 144@ 
0618: assign_actor 63@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0006: 85@ = 2 

:MUSIC5_5257
0002: jump @MUSIC5_5334 

:MUSIC5_5264
016A: fade 0 time 500 

:MUSIC5_5271
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_5295 
0001: wait 0 ms 
0002: jump @MUSIC5_5271 

:MUSIC5_5295
0050: gosub @MUSIC5_16402 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_5327 
0002: jump @MUSIC5_15871 

:MUSIC5_5327
0006: 81@ = 3 

:MUSIC5_5334
00D6: if 
0039:   81@ == 3 
004D: jump_if_false @MUSIC5_5607 
03CB: set_rendering_origin_at 2404.5 -1672.3 15.8 
04AF: 99@ = 566 // = constant 
0050: gosub @MUSIC5_16445 
00A5: 61@ = create_car #TAHOMA at 2485.0 -1682.5 15.0 
020A: set_car 61@ door_status_to 3 
01EC: make_car 61@ very_heavy 1 
02AC: set_car 61@ immunities BP 1 FP 1 EP 0 CP 0 MP 0 
0175: set_car 61@ Z_angle_to 90.0 
0925: restore_camera_to_user_defined 
0930: lock_camera_position 1 
092F: lock_camera_target_point 1 
0936: set_camera 2404.5 -1672.3 15.8 position_to 2408.6 -1672.7 15.9 time 5000 smooth_transition 1 
0920: point_camera 2384.8 -1665.4 13.4 transverse_to 2416.5 -1665.3 13.9 time 5000 smooth_transition 1 
016A: fade 1 time 500 

:MUSIC5_5537
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_5561 
0001: wait 0 ms 
0002: jump @MUSIC5_5537 

:MUSIC5_5561
0050: gosub @MUSIC5_16402 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_5593 
0002: jump @MUSIC5_15871 

:MUSIC5_5593
0006: 32@ = 0 
0006: 81@ = 4 

:MUSIC5_5607
00D6: if 
0039:   81@ == 4 
004D: jump_if_false @MUSIC5_5651 
00D6: if 
0019:   32@ > 5800 
004D: jump_if_false @MUSIC5_5651 
0006: 81@ = 5 

:MUSIC5_5651
00D6: if 
0039:   81@ == 5 
004D: jump_if_false @MUSIC5_7138 
0006: 82@ = 0 

:MUSIC5_5676
0701: end_scene_skip 
0050: gosub @MUSIC5_16402 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_5710 
0002: jump @MUSIC5_15871 

:MUSIC5_5710
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 105@ = 0 
016A: fade 0 time 500 

:MUSIC5_5734
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_5758 
0001: wait 0 ms 
0002: jump @MUSIC5_5734 

:MUSIC5_5758
0050: gosub @MUSIC5_16402 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_5790 
0002: jump @MUSIC5_15871 

:MUSIC5_5790
0925: restore_camera_to_user_defined 
00D6: if 
0039:   82@ == 1 
004D: jump_if_false @MUSIC5_5904 
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @MUSIC5_5856 
00AB: put_car 43@ at 2453.1 -1663.0 12.3 
0175: set_car 43@ Z_angle_to 217.2 

:MUSIC5_5856
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @MUSIC5_5902 
00AB: put_car 44@ at 2452.2 -1651.9 12.3 
0175: set_car 44@ Z_angle_to 314.2 

:MUSIC5_5902
00BE: text_clear_all 

:MUSIC5_5904
00D6: if 
0119:   car 61@ wrecked 
004D: jump_if_false @MUSIC5_5997 
04AF: 99@ = 566 // = constant 
0050: gosub @MUSIC5_16445 
00A5: 61@ = create_car #TAHOMA at 2485.0 -1682.5 15.0 
020A: set_car 61@ door_status_to 3 
01EC: make_car 61@ very_heavy 1 
02AC: set_car 61@ immunities BP 1 FP 1 EP 0 CP 0 MP 0 
0175: set_car 61@ Z_angle_to 90.0 

:MUSIC5_5997
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @MUSIC5_6064 
00D6: if 
060E:   car 34@ assigned_to_path 
004D: jump_if_false @MUSIC5_6034 
05EC: release_car 34@ from_path 

:MUSIC5_6034
00AB: put_car 34@ at 2462.3 -1662.4 12.1 
0175: set_car 34@ Z_angle_to 325.8 

:MUSIC5_6064
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @MUSIC5_6131 
00D6: if 
060E:   car 35@ assigned_to_path 
004D: jump_if_false @MUSIC5_6101 
05EC: release_car 35@ from_path 

:MUSIC5_6101
00AB: put_car 35@ at 2463.4 -1656.1 12.0 
0175: set_car 35@ Z_angle_to 50.5 

:MUSIC5_6131
0792: disembark_instantly_actor $ACTOR_SWEET 
0395: clear_area 1 at 2465.3 -1654.6 12.2 radius 1.0 
00A1: put_actor $ACTOR_SWEET at 2465.3 -1654.6 12.2 
0173: set_actor $ACTOR_SWEET Z_angle_to 107.0 
060B: set_actor $ACTOR_SWEET decision_maker_to 145@ 
062F: 148@ = create_group_type 2 
06AD: set_group 148@ group_decision_maker_to 151@ 
0630: put_actor $ACTOR_SWEET in_group 148@ as_leader 
0615: define_AS_pack_begin 144@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 144@ 
0618: assign_actor $ACTOR_SWEET to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @MUSIC5_6380 
0792: disembark_instantly_actor 63@ 
0395: clear_area 1 at 2467.4 -1657.7 12.2 radius 1.0 
00A1: put_actor 63@ at 2467.4 -1657.7 12.2 
0173: set_actor 63@ Z_angle_to 107.0 
060B: set_actor 63@ decision_maker_to 145@ 
0631: put_actor 63@ in_group 148@ 

:MUSIC5_6380
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @MUSIC5_6539 
0792: disembark_instantly_actor 36@ 
0395: clear_area 1 at 2466.3 -1660.7 12.2 radius 1.0 
00A1: put_actor 36@ at 2466.3 -1660.7 12.2 
0173: set_actor 36@ Z_angle_to 88.6 
060B: set_actor 36@ decision_maker_to 145@ 
0631: put_actor 36@ in_group 147@ 
0615: define_AS_pack_begin 144@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 144@ 
0618: assign_actor 36@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_6539
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @MUSIC5_6698 
0792: disembark_instantly_actor 37@ 
0395: clear_area 1 at 2467.6 -1649.2 12.5 radius 1.0 
00A1: put_actor 37@ at 2467.6 -1649.2 12.5 
0173: set_actor 37@ Z_angle_to 110.0 
060B: set_actor 37@ decision_maker_to 145@ 
0631: put_actor 37@ in_group 147@ 
0615: define_AS_pack_begin 144@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 144@ 
0618: assign_actor 37@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_6698
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @MUSIC5_6857 
0792: disembark_instantly_actor 39@ 
0395: clear_area 1 at 2462.3 -1665.7 12.2 radius 1.0 
00A1: put_actor 39@ at 2462.3 -1665.7 12.2 
0173: set_actor 39@ Z_angle_to 76.9 
060B: set_actor 39@ decision_maker_to 145@ 
0631: put_actor 39@ in_group 147@ 
0615: define_AS_pack_begin 144@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 144@ 
0618: assign_actor 39@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_6857
03CB: set_rendering_origin_at 2487.3 -1650.7 12.5 
0395: clear_area 1 at 2469.7 -1657.0 12.3 radius 1.0 
08C7: put_actor $PLAYER_ACTOR at 2469.7 -1657.0 12.3 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
032B: 62@ = create_weapon_pickup #TEC9 type 2 ammo 99999 at 2466.0 -1656.1 13.3 
0709: set_decision_maker 145@ on_event 13 taskID 917 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
009B: destroy_actor $ACTOR_RYDER 
0296: unload_special_actor 2 
0006: 105@ = 2 
0006: 107@ = 2 
0006: 108@ = 4 
0050: gosub @MUSIC5_17676 
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 1500 

:MUSIC5_7061
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_7085 
0001: wait 0 ms 
0002: jump @MUSIC5_7061 

:MUSIC5_7085
0050: gosub @MUSIC5_16402 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_7117 
0002: jump @MUSIC5_15871 

:MUSIC5_7117
0006: 32@ = 0 
0006: 81@ = 0 
0006: 80@ = 1 

:MUSIC5_7138
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @MUSIC5_8230 
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @MUSIC5_7215 
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @MUSIC5_7215 
00BB: show_text_lowpriority GXT 'STP4_02' time 11000 flag 1  // ~s~Defend your hood from the ~r~attackers~s~.
0006: 106@ = 1 

:MUSIC5_7215
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @MUSIC5_7861 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @MUSIC5_7305 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 1200 ms 
0633: AS_actor -1 exit_car 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 47@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0187: 66@ = create_marker_above_actor 47@ 
0168: set_marker 66@ size 1 

:MUSIC5_7305
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @MUSIC5_7386 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 500 ms 
0633: AS_actor -1 exit_car 
05D4: AS_actor -1 rotate_angle 295.1 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 48@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0187: 67@ = create_marker_above_actor 48@ 
0168: set_marker 67@ size 1 

:MUSIC5_7386
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @MUSIC5_7458 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 2200 ms 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 49@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0187: 68@ = create_marker_above_actor 49@ 
0168: set_marker 68@ size 1 

:MUSIC5_7458
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @MUSIC5_7530 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 2000 ms 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 50@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0187: 69@ = create_marker_above_actor 50@ 
0168: set_marker 69@ size 1 

:MUSIC5_7530
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @MUSIC5_7611 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 1800 ms 
0633: AS_actor -1 exit_car 
05D4: AS_actor -1 rotate_angle 245.3 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 51@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0187: 70@ = create_marker_above_actor 51@ 
0168: set_marker 70@ size 1 

:MUSIC5_7611
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @MUSIC5_7692 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 2300 ms 
0633: AS_actor -1 exit_car 
05D4: AS_actor -1 rotate_angle 268.6 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 52@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0187: 71@ = create_marker_above_actor 52@ 
0168: set_marker 71@ size 1 

:MUSIC5_7692
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @MUSIC5_7773 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 2100 ms 
0633: AS_actor -1 exit_car 
05D4: AS_actor -1 rotate_angle 225.8 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 53@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0187: 72@ = create_marker_above_actor 53@ 
0168: set_marker 72@ size 1 

:MUSIC5_7773
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @MUSIC5_7854 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 1200 ms 
0633: AS_actor -1 exit_car 
05D4: AS_actor -1 rotate_angle 236.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 54@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0187: 73@ = create_marker_above_actor 54@ 
0168: set_marker 73@ size 1 

:MUSIC5_7854
0006: 81@ = 1 

:MUSIC5_7861
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @MUSIC5_8162 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @MUSIC5_8162 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @MUSIC5_8162 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @MUSIC5_8162 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @MUSIC5_8162 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @MUSIC5_8162 
00D6: if 
0118:   actor 52@ dead 
004D: jump_if_false @MUSIC5_8162 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @MUSIC5_8162 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @MUSIC5_8162 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @MUSIC5_8162 
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @MUSIC5_8162 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
0164: disable_marker 70@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
00BE: text_clear_all 
0006: 32@ = 0 
0006: 81@ = 0 
0006: 80@ = 2 

:MUSIC5_8162
00D6: if 
001B:   10 > 88@ 
004D: jump_if_false @MUSIC5_8223 
00D6: if 
0118:   actor 47@(88@,14i) dead 
004D: jump_if_false @MUSIC5_8209 
0164: disable_marker 66@(88@,14i) 

:MUSIC5_8209
000A: 88@ += 1 
0002: jump @MUSIC5_8230 

:MUSIC5_8223
0006: 88@ = 0 

:MUSIC5_8230
00D6: if 
0039:   80@ == 2 
004D: jump_if_false @MUSIC5_9775 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @MUSIC5_9291 
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @MUSIC5_9291 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @MUSIC5_9291 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 105@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
0395: clear_area 1 at 2425.8 -1636.6 26.2 radius 5.0 
04AF: 99@ = 566 // = constant 
0050: gosub @MUSIC5_16445 
00A5: 45@ = create_car #TAHOMA at 2425.8 -1636.6 26.2 
0175: set_car 45@ Z_angle_to 166.8 
0395: clear_area 1 at 2441.6 -1658.6 25.2 radius 5.0 
009A: 47@ = create_actor_pedtype 24 model 89@(95@,6i) at 2441.6 -1658.6 25.2 
02E2: set_actor 47@ weapon_accuracy_to 104@ 
0173: set_actor 47@ Z_angle_to 262.7 
02A9: set_actor 47@ immune_to_nonplayer 1 
01B2: give_actor 47@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 47@ maintain_position_when_attacked 1 
062F: 150@ = create_group_type 2 
06F0: set_group 150@ distance_limit_to 300.0 
0223: set_actor 47@ health_to 10 
060B: set_actor 47@ decision_maker_to 146@ 
06AD: set_group 150@ group_decision_maker_to 151@ 
0630: put_actor 47@ in_group 150@ as_leader 
0187: 66@ = create_marker_above_actor 47@ 
0168: set_marker 66@ size 1 
0615: define_AS_pack_begin 144@ 
099F: AS_actor -1 ignore_weapon_range 1 
05B9: AS_actor -1 stay_idle 500 ms 
078F: AS_actor -1 climb 0 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 47@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2441.6 -1660.2 25.1 radius 5.0 
009A: 48@ = create_actor_pedtype 24 model 89@(95@,6i) at 2441.6 -1660.2 25.1 
02E2: set_actor 48@ weapon_accuracy_to 104@ 
0173: set_actor 48@ Z_angle_to 265.9 
02A9: set_actor 48@ immune_to_nonplayer 1 
01B2: give_actor 48@ weapon 32 ammo 3000 // Load the weapon model before using this 
0223: set_actor 48@ health_to 10 
0350: set_actor 48@ maintain_position_when_attacked 1 
060B: set_actor 48@ decision_maker_to 146@ 
0631: put_actor 48@ in_group 150@ 
0187: 67@ = create_marker_above_actor 48@ 
0168: set_marker 67@ size 1 
0615: define_AS_pack_begin 144@ 
099F: AS_actor -1 ignore_weapon_range 1 
05B9: AS_actor -1 stay_idle 600 ms 
078F: AS_actor -1 climb 0 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 48@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2441.6 -1665.2 24.6 radius 5.0 
009A: 49@ = create_actor_pedtype 24 model 89@(95@,6i) at 2441.6 -1665.2 24.6 
02E2: set_actor 49@ weapon_accuracy_to 104@ 
0173: set_actor 49@ Z_angle_to 273.6 
02A9: set_actor 49@ immune_to_nonplayer 1 
0223: set_actor 49@ health_to 10 
01B2: give_actor 49@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 49@ maintain_position_when_attacked 1 
060B: set_actor 49@ decision_maker_to 146@ 
0631: put_actor 49@ in_group 150@ 
0187: 68@ = create_marker_above_actor 49@ 
0168: set_marker 68@ size 1 
0615: define_AS_pack_begin 144@ 
099F: AS_actor -1 ignore_weapon_range 1 
05B9: AS_actor -1 stay_idle 1700 ms 
078F: AS_actor -1 climb 0 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 49@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2441.6 -1655.4 25.6 radius 5.0 
009A: 50@ = create_actor_pedtype 24 model 89@(95@,6i) at 2441.6 -1655.4 25.6 
02E2: set_actor 50@ weapon_accuracy_to 104@ 
0173: set_actor 50@ Z_angle_to 280.0 
02A9: set_actor 50@ immune_to_nonplayer 1 
01B2: give_actor 50@ weapon 32 ammo 3000 // Load the weapon model before using this 
0223: set_actor 50@ health_to 10 
0350: set_actor 50@ maintain_position_when_attacked 1 
060B: set_actor 50@ decision_maker_to 146@ 
0631: put_actor 50@ in_group 150@ 
0187: 69@ = create_marker_above_actor 50@ 
0168: set_marker 69@ size 1 
0615: define_AS_pack_begin 144@ 
099F: AS_actor -1 ignore_weapon_range 1 
05B9: AS_actor -1 stay_idle 2000 ms 
078F: AS_actor -1 climb 0 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 50@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 50@ 
015F: set_camera_position 2474.3 -1660.9 14.1 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2449.8 -1657.2 19.1 switchstyle 2 
0006: 105@ = 2 
0006: 107@ = 5 
0006: 108@ = 6 
0050: gosub @MUSIC5_17676 
0707: start_scene_skip_to @MUSIC5_9328 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 81@ = 1 

:MUSIC5_9291
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @MUSIC5_9498 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @MUSIC5_9498 

:MUSIC5_9328
0701: end_scene_skip 
0050: gosub @MUSIC5_16402 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_9362 
0002: jump @MUSIC5_15871 

:MUSIC5_9362
00D6: if 
0039:   82@ == 1 
004D: jump_if_false @MUSIC5_9397 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 105@ = 0 

:MUSIC5_9397
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @MUSIC5_9435 
0668: AS_actor 37@ rotate_and_shoot_at 2443.9 -1659.9 24.6 -2 ms 

:MUSIC5_9435
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @MUSIC5_9456 
0321: AS_actor 39@ die_headshotted 

:MUSIC5_9456
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 106@ = 0 
0006: 81@ = 2 

:MUSIC5_9498
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @MUSIC5_9707 
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @MUSIC5_9575 
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @MUSIC5_9575 
00BB: show_text_lowpriority GXT 'STP4_03' time 11000 flag 1  // ~s~There are ~r~enemies~s~ on the bridge above.
0006: 106@ = 1 

:MUSIC5_9575
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @MUSIC5_9707 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @MUSIC5_9707 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @MUSIC5_9707 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @MUSIC5_9707 
01C3: remove_references_to_car 45@ 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
00BE: text_clear_all 
0006: 32@ = 0 
0006: 81@ = 0 
0006: 80@ = 3 

:MUSIC5_9707
00D6: if 
001B:   4 > 88@ 
004D: jump_if_false @MUSIC5_9768 
00D6: if 
0118:   actor 47@(88@,14i) dead 
004D: jump_if_false @MUSIC5_9754 
0164: disable_marker 66@(88@,14i) 

:MUSIC5_9754
000A: 88@ += 1 
0002: jump @MUSIC5_9775 

:MUSIC5_9768
0006: 88@ = 0 

:MUSIC5_9775
00D6: if 
0039:   80@ == 3 
004D: jump_if_false @MUSIC5_14610 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @MUSIC5_11429 
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @MUSIC5_11429 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @MUSIC5_11429 
00BE: text_clear_all 
016A: fade 0 time 500 

:MUSIC5_9864
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_9888 
0001: wait 0 ms 
0002: jump @MUSIC5_9864 

:MUSIC5_9888
0050: gosub @MUSIC5_16402 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_9920 
0002: jump @MUSIC5_15871 

:MUSIC5_9920
040D: unload_wav 1 
040D: unload_wav 2 
0006: 105@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
0708: reset_decision_maker 146@ event 13 
0708: reset_decision_maker 145@ event 13 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2473.5 -1655.2 12.1 radius 5.0 5.0 5.0 
004D: jump_if_false @MUSIC5_10058 
0395: clear_area 1 at 2475.8 -1663.6 12.3 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2475.8 -1663.6 12.3 

:MUSIC5_10058
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @MUSIC5_10135 
0395: clear_area 1 at 2473.5 -1655.2 12.1 radius 5.0 
00AB: put_car 35@ at 2473.5 -1655.2 12.1 
0175: set_car 35@ Z_angle_to 267.2 
0002: jump @MUSIC5_10236 

:MUSIC5_10135
0395: clear_area 1 at 2473.5 -1655.2 12.1 radius 5.0 
04AF: 99@ = 412 // = constant 
0050: gosub @MUSIC5_16445 
00A5: 35@ = create_car #VOODOO at 2473.5 -1655.2 12.1 
0175: set_car 35@ Z_angle_to 267.2 
020A: set_car 35@ door_status_to 3 
01EC: make_car 35@ very_heavy 1 
02AC: set_car 35@ immunities BP 1 FP 1 EP 0 CP 0 MP 0 

:MUSIC5_10236
0395: clear_area 1 at 2480.7 -1729.2 12.2 radius 5.0 
04AF: 99@ = 566 // = constant 
0050: gosub @MUSIC5_16445 
00A5: 46@ = create_car #TAHOMA at 2480.7 -1729.2 12.2 
0175: set_car 46@ Z_angle_to 105.1 
020A: set_car 46@ door_status_to 3 
0395: clear_area 1 at 2481.2 -1718.2 12.5 radius 5.0 
009A: 47@ = create_actor_pedtype 24 model 89@(95@,6i) at 2481.2 -1718.2 12.5 
02E2: set_actor 47@ weapon_accuracy_to 104@ 
0173: set_actor 47@ Z_angle_to 353.4 
01B2: give_actor 47@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 47@ maintain_position_when_attacked 1 
060B: set_actor 47@ decision_maker_to 146@ 
062F: 150@ = create_group_type 2 
06F0: set_group 150@ distance_limit_to 300.0 
06AD: set_group 150@ group_decision_maker_to 151@ 
0630: put_actor 47@ in_group 150@ as_leader 
0187: 66@ = create_marker_above_actor 47@ 
0168: set_marker 66@ size 1 
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2481.2 -1688.1 12.5 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0668: AS_actor -1 rotate_and_shoot_at 2480.2 -1680.1 12.5 10000 ms 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 47@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2482.1 -1720.2 12.5 radius 5.0 
009A: 48@ = create_actor_pedtype 24 model 89@(95@,6i) at 2482.1 -1720.2 12.5 
02E2: set_actor 48@ weapon_accuracy_to 104@ 
0173: set_actor 48@ Z_angle_to 352.8 
01B2: give_actor 48@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 48@ decision_maker_to 146@ 
0631: put_actor 48@ in_group 150@ 
0187: 67@ = create_marker_above_actor 48@ 
0168: set_marker 67@ size 1 
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2482.1 -1689.8 12.5 mode 6 time -1 ms // versionA 
0668: AS_actor -1 rotate_and_shoot_at 2480.2 -1680.1 13.5 4000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 48@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2481.0 -1718.2 12.5 radius 5.0 
009A: 49@ = create_actor_pedtype 24 model 89@(95@,6i) at 2481.0 -1718.2 12.5 
02E2: set_actor 49@ weapon_accuracy_to 104@ 
0173: set_actor 49@ Z_angle_to 352.8 
01B2: give_actor 49@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 49@ maintain_position_when_attacked 1 
060B: set_actor 49@ decision_maker_to 146@ 
0631: put_actor 49@ in_group 150@ 
0187: 68@ = create_marker_above_actor 49@ 
0168: set_marker 68@ size 1 
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2481.0 -1687.8 12.5 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0668: AS_actor -1 rotate_and_shoot_at 2480.2 -1680.1 13.5 10000 ms 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 49@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2480.3 -1719.2 12.5 radius 5.0 
009A: 50@ = create_actor_pedtype 24 model 89@(95@,6i) at 2480.3 -1719.2 12.5 
02E2: set_actor 50@ weapon_accuracy_to 104@ 
0173: set_actor 50@ Z_angle_to 352.8 
01B2: give_actor 50@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 50@ decision_maker_to 146@ 
0631: put_actor 50@ in_group 150@ 
0187: 69@ = create_marker_above_actor 50@ 
0168: set_marker 69@ size 1 
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2480.3 -1689.7 12.5 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0668: AS_actor -1 rotate_and_shoot_at 2480.2 -1680.1 13.5 4000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 50@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0A0B: set_rendering_origin_at_3D_coord 2478.8 -1708.1 12.9 angle 190.0 
015F: set_camera_position 2481.0 -1682.5 12.9 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2487.4 -1700.0 16.7 switchstyle 2 
016A: fade 1 time 500 

:MUSIC5_11317
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_11341 
0001: wait 0 ms 
0002: jump @MUSIC5_11317 

:MUSIC5_11341
0050: gosub @MUSIC5_16402 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_11373 
0002: jump @MUSIC5_15871 

:MUSIC5_11373
0006: 105@ = 2 
0006: 107@ = 6 
0006: 108@ = 7 
0050: gosub @MUSIC5_17676 
0006: 82@ = 1 
0707: start_scene_skip_to @MUSIC5_11473 
0006: 32@ = 0 
0006: 81@ = 1 

:MUSIC5_11429
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @MUSIC5_13449 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @MUSIC5_13449 
0006: 82@ = 0 

:MUSIC5_11473
0701: end_scene_skip 
0050: gosub @MUSIC5_16402 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_11507 
0002: jump @MUSIC5_15871 

:MUSIC5_11507
00D6: if 
0039:   82@ == 1 
004D: jump_if_false @MUSIC5_11542 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 105@ = 0 

:MUSIC5_11542
016A: fade 0 time 500 

:MUSIC5_11549
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_11573 
0001: wait 0 ms 
0002: jump @MUSIC5_11549 

:MUSIC5_11573
0050: gosub @MUSIC5_16402 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_11605 
0002: jump @MUSIC5_15871 

:MUSIC5_11605
0792: disembark_instantly_actor $PLAYER_ACTOR 
0173: set_actor $PLAYER_ACTOR Z_angle_to 215.5 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MUSIC5_11768 
0792: disembark_instantly_actor $ACTOR_SWEET 
0395: clear_area 1 at 2472.5 -1666.2 12.3 radius 1.0 
00A1: put_actor $ACTOR_SWEET at 2472.5 -1666.2 12.3 
0173: set_actor $ACTOR_SWEET Z_angle_to 234.4 
0350: set_actor $ACTOR_SWEET maintain_position_when_attacked 0 
0615: define_AS_pack_begin 144@ 
07BC: set_actor -1 decision_maker_to 146@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point 2476.1 -1673.4 12.5 mode 4 time -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor $ACTOR_SWEET to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_11768
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @MUSIC5_11862 
0792: disembark_instantly_actor 63@ 
0350: set_actor 63@ maintain_position_when_attacked 0 
0615: define_AS_pack_begin 144@ 
07BC: set_actor -1 decision_maker_to 146@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point 2478.2 -1673.7 12.5 mode 6 time -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 63@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_11862
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @MUSIC5_11956 
0792: disembark_instantly_actor 36@ 
0350: set_actor 36@ maintain_position_when_attacked 0 
0615: define_AS_pack_begin 144@ 
07BC: set_actor -1 decision_maker_to 146@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point 2481.2 -1682.9 12.5 mode 6 time -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 36@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_11956
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @MUSIC5_12050 
0792: disembark_instantly_actor 37@ 
0350: set_actor 37@ maintain_position_when_attacked 0 
0615: define_AS_pack_begin 144@ 
07BC: set_actor -1 decision_maker_to 146@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point 2482.2 -1682.9 12.5 mode 6 time -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 37@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_12050
0709: set_decision_maker 145@ on_event 13 taskID 917 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
074A: set_group_decision_maker 151@ on_event 15 taskID 1502 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @MUSIC5_12169 
0792: disembark_instantly_actor 47@ 
0615: define_AS_pack_begin 144@ 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 47@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_12169
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @MUSIC5_12220 
0792: disembark_instantly_actor 48@ 
0615: define_AS_pack_begin 144@ 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 48@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_12220
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @MUSIC5_12271 
0792: disembark_instantly_actor 49@ 
0615: define_AS_pack_begin 144@ 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 49@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_12271
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @MUSIC5_12376 
0792: disembark_instantly_actor 50@ 
0395: clear_area 1 at 2489.6 -1683.3 12.5 radius 1.0 
00A1: put_actor 50@ at 2489.6 -1683.3 12.5 
0173: set_actor 50@ Z_angle_to 45.5 
0615: define_AS_pack_begin 144@ 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 50@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_12376
0395: clear_area 1 at 2469.4 -1708.9 12.5 radius 5.0 
009A: 51@ = create_actor_pedtype 24 model 89@(95@,6i) at 2469.4 -1708.9 12.5 
02E2: set_actor 51@ weapon_accuracy_to 104@ 
0173: set_actor 51@ Z_angle_to 352.8 
01B2: give_actor 51@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 51@ decision_maker_to 145@ 
0631: put_actor 51@ in_group 150@ 
0187: 70@ = create_marker_above_actor 51@ 
0168: set_marker 70@ size 1 
0615: define_AS_pack_begin 144@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 51@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2467.1 -1710.8 12.5 radius 5.0 
009A: 52@ = create_actor_pedtype 24 model 89@(95@,6i) at 2467.1 -1710.8 12.5 
02E2: set_actor 52@ weapon_accuracy_to 104@ 
0173: set_actor 52@ Z_angle_to 352.8 
01B2: give_actor 52@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 52@ decision_maker_to 145@ 
0631: put_actor 52@ in_group 150@ 
0187: 71@ = create_marker_above_actor 52@ 
0168: set_marker 71@ size 1 
0615: define_AS_pack_begin 144@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 52@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2529.3 -1691.6 12.5 radius 5.0 
009A: 53@ = create_actor_pedtype 24 model 89@(95@,6i) at 2529.3 -1691.6 12.5 
02E2: set_actor 53@ weapon_accuracy_to 104@ 
0173: set_actor 53@ Z_angle_to 352.8 
01B2: give_actor 53@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 53@ decision_maker_to 145@ 
0631: put_actor 53@ in_group 150@ 
0187: 72@ = create_marker_above_actor 53@ 
0168: set_marker 72@ size 1 
0615: define_AS_pack_begin 144@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 53@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2529.7 -1690.1 12.5 radius 5.0 
009A: 54@ = create_actor_pedtype 24 model 89@(95@,6i) at 2529.7 -1690.1 12.5 
02E2: set_actor 54@ weapon_accuracy_to 104@ 
0173: set_actor 54@ Z_angle_to 352.8 
01B2: give_actor 54@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 54@ decision_maker_to 145@ 
0631: put_actor 54@ in_group 150@ 
0187: 73@ = create_marker_above_actor 54@ 
0168: set_marker 73@ size 1 
0615: define_AS_pack_begin 144@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 54@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2478.7 -1645.7 12.5 radius 5.0 
009A: 55@ = create_actor_pedtype 24 model 89@(95@,6i) at 2478.7 -1645.7 12.5 
02E2: set_actor 55@ weapon_accuracy_to 104@ 
0173: set_actor 55@ Z_angle_to 180.0 
01B2: give_actor 55@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 55@ maintain_position_when_attacked 1 
060B: set_actor 55@ decision_maker_to 146@ 
0395: clear_area 1 at 2477.7 -1645.7 12.5 radius 5.0 
009A: 56@ = create_actor_pedtype 24 model 89@(95@,6i) at 2477.7 -1645.7 12.5 
02E2: set_actor 56@ weapon_accuracy_to 104@ 
0173: set_actor 56@ Z_angle_to 180.0 
01B2: give_actor 56@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 56@ maintain_position_when_attacked 1 
060B: set_actor 56@ decision_maker_to 146@ 
0395: clear_area 1 at 2478.7 -1644.7 12.5 radius 5.0 
009A: 57@ = create_actor_pedtype 24 model 89@(95@,6i) at 2478.7 -1644.7 12.5 
02E2: set_actor 57@ weapon_accuracy_to 104@ 
0173: set_actor 57@ Z_angle_to 180.0 
01B2: give_actor 57@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 57@ maintain_position_when_attacked 1 
060B: set_actor 57@ decision_maker_to 146@ 
0395: clear_area 1 at 2477.7 -1644.7 12.5 radius 5.0 
009A: 58@ = create_actor_pedtype 24 model 89@(95@,6i) at 2477.7 -1644.7 12.5 
02E2: set_actor 58@ weapon_accuracy_to 104@ 
0173: set_actor 58@ Z_angle_to 180.0 
01B2: give_actor 58@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 58@ maintain_position_when_attacked 1 
060B: set_actor 58@ decision_maker_to 146@ 
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BB: show_text_lowpriority GXT 'STP4_04' time 11000 flag 1  // ~s~Help Sweet defend against the last of the ~r~enemies~s~.
016A: fade 1 time 500 

:MUSIC5_13379
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_13403 
0001: wait 0 ms 
0002: jump @MUSIC5_13379 

:MUSIC5_13403
0050: gosub @MUSIC5_16402 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_13435 
0002: jump @MUSIC5_15871 

:MUSIC5_13435
0006: 32@ = 0 
0006: 81@ = 2 

:MUSIC5_13449
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @MUSIC5_14542 
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @MUSIC5_13811 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @MUSIC5_13572 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @MUSIC5_13572 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @MUSIC5_13572 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @MUSIC5_13572 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @MUSIC5_13572 
0006: 96@ = 1 

:MUSIC5_13572
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @MUSIC5_13598 
0006: 96@ = 1 

:MUSIC5_13598
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2478.5 -1646.2 radius 7.0 7.0 
004D: jump_if_false @MUSIC5_13643 
0006: 96@ = 1 

:MUSIC5_13643
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC5_13685 
00D6: if 
051A:   actor 55@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MUSIC5_13685 
0006: 96@ = 1 

:MUSIC5_13685
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @MUSIC5_13727 
00D6: if 
051A:   actor 56@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MUSIC5_13727 
0006: 96@ = 1 

:MUSIC5_13727
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @MUSIC5_13769 
00D6: if 
051A:   actor 57@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MUSIC5_13769 
0006: 96@ = 1 

:MUSIC5_13769
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @MUSIC5_13811 
00D6: if 
051A:   actor 58@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MUSIC5_13811 
0006: 96@ = 1 

:MUSIC5_13811
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @MUSIC5_14207 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC5_13916 
062F: 149@ = create_group_type 2 
06F0: set_group 149@ distance_limit_to 300.0 
060B: set_actor 55@ decision_maker_to 145@ 
06AD: set_group 149@ group_decision_maker_to 151@ 
0630: put_actor 55@ in_group 149@ as_leader 
0187: 74@ = create_marker_above_actor 55@ 
0168: set_marker 74@ size 1 
0350: set_actor 55@ maintain_position_when_attacked 0 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 

:MUSIC5_13916
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @MUSIC5_13978 
060B: set_actor 56@ decision_maker_to 145@ 
0631: put_actor 56@ in_group 149@ 
0187: 75@ = create_marker_above_actor 56@ 
0168: set_marker 75@ size 1 
0350: set_actor 56@ maintain_position_when_attacked 0 
05E2: AS_actor 56@ kill_actor $PLAYER_ACTOR 

:MUSIC5_13978
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @MUSIC5_14108 
060B: set_actor 57@ decision_maker_to 145@ 
0631: put_actor 57@ in_group 149@ 
0187: 76@ = create_marker_above_actor 57@ 
0168: set_marker 76@ size 1 
0350: set_actor 57@ maintain_position_when_attacked 0 
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2477.3 -1651.4 12.5 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2464.0 -1653.4 12.5 mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 57@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_14108
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @MUSIC5_14170 
060B: set_actor 58@ decision_maker_to 145@ 
0631: put_actor 58@ in_group 149@ 
0187: 77@ = create_marker_above_actor 58@ 
0168: set_marker 77@ size 1 
0350: set_actor 58@ maintain_position_when_attacked 0 
05E2: AS_actor 58@ kill_actor $ACTOR_SWEET 

:MUSIC5_14170
00BE: text_clear_all 
0006: 105@ = 2 
0006: 107@ = 7 
0006: 108@ = 8 
0050: gosub @MUSIC5_17676 
0006: 96@ = 2 

:MUSIC5_14207
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @MUSIC5_14542 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @MUSIC5_14542 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @MUSIC5_14542 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @MUSIC5_14542 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @MUSIC5_14542 
00D6: if 
0118:   actor 52@ dead 
004D: jump_if_false @MUSIC5_14542 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @MUSIC5_14542 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @MUSIC5_14542 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @MUSIC5_14542 
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @MUSIC5_14542 
00D6: if 
0118:   actor 57@ dead 
004D: jump_if_false @MUSIC5_14542 
00D6: if 
0118:   actor 58@ dead 
004D: jump_if_false @MUSIC5_14542 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
0164: disable_marker 70@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
0164: disable_marker 76@ 
0164: disable_marker 77@ 
00BE: text_clear_all 
0006: 32@ = 0 
0006: 81@ = 0 
0006: 80@ = 4 

:MUSIC5_14542
00D6: if 
001B:   12 > 88@ 
004D: jump_if_false @MUSIC5_14603 
00D6: if 
0118:   actor 47@(88@,14i) dead 
004D: jump_if_false @MUSIC5_14589 
0164: disable_marker 66@(88@,14i) 

:MUSIC5_14589
000A: 88@ += 1 
0002: jump @MUSIC5_14610 

:MUSIC5_14603
0006: 88@ = 0 

:MUSIC5_14610
00D6: if 
0039:   80@ == 4 
004D: jump_if_false @MUSIC5_15794 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @MUSIC5_15451 
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @MUSIC5_15451 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @MUSIC5_15451 
00BE: text_clear_all 
016A: fade 0 time 500 

:MUSIC5_14699
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_14723 
0001: wait 0 ms 
0002: jump @MUSIC5_14699 

:MUSIC5_14723
0050: gosub @MUSIC5_16402 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_14755 
0002: jump @MUSIC5_15871 

:MUSIC5_14755
040D: unload_wav 1 
040D: unload_wav 2 
0006: 105@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
00D6: if 
8038:   not  $ACTIVE_INTERIOR == 0 
004D: jump_if_false @MUSIC5_14819 
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:MUSIC5_14819
09F5: disable_player_mutal_activities 1 
0395: clear_area 1 at 2484.9 -1649.2 12.5 radius 160.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2484.2 -1666.2 12.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 336.7 
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2486.7 -1650.1 12.3 mode 4 time -1 ms // versionA 
05B9: AS_actor -1 stay_idle 1000 ms 
05D3: AS_actor -1 goto_point 2486.7 -1646.0 12.5 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 144@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MUSIC5_15064 
0792: disembark_instantly_actor $ACTOR_SWEET 
00A1: put_actor $ACTOR_SWEET at 2487.2 -1666.1 12.3 
0173: set_actor $ACTOR_SWEET Z_angle_to 4.3 
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2486.7 -1645.1 12.3 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 178.8 
0616: define_AS_pack_end 144@ 
0618: assign_actor $ACTOR_SWEET to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_15064
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @MUSIC5_15115 
0792: disembark_instantly_actor 63@ 
00A1: put_actor 63@ at 2488.9 -1649.0 12.5 
0173: set_actor 63@ Z_angle_to 177.2 

:MUSIC5_15115
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @MUSIC5_15212 
0792: disembark_instantly_actor 36@ 
00A1: put_actor 36@ at 2484.2 -1669.1 12.3 
0173: set_actor 36@ Z_angle_to 177.2 
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2488.4 -1650.8 12.3 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 144@ 
0618: assign_actor 36@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_15212
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @MUSIC5_15309 
0792: disembark_instantly_actor 37@ 
00A1: put_actor 37@ at 2485.2 -1669.1 12.3 
0173: set_actor 37@ Z_angle_to 177.2 
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2489.4 -1650.7 12.3 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 144@ 
0618: assign_actor 37@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_15309
0006: 105@ = 3 
0006: 107@ = 0 
0050: gosub @MUSIC5_17676 
015F: set_camera_position 2480.7 -1660.5 13.1 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2498.7 -1656.6 17.9 switchstyle 2 
016A: fade 1 time 500 

:MUSIC5_15388
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_15412 
0001: wait 0 ms 
0002: jump @MUSIC5_15388 

:MUSIC5_15412
0050: gosub @MUSIC5_16402 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_15444 
0002: jump @MUSIC5_15871 

:MUSIC5_15444
0006: 81@ = 1 

:MUSIC5_15451
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @MUSIC5_15545 
00D6: if 
0039:   107@ == 4 
004D: jump_if_false @MUSIC5_15545 
015F: set_camera_position 2471.554 -1656.167 18.379 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2472.425 -1655.676 18.402 switchstyle 2 
0006: 81@ = 2 

:MUSIC5_15545
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @MUSIC5_15595 
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @MUSIC5_15595 
0006: 32@ = 0 
0006: 81@ = 3 

:MUSIC5_15595
00D6: if 
0039:   81@ == 3 
004D: jump_if_false @MUSIC5_15794 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @MUSIC5_15794 
016A: fade 0 time 2500 

:MUSIC5_15639
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_15663 
0001: wait 0 ms 
0002: jump @MUSIC5_15639 

:MUSIC5_15663
00BF: 100@ = current_time_hours, 101@ = current_time_minutes 
000A: 100@ += 6 
00C0: set_current_time_hours_to 100@ minutes_to 101@ 
009B: destroy_actor $ACTOR_SWEET 
0296: unload_special_actor 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2486.6 -1649.9 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 177.8 
09F5: disable_player_mutal_activities 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0001: wait 2000 ms 
016A: fade 1 time 2500 

:MUSIC5_15763
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_15787 
0001: wait 0 ms 
0002: jump @MUSIC5_15763 

:MUSIC5_15787
0002: jump @MUSIC5_15889 

:MUSIC5_15794
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 2484.9 -1663.5 radius 300.0 300.0 
004D: jump_if_false @MUSIC5_15857 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP4_06' time 7000 flag 1  // ~r~Too many of your gang have been killed.
0002: jump @MUSIC5_15871 

:MUSIC5_15857
0050: gosub @MUSIC5_18136 
0002: jump @MUSIC5_3034 

:MUSIC5_15871
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:MUSIC5_15889
00D6: if 
0038:   $1939 == 0 
004D: jump_if_false @MUSIC5_15973 
0164: disable_marker $437 
02A7: $437 = create_icon_marker_and_sphere $ICON_OG_LOC at $X_OG_LOC_HOUSE $Y_OG_LOC_HOUSE $Z_OG_LOC_HOUSE 
016A: fade 1 time 500 
00BC: show_text_highpriority GXT 'STP4_07' time 11000 flag 1  // ~S~Get some new threads and a haircut, then drop by OG Loc's house party between 8pm and 6am.
0008: $OG_LOC_TOTAL_PASSED_MISSIONS += 1 
0004: $1939 = 1 
0002: jump @MUSIC5_16038 

:MUSIC5_15973
0629: change_integer_stat 337 to 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 10 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'STRAP_4'  // House Party
030C: progress_made = 1 
0008: $OG_LOC_TOTAL_PASSED_MISSIONS += 1 
0164: disable_marker $437 

:MUSIC5_16038
0051: return 

:MUSIC5_16040
00D6: if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // s$ 
004D: jump_if_false @MUSIC5_16058 
02EB: restore_camera_with_jumpcut 

:MUSIC5_16058
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @MUSIC5_16103 
020A: set_car 34@ door_status_to 1 
02AC: set_car 34@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01EC: make_car 34@ very_heavy 0 

:MUSIC5_16103
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @MUSIC5_16148 
020A: set_car 35@ door_status_to 1 
02AC: set_car 35@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01EC: make_car 35@ very_heavy 0 

:MUSIC5_16148
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @MUSIC5_16193 
020A: set_car 61@ door_status_to 1 
02AC: set_car 61@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01EC: make_car 61@ very_heavy 0 

:MUSIC5_16193
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
0164: disable_marker 70@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
0164: disable_marker 76@ 
0164: disable_marker 77@ 
0164: disable_marker 78@ 
0164: disable_marker 79@ 
0004: $36 = 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MUSIC5_16293 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:MUSIC5_16293
09F5: disable_player_mutal_activities 0 
034F: destroy_actor_with_fade $ACTOR_SWEET 
034F: destroy_actor_with_fade $ACTOR_RYDER 
0249: release_model #FAM2 
0249: release_model #FAM3 
0249: release_model #BALLAS2 
0249: release_model #BALLAS3 
0249: release_model #PRIMO 
0249: release_model #TAHOMA 
0249: release_model #VOODOO 
0249: release_model #MOLOTOV 
0249: release_model #TEC9 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
014C: set_parked_car_generator $2764 cars_to_generate_to 101 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
014C: set_parked_car_generator $2768 cars_to_generate_to 101 
0215: destroy_pickup 62@ 
09D2: set_cops_chase_criminals 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:MUSIC5_16402
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @MUSIC5_16443 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP4_05' time 7000 flag 1  // ~r~Sweet has been killed!
0006: 83@ = 1 

:MUSIC5_16443
0051: return 

:MUSIC5_16445
0209: 98@ = random_int_in_ranges 1 37 
00D6: if 
0039:   98@ == 1 
004D: jump_if_false @MUSIC5_16487 
0674: set_car_model 99@ numberplate "GOT_M00_" 

:MUSIC5_16487
00D6: if 
0039:   98@ == 2 
004D: jump_if_false @MUSIC5_16520 
0674: set_car_model 99@ numberplate "M00TV_4U" 

:MUSIC5_16520
00D6: if 
0039:   98@ == 3 
004D: jump_if_false @MUSIC5_16553 
0674: set_car_model 99@ numberplate "MATHEW_2" 

:MUSIC5_16553
00D6: if 
0039:   98@ == 4 
004D: jump_if_false @MUSIC5_16586 
0674: set_car_model 99@ numberplate "D4_DEW0R" 

:MUSIC5_16586
00D6: if 
0039:   98@ == 5 
004D: jump_if_false @MUSIC5_16619 
0674: set_car_model 99@ numberplate "D0DE_777" 

:MUSIC5_16619
00D6: if 
0039:   98@ == 6 
004D: jump_if_false @MUSIC5_16652 
0674: set_car_model 99@ numberplate "DAM0_666" 

:MUSIC5_16652
00D6: if 
0039:   98@ == 7 
004D: jump_if_false @MUSIC5_16685 
0674: set_car_model 99@ numberplate "C0NEY_88" 

:MUSIC5_16685
00D6: if 
0039:   98@ == 8 
004D: jump_if_false @MUSIC5_16718 
0674: set_car_model 99@ numberplate "PRE4CHER" 

:MUSIC5_16718
00D6: if 
0039:   98@ == 9 
004D: jump_if_false @MUSIC5_16751 
0674: set_car_model 99@ numberplate "DBP_4NDY" 

:MUSIC5_16751
00D6: if 
0039:   98@ == 10 
004D: jump_if_false @MUSIC5_16784 
0674: set_car_model 99@ numberplate "EV1L_SLY" 

:MUSIC5_16784
00D6: if 
0039:   98@ == 11 
004D: jump_if_false @MUSIC5_16817 
0674: set_car_model 99@ numberplate "N1_R4V3N" 

:MUSIC5_16817
00D6: if 
0039:   98@ == 12 
004D: jump_if_false @MUSIC5_16850 
0674: set_car_model 99@ numberplate "D1VX_Z00" 

:MUSIC5_16850
00D6: if 
0039:   98@ == 13 
004D: jump_if_false @MUSIC5_16882 
0674: set_car_model 99@ numberplate "MR_B3NN" 

:MUSIC5_16882
00D6: if 
0039:   98@ == 14 
004D: jump_if_false @MUSIC5_16915 
0674: set_car_model 99@ numberplate "R3D_R4SP" 

:MUSIC5_16915
00D6: if 
0039:   98@ == 15 
004D: jump_if_false @MUSIC5_16948 
0674: set_car_model 99@ numberplate "LA_B0MBA" 

:MUSIC5_16948
00D6: if 
0039:   98@ == 16 
004D: jump_if_false @MUSIC5_16981 
0674: set_car_model 99@ numberplate "L3337_0G" 

:MUSIC5_16981
00D6: if 
0039:   98@ == 17 
004D: jump_if_false @MUSIC5_17014 
0674: set_car_model 99@ numberplate "BUDD4H_X" 

:MUSIC5_17014
00D6: if 
0039:   98@ == 18 
004D: jump_if_false @MUSIC5_17047 
0674: set_car_model 99@ numberplate "T3H_BUCK" 

:MUSIC5_17047
00D6: if 
0039:   98@ == 19 
004D: jump_if_false @MUSIC5_17080 
0674: set_car_model 99@ numberplate "CHUNKY_1" 

:MUSIC5_17080
00D6: if 
0039:   98@ == 20 
004D: jump_if_false @MUSIC5_17113 
0674: set_car_model 99@ numberplate "EV1L_BNZ" 

:MUSIC5_17113
00D6: if 
0039:   98@ == 21 
004D: jump_if_false @MUSIC5_17146 
0674: set_car_model 99@ numberplate "S4ND_M4N" 

:MUSIC5_17146
00D6: if 
0039:   98@ == 22 
004D: jump_if_false @MUSIC5_17179 
0674: set_car_model 99@ numberplate "RKK_DBP1" 

:MUSIC5_17179
00D6: if 
0039:   98@ == 23 
004D: jump_if_false @MUSIC5_17212 
0674: set_car_model 99@ numberplate "RE1_K0KU" 

:MUSIC5_17212
00D6: if 
0039:   98@ == 24 
004D: jump_if_false @MUSIC5_17245 
0674: set_car_model 99@ numberplate "S3XY_JUD" 

:MUSIC5_17245
00D6: if 
0039:   98@ == 25 
004D: jump_if_false @MUSIC5_17278 
0674: set_car_model 99@ numberplate "SUNRA_93" 

:MUSIC5_17278
00D6: if 
0039:   98@ == 26 
004D: jump_if_false @MUSIC5_17311 
0674: set_car_model 99@ numberplate "UG_FUX69" 

:MUSIC5_17311
00D6: if 
0039:   98@ == 27 
004D: jump_if_false @MUSIC5_17344 
0674: set_car_model 99@ numberplate "LI0N_CUM" 

:MUSIC5_17344
00D6: if 
0039:   98@ == 28 
004D: jump_if_false @MUSIC5_17377 
0674: set_car_model 99@ numberplate "RKK_PWND" 

:MUSIC5_17377
00D6: if 
0039:   98@ == 29 
004D: jump_if_false @MUSIC5_17410 
0674: set_car_model 99@ numberplate "HAZE_B0B" 

:MUSIC5_17410
00D6: if 
0039:   98@ == 30 
004D: jump_if_false @MUSIC5_17443 
0674: set_car_model 99@ numberplate "T3H_FLUF" 

:MUSIC5_17443
00D6: if 
0039:   98@ == 31 
004D: jump_if_false @MUSIC5_17476 
0674: set_car_model 99@ numberplate "BM_4NDY_" 

:MUSIC5_17476
00D6: if 
0039:   98@ == 32 
004D: jump_if_false @MUSIC5_17509 
0674: set_car_model 99@ numberplate "BM_D34N_" 

:MUSIC5_17509
00D6: if 
0039:   98@ == 33 
004D: jump_if_false @MUSIC5_17542 
0674: set_car_model 99@ numberplate "BM_L4C3Y" 

:MUSIC5_17542
00D6: if 
0039:   98@ == 34 
004D: jump_if_false @MUSIC5_17575 
0674: set_car_model 99@ numberplate "BM_D3V__" 

:MUSIC5_17575
00D6: if 
0039:   98@ == 35 
004D: jump_if_false @MUSIC5_17608 
0674: set_car_model 99@ numberplate "NU_SK00L" 

:MUSIC5_17608
00D6: if 
0039:   98@ == 36 
004D: jump_if_false @MUSIC5_17641 
0674: set_car_model 99@ numberplate "G4L_AVET" 

:MUSIC5_17641
00D6: if 
0039:   98@ == 37 
004D: jump_if_false @MUSIC5_17674 
0674: set_car_model 99@ numberplate "M0J0_J0J" 

:MUSIC5_17674
0051: return 

:MUSIC5_17676
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @MUSIC5_17768 
05AA: 109@s = 'LOC4_CA' // @s = 'short'  // ~z~Shit, I'll go round up some homies!
05AA: 111@s = 'LOC4_CB' // @s = 'short'  // ~z~Damn, man - I'll go get us some more backup!
05AA: 113@s = 'LOC4_CC' // @s = 'short'  // ~z~I'll go get Smoke and some Grove boys!
04AF: 127@ = 22215 // = constant 
04AF: 128@ = 22216 // = constant 
04AF: 129@ = 22217 // = constant 
0085: 136@ = 108@ // (int) 

:MUSIC5_17768
00D6: if 
0039:   105@ == 2 
004D: jump_if_false @MUSIC5_17948 
05AA: 109@s = 'LOC4_AA' // @s = 'short'  // ~z~OK, get some cars, block the road.
05AA: 111@s = 'LOC4_AB' // @s = 'short'  // ~z~The rest of y'all get heated.
05AA: 113@s = 'LOC4_AC' // @s = 'short'  // ~z~Pick your positions, Carl get some cover!
05AA: 115@s = 'LOC4_AE' // @s = 'short'  // ~z~Dump on them fools!
05AA: 119@s = 'LOC4_AF' // @s = 'short'  // ~z~Hey hey, look up, more of them on the bridge!
05AA: 121@s = 'LOC4_AG' // @s = 'short'  // ~z~Carl! Cover the alleyway!
05AA: 123@s = 'LOC4_AH' // @s = 'short'  // ~z~Behind us, CJ, behind us!
04AF: 127@ = 22200 // = constant 
04AF: 128@ = 22201 // = constant 
04AF: 129@ = 22202 // = constant 
04AF: 130@ = 22204 // = constant 
04AF: 132@ = 22205 // = constant 
04AF: 133@ = 22206 // = constant 
04AF: 134@ = 22207 // = constant 
0085: 136@ = 108@ // (int) 

:MUSIC5_17948
00D6: if 
0039:   105@ == 3 
004D: jump_if_false @MUSIC5_18105 
05AA: 109@s = 'LOC4_BA' // @s = 'short'  // ~z~GROVE IS KING!!
05AA: 111@s = 'LOC4_BB' // @s = 'short'  // ~z~Man, I ain't never seen the Ballas roll that deep before.
05AA: 113@s = 'LOC4_BC' // @s = 'short'  // ~z~Yeah, they heard Carl Johnson was running with his brother again!
05AA: 115@s = 'LOC4_BD' // @s = 'short'  // ~z~Yeah, fo' sure.
05AA: 117@s = 'LOC4_BE' // @s = 'short'  // ~z~C'mon, let's get back to the party.
05AA: 119@s = 'LOC4_BG' // @s = 'short'  // ~z~Shit man, once Loc got off the mic, then the party got started.
04AF: 127@ = 22208 // = constant 
04AF: 128@ = 22209 // = constant 
04AF: 129@ = 22210 // = constant 
04AF: 130@ = 22211 // = constant 
04AF: 131@ = 22212 // = constant 
04AF: 132@ = 22214 // = constant 
0006: 136@ = 6 

:MUSIC5_18105
0085: 139@ = 107@ // (int) 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 140@ = 1 
0051: return 

:MUSIC5_18136
00D6: if 
0039:   105@ == 2 
004D: jump_if_false @MUSIC5_18262 
00D6: if 
001D:   136@ > 107@ // (int) 
004D: jump_if_false @MUSIC5_18255 
0050: gosub @MUSIC5_18343 
0050: gosub @MUSIC5_18450 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MUSIC5_18217 
0050: gosub @MUSIC5_18604 
0002: jump @MUSIC5_18248 

:MUSIC5_18217
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 109@(107@,9s) 
0006: 137@ = 0 
0006: 138@ = 0 

:MUSIC5_18248
0002: jump @MUSIC5_18262 

:MUSIC5_18255
0006: 105@ = 0 

:MUSIC5_18262
00D6: if or
0039:   105@ == 1 
0039:   105@ == 3 
004D: jump_if_false @MUSIC5_18341 
00D6: if 
001D:   136@ > 107@ // (int) 
004D: jump_if_false @MUSIC5_18334 
0050: gosub @MUSIC5_18343 
0050: gosub @MUSIC5_18450 
0050: gosub @MUSIC5_18604 
0002: jump @MUSIC5_18341 

:MUSIC5_18334
0006: 105@ = 0 

:MUSIC5_18341
0051: return 

:MUSIC5_18343
00D6: if 
001D:   136@ > 139@ // (int) 
004D: jump_if_false @MUSIC5_18448 
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @MUSIC5_18405 
03CF: load_wav 127@(139@,9i) as 1 
000A: 139@ += 1 
0006: 137@ = 1 

:MUSIC5_18405
00D6: if 
0039:   138@ == 0 
004D: jump_if_false @MUSIC5_18448 
03CF: load_wav 127@(139@,9i) as 2 
000A: 139@ += 1 
0006: 138@ = 1 

:MUSIC5_18448
0051: return 

:MUSIC5_18450
00D6: if 
0039:   140@ == 1 
004D: jump_if_false @MUSIC5_18526 
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @MUSIC5_18526 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @MUSIC5_18526 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 109@(107@,9s) time 4500 flag 1 
0006: 137@ = 2 

:MUSIC5_18526
00D6: if 
0039:   140@ == 2 
004D: jump_if_false @MUSIC5_18602 
00D6: if 
0039:   138@ == 1 
004D: jump_if_false @MUSIC5_18602 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @MUSIC5_18602 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 109@(107@,9s) time 4500 flag 1 
0006: 138@ = 2 

:MUSIC5_18602
0051: return 

:MUSIC5_18604
00D6: if 
0039:   137@ == 2 
004D: jump_if_false @MUSIC5_18667 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @MUSIC5_18667 
03D5: remove_text 109@(107@,9s) 
000A: 107@ += 1 
0006: 140@ = 2 
0006: 137@ = 0 

:MUSIC5_18667
00D6: if 
0039:   138@ == 2 
004D: jump_if_false @MUSIC5_18730 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @MUSIC5_18730 
03D5: remove_text 109@(107@,9s) 
000A: 107@ += 1 
0006: 140@ = 1 
0006: 138@ = 0 

:MUSIC5_18730
0051: return 

//-------------Mission 35---------------
// Originally: Race Tournament / 8-track / Dirt Track

:CPRACE
0050: gosub @CPRACE_112 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CPRACE_43 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
0002: jump @CPRACE_103 

:CPRACE_43
00D6: if or
0039:   53@ == 0 
0039:   53@ == 3 
004D: jump_if_false @CPRACE_103 
016A: fade 0 time 2000 
0111: set_wasted_busted_check 0 

:CPRACE_79
00D6: if 
016B:   fading 
004D: jump_if_false @CPRACE_103 
0001: wait 0 ms 
0002: jump @CPRACE_79 

:CPRACE_103
0050: gosub @CPRACE_51327 
004E: end_thread 

:CPRACE_112
0004: $ONMISSION = 1 
0004: $CARMOD_DISABLED_FLAG = 1 
03A4: name_thread 'CPRACE' 
0001: wait 0 ms 
08E7: disable_entrance_markers 1 
054C: use_GXT_table 'RACETOR' 
00D6: if 
0038:   $CUSTOM_TOURNAMENT_FLAG == 1 
004D: jump_if_false @CPRACE_372 
04AF: 49@ = 1 // = constant 
0006: 53@ = 0 
00D6: if 
0038:   $CURRENT_TOURNAMENT == 0 
004D: jump_if_false @CPRACE_220 
0006: 50@ = 0 
0006: 51@ = 8 

:CPRACE_220
00D6: if 
0038:   $CURRENT_TOURNAMENT == 1 
004D: jump_if_false @CPRACE_252 
0006: 50@ = 9 
0006: 51@ = 14 

:CPRACE_252
00D6: if 
0038:   $CURRENT_TOURNAMENT == 2 
004D: jump_if_false @CPRACE_284 
0006: 50@ = 15 
0006: 51@ = 18 

:CPRACE_284
00D6: if 
0038:   $CURRENT_TOURNAMENT == 3 
004D: jump_if_false @CPRACE_316 
0006: 50@ = 19 
0006: 51@ = 24 

:CPRACE_316
00D6: if or
001F:   50@ > $RACE_INDEX // (int) 
001E:   $RACE_INDEX > 51@ // (int) 
004D: jump_if_false @CPRACE_351 
008A: $RACE_INDEX = 50@ // (int) 

:CPRACE_351
0006: 52@ = 0 
0050: gosub @CPRACE_46974 
0002: jump @CPRACE_425 

:CPRACE_372
04AF: 49@ = 2 // = constant 
00D6: if or
0038:   $RACE_INDEX == 25 
0038:   $RACE_INDEX == 26 
004D: jump_if_false @CPRACE_418 
0006: 53@ = 3 
0002: jump @CPRACE_425 

:CPRACE_418
0006: 53@ = 2 

:CPRACE_425
00D6: if 
04A4:   49@ == 10 // == constant 
004D: jump_if_false @CPRACE_1239 
018A: 54@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06D5: 449@ = create_racing_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 205@ radius 6.0 

:CPRACE_488
000B: 363@(253@,16f) += 3.0 
02CE: 363@(253@,16f) = ground_z_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
00D6: if 
0023:   0.0 > 363@(253@,16f) 
004D: jump_if_false @CPRACE_591 
00D6: if 
081E:   model 716@(253@,16i) boat 
004D: jump_if_false @CPRACE_591 
0007: 363@(253@,16f) = 0.0 

:CPRACE_591
00A5: 379@(253@,16i) = create_car 716@(253@,16i) at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
0175: set_car 379@(253@,16i) Z_angle_to $TEMPVAR_ANGLE 
0840: link_car 379@(253@,16i) to_interior 221@ 
020A: set_car 379@(253@,16i) door_status_to 3 
00D6: if 
0038:   $RACE_INDEX == 25 
004D: jump_if_false @CPRACE_693 
0224: set_car 379@(253@,16i) health_to 2200 

:CPRACE_693
00D6: if 
0038:   $RACE_INDEX == 26 
004D: jump_if_false @CPRACE_742 
0224: set_car 379@(253@,16i) health_to 10000 
02AC: set_car 379@(253@,16i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 

:CPRACE_742
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @CPRACE_933 
02AC: set_car 379@(253@,16i) immunities BP 0 FP 1 EP 0 CP 0 MP 0 
03AB: set_car 379@(253@,16i) strong 1 
02AA: set_car 379@(253@,16i) immune_to_nonplayer 1 
00D6: if 
04A4:   49@ == 6 // == constant 
004D: jump_if_false @CPRACE_915 

:CPRACE_819
00D6: if 
04F1:   is_car_waiting_for_world_collision 379@(253@,16i) 
004D: jump_if_false @CPRACE_915 
0001: wait 0 ms 
00D6: if 
0119:   car 379@(253@,16i) wrecked 
004D: jump_if_false @CPRACE_908 
00D6: if 
0038:   $CUSTOM_TOURNAMENT_FLAG == 0 
004D: jump_if_false @CPRACE_906 
00D6: if 
0038:   $RACE_INDEX == 0 
004D: jump_if_false @CPRACE_906 
0004: $1846 = 1 

:CPRACE_906
0051: return 

:CPRACE_908
0002: jump @CPRACE_819 

:CPRACE_915
0587: enable_car 379@(253@,16i) validate_position 0 
0002: jump @CPRACE_944 

:CPRACE_933
0587: enable_car 379@(253@,16i) validate_position 1 

:CPRACE_944
00D6: if 
8039:   not  209@ == -1 
004D: jump_if_false @CPRACE_985 
0229: set_car 379@(253@,16i) primary_color_to 209@(253@,6i) secondary_color_to 215@(253@,6i) 

:CPRACE_985
00D6: if 
081E:   model 716@(253@,16i) boat 
004D: jump_if_false @CPRACE_1037 
04E0: car 379@(253@,16i) abandon_path_radius 40 
02DB: set_boat 379@(253@,16i) speed_to 50.0 
0002: jump @CPRACE_1237 

:CPRACE_1037
00D6: if 
0820:   model 716@(253@,16i) heli 
004D: jump_if_false @CPRACE_1089 
0519: set_car 379@(253@,16i) locked 1 
04BA: set_car 379@(253@,16i) speed_to 10.0 
0002: jump @CPRACE_1237 

:CPRACE_1089
00D6: if 
081F:   model 716@(253@,16i) plane 
004D: jump_if_false @CPRACE_1141 
0519: set_car 379@(253@,16i) locked 1 
04BA: set_car 379@(253@,16i) speed_to 10.0 
0002: jump @CPRACE_1237 

:CPRACE_1141
039C: set_car 379@(253@,16i) watertight 1 
053F: set_car 379@(253@,16i) tires_vulnerability 0 
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @CPRACE_1192 
03ED: set_car 379@(253@,16i) disable_flipped_explosion_when_empty 1 

:CPRACE_1192
04E0: car 379@(253@,16i) abandon_path_radius 5 
00AE: set_car 379@(253@,16i) traffic_behaviour_to 2 
00AD: set_car 379@(253@,16i) max_speed_to 50.0 
00A9: set_car 379@(253@,16i) to_normal_driver 

:CPRACE_1237
0051: return 

:CPRACE_1239
0005: $6903 = 70.3919 
0005: $6917 = 154.6278 
0005: $6931 = 0.6617 
0005: $6945 = 2.5845 
0005: $6918 = 203.8119 
0005: $6932 = 0.7208 
0005: $6946 = 2.5114 
0005: $6919 = 228.9919 
0005: $6933 = 0.7377 
0005: $6947 = 2.2364 
0005: $6920 = 279.6367 
0005: $6922 = 333.4643 
0005: $6923 = 358.6443 
0005: $6924 = 25.18 
0007: 55@ = 2357.239 
0007: 56@ = 1321.193 
0007: 57@ = 3300.968 
0007: 58@ = 3646.799 
0007: 59@ = 3880.677 
0007: 60@ = 4216.273 
0007: 61@ = 8410.458 
0007: 62@ = 4817.636 
0007: 63@ = 4817.636 
0007: 64@ = 3203.229 
0007: 65@ = 3265.028 
0007: 66@ = 1901.285 
0007: 67@ = 2644.297 
0007: 68@ = 8372.679 
0007: 69@ = 10760.5 
0007: 70@ = 7806.103 
0007: 71@ = 4307.65 
0007: 72@ = 4696.661 
0007: 73@ = 5960.28 
0007: 74@ = 6826.647 
0007: 75@ = 12299.14 
0007: 76@ = 17384.62 
0007: 77@ = 4922.472 
0007: 78@ = 4398.5 
0007: 79@ = 4970.742 
0007: 80@ = 0.0 
0007: 81@ = 0.0 
0007: 82@ = 0.0 
0007: 83@ = 0.0 
0007: 84@ = 0.0 
05AA: 85@s = 'RACE00' // @s = 'short'  // Lowrider Race
05AA: 87@s = 'RACE01' // @s = 'short'  // Little Loop
05AA: 89@s = 'RACE02' // @s = 'short'  // Backroad Wanderer
05AA: 91@s = 'RACE03' // @s = 'short'  // City Circuit
05AA: 93@s = 'RACE04' // @s = 'short'  // Vinewood
05AA: 95@s = 'RACE05' // @s = 'short'  // Freeway
05AA: 97@s = 'RACE06' // @s = 'short'  // Into the Country
05AA: 99@s = 'RACE07' // @s = 'short'  // Badlands A
05AA: 101@s = 'RACE08' // @s = 'short'  // Badlands B
05AA: 103@s = 'RACE09' // @s = 'short'  // Dirtbike Danger
05AA: 105@s = 'RACE10' // @s = 'short'  // Bandito County
05AA: 107@s = 'RACE11' // @s = 'short'  // Go-Go Karting
05AA: 109@s = 'RACE12' // @s = 'short'  // San Fierro Fastlane
05AA: 111@s = 'RACE13' // @s = 'short'  // San Fierro Hills
05AA: 113@s = 'RACE14' // @s = 'short'  // Country Endurance
05AA: 115@s = 'RACE15' // @s = 'short'  // SF to LV
05AA: 117@s = 'RACE16' // @s = 'short'  // Dam Rider
05AA: 119@s = 'RACE17' // @s = 'short'  // Desert Tricks
05AA: 121@s = 'RACE18' // @s = 'short'  // LV Ringroad
05AA: 123@s = 'RACE19' // @s = 'short'  // World War Ace
05AA: 125@s = 'RACE20' // @s = 'short'  // Barnstorming
05AA: 127@s = 'RACE21' // @s = 'short'  // Military Service
05AA: 129@s = 'RACE22' // @s = 'short'  // Chopper Checkpoint
05AA: 131@s = 'RACE23' // @s = 'short'  // Whirly Bird Waypoint
05AA: 133@s = 'RACE24' // @s = 'short'  // Heli Hell
04AF: 145@ = 259 // = constant 
04AF: 146@ = 261 // = constant 
04AF: 147@ = 263 // = constant 
04AF: 148@ = 265 // = constant 
04AF: 149@ = 267 // = constant 
04AF: 150@ = 269 // = constant 
04AF: 151@ = 271 // = constant 
04AF: 152@ = 273 // = constant 
04AF: 153@ = 275 // = constant 
04AF: 154@ = 277 // = constant 
04AF: 155@ = 279 // = constant 
04AF: 156@ = 281 // = constant 
04AF: 157@ = 283 // = constant 
04AF: 158@ = 285 // = constant 
04AF: 159@ = 287 // = constant 
04AF: 160@ = 289 // = constant 
04AF: 161@ = 291 // = constant 
04AF: 162@ = 293 // = constant 
04AF: 163@ = 295 // = constant 
04AF: 164@ = 296 // = constant 
04AF: 165@ = 297 // = constant 
04AF: 166@ = 298 // = constant 
04AF: 167@ = 299 // = constant 
04AF: 168@ = 300 // = constant 
04AF: 169@ = 301 // = constant 
04AF: 170@ = 48 // = constant 
04AF: 171@ = 220 // = constant 
04AF: 175@ = 258 // = constant 
04AF: 176@ = 260 // = constant 
04AF: 177@ = 262 // = constant 
04AF: 178@ = 264 // = constant 
04AF: 179@ = 266 // = constant 
04AF: 180@ = 268 // = constant 
04AF: 181@ = 270 // = constant 
04AF: 182@ = 272 // = constant 
04AF: 183@ = 274 // = constant 
04AF: 184@ = 276 // = constant 
04AF: 185@ = 278 // = constant 
04AF: 186@ = 280 // = constant 
04AF: 187@ = 282 // = constant 
04AF: 188@ = 284 // = constant 
04AF: 189@ = 286 // = constant 
04AF: 190@ = 288 // = constant 
04AF: 191@ = 290 // = constant 
04AF: 192@ = 292 // = constant 
04AF: 193@ = 294 // = constant 
04AF: 200@ = 172 // = constant 
04AF: 201@ = 221 // = constant 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
09FF: set_restart_closest_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
04AF: 205@ = 0 // = constant 
03F0: enable_text_draw 1 
0912: set_text_priority 1 leftmargin 355 maxwidth 370 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
0581: enable_radar 0 
0006: 206@ = 0 
0006: 207@ = 0 
0006: 208@ = 25 
0006: 209@ = -1 
0006: 221@ = 0 
0006: 222@ = 0 
0006: 223@ = 0 
0006: 224@ = 1 
0006: 225@ = 0 
0006: 226@ = 0 
0006: 227@ = 0 
00D6: if 
0735:   is_keyboard_key_pressed 82 
004D: jump_if_false @CPRACE_2627 
0004: $164 = 0 
0004: $CPRACE_DEBUG_CHECKPOINT_INDEX = 0 
065D: NOP $CPRACE_DEBUG_CHECKPOINT_INDEX "COORDS" 
01B4: set_player $PLAYER_CHAR can_move 1 
04AF: 49@ = 0 // = constant 
0006: 228@ = 1 
0002: jump @CPRACE_2634 

:CPRACE_2627
0004: $164 = -1 

:CPRACE_2634
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
001B:   13 > 49@ 
004D: jump_if_false @CPRACE_2668 
0006: 229@ = 0 

:CPRACE_2668
0006: 253@ = 0 
0871: init_jump_table 49@ total_jumps 15 default_jump 0 @CPRACE_20805 jumps 0 @CPRACE_2803 1 @CPRACE_5836 2 @CPRACE_7391 3 @CPRACE_7577 4 @CPRACE_7924 5 @CPRACE_8660 6 @CPRACE_8772 
0872: jump_table_jumps 7 @CPRACE_11220 8 @CPRACE_11297 9 @CPRACE_11382 10 @CPRACE_11467 11 @CPRACE_12351 12 @CPRACE_12351 13 @CPRACE_19581 14 @CPRACE_20088 -1 @CPRACE_20805 

:CPRACE_2803
00D6: if 
0018:   $164 > -1 
004D: jump_if_false @CPRACE_4452 
00D6: if 
0735:   is_keyboard_key_pressed 82 
004D: jump_if_false @CPRACE_4445 
00D6: if 
0039:   228@ == 0 
004D: jump_if_false @CPRACE_4438 
00D6: if 
0038:   $164 == 0 
004D: jump_if_false @CPRACE_2909 
0008: $CPRACE_DEBUG_CHECKPOINT_INDEX += 1 
00BC: show_text_highpriority GXT 'CHEATON' time 800 flag 1  // Script debug mode ON
0004: $164 = 1 
0002: jump @CPRACE_4431 

:CPRACE_2909
00D6: if 
0735:   is_keyboard_key_pressed 151 
004D: jump_if_false @CPRACE_4401 
0006: 224@ = 1 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 79 // TOTAL_LAPS = 1
0006: 256@ = 6 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 80 // TOTAL_RACERS = 6
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
03A9: save_newline_to_debug_file 
0006: 252@ = 0 

:CPRACE_3258
00D6: if 
001D:   256@ > 252@ // (int) 
004D: jump_if_false @CPRACE_3558 
03A9: save_newline_to_debug_file 
05B6: 81 // RACER_MODEL[
03A7: save_int_to_debug_file 252@ 
05B6: 82 // ] = MALE01
000A: 252@ += 1 
0002: jump @CPRACE_3258 

:CPRACE_3558
0085: 716@ = 230@ // (int) 
0085: 717@ = 230@ // (int) 
0085: 718@ = 230@ // (int) 
0085: 719@ = 230@ // (int) 
0085: 720@ = 230@ // (int) 
0085: 721@ = 230@ // (int) 
03A9: save_newline_to_debug_file 
0006: 252@ = 0 

:CPRACE_3615
00D6: if 
001D:   256@ > 252@ // (int) 
004D: jump_if_false @CPRACE_3920 
03A9: save_newline_to_debug_file 
05B6: 83 // RACERS_CAR_MODEL[
03A7: save_int_to_debug_file 252@ 
05B6: 84 // ] = 
03A7: save_int_to_debug_file 230@ 
000A: 252@ += 1 
0002: jump @CPRACE_3615 

:CPRACE_3920
0088: $TEMPVAR_FLOAT_1 = 454@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 536@ // (float) 
0088: $TEMPVAR_FLOAT_3 = 618@ // (float) 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 85 // CHECKPOINTS_X[0] = 
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_1 
03A9: save_newline_to_debug_file 
05B6: 86 // CHECKPOINTS_Y[0] = 
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_2 
03A9: save_newline_to_debug_file 
05B6: 87 // CHECKPOINTS_Z[0] = 
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_3 
00BC: show_text_highpriority GXT 'LABEL' time 1000 flag 1 
0006: 49@ = 3 
0004: $CPRACE_DEBUG_CHECKPOINT_INDEX = 0 
0004: $164 = 0 
0002: jump @CPRACE_4431 

:CPRACE_4401
0004: $CPRACE_DEBUG_CHECKPOINT_INDEX = 0 
00BC: show_text_highpriority GXT 'CHEATOF' time 800 flag 1  // Script debug mode OFF
0004: $164 = 0 

:CPRACE_4431
0006: 228@ = 1 

:CPRACE_4438
0002: jump @CPRACE_4452 

:CPRACE_4445
0006: 228@ = 0 

:CPRACE_4452
00D6: if 
0038:   $164 == 1 
004D: jump_if_false @CPRACE_5829 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CPRACE_5829 
00D6: if 
0038:   $CPRACE_DEBUG_CHECKPOINT_INDEX == 0 
004D: jump_if_false @CPRACE_4567 
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @CPRACE_4560 
00D6: if 
0039:   235@ == 0 
004D: jump_if_false @CPRACE_4553 
0008: $CPRACE_DEBUG_CHECKPOINT_INDEX += 1 
0006: 235@ = 1 

:CPRACE_4553
0002: jump @CPRACE_4567 

:CPRACE_4560
0006: 235@ = 0 

:CPRACE_4567
00D6: if 
0018:   $CPRACE_DEBUG_CHECKPOINT_INDEX > 0 
004D: jump_if_false @CPRACE_5829 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CPRACE_5829 
03C0: 443@ = actor $PLAYER_ACTOR car 
0441: 230@ = car 443@ model 
00D6: if or
081F:   model 230@ plane 
0820:   model 230@ heli 
004D: jump_if_false @CPRACE_4656 
0454: store_debug_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0002: jump @CPRACE_4670 

:CPRACE_4656
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:CPRACE_4670
050A: $DISTANCE_BETWEEN_POINTS = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 231@ 232@ 233@ 
008E: 234@ = float $DISTANCE_BETWEEN_POINTS to_integer 
0050: gosub @CPRACE_47594 
060D: draw_text_shadow 2 rgba 0 0 0 255 
033F: set_text_draw_letter_size 0.8 2.0 
045A: draw_text_1number 30.0 145.0 GXT 'RACES00' number 234@  // Race ~1~
00D6: if or
0020:   $DISTANCE_BETWEEN_POINTS > 200.0 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @CPRACE_5822 
00D6: if 
0039:   235@ == 0 
004D: jump_if_false @CPRACE_5815 
00BC: show_text_highpriority GXT 'TEXXYZ4' time 800 flag 1  // Writing RACE coordinates to file D:\SA_PS2\TEMP_DEBUG.TXT
000C: $CPRACE_DEBUG_CHECKPOINT_INDEX -= 1 
03A9: save_newline_to_debug_file 
05B6: 88 // CHECKPOINTS_X[
03A7: save_int_to_debug_file $CPRACE_DEBUG_CHECKPOINT_INDEX 
05B6: 89 // ] = 
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_1 
03A9: save_newline_to_debug_file 
05B6: 90 // CHECKPOINTS_Y[
03A7: save_int_to_debug_file $CPRACE_DEBUG_CHECKPOINT_INDEX 
05B6: 91 // ] = 
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_2 
03A9: save_newline_to_debug_file 
05B6: 92 // CHECKPOINTS_Z[
03A7: save_int_to_debug_file $CPRACE_DEBUG_CHECKPOINT_INDEX 
05B6: 93 // ] = 
00D6: if 
081E:   model 230@ boat 
004D: jump_if_false @CPRACE_5659 
0002: jump @CPRACE_5719 

:CPRACE_5659
00D6: if 
0820:   model 230@ heli 
004D: jump_if_false @CPRACE_5682 
0002: jump @CPRACE_5719 

:CPRACE_5682
00D6: if 
081F:   model 230@ plane 
004D: jump_if_false @CPRACE_5705 
0002: jump @CPRACE_5719 

:CPRACE_5705
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:CPRACE_5719
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_3 
03A9: save_newline_to_debug_file 
0089: 454@($CPRACE_DEBUG_CHECKPOINT_INDEX,82f) = $TEMPVAR_FLOAT_1 // (float) 
0089: 536@($CPRACE_DEBUG_CHECKPOINT_INDEX,82f) = $TEMPVAR_FLOAT_2 // (float) 
0089: 618@($CPRACE_DEBUG_CHECKPOINT_INDEX,82f) = $TEMPVAR_FLOAT_3 // (float) 
0089: 231@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 232@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 233@ = $TEMPVAR_FLOAT_3 // (float) 
0008: $CPRACE_DEBUG_CHECKPOINT_INDEX += 1 
008B: 250@ = $CPRACE_DEBUG_CHECKPOINT_INDEX // (int) 
0008: $CPRACE_DEBUG_CHECKPOINT_INDEX += 1 
0006: 235@ = 1 

:CPRACE_5815
0002: jump @CPRACE_5829 

:CPRACE_5822
0006: 235@ = 0 

:CPRACE_5829
0002: jump @CPRACE_20805 

:CPRACE_5836
0826: enable_hud 0 
0581: enable_radar 0 
09FB: $CURRENT_LANGUAGE = current_language 
00D6: if 
84A3:   not  $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @CPRACE_5879 
0989: set_text_boxes_width 250 
0002: jump @CPRACE_5884 

:CPRACE_5879
0989: set_text_boxes_width 200 

:CPRACE_5884
0512: show_permanent_text_box 'RACES33'  // Use ~k~~GO_LEFT~ or ~k~~GO_RIGHT~ to select race.~n~~k~~PED_SPRINT~ Start Race~n~~k~~VEHICLE_ENTER_EXIT~ Quit
0494: get_joystick 0 direction_offset_to 236@ 237@ 238@ 239@ 
00D6: if or
001B:   -100 > 237@ 
0019:   236@ > 100 
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @CPRACE_6028 
00D6: if 
0039:   240@ == 0 
004D: jump_if_false @CPRACE_6021 
00D6: if 
001F:   51@ > $RACE_INDEX // (int) 
004D: jump_if_false @CPRACE_5999 
0008: $RACE_INDEX += 1 
0002: jump @CPRACE_6007 

:CPRACE_5999
008A: $RACE_INDEX = 50@ // (int) 

:CPRACE_6007
0050: gosub @CPRACE_46974 
0006: 240@ = 1 

:CPRACE_6021
0002: jump @CPRACE_6035 

:CPRACE_6028
0006: 240@ = 0 

:CPRACE_6035
00D6: if or
0019:   237@ > 100 
001B:   -100 > 236@ 
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @CPRACE_6152 
00D6: if 
0039:   241@ == 0 
004D: jump_if_false @CPRACE_6145 
00D6: if 
001E:   $RACE_INDEX > 50@ // (int) 
004D: jump_if_false @CPRACE_6123 
000C: $RACE_INDEX -= 1 
0002: jump @CPRACE_6131 

:CPRACE_6123
008A: $RACE_INDEX = 51@ // (int) 

:CPRACE_6131
0050: gosub @CPRACE_46974 
0006: 241@ = 1 

:CPRACE_6145
0002: jump @CPRACE_6159 

:CPRACE_6152
0006: 241@ = 0 

:CPRACE_6159
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CPRACE_6229 
00D6: if 
0039:   242@ == 0 
004D: jump_if_false @CPRACE_6222 
0391: release_textures 
0826: enable_hud 1 
0581: enable_radar 1 
03E6: remove_text_box 
0006: 53@ = 1 
0051: return 
0006: 242@ = 1 

:CPRACE_6222
0002: jump @CPRACE_6236 

:CPRACE_6229
0006: 242@ = 0 

:CPRACE_6236
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CPRACE_6317 
00D6: if 
0039:   243@ == 0 
004D: jump_if_false @CPRACE_6310 
00D6: if 
0018:   $RACE_INDEX > -1 
004D: jump_if_false @CPRACE_6303 
016A: fade 0 time 500 
0006: 49@ = 2 

:CPRACE_6303
0006: 243@ = 1 

:CPRACE_6310
0002: jump @CPRACE_6324 

:CPRACE_6317
0006: 243@ = 0 

:CPRACE_6324
0937: text_draw_box_cornerA 53.0 130.0 cornerB 597.0 410.0 GXT_reference 'RACES_0' style 3  // Races
0050: gosub @CPRACE_47594 
0343: set_text_draw_linewidth 320.0 
033F: set_text_draw_letter_size $6931 $6945 
033E: set_draw_text_position $6903 $6917 GXT 85@($RACE_INDEX,30s) 
0050: gosub @CPRACE_47594 
033F: set_text_draw_letter_size $6932 $6946 
033E: set_draw_text_position $6903 $6918 GXT 'RACES36'  // Track Distance
0050: gosub @CPRACE_47594 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size $6933 $6947 
0086: $6919 = $6918 // (float) 
0059: $6919 += $6924 // (float) 
00D6: if 
0424:   is_system_metric 
004D: jump_if_false @CPRACE_6624 
0087: 244@ = 55@($RACE_INDEX,30f) // (float) 
0017: 244@ /= 1000.0 
0092: 246@ = float 244@ to_integer 
0093: 47@ = integer 246@ to_float 
0087: 245@ = 244@ // (float) 
0063: 245@ -= 47@ // (float) 
0092: 247@ = float 245@ to_integer 
00D6: if 
001B:   10 > 247@ 
004D: jump_if_false @CPRACE_6594 
045B: draw_text_2numbers $6903 $6919 GXT 'RACES35' numbers 246@ 247@  // ~1~.0~1~ km
0002: jump @CPRACE_6617 

:CPRACE_6594
045B: draw_text_2numbers $6903 $6919 GXT 'RACES34' numbers 246@ 247@  // ~1~.~1~ km

:CPRACE_6617
0002: jump @CPRACE_6767 

:CPRACE_6624
0087: 248@ = 55@($RACE_INDEX,30f) // (float) 
0017: 248@ /= 1609.0 
0092: 246@ = float 248@ to_integer 
0093: 47@ = integer 246@ to_float 
0087: 245@ = 248@ // (float) 
0063: 245@ -= 47@ // (float) 
0013: 245@ *= 100.0 
0092: 247@ = float 245@ to_integer 
00D6: if 
001B:   10 > 247@ 
004D: jump_if_false @CPRACE_6744 
045B: draw_text_2numbers $6903 $6919 GXT 'RACES47' numbers 246@ 247@  // ~1~.0~1~ miles
0002: jump @CPRACE_6767 

:CPRACE_6744
045B: draw_text_2numbers $6903 $6919 GXT 'RACES46' numbers 246@ 247@  // ~1~.~1~ miles

:CPRACE_6767
0050: gosub @CPRACE_47594 
033F: set_text_draw_letter_size $6932 $6946 
033E: set_draw_text_position $6903 $6920 GXT 'RACES38'  // Best Time
0050: gosub @CPRACE_47594 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size $6933 $6947 
0086: $6921 = $6920 // (float) 
0059: $6921 += $6924 // (float) 
00D6: if 
0038:   $RACES_CURRENT_BEST_TIME($RACE_INDEX,30i) == 999999999 
004D: jump_if_false @CPRACE_6893 
033E: set_draw_text_position $6903 $6921 GXT 'RACES45'  // NA
0002: jump @CPRACE_7018 

:CPRACE_6893
008B: 452@ = $RACES_CURRENT_BEST_TIME($RACE_INDEX,30i) // (int) 
0016: 452@ /= 60 
0085: 36@ = 452@ // (int) 
0012: 36@ *= 60 
008B: 453@ = $RACES_CURRENT_BEST_TIME($RACE_INDEX,30i) // (int) 
0062: 453@ -= 36@ // (int) 
00D6: if 
001B:   10 > 453@ 
004D: jump_if_false @CPRACE_6995 
045B: draw_text_2numbers $6903 $6921 GXT 'RACES40' numbers 452@ 453@  // ~1~:0~1~
0002: jump @CPRACE_7018 

:CPRACE_6995
045B: draw_text_2numbers $6903 $6921 GXT 'RACES39' numbers 452@ 453@  // ~1~:~1~

:CPRACE_7018
00D6: if 
8038:   not  $CURRENT_TOURNAMENT == 3 
004D: jump_if_false @CPRACE_7332 
0050: gosub @CPRACE_47594 
033F: set_text_draw_letter_size $6932 $6946 
033E: set_draw_text_position $6903 $6922 GXT 'RACES37'  // Best Result
0050: gosub @CPRACE_47594 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size $6933 $6947 
0086: $6923 = $6922 // (float) 
0059: $6923 += $6924 // (float) 
00D6: if 
0038:   $RACES_BEST_RESULT($RACE_INDEX,30i) == 1 
004D: jump_if_false @CPRACE_7159 
033E: set_draw_text_position $6903 $6923 GXT 'RACES41'  // 1ST
0002: jump @CPRACE_7332 

:CPRACE_7159
00D6: if 
0038:   $RACES_BEST_RESULT($RACE_INDEX,30i) == 2 
004D: jump_if_false @CPRACE_7205 
033E: set_draw_text_position $6903 $6923 GXT 'RACES42'  // 2ND
0002: jump @CPRACE_7332 

:CPRACE_7205
00D6: if 
0038:   $RACES_BEST_RESULT($RACE_INDEX,30i) == 3 
004D: jump_if_false @CPRACE_7251 
033E: set_draw_text_position $6903 $6923 GXT 'RACES43'  // 3RD
0002: jump @CPRACE_7332 

:CPRACE_7251
00D6: if and
0018:   $RACES_BEST_RESULT($RACE_INDEX,30i) > 3 
001A:   100 > $RACES_BEST_RESULT($RACE_INDEX,30i) 
004D: jump_if_false @CPRACE_7315 
045A: draw_text_1number $6903 $6923 GXT 'RACES44' number $RACES_BEST_RESULT($RACE_INDEX,30i)  // ~1~TH
0002: jump @CPRACE_7332 

:CPRACE_7315
033E: set_draw_text_position $6903 $6923 GXT 'RACES45'  // NA

:CPRACE_7332
008B: 36@ = $RACE_INDEX // (int) 
000A: 36@ += 1 
038D: draw_texture 36@ position 454.98 268.18 size 256.0 256.0 RGBA 180 180 180 255 
0002: jump @CPRACE_20805 

:CPRACE_7391
00D6: if 
816B:   not fading 
004D: jump_if_false @CPRACE_7570 
0989: set_text_boxes_width 200 
0391: release_textures 
03E6: remove_text_box 
0050: gosub @CPRACE_20812 
09B9: show_entered_car_name 1 
0826: enable_hud 1 
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @CPRACE_7457 
0581: enable_radar 1 
0002: jump @CPRACE_7475 

:CPRACE_7457
057E: set_radar_grey 1 
09BA: show_entered_zone_name 1 
09AC: disable_map_icons 1 
04F9: set_sky_color 2 fade 0 

:CPRACE_7475
0004: $10493 = 1 
00D6: if 
0038:   $RACES_WON($RACE_INDEX,30i) == 0 
004D: jump_if_false @CPRACE_7538 
00D6: if and
0038:   $RACE_INDEX == 0 
0038:   $CUSTOM_TOURNAMENT_FLAG == 0 
004D: jump_if_false @CPRACE_7536 
0002: jump @CPRACE_7538 

:CPRACE_7536
0317: increment_mission_attempts 

:CPRACE_7538
00D6: if 
0038:   $RACE_INDEX == 23 
004D: jump_if_false @CPRACE_7563 
014C: set_parked_car_generator $PARKED_PLANES[1] cars_to_generate_to 101 

:CPRACE_7563
0006: 49@ = 3 

:CPRACE_7570
0002: jump @CPRACE_20805 

:CPRACE_7577
0085: 249@ = 250@ // (int) 
000E: 249@ -= 1 
0085: 251@ = 224@ // (int) 
000E: 251@ -= 1 
0006: 252@ = 0 
0006: 253@ = 0 
0006: 254@ = 0 
0006: 255@ = 0 

:CPRACE_7635
00D6: if 
001D:   256@ > 253@ // (int) 
004D: jump_if_false @CPRACE_7712 
0006: 257@(253@,16i) = 0 
0006: 273@(253@,16i) = 0 
0006: 289@(253@,16i) = 0 
0006: 305@(253@,16i) = 0 
000A: 253@ += 1 
0002: jump @CPRACE_7635 

:CPRACE_7712
0006: 253@ = 0 
0006: 321@ = -1 
0006: 49@ = 4 
00D6: if 
04A4:   205@ == 3 // == constant 
004D: jump_if_false @CPRACE_7877 
00D6: if or
0038:   $RACE_INDEX == 22 
0038:   $RACE_INDEX == 23 
0038:   $RACE_INDEX == 24 
004D: jump_if_false @CPRACE_7830 
0007: 322@ = 12.0 
0007: 323@ = 12.0 
0007: 324@ = 12.0 
0007: 325@ = 6.0 
0002: jump @CPRACE_7870 

:CPRACE_7830
0007: 322@ = 25.0 
0007: 323@ = 25.0 
0007: 324@ = 25.0 
0007: 325@ = 12.0 

:CPRACE_7870
0002: jump @CPRACE_7917 

:CPRACE_7877
0007: 322@ = 12.0 
0007: 323@ = 12.0 
0007: 324@ = 7.0 
0007: 325@ = 6.0 

:CPRACE_7917
0002: jump @CPRACE_20805 

:CPRACE_7924
0006: 252@ = 0 

:CPRACE_7931
00D6: if 
001D:   256@ > 252@ // (int) 
004D: jump_if_false @CPRACE_8154 
00D6: if 
04A4:   700@(252@,16i) == 290 // == constant 
004D: jump_if_false @CPRACE_8099 
00D6: if 
0038:   $RACE_INDEX == 0 
004D: jump_if_false @CPRACE_8017 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
023C: load_special_actor 'KENDL' as 2 // models 290-299 

:CPRACE_8017
00D6: if 
0038:   $RACE_INDEX == 7 
004D: jump_if_false @CPRACE_8048 
023C: load_special_actor 'WUZIMU' as 1 // models 290-299 

:CPRACE_8048
00D6: if 
0038:   $RACE_INDEX == 8 
004D: jump_if_false @CPRACE_8092 
023C: load_special_actor 'WUZIMU' as 1 // models 290-299 
023C: load_special_actor 'CAT' as 2 // models 290-299 

:CPRACE_8092
0002: jump @CPRACE_8108 

:CPRACE_8099
0247: load_model 700@(252@,16i) 

:CPRACE_8108
00D6: if 
0038:   $RACE_INDEX == 8 
004D: jump_if_false @CPRACE_8131 
06E9: load_car_component #WHEEL_OR1 

:CPRACE_8131
0247: load_model 716@(252@,16i) 
000A: 252@ += 1 
0002: jump @CPRACE_7931 

:CPRACE_8154
04ED: load_animation "CAR" 
04ED: load_animation "RIOT" 
038B: load_requested_models 
0006: 326@ = 0 

:CPRACE_8178
00D6: if 
0039:   326@ == 0 
004D: jump_if_false @CPRACE_8646 
0001: wait 0 ms 
0006: 326@ = 1 
0006: 252@ = 0 

:CPRACE_8214
00D6: if 
001D:   256@ > 252@ // (int) 
004D: jump_if_false @CPRACE_8639 
00D6: if 
04A4:   700@(252@,16i) == 290 // == constant 
004D: jump_if_false @CPRACE_8498 
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @CPRACE_8385 
00D6: if 
0038:   $RACE_INDEX == 0 
004D: jump_if_false @CPRACE_8309 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
0006: 326@ = 0 

:CPRACE_8309
00D6: if 
0038:   $RACE_INDEX == 7 
004D: jump_if_false @CPRACE_8347 
023C: load_special_actor 'WUZIMU' as 1 // models 290-299 
0006: 326@ = 0 

:CPRACE_8347
00D6: if 
0038:   $RACE_INDEX == 8 
004D: jump_if_false @CPRACE_8385 
023C: load_special_actor 'WUZIMU' as 1 // models 290-299 
0006: 326@ = 0 

:CPRACE_8385
00D6: if 
0038:   $RACE_INDEX == 0 
004D: jump_if_false @CPRACE_8438 
00D6: if 
823D:   not special_actor 2 loaded 
004D: jump_if_false @CPRACE_8438 
023C: load_special_actor 'KENDL' as 2 // models 290-299 
0006: 326@ = 0 

:CPRACE_8438
00D6: if 
0038:   $RACE_INDEX == 8 
004D: jump_if_false @CPRACE_8491 
00D6: if 
823D:   not special_actor 2 loaded 
004D: jump_if_false @CPRACE_8491 
023C: load_special_actor 'CAT' as 2 // models 290-299 
0006: 326@ = 0 

:CPRACE_8491
0002: jump @CPRACE_8534 

:CPRACE_8498
00D6: if 
8248:   not model 700@(252@,16i) available 
004D: jump_if_false @CPRACE_8534 
0247: load_model 700@(252@,16i) 
0006: 326@ = 0 

:CPRACE_8534
00D6: if 
0038:   $RACE_INDEX == 8 
004D: jump_if_false @CPRACE_8580 
00D6: if 
86EA:   not car_component #WHEEL_OR1 available 
004D: jump_if_false @CPRACE_8580 
06E9: load_car_component #WHEEL_OR1 
0006: 326@ = 0 

:CPRACE_8580
00D6: if 
8248:   not model 716@(252@,16i) available 
004D: jump_if_false @CPRACE_8625 
0247: load_model 700@(252@,16i) 
0247: load_model 716@(252@,16i) 
0006: 326@ = 0 

:CPRACE_8625
000A: 252@ += 1 
0002: jump @CPRACE_8214 

:CPRACE_8639
0002: jump @CPRACE_8178 

:CPRACE_8646
0006: 49@ = 5 
0002: jump @CPRACE_20805 

:CPRACE_8660
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 454@ 536@ 618@ radius 30.0 
00D6: if 
0038:   $CUSTOM_TOURNAMENT_FLAG == 1 
004D: jump_if_false @CPRACE_8708 
0792: disembark_instantly_actor $PLAYER_ACTOR 

:CPRACE_8708
00A1: put_actor $PLAYER_ACTOR at 454@ 536@ 618@ 
0860: link_actor $PLAYER_ACTOR to_interior 221@ 
04BB: select_interior 221@ 
04E4: refresh_game_renderer_at 454@ 536@ 
02EB: restore_camera_with_jumpcut 
03CB: set_rendering_origin_at 454@ 536@ 618@ 
0915: sync_weather_with_time_and_location_instantly 
0006: 49@ = 6 
0002: jump @CPRACE_20805 

:CPRACE_8772
00D6: if and
04EE:   animation "CAR" loaded 
04EE:   animation "RIOT" loaded 
004D: jump_if_false @CPRACE_11198 
00A5: 443@ = create_car 716@ at 454@ 536@ 618@ 
039F: set_car 443@ race_to 455@ 537@ 
0085: 36@ = 256@ // (int) 
000E: 36@ -= 1 
0006: 253@ = 0 

:CPRACE_8848
00D6: if 
001D:   256@ > 253@ // (int) 
004D: jump_if_false @CPRACE_11173 
00D6: if 
0019:   256@ > 1 
004D: jump_if_false @CPRACE_9265 
07E4: get_model 716@ dimensions_cornerA_to 329@ 330@ $TEMPVAR_FLOAT_3 dimensions_cornerB_to 327@ 328@ $TEMPVAR_FLOAT_3 
0013: 329@ *= -1.0 
005B: 327@ += 329@ // (float) 
00D6: if 
0023:   2.0 > 327@ 
004D: jump_if_false @CPRACE_8957 
0007: 327@ = 2.0 

:CPRACE_8957
0087: 329@ = 327@ // (float) 
0013: 329@ *= -1.0 
0013: 330@ *= -1.0 
005B: 328@ += 330@ // (float) 
0085: 254@ = 253@ // (int) 
0016: 254@ /= 2 
0012: 254@ *= 2 
00D6: if 
003B:   254@ == 253@ // (int) 
004D: jump_if_false @CPRACE_9083 
0088: $TEMPVAR_FLOAT_1 = 327@ // (float) 
0093: 47@ = integer 253@ to_float 
006B: 47@ *= 328@ // (float) 
0013: 47@ *= -1.0 
0088: $TEMPVAR_FLOAT_2 = 47@ // (float) 
0002: jump @CPRACE_9140 

:CPRACE_9083
0088: $TEMPVAR_FLOAT_1 = 329@ // (float) 
0085: 255@ = 253@ // (int) 
000E: 255@ -= 1 
0093: 47@ = integer 255@ to_float 
006B: 47@ *= 328@ // (float) 
0013: 47@ *= -1.0 
0088: $TEMPVAR_FLOAT_2 = 47@ // (float) 

:CPRACE_9140
00D6: if 
0119:   car 443@ wrecked 
004D: jump_if_false @CPRACE_9201 
00D6: if 
0038:   $CUSTOM_TOURNAMENT_FLAG == 0 
004D: jump_if_false @CPRACE_9199 
00D6: if 
0038:   $RACE_INDEX == 0 
004D: jump_if_false @CPRACE_9199 
0004: $1846 = 1 

:CPRACE_9199
0051: return 

:CPRACE_9201
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 0.0 
0174: $TEMPVAR_ANGLE = car 443@ Z_angle 
0089: 331@(253@,16f) = $TEMPVAR_FLOAT_1 // (float) 
0089: 347@(253@,16f) = $TEMPVAR_FLOAT_2 // (float) 
0002: jump @CPRACE_9329 

:CPRACE_9265
0174: $TEMPVAR_ANGLE = car 443@ Z_angle 
0088: $TEMPVAR_FLOAT_1 = 331@(253@,16f) // (float) 
0088: $TEMPVAR_FLOAT_2 = 347@(253@,16f) // (float) 
0087: 331@(253@,16f) = 454@ // (float) 
0087: 347@(253@,16f) = 536@ // (float) 
0088: $TEMPVAR_FLOAT_3 = 618@ // (float) 

:CPRACE_9329
00D6: if 
881E:   not model 716@(253@,16i) boat 
004D: jump_if_false @CPRACE_9403 
00D6: if 
881F:   not model 716@(253@,16i) plane 
004D: jump_if_false @CPRACE_9403 
00D6: if 
8820:   not model 716@(253@,16i) heli 
004D: jump_if_false @CPRACE_9403 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:CPRACE_9403
0089: 363@(253@,16f) = $TEMPVAR_FLOAT_3 // (float) 
00D6: if 
001D:   36@ > 253@ // (int) 
004D: jump_if_false @CPRACE_9756 
0050: gosub @CPRACE_488 
0129: 395@(253@,16i) = create_actor_pedtype 4 model 700@(253@,16i) in_car 379@(253@,16i) driverseat 
00D6: if 
04A4:   700@(253@,16i) == 290 // == constant 
004D: jump_if_false @CPRACE_9552 
00D6: if or
0038:   $RACE_INDEX == 0 
0038:   $RACE_INDEX == 8 
004D: jump_if_false @CPRACE_9533 
01C8: 411@ = create_actor_pedtype 5 model #SPECIAL02 in_car 379@(253@,16i) passenger_seat 0 

:CPRACE_9533
02AC: set_car 379@(253@,16i) immunities BP 1 FP 1 EP 1 CP 0 MP 1 

:CPRACE_9552
00D6: if 
0019:   221@ > 0 
004D: jump_if_false @CPRACE_9614 
00D6: if 
0039:   321@ == -1 
004D: jump_if_false @CPRACE_9602 
07E5: copy_decision_maker -1 to 321@ 
0708: reset_decision_maker 321@ event 79 

:CPRACE_9602
060B: set_actor 395@(253@,16i) decision_maker_to 321@ 

:CPRACE_9614
0860: link_actor 395@(253@,16i) to_interior 221@ 
054A: set_actor 395@(253@,16i) can_be_shot_in_a_car 0 
0446: set_actor 395@(253@,16i) dismemberment_possible 0 
0568: set_actor 395@(253@,16i) untargetable 1 
02A9: set_actor 395@(253@,16i) immune_to_nonplayer 1 
039E: set_actor 395@(253@,16i) locked 0 while_in_car 
04D8: set_actor 395@(253@,16i) drowns_in_water 0 
0223: set_actor 395@(253@,16i) health_to 500 
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @CPRACE_9738 
0187: 412@(253@,16i) = create_marker_above_actor 395@(253@,16i) 

:CPRACE_9738
018B: set_marker 412@(253@,16i) radar_mode 1 
0002: jump @CPRACE_11159 

:CPRACE_9756
00D6: if 
881E:   not model 716@(253@,16i) boat 
004D: jump_if_false @CPRACE_10754 
00D6: if 
881F:   not model 716@(253@,16i) plane 
004D: jump_if_false @CPRACE_10754 
00D6: if 
8820:   not model 716@(253@,16i) heli 
004D: jump_if_false @CPRACE_10754 
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @CPRACE_10754 
060A: create_decision_maker_type 0 store_to 428@ // decision\allowed\m_.ped files 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset -4.0435 6.5755 -0.8 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 429@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0961: set_actor 429@ keep_tasks_after_cleanup 1 
060B: set_actor 429@ decision_maker_to 428@ 
06BA: AS_actor 429@ turn_to_and_look_at 454@ 536@ 618@ 
029B: 430@ = init_object #KMB_GOFLAG at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
070A: AS_actor 429@ attach_to_object 430@ offset 0.062 0.027 -0.15 on_bone 5 16 perform_animation "FLAG_DROP" IFP_file "CAR" time 0 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset -5.6392 2.9435 -0.8 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 431@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset -6.0071 -2.0778 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 432@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset -7.6039 -5.0807 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 433@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset -7.0724 -6.4057 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 434@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset -5.9988 -13.553 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 435@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset 6.073 -15.2059 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 436@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset 7.2639 -12.9933 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 437@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset 5.8429 -7.7069 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 438@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset 8.4135 -3.7971 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 439@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset 6.2507 0.3634 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 440@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset 8.6397 2.419 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 441@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0006: 252@ = 0 

:CPRACE_10623
00D6: if 
001B:   11 > 252@ 
004D: jump_if_false @CPRACE_10754 
060B: set_actor 431@(252@,11i) decision_maker_to 428@ 
0961: set_actor 431@(252@,11i) keep_tasks_after_cleanup 1 
0615: define_AS_pack_begin 38@ 
0050: gosub @CPRACE_50648 
0643: set_AS_pack 38@ loop 1 
0616: define_AS_pack_end 38@ 
0615: define_AS_pack_begin 37@ 
06BA: AS_actor -1 turn_to_and_look_at 454@ 536@ 618@ 
0618: assign_actor -1 to_AS_pack 38@ 
0616: define_AS_pack_end 37@ 
0618: assign_actor 431@(252@,11i) to_AS_pack 37@ 
061B: remove_references_to_AS_pack 38@ 
061B: remove_references_to_AS_pack 37@ 
000A: 252@ += 1 
0002: jump @CPRACE_10623 

:CPRACE_10754
00A6: destroy_car 443@ 
008B: 395@(253@,16i) = $PLAYER_ACTOR // (int) 
0085: 442@ = 253@ // (int) 
000B: 363@(442@,16f) += 3.0 
02CE: 363@(442@,16f) = ground_z_at 331@(442@,16f) 347@(442@,16f) 363@(442@,16f) 
00D6: if 
0023:   0.0 > 363@(442@,16f) 
004D: jump_if_false @CPRACE_10882 
00D6: if 
081E:   model 716@(442@,16i) boat 
004D: jump_if_false @CPRACE_10882 
0007: 363@(442@,16f) = 0.0 

:CPRACE_10882
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CPRACE_10947 
0811: 379@(442@,16i) = actor $PLAYER_ACTOR used_car 
00AB: put_car 379@(442@,16i) at 331@(442@,16f) 347@(442@,16f) 363@(442@,16f) 
0002: jump @CPRACE_11070 

:CPRACE_10947
00A5: 379@(442@,16i) = create_car 716@(442@,16i) at 331@(442@,16f) 347@(442@,16f) 363@(442@,16f) 
00D6: if 
0038:   $RACE_INDEX == 8 
004D: jump_if_false @CPRACE_11017 
06E7: 36@ = add_car_component #WHEEL_OR1 to_car 379@(442@,16i) 

:CPRACE_11017
00D6: if 
8039:   not  209@ == -1 
004D: jump_if_false @CPRACE_11058 
0229: set_car 379@(442@,16i) primary_color_to 209@(442@,6i) secondary_color_to 215@(442@,6i) 

:CPRACE_11058
036A: put_actor $PLAYER_ACTOR in_car 379@(442@,16i) 

:CPRACE_11070
0840: link_car 379@(442@,16i) to_interior 221@ 
0175: set_car 379@(442@,16i) Z_angle_to $TEMPVAR_ANGLE 
00D6: if or
081F:   model 716@(442@,16i) plane 
0820:   model 716@(442@,16i) heli 
004D: jump_if_false @CPRACE_11148 
0519: set_car 379@(442@,16i) locked 1 
04BA: set_car 379@(442@,16i) speed_to 10.0 

:CPRACE_11148
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 500 

:CPRACE_11159
000A: 253@ += 1 
0002: jump @CPRACE_8848 

:CPRACE_11173
01B4: set_player $PLAYER_CHAR can_move 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0006: 49@ = 7 
0002: jump @CPRACE_11213 

:CPRACE_11198
04ED: load_animation "CAR" 
04ED: load_animation "RIOT" 

:CPRACE_11213
0002: jump @CPRACE_20805 

:CPRACE_11220
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
00BA: show_text_styled GXT 'RACES_4' time 1100 style 4  // 3
097A: play_audio_at 0.0 0.0 0.0 event 1056 
0084: $6960 = $CURRENT_TIME_IN_MS2 // (int) 
0008: $6960 += 999 
0006: 49@ = 8 
0002: jump @CPRACE_20805 

:CPRACE_11297
00D6: if 
001C:   $CURRENT_TIME_IN_MS2 > $6960 // (int) 
004D: jump_if_false @CPRACE_11375 
00BA: show_text_styled GXT 'RACES_5' time 1100 style 4  // 2
097A: play_audio_at 0.0 0.0 0.0 event 1056 
0084: $6960 = $CURRENT_TIME_IN_MS2 // (int) 
0008: $6960 += 999 
0006: 49@ = 9 

:CPRACE_11375
0002: jump @CPRACE_20805 

:CPRACE_11382
00D6: if 
001C:   $CURRENT_TIME_IN_MS2 > $6960 // (int) 
004D: jump_if_false @CPRACE_11460 
00BA: show_text_styled GXT 'RACES_6' time 1100 style 4  // 1
097A: play_audio_at 0.0 0.0 0.0 event 1056 
0084: $6960 = $CURRENT_TIME_IN_MS2 // (int) 
0008: $6960 += 999 
0006: 49@ = 10 

:CPRACE_11460
0002: jump @CPRACE_20805 

:CPRACE_11467
00D6: if 
001C:   $CURRENT_TIME_IN_MS2 > $6960 // (int) 
004D: jump_if_false @CPRACE_12344 
00BA: show_text_styled GXT 'RACES_7' time 800 style 4  // GO!
097A: play_audio_at 0.0 0.0 0.0 event 1057 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
0006: 253@ = 0 

:CPRACE_11547
00D6: if 
001B:   11 > 253@ 
004D: jump_if_false @CPRACE_11588 
01C2: remove_references_to_actor 431@(253@,11i) // Like turning an actor into a random pedestrian 
000A: 253@ += 1 
0002: jump @CPRACE_11547 

:CPRACE_11588
01C2: remove_references_to_actor 429@ // Like turning an actor into a random pedestrian 
04EF: release_animation "CAR" 
0006: 253@ = 0 

:CPRACE_11607
00D6: if 
001D:   256@ > 253@ // (int) 
004D: jump_if_false @CPRACE_11829 
00D6: if 
8119:   not car 379@(253@,16i) wrecked 
004D: jump_if_false @CPRACE_11815 
02AA: set_car 379@(253@,16i) immune_to_nonplayer 0 
00D6: if 
881E:   not model 716@(253@,16i) boat 
004D: jump_if_false @CPRACE_11815 
00D6: if 
881F:   not model 716@(253@,16i) plane 
004D: jump_if_false @CPRACE_11804 
00D6: if 
8820:   not model 716@(253@,16i) heli 
004D: jump_if_false @CPRACE_11786 
00D6: if 
803B:   not  253@ == 442@ // (int) 
004D: jump_if_false @CPRACE_11779 
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @CPRACE_11779 
072F: enable_car 379@(253@,16i) stuck_check_distance 3.0 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path -1 // extended 03CC 

:CPRACE_11779
0002: jump @CPRACE_11797 

:CPRACE_11786
0519: set_car 379@(253@,16i) locked 0 

:CPRACE_11797
0002: jump @CPRACE_11815 

:CPRACE_11804
0519: set_car 379@(253@,16i) locked 0 

:CPRACE_11815
000A: 253@ += 1 
0002: jump @CPRACE_11607 

:CPRACE_11829
01EB: set_traffic_density_multiplier_to 1.0 
0005: $6903 = 582.7242 
0005: $6917 = 356.2812 
0005: $6931 = 52.2072 
0005: $6945 = 52.2072 
0005: $6904 = 584.0833 
0005: $6918 = 329.3647 
0005: $6932 = 0.4943 
0005: $6946 = 2.097 
0005: $6905 = 570.6411 
0005: $6919 = 323.5937 
0005: $6933 = 0.9127 
0005: $6947 = 4.8106 
0005: $6906 = 585.941 
0005: $6920 = 345.6341 
0005: $6934 = 0.4197 
0005: $6948 = 1.8511 
0005: $6907 = 582.7242 
0005: $6921 = 359.0323 
0005: $6935 = 0.4993 
0005: $6949 = 2.637 
0005: $6908 = 582.7242 
0005: $6922 = 356.2812 
0005: $6936 = 56.2072 
0005: $6950 = 56.2072 
0005: $6909 = 582.7242 
0005: $6923 = 356.2812 
0005: $6937 = 58.2072 
0005: $6951 = 58.2072 
0005: $6910 = 582.7242 
0005: $6924 = 400.7518 
0005: $6938 = 58.2072 
0005: $6952 = 32.7789 
0005: $6911 = 582.7242 
0005: $6925 = 400.2518 
0005: $6939 = 56.2072 
0005: $6953 = 31.7789 
0005: $6912 = 582.7242 
0005: $6926 = 399.2518 
0005: $6940 = 52.2072 
0005: $6954 = 29.7789 
0005: $6913 = 560.4862 
0005: $6927 = 384.5027 
0005: $6941 = 0.5 
0005: $6955 = 1.5393 
0084: $6960 = $CURRENT_TIME_IN_MS2 // (int) 
008B: 206@ = $CURRENT_TIME_IN_MS2 // (int) 
00D6: if 
0039:   256@ == 1 
004D: jump_if_false @CPRACE_12333 
0004: $6960 = 0 
03C3: set_timer_to $6960 type 0 GXT 'TIMER' // global_variable  // TIME

:CPRACE_12333
0A0E: disable_text_with_style 2 
0006: 49@ = 11 

:CPRACE_12344
0002: jump @CPRACE_20805 

:CPRACE_12351
00D6: if 
001D:   256@ > 253@ // (int) 
004D: jump_if_false @CPRACE_18590 
00D6: if 
8118:   not actor 395@(253@,16i) dead 
004D: jump_if_false @CPRACE_18123 
00D6: if 
001B:   13 > 49@ 
004D: jump_if_false @CPRACE_12732 
00D6: if 
803C:   not  $PLAYER_ACTOR == 395@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_12732 
00D6: if 
001D:   273@(253@,16i) > 273@(442@,16i) // (int) 
004D: jump_if_false @CPRACE_12472 
000A: 229@ += 1 
0002: jump @CPRACE_12732 

:CPRACE_12472
00D6: if 
003B:   273@(442@,16i) == 273@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_12732 
00D6: if 
001D:   257@(253@,16i) > 257@(442@,16i) // (int) 
004D: jump_if_false @CPRACE_12540 
000A: 229@ += 1 
0002: jump @CPRACE_12732 

:CPRACE_12540
00D6: if 
001D:   257@(253@,16i) > 249@ // (int) 
004D: jump_if_false @CPRACE_12577 
000A: 229@ += 1 
0002: jump @CPRACE_12732 

:CPRACE_12577
00D6: if 
003B:   257@(442@,16i) == 257@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_12732 
00A0: store_actor 395@(253@,16i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
050A: 444@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
050A: 445@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
00D6: if 
0025:   445@ > 444@ // (float) 
004D: jump_if_false @CPRACE_12732 
000A: 229@ += 1 

:CPRACE_12732
00D6: if 
0039:   49@ == 12 
004D: jump_if_false @CPRACE_15498 
00D6: if 
003C:   $PLAYER_ACTOR == 395@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_14121 
00D6: if 
8119:   not car 379@(442@,16i) wrecked 
004D: jump_if_false @CPRACE_13748 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 379@(442@,16i) 
004D: jump_if_false @CPRACE_13359 
00D6: if 
0039:   207@ == 1 
004D: jump_if_false @CPRACE_13352 
03D5: remove_text 'RACES21'  // ~s~You have ~1~ seconds to return to your ~b~vehicle ~s~before you are disqualified.
0164: disable_marker 54@ 
000F: 363@(253@,16f) -= 1000.0 
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @CPRACE_13345 
0006: 254@ = 0 
0085: 36@ = 256@ // (int) 
000E: 36@ -= 1 

:CPRACE_12904
00D6: if 
001D:   36@ > 254@ // (int) 
004D: jump_if_false @CPRACE_12984 
00D6: if 
8118:   not actor 395@(254@,16i) dead 
004D: jump_if_false @CPRACE_12970 
0187: 412@(254@,16i) = create_marker_above_actor 395@(254@,16i) 
018B: set_marker 412@(254@,16i) radar_mode 1 

:CPRACE_12970
000A: 254@ += 1 
0002: jump @CPRACE_12904 

:CPRACE_12984
018A: 54@ = create_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
0165: set_marker 54@ color_to 0 
018B: set_marker 54@ radar_mode 2 
0168: set_marker 54@ size 3 
00D6: if and
003B:   257@(253@,16i) == 249@ // (int) 
003B:   273@(253@,16i) == 251@ // (int) 
004D: jump_if_false @CPRACE_13243 
00D6: if 
04A4:   205@ == 3 // == constant 
004D: jump_if_false @CPRACE_13188 
0085: 36@ = 257@(253@,16i) // (int) 
000E: 36@ -= 1 
00D6: if 
001B:   0 > 36@ 
004D: jump_if_false @CPRACE_13128 
0006: 36@ = 0 

:CPRACE_13128
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) point_to 454@(36@,82f) 536@(36@,82f) 618@(36@,82f) type 205@ radius 325@ 
0002: jump @CPRACE_13236 

:CPRACE_13188
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) point_to 0.0 0.0 0.0 type 1 radius 6.0 

:CPRACE_13236
0002: jump @CPRACE_13345 

:CPRACE_13243
0085: 36@ = 257@(253@,16i) // (int) 
000A: 36@ += 1 
00D6: if 
003B:   257@(253@,16i) == 249@ // (int) 
004D: jump_if_false @CPRACE_13292 
0006: 36@ = 1 

:CPRACE_13292
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) point_to 454@(36@,82f) 536@(36@,82f) 618@(36@,82f) type 205@ radius 325@ 

:CPRACE_13345
0006: 207@ = 0 

:CPRACE_13352
0002: jump @CPRACE_13741 

:CPRACE_13359
00D6: if 
0039:   207@ == 0 
004D: jump_if_false @CPRACE_13507 
06D6: disable_racing_checkpoint 449@ 
0164: disable_marker 54@ 
0006: 254@ = 0 
0085: 36@ = 256@ // (int) 
000E: 36@ -= 1 

:CPRACE_13409
00D6: if 
001D:   36@ > 254@ // (int) 
004D: jump_if_false @CPRACE_13451 
0164: disable_marker 412@(254@,16i) 
000A: 254@ += 1 
0002: jump @CPRACE_13409 

:CPRACE_13451
0186: 54@ = create_marker_above_car 379@(442@,16i) 
07E0: set_marker 54@ type_to 1 
000B: 363@(253@,16f) += 1000.0 
008B: 446@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 446@ += 25400 
0006: 207@ = 1 

:CPRACE_13507
0085: 453@ = 446@ // (int) 
0064: 453@ -= $CURRENT_TIME_IN_MS2 // (int) 
0016: 453@ /= 1000 
00D6: if 
001B:   1 > 453@ 
004D: jump_if_false @CPRACE_13556 
0006: 453@ = 0 

:CPRACE_13556
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 446@ // (int) 
004D: jump_if_false @CPRACE_13670 
00BC: show_text_highpriority GXT 'RACES20' time 5000 flag 1  // ~r~You have been disqualified for leaving your vehicle.
00D6: if 
0038:   $CUSTOM_TOURNAMENT_FLAG == 0 
004D: jump_if_false @CPRACE_13625 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

:CPRACE_13625
00D6: if 
0038:   $CUSTOM_TOURNAMENT_FLAG == 0 
004D: jump_if_false @CPRACE_13668 
00D6: if 
0038:   $RACE_INDEX == 0 
004D: jump_if_false @CPRACE_13668 
0004: $1846 = 1 

:CPRACE_13668
0051: return 

:CPRACE_13670
00D6: if 
0039:   453@ == 1 
004D: jump_if_false @CPRACE_13718 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'RACE_21' number 453@ time 200 flag 1  // ~s~You have ~1~ second to return to your ~b~vehicle ~s~before you are disqualified.
0002: jump @CPRACE_13741 

:CPRACE_13718
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'RACES21' number 453@ time 200 flag 1  // ~s~You have ~1~ seconds to return to your ~b~vehicle ~s~before you are disqualified.

:CPRACE_13741
0002: jump @CPRACE_14114 

:CPRACE_13748
00D6: if 
02BF:   car 379@(442@,16i) sunk 
004D: jump_if_false @CPRACE_14019 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CPRACE_13917 
03C0: 443@ = actor $PLAYER_ACTOR car 
00D6: if 
803B:   not  443@ == 379@(442@,16i) // (int) 
004D: jump_if_false @CPRACE_13910 
00BC: show_text_highpriority GXT 'RACES24' time 5000 flag 1  // ~r~You have been disqualified for destroying your vehicle.
00D6: if 
0038:   $CUSTOM_TOURNAMENT_FLAG == 0 
004D: jump_if_false @CPRACE_13865 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

:CPRACE_13865
00D6: if 
0038:   $CUSTOM_TOURNAMENT_FLAG == 0 
004D: jump_if_false @CPRACE_13908 
00D6: if 
0038:   $RACE_INDEX == 0 
004D: jump_if_false @CPRACE_13908 
0004: $1846 = 1 

:CPRACE_13908
0051: return 

:CPRACE_13910
0002: jump @CPRACE_14012 

:CPRACE_13917
00BC: show_text_highpriority GXT 'RACES24' time 5000 flag 1  // ~r~You have been disqualified for destroying your vehicle.
00D6: if 
0038:   $CUSTOM_TOURNAMENT_FLAG == 0 
004D: jump_if_false @CPRACE_13967 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

:CPRACE_13967
00D6: if 
0038:   $CUSTOM_TOURNAMENT_FLAG == 0 
004D: jump_if_false @CPRACE_14010 
00D6: if 
0038:   $RACE_INDEX == 0 
004D: jump_if_false @CPRACE_14010 
0004: $1846 = 1 

:CPRACE_14010
0051: return 

:CPRACE_14012
0002: jump @CPRACE_14114 

:CPRACE_14019
00BC: show_text_highpriority GXT 'RACES24' time 5000 flag 1  // ~r~You have been disqualified for destroying your vehicle.
00D6: if 
0038:   $CUSTOM_TOURNAMENT_FLAG == 0 
004D: jump_if_false @CPRACE_14069 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

:CPRACE_14069
00D6: if 
0038:   $CUSTOM_TOURNAMENT_FLAG == 0 
004D: jump_if_false @CPRACE_14112 
00D6: if 
0038:   $RACE_INDEX == 0 
004D: jump_if_false @CPRACE_14112 
0004: $1846 = 1 

:CPRACE_14112
0051: return 

:CPRACE_14114
0002: jump @CPRACE_15498 

:CPRACE_14121
00D6: if 
001D:   250@ > 257@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_15498 
00D6: if 
00DF:   actor 395@(253@,16i) driving 
004D: jump_if_false @CPRACE_14412 
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @CPRACE_14405 
0085: 36@ = 257@(442@,16i) // (int) 
000A: 36@ += 4 
03C0: 443@ = actor 395@(253@,16i) car 
00D6: if 
001D:   257@(253@,16i) > 36@ // (int) 
004D: jump_if_false @CPRACE_14253 
00AD: set_car 443@ max_speed_to 25.0 
0002: jump @CPRACE_14312 

:CPRACE_14253
00D6: if or
0038:   $RACE_INDEX == 7 
0038:   $RACE_INDEX == 8 
0038:   $RACE_INDEX == 0 
004D: jump_if_false @CPRACE_14302 
00AD: set_car 443@ max_speed_to 35.0 
0002: jump @CPRACE_14312 

:CPRACE_14302
00AD: set_car 443@ max_speed_to 50.0 

:CPRACE_14312
00D6: if 
0038:   $RACE_INDEX == 8 
004D: jump_if_false @CPRACE_14405 
00D6: if or
01AD:   car 443@ sphere 0 near_point -882.9833 -47.9468 radius 24.61 25.64 
01AD:   car 443@ sphere 0 near_point -843.0954 -141.9169 radius 24.59 -29.24 
004D: jump_if_false @CPRACE_14405 
00AD: set_car 443@ max_speed_to 30.0 

:CPRACE_14405
0002: jump @CPRACE_14933 

:CPRACE_14412
00D6: if 
0038:   $RACE_INDEX == 25 
004D: jump_if_false @CPRACE_14444 
0002: jump @CPRACE_18141 
0002: jump @CPRACE_14933 

:CPRACE_14444
00D6: if 
0039:   305@(253@,16i) == 0 
004D: jump_if_false @CPRACE_14490 
008B: 305@(253@,16i) = $CURRENT_TIME_IN_MS2 // (int) 
000A: 305@(253@,16i) += 8000 

:CPRACE_14490
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 305@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_14933 
00D6: if 
803B:   not  257@(253@,16i) == 257@(442@,16i) // (int) 
004D: jump_if_false @CPRACE_14933 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 395@(253@,16i) radius 30.0 30.0 0 
004D: jump_if_false @CPRACE_14922 
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 331@(253@,16f) 347@(253@,16f) radius 30.0 30.0 
004D: jump_if_false @CPRACE_14904 
00D6: if 
838A:   not any_car_in_cube_cornerA 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) cornerB 4.0 4.0 3.0 
004D: jump_if_false @CPRACE_14886 
00D6: if 
82CB:   not actor 395@(253@,16i) bounding_sphere_visible 
004D: jump_if_false @CPRACE_14868 
00D6: if 
80C2:   not sphere_onscreen 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) radius 4.0 
004D: jump_if_false @CPRACE_14850 
01C3: remove_references_to_car 379@(253@,16i) 
0050: gosub @CPRACE_488 
036A: put_actor 395@(253@,16i) in_car 379@(253@,16i) 
0085: 36@ = 257@(253@,16i) // (int) 
000A: 36@ += 1 
00D6: if 
001D:   250@ > 36@ // (int) 
004D: jump_if_false @CPRACE_14832 
039F: set_car 379@(253@,16i) race_to 454@(36@,82f) 536@(36@,82f) 
04BA: set_car 379@(253@,16i) speed_to 20.0 

:CPRACE_14832
0006: 305@(253@,16i) = 0 
0002: jump @CPRACE_14861 

:CPRACE_14850
0006: 305@(253@,16i) = 0 

:CPRACE_14861
0002: jump @CPRACE_14879 

:CPRACE_14868
0006: 305@(253@,16i) = 0 

:CPRACE_14879
0002: jump @CPRACE_14897 

:CPRACE_14886
0006: 305@(253@,16i) = 0 

:CPRACE_14897
0002: jump @CPRACE_14915 

:CPRACE_14904
0006: 305@(253@,16i) = 0 

:CPRACE_14915
0002: jump @CPRACE_14933 

:CPRACE_14922
0006: 305@(253@,16i) = 0 

:CPRACE_14933
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @CPRACE_15498 
0006: 252@ = 0 
0006: 255@ = 0 

:CPRACE_14965
00D6: if 
001D:   256@ > 252@ // (int) 
004D: jump_if_false @CPRACE_15047 
0085: 447@ = 257@(252@,16i) // (int) 
000E: 447@ -= 4 
00D6: if 
001D:   447@ > 257@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_15033 
000A: 255@ += 1 

:CPRACE_15033
000A: 252@ += 1 
0002: jump @CPRACE_14965 

:CPRACE_15047
00D6: if 
0019:   255@ > 0 
004D: jump_if_false @CPRACE_15498 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 395@(253@,16i) radius 150.0 150.0 0 
004D: jump_if_false @CPRACE_15498 
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 331@(253@,16f) 347@(253@,16f) radius 150.0 150.0 
004D: jump_if_false @CPRACE_15498 
00D6: if 
80EC:   not actor 395@(253@,16i) sphere 0 near_point 331@(253@,16f) 347@(253@,16f) radius 40.0 40.0 
004D: jump_if_false @CPRACE_15498 
00D6: if 
838A:   not any_car_in_cube_cornerA 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) cornerB 4.0 4.0 3.0 
004D: jump_if_false @CPRACE_15498 
00D6: if 
82CB:   not actor 395@(253@,16i) bounding_sphere_visible 
004D: jump_if_false @CPRACE_15498 
00D6: if 
80C2:   not sphere_onscreen 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) radius 4.0 
004D: jump_if_false @CPRACE_15498 
00D6: if 
0449:   actor 395@(253@,16i) in_a_car 
004D: jump_if_false @CPRACE_15391 
00A1: put_actor 395@(253@,16i) at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
0085: 36@ = 257@(253@,16i) // (int) 
000A: 36@ += 1 
039F: set_car 443@ race_to 454@(36@,82f) 536@(36@,82f) 
0002: jump @CPRACE_15498 

:CPRACE_15391
01C3: remove_references_to_car 379@(253@,16i) 
0050: gosub @CPRACE_488 
036A: put_actor 395@(253@,16i) in_car 379@(253@,16i) 
0085: 36@ = 257@(253@,16i) // (int) 
000A: 36@ += 1 
00D6: if 
001D:   250@ > 36@ // (int) 
004D: jump_if_false @CPRACE_15498 
039F: set_car 379@(253@,16i) race_to 454@(36@,82f) 536@(36@,82f) 
04BA: set_car 379@(253@,16i) speed_to 20.0 

:CPRACE_15498
0006: 36@ = 0 
00D6: if 
0100:   actor 395@(253@,16i) in_sphere 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) radius 322@ 323@ 324@ sphere 0 in_car 
004D: jump_if_false @CPRACE_15571 
0006: 36@ = 1 
0002: jump @CPRACE_15700 

:CPRACE_15571
00D6: if 
07D6:   395@(253@,16i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @CPRACE_15700 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CPRACE_15700 
04E4: refresh_game_renderer_at 331@(253@,16f) 347@(253@,16f) 
03CB: set_rendering_origin_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
0088: $TEMPVAR_FLOAT_1 = 363@(253@,16f) // (float) 
0009: $TEMPVAR_FLOAT_1 += 1.0 
00A1: put_actor 395@(253@,16i) at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 

:CPRACE_15700
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CPRACE_18116 
00D6: if 
0039:   49@ == 11 
004D: jump_if_false @CPRACE_15743 
0006: 49@ = 12 

:CPRACE_15743
00D6: if 
003C:   $PLAYER_ACTOR == 395@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_15809 
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @CPRACE_15809 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0164: disable_marker 54@ 

:CPRACE_15809
000A: 257@(253@,16i) += 1 
00D6: if 
001D:   250@ > 257@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_15910 
0085: 36@ = 257@(253@,16i) // (int) 
0087: 331@(253@,16f) = 454@(36@,82f) // (float) 
0087: 347@(253@,16f) = 536@(36@,82f) // (float) 
0087: 363@(253@,16f) = 618@(36@,82f) // (float) 
0002: jump @CPRACE_16948 

:CPRACE_15910
00D6: if 
001D:   224@ > 273@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_15944 
000A: 273@(253@,16i) += 1 

:CPRACE_15944
00D6: if 
003B:   273@(253@,16i) == 224@ // (int) 
004D: jump_if_false @CPRACE_16620 
00D6: if 
07D6:   395@(253@,16i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @CPRACE_16209 
00D6: if 
0019:   224@ > 1 
004D: jump_if_false @CPRACE_16119 
008B: 448@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 448@ -= 206@ // (int) 
0016: 448@ /= 1000 
00D6: if 
001E:   $RACES_NEW_BEST_TIME($RACE_INDEX,30i) > 448@ // (int) 
004D: jump_if_false @CPRACE_16119 
008A: $RACES_NEW_BEST_TIME($RACE_INDEX,30i) = 448@ // (int) 
00D6: if 
0038:   $RACE_INDEX == 25 
004D: jump_if_false @CPRACE_16093 
042E: downdate_integer_stat 212 to 448@ // same as 0582 

:CPRACE_16093
00D6: if 
0038:   $RACE_INDEX == 26 
004D: jump_if_false @CPRACE_16119 
042E: downdate_integer_stat 219 to 448@ // same as 0582 

:CPRACE_16119
06D6: disable_racing_checkpoint 449@ 
0164: disable_marker 54@ 
0006: 49@ = 13 
00D6: if 
0038:   $CUSTOM_TOURNAMENT_FLAG == 0 
004D: jump_if_false @CPRACE_16188 
00D6: if 
0019:   229@ > 0 
004D: jump_if_false @CPRACE_16188 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

:CPRACE_16188
0007: 363@(253@,16f) = 99999.0 
0002: jump @CPRACE_16613 

:CPRACE_16209
00D6: if 
8119:   not car 379@(253@,16i) wrecked 
004D: jump_if_false @CPRACE_16238 
03CD: disable_car 379@(253@,16i) stuck_check 

:CPRACE_16238
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @CPRACE_16548 
062E: get_actor 395@(253@,16i) task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CPRACE_16541 
0615: define_AS_pack_begin 37@ 
06AC: 47@ = actor 395@(253@,16i) movement_speed 
0092: 36@ = float 47@ to_integer 
0012: 36@ *= -100 
000A: 36@ += 4000 
00D6: if 
001B:   10 > 36@ 
004D: jump_if_false @CPRACE_16354 
0006: 36@ = 10 

:CPRACE_16354
06C7: AS_actor -1 driver_of_car -1 perform_action 9 timelimit 36@ 
0209: 36@ = random_int_in_ranges 0 5 
00D6: if or
0039:   36@ == 0 
0039:   36@ == 1 
004D: jump_if_false @CPRACE_16430 
06C7: AS_actor -1 driver_of_car -1 perform_action 7 timelimit 200 
06C7: AS_actor -1 driver_of_car -1 perform_action 4 timelimit 250000 
0002: jump @CPRACE_16454 

:CPRACE_16430
06C7: AS_actor -1 driver_of_car -1 perform_action 8 timelimit 200 
06C7: AS_actor -1 driver_of_car -1 perform_action 5 timelimit 250000 

:CPRACE_16454
06C7: AS_actor -1 driver_of_car -1 perform_action 6 timelimit 250000 
06C7: AS_actor -1 driver_of_car -1 perform_action 6 timelimit 250000 
06C7: AS_actor -1 driver_of_car -1 perform_action 6 timelimit 250000 
06C7: AS_actor -1 driver_of_car -1 perform_action 6 timelimit 250000 
05D2: AS_actor -1 run_to_and_hijack_car -1 max_search_radius 100.0 traffic_behavior 2 
0616: define_AS_pack_end 37@ 
0618: assign_actor 395@(253@,16i) to_AS_pack 37@ 
061B: remove_references_to_AS_pack 37@ 

:CPRACE_16541
0002: jump @CPRACE_16599 

:CPRACE_16548
062E: get_actor 395@(253@,16i) task 1490 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CPRACE_16599 
05D2: AS_actor 395@(253@,16i) run_to_and_hijack_car -1 max_search_radius 100.0 traffic_behavior 2 

:CPRACE_16599
0007: 363@(253@,16f) = 99999.0 

:CPRACE_16613
0002: jump @CPRACE_16948 

:CPRACE_16620
00D6: if 
003C:   $PLAYER_ACTOR == 395@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_16877 
008B: 448@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 448@ -= 206@ // (int) 
0016: 448@ /= 1000 
00D6: if 
001E:   $RACES_NEW_BEST_TIME($RACE_INDEX,30i) > 448@ // (int) 
004D: jump_if_false @CPRACE_16869 
008A: $RACES_NEW_BEST_TIME($RACE_INDEX,30i) = 448@ // (int) 
00D6: if 
0038:   $RACE_INDEX == 25 
004D: jump_if_false @CPRACE_16728 
042E: downdate_integer_stat 212 to 448@ // same as 0582 

:CPRACE_16728
00D6: if 
0038:   $RACE_INDEX == 26 
004D: jump_if_false @CPRACE_16754 
042E: downdate_integer_stat 219 to 448@ // same as 0582 

:CPRACE_16754
0085: 452@ = 448@ // (int) 
0016: 452@ /= 60 
0085: 36@ = 452@ // (int) 
0012: 36@ *= 60 
0085: 453@ = 448@ // (int) 
0062: 453@ -= 36@ // (int) 
00D6: if 
001B:   10 > 453@ 
004D: jump_if_false @CPRACE_16847 
02FD: show_text_2numbers_lowpriority GXT 'LAPTIM0' numbers 452@ 453@ time 5000 flag 1  // New Best Lap Time ~1~:0~1~
0002: jump @CPRACE_16869 

:CPRACE_16847
02FD: show_text_2numbers_lowpriority GXT 'LAPTIME' numbers 452@ 453@ time 5000 flag 1  // New Best Lap Time ~1~:~1~

:CPRACE_16869
008B: 206@ = $CURRENT_TIME_IN_MS2 // (int) 

:CPRACE_16877
0006: 257@(253@,16i) = 0 
0085: 36@ = 257@(253@,16i) // (int) 
0087: 331@(253@,16f) = 454@(36@,82f) // (float) 
0087: 347@(253@,16f) = 536@(36@,82f) // (float) 
0087: 363@(253@,16f) = 618@(36@,82f) // (float) 

:CPRACE_16948
00D6: if 
003C:   $PLAYER_ACTOR == 395@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_17405 
00D6: if 
8043:   not  363@(253@,16f) == 99999.0 
004D: jump_if_false @CPRACE_17398 
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @CPRACE_17066 
018A: 54@ = create_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
0165: set_marker 54@ color_to 0 
018B: set_marker 54@ radar_mode 2 
0168: set_marker 54@ size 3 
06D6: disable_racing_checkpoint 449@ 

:CPRACE_17066
00D6: if and
003B:   257@(253@,16i) == 249@ // (int) 
003B:   273@(253@,16i) == 251@ // (int) 
004D: jump_if_false @CPRACE_17278 
00D6: if 
04A4:   205@ == 3 // == constant 
004D: jump_if_false @CPRACE_17223 
0085: 36@ = 257@(253@,16i) // (int) 
000E: 36@ -= 1 
00D6: if 
001B:   0 > 36@ 
004D: jump_if_false @CPRACE_17163 
0006: 36@ = 0 

:CPRACE_17163
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) point_to 454@(36@,82f) 536@(36@,82f) 618@(36@,82f) type 205@ radius 325@ 
0002: jump @CPRACE_17271 

:CPRACE_17223
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) point_to 0.0 0.0 0.0 type 1 radius 6.0 

:CPRACE_17271
0002: jump @CPRACE_17398 

:CPRACE_17278
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @CPRACE_17398 
0085: 36@ = 257@(253@,16i) // (int) 
000A: 36@ += 1 
00D6: if 
003B:   257@(253@,16i) == 249@ // (int) 
004D: jump_if_false @CPRACE_17345 
0006: 36@ = 1 

:CPRACE_17345
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) point_to 454@(36@,82f) 536@(36@,82f) 618@(36@,82f) type 205@ radius 325@ 

:CPRACE_17398
0002: jump @CPRACE_18116 

:CPRACE_17405
00D6: if 
8043:   not  363@(253@,16f) == 99999.0 
004D: jump_if_false @CPRACE_18116 
00D6: if 
04A9:   actor 395@(253@,16i) driving_heli 
004D: jump_if_false @CPRACE_17660 
00D6: if 
8119:   not car 379@(253@,16i) wrecked 
004D: jump_if_false @CPRACE_17603 
00D6: if 
00DB:   actor 395@(253@,16i) in_car 379@(253@,16i) 
004D: jump_if_false @CPRACE_17546 
04A2: set_heli 379@(253@,16i) fly_to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 
0002: jump @CPRACE_17596 

:CPRACE_17546
03C0: 443@ = actor 395@(253@,16i) car 
04A2: set_heli 443@ fly_to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 

:CPRACE_17596
0002: jump @CPRACE_17653 

:CPRACE_17603
03C0: 443@ = actor 395@(253@,16i) car 
04A2: set_heli 443@ fly_to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 

:CPRACE_17653
0002: jump @CPRACE_18116 

:CPRACE_17660
00D6: if 
04AB:   actor 395@(253@,16i) driving_plane 
004D: jump_if_false @CPRACE_17890 
00D6: if 
8119:   not car 379@(253@,16i) wrecked 
004D: jump_if_false @CPRACE_17833 
00D6: if 
00DB:   actor 395@(253@,16i) in_car 379@(253@,16i) 
004D: jump_if_false @CPRACE_17776 
04D2: set_plane 379@(253@,16i) fly_autopilot_around_point 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 
0002: jump @CPRACE_17826 

:CPRACE_17776
03C0: 443@ = actor 395@(253@,16i) car 
04D2: set_plane 443@ fly_autopilot_around_point 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 

:CPRACE_17826
0002: jump @CPRACE_17883 

:CPRACE_17833
03C0: 443@ = actor 395@(253@,16i) car 
04D2: set_plane 443@ fly_autopilot_around_point 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 

:CPRACE_17883
0002: jump @CPRACE_18116 

:CPRACE_17890
062E: get_actor 395@(253@,16i) task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CPRACE_18116 
062E: get_actor 395@(253@,16i) task 1490 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CPRACE_18116 
00D6: if 
8119:   not car 379@(253@,16i) wrecked 
004D: jump_if_false @CPRACE_18068 
05D1: AS_actor 395@(253@,16i) drive_car 379@(253@,16i) to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) speed 50.0 3 model 716@(253@,16i) 2 
00D6: if 
001D:   257@(253@,16i) > 250@ // (int) 
004D: jump_if_false @CPRACE_18061 
03CD: disable_car 379@(253@,16i) stuck_check 

:CPRACE_18061
0002: jump @CPRACE_18116 

:CPRACE_18068
05D1: AS_actor 395@(253@,16i) drive_car -1 to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) speed 50.0 3 model 716@(253@,16i) 2 

:CPRACE_18116
0002: jump @CPRACE_18576 

:CPRACE_18123
00D6: if 
0019:   221@ > 0 
004D: jump_if_false @CPRACE_18426 

:CPRACE_18141
00D6: if 
803C:   not  $PLAYER_ACTOR == 395@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_18419 
00D6: if 
838A:   not any_car_in_cube_cornerA 732@ 733@ 734@ cornerB 2.5 2.5 2.5 
004D: jump_if_false @CPRACE_18419 
0006: 257@(253@,16i) = 1 
0164: disable_marker 412@(253@,16i) 
01C3: remove_references_to_car 379@(253@,16i) 
01C2: remove_references_to_actor 395@(253@,16i) // Like turning an actor into a random pedestrian 
0087: 331@(253@,16f) = 732@ // (float) 
0087: 347@(253@,16f) = 733@ // (float) 
0087: 363@(253@,16f) = 734@ // (float) 
0088: $TEMPVAR_ANGLE = 735@ // (float) 
0050: gosub @CPRACE_488 
0129: 395@(253@,16i) = create_actor_pedtype 4 model 700@(253@,16i) in_car 379@(253@,16i) driverseat 
0860: link_actor 395@(253@,16i) to_interior 221@ 
054A: set_actor 395@(253@,16i) can_be_shot_in_a_car 0 
0446: set_actor 395@(253@,16i) dismemberment_possible 0 
0568: set_actor 395@(253@,16i) untargetable 1 
02A9: set_actor 395@(253@,16i) immune_to_nonplayer 1 
039E: set_actor 395@(253@,16i) locked 0 while_in_car 
04D8: set_actor 395@(253@,16i) drowns_in_water 0 
0223: set_actor 395@(253@,16i) health_to 500 
04BA: set_car 379@(253@,16i) speed_to 25.0 

:CPRACE_18419
0002: jump @CPRACE_18576 

:CPRACE_18426
00D6: if 
803C:   not  $PLAYER_ACTOR == 395@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_18576 
00D6: if 
001B:   13 > 49@ 
004D: jump_if_false @CPRACE_18529 
00D6: if or
003B:   257@(442@,16i) == 257@(253@,16i) // (int) 
001D:   257@(253@,16i) > 257@(442@,16i) // (int) 
001D:   257@(253@,16i) > 249@ // (int) 
004D: jump_if_false @CPRACE_18529 
000A: 229@ += 1 

:CPRACE_18529
00D6: if 
84AD:   not actor 395@(253@,16i) in_water 
004D: jump_if_false @CPRACE_18576 
0164: disable_marker 412@(253@,16i) 
01C2: remove_references_to_actor 395@(253@,16i) // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 379@(253@,16i) 

:CPRACE_18576
000A: 253@ += 1 
0002: jump @CPRACE_12351 

:CPRACE_18590
00D6: if 
0019:   256@ > 1 
004D: jump_if_false @CPRACE_19517 
038E: draw_box_position $6909 $6923 size $6937 $6951 RGBA 0 0 0 255 
038E: draw_box_position $6908 $6922 size $6936 $6950 RGBA 134 155 184 255 
038E: draw_box_position $6903 $6917 size $6931 $6945 RGBA 0 0 0 255 
00D6: if 
0019:   224@ > 1 
004D: jump_if_false @CPRACE_18950 
038E: draw_box_position $6910 $6924 size $6938 $6952 RGBA 0 0 0 255 
038E: draw_box_position $6911 $6925 size $6939 $6953 RGBA 134 155 184 255 
038E: draw_box_position $6912 $6926 size $6940 $6954 RGBA 0 0 0 255 
0085: 36@ = 273@(442@,16i) // (int) 
000A: 36@ += 1 
00D6: if 
001D:   36@ > 224@ // (int) 
004D: jump_if_false @CPRACE_18816 
0085: 36@ = 224@ // (int) 

:CPRACE_18816
0050: gosub @CPRACE_47594 
09FB: $CURRENT_LANGUAGE = current_language 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @CPRACE_18863 
0005: $6941 = 0.4235 
0002: jump @CPRACE_18908 

:CPRACE_18863
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @CPRACE_18898 
0005: $6941 = 0.3786 
0002: jump @CPRACE_18908 

:CPRACE_18898
0005: $6941 = 0.5 

:CPRACE_18908
033F: set_text_draw_letter_size $6941 $6955 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 600.0 
045B: draw_text_2numbers $6913 $6927 GXT 'RACES32' numbers 36@ 224@  // LAP ~1~/~1~

:CPRACE_18950
0085: 450@ = 229@ // (int) 
000A: 450@ += 1 
0050: gosub @CPRACE_47594 
00D6: if 
0039:   223@ == 1 
004D: jump_if_false @CPRACE_19002 
0340: set_text_draw_RGBA 180 25 29 255 

:CPRACE_19002
033F: set_text_draw_letter_size $6932 $6946 
00D6: if 
0039:   450@ == 1 
004D: jump_if_false @CPRACE_19045 
033E: set_draw_text_position $6904 $6918 GXT 'ST'  // ST

:CPRACE_19045
00D6: if 
0039:   450@ == 2 
004D: jump_if_false @CPRACE_19080 
033E: set_draw_text_position $6904 $6918 GXT 'ND'  // ND

:CPRACE_19080
00D6: if 
0039:   450@ == 3 
004D: jump_if_false @CPRACE_19115 
033E: set_draw_text_position $6904 $6918 GXT 'RD'  // RD

:CPRACE_19115
00D6: if 
0019:   450@ > 3 
004D: jump_if_false @CPRACE_19150 
033E: set_draw_text_position $6904 $6918 GXT 'TH'  // TH

:CPRACE_19150
0050: gosub @CPRACE_47594 
00D6: if 
0039:   223@ == 1 
004D: jump_if_false @CPRACE_19187 
0340: set_text_draw_RGBA 180 25 29 255 

:CPRACE_19187
033F: set_text_draw_letter_size $6933 $6947 
0342: set_text_draw_centered 1 
045A: draw_text_1number $6905 $6919 GXT 'NUMBER' number 450@  // ~1~
0050: gosub @CPRACE_47594 
00D6: if 
0039:   223@ == 1 
004D: jump_if_false @CPRACE_19256 
0340: set_text_draw_RGBA 180 25 29 255 

:CPRACE_19256
033F: set_text_draw_letter_size $6934 $6948 
045A: draw_text_1number $6906 $6920 GXT 'OUT_OF' number 256@  // /~1~
00D6: if 
001B:   13 > 49@ 
004D: jump_if_false @CPRACE_19326 
008B: 451@ = $CURRENT_TIME_IN_MS2 // (int) 
0064: 451@ -= $6960 // (int) 
0016: 451@ /= 1000 

:CPRACE_19326
0085: 452@ = 451@ // (int) 
0016: 452@ /= 60 
00D6: if 
0019:   452@ > 99 
004D: jump_if_false @CPRACE_19366 
0006: 452@ = 99 

:CPRACE_19366
0085: 36@ = 452@ // (int) 
0012: 36@ *= 60 
0085: 453@ = 451@ // (int) 
0062: 453@ -= 36@ // (int) 
0050: gosub @CPRACE_47594 
00D6: if 
0039:   222@ == 1 
004D: jump_if_false @CPRACE_19434 
0340: set_text_draw_RGBA 180 25 29 255 

:CPRACE_19434
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_size $6935 $6949 
00D6: if 
0019:   453@ > 9 
004D: jump_if_false @CPRACE_19494 
045B: draw_text_2numbers $6907 $6921 GXT 'TIME' numbers 452@ 453@  // ~1~:~1~
0002: jump @CPRACE_19517 

:CPRACE_19494
045B: draw_text_2numbers $6907 $6921 GXT 'TIME_0' numbers 452@ 453@  // ~1~:0~1~

:CPRACE_19517
00D6: if 
0038:   $RACE_INDEX == 7 
004D: jump_if_false @CPRACE_19542 
0050: gosub @CPRACE_46264 

:CPRACE_19542
00D6: if or
0038:   $RACE_INDEX == 25 
0038:   $RACE_INDEX == 26 
004D: jump_if_false @CPRACE_19574 
0050: gosub @CPRACE_50980 

:CPRACE_19574
0002: jump @CPRACE_20805 

:CPRACE_19581
00D6: if 
0038:   $CUSTOM_TOURNAMENT_FLAG == 0 
004D: jump_if_false @CPRACE_19766 
00D6: if 
0039:   450@ == 1 
004D: jump_if_false @CPRACE_19718 
00D6: if or
0038:   $RACE_INDEX == 7 
0038:   $RACE_INDEX == 8 
004D: jump_if_false @CPRACE_19649 
0008: $CESAR_TOTAL_PASSED_MISSIONS += 1 

:CPRACE_19649
00D6: if 
0038:   $RACE_INDEX == 0 
004D: jump_if_false @CPRACE_19706 
01E3: show_text_1number_styled GXT 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 1000 
0164: disable_marker $MARKER_CESAR_LS 
0008: $MISSION_LOWRIDER_PASSED += 1 

:CPRACE_19706
0110: clear_player $PLAYER_CHAR wanted_level 
0002: jump @CPRACE_19766 

:CPRACE_19718
00D6: if or
0038:   $RACE_INDEX == 0 
0038:   $RACE_INDEX == 7 
0038:   $RACE_INDEX == 8 
004D: jump_if_false @CPRACE_19766 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

:CPRACE_19766
014F: stop_timer $6960 
00D6: if 
001E:   $RACES_CURRENT_BEST_TIME($RACE_INDEX,30i) > 451@ // (int) 
004D: jump_if_false @CPRACE_19859 
00D6: if 
0039:   256@ == 1 
004D: jump_if_false @CPRACE_19828 
008B: 451@ = $6960 // (int) 
0016: 451@ /= 1000 

:CPRACE_19828
008A: $RACES_CURRENT_BEST_TIME($RACE_INDEX,30i) = 451@ // (int) 
042E: downdate_integer_stat 145@($RACE_INDEX,30i) to 451@ // same as 0582 
0006: 222@ = 1 

:CPRACE_19859
00D6: if 
0019:   256@ > 1 
004D: jump_if_false @CPRACE_19931 
00D6: if 
001E:   $RACES_BEST_RESULT($RACE_INDEX,30i) > 450@ // (int) 
004D: jump_if_false @CPRACE_19931 
008A: $RACES_BEST_RESULT($RACE_INDEX,30i) = 450@ // (int) 
0582: downdate_integer_stat 175@($RACE_INDEX,30i) to 450@ // same as 042E 
0006: 223@ = 1 

:CPRACE_19931
0005: $6903 = 208.0665 
0005: $6917 = 297.9241 
0005: $6931 = 474.2788 
0005: $6945 = 383.4714 
0005: $6904 = 229.648 
0005: $6918 = 313.8785 
0005: $6932 = 0.5858 
0005: $6946 = 2.5296 
0005: $6905 = 455.3051 
0005: $6933 = 0.4116 
0005: $6920 = 339.1096 
0005: $6934 = 0.5858 
0050: gosub @CPRACE_48585 
0084: $6960 = $CURRENT_TIME_IN_MS2 // (int) 
0008: $6960 += 8000 
0006: 49@ = 14 
0002: jump @CPRACE_20805 

:CPRACE_20088
09FB: $CURRENT_LANGUAGE = current_language 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @CPRACE_20126 
0086: $6932 = $6934 // (float) 
0002: jump @CPRACE_20134 

:CPRACE_20126
0086: $6932 = $6933 // (float) 

:CPRACE_20134
00D6: if 
0039:   256@ == 1 
004D: jump_if_false @CPRACE_20202 
0086: $TEMPVAR_FLOAT_2 = $6917 // (float) 
0009: $TEMPVAR_FLOAT_2 += 25.0 
0937: text_draw_box_cornerA $6903 $TEMPVAR_FLOAT_2 cornerB $6931 $6945 GXT_reference 'DUMMY' style 3 
0002: jump @CPRACE_20277 

:CPRACE_20202
00D6: if 
0039:   450@ == 1 
004D: jump_if_false @CPRACE_20252 
0937: text_draw_box_cornerA $6903 $6917 cornerB $6931 $6945 GXT_reference 'RACES18' style 3  // Winner!
0002: jump @CPRACE_20277 

:CPRACE_20252
0937: text_draw_box_cornerA $6903 $6917 cornerB $6931 $6945 GXT_reference 'RACES_8' style 3  // Loser!

:CPRACE_20277
00D6: if 
0019:   256@ > 1 
004D: jump_if_false @CPRACE_20549 
0050: gosub @CPRACE_47594 
0341: set_text_draw_align_justify 1 
033F: set_text_draw_letter_size $6932 $6946 
00D6: if 
0039:   223@ == 1 
004D: jump_if_false @CPRACE_20356 
033E: set_draw_text_position $6904 $6918 GXT 'TOP_POS'  // NEW Best Position:
0002: jump @CPRACE_20373 

:CPRACE_20356
033E: set_draw_text_position $6904 $6918 GXT 'RACES30'  // Position:

:CPRACE_20373
0050: gosub @CPRACE_47594 
03E4: set_text_draw_align_right 1 
033F: set_text_draw_letter_size $6932 $6946 
0340: set_text_draw_RGBA 180 180 180 255 
00D6: if 
0039:   450@ == 1 
004D: jump_if_false @CPRACE_20441 
033E: set_draw_text_position $6905 $6918 GXT 'RACES26'  // 1ST

:CPRACE_20441
00D6: if 
0039:   450@ == 2 
004D: jump_if_false @CPRACE_20476 
033E: set_draw_text_position $6905 $6918 GXT 'RACES27'  // 2ND

:CPRACE_20476
00D6: if 
0039:   450@ == 3 
004D: jump_if_false @CPRACE_20511 
033E: set_draw_text_position $6905 $6918 GXT 'RACES28'  // 3RD

:CPRACE_20511
00D6: if 
0019:   450@ > 3 
004D: jump_if_false @CPRACE_20549 
045A: draw_text_1number $6905 $6918 GXT 'RACES29' number 450@  // ~1~TH

:CPRACE_20549
0050: gosub @CPRACE_47594 
0341: set_text_draw_align_justify 1 
033F: set_text_draw_letter_size $6932 $6946 
00D6: if 
0039:   222@ == 1 
004D: jump_if_false @CPRACE_20610 
033E: set_draw_text_position $6904 $6920 GXT 'TOPTIME'  // NEW Best Time:
0002: jump @CPRACE_20627 

:CPRACE_20610
033E: set_draw_text_position $6904 $6920 GXT 'RACES31'  // Time:

:CPRACE_20627
0085: 452@ = 451@ // (int) 
0016: 452@ /= 60 
0085: 36@ = 452@ // (int) 
0012: 36@ *= 60 
0085: 453@ = 451@ // (int) 
0062: 453@ -= 36@ // (int) 
0050: gosub @CPRACE_47594 
03E4: set_text_draw_align_right 1 
033F: set_text_draw_letter_size $6932 $6946 
0340: set_text_draw_RGBA 180 180 180 255 
00D6: if 
0019:   453@ > 9 
004D: jump_if_false @CPRACE_20754 
045B: draw_text_2numbers $6905 $6920 GXT 'TIME' numbers 452@ 453@  // ~1~:~1~
0002: jump @CPRACE_20777 

:CPRACE_20754
045B: draw_text_2numbers $6905 $6920 GXT 'TIME_0' numbers 452@ 453@  // ~1~:0~1~

:CPRACE_20777
00D6: if 
001C:   $CURRENT_TIME_IN_MS2 > $6960 // (int) 
004D: jump_if_false @CPRACE_20798 
0051: return 

:CPRACE_20798
0002: jump @CPRACE_20805 

:CPRACE_20805
0002: jump @CPRACE_2634 

:CPRACE_20812
0871: init_jump_table $RACE_INDEX total_jumps 27 default_jump 0 @CPRACE_46262 jumps 0 @CPRACE_21070 1 @CPRACE_21616 2 @CPRACE_22058 3 @CPRACE_22740 4 @CPRACE_23422 5 @CPRACE_24164 6 @CPRACE_25116 
0872: jump_table_jumps 7 @CPRACE_26038 8 @CPRACE_27092 9 @CPRACE_28206 10 @CPRACE_28894 11 @CPRACE_29612 12 @CPRACE_30204 13 @CPRACE_30802 14 @CPRACE_32150 15 @CPRACE_33528 
0872: jump_table_jumps 16 @CPRACE_34456 17 @CPRACE_35318 18 @CPRACE_36240 19 @CPRACE_36982 20 @CPRACE_38120 21 @CPRACE_40068 22 @CPRACE_42256 23 @CPRACE_43154 24 @CPRACE_44052 
0872: jump_table_jumps 25 @CPRACE_44980 26 @CPRACE_45529 -1 @CPRACE_46262 -1 @CPRACE_46262 -1 @CPRACE_46262 -1 @CPRACE_46262 -1 @CPRACE_46262 -1 @CPRACE_46262 -1 @CPRACE_46262 

:CPRACE_21070
0007: 454@ = 1492.407 
0007: 536@ = -1872.365 
0007: 618@ = 15.8 
0007: 455@ = 1384.263 
0007: 537@ = -1872.015 
0007: 619@ = 12.3828 
0007: 456@ = 1075.442 
0007: 538@ = -1851.978 
0007: 620@ = 12.391 
0007: 457@ = 647.3663 
0007: 539@ = -1734.185 
0007: 621@ = 12.4844 
0007: 458@ = 627.2474 
0007: 540@ = -1228.55 
0007: 622@ = 16.9893 
0007: 459@ = 497.0043 
0007: 541@ = -1282.818 
0007: 623@ = 14.6513 
0007: 460@ = 500.412 
0007: 542@ = -1326.649 
0007: 624@ = 14.8178 
0007: 461@ = 401.0033 
0007: 543@ = -1404.457 
0007: 625@ = 32.8973 
0007: 462@ = 420.3067 
0007: 544@ = -1450.714 
0007: 626@ = 29.5842 
0007: 463@ = 329.1244 
0007: 545@ = -1631.112 
0007: 627@ = 32.1247 
0007: 464@ = 366.4376 
0007: 546@ = -1647.349 
0007: 628@ = 31.7176 
0007: 465@ = 369.98 
0007: 547@ = -2030.34 
0007: 629@ = 5.55 
0006: 250@ = 12 
0006: 256@ = 6 
04AF: 700@ = 133 // = constant 
04AF: 701@ = 217 // = constant 
04AF: 702@ = 157 // = constant 
04AF: 703@ = 248 // = constant 
04AF: 704@ = 290 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 517 // = constant 
04AF: 717@ = 534 // = constant 
04AF: 718@ = 517 // = constant 
04AF: 719@ = 536 // = constant 
04AF: 720@ = 567 // = constant 
04AF: 721@ = 536 // = constant 
0006: 209@ = 6 
0006: 215@ = 0 
0006: 210@ = 8 
0006: 216@ = 0 
0006: 211@ = 2 
0006: 217@ = 1 
0006: 212@ = 0 
0006: 218@ = 0 
0006: 213@ = 3 
0006: 219@ = 3 
0002: jump @CPRACE_46262 

:CPRACE_21616
0007: 454@ = 2875.192 
0007: 536@ = -1458.85 
0007: 618@ = 10.5892 
0007: 455@ = 2875.362 
0007: 537@ = -1404.768 
0007: 619@ = 10.7143 
0007: 456@ = 2797.037 
0007: 538@ = -1291.152 
0007: 620@ = 41.389 
0007: 457@ = 2609.984 
0007: 539@ = -1256.458 
0007: 621@ = 47.9322 
0007: 458@ = 2371.282 
0007: 540@ = -1280.477 
0007: 622@ = 23.6341 
0007: 459@ = 2450.557 
0007: 541@ = -1444.24 
0007: 623@ = 23.6318 
0007: 460@ = 2618.436 
0007: 542@ = -1444.826 
0007: 624@ = 31.6234 
0007: 461@ = 2657.3 
0007: 543@ = -1404.327 
0007: 625@ = 30.0795 
0007: 462@ = 2680.506 
0007: 544@ = -1489.556 
0007: 626@ = 30.2098 
0007: 463@ = 2755.952 
0007: 545@ = -1488.515 
0007: 627@ = 29.3812 
0087: 464@ = 454@ // (float) 
0087: 546@ = 536@ // (float) 
0087: 628@ = 618@ // (float) 
0006: 250@ = 11 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 461 // = constant 
04AF: 717@ = 521 // = constant 
04AF: 718@ = 522 // = constant 
04AF: 719@ = 461 // = constant 
04AF: 720@ = 521 // = constant 
04AF: 721@ = 522 // = constant 
0050: gosub @CPRACE_47662 
0002: jump @CPRACE_46262 

:CPRACE_22058
0007: 454@ = 261.7816 
0007: 536@ = -1243.111 
0007: 618@ = 71.8851 
0007: 455@ = 312.9973 
0007: 537@ = -1206.853 
0007: 619@ = 74.9057 
0007: 456@ = 440.3485 
0007: 538@ = -1186.672 
0007: 620@ = 67.2076 
0007: 457@ = 623.8817 
0007: 539@ = -1109.967 
0007: 621@ = 45.6186 
0007: 458@ = 745.0934 
0007: 540@ = -951.0351 
0007: 622@ = 53.766 
0007: 459@ = 873.6384 
0007: 541@ = -860.0975 
0007: 623@ = 76.5242 
0007: 460@ = 1053.818 
0007: 542@ = -777.5837 
0007: 624@ = 104.7803 
0007: 461@ = 1248.368 
0007: 543@ = -731.3474 
0007: 625@ = 93.7346 
0007: 462@ = 1372.402 
0007: 544@ = -675.6946 
0007: 626@ = 92.6217 
0007: 463@ = 1328.011 
0007: 545@ = -583.8703 
0007: 627@ = 93.4113 
0007: 464@ = 1167.315 
0007: 546@ = -633.0795 
0007: 628@ = 102.7501 
0007: 465@ = 968.4116 
0007: 547@ = -646.252 
0007: 629@ = 120.7201 
0007: 466@ = 791.077 
0007: 548@ = -800.4396 
0007: 630@ = 65.0537 
0007: 467@ = 620.9355 
0007: 549@ = -905.8031 
0007: 631@ = 62.1261 
0007: 468@ = 454.9853 
0007: 550@ = -1013.546 
0007: 632@ = 92.0091 
0007: 469@ = 276.8912 
0007: 551@ = -1104.159 
0007: 633@ = 80.0612 
0007: 470@ = 141.6012 
0007: 552@ = -1247.267 
0007: 634@ = 43.792 
0007: 471@ = 192.4688 
0007: 553@ = -1380.597 
0007: 635@ = 47.6608 
0087: 472@ = 454@ // (float) 
0087: 554@ = 536@ // (float) 
0087: 636@ = 618@ // (float) 
0006: 250@ = 19 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 461 // = constant 
04AF: 717@ = 521 // = constant 
04AF: 718@ = 522 // = constant 
04AF: 719@ = 461 // = constant 
04AF: 720@ = 521 // = constant 
04AF: 721@ = 521 // = constant 
0050: gosub @CPRACE_47662 
0002: jump @CPRACE_46262 

:CPRACE_22740
0007: 454@ = 1927.48 
0007: 536@ = -1515.516 
0007: 618@ = 2.2978 
0007: 455@ = 2018.401 
0007: 537@ = -1515.405 
0007: 619@ = 2.4054 
0007: 456@ = 2179.006 
0007: 538@ = -1559.661 
0007: 620@ = 1.1797 
0007: 457@ = 2370.138 
0007: 539@ = -1619.553 
0007: 621@ = 7.3323 
0007: 458@ = 2570.841 
0007: 540@ = -1619.056 
0007: 622@ = 17.6841 
0007: 459@ = 2756.846 
0007: 541@ = -1657.173 
0007: 623@ = 11.5191 
0007: 460@ = 2915.178 
0007: 542@ = -1534.362 
0007: 624@ = 9.875 
0007: 461@ = 2916.228 
0007: 543@ = -1333.491 
0007: 625@ = 9.875 
0007: 462@ = 2819.331 
0007: 544@ = -1142.638 
0007: 626@ = 15.7018 
0007: 463@ = 2622.646 
0007: 545@ = -1152.872 
0007: 627@ = 50.4181 
0007: 464@ = 2423.186 
0007: 546@ = -1154.169 
0007: 628@ = 30.5642 
0007: 465@ = 2167.046 
0007: 547@ = -1101.915 
0007: 629@ = 24.3864 
0007: 466@ = 2006.077 
0007: 548@ = -1027.839 
0007: 630@ = 34.3152 
0007: 467@ = 1835.824 
0007: 549@ = -991.5906 
0007: 631@ = 35.8824 
0007: 468@ = 1636.313 
0007: 550@ = -1005.15 
0007: 632@ = 49.8831 
0007: 469@ = 1617.024 
0007: 551@ = -1215.833 
0007: 633@ = 51.0566 
0007: 470@ = 1577.972 
0007: 552@ = -1417.831 
0007: 634@ = 27.6154 
0007: 471@ = 1722.823 
0007: 553@ = -1525.932 
0007: 635@ = 18.3927 
0087: 472@ = 454@ // (float) 
0087: 554@ = 536@ // (float) 
0087: 636@ = 618@ // (float) 
0006: 250@ = 19 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 461 // = constant 
04AF: 717@ = 521 // = constant 
04AF: 718@ = 522 // = constant 
04AF: 719@ = 461 // = constant 
04AF: 720@ = 521 // = constant 
04AF: 721@ = 521 // = constant 
0050: gosub @CPRACE_47662 
0002: jump @CPRACE_46262 

:CPRACE_23422
0007: 454@ = 1357.656 
0007: 536@ = -1361.671 
0007: 618@ = 12.3828 
0007: 455@ = 1357.689 
0007: 537@ = -1186.404 
0007: 619@ = 20.2744 
0007: 456@ = 1369.741 
0007: 538@ = -1000.526 
0007: 620@ = 27.02 
0007: 457@ = 1505.818 
0007: 539@ = -868.7814 
0007: 621@ = 61.0462 
0007: 458@ = 1452.794 
0007: 540@ = -711.5325 
0007: 622@ = 89.8766 
0007: 459@ = 1253.572 
0007: 541@ = -729.2587 
0007: 623@ = 93.4292 
0007: 460@ = 1059.306 
0007: 542@ = -775.9847 
0007: 624@ = 105.3241 
0007: 461@ = 878.665 
0007: 543@ = -858.1913 
0007: 625@ = 76.8826 
0007: 462@ = 721.7916 
0007: 544@ = -980.4561 
0007: 626@ = 51.9555 
0007: 463@ = 571.0251 
0007: 545@ = -1045.203 
0007: 627@ = 72.2876 
0007: 464@ = 373.2952 
0007: 546@ = -1075.644 
0007: 628@ = 72.8049 
0007: 465@ = 288.4963 
0007: 547@ = -1249.747 
0007: 629@ = 72.721 
0007: 466@ = 481.2224 
0007: 548@ = -1240.976 
0007: 630@ = 19.3512 
0007: 467@ = 518.334 
0007: 549@ = -1377.603 
0007: 631@ = 14.9457 
0007: 468@ = 448.0064 
0007: 550@ = -1540.832 
0007: 632@ = 27.8796 
0007: 469@ = 487.4595 
0007: 551@ = -1661.575 
0007: 633@ = 20.74 
0007: 470@ = 687.2253 
0007: 552@ = -1673.48 
0007: 634@ = 10.7959 
0007: 471@ = 866.4786 
0007: 553@ = -1584.698 
0007: 635@ = 12.3828 
0007: 472@ = 1066.729 
0007: 554@ = -1572.305 
0007: 636@ = 12.375 
0007: 473@ = 1261.214 
0007: 555@ = -1572.243 
0007: 637@ = 12.3906 
0087: 474@ = 454@ // (float) 
0087: 556@ = 536@ // (float) 
0087: 638@ = 618@ // (float) 
0006: 250@ = 21 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 558 // = constant 
04AF: 717@ = 555 // = constant 
04AF: 718@ = 496 // = constant 
04AF: 719@ = 555 // = constant 
04AF: 720@ = 405 // = constant 
04AF: 721@ = 550 // = constant 
0050: gosub @CPRACE_47662 
0002: jump @CPRACE_46262 

:CPRACE_24164
0007: 454@ = 852.0544 
0007: 536@ = -1405.622 
0007: 618@ = 12.217 
0007: 455@ = 1102.789 
0007: 537@ = -1405.766 
0007: 619@ = 12.428 
0007: 456@ = 1353.038 
0007: 538@ = -1405.544 
0007: 620@ = 12.3251 
0007: 457@ = 1600.965 
0007: 539@ = -1440.852 
0007: 621@ = 12.3828 
0007: 458@ = 1850.622 
0007: 540@ = -1461.777 
0007: 622@ = 12.3984 
0007: 454@ = 831.7679 
0007: 536@ = -1405.588 
0007: 618@ = 12.3849 
0007: 455@ = 1031.822 
0007: 537@ = -1405.615 
0007: 619@ = 12.0966 
0007: 456@ = 1232.144 
0007: 538@ = -1405.732 
0007: 620@ = 12.0633 
0007: 457@ = 1429.508 
0007: 539@ = -1439.091 
0007: 621@ = 12.3828 
0007: 458@ = 1630.18 
0007: 540@ = -1440.858 
0007: 622@ = 12.3828 
0007: 459@ = 1829.527 
0007: 541@ = -1460.804 
0007: 623@ = 12.3448 
0007: 460@ = 2029.979 
0007: 542@ = -1463.381 
0007: 624@ = 14.4553 
0007: 461@ = 2175.823 
0007: 543@ = -1384.403 
0007: 625@ = 22.8281 
0007: 462@ = 2342.427 
0007: 544@ = -1442.324 
0007: 626@ = 22.8281 
0007: 463@ = 2191.875 
0007: 545@ = -1545.934 
0007: 627@ = 1.1724 
0007: 464@ = 1997.078 
0007: 546@ = -1499.951 
0007: 628@ = 2.3804 
0007: 465@ = 1797.065 
0007: 547@ = -1500.874 
0007: 629@ = 6.8307 
0007: 466@ = 1641.002 
0007: 548@ = -1439.345 
0007: 630@ = 27.0747 
0007: 467@ = 1627.555 
0007: 549@ = -1280.703 
0007: 631@ = 41.885 
0007: 468@ = 1683.507 
0007: 550@ = -1089.012 
0007: 632@ = 55.7917 
0007: 469@ = 1566.054 
0007: 551@ = -927.5945 
0007: 633@ = 42.7541 
0007: 470@ = 1366.105 
0007: 552@ = -933.6759 
0007: 634@ = 33.1953 
0007: 471@ = 1166.087 
0007: 553@ = -941.9011 
0007: 635@ = 41.8697 
0007: 472@ = 966.715 
0007: 554@ = -962.2038 
0007: 636@ = 38.1905 
0007: 473@ = 784.2582 
0007: 555@ = -1043.979 
0007: 637@ = 23.6177 
0007: 474@ = 677.2552 
0007: 556@ = -1164.128 
0007: 638@ = 14.164 
0007: 475@ = 627.7037 
0007: 557@ = -1337.904 
0007: 639@ = 12.4227 
0087: 476@ = 454@ // (float) 
0087: 558@ = 536@ // (float) 
0087: 640@ = 618@ // (float) 
0006: 250@ = 23 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 429 // = constant 
04AF: 717@ = 541 // = constant 
04AF: 718@ = 402 // = constant 
04AF: 719@ = 429 // = constant 
04AF: 720@ = 541 // = constant 
04AF: 721@ = 506 // = constant 
0050: gosub @CPRACE_47662 
0002: jump @CPRACE_46262 

:CPRACE_25116
0007: 454@ = 1331.926 
0007: 536@ = -2280.51 
0007: 618@ = 13.1732 
0007: 455@ = 1331.775 
0007: 537@ = -2541.682 
0007: 619@ = 13.1765 
0007: 456@ = 1544.309 
0007: 538@ = -2684.983 
0007: 620@ = 7.5074 
0007: 457@ = 1945.947 
0007: 539@ = -2685.131 
0007: 621@ = 6.5549 
0007: 458@ = 2175.141 
0007: 540@ = -2557.994 
0007: 622@ = 13.173 
0007: 459@ = 2352.719 
0007: 541@ = -2222.223 
0007: 623@ = 13.1737 
0007: 460@ = 2740.522 
0007: 542@ = -2168.782 
0007: 624@ = 10.7349 
0007: 461@ = 2844.832 
0007: 543@ = -1812.965 
0007: 625@ = 10.6737 
0007: 462@ = 2926.094 
0007: 544@ = -1421.263 
0007: 626@ = 10.657 
0007: 463@ = 2888.946 
0007: 545@ = -1022.685 
0007: 627@ = 10.6607 
0007: 464@ = 2896.483 
0007: 546@ = -621.0989 
0007: 628@ = 10.63 
0007: 465@ = 2718.623 
0007: 547@ = -273.2495 
0007: 629@ = 27.6705 
0007: 466@ = 2774.299 
0007: 548@ = 119.9424 
0007: 630@ = 22.8712 
0007: 467@ = 2612.82 
0007: 549@ = 327.3945 
0007: 631@ = 25.6764 
0007: 468@ = 2213.983 
0007: 550@ = 324.9601 
0007: 632@ = 32.5307 
0007: 469@ = 1817.184 
0007: 551@ = 278.3323 
0007: 633@ = 21.5314 
0007: 470@ = 1621.185 
0007: 552@ = 312.8743 
0007: 634@ = 20.8534 
0007: 471@ = 1608.029 
0007: 553@ = 372.27 
0007: 635@ = 26.4284 
0007: 472@ = 1658.672 
0007: 554@ = 317.3336 
0007: 636@ = 30.0474 
0007: 473@ = 1651.536 
0007: 555@ = -68.8376 
0007: 637@ = 35.9156 
0007: 474@ = 1668.653 
0007: 556@ = -369.1116 
0007: 638@ = 34.3923 
0007: 475@ = 1699.785 
0007: 557@ = -665.8258 
0007: 639@ = 43.3311 
0007: 476@ = 1640.03 
0007: 558@ = -1062.329 
0007: 640@ = 60.8035 
0007: 477@ = 1594.408 
0007: 559@ = -1457.834 
0007: 641@ = 28.3679 
0007: 478@ = 1622.355 
0007: 560@ = -1856.505 
0007: 642@ = 25.4707 
0007: 479@ = 1452.159 
0007: 561@ = -2117.271 
0007: 643@ = 13.1726 
0087: 480@ = 454@ // (float) 
0087: 562@ = 536@ // (float) 
0087: 644@ = 618@ // (float) 
0006: 250@ = 27 
0006: 256@ = 4 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 451 // = constant 
04AF: 717@ = 429 // = constant 
04AF: 718@ = 415 // = constant 
04AF: 719@ = 541 // = constant 
04AF: 720@ = 451 // = constant 
04AF: 721@ = 411 // = constant 
0050: gosub @CPRACE_47662 
0002: jump @CPRACE_46262 

:CPRACE_26038
0007: 454@ = 1559.983 
0007: 536@ = 17.468 
0007: 618@ = 26.1563 
0007: 455@ = 1556.426 
0007: 537@ = -94.0345 
0007: 619@ = 19.4957 
0007: 456@ = 1434.738 
0007: 538@ = -214.9645 
0007: 620@ = 7.3527 
0007: 457@ = 1321.254 
0007: 539@ = -195.8984 
0007: 621@ = 15.7447 
0007: 458@ = 1211.007 
0007: 540@ = -102.6927 
0007: 622@ = 39.3603 
0007: 459@ = 892.2923 
0007: 541@ = -88.1123 
0007: 623@ = 22.4405 
0007: 460@ = 789.9247 
0007: 542@ = -124.3171 
0007: 624@ = 21.3365 
0007: 461@ = 659.6545 
0007: 543@ = -196.7497 
0007: 625@ = 11.7663 
0007: 462@ = 419.4744 
0007: 544@ = -302.5507 
0007: 626@ = 6.446 
0007: 463@ = 289.8085 
0007: 545@ = -380.3828 
0007: 627@ = 7.8753 
0007: 464@ = 207.4451 
0007: 546@ = -298.923 
0007: 628@ = 0.4375 
0007: 465@ = 182.497 
0007: 547@ = -217.8004 
0007: 629@ = 0.4216 
0007: 466@ = 22.0727 
0007: 548@ = -207.7681 
0007: 630@ = 0.5827 
0007: 467@ = -114.231 
0007: 549@ = -132.3417 
0007: 631@ = 2.1236 
0007: 468@ = -38.4818 
0007: 550@ = 140.8613 
0007: 632@ = 2.1234 
0007: 469@ = -141.4718 
0007: 551@ = 187.6611 
0007: 633@ = 6.2406 
0007: 470@ = -329.7878 
0007: 552@ = 173.921 
0007: 634@ = 5.403 
0007: 471@ = -507.6872 
0007: 553@ = 221.0444 
0007: 635@ = 8.7633 
0007: 472@ = -661.1096 
0007: 554@ = 226.3879 
0007: 636@ = 16.7064 
0007: 473@ = -618.4406 
0007: 555@ = -67.8995 
0007: 637@ = 62.3489 
0007: 474@ = -507.8417 
0007: 556@ = -45.9077 
0007: 638@ = 59.2556 
0007: 475@ = -520.6511 
0007: 557@ = 79.6011 
0007: 639@ = 32.2117 
0007: 476@ = -715.4454 
0007: 558@ = 225.1288 
0007: 640@ = 0.2899 
0007: 477@ = -770.0811 
0007: 559@ = 130.1324 
0007: 641@ = 9.4651 
0007: 478@ = -738.1151 
0007: 560@ = 25.555 
0007: 642@ = 32.2336 
0007: 479@ = -885.785 
0007: 561@ = -41.3927 
0007: 643@ = 33.2347 
0007: 480@ = -716.4521 
0007: 562@ = 5.1206 
0007: 644@ = 59.1055 
0007: 481@ = -759.2693 
0007: 563@ = -92.0455 
0007: 645@ = 64.8686 
0007: 482@ = -826.881 
0007: 564@ = -167.7603 
0007: 646@ = 64.99 
0007: 483@ = -728.9467 
0007: 565@ = -173.5218 
0007: 647@ = 65.1248 
0007: 484@ = -544.8638 
0007: 566@ = -189.4458 
0007: 648@ = 77.8383 
0006: 250@ = 31 
0006: 256@ = 4 
04AF: 700@ = 101 // = constant 
04AF: 701@ = 23 // = constant 
04AF: 702@ = 290 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 716@ = 439 // = constant 
04AF: 717@ = 475 // = constant 
04AF: 718@ = 526 // = constant 
04AF: 719@ = 475 // = constant 
0006: 209@ = 4 
0006: 215@ = 80 
0006: 210@ = 3 
0006: 216@ = 80 
0006: 211@ = 5 
0006: 217@ = 80 
0002: jump @CPRACE_46262 

:CPRACE_27092
0007: 454@ = -544.8638 
0007: 536@ = -189.4458 
0007: 618@ = 81.8383 
0007: 455@ = -728.9467 
0007: 537@ = -173.5218 
0007: 619@ = 65.1248 
0007: 456@ = -826.881 
0007: 538@ = -167.7603 
0007: 620@ = 64.99 
0007: 457@ = -759.2693 
0007: 539@ = -92.0455 
0007: 621@ = 64.8686 
0007: 458@ = -716.4521 
0007: 540@ = 5.1206 
0007: 622@ = 59.1055 
0007: 459@ = -885.785 
0007: 541@ = -41.3927 
0007: 623@ = 33.2347 
0007: 460@ = -738.1151 
0007: 542@ = 25.555 
0007: 624@ = 32.2336 
0007: 461@ = -770.0811 
0007: 543@ = 130.1324 
0007: 625@ = 9.4651 
0007: 462@ = -715.4454 
0007: 544@ = 225.1288 
0007: 626@ = 0.2899 
0007: 463@ = -624.6024 
0007: 545@ = 187.2405 
0007: 627@ = 15.4381 
0007: 464@ = -520.6511 
0007: 546@ = 79.6011 
0007: 628@ = 32.2117 
0007: 465@ = -507.8417 
0007: 547@ = -45.9077 
0007: 629@ = 59.2556 
0007: 466@ = -618.4406 
0007: 548@ = -67.8995 
0007: 630@ = 62.3489 
0007: 467@ = -658.3503 
0007: 549@ = 146.4855 
0007: 631@ = 28.2693 
0007: 468@ = -507.6872 
0007: 550@ = 221.0444 
0007: 632@ = 8.7633 
0007: 469@ = -329.7878 
0007: 551@ = 173.921 
0007: 633@ = 5.5 
0007: 470@ = -149.4881 
0007: 552@ = 189.6471 
0007: 634@ = 7.2644 
0007: 471@ = -38.4818 
0007: 553@ = 140.8613 
0007: 635@ = 2.1234 
0007: 472@ = -114.231 
0007: 554@ = -132.3417 
0007: 636@ = 2.1236 
0007: 473@ = 22.0727 
0007: 555@ = -207.7681 
0007: 637@ = 0.5827 
0007: 474@ = 182.497 
0007: 556@ = -217.8004 
0007: 638@ = 0.4216 
0007: 475@ = 207.4451 
0007: 557@ = -298.923 
0007: 639@ = 0.4375 
0007: 476@ = 279.6441 
0007: 558@ = -378.3416 
0007: 640@ = 7.9003 
0007: 477@ = 419.4744 
0007: 559@ = -302.5507 
0007: 641@ = 6.446 
0007: 478@ = 573.52 
0007: 560@ = -202.8494 
0007: 642@ = 13.7118 
0007: 479@ = 748.4567 
0007: 561@ = -150.8298 
0007: 643@ = 18.3722 
0007: 480@ = 820.4231 
0007: 562@ = -111.5991 
0007: 644@ = 23.2476 
0007: 481@ = 1000.325 
0007: 563@ = -80.3516 
0007: 645@ = 21.0326 
0007: 482@ = 1187.393 
0007: 564@ = -83.879 
0007: 646@ = 35.2576 
0007: 483@ = 1265.847 
0007: 565@ = -153.0857 
0007: 647@ = 36.8097 
0007: 484@ = 1434.738 
0007: 566@ = -214.9645 
0007: 648@ = 7.3527 
0007: 485@ = 1548.963 
0007: 567@ = -146.2702 
0007: 649@ = 16.4932 
0007: 486@ = 1559.983 
0007: 568@ = 17.468 
0007: 650@ = 23.1563 
0006: 250@ = 33 
0006: 256@ = 4 
04AF: 700@ = 101 // = constant 
04AF: 701@ = 23 // = constant 
04AF: 702@ = 290 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 716@ = 477 // = constant 
04AF: 717@ = 560 // = constant 
04AF: 718@ = 562 // = constant 
04AF: 719@ = 477 // = constant 
0006: 209@ = 4 
0006: 215@ = 80 
0006: 210@ = 3 
0006: 216@ = 80 
0006: 211@ = 5 
0006: 217@ = 80 
0002: jump @CPRACE_46262 

:CPRACE_28206
0007: 454@ = -796.8273 
0007: 536@ = -2468.529 
0007: 618@ = 83.6549 
0007: 455@ = -938.5198 
0007: 537@ = -2364.511 
0007: 619@ = 57.0608 
0007: 456@ = -1065.656 
0007: 538@ = -2379.436 
0007: 620@ = 46.5486 
0007: 457@ = -1247.823 
0007: 539@ = -2313.528 
0007: 621@ = 19.8007 
0007: 458@ = -1356.137 
0007: 540@ = -2180.365 
0007: 622@ = 21.3467 
0007: 459@ = -1541.303 
0007: 541@ = -2154.782 
0007: 623@ = 5.8607 
0007: 460@ = -1674.876 
0007: 542@ = -2235.132 
0007: 624@ = 33.8691 
0007: 461@ = -1839.937 
0007: 543@ = -2349.368 
0007: 625@ = 31.9587 
0007: 462@ = -1841.037 
0007: 544@ = -2454.4 
0007: 626@ = 27.4044 
0007: 463@ = -1702.044 
0007: 545@ = -2587.976 
0007: 627@ = 26.1706 
0007: 464@ = -1508.332 
0007: 546@ = -2634.733 
0007: 628@ = 46.8766 
0007: 465@ = -1310.905 
0007: 547@ = -2637.832 
0007: 629@ = 12.808 
0007: 466@ = -1122.617 
0007: 548@ = -2652.592 
0007: 630@ = 15.4117 
0007: 467@ = -934.2363 
0007: 549@ = -2668.473 
0007: 631@ = 80.3479 
0007: 468@ = -753.5882 
0007: 550@ = -2672.785 
0007: 632@ = 84.0788 
0007: 469@ = -668.018 
0007: 551@ = -2496.988 
0007: 633@ = 37.5787 
0007: 470@ = -550.4019 
0007: 552@ = -2334.539 
0007: 634@ = 26.8502 
0007: 471@ = -366.3848 
0007: 553@ = -2257.25 
0007: 635@ = 41.7144 
0007: 472@ = -276.1146 
0007: 554@ = -2189.364 
0007: 636@ = 27.7264 
0006: 250@ = 19 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 468 // = constant 
04AF: 717@ = 468 // = constant 
04AF: 718@ = 468 // = constant 
04AF: 719@ = 468 // = constant 
04AF: 720@ = 468 // = constant 
04AF: 721@ = 468 // = constant 
0050: gosub @CPRACE_47662 
0002: jump @CPRACE_46262 

:CPRACE_28894
0007: 454@ = -1936.791 
0007: 536@ = -2452.235 
0007: 618@ = 29.6377 
0007: 455@ = -1862.54 
0007: 537@ = -2379.437 
0007: 619@ = 30.1425 
0007: 456@ = -1690.144 
0007: 538@ = -2303.846 
0007: 620@ = 43.3626 
0007: 457@ = -1676.317 
0007: 539@ = -2132.699 
0007: 621@ = 35.2082 
0007: 458@ = -1855.421 
0007: 540@ = -2087.117 
0007: 622@ = 58.3697 
0007: 459@ = -1919.802 
0007: 541@ = -1937.457 
0007: 623@ = 78.5313 
0007: 460@ = -1749.334 
0007: 542@ = -1899.519 
0007: 624@ = 95.8199 
0007: 461@ = -1571.292 
0007: 543@ = -1904.166 
0007: 625@ = 84.3076 
0007: 462@ = -1483.784 
0007: 544@ = -1783.286 
0007: 626@ = 49.8768 
0007: 463@ = -1429.878 
0007: 545@ = -1915.641 
0007: 627@ = 25.1751 
0007: 464@ = -1301.801 
0007: 546@ = -2084.054 
0007: 628@ = 22.9116 
0007: 465@ = -1269.913 
0007: 547@ = -2248.736 
0007: 629@ = 21.3152 
0007: 466@ = -1146.514 
0007: 548@ = -2371.508 
0007: 630@ = 27.0467 
0007: 467@ = -959.5773 
0007: 549@ = -2306.27 
0007: 631@ = 56.1859 
0007: 468@ = -867.9595 
0007: 550@ = -2180.891 
0007: 632@ = 25.6567 
0007: 469@ = -843.4177 
0007: 551@ = -2018.734 
0007: 633@ = 20.9828 
0007: 470@ = -767.7295 
0007: 552@ = -1865.533 
0007: 634@ = 11.4149 
0007: 471@ = -666.3682 
0007: 553@ = -1996.276 
0007: 635@ = 23.9143 
0007: 472@ = -486.6196 
0007: 554@ = -2025.765 
0007: 636@ = 48.245 
0007: 473@ = -323.4612 
0007: 555@ = -1914.206 
0007: 637@ = 11.1951 
0006: 250@ = 20 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 568 // = constant 
04AF: 717@ = 568 // = constant 
04AF: 718@ = 568 // = constant 
04AF: 719@ = 568 // = constant 
04AF: 720@ = 568 // = constant 
04AF: 721@ = 568 // = constant 
0050: gosub @CPRACE_47662 
0002: jump @CPRACE_46262 

:CPRACE_29612
0007: 454@ = -2728.309 
0007: 536@ = -310.8731 
0007: 618@ = 6.0391 
0007: 455@ = -2668.671 
0007: 537@ = -251.6207 
0007: 619@ = 5.4984 
0007: 456@ = -2655.978 
0007: 538@ = -104.6751 
0007: 620@ = 2.9982 
0007: 457@ = -2460.835 
0007: 539@ = -69.9766 
0007: 621@ = 31.2 
0007: 458@ = -2421.263 
0007: 540@ = 55.6089 
0007: 622@ = 34.0156 
0007: 459@ = -2545.26 
0007: 541@ = 137.9111 
0007: 623@ = 15.2177 
0007: 460@ = -2604.136 
0007: 542@ = 136.8579 
0007: 624@ = 3.1797 
0007: 461@ = -2558.661 
0007: 543@ = 245.625 
0007: 625@ = 10.7931 
0007: 462@ = -2578.504 
0007: 544@ = 345.8331 
0007: 626@ = 7.2168 
0007: 463@ = -2706.282 
0007: 545@ = 317.6024 
0007: 627@ = 3.1797 
0007: 464@ = -2809.244 
0007: 546@ = 232.3965 
0007: 628@ = 6.0313 
0007: 465@ = -2757.749 
0007: 547@ = 138.2248 
0007: 629@ = 5.9033 
0007: 466@ = -2758.39 
0007: 548@ = -43.991 
0007: 630@ = 6.1263 
0007: 467@ = -2756.892 
0007: 549@ = -184.0135 
0007: 631@ = 5.8843 
0007: 468@ = -2812.464 
0007: 550@ = -299.5974 
0007: 632@ = 6.039 
0087: 469@ = 454@ // (float) 
0087: 551@ = 536@ // (float) 
0087: 633@ = 618@ // (float) 
0006: 250@ = 16 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 571 // = constant 
04AF: 717@ = 571 // = constant 
04AF: 718@ = 571 // = constant 
04AF: 719@ = 571 // = constant 
04AF: 720@ = 571 // = constant 
04AF: 721@ = 571 // = constant 
0050: gosub @CPRACE_47662 
0002: jump @CPRACE_46262 

:CPRACE_30204
0007: 454@ = -2657.164 
0007: 536@ = 1153.872 
0007: 618@ = 34.7396 
0007: 455@ = -2593.221 
0007: 537@ = 1217.854 
0007: 619@ = 34.7402 
0007: 456@ = -2312.288 
0007: 538@ = 1176.387 
0007: 620@ = 49.608 
0007: 457@ = -2157.193 
0007: 539@ = 1268.197 
0007: 621@ = 26.0127 
0007: 458@ = -1959.526 
0007: 540@ = 1287.205 
0007: 622@ = 6.7514 
0007: 459@ = -1741.076 
0007: 541@ = 1325.298 
0007: 623@ = 6.083 
0007: 460@ = -1759.865 
0007: 542@ = 1269.147 
0007: 624@ = 8.8598 
0007: 461@ = -1884.242 
0007: 543@ = 1160.691 
0007: 625@ = 45.0107 
0007: 462@ = -1897.101 
0007: 544@ = 960.1686 
0007: 626@ = 34.7366 
0007: 463@ = -1998.178 
0007: 545@ = 841.1865 
0007: 627@ = 45.0219 
0007: 464@ = -2189.259 
0007: 546@ = 808.5273 
0007: 628@ = 56.0602 
0007: 465@ = -2389.186 
0007: 547@ = 808.6409 
0007: 629@ = 34.7495 
0007: 466@ = -2589.692 
0007: 548@ = 808.5219 
0007: 630@ = 49.5411 
0007: 467@ = -2711.488 
0007: 549@ = 812.8809 
0007: 631@ = 48.9309 
0007: 468@ = -2750.894 
0007: 550@ = 890.6993 
0007: 632@ = 65.8952 
0007: 469@ = -2653.912 
0007: 551@ = 1157.345 
0007: 633@ = 34.7386 
0006: 250@ = 16 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 559 // = constant 
04AF: 717@ = 589 // = constant 
04AF: 718@ = 559 // = constant 
04AF: 719@ = 565 // = constant 
04AF: 720@ = 558 // = constant 
04AF: 721@ = 602 // = constant 
0050: gosub @CPRACE_47662 
0002: jump @CPRACE_46262 

:CPRACE_30802
0007: 454@ = -1584.141 
0007: 536@ = 1053.439 
0007: 618@ = 6.8392 
0007: 455@ = -1584.128 
0007: 537@ = 1150.261 
0007: 619@ = 6.8387 
0007: 456@ = -1699.077 
0007: 538@ = 1312.02 
0007: 620@ = 6.8293 
0007: 457@ = -1875.891 
0007: 539@ = 1352.059 
0007: 621@ = 6.8322 
0007: 458@ = -2060.741 
0007: 540@ = 1274.452 
0007: 622@ = 8.0659 
0007: 459@ = -2258.306 
0007: 541@ = 1257.682 
0007: 623@ = 42.6038 
0007: 460@ = -2143.281 
0007: 542@ = 1075.652 
0007: 624@ = 79.1249 
0007: 461@ = -2143.141 
0007: 543@ = 896.6196 
0007: 625@ = 79.6432 
0007: 462@ = -2143.084 
0007: 544@ = 696.6971 
0007: 626@ = 67.6451 
0007: 463@ = -2146.737 
0007: 545@ = 532.8465 
0007: 627@ = 34.8181 
0007: 464@ = -2055.564 
0007: 546@ = 504.0781 
0007: 628@ = 34.8168 
0007: 465@ = -1968.175 
0007: 547@ = 605.5881 
0007: 629@ = 34.8199 
0007: 466@ = -1820.393 
0007: 548@ = 475.0548 
0007: 630@ = 23.4295 
0007: 467@ = -1876.903 
0007: 549@ = 288.4981 
0007: 631@ = 32.6699 
0007: 468@ = -1897.585 
0007: 550@ = 87.7896 
0007: 632@ = 37.9384 
0007: 469@ = -1911.151 
0007: 551@ = -214.2394 
0007: 633@ = 38.032 
0007: 470@ = -1910.974 
0007: 552@ = -515.5727 
0007: 634@ = 38.0323 
0007: 471@ = -1910.675 
0007: 553@ = -816.3037 
0007: 635@ = 44.7432 
0007: 472@ = -1910.658 
0007: 554@ = -1117.409 
0007: 636@ = 38.0214 
0007: 473@ = -1907.276 
0007: 555@ = -1317.626 
0007: 637@ = 39.3164 
0007: 474@ = -1996.896 
0007: 556@ = -1289.264 
0007: 638@ = 37.3518 
0007: 475@ = -2153.53 
0007: 557@ = -1031.597 
0007: 639@ = 32.3638 
0007: 476@ = -2205.567 
0007: 558@ = -859.1885 
0007: 640@ = 54.6872 
0007: 477@ = -2202.666 
0007: 559@ = -759.2505 
0007: 641@ = 62.3413 
0007: 478@ = -2352.255 
0007: 560@ = -775.5399 
0007: 642@ = 95.1597 
0007: 479@ = -2421.544 
0007: 561@ = -610.6656 
0007: 643@ = 132.3493 
0007: 480@ = -2627.138 
0007: 562@ = -496.4363 
0007: 644@ = 70.09 
0007: 481@ = -2351.247 
0007: 563@ = -460.0875 
0007: 645@ = 79.9485 
0007: 482@ = -2599.996 
0007: 564@ = -372.7368 
0007: 646@ = 43.7794 
0007: 483@ = -2702.314 
0007: 565@ = -530.1367 
0007: 647@ = 12.4366 
0007: 484@ = -2699.197 
0007: 566@ = -401.205 
0007: 648@ = 7.7008 
0007: 485@ = -2210.255 
0007: 567@ = -348.0724 
0007: 649@ = 36.8384 
0007: 486@ = -1897.734 
0007: 568@ = -314.4976 
0007: 650@ = 48.9384 
0007: 487@ = -1890.36 
0007: 569@ = -45.4288 
0007: 651@ = 38.0312 
0007: 488@ = -1886.557 
0007: 570@ = 55.293 
0007: 652@ = 38.0326 
0007: 489@ = -1848.039 
0007: 571@ = 242.5393 
0007: 653@ = 30.825 
0007: 490@ = -1736.635 
0007: 572@ = 316.5836 
0007: 654@ = 6.039 
0007: 491@ = -1682.981 
0007: 573@ = 367.1342 
0007: 655@ = 6.028 
0007: 492@ = -1559.293 
0007: 574@ = 528.332 
0007: 656@ = 6.8409 
0007: 493@ = -1535.552 
0007: 575@ = 827.4427 
0007: 657@ = 6.8401 
0007: 494@ = -1584.129 
0007: 576@ = 1115.601 
0007: 658@ = 6.8376 
0006: 250@ = 41 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 402 // = constant 
04AF: 717@ = 560 // = constant 
04AF: 718@ = 506 // = constant 
04AF: 719@ = 506 // = constant 
04AF: 720@ = 477 // = constant 
04AF: 721@ = 603 // = constant 
0050: gosub @CPRACE_47662 
0002: jump @CPRACE_46262 

:CPRACE_32150
0007: 454@ = -1761.655 
0007: 536@ = -606.3881 
0007: 618@ = 15.8961 
0007: 455@ = -1760.54 
0007: 537@ = -686.4133 
0007: 619@ = 24.2389 
0007: 456@ = -1502.876 
0007: 538@ = -820.2545 
0007: 620@ = 61.3357 
0007: 457@ = -1219.332 
0007: 539@ = -759.4814 
0007: 621@ = 62.0285 
0007: 458@ = -1096.152 
0007: 540@ = -489.1358 
0007: 622@ = 32.7156 
0007: 459@ = -911.5416 
0007: 541@ = -455.9558 
0007: 623@ = 26.7166 
0007: 460@ = -621.3364 
0007: 542@ = -393.158 
0007: 624@ = 22.1878 
0007: 461@ = -395.5605 
0007: 543@ = -533.522 
0007: 625@ = 17.6561 
0007: 462@ = -372.2669 
0007: 544@ = -819.4839 
0007: 626@ = 28.1926 
0007: 463@ = -584.5377 
0007: 545@ = -1160.572 
0007: 627@ = 21.8153 
0007: 464@ = -659.3533 
0007: 546@ = -1548.814 
0007: 628@ = 22.1495 
0007: 465@ = -717.1517 
0007: 547@ = -1697.205 
0007: 629@ = 48.2586 
0007: 466@ = -714.6181 
0007: 548@ = -1395.094 
0007: 630@ = 60.5799 
0007: 467@ = -764.046 
0007: 549@ = -1385.027 
0007: 631@ = 82.2146 
0007: 468@ = -762.7014 
0007: 550@ = -1685.041 
0007: 632@ = 96.9103 
0007: 469@ = -945.4141 
0007: 551@ = -1903.227 
0007: 633@ = 81.3436 
0007: 470@ = -1104.541 
0007: 552@ = -2155.325 
0007: 634@ = 34.6761 
0007: 471@ = -1186.201 
0007: 553@ = -2444.541 
0007: 635@ = 54.4532 
0007: 472@ = -982.3237 
0007: 554@ = -2611.624 
0007: 636@ = 86.253 
0007: 473@ = -713.2529 
0007: 555@ = -2336.617 
0007: 637@ = 36.4201 
0007: 474@ = -512.3461 
0007: 556@ = -2166.417 
0007: 638@ = 53.5212 
0007: 475@ = -258.5978 
0007: 557@ = -2074.872 
0007: 639@ = 36.648 
0007: 476@ = -260.1367 
0007: 558@ = -1777.191 
0007: 640@ = 7.5735 
0007: 477@ = -57.3444 
0007: 559@ = -1601.375 
0007: 641@ = 1.3776 
0007: 478@ = -124.296 
0007: 560@ = -1466.575 
0007: 642@ = 2.4045 
0007: 479@ = -143.4815 
0007: 561@ = -1270.317 
0007: 643@ = 2.404 
0007: 480@ = -113.7683 
0007: 562@ = -998.821 
0007: 644@ = 23.9178 
0007: 481@ = -377.3843 
0007: 563@ = -838.2166 
0007: 645@ = 47.1444 
0007: 482@ = -626.0056 
0007: 564@ = -989.012 
0007: 646@ = 66.0268 
0007: 483@ = -877.4561 
0007: 565@ = -1097.426 
0007: 647@ = 96.1699 
0007: 484@ = -925.9376 
0007: 566@ = -1391.353 
0007: 648@ = 126.2905 
0007: 485@ = -1219.141 
0007: 567@ = -1347.249 
0007: 649@ = 122.5235 
0007: 486@ = -1407.723 
0007: 568@ = -1414.45 
0007: 650@ = 104.9232 
0007: 487@ = -1577.013 
0007: 569@ = -1168.802 
0007: 651@ = 102.3586 
0007: 488@ = -1626.067 
0007: 570@ = -882.9627 
0007: 652@ = 97.5243 
0007: 489@ = -1744.303 
0007: 571@ = -853.2858 
0007: 653@ = 77.1834 
0007: 490@ = -1684.612 
0007: 572@ = -1143.291 
0007: 654@ = 72.4364 
0007: 491@ = -1549.538 
0007: 573@ = -1286.347 
0007: 655@ = 57.1135 
0007: 492@ = -1525.757 
0007: 574@ = -1383.531 
0007: 656@ = 45.1796 
0007: 493@ = -1626.142 
0007: 575@ = -1375.587 
0007: 657@ = 45.2062 
0007: 494@ = -1800.174 
0007: 576@ = -1016.79 
0007: 658@ = 51.6322 
0007: 495@ = -1817.478 
0007: 577@ = -617.6195 
0007: 659@ = 15.9507 
0006: 250@ = 42 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 451 // = constant 
04AF: 717@ = 415 // = constant 
04AF: 718@ = 411 // = constant 
04AF: 719@ = 451 // = constant 
04AF: 720@ = 429 // = constant 
04AF: 721@ = 541 // = constant 
0050: gosub @CPRACE_47662 
0002: jump @CPRACE_46262 

:CPRACE_33528
0007: 454@ = -2001.856 
0007: 536@ = 1076.302 
0007: 618@ = 54.5637 
0007: 455@ = -2302.386 
0007: 537@ = 1076.754 
0007: 619@ = 54.5859 
0007: 456@ = -2596.785 
0007: 538@ = 1136.728 
0007: 620@ = 54.4297 
0007: 457@ = -2673.767 
0007: 539@ = 1427.293 
0007: 621@ = 54.4271 
0007: 458@ = -2673.775 
0007: 540@ = 1728.239 
0007: 622@ = 66.8937 
0007: 459@ = -2673.807 
0007: 541@ = 2028.896 
0007: 623@ = 57.2377 
0007: 460@ = -2731.742 
0007: 542@ = 2323.183 
0007: 624@ = 67.5411 
0007: 461@ = -2622.094 
0007: 543@ = 2602.597 
0007: 625@ = 68.7 
0007: 462@ = -2322.772 
0007: 544@ = 2637.1 
0007: 626@ = 53.2135 
0007: 463@ = -2027.122 
0007: 545@ = 2585.865 
0007: 627@ = 53.9804 
0007: 464@ = -1885.621 
0007: 546@ = 2321.522 
0007: 628@ = 38.5395 
0007: 465@ = -1675.296 
0007: 547@ = 2107.697 
0007: 629@ = 17.3995 
0007: 466@ = -1629.976 
0007: 548@ = 1810.828 
0007: 630@ = 11.059 
0007: 467@ = -1347.988 
0007: 549@ = 1705.67 
0007: 631@ = 4.8179 
0007: 468@ = -1125.87 
0007: 550@ = 1504.095 
0007: 632@ = 22.1877 
0007: 469@ = -1010.766 
0007: 551@ = 1227.044 
0007: 633@ = 31.1773 
0007: 470@ = -908.7908 
0007: 552@ = 944.9431 
0007: 634@ = 17.337 
0007: 471@ = -744.0402 
0007: 553@ = 694.0286 
0007: 635@ = 16.9982 
0007: 472@ = -469.1425 
0007: 554@ = 573.061 
0007: 636@ = 16.0649 
0007: 473@ = -168.3162 
0007: 555@ = 562.0268 
0007: 637@ = 14.9046 
0007: 474@ = 110.1296 
0007: 556@ = 673.4105 
0007: 638@ = 4.6336 
0007: 475@ = 400.681 
0007: 557@ = 749.8367 
0007: 639@ = 5.0607 
0007: 476@ = 686.3097 
0007: 558@ = 656.6995 
0007: 640@ = 7.8963 
0007: 477@ = 975.3585 
0007: 559@ = 738.1249 
0007: 641@ = 9.6719 
0007: 478@ = 1242.045 
0007: 560@ = 876.267 
0007: 642@ = 13.1519 
0007: 479@ = 1226.81 
0007: 561@ = 1169.877 
0007: 643@ = 5.8125 
0007: 480@ = 1226.664 
0007: 562@ = 1469.936 
0007: 644@ = 5.742 
0006: 250@ = 27 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 451 // = constant 
04AF: 717@ = 415 // = constant 
04AF: 718@ = 411 // = constant 
04AF: 719@ = 451 // = constant 
04AF: 720@ = 429 // = constant 
04AF: 721@ = 429 // = constant 
0050: gosub @CPRACE_47662 
0002: jump @CPRACE_46262 

:CPRACE_34456
0007: 454@ = -878.0113 
0007: 536@ = 1947.484 
0007: 618@ = 59.1845 
0007: 455@ = -857.6418 
0007: 537@ = 1873.25 
0007: 619@ = 59.183 
0007: 456@ = -1030.689 
0007: 538@ = 1853.546 
0007: 620@ = 58.8558 
0007: 457@ = -1093.182 
0007: 539@ = 1748.023 
0007: 621@ = 31.6318 
0007: 458@ = -902.488 
0007: 540@ = 1687.666 
0007: 622@ = 26.267 
0007: 459@ = -847.1951 
0007: 541@ = 1495.581 
0007: 623@ = 17.5443 
0007: 460@ = -782.4052 
0007: 542@ = 1305.811 
0007: 624@ = 12.6016 
0007: 461@ = -616.3677 
0007: 543@ = 1193.645 
0007: 625@ = 9.2126 
0007: 462@ = -474.1805 
0007: 544@ = 1052.086 
0007: 626@ = 10.0313 
0007: 463@ = -319.1918 
0007: 545@ = 925.6066 
0007: 627@ = 10.3099 
0007: 464@ = -267.4492 
0007: 546@ = 825.0159 
0007: 628@ = 13.2739 
0007: 465@ = -188.4539 
0007: 547@ = 1007.19 
0007: 629@ = 18.5885 
0007: 466@ = -164.8873 
0007: 548@ = 1198.263 
0007: 630@ = 18.5938 
0007: 467@ = -142.1028 
0007: 549@ = 1250.022 
0007: 631@ = 18.5869 
0007: 468@ = -341.5205 
0007: 550@ = 1265.695 
0007: 632@ = 22.1515 
0007: 469@ = -440.031 
0007: 551@ = 1439.669 
0007: 633@ = 32.334 
0007: 470@ = -438.1716 
0007: 552@ = 1639.673 
0007: 634@ = 34.6319 
0007: 471@ = -381.6811 
0007: 553@ = 1831.026 
0007: 635@ = 49.8567 
0007: 472@ = -433.4627 
0007: 554@ = 1883.992 
0007: 636@ = 59.8611 
0007: 473@ = -465.4392 
0007: 555@ = 1768.532 
0007: 637@ = 71.9576 
0007: 474@ = -464.5399 
0007: 556@ = 1968.423 
0007: 638@ = 81.2536 
0007: 475@ = -411.0666 
0007: 557@ = 2074.596 
0007: 639@ = 60.6433 
0007: 476@ = -610.1716 
0007: 558@ = 2050.887 
0007: 640@ = 59.1798 
0007: 477@ = -790.69 
0007: 559@ = 2053.91 
0007: 641@ = 59.1798 
0087: 478@ = 454@ // (float) 
0087: 560@ = 536@ // (float) 
0087: 642@ = 618@ // (float) 
0006: 250@ = 25 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 461 // = constant 
04AF: 717@ = 521 // = constant 
04AF: 718@ = 522 // = constant 
04AF: 719@ = 461 // = constant 
04AF: 720@ = 521 // = constant 
04AF: 721@ = 522 // = constant 
0050: gosub @CPRACE_47662 
0002: jump @CPRACE_46262 

:CPRACE_35318
0007: 454@ = -375.6397 
0007: 536@ = 2204.217 
0007: 618@ = 41.0938 
0007: 455@ = -388.8497 
0007: 537@ = 2258.056 
0007: 619@ = 40.9952 
0007: 456@ = -410.6823 
0007: 538@ = 2455.747 
0007: 620@ = 42.9124 
0007: 457@ = -608.4162 
0007: 539@ = 2447.19 
0007: 621@ = 71.7551 
0007: 458@ = -715.864 
0007: 540@ = 2536.594 
0007: 622@ = 72.7592 
0007: 459@ = -713.7043 
0007: 541@ = 2697.466 
0007: 623@ = 53.2852 
0007: 460@ = -912.5499 
0007: 542@ = 2721.987 
0007: 624@ = 44.8627 
0007: 461@ = -1112.755 
0007: 543@ = 2698.651 
0007: 625@ = 44.875 
0007: 462@ = -1238.171 
0007: 544@ = 2679.861 
0007: 626@ = 45.9321 
0007: 463@ = -1359.55 
0007: 545@ = 2659.557 
0007: 627@ = 50.4683 
0007: 464@ = -1545.773 
0007: 546@ = 2732.354 
0007: 628@ = 61.3062 
0007: 465@ = -1746.036 
0007: 547@ = 2727.448 
0007: 629@ = 59.0648 
0007: 466@ = -1860.247 
0007: 548@ = 2563.043 
0007: 630@ = 48.8929 
0007: 467@ = -2002.133 
0007: 549@ = 2422.603 
0007: 631@ = 32.9752 
0007: 468@ = -1961.463 
0007: 550@ = 2227.891 
0007: 632@ = 10.7077 
0007: 469@ = -1807.124 
0007: 551@ = 2100.1 
0007: 633@ = 7.4268 
0007: 470@ = -1782.09 
0007: 552@ = 1901.775 
0007: 634@ = 14.7248 
0007: 471@ = -1591.908 
0007: 553@ = 1837.29 
0007: 635@ = 24.8515 
0007: 472@ = -1392.057 
0007: 554@ = 1852.968 
0007: 636@ = 35.4945 
0007: 473@ = -1199.365 
0007: 555@ = 1799.638 
0007: 637@ = 40.4346 
0007: 474@ = -1008.306 
0007: 556@ = 1855.604 
0007: 638@ = 61.6784 
0007: 475@ = -857.7028 
0007: 557@ = 1874.014 
0007: 639@ = 59.1758 
0007: 476@ = -758.5721 
0007: 558@ = 2048.232 
0007: 640@ = 59.1866 
0007: 477@ = -563.1158 
0007: 559@ = 2005.574 
0007: 641@ = 59.2474 
0007: 478@ = -468.9791 
0007: 560@ = 2056.811 
0007: 642@ = 59.875 
0007: 479@ = -392.3245 
0007: 561@ = 2154.448 
0007: 643@ = 42.1847 
0087: 480@ = 454@ // (float) 
0087: 562@ = 536@ // (float) 
0087: 644@ = 618@ // (float) 
0006: 250@ = 27 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 461 // = constant 
04AF: 717@ = 521 // = constant 
04AF: 718@ = 522 // = constant 
04AF: 719@ = 461 // = constant 
04AF: 720@ = 521 // = constant 
04AF: 721@ = 521 // = constant 
0050: gosub @CPRACE_47662 
0002: jump @CPRACE_46262 

:CPRACE_36240
0007: 454@ = 1446.426 
0007: 536@ = 834.0658 
0007: 618@ = 5.8125 
0007: 455@ = 1747.259 
0007: 537@ = 834.025 
0007: 619@ = 8.6815 
0007: 456@ = 2047.335 
0007: 538@ = 834.1916 
0007: 620@ = 5.7422 
0007: 457@ = 2348.722 
0007: 539@ = 834.1481 
0007: 621@ = 5.7422 
0007: 458@ = 2637.92 
0007: 540@ = 915.6277 
0007: 622@ = 5.7498 
0007: 459@ = 2726.824 
0007: 541@ = 1202.266 
0007: 623@ = 5.7422 
0007: 460@ = 2726.698 
0007: 542@ = 1502.967 
0007: 624@ = 5.7422 
0007: 461@ = 2726.958 
0007: 543@ = 1804.343 
0007: 625@ = 5.7393 
0007: 462@ = 2726.579 
0007: 544@ = 2125.796 
0007: 626@ = 5.7269 
0007: 463@ = 2705.172 
0007: 545@ = 2405.567 
0007: 627@ = 5.7277 
0007: 464@ = 2489.267 
0007: 546@ = 2614.273 
0007: 628@ = 4.1679 
0007: 465@ = 2188.479 
0007: 547@ = 2609.629 
0007: 629@ = 5.8164 
0007: 466@ = 1898.309 
0007: 548@ = 2529.155 
0007: 630@ = 5.8125 
0007: 467@ = 1603.524 
0007: 549@ = 2473.083 
0007: 631@ = 5.8516 
0007: 468@ = 1305.181 
0007: 550@ = 2439.19 
0007: 632@ = 5.7422 
0007: 469@ = 1208.232 
0007: 551@ = 2154.514 
0007: 633@ = 5.7422 
0007: 470@ = 1208.38 
0007: 552@ = 1853.837 
0007: 634@ = 5.7422 
0007: 471@ = 1208.322 
0007: 553@ = 1553.025 
0007: 635@ = 5.7422 
0007: 472@ = 1208.126 
0007: 554@ = 1252.557 
0007: 636@ = 5.7498 
0007: 473@ = 1229.187 
0007: 555@ = 952.9079 
0007: 637@ = 5.8125 
0087: 474@ = 454@ // (float) 
0087: 556@ = 536@ // (float) 
0087: 638@ = 618@ // (float) 
0006: 250@ = 21 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 451 // = constant 
04AF: 717@ = 562 // = constant 
04AF: 718@ = 415 // = constant 
04AF: 719@ = 411 // = constant 
04AF: 720@ = 562 // = constant 
04AF: 721@ = 451 // = constant 
0050: gosub @CPRACE_47662 
0002: jump @CPRACE_46262 

:CPRACE_36982
0007: 454@ = 1796.901 
0007: 536@ = -2593.329 
0007: 618@ = 12.5982 
0007: 455@ = 1596.915 
0007: 537@ = -2592.123 
0007: 619@ = 25.9969 
0007: 456@ = 1425.429 
0007: 538@ = -2549.107 
0007: 620@ = 37.8234 
0007: 457@ = 1280.556 
0007: 539@ = -2394.586 
0007: 621@ = 52.2127 
0007: 458@ = 1296.165 
0007: 540@ = -2194.131 
0007: 622@ = 72.3519 
0007: 459@ = 1317.012 
0007: 541@ = -1995.026 
0007: 623@ = 77.657 
0007: 460@ = 1385.216 
0007: 542@ = -1807.25 
0007: 624@ = 64.6153 
0007: 461@ = 1501.202 
0007: 543@ = -1642.892 
0007: 625@ = 78.2774 
0007: 462@ = 1597.783 
0007: 544@ = -1466.853 
0007: 626@ = 87.9007 
0007: 463@ = 1621.693 
0007: 545@ = -1267.59 
0007: 627@ = 84.5704 
0007: 464@ = 1592.626 
0007: 546@ = -1069.313 
0007: 628@ = 87.8825 
0007: 465@ = 1477.096 
0007: 547@ = -905.3071 
0007: 629@ = 103.4455 
0007: 466@ = 1388.884 
0007: 548@ = -725.4239 
0007: 630@ = 125.9394 
0007: 467@ = 1320.715 
0007: 549@ = -536.3066 
0007: 631@ = 127.73 
0007: 468@ = 1233.948 
0007: 550@ = -356.5205 
0007: 632@ = 103.7008 
0007: 469@ = 1235.221 
0007: 551@ = -155.8231 
0007: 633@ = 83.5 
0007: 470@ = 1362.454 
0007: 552@ = -2.0532 
0007: 634@ = 70.1118 
0007: 471@ = 1562.073 
0007: 553@ = -27.0897 
0007: 635@ = 64.6716 
0007: 472@ = 1670.313 
0007: 554@ = -196.5335 
0007: 636@ = 77.4671 
0007: 473@ = 1698.697 
0007: 555@ = -394.7666 
0007: 637@ = 84.513 
0007: 474@ = 1841.239 
0007: 556@ = -535.4985 
0007: 638@ = 105.1396 
0007: 475@ = 1999.777 
0007: 557@ = -658.853 
0007: 639@ = 125.3019 
0007: 476@ = 2117.771 
0007: 558@ = -819.4944 
0007: 640@ = 144.8639 
0007: 477@ = 2200.181 
0007: 559@ = -1001.27 
0007: 641@ = 129.4889 
0007: 478@ = 2265.805 
0007: 560@ = -1184.584 
0007: 642@ = 83.0669 
0007: 479@ = 2296.145 
0007: 561@ = -1383.394 
0007: 643@ = 62.1655 
0007: 480@ = 2321.608 
0007: 562@ = -1582.03 
0007: 644@ = 63.1144 
0007: 481@ = 2400.442 
0007: 563@ = -1766.227 
0007: 645@ = 56.7954 
0007: 482@ = 2525.256 
0007: 564@ = -1922.68 
0007: 646@ = 52.2529 
0007: 483@ = 2593.726 
0007: 565@ = -2111.734 
0007: 647@ = 53.1139 
0007: 484@ = 2575.049 
0007: 566@ = -2313.631 
0007: 648@ = 53.9683 
0007: 485@ = 2455.397 
0007: 567@ = -2476.633 
0007: 649@ = 54.8922 
0007: 486@ = 2264.071 
0007: 568@ = -2548.592 
0007: 650@ = 55.7578 
0007: 487@ = 2065.285 
0007: 569@ = -2571.635 
0007: 651@ = 56.5966 
0007: 488@ = 1862.502 
0007: 570@ = -2582.099 
0007: 652@ = 54.6357 
0006: 250@ = 35 
0006: 256@ = 1 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 716@ = 476 // = constant 
04AF: 717@ = 476 // = constant 
04AF: 718@ = 476 // = constant 
04AF: 719@ = 476 // = constant 
04AF: 205@ = 3 // = constant 
0002: jump @CPRACE_46262 

:CPRACE_38120
0007: 454@ = -1582.67 
0007: 536@ = -89.9953 
0007: 618@ = 13.1683 
0007: 455@ = -1439.187 
0007: 537@ = 53.2109 
0007: 619@ = 30.0 
0007: 456@ = -1286.686 
0007: 538@ = 185.0573 
0007: 620@ = 32.9885 
0007: 457@ = -1091.876 
0007: 539@ = 137.3885 
0007: 621@ = 46.7629 
0007: 458@ = -1042.169 
0007: 540@ = -59.4087 
0007: 622@ = 43.603 
0007: 459@ = -1047.567 
0007: 541@ = -259.0437 
0007: 623@ = 23.8409 
0007: 460@ = -1126.559 
0007: 542@ = -445.5607 
0007: 624@ = 28.0502 
0007: 461@ = -1261.24 
0007: 543@ = -598.8228 
0007: 625@ = 37.4576 
0007: 462@ = -1444.803 
0007: 544@ = -690.5997 
0007: 626@ = 52.7263 
0007: 463@ = -1649.008 
0007: 545@ = -681.264 
0007: 627@ = 60.8852 
0007: 464@ = -1845.585 
0007: 546@ = -636.4395 
0007: 628@ = 61.1217 
0007: 465@ = -2044.818 
0007: 547@ = -658.4432 
0007: 629@ = 71.2804 
0007: 466@ = -2206.165 
0007: 548@ = -778.5996 
0007: 630@ = 85.9739 
0007: 467@ = -2240.928 
0007: 549@ = -976.7443 
0007: 631@ = 75.2422 
0007: 468@ = -2139.48 
0007: 550@ = -1148.617 
0007: 632@ = 61.3795 
0007: 469@ = -2028.634 
0007: 551@ = -1315.712 
0007: 633@ = 40.653 
0007: 470@ = -1884.623 
0007: 552@ = -1459.337 
0007: 634@ = 37.0927 
0007: 471@ = -1725.283 
0007: 553@ = -1581.193 
0007: 635@ = 51.3609 
0007: 472@ = -1548.501 
0007: 554@ = -1676.223 
0007: 636@ = 63.2502 
0007: 473@ = -1368.613 
0007: 555@ = -1769.197 
0007: 637@ = 52.099 
0007: 474@ = -1327.042 
0007: 556@ = -1980.883 
0007: 638@ = 35.4768 
0007: 475@ = -1462.659 
0007: 557@ = -2110.34 
0007: 639@ = 22.6174 
0007: 476@ = -1551.068 
0007: 558@ = -2287.276 
0007: 640@ = 56.7071 
0007: 477@ = -1624.645 
0007: 559@ = -2464.302 
0007: 641@ = 115.5442 
0007: 478@ = -1735.012 
0007: 560@ = -2633.092 
0007: 642@ = 101.7228 
0007: 479@ = -1673.618 
0007: 561@ = -2817.32 
0007: 643@ = 50.492 
0007: 480@ = -1529.398 
0007: 562@ = -2958.864 
0007: 644@ = 35.2493 
0007: 481@ = -1331.87 
0007: 563@ = -3016.815 
0007: 645@ = 36.5563 
0007: 482@ = -1140.517 
0007: 564@ = -2957.838 
0007: 646@ = 35.4633 
0007: 483@ = -1133.483 
0007: 565@ = -2757.115 
0007: 647@ = 30.2641 
0007: 484@ = -1219.593 
0007: 566@ = -2575.6 
0007: 648@ = 35.8018 
0007: 485@ = -1227.193 
0007: 567@ = -2375.099 
0007: 649@ = 31.7209 
0007: 486@ = -1172.746 
0007: 568@ = -2182.804 
0007: 650@ = 45.2393 
0007: 487@ = -1144.312 
0007: 569@ = -1988.018 
0007: 651@ = 83.1497 
0007: 488@ = -1021.386 
0007: 570@ = -1832.821 
0007: 652@ = 115.2484 
0007: 489@ = -943.5054 
0007: 571@ = -1647.992 
0007: 653@ = 133.3276 
0007: 490@ = -900.7032 
0007: 572@ = -1450.585 
0007: 654@ = 142.0757 
0007: 491@ = -884.4996 
0007: 573@ = -1249.642 
0007: 655@ = 148.1781 
0007: 492@ = -880.2889 
0007: 574@ = -1048.99 
0007: 656@ = 158.8745 
0007: 493@ = -936.6008 
0007: 575@ = -855.3414 
0007: 657@ = 160.157 
0007: 494@ = -972.9082 
0007: 576@ = -660.9503 
0007: 658@ = 116.3043 
0007: 495@ = -980.3859 
0007: 577@ = -464.2646 
0007: 659@ = 79.1644 
0007: 496@ = -818.388 
0007: 578@ = -348.3954 
0007: 660@ = 51.4388 
0007: 497@ = -617.8265 
0007: 579@ = -330.2328 
0007: 661@ = 37.1987 
0007: 498@ = -415.4925 
0007: 580@ = -339.8519 
0007: 662@ = 28.2761 
0007: 499@ = -248.3391 
0007: 581@ = -451.8987 
0007: 663@ = 18.5819 
0007: 500@ = -192.9961 
0007: 582@ = -643.989 
0007: 664@ = 8.889 
0007: 501@ = -128.7125 
0007: 583@ = -835.6478 
0007: 665@ = 24.9195 
0007: 502@ = 63.3296 
0007: 584@ = -892.0873 
0007: 666@ = 40.4431 
0007: 503@ = 236.1952 
0007: 585@ = -791.0125 
0007: 667@ = 46.7307 
0007: 504@ = 298.5167 
0007: 586@ = -600.2706 
0007: 668@ = 53.5437 
0007: 505@ = 326.4258 
0007: 587@ = -400.9587 
0007: 669@ = 50.4641 
0007: 506@ = 308.5928 
0007: 588@ = -201.9229 
0007: 670@ = 40.3219 
0007: 507@ = 244.4628 
0007: 589@ = -8.211 
0007: 671@ = 31.0744 
0007: 508@ = 129.2121 
0007: 590@ = 155.3022 
0007: 672@ = 27.6231 
0007: 509@ = -37.7018 
0007: 591@ = 268.3331 
0007: 673@ = 26.3544 
0007: 510@ = -224.3873 
0007: 592@ = 341.0904 
0007: 674@ = 28.1078 
0007: 511@ = -420.1607 
0007: 593@ = 382.1896 
0007: 675@ = 29.8681 
0007: 512@ = -622.4773 
0007: 594@ = 381.915 
0007: 676@ = 31.6354 
0007: 513@ = -822.824 
0007: 595@ = 370.0051 
0007: 677@ = 33.4142 
0007: 514@ = -1012.349 
0007: 596@ = 300.3856 
0007: 678@ = 35.7468 
0007: 515@ = -1193.1 
0007: 597@ = 214.7394 
0007: 679@ = 38.0629 
0006: 250@ = 62 
0006: 256@ = 1 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 716@ = 513 // = constant 
04AF: 717@ = 513 // = constant 
04AF: 718@ = 513 // = constant 
04AF: 719@ = 513 // = constant 
04AF: 205@ = 3 // = constant 
0002: jump @CPRACE_46262 

:CPRACE_40068
0007: 454@ = 366.982 
0007: 536@ = 2502.595 
0007: 618@ = 15.5571 
0007: 455@ = 116.652 
0007: 537@ = 2502.902 
0007: 619@ = 47.5682 
0007: 456@ = -133.6242 
0007: 538@ = 2524.392 
0007: 620@ = 55.1281 
0007: 457@ = -377.8474 
0007: 539@ = 2588.068 
0007: 621@ = 67.6866 
0007: 458@ = -604.1302 
0007: 540@ = 2694.639 
0007: 622@ = 84.7931 
0007: 459@ = -838.685 
0007: 541@ = 2779.901 
0007: 623@ = 69.2036 
0007: 460@ = -1045.629 
0007: 542@ = 2639.279 
0007: 624@ = 69.0984 
0007: 461@ = -984.3267 
0007: 543@ = 2395.508 
0007: 625@ = 64.5187 
0007: 462@ = -873.4733 
0007: 544@ = 2171.186 
0007: 626@ = 64.5549 
0007: 463@ = -770.134 
0007: 545@ = 1943.248 
0007: 627@ = 70.927 
0007: 464@ = -653.4092 
0007: 546@ = 1720.47 
0007: 628@ = 47.6015 
0007: 465@ = -578.5898 
0007: 547@ = 1481.972 
0007: 629@ = 21.5084 
0007: 466@ = -521.8337 
0007: 548@ = 1238.437 
0007: 630@ = 11.6736 
0007: 467@ = -469.9443 
0007: 549@ = 995.721 
0007: 631@ = 51.4066 
0007: 468@ = -525.42 
0007: 550@ = 750.7462 
0007: 632@ = 44.2215 
0007: 469@ = -664.0441 
0007: 551@ = 541.0659 
0007: 633@ = 15.9243 
0007: 470@ = -914.7918 
0007: 552@ = 536.2426 
0007: 634@ = 11.804 
0007: 471@ = -1131.918 
0007: 553@ = 661.8135 
0007: 635@ = 13.6564 
0007: 472@ = -1309.833 
0007: 554@ = 839.316 
0007: 636@ = 10.7039 
0007: 473@ = -1449.372 
0007: 555@ = 1045.777 
0007: 637@ = 31.9947 
0007: 474@ = -1603.122 
0007: 556@ = 1243.21 
0007: 638@ = 38.6648 
0007: 475@ = -1813.101 
0007: 557@ = 1379.44 
0007: 639@ = 28.4044 
0007: 476@ = -2061.489 
0007: 558@ = 1418.549 
0007: 640@ = 22.0099 
0007: 477@ = -2312.469 
0007: 559@ = 1430.699 
0007: 641@ = 42.3744 
0007: 478@ = -2522.745 
0007: 560@ = 1564.194 
0007: 642@ = 75.9034 
0007: 479@ = -2689.238 
0007: 561@ = 1753.745 
0007: 643@ = 99.5865 
0007: 480@ = -2759.371 
0007: 562@ = 1994.265 
0007: 644@ = 110.8744 
0007: 481@ = -2682.772 
0007: 563@ = 2233.097 
0007: 645@ = 113.4608 
0007: 482@ = -2493.907 
0007: 564@ = 2397.506 
0007: 646@ = 102.0156 
0007: 483@ = -2245.109 
0007: 565@ = 2418.773 
0007: 647@ = 83.5877 
0007: 484@ = -1994.605 
0007: 566@ = 2407.942 
0007: 648@ = 87.4376 
0007: 485@ = -1751.471 
0007: 567@ = 2349.74 
0007: 649@ = 90.2881 
0007: 486@ = -1535.099 
0007: 568@ = 2217.656 
0007: 650@ = 75.7349 
0007: 487@ = -1305.302 
0007: 569@ = 2118.716 
0007: 651@ = 74.7752 
0007: 488@ = -1064.807 
0007: 570@ = 2187.768 
0007: 652@ = 66.2415 
0007: 489@ = -814.3556 
0007: 571@ = 2195.872 
0007: 653@ = 56.1521 
0007: 490@ = -563.2742 
0007: 572@ = 2203.33 
0007: 654@ = 60.9129 
0007: 491@ = -313.3741 
0007: 573@ = 2229.26 
0007: 655@ = 73.2015 
0007: 492@ = -66.3647 
0007: 574@ = 2178.082 
0007: 656@ = 71.9294 
0007: 493@ = 186.4198 
0007: 575@ = 2211.213 
0007: 657@ = 71.6732 
0007: 494@ = 390.8383 
0007: 576@ = 2356.514 
0007: 658@ = 65.1402 
0007: 495@ = 639.1594 
0007: 577@ = 2385.26 
0007: 659@ = 47.4816 
0007: 496@ = 857.994 
0007: 578@ = 2510.157 
0007: 660@ = 50.2583 
0007: 497@ = 929.9869 
0007: 579@ = 2748.352 
0007: 661@ = 77.8011 
0007: 498@ = 760.5828 
0007: 580@ = 2935.73 
0007: 662@ = 91.5673 
0007: 499@ = 512.0109 
0007: 581@ = 2901.74 
0007: 663@ = 93.8596 
0007: 500@ = 309.843 
0007: 582@ = 2752.892 
0007: 664@ = 93.5908 
0007: 501@ = 153.0242 
0007: 583@ = 2560.321 
0007: 665@ = 64.3547 
0007: 502@ = 18.2657 
0007: 584@ = 2347.904 
0007: 666@ = 66.4087 
0007: 503@ = -99.4455 
0007: 585@ = 2126.343 
0007: 667@ = 75.4819 
0007: 504@ = -257.6325 
0007: 586@ = 1931.184 
0007: 668@ = 75.4922 
0007: 505@ = -392.7389 
0007: 587@ = 1720.594 
0007: 669@ = 94.1061 
0007: 506@ = -499.7809 
0007: 588@ = 1492.545 
0007: 670@ = 58.172 
0007: 507@ = -687.7847 
0007: 589@ = 1327.026 
0007: 671@ = 45.0028 
0007: 508@ = -881.8704 
0007: 590@ = 1169.769 
0007: 672@ = 68.6343 
0007: 509@ = -1075.92 
0007: 591@ = 1008.155 
0007: 673@ = 61.9286 
0007: 510@ = -1272.957 
0007: 592@ = 852.6403 
0007: 674@ = 61.1137 
0007: 511@ = -1457.539 
0007: 593@ = 680.1183 
0007: 675@ = 69.2464 
0007: 512@ = -1634.648 
0007: 594@ = 496.5454 
0007: 676@ = 79.7593 
0007: 513@ = -1839.814 
0007: 595@ = 342.0907 
0007: 677@ = 77.0974 
0007: 514@ = -2063.729 
0007: 596@ = 218.3637 
0007: 678@ = 74.2748 
0007: 515@ = -2305.257 
0007: 597@ = 145.857 
0007: 679@ = 72.5908 
0007: 516@ = -2554.304 
0007: 598@ = 126.6046 
0007: 680@ = 96.9355 
0007: 517@ = -2745.509 
0007: 599@ = -33.5993 
0007: 681@ = 80.174 
0007: 518@ = -2863.942 
0007: 600@ = -255.546 
0007: 682@ = 62.7643 
0007: 519@ = -2912.281 
0007: 601@ = -500.7706 
0007: 683@ = 51.8291 
0007: 520@ = -2947.388 
0007: 602@ = -759.2774 
0007: 684@ = 44.0041 
0007: 521@ = -2962.423 
0007: 603@ = -1011.333 
0007: 685@ = 42.2517 
0007: 522@ = -2955.506 
0007: 604@ = -1276.023 
0007: 686@ = 45.302 
0007: 523@ = -3000.904 
0007: 605@ = -1528.563 
0007: 687@ = 51.004 
0006: 250@ = 70 
0006: 256@ = 1 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 716@ = 520 // = constant 
04AF: 717@ = 520 // = constant 
04AF: 718@ = 520 // = constant 
04AF: 719@ = 520 // = constant 
04AF: 205@ = 3 // = constant 
0002: jump @CPRACE_46262 

:CPRACE_42256
0007: 454@ = 381.9952 
0007: 536@ = 2542.088 
0007: 618@ = 15.6876 
0007: 455@ = 304.6997 
0007: 537@ = 2547.057 
0007: 619@ = 37.975 
0007: 456@ = -97.4654 
0007: 538@ = 2554.841 
0007: 620@ = 32.4746 
0007: 457@ = -102.6455 
0007: 539@ = 2699.236 
0007: 621@ = 63.5945 
0007: 458@ = -221.948 
0007: 540@ = 2718.08 
0007: 622@ = 82.385 
0007: 459@ = -418.3279 
0007: 541@ = 2691.081 
0007: 623@ = 78.5077 
0007: 460@ = -392.2611 
0007: 542@ = 2492.193 
0007: 624@ = 84.257 
0007: 461@ = -360.1944 
0007: 543@ = 2294.638 
0007: 625@ = 79.344 
0007: 462@ = -238.1485 
0007: 544@ = 2230.007 
0007: 626@ = 81.9684 
0007: 463@ = -287.1143 
0007: 545@ = 2091.03 
0007: 627@ = 70.2663 
0007: 464@ = -481.0875 
0007: 546@ = 2051.74 
0007: 628@ = 76.2466 
0007: 465@ = -665.1192 
0007: 547@ = 2131.252 
0007: 629@ = 77.2696 
0007: 466@ = -845.4529 
0007: 548@ = 2218.861 
0007: 630@ = 80.0327 
0007: 467@ = -1044.866 
0007: 549@ = 2207.615 
0007: 631@ = 67.0078 
0007: 468@ = -1234.234 
0007: 550@ = 2142.393 
0007: 632@ = 66.1648 
0007: 469@ = -1424.931 
0007: 551@ = 2205.699 
0007: 633@ = 70.8862 
0007: 470@ = -1571.237 
0007: 552@ = 2247.766 
0007: 634@ = 65.1073 
0007: 471@ = -1745.637 
0007: 553@ = 2292.511 
0007: 635@ = 49.3695 
0007: 472@ = -1945.602 
0007: 554@ = 2285.913 
0007: 636@ = 44.2433 
0007: 473@ = -1953.881 
0007: 555@ = 2484.877 
0007: 637@ = 63.2602 
0007: 474@ = -1895.095 
0007: 556@ = 2633.034 
0007: 638@ = 74.4549 
0007: 475@ = -1706.873 
0007: 557@ = 2703.232 
0007: 639@ = 72.8798 
0007: 476@ = -1505.724 
0007: 558@ = 2721.034 
0007: 640@ = 69.9706 
0007: 477@ = -1305.595 
0007: 559@ = 2708.321 
0007: 641@ = 66.4619 
0007: 478@ = -1105.89 
0007: 560@ = 2731.611 
0007: 642@ = 62.9933 
0007: 479@ = -905.1519 
0007: 561@ = 2728.83 
0007: 643@ = 64.0124 
0007: 480@ = -704.1036 
0007: 562@ = 2733.898 
0007: 644@ = 66.2347 
0006: 250@ = 27 
0006: 256@ = 1 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 716@ = 487 // = constant 
04AF: 717@ = 487 // = constant 
04AF: 718@ = 487 // = constant 
04AF: 719@ = 487 // = constant 
04AF: 205@ = 3 // = constant 
0002: jump @CPRACE_46262 

:CPRACE_43154
0007: 454@ = -1962.871 
0007: 536@ = 628.0812 
0007: 618@ = 150.2844 
0007: 455@ = -1848.341 
0007: 537@ = 531.9294 
0007: 619@ = 86.1743 
0007: 456@ = -1827.913 
0007: 538@ = 399.3668 
0007: 620@ = 29.91 
0007: 457@ = -1751.361 
0007: 539@ = 326.9781 
0007: 621@ = 25.4958 
0007: 458@ = -1647.958 
0007: 540@ = 412.8291 
0007: 622@ = 26.6578 
0007: 459@ = -1560.513 
0007: 541@ = 532.7433 
0007: 623@ = 18.6913 
0007: 460@ = -1572.197 
0007: 542@ = 638.3369 
0007: 624@ = 25.3806 
0007: 461@ = -1700.555 
0007: 543@ = 706.7762 
0007: 625@ = 53.3757 
0007: 462@ = -1715.507 
0007: 544@ = 777.6501 
0007: 626@ = 45.9312 
0007: 463@ = -1715.978 
0007: 545@ = 978.3165 
0007: 627@ = 51.989 
0007: 464@ = -1714.958 
0007: 546@ = 1178.562 
0007: 628@ = 54.9734 
0007: 465@ = -1912.922 
0007: 547@ = 1146.255 
0007: 629@ = 56.3473 
0007: 466@ = -2003.248 
0007: 548@ = 982.3228 
0007: 630@ = 58.819 
0007: 467@ = -2006.168 
0007: 549@ = 810.2207 
0007: 631@ = 54.1756 
0007: 468@ = -1959.234 
0007: 550@ = 713.3063 
0007: 632@ = 75.2571 
0007: 469@ = -1793.007 
0007: 551@ = 730.7606 
0007: 633@ = 44.6388 
0007: 470@ = -1593.731 
0007: 552@ = 732.4928 
0007: 634@ = 20.5721 
0007: 471@ = -1533.424 
0007: 553@ = 923.6081 
0007: 635@ = 29.4493 
0007: 472@ = -1489.172 
0007: 554@ = 1118.737 
0007: 636@ = 17.2211 
0007: 473@ = -1605.045 
0007: 555@ = 1284.044 
0007: 637@ = 27.5543 
0007: 474@ = -1787.921 
0007: 556@ = 1365.81 
0007: 638@ = 32.2595 
0007: 475@ = -1986.429 
0007: 557@ = 1319.338 
0007: 639@ = 23.0384 
0007: 476@ = -2185.997 
0007: 558@ = 1345.112 
0007: 640@ = 19.4206 
0007: 477@ = -2384.599 
0007: 559@ = 1380.588 
0007: 641@ = 17.9485 
0007: 478@ = -2537.759 
0007: 560@ = 1369.641 
0007: 642@ = 23.8562 
0007: 479@ = -2719.315 
0007: 561@ = 1345.675 
0007: 643@ = 32.2039 
0007: 480@ = -2875.142 
0007: 562@ = 1245.782 
0007: 644@ = 20.7763 
0006: 250@ = 27 
0006: 256@ = 1 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 716@ = 488 // = constant 
04AF: 717@ = 488 // = constant 
04AF: 718@ = 488 // = constant 
04AF: 719@ = 488 // = constant 
04AF: 205@ = 3 // = constant 
0002: jump @CPRACE_46262 

:CPRACE_44052
0007: 454@ = 1765.609 
0007: 536@ = -2285.911 
0007: 618@ = 25.9621 
0007: 455@ = 1764.294 
0007: 537@ = -2084.371 
0007: 619@ = 26.0431 
0007: 456@ = 1649.402 
0007: 538@ = -1920.231 
0007: 620@ = 40.6173 
0007: 457@ = 1552.024 
0007: 539@ = -1745.273 
0007: 621@ = 30.0462 
0007: 458@ = 1419.031 
0007: 540@ = -1595.618 
0007: 622@ = 25.4285 
0007: 459@ = 1402.089 
0007: 541@ = -1441.622 
0007: 623@ = 18.2271 
0007: 460@ = 1545.335 
0007: 542@ = -1431.194 
0007: 624@ = 36.437 
0007: 461@ = 1653.446 
0007: 543@ = -1305.841 
0007: 625@ = 49.6078 
0007: 462@ = 1786.094 
0007: 544@ = -1276.766 
0007: 626@ = 22.6321 
0007: 463@ = 1901.04 
0007: 545@ = -1221.949 
0007: 627@ = 34.699 
0007: 464@ = 1848.224 
0007: 546@ = -1097.652 
0007: 628@ = 46.0898 
0007: 465@ = 1649.377 
0007: 547@ = -1085.296 
0007: 629@ = 36.7768 
0007: 466@ = 1487.205 
0007: 548@ = -970.0334 
0007: 630@ = 60.1281 
0007: 467@ = 1304.22 
0007: 549@ = -1038.929 
0007: 631@ = 39.8547 
0007: 468@ = 1215.798 
0007: 550@ = -1218.862 
0007: 632@ = 27.923 
0007: 469@ = 1302.613 
0007: 551@ = -1399.127 
0007: 633@ = 26.3812 
0007: 470@ = 1437.015 
0007: 552@ = -1321.431 
0007: 634@ = 45.396 
0007: 471@ = 1609.09 
0007: 553@ = -1299.497 
0007: 635@ = 25.0714 
0007: 472@ = 1791.421 
0007: 554@ = -1381.364 
0007: 636@ = 35.17 
0007: 473@ = 1827.021 
0007: 555@ = -1567.279 
0007: 637@ = 22.9243 
0007: 474@ = 1628.196 
0007: 556@ = -1600.6 
0007: 638@ = 38.8226 
0007: 475@ = 1450.909 
0007: 557@ = -1694.839 
0007: 639@ = 25.2192 
0007: 476@ = 1389.812 
0007: 558@ = -1852.984 
0007: 640@ = 24.997 
0007: 477@ = 1206.609 
0007: 559@ = -1933.723 
0007: 641@ = 57.1028 
0007: 478@ = 1053.461 
0007: 560@ = -2063.933 
0007: 642@ = 70.7254 
0007: 479@ = 1048.698 
0007: 561@ = -2265.503 
0007: 643@ = 47.2394 
0007: 480@ = 1224.402 
0007: 562@ = -2359.494 
0007: 644@ = 28.5888 
0007: 481@ = 1425.61 
0007: 563@ = -2360.047 
0007: 645@ = 28.3338 
0006: 250@ = 28 
0006: 256@ = 1 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 716@ = 425 // = constant 
04AF: 717@ = 425 // = constant 
04AF: 718@ = 425 // = constant 
04AF: 719@ = 425 // = constant 
04AF: 205@ = 3 // = constant 
0002: jump @CPRACE_46262 

:CPRACE_44980
0007: 454@ = -1398.355 
0007: 536@ = -197.2079 
0007: 618@ = 1043.119 
0007: 455@ = -1398.988 
0007: 537@ = -188.7892 
0007: 619@ = 1043.202 
0007: 456@ = -1465.939 
0007: 538@ = -134.0836 
0007: 620@ = 1046.011 
0007: 457@ = -1530.138 
0007: 539@ = -193.3988 
0007: 621@ = 1050.756 
0007: 458@ = -1415.686 
0007: 540@ = -274.1765 
0007: 622@ = 1051.149 
0007: 459@ = -1305.178 
0007: 541@ = -143.5283 
0007: 623@ = 1050.125 
0007: 460@ = -1302.774 
0007: 542@ = -268.6358 
0007: 624@ = 1048.487 
0087: 461@ = 454@ // (float) 
0087: 543@ = 536@ // (float) 
0087: 625@ = 618@ // (float) 
0007: 732@ = -1406.327 
0007: 733@ = -265.7914 
0007: 734@ = 1042.656 
0007: 735@ = 346.3297 
0006: 250@ = 8 
0006: 221@ = 7 
0006: 224@ = 12 
0006: 256@ = 12 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 706@ = 7 // = constant 
04AF: 707@ = 7 // = constant 
04AF: 708@ = 7 // = constant 
04AF: 709@ = 7 // = constant 
04AF: 710@ = 7 // = constant 
04AF: 711@ = 7 // = constant 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 716@ = 503 // = constant 
04AF: 717@ = 502 // = constant 
04AF: 718@ = 494 // = constant 
04AF: 719@ = 503 // = constant 
04AF: 720@ = 502 // = constant 
04AF: 721@ = 494 // = constant 
04AF: 722@ = 502 // = constant 
04AF: 723@ = 494 // = constant 
04AF: 724@ = 503 // = constant 
04AF: 725@ = 494 // = constant 
04AF: 726@ = 503 // = constant 
04AF: 727@ = 503 // = constant 
04AF: 728@ = 494 // = constant 
04AF: 729@ = 502 // = constant 
04AF: 730@ = 494 // = constant 
04AF: 731@ = 502 // = constant 
0002: jump @CPRACE_46262 

:CPRACE_45529
0007: 454@ = -1354.358 
0007: 536@ = -590.5628 
0007: 618@ = 1055.453 
0007: 455@ = -1431.177 
0007: 537@ = -588.3124 
0007: 619@ = 1054.512 
0007: 456@ = -1516.874 
0007: 538@ = -635.0942 
0007: 620@ = 1050.275 
0007: 457@ = -1500.678 
0007: 539@ = -719.0175 
0007: 621@ = 1051.643 
0007: 458@ = -1387.502 
0007: 540@ = -743.1501 
0007: 622@ = 1051.016 
0007: 459@ = -1295.54 
0007: 541@ = -705.3506 
0007: 623@ = 1055.255 
0007: 460@ = -1365.312 
0007: 542@ = -666.0998 
0007: 624@ = 1055.058 
0007: 461@ = -1486.5 
0007: 543@ = -636.4586 
0007: 625@ = 1052.225 
0007: 462@ = -1447.86 
0007: 544@ = -690.3426 
0007: 626@ = 1052.834 
0007: 463@ = -1389.908 
0007: 545@ = -720.9943 
0007: 627@ = 1055.119 
0007: 464@ = -1370.685 
0007: 546@ = -687.8977 
0007: 628@ = 1053.783 
0007: 465@ = -1399.136 
0007: 547@ = -635.8359 
0007: 629@ = 1051.043 
0007: 466@ = -1308.639 
0007: 548@ = -649.4201 
0007: 630@ = 1054.972 
0087: 467@ = 454@ // (float) 
0087: 549@ = 536@ // (float) 
0087: 631@ = 618@ // (float) 
0007: 732@ = -1344.163 
0007: 733@ = -598.8836 
0007: 734@ = 1051.829 
0007: 735@ = 103.3822 
0006: 250@ = 14 
0006: 221@ = 4 
0006: 224@ = 6 
0006: 256@ = 12 
04AF: 700@ = 100 // = constant 
04AF: 701@ = 133 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 181 // = constant 
04AF: 704@ = 60 // = constant 
04AF: 705@ = 34 // = constant 
04AF: 706@ = 198 // = constant 
04AF: 707@ = 250 // = constant 
04AF: 708@ = 7 // = constant 
04AF: 709@ = 100 // = constant 
04AF: 710@ = 34 // = constant 
04AF: 711@ = 7 // = constant 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 716@ = 468 // = constant 
04AF: 717@ = 468 // = constant 
04AF: 718@ = 468 // = constant 
04AF: 719@ = 468 // = constant 
04AF: 720@ = 468 // = constant 
04AF: 721@ = 468 // = constant 
04AF: 722@ = 468 // = constant 
04AF: 723@ = 468 // = constant 
04AF: 724@ = 468 // = constant 
04AF: 725@ = 468 // = constant 
04AF: 726@ = 468 // = constant 
04AF: 727@ = 468 // = constant 
04AF: 728@ = 468 // = constant 
04AF: 729@ = 468 // = constant 
04AF: 730@ = 468 // = constant 
04AF: 731@ = 468 // = constant 
0002: jump @CPRACE_46262 

:CPRACE_46262
0051: return 

:CPRACE_46264
00D6: if 
0039:   736@ == 0 
004D: jump_if_false @CPRACE_46337 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -148.2144 87.3396 2.1234 radius 280.0 280.0 30.0 
004D: jump_if_false @CPRACE_46337 
0006: 736@ = 1 

:CPRACE_46337
00D6: if 
0039:   736@ == 1 
004D: jump_if_false @CPRACE_46371 
0006: 736@ = 2 
0247: load_model #COMBINE 
0247: load_model #VHMYELV 

:CPRACE_46371
00D6: if 
0039:   736@ == 2 
004D: jump_if_false @CPRACE_46525 
00D6: if and
0248:   model #COMBINE available 
0248:   model #VHMYELV available 
004D: jump_if_false @CPRACE_46525 
0006: 736@ = 3 
00A5: 738@ = create_car #COMBINE at -128.2144 80.3396 2.1234 
0175: set_car 738@ Z_angle_to 250.5799 
0129: 740@ = create_actor_pedtype 4 model #VHMYELV in_car 738@ driverseat 
0249: release_model #COMBINE 
0249: release_model #VHMYELV 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -95.8304 68.27 3.4764 
05D7: add_point_to_scmpath -77.3806 70.3096 3.5478 
07E7: AS_assign_scmpath_to_actor 740@ in_car 738@ speed 7.5 flags 2 0 3 

:CPRACE_46525
00D6: if 
0039:   736@ == 3 
004D: jump_if_false @CPRACE_46621 
00D6: if 
8118:   not actor 740@ dead 
004D: jump_if_false @CPRACE_46621 
062E: get_actor 740@ task 2023 status_store_to 742@ // ret 7 if not found 
00D6: if 
04A4:   742@ == 7 // == constant 
004D: jump_if_false @CPRACE_46621 
0006: 736@ = 4 
00D6: if 
8119:   not car 738@ wrecked 
004D: jump_if_false @CPRACE_46616 
01C3: remove_references_to_car 738@ 

:CPRACE_46616
01C2: remove_references_to_actor 740@ // Like turning an actor into a random pedestrian 

:CPRACE_46621
00D6: if 
0039:   737@ == 0 
004D: jump_if_false @CPRACE_46694 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -542.1076 230.7356 11.6475 radius 320.0 320.0 30.0 
004D: jump_if_false @CPRACE_46694 
0006: 737@ = 1 

:CPRACE_46694
00D6: if 
0039:   737@ == 1 
004D: jump_if_false @CPRACE_46728 
0006: 737@ = 2 
0247: load_model #WALTON 
0247: load_model #VHMYELV 

:CPRACE_46728
00D6: if 
0039:   737@ == 2 
004D: jump_if_false @CPRACE_46861 
00D6: if and
0248:   model #WALTON available 
0248:   model #VHMYELV available 
004D: jump_if_false @CPRACE_46861 
0006: 737@ = 3 
00A5: 739@ = create_car #WALTON at -542.1076 230.7356 11.6475 
0175: set_car 739@ Z_angle_to 262.8685 
0129: 741@ = create_actor_pedtype 4 model #VHMYELV in_car 739@ driverseat 
0249: release_model #WALTON 
0249: release_model #VHMYELV 
05D1: AS_actor 741@ drive_car 739@ to -270.5629 199.0073 6.99 speed 11.5 0 model #NULL 2 

:CPRACE_46861
00D6: if 
0039:   737@ == 3 
004D: jump_if_false @CPRACE_46972 
00D6: if 
8118:   not actor 741@ dead 
004D: jump_if_false @CPRACE_46972 
062E: get_actor 741@ task 1489 status_store_to 742@ // ret 7 if not found 
00D6: if 
04A4:   742@ == 7 // == constant 
004D: jump_if_false @CPRACE_46972 
0006: 737@ = 4 
00D6: if 
8119:   not car 739@ wrecked 
004D: jump_if_false @CPRACE_46967 
05D2: AS_actor 741@ run_to_and_hijack_car 739@ max_search_radius 11.5 traffic_behavior 2 
01C3: remove_references_to_car 739@ 

:CPRACE_46967
01C2: remove_references_to_actor 741@ // Like turning an actor into a random pedestrian 

:CPRACE_46972
0051: return 

:CPRACE_46974
00D6: if 
001A:   6 > $RACE_INDEX 
004D: jump_if_false @CPRACE_47104 
00D6: if 
8039:   not  52@ == 1 
004D: jump_if_false @CPRACE_47104 
0391: release_textures 
0390: load_txd_dictionary 'LD_RCE1' 
038F: load_texture "RACE00" as 1 // Load dictionary with 0390 first 
038F: load_texture "RACE01" as 2 // Load dictionary with 0390 first 
038F: load_texture "RACE02" as 3 // Load dictionary with 0390 first 
038F: load_texture "RACE03" as 4 // Load dictionary with 0390 first 
038F: load_texture "RACE04" as 5 // Load dictionary with 0390 first 
038F: load_texture "RACE05" as 6 // Load dictionary with 0390 first 
0006: 52@ = 1 
0051: return 

:CPRACE_47104
00D6: if and
0018:   $RACE_INDEX > 5 
001A:   12 > $RACE_INDEX 
004D: jump_if_false @CPRACE_47241 
00D6: if 
8039:   not  52@ == 2 
004D: jump_if_false @CPRACE_47241 
0391: release_textures 
0390: load_txd_dictionary 'LD_RCE2' 
038F: load_texture "RACE06" as 7 // Load dictionary with 0390 first 
038F: load_texture "RACE07" as 8 // Load dictionary with 0390 first 
038F: load_texture "RACE08" as 9 // Load dictionary with 0390 first 
038F: load_texture "RACE09" as 10 // Load dictionary with 0390 first 
038F: load_texture "RACE10" as 11 // Load dictionary with 0390 first 
038F: load_texture "RACE11" as 12 // Load dictionary with 0390 first 
0006: 52@ = 2 
0051: return 

:CPRACE_47241
00D6: if and
0018:   $RACE_INDEX > 11 
001A:   18 > $RACE_INDEX 
004D: jump_if_false @CPRACE_47378 
00D6: if 
8039:   not  52@ == 3 
004D: jump_if_false @CPRACE_47378 
0391: release_textures 
0390: load_txd_dictionary 'LD_RCE3' 
038F: load_texture "RACE12" as 13 // Load dictionary with 0390 first 
038F: load_texture "RACE13" as 14 // Load dictionary with 0390 first 
038F: load_texture "RACE14" as 15 // Load dictionary with 0390 first 
038F: load_texture "RACE15" as 16 // Load dictionary with 0390 first 
038F: load_texture "RACE16" as 17 // Load dictionary with 0390 first 
038F: load_texture "RACE17" as 18 // Load dictionary with 0390 first 
0006: 52@ = 3 
0051: return 

:CPRACE_47378
00D6: if and
0018:   $RACE_INDEX > 17 
001A:   24 > $RACE_INDEX 
004D: jump_if_false @CPRACE_47515 
00D6: if 
8039:   not  52@ == 4 
004D: jump_if_false @CPRACE_47515 
0391: release_textures 
0390: load_txd_dictionary 'LD_RCE4' 
038F: load_texture "RACE18" as 19 // Load dictionary with 0390 first 
038F: load_texture "RACE19" as 20 // Load dictionary with 0390 first 
038F: load_texture "RACE20" as 21 // Load dictionary with 0390 first 
038F: load_texture "RACE21" as 22 // Load dictionary with 0390 first 
038F: load_texture "RACE22" as 23 // Load dictionary with 0390 first 
038F: load_texture "RACE23" as 24 // Load dictionary with 0390 first 
0006: 52@ = 4 
0051: return 

:CPRACE_47515
00D6: if and
0018:   $RACE_INDEX > 23 
001A:   30 > $RACE_INDEX 
004D: jump_if_false @CPRACE_47592 
00D6: if 
8039:   not  52@ == 5 
004D: jump_if_false @CPRACE_47592 
0391: release_textures 
0390: load_txd_dictionary 'LD_RCE5' 
038F: load_texture "RACE24" as 25 // Load dictionary with 0390 first 
0006: 52@ = 5 
0051: return 

:CPRACE_47592
0051: return 

:CPRACE_47594
0340: set_text_draw_RGBA 134 155 184 255 
033F: set_text_draw_letter_size 0.6146 2.4961 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0051: return 

:CPRACE_47662
0006: 254@ = 0 
0085: 255@ = 256@ // (int) 
000E: 255@ -= 1 

:CPRACE_47684
00D6: if 
001D:   255@ > 254@ // (int) 
004D: jump_if_false @CPRACE_48583 
0209: 253@ = random_int_in_ranges 0 32 
0871: init_jump_table 253@ total_jumps 32 default_jump 0 @CPRACE_48569 jumps 0 @CPRACE_47970 1 @CPRACE_47988 2 @CPRACE_48006 3 @CPRACE_48024 4 @CPRACE_48042 5 @CPRACE_48060 6 @CPRACE_48078 
0872: jump_table_jumps 7 @CPRACE_48096 8 @CPRACE_48114 9 @CPRACE_48132 10 @CPRACE_48151 11 @CPRACE_48170 12 @CPRACE_48189 13 @CPRACE_48208 14 @CPRACE_48227 15 @CPRACE_48246 
0872: jump_table_jumps 16 @CPRACE_48265 17 @CPRACE_48284 18 @CPRACE_48303 19 @CPRACE_48322 20 @CPRACE_48341 21 @CPRACE_48360 22 @CPRACE_48379 23 @CPRACE_48398 24 @CPRACE_48417 
0872: jump_table_jumps 25 @CPRACE_48436 26 @CPRACE_48455 27 @CPRACE_48474 28 @CPRACE_48493 29 @CPRACE_48512 30 @CPRACE_48531 31 @CPRACE_48550 -1 @CPRACE_48569 -1 @CPRACE_48569 

:CPRACE_47970
04AF: 700@(254@,16i) = 34 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_47988
04AF: 700@(254@,16i) = 60 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48006
04AF: 700@(254@,16i) = 69 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48024
04AF: 700@(254@,16i) = 96 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48042
04AF: 700@(254@,16i) = 100 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48060
04AF: 700@(254@,16i) = 101 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48078
04AF: 700@(254@,16i) = 112 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48096
04AF: 700@(254@,16i) = 122 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48114
04AF: 700@(254@,16i) = 125 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48132
04AF: 700@(254@,16i) = 128 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48151
04AF: 700@(254@,16i) = 131 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48170
04AF: 700@(254@,16i) = 133 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48189
04AF: 700@(254@,16i) = 140 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48208
04AF: 700@(254@,16i) = 142 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48227
04AF: 700@(254@,16i) = 151 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48246
04AF: 700@(254@,16i) = 157 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48265
04AF: 700@(254@,16i) = 170 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48284
04AF: 700@(254@,16i) = 181 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48303
04AF: 700@(254@,16i) = 183 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48322
04AF: 700@(254@,16i) = 186 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48341
04AF: 700@(254@,16i) = 192 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48360
04AF: 700@(254@,16i) = 198 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48379
04AF: 700@(254@,16i) = 201 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48398
04AF: 700@(254@,16i) = 206 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48417
04AF: 700@(254@,16i) = 211 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48436
04AF: 700@(254@,16i) = 217 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48455
04AF: 700@(254@,16i) = 220 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48474
04AF: 700@(254@,16i) = 223 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48493
04AF: 700@(254@,16i) = 233 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48512
04AF: 700@(254@,16i) = 246 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48531
04AF: 700@(254@,16i) = 248 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48550
04AF: 700@(254@,16i) = 250 // = constant 
0002: jump @CPRACE_48569 

:CPRACE_48569
000A: 254@ += 1 
0002: jump @CPRACE_47684 

:CPRACE_48583
0051: return 

:CPRACE_48585
00D6: if or
0039:   450@ == 1 
0039:   256@ == 1 
004D: jump_if_false @CPRACE_50543 
0394: play_music 1 
0871: init_jump_table $RACE_INDEX total_jumps 27 default_jump 0 @CPRACE_50543 jumps 0 @CPRACE_48872 1 @CPRACE_48960 2 @CPRACE_49019 3 @CPRACE_49078 4 @CPRACE_49137 5 @CPRACE_49196 6 @CPRACE_49255 
0872: jump_table_jumps 7 @CPRACE_49314 8 @CPRACE_49388 9 @CPRACE_49440 10 @CPRACE_49499 11 @CPRACE_49558 12 @CPRACE_49617 13 @CPRACE_49676 14 @CPRACE_49735 15 @CPRACE_49794 
0872: jump_table_jumps 16 @CPRACE_49853 17 @CPRACE_49912 18 @CPRACE_49971 19 @CPRACE_50030 20 @CPRACE_50089 21 @CPRACE_50148 22 @CPRACE_50207 23 @CPRACE_50266 24 @CPRACE_50325 
0872: jump_table_jumps 25 @CPRACE_50384 26 @CPRACE_50467 -1 @CPRACE_50543 -1 @CPRACE_50543 -1 @CPRACE_50543 -1 @CPRACE_50543 -1 @CPRACE_50543 -1 @CPRACE_50543 -1 @CPRACE_50543 

:CPRACE_48872
00D6: if 
0038:   $RACES_WON[0] == 0 
004D: jump_if_false @CPRACE_48953 
030C: progress_made = 1 
0008: $RACES_WON_NUMBER += 1 
00D6: if 
0038:   $CUSTOM_TOURNAMENT_FLAG == 0 
004D: jump_if_false @CPRACE_48937 
0318: set_latest_mission_passed 'CESAR_1'  // High Stakes, Low-rider
0002: jump @CPRACE_48946 

:CPRACE_48937
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 

:CPRACE_48946
0004: $RACES_WON[0] = 1 

:CPRACE_48953
0002: jump @CPRACE_50543 

:CPRACE_48960
00D6: if 
0038:   $RACES_WON[1] == 0 
004D: jump_if_false @CPRACE_49012 
030C: progress_made = 1 
0008: $RACES_WON_NUMBER += 1 
0050: gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $RACES_WON[1] = 1 

:CPRACE_49012
0002: jump @CPRACE_50543 

:CPRACE_49019
00D6: if 
0038:   $RACES_WON[2] == 0 
004D: jump_if_false @CPRACE_49071 
030C: progress_made = 1 
0008: $RACES_WON_NUMBER += 1 
0050: gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $RACES_WON[2] = 1 

:CPRACE_49071
0002: jump @CPRACE_50543 

:CPRACE_49078
00D6: if 
0038:   $RACES_WON[3] == 0 
004D: jump_if_false @CPRACE_49130 
030C: progress_made = 1 
0008: $RACES_WON_NUMBER += 1 
0050: gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $RACES_WON[3] = 1 

:CPRACE_49130
0002: jump @CPRACE_50543 

:CPRACE_49137
00D6: if 
0038:   $RACES_WON[4] == 0 
004D: jump_if_false @CPRACE_49189 
030C: progress_made = 1 
0008: $RACES_WON_NUMBER += 1 
0050: gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $RACES_WON[4] = 1 

:CPRACE_49189
0002: jump @CPRACE_50543 

:CPRACE_49196
00D6: if 
0038:   $RACES_WON[5] == 0 
004D: jump_if_false @CPRACE_49248 
030C: progress_made = 1 
0008: $RACES_WON_NUMBER += 1 
0050: gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $RACES_WON[5] = 1 

:CPRACE_49248
0002: jump @CPRACE_50543 

:CPRACE_49255
00D6: if 
0038:   $RACES_WON[6] == 0 
004D: jump_if_false @CPRACE_49307 
030C: progress_made = 1 
0008: $RACES_WON_NUMBER += 1 
0050: gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $RACES_WON[6] = 1 

:CPRACE_49307
0002: jump @CPRACE_50543 

:CPRACE_49314
00D6: if 
0038:   $RACES_WON[7] == 0 
004D: jump_if_false @CPRACE_49381 
030C: progress_made = 1 
004F: create_thread @CASHWIN 5000 5000  
0109: player $PLAYER_CHAR money = 5000 
0008: $RACES_WON_NUMBER += 1 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $RACES_WON[7] = 1 

:CPRACE_49381
0002: jump @CPRACE_50543 

:CPRACE_49388
00D6: if 
0038:   $RACES_WON[8] == 0 
004D: jump_if_false @CPRACE_49433 
030C: progress_made = 1 
0008: $RACES_WON_NUMBER += 1 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $RACES_WON[8] = 1 

:CPRACE_49433
0002: jump @CPRACE_50543 

:CPRACE_49440
00D6: if 
0038:   $RACES_WON[9] == 0 
004D: jump_if_false @CPRACE_49492 
030C: progress_made = 1 
0008: $RACES_WON_NUMBER += 1 
0050: gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $RACES_WON[9] = 1 

:CPRACE_49492
0002: jump @CPRACE_50543 

:CPRACE_49499
00D6: if 
0038:   $RACES_WON[10] == 0 
004D: jump_if_false @CPRACE_49551 
030C: progress_made = 1 
0008: $RACES_WON_NUMBER += 1 
0050: gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $RACES_WON[10] = 1 

:CPRACE_49551
0002: jump @CPRACE_50543 

:CPRACE_49558
00D6: if 
0038:   $RACES_WON[11] == 0 
004D: jump_if_false @CPRACE_49610 
030C: progress_made = 1 
0008: $RACES_WON_NUMBER += 1 
0050: gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $RACES_WON[11] = 1 

:CPRACE_49610
0002: jump @CPRACE_50543 

:CPRACE_49617
00D6: if 
0038:   $RACES_WON[12] == 0 
004D: jump_if_false @CPRACE_49669 
030C: progress_made = 1 
0008: $RACES_WON_NUMBER += 1 
0050: gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $RACES_WON[12] = 1 

:CPRACE_49669
0002: jump @CPRACE_50543 

:CPRACE_49676
00D6: if 
0038:   $RACES_WON[13] == 0 
004D: jump_if_false @CPRACE_49728 
030C: progress_made = 1 
0008: $RACES_WON_NUMBER += 1 
0050: gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $RACES_WON[13] = 1 

:CPRACE_49728
0002: jump @CPRACE_50543 

:CPRACE_49735
00D6: if 
0038:   $RACES_WON[14] == 0 
004D: jump_if_false @CPRACE_49787 
030C: progress_made = 1 
0008: $RACES_WON_NUMBER += 1 
0050: gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $RACES_WON[14] = 1 

:CPRACE_49787
0002: jump @CPRACE_50543 

:CPRACE_49794
00D6: if 
0038:   $RACES_WON[15] == 0 
004D: jump_if_false @CPRACE_49846 
030C: progress_made = 1 
0008: $RACES_WON_NUMBER += 1 
0050: gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $RACES_WON[15] = 1 

:CPRACE_49846
0002: jump @CPRACE_50543 

:CPRACE_49853
00D6: if 
0038:   $RACES_WON[16] == 0 
004D: jump_if_false @CPRACE_49905 
030C: progress_made = 1 
0008: $RACES_WON_NUMBER += 1 
0050: gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $RACES_WON[16] = 1 

:CPRACE_49905
0002: jump @CPRACE_50543 

:CPRACE_49912
00D6: if 
0038:   $RACES_WON[17] == 0 
004D: jump_if_false @CPRACE_49964 
030C: progress_made = 1 
0008: $RACES_WON_NUMBER += 1 
0050: gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $RACES_WON[17] = 1 

:CPRACE_49964
0002: jump @CPRACE_50543 

:CPRACE_49971
00D6: if 
0038:   $RACES_WON[18] == 0 
004D: jump_if_false @CPRACE_50023 
030C: progress_made = 1 
0008: $RACES_WON_NUMBER += 1 
0050: gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $RACES_WON[18] = 1 

:CPRACE_50023
0002: jump @CPRACE_50543 

:CPRACE_50030
00D6: if 
0038:   $RACES_WON[19] == 0 
004D: jump_if_false @CPRACE_50082 
030C: progress_made = 1 
0008: $RACES_WON_NUMBER += 1 
0050: gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $RACES_WON[19] = 1 

:CPRACE_50082
0002: jump @CPRACE_50543 

:CPRACE_50089
00D6: if 
0038:   $RACES_WON[20] == 0 
004D: jump_if_false @CPRACE_50141 
030C: progress_made = 1 
0008: $RACES_WON_NUMBER += 1 
0050: gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $RACES_WON[20] = 1 

:CPRACE_50141
0002: jump @CPRACE_50543 

:CPRACE_50148
00D6: if 
0038:   $RACES_WON[21] == 0 
004D: jump_if_false @CPRACE_50200 
030C: progress_made = 1 
0008: $RACES_WON_NUMBER += 1 
0050: gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $RACES_WON[21] = 1 

:CPRACE_50200
0002: jump @CPRACE_50543 

:CPRACE_50207
00D6: if 
0038:   $RACES_WON[22] == 0 
004D: jump_if_false @CPRACE_50259 
030C: progress_made = 1 
0008: $RACES_WON_NUMBER += 1 
0050: gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $RACES_WON[22] = 1 

:CPRACE_50259
0002: jump @CPRACE_50543 

:CPRACE_50266
00D6: if 
0038:   $RACES_WON[23] == 0 
004D: jump_if_false @CPRACE_50318 
030C: progress_made = 1 
0008: $RACES_WON_NUMBER += 1 
0050: gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $RACES_WON[23] = 1 

:CPRACE_50318
0002: jump @CPRACE_50543 

:CPRACE_50325
00D6: if 
0038:   $RACES_WON[24] == 0 
004D: jump_if_false @CPRACE_50377 
030C: progress_made = 1 
0008: $RACES_WON_NUMBER += 1 
0050: gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
0004: $RACES_WON[24] = 1 

:CPRACE_50377
0002: jump @CPRACE_50543 

:CPRACE_50384
00D6: if 
0038:   $RACES_WON[25] == 0 
004D: jump_if_false @CPRACE_50460 
004F: create_thread @CASHWIN 10000 5000  
0109: player $PLAYER_CHAR money = 10000 
030C: progress_made = 1 
0318: set_latest_mission_passed 'STAD_03'  // 8-Track
014C: set_parked_car_generator $2786 cars_to_generate_to 101 
014C: set_parked_car_generator $2787 cars_to_generate_to 101 
0004: $RACES_WON[25] = 1 

:CPRACE_50460
0002: jump @CPRACE_50543 

:CPRACE_50467
00D6: if 
0038:   $RACES_WON[26] == 0 
004D: jump_if_false @CPRACE_50536 
004F: create_thread @CASHWIN 25000 5000  
0109: player $PLAYER_CHAR money = 25000 
030C: progress_made = 1 
0318: set_latest_mission_passed 'STAD_01'  // Dirt Track
014C: set_parked_car_generator $2788 cars_to_generate_to 101 
0004: $RACES_WON[26] = 1 

:CPRACE_50536
0002: jump @CPRACE_50543 

:CPRACE_50543
0051: return 

:CPRACE_50545
00D6: if 
003C:   $RACES_WON_NUMBER == 208@ // (int) 
004D: jump_if_false @CPRACE_50624 
00D6: if 
0038:   $ALL_RACES_WON_PRIZE_FLAG == 0 
004D: jump_if_false @CPRACE_50617 
004F: create_thread @CASHWIN 1000000 5000 45  
0109: player $PLAYER_CHAR money = 1000000 
0004: $ALL_RACES_WON_PRIZE_FLAG = 1 

:CPRACE_50617
0002: jump @CPRACE_50646 

:CPRACE_50624
004F: create_thread @CASHWIN 10000 5000  
0109: player $PLAYER_CHAR money = 10000 

:CPRACE_50646
0051: return 

:CPRACE_50648
0006: 254@ = 0 

:CPRACE_50655
0209: 255@ = random_int_in_ranges 0 5 
0871: init_jump_table 255@ total_jumps 5 default_jump 0 @CPRACE_50957 jumps 0 @CPRACE_50727 1 @CPRACE_50772 2 @CPRACE_50821 3 @CPRACE_50866 4 @CPRACE_50910 -1 @CPRACE_50957 -1 @CPRACE_50957 

:CPRACE_50727
0605: actor -1 perform_animation "RIOT_CHANT" IFP "RIOT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 2700 
0002: jump @CPRACE_50957 

:CPRACE_50772
0605: actor -1 perform_animation "RIOT_CHALLENGE" IFP "RIOT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 2000 
0002: jump @CPRACE_50957 

:CPRACE_50821
0605: actor -1 perform_animation "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 2000 
0002: jump @CPRACE_50957 

:CPRACE_50866
0605: actor -1 perform_animation "RIOT_FUKU" IFP "RIOT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 3000 
0002: jump @CPRACE_50957 

:CPRACE_50910
0605: actor -1 perform_animation "RIOT_PUNCHES" IFP "RIOT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 2200 
0002: jump @CPRACE_50957 

:CPRACE_50957
000A: 254@ += 1 
0029:   254@ >= 7 
004D: jump_if_false @CPRACE_50655 
0051: return 

:CPRACE_50980
00D6: if 
0039:   225@ == 0 
004D: jump_if_false @CPRACE_51177 
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @CPRACE_51177 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 226@ // (int) 
004D: jump_if_false @CPRACE_51177 
040D: unload_wav 4 
0209: 227@ = random_int_in_ranges 0 4 
0871: init_jump_table 227@ total_jumps 4 default_jump 0 @CPRACE_51170 jumps 0 @CPRACE_51108 1 @CPRACE_51124 2 @CPRACE_51140 3 @CPRACE_51156 -1 @CPRACE_51170 -1 @CPRACE_51170 -1 @CPRACE_51170 

:CPRACE_51108
03CF: load_wav 36200 as 4 
0002: jump @CPRACE_51170 

:CPRACE_51124
03CF: load_wav 36202 as 4 
0002: jump @CPRACE_51170 

:CPRACE_51140
03CF: load_wav 36205 as 4 
0002: jump @CPRACE_51170 

:CPRACE_51156
03CF: load_wav 1827 as 4 
0002: jump @CPRACE_51170 

:CPRACE_51170
000A: 225@ += 1 

:CPRACE_51177
00D6: if 
0039:   225@ == 1 
004D: jump_if_false @CPRACE_51285 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @CPRACE_51285 
00D6: if 
0039:   227@ == 3 
004D: jump_if_false @CPRACE_51255 
097A: play_audio_at 0.0 0.0 0.0 event 1164 
0002: jump @CPRACE_51259 

:CPRACE_51255
03D1: play_wav 4 

:CPRACE_51259
0209: 226@ = random_int_in_ranges 2000 10000 
005C: 226@ += $CURRENT_TIME_IN_MS2 // (int) 
0006: 225@ = 0 

:CPRACE_51285
0051: return 
0051: return 
0051: return 
0007: 47@ = 0.0 
0007: 47@ = 0.0 
0007: 47@ = 0.0 
0051: return 
0051: return 
0051: return 

:CPRACE_51327
00D6: if or
0039:   53@ == 0 
0039:   53@ == 1 
0039:   53@ == 3 
004D: jump_if_false @CPRACE_51851 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CPRACE_51851 
00D6: if 
0039:   53@ == 3 
004D: jump_if_false @CPRACE_51516 
00D6: if 
0038:   $RACE_INDEX == 25 
004D: jump_if_false @CPRACE_51451 
0005: $TEMPVAR_FLOAT_1 = 2693.184 
0005: $TEMPVAR_FLOAT_2 = -1699.655 
0005: $TEMPVAR_FLOAT_3 = 9.3891 
0005: $TEMPVAR_ANGLE = 34.2987 

:CPRACE_51451
00D6: if 
0038:   $RACE_INDEX == 26 
004D: jump_if_false @CPRACE_51509 
0005: $TEMPVAR_FLOAT_1 = 1101.781 
0005: $TEMPVAR_FLOAT_2 = 1604.578 
0005: $TEMPVAR_FLOAT_3 = 11.5506 
0005: $TEMPVAR_ANGLE = 353.1771 

:CPRACE_51509
0002: jump @CPRACE_51763 

:CPRACE_51516
00D6: if 
0038:   $CURRENT_TOURNAMENT == 0 
004D: jump_if_false @CPRACE_51578 
0086: $TEMPVAR_FLOAT_1 = $X_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 
0086: $TEMPVAR_FLOAT_2 = $Y_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 
0009: $TEMPVAR_FLOAT_2 += 4.0 
0005: $TEMPVAR_ANGLE = 180.0 

:CPRACE_51578
00D6: if 
0038:   $CURRENT_TOURNAMENT == 1 
004D: jump_if_false @CPRACE_51640 
0086: $TEMPVAR_FLOAT_1 = $X_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 
0009: $TEMPVAR_FLOAT_1 += 4.0 
0086: $TEMPVAR_FLOAT_2 = $Y_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 
0005: $TEMPVAR_ANGLE = 90.0 

:CPRACE_51640
00D6: if or
0038:   $CURRENT_TOURNAMENT == 2 
0038:   $CURRENT_TOURNAMENT == 3 
004D: jump_if_false @CPRACE_51709 
0086: $TEMPVAR_FLOAT_1 = $X_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 
0009: $TEMPVAR_FLOAT_1 += 4.0 
0086: $TEMPVAR_FLOAT_2 = $Y_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 
0005: $TEMPVAR_ANGLE = 90.0 

:CPRACE_51709
00D6: if 
8039:   not  53@ == 1 
004D: jump_if_false @CPRACE_51751 
0086: $TEMPVAR_FLOAT_1 = $X_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 
0086: $TEMPVAR_FLOAT_2 = $Y_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 

:CPRACE_51751
0086: $TEMPVAR_FLOAT_3 = $Z_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 

:CPRACE_51763
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0173: set_actor $PLAYER_ACTOR Z_angle_to $TEMPVAR_ANGLE 
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.5 
04E4: refresh_game_renderer_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
03CB: set_rendering_origin_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0915: sync_weather_with_time_and_location_instantly 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 2000 
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:CPRACE_51851
0006: 253@ = 0 

:CPRACE_51858
00D6: if 
001D:   256@ > 253@ // (int) 
004D: jump_if_false @CPRACE_51978 
00D6: if 
803B:   not  253@ == 442@ // (int) 
004D: jump_if_false @CPRACE_51937 
00D6: if 
87D6:   not  395@(253@,16i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @CPRACE_51937 
01C3: remove_references_to_car 379@(253@,16i) 
01C2: remove_references_to_actor 395@(253@,16i) // Like turning an actor into a random pedestrian 

:CPRACE_51937
0249: release_model 700@(253@,16i) 
0249: release_model 716@(253@,16i) 
0164: disable_marker 412@(253@,16i) 
000A: 253@ += 1 
0002: jump @CPRACE_51858 

:CPRACE_51978
034F: destroy_actor_with_fade 411@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
00D6: if 
0018:   $FREEFALL_STAGE > 0 
004D: jump_if_false @CPRACE_52016 
0004: $FREEFALL_STAGE = 6 

:CPRACE_52016
01C2: remove_references_to_actor 411@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 429@ // Like turning an actor into a random pedestrian 
0006: 253@ = 0 

:CPRACE_52033
00D6: if 
001B:   11 > 253@ 
004D: jump_if_false @CPRACE_52070 
01C2: remove_references_to_actor 441@ // Like turning an actor into a random pedestrian 
000A: 253@ += 1 
0002: jump @CPRACE_52033 

:CPRACE_52070
00D6: if 
0038:   $RACE_INDEX == 23 
004D: jump_if_false @CPRACE_52113 
00D6: if 
0038:   $PILOT_LICENSE_OBTAINED == 1 
004D: jump_if_false @CPRACE_52113 
014C: set_parked_car_generator $PARKED_PLANES[1] cars_to_generate_to 101 

:CPRACE_52113
0164: disable_marker 54@ 
06D6: disable_racing_checkpoint 449@ 
0108: destroy_object 430@ 
014F: stop_timer $6960 
04EF: release_animation "RIOT" 
04EF: release_animation "CAR" 
03F0: enable_text_draw 0 
0912: set_text_priority 0 leftmargin 380 maxwidth 464 
01EB: set_traffic_density_multiplier_to 1.0 
08E7: disable_entrance_markers 0 
0581: enable_radar 1 
09B9: show_entered_car_name 1 
09BA: show_entered_zone_name 1 
09AC: disable_map_icons 0 
057E: set_radar_grey 0 
0826: enable_hud 1 
04FA: reset_sky_colors_with_fade 0 
0989: set_text_boxes_width 200 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CPRACE_52229 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:CPRACE_52229
0004: $10493 = 0 
0004: $CARMOD_DISABLED_FLAG = 0 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 36---------------
// Originally: Lowrider (High Stakes)

:CESAR1
03A4: name_thread 'CESAR1' 
0050: gosub @CESAR1_1165 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CESAR1_38 
0050: gosub @CESAR1_4957 

:CESAR1_38
0050: gosub @CESAR1_5008 
004E: end_thread 

:CESAR1_47
0247: load_model #VLA1 
0247: load_model #REMINGTN 
0247: load_model #MAJESTIC 
0247: load_model #SAVANNA 
0247: load_model #BLADE 
038B: load_requested_models 

:CESAR1_73
00D6: if or
8248:   not model #VLA1 available 
8248:   not model #REMINGTN available 
8248:   not model #MAJESTIC available 
8248:   not model #SAVANNA available 
8248:   not model #BLADE available 
004D: jump_if_false @CESAR1_119 
0001: wait 0 ms 
0002: jump @CESAR1_73 

:CESAR1_119
023C: load_special_actor 'CESAR' as 1 // models 290-299 
023C: load_special_actor 'KENDL' as 2 // models 290-299 
038B: load_requested_models 

:CESAR1_147
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
004D: jump_if_false @CESAR1_177 
0001: wait 0 ms 
0002: jump @CESAR1_147 

:CESAR1_177
0051: return 
0186: 116@ = create_marker_above_car $2197 
0051: return 
018A: 42@ = create_checkpoint_at $X_CESAR_HOUSE $Y_CESAR_HOUSE $Z_CESAR_HOUSE 

:CESAR1_203
07C0: load_path 172 

:CESAR1_208
00D6: if 
87C1:   not path 172 available 
004D: jump_if_false @CESAR1_235 
0001: wait 0 ms 
0002: jump @CESAR1_208 

:CESAR1_235
0007: 128@ = 1793.687 
0007: 129@ = -2138.686 
0007: 130@ = 12.5547 
0007: 131@ = 0.1899 
0395: clear_area 1 at 128@ 129@ 130@ radius 20.5 
0674: set_car_model #SAVANNA numberplate "_LVA4L__" 
00A5: 125@ = create_car #SAVANNA at 128@ 129@ 130@ 
0587: enable_car 125@ validate_position 0 
0732: random_car_generator_disable_model #SAVANNA 
0229: set_car 125@ primary_color_to 3 secondary_color_to 3 
0129: 123@ = create_actor_pedtype 4 model #SPECIAL01 in_car 125@ driverseat 
01C8: 127@ = create_actor_pedtype 5 model #SPECIAL02 in_car 125@ passenger_seat 0 
0175: set_car 125@ Z_angle_to 131@ 
00AD: set_car 125@ max_speed_to 35.0 
00AE: set_car 125@ traffic_behaviour_to 1 
01EC: make_car 125@ very_heavy 1 
020A: set_car 125@ door_status_to 0 
02AC: set_car 125@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
053F: set_car 125@ tires_vulnerability 0 
02AB: set_actor 123@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 127@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
054A: set_actor 123@ can_be_shot_in_a_car 1 
054A: set_actor 127@ can_be_shot_in_a_car 1 
0051: return 
0186: 126@ = create_marker_above_car 125@ 

:CESAR1_489
0007: 142@ = 1492.304 
0007: 146@ = -1869.023 
0007: 150@ = 12.3828 
0007: 154@ = 90.0 
0395: clear_area 1 at 142@ 146@ 150@ radius 2.5 
00A5: 138@ = create_car #MAJESTIC at 142@ 146@ 150@ 
0587: enable_car 138@ validate_position 0 
0229: set_car 138@ primary_color_to 6 secondary_color_to 0 
0175: set_car 138@ Z_angle_to 154@ 
0129: 134@ = create_actor_pedtype 14 model #VLA1 in_car 138@ driverseat 
02AB: set_actor 134@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00AD: set_car 138@ max_speed_to 35.0 
00AE: set_car 138@ traffic_behaviour_to 1 
020A: set_car 138@ door_status_to 3 
02AC: set_car 138@ immunities BP 1 FP 1 EP 1 CP 0 MP 1 
053F: set_car 138@ tires_vulnerability 0 
0007: 143@ = 1492.304 
0007: 147@ = -1875.023 
0007: 151@ = 12.3828 
0007: 155@ = 90.0 
0395: clear_area 1 at 143@ 147@ 151@ radius 2.5 
00A5: 139@ = create_car #REMINGTN at 143@ 147@ 151@ 
0587: enable_car 139@ validate_position 0 
0732: random_car_generator_disable_model #REMINGTN 
0229: set_car 139@ primary_color_to 8 secondary_color_to 0 
0175: set_car 139@ Z_angle_to 155@ 
0129: 135@ = create_actor_pedtype 14 model #VLA1 in_car 139@ driverseat 
02AB: set_actor 135@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00AD: set_car 139@ max_speed_to 35.0 
00AE: set_car 139@ traffic_behaviour_to 1 
020A: set_car 139@ door_status_to 0 
02AC: set_car 139@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
053F: set_car 139@ tires_vulnerability 0 
0007: 144@ = 1504.304 
0007: 148@ = -1869.023 
0007: 152@ = 12.3828 
0007: 156@ = 90.0 
0395: clear_area 1 at 144@ 148@ 152@ radius 2.5 
00A5: 140@ = create_car #MAJESTIC at 144@ 148@ 152@ 
0587: enable_car 140@ validate_position 0 
0732: random_car_generator_disable_model #MAJESTIC 
0229: set_car 140@ primary_color_to 2 secondary_color_to 1 
0175: set_car 140@ Z_angle_to 156@ 
0129: 136@ = create_actor_pedtype 14 model #VLA1 in_car 140@ driverseat 
02AB: set_actor 136@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00AD: set_car 140@ max_speed_to 35.0 
00AE: set_car 140@ traffic_behaviour_to 3 
020A: set_car 140@ door_status_to 0 
02AC: set_car 140@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
053F: set_car 140@ tires_vulnerability 0 
0007: 145@ = 1504.304 
0007: 149@ = -1875.023 
0007: 153@ = 12.3828 
0007: 157@ = 90.0 
0395: clear_area 1 at 145@ 149@ 153@ radius 2.5 
00A5: 141@ = create_car #BLADE at 145@ 149@ 153@ 
0587: enable_car 141@ validate_position 0 
0175: set_car 141@ Z_angle_to 157@ 
0129: 137@ = create_actor_pedtype 14 model #VLA1 in_car 141@ driverseat 
00AD: set_car 141@ max_speed_to 35.0 
00AE: set_car 141@ traffic_behaviour_to 3 
020A: set_car 141@ door_status_to 0 
02AC: set_car 141@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
053F: set_car 141@ tires_vulnerability 0 
0051: return 

:CESAR1_1165
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0001: wait 0 ms 
054C: use_GXT_table 'CESAR1' 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = -1 
0004: $2336 = 0 
0006: 39@ = 2 
0006: 38@ = 0 
0006: 111@ = 0 
0006: 115@ = 1 
0006: 113@ = 1 
0006: 114@ = 2 
0006: 112@ = 0 
0006: 40@ = 0 
0006: 41@ = 4 
0007: 50@ = 1820.44 
0007: 51@ = -2117.32 
0007: 52@ = 13.09 
0007: 56@ = 1518.304 
0007: 57@ = -1875.023 
0007: 58@ = 12.3828 
0007: 53@ = 1518.304 
0007: 54@ = -1869.023 
0007: 55@ = 12.3828 
05AA: 61@s = 'CES1_AA' // @s = 'short'  // ~z~Hey, keep up, holmes!
05AA: 63@s = 'CES1_AB' // @s = 'short'  // ~z~Not far now, eh!
05AA: 65@s = 'CES1_AC' // @s = 'short'  // ~z~C'mon, Carl, follow us!
05AA: 67@s = 'CES1_AD' // @s = 'short'  // ~z~You're almost there, Carl!
05AA: 69@s = 'CES1_BA' // @s = 'short'  // ~z~You gonna have to drive better than that, CJ!
05AA: 71@s = 'CES1_BB' // @s = 'short'  // ~z~Hey, CJ, you wrecking your car, eh!
05AA: 73@s = 'CES1_BC' // @s = 'short'  // ~z~C'mon, Carl, you've gotta be kidding me right? - pick it up!
05AA: 75@s = 'CES1_BD' // @s = 'short'  // ~z~Oh, Carl, I thought you said you could drive!
05AA: 77@s = 'CES1_CA' // @s = 'short'  // ~z~Carl! What are you doing?
05AA: 79@s = 'CES1_CB' // @s = 'short'  // ~z~Watch out, Carl!
05AA: 81@s = 'CES1_CC' // @s = 'short'  // ~z~Carl, you idiot!
05AA: 83@s = 'CES1_CD' // @s = 'short'  // ~z~Hey, Carl, don't play dirty!
05AA: 85@s = 'CES1_CE' // @s = 'short'  // ~z~Hey, watch out, Carl!
05AA: 87@s = 'CES1_CF' // @s = 'short'  // ~z~You trying to kill your sister?
04AF: 95@ = 10000 // = constant 
04AF: 96@ = 10001 // = constant 
04AF: 97@ = 10002 // = constant 
04AF: 98@ = 10003 // = constant 
04AF: 99@ = 10004 // = constant 
04AF: 100@ = 10005 // = constant 
04AF: 101@ = 10006 // = constant 
04AF: 102@ = 10007 // = constant 
04AF: 103@ = 10008 // = constant 
04AF: 104@ = 10009 // = constant 
04AF: 105@ = 10010 // = constant 
04AF: 106@ = 10011 // = constant 
04AF: 107@ = 10012 // = constant 
04AF: 108@ = 10013 // = constant 
01EB: set_traffic_density_multiplier_to 4.0 
00D9: $2197 = actor $PLAYER_ACTOR car // add to mission cleanup 
00AB: put_car $2197 at $X_CESAR_HOUSE $Y_CESAR_HOUSE $Z_CESAR_HOUSE 
0175: set_car $2197 Z_angle_to 270.0 
0395: clear_area 1 at 1796.0 -2118.0 14.0 radius 25.0 
02E4: load_cutscene_data 'CESAR1A' 

:CESAR1_1759
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CESAR1_1783 
0001: wait 0 ms 
0002: jump @CESAR1_1759 

:CESAR1_1783
02E7: start_cutscene 
016A: fade 1 time 1000 

:CESAR1_1792
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CESAR1_1816 
0001: wait 0 ms 
0002: jump @CESAR1_1792 

:CESAR1_1816
016A: fade 0 time 0 

:CESAR1_1822
00D6: if 
016B:   fading 
004D: jump_if_false @CESAR1_1846 
0001: wait 0 ms 
0002: jump @CESAR1_1822 

:CESAR1_1846
02EA: end_cutscene 
0395: clear_area 1 at 1796.0 -2118.0 14.0 radius 15.0 
01EB: set_traffic_density_multiplier_to 4.5 
0050: gosub @CESAR1_47 
0169: set_fade_color_RGB 0 0 0 
01BD: 46@ = current_time_in_ms 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 0 

:CESAR1_1908
0001: wait 0 ms 
00D6: if 
8039:   not  111@ == 0 
004D: jump_if_false @CESAR1_2251 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @CESAR1_1976 
00D6: if 
03D0:   wav 114@ loaded 
004D: jump_if_false @CESAR1_1969 
040D: unload_wav 114@ 

:CESAR1_1969
0006: 112@ = 1 

:CESAR1_1976
00D6: if 
0039:   112@ == 1 
004D: jump_if_false @CESAR1_2013 
03CF: load_wav 94@(111@,17i) as 113@ 
0006: 112@ = 2 

:CESAR1_2013
00D6: if 
0039:   112@ == 2 
004D: jump_if_false @CESAR1_2073 
00D6: if 
03D0:   wav 113@ loaded 
004D: jump_if_false @CESAR1_2073 
03D1: play_wav 113@ 
00BC: show_text_highpriority GXT 59@(111@,17s) time 10000 flag 1 
0006: 112@ = 3 

:CESAR1_2073
00D6: if 
0039:   112@ == 3 
004D: jump_if_false @CESAR1_2251 
00D6: if 
03D2:   wav 113@ ended 
004D: jump_if_false @CESAR1_2190 
03D5: remove_text 59@(111@,17s) 
00D6: if 
0039:   113@ == 1 
004D: jump_if_false @CESAR1_2155 
0006: 113@ = 2 
0006: 114@ = 1 
0002: jump @CESAR1_2169 

:CESAR1_2155
0006: 113@ = 1 
0006: 114@ = 2 

:CESAR1_2169
0006: 111@ = 0 
0006: 112@ = 0 
0002: jump @CESAR1_2251 

:CESAR1_2190
00D6: if 
83D0:   not wav 114@ loaded 
004D: jump_if_false @CESAR1_2251 
00D6: if 
001B:   60 > 111@ 
004D: jump_if_false @CESAR1_2251 
0085: 115@ = 111@ // (int) 
000A: 115@ += 1 
03CF: load_wav 94@(115@,17i) as 114@ 

:CESAR1_2251
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CESAR1_2280 
0008: $MISSION_LOWRIDER_PASSED += 1 
0002: jump @CESAR1_4999 

:CESAR1_2280
00D6: if 
0019:   34@ > 0 
004D: jump_if_false @CESAR1_2305 
0050: gosub @CESAR1_5106 

:CESAR1_2305
00D6: if and
0019:   34@ > 0 
001B:   666 > 34@ 
004D: jump_if_false @CESAR1_2370 
00D6: if 
0119:   car 125@ wrecked 
004D: jump_if_false @CESAR1_2370 
00BC: show_text_highpriority GXT 'CES1_09' time 7000 flag 1  // ~r~You destroyed Cesar's car!
0002: jump @CESAR1_4957 

:CESAR1_2370
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @CESAR1_3200 
00D6: if 
0039:   36@ == -1 
004D: jump_if_false @CESAR1_2481 
00D6: if and
8119:   not car $2197 wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CESAR1_2481 
036A: put_actor $PLAYER_ACTOR in_car $2197 
00BE: text_clear_all 
01BD: 43@ = current_time_in_ms 
0050: gosub @CESAR1_203 
02A3: enable_widescreen 1 
016A: fade 1 time 500 
016A: fade 1 time 500 
016A: fade 1 time 500 
0006: 36@ = 0 

:CESAR1_2481
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CESAR1_2736 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car $2197 wrecked 
004D: jump_if_false @CESAR1_2736 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $2197 
004D: jump_if_false @CESAR1_2736 
00D6: if and
8118:   not actor 123@ dead 
8119:   not car 125@ wrecked 
004D: jump_if_false @CESAR1_2736 
01BD: 44@ = current_time_in_ms 
0085: 45@ = 44@ // (int) 
0062: 45@ -= 43@ // (int) 
00D6: if and
8118:   not actor 123@ dead 
8118:   not actor 127@ dead 
004D: jump_if_false @CESAR1_2736 
02AB: set_actor 123@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 127@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
054A: set_actor 123@ can_be_shot_in_a_car 1 
054A: set_actor 127@ can_be_shot_in_a_car 1 
00D6: if 
8119:   not car 125@ wrecked 
004D: jump_if_false @CESAR1_2670 
05EB: assign_car 125@ to_path 172 

:CESAR1_2670
015F: set_camera_position 1786.331 -2120.066 12.8592 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1787.309 -2120.129 13.0548 switchstyle 2 
0227: 117@ = car $2197 health 
0006: 36@ = 2 

:CESAR1_2736
00D6: if and
8118:   not actor 123@ dead 
8119:   not car 125@ wrecked 
004D: jump_if_false @CESAR1_3200 
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CESAR1_2881 
00D6: if 
0100:   actor 123@ in_sphere 1802.126 -2110.103 12.3902 radius 4.0 4.0 4.0 sphere 0 in_car 
004D: jump_if_false @CESAR1_2881 
015F: set_camera_position 1825.202 -2100.55 18.3156 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1824.693 -2101.373 18.0676 switchstyle 2 
0006: 36@ = 2 

:CESAR1_2881
00D6: if 
0039:   36@ == 2 
004D: jump_if_false @CESAR1_3168 
00D6: if 
8119:   not car 125@ wrecked 
004D: jump_if_false @CESAR1_3168 
00D6: if 
00DB:   actor 123@ in_car 125@ 
004D: jump_if_false @CESAR1_3168 
00D6: if 
0100:   actor 123@ in_sphere 50@ 51@ 52@ radius 25.0 25.0 25.0 sphere 0 in_car 
004D: jump_if_false @CESAR1_3168 
00D6: if 
860E:   not car 125@ assigned_to_path 
004D: jump_if_false @CESAR1_3168 
0615: define_AS_pack_begin 49@ 
05D1: AS_actor -1 drive_car 125@ to 1533.008 -1877.243 12.3828 speed 20.0 1 model #NULL 2 
05D1: AS_actor -1 drive_car 125@ to 53@ 54@ 55@ speed 12.0 1 model #NULL 2 
0616: define_AS_pack_end 49@ 
0618: assign_actor 123@ to_AS_pack 49@ 
072F: enable_car 125@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 2 // extended 03CC 
0164: disable_marker 126@ 
0186: 126@ = create_marker_above_car 125@ 
07E0: set_marker 126@ type_to 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0006: 35@ = 1 
00BC: show_text_highpriority GXT 'CES1_04' time 5000 flag 2  // ~s~Follow ~b~Cesar ~s~to the race start.
0006: 39@ = 2 
01BD: 46@ = current_time_in_ms 
0006: 36@ = 3 

:CESAR1_3168
00D6: if 
0039:   36@ == 3 
004D: jump_if_false @CESAR1_3200 
0050: gosub @CESAR1_489 
0006: 34@ = 1 

:CESAR1_3200
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @CESAR1_4924 
00D6: if 
0039:   36@ == 3 
004D: jump_if_false @CESAR1_3340 
01BD: 46@ = current_time_in_ms 
00D6: if 
8118:   not actor 134@ dead 
004D: jump_if_false @CESAR1_3264 
054A: set_actor 134@ can_be_shot_in_a_car 1 

:CESAR1_3264
00D6: if 
8118:   not actor 135@ dead 
004D: jump_if_false @CESAR1_3287 
054A: set_actor 135@ can_be_shot_in_a_car 1 

:CESAR1_3287
00D6: if 
8118:   not actor 136@ dead 
004D: jump_if_false @CESAR1_3310 
054A: set_actor 136@ can_be_shot_in_a_car 1 

:CESAR1_3310
00D6: if 
8118:   not actor 137@ dead 
004D: jump_if_false @CESAR1_3333 
054A: set_actor 137@ can_be_shot_in_a_car 1 

:CESAR1_3333
0006: 36@ = 4 

:CESAR1_3340
00D6: if 
0039:   36@ == 4 
004D: jump_if_false @CESAR1_4776 
00D6: if 
8119:   not car $2197 wrecked 
004D: jump_if_false @CESAR1_4776 
00D6: if and
8118:   not actor 123@ dead 
8119:   not car 125@ wrecked 
004D: jump_if_false @CESAR1_3883 
062E: get_actor 123@ task 1489 status_store_to 37@ // ret 7 if not found 
00D6: if 
04A4:   37@ == 7 // == constant 
004D: jump_if_false @CESAR1_3445 
00D6: if 
06FC:   car 125@ stuck_check_enabled 
004D: jump_if_false @CESAR1_3445 
03CD: disable_car 125@ stuck_check 

:CESAR1_3445
00D6: if 
8100:   not actor 123@ in_sphere 53@ 54@ 55@ radius 20.0 20.0 20.0 sphere 0 in_car 
004D: jump_if_false @CESAR1_3627 
00AA: store_car $2197 position_to 119@ 120@ 121@ 
00AA: store_car 125@ position_to 128@ 129@ 130@ 
0509: 132@ = distance_between_XY 119@ 120@ and_XY 128@ 129@ 
0007: 133@ = 1000.0 
0073: 133@ /= 132@ // (float) 
00D6: if 
0021:   133@ > 30.0 
004D: jump_if_false @CESAR1_3581 
0007: 133@ = 30.0 

:CESAR1_3581
00D6: if 
0023:   12.0 > 133@ 
004D: jump_if_false @CESAR1_3612 
0007: 133@ = 12.0 

:CESAR1_3612
00AD: set_car 125@ max_speed_to 133@ 
0002: jump @CESAR1_3637 

:CESAR1_3627
00AD: set_car 125@ max_speed_to 12.0 

:CESAR1_3637
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @CESAR1_3746 
00D6: if 
0100:   actor 123@ in_sphere 53@ 54@ 55@ radius 10.0 10.0 10.0 sphere 0 in_car 
004D: jump_if_false @CESAR1_3746 
0164: disable_marker 126@ 
018A: 124@ = create_checkpoint_at 56@ 57@ 58@ 
00BC: show_text_highpriority GXT 'CES1_05' time 10000 flag 1  // ~s~Drive onto the ~y~starting grid~s~.
0006: 39@ = 5 
0006: 38@ = 1 

:CESAR1_3746
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 123@ radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @CESAR1_3883 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 123@ radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @CESAR1_3883 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @CESAR1_3883 
00D6: if 
001B:   4 > 40@ 
004D: jump_if_false @CESAR1_3883 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 1 
00BE: text_clear_all 
008A: $6961 = 40@ // (int) 
000A: 40@ += 1 

:CESAR1_3883
0227: 118@ = car $2197 health 
00D6: if 
001D:   117@ > 118@ // (int) 
004D: jump_if_false @CESAR1_4053 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 123@ radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @CESAR1_4053 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 123@ radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @CESAR1_4053 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @CESAR1_4053 
00D6: if 
001B:   8 > 41@ 
004D: jump_if_false @CESAR1_4053 
0085: 117@ = 118@ // (int) 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 1 
008A: $6961 = 41@ // (int) 
000A: 41@ += 1 

:CESAR1_4053
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @CESAR1_4652 
00D6: if 
0038:   $6961 == 0 
004D: jump_if_false @CESAR1_4133 
00D6: if and
0039:   112@ == 0 
0039:   111@ == 0 
004D: jump_if_false @CESAR1_4133 
0006: 111@ = 1 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 

:CESAR1_4133
00D6: if 
0038:   $6961 == 1 
004D: jump_if_false @CESAR1_4195 
00D6: if and
0039:   112@ == 0 
0039:   111@ == 0 
004D: jump_if_false @CESAR1_4195 
0006: 111@ = 2 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 

:CESAR1_4195
00D6: if 
0038:   $6961 == 2 
004D: jump_if_false @CESAR1_4257 
00D6: if and
0039:   112@ == 0 
0039:   111@ == 0 
004D: jump_if_false @CESAR1_4257 
0006: 111@ = 3 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 

:CESAR1_4257
00D6: if 
0038:   $6961 == 3 
004D: jump_if_false @CESAR1_4319 
00D6: if and
0039:   112@ == 0 
0039:   111@ == 0 
004D: jump_if_false @CESAR1_4319 
0006: 111@ = 4 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 

:CESAR1_4319
00D6: if 
0038:   $6961 == 4 
004D: jump_if_false @CESAR1_4381 
00D6: if and
0039:   112@ == 0 
0039:   111@ == 0 
004D: jump_if_false @CESAR1_4381 
0006: 111@ = 5 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 

:CESAR1_4381
00D6: if 
0038:   $6961 == 5 
004D: jump_if_false @CESAR1_4443 
00D6: if and
0039:   112@ == 0 
0039:   111@ == 0 
004D: jump_if_false @CESAR1_4443 
0006: 111@ = 6 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 

:CESAR1_4443
00D6: if 
0038:   $6961 == 6 
004D: jump_if_false @CESAR1_4505 
00D6: if and
0039:   112@ == 0 
0039:   111@ == 0 
004D: jump_if_false @CESAR1_4505 
0006: 111@ = 7 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 

:CESAR1_4505
00D6: if 
0038:   $6961 == 7 
004D: jump_if_false @CESAR1_4567 
00D6: if and
0039:   112@ == 0 
0039:   111@ == 0 
004D: jump_if_false @CESAR1_4567 
0006: 111@ = 8 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 

:CESAR1_4567
00D6: if 
0038:   $6961 == 8 
004D: jump_if_false @CESAR1_4652 
00BC: show_text_highpriority GXT 'CES1_04' time 100 flag 1  // ~s~Follow ~b~Cesar ~s~to the race start.
01BD: 47@ = current_time_in_ms 
0085: 48@ = 47@ // (int) 
0062: 48@ -= 46@ // (int) 
00D6: if 
0019:   48@ > 5000 
004D: jump_if_false @CESAR1_4652 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 

:CESAR1_4652
00D6: if 
0039:   39@ == 2 
004D: jump_if_false @CESAR1_4776 
01BD: 47@ = current_time_in_ms 
0085: 48@ = 47@ // (int) 
0062: 48@ -= 46@ // (int) 
00D6: if 
0019:   48@ > 6000 
004D: jump_if_false @CESAR1_4776 
00D6: if and
8119:   not car 138@ wrecked 
8119:   not car 139@ wrecked 
8119:   not car 140@ wrecked 
8119:   not car 141@ wrecked 
004D: jump_if_false @CESAR1_4769 
 
:CESAR1_4769
0006: 39@ = 0 

:CESAR1_4776
00D6: if and
8119:   not car 125@ wrecked 
8118:   not actor 123@ dead 
004D: jump_if_false @CESAR1_4924 
00D6: if and
8119:   not car $2197 wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CESAR1_4924 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $2197 
004D: jump_if_false @CESAR1_4924 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 56@ 57@ 58@ radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @CESAR1_4924 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:CESAR1_4893
00D6: if 
016B:   fading 
004D: jump_if_false @CESAR1_4917 
0001: wait 0 ms 
0002: jump @CESAR1_4893 

:CESAR1_4917
0002: jump @CESAR1_4999 

:CESAR1_4924
00D6: if 
0039:   34@ == 666 
004D: jump_if_false @CESAR1_4950 
0002: jump @CESAR1_4957 

:CESAR1_4950
0002: jump @CESAR1_1908 

:CESAR1_4957
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0249: release_model #SAVANNA 
0249: release_model #VLA1 
0249: release_model #MAJESTIC 
0249: release_model #REMINGTN 
0249: release_model #BLADE 
0051: return 

:CESAR1_4999
0004: $2336 = 1 
0051: return 

:CESAR1_5008
0164: disable_marker 116@ 
0164: disable_marker 126@ 
0164: disable_marker 124@ 
0164: disable_marker 42@ 
0249: release_model #VLA1 
00A6: destroy_car 125@ 
00A6: destroy_car 138@ 
00A6: destroy_car 139@ 
00A6: destroy_car 140@ 
00A6: destroy_car 141@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0004: $ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
00D6: if 
8039:   not  34@ == 666 
004D: jump_if_false @CESAR1_5104 
016A: fade 0 time 0 

:CESAR1_5104
0051: return 

:CESAR1_5106
00D6: if 
0119:   car $2197 wrecked 
004D: jump_if_false @CESAR1_5146 
00BC: show_text_highpriority GXT 'CES1_08' time 5000 flag 1  // ~r~You destroyed the car!
0006: 34@ = 666 

:CESAR1_5146
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car $2197 wrecked 
004D: jump_if_false @CESAR1_5518 
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CESAR1_5302 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $2197 
004D: jump_if_false @CESAR1_5302 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @CESAR1_5302 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @CESAR1_5245 
0164: disable_marker 126@ 

:CESAR1_5245
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @CESAR1_5268 
0164: disable_marker 124@ 

:CESAR1_5268
0006: 39@ = 10 
0164: disable_marker 116@ 
0186: 116@ = create_marker_above_car $2197 
07E0: set_marker 116@ type_to 1 
0006: 35@ = 0 

:CESAR1_5302
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CESAR1_5518 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @CESAR1_5353 
00BC: show_text_highpriority GXT 'CES1_06' time 100 flag 1  // ~s~Get back in ~b~the car~s~.

:CESAR1_5353
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $2197 
004D: jump_if_false @CESAR1_5518 
00BE: text_clear_all 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @CESAR1_5518 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @CESAR1_5446 
00D6: if 
8119:   not car 125@ wrecked 
004D: jump_if_false @CESAR1_5446 
0164: disable_marker 126@ 
0186: 126@ = create_marker_above_car 125@ 
07E0: set_marker 126@ type_to 1 

:CESAR1_5446
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @CESAR1_5499 
0164: disable_marker 124@ 
018A: 124@ = create_checkpoint_at 56@ 57@ 58@ 
00BC: show_text_highpriority GXT 'CES1_05' time 10000 flag 1  // ~s~Drive onto the ~y~starting grid~s~.

:CESAR1_5499
0164: disable_marker 116@ 
0006: 39@ = 0 
0006: 35@ = 1 

:CESAR1_5518
0051: return 

//-------------Mission 37---------------
// Originally: Reuniting The Families

:DRUGS4
03A4: name_thread 'DRUGS4' 
0050: gosub @DRUGS4_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DRUGS4_38 
0050: gosub @DRUGS4_67705 

:DRUGS4_38
0050: gosub @DRUGS4_67827 
004E: end_thread 

:DRUGS4_47
0317: increment_mission_attempts 
054C: use_GXT_table 'LAFIN1' 
0004: $ONMISSION = 1 
0001: wait 0 ms 
04BB: select_interior 1 
02E4: load_cutscene_data 'FINAL1A' 

:DRUGS4_86
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DRUGS4_110 
0001: wait 0 ms 
0002: jump @DRUGS4_86 

:DRUGS4_110
02E7: start_cutscene 
016A: fade 1 time 1000 

:DRUGS4_119
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DRUGS4_143 
0001: wait 0 ms 
0002: jump @DRUGS4_119 

:DRUGS4_143
02EA: end_cutscene 
016A: fade 0 time 0 

:DRUGS4_151
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_175 
0001: wait 0 ms 
0002: jump @DRUGS4_151 

:DRUGS4_175
04BB: select_interior 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
03CB: set_rendering_origin_at 2517.237 -1671.341 12.9 
01B6: set_weather 16 
0247: load_model #HUNTLEY 
0247: load_model #FAM3 
0247: load_model #FAM2 
0247: load_model #CHROMEGUN 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'SMOKE' as 2 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
07C0: load_path 350 
0247: load_model #MP5LNG 
0247: load_model #COLT45 
0247: load_model #SWAT 
03CF: load_wav 35803 as 2 
07C0: load_path 352 
07C0: load_path 353 
038B: load_requested_models 

:DRUGS4_321
00D6: if or
8248:   not model #HUNTLEY available 
8248:   not model #FAM3 available 
8248:   not model #FAM2 available 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS4_360 
0001: wait 0 ms 
0002: jump @DRUGS4_321 

:DRUGS4_360
00D6: if or
8248:   not model #CHROMEGUN available 
87C1:   not path 350 available 
8248:   not model #MP5LNG available 
8248:   not model #COLT45 available 
8248:   not model #SWAT available 
004D: jump_if_false @DRUGS4_407 
0001: wait 0 ms 
0002: jump @DRUGS4_360 

:DRUGS4_407
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
87C1:   not path 352 available 
87C1:   not path 353 available 
004D: jump_if_false @DRUGS4_451 
0001: wait 0 ms 
0002: jump @DRUGS4_407 

:DRUGS4_451
08F4: set_max_group_members 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 130@ = 0 
0006: 131@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 134@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 
0006: 143@ = 0 
0006: 144@ = 0 
0006: 145@ = 0 
0006: 146@ = 0 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 0 
0006: 152@ = 0 
0006: 153@ = 0 
0006: 154@ = 0 
0006: 155@ = 0 
0006: 156@ = 0 
0006: 157@ = 0 
0006: 158@ = 0 
0006: 159@ = 0 
0006: 160@ = 0 
0006: 161@ = 0 
0006: 162@ = 0 
0006: 163@ = 0 
0006: 164@ = 0 
0006: 165@ = 0 
0006: 166@ = 0 
0006: 167@ = 0 
0006: 168@ = 0 
0006: 169@ = 0 
0006: 170@ = 0 
0006: 171@ = 0 
0006: 172@ = 0 
0006: 173@ = 0 
0006: 174@ = 0 
0006: 175@ = 0 
0006: 176@ = 0 
0006: 177@ = 0 
0006: 178@ = 0 
0006: 179@ = 0 
0006: 180@ = 0 
0006: 181@ = 0 
0006: 182@ = 0 
0006: 151@ = 0 
0006: 294@ = 0 
0006: 295@ = 0 
0006: 296@ = 0 
0006: 297@ = 0 
0006: 298@ = 0 
0006: 299@ = 0 
0006: 300@ = 0 
0006: 301@ = 0 
0006: 302@ = 0 
0006: 303@ = 0 
0006: 304@ = 0 
0006: 305@ = 0 
0006: 306@ = 0 
0006: 307@ = 0 
0006: 308@ = 0 
0006: 309@ = 0 
0006: 310@ = 0 
0006: 311@ = 0 
0006: 312@ = 0 
0006: 313@ = 0 
0006: 314@ = 0 
0006: 315@ = 0 
0006: 316@ = 0 
0006: 317@ = 0 
0006: 318@ = 0 
0006: 319@ = 0 
0006: 320@ = 0 
0006: 321@ = 0 
0006: 322@ = 0 
0006: 323@ = 0 
0006: 324@ = 0 
0006: 325@ = 0 
0006: 326@ = 0 
0006: 327@ = 0 
0006: 328@ = 0 
0006: 329@ = 0 
0006: 330@ = 0 
0006: 331@ = 0 
060A: create_decision_maker_type 0 store_to 55@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 55@ event 12 
060A: create_decision_maker_type 3 store_to 56@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 57@ // decision\allowed\m_.ped files 
0395: clear_area 1 at 2514.316 -1673.395 150.0 radius 150.0 
00C0: set_current_time_hours_to 19 minutes_to 30 
00A1: put_actor $PLAYER_ACTOR at 2517.237 -1671.341 12.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 63.048 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0674: set_car_model #HUNTLEY numberplate "GROVE4L_" 
00A5: $SWEET_CAR = create_car #HUNTLEY at 2508.07 -1672.114 12.0957 
0852: set_car $SWEET_CAR damages_visible 0
02AC: set_car $SWEET_CAR immunities BP 1 FP 1 EP 1 CP 1 MP 1
01EC: make_car $SWEET_CAR very_heavy 1
0294: set_car $SWEET_CAR sprayable 0
0423: set_car $SWEET_CAR improved_handling_to 1.5 // (float) 
0175: set_car $SWEET_CAR Z_angle_to 167.195 
02AA: set_car $SWEET_CAR immune_to_nonplayer 1 
0186: 183@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 183@ type_to 1 
0229: set_car $SWEET_CAR primary_color_to 36 secondary_color_to 36 
009A: $ACTOR_SWEET = create_actor_pedtype 23 model #SPECIAL01 at 2511.005 -1672.268 12.493 
0173: set_actor $ACTOR_SWEET Z_angle_to 62.083 
0568: set_actor $ACTOR_SWEET untargetable 1 
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 1 
05CA: AS_actor $ACTOR_SWEET enter_car $SWEET_CAR passenger_seat 1 time 5000 
039E: set_actor $ACTOR_SWEET locked 1 while_in_car 
0526: set_actor $ACTOR_SWEET stay_in_car_when_jacked 1 
060B: set_actor $ACTOR_SWEET decision_maker_to 55@ 
0568: set_actor $ACTOR_SWEET untargetable 1 
0446: set_actor $ACTOR_SWEET dismemberment_possible 0 
09F6: set_actor $ACTOR_SWEET unjackable_through_driver_seat 0 
009A: $ACTOR_SMOKE = create_actor_pedtype 23 model #SPECIAL02 at 2505.318 -1674.747 12.376 
0173: set_actor $ACTOR_SMOKE Z_angle_to 356.374 
0568: set_actor $ACTOR_SMOKE untargetable 1 
02A9: set_actor $ACTOR_SMOKE immune_to_nonplayer 1 
05CA: AS_actor $ACTOR_SMOKE enter_car $SWEET_CAR passenger_seat 0 time 5000 
039E: set_actor $ACTOR_SMOKE locked 1 while_in_car 
0526: set_actor $ACTOR_SMOKE stay_in_car_when_jacked 1 
060B: set_actor $ACTOR_SMOKE decision_maker_to 55@ 
0568: set_actor $ACTOR_SMOKE untargetable 1 
0446: set_actor $ACTOR_SMOKE dismemberment_possible 0 
09F6: set_actor $ACTOR_SMOKE unjackable_through_driver_seat 0 
009A: $ACTOR_RYDER = create_actor_pedtype 23 model #SPECIAL03 at 2506.57 -1667.753 12.376 
0173: set_actor $ACTOR_RYDER Z_angle_to 171.457 
0568: set_actor $ACTOR_RYDER untargetable 1 
02A9: set_actor $ACTOR_RYDER immune_to_nonplayer 1 
05CA: AS_actor $ACTOR_RYDER enter_car $SWEET_CAR passenger_seat 2 time 5000 
039E: set_actor $ACTOR_RYDER locked 1 while_in_car 
0526: set_actor $ACTOR_RYDER stay_in_car_when_jacked 1 
060B: set_actor $ACTOR_RYDER decision_maker_to 55@ 
0568: set_actor $ACTOR_RYDER untargetable 1 
0446: set_actor $ACTOR_RYDER dismemberment_possible 0 
09F6: set_actor $ACTOR_RYDER unjackable_through_driver_seat 0 
00BC: show_text_highpriority GXT 'LAF1_1' time 10000 flag 1  // ~s~Get in the ~b~car ~s~and drive the crew to the meet at the motel.
0489: set_actor $PLAYER_ACTOR muted 1 
03C7: set_sensitivity_to_crime 0.0 
0828: set_max_fire_generations 1 
06D0: enable_emergency_traffic 0 
016A: fade 1 time 500 

:DRUGS4_1708
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @DRUGS4_1734 
0002: jump @DRUGS4_67765 

:DRUGS4_1734
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @DRUGS4_1978 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_1978 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_1978 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_1978 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_1978 
00D6: if 
0448:   actor $ACTOR_SWEET in_car $SWEET_CAR 
004D: jump_if_false @DRUGS4_1978 
00D6: if 
0448:   actor $ACTOR_RYDER in_car $SWEET_CAR 
004D: jump_if_false @DRUGS4_1978 
00D6: if 
0448:   actor $ACTOR_SMOKE in_car $SWEET_CAR 
004D: jump_if_false @DRUGS4_1978 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @DRUGS4_1978 
0164: disable_marker 183@ 
018A: 184@ = create_checkpoint_at 2256.239 -1146.909 25.121 
041E: set_radio_station 3 
00BC: show_text_highpriority GXT 'LAF1_3' time 7000 flag 1  // ~s~Drive the crew to the meet at the ~y~motel~s~.
07FB: set_interior 'MOTEL2' access 0  // Motel
0006: 32@ = 0 
0006: 130@ = 1 
0006: 128@ = 1 
0006: 129@ = 1 

:DRUGS4_1978
00D6: if 
0039:   128@ == 1 
004D: jump_if_false @DRUGS4_3127 
0050: gosub @DRUGS4_66554 
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @DRUGS4_2087 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_2087 
00D6: if 
0019:   32@ > 7000 
004D: jump_if_false @DRUGS4_2087 
04AF: 106@ = 15826 // = constant 
05AA: 107@s = 'FIN1_GA' // @s = 'short'  // ~z~Say, CJ, you gonna crash the car again?
0050: gosub @DRUGS4_66512 

:DRUGS4_2087
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @DRUGS4_2152 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_2152 
04AF: 106@ = 15827 // = constant 
05AA: 107@s = 'FIN1_GB' // @s = 'short'  // ~z~Fuck you, Ryder.
0050: gosub @DRUGS4_66512 

:DRUGS4_2152
00D6: if 
0039:   178@ == 2 
004D: jump_if_false @DRUGS4_2217 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_2217 
04AF: 106@ = 15828 // = constant 
05AA: 107@s = 'FIN1_GC' // @s = 'short'  // ~z~Ryder, give CJ a break, man. He's practically turned the Grove around by himself.
0050: gosub @DRUGS4_66512 

:DRUGS4_2217
00D6: if 
0039:   178@ == 3 
004D: jump_if_false @DRUGS4_2282 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_2282 
04AF: 106@ = 15829 // = constant 
05AA: 107@s = 'FIN1_GD' // @s = 'short'  // ~z~Man, I was just telling a joke on the little nigga.
0050: gosub @DRUGS4_66512 

:DRUGS4_2282
00D6: if 
0039:   178@ == 4 
004D: jump_if_false @DRUGS4_2347 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_2347 
04AF: 106@ = 15830 // = constant 
05AA: 107@s = 'FIN1_GE' // @s = 'short'  // ~z~Everything you do is a joke, Ryder.
0050: gosub @DRUGS4_66512 

:DRUGS4_2347
00D6: if 
0039:   178@ == 5 
004D: jump_if_false @DRUGS4_2412 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_2412 
04AF: 106@ = 15832 // = constant 
05AA: 107@s = 'FIN1_GG' // @s = 'short'  // ~z~That ain't true!
0050: gosub @DRUGS4_66512 

:DRUGS4_2412
00D6: if 
0039:   178@ == 6 
004D: jump_if_false @DRUGS4_2477 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_2477 
04AF: 106@ = 15834 // = constant 
05AA: 107@s = 'FIN1_GI' // @s = 'short'  // ~z~Ryder... just chill the fuck out, man!
0050: gosub @DRUGS4_66512 

:DRUGS4_2477
00D6: if 
0039:   178@ == 7 
004D: jump_if_false @DRUGS4_2542 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_2542 
04AF: 106@ = 15835 // = constant 
05AA: 107@s = 'FIN1_GJ' // @s = 'short'  // ~z~Remember, we're reuniting the Families, so no bullshit.
0050: gosub @DRUGS4_66512 

:DRUGS4_2542
00D6: if 
0039:   178@ == 8 
004D: jump_if_false @DRUGS4_2607 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_2607 
04AF: 106@ = 15836 // = constant 
05AA: 107@s = 'FIN1_GK' // @s = 'short'  // ~z~Stay cool.
0050: gosub @DRUGS4_66512 

:DRUGS4_2607
00D6: if 
0039:   178@ == 9 
004D: jump_if_false @DRUGS4_2672 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_2672 
04AF: 106@ = 15837 // = constant 
05AA: 107@s = 'FIN1_GL' // @s = 'short'  // ~z~You know me, Sweet, cool as a Shaolin monk!
0050: gosub @DRUGS4_66512 

:DRUGS4_2672
00D6: if 
0039:   178@ == 10 
004D: jump_if_false @DRUGS4_2737 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_2737 
04AF: 106@ = 15838 // = constant 
05AA: 107@s = 'FIN1_GM' // @s = 'short'  // ~z~Especially you, Ryder.
0050: gosub @DRUGS4_66512 

:DRUGS4_2737
00D6: if 
0039:   178@ == 11 
004D: jump_if_false @DRUGS4_2802 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_2802 
04AF: 106@ = 15839 // = constant 
05AA: 107@s = 'FIN1_GN' // @s = 'short'  // ~z~What you mean? I resent your implication, and shit.
0050: gosub @DRUGS4_66512 

:DRUGS4_2802
00D6: if 
0039:   178@ == 12 
004D: jump_if_false @DRUGS4_2867 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_2867 
04AF: 106@ = 15840 // = constant 
05AA: 107@s = 'FIN1_GO' // @s = 'short'  // ~z~Sweet's just sayin' you a natural killer, baby.
0050: gosub @DRUGS4_66512 

:DRUGS4_2867
00D6: if 
0039:   178@ == 13 
004D: jump_if_false @DRUGS4_2932 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_2932 
04AF: 106@ = 15841 // = constant 
05AA: 107@s = 'FIN1_GP' // @s = 'short'  // ~z~You gotta check yourself and stay cool.
0050: gosub @DRUGS4_66512 

:DRUGS4_2932
00D6: if 
0039:   178@ == 14 
004D: jump_if_false @DRUGS4_2997 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_2997 
04AF: 106@ = 15842 // = constant 
05AA: 107@s = 'FIN1_GQ' // @s = 'short'  // ~z~Yeah, well put it like this - I understand what he's trying to say,
0050: gosub @DRUGS4_66512 

:DRUGS4_2997
00D6: if 
0039:   178@ == 15 
004D: jump_if_false @DRUGS4_3062 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_3062 
04AF: 106@ = 15843 // = constant 
05AA: 107@s = 'FIN1_GR' // @s = 'short'  // ~z~but I'm always cool, fool!
0050: gosub @DRUGS4_66512 

:DRUGS4_3062
00D6: if 
0039:   178@ == 16 
004D: jump_if_false @DRUGS4_3127 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_3127 
04AF: 106@ = 15844 // = constant 
05AA: 107@s = 'FIN1_GS' // @s = 'short'  // ~z~Hey we all down with that, baby.
0050: gosub @DRUGS4_66512 

:DRUGS4_3127
00D6: if or
0039:   128@ == 1 
0039:   128@ == 100 
004D: jump_if_false @DRUGS4_3375 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_3375 
00D6: if 
0039:   130@ == 1 
004D: jump_if_false @DRUGS4_3259 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @DRUGS4_3259 
0164: disable_marker 184@ 
0186: 183@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 183@ type_to 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMOX_AD' time 2000 flag 1  // ~z~Come on, playa, get in!
0006: 128@ = 100 
0006: 130@ = 0 

:DRUGS4_3259
00D6: if 
0039:   130@ == 0 
004D: jump_if_false @DRUGS4_3375 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @DRUGS4_3375 
0164: disable_marker 183@ 
018A: 184@ = create_checkpoint_at 2256.239 -1146.909 25.121 
00BE: text_clear_all 
040D: unload_wav 2 
00D6: if 
0019:   178@ > 16 
004D: jump_if_false @DRUGS4_3361 
00BC: show_text_highpriority GXT 'LAF1_3' time 5000 flag 1  // ~s~Drive the crew to the meet at the ~y~motel~s~.

:DRUGS4_3361
0006: 128@ = 1 
0006: 130@ = 1 

:DRUGS4_3375
00D6: if or
0039:   128@ == 0 
0039:   128@ == 1 
0039:   128@ == 100 
004D: jump_if_false @DRUGS4_3495 
00D6: if or
0118:   actor $ACTOR_SWEET dead 
0118:   actor $ACTOR_SMOKE dead 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_3456 
00BC: show_text_highpriority GXT 'LAF1_71' time 5000 flag 1  // ~r~Your homies died!
0002: jump @DRUGS4_67705 

:DRUGS4_3456
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_3495 
00BC: show_text_highpriority GXT 'LAF1_72' time 5000 flag 1  // ~r~The car is wrecked
0002: jump @DRUGS4_67705 

:DRUGS4_3495
00D6: if 
0039:   128@ == 1 
004D: jump_if_false @DRUGS4_3712 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_3712 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_3712 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_3712 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_3712 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @DRUGS4_3712 
00D6: if 
01AD:   car $SWEET_CAR sphere 1 near_point 2256.239 -1146.909 radius 4.4 4.4 
004D: jump_if_false @DRUGS4_3712 
040D: unload_wav 1 
040D: unload_wav 2 
01B4: set_player $PLAYER_CHAR can_move 0 
01F0: set_max_wanted_level_to 0 
0110: clear_player $PLAYER_CHAR wanted_level 
0395: clear_area 1 at 2223.769 -1141.832 200.0 radius 200.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
03C7: set_sensitivity_to_crime 0.0 
00BE: text_clear_all 
0006: 128@ = 2 

:DRUGS4_3712
00D6: if 
0039:   128@ == 2 
004D: jump_if_false @DRUGS4_4462 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_4462 
0395: clear_area 0 at 2223.971 -1149.75 200.0 radius 200.0 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:DRUGS4_3788
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_3812 
0001: wait 0 ms 
0002: jump @DRUGS4_3788 

:DRUGS4_3812
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 15848 as 1 
03CF: load_wav 15849 as 2 
0247: load_model #POLMAV 
0247: load_model #ENFORCER 
04ED: load_animation "CAR_CHAT" 
038B: load_requested_models 

:DRUGS4_3858
00D6: if or
8248:   not model #POLMAV available 
8248:   not model #ENFORCER available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @DRUGS4_3910 
0001: wait 0 ms 
0002: jump @DRUGS4_3858 

:DRUGS4_3910
009A: 34@ = create_actor_pedtype 26 model #FAM3 at 2220.37 -1160.318 24.7265 
0173: set_actor 34@ Z_angle_to 272.7973 
0605: actor 34@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 34@ decision_maker_to 55@ 
0568: set_actor 34@ untargetable 1 
0001: wait 250 ms 
009A: 35@ = create_actor_pedtype 26 model #FAM2 at 2221.564 -1160.359 24.7265 
0173: set_actor 35@ Z_angle_to 85.7682 
0605: actor 35@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 35@ decision_maker_to 55@ 
0568: set_actor 35@ untargetable 1 
009A: 36@ = create_actor_pedtype 26 model #FAM2 at 2227.224 -1172.07 24.7265 
0173: set_actor 36@ Z_angle_to 359.1032 
060B: set_actor 36@ decision_maker_to 55@ 
0568: set_actor 36@ untargetable 1 
009A: 37@ = create_actor_pedtype 26 model #FAM3 at 2226.389 -1171.688 24.7265 
0173: set_actor 37@ Z_angle_to 278.7767 
0605: actor 37@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 37@ decision_maker_to 55@ 
0568: set_actor 37@ untargetable 1 
0A0B: set_rendering_origin_at_3D_coord 2236.146 -1146.359 25.4346 angle 34.0 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_4326 
00A9: set_car $SWEET_CAR to_normal_driver 
00AB: put_car $SWEET_CAR at 2278.411 -1147.018 25.5 
0175: set_car $SWEET_CAR Z_angle_to 80.53 
0925: restore_camera_to_user_defined 
015F: set_camera_position 2236.146 -1146.359 25.4346 rotation 0.0 0.0 0.0 

:DRUGS4_4326
03CB: set_rendering_origin_at 2226.389 -1171.688 24.7265 
016A: fade 1 time 250 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_4374 
05EB: assign_car $SWEET_CAR to_path 350 

:DRUGS4_4374
0936: set_camera 2236.146 -1146.359 25.4346 position_to 2236.146 -1146.359 25.4346 time 2500 smooth_transition 1 
0920: point_camera 2235.937 -1145.381 25.444 transverse_to 2235.365 -1145.735 25.444 time 2500 smooth_transition 1 
0006: 32@ = 0 
0006: 128@ = 3 

:DRUGS4_4462
00D6: if 
0039:   128@ == 3 
004D: jump_if_false @DRUGS4_4603 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @DRUGS4_4603 
0006: 142@ = 0 
0707: start_scene_skip_to @DRUGS4_11249 
015F: set_camera_position 2220.675 -1161.401 26.4187 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2220.948 -1160.44 26.3852 switchstyle 2 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_4589 
0697: set_car $SWEET_CAR remove_component 4 visible_effect_flag 0 

:DRUGS4_4589
0006: 32@ = 0 
0006: 128@ = 4 

:DRUGS4_4603
00D6: if 
0039:   128@ == 4 
004D: jump_if_false @DRUGS4_5171 
00D6: if 
0019:   32@ > 2750 
004D: jump_if_false @DRUGS4_5171 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_5171 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_5171 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_5171 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_5171 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_5171 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_5171 
00D6: if 
060E:   car $SWEET_CAR assigned_to_path 
004D: jump_if_false @DRUGS4_4755 
05EC: release_car $SWEET_CAR from_path 

:DRUGS4_4755
041D: set_camera_near_clip 0.1 
00AB: put_car $SWEET_CAR at 2224.357 -1149.741 24.8342 
0175: set_car $SWEET_CAR Z_angle_to 180.1644 
015F: set_camera_position 2224.384 -1150.745 26.0663 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2224.389 -1149.749 25.9763 switchstyle 2 
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC1_FL" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $ACTOR_SWEET perform_animation "CAR_SC1_BL" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $ACTOR_SMOKE perform_animation "CAR_SC1_FR" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $ACTOR_RYDER perform_animation "CAR_SC1_BR" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HA' time 5000 flag 1  // ~z~OK, it's strictly one rep per set - you guys are gonna have to wait here.
0967: actor $ACTOR_SWEET move_mouth 10000 ms 

:DRUGS4_5039
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRUGS4_5065 
0001: wait 0 ms 
0002: jump @DRUGS4_5039 

:DRUGS4_5065
00BE: text_clear_all 
040D: unload_wav 1 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_5092 
0968: actor $ACTOR_SWEET stop_mouth 

:DRUGS4_5092
03CF: load_wav 15850 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_HB' time 5000 flag 1  // ~z~We'll be there just in case, bro.
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:DRUGS4_5127
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @DRUGS4_5153 
0001: wait 0 ms 
0002: jump @DRUGS4_5127 

:DRUGS4_5153
00BE: text_clear_all 
040D: unload_wav 2 
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 128@ = 5 

:DRUGS4_5171
00D6: if 
0039:   128@ == 5 
004D: jump_if_false @DRUGS4_5322 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_5322 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_5322 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HC' time 5000 flag 1  // ~z~Thanks, homie, but I'm down with these boys.
0967: actor $ACTOR_SWEET move_mouth 10000 ms 

:DRUGS4_5248
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRUGS4_5274 
0001: wait 0 ms 
0002: jump @DRUGS4_5248 

:DRUGS4_5274
00BE: text_clear_all 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_5297 
0968: actor $ACTOR_SWEET stop_mouth 

:DRUGS4_5297
040D: unload_wav 1 
03CF: load_wav 15851 as 1 
03CF: load_wav 15852 as 2 
0006: 128@ = 6 

:DRUGS4_5322
00D6: if 
0039:   128@ == 6 
004D: jump_if_false @DRUGS4_5438 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_5438 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_5438 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_5438 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_5438 
00D6: if 
00DB:   actor $ACTOR_SWEET in_car $SWEET_CAR 
004D: jump_if_false @DRUGS4_5438 
05CD: AS_actor $ACTOR_SWEET exit_car $SWEET_CAR 
0006: 128@ = 7 

:DRUGS4_5438
00D6: if 
0039:   128@ == 7 
004D: jump_if_false @DRUGS4_5698 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_5698 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_5698 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_5698 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_5698 
00D6: if 
8448:   not actor $ACTOR_SWEET in_car $SWEET_CAR 
004D: jump_if_false @DRUGS4_5698 
041D: set_camera_near_clip 0.2 
015F: set_camera_position 2223.625 -1146.995 26.1711 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2224.356 -1147.677 26.2099 switchstyle 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2230.81 -1159.59 24.4 
05D7: add_point_to_scmpath 2233.75 -1159.83 25.29 
05D8: AS_assign_scmpath to_actor $ACTOR_SWEET flags 6 0 
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC2_FL" IFP "CAR_CHAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 32@ = 0 
0006: 128@ = 8 

:DRUGS4_5698
00D6: if 
0039:   128@ == 8 
004D: jump_if_false @DRUGS4_5855 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_5855 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_5855 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_5855 
00D6: if 
00ED:   actor $ACTOR_SWEET sphere 0 near_point 2233.75 -1159.83 radius 2.8 2.8 on_foot 
004D: jump_if_false @DRUGS4_5816 
0006: 128@ = 9 
0002: jump @DRUGS4_5855 

:DRUGS4_5816
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @DRUGS4_5855 
00A1: put_actor $ACTOR_SWEET at 2233.75 -1159.83 25.29 

:DRUGS4_5855
00D6: if 
0039:   128@ == 9 
004D: jump_if_false @DRUGS4_6227 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_6227 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_6227 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_6227 
041D: set_camera_near_clip 0.1 
015F: set_camera_position 2225.06 -1148.192 26.0902 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2224.447 -1148.98 26.0466 switchstyle 2 
009B: destroy_actor $ACTOR_SWEET 
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC3_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $ACTOR_SMOKE perform_animation "CAR_SC3_FR" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $ACTOR_RYDER perform_animation "CAR_SC3_BR" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HD' time 5000 flag 1  // ~z~I don't like this, man. Look at all them other family hoods! They used to be Grove Streets.
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_6153 
0967: actor $ACTOR_RYDER move_mouth 10000 ms 

:DRUGS4_6153
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRUGS4_6179 
0001: wait 0 ms 
0002: jump @DRUGS4_6153 

:DRUGS4_6179
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_6200 
0968: actor $ACTOR_RYDER stop_mouth 

:DRUGS4_6200
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 15854 as 1 
0006: 32@ = 0 
0006: 128@ = 10 

:DRUGS4_6227
00D6: if 
0039:   128@ == 10 
004D: jump_if_false @DRUGS4_6418 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_6418 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_6418 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_6418 
015F: set_camera_position 2224.392 -1148.606 25.9857 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2224.396 -1149.605 25.955 switchstyle 2 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_HE' time 5000 flag 1  // ~z~Relax. We straight, they straight. How about you, Smoke?
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:DRUGS4_6371
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @DRUGS4_6397 
0001: wait 0 ms 
0002: jump @DRUGS4_6371 

:DRUGS4_6397
00BE: text_clear_all 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 15855 as 2 
0006: 128@ = 11 

:DRUGS4_6418
00D6: if 
0039:   128@ == 11 
004D: jump_if_false @DRUGS4_6693 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_6693 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_6693 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_6693 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HG' time 5000 flag 1  // ~z~Hey, I'm feelin' a little exposed, but I'm good.
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_6527 
0967: actor $ACTOR_SMOKE move_mouth 10000 ms 

:DRUGS4_6527
00A5: 40@ = create_car #POLMAV at 2227.03 -1130.199 25.305 
05EB: assign_car 40@ to_path 352 
00D6: if 
060E:   car 40@ assigned_to_path 
004D: jump_if_false @DRUGS4_6579 
05ED: freeze_car 40@ while_on_path 

:DRUGS4_6579
0129: 44@ = create_actor_pedtype 27 model #SWAT in_car 40@ driverseat 
054A: set_actor 44@ can_be_shot_in_a_car 0 
020A: set_car 40@ door_status_to 2 
039E: set_actor 44@ locked 1 while_in_car 
060B: set_actor 44@ decision_maker_to 55@ 
0825: set_helicopter 40@ instant_rotor_start 

:DRUGS4_6626
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRUGS4_6652 
0001: wait 0 ms 
0002: jump @DRUGS4_6626 

:DRUGS4_6652
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_6673 
0968: actor $ACTOR_SMOKE stop_mouth 

:DRUGS4_6673
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 15856 as 1 
0006: 128@ = 12 

:DRUGS4_6693
00D6: if 
0039:   128@ == 12 
004D: jump_if_false @DRUGS4_6835 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_6835 
00D6: if 
060E:   car 40@ assigned_to_path 
004D: jump_if_false @DRUGS4_6835 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_6835 
041D: set_camera_near_clip 0.2 
05EE: unfreeze_car 40@ while_on_path 
015F: set_camera_position 2182.522 -1083.687 61.5308 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2182.996 -1084.463 61.115 switchstyle 2 
0006: 32@ = 0 
0006: 128@ = 13 

:DRUGS4_6835
00D6: if 
0039:   128@ == 13 
004D: jump_if_false @DRUGS4_7098 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_7098 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @DRUGS4_7098 
0006: 32@ = 0 
015F: set_camera_position 2232.178 -1149.902 33.2809 rotation 0.0 0.0 0.0 
0158: camera_on_car 40@ mode 15 switchstyle 2 
06C1: create_searchlight 58@ on_car 40@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2228.36 -1171.48 25.82 radius 5.0 
06B4: set_searchlight 58@ path_between 2228.36 -1171.48 25.82 and 2215.41 -1142.51 25.5 speed 0.5 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_HH' time 5000 flag 1  // ~z~This is the Los Santos Police Department; Everybody stay where you are!

:DRUGS4_7044
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @DRUGS4_7070 
0001: wait 0 ms 
0002: jump @DRUGS4_7044 

:DRUGS4_7070
00BE: text_clear_all 
03CF: load_wav 15816 as 2 
04EF: release_animation "CAR_CHAT" 
0006: 128@ = 14 

:DRUGS4_7098
00D6: if 
0039:   128@ == 14 
004D: jump_if_false @DRUGS4_7325 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_7325 
00D6: if 
060E:   car 40@ assigned_to_path 
004D: jump_if_false @DRUGS4_7325 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @DRUGS4_7325 
05EC: release_car 40@ from_path 
015F: set_camera_position 2226.998 -1144.541 25.3493 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2226.594 -1145.45 25.4594 switchstyle 2 
05EB: assign_car 40@ to_path 353 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_7271 
05D3: AS_actor 36@ goto_point 2219.71 -1178.52 25.34 mode 6 time -1 ms // versionA 

:DRUGS4_7271
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_7311 
05D3: AS_actor 37@ goto_point 2206.65 -1172.63 25.08 mode 6 time -1 ms // versionA 

:DRUGS4_7311
0006: 32@ = 0 
0006: 128@ = 15 

:DRUGS4_7325
00D6: if 
0039:   128@ == 15 
004D: jump_if_false @DRUGS4_7528 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_7528 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_7528 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRUGS4_7528 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @DRUGS4_7528 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_7528 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HI' time 5000 flag 1  // ~z~Oh shit!
0633: AS_actor $PLAYER_ACTOR exit_car 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_7514 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_7514 
0647: AS_actor $ACTOR_SMOKE clear_look_task 
0647: AS_actor $ACTOR_RYDER clear_look_task 
05BF: AS_actor $ACTOR_SMOKE look_at_actor $PLAYER_ACTOR 15000 ms 
05BF: AS_actor $ACTOR_RYDER look_at_actor $PLAYER_ACTOR 15000 ms 

:DRUGS4_7514
0006: 32@ = 0 
0006: 128@ = 16 

:DRUGS4_7528
00D6: if 
0039:   128@ == 16 
004D: jump_if_false @DRUGS4_8140 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @DRUGS4_8140 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS4_8140 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_8140 
00BE: text_clear_all 
040D: unload_wav 1 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_7641 
05D3: AS_actor 36@ goto_point 2203.25 -1178.87 25.44 mode 6 time -1 ms // versionA 

:DRUGS4_7641
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_7681 
05D3: AS_actor 37@ goto_point 2204.15 -1153.74 25.58 mode 6 time -1 ms // versionA 

:DRUGS4_7681
015F: set_camera_position 2224.067 -1162.707 40.9275 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2223.842 -1163.226 40.103 switchstyle 2 
015D: set_gamespeed 0.5 
0503: create_actor_on_rope_with_pedtype 27 model #SWAT at 2223.56 -1168.05 32.28 handle_as 47@ 
01B2: give_actor 47@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 47@ weapon_accuracy_to 30 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_CI' time 3000 flag 1  // ~z~All units Rock'n'roll!
03CF: load_wav 15857 as 1 
0001: wait 100 ms 
0503: create_actor_on_rope_with_pedtype 27 model #SWAT at 2222.63 -1166.01 32.25 handle_as 48@ 
01B2: give_actor 48@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 48@ weapon_accuracy_to 30 
0001: wait 50 ms 
0503: create_actor_on_rope_with_pedtype 27 model #SWAT at 2221.58 -1168.9 32.27 handle_as 49@ 
01B2: give_actor 49@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 49@ weapon_accuracy_to 30 
0001: wait 100 ms 
0503: create_actor_on_rope_with_pedtype 27 model #SWAT at 2220.74 -1167.28 32.22 handle_as 50@ 
01B2: give_actor 50@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 50@ weapon_accuracy_to 30 
0001: wait 500 ms 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_7985 
01B2: give_actor 36@ weapon 22 ammo 9999 // Load the weapon model before using this 
05C5: AS_actor 36@ cower 10000 ms 

:DRUGS4_7985
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_8036 
01B2: give_actor 37@ weapon 22 ammo 9999 // Load the weapon model before using this 
05D3: AS_actor 37@ goto_point 2221.179 -1177.662 25.767 mode 6 time 5000 ms // versionA 

:DRUGS4_8036
015F: set_camera_position 2222.396 -1165.563 24.9959 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2222.316 -1165.83 25.9562 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 2226.144 -1149.997 24.8496 
0173: set_actor $PLAYER_ACTOR Z_angle_to 102.7208 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 99999 // Load the weapon model before using this 
0006: 32@ = 0 
0006: 128@ = 17 

:DRUGS4_8140
00D6: if 
0039:   128@ == 17 
004D: jump_if_false @DRUGS4_8537 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @DRUGS4_8537 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS4_8537 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_8537 
040D: unload_wav 2 
00BE: text_clear_all 
03CF: load_wav 15858 as 2 
015D: set_gamespeed 1.0 
015F: set_camera_position 2222.594 -1150.71 26.1976 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2223.403 -1150.139 26.0591 switchstyle 2 
0006: 32@ = 0 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HJ' time 5000 flag 1  // ~z~Man, what you doin'?
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_8329 
0967: actor $ACTOR_RYDER move_mouth 10000 ms 

:DRUGS4_8329
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRUGS4_8355 
0001: wait 0 ms 
0002: jump @DRUGS4_8329 

:DRUGS4_8355
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_8387 
0968: actor $ACTOR_RYDER stop_mouth 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 3000 ms 

:DRUGS4_8387
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 15859 as 1 

:DRUGS4_8400
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS4_8426 
0001: wait 0 ms 
0002: jump @DRUGS4_8400 

:DRUGS4_8426
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_HK' time 5000 flag 1  // ~z~Carl, get back in, man we outta here baby!
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_8470 
0967: actor $ACTOR_SMOKE move_mouth 10000 ms 

:DRUGS4_8470
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @DRUGS4_8496 
0001: wait 0 ms 
0002: jump @DRUGS4_8470 

:DRUGS4_8496
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_8517 
0968: actor $ACTOR_SMOKE stop_mouth 

:DRUGS4_8517
00BE: text_clear_all 
040D: unload_wav 2 
03CF: load_wav 15860 as 2 
0006: 128@ = 18 

:DRUGS4_8537
00D6: if 
0039:   128@ == 18 
004D: jump_if_false @DRUGS4_9140 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS4_9140 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS4_9140 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS4_9140 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS4_9140 
00D6: if 
0039:   138@ == 0 
004D: jump_if_false @DRUGS4_8698 
062E: get_actor 47@ task 1283 status_store_to 59@ // ret 7 if not found 
00D6: if 
04A4:   59@ == 7 // == constant 
004D: jump_if_false @DRUGS4_8698 
05D3: AS_actor 47@ goto_point 2226.43 -1155.37 25.33 mode 6 time 5000 ms // versionA 
0006: 138@ = 1 

:DRUGS4_8698
00D6: if 
0039:   139@ == 0 
004D: jump_if_false @DRUGS4_8777 
062E: get_actor 48@ task 1283 status_store_to 60@ // ret 7 if not found 
00D6: if 
04A4:   60@ == 7 // == constant 
004D: jump_if_false @DRUGS4_8777 
05D3: AS_actor 48@ goto_point 2230.52 -1165.15 25.63 mode 6 time 5000 ms // versionA 
0006: 139@ = 1 

:DRUGS4_8777
00D6: if 
0039:   140@ == 0 
004D: jump_if_false @DRUGS4_8856 
062E: get_actor 49@ task 1283 status_store_to 61@ // ret 7 if not found 
00D6: if 
04A4:   61@ == 7 // == constant 
004D: jump_if_false @DRUGS4_8856 
05D3: AS_actor 49@ goto_point 2217.53 -1163.18 25.27 mode 6 time 5000 ms // versionA 
0006: 140@ = 1 

:DRUGS4_8856
00D6: if 
0039:   141@ == 0 
004D: jump_if_false @DRUGS4_8935 
062E: get_actor 50@ task 1283 status_store_to 62@ // ret 7 if not found 
00D6: if 
04A4:   62@ == 7 // == constant 
004D: jump_if_false @DRUGS4_8935 
05D3: AS_actor 50@ goto_point 2226.25 -1167.0 25.04 mode 6 time 5000 ms // versionA 
0006: 141@ = 1 

:DRUGS4_8935
00D6: if 
04A4:   59@ == 7 // == constant 
004D: jump_if_false @DRUGS4_9014 
00D6: if 
04A4:   60@ == 7 // == constant 
004D: jump_if_false @DRUGS4_9014 
00D6: if 
04A4:   61@ == 7 // == constant 
004D: jump_if_false @DRUGS4_9014 
00D6: if 
04A4:   62@ == 7 // == constant 
004D: jump_if_false @DRUGS4_9014 
0006: 128@ = 21 

:DRUGS4_9014
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @DRUGS4_9140 
05D3: AS_actor 47@ goto_point 2226.43 -1155.37 25.33 mode 6 time 5000 ms // versionA 
05D3: AS_actor 48@ goto_point 2230.52 -1165.15 25.63 mode 6 time 5000 ms // versionA 
05D3: AS_actor 49@ goto_point 2217.53 -1163.18 25.27 mode 6 time 5000 ms // versionA 
05D3: AS_actor 50@ goto_point 2226.25 -1167.0 25.04 mode 6 time 5000 ms // versionA 
0006: 128@ = 19 

:DRUGS4_9140
00D6: if 
0039:   128@ == 19 
004D: jump_if_false @DRUGS4_9561 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @DRUGS4_9561 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_9561 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_9561 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_9561 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_9561 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_9561 
07C0: load_path 354 
07C0: load_path 355 
07C0: load_path 356 
0676: AS_actor $ACTOR_SMOKE in_car $SWEET_CAR move_from_passengerseat_to_driverseat 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HL' time 5000 flag 1  // ~z~I ain't leavin' my brother, I ain't no buster!
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DRUGS4_9322 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:DRUGS4_9322
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRUGS4_9348 
0001: wait 0 ms 
0002: jump @DRUGS4_9322 

:DRUGS4_9348
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DRUGS4_9369 
0968: actor $PLAYER_ACTOR stop_mouth 

:DRUGS4_9369
00BE: text_clear_all 
040D: unload_wav 1 

:DRUGS4_9375
00D6: if or
87C1:   not path 354 available 
87C1:   not path 355 available 
87C1:   not path 356 available 
004D: jump_if_false @DRUGS4_9412 
0001: wait 0 ms 
0002: jump @DRUGS4_9375 

:DRUGS4_9412
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_9436 
05EB: assign_car $SWEET_CAR to_path 356 

:DRUGS4_9436
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_HM' time 3000 flag 1  // ~z~Man, it's every motherfucker for himself!
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_9480 
0967: actor $ACTOR_RYDER move_mouth 10000 ms 

:DRUGS4_9480
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_9547 
00D6: if 
060E:   car 40@ assigned_to_path 
004D: jump_if_false @DRUGS4_9517 
05EC: release_car 40@ from_path 

:DRUGS4_9517
04A2: set_heli 40@ fly_to 2217.58 -1167.67 34.61 altitude_between 10.0 and 10.0 

:DRUGS4_9547
0006: 32@ = 0 
0006: 128@ = 20 

:DRUGS4_9561
00D6: if 
0039:   128@ == 20 
004D: jump_if_false @DRUGS4_10307 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @DRUGS4_10307 
00A5: 42@ = create_car #ENFORCER at 2217.236 -1019.97 30.7 
0175: set_car 42@ Z_angle_to 176.5 
0397: enable_car 42@ siren 1 
05EB: assign_car 42@ to_path 354 
0129: 45@ = create_actor_pedtype 27 model #SWAT in_car 42@ driverseat 
01B2: give_actor 45@ weapon 29 ammo 3000 // Load the weapon model before using this 
02E2: set_actor 45@ weapon_accuracy_to 30 
01C8: 51@ = create_actor_pedtype 27 model #SWAT in_car 42@ passenger_seat 1 
01B2: give_actor 51@ weapon 29 ammo 3000 // Load the weapon model before using this 
02E2: set_actor 51@ weapon_accuracy_to 30 
00A5: 43@ = create_car #ENFORCER at 2253.89 -1144.77 26.47 
0175: set_car 43@ Z_angle_to 89.947 
0397: enable_car 43@ siren 1 
05EB: assign_car 43@ to_path 355 
0129: 46@ = create_actor_pedtype 27 model #SWAT in_car 43@ driverseat 
02E2: set_actor 46@ weapon_accuracy_to 30 
01B2: give_actor 46@ weapon 29 ammo 3000 // Load the weapon model before using this 
01C8: 53@ = create_actor_pedtype 27 model #SWAT in_car 43@ passenger_seat 1 
02E2: set_actor 53@ weapon_accuracy_to 30 
01B2: give_actor 53@ weapon 29 ammo 3000 // Load the weapon model before using this 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @DRUGS4_9851 
077A: set_actor 34@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 34@ decision_maker_to 57@ 

:DRUGS4_9851
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @DRUGS4_9884 
077A: set_actor 35@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 35@ decision_maker_to 57@ 

:DRUGS4_9884
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_9917 
077A: set_actor 36@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 36@ decision_maker_to 57@ 

:DRUGS4_9917
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_9950 
077A: set_actor 37@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 37@ decision_maker_to 57@ 

:DRUGS4_9950
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS4_9992 
077A: set_actor 47@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 47@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 47@ decision_maker_to 57@ 

:DRUGS4_9992
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS4_10034 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 48@ decision_maker_to 57@ 

:DRUGS4_10034
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS4_10076 
077A: set_actor 49@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 49@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 49@ decision_maker_to 57@ 

:DRUGS4_10076
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS4_10109 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 50@ decision_maker_to 57@ 

:DRUGS4_10109
015F: set_camera_position 2203.163 -1178.891 31.8778 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2203.897 -1178.225 31.7493 switchstyle 2 
04EB: AS_actor $PLAYER_ACTOR crouch 1 
05D3: AS_actor $PLAYER_ACTOR goto_point 2231.569 -1155.75 25.85 mode 4 time -1 ms // versionA 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @DRUGS4_10242 
01B2: give_actor 34@ weapon 22 ammo 9999 // Load the weapon model before using this 
05D3: AS_actor 34@ goto_point 2228.421 -1164.66 25.766 mode 6 time 5000 ms // versionA 

:DRUGS4_10242
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @DRUGS4_10293 
01B2: give_actor 35@ weapon 22 ammo 9999 // Load the weapon model before using this 
05D3: AS_actor 35@ goto_point 2221.47 -1164.66 25.766 mode 6 time 5000 ms // versionA 

:DRUGS4_10293
0006: 33@ = 0 
0006: 128@ = 21 

:DRUGS4_10307
00D6: if 
0039:   128@ == 21 
004D: jump_if_false @DRUGS4_10450 
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @DRUGS4_10450 
00D6: if 
860E:   not car 42@ assigned_to_path 
004D: jump_if_false @DRUGS4_10450 
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS4_10400 
00D6: if 
00DB:   actor 51@ in_car 42@ 
004D: jump_if_false @DRUGS4_10400 
05CD: AS_actor 51@ exit_car 42@ 

:DRUGS4_10400
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS4_10443 
00D6: if 
00DB:   actor 45@ in_car 42@ 
004D: jump_if_false @DRUGS4_10443 
05CD: AS_actor 45@ exit_car 42@ 

:DRUGS4_10443
0006: 128@ = 22 

:DRUGS4_10450
00D6: if 
0039:   128@ == 22 
004D: jump_if_false @DRUGS4_10751 
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @DRUGS4_10751 
00D6: if 
860E:   not car 43@ assigned_to_path 
004D: jump_if_false @DRUGS4_10751 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS4_10543 
00D6: if 
00DB:   actor 53@ in_car 43@ 
004D: jump_if_false @DRUGS4_10543 
05CD: AS_actor 53@ exit_car 43@ 

:DRUGS4_10543
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS4_10586 
00D6: if 
00DB:   actor 46@ in_car 43@ 
004D: jump_if_false @DRUGS4_10586 
05CD: AS_actor 46@ exit_car 43@ 

:DRUGS4_10586
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS4_10628 
077A: set_actor 45@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 45@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 45@ decision_maker_to 57@ 

:DRUGS4_10628
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS4_10661 
077A: set_actor 46@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 46@ decision_maker_to 57@ 

:DRUGS4_10661
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS4_10694 
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 51@ decision_maker_to 57@ 

:DRUGS4_10694
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS4_10727 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 53@ decision_maker_to 57@ 

:DRUGS4_10727
0173: set_actor $PLAYER_ACTOR Z_angle_to 150.0 
0006: 32@ = 0 
0006: 128@ = 23 

:DRUGS4_10751
00D6: if 
0039:   128@ == 23 
004D: jump_if_false @DRUGS4_11205 
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @DRUGS4_10834 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS4_10834 
00D6: if 
80DF:   not actor 45@ driving 
004D: jump_if_false @DRUGS4_10834 
05C5: AS_actor 45@ cower 5000 ms 
0006: 131@ = 1 

:DRUGS4_10834
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @DRUGS4_10916 
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS4_10916 
00D6: if 
80DF:   not actor 51@ driving 
004D: jump_if_false @DRUGS4_10916 
05D3: AS_actor 51@ goto_point 2203.77 -1156.44 25.31 mode 6 time 5000 ms // versionA 
0006: 132@ = 1 

:DRUGS4_10916
00D6: if 
0039:   134@ == 0 
004D: jump_if_false @DRUGS4_11052 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS4_11052 
00D6: if 
80DF:   not actor 46@ driving 
004D: jump_if_false @DRUGS4_11052 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2215.4 -1146.19 25.85 
05D7: add_point_to_scmpath 2214.67 -1149.71 25.47 
05D7: add_point_to_scmpath 2204.83 -1157.04 25.88 
05D7: add_point_to_scmpath 2209.01 -1166.46 25.89 
05D8: AS_assign_scmpath to_actor 46@ flags 6 0 
0006: 134@ = 1 

:DRUGS4_11052
00D6: if 
0039:   135@ == 0 
004D: jump_if_false @DRUGS4_11205 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS4_11205 
00D6: if 
80DF:   not actor 53@ driving 
004D: jump_if_false @DRUGS4_11205 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2222.47 -1146.52 25.43 
05D7: add_point_to_scmpath 2215.4 -1146.19 25.85 
05D7: add_point_to_scmpath 2204.83 -1157.04 25.88 
05D7: add_point_to_scmpath 2206.61 -1168.51 25.89 
05D7: add_point_to_scmpath 2211.0 -1171.72 25.55 
05D8: AS_assign_scmpath to_actor 53@ flags 6 0 
0006: 135@ = 1 

:DRUGS4_11205
00D6: if 
0039:   128@ == 23 
004D: jump_if_false @DRUGS4_13313 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @DRUGS4_13313 
0006: 142@ = 1 

:DRUGS4_11249
0701: end_scene_skip 
00D6: if 
0039:   142@ == 0 
004D: jump_if_false @DRUGS4_13179 
016A: fade 0 time 500 

:DRUGS4_11276
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_11300 
0001: wait 0 ms 
0002: jump @DRUGS4_11276 

:DRUGS4_11300
0925: restore_camera_to_user_defined 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRUGS4_11355 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2231.569 -1155.75 24.85 
0173: set_actor $PLAYER_ACTOR Z_angle_to 150.0 
0002: jump @DRUGS4_11385 

:DRUGS4_11355
00A1: put_actor $PLAYER_ACTOR at 2231.569 -1155.75 24.85 
0173: set_actor $PLAYER_ACTOR Z_angle_to 150.0 

:DRUGS4_11385
009B: destroy_actor $ACTOR_SWEET 
009B: destroy_actor $ACTOR_SMOKE 
009B: destroy_actor $ACTOR_RYDER 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0247: load_model #HUNTLEY 
0247: load_model #FAM3 
0247: load_model #FAM2 
0247: load_model #MP5LNG 
0247: load_model #COLT45 
0247: load_model #SWAT 
0247: load_model #POLMAV 
0247: load_model #ENFORCER 
038B: load_requested_models 

:DRUGS4_11448
00D6: if or
8248:   not model #HUNTLEY available 
8248:   not model #FAM3 available 
8248:   not model #FAM2 available 
004D: jump_if_false @DRUGS4_11483 
0001: wait 0 ms 
0002: jump @DRUGS4_11448 

:DRUGS4_11483
00D6: if or
8248:   not model #MP5LNG available 
8248:   not model #COLT45 available 
8248:   not model #SWAT available 
8248:   not model #POLMAV available 
8248:   not model #ENFORCER available 
004D: jump_if_false @DRUGS4_11530 
0001: wait 0 ms 
0002: jump @DRUGS4_11483 

:DRUGS4_11530
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
009B: destroy_actor 48@ 
009B: destroy_actor 49@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
009B: destroy_actor 53@ 
009B: destroy_actor 34@ 
009B: destroy_actor 35@ 
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_11632 
00D6: if 
060E:   car 40@ assigned_to_path 
004D: jump_if_false @DRUGS4_11632 
05EC: release_car 40@ from_path 

:DRUGS4_11632
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @DRUGS4_11669 
00D6: if 
060E:   car 42@ assigned_to_path 
004D: jump_if_false @DRUGS4_11669 
05EC: release_car 42@ from_path 

:DRUGS4_11669
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @DRUGS4_11706 
00D6: if 
060E:   car 43@ assigned_to_path 
004D: jump_if_false @DRUGS4_11706 
05EC: release_car 43@ from_path 

:DRUGS4_11706
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_11743 
00D6: if 
060E:   car $SWEET_CAR assigned_to_path 
004D: jump_if_false @DRUGS4_11743 
05EC: release_car $SWEET_CAR from_path 

:DRUGS4_11743
00A6: destroy_car 40@ 
00A6: destroy_car 42@ 
00A6: destroy_car 43@ 
00A6: destroy_car $SWEET_CAR 
06B2: destroy_searchlight 58@ 
00A5: 42@ = create_car #ENFORCER at 2210.24 -1159.976 24.7265 
0175: set_car 42@ Z_angle_to 191.9611 
0397: enable_car 42@ siren 1 
00A5: 43@ = create_car #ENFORCER at 2218.788 -1140.993 24.7814 
0175: set_car 43@ Z_angle_to 78.1047 
0397: enable_car 43@ siren 1 
00A5: 40@ = create_car #POLMAV at 2276.22 -1140.87 60.0 
0129: 44@ = create_actor_pedtype 27 model #SWAT in_car 40@ driverseat 
054A: set_actor 44@ can_be_shot_in_a_car 0 
054A: set_actor 44@ can_be_shot_in_a_car 0 
020A: set_car 40@ door_status_to 2 
039E: set_actor 44@ locked 1 while_in_car 
0825: set_helicopter 40@ instant_rotor_start 
04BA: set_car 40@ speed_to 10.0 
04A2: set_heli 40@ fly_to 2217.58 -1167.67 34.61 altitude_between 10.0 and 10.0 
00AB: put_car 40@ at 2217.58 -1167.67 34.61 
06C1: create_searchlight 58@ on_car 40@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2228.36 -1171.48 25.82 radius 5.0 
06B4: set_searchlight 58@ path_between 2228.36 -1171.48 25.82 and 2215.41 -1142.51 25.5 speed 0.5 
009A: 46@ = create_actor_pedtype 27 model #SWAT at 2209.01 -1166.46 24.89 
01B2: give_actor 46@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 46@ turn_to_and_look_at 2217.87 -1162.6 25.33 
02E2: set_actor 46@ weapon_accuracy_to 30 
009A: 45@ = create_actor_pedtype 27 model #SWAT at 2213.52 -1161.97 24.77 
01B2: give_actor 45@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 45@ turn_to_and_look_at 2217.87 -1162.6 25.33 
02E2: set_actor 45@ weapon_accuracy_to 30 
009A: 51@ = create_actor_pedtype 27 model #SWAT at 2203.77 -1156.44 24.31 
01B2: give_actor 51@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 51@ turn_to_and_look_at 2217.87 -1162.6 25.33 
02E2: set_actor 51@ weapon_accuracy_to 30 
009A: 53@ = create_actor_pedtype 27 model #SWAT at 2212.95 -1179.16 24.31 
01B2: give_actor 53@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 53@ turn_to_and_look_at 2217.87 -1162.6 25.33 
02E2: set_actor 53@ weapon_accuracy_to 30 
009A: 47@ = create_actor_pedtype 27 model #SWAT at 2226.43 -1155.37 24.33 
01B2: give_actor 47@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 47@ turn_to_and_look_at 2217.87 -1162.6 25.33 
02E2: set_actor 47@ weapon_accuracy_to 30 
009A: 48@ = create_actor_pedtype 27 model #SWAT at 2230.52 -1165.15 24.63 
01B2: give_actor 48@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 48@ turn_to_and_look_at 2217.87 -1162.6 25.33 
02E2: set_actor 48@ weapon_accuracy_to 30 
009A: 49@ = create_actor_pedtype 27 model #SWAT at 2217.53 -1163.18 24.27 
01B2: give_actor 49@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 49@ turn_to_and_look_at 2217.87 -1162.6 25.33 
02E2: set_actor 49@ weapon_accuracy_to 30 
009A: 50@ = create_actor_pedtype 27 model #SWAT at 2226.25 -1167.0 24.04 
01B2: give_actor 50@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 50@ turn_to_and_look_at 2217.87 -1162.6 25.33 
02E2: set_actor 50@ weapon_accuracy_to 30 
009A: 34@ = create_actor_pedtype 26 model #FAM3 at 2228.421 -1164.66 24.766 
06BA: AS_actor 34@ turn_to_and_look_at 2217.87 -1162.6 25.33 
060B: set_actor 34@ decision_maker_to 57@ 
01B2: give_actor 34@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 34@ weapon_accuracy_to 30 
0568: set_actor 34@ untargetable 1 
009A: 35@ = create_actor_pedtype 26 model #FAM3 at 2221.47 -1164.66 24.766 
06BA: AS_actor 35@ turn_to_and_look_at 2217.87 -1162.6 25.33 
060B: set_actor 35@ decision_maker_to 57@ 
01B2: give_actor 35@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 35@ weapon_accuracy_to 40 
0568: set_actor 35@ untargetable 1 
009A: 36@ = create_actor_pedtype 26 model #FAM2 at 2227.224 -1172.07 24.7265 
06BA: AS_actor 36@ turn_to_and_look_at 2217.87 -1162.6 25.33 
060B: set_actor 36@ decision_maker_to 57@ 
01B2: give_actor 36@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 36@ weapon_accuracy_to 30 
0568: set_actor 36@ untargetable 1 
009A: 37@ = create_actor_pedtype 26 model #FAM2 at 2221.179 -1177.662 24.767 
06BA: AS_actor 37@ turn_to_and_look_at 2217.87 -1162.6 25.33 
060B: set_actor 37@ decision_maker_to 57@ 
01B2: give_actor 37@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 37@ weapon_accuracy_to 40 
0568: set_actor 37@ untargetable 1 
077A: set_actor 34@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 34@ decision_maker_to 57@ 
077A: set_actor 35@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 35@ decision_maker_to 57@ 
077A: set_actor 36@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 36@ decision_maker_to 57@ 
077A: set_actor 37@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 37@ decision_maker_to 57@ 
077A: set_actor 45@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 45@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 45@ decision_maker_to 57@ 
077A: set_actor 46@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 46@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 46@ decision_maker_to 57@ 
077A: set_actor 47@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 47@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 47@ decision_maker_to 57@ 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 48@ decision_maker_to 57@ 
077A: set_actor 49@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 49@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 49@ decision_maker_to 57@ 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 50@ decision_maker_to 57@ 
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 51@ decision_maker_to 57@ 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 53@ decision_maker_to 57@ 
040D: unload_wav 1 
040D: unload_wav 2 
015D: set_gamespeed 1.0 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 99999 // Load the weapon model before using this 
0173: set_actor $PLAYER_ACTOR Z_angle_to 192.0 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 1500 

:DRUGS4_13179
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_13203 
0224: set_car 40@ health_to 700 

:DRUGS4_13203
009B: destroy_actor $ACTOR_SMOKE 
009B: destroy_actor $ACTOR_RYDER 
00A6: destroy_car $SWEET_CAR 
0249: release_model #HUNTLEY 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
04EF: release_animation "CAR_CHAT" 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
0164: disable_marker 184@ 
0164: disable_marker 183@ 
018A: 184@ = create_checkpoint_at 2235.3 -1159.67 25.94 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'LAF1_17' time 10000 flag 1  // ~s~Go inside the ~y~motel ~w~and get Sweet out of there safely!
0006: 128@ = 24 

:DRUGS4_13313
00D6: if 
0039:   128@ == 24 
004D: jump_if_false @DRUGS4_15336 
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @DRUGS4_13382 
00D6: if 
0119:   car 40@ wrecked 
004D: jump_if_false @DRUGS4_13382 
0249: release_model #POLMAV 
06B2: destroy_searchlight 58@ 
0006: 143@ = 1 

:DRUGS4_13382
00D6: if 
0039:   144@ == 0 
004D: jump_if_false @DRUGS4_13428 
00D6: if 
0119:   car 42@ wrecked 
004D: jump_if_false @DRUGS4_13428 
01C3: remove_references_to_car 42@ 
0006: 144@ = 1 

:DRUGS4_13428
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @DRUGS4_13474 
00D6: if 
0119:   car 43@ wrecked 
004D: jump_if_false @DRUGS4_13474 
01C3: remove_references_to_car 43@ 
0006: 145@ = 1 

:DRUGS4_13474
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @DRUGS4_13529 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @DRUGS4_13529 
0249: release_model #ENFORCER 
0006: 144@ = 2 
0006: 145@ = 2 

:DRUGS4_13529
09E8: 64@ = actor $PLAYER_ACTOR active_interior 
00D6: if 
0039:   64@ == 15 
004D: jump_if_false @DRUGS4_15336 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
009B: destroy_actor 48@ 
009B: destroy_actor 49@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
009B: destroy_actor 53@ 
009B: destroy_actor 34@ 
009B: destroy_actor 35@ 
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
00A6: destroy_car 40@ 
00A6: destroy_car 42@ 
00A6: destroy_car 43@ 
06B2: destroy_searchlight 58@ 
0249: release_model #HUNTLEY 
0249: release_model #POLMAV 
0249: release_model #ENFORCER 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0006: 138@ = 0 
0006: 138@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 184@ 
04EF: release_animation "CAR_CHAT" 
009A: 34@ = create_actor_pedtype 24 model #FAM2 at 2229.566 -1150.495 1029.0 
08AD: link_actor 34@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 34@ Z_angle_to 86.6836 
0568: set_actor 34@ untargetable 1 
060B: set_actor 34@ decision_maker_to 55@ 
02A9: set_actor 34@ immune_to_nonplayer 55@ 
03CF: load_wav 15863 as 1 
03CF: load_wav 15805 as 2 
03CF: load_wav 32401 as 3 
04ED: load_animation "SWAT" 
0247: load_model #BFYPRO 
0247: load_model #IMY_SKYLIGHT 
0247: load_model #KMB_TROLLEY 
04ED: load_animation "KISSING" 
038B: load_requested_models 

:DRUGS4_13854
00D6: if or
84EE:   not animation "SWAT" loaded 
8248:   not model #BFYPRO available 
8248:   not model #IMY_SKYLIGHT available 
84EE:   not animation "KISSING" loaded 
8248:   not model #KMB_TROLLEY available 
004D: jump_if_false @DRUGS4_13909 
0001: wait 0 ms 
0002: jump @DRUGS4_13854 

:DRUGS4_13909
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
83D0:   not wav 3 loaded 
004D: jump_if_false @DRUGS4_13943 
0001: wait 0 ms 
0002: jump @DRUGS4_13909 

:DRUGS4_13943
0213: 127@ = create_pickup #BODYARMOUR type 3 at 2240.686 -1187.269 1033.836 
029B: 93@ = init_object #IMY_SKYLIGHT at 2246.07 -1191.242 1037.234 
029B: 84@ = init_object #LXR_MOTEL_DOORSIM at 2239.432 -1170.749 1029.997 
0177: set_object 84@ Z_angle_to 270.0 
029B: 85@ = init_object #LXR_MOTELVENT at 2217.072 -1188.664 1032.276 
0177: set_object 85@ Z_angle_to 180.0 
0107: 86@ = create_object #LXR_MOTELVENT at 2193.188 -1164.511 1032.276 
0177: set_object 86@ Z_angle_to 90.0 
0550: keep_object 85@ in_memory 1 
0550: keep_object 86@ in_memory 1 
009A: 82@ = create_actor_pedtype 24 model #BFYPRO at 2227.16 -1148.02 1029.0 
08AD: link_actor 82@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0568: set_actor 82@ untargetable 1 
060B: set_actor 82@ decision_maker_to 55@ 
02A9: set_actor 82@ immune_to_nonplayer 1 
009A: $ACTOR_SWEET = create_actor_pedtype 23 model #SPECIAL01 at 2202.23 -1156.914 1029.852 
08AD: link_actor $ACTOR_SWEET to_enex_marker_at 2232.41 -1160.04 radius 3.0 
0860: link_actor $ACTOR_SWEET to_interior 15 
0446: set_actor $ACTOR_SWEET dismemberment_possible 0 
0173: set_actor $ACTOR_SWEET Z_angle_to 62.083 
0568: set_actor $ACTOR_SWEET untargetable 1 
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 1 
060B: set_actor $ACTOR_SWEET decision_maker_to 55@ 
0187: 183@ = create_marker_above_actor $ACTOR_SWEET 
07E0: set_marker 183@ type_to 1 
0223: set_actor $ACTOR_SWEET health_to 1000 
01B2: give_actor $ACTOR_SWEET weapon 29 ammo 9999 // Load the weapon model before using this 
02AB: set_actor $ACTOR_SWEET immunities BP 0 FP 1 EP 1 CP 1 MP 1 
009A: 66@ = create_actor_pedtype 24 model #FAM2 at 2220.524 -1137.826 1026.798 
08AD: link_actor 66@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 66@ Z_angle_to 181.8677 
0812: AS_actor 66@ perform_animation "GNSTWALL_INJURD" IFP "SWAT" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
02AB: set_actor 66@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0568: set_actor 66@ untargetable 1 
060B: set_actor 66@ decision_maker_to 55@ 
0332: set_actor 66@ bleeding 1 
02A9: set_actor 66@ immune_to_nonplayer 1 
009A: 35@ = create_actor_pedtype 24 model #FAM2 at 2234.92 -1149.63 1029.0 
060B: set_actor 35@ decision_maker_to 55@ 
08AD: link_actor 35@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
009A: 52@ = create_actor_pedtype 25 model #SWAT at 2239.309 -1151.724 1028.779 
0173: set_actor 52@ Z_angle_to 177.9528 
01B2: give_actor 52@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 52@ decision_maker_to 55@ 
02A9: set_actor 52@ immune_to_nonplayer 1 
0223: set_actor 52@ health_to 100 
08AD: link_actor 52@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
009A: 83@ = create_actor_pedtype 24 model #BFYPRO at 2234.99 -1159.55 1029.84 
0173: set_actor 83@ Z_angle_to 267.0618 
0568: set_actor 83@ untargetable 1 
060B: set_actor 83@ decision_maker_to 55@ 
02A9: set_actor 83@ immune_to_nonplayer 1 
08AD: link_actor 83@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
02AB: set_actor 83@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
009A: 53@ = create_actor_pedtype 25 model #SWAT at 2238.817 -1170.598 1028.813 
0173: set_actor 53@ Z_angle_to 272.0738 
01B2: give_actor 53@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 53@ decision_maker_to 55@ 
02A9: set_actor 53@ immune_to_nonplayer 1 
0223: set_actor 53@ health_to 150 
07DD: set_actor 53@ attack_rate 80 // previously known as temper_to 
08AD: link_actor 53@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
009A: 36@ = create_actor_pedtype 26 model #FAM2 at 2244.5 -1189.627 1028.8 
0173: set_actor 36@ Z_angle_to 88.196 
02A9: set_actor 36@ immune_to_nonplayer 1 
01B2: give_actor 36@ weapon 22 ammo 9999 // Load the weapon model before using this 
0568: set_actor 36@ untargetable 1 
02E2: set_actor 36@ weapon_accuracy_to 10 
077A: set_actor 36@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 36@ decision_maker_to 55@ 
08AD: link_actor 36@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
009A: 37@ = create_actor_pedtype 26 model #FAM3 at 2241.05 -1192.373 1028.798 
0173: set_actor 37@ Z_angle_to 358.2577 
02A9: set_actor 37@ immune_to_nonplayer 1 
01B2: give_actor 37@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 37@ weapon_accuracy_to 10 
0568: set_actor 37@ untargetable 1 
060B: set_actor 37@ decision_maker_to 55@ 
08AD: link_actor 37@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
009A: 38@ = create_actor_pedtype 24 model #FAM2 at 2240.156 -1186.704 1028.798 
0173: set_actor 38@ Z_angle_to 90.1792 
02A9: set_actor 38@ immune_to_nonplayer 1 
01B2: give_actor 38@ weapon 29 ammo 9999 // Load the weapon model before using this 
0568: set_actor 38@ untargetable 1 
060B: set_actor 38@ decision_maker_to 55@ 
08AD: link_actor 38@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
009A: 67@ = create_actor_pedtype 24 model #FAM3 at 2234.84 -1191.202 1029.845 
0173: set_actor 67@ Z_angle_to 272.171 
02A9: set_actor 67@ immune_to_nonplayer 1 
0568: set_actor 67@ untargetable 1 
0812: AS_actor 67@ perform_animation "GNSTWALL_INJURD" IFP "SWAT" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0332: set_actor 67@ bleeding 1 
060B: set_actor 67@ decision_maker_to 55@ 
08AD: link_actor 67@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
064B: 65@ = create_particle "EXPLOSION_DOOR" at 2239.51 -1170.77 1029.84 type 1 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2232.41 -1160.04 radius 20.0 
00A1: put_actor $PLAYER_ACTOR at 2216.34 -1150.509 1024.85 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
07FB: set_interior 'MOTEL1' access 0  // Jefferson Motel
03E5: show_text_box 'LAF1_7'  // You can purchase drinks at ~h~vending machines ~w~this will replenish your health.
00BC: show_text_highpriority GXT 'LAF1_6' time 5000 flag 1  // ~s~Make your way through the motel and find ~b~Sweet~s~.
0006: 178@ = 0 
0006: 179@ = 0 
0006: 128@ = 25 
0006: 146@ = 1 

:DRUGS4_15336
00D6: if 
0039:   172@ == 0 
004D: jump_if_false @DRUGS4_29398 
00D6: if 
0039:   146@ == 1 
004D: jump_if_false @DRUGS4_29398 
00D6: if 
0039:   147@ == 0 
004D: jump_if_false @DRUGS4_15980 
00BE: text_clear_all 
029B: 97@ = init_object #KMB_TROLLEY at 2242.433 -1166.712 1029.304 
071F: set_object 97@ health_to 150 
0875: set_object 97@ immune_to_nonplayer 1 
029B: 98@ = init_object #KMB_TROLLEY at 2240.11 -1174.919 1029.304 
071F: set_object 98@ health_to 250 
029B: 99@ = init_object #KMB_TROLLEY at 2229.87 -1189.845 1029.304 
0177: set_object 99@ Z_angle_to 90.0 
071F: set_object 99@ health_to 150 
0875: set_object 99@ immune_to_nonplayer 1 
029B: 100@ = init_object #KMB_TROLLEY at 2217.569 -1187.528 1029.304 
0177: set_object 100@ Z_angle_to 90.0 
071F: set_object 100@ health_to 250 
0875: set_object 100@ immune_to_nonplayer 1 
029B: 101@ = init_object #KMB_TROLLEY at 2204.649 -1187.544 1029.304 
0177: set_object 101@ Z_angle_to 90.0 
071F: set_object 101@ health_to 150 
0875: set_object 101@ immune_to_nonplayer 1 
029B: 102@ = init_object #KMB_TROLLEY at 2194.345 -1171.269 1029.304 
071F: set_object 102@ health_to 250 
029B: 103@ = init_object #KMB_TROLLEY at 2192.079 -1166.364 1029.304 
071F: set_object 103@ health_to 150 
0875: set_object 103@ immune_to_nonplayer 1 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DRUGS4_15853 
0223: set_actor 82@ health_to 1 
0615: define_AS_pack_begin 109@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2227.25 -1139.12 1029.84 
05D7: add_point_to_scmpath 2221.17 -1139.09 1027.84 
05D7: add_point_to_scmpath 2221.64 -1145.11 1025.84 
05D7: add_point_to_scmpath 2224.556 -1145.901 1025.85 
05D7: add_point_to_scmpath 2224.465 -1142.276 1025.85 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
0605: actor -1 perform_animation "COWER" IFP "PED" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
07BC: set_actor -1 decision_maker_to 56@ // AS_pack_version 
0616: define_AS_pack_end 109@ 
0618: assign_actor 82@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:DRUGS4_15853
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @DRUGS4_15910 
088A: actor 34@ perform_animation "RAIL_FALL" IFP "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 disable_force 0 disable_lockZ 1 

:DRUGS4_15910
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @DRUGS4_15973 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS4_15973 
0085: 118@ = 52@ // (int) 
0085: 119@ = 34@ // (int) 
008B: 120@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_67005 

:DRUGS4_15973
0006: 147@ = 1 

:DRUGS4_15980
00D6: if 
0039:   147@ == 1 
004D: jump_if_false @DRUGS4_16131 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @DRUGS4_16131 
00D6: if 
0611:   actor 34@ performing_animation "RAIL_FALL" 
004D: jump_if_false @DRUGS4_16131 
0613: 96@ = actor 34@ animation "RAIL_FALL" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @DRUGS4_16131 
0812: AS_actor 34@ perform_animation "RAIL_FALL_CRAWL" IFP "SWAT" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 147@ = 2 

:DRUGS4_16131
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @DRUGS4_16527 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS4_16527 
00D6: if 
0104:   actor 66@ near_actor $PLAYER_ACTOR radius 4.5 4.5 3.5 sphere 0 
004D: jump_if_false @DRUGS4_16527 
009A: 51@ = create_actor_pedtype 25 model #SWAT at 2229.462 -1150.524 1028.845 
08AD: link_actor 51@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 51@ Z_angle_to 358.795 
01B2: give_actor 51@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 51@ decision_maker_to 55@ 
02E2: set_actor 51@ weapon_accuracy_to 50 
02A9: set_actor 51@ immune_to_nonplayer 1 
0223: set_actor 51@ health_to 150 
08AF: set_actor 51@ max_health_to 150 
009B: destroy_actor 52@ 
009A: 52@ = create_actor_pedtype 25 model #SWAT at 2239.309 -1151.724 1029.279 
08AD: link_actor 52@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 52@ Z_angle_to 177.9528 
01B2: give_actor 52@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 52@ decision_maker_to 55@ 
02A9: set_actor 52@ immune_to_nonplayer 1 
02E2: set_actor 52@ weapon_accuracy_to 80 
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @DRUGS4_16520 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS4_16520 
0085: 118@ = 52@ // (int) 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @DRUGS4_16520 
0085: 119@ = 38@ // (int) 
0006: 161@ = 1 
0007: 122@ = 2241.78 
0007: 123@ = -1194.52 
0007: 124@ = 1031.38 
0050: gosub @DRUGS4_67216 
0006: 161@ = 0 
0006: 133@ = 1 

:DRUGS4_16520
0006: 149@ = 1 

:DRUGS4_16527
00D6: if 
0039:   148@ == 0 
004D: jump_if_false @DRUGS4_19414 
00D6: if 
0039:   150@ == 0 
004D: jump_if_false @DRUGS4_16591 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @DRUGS4_16591 
0321: AS_actor 35@ die_headshotted 
0006: 150@ = 1 

:DRUGS4_16591
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @DRUGS4_16703 
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS4_16703 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2229.591 -1150.647 1028.798 radius 7.2 7.2 1.5 
051A:   actor 51@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS4_16703 
0085: 118@ = 51@ // (int) 
0050: gosub @DRUGS4_67133 
0006: 132@ = 1 

:DRUGS4_16703
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @DRUGS4_16803 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS4_16803 
00D6: if or
051A:   actor 52@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 52@ near_actor $PLAYER_ACTOR radius 4.0 4.0 3.0 sphere 0 
004D: jump_if_false @DRUGS4_16803 
02E2: set_actor 52@ weapon_accuracy_to 50 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 
0006: 133@ = 2 

:DRUGS4_16803
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @DRUGS4_17207 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2243.8 -1147.93 1025.16 cornerB 2238.74 -1162.62 1033.79 
004D: jump_if_false @DRUGS4_17207 
0006: 152@ = 1 
00D6: if 
0039:   180@ == 0 
004D: jump_if_false @DRUGS4_16987 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DRUGS4_16987 
0223: set_actor 83@ health_to 150 
0615: define_AS_pack_begin 126@ 
05D3: AS_actor -1 goto_point 2249.355 -1159.683 1029.797 mode 7 time 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 87.888 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 126@ 
0618: assign_actor 83@ to_AS_pack 126@ 
061B: remove_references_to_AS_pack 126@ 
0006: 180@ = 1 

:DRUGS4_16987
009A: 69@ = create_actor_pedtype 24 model #SWAT at 2228.607 -1189.721 1028.798 
08AD: link_actor 69@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 69@ Z_angle_to 266.5963 
01B2: give_actor 69@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 69@ decision_maker_to 55@ 
02A9: set_actor 69@ immune_to_nonplayer 1 
0223: set_actor 69@ health_to 150 
08AF: set_actor 69@ max_health_to 150 
0946: set_actor 69@ actions_uninterupted_by_weapon_fire 1 
009A: 70@ = create_actor_pedtype 24 model #SWAT at 2225.796 -1186.783 1028.798 
08AD: link_actor 70@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 70@ Z_angle_to 273.6395 
01B2: give_actor 70@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 70@ decision_maker_to 55@ 
02A9: set_actor 70@ immune_to_nonplayer 1 
02E2: set_actor 70@ weapon_accuracy_to 80 
0223: set_actor 70@ health_to 150 
08AF: set_actor 70@ max_health_to 150 
0006: 33@ = 0 
0006: 137@ = 1 

:DRUGS4_17207
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @DRUGS4_17280 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2243.0 -1154.3 1025.16 cornerB 2238.74 -1170.62 1033.79 
004D: jump_if_false @DRUGS4_17280 
0006: 137@ = 2 

:DRUGS4_17280
00D6: if 
0039:   137@ == 2 
004D: jump_if_false @DRUGS4_17710 
009A: 71@ = create_actor_pedtype 24 model #SWAT at 2187.48 -1186.9 1033.3 
08AD: link_actor 71@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 71@ Z_angle_to 274.247 
01B2: give_actor 71@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 71@ decision_maker_to 55@ 
02A9: set_actor 71@ immune_to_nonplayer 1 
02E2: set_actor 71@ weapon_accuracy_to 80 
0223: set_actor 71@ health_to 150 
08AF: set_actor 71@ max_health_to 150 
009A: 72@ = create_actor_pedtype 24 model #SWAT at 2186.611 -1183.962 1033.837 
08AD: link_actor 72@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 72@ Z_angle_to 286.2857 
01B2: give_actor 72@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 72@ decision_maker_to 55@ 
02A9: set_actor 72@ immune_to_nonplayer 1 
0223: set_actor 72@ health_to 150 
08AF: set_actor 72@ max_health_to 150 
0946: set_actor 72@ actions_uninterupted_by_weapon_fire 1 
009A: 73@ = create_actor_pedtype 24 model #SWAT at 2190.157 -1182.068 1033.829 
08AD: link_actor 73@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 73@ Z_angle_to 183.8877 
01B2: give_actor 73@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 73@ decision_maker_to 55@ 
02A9: set_actor 73@ immune_to_nonplayer 1 
0223: set_actor 73@ health_to 150 
08AF: set_actor 73@ max_health_to 150 
009A: 74@ = create_actor_pedtype 24 model #SWAT at 2188.579 -1184.78 1028.798 
08AD: link_actor 74@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 74@ Z_angle_to 246.3679 
01B2: give_actor 74@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 74@ decision_maker_to 55@ 
02A9: set_actor 74@ immune_to_nonplayer 1 
0223: set_actor 74@ health_to 150 
0946: set_actor 74@ actions_uninterupted_by_weapon_fire 1 
0006: 137@ = 3 

:DRUGS4_17710
00D6: if 
0039:   137@ == 3 
004D: jump_if_false @DRUGS4_17888 
00D6: if 
0039:   135@ == 0 
004D: jump_if_false @DRUGS4_17888 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS4_17888 
00D6: if 
03CA:   object 84@ exists 
004D: jump_if_false @DRUGS4_17792 
0382: set_object 84@ collision_detection 0 
0723: break_object 84@ intensity 1 

:DRUGS4_17792
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DRUGS4_17821 
03D1: play_wav 2 
0006: 181@ = 1 

:DRUGS4_17821
064F: remove_references_to_particle 65@ 
0605: actor 53@ perform_animation "SWT_BREACH_01" IFP "SWAT" framedelta 1000.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0006: 135@ = 1 
0006: 33@ = 0 
0006: 137@ = 4 

:DRUGS4_17888
00D6: if 
0039:   137@ == 4 
004D: jump_if_false @DRUGS4_18100 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @DRUGS4_18100 
00D6: if 
0019:   33@ > 667 
004D: jump_if_false @DRUGS4_18100 
009A: 54@ = create_actor_pedtype 25 model #SWAT at 2238.317 -1170.598 1028.813 
0173: set_actor 54@ Z_angle_to 272.0738 
01B2: give_actor 54@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 54@ decision_maker_to 55@ 
02A9: set_actor 54@ immune_to_nonplayer 1 
0223: set_actor 54@ health_to 150 
07DD: set_actor 54@ attack_rate 80 // previously known as temper_to 
08AD: link_actor 54@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0605: actor 54@ perform_animation "SWT_BREACH_02" IFP "SWAT" framedelta 1000.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0006: 33@ = 0 
0006: 136@ = 1 
0006: 137@ = 5 

:DRUGS4_18100
00D6: if 
0039:   137@ == 5 
004D: jump_if_false @DRUGS4_18305 
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @DRUGS4_18305 
00D6: if 
0019:   33@ > 333 
004D: jump_if_false @DRUGS4_18305 
009A: 68@ = create_actor_pedtype 25 model #SWAT at 2237.818 -1170.598 1028.813 
0173: set_actor 68@ Z_angle_to 272.0738 
01B2: give_actor 68@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 68@ decision_maker_to 55@ 
02A9: set_actor 68@ immune_to_nonplayer 1 
0223: set_actor 68@ health_to 150 
07DD: set_actor 68@ attack_rate 80 // previously known as temper_to 
08AD: link_actor 68@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0605: actor 68@ perform_animation "SWT_BREACH_03" IFP "SWAT" framedelta 1000.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0006: 154@ = 1 
0006: 137@ = 6 

:DRUGS4_18305
00D6: if 
0039:   135@ == 1 
004D: jump_if_false @DRUGS4_18425 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS4_18425 
062E: get_actor 53@ task 1541 status_store_to 87@ // ret 7 if not found 
00D6: if or
04A4:   87@ == 7 // == constant 
00F2:   actor 53@ near_actor $PLAYER_ACTOR radius 6.0 6.0 0 
004D: jump_if_false @DRUGS4_18425 
0946: set_actor 53@ actions_uninterupted_by_weapon_fire 1 
0085: 118@ = 53@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_66916 
0006: 135@ = 2 

:DRUGS4_18425
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @DRUGS4_18554 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRUGS4_18554 
062E: get_actor 54@ task 1541 status_store_to 88@ // ret 7 if not found 
00D6: if or
04A4:   88@ == 7 // == constant 
00F2:   actor 54@ near_actor $PLAYER_ACTOR radius 4.5 4.5 0 
004D: jump_if_false @DRUGS4_18554 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_18547 
0085: 118@ = 54@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_66916 

:DRUGS4_18547
0006: 136@ = 2 

:DRUGS4_18554
00D6: if 
0039:   154@ == 1 
004D: jump_if_false @DRUGS4_18667 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @DRUGS4_18667 
062E: get_actor 68@ task 1541 status_store_to 89@ // ret 7 if not found 
00D6: if or
04A4:   89@ == 7 // == constant 
00F2:   actor 68@ near_actor $PLAYER_ACTOR radius 3.5 3.5 0 
004D: jump_if_false @DRUGS4_18667 
0085: 118@ = 68@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_66916 
0006: 154@ = 2 

:DRUGS4_18667
00D6: if 
0039:   180@ == 1 
004D: jump_if_false @DRUGS4_19182 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DRUGS4_19182 
00D6: if 
0102:   actor 83@ in_sphere 2249.35 -1159.683 1028.79 radius 3.0 3.0 3.0 sphere 0 stopped_on_foot 
004D: jump_if_false @DRUGS4_19182 
00D6: if 
851A:   not actor 83@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS4_19182 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2248.35 -1159.683 1028.79 radius 3.0 3.0 3.0 on_foot 
004D: jump_if_false @DRUGS4_19182 
0395: clear_area 0 at 2248.35 -1159.683 20.0 radius 20.0 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2247.047 -1157.281 1030.581 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2247.618 -1158.029 1030.244 switchstyle 2 
0792: disembark_instantly_actor 83@ 
00A1: put_actor 83@ at 2249.35 -1159.683 1028.79 
0173: set_actor 83@ Z_angle_to 87.888 
00A1: put_actor $PLAYER_ACTOR at 2248.35 -1159.683 1028.79 
0173: set_actor $PLAYER_ACTOR Z_angle_to 267.888 
040D: unload_wav 1 
00D6: if 
8039:   not  179@ == 0 
004D: jump_if_false @DRUGS4_19010 
0006: 179@ = 0 
000A: 178@ += 1 

:DRUGS4_19010
03CF: load_wav 15823 as 1 

:DRUGS4_19017
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRUGS4_19043 
0001: wait 0 ms 
0002: jump @DRUGS4_19017 

:DRUGS4_19043
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_DC' time 3000 flag 1  // ~z~Oh baby, you're hurt!
0812: AS_actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_03" IFP "KISSING" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DRUGS4_19168 
0812: AS_actor 83@ perform_animation "GRLFRD_KISS_03" IFP "KISSING" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:DRUGS4_19168
0223: set_actor $PLAYER_ACTOR health_to 100 
0006: 180@ = 2 

:DRUGS4_19182
00D6: if 
0039:   180@ == 2 
004D: jump_if_false @DRUGS4_19286 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DRUGS4_19286 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_03" 
004D: jump_if_false @DRUGS4_19286 
00D6: if 
0611:   actor 83@ performing_animation "GRLFRD_KISS_03" 
004D: jump_if_false @DRUGS4_19286 
0006: 180@ = 3 

:DRUGS4_19286
00D6: if 
0039:   180@ == 3 
004D: jump_if_false @DRUGS4_19414 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DRUGS4_19414 
00D6: if 
8611:   not actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_03" 
004D: jump_if_false @DRUGS4_19414 
00D6: if 
8611:   not actor 83@ performing_animation "GRLFRD_KISS_03" 
004D: jump_if_false @DRUGS4_19414 
0223: set_actor 83@ health_to 5 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
0006: 180@ = 4 

:DRUGS4_19414
00D6: if 
0039:   152@ == 1 
004D: jump_if_false @DRUGS4_19699 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_19493 
0085: 118@ = 36@ // (int) 
0007: 122@ = 2232.41 
0007: 123@ = -1188.66 
0007: 124@ = 1030.26 
0050: gosub @DRUGS4_66788 

:DRUGS4_19493
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_19554 
0085: 118@ = 37@ // (int) 
0007: 122@ = 2233.35 
0007: 123@ = -1187.99 
0007: 124@ = 1030.4 
0050: gosub @DRUGS4_66788 

:DRUGS4_19554
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @DRUGS4_19653 
0085: 118@ = 38@ // (int) 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @DRUGS4_19653 
0085: 119@ = 69@ // (int) 
0007: 122@ = 2186.49 
0007: 123@ = -1189.18 
0007: 124@ = 1030.97 
0006: 161@ = 1 
0050: gosub @DRUGS4_67216 
0006: 161@ = 0 

:DRUGS4_19653
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @DRUGS4_19692 
0085: 118@ = 69@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_66916 

:DRUGS4_19692
0006: 152@ = 2 

:DRUGS4_19699
00D6: if 
0039:   152@ == 2 
004D: jump_if_false @DRUGS4_20607 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2235.48 -1188.77 radius 10.0 10.0 
004D: jump_if_false @DRUGS4_20607 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @DRUGS4_19786 
0085: 118@ = 70@ // (int) 
0050: gosub @DRUGS4_67481 

:DRUGS4_19786
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
034F: destroy_actor_with_fade 83@ 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @DRUGS4_19842 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 

:DRUGS4_19842
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @DRUGS4_19863 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 

:DRUGS4_19863
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @DRUGS4_19884 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 

:DRUGS4_19884
009A: 75@ = create_actor_pedtype 24 model #SWAT at 2216.605 -1188.611 1032.27 
08AD: link_actor 75@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 75@ Z_angle_to 264.4329 
01B2: give_actor 75@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 75@ decision_maker_to 55@ 
02A9: set_actor 75@ immune_to_nonplayer 1 
0223: set_actor 75@ health_to 150 
02E2: set_actor 75@ weapon_accuracy_to 80 
009A: 76@ = create_actor_pedtype 24 model #SWAT at 2216.131 -1188.611 1032.27 
08AD: link_actor 76@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 76@ Z_angle_to 264.4329 
01B2: give_actor 76@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 76@ decision_maker_to 55@ 
02A9: set_actor 76@ immune_to_nonplayer 1 
0223: set_actor 76@ health_to 150 
02E2: set_actor 76@ weapon_accuracy_to 80 
009A: 77@ = create_actor_pedtype 24 model #SWAT at 2193.129 -1164.661 1032.269 
08AD: link_actor 77@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 77@ Z_angle_to 4.98 
01B2: give_actor 77@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 77@ decision_maker_to 55@ 
02A9: set_actor 77@ immune_to_nonplayer 1 
0568: set_actor 77@ untargetable 1 
0223: set_actor 77@ health_to 1000 
009A: 78@ = create_actor_pedtype 24 model #SWAT at 2195.489 -1172.941 1029.859 
08AD: link_actor 78@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 78@ Z_angle_to 181.323 
01B2: give_actor 78@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 78@ decision_maker_to 55@ 
02A9: set_actor 78@ immune_to_nonplayer 1 
0223: set_actor 78@ health_to 120 
009A: 79@ = create_actor_pedtype 24 model #SWAT at 2191.987 -1165.214 1029.852 
08AD: link_actor 79@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 79@ Z_angle_to 181.323 
01B2: give_actor 79@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 79@ decision_maker_to 55@ 
02A9: set_actor 79@ immune_to_nonplayer 1 
0223: set_actor 79@ health_to 150 
08AF: set_actor 79@ max_health_to 150 
009A: 80@ = create_actor_pedtype 24 model #SWAT at 2190.698 -1156.633 1029.859 
08AD: link_actor 80@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 80@ Z_angle_to 189.575 
01B2: give_actor 80@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 80@ decision_maker_to 55@ 
02A9: set_actor 80@ immune_to_nonplayer 1 
02E2: set_actor 80@ weapon_accuracy_to 30 
009A: 81@ = create_actor_pedtype 24 model #SWAT at 2194.593 -1156.995 1029.852 
08AD: link_actor 81@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 81@ Z_angle_to 275.754 
01B2: give_actor 81@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 81@ decision_maker_to 55@ 
02A9: set_actor 81@ immune_to_nonplayer 1 
009A: 82@ = create_actor_pedtype 24 model #BFYPRO at 2192.91 -1182.15 1029.35 
08AD: link_actor 82@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0568: set_actor 82@ untargetable 1 
060B: set_actor 82@ decision_maker_to 55@ 
02AB: set_actor 82@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0006: 152@ = 3 
0006: 153@ = 1 

:DRUGS4_20607
00D6: if 
0039:   173@ == 0 
004D: jump_if_false @DRUGS4_20710 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2241.34 -1186.11 1029.76 radius 6.6 6.6 3.0 on_foot 
004D: jump_if_false @DRUGS4_20710 
00D6: if 
03CA:   object 93@ exists 
004D: jump_if_false @DRUGS4_20696 
0723: break_object 93@ intensity 1 

:DRUGS4_20696
0489: set_actor $PLAYER_ACTOR muted 1 
0006: 173@ = 1 

:DRUGS4_20710
00D6: if 
0039:   173@ == 1 
004D: jump_if_false @DRUGS4_20928 
0503: create_actor_on_rope_with_pedtype 27 model #SWAT at 2246.42 -1192.88 1039.5 handle_as 47@ 
01B2: give_actor 47@ weapon 29 ammo 9999 // Load the weapon model before using this 
077A: set_actor 47@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 47@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 47@ decision_maker_to 57@ 
02A9: set_actor 47@ immune_to_nonplayer 1 
0223: set_actor 47@ health_to 150 
08AF: set_actor 47@ max_health_to 150 
02E2: set_actor 47@ weapon_accuracy_to 80 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_20859 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS4_20859 
05E2: AS_actor 37@ kill_actor 47@ 

:DRUGS4_20859
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_20914 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS4_20914 
0085: 118@ = 36@ // (int) 
0085: 119@ = 47@ // (int) 
0050: gosub @DRUGS4_66916 

:DRUGS4_20914
0006: 32@ = 0 
0006: 173@ = 2 

:DRUGS4_20928
00D6: if 
0039:   173@ == 2 
004D: jump_if_false @DRUGS4_21212 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @DRUGS4_21212 
0503: create_actor_on_rope_with_pedtype 27 model #SWAT at 2246.11 -1189.55 1038.09 handle_as 48@ 
01B2: give_actor 48@ weapon 29 ammo 9999 // Load the weapon model before using this 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 48@ decision_maker_to 57@ 
02A9: set_actor 48@ immune_to_nonplayer 1 
0223: set_actor 48@ health_to 125 
08AF: set_actor 48@ max_health_to 125 
02E2: set_actor 48@ weapon_accuracy_to 80 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_21179 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS4_21140 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS4_21133 
0085: 118@ = 36@ // (int) 
0085: 119@ = 47@ // (int) 
0085: 120@ = 48@ // (int) 
0050: gosub @DRUGS4_67005 

:DRUGS4_21133
0002: jump @DRUGS4_21179 

:DRUGS4_21140
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS4_21179 
0085: 118@ = 36@ // (int) 
0085: 119@ = 48@ // (int) 
0050: gosub @DRUGS4_66916 

:DRUGS4_21179
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_21200 
05BE: AS_actor 37@ die 

:DRUGS4_21200
0249: release_model #IMY_SKYLIGHT 
0006: 173@ = 3 

:DRUGS4_21212
00D6: if 
0019:   173@ > 2 
004D: jump_if_false @DRUGS4_21430 
00D6: if 
0039:   138@ == 0 
004D: jump_if_false @DRUGS4_21337 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS4_21337 
062E: get_actor 47@ task 1283 status_store_to 59@ // ret 7 if not found 
00D6: if or
04A4:   59@ == 7 // == constant 
051A:   actor 47@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS4_21337 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_21330 
0321: AS_actor 37@ die_headshotted 

:DRUGS4_21330
0006: 138@ = 1 

:DRUGS4_21337
00D6: if 
0039:   139@ == 0 
004D: jump_if_false @DRUGS4_21430 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS4_21430 
062E: get_actor 48@ task 1283 status_store_to 60@ // ret 7 if not found 
00D6: if or
04A4:   60@ == 7 // == constant 
051A:   actor 48@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS4_21430 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 
02A9: set_actor 48@ immune_to_nonplayer 0 
0006: 139@ = 1 

:DRUGS4_21430
00D6: if 
0039:   153@ == 1 
004D: jump_if_false @DRUGS4_28756 
00D6: if 
0039:   163@ == 0 
004D: jump_if_false @DRUGS4_21635 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2232.7 -1188.84 1029.4 radius 5.0 5.0 3.5 
0118:   actor 69@ dead 
0118:   actor 70@ dead 
004D: jump_if_false @DRUGS4_21635 
0489: set_actor $PLAYER_ACTOR muted 0 
00D6: if 
03CA:   object 85@ exists 
004D: jump_if_false @DRUGS4_21585 
0550: keep_object 85@ in_memory 0 
05A2: set_object 85@ rotation_velocity_about_an_axis 0.0 0.6 0.0 through_center_of_mass 
097C: attach_wav 3 to_object 85@ 
03D1: play_wav 3 

:DRUGS4_21585
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_21606 
0687: clear_actor 36@ task 

:DRUGS4_21606
00D6: if 
0039:   181@ == 3 
004D: jump_if_false @DRUGS4_21628 
03D1: play_wav 2 

:DRUGS4_21628
0006: 163@ = 1 

:DRUGS4_21635
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @DRUGS4_21729 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @DRUGS4_21729 
0812: AS_actor 75@ perform_animation "SWT_VENT_01" IFP "SWAT" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 33@ = 0 
0006: 163@ = 2 
0006: 164@ = 1 

:DRUGS4_21729
00D6: if 
0039:   163@ == 2 
004D: jump_if_false @DRUGS4_21914 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @DRUGS4_21914 
00D6: if 
0611:   actor 75@ performing_animation "SWT_VENT_01" 
004D: jump_if_false @DRUGS4_21914 
0613: 90@ = actor 75@ animation "SWT_VENT_01" time 
00D6: if 
0043:   90@ == 1.0 
004D: jump_if_false @DRUGS4_21914 
00A1: put_actor 75@ at 2217.85 -1188.86 1028.93 
0085: 118@ = 75@ // (int) 
0007: 122@ = 2220.538 
0007: 123@ = -1189.594 
0007: 124@ = 1029.845 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_66848 
0006: 163@ = 3 

:DRUGS4_21914
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @DRUGS4_22013 
00D6: if 
0019:   33@ > 3166 
004D: jump_if_false @DRUGS4_22013 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @DRUGS4_22013 
0812: AS_actor 76@ perform_animation "SWT_VENT_02" IFP "SWAT" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 164@ = 2 

:DRUGS4_22013
00D6: if 
0039:   164@ == 2 
004D: jump_if_false @DRUGS4_22153 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @DRUGS4_22153 
00D6: if 
0611:   actor 76@ performing_animation "SWT_VENT_02" 
004D: jump_if_false @DRUGS4_22153 
0613: 91@ = actor 76@ animation "SWT_VENT_02" time 
00D6: if 
0043:   91@ == 1.0 
004D: jump_if_false @DRUGS4_22153 
00A1: put_actor 76@ at 2217.85 -1188.86 1028.93 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 
0006: 164@ = 3 

:DRUGS4_22153
00D6: if 
0039:   174@ == 1 
004D: jump_if_false @DRUGS4_22336 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DRUGS4_22336 
0223: set_actor 82@ health_to 150 
0615: define_AS_pack_begin 121@ 
05D3: AS_actor -1 goto_point 2193.064 -1188.77 1029.845 mode 7 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point 2206.833 -1188.83 1029.845 mode 7 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point 2209.588 -1190.2 1029.845 mode 7 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point 2209.7 -1197.323 1029.845 mode 7 time 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 358.428 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 121@ 
0618: assign_actor 82@ to_AS_pack 121@ 
061B: remove_references_to_AS_pack 121@ 
0006: 174@ = 2 

:DRUGS4_22336
00D6: if 
0039:   174@ == 2 
004D: jump_if_false @DRUGS4_22884 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DRUGS4_22884 
00D6: if 
0102:   actor 82@ in_sphere 2209.7 -1197.323 1029.845 radius 3.0 3.0 3.0 sphere 0 stopped_on_foot 
004D: jump_if_false @DRUGS4_22884 
00D6: if 
851A:   not actor 82@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS4_22884 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2209.7 -1197.323 1029.845 radius 3.0 3.0 3.0 on_foot 
004D: jump_if_false @DRUGS4_22884 
0395: clear_area 0 at 2209.7 -1197.323 10.0 radius 10.0 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_22537 
034F: destroy_actor_with_fade 36@ 
0002: jump @DRUGS4_22542 

:DRUGS4_22537
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 

:DRUGS4_22542
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2207.529 -1195.725 1031.273 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2208.273 -1196.114 1030.731 switchstyle 2 
0792: disembark_instantly_actor 82@ 
00A1: put_actor 82@ at 2209.8 -1197.338 1028.845 
0173: set_actor 82@ Z_angle_to 359.354 
00A1: put_actor $PLAYER_ACTOR at 2209.8 -1196.338 1028.845 
0173: set_actor $PLAYER_ACTOR Z_angle_to 178.62 
040D: unload_wav 1 
00D6: if 
8039:   not  179@ == 0 
004D: jump_if_false @DRUGS4_22712 
0006: 179@ = 0 
000A: 178@ += 1 

:DRUGS4_22712
03CF: load_wav 15821 as 1 

:DRUGS4_22719
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRUGS4_22745 
0001: wait 0 ms 
0002: jump @DRUGS4_22719 

:DRUGS4_22745
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_DA' time 3000 flag 1  // ~z~You saved me, have some sugar!
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_03" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DRUGS4_22870 
0605: actor 82@ perform_animation "GRLFRD_KISS_03" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:DRUGS4_22870
0223: set_actor $PLAYER_ACTOR health_to 100 
0006: 174@ = 3 

:DRUGS4_22884
00D6: if 
0039:   174@ == 3 
004D: jump_if_false @DRUGS4_22988 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DRUGS4_22988 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_03" 
004D: jump_if_false @DRUGS4_22988 
00D6: if 
0611:   actor 82@ performing_animation "GRLFRD_KISS_03" 
004D: jump_if_false @DRUGS4_22988 
0006: 174@ = 4 

:DRUGS4_22988
00D6: if 
0039:   174@ == 4 
004D: jump_if_false @DRUGS4_23116 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DRUGS4_23116 
00D6: if 
8611:   not actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_03" 
004D: jump_if_false @DRUGS4_23116 
00D6: if 
8611:   not actor 82@ performing_animation "GRLFRD_KISS_03" 
004D: jump_if_false @DRUGS4_23116 
0223: set_actor 82@ health_to 5 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
0006: 174@ = 5 

:DRUGS4_23116
00D6: if 
0039:   162@ == 0 
004D: jump_if_false @DRUGS4_23217 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2240.8 -1182.4 1029.41 radius 4.0 4.0 2.5 
004D: jump_if_false @DRUGS4_23217 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @DRUGS4_23210 
02A9: set_actor 38@ immune_to_nonplayer 0 
0321: AS_actor 38@ die_headshotted 

:DRUGS4_23210
0006: 162@ = 1 

:DRUGS4_23217
00D6: if 
0039:   156@ == 0 
004D: jump_if_false @DRUGS4_23317 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @DRUGS4_23317 
00D6: if or
051A:   actor 70@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 70@ near_actor $PLAYER_ACTOR radius 2.5 2.5 3.0 sphere 0 
004D: jump_if_false @DRUGS4_23317 
02E2: set_actor 70@ weapon_accuracy_to 30 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 
0006: 156@ = 1 

:DRUGS4_23317
00D6: if 
0039:   157@ == 0 
004D: jump_if_false @DRUGS4_23422 
00D6: if 
0039:   158@ == 0 
004D: jump_if_false @DRUGS4_23422 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2204.65 -1188.62 1029.44 radius 5.0 5.0 3.5 
004D: jump_if_false @DRUGS4_23422 
0006: 157@ = 1 
0006: 158@ = 1 
0006: 174@ = 1 

:DRUGS4_23422
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @DRUGS4_23486 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @DRUGS4_23486 
0085: 118@ = 71@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_66967 
0006: 157@ = 2 

:DRUGS4_23486
00D6: if 
0039:   158@ == 1 
004D: jump_if_false @DRUGS4_23606 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @DRUGS4_23606 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2186.67 -1192.4 1031.867 
05D7: add_point_to_scmpath 2188.44 -1193.95 1031.27 
05D7: add_point_to_scmpath 2193.31 -1193.57 1030.34 
05D7: add_point_to_scmpath 2196.239 -1191.459 1029.85 
05D8: AS_assign_scmpath to_actor 72@ flags 6 0 
0006: 158@ = 2 

:DRUGS4_23606
00D6: if 
0039:   158@ == 2 
004D: jump_if_false @DRUGS4_23716 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @DRUGS4_23716 
00D6: if or
00EF:   actor 72@ sphere 0 near_point 2196.239 -1191.459 radius 2.0 2.0 stopped 
051A:   actor 72@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS4_23716 
0085: 118@ = 72@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_66967 
0006: 158@ = 3 

:DRUGS4_23716
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @DRUGS4_23780 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @DRUGS4_23780 
0085: 118@ = 73@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_66967 
0006: 159@ = 1 

:DRUGS4_23780
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @DRUGS4_23844 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @DRUGS4_23844 
0085: 118@ = 74@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_66967 
0006: 160@ = 1 

:DRUGS4_23844
00D6: if 
0039:   166@ == 0 
004D: jump_if_false @DRUGS4_23948 
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @DRUGS4_23948 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2193.41 -1176.12 1029.42 radius 4.0 4.0 3.5 
004D: jump_if_false @DRUGS4_23948 
0085: 118@ = 78@ // (int) 
0050: gosub @DRUGS4_67050 
0006: 166@ = 1 

:DRUGS4_23948
00D6: if 
0039:   167@ == 0 
004D: jump_if_false @DRUGS4_24012 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @DRUGS4_24012 
0085: 118@ = 79@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_66916 
0006: 167@ = 1 

:DRUGS4_24012
00D6: if 
0039:   165@ == 0 
004D: jump_if_false @DRUGS4_24174 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2193.4 -1173.53 1029.69 radius 3.0 3.0 3.0 
0118:   actor 79@ dead 
004D: jump_if_false @DRUGS4_24174 
034F: destroy_actor_with_fade 36@ 
034F: destroy_actor_with_fade 37@ 
034F: destroy_actor_with_fade 38@ 
034F: destroy_actor_with_fade 67@ 
034F: destroy_actor_with_fade 47@ 
034F: destroy_actor_with_fade 48@ 
00D6: if 
03CA:   object 86@ exists 
004D: jump_if_false @DRUGS4_24167 
0550: keep_object 86@ in_memory 0 
05A2: set_object 86@ rotation_velocity_about_an_axis 0.0 0.8 0.0 through_center_of_mass 
097C: attach_wav 3 to_object 86@ 
03D1: play_wav 3 

:DRUGS4_24167
0006: 165@ = 1 

:DRUGS4_24174
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @DRUGS4_24257 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @DRUGS4_24257 
0812: AS_actor 77@ perform_animation "SWT_VNT_SHT_IN" IFP "SWAT" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 165@ = 2 

:DRUGS4_24257
00D6: if 
0039:   165@ == 2 
004D: jump_if_false @DRUGS4_24517 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @DRUGS4_24517 
00D6: if 
0611:   actor 77@ performing_animation "SWT_VNT_SHT_IN" 
004D: jump_if_false @DRUGS4_24517 
0613: 92@ = actor 77@ animation "SWT_VNT_SHT_IN" time 
00D6: if 
0043:   92@ == 1.0 
004D: jump_if_false @DRUGS4_24517 
0812: AS_actor 77@ perform_animation "SWT_VNT_SHT_LOOP" IFP "SWAT" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
06BC: create_M4_shoot_from 2193.268 -1165.441 1031.124 target $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD energy 1 
09F1: play_audio_at_actor 77@ event 1157 
058A: create_gun_flash_from 2193.268 -1165.441 1031.124 to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0568: set_actor 77@ untargetable 0 
0770: set_actor 77@ target_priority 1 
0006: 33@ = 1000 
0006: 165@ = 3 

:DRUGS4_24517
00D6: if 
0039:   165@ == 3 
004D: jump_if_false @DRUGS4_24788 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DRUGS4_24788 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @DRUGS4_24788 
00D6: if 
0611:   actor 77@ performing_animation "SWT_VNT_SHT_LOOP" 
004D: jump_if_false @DRUGS4_24788 
0613: 92@ = actor 77@ animation "SWT_VNT_SHT_LOOP" time 
00D6: if 
0043:   92@ == 1.0 
004D: jump_if_false @DRUGS4_24788 
0812: AS_actor 77@ perform_animation "SWT_VNT_SHT_LOOP" IFP "SWAT" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0009: $TEMPVAR_Z_COORD += 0.5 
06BC: create_M4_shoot_from 2193.46 -1165.83 1031.55 target $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD energy 3 
09F1: play_audio_at_actor 77@ event 1157 
058A: create_gun_flash_from 2193.268 -1165.441 1031.124 to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0006: 33@ = 0 

:DRUGS4_24788
00D6: if 
001B:   4 > 165@ 
004D: jump_if_false @DRUGS4_24978 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @DRUGS4_24978 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2193.12 -1161.86 1029.61 radius 2.8 2.8 3.0 
051A:   actor 77@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS4_24978 
00D6: if 
056D:   actor 77@ defined 
004D: jump_if_false @DRUGS4_24971 
0619: enable_actor 77@ collision_detection 0 
00A1: put_actor 77@ at 2193.129 -1164.661 1032.269 
0812: AS_actor 77@ perform_animation "SWT_VNT_SHT_DIE" IFP "SWAT" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0568: set_actor 77@ untargetable 1 

:DRUGS4_24971
0006: 165@ = 4 

:DRUGS4_24978
00D6: if 
0039:   165@ == 4 
004D: jump_if_false @DRUGS4_25098 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @DRUGS4_25098 
00D6: if 
0611:   actor 77@ performing_animation "SWT_VNT_SHT_DIE" 
004D: jump_if_false @DRUGS4_25098 
0613: 92@ = actor 77@ animation "SWT_VNT_SHT_DIE" time 
00D6: if 
0043:   92@ == 1.0 
004D: jump_if_false @DRUGS4_25098 
0006: 165@ = 5 

:DRUGS4_25098
00D6: if 
0039:   165@ == 5 
004D: jump_if_false @DRUGS4_25180 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @DRUGS4_25180 
00D6: if or
82CB:   not actor 77@ bounding_sphere_visible 
00F2:   actor 77@ near_actor $PLAYER_ACTOR radius 5.0 5.0 0 
004D: jump_if_false @DRUGS4_25180 
034F: destroy_actor_with_fade 77@ 
0006: 165@ = 6 

:DRUGS4_25180
00D6: if 
0039:   168@ == 0 
004D: jump_if_false @DRUGS4_25284 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @DRUGS4_25284 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2193.19 -1160.67 1029.54 radius 4.0 4.0 3.5 
004D: jump_if_false @DRUGS4_25284 
0085: 118@ = 80@ // (int) 
0050: gosub @DRUGS4_67133 
0006: 168@ = 1 

:DRUGS4_25284
00D6: if 
0039:   169@ == 0 
004D: jump_if_false @DRUGS4_25364 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @DRUGS4_25364 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_25364 
0085: 118@ = 81@ // (int) 
008B: 119@ = $ACTOR_SWEET // (int) 
0050: gosub @DRUGS4_66916 
0006: 169@ = 1 

:DRUGS4_25364
00D6: if 
0039:   170@ == 0 
004D: jump_if_false @DRUGS4_25444 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_25444 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @DRUGS4_25444 
008B: 118@ = $ACTOR_SWEET // (int) 
0085: 119@ = 81@ // (int) 
0050: gosub @DRUGS4_66967 
0006: 170@ = 1 

:DRUGS4_25444
00D6: if 
0039:   163@ == 3 
004D: jump_if_false @DRUGS4_25490 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @DRUGS4_25490 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
0006: 163@ = 4 

:DRUGS4_25490
00D6: if 
0039:   164@ == 3 
004D: jump_if_false @DRUGS4_25536 
00D6: if 
0118:   actor 76@ dead 
004D: jump_if_false @DRUGS4_25536 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
0006: 163@ = 4 

:DRUGS4_25536
00D6: if 
0039:   162@ == 1 
004D: jump_if_false @DRUGS4_25582 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @DRUGS4_25582 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
0006: 162@ = 2 

:DRUGS4_25582
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @DRUGS4_25628 
00D6: if 
0118:   actor 70@ dead 
004D: jump_if_false @DRUGS4_25628 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
0006: 156@ = 2 

:DRUGS4_25628
00D6: if 
0039:   157@ == 2 
004D: jump_if_false @DRUGS4_25674 
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @DRUGS4_25674 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
0006: 157@ = 3 

:DRUGS4_25674
00D6: if 
0039:   158@ == 2 
004D: jump_if_false @DRUGS4_25720 
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @DRUGS4_25720 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
0006: 158@ = 4 

:DRUGS4_25720
00D6: if 
0039:   159@ == 1 
004D: jump_if_false @DRUGS4_25766 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @DRUGS4_25766 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
0006: 159@ = 2 

:DRUGS4_25766
00D6: if 
0039:   160@ == 1 
004D: jump_if_false @DRUGS4_25812 
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @DRUGS4_25812 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
0006: 160@ = 2 

:DRUGS4_25812
00D6: if 
0039:   166@ == 1 
004D: jump_if_false @DRUGS4_25858 
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @DRUGS4_25858 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
0006: 166@ = 2 

:DRUGS4_25858
00D6: if 
0039:   167@ == 1 
004D: jump_if_false @DRUGS4_25904 
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @DRUGS4_25904 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
0006: 167@ = 2 

:DRUGS4_25904
00D6: if 
0039:   165@ == 4 
004D: jump_if_false @DRUGS4_25950 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @DRUGS4_25950 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
0006: 165@ = 5 

:DRUGS4_25950
00D6: if 
0039:   168@ == 1 
004D: jump_if_false @DRUGS4_25996 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @DRUGS4_25996 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
0006: 168@ = 2 

:DRUGS4_25996
00D6: if 
0039:   169@ == 1 
004D: jump_if_false @DRUGS4_26042 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @DRUGS4_26042 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
0006: 169@ = 2 

:DRUGS4_26042
00D6: if 
0019:   174@ > 5 
004D: jump_if_false @DRUGS4_26099 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DRUGS4_26099 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
04EF: release_animation "KISSING" 
0006: 174@ = 6 

:DRUGS4_26099
00D6: if 
0039:   171@ == 0 
004D: jump_if_false @DRUGS4_26568 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_26568 
00D6: if 
0104:   actor $ACTOR_SWEET near_actor $PLAYER_ACTOR radius 3.5 3.5 3.5 sphere 0 
004D: jump_if_false @DRUGS4_26568 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @DRUGS4_26552 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @DRUGS4_26529 
0470: 63@ = actor $PLAYER_ACTOR current_weapon 
016A: fade 0 time 250 
01B4: set_player $PLAYER_CHAR can_move 0 
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 0 
04EF: release_animation "KISSING" 
0249: release_model #FAM3 
0249: release_model #FAM2 
0249: release_model #LXR_MOTEL_DOORSIM 
0249: release_model #LXR_MOTELVENT 
0249: release_model #IMY_SKYLIGHT 
0249: release_model #KMB_TROLLEY 
0249: release_model #BFYPRO 
0249: release_model #COLT45 
034F: destroy_actor_with_fade 34@ 
034F: destroy_actor_with_fade 35@ 
034F: destroy_actor_with_fade 36@ 
034F: destroy_actor_with_fade 37@ 
034F: destroy_actor_with_fade 38@ 
034F: destroy_actor_with_fade 47@ 
034F: destroy_actor_with_fade 48@ 
034F: destroy_actor_with_fade 51@ 
034F: destroy_actor_with_fade 52@ 
034F: destroy_actor_with_fade 53@ 
034F: destroy_actor_with_fade 54@ 
034F: destroy_actor_with_fade 66@ 
034F: destroy_actor_with_fade 67@ 
034F: destroy_actor_with_fade 68@ 
034F: destroy_actor_with_fade 69@ 
034F: destroy_actor_with_fade 70@ 
034F: destroy_actor_with_fade 71@ 
034F: destroy_actor_with_fade 72@ 
034F: destroy_actor_with_fade 73@ 
034F: destroy_actor_with_fade 74@ 
034F: destroy_actor_with_fade 75@ 
034F: destroy_actor_with_fade 76@ 
034F: destroy_actor_with_fade 77@ 
034F: destroy_actor_with_fade 78@ 
034F: destroy_actor_with_fade 79@ 
034F: destroy_actor_with_fade 80@ 
034F: destroy_actor_with_fade 81@ 
034F: destroy_actor_with_fade 82@ 
034F: destroy_actor_with_fade 83@ 
0108: destroy_object 84@ 
0108: destroy_object 85@ 
0108: destroy_object 86@ 
0650: destroy_particle 65@ 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 15868 as 1 
03CF: load_wav 15869 as 2 
04ED: load_animation "GANGS" 
038B: load_requested_models 

:DRUGS4_26476
00D6: if or
84EE:   not animation "GANGS" loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS4_26515 
0001: wait 0 ms 
0002: jump @DRUGS4_26476 

:DRUGS4_26515
0006: 171@ = 2 
0002: jump @DRUGS4_26545 

:DRUGS4_26529
00BC: show_text_highpriority GXT 'LAF1_21' time 1000 flag 1  // Take all the nearby SWAT out. Then it will be safe to escape with ~b~Sweet~s~.

:DRUGS4_26545
0002: jump @DRUGS4_26568 

:DRUGS4_26552
00BC: show_text_highpriority GXT 'LAF1_21' time 1000 flag 1  // Take all the nearby SWAT out. Then it will be safe to escape with ~b~Sweet~s~.

:DRUGS4_26568
00D6: if 
0039:   171@ == 2 
004D: jump_if_false @DRUGS4_27175 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_27175 
02A3: enable_widescreen 1 
0395: clear_area 0 at 2223.971 -1149.75 200.0 radius 200.0 
041D: set_camera_near_clip 0.1 
016A: fade 1 time 500 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $ACTOR_SWEET 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $ACTOR_SWEET armed_weapon_to 0 
0555: remove_weapon 22 from_actor $ACTOR_SWEET 
015F: set_camera_position 2197.487 -1157.675 1030.356 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2198.383 -1157.24 1030.261 switchstyle 2 
00A1: put_actor $ACTOR_SWEET at 2202.188 -1156.93 1028.844 
0173: set_actor $ACTOR_SWEET Z_angle_to 85.6456 
0605: actor $ACTOR_SWEET perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
00A1: put_actor $PLAYER_ACTOR at 2197.2 -1156.929 1028.844 
0173: set_actor $PLAYER_ACTOR Z_angle_to 269.764 
05D3: AS_actor $PLAYER_ACTOR goto_point 2201.188 -1156.93 1028.844 mode 4 time -1 ms // versionA 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_JH' time 5000 flag 1  // ~z~What took you? Where's Smoke and Ryder?
0967: actor $ACTOR_SWEET move_mouth 10000 ms 

:DRUGS4_26881
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRUGS4_26907 
0001: wait 0 ms 
0002: jump @DRUGS4_26881 

:DRUGS4_26907
00BE: text_clear_all 
040D: unload_wav 1 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_26934 
0968: actor $ACTOR_SWEET stop_mouth 

:DRUGS4_26934
03CF: load_wav 15871 as 1 
015F: set_camera_position 2201.234 -1157.545 1030.373 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2201.804 -1156.723 1030.406 switchstyle 2 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_27133 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $ACTOR_SWEET 
00A1: put_actor $PLAYER_ACTOR at 2201.188 -1156.93 1028.844 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0605: actor $ACTOR_SWEET perform_animation "HNDSHKFA_SWT" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $PLAYER_ACTOR perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 32@ = 0 

:DRUGS4_27133
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_JI' time 2000 flag 1  // ~z~They shook on us!
0967: actor $PLAYER_ACTOR move_mouth 2000 ms 
0707: start_scene_skip_to @DRUGS4_27696 
0006: 171@ = 3 

:DRUGS4_27175
00D6: if 
0019:   171@ > 2 
004D: jump_if_false @DRUGS4_27317 
00D6: if 
001B:   6 > 171@ 
004D: jump_if_false @DRUGS4_27317 
00D6: if 
0039:   182@ == 0 
004D: jump_if_false @DRUGS4_27317 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS4_27317 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_27317 
00BE: text_clear_all 
0968: actor $PLAYER_ACTOR stop_mouth 
03D1: play_wav 1 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_27294 
0967: actor $ACTOR_SWEET move_mouth 10000 ms 

:DRUGS4_27294
00BC: show_text_highpriority GXT 'FIN1_JK' time 2000 flag 1  // ~z~Fuck it, let's get out of here!
0006: 182@ = 1 

:DRUGS4_27317
00D6: if 
0039:   182@ == 1 
004D: jump_if_false @DRUGS4_27378 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_27378 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS4_27378 
0968: actor $ACTOR_SWEET stop_mouth 
0006: 182@ = 2 

:DRUGS4_27378
00D6: if 
0039:   171@ == 3 
004D: jump_if_false @DRUGS4_27619 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_27619 
062E: get_actor $ACTOR_SWEET task 1541 status_store_to 94@ // ret 7 if not found 
00D6: if 
04A4:   94@ == 7 // == constant 
004D: jump_if_false @DRUGS4_27619 
062E: get_actor $PLAYER_ACTOR task 1541 status_store_to 95@ // ret 7 if not found 
00D6: if 
04A4:   95@ == 7 // == constant 
004D: jump_if_false @DRUGS4_27619 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS4_27619 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_27619 
0006: 32@ = 0 
015F: set_camera_position 2202.409 -1157.19 1030.515 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2201.414 -1157.129 1030.438 switchstyle 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2193.09 -1157.16 1029.84 
05D7: add_point_to_scmpath 2193.379 -1145.899 1029.84 
05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 4 0 
05D8: AS_assign_scmpath to_actor $ACTOR_SWEET flags 4 0 
0006: 171@ = 4 

:DRUGS4_27619
00D6: if 
0039:   171@ == 4 
004D: jump_if_false @DRUGS4_27644 
0006: 171@ = 5 

:DRUGS4_27644
00D6: if 
0039:   171@ == 5 
004D: jump_if_false @DRUGS4_28756 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS4_28756 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @DRUGS4_28756 

:DRUGS4_27696
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_27727 
0968: actor $ACTOR_SWEET stop_mouth 

:DRUGS4_27727
016A: fade 0 time 250 

:DRUGS4_27734
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_27758 
0001: wait 0 ms 
0002: jump @DRUGS4_27734 

:DRUGS4_27758
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 63@ 
0395: clear_area 1 at 2192.194 -1153.241 100.0 radius 100.0 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_28056 
0968: actor $ACTOR_SWEET stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 
07FB: set_interior 'MOTEL1' access 1  // Jefferson Motel
08AD: link_actor $ACTOR_SWEET to_enex_marker_at 2214.41 -1150.48 radius 3.0 
02AB: set_actor $ACTOR_SWEET immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0792: disembark_instantly_actor $ACTOR_SWEET 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $ACTOR_SWEET at 2192.194 -1153.241 32.56 
0173: set_actor $ACTOR_SWEET Z_angle_to 180.359 
00A1: put_actor $PLAYER_ACTOR at 2193.99 -1153.14 33.56 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.359 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0860: link_actor $ACTOR_SWEET to_interior 0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2214.38 -1150.45 radius 1.0 
08AD: link_actor $ACTOR_SWEET to_enex_marker_at 2214.38 -1150.45 radius 1.0 
04BB: select_interior 0 
015F: set_camera_position 2201.644 -1164.351 38.3367 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2201.008 -1163.641 38.0327 switchstyle 2 
07FB: set_interior 'MOTEL1' access 0  // Jefferson Motel

:DRUGS4_28056
04EF: release_animation "GANGS" 
0247: load_model #POLMAV 
07C0: load_path 349 
03CF: load_wav 15800 as 1 
03CF: load_wav 15872 as 2 
038B: load_requested_models 

:DRUGS4_28091
00D6: if or
8248:   not model #POLMAV available 
87C1:   not path 349 available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS4_28131 
0001: wait 0 ms 
0002: jump @DRUGS4_28091 

:DRUGS4_28131
05D3: AS_actor $PLAYER_ACTOR goto_point 2193.86 -1157.682 33.563 mode 4 time -1 ms // versionA 
0001: wait 500 ms 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_28200 
05D3: AS_actor $ACTOR_SWEET goto_point 2192.25 -1158.078 33.56 mode 4 time -1 ms // versionA 

:DRUGS4_28200
00A5: 40@ = create_car #POLMAV at 2249.51 -1111.52 56.1 
09C4: set_car 40@ gas_tank_explosion_enabled 0 
02AA: set_car 40@ immune_to_nonplayer 1 
0224: set_car 40@ health_to 2000 
0129: 44@ = create_actor_pedtype 25 model #SWAT in_car 40@ driverseat 
054A: set_actor 44@ can_be_shot_in_a_car 0 
020A: set_car 40@ door_status_to 2 
039E: set_actor 44@ locked 1 while_in_car 
04BA: set_car 40@ speed_to 30.0 
060B: set_actor 44@ decision_maker_to 55@ 
0825: set_helicopter 40@ instant_rotor_start 
009A: 51@ = create_actor_pedtype 27 model #SWAT at 2161.84 -1154.26 25.09 
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 51@ decision_maker_to 57@ 
009A: 52@ = create_actor_pedtype 27 model #SWAT at 2159.84 -1154.26 25.09 
077A: set_actor 52@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
060B: set_actor 52@ decision_maker_to 57@ 
009A: 53@ = create_actor_pedtype 27 model #SWAT at 2159.84 -1154.26 -5.09 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 53@ decision_maker_to 57@ 
009A: 54@ = create_actor_pedtype 27 model #SWAT at 2159.84 -1154.26 -8.09 
077A: set_actor 54@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
060B: set_actor 54@ decision_maker_to 57@ 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0464: put_actor 51@ into_turret_on_car 40@ at_car_offset 1.4 1.3 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 29 
0223: set_actor 51@ health_to 150 
07DD: set_actor 51@ attack_rate 70 // previously known as temper_to 
0464: put_actor 52@ into_turret_on_car 40@ at_car_offset 1.4 -0.8 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 29 
0223: set_actor 52@ health_to 150 
07DD: set_actor 52@ attack_rate 70 // previously known as temper_to 
0464: put_actor 53@ into_turret_on_car 40@ at_car_offset -1.4 1.3 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 29 
0223: set_actor 53@ health_to 150 
07DD: set_actor 53@ attack_rate 70 // previously known as temper_to 
0464: put_actor 54@ into_turret_on_car 40@ at_car_offset -1.4 -0.8 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 29 
0223: set_actor 54@ health_to 150 
04BB: select_interior 0 
03CB: set_rendering_origin_at 2193.86 -1157.682 33.563 
00C0: set_current_time_hours_to 2 minutes_to 30 
04FA: reset_sky_colors_with_fade 0 
016A: fade 1 time 500 
0006: 33@ = 0 
0006: 171@ = 6 
0006: 172@ = 1 

:DRUGS4_28756
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_28795 
00BC: show_text_highpriority GXT 'LAF1_70' time 5000 flag 1  // ~r~Sweet died!
0002: jump @DRUGS4_67705 

:DRUGS4_28795
00D6: if 
0039:   171@ == 0 
004D: jump_if_false @DRUGS4_29398 
0050: gosub @DRUGS4_66554 
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @DRUGS4_28903 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_28903 
00D6: if 
0039:   149@ == 1 
004D: jump_if_false @DRUGS4_28903 
04AF: 106@ = 15863 // = constant 
05AA: 107@s = 'FIN1_JC' // @s = 'short'  // ~z~Where the OG's at - I gotta get my brother, Sweet.
0050: gosub @DRUGS4_66512 

:DRUGS4_28903
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @DRUGS4_28993 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_28993 
00D6: if 
0039:   149@ == 1 
004D: jump_if_false @DRUGS4_28993 
0006: 151@ = 1 
04AF: 106@ = 15864 // = constant 
05AA: 107@s = 'FIN1_JD' // @s = 'short'  // ~z~They were meeting in the back of the motel someplace...
0050: gosub @DRUGS4_66512 

:DRUGS4_28993
00D6: if 
0019:   173@ > 0 
004D: jump_if_false @DRUGS4_29076 
00D6: if 
0039:   178@ == 2 
004D: jump_if_false @DRUGS4_29076 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_29076 
04AF: 106@ = 15866 // = constant 
05AA: 107@s = 'FIN1_JF' // @s = 'short'  // ~z~Families! Cops comin' in from behind!
0050: gosub @DRUGS4_66512 

:DRUGS4_29076
00D6: if 
0019:   157@ > 0 
004D: jump_if_false @DRUGS4_29159 
00D6: if 
0039:   178@ == 3 
004D: jump_if_false @DRUGS4_29159 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_29159 
04AF: 106@ = 15807 // = constant 
05AA: 107@s = 'FIN1_BD' // @s = 'short'  // ~z~Get some suppressing fire in there!
0050: gosub @DRUGS4_66512 

:DRUGS4_29159
00D6: if 
0019:   165@ > 0 
004D: jump_if_false @DRUGS4_29242 
00D6: if 
0039:   178@ == 4 
004D: jump_if_false @DRUGS4_29242 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_29242 
04AF: 106@ = 15818 // = constant 
05AA: 107@s = 'FIN1_CK' // @s = 'short'  // ~z~Unit down, repeat, unit down!
0050: gosub @DRUGS4_66512 

:DRUGS4_29242
00D6: if 
0039:   178@ == 5 
004D: jump_if_false @DRUGS4_29307 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_29307 
04AF: 106@ = 15808 // = constant 
05AA: 107@s = 'FIN1_BE' // @s = 'short'  // ~z~Gimme some fucking covering fire!
0050: gosub @DRUGS4_66512 

:DRUGS4_29307
00D6: if 
0039:   181@ == 1 
004D: jump_if_false @DRUGS4_29358 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS4_29358 
040D: unload_wav 2 
03CF: load_wav 15803 as 2 
0006: 181@ = 2 

:DRUGS4_29358
00D6: if 
0039:   181@ == 2 
004D: jump_if_false @DRUGS4_29398 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_29398 
0006: 181@ = 3 

:DRUGS4_29398
00D6: if 
0039:   172@ == 1 
004D: jump_if_false @DRUGS4_32115 
00D6: if 
0039:   171@ == 6 
004D: jump_if_false @DRUGS4_29673 
00D6: if 
0019:   33@ > 2000 
004D: jump_if_false @DRUGS4_29673 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_29477 
05EB: assign_car 40@ to_path 349 

:DRUGS4_29477
015F: set_camera_position 2195.099 -1157.921 34.0291 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2194.103 -1157.979 33.9628 switchstyle 2 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_29673 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_29673 
0001: wait 200 ms 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_29592 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 44@ 3000 ms 

:DRUGS4_29592
0001: wait 100 ms 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_29639 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_29639 
05BF: AS_actor $ACTOR_SWEET look_at_actor 44@ 3000 ms 

:DRUGS4_29639
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_AA' time 3000 flag 1  // ~z~This is the Los Santos Police Department; Stay where you all are!
0006: 33@ = 0 
0006: 171@ = 7 

:DRUGS4_29673
00D6: if 
0039:   171@ == 7 
004D: jump_if_false @DRUGS4_30159 
00D6: if 
0019:   33@ > 2500 
004D: jump_if_false @DRUGS4_30159 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_30159 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_30159 
0006: 175@ = 0 
0707: start_scene_skip_to @DRUGS4_30860 
015F: set_camera_position 2176.641 -1179.425 38.9175 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2177.136 -1178.588 38.6847 switchstyle 2 
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS4_29871 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @DRUGS4_29871 
0085: 118@ = 51@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_66916 
0006: 132@ = 1 

:DRUGS4_29871
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS4_29951 
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @DRUGS4_29951 
0085: 118@ = 52@ // (int) 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_29937 
008B: 119@ = $ACTOR_SWEET // (int) 

:DRUGS4_29937
0050: gosub @DRUGS4_66967 
0006: 133@ = 1 

:DRUGS4_29951
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS4_30031 
00D6: if 
0039:   135@ == 0 
004D: jump_if_false @DRUGS4_30031 
0085: 118@ = 53@ // (int) 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_30017 
008B: 119@ = $ACTOR_SWEET // (int) 

:DRUGS4_30017
0050: gosub @DRUGS4_66967 
0006: 135@ = 1 

:DRUGS4_30031
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRUGS4_30095 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @DRUGS4_30095 
0085: 118@ = 54@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_66967 
0006: 136@ = 1 

:DRUGS4_30095
05D3: AS_actor $ACTOR_SWEET goto_point 2192.683 -1168.586 33.56 mode 6 time 5000 ms // versionA 
05D3: AS_actor $PLAYER_ACTOR goto_point 2198.424 -1158.32 33.56 mode 6 time 5000 ms // versionA 
0006: 33@ = 0 
0006: 171@ = 8 

:DRUGS4_30159
00D6: if 
0039:   171@ == 8 
004D: jump_if_false @DRUGS4_30458 
00D6: if 
0019:   33@ > 1500 
004D: jump_if_false @DRUGS4_30458 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_30458 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_30458 
00D6: if 
060E:   car 40@ assigned_to_path 
004D: jump_if_false @DRUGS4_30249 
05EC: release_car 40@ from_path 

:DRUGS4_30249
015F: set_camera_position 2196.338 -1157.223 32.9594 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2195.762 -1158.032 33.0705 switchstyle 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2195.914 -1159.764 32.563 
0173: set_actor $PLAYER_ACTOR Z_angle_to 181.0915 
0605: actor $PLAYER_ACTOR perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_JL' time 3000 flag 1  // ~z~CJ, that chopper's all over us! Hit it!
00AB: put_car 40@ at 2185.43 -1172.69 37.05 
04A2: set_heli 40@ fly_to 2194.97 -1182.27 37.0 altitude_between 7.0 and 7.0 
0006: 33@ = 0 
0006: 171@ = 9 

:DRUGS4_30458
00D6: if 
0039:   171@ == 9 
004D: jump_if_false @DRUGS4_30654 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_30654 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "SWT_WLLPK_L" 
004D: jump_if_false @DRUGS4_30654 
0613: 96@ = actor $PLAYER_ACTOR animation "SWT_WLLPK_L" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @DRUGS4_30654 
0605: actor $PLAYER_ACTOR perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_30647 
008B: 118@ = $ACTOR_SWEET // (int) 
0085: 119@ = 44@ // (int) 
0050: gosub @DRUGS4_66967 

:DRUGS4_30647
0006: 171@ = 10 

:DRUGS4_30654
00D6: if 
0039:   171@ == 10 
004D: jump_if_false @DRUGS4_32058 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_32058 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "SWT_WLLSHOOT_IN_L" 
004D: jump_if_false @DRUGS4_32058 
0613: 96@ = actor $PLAYER_ACTOR animation "SWT_WLLSHOOT_IN_L" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @DRUGS4_32058 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_30848 
06C1: create_searchlight 58@ on_car 40@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2193.73 -1166.85 34.06 radius 4.0 
06B6: set_searchlight 58@ follow_actor $ACTOR_SWEET speed 0.2 

:DRUGS4_30848
0792: disembark_instantly_actor $PLAYER_ACTOR 
0006: 175@ = 1 

:DRUGS4_30860
0701: end_scene_skip 
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @DRUGS4_31753 
00BE: text_clear_all 
016A: fade 0 time 500 

:DRUGS4_30889
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_30913 
0001: wait 0 ms 
0002: jump @DRUGS4_30889 

:DRUGS4_30913
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_30958 
00D6: if 
060E:   car 40@ assigned_to_path 
004D: jump_if_false @DRUGS4_30958 
05EC: release_car 40@ from_path 

:DRUGS4_30958
00A6: destroy_car 40@ 
009B: destroy_actor 51@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 
0247: load_model #POLMAV 
0247: load_model #SWAT 
0247: load_model #MP5LNG 
038B: load_requested_models 

:DRUGS4_31000
00D6: if or
8248:   not model #POLMAV available 
8248:   not model #SWAT available 
8248:   not model #MP5LNG available 
004D: jump_if_false @DRUGS4_31037 
0001: wait 0 ms 
0002: jump @DRUGS4_31000 

:DRUGS4_31037
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_31070 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $ACTOR_SWEET 
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 0 

:DRUGS4_31070
00A5: 40@ = create_car #POLMAV at 2249.51 -1111.52 56.1 
09C4: set_car 40@ gas_tank_explosion_enabled 0 
02AA: set_car 40@ immune_to_nonplayer 1 
04BA: set_car 40@ speed_to 30.0 
0224: set_car 40@ health_to 2000 
06C1: create_searchlight 58@ on_car 40@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2193.73 -1166.85 34.06 radius 3.0 
06B6: set_searchlight 58@ follow_actor $ACTOR_SWEET speed 0.2 
0129: 44@ = create_actor_pedtype 25 model #SWAT in_car 40@ driverseat 
054A: set_actor 44@ can_be_shot_in_a_car 0 
020A: set_car 40@ door_status_to 2 
039E: set_actor 44@ locked 1 while_in_car 
054A: set_actor 44@ can_be_shot_in_a_car 0 
060B: set_actor 44@ decision_maker_to 55@ 
0825: set_helicopter 40@ instant_rotor_start 
00AB: put_car 40@ at 2188.28 -1176.54 39.54 
0175: set_car 40@ Z_angle_to 210.0 
009A: 51@ = create_actor_pedtype 27 model #SWAT at 2161.84 -1154.26 25.09 
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 51@ decision_maker_to 57@ 
009A: 52@ = create_actor_pedtype 27 model #SWAT at 2159.84 -1154.26 25.09 
077A: set_actor 52@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
060B: set_actor 52@ decision_maker_to 57@ 
009A: 53@ = create_actor_pedtype 27 model #SWAT at 2159.84 -1154.26 -5.09 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 53@ decision_maker_to 57@ 
009A: 54@ = create_actor_pedtype 27 model #SWAT at 2159.84 -1154.26 -8.09 
077A: set_actor 54@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
060B: set_actor 54@ decision_maker_to 57@ 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0464: put_actor 51@ into_turret_on_car 40@ at_car_offset 1.4 1.3 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 29 
0223: set_actor 51@ health_to 150 
07DD: set_actor 51@ attack_rate 70 // previously known as temper_to 
0464: put_actor 52@ into_turret_on_car 40@ at_car_offset 1.4 -0.8 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 29 
0223: set_actor 52@ health_to 150 
07DD: set_actor 52@ attack_rate 70 // previously known as temper_to 
0464: put_actor 53@ into_turret_on_car 40@ at_car_offset -1.4 1.3 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 29 
0223: set_actor 53@ health_to 150 
07DD: set_actor 53@ attack_rate 70 // previously known as temper_to 
0464: put_actor 54@ into_turret_on_car 40@ at_car_offset -1.4 -0.8 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 29 
0223: set_actor 54@ health_to 150 
03CB: set_rendering_origin_at 2193.86 -1157.682 33.563 
00A1: put_actor $PLAYER_ACTOR at 2194.53 -1159.24 32.563 
0173: set_actor $PLAYER_ACTOR Z_angle_to 173.208 
00A1: put_actor $ACTOR_SWEET at 2192.638 -1169.202 32.563 
0173: set_actor $ACTOR_SWEET Z_angle_to 180.668 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 time 750 

:DRUGS4_31753
0006: 132@ = 0 
0006: 133@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_31863 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_31863 
02AB: set_actor $ACTOR_SWEET immunities BP 0 FP 1 EP 1 CP 1 MP 0 
01B2: give_actor $ACTOR_SWEET weapon 29 ammo 99999 // Load the weapon model before using this 
008B: 118@ = $ACTOR_SWEET // (int) 
0085: 119@ = 44@ // (int) 
0050: gosub @DRUGS4_66967 

:DRUGS4_31863
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_31894 
0853: unknown_heli 40@ flag 3 
0186: 185@ = create_marker_above_car 40@ 

:DRUGS4_31894
0223: set_actor $PLAYER_ACTOR health_to 100 
065C: release_decision_maker 56@ 
0006: 32@ = 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_31962 
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 0 
0223: set_actor $ACTOR_SWEET health_to 500 
0004: $6962 = 100 

:DRUGS4_31962
04EF: release_animation "SWAT" 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
03C4: set_status_text $6962 type 1 GXT 'LAF1_20' // global_variable  // Sweet
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 15873 as 1 
03CF: load_wav 15819 as 2 
0006: 178@ = 0 
0006: 179@ = 0 
00BC: show_text_highpriority GXT 'LAF1_5' time 5000 flag 1  // ~s~Protect ~b~Sweet ~s~and destroy the ~r~SWAT helicopter~s~.
0006: 172@ = 2 
0006: 171@ = 11 

:DRUGS4_32058
00D6: if 
001B:   11 > 171@ 
004D: jump_if_false @DRUGS4_32115 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_32115 
00BC: show_text_highpriority GXT 'LAF1_70' time 5000 flag 1  // ~r~Sweet died!
0002: jump @DRUGS4_67705 

:DRUGS4_32115
00D6: if 
0039:   172@ == 2 
004D: jump_if_false @DRUGS4_33686 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_32171 
0226: $6962 = actor $ACTOR_SWEET health 
0014: $6962 /= 5 
0002: jump @DRUGS4_32194 

:DRUGS4_32171
00BC: show_text_highpriority GXT 'LAF1_70' time 5000 flag 1  // ~r~Sweet died!
0002: jump @DRUGS4_67705 

:DRUGS4_32194
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_33686 
00D6: if 
0039:   171@ == 11 
004D: jump_if_false @DRUGS4_32278 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @DRUGS4_32278 
05D3: AS_actor $ACTOR_SWEET goto_point 2193.199 -1179.67 33.56 mode 6 time -1 ms // versionA 
0006: 171@ = 12 

:DRUGS4_32278
00D6: if 
0039:   171@ == 12 
004D: jump_if_false @DRUGS4_32472 
00D6: if 
00FE:   actor $ACTOR_SWEET sphere 0 in_sphere 2193.199 -1179.67 33.56 radius 1.5 1.5 2.5 
004D: jump_if_false @DRUGS4_32472 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_32383 
008B: 118@ = $ACTOR_SWEET // (int) 
0085: 119@ = 44@ // (int) 
0050: gosub @DRUGS4_66967 

:DRUGS4_32383
0006: 32@ = 0 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_32465 
04A2: set_heli 40@ fly_to 2193.199 -1179.67 40.5 altitude_between 10.0 and 10.0 
00D6: if 
06B3:   searchlight 58@ active 
004D: jump_if_false @DRUGS4_32465 
06B6: set_searchlight 58@ follow_actor $PLAYER_ACTOR speed 0.2 

:DRUGS4_32465
0006: 171@ = 13 

:DRUGS4_32472
00D6: if 
0039:   171@ == 13 
004D: jump_if_false @DRUGS4_32592 
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @DRUGS4_32592 
05D3: AS_actor $ACTOR_SWEET goto_point 2200.652 -1188.776 32.563 mode 6 time -1 ms // versionA 
00D6: if 
06B3:   searchlight 58@ active 
004D: jump_if_false @DRUGS4_32562 
06B6: set_searchlight 58@ follow_actor $ACTOR_SWEET speed 0.2 

:DRUGS4_32562
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_32585 
02AA: set_car 40@ immune_to_nonplayer 0 

:DRUGS4_32585
0006: 171@ = 14 

:DRUGS4_32592
00D6: if 
0039:   171@ == 14 
004D: jump_if_false @DRUGS4_32757 
00D6: if 
00FE:   actor $ACTOR_SWEET sphere 0 in_sphere 2200.652 -1188.776 32.563 radius 1.5 1.5 3.5 
004D: jump_if_false @DRUGS4_32757 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_32697 
008B: 118@ = $ACTOR_SWEET // (int) 
0085: 119@ = 44@ // (int) 
0050: gosub @DRUGS4_66967 

:DRUGS4_32697
0006: 32@ = 0 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_32750 
04A2: set_heli 40@ fly_to 2212.41 -1168.54 42.0 altitude_between 20.0 and 20.0 

:DRUGS4_32750
0006: 171@ = 15 

:DRUGS4_32757
00D6: if 
0039:   171@ == 15 
004D: jump_if_false @DRUGS4_32854 
00D6: if 
0019:   32@ > 12000 
004D: jump_if_false @DRUGS4_32854 
05D3: AS_actor $ACTOR_SWEET goto_point 2209.474 -1185.644 33.56 mode 6 time -1 ms // versionA 
00D6: if 
06B3:   searchlight 58@ active 
004D: jump_if_false @DRUGS4_32847 
06B6: set_searchlight 58@ follow_actor $PLAYER_ACTOR speed 0.2 

:DRUGS4_32847
0006: 171@ = 16 

:DRUGS4_32854
00D6: if 
0039:   171@ == 16 
004D: jump_if_false @DRUGS4_33019 
00D6: if 
00FE:   actor $ACTOR_SWEET sphere 0 in_sphere 2209.474 -1185.644 33.56 radius 1.5 1.5 3.5 
004D: jump_if_false @DRUGS4_33019 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_32959 
008B: 118@ = $ACTOR_SWEET // (int) 
0085: 119@ = 44@ // (int) 
0050: gosub @DRUGS4_66967 

:DRUGS4_32959
0006: 32@ = 0 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_33012 
04A2: set_heli 40@ fly_to 2223.66 -1169.4 42.83 altitude_between 20.0 and 20.0 

:DRUGS4_33012
0006: 171@ = 17 

:DRUGS4_33019
00D6: if 
0039:   171@ == 17 
004D: jump_if_false @DRUGS4_33116 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @DRUGS4_33116 
05D3: AS_actor $ACTOR_SWEET goto_point 2219.186 -1188.8 33.563 mode 6 time -1 ms // versionA 
00D6: if 
06B3:   searchlight 58@ active 
004D: jump_if_false @DRUGS4_33109 
06B6: set_searchlight 58@ follow_actor $ACTOR_SWEET speed 0.2 

:DRUGS4_33109
0006: 171@ = 18 

:DRUGS4_33116
00D6: if 
0039:   171@ == 18 
004D: jump_if_false @DRUGS4_33281 
00D6: if 
00FE:   actor $ACTOR_SWEET sphere 0 in_sphere 2219.186 -1188.8 33.563 radius 1.5 1.5 3.5 
004D: jump_if_false @DRUGS4_33281 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_33221 
008B: 118@ = $ACTOR_SWEET // (int) 
0085: 119@ = 44@ // (int) 
0050: gosub @DRUGS4_66967 

:DRUGS4_33221
0006: 32@ = 0 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_33274 
04A2: set_heli 40@ fly_to 2242.91 -1178.87 42.0 altitude_between 10.0 and 10.0 

:DRUGS4_33274
0006: 171@ = 19 

:DRUGS4_33281
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @DRUGS4_33327 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @DRUGS4_33327 
0465: remove_actor 51@ from_turret_mode 
0006: 132@ = 1 

:DRUGS4_33327
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @DRUGS4_33373 
00D6: if 
0118:   actor 52@ dead 
004D: jump_if_false @DRUGS4_33373 
0465: remove_actor 52@ from_turret_mode 
0006: 133@ = 1 

:DRUGS4_33373
00D6: if 
0039:   135@ == 0 
004D: jump_if_false @DRUGS4_33419 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @DRUGS4_33419 
0465: remove_actor 53@ from_turret_mode 
0006: 135@ = 1 

:DRUGS4_33419
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @DRUGS4_33465 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @DRUGS4_33465 
0465: remove_actor 54@ from_turret_mode 
0006: 136@ = 1 

:DRUGS4_33465
00D6: if 
0019:   171@ > 10 
004D: jump_if_false @DRUGS4_33686 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_33651 
0227: 41@ = car 40@ health 
00D6: if 
001B:   1250 > 41@ 
004D: jump_if_false @DRUGS4_33644 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0164: disable_marker 185@ 
04A2: set_heli 40@ fly_to 2220.44 -1128.29 43.31 altitude_between 30.0 and 30.0 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_33595 
03D1: play_wav 2 

:DRUGS4_33595
06B2: destroy_searchlight 58@ 
0006: 32@ = 0 
0006: 176@ = 1 
00BC: show_text_highpriority GXT 'LAF1_69' time 5000 flag 1  // ~s~Follow ~b~Sweet~s~.
0006: 172@ = 3 
0006: 171@ = 20 

:DRUGS4_33644
0002: jump @DRUGS4_33686 

:DRUGS4_33651
00BC: show_text_highpriority GXT 'LAF1_69' time 1000 flag 1  // ~s~Follow ~b~Sweet~s~.
06B2: destroy_searchlight 58@ 
0006: 172@ = 3 
0006: 171@ = 20 

:DRUGS4_33686
00D6: if 
0039:   172@ == 3 
004D: jump_if_false @DRUGS4_34636 
00D6: if 
001B:   23 > 171@ 
004D: jump_if_false @DRUGS4_34636 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_33760 
0226: $6962 = actor $ACTOR_SWEET health 
0014: $6962 /= 5 
0002: jump @DRUGS4_33783 

:DRUGS4_33760
00BC: show_text_highpriority GXT 'LAF1_70' time 5000 flag 1  // ~r~Sweet died!
0002: jump @DRUGS4_67705 

:DRUGS4_33783
00D6: if 
0039:   171@ == 20 
004D: jump_if_false @DRUGS4_33900 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_33900 
05F5: AS_actor $ACTOR_SWEET goto_point_using_paths 2235.36 -1188.68 33.82 mode 6 time 35000 
0006: 33@ = 0 
0006: 178@ = 0 
0006: 179@ = 0 
040D: unload_wav 1 
0395: clear_area 1 at 2197.78 -1194.0 30.0 radius 30.0 
0006: 171@ = 21 

:DRUGS4_33900
00D6: if 
0039:   171@ == 21 
004D: jump_if_false @DRUGS4_34125 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_34125 
00D6: if 
0104:   actor $ACTOR_SWEET near_actor $PLAYER_ACTOR radius 4.0 4.0 3.5 sphere 0 
004D: jump_if_false @DRUGS4_34066 
00D6: if 
02CB:   actor $ACTOR_SWEET bounding_sphere_visible 
004D: jump_if_false @DRUGS4_34059 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
05F5: AS_actor $ACTOR_SWEET goto_point_using_paths 2197.78 -1194.0 26.17 mode 6 time 35000 
0395: clear_area 0 at 2197.78 -1194.0 100.0 radius 100.0 
0006: 171@ = 22 

:DRUGS4_34059
0002: jump @DRUGS4_34125 

:DRUGS4_34066
00D6: if 
0019:   33@ > 3500 
004D: jump_if_false @DRUGS4_34125 
00BC: show_text_highpriority GXT 'LAF1_69' time 1000 flag 1  // ~s~Follow ~b~Sweet~s~.
0395: clear_area 0 at 2197.78 -1194.0 100.0 radius 100.0 

:DRUGS4_34125
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @DRUGS4_34231 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_34231 
00D6: if 
01AF:   car 40@ sphere 0 in_sphere 2220.44 -1128.29 43.31 radius 15.0 15.0 15.0 
004D: jump_if_false @DRUGS4_34231 
020B: explode_car 40@ 
020B: explode_car 40@ 
0006: 32@ = 0 
0006: 176@ = 2 

:DRUGS4_34231
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @DRUGS4_34285 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @DRUGS4_34285 
01C3: remove_references_to_car 40@ 
00A6: destroy_car 40@ 
0006: 176@ = 3 

:DRUGS4_34285
00D6: if 
0039:   171@ == 22 
004D: jump_if_false @DRUGS4_34636 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_34636 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2197.78 -1194.0 26.17 radius 5.0 5.0 3.5 on_foot 
004D: jump_if_false @DRUGS4_34499 
016A: fade 0 time 250 
01B4: set_player $PLAYER_CHAR can_move 0 
02AB: set_actor $ACTOR_SWEET immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRUGS4_34396
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_34420 
0001: wait 0 ms 
0002: jump @DRUGS4_34396 

:DRUGS4_34420
01C3: remove_references_to_car 40@ 
0395: clear_area 1 at 2197.78 -1194.0 100.0 radius 100.0 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_34485 
00A1: put_actor $ACTOR_SWEET at 2197.78 -1194.0 25.0 

:DRUGS4_34485
0006: 171@ = 23 
0002: jump @DRUGS4_34636 

:DRUGS4_34499
00D6: if 
00FF:   actor $ACTOR_SWEET sphere 0 in_sphere 2197.78 -1194.0 26.17 radius 5.0 5.0 3.5 on_foot 
004D: jump_if_false @DRUGS4_34636 
01C3: remove_references_to_car 40@ 
0395: clear_area 1 at 2197.78 -1194.0 100.0 radius 100.0 
016A: fade 0 time 250 
01B4: set_player $PLAYER_CHAR can_move 0 
02AB: set_actor $ACTOR_SWEET immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRUGS4_34605
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_34629 
0001: wait 0 ms 
0002: jump @DRUGS4_34605 

:DRUGS4_34629
0006: 171@ = 23 

:DRUGS4_34636
00D6: if 
0019:   172@ > 1 
004D: jump_if_false @DRUGS4_35063 
00D6: if 
001B:   4 > 172@ 
004D: jump_if_false @DRUGS4_35063 
00D6: if 
001B:   23 > 171@ 
004D: jump_if_false @DRUGS4_35063 
0050: gosub @DRUGS4_66554 
00D6: if 
0039:   172@ == 2 
004D: jump_if_false @DRUGS4_34962 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_34962 
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @DRUGS4_34814 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_34814 
00D6: if 
0019:   171@ > 11 
004D: jump_if_false @DRUGS4_34814 
04AF: 106@ = 15873 // = constant 
05AA: 107@s = 'FIN1_JM' // @s = 'short'  // ~z~CJ, dump on that helicopter!
0050: gosub @DRUGS4_66512 

:DRUGS4_34814
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @DRUGS4_34879 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_34879 
04AF: 106@ = 15811 // = constant 
05AA: 107@s = 'FIN1_BY' // @s = 'short'  // ~z~This is Buzzard 1, we are taking ground fire!
0050: gosub @DRUGS4_66512 

:DRUGS4_34879
00D6: if 
0039:   178@ == 2 
004D: jump_if_false @DRUGS4_34962 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_34962 
00D6: if 
0019:   171@ > 14 
004D: jump_if_false @DRUGS4_34962 
04AF: 106@ = 15872 // = constant 
05AA: 107@s = 'FIN1_JL' // @s = 'short'  // ~z~CJ, that chopper's all over us! Hit it!
0050: gosub @DRUGS4_66512 

:DRUGS4_34962
00D6: if 
0039:   172@ == 3 
004D: jump_if_false @DRUGS4_35063 
00D6: if 
0019:   171@ > 21 
004D: jump_if_false @DRUGS4_35063 
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @DRUGS4_35063 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_35063 
04AF: 106@ = 15874 // = constant 
05AA: 107@s = 'FIN1_JN' // @s = 'short'  // ~z~C'mon, CJ, let's go!
0050: gosub @DRUGS4_66512 

:DRUGS4_35063
00D6: if 
0039:   171@ == 23 
004D: jump_if_false @DRUGS4_36772 
00D6: if 
0039:   294@ == 0 
004D: jump_if_false @DRUGS4_36772 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_36772 
00C0: set_current_time_hours_to 3 minutes_to 15 
01B9: set_actor $ACTOR_SWEET armed_weapon_to 0 
0249: release_model #CHROMEGUN 
0249: release_model #COLT45 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
02A3: enable_widescreen 1 
0395: clear_area 0 at 2223.971 -1149.75 200.0 radius 200.0 
01B4: set_player $PLAYER_CHAR can_move 0 
041D: set_camera_near_clip 0.1 
015F: set_camera_position 2190.325 -1194.562 25.4553 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2189.376 -1194.54 25.1403 switchstyle 2 
0792: disembark_instantly_actor $ACTOR_SWEET 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $ACTOR_SWEET at 2192.65 -1194.78 24.2 
0173: set_actor $ACTOR_SWEET Z_angle_to 78.5405 
00A1: put_actor $PLAYER_ACTOR at 2192.0 -1193.78 24.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 85.0874 
0006: 143@ = 0 
065C: release_decision_maker 57@ 
0249: release_model #SWAT 
0151: remove_status_text $6962 
0247: load_model #COPCARLA 
0247: load_model #LAPD1 
0247: load_model #M4 
0247: load_model #STREAK 
0247: load_model #HUNTLEY 
0247: load_model #POLMAV 
04ED: load_animation "GANGS" 
04ED: load_animation "CAR_CHAT" 
023C: load_special_actor 'SMOKE' as 2 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
07C0: load_path 330 
07C0: load_path 332 
07C0: load_path 333 
07C0: load_path 334 
07C0: load_path 335 
07C0: load_path 336 
07C0: load_path 337 
07C0: load_path 338 
03CF: load_wav 15876 as 1 
03CF: load_wav 15877 as 2 
038B: load_requested_models 

:DRUGS4_35463
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
84EE:   not animation "GANGS" loaded 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @DRUGS4_35518 
0001: wait 0 ms 
0002: jump @DRUGS4_35463 

:DRUGS4_35518
00D6: if or
8248:   not model #COPCARLA available 
8248:   not model #LAPD1 available 
8248:   not model #AK47 available 
004D: jump_if_false @DRUGS4_35555 
0001: wait 0 ms 
0002: jump @DRUGS4_35518 

:DRUGS4_35555
00D6: if or
8248:   not model #STREAK available 
8248:   not model #HUNTLEY available 
8248:   not model #POLMAV available 
004D: jump_if_false @DRUGS4_35592 
0001: wait 0 ms 
0002: jump @DRUGS4_35555 

:DRUGS4_35592
00D6: if or
87C1:   not path 330 available 
87C1:   not path 332 available 
87C1:   not path 333 available 
87C1:   not path 334 available 
87C1:   not path 335 available 
004D: jump_if_false @DRUGS4_35639 
0001: wait 0 ms 
0002: jump @DRUGS4_35592 

:DRUGS4_35639
00D6: if or
87C1:   not path 336 available 
87C1:   not path 337 available 
87C1:   not path 338 available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS4_35684 
0001: wait 0 ms 
0002: jump @DRUGS4_35639 

:DRUGS4_35684
00A6: destroy_car 40@ 
009B: destroy_actor 44@ 
009B: destroy_actor 51@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 
0395: clear_area 1 at 2192.65 -1194.78 100.0 radius 100.0 
00A5: 40@ = create_car #POLMAV at 2130.004 -1196.324 28.198 
09C4: set_car 40@ gas_tank_explosion_enabled 0 
0175: set_car 40@ Z_angle_to 336.905 
0129: 44@ = create_actor_pedtype 24 model #LAPD1 in_car 40@ driverseat 
060B: set_actor 44@ decision_maker_to 55@ 
0446: set_actor 44@ dismemberment_possible 0 
054A: set_actor 44@ can_be_shot_in_a_car 0 
02A9: set_actor 44@ immune_to_nonplayer 1 
02AA: set_car 40@ immune_to_nonplayer 1 
02AC: set_car 40@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0825: set_helicopter 40@ instant_rotor_start 
0338: set_car 40@ visibility 0 
00A5: $SWEET_CAR = create_car #HUNTLEY at 2203.498 -1217.624 23.579 
041E: set_radio_station 3 
0852: set_car $SWEET_CAR damages_visible 0 
0175: set_car $SWEET_CAR Z_angle_to 90.386 
0129: $ACTOR_SMOKE = create_actor_pedtype 23 model #SPECIAL02 in_car $SWEET_CAR driverseat 
060B: set_actor $ACTOR_SMOKE decision_maker_to 55@ 
01C8: $ACTOR_RYDER = create_actor_pedtype 23 model #SPECIAL03 in_car $SWEET_CAR passenger_seat 0 
060B: set_actor $ACTOR_RYDER decision_maker_to 55@ 
0229: set_car $SWEET_CAR primary_color_to 36 secondary_color_to 36 
02AC: set_car $SWEET_CAR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0224: set_car $SWEET_CAR health_to 6000
01EC: make_car $SWEET_CAR very_heavy 1 
053F: set_car $SWEET_CAR tires_vulnerability 0 
00A5: 186@ = create_car #COPCARLA at 2169.194 -1270.059 22.8203 
09C4: set_car 186@ gas_tank_explosion_enabled 0 
0175: set_car 186@ Z_angle_to 357.0326 
02AA: set_car 186@ immune_to_nonplayer 0 
0224: set_car 186@ health_to 10 
0129: 195@ = create_actor_pedtype 24 model #LAPD1 in_car 186@ driverseat 
060B: set_actor 195@ decision_maker_to 55@ 
0223: set_actor 195@ health_to 100 
0446: set_actor 195@ dismemberment_possible 0 
02A9: set_actor 195@ immune_to_nonplayer 0 
01C8: 196@ = create_actor_pedtype 24 model #LAPD1 in_car 186@ passenger_seat 0 
060B: set_actor 196@ decision_maker_to 55@ 
0223: set_actor 196@ health_to 200 
02A9: set_actor 196@ immune_to_nonplayer 0 
01B2: give_actor 196@ weapon 29 ammo 99999 // Load the weapon model before using this 
0446: set_actor 196@ dismemberment_possible 0 
00A9: set_car 186@ to_normal_driver 
0338: set_car 186@ visibility 1 
00A5: 187@ = create_car #COPCARLA at 2172.526 -1280.734 22.9766 
09C4: set_car 187@ gas_tank_explosion_enabled 0 
0175: set_car 187@ Z_angle_to 0.9448 
02AA: set_car 187@ immune_to_nonplayer 0 
0224: set_car 187@ health_to 10 
0129: 197@ = create_actor_pedtype 24 model #LAPD1 in_car 187@ driverseat 
02AC: set_car 187@ immunities BP 0 FP 1 EP 1 CP 1 MP 1 
02A9: set_actor 197@ immune_to_nonplayer 1 
0223: set_actor 197@ health_to 100 
060B: set_actor 197@ decision_maker_to 55@ 
01C8: 198@ = create_actor_pedtype 24 model #LAPD1 in_car 187@ passenger_seat 0 
02A9: set_actor 198@ immune_to_nonplayer 0 
060B: set_actor 198@ decision_maker_to 55@ 
0223: set_actor 198@ health_to 200 
0446: set_actor 198@ dismemberment_possible 0 
01B2: give_actor 198@ weapon 29 ammo 99999 // Load the weapon model before using this 
00A9: set_car 187@ to_normal_driver 
0338: set_car 187@ visibility 1 
00A5: 188@ = create_car #COPCARLA at 2223.11 -1150.118 24.92 
09C4: set_car 188@ gas_tank_explosion_enabled 0 
0129: 199@ = create_actor_pedtype 24 model #LAPD1 in_car 188@ driverseat 
054A: set_actor 199@ can_be_shot_in_a_car 1 
02AA: set_car 188@ immune_to_nonplayer 0 
0224: set_car 188@ health_to 1000 
060B: set_actor 199@ decision_maker_to 55@ 
02A9: set_actor 199@ immune_to_nonplayer 0 
0446: set_actor 199@ dismemberment_possible 0 
01C8: 200@ = create_actor_pedtype 24 model #LAPD1 in_car 188@ passenger_seat 0 
060B: set_actor 200@ decision_maker_to 55@ 
02A9: set_actor 200@ immune_to_nonplayer 0 
0223: set_actor 200@ health_to 200 
0446: set_actor 200@ dismemberment_possible 0 
01B2: give_actor 200@ weapon 29 ammo 99999 // Load the weapon model before using this 
00A9: set_car 188@ to_normal_driver 
00A5: 189@ = create_car #COPCARLA at 2388.808 -1259.431 22.94 
0175: set_car 189@ Z_angle_to 89.36 
09C4: set_car 189@ gas_tank_explosion_enabled 0 
02AA: set_car 189@ immune_to_nonplayer 0 
0224: set_car 189@ health_to 10 
0129: 201@ = create_actor_pedtype 24 model #LAPD1 in_car 189@ driverseat 
02A9: set_actor 201@ immune_to_nonplayer 0 
060B: set_actor 201@ decision_maker_to 55@ 
0446: set_actor 201@ dismemberment_possible 0 
0223: set_actor 201@ health_to 100 
01C8: 202@ = create_actor_pedtype 24 model #LAPD1 in_car 189@ passenger_seat 0 
02A9: set_actor 202@ immune_to_nonplayer 0 
0223: set_actor 202@ health_to 150 
060B: set_actor 202@ decision_maker_to 55@ 
01B2: give_actor 202@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 202@ dismemberment_possible 0 
00A9: set_car 189@ to_normal_driver 
06D7: enable_train_traffic 0 
06DB: destroy_all_trains 
06D8: 211@ = create_train_at 2284.991 -1186.053 24.756 type 15 direction 0 
06DC: set_train 211@ acc 0.0 
06DD: set_train 211@ speed 0.0 
02AC: set_car 211@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05D3: AS_actor $PLAYER_ACTOR goto_point 2183.567 -1193.851 23.2419 mode 6 time 5000 ms // versionA 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_36758 
05D3: AS_actor $ACTOR_SWEET goto_point 2183.531 -1195.074 23.2266 mode 6 time 5000 ms // versionA 

:DRUGS4_36758
016A: fade 1 time 250 
0006: 294@ = 1 

:DRUGS4_36772
00D6: if 
0039:   294@ == 1 
004D: jump_if_false @DRUGS4_36947 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_36947 
00D6: if 
00EC:   actor $ACTOR_SWEET sphere 0 near_point 2183.531 -1195.074 radius 1.5 1.5 
004D: jump_if_false @DRUGS4_36947 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2183.567 -1193.851 radius 2.0 2.0 
004D: jump_if_false @DRUGS4_36947 
015F: set_camera_position 2183.617 -1193.088 24.8301 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2183.54 -1194.085 24.8217 switchstyle 2 
0006: 32@ = 0 
0006: 294@ = 2 

:DRUGS4_36947
00D6: if 
0039:   294@ == 2 
004D: jump_if_false @DRUGS4_37136 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_37136 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_37136 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_37136 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @DRUGS4_37136 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SMOKE 3000 ms 
05EB: assign_car $SWEET_CAR to_path 330 
0605: actor $ACTOR_SWEET perform_animation "PRTIAL_GNGTLKE" IFP "GANGS" framedelta 1000.0 loop 0 lockX 1 lockY 1 lockF 1 time -1 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_KA' time 2500 flag 1  // ~z~Ah shit, what now?
0967: actor $ACTOR_SWEET move_mouth 2000 ms 
0006: 32@ = 0 
0006: 294@ = 3 

:DRUGS4_37136
00D6: if 
0039:   294@ == 3 
004D: jump_if_false @DRUGS4_37271 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_37271 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_37271 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_37271 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @DRUGS4_37271 
0605: actor $PLAYER_ACTOR perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0006: 294@ = 4 

:DRUGS4_37271
00D6: if 
0039:   294@ == 4 
004D: jump_if_false @DRUGS4_37517 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_37517 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_37517 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_37517 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS4_37517 
05BF: AS_actor $ACTOR_SWEET look_at_actor $ACTOR_SMOKE 5000 ms 
00BE: text_clear_all 
03D1: play_wav 2 
0967: actor $PLAYER_ACTOR move_mouth 2000 ms 
00BC: show_text_highpriority GXT 'FIN1_KB' time 3000 flag 1  // ~z~It's Smoke and Ryder!
0968: actor $ACTOR_SWEET stop_mouth 
040D: unload_wav 1 
03CF: load_wav 15878 as 1 
05D3: AS_actor $PLAYER_ACTOR goto_point 2181.53 -1193.81 23.67 mode 4 time 5000 ms // versionA 
05D3: AS_actor $ACTOR_SWEET goto_point 2181.41 -1195.67 23.74 mode 4 time 5000 ms // versionA 
015F: set_camera_position 2177.919 -1190.952 24.4917 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2178.372 -1191.815 24.2692 switchstyle 2 
0006: 294@ = 5 

:DRUGS4_37517
00D6: if 
0039:   294@ == 5 
004D: jump_if_false @DRUGS4_37940 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_37940 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_37940 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_37940 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_37940 
00D6: if 
860E:   not car $SWEET_CAR assigned_to_path 
004D: jump_if_false @DRUGS4_37940 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_37940 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS4_37940 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 2 
00BE: text_clear_all 
03CF: load_wav 15879 as 2 
03D1: play_wav 1 
0967: actor $ACTOR_SMOKE move_mouth 1000 ms 
00BC: show_text_highpriority GXT 'FIN1_KC' time 2000 flag 1  // ~z~Get in!
015F: set_camera_position 2177.919 -1190.952 24.4917 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2178.372 -1191.815 24.2692 switchstyle 2 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SMOKE 5000 ms 
00A9: set_car $SWEET_CAR to_normal_driver 
0605: actor $ACTOR_SMOKE perform_animation "CAR_SC4_FL" IFP "CAR_CHAT" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $ACTOR_RYDER perform_animation "CAR_SC4_FR" IFP "CAR_CHAT" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05CA: AS_actor $PLAYER_ACTOR enter_car $SWEET_CAR passenger_seat 2 time 5000 
05D3: AS_actor $ACTOR_SWEET goto_point 2181.51 -1201.97 24.0 mode 6 time 5000 ms // versionA 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DRUGS4_37903 
0397: enable_car 186@ siren 1 

:DRUGS4_37903
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @DRUGS4_37926 
0397: enable_car 187@ siren 1 

:DRUGS4_37926
0006: 32@ = 0 
0006: 294@ = 6 

:DRUGS4_37940
00D6: if 
0039:   294@ == 6 
004D: jump_if_false @DRUGS4_38146 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_38146 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_38146 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_38146 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_38146 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @DRUGS4_38146 
00A1: put_actor $ACTOR_SWEET at 2176.78 -1196.64 23.18 
05CA: AS_actor $ACTOR_SWEET enter_car $SWEET_CAR passenger_seat 1 time 6000 
0968: actor $ACTOR_SMOKE stop_mouth 
0697: set_car $SWEET_CAR remove_component 4 visible_effect_flag 0 
015F: set_camera_position 2178.881 -1194.196 24.3172 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2178.866 -1195.196 24.2959 switchstyle 2 
0006: 294@ = 7 

:DRUGS4_38146
00D6: if 
0039:   294@ == 7 
004D: jump_if_false @DRUGS4_38252 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DRUGS4_38252 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @DRUGS4_38252 
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC4_BR" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0006: 294@ = 8 

:DRUGS4_38252
00D6: if 
0039:   294@ == 8 
004D: jump_if_false @DRUGS4_38687 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_38687 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_38687 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_38687 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_38687 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS4_38687 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_38687 
00D6: if 
0448:   actor $ACTOR_SWEET in_car $SWEET_CAR 
004D: jump_if_false @DRUGS4_38658 
0605: actor $ACTOR_SWEET perform_animation "CAR_SC4_BL" IFP "CAR_CHAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
03D1: play_wav 2 
0967: actor $ACTOR_SWEET move_mouth 1000 ms 
00BC: show_text_highpriority GXT 'FIN1_KE' time 2000 flag 1  // ~z~Hit the gas!
040D: unload_wav 1 
03CF: load_wav 15880 as 1 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_38502 
0338: set_car 40@ visibility 1 
0726: heli 40@ follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 

:DRUGS4_38502
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DRUGS4_38570 
0338: set_car 186@ visibility 1 
05EB: assign_car 186@ to_path 333 
0186: 285@ = create_marker_above_car 186@ 
018B: set_marker 285@ radar_mode 2 
0224: set_car 186@ health_to 1000 
0006: 297@ = 1 
0006: 313@ = 1 

:DRUGS4_38570
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @DRUGS4_38630 
0338: set_car 187@ visibility 1 
05EB: assign_car 187@ to_path 334 
0186: 286@ = create_marker_above_car 187@ 
018B: set_marker 286@ radar_mode 2 
0006: 298@ = 1 
0006: 314@ = 1 

:DRUGS4_38630
0006: 32@ = 0 
0006: 33@ = 0 
0006: 294@ = 9 
0002: jump @DRUGS4_38687 

:DRUGS4_38658
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @DRUGS4_38687 
0430: put_actor $ACTOR_SWEET into_car $SWEET_CAR passenger_seat 1 

:DRUGS4_38687
00D6: if 
0039:   294@ == 9 
004D: jump_if_false @DRUGS4_38802 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_38802 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_38802 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_38802 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_38802 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @DRUGS4_38802 
0006: 32@ = 0 
0006: 294@ = 10 

:DRUGS4_38802
00D6: if 
0039:   294@ == 10 
004D: jump_if_false @DRUGS4_38954 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_38954 
00D6: if 
0019:   33@ > 2800 
004D: jump_if_false @DRUGS4_38954 
05EB: assign_car $SWEET_CAR to_path 332 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_38940 
06C1: create_searchlight 58@ on_car 40@ with_offset 0.0 1.0 -0.5 radius 0.5 target 2193.73 -1166.85 34.06 radius 3.0 
06B6: set_searchlight 58@ follow_actor $PLAYER_ACTOR speed 0.8 

:DRUGS4_38940
0006: 33@ = 0 
0006: 294@ = 11 

:DRUGS4_38954
00D6: if 
0039:   294@ == 11 
004D: jump_if_false @DRUGS4_39093 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_39093 
00D6: if 
0019:   33@ > 3500 
004D: jump_if_false @DRUGS4_39093 
015F: set_camera_position 2178.987 -1140.643 25.902 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2178.951 -1141.642 25.8765 switchstyle 2 
0006: 326@ = 1 
0006: 178@ = 0 
0006: 179@ = 0 
0006: 33@ = 0 
0006: 294@ = 12 

:DRUGS4_39093
00D6: if 
0039:   294@ == 12 
004D: jump_if_false @DRUGS4_39624 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_39624 
00D6: if or
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2178.987 -1140.643 radius 1.3 1.3 
0019:   33@ > 2250 
004D: jump_if_false @DRUGS4_39624 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2178.8 -1161.187 10.0 
0464: put_actor $PLAYER_ACTOR into_turret_on_car $SWEET_CAR at_car_offset 0.0 -0.5 0.8 position 2 shooting_angle_limit 360.0 with_weapon 31 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 90.0 rotation_speed 180.0 
015A: restore_camera 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 0 MP 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 32@ = 0 
0006: 33@ = 0 
009B: destroy_actor $ACTOR_SWEET 
009B: destroy_actor $ACTOR_SMOKE 
009B: destroy_actor $ACTOR_RYDER 
04EF: release_animation "GANGS" 
04EF: release_animation "CAR_CHAT" 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
000A: 293@ += 1 
00D6: if 
8118:   not actor 196@ dead 
004D: jump_if_false @DRUGS4_39450 
00D6: if 
0019:   293@ > 1 
004D: jump_if_false @DRUGS4_39414 
0713: actor 196@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 40 
0002: jump @DRUGS4_39450 

:DRUGS4_39414
0713: actor 196@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 75 

:DRUGS4_39450
00D6: if 
8118:   not actor 198@ dead 
004D: jump_if_false @DRUGS4_39502 
0713: actor 198@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:DRUGS4_39502
0224: set_car $SWEET_CAR health_to 6000 
0227: $6963 = car $SWEET_CAR health 
0014: $6963 /= 60 
03C4: set_status_text $6963 type 1 GXT 'LAF1_38' // global_variable  // Car
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 
03E5: show_text_box 'LAF1_50'  // To look around the car use the camera movement controls. To fire press ~k~~PED_FIREWEAPON~.
02AC: set_car $SWEET_CAR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0006: 331@ = 1 
0006: 312@ = 1 
0006: 295@ = 1 
0006: 296@ = 1 
0006: 294@ = 13 

:DRUGS4_39624
00D6: if 
0019:   295@ > 0 
004D: jump_if_false @DRUGS4_39789 
00D6: if 
001B:   5 > 325@ 
004D: jump_if_false @DRUGS4_39789 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_39789 
0227: $6963 = car $SWEET_CAR health 
000C: $6963 -= 1000 
00D6: if 
002A:   0 >= $6963 
004D: jump_if_false @DRUGS4_39782 
0004: $6963 = 0 
02AC: set_car $SWEET_CAR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
020B: explode_car $SWEET_CAR 
00BC: show_text_highpriority GXT 'LAF1_4' time 5000 flag 1  // ~r~You wrecked the car!
0002: jump @DRUGS4_67705 
0002: jump @DRUGS4_39789 

:DRUGS4_39782
0014: $6963 /= 50 

:DRUGS4_39789
00D6: if 
0039:   295@ == 1 
004D: jump_if_false @DRUGS4_43440 
00D6: if 
0039:   331@ == 1 
004D: jump_if_false @DRUGS4_39845 
00D6: if 
08FE:   text_box_displayed 
004D: jump_if_false @DRUGS4_39845 
0006: 331@ = 2 

:DRUGS4_39845
00D6: if 
0039:   331@ == 2 
004D: jump_if_false @DRUGS4_39894 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @DRUGS4_39894 
03E5: show_text_box 'LAF1_51'  // You can also use ~k~~VEHICLE_FIREWEAPON_ALT~ to fire.
0006: 331@ = 3 

:DRUGS4_39894
00D6: if 
0039:   294@ == 13 
004D: jump_if_false @DRUGS4_40009 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_40009 
00D6: if 
01AD:   car $SWEET_CAR sphere 0 near_point 2261.95 -1142.2 radius 5.0 5.0 
004D: jump_if_false @DRUGS4_40009 
00D6: if 
8119:   not car 211@ wrecked 
004D: jump_if_false @DRUGS4_40009 
06DC: set_train 211@ acc 10.0 
06DD: set_train 211@ speed 10.0 
0006: 294@ = 14 

:DRUGS4_40009
00D6: if 
0039:   294@ == 14 
004D: jump_if_false @DRUGS4_40110 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS4_40110 
00D6: if 
01AD:   car 188@ sphere 0 near_point 2284.98 -1146.61 radius 3.0 3.0 
004D: jump_if_false @DRUGS4_40110 
0006: 33@ = 0 
0006: 327@ = 1 
0224: set_car 188@ health_to 750 
0006: 294@ = 15 

:DRUGS4_40110
00D6: if 
0039:   294@ == 15 
004D: jump_if_false @DRUGS4_40175 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS4_40175 
00D6: if 
0019:   33@ > 1100 
004D: jump_if_false @DRUGS4_40175 
020B: explode_car 188@ 
0006: 294@ = 16 

:DRUGS4_40175
00D6: if 
0039:   296@ == 1 
004D: jump_if_false @DRUGS4_40359 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_40359 
00D6: if 
01AD:   car $SWEET_CAR sphere 0 near_point 2223.11 -1150.118 radius 20.0 20.0 
004D: jump_if_false @DRUGS4_40359 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS4_40352 
05EB: assign_car 188@ to_path 335 
0186: 287@ = create_marker_above_car 188@ 
018B: set_marker 287@ radar_mode 2 
0006: 315@ = 1 
0006: 299@ = 1 
00D6: if 
8118:   not actor 200@ dead 
004D: jump_if_false @DRUGS4_40352 
0713: actor 200@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 40 

:DRUGS4_40352
0006: 296@ = 2 

:DRUGS4_40359
00D6: if 
0039:   296@ == 2 
004D: jump_if_false @DRUGS4_40845 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_40845 
00D6: if 
01AD:   car $SWEET_CAR sphere 0 near_point 2352.54 -1271.86 radius 10.1 10.1 
004D: jump_if_false @DRUGS4_40845 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS4_40838 
05EB: assign_car 189@ to_path 336 
0186: 288@ = create_marker_above_car 189@ 
018B: set_marker 288@ radar_mode 2 
0006: 300@ = 1 
0006: 316@ = 1 
00D6: if 
8118:   not actor 202@ dead 
004D: jump_if_false @DRUGS4_40536 
0713: actor 202@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 75 

:DRUGS4_40536
07BD: destroy_train 211@ 
06D9: destroy_defined_trains 
0249: release_model #STREAK 
00A5: 190@ = create_car #COPCARLA at 2500.697 -1443.776 28.28 
09C4: set_car 190@ gas_tank_explosion_enabled 1 
0175: set_car 190@ Z_angle_to 90.4588 
02AA: set_car 190@ immune_to_nonplayer 0 
0224: set_car 190@ health_to 10 
0129: 203@ = create_actor_pedtype 24 model #LAPD1 in_car 190@ driverseat 
02A9: set_actor 203@ immune_to_nonplayer 0 
060B: set_actor 203@ decision_maker_to 55@ 
0446: set_actor 203@ dismemberment_possible 0 
0223: set_actor 203@ health_to 200 
01C8: 204@ = create_actor_pedtype 24 model #LAPD1 in_car 190@ passenger_seat 0 
060B: set_actor 204@ decision_maker_to 55@ 
02A9: set_actor 204@ immune_to_nonplayer 0 
0223: set_actor 204@ health_to 100 
01B2: give_actor 204@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 204@ dismemberment_possible 0 
00A9: set_car 190@ to_normal_driver 
00A5: 192@ = create_car #COPCARLA at 2478.223 -1321.966 28.252 
0175: set_car 192@ Z_angle_to 356.585 
02AA: set_car 192@ immune_to_nonplayer 0 
0224: set_car 192@ health_to 10 
00A9: set_car 192@ to_normal_driver 
0129: 205@ = create_actor_pedtype 24 model #LAPD1 in_car 192@ driverseat 
02A9: set_actor 205@ immune_to_nonplayer 0 
060B: set_actor 205@ decision_maker_to 55@ 
01C8: 206@ = create_actor_pedtype 24 model #LAPD1 in_car 192@ passenger_seat 0 
02A9: set_actor 206@ immune_to_nonplayer 0 
060B: set_actor 206@ decision_maker_to 55@ 
0446: set_actor 206@ dismemberment_possible 0 
01B2: give_actor 206@ weapon 29 ammo 9999 // Load the weapon model before using this 
00A9: set_car 192@ to_normal_driver 

:DRUGS4_40838
0006: 296@ = 3 

:DRUGS4_40845
00D6: if 
0039:   296@ == 3 
004D: jump_if_false @DRUGS4_41306 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_41306 
00D6: if 
01AD:   car $SWEET_CAR sphere 0 near_point 2394.67 -1442.43 radius 10.1 10.1 
004D: jump_if_false @DRUGS4_41306 
00D6: if 
8119:   not car 190@ wrecked 
004D: jump_if_false @DRUGS4_41299 
0006: 301@ = 1 
0006: 317@ = 1 
05EB: assign_car 190@ to_path 337 
0186: 289@ = create_marker_above_car 190@ 
018B: set_marker 289@ radar_mode 2 
0397: enable_car 190@ siren 1 
00D6: if 
8118:   not actor 204@ dead 
004D: jump_if_false @DRUGS4_41090 
00D6: if 
0019:   293@ > 1 
004D: jump_if_false @DRUGS4_41054 
0713: actor 204@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 30 
0002: jump @DRUGS4_41090 

:DRUGS4_41054
0713: actor 204@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 75 

:DRUGS4_41090
06DB: destroy_all_trains 
00A5: 191@ = create_car #COPCARLA at 2447.036 -1370.772 22.64 
0175: set_car 191@ Z_angle_to 270.267 
00A9: set_car 191@ to_normal_driver 
0224: set_car 191@ health_to 10 
02AA: set_car 191@ immune_to_nonplayer 0 
0186: 290@ = create_marker_above_car 191@ 
018B: set_marker 290@ radar_mode 2 
009A: 207@ = create_actor_pedtype 24 model #LAPD1 at 2448.77 -1368.898 23.6 
060B: set_actor 207@ decision_maker_to 55@ 
01B2: give_actor 207@ weapon 29 ammo 999 // Load the weapon model before using this 
0085: 118@ = 207@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_66967 
009A: 208@ = create_actor_pedtype 24 model #LAPD1 at 2444.387 -1369.356 24.02 
060B: set_actor 208@ decision_maker_to 55@ 
01B2: give_actor 208@ weapon 29 ammo 999 // Load the weapon model before using this 
0085: 118@ = 208@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_66967 
0006: 302@ = 1 

:DRUGS4_41299
0006: 296@ = 4 

:DRUGS4_41306
00D6: if 
0039:   296@ == 4 
004D: jump_if_false @DRUGS4_41497 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_41497 
00D6: if 
01AD:   car $SWEET_CAR sphere 0 near_point 2448.94 -1311.15 radius 30.1 30.1 
004D: jump_if_false @DRUGS4_41497 
00D6: if 
8119:   not car 192@ wrecked 
004D: jump_if_false @DRUGS4_41490 
05EB: assign_car 192@ to_path 338 
0397: enable_car 192@ siren 1 
0006: 303@ = 1 
0006: 319@ = 1 
00D6: if 
8118:   not actor 205@ dead 
004D: jump_if_false @DRUGS4_41475 
0713: actor 205@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:DRUGS4_41475
0186: 291@ = create_marker_above_car 192@ 
018B: set_marker 291@ radar_mode 2 

:DRUGS4_41490
0006: 296@ = 5 

:DRUGS4_41497
00D6: if 
0039:   313@ == 1 
004D: jump_if_false @DRUGS4_41649 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DRUGS4_41649 
00D6: if 
8118:   not actor 195@ dead 
004D: jump_if_false @DRUGS4_41554 
0002: jump @DRUGS4_41649 

:DRUGS4_41554
00D6: if 
8118:   not actor 196@ dead 
004D: jump_if_false @DRUGS4_41637 
00D6: if 
00DB:   actor 196@ in_car 186@ 
004D: jump_if_false @DRUGS4_41630 
046C: 284@ = car 186@ driver 
00D6: if 
0039:   284@ == -1 
004D: jump_if_false @DRUGS4_41630 
0676: AS_actor 196@ in_car 186@ move_from_passengerseat_to_driverseat 
0006: 313@ = 2 

:DRUGS4_41630
0002: jump @DRUGS4_41649 

:DRUGS4_41637
05EC: release_car 186@ from_path 
0006: 313@ = 2 

:DRUGS4_41649
00D6: if 
0039:   313@ == 2 
004D: jump_if_false @DRUGS4_41695 
00D6: if 
0118:   actor 196@ dead 
004D: jump_if_false @DRUGS4_41695 
05EC: release_car 186@ from_path 
0006: 313@ = 3 

:DRUGS4_41695
00D6: if 
0039:   297@ == 1 
004D: jump_if_false @DRUGS4_41811 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DRUGS4_41779 
00D6: if 
860E:   not car 186@ assigned_to_path 
004D: jump_if_false @DRUGS4_41772 
01C3: remove_references_to_car 186@ 
01C2: remove_references_to_actor 195@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 196@ // Like turning an actor into a random pedestrian 
0164: disable_marker 285@ 
0006: 297@ = 2 

:DRUGS4_41772
0002: jump @DRUGS4_41811 

:DRUGS4_41779
05EC: release_car 186@ from_path 
01C2: remove_references_to_actor 195@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 196@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 186@ 
0164: disable_marker 285@ 
0006: 297@ = 2 

:DRUGS4_41811
00D6: if 
0039:   314@ == 1 
004D: jump_if_false @DRUGS4_41963 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @DRUGS4_41963 
00D6: if 
8118:   not actor 197@ dead 
004D: jump_if_false @DRUGS4_41868 
0002: jump @DRUGS4_41963 

:DRUGS4_41868
00D6: if 
8118:   not actor 198@ dead 
004D: jump_if_false @DRUGS4_41951 
00D6: if 
00DB:   actor 198@ in_car 187@ 
004D: jump_if_false @DRUGS4_41944 
046C: 284@ = car 187@ driver 
00D6: if 
0039:   284@ == -1 
004D: jump_if_false @DRUGS4_41944 
0676: AS_actor 198@ in_car 187@ move_from_passengerseat_to_driverseat 
0006: 314@ = 2 

:DRUGS4_41944
0002: jump @DRUGS4_41963 

:DRUGS4_41951
05EC: release_car 187@ from_path 
0006: 314@ = 2 

:DRUGS4_41963
00D6: if 
0039:   314@ == 2 
004D: jump_if_false @DRUGS4_42009 
00D6: if 
0118:   actor 198@ dead 
004D: jump_if_false @DRUGS4_42009 
05EC: release_car 187@ from_path 
0006: 314@ = 3 

:DRUGS4_42009
00D6: if 
0039:   298@ == 1 
004D: jump_if_false @DRUGS4_42125 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @DRUGS4_42093 
00D6: if 
860E:   not car 187@ assigned_to_path 
004D: jump_if_false @DRUGS4_42086 
01C3: remove_references_to_car 187@ 
01C2: remove_references_to_actor 197@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 198@ // Like turning an actor into a random pedestrian 
0164: disable_marker 286@ 
0006: 298@ = 2 

:DRUGS4_42086
0002: jump @DRUGS4_42125 

:DRUGS4_42093
05EC: release_car 187@ from_path 
01C2: remove_references_to_actor 197@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 198@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 187@ 
0164: disable_marker 286@ 
0006: 298@ = 2 

:DRUGS4_42125
00D6: if 
0039:   299@ == 1 
004D: jump_if_false @DRUGS4_42261 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS4_42219 
00D6: if 
860E:   not car 188@ assigned_to_path 
004D: jump_if_false @DRUGS4_42212 
01C3: remove_references_to_car 188@ 
01C2: remove_references_to_actor 199@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 200@ // Like turning an actor into a random pedestrian 
0164: disable_marker 287@ 
01C3: remove_references_to_car 211@ 
0249: release_model #STREAK 
0006: 299@ = 2 

:DRUGS4_42212
0002: jump @DRUGS4_42261 

:DRUGS4_42219
05EC: release_car 188@ from_path 
01C2: remove_references_to_actor 199@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 200@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 188@ 
01C3: remove_references_to_car 211@ 
0249: release_model #STREAK 
0164: disable_marker 287@ 
0006: 299@ = 2 

:DRUGS4_42261
00D6: if 
0039:   316@ == 1 
004D: jump_if_false @DRUGS4_42413 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS4_42413 
00D6: if 
8118:   not actor 201@ dead 
004D: jump_if_false @DRUGS4_42318 
0002: jump @DRUGS4_42413 

:DRUGS4_42318
00D6: if 
8118:   not actor 202@ dead 
004D: jump_if_false @DRUGS4_42401 
00D6: if 
00DB:   actor 202@ in_car 189@ 
004D: jump_if_false @DRUGS4_42394 
046C: 284@ = car 189@ driver 
00D6: if 
0039:   284@ == -1 
004D: jump_if_false @DRUGS4_42394 
0676: AS_actor 202@ in_car 189@ move_from_passengerseat_to_driverseat 
0006: 316@ = 2 

:DRUGS4_42394
0002: jump @DRUGS4_42413 

:DRUGS4_42401
05EC: release_car 189@ from_path 
0006: 316@ = 2 

:DRUGS4_42413
00D6: if 
0039:   316@ == 2 
004D: jump_if_false @DRUGS4_42459 
00D6: if 
0118:   actor 202@ dead 
004D: jump_if_false @DRUGS4_42459 
05EC: release_car 189@ from_path 
0006: 316@ = 3 

:DRUGS4_42459
00D6: if 
0039:   300@ == 1 
004D: jump_if_false @DRUGS4_42575 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS4_42543 
00D6: if 
860E:   not car 189@ assigned_to_path 
004D: jump_if_false @DRUGS4_42536 
01C3: remove_references_to_car 189@ 
01C2: remove_references_to_actor 201@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 202@ // Like turning an actor into a random pedestrian 
0164: disable_marker 288@ 
0006: 300@ = 2 

:DRUGS4_42536
0002: jump @DRUGS4_42575 

:DRUGS4_42543
05EC: release_car 189@ from_path 
01C2: remove_references_to_actor 201@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 202@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 189@ 
0164: disable_marker 288@ 
0006: 300@ = 2 

:DRUGS4_42575
00D6: if 
0039:   317@ == 1 
004D: jump_if_false @DRUGS4_42727 
00D6: if 
8119:   not car 190@ wrecked 
004D: jump_if_false @DRUGS4_42727 
00D6: if 
8118:   not actor 203@ dead 
004D: jump_if_false @DRUGS4_42632 
0002: jump @DRUGS4_42727 

:DRUGS4_42632
00D6: if 
8118:   not actor 204@ dead 
004D: jump_if_false @DRUGS4_42715 
00D6: if 
00DB:   actor 204@ in_car 190@ 
004D: jump_if_false @DRUGS4_42708 
046C: 284@ = car 190@ driver 
00D6: if 
0039:   284@ == -1 
004D: jump_if_false @DRUGS4_42708 
0676: AS_actor 204@ in_car 190@ move_from_passengerseat_to_driverseat 
0006: 317@ = 2 

:DRUGS4_42708
0002: jump @DRUGS4_42727 

:DRUGS4_42715
05EC: release_car 190@ from_path 
0006: 317@ = 2 

:DRUGS4_42727
00D6: if 
0039:   317@ == 2 
004D: jump_if_false @DRUGS4_42773 
00D6: if 
0118:   actor 204@ dead 
004D: jump_if_false @DRUGS4_42773 
05EC: release_car 190@ from_path 
0006: 317@ = 3 

:DRUGS4_42773
00D6: if 
0039:   301@ == 1 
004D: jump_if_false @DRUGS4_42889 
00D6: if 
8119:   not car 190@ wrecked 
004D: jump_if_false @DRUGS4_42857 
00D6: if 
860E:   not car 190@ assigned_to_path 
004D: jump_if_false @DRUGS4_42850 
01C3: remove_references_to_car 190@ 
01C2: remove_references_to_actor 203@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 204@ // Like turning an actor into a random pedestrian 
0164: disable_marker 289@ 
0006: 301@ = 2 

:DRUGS4_42850
0002: jump @DRUGS4_42889 

:DRUGS4_42857
05EC: release_car 190@ from_path 
01C2: remove_references_to_actor 203@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 204@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 190@ 
0164: disable_marker 289@ 
0006: 301@ = 2 

:DRUGS4_42889
00D6: if 
0039:   302@ == 1 
004D: jump_if_false @DRUGS4_42950 
00D6: if 
0119:   car 191@ wrecked 
004D: jump_if_false @DRUGS4_42950 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 208@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 191@ 
0164: disable_marker 290@ 
0006: 302@ = 2 

:DRUGS4_42950
00D6: if 
0039:   319@ == 1 
004D: jump_if_false @DRUGS4_43102 
00D6: if 
8119:   not car 192@ wrecked 
004D: jump_if_false @DRUGS4_43102 
00D6: if 
8118:   not actor 205@ dead 
004D: jump_if_false @DRUGS4_43007 
0002: jump @DRUGS4_43102 

:DRUGS4_43007
00D6: if 
8118:   not actor 206@ dead 
004D: jump_if_false @DRUGS4_43090 
00D6: if 
00DB:   actor 206@ in_car 192@ 
004D: jump_if_false @DRUGS4_43083 
046C: 284@ = car 192@ driver 
00D6: if 
0039:   284@ == -1 
004D: jump_if_false @DRUGS4_43083 
0676: AS_actor 206@ in_car 192@ move_from_passengerseat_to_driverseat 
0006: 319@ = 2 

:DRUGS4_43083
0002: jump @DRUGS4_43102 

:DRUGS4_43090
05EC: release_car 192@ from_path 
0006: 319@ = 2 

:DRUGS4_43102
00D6: if 
0039:   319@ == 2 
004D: jump_if_false @DRUGS4_43148 
00D6: if 
0118:   actor 206@ dead 
004D: jump_if_false @DRUGS4_43148 
05EC: release_car 192@ from_path 
0006: 319@ = 3 

:DRUGS4_43148
00D6: if 
0039:   303@ == 1 
004D: jump_if_false @DRUGS4_43264 
00D6: if 
8119:   not car 192@ wrecked 
004D: jump_if_false @DRUGS4_43232 
00D6: if 
860E:   not car 192@ assigned_to_path 
004D: jump_if_false @DRUGS4_43225 
01C3: remove_references_to_car 192@ 
01C2: remove_references_to_actor 205@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 206@ // Like turning an actor into a random pedestrian 
0164: disable_marker 291@ 
0006: 303@ = 2 

:DRUGS4_43225
0002: jump @DRUGS4_43264 

:DRUGS4_43232
05EC: release_car 192@ from_path 
01C2: remove_references_to_actor 205@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 206@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 192@ 
0164: disable_marker 291@ 
0006: 303@ = 2 

:DRUGS4_43264
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @DRUGS4_43320 
00D6: if 
0119:   car 40@ wrecked 
004D: jump_if_false @DRUGS4_43320 
01C3: remove_references_to_car 40@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
06B2: destroy_searchlight 58@ 
0006: 143@ = 1 

:DRUGS4_43320
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2555.85 -1257.43 radius 5.0 5.0 
004D: jump_if_false @DRUGS4_43440 
0006: 326@ = 2 
016A: fade 0 time 100 

:DRUGS4_43371
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_43395 
0001: wait 0 ms 
0002: jump @DRUGS4_43371 

:DRUGS4_43395
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_43433 
02AC: set_car $SWEET_CAR immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRUGS4_43433
0006: 295@ = 2 

:DRUGS4_43440
00D6: if 
0039:   326@ == 1 
004D: jump_if_false @DRUGS4_44958 
0050: gosub @DRUGS4_66554 
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @DRUGS4_43530 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_43530 
04AF: 106@ = 15880 // = constant 
05AA: 107@s = 'FIN1_KF' // @s = 'short'  // ~z~Eh man, I'm running low.
0050: gosub @DRUGS4_66512 

:DRUGS4_43530
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @DRUGS4_43595 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_43595 
04AF: 106@ = 15881 // = constant 
05AA: 107@s = 'FIN1_KG' // @s = 'short'  // ~z~I got a 'K here!
0050: gosub @DRUGS4_66512 

:DRUGS4_43595
00D6: if 
0039:   178@ == 2 
004D: jump_if_false @DRUGS4_43660 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_43660 
04AF: 106@ = 15882 // = constant 
05AA: 107@s = 'FIN1_KH' // @s = 'short'  // ~z~This fucking antique?
0050: gosub @DRUGS4_66512 

:DRUGS4_43660
00D6: if 
0039:   178@ == 3 
004D: jump_if_false @DRUGS4_43725 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_43725 
04AF: 106@ = 15883 // = constant 
05AA: 107@s = 'FIN1_KI' // @s = 'short'  // ~z~Yeah, well... Emmet ain't the Pentagon!
0050: gosub @DRUGS4_66512 

:DRUGS4_43725
00D6: if 
0039:   178@ == 4 
004D: jump_if_false @DRUGS4_43790 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_43790 
04AF: 106@ = 15884 // = constant 
05AA: 107@s = 'FIN1_KJ' // @s = 'short'  // ~z~You got it off Emmet? Shit...
0050: gosub @DRUGS4_66512 

:DRUGS4_43790
00D6: if 
0039:   178@ == 5 
004D: jump_if_false @DRUGS4_43855 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_43855 
04AF: 106@ = 15949 // = constant 
05AA: 107@s = 'FIN1_ZC' // @s = 'short'  // ~z~CJ, cover the rear!
0050: gosub @DRUGS4_66512 

:DRUGS4_43855
00D6: if 
0039:   178@ == 6 
004D: jump_if_false @DRUGS4_43938 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_43938 
00D6: if 
0039:   327@ == 1 
004D: jump_if_false @DRUGS4_43938 
04AF: 106@ = 15887 // = constant 
05AA: 107@s = 'FIN1_KM' // @s = 'short'  // ~z~Man, they's got smoked! Did you see that?
0050: gosub @DRUGS4_66512 

:DRUGS4_43938
00D6: if 
0039:   178@ == 7 
004D: jump_if_false @DRUGS4_44003 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_44003 
04AF: 106@ = 15886 // = constant 
05AA: 107@s = 'FIN1_KL' // @s = 'short'  // ~z~Damn! That was close!
0050: gosub @DRUGS4_66512 

:DRUGS4_44003
00D6: if 
0039:   178@ == 8 
004D: jump_if_false @DRUGS4_44091 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_44091 
00D6: if 
06B3:   searchlight 58@ active 
004D: jump_if_false @DRUGS4_44062 
0941: unknown_searchlight 58@ flag 1 

:DRUGS4_44062
04AF: 106@ = 15888 // = constant 
05AA: 107@s = 'FIN1_KO' // @s = 'short'  // ~z~Man, it's getting intense! It's getting worse out here!
0050: gosub @DRUGS4_66512 

:DRUGS4_44091
00D6: if 
0039:   178@ == 9 
004D: jump_if_false @DRUGS4_44156 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_44156 
04AF: 106@ = 15889 // = constant 
05AA: 107@s = 'FIN1_KP' // @s = 'short'  // ~z~It's like World War VIII!
0050: gosub @DRUGS4_66512 

:DRUGS4_44156
00D6: if 
0039:   327@ == 1 
004D: jump_if_false @DRUGS4_44219 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2372.35 -1283.33 radius 15.0 15.0 
004D: jump_if_false @DRUGS4_44219 
0006: 327@ = 2 

:DRUGS4_44219
00D6: if 
0039:   178@ == 10 
004D: jump_if_false @DRUGS4_44302 
00D6: if 
0039:   327@ == 2 
004D: jump_if_false @DRUGS4_44302 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_44302 
04AF: 106@ = 15892 // = constant 
05AA: 107@s = 'FIN1_KS' // @s = 'short'  // ~z~Hey, CJ, watch to the left!
0050: gosub @DRUGS4_66512 

:DRUGS4_44302
00D6: if 
0039:   178@ == 11 
004D: jump_if_false @DRUGS4_44390 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_44390 
00D6: if 
06B3:   searchlight 58@ active 
004D: jump_if_false @DRUGS4_44361 
0941: unknown_searchlight 58@ flag 0 

:DRUGS4_44361
04AF: 106@ = 15893 // = constant 
05AA: 107@s = 'FIN1_KT' // @s = 'short'  // ~z~Your left or my left?
0050: gosub @DRUGS4_66512 

:DRUGS4_44390
00D6: if 
0039:   178@ == 12 
004D: jump_if_false @DRUGS4_44455 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_44455 
04AF: 106@ = 15894 // = constant 
05AA: 107@s = 'FIN1_KU' // @s = 'short'  // ~z~Hell, I don't know, just shoot everybody, motherfucker!
0050: gosub @DRUGS4_66512 

:DRUGS4_44455
00D6: if 
0039:   178@ == 13 
004D: jump_if_false @DRUGS4_44520 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_44520 
04AF: 106@ = 15812 // = constant 
05AA: 107@s = 'FIN1_CB' // @s = 'short'  // ~z~Four bangers in blue 4door heading back into South Central.
0050: gosub @DRUGS4_66512 

:DRUGS4_44520
00D6: if 
0039:   327@ == 2 
004D: jump_if_false @DRUGS4_44583 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2424.42 -1446.57 radius 15.0 15.0 
004D: jump_if_false @DRUGS4_44583 
0006: 327@ = 3 

:DRUGS4_44583
00D6: if 
0039:   178@ == 14 
004D: jump_if_false @DRUGS4_44666 
00D6: if 
0039:   327@ == 3 
004D: jump_if_false @DRUGS4_44666 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_44666 
04AF: 106@ = 15902 // = constant 
05AA: 107@s = 'FIN1_LD' // @s = 'short'  // ~z~Trouble up ahead!
0050: gosub @DRUGS4_66512 

:DRUGS4_44666
00D6: if 
0039:   327@ == 3 
004D: jump_if_false @DRUGS4_44729 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2453.78 -1333.3 radius 10.0 10.0 
004D: jump_if_false @DRUGS4_44729 
0006: 327@ = 4 

:DRUGS4_44729
00D6: if 
0039:   178@ == 15 
004D: jump_if_false @DRUGS4_44812 
00D6: if 
0039:   327@ == 3 
004D: jump_if_false @DRUGS4_44812 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_44812 
04AF: 106@ = 15950 // = constant 
05AA: 107@s = 'FIN1_ZD' // @s = 'short'  // ~z~Carl, they all over our ass, baby!
0050: gosub @DRUGS4_66512 

:DRUGS4_44812
00D6: if 
0039:   327@ == 4 
004D: jump_if_false @DRUGS4_44875 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2454.1 -1313.02 radius 10.0 10.0 
004D: jump_if_false @DRUGS4_44875 
0006: 327@ = 5 

:DRUGS4_44875
00D6: if 
0039:   178@ == 16 
004D: jump_if_false @DRUGS4_44958 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_44958 
00D6: if 
0039:   327@ == 5 
004D: jump_if_false @DRUGS4_44958 
04AF: 106@ = 15897 // = constant 
05AA: 107@s = 'FIN1_KX' // @s = 'short'  // ~z~CJ, watch our right!
0050: gosub @DRUGS4_66512 

:DRUGS4_44958
00D6: if 
0039:   295@ == 2 
004D: jump_if_false @DRUGS4_47216 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_45014 
02AC: set_car $SWEET_CAR immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRUGS4_45014
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.1 
05EC: release_car 186@ from_path 
00A6: destroy_car 186@ 
0164: disable_marker 285@ 
05EC: release_car 187@ from_path 
00A6: destroy_car 187@ 
0164: disable_marker 286@ 
05EC: release_car 188@ from_path 
00A6: destroy_car 188@ 
0164: disable_marker 287@ 
05EC: release_car 189@ from_path 
00A6: destroy_car 189@ 
0164: disable_marker 288@ 
05EC: release_car 190@ from_path 
00A6: destroy_car 190@ 
0164: disable_marker 289@ 
00A6: destroy_car 191@ 
0164: disable_marker 290@ 
05EC: release_car 192@ from_path 
00A6: destroy_car 192@ 
0164: disable_marker 291@ 
009B: destroy_actor 195@ 
009B: destroy_actor 196@ 
009B: destroy_actor 197@ 
009B: destroy_actor 198@ 
009B: destroy_actor 199@ 
009B: destroy_actor 200@ 
009B: destroy_actor 201@ 
009B: destroy_actor 202@ 
009B: destroy_actor 203@ 
009B: destroy_actor 204@ 
009B: destroy_actor 205@ 
009B: destroy_actor 206@ 
009B: destroy_actor 207@ 
009B: destroy_actor 208@ 
0006: 296@ = 0 
0006: 297@ = 0 
0006: 298@ = 0 
0006: 299@ = 0 
0006: 300@ = 0 
0006: 301@ = 0 
0006: 302@ = 0 
0006: 303@ = 0 
0006: 304@ = 0 
0006: 313@ = 0 
0006: 314@ = 0 
0006: 315@ = 0 
0006: 316@ = 0 
0006: 317@ = 0 
0006: 318@ = 0 
0006: 319@ = 0 
0006: 320@ = 0 
07C0: load_path 331 
0247: load_model #DYN_SCAFFOLD_4B 
07C0: load_path 339 
04ED: load_animation "MD_CHASE" 
07C0: load_path 373 
07C0: load_path 374 
07C0: load_path 375 
07C0: load_path 376 
07C0: load_path 377 
07C0: load_path 371 
07C0: load_path 372 
07C0: load_path 378 
07C0: load_path 380 
07C0: load_path 381 
0247: load_model #MUNCH_DONUT 
023C: load_special_actor 'SMOKE' as 2 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
0247: load_model #CHOPCOP_ARMR 
0247: load_model #CHOPCOP_LEGR 
0247: load_model #CHOPCOP_HEAD 
0247: load_model #CHOPCOP_TORSO 
0247: load_model #WD_FENCE_ANIM 
0247: load_model #LAPDM1 
0247: load_model #COPBIKE 
03CF: load_wav 15903 as 1 
03CF: load_wav 15904 as 2 
0247: load_model #MD_POSTER 
038B: load_requested_models 

:DRUGS4_45477
00D6: if or
87C1:   not path 331 available 
8248:   not model #DYN_SCAFFOLD_4B available 
87C1:   not path 339 available 
84EE:   not animation "MD_CHASE" loaded 
8248:   not model #LAPDM1 available 
8248:   not model #COPBIKE available 
004D: jump_if_false @DRUGS4_45536 
0001: wait 0 ms 
0002: jump @DRUGS4_45477 

:DRUGS4_45536
00D6: if or
87C1:   not path 373 available 
87C1:   not path 374 available 
87C1:   not path 375 available 
87C1:   not path 376 available 
87C1:   not path 377 available 
004D: jump_if_false @DRUGS4_45583 
0001: wait 0 ms 
0002: jump @DRUGS4_45536 

:DRUGS4_45583
00D6: if or
87C1:   not path 371 available 
87C1:   not path 372 available 
87C1:   not path 378 available 
87C1:   not path 380 available 
004D: jump_if_false @DRUGS4_45625 
0001: wait 0 ms 
0002: jump @DRUGS4_45583 

:DRUGS4_45625
00D6: if or
8248:   not model #MUNCH_DONUT available 
87C1:   not path 381 available 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
004D: jump_if_false @DRUGS4_45665 
0001: wait 0 ms 
0002: jump @DRUGS4_45625 

:DRUGS4_45665
00D6: if or
8248:   not model #CHOPCOP_ARMR available 
8248:   not model #CHOPCOP_LEGR available 
8248:   not model #CHOPCOP_HEAD available 
8248:   not model #WD_FENCE_ANIM available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS4_45715 
0001: wait 0 ms 
0002: jump @DRUGS4_45665 

:DRUGS4_45715
00A5: 212@ = create_car #COPBIKE at 2571.39 -1248.083 45.2 
09C4: set_car 212@ gas_tank_explosion_enabled 0 
0175: set_car 212@ Z_angle_to 181.089 
00A5: 213@ = create_car #COPBIKE at 2569.95 -1248.083 45.2 
09C4: set_car 213@ gas_tank_explosion_enabled 0 
0175: set_car 213@ Z_angle_to 181.089 
00A5: 214@ = create_car #COPBIKE at 2586.339 -1351.697 35.174 
09C4: set_car 214@ gas_tank_explosion_enabled 0 
0175: set_car 214@ Z_angle_to 87.221 
067F: set_car 214@ lights 2 
067F: set_car 212@ lights 1 
067F: set_car 213@ lights 1 
0129: 216@ = create_actor_pedtype 24 model #LAPDM1 in_car 212@ driverseat 
060B: set_actor 216@ decision_maker_to 55@ 
0129: 217@ = create_actor_pedtype 24 model #LAPDM1 in_car 213@ driverseat 
060B: set_actor 217@ decision_maker_to 55@ 
00A5: 186@ = create_car #COPCARLA at 2505.736 -1256.742 33.64 
09C4: set_car 186@ gas_tank_explosion_enabled 0 
0175: set_car 186@ Z_angle_to 268.42 
0129: 195@ = create_actor_pedtype 24 model #LAPD1 in_car 186@ driverseat 
060B: set_actor 195@ decision_maker_to 55@ 
0446: set_actor 195@ dismemberment_possible 0 
054A: set_actor 195@ can_be_shot_in_a_car 0 
02A9: set_actor 195@ immune_to_nonplayer 0 
0107: 230@ = create_object #MUNCH_DONUT at 2570.59 -1247.66 44.88 
015F: set_camera_position 2570.636 -1245.94 45.3765 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2570.625 -1246.931 45.2422 switchstyle 2 
016A: fade 1 time 250 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_46129 
00D6: if 
060E:   car $SWEET_CAR assigned_to_path 
004D: jump_if_false @DRUGS4_46117 
05EC: release_car $SWEET_CAR from_path 
00A9: set_car $SWEET_CAR to_normal_driver 
0519: set_car $SWEET_CAR locked 1 
0002: jump @DRUGS4_46129 

:DRUGS4_46117
00A9: set_car $SWEET_CAR to_normal_driver 
0519: set_car $SWEET_CAR locked 1 

:DRUGS4_46129
064B: 237@ = create_particle "CARWASHSPRAY" at 2451.04 -1460.79 23.0 type 1 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_46250 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00A1: put_actor $PLAYER_ACTOR at 2585.74 -1264.16 46.2 
0129: $ACTOR_SMOKE = create_actor_pedtype 23 model #SPECIAL02 in_car $SWEET_CAR driverseat 
060B: set_actor $ACTOR_SMOKE decision_maker_to 55@ 
01C8: $ACTOR_RYDER = create_actor_pedtype 23 model #SPECIAL03 in_car $SWEET_CAR passenger_seat 0 
060B: set_actor $ACTOR_RYDER decision_maker_to 55@ 

:DRUGS4_46250
009A: 218@ = create_actor_pedtype 24 model #LAPDM1 at 0.0 0.0 0.0 
060B: set_actor 218@ decision_maker_to 55@ 
0446: set_actor 218@ dismemberment_possible 0 
02A9: set_actor 218@ immune_to_nonplayer 0 
02AC: set_car 214@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0812: AS_actor 218@ perform_animation "MD_BIKE_JMP_F" IFP "MD_CHASE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0464: put_actor 218@ into_turret_on_car 214@ at_car_offset 0.0 -0.401 0.47 position 0 shooting_angle_limit 360.0 with_weapon 0 
0223: set_actor 218@ health_to 1000 
0006: 308@ = 1 
0107: 222@ = create_object #DYN_SCAFFOLD_4B at 2563.232 -1322.392 40.3 
0177: set_object 222@ Z_angle_to 170.0 
0107: 223@ = create_object #DYN_SCAFFOLD_4B at 2563.232 -1322.392 42.5 
0177: set_object 223@ Z_angle_to 170.0 
0107: 224@ = create_object #DYN_SCAFFOLD_4B at 2563.232 -1322.392 44.7 
0177: set_object 224@ Z_angle_to 170.0 
0107: 225@ = create_object #DYN_SCAFFOLD_4B at 2565.882 -1322.392 40.3 
0177: set_object 225@ Z_angle_to 170.0 
0107: 226@ = create_object #DYN_SCAFFOLD_4B at 2565.882 -1322.392 42.5 
0177: set_object 226@ Z_angle_to 170.0 
0107: 227@ = create_object #DYN_SCAFFOLD_4B at 2565.882 -1322.392 44.7 
0177: set_object 227@ Z_angle_to 170.0 
0006: 305@ = 1 
00A5: 187@ = create_car #COPCARLA at 2520.49 -1485.04 22.84 
09C4: set_car 187@ gas_tank_explosion_enabled 0 
0175: set_car 187@ Z_angle_to 1.33 
0224: set_car 187@ health_to 750 
02AA: set_car 187@ immune_to_nonplayer 1 
0129: 196@ = create_actor_pedtype 24 model #LAPD1 in_car 187@ driverseat 
060B: set_actor 196@ decision_maker_to 55@ 
0223: set_actor 196@ health_to 100 
02A9: set_actor 196@ immune_to_nonplayer 0 
01C8: 197@ = create_actor_pedtype 24 model #LAPD1 in_car 187@ passenger_seat 0 
060B: set_actor 197@ decision_maker_to 55@ 
0223: set_actor 197@ health_to 100 
02A9: set_actor 197@ immune_to_nonplayer 0 
01B2: give_actor 197@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 197@ dismemberment_possible 0 
00A9: set_car 187@ to_normal_driver 
00A5: 188@ = create_car #COPCARLA at 2532.98 -1502.372 23.67 
09C4: set_car 188@ gas_tank_explosion_enabled 0 
0175: set_car 188@ Z_angle_to 266.9 
0224: set_car 188@ health_to 10 
02AA: set_car 188@ immune_to_nonplayer 0 
0129: 198@ = create_actor_pedtype 24 model #LAPD1 in_car 188@ driverseat 
060B: set_actor 198@ decision_maker_to 55@ 
0446: set_actor 198@ dismemberment_possible 0 
0223: set_actor 198@ health_to 100        
02A9: set_actor 198@ immune_to_nonplayer 0 
01C8: 199@ = create_actor_pedtype 24 model #LAPD1 in_car 188@ passenger_seat 0 
060B: set_actor 199@ decision_maker_to 55@ 
0223: set_actor 199@ health_to 100 
02A9: set_actor 199@ immune_to_nonplayer 0 
01B2: give_actor 199@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 199@ dismemberment_possible 0 
00A9: set_car 188@ to_normal_driver 
00A5: 193@ = create_car #COPCARLA at 2510.967 -1448.138 28.398 
09C4: set_car 193@ gas_tank_explosion_enabled 0 
0175: set_car 193@ Z_angle_to 72.49 
0224: set_car 193@ health_to 10 
02AA: set_car 193@ immune_to_nonplayer 0 
0129: 201@ = create_actor_pedtype 24 model #LAPD1 in_car 193@ driverseat 
060B: set_actor 201@ decision_maker_to 55@ 
0446: set_actor 201@ dismemberment_possible 0 
02A9: set_actor 201@ immune_to_nonplayer 0 
01C8: 202@ = create_actor_pedtype 24 model #LAPD1 in_car 193@ passenger_seat 0 
060B: set_actor 202@ decision_maker_to 55@ 
02A9: set_actor 202@ immune_to_nonplayer 0 
01B2: give_actor 202@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 202@ dismemberment_possible 0 
00A9: set_car 193@ to_normal_driver 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_47209 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DRUGS4_47209 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @DRUGS4_47209 
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @DRUGS4_47209 
0519: set_car $SWEET_CAR locked 0 
05EB: assign_car $SWEET_CAR to_path 331 
05EB: assign_car 186@ to_path 339 
05EB: assign_car 213@ to_path 371 
05EB: assign_car 214@ to_path 372 
0397: enable_car 214@ siren 1 
0006: 308@ = 2 
0186: 285@ = create_marker_above_car 186@ 
018B: set_marker 285@ radar_mode 2 
0006: 297@ = 1 
0397: enable_car 186@ siren 1 
0006: 32@ = 0 

:DRUGS4_47209
0006: 295@ = 3 

:DRUGS4_47216
00D6: if 
0039:   295@ == 3 
004D: jump_if_false @DRUGS4_47331 
00D6: if 
0019:   32@ > 1100 
004D: jump_if_false @DRUGS4_47331 
00D6: if 
03CA:   object 230@ exists 
004D: jump_if_false @DRUGS4_47304 
075A: set_object 230@ animation "DONUTDROP" IFP_file "MD_CHASE" 4.0 lockF 0 loop 1 // IF AND SET 

:DRUGS4_47304
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_LE' time 2250 flag 1  // ~z~Waste of good donuts.
0006: 295@ = 4 

:DRUGS4_47331
00D6: if 
0039:   295@ == 4 
004D: jump_if_false @DRUGS4_47508 
00D6: if 
0019:   32@ > 3800 
004D: jump_if_false @DRUGS4_47508 
00D6: if 
8119:   not car 212@ wrecked 
004D: jump_if_false @DRUGS4_47508 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_LF' time 2000 flag 1  // ~z~Let's roll
00A7: car 212@ drive_to 2604.02 -1256.38 48.84 
00AD: set_car 212@ max_speed_to 25.0 
00AE: set_car 212@ traffic_behaviour_to 2 
00D6: if 
8119:   not car 212@ wrecked 
004D: jump_if_false @DRUGS4_47471 
067F: set_car 212@ lights 2 
0397: enable_car 212@ siren 1 

:DRUGS4_47471
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @DRUGS4_47501 
067F: set_car 213@ lights 2 
0397: enable_car 213@ siren 1 

:DRUGS4_47501
0006: 295@ = 5 

:DRUGS4_47508
00D6: if 
0039:   295@ == 5 
004D: jump_if_false @DRUGS4_47613 
00D6: if 
0019:   32@ > 4500 
004D: jump_if_false @DRUGS4_47613 
015F: set_camera_position 2569.743 -1287.646 46.8949 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2569.825 -1286.652 46.8238 switchstyle 2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0006: 295@ = 6 

:DRUGS4_47613
00D6: if 
0039:   295@ == 6 
004D: jump_if_false @DRUGS4_47914 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_47914 
00D6: if or
01AD:   car $SWEET_CAR sphere 0 near_point 2569.743 -1287.646 radius 1.2 1.2 
0019:   33@ > 50800 
004D: jump_if_false @DRUGS4_47914 
00A6: destroy_car 212@ 
009B: destroy_actor 216@ 
0108: destroy_object 230@ 
009B: destroy_actor $ACTOR_SMOKE 
009B: destroy_actor $ACTOR_RYDER 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_47791 
0464: put_actor $PLAYER_ACTOR into_turret_on_car $SWEET_CAR at_car_offset 0.0 -0.5 0.8 position 2 shooting_angle_limit 360.0 with_weapon 31 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 75.0 rotation_speed 75.0 

:DRUGS4_47791
015A: restore_camera 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02AC: set_car $SWEET_CAR immunities BP 0 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
8118:   not actor 217@ dead 
004D: jump_if_false @DRUGS4_47872 
08C6: set_actor 217@ stay_on_bike 3 

:DRUGS4_47872
0006: 328@ = 3 
0006: 327@ = 0 
0006: 178@ = 0 
0006: 179@ = 0 
0006: 296@ = 1 
0006: 295@ = 7 

:DRUGS4_47914
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_50000 
00D6: if 
0019:   295@ > 2 
004D: jump_if_false @DRUGS4_50000 
00D6: if 
0039:   308@ == 2 
004D: jump_if_false @DRUGS4_48089 
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_48089 
00D6: if 
0611:   actor 218@ performing_animation "MD_BIKE_JMP_F" 
004D: jump_if_false @DRUGS4_48089 
0613: 228@ = actor 218@ animation "MD_BIKE_JMP_F" time 
00D6: if 
0021:   228@ > 0.0 
004D: jump_if_false @DRUGS4_48089 
0393: actor 218@ perform_animation "MD_BIKE_JMP_F" at 0.0 times_normal_rate 
0006: 308@ = 3 

:DRUGS4_48089
00D6: if 
0039:   308@ == 3 
004D: jump_if_false @DRUGS4_48226 
00D6: if 
0019:   32@ > 12600 
004D: jump_if_false @DRUGS4_48226 
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_48226 
0812: AS_actor 218@ perform_animation "MD_BIKE_JMP_F" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0393: actor 218@ perform_animation "MD_BIKE_JMP_F" at 1.0 times_normal_rate 
0006: 327@ = 1 
0006: 308@ = 4 

:DRUGS4_48226
00D6: if 
0039:   308@ == 4 
004D: jump_if_false @DRUGS4_48620 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_48620 
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_48620 
00D6: if 
0611:   actor 218@ performing_animation "MD_BIKE_JMP_F" 
004D: jump_if_false @DRUGS4_48620 
0613: 228@ = actor 218@ animation "MD_BIKE_JMP_F" time 
00D6: if 
0043:   228@ == 1.0 
004D: jump_if_false @DRUGS4_48620 
00D6: if 
0039:   309@ == 1 
004D: jump_if_false @DRUGS4_48432 
0605: actor 218@ perform_animation "MD_BIKE_LND_DIE_F" IFP "MD_CHASE" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 308@ = 100 
0002: jump @DRUGS4_48491 

:DRUGS4_48432
0812: AS_actor 218@ perform_animation "MD_BIKE_LND_F" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 32@ = 0 
0006: 308@ = 5 

:DRUGS4_48491
0001: wait 0 ms 
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_48564 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_48564 
0465: remove_actor 218@ from_turret_mode 
0464: put_actor 218@ into_turret_on_car $SWEET_CAR at_car_offset 0.0 3.0 0.3 position 2 shooting_angle_limit 360.0 with_weapon 0 

:DRUGS4_48564
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @DRUGS4_48620 
05EC: release_car 214@ from_path 
07DB: set_car 214@ rotation_velocity_XYZ -3.0 -2.0 0.2003 through_center_of_mass 
01C3: remove_references_to_car 214@ 
01C3: remove_references_to_car 213@ 
01C2: remove_references_to_actor 217@ // Like turning an actor into a random pedestrian 

:DRUGS4_48620
00D6: if 
0039:   308@ == 5 
004D: jump_if_false @DRUGS4_48799 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_48799 
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_48799 
00D6: if 
0611:   actor 218@ performing_animation "MD_BIKE_LND_F" 
004D: jump_if_false @DRUGS4_48799 
0613: 228@ = actor 218@ animation "MD_BIKE_LND_F" time 
00D6: if 
0043:   228@ == 1.0 
004D: jump_if_false @DRUGS4_48799 
0812: AS_actor 218@ perform_animation "MD_BIKE_PUNCH_F" IFP "MD_CHASE" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 308@ = 6 

:DRUGS4_48799
00D6: if 
0019:   308@ > 0 
004D: jump_if_false @DRUGS4_48883 
00D6: if 
001B:   5 > 308@ 
004D: jump_if_false @DRUGS4_48883 
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @DRUGS4_48883 
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_48883 
0174: 221@ = car 214@ Z_angle 
0173: set_actor 218@ Z_angle_to 221@ 

:DRUGS4_48883
00D6: if 
0019:   308@ > 4 
004D: jump_if_false @DRUGS4_48951 
00D6: if 
001B:   101 > 308@ 
004D: jump_if_false @DRUGS4_48951 
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_48951 
0174: 221@ = car $SWEET_CAR Z_angle 
0173: set_actor 218@ Z_angle_to 221@ 

:DRUGS4_48951
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_49106 
00D6: if 
0611:   actor 218@ performing_animation "MD_BIKE_PUNCH_F" 
004D: jump_if_false @DRUGS4_49106 
0613: 229@ = actor 218@ animation "MD_BIKE_PUNCH_F" time 
00D6: if 
0021:   229@ > 0.2 
004D: jump_if_false @DRUGS4_49099 
00D6: if 
0039:   308@ == 6 
004D: jump_if_false @DRUGS4_49092 
0834: set_player_head_temporary_turn_rotation_Z -2.2 rotation_Y 1.7 
0851: set_actor $PLAYER_ACTOR decrease_health_by 10 affect_armour 1 
0006: 308@ = 7 

:DRUGS4_49092
0002: jump @DRUGS4_49106 

:DRUGS4_49099
0006: 308@ = 6 

:DRUGS4_49106
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_49171 
0226: 232@ = actor 218@ health 
00D6: if 
001B:   901 > 232@ 
004D: jump_if_false @DRUGS4_49171 
02AB: set_actor 218@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0006: 309@ = 1 

:DRUGS4_49171
00D6: if 
0039:   308@ == 100 
004D: jump_if_false @DRUGS4_49392 
00D6: if 
0611:   actor 218@ performing_animation "MD_BIKE_LND_DIE_F" 
004D: jump_if_false @DRUGS4_49392 
0613: 228@ = actor 218@ animation "MD_BIKE_LND_DIE_F" time 
00D6: if 
0043:   228@ == 1.0 
004D: jump_if_false @DRUGS4_49392 
0465: remove_actor 218@ from_turret_mode 
00AA: store_car $SWEET_CAR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0009: $TEMPVAR_X_COORD += 1.433 
0009: $TEMPVAR_Y_COORD += 1.763 
0009: $TEMPVAR_Z_COORD += 0.0 
00A1: put_actor 218@ at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0812: AS_actor 218@ perform_animation "MD_BIKE_LND_ROLL_F" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 308@ = 101 

:DRUGS4_49392
00D6: if 
0039:   308@ == 101 
004D: jump_if_false @DRUGS4_49507 
00D6: if 
0611:   actor 218@ performing_animation "MD_BIKE_LND_ROLL_F" 
004D: jump_if_false @DRUGS4_49507 
0613: 228@ = actor 218@ animation "MD_BIKE_LND_ROLL_F" time 
00D6: if 
0043:   228@ == 1.0 
004D: jump_if_false @DRUGS4_49507 
034F: destroy_actor_with_fade 218@ 
0006: 308@ = 102 

:DRUGS4_49507
00D6: if 
0019:   308@ > 4 
004D: jump_if_false @DRUGS4_49577 
00D6: if 
001B:   8 > 308@ 
004D: jump_if_false @DRUGS4_49577 
00D6: if or
0039:   309@ == 1 
0019:   32@ > 15000 
004D: jump_if_false @DRUGS4_49577 
0006: 308@ = 200 

:DRUGS4_49577
00D6: if 
0039:   308@ == 200 
004D: jump_if_false @DRUGS4_49666 
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_49666 
0812: AS_actor 218@ perform_animation "MD_BIKE_SHOT_F" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 308@ = 201 

:DRUGS4_49666
00D6: if 
0039:   308@ == 201 
004D: jump_if_false @DRUGS4_49883 
00D6: if 
0611:   actor 218@ performing_animation "MD_BIKE_SHOT_F" 
004D: jump_if_false @DRUGS4_49883 
0613: 228@ = actor 218@ animation "MD_BIKE_SHOT_F" time 
00D6: if 
0043:   228@ == 1.0 
004D: jump_if_false @DRUGS4_49883 
0465: remove_actor 218@ from_turret_mode 
00AA: store_car $SWEET_CAR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0009: $TEMPVAR_X_COORD += 1.433 
0009: $TEMPVAR_Y_COORD += 1.763 
0009: $TEMPVAR_Z_COORD += 0.0 
00A1: put_actor 218@ at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0812: AS_actor 218@ perform_animation "MD_BIKE_LND_ROLL_F" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 308@ = 202 

:DRUGS4_49883
00D6: if 
0039:   308@ == 201 
004D: jump_if_false @DRUGS4_50000 
00D6: if 
0611:   actor 218@ performing_animation "MD_BIKE_LND_ROLL_F" 
004D: jump_if_false @DRUGS4_50000 
0613: 228@ = actor 218@ animation "MD_BIKE_LND_ROLL_F" time 
00D6: if 
0043:   228@ == 1.0 
004D: jump_if_false @DRUGS4_50000 
009B: destroy_actor 218@ 
0006: 308@ = 202 

:DRUGS4_50000
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_61917 
00D6: if 
0039:   295@ == 7 
004D: jump_if_false @DRUGS4_61917 
0050: gosub @DRUGS4_66554 
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @DRUGS4_50106 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_50106 
04AF: 106@ = 15899 // = constant 
05AA: 107@s = 'FIN1_LA' // @s = 'short'  // ~z~Eyes front, CJ!
0050: gosub @DRUGS4_66512 

:DRUGS4_50106
00D6: if 
0039:   328@ == 0 
004D: jump_if_false @DRUGS4_50187 
00D6: if 
0019:   33@ > 53000 
004D: jump_if_false @DRUGS4_50187 
00D6: if 
8118:   not actor 217@ dead 
004D: jump_if_false @DRUGS4_50180 
05BE: AS_actor 217@ die 
0006: 328@ = 1 
0002: jump @DRUGS4_50187 

:DRUGS4_50180
0006: 328@ = 1 

:DRUGS4_50187
00D6: if 
0039:   328@ == 3 
004D: jump_if_false @DRUGS4_50268 
00D6: if 
0019:   33@ > 58900 
004D: jump_if_false @DRUGS4_50268 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DRUGS4_50261 
020B: explode_car 186@ 
0006: 328@ = 4 
0002: jump @DRUGS4_50268 

:DRUGS4_50261
0006: 328@ = 4 

:DRUGS4_50268
00D6: if 
0039:   328@ == 4 
004D: jump_if_false @DRUGS4_50349 
00D6: if 
0019:   33@ > 85200 
004D: jump_if_false @DRUGS4_50349 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @DRUGS4_50342 
020B: explode_car 187@ 
0006: 328@ = 5 
0002: jump @DRUGS4_50349 

:DRUGS4_50342
0006: 328@ = 5 

:DRUGS4_50349
00D6: if 
0039:   327@ == 1 
004D: jump_if_false @DRUGS4_50432 
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @DRUGS4_50432 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_50432 
04AF: 106@ = 15809 // = constant 
05AA: 107@s = 'FIN1_BK' // @s = 'short'  // ~z~Surprise, homeboy!
0050: gosub @DRUGS4_66512 

:DRUGS4_50432
00D6: if 
0039:   178@ == 2 
004D: jump_if_false @DRUGS4_50497 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_50497 
04AF: 106@ = 15885 // = constant 
05AA: 107@s = 'FIN1_KK' // @s = 'short'  // ~z~Holy shit! Look at that!
0050: gosub @DRUGS4_66512 

:DRUGS4_50497
00D6: if 
0039:   178@ == 3 
004D: jump_if_false @DRUGS4_50562 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_50562 
04AF: 106@ = 15891 // = constant 
05AA: 107@s = 'FIN1_KR' // @s = 'short'  // ~z~I wish I'd have stayed home and watched the fucking game!
0050: gosub @DRUGS4_66512 

:DRUGS4_50562
00D6: if 
0039:   327@ == 1 
004D: jump_if_false @DRUGS4_50625 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2545.15 -1460.3 radius 15.0 15.0 
004D: jump_if_false @DRUGS4_50625 
0006: 327@ = 2 

:DRUGS4_50625
00D6: if 
0039:   327@ == 2 
004D: jump_if_false @DRUGS4_50708 
00D6: if 
0039:   178@ == 4 
004D: jump_if_false @DRUGS4_50708 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_50708 
04AF: 106@ = 15948 // = constant 
05AA: 107@s = 'FIN1_ZB' // @s = 'short'  // ~z~Carl, behind us! Behind us!
0050: gosub @DRUGS4_66512 

:DRUGS4_50708
00D6: if 
0039:   178@ == 5 
004D: jump_if_false @DRUGS4_50773 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_50773 
04AF: 106@ = 15910 // = constant 
05AA: 107@s = 'FIN1_LL' // @s = 'short'  // ~z~Put up your windows!
0050: gosub @DRUGS4_66512 

:DRUGS4_50773
00D6: if 
0039:   178@ == 6 
004D: jump_if_false @DRUGS4_50838 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_50838 
04AF: 106@ = 15907 // = constant 
05AA: 107@s = 'FIN1_LI' // @s = 'short'  // ~z~Smoke, what the FUCK are you doin'?
0050: gosub @DRUGS4_66512 

:DRUGS4_50838
00D6: if 
0039:   327@ == 2 
004D: jump_if_false @DRUGS4_50901 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2451.92 -1461.5 radius 12.0 12.0 
004D: jump_if_false @DRUGS4_50901 
0006: 327@ = 4 

:DRUGS4_50901
00D6: if 
0039:   327@ == 4 
004D: jump_if_false @DRUGS4_50984 
00D6: if 
0039:   178@ == 7 
004D: jump_if_false @DRUGS4_50984 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_50984 
04AF: 106@ = 15914 // = constant 
05AA: 107@s = 'FIN1_LP' // @s = 'short'  // ~z~Dammit, Smoke, I got soap in my eyes!
0050: gosub @DRUGS4_66512 

:DRUGS4_50984
00D6: if 
0039:   178@ == 8 
004D: jump_if_false @DRUGS4_51049 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_51049 
04AF: 106@ = 15933 // = constant 
05AA: 107@s = 'FIN1_MK' // @s = 'short'  // ~z~Smoke, you're insane!
0050: gosub @DRUGS4_66512 

:DRUGS4_51049
00D6: if 
0039:   178@ == 9 
004D: jump_if_false @DRUGS4_51114 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_51114 
04AF: 106@ = 15908 // = constant 
05AA: 107@s = 'FIN1_LJ' // @s = 'short'  // ~z~I like things clean!
0050: gosub @DRUGS4_66512 

:DRUGS4_51114
00D6: if 
0039:   327@ == 4 
004D: jump_if_false @DRUGS4_51177 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2344.98 -1382.22 radius 18.0 18.0 
004D: jump_if_false @DRUGS4_51177 
0006: 327@ = 5 

:DRUGS4_51177
00D6: if 
0039:   327@ == 5 
004D: jump_if_false @DRUGS4_51260 
00D6: if 
0039:   178@ == 10 
004D: jump_if_false @DRUGS4_51260 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_51260 
04AF: 106@ = 15892 // = constant 
05AA: 107@s = 'FIN1_KS' // @s = 'short'  // ~z~Hey, CJ, watch to the left!
0050: gosub @DRUGS4_66512 

:DRUGS4_51260
00D6: if 
0039:   327@ == 5 
004D: jump_if_false @DRUGS4_51323 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2305.51 -1370.01 radius 18.0 18.0 
004D: jump_if_false @DRUGS4_51323 
0006: 327@ = 6 

:DRUGS4_51323
00D6: if 
0039:   178@ == 11 
004D: jump_if_false @DRUGS4_51388 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_51388 
04AF: 106@ = 15915 // = constant 
05AA: 107@s = 'FIN1_LQ' // @s = 'short'  // ~z~Hey, ain't we been here before?
0050: gosub @DRUGS4_66512 

:DRUGS4_51388
00D6: if 
0039:   178@ == 12 
004D: jump_if_false @DRUGS4_51453 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_51453 
04AF: 106@ = 15918 // = constant 
05AA: 107@s = 'FIN1_LT' // @s = 'short'  // ~z~Hey, I'm taking what options I have, a'ight?
0050: gosub @DRUGS4_66512 

:DRUGS4_51453
00D6: if 
0039:   178@ == 13 
004D: jump_if_false @DRUGS4_51518 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_51518 
04AF: 106@ = 15920 // = constant 
05AA: 107@s = 'FIN1_LV' // @s = 'short'  // ~z~Maybe if you have a nice word with these officers they'll let us on our way!
0050: gosub @DRUGS4_66512 

:DRUGS4_51518
00D6: if 
0039:   327@ == 7 
004D: jump_if_false @DRUGS4_51601 
00D6: if 
0039:   178@ == 14 
004D: jump_if_false @DRUGS4_51601 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_51601 
04AF: 106@ = 15810 // = constant 
05AA: 107@s = 'FIN1_BL' // @s = 'short'  // ~z~Heads up, brother!
0050: gosub @DRUGS4_66512 

:DRUGS4_51601
00D6: if 
0039:   178@ == 15 
004D: jump_if_false @DRUGS4_51666 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_51666 
04AF: 106@ = 15921 // = constant 
05AA: 107@s = 'FIN1_LW' // @s = 'short'  // ~z~Hey, man, some idiot's hanging off the back of the car!
0050: gosub @DRUGS4_66512 

:DRUGS4_51666
00D6: if 
0039:   178@ == 16 
004D: jump_if_false @DRUGS4_51731 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_51731 
04AF: 106@ = 15922 // = constant 
05AA: 107@s = 'FIN1_LX' // @s = 'short'  // ~z~Somebody shoot him!
0050: gosub @DRUGS4_66512 

:DRUGS4_51731
00D6: if 
0039:   178@ == 17 
004D: jump_if_false @DRUGS4_51796 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_51796 
04AF: 106@ = 15947 // = constant 
05AA: 107@s = 'FIN1_ZA' // @s = 'short'  // ~z~Oh shit! All I got in my rearview is bad guys!
0050: gosub @DRUGS4_66512 

:DRUGS4_51796
00D6: if 
0039:   178@ == 18 
004D: jump_if_false @DRUGS4_51861 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_51861 
04AF: 106@ = 15949 // = constant 
05AA: 107@s = 'FIN1_ZC' // @s = 'short'  // ~z~CJ, cover the rear!
0050: gosub @DRUGS4_66512 

:DRUGS4_51861
00D6: if 
0039:   327@ == 8 
004D: jump_if_false @DRUGS4_51944 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_51944 
00D6: if 
0039:   178@ == 20 
004D: jump_if_false @DRUGS4_51944 
04AF: 106@ = 15923 // = constant 
05AA: 107@s = 'FIN1_MA' // @s = 'short'  // ~z~OH SHIT! Roadblock up ahead!
0050: gosub @DRUGS4_66512 

:DRUGS4_51944
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_52009 
00D6: if 
0039:   178@ == 21 
004D: jump_if_false @DRUGS4_52009 
04AF: 106@ = 15924 // = constant 
05AA: 107@s = 'FIN1_MB' // @s = 'short'  // ~z~The K's jammed!
0050: gosub @DRUGS4_66512 

:DRUGS4_52009
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_52074 
00D6: if 
0039:   178@ == 22 
004D: jump_if_false @DRUGS4_52074 
04AF: 106@ = 15926 // = constant 
05AA: 107@s = 'FIN1_MD' // @s = 'short'  // ~z~Fuck it, I'm going through!
0050: gosub @DRUGS4_66512 

:DRUGS4_52074
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_52139 
00D6: if 
0039:   178@ == 23 
004D: jump_if_false @DRUGS4_52139 
04AF: 106@ = 15927 // = constant 
05AA: 107@s = 'FIN1_ME' // @s = 'short'  // ~z~CJ, we got the ghetto bird up ahead!
0050: gosub @DRUGS4_66512 

:DRUGS4_52139
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_52204 
00D6: if 
0039:   178@ == 24 
004D: jump_if_false @DRUGS4_52204 
04AF: 106@ = 15824 // = constant 
05AA: 107@s = 'FIN1_EA' // @s = 'short'  // ~z~This is the LSPD do not, HEY! WHAT THE FUCK? TOO LOW, YOU'LL KILL US ALL!
0050: gosub @DRUGS4_66512 

:DRUGS4_52204
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_52269 
00D6: if 
0039:   178@ == 25 
004D: jump_if_false @DRUGS4_52269 
04AF: 106@ = 15930 // = constant 
05AA: 107@s = 'FIN1_MH' // @s = 'short'  // ~z~Back up, Smoke, Back up!
0050: gosub @DRUGS4_66512 

:DRUGS4_52269
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_52334 
00D6: if 
0039:   178@ == 26 
004D: jump_if_false @DRUGS4_52334 
04AF: 106@ = 15931 // = constant 
05AA: 107@s = 'FIN1_MI' // @s = 'short'  // ~z~Hell no, I'm going through!
0050: gosub @DRUGS4_66512 

:DRUGS4_52334
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_52399 
00D6: if 
0039:   178@ == 27 
004D: jump_if_false @DRUGS4_52399 
04AF: 106@ = 15942 // = constant 
05AA: 107@s = 'FIN1_MT' // @s = 'short'  // ~z~Oh man we gonna diiie!
0050: gosub @DRUGS4_66512 

:DRUGS4_52399
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_52464 
00D6: if 
0039:   178@ == 28 
004D: jump_if_false @DRUGS4_52464 
04AF: 106@ = 15934 // = constant 
05AA: 107@s = 'FIN1_ML' // @s = 'short'  // ~z~Oooooooh SHIIIIIIIT!
0050: gosub @DRUGS4_66512 

:DRUGS4_52464
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_52529 
00D6: if 
0039:   178@ == 29 
004D: jump_if_false @DRUGS4_52529 
04AF: 106@ = 15940 // = constant 
05AA: 107@s = 'FIN1_MR' // @s = 'short'  // ~z~Slow down, Smoke, SLOW DOWN!
0050: gosub @DRUGS4_66512 

:DRUGS4_52529
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_52594 
00D6: if 
0039:   178@ == 30 
004D: jump_if_false @DRUGS4_52594 
04AF: 106@ = 15941 // = constant 
05AA: 107@s = 'FIN1_MS' // @s = 'short'  // ~z~Oh shit, the brakes is out!
0050: gosub @DRUGS4_66512 

:DRUGS4_52594
00D6: if 
0039:   305@ == 1 
004D: jump_if_false @DRUGS4_52719 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DRUGS4_52719 
00D6: if 
01AD:   car 186@ sphere 0 near_point 2566.12 -1322.35 radius 1.5 1.5 
004D: jump_if_false @DRUGS4_52719 
00D6: if 
03CA:   object 223@ exists 
004D: jump_if_false @DRUGS4_52689 
0723: break_object 223@ intensity 1 

:DRUGS4_52689
00D6: if 
03CA:   object 224@ exists 
004D: jump_if_false @DRUGS4_52712 
0723: break_object 224@ intensity 1 

:DRUGS4_52712
0006: 305@ = 2 

:DRUGS4_52719
00D6: if 
0039:   296@ == 1 
004D: jump_if_false @DRUGS4_53224 
00D6: if 
01AD:   car $SWEET_CAR sphere 0 near_point 2564.68 -1442.47 radius 15.0 15.0 
004D: jump_if_false @DRUGS4_53224 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @DRUGS4_52835 
05EB: assign_car 187@ to_path 373 
0186: 286@ = create_marker_above_car 187@ 
018B: set_marker 286@ radar_mode 2 
0397: enable_car 187@ siren 1 
0006: 298@ = 1 
0006: 314@ = 1 

:DRUGS4_52835
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS4_52895 
05EB: assign_car 188@ to_path 374 
0186: 287@ = create_marker_above_car 188@ 
018B: set_marker 287@ radar_mode 2 
0397: enable_car 188@ siren 1 
0006: 299@ = 1 
0006: 315@ = 1 

:DRUGS4_52895
00D6: if 
8119:   not car 193@ wrecked 
004D: jump_if_false @DRUGS4_52955 
05EB: assign_car 193@ to_path 380 
0186: 292@ = create_marker_above_car 193@ 
018B: set_marker 292@ radar_mode 2 
0397: enable_car 193@ siren 1 
0006: 304@ = 1 
0006: 320@ = 1 

:DRUGS4_52955
00D6: if 
8118:   not actor 197@ dead 
004D: jump_if_false @DRUGS4_53007 
0713: actor 197@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 40 

:DRUGS4_53007
00D6: if 
8118:   not actor 199@ dead 
004D: jump_if_false @DRUGS4_53120 
00D6: if 
0019:   293@ > 1 
004D: jump_if_false @DRUGS4_53084 
0713: actor 199@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 30 
0002: jump @DRUGS4_53120 

:DRUGS4_53084
0713: actor 199@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 75 

:DRUGS4_53120
00D6: if 
8118:   not actor 202@ dead 
004D: jump_if_false @DRUGS4_53172 
0713: actor 202@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 40 

:DRUGS4_53172
064C: make_particle 237@ visible 
0108: destroy_object 222@ 
0108: destroy_object 223@ 
0108: destroy_object 224@ 
0108: destroy_object 225@ 
0108: destroy_object 226@ 
0108: destroy_object 227@ 
0249: release_model #DYN_SCAFFOLD_4B 
0249: release_model #MUNCH_DONUT 
0006: 296@ = 2 

:DRUGS4_53224
00D6: if 
0039:   296@ == 2 
004D: jump_if_false @DRUGS4_53831 
00D6: if 
01AD:   car $SWEET_CAR sphere 0 near_point 2344.12 -1384.48 radius 12.0 12.0 
004D: jump_if_false @DRUGS4_53831 
00A5: 215@ = create_car #COPBIKE at 2254.042 -1308.15 23.02 
09C4: set_car 215@ gas_tank_explosion_enabled 0 
0175: set_car 215@ Z_angle_to 261.999 
067F: set_car 215@ lights 2 
0397: enable_car 215@ siren 1 
0006: 310@ = 0 
009A: 219@ = create_actor_pedtype 24 model #LAPDM1 at 0.0 0.0 0.0 
0812: AS_actor 219@ perform_animation "MD_BIKE_JMP_BL" IFP "MD_CHASE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0464: put_actor 219@ into_turret_on_car 215@ at_car_offset 0.0 -0.401 0.47 position 0 shooting_angle_limit 360.0 with_weapon 0 
0223: set_actor 219@ health_to 1000 
0006: 307@ = 1 
060B: set_actor 219@ decision_maker_to 55@ 
0446: set_actor 219@ dismemberment_possible 0 
02A9: set_actor 219@ immune_to_nonplayer 0 
02AA: set_car 215@ immune_to_nonplayer 0 
02AC: set_car 215@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 190@ = create_car #COPCARLA at 2222.98 -1303.52 22.654 
09C4: set_car 190@ gas_tank_explosion_enabled 0 
0175: set_car 190@ Z_angle_to 269.409 
0224: set_car 190@ health_to 10 
02AA: set_car 190@ immune_to_nonplayer 0 
0129: 203@ = create_actor_pedtype 24 model #LAPD1 in_car 190@ driverseat 
060B: set_actor 203@ decision_maker_to 55@ 
0446: set_actor 203@ dismemberment_possible 0 
0223: set_actor 203@ health_to 100 
02A9: set_actor 203@ immune_to_nonplayer 0 
01C8: 204@ = create_actor_pedtype 24 model #LAPD1 in_car 190@ passenger_seat 0 
060B: set_actor 204@ decision_maker_to 55@ 
0223: set_actor 204@ health_to 100 
02A9: set_actor 204@ immune_to_nonplayer 0 
01B2: give_actor 204@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 204@ dismemberment_possible 0 
00A9: set_car 190@ to_normal_driver 
00A5: 191@ = create_car #COPCARLA at 2250.63 -1380.995 22.65 
09C4: set_car 191@ gas_tank_explosion_enabled 0 
0175: set_car 191@ Z_angle_to 268.1 
0224: set_car 191@ health_to 800 
02AC: set_car 191@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
02AA: set_car 191@ immune_to_nonplayer 0 
0129: 206@ = create_actor_pedtype 24 model #LAPD1 in_car 191@ driverseat 
060B: set_actor 206@ decision_maker_to 55@ 
0446: set_actor 206@ dismemberment_possible 0 
02A9: set_actor 206@ immune_to_nonplayer 0 
01C8: 207@ = create_actor_pedtype 24 model #LAPD1 in_car 191@ passenger_seat 0 
060B: set_actor 207@ decision_maker_to 55@ 
0223: set_actor 207@ health_to 200 
02A9: set_actor 207@ immune_to_nonplayer 0 
01B2: give_actor 207@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 207@ dismemberment_possible 0 
00A9: set_car 191@ to_normal_driver 
0006: 296@ = 3 

:DRUGS4_53831
00D6: if 
0039:   296@ == 3 
004D: jump_if_false @DRUGS4_54011 
00D6: if 
01AD:   car $SWEET_CAR sphere 0 near_point 2304.185 -1364.711 radius 20.0 20.0 
004D: jump_if_false @DRUGS4_54011 
00D6: if 
8119:   not car 191@ wrecked 
004D: jump_if_false @DRUGS4_53947 
05EB: assign_car 191@ to_path 377 
0186: 290@ = create_marker_above_car 191@ 
018B: set_marker 290@ radar_mode 2 
0397: enable_car 191@ siren 1 
0006: 302@ = 1 
0006: 318@ = 1 

:DRUGS4_53947
00D6: if 
8118:   not actor 207@ dead 
004D: jump_if_false @DRUGS4_53999 
0713: actor 207@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 30 

:DRUGS4_53999
0650: destroy_particle 237@ 
0006: 296@ = 4 

:DRUGS4_54011
00D6: if 
0039:   296@ == 4 
004D: jump_if_false @DRUGS4_54245 
00D6: if 
01AD:   car $SWEET_CAR sphere 0 near_point 2289.817 -1319.51 radius 25.0 25.0 
004D: jump_if_false @DRUGS4_54245 
00D6: if 
8119:   not car 215@ wrecked 
004D: jump_if_false @DRUGS4_54121 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_54121 
05EB: assign_car 215@ to_path 375 
0006: 32@ = 0 
0006: 307@ = 3 

:DRUGS4_54121
00D6: if 
8119:   not car 190@ wrecked 
004D: jump_if_false @DRUGS4_54181 
05EB: assign_car 190@ to_path 376 
0186: 289@ = create_marker_above_car 190@ 
018B: set_marker 289@ radar_mode 2 
0397: enable_car 190@ siren 1 
0006: 301@ = 1 
0006: 317@ = 1 

:DRUGS4_54181
00D6: if 
8118:   not actor 204@ dead 
004D: jump_if_false @DRUGS4_54233 
0713: actor 204@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 40 

:DRUGS4_54233
009B: destroy_actor 218@ 
0006: 296@ = 5 

:DRUGS4_54245
00D6: if 
0039:   296@ == 5 
004D: jump_if_false @DRUGS4_54841 
00D6: if 
01AD:   car $SWEET_CAR sphere 0 near_point 2221.81 -1260.26 radius 5.5 5.5 
004D: jump_if_false @DRUGS4_54841 
009A: 234@ = create_actor_pedtype 24 model #LAPD1 at 2127.116 -1381.61 23.88 
0173: set_actor 234@ Z_angle_to 84.93 
060B: set_actor 234@ decision_maker_to 55@ 
02AB: set_actor 234@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02A9: set_actor 234@ immune_to_nonplayer 0 
01B2: give_actor 234@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 234@ dismemberment_possible 0 
02E2: set_actor 234@ weapon_accuracy_to 5 
0085: 118@ = 234@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_66967 
009A: 233@ = create_actor_pedtype 24 model #LAPDM1 at 2127.09 -1382.81 23.32 
060B: set_actor 233@ decision_maker_to 55@ 
02AB: set_actor 233@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02A9: set_actor 233@ immune_to_nonplayer 0 
01B2: give_actor 233@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 233@ dismemberment_possible 0 
02E2: set_actor 233@ weapon_accuracy_to 5 
0085: 118@ = 233@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_66967 
00A5: 235@ = create_car #COPCARLA at 2129.865 -1386.89 22.65 
0175: set_car 235@ Z_angle_to 7.63 
00A9: set_car 235@ to_normal_driver 
00A9: set_car 235@ to_normal_driver 
0006: 33@ = 0 
00D6: if 
0039:   311@ == 0 
004D: jump_if_false @DRUGS4_54636 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_54636 
04A2: set_heli 40@ fly_to 2168.0 -1508.0 33.29 altitude_between 30.0 and 30.0 
0006: 311@ = 1 

:DRUGS4_54636
029B: 249@ = init_object #WD_FENCE_ANIM at 2167.763 -1470.354 25.328 
0177: set_object 249@ Z_angle_to 90.0 
029B: 250@ = init_object #WD_FENCE_ANIM at 2167.763 -1465.688 25.328 
0177: set_object 250@ Z_angle_to 90.0 
029B: 251@ = init_object #WD_FENCE_ANIM at 2167.763 -1461.021 25.328 
0177: set_object 251@ Z_angle_to 90.0 
029B: 261@ = init_object #WD_FENCE_ANIM at 2174.328 -1470.354 25.328 
0177: set_object 261@ Z_angle_to 270.0 
029B: 262@ = init_object #WD_FENCE_ANIM at 2174.328 -1465.688 25.328 
0177: set_object 262@ Z_angle_to 270.0 
029B: 263@ = init_object #WD_FENCE_ANIM at 2174.328 -1461.021 25.328 
0177: set_object 263@ Z_angle_to 270.0 
0006: 296@ = 6 

:DRUGS4_54841
00D6: if 
0039:   296@ == 6 
004D: jump_if_false @DRUGS4_54928 
00D6: if 
01AD:   car $SWEET_CAR sphere 0 near_point 2081.93 -1261.68 radius 6.0 6.0 
004D: jump_if_false @DRUGS4_54928 
00D6: if 
8119:   not car 191@ wrecked 
004D: jump_if_false @DRUGS4_54921 
0224: set_car 191@ health_to 249 

:DRUGS4_54921
0006: 296@ = 7 

:DRUGS4_54928
00D6: if 
0039:   296@ == 7 
004D: jump_if_false @DRUGS4_55018 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @DRUGS4_55018 
00D6: if 
8118:   not actor 234@ dead 
004D: jump_if_false @DRUGS4_55018 
00D6: if 
8118:   not actor 233@ dead 
004D: jump_if_false @DRUGS4_55018 
04D7: set_actor 234@ locked 1 
04D7: set_actor 233@ locked 1 
0006: 296@ = 8 

:DRUGS4_55018
00D6: if 
0039:   323@ == 0 
004D: jump_if_false @DRUGS4_55145 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2074.18 -1372.28 radius 7.0 7.0 
004D: jump_if_false @DRUGS4_55145 
040D: unload_wav 3 
03CF: load_wav 32402 as 3 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 174.0 rotation_speed 8.0 
00A6: destroy_car 215@ 
0249: release_model #COPBIKE 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
0006: 327@ = 8 
0006: 179@ = 0 
0006: 178@ = 20 
0006: 323@ = 1 

:DRUGS4_55145
00D6: if 
0039:   323@ == 1 
004D: jump_if_false @DRUGS4_55295 
00D6: if 
0861:   unknown_player $PLAYER_CHAR scanning_horizon // param is useless 
004D: jump_if_false @DRUGS4_55295 
0887: set_actor $PLAYER_ACTOR turret_mode_orientation 0 both_side_angle_limit 60.0 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_55222 
02AC: set_car $SWEET_CAR immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRUGS4_55222
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0108: destroy_object $2659 
029B: $2659 = init_object #MD_POSTER at 2167.82 -1518.193 20.237 
0177: set_object $2659 Z_angle_to 0.0 
07F7: set_object $2659 destructible 0 
0550: keep_object $2659 in_memory 1 
0006: 323@ = 2 

:DRUGS4_55295
00D6: if 
0039:   296@ == 8 
004D: jump_if_false @DRUGS4_55624 
00D6: if 
8118:   not actor 234@ dead 
004D: jump_if_false @DRUGS4_55624 
00D6: if 
8118:   not actor 233@ dead 
004D: jump_if_false @DRUGS4_55624 
00D6: if or
0547:   actor 234@ colliding_with_car $SWEET_CAR 
0547:   actor 233@ colliding_with_car $SWEET_CAR 
004D: jump_if_false @DRUGS4_55624 
0006: 322@ = 1 
0006: 321@ = 1 
0006: 296@ = 9 
00A6: destroy_car 40@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
06B2: destroy_searchlight 58@ 
00A5: 40@ = create_car #POLMAV at 2170.27 -1523.73 24.76 
0129: 44@ = create_actor_pedtype 24 model #LAPD1 in_car 40@ driverseat 
0825: set_helicopter 40@ instant_rotor_start 
05EB: assign_car 40@ to_path 381 
0006: 32@ = 0 
0006: 33@ = 0 
060B: set_actor 44@ decision_maker_to 55@ 
0446: set_actor 44@ dismemberment_possible 0 
054A: set_actor 44@ can_be_shot_in_a_car 0 
02A9: set_actor 44@ immune_to_nonplayer 0 
02AA: set_car 40@ immune_to_nonplayer 0 
02AC: set_car 40@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
064B: 240@ = create_particle "BLOOD_HELI" at 2170.74 -1445.63 25.12 type 1 
064B: 241@ = create_particle "BLOOD_HELI" at 2170.92 -1450.5 25.0 type 1 
064B: 242@ = create_particle "BLOOD_HELI" at 2171.11 -1447.04 25.13 type 1 

:DRUGS4_55624
00D6: if 
0039:   296@ == 9 
004D: jump_if_false @DRUGS4_57661 
00D6: if 
0039:   324@ == 0 
004D: jump_if_false @DRUGS4_55764 
00D6: if 
0019:   32@ > 14099 
004D: jump_if_false @DRUGS4_55764 
075A: set_object 249@ animation "FEN_CHOPPA_R1" IFP_file "MD_CHASE" 1000.0 lockF 0 loop 1 // IF AND SET 
075A: set_object 261@ animation "FEN_CHOPPA_L2" IFP_file "MD_CHASE" 1000.0 lockF 0 loop 1 // IF AND SET 
0006: 324@ = 1 

:DRUGS4_55764
00D6: if 
0039:   324@ == 1 
004D: jump_if_false @DRUGS4_55886 
00D6: if 
0019:   32@ > 14899 
004D: jump_if_false @DRUGS4_55886 
075A: set_object 250@ animation "FEN_CHOPPA_R2" IFP_file "MD_CHASE" 1000.0 lockF 0 loop 1 // IF AND SET 
075A: set_object 262@ animation "FEN_CHOPPA_L3" IFP_file "MD_CHASE" 1000.0 lockF 0 loop 1 // IF AND SET 
0006: 324@ = 2 

:DRUGS4_55886
00D6: if 
0039:   324@ == 2 
004D: jump_if_false @DRUGS4_56008 
00D6: if 
0019:   32@ > 15532 
004D: jump_if_false @DRUGS4_56008 
075A: set_object 251@ animation "FEN_CHOPPA_R3" IFP_file "MD_CHASE" 1000.0 lockF 0 loop 1 // IF AND SET 
075A: set_object 263@ animation "FEN_CHOPPA_L1" IFP_file "MD_CHASE" 1000.0 lockF 0 loop 1 // IF AND SET 
0006: 324@ = 3 

:DRUGS4_56008
00D6: if 
0039:   322@ == 1 
004D: jump_if_false @DRUGS4_56133 
00D6: if 
8118:   not actor 234@ dead 
004D: jump_if_false @DRUGS4_56133 
04D7: set_actor 234@ locked 0 
0464: put_actor 234@ into_turret_on_car $SWEET_CAR at_car_offset -0.5 3.0 0.3 position 0 shooting_angle_limit 360.0 with_weapon 0 
0812: AS_actor 234@ perform_animation "CARHIT_TUMBLE" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 322@ = 2 

:DRUGS4_56133
00D6: if 
0039:   322@ == 2 
004D: jump_if_false @DRUGS4_56333 
00D6: if 
8118:   not actor 234@ dead 
004D: jump_if_false @DRUGS4_56333 
00D6: if 
0611:   actor 234@ performing_animation "CARHIT_TUMBLE" 
004D: jump_if_false @DRUGS4_56333 
0613: 228@ = actor 234@ animation "CARHIT_TUMBLE" time 
00D6: if 
0021:   228@ > 0.7 
004D: jump_if_false @DRUGS4_56333 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_56333 
0465: remove_actor 234@ from_turret_mode 
00AA: store_car $SWEET_CAR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0009: $TEMPVAR_X_COORD += 0.0 
0009: $TEMPVAR_Y_COORD += -1.763 
0009: $TEMPVAR_Z_COORD += -0.05 
00A1: put_actor 234@ at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
034F: destroy_actor_with_fade 234@ 
0006: 322@ = 3 

:DRUGS4_56333
00D6: if 
8118:   not actor 234@ dead 
004D: jump_if_false @DRUGS4_56365 
0174: 239@ = car $SWEET_CAR Z_angle 
0173: set_actor 234@ Z_angle_to 239@ 

:DRUGS4_56365
00D6: if 
0039:   321@ == 1 
004D: jump_if_false @DRUGS4_56490 
00D6: if 
8118:   not actor 233@ dead 
004D: jump_if_false @DRUGS4_56490 
04D7: set_actor 233@ locked 0 
0464: put_actor 233@ into_turret_on_car $SWEET_CAR at_car_offset 0.5 3.0 0.3 position 0 shooting_angle_limit 360.0 with_weapon 0 
0812: AS_actor 233@ perform_animation "CARHIT_HANGON" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 321@ = 2 

:DRUGS4_56490
00D6: if 
0039:   321@ == 2 
004D: jump_if_false @DRUGS4_56654 
00D6: if 
8118:   not actor 233@ dead 
004D: jump_if_false @DRUGS4_56654 
00D6: if 
0611:   actor 233@ performing_animation "CARHIT_HANGON" 
004D: jump_if_false @DRUGS4_56654 
0613: 228@ = actor 233@ animation "CARHIT_HANGON" time 
00D6: if 
0043:   228@ == 1.0 
004D: jump_if_false @DRUGS4_56654 
0812: AS_actor 233@ perform_animation "HANGON_STUN_LOOP" IFP "MD_CHASE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 321@ = 3 

:DRUGS4_56654
00D6: if 
8118:   not actor 233@ dead 
004D: jump_if_false @DRUGS4_56686 
0174: 238@ = car $SWEET_CAR Z_angle 
0173: set_actor 233@ Z_angle_to 238@ 

:DRUGS4_56686
00D6: if 
0039:   325@ == 0 
004D: jump_if_false @DRUGS4_56774 
00D6: if 
0019:   33@ > 10499 
004D: jump_if_false @DRUGS4_56774 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_56774 
00D6: if 
060E:   car $SWEET_CAR assigned_to_path 
004D: jump_if_false @DRUGS4_56774 
05ED: freeze_car $SWEET_CAR while_on_path 
0006: 33@ = 0 
0006: 325@ = 1 

:DRUGS4_56774
00D6: if 
0039:   325@ == 1 
004D: jump_if_false @DRUGS4_56914 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @DRUGS4_56914 
00D6: if 
0039:   321@ == 3 
004D: jump_if_false @DRUGS4_56907 
00D6: if 
8118:   not actor 233@ dead 
004D: jump_if_false @DRUGS4_56907 
0812: AS_actor 233@ perform_animation "HANGON_STUN_TURN" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 33@ = 0 
0006: 321@ = 4 

:DRUGS4_56907
0006: 325@ = 2 

:DRUGS4_56914
00D6: if 
0039:   325@ == 2 
004D: jump_if_false @DRUGS4_57019 
00D6: if 
0019:   33@ > 2000 
004D: jump_if_false @DRUGS4_57019 
00D6: if 
060E:   car $SWEET_CAR assigned_to_path 
004D: jump_if_false @DRUGS4_57019 
05EE: unfreeze_car $SWEET_CAR while_on_path 
00A6: destroy_car 235@ 
0249: release_model #COPCARLA 
0249: release_model #LAPD1 
0249: release_model #LAPDM1 
0249: release_model #COPBIKE 
0249: release_model #POLMAV 
0249: release_model #MP5LNG 
009B: destroy_actor 234@ 
0006: 325@ = 3 

:DRUGS4_57019
00D6: if 
0039:   325@ == 3 
004D: jump_if_false @DRUGS4_57194 
00D6: if 
0019:   33@ > 4300 
004D: jump_if_false @DRUGS4_57194 
0834: set_player_head_temporary_turn_rotation_Z 0.0 rotation_Y -1.0 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @DRUGS4_57087 
03D1: play_wav 3 

:DRUGS4_57087
064F: remove_references_to_particle 240@ 
0107: 243@ = create_object #CHOPCOP_TORSO at 2170.35 -1445.99 25.49 
0392: make_object 243@ moveable 1 
0107: 244@ = create_object #CHOPCOP_LEGR at 2170.5 -1447.65 25.06 
0392: make_object 244@ moveable 1 
009B: destroy_actor 233@ 
0108: destroy_object 249@ 
0108: destroy_object 262@ 
0108: destroy_object 263@ 
0108: destroy_object 261@ 
0108: destroy_object 262@ 
0108: destroy_object 263@ 
0006: 325@ = 4 

:DRUGS4_57194
00D6: if 
0039:   325@ == 4 
004D: jump_if_false @DRUGS4_57456 
00D6: if 
0019:   33@ > 4800 
004D: jump_if_false @DRUGS4_57456 
0006: 327@ = 9 
064F: remove_references_to_particle 241@ 
0107: 245@ = create_object #CHOPCOP_LEGR at 2170.99 -1448.51 25.08 
0392: make_object 245@ moveable 1 
0107: 246@ = create_object #CHOPCOP_ARMR at 2170.96 -1450.36 25.2 
0392: make_object 246@ moveable 1 
0453: set_object 246@ XYZ_rotation 0.2 0.2 0.2 
0107: 247@ = create_object #CHOPCOP_ARMR at 2171.16 -1451.11 25.12 
0392: make_object 247@ moveable 1 
0453: set_object 247@ XYZ_rotation -0.1 0.05 0.1 
0107: 248@ = create_object #CHOPCOP_HEAD at 2171.1 -1453.09 25.4 
0392: make_object 248@ moveable 1 
0453: set_object 248@ XYZ_rotation 0.5 0.2 -0.1 
064F: remove_references_to_particle 242@ 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_57449 
05EC: release_car 40@ from_path 

:DRUGS4_57449
0006: 325@ = 5 

:DRUGS4_57456
00D6: if 
0039:   325@ == 5 
004D: jump_if_false @DRUGS4_57661 
00D6: if 
0019:   33@ > 5800 
004D: jump_if_false @DRUGS4_57661 
015F: set_camera_position 2169.899 -1543.497 38.744 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2169.894 -1542.551 38.4204 switchstyle 2 
02A3: enable_widescreen 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00A1: put_actor $PLAYER_ACTOR at 2184.87 -1500.83 23.55 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_57647 
00AB: put_car 40@ at 2172.56 -1420.69 30.0 
020B: explode_car 40@ 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_57642 
020B: explode_car 40@ 

:DRUGS4_57642
009B: destroy_actor 44@ 

:DRUGS4_57647
0006: 33@ = 0 
0006: 325@ = 6 

:DRUGS4_57661
00D6: if 
0039:   311@ == 1 
004D: jump_if_false @DRUGS4_57717 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_57717 
01C3: remove_references_to_car 40@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
06B2: destroy_searchlight 58@ 
0006: 311@ = 2 

:DRUGS4_57717
00D6: if 
0039:   297@ == 1 
004D: jump_if_false @DRUGS4_57823 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DRUGS4_57796 
00D6: if 
860E:   not car 186@ assigned_to_path 
004D: jump_if_false @DRUGS4_57789 
01C3: remove_references_to_car 186@ 
01C2: remove_references_to_actor 195@ // Like turning an actor into a random pedestrian 
0164: disable_marker 285@ 
0006: 297@ = 2 

:DRUGS4_57789
0002: jump @DRUGS4_57823 

:DRUGS4_57796
05EC: release_car 186@ from_path 
01C2: remove_references_to_actor 195@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 186@ 
0164: disable_marker 285@ 
0006: 297@ = 2 

:DRUGS4_57823
00D6: if 
0039:   314@ == 1 
004D: jump_if_false @DRUGS4_57975 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @DRUGS4_57975 
00D6: if 
8118:   not actor 196@ dead 
004D: jump_if_false @DRUGS4_57880 
0002: jump @DRUGS4_57975 

:DRUGS4_57880
00D6: if 
8118:   not actor 197@ dead 
004D: jump_if_false @DRUGS4_57963 
00D6: if 
00DB:   actor 197@ in_car 187@ 
004D: jump_if_false @DRUGS4_57956 
046C: 284@ = car 187@ driver 
00D6: if 
0039:   284@ == -1 
004D: jump_if_false @DRUGS4_57956 
0676: AS_actor 197@ in_car 187@ move_from_passengerseat_to_driverseat 
0006: 314@ = 2 

:DRUGS4_57956
0002: jump @DRUGS4_57975 

:DRUGS4_57963
05EC: release_car 187@ from_path 
0006: 314@ = 2 

:DRUGS4_57975
00D6: if 
0039:   314@ == 2 
004D: jump_if_false @DRUGS4_58021 
00D6: if 
0118:   actor 197@ dead 
004D: jump_if_false @DRUGS4_58021 
05EC: release_car 187@ from_path 
0006: 314@ = 3 

:DRUGS4_58021
00D6: if 
0039:   298@ == 1 
004D: jump_if_false @DRUGS4_58137 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @DRUGS4_58105 
00D6: if 
860E:   not car 187@ assigned_to_path 
004D: jump_if_false @DRUGS4_58098 
01C3: remove_references_to_car 187@ 
01C2: remove_references_to_actor 196@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 197@ // Like turning an actor into a random pedestrian 
0164: disable_marker 286@ 
0006: 298@ = 2 

:DRUGS4_58098
0002: jump @DRUGS4_58137 

:DRUGS4_58105
05EC: release_car 187@ from_path 
01C2: remove_references_to_actor 196@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 197@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 187@ 
0164: disable_marker 286@ 
0006: 298@ = 2 

:DRUGS4_58137
00D6: if 
0039:   315@ == 1 
004D: jump_if_false @DRUGS4_58289 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS4_58289 
00D6: if 
8118:   not actor 198@ dead 
004D: jump_if_false @DRUGS4_58194 
0002: jump @DRUGS4_58289 

:DRUGS4_58194
00D6: if 
8118:   not actor 199@ dead 
004D: jump_if_false @DRUGS4_58277 
00D6: if 
00DB:   actor 199@ in_car 188@ 
004D: jump_if_false @DRUGS4_58270 
046C: 284@ = car 188@ driver 
00D6: if 
0039:   284@ == -1 
004D: jump_if_false @DRUGS4_58270 
0676: AS_actor 199@ in_car 188@ move_from_passengerseat_to_driverseat 
0006: 315@ = 2 

:DRUGS4_58270
0002: jump @DRUGS4_58289 

:DRUGS4_58277
05EC: release_car 188@ from_path 
0006: 315@ = 2 

:DRUGS4_58289
00D6: if 
0039:   315@ == 2 
004D: jump_if_false @DRUGS4_58335 
00D6: if 
0118:   actor 199@ dead 
004D: jump_if_false @DRUGS4_58335 
05EC: release_car 188@ from_path 
0006: 315@ = 3 

:DRUGS4_58335
00D6: if 
0039:   299@ == 1 
004D: jump_if_false @DRUGS4_58451 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS4_58419 
00D6: if 
860E:   not car 188@ assigned_to_path 
004D: jump_if_false @DRUGS4_58412 
01C3: remove_references_to_car 188@ 
01C2: remove_references_to_actor 198@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 199@ // Like turning an actor into a random pedestrian 
0164: disable_marker 287@ 
0006: 299@ = 2 

:DRUGS4_58412
0002: jump @DRUGS4_58451 

:DRUGS4_58419
05EC: release_car 188@ from_path 
01C2: remove_references_to_actor 198@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 199@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 188@ 
0164: disable_marker 287@ 
0006: 299@ = 2 

:DRUGS4_58451
00D6: if 
0039:   300@ == 1 
004D: jump_if_false @DRUGS4_58507 
00D6: if 
0119:   car 189@ wrecked 
004D: jump_if_false @DRUGS4_58507 
0164: disable_marker 288@ 
01C2: remove_references_to_actor 200@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 189@ 
0006: 300@ = 2 

:DRUGS4_58507
00D6: if 
0039:   317@ == 1 
004D: jump_if_false @DRUGS4_58659 
00D6: if 
8119:   not car 190@ wrecked 
004D: jump_if_false @DRUGS4_58659 
00D6: if 
8118:   not actor 203@ dead 
004D: jump_if_false @DRUGS4_58564 
0002: jump @DRUGS4_58659 

:DRUGS4_58564
00D6: if 
8118:   not actor 204@ dead 
004D: jump_if_false @DRUGS4_58647 
00D6: if 
00DB:   actor 204@ in_car 190@ 
004D: jump_if_false @DRUGS4_58640 
046C: 284@ = car 190@ driver 
00D6: if 
0039:   284@ == -1 
004D: jump_if_false @DRUGS4_58640 
0676: AS_actor 204@ in_car 190@ move_from_passengerseat_to_driverseat 
0006: 317@ = 2 

:DRUGS4_58640
0002: jump @DRUGS4_58659 

:DRUGS4_58647
05EC: release_car 190@ from_path 
0006: 317@ = 2 

:DRUGS4_58659
00D6: if 
0039:   317@ == 2 
004D: jump_if_false @DRUGS4_58705 
00D6: if 
0118:   actor 204@ dead 
004D: jump_if_false @DRUGS4_58705 
05EC: release_car 190@ from_path 
0006: 317@ = 3 

:DRUGS4_58705
00D6: if 
0039:   301@ == 1 
004D: jump_if_false @DRUGS4_58821 
00D6: if 
8119:   not car 190@ wrecked 
004D: jump_if_false @DRUGS4_58789 
00D6: if 
860E:   not car 190@ assigned_to_path 
004D: jump_if_false @DRUGS4_58782 
01C3: remove_references_to_car 190@ 
01C2: remove_references_to_actor 203@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 204@ // Like turning an actor into a random pedestrian 
0164: disable_marker 289@ 
0006: 301@ = 2 

:DRUGS4_58782
0002: jump @DRUGS4_58821 

:DRUGS4_58789
05EC: release_car 190@ from_path 
01C2: remove_references_to_actor 203@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 204@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 190@ 
0164: disable_marker 289@ 
0006: 301@ = 2 

:DRUGS4_58821
00D6: if 
0039:   318@ == 1 
004D: jump_if_false @DRUGS4_58973 
00D6: if 
8119:   not car 191@ wrecked 
004D: jump_if_false @DRUGS4_58973 
00D6: if 
8118:   not actor 206@ dead 
004D: jump_if_false @DRUGS4_58878 
0002: jump @DRUGS4_58973 

:DRUGS4_58878
00D6: if 
8118:   not actor 207@ dead 
004D: jump_if_false @DRUGS4_58961 
00D6: if 
00DB:   actor 207@ in_car 191@ 
004D: jump_if_false @DRUGS4_58954 
046C: 284@ = car 191@ driver 
00D6: if 
0039:   284@ == -1 
004D: jump_if_false @DRUGS4_58954 
0676: AS_actor 207@ in_car 191@ move_from_passengerseat_to_driverseat 
0006: 318@ = 2 

:DRUGS4_58954
0002: jump @DRUGS4_58973 

:DRUGS4_58961
05EC: release_car 191@ from_path 
0006: 318@ = 2 

:DRUGS4_58973
00D6: if 
0039:   318@ == 2 
004D: jump_if_false @DRUGS4_59019 
00D6: if 
0118:   actor 207@ dead 
004D: jump_if_false @DRUGS4_59019 
05EC: release_car 191@ from_path 
0006: 318@ = 3 

:DRUGS4_59019
00D6: if 
0039:   302@ == 1 
004D: jump_if_false @DRUGS4_59135 
00D6: if 
8119:   not car 191@ wrecked 
004D: jump_if_false @DRUGS4_59103 
00D6: if 
860E:   not car 191@ assigned_to_path 
004D: jump_if_false @DRUGS4_59096 
01C3: remove_references_to_car 191@ 
01C2: remove_references_to_actor 206@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
0164: disable_marker 290@ 
0006: 302@ = 2 

:DRUGS4_59096
0002: jump @DRUGS4_59135 

:DRUGS4_59103
05EC: release_car 191@ from_path 
01C2: remove_references_to_actor 206@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 191@ 
0164: disable_marker 290@ 
0006: 302@ = 2 

:DRUGS4_59135
00D6: if 
0039:   320@ == 1 
004D: jump_if_false @DRUGS4_59287 
00D6: if 
8119:   not car 193@ wrecked 
004D: jump_if_false @DRUGS4_59287 
00D6: if 
8118:   not actor 201@ dead 
004D: jump_if_false @DRUGS4_59192 
0002: jump @DRUGS4_59287 

:DRUGS4_59192
00D6: if 
8118:   not actor 202@ dead 
004D: jump_if_false @DRUGS4_59275 
00D6: if 
00DB:   actor 202@ in_car 193@ 
004D: jump_if_false @DRUGS4_59268 
046C: 284@ = car 193@ driver 
00D6: if 
0039:   284@ == -1 
004D: jump_if_false @DRUGS4_59268 
0676: AS_actor 202@ in_car 193@ move_from_passengerseat_to_driverseat 
0006: 320@ = 2 

:DRUGS4_59268
0002: jump @DRUGS4_59287 

:DRUGS4_59275
05EC: release_car 193@ from_path 
0006: 320@ = 2 

:DRUGS4_59287
00D6: if 
0039:   320@ == 2 
004D: jump_if_false @DRUGS4_59333 
00D6: if 
0118:   actor 202@ dead 
004D: jump_if_false @DRUGS4_59333 
05EC: release_car 193@ from_path 
0006: 320@ = 3 

:DRUGS4_59333
00D6: if 
0039:   304@ == 1 
004D: jump_if_false @DRUGS4_59561 
00D6: if 
8119:   not car 193@ wrecked 
004D: jump_if_false @DRUGS4_59473 
00D6: if 
860E:   not car 193@ assigned_to_path 
004D: jump_if_false @DRUGS4_59466 
01C3: remove_references_to_car 193@ 
01C2: remove_references_to_actor 201@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 202@ // Like turning an actor into a random pedestrian 
0164: disable_marker 292@ 
00D6: if 
0039:   300@ == 1 
004D: jump_if_false @DRUGS4_59459 
00D6: if 
0119:   car 189@ wrecked 
004D: jump_if_false @DRUGS4_59459 
0164: disable_marker 288@ 
01C2: remove_references_to_actor 200@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 193@ 
0006: 300@ = 2 

:DRUGS4_59459
0006: 304@ = 2 

:DRUGS4_59466
0002: jump @DRUGS4_59561 

:DRUGS4_59473
05EC: release_car 193@ from_path 
01C2: remove_references_to_actor 201@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 202@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 193@ 
0164: disable_marker 292@ 
00D6: if 
0039:   300@ == 1 
004D: jump_if_false @DRUGS4_59554 
00D6: if 
0119:   car 189@ wrecked 
004D: jump_if_false @DRUGS4_59554 
0164: disable_marker 288@ 
01C2: remove_references_to_actor 200@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 193@ 
0006: 300@ = 2 

:DRUGS4_59554
0006: 304@ = 2 

:DRUGS4_59561
00D6: if 
0039:   307@ == 1 
004D: jump_if_false @DRUGS4_59721 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_59721 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_59721 
00D6: if 
0611:   actor 219@ performing_animation "MD_BIKE_JMP_BL" 
004D: jump_if_false @DRUGS4_59721 
0613: 228@ = actor 219@ animation "MD_BIKE_JMP_BL" time 
00D6: if 
0043:   228@ == 0.0 
004D: jump_if_false @DRUGS4_59721 
0393: actor 219@ perform_animation "MD_BIKE_JMP_BL" at 0.0 times_normal_rate 
0006: 307@ = 2 

:DRUGS4_59721
00D6: if 
0039:   307@ == 3 
004D: jump_if_false @DRUGS4_59860 
00D6: if 
0019:   32@ > 3200 
004D: jump_if_false @DRUGS4_59860 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_59860 
0812: AS_actor 219@ perform_animation "MD_BIKE_JMP_BL" IFP "MD_CHASE" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0393: actor 219@ perform_animation "MD_BIKE_JMP_BL" at 1.0 times_normal_rate 
0006: 327@ = 7 
0006: 307@ = 4 

:DRUGS4_59860
00D6: if 
0039:   307@ == 4 
004D: jump_if_false @DRUGS4_60239 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_60239 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_60239 
00D6: if 
0611:   actor 219@ performing_animation "MD_BIKE_JMP_BL" 
004D: jump_if_false @DRUGS4_60239 
0613: 228@ = actor 219@ animation "MD_BIKE_JMP_BL" time 
00D6: if 
0043:   228@ == 1.0 
004D: jump_if_false @DRUGS4_60239 
0465: remove_actor 219@ from_turret_mode 
00D6: if 
0039:   310@ == 1 
004D: jump_if_false @DRUGS4_60106 
0464: put_actor 219@ into_turret_on_car $SWEET_CAR at_car_offset -0.23 -4.0 0.3 position 2 shooting_angle_limit 360.0 with_weapon 0 
0605: actor 219@ perform_animation "MD_BIKE_LND_DIE_BL" IFP "MD_CHASE" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 307@ = 100 
0002: jump @DRUGS4_60198 

:DRUGS4_60106
0812: AS_actor 219@ perform_animation "MD_BIKE_LND_BL" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0464: put_actor 219@ into_turret_on_car $SWEET_CAR at_car_offset -0.23 -4.0 0.3 position 0 shooting_angle_limit 360.0 with_weapon 0 
0006: 32@ = 0 
0006: 307@ = 5 

:DRUGS4_60198
00D6: if 
8119:   not car 215@ wrecked 
004D: jump_if_false @DRUGS4_60239 
05EC: release_car 215@ from_path 
07DB: set_car 215@ rotation_velocity_XYZ -2.0 3.0 0.2003 through_center_of_mass 

:DRUGS4_60239
00D6: if 
0039:   307@ == 5 
004D: jump_if_false @DRUGS4_60418 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_60418 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_60418 
00D6: if 
0611:   actor 219@ performing_animation "MD_BIKE_LND_BL" 
004D: jump_if_false @DRUGS4_60418 
0613: 228@ = actor 219@ animation "MD_BIKE_LND_BL" time 
00D6: if 
0021:   228@ > 0.037 
004D: jump_if_false @DRUGS4_60418 
0812: AS_actor 219@ perform_animation "MD_BIKE_PUNCH" IFP "MD_CHASE" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 307@ = 6 

:DRUGS4_60418
00D6: if 
0019:   307@ > 0 
004D: jump_if_false @DRUGS4_60502 
00D6: if 
001B:   4 > 307@ 
004D: jump_if_false @DRUGS4_60502 
00D6: if 
8119:   not car 215@ wrecked 
004D: jump_if_false @DRUGS4_60502 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_60502 
0174: 220@ = car 215@ Z_angle 
0173: set_actor 219@ Z_angle_to 220@ 

:DRUGS4_60502
00D6: if 
0039:   307@ == 4 
004D: jump_if_false @DRUGS4_60684 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_60684 
00D6: if 
0611:   actor 219@ performing_animation "MD_BIKE_JMP_BL" 
004D: jump_if_false @DRUGS4_60684 
0613: 228@ = actor 219@ animation "MD_BIKE_JMP_BL" time 
00D6: if 
0021:   228@ > 0.66 
004D: jump_if_false @DRUGS4_60652 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_60645 
0174: 220@ = car $SWEET_CAR Z_angle 
0173: set_actor 219@ Z_angle_to 220@ 

:DRUGS4_60645
0002: jump @DRUGS4_60684 

:DRUGS4_60652
00D6: if 
8119:   not car 215@ wrecked 
004D: jump_if_false @DRUGS4_60684 
0174: 220@ = car 215@ Z_angle 
0173: set_actor 219@ Z_angle_to 220@ 

:DRUGS4_60684
00D6: if 
0019:   307@ > 4 
004D: jump_if_false @DRUGS4_60750 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_60750 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_60750 
0174: 220@ = car $SWEET_CAR Z_angle 
0173: set_actor 219@ Z_angle_to 220@ 

:DRUGS4_60750
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_60901 
00D6: if 
0611:   actor 219@ performing_animation "MD_BIKE_PUNCH" 
004D: jump_if_false @DRUGS4_60901 
0613: 229@ = actor 219@ animation "MD_BIKE_PUNCH" time 
00D6: if 
0021:   229@ > 0.2 
004D: jump_if_false @DRUGS4_60894 
00D6: if 
0039:   307@ == 6 
004D: jump_if_false @DRUGS4_60887 
0834: set_player_head_temporary_turn_rotation_Z -2.2 rotation_Y 1.7 
0851: set_actor $PLAYER_ACTOR decrease_health_by 10 affect_armour 1 
0006: 307@ = 7 

:DRUGS4_60887
0002: jump @DRUGS4_60901 

:DRUGS4_60894
0006: 307@ = 6 

:DRUGS4_60901
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_60966 
0226: 231@ = actor 219@ health 
00D6: if 
001B:   901 > 231@ 
004D: jump_if_false @DRUGS4_60966 
02AB: set_actor 219@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0006: 310@ = 1 

:DRUGS4_60966
00D6: if 
0039:   307@ == 100 
004D: jump_if_false @DRUGS4_61129 
00D6: if 
0611:   actor 219@ performing_animation "MD_BIKE_LND_DIE_BL" 
004D: jump_if_false @DRUGS4_61129 
0613: 228@ = actor 219@ animation "MD_BIKE_LND_DIE_BL" time 
00D6: if 
0043:   228@ == 1.0 
004D: jump_if_false @DRUGS4_61129 
0465: remove_actor 219@ from_turret_mode 
0812: AS_actor 219@ perform_animation "MD_BIKE_LND_ROLL" IFP "MD_CHASE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 307@ = 101 

:DRUGS4_61129
00D6: if 
0039:   307@ == 101 
004D: jump_if_false @DRUGS4_61240 
00D6: if 
0611:   actor 219@ performing_animation "MD_BIKE_LND_ROLL" 
004D: jump_if_false @DRUGS4_61240 
0613: 228@ = actor 219@ animation "MD_BIKE_LND_ROLL" time 
00D6: if 
0043:   228@ == 1.0 
004D: jump_if_false @DRUGS4_61240 
034F: destroy_actor_with_fade 219@ 
0006: 307@ = 102 

:DRUGS4_61240
00D6: if 
0019:   307@ > 4 
004D: jump_if_false @DRUGS4_61310 
00D6: if 
001B:   8 > 307@ 
004D: jump_if_false @DRUGS4_61310 
00D6: if or
0039:   310@ == 1 
0019:   32@ > 12000 
004D: jump_if_false @DRUGS4_61310 
0006: 307@ = 200 

:DRUGS4_61310
00D6: if 
0039:   307@ == 200 
004D: jump_if_false @DRUGS4_61406 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_61406 
0812: AS_actor 219@ perform_animation "MD_BIKE_2_HANG" IFP "MD_CHASE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 32@ = 0 
0006: 307@ = 201 

:DRUGS4_61406
00D6: if 
0039:   307@ == 201 
004D: jump_if_false @DRUGS4_61570 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_61570 
00D6: if 
0611:   actor 219@ performing_animation "MD_BIKE_2_HANG" 
004D: jump_if_false @DRUGS4_61570 
0613: 228@ = actor 219@ animation "MD_BIKE_2_HANG" time 
00D6: if 
0043:   228@ == 1.0 
004D: jump_if_false @DRUGS4_61570 
0812: AS_actor 219@ perform_animation "MD_HANG_LOOP" IFP "MD_CHASE" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 307@ = 202 

:DRUGS4_61570
00D6: if 
0039:   307@ == 202 
004D: jump_if_false @DRUGS4_61665 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_61665 
00D6: if 
0611:   actor 219@ performing_animation "MD_BIKE_2_HANG" 
004D: jump_if_false @DRUGS4_61665 
02AB: set_actor 219@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
054E: clear_actor 219@ damage 
0006: 307@ = 203 

:DRUGS4_61665
00D6: if 
0039:   307@ == 203 
004D: jump_if_false @DRUGS4_61788 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_61788 
00D6: if or
051A:   actor 219@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 5000 
004D: jump_if_false @DRUGS4_61788 
0465: remove_actor 219@ from_turret_mode 
0812: AS_actor 219@ perform_animation "MD_HANG_LND_ROLL" IFP "MD_CHASE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 307@ = 204 

:DRUGS4_61788
00D6: if 
0039:   307@ == 204 
004D: jump_if_false @DRUGS4_61917 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_61917 
00D6: if 
0611:   actor 219@ performing_animation "MD_HANG_LND_ROLL" 
004D: jump_if_false @DRUGS4_61917 
0613: 228@ = actor 219@ animation "MD_HANG_LND_ROLL" time 
00D6: if 
0043:   228@ == 1.0 
004D: jump_if_false @DRUGS4_61917 
009B: destroy_actor 219@ 
0006: 307@ = 205 

:DRUGS4_61917
00D6: if 
0039:   325@ == 6 
004D: jump_if_false @DRUGS4_62687 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @DRUGS4_62687 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_62687 
00A6: destroy_car 40@ 
0249: release_model #COPCARLA 
0249: release_model #LAPD1 
0249: release_model #LAPDM1 
0249: release_model #COPBIKE 
0249: release_model #POLMAV 
0249: release_model #MP5LNG 
0249: release_model #CHOPCOP_ARML 
0249: release_model #CHOPCOP_ARMR 
0249: release_model #CHOPCOP_LEGL 
0249: release_model #CHOPCOP_LEGR 
0249: release_model #CHOPCOP_HEAD 
0249: release_model #CHOPCOP_TORSO 
0108: destroy_object 243@ 
0108: destroy_object 244@ 
0108: destroy_object 245@ 
0108: destroy_object 246@ 
0108: destroy_object 247@ 
0108: destroy_object 248@ 
0108: destroy_object 249@ 
0108: destroy_object 262@ 
0108: destroy_object 263@ 
0108: destroy_object 261@ 
0108: destroy_object 262@ 
0108: destroy_object 263@ 
00A6: destroy_car 40@ 
0650: destroy_particle 237@ 
0650: destroy_particle 240@ 
0650: destroy_particle 241@ 
0650: destroy_particle 242@ 
0249: release_model #M4 
04EF: release_animation "MD_CHASE" 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
00BE: text_clear_all 
07C0: load_path 351 
07C0: load_path 382 
07C0: load_path 383 
07C0: load_path 384 
0247: load_model #PETRO 
0247: load_model #PETROTR 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'SMOKE' as 2 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
04ED: load_animation "MD_END" 
03CF: load_wav 15943 as 1 
03CF: load_wav 15944 as 2 
03CF: load_wav 32400 as 3 
038B: load_requested_models 
015F: set_camera_position 2177.307 -1535.901 17.7635 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2176.855 -1535.143 18.2324 switchstyle 2 

:DRUGS4_62311
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS4_62353 
0001: wait 0 ms 
0002: jump @DRUGS4_62311 

:DRUGS4_62353
00D6: if or
8248:   not model #PETRO available 
8248:   not model #PETROTR available 
83D0:   not wav 3 loaded 
004D: jump_if_false @DRUGS4_62389 
0001: wait 0 ms 
0002: jump @DRUGS4_62353 

:DRUGS4_62389
00D6: if or
87C1:   not path 351 available 
87C1:   not path 382 available 
87C1:   not path 383 available 
87C1:   not path 384 available 
84EE:   not animation "MD_END" loaded 
004D: jump_if_false @DRUGS4_62441 
0001: wait 0 ms 
0002: jump @DRUGS4_62389 

:DRUGS4_62441
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_62462 
05EC: release_car $SWEET_CAR from_path 

:DRUGS4_62462
00A5: 274@ = create_car #PETRO at 2078.002 -1524.349 2.49 
0175: set_car 274@ Z_angle_to 254.103 
0224: set_car 274@ health_to 5000 
02AC: set_car 274@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 273@ = create_car #PETROTR at 2070.05 -1522.059 3.668 
0175: set_car 273@ Z_angle_to 254.0 
0224: set_car 273@ health_to 5000 
02AC: set_car 273@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 275@ = create_car #HUNTLEY at 2060.05 -1520.059 3.668 
0224: set_car 275@ health_to 5000 
02AC: set_car 275@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0229: set_car 275@ primary_color_to 0 secondary_color_to 0 
022B: create_forbidden_for_peds_cube_cornerA 2184.44 -1557.18 -5.481 cornerB 2169.22 -1560.63 5.91 
01EB: set_traffic_density_multiplier_to 1.0 
0151: remove_status_text $6963 
0006: 33@ = 0 
0006: 325@ = 7 

:DRUGS4_62687
00D6: if 
0019:   325@ > 6 
004D: jump_if_false @DRUGS4_62790 
00D6: if 
0039:   329@ == 0 
004D: jump_if_false @DRUGS4_62790 
00D6: if 
0019:   33@ > 1989 
004D: jump_if_false @DRUGS4_62790 
00D6: if 
03CA:   object $2659 exists 
004D: jump_if_false @DRUGS4_62783 
0550: keep_object $2659 in_memory 0 
07F7: set_object $2659 destructible 1 
0723: break_object $2659 intensity 1 
03D1: play_wav 3 

:DRUGS4_62783
0006: 329@ = 1 

:DRUGS4_62790
00D6: if 
0039:   325@ == 7 
004D: jump_if_false @DRUGS4_62911 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_62911 
00D6: if 
8119:   not car 274@ wrecked 
004D: jump_if_false @DRUGS4_62911 
00D6: if 
8119:   not car 273@ wrecked 
004D: jump_if_false @DRUGS4_62911 
05EB: assign_car $SWEET_CAR to_path 351 
05EB: assign_car 274@ to_path 382 
05EB: assign_car 273@ to_path 383 
00D6: if 
8119:   not car 275@ wrecked 
004D: jump_if_false @DRUGS4_62904 
05EB: assign_car 275@ to_path 384 

:DRUGS4_62904
0006: 325@ = 8 

:DRUGS4_62911
00D6: if 
0039:   325@ == 8 
004D: jump_if_false @DRUGS4_63041 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_63041 
00D6: if 
01AD:   car $SWEET_CAR sphere 0 near_point 2170.2 -1518.04 radius 5.0 5.0 
004D: jump_if_false @DRUGS4_63041 
015D: set_gamespeed 0.3 
0158: camera_on_car $SWEET_CAR mode 15 switchstyle 1 
0657: car $SWEET_CAR open_door 2 
0657: car $SWEET_CAR open_door 4 
0657: car $SWEET_CAR open_door 5 
0657: car $SWEET_CAR open_door 0 
0006: 32@ = 0 
0006: 325@ = 9 

:DRUGS4_63041
00D6: if 
0039:   325@ == 9 
004D: jump_if_false @DRUGS4_63194 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @DRUGS4_63194 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_63194 
0697: set_car $SWEET_CAR remove_component 6 visible_effect_flag 1 
02AC: set_car $SWEET_CAR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
8119:   not car 273@ wrecked 
004D: jump_if_false @DRUGS4_63149 
02AC: set_car 273@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRUGS4_63149
00D6: if 
8119:   not car 274@ wrecked 
004D: jump_if_false @DRUGS4_63180 
02AC: set_car 274@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRUGS4_63180
0006: 32@ = 0 
0006: 325@ = 10 

:DRUGS4_63194
00D6: if 
0039:   325@ == 10 
004D: jump_if_false @DRUGS4_63590 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_63590 
00D6: if or
01AF:   car $SWEET_CAR sphere 0 in_sphere 2169.24 -1553.91 2.5 radius 10.0 10.0 6.0 
0019:   32@ > 4000 
004D: jump_if_false @DRUGS4_63590 
0224: set_car $SWEET_CAR health_to 300 
015D: set_gamespeed 0.7 
0697: set_car $SWEET_CAR remove_component 5 visible_effect_flag 1 
00C0: set_current_time_hours_to 7 minutes_to 15 
015F: set_camera_position 2204.804 -1568.276 1.9452 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2203.861 -1567.951 1.8744 switchstyle 2 
041D: set_camera_near_clip 0.1 
009A: $ACTOR_SWEET = create_actor_pedtype 23 model #SPECIAL01 at 2168.479 -1506.067 24.0 
0173: set_actor $ACTOR_SWEET Z_angle_to 135.0 
060B: set_actor $ACTOR_SWEET decision_maker_to 55@ 
02AB: set_actor $ACTOR_SWEET immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: $ACTOR_SMOKE = create_actor_pedtype 23 model #SPECIAL02 at 2168.992 -1508.601 24.0 
0173: set_actor $ACTOR_SMOKE Z_angle_to 45.0 
060B: set_actor $ACTOR_SMOKE decision_maker_to 55@ 
02AB: set_actor $ACTOR_SMOKE immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: $ACTOR_RYDER = create_actor_pedtype 23 model #SPECIAL03 at 2167.054 -1507.7 24.0 
0173: set_actor $ACTOR_RYDER Z_angle_to 290.0 
060B: set_actor $ACTOR_RYDER decision_maker_to 55@ 
02AB: set_actor $ACTOR_RYDER immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A1: put_actor $PLAYER_ACTOR at 2166.952 -1506.237 24.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 225.0 
0006: 32@ = 0 
0006: 325@ = 11 

:DRUGS4_63590
00D6: if 
0039:   325@ == 11 
004D: jump_if_false @DRUGS4_63863 
00D6: if 
8119:   not car 273@ wrecked 
004D: jump_if_false @DRUGS4_63863 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_63863 
00D6: if 
8119:   not car 274@ wrecked 
004D: jump_if_false @DRUGS4_63863 
00D6: if or
09CB:   vehicle $SWEET_CAR colliding_with_vehicle 274@ 
0019:   33@ > 4350 
004D: jump_if_false @DRUGS4_63863 
00AA: store_car $SWEET_CAR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
020C: create_explosion_with_radius 0 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
020B: explode_car $SWEET_CAR 
020B: explode_car 273@ 
02AC: set_car 274@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
020C: create_explosion_with_radius 4 at 2180.27 -1564.66 3.23 
020C: create_explosion_with_radius 0 at 2182.25 -1565.23 2.88 
020C: create_explosion_with_radius 2 at 2166.34 -1559.97 6.28 
020C: create_explosion_with_radius 4 at 2173.52 -1560.03 5.0 
020C: create_explosion_with_radius 2 at 2182.65 -1565.14 4.01 
020C: create_explosion_with_radius 0 at 2183.8 -1564.48 4.05 
0006: 32@ = 0 
0006: 325@ = 12 

:DRUGS4_63863
00D6: if 
0039:   325@ == 12 
004D: jump_if_false @DRUGS4_63964 
00D6: if 
0019:   32@ > 250 
004D: jump_if_false @DRUGS4_63964 
020C: create_explosion_with_radius 0 at 2187.94 -1562.73 2.85 
020C: create_explosion_with_radius 0 at 2172.99 -1561.51 4.88 
020C: create_explosion_with_radius 4 at 2172.9 -1561.64 2.7 
0006: 325@ = 13 

:DRUGS4_63964
00D6: if 
0039:   325@ == 13 
004D: jump_if_false @DRUGS4_64380 
00D6: if 
0019:   32@ > 750 
004D: jump_if_false @DRUGS4_64380 
02CF: 281@ = create_fire_at 2180.27 -1564.66 1.93 propagation 1 size 3 
02CF: 282@ = create_fire_at 2182.25 -1565.23 1.88 propagation 1 size 3 
02CF: 283@ = create_fire_at 2187.94 -1562.73 1.36 propagation 1 size 3 
02CF: 278@ = create_fire_at 2204.804 -1568.476 1.95 propagation 1 size 1 
02CF: 279@ = create_fire_at 2201.11 -1565.77 1.36 propagation 1 size 1 
02CF: 280@ = create_fire_at 2202.82 -1565.01 1.35 propagation 1 size 3 
020C: create_explosion_with_radius 4 at 2175.12 -1562.63 5.93 
020C: create_explosion_with_radius 0 at 2179.24 -1563.66 6.42 
020C: create_explosion_with_radius 4 at 2170.39 -1560.61 5.91 
020C: create_explosion_with_radius 4 at 2187.94 -1562.73 2.85 
020C: create_explosion_with_radius 4 at 2180.27 -1564.66 3.23 
020C: create_explosion_with_radius 4 at 2172.9 -1561.64 2.7 
020C: create_explosion_with_radius 4 at 2171.73 -1562.22 5.92 
020C: create_explosion_with_radius 2 at 2179.3 -1563.32 6.12 
020C: create_explosion_with_radius 0 at 2177.35 -1562.66 5.73 
020C: create_explosion_with_radius 0 at 2174.04 -1562.21 6.56 
020C: create_explosion_with_radius 2 at 2178.27 -1564.89 6.58 
020C: create_explosion_with_radius 4 at 2177.53 -1564.16 6.96 
0006: 325@ = 14 

:DRUGS4_64380
00D6: if 
0039:   325@ == 14 
004D: jump_if_false @DRUGS4_64500 
00D6: if 
0019:   32@ > 1250 
004D: jump_if_false @DRUGS4_64500 
020C: create_explosion_with_radius 2 at 2166.34 -1559.97 6.28 
020C: create_explosion_with_radius 4 at 2173.52 -1560.03 5.0 
020C: create_explosion_with_radius 2 at 2182.65 -1565.14 4.01 
020C: create_explosion_with_radius 0 at 2183.8 -1564.48 4.05 
0006: 325@ = 15 

:DRUGS4_64500
00D6: if 
0039:   325@ == 15 
004D: jump_if_false @DRUGS4_64783 
00D6: if 
0019:   32@ > 1750 
004D: jump_if_false @DRUGS4_64783 
020C: create_explosion_with_radius 4 at 2175.12 -1562.63 5.93 
020C: create_explosion_with_radius 0 at 2179.24 -1563.66 6.42 
020C: create_explosion_with_radius 4 at 2170.39 -1560.61 5.91 
00D6: if 
8119:   not car 273@ wrecked 
004D: jump_if_false @DRUGS4_64630 
02AC: set_car 273@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
020B: explode_car 273@ 

:DRUGS4_64630
00D6: if 
8119:   not car 274@ wrecked 
004D: jump_if_false @DRUGS4_64671 
02AC: set_car 274@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
05EC: release_car 274@ from_path 
020B: explode_car 274@ 

:DRUGS4_64671
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @DRUGS4_64719 
02AC: set_car $SWEET_CAR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
05EC: release_car $SWEET_CAR from_path 
0224: set_car $SWEET_CAR health_to 100 
020B: explode_car $SWEET_CAR 

:DRUGS4_64719
020C: create_explosion_with_radius 4 at 2187.94 -1562.73 2.85 
020C: create_explosion_with_radius 4 at 2180.27 -1564.66 3.23 
020C: create_explosion_with_radius 4 at 2172.9 -1561.64 2.7 
0006: 325@ = 16 

:DRUGS4_64783
00D6: if 
0039:   325@ == 16 
004D: jump_if_false @DRUGS4_65227 
00D6: if 
0019:   32@ > 4500 
004D: jump_if_false @DRUGS4_65227 
02CF: 279@ = create_fire_at 2201.11 -1565.77 1.36 propagation 1 size 1 
04EF: release_animation "MD_CHASE" 
0249: release_model #PETRO 
0249: release_model #PETROTR 
0249: release_model #GREENWOO 
0249: release_model #POLMAV 
015D: set_gamespeed 1.0 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_64940 
0812: AS_actor $ACTOR_SWEET perform_animation "END_SC1_SWE" IFP "MD_END" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:DRUGS4_64940
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_64997 
0812: AS_actor $ACTOR_RYDER perform_animation "END_SC1_RYD" IFP "MD_END" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:DRUGS4_64997
0605: actor $PLAYER_ACTOR perform_animation "END_SC1_PLY" IFP "MD_END" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_65103 
0605: actor $ACTOR_SMOKE perform_animation "END_SC1_SMO" IFP "MD_END" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0967: actor $ACTOR_SMOKE move_mouth 5000 ms 

:DRUGS4_65103
0001: wait 100 ms 
015F: set_camera_position 2171.519 -1521.437 23.7949 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2171.287 -1520.465 23.8322 switchstyle 2 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_MU' time 5000 flag 1  // ~z~Shit! That's gonna be a hell of a story to tell when we passin' the blunt!
00A6: destroy_car 275@ 
05EC: release_car 273@ from_path 
05EC: release_car 275@ from_path 
00A6: destroy_car 273@ 
00A6: destroy_car $SWEET_CAR 
00A6: destroy_car 274@ 
00A6: destroy_car 40@ 
0006: 330@ = 1 
0006: 325@ = 17 

:DRUGS4_65227
00D6: if 
0019:   325@ > 16 
004D: jump_if_false @DRUGS4_65414 
00D6: if 
0039:   330@ == 1 
004D: jump_if_false @DRUGS4_65414 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS4_65414 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_65414 
015F: set_camera_position 2171.519 -1521.437 23.7949 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2171.287 -1520.465 23.8322 switchstyle 2 
00BE: text_clear_all 
040D: unload_wav 1 
0968: actor $ACTOR_SMOKE stop_mouth 
03CF: load_wav 15945 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_MV' time 4000 flag 1  // ~z~Man, that was some serious shit! Woo!
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_65407 
0967: actor $ACTOR_SWEET move_mouth 5000 ms 

:DRUGS4_65407
0006: 330@ = 2 

:DRUGS4_65414
00D6: if 
0039:   330@ == 2 
004D: jump_if_false @DRUGS4_65547 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS4_65547 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_65547 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_65547 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_65547 
00BE: text_clear_all 
0968: actor $ACTOR_SWEET stop_mouth 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_MW' time 5000 flag 1  // ~z~Fuck this! We gotta get outta here!
0967: actor $ACTOR_RYDER move_mouth 5000 ms 
040D: unload_wav 2 
03CF: load_wav 15946 as 2 
0006: 330@ = 3 

:DRUGS4_65547
00D6: if 
0039:   330@ == 3 
004D: jump_if_false @DRUGS4_65667 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_65667 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS4_65667 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_65667 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_65667 
0968: actor $ACTOR_RYDER stop_mouth 
0967: actor $ACTOR_SWEET move_mouth 5000 ms 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_MX' time 5000 flag 1  // ~z~Ryder's right, everybody split up, and we'll meet up later.
0006: 330@ = 4 

:DRUGS4_65667
00D6: if 
0039:   330@ == 4 
004D: jump_if_false @DRUGS4_65730 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS4_65730 
00BE: text_clear_all 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_65723 
0968: actor $ACTOR_SWEET stop_mouth 

:DRUGS4_65723
0006: 330@ = 5 

:DRUGS4_65730
00D6: if 
0039:   325@ == 17 
004D: jump_if_false @DRUGS4_66089 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_66089 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_66089 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_66089 
00D6: if 
0611:   actor $ACTOR_SMOKE performing_animation "END_SC1_SMO" 
004D: jump_if_false @DRUGS4_66089 
0613: 277@ = actor $ACTOR_SMOKE animation "END_SC1_SMO" time 
00D6: if 
0043:   277@ == 1.0 
004D: jump_if_false @DRUGS4_66089 
0812: AS_actor $ACTOR_SWEET perform_animation "END_SC2_SWE" IFP "MD_END" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $ACTOR_SMOKE perform_animation "END_SC2_SMO" IFP "MD_END" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $ACTOR_RYDER perform_animation "END_SC2_RYD" IFP "MD_END" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "END_SC2_PLY" IFP "MD_END" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
015F: set_camera_position 2168.117 -1510.165 24.3268 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2168.124 -1509.166 24.294 switchstyle 2 
0006: 325@ = 18 

:DRUGS4_66089
00D6: if 
0039:   325@ == 18 
004D: jump_if_false @DRUGS4_66378 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @DRUGS4_66378 
00D6: if 
0039:   330@ == 5 
004D: jump_if_false @DRUGS4_66378 
015F: set_camera_position 2175.271 -1537.773 24.5856 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2175.078 -1536.796 24.6842 switchstyle 2 
05D3: AS_actor $ACTOR_SMOKE goto_point 2172.19 -1498.48 23.55 mode 4 time -1 ms // versionA 
0648: unknown_actor $ACTOR_SMOKE task_set 100.0 // float 
0001: wait 150 ms 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @DRUGS4_66281 
05D3: AS_actor $ACTOR_SWEET goto_point 2170.77 -1492.05 23.65 mode 4 time -1 ms // versionA 
0648: unknown_actor $ACTOR_SWEET task_set 100.0 // float 

:DRUGS4_66281
0001: wait 100 ms 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @DRUGS4_66335 
05D3: AS_actor $ACTOR_RYDER goto_point 2163.65 -1506.92 23.01 mode 4 time -1 ms // versionA 
0648: unknown_actor $ACTOR_RYDER task_set 100.0 // float 

:DRUGS4_66335
016A: fade 0 time 4000 

:DRUGS4_66342
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_66366 
0001: wait 0 ms 
0002: jump @DRUGS4_66342 

:DRUGS4_66366
00A6: destroy_car 40@ 
0006: 325@ = 19 

:DRUGS4_66378
00D6: if 
0039:   325@ == 19 
004D: jump_if_false @DRUGS4_66505 
009B: destroy_actor $ACTOR_SMOKE 
009B: destroy_actor $ACTOR_RYDER 
009B: destroy_actor $ACTOR_SWEET 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2170.935 -1500.675 22.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 355.56 
00A1: put_actor $PLAYER_ACTOR at 2170.596 -1515.468 22.89 
0173: set_actor $PLAYER_ACTOR Z_angle_to 356.495 
02EB: restore_camera_with_jumpcut 
03C8: set_camera_directly_before_player 
02A3: enable_widescreen 0 
016A: fade 1 time 2000 
0002: jump @DRUGS4_67765 
0006: 325@ = 20 

:DRUGS4_66505
0002: jump @DRUGS4_1708 

:DRUGS4_66512
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_66552 
03CF: load_wav 106@ as 1 
05AA: 104@s = 107@s // @s = 'short' 
0006: 179@ = 1 

:DRUGS4_66552
0051: return 

:DRUGS4_66554
00D6: if 
0039:   179@ == 1 
004D: jump_if_false @DRUGS4_66733 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_66733 
00BC: show_text_highpriority GXT 104@s time 4000 flag 1 
03D5: remove_text 'FIN1_BD'  // ~z~Get some suppressing fire in there!
03D5: remove_text 'FIN1_CK'  // ~z~Unit down, repeat, unit down!
03D5: remove_text 'FIN1_BE'  // ~z~Gimme some fucking covering fire!
03D5: remove_text 'FIN1_BY'  // ~z~This is Buzzard 1, we are taking ground fire!
03D5: remove_text 'FIN1_CB'  // ~z~Four bangers in blue 4door heading back into South Central.
03D5: remove_text 'FIN1_BK'  // ~z~Surprise, homeboy!
03D5: remove_text 'FIN1_BL'  // ~z~Heads up, brother!
00D6: if 
0039:   151@ == 1 
004D: jump_if_false @DRUGS4_66722 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS4_66722 
0949: link_wav 1 to_actor 66@ 
0006: 151@ = 2 

:DRUGS4_66722
03D1: play_wav 1 
0006: 179@ = 2 

:DRUGS4_66733
00D6: if 
0039:   179@ == 2 
004D: jump_if_false @DRUGS4_66786 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS4_66786 
000A: 178@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 179@ = 0 

:DRUGS4_66786
0051: return 

:DRUGS4_66788
0615: define_AS_pack_begin 125@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
0668: AS_actor -1 rotate_and_shoot_at 122@ 123@ 124@ 15000 ms 
0643: set_AS_pack 125@ loop 1 
0616: define_AS_pack_end 125@ 
0618: assign_actor 118@ to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 
0051: return 

:DRUGS4_66848
0615: define_AS_pack_begin 110@ 
05D3: AS_actor -1 goto_point 122@ 123@ 124@ mode 6 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
0634: AS_actor -1 attack_using_weapon_actor 119@ flags 4 perform_actions_after_time 5000 chance_of_action 80 
0616: define_AS_pack_end 110@ 
0618: assign_actor 118@ to_AS_pack 110@ 
061B: remove_references_to_AS_pack 110@ 
0051: return 

:DRUGS4_66916
0615: define_AS_pack_begin 111@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor 119@ flags 1 perform_actions_after_time 5000 chance_of_action 50 
0616: define_AS_pack_end 111@ 
0618: assign_actor 118@ to_AS_pack 111@ 
061B: remove_references_to_AS_pack 111@ 
0051: return 

:DRUGS4_66967
0615: define_AS_pack_begin 112@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 119@ 
0616: define_AS_pack_end 112@ 
0618: assign_actor 118@ to_AS_pack 112@ 
061B: remove_references_to_AS_pack 112@ 
0051: return 

:DRUGS4_67005
0615: define_AS_pack_begin 113@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 119@ 
05E2: AS_actor -1 kill_actor 120@ 
0616: define_AS_pack_end 113@ 
0618: assign_actor 118@ to_AS_pack 113@ 
061B: remove_references_to_AS_pack 113@ 
0051: return 

:DRUGS4_67050
0615: define_AS_pack_begin 114@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 114@ 
0618: assign_actor 118@ to_AS_pack 114@ 
061B: remove_references_to_AS_pack 114@ 
0051: return 

:DRUGS4_67133
0615: define_AS_pack_begin 115@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "CROUCH_ROLL_L" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 115@ 
0618: assign_actor 118@ to_AS_pack 115@ 
061B: remove_references_to_AS_pack 115@ 
0051: return 

:DRUGS4_67216
0615: define_AS_pack_begin 116@ 
0605: actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @DRUGS4_67344 
07A5: AS_actor -1 attack_actor 119@ time 1500 
0002: jump @DRUGS4_67360 

:DRUGS4_67344
0668: AS_actor -1 rotate_and_shoot_at 122@ 123@ 124@ 1500 ms 

:DRUGS4_67360
0638: AS_actor -1 stay_put 0 
0605: actor -1 perform_animation "SWT_WLLSHOOT_OUT_R" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0605: actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 116@ loop 1 
0616: define_AS_pack_end 116@ 
0618: assign_actor 118@ to_AS_pack 116@ 
061B: remove_references_to_AS_pack 116@ 
0051: return 

:DRUGS4_67481
0615: define_AS_pack_begin 117@ 
0605: actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 1500 
0638: AS_actor -1 stay_put 0 
0605: actor -1 perform_animation "SWT_WLLSHOOT_OUT_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0605: actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 117@ loop 1 
0616: define_AS_pack_end 117@ 
0618: assign_actor 118@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 
0051: return 

:DRUGS4_67705
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0108: destroy_object $2659 
029B: $2659 = init_object #MD_POSTER at 2167.82 -1518.193 20.237 
0177: set_object $2659 Z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $2659 
0051: return 

:DRUGS4_67765
0318: set_latest_mission_passed 'LA1FIN1'  // Reuniting the Families
0629: change_integer_stat 314 to 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 15 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 15 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: progress_made = 1 
0008: $LS_FINAL_TOTAL_PASSED_MISSIONS += 1 
0051: return 

:DRUGS4_67827
0004: $ONMISSION = 0 
0151: remove_status_text $6963 
08F4: set_max_group_members 99 
01E7: remove_forbidden_for_cars_cube_cornerA 2180.18 -1130.28 21.2 cornerB 2276.82 -1151.26 28.0 
022A: remove_forbidden_for_peds_cube_cornerA 2180.18 -1130.28 21.2 cornerB 2276.82 -1151.26 28.0 
022A: remove_forbidden_for_peds_cube_cornerA 2184.44 -1557.18 -5.481 cornerB 2169.22 -1560.63 5.91 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
034F: destroy_actor_with_fade $ACTOR_SWEET 
034F: destroy_actor_with_fade $ACTOR_RYDER 
034F: destroy_actor_with_fade $ACTOR_SMOKE 
0249: release_model #HUNTLEY 
0249: release_model #FAM3 
0249: release_model #FAM2 
0249: release_model #MP5LNG 
0249: release_model #COLT45 
0249: release_model #SWAT 
0249: release_model #POLMAV 
0249: release_model #ENFORCER 
0249: release_model #CHROMEGUN 
04EF: release_animation "SWAT" 
0249: release_model #BFYPRO 
0249: release_model #IMY_SKYLIGHT 
0249: release_model #KMB_TROLLEY 
04EF: release_animation "KISSING" 
04EF: release_animation "GANGS" 
0164: disable_marker 185@ 
0164: disable_marker 183@ 
0164: disable_marker 184@ 
0151: remove_status_text $6962 
0650: destroy_particle 65@ 
0215: destroy_pickup 127@ 
05D6: clear_scmpath 
0249: release_model #MD_POSTER 
0249: release_model #COPCARLA 
0249: release_model #LAPD1 
0249: release_model #LAPDM1 
0249: release_model #COPBIKE 
0249: release_model #M4 
0249: release_model #STREAK 
04EF: release_animation "GANGS" 
0249: release_model #DYN_SCAFFOLD_3B 
0249: release_model #DYN_SCAFFOLD_4B 
04EF: release_animation "MD_CHASE" 
0249: release_model #MUNCH_DONUT 
0249: release_model #CHOPCOP_ARML 
0249: release_model #CHOPCOP_ARMR 
0249: release_model #CHOPCOP_LEGL 
0249: release_model #CHOPCOP_LEGR 
0249: release_model #CHOPCOP_HEAD 
0249: release_model #CHOPCOP_TORSO 
0249: release_model #WD_FENCE_ANIM 
04EF: release_animation "CAR_CHAT" 
04EF: release_animation "MD_END" 
0249: release_model #PETRO 
0249: release_model #PETROTR 
01F0: set_max_wanted_level_to 4 
00A6: destroy_car 40@ 
0164: disable_marker 285@ 
0164: disable_marker 286@ 
0164: disable_marker 287@ 
0164: disable_marker 288@ 
0164: disable_marker 289@ 
0164: disable_marker 290@ 
0164: disable_marker 291@ 
0164: disable_marker 292@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DRUGS4_68306 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 1 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
0489: set_actor $PLAYER_ACTOR muted 0 

:DRUGS4_68306
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_68327 
034F: destroy_actor_with_fade 218@ 

:DRUGS4_68327
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_68348 
034F: destroy_actor_with_fade 219@ 

:DRUGS4_68348
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
031A: remove_all_fires 
0650: destroy_particle 237@ 
0650: destroy_particle 240@ 
0650: destroy_particle 241@ 
0650: destroy_particle 242@ 
07FB: set_interior 'MOTEL1' access 1  // Jefferson Motel
03C7: set_sensitivity_to_crime 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 
01B7: release_weather 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 38---------------
// Originally: The Green Sabre

:LA1FIN2
03A4: name_thread 'LA1FIN2' 
0050: gosub @LA1FIN2_339 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @LA1FIN2_38 
0050: gosub @LA1FIN2_19507 

:LA1FIN2_38
0050: gosub @LA1FIN2_22053 
004E: end_thread 
00D6: if 
0039:   100@ == 99 
004D: jump_if_false @LA1FIN2_339 
009A: 36@ = create_actor_pedtype 8 model #SPECIAL01 at 2752.341 -1948.867 16.3125 
009A: 238@ = create_actor_pedtype 8 model #SPECIAL01 at 2752.341 -1948.867 16.3125 
009A: 243@ = create_actor_pedtype 8 model #SPECIAL01 at 2752.341 -1948.867 16.3125 
00A5: 235@ = create_car #BRAVURA at 1650.115 -1055.243 22.8984 
00A5: 233@ = create_car #SABRE at 1643.983 -1069.01 22.8984 
00A5: 280@ = create_car #SABRE at 1643.983 -1069.01 22.8984 
00A5: 41@ = create_car #SABRE at 1643.983 -1069.01 22.8984 
07E5: copy_decision_maker 65539 to 231@ 
07E5: copy_decision_maker 65539 to 232@ 
0187: 51@ = create_marker_above_actor 36@ 
018A: 50@ = create_checkpoint_at 1648.714 -1050.094 22.9141 
00A5: 122@ = create_car #SABRE at 1643.983 -1069.01 22.8984 
00A5: 124@ = create_car #COPCARLA at 0.0 0.0 0.0 
0129: 125@ = create_actor_pedtype 4 model #LAPD1 in_car 122@ driverseat 

:LA1FIN2_339
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 84@ = 1 
0006: 494@ = 1 
08F4: set_max_group_members 0 

:LA1FIN2_366
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 72 
004D: jump_if_false @LA1FIN2_390 
03A7: save_int_to_debug_file 100@ 

:LA1FIN2_390
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @LA1FIN2_412 
0002: jump @LA1FIN2_19524 

:LA1FIN2_412
00D6: if 
0735:   is_keyboard_key_pressed 70 
004D: jump_if_false @LA1FIN2_461 
00A1: put_actor $PLAYER_ACTOR at 1650.456 -1039.614 22.8984 
0006: 100@ = 4 
0006: 101@ = 0 

:LA1FIN2_461
00D6: if 
0736:   is_keyboard_key_just_pressed 71 
004D: jump_if_false @LA1FIN2_625 
0006: 100@ = 7 
0006: 267@ = 0 

:LA1FIN2_490
00D6: if 
001B:   6 > 267@ 
004D: jump_if_false @LA1FIN2_551 
00D6: if 
8118:   not actor 243@(267@,6i) dead 
004D: jump_if_false @LA1FIN2_537 
05BE: AS_actor 243@(267@,6i) die 

:LA1FIN2_537
000A: 267@ += 1 
0002: jump @LA1FIN2_490 

:LA1FIN2_551
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @LA1FIN2_572 
00A6: destroy_car 122@ 

:LA1FIN2_572
00D6: if 
8119:   not car 123@ wrecked 
004D: jump_if_false @LA1FIN2_593 
00A6: destroy_car 123@ 

:LA1FIN2_593
00D6: if 
8119:   not car 124@ wrecked 
004D: jump_if_false @LA1FIN2_614 
00A6: destroy_car 124@ 

:LA1FIN2_614
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:LA1FIN2_625
00D6: if 
0735:   is_keyboard_key_pressed 68 
004D: jump_if_false @LA1FIN2_660 
00A1: put_actor $PLAYER_ACTOR at 1624.537 -1863.438 12.5549 

:LA1FIN2_660
0871: init_jump_table 100@ total_jumps 9 default_jump 0 @LA1FIN2_928 jumps 0 @LA1FIN2_788 1 @LA1FIN2_809 2 @LA1FIN2_830 3 @LA1FIN2_844 4 @LA1FIN2_858 5 @LA1FIN2_872 6 @LA1FIN2_886 
0872: jump_table_jumps 7 @LA1FIN2_900 8 @LA1FIN2_914 -1 @LA1FIN2_928 -1 @LA1FIN2_928 -1 @LA1FIN2_928 -1 @LA1FIN2_928 -1 @LA1FIN2_928 -1 @LA1FIN2_928 -1 @LA1FIN2_928 

:LA1FIN2_788
0050: gosub @LA1FIN2_1257 
0006: 100@ = 1 
0002: jump @LA1FIN2_928 

:LA1FIN2_809
0050: gosub @LA1FIN2_1314 
0006: 100@ = 2 
0002: jump @LA1FIN2_928 

:LA1FIN2_830
0050: gosub @LA1FIN2_1795 
0002: jump @LA1FIN2_928 

:LA1FIN2_844
0050: gosub @LA1FIN2_2441 
0002: jump @LA1FIN2_928 

:LA1FIN2_858
0050: gosub @LA1FIN2_2993 
0002: jump @LA1FIN2_928 

:LA1FIN2_872
0050: gosub @LA1FIN2_3931 
0002: jump @LA1FIN2_928 

:LA1FIN2_886
0050: gosub @LA1FIN2_6195 
0002: jump @LA1FIN2_928 

:LA1FIN2_900
0050: gosub @LA1FIN2_9533 
0002: jump @LA1FIN2_928 

:LA1FIN2_914
0002: jump @LA1FIN2_19524 
0002: jump @LA1FIN2_928 

:LA1FIN2_928
0050: gosub @LA1FIN2_983 
0050: gosub @LA1FIN2_1044 
0050: gosub @LA1FIN2_17183 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @LA1FIN2_974 
0002: jump @LA1FIN2_19507 

:LA1FIN2_974
0002: jump @LA1FIN2_366 
0051: return 

:LA1FIN2_983
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @LA1FIN2_1040 
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @LA1FIN2_1040 
0006: 34@ = 1 
00BB: show_text_lowpriority GXT 'LA1_16' time 4000 flag 1  // ~r~Sweet died

:LA1FIN2_1040
0051: return 
0051: return 

:LA1FIN2_1044
00D6: if 
0019:   100@ > 1 
004D: jump_if_false @LA1FIN2_1255 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1650.645 -1059.435 25.4852 radius 100.0 100.0 100.0 
004D: jump_if_false @LA1FIN2_1131 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0002: jump @LA1FIN2_1145 

:LA1FIN2_1131
03DE: set_pedestrians_density_multiplier_to 0.6 
01EB: set_traffic_density_multiplier_to 0.6 

:LA1FIN2_1145
0085: 280@ = 233@ // (int) 
0006: 85@ = 0 
0050: gosub @LA1FIN2_16314 
0085: 280@ = 234@ // (int) 
0006: 85@ = 1 
0050: gosub @LA1FIN2_16314 
0085: 280@ = 237@ // (int) 
0006: 85@ = 2 
0050: gosub @LA1FIN2_16314 
0085: 280@ = 235@ // (int) 
0006: 85@ = 3 
0050: gosub @LA1FIN2_16314 
0085: 280@ = 236@ // (int) 
0006: 85@ = 4 
0050: gosub @LA1FIN2_16314 

:LA1FIN2_1255
0051: return 

:LA1FIN2_1257
060A: create_decision_maker_type 0 store_to 103@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 104@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 104@ event 36 
0709: set_decision_maker 104@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0051: return 

:LA1FIN2_1314
054C: use_GXT_table 'LAFIN2' 
04BB: select_interior 1 
02E4: load_cutscene_data 'FINAL2A' 

:LA1FIN2_1340
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @LA1FIN2_1364 
0001: wait 0 ms 
0002: jump @LA1FIN2_1340 

:LA1FIN2_1364
02E7: start_cutscene 
016A: fade 1 time 1000 

:LA1FIN2_1373
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @LA1FIN2_1397 
0001: wait 0 ms 
0002: jump @LA1FIN2_1373 

:LA1FIN2_1397
016A: fade 0 time 0 

:LA1FIN2_1403
00D6: if 
016B:   fading 
004D: jump_if_false @LA1FIN2_1427 
0001: wait 0 ms 
0002: jump @LA1FIN2_1403 

:LA1FIN2_1427
02EA: end_cutscene 
04BB: select_interior 0 
03CB: set_rendering_origin_at 2518.789 -1677.22 13.5079 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00A1: put_actor $PLAYER_ACTOR at 2519.825 -1677.714 13.7425 
0173: set_actor $PLAYER_ACTOR Z_angle_to 67.0 
0247: load_model #BRAVURA 
0247: load_model #CELLPHONE 

:LA1FIN2_1494
00D6: if or
8248:   not model #BRAVURA available 
8248:   not model #CELLPHONE available 
004D: jump_if_false @LA1FIN2_1526 
0001: wait 0 ms 
0002: jump @LA1FIN2_1494 

:LA1FIN2_1526
00A5: 40@ = create_car #BRAVURA at 1625.087 -1857.438 12.5549 
0229: set_car 40@ primary_color_to 32 secondary_color_to 1 
0519: set_car 40@ locked 1 
02AC: set_car 40@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0175: set_car 40@ Z_angle_to 180.0 
0001: wait 500 ms 
00D6: if 
0038:   $5288 == 1 
004D: jump_if_false @LA1FIN2_1635 
0950: set_trip_skip 1642.299 -1869.643 12.3906 angle 90.0 

:LA1FIN2_1635
016A: fade 1 time 500 
02A3: enable_widescreen 1 
015F: set_camera_position 2513.498 -1671.741 13.2117 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2513.943 -1672.628 13.3312 switchstyle 2 
01B4: set_player $PLAYER_CHAR can_move 0 
0615: define_AS_pack_begin 131@ 
05D3: AS_actor -1 goto_point 2514.989 -1674.08 12.7225 mode 4 time -1 ms // versionA 
05B9: AS_actor -1 stay_idle 1000 ms 
0729: AS_actor -1 hold_cellphone 1 
0616: define_AS_pack_end 131@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 131@ 
061B: remove_references_to_AS_pack 131@ 
0006: 437@ = 17 
0085: 120@ = 32@ // (int) 
000A: 120@ += 3500 
0006: 113@ = 1 
0051: return 

:LA1FIN2_1795
00D6: if 
0039:   113@ == 1 
004D: jump_if_false @LA1FIN2_1880 
00D6: if 
001D:   32@ > 120@ // (int) 
004D: jump_if_false @LA1FIN2_1880 
00D6: if 
0039:   437@ == 0 
004D: jump_if_false @LA1FIN2_1880 
0006: 437@ = 18 
0085: 120@ = 32@ // (int) 
000A: 120@ += 2500 
0006: 113@ = 2 

:LA1FIN2_1880
00D6: if 
0039:   113@ == 2 
004D: jump_if_false @LA1FIN2_1968 
00D6: if 
001D:   32@ > 120@ // (int) 
004D: jump_if_false @LA1FIN2_1968 
040D: unload_wav 1 
040D: unload_wav 2 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 436@ = 1 
0006: 437@ = 19 
0006: 438@ = 11 
0006: 113@ = 3 

:LA1FIN2_1968
00D6: if 
0039:   113@ == 3 
004D: jump_if_false @LA1FIN2_2131 
00D6: if 
8039:   not  437@ == 0 
004D: jump_if_false @LA1FIN2_2035 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @LA1FIN2_2035 
0006: 437@ = 0 
0006: 436@ = 5 

:LA1FIN2_2035
00D6: if 
0039:   437@ == 0 
004D: jump_if_false @LA1FIN2_2131 
00D6: if 
0039:   436@ == 1 
004D: jump_if_false @LA1FIN2_2131 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0249: release_model #CELLPHONE 
0006: 113@ = 0 
00BB: show_text_lowpriority GXT 'LA1_33' time 7000 flag 1  // ~s~Get to where Cesar is waiting ~y~under the freeway~s~.
0164: disable_marker 50@ 
018A: 50@ = create_checkpoint_at 1631.791 -1867.288 12.5381 

:LA1FIN2_2131
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @LA1FIN2_2316 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1631.791 -1867.288 12.5381 radius 4.0 4.0 4.0 
004D: jump_if_false @LA1FIN2_2316 
0951: disable_trip_skip 
0004: $5288 = 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @LA1FIN2_2252 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 114@ = 1 
0085: 115@ = 32@ // (int) 
000A: 115@ += 1500 

:LA1FIN2_2252
0164: disable_marker 50@ 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @LA1FIN2_2293 
0164: disable_marker 50@ 
0186: 50@ = create_marker_above_car 40@ 
07E0: set_marker 50@ type_to 1 

:LA1FIN2_2293
00BB: show_text_lowpriority GXT 'LA1_35' time 4000 flag 1  // ~s~Get in the ~b~car~s~ down the alleyway.
0006: 101@ = 1 

:LA1FIN2_2316
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @LA1FIN2_2372 
00D6: if 
001D:   32@ > 115@ // (int) 
004D: jump_if_false @LA1FIN2_2372 
0633: AS_actor $PLAYER_ACTOR exit_car 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 114@ = 2 

:LA1FIN2_2372
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @LA1FIN2_2439 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @LA1FIN2_2439 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @LA1FIN2_2439 
0164: disable_marker 50@ 
00BE: text_clear_all 
0006: 100@ = 3 

:LA1FIN2_2439
0051: return 

:LA1FIN2_2441
0249: release_model #BRAVURA 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 2000 

:LA1FIN2_2461
00D6: if 
016B:   fading 
004D: jump_if_false @LA1FIN2_2485 
0001: wait 0 ms 
0002: jump @LA1FIN2_2461 

:LA1FIN2_2485
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @LA1FIN2_2508 
0338: set_car 40@ visibility 0 

:LA1FIN2_2508
03BA: clear_cars_from_cube_cornerA 1626.633 -1876.4 16.8284 cornerB 1601.112 -1902.103 10.6931 
042B: clear_peds_from_cube_cornerA 1626.633 -1876.4 16.8284 cornerB 1601.112 -1902.103 10.6931 
0164: disable_marker 50@ 
03EF: player $PLAYER_CHAR make_safe 
03AF: enable_streaming 0 
02E4: load_cutscene_data 'FINAL2B' 

:LA1FIN2_2597
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @LA1FIN2_2621 
0001: wait 0 ms 
0002: jump @LA1FIN2_2597 

:LA1FIN2_2621
02E7: start_cutscene 
016A: fade 1 time 1000 

:LA1FIN2_2630
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @LA1FIN2_2654 
0001: wait 0 ms 
0002: jump @LA1FIN2_2630 

:LA1FIN2_2654
016A: fade 0 time 0 

:LA1FIN2_2660
00D6: if 
016B:   fading 
004D: jump_if_false @LA1FIN2_2684 
0001: wait 0 ms 
0002: jump @LA1FIN2_2660 

:LA1FIN2_2684
02EA: end_cutscene 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @LA1FIN2_2747 
0338: set_car 40@ visibility 1 
0519: set_car 40@ locked 0 
02AC: set_car 40@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01C3: remove_references_to_car 40@ 

:LA1FIN2_2747
0164: disable_marker 50@ 
018A: 50@ = create_checkpoint_at 1648.714 -1050.094 22.9141 
00BB: show_text_lowpriority GXT 'LA1_8' time 5000 flag 1  // ~s~Get to the ~y~ambush ~s~before your brother is killed.
0004: $6964 = 100 
0006: 116@ = 1 
0209: 117@ = random_int_in_ranges 4000 8000 
005A: 117@ += 32@ // (int) 
03C4: set_status_text $6964 type 1 GXT 'LA1_4' // global_variable  // SWEET
0209: 117@ = random_int_in_ranges 4000 8000 
005A: 117@ += 32@ // (int) 
016A: fade 1 time 500 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @LA1FIN2_2964 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @LA1FIN2_2964 
046C: 118@ = car 40@ driver 
00D6: if 
87D6:   not  118@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @LA1FIN2_2946 
00D6: if 
8118:   not actor 118@ dead 
004D: jump_if_false @LA1FIN2_2946 
009B: destroy_actor 118@ 

:LA1FIN2_2946
036A: put_actor $PLAYER_ACTOR in_car 40@ 
01C3: remove_references_to_car 40@ 
0249: release_model #BRAVURA 

:LA1FIN2_2964
0633: AS_actor $PLAYER_ACTOR exit_car 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0006: 100@ = 4 
0006: 101@ = 0 
06D0: enable_emergency_traffic 0 
0051: return 

:LA1FIN2_2993
0050: gosub @LA1FIN2_13798 
0050: gosub @LA1FIN2_15323 
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @LA1FIN2_3113 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
0020:   $TEMPVAR_Y_COORD > -1800.0 
004D: jump_if_false @LA1FIN2_3113 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @LA1FIN2_3113 
0006: 437@ = 10 
0006: 438@ = 2 
0006: 119@ = 1 
0085: 120@ = 32@ // (int) 
000A: 120@ += 6000 

:LA1FIN2_3113
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @LA1FIN2_3187 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @LA1FIN2_3187 
00D6: if 
001D:   32@ > 120@ // (int) 
004D: jump_if_false @LA1FIN2_3187 
0006: 437@ = 12 
0006: 438@ = 5 
0006: 119@ = 2 

:LA1FIN2_3187
00D6: if and
0019:   119@ > 0 
001B:   3 > 119@ 
004D: jump_if_false @LA1FIN2_3256 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @LA1FIN2_3256 
0006: 494@ = 0 
0006: 437@ = 0 
0006: 438@ = 0 
0006: 119@ = 3 

:LA1FIN2_3256
00D6: if 
001D:   32@ > 117@ // (int) 
004D: jump_if_false @LA1FIN2_3440 
00D6: if 
8118:   not actor 238@ dead 
004D: jump_if_false @LA1FIN2_3332 
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @LA1FIN2_3324 
0223: set_actor 238@ health_to $6964 
0006: 84@ = 0 

:LA1FIN2_3324
0226: $6964 = actor 238@ health 

:LA1FIN2_3332
0209: 117@ = random_int_in_ranges 4000 8000 
005A: 117@ += 32@ // (int) 
0209: 121@ = random_int_in_ranges 4 8 
0066: $6964 -= 121@ // (int) 
00D6: if 
002A:   0 >= $6964 
004D: jump_if_false @LA1FIN2_3416 
0004: $6964 = 0 
00BB: show_text_lowpriority GXT 'LA1_16' time 4000 flag 1  // ~r~Sweet died
0006: 34@ = 1 

:LA1FIN2_3416
00D6: if 
8118:   not actor 238@ dead 
004D: jump_if_false @LA1FIN2_3440 
0223: set_actor 238@ health_to $6964 

:LA1FIN2_3440
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @LA1FIN2_3664 
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @LA1FIN2_3664 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1648.714 -1050.094 22.9141 radius 4.0 4.0 4.0 
004D: jump_if_false @LA1FIN2_3577 
00D6: if 
8118:   not actor 238@ dead 
004D: jump_if_false @LA1FIN2_3570 
02AB: set_actor 238@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:LA1FIN2_3570
0006: 101@ = 1 

:LA1FIN2_3577
00D6: if 
0039:   99@ == 6 
004D: jump_if_false @LA1FIN2_3664 
00D6: if 
8118:   not actor 238@ dead 
004D: jump_if_false @LA1FIN2_3641 
02AB: set_actor 238@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:LA1FIN2_3641
0006: 101@ = 1 
0085: 102@ = 32@ // (int) 
000A: 102@ += 2000 

:LA1FIN2_3664
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @LA1FIN2_3727 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_3727 
0164: disable_marker 50@ 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 800 
0006: 101@ = 2 

:LA1FIN2_3727
00D6: if 
0039:   101@ == 2 
004D: jump_if_false @LA1FIN2_3929 
00D6: if 
816B:   not fading 
004D: jump_if_false @LA1FIN2_3929 
0006: 100@ = 5 
0006: 101@ = 0 
0085: 481@ = 238@ // (int) 
0006: 286@ = 1 
0006: 310@ = 9 
0006: 290@ = 2440 
0006: 291@ = 5629 
0006: 292@ = 7974 
0006: 293@ = 10516 
0006: 294@ = 13463 
0006: 295@ = 16047 
0006: 296@ = 19236 
0006: 297@ = 21747 
0006: 298@ = 24483 
0006: 300@ = 1 
0006: 301@ = 2 
0006: 302@ = 3 
0006: 303@ = 4 
0006: 304@ = 5 
0006: 305@ = 6 
0006: 306@ = 7 
0006: 307@ = 8 
0006: 308@ = 9 

:LA1FIN2_3929
0051: return 

:LA1FIN2_3931
0050: gosub @LA1FIN2_15323 
00D6: if 
0019:   101@ > 2 
004D: jump_if_false @LA1FIN2_4010 
00D6: if 
816B:   not fading 
004D: jump_if_false @LA1FIN2_4010 
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @LA1FIN2_4010 
0050: gosub @LA1FIN2_11415 
0006: 101@ = 10 
0006: 102@ = 0 
0006: 436@ = 5 

:LA1FIN2_4010
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @LA1FIN2_5066 
0006: 101@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1646.703 -1046.744 25.6308 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1646.621 -1047.711 25.3892 switchstyle 2 
04ED: load_animation "SWEET" 
041D: set_camera_near_clip 0.1 
00D6: if 
8119:   not car 235@ wrecked 
004D: jump_if_false @LA1FIN2_4214 
00D6: if 
01AF:   car 235@ sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 10.0 10.0 10.0 
004D: jump_if_false @LA1FIN2_4214 
00AB: put_car 235@ at 1649.555 -1055.767 22.8984 
0175: set_car 235@ Z_angle_to 329.5791 
0519: set_car 235@ locked 1 

:LA1FIN2_4214
00D6: if 
8119:   not car 236@ wrecked 
004D: jump_if_false @LA1FIN2_4315 
00D6: if 
01AF:   car 236@ sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 10.0 10.0 10.0 
004D: jump_if_false @LA1FIN2_4315 
00AB: put_car 236@ at 1644.42 -1057.843 22.9062 
0175: set_car 236@ Z_angle_to 227.8 
0519: set_car 236@ locked 1 

:LA1FIN2_4315
00D6: if 
8119:   not car 237@ wrecked 
004D: jump_if_false @LA1FIN2_4416 
00D6: if 
01AF:   car 237@ sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 10.0 10.0 10.0 
004D: jump_if_false @LA1FIN2_4416 
00AB: put_car 237@ at 1643.845 -1051.736 22.9219 
0175: set_car 237@ Z_angle_to 149.9008 
0519: set_car 237@ locked 1 

:LA1FIN2_4416
00D6: if 
8119:   not car 233@ wrecked 
004D: jump_if_false @LA1FIN2_4510 
00D6: if 
01AF:   car 233@ sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 10.0 10.0 10.0 
004D: jump_if_false @LA1FIN2_4510 
00AB: put_car 233@ at 1640.603 -1071.537 22.9141 
0175: set_car 233@ Z_angle_to 61.7966 

:LA1FIN2_4510
00D6: if 
8119:   not car 234@ wrecked 
004D: jump_if_false @LA1FIN2_4604 
00D6: if 
01AF:   car 234@ sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 10.0 10.0 10.0 
004D: jump_if_false @LA1FIN2_4604 
00AB: put_car 234@ at 1660.943 -1059.201 22.9141 
0175: set_car 234@ Z_angle_to 148.6633 

:LA1FIN2_4604
00D6: if 
8118:   not actor 238@ dead 
004D: jump_if_false @LA1FIN2_4628 
060B: set_actor 238@ decision_maker_to 103@ 

:LA1FIN2_4628
00D6: if 
8118:   not actor 239@ dead 
004D: jump_if_false @LA1FIN2_4703 
060B: set_actor 239@ decision_maker_to 231@ 
00A1: put_actor 239@ at 1646.283 -1057.209 22.8984 
0173: set_actor 239@ Z_angle_to 147.187 
0816: set_actor 239@ dont_chase_victim 0 
0350: set_actor 239@ maintain_position_when_attacked 1 
04EB: AS_actor 239@ crouch 1 

:LA1FIN2_4703
00D6: if 
8118:   not actor 240@ dead 
004D: jump_if_false @LA1FIN2_4778 
060B: set_actor 240@ decision_maker_to 231@ 
00A1: put_actor 240@ at 1644.102 -1055.319 22.9062 
0173: set_actor 240@ Z_angle_to 117.4901 
0816: set_actor 240@ dont_chase_victim 0 
0350: set_actor 240@ maintain_position_when_attacked 1 
04EB: AS_actor 240@ crouch 1 

:LA1FIN2_4778
00D6: if 
8118:   not actor 241@ dead 
004D: jump_if_false @LA1FIN2_4846 
060B: set_actor 241@ decision_maker_to 231@ 
00A1: put_actor 241@ at 1646.229 -1051.182 23.9257 
0173: set_actor 241@ Z_angle_to 90.0187 
0816: set_actor 241@ dont_chase_victim 0 
0350: set_actor 241@ maintain_position_when_attacked 1 

:LA1FIN2_4846
00D6: if 
8118:   not actor 243@ dead 
004D: jump_if_false @LA1FIN2_4890 
00A1: put_actor 243@ at 1622.276 -1044.679 22.8984 
0639: AS_actor 243@ rotate_to_actor $PLAYER_ACTOR 

:LA1FIN2_4890
00D6: if 
8118:   not actor 244@ dead 
004D: jump_if_false @LA1FIN2_4934 
00A1: put_actor 244@ at 1631.523 -1060.417 23.011 
0639: AS_actor 244@ rotate_to_actor $PLAYER_ACTOR 

:LA1FIN2_4934
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @LA1FIN2_4978 
00A1: put_actor 245@ at 1638.76 -1072.36 22.8984 
0639: AS_actor 245@ rotate_to_actor $PLAYER_ACTOR 

:LA1FIN2_4978
00D6: if 
8118:   not actor 246@ dead 
004D: jump_if_false @LA1FIN2_5022 
00A1: put_actor 246@ at 1649.349 -1077.868 22.9062 
0639: AS_actor 246@ rotate_to_actor $PLAYER_ACTOR 

:LA1FIN2_5022
00D6: if 
8118:   not actor 247@ dead 
004D: jump_if_false @LA1FIN2_5066 
00A1: put_actor 247@ at 1663.619 -1058.419 22.8984 
0639: AS_actor 247@ rotate_to_actor $PLAYER_ACTOR 

:LA1FIN2_5066
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @LA1FIN2_5118 
00D6: if 
04EE:   animation "SWEET" loaded 
004D: jump_if_false @LA1FIN2_5118 
016A: fade 1 time 1000 
0006: 101@ = 2 

:LA1FIN2_5118
00D6: if 
0039:   101@ == 2 
004D: jump_if_false @LA1FIN2_5456 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @LA1FIN2_5179 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1648.034 -1053.956 22.9 
0002: jump @LA1FIN2_5199 

:LA1FIN2_5179
00A1: put_actor $PLAYER_ACTOR at 1648.034 -1053.956 22.9 

:LA1FIN2_5199
0173: set_actor $PLAYER_ACTOR Z_angle_to 150.0 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0470: 87@ = actor $PLAYER_ACTOR current_weapon 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00D6: if 
8118:   not actor 238@ dead 
004D: jump_if_false @LA1FIN2_5341 
00A1: put_actor 238@ at 1647.71 -1054.517 22.9 
0173: set_actor 238@ Z_angle_to -30.0 
048F: actor 238@ remove_weapons 
01B9: set_actor 238@ armed_weapon_to 0 
0619: enable_actor 238@ collision_detection 0 
0792: disembark_instantly_actor 238@ 
0812: AS_actor 238@ perform_animation "LAFIN_SWEET" IFP "SWEET" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:LA1FIN2_5341
0812: AS_actor $PLAYER_ACTOR perform_animation "LAFIN_PLAYER" IFP "SWEET" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
015F: set_camera_position 1647.577 -1048.104 25.4666 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1647.281 -1048.998 25.1312 switchstyle 2 
0085: 102@ = 32@ // (int) 
000A: 102@ += 2500 
0006: 101@ = 4 

:LA1FIN2_5456
00D6: if 
0039:   101@ == 4 
004D: jump_if_false @LA1FIN2_5590 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_5590 
00D6: if 
8118:   not actor 238@ dead 
004D: jump_if_false @LA1FIN2_5516 
0332: set_actor 238@ bleeding 1 

:LA1FIN2_5516
015F: set_camera_position 1649.2 -1053.592 23.6475 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1648.279 -1053.97 23.7426 switchstyle 2 
0085: 102@ = 32@ // (int) 
000A: 102@ += 3700 
0006: 101@ = 5 

:LA1FIN2_5590
00D6: if 
0039:   101@ == 5 
004D: jump_if_false @LA1FIN2_5650 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_5650 
0085: 102@ = 32@ // (int) 
000A: 102@ += 7800 
0006: 101@ = 6 

:LA1FIN2_5650
00D6: if 
0039:   101@ == 6 
004D: jump_if_false @LA1FIN2_5710 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_5710 
0085: 102@ = 32@ // (int) 
000A: 102@ += 5000 
0006: 101@ = 7 

:LA1FIN2_5710
00D6: if 
0039:   101@ == 7 
004D: jump_if_false @LA1FIN2_5770 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_5770 
0085: 102@ = 32@ // (int) 
000A: 102@ += 2000 
0006: 101@ = 8 

:LA1FIN2_5770
00D6: if 
0039:   101@ == 8 
004D: jump_if_false @LA1FIN2_5795 
0050: gosub @LA1FIN2_11415 

:LA1FIN2_5795
00D6: if 
0039:   101@ == 9 
004D: jump_if_false @LA1FIN2_5924 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_5924 
015F: set_camera_position 1651.996 -1051.222 26.061 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1651.089 -1051.534 25.778 switchstyle 2 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 87@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0085: 102@ = 32@ // (int) 
000A: 102@ += 6500 
0006: 101@ = 10 

:LA1FIN2_5924
00D6: if 
0039:   101@ == 10 
004D: jump_if_false @LA1FIN2_6193 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_6193 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 87@ 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0151: remove_status_text $6964 
00D6: if 
8118:   not actor 238@ dead 
004D: jump_if_false @LA1FIN2_6092 
0812: AS_actor 238@ perform_animation "SWEET_INJUREDLOOP" IFP "SWEET" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -2 // versionB 
0619: enable_actor 238@ collision_detection 1 
04D7: set_actor 238@ locked 1 

:LA1FIN2_6092
00D6: if 
8119:   not car 235@ wrecked 
004D: jump_if_false @LA1FIN2_6115 
0519: set_car 235@ locked 0 

:LA1FIN2_6115
00D6: if 
8119:   not car 236@ wrecked 
004D: jump_if_false @LA1FIN2_6138 
0519: set_car 236@ locked 0 

:LA1FIN2_6138
00D6: if 
8119:   not car 237@ wrecked 
004D: jump_if_false @LA1FIN2_6161 
0519: set_car 237@ locked 0 

:LA1FIN2_6161
0006: 100@ = 6 
0006: 101@ = 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'LA1_31' time 5000 flag 1  // ~s~Hold off the ~r~Ballas~s~ until the police arrive.

:LA1FIN2_6193
0051: return 

:LA1FIN2_6195
0050: gosub @LA1FIN2_13798 
0050: gosub @LA1FIN2_15323 
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @LA1FIN2_6257 
00D6: if 
0039:   99@ == 4 
004D: jump_if_false @LA1FIN2_6257 
0247: load_model #PONY 
0006: 101@ = 1 

:LA1FIN2_6257
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @LA1FIN2_6737 
00D6: if 
0248:   model #PONY available 
004D: jump_if_false @LA1FIN2_6737 
00A5: 46@ = create_car #PONY at 1553.697 -1046.83 22.7992 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'LA1_36' time 5000 flag 1  // ~S~The Ballas are bringing in backup.
0006: 269@ = 0 

:LA1FIN2_6339
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_6373 
000A: 269@ += 1 
0002: jump @LA1FIN2_6339 

:LA1FIN2_6373
0129: 243@(269@,6i) = create_actor_pedtype 25 model #BALLAS1 in_car 46@ driverseat 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 37@ = 269@ // (int) 
0050: gosub @LA1FIN2_15222 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
0175: set_car 46@ Z_angle_to 270.0 
0615: define_AS_pack_begin 105@ 
05D1: AS_actor -1 drive_car 46@ to 1614.755 -1050.441 22.9141 speed 25.0 2 model #NULL 3 
05D1: AS_actor -1 drive_car 46@ to 1630.534 -1067.925 22.9141 speed 25.0 2 model #NULL 3 
0616: define_AS_pack_end 105@ 
0618: assign_actor 243@(269@,6i) to_AS_pack 105@ 
061B: remove_references_to_AS_pack 105@ 
04BA: set_car 46@ speed_to 20.0 
000A: 269@ += 1 

:LA1FIN2_6547
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_6581 
000A: 269@ += 1 
0002: jump @LA1FIN2_6547 

:LA1FIN2_6581
01C8: 243@(269@,6i) = create_actor_pedtype 25 model #BALLAS1 in_car 46@ passenger_seat 0 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 38@ = 269@ // (int) 
0050: gosub @LA1FIN2_15222 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
000A: 269@ += 1 

:LA1FIN2_6644
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_6678 
000A: 269@ += 1 
0002: jump @LA1FIN2_6644 

:LA1FIN2_6678
01C8: 243@(269@,6i) = create_actor_pedtype 25 model #BALLAS1 in_car 46@ passenger_seat 1 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 39@ = 269@ // (int) 
0050: gosub @LA1FIN2_15222 
0006: 101@ = 2 
000E: 99@ -= 3 

:LA1FIN2_6737
00D6: if 
0039:   101@ == 2 
004D: jump_if_false @LA1FIN2_7627 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @LA1FIN2_6842 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @LA1FIN2_6842 
0227: 81@ = car 46@ health 
00D6: if 
001B:   980 > 81@ 
004D: jump_if_false @LA1FIN2_6842 
00D6: if 
051C:   car 46@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @LA1FIN2_6842 
0006: 97@ = 1 

:LA1FIN2_6842
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @LA1FIN2_7045 
00D6: if 
001D:   32@ > 95@ // (int) 
004D: jump_if_false @LA1FIN2_7045 
00D6: if and
8119:   not car 46@ wrecked 
8118:   not actor 243@(37@,6i) dead 
004D: jump_if_false @LA1FIN2_7045 
00AA: store_car 46@ position_to 270@ 271@ 272@ 
0174: 276@ = car 46@ Z_angle 
0087: 277@ = 276@ // (float) 
000F: 277@ -= 20.0 
000F: 276@ -= 90.0 
02F7: 111@ = cosine 276@ // (float) 
02F6: 112@ = sine 276@ // (float) 
0013: 111@ *= 20.0 
0013: 112@ *= 20.0 
0063: 270@ -= 112@ // (float) 
005B: 271@ += 111@ // (float) 
05D1: AS_actor 243@(37@,6i) drive_car 46@ to 270@ 271@ 272@ speed 30.0 2 model #NULL 3 
0006: 97@ = 2 

:LA1FIN2_7045
00D6: if 
0039:   97@ == 2 
004D: jump_if_false @LA1FIN2_7129 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @LA1FIN2_7129 
0174: 276@ = car 46@ Z_angle 
00D6: if 
0025:   277@ > 276@ // (float) 
004D: jump_if_false @LA1FIN2_7129 
0006: 97@ = 3 
0085: 95@ = 32@ // (int) 
000A: 95@ += 800 

:LA1FIN2_7129
00D6: if 
0039:   97@ == 3 
004D: jump_if_false @LA1FIN2_7225 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @LA1FIN2_7183 
07DA: set_car 46@ rotation_velocity_XYZ 0.0 -0.35 0.2 through_center_of_body 

:LA1FIN2_7183
00D6: if 
001D:   32@ > 95@ // (int) 
004D: jump_if_false @LA1FIN2_7225 
0006: 97@ = 4 
0085: 95@ = 32@ // (int) 
000A: 95@ += 1000 

:LA1FIN2_7225
00D6: if 
0039:   97@ == 4 
004D: jump_if_false @LA1FIN2_7307 
00D6: if 
001D:   32@ > 95@ // (int) 
004D: jump_if_false @LA1FIN2_7307 
00D6: if 
8118:   not actor 243@(37@,6i) dead 
004D: jump_if_false @LA1FIN2_7307 
0687: clear_actor 243@(37@,6i) task 
0633: AS_actor 243@(37@,6i) exit_car 
0006: 97@ = 5 

:LA1FIN2_7307
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @LA1FIN2_7377 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @LA1FIN2_7377 
02E3: 276@ = car 46@ speed 
00D6: if 
0023:   0.5 > 276@ 
004D: jump_if_false @LA1FIN2_7377 
0006: 94@ = 1 

:LA1FIN2_7377
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @LA1FIN2_7604 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @LA1FIN2_7604 
00D6: if 
8118:   not actor 243@(37@,6i) dead 
004D: jump_if_false @LA1FIN2_7473 
0350: set_actor 243@(37@,6i) maintain_position_when_attacked 0 
0816: set_actor 243@(37@,6i) dont_chase_victim 0 
0633: AS_actor 243@(37@,6i) exit_car 
0006: 75@(37@,6i) = 0 

:LA1FIN2_7473
00D6: if 
8118:   not actor 243@(38@,6i) dead 
004D: jump_if_false @LA1FIN2_7535 
0350: set_actor 243@(38@,6i) maintain_position_when_attacked 0 
0816: set_actor 243@(38@,6i) dont_chase_victim 0 
0633: AS_actor 243@(38@,6i) exit_car 
0006: 75@(38@,6i) = 0 

:LA1FIN2_7535
00D6: if 
8118:   not actor 243@(39@,6i) dead 
004D: jump_if_false @LA1FIN2_7597 
0350: set_actor 243@(39@,6i) maintain_position_when_attacked 0 
0816: set_actor 243@(39@,6i) dont_chase_victim 0 
0633: AS_actor 243@(39@,6i) exit_car 
0006: 75@(39@,6i) = 0 

:LA1FIN2_7597
0006: 101@ = 3 

:LA1FIN2_7604
00D6: if 
0119:   car 46@ wrecked 
004D: jump_if_false @LA1FIN2_7627 
0006: 101@ = 3 

:LA1FIN2_7627
00D6: if 
0039:   101@ == 3 
004D: jump_if_false @LA1FIN2_7987 
00D6: if 
0039:   75@(37@,6i) == 1 
004D: jump_if_false @LA1FIN2_7742 
00D6: if 
8118:   not actor 243@(37@,6i) dead 
004D: jump_if_false @LA1FIN2_7742 
062E: get_actor 243@(37@,6i) task 1491 status_store_to 85@ // ret 7 if not found 
00D6: if 
04A4:   85@ == 7 // == constant 
004D: jump_if_false @LA1FIN2_7742 
0006: 75@(37@,6i) = 0 
0816: set_actor 243@(37@,6i) dont_chase_victim 1 

:LA1FIN2_7742
00D6: if 
0039:   75@(38@,6i) == 1 
004D: jump_if_false @LA1FIN2_7839 
00D6: if 
8118:   not actor 243@(38@,6i) dead 
004D: jump_if_false @LA1FIN2_7839 
062E: get_actor 243@(38@,6i) task 1491 status_store_to 85@ // ret 7 if not found 
00D6: if 
04A4:   85@ == 7 // == constant 
004D: jump_if_false @LA1FIN2_7839 
0006: 75@(38@,6i) = 0 
0816: set_actor 243@(38@,6i) dont_chase_victim 1 

:LA1FIN2_7839
00D6: if 
0039:   75@(39@,6i) == 1 
004D: jump_if_false @LA1FIN2_7936 
00D6: if 
8118:   not actor 243@(39@,6i) dead 
004D: jump_if_false @LA1FIN2_7936 
062E: get_actor 243@(39@,6i) task 1491 status_store_to 85@ // ret 7 if not found 
00D6: if 
04A4:   85@ == 7 // == constant 
004D: jump_if_false @LA1FIN2_7936 
0006: 75@(39@,6i) = 0 
0816: set_actor 243@(39@,6i) dont_chase_victim 1 

:LA1FIN2_7936
00D6: if and
0039:   75@(38@,6i) == 0 
0039:   75@(39@,6i) == 0 
0039:   75@(37@,6i) == 0 
004D: jump_if_false @LA1FIN2_7987 
0006: 101@ = 4 

:LA1FIN2_7987
00D6: if 
0039:   101@ == 4 
004D: jump_if_false @LA1FIN2_8476 
00D6: if 
0029:   99@ >= 4 
004D: jump_if_false @LA1FIN2_8476 
00A5: 47@ = create_car #PONY at 1525.366 -1022.267 22.9105 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'LA1_37' time 5000 flag 1  // ~S~More Ballas are closing in.
0006: 269@ = 0 

:LA1FIN2_8071
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_8105 
000A: 269@ += 1 
0002: jump @LA1FIN2_8071 

:LA1FIN2_8105
0129: 243@(269@,6i) = create_actor_pedtype 25 model #BALLAS1 in_car 47@ driverseat 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 37@ = 269@ // (int) 
0050: gosub @LA1FIN2_15222 
0175: set_car 47@ Z_angle_to 270.0 
0615: define_AS_pack_begin 105@ 
05D1: AS_actor -1 drive_car 47@ to 1637.666 -1021.644 22.9141 speed 25.0 2 model #NULL 3 
05D1: AS_actor -1 drive_car 47@ to 1651.127 -1028.523 22.9141 speed 25.0 2 model #NULL 3 
0616: define_AS_pack_end 105@ 
0618: assign_actor 243@(269@,6i) to_AS_pack 105@ 
061B: remove_references_to_AS_pack 105@ 
04BA: set_car 47@ speed_to 20.0 
000A: 269@ += 1 

:LA1FIN2_8268
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_8302 
000A: 269@ += 1 
0002: jump @LA1FIN2_8268 

:LA1FIN2_8302
01C8: 243@(269@,6i) = create_actor_pedtype 25 model #BALLAS1 in_car 47@ passenger_seat 0 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 38@ = 269@ // (int) 
0050: gosub @LA1FIN2_15222 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
000A: 269@ += 1 

:LA1FIN2_8365
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_8399 
000A: 269@ += 1 
0002: jump @LA1FIN2_8365 

:LA1FIN2_8399
01C8: 243@(269@,6i) = create_actor_pedtype 25 model #BALLAS1 in_car 47@ passenger_seat 1 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 39@ = 269@ // (int) 
0050: gosub @LA1FIN2_15222 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
0006: 94@ = 0 
0006: 101@ = 5 
000E: 99@ -= 3 

:LA1FIN2_8476
00D6: if 
0039:   101@ == 5 
004D: jump_if_false @LA1FIN2_8871 
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @LA1FIN2_8564 
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @LA1FIN2_8564 
02E3: 276@ = car 47@ speed 
00D6: if 
0023:   0.5 > 276@ 
004D: jump_if_false @LA1FIN2_8564 
0006: 94@ = 1 

:LA1FIN2_8564
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @LA1FIN2_8848 
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @LA1FIN2_8848 
00D6: if 
8118:   not actor 243@(37@,6i) dead 
004D: jump_if_false @LA1FIN2_8679 
05D3: AS_actor 243@(37@,6i) goto_point 1654.968 -1041.372 22.8984 mode 6 time -2 ms // versionA 
0350: set_actor 243@(37@,6i) maintain_position_when_attacked 0 
0816: set_actor 243@(37@,6i) dont_chase_victim 0 
0006: 75@(37@,6i) = 1 

:LA1FIN2_8679
00D6: if 
8118:   not actor 243@(38@,6i) dead 
004D: jump_if_false @LA1FIN2_8760 
05D3: AS_actor 243@(38@,6i) goto_point 1650.469 -1041.517 22.8984 mode 6 time -2 ms // versionA 
0350: set_actor 243@(38@,6i) maintain_position_when_attacked 0 
0816: set_actor 243@(38@,6i) dont_chase_victim 0 
0006: 75@(38@,6i) = 1 

:LA1FIN2_8760
00D6: if 
8118:   not actor 243@(39@,6i) dead 
004D: jump_if_false @LA1FIN2_8841 
05D3: AS_actor 243@(39@,6i) goto_point 1640.806 -1041.555 22.8984 mode 6 time -2 ms // versionA 
0350: set_actor 243@(39@,6i) maintain_position_when_attacked 0 
0816: set_actor 243@(39@,6i) dont_chase_victim 0 
0006: 75@(39@,6i) = 1 

:LA1FIN2_8841
0006: 101@ = 6 

:LA1FIN2_8848
00D6: if 
0119:   car 47@ wrecked 
004D: jump_if_false @LA1FIN2_8871 
0006: 101@ = 6 

:LA1FIN2_8871
00D6: if 
0039:   101@ == 6 
004D: jump_if_false @LA1FIN2_9231 
00D6: if 
0039:   75@(37@,6i) == 1 
004D: jump_if_false @LA1FIN2_8986 
00D6: if 
8118:   not actor 243@(37@,6i) dead 
004D: jump_if_false @LA1FIN2_8986 
062E: get_actor 243@(37@,6i) task 1491 status_store_to 85@ // ret 7 if not found 
00D6: if 
04A4:   85@ == 7 // == constant 
004D: jump_if_false @LA1FIN2_8986 
0006: 75@(37@,6i) = 0 
0816: set_actor 243@(37@,6i) dont_chase_victim 1 

:LA1FIN2_8986
00D6: if 
0039:   75@(38@,6i) == 1 
004D: jump_if_false @LA1FIN2_9083 
00D6: if 
8118:   not actor 243@(38@,6i) dead 
004D: jump_if_false @LA1FIN2_9083 
062E: get_actor 243@(38@,6i) task 1491 status_store_to 85@ // ret 7 if not found 
00D6: if 
04A4:   85@ == 7 // == constant 
004D: jump_if_false @LA1FIN2_9083 
0006: 75@(38@,6i) = 0 
0816: set_actor 243@(38@,6i) dont_chase_victim 1 

:LA1FIN2_9083
00D6: if 
0039:   75@(39@,6i) == 1 
004D: jump_if_false @LA1FIN2_9180 
00D6: if 
8118:   not actor 243@(39@,6i) dead 
004D: jump_if_false @LA1FIN2_9180 
062E: get_actor 243@(39@,6i) task 1491 status_store_to 85@ // ret 7 if not found 
00D6: if 
04A4:   85@ == 7 // == constant 
004D: jump_if_false @LA1FIN2_9180 
0006: 75@(39@,6i) = 0 
0816: set_actor 243@(39@,6i) dont_chase_victim 1 

:LA1FIN2_9180
00D6: if and
0039:   75@(38@,6i) == 0 
0039:   75@(39@,6i) == 0 
0039:   75@(37@,6i) == 0 
004D: jump_if_false @LA1FIN2_9231 
0006: 101@ = 8 

:LA1FIN2_9231
00D6: if 
0039:   101@ == 8 
004D: jump_if_false @LA1FIN2_9339 
00D6: if 
0029:   99@ >= 3 
004D: jump_if_false @LA1FIN2_9339 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'LA1_38' time 5000 flag 1  // ~S~Ballas wheels joining the action!
0050: gosub @LA1FIN2_12014 
000E: 99@ -= 3 
0006: 101@ = 9 
0006: 75@(38@,6i) = 1 
0006: 75@(39@,6i) = 1 
0006: 75@(37@,6i) = 1 

:LA1FIN2_9339
00D6: if 
0039:   101@ == 9 
004D: jump_if_false @LA1FIN2_9478 
0050: gosub @LA1FIN2_13122 
0006: 269@ = 0 
0006: 99@ = 0 

:LA1FIN2_9378
00D6: if 
001B:   6 > 269@ 
004D: jump_if_false @LA1FIN2_9437 
00D6: if 
0118:   actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_9423 
000A: 99@ += 1 

:LA1FIN2_9423
000A: 269@ += 1 
0002: jump @LA1FIN2_9378 

:LA1FIN2_9437
00D6: if 
0029:   99@ >= 6 
004D: jump_if_false @LA1FIN2_9478 
0006: 101@ = 10 
0085: 102@ = 32@ // (int) 
000A: 102@ += 1500 

:LA1FIN2_9478
00D6: if 
0039:   101@ == 10 
004D: jump_if_false @LA1FIN2_9531 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_9531 
0006: 101@ = 0 
0006: 100@ = 7 
03E6: remove_text_box 

:LA1FIN2_9531
0051: return 

:LA1FIN2_9533
0006: 267@ = 0 

:LA1FIN2_9540
00D6: if 
001B:   3 > 267@ 
004D: jump_if_false @LA1FIN2_9755 
00D6: if 
0039:   128@(267@,3i) == 1 
004D: jump_if_false @LA1FIN2_9741 
00D6: if 
8119:   not car 122@(267@,3i) wrecked 
004D: jump_if_false @LA1FIN2_9741 
00D6: if 
860E:   not car 122@(267@,3i) assigned_to_path 
004D: jump_if_false @LA1FIN2_9741 
00D6: if 
8118:   not actor 125@(267@,3i) dead 
004D: jump_if_false @LA1FIN2_9741 
0615: define_AS_pack_begin 131@ 
0633: AS_actor -1 exit_car 
0667: AS_actor -1 aim_at 1646.332 -1053.721 23.385 10000 ms 
0616: define_AS_pack_end 131@ 
0618: assign_actor 125@(267@,3i) to_AS_pack 131@ 
061B: remove_references_to_AS_pack 131@ 
0006: 128@(267@,3i) = 2 
062E: get_actor $PLAYER_ACTOR task 1476 status_store_to 132@ // ret 7 if not found 
00D6: if 
04A4:   132@ == 7 // == constant 
004D: jump_if_false @LA1FIN2_9741 
05C4: AS_actor $PLAYER_ACTOR hands_up 15000 ms 

:LA1FIN2_9741
000A: 267@ += 1 
0002: jump @LA1FIN2_9540 

:LA1FIN2_9755
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @LA1FIN2_9874 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 1 of_actors_pedtype 26 to_actors_pedtype 24 
0746: set_acquaintance 1 of_actors_pedtype 26 to_actors_pedtype 0 
016A: fade 0 time 500 
07C0: load_path 162 
07C0: load_path 163 
07C0: load_path 650 
0247: load_model #COPCARLA 
0247: load_model #LAPD1 
0247: load_model #COLT45 
04ED: load_animation "POLICE" 
0006: 101@ = 1 
0085: 102@ = 32@ // (int) 
000A: 102@ += 2000 
0006: 35@ = 0 

:LA1FIN2_9874
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @LA1FIN2_9996 
00D6: if 
816B:   not fading 
004D: jump_if_false @LA1FIN2_9996 
00D6: if and
07C1:   path 162 available 
07C1:   path 163 available 
07C1:   path 650 available 
004D: jump_if_false @LA1FIN2_9996 
00D6: if and
0248:   model #COPCARLA available 
0248:   model #LAPD1 available 
0248:   model #COLT45 available 
04EE:   animation "POLICE" loaded 
004D: jump_if_false @LA1FIN2_9996 
0A0B: set_rendering_origin_at_3D_coord 1584.291 -1143.877 23.8226 angle 180.0 
0006: 101@ = 2 

:LA1FIN2_9996
00D6: if 
0039:   101@ == 2 
004D: jump_if_false @LA1FIN2_10040 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_10040 
0006: 101@ = 3 

:LA1FIN2_10040
00D6: if 
0039:   101@ == 3 
004D: jump_if_false @LA1FIN2_10369 
00A5: 122@ = create_car #COPCARLA at 0.0 0.0 0.0 
00A5: 123@ = create_car #COPCARLA at 0.0 0.0 0.0 
00A5: 124@ = create_car #COPCARLA at 0.0 0.0 0.0 
0129: 125@ = create_actor_pedtype 4 model #LAPD1 in_car 122@ driverseat 
0129: 126@ = create_actor_pedtype 4 model #LAPD1 in_car 123@ driverseat 
0129: 127@ = create_actor_pedtype 4 model #LAPD1 in_car 124@ driverseat 
01B2: give_actor 125@ weapon 22 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 126@ weapon 22 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 127@ weapon 22 ammo 99999 // Load the weapon model before using this 
0397: enable_car 122@ siren 1 
0397: enable_car 123@ siren 1 
0397: enable_car 124@ siren 1 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1584.291 -1143.877 23.8226 position_to 1584.291 -1143.877 23.8226 time 3000 smooth_transition 1 
0920: point_camera 1583.904 -1144.799 23.802 transverse_to 1585.228 -1144.223 23.802 time 3000 smooth_transition 1 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00A1: put_actor $PLAYER_ACTOR at 1647.222 -1053.363 22.9815 
05EB: assign_car 122@ to_path 162 
0006: 101@ = 4 
0085: 102@ = 32@ // (int) 
000A: 102@ += 300 

:LA1FIN2_10369
00D6: if 
0039:   101@ == 4 
004D: jump_if_false @LA1FIN2_10549 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_10549 
016A: fade 1 time 600 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00D6: if and
8119:   not car 123@ wrecked 
8119:   not car 124@ wrecked 
004D: jump_if_false @LA1FIN2_10526 
00D6: if and
07C1:   path 162 available 
07C1:   path 163 available 
07C1:   path 650 available 
004D: jump_if_false @LA1FIN2_10511 
05EB: assign_car 123@ to_path 163 
05EB: assign_car 124@ to_path 650 
0006: 128@ = 1 
0006: 129@ = 1 
0006: 130@ = 1 
0002: jump @LA1FIN2_10526 

:LA1FIN2_10511
07C0: load_path 162 
07C0: load_path 163 
07C0: load_path 650 

:LA1FIN2_10526
0006: 101@ = 5 
0085: 102@ = 32@ // (int) 
000A: 102@ += 2700 

:LA1FIN2_10549
00D6: if 
0039:   101@ == 5 
004D: jump_if_false @LA1FIN2_11065 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_11065 
009A: 133@ = create_actor_pedtype 26 model #BALLAS1 at 1648.907 -1063.17 22.99 
009A: 134@ = create_actor_pedtype 26 model #BALLAS1 at 1639.755 -1067.994 22.9478 
009A: 135@ = create_actor_pedtype 26 model #BALLAS1 at 1632.445 -1058.078 23.0987 
009A: 136@ = create_actor_pedtype 26 model #BALLAS1 at 1640.3 -1069.299 22.9448 
05DA: AS_actor 133@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 
05DA: AS_actor 134@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 
05DA: AS_actor 135@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 
05DA: AS_actor 136@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 
00D6: if 
8118:   not actor 239@ dead 
004D: jump_if_false @LA1FIN2_10877 
0792: disembark_instantly_actor 239@ 
0350: set_actor 239@ maintain_position_when_attacked 0 
0816: set_actor 239@ dont_chase_victim 0 
00A1: put_actor 239@ at 1649.465 -1059.308 22.8984 
05DA: AS_actor 239@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 

:LA1FIN2_10877
00D6: if 
8118:   not actor 240@ dead 
004D: jump_if_false @LA1FIN2_10960 
0792: disembark_instantly_actor 240@ 
0350: set_actor 240@ maintain_position_when_attacked 0 
0816: set_actor 240@ dont_chase_victim 0 
00A1: put_actor 240@ at 1642.081 -1057.882 22.9062 
05DA: AS_actor 240@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 

:LA1FIN2_10960
00D6: if 
8118:   not actor 241@ dead 
004D: jump_if_false @LA1FIN2_11043 
0792: disembark_instantly_actor 241@ 
0350: set_actor 241@ maintain_position_when_attacked 0 
0816: set_actor 241@ dont_chase_victim 0 
00A1: put_actor 241@ at 1640.84 -1051.631 22.9062 
05DA: AS_actor 241@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 

:LA1FIN2_11043
0006: 101@ = 6 
0085: 102@ = 32@ // (int) 
000A: 102@ += 100 

:LA1FIN2_11065
00D6: if 
0039:   101@ == 6 
004D: jump_if_false @LA1FIN2_11178 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_11178 
0925: restore_camera_to_user_defined 
015F: set_camera_position 1648.645 -1049.357 26.0388 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1648.533 -1050.337 25.8716 switchstyle 2 
0006: 101@ = 8 
0085: 102@ = 32@ // (int) 
000A: 102@ += 6500 

:LA1FIN2_11178
00D6: if 
0039:   101@ == 8 
004D: jump_if_false @LA1FIN2_11322 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_11322 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1648.645 -1049.357 26.0388 position_to 1662.257 -1029.206 46.3953 time 7500 smooth_transition 1 
0920: point_camera 1648.533 -1050.337 25.8716 transverse_to 1661.88 -1029.896 45.7777 time 7500 smooth_transition 1 
0085: 102@ = 32@ // (int) 
000A: 102@ += 6000 
0006: 101@ = 9 

:LA1FIN2_11322
00D6: if 
0039:   101@ == 9 
004D: jump_if_false @LA1FIN2_11373 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_11373 
016A: fade 0 time 1500 
0006: 101@ = 10 

:LA1FIN2_11373
00D6: if 
0039:   101@ == 10 
004D: jump_if_false @LA1FIN2_11413 
00D6: if 
816B:   not fading 
004D: jump_if_false @LA1FIN2_11413 
0006: 100@ = 8 
0925: restore_camera_to_user_defined 

:LA1FIN2_11413
0051: return 

:LA1FIN2_11415
009B: destroy_actor 243@ 
009A: 243@ = create_actor_pedtype 25 model #BALLAS1 at 1613.231 -1053.684 22.8984 
0173: set_actor 243@ Z_angle_to 271.724 
0085: 86@ = 243@ // (int) 
0006: 269@ = 0 
0050: gosub @LA1FIN2_15222 
02A9: set_actor 243@ immune_to_nonplayer 1 
04EB: AS_actor 243@ crouch 1 
05D3: AS_actor 243@ goto_point 1622.541 -1045.008 22.8984 mode 6 time -2 ms // versionA 
009B: destroy_actor 244@ 
009A: 244@ = create_actor_pedtype 25 model #BALLAS1 at 1612.707 -1054.2 22.8984 
0173: set_actor 244@ Z_angle_to 285.7294 
0085: 86@ = 244@ // (int) 
0006: 269@ = 1 
0050: gosub @LA1FIN2_15222 
02A9: set_actor 244@ immune_to_nonplayer 1 
04EB: AS_actor 244@ crouch 1 
05D3: AS_actor 244@ goto_point 1631.471 -1059.379 22.9623 mode 6 time -2 ms // versionA 
009B: destroy_actor 245@ 
009A: 245@ = create_actor_pedtype 25 model #BALLAS1 at 1617.219 -1057.973 22.8984 
0173: set_actor 245@ Z_angle_to 265.7294 
0085: 86@ = 245@ // (int) 
0006: 269@ = 2 
0050: gosub @LA1FIN2_15222 
02A9: set_actor 245@ immune_to_nonplayer 1 
04EB: AS_actor 245@ crouch 1 
05D3: AS_actor 245@ goto_point 1633.035 -1064.716 22.9162 mode 6 time -2 ms // versionA 
00D6: if 
0118:   actor 246@ dead 
004D: jump_if_false @LA1FIN2_11822 
009A: 246@ = create_actor_pedtype 25 model #BALLAS1 at 1670.707 -1082.179 22.9062 
0173: set_actor 246@ Z_angle_to 25.7294 
0085: 86@ = 246@ // (int) 
0006: 269@ = 3 
0050: gosub @LA1FIN2_15222 
02A9: set_actor 246@ immune_to_nonplayer 1 
04EB: AS_actor 246@ crouch 1 
05D3: AS_actor 246@ goto_point 1659.903 -1067.094 23.0077 mode 6 time -2 ms // versionA 

:LA1FIN2_11822
00D6: if 
0118:   actor 247@ dead 
004D: jump_if_false @LA1FIN2_11932 
009A: 247@ = create_actor_pedtype 25 model #BALLAS1 at 1665.267 -1090.467 22.9062 
0173: set_actor 247@ Z_angle_to 25.7294 
0085: 86@ = 247@ // (int) 
0006: 269@ = 4 
0050: gosub @LA1FIN2_15222 
02A9: set_actor 247@ immune_to_nonplayer 1 
04EB: AS_actor 247@ crouch 1 
05D3: AS_actor 247@ goto_point 1649.499 -1077.795 22.9062 mode 6 time -2 ms // versionA 

:LA1FIN2_11932
0006: 101@ = 9 
0006: 269@ = 0 
0006: 99@ = 0 

:LA1FIN2_11953
00D6: if 
001B:   6 > 269@ 
004D: jump_if_false @LA1FIN2_12012 
00D6: if 
0118:   actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_11998 
000A: 99@ += 1 

:LA1FIN2_11998
000A: 269@ += 1 
0002: jump @LA1FIN2_11953 

:LA1FIN2_12012
0051: return 

:LA1FIN2_12014
0007: 182@ = 1609.194 
0007: 183@ = 1619.722 
0007: 184@ = 1633.494 
0007: 185@ = 1656.44 
0007: 186@ = 1665.51 
0007: 187@ = 1667.756 
0007: 188@ = 1665.79 
0007: 189@ = 1654.977 
0007: 190@ = 1651.206 
0007: 191@ = 1640.057 
0007: 192@ = 1623.256 
0007: 193@ = 1662.567 
0007: 194@ = 1643.706 
0007: 195@ = 1627.394 
0007: 196@ = 1627.083 
0007: 197@ = 1634.311 
0007: 198@ = 1650.963 
0007: 199@ = 1664.305 
0007: 200@ = 1670.273 
0007: 201@ = 1625.144 
0007: 202@ = 1639.764 
0007: 203@ = 1657.49 
0007: 204@ = 1672.007 
0007: 205@ = -1047.464 
0007: 206@ = -1036.524 
0007: 207@ = -1031.437 
0007: 208@ = -1034.01 
0007: 209@ = -1043.593 
0007: 210@ = -1045.496 
0007: 211@ = -1049.248 
0007: 212@ = -1058.438 
0007: 213@ = -1068.169 
0007: 214@ = -1079.37 
0007: 215@ = -1071.975 
0007: 216@ = -1048.286 
0007: 217@ = -1046.566 
0007: 218@ = -1052.399 
0007: 219@ = -1051.446 
0007: 220@ = -1057.18 
0007: 221@ = -1067.062 
0007: 222@ = -1071.117 
0007: 223@ = -1061.623 
0007: 224@ = -1063.712 
0007: 225@ = -1066.03 
0007: 226@ = -1071.223 
0007: 227@ = -1063.609 
0006: 137@ = 0 
0006: 147@ = 5 
0006: 138@ = 6 
0006: 148@ = 10 
0006: 139@ = 11 
0006: 149@ = 13 
0006: 140@ = 14 
0006: 150@ = 18 
0006: 141@ = 19 
0006: 151@ = 22 
0006: 142@ = 5 
0006: 152@ = 0 
0006: 143@ = 10 
0006: 153@ = 6 
0006: 144@ = 13 
0006: 154@ = 11 
0006: 145@ = 18 
0006: 155@ = 14 
0006: 146@ = 22 
0006: 156@ = 19 
0006: 157@ = 1 
0006: 167@ = 9 
0006: 158@ = 0 
0006: 168@ = 7 
0006: 159@ = 6 
0006: 169@ = 4 
0006: 160@ = 5 
0006: 170@ = 2 
0006: 161@ = 2 
0006: 171@ = 5 
0006: 162@ = 6 
0006: 172@ = 3 
0006: 163@ = 8 
0006: 173@ = 5 
0006: 164@ = 5 
0006: 174@ = 9 
0006: 165@ = 0 
0006: 175@ = 6 
0006: 166@ = 7 
0006: 176@ = 0 
00A5: 48@ = create_car #SENTINEL at 1582.131 -1043.669 22.9141 
0175: set_car 48@ Z_angle_to 270.0 
01EC: make_car 48@ very_heavy 1 
04BA: set_car 48@ speed_to 20.0 
0006: 269@ = 0 

:LA1FIN2_12811
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_12845 
000A: 269@ += 1 
0002: jump @LA1FIN2_12811 

:LA1FIN2_12845
0129: 243@(269@,6i) = create_actor_pedtype 26 model #BALLAS1 in_car 48@ driverseat 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 37@ = 269@ // (int) 
0050: gosub @LA1FIN2_15222 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
000A: 269@ += 1 

:LA1FIN2_12906
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_12940 
000A: 269@ += 1 
0002: jump @LA1FIN2_12906 

:LA1FIN2_12940
01C8: 243@(269@,6i) = create_actor_pedtype 26 model #BALLAS1 in_car 48@ passenger_seat 0 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 38@ = 269@ // (int) 
0050: gosub @LA1FIN2_15222 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
000A: 269@ += 1 

:LA1FIN2_13003
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_13037 
000A: 269@ += 1 
0002: jump @LA1FIN2_13003 

:LA1FIN2_13037
01C8: 243@(269@,6i) = create_actor_pedtype 26 model #BALLAS1 in_car 48@ passenger_seat 1 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 39@ = 269@ // (int) 
0050: gosub @LA1FIN2_15222 
060B: set_actor 243@(38@,6i) decision_maker_to 104@ 
060B: set_actor 243@(39@,6i) decision_maker_to 104@ 
0006: 178@ = 1 
0006: 179@ = 1 
0051: return 

:LA1FIN2_13122
00D6: if and
8119:   not car 48@ wrecked 
8118:   not actor 243@(37@,6i) dead 
004D: jump_if_false @LA1FIN2_13796 
02E3: 276@ = car 48@ speed 
00D6: if 
0023:   0.5 > 276@ 
004D: jump_if_false @LA1FIN2_13217 
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @LA1FIN2_13217 
0006: 82@ = 1 
0085: 83@ = 32@ // (int) 
000A: 83@ += 1500 

:LA1FIN2_13217
00D6: if 
0039:   82@ == 1 
004D: jump_if_false @LA1FIN2_13341 
00D6: if 
0023:   0.5 > 276@ 
004D: jump_if_false @LA1FIN2_13334 
00D6: if 
001D:   32@ > 83@ // (int) 
004D: jump_if_false @LA1FIN2_13327 
0006: 179@ = 2 
0006: 82@ = 2 
068B: set_car 48@ all_disembark 
0006: 75@(38@,6i) = 0 
0006: 75@(39@,6i) = 0 
0006: 75@(37@,6i) = 0 

:LA1FIN2_13327
0002: jump @LA1FIN2_13341 

:LA1FIN2_13334
0006: 82@ = 0 

:LA1FIN2_13341
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @LA1FIN2_13410 
00D6: if 
01AF:   car 48@ sphere 0 in_sphere 180@ 181@ 22.0 radius 3.0 3.0 4.0 
004D: jump_if_false @LA1FIN2_13410 
0006: 179@ = 1 

:LA1FIN2_13410
00D6: if 
0039:   179@ == 1 
004D: jump_if_false @LA1FIN2_13778 
0209: 177@ = random_int_in_ranges 0 2 
00D6: if 
0039:   177@ == 0 
004D: jump_if_false @LA1FIN2_13474 
0085: 178@ = 157@(178@,10i) // (int) 
0002: jump @LA1FIN2_13486 

:LA1FIN2_13474
0085: 178@ = 167@(178@,10i) // (int) 

:LA1FIN2_13486
0085: 85@ = 137@(178@,10i) // (int) 
05D6: clear_scmpath 
00AA: store_car 48@ position_to 228@ 229@ 230@ 
00D6: if 
001D:   147@(178@,10i) > 137@(178@,10i) // (int) 
004D: jump_if_false @LA1FIN2_13630 

:LA1FIN2_13541
00D6: if 
002D:   147@(178@,10i) >= 85@ // (int) 
004D: jump_if_false @LA1FIN2_13623 
05D7: add_point_to_scmpath 182@(85@,23f) 205@(85@,23f) 22.0 
0087: 228@ = 182@(85@,23f) // (float) 
0087: 229@ = 205@(85@,23f) // (float) 
000A: 85@ += 1 
0002: jump @LA1FIN2_13541 

:LA1FIN2_13623
0002: jump @LA1FIN2_13712 

:LA1FIN2_13630
00D6: if 
002D:   85@ >= 147@(178@,10i) // (int) 
004D: jump_if_false @LA1FIN2_13712 
05D7: add_point_to_scmpath 182@(85@,23f) 205@(85@,23f) 22.0 
0087: 228@ = 182@(85@,23f) // (float) 
0087: 229@ = 205@(85@,23f) // (float) 
000E: 85@ -= 1 
0002: jump @LA1FIN2_13630 

:LA1FIN2_13712
07E7: AS_assign_scmpath_to_actor 243@(37@,6i) in_car 48@ speed 20.0 flags 2 0 2 
0006: 179@ = 0 
0085: 85@ = 147@(178@,10i) // (int) 
0087: 180@ = 182@(85@,23f) // (float) 
0087: 181@ = 205@(85@,23f) // (float) 

:LA1FIN2_13778
00D6: if 
0039:   179@ == 2 
004D: jump_if_false @LA1FIN2_13796 

:LA1FIN2_13796
0051: return 

:LA1FIN2_13798
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @LA1FIN2_14178 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1650.645 -1059.435 25.4852 radius 250.0 250.0 70.0 
004D: jump_if_false @LA1FIN2_14178 
0006: 255@ = 1 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 0 
07E5: copy_decision_maker 65539 to 231@ 
07E5: copy_decision_maker 65539 to 232@ 
0708: reset_decision_maker 231@ event 15 
0708: reset_decision_maker 231@ event 49 
0708: reset_decision_maker 231@ event 9 
0708: reset_decision_maker 231@ event 36 
0708: reset_decision_maker 231@ event 65 
0708: reset_decision_maker 231@ event 11 
0708: reset_decision_maker 232@ event 15 
0708: reset_decision_maker 232@ event 49 
0708: reset_decision_maker 232@ event 9 
0708: reset_decision_maker 232@ event 36 
0708: reset_decision_maker 232@ event 31 
0708: reset_decision_maker 232@ event 11 
0708: reset_decision_maker 232@ event 41 
0709: set_decision_maker 231@ on_event 15 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 231@ on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 231@ on_event 9 taskID 1000 respect 0.0 hate 75.0 like 0.0 dislike 75.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 231@ on_event 9 taskID 415 respect 0.0 hate 25.0 like 0.0 dislike 25.0 in_car 1 on_foot 1 // see *.ped files 
0247: load_model #SABRE 
0247: load_model #SENTINEL 
0247: load_model #FAM1 
0247: load_model #BALLAS1 
0247: load_model #MP5LNG 
023C: load_special_actor 'SWEET' as 1 // models 290-299 

:LA1FIN2_14178
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @LA1FIN2_15220 
00D6: if and
0248:   model #SABRE available 
0248:   model #FAM1 available 
0248:   model #BALLAS1 available 
0248:   model #MP5LNG available 
0248:   model #SENTINEL available 
004D: jump_if_false @LA1FIN2_15220 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1650.645 -1059.435 25.4852 radius 150.0 150.0 70.0 
023D:   special_actor 1 loaded 
004D: jump_if_false @LA1FIN2_15220 
00A5: 235@ = create_car #SENTINEL at 1649.555 -1055.767 22.8984 
00A5: 236@ = create_car #SENTINEL at 1644.42 -1057.843 22.9062 
00A5: 237@ = create_car #SENTINEL at 1643.845 -1051.736 22.9219 
00A5: 233@ = create_car #SABRE at 1640.603 -1071.537 22.9141 
00A5: 234@ = create_car #SABRE at 1660.943 -1059.201 22.9141 
0175: set_car 235@ Z_angle_to 329.5791 
0175: set_car 236@ Z_angle_to 227.8 
0175: set_car 237@ Z_angle_to 149.9008 
0175: set_car 233@ Z_angle_to 61.7966 
0175: set_car 234@ Z_angle_to 148.6633 
03AB: set_car 235@ strong 1 
03AB: set_car 236@ strong 1 
03AB: set_car 237@ strong 1 
03AB: set_car 233@ strong 1 
03AB: set_car 234@ strong 1 
0657: car 233@ open_door 3 
0657: car 234@ open_door 3 
0657: car 234@ open_door 2 
009A: 238@ = create_actor_pedtype 24 model #SPECIAL01 at 1648.556 -1054.473 22.8984 
009A: 239@ = create_actor_pedtype 24 model #FAM1 at 1648.556 -1054.473 22.8984 
009A: 240@ = create_actor_pedtype 24 model #FAM1 at 1646.474 -1057.642 22.8984 
009A: 241@ = create_actor_pedtype 24 model #FAM1 at 1644.61 -1053.395 22.8984 
009A: 243@ = create_actor_pedtype 25 model #BALLAS1 at 1622.276 -1044.679 22.8984 
0085: 86@ = 243@ // (int) 
0006: 269@ = 0 
0050: gosub @LA1FIN2_15222 
009A: 244@ = create_actor_pedtype 25 model #BALLAS1 at 1631.523 -1060.417 23.011 
0085: 86@ = 244@ // (int) 
0006: 269@ = 1 
0050: gosub @LA1FIN2_15222 
009A: 245@ = create_actor_pedtype 25 model #BALLAS1 at 1638.76 -1072.36 22.8984 
0085: 86@ = 245@ // (int) 
0006: 269@ = 2 
0050: gosub @LA1FIN2_15222 
009A: 246@ = create_actor_pedtype 25 model #BALLAS1 at 1649.349 -1077.868 22.9062 
0085: 86@ = 246@ // (int) 
0006: 269@ = 3 
0050: gosub @LA1FIN2_15222 
009A: 247@ = create_actor_pedtype 25 model #BALLAS1 at 1663.619 -1058.419 22.8984 
0085: 86@ = 247@ // (int) 
0006: 269@ = 4 
0050: gosub @LA1FIN2_15222 
008B: 242@ = $PLAYER_ACTOR // (int) 
0173: set_actor 238@ Z_angle_to 216.2367 
0173: set_actor 239@ Z_angle_to 149.4687 
0173: set_actor 240@ Z_angle_to 100.9368 
0173: set_actor 241@ Z_angle_to 270.9368 
02E2: set_actor 238@ weapon_accuracy_to 40 
02E2: set_actor 239@ weapon_accuracy_to 40 
02E2: set_actor 240@ weapon_accuracy_to 40 
02E2: set_actor 241@ weapon_accuracy_to 40 
0568: set_actor 238@ untargetable 1 
0568: set_actor 239@ untargetable 1 
0568: set_actor 240@ untargetable 1 
0568: set_actor 241@ untargetable 1 
060F: set_actor 238@ melee_accuracy_to 60.0 
060F: set_actor 239@ melee_accuracy_to 60.0 
060F: set_actor 240@ melee_accuracy_to 60.0 
060F: set_actor 241@ melee_accuracy_to 60.0 
0816: set_actor 238@ dont_chase_victim 1 
0816: set_actor 239@ dont_chase_victim 1 
0816: set_actor 240@ dont_chase_victim 1 
0816: set_actor 241@ dont_chase_victim 1 
060B: set_actor 238@ decision_maker_to 231@ 
060B: set_actor 239@ decision_maker_to 231@ 
060B: set_actor 240@ decision_maker_to 231@ 
060B: set_actor 241@ decision_maker_to 231@ 
0446: set_actor 238@ dismemberment_possible 0 
0446: set_actor 239@ dismemberment_possible 0 
0446: set_actor 240@ dismemberment_possible 0 
0446: set_actor 241@ dismemberment_possible 0 
01B2: give_actor 238@ weapon 29 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 239@ weapon 29 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 240@ weapon 29 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 241@ weapon 29 ammo 99999 // Load the weapon model before using this 
0223: set_actor 238@ health_to 100 
0223: set_actor 239@ health_to 100 
0223: set_actor 240@ health_to 100 
0223: set_actor 241@ health_to 100 
08AF: set_actor 238@ max_health_to 100 
08AF: set_actor 239@ max_health_to 100 
08AF: set_actor 240@ max_health_to 100 
08AF: set_actor 241@ max_health_to 100 
02A9: set_actor 238@ immune_to_nonplayer 1 
0209: 269@ = random_int_in_ranges 0 5 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
0209: 269@ = random_int_in_ranges 0 5 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
0006: 255@ = 2 

:LA1FIN2_15220
0051: return 

:LA1FIN2_15222
02E2: set_actor 86@ weapon_accuracy_to 40 
0816: set_actor 86@ dont_chase_victim 1 
060B: set_actor 86@ decision_maker_to 232@ 
01B2: give_actor 86@ weapon 29 ammo 99999 // Load the weapon model before using this 
0006: 249@(269@,6i) = 0 
0006: 88@(269@,6i) = 0 
0164: disable_marker 51@(269@,6i) 
00D6: if 
0019:   100@ > 3 
004D: jump_if_false @LA1FIN2_15321 
0187: 51@(269@,6i) = create_marker_above_actor 243@(269@,6i) 

:LA1FIN2_15321
0051: return 

:LA1FIN2_15323
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @LA1FIN2_16312 
000A: 266@ += 1 
00D6: if 
0019:   266@ > 5 
004D: jump_if_false @LA1FIN2_15373 
0006: 266@ = 0 

:LA1FIN2_15373
00D6: if 
8118:   not actor 243@(266@,6i) dead 
004D: jump_if_false @LA1FIN2_15867 
00D6: if 
8039:   not  75@(266@,6i) == 1 
004D: jump_if_false @LA1FIN2_15860 
00D6: if 
80DF:   not actor 243@(266@,6i) driving 
004D: jump_if_false @LA1FIN2_15860 
062E: get_actor 243@(266@,6i) task 1491 status_store_to 269@ // ret 7 if not found 
00D6: if 
04A4:   269@ == 7 // == constant 
004D: jump_if_false @LA1FIN2_15860 
00D6: if 
0039:   249@(266@,6i) == 0 
004D: jump_if_false @LA1FIN2_15586 
00D6: if 
00FE:   actor 243@(266@,6i) sphere 0 in_sphere 1646.777 -1054.257 24.8043 radius 15.0 15.0 15.0 
004D: jump_if_false @LA1FIN2_15586 
04EB: AS_actor 243@(266@,6i) crouch 1 
0350: set_actor 243@(266@,6i) maintain_position_when_attacked 1 
0816: set_actor 243@(266@,6i) dont_chase_victim 0 
0006: 249@(266@,6i) = 1 

:LA1FIN2_15586
00A0: store_actor 243@(266@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0006: 267@ = 0 
0007: 274@ = 40.0 

:LA1FIN2_15621
00D6: if 
001B:   5 > 267@ 
004D: jump_if_false @LA1FIN2_15747 
00D6: if 
8118:   not actor 238@(267@,5i) dead 
004D: jump_if_false @LA1FIN2_15733 
00A0: store_actor 238@(267@,5i) position_to 270@ 271@ 272@ 
0509: 273@ = distance_between_XY 270@ 271@ and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
00D6: if 
0025:   274@ > 273@ // (float) 
004D: jump_if_false @LA1FIN2_15733 
0087: 274@ = 273@ // (float) 
0085: 268@ = 238@(267@,5i) // (int) 

:LA1FIN2_15733
000A: 267@ += 1 
0002: jump @LA1FIN2_15621 

:LA1FIN2_15747
00D6: if 
803B:   not  268@ == 259@(266@,6i) // (int) 
004D: jump_if_false @LA1FIN2_15791 
0687: clear_actor 243@(266@,6i) task 
0085: 259@(266@,6i) = 268@ // (int) 

:LA1FIN2_15791
062E: get_actor 243@(266@,6i) task 1506 status_store_to 269@ // ret 7 if not found 
00D6: if 
04A4:   269@ == 7 // == constant 
004D: jump_if_false @LA1FIN2_15860 
00D6: if 
8118:   not actor 259@(266@,6i) dead 
004D: jump_if_false @LA1FIN2_15860 
05E2: AS_actor 243@(266@,6i) kill_actor 259@(266@,6i) 

:LA1FIN2_15860
0002: jump @LA1FIN2_15936 

:LA1FIN2_15867
00D6: if 
0039:   88@(266@,6i) == 0 
004D: jump_if_false @LA1FIN2_15936 
01C2: remove_references_to_actor 243@(266@,6i) // Like turning an actor into a random pedestrian 
000A: 99@ += 1 
0006: 88@(266@,6i) = 1 
0006: 75@(266@,6i) = 0 
0164: disable_marker 51@(266@,6i) 

:LA1FIN2_15936
000A: 265@ += 1 
00D6: if 
0019:   265@ > 3 
004D: jump_if_false @LA1FIN2_15968 
0006: 265@ = 0 

:LA1FIN2_15968
00D6: if 
8118:   not actor 238@(265@,5i) dead 
004D: jump_if_false @LA1FIN2_16312 
00D6: if 
0039:   57@(265@,5i) == 0 
004D: jump_if_false @LA1FIN2_16215 
00D6: if 
80FE:   not actor 238@(265@,5i) sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 5.0 5.0 5.0 
004D: jump_if_false @LA1FIN2_16208 
062E: get_actor 238@(265@,5i) task 1491 status_store_to 269@ // ret 7 if not found 
00D6: if 
04A4:   269@ == 7 // == constant 
004D: jump_if_false @LA1FIN2_16208 
060B: set_actor 238@(265@,5i) decision_maker_to 103@ 
0208: 276@ = random_float_in_ranges -1.5 1.5 
0005: $TEMPVAR_FLOAT_1 = 1647.249 
005F: $TEMPVAR_FLOAT_1 += 276@ // (float) 
0208: 276@ = random_float_in_ranges -1.5 1.5 
0005: $TEMPVAR_FLOAT_2 = -1053.482 
005F: $TEMPVAR_FLOAT_2 += 276@ // (float) 
05D3: AS_actor 238@(265@,5i) goto_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 23.8804 mode 6 time -1 ms // versionA 
0006: 57@(265@,5i) = 1 

:LA1FIN2_16208
0002: jump @LA1FIN2_16312 

:LA1FIN2_16215
062E: get_actor 238@(265@,5i) task 1491 status_store_to 269@ // ret 7 if not found 
00D6: if or
04A4:   269@ == 7 // == constant 
00FE:   actor 238@(265@,5i) sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 3.0 3.0 3.0 
004D: jump_if_false @LA1FIN2_16312 
0006: 57@(265@,5i) = 0 
060B: set_actor 238@(265@,5i) decision_maker_to 231@ 

:LA1FIN2_16312
0051: return 

:LA1FIN2_16314
00D6: if 
001B:   26 > 281@(85@,5i) 
004D: jump_if_false @LA1FIN2_16547 
00D6: if 
8119:   not car 280@ wrecked 
004D: jump_if_false @LA1FIN2_16547 
00D6: if 
0039:   68@(85@,5i) == 0 
004D: jump_if_false @LA1FIN2_16547 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 280@ 
004D: jump_if_false @LA1FIN2_16521 
0227: 106@(85@,5i) = car 280@ health 
00D6: if 
8185:   not car 280@ health >= 550 
004D: jump_if_false @LA1FIN2_16514 
0085: 279@ = 281@(85@,5i) // (int) 
00D6: if 
0029:   281@(85@,5i) >= 25 
004D: jump_if_false @LA1FIN2_16488 
0224: set_car 280@ health_to 350 
02AC: set_car 280@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0002: jump @LA1FIN2_16496 

:LA1FIN2_16488
0224: set_car 280@ health_to 900 

:LA1FIN2_16496
0050: gosub @LA1FIN2_16549 
000A: 281@(85@,5i) += 1 

:LA1FIN2_16514
0002: jump @LA1FIN2_16547 

:LA1FIN2_16521
0006: 68@(85@,5i) = 1 
02AC: set_car 280@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:LA1FIN2_16547
0051: return 

:LA1FIN2_16549
0871: init_jump_table 279@ total_jumps 26 default_jump 0 @LA1FIN2_17181 jumps 0 @LA1FIN2_16807 1 @LA1FIN2_16821 2 @LA1FIN2_16835 3 @LA1FIN2_16849 4 @LA1FIN2_16863 5 @LA1FIN2_16877 6 @LA1FIN2_16891 
0872: jump_table_jumps 7 @LA1FIN2_16905 8 @LA1FIN2_16919 9 @LA1FIN2_16933 10 @LA1FIN2_16947 11 @LA1FIN2_16961 12 @LA1FIN2_16975 13 @LA1FIN2_16989 14 @LA1FIN2_17003 15 @LA1FIN2_17017 
0872: jump_table_jumps 16 @LA1FIN2_17031 17 @LA1FIN2_17047 18 @LA1FIN2_17061 19 @LA1FIN2_17077 20 @LA1FIN2_17093 21 @LA1FIN2_17107 22 @LA1FIN2_17123 23 @LA1FIN2_17137 24 @LA1FIN2_17151 
0872: jump_table_jumps 25 @LA1FIN2_17165 -1 @LA1FIN2_17181 -1 @LA1FIN2_17181 -1 @LA1FIN2_17181 -1 @LA1FIN2_17181 -1 @LA1FIN2_17181 -1 @LA1FIN2_17181 -1 @LA1FIN2_17181 -1 @LA1FIN2_17181 

:LA1FIN2_16807
073C: car 280@ damage_componentB 0 
0002: jump @LA1FIN2_17181 

:LA1FIN2_16821
0730: car 280@ damage_door 1 
0002: jump @LA1FIN2_17181 

:LA1FIN2_16835
073C: car 280@ damage_componentB 3 
0002: jump @LA1FIN2_17181 

:LA1FIN2_16849
073C: car 280@ damage_componentB 3 
0002: jump @LA1FIN2_17181 

:LA1FIN2_16863
073C: car 280@ damage_componentB 5 
0002: jump @LA1FIN2_17181 

:LA1FIN2_16877
04FE: deflate_tire 2 on_car 280@ 
0002: jump @LA1FIN2_17181 

:LA1FIN2_16891
0730: car 280@ damage_door 5 
0002: jump @LA1FIN2_17181 

:LA1FIN2_16905
073C: car 280@ damage_componentB 5 
0002: jump @LA1FIN2_17181 

:LA1FIN2_16919
0730: car 280@ damage_door 1 
0002: jump @LA1FIN2_17181 

:LA1FIN2_16933
073C: car 280@ damage_componentB 1 
0002: jump @LA1FIN2_17181 

:LA1FIN2_16947
04FE: deflate_tire 3 on_car 280@ 
0002: jump @LA1FIN2_17181 

:LA1FIN2_16961
0730: car 280@ damage_door 6 
0002: jump @LA1FIN2_17181 

:LA1FIN2_16975
073C: car 280@ damage_componentB 5 
0002: jump @LA1FIN2_17181 

:LA1FIN2_16989
073C: car 280@ damage_componentB 0 
0002: jump @LA1FIN2_17181 

:LA1FIN2_17003
073C: car 280@ damage_componentB 5 
0002: jump @LA1FIN2_17181 

:LA1FIN2_17017
0730: car 280@ damage_door 1 
0002: jump @LA1FIN2_17181 

:LA1FIN2_17031
0689: set_car 280@ remove_door 1 removed_door_visible 1 
0002: jump @LA1FIN2_17181 

:LA1FIN2_17047
073C: car 280@ damage_componentB 3 
0002: jump @LA1FIN2_17181 

:LA1FIN2_17061
0689: set_car 280@ remove_door 0 removed_door_visible 1 
0002: jump @LA1FIN2_17181 

:LA1FIN2_17077
0689: set_car 280@ remove_door 3 removed_door_visible 1 
0002: jump @LA1FIN2_17181 

:LA1FIN2_17093
0730: car 280@ damage_door 5 
0002: jump @LA1FIN2_17181 

:LA1FIN2_17107
0689: set_car 280@ remove_door 0 removed_door_visible 1 
0002: jump @LA1FIN2_17181 

:LA1FIN2_17123
073C: car 280@ damage_componentB 3 
0002: jump @LA1FIN2_17181 

:LA1FIN2_17137
073C: car 280@ damage_componentB 3 
0002: jump @LA1FIN2_17181 

:LA1FIN2_17151
073C: car 280@ damage_componentB 5 
0002: jump @LA1FIN2_17181 

:LA1FIN2_17165
0689: set_car 280@ remove_door 5 removed_door_visible 1 
0002: jump @LA1FIN2_17181 

:LA1FIN2_17181
0051: return 

:LA1FIN2_17183
00D6: if 
8039:   not  286@ == 0 
004D: jump_if_false @LA1FIN2_17401 
00D6: if 
0039:   287@ == 0 
004D: jump_if_false @LA1FIN2_17261 
0006: 287@ = 1 
0085: 288@ = 32@ // (int) 
0006: 289@ = 0 
0085: 490@ = 288@ // (int) 
005A: 490@ += 290@(289@,10i) // (int) 

:LA1FIN2_17261
00D6: if 
0039:   287@ == 1 
004D: jump_if_false @LA1FIN2_17401 
00D6: if 
001D:   32@ > 490@ // (int) 
004D: jump_if_false @LA1FIN2_17401 
00D6: if 
0039:   437@ == 0 
004D: jump_if_false @LA1FIN2_17401 
0085: 437@ = 300@(289@,10i) // (int) 
000A: 289@ += 1 
000E: 310@ -= 1 
00D6: if 
0039:   310@ == 0 
004D: jump_if_false @LA1FIN2_17381 
0006: 286@ = 0 
0006: 287@ = 0 
0002: jump @LA1FIN2_17401 

:LA1FIN2_17381
0085: 490@ = 288@ // (int) 
005A: 490@ += 290@(289@,10i) // (int) 

:LA1FIN2_17401
0871: init_jump_table 436@ total_jumps 6 default_jump 0 @LA1FIN2_19505 jumps 0 @LA1FIN2_17464 1 @LA1FIN2_18403 2 @LA1FIN2_19160 3 @LA1FIN2_19252 4 @LA1FIN2_19310 5 @LA1FIN2_19424 -1 @LA1FIN2_19505 

:LA1FIN2_17464
00D6: if 
0039:   436@ == 1 
004D: jump_if_false @LA1FIN2_17532 
009A: 488@ = create_actor_pedtype 8 model #SPECIAL01 at 2752.341 -1948.867 16.3125 
009A: 492@ = create_actor_pedtype 8 model #SPECIAL01 at 2752.341 -1948.867 16.3125 

:LA1FIN2_17532
05AA: 313@s = 'FIN2_BA' // @s = 'short'  // ~z~Eh, Sweet man, you alright? You been hit!
04AF: 392@ = 16006 // = constant 
05AA: 315@s = 'FIN2_BB' // @s = 'short'  // ~z~CJ... Where you been?
04AF: 393@ = 16007 // = constant 
05AA: 317@s = 'FIN2_BC' // @s = 'short'  // ~z~Cesar called, showed me some shit.
04AF: 394@ = 16008 // = constant 
05AA: 319@s = 'FIN2_BD' // @s = 'short'  // ~z~It's Smoke, and he in deep with Tenpenny and some Ballas!
04AF: 395@ = 16009 // = constant 
05AA: 321@s = 'FIN2_BE' // @s = 'short'  // ~z~He sold us out!
04AF: 396@ = 16010 // = constant 
05AA: 323@s = 'FIN2_BF' // @s = 'short'  // ~z~It doesn't matter, man - you gotta get out of here. The cops gonna arrive any second.
04AF: 397@ = 16011 // = constant 
05AA: 325@s = 'FIN2_BG' // @s = 'short'  // ~z~Nah man, I ain't runnin' out on my brother!
04AF: 398@ = 16012 // = constant 
05AA: 327@s = 'FIN2_BH' // @s = 'short'  // ~z~Yo, Ballas! I'm taking you motherfuckers, you hear me?
04AF: 399@ = 16013 // = constant 
05AA: 329@s = 'FIN2_BJ' // @s = 'short'  // ~z~I'M TAKING YOU ALL DOWN!
04AF: 400@ = 16014 // = constant 
05AA: 331@s = 'FIN2_AA' // @s = 'short'  // ~z~I gotta warn Sweet!
04AF: 401@ = 16000 // = constant 
05AA: 333@s = 'FIN2_AB' // @s = 'short'  // ~z~(Dialing tone)
04AF: 402@ = 16001 // = constant 
05AA: 335@s = 'FIN2_AB' // @s = 'short'  // ~z~(Dialing tone)
04AF: 403@ = 16001 // = constant 
05AA: 337@s = 'FIN2_AC' // @s = 'short'  // ~z~Dammit, Sweet, pickup! Pickup!
04AF: 404@ = 16002 // = constant 
05AA: 339@s = 'FIN2_AD' // @s = 'short'  // ~z~(Dialing tone)
04AF: 405@ = 16003 // = constant 
05AA: 341@s = 'FIN2_AE' // @s = 'short'  // ~z~Hey, what's up? You called me but I ain't pickin' up, so leave a message after the...
04AF: 406@ = 16004 // = constant 
05AA: 343@s = 'FIN2_AF' // @s = 'short'  // ~z~Shit! Shit! Shit!
04AF: 407@ = 16005 // = constant 
04AF: 408@ = 23000 // = constant 
04AF: 409@ = 23000 // = constant 
05AA: 349@s = 'MCES03A' // @s = 'short'  // ~z~Eh
04AF: 410@ = 25227 // = constant 
05AA: 351@s = 'MCES03B' // @s = 'short'  // ~z~Hey, CJ, it's Cesar, man.
04AF: 411@ = 25228 // = constant 
05AA: 353@s = 'MCES03C' // @s = 'short'  // ~z~I'm kinda busy now, something big going down.
04AF: 412@ = 25229 // = constant 
05AA: 355@s = 'MCES03D' // @s = 'short'  // ~z~Ese, I got to see you, holmes, tell you something.
04AF: 413@ = 25230 // = constant 
05AA: 357@s = 'MCES03E' // @s = 'short'  // ~z~Look, if it's about Kendl, don't worry, we cool, a'right?
04AF: 414@ = 25231 // = constant 
05AA: 359@s = 'MCES03F' // @s = 'short'  // ~z~No. CJ you gotta come and see something.
04AF: 415@ = 25232 // = constant 
05AA: 361@s = 'MCES03G' // @s = 'short'  // ~z~Something important, eh.
04AF: 416@ = 25233 // = constant 
05AA: 363@s = 'MCES03H' // @s = 'short'  // ~z~Well it's gonna have to wait...
04AF: 417@ = 25234 // = constant 
05AA: 365@s = 'MCES03J' // @s = 'short'  // ~z~This can't wait, holmes. If I tell you, you won't believe it, ese, I swear.
04AF: 418@ = 25235 // = constant 
05AA: 367@s = 'MCES03L' // @s = 'short'  // ~z~Ahh, OK, I got about five, so it better be good, where you at?
04AF: 419@ = 25237 // = constant 
05AA: 369@s = 'MCES03M' // @s = 'short'  // ~z~I'm under the freeway northside of Verdant Bluffs.
04AF: 420@ = 25238 // = constant 
0006: 440@ = 1 
0006: 441@ = 1 
0006: 442@ = 1 
0006: 443@ = 1 
0006: 444@ = 1 
0006: 445@ = 1 
0006: 446@ = 1 
0006: 447@ = 1 
0006: 448@ = 1 
0006: 449@ = 0 
0006: 450@ = 0 
0006: 451@ = 0 
0006: 452@ = 0 
0006: 453@ = 0 
0006: 454@ = 0 
0006: 455@ = 0 
0006: 456@ = 0 
0006: 457@ = 0 
0006: 458@ = 0 
0006: 459@ = 0 
0006: 460@ = 0 
0006: 461@ = 0 
0006: 462@ = 0 
0006: 463@ = 0 
0006: 464@ = 0 
0006: 465@ = 0 
0006: 466@ = 0 
0006: 467@ = 0 
0006: 468@ = 0 
008B: 480@ = $PLAYER_ACTOR // (int) 
0085: 481@ = 238@ // (int) 
0006: 436@ = 1 
03CF: load_wav 392@ as 1 
03CF: load_wav 393@ as 2 
0006: 432@ = 1 
0006: 433@ = 2 
0002: jump @LA1FIN2_19505 

:LA1FIN2_18403
00D6: if 
8039:   not  437@ == 0 
004D: jump_if_false @LA1FIN2_19153 
00D6: if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
004D: jump_if_false @LA1FIN2_19153 
00D6: if 
003B:   432@ == 437@ // (int) 
004D: jump_if_false @LA1FIN2_18473 
0006: 434@ = 1 
0002: jump @LA1FIN2_18536 

:LA1FIN2_18473
00D6: if 
003B:   433@ == 437@ // (int) 
004D: jump_if_false @LA1FIN2_18506 
0006: 434@ = 2 
0002: jump @LA1FIN2_18536 

:LA1FIN2_18506
0006: 434@ = 1 
0085: 432@ = 437@ // (int) 
040D: unload_wav 1 
03CF: load_wav 391@(437@,40i) as 1 

:LA1FIN2_18536
00D6: if 
03D0:   wav 434@ loaded 
004D: jump_if_false @LA1FIN2_19141 
0085: 487@ = 439@(437@,40i) // (int) 
0085: 488@ = 479@(487@,7i) // (int) 
00D6: if 
8039:   not  494@ == 1 
004D: jump_if_false @LA1FIN2_18764 
0006: 491@ = 1 
0006: 493@ = 0 

:LA1FIN2_18608
00D6: if 
001B:   7 > 491@ 
004D: jump_if_false @LA1FIN2_18764 
0085: 492@ = 479@(491@,7i) // (int) 
00D6: if 
8039:   not  492@ == 0 
004D: jump_if_false @LA1FIN2_18750 
00D6: if 
803B:   not  492@ == 488@ // (int) 
004D: jump_if_false @LA1FIN2_18750 
00D6: if 
8118:   not actor 488@ dead 
004D: jump_if_false @LA1FIN2_18750 
00D6: if 
8118:   not actor 492@ dead 
004D: jump_if_false @LA1FIN2_18750 
00D6: if 
0104:   actor 488@ near_actor 492@ radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @LA1FIN2_18750 
000A: 493@ += 1 

:LA1FIN2_18750
000A: 491@ += 1 
0002: jump @LA1FIN2_18608 

:LA1FIN2_18764
00D6: if or
0039:   494@ == 1 
0019:   493@ > 0 
0039:   439@(437@,40i) == 0 
004D: jump_if_false @LA1FIN2_19134 
00D6: if 
8039:   not  439@(437@,40i) == 0 
004D: jump_if_false @LA1FIN2_18891 
00D6: if 
8118:   not actor 488@ dead 
004D: jump_if_false @LA1FIN2_18891 
0949: link_wav 434@ to_actor 488@ 
00D6: if 
894D:   not actor 488@ mutally_active 
004D: jump_if_false @LA1FIN2_18884 
0006: 486@ = 1 
0967: actor 488@ move_mouth 15000 ms 
0002: jump @LA1FIN2_18891 

:LA1FIN2_18884
094E: set_actor 488@ mute_pain_audio 0 

:LA1FIN2_18891
00D6: if 
0039:   439@(437@,40i) == 0 
004D: jump_if_false @LA1FIN2_18920 
0006: 486@ = 1 

:LA1FIN2_18920
00D6: if 
0039:   486@ == 1 
004D: jump_if_false @LA1FIN2_19134 
03D1: play_wav 434@ 
00BE: text_clear_all 
00D6: if 
84A4:   not  391@(437@,40i) == 23000 // == constant 
004D: jump_if_false @LA1FIN2_18982 
00BB: show_text_lowpriority GXT 311@(437@,40s) time 10000 flag 1 

:LA1FIN2_18982
000A: 436@ += 1 
0006: 486@ = 0 
000A: 437@ += 1 
0085: 435@ = 437@ // (int) 
00D6: if 
8039:   not  391@(437@,40i) == 0 
004D: jump_if_false @LA1FIN2_19134 
00D6: if 
0039:   434@ == 1 
004D: jump_if_false @LA1FIN2_19096 
00D6: if 
803B:   not  433@ == 437@ // (int) 
004D: jump_if_false @LA1FIN2_19089 
03CF: load_wav 391@(437@,40i) as 2 
0085: 433@ = 437@ // (int) 

:LA1FIN2_19089
0002: jump @LA1FIN2_19134 

:LA1FIN2_19096
00D6: if 
803B:   not  432@ == 437@ // (int) 
004D: jump_if_false @LA1FIN2_19134 
03CF: load_wav 391@(437@,40i) as 1 
0085: 432@ = 437@ // (int) 

:LA1FIN2_19134
0002: jump @LA1FIN2_19153 

:LA1FIN2_19141
03CF: load_wav 391@(437@,40i) as 434@ 

:LA1FIN2_19153
0002: jump @LA1FIN2_19505 

:LA1FIN2_19160
00D6: if 
03D2:   wav 434@ ended 
004D: jump_if_false @LA1FIN2_19190 
000A: 436@ += 1 
0002: jump @LA1FIN2_19245 

:LA1FIN2_19190
00D6: if 
056D:   actor 488@ defined 
004D: jump_if_false @LA1FIN2_19229 
00D6: if 
0118:   actor 488@ dead 
004D: jump_if_false @LA1FIN2_19229 
000A: 436@ += 1 

:LA1FIN2_19229
00D6: if 
8118:   not actor 488@ dead 
004D: jump_if_false @LA1FIN2_19245 

:LA1FIN2_19245
0002: jump @LA1FIN2_19505 

:LA1FIN2_19252
040D: unload_wav 434@ 
0006: 431@(434@,3i) = 0 
00BE: text_clear_all 
00D6: if 
8118:   not actor 488@ dead 
004D: jump_if_false @LA1FIN2_19296 
0968: actor 488@ stop_mouth 
094F: enable_actor 488@ pain_audio 

:LA1FIN2_19296
000A: 436@ += 1 
0002: jump @LA1FIN2_19505 

:LA1FIN2_19310
000A: 437@ += 1 
00D6: if 
8039:   not  391@(437@,40i) == 0 
004D: jump_if_false @LA1FIN2_19363 
03CF: load_wav 391@(437@,40i) as 434@ 
0085: 431@(434@,3i) = 437@ // (int) 

:LA1FIN2_19363
000E: 438@ -= 1 
00D6: if 
8019:   not  438@ > 0 
004D: jump_if_false @LA1FIN2_19402 
0006: 437@ = 0 
0002: jump @LA1FIN2_19410 

:LA1FIN2_19402
0085: 437@ = 435@ // (int) 

:LA1FIN2_19410
0006: 436@ = 1 
0002: jump @LA1FIN2_19505 

:LA1FIN2_19424
0006: 436@ = 1 
0006: 437@ = 0 
0006: 438@ = 0 
0006: 286@ = 0 
0006: 310@ = 0 
040D: unload_wav 434@ 
0006: 431@(434@,3i) = 0 
00BE: text_clear_all 
00D6: if 
8118:   not actor 488@ dead 
004D: jump_if_false @LA1FIN2_19498 
094F: enable_actor 488@ pain_audio 

:LA1FIN2_19498
0002: jump @LA1FIN2_19505 

:LA1FIN2_19505
0051: return 

:LA1FIN2_19507
00BA: show_text_styled GXT 'M_FAIL' time 50 style 1  // ~r~MISSION FAILED!
0051: return 

:LA1FIN2_19524
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @LA1FIN2_19567 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2007.5 -2542.4 35.7 
0002: jump @LA1FIN2_19597 

:LA1FIN2_19567
00A1: put_actor $PLAYER_ACTOR at -2007.5 -2542.4 35.7 
0173: set_actor $PLAYER_ACTOR Z_angle_to 80.0 

:LA1FIN2_19597
00A6: destroy_car 47@ 
00A6: destroy_car 122@ 
00A6: destroy_car 123@ 
00A6: destroy_car 124@ 
00A6: destroy_car 48@ 
00A6: destroy_car 235@ 
00A6: destroy_car 236@ 
00A6: destroy_car 237@ 
00A6: destroy_car 233@ 
00A6: destroy_car 234@ 
009B: destroy_actor 243@ 
009B: destroy_actor 244@ 
009B: destroy_actor 245@ 
009B: destroy_actor 246@ 
009B: destroy_actor 247@ 
009B: destroy_actor 248@ 
009B: destroy_actor 125@ 
009B: destroy_actor 126@ 
009B: destroy_actor 127@ 
009B: destroy_actor 238@ 
009B: destroy_actor 239@ 
009B: destroy_actor 240@ 
009B: destroy_actor 241@ 
0249: release_model #BRAVURA 
0249: release_model #SABRE 
0249: release_model #FAM1 
0249: release_model #BALLAS1 
0249: release_model #MP5LNG 
0249: release_model #SENTINEL 
0249: release_model #PONY 
04EF: release_animation "SWEET" 
0296: unload_special_actor 1 
065C: release_decision_maker 103@ 
065C: release_decision_maker 104@ 
0110: clear_player $PLAYER_CHAR wanted_level 
02E4: load_cutscene_data 'BCRAS1' 
00A1: put_actor $PLAYER_ACTOR at -2011.438 -2501.287 34.0624 
01B4: set_player $PLAYER_CHAR can_move 0 
03CB: set_rendering_origin_at -2011.438 -2501.287 34.0624 
0395: clear_area 1 at -2011.438 -2501.287 34.0624 radius 100.0 
03E6: remove_text_box 
048F: actor $PLAYER_ACTOR remove_weapons 
054C: use_GXT_table 'BCRASH1' 

:LA1FIN2_19877
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @LA1FIN2_19901 
0001: wait 0 ms 
0002: jump @LA1FIN2_19877 

:LA1FIN2_19901
0001: wait 1000 ms 
02E7: start_cutscene 
016A: fade 1 time 1000 

:LA1FIN2_19915
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @LA1FIN2_19939 
0001: wait 0 ms 
0002: jump @LA1FIN2_19915 

:LA1FIN2_19939
016A: fade 0 time 0 

:LA1FIN2_19945
00D6: if 
016B:   fading 
004D: jump_if_false @LA1FIN2_19969 
0001: wait 0 ms 
0002: jump @LA1FIN2_19945 

:LA1FIN2_19969
02EA: end_cutscene 
02E4: load_cutscene_data 'BCRAS2' 

:LA1FIN2_19982
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @LA1FIN2_20006 
0001: wait 0 ms 
0002: jump @LA1FIN2_19982 

:LA1FIN2_20006
02E7: start_cutscene 
016A: fade 1 time 1000 

:LA1FIN2_20015
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @LA1FIN2_20039 
0001: wait 0 ms 
0002: jump @LA1FIN2_20015 

:LA1FIN2_20039
016A: fade 0 time 0 

:LA1FIN2_20045
00D6: if 
016B:   fading 
004D: jump_if_false @LA1FIN2_20069 
0001: wait 0 ms 
0002: jump @LA1FIN2_20045 

:LA1FIN2_20069
02EA: end_cutscene 
0247: load_model #CAMERA 

:LA1FIN2_20076
00D6: if 
8248:   not model #CAMERA available 
004D: jump_if_false @LA1FIN2_20103 
0001: wait 0 ms 
0002: jump @LA1FIN2_20076 

:LA1FIN2_20103
016A: fade 1 time 1000 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 30000 // Load the weapon model before using this 
0249: release_model #CAMERA 
01B4: set_player $PLAYER_CHAR can_move 1 
0164: disable_marker $484 
0164: disable_marker $MARKER_SWEET_HOUSE 
02A7: $484 = create_icon_marker_and_sphere $ICON_CRASH at $X_ANGEL_PINE $Y_ANGEL_PINE $Z_ANGEL_PINE 
0164: disable_marker $1730 
0570: $1730 = create_asset_radar_marker_with_icon 35 at $SAVE_PICKUPS_X[13] $SAVE_PICKUPS_Y[13] $SAVE_PICKUPS_Z[13] 
018B: set_marker $1730 radar_mode 2 
0110: clear_player $PLAYER_CHAR wanted_level 
0629: change_integer_stat 323 to 1 
0629: change_integer_stat 340 to 1 
0459: end_thread_named 'MOB_CAT' 
004F: create_thread @MOB_CAT  
0008: $LS_FINAL_TOTAL_PASSED_MISSIONS += 1 
0004: $GS_MONEY_PICKUP_EXISTS = 1 
0318: set_latest_mission_passed 'LA1FIN2'  // The Green Sabre
030C: progress_made = 1 
0215: destroy_pickup $SAVE_PICKUPS[13] 
0213: $SAVE_PICKUPS[13] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[13] $SAVE_PICKUPS_Y[13] $SAVE_PICKUPS_Z[13] 
0004: $TOTAL_AVAILABLE_SAVE_PICKUPS = 14 
076C: set_zone 'SUN1' gang 0 density_to 30 
076C: set_zone 'SUN1' gang 0 density_to 30 
076C: set_zone 'SUN3A' gang 0 density_to 30 
076C: set_zone 'SUN3B' gang 0 density_to 30 
076C: set_zone 'SUN3C' gang 0 density_to 30 
076C: set_zone 'SUN4' gang 0 density_to 30 
076C: set_zone 'CHC1A' gang 2 density_to 40 
076C: set_zone 'CHC1B' gang 2 density_to 40 
076C: set_zone 'CHC2A' gang 2 density_to 40 
076C: set_zone 'CHC2B' gang 2 density_to 40 
076C: set_zone 'CHC3' gang 2 density_to 40 
076C: set_zone 'CHC4A' gang 2 density_to 40 
076C: set_zone 'CHC4B' gang 2 density_to 40 
076C: set_zone 'EBE1' gang 2 density_to 30 
076C: set_zone 'EBE2A' gang 2 density_to 30 
076C: set_zone 'EBE2B' gang 2 density_to 30 
076C: set_zone 'EBE3C' gang 2 density_to 30 
076C: set_zone 'ELCO1' gang 7 density_to 40 
076C: set_zone 'ELCO2' gang 7 density_to 40 
076C: set_zone 'GAN1' gang 0 density_to 10 
076C: set_zone 'GAN2' gang 0 density_to 25 
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN2A' gang 0 density_to 40 
076C: set_zone 'LIND1A' gang 0 density_to 20 
076C: set_zone 'LIND1B' gang 0 density_to 20 
076C: set_zone 'LIND2A' gang 0 density_to 20 
076C: set_zone 'LIND2B' gang 0 density_to 20 
076C: set_zone 'LIND3' gang 0 density_to 20 
076C: set_zone 'IWD1' gang 0 density_to 20 
076C: set_zone 'IWD2' gang 0 density_to 20 
076C: set_zone 'IWD3A' gang 0 density_to 20 
076C: set_zone 'IWD3B' gang 0 density_to 20 
076C: set_zone 'IWD4' gang 0 density_to 10 
076C: set_zone 'IWD5' gang 0 density_to 20 
076C: set_zone 'JEF1A' gang 0 density_to 40 
076C: set_zone 'JEF1B' gang 0 density_to 40 
076C: set_zone 'JEF2' gang 0 density_to 40 
076C: set_zone 'JEF3B' gang 0 density_to 40 
076C: set_zone 'JEF3C' gang 0 density_to 40 
076C: set_zone 'LFL1A' gang 2 density_to 40 
076C: set_zone 'LFL1B' gang 2 density_to 40 
076C: set_zone 'LMEX1A' gang 7 density_to 30 
076C: set_zone 'LMEX1B' gang 7 density_to 30 
076C: set_zone 'ELS1A' gang 0 density_to 30 
076C: set_zone 'ELS1B' gang 0 density_to 30 
076C: set_zone 'ELS2' gang 0 density_to 30 
076C: set_zone 'ELS3A' gang 0 density_to 30 
076C: set_zone 'ELS3B' gang 0 density_to 30 
076C: set_zone 'ELS4' gang 0 density_to 30 
076C: set_zone 'PLS' gang 0 density_to 10  // Playa del Seville
076C: set_zone 'SMB1' gang 0 density_to 10 
076C: set_zone 'SMB2' gang 0 density_to 10 
076C: set_zone 'VIN2' gang 0 density_to 10 
076C: set_zone 'VERO1' gang 0 density_to 10 
076C: set_zone 'VERO2' gang 0 density_to 10 
076C: set_zone 'VERO3' gang 0 density_to 10 
076C: set_zone 'VERO4A' gang 0 density_to 10 
076C: set_zone 'VERO4B' gang 0 density_to 10 
076C: set_zone 'SUN1' gang 1 density_to 0 
076C: set_zone 'SUN1' gang 1 density_to 0 
076C: set_zone 'SUN3A' gang 1 density_to 0 
076C: set_zone 'SUN3B' gang 1 density_to 0 
076C: set_zone 'SUN3C' gang 1 density_to 0 
076C: set_zone 'SUN4' gang 1 density_to 0 
076C: set_zone 'CHC1A' gang 1 density_to 0 
076C: set_zone 'CHC1B' gang 1 density_to 0 
076C: set_zone 'CHC2A' gang 1 density_to 0 
076C: set_zone 'CHC2B' gang 1 density_to 0 
076C: set_zone 'CHC3' gang 1 density_to 0 
076C: set_zone 'CHC4A' gang 1 density_to 0 
076C: set_zone 'CHC4B' gang 1 density_to 0 
076C: set_zone 'EBE1' gang 1 density_to 0 
076C: set_zone 'EBE2A' gang 1 density_to 0 
076C: set_zone 'EBE2B' gang 1 density_to 0 
076C: set_zone 'EBE3C' gang 1 density_to 0 
076C: set_zone 'ELCO1' gang 1 density_to 0 
076C: set_zone 'ELCO2' gang 1 density_to 0 
076C: set_zone 'GAN1' gang 1 density_to 0 
076C: set_zone 'GAN2' gang 1 density_to 0 
076C: set_zone 'GLN1' gang 1 density_to 0 
076C: set_zone 'GLN2A' gang 1 density_to 0 
076C: set_zone 'LIND1A' gang 1 density_to 0 
076C: set_zone 'LIND1B' gang 1 density_to 0 
076C: set_zone 'LIND2A' gang 1 density_to 0 
076C: set_zone 'LIND2B' gang 1 density_to 0 
076C: set_zone 'LIND3' gang 1 density_to 0 
076C: set_zone 'IWD1' gang 1 density_to 0 
076C: set_zone 'IWD2' gang 1 density_to 0 
076C: set_zone 'IWD3A' gang 1 density_to 0 
076C: set_zone 'IWD3B' gang 1 density_to 0 
076C: set_zone 'IWD4' gang 1 density_to 0 
076C: set_zone 'IWD5' gang 1 density_to 0 
076C: set_zone 'JEF1A' gang 1 density_to 0 
076C: set_zone 'JEF1B' gang 1 density_to 0 
076C: set_zone 'JEF2' gang 1 density_to 0 
076C: set_zone 'JEF3A' gang 1 density_to 0 
076C: set_zone 'JEF3B' gang 1 density_to 0 
076C: set_zone 'JEF3C' gang 1 density_to 0 
076C: set_zone 'LFL1A' gang 1 density_to 0 
076C: set_zone 'LFL1B' gang 1 density_to 0 
076C: set_zone 'LMEX1A' gang 1 density_to 0 
076C: set_zone 'LMEX1B' gang 1 density_to 0 
076C: set_zone 'ELS1A' gang 1 density_to 0 
076C: set_zone 'ELS1B' gang 1 density_to 0 
076C: set_zone 'ELS2' gang 1 density_to 0 
076C: set_zone 'ELS3A' gang 1 density_to 0 
076C: set_zone 'ELS3B' gang 1 density_to 0 
076C: set_zone 'ELS4' gang 1 density_to 0 
076C: set_zone 'PLS' gang 1 density_to 0  // Playa del Seville
076C: set_zone 'SMB1' gang 1 density_to 0 
076C: set_zone 'SMB2' gang 1 density_to 0 
076C: set_zone 'VIN2' gang 1 density_to 0 
076C: set_zone 'VERO1' gang 1 density_to 0 
076C: set_zone 'VERO2' gang 1 density_to 0 
076C: set_zone 'VERO3' gang 1 density_to 0 
076C: set_zone 'VERO4A' gang 1 density_to 0 
076C: set_zone 'VERO4B' gang 1 density_to 0 
0879: enable_gang_wars 0 
004F: create_thread @BCRASH  
0051: return 

:LA1FIN2_22053
0004: $ONMISSION = 0 
0951: disable_trip_skip 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @LA1FIN2_22085 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:LA1FIN2_22085
0249: release_model #BRAVURA 
0249: release_model #SABRE 
0249: release_model #FAM1 
0249: release_model #BALLAS1 
0249: release_model #MP5LNG 
0249: release_model #SENTINEL 
0249: release_model #PONY 
04EF: release_animation "SWEET" 
0873: release_path 162 
0873: release_path 163 
0873: release_path 650 
0249: release_model #COPCARLA 
0249: release_model #LAPD1 
04EF: release_animation "POLICE" 
01B4: set_player $PLAYER_CHAR can_move 1 
0296: unload_special_actor 1 
065C: release_decision_maker 103@ 
065C: release_decision_maker 104@ 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @LA1FIN2_22204 
01C3: remove_references_to_car 40@ 

:LA1FIN2_22204
0164: disable_marker 50@ 
0006: 267@ = 0 

:LA1FIN2_22216
00D6: if 
001B:   6 > 267@ 
004D: jump_if_false @LA1FIN2_22257 
0164: disable_marker 51@(267@,6i) 
000A: 267@ += 1 
0002: jump @LA1FIN2_22216 

:LA1FIN2_22257
0151: remove_status_text $6964 
03C7: set_sensitivity_to_crime 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 
065C: release_decision_maker 231@ 
08EA: enable_gangs_spawn 1 
0004: $ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
08F4: set_max_group_members 99 
0051: return 

//-------------Mission 39---------------
// Originally: Badlands

:BCRASH1
03A4: name_thread 'BCRASH1' 
0050: gosub @BCRASH1_922 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @BCRASH1_38 
0050: gosub @BCRASH1_13511 

:BCRASH1_38
0050: gosub @BCRASH1_13680 
004E: end_thread 

:BCRASH1_47
0247: load_model #WMYBU 
0247: load_model #FBI 
0247: load_model #WASHING 
0247: load_model #SANCHEZ 
0247: load_model #MICRO_UZI 
0247: load_model #CAMERA 
038B: load_requested_models 

:BCRASH1_79
00D6: if or
8248:   not model #WMYBU available 
8248:   not model #FBI available 
8248:   not model #MICRO_UZI available 
8248:   not model #WASHING available 
8248:   not model #SANCHEZ available 
8248:   not model #CAMERA available 
004D: jump_if_false @BCRASH1_131 
0001: wait 0 ms 
0002: jump @BCRASH1_79 

:BCRASH1_131
0051: return 
032B: 270@ = create_weapon_pickup #CAMERA type 3 ammo 99999 at -2044.1 -2523.86 31.11 
03DC: 271@ = create_marker_above_pickup 270@ 

:BCRASH1_168
0007: 287@ = -2814.84 
0007: 288@ = -1522.0 
0007: 289@ = 139.33 
009A: 284@ = create_actor_pedtype 4 model #WMYBU at 287@ 288@ 289@ 
054A: set_actor 284@ can_be_shot_in_a_car 1 
060A: create_decision_maker_type 0 store_to 286@ // decision\allowed\m_.ped files 
060B: set_actor 284@ decision_maker_to 286@ 
0051: return 

:BCRASH1_241
0249: release_model #WMYBU 
0051: return 

:BCRASH1_248
0007: 302@ = -2800.11 
0007: 307@ = -1521.49 
0007: 312@ = 137.37 
0007: 317@ = 305.1252 
0007: 303@ = -2799.34 
0007: 308@ = -1524.66 
0007: 313@ = 137.38 
0007: 318@ = 356.2755 
0007: 304@ = -2789.047 
0007: 309@ = -1533.317 
0007: 314@ = 138.4778 
0007: 319@ = 317.5168 
0007: 305@ = -2801.7 
0007: 310@ = -1515.16 
0007: 315@ = 137.33 
0007: 320@ = 270.3571 
060A: create_decision_maker_type 0 store_to 300@ // decision\allowed\m_.ped files 
009A: 291@ = create_actor_pedtype 24 model #FBI at 81@ 87@ 93@ 
0173: set_actor 291@ Z_angle_to 317@ 
01B2: give_actor 291@ weapon 28 ammo 30000 // Load the weapon model before using this 
077A: set_actor 291@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0961: set_actor 291@ keep_tasks_after_cleanup 1 
060B: set_actor 291@ decision_maker_to 300@ 
009A: 292@ = create_actor_pedtype 24 model #FBI at 82@ 88@ 94@ 
0173: set_actor 292@ Z_angle_to 318@ 
01B2: give_actor 292@ weapon 28 ammo 30000 // Load the weapon model before using this 
077A: set_actor 292@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0961: set_actor 292@ keep_tasks_after_cleanup 1 
060B: set_actor 292@ decision_maker_to 300@ 
009A: 293@ = create_actor_pedtype 24 model #FBI at 80@ 86@ 92@ 
0173: set_actor 293@ Z_angle_to 319@ 
01B2: give_actor 293@ weapon 28 ammo 30000 // Load the weapon model before using this 
077A: set_actor 293@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0961: set_actor 293@ keep_tasks_after_cleanup 1 
060B: set_actor 293@ decision_maker_to 300@ 
009A: 294@ = create_actor_pedtype 24 model #FBI at 79@ 85@ 91@ 
0173: set_actor 294@ Z_angle_to 320@ 
01B2: give_actor 294@ weapon 28 ammo 30000 // Load the weapon model before using this 
077A: set_actor 294@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0961: set_actor 294@ keep_tasks_after_cleanup 1 
060B: set_actor 294@ decision_maker_to 300@ 
077A: set_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0051: return 

:BCRASH1_670
0249: release_model #MICRO_UZI 
0249: release_model #FBI 
0051: return 

:BCRASH1_682
0007: 324@ = -2815.16 
0007: 325@ = -1512.03 
0007: 326@ = 138.08 
0007: 327@ = 272.57 
0674: set_car_model #WASHING numberplate "_ASSMAN_" 
00A5: 322@ = create_car #WASHING at 324@ 325@ 326@ 
0587: enable_car 322@ validate_position 0 
0175: set_car 322@ Z_angle_to 327@ 
020A: set_car 322@ door_status_to 3 
053F: set_car 322@ tires_vulnerability 0 
0051: return 

:BCRASH1_785
0249: release_model #WASHING 
0051: return 
0051: return 

:BCRASH1_794
0247: load_model #SANCHEZ 

:BCRASH1_799
00D6: if 
8248:   not model #SANCHEZ available 
004D: jump_if_false @BCRASH1_826 
0001: wait 0 ms 
0002: jump @BCRASH1_799 

:BCRASH1_826
0007: 330@ = -2803.156 
0007: 331@ = -1519.46 
0007: 332@ = 138.2818 
0007: 333@ = 189.4269 
00A5: 328@ = create_car #SANCHEZ at 330@ 331@ 332@ 
0587: enable_car 328@ validate_position 0 
0175: set_car 328@ Z_angle_to 333@ 
02AC: set_car 328@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
0229: set_car 328@ primary_color_to 3 secondary_color_to 3
01EC: make_car 328@ very_heavy 1
0423: set_car 328@ improved_handling_to 1.5 // (float)
0294: set_car 328@ sprayable 0 
0051: return 
0249: release_model #SANCHEZ 
0051: return 

:BCRASH1_922
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0001: wait 0 ms 
054C: use_GXT_table 'BCRASH1' 
0007: 107@ = -2815.382 
0007: 147@ = -1511.204 
0007: 187@ = 139.1089 
0007: 108@ = -2766.912 
0007: 148@ = -1599.013 
0007: 188@ = 141.1248 
0007: 109@ = -2778.611 
0007: 149@ = -1698.438 
0007: 189@ = 141.3879 
0007: 110@ = -2770.779 
0007: 150@ = -1798.475 
0007: 190@ = 141.5863 
0007: 111@ = -2705.242 
0007: 151@ = -1874.129 
0007: 191@ = 137.9205 
0007: 112@ = -2651.399 
0007: 152@ = -1958.48 
0007: 192@ = 127.1876 
0007: 113@ = -2624.508 
0007: 153@ = -2055.077 
0007: 193@ = 129.1295 
0007: 114@ = -2525.173 
0007: 154@ = -2071.438 
0007: 194@ = 126.7572 
0007: 115@ = -2426.958 
0007: 155@ = -2090.192 
0007: 195@ = 122.5222 
0007: 116@ = -2393.0 
0007: 156@ = -2096.0 
0007: 196@ = 118.0 
0007: 117@ = -2326.898 
0007: 157@ = -2098.732 
0007: 197@ = 114.4895 
0007: 118@ = -2257.158 
0007: 158@ = -2073.11 
0007: 198@ = 119.2503 
0007: 119@ = -2215.638 
0007: 159@ = -2044.962 
0007: 199@ = 118.7853 
0007: 120@ = -2143.491 
0007: 160@ = -1955.622 
0007: 200@ = 117.0468 
0007: 121@ = -2123.148 
0007: 161@ = -1897.05 
0007: 201@ = 113.449 
0007: 122@ = -2137.857 
0007: 162@ = -1994.849 
0007: 202@ = 96.0566 
0007: 123@ = -2165.01 
0007: 163@ = -2044.655 
0007: 203@ = 90.2613 
0007: 124@ = -2266.458 
0007: 164@ = -2142.735 
0007: 204@ = 55.9682 
0007: 125@ = -2345.696 
0007: 165@ = -2199.511 
0007: 205@ = 33.1272 
0007: 126@ = -2245.354 
0007: 166@ = -2201.111 
0007: 206@ = 35.0159 
0007: 127@ = -2164.646 
0007: 167@ = -2143.817 
0007: 207@ = 51.5793 
0007: 128@ = -2094.473 
0007: 168@ = -2072.822 
0007: 208@ = 63.6193 
0007: 129@ = -2063.865 
0007: 169@ = -1977.4 
0007: 209@ = 57.6244 
0007: 130@ = -2014.453 
0007: 170@ = -1890.356 
0007: 210@ = 45.5302 
0007: 131@ = -1949.741 
0007: 171@ = -1814.233 
0007: 211@ = 33.7562 
0007: 132@ = -1872.931 
0007: 172@ = -1750.007 
0007: 212@ = 29.084 
0007: 133@ = -1783.883 
0007: 173@ = -1701.444 
0007: 213@ = 29.5583 
0007: 134@ = -1697.56 
0007: 174@ = -1651.167 
0007: 214@ = 36.0764 
0007: 135@ = -1604.938 
0007: 175@ = -1613.388 
0007: 215@ = 36.1148 
0007: 136@ = -1587.864 
0007: 176@ = -1514.849 
0007: 216@ = 37.5464 
0007: 137@ = -1685.724 
0007: 177@ = -1494.043 
0007: 217@ = 34.7867 
0007: 138@ = -1777.044 
0007: 178@ = -1452.411 
0007: 218@ = 34.6646 
0007: 139@ = -1862.846 
0007: 179@ = -1400.225 
0007: 219@ = 38.3508 
0007: 140@ = -1947.106 
0007: 180@ = -1346.296 
0007: 220@ = 40.5623 
0007: 141@ = -2005.107 
0007: 181@ = -1264.516 
0007: 221@ = 36.3458 
0007: 142@ = -2055.837 
0007: 182@ = -1177.761 
0007: 222@ = 32.1425 
0007: 143@ = -2106.079 
0007: 183@ = -1091.077 
0007: 223@ = 29.978 
0007: 144@ = -2168.372 
0007: 184@ = -1012.418 
0007: 224@ = 33.7818 
0007: 145@ = -2210.523 
0007: 185@ = -974.889 
0007: 225@ = 38.5044 
0007: 77@ = -2797.75 
0007: 83@ = -1531.63 
0007: 89@ = 138.5 
0007: 78@ = -2803.09 
0007: 84@ = -1503.01 
0007: 90@ = 138.83 
0007: 79@ = -2804.69 
0007: 85@ = -1506.7 
0007: 91@ = 137.83 
0007: 80@ = -2818.89 
0007: 86@ = -1505.72 
0007: 92@ = 139.34 
0007: 81@ = -2826.68 
0007: 87@ = -1522.23 
0007: 93@ = 138.78 
0007: 82@ = -2822.9 
0007: 88@ = -1536.94 
0007: 94@ = 138.86 
0007: 70@ = -2814.84 
0007: 71@ = -1522.0 
0007: 72@ = 139.33 
0007: 95@ = -2777.05 
0007: 96@ = -1568.29 
0007: 97@ = 140.04 
0007: 98@ = -2346.7 
0007: 101@ = -2240.18 
0007: 104@ = 17.29 
0007: 99@ = -2103.0 
0007: 102@ = -1885.0 
0007: 105@ = 109.0 
0007: 100@ = -2602.0 
0007: 103@ = -2084.0 
0007: 106@ = 131.0 
0007: 236@ = -2767.98 
0007: 246@ = -1597.9 
0007: 256@ = 141.46 
0007: 237@ = -2787.39 
0007: 247@ = -1568.11 
0007: 257@ = 147.27 
0007: 238@ = -2796.35 
0007: 248@ = -1537.58 
0007: 258@ = 143.82 
0007: 239@ = -2800.19 
0007: 249@ = -1505.59 
0007: 259@ = 143.89 
0007: 240@ = -2801.43 
0007: 250@ = -1541.87 
0007: 260@ = 140.29 
0007: 321@ = 30.0 
0004: $6965 = -1 
0006: 34@ = 0 
0006: 51@ = 1 
0006: 278@ = 1 
0006: 279@ = 3 
0006: 36@ = 0 
0004: $6967 = 0 
0006: 53@ = 0 
0006: 54@ = 1 
0006: 56@ = 0 
0006: 37@ = 0 
0006: 57@ = 0 
0006: 59@ = 1 
0004: $6966 = 0 
0006: 55@ = 0 
0004: $6968 = 0 
0004: $6969 = 1 
0004: $6970 = 38 
0006: 45@ = 0 
0006: 46@ = 0 
0006: 47@ = 0 
0006: 48@ = 0 
0006: 49@ = 0 
0006: 40@ = 0 
0006: 41@ = 0 
0006: 42@ = 0 
0006: 43@ = 0 
0006: 44@ = 0 
0615: define_AS_pack_begin 278@ 
05D3: AS_actor -1 goto_point 81@ 87@ 93@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 82@ 88@ 94@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 77@ 83@ 89@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 78@ 84@ 90@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 79@ 85@ 91@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 80@ 86@ 92@ mode 4 time -1 ms // versionA 
0643: set_AS_pack 278@ loop 1 
0616: define_AS_pack_end 278@ 
0615: define_AS_pack_begin 279@ 
05D3: AS_actor -1 goto_point 82@ 88@ 94@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 81@ 87@ 93@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 80@ 86@ 92@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 79@ 85@ 91@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 78@ 84@ 90@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 77@ 83@ 89@ mode 4 time -1 ms // versionA 
0643: set_AS_pack 279@ loop 1 
0616: define_AS_pack_end 279@ 
0615: define_AS_pack_begin 280@ 
05D3: AS_actor -1 goto_point 80@ 86@ 92@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 81@ 87@ 93@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 82@ 88@ 94@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 77@ 83@ 89@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 78@ 84@ 90@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 79@ 85@ 91@ mode 4 time -1 ms // versionA 
0643: set_AS_pack 280@ loop 1 
0616: define_AS_pack_end 280@ 
0615: define_AS_pack_begin 281@ 
05D3: AS_actor -1 goto_point 79@ 85@ 91@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 78@ 84@ 90@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 77@ 83@ 89@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 82@ 88@ 94@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 81@ 87@ 93@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 80@ 86@ 92@ mode 4 time -1 ms // versionA 
0643: set_AS_pack 281@ loop 1 
0616: define_AS_pack_end 281@ 
029B: 273@ = init_object #ROADWORKBARRIER1 at -2450.083 -2079.953 125.711 
0453: set_object 273@ XYZ_rotation 9.209 7.675 -43.371 
029B: 274@ = init_object #ROADWORKBARRIER1 at -2449.15 -2078.21 125.917 
0453: set_object 274@ XYZ_rotation 4.992 7.247 -15.069 
029B: 275@ = init_object #ROADWORKBARRIER1 at -2447.868 -2076.578 125.975 
0453: set_object 275@ XYZ_rotation -1.869 8.724 -44.611 
0050: gosub @BCRASH1_47 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 30000 // Load the weapon model before using this 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 54.0 
015F: set_camera_position -2041.009 -2527.207 33.9116 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2041.785 -2526.603 34.0884 switchstyle 2 
016A: fade 1 time 300 

:BCRASH1_3510
00D6: if 
016B:   fading 
004D: jump_if_false @BCRASH1_3534 
0001: wait 0 ms 
0002: jump @BCRASH1_3510 

:BCRASH1_3534
0001: wait 3000 ms 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BC: show_text_highpriority GXT 'BCR1_03' time 5000 flag 1  // ~s~Kill the ~y~witness~s~! ~s~Bring back proof.
018A: 65@ = create_checkpoint_at 98@ 101@ 104@ 

:BCRASH1_3584
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @BCRASH1_3610 
0002: jump @BCRASH1_13609 

:BCRASH1_3610
00D6: if 
0735:   is_keyboard_key_pressed 49 
004D: jump_if_false @BCRASH1_3632 
0004: $2208 = 1 

:BCRASH1_3632
00D6: if 
0038:   $ACTIVE_INTERIOR == 0 
004D: jump_if_false @BCRASH1_3846 
00D6: if 
0039:   55@ == 3 
004D: jump_if_false @BCRASH1_3699 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BCRASH1_3699 
03E5: show_text_box 'BCR1_23'  // You can view your Gallery photos in your GTA San Andreas User Files directory.
0006: 55@ = 4 

:BCRASH1_3699
00D6: if 
0039:   55@ == 2 
004D: jump_if_false @BCRASH1_3748 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BCRASH1_3748 
03E5: show_text_box 'FEG_HOW'  // To take a photo with a camera press ~k~~PED_FIREWEAPON~.
0006: 55@ = 3 

:BCRASH1_3748
00D6: if 
0039:   55@ == 1 
004D: jump_if_false @BCRASH1_3797 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BCRASH1_3797 
03E5: show_text_box 'BCR1_21'  // When using the camera, press ~k~~PED_SNIPER_ZOOM_IN~ to zoom in, or press ~k~~PED_SNIPER_ZOOM_OUT~ to zoom out.
0006: 55@ = 2 

:BCRASH1_3797
00D6: if 
0039:   55@ == 0 
004D: jump_if_false @BCRASH1_3846 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @BCRASH1_3846 
03E5: show_text_box 'BCR1_22'  // Hold ~k~~PED_LOCK_TARGET~ to look through the camera viewfinder.
0006: 55@ = 1 

:BCRASH1_3846
00D6: if 
001A:   4 > $6965 
004D: jump_if_false @BCRASH1_3954 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @BCRASH1_3913 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCRASH1_3913 
00D9: 272@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0006: 35@ = 1 

:BCRASH1_3913
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @BCRASH1_3954 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCRASH1_3954 
0006: 35@ = 0 

:BCRASH1_3954
00D6: if 
0038:   $6965 == -1 
004D: jump_if_false @BCRASH1_4142 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_4142 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 98@ 101@ 104@ radius 4.0 4.0 4.0 
004D: jump_if_false @BCRASH1_4142 
0164: disable_marker 65@ 
0007: 95@ = -2774.981 
0007: 96@ = -1591.26 
0007: 97@ = 140.388 
018A: 64@ = create_checkpoint_at 95@ 96@ 97@ 
00BC: show_text_highpriority GXT 'BCR1_18' time 5000 flag 1  // ~s~Make your way up the ~y~mountain~s~ to find that snitch!
00D6: if 
0038:   $2208 == 1 
004D: jump_if_false @BCRASH1_4135 
0950: set_trip_skip -2767.883 -1634.114 140.3939 angle 0.0569 

:BCRASH1_4135
0004: $6965 = 0 

:BCRASH1_4142
00D6: if 
0038:   $6965 == 0 
004D: jump_if_false @BCRASH1_4299 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_4299 
00D6: if 
0039:   53@ == 0 
004D: jump_if_false @BCRASH1_4299 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 95@ 96@ 97@ radius 150.0 150.0 150.0 
004D: jump_if_false @BCRASH1_4299 
0164: disable_marker 64@ 
0007: 95@ = -2774.981 
0007: 96@ = -1591.26 
0007: 97@ = 140.388 
018A: 64@ = create_checkpoint_at 95@ 96@ 97@ 
0004: $6967 = 0 
0006: 53@ = 1 

:BCRASH1_4299
00D6: if 
0038:   $6965 == 0 
004D: jump_if_false @BCRASH1_5490 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_5490 
00D6: if 
0018:   $6967 > 1 
004D: jump_if_false @BCRASH1_4427 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @BCRASH1_4375 
0006: 38@ = 0 

:BCRASH1_4375
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @BCRASH1_4427 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BCRASH1_4427 
00BE: text_clear_all 
000E: 266@ -= 1000 
0004: $6967 = 6 

:BCRASH1_4427
00D6: if 
0038:   $6967 == 0 
004D: jump_if_false @BCRASH1_4617 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 95@ 96@ 97@ radius 100.0 100.0 100.0 
004D: jump_if_false @BCRASH1_4617 
0006: 38@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 300 

:BCRASH1_4508
00D6: if 
016B:   fading 
004D: jump_if_false @BCRASH1_4532 
0001: wait 0 ms 
0002: jump @BCRASH1_4508 

:BCRASH1_4532
0050: gosub @BCRASH1_168 
0050: gosub @BCRASH1_248 
0050: gosub @BCRASH1_682 
0050: gosub @BCRASH1_794 
01BD: 266@ = current_time_in_ms 
00D6: if 
0038:   $2208 == 1 
004D: jump_if_false @BCRASH1_4585 
0951: disable_trip_skip 

:BCRASH1_4585
00D6: if 
0038:   $2208 == 0 
004D: jump_if_false @BCRASH1_4610 
0004: $2208 = 1 

:BCRASH1_4610
0004: $6967 = 1 

:BCRASH1_4617
00D6: if 
0038:   $6967 == 1 
004D: jump_if_false @BCRASH1_4927 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
00D6: if 
0019:   268@ > 250 
004D: jump_if_false @BCRASH1_4927 
03CB: set_rendering_origin_at 70@ 71@ 72@ 
015F: set_camera_position -2795.861 -1536.975 139.3093 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2796.553 -1536.282 139.5107 switchstyle 2 
0395: clear_area 1 at 70@ 71@ 72@ radius 75.0 
02A3: enable_widescreen 1 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 300 

:BCRASH1_4774
00D6: if 
016B:   fading 
004D: jump_if_false @BCRASH1_4798 
0001: wait 0 ms 
0002: jump @BCRASH1_4774 

:BCRASH1_4798
00BC: show_text_highpriority GXT 'BCR1_04' time 3000 flag 1  // ~s~He's inside, smoke him out!
0164: disable_marker 64@ 
00D6: if 
8118:   not actor 291@ dead 
004D: jump_if_false @BCRASH1_4843 
0618: assign_actor 291@ to_AS_pack 278@ 

:BCRASH1_4843
00D6: if 
8118:   not actor 292@ dead 
004D: jump_if_false @BCRASH1_4867 
0618: assign_actor 292@ to_AS_pack 279@ 

:BCRASH1_4867
00D6: if 
8118:   not actor 293@ dead 
004D: jump_if_false @BCRASH1_4891 
0618: assign_actor 293@ to_AS_pack 280@ 

:BCRASH1_4891
00D6: if 
8118:   not actor 294@ dead 
004D: jump_if_false @BCRASH1_4915 
0618: assign_actor 294@ to_AS_pack 281@ 

:BCRASH1_4915
01BD: 266@ = current_time_in_ms 
0004: $6967 = 2 

:BCRASH1_4927
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_5490 
00D6: if 
0038:   $6967 == 2 
004D: jump_if_false @BCRASH1_5029 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
00D6: if 
0019:   268@ > 3000 
004D: jump_if_false @BCRASH1_5029 
00BC: show_text_highpriority GXT 'BCR1_19' time 3000 flag 1  // ~s~Watch out for the feds!
01BD: 266@ = current_time_in_ms 
0004: $6967 = 3 

:BCRASH1_5029
00D6: if 
0038:   $6967 == 3 
004D: jump_if_false @BCRASH1_5166 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
00D6: if 
0019:   268@ > 3000 
004D: jump_if_false @BCRASH1_5166 
00BC: show_text_highpriority GXT 'BCR1_20' time 4000 flag 1  // ~s~Remember, you need a photo of him in one piece!
015F: set_camera_position -2793.092 -1510.473 139.2297 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2793.947 -1510.945 139.4455 switchstyle 2 
01BD: 266@ = current_time_in_ms 
0004: $6967 = 4 

:BCRASH1_5166
00D6: if 
0038:   $6967 == 4 
004D: jump_if_false @BCRASH1_5236 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
00D6: if 
0019:   268@ > 2000 
004D: jump_if_false @BCRASH1_5236 
01BD: 266@ = current_time_in_ms 
0004: $6967 = 5 

:BCRASH1_5236
00D6: if 
0038:   $6967 == 5 
004D: jump_if_false @BCRASH1_5306 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
00D6: if 
0019:   268@ > 1500 
004D: jump_if_false @BCRASH1_5306 
01BD: 266@ = current_time_in_ms 
0004: $6967 = 6 

:BCRASH1_5306
00D6: if 
0038:   $6967 == 6 
004D: jump_if_false @BCRASH1_5490 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
00D6: if 
0019:   268@ > 500 
004D: jump_if_false @BCRASH1_5490 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if and
8118:   not actor 284@ dead 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_5490 
0187: 285@ = create_marker_above_actor 284@ 
0004: $6965 = 1 
0004: $6967 = 7 
0615: define_AS_pack_begin 282@ 
05F5: AS_actor -1 goto_point_using_paths -2822.47 -1518.595 139.7656 mode 4 time -2 
05F5: AS_actor -1 goto_point_using_paths -2822.97 -1514.244 138.2893 mode 4 time -2 
05CB: AS_actor -1 enter_car 322@ as_driver -727379969 ms 
0616: define_AS_pack_end 282@ 

:BCRASH1_5490
00D6: if 
0038:   $6965 == 1 
004D: jump_if_false @BCRASH1_8165 
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @BCRASH1_5908 
00D6: if 
0118:   actor 284@ dead 
004D: jump_if_false @BCRASH1_5681 
00D6: if 
8118:   not actor 291@ dead 
004D: jump_if_false @BCRASH1_5564 
05E2: AS_actor 291@ kill_actor $PLAYER_ACTOR 

:BCRASH1_5564
00D6: if 
8118:   not actor 292@ dead 
004D: jump_if_false @BCRASH1_5588 
05E2: AS_actor 292@ kill_actor $PLAYER_ACTOR 

:BCRASH1_5588
00D6: if 
8118:   not actor 293@ dead 
004D: jump_if_false @BCRASH1_5612 
05E2: AS_actor 293@ kill_actor $PLAYER_ACTOR 

:BCRASH1_5612
00D6: if 
8118:   not actor 294@ dead 
004D: jump_if_false @BCRASH1_5636 
05E2: AS_actor 294@ kill_actor $PLAYER_ACTOR 

:BCRASH1_5636
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_5681 
02AC: set_car 322@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
020A: set_car 322@ door_status_to 0 
01EC: make_car 322@ very_heavy 1
0423: set_car 322@ improved_handling_to 1.5 // (float) 

:BCRASH1_5681
00D6: if or
0118:   actor 291@ dead 
0118:   actor 292@ dead 
0118:   actor 293@ dead 
0118:   actor 294@ dead 
004D: jump_if_false @BCRASH1_5908 
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @BCRASH1_5761 
00D6: if 
8118:   not actor 291@ dead 
004D: jump_if_false @BCRASH1_5761 
05E2: AS_actor 291@ kill_actor $PLAYER_ACTOR 
0006: 46@ = 1 

:BCRASH1_5761
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @BCRASH1_5810 
00D6: if 
8118:   not actor 292@ dead 
004D: jump_if_false @BCRASH1_5810 
05E2: AS_actor 292@ kill_actor $PLAYER_ACTOR 
0006: 47@ = 1 

:BCRASH1_5810
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @BCRASH1_5859 
00D6: if 
8118:   not actor 293@ dead 
004D: jump_if_false @BCRASH1_5859 
05E2: AS_actor 293@ kill_actor $PLAYER_ACTOR 
0006: 48@ = 1 

:BCRASH1_5859
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @BCRASH1_5908 
00D6: if 
8118:   not actor 294@ dead 
004D: jump_if_false @BCRASH1_5908 
05E2: AS_actor 294@ kill_actor $PLAYER_ACTOR 
0006: 49@ = 1 

:BCRASH1_5908
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_8165 
00D6: if 
8118:   not actor 291@ dead 
004D: jump_if_false @BCRASH1_6413 
0006: 50@ = 1 
0050: gosub @BCRASH1_13861 
0087: 302@ = 73@ // (float) 
0087: 307@ = 74@ // (float) 
0087: 312@ = 75@ // (float) 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @BCRASH1_6141 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 302@ 307@ 312@ radius 30.0 30.0 30.0 sphere 0 in_car 
004D: jump_if_false @BCRASH1_6141 
00D6: if 
8119:   not car 272@ wrecked 
004D: jump_if_false @BCRASH1_6141 
0672: AS_actor 291@ attack_car 272@ 
0006: 41@ = 1 
0006: 46@ = 0 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @BCRASH1_6141 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_6141 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_6141 
0618: assign_actor 284@ to_AS_pack 282@ 
0006: 56@ = 1 

:BCRASH1_6141
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @BCRASH1_6413 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 302@ 307@ 312@ radius 5.0 5.0 5.0 on_foot 
004D: jump_if_false @BCRASH1_6288 
05E2: AS_actor 291@ kill_actor $PLAYER_ACTOR 
0006: 46@ = 1 
0006: 41@ = 0 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @BCRASH1_6288 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_6288 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_6288 
0618: assign_actor 284@ to_AS_pack 282@ 
0006: 56@ = 1 

:BCRASH1_6288
00D6: if 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA -2774.03 -1572.78 cornerB -2837.13 -1468.24 
004D: jump_if_false @BCRASH1_6413 
05E2: AS_actor 291@ kill_actor $PLAYER_ACTOR 
0006: 46@ = 1 
0006: 41@ = 0 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @BCRASH1_6413 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_6413 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_6413 
0618: assign_actor 284@ to_AS_pack 282@ 
0006: 56@ = 1 

:BCRASH1_6413
00D6: if 
8118:   not actor 292@ dead 
004D: jump_if_false @BCRASH1_6902 
0006: 50@ = 2 
0050: gosub @BCRASH1_13861 
0087: 303@ = 73@ // (float) 
0087: 308@ = 74@ // (float) 
0087: 313@ = 75@ // (float) 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @BCRASH1_6630 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 303@ 308@ 313@ radius 30.0 30.0 30.0 sphere 0 in_car 
004D: jump_if_false @BCRASH1_6630 
00D6: if 
8119:   not car 272@ wrecked 
004D: jump_if_false @BCRASH1_6630 
0672: AS_actor 292@ attack_car 272@ 
0006: 42@ = 1 
0006: 47@ = 0 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @BCRASH1_6630 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_6630 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_6630 
0618: assign_actor 284@ to_AS_pack 282@ 
0006: 56@ = 1 

:BCRASH1_6630
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @BCRASH1_6902 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 303@ 308@ 313@ radius 5.0 5.0 5.0 on_foot 
004D: jump_if_false @BCRASH1_6777 
05E2: AS_actor 292@ kill_actor $PLAYER_ACTOR 
0006: 47@ = 1 
0006: 42@ = 0 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @BCRASH1_6777 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_6777 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_6777 
0618: assign_actor 284@ to_AS_pack 282@ 
0006: 56@ = 1 

:BCRASH1_6777
00D6: if 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA -2774.03 -1572.78 cornerB -2837.13 -1468.24 
004D: jump_if_false @BCRASH1_6902 
05E2: AS_actor 292@ kill_actor $PLAYER_ACTOR 
0006: 47@ = 1 
0006: 42@ = 0 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @BCRASH1_6902 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_6902 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_6902 
0618: assign_actor 284@ to_AS_pack 282@ 
0006: 56@ = 1 

:BCRASH1_6902
00D6: if 
8118:   not actor 293@ dead 
004D: jump_if_false @BCRASH1_7391 
0006: 50@ = 3 
0050: gosub @BCRASH1_13861 
0087: 304@ = 73@ // (float) 
0087: 309@ = 74@ // (float) 
0087: 314@ = 75@ // (float) 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @BCRASH1_7119 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 304@ 309@ 314@ radius 30.0 30.0 30.0 sphere 0 in_car 
004D: jump_if_false @BCRASH1_7119 
00D6: if 
8119:   not car 272@ wrecked 
004D: jump_if_false @BCRASH1_7119 
0672: AS_actor 293@ attack_car 272@ 
0006: 43@ = 1 
0006: 48@ = 0 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @BCRASH1_7119 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_7119 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_7119 
0618: assign_actor 284@ to_AS_pack 282@ 
0006: 56@ = 1 

:BCRASH1_7119
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @BCRASH1_7391 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 304@ 309@ 314@ radius 5.0 5.0 5.0 on_foot 
004D: jump_if_false @BCRASH1_7266 
05E2: AS_actor 293@ kill_actor $PLAYER_ACTOR 
0006: 48@ = 1 
0006: 43@ = 0 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @BCRASH1_7266 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_7266 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_7266 
0618: assign_actor 284@ to_AS_pack 282@ 
0006: 56@ = 1 

:BCRASH1_7266
00D6: if 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA -2774.03 -1572.78 cornerB -2837.13 -1468.24 
004D: jump_if_false @BCRASH1_7391 
05E2: AS_actor 293@ kill_actor $PLAYER_ACTOR 
0006: 48@ = 1 
0006: 43@ = 0 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @BCRASH1_7391 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_7391 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_7391 
0618: assign_actor 284@ to_AS_pack 282@ 
0006: 56@ = 1 

:BCRASH1_7391
00D6: if 
8118:   not actor 294@ dead 
004D: jump_if_false @BCRASH1_7880 
0006: 50@ = 4 
0050: gosub @BCRASH1_13861 
0087: 305@ = 73@ // (float) 
0087: 310@ = 74@ // (float) 
0087: 315@ = 75@ // (float) 
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @BCRASH1_7608 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 305@ 310@ 315@ radius 30.0 30.0 30.0 sphere 0 in_car 
004D: jump_if_false @BCRASH1_7608 
00D6: if 
8119:   not car 272@ wrecked 
004D: jump_if_false @BCRASH1_7608 
0672: AS_actor 294@ attack_car 272@ 
0006: 44@ = 1 
0006: 49@ = 0 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @BCRASH1_7608 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_7608 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_7608 
0618: assign_actor 284@ to_AS_pack 282@ 
0006: 56@ = 1 

:BCRASH1_7608
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @BCRASH1_7880 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 305@ 310@ 315@ radius 5.0 5.0 5.0 on_foot 
004D: jump_if_false @BCRASH1_7755 
05E2: AS_actor 294@ kill_actor $PLAYER_ACTOR 
0006: 49@ = 1 
0006: 44@ = 0 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @BCRASH1_7755 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_7755 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_7755 
0618: assign_actor 284@ to_AS_pack 282@ 
0006: 56@ = 1 

:BCRASH1_7755
00D6: if 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA -2774.03 -1572.78 cornerB -2837.13 -1468.24 
004D: jump_if_false @BCRASH1_7880 
05E2: AS_actor 294@ kill_actor $PLAYER_ACTOR 
0006: 49@ = 1 
0006: 44@ = 0 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @BCRASH1_7880 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_7880 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_7880 
0618: assign_actor 284@ to_AS_pack 282@ 
0006: 56@ = 1 

:BCRASH1_7880
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @BCRASH1_7963 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_7963 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_7963 
00D6: if 
0448:   actor 284@ in_car 322@ 
004D: jump_if_false @BCRASH1_7963 
0004: $6967 = 0 
0004: $6965 = 3 

:BCRASH1_7963
00D6: if 
0118:   actor 284@ dead 
004D: jump_if_false @BCRASH1_8120 
00D6: if 
8118:   not actor 291@ dead 
004D: jump_if_false @BCRASH1_8003 
05E2: AS_actor 291@ kill_actor $PLAYER_ACTOR 

:BCRASH1_8003
00D6: if 
8118:   not actor 292@ dead 
004D: jump_if_false @BCRASH1_8027 
05E2: AS_actor 292@ kill_actor $PLAYER_ACTOR 

:BCRASH1_8027
00D6: if 
8118:   not actor 293@ dead 
004D: jump_if_false @BCRASH1_8051 
05E2: AS_actor 293@ kill_actor $PLAYER_ACTOR 

:BCRASH1_8051
00D6: if 
8118:   not actor 294@ dead 
004D: jump_if_false @BCRASH1_8075 
05E2: AS_actor 294@ kill_actor $PLAYER_ACTOR 

:BCRASH1_8075
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_8120 
02AC: set_car 322@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
020A: set_car 322@ door_status_to 0 
01EC: make_car 322@ very_heavy 1
0423: set_car 322@ improved_handling_to 1.5 // (float) 

:BCRASH1_8120
00D6: if and
0118:   actor 291@ dead 
0118:   actor 292@ dead 
0118:   actor 293@ dead 
0118:   actor 294@ dead 
004D: jump_if_false @BCRASH1_8165 
0004: $6967 = 0 
0004: $6965 = 2 

:BCRASH1_8165
00D6: if 
0038:   $6965 == 2 
004D: jump_if_false @BCRASH1_8313 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_8313 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_8290 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @BCRASH1_8269 
0618: assign_actor 284@ to_AS_pack 282@ 
0006: 56@ = 1 
0004: $6967 = 0 
0004: $6965 = 3 
0002: jump @BCRASH1_8283 

:BCRASH1_8269
0004: $6967 = 0 
0004: $6965 = 3 

:BCRASH1_8283
0002: jump @BCRASH1_8313 

:BCRASH1_8290
00BC: show_text_highpriority GXT 'BCR1_10' time 5000 flag 1  // ~s~Photograph the ~r~body~s~.
0004: $6965 = 7 

:BCRASH1_8313
00D6: if 
0038:   $6965 == 3 
004D: jump_if_false @BCRASH1_9346 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_9324 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_9279 
00D6: if 
00DB:   actor 284@ in_car 322@ 
004D: jump_if_false @BCRASH1_9193 
00D6: if 
0018:   $6967 > 2 
004D: jump_if_false @BCRASH1_8407 
0004: $6967 = 0 

:BCRASH1_8407
00D6: if 
060E:   car 322@ assigned_to_path 
004D: jump_if_false @BCRASH1_8606 
0407: store_coords_to 233@ 234@ 235@ from_car 322@ with_offset 0.0 4.0 0.0 
0087: 227@ = 233@ // (float) 
000F: 227@ -= 1.5 
0087: 228@ = 234@ // (float) 
000F: 228@ -= 1.5 
0087: 229@ = 235@ // (float) 
000F: 229@ -= 1.5 
0087: 230@ = 233@ // (float) 
000B: 230@ += 1.5 
0087: 231@ = 234@ // (float) 
000B: 231@ += 1.5 
0087: 232@ = 235@ // (float) 
000B: 232@ += 1.5 
00D6: if 
0339:   anything_in_cube_cornerA 227@ 228@ 229@ cornerB 230@ 231@ 232@ solid 0 car 0 actor 1 object 0 particle 0 
004D: jump_if_false @BCRASH1_8606 
05EC: release_car 322@ from_path 

:BCRASH1_8606
00D6: if 
060E:   car 322@ assigned_to_path 
004D: jump_if_false @BCRASH1_8690 
00D6: if 
0100:   actor 284@ in_sphere 107@($6968,40f) 147@($6968,40f) 187@($6968,40f) radius 20.0 20.0 20.0 sphere 0 in_car 
004D: jump_if_false @BCRASH1_8690 
0008: $6968 += 1 
0008: $6969 += 1 

:BCRASH1_8690
00D6: if 
0038:   $6967 == 0 
004D: jump_if_false @BCRASH1_9016 
0224: set_car 322@ health_to 1000 
00AD: set_car 322@ max_speed_to 40.0 
00AE: set_car 322@ traffic_behaviour_to 0 
02AA: set_car 322@ immune_to_nonplayer 0 
02AC: set_car 322@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
01EC: make_car 322@ very_heavy 1
0423: set_car 322@ improved_handling_to 1.5 // (float) 
07C0: load_path 170 

:BCRASH1_8760
00D6: if 
87C1:   not path 170 available 
004D: jump_if_false @BCRASH1_8787 
0001: wait 0 ms 
0002: jump @BCRASH1_8760 

:BCRASH1_8787
00D6: if and
8119:   not car 322@ wrecked 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_8873 
00D6: if 
0448:   actor 284@ in_car 322@ 
004D: jump_if_false @BCRASH1_8873 
0519: set_car 322@ locked 0 
05EB: assign_car 322@ to_path 170 
06FD: set_car 322@ speed_on_path_to 0.65 
072F: enable_car 322@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 1 // extended 03CC 

:BCRASH1_8873
00BC: show_text_highpriority GXT 'BCR1_07' time 4000 flag 1  // ~s~The ~r~snitch ~s~is getting away!
00D6: if 
8119:   not car 328@ wrecked 
004D: jump_if_false @BCRASH1_8942 
00D6: if and
847A:   not actor $PLAYER_ACTOR driving_bike 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCRASH1_8942 
00BB: show_text_lowpriority GXT 'BCR1_14' time 4000 flag 1  // ~s~Get a vehicle!

:BCRASH1_8942
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2795.252 -1505.949 138.8073 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2796.0 -1506.586 138.9953 switchstyle 2 
01BD: 266@ = current_time_in_ms 
0004: $6967 = 1 

:BCRASH1_9016
00D6: if 
0038:   $6967 == 1 
004D: jump_if_false @BCRASH1_9193 
00D6: if 
02CB:   actor $PLAYER_ACTOR bounding_sphere_visible 
004D: jump_if_false @BCRASH1_9141 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCRASH1_9111 
03C0: 272@ = actor $PLAYER_ACTOR car 
00AB: put_car 272@ at -2789.672 -1491.142 137.1726 
0175: set_car 272@ Z_angle_to 227.9636 
0002: jump @BCRASH1_9141 

:BCRASH1_9111
00A1: put_actor $PLAYER_ACTOR at -2789.672 -1491.142 137.1726 
0173: set_actor $PLAYER_ACTOR Z_angle_to 227.9636 

:BCRASH1_9141
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
00D6: if 
0019:   268@ > 4000 
004D: jump_if_false @BCRASH1_9193 
01BD: 266@ = current_time_in_ms 
0004: $6967 = 2 

:BCRASH1_9193
00D6: if 
0038:   $6967 == 2 
004D: jump_if_false @BCRASH1_9272 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
00D6: if 
0019:   268@ > 1 
004D: jump_if_false @BCRASH1_9272 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0004: $6965 = 4 

:BCRASH1_9272
0002: jump @BCRASH1_9317 

:BCRASH1_9279
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BC: show_text_highpriority GXT 'BCR1_10' time 5000 flag 1  // ~s~Photograph the ~r~body~s~.
0004: $6965 = 7 

:BCRASH1_9317
0002: jump @BCRASH1_9346 

:BCRASH1_9324
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0004: $6965 = 4 

:BCRASH1_9346
00D6: if 
0038:   $6965 == 4 
004D: jump_if_false @BCRASH1_10974 
00D6: if 
0119:   car 322@ wrecked 
004D: jump_if_false @BCRASH1_9454 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_9454 
00D6: if 
844B:   not actor 284@ on_foot 
004D: jump_if_false @BCRASH1_9447 
009B: destroy_actor 284@ 
00BC: show_text_highpriority GXT 'BCR1_09' time 5000 flag 1  // ~r~He can't be identified!
0002: jump @BCRASH1_13511 
0002: jump @BCRASH1_9454 

:BCRASH1_9447
0004: $6965 = 7 

:BCRASH1_9454
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_10974 
00D6: if and
8118:   not actor 284@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_10974 
00D6: if 
0448:   actor 284@ in_car 322@ 
004D: jump_if_false @BCRASH1_10937 
00D6: if 
060E:   car 322@ assigned_to_path 
004D: jump_if_false @BCRASH1_9594 
00D6: if 
0100:   actor 284@ in_sphere 107@($6968,40f) 147@($6968,40f) 187@($6968,40f) radius 15.0 15.0 15.0 sphere 0 in_car 
004D: jump_if_false @BCRASH1_9594 
0008: $6968 += 1 
0008: $6969 += 1 

:BCRASH1_9594
00D6: if 
860E:   not car 322@ assigned_to_path 
004D: jump_if_false @BCRASH1_10134 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @BCRASH1_9673 
05D1: AS_actor 284@ drive_car 322@ to 107@($6968,40f) 147@($6968,40f) 187@($6968,40f) speed 321@ 3 model #NULL 2 
0006: 34@ = 1 

:BCRASH1_9673
00D6: if or
0495:   car 322@ burning 
01F4:   car 322@ flipped 
004D: jump_if_false @BCRASH1_9746 
00AD: set_car 322@ max_speed_to 0.0 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_9739 
077A: set_actor 284@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 284@ decision_maker_to 65540 

:BCRASH1_9739
0004: $6965 = 5 

:BCRASH1_9746
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @BCRASH1_10041 
00D6: if 
001C:   $6970 > $6968 // (int) 
004D: jump_if_false @BCRASH1_9955 
0050: gosub @BCRASH1_13881 
00D6: if 
0100:   actor 284@ in_sphere 107@($6968,40f) 147@($6968,40f) 187@($6968,40f) radius 5.0 5.0 5.0 sphere 0 in_car 
004D: jump_if_false @BCRASH1_9948 
00D6: if and
0018:   $6968 > 7 
001A:   19 > $6968 
004D: jump_if_false @BCRASH1_9886 
0007: 321@ = 20.0 
0002: jump @BCRASH1_9896 

:BCRASH1_9886
0007: 321@ = 30.0 

:BCRASH1_9896
0008: $6968 += 1 
0008: $6969 += 1 
05D1: AS_actor 284@ drive_car 322@ to 107@($6968,40f) 147@($6968,40f) 187@($6968,40f) speed 321@ 3 model #NULL 2 

:BCRASH1_9948
0002: jump @BCRASH1_10041 

:BCRASH1_9955
00D6: if 
0100:   actor 284@ in_sphere 107@($6968,40f) 147@($6968,40f) 187@($6968,40f) radius 8.0 8.0 8.0 sphere 0 in_car 
004D: jump_if_false @BCRASH1_10041 
05D2: AS_actor 284@ run_to_and_hijack_car 322@ max_search_radius 50.0 traffic_behavior 2 
00AD: set_car 322@ max_speed_to 50.0 
0006: 34@ = 2 

:BCRASH1_10041
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @BCRASH1_10134 
00D6: if 
82CB:   not actor 284@ bounding_sphere_visible 
004D: jump_if_false @BCRASH1_10134 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 284@ radius 100.0 100.0 100.0 sphere 0 
004D: jump_if_false @BCRASH1_10134 
00BC: show_text_highpriority GXT 'BCR1_12' time 6000 flag 1  // ~r~You let him get away!
0002: jump @BCRASH1_13511 

:BCRASH1_10134
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @BCRASH1_10293 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
00D6: if 
0019:   268@ > 6000 
004D: jump_if_false @BCRASH1_10293 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCRASH1_10293 
00D6: if 
060E:   car 322@ assigned_to_path 
004D: jump_if_false @BCRASH1_10293 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 322@ radius 30.0 30.0 30.0 flag 0 
004D: jump_if_false @BCRASH1_10293 
06FD: set_car 322@ speed_on_path_to 0.8 
00BC: show_text_highpriority GXT 'BCR1_15' time 6000 flag 1  // ~s~Take ~r~him ~s~out!
0006: 57@ = 1 

:BCRASH1_10293
00D6: if 
060E:   car 322@ assigned_to_path 
004D: jump_if_false @BCRASH1_10562 
0407: store_coords_to 233@ 234@ 235@ from_car 322@ with_offset 0.0 4.0 0.0 
0087: 227@ = 233@ // (float) 
000F: 227@ -= 1.5 
0087: 228@ = 234@ // (float) 
000F: 228@ -= 1.5 
0087: 229@ = 235@ // (float) 
000F: 229@ -= 1.5 
0087: 230@ = 233@ // (float) 
000B: 230@ += 1.5 
0087: 231@ = 234@ // (float) 
000B: 231@ += 1.5 
0087: 232@ = 235@ // (float) 
000B: 232@ += 1.5 
00D6: if 
0339:   anything_in_cube_cornerA 227@ 228@ 229@ cornerB 230@ 231@ 232@ solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @BCRASH1_10492 
05EC: release_car 322@ from_path 

:BCRASH1_10492
00D6: if 
0495:   car 322@ burning 
004D: jump_if_false @BCRASH1_10530 
05EC: release_car 322@ from_path 
00AD: set_car 322@ max_speed_to 0.0 
0004: $6965 = 5 

:BCRASH1_10530
0227: 269@ = car 322@ health 
00D6: if 
001B:   900 > 269@ 
004D: jump_if_false @BCRASH1_10562 
05EC: release_car 322@ from_path 

:BCRASH1_10562
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @BCRASH1_10661 
00A0: store_actor $PLAYER_ACTOR position_to 67@ 68@ 69@ 
00A0: store_actor 284@ position_to 287@ 288@ 289@ 
00D6: if 
86BD:   not no_obstacles_between 67@ 68@ 69@ and 287@ 288@ 289@ solid 1 car 0 actor 0 object 0 particle 0 
004D: jump_if_false @BCRASH1_10661 
01BD: 266@ = current_time_in_ms 
0006: 51@ = 0 

:BCRASH1_10661
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @BCRASH1_10937 
00A0: store_actor $PLAYER_ACTOR position_to 67@ 68@ 69@ 
00A0: store_actor 284@ position_to 287@ 288@ 289@ 
00D6: if 
86BD:   not no_obstacles_between 67@ 68@ 69@ and 287@ 288@ 289@ solid 1 car 0 actor 0 object 0 particle 0 
004D: jump_if_false @BCRASH1_10889 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
00D6: if and
0019:   268@ > 1000 
001B:   6000 > 268@ 
004D: jump_if_false @BCRASH1_10811 
00BC: show_text_highpriority GXT 'BCR1_07' time 100 flag 1  // ~s~The ~r~snitch ~s~is getting away!

:BCRASH1_10811
00D6: if 
0019:   268@ > 30000 
004D: jump_if_false @BCRASH1_10889 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 284@ radius 25.0 25.0 25.0 sphere 0 
004D: jump_if_false @BCRASH1_10889 
00BC: show_text_highpriority GXT 'BCR1_12' time 5000 flag 1  // ~r~You let him get away!
0002: jump @BCRASH1_13511 

:BCRASH1_10889
00D6: if 
06BD:   no_obstacles_between 67@ 68@ 69@ and 287@ 288@ 289@ solid 1 car 0 actor 0 object 0 particle 0 
004D: jump_if_false @BCRASH1_10937 
0006: 51@ = 1 

:BCRASH1_10937
00D6: if 
02BF:   car 322@ sunk 
004D: jump_if_false @BCRASH1_10974 
00D6: if 
06FC:   car 322@ stuck_check_enabled 
004D: jump_if_false @BCRASH1_10974 
03CD: disable_car 322@ stuck_check 

:BCRASH1_10974
00D6: if 
0038:   $6965 == 5 
004D: jump_if_false @BCRASH1_11258 
00D6: if 
0119:   car 322@ wrecked 
004D: jump_if_false @BCRASH1_11082 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_11082 
00D6: if 
844B:   not actor 284@ on_foot 
004D: jump_if_false @BCRASH1_11075 
009B: destroy_actor 284@ 
00BC: show_text_highpriority GXT 'BCR1_09' time 5000 flag 1  // ~r~He can't be identified!
0002: jump @BCRASH1_13511 
0002: jump @BCRASH1_11082 

:BCRASH1_11075
0004: $6965 = 6 

:BCRASH1_11082
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_11194 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_11187 
00D6: if 
01C1:   car 322@ stopped 
004D: jump_if_false @BCRASH1_11187 
00D6: if 
0448:   actor 284@ in_car 322@ 
004D: jump_if_false @BCRASH1_11187 
00AA: store_car 322@ position_to 324@ 325@ 326@ 
05CF: AS_actor 284@ exit_car 322@ in_direction 324@ 325@ 326@ 
0004: $6965 = 6 

:BCRASH1_11187
0002: jump @BCRASH1_11258 

:BCRASH1_11194
00D6: if and
8118:   not actor 284@ dead 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_11258 
00D6: if 
0448:   actor 284@ in_car 322@ 
004D: jump_if_false @BCRASH1_11258 
05CF: AS_actor 284@ exit_car 322@ in_direction 324@ 325@ 326@ 
0004: $6965 = 6 

:BCRASH1_11258
00D6: if and
0018:   $6965 > 0 
001A:   7 > $6965 
004D: jump_if_false @BCRASH1_11595 
00D6: if 
056D:   actor 284@ defined 
004D: jump_if_false @BCRASH1_11595 
00D6: if 
09A8:   actor 284@ headshoted 
004D: jump_if_false @BCRASH1_11361 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_11338 
020A: set_car 322@ door_status_to 1 

:BCRASH1_11338
00BC: show_text_highpriority GXT 'BCR1_09' time 5000 flag 1  // ~r~He can't be identified!
0002: jump @BCRASH1_13511 

:BCRASH1_11361
00D6: if 
0118:   actor 284@ dead 
004D: jump_if_false @BCRASH1_11407 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_11400 
020A: set_car 322@ door_status_to 1 

:BCRASH1_11400
0004: $6965 = 7 

:BCRASH1_11407
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_11439 
00D6: if 
04C5:   actor 284@ photographed 
004D: jump_if_false @BCRASH1_11439 

:BCRASH1_11439
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @BCRASH1_11595 
00D6: if 
8039:   not  37@ == 2 
004D: jump_if_false @BCRASH1_11595 
00D6: if 
0119:   car 322@ wrecked 
004D: jump_if_false @BCRASH1_11595 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_11595 
0615: define_AS_pack_begin 283@ 
05F5: AS_actor -1 goto_point_using_paths -2822.47 -1518.595 139.7656 mode 4 time -2 
05F5: AS_actor -1 goto_point_using_paths -2822.97 -1514.244 138.2893 mode 6 time -2 
05DB: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 timelimit 5000000 
0616: define_AS_pack_end 283@ 
0618: assign_actor 284@ to_AS_pack 283@ 
0006: 37@ = 2 

:BCRASH1_11595
00D6: if 
0038:   $6965 == 6 
004D: jump_if_false @BCRASH1_11700 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_11700 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_11700 
00D6: if 
8448:   not actor 284@ in_car 322@ 
004D: jump_if_false @BCRASH1_11700 
0164: disable_marker 285@ 
0187: 285@ = create_marker_above_actor 284@ 
00BC: show_text_highpriority GXT 'BCR1_08' time 5000 flag 1  // ~s~The ~r~snitch ~s~is getting away on foot!
0004: $6965 = 7 

:BCRASH1_11700
00D6: if 
0018:   $6965 > 3 
004D: jump_if_false @BCRASH1_11775 
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @BCRASH1_11775 
00D6: if 
856D:   not actor 284@ defined 
004D: jump_if_false @BCRASH1_11775 
00BC: show_text_highpriority GXT 'BCR1_09' time 5000 flag 1  // ~r~He can't be identified!
0002: jump @BCRASH1_13511 

:BCRASH1_11775
00D6: if 
0038:   $6965 == 7 
004D: jump_if_false @BCRASH1_12538 
00D6: if 
056D:   actor 284@ defined 
004D: jump_if_false @BCRASH1_11848 
00D6: if 
09A8:   actor 284@ headshoted 
004D: jump_if_false @BCRASH1_11848 
00BC: show_text_highpriority GXT 'BCR1_09' time 5000 flag 1  // ~r~He can't be identified!
0002: jump @BCRASH1_13511 

:BCRASH1_11848
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @BCRASH1_12477 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_12401 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @BCRASH1_12005 
00A0: store_actor 284@ position_to 287@ 288@ 289@ 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_11948 
062E: get_actor 284@ task 1487 status_store_to 36@ // ret 7 if not found 
0002: jump @BCRASH1_11955 

:BCRASH1_11948
04AF: 36@ = 7 // = constant 

:BCRASH1_11955
00D6: if 
04A4:   36@ == 7 // == constant 
004D: jump_if_false @BCRASH1_12005 
05DB: AS_actor 284@ flee_from_actor $PLAYER_ACTOR from_origin_radius 50.0 timelimit 100000000 
0006: 37@ = 1 
0006: 36@ = 5 

:BCRASH1_12005
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @BCRASH1_12070 
062E: get_actor 284@ task 1499 status_store_to 36@ // ret 7 if not found 
00D6: if 
04A4:   36@ == 7 // == constant 
004D: jump_if_false @BCRASH1_12070 
05DB: AS_actor 284@ flee_from_actor $PLAYER_ACTOR from_origin_radius 50.0 timelimit 100000000 

:BCRASH1_12070
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @BCRASH1_12169 
00A0: store_actor $PLAYER_ACTOR position_to 67@ 68@ 69@ 
00A0: store_actor 284@ position_to 287@ 288@ 289@ 
00D6: if 
86BD:   not no_obstacles_between 67@ 68@ 69@ and 287@ 288@ 289@ solid 1 car 0 actor 0 object 0 particle 0 
004D: jump_if_false @BCRASH1_12169 
01BD: 266@ = current_time_in_ms 
0006: 51@ = 0 

:BCRASH1_12169
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @BCRASH1_12401 
00A0: store_actor $PLAYER_ACTOR position_to 67@ 68@ 69@ 
00A0: store_actor 284@ position_to 287@ 288@ 289@ 
00D6: if 
86BD:   not no_obstacles_between 67@ 68@ 69@ and 287@ 288@ 289@ solid 1 car 0 actor 0 object 0 particle 0 
004D: jump_if_false @BCRASH1_12353 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
00D6: if 
0019:   268@ > 1000 
004D: jump_if_false @BCRASH1_12311 
00BC: show_text_highpriority GXT 'BCR1_07' time 100 flag 1  // ~s~The ~r~snitch ~s~is getting away!

:BCRASH1_12311
00D6: if 
0019:   268@ > 15000 
004D: jump_if_false @BCRASH1_12353 
00BC: show_text_highpriority GXT 'BCR1_12' time 5000 flag 1  // ~r~You let him get away!
0002: jump @BCRASH1_13511 

:BCRASH1_12353
00D6: if 
06BD:   no_obstacles_between 67@ 68@ 69@ and 287@ 288@ 289@ solid 1 car 0 actor 0 object 0 particle 0 
004D: jump_if_false @BCRASH1_12401 
0006: 51@ = 1 

:BCRASH1_12401
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_12477 
00D6: if 
056D:   actor 284@ defined 
004D: jump_if_false @BCRASH1_12477 
00D6: if 
04C5:   actor 284@ photographed 
004D: jump_if_false @BCRASH1_12477 
00D6: if 
0118:   actor 284@ dead 
004D: jump_if_false @BCRASH1_12477 
0164: disable_marker 285@ 
0006: 52@ = 1 

:BCRASH1_12477
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @BCRASH1_12538 
018A: 66@ = create_checkpoint_at -2044.1 -2523.86 31.11 
00BC: show_text_highpriority GXT 'BCR1_17' time 5000 flag 1  // ~s~Take the camera to the ~y~drop~s~.
0004: $6965 = 8 

:BCRASH1_12538
00D6: if 
0038:   $6965 == 8 
004D: jump_if_false @BCRASH1_12636 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_12636 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -2044.1 -2523.86 31.11 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @BCRASH1_12636 
017B: set_actor $PLAYER_ACTOR weapon 43 ammo_to 0 
0002: jump @BCRASH1_13609 

:BCRASH1_12636
00D6: if 
0038:   $6965 == 7 
004D: jump_if_false @BCRASH1_13301 
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @BCRASH1_13192 
041A: 276@ = actor $PLAYER_ACTOR weapon 43 ammo 
00D6: if 
0019:   276@ > 0 
004D: jump_if_false @BCRASH1_13052 
00D6: if 
0039:   59@ == 2 
004D: jump_if_false @BCRASH1_12738 
0888: create_marker_above_actor 284@ handle_as 285@ // versionB 
0164: disable_marker 271@ 
0006: 59@ = 1 

:BCRASH1_12738
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @BCRASH1_13045 
00D6: if 
04AD:   actor 284@ in_water 
004D: jump_if_false @BCRASH1_12779 
0004: $6966 = 1 

:BCRASH1_12779
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
0118:   actor 284@ dead 
004D: jump_if_false @BCRASH1_13045 
00BC: show_text_highpriority GXT 'BCR1_10' time 100 flag 1  // ~s~Photograph the ~r~body~s~.
00D6: if 
056D:   actor 284@ defined 
004D: jump_if_false @BCRASH1_13045 
00D6: if 
0118:   actor 284@ dead 
004D: jump_if_false @BCRASH1_13045 
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @BCRASH1_12914 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 287@ 288@ 289@ radius 5.0 5.0 5.0 
004D: jump_if_false @BCRASH1_12914 
0006: 58@ = 1 

:BCRASH1_12914
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @BCRASH1_13045 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 287@ 288@ 289@ radius 100.0 100.0 30.0 
004D: jump_if_false @BCRASH1_13045 
00D6: if 
0038:   $6966 == 1 
004D: jump_if_false @BCRASH1_13022 
00BC: show_text_highpriority GXT 'BCR1_16' time 5000 flag 1  // ~r~The buzzards got him!
0002: jump @BCRASH1_13511 
0002: jump @BCRASH1_13045 

:BCRASH1_13022
00BC: show_text_highpriority GXT 'BCR1_16' time 5000 flag 1  // ~r~The buzzards got him!
0002: jump @BCRASH1_13511 

:BCRASH1_13045
0002: jump @BCRASH1_13192 

:BCRASH1_13052
00D6: if 
0118:   actor 284@ dead 
004D: jump_if_false @BCRASH1_13192 
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @BCRASH1_13111 
00D6: if 
0039:   276@ == 0 
004D: jump_if_false @BCRASH1_13111 
0006: 59@ = 0 

:BCRASH1_13111
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @BCRASH1_13192 
00BC: show_text_highpriority GXT 'BCR1_11' time 5000 flag 1  // ~s~You need a ~g~camera, ~s~go and pick one up.
0164: disable_marker 285@ 
032B: 270@ = create_weapon_pickup #CAMERA type 3 ammo 99999 at -2044.1 -2523.86 31.11 
03DC: 271@ = create_marker_above_pickup 270@ 
0006: 59@ = 2 

:BCRASH1_13192
00D6: if and
0039:   37@ == 0 
8038:   not  $6965 == 4 
8038:   not  $6965 == 5 
004D: jump_if_false @BCRASH1_13301 
00D6: if and
8118:   not actor 284@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_13301 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 284@ radius 10.0 10.0 0 
004D: jump_if_false @BCRASH1_13301 
05DB: AS_actor 284@ flee_from_actor $PLAYER_ACTOR from_origin_radius 50.0 timelimit 100000000 
0006: 37@ = 1 

:BCRASH1_13301
00D6: if 
0018:   $6965 > 3 
004D: jump_if_false @BCRASH1_13483 
00D6: if 
0039:   54@ == 1 
004D: jump_if_false @BCRASH1_13483 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 328@ wrecked 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_13483 
00D6: if or
00DB:   actor $PLAYER_ACTOR in_car 328@ 
8202:   not actor $PLAYER_ACTOR near_car 328@ radius 50.0 50.0 sphere 0 
004D: jump_if_false @BCRASH1_13425 
00BB: show_text_lowpriority GXT 'BCR1_13' time 5000 flag 1  // ~s~Chase ~r~him ~s~down and kill him!
0006: 54@ = 0 

:BCRASH1_13425
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCRASH1_13483 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 328@ 
004D: jump_if_false @BCRASH1_13483 
00BB: show_text_lowpriority GXT 'BCR1_13' time 5000 flag 1  // ~s~Chase ~r~him ~s~down and kill him!
0006: 54@ = 0 

:BCRASH1_13483
0002: jump @BCRASH1_3584 
0001: wait 1500 ms 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @BCRASH1_13609 

:BCRASH1_13511
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCRASH1_13586 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_13586 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @BCRASH1_13586 
017B: set_actor $PLAYER_ACTOR weapon 43 ammo_to 0 

:BCRASH1_13586
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_13607 
009B: destroy_actor 284@ 

:BCRASH1_13607
0051: return 

:BCRASH1_13609
0318: set_latest_mission_passed 'BCRASH1'  // Badlands
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
0110: clear_player $PLAYER_CHAR wanted_level 
0629: change_integer_stat 319 to 1 
0394: play_music 1 
0008: $MISSION_BADLANDS_PASSED += 1 
0164: disable_marker $484 
0004: $RECALL_TIME = 15000 
0051: return 

:BCRASH1_13680
0050: gosub @BCRASH1_241 
0050: gosub @BCRASH1_670 
0050: gosub @BCRASH1_785 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCRASH1_13760 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_13760 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @BCRASH1_13760 
017B: set_actor $PLAYER_ACTOR weapon 43 ammo_to 99999 

:BCRASH1_13760
00D6: if 
8119:   not car 328@ wrecked 
004D: jump_if_false @BCRASH1_13791 
02AC: set_car 328@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:BCRASH1_13791
077B: clear_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0249: release_model #CAMERA 
0249: release_model #MICRO_UZI 
0249: release_model #SANCHEZ 
0164: disable_marker 285@ 
0164: disable_marker 64@ 
0164: disable_marker 65@ 
0164: disable_marker 66@ 
0164: disable_marker 271@ 
0215: destroy_pickup 270@ 
0004: $ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:BCRASH1_13861
00A0: store_actor 290@(50@,5i) position_to 73@ 74@ 75@ 
0051: return 

:BCRASH1_13881
0006: 62@ = -1 
0007: 60@ = 1E07 
0006: 63@ = 38 

:BCRASH1_13905
00D6: if 
001B:   38 > 63@ 
004D: jump_if_false @BCRASH1_14093 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_14079 
0509: 61@ = distance_between_XY 287@ 288@ and_XY 107@($6968,40f) 147@($6968,40f) 
00D6: if 
0025:   60@ > 61@ // (float) 
004D: jump_if_false @BCRASH1_14079 
0087: 60@ = 61@ // (float) 
0085: 62@ = 63@ // (int) 
00D6: if 
0025:   187@($6968,40f) > 187@(62@,40f) // (float) 
004D: jump_if_false @BCRASH1_14079 
0087: 61@ = 187@($6968,40f) // (float) 
0063: 61@ -= 187@(62@,40f) // (float) 
00D6: if 
0021:   61@ > 3.0 
004D: jump_if_false @BCRASH1_14079 
008A: $6968 = 62@ // (int) 

:BCRASH1_14079
000A: 63@ += 1 
0002: jump @BCRASH1_13905 

:BCRASH1_14093
0051: return 

//-------------Mission 40---------------
// Originally: First Date

:CATALIN
0050: gosub @CATALIN_36 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CATALIN_27 
0050: gosub @CATALIN_7507 

:CATALIN_27
0050: gosub @CATALIN_7530 
004E: end_thread 

:CATALIN_36
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
03A4: name_thread 'CATALIN' 
0001: wait 0 ms 
054C: use_GXT_table 'CAT' 
0006: 52@ = 0 
0006: 53@ = 0 
0006: 54@ = 0 
008B: 55@ = $PLAYER_ACTOR // (int) 
08F5: save_player_group 
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @CATALIN_1203 
04BB: select_interior 1 
02E4: load_cutscene_data 'CAT_1' 

:CATALIN_135
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CATALIN_159 
0001: wait 0 ms 
0002: jump @CATALIN_135 

:CATALIN_159
02E7: start_cutscene 
016A: fade 1 time 1000 

:CATALIN_168
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CATALIN_192 
0001: wait 0 ms 
0002: jump @CATALIN_168 

:CATALIN_192
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CATALIN_207
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_231 
0001: wait 0 ms 
0002: jump @CATALIN_207 

:CATALIN_231
04BB: select_interior 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CATALIN_248
00D6: if 
823D:   not special_actor 5 loaded 
004D: jump_if_false @CATALIN_287 
0001: wait 0 ms 
023C: load_special_actor 'CAT' as 5 // models 290-299 
0002: jump @CATALIN_248 

:CATALIN_287
0395: clear_area 0 at 681.1634 -478.1859 15.3281 radius 0.5 
03CB: set_rendering_origin_at 681.1634 -478.1859 15.3281 
00A1: put_actor $PLAYER_ACTOR at 681.1634 -478.1859 15.3281 
0173: set_actor $PLAYER_ACTOR Z_angle_to 177.0008 
0373: set_camera_directly_behind_player 
009A: $ACTOR_CATALINA = create_actor_pedtype 23 model #SPECIAL05 at 682.8292 -477.8332 15.3359 
0173: set_actor $ACTOR_CATALINA Z_angle_to 149.5317 
05AA: 56@s = 'CAT_AA' // @s = 'short'  // ~z~Where's your car?
05AA: 58@s = 'CAT_AB' // @s = 'short'  // ~z~Where's yours?
05AA: 60@s = 'CAT_AC' // @s = 'short'  // ~z~Ladies don't drive themselves, that's what men are for!
05AA: 62@s = 'CAT_AD' // @s = 'short'  // ~z~Oh my goodness! Thanks Cesar. Appreciate this, homie!
04AF: 96@ = 8600 // = constant 
04AF: 97@ = 8601 // = constant 
04AF: 98@ = 8602 // = constant 
04AF: 99@ = 8603 // = constant 
008B: 116@ = $ACTOR_CATALINA // (int) 
0085: 117@ = 55@ // (int) 
008B: 118@ = $ACTOR_CATALINA // (int) 
0085: 119@ = 55@ // (int) 
0006: 52@ = 4 
05AA: 136@s = 'CAT_BA' // @s = 'short'  // ~z~So, what's your name? Where we going?
05AA: 138@s = 'CAT_BB' // @s = 'short'  // ~z~My name is Catalina and we gonna take this county for every stinking cent!
05AA: 140@s = 'CAT_BC' // @s = 'short'  // ~z~OK, good plan... I guess.
05AA: 142@s = 'CAT_BD' // @s = 'short'  // ~z~You're damn straight it's a good plan!
05AA: 144@s = 'CAT_BE' // @s = 'short'  // ~z~I've cased four soft targets;
05AA: 146@s = 'CAT_BH' // @s = 'short'  // ~z~a liquor store in Blueberry,
05AA: 148@s = 'CAT_BG' // @s = 'short'  // ~z~a bank in Palomino Creek,
05AA: 150@s = 'CAT_BF' // @s = 'short'  // ~z~a gas station in Dillimore,
05AA: 152@s = 'CAT_BI' // @s = 'short'  // ~z~and a betting shop in Montgomery.
05AA: 154@s = 'CAT_BJ' // @s = 'short'  // ~z~Hold up. Which one first?
05AA: 156@s = 'CAT_BK' // @s = 'short'  // ~z~You're the driver, you dumb pig, you choose!
04AF: 160@ = 8604 // = constant 
04AF: 161@ = 8605 // = constant 
04AF: 162@ = 8606 // = constant 
04AF: 163@ = 8607 // = constant 
04AF: 164@ = 8608 // = constant 
04AF: 165@ = 8611 // = constant 
04AF: 166@ = 8610 // = constant 
04AF: 167@ = 8609 // = constant 
04AF: 168@ = 8612 // = constant 
04AF: 169@ = 8613 // = constant 
04AF: 170@ = 8614 // = constant 
0085: 172@ = 55@ // (int) 
008B: 173@ = $ACTOR_CATALINA // (int) 
0085: 174@ = 55@ // (int) 
008B: 175@ = $ACTOR_CATALINA // (int) 
008B: 176@ = $ACTOR_CATALINA // (int) 
008B: 177@ = $ACTOR_CATALINA // (int) 
008B: 178@ = $ACTOR_CATALINA // (int) 
008B: 179@ = $ACTOR_CATALINA // (int) 
008B: 180@ = $ACTOR_CATALINA // (int) 
0085: 181@ = 55@ // (int) 
008B: 182@ = $ACTOR_CATALINA // (int) 
0006: 53@ = 11 
05AA: 184@s = 'CAT_CA' // @s = 'short'  // ~z~You're pretty high strung, huh, lady.
05AA: 186@s = 'CAT_CB' // @s = 'short'  // ~z~Yeah? And what are you?
05AA: 188@s = 'CAT_CC' // @s = 'short'  // ~z~Some laid back gang banger dude?
05AA: 190@s = 'CAT_CD' // @s = 'short'  // ~z~I keep myself to myself. That's my style.
05AA: 192@s = 'CAT_CE' // @s = 'short'  // ~z~Cesar says you got a brother in jail,
05AA: 194@s = 'CAT_CF' // @s = 'short'  // ~z~another brother dead, a mother just killed,
05AA: 196@s = 'CAT_CG' // @s = 'short'  // ~z~and you got a bent cop on your case.
05AA: 198@s = 'CAT_CH' // @s = 'short'  // ~z~I ain't listening to you.
05AA: 200@s = 'CAT_CI' // @s = 'short'  // ~z~You think that is keeping yourself to yourself, eh amigo?
05AA: 202@s = 'CAT_CJ' // @s = 'short'  // ~z~Real cool? You just an idiota!
05AA: 204@s = 'CAT_CK' // @s = 'short'  // ~z~And you're real charming. A proper lady.
04AF: 208@ = 8615 // = constant 
04AF: 209@ = 8616 // = constant 
04AF: 210@ = 8617 // = constant 
04AF: 211@ = 8618 // = constant 
04AF: 212@ = 8619 // = constant 
04AF: 213@ = 8620 // = constant 
04AF: 214@ = 8621 // = constant 
04AF: 215@ = 8622 // = constant 
04AF: 216@ = 8623 // = constant 
04AF: 217@ = 8624 // = constant 
04AF: 218@ = 8625 // = constant 
0085: 220@ = 55@ // (int) 
008B: 221@ = $ACTOR_CATALINA // (int) 
008B: 222@ = $ACTOR_CATALINA // (int) 
0085: 223@ = 55@ // (int) 
008B: 224@ = $ACTOR_CATALINA // (int) 
008B: 225@ = $ACTOR_CATALINA // (int) 
008B: 226@ = $ACTOR_CATALINA // (int) 
0085: 227@ = 55@ // (int) 
008B: 228@ = $ACTOR_CATALINA // (int) 
008B: 229@ = $ACTOR_CATALINA // (int) 
0085: 230@ = 55@ // (int) 
0006: 54@ = 11 
0002: jump @CATALIN_3878 

:CATALIN_1203
01B6: set_weather 14 
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @CATALIN_2211 
02E4: load_cutscene_data 'CAT_2' 

:CATALIN_1236
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CATALIN_1260 
0001: wait 0 ms 
0002: jump @CATALIN_1236 

:CATALIN_1260
0395: clear_area 0 at 868.521 -30.0862 63.1875 radius 5.8 
02E7: start_cutscene 
016A: fade 1 time 1000 

:CATALIN_1293
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CATALIN_1317 
0001: wait 0 ms 
0002: jump @CATALIN_1293 

:CATALIN_1317
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CATALIN_1332
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_1356 
0001: wait 0 ms 
0002: jump @CATALIN_1332 

:CATALIN_1356
04BB: select_interior 0 
0629: change_integer_stat 341 to 1 
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CATALIN_1380
00D6: if 
823D:   not special_actor 5 loaded 
004D: jump_if_false @CATALIN_1419 
0001: wait 0 ms 
023C: load_special_actor 'CAT' as 5 // models 290-299 
0002: jump @CATALIN_1380 

:CATALIN_1419
0395: clear_area 0 at 868.4825 -29.6753 62.1875 radius 0.5 
03CB: set_rendering_origin_at 868.4825 -29.6753 62.1875 
00A1: put_actor $PLAYER_ACTOR at 868.4825 -29.6753 62.1875 
0173: set_actor $PLAYER_ACTOR Z_angle_to 157.9281 
0373: set_camera_directly_behind_player 
009A: $ACTOR_CATALINA = create_actor_pedtype 23 model #SPECIAL05 at 867.7455 -29.0865 62.1875 
0173: set_actor $ACTOR_CATALINA Z_angle_to 225.9654 
05AA: 56@s = 'CAT_FA' // @s = 'short'  // ~z~Hey, what we got left?
04AF: 96@ = 8657 // = constant 
0085: 116@ = 55@ // (int) 
05AA: 58@s = 'CAT_FB' // @s = 'short'  // ~z~Are you stupid? You forget already?
04AF: 97@ = 8658 // = constant 
008B: 117@ = $ACTOR_CATALINA // (int) 
0006: 37@ = 2 
00D6: if 
0038:   $MISSION_TANKER_COMMANDER_PASSED == 0 
004D: jump_if_false @CATALIN_1661 
05AA: 56@(37@,20s) = 'CAT_FC' // @s = 'short'  // ~z~The gas station in Dillimore.
04AF: 96@(37@,20i) = 8659 // = constant 
008B: 116@(37@,20i) = $ACTOR_CATALINA // (int) 
000A: 37@ += 1 

:CATALIN_1661
00D6: if 
0038:   $MISSION_SMALL_TOWN_BANK_PASSED == 0 
004D: jump_if_false @CATALIN_1728 
05AA: 56@(37@,20s) = 'CAT_FD' // @s = 'short'  // ~z~The bank in Palomino Creek.
04AF: 96@(37@,20i) = 8660 // = constant 
008B: 116@(37@,20i) = $ACTOR_CATALINA // (int) 
000A: 37@ += 1 

:CATALIN_1728
00D6: if 
0038:   $MISSION_LOCAL_LIQUOR_STORE_PASSED == 0 
004D: jump_if_false @CATALIN_1862 
00D6: if 
0038:   $ALL_CATALINA_MISSIONS_PASSED == 0 
004D: jump_if_false @CATALIN_1813 
05AA: 56@(37@,20s) = 'CAT_FE' // @s = 'short'  // ~z~The liquor store in Blueberry.
04AF: 96@(37@,20i) = 8661 // = constant 
008B: 116@(37@,20i) = $ACTOR_CATALINA // (int) 
0002: jump @CATALIN_1855 

:CATALIN_1813
05AA: 56@(37@,20s) = 'CAT_FG' // @s = 'short'  // ~z~Or the liquor store in Blueberry.
04AF: 96@(37@,20i) = 8663 // = constant 
008B: 116@(37@,20i) = $ACTOR_CATALINA // (int) 

:CATALIN_1855
000A: 37@ += 1 

:CATALIN_1862
00D6: if 
0038:   $ALL_CATALINA_MISSIONS_PASSED == 0 
004D: jump_if_false @CATALIN_1929 
05AA: 56@(37@,20s) = 'CAT_FH' // @s = 'short'  // ~z~Or the betting shop in Montgomery.
04AF: 96@(37@,20i) = 8664 // = constant 
008B: 116@(37@,20i) = $ACTOR_CATALINA // (int) 
000A: 37@ += 1 

:CATALIN_1929
05AA: 56@(37@,20s) = 'CAT_FI' // @s = 'short'  // ~z~OK, well this time we're gonna do it real chill,
04AF: 96@(37@,20i) = 8665 // = constant 
0085: 116@(37@,20i) = 55@ // (int) 
000A: 37@ += 1 
05AA: 56@(37@,20s) = 'CAT_FJ' // @s = 'short'  // ~z~no crazy psycho shit, baby.
04AF: 96@(37@,20i) = 8666 // = constant 
0085: 116@(37@,20i) = 55@ // (int) 
000A: 37@ += 1 
05AA: 56@(37@,20s) = 'CAT_FK' // @s = 'short'  // ~z~Speak for yourself, soft boy.
04AF: 96@(37@,20i) = 8667 // = constant 
008B: 116@(37@,20i) = $ACTOR_CATALINA // (int) 
000A: 37@ += 1 
0085: 52@ = 37@ // (int) 
05AA: 136@s = 'CAT_FL' // @s = 'short'  // ~z~Today I feel like killing all the men I meet!
05AA: 138@s = 'CAT_FM' // @s = 'short'  // ~z~Ah baby!
05AA: 140@s = 'CAT_FN' // @s = 'short'  // ~z~Don't worry, I make an exception for some of the men in my life.
05AA: 142@s = 'CAT_FO' // @s = 'short'  // ~z~Now drive faster!
04AF: 160@ = 8668 // = constant 
04AF: 161@ = 8669 // = constant 
04AF: 162@ = 8670 // = constant 
04AF: 163@ = 8671 // = constant 
008B: 172@ = $ACTOR_CATALINA // (int) 
0085: 173@ = 55@ // (int) 
008B: 174@ = $ACTOR_CATALINA // (int) 
008B: 175@ = $ACTOR_CATALINA // (int) 
0006: 53@ = 4 

:CATALIN_2211
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @CATALIN_3101 
02E4: load_cutscene_data 'CAT_3' 

:CATALIN_2240
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CATALIN_2264 
0001: wait 0 ms 
0002: jump @CATALIN_2240 

:CATALIN_2264
0395: clear_area 0 at 868.521 -30.0862 63.1875 radius 5.8 
02E7: start_cutscene 
016A: fade 1 time 1000 

:CATALIN_2297
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CATALIN_2321 
0001: wait 0 ms 
0002: jump @CATALIN_2297 

:CATALIN_2321
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CATALIN_2336
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_2360 
0001: wait 0 ms 
0002: jump @CATALIN_2336 

:CATALIN_2360
04BB: select_interior 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CATALIN_2377
00D6: if 
823D:   not special_actor 5 loaded 
004D: jump_if_false @CATALIN_2416 
0001: wait 0 ms 
023C: load_special_actor 'CAT' as 5 // models 290-299 
0002: jump @CATALIN_2377 

:CATALIN_2416
0395: clear_area 0 at 868.4825 -29.6753 62.1875 radius 0.5 
03CB: set_rendering_origin_at 868.4825 -29.6753 62.1875 
00A1: put_actor $PLAYER_ACTOR at 868.4825 -29.6753 62.1875 
0173: set_actor $PLAYER_ACTOR Z_angle_to 157.9281 
0373: set_camera_directly_behind_player 
009A: $ACTOR_CATALINA = create_actor_pedtype 23 model #SPECIAL05 at 867.7455 -29.0865 62.1875 
0173: set_actor $ACTOR_CATALINA Z_angle_to 225.9654 
05AA: 56@s = 'CAT_KA' // @s = 'short'  // ~z~How was it?
05AA: 58@s = 'CAT_KB' // @s = 'short'  // ~z~Different...
05AA: 60@s = 'CAT_KC' // @s = 'short'  // ~z~I knew you would like it!
05AA: 62@s = 'CAT_KD' // @s = 'short'  // ~z~Look, baby, I thought we was going to make some serious paper.
05AA: 64@s = 'CAT_KE' // @s = 'short'  // ~z~I'm starting to get really bored of you.
05AA: 66@s = 'CAT_KF' // @s = 'short'  // ~z~I just need the money.
05AA: 68@s = 'CAT_KG' // @s = 'short'  // ~z~And I'm just a cheap fuck?
05AA: 70@s = 'CAT_KH' // @s = 'short'  // ~z~A whore you don't even pay?
05AA: 72@s = 'CAT_KI' // @s = 'short'  // ~z~No, I didn't say that.
05AA: 74@s = 'CAT_KJ' // @s = 'short'  // ~z~Carl, I say I'm in love with you, and you act like I'm an idiot.
05AA: 76@s = 'CAT_KK' // @s = 'short'  // ~z~I see the way you look at other women.
05AA: 78@s = 'CAT_KL' // @s = 'short'  // ~z~I know your kind, Carl. I am serious.
05AA: 80@s = 'CAT_KM' // @s = 'short'  // ~z~I will kill you if you ever mess around.
05AA: 82@s = 'CAT_KN' // @s = 'short'  // ~z~I will castrate you first.
05AA: 84@s = 'CAT_KO' // @s = 'short'  // ~z~Then I will make you eat them.
05AA: 86@s = 'CAT_KP' // @s = 'short'  // ~z~Enough! I need some fucking money!
05AA: 88@s = 'CAT_KQ' // @s = 'short'  // ~z~Carl, you are really boring me now.
05AA: 90@s = 'CAT_KR' // @s = 'short'  // ~z~Please, sweetheart. I got in some real, real deep shit.
05AA: 92@s = 'CAT_KS' // @s = 'short'  // ~z~Okay. Maybe today we hit it big!
04AF: 96@ = 8692 // = constant 
04AF: 97@ = 8693 // = constant 
04AF: 98@ = 8694 // = constant 
04AF: 99@ = 8695 // = constant 
04AF: 100@ = 8696 // = constant 
04AF: 101@ = 8697 // = constant 
04AF: 102@ = 8698 // = constant 
04AF: 103@ = 8699 // = constant 
04AF: 104@ = 8700 // = constant 
04AF: 105@ = 8701 // = constant 
04AF: 106@ = 8702 // = constant 
04AF: 107@ = 8703 // = constant 
04AF: 108@ = 8704 // = constant 
04AF: 109@ = 8705 // = constant 
04AF: 110@ = 8706 // = constant 
04AF: 111@ = 8707 // = constant 
04AF: 112@ = 8708 // = constant 
04AF: 113@ = 8709 // = constant 
04AF: 114@ = 8710 // = constant 
008B: 116@ = $ACTOR_CATALINA // (int) 
0085: 117@ = 55@ // (int) 
008B: 118@ = $ACTOR_CATALINA // (int) 
0085: 119@ = 55@ // (int) 
008B: 120@ = $ACTOR_CATALINA // (int) 
0085: 121@ = 55@ // (int) 
008B: 122@ = $ACTOR_CATALINA // (int) 
008B: 123@ = $ACTOR_CATALINA // (int) 
0085: 124@ = 55@ // (int) 
008B: 125@ = $ACTOR_CATALINA // (int) 
008B: 126@ = $ACTOR_CATALINA // (int) 
008B: 127@ = $ACTOR_CATALINA // (int) 
008B: 128@ = $ACTOR_CATALINA // (int) 
008B: 129@ = $ACTOR_CATALINA // (int) 
008B: 130@ = $ACTOR_CATALINA // (int) 
0085: 131@ = 55@ // (int) 
008B: 132@ = $ACTOR_CATALINA // (int) 
0085: 133@ = 55@ // (int) 
008B: 134@ = $ACTOR_CATALINA // (int) 
0006: 52@ = 19 

:CATALIN_3101
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 3 
004D: jump_if_false @CATALIN_3878 
02E4: load_cutscene_data 'CAT_4' 

:CATALIN_3130
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CATALIN_3154 
0001: wait 0 ms 
0002: jump @CATALIN_3130 

:CATALIN_3154
0395: clear_area 0 at 868.521 -30.0862 63.1875 radius 5.8 
02E7: start_cutscene 
016A: fade 1 time 1000 

:CATALIN_3187
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CATALIN_3211 
0001: wait 0 ms 
0002: jump @CATALIN_3187 

:CATALIN_3211
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CATALIN_3226
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_3250 
0001: wait 0 ms 
0002: jump @CATALIN_3226 

:CATALIN_3250
04BB: select_interior 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CATALIN_3267
00D6: if 
823D:   not special_actor 5 loaded 
004D: jump_if_false @CATALIN_3306 
0001: wait 0 ms 
023C: load_special_actor 'CAT' as 5 // models 290-299 
0002: jump @CATALIN_3267 

:CATALIN_3306
0395: clear_area 0 at 868.4825 -29.6753 62.1875 radius 0.5 
03CB: set_rendering_origin_at 868.4825 -29.6753 62.1875 
00A1: put_actor $PLAYER_ACTOR at 868.4825 -29.6753 62.1875 
0173: set_actor $PLAYER_ACTOR Z_angle_to 157.9281 
0373: set_camera_directly_behind_player 
009A: $ACTOR_CATALINA = create_actor_pedtype 23 model #SPECIAL05 at 867.7455 -29.0865 62.1875 
0173: set_actor $ACTOR_CATALINA Z_angle_to 225.9654 
05AA: 56@s = 'CAT4_LA' // @s = 'short'  // ~z~I feel good today, like a woman reborn!
05AA: 58@s = 'CAT4_LB' // @s = 'short'  // ~z~Cool, maybe you won't go berserk, huh?
05AA: 60@s = 'CAT4_LC' // @s = 'short'  // ~z~Oh, I go berserk, but not until I really pissed!
05AA: 62@s = 'CAT4_LD' // @s = 'short'  // ~z~Oh, well, that's a relief to hear!
05AA: 64@s = 'CAT4_LE' // @s = 'short'  // ~z~Perhaps this time no cowboy motherfuckers will get in our way!
05AA: 66@s = 'CAT4_LF' // @s = 'short'  // ~z~Amen to that!
04AF: 96@ = 9671 // = constant 
04AF: 97@ = 9672 // = constant 
04AF: 98@ = 9673 // = constant 
04AF: 99@ = 9674 // = constant 
04AF: 100@ = 9675 // = constant 
04AF: 101@ = 9676 // = constant 
008B: 116@ = $ACTOR_CATALINA // (int) 
0085: 117@ = 55@ // (int) 
008B: 118@ = $ACTOR_CATALINA // (int) 
0085: 119@ = 55@ // (int) 
008B: 120@ = $ACTOR_CATALINA // (int) 
0085: 121@ = 55@ // (int) 
0006: 52@ = 6 
05AA: 136@s = 'CAT_NA' // @s = 'short'  // ~z~Come on, drive!
05AA: 138@s = 'CAT_NB' // @s = 'short'  // ~z~What's wrong?
05AA: 140@s = 'CAT_NC' // @s = 'short'  // ~z~Nothing. I just hate men.
05AA: 142@s = 'CAT_ND' // @s = 'short'  // ~z~Well give me a break.
05AA: 144@s = 'CAT_NE' // @s = 'short'  // ~z~Here's your break.
05AA: 146@s = 'CAT_NF' // @s = 'short'  // ~z~Your break is you're not on my barbecue being eaten.
05AA: 148@s = 'CAT_NG' // @s = 'short'  // ~z~Well, that's one way of looking at shit, I suppose.
05AA: 150@s = 'CAT_NH' // @s = 'short'  // ~z~Now, try to be a man this time.
05AA: 152@s = 'CAT_KT' // @s = 'short'  // ~z~Drive, lover!
04AF: 160@ = 8717 // = constant 
04AF: 161@ = 8718 // = constant 
04AF: 162@ = 8719 // = constant 
04AF: 163@ = 8720 // = constant 
04AF: 164@ = 8721 // = constant 
04AF: 165@ = 8722 // = constant 
04AF: 166@ = 8723 // = constant 
04AF: 167@ = 8724 // = constant 
04AF: 168@ = 8711 // = constant 
008B: 172@ = $ACTOR_CATALINA // (int) 
0085: 173@ = 55@ // (int) 
008B: 174@ = $ACTOR_CATALINA // (int) 
0085: 175@ = 55@ // (int) 
008B: 176@ = $ACTOR_CATALINA // (int) 
008B: 177@ = $ACTOR_CATALINA // (int) 
0085: 178@ = 55@ // (int) 
008B: 179@ = $ACTOR_CATALINA // (int) 
008B: 180@ = $ACTOR_CATALINA // (int) 
0006: 53@ = 9 

:CATALIN_3878
0245: set_actor $ACTOR_CATALINA walk_style_to "WOMAN" 
02A9: set_actor $ACTOR_CATALINA immune_to_nonplayer 1 
0568: set_actor $ACTOR_CATALINA untargetable 1 
077A: set_actor $ACTOR_CATALINA acquaintance 0 to_actors_pedtype 0 // see ped.dat 
0223: set_actor $ACTOR_CATALINA health_to 100 
0446: set_actor $ACTOR_CATALINA dismemberment_possible 0 
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CATALIN_3972 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
07CB: set_actor $ACTOR_CATALINA supporting_fire 0 

:CATALIN_3972
01B7: release_weather 
08F6: restore_player_group 
016A: fade 1 time 1000 
01B4: set_player $PLAYER_CHAR can_move 1 

:CATALIN_3990
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_4014 
0001: wait 0 ms 
0002: jump @CATALIN_3990 

:CATALIN_4014
00D6: if 
0038:   $CATALINA_DIALOG_LIQUOR_STORE_PLAYED == 1 
004D: jump_if_false @CATALIN_4039 
0004: $CATALINA_DIALOG_LIQUOR_STORE_PLAYED = 0 

:CATALIN_4039
00D6: if 
0038:   $CATALINA_DIALOG_BETTING_SHOP_PLAYED == 1 
004D: jump_if_false @CATALIN_4064 
0004: $CATALINA_DIALOG_BETTING_SHOP_PLAYED = 0 

:CATALIN_4064
00D6: if and
0038:   $MISSION_LOCAL_LIQUOR_STORE_PASSED == 1 
0038:   $CATALINA_DIALOG_LIQUOR_STORE_PLAYED == 0 
004D: jump_if_false @CATALIN_4290 
05AA: 184@s = 'CAT1_IA' // @s = 'short'  // ~z~I hope you drive better this time around!
05AA: 186@s = 'CAT1_IB' // @s = 'short'  // ~z~You ever driven a quad? It ain't easy.
05AA: 188@s = 'CAT1_IC' // @s = 'short'  // ~z~'Specially when you got a screaming bitch on the back, shooting past your ear!
05AA: 190@s = 'CAT1_IE' // @s = 'short'  // ~z~I like it when you angry at me, Carl.
05AA: 192@s = 'CAT1_IF' // @s = 'short'  // ~z~I will try to anger you more often.
05AA: 194@s = 'CAT1_IG' // @s = 'short'  // ~z~Now that I'm looking forward to...
04AF: 208@ = 8835 // = constant 
04AF: 209@ = 8836 // = constant 
04AF: 210@ = 8837 // = constant 
04AF: 211@ = 8838 // = constant 
04AF: 212@ = 8839 // = constant 
04AF: 213@ = 8840 // = constant 
008B: 220@ = $ACTOR_CATALINA // (int) 
0085: 221@ = 55@ // (int) 
0085: 222@ = 55@ // (int) 
008B: 223@ = $ACTOR_CATALINA // (int) 
008B: 224@ = $ACTOR_CATALINA // (int) 
0085: 225@ = 55@ // (int) 
0006: 54@ = 6 
0004: $CATALINA_DIALOG_LIQUOR_STORE_PLAYED = 1 
0002: jump @CATALIN_4569 

:CATALIN_4290
00D6: if and
0038:   $ALL_CATALINA_MISSIONS_PASSED == 1 
0038:   $CATALINA_DIALOG_BETTING_SHOP_PLAYED == 0 
004D: jump_if_false @CATALIN_4569 
05AA: 184@s = 'CAT2_HA' // @s = 'short'  // ~z~Carl, you have to be fast and totally ruthless!
05AA: 186@s = 'CAT2_HB' // @s = 'short'  // ~z~No fucking about like in the betting shop!
05AA: 188@s = 'CAT2_HC' // @s = 'short'  // ~z~What? If you hadn't started bustin', things would have been sweet!
05AA: 190@s = 'CAT2_HE' // @s = 'short'  // ~z~They had to die because YOU were slow and stupid,
05AA: 192@s = 'CAT2_HF' // @s = 'short'  // ~z~like a big fat brat that eats chocolates while his
05AA: 194@s = 'CAT2_HG' // @s = 'short'  // ~z~father gives nothing to his step daughter but stale bread!
05AA: 196@s = 'CAT2_HH' // @s = 'short'  // ~z~What? Where'd that come from?
05AA: 198@s = 'CAT2_HI' // @s = 'short'  // ~z~Enough! I'm not speaking to you any more!
04AF: 208@ = 9022 // = constant 
04AF: 209@ = 9023 // = constant 
04AF: 210@ = 9024 // = constant 
04AF: 211@ = 9025 // = constant 
04AF: 212@ = 9026 // = constant 
04AF: 213@ = 9027 // = constant 
04AF: 214@ = 9028 // = constant 
04AF: 215@ = 9029 // = constant 
008B: 220@ = $ACTOR_CATALINA // (int) 
008B: 221@ = $ACTOR_CATALINA // (int) 
0085: 222@ = 55@ // (int) 
008B: 223@ = $ACTOR_CATALINA // (int) 
008B: 224@ = $ACTOR_CATALINA // (int) 
008B: 225@ = $ACTOR_CATALINA // (int) 
0085: 226@ = 55@ // (int) 
008B: 227@ = $ACTOR_CATALINA // (int) 
0006: 54@ = 8 
0004: $CATALINA_DIALOG_BETTING_SHOP_PLAYED = 1 

:CATALIN_4569
0006: 232@ = 0 
0006: 233@ = 0 
0006: 234@ = 0 
0006: 235@ = 1 
0006: 236@ = 0 
0006: 237@ = 1 
0006: 238@ = 0 
0006: 239@ = 0 
0006: 240@ = 0 
0006: 241@ = 0 
00D6: if 
0018:   $CATALINA_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @CATALIN_4821 
00D6: if 
0038:   $MISSION_LOCAL_LIQUOR_STORE_PASSED == 0 
004D: jump_if_false @CATALIN_4698 
02A8: 242@ = create_marker 52 at $X_LOCAL_LIQUOR_STORE $Y_LOCAL_LIQUOR_STORE $Z_LOCAL_LIQUOR_STORE 
0006: 238@ = 1 

:CATALIN_4698
00D6: if 
0038:   $MISSION_SMALL_TOWN_BANK_PASSED == 0 
004D: jump_if_false @CATALIN_4739 
02A8: 243@ = create_marker 52 at $X_SMALL_TOWN_BANK $Y_SMALL_TOWN_BANK $Z_SMALL_TOWN_BANK 
0006: 239@ = 1 

:CATALIN_4739
00D6: if 
0038:   $MISSION_TANKER_COMMANDER_PASSED == 0 
004D: jump_if_false @CATALIN_4780 
02A8: 244@ = create_marker 52 at $X_TANKER_COMMANDER $Y_TANKER_COMMANDER $Z_TANKER_COMMANDER 
0006: 240@ = 1 

:CATALIN_4780
00D6: if 
0038:   $ALL_CATALINA_MISSIONS_PASSED == 0 
004D: jump_if_false @CATALIN_4821 
02A8: 245@ = create_marker 52 at $X_AGAINST_ALL_ODDS $Y_AGAINST_ALL_ODDS $Z_AGAINST_ALL_ODDS 
0006: 241@ = 1 

:CATALIN_4821
0006: 246@ = 0 

:CATALIN_4828
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CATALIN_7185 
00D6: if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CATALIN_6878 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CATALINA radius 20.0 20.0 0 
004D: jump_if_false @CATALIN_5620 
00D6: if 
001B:   3 > 233@ 
004D: jump_if_false @CATALIN_5620 
00D6: if 
0039:   52@(233@,3i) == 0 
004D: jump_if_false @CATALIN_4957 
000A: 233@ += 1 
0002: jump @CATALIN_5620 

:CATALIN_4957
00D6: if 
0039:   233@ == 1 
004D: jump_if_false @CATALIN_5063 
00D6: if 
80DF:   not actor $ACTOR_CATALINA driving 
004D: jump_if_false @CATALIN_5030 
00D6: if or
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 1 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 3 
004D: jump_if_false @CATALIN_5023 
0002: jump @CATALIN_5620 

:CATALIN_5023
0002: jump @CATALIN_5063 

:CATALIN_5030
00D6: if 
0039:   232@ == 0 
004D: jump_if_false @CATALIN_5063 
008B: 234@ = $CURRENT_TIME_IN_MS2 // (int) 
000E: 234@ -= 10 

:CATALIN_5063
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 234@ // (int) 
004D: jump_if_false @CATALIN_5620 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @CATALIN_5620 
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @CATALIN_5201 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 56@(232@,20s) // s$ 
008A: $ACTOR_SPEECH_WAV_FILE = 96@(232@,20i) // (int) 
004F: create_thread @AUDIOL 116@(232@,20i) 0 1 235@ 232@  
00D6: if 
07D6:   116@(232@,20i) == $ACTOR_CATALINA // @ == $ (int) 
004D: jump_if_false @CATALIN_5201 
05BF: AS_actor $ACTOR_CATALINA look_at_actor 55@ 3000 ms 

:CATALIN_5201
00D6: if 
0039:   233@ == 1 
004D: jump_if_false @CATALIN_5302 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 136@(232@,12s) // s$ 
008A: $ACTOR_SPEECH_WAV_FILE = 160@(232@,12i) // (int) 
004F: create_thread @AUDIOL 172@(232@,12i) 0 1 235@ 232@  
00D6: if 
07D6:   172@(232@,12i) == $ACTOR_CATALINA // @ == $ (int) 
004D: jump_if_false @CATALIN_5302 
05BF: AS_actor $ACTOR_CATALINA look_at_actor 55@ 3000 ms 

:CATALIN_5302
00D6: if 
0039:   233@ == 2 
004D: jump_if_false @CATALIN_5403 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 184@(232@,12s) // s$ 
008A: $ACTOR_SPEECH_WAV_FILE = 208@(232@,12i) // (int) 
004F: create_thread @AUDIOL 220@(232@,12i) 0 1 235@ 232@  
00D6: if 
07D6:   220@(232@,12i) == $ACTOR_CATALINA // @ == $ (int) 
004D: jump_if_false @CATALIN_5403 
05BF: AS_actor $ACTOR_CATALINA look_at_actor 55@ 3000 ms 

:CATALIN_5403
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @CATALIN_5435 
0006: 235@ = 2 
0002: jump @CATALIN_5442 

:CATALIN_5435
0006: 235@ = 1 

:CATALIN_5442
008B: 234@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 234@ += 500 
000A: 232@ += 1 
00D6: if 
001D:   52@(233@,3i) > 232@ // (int) 
004D: jump_if_false @CATALIN_5590 
040D: unload_wav 235@ 
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @CATALIN_5523 
03CF: load_wav 96@(232@,20i) as 235@ 

:CATALIN_5523
00D6: if 
0039:   233@ == 1 
004D: jump_if_false @CATALIN_5553 
03CF: load_wav 160@(232@,12i) as 235@ 

:CATALIN_5553
00D6: if 
0039:   233@ == 2 
004D: jump_if_false @CATALIN_5583 
03CF: load_wav 208@(232@,12i) as 235@ 

:CATALIN_5583
0002: jump @CATALIN_5620 

:CATALIN_5590
0006: 232@ = 0 
008B: 234@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 234@ += 10000 
000A: 233@ += 1 

:CATALIN_5620
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @CATALIN_5920 
00D6: if 
0039:   233@ == 1 
004D: jump_if_false @CATALIN_5920 
00D6: if 
0039:   236@ == 0 
004D: jump_if_false @CATALIN_5722 
00D6: if 
0019:   232@ > 6 
004D: jump_if_false @CATALIN_5722 
02A8: 242@ = create_marker 52 at $X_LOCAL_LIQUOR_STORE $Y_LOCAL_LIQUOR_STORE $Z_LOCAL_LIQUOR_STORE 
0006: 238@ = 1 
000A: 236@ += 1 

:CATALIN_5722
00D6: if 
0039:   236@ == 1 
004D: jump_if_false @CATALIN_5788 
00D6: if 
0019:   232@ > 7 
004D: jump_if_false @CATALIN_5788 
02A8: 243@ = create_marker 52 at $X_SMALL_TOWN_BANK $Y_SMALL_TOWN_BANK $Z_SMALL_TOWN_BANK 
0006: 239@ = 1 
000A: 236@ += 1 

:CATALIN_5788
00D6: if 
0039:   236@ == 2 
004D: jump_if_false @CATALIN_5854 
00D6: if 
0019:   232@ > 8 
004D: jump_if_false @CATALIN_5854 
02A8: 244@ = create_marker 52 at $X_TANKER_COMMANDER $Y_TANKER_COMMANDER $Z_TANKER_COMMANDER 
0006: 240@ = 1 
000A: 236@ += 1 

:CATALIN_5854
00D6: if 
0039:   236@ == 3 
004D: jump_if_false @CATALIN_5920 
00D6: if 
0019:   232@ > 9 
004D: jump_if_false @CATALIN_5920 
02A8: 245@ = create_marker 52 at $X_AGAINST_ALL_ODDS $Y_AGAINST_ALL_ODDS $Z_AGAINST_ALL_ODDS 
0006: 241@ = 1 
000A: 236@ += 1 

:CATALIN_5920
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CATALIN_6307 
00D6: if 
0038:   $489 == 0 
004D: jump_if_false @CATALIN_6028 
0395: clear_area 0 at $X_LOCAL_LIQUOR_STORE $Y_LOCAL_LIQUOR_STORE $Z_LOCAL_LIQUOR_STORE radius 0.5 
00A1: put_actor $PLAYER_ACTOR at $X_LOCAL_LIQUOR_STORE $Y_LOCAL_LIQUOR_STORE $Z_LOCAL_LIQUOR_STORE 
0086: $TEMPVAR_FLOAT_1 = $X_LOCAL_LIQUOR_STORE // (float) 
000D: $TEMPVAR_FLOAT_1 -= 1.0 
00A1: put_actor $ACTOR_CATALINA at $TEMPVAR_FLOAT_1 $Y_LOCAL_LIQUOR_STORE $Z_LOCAL_LIQUOR_STORE 
03CB: set_rendering_origin_at $X_LOCAL_LIQUOR_STORE $Y_LOCAL_LIQUOR_STORE $Z_LOCAL_LIQUOR_STORE 

:CATALIN_6028
00D6: if 
0038:   $489 == 1 
004D: jump_if_false @CATALIN_6121 
0395: clear_area 0 at $X_SMALL_TOWN_BANK $Y_SMALL_TOWN_BANK $Z_SMALL_TOWN_BANK radius 0.5 
00A1: put_actor $PLAYER_ACTOR at $X_SMALL_TOWN_BANK $Y_SMALL_TOWN_BANK $Z_SMALL_TOWN_BANK 
0086: $TEMPVAR_FLOAT_1 = $X_SMALL_TOWN_BANK // (float) 
000D: $TEMPVAR_FLOAT_1 -= 1.0 
00A1: put_actor $ACTOR_CATALINA at $TEMPVAR_FLOAT_1 $Y_SMALL_TOWN_BANK $Z_SMALL_TOWN_BANK 
03CB: set_rendering_origin_at $X_SMALL_TOWN_BANK $Y_SMALL_TOWN_BANK $Z_SMALL_TOWN_BANK 

:CATALIN_6121
00D6: if 
0038:   $489 == 2 
004D: jump_if_false @CATALIN_6214 
0395: clear_area 0 at $X_TANKER_COMMANDER $Y_TANKER_COMMANDER $Z_TANKER_COMMANDER radius 0.5 
00A1: put_actor $PLAYER_ACTOR at $X_TANKER_COMMANDER $Y_TANKER_COMMANDER $Z_TANKER_COMMANDER 
0086: $TEMPVAR_FLOAT_1 = $X_TANKER_COMMANDER // (float) 
000D: $TEMPVAR_FLOAT_1 -= 1.0 
00A1: put_actor $ACTOR_CATALINA at $TEMPVAR_FLOAT_1 $Y_TANKER_COMMANDER $Z_TANKER_COMMANDER 
03CB: set_rendering_origin_at $X_TANKER_COMMANDER $Y_TANKER_COMMANDER $Z_TANKER_COMMANDER 

:CATALIN_6214
00D6: if 
0038:   $489 == 3 
004D: jump_if_false @CATALIN_6307 
0395: clear_area 0 at $X_AGAINST_ALL_ODDS $Y_AGAINST_ALL_ODDS $Z_AGAINST_ALL_ODDS radius 0.5 
00A1: put_actor $PLAYER_ACTOR at $X_AGAINST_ALL_ODDS $Y_AGAINST_ALL_ODDS $Z_AGAINST_ALL_ODDS 
0086: $TEMPVAR_FLOAT_1 = $X_AGAINST_ALL_ODDS // (float) 
000D: $TEMPVAR_FLOAT_1 -= 1.0 
00A1: put_actor $ACTOR_CATALINA at $TEMPVAR_FLOAT_1 $Y_AGAINST_ALL_ODDS $Z_AGAINST_ALL_ODDS 
03CB: set_rendering_origin_at $X_AGAINST_ALL_ODDS $Y_AGAINST_ALL_ODDS $Z_AGAINST_ALL_ODDS 

:CATALIN_6307
00D6: if 
0038:   $MISSION_LOCAL_LIQUOR_STORE_PASSED == 0 
004D: jump_if_false @CATALIN_6448 
00D6: if 
0039:   238@ == 1 
004D: jump_if_false @CATALIN_6448 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_LOCAL_LIQUOR_STORE $Y_LOCAL_LIQUOR_STORE $Z_LOCAL_LIQUOR_STORE radius 3.0 3.0 3.0 
004D: jump_if_false @CATALIN_6448 
01B4: set_player $PLAYER_CHAR can_move 0 
00BA: show_text_styled GXT 'CAT_1' time 1000 style 2  // Local Liquor Store
016A: fade 0 time 500 

:CATALIN_6415
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_6439 
0001: wait 0 ms 
0002: jump @CATALIN_6415 

:CATALIN_6439
0004: $CATALINA_SELECTED_MISSION = 0 
0051: return 

:CATALIN_6448
00D6: if 
0038:   $MISSION_SMALL_TOWN_BANK_PASSED == 0 
004D: jump_if_false @CATALIN_6589 
00D6: if 
0039:   239@ == 1 
004D: jump_if_false @CATALIN_6589 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_SMALL_TOWN_BANK $Y_SMALL_TOWN_BANK $Z_SMALL_TOWN_BANK radius 3.0 3.0 3.0 
004D: jump_if_false @CATALIN_6589 
01B4: set_player $PLAYER_CHAR can_move 0 
00BA: show_text_styled GXT 'CAT_2' time 1000 style 2  // Small Town Bank
016A: fade 0 time 500 

:CATALIN_6556
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_6580 
0001: wait 0 ms 
0002: jump @CATALIN_6556 

:CATALIN_6580
0004: $CATALINA_SELECTED_MISSION = 1 
0051: return 

:CATALIN_6589
00D6: if 
0038:   $MISSION_TANKER_COMMANDER_PASSED == 0 
004D: jump_if_false @CATALIN_6730 
00D6: if 
0039:   240@ == 1 
004D: jump_if_false @CATALIN_6730 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_TANKER_COMMANDER $Y_TANKER_COMMANDER $Z_TANKER_COMMANDER radius 3.0 3.0 3.0 
004D: jump_if_false @CATALIN_6730 
01B4: set_player $PLAYER_CHAR can_move 0 
00BA: show_text_styled GXT 'CAT_3' time 1000 style 2  // Tanker Commander
016A: fade 0 time 500 

:CATALIN_6697
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_6721 
0001: wait 0 ms 
0002: jump @CATALIN_6697 

:CATALIN_6721
0004: $CATALINA_SELECTED_MISSION = 2 
0051: return 

:CATALIN_6730
00D6: if 
0038:   $ALL_CATALINA_MISSIONS_PASSED == 0 
004D: jump_if_false @CATALIN_6871 
00D6: if 
0039:   241@ == 1 
004D: jump_if_false @CATALIN_6871 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_AGAINST_ALL_ODDS $Y_AGAINST_ALL_ODDS $Z_AGAINST_ALL_ODDS radius 3.0 3.0 3.0 
004D: jump_if_false @CATALIN_6871 
01B4: set_player $PLAYER_CHAR can_move 0 
00BA: show_text_styled GXT 'CAT_4' time 1000 style 2  // Against All Odds
016A: fade 0 time 500 

:CATALIN_6838
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_6862 
0001: wait 0 ms 
0002: jump @CATALIN_6838 

:CATALIN_6862
0004: $CATALINA_SELECTED_MISSION = 3 
0051: return 

:CATALIN_6871
0002: jump @CATALIN_7178 

:CATALIN_6878
00D6: if 
0039:   237@ == 1 
004D: jump_if_false @CATALIN_6954 
00BC: show_text_highpriority GXT 'CATLEFT' time 5000 flag 1  // ~s~You left ~b~Catalina~s~ behind. Go back and pick her up.
0164: disable_marker 242@ 
0164: disable_marker 243@ 
0164: disable_marker 244@ 
0164: disable_marker 245@ 
0187: 34@ = create_marker_above_actor $ACTOR_CATALINA 
07E0: set_marker 34@ type_to 1 
000A: 237@ += 1 

:CATALIN_6954
00D6: if 
0039:   237@ == 2 
004D: jump_if_false @CATALIN_7178 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CATALINA radius 10.0 10.0 0 
004D: jump_if_false @CATALIN_7178 
0164: disable_marker 34@ 
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CATALIN_7035 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 

:CATALIN_7035
00D6: if 
0039:   238@ == 1 
004D: jump_if_false @CATALIN_7069 
02A8: 242@ = create_marker 52 at $X_LOCAL_LIQUOR_STORE $Y_LOCAL_LIQUOR_STORE $Z_LOCAL_LIQUOR_STORE 

:CATALIN_7069
00D6: if 
0039:   239@ == 1 
004D: jump_if_false @CATALIN_7103 
02A8: 243@ = create_marker 52 at $X_SMALL_TOWN_BANK $Y_SMALL_TOWN_BANK $Z_SMALL_TOWN_BANK 

:CATALIN_7103
00D6: if 
0039:   240@ == 1 
004D: jump_if_false @CATALIN_7137 
02A8: 244@ = create_marker 52 at $X_TANKER_COMMANDER $Y_TANKER_COMMANDER $Z_TANKER_COMMANDER 

:CATALIN_7137
00D6: if 
0039:   241@ == 1 
004D: jump_if_false @CATALIN_7171 
02A8: 245@ = create_marker 52 at $X_AGAINST_ALL_ODDS $Y_AGAINST_ALL_ODDS $Z_AGAINST_ALL_ODDS 

:CATALIN_7171
0006: 237@ = 1 

:CATALIN_7178
0002: jump @CATALIN_7208 

:CATALIN_7185
00BC: show_text_highpriority GXT 'CATDEAD' time 5000 flag 1  // ~r~Catalina is dead!
0002: jump @CATALIN_7507 

:CATALIN_7208
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 660.0 -585.0 radius 200.0 200.0 
004D: jump_if_false @CATALIN_7455 
00D6: if 
0039:   246@ == 0 
004D: jump_if_false @CATALIN_7448 
0247: load_model #PETRO 
0247: load_model #PETROTR 
00D6: if and
0248:   model #PETRO available 
0248:   model #PETROTR available 
004D: jump_if_false @CATALIN_7448 
00A5: 247@ = create_car #PETRO at 657.49 -585.13 16.36 
0175: set_car 247@ Z_angle_to 170.66 
053F: set_car 247@ tires_vulnerability 0 
02AC: set_car 247@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0587: enable_car 247@ validate_position 0 
020A: set_car 247@ door_status_to 2 
00A5: 248@ = create_car #PETROTR at 667.49 -583.13 16.36 
0175: set_car 248@ Z_angle_to 184.66 
0224: set_car 248@ health_to 1250 
02AC: set_car 248@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
053F: set_car 248@ tires_vulnerability 0 
0587: enable_car 248@ validate_position 0 
020A: set_car 248@ door_status_to 2 
0006: 246@ = 1 

:CATALIN_7448
0002: jump @CATALIN_7500 

:CATALIN_7455
00D6: if 
0039:   246@ == 1 
004D: jump_if_false @CATALIN_7500 
00A6: destroy_car 247@ 
00A6: destroy_car 248@ 
0249: release_model #PETRO 
0249: release_model #PETROTR 
0006: 246@ = 0 

:CATALIN_7500
0002: jump @CATALIN_4828 

:CATALIN_7507
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
034F: destroy_actor_with_fade $ACTOR_CATALINA 
0051: return 

:CATALIN_7530
0164: disable_marker 34@ 
0164: disable_marker 242@ 
0164: disable_marker 243@ 
0164: disable_marker 244@ 
0164: disable_marker 245@ 
0296: unload_special_actor 5 
0249: release_model #PETRO 
0249: release_model #PETROTR 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
00D6: if 
0018:   $CATALINA_SELECTED_MISSION > -1 
004D: jump_if_false @CATALIN_7602 
016A: fade 0 time 0 

:CATALIN_7602
0051: return 

//-------------Mission 41---------------
// Originally: Local Liquor Store

:CAT1
03A4: name_thread 'CAT1' 
0050: gosub @CAT1_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CAT1_38 
0050: gosub @CAT1_32495 

:CAT1_38
0050: gosub @CAT1_32644 
004E: end_thread 

:CAT1_47
0004: $ONMISSION = 1 
016A: fade 0 time 0 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0004: $AUDIO_LINE_IS_ACTIVE = 0 
0006: 64@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 65@ = 0 
0006: 66@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
060A: create_decision_maker_type 0 store_to 67@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 68@ // decision\allowed\m_.ped files 

:CAT1_165
0001: wait 0 ms 
00D6: if 
0736:   is_keyboard_key_just_pressed 88 
004D: jump_if_false @CAT1_260 
00D6: if 
0039:   69@ == 0 
004D: jump_if_false @CAT1_234 
0006: 69@ = 1 
0662: printstring "LEVEL_DEBUG_ON" 
0002: jump @CAT1_260 

:CAT1_234
0006: 69@ = 0 
0662: printstring "LEVEL_DEBUG_OFF" 

:CAT1_260
000A: 39@ += 1 
00D6: if 
0019:   39@ > 9 
004D: jump_if_false @CAT1_292 
0006: 39@ = 0 

:CAT1_292
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 65@ += 42@ // (int) 
005A: 66@ += 42@ // (int) 
005A: 147@ += 42@ // (int) 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @CAT1_367 
0006: 36@ = 1 

:CAT1_367
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @CAT1_392 
0050: gosub @CAT1_634 

:CAT1_392
0871: init_jump_table 34@ total_jumps 5 default_jump 0 @CAT1_525 jumps 0 @CAT1_455 1 @CAT1_469 2 @CAT1_483 3 @CAT1_497 4 @CAT1_511 -1 @CAT1_525 -1 @CAT1_525 

:CAT1_455
0050: gosub @CAT1_2079 
0002: jump @CAT1_525 

:CAT1_469
0050: gosub @CAT1_2698 
0002: jump @CAT1_525 

:CAT1_483
0050: gosub @CAT1_14057 
0002: jump @CAT1_525 

:CAT1_497
0050: gosub @CAT1_17134 
0002: jump @CAT1_525 

:CAT1_511
0050: gosub @CAT1_18140 
0002: jump @CAT1_525 

:CAT1_525
0050: gosub @CAT1_25325 

:CAT1_532
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @CAT1_632 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @CAT1_616 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CAT1_600 
0002: jump @CAT1_165 
0002: jump @CAT1_609 

:CAT1_600
0050: gosub @CAT1_32513 
0051: return 

:CAT1_609
0002: jump @CAT1_625 

:CAT1_616
0050: gosub @CAT1_32495 
0051: return 

:CAT1_625
0002: jump @CAT1_634 

:CAT1_632
0051: return 

:CAT1_634
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @CAT1_683 
000A: 70@ += 1 
00D6: if 
0019:   70@ > 5 
004D: jump_if_false @CAT1_681 
0006: 70@ = 0 

:CAT1_681
086A: NOP 

:CAT1_683
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @CAT1_872 
008A: $6971 = 34@ // (int) 
008A: $6972 = 35@ // (int) 
008A: $6973 = 62@ // (int) 
008A: $6974 = 65@ // (int) 
008A: $6975 = 63@ // (int) 
008A: $6976 = 66@ // (int) 
008A: $6977 = 32@ // (int) 
065D: NOP $6971 "M_STAGE" 
065D: NOP $6972 "M_GOALS" 
065D: NOP $6973 "DIALOGUE_FLAG" 
065D: NOP $6974 "DIALOGUE_TIMER" 
065D: NOP $6975 "HELP_FLAG" 
065D: NOP $6976 "HELP_TIMER" 
065D: NOP $6977 "TIMERA" 

:CAT1_872
00D6: if 
0039:   70@ == 2 
004D: jump_if_false @CAT1_1103 
0004: $6971 = 0 
0004: $6972 = 0 
0084: $6973 = $CAT1_PICKUPS_COLLECTED // (int) 
008A: $6974 = 100@ // (int) 
008A: $6975 = 101@ // (int) 
008A: $6976 = 102@ // (int) 
008A: $6977 = 103@ // (int) 
008A: $6978 = 108@ // (int) 
065D: NOP $6971 "DISABLE_GROUP" 
065D: NOP $6972 "IN_GROUP" 
065D: NOP $6973 "CAT1_PICKUPS_COLLECTED" 
065D: NOP $6974 "PAUSED[0]" 
065D: NOP $6975 "PAUSED[1]" 
065D: NOP $6976 "PAUSED[2]" 
065D: NOP $6977 "PAUSED[3]" 
065D: NOP $6978 "SKIPPED_CUTSCENE" 

:CAT1_1103
00D6: if 
0039:   70@ == 3 
004D: jump_if_false @CAT1_1351 
008A: $6971 = 104@ // (int) 
008A: $6972 = 105@ // (int) 
008A: $6973 = 106@ // (int) 
008A: $6974 = 107@ // (int) 
008A: $6975 = 109@ // (int) 
008A: $6976 = 110@ // (int) 
008A: $6977 = 111@ // (int) 
008A: $6978 = 115@ // (int) 
065D: NOP $6971 "ROBBER_FLAG[0]" 
065D: NOP $6972 "ROBBER_FLAG[1]" 
065D: NOP $6973 "ROBBER_FLAG[2]" 
065D: NOP $6974 "ROBBER_FLAG[3]" 
065D: NOP $6975 "CHASE_FLAG[0]" 
065D: NOP $6976 "CHASE_FLAG[1]" 
065D: NOP $6977 "CHASE_FLAG[2]" 
065D: NOP $6978 "PLAYER_PROGRESS" 

:CAT1_1351
00D6: if 
0039:   70@ == 4 
004D: jump_if_false @CAT1_1629 
008A: $6971 = 112@ // (int) 
008A: $6972 = 113@ // (int) 
008A: $6973 = 114@ // (int) 
0088: $6982 = 127@ // (float) 
0088: $6983 = 128@ // (float) 
0088: $6984 = 129@ // (float) 
0088: $6985 = 133@ // (float) 
008A: $6978 = 116@ // (int) 
065D: NOP $6971 "PLAYBACK_PAUSED[0]" 
065D: NOP $6972 "PLAYBACK_PAUSED[1]" 
065D: NOP $6973 "PLAYBACK_PAUSED[2]" 
065E: NOP $6982 "QUAD_PLAYBACK_SPEED[0]" 
065E: NOP $6983 "QUAD_PLAYBACK_SPEED[1]" 
065E: NOP $6984 "QUAD_PLAYBACK_SPEED[2]" 
065E: NOP $6985 "MASTER_SPEED" 
065D: NOP $6978 "SHOW_GUN" 

:CAT1_1629
00D6: if 
0039:   70@ == 5 
004D: jump_if_false @CAT1_1827 
0088: $6979 = 137@ // (float) 
0088: $6980 = 138@ // (float) 
0088: $6981 = 139@ // (float) 
0088: $6982 = 130@ // (float) 
0088: $6983 = 131@ // (float) 
0088: $6984 = 132@ // (float) 
065E: NOP $6979 "LOOK_X" 
065E: NOP $6980 "LOOK_Y" 
065E: NOP $6981 "LOOK_Z" 
065E: NOP $6982 "QUAD_DIST_FROM_PLAYER[0]" 
065E: NOP $6983 "QUAD_DIST_FROM_PLAYER[1]" 
065E: NOP $6984 "QUAD_DIST_FROM_PLAYER[2]" 

:CAT1_1827
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @CAT1_1849 
0006: 38@ = 1 

:CAT1_1849
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @CAT1_1937 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @CAT1_1912 
0006: 71@ = 1 
0662: printstring "LEVEL_PAUSED" 
0002: jump @CAT1_1937 

:CAT1_1912
0006: 71@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:CAT1_1937
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @CAT1_1962 
0002: jump @CAT1_532 

:CAT1_1962
00D6: if 
0736:   is_keyboard_key_just_pressed 136 
004D: jump_if_false @CAT1_1985 
000A: 35@ += 1 

:CAT1_1985
00D6: if 
0736:   is_keyboard_key_just_pressed 135 
004D: jump_if_false @CAT1_2008 
000E: 35@ -= 1 

:CAT1_2008
00D6: if 
0736:   is_keyboard_key_just_pressed 134 
004D: jump_if_false @CAT1_2031 
000A: 34@ += 1 

:CAT1_2031
00D6: if 
0736:   is_keyboard_key_just_pressed 133 
004D: jump_if_false @CAT1_2054 
000E: 34@ -= 1 

:CAT1_2054
00D6: if 
0736:   is_keyboard_key_just_pressed 146 
004D: jump_if_false @CAT1_2077 
0006: 35@ = 99 

:CAT1_2077
0051: return 

:CAT1_2079
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @CAT1_2236 
00A5: 78@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 79@ = create_car #PONY at 0.0 0.0 0.0 
009A: 72@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
018A: 87@ = create_checkpoint_at 0.0 0.0 0.0 
009A: $ACTOR_CATALINA = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
0213: 95@ = create_pickup #BRIEFCASE type 3 at 0.0 0.0 0.0 

:CAT1_2236
0006: 98@ = 0 
0006: 99@ = 0 
0004: $CAT1_PICKUPS_COLLECTED = 0 
0006: 100@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 108@ = 0 
0006: 109@ = 0 
0006: 110@ = 0 
0006: 111@ = 0 
0006: 112@ = 0 
0006: 113@ = 0 
0006: 114@ = 0 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
0006: 118@ = 0 
0007: 143@ = 0.0 
0007: 144@ = 0.0 
0006: 119@ = 0 
0006: 120@ = 0 
0006: 155@ = 0 
0006: 87@ = 0 
0006: 88@ = 0 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 72@ = 0 
0006: 73@ = 0 
0006: 74@ = 0 
0006: 75@ = 0 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 78@ = 0 
0006: 79@ = 0 
0006: 80@ = 0 
0006: 81@ = 0 
0006: 82@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
0006: 86@ = 0 
0006: 95@ = -1 
0006: 96@ = -1 
0006: 97@ = -1 
0006: 121@ = 0 
0006: 122@ = 0 
0006: 123@ = 0 
0006: 124@ = 0 
0006: 125@ = 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
054C: use_GXT_table 'CAT' 
0050: gosub @CAT1_32437 
0051: return 

:CAT1_2698
0871: init_jump_table 35@ total_jumps 26 default_jump 0 @CAT1_9936 jumps 0 @CAT1_2956 1 @CAT1_3282 2 @CAT1_5459 3 @CAT1_5473 4 @CAT1_5732 5 @CAT1_6005 6 @CAT1_6183 
0872: jump_table_jumps 7 @CAT1_6293 8 @CAT1_6403 9 @CAT1_6511 10 @CAT1_7099 11 @CAT1_7681 12 @CAT1_7732 13 @CAT1_7823 14 @CAT1_7933 15 @CAT1_8043 
0872: jump_table_jumps 16 @CAT1_8148 17 @CAT1_8181 18 @CAT1_8951 19 @CAT1_9070 20 @CAT1_9161 21 @CAT1_9502 22 @CAT1_9535 23 @CAT1_9630 24 @CAT1_9842 
0872: jump_table_jumps 25 @CAT1_9856 -1 @CAT1_9936 -1 @CAT1_9936 -1 @CAT1_9936 -1 @CAT1_9936 -1 @CAT1_9936 -1 @CAT1_9936 -1 @CAT1_9936 -1 @CAT1_9936 

:CAT1_2956
0247: load_model #QUAD 
0247: load_model #CWMYFR 
0247: load_model #CWMYHB1 
0247: load_model #COLT45 
0247: load_model #HMOST 
0247: load_model #SWMOTR1 
038B: load_requested_models 

:CAT1_2986
00D6: if or
8248:   not model #QUAD available 
8248:   not model #CWMYFR available 
8248:   not model #CWMYHB1 available 
8248:   not model #COLT45 available 
8248:   not model #HMOST available 
8248:   not model #SWMOTR1 available 
004D: jump_if_false @CAT1_3036 
0001: wait 0 ms 
0002: jump @CAT1_2986 

:CAT1_3036
07C0: load_path 501 
07C0: load_path 502 
07C0: load_path 503 
07C0: load_path 504 

:CAT1_3056
00D6: if or
87C1:   not path 501 available 
87C1:   not path 502 available 
87C1:   not path 503 available 
87C1:   not path 504 available 
004D: jump_if_false @CAT1_3098 
0001: wait 0 ms 
0002: jump @CAT1_3056 

:CAT1_3098
07C0: load_path 505 
07C0: load_path 506 
07C0: load_path 507 
07C0: load_path 509 

:CAT1_3118
00D6: if or
87C1:   not path 505 available 
87C1:   not path 506 available 
87C1:   not path 507 available 
87C1:   not path 509 available 
004D: jump_if_false @CAT1_3160 
0001: wait 0 ms 
0002: jump @CAT1_3118 

:CAT1_3160
0006: 32@ = 0 
0006: 33@ = 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CAT1_3187
00D6: if 
823D:   not special_actor 5 loaded 
004D: jump_if_false @CAT1_3226 
0001: wait 0 ms 
023C: load_special_actor 'CAT' as 5 // models 290-299 
0002: jump @CAT1_3187 

:CAT1_3226
03CF: load_wav 41800 as 3 

:CAT1_3235
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @CAT1_3261 
0001: wait 0 ms 
0002: jump @CAT1_3235 

:CAT1_3261
000A: 35@ += 1 
0002: jump @CAT1_25325 
0002: jump @CAT1_9936 

:CAT1_3282
00D6: if 
056D:   actor $ACTOR_CATALINA defined 
004D: jump_if_false @CAT1_3303 
009B: destroy_actor $ACTOR_CATALINA 

:CAT1_3303
009A: $ACTOR_CATALINA = create_actor_pedtype 23 model #SPECIAL05 at 261.1952 -79.2717 0.4697 
0173: set_actor $ACTOR_CATALINA Z_angle_to 41.0763 
04D8: set_actor $ACTOR_CATALINA drowns_in_water 0 
060A: create_decision_maker_type 2 store_to 146@ // decision\allowed\m_.ped files 
06AE: create_group_decision_maker_type 0 store_to 145@ // decision\allowed\mission.grp 
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 257.5389 -77.23 1.3678 radius 300.0 
03CB: set_rendering_origin_at 261.1952 -79.2717 0.4697 
0006: 98@ = 1 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_3481 
00D6: if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT1_3481 
06C9: remove_actor $ACTOR_CATALINA from_group 
0006: 99@ = 0 

:CAT1_3481
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @CAT1_3616 
0441: 43@ = car 78@ model 
07E4: get_model 43@ dimensions_cornerA_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 dimensions_cornerB_to 56@ 57@ 58@ 
0087: 46@ = 57@ // (float) 
0065: 46@ -= $TEMPVAR_FLOAT_2 // (float) 
0017: 46@ /= 1.8 
0005: $TEMPVAR_FLOAT_1 = 259.7206 
0005: $TEMPVAR_FLOAT_2 = -77.2067 
0005: $TEMPVAR_FLOAT_3 = 0.5781 
0067: $TEMPVAR_FLOAT_1 -= 46@ // (float) 
00AB: put_car 78@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0175: set_car 78@ Z_angle_to 265.6523 

:CAT1_3616
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_3850 
0792: disembark_instantly_actor $ACTOR_CATALINA 
00D6: if 
80DF:   not actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT1_3698 
00A1: put_actor $ACTOR_CATALINA at 261.1952 -79.2717 0.4697 
0173: set_actor $ACTOR_CATALINA Z_angle_to 41.0763 
060B: set_actor $ACTOR_CATALINA decision_maker_to 67@ 
0002: jump @CAT1_3736 

:CAT1_3698
0362: remove_actor $ACTOR_CATALINA from_car_and_place_at 261.1952 -79.2717 0.4697 
0173: set_actor $ACTOR_CATALINA Z_angle_to 41.0763 
060B: set_actor $ACTOR_CATALINA decision_maker_to 67@ 

:CAT1_3736
0470: 43@ = actor $ACTOR_CATALINA current_weapon 
00D6: if 
84A4:   not  43@ == 28 // == constant 
004D: jump_if_false @CAT1_3850 
00D6: if 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @CAT1_3810 
0247: load_model #MICRO_UZI 

:CAT1_3783
00D6: if 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @CAT1_3810 
0001: wait 0 ms 
0002: jump @CAT1_3783 

:CAT1_3810
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_3850 
01B2: give_actor $ACTOR_CATALINA weapon 28 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 28 
0249: release_model #MICRO_UZI 

:CAT1_3850
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT1_3908 
00A1: put_actor $PLAYER_ACTOR at 259.9737 -78.3268 0.6181 
0173: set_actor $PLAYER_ACTOR Z_angle_to 38.3173 
0002: jump @CAT1_3938 

:CAT1_3908
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 259.9737 -78.3268 0.6181 
0173: set_actor $PLAYER_ACTOR Z_angle_to 38.3173 

:CAT1_3938
00A5: 79@ = create_car #QUAD at 230.6799 -85.1536 0.4296 
0175: set_car 79@ Z_angle_to 17.5494 
00AD: set_car 79@ max_speed_to 20.0 
00AE: set_car 79@ traffic_behaviour_to 2 
03ED: set_car 79@ disable_flipped_explosion_when_empty 1 
02AA: set_car 79@ immune_to_nonplayer 1 
00A5: 80@ = create_car #QUAD at 232.2597 -90.1452 0.4297 
0175: set_car 80@ Z_angle_to 17.5685 
00AD: set_car 80@ max_speed_to 20.0 
00AE: set_car 80@ traffic_behaviour_to 2 
03ED: set_car 80@ disable_flipped_explosion_when_empty 1 
02AA: set_car 80@ immune_to_nonplayer 1 
00A5: 81@ = create_car #QUAD at 234.0826 -95.9093 0.4375 
0175: set_car 81@ Z_angle_to 17.5565 
00AD: set_car 81@ max_speed_to 20.0 
00AE: set_car 81@ traffic_behaviour_to 2 
03ED: set_car 81@ disable_flipped_explosion_when_empty 1 
02AA: set_car 81@ immune_to_nonplayer 1 
00A5: 82@ = create_car #QUAD at 235.3937 -100.0505 0.4375 
0175: set_car 82@ Z_angle_to 17.5591 
00AD: set_car 82@ max_speed_to 20.0 
00AE: set_car 82@ traffic_behaviour_to 2 
03ED: set_car 82@ disable_flipped_explosion_when_empty 1 
02AA: set_car 82@ immune_to_nonplayer 1 
0006: 43@ = 0 

:CAT1_4201
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @CAT1_4496 
00D6: if 
8119:   not car 79@(43@,4i) wrecked 
004D: jump_if_false @CAT1_4482 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @CAT1_4278 
0129: 72@(43@,4i) = create_actor_pedtype 24 model #CWMYFR in_car 79@(43@,4i) driverseat 

:CAT1_4278
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @CAT1_4317 
0129: 72@(43@,4i) = create_actor_pedtype 24 model #CWMYHB1 in_car 79@(43@,4i) driverseat 

:CAT1_4317
00D6: if 
0039:   43@ == 2 
004D: jump_if_false @CAT1_4356 
0129: 72@(43@,4i) = create_actor_pedtype 24 model #CWMYFR in_car 79@(43@,4i) driverseat 

:CAT1_4356
00D6: if 
0039:   43@ == 3 
004D: jump_if_false @CAT1_4395 
0129: 72@(43@,4i) = create_actor_pedtype 24 model #CWMYHB1 in_car 79@(43@,4i) driverseat 

:CAT1_4395
02E2: set_actor 72@(43@,4i) weapon_accuracy_to 60 
01B2: give_actor 72@(43@,4i) weapon 22 ammo 99999 // Load the weapon model before using this 
0688: AS_actor 72@(43@,4i) unknown_toggle_ped_threat_scanner 0 0 0 
060B: set_actor 72@(43@,4i) decision_maker_to 67@ 
02AB: set_actor 72@(43@,4i) immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0245: set_actor 72@(43@,4i) walk_style_to "MAN" 

:CAT1_4482
000A: 43@ += 1 
0002: jump @CAT1_4201 

:CAT1_4496
05EB: assign_car 79@ to_path 501 
05EB: assign_car 80@ to_path 502 
05EB: assign_car 81@ to_path 503 
05EB: assign_car 82@ to_path 504 
0006: 43@ = 0 

:CAT1_4535
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @CAT1_4658 
00D6: if 
8039:   not  43@ == 0 
004D: jump_if_false @CAT1_4624 
00D6: if 
8039:   not  43@ == 3 
004D: jump_if_false @CAT1_4610 
0706: advance_car 79@(43@,4i) further_along_path 5.0 
0002: jump @CAT1_4624 

:CAT1_4610
0706: advance_car 79@(43@,4i) further_along_path 7.0 

:CAT1_4624
05ED: freeze_car 79@(43@,4i) while_on_path 
0006: 100@(43@,4i) = 1 
000A: 43@ += 1 
0002: jump @CAT1_4535 

:CAT1_4658
009A: 76@ = create_actor_pedtype 4 model #HMOST at 251.6866 -54.9554 0.6181 
0173: set_actor 76@ Z_angle_to 174.9027 
060B: set_actor 76@ decision_maker_to 67@ 
009A: 77@ = create_actor_pedtype 5 model #SWMOTR1 at 251.6549 -56.4859 0.6255 
0173: set_actor 77@ Z_angle_to 354.6266 
060B: set_actor 77@ decision_maker_to 67@ 
0677: AS_actor 76@ chat_with_actor 77@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 77@ chat_with_actor 76@ lead_speaker_flag 0 unknown_flag 1 
0007: 134@ = 261.814 
0007: 135@ = -79.2233 
0007: 136@ = 3.2479 
0007: 137@ = 261.3385 
0007: 138@ = -78.3447 
0007: 139@ = 3.2922 
0088: $TEMPVAR_FLOAT_1 = 137@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 134@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 138@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 135@ // (float) 
0088: $TEMPVAR_FLOAT_3 = 139@ // (float) 
0067: $TEMPVAR_FLOAT_3 -= 136@ // (float) 
050A: 46@ = distance_between_XYZ 137@ 138@ 139@ and_XYZ 134@ 135@ 136@ 
0075: $TEMPVAR_FLOAT_1 /= 46@ // (float) 
0075: $TEMPVAR_FLOAT_2 /= 46@ // (float) 
0075: $TEMPVAR_FLOAT_3 /= 46@ // (float) 
0011: $TEMPVAR_FLOAT_1 *= 15.0 
0011: $TEMPVAR_FLOAT_2 *= 15.0 
0011: $TEMPVAR_FLOAT_3 *= 15.0 
0087: 137@ = 134@ // (float) 
005D: 137@ += $TEMPVAR_FLOAT_1 // (float) 
0087: 138@ = 135@ // (float) 
005D: 138@ += $TEMPVAR_FLOAT_2 // (float) 
0087: 139@ = 136@ // (float) 
005D: 139@ += $TEMPVAR_FLOAT_3 // (float) 
0005: $TEMPVAR_FLOAT_1 = 260.876 
000D: $TEMPVAR_FLOAT_1 -= 261.4119 
0005: $TEMPVAR_FLOAT_2 = -77.7132 
0009: $TEMPVAR_FLOAT_2 += 78.5511 
0005: $TEMPVAR_FLOAT_3 = 2.2067 
000D: $TEMPVAR_FLOAT_3 -= 2.3102 
050A: 46@ = distance_between_XYZ 261.4119 -78.5511 2.3102 and_XYZ 260.876 -77.7132 2.2067 
0075: $TEMPVAR_FLOAT_1 /= 46@ // (float) 
0075: $TEMPVAR_FLOAT_2 /= 46@ // (float) 
0075: $TEMPVAR_FLOAT_3 /= 46@ // (float) 
0011: $TEMPVAR_FLOAT_1 *= 15.0 
0011: $TEMPVAR_FLOAT_2 *= 15.0 
0011: $TEMPVAR_FLOAT_3 *= 15.0 
0007: 140@ = 261.4119 
005D: 140@ += $TEMPVAR_FLOAT_1 // (float) 
0007: 141@ = -78.5511 
005D: 141@ += $TEMPVAR_FLOAT_2 // (float) 
0007: 142@ = 2.3102 
005D: 142@ += $TEMPVAR_FLOAT_3 // (float) 
03A9: save_newline_to_debug_file 
05B6: 94 // DEST_LOOK_XYZ = 
03A8: save_float_to_debug_file 140@ 
03A8: save_float_to_debug_file 141@ 
03A8: save_float_to_debug_file 142@ 
015F: set_camera_position 134@ 135@ 136@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 137@ 138@ 139@ switchstyle 2 
041D: set_camera_near_clip 0.1 
0001: wait 500 ms 
016A: fade 1 time 500 

:CAT1_5407
00D6: if 
016B:   fading 
004D: jump_if_false @CAT1_5431 
0001: wait 0 ms 
0002: jump @CAT1_5407 

:CAT1_5431
0006: 32@ = 0 
0006: 33@ = 0 
000A: 35@ += 1 
0002: jump @CAT1_9936 

:CAT1_5459
000A: 35@ += 1 
0002: jump @CAT1_9936 

:CAT1_5473
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_5585 
0792: disembark_instantly_actor $ACTOR_CATALINA 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 261.2168 -77.1227 0.6181 mode 4 time 3000 ms // versionA 
05D4: AS_actor -1 rotate_angle 41.0763 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:CAT1_5585
0792: disembark_instantly_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 2000 ms 
05D3: AS_actor -1 goto_point 260.7615 -77.7368 0.6181 mode 4 time 8000 ms // versionA 
05D4: AS_actor -1 rotate_angle 5.0 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_5661 
05BF: AS_actor -1 look_at_actor $ACTOR_CATALINA 8000 ms 

:CAT1_5661
05B9: AS_actor -1 stay_idle 3000 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0006: 32@ = 0 
0006: 33@ = 0 
040D: unload_wav 1 
03CF: load_wav 8800 as 1 
0006: 148@ = 0 
000A: 35@ += 1 
0002: jump @CAT1_9936 

:CAT1_5732
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @CAT1_5863 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AA' // s$  // ~z~This place will be a walk in the park!
04AE: $ACTOR_SPEECH_WAV_FILE = 8800 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1  
040D: unload_wav 2 
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @CAT1_5828 
03CF: load_wav 8802 as 2 
0002: jump @CAT1_5835 

:CAT1_5828
03CF: load_wav 8801 as 2 

:CAT1_5835
0006: 32@ = 0 
000A: 35@ += 1 
0006: 32@ = 0 
0002: jump @CAT1_5991 

:CAT1_5863
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @CAT1_5991 
00D6: if 
0039:   148@ == 0 
004D: jump_if_false @CAT1_5991 
0925: restore_camera_to_user_defined 
0936: set_camera 261.814 -79.2233 3.2479 position_to 261.4119 -78.5511 2.3102 time 3000 smooth_transition 1 
0920: point_camera 261.3385 -78.3447 3.2922 transverse_to 253.3734 -65.9824 0.7577 time 3000 smooth_transition 1 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
000A: 148@ += 1 

:CAT1_5991
0006: 33@ = 0 
0002: jump @CAT1_9936 

:CAT1_6005
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @CAT1_6176 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @CAT1_6176 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_6063 
0687: clear_actor $ACTOR_CATALINA task 

:CAT1_6063
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @CAT1_6110 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AC' // s$  // ~z~OK, Let's just take it
04AE: $ACTOR_SPEECH_WAV_FILE = 8802 // = constant 
0002: jump @CAT1_6132 

:CAT1_6110
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AB' // s$  // ~z~You mean like the last place?
04AE: $ACTOR_SPEECH_WAV_FILE = 8801 // = constant 

:CAT1_6132
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8803 as 1 
0006: 32@ = 0 
000A: 35@ += 1 

:CAT1_6176
0002: jump @CAT1_9936 

:CAT1_6183
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @CAT1_6286 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @CAT1_6286 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AD' // s$  // ~z~Who are these cowboy assholes?
04AE: $ACTOR_SPEECH_WAV_FILE = 8803 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8804 as 2 
0006: 32@ = 0 
000A: 35@ += 1 

:CAT1_6286
0002: jump @CAT1_9936 

:CAT1_6293
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @CAT1_6396 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @CAT1_6396 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AE' // s$  // ~z~Hang back a while, see what's what.
04AE: $ACTOR_SPEECH_WAV_FILE = 8804 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8805 as 1 
0006: 32@ = 0 
000A: 35@ += 1 

:CAT1_6396
0002: jump @CAT1_9936 

:CAT1_6403
00D6: if 
0039:   104@ == 2 
004D: jump_if_false @CAT1_6504 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_6504 
0925: restore_camera_to_user_defined 
015F: set_camera_position 260.045 -63.3693 2.4676 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 259.1025 -63.6456 2.2799 switchstyle 2 
000A: 35@ += 1 
0006: 32@ = 0 

:CAT1_6504
0002: jump @CAT1_9936 

:CAT1_6511
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @CAT1_7092 
015F: set_camera_position 250.2375 -53.7657 2.328 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 250.8728 -54.5222 2.1726 switchstyle 2 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_6689 
0792: disembark_instantly_actor 72@ 
00A1: put_actor 72@ at 252.6819 -56.3618 0.6181 
0173: set_actor 72@ Z_angle_to 20.1267 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CAT1_6689 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
0635: AS_actor -1 aim_at_actor 76@ 999999 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:CAT1_6689
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CAT1_6819 
0792: disembark_instantly_actor 73@ 
00A1: put_actor 73@ at 252.1074 -57.8084 0.6181 
0173: set_actor 73@ Z_angle_to 21.3066 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @CAT1_6819 
0223: set_actor 77@ health_to 1 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
05BF: AS_actor -1 look_at_actor 77@ 5000 ms 
0635: AS_actor -1 aim_at_actor 77@ 2300 ms 
05E2: AS_actor -1 kill_actor 77@ 
0616: define_AS_pack_end 49@ 
0618: assign_actor 73@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:CAT1_6819
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CAT1_6870 
0792: disembark_instantly_actor 74@ 
00A1: put_actor 74@ at 254.4398 -57.6653 0.6473 
0173: set_actor 74@ Z_angle_to 48.9264 

:CAT1_6870
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_6921 
0792: disembark_instantly_actor 75@ 
00A1: put_actor 75@ at 255.1348 -61.2211 0.6181 
0173: set_actor 75@ Z_angle_to 170.608 

:CAT1_6921
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @CAT1_7052 
0792: disembark_instantly_actor 77@ 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_6973 
05BF: AS_actor -1 look_at_actor 72@ 5000 ms 

:CAT1_6973
0804: AS_actor -1 walk_to 251.1549 -56.4655 0.6255 angle 293.7874 radius 0.02 animation "HANDSCOWER" IFP_file "PED" 4.0 LA 0 LX 0 LY 0 LF 1 LT -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 77@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:CAT1_7052
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CAT1_7078 
05C4: AS_actor 76@ hands_up 999999 ms 

:CAT1_7078
000A: 35@ += 1 
0006: 32@ = 0 

:CAT1_7092
0002: jump @CAT1_9936 

:CAT1_7099
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @CAT1_7674 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 242.0291 -62.9491 2.3886 radius 50.0 
015F: set_camera_position 242.0291 -62.9491 2.3886 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 242.9384 -63.3287 2.2181 switchstyle 2 
0107: 83@ = create_object #BRIEFCASE at 254.2335 -56.954 0.6181 
0107: 84@ = create_object #BRIEFCASE at 254.2335 -56.954 0.6181 
0107: 85@ = create_object #BRIEFCASE at 254.2335 -56.954 0.6181 
0107: 86@ = create_object #BRIEFCASE at 254.2335 -56.954 0.6181 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_7384 
0792: disembark_instantly_actor 72@ 
070A: AS_actor 72@ attach_to_object 83@ offset 0.0 0.15 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 
00A1: put_actor 72@ at 254.2335 -56.954 0.6181 
0173: set_actor 72@ Z_angle_to 190.0 

:CAT1_7384
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_7476 
0792: disembark_instantly_actor 75@ 
070A: AS_actor 75@ attach_to_object 86@ offset 0.0 0.15 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 
00A1: put_actor 75@ at 254.2521 -58.7186 0.6181 
0173: set_actor 75@ Z_angle_to 190.0 

:CAT1_7476
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CAT1_7568 
0792: disembark_instantly_actor 74@ 
070A: AS_actor 74@ attach_to_object 85@ offset 0.0 0.15 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 
00A1: put_actor 74@ at 254.2762 -60.0254 0.6255 
0173: set_actor 74@ Z_angle_to 190.0 

:CAT1_7568
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CAT1_7660 
0792: disembark_instantly_actor 73@ 
070A: AS_actor 73@ attach_to_object 84@ offset 0.0 0.15 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 
00A1: put_actor 73@ at 255.1927 -54.9104 0.6181 
0173: set_actor 73@ Z_angle_to 190.0 

:CAT1_7660
0006: 32@ = 0 
000A: 35@ += 1 

:CAT1_7674
0002: jump @CAT1_9936 

:CAT1_7681
03D7: set_wav 3 location 251.5757 -62.9454 3.3786 
03D1: play_wav 3 
0006: 124@ = 1 
000A: 35@ += 1 
0006: 32@ = 0 
0002: jump @CAT1_9936 

:CAT1_7732
0006: 43@ = 0 

:CAT1_7739
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @CAT1_7802 
00D6: if 
8118:   not actor 72@(43@,4i) dead 
004D: jump_if_false @CAT1_7788 
000A: 104@(43@,4i) += 1 

:CAT1_7788
000A: 43@ += 1 
0002: jump @CAT1_7739 

:CAT1_7802
0006: 32@ = 0 
000A: 35@ += 1 
0002: jump @CAT1_9936 

:CAT1_7823
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @CAT1_7926 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @CAT1_7926 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AF' // s$  // ~z~We got the cash, let's get outta here!
04AE: $ACTOR_SPEECH_WAV_FILE = 8805 // = constant 
004F: create_thread @AUDIOL 75@ 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8806 as 2 
0006: 32@ = 0 
000A: 35@ += 1 

:CAT1_7926
0002: jump @CAT1_9936 

:CAT1_7933
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @CAT1_8036 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @CAT1_8036 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AG' // s$  // ~z~Those maricon bastards have our money!
04AE: $ACTOR_SPEECH_WAV_FILE = 8806 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8807 as 1 
0006: 32@ = 0 
000A: 35@ += 1 

:CAT1_8036
0002: jump @CAT1_9936 

:CAT1_8043
00D6: if 
001B:   10000 > 32@ 
004D: jump_if_false @CAT1_8134 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_8127 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_8127 
00D6: if 
00DB:   actor 75@ in_car 82@ 
004D: jump_if_false @CAT1_8127 
000A: 35@ += 1 
0006: 32@ = 0 

:CAT1_8127
0002: jump @CAT1_8141 

:CAT1_8134
000A: 35@ += 1 

:CAT1_8141
0002: jump @CAT1_9936 

:CAT1_8148
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @CAT1_8174 
000A: 35@ += 1 

:CAT1_8174
0002: jump @CAT1_9936 

:CAT1_8181
0006: 43@ = 0 

:CAT1_8188
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @CAT1_8249 
00D6: if 
03CA:   object 83@(43@,4i) exists 
004D: jump_if_false @CAT1_8235 
0108: destroy_object 83@(43@,4i) 

:CAT1_8235
000A: 43@ += 1 
0002: jump @CAT1_8188 

:CAT1_8249
0006: 43@ = 0 

:CAT1_8256
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @CAT1_8382 
00D6: if 
8118:   not actor 72@(43@,4i) dead 
004D: jump_if_false @CAT1_8357 
00D6: if 
8119:   not car 79@(43@,4i) wrecked 
004D: jump_if_false @CAT1_8357 
00D6: if 
80DB:   not actor 72@(43@,4i) in_car 79@(43@,4i) 
004D: jump_if_false @CAT1_8357 
036A: put_actor 72@(43@,4i) in_car 79@(43@,4i) 

:CAT1_8357
0006: 104@(43@,4i) = 6 
000A: 43@ += 1 
0002: jump @CAT1_8256 

:CAT1_8382
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_8496 
00D6: if 
860E:   not car 79@ assigned_to_path 
004D: jump_if_false @CAT1_8496 
00D6: if 
87C1:   not path 509 available 
004D: jump_if_false @CAT1_8462 
07C0: load_path 509 

:CAT1_8435
00D6: if 
87C1:   not path 509 available 
004D: jump_if_false @CAT1_8462 
0001: wait 0 ms 
0002: jump @CAT1_8435 

:CAT1_8462
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_8496 
05EB: assign_car 79@ to_path 509 
0706: advance_car 79@ further_along_path 2.0 

:CAT1_8496
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_8610 
00D6: if 
860E:   not car 80@ assigned_to_path 
004D: jump_if_false @CAT1_8610 
00D6: if 
87C1:   not path 505 available 
004D: jump_if_false @CAT1_8576 
07C0: load_path 505 

:CAT1_8549
00D6: if 
87C1:   not path 505 available 
004D: jump_if_false @CAT1_8576 
0001: wait 0 ms 
0002: jump @CAT1_8549 

:CAT1_8576
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_8610 
05EB: assign_car 80@ to_path 505 
0706: advance_car 80@ further_along_path 0.0 

:CAT1_8610
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_8724 
00D6: if 
860E:   not car 81@ assigned_to_path 
004D: jump_if_false @CAT1_8724 
00D6: if 
87C1:   not path 506 available 
004D: jump_if_false @CAT1_8690 
07C0: load_path 506 

:CAT1_8663
00D6: if 
87C1:   not path 506 available 
004D: jump_if_false @CAT1_8690 
0001: wait 0 ms 
0002: jump @CAT1_8663 

:CAT1_8690
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_8724 
05EB: assign_car 81@ to_path 506 
0706: advance_car 81@ further_along_path 6.0 

:CAT1_8724
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_8838 
00D6: if 
860E:   not car 82@ assigned_to_path 
004D: jump_if_false @CAT1_8838 
00D6: if 
87C1:   not path 507 available 
004D: jump_if_false @CAT1_8804 
07C0: load_path 507 

:CAT1_8777
00D6: if 
87C1:   not path 507 available 
004D: jump_if_false @CAT1_8804 
0001: wait 0 ms 
0002: jump @CAT1_8777 

:CAT1_8804
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_8838 
05EB: assign_car 82@ to_path 507 
0706: advance_car 82@ further_along_path 3.0 

:CAT1_8838
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_8879 
0792: disembark_instantly_actor $ACTOR_CATALINA 
00A1: put_actor $ACTOR_CATALINA at 260.2472 -75.3335 0.4697 

:CAT1_8879
0006: 32@ = 0 
015F: set_camera_position 261.735 -75.3817 2.127 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 260.836 -74.9604 2.0068 switchstyle 2 
000A: 35@ += 1 
0002: jump @CAT1_9936 

:CAT1_8951
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_9049 
0173: set_actor $ACTOR_CATALINA Z_angle_to 53.9394 
07DD: set_actor $ACTOR_CATALINA attack_rate 100 // previously known as temper_to 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_9049 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
05BF: AS_actor -1 look_at_actor 75@ 1000 ms 
0635: AS_actor -1 aim_at_actor 75@ 5000 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:CAT1_9049
0006: 32@ = 0 
000A: 35@ += 1 
0002: jump @CAT1_9936 

:CAT1_9070
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @CAT1_9154 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AH' // s$  // ~z~THAT'S MY MONEY!
04AE: $ACTOR_SPEECH_WAV_FILE = 8807 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 9872 as 2 
0006: 32@ = 0 
000A: 35@ += 1 

:CAT1_9154
0002: jump @CAT1_9936 

:CAT1_9161
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @CAT1_9242 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_9242 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_9242 
07DD: set_actor $ACTOR_CATALINA attack_rate 100 // previously known as temper_to 
05E2: AS_actor $ACTOR_CATALINA kill_actor 75@ 
02AB: set_actor 75@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:CAT1_9242
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @CAT1_9312 
015F: set_camera_position 252.0826 -71.4979 1.3761 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 253.0449 -71.7658 1.4225 switchstyle 2 

:CAT1_9312
00D6: if 
0019:   32@ > 2800 
004D: jump_if_false @CAT1_9495 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_9495 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_9495 
0792: disembark_instantly_actor 75@ 
0615: define_AS_pack_begin 49@ 
0829: actor -1 perform_animation "BIKE_FALL_OFF" IFP_file "PED" 4.0 time 1 and_dies 
0616: define_AS_pack_end 49@ 
0618: assign_actor 75@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TD' // s$  // ~z~Bleed, stupid motherfucker!
04AE: $ACTOR_SPEECH_WAV_FILE = 9872 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8808 as 1 
0006: 32@ = 0 
000A: 35@ += 1 
0006: 32@ = 0 

:CAT1_9495
0002: jump @CAT1_9936 

:CAT1_9502
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @CAT1_9528 
000A: 35@ += 1 

:CAT1_9528
0002: jump @CAT1_9936 

:CAT1_9535
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @CAT1_9623 
0889: store_actor 75@ center_of_body_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
015F: set_camera_position 259.2034 -75.5284 2.0793 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 260.1396 -75.2342 1.8871 switchstyle 2 
000A: 35@ += 1 

:CAT1_9623
0002: jump @CAT1_9936 

:CAT1_9630
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_9835 
0687: clear_actor $ACTOR_CATALINA task 
0615: define_AS_pack_begin 49@ 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_9684 
05CA: AS_actor -1 enter_car 82@ passenger_seat 0 time 5000 

:CAT1_9684
0616: define_AS_pack_end 49@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0687: clear_actor $PLAYER_ACTOR task 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 263.4937 -75.2639 0.4697 mode 6 time 5000 ms // versionA 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_9762 
05CB: AS_actor -1 enter_car 82@ as_driver 10000 ms 

:CAT1_9762
0616: define_AS_pack_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_BA' // s$  // ~z~Carl, you drive, I'll shoot!
04AE: $ACTOR_SPEECH_WAV_FILE = 8808 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1  
0006: 32@ = 0 
000A: 35@ += 1 

:CAT1_9835
0002: jump @CAT1_9936 

:CAT1_9842
000A: 35@ += 1 
0002: jump @CAT1_9936 

:CAT1_9856
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_9929 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_9929 
00D6: if and
00DB:   actor $ACTOR_CATALINA in_car 82@ 
00DB:   actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @CAT1_9929 
0006: 35@ = 99 
0006: 32@ = 0 

:CAT1_9929
0002: jump @CAT1_9936 

:CAT1_9936
00D6: if 
0019:   35@ > 1 
004D: jump_if_false @CAT1_9985 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CAT1_9985 
0006: 35@ = 99 
0006: 108@ = 1 

:CAT1_9985
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @CAT1_10091 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @CAT1_10091 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @CAT1_10091 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_10091 
00D6: if 
060E:   car 79@ assigned_to_path 
004D: jump_if_false @CAT1_10091 
05EE: unfreeze_car 79@ while_on_path 
0006: 100@ = 0 
000A: 104@ += 1 

:CAT1_10091
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @CAT1_10197 
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @CAT1_10197 
00D6: if 
0019:   33@ > 2000 
004D: jump_if_false @CAT1_10197 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_10197 
00D6: if 
060E:   car 80@ assigned_to_path 
004D: jump_if_false @CAT1_10197 
05EE: unfreeze_car 80@ while_on_path 
0006: 101@ = 0 
000A: 105@ += 1 

:CAT1_10197
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @CAT1_10303 
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @CAT1_10303 
00D6: if 
0019:   33@ > 2000 
004D: jump_if_false @CAT1_10303 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_10303 
00D6: if 
060E:   car 81@ assigned_to_path 
004D: jump_if_false @CAT1_10303 
05EE: unfreeze_car 81@ while_on_path 
0006: 102@ = 0 
000A: 106@ += 1 

:CAT1_10303
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @CAT1_10409 
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @CAT1_10409 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @CAT1_10409 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_10409 
00D6: if 
060E:   car 82@ assigned_to_path 
004D: jump_if_false @CAT1_10409 
05EE: unfreeze_car 82@ while_on_path 
0006: 103@ = 0 
000A: 107@ += 1 

:CAT1_10409
00D6: if 
0039:   104@ == 1 
004D: jump_if_false @CAT1_10556 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_10556 
00D6: if 
860E:   not car 79@ assigned_to_path 
004D: jump_if_false @CAT1_10556 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_10556 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.5467 -62.6116 0.5625 
05D7: add_point_to_scmpath 254.0845 -57.0229 0.5781 
0615: define_AS_pack_begin 49@ 
05CD: AS_actor -1 exit_car 79@ 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 104@ += 1 

:CAT1_10556
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @CAT1_10703 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_10703 
00D6: if 
860E:   not car 80@ assigned_to_path 
004D: jump_if_false @CAT1_10703 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CAT1_10703 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.5467 -62.6116 0.5625 
05D7: add_point_to_scmpath 254.0845 -57.0229 0.5781 
0615: define_AS_pack_begin 49@ 
05CD: AS_actor -1 exit_car 80@ 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 49@ 
0618: assign_actor 73@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 105@ += 1 

:CAT1_10703
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @CAT1_10850 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_10850 
00D6: if 
860E:   not car 81@ assigned_to_path 
004D: jump_if_false @CAT1_10850 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CAT1_10850 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.5467 -62.6116 0.5625 
05D7: add_point_to_scmpath 254.0845 -57.0229 0.5781 
0615: define_AS_pack_begin 49@ 
05CD: AS_actor -1 exit_car 81@ 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 49@ 
0618: assign_actor 74@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 106@ += 1 

:CAT1_10850
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @CAT1_10997 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_10997 
00D6: if 
860E:   not car 82@ assigned_to_path 
004D: jump_if_false @CAT1_10997 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_10997 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.5467 -62.6116 0.5625 
05D7: add_point_to_scmpath 254.0845 -57.0229 0.5781 
0615: define_AS_pack_begin 49@ 
05CD: AS_actor -1 exit_car 82@ 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 49@ 
0618: assign_actor 75@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 107@ += 1 

:CAT1_10997
00D6: if 
0039:   104@ == 3 
004D: jump_if_false @CAT1_11142 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_11142 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_11142 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.6638 -62.4099 0.6181 
05D7: add_point_to_scmpath 252.9 -64.95 0.6181 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 2000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05CB: AS_actor -1 enter_car 79@ as_driver 20000 ms 
0616: define_AS_pack_end 49@ 
07A1: set_walk_speed 6 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 104@ += 1 

:CAT1_11142
00D6: if 
0039:   105@ == 3 
004D: jump_if_false @CAT1_11343 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CAT1_11343 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_11343 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_11237 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 80@ with_offset 1.0 0.5 0.0 

:CAT1_11237
05D6: clear_scmpath 
05D7: add_point_to_scmpath 255.0126 -62.5672 0.6181 
05D7: add_point_to_scmpath 255.9082 -64.7079 0.5781 
05D7: add_point_to_scmpath $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 3000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05CB: AS_actor -1 enter_car 80@ as_driver 20000 ms 
0616: define_AS_pack_end 49@ 
07A1: set_walk_speed 6 
0618: assign_actor 73@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 105@ += 1 

:CAT1_11343
00D6: if 
0039:   106@ == 3 
004D: jump_if_false @CAT1_11487 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CAT1_11487 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_11487 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.3236 -62.2213 0.6181 
05D7: add_point_to_scmpath 250.654 -65.0175 0.6181 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 0 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05CB: AS_actor -1 enter_car 81@ as_driver 20000 ms 
0616: define_AS_pack_end 49@ 
07A1: set_walk_speed 6 
0618: assign_actor 74@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 106@ += 1 

:CAT1_11487
00D6: if 
0039:   107@ == 3 
004D: jump_if_false @CAT1_11688 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_11688 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_11688 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_11582 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 82@ with_offset 1.0 0.5 0.0 

:CAT1_11582
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.0475 -62.7343 0.6181 
05D7: add_point_to_scmpath 247.6622 -64.1287 0.5781 
05D7: add_point_to_scmpath $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05CB: AS_actor -1 enter_car 82@ as_driver 20000 ms 
0616: define_AS_pack_end 49@ 
07A1: set_walk_speed 6 
0618: assign_actor 75@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 107@ += 1 

:CAT1_11688
00D6: if 
0039:   104@ == 4 
004D: jump_if_false @CAT1_11796 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_11796 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_11796 
00D6: if 
0206:   actor 72@ near_car 79@ radius 2.5 2.5 2.5 flag 0 on_foot 
004D: jump_if_false @CAT1_11796 
07A1: set_walk_speed 6 
05CB: AS_actor 72@ enter_car 79@ as_driver 5000 ms 
000A: 104@ += 1 

:CAT1_11796
00D6: if 
0039:   105@ == 4 
004D: jump_if_false @CAT1_11821 
000A: 105@ += 1 

:CAT1_11821
00D6: if 
0039:   106@ == 4 
004D: jump_if_false @CAT1_11929 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CAT1_11929 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_11929 
00D6: if 
0206:   actor 74@ near_car 81@ radius 2.5 2.5 2.5 flag 0 on_foot 
004D: jump_if_false @CAT1_11929 
07A1: set_walk_speed 6 
05CB: AS_actor 74@ enter_car 81@ as_driver 5000 ms 
000A: 106@ += 1 

:CAT1_11929
00D6: if 
0039:   107@ == 4 
004D: jump_if_false @CAT1_11954 
000A: 107@ += 1 

:CAT1_11954
00D6: if 
0039:   104@ == 5 
004D: jump_if_false @CAT1_12102 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_12102 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_12102 
00D6: if 
00DB:   actor 72@ in_car 79@ 
004D: jump_if_false @CAT1_12102 
00D6: if 
87C1:   not path 509 available 
004D: jump_if_false @CAT1_12071 
07C0: load_path 509 

:CAT1_12044
00D6: if 
87C1:   not path 509 available 
004D: jump_if_false @CAT1_12071 
0001: wait 0 ms 
0002: jump @CAT1_12044 

:CAT1_12071
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_12095 
05EB: assign_car 79@ to_path 509 

:CAT1_12095
000A: 104@ += 1 

:CAT1_12102
00D6: if 
0039:   105@ == 5 
004D: jump_if_false @CAT1_12250 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CAT1_12250 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_12250 
00D6: if 
00DB:   actor 73@ in_car 80@ 
004D: jump_if_false @CAT1_12250 
00D6: if 
87C1:   not path 505 available 
004D: jump_if_false @CAT1_12219 
07C0: load_path 505 

:CAT1_12192
00D6: if 
87C1:   not path 505 available 
004D: jump_if_false @CAT1_12219 
0001: wait 0 ms 
0002: jump @CAT1_12192 

:CAT1_12219
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_12243 
05EB: assign_car 80@ to_path 505 

:CAT1_12243
000A: 105@ += 1 

:CAT1_12250
00D6: if 
0039:   106@ == 5 
004D: jump_if_false @CAT1_12398 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CAT1_12398 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_12398 
00D6: if 
00DB:   actor 74@ in_car 81@ 
004D: jump_if_false @CAT1_12398 
00D6: if 
87C1:   not path 506 available 
004D: jump_if_false @CAT1_12367 
07C0: load_path 506 

:CAT1_12340
00D6: if 
87C1:   not path 506 available 
004D: jump_if_false @CAT1_12367 
0001: wait 0 ms 
0002: jump @CAT1_12340 

:CAT1_12367
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_12391 
05EB: assign_car 81@ to_path 506 

:CAT1_12391
000A: 106@ += 1 

:CAT1_12398
00D6: if 
0039:   107@ == 5 
004D: jump_if_false @CAT1_12546 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_12546 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_12546 
00D6: if 
00DB:   actor 75@ in_car 82@ 
004D: jump_if_false @CAT1_12546 
00D6: if 
87C1:   not path 507 available 
004D: jump_if_false @CAT1_12515 
07C0: load_path 507 

:CAT1_12488
00D6: if 
87C1:   not path 507 available 
004D: jump_if_false @CAT1_12515 
0001: wait 0 ms 
0002: jump @CAT1_12488 

:CAT1_12515
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_12539 
05EB: assign_car 82@ to_path 507 

:CAT1_12539
000A: 107@ += 1 

:CAT1_12546
00D6: if 
0039:   104@ == 7 
004D: jump_if_false @CAT1_12633 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_12633 
00D6: if 
860E:   not car 79@ assigned_to_path 
004D: jump_if_false @CAT1_12633 
00AB: put_car 79@ at 376.1397 -94.8354 1.8378 
0175: set_car 79@ Z_angle_to 285.1002 
000A: 104@ += 1 

:CAT1_12633
00D6: if 
0039:   105@ == 7 
004D: jump_if_false @CAT1_12720 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_12720 
00D6: if 
860E:   not car 80@ assigned_to_path 
004D: jump_if_false @CAT1_12720 
00AB: put_car 80@ at 370.2741 -95.2991 1.3107 
0175: set_car 80@ Z_angle_to 273.2807 
000A: 105@ += 1 

:CAT1_12720
00D6: if 
0039:   106@ == 7 
004D: jump_if_false @CAT1_12807 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_12807 
00D6: if 
860E:   not car 81@ assigned_to_path 
004D: jump_if_false @CAT1_12807 
00AB: put_car 81@ at 363.1674 -95.3071 0.7736 
0175: set_car 81@ Z_angle_to 273.2807 
000A: 106@ += 1 

:CAT1_12807
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @CAT1_14055 
0925: restore_camera_to_user_defined 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 98@ = 0 
0006: 100@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_12940 
00D6: if 
060E:   car 79@ assigned_to_path 
004D: jump_if_false @CAT1_12910 
05EC: release_car 79@ from_path 

:CAT1_12910
00AB: put_car 79@ at 376.1397 -94.8354 1.8378 
0175: set_car 79@ Z_angle_to 285.1002 

:CAT1_12940
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_13007 
00D6: if 
060E:   car 80@ assigned_to_path 
004D: jump_if_false @CAT1_12977 
05EC: release_car 80@ from_path 

:CAT1_12977
00AB: put_car 80@ at 370.2741 -95.2991 1.3107 
0175: set_car 80@ Z_angle_to 273.2807 

:CAT1_13007
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_13074 
00D6: if 
060E:   car 81@ assigned_to_path 
004D: jump_if_false @CAT1_13044 
05EC: release_car 81@ from_path 

:CAT1_13044
00AB: put_car 81@ at 363.1674 -95.3071 0.7736 
0175: set_car 81@ Z_angle_to 273.2807 

:CAT1_13074
00D6: if 
0039:   108@ == 1 
004D: jump_if_false @CAT1_13167 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_13167 
00D6: if 
060E:   car 82@ assigned_to_path 
004D: jump_if_false @CAT1_13129 
05EC: release_car 82@ from_path 

:CAT1_13129
00AB: put_car 82@ at 263.8679 -73.6352 0.4297 
0175: set_car 82@ Z_angle_to 272.3554 
0224: set_car 82@ health_to 1500 

:CAT1_13167
009B: destroy_actor 72@ 
009B: destroy_actor 73@ 
009B: destroy_actor 74@ 
009B: destroy_actor 75@ 
0108: destroy_object 83@ 
0108: destroy_object 84@ 
0108: destroy_object 85@ 
0108: destroy_object 86@ 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_13262 
060B: set_actor $ACTOR_CATALINA decision_maker_to 68@ 
0792: disembark_instantly_actor $ACTOR_CATALINA 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_13262 
0430: put_actor $ACTOR_CATALINA into_car 82@ passenger_seat 0 

:CAT1_13262
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_13291 
036A: put_actor $PLAYER_ACTOR in_car 82@ 

:CAT1_13291
0006: 43@ = 0 

:CAT1_13298
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @CAT1_13658 
00D6: if 
8119:   not car 79@(43@,4i) wrecked 
004D: jump_if_false @CAT1_13644 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @CAT1_13383 
009A: 72@(43@,4i) = create_actor_pedtype 24 model #CWMYFR at 0.0 0.0 0.0 

:CAT1_13383
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @CAT1_13430 
009A: 72@(43@,4i) = create_actor_pedtype 24 model #CWMYHB1 at 0.0 0.0 0.0 

:CAT1_13430
00D6: if 
0039:   43@ == 2 
004D: jump_if_false @CAT1_13477 
009A: 72@(43@,4i) = create_actor_pedtype 24 model #CWMYFR at 0.0 0.0 0.0 

:CAT1_13477
00D6: if 
0039:   43@ == 3 
004D: jump_if_false @CAT1_13524 
009A: 72@(43@,4i) = create_actor_pedtype 24 model #CWMYHB1 at 0.0 0.0 0.0 

:CAT1_13524
02E2: set_actor 72@(43@,4i) weapon_accuracy_to 60 
01B2: give_actor 72@(43@,4i) weapon 22 ammo 99999 // Load the weapon model before using this 
0688: AS_actor 72@(43@,4i) unknown_toggle_ped_threat_scanner 0 0 0 
060B: set_actor 72@(43@,4i) decision_maker_to 68@ 
02AB: set_actor 72@(43@,4i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0245: set_actor 72@(43@,4i) walk_style_to "MAN" 
0446: set_actor 72@(43@,4i) dismemberment_possible 0 
08AF: set_actor 72@(43@,4i) max_health_to 100 
0223: set_actor 72@(43@,4i) health_to 100 

:CAT1_13644
000A: 43@ += 1 
0002: jump @CAT1_13298 

:CAT1_13658
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_13682 
036A: put_actor 72@ in_car 79@ 

:CAT1_13682
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_13706 
036A: put_actor 73@ in_car 80@ 

:CAT1_13706
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_13730 
036A: put_actor 74@ in_car 81@ 

:CAT1_13730
0006: 43@ = 0 

:CAT1_13737
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @CAT1_13816 
00AD: set_car 79@(43@,4i) max_speed_to 20.0 
00AE: set_car 79@(43@,4i) traffic_behaviour_to 2 
03ED: set_car 79@(43@,4i) disable_flipped_explosion_when_empty 1 
02AA: set_car 79@(43@,4i) immune_to_nonplayer 1 
000A: 43@ += 1 
0002: jump @CAT1_13737 

:CAT1_13816
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00A1: put_actor 75@ at 257.1983 -72.641 1.4697 
0762: AS_actor 75@ dies 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
0249: release_model #QUAD 
0249: release_model #CWMYFR 
0249: release_model #CWMYHB1 
0249: release_model #COLT45 
0249: release_model #HMOST 
0249: release_model #SWMOTR1 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
00D6: if 
8039:   not  124@ == 1 
004D: jump_if_false @CAT1_13950 
03D7: set_wav 3 location 251.5757 -62.9454 3.3786 
03D1: play_wav 3 
0006: 124@ = 1 

:CAT1_13950
0006: 98@ = 1 
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT1_14037 
00D6: if 
075C:   marker 87@ enabled 
004D: jump_if_false @CAT1_13997 
0164: disable_marker 87@ 

:CAT1_13997
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
04D8: set_actor $ACTOR_CATALINA drowns_in_water 0 
0006: 99@ = 1 
0006: 64@ = 0 
0002: jump @CAT1_14044 

:CAT1_14037
0006: 99@ = 1 

:CAT1_14044
041E: set_radio_station 1 
0050: gosub @CAT1_32437 

:CAT1_14055
0051: return 

:CAT1_14057
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CAT1_14933 
08EA: enable_gangs_spawn 0 
0209: 166@ = random_int_in_ranges 0 8 
0006: 43@ = 0 

:CAT1_14095
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @CAT1_14298 
00D6: if 
8118:   not actor 72@(43@,4i) dead 
004D: jump_if_false @CAT1_14225 
0187: 88@(43@,3i) = create_marker_above_actor 72@(43@,4i) 
08AF: set_actor 72@(43@,4i) max_health_to 200 
0223: set_actor 72@(43@,4i) health_to 200 
077A: set_actor 72@(43@,4i) acquaintance 4 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 72@(43@,4i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0688: AS_actor 72@(43@,4i) unknown_toggle_ped_threat_scanner 1 0 0 
08C6: set_actor 72@(43@,4i) stay_on_bike 0 

:CAT1_14225
00D6: if 
8119:   not car 79@(43@,4i) wrecked 
004D: jump_if_false @CAT1_14284 
00AE: set_car 79@(43@,4i) traffic_behaviour_to 2 
00AD: set_car 79@(43@,4i) max_speed_to 25.0 
04BA: set_car 79@(43@,4i) speed_to 5.0 

:CAT1_14284
000A: 43@ += 1 
0002: jump @CAT1_14095 

:CAT1_14298
0006: 109@ = 0 
0006: 110@ = 0 
0006: 111@ = 0 
0006: 112@ = 0 
0006: 113@ = 0 
0006: 114@ = 0 
0007: 133@ = 1.05 
07C0: load_path 553 
07C0: load_path 554 
07C0: load_path 555 

:CAT1_14365
00D6: if or
87C1:   not path 553 available 
87C1:   not path 554 available 
87C1:   not path 555 available 
004D: jump_if_false @CAT1_14402 
0001: wait 0 ms 
0002: jump @CAT1_14365 

:CAT1_14402
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_14449 
0705: car 79@ assign_to_path 553 and_drive_normal 
0706: advance_car 79@ further_along_path 1.0 
03CC: enable_car 79@ stuck_check_distance_to 2.0 time_to 2000 

:CAT1_14449
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_14496 
0705: car 80@ assign_to_path 554 and_drive_normal 
0706: advance_car 80@ further_along_path 1.0 
03CC: enable_car 80@ stuck_check_distance_to 2.0 time_to 2000 

:CAT1_14496
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_14543 
0705: car 81@ assign_to_path 555 and_drive_normal 
0706: advance_car 81@ further_along_path 1.0 
03CC: enable_car 81@ stuck_check_distance_to 2.0 time_to 2000 

:CAT1_14543
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_14691 
0749: reset_group_decision_maker 145@ event 36 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 145@ 
077A: set_actor $ACTOR_CATALINA acquaintance 4 to_actors_pedtype 24 // see ped.dat 
060B: set_actor $ACTOR_CATALINA decision_maker_to 146@ 
0688: AS_actor $ACTOR_CATALINA unknown_toggle_ped_threat_scanner 1 0 0 
074A: set_group_decision_maker 145@ on_event 36 taskID 1510 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker 146@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
02E2: set_actor $ACTOR_CATALINA weapon_accuracy_to 35 
07DD: set_actor $ACTOR_CATALINA attack_rate 100 // previously known as temper_to 
04D8: set_actor $ACTOR_CATALINA drowns_in_water 0 

:CAT1_14691
0004: $CAT1_PICKUPS_COLLECTED = 1 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 98@ = 0 
0209: 43@ = random_int_in_ranges 1 3 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @CAT1_14794 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_BA' // s$  // ~z~Carl, you drive, I'll shoot!
04AE: $ACTOR_SPEECH_WAV_FILE = 8808 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0  

:CAT1_14794
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @CAT1_14853 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_BB' // s$  // ~z~C'mon, move your fucking butt!
04AE: $ACTOR_SPEECH_WAV_FILE = 8809 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0  

:CAT1_14853
00D6: if 
0039:   43@ == 2 
004D: jump_if_false @CAT1_14912 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_BC' // s$  // ~z~Let's go, yeehaa!
04AE: $ACTOR_SPEECH_WAV_FILE = 8810 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0  

:CAT1_14912
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
000A: 35@ += 1 

:CAT1_14933
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CAT1_17132 
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @CAT1_14977 
000B: 133@ += 0.1 

:CAT1_14977
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @CAT1_15034 
000B: 133@ += -0.1 
00D6: if 
0023:   0.0 > 133@ 
004D: jump_if_false @CAT1_15034 
0007: 133@ = 0.0 

:CAT1_15034
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_15145 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @CAT1_15138 
00D6: if 
00DB:   actor $ACTOR_CATALINA in_car 78@ 
004D: jump_if_false @CAT1_15124 
00D6: if 
0039:   116@ == 0 
004D: jump_if_false @CAT1_15117 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 28 
0006: 116@ = 1 

:CAT1_15117
0002: jump @CAT1_15131 

:CAT1_15124
0006: 116@ = 0 

:CAT1_15131
0002: jump @CAT1_15145 

:CAT1_15138
0006: 116@ = 0 

:CAT1_15145
0006: 43@ = 0 

:CAT1_15152
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @CAT1_15211 
0085: 163@ = 43@ // (int) 
0050: gosub @CAT1_27437 
0087: 127@(43@,3f) = 165@ // (float) 
000A: 43@ += 1 
0002: jump @CAT1_15152 

:CAT1_15211
0006: 43@ = 0 

:CAT1_15218
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @CAT1_15615 
00D6: if 
8118:   not actor 72@(43@,4i) dead 
004D: jump_if_false @CAT1_15601 
00D6: if 
0039:   104@(43@,4i) == 0 
004D: jump_if_false @CAT1_15500 
00D6: if 
8119:   not car 79@(43@,4i) wrecked 
004D: jump_if_false @CAT1_15500 
00D6: if 
860E:   not car 79@(43@,4i) assigned_to_path 
004D: jump_if_false @CAT1_15500 
000A: 104@(43@,4i) += 1 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2346.271 -1044.447 52.6699 
05D7: add_point_to_scmpath 2349.337 -1043.622 52.9884 
05D7: add_point_to_scmpath 2354.353 -1041.798 53.136 
05D7: add_point_to_scmpath 2355.844 -1039.797 53.1562 
05D7: add_point_to_scmpath 2355.559 -1038.575 53.3358 
0615: define_AS_pack_begin 49@ 
00D6: if 
00DB:   actor 72@(43@,4i) in_car 79@(43@,4i) 
004D: jump_if_false @CAT1_15459 
05CD: AS_actor -1 exit_car 79@(43@,4i) 

:CAT1_15459
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
02E2: set_actor 72@(43@,4i) weapon_accuracy_to 90 

:CAT1_15500
00D6: if 
0039:   104@(43@,4i) == 1 
004D: jump_if_false @CAT1_15601 
00D6: if 
00FF:   actor 72@(43@,4i) sphere 0 in_sphere 2355.559 -1038.575 53.3358 radius 1.0 1.0 2.0 on_foot 
004D: jump_if_false @CAT1_15601 
034F: destroy_actor_with_fade 72@(43@,4i) 
000A: 104@(43@,4i) += 1 
0050: gosub @CAT1_32437 

:CAT1_15601
000A: 43@ += 1 
0002: jump @CAT1_15218 

:CAT1_15615
0006: 43@ = 0 

:CAT1_15622
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @CAT1_16002 
00D6: if 
8118:   not actor 72@(43@,4i) dead 
004D: jump_if_false @CAT1_15988 
00D6: if 
0039:   104@(43@,4i) == 0 
004D: jump_if_false @CAT1_15988 
00D6: if 
80DF:   not actor 72@(43@,4i) driving 
004D: jump_if_false @CAT1_15988 
062E: get_actor 72@(43@,4i) task 1560 status_store_to 44@ // ret 7 if not found 
00D6: if 
04A4:   44@ == 7 // == constant 
004D: jump_if_false @CAT1_15833 
00D6: if 
8119:   not car 79@(43@,4i) wrecked 
004D: jump_if_false @CAT1_15826 
0615: define_AS_pack_begin 49@ 
0772: AS_actor -1 run_to_car 79@(43@,4i) 60000 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 79@(43@,4i) as_driver 60000 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0002: jump @CAT1_15826 

:CAT1_15826
0002: jump @CAT1_15988 

:CAT1_15833
00D6: if 
8119:   not car 79@(43@,4i) wrecked 
004D: jump_if_false @CAT1_15988 
00D6: if 
82CA:   not car 79@(43@,4i) bounding_sphere_visible 
004D: jump_if_false @CAT1_15988 
00D6: if 
82CB:   not actor 72@(43@,4i) bounding_sphere_visible 
004D: jump_if_false @CAT1_15988 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 72@(43@,4i) radius 20.0 20.0 5.0 sphere 0 
004D: jump_if_false @CAT1_15988 
046C: 44@ = car 79@(43@,4i) driver 
00D6: if 
0039:   44@ == -1 
004D: jump_if_false @CAT1_15988 
0792: disembark_instantly_actor 72@(43@,4i) 
036A: put_actor 72@(43@,4i) in_car 79@(43@,4i) 

:CAT1_15988
000A: 43@ += 1 
0002: jump @CAT1_15622 

:CAT1_16002
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @CAT1_16076 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CAT1_16076 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_16076 
00D6: if 
00DB:   actor 73@ in_car 80@ 
004D: jump_if_false @CAT1_16076 
0622: AS_actor 73@ bail_car 80@ 

:CAT1_16076
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1397.24 216.0877 radius 50.0 50.0 
004D: jump_if_false @CAT1_16172 
00D6: if 
8039:   not  115@ == 1 
004D: jump_if_false @CAT1_16172 
000B: 133@ += -0.05 
0006: 115@ = 1 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_16172 
02E2: set_actor $ACTOR_CATALINA weapon_accuracy_to 50 

:CAT1_16172
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2711.119 -53.5082 radius 50.0 50.0 
004D: jump_if_false @CAT1_16268 
00D6: if 
8039:   not  115@ == 2 
004D: jump_if_false @CAT1_16268 
000B: 133@ += 0.25 
0006: 115@ = 2 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_16268 
02E2: set_actor $ACTOR_CATALINA weapon_accuracy_to 70 

:CAT1_16268
0006: 43@ = 0 

:CAT1_16275
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @CAT1_16498 
00D6: if 
0118:   actor 72@(43@,4i) dead 
004D: jump_if_false @CAT1_16484 
00D6: if 
0039:   121@(43@,3i) == 0 
004D: jump_if_false @CAT1_16484 
00D6: if 
0039:   95@(43@,3i) == -1 
004D: jump_if_false @CAT1_16484 
0164: disable_marker 88@(43@,3i) 
0006: 88@(43@,3i) = 0 
04A5: get_dead_actor_pickup_coords 72@(43@,4i) store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0213: 95@(43@,3i) = create_pickup #BRIEFCASE type 3 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 91@(43@,3i) = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0165: set_marker 91@(43@,3i) color_to 1 
0006: 147@ = 29000 
0006: 121@(43@,3i) = 1 
01C2: remove_references_to_actor 72@(43@,4i) // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 79@(43@,4i) 

:CAT1_16484
000A: 43@ += 1 
0002: jump @CAT1_16275 

:CAT1_16498
0006: 43@ = 0 

:CAT1_16505
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @CAT1_16802 
00D6: if 
09D1:   pickup 95@(43@,3i) created 
004D: jump_if_false @CAT1_16788 
00D6: if 
0019:   147@ > 30000 
004D: jump_if_false @CAT1_16585 
00BC: show_text_highpriority GXT 'CAT108' time 7000 flag 1  // ~s~Pick up the ~g~briefcase~s~.
0006: 147@ = 0 

:CAT1_16585
065B: store_pickup 95@(43@,3i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 2.0 
004D: jump_if_false @CAT1_16710 
0164: disable_marker 91@(43@,3i) 
0215: destroy_pickup 95@(43@,3i) 
0006: 95@(43@,3i) = -1 
00BE: text_clear_all 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
0008: $CAT1_PICKUPS_COLLECTED += 1 
0002: jump @CAT1_16788 

:CAT1_16710
00D6: if 
0214:   pickup 95@(43@,3i) picked_up 
004D: jump_if_false @CAT1_16788 
0164: disable_marker 91@(43@,3i) 
0215: destroy_pickup 95@(43@,3i) 
0006: 95@(43@,3i) = -1 
00BE: text_clear_all 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
0008: $CAT1_PICKUPS_COLLECTED += 1 

:CAT1_16788
000A: 43@ += 1 
0002: jump @CAT1_16505 

:CAT1_16802
00D6: if 
0118:   actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_16841 
00BC: show_text_highpriority GXT 'LOSE2' time 5000 flag 1  // ~r~Catalina is history.
0006: 37@ = 1 

:CAT1_16841
0006: 43@ = 0 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_16897 
00D6: if or
0023:   300.0 > 130@ 
02CB:   actor 72@ bounding_sphere_visible 
004D: jump_if_false @CAT1_16897 
0006: 43@ = 1 

:CAT1_16897
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CAT1_16946 
00D6: if or
0023:   300.0 > 131@ 
02CB:   actor 73@ bounding_sphere_visible 
004D: jump_if_false @CAT1_16946 
0006: 43@ = 1 

:CAT1_16946
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CAT1_16995 
00D6: if or
0023:   300.0 > 132@ 
02CB:   actor 74@ bounding_sphere_visible 
004D: jump_if_false @CAT1_16995 
0006: 43@ = 1 

:CAT1_16995
00D6: if and
0118:   actor 72@ dead 
0118:   actor 73@ dead 
0118:   actor 74@ dead 
004D: jump_if_false @CAT1_17028 
0006: 43@ = 1 

:CAT1_17028
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @CAT1_17071 
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @CAT1_17071 
0050: gosub @CAT1_32437 

:CAT1_17071
0050: gosub @CAT1_28501 
00D6: if 
0736:   is_keyboard_key_just_pressed 74 
004D: jump_if_false @CAT1_17100 
0004: $CAT1_PICKUPS_COLLECTED = 4 

:CAT1_17100
00D6: if 
0038:   $CAT1_PICKUPS_COLLECTED == 4 
004D: jump_if_false @CAT1_17132 
0050: gosub @CAT1_32437 
0050: gosub @CAT1_32437 

:CAT1_17132
0051: return 

:CAT1_17134
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
077E: get_active_interior_to 149@ 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
00D6: if 
8039:   not  149@ == 0 
004D: jump_if_false @CAT1_17287 
016A: fade 0 time 250 

:CAT1_17189
00D6: if 
016B:   fading 
004D: jump_if_false @CAT1_17213 
0001: wait 0 ms 
0002: jump @CAT1_17189 

:CAT1_17213
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_17287 
04BB: select_interior 0 
04D7: set_actor $PLAYER_ACTOR locked 1 
00A0: store_actor $ACTOR_CATALINA position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
02AB: set_actor $ACTOR_CATALINA immunities BP 1 FP 1 EP 1 CP 1 MP 1 
03CB: set_rendering_origin_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
016A: fade 1 time 250 

:CAT1_17287
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_17347 
0944: manipulate_weapon_camera $ACTOR_CATALINA 
05DE: AS_actor $ACTOR_CATALINA walk_around_ped_path 
00A0: store_actor $ACTOR_CATALINA position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 100.0 radius 100.0 

:CAT1_17347
0209: 43@ = random_int_in_ranges 0 10 
0871: init_jump_table 43@ total_jumps 10 default_jump 0 @CAT1_17964 jumps 0 @CAT1_17484 1 @CAT1_17532 2 @CAT1_17580 3 @CAT1_17628 4 @CAT1_17676 5 @CAT1_17724 6 @CAT1_17772 
0872: jump_table_jumps 7 @CAT1_17820 8 @CAT1_17868 9 @CAT1_17916 -1 @CAT1_17964 -1 @CAT1_17964 -1 @CAT1_17964 -1 @CAT1_17964 -1 @CAT1_17964 -1 @CAT1_17964 

:CAT1_17484
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UA' // s$  // ~z~Carl, you are a fucking idiota!
04AE: $ACTOR_SPEECH_WAV_FILE = 9889 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0  
0002: jump @CAT1_17964 

:CAT1_17532
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UB' // s$  // ~z~Idiota, Carl, idiota!
04AE: $ACTOR_SPEECH_WAV_FILE = 9890 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0  
0002: jump @CAT1_17964 

:CAT1_17580
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UC' // s$  // ~z~Useless cabron!
04AE: $ACTOR_SPEECH_WAV_FILE = 9891 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0  
0002: jump @CAT1_17964 

:CAT1_17628
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UD' // s$  // ~z~You are a waste of good balls!
04AE: $ACTOR_SPEECH_WAV_FILE = 9892 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0  
0002: jump @CAT1_17964 

:CAT1_17676
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UE' // s$  // ~z~I should cut your balls off!
04AE: $ACTOR_SPEECH_WAV_FILE = 9893 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0  
0002: jump @CAT1_17964 

:CAT1_17724
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UF' // s$  // ~z~Carl Johnson, you are shit!
04AE: $ACTOR_SPEECH_WAV_FILE = 9894 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0  
0002: jump @CAT1_17964 

:CAT1_17772
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UG' // s$  // ~z~What are you doing, you stupid perro!
04AE: $ACTOR_SPEECH_WAV_FILE = 9895 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0  
0002: jump @CAT1_17964 

:CAT1_17820
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UH' // s$  // ~z~I never fuck you again!
04AE: $ACTOR_SPEECH_WAV_FILE = 9896 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0  
0002: jump @CAT1_17964 

:CAT1_17868
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UJ' // s$  // ~z~I don't love you no more!
04AE: $ACTOR_SPEECH_WAV_FILE = 9897 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0  
0002: jump @CAT1_17964 

:CAT1_17916
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UK' // s$  // ~z~I cannot love a stupid man!
04AE: $ACTOR_SPEECH_WAV_FILE = 9898 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0  
0002: jump @CAT1_17964 

:CAT1_17964
0001: wait 100 ms 

:CAT1_17968
00D6: if 
8038:   not  $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @CAT1_17997 
0001: wait 0 ms 
0002: jump @CAT1_17968 

:CAT1_17997
0001: wait 500 ms 
00D6: if 
8039:   not  149@ == 0 
004D: jump_if_false @CAT1_18095 
016A: fade 0 time 500 

:CAT1_18027
00D6: if 
016B:   fading 
004D: jump_if_false @CAT1_18051 
0001: wait 0 ms 
0002: jump @CAT1_18027 

:CAT1_18051
04BB: select_interior 149@ 
04D7: set_actor $PLAYER_ACTOR locked 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
03CB: set_rendering_origin_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
016A: fade 1 time 250 

:CAT1_18095
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
009B: destroy_actor $ACTOR_CATALINA 
00BC: show_text_highpriority GXT 'LOSE' time 5000 flag 1  // ~r~You lost the robbers.
0006: 37@ = 1 
0051: return 

:CAT1_18140
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CAT1_18227 
08EA: enable_gangs_spawn 1 
018A: 94@ = create_checkpoint_at $X_CATALINA_HOUSE $Y_CATALINA_HOUSE $Z_CATALINA_HOUSE 
00BC: show_text_highpriority GXT 'CAT112' time 7000 flag 1  // ~s~Take Catalina back to the ~y~hideout~s~.
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0006: 150@ = 0 
0006: 120@ = 0 
000A: 35@ += 1 

:CAT1_18227
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CAT1_22359 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @CAT1_18423 
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @CAT1_18423 
0209: 43@ = random_int_in_ranges 0 2 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @CAT1_18353 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_FA' // s$  // ~z~OK, Carl, let's get back to the hideout!
04AE: $ACTOR_SPEECH_WAV_FILE = 8824 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_18394 

:CAT1_18353
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_FB' // s$  // ~z~Back to Fern Ridge, Carl!
04AE: $ACTOR_SPEECH_WAV_FILE = 8825 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  

:CAT1_18394
0006: 62@ = 0 
0006: 150@ = 1 
000A: 120@ += 1 
0006: 32@ = -5000 

:CAT1_18423
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @CAT1_21431 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0019:   32@ > 1000 
004D: jump_if_false @CAT1_21431 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_21431 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CATALINA radius 10.0 10.0 5.0 sphere 0 
004D: jump_if_false @CAT1_21431 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @CAT1_21431 
00D6: if 
0038:   $1520 == 0 
004D: jump_if_false @CAT1_19807 
0871: init_jump_table 62@ total_jumps 15 default_jump 0 @CAT1_19793 jumps 0 @CAT1_18680 1 @CAT1_18746 2 @CAT1_19064 3 @CAT1_19141 4 @CAT1_19200 5 @CAT1_19259 6 @CAT1_19318 
0872: jump_table_jumps 8 @CAT1_19377 9 @CAT1_19436 10 @CAT1_19495 11 @CAT1_19554 12 @CAT1_19613 13 @CAT1_19672 14 @CAT1_19731 15 @CAT1_19779 -1 @CAT1_19793 

:CAT1_18680
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @CAT1_18739 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DA' // s$  // ~z~I have a hideout on Fern Ridge.
04AE: $ACTOR_SPEECH_WAV_FILE = 8626 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0  

:CAT1_18739
0002: jump @CAT1_19793 

:CAT1_18746
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @CAT1_19057 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_18794 
00A0: store_actor $ACTOR_CATALINA position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:CAT1_18794
0089: 46@ = $Y_CATALINA_HOUSE // (float) 
0065: 46@ -= $TEMPVAR_FLOAT_2 // (float) 
0089: 47@ = $X_CATALINA_HOUSE // (float) 
0065: 47@ -= $TEMPVAR_FLOAT_1 // (float) 
00D6: if 
0023:   0.0 > 47@ 
004D: jump_if_false @CAT1_18872 
0007: 48@ = -1.0 
006B: 48@ *= 47@ // (float) 
0002: jump @CAT1_18880 

:CAT1_18872
0087: 48@ = 47@ // (float) 

:CAT1_18880
00D6: if 
0025:   46@ > 48@ // (float) 
004D: jump_if_false @CAT1_18947 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DD' // s$  // ~z~It's North of here.
04AE: $ACTOR_SPEECH_WAV_FILE = 8629 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0  
0002: jump @CAT1_19057 

:CAT1_18947
00D6: if 
0021:   47@ > 0.0 
004D: jump_if_false @CAT1_19016 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DC' // s$  // ~z~It's East of here.
04AE: $ACTOR_SPEECH_WAV_FILE = 8628 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0  
0002: jump @CAT1_19057 

:CAT1_19016
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DB' // s$  // ~z~It's West of here.
04AE: $ACTOR_SPEECH_WAV_FILE = 8627 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0  

:CAT1_19057
0002: jump @CAT1_19793 

:CAT1_19064
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @CAT1_19134 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DE' // s$  // ~z~Now drive!
04AE: $ACTOR_SPEECH_WAV_FILE = 8630 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 0  
040D: unload_wav 1 
03CF: load_wav 8631 as 1 

:CAT1_19134
0002: jump @CAT1_19793 

:CAT1_19141
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DF' // s$  // ~z~You're fucking psycho!
04AE: $ACTOR_SPEECH_WAV_FILE = 8631 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0  
040D: unload_wav 2 
03CF: load_wav 8632 as 2 
0002: jump @CAT1_19793 

:CAT1_19200
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DG' // s$  // ~z~All you little men are scared of strong women!
04AE: $ACTOR_SPEECH_WAV_FILE = 8632 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8633 as 1 
0002: jump @CAT1_19793 

:CAT1_19259
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DH' // s$  // ~z~If we're passionate you say we're crazy.
04AE: $ACTOR_SPEECH_WAV_FILE = 8633 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8634 as 2 
0002: jump @CAT1_19793 

:CAT1_19318
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DI' // s$  // ~z~If we're upset you say we're hysterical.
04AE: $ACTOR_SPEECH_WAV_FILE = 8634 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8635 as 1 
0002: jump @CAT1_19793 

:CAT1_19377
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DJ' // s$  // ~z~We sleep with men, we're sluts.
04AE: $ACTOR_SPEECH_WAV_FILE = 8635 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8636 as 2 
0002: jump @CAT1_19793 

:CAT1_19436
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DK' // s$  // ~z~If we don't put out we're frigid bitches.
04AE: $ACTOR_SPEECH_WAV_FILE = 8636 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8637 as 1 
0002: jump @CAT1_19793 

:CAT1_19495
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DL' // s$  // ~z~Who you calling little men? You went berserk back there!
04AE: $ACTOR_SPEECH_WAV_FILE = 8637 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8638 as 2 
0002: jump @CAT1_19793 

:CAT1_19554
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DM' // s$  // ~z~That? That was just another day at the office!
04AE: $ACTOR_SPEECH_WAV_FILE = 8638 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8639 as 1 
0002: jump @CAT1_19793 

:CAT1_19613
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DN' // s$  // ~z~You can't stand the heat, go put your tiny balls in the freezer!
04AE: $ACTOR_SPEECH_WAV_FILE = 8639 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8640 as 2 
0002: jump @CAT1_19793 

:CAT1_19672
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DO' // s$  // ~z~Tiny balls? Now just wait a minute...
04AE: $ACTOR_SPEECH_WAV_FILE = 8640 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8641 as 1 
0002: jump @CAT1_19793 

:CAT1_19731
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DP' // s$  // ~z~Enough! Just shut up and drive, I'm counting the fucking money!
04AE: $ACTOR_SPEECH_WAV_FILE = 8641 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1  
0002: jump @CAT1_19793 

:CAT1_19779
0006: 150@ = 0 
0002: jump @CAT1_19793 

:CAT1_19793
000A: 62@ += 1 
0006: 32@ = 0 

:CAT1_19807
00D6: if 
0038:   $1520 == 1 
004D: jump_if_false @CAT1_20796 
0871: init_jump_table 62@ total_jumps 15 default_jump 0 @CAT1_20782 jumps 0 @CAT1_19953 1 @CAT1_20012 2 @CAT1_20071 3 @CAT1_20130 4 @CAT1_20189 5 @CAT1_20248 6 @CAT1_20307 
0872: jump_table_jumps 7 @CAT1_20366 8 @CAT1_20425 9 @CAT1_20484 10 @CAT1_20543 11 @CAT1_20602 12 @CAT1_20661 13 @CAT1_20720 14 @CAT1_20768 -1 @CAT1_20782 

:CAT1_19953
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GA' // s$  // ~z~Take me home, Carl.
04AE: $ACTOR_SPEECH_WAV_FILE = 8672 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 0  
040D: unload_wav 1 
03CF: load_wav 8673 as 1 
0002: jump @CAT1_20782 

:CAT1_20012
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GB' // s$  // ~z~Okay. Look, but we gotta talk about something.
04AE: $ACTOR_SPEECH_WAV_FILE = 8673 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8674 as 2 
0002: jump @CAT1_20782 

:CAT1_20071
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GC' // s$  // ~z~What? What do I have to say to you?
04AE: $ACTOR_SPEECH_WAV_FILE = 8674 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8675 as 1 
0002: jump @CAT1_20782 

:CAT1_20130
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GD' // s$  // ~z~You're a great girl, and all, but you gotta calm down.
04AE: $ACTOR_SPEECH_WAV_FILE = 8675 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8676 as 2 
0002: jump @CAT1_20782 

:CAT1_20189
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GE' // s$  // ~z~I know some cold blooded cats wouldn't act like you.
04AE: $ACTOR_SPEECH_WAV_FILE = 8676 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8677 as 1 
0002: jump @CAT1_20782 

:CAT1_20248
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GF' // s$  // ~z~Oh, you get given a lioness and you want a pussy cat? Wimp!
04AE: $ACTOR_SPEECH_WAV_FILE = 8677 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8678 as 2 
0002: jump @CAT1_20782 

:CAT1_20307
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GG' // s$  // ~z~No, I just want...
04AE: $ACTOR_SPEECH_WAV_FILE = 8678 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8679 as 1 
0002: jump @CAT1_20782 

:CAT1_20366
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GH' // s$  // ~z~You know why I act like this.
04AE: $ACTOR_SPEECH_WAV_FILE = 8679 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8680 as 2 
0002: jump @CAT1_20782 

:CAT1_20425
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GI' // s$  // ~z~No.
04AE: $ACTOR_SPEECH_WAV_FILE = 8680 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8681 as 1 
0002: jump @CAT1_20782 

:CAT1_20484
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GJ' // s$  // ~z~I'm in love, Carl.
04AE: $ACTOR_SPEECH_WAV_FILE = 8681 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8682 as 2 
0002: jump @CAT1_20782 

:CAT1_20543
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GK' // s$  // ~z~A woman's heart is a tempestuous place,
04AE: $ACTOR_SPEECH_WAV_FILE = 8682 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8683 as 1 
0002: jump @CAT1_20782 

:CAT1_20602
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GL' // s$  // ~z~and you will break my heart.
04AE: $ACTOR_SPEECH_WAV_FILE = 8683 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8684 as 2 
0002: jump @CAT1_20782 

:CAT1_20661
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GM' // s$  // ~z~Sometimes I want to kill us both!
04AE: $ACTOR_SPEECH_WAV_FILE = 8684 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8685 as 1 
0002: jump @CAT1_20782 

:CAT1_20720
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GN' // s$  // ~z~Please, don't do that. Just relax a little.
04AE: $ACTOR_SPEECH_WAV_FILE = 8685 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1  
0002: jump @CAT1_20782 

:CAT1_20768
0006: 150@ = 0 
0002: jump @CAT1_20782 

:CAT1_20782
000A: 62@ += 1 
0006: 32@ = 0 

:CAT1_20796
00D6: if 
0038:   $1520 == 2 
004D: jump_if_false @CAT1_21431 
0871: init_jump_table 62@ total_jumps 9 default_jump 0 @CAT1_21417 jumps 0 @CAT1_20942 1 @CAT1_21001 2 @CAT1_21060 3 @CAT1_21119 4 @CAT1_21178 5 @CAT1_21237 6 @CAT1_21296 
0872: jump_table_jumps 7 @CAT1_21355 14 @CAT1_21403 -1 @CAT1_21417 -1 @CAT1_21417 -1 @CAT1_21417 -1 @CAT1_21417 -1 @CAT1_21417 -1 @CAT1_21417 -1 @CAT1_21417 

:CAT1_20942
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OA' // s$  // ~z~Take me home now, big man.
04AE: $ACTOR_SPEECH_WAV_FILE = 8725 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 0  
040D: unload_wav 1 
03CF: load_wav 8726 as 1 
0002: jump @CAT1_21417 

:CAT1_21001
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OB' // s$  // ~z~How we do?
04AE: $ACTOR_SPEECH_WAV_FILE = 8726 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8727 as 2 
0002: jump @CAT1_21417 

:CAT1_21060
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OC' // s$  // ~z~Is that all you care about? Money?
04AE: $ACTOR_SPEECH_WAV_FILE = 8727 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8728 as 1 
0002: jump @CAT1_21417 

:CAT1_21119
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OD' // s$  // ~z~No, but I really need the paper--.
04AE: $ACTOR_SPEECH_WAV_FILE = 8728 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8729 as 2 
0002: jump @CAT1_21417 

:CAT1_21178
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OE' // s$  // ~z~You revolt me. You make my skin crawl.
04AE: $ACTOR_SPEECH_WAV_FILE = 8729 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8730 as 1 
0002: jump @CAT1_21417 

:CAT1_21237
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OF' // s$  // ~z~Well I ain't crazy about you, either!
04AE: $ACTOR_SPEECH_WAV_FILE = 8730 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8731 as 2 
0002: jump @CAT1_21417 

:CAT1_21296
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OG' // s$  // ~z~That's just it. How little you know.
04AE: $ACTOR_SPEECH_WAV_FILE = 8731 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8732 as 1 
0002: jump @CAT1_21417 

:CAT1_21355
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OH' // s$  // ~z~Don't talk. Let us enjoy the peace and quiet.
04AE: $ACTOR_SPEECH_WAV_FILE = 8732 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1  
0002: jump @CAT1_21417 

:CAT1_21403
0006: 150@ = 0 
0002: jump @CAT1_21417 

:CAT1_21417
000A: 62@ += 1 
0006: 32@ = 0 

:CAT1_21431
00D6: if 
0039:   150@ == 0 
004D: jump_if_false @CAT1_22189 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0019:   32@ > 30000 
004D: jump_if_false @CAT1_22189 
0209: 43@ = random_int_in_ranges 0 16 
0871: init_jump_table 43@ total_jumps 16 default_jump 0 @CAT1_22163 jumps 0 @CAT1_21609 1 @CAT1_21638 2 @CAT1_21667 3 @CAT1_21696 4 @CAT1_21725 5 @CAT1_21754 6 @CAT1_21783 
0872: jump_table_jumps 7 @CAT1_21812 8 @CAT1_21841 9 @CAT1_21870 10 @CAT1_21899 11 @CAT1_21973 12 @CAT1_22002 13 @CAT1_22031 14 @CAT1_22060 15 @CAT1_22134 

:CAT1_21609
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VA' // s$  // ~z~Where are we going?
04AE: $ACTOR_SPEECH_WAV_FILE = 9899 // = constant 
0002: jump @CAT1_22163 

:CAT1_21638
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VB' // s$  // ~z~Why is it taking so long?
04AE: $ACTOR_SPEECH_WAV_FILE = 9900 // = constant 
0002: jump @CAT1_22163 

:CAT1_21667
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VC' // s$  // ~z~Are you sure this is the way?
04AE: $ACTOR_SPEECH_WAV_FILE = 9901 // = constant 
0002: jump @CAT1_22163 

:CAT1_21696
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VD' // s$  // ~z~This is not a shortcut!
04AE: $ACTOR_SPEECH_WAV_FILE = 9902 // = constant 
0002: jump @CAT1_22163 

:CAT1_21725
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VE' // s$  // ~z~Tell me we are not lost!
04AE: $ACTOR_SPEECH_WAV_FILE = 9903 // = constant 
0002: jump @CAT1_22163 

:CAT1_21754
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VF' // s$  // ~z~Where do you think we are going?
04AE: $ACTOR_SPEECH_WAV_FILE = 9904 // = constant 
0002: jump @CAT1_22163 

:CAT1_21783
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VG' // s$  // ~z~You are lost, and stupid!
04AE: $ACTOR_SPEECH_WAV_FILE = 9905 // = constant 
0002: jump @CAT1_22163 

:CAT1_21812
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VH' // s$  // ~z~I ask you to drive, and you fuck about!
04AE: $ACTOR_SPEECH_WAV_FILE = 9906 // = constant 
0002: jump @CAT1_22163 

:CAT1_21841
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VJ' // s$  // ~z~Carl, what are you doing?
04AE: $ACTOR_SPEECH_WAV_FILE = 9907 // = constant 
0002: jump @CAT1_22163 

:CAT1_21870
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VK' // s$  // ~z~Come on, Carl.
04AE: $ACTOR_SPEECH_WAV_FILE = 9908 // = constant 
0002: jump @CAT1_22163 

:CAT1_21899
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT1_21944 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VK' // s$  // ~z~Come on, Carl.
04AE: $ACTOR_SPEECH_WAV_FILE = 9908 // = constant 
0002: jump @CAT1_21966 

:CAT1_21944
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VL' // s$  // ~z~Please, Carlito, drive.
04AE: $ACTOR_SPEECH_WAV_FILE = 9909 // = constant 

:CAT1_21966
0002: jump @CAT1_22163 

:CAT1_21973
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VM' // s$  // ~z~Come on, Carl, what you pissing about for?
04AE: $ACTOR_SPEECH_WAV_FILE = 9910 // = constant 
0002: jump @CAT1_22163 

:CAT1_22002
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VN' // s$  // ~z~Carl, please, come on
04AE: $ACTOR_SPEECH_WAV_FILE = 9911 // = constant 
0002: jump @CAT1_22163 

:CAT1_22031
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VO' // s$  // ~z~Get a fucking move on, Carlito.
04AE: $ACTOR_SPEECH_WAV_FILE = 9912 // = constant 
0002: jump @CAT1_22163 

:CAT1_22060
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT1_22105 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VO' // s$  // ~z~Get a fucking move on, Carlito.
04AE: $ACTOR_SPEECH_WAV_FILE = 9912 // = constant 
0002: jump @CAT1_22127 

:CAT1_22105
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VP' // s$  // ~z~Please, Carl, come on, hurry the fucking driving
04AE: $ACTOR_SPEECH_WAV_FILE = 9913 // = constant 

:CAT1_22127
0002: jump @CAT1_22163 

:CAT1_22134
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VQ' // s$  // ~z~Where the fuck is this?
04AE: $ACTOR_SPEECH_WAV_FILE = 9914 // = constant 
0002: jump @CAT1_22163 

:CAT1_22163
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0006: 32@ = 0 

:CAT1_22189
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @CAT1_22354 
00D6: if 
875C:   not marker 94@ enabled 
004D: jump_if_false @CAT1_22237 
0006: 35@ = 0 
0002: jump @CAT1_22347 

:CAT1_22237
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_CATALINA_HOUSE $Y_CATALINA_HOUSE $Z_CATALINA_HOUSE radius 3.0 3.0 3.0 
004D: jump_if_false @CAT1_22347 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT1_22340 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
09D0:   car $TEMPVAR_ACTOR_CAR on_wheels 
004D: jump_if_false @CAT1_22333 
01B4: set_player $PLAYER_CHAR can_move 0 
000A: 35@ += 1 

:CAT1_22333
0002: jump @CAT1_22347 

:CAT1_22340
000A: 35@ += 1 

:CAT1_22347
0002: jump @CAT1_22359 

:CAT1_22354
0164: disable_marker 94@ 

:CAT1_22359
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CAT1_22438 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT1_22431 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
01C1:   car $TEMPVAR_ACTOR_CAR stopped 
004D: jump_if_false @CAT1_22424 
000A: 35@ += 1 

:CAT1_22424
0002: jump @CAT1_22438 

:CAT1_22431
000A: 35@ += 1 

:CAT1_22438
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @CAT1_22771 
01B4: set_player $PLAYER_CHAR can_move 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
02A3: enable_widescreen 1 
0395: clear_area 1 at $X_CATALINA_HOUSE $Y_CATALINA_HOUSE $Z_CATALINA_HOUSE radius 20.0 
015F: set_camera_position 856.0245 -29.9962 63.9179 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 856.9926 -29.7496 63.8739 switchstyle 2 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_22727 
00D6: if 
80DF:   not actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT1_22654 
00D6: if 
80FE:   not actor $ACTOR_CATALINA sphere 0 in_sphere $X_CATALINA_HOUSE $Y_CATALINA_HOUSE $Z_CATALINA_HOUSE radius 5.0 5.0 5.0 
004D: jump_if_false @CAT1_22654 
00A1: put_actor $ACTOR_CATALINA at 868.838 -28.2257 62.1875 
0173: set_actor $ACTOR_CATALINA Z_angle_to 161.446 

:CAT1_22654
0615: define_AS_pack_begin 49@ 
00D6: if 
00DF:   actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT1_22690 
03C0: $TEMPVAR_ACTOR_CAR = actor $ACTOR_CATALINA car 
05CD: AS_actor -1 exit_car $TEMPVAR_ACTOR_CAR 

:CAT1_22690
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 99999 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:CAT1_22727
0209: 43@ = random_int_in_ranges 0 10 
0006: 32@ = 0 
0006: 151@ = 0 
0006: 62@ = 0 
0006: 152@ = 0 
000A: 35@ += 1 

:CAT1_22771
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CAT1_25152 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @CAT1_25035 
00D6: if and
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
0019:   32@ > 1000 
004D: jump_if_false @CAT1_25028 
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @CAT1_23849 
0871: init_jump_table 62@ total_jumps 16 default_jump 0 @CAT1_23835 jumps 0 @CAT1_22979 1 @CAT1_23038 2 @CAT1_23097 3 @CAT1_23156 4 @CAT1_23215 5 @CAT1_23274 6 @CAT1_23333 
0872: jump_table_jumps 7 @CAT1_23392 8 @CAT1_23451 9 @CAT1_23510 10 @CAT1_23569 11 @CAT1_23628 12 @CAT1_23786 13 @CAT1_23807 14 @CAT1_23814 15 @CAT1_23821 

:CAT1_22979
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EA' // s$  // ~z~That was fun, homeboy.
04AE: $ACTOR_SPEECH_WAV_FILE = 8642 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 0  
040D: unload_wav 1 
03CF: load_wav 8643 as 1 
0002: jump @CAT1_23835 

:CAT1_23038
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EB' // s$  // ~z~You wanna play again tomorrow?
04AE: $ACTOR_SPEECH_WAV_FILE = 8643 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8644 as 2 
0002: jump @CAT1_23835 

:CAT1_23097
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EC' // s$  // ~z~Here. This is your cut.
04AE: $ACTOR_SPEECH_WAV_FILE = 8644 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8645 as 1 
0002: jump @CAT1_23835 

:CAT1_23156
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_ED' // s$  // ~z~Lady, I gotta take it easy.
04AE: $ACTOR_SPEECH_WAV_FILE = 8645 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8646 as 2 
0002: jump @CAT1_23835 

:CAT1_23215
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EE' // s$  // ~z~Like you said, I got some other shit going on.
04AE: $ACTOR_SPEECH_WAV_FILE = 8646 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8647 as 1 
0002: jump @CAT1_23835 

:CAT1_23274
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EF' // s$  // ~z~Whatever, baby.
04AE: $ACTOR_SPEECH_WAV_FILE = 8647 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8648 as 2 
0002: jump @CAT1_23835 

:CAT1_23333
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EG' // s$  // ~z~If I play too rough, you do whatever makes you feel safe.
04AE: $ACTOR_SPEECH_WAV_FILE = 8648 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8649 as 1 
0002: jump @CAT1_23835 

:CAT1_23392
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EH' // s$  // ~z~Maricon. See you around.
04AE: $ACTOR_SPEECH_WAV_FILE = 8649 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8650 as 2 
0002: jump @CAT1_23835 

:CAT1_23451
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EI' // s$  // ~z~Thanks and everything bitch, but you crazy.
04AE: $ACTOR_SPEECH_WAV_FILE = 8650 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8651 as 1 
0002: jump @CAT1_23835 

:CAT1_23510
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EJ' // s$  // ~z~If you was the last bitch on earth,
04AE: $ACTOR_SPEECH_WAV_FILE = 8651 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8652 as 2 
0002: jump @CAT1_23835 

:CAT1_23569
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EK' // s$  // ~z~I'd start going out with an animal.
04AE: $ACTOR_SPEECH_WAV_FILE = 8652 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8653 as 1 
0002: jump @CAT1_23835 

:CAT1_23628
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EL' // s$  // ~z~You're too fucking loco, senorita.
04AE: $ACTOR_SPEECH_WAV_FILE = 8653 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8654 as 2 
0006: 152@ = 1 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_23779 
0647: AS_actor $ACTOR_CATALINA clear_look_task 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 869.0271 -28.2591 62.1893 mode 4 time 20000 ms // versionA 
05D3: AS_actor -1 goto_point 870.2891 -25.0424 62.9858 mode 4 time 5000 ms // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:CAT1_23779
0002: jump @CAT1_23835 

:CAT1_23786
0006: 62@ = 16 
0006: 151@ = 1 
0002: jump @CAT1_23835 

:CAT1_23807
0002: jump @CAT1_23835 

:CAT1_23814
0002: jump @CAT1_23835 

:CAT1_23821
0006: 151@ = 1 
0002: jump @CAT1_23835 

:CAT1_23835
000A: 62@ += 1 
0006: 32@ = 0 

:CAT1_23849
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @CAT1_24301 
0871: init_jump_table 62@ total_jumps 7 default_jump 0 @CAT1_24287 jumps 0 @CAT1_23930 1 @CAT1_23989 2 @CAT1_24048 3 @CAT1_24107 4 @CAT1_24166 5 @CAT1_24225 6 @CAT1_24273 

:CAT1_23930
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_HA' // s$  // ~z~See you soon, handsome. Next time, we play REALLY rough.
04AE: $ACTOR_SPEECH_WAV_FILE = 8686 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 0  
040D: unload_wav 1 
03CF: load_wav 8687 as 1 
0002: jump @CAT1_24287 

:CAT1_23989
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_HB' // s$  // ~z~Yeah, that's cool. But we can also play for some real money.
04AE: $ACTOR_SPEECH_WAV_FILE = 8687 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8688 as 2 
0002: jump @CAT1_24287 

:CAT1_24048
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_HC' // s$  // ~z~I got some money to... well,
04AE: $ACTOR_SPEECH_WAV_FILE = 8688 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8689 as 1 
0002: jump @CAT1_24287 

:CAT1_24107
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_HD' // s$  // ~z~it's a long story, but I need some serious paper, fast.
04AE: $ACTOR_SPEECH_WAV_FILE = 8689 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8690 as 2 
0002: jump @CAT1_24287 

:CAT1_24166
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_HE' // s$  // ~z~You come and see me again soon.
04AE: $ACTOR_SPEECH_WAV_FILE = 8690 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8691 as 1 
0002: jump @CAT1_24287 

:CAT1_24225
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_HF' // s$  // ~z~We rob a real bank.
04AE: $ACTOR_SPEECH_WAV_FILE = 8691 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1  
0002: jump @CAT1_24287 

:CAT1_24273
0006: 151@ = 1 
0002: jump @CAT1_24287 

:CAT1_24287
000A: 62@ += 1 
0006: 32@ = 0 

:CAT1_24301
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @CAT1_24576 
0871: init_jump_table 62@ total_jumps 4 default_jump 0 @CAT1_24562 jumps 0 @CAT1_24382 1 @CAT1_24441 2 @CAT1_24500 3 @CAT1_24548 -1 @CAT1_24562 -1 @CAT1_24562 -1 @CAT1_24562 

:CAT1_24382
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_MA' // s$  // ~z~Carl, you have much to learn about the female heart.
04AE: $ACTOR_SPEECH_WAV_FILE = 8714 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 0  
040D: unload_wav 1 
03CF: load_wav 8715 as 1 
0002: jump @CAT1_24562 

:CAT1_24441
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_MB' // s$  // ~z~Come and see me again when you think you understand it.
04AE: $ACTOR_SPEECH_WAV_FILE = 8715 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8716 as 2 
0002: jump @CAT1_24562 

:CAT1_24500
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_MC' // s$  // ~z~Goodbye!
04AE: $ACTOR_SPEECH_WAV_FILE = 8716 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1  
0002: jump @CAT1_24562 

:CAT1_24548
0006: 151@ = 1 
0002: jump @CAT1_24562 

:CAT1_24562
000A: 62@ += 1 
0006: 32@ = 0 

:CAT1_24576
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 3 
004D: jump_if_false @CAT1_25028 
0871: init_jump_table 62@ total_jumps 7 default_jump 0 @CAT1_25014 jumps 0 @CAT1_24657 1 @CAT1_24716 2 @CAT1_24775 3 @CAT1_24834 4 @CAT1_24893 5 @CAT1_24952 6 @CAT1_25000 

:CAT1_24657
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_PA' // s$  // ~z~There you go.
04AE: $ACTOR_SPEECH_WAV_FILE = 8733 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 0  
040D: unload_wav 1 
03CF: load_wav 8734 as 1 
0002: jump @CAT1_25014 

:CAT1_24716
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_PB' // s$  // ~z~Thanks
04AE: $ACTOR_SPEECH_WAV_FILE = 8734 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8735 as 2 
0002: jump @CAT1_25014 

:CAT1_24775
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_PC' // s$  // ~z~One day, Carl Johnson, you will realize.
04AE: $ACTOR_SPEECH_WAV_FILE = 8735 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8736 as 1 
0002: jump @CAT1_25014 

:CAT1_24834
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_PD' // s$  // ~z~She, she truly loved me, and your heart will break in two.
04AE: $ACTOR_SPEECH_WAV_FILE = 8736 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8737 as 2 
0002: jump @CAT1_25014 

:CAT1_24893
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_PE' // s$  // ~z~But you are more like the spiny lizard than a man.
04AE: $ACTOR_SPEECH_WAV_FILE = 8737 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8738 as 1 
0002: jump @CAT1_25014 

:CAT1_24952
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_PF' // s$  // ~z~Goodbye!
04AE: $ACTOR_SPEECH_WAV_FILE = 8738 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1  
0002: jump @CAT1_25014 

:CAT1_25000
0006: 151@ = 1 
0002: jump @CAT1_25014 

:CAT1_25014
000A: 62@ += 1 
0006: 32@ = 0 

:CAT1_25028
0002: jump @CAT1_25152 

:CAT1_25035
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_25145 
00D6: if 
0039:   152@ == 0 
004D: jump_if_false @CAT1_25145 
0647: AS_actor $ACTOR_CATALINA clear_look_task 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 869.0271 -28.2591 62.1893 mode 4 time 20000 ms // versionA 
05D3: AS_actor -1 goto_point 870.2891 -25.0424 62.9858 mode 4 time 5000 ms // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:CAT1_25145
000A: 35@ += 1 

:CAT1_25152
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @CAT1_25323 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_25236 
062E: get_actor $ACTOR_CATALINA task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @CAT1_25229 
0006: 43@ = 1 
0002: jump @CAT1_25236 

:CAT1_25229
0006: 43@ = 0 

:CAT1_25236
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @CAT1_25262 
0006: 43@ = 1 

:CAT1_25262
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @CAT1_25323 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
056D:   actor $ACTOR_CATALINA defined 
004D: jump_if_false @CAT1_25305 
009B: destroy_actor $ACTOR_CATALINA 

:CAT1_25305
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0006: 36@ = 1 

:CAT1_25323
0051: return 

:CAT1_25325
077E: get_active_interior_to 43@ 
00D6: if 
8039:   not  43@ == 0 
004D: jump_if_false @CAT1_25398 
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @CAT1_25391 
0087: 126@ = 133@ // (float) 
0007: 133@ = 0.0 
0006: 125@ = 1 

:CAT1_25391
0002: jump @CAT1_25431 

:CAT1_25398
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @CAT1_25431 
0087: 133@ = 126@ // (float) 
0006: 125@ = 0 

:CAT1_25431
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT1_25618 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @CAT1_25603 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @CAT1_25596 
0006: 43@ = 0 
0006: 44@ = 0 

:CAT1_25496
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @CAT1_25565 
00D6: if 
003B:   78@ == 79@(43@,4i) // (int) 
004D: jump_if_false @CAT1_25551 
0006: 44@ = 1 
0006: 43@ = 4 

:CAT1_25551
000A: 43@ += 1 
0002: jump @CAT1_25496 

:CAT1_25565
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @CAT1_25588 
01C3: remove_references_to_car 78@ 

:CAT1_25588
00D9: 78@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:CAT1_25596
0002: jump @CAT1_25611 

:CAT1_25603
00D9: 78@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:CAT1_25611
0002: jump @CAT1_25618 

:CAT1_25618
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_25909 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0039:   125@ == 0 
004D: jump_if_false @CAT1_25909 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @CAT1_25909 
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @CAT1_25786 
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT1_25779 
00BB: show_text_lowpriority GXT 'LEFTC' time 4000 flag 1  // ~s~You've left Catalina behind, go and get her!
00D6: if 
875C:   not marker 87@ enabled 
004D: jump_if_false @CAT1_25758 
0187: 87@ = create_marker_above_actor $ACTOR_CATALINA 
07E0: set_marker 87@ type_to 1 

:CAT1_25758
0006: 64@ = 1 
0006: 65@ = 0 
0006: 99@ = 0 

:CAT1_25779
0002: jump @CAT1_25909 

:CAT1_25786
00D6: if 
0104:   actor $ACTOR_CATALINA near_actor $PLAYER_ACTOR radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @CAT1_25909 
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT1_25902 
00D6: if 
075C:   marker 87@ enabled 
004D: jump_if_false @CAT1_25862 
0164: disable_marker 87@ 

:CAT1_25862
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
04D8: set_actor $ACTOR_CATALINA drowns_in_water 0 
0006: 99@ = 1 
0006: 64@ = 0 
0002: jump @CAT1_25909 

:CAT1_25902
0006: 99@ = 1 

:CAT1_25909
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_26027 
00D6: if 
80DF:   not actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT1_25979 
00D6: if 
875C:   not marker 87@ enabled 
004D: jump_if_false @CAT1_25972 
0187: 87@ = create_marker_above_actor $ACTOR_CATALINA 
07E0: set_marker 87@ type_to 1 

:CAT1_25972
0002: jump @CAT1_26027 

:CAT1_25979
00D6: if 
075C:   marker 87@ enabled 
004D: jump_if_false @CAT1_26027 
03C0: $TEMPVAR_ACTOR_CAR = actor $ACTOR_CATALINA car 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $TEMPVAR_ACTOR_CAR 
004D: jump_if_false @CAT1_26027 
0164: disable_marker 87@ 

:CAT1_26027
00D6: if 
056D:   actor $ACTOR_CATALINA defined 
004D: jump_if_false @CAT1_26082 
00D6: if 
0118:   actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_26082 
00BC: show_text_highpriority GXT 'LOSE2' time 5000 flag 1  // ~r~Catalina is history.
0006: 37@ = 1 

:CAT1_26082
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @CAT1_26616 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_26616 
00D6: if and
051A:   actor $ACTOR_CATALINA damaged_by_actor $PLAYER_ACTOR 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @CAT1_26616 
000A: 153@ += 1 
00D6: if 
0019:   153@ > 9 
004D: jump_if_false @CAT1_26174 
0006: 153@ = 0 

:CAT1_26174
0871: init_jump_table 153@ total_jumps 10 default_jump 0 @CAT1_26592 jumps 0 @CAT1_26302 1 @CAT1_26331 2 @CAT1_26360 3 @CAT1_26389 4 @CAT1_26418 5 @CAT1_26447 6 @CAT1_26476 
0872: jump_table_jumps 7 @CAT1_26505 8 @CAT1_26534 9 @CAT1_26563 -1 @CAT1_26592 -1 @CAT1_26592 -1 @CAT1_26592 -1 @CAT1_26592 -1 @CAT1_26592 -1 @CAT1_26592 

:CAT1_26302
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UA' // s$  // ~z~Carl, you are a fucking idiota!
04AE: $ACTOR_SPEECH_WAV_FILE = 9889 // = constant 
0002: jump @CAT1_26592 

:CAT1_26331
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UB' // s$  // ~z~Idiota, Carl, idiota!
04AE: $ACTOR_SPEECH_WAV_FILE = 9890 // = constant 
0002: jump @CAT1_26592 

:CAT1_26360
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UC' // s$  // ~z~Useless cabron!
04AE: $ACTOR_SPEECH_WAV_FILE = 9891 // = constant 
0002: jump @CAT1_26592 

:CAT1_26389
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UD' // s$  // ~z~You are a waste of good balls!
04AE: $ACTOR_SPEECH_WAV_FILE = 9892 // = constant 
0002: jump @CAT1_26592 

:CAT1_26418
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UE' // s$  // ~z~I should cut your balls off!
04AE: $ACTOR_SPEECH_WAV_FILE = 9893 // = constant 
0002: jump @CAT1_26592 

:CAT1_26447
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UF' // s$  // ~z~Carl Johnson, you are shit!
04AE: $ACTOR_SPEECH_WAV_FILE = 9894 // = constant 
0002: jump @CAT1_26592 

:CAT1_26476
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UG' // s$  // ~z~What are you doing, you stupid perro!
04AE: $ACTOR_SPEECH_WAV_FILE = 9895 // = constant 
0002: jump @CAT1_26592 

:CAT1_26505
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UH' // s$  // ~z~I never fuck you again!
04AE: $ACTOR_SPEECH_WAV_FILE = 9896 // = constant 
0002: jump @CAT1_26592 

:CAT1_26534
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UJ' // s$  // ~z~I don't love you no more!
04AE: $ACTOR_SPEECH_WAV_FILE = 9897 // = constant 
0002: jump @CAT1_26592 

:CAT1_26563
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UK' // s$  // ~z~I cannot love a stupid man!
04AE: $ACTOR_SPEECH_WAV_FILE = 9898 // = constant 
0002: jump @CAT1_26592 

:CAT1_26592
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
054E: clear_actor $ACTOR_CATALINA damage 

:CAT1_26616
0051: return 
00D6: if 
0039:   117@ == 0 
004D: jump_if_false @CAT1_26684 
000B: 143@ += 0.001 
00D6: if 
0021:   143@ > 0.03 
004D: jump_if_false @CAT1_26677 
0007: 143@ = 0.03 

:CAT1_26677
0002: jump @CAT1_26725 

:CAT1_26684
000B: 143@ += -0.001 
00D6: if 
0023:   0.0 > 143@ 
004D: jump_if_false @CAT1_26725 
0007: 143@ = 0.0 

:CAT1_26725
000B: 144@ += 0.005 
00D6: if 
0021:   144@ > 0.1 
004D: jump_if_false @CAT1_26766 
0007: 144@ = 0.1 

:CAT1_26766
0007: 156@ = 261.4119 
0007: 157@ = -78.5511 
0007: 158@ = 2.3102 
0087: 159@ = 134@ // (float) 
0087: 160@ = 135@ // (float) 
0087: 161@ = 136@ // (float) 
0087: 162@ = 143@ // (float) 
0050: gosub @CAT1_27226 
00D6: if 
0043:   47@ == 99.9 
004D: jump_if_false @CAT1_26881 
00D6: if 
0039:   117@ == 0 
004D: jump_if_false @CAT1_26881 
0006: 117@ = 1 

:CAT1_26881
0087: 134@ = 159@ // (float) 
0087: 135@ = 160@ // (float) 
0087: 136@ = 161@ // (float) 
0087: 156@ = 140@ // (float) 
0087: 157@ = 141@ // (float) 
0087: 158@ = 142@ // (float) 
0087: 159@ = 137@ // (float) 
0087: 160@ = 138@ // (float) 
0087: 161@ = 139@ // (float) 
0087: 162@ = 144@ // (float) 
0050: gosub @CAT1_27226 
00D6: if 
0043:   47@ == 99.9 
004D: jump_if_false @CAT1_27014 
00D6: if 
0039:   118@ == 0 
004D: jump_if_false @CAT1_27014 
0006: 118@ = 1 

:CAT1_27014
0087: 137@ = 159@ // (float) 
0087: 138@ = 160@ // (float) 
0087: 139@ = 161@ // (float) 
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @CAT1_27224 
0087: 56@ = 137@ // (float) 
000F: 56@ -= 0.5 
0087: 59@ = 137@ // (float) 
000B: 59@ += 0.5 
0087: 57@ = 138@ // (float) 
000F: 57@ -= 0.5 
0087: 60@ = 138@ // (float) 
000B: 60@ += 0.5 
0087: 58@ = 139@ // (float) 
000F: 58@ -= 0.5 
0087: 61@ = 139@ // (float) 
000B: 61@ += 0.5 
0052: NOP 56@ 138@ 139@ 59@ 138@ 139@ 
0052: NOP 137@ 57@ 139@ 137@ 60@ 139@ 
0052: NOP 137@ 138@ 58@ 137@ 138@ 61@ 

:CAT1_27224
0051: return 

:CAT1_27226
0088: $TEMPVAR_FLOAT_1 = 156@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 159@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 157@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 160@ // (float) 
0088: $TEMPVAR_FLOAT_3 = 158@ // (float) 
0067: $TEMPVAR_FLOAT_3 -= 161@ // (float) 
050A: 46@ = distance_between_XYZ 159@ 160@ 161@ and_XYZ 156@ 157@ 158@ 
0087: 47@ = 162@ // (float) 
0013: 47@ *= 20.0 
00D6: if 
0025:   47@ > 46@ // (float) 
004D: jump_if_false @CAT1_27344 
0007: 47@ = 99.9 

:CAT1_27344
00D6: if 
0025:   46@ > 162@ // (float) 
004D: jump_if_false @CAT1_27435 
0075: $TEMPVAR_FLOAT_1 /= 46@ // (float) 
0075: $TEMPVAR_FLOAT_2 /= 46@ // (float) 
0075: $TEMPVAR_FLOAT_3 /= 46@ // (float) 
006D: $TEMPVAR_FLOAT_1 *= 162@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 162@ // (float) 
006D: $TEMPVAR_FLOAT_3 *= 162@ // (float) 
005D: 159@ += $TEMPVAR_FLOAT_1 // (float) 
005D: 160@ += $TEMPVAR_FLOAT_2 // (float) 
005D: 161@ += $TEMPVAR_FLOAT_3 // (float) 

:CAT1_27435
0051: return 

:CAT1_27437
00D6: if 
8119:   not car 79@(163@,4i) wrecked 
004D: jump_if_false @CAT1_28499 
00D6: if 
8118:   not actor 72@(163@,4i) dead 
004D: jump_if_false @CAT1_28456 
00D6: if 
00DB:   actor 72@(163@,4i) in_car 79@(163@,4i) 
004D: jump_if_false @CAT1_28387 
00D6: if 
0039:   112@(163@,3i) == 1 
004D: jump_if_false @CAT1_27566 
00D6: if 
060E:   car 79@(163@,4i) assigned_to_path 
004D: jump_if_false @CAT1_27566 
05EE: unfreeze_car 79@(163@,4i) while_on_path 
0006: 112@(163@,3i) = 0 

:CAT1_27566
0007: 165@ = 0.0 
00AA: store_car 79@(163@,4i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to 56@ 57@ 58@ 
00D6: if 
0039:   109@(163@,3i) == 0 
004D: jump_if_false @CAT1_27693 
00D6: if 
01AF:   car 79@(163@,4i) sphere 0 in_sphere 2711.119 -53.5082 39.4695 radius 20.0 20.0 5.0 
004D: jump_if_false @CAT1_27693 
0006: 109@(163@,3i) = 1 

:CAT1_27693
0509: 130@(163@,3f) = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 56@ 57@ 
00D6: if 
0039:   109@(163@,3i) == 0 
004D: jump_if_false @CAT1_27851 
00D6: if 
0027:   56@ > $TEMPVAR_FLOAT_1 // (float) 
004D: jump_if_false @CAT1_27844 
0007: 165@ = 1.5 
00D6: if 
0021:   130@(163@,3f) > 100.0 
004D: jump_if_false @CAT1_27844 
00D6: if 
82CA:   not car 79@(163@,4i) bounding_sphere_visible 
004D: jump_if_false @CAT1_27844 
00D6: if 
060E:   car 79@(163@,4i) assigned_to_path 
004D: jump_if_false @CAT1_27844 
0706: advance_car 79@(163@,4i) further_along_path 1.0 

:CAT1_27844
0002: jump @CAT1_27959 

:CAT1_27851
00D6: if 
0026:   $TEMPVAR_FLOAT_2 > 57@ // (float) 
004D: jump_if_false @CAT1_27959 
0007: 165@ = 1.5 
00D6: if 
0021:   130@(163@,3f) > 100.0 
004D: jump_if_false @CAT1_27959 
00D6: if 
82CA:   not car 79@(163@,4i) bounding_sphere_visible 
004D: jump_if_false @CAT1_27959 
00D6: if 
060E:   car 79@(163@,4i) assigned_to_path 
004D: jump_if_false @CAT1_27959 
0706: advance_car 79@(163@,4i) further_along_path 1.0 

:CAT1_27959
00D6: if 
0043:   165@ == 0.0 
004D: jump_if_false @CAT1_28123 
00D6: if 
0023:   30.0 > 130@(163@,3f) 
004D: jump_if_false @CAT1_28022 
0007: 165@ = 1.0 
0002: jump @CAT1_28123 

:CAT1_28022
0087: 46@ = 130@(163@,3f) // (float) 
00D6: if 
0021:   46@ > 200.0 
004D: jump_if_false @CAT1_28065 
0007: 46@ = 200.0 

:CAT1_28065
000F: 46@ -= 30.0 
0017: 46@ /= 170.0 
0007: 165@ = 1.0 
0063: 165@ -= 46@ // (float) 
0013: 165@ *= 0.8 
000B: 165@ += 0.2 

:CAT1_28123
006B: 165@ *= 133@ // (float) 
00D6: if 
00B0:   car 79@(163@,4i) sphere 0 in_rectangle_cornerA 1940.82 72.1365 cornerB 2145.438 140.5141 
004D: jump_if_false @CAT1_28183 
0007: 165@ = 2.5 

:CAT1_28183
00D6: if 
0023:   0.1 > 165@ 
004D: jump_if_false @CAT1_28214 
0007: 165@ = 0.1 

:CAT1_28214
00D6: if 
060E:   car 79@(163@,4i) assigned_to_path 
004D: jump_if_false @CAT1_28246 
06FD: set_car 79@(163@,4i) speed_on_path_to 165@ 

:CAT1_28246
00D6: if 
060E:   car 79@(163@,4i) assigned_to_path 
004D: jump_if_false @CAT1_28380 
00D6: if 
06FC:   car 79@(163@,4i) stuck_check_enabled 
004D: jump_if_false @CAT1_28380 
00D6: if 
03CE:   car 79@(163@,4i) stuck 
004D: jump_if_false @CAT1_28380 
00D6: if 
82CA:   not car 79@(163@,4i) bounding_sphere_visible 
004D: jump_if_false @CAT1_28380 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 79@(163@,4i) radius 40.0 40.0 5.0 flag 0 
004D: jump_if_false @CAT1_28380 
0706: advance_car 79@(163@,4i) further_along_path 0.1 

:CAT1_28380
0002: jump @CAT1_28449 

:CAT1_28387
00D6: if 
060E:   car 79@(163@,4i) assigned_to_path 
004D: jump_if_false @CAT1_28449 
00D6: if 
0039:   112@(163@,3i) == 0 
004D: jump_if_false @CAT1_28449 
05ED: freeze_car 79@(163@,4i) while_on_path 
0006: 112@(163@,3i) = 1 

:CAT1_28449
0002: jump @CAT1_28499 

:CAT1_28456
00D6: if 
060E:   car 79@(163@,4i) assigned_to_path 
004D: jump_if_false @CAT1_28485 
05EC: release_car 79@(163@,4i) from_path 

:CAT1_28485
0007: 130@(163@,3f) = 0.0 

:CAT1_28499
0051: return 

:CAT1_28501
00D6: if 
0019:   65@ > 10000 
004D: jump_if_false @CAT1_32087 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0039:   125@ == 0 
004D: jump_if_false @CAT1_29779 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_29779 
00D6: if 
82E0:   not actor $ACTOR_CATALINA firing_weapon 
004D: jump_if_false @CAT1_29779 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT1_29779 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
00DB:   actor $ACTOR_CATALINA in_car $TEMPVAR_ACTOR_CAR 
004D: jump_if_false @CAT1_29779 
0006: 43@ = 0 
0006: 44@ = 0 

:CAT1_28631
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @CAT1_28690 
00D6: if 
8118:   not actor 72@(43@,4i) dead 
004D: jump_if_false @CAT1_28676 
000A: 44@ += 1 

:CAT1_28676
000A: 43@ += 1 
0002: jump @CAT1_28631 

:CAT1_28690
0006: 43@ = 0 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_28741 
00D6: if 
0023:   50.0 > 130@ 
004D: jump_if_false @CAT1_28741 
000A: 43@ += 1 

:CAT1_28741
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CAT1_28785 
00D6: if 
0023:   50.0 > 131@ 
004D: jump_if_false @CAT1_28785 
000A: 43@ += 1 

:CAT1_28785
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CAT1_28829 
00D6: if 
0023:   50.0 > 132@ 
004D: jump_if_false @CAT1_28829 
000A: 43@ += 1 

:CAT1_28829
00D6: if and
0118:   actor 72@ dead 
0118:   actor 73@ dead 
0118:   actor 74@ dead 
004D: jump_if_false @CAT1_28862 
000A: 43@ += 1 

:CAT1_28862
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @CAT1_29779 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @CAT1_29779 
000A: 166@ += 1 
00D6: if 
0019:   166@ > 8 
004D: jump_if_false @CAT1_28930 
0006: 166@ = 0 

:CAT1_28930
0871: init_jump_table 166@ total_jumps 9 default_jump 0 @CAT1_29772 jumps 0 @CAT1_29058 1 @CAT1_29153 2 @CAT1_29201 3 @CAT1_29249 4 @CAT1_29344 5 @CAT1_29439 6 @CAT1_29534 
0872: jump_table_jumps 7 @CAT1_29629 8 @CAT1_29724 -1 @CAT1_29772 -1 @CAT1_29772 -1 @CAT1_29772 -1 @CAT1_29772 -1 @CAT1_29772 -1 @CAT1_29772 -1 @CAT1_29772 

:CAT1_29058
00D6: if 
0019:   44@ > 1 
004D: jump_if_false @CAT1_29105 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_CA' // s$  // ~z~Keep up with them!
04AE: $ACTOR_SPEECH_WAV_FILE = 8811 // = constant 
0002: jump @CAT1_29127 

:CAT1_29105
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_AA' // s$  // ~z~Faster, Carl, faster!
04AE: $ACTOR_SPEECH_WAV_FILE = 9800 // = constant 

:CAT1_29127
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_29772 

:CAT1_29153
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_CB' // s$  // ~z~Faster, you fool!
04AE: $ACTOR_SPEECH_WAV_FILE = 8812 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_29772 

:CAT1_29201
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_CC' // s$  // ~z~You're driving like an old lady!
04AE: $ACTOR_SPEECH_WAV_FILE = 8813 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_29772 

:CAT1_29249
00D6: if 
0019:   44@ > 1 
004D: jump_if_false @CAT1_29296 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_CD' // s$  // ~z~They're getting away!
04AE: $ACTOR_SPEECH_WAV_FILE = 8814 // = constant 
0002: jump @CAT1_29318 

:CAT1_29296
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_AD' // s$  // ~z~Floor it, CJ, floor it!
04AE: $ACTOR_SPEECH_WAV_FILE = 9803 // = constant 

:CAT1_29318
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_29772 

:CAT1_29344
00D6: if 
0019:   44@ > 1 
004D: jump_if_false @CAT1_29391 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_CE' // s$  // ~z~They're dots in the distance, FASTER!
04AE: $ACTOR_SPEECH_WAV_FILE = 8815 // = constant 
0002: jump @CAT1_29413 

:CAT1_29391
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_AG' // s$  // ~z~I've met pigs that can drive faster!
04AE: $ACTOR_SPEECH_WAV_FILE = 9806 // = constant 

:CAT1_29413
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_29772 

:CAT1_29439
00D6: if 
0019:   44@ > 1 
004D: jump_if_false @CAT1_29486 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_DA' // s$  // ~z~You're losing them!
04AE: $ACTOR_SPEECH_WAV_FILE = 8816 // = constant 
0002: jump @CAT1_29508 

:CAT1_29486
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_AH' // s$  // ~z~Carl, you are too slow, and very fucking shit.
04AE: $ACTOR_SPEECH_WAV_FILE = 9807 // = constant 

:CAT1_29508
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_29772 

:CAT1_29534
00D6: if 
0019:   44@ > 1 
004D: jump_if_false @CAT1_29581 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_DB' // s$  // ~z~They're getting away!
04AE: $ACTOR_SPEECH_WAV_FILE = 8817 // = constant 
0002: jump @CAT1_29603 

:CAT1_29581
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_AC' // s$  // ~z~Hit the gas, you wimp!
04AE: $ACTOR_SPEECH_WAV_FILE = 9802 // = constant 

:CAT1_29603
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_29772 

:CAT1_29629
00D6: if 
0019:   44@ > 1 
004D: jump_if_false @CAT1_29676 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_DC' // s$  // ~z~They're making fools of us!
04AE: $ACTOR_SPEECH_WAV_FILE = 8818 // = constant 
0002: jump @CAT1_29698 

:CAT1_29676
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_AB' // s$  // ~z~I like my men fast!
04AE: $ACTOR_SPEECH_WAV_FILE = 9801 // = constant 

:CAT1_29698
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_29772 

:CAT1_29724
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_DD' // s$  // ~z~Your pathetic driving is helping them escape!
04AE: $ACTOR_SPEECH_WAV_FILE = 8819 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_29772 

:CAT1_29772
0006: 65@ = 0 

:CAT1_29779
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0039:   125@ == 0 
004D: jump_if_false @CAT1_30495 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @CAT1_30495 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_30495 
00D6: if 
82E0:   not actor $ACTOR_CATALINA firing_weapon 
004D: jump_if_false @CAT1_30495 
00D6: if or
80DF:   not actor $PLAYER_ACTOR driving 
80DF:   not actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT1_30495 
00D6: if 
8104:   not actor $ACTOR_CATALINA near_actor $PLAYER_ACTOR radius 15.0 15.0 5.0 sphere 0 
004D: jump_if_false @CAT1_30495 
0209: 43@ = random_int_in_ranges 0 8 
00D6: if 
003B:   43@ == 169@ // (int) 
004D: jump_if_false @CAT1_29968 
000A: 43@ += 1 
00D6: if 
0019:   43@ > 7 
004D: jump_if_false @CAT1_29968 
0006: 43@ = 0 

:CAT1_29968
0085: 169@ = 43@ // (int) 
0871: init_jump_table 43@ total_jumps 8 default_jump 0 @CAT1_30488 jumps 0 @CAT1_30104 1 @CAT1_30152 2 @CAT1_30200 3 @CAT1_30248 4 @CAT1_30296 5 @CAT1_30344 6 @CAT1_30392 
0872: jump_table_jumps 7 @CAT1_30440 -1 @CAT1_30488 -1 @CAT1_30488 -1 @CAT1_30488 -1 @CAT1_30488 -1 @CAT1_30488 -1 @CAT1_30488 -1 @CAT1_30488 -1 @CAT1_30488 

:CAT1_30104
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JA' // s$  // ~z~Carl, you dare leave me behind!
04AE: $ACTOR_SPEECH_WAV_FILE = 9826 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_30488 

:CAT1_30152
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JB' // s$  // ~z~Wait for me, Carl!
04AE: $ACTOR_SPEECH_WAV_FILE = 9827 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_30488 

:CAT1_30200
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JC' // s$  // ~z~Wait for me, you fucking idiota!
04AE: $ACTOR_SPEECH_WAV_FILE = 9828 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_30488 

:CAT1_30248
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JD' // s$  // ~z~Hey, you leave me and I kill your family!
04AE: $ACTOR_SPEECH_WAV_FILE = 9829 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_30488 

:CAT1_30296
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JE' // s$  // ~z~Don't try and dump me, Carl!
04AE: $ACTOR_SPEECH_WAV_FILE = 9830 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_30488 

:CAT1_30344
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JF' // s$  // ~z~Hey, I do the dumping around here!
04AE: $ACTOR_SPEECH_WAV_FILE = 9831 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_30488 

:CAT1_30392
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JG' // s$  // ~z~You trying to run out on me?
04AE: $ACTOR_SPEECH_WAV_FILE = 9832 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_30488 

:CAT1_30440
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JH' // s$  // ~z~You won't get far without me!
04AE: $ACTOR_SPEECH_WAV_FILE = 9833 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_30488 

:CAT1_30488
0006: 65@ = 0 

:CAT1_30495
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0039:   125@ == 0 
004D: jump_if_false @CAT1_32087 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @CAT1_32087 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT1_32087 
00D6: if 
02E0:   actor $ACTOR_CATALINA firing_weapon 
004D: jump_if_false @CAT1_32087 
00D6: if 
0104:   actor $ACTOR_CATALINA near_actor $PLAYER_ACTOR radius 2.0 2.0 2.0 sphere 0 
004D: jump_if_false @CAT1_32087 
0006: 43@ = 0 

:CAT1_30610
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @CAT1_30676 
0209: 170@ = random_int_in_ranges 0 25 
00D6: if 
001B:   5 > 170@ 
004D: jump_if_false @CAT1_30662 
0006: 43@ = 4 

:CAT1_30662
000A: 43@ += 1 
0002: jump @CAT1_30610 

:CAT1_30676
00D6: if 
003B:   170@ == 171@ // (int) 
004D: jump_if_false @CAT1_30727 
000A: 170@ += 1 
00D6: if 
0019:   170@ > 24 
004D: jump_if_false @CAT1_30727 
0006: 170@ = 0 

:CAT1_30727
0085: 171@ = 170@ // (int) 
0871: init_jump_table 170@ total_jumps 25 default_jump 0 @CAT1_32080 jumps 0 @CAT1_30928 1 @CAT1_30928 2 @CAT1_30976 3 @CAT1_31024 4 @CAT1_31072 5 @CAT1_31120 6 @CAT1_31168 
0872: jump_table_jumps 7 @CAT1_31216 8 @CAT1_31264 9 @CAT1_31312 10 @CAT1_31360 11 @CAT1_31408 12 @CAT1_31456 13 @CAT1_31504 14 @CAT1_31552 15 @CAT1_31600 
0872: jump_table_jumps 16 @CAT1_31648 17 @CAT1_31696 18 @CAT1_31744 19 @CAT1_31792 20 @CAT1_31840 21 @CAT1_31888 22 @CAT1_31936 23 @CAT1_31984 24 @CAT1_32032 

:CAT1_30928
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_HA' // s$  // ~z~Stop shooting that thing right next to my ear!
04AE: $ACTOR_SPEECH_WAV_FILE = 8830 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0  
0002: jump @CAT1_32080 

:CAT1_30976
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_HC' // s$  // ~z~Can't hear anything - I'm deaf!
04AE: $ACTOR_SPEECH_WAV_FILE = 8832 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0  
0002: jump @CAT1_32080 

:CAT1_31024
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_HD' // s$  // ~z~You blew out my ear!
04AE: $ACTOR_SPEECH_WAV_FILE = 8833 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0  
0002: jump @CAT1_32080 

:CAT1_31072
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_HE' // s$  // ~z~Watch my damn head, bitch!
04AE: $ACTOR_SPEECH_WAV_FILE = 8834 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0  
0002: jump @CAT1_32080 

:CAT1_31120
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TA' // s$  // ~z~I'm gonna kill all you stupid pigs!
04AE: $ACTOR_SPEECH_WAV_FILE = 9869 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_32080 

:CAT1_31168
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TB' // s$  // ~z~You want some too, huh?
04AE: $ACTOR_SPEECH_WAV_FILE = 9870 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_32080 

:CAT1_31216
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TC' // s$  // ~z~Take it and party!
04AE: $ACTOR_SPEECH_WAV_FILE = 9871 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_32080 

:CAT1_31264
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TD' // s$  // ~z~Bleed, stupid motherfucker!
04AE: $ACTOR_SPEECH_WAV_FILE = 9872 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_32080 

:CAT1_31312
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TE' // s$  // ~z~I'm going to kill and kill!
04AE: $ACTOR_SPEECH_WAV_FILE = 9873 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_32080 

:CAT1_31360
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TF' // s$  // ~z~Nobody screws with me, NOBODY!
04AE: $ACTOR_SPEECH_WAV_FILE = 9874 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_32080 

:CAT1_31408
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TG' // s$  // ~z~I'll kill your family too!
04AE: $ACTOR_SPEECH_WAV_FILE = 9875 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_32080 

:CAT1_31456
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TH' // s$  // ~z~I'm going to skin you like a perro!
04AE: $ACTOR_SPEECH_WAV_FILE = 9876 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_32080 

:CAT1_31504
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TJ' // s$  // ~z~Eat my shit!
04AE: $ACTOR_SPEECH_WAV_FILE = 9877 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_32080 

:CAT1_31552
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TK' // s$  // ~z~Drink my piss!
04AE: $ACTOR_SPEECH_WAV_FILE = 9878 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_32080 

:CAT1_31600
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TL' // s$  // ~z~You lucky I don't ram it up your ass!
04AE: $ACTOR_SPEECH_WAV_FILE = 9879 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_32080 

:CAT1_31648
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TM' // s$  // ~z~You laughing at me?
04AE: $ACTOR_SPEECH_WAV_FILE = 9880 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_32080 

:CAT1_31696
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TN' // s$  // ~z~I saw you laughing!
04AE: $ACTOR_SPEECH_WAV_FILE = 9881 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_32080 

:CAT1_31744
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TO' // s$  // ~z~Nobody survives Catalina, NOBODY!
04AE: $ACTOR_SPEECH_WAV_FILE = 9882 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_32080 

:CAT1_31792
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TP' // s$  // ~z~you messing with the biggest bitch in town, assholes
04AE: $ACTOR_SPEECH_WAV_FILE = 9883 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_32080 

:CAT1_31840
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TQ' // s$  // ~z~Who wants me now?
04AE: $ACTOR_SPEECH_WAV_FILE = 9884 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_32080 

:CAT1_31888
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TR' // s$  // ~z~what were you saying, huh?
04AE: $ACTOR_SPEECH_WAV_FILE = 9885 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_32080 

:CAT1_31936
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TS' // s$  // ~z~don't you laugh at me!
04AE: $ACTOR_SPEECH_WAV_FILE = 9886 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_32080 

:CAT1_31984
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TT' // s$  // ~z~disrespecting a woman!
04AE: $ACTOR_SPEECH_WAV_FILE = 9887 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_32080 

:CAT1_32032
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TU' // s$  // ~z~You're all dead, assholes!
04AE: $ACTOR_SPEECH_WAV_FILE = 9888 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_32080 

:CAT1_32080
0006: 65@ = 0 

:CAT1_32087
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0039:   125@ == 0 
004D: jump_if_false @CAT1_32435 
00D6: if 
0039:   64@ == 1 
004D: jump_if_false @CAT1_32435 
00D6: if 
0019:   65@ > 4000 
004D: jump_if_false @CAT1_32435 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @CAT1_32435 
0209: 43@ = random_int_in_ranges 0 4 
0871: init_jump_table 43@ total_jumps 4 default_jump 0 @CAT1_32428 jumps 0 @CAT1_32236 1 @CAT1_32284 2 @CAT1_32332 3 @CAT1_32380 -1 @CAT1_32428 -1 @CAT1_32428 -1 @CAT1_32428 

:CAT1_32236
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_GA' // s$  // ~z~Don't leave me behind, Carl Johnson!
04AE: $ACTOR_SPEECH_WAV_FILE = 8826 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_32428 

:CAT1_32284
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_GB' // s$  // ~z~You leave me, I CASTRATE YOU!
04AE: $ACTOR_SPEECH_WAV_FILE = 8827 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_32428 

:CAT1_32332
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_GC' // s$  // ~z~Get back here, you useless bastard!
04AE: $ACTOR_SPEECH_WAV_FILE = 8828 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_32428 

:CAT1_32380
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_GD' // s$  // ~z~Carl Johnson, don't you leave me!
04AE: $ACTOR_SPEECH_WAV_FILE = 8829 // = constant 
004F: create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0  
0002: jump @CAT1_32428 

:CAT1_32428
0006: 64@ = 2 

:CAT1_32435
0051: return 

:CAT1_32437
000A: 34@ += 1 
0006: 35@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 65@ = 0 
0006: 66@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:CAT1_32495
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:CAT1_32513
0004: $MISSION_LOCAL_LIQUOR_STORE_PASSED = 1 
01E3: show_text_1number_styled GXT 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 1000 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'CAT_1'  // Local Liquor Store
030C: progress_made = 1 
00D6: if 
0038:   $CATALINA_DIALOG_BETTING_SHOP_PLAYED == 1 
004D: jump_if_false @CAT1_32596 
0004: $CATALINA_DIALOG_BETTING_SHOP_PLAYED = 2 

:CAT1_32596
00D6: if 
0038:   $CATALINA_DIALOG_LIQUOR_STORE_PLAYED == 1 
004D: jump_if_false @CAT1_32621 
0004: $CATALINA_DIALOG_LIQUOR_STORE_PLAYED = 2 

:CAT1_32621
0008: $1520 += 1 
0629: change_integer_stat 318 to 1 
0008: $CATALINA_TOTAL_PASSED_MISSIONS += 1 
0051: return 

:CAT1_32644
02A3: enable_widescreen 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT1_32678 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
0A20: disable_player $PLAYER_CHAR group_control_back 0 

:CAT1_32678
08EA: enable_gangs_spawn 1 
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
0164: disable_marker 87@ 
0164: disable_marker 88@ 
0164: disable_marker 89@ 
0164: disable_marker 90@ 
0164: disable_marker 91@ 
0164: disable_marker 92@ 
0164: disable_marker 93@ 
0164: disable_marker 94@ 
0215: destroy_pickup 95@ 
0215: destroy_pickup 96@ 
0215: destroy_pickup 97@ 
065C: release_decision_maker 67@ 
065C: release_decision_maker 68@ 
065C: release_decision_maker 146@ 
065C: release_decision_maker 145@ 
0296: unload_special_actor 5 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 42---------------
// Originally: Small Town Bank

:CAT2
0050: gosub @CAT2_36 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CAT2_27 
0050: gosub @CAT2_30119 

:CAT2_27
0050: gosub @CAT2_30482 
004E: end_thread 

:CAT2_36
0006: 638@ = 1 
06AE: create_group_decision_maker_type 0 store_to 37@ // decision\allowed\mission.grp 
0749: reset_group_decision_maker 37@ event 9 
0749: reset_group_decision_maker 37@ event 41 
0749: reset_group_decision_maker 37@ event 31 
0749: reset_group_decision_maker 37@ event 73 
0749: reset_group_decision_maker 37@ event 72 
0749: reset_group_decision_maker 37@ event 36 
074A: set_group_decision_maker 37@ on_event 36 taskID 1516 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
060A: create_decision_maker_type 0 store_to 38@ // decision\allowed\m_.ped files 
0709: set_decision_maker 38@ on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0006: 36@ = 32 
0004: $ONMISSION = 1 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
00D6: if 
0038:   $ONMISSION == 69 
004D: jump_if_false @CAT2_256 
018D: NOP 82@ 65535 2320.043 -8.5501 27.2047 
009A: 298@ = create_actor_pedtype 23 model #SPECIAL05 at 682.8292 -477.8332 15.3359 

:CAT2_256
03A4: name_thread 'CAT2' 
016A: fade 0 time 800 

:CAT2_274
00D6: if 
016B:   fading 
004D: jump_if_false @CAT2_298 
0001: wait 0 ms 
0002: jump @CAT2_274 

:CAT2_298
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
00D6: if 
056D:   actor $ACTOR_CATALINA defined 
004D: jump_if_false @CAT2_333 
009B: destroy_actor $ACTOR_CATALINA 

:CAT2_333
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CAT2_346
00D6: if 
823D:   not special_actor 5 loaded 
004D: jump_if_false @CAT2_385 
0001: wait 0 ms 
023C: load_special_actor 'CAT' as 5 // models 290-299 
0002: jump @CAT2_346 

:CAT2_385
009A: $ACTOR_CATALINA = create_actor_pedtype 23 model #SPECIAL05 at 682.8292 -477.8332 15.3359 
0296: unload_special_actor 5 
0245: set_actor $ACTOR_CATALINA walk_style_to "WOMAN" 
02A9: set_actor $ACTOR_CATALINA immune_to_nonplayer 1 
0568: set_actor $ACTOR_CATALINA untargetable 1 
077A: set_actor $ACTOR_CATALINA acquaintance 0 to_actors_pedtype 0 // see ped.dat 
0223: set_actor $ACTOR_CATALINA health_to 100 
0446: set_actor $ACTOR_CATALINA dismemberment_possible 0 
0395: clear_area 1 at 2297.786 -16.8313 26.2964 radius 20.0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT2_739 
00D6: if 
00DF:   actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT2_636 
03C0: 39@ = actor $ACTOR_CATALINA car 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @CAT2_583 
00AB: put_car 39@ at 2297.986 -14.0735 25.3495 
0175: set_car 39@ Z_angle_to 180.0 
0002: jump @CAT2_629 

:CAT2_583
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT2_629 
00A1: put_actor $PLAYER_ACTOR at 2297.786 -15.5166 26.2964 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 

:CAT2_629
0002: jump @CAT2_739 

:CAT2_636
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT2_739 
03C0: 39@ = actor $PLAYER_ACTOR car 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @CAT2_709 
00AB: put_car 39@ at 2297.986 -14.0735 25.3495 
0175: set_car 39@ Z_angle_to 180.0 

:CAT2_709
00A1: put_actor $PLAYER_ACTOR at 2297.786 -15.5166 26.2964 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 

:CAT2_739
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT2_782 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2297.786 -15.5166 26.2964 
0002: jump @CAT2_802 

:CAT2_782
00A1: put_actor $PLAYER_ACTOR at 2297.786 -15.5166 26.2964 

:CAT2_802
0173: set_actor $PLAYER_ACTOR Z_angle_to 162.229 
0247: load_model #CSHER 
0247: load_model #COLT45 
0247: load_model #CHROMEGUN 
07C0: load_path 123 
07C0: load_path 124 
0247: load_model #KMB_ATM1 
0247: load_model #KMB_ATM2 
0247: load_model #KMB_ATM3 
0247: load_model #MTSAFE 
0247: load_model #CR_DOOR_01 
0247: load_model #CR_DOOR_03 

:CAT2_863
00D6: if or
8248:   not model #CSHER available 
8248:   not model #COLT45 available 
8248:   not model #CHROMEGUN available 
8248:   not model #KMB_ATM1 available 
8248:   not model #KMB_ATM2 available 
8248:   not model #KMB_ATM3 available 
004D: jump_if_false @CAT2_915 
0001: wait 0 ms 
0002: jump @CAT2_863 

:CAT2_915
00D6: if or
87C1:   not path 124 available 
87C1:   not path 123 available 
8248:   not model #MTSAFE available 
8248:   not model #CR_DOOR_01 available 
8248:   not model #CR_DOOR_03 available 
004D: jump_if_false @CAT2_958 
0001: wait 0 ms 
0002: jump @CAT2_915 

:CAT2_958
054C: use_GXT_table 'CAT' 
0247: load_model #WMYSGRD 
0247: load_model #SWMYRI 
0247: load_model #WFYSTEW 
04ED: load_animation "ROB_BANK" 
038B: load_requested_models 

:CAT2_996
00D6: if or
8248:   not model #WMYSGRD available 
8248:   not model #SWMYRI available 
8248:   not model #WFYSTEW available 
004D: jump_if_false @CAT2_1031 
0001: wait 0 ms 
0002: jump @CAT2_996 

:CAT2_1031
00D6: if 
84EE:   not animation "ROB_BANK" loaded 
004D: jump_if_false @CAT2_1065 
0001: wait 0 ms 
0002: jump @CAT2_1031 

:CAT2_1065
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CAT2_1092 
0001: wait 0 ms 
0002: jump @CAT2_1065 

:CAT2_1092
03CF: load_wav 1826 as 3 
0006: 56@ = 0 
0007: 57@ = 85.0 
0007: 58@ = 100.0 
0007: 59@ = 90.0 
0007: 60@ = 95.0 
0615: define_AS_pack_begin 61@ 
05C8: AS_actor -1 look_around 
05C8: AS_actor -1 look_around 
0616: define_AS_pack_end 61@ 
07E5: copy_decision_maker -1 to 62@ 
0708: reset_decision_maker 62@ event 31 
009A: 63@ = create_actor_pedtype 5 model #WFYSTEW at 2318.492 -15.5635 25.6913 
0173: set_actor 63@ Z_angle_to 95.2069 
060B: set_actor 63@ decision_maker_to 62@ 
009A: 64@ = create_actor_pedtype 5 model #WFYSTEW at 2318.473 -7.4565 25.6913 
0249: release_model #WFYSTEW 
0173: set_actor 64@ Z_angle_to 95.2069 
060B: set_actor 64@ decision_maker_to 62@ 
009A: 65@ = create_actor_pedtype 4 model #SWMYRI at 2311.509 -11.1779 25.6987 
0173: set_actor 65@ Z_angle_to 176.6813 
060B: set_actor 65@ decision_maker_to 62@ 
009A: 66@ = create_actor_pedtype 4 model #WMYSGRD at 2316.618 -12.83 25.75 
0249: release_model #WMYSGRD 
0173: set_actor 66@ Z_angle_to 90.0 
060B: set_actor 66@ decision_maker_to 62@ 
01B2: give_actor 66@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
015F: set_camera_position 2299.895 -7.9983 26.6055 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2299.998 -8.993 26.6023 switchstyle 2 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 42@ += 3000 
029B: 113@ = init_object #KMB_ATM2 at 2310.367 -17.0 20.414 
029B: 114@ = init_object #KMB_ATM2 at 2313.689 -17.0 20.414 
029B: 115@ = init_object #KMB_ATM2 at 2313.318 -0.1206 20.414 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_1751 
06C9: remove_actor $ACTOR_CATALINA from_group 
00D6: if 
00DF:   actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT2_1583 
0362: remove_actor $ACTOR_CATALINA from_car_and_place_at 2300.743 -15.5274 25.4844 
0002: jump @CAT2_1603 

:CAT2_1583
00A1: put_actor $ACTOR_CATALINA at 2301.743 -17.1274 25.4844 

:CAT2_1603
041A: 71@ = actor $PLAYER_ACTOR weapon 25 ammo 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @CAT2_1647 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 99999 // Load the weapon model before using this 
0002: jump @CAT2_1674 

:CAT2_1647
00D6: if 
001B:   48 > 71@ 
004D: jump_if_false @CAT2_1674 
017B: set_actor $PLAYER_ACTOR weapon 25 ammo_to 99999 

:CAT2_1674
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 25 
01B2: give_actor $ACTOR_CATALINA weapon 25 ammo 9999 // Load the weapon model before using this 
0173: set_actor $ACTOR_CATALINA Z_angle_to 329.4303 
05D3: AS_actor $PLAYER_ACTOR goto_point 2307.802 -17.221 25.7574 mode 4 time 10000 ms // versionA 
05D3: AS_actor $ACTOR_CATALINA goto_point 2312.426 -15.4762 25.75 mode 4 time 10000 ms // versionA 

:CAT2_1751
016A: fade 1 time 500 
0108: destroy_object $2662 
0108: destroy_object $2663 
0006: 560@ = 1 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 42@ += 3500 
0006: 41@ = 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0006: 68@ = -1 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 

:CAT2_1838
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CAT2_1860 
0002: jump @CAT2_30343 

:CAT2_1860
00D6: if 
0736:   is_keyboard_key_just_pressed 87 
004D: jump_if_false @CAT2_2049 
0004: $CATALINA_TOTAL_PASSED_MISSIONS = 2 
0006: 56@ = 9 
0006: 34@ = 1 
0006: 41@ = 462 
00A1: put_actor $PLAYER_ACTOR at 857.4263 -29.5418 62.1858 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_1960 
00A1: put_actor $ACTOR_CATALINA at 858.4263 -29.5418 62.1858 

:CAT2_1960
0247: load_model #BUFFALO 

:CAT2_1965
00D6: if 
8248:   not model #BUFFALO available 
004D: jump_if_false @CAT2_1992 
0001: wait 0 ms 
0002: jump @CAT2_1965 

:CAT2_1992
00A5: 69@ = create_car #BUFFALO at 857.4263 -29.5418 62.1858 
036A: put_actor $PLAYER_ACTOR in_car 69@ 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_2049 
0430: put_actor $ACTOR_CATALINA into_car 69@ passenger_seat 0 

:CAT2_2049
0001: wait 0 ms 
00D6: if 
0118:   actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_2094 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAT2_A1' time 5000 flag 1  // ~r~You killed Catalina.
0002: jump @CAT2_30119 

:CAT2_2094
0050: gosub @CAT2_31345 
0050: gosub @CAT2_31946 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CAT2_2136 
0002: jump @CAT2_30119 

:CAT2_2136
00D6: if 
0118:   actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_2159 
0002: jump @CAT2_30119 

:CAT2_2159
00D6: if and
001B:   9 > 41@ 
0019:   41@ > -1 
004D: jump_if_false @CAT2_3231 
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @CAT2_2243 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @CAT2_2236 
016A: fade 0 time 500 
0006: 41@ = 0 
000A: 68@ += 1 

:CAT2_2236
0002: jump @CAT2_2268 

:CAT2_2243
00D6: if 
0039:   68@ == -1 
004D: jump_if_false @CAT2_2268 
000A: 68@ += 1 

:CAT2_2268
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @CAT2_3231 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_3231 
00D6: if and
001B:   2 > 41@ 
0039:   55@ == 0 
004D: jump_if_false @CAT2_2675 
029B: 72@ = init_object #KMB_ATM1 at 2310.367 -17.0 26.414 
0177: set_object 72@ Z_angle_to 180.0 
07F7: set_object 72@ destructible 0 
029B: 73@ = init_object #KMB_ATM1 at 2313.689 -17.0 26.414 
0177: set_object 73@ Z_angle_to 180.0 
07F7: set_object 73@ destructible 0 
029B: 74@ = init_object #KMB_ATM1 at 2313.318 -0.1206 26.414 
07F7: set_object 74@ destructible 0 
029B: 75@ = init_object #MTSAFE at 2305.666 -4.7944 25.65 
0177: set_object 75@ Z_angle_to 90.0 
07F7: set_object 75@ destructible 0 
029B: 76@ = init_object #KMB_ATM3 at 2310.367 -17.0 26.414 
07F7: set_object 76@ destructible 0 
0177: set_object 72@ Z_angle_to 180.0 
029B: 77@ = init_object #KMB_ATM3 at 2313.689 -17.0 26.414 
07F7: set_object 77@ destructible 0 
0177: set_object 73@ Z_angle_to 180.0 
029B: 78@ = init_object #KMB_ATM3 at 2313.318 -0.1206 26.414 
07F7: set_object 78@ destructible 0 
029B: 70@ = init_object #CAT2_SAFE_COL at 2305.666 -4.7944 25.65 
0177: set_object 70@ Z_angle_to 90.0 
0177: set_object 75@ Z_angle_to 90.0 
0177: set_object 76@ Z_angle_to 180.0 
0177: set_object 77@ Z_angle_to 180.0 
0382: set_object 72@ collision_detection 0 
0382: set_object 73@ collision_detection 0 
0382: set_object 74@ collision_detection 0 
0006: 55@ = 1 

:CAT2_2675
041A: 71@ = actor $PLAYER_ACTOR weapon 25 ammo 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @CAT2_2719 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 48 // Load the weapon model before using this 
0002: jump @CAT2_2746 

:CAT2_2719
00D6: if 
001B:   48 > 71@ 
004D: jump_if_false @CAT2_2746 
017B: set_actor $PLAYER_ACTOR weapon 25 ammo_to 48 

:CAT2_2746
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 25 
01B2: give_actor $ACTOR_CATALINA weapon 25 ammo 9999 // Load the weapon model before using this 
0687: clear_actor $PLAYER_ACTOR task 
00A1: put_actor $PLAYER_ACTOR at 2312.578 -7.4347 25.75 
0173: set_actor $PLAYER_ACTOR Z_angle_to 126.7479 
00A1: put_actor $ACTOR_CATALINA at 2306.666 -4.7944 25.75 
0173: set_actor $ACTOR_CATALINA Z_angle_to 90.0 
0687: clear_actor $ACTOR_CATALINA task 
0792: disembark_instantly_actor $ACTOR_CATALINA 
0605: actor $ACTOR_CATALINA perform_animation "CAT_SAFE_ROB" IFP "ROB_BANK" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 0 time -2 
075A: set_object 75@ animation "CAT_SAFE_OPEN_O" IFP_file "ROB_BANK" 1000.0 lockF 0 loop 1 // IF AND SET 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @CAT2_2989 
0792: disembark_instantly_actor 66@ 
00A1: put_actor 66@ at 2310.546 -7.7439 25.7422 
0173: set_actor 66@ Z_angle_to 281.4267 
0639: AS_actor 66@ rotate_to_actor $PLAYER_ACTOR 
04D7: set_actor 66@ locked 1 

:CAT2_2989
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @CAT2_3055 
0792: disembark_instantly_actor 63@ 
00A1: put_actor 63@ at 2311.597 -9.1847 25.7422 
0173: set_actor 63@ Z_angle_to 314.501 
0639: AS_actor 63@ rotate_to_actor $PLAYER_ACTOR 
04D7: set_actor 63@ locked 1 

:CAT2_3055
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @CAT2_3121 
0792: disembark_instantly_actor 64@ 
00A1: put_actor 64@ at 2310.591 -9.3749 25.7422 
0173: set_actor 64@ Z_angle_to 323.1424 
0639: AS_actor 64@ rotate_to_actor $PLAYER_ACTOR 
04D7: set_actor 64@ locked 1 

:CAT2_3121
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @CAT2_3187 
0792: disembark_instantly_actor 65@ 
00A1: put_actor 65@ at 2309.61 -8.5556 25.7422 
0173: set_actor 65@ Z_angle_to 309.2547 
0639: AS_actor 65@ rotate_to_actor $PLAYER_ACTOR 
04D7: set_actor 65@ locked 1 

:CAT2_3187
016A: fade 1 time 500 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
000E: 42@ -= 555 
0006: 41@ = 9 
0006: 559@ = 5 
000A: 68@ += 1 

:CAT2_3231
00D6: if 
0039:   41@ == 1 
004D: jump_if_false @CAT2_4115 
00D6: if and
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
0039:   55@ == 0 
0039:   560@ == 0 
004D: jump_if_false @CAT2_4115 
0006: 560@ = 2 
03EB: clear_small_messages_only 
0395: clear_area 1 at 2307.802 -17.221 25.7574 radius 100.0 
015F: set_camera_position 2308.396 -15.824 27.666 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2309.273 -15.36 27.5448 switchstyle 2 
029B: 72@ = init_object #KMB_ATM1 at 2310.367 -17.0 26.414 
0177: set_object 72@ Z_angle_to 180.0 
07F7: set_object 72@ destructible 0 
029B: 73@ = init_object #KMB_ATM1 at 2313.689 -17.0 26.414 
0177: set_object 73@ Z_angle_to 180.0 
07F7: set_object 73@ destructible 0 
029B: 74@ = init_object #KMB_ATM1 at 2313.318 -0.1206 26.414 
07F7: set_object 74@ destructible 0 
029B: 75@ = init_object #MTSAFE at 2305.765 -4.7944 25.75 
0177: set_object 75@ Z_angle_to 90.0 
029B: 70@ = init_object #CAT2_SAFE_COL at 2305.765 -4.7944 25.75 
0177: set_object 70@ Z_angle_to 90.0 
07F7: set_object 75@ destructible 0 
00D6: if 
83CA:   not object $2660 exists 
004D: jump_if_false @CAT2_3606 
029B: $2660 = init_object #CR_DOOR_01 at 2322.845 8.304 25.483 
01C7: remove_object_from_mission_cleanup_list $2660 
07F7: set_object $2660 destructible 0 
0550: keep_object $2660 in_memory 1 

:CAT2_3606
00D6: if 
83CA:   not object $2661 exists 
004D: jump_if_false @CAT2_3673 
029B: $2661 = init_object #CR_DOOR_01 at 2316.233 0.712 25.742 
01C7: remove_object_from_mission_cleanup_list $2661 
0177: set_object $2661 Z_angle_to 270.0 
0550: keep_object $2661 in_memory 1 
07F7: set_object $2661 destructible 0 

:CAT2_3673
00D6: if 
83CA:   not object $2662 exists 
004D: jump_if_false @CAT2_3730 
029B: $2662 = init_object #CR_DOOR_03 at 2304.257 -17.744 25.742 
01C7: remove_object_from_mission_cleanup_list $2662 
0550: keep_object $2662 in_memory 1 
07F7: set_object $2662 destructible 0 

:CAT2_3730
00D6: if 
83CA:   not object $2663 exists 
004D: jump_if_false @CAT2_3797 
029B: $2663 = init_object #CR_DOOR_03 at 2304.257 -14.583 25.742 
01C7: remove_object_from_mission_cleanup_list $2663 
0550: keep_object $2663 in_memory 1 
0177: set_object $2663 Z_angle_to 180.0 
07F7: set_object $2663 destructible 0 

:CAT2_3797
029B: 76@ = init_object #KMB_ATM3 at 2310.367 -17.0 26.414 
07F7: set_object 76@ destructible 0 
0177: set_object 72@ Z_angle_to 180.0 
029B: 77@ = init_object #KMB_ATM3 at 2313.689 -17.0 26.414 
07F7: set_object 77@ destructible 0 
0177: set_object 73@ Z_angle_to 180.0 
029B: 78@ = init_object #KMB_ATM3 at 2313.318 -0.1206 26.414 
07F7: set_object 78@ destructible 0 
0177: set_object 75@ Z_angle_to 90.0 
0177: set_object 76@ Z_angle_to 180.0 
0177: set_object 77@ Z_angle_to 180.0 
0382: set_object 72@ collision_detection 0 
0382: set_object 73@ collision_detection 0 
0382: set_object 74@ collision_detection 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2309.289 -14.3987 25.75 
0173: set_actor $PLAYER_ACTOR Z_angle_to 287.3674 
0792: disembark_instantly_actor $ACTOR_CATALINA 
00A1: put_actor $ACTOR_CATALINA at 2310.206 -15.8887 25.7574 
0173: set_actor $ACTOR_CATALINA Z_angle_to 287.3674 
05D3: AS_actor $PLAYER_ACTOR goto_point 2315.412 -13.1812 25.75 mode 4 time 10000 ms // versionA 
05D3: AS_actor $ACTOR_CATALINA goto_point 2316.619 -15.1198 25.75 mode 4 time 10000 ms // versionA 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 42@ += 3000 
0006: 55@ = 1 
03C7: set_sensitivity_to_crime 0.2 
000A: 41@ += 1 

:CAT2_4115
00D6: if 
0039:   41@ == 2 
004D: jump_if_false @CAT2_4469 
00D6: if and
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
0039:   560@ == 0 
004D: jump_if_false @CAT2_4469 
03EB: clear_small_messages_only 
015F: set_camera_position 2315.312 -13.8451 27.6696 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2315.771 -12.9906 27.427 switchstyle 2 
0687: clear_actor $PLAYER_ACTOR task 
00A1: put_actor $PLAYER_ACTOR at 2315.412 -12.1812 25.75 
0173: set_actor $PLAYER_ACTOR Z_angle_to 236.5262 
04D7: set_actor $PLAYER_ACTOR locked 1 
0687: clear_actor $ACTOR_CATALINA task 
00A1: put_actor $ACTOR_CATALINA at 2316.619 -15.1198 25.75 
0173: set_actor $ACTOR_CATALINA Z_angle_to 242.0258 
04D7: set_actor $ACTOR_CATALINA locked 1 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @CAT2_4439 
00A0: store_actor 66@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_1 += 2.7 
041A: 71@ = actor $PLAYER_ACTOR weapon 25 ammo 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @CAT2_4380 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 48 // Load the weapon model before using this 
0002: jump @CAT2_4407 

:CAT2_4380
00D6: if 
001B:   48 > 71@ 
004D: jump_if_false @CAT2_4407 
017B: set_actor $PLAYER_ACTOR weapon 25 ammo_to 48 

:CAT2_4407
0667: AS_actor $PLAYER_ACTOR aim_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 10000 ms 
05C4: AS_actor 66@ hands_up 8000 ms 
04D7: set_actor 66@ locked 1 

:CAT2_4439
0006: 560@ = 3 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 42@ += 2000 
000A: 41@ += 1 

:CAT2_4469
00D6: if 
0039:   41@ == 3 
004D: jump_if_false @CAT2_4680 
00D6: if 
0039:   560@ == 0 
004D: jump_if_false @CAT2_4680 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @CAT2_4597 
00A0: store_actor 63@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_1 += 2.7 
0009: $TEMPVAR_FLOAT_3 += 0.5 
01B2: give_actor $ACTOR_CATALINA weapon 25 ammo 9999 // Load the weapon model before using this 
0667: AS_actor $ACTOR_CATALINA aim_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 10000 ms 
04D7: set_actor 63@ locked 1 
05C4: AS_actor 63@ hands_up 8000 ms 

:CAT2_4597
03EB: clear_small_messages_only 
015F: set_camera_position 2317.011 -17.3945 27.4246 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2317.248 -16.4244 27.3736 switchstyle 2 
0006: 560@ = 4 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 42@ += 2500 
000A: 41@ += 1 

:CAT2_4680
00D6: if 
0039:   41@ == 4 
004D: jump_if_false @CAT2_4749 
00D6: if 
001B:   1 > 68@ 
004D: jump_if_false @CAT2_4749 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
004D: jump_if_false @CAT2_4749 
016A: fade 0 time 500 
000A: 41@ += 1 

:CAT2_4749
00D6: if 
0039:   41@ == 5 
004D: jump_if_false @CAT2_5253 
00D6: if 
001B:   1 > 68@ 
004D: jump_if_false @CAT2_5253 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_5253 
03EB: clear_small_messages_only 
015F: set_camera_position 2316.377 -11.0151 28.6019 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2315.613 -10.6059 28.1029 switchstyle 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2312.578 -7.4347 25.75 
0173: set_actor $PLAYER_ACTOR Z_angle_to 126.7479 
0792: disembark_instantly_actor $ACTOR_CATALINA 
00A1: put_actor $ACTOR_CATALINA at 2308.502 -3.912 25.7422 
0173: set_actor $ACTOR_CATALINA Z_angle_to 81.0 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_4968 
04D7: set_actor $ACTOR_CATALINA locked 0 
05D3: AS_actor $ACTOR_CATALINA goto_point 2306.768 -4.5085 25.7422 mode 4 time -2 ms // versionA 

:CAT2_4968
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @CAT2_5034 
0687: clear_actor 66@ task 
00A1: put_actor 66@ at 2310.546 -7.7439 25.7422 
0173: set_actor 66@ Z_angle_to 281.4267 
0639: AS_actor 66@ rotate_to_actor $PLAYER_ACTOR 
04D7: set_actor 66@ locked 1 

:CAT2_5034
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @CAT2_5100 
0687: clear_actor 63@ task 
00A1: put_actor 63@ at 2311.597 -9.1847 25.7422 
0173: set_actor 63@ Z_angle_to 314.501 
0639: AS_actor 63@ rotate_to_actor $PLAYER_ACTOR 
04D7: set_actor 63@ locked 1 

:CAT2_5100
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @CAT2_5166 
0687: clear_actor 64@ task 
00A1: put_actor 64@ at 2310.591 -9.3749 25.7422 
0173: set_actor 64@ Z_angle_to 323.1424 
0639: AS_actor 64@ rotate_to_actor $PLAYER_ACTOR 
04D7: set_actor 64@ locked 1 

:CAT2_5166
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @CAT2_5232 
0687: clear_actor 65@ task 
00A1: put_actor 65@ at 2309.61 -8.5556 25.7422 
0173: set_actor 65@ Z_angle_to 309.2547 
0639: AS_actor 65@ rotate_to_actor $PLAYER_ACTOR 
04D7: set_actor 65@ locked 1 

:CAT2_5232
04ED: load_animation "OTB" 
016A: fade 1 time 500 
000A: 41@ += 1 

:CAT2_5253
00D6: if 
0039:   41@ == 6 
004D: jump_if_false @CAT2_5375 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_5375 
088D: set_objects_in_sphere 2312.578 -7.4347 25.75 radius 4.5 with_model #MAN_SAFENEW collision_detection 0 
088D: set_objects_in_sphere 2312.578 -7.4347 25.75 radius 4.5 with_model #KEV_SAFE collision_detection 0 
0006: 560@ = 5 
0006: 561@ = 3 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 42@ += 800 
000A: 41@ += 1 

:CAT2_5375
00D6: if 
0039:   41@ == 7 
004D: jump_if_false @CAT2_5482 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
004D: jump_if_false @CAT2_5482 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @CAT2_5452 
00A0: store_actor 63@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += 0.7 

:CAT2_5452
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 42@ += 800 
000A: 41@ += 1 
0006: 80@ = 0 

:CAT2_5482
00D6: if 
0039:   41@ == 8 
004D: jump_if_false @CAT2_6092 
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @CAT2_5849 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
004D: jump_if_false @CAT2_5849 
015F: set_camera_position 2314.602 -4.9551 28.3779 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2313.779 -5.363 27.9827 switchstyle 2 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_5792 
00A1: put_actor $ACTOR_CATALINA at 2306.666 -4.7944 25.75 
0173: set_actor $ACTOR_CATALINA Z_angle_to 90.0 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 0 
0615: define_AS_pack_begin 84@ 
0605: actor -1 perform_animation "CAT_SAFE_OPEN" IFP "ROB_BANK" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -2 
0605: actor -1 perform_animation "CAT_SAFE_ROB" IFP "ROB_BANK" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -2 
0616: define_AS_pack_end 84@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 
075A: set_object 75@ animation "CAT_SAFE_OPEN_O" IFP_file "ROB_BANK" 1000.0 lockF 0 loop 1 // IF AND SET 

:CAT2_5792
0006: 80@ = 1 
04D7: set_actor $PLAYER_ACTOR locked 0 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @CAT2_5833 
0635: AS_actor $PLAYER_ACTOR aim_at_actor 63@ 5500 ms 

:CAT2_5833
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 42@ += 800 

:CAT2_5849
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @CAT2_6092 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
004D: jump_if_false @CAT2_6092 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @CAT2_5910 
05C4: AS_actor 66@ hands_up 8000 ms 

:CAT2_5910
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @CAT2_5963 
0615: define_AS_pack_begin 84@ 
05B9: AS_actor -1 stay_idle 250 ms 
05C4: AS_actor -1 hands_up 8000 ms 
0616: define_AS_pack_end 84@ 
0618: assign_actor 63@ to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 

:CAT2_5963
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @CAT2_6016 
0615: define_AS_pack_begin 84@ 
05B9: AS_actor -1 stay_idle 350 ms 
05C4: AS_actor -1 hands_up 8000 ms 
0616: define_AS_pack_end 84@ 
0618: assign_actor 64@ to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 

:CAT2_6016
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @CAT2_6069 
0615: define_AS_pack_begin 84@ 
05B9: AS_actor -1 stay_idle 850 ms 
05C4: AS_actor -1 hands_up 8000 ms 
0616: define_AS_pack_end 84@ 
0618: assign_actor 65@ to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 

:CAT2_6069
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 42@ += 2000 
000A: 41@ += 1 

:CAT2_6092
00D6: if 
0039:   41@ == 9 
004D: jump_if_false @CAT2_6615 
00D6: if and
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
0039:   560@ == 0 
0039:   559@ == 1 
004D: jump_if_false @CAT2_6615 
00D6: if 
83CA:   not object $2660 exists 
004D: jump_if_false @CAT2_6200 
029B: $2660 = init_object #CR_DOOR_01 at 2322.845 8.304 25.483 
01C7: remove_object_from_mission_cleanup_list $2660 
07F7: set_object $2660 destructible 0 
0550: keep_object $2660 in_memory 1 

:CAT2_6200
00D6: if 
83CA:   not object $2661 exists 
004D: jump_if_false @CAT2_6267 
029B: $2661 = init_object #CR_DOOR_01 at 2316.233 0.712 25.742 
01C7: remove_object_from_mission_cleanup_list $2661 
0177: set_object $2661 Z_angle_to 270.0 
0550: keep_object $2661 in_memory 1 
07F7: set_object $2661 destructible 0 

:CAT2_6267
00D6: if 
83CA:   not object $2662 exists 
004D: jump_if_false @CAT2_6324 
029B: $2662 = init_object #CR_DOOR_03 at 2304.257 -17.744 25.742 
01C7: remove_object_from_mission_cleanup_list $2662 
0550: keep_object $2662 in_memory 1 
07F7: set_object $2662 destructible 0 

:CAT2_6324
00D6: if 
83CA:   not object $2663 exists 
004D: jump_if_false @CAT2_6391 
029B: $2663 = init_object #CR_DOOR_03 at 2304.257 -14.583 25.742 
01C7: remove_object_from_mission_cleanup_list $2663 
0550: keep_object $2663 in_memory 1 
0177: set_object $2663 Z_angle_to 180.0 
07F7: set_object $2663 destructible 0 

:CAT2_6391
04D7: set_actor $PLAYER_ACTOR locked 0 
04D7: set_actor $ACTOR_CATALINA locked 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAT2_05' time 4000 flag 1  // ~s~Point your gun at the staff to keep them scared and under control.
00BB: show_text_lowpriority GXT 'CAT2_06' time 8000 flag 1  // ~s~Don't let them put their hands down or they may set off an alarm.
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0792: disembark_instantly_actor $ACTOR_CATALINA 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 0 
0605: actor $ACTOR_CATALINA perform_animation "CAT_SAFE_ROB" IFP "ROB_BANK" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 0 time -2 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 42@ += 2000 
000A: 41@ += 1 
0007: 81@ = 0.0015 
088D: set_objects_in_sphere 2312.578 -7.4347 25.75 radius 4.5 with_model #MAN_SAFENEW collision_detection 1 
088D: set_objects_in_sphere 2312.578 -7.4347 25.75 radius 4.5 with_model #KEV_SAFE collision_detection 1 

:CAT2_6615
00D6: if 
0019:   41@ > 9 
004D: jump_if_false @CAT2_8421 
000B: 81@ += 2.5E-05 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @CAT2_7045 
00D6: if 
0019:   41@ > 10 
004D: jump_if_false @CAT2_6728 
062E: get_actor 66@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CAT2_6721 
04D7: set_actor 66@ locked 0 
05E2: AS_actor 66@ kill_actor $PLAYER_ACTOR 

:CAT2_6721
0002: jump @CAT2_7038 

:CAT2_6728
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 66@ 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
004D: jump_if_false @CAT2_6771 
0079: 57@ += frame_delta_time * 0.02 // (float) 
0002: jump @CAT2_6779 

:CAT2_6771
0081: 57@ -= frame_delta_time * 81@ // (float) 

:CAT2_6779
00D6: if 
0021:   57@ > 1.0 
004D: jump_if_false @CAT2_6810 
0007: 57@ = 1.0 

:CAT2_6810
00D6: if 
0023:   0.0 > 57@ 
004D: jump_if_false @CAT2_6873 
0007: 57@ = 0.0 
00D6: if 
0039:   41@ == 10 
004D: jump_if_false @CAT2_6873 
0050: gosub @CAT2_30052 
0006: 41@ = 11 

:CAT2_6873
062E: get_actor 66@ task 1541 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CAT2_6956 
0605: actor 66@ perform_animation "SHP_HANDSUP_SCR" IFP "ROB_BANK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0002: jump @CAT2_7038 

:CAT2_6956
00D6: if 
0611:   actor 66@ performing_animation "SHP_HANDSUP_SCR" 
004D: jump_if_false @CAT2_7038 
0612: set_actor 66@ animation "SHP_HANDSUP_SCR" paused 0 
0614: set_actor 66@ animation "SHP_HANDSUP_SCR" progress_to 57@ // 0.0 to 1.0 

:CAT2_7038
0002: jump @CAT2_7082 

:CAT2_7045
00D6: if 
0039:   41@ == 10 
004D: jump_if_false @CAT2_7077 
0050: gosub @CAT2_30052 
0006: 41@ = 11 

:CAT2_7077
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 

:CAT2_7082
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @CAT2_7486 
00D6: if 
0019:   41@ > 10 
004D: jump_if_false @CAT2_7169 
062E: get_actor 63@ task 1477 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CAT2_7162 
04D7: set_actor 63@ locked 0 
05C5: AS_actor 63@ cower 1410065407 ms 

:CAT2_7162
0002: jump @CAT2_7479 

:CAT2_7169
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 63@ 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
004D: jump_if_false @CAT2_7212 
0079: 58@ += frame_delta_time * 0.023 // (float) 
0002: jump @CAT2_7220 

:CAT2_7212
0081: 58@ -= frame_delta_time * 81@ // (float) 

:CAT2_7220
00D6: if 
0021:   58@ > 1.0 
004D: jump_if_false @CAT2_7251 
0007: 58@ = 1.0 

:CAT2_7251
00D6: if 
0023:   0.0 > 58@ 
004D: jump_if_false @CAT2_7314 
0007: 58@ = 0.0 
00D6: if 
0039:   41@ == 10 
004D: jump_if_false @CAT2_7314 
0050: gosub @CAT2_30052 
0006: 41@ = 11 

:CAT2_7314
062E: get_actor 63@ task 1541 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CAT2_7397 
0605: actor 63@ perform_animation "SHP_HANDSUP_SCR" IFP "ROB_BANK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0002: jump @CAT2_7479 

:CAT2_7397
00D6: if 
0611:   actor 63@ performing_animation "SHP_HANDSUP_SCR" 
004D: jump_if_false @CAT2_7479 
0612: set_actor 63@ animation "SHP_HANDSUP_SCR" paused 0 
0614: set_actor 63@ animation "SHP_HANDSUP_SCR" progress_to 58@ // 0.0 to 1.0 

:CAT2_7479
0002: jump @CAT2_7523 

:CAT2_7486
00D6: if 
0039:   41@ == 10 
004D: jump_if_false @CAT2_7518 
0050: gosub @CAT2_30052 
0006: 41@ = 11 

:CAT2_7518
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 

:CAT2_7523
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @CAT2_7927 
00D6: if 
0019:   41@ > 10 
004D: jump_if_false @CAT2_7610 
062E: get_actor 64@ task 1477 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CAT2_7603 
04D7: set_actor 64@ locked 0 
05C5: AS_actor 64@ cower 1410065407 ms 

:CAT2_7603
0002: jump @CAT2_7920 

:CAT2_7610
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 64@ 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
004D: jump_if_false @CAT2_7653 
0079: 59@ += frame_delta_time * 0.026 // (float) 
0002: jump @CAT2_7661 

:CAT2_7653
0081: 59@ -= frame_delta_time * 81@ // (float) 

:CAT2_7661
00D6: if 
0021:   59@ > 1.0 
004D: jump_if_false @CAT2_7692 
0007: 59@ = 1.0 

:CAT2_7692
00D6: if 
0023:   0.0 > 59@ 
004D: jump_if_false @CAT2_7755 
0007: 59@ = 0.0 
00D6: if 
0039:   41@ == 10 
004D: jump_if_false @CAT2_7755 
0050: gosub @CAT2_30052 
0006: 41@ = 11 

:CAT2_7755
062E: get_actor 64@ task 1541 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CAT2_7838 
0605: actor 64@ perform_animation "SHP_HANDSUP_SCR" IFP "ROB_BANK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0002: jump @CAT2_7920 

:CAT2_7838
00D6: if 
0611:   actor 64@ performing_animation "SHP_HANDSUP_SCR" 
004D: jump_if_false @CAT2_7920 
0612: set_actor 64@ animation "SHP_HANDSUP_SCR" paused 0 
0614: set_actor 64@ animation "SHP_HANDSUP_SCR" progress_to 59@ // 0.0 to 1.0 

:CAT2_7920
0002: jump @CAT2_7964 

:CAT2_7927
00D6: if 
0039:   41@ == 10 
004D: jump_if_false @CAT2_7959 
0050: gosub @CAT2_30052 
0006: 41@ = 11 

:CAT2_7959
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 

:CAT2_7964
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @CAT2_8368 
00D6: if 
0019:   41@ > 10 
004D: jump_if_false @CAT2_8051 
062E: get_actor 65@ task 1477 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CAT2_8044 
04D7: set_actor 65@ locked 0 
05C5: AS_actor 65@ cower 1410065407 ms 

:CAT2_8044
0002: jump @CAT2_8361 

:CAT2_8051
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 65@ 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
004D: jump_if_false @CAT2_8094 
0079: 60@ += frame_delta_time * 0.025 // (float) 
0002: jump @CAT2_8102 

:CAT2_8094
0081: 60@ -= frame_delta_time * 81@ // (float) 

:CAT2_8102
00D6: if 
0021:   60@ > 1.0 
004D: jump_if_false @CAT2_8133 
0007: 60@ = 1.0 

:CAT2_8133
00D6: if 
0023:   0.0 > 60@ 
004D: jump_if_false @CAT2_8196 
0007: 60@ = 0.0 
00D6: if 
0039:   41@ == 10 
004D: jump_if_false @CAT2_8196 
0050: gosub @CAT2_30052 
0006: 41@ = 11 

:CAT2_8196
062E: get_actor 65@ task 1541 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CAT2_8279 
0605: actor 65@ perform_animation "SHP_HANDSUP_SCR" IFP "ROB_BANK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0002: jump @CAT2_8361 

:CAT2_8279
00D6: if 
0611:   actor 65@ performing_animation "SHP_HANDSUP_SCR" 
004D: jump_if_false @CAT2_8361 
0612: set_actor 65@ animation "SHP_HANDSUP_SCR" paused 0 
0614: set_actor 65@ animation "SHP_HANDSUP_SCR" progress_to 60@ // 0.0 to 1.0 

:CAT2_8361
0002: jump @CAT2_8421 

:CAT2_8368
00D6: if 
0039:   41@ == 10 
004D: jump_if_false @CAT2_8416 
0050: gosub @CAT2_30052 
0085: 83@ = 32@ // (int) 
000A: 83@ += 500 
0006: 41@ = 11 

:CAT2_8416
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 

:CAT2_8421
00D6: if 
0039:   560@ == 9 
004D: jump_if_false @CAT2_8635 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_8635 
00D6: if 
04EE:   animation "OTB" loaded 
004D: jump_if_false @CAT2_8628 
062E: get_actor $ACTOR_CATALINA task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CAT2_8621 
0687: clear_actor $ACTOR_CATALINA task 
0615: define_AS_pack_begin 84@ 
04EB: AS_actor -1 crouch 0 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "WTCHRACE_CMON" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "WTCHRACE_LOSE" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0616: define_AS_pack_end 84@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 

:CAT2_8621
0002: jump @CAT2_8635 

:CAT2_8628
04ED: load_animation "OTB" 

:CAT2_8635
00D6: if 
0039:   41@ == 11 
004D: jump_if_false @CAT2_8722 
04EF: release_animation "ROB_BANK" 
00D6: if 
0039:   56@ == 4 
004D: jump_if_false @CAT2_8722 
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @CAT2_8722 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 42@ += 2000 
000A: 41@ += 1 

:CAT2_8722
00D6: if and
0039:   41@ == 12 
0039:   560@ == 0 
004D: jump_if_false @CAT2_8790 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
004D: jump_if_false @CAT2_8790 
016A: fade 0 time 500 
0247: load_model #COPCARRU 
0247: load_model #COPBIKE 
000A: 41@ += 1 

:CAT2_8790
00D6: if 
0039:   41@ == 13 
004D: jump_if_false @CAT2_9720 
00D6: if and
07C1:   path 116 available 
07C1:   path 117 available 
07C1:   path 118 available 
07C1:   path 119 available 
04EE:   animation "MISC" loaded 
004D: jump_if_false @CAT2_9689 
00D6: if and
816B:   not fading 
0248:   model #COPCARRU available 
0248:   model #COPBIKE available 
004D: jump_if_false @CAT2_9672 
04EF: release_animation "OTB" 
04EF: release_animation "SHOP" 
03EB: clear_small_messages_only 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
041D: set_camera_near_clip 0.1 
018E: stop_sound 82@ 
00A5: 85@ = create_car #COPCARRU at 2302.181 6.6 25.4766 
0175: set_car 85@ Z_angle_to 90.0 
020A: set_car 85@ door_status_to 3 
05EB: assign_car 85@ to_path 116 
06FD: set_car 85@ speed_on_path_to 0.0 
00A5: 86@ = create_car #COPBIKE at 2348.658 5.906 25.3359 
0175: set_car 86@ Z_angle_to 359.5453 
05EB: assign_car 86@ to_path 117 
06FD: set_car 86@ speed_on_path_to 0.0 
0129: 87@ = create_actor_pedtype 4 model #CSHER in_car 86@ driverseat 
060B: set_actor 87@ decision_maker_to 62@ 
00A5: 88@ = create_car #COPBIKE at 2264.918 37.519 25.3359 
0175: set_car 88@ Z_angle_to 268.8078 
05EB: assign_car 88@ to_path 118 
06FD: set_car 88@ speed_on_path_to 0.0 
0129: 89@ = create_actor_pedtype 4 model #CSHER in_car 88@ driverseat 
060B: set_actor 89@ decision_maker_to 62@ 
00A5: 90@ = create_car #COPCARRU at 2278.477 89.2844 25.3378 
0175: set_car 90@ Z_angle_to 269.8063 
05EB: assign_car 90@ to_path 119 
06FD: set_car 90@ speed_on_path_to 0.0 
0129: 91@ = create_actor_pedtype 4 model #CSHER in_car 90@ driverseat 
060B: set_actor 91@ decision_maker_to 62@ 
0397: enable_car 90@ siren 1 
009A: 92@ = create_actor_pedtype 4 model #CSHER at 2328.564 1.8673 25.5693 
0173: set_actor 92@ Z_angle_to 0.0 
0615: define_AS_pack_begin 43@ 
0605: actor -1 perform_animation "SEAT_IDLE" IFP "PED" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 1 time 5000 
0605: actor -1 perform_animation "SEAT_TALK_01" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 10000 
0616: define_AS_pack_end 43@ 
0618: assign_actor 92@ to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
009A: 94@ = create_actor_pedtype 4 model #SWMYRI at 2336.679 -8.2464 25.4766 
0249: release_model #SWMYRI 
05DC: AS_actor 94@ run_away_from_point 2336.399 -18.3093 25.4766 stop_at_radius 30.0 timelimit 8000 
009A: 93@ = create_actor_pedtype 4 model #CSHER at 2328.476 2.3077 25.5693 
060B: set_actor 93@ decision_maker_to 62@ 
0173: set_actor 93@ Z_angle_to 180.0 
0615: define_AS_pack_begin 43@ 
0605: actor -1 perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 9200 
0605: actor -1 perform_animation "SEAT_TALK_02" IFP "MISC" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time 0 
0605: actor -1 perform_animation "SEAT_WATCH" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 10000 
0616: define_AS_pack_end 43@ 
0618: assign_actor 93@ to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
0085: 42@ = 32@ // (int) 
000A: 42@ += 1000 
000A: 41@ += 1 
0002: jump @CAT2_9682 

:CAT2_9672
0247: load_model #COPCARRU 
0247: load_model #COPBIKE 

:CAT2_9682
0002: jump @CAT2_9713 

:CAT2_9689
07C0: load_path 116 
07C0: load_path 117 
07C0: load_path 118 
07C0: load_path 119 
04ED: load_animation "MISC" 

:CAT2_9713
0002: jump @CAT2_9876 

:CAT2_9720
00D6: if 
0039:   41@ == 15 
004D: jump_if_false @CAT2_9851 
00D6: if 
001D:   32@ > 42@ // (int) 
004D: jump_if_false @CAT2_9851 
015F: set_camera_position 2327.583 1.796 26.5414 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2328.538 2.0688 26.6612 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord 2328.538 2.0688 26.6612 angle 270.0 
016A: fade 1 time 500 
0006: 68@ = -1 
000A: 41@ += 1 

:CAT2_9851
00D6: if 
0039:   41@ == 14 
004D: jump_if_false @CAT2_9876 
000A: 41@ += 1 

:CAT2_9876
00D6: if 
001B:   25 > 41@ 
004D: jump_if_false @CAT2_10654 
00D6: if or
0019:   41@ > 15 
0039:   41@ == -1 
004D: jump_if_false @CAT2_10654 
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @CAT2_9978 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @CAT2_9971 
016A: fade 0 time 500 
0006: 41@ = -1 
000A: 68@ += 1 

:CAT2_9971
0002: jump @CAT2_10003 

:CAT2_9978
00D6: if 
0039:   68@ == -1 
004D: jump_if_false @CAT2_10003 
000A: 68@ += 1 

:CAT2_10003
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @CAT2_10654 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_10654 
0006: 559@ = 5 
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @CAT2_10158 
0687: clear_actor 92@ task 
01B2: give_actor 92@ weapon 25 ammo 9999 // Load the weapon model before using this 
00D6: if 
00DF:   actor 92@ driving 
004D: jump_if_false @CAT2_10115 
0362: remove_actor 92@ from_car_and_place_at 2292.531 -19.1915 25.3437 
0002: jump @CAT2_10135 

:CAT2_10115
00A1: put_actor 92@ at 2292.531 -19.1915 25.3437 

:CAT2_10135
0667: AS_actor 92@ aim_at 2304.137 -16.591 27.276 15000 ms 

:CAT2_10158
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @CAT2_10275 
0687: clear_actor 93@ task 
01B2: give_actor 93@ weapon 25 ammo 9999 // Load the weapon model before using this 
00D6: if 
00DF:   actor 93@ driving 
004D: jump_if_false @CAT2_10232 
0362: remove_actor 93@ from_car_and_place_at 2297.022 -19.6483 25.3359 
0002: jump @CAT2_10252 

:CAT2_10232
00A1: put_actor 93@ at 2297.022 -19.6483 25.3359 

:CAT2_10252
0667: AS_actor 93@ aim_at 2304.137 -16.591 27.276 15000 ms 

:CAT2_10275
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CAT2_10379 
0687: clear_actor 87@ task 
01B2: give_actor 87@ weapon 25 ammo 9999 // Load the weapon model before using this 
00D6: if 
00DF:   actor 87@ driving 
004D: jump_if_false @CAT2_10349 
0362: remove_actor 87@ from_car_and_place_at 2303.119 -13.7964 25.4766 
0002: jump @CAT2_10369 

:CAT2_10349
00A1: put_actor 87@ at 2303.119 -13.7964 25.4766 

:CAT2_10369
0173: set_actor 87@ Z_angle_to 119.4845 

:CAT2_10379
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CAT2_10496 
0687: clear_actor 89@ task 
01B2: give_actor 89@ weapon 25 ammo 9999 // Load the weapon model before using this 
00D6: if 
00DF:   actor 89@ driving 
004D: jump_if_false @CAT2_10453 
0362: remove_actor 89@ from_car_and_place_at 2297.244 -16.8148 25.3328 
0002: jump @CAT2_10473 

:CAT2_10453
00A1: put_actor 89@ at 2297.244 -16.8148 25.3328 

:CAT2_10473
0667: AS_actor 89@ aim_at 2304.137 -16.591 27.276 15000 ms 

:CAT2_10496
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @CAT2_10517 
06C5: release_car 85@ from_path 

:CAT2_10517
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_10538 
06C5: release_car 86@ from_path 

:CAT2_10538
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @CAT2_10559 
06C5: release_car 88@ from_path 

:CAT2_10559
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @CAT2_10640 
06C5: release_car 90@ from_path 
00AB: put_car 90@ at 2288.757 -11.9521 25.4766 
0175: set_car 90@ Z_angle_to 142.4622 
04BA: set_car 90@ speed_to 0.0 
07DB: set_car 90@ rotation_velocity_XYZ 0.0 0.0 0.0 through_center_of_mass 

:CAT2_10640
000A: 68@ += 1 
0006: 41@ = 25 

:CAT2_10654
00D6: if 
0039:   41@ == 16 
004D: jump_if_false @CAT2_10728 
00D6: if and
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
0039:   560@ == 0 
004D: jump_if_false @CAT2_10728 
0006: 560@ = 39 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 42@ += 4000 
000A: 41@ += 1 

:CAT2_10728
00D6: if 
0039:   41@ == 17 
004D: jump_if_false @CAT2_10836 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
004D: jump_if_false @CAT2_10836 
00D6: if 
0039:   560@ == 0 
004D: jump_if_false @CAT2_10836 
0085: 626@ = 92@ // (int) 
0085: 627@ = 93@ // (int) 
0004: $7248 = 1 
0006: 560@ = 11 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 42@ += 2800 
000A: 41@ += 1 

:CAT2_10836
00D6: if and
0039:   41@ == 18 
0039:   560@ == 0 
004D: jump_if_false @CAT2_10910 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
004D: jump_if_false @CAT2_10910 
0006: 560@ = 12 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 42@ += 3500 
000A: 41@ += 1 

:CAT2_10910
00D6: if and
0039:   41@ == 19 
0039:   560@ == 0 
004D: jump_if_false @CAT2_11193 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
004D: jump_if_false @CAT2_11193 
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @CAT2_11032 
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @CAT2_11032 
0687: clear_actor 92@ task 
00A1: put_actor 92@ at 2345.99 5.6379 25.3359 
0173: set_actor 92@ Z_angle_to 276.5795 
05CB: AS_actor 92@ enter_car 85@ as_driver 5000 ms 

:CAT2_11032
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @CAT2_11112 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @CAT2_11112 
0687: clear_actor 93@ task 
00A1: put_actor 93@ at 2349.073 9.3357 25.4766 
0173: set_actor 93@ Z_angle_to 282.9661 
05CA: AS_actor 93@ enter_car 85@ passenger_seat 0 time 5000 

:CAT2_11112
03EB: clear_small_messages_only 
015F: set_camera_position 2353.494 10.2912 29.0217 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2352.723 9.7997 28.6169 switchstyle 2 
009B: destroy_actor 94@ 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 42@ += 1000 
000A: 41@ += 1 

:CAT2_11193
00D6: if 
0039:   41@ == 20 
004D: jump_if_false @CAT2_11305 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
004D: jump_if_false @CAT2_11305 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_11256 
06FD: set_car 86@ speed_on_path_to 1.0 

:CAT2_11256
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @CAT2_11282 
06FD: set_car 88@ speed_on_path_to 1.0 

:CAT2_11282
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 42@ += 2500 
000A: 41@ += 1 

:CAT2_11305
00D6: if 
0039:   41@ == 21 
004D: jump_if_false @CAT2_11479 
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @CAT2_11456 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
004D: jump_if_false @CAT2_11449 
06FD: set_car 85@ speed_on_path_to 1.0 
0460: set_camera_transverse_delay 0.0 time 5500 
015F: set_camera_position 2353.054 12.14 28.0091 rotation 0.0 0.0 0.0 
0158: camera_on_car 85@ mode 15 switchstyle 1 
0397: enable_car 85@ siren 1 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 42@ += 5500 
0006: 41@ = 23 

:CAT2_11449
0002: jump @CAT2_11479 

:CAT2_11456
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 42@ += 5500 
0006: 41@ = 23 

:CAT2_11479
00D6: if 
0039:   41@ == 22 
004D: jump_if_false @CAT2_11622 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
004D: jump_if_false @CAT2_11622 
015F: set_camera_position 2297.562 11.3784 29.2857 rotation 0.0 0.0 0.0 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @CAT2_11580 
0158: camera_on_car 90@ mode 15 switchstyle 2 
0002: jump @CAT2_11599 

:CAT2_11580
0160: set_camera_point_at 2297.377 12.3375 29.071 switchstyle 2 

:CAT2_11599
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 42@ += 6500 
000A: 41@ += 1 

:CAT2_11622
00D6: if 
0039:   41@ == 23 
004D: jump_if_false @CAT2_12535 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
004D: jump_if_false @CAT2_12535 
0006: 560@ = 13 
0006: 561@ = 3 
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @CAT2_11894 
00D6: if 
060E:   car 85@ assigned_to_path 
004D: jump_if_false @CAT2_11894 
05EC: release_car 85@ from_path 
00AB: put_car 85@ at 2297.266 -27.4791 25.3359 
0175: set_car 85@ Z_angle_to 23.0 
04BA: set_car 85@ speed_to 17.0 
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @CAT2_11894 
01B2: give_actor 92@ weapon 22 ammo 9999 // Load the weapon model before using this 
0615: define_AS_pack_begin 43@ 
05D1: AS_actor -1 drive_car 85@ to 2295.612 -23.6996 25.3437 speed 17.0 1 model #NULL 3 
06C7: AS_actor -1 driver_of_car 85@ perform_action 6 timelimit 1000 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2292.531 -19.1915 25.3437 mode 6 time 10000 ms // versionA 
0667: AS_actor -1 aim_at 2304.137 -16.591 27.276 5000 ms 
0616: define_AS_pack_end 43@ 
0618: assign_actor 92@ to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 

:CAT2_11894
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @CAT2_12006 
01B2: give_actor 93@ weapon 22 ammo 9999 // Load the weapon model before using this 
0615: define_AS_pack_begin 43@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2296.707 -15.3321 25.3279 mode 6 time 10000 ms // versionA 
04EB: AS_actor -1 crouch 1 
0667: AS_actor -1 aim_at 2304.137 -16.591 27.276 5000 ms 
0616: define_AS_pack_end 43@ 
0618: assign_actor 93@ to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 

:CAT2_12006
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_12214 
00D6: if 
060E:   car 86@ assigned_to_path 
004D: jump_if_false @CAT2_12214 
05EC: release_car 86@ from_path 
00AB: put_car 86@ at 2305.835 -30.7209 25.3382 
0175: set_car 86@ Z_angle_to 33.0 
04BA: set_car 86@ speed_to 17.0 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CAT2_12214 
01B2: give_actor 87@ weapon 22 ammo 9999 // Load the weapon model before using this 
0615: define_AS_pack_begin 43@ 
05D1: AS_actor -1 drive_car 86@ to 2302.19 -21.2635 25.4844 speed 17.0 1 model #NULL 3 
06C7: AS_actor -1 driver_of_car 86@ perform_action 6 timelimit 1000 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2297.244 -16.8148 25.3328 mode 6 time 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 291.4845 
0616: define_AS_pack_end 43@ 
0618: assign_actor 87@ to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 

:CAT2_12214
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @CAT2_12435 
00D6: if 
060E:   car 88@ assigned_to_path 
004D: jump_if_false @CAT2_12435 
05EC: release_car 88@ from_path 
00AB: put_car 88@ at 2294.491 -2.6373 25.3359 
0175: set_car 88@ Z_angle_to 186.0 
04BA: set_car 88@ speed_to 17.0 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CAT2_12435 
01B2: give_actor 89@ weapon 22 ammo 9999 // Load the weapon model before using this 
0615: define_AS_pack_begin 43@ 
05D1: AS_actor -1 drive_car 88@ to 2298.094 -10.0818 25.3285 speed 17.0 1 model #NULL 3 
06C7: AS_actor -1 driver_of_car 88@ perform_action 6 timelimit 1000 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2303.119 -13.7964 25.4766 mode 6 time 10000 ms // versionA 
0667: AS_actor -1 aim_at 2304.137 -16.591 27.276 5000 ms 
0616: define_AS_pack_end 43@ 
0618: assign_actor 89@ to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 

:CAT2_12435
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @CAT2_12461 
06FD: set_car 90@ speed_on_path_to 1.0 

:CAT2_12461
015F: set_camera_position 2288.577 -15.1784 27.8832 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2289.553 -15.2742 27.6869 switchstyle 2 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 42@ += 6000 
000A: 41@ += 1 

:CAT2_12535
00D6: if and
0039:   41@ == 24 
0039:   560@ == 0 
004D: jump_if_false @CAT2_12598 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
004D: jump_if_false @CAT2_12598 
016A: fade 0 time 500 
0247: load_model #ENFORCER 
000A: 41@ += 1 

:CAT2_12598
00D6: if 
0039:   41@ == 25 
004D: jump_if_false @CAT2_13093 
00D6: if and
816B:   not fading 
0248:   model #ENFORCER available 
004D: jump_if_false @CAT2_13088 
01E8: create_forbidden_for_cars_cube_cornerA 2344.518 36.1468 36.0359 cornerB 2269.718 -44.376 23.0569 
04EF: release_animation "MISC" 
04ED: load_animation "GANGS" 
00A5: 95@ = create_car #ENFORCER at 2302.181 6.6 25.4766 
0175: set_car 95@ Z_angle_to 90.0 
0519: set_car 95@ locked 1 
00A5: 96@ = create_car #ENFORCER at 2337.9 23.4 25.4766 
0175: set_car 96@ Z_angle_to 270.0 
0519: set_car 96@ locked 1 
0006: 101@ = 0 

:CAT2_12770
00D6: if 
001B:   3 > 101@ 
004D: jump_if_false @CAT2_12872 
0006: 97@(101@,4i) = 0 
00D6: if 
03CA:   object 72@(101@,4i) exists 
004D: jump_if_false @CAT2_12858 
0188: 102@(101@,4i) = create_marker_above_object 72@(101@,4i) 
035D: set_object 76@(101@,4i) targetable 1 
071F: set_object 76@(101@,4i) health_to 1000 

:CAT2_12858
000A: 101@ += 1 
0002: jump @CAT2_12770 

:CAT2_12872
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @CAT2_12893 
01C2: remove_references_to_actor 94@ // Like turning an actor into a random pedestrian 

:CAT2_12893
01B4: set_player $PLAYER_CHAR can_move 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 500 
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @CAT2_12954 
009B: destroy_actor 92@ 

:CAT2_12954
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @CAT2_12975 
009B: destroy_actor 93@ 

:CAT2_12975
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CAT2_12996 
009B: destroy_actor 87@ 

:CAT2_12996
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CAT2_13017 
009B: destroy_actor 89@ 

:CAT2_13017
00A6: destroy_car 85@ 
00A6: destroy_car 86@ 
00A6: destroy_car 88@ 
00A6: destroy_car 90@ 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 25 
00A1: put_actor $ACTOR_CATALINA at 2312.208 -1.9564 25.7422 
0173: set_actor $ACTOR_CATALINA Z_angle_to 199.0 
000A: 41@ += 1 
0002: jump @CAT2_13093 

:CAT2_13088
0247: load_model #ENFORCER 

:CAT2_13093
00D6: if 
0039:   41@ == 26 
004D: jump_if_false @CAT2_13241 
00D6: if and
816B:   not fading 
0039:   559@ == 1 
04EE:   animation "GANGS" loaded 
004D: jump_if_false @CAT2_13241 
0006: 560@ = 16 
0006: 561@ = 3 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_13213 
0605: actor $ACTOR_CATALINA perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 

:CAT2_13213
07F7: set_object 76@ destructible 0 
07F7: set_object 77@ destructible 1 
07F7: set_object 78@ destructible 1 
000A: 41@ += 1 

:CAT2_13241
00D6: if 
0039:   41@ == 27 
004D: jump_if_false @CAT2_14339 
062E: get_actor $ACTOR_CATALINA task 1541 status_store_to 106@ // ret 7 if not found 
00D6: if 
04A4:   106@ == 7 // == constant 
004D: jump_if_false @CAT2_13317 
00D6: if 
04EE:   animation "GANGS" loaded 
004D: jump_if_false @CAT2_13317 
04EF: release_animation "GANGS" 

:CAT2_13317
0006: 101@ = 0 

:CAT2_13324
00D6: if 
001B:   3 > 101@ 
004D: jump_if_false @CAT2_14153 
00D6: if 
03CA:   object 72@(101@,4i) exists 
004D: jump_if_false @CAT2_13690 
00D6: if 
0039:   97@(101@,4i) == 0 
004D: jump_if_false @CAT2_13690 
071E: get_object 76@(101@,4i) health_to 44@ 
01BB: store_object 72@(101@,4i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 107@ = $TEMPVAR_FLOAT_1 // (float) 
000F: 107@ -= 1.0 
0089: 110@ = $TEMPVAR_FLOAT_1 // (float) 
000B: 110@ += 1.0 
0089: 108@ = $TEMPVAR_FLOAT_2 // (float) 
000F: 108@ -= 1.0 
0089: 111@ = $TEMPVAR_FLOAT_2 // (float) 
000B: 111@ += 1.0 
0089: 109@ = $TEMPVAR_FLOAT_3 // (float) 
000F: 109@ -= 1.0 
0089: 112@ = $TEMPVAR_FLOAT_3 // (float) 
000B: 112@ += 1.0 
00D6: if 
0356:   explosion_type -1 in_cube_cornerA 107@ 108@ 109@ cornerB 110@ 111@ 112@ 
004D: jump_if_false @CAT2_13573 
071F: set_object 113@(101@,4i) health_to 0 
0006: 44@ = 0 

:CAT2_13573
00D6: if 
001B:   500 > 44@ 
004D: jump_if_false @CAT2_13690 
0176: 46@ = object 72@(101@,4i) Z_angle 
0723: break_object 72@(101@,4i) intensity 1 
01BC: put_object 113@(101@,4i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0750: set_object 113@(101@,4i) visibility 1 
0177: set_object 113@(101@,4i) Z_angle_to 46@ 
0382: set_object 113@(101@,4i) collision_detection 0 
071F: set_object 113@(101@,4i) health_to 150 
000A: 97@(101@,4i) += 1 

:CAT2_13690
00D6: if 
03CA:   object 113@(101@,4i) exists 
004D: jump_if_false @CAT2_14068 
00D6: if 
0039:   97@(101@,4i) == 1 
004D: jump_if_false @CAT2_14068 
071E: get_object 76@(101@,4i) health_to 44@ 
00D6: if 
001B:   1 > 44@ 
004D: jump_if_false @CAT2_14068 
0164: disable_marker 102@(101@,4i) 
0108: destroy_object 76@(101@,4i) 
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @CAT2_13838 
029B: 76@ = init_object #KMB_ATM3 at 2310.367 -17.0 26.414 
07F7: set_object 76@ destructible 0 
0177: set_object 76@ Z_angle_to 180.0 

:CAT2_13838
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @CAT2_13896 
029B: 77@ = init_object #KMB_ATM3 at 2313.689 -17.0 26.414 
07F7: set_object 77@ destructible 0 
0177: set_object 77@ Z_angle_to 180.0 

:CAT2_13896
00D6: if 
0039:   101@ == 2 
004D: jump_if_false @CAT2_13944 
029B: 78@ = init_object #KMB_ATM3 at 2313.318 -0.1206 26.414 
07F7: set_object 78@ destructible 0 

:CAT2_13944
01C4: remove_references_to_object 72@(101@,4i) // This object will now disappear when the player looks away 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 113@(101@,4i) with_offset 0.0 -1.0 0.0 
035D: set_object 76@(101@,4i) targetable 0 
0750: set_object 76@(101@,4i) visibility 1 
0723: break_object 113@(101@,4i) intensity 0 
02E1: 117@(101@,4i) = create_cash_pickup 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 permanence_flag 1 
03DC: 102@(101@,4i) = create_marker_above_pickup 117@(101@,4i) 
000A: 97@(101@,4i) += 1 

:CAT2_14068
00D6: if 
0039:   97@(101@,4i) == 2 
004D: jump_if_false @CAT2_14139 
00D6: if 
0214:   pickup 117@(101@,4i) picked_up 
004D: jump_if_false @CAT2_14139 
01C4: remove_references_to_object 113@(101@,4i) // This object will now disappear when the player looks away 
0164: disable_marker 102@(101@,4i) 
000A: 97@(101@,4i) += 1 

:CAT2_14139
000A: 101@ += 1 
0002: jump @CAT2_13324 

:CAT2_14153
00D6: if and
0039:   97@ == 3 
0039:   98@ == 3 
0039:   99@ == 3 
004D: jump_if_false @CAT2_14339 
07F7: set_object $2661 destructible 1 
000A: 41@ += 1 
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @CAT2_14224 
077A: set_actor 92@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:CAT2_14224
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @CAT2_14249 
077A: set_actor 93@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:CAT2_14249
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CAT2_14274 
077A: set_actor 87@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:CAT2_14274
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CAT2_14299 
077A: set_actor 89@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:CAT2_14299
01E7: remove_forbidden_for_cars_cube_cornerA 2344.518 36.1468 36.0359 cornerB 2269.718 -44.376 23.0569 
060B: set_actor $ACTOR_CATALINA decision_maker_to 38@ 

:CAT2_14339
00D6: if 
0039:   41@ == 28 
004D: jump_if_false @CAT2_14392 
0249: release_model #KMB_ATM1 
0249: release_model #KMB_ATM2 
0249: release_model #KMB_ATM3 
0249: release_model #MTSAFE 
0249: release_model #CR_DOOR_01 
0249: release_model #CR_DOOR_03 
0006: 41@ = 29 

:CAT2_14392
00D6: if 
0039:   41@ == 31 
004D: jump_if_false @CAT2_14967 
00D6: if and
07C1:   path 123 available 
07C1:   path 124 available 
004D: jump_if_false @CAT2_14959 
00D6: if 
0039:   344@ == 10 
004D: jump_if_false @CAT2_14952 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT2_14952 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2315.558 70.7181 31.4998 radius 11.4 8.4 6.0 
004D: jump_if_false @CAT2_14952 
0708: reset_decision_maker 38@ event 36 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
0395: clear_area 1 at 2321.218 69.1035 26.7314 radius 25.0 
015F: set_camera_position 2324.899 66.4572 25.8911 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2324.192 67.157 25.9911 switchstyle 2 
00A6: destroy_car 86@ 
00A6: destroy_car 88@ 
009B: destroy_actor 87@ 
009B: destroy_actor 89@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT2_14685 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2319.793 61.6571 25.4769 
0002: jump @CAT2_14705 

:CAT2_14685
00A1: put_actor $PLAYER_ACTOR at 2319.793 61.6571 25.4769 

:CAT2_14705
0173: set_actor $PLAYER_ACTOR Z_angle_to 5.0 
06C9: remove_actor $ACTOR_CATALINA from_group 
00D6: if 
00DF:   actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT2_14763 
0362: remove_actor $ACTOR_CATALINA from_car_and_place_at 2318.242 61.3145 25.4759 
0002: jump @CAT2_14783 

:CAT2_14763
00A1: put_actor $ACTOR_CATALINA at 2318.242 61.3145 25.4759 

:CAT2_14783
0173: set_actor $ACTOR_CATALINA Z_angle_to 350.0 
00A5: 86@ = create_car #COPBIKE at 2287.156 61.9821 25.4766 
0175: set_car 86@ Z_angle_to 322.7361 
0129: 87@ = create_actor_pedtype 4 model #CSHER in_car 86@ driverseat 
060B: set_actor 87@ decision_maker_to 62@ 
05EB: assign_car 86@ to_path 123 
02AC: set_car 86@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 88@ = create_car #COPBIKE at 2289.629 58.0551 25.3359 
0175: set_car 88@ Z_angle_to 330.5475 
02AC: set_car 88@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0129: 89@ = create_actor_pedtype 4 model #CSHER in_car 88@ driverseat 
060B: set_actor 89@ decision_maker_to 62@ 
05EB: assign_car 88@ to_path 124 
000A: 41@ += 1 

:CAT2_14952
0002: jump @CAT2_14967 

:CAT2_14959
07C0: load_path 123 
07C0: load_path 124 

:CAT2_14967
00D6: if 
0039:   41@ == 32 
004D: jump_if_false @CAT2_15059 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_15059 
00D6: if 
860E:   not car 86@ assigned_to_path 
004D: jump_if_false @CAT2_15059 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CAT2_15059 
0918: set_car 86@ engine_operation 0 
0633: AS_actor 87@ exit_car 
0519: set_car 86@ locked 1 
000A: 41@ += 1 

:CAT2_15059
00D6: if and
0039:   41@ == 33 
0039:   560@ == 0 
004D: jump_if_false @CAT2_15165 
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @CAT2_15165 
00D6: if 
860E:   not car 88@ assigned_to_path 
004D: jump_if_false @CAT2_15165 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CAT2_15165 
0633: AS_actor 89@ exit_car 
0918: set_car 88@ engine_operation 0 
0519: set_car 88@ locked 1 
016A: fade 0 time 500 
000A: 41@ += 1 

:CAT2_15165
00D6: if 
0039:   41@ == 34 
004D: jump_if_false @CAT2_15250 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_15250 
0006: 560@ = 29 
01B4: set_player $PLAYER_CHAR can_move 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 500 
000A: 41@ += 1 

:CAT2_15250
00D6: if 
0039:   41@ == 35 
004D: jump_if_false @CAT2_15408 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_15408 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CAT2_15322 
01B2: give_actor 87@ weapon 22 ammo 9999 // Load the weapon model before using this 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 
02A9: set_actor 87@ immune_to_nonplayer 1 

:CAT2_15322
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CAT2_15363 
01B2: give_actor 89@ weapon 25 ammo 9999 // Load the weapon model before using this 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 
02A9: set_actor 89@ immune_to_nonplayer 1 

:CAT2_15363
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_15401 
0668: AS_actor $ACTOR_CATALINA rotate_and_shoot_at 2322.183 71.2342 26.549 -2 ms 

:CAT2_15401
000A: 41@ += 1 

:CAT2_15408
00D6: if and
0039:   41@ == 36 
0039:   560@ == 0 
004D: jump_if_false @CAT2_15490 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_15490 
00D6: if and
0118:   actor 87@ dead 
0118:   actor 89@ dead 
004D: jump_if_false @CAT2_15490 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 42@ += 750 
000A: 41@ += 1 

:CAT2_15490
00D6: if 
0039:   41@ == 37 
004D: jump_if_false @CAT2_15541 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
004D: jump_if_false @CAT2_15541 
016A: fade 0 time 500 
000A: 41@ += 1 

:CAT2_15541
00D6: if 
001B:   38 > 41@ 
004D: jump_if_false @CAT2_15559 

:CAT2_15559
00D6: if 
0039:   41@ == 38 
004D: jump_if_false @CAT2_16307 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_16307 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
0395: clear_area 1 at 2321.218 69.1035 26.7314 radius 25.0 
015F: set_camera_position 2325.291 70.4759 26.8236 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2324.353 70.7834 26.6641 switchstyle 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $ACTOR_CATALINA 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT2_15747 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2322.075 69.6739 25.4784 
0002: jump @CAT2_15767 

:CAT2_15747
00A1: put_actor $PLAYER_ACTOR at 2322.075 69.6739 25.4784 

:CAT2_15767
0173: set_actor $PLAYER_ACTOR Z_angle_to 325.1885 
06C9: remove_actor $ACTOR_CATALINA from_group 
00D6: if 
00DF:   actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT2_15825 
0362: remove_actor $ACTOR_CATALINA from_car_and_place_at 2321.63 71.6478 25.4724 
0002: jump @CAT2_15845 

:CAT2_15825
00A1: put_actor $ACTOR_CATALINA at 2321.63 71.6478 25.4724 

:CAT2_15845
0173: set_actor $ACTOR_CATALINA Z_angle_to 295.8968 
00A6: destroy_car 86@ 
00A6: destroy_car 88@ 
009B: destroy_actor 87@ 
009B: destroy_actor 89@ 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @CAT2_15896 
01C3: remove_references_to_car 95@ 

:CAT2_15896
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @CAT2_15917 
01C3: remove_references_to_car 96@ 

:CAT2_15917
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @CAT2_15938 
01C3: remove_references_to_car 85@ 

:CAT2_15938
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_15959 
01C3: remove_references_to_car 86@ 

:CAT2_15959
0395: clear_area 1 at 2320.634 79.9329 27.9897 radius 100.0 
00A5: 86@ = create_car #COPBIKE at 2322.863 73.0477 26.0378 
0175: set_car 86@ Z_angle_to 34.6853 
00A5: 88@ = create_car #COPBIKE at 2323.166 70.1374 26.0405 
0175: set_car 88@ Z_angle_to 345.7562 
0615: define_AS_pack_begin 43@ 
05BA: AS_actor -1 move_mouth 750 ms 
05CB: AS_actor -1 enter_car 86@ as_driver -2 ms 
0616: define_AS_pack_end 43@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
0615: define_AS_pack_begin 43@ 
05BA: AS_actor -1 move_mouth 500 ms 
05CB: AS_actor -1 enter_car 88@ as_driver -2 ms 
0616: define_AS_pack_end 43@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
01C4: remove_references_to_object 113@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 114@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 115@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 72@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 73@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 74@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 75@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 76@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 77@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 78@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 70@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 298@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 299@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 300@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 301@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 302@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 303@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 304@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 305@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 306@ // Like turning an actor into a random pedestrian 
016A: fade 1 time 500 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 42@ += 2500 
000A: 41@ += 1 
0006: 560@ = 30 
0006: 561@ = 2 
0085: 634@ = 32@ // (int) 
000A: 634@ += 400 

:CAT2_16307
00D6: if 
0039:   41@ == 39 
004D: jump_if_false @CAT2_16421 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_16407 
00D6: if 
0448:   actor $ACTOR_CATALINA in_car 86@ 
004D: jump_if_false @CAT2_16400 
00D6: if and
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
0039:   560@ == 0 
004D: jump_if_false @CAT2_16400 
016A: fade 0 time 500 
000A: 41@ += 1 

:CAT2_16400
0002: jump @CAT2_16421 

:CAT2_16407
016A: fade 0 time 500 
000A: 41@ += 1 

:CAT2_16421
00D6: if 
0039:   41@ == 40 
004D: jump_if_false @CAT2_17517 
00D6: if and
07C1:   path 156 available 
07C1:   path 157 available 
07C1:   path 158 available 
07C1:   path 159 available 
004D: jump_if_false @CAT2_17497 
00D6: if and
07C1:   path 160 available 
07C1:   path 161 available 
004D: jump_if_false @CAT2_17480 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_17473 
01B4: set_player $PLAYER_CHAR can_move 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00A5: 122@ = create_car #COPCARRU at 1307.095 280.2934 18.4062 
00A5: 123@ = create_car #COPCARRU at 1307.095 290.2934 18.4062 
00A5: 124@ = create_car #COPCARRU at 1307.095 300.2934 18.4062 
0519: set_car 122@ locked 1 
0519: set_car 123@ locked 1 
0519: set_car 124@ locked 1 
00A5: 146@ = create_car #COPBIKE at 2346.523 62.9803 25.3359 
00A5: 147@ = create_car #COPBIKE at 2346.682 45.9405 25.3359 
0129: 129@ = create_actor_pedtype 24 model #CSHER in_car 122@ driverseat 
01C8: 130@ = create_actor_pedtype 24 model #CSHER in_car 122@ passenger_seat 0 
0129: 131@ = create_actor_pedtype 24 model #CSHER in_car 123@ driverseat 
01C8: 132@ = create_actor_pedtype 24 model #CSHER in_car 123@ passenger_seat 0 
0129: 133@ = create_actor_pedtype 24 model #CSHER in_car 124@ driverseat 
01C8: 134@ = create_actor_pedtype 24 model #CSHER in_car 124@ passenger_seat 0 
0129: 135@ = create_actor_pedtype 25 model #CSHER in_car 146@ driverseat 
0129: 136@ = create_actor_pedtype 25 model #CSHER in_car 147@ driverseat 
077A: set_actor 135@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 136@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
07E5: copy_decision_maker 65539 to 166@ 
07E5: copy_decision_maker 65542 to 363@ 
0708: reset_decision_maker 166@ event 15 
0708: reset_decision_maker 166@ event 49 
0708: reset_decision_maker 166@ event 9 
0708: reset_decision_maker 166@ event 36 
0708: reset_decision_maker 166@ event 31 
0708: reset_decision_maker 166@ event 11 
0708: reset_decision_maker 166@ event 41 
0709: set_decision_maker 166@ on_event 15 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 166@ on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 166@ on_event 9 taskID 1000 respect 0.0 hate 75.0 like 0.0 dislike 75.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 166@ on_event 9 taskID 415 respect 0.0 hate 25.0 like 0.0 dislike 25.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 166@ on_event 31 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 166@ on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
060B: set_actor 129@ decision_maker_to 363@ 
060B: set_actor 130@ decision_maker_to 363@ 
060B: set_actor 131@ decision_maker_to 363@ 
060B: set_actor 132@ decision_maker_to 363@ 
060B: set_actor 133@ decision_maker_to 363@ 
060B: set_actor 134@ decision_maker_to 363@ 
060B: set_actor 135@ decision_maker_to 363@ 
060B: set_actor 136@ decision_maker_to 363@ 
08C6: set_actor 135@ stay_on_bike 2 
08C6: set_actor 136@ stay_on_bike 2 
01B2: give_actor 129@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 130@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 131@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 132@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 133@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 134@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 135@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 136@ weapon 22 ammo 9999 // Load the weapon model before using this 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_17258 
01B2: give_actor $ACTOR_CATALINA weapon 25 ammo 9999 // Load the weapon model before using this 

:CAT2_17258
0007: 148@ = 1290.025 
0007: 149@ = 1294.242 
0007: 150@ = 1282.681 
0007: 151@ = 1285.585 
0007: 152@ = 1289.389 
0007: 153@ = 1285.593 
0007: 154@ = 252.8313 
0007: 155@ = 249.3508 
0007: 156@ = 250.9628 
0007: 157@ = 253.8959 
0007: 158@ = 241.5564 
0007: 159@ = 240.6378 
0007: 160@ = 18.4062 
0007: 161@ = 18.4062 
0007: 162@ = 18.4062 
0007: 163@ = 18.4062 
0007: 164@ = 18.4062 
0007: 165@ = 18.4062 
0006: 121@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
016A: fade 1 time 500 
000A: 41@ += 1 

:CAT2_17473
0002: jump @CAT2_17490 

:CAT2_17480
07C0: load_path 160 
07C0: load_path 161 

:CAT2_17490
0002: jump @CAT2_17517 

:CAT2_17497
07C0: load_path 156 
07C0: load_path 157 
07C0: load_path 158 
07C0: load_path 159 

:CAT2_17517
00D6: if 
0039:   41@ == 41 
004D: jump_if_false @CAT2_17571 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_17571 
0006: 56@ = 8 
077A: set_actor $ACTOR_CATALINA acquaintance 4 to_actors_pedtype 6 // see ped.dat 
000A: 41@ += 1 

:CAT2_17571
00D6: if 
0019:   41@ > 9 
004D: jump_if_false @CAT2_17633 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @CAT2_17633 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
004D: jump_if_false @CAT2_17633 
000A: 56@ += 1 

:CAT2_17633
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @CAT2_17687 
062E: get_actor $ACTOR_CATALINA task 1491 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CAT2_17687 
000A: 56@ += 1 

:CAT2_17687
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @CAT2_17757 
062E: get_actor $ACTOR_CATALINA task 1492 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CAT2_17757 
008B: 167@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 167@ += 20000 
000A: 56@ += 1 

:CAT2_17757
00D6: if 
0039:   56@ == 3 
004D: jump_if_false @CAT2_17867 
000A: 168@ += 15 
00D6: if or
001E:   $CURRENT_TIME_IN_MS2 > 167@ // (int) 
0019:   41@ > 10 
004D: jump_if_false @CAT2_17867 
00D6: if 
0039:   41@ == 10 
004D: jump_if_false @CAT2_17860 
097A: play_audio_at 2312.094 -9.6433 28.679 event 1155 
0050: gosub @CAT2_30052 
0006: 41@ = 11 

:CAT2_17860
000A: 56@ += 1 

:CAT2_17867
00D6: if 
0039:   56@ == 4 
004D: jump_if_false @CAT2_18239 
00D6: if 
0019:   41@ > 27 
004D: jump_if_false @CAT2_18239 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_18239 
00D6: if and
0039:   169@ == 0 
0039:   560@ == 0 
004D: jump_if_false @CAT2_18004 
0006: 560@ = 19 
0006: 561@ = 2 
0187: 372@ = create_marker_above_actor $ACTOR_CATALINA 
07E0: set_marker 372@ type_to 1 
05D3: AS_actor $ACTOR_CATALINA goto_point 2315.391 -1.6768 25.75 mode 6 time -2 ms // versionA 
0006: 169@ = 1 

:CAT2_18004
00D6: if 
0039:   169@ == 1 
004D: jump_if_false @CAT2_18117 
062E: get_actor $ACTOR_CATALINA task -1 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CAT2_18117 
00D6: if 
8366:   not object $2661 damaged 
004D: jump_if_false @CAT2_18110 
0006: 169@ = 2 
0668: AS_actor $ACTOR_CATALINA rotate_and_shoot_at 2315.475 1.0941 26.8796 1000 ms 
000A: 170@ += 1 
0002: jump @CAT2_18117 

:CAT2_18110
0006: 169@ = 2 

:CAT2_18117
00D6: if 
0039:   169@ == 2 
004D: jump_if_false @CAT2_18239 
062E: get_actor $ACTOR_CATALINA task 1640 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CAT2_18239 
00D6: if or
0366:   object $2661 damaged 
0019:   170@ > 2 
004D: jump_if_false @CAT2_18232 
05F5: AS_actor $ACTOR_CATALINA goto_point_using_paths 2315.51 3.1256 25.4844 mode 6 time -2 
0006: 169@ = 3 
000A: 56@ += 1 
0002: jump @CAT2_18239 

:CAT2_18232
0006: 169@ = 1 

:CAT2_18239
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @CAT2_18376 
00D6: if 
0019:   56@ > 4 
004D: jump_if_false @CAT2_18376 
00D6: if and
0039:   35@ == 0 
0039:   560@ == 0 
004D: jump_if_false @CAT2_18323 
00BB: show_text_lowpriority GXT 'CAT2_19' time 4000 flag 1  // ~s~Follow ~b~Catalina~s~.
0006: 35@ = 1 

:CAT2_18323
00D6: if 
0366:   object $2661 damaged 
004D: jump_if_false @CAT2_18376 
0006: 34@ = 1 
0006: 560@ = 21 
0085: 639@ = 32@ // (int) 
000A: 639@ += 2500 
0006: 561@ = 3 

:CAT2_18376
00D6: if 
0039:   56@ == 5 
004D: jump_if_false @CAT2_20195 
0007: 171@ = 2328.638 
0007: 189@ = 9.9046 
0007: 207@ = 25.4766 
0007: 225@ = 82.0 
0006: 251@ = 1 
0007: 172@ = 2328.63 
0007: 190@ = 12.0793 
0007: 208@ = 26.4366 
0007: 226@ = 102.156 
0006: 252@ = 1 
0007: 173@ = 2323.539 
0007: 191@ = 8.1573 
0007: 209@ = 30.1564 
0007: 227@ = 119.8251 
0006: 253@ = 0 
0007: 174@ = 2313.919 
0007: 192@ = 5.5612 
0007: 210@ = 25.4766 
0007: 228@ = 179.0108 
0006: 254@ = 3 
0007: 175@ = 2319.28 
0007: 193@ = 10.1457 
0007: 211@ = 25.4766 
0007: 229@ = 173.7026 
0006: 255@ = 1 
0007: 176@ = 2322.422 
0007: 194@ = 14.3559 
0007: 212@ = 33.4834 
0007: 230@ = 131.5315 
0006: 256@ = 0 
0007: 177@ = 2322.567 
0007: 195@ = 22.3196 
0007: 213@ = 25.4766 
0007: 231@ = 191.9916 
0006: 257@ = 5 
0007: 178@ = 2317.422 
0007: 196@ = 31.4408 
0007: 214@ = 25.4688 
0007: 232@ = 170.5408 
0006: 258@ = 1 
0007: 179@ = 2323.347 
0007: 197@ = 32.5086 
0007: 215@ = 30.3438 
0007: 233@ = 167.5312 
0006: 259@ = 2 
0007: 180@ = 2314.06 
0007: 198@ = 27.4771 
0007: 216@ = 28.4834 
0007: 234@ = 211.9221 
0006: 260@ = 0 
0007: 181@ = 2314.146 
0007: 199@ = 32.6897 
0007: 217@ = 30.3072 
0007: 235@ = 218.8303 
0006: 261@ = 0 
0007: 182@ = 2324.323 
0007: 200@ = 25.9529 
0007: 218@ = 30.4834 
0007: 236@ = 146.7435 
0006: 262@ = 0 
0007: 183@ = 2315.235 
0007: 201@ = 44.7149 
0007: 219@ = 27.6529 
0007: 237@ = 177.4772 
0006: 263@ = 1 
0007: 184@ = 2322.142 
0007: 202@ = 38.0272 
0007: 220@ = 25.4698 
0007: 238@ = 165.042 
0006: 264@ = 5 
0007: 185@ = 2316.281 
0007: 203@ = 53.245 
0007: 221@ = 25.4745 
0007: 239@ = 211.6924 
0006: 265@ = 3 
0007: 186@ = 2316.977 
0007: 204@ = 60.9693 
0007: 222@ = 26.9906 
0007: 240@ = 217.9312 
0006: 266@ = 0 
0007: 187@ = 2322.69 
0007: 205@ = 57.5449 
0007: 223@ = 31.9884 
0007: 241@ = 174.0596 
0006: 267@ = 0 
0007: 188@ = 2313.39 
0007: 206@ = 51.5349 
0007: 224@ = 29.4834 
0007: 242@ = 196.6579 
0006: 268@ = 0 
0006: 278@ = 0 

:CAT2_19247
00D6: if 
001B:   9 > 278@ 
004D: jump_if_false @CAT2_20165 
00D6: if 
001B:   3 > 278@ 
004D: jump_if_false @CAT2_19353 
0209: 279@ = random_int_in_ranges 0 6 

:CAT2_19292
00D6: if 
0039:   280@(279@,18i) == 1 
004D: jump_if_false @CAT2_19353 
000A: 279@ += 1 
00D6: if 
0039:   279@ == 6 
004D: jump_if_false @CAT2_19346 
0006: 279@ = 0 

:CAT2_19346
0002: jump @CAT2_19292 

:CAT2_19353
00D6: if and
0019:   278@ > 2 
001B:   6 > 278@ 
004D: jump_if_false @CAT2_19448 
0209: 279@ = random_int_in_ranges 6 12 

:CAT2_19387
00D6: if 
0039:   280@(279@,18i) == 1 
004D: jump_if_false @CAT2_19448 
000A: 279@ += 1 
00D6: if 
0039:   279@ == 12 
004D: jump_if_false @CAT2_19441 
0006: 279@ = 6 

:CAT2_19441
0002: jump @CAT2_19387 

:CAT2_19448
00D6: if and
0019:   278@ > 5 
001B:   9 > 278@ 
004D: jump_if_false @CAT2_19543 
0209: 279@ = random_int_in_ranges 12 18 

:CAT2_19482
00D6: if 
0039:   280@(279@,18i) == 1 
004D: jump_if_false @CAT2_19543 
000A: 279@ += 1 
00D6: if 
0039:   279@ == 18 
004D: jump_if_false @CAT2_19536 
0006: 279@ = 12 

:CAT2_19536
0002: jump @CAT2_19482 

:CAT2_19543
0006: 280@(279@,18i) = 1 
0085: 316@(279@,18i) = 278@ // (int) 
009A: 298@(278@,9i) = create_actor_pedtype 4 model #CSHER at 171@(279@,18f) 189@(279@,18f) 207@(279@,18f) 
07DD: set_actor 298@(278@,9i) attack_rate 40 // previously known as temper_to 
02E2: set_actor 298@(278@,9i) weapon_accuracy_to 60 
0085: 307@(278@,9i) = 251@(279@,18i) // (int) 
0085: 334@(278@,9i) = 279@ // (int) 
0173: set_actor 298@(278@,9i) Z_angle_to 225@(279@,18f) 
0209: 279@ = random_int_in_ranges 0 3 
00D6: if or
001B:   3 > 279@ 
0019:   343@ > 0 
004D: jump_if_false @CAT2_19722 
01B2: give_actor 298@(278@,9i) weapon 22 ammo 9999 // Load the weapon model before using this 
0002: jump @CAT2_19797 

:CAT2_19722
00D6: if 
001B:   6 > 334@(278@,9i) 
004D: jump_if_false @CAT2_19765 
01B2: give_actor 298@(278@,9i) weapon 22 ammo 9999 // Load the weapon model before using this 
0002: jump @CAT2_19797 

:CAT2_19765
01B2: give_actor 298@(278@,9i) weapon 25 ammo 9999 // Load the weapon model before using this 
07DD: set_actor 298@(278@,9i) attack_rate 10 // previously known as temper_to 
0006: 343@ = 1 

:CAT2_19797
077A: set_actor 298@(278@,9i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 298@(278@,9i) acquaintance 4 to_actors_pedtype 23 // see ped.dat 
00D6: if 
0039:   251@(279@,18i) == 0 
004D: jump_if_false @CAT2_19902 
0615: define_AS_pack_begin 43@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 43@ 
0618: assign_actor 298@(278@,9i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
0350: set_actor 298@(278@,9i) maintain_position_when_attacked 1 

:CAT2_19902
00D6: if 
0039:   251@(279@,18i) == 1 
004D: jump_if_false @CAT2_19974 
0615: define_AS_pack_begin 43@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 43@ 
0618: assign_actor 298@(278@,9i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
0350: set_actor 298@(278@,9i) maintain_position_when_attacked 1 

:CAT2_19974
00D6: if 
0039:   251@(279@,18i) == 2 
004D: jump_if_false @CAT2_20029 
0615: define_AS_pack_begin 43@ 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 43@ 
0618: assign_actor 298@(278@,9i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 

:CAT2_20029
00D6: if 
0039:   251@(279@,18i) == 3 
004D: jump_if_false @CAT2_20090 
0615: define_AS_pack_begin 43@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 43@ 
0618: assign_actor 298@(278@,9i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 

:CAT2_20090
00D6: if 
0039:   251@(279@,18i) == 5 
004D: jump_if_false @CAT2_20151 
0615: define_AS_pack_begin 43@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 43@ 
0618: assign_actor 298@(278@,9i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 

:CAT2_20151
000A: 278@ += 1 
0002: jump @CAT2_19247 

:CAT2_20165
0006: 346@ = 99 
0085: 350@ = 32@ // (int) 
000A: 350@ += 30000 
0006: 56@ = 6 

:CAT2_20195
00D6: if 
0039:   56@ == 6 
004D: jump_if_false @CAT2_23402 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_23402 
00D6: if 
8039:   not  346@ == 99 
004D: jump_if_false @CAT2_20387 
00D6: if 
0118:   actor 298@(346@,9i) dead 
004D: jump_if_false @CAT2_20297 
0085: 278@ = 334@(346@,9i) // (int) 
0006: 280@(278@,18i) = 0 
0006: 346@ = 99 

:CAT2_20297
00D6: if 
001D:   32@ > 350@ // (int) 
004D: jump_if_false @CAT2_20387 
00D6: if 
8039:   not  346@ == 99 
004D: jump_if_false @CAT2_20387 
0085: 350@ = 32@ // (int) 
000A: 350@ += 30000 
0006: 347@ = 1 
0085: 278@ = 334@(346@,9i) // (int) 
0006: 280@(278@,18i) = 0 
0006: 346@ = 99 

:CAT2_20387
00D6: if 
0039:   346@ == 99 
004D: jump_if_false @CAT2_22520 
00D6: if and
0019:   344@ > 0 
001B:   10 > 344@ 
004D: jump_if_false @CAT2_20518 
062E: get_actor $ACTOR_CATALINA task -1 status_store_to 349@ // ret 7 if not found 
00D6: if 
04A4:   349@ == 1 // == constant 
004D: jump_if_false @CAT2_20474 
0085: 348@ = 32@ // (int) 
000A: 348@ += 8000 

:CAT2_20474
00D6: if 
04A4:   349@ == 7 // == constant 
004D: jump_if_false @CAT2_20518 
00D6: if 
001D:   32@ > 348@ // (int) 
004D: jump_if_false @CAT2_20518 
0006: 347@ = 1 

:CAT2_20518
00D6: if 
0039:   344@ == 0 
004D: jump_if_false @CAT2_20571 
062E: get_actor $ACTOR_CATALINA task -1 status_store_to 349@ // ret 7 if not found 
00D6: if 
04A4:   349@ == 7 // == constant 
004D: jump_if_false @CAT2_20571 
0006: 344@ = 1 

:CAT2_20571
00D6: if 
0039:   344@ == 1 
004D: jump_if_false @CAT2_20822 
00D6: if 
0039:   283@ == 1 
004D: jump_if_false @CAT2_20622 
0085: 346@ = 319@ // (int) 
0002: jump @CAT2_20759 

:CAT2_20622
00D6: if 
0039:   282@ == 1 
004D: jump_if_false @CAT2_20655 
0085: 346@ = 318@ // (int) 
0002: jump @CAT2_20759 

:CAT2_20655
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @CAT2_20688 
0085: 346@ = 320@ // (int) 
0002: jump @CAT2_20759 

:CAT2_20688
00D6: if 
0039:   285@ == 1 
004D: jump_if_false @CAT2_20721 
0085: 346@ = 321@ // (int) 
0002: jump @CAT2_20759 

:CAT2_20721
0006: 344@ = 2 
0006: 560@ = 24 
05F5: AS_actor $ACTOR_CATALINA goto_point_using_paths 2321.74 10.5486 25.4688 mode 6 time -2 

:CAT2_20759
00D6: if 
0039:   347@ == 1 
004D: jump_if_false @CAT2_20822 
0006: 347@ = 0 
0006: 344@ = 2 
0006: 560@ = 24 
05F5: AS_actor $ACTOR_CATALINA goto_point_using_paths 2321.74 10.5486 25.4688 mode 6 time -2 

:CAT2_20822
00D6: if 
0039:   344@ == 2 
004D: jump_if_false @CAT2_20971 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_20971 
062E: get_actor $ACTOR_CATALINA task 1525 status_store_to 349@ // ret 7 if not found 
00D6: if 
04A4:   349@ == 7 // == constant 
004D: jump_if_false @CAT2_20971 
00D6: if 
00FE:   actor $ACTOR_CATALINA sphere 0 in_sphere 2321.74 10.5486 25.4688 radius 3.0 3.0 3.0 
004D: jump_if_false @CAT2_20947 
0006: 344@ = 3 
0002: jump @CAT2_20971 

:CAT2_20947
05F5: AS_actor $ACTOR_CATALINA goto_point_using_paths 2321.74 10.5486 25.4688 mode 6 time -2 

:CAT2_20971
00D6: if and
0039:   344@ == 3 
0039:   560@ == 0 
004D: jump_if_false @CAT2_21163 
00D6: if 
0039:   280@ == 1 
004D: jump_if_false @CAT2_21029 
0085: 346@ = 316@ // (int) 
0002: jump @CAT2_21100 

:CAT2_21029
00D6: if 
0039:   281@ == 1 
004D: jump_if_false @CAT2_21062 
0085: 346@ = 317@ // (int) 
0002: jump @CAT2_21100 

:CAT2_21062
0006: 344@ = 4 
0006: 560@ = 25 
05F5: AS_actor $ACTOR_CATALINA goto_point_using_paths 2318.281 18.5403 25.4766 mode 6 time -2 

:CAT2_21100
00D6: if 
0039:   347@ == 1 
004D: jump_if_false @CAT2_21163 
0006: 347@ = 0 
0006: 344@ = 4 
0006: 560@ = 25 
05F5: AS_actor $ACTOR_CATALINA goto_point_using_paths 2318.281 18.5403 25.4766 mode 6 time -2 

:CAT2_21163
00D6: if 
0039:   344@ == 4 
004D: jump_if_false @CAT2_21312 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_21312 
062E: get_actor $ACTOR_CATALINA task 1525 status_store_to 349@ // ret 7 if not found 
00D6: if 
04A4:   349@ == 7 // == constant 
004D: jump_if_false @CAT2_21312 
00D6: if 
00FE:   actor $ACTOR_CATALINA sphere 0 in_sphere 2318.281 18.5403 25.4766 radius 3.0 3.0 3.0 
004D: jump_if_false @CAT2_21288 
0006: 344@ = 5 
0002: jump @CAT2_21312 

:CAT2_21288
05F5: AS_actor $ACTOR_CATALINA goto_point_using_paths 2318.281 18.5403 25.4766 mode 6 time -2 

:CAT2_21312
00D6: if 
0039:   344@ == 5 
004D: jump_if_false @CAT2_21629 
00D6: if 
0039:   286@ == 1 
004D: jump_if_false @CAT2_21363 
0085: 346@ = 322@ // (int) 
0002: jump @CAT2_21566 

:CAT2_21363
00D6: if 
0039:   287@ == 1 
004D: jump_if_false @CAT2_21396 
0085: 346@ = 323@ // (int) 
0002: jump @CAT2_21566 

:CAT2_21396
00D6: if 
0039:   288@ == 1 
004D: jump_if_false @CAT2_21429 
0085: 346@ = 324@ // (int) 
0002: jump @CAT2_21566 

:CAT2_21429
00D6: if 
0039:   289@ == 1 
004D: jump_if_false @CAT2_21462 
0085: 346@ = 325@ // (int) 
0002: jump @CAT2_21566 

:CAT2_21462
00D6: if 
0039:   290@ == 1 
004D: jump_if_false @CAT2_21495 
0085: 346@ = 326@ // (int) 
0002: jump @CAT2_21566 

:CAT2_21495
00D6: if 
0039:   291@ == 1 
004D: jump_if_false @CAT2_21528 
0085: 346@ = 327@ // (int) 
0002: jump @CAT2_21566 

:CAT2_21528
0006: 344@ = 6 
0006: 560@ = 26 
05F5: AS_actor $ACTOR_CATALINA goto_point_using_paths 2319.228 34.565 25.468 mode 6 time -2 

:CAT2_21566
00D6: if 
0039:   347@ == 1 
004D: jump_if_false @CAT2_21629 
0006: 347@ = 0 
0006: 344@ = 6 
0006: 560@ = 26 
05F5: AS_actor $ACTOR_CATALINA goto_point_using_paths 2319.228 34.565 25.468 mode 6 time -2 

:CAT2_21629
00D6: if 
0039:   344@ == 6 
004D: jump_if_false @CAT2_21778 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_21778 
062E: get_actor $ACTOR_CATALINA task 1525 status_store_to 349@ // ret 7 if not found 
00D6: if 
04A4:   349@ == 7 // == constant 
004D: jump_if_false @CAT2_21778 
00D6: if 
00FE:   actor $ACTOR_CATALINA sphere 0 in_sphere 2319.228 34.565 25.468 radius 3.0 3.0 3.0 
004D: jump_if_false @CAT2_21754 
0006: 344@ = 7 
0002: jump @CAT2_21778 

:CAT2_21754
05F5: AS_actor $ACTOR_CATALINA goto_point_using_paths 2319.228 34.565 25.468 mode 6 time -2 

:CAT2_21778
00D6: if and
0039:   344@ == 7 
0039:   560@ == 0 
004D: jump_if_false @CAT2_21956 
00D6: if 
0039:   292@ == 1 
004D: jump_if_false @CAT2_21836 
0085: 346@ = 328@ // (int) 
0002: jump @CAT2_21900 

:CAT2_21836
00D6: if 
0039:   293@ == 1 
004D: jump_if_false @CAT2_21869 
0085: 346@ = 329@ // (int) 
0002: jump @CAT2_21900 

:CAT2_21869
0006: 344@ = 8 
05F5: AS_actor $ACTOR_CATALINA goto_point_using_paths 2318.622 45.0292 25.4762 mode 6 time -2 

:CAT2_21900
00D6: if 
0039:   347@ == 1 
004D: jump_if_false @CAT2_21956 
0006: 347@ = 0 
0006: 344@ = 8 
05F5: AS_actor $ACTOR_CATALINA goto_point_using_paths 2318.622 45.0292 25.4762 mode 6 time -2 

:CAT2_21956
00D6: if 
0039:   344@ == 8 
004D: jump_if_false @CAT2_22025 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_22025 
062E: get_actor $ACTOR_CATALINA task -1 status_store_to 349@ // ret 7 if not found 
00D6: if 
04A4:   349@ == 7 // == constant 
004D: jump_if_false @CAT2_22025 
0006: 344@ = 9 

:CAT2_22025
00D6: if and
0039:   344@ == 9 
0039:   560@ == 0 
004D: jump_if_false @CAT2_22283 
00D6: if 
0039:   294@ == 1 
004D: jump_if_false @CAT2_22083 
0085: 346@ = 330@ // (int) 
0002: jump @CAT2_22220 

:CAT2_22083
00D6: if 
0039:   295@ == 1 
004D: jump_if_false @CAT2_22116 
0085: 346@ = 331@ // (int) 
0002: jump @CAT2_22220 

:CAT2_22116
00D6: if 
0039:   296@ == 1 
004D: jump_if_false @CAT2_22149 
0085: 346@ = 332@ // (int) 
0002: jump @CAT2_22220 

:CAT2_22149
00D6: if 
0039:   297@ == 1 
004D: jump_if_false @CAT2_22182 
0085: 346@ = 333@ // (int) 
0002: jump @CAT2_22220 

:CAT2_22182
0006: 344@ = 10 
0006: 560@ = 28 
05F5: AS_actor $ACTOR_CATALINA goto_point_using_paths 2319.237 64.4156 25.4766 mode 6 time -2 

:CAT2_22220
00D6: if 
0039:   347@ == 1 
004D: jump_if_false @CAT2_22283 
0006: 347@ = 0 
0006: 344@ = 10 
0006: 560@ = 28 
05F5: AS_actor $ACTOR_CATALINA goto_point_using_paths 2319.237 64.4156 25.4766 mode 6 time -2 

:CAT2_22283
00D6: if 
0039:   344@ == 10 
004D: jump_if_false @CAT2_22438 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_22438 
062E: get_actor $ACTOR_CATALINA task -1 status_store_to 349@ // ret 7 if not found 
00D6: if 
04A4:   349@ == 7 // == constant 
004D: jump_if_false @CAT2_22438 
00D6: if 
00FE:   actor $ACTOR_CATALINA sphere 0 in_sphere 2319.237 64.4156 25.4766 radius 4.0 4.0 4.0 
004D: jump_if_false @CAT2_22414 
0006: 56@ = 7 
0006: 41@ = 31 
0002: jump @CAT2_22438 

:CAT2_22414
05F5: AS_actor $ACTOR_CATALINA goto_point_using_paths 2319.237 64.4156 25.4766 mode 6 time -2 

:CAT2_22438
00D6: if 
8039:   not  346@ == 99 
004D: jump_if_false @CAT2_22520 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_22520 
00D6: if 
8118:   not actor 298@(346@,9i) dead 
004D: jump_if_false @CAT2_22520 
05E2: AS_actor $ACTOR_CATALINA kill_actor 298@(346@,9i) 
0085: 350@ = 32@ // (int) 
000A: 350@ += 15000 

:CAT2_22520
0006: 278@ = 0 

:CAT2_22527
00D6: if 
001B:   9 > 278@ 
004D: jump_if_false @CAT2_23402 
00D6: if 
8118:   not actor 298@(278@,9i) dead 
004D: jump_if_false @CAT2_23388 
00D6: if 
0039:   307@(278@,9i) == 1 
004D: jump_if_false @CAT2_22727 
00D6: if 
001D:   32@ > 269@(278@,9i) // (int) 
004D: jump_if_false @CAT2_22727 
062E: get_actor 298@(278@,9i) task 1259 status_store_to 345@ // ret 7 if not found 
00D6: if 
04A4:   345@ == 7 // == constant 
004D: jump_if_false @CAT2_22727 
0209: 279@ = random_int_in_ranges 4000 8000 
0085: 269@(278@,9i) = 32@ // (int) 
005A: 269@(278@,9i) += 279@ // (int) 
00D6: if 
0597:   actor 298@(278@,9i) crouching 
004D: jump_if_false @CAT2_22716 
04EB: AS_actor 298@(278@,9i) crouch 0 
0002: jump @CAT2_22727 

:CAT2_22716
04EB: AS_actor 298@(278@,9i) crouch 1 

:CAT2_22727
00D6: if 
0039:   307@(278@,9i) == 2 
004D: jump_if_false @CAT2_22805 
00D6: if 
874F:   not actor 298@(278@,9i) ped_event == 36 
004D: jump_if_false @CAT2_22805 
0638: AS_actor 298@(278@,9i) stay_put 0 
05E2: AS_actor 298@(278@,9i) kill_actor $PLAYER_ACTOR 
0006: 307@(278@,9i) = 4 

:CAT2_22805
00D6: if 
0039:   307@(278@,9i) == 3 
004D: jump_if_false @CAT2_23084 
0172: 243@ = actor 298@(278@,9i) Z_angle 
00A0: store_actor 298@(278@,9i) position_to 244@ 245@ 246@ 
02F6: 249@ = sine 243@ // (float) 
02F7: 250@ = cosine 243@ // (float) 
0087: 247@ = 249@ // (float) 
0013: 247@ *= -2.5 
005B: 247@ += 244@ // (float) 
0087: 248@ = 250@ // (float) 
0013: 248@ *= 2.5 
005B: 248@ += 245@ // (float) 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_23084 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 247@ 248@ 25.7 radius 5.0 5.0 3.0 
00FE:   actor $ACTOR_CATALINA sphere 0 in_sphere 247@ 248@ 25.7 radius 5.0 5.0 3.0 
004D: jump_if_false @CAT2_23084 
0638: AS_actor 298@(278@,9i) stay_put 0 
0812: AS_actor 298@(278@,9i) perform_animation "CROUCH_ROLL_L" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0006: 307@(278@,9i) = 0 

:CAT2_23084
00D6: if 
0039:   307@(278@,9i) == 5 
004D: jump_if_false @CAT2_23388 
0172: 243@ = actor 298@(278@,9i) Z_angle 
00A0: store_actor 298@(278@,9i) position_to 244@ 245@ 246@ 
02F6: 249@ = sine 243@ // (float) 
02F7: 250@ = cosine 243@ // (float) 
0087: 247@ = 249@ // (float) 
0013: 247@ *= -2.5 
005B: 247@ += 244@ // (float) 
0087: 248@ = 250@ // (float) 
0013: 248@ *= 2.5 
005B: 248@ += 245@ // (float) 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_23388 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 247@ 248@ 25.7 radius 5.0 5.0 3.0 
00FE:   actor $ACTOR_CATALINA sphere 0 in_sphere 247@ 248@ 25.7 radius 5.0 5.0 3.0 
004D: jump_if_false @CAT2_23388 
00D6: if 
0039:   560@ == 0 
004D: jump_if_false @CAT2_23322 
0006: 560@ = 27 

:CAT2_23322
0638: AS_actor 298@(278@,9i) stay_put 0 
0812: AS_actor 298@(278@,9i) perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0006: 307@(278@,9i) = 0 

:CAT2_23388
000A: 278@ += 1 
0002: jump @CAT2_22527 

:CAT2_23402
00D6: if 
0039:   56@ == 8 
004D: jump_if_false @CAT2_28299 
00D6: if 
0019:   41@ > 40 
004D: jump_if_false @CAT2_28299 
00D6: if 
0039:   351@ == 0 
004D: jump_if_false @CAT2_23694 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2130.689 149.1074 0.3268 radius 30.0 30.0 30.0 
004D: jump_if_false @CAT2_23694 
0247: load_model #COPBIKE 
0247: load_model #CSHER 
0247: load_model #COLT45 
00D6: if and
0248:   model #COPBIKE available 
0248:   model #CSHER available 
0248:   model #COLT45 available 
004D: jump_if_false @CAT2_23694 
0006: 351@ = 1 
00A5: 353@ = create_car #COPBIKE at 2048.156 195.1577 15.8884 
0397: enable_car 353@ siren 1 
0175: set_car 353@ Z_angle_to 270.0 
0129: 354@ = create_actor_pedtype 24 model #CSHER in_car 353@ driverseat 
01B2: give_actor 354@ weapon 22 ammo 9999 // Load the weapon model before using this 
0615: define_AS_pack_begin 355@ 
05D1: AS_actor -1 drive_car 353@ to 2105.236 179.1932 0.5812 speed 15.0 2 model #NULL 0 
06C7: AS_actor -1 driver_of_car 353@ perform_action 5 timelimit 1000 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 355@ 
0618: assign_actor 354@ to_AS_pack 355@ 
061B: remove_references_to_AS_pack 355@ 

:CAT2_23694
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @CAT2_23843 
00D6: if and
8119:   not car 88@ wrecked 
8119:   not car 86@ wrecked 
8118:   not actor $ACTOR_CATALINA dead 
8119:   not car 146@ wrecked 
8119:   not car 147@ wrecked 
004D: jump_if_false @CAT2_23843 
00D6: if 
00DB:   actor $ACTOR_CATALINA in_car 86@ 
004D: jump_if_false @CAT2_23843 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_23790 
08C6: set_actor $ACTOR_CATALINA stay_on_bike 2 

:CAT2_23790
0006: 126@ = 1 
05EB: assign_car 86@ to_path 157 
05EB: assign_car 146@ to_path 160 
05EB: assign_car 147@ to_path 161 
0397: enable_car 146@ siren 1 
0397: enable_car 147@ siren 1 
0811: 143@ = actor $PLAYER_ACTOR used_car 

:CAT2_23843
00D6: if 
0019:   126@ > 0 
004D: jump_if_false @CAT2_24094 
00D6: if 
8119:   not car 146@ wrecked 
004D: jump_if_false @CAT2_23924 
00D6: if 
060E:   car 146@ assigned_to_path 
004D: jump_if_false @CAT2_23924 
046C: 356@ = car 146@ driver 
00D6: if 
0039:   356@ == -1 
004D: jump_if_false @CAT2_23924 
05EC: release_car 146@ from_path 

:CAT2_23924
00D6: if 
8119:   not car 147@ wrecked 
004D: jump_if_false @CAT2_24094 
00D6: if 
060E:   car 147@ assigned_to_path 
004D: jump_if_false @CAT2_24094 
046C: 356@ = car 147@ driver 
00D6: if 
0039:   356@ == -1 
004D: jump_if_false @CAT2_23994 
05EC: release_car 147@ from_path 
0002: jump @CAT2_24094 

:CAT2_23994
00D6: if 
0039:   358@ == 0 
004D: jump_if_false @CAT2_24094 
00AA: store_car 147@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0022:   1570.0 > $TEMPVAR_FLOAT_1 
004D: jump_if_false @CAT2_24094 
00D6: if 
01F3:   car 147@ in_air 
004D: jump_if_false @CAT2_24094 
00D6: if 
8118:   not actor 356@ dead 
004D: jump_if_false @CAT2_24094 
0622: AS_actor 356@ bail_car 147@ 
0006: 358@ = 1 

:CAT2_24094
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @CAT2_24867 
00D6: if and
8118:   not actor $ACTOR_CATALINA dead 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_24867 
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @CAT2_24710 
00A0: store_actor $ACTOR_CATALINA position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to 47@ 48@ 49@ 
0088: $DISTANCE_BETWEEN_POINTS = 47@ // (float) 
0061: $DISTANCE_BETWEEN_POINTS -= $TEMPVAR_FLOAT_1 // (float) 
00D6: if 
0022:   0.0 > $DISTANCE_BETWEEN_POINTS 
004D: jump_if_false @CAT2_24226 
0005: $DISTANCE_BETWEEN_POINTS = 0.0 

:CAT2_24226
0007: 53@ = 2000.0 
0077: 53@ /= $DISTANCE_BETWEEN_POINTS // (float) 
0017: 53@ /= 100.0 
00D6: if 
0021:   53@ > 1.5 
004D: jump_if_false @CAT2_24285 
0007: 53@ = 1.5 

:CAT2_24285
00D6: if 
0023:   0.3 > 53@ 
004D: jump_if_false @CAT2_24316 
0007: 53@ = 0.3 

:CAT2_24316
00D6: if and
001D:   32@ > 359@ // (int) 
001B:   37 > 36@ 
004D: jump_if_false @CAT2_24429 
00D6: if and
0020:   $DISTANCE_BETWEEN_POINTS > 10.0 
0022:   50.0 > $DISTANCE_BETWEEN_POINTS 
004D: jump_if_false @CAT2_24429 
00D6: if 
0039:   560@ == 0 
004D: jump_if_false @CAT2_24429 
0085: 560@ = 36@ // (int) 
0004: $7248 = 1 
0085: 359@ = 32@ // (int) 
000A: 359@ += 8000 
000A: 36@ += 1 

:CAT2_24429
00D6: if 
8119:   not car 146@ wrecked 
004D: jump_if_false @CAT2_24471 
00D6: if 
01F3:   car 146@ in_air 
004D: jump_if_false @CAT2_24471 
0007: 53@ = 1.0 

:CAT2_24471
00D6: if 
8119:   not car 147@ wrecked 
004D: jump_if_false @CAT2_24605 
00D6: if 
01F3:   car 147@ in_air 
004D: jump_if_false @CAT2_24513 
0007: 53@ = 1.0 

:CAT2_24513
00D6: if 
8118:   not actor 136@ dead 
004D: jump_if_false @CAT2_24605 
00D6: if 
80DF:   not actor 136@ driving 
004D: jump_if_false @CAT2_24605 
00D6: if 
0039:   360@ == 0 
004D: jump_if_false @CAT2_24605 
01B2: give_actor 136@ weapon 22 ammo 9999 // Load the weapon model before using this 
05E2: AS_actor 136@ kill_actor $PLAYER_ACTOR 
077A: set_actor 136@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 136@ decision_maker_to 166@ 
0006: 360@ = 1 

:CAT2_24605
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_24647 
00D6: if 
01F3:   car 86@ in_air 
004D: jump_if_false @CAT2_24647 
0007: 53@ = 1.0 

:CAT2_24647
06FD: set_car 86@ speed_on_path_to 53@ 
00D6: if 
8119:   not car 146@ wrecked 
004D: jump_if_false @CAT2_24679 
06FD: set_car 146@ speed_on_path_to 53@ 

:CAT2_24679
00D6: if 
8119:   not car 147@ wrecked 
004D: jump_if_false @CAT2_24703 
06FD: set_car 147@ speed_on_path_to 53@ 

:CAT2_24703
0002: jump @CAT2_24772 

:CAT2_24710
06FD: set_car 86@ speed_on_path_to 1.0 
00D6: if 
8119:   not car 146@ wrecked 
004D: jump_if_false @CAT2_24746 
06FD: set_car 146@ speed_on_path_to 1.0 

:CAT2_24746
00D6: if 
8119:   not car 147@ wrecked 
004D: jump_if_false @CAT2_24772 
06FD: set_car 147@ speed_on_path_to 1.0 

:CAT2_24772
00D6: if 
00A3:   actor $ACTOR_CATALINA sphere 0 in_rectangle_cornerA 1304.957 252.9172 cornerB 1275.84 241.8114 
004D: jump_if_false @CAT2_24867 
0006: 126@ = 2 
0709: set_decision_maker 38@ on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0085: 127@ = 32@ // (int) 
000A: 127@ += 900 

:CAT2_24867
00D6: if 
0039:   126@ == 2 
004D: jump_if_false @CAT2_25010 
00D6: if 
001D:   32@ > 127@ // (int) 
004D: jump_if_false @CAT2_25010 
00D6: if and
8119:   not car 86@ wrecked 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_25010 
0085: 361@ = 32@ // (int) 
000A: 361@ += 1000 
0615: define_AS_pack_begin 128@ 
0622: AS_actor -1 bail_car 86@ 
05D3: AS_actor -1 goto_point 1286.969 247.1966 18.4062 mode 6 time -2 ms // versionA 
05C4: AS_actor -1 hands_up 40000 ms 
0616: define_AS_pack_end 128@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 
0006: 126@ = 3 

:CAT2_25010
00D6: if 
0019:   361@ > 0 
004D: jump_if_false @CAT2_25099 
00D6: if 
001D:   32@ > 361@ // (int) 
004D: jump_if_false @CAT2_25099 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAT2_16' time 6000 flag 1  // ~s~Catalina's surrounded by cops. Rescue ~b~her~s~ and get back to the ~y~hideout~s~.
018A: 40@ = create_checkpoint_at 867.6723 -30.3543 62.1893 
0006: 361@ = 0 
0006: 126@ = 4 

:CAT2_25099
00D6: if 
0039:   126@ == 4 
004D: jump_if_false @CAT2_25670 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_25670 
00D6: if or
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CATALINA radius 15.0 15.0 15.0 sphere 0 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA 1389.021 67.2039 cornerB 1232.628 407.097 
004D: jump_if_false @CAT2_25670 
01C2: remove_references_to_actor 135@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 136@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 122@ 
01C3: remove_references_to_car 123@ 
01C3: remove_references_to_car 124@ 
00D6: if 
056D:   actor 354@ defined 
004D: jump_if_false @CAT2_25242 
01C2: remove_references_to_actor 354@ // Like turning an actor into a random pedestrian 

:CAT2_25242
00D6: if 
8119:   not car 353@ wrecked 
004D: jump_if_false @CAT2_25289 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 353@ 
004D: jump_if_false @CAT2_25282 
01C3: remove_references_to_car 353@ 

:CAT2_25282
0002: jump @CAT2_25294 

:CAT2_25289
01C3: remove_references_to_car 147@ 

:CAT2_25294
00D6: if 
8119:   not car 146@ wrecked 
004D: jump_if_false @CAT2_25341 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 146@ 
004D: jump_if_false @CAT2_25334 
01C3: remove_references_to_car 146@ 

:CAT2_25334
0002: jump @CAT2_25346 

:CAT2_25341
01C3: remove_references_to_car 146@ 

:CAT2_25346
00D6: if 
8119:   not car 147@ wrecked 
004D: jump_if_false @CAT2_25393 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 147@ 
004D: jump_if_false @CAT2_25386 
01C3: remove_references_to_car 147@ 

:CAT2_25386
0002: jump @CAT2_25398 

:CAT2_25393
01C3: remove_references_to_car 147@ 

:CAT2_25398
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @CAT2_25445 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @CAT2_25438 
01C3: remove_references_to_car 88@ 

:CAT2_25438
0002: jump @CAT2_25450 

:CAT2_25445
01C3: remove_references_to_car 88@ 

:CAT2_25450
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_25497 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @CAT2_25490 
01C3: remove_references_to_car 86@ 

:CAT2_25490
0002: jump @CAT2_25502 

:CAT2_25497
01C3: remove_references_to_car 86@ 

:CAT2_25502
0006: 362@ = 0 

:CAT2_25509
00D6: if 
001B:   8 > 362@ 
004D: jump_if_false @CAT2_25605 
00D6: if 
8118:   not actor 129@(362@,8i) dead 
004D: jump_if_false @CAT2_25591 
0687: clear_actor 129@(362@,8i) task 
01C2: remove_references_to_actor 129@(362@,8i) // Like turning an actor into a random pedestrian 
077A: set_actor 129@(362@,8i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 129@(362@,8i) acquaintance 4 to_actors_pedtype 23 // see ped.dat 

:CAT2_25591
000A: 362@ += 1 
0002: jump @CAT2_25509 

:CAT2_25605
0006: 35@ = 0 
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT2_25651 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 37@ 

:CAT2_25651
0006: 364@ = 1 
0164: disable_marker 372@ 
0006: 126@ = 5 

:CAT2_25670
00D6: if 
0039:   126@ == 5 
004D: jump_if_false @CAT2_27481 
00D6: if 
0039:   365@ == 0 
004D: jump_if_false @CAT2_25803 
00D6: if 
001D:   32@ > 144@ // (int) 
004D: jump_if_false @CAT2_25803 
0006: 362@ = 0 

:CAT2_25732
00D6: if 
001B:   8 > 362@ 
004D: jump_if_false @CAT2_25796 
00D6: if 
8118:   not actor 129@(362@,8i) dead 
004D: jump_if_false @CAT2_25782 
07BC: set_actor 129@(362@,8i) decision_maker_to 166@ // AS_pack_version 

:CAT2_25782
000A: 362@ += 1 
0002: jump @CAT2_25732 

:CAT2_25796
0006: 365@ = 1 

:CAT2_25803
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_27481 
00D6: if 
00DF:   actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT2_27314 
00D6: if 
0039:   366@ == 0 
004D: jump_if_false @CAT2_27314 
0006: 366@ = 1 
0006: 562@ = 1 
0004: $7248 = 1 
00D6: if 
0038:   $1520 == 0 
004D: jump_if_false @CAT2_26612 
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @CAT2_26250 
0006: 603@ = 2 
0006: 604@ = 1 
0006: 605@ = 1 
0006: 606@ = 1 
0006: 607@ = 1 
0006: 608@ = 1 
0006: 609@ = 2 
0006: 610@ = 1 
0006: 611@ = 1 
0006: 612@ = 2 
0006: 613@ = 1 
05AA: 454@s = 'CAT_DF' // @s = 'short'  // ~z~You're fucking psycho!
05AA: 456@s = 'CAT_DG' // @s = 'short'  // ~z~All you little men are scared of strong women!
05AA: 458@s = 'CAT_DH' // @s = 'short'  // ~z~If we're passionate you say we're crazy.
05AA: 460@s = 'CAT_DI' // @s = 'short'  // ~z~If we're upset you say we're hysterical.
05AA: 462@s = 'CAT_DJ' // @s = 'short'  // ~z~We sleep with men, we're sluts.
05AA: 464@s = 'CAT_DK' // @s = 'short'  // ~z~If we don't put out we're frigid bitches.
05AA: 466@s = 'CAT_DL' // @s = 'short'  // ~z~Who you calling little men? You went berserk back there!
05AA: 468@s = 'CAT_DM' // @s = 'short'  // ~z~That? That was just another day at the office!
05AA: 470@s = 'CAT_DN' // @s = 'short'  // ~z~You can't stand the heat, go put your tiny balls in the freezer!
05AA: 472@s = 'CAT_DO' // @s = 'short'  // ~z~Tiny balls? Now just wait a minute...
05AA: 474@s = 'CAT_DP' // @s = 'short'  // ~z~Enough! Just shut up and drive, I'm counting the fucking money!
04AF: 534@ = 8631 // = constant 
04AF: 535@ = 8632 // = constant 
04AF: 536@ = 8633 // = constant 
04AF: 537@ = 8634 // = constant 
04AF: 538@ = 8635 // = constant 
04AF: 539@ = 8636 // = constant 
04AF: 540@ = 8637 // = constant 
04AF: 541@ = 8638 // = constant 
04AF: 542@ = 8639 // = constant 
04AF: 543@ = 8640 // = constant 
04AF: 544@ = 8641 // = constant 
0006: 560@ = 40 
0006: 561@ = 11 
0002: jump @CAT2_26612 

:CAT2_26250
0006: 603@ = 1 
0006: 604@ = 2 
0006: 605@ = 1 
0006: 606@ = 1 
0006: 607@ = 1 
0006: 608@ = 1 
0006: 609@ = 1 
0006: 610@ = 2 
0006: 611@ = 1 
0006: 612@ = 1 
0006: 613@ = 2 
0006: 614@ = 1 
05AA: 454@s = 'CAT_DA' // @s = 'short'  // ~z~I have a hideout on Fern Ridge.
05AA: 456@s = 'CAT_DF' // @s = 'short'  // ~z~You're fucking psycho!
05AA: 458@s = 'CAT_DG' // @s = 'short'  // ~z~All you little men are scared of strong women!
05AA: 460@s = 'CAT_DH' // @s = 'short'  // ~z~If we're passionate you say we're crazy.
05AA: 462@s = 'CAT_DI' // @s = 'short'  // ~z~If we're upset you say we're hysterical.
05AA: 464@s = 'CAT_DJ' // @s = 'short'  // ~z~We sleep with men, we're sluts.
05AA: 466@s = 'CAT_DK' // @s = 'short'  // ~z~If we don't put out we're frigid bitches.
05AA: 468@s = 'CAT_DL' // @s = 'short'  // ~z~Who you calling little men? You went berserk back there!
05AA: 470@s = 'CAT_DM' // @s = 'short'  // ~z~That? That was just another day at the office!
05AA: 472@s = 'CAT_DN' // @s = 'short'  // ~z~You can't stand the heat, go put your tiny balls in the freezer!
05AA: 474@s = 'CAT_DO' // @s = 'short'  // ~z~Tiny balls? Now just wait a minute...
05AA: 476@s = 'CAT_DP' // @s = 'short'  // ~z~Enough! Just shut up and drive, I'm counting the fucking money!
04AF: 534@ = 8626 // = constant 
04AF: 535@ = 8631 // = constant 
04AF: 536@ = 8632 // = constant 
04AF: 537@ = 8633 // = constant 
04AF: 538@ = 8634 // = constant 
04AF: 539@ = 8635 // = constant 
04AF: 540@ = 8636 // = constant 
04AF: 541@ = 8637 // = constant 
04AF: 542@ = 8638 // = constant 
04AF: 543@ = 8639 // = constant 
04AF: 544@ = 8640 // = constant 
04AF: 545@ = 8641 // = constant 
0006: 560@ = 40 
0006: 561@ = 12 

:CAT2_26612
00D6: if 
0038:   $1520 == 1 
004D: jump_if_false @CAT2_27050 
0006: 603@ = 1 
0006: 604@ = 2 
0006: 605@ = 1 
0006: 606@ = 2 
0006: 607@ = 2 
0006: 608@ = 1 
0006: 609@ = 2 
0006: 610@ = 1 
0006: 611@ = 2 
0006: 612@ = 1 
0006: 613@ = 1 
0006: 614@ = 1 
0006: 615@ = 1 
0006: 616@ = 2 
05AA: 454@s = 'CAT_GA' // @s = 'short'  // ~z~Take me home, Carl.
05AA: 456@s = 'CAT_GB' // @s = 'short'  // ~z~Okay. Look, but we gotta talk about something.
05AA: 458@s = 'CAT_GC' // @s = 'short'  // ~z~What? What do I have to say to you?
05AA: 460@s = 'CAT_GD' // @s = 'short'  // ~z~You're a great girl, and all, but you gotta calm down.
05AA: 462@s = 'CAT_GE' // @s = 'short'  // ~z~I know some cold blooded cats wouldn't act like you.
05AA: 464@s = 'CAT_GF' // @s = 'short'  // ~z~Oh, you get given a lioness and you want a pussy cat? Wimp!
05AA: 466@s = 'CAT_GG' // @s = 'short'  // ~z~No, I just want...
05AA: 468@s = 'CAT_GH' // @s = 'short'  // ~z~You know why I act like this.
05AA: 470@s = 'CAT_GI' // @s = 'short'  // ~z~No.
05AA: 472@s = 'CAT_GJ' // @s = 'short'  // ~z~I'm in love, Carl.
05AA: 474@s = 'CAT_GK' // @s = 'short'  // ~z~A woman's heart is a tempestuous place,
05AA: 476@s = 'CAT_GL' // @s = 'short'  // ~z~and you will break my heart.
05AA: 478@s = 'CAT_GM' // @s = 'short'  // ~z~Sometimes I want to kill us both!
05AA: 480@s = 'CAT_GN' // @s = 'short'  // ~z~Please, don't do that. Just relax a little.
04AF: 534@ = 8672 // = constant 
04AF: 535@ = 8673 // = constant 
04AF: 536@ = 8674 // = constant 
04AF: 537@ = 8675 // = constant 
04AF: 538@ = 8676 // = constant 
04AF: 539@ = 8677 // = constant 
04AF: 540@ = 8678 // = constant 
04AF: 541@ = 8679 // = constant 
04AF: 542@ = 8680 // = constant 
04AF: 543@ = 8681 // = constant 
04AF: 544@ = 8682 // = constant 
04AF: 545@ = 8683 // = constant 
04AF: 546@ = 8684 // = constant 
04AF: 547@ = 8685 // = constant 
0006: 560@ = 40 
0006: 561@ = 14 

:CAT2_27050
00D6: if 
0038:   $1520 == 2 
004D: jump_if_false @CAT2_27314 
0006: 603@ = 1 
0006: 604@ = 2 
0006: 605@ = 1 
0006: 606@ = 2 
0006: 607@ = 1 
0006: 608@ = 2 
0006: 609@ = 1 
0006: 610@ = 1 
05AA: 454@s = 'CAT_OA' // @s = 'short'  // ~z~Take me home now, big man.
05AA: 456@s = 'CAT_OB' // @s = 'short'  // ~z~How we do?
05AA: 458@s = 'CAT_OC' // @s = 'short'  // ~z~Is that all you care about? Money?
05AA: 460@s = 'CAT_OD' // @s = 'short'  // ~z~No, but I really need the paper--.
05AA: 462@s = 'CAT_OE' // @s = 'short'  // ~z~You revolt me. You make my skin crawl.
05AA: 464@s = 'CAT_OF' // @s = 'short'  // ~z~Well I ain't crazy about you, either!
05AA: 466@s = 'CAT_OG' // @s = 'short'  // ~z~That's just it. How little you know.
05AA: 468@s = 'CAT_OH' // @s = 'short'  // ~z~Don't talk. Let us enjoy the peace and quiet.
04AF: 534@ = 8725 // = constant 
04AF: 535@ = 8726 // = constant 
04AF: 536@ = 8727 // = constant 
04AF: 537@ = 8728 // = constant 
04AF: 538@ = 8729 // = constant 
04AF: 539@ = 8730 // = constant 
04AF: 540@ = 8731 // = constant 
04AF: 541@ = 8732 // = constant 
0006: 560@ = 40 
0006: 561@ = 8 

:CAT2_27314
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 863.6693 -30.852 62.1615 radius 4.0 4.0 4.0 
00FE:   actor $ACTOR_CATALINA sphere 0 in_sphere 863.6693 -30.852 62.1615 radius 4.0 4.0 4.0 
004D: jump_if_false @CAT2_27418 
0164: disable_marker 40@ 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 56@ = 9 

:CAT2_27418
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CAT2_27481 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CAT2_27481 
00D6: if 
0039:   560@ == 0 
004D: jump_if_false @CAT2_27481 
0006: 560@ = 37 
0006: 35@ = 1 

:CAT2_27481
00D6: if 
0039:   145@ == 2 
004D: jump_if_false @CAT2_27681 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_27681 
00D6: if 
80FE:   not actor $ACTOR_CATALINA sphere 0 in_sphere 1287.5 249.2 19.22 radius 60.0 60.0 60.0 
004D: jump_if_false @CAT2_27681 
0006: 145@ = 3 
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @CAT2_27591 
01C3: remove_references_to_car 122@ 

:CAT2_27591
00D6: if 
8119:   not car 123@ wrecked 
004D: jump_if_false @CAT2_27612 
01C3: remove_references_to_car 123@ 

:CAT2_27612
00D6: if 
8119:   not car 124@ wrecked 
004D: jump_if_false @CAT2_27633 
01C3: remove_references_to_car 124@ 

:CAT2_27633
0006: 137@ = 0 

:CAT2_27640
00D6: if 
001B:   6 > 137@ 
004D: jump_if_false @CAT2_27681 
01C2: remove_references_to_actor 129@(137@,8i) // Like turning an actor into a random pedestrian 
000A: 137@ += 1 
0002: jump @CAT2_27640 

:CAT2_27681
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @CAT2_27900 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_27900 
00D6: if 
00A3:   actor $ACTOR_CATALINA sphere 0 in_rectangle_cornerA 1393.246 233.1637 cornerB 1325.073 190.1405 
004D: jump_if_false @CAT2_27900 
0006: 121@ = 1 
00D6: if and
8119:   not car 122@ wrecked 
8119:   not car 123@ wrecked 
8119:   not car 124@ wrecked 
004D: jump_if_false @CAT2_27900 
05EB: assign_car 122@ to_path 156 
05EB: assign_car 123@ to_path 158 
05EB: assign_car 124@ to_path 159 
0519: set_car 122@ locked 0 
0519: set_car 123@ locked 0 
0519: set_car 124@ locked 0 
0397: enable_car 122@ siren 1 
0397: enable_car 123@ siren 1 
0397: enable_car 124@ siren 1 
0085: 138@ = 32@ // (int) 
000A: 138@ += 4000 
0085: 139@ = 32@ // (int) 
000A: 139@ += 4000 
0085: 140@ = 32@ // (int) 
000A: 140@ += 4000 

:CAT2_27900
00D6: if 
0039:   121@ == 1 
004D: jump_if_false @CAT2_28299 
00D6: if and
8119:   not car 122@ wrecked 
8119:   not car 123@ wrecked 
8119:   not car 124@ wrecked 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_28299 
0006: 137@ = 0 

:CAT2_27956
00D6: if 
001B:   6 > 137@ 
004D: jump_if_false @CAT2_28299 
0006: 141@ = 0 
00D6: if 
8118:   not actor 129@(137@,8i) dead 
004D: jump_if_false @CAT2_28285 
00D6: if 
0449:   actor 129@(137@,8i) in_a_car 
004D: jump_if_false @CAT2_28285 
00D6: if 
001B:   2 > 137@ 
004D: jump_if_false @CAT2_28065 
00D6: if 
001D:   32@ > 138@ // (int) 
004D: jump_if_false @CAT2_28065 
0006: 141@ = 1 

:CAT2_28065
00D6: if and
001B:   4 > 137@ 
0019:   137@ > 1 
004D: jump_if_false @CAT2_28116 
00D6: if 
001D:   32@ > 139@ // (int) 
004D: jump_if_false @CAT2_28116 
0006: 141@ = 1 

:CAT2_28116
00D6: if 
0019:   137@ > 3 
004D: jump_if_false @CAT2_28160 
00D6: if 
001D:   32@ > 140@ // (int) 
004D: jump_if_false @CAT2_28160 
0006: 141@ = 1 

:CAT2_28160
00D6: if 
0039:   141@ == 1 
004D: jump_if_false @CAT2_28285 
0615: define_AS_pack_begin 128@ 
00D6: if or
0039:   137@ == 0 
0039:   137@ == 3 
0039:   137@ == 4 
004D: jump_if_false @CAT2_28221 
04EB: AS_actor -1 crouch 1 

:CAT2_28221
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 148@(137@,6f) 154@(137@,6f) 160@(137@,6f) mode 6 time -2 ms // versionA 
0635: AS_actor -1 aim_at_actor $ACTOR_CATALINA -2 ms 
0616: define_AS_pack_end 128@ 
0618: assign_actor 129@(137@,8i) to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 

:CAT2_28285
000A: 137@ += 1 
0002: jump @CAT2_27956 

:CAT2_28299
00D6: if 
0039:   56@ == 9 
004D: jump_if_false @CAT2_30045 
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @CAT2_28344 
0006: 367@ = 3 
0006: 559@ = 5 

:CAT2_28344
00D6: if 
0039:   367@ == 0 
004D: jump_if_false @CAT2_28404 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0006: 559@ = 5 
0006: 555@ = 0 
0006: 556@ = 0 
0004: $7248 = 1 
0006: 367@ = 1 

:CAT2_28404
00D6: if 
0039:   367@ == 1 
004D: jump_if_false @CAT2_29734 
00D6: if 
0039:   560@ == 0 
004D: jump_if_false @CAT2_29734 
00D6: if 
0039:   559@ == 1 
004D: jump_if_false @CAT2_29734 
0006: 562@ = 0 
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @CAT2_28845 
0006: 564@ = 1 
0006: 565@ = 1 
0006: 566@ = 1 
0006: 567@ = 2 
0006: 568@ = 2 
0006: 569@ = 1 
0006: 570@ = 1 
0006: 571@ = 1 
0006: 572@ = 2 
0006: 573@ = 2 
0006: 574@ = 2 
0006: 575@ = 2 
04AF: 495@ = 8642 // = constant 
04AF: 496@ = 8643 // = constant 
04AF: 497@ = 8644 // = constant 
04AF: 498@ = 8645 // = constant 
04AF: 499@ = 8646 // = constant 
04AF: 500@ = 8647 // = constant 
04AF: 501@ = 8648 // = constant 
04AF: 502@ = 8649 // = constant 
04AF: 503@ = 8650 // = constant 
04AF: 504@ = 8651 // = constant 
04AF: 505@ = 8652 // = constant 
04AF: 506@ = 8653 // = constant 
05AA: 376@s = 'CAT_EA' // @s = 'short'  // ~z~That was fun, homeboy.
05AA: 378@s = 'CAT_EB' // @s = 'short'  // ~z~You wanna play again tomorrow?
05AA: 380@s = 'CAT_EC' // @s = 'short'  // ~z~Here. This is your cut.
05AA: 382@s = 'CAT_ED' // @s = 'short'  // ~z~Lady, I gotta take it easy.
05AA: 384@s = 'CAT_EE' // @s = 'short'  // ~z~Like you said, I got some other shit going on.
05AA: 386@s = 'CAT_EF' // @s = 'short'  // ~z~Whatever, baby.
05AA: 388@s = 'CAT_EG' // @s = 'short'  // ~z~If I play too rough, you do whatever makes you feel safe.
05AA: 390@s = 'CAT_EH' // @s = 'short'  // ~z~Maricon. See you around.
05AA: 392@s = 'CAT_EI' // @s = 'short'  // ~z~Thanks and everything bitch, but you crazy.
05AA: 394@s = 'CAT_EJ' // @s = 'short'  // ~z~If you was the last bitch on earth,
05AA: 396@s = 'CAT_EK' // @s = 'short'  // ~z~I'd start going out with an animal.
05AA: 398@s = 'CAT_EL' // @s = 'short'  // ~z~You're too fucking loco, senorita.
0006: 560@ = 1 
0006: 561@ = 12 

:CAT2_28845
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @CAT2_29051 
0006: 564@ = 1 
0006: 565@ = 2 
0006: 566@ = 2 
0006: 567@ = 2 
0006: 568@ = 1 
0006: 569@ = 1 
04AF: 495@ = 8686 // = constant 
04AF: 496@ = 8687 // = constant 
04AF: 497@ = 8688 // = constant 
04AF: 498@ = 8689 // = constant 
04AF: 499@ = 8690 // = constant 
04AF: 500@ = 8691 // = constant 
05AA: 376@s = 'CAT_HA' // @s = 'short'  // ~z~See you soon, handsome. Next time, we play REALLY rough.
05AA: 378@s = 'CAT_HB' // @s = 'short'  // ~z~Yeah, that's cool. But we can also play for some real money.
05AA: 380@s = 'CAT_HC' // @s = 'short'  // ~z~I got some money to... well,
05AA: 382@s = 'CAT_HD' // @s = 'short'  // ~z~it's a long story, but I need some serious paper, fast.
05AA: 384@s = 'CAT_HE' // @s = 'short'  // ~z~You come and see me again soon.
05AA: 386@s = 'CAT_HF' // @s = 'short'  // ~z~We rob a real bank.
0006: 560@ = 1 
0006: 561@ = 6 

:CAT2_29051
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @CAT2_29170 
0006: 564@ = 1 
0006: 565@ = 1 
0006: 566@ = 1 
04AF: 495@ = 8714 // = constant 
04AF: 496@ = 8715 // = constant 
04AF: 497@ = 8716 // = constant 
05AA: 376@s = 'CAT_MA' // @s = 'short'  // ~z~Carl, you have much to learn about the female heart.
05AA: 378@s = 'CAT_MB' // @s = 'short'  // ~z~Come and see me again when you think you understand it.
05AA: 380@s = 'CAT_MC' // @s = 'short'  // ~z~Goodbye!
0006: 560@ = 1 
0006: 561@ = 3 

:CAT2_29170
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 3 
004D: jump_if_false @CAT2_29376 
0006: 564@ = 1 
0006: 565@ = 2 
0006: 566@ = 1 
0006: 567@ = 1 
0006: 568@ = 1 
0006: 569@ = 1 
04AF: 495@ = 8733 // = constant 
04AF: 496@ = 8734 // = constant 
04AF: 497@ = 8735 // = constant 
04AF: 498@ = 8736 // = constant 
04AF: 499@ = 8737 // = constant 
04AF: 500@ = 8738 // = constant 
05AA: 376@s = 'CAT_PA' // @s = 'short'  // ~z~There you go.
05AA: 378@s = 'CAT_PB' // @s = 'short'  // ~z~Thanks
05AA: 380@s = 'CAT_PC' // @s = 'short'  // ~z~One day, Carl Johnson, you will realize.
05AA: 382@s = 'CAT_PD' // @s = 'short'  // ~z~She, she truly loved me, and your heart will break in two.
05AA: 384@s = 'CAT_PE' // @s = 'short'  // ~z~But you are more like the spiny lizard than a man.
05AA: 386@s = 'CAT_PF' // @s = 'short'  // ~z~Goodbye!
0006: 560@ = 1 
0006: 561@ = 6 

:CAT2_29376
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_29406 
00A0: store_actor $ACTOR_CATALINA position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:CAT2_29406
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 20.0 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 854.5403 -22.1425 64.3802 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 855.2749 -22.7951 64.1942 switchstyle 2 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT2_29550 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_29550 
00D6: if 
80DF:   not actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT2_29550 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
036A: put_actor $ACTOR_CATALINA in_car $TEMPVAR_ACTOR_CAR 

:CAT2_29550
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_29727 
00D6: if 
80DF:   not actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT2_29654 
00A1: put_actor $PLAYER_ACTOR at 857.4263 -29.5418 62.1858 
00A1: put_actor $ACTOR_CATALINA at 858.4263 -29.5418 62.1858 
0173: set_actor $ACTOR_CATALINA Z_angle_to 161.446 
0173: set_actor $ACTOR_CATALINA Z_angle_to 340.446 
0006: 364@ = 0 
06C9: remove_actor $ACTOR_CATALINA from_group 

:CAT2_29654
0615: define_AS_pack_begin 368@ 
00D6: if 
00DF:   actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT2_29690 
03C0: $TEMPVAR_ACTOR_CAR = actor $ACTOR_CATALINA car 
05CD: AS_actor -1 exit_car $TEMPVAR_ACTOR_CAR 

:CAT2_29690
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 99999 ms 
0616: define_AS_pack_end 368@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 368@ 
061B: remove_references_to_AS_pack 368@ 

:CAT2_29727
0006: 367@ = 2 

:CAT2_29734
00D6: if 
0039:   367@ == 2 
004D: jump_if_false @CAT2_29929 
00D6: if 
0039:   560@ == 0 
004D: jump_if_false @CAT2_29929 
00D6: if 
0039:   559@ == 1 
004D: jump_if_false @CAT2_29929 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_29906 
0615: define_AS_pack_begin 369@ 
00D6: if 
00DF:   actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT2_29840 
03C0: $TEMPVAR_ACTOR_CAR = actor $ACTOR_CATALINA car 
05CD: AS_actor -1 exit_car $TEMPVAR_ACTOR_CAR 

:CAT2_29840
05D3: AS_actor -1 goto_point 869.0271 -28.2591 62.1893 mode 4 time 20000 ms // versionA 
05D3: AS_actor -1 goto_point 870.2891 -25.0424 62.9858 mode 4 time 5000 ms // versionA 
0616: define_AS_pack_end 369@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 369@ 
061B: remove_references_to_AS_pack 369@ 

:CAT2_29906
0006: 367@ = 3 
0085: 370@ = 32@ // (int) 
000A: 370@ += 5000 

:CAT2_29929
00D6: if 
0039:   367@ == 3 
004D: jump_if_false @CAT2_30045 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_30045 
062E: get_actor $ACTOR_CATALINA task 1560 status_store_to $416 // ret 7 if not found 
00D6: if or
04A3:   $416 == 7 // == constant 
001D:   32@ > 370@ // (int) 
004D: jump_if_false @CAT2_30045 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
056D:   actor $ACTOR_CATALINA defined 
004D: jump_if_false @CAT2_30025 
009B: destroy_actor $ACTOR_CATALINA 

:CAT2_30025
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00BE: text_clear_all 
0002: jump @CAT2_30343 

:CAT2_30045
0002: jump @CAT2_1838 

:CAT2_30052
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
097A: play_audio_at 2312.094 -9.6433 28.679 event 1155 
0006: 560@ = 8 
0006: 561@ = 3 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_30117 
0639: AS_actor $ACTOR_CATALINA rotate_to_actor $PLAYER_ACTOR 

:CAT2_30117
0051: return 

:CAT2_30119
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0001: wait 2000 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT2_30341 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2303.903 -18.2879 25.5416 cornerB 2321.147 0.7716 30.8122 
004D: jump_if_false @CAT2_30341 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT2_30341 
016A: fade 0 time 800 

:CAT2_30227
00D6: if 
016B:   fading 
004D: jump_if_false @CAT2_30251 
0001: wait 0 ms 
0002: jump @CAT2_30227 

:CAT2_30251
0001: wait 700 ms 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2303.903 -18.2879 25.5416 cornerB 2321.147 0.7716 30.8122 
004D: jump_if_false @CAT2_30334 
00A1: put_actor $PLAYER_ACTOR at 2300.112 -16.5618 25.4844 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:CAT2_30334
016A: fade 1 time 600 

:CAT2_30341
0051: return 

:CAT2_30343
0008: $CATALINA_TOTAL_PASSED_MISSIONS += 1 
0008: $1520 += 1 
0629: change_integer_stat 315 to 1 
000A: 168@ += 10000 
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 10000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'CAT_2'  // Small Town Bank
0004: $MISSION_SMALL_TOWN_BANK_PASSED = 1 
00D6: if 
0038:   $CATALINA_DIALOG_BETTING_SHOP_PLAYED == 1 
004D: jump_if_false @CAT2_30455 
0004: $CATALINA_DIALOG_BETTING_SHOP_PLAYED = 2 

:CAT2_30455
00D6: if 
0038:   $CATALINA_DIALOG_LIQUOR_STORE_PLAYED == 1 
004D: jump_if_false @CAT2_30480 
0004: $CATALINA_DIALOG_LIQUOR_STORE_PLAYED = 2 

:CAT2_30480
0051: return 

:CAT2_30482
040D: unload_wav 3 
00D6: if 
03CA:   object $2660 exists 
004D: jump_if_false @CAT2_30507 
0108: destroy_object $2660 

:CAT2_30507
029B: $2660 = init_object #CR_DOOR_01 at 2322.845 8.304 25.483 
01C7: remove_object_from_mission_cleanup_list $2660 
07F7: set_object $2660 destructible 0 
0550: keep_object $2660 in_memory 1 
00D6: if 
03CA:   object $2661 exists 
004D: jump_if_false @CAT2_30569 
0108: destroy_object $2661 

:CAT2_30569
029B: $2661 = init_object #CR_DOOR_01 at 2316.233 0.712 25.742 
01C7: remove_object_from_mission_cleanup_list $2661 
0177: set_object $2661 Z_angle_to 270.0 
0550: keep_object $2661 in_memory 1 
07F7: set_object $2661 destructible 0 
00D6: if 
03CA:   object $2662 exists 
004D: jump_if_false @CAT2_30641 
0108: destroy_object $2662 

:CAT2_30641
029B: $2662 = init_object #CR_DOOR_03 at 2304.257 -17.744 25.742 
01C7: remove_object_from_mission_cleanup_list $2662 
0550: keep_object $2662 in_memory 1 
07F7: set_object $2662 destructible 0 
00D6: if 
03CA:   object $2663 exists 
004D: jump_if_false @CAT2_30703 
0108: destroy_object $2663 

:CAT2_30703
029B: $2663 = init_object #CR_DOOR_03 at 2304.257 -14.583 25.742 
01C7: remove_object_from_mission_cleanup_list $2663 
0550: keep_object $2663 in_memory 1 
0177: set_object $2663 Z_angle_to 180.0 
07F7: set_object $2663 destructible 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0249: release_model #COPCARRU 
0249: release_model #COPBIKE 
0249: release_model #CSHER 
0249: release_model #COLT45 
0249: release_model #CHROMEGUN 
0249: release_model #COLT45 
0249: release_model #CSHER 
0249: release_model #COPCARRU 
0249: release_model #WMYSGRD 
0249: release_model #SWMYRI 
0249: release_model #WFYSTEW 
0249: release_model #ENFORCER 
0249: release_model #COPBIKE 
0249: release_model #KMB_ATM1 
0249: release_model #KMB_ATM2 
0249: release_model #KMB_ATM3 
0249: release_model #MTSAFE 
0249: release_model #CR_DOOR_01 
0249: release_model #CR_DOOR_03 
0873: release_path 156 
0873: release_path 157 
0873: release_path 123 
0873: release_path 124 
0873: release_path 158 
0873: release_path 159 
0873: release_path 160 
0873: release_path 161 
0873: release_path 116 
0873: release_path 117 
0873: release_path 118 
0873: release_path 119 
0873: release_path 123 
0873: release_path 124 
0873: release_path 160 
0873: release_path 161 
0873: release_path 156 
0873: release_path 157 
0873: release_path 158 
0873: release_path 159 
04EF: release_animation "SHOP" 
04EF: release_animation "MISC" 
04EF: release_animation "OTB" 
04EF: release_animation "GANGS" 
04EF: release_animation "ROB_BANK" 
01E7: remove_forbidden_for_cars_cube_cornerA 2344.518 36.1468 36.0359 cornerB 2269.718 -44.376 23.0569 
0164: disable_marker 372@ 
0164: disable_marker 40@ 
0164: disable_marker 102@ 
0164: disable_marker 103@ 
0164: disable_marker 104@ 
0164: disable_marker 105@ 
01C4: remove_references_to_object 76@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 77@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 78@ // This object will now disappear when the player looks away 
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @CAT2_31093 
01C3: remove_references_to_car 85@ 

:CAT2_31093
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_31114 
01C3: remove_references_to_car 86@ 

:CAT2_31114
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @CAT2_31135 
01C3: remove_references_to_car 88@ 

:CAT2_31135
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @CAT2_31156 
01C3: remove_references_to_car 90@ 

:CAT2_31156
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @CAT2_31184 
04D7: set_actor 92@ locked 0 
01C2: remove_references_to_actor 92@ // Like turning an actor into a random pedestrian 

:CAT2_31184
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @CAT2_31212 
04D7: set_actor 93@ locked 0 
01C2: remove_references_to_actor 93@ // Like turning an actor into a random pedestrian 

:CAT2_31212
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CAT2_31240 
04D7: set_actor 87@ locked 0 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 

:CAT2_31240
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CAT2_31268 
04D7: set_actor 89@ locked 0 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 

:CAT2_31268
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @CAT2_31296 
04D7: set_actor 91@ locked 0 
01C2: remove_references_to_actor 91@ // Like turning an actor into a random pedestrian 

:CAT2_31296
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @CAT2_31317 
01C2: remove_references_to_actor 94@ // Like turning an actor into a random pedestrian 

:CAT2_31317
018E: stop_sound 82@ 
0004: $ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
03C7: set_sensitivity_to_crime 1.0 
00D8: mission_cleanup 
0051: return 

:CAT2_31345
00D6: if 
0039:   364@ == 1 
004D: jump_if_false @CAT2_31944 
00D6: if 
0039:   371@ == 1 
004D: jump_if_false @CAT2_31463 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_31463 
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT2_31463 
0006: 371@ = 0 
0187: 372@ = create_marker_above_actor $ACTOR_CATALINA 
07E0: set_marker 372@ type_to 1 
018B: set_marker 40@ radar_mode 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAT2_14' time 4000 flag 1  // ~s~You have left ~b~catalina~s~ behind, go back and get her.

:CAT2_31463
00D6: if 
0039:   371@ == 0 
004D: jump_if_false @CAT2_31592 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT2_31592 
00D6: if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT2_31530 
0006: 371@ = 1 
0002: jump @CAT2_31592 

:CAT2_31530
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CATALINA radius 10.0 10.0 0 
004D: jump_if_false @CAT2_31592 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0164: disable_marker 372@ 
018B: set_marker 40@ radar_mode 3 
0006: 371@ = 1 

:CAT2_31592
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT2_31725 
00D6: if 
0039:   373@ == 0 
004D: jump_if_false @CAT2_31718 
0749: reset_group_decision_maker 37@ event 36 
0749: reset_group_decision_maker 37@ event 9 
0749: reset_group_decision_maker 37@ event 41 
0749: reset_group_decision_maker 37@ event 31 
0749: reset_group_decision_maker 37@ event 73 
0749: reset_group_decision_maker 37@ event 72 
074A: set_group_decision_maker 37@ on_event 36 taskID 1516 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
077A: set_actor $ACTOR_CATALINA acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0006: 373@ = 1 

:CAT2_31718
0002: jump @CAT2_31944 

:CAT2_31725
00D6: if 
0039:   373@ == 1 
004D: jump_if_false @CAT2_31944 
0749: reset_group_decision_maker 37@ event 36 
0749: reset_group_decision_maker 37@ event 9 
0749: reset_group_decision_maker 37@ event 41 
0749: reset_group_decision_maker 37@ event 31 
0749: reset_group_decision_maker 37@ event 73 
0749: reset_group_decision_maker 37@ event 72 
0749: reset_group_decision_maker 37@ event 36 
074A: set_group_decision_maker 37@ on_event 36 taskID 1502 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
074A: set_group_decision_maker 37@ on_event 9 taskID 1502 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
074A: set_group_decision_maker 37@ on_event 31 taskID 1502 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
074A: set_group_decision_maker 37@ on_event 72 taskID 1502 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
077A: set_actor $ACTOR_CATALINA acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0006: 373@ = 0 

:CAT2_31944
0051: return 

:CAT2_31946
0871: init_jump_table 559@ total_jumps 6 default_jump 0 @CAT2_34497 jumps 0 @CAT2_32009 1 @CAT2_33228 2 @CAT2_34095 3 @CAT2_34194 4 @CAT2_34270 5 @CAT2_34407 -1 @CAT2_34497 

:CAT2_32009
05AA: 374@s = 'CAT4_BI' // @s = 'short'  // ~z~Stop your grinning and drop your linen!
05AA: 376@s = 'CAT4_CA' // @s = 'short'  // ~z~You're on crowd control so don't take any shit!
04AF: 495@ = 9621 // = constant 
05AA: 378@s = 'CAT4_CB' // @s = 'short'  // ~z~Yes'm, Miss Catalina, Miss.
04AF: 496@ = 9622 // = constant 
05AA: 380@s = 'CAT4_CD' // @s = 'short'  // ~z~Don't even think about doin' anything, motherfucker!
04AF: 497@ = 9624 // = constant 
05AA: 382@s = 'CAT4_CE' // @s = 'short'  // ~z~Hand over every last dollar, NOW, BITCH!
04AF: 498@ = 9625 // = constant 
05AA: 384@s = 'CAT4_CF' // @s = 'short'  // ~z~I'm going to empty the safe.
04AF: 499@ = 9626 // = constant 
05AA: 386@s = 'CAT4_CG' // @s = 'short'  // ~z~Keep these idiots covered!
04AF: 500@ = 9627 // = constant 
05AA: 388@s = 'CAT4_CH' // @s = 'short'  // ~z~A'ight, you heard the lady, no heroic shit!
04AF: 501@ = 9628 // = constant 
05AA: 390@s = 'CAT4_EA' // @s = 'short'  // ~z~Oh shit!
04AF: 502@ = 9642 // = constant 
05AA: 392@s = 'CAT4_EC' // @s = 'short'  // ~z~Shit! I give you one simple job!
04AF: 503@ = 9644 // = constant 
05AA: 394@s = 'CAT4_ED' // @s = 'short'  // ~z~Idiota!
04AF: 504@ = 9645 // = constant 
05AA: 396@s = 'CAT4_BA' // @s = 'short'  // ~z~Shit, I just bought another donut! Don't criminals have any consideration?
04AF: 505@ = 9610 // = constant 
05AA: 398@s = 'CAT4_AB' // @s = 'short'  // ~z~We can collect that bribe later. Might as well go and take a look.
04AF: 506@ = 9601 // = constant 
05AA: 400@s = 'CAT4_AC' // @s = 'short'  // ~z~We know you're in there!
04AF: 507@ = 9602 // = constant 
05AA: 402@s = 'CAT4_AD' // @s = 'short'  // ~z~The game's up! Come on out!
04AF: 508@ = 9603 // = constant 
05AA: 404@s = 'CAT4_AE' // @s = 'short'  // ~z~Come out real peaceable, like!
04AF: 509@ = 9604 // = constant 
05AA: 406@s = 'CAT4_FB' // @s = 'short'  // ~z~Smash the ATMs and get as much cash as possible!
04AF: 510@ = 9647 // = constant 
05AA: 408@s = 'CAT4_AF' // @s = 'short'  // ~z~Give up, you're surrounded!
04AF: 511@ = 9605 // = constant 
05AA: 410@s = 'CAT4_FD' // @s = 'short'  // ~z~Quick, we haven't much time!
04AF: 512@ = 9649 // = constant 
05AA: 412@s = 'CAT4_GB' // @s = 'short'  // ~z~Better take the back door!
04AF: 513@ = 9651 // = constant 
05AA: 414@s = 'CAT4_HH' // @s = 'short'  // ~z~Follow me!
04AF: 514@ = 9659 // = constant 
05AA: 416@s = 'CAT4_HF' // @s = 'short'  // ~z~Cops! Take cover!
04AF: 515@ = 9657 // = constant 
05AA: 418@s = 'CAT4_AG' // @s = 'short'  // ~z~Thought you might try the back way!
04AF: 516@ = 9606 // = constant 
05AA: 420@s = 'CAT4_AH' // @s = 'short'  // ~z~We were waiting for yer!
04AF: 517@ = 9607 // = constant 
05AA: 422@s = 'CAT4_HI' // @s = 'short'  // ~z~Cover me!
04AF: 518@ = 9660 // = constant 
05AA: 424@s = 'CAT4_BF' // @s = 'short'  // ~z~Give up, you're surrounded!
04AF: 519@ = 9615 // = constant 
05AA: 426@s = 'CAT4_KF' // @s = 'short'  // ~z~Pick it up a little, you retarded asshole!
04AF: 520@ = 9669 // = constant 
05AA: 428@s = 'CAT4_HB' // @s = 'short'  // ~z~Look out, Carl!
04AF: 521@ = 9653 // = constant 
05AA: 430@s = 'CAT4_HG' // @s = 'short'  // ~z~Keep going!
04AF: 522@ = 9658 // = constant 
05AA: 432@s = 'CAT4_AJ' // @s = 'short'  // ~z~You two, FREEZE!
04AF: 523@ = 9609 // = constant 
05AA: 434@s = 'CAT4_JA' // @s = 'short'  // ~z~Grab a bike and follow me!
04AF: 524@ = 9662 // = constant 
05AA: 436@s = 'CAT4_JB' // @s = 'short'  // ~z~You think you can keep up with a real woman?
04AF: 525@ = 9663 // = constant 
05AA: 438@s = 'CAT4_KA' // @s = 'short'  // ~z~What's keeping you?
04AF: 526@ = 9664 // = constant 
05AA: 440@s = 'CAT4_KB' // @s = 'short'  // ~z~You slow bastard!
04AF: 527@ = 9665 // = constant 
05AA: 442@s = 'CAT4_KC' // @s = 'short'  // ~z~Are you afraid of speed, Carl?
04AF: 528@ = 9666 // = constant 
05AA: 444@s = 'CAT4_KD' // @s = 'short'  // ~z~Stop getting lost!
04AF: 529@ = 9667 // = constant 
05AA: 446@s = 'CAT4_KE' // @s = 'short'  // ~z~You're too laid back, you lazy slob!
04AF: 530@ = 9668 // = constant 
05AA: 448@s = 'CAT3_EC' // @s = 'short'  // ~z~C'mon, Carl, move it!
04AF: 531@ = 9421 // = constant 
05AA: 450@s = 'CAT_GJ' // @s = 'short'  // ~z~I'm in love, Carl.
04AF: 532@ = 8681 // = constant 
05AA: 452@s = 'CAT4_BK' // @s = 'short'  // ~z~Attention all units - some psychos are robbing the bank at Palomino Creek!
04AF: 533@ = 9620 // = constant 
0006: 564@ = 1 
0006: 565@ = 2 
0006: 566@ = 2 
0006: 567@ = 1 
0006: 568@ = 1 
0006: 569@ = 1 
0006: 570@ = 2 
0006: 571@ = 2 
0006: 572@ = 1 
0006: 573@ = 1 
0006: 574@ = 3 
0006: 575@ = 4 
0006: 576@ = 3 
0006: 577@ = 4 
0006: 578@ = 3 
0006: 579@ = 1 
0006: 580@ = 0 
0006: 581@ = 1 
0006: 582@ = 1 
0006: 583@ = 1 
0006: 584@ = 5 
0006: 585@ = 5 
0006: 586@ = 1 
0006: 587@ = 1 
0006: 588@ = 6 
0006: 589@ = 1 
0006: 590@ = 1 
0006: 591@ = 1 
0006: 592@ = 6 
0006: 593@ = 1 
0006: 594@ = 1 
0006: 595@ = 0 
0006: 596@ = 0 
0006: 597@ = 0 
0006: 598@ = 0 
0006: 599@ = 0 
0006: 600@ = 1 
0006: 601@ = 1 
0006: 602@ = 0 
008B: 624@ = $ACTOR_CATALINA // (int) 
008B: 625@ = $PLAYER_ACTOR // (int) 
008B: 628@ = $PLAYER_ACTOR // (int) 
008B: 629@ = $PLAYER_ACTOR // (int) 
0006: 559@ = 1 
03CF: load_wav 495@ as 1 
03CF: load_wav 496@ as 2 
0006: 555@ = 1 
0006: 556@ = 2 
0002: jump @CAT2_34497 

:CAT2_33228
00D6: if 
8039:   not  560@ == 0 
004D: jump_if_false @CAT2_34088 
00D6: if 
001D:   32@ > 639@ // (int) 
004D: jump_if_false @CAT2_34088 
00D6: if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
004D: jump_if_false @CAT2_34088 
00D6: if 
003B:   555@ == 560@ // (int) 
004D: jump_if_false @CAT2_33317 
0006: 557@ = 1 
0002: jump @CAT2_33380 

:CAT2_33317
00D6: if 
003B:   556@ == 560@ // (int) 
004D: jump_if_false @CAT2_33350 
0006: 557@ = 2 
0002: jump @CAT2_33380 

:CAT2_33350
0006: 557@ = 1 
0085: 555@ = 560@ // (int) 
040D: unload_wav 1 
03CF: load_wav 494@(560@,60i) as 1 

:CAT2_33380
00D6: if 
03D0:   wav 557@ loaded 
004D: jump_if_false @CAT2_34076 
0085: 631@ = 563@(560@,60i) // (int) 
0085: 632@ = 623@(631@,7i) // (int) 
00D6: if 
8039:   not  638@ == 1 
004D: jump_if_false @CAT2_33608 
0006: 635@ = 1 
0006: 637@ = 0 

:CAT2_33452
00D6: if 
001B:   7 > 635@ 
004D: jump_if_false @CAT2_33608 
0085: 636@ = 623@(635@,7i) // (int) 
00D6: if 
8039:   not  636@ == 0 
004D: jump_if_false @CAT2_33594 
00D6: if 
803B:   not  636@ == 632@ // (int) 
004D: jump_if_false @CAT2_33594 
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_33594 
00D6: if 
8118:   not actor 636@ dead 
004D: jump_if_false @CAT2_33594 
00D6: if 
0104:   actor 632@ near_actor 636@ radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @CAT2_33594 
000A: 637@ += 1 

:CAT2_33594
000A: 635@ += 1 
0002: jump @CAT2_33452 

:CAT2_33608
00D6: if or
0039:   638@ == 1 
0019:   637@ > 0 
0039:   563@(560@,60i) == 0 
004D: jump_if_false @CAT2_34062 
00D6: if 
8039:   not  563@(560@,60i) == 0 
004D: jump_if_false @CAT2_33794 
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_33794 
00D6: if 
0038:   $7248 == 0 
004D: jump_if_false @CAT2_33708 
0949: link_wav 557@ to_actor 632@ 

:CAT2_33708
00D6: if 
894D:   not actor 632@ mutally_active 
004D: jump_if_false @CAT2_33746 
0006: 630@ = 1 
0967: actor 632@ move_mouth 15000 ms 
0002: jump @CAT2_33753 

:CAT2_33746
094E: set_actor 632@ mute_pain_audio 0 

:CAT2_33753
00D6: if 
8039:   not  632@ == 0 
004D: jump_if_false @CAT2_33794 
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_33794 
0A09: set_actor 632@ muted 1 // versionB 

:CAT2_33794
00D6: if 
0039:   563@(560@,60i) == 0 
004D: jump_if_false @CAT2_33823 
0006: 630@ = 1 

:CAT2_33823
00D6: if 
0039:   562@ == 1 
004D: jump_if_false @CAT2_33864 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT2_33864 
0006: 630@ = 0 

:CAT2_33864
00D6: if 
0039:   630@ == 1 
004D: jump_if_false @CAT2_34055 
03D1: play_wav 557@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 374@(560@,60s) time 10000 flag 1 
000A: 559@ += 1 
0006: 630@ = 0 
000A: 560@ += 1 
0085: 558@ = 560@ // (int) 
00D6: if 
8039:   not  494@(560@,60i) == 0 
004D: jump_if_false @CAT2_34055 
00D6: if 
0039:   557@ == 1 
004D: jump_if_false @CAT2_34017 
00D6: if 
803B:   not  556@ == 560@ // (int) 
004D: jump_if_false @CAT2_34010 
03CF: load_wav 494@(560@,60i) as 2 
0085: 556@ = 560@ // (int) 

:CAT2_34010
0002: jump @CAT2_34055 

:CAT2_34017
00D6: if 
803B:   not  555@ == 560@ // (int) 
004D: jump_if_false @CAT2_34055 
03CF: load_wav 494@(560@,60i) as 1 
0085: 555@ = 560@ // (int) 

:CAT2_34055
0002: jump @CAT2_34069 

:CAT2_34062
0006: 559@ = 6 

:CAT2_34069
0002: jump @CAT2_34088 

:CAT2_34076
03CF: load_wav 494@(560@,60i) as 557@ 

:CAT2_34088
0002: jump @CAT2_34497 

:CAT2_34095
00D6: if 
03D2:   wav 557@ ended 
004D: jump_if_false @CAT2_34148 
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_34134 
0A09: set_actor 632@ muted 0 // versionB 

:CAT2_34134
000A: 559@ += 1 
0002: jump @CAT2_34187 

:CAT2_34148
00D6: if 
056D:   actor 632@ defined 
004D: jump_if_false @CAT2_34187 
00D6: if 
0118:   actor 632@ dead 
004D: jump_if_false @CAT2_34187 
000A: 559@ += 1 

:CAT2_34187
0002: jump @CAT2_34497 

:CAT2_34194
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_34217 
0A09: set_actor 632@ muted 0 // versionB 

:CAT2_34217
040D: unload_wav 557@ 
0006: 554@(557@,3i) = 0 
00BE: text_clear_all 
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_34256 
094F: enable_actor 632@ pain_audio 

:CAT2_34256
000A: 559@ += 1 
0002: jump @CAT2_34497 

:CAT2_34270
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_34293 
0A09: set_actor 632@ muted 0 // versionB 

:CAT2_34293
000A: 560@ += 1 
00D6: if 
8039:   not  494@(560@,60i) == 0 
004D: jump_if_false @CAT2_34346 
03CF: load_wav 494@(560@,60i) as 557@ 
0085: 554@(557@,3i) = 560@ // (int) 

:CAT2_34346
000E: 561@ -= 1 
00D6: if 
8019:   not  561@ > 0 
004D: jump_if_false @CAT2_34385 
0006: 560@ = 0 
0002: jump @CAT2_34393 

:CAT2_34385
0085: 560@ = 558@ // (int) 

:CAT2_34393
0006: 559@ = 1 
0002: jump @CAT2_34497 

:CAT2_34407
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_34430 
0A09: set_actor 632@ muted 0 // versionB 

:CAT2_34430
0006: 559@ = 1 
0006: 560@ = 0 
0006: 561@ = 0 
040D: unload_wav 557@ 
0006: 554@(557@,3i) = 0 
00BE: text_clear_all 
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_34490 
094F: enable_actor 632@ pain_audio 

:CAT2_34490
0002: jump @CAT2_34497 

:CAT2_34497
0051: return 

//-------------Mission 43---------------
// Originally: Tanker Commander

:CAT3
03A4: name_thread 'CAT3' 
0050: gosub @CAT3_1452 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CAT3_38 
0050: gosub @CAT3_17048 

:CAT3_38
0050: gosub @CAT3_17250 
004E: end_thread 

:CAT3_47
0247: load_model #BMYPOL2 
0247: load_model #WMOST 
0247: load_model #PETRO 
0247: load_model #PETROTR 
0247: load_model #SABRE 
038B: load_requested_models 

:CAT3_72
00D6: if or
8248:   not model #BMYPOL2 available 
8248:   not model #WMOST available 
8248:   not model #PETRO available 
8248:   not model #PETROTR available 
8248:   not model #SABRE available 
004D: jump_if_false @CAT3_117 
0001: wait 0 ms 
0002: jump @CAT3_72 

:CAT3_117
0051: return 

:CAT3_119
04ED: load_animation "MISC" 
0247: load_model #MICRO_UZI 
0247: load_model #CHROMEGUN 
03CF: load_wav 32600 as 3 
023C: load_special_actor 'CAT' as 1 // models 290-299 
038B: load_requested_models 

:CAT3_159
00D6: if or
84EE:   not animation "MISC" loaded 
8248:   not model #MICRO_UZI available 
8248:   not model #CHROMEGUN available 
83D0:   not wav 3 loaded 
823D:   not special_actor 1 loaded 
004D: jump_if_false @CAT3_207 
0001: wait 0 ms 
0002: jump @CAT3_159 

:CAT3_207
00D6: if 
856D:   not actor $ACTOR_CATALINA defined 
004D: jump_if_false @CAT3_249 
009A: $ACTOR_CATALINA = create_actor_pedtype 5 model #SPECIAL01 at 53@ 54@ 55@ 
0002: jump @CAT3_273 

:CAT3_249
009B: destroy_actor $ACTOR_CATALINA 
009A: $ACTOR_CATALINA = create_actor_pedtype 5 model #SPECIAL01 at 53@ 54@ 55@ 

:CAT3_273
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_299 
01B2: give_actor $ACTOR_CATALINA weapon 25 ammo 30000 // Load the weapon model before using this 

:CAT3_299
0051: return 
0187: 309@ = create_marker_above_actor $ACTOR_CATALINA 
018A: 41@ = create_checkpoint_at 50@ 51@ 52@ 
0249: release_model #DESERT_EAGLE 
0051: return 

:CAT3_330
0007: 313@ = 664.21 
0007: 315@ = -569.54 
0007: 317@ = 15.37 
0007: 319@ = 165.23 
0395: clear_area 1 at 313@ 315@ 317@ radius 3.0 
009A: 310@ = create_actor_pedtype 4 model #BMYPOL2 at 313@ 315@ 317@ 
01B2: give_actor 310@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 310@ Z_angle_to 319@ 
0223: set_actor 310@ health_to 2000 
054A: set_actor 310@ can_be_shot_in_a_car 0 
02AB: set_actor 310@ immunities BP 0 FP 1 EP 1 CP 0 MP 1 
0007: 314@ = 664.9634 
0007: 316@ = -566.7849 
0007: 318@ = 15.3359 
0007: 320@ = 139.1057 
0395: clear_area 1 at 314@ 316@ 318@ radius 3.0 
009A: 311@ = create_actor_pedtype 4 model #WMOST at 314@ 316@ 318@ 
0173: set_actor 311@ Z_angle_to 320@ 
0223: set_actor 311@ health_to 2000 
054A: set_actor 311@ can_be_shot_in_a_car 0 
02AB: set_actor 311@ immunities BP 0 FP 1 EP 1 CP 0 MP 1 
0051: return 
0249: release_model #BMYPOL2 
0051: return 

:CAT3_576
0247: load_model #BMOST 

:CAT3_580
00D6: if 
8248:   not model #BMOST available 
004D: jump_if_false @CAT3_606 
0001: wait 0 ms 
0002: jump @CAT3_580 

:CAT3_606
0007: 323@ = -78.4672 
0007: 324@ = -1134.739 
0007: 325@ = 0.0733 
0007: 326@ = 326.2953 
0395: clear_area 1 at 323@ 324@ 325@ radius 3.0 
009A: 322@ = create_actor_pedtype 4 model #BMOST at 323@ 324@ 325@ 
0173: set_actor 322@ Z_angle_to 326@ 
0051: return 
009A: 244@ = create_actor_pedtype 4 model #BMOST at 323@ 324@ 325@ 

:CAT3_710
0007: 329@ = 657.49 
0007: 330@ = -585.13 
0007: 331@ = 16.36 
0007: 332@ = 170.66 
0395: clear_area 1 at 329@ 330@ 331@ radius 15.0 
00A5: 327@ = create_car #PETRO at 329@ 330@ 331@ 
0175: set_car 327@ Z_angle_to 332@ 
053F: set_car 327@ tires_vulnerability 0 
0732: random_car_generator_disable_model #PETRO 
0732: random_car_generator_disable_model #LINERUN 
02AC: set_car 327@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0587: enable_car 327@ validate_position 0 
0051: return 
00A5: 308@ = create_car #LINERUN at 329@ 330@ 331@ 

:CAT3_851
0007: 336@ = 667.49 
0007: 337@ = -583.13 
0007: 338@ = 16.36 
0007: 339@ = 184.66 
0395: clear_area 1 at 336@ 337@ 338@ radius 15.0 
00A5: 334@ = create_car #PETROTR at 336@ 337@ 338@ 
0175: set_car 334@ Z_angle_to 339@ 
0224: set_car 334@ health_to 1250 
02AC: set_car 334@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
053F: set_car 334@ tires_vulnerability 0 
0587: enable_car 334@ validate_position 0 
0051: return 
0186: 335@ = create_marker_above_car 334@ 

:CAT3_981
0007: 342@ = 667.54 
0007: 343@ = -545.97 
0007: 344@ = 15.09 
0007: 345@ = 96.19 
0395: clear_area 1 at 342@ 343@ 344@ radius 3.0 
00A5: 340@ = create_car #SABRE at 342@ 343@ 344@ 
0175: set_car 340@ Z_angle_to 345@ 
00AD: set_car 340@ max_speed_to 50.0 
02AC: set_car 340@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
020A: set_car 340@ door_status_to 2 
053F: set_car 340@ tires_vulnerability 0 
0587: enable_car 340@ validate_position 0 
0519: set_car 340@ locked 1 
0051: return 

:CAT3_1119
0247: load_model #SADLER 

:CAT3_1124
00D6: if 
8248:   not model #SADLER available 
004D: jump_if_false @CAT3_1151 
0001: wait 0 ms 
0002: jump @CAT3_1124 

:CAT3_1151
0007: 348@ = -87.9239 
0007: 349@ = -1160.597 
0007: 350@ = 1.1091 
0007: 351@ = 170.4884 
0395: clear_area 1 at 348@ 349@ 350@ radius 3.0 
00A5: 346@ = create_car #SADLER at 348@ 349@ 350@ 
0175: set_car 346@ Z_angle_to 351@ 
02AC: set_car 346@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0051: return 

:CAT3_1251
0247: load_model #SANCHEZ 
07C0: load_path 189 

:CAT3_1261
00D6: if or
8248:   not model #SANCHEZ available 
87C1:   not path 189 available 
004D: jump_if_false @CAT3_1293 
0001: wait 0 ms 
0002: jump @CAT3_1261 

:CAT3_1293
0007: 353@ = -88.1347 
0007: 354@ = -1127.397 
0007: 355@ = 0.0847 
0007: 356@ = 348.4666 
0395: clear_area 1 at 353@ 354@ 355@ radius 3.0 
00A5: 352@ = create_car #SANCHEZ at 353@ 354@ 355@ 
0175: set_car 352@ Z_angle_to 356@ 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_1450 
036A: put_actor $ACTOR_CATALINA in_car 352@ 
05BF: AS_actor $ACTOR_CATALINA look_at_actor $PLAYER_ACTOR -1 ms 
00A1: put_actor $PLAYER_ACTOR at -86.3344 -1127.316 0.0781 
0173: set_actor $PLAYER_ACTOR Z_angle_to 6.874 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_CATALINA -1 ms 

:CAT3_1450
0051: return 

:CAT3_1452
0004: $ONMISSION = 1 
0001: wait 0 ms 
054C: use_GXT_table 'CAT' 
0006: 34@ = 5000 
0006: 35@ = 0 
0006: 36@ = 1 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 39@ = 0 
0006: 307@ = 1500 
0006: 40@ = 0 
0006: 301@ = 0 
0006: 305@ = 1 
0006: 303@ = 1 
0006: 304@ = 2 
0006: 302@ = 0 
05AA: 134@s = 'CAT3_AA' // @s = 'short'  // ~z~Hand over the takings, or I blow your fucking balls off!
05AA: 136@s = 'CAT3_AB' // @s = 'short'  // ~z~This here's bulletproof glass!
05AA: 138@s = 'CAT3_AC' // @s = 'short'  // ~z~So you can just fuck off, bitch, before I call the sheriff!
05AA: 140@s = 'CAT3_AD' // @s = 'short'  // ~z~What are you doing, son, just give her the cash!
05AA: 142@s = 'CAT3_AE' // @s = 'short'  // ~z~Suit yourself, maricon.
05AA: 144@s = 'CAT3_AF' // @s = 'short'  // ~z~Change of plan, Carl, we're taking the tanker!
05AA: 146@s = 'CAT3_AG' // @s = 'short'  // ~z~Hey! What you doing?
05AA: 148@s = 'CAT3_BA' // @s = 'short'  // ~z~Move it, you lazy bastard, get that tanker hooked up!
05AA: 150@s = 'CAT3_BB' // @s = 'short'  // ~z~I'm on it, I got it!
05AA: 152@s = 'CAT3_BC' // @s = 'short'  // ~z~You won't get away with this!
05AA: 154@s = 'CAT3_BD' // @s = 'short'  // ~z~Shut your spotty little mouth!
05AA: 156@s = 'CAT3_CA' // @s = 'short'  // ~z~Drive! I know a guy who'll pay for this rig and its cargo!
05AA: 158@s = 'CAT3_CB' // @s = 'short'  // ~z~I ain't losing another crappy job because of some crazy bitch!
05AA: 160@s = 'CAT3_CC' // @s = 'short'  // ~z~C'mon, Derek, we're going to stop those bastards!
05AA: 162@s = 'CAT3_CD' // @s = 'short'  // ~z~Do I have to?
05AA: 164@s = 'CAT3_DA' // @s = 'short'  // ~z~Follow me!
05AA: 166@s = 'CAT3_DB' // @s = 'short'  // ~z~Oh no you don't, bitch!
05AA: 168@s = 'CAT3_DC' // @s = 'short'  // ~z~C'mon, Derek, we're going to be local heroes!
05AA: 170@s = 'CAT3_DD' // @s = 'short'  // ~z~I'd be happier staying here and stacking shelves!
05AA: 172@s = 'CAT3_EA' // @s = 'short'  // ~z~Follow me!
05AA: 174@s = 'CAT3_EB' // @s = 'short'  // ~z~What is keeping you?
05AA: 176@s = 'CAT3_EC' // @s = 'short'  // ~z~C'mon, Carl, move it!
05AA: 178@s = 'CAT3_ED' // @s = 'short'  // ~z~Not far now!
05AA: 180@s = 'CAT3_EE' // @s = 'short'  // ~z~This way!
05AA: 182@s = 'CAT3_EF' // @s = 'short'  // ~z~Where have you been?
05AA: 184@s = 'CAT3_EG' // @s = 'short'  // ~z~I thought you said you could drive!
05AA: 186@s = 'CAT3_FA' // @s = 'short'  // ~z~Keep her steady so I can get a good shot!
05AA: 188@s = 'CAT3_FB' // @s = 'short'  // ~z~Pull alongside!
05AA: 190@s = 'CAT3_FC' // @s = 'short'  // ~z~Keep up with them!
05AA: 192@s = 'CAT3_FD' // @s = 'short'  // ~z~Get ahead of them!
05AA: 194@s = 'CAT3_FE' // @s = 'short'  // ~z~Block their route!
05AA: 196@s = 'CAT3_FF' // @s = 'short'  // ~z~Steady... steady...
05AA: 198@s = 'CAT3_GA' // @s = 'short'  // ~z~It ain't worth it!
05AA: 200@s = 'CAT3_GB' // @s = 'short'  // ~z~I'm scared!
05AA: 202@s = 'CAT3_GC' // @s = 'short'  // ~z~This ain't my fight!
05AA: 204@s = 'CAT3_GD' // @s = 'short'  // ~z~We'll get ourselves killed!
05AA: 206@s = 'CAT3_GE' // @s = 'short'  // ~z~I don't wanna do this!
05AA: 208@s = 'CAT3_GF' // @s = 'short'  // ~z~Oh my God, I'm gonna die!
05AA: 210@s = 'CAT3_GG' // @s = 'short'  // ~z~That rig will crush us!
05AA: 212@s = 'CAT3_HA' // @s = 'short'  // ~z~Pull up in that depot up ahead!
05AA: 214@s = 'CAT3_HB' // @s = 'short'  // ~z~That's the place, up ahead!
05AA: 216@s = 'CAT3_HC' // @s = 'short'  // ~z~Yeehaa, that's the place, go, Carl, go!
05AA: 218@s = 'CAT3_JA' // @s = 'short'  // ~z~Hello, Mr. Whittaker!
05AA: 220@s = 'CAT3_JB' // @s = 'short'  // ~z~Catalina! What have you brought me today?
05AA: 222@s = 'CAT3_JC' // @s = 'short'  // ~z~A rig and tanker, full to the brim with premium gas!
05AA: 224@s = 'CAT3_JD' // @s = 'short'  // ~z~Never seen it, never saw you, never gave you this wad of cash!
05AA: 226@s = 'CAT3_JE' // @s = 'short'  // ~z~Nice not doing business!
05AA: 228@s = 'CAT3_JF' // @s = 'short'  // ~z~Likewise. Now get out of here, before the cops come snooping.
05AA: 230@s = 'CAT3_JG' // @s = 'short'  // ~z~You ever get hold of another rig, just drop it in,
05AA: 232@s = 'CAT3_JH' // @s = 'short'  // ~z~I'll always give a good price!
05AA: 234@s = 'CAT3_JJ' // @s = 'short'  // ~z~You ever want to run some freight for me just drop in.
05AA: 236@s = 'CAT3_JK' // @s = 'short'  // ~z~I've always got shit to move.
05AA: 238@s = 'CATX_UJ' // @s = 'short'  // ~z~I don't love you no more!
05AA: 240@s = 'CATX_UK' // @s = 'short'  // ~z~I cannot love a stupid man!
05AA: 242@s = 'CAT_PF' // @s = 'short'  // ~z~Goodbye!
04AF: 246@ = 9400 // = constant 
04AF: 247@ = 9401 // = constant 
04AF: 248@ = 9402 // = constant 
04AF: 249@ = 9403 // = constant 
04AF: 250@ = 9404 // = constant 
04AF: 251@ = 9405 // = constant 
04AF: 252@ = 9406 // = constant 
04AF: 253@ = 9407 // = constant 
04AF: 254@ = 9408 // = constant 
04AF: 255@ = 9409 // = constant 
04AF: 256@ = 9410 // = constant 
04AF: 257@ = 9411 // = constant 
04AF: 258@ = 9412 // = constant 
04AF: 259@ = 9413 // = constant 
04AF: 260@ = 9414 // = constant 
04AF: 261@ = 9415 // = constant 
04AF: 262@ = 9416 // = constant 
04AF: 263@ = 9417 // = constant 
04AF: 264@ = 9418 // = constant 
04AF: 265@ = 9419 // = constant 
04AF: 266@ = 9420 // = constant 
04AF: 267@ = 9421 // = constant 
04AF: 268@ = 9422 // = constant 
04AF: 269@ = 9423 // = constant 
04AF: 270@ = 9424 // = constant 
04AF: 271@ = 9425 // = constant 
04AF: 272@ = 9426 // = constant 
04AF: 273@ = 9427 // = constant 
04AF: 274@ = 9428 // = constant 
04AF: 275@ = 9429 // = constant 
04AF: 276@ = 9430 // = constant 
04AF: 277@ = 9431 // = constant 
04AF: 278@ = 9432 // = constant 
04AF: 279@ = 9433 // = constant 
04AF: 280@ = 9434 // = constant 
04AF: 281@ = 9435 // = constant 
04AF: 282@ = 9436 // = constant 
04AF: 283@ = 9437 // = constant 
04AF: 284@ = 9438 // = constant 
04AF: 285@ = 9439 // = constant 
04AF: 286@ = 9440 // = constant 
04AF: 287@ = 9441 // = constant 
04AF: 288@ = 9442 // = constant 
04AF: 289@ = 9443 // = constant 
04AF: 290@ = 9444 // = constant 
04AF: 291@ = 9445 // = constant 
04AF: 292@ = 9446 // = constant 
04AF: 293@ = 9447 // = constant 
04AF: 294@ = 9448 // = constant 
04AF: 295@ = 9449 // = constant 
04AF: 296@ = 9450 // = constant 
04AF: 297@ = 9451 // = constant 
04AF: 298@ = 9897 // = constant 
04AF: 299@ = 9898 // = constant 
04AF: 300@ = 8738 // = constant 
0007: 50@ = -43.7625 
0007: 51@ = -1141.805 
0007: 52@ = 0.0781 
0007: 53@ = 660.3846 
0007: 54@ = -571.9213 
0007: 55@ = 15.3465 
0007: 65@ = 659.5142 
0007: 75@ = -571.65 
0007: 85@ = 17.0104 
0007: 95@ = 660.4576 
0007: 105@ = -571.3304 
0007: 115@ = 16.9229 
0007: 66@ = 661.7569 
0007: 76@ = -570.6351 
0007: 86@ = 17.1184 
0007: 96@ = 662.4741 
0007: 106@ = -569.9394 
0007: 116@ = 17.0783 
0007: 67@ = 658.7903 
0007: 77@ = -568.8011 
0007: 87@ = 17.1657 
0007: 97@ = 659.5721 
0007: 107@ = -569.3959 
0007: 117@ = 16.9783 
0007: 68@ = 659.4771 
0007: 78@ = -568.5789 
0007: 88@ = 17.0879 
0007: 98@ = 660.1776 
0007: 108@ = -569.2756 
0007: 118@ = 16.9335 
0007: 69@ = 655.2368 
0007: 79@ = -601.8433 
0007: 89@ = 16.4703 
0007: 99@ = 654.2847 
0007: 109@ = -601.6681 
0007: 119@ = 16.2199 
0007: 70@ = -73.4246 
0007: 80@ = -1132.716 
0007: 90@ = 1.4933 
0007: 100@ = -74.3653 
0007: 110@ = -1133.049 
0007: 120@ = 1.5579 
0007: 71@ = -80.0272 
0007: 81@ = -1133.954 
0007: 91@ = 1.2517 
0007: 101@ = -79.0308 
0007: 111@ = -1133.956 
0007: 121@ = 1.3367 
0007: 72@ = -76.5131 
0007: 82@ = -1135.434 
0007: 92@ = 1.6855 
0007: 102@ = -75.8151 
0007: 112@ = -1134.719 
0007: 122@ = 1.711 
0007: 321@ = 35.0 
0050: gosub @CAT3_119 
0050: gosub @CAT3_47 
0050: gosub @CAT3_330 
0050: gosub @CAT3_710 
0050: gosub @CAT3_851 
0050: gosub @CAT3_981 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0A0B: set_rendering_origin_at_3D_coord 53@ 54@ 55@ angle 295.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT3_3446 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 659.6722 -569.272 15.3465 
0002: jump @CAT3_3466 

:CAT3_3446
00A1: put_actor $PLAYER_ACTOR at 659.6722 -569.272 15.3465 

:CAT3_3466
00D6: if and
8118:   not actor $ACTOR_CATALINA dead 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_3659 
00D6: if 
00DF:   actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT3_3524 
0362: remove_actor $ACTOR_CATALINA from_car_and_place_at 53@ 54@ 55@ 
0002: jump @CAT3_3538 

:CAT3_3524
00A1: put_actor $ACTOR_CATALINA at 53@ 54@ 55@ 

:CAT3_3538
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 310@ 
0639: AS_actor 310@ rotate_to_actor $ACTOR_CATALINA 
0173: set_actor $PLAYER_ACTOR Z_angle_to 177.1965 
06AB: set_actor 310@ all_weapons_hidden 1 
015F: set_camera_position 65@ 75@ 85@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 95@ 105@ 115@ switchstyle 2 
01BD: 44@ = current_time_in_ms 
06C9: remove_actor $ACTOR_CATALINA from_group 
0006: 37@ = 1 
0635: AS_actor $ACTOR_CATALINA aim_at_actor 310@ 20000 ms 
0638: AS_actor $ACTOR_CATALINA stay_put 1 
0638: AS_actor 310@ stay_put 1 
0006: 301@ = 1 

:CAT3_3659
0169: set_fade_color_RGB 0 0 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 500 
016A: fade 1 time 500 
01EB: set_traffic_density_multiplier_to 0.5 

:CAT3_3696
0001: wait 0 ms 
00D6: if 
8039:   not  301@ == 0 
004D: jump_if_false @CAT3_4141 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_3764 
00D6: if 
03D0:   wav 304@ loaded 
004D: jump_if_false @CAT3_3757 
040D: unload_wav 304@ 

:CAT3_3757
0006: 302@ = 1 

:CAT3_3764
00D6: if 
0039:   302@ == 1 
004D: jump_if_false @CAT3_3808 
03CF: load_wav 245@(301@,56i) as 303@ 
0050: gosub @CAT3_17452 
0006: 302@ = 2 

:CAT3_3808
00D6: if 
0039:   302@ == 2 
004D: jump_if_false @CAT3_3917 
00D6: if 
03D0:   wav 303@ loaded 
004D: jump_if_false @CAT3_3917 
00D6: if 
8039:   not  244@ == 0 
004D: jump_if_false @CAT3_3891 
00D6: if 
8118:   not actor 244@ dead 
004D: jump_if_false @CAT3_3891 
0967: actor 244@ move_mouth 10000 ms 
0A09: set_actor 244@ muted 1 // versionB 

:CAT3_3891
03D1: play_wav 303@ 
00BC: show_text_highpriority GXT 132@(301@,56s) time 10000 flag 1 
0006: 302@ = 3 

:CAT3_3917
00D6: if 
0039:   302@ == 3 
004D: jump_if_false @CAT3_4141 
00D6: if 
03D2:   wav 303@ ended 
004D: jump_if_false @CAT3_4080 
03D5: remove_text 132@(301@,56s) 
00D6: if 
8039:   not  244@ == 0 
004D: jump_if_false @CAT3_4006 
00D6: if 
8118:   not actor 244@ dead 
004D: jump_if_false @CAT3_4006 
0968: actor 244@ stop_mouth 
0A09: set_actor 244@ muted 0 // versionB 

:CAT3_4006
00D6: if 
0039:   303@ == 1 
004D: jump_if_false @CAT3_4045 
0006: 303@ = 2 
0006: 304@ = 1 
0002: jump @CAT3_4059 

:CAT3_4045
0006: 303@ = 1 
0006: 304@ = 2 

:CAT3_4059
0006: 301@ = 0 
0006: 302@ = 0 
0002: jump @CAT3_4141 

:CAT3_4080
00D6: if 
83D0:   not wav 304@ loaded 
004D: jump_if_false @CAT3_4141 
00D6: if 
001B:   60 > 301@ 
004D: jump_if_false @CAT3_4141 
0085: 305@ = 301@ // (int) 
000A: 305@ += 1 
03CF: load_wav 245@(305@,56i) as 304@ 

:CAT3_4141
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CAT3_4163 
0002: jump @CAT3_17066 

:CAT3_4163
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CAT3_5699 
00D6: if 
001B:   6 > 37@ 
004D: jump_if_false @CAT3_4231 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CAT3_4231 
000E: 44@ -= 10000 
0006: 37@ = 7 

:CAT3_4231
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @CAT3_4405 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_4405 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_4405 
00D6: if and
8118:   not actor $ACTOR_CATALINA dead 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_4405 
0615: define_AS_pack_begin 45@ 
05F5: AS_actor -1 goto_point_using_paths 662.828 -570.1751 15.3359 mode 4 time -2 
05BF: AS_actor -1 look_at_actor $ACTOR_CATALINA 30000 ms 
0639: AS_actor -1 rotate_to_actor $ACTOR_CATALINA 
0616: define_AS_pack_end 45@ 
0618: assign_actor 310@ to_AS_pack 45@ 
01BD: 44@ = current_time_in_ms 
0006: 301@ = 2 
0006: 37@ = 2 

:CAT3_4405
00D6: if 
0039:   37@ == 2 
004D: jump_if_false @CAT3_4673 
00D6: if 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_4536 
00D6: if 
8611:   not actor 310@ performing_animation "BNG_WNDW_02" 
004D: jump_if_false @CAT3_4536 
062E: get_actor 310@ task 1560 status_store_to 312@ // ret 7 if not found 
00D6: if 
04A4:   312@ == 7 // == constant 
004D: jump_if_false @CAT3_4536 
0605: actor 310@ perform_animation "BNG_WNDW_02" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:CAT3_4536
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_4673 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_4673 
00D6: if and
8118:   not actor $ACTOR_CATALINA dead 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_4673 
015F: set_camera_position 66@ 76@ 86@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 96@ 106@ 116@ switchstyle 2 
01BD: 44@ = current_time_in_ms 
0006: 301@ = 3 
0006: 37@ = 3 

:CAT3_4673
00D6: if 
0039:   37@ == 3 
004D: jump_if_false @CAT3_4799 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_4799 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_4799 
00D6: if and
8118:   not actor $ACTOR_CATALINA dead 
8118:   not actor 310@ dead 
8118:   not actor 311@ dead 
004D: jump_if_false @CAT3_4799 
05C2: AS_actor 311@ show_the_finger 
01BD: 44@ = current_time_in_ms 
0006: 301@ = 4 
0006: 37@ = 4 

:CAT3_4799
00D6: if 
0039:   37@ == 4 
004D: jump_if_false @CAT3_4949 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_4949 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_4949 
00D6: if 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_4949 
015F: set_camera_position 67@ 77@ 87@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 97@ 107@ 117@ switchstyle 2 
01BD: 44@ = current_time_in_ms 
0006: 301@ = 5 
0006: 37@ = 5 

:CAT3_4949
00D6: if 
0039:   37@ == 5 
004D: jump_if_false @CAT3_5176 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_5176 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_5176 
00D6: if and
8119:   not car 327@ wrecked 
8118:   not actor $ACTOR_CATALINA dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT3_5176 
0158: camera_on_car 327@ mode 15 switchstyle 2 
01BD: 44@ = current_time_in_ms 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_CATALINA 8000 ms 
0615: define_AS_pack_begin 46@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 1000 ms 
05D3: AS_actor -1 goto_point 657.7125 -576.2346 15.3359 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 654.6555 -585.0117 15.3359 mode 6 time -1 ms // versionA 
05CA: AS_actor -1 enter_car 327@ passenger_seat 0 time 30000 
0616: define_AS_pack_end 46@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 46@ 
0006: 301@ = 6 
0006: 37@ = 6 

:CAT3_5176
00D6: if 
0039:   37@ == 6 
004D: jump_if_false @CAT3_5355 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_5355 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_5355 
00D6: if and
8118:   not actor $ACTOR_CATALINA dead 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_5355 
015F: set_camera_position 68@ 78@ 88@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 98@ 108@ 118@ switchstyle 2 
05F5: AS_actor $PLAYER_ACTOR goto_point_using_paths 659.8791 -573.4293 15.3465 mode 4 time -2 
0006: 301@ = 7 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 7 

:CAT3_5355
00D6: if 
0039:   37@ == 7 
004D: jump_if_false @CAT3_5699 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2500 
004D: jump_if_false @CAT3_5699 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_5699 
00D6: if and
8118:   not actor $ACTOR_CATALINA dead 
8118:   not actor 310@ dead 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_5699 
016A: fade 0 time 500 

:CAT3_5464
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_5488 
0001: wait 0 ms 
0002: jump @CAT3_5464 

:CAT3_5488
00D6: if 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_5590 
0186: 328@ = create_marker_above_car 327@ 
07E0: set_marker 328@ type_to 1 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_5567 
00D6: if 
80DB:   not actor $ACTOR_CATALINA in_car 327@ 
004D: jump_if_false @CAT3_5567 
05CA: AS_actor $ACTOR_CATALINA enter_car 327@ passenger_seat 0 time 30000 

:CAT3_5567
00D6: if 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_5590 
0519: set_car 334@ locked 1 

:CAT3_5590
04EF: release_animation "MISC" 
0395: clear_area 1 at $X_TANKER_COMMANDER $Y_TANKER_COMMANDER $Z_TANKER_COMMANDER radius 200.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 332@ 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 500 
016A: fade 1 time 500 
016A: fade 1 time 500 

:CAT3_5668
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_5692 
0001: wait 0 ms 
0002: jump @CAT3_5668 

:CAT3_5692
0006: 35@ = 1 

:CAT3_5699
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CAT3_5847 
00D6: if and
8119:   not car 327@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_5847 
00BC: show_text_highpriority GXT 'CAT3_02' time 5000 flag 1  // ~s~Get into the ~b~cab~s~!
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_5847 
0164: disable_marker 328@ 
03E5: show_text_box 'CAT3_03'  // Position the cab in front of the trailer.
04ED: load_animation "CAR_CHAT" 

:CAT3_5806
00D6: if 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @CAT3_5840 
0001: wait 0 ms 
0002: jump @CAT3_5806 

:CAT3_5840
0006: 35@ = 2 

:CAT3_5847
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CAT3_6675 
00D6: if and
8119:   not car 327@ wrecked 
8119:   not car 334@ wrecked 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_6675 
00D6: if 
0207:   actor $PLAYER_ACTOR near_car 334@ radius 15.0 15.0 15.0 flag 0 in_car 
004D: jump_if_false @CAT3_5968 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @CAT3_5968 
03E5: show_text_box 'CAT3_12'  // Look behind by pressing ~k~~VEHICLE_LOOKLEFT~ and ~k~~VEHICLE_LOOKRIGHT~ together, or use the camera movement controls to maneuver the camera for a better view.
01BD: 44@ = current_time_in_ms 
0006: 38@ = 1 

:CAT3_5968
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @CAT3_6044 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 8000 
004D: jump_if_false @CAT3_6044 
03E5: show_text_box 'CAT3_13'  // To attach to a trailer, slowly back the cab into the front of the trailer.
0006: 38@ = 2 

:CAT3_6044
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @CAT3_6127 
00D6: if 
07AB:   car 334@ has_attached_trailer 327@ 
004D: jump_if_false @CAT3_6127 
00D6: if 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_6104 
0519: set_car 334@ locked 0 

:CAT3_6104
03D1: play_wav 3 
01BD: 44@ = current_time_in_ms 
0164: disable_marker 335@ 
03E6: remove_text_box 
0006: 39@ = 1 

:CAT3_6127
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @CAT3_6675 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 1500 
004D: jump_if_false @CAT3_6675 
00BE: text_clear_all 
020A: set_car 327@ door_status_to 4 
016A: fade 0 time 150 

:CAT3_6201
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_6225 
0001: wait 0 ms 
0002: jump @CAT3_6201 

:CAT3_6225
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @CAT3_6257 
040D: unload_wav 3 

:CAT3_6257
00D6: if 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_6280 
020A: set_car 327@ door_status_to 1 

:CAT3_6280
00D6: if and
8118:   not actor $ACTOR_CATALINA dead 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_6427 
00D6: if 
80DB:   not actor $ACTOR_CATALINA in_car 327@ 
004D: jump_if_false @CAT3_6387 
06C9: remove_actor $ACTOR_CATALINA from_group 
0164: disable_marker 309@ 
0164: disable_marker 41@ 
018A: 41@ = create_checkpoint_at 50@ 51@ 52@ 
0151: remove_status_text $6988 
03C4: set_status_text $6988 type 1 GXT 'CAT3_11' // global_variable  // HEALTH
0430: put_actor $ACTOR_CATALINA into_car 327@ passenger_seat 0 
0002: jump @CAT3_6427 

:CAT3_6387
0164: disable_marker 41@ 
018A: 41@ = create_checkpoint_at 50@ 51@ 52@ 
0151: remove_status_text $6988 
03C4: set_status_text $6988 type 1 GXT 'CAT3_11' // global_variable  // HEALTH

:CAT3_6427
00D6: if 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_6458 
02AC: set_car 334@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:CAT3_6458
07C0: load_path 188 

:CAT3_6463
00D6: if 
87C1:   not path 188 available 
004D: jump_if_false @CAT3_6490 
0001: wait 0 ms 
0002: jump @CAT3_6463 

:CAT3_6490
00D6: if and
8119:   not car 340@ wrecked 
8118:   not actor 310@ dead 
8118:   not actor 311@ dead 
8118:   not actor $ACTOR_CATALINA dead 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_6675 
0519: set_car 340@ locked 0 
0395: clear_area 1 at 658.6589 -567.5756 15.3465 radius 25.0 
00AB: put_car 340@ at 658.6589 -567.5756 15.3465 
0175: set_car 340@ Z_angle_to 180.0 
036A: put_actor 311@ in_car 340@ 
0430: put_actor 310@ into_car 340@ passenger_seat 0 
015F: set_camera_position 651.9285 -575.1257 16.2766 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 652.3163 -576.027 16.4698 switchstyle 2 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 1 
0006: 35@ = 3 

:CAT3_6675
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @CAT3_7827 
00D6: if and
8118:   not actor 310@ dead 
8118:   not actor 311@ dead 
8119:   not car 340@ wrecked 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_7827 
00D6: if 
001B:   4 > 37@ 
004D: jump_if_false @CAT3_6814 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 1000 
004D: jump_if_false @CAT3_6814 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CAT3_6814 
000E: 44@ -= 5000 
0006: 37@ = 4 

:CAT3_6814
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @CAT3_6940 
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_6940 
016A: fade 1 time 150 

:CAT3_6855
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_6879 
0001: wait 0 ms 
0002: jump @CAT3_6855 

:CAT3_6879
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_6903 
05EB: assign_car 340@ to_path 188 

:CAT3_6903
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_6928 
0006: 301@ = 13 

:CAT3_6928
01BD: 44@ = current_time_in_ms 
0006: 37@ = 2 

:CAT3_6940
00D6: if 
0039:   37@ == 2 
004D: jump_if_false @CAT3_7412 
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_7173 
00D6: if 
060E:   car 340@ assigned_to_path 
004D: jump_if_false @CAT3_7173 
0407: store_coords_to 62@ 63@ 64@ from_car 340@ with_offset 0.0 5.5 0.0 
0087: 56@ = 62@ // (float) 
000F: 56@ -= 0.25 
0087: 57@ = 63@ // (float) 
000F: 57@ -= 0.25 
0087: 58@ = 64@ // (float) 
000F: 58@ -= 0.25 
0087: 59@ = 62@ // (float) 
000B: 59@ += 0.25 
0087: 60@ = 63@ // (float) 
000B: 60@ += 0.25 
0087: 61@ = 64@ // (float) 
000B: 61@ += 0.25 
00D6: if 
0339:   anything_in_cube_cornerA 56@ 57@ 58@ cornerB 59@ 60@ 61@ solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @CAT3_7173 
05EC: release_car 340@ from_path 

:CAT3_7173
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_7412 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_7412 
00D6: if 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_7289 
0605: actor 310@ perform_animation "CAR_SC3_BR" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:CAT3_7289
0407: store_coords_to 69@ 79@ 89@ from_car 340@ with_offset 0.9 1.0 0.5 
0407: store_coords_to 99@ 109@ 119@ from_car 340@ with_offset 0.15 0.0 0.3 
015F: set_camera_position 69@ 79@ 89@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 99@ 109@ 119@ switchstyle 2 
041D: set_camera_near_clip 0.1 
0006: 301@ = 14 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 3 

:CAT3_7412
00D6: if 
0039:   37@ == 3 
004D: jump_if_false @CAT3_7550 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_7550 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_7550 
0006: 301@ = 15 
0605: actor 311@ perform_animation "CAR_SC4_BL" IFP "CAR_CHAT" framedelta 2.0 loop 1 lockX 0 lockY 0 lockF 0 time 3500 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 4 

:CAT3_7550
00D6: if 
0039:   37@ == 4 
004D: jump_if_false @CAT3_7827 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_7827 
00BE: text_clear_all 
016A: fade 1 time 150 

:CAT3_7623
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_7647 
0001: wait 0 ms 
0002: jump @CAT3_7623 

:CAT3_7647
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
00D6: if and
8119:   not car 340@ wrecked 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_7827 
00D6: if 
00DB:   actor 310@ in_car 340@ 
004D: jump_if_false @CAT3_7827 
00D6: if 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_7723 
0519: set_car 334@ locked 0 

:CAT3_7723
02AC: set_car 340@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
04EF: release_animation "CAR_CHAT" 
072F: enable_car 340@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 2 // extended 03CC 
0161: 341@ = create_marker_above_car 340@ unused 0 visibility 1 
0006: 128@ = 4 
01BD: 131@ = current_time_in_ms 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_7820 
0006: 301@ = 12 

:CAT3_7820
0006: 35@ = 4 

:CAT3_7827
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CAT3_12172 
00D6: if and
8119:   not car 327@ wrecked 
8119:   not car 334@ wrecked 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_12172 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_7948 
00D6: if 
0039:   301@ == 0 
004D: jump_if_false @CAT3_7948 
00D6: if 
0039:   37@ == 4 
004D: jump_if_false @CAT3_7948 
00BB: show_text_lowpriority GXT 'CAT3_05' time 5000 flag 1  // ~s~Drive the rig out to Catalina's ~y~buyer~s~. Be careful not to disconnect the trailer.
0006: 37@ = -4 

:CAT3_7948
0227: $6988 = car 334@ health 
00D6: if 
0018:   $6988 > 250 
004D: jump_if_false @CAT3_8004 
000C: $6988 -= 250 
0014: $6988 /= 100 
0010: $6988 *= 10 
0002: jump @CAT3_8009 

:CAT3_8004
0151: remove_status_text $6988 

:CAT3_8009
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CAT3_10233 
00D6: if and
8119:   not car 340@ wrecked 
8118:   not actor 310@ dead 
8118:   not actor 311@ dead 
004D: jump_if_false @CAT3_10226 
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @CAT3_8168 
0209: 125@ = random_int_in_ranges 0 6 
01BD: 131@ = current_time_in_ms 
0006: 128@ = 1 
00D6: if 
003B:   125@ == 126@ // (int) 
004D: jump_if_false @CAT3_8168 
00D6: if 
001B:   5 > 125@ 
004D: jump_if_false @CAT3_8143 
000A: 125@ += 1 
0002: jump @CAT3_8168 

:CAT3_8143
00D6: if 
0019:   125@ > 0 
004D: jump_if_false @CAT3_8168 
000E: 125@ -= 1 

:CAT3_8168
00D6: if 
0039:   128@ == 1 
004D: jump_if_false @CAT3_9573 
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @CAT3_8418 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_8418 
0006: 301@ = 27 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_8355 
02E2: set_actor 310@ weapon_accuracy_to 20 
0713: actor 310@ driveby_actor $ACTOR_CATALINA car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 310@ armed_weapon_to 28 
0713: actor $ACTOR_CATALINA driveby_actor 310@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 25 
0002: jump @CAT3_8398 

:CAT3_8355
02E2: set_actor 310@ weapon_accuracy_to 50 
0713: actor 310@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_8398
0085: 126@ = 125@ // (int) 
01BD: 131@ = current_time_in_ms 
0006: 128@ = 2 

:CAT3_8418
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @CAT3_8650 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_8650 
0006: 301@ = 28 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_8587 
02E2: set_actor 310@ weapon_accuracy_to 20 
0713: actor 310@ driveby_actor $ACTOR_CATALINA car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 310@ armed_weapon_to 28 
0713: actor $ACTOR_CATALINA driveby_actor 310@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 25 
0002: jump @CAT3_8630 

:CAT3_8587
02E2: set_actor 310@ weapon_accuracy_to 50 
0713: actor 310@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_8630
0085: 126@ = 125@ // (int) 
01BD: 131@ = current_time_in_ms 
0006: 128@ = 2 

:CAT3_8650
00D6: if 
0039:   125@ == 2 
004D: jump_if_false @CAT3_8882 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_8882 
0006: 301@ = 29 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_8819 
02E2: set_actor 310@ weapon_accuracy_to 20 
0713: actor 310@ driveby_actor $ACTOR_CATALINA car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 310@ armed_weapon_to 28 
0713: actor $ACTOR_CATALINA driveby_actor 310@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 25 
0002: jump @CAT3_8862 

:CAT3_8819
02E2: set_actor 310@ weapon_accuracy_to 50 
0713: actor 310@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_8862
0085: 126@ = 125@ // (int) 
01BD: 131@ = current_time_in_ms 
0006: 128@ = 2 

:CAT3_8882
00D6: if 
0039:   125@ == 3 
004D: jump_if_false @CAT3_9114 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_9114 
0006: 301@ = 30 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_9051 
02E2: set_actor 310@ weapon_accuracy_to 20 
0713: actor 310@ driveby_actor $ACTOR_CATALINA car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 310@ armed_weapon_to 28 
0713: actor $ACTOR_CATALINA driveby_actor 310@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 25 
0002: jump @CAT3_9094 

:CAT3_9051
02E2: set_actor 310@ weapon_accuracy_to 50 
0713: actor 310@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_9094
0085: 126@ = 125@ // (int) 
01BD: 131@ = current_time_in_ms 
0006: 128@ = 2 

:CAT3_9114
00D6: if 
0039:   125@ == 4 
004D: jump_if_false @CAT3_9341 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_9341 
0006: 301@ = 31 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_9283 
02E2: set_actor 310@ weapon_accuracy_to 20 
0713: actor 310@ driveby_actor $ACTOR_CATALINA car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 310@ armed_weapon_to 28 
0713: actor $ACTOR_CATALINA driveby_actor 310@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 25 
0002: jump @CAT3_9326 

:CAT3_9283
02E2: set_actor 310@ weapon_accuracy_to 50 
0713: actor 310@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_9326
0085: 126@ = 125@ // (int) 
0006: 128@ = 2 

:CAT3_9341
00D6: if 
0039:   125@ == 5 
004D: jump_if_false @CAT3_9573 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_9573 
0006: 301@ = 32 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_9510 
02E2: set_actor 310@ weapon_accuracy_to 20 
0713: actor 310@ driveby_actor $ACTOR_CATALINA car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 310@ armed_weapon_to 28 
0713: actor $ACTOR_CATALINA driveby_actor 310@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 25 
0002: jump @CAT3_9553 

:CAT3_9510
02E2: set_actor 310@ weapon_accuracy_to 50 
0713: actor 310@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_9553
0085: 126@ = 125@ // (int) 
01BD: 131@ = current_time_in_ms 
0006: 128@ = 2 

:CAT3_9573
00D6: if 
0039:   128@ == 2 
004D: jump_if_false @CAT3_9688 
0209: 125@ = random_int_in_ranges 6 13 
01BD: 131@ = current_time_in_ms 
0006: 128@ = 3 
00D6: if 
003B:   125@ == 127@ // (int) 
004D: jump_if_false @CAT3_9688 
00D6: if 
001B:   12 > 125@ 
004D: jump_if_false @CAT3_9663 
000A: 125@ += 1 
0002: jump @CAT3_9688 

:CAT3_9663
00D6: if 
0019:   125@ > 6 
004D: jump_if_false @CAT3_9688 
000E: 125@ -= 1 

:CAT3_9688
00D6: if 
0039:   128@ == 3 
004D: jump_if_false @CAT3_10161 
00D6: if 
0039:   125@ == 6 
004D: jump_if_false @CAT3_9771 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_9771 
0006: 301@ = 33 
0006: 128@ = 4 
0085: 127@ = 125@ // (int) 

:CAT3_9771
00D6: if 
0039:   125@ == 7 
004D: jump_if_false @CAT3_9836 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_9836 
0006: 301@ = 34 
0006: 128@ = 4 
0085: 127@ = 125@ // (int) 

:CAT3_9836
00D6: if 
0039:   125@ == 8 
004D: jump_if_false @CAT3_9901 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_9901 
0006: 301@ = 35 
0006: 128@ = 4 
0085: 127@ = 125@ // (int) 

:CAT3_9901
00D6: if 
0039:   125@ == 9 
004D: jump_if_false @CAT3_9966 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_9966 
0006: 301@ = 36 
0006: 128@ = 4 
0085: 127@ = 125@ // (int) 

:CAT3_9966
00D6: if 
0039:   125@ == 10 
004D: jump_if_false @CAT3_10031 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_10031 
0006: 301@ = 37 
0006: 128@ = 4 
0085: 127@ = 125@ // (int) 

:CAT3_10031
00D6: if 
0039:   125@ == 11 
004D: jump_if_false @CAT3_10096 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_10096 
0006: 301@ = 38 
0006: 128@ = 4 
0085: 127@ = 125@ // (int) 

:CAT3_10096
00D6: if 
0039:   125@ == 12 
004D: jump_if_false @CAT3_10161 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_10161 
0006: 301@ = 39 
0006: 128@ = 4 
0085: 127@ = 125@ // (int) 

:CAT3_10161
00D6: if 
0039:   128@ == 4 
004D: jump_if_false @CAT3_10226 
01BD: 130@ = current_time_in_ms 
0085: 129@ = 130@ // (int) 
0062: 129@ -= 131@ // (int) 
00D6: if 
0019:   129@ > 12000 
004D: jump_if_false @CAT3_10226 
0006: 128@ = 5 

:CAT3_10226
0002: jump @CAT3_10326 

:CAT3_10233
00D6: if and
8119:   not car 340@ wrecked 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_10326 
062E: get_actor 310@ task 1811 status_store_to 312@ // ret 7 if not found 
00D6: if 
04A4:   312@ == 7 // == constant 
004D: jump_if_false @CAT3_10326 
02E2: set_actor 310@ weapon_accuracy_to 50 
0713: actor 310@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 60 

:CAT3_10326
00D6: if 
0119:   car 340@ wrecked 
004D: jump_if_false @CAT3_10421 
00D6: if 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_10379 
00D6: if 
82CB:   not actor 310@ bounding_sphere_visible 
004D: jump_if_false @CAT3_10379 
034F: destroy_actor_with_fade 310@ 

:CAT3_10379
00D6: if 
8118:   not actor 311@ dead 
004D: jump_if_false @CAT3_10416 
00D6: if 
82CB:   not actor 311@ bounding_sphere_visible 
004D: jump_if_false @CAT3_10416 
034F: destroy_actor_with_fade 311@ 

:CAT3_10416
0164: disable_marker 341@ 

:CAT3_10421
00D6: if and
8118:   not actor 310@ dead 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_10760 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 310@ radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @CAT3_10516 
00D6: if 
0023:   60.0 > 321@ 
004D: jump_if_false @CAT3_10509 
000B: 321@ += 0.2 

:CAT3_10509
0002: jump @CAT3_10547 

:CAT3_10516
00D6: if 
0021:   321@ > 40.0 
004D: jump_if_false @CAT3_10547 
000F: 321@ -= 0.1 

:CAT3_10547
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 50@ 51@ 52@ radius 120.0 120.0 120.0 
004D: jump_if_false @CAT3_10760 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 310@ radius 100.0 100.0 100.0 sphere 0 
004D: jump_if_false @CAT3_10735 
0407: store_coords_to 62@ 63@ 64@ from_car 334@ with_offset 0.0 -40.0 0.0 
06F8: get_nearest_route_for 62@ 63@ 64@ in_direction 1 store_to 342@ 343@ 344@ Z_angle_to 345@ 
00D6: if 
80C2:   not sphere_onscreen 342@ 343@ 344@ radius 15.0 
004D: jump_if_false @CAT3_10728 
00AB: put_car 340@ at 342@ 343@ 344@ 
0175: set_car 340@ Z_angle_to 345@ 

:CAT3_10728
0002: jump @CAT3_10760 

:CAT3_10735
00D6: if 
0039:   128@ == 5 
004D: jump_if_false @CAT3_10760 
0006: 128@ = 0 

:CAT3_10760
0227: 306@ = car 334@ health 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @CAT3_11316 
00D6: if 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_11316 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 50@ 51@ 52@ radius 120.0 120.0 120.0 
004D: jump_if_false @CAT3_10946 
00D6: if 
8118:   not actor 311@ dead 
004D: jump_if_false @CAT3_10939 
00D6: if 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_10939 
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_10939 
062E: get_actor 311@ task 1761 status_store_to 47@ // ret 7 if not found 
00D6: if 
04A4:   47@ == 7 // == constant 
004D: jump_if_false @CAT3_10939 
06E1: AS_actor 311@ using_car 340@ target_car 327@ with_order 17 max_speed 321@ traffic_flag 2 

:CAT3_10939
0002: jump @CAT3_11024 

:CAT3_10946
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_11024 
00D6: if 
8118:   not actor 311@ dead 
004D: jump_if_false @CAT3_11024 
06C7: AS_actor 311@ driver_of_car 340@ perform_action 6 timelimit 2000 
01BD: 44@ = current_time_in_ms 
00D6: if 
06FC:   car 340@ stuck_check_enabled 
004D: jump_if_false @CAT3_11017 
03CD: disable_car 340@ stuck_check 

:CAT3_11017
0006: 40@ = 1 

:CAT3_11024
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 310@ radius 30.0 30.0 30.0 sphere 0 
004D: jump_if_false @CAT3_11316 
00D6: if 
8118:   not actor 311@ dead 
004D: jump_if_false @CAT3_11316 
00D6: if 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_11316 
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_11316 
0209: $6989 = random_int_in_ranges 0 4 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0039:   42@ == 5000 
004D: jump_if_false @CAT3_11316 
00D6: if 
0038:   $6989 == 0 
004D: jump_if_false @CAT3_11193 
06E1: AS_actor 311@ using_car 340@ target_car 327@ with_order 29 max_speed 321@ traffic_flag 2 
01BD: 44@ = current_time_in_ms 

:CAT3_11193
00D6: if 
0038:   $6989 == 1 
004D: jump_if_false @CAT3_11234 
06E1: AS_actor 311@ using_car 340@ target_car 327@ with_order 30 max_speed 321@ traffic_flag 2 
01BD: 44@ = current_time_in_ms 

:CAT3_11234
00D6: if 
0038:   $6989 == 2 
004D: jump_if_false @CAT3_11275 
06E1: AS_actor 311@ using_car 340@ target_car 327@ with_order 31 max_speed 321@ traffic_flag 2 
01BD: 44@ = current_time_in_ms 

:CAT3_11275
00D6: if 
0038:   $6989 == 3 
004D: jump_if_false @CAT3_11316 
06E1: AS_actor 311@ using_car 340@ target_car 327@ with_order 32 max_speed 321@ traffic_flag 2 
01BD: 44@ = current_time_in_ms 

:CAT3_11316
00D6: if and
8119:   not car 327@ wrecked 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_11445 
02E3: 333@ = car 327@ speed 
00D6: if 
0023:   3.0 > 333@ 
004D: jump_if_false @CAT3_11445 
062E: get_actor 310@ task 1811 status_store_to 47@ // ret 7 if not found 
00D6: if 
04A4:   47@ == 7 // == constant 
004D: jump_if_false @CAT3_11445 
02E2: set_actor 310@ weapon_accuracy_to 40 
0713: actor 310@ driveby_actor $ACTOR_CATALINA car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
01B9: set_actor 310@ armed_weapon_to 28 

:CAT3_11445
00D6: if 
87AB:   not car 334@ has_attached_trailer 327@ 
004D: jump_if_false @CAT3_11788 
00D6: if 
00DB:   actor $ACTOR_CATALINA in_car 327@ 
004D: jump_if_false @CAT3_11765 
00D6: if 
81F4:   not car 327@ flipped 
004D: jump_if_false @CAT3_11726 
016A: fade 0 time 50 

:CAT3_11505
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_11529 
0001: wait 0 ms 
0002: jump @CAT3_11505 

:CAT3_11529
00D6: if 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_11719 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0477: set_car 327@ action 6 time 2000 
0407: store_coords_to 73@ 83@ 93@ from_car 327@ with_offset 2.5 4.0 0.0 
0407: store_coords_to 103@ 113@ 123@ from_car 327@ with_offset 2.2 3.0 0.0 
015F: set_camera_position 73@ 83@ 93@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 103@ 113@ 123@ switchstyle 2 
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_11700 
00D6: if 
82CA:   not car 340@ bounding_sphere_visible 
004D: jump_if_false @CAT3_11700 
00A6: destroy_car 340@ 

:CAT3_11700
01BD: 44@ = current_time_in_ms 
0006: 37@ = 0 
0002: jump @CAT3_15906 

:CAT3_11719
0002: jump @CAT3_11758 

:CAT3_11726
016A: fade 1 time 300 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CAT3_08' time 5000 flag 1  // ~r~The tanker disconnected!
0002: jump @CAT3_17048 

:CAT3_11758
0002: jump @CAT3_11788 

:CAT3_11765
00BC: show_text_highpriority GXT 'CAT3_08' time 5000 flag 1  // ~r~The tanker disconnected!
0002: jump @CAT3_17048 

:CAT3_11788
00D6: if and
00DB:   actor $ACTOR_CATALINA in_car 327@ 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_12172 
00D6: if or
01AF:   car 327@ sphere 1 in_sphere 50@ 51@ 52@ radius 5.0 5.0 5.0 
01AF:   car 334@ sphere 0 in_sphere 50@ 51@ 52@ radius 5.0 5.0 5.0 
004D: jump_if_false @CAT3_12172 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:CAT3_11902
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_11926 
0001: wait 0 ms 
0002: jump @CAT3_11902 

:CAT3_11926
0050: gosub @CAT3_1119 
03CB: set_rendering_origin_at -76.1314 -1131.417 0.0782 
02A3: enable_widescreen 1 
0164: disable_marker 41@ 
00BE: text_clear_all 
07C0: load_path 199 

:CAT3_11966
00D6: if 
87C1:   not path 199 available 
004D: jump_if_false @CAT3_11993 
0001: wait 0 ms 
0002: jump @CAT3_11966 

:CAT3_11993
015F: set_camera_position -81.2678 -1141.735 3.899 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -81.7168 -1140.842 3.8854 switchstyle 2 
00D6: if and
8118:   not actor $ACTOR_CATALINA dead 
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_12144 
0519: set_car 327@ locked 1 
020A: set_car 327@ door_status_to 3 
0362: remove_actor $ACTOR_CATALINA from_car_and_place_at -71.5991 -1134.952 0.0781 
0173: set_actor $ACTOR_CATALINA Z_angle_to 63.1513 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -74.2582 -1130.526 0.0781 
0173: set_actor $PLAYER_ACTOR Z_angle_to 135.9294 

:CAT3_12144
0050: gosub @CAT3_576 
00BE: text_clear_all 
01BD: 44@ = current_time_in_ms 
0006: 37@ = -4 
0006: 35@ = 5 

:CAT3_12172
00D6: if 
0735:   is_keyboard_key_pressed 32 
004D: jump_if_false @CAT3_12473 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:CAT3_12201
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_12225 
0001: wait 0 ms 
0002: jump @CAT3_12201 

:CAT3_12225
0050: gosub @CAT3_1119 
03CB: set_rendering_origin_at -76.1314 -1131.417 0.0782 
02A3: enable_widescreen 1 
0164: disable_marker 41@ 
00BE: text_clear_all 
07C0: load_path 199 

:CAT3_12265
00D6: if 
87C1:   not path 199 available 
004D: jump_if_false @CAT3_12292 
0001: wait 0 ms 
0002: jump @CAT3_12265 

:CAT3_12292
015F: set_camera_position -81.2678 -1141.735 3.899 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -81.7168 -1140.842 3.8854 switchstyle 2 
00D6: if and
8118:   not actor $ACTOR_CATALINA dead 
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_12443 
00AB: put_car 327@ at 50@ 51@ 52@ 
0362: remove_actor $ACTOR_CATALINA from_car_and_place_at -71.5991 -1134.952 0.0781 
0173: set_actor $ACTOR_CATALINA Z_angle_to 63.1513 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -74.2582 -1130.526 0.0781 
0173: set_actor $PLAYER_ACTOR Z_angle_to 135.9294 

:CAT3_12443
0050: gosub @CAT3_576 
03E6: remove_text_box 
00BE: text_clear_all 
01BD: 44@ = current_time_in_ms 
0006: 37@ = -4 
0006: 35@ = 5 

:CAT3_12473
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @CAT3_15190 
00D6: if and
8118:   not actor $ACTOR_CATALINA dead 
8118:   not actor 322@ dead 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_15190 
00D6: if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT3_12541 
06C9: remove_actor $ACTOR_CATALINA from_group 

:CAT3_12541
00D6: if 
0039:   37@ == -4 
004D: jump_if_false @CAT3_12655 
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_12648 
02AC: set_car 340@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
05EB: assign_car 340@ to_path 199 
01BD: 44@ = current_time_in_ms 
016A: fade 1 time 250 

:CAT3_12610
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_12634 
0001: wait 0 ms 
0002: jump @CAT3_12610 

:CAT3_12634
0006: 37@ = -3 
0002: jump @CAT3_12655 

:CAT3_12648
0006: 37@ = -1 

:CAT3_12655
00D6: if 
0039:   37@ == -3 
004D: jump_if_false @CAT3_12794 
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_12794 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_12794 
015F: set_camera_position -107.3115 -1128.808 2.6543 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -106.788 -1129.652 2.7731 switchstyle 2 
0224: set_car 340@ health_to 5 
0006: 37@ = -21 

:CAT3_12794
00D6: if 
0039:   37@ == -21 
004D: jump_if_false @CAT3_12931 
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_12931 
00D6: if 
860E:   not car 340@ assigned_to_path 
004D: jump_if_false @CAT3_12931 
015F: set_camera_position -108.8537 -1168.342 3.0287 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -108.0611 -1167.736 3.0908 switchstyle 2 
020C: create_explosion_with_radius 4 at -92.24 -1161.46 2.5 
070C: explode_car_without_radius_damage 340@ 
01BD: 44@ = current_time_in_ms 
0006: 37@ = -22 

:CAT3_12931
00D6: if 
0039:   37@ == -22 
004D: jump_if_false @CAT3_13011 
00D6: if 
0019:   42@ > 1000 
004D: jump_if_false @CAT3_13011 
00D6: if 
8119:   not car 346@ wrecked 
004D: jump_if_false @CAT3_13011 
02AC: set_car 346@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
070C: explode_car_without_radius_damage 346@ 
0006: 37@ = -2 

:CAT3_13011
00D6: if 
0039:   37@ == -2 
004D: jump_if_false @CAT3_13107 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 3000 
004D: jump_if_false @CAT3_13107 
016A: fade 0 time 500 

:CAT3_13076
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_13100 
0001: wait 0 ms 
0002: jump @CAT3_13076 

:CAT3_13100
0006: 37@ = -1 

:CAT3_13107
00D6: if 
0039:   37@ == -1 
004D: jump_if_false @CAT3_13266 
015F: set_camera_position 70@ 80@ 90@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 100@ 110@ 120@ switchstyle 2 
00D6: if and
8118:   not actor 310@ dead 
8118:   not actor 311@ dead 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_13205 
009B: destroy_actor 310@ 
009B: destroy_actor 311@ 
00A6: destroy_car 340@ 

:CAT3_13205
0A0B: set_rendering_origin_at_3D_coord 70@ 80@ 90@ angle 100.0 
00BE: text_clear_all 
01BD: 44@ = current_time_in_ms 
016A: fade 1 time 500 

:CAT3_13235
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_13259 
0001: wait 0 ms 
0002: jump @CAT3_13235 

:CAT3_13259
0006: 37@ = 0 

:CAT3_13266
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @CAT3_13439 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 300 
004D: jump_if_false @CAT3_13439 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_13439 
00D6: if and
8118:   not actor $ACTOR_CATALINA dead 
8118:   not actor 322@ dead 
004D: jump_if_false @CAT3_13439 
0615: define_AS_pack_begin 48@ 
0639: AS_actor -1 rotate_to_actor 322@ 
05D3: AS_actor -1 goto_point -74.8954 -1133.779 0.0781 mode 4 time -1 ms // versionA 
05BF: AS_actor -1 look_at_actor 322@ -2 ms 
0616: define_AS_pack_end 48@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 48@ 
0006: 301@ = 43 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 1 

:CAT3_13439
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @CAT3_13685 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_13685 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_13685 
016A: fade 0 time 50 

:CAT3_13521
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_13545 
0001: wait 0 ms 
0002: jump @CAT3_13521 

:CAT3_13545
00D6: if and
8118:   not actor 322@ dead 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_13581 
05BF: AS_actor 322@ look_at_actor $ACTOR_CATALINA -2 ms 
05C8: AS_actor 322@ look_around 

:CAT3_13581
0006: 301@ = 44 
01BD: 44@ = current_time_in_ms 
0A0B: set_rendering_origin_at_3D_coord 71@ 81@ 91@ angle 270.0 
015F: set_camera_position 71@ 81@ 91@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 101@ 111@ 121@ switchstyle 2 
016A: fade 1 time 50 

:CAT3_13654
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_13678 
0001: wait 0 ms 
0002: jump @CAT3_13654 

:CAT3_13678
0006: 37@ = 2 

:CAT3_13685
00D6: if 
0039:   37@ == 2 
004D: jump_if_false @CAT3_13883 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_13883 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_13883 
00D6: if and
8119:   not car 327@ wrecked 
8118:   not actor 322@ dead 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_13883 
0647: AS_actor 322@ clear_look_task 
06BA: AS_actor $ACTOR_CATALINA turn_to_and_look_at 50@ 51@ 52@ 
06BA: AS_actor 322@ turn_to_and_look_at 50@ 51@ 52@ 
05C0: AS_actor $ACTOR_CATALINA look_at_car 327@ -2 ms 
05C0: AS_actor 322@ look_at_car 327@ -2 ms 
05D3: AS_actor 322@ goto_point -75.1023 -1134.871 0.0781 mode 4 time -1 ms // versionA 
0006: 301@ = 45 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 3 

:CAT3_13883
00D6: if 
0039:   37@ == 3 
004D: jump_if_false @CAT3_14074 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_14074 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_14074 
00D6: if 
8118:   not actor 322@ dead 
004D: jump_if_false @CAT3_14055 
015F: set_camera_position 72@ 82@ 92@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 102@ 112@ 122@ switchstyle 2 
0639: AS_actor 322@ rotate_to_actor $ACTOR_CATALINA 
05BF: AS_actor 322@ look_at_actor $ACTOR_CATALINA -2 ms 
05C8: AS_actor 322@ look_around 
0639: AS_actor $ACTOR_CATALINA rotate_to_actor 322@ 
05BF: AS_actor $ACTOR_CATALINA look_at_actor 322@ -2 ms 

:CAT3_14055
0006: 301@ = 46 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 4 

:CAT3_14074
00D6: if 
0039:   37@ == 4 
004D: jump_if_false @CAT3_14169 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_14169 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_14169 
0006: 301@ = 47 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 5 

:CAT3_14169
00D6: if 
0039:   37@ == 5 
004D: jump_if_false @CAT3_14309 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_14309 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_14309 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_14309 
0647: AS_actor $ACTOR_CATALINA clear_look_task 
05D3: AS_actor $ACTOR_CATALINA goto_point -83.1314 -1129.417 0.0782 mode 4 time -1 ms // versionA 
0006: 301@ = 48 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 6 

:CAT3_14309
00D6: if 
0039:   37@ == 6 
004D: jump_if_false @CAT3_14461 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_14461 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_14461 
00D6: if 
8118:   not actor 322@ dead 
004D: jump_if_false @CAT3_14461 
0647: AS_actor 322@ clear_look_task 
0639: AS_actor 322@ rotate_to_actor $PLAYER_ACTOR 
0001: wait 100 ms 
05D3: AS_actor $PLAYER_ACTOR goto_point -84.1314 -1128.417 0.0782 mode 4 time -1 ms // versionA 
0006: 301@ = 51 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 7 

:CAT3_14461
00D6: if 
0039:   37@ == 7 
004D: jump_if_false @CAT3_14556 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_14556 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_14556 
0006: 301@ = 52 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 8 

:CAT3_14556
00D6: if 
0039:   37@ == 8 
004D: jump_if_false @CAT3_14759 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 3000 
004D: jump_if_false @CAT3_14759 
016A: fade 0 time 100 

:CAT3_14620
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_14644 
0001: wait 0 ms 
0002: jump @CAT3_14620 

:CAT3_14644
01BD: 44@ = current_time_in_ms 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_14689 
00D6: if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT3_14689 
06C9: remove_actor $ACTOR_CATALINA from_group 

:CAT3_14689
0050: gosub @CAT3_1251 
0687: clear_actor $PLAYER_ACTOR task 
015F: set_camera_position -86.1477 -1130.445 0.9157 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -86.5058 -1129.52 1.0417 switchstyle 2 
0006: 37@ = 9 

:CAT3_14759
00D6: if 
0039:   37@ == 9 
004D: jump_if_false @CAT3_14839 
016A: fade 1 time 100 

:CAT3_14783
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_14807 
0001: wait 0 ms 
0002: jump @CAT3_14783 

:CAT3_14807
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_14839 
0006: 301@ = 55 
0006: 37@ = 10 

:CAT3_14839
00D6: if 
0039:   37@ == 10 
004D: jump_if_false @CAT3_14932 
00D6: if 
0039:   301@ == 0 
004D: jump_if_false @CAT3_14932 
00D6: if and
8119:   not car 352@ wrecked 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_14932 
00D6: if 
860E:   not car 352@ assigned_to_path 
004D: jump_if_false @CAT3_14932 
0647: AS_actor $ACTOR_CATALINA clear_look_task 
05EB: assign_car 352@ to_path 189 
0006: 37@ = 11 

:CAT3_14932
00D6: if 
0039:   37@ == 11 
004D: jump_if_false @CAT3_15045 
00D6: if 
8119:   not car 352@ wrecked 
004D: jump_if_false @CAT3_15045 
00D6: if 
860E:   not car 352@ assigned_to_path 
004D: jump_if_false @CAT3_15045 
016A: fade 0 time 500 

:CAT3_14989
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_15013 
0001: wait 0 ms 
0002: jump @CAT3_14989 

:CAT3_15013
0687: clear_actor $PLAYER_ACTOR task 
009B: destroy_actor $ACTOR_CATALINA 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0002: jump @CAT3_17066 

:CAT3_15045
00D6: if 
0019:   37@ > 0 
004D: jump_if_false @CAT3_15190 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CAT3_15190 
016A: fade 0 time 500 

:CAT3_15087
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_15111 
0001: wait 0 ms 
0002: jump @CAT3_15087 

:CAT3_15111
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_15158 
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT3_15158 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 

:CAT3_15158
0687: clear_actor $PLAYER_ACTOR task 
009B: destroy_actor $ACTOR_CATALINA 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0002: jump @CAT3_17066 

:CAT3_15190
00D6: if and
0019:   35@ > 0 
001B:   5 > 35@ 
004D: jump_if_false @CAT3_15222 
0050: gosub @CAT3_18188 

:CAT3_15222
00D6: if and
0019:   35@ > 1 
001B:   5 > 35@ 
004D: jump_if_false @CAT3_15735 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_15735 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CAT3_15523 
00D6: if 
0039:   49@ == 1 
004D: jump_if_false @CAT3_15523 
00D6: if and
8039:   not  35@ == 1 
8039:   not  35@ == 3 
004D: jump_if_false @CAT3_15344 
00BC: show_text_highpriority GXT 'CAT3_10' time 100 flag 1  // ~s~Get back in the ~b~cab~s~!

:CAT3_15344
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_15523 
00D6: if and
8039:   not  35@ == 1 
8039:   not  35@ == 3 
004D: jump_if_false @CAT3_15390 
00BE: text_clear_all 

:CAT3_15390
0164: disable_marker 328@ 
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CAT3_15444 
00D6: if 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_15444 
0186: 335@ = create_marker_above_car 334@ 
07E0: set_marker 335@ type_to 1 

:CAT3_15444
00D6: if or
0039:   35@ == 3 
0039:   35@ == 4 
004D: jump_if_false @CAT3_15516 
0164: disable_marker 41@ 
018A: 41@ = create_checkpoint_at 50@ 51@ 52@ 
07E0: set_marker 41@ type_to 1 
0151: remove_status_text $6988 
03C4: set_status_text $6988 type 1 GXT 'CAT3_11' // global_variable  // HEALTH

:CAT3_15516
0006: 36@ = 1 

:CAT3_15523
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CAT3_15735 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_15735 
00D6: if 
0039:   49@ == 1 
004D: jump_if_false @CAT3_15593 
0186: 328@ = create_marker_above_car 327@ 
07E0: set_marker 328@ type_to 1 

:CAT3_15593
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CAT3_15616 
0164: disable_marker 335@ 

:CAT3_15616
00D6: if or
0039:   35@ == 3 
0039:   35@ == 4 
004D: jump_if_false @CAT3_15651 
0164: disable_marker 41@ 
0151: remove_status_text $6988 

:CAT3_15651
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CAT3_15728 
00D6: if 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_15728 
02E2: set_actor 310@ weapon_accuracy_to 50 
0713: actor 310@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 60 

:CAT3_15728
0006: 36@ = 0 

:CAT3_15735
00D6: if or
0118:   actor $ACTOR_CATALINA dead 
04AD:   actor $ACTOR_CATALINA in_water 
004D: jump_if_false @CAT3_15781 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CAT3_06' time 10000 flag 1  // ~r~Catalina didn't make it.
0002: jump @CAT3_17048 

:CAT3_15781
00D6: if 
001B:   5 > 35@ 
004D: jump_if_false @CAT3_15840 
00D6: if 
0119:   car 334@ wrecked 
004D: jump_if_false @CAT3_15840 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CAT3_07' time 5000 flag 1  // ~r~The tanker was destroyed!
0002: jump @CAT3_17048 

:CAT3_15840
00D6: if 
001B:   5 > 35@ 
004D: jump_if_false @CAT3_15899 
00D6: if 
0119:   car 327@ wrecked 
004D: jump_if_false @CAT3_15899 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CAT3_09' time 5000 flag 1  // ~r~The cab was destroyed!
0002: jump @CAT3_17048 

:CAT3_15899
0002: jump @CAT3_3696 

:CAT3_15906
0001: wait 0 ms 
00D6: if 
8039:   not  301@ == 0 
004D: jump_if_false @CAT3_16337 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_15974 
00D6: if 
03D0:   wav 304@ loaded 
004D: jump_if_false @CAT3_15967 
040D: unload_wav 304@ 

:CAT3_15967
0006: 302@ = 1 

:CAT3_15974
00D6: if 
0039:   302@ == 1 
004D: jump_if_false @CAT3_16018 
03CF: load_wav 245@(301@,56i) as 303@ 
0050: gosub @CAT3_17452 
0006: 302@ = 2 

:CAT3_16018
00D6: if 
0039:   302@ == 2 
004D: jump_if_false @CAT3_16120 
00D6: if 
03D0:   wav 303@ loaded 
004D: jump_if_false @CAT3_16120 
00D6: if 
8039:   not  244@ == 0 
004D: jump_if_false @CAT3_16094 
00D6: if 
8118:   not actor 244@ dead 
004D: jump_if_false @CAT3_16094 
0967: actor 244@ move_mouth 10000 ms 

:CAT3_16094
03D1: play_wav 303@ 
00BC: show_text_highpriority GXT 132@(301@,56s) time 10000 flag 1 
0006: 302@ = 3 

:CAT3_16120
00D6: if 
0039:   302@ == 3 
004D: jump_if_false @CAT3_16337 
00D6: if 
03D2:   wav 303@ ended 
004D: jump_if_false @CAT3_16276 
03D5: remove_text 132@(301@,56s) 
00D6: if 
8039:   not  244@ == 0 
004D: jump_if_false @CAT3_16202 
00D6: if 
8118:   not actor 244@ dead 
004D: jump_if_false @CAT3_16202 
0968: actor 244@ stop_mouth 

:CAT3_16202
00D6: if 
0039:   303@ == 1 
004D: jump_if_false @CAT3_16241 
0006: 303@ = 2 
0006: 304@ = 1 
0002: jump @CAT3_16255 

:CAT3_16241
0006: 303@ = 1 
0006: 304@ = 2 

:CAT3_16255
0006: 301@ = 0 
0006: 302@ = 0 
0002: jump @CAT3_16337 

:CAT3_16276
00D6: if 
83D0:   not wav 304@ loaded 
004D: jump_if_false @CAT3_16337 
00D6: if 
001B:   54 > 301@ 
004D: jump_if_false @CAT3_16337 
0085: 305@ = 301@ // (int) 
000A: 305@ += 1 
03CF: load_wav 245@(305@,56i) as 304@ 

:CAT3_16337
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @CAT3_16472 
016A: fade 1 time 50 

:CAT3_16361
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_16385 
0001: wait 0 ms 
0002: jump @CAT3_16361 

:CAT3_16385
0006: 301@ = 53 
01BD: 44@ = current_time_in_ms 
00D6: if and
8119:   not car 327@ wrecked 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_16472 
0679: put_camera_on_car 327@ with_offset 1.0 8.0 1.5 rotation 0.0 0.0 1.0 tilt 0.0 switchstyle 2 
0151: remove_status_text $6988 
0006: 37@ = 1 

:CAT3_16472
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @CAT3_16667 
00D6: if and
8119:   not car 327@ wrecked 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_16667 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 1000 
004D: jump_if_false @CAT3_16667 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_16667 
0006: 301@ = 54 
0679: put_camera_on_car 327@ with_offset 1.0 8.0 1.5 rotation 0.0 0.0 1.0 tilt 0.0 switchstyle 2 
0407: store_coords_to 73@ 83@ 93@ from_car 327@ with_offset 4.5 10.0 0.0 
05CD: AS_actor $ACTOR_CATALINA exit_car 327@ 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 2 

:CAT3_16667
00D6: if 
0039:   37@ == 2 
004D: jump_if_false @CAT3_16914 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_16914 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 1000 
004D: jump_if_false @CAT3_16914 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_16914 
00D6: if 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_16914 
00D6: if 
80DB:   not actor $ACTOR_CATALINA in_car 327@ 
004D: jump_if_false @CAT3_16914 
05D3: AS_actor $ACTOR_CATALINA goto_point 73@ 83@ 93@ mode 4 time -1 ms // versionA 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_16914 
016A: fade 0 time 50 

:CAT3_16836
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_16860 
0001: wait 0 ms 
0002: jump @CAT3_16836 

:CAT3_16860
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_16914 
00D6: if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT3_16914 
06C9: remove_actor $ACTOR_CATALINA from_group 
009B: destroy_actor $ACTOR_CATALINA 
00BE: text_clear_all 
0006: 37@ = 3 

:CAT3_16914
00D6: if 
001B:   3 > 37@ 
004D: jump_if_false @CAT3_16955 
00D6: if 
02BF:   car 327@ sunk 
004D: jump_if_false @CAT3_16955 
0006: 37@ = 3 

:CAT3_16955
00D6: if 
0039:   37@ == 3 
004D: jump_if_false @CAT3_17041 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 time 50 

:CAT3_16987
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_17011 
0001: wait 0 ms 
0002: jump @CAT3_16987 

:CAT3_17011
00BC: show_text_highpriority GXT 'CAT3_08' time 5000 flag 1  // ~r~The tanker disconnected!
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @CAT3_17048 

:CAT3_17041
0002: jump @CAT3_15906 

:CAT3_17048
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:CAT3_17066
0008: $CATALINA_TOTAL_PASSED_MISSIONS += 1 
00D6: if and
8119:   not car 327@ wrecked 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_17111 
0519: set_car 327@ locked 0 
00A6: destroy_car 327@ 
00A6: destroy_car 334@ 

:CAT3_17111
004F: create_thread @TRUCKS  
00D6: if 
0038:   $CATALINA_DIALOG_BETTING_SHOP_PLAYED == 1 
004D: jump_if_false @CAT3_17144 
0004: $CATALINA_DIALOG_BETTING_SHOP_PLAYED = 2 

:CAT3_17144
00D6: if 
0038:   $CATALINA_DIALOG_LIQUOR_STORE_PLAYED == 1 
004D: jump_if_false @CAT3_17169 
0004: $CATALINA_DIALOG_LIQUOR_STORE_PLAYED = 2 

:CAT3_17169
0164: disable_marker $MARKER_TRUCKING_MISSION 
0570: $MARKER_TRUCKING_MISSION = create_asset_radar_marker_with_icon 51 at $2373 $2374 $2375 
0394: play_music 1 
0318: set_latest_mission_passed 'CAT_3'  // Tanker Commander
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASS' number 34@ time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 34@ 
0110: clear_player $PLAYER_CHAR wanted_level 
0004: $MISSION_TANKER_COMMANDER_PASSED = 1 
0051: return 

:CAT3_17250
0164: disable_marker 328@ 
0164: disable_marker 335@ 
0164: disable_marker 341@ 
0164: disable_marker 41@ 
0164: disable_marker 309@ 
0151: remove_status_text $6988 
040D: unload_wav 3 
009B: destroy_actor 322@ 
00A6: destroy_car 352@ 
0249: release_model #HFYST 
0249: release_model #WMOST 
0249: release_model #BMYPOL2 
0249: release_model #PETRO 
0249: release_model #PETROTR 
0249: release_model #SABRE 
0249: release_model #MICRO_UZI 
0249: release_model #CHROMEGUN 
0249: release_model #BMOST 
0249: release_model #SADLER 
0249: release_model #SANCHEZ 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_17366 
034F: destroy_actor_with_fade $ACTOR_CATALINA 

:CAT3_17366
0296: unload_special_actor 1 
04EF: release_animation "CAR_CHAT" 
04EF: release_animation "MISC" 
0873: release_path 188 
0873: release_path 189 
0873: release_path 199 
0004: $ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
016A: fade 1 time 500 

:CAT3_17424
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_17448 
0001: wait 0 ms 
0002: jump @CAT3_17424 

:CAT3_17448
00D8: mission_cleanup 
0051: return 

:CAT3_17452
00D6: if or
0039:   301@ == 1 
0039:   301@ == 5 
0039:   301@ == 6 
0039:   301@ == 8 
0039:   301@ == 11 
0039:   301@ == 12 
004D: jump_if_false @CAT3_17513 
008B: 244@ = $ACTOR_CATALINA // (int) 

:CAT3_17513
00D6: if or
0039:   301@ == 16 
0039:   301@ == 20 
0039:   301@ == 21 
0039:   301@ == 22 
0039:   301@ == 23 
0039:   301@ == 24 
004D: jump_if_false @CAT3_17574 
008B: 244@ = $ACTOR_CATALINA // (int) 

:CAT3_17574
00D6: if or
0039:   301@ == 25 
0039:   301@ == 26 
0039:   301@ == 40 
0039:   301@ == 41 
0039:   301@ == 42 
0039:   301@ == 43 
004D: jump_if_false @CAT3_17635 
008B: 244@ = $ACTOR_CATALINA // (int) 

:CAT3_17635
00D6: if or
0039:   301@ == 45 
0039:   301@ == 47 
004D: jump_if_false @CAT3_17668 
008B: 244@ = $ACTOR_CATALINA // (int) 

:CAT3_17668
00D6: if or
0039:   301@ == 2 
0039:   301@ == 3 
0039:   301@ == 7 
0039:   301@ == 10 
0039:   301@ == 13 
0039:   301@ == 14 
004D: jump_if_false @CAT3_17729 
0085: 244@ = 310@ // (int) 

:CAT3_17729
00D6: if or
0039:   301@ == 17 
0039:   301@ == 18 
004D: jump_if_false @CAT3_17762 
0085: 244@ = 310@ // (int) 

:CAT3_17762
00D6: if or
0039:   301@ == 27 
0039:   301@ == 28 
0039:   301@ == 29 
0039:   301@ == 30 
004D: jump_if_false @CAT3_17808 
0006: 244@ = 0 

:CAT3_17808
00D6: if or
0039:   301@ == 31 
0039:   301@ == 32 
0039:   301@ == 15 
004D: jump_if_false @CAT3_17847 
0006: 244@ = 0 

:CAT3_17847
00D6: if or
0039:   301@ == 4 
0039:   301@ == 19 
004D: jump_if_false @CAT3_17880 
0085: 244@ = 311@ // (int) 

:CAT3_17880
00D6: if or
0039:   301@ == 33 
0039:   301@ == 34 
0039:   301@ == 35 
004D: jump_if_false @CAT3_17919 
0006: 244@ = 0 

:CAT3_17919
00D6: if or
0039:   301@ == 36 
0039:   301@ == 37 
0039:   301@ == 38 
0039:   301@ == 39 
004D: jump_if_false @CAT3_17965 
0006: 244@ = 0 

:CAT3_17965
00D6: if or
0039:   301@ == 44 
0039:   301@ == 46 
0039:   301@ == 48 
0039:   301@ == 49 
0039:   301@ == 50 
0039:   301@ == 51 
004D: jump_if_false @CAT3_18026 
0085: 244@ = 322@ // (int) 

:CAT3_18026
00D6: if 
0039:   301@ == 52 
004D: jump_if_false @CAT3_18052 
0085: 244@ = 322@ // (int) 

:CAT3_18052
00D6: if 
0039:   301@ == 9 
004D: jump_if_false @CAT3_18078 
008B: 244@ = $PLAYER_ACTOR // (int) 

:CAT3_18078
0051: return 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT3_18186 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CAT3_18145 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT3_18145 
00D9: 308@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0006: 36@ = 1 

:CAT3_18145
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CAT3_18186 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT3_18186 
0006: 36@ = 0 

:CAT3_18186
0051: return 

:CAT3_18188
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT3_18825 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @CAT3_18628 
00D6: if and
0019:   35@ > 1 
001B:   5 > 35@ 
004D: jump_if_false @CAT3_18628 
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT3_18628 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CATALINA radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @CAT3_18628 
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CAT3_18433 
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CAT3_18379 
00D6: if 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_18379 
0164: disable_marker 335@ 
0186: 335@ = create_marker_above_car 334@ 
07E0: set_marker 335@ type_to 1 

:CAT3_18379
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CAT3_18433 
00D6: if 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_18433 
0164: disable_marker 328@ 
0186: 328@ = create_marker_above_car 327@ 
07E0: set_marker 328@ type_to 1 

:CAT3_18433
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CAT3_18577 
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CAT3_18516 
0006: 128@ = 4 
0164: disable_marker 41@ 
018A: 41@ = create_checkpoint_at 50@ 51@ 52@ 
0151: remove_status_text $6988 
03C4: set_status_text $6988 type 1 GXT 'CAT3_11' // global_variable  // HEALTH

:CAT3_18516
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CAT3_18577 
00D6: if 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_18577 
0006: 128@ = 4 
0164: disable_marker 328@ 
0186: 328@ = create_marker_above_car 327@ 
07E0: set_marker 328@ type_to 1 

:CAT3_18577
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0164: disable_marker 309@ 
00D6: if and
8039:   not  35@ == 1 
8039:   not  35@ == 3 
004D: jump_if_false @CAT3_18621 
00BE: text_clear_all 

:CAT3_18621
0006: 49@ = 1 

:CAT3_18628
00D6: if 
0039:   49@ == 1 
004D: jump_if_false @CAT3_18825 
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT3_18825 
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CAT3_18711 
0164: disable_marker 335@ 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CAT3_18711 
0164: disable_marker 328@ 

:CAT3_18711
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CAT3_18769 
0151: remove_status_text $6988 
0164: disable_marker 41@ 
0006: 128@ = 10 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CAT3_18769 
0164: disable_marker 328@ 

:CAT3_18769
0187: 309@ = create_marker_above_actor $ACTOR_CATALINA 
07E0: set_marker 309@ type_to 1 
00D6: if 
8039:   not  35@ == 3 
004D: jump_if_false @CAT3_18818 
00BC: show_text_highpriority GXT 'CAT3_01' time 5000 flag 1  // ~s~Go and pick up ~b~Catalina~s~.

:CAT3_18818
0006: 49@ = 0 

:CAT3_18825
0051: return 

//-------------Mission 44---------------
// Originally: Against All Odds

:CAT4
03A4: name_thread 'CAT4' 
0050: gosub @CAT4_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CAT4_38 
0050: gosub @CAT4_18296 

:CAT4_38
0050: gosub @CAT4_18425 
004E: end_thread 

:CAT4_47
0004: $ONMISSION = 1 
07FB: set_interior 'GENOTB' access 0  // Inside Track Betting
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT4_90 
01B4: set_player $PLAYER_CHAR can_move 0 

:CAT4_90
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 
02A3: enable_widescreen 1 

:CAT4_109
00D6: if 
016B:   fading 
004D: jump_if_false @CAT4_133 
0001: wait 0 ms 
0002: jump @CAT4_109 

:CAT4_133
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT4_161 
0173: set_actor $PLAYER_ACTOR Z_angle_to 64.0 
0373: set_camera_directly_behind_player 

:CAT4_161
0956: get_respect_to 111@ 
000E: 111@ -= 1 
00D6: if 
002B:   0 >= 111@ 
004D: jump_if_false @CAT4_202 
08F4: set_max_group_members 1 
0002: jump @CAT4_207 

:CAT4_202
08F4: set_max_group_members 111@ 

:CAT4_207
09DD: unknown_player_group 1 
0247: load_model #DESERT_EAGLE 
0247: load_model #BOMB 
0247: load_model #SATCHEL 
0247: load_model #RIDER1_DOOR 
0247: load_model #KEV_SAFE 
0247: load_model #MAN_SAFENEW 
04ED: load_animation "MISC" 

:CAT4_249
00D6: if or
8248:   not model #SATCHEL available 
8248:   not model #BOMB available 
004D: jump_if_false @CAT4_281 
0001: wait 0 ms 
0002: jump @CAT4_249 

:CAT4_281
054C: use_GXT_table 'CAT' 
0006: 107@ = 1 
0006: 88@ = 1 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 91@ = 0 
0006: 96@ = 0 
0004: $6990 = 0 
0006: 99@ = 0 
0004: $1798 = 0 
0006: 92@ = 0 
0006: 98@ = 0 
0006: 100@ = 0 
0006: 275@ = 0 
0006: 104@ = 0 
0006: 109@ = 0 
0006: 107@ = 0 
0006: 102@ = 0 
0006: 108@ = 0 
0006: 106@ = 1 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 103@ = 0 
0006: 38@ = 0 
0006: 97@ = 0 
0006: 93@ = 0 
0006: 101@ = 0 
0006: 117@ = 0 
0004: $1795 = 0 
0006: 274@ = 0 
0006: 105@ = 0 
0007: 61@ = 1289.851 
0007: 62@ = 269.8778 
0007: 63@ = 19.5888 
0007: 64@ = 820.2197 
0007: 65@ = 4.2019 
0007: 66@ = 1004.661 
0007: 67@ = 719.17 
0007: 68@ = -457.68 
0007: 69@ = 16.92 
0007: 70@ = 822.4665 
0007: 76@ = 1.7837 
0007: 82@ = 1003.1 
0007: 71@ = 822.0091 
0007: 77@ = 6.0787 
0007: 83@ = 1003.17 
0007: 72@ = 832.8624 
0007: 78@ = 0.7513 
0007: 84@ = 1003.18 
0007: 73@ = 830.9443 
0007: 79@ = 0.3996 
0007: 85@ = 1003.17 
0007: 74@ = 827.839 
0007: 80@ = -0.2443 
0007: 86@ = 1003.1 
0007: 75@ = 829.2125 
0007: 81@ = 2.0354 
0007: 87@ = 1003.17 
00D6: if 
0038:   $1520 == 0 
004D: jump_if_false @CAT4_1357 
00D6: if 
0038:   $CATALINA_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @CAT4_1108 
05AA: 118@s = 'CAT_DA' // @s = 'short'  // ~z~I have a hideout on Fern Ridge.
05AA: 120@s = 'CAT_DE' // @s = 'short'  // ~z~Now drive!
05AA: 122@s = 'CAT_DF' // @s = 'short'  // ~z~You're fucking psycho!
05AA: 124@s = 'CAT_DG' // @s = 'short'  // ~z~All you little men are scared of strong women!
05AA: 126@s = 'CAT_DH' // @s = 'short'  // ~z~If we're passionate you say we're crazy.
05AA: 128@s = 'CAT_DI' // @s = 'short'  // ~z~If we're upset you say we're hysterical.
05AA: 130@s = 'CAT_DJ' // @s = 'short'  // ~z~We sleep with men, we're sluts.
05AA: 132@s = 'CAT_DK' // @s = 'short'  // ~z~If we don't put out we're frigid bitches.
05AA: 134@s = 'CAT_DL' // @s = 'short'  // ~z~Who you calling little men? You went berserk back there!
05AA: 136@s = 'CAT_DM' // @s = 'short'  // ~z~That? That was just another day at the office!
05AA: 138@s = 'CAT_DN' // @s = 'short'  // ~z~You can't stand the heat, go put your tiny balls in the freezer!
05AA: 140@s = 'CAT_DO' // @s = 'short'  // ~z~Tiny balls? Now just wait a minute...
05AA: 142@s = 'CAT_DP' // @s = 'short'  // ~z~Enough! Just shut up and drive, I'm counting the fucking money!
04AF: 222@ = 8626 // = constant 
04AF: 223@ = 8630 // = constant 
04AF: 224@ = 8631 // = constant 
04AF: 225@ = 8632 // = constant 
04AF: 226@ = 8633 // = constant 
04AF: 227@ = 8634 // = constant 
04AF: 228@ = 8635 // = constant 
04AF: 229@ = 8636 // = constant 
04AF: 230@ = 8637 // = constant 
04AF: 231@ = 8638 // = constant 
04AF: 232@ = 8639 // = constant 
04AF: 233@ = 8640 // = constant 
04AF: 234@ = 8641 // = constant 
0006: 110@ = 16 
0002: jump @CAT4_1357 

:CAT4_1108
05AA: 118@s = 'CAT_DF' // @s = 'short'  // ~z~You're fucking psycho!
05AA: 120@s = 'CAT_DG' // @s = 'short'  // ~z~All you little men are scared of strong women!
05AA: 122@s = 'CAT_DH' // @s = 'short'  // ~z~If we're passionate you say we're crazy.
05AA: 124@s = 'CAT_DI' // @s = 'short'  // ~z~If we're upset you say we're hysterical.
05AA: 126@s = 'CAT_DJ' // @s = 'short'  // ~z~We sleep with men, we're sluts.
05AA: 128@s = 'CAT_DK' // @s = 'short'  // ~z~If we don't put out we're frigid bitches.
05AA: 130@s = 'CAT_DL' // @s = 'short'  // ~z~Who you calling little men? You went berserk back there!
05AA: 132@s = 'CAT_DM' // @s = 'short'  // ~z~That? That was just another day at the office!
05AA: 134@s = 'CAT_DN' // @s = 'short'  // ~z~You can't stand the heat, go put your tiny balls in the freezer!
05AA: 136@s = 'CAT_DO' // @s = 'short'  // ~z~Tiny balls? Now just wait a minute...
05AA: 138@s = 'CAT_DP' // @s = 'short'  // ~z~Enough! Just shut up and drive, I'm counting the fucking money!
04AF: 222@ = 8631 // = constant 
04AF: 223@ = 8632 // = constant 
04AF: 224@ = 8633 // = constant 
04AF: 225@ = 8634 // = constant 
04AF: 226@ = 8635 // = constant 
04AF: 227@ = 8636 // = constant 
04AF: 228@ = 8637 // = constant 
04AF: 229@ = 8638 // = constant 
04AF: 230@ = 8639 // = constant 
04AF: 231@ = 8640 // = constant 
04AF: 232@ = 8641 // = constant 
0006: 110@ = 14 

:CAT4_1357
00D6: if 
0038:   $1520 == 1 
004D: jump_if_false @CAT4_1690 
05AA: 118@s = 'CAT_GA' // @s = 'short'  // ~z~Take me home, Carl.
05AA: 120@s = 'CAT_GB' // @s = 'short'  // ~z~Okay. Look, but we gotta talk about something.
05AA: 122@s = 'CAT_GC' // @s = 'short'  // ~z~What? What do I have to say to you?
05AA: 124@s = 'CAT_GD' // @s = 'short'  // ~z~You're a great girl, and all, but you gotta calm down.
05AA: 126@s = 'CAT_GE' // @s = 'short'  // ~z~I know some cold blooded cats wouldn't act like you.
05AA: 128@s = 'CAT_GF' // @s = 'short'  // ~z~Oh, you get given a lioness and you want a pussy cat? Wimp!
05AA: 130@s = 'CAT_GG' // @s = 'short'  // ~z~No, I just want...
05AA: 132@s = 'CAT_GH' // @s = 'short'  // ~z~You know why I act like this.
05AA: 134@s = 'CAT_GI' // @s = 'short'  // ~z~No.
05AA: 136@s = 'CAT_GJ' // @s = 'short'  // ~z~I'm in love, Carl.
05AA: 138@s = 'CAT_GK' // @s = 'short'  // ~z~A woman's heart is a tempestuous place,
05AA: 140@s = 'CAT_GL' // @s = 'short'  // ~z~and you will break my heart.
05AA: 142@s = 'CAT_GM' // @s = 'short'  // ~z~Sometimes I want to kill us both!
05AA: 144@s = 'CAT_GN' // @s = 'short'  // ~z~Please, don't do that. Just relax a little.
04AF: 222@ = 8672 // = constant 
04AF: 223@ = 8673 // = constant 
04AF: 224@ = 8674 // = constant 
04AF: 225@ = 8675 // = constant 
04AF: 226@ = 8676 // = constant 
04AF: 227@ = 8677 // = constant 
04AF: 228@ = 8678 // = constant 
04AF: 229@ = 8679 // = constant 
04AF: 230@ = 8680 // = constant 
04AF: 231@ = 8681 // = constant 
04AF: 232@ = 8682 // = constant 
04AF: 233@ = 8683 // = constant 
04AF: 234@ = 8684 // = constant 
04AF: 235@ = 8685 // = constant 
0006: 110@ = 17 

:CAT4_1690
00D6: if 
0038:   $1520 == 2 
004D: jump_if_false @CAT4_1891 
05AA: 118@s = 'CAT_OA' // @s = 'short'  // ~z~Take me home now, big man.
05AA: 120@s = 'CAT_OB' // @s = 'short'  // ~z~How we do?
05AA: 122@s = 'CAT_OC' // @s = 'short'  // ~z~Is that all you care about? Money?
05AA: 124@s = 'CAT_OD' // @s = 'short'  // ~z~No, but I really need the paper--.
05AA: 126@s = 'CAT_OE' // @s = 'short'  // ~z~You revolt me. You make my skin crawl.
05AA: 128@s = 'CAT_OF' // @s = 'short'  // ~z~Well I ain't crazy about you, either!
05AA: 130@s = 'CAT_OG' // @s = 'short'  // ~z~That's just it. How little you know.
05AA: 132@s = 'CAT_OH' // @s = 'short'  // ~z~Don't talk. Let us enjoy the peace and quiet.
04AF: 222@ = 8725 // = constant 
04AF: 223@ = 8726 // = constant 
04AF: 224@ = 8727 // = constant 
04AF: 225@ = 8728 // = constant 
04AF: 226@ = 8729 // = constant 
04AF: 227@ = 8730 // = constant 
04AF: 228@ = 8731 // = constant 
04AF: 229@ = 8732 // = constant 
0006: 110@ = 11 

:CAT4_1891
0006: 52@ = 0 
018A: 112@ = create_checkpoint_at 61@ 62@ 63@ 
018A: 115@ = create_checkpoint_at 277@ 278@ 279@ 
018A: 116@ = create_checkpoint_at 277@ 278@ 279@ 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_1969 
0187: 113@ = create_marker_above_actor $ACTOR_CATALINA 
0164: disable_marker 113@ 

:CAT4_1969
0164: disable_marker 112@ 
0164: disable_marker 115@ 
0164: disable_marker 116@ 
0164: disable_marker 113@ 
0164: disable_marker $451 
060A: create_decision_maker_type 2 store_to 54@ // decision\allowed\m_.ped files 
0864: set_interior_at 833.0 9.0 radius 10.0 access 0 
0864: set_interior_at 1291.0 271.0 radius 10.0 access 1 
0001: wait 0 ms 
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @CAT4_2068 
0050: gosub @CAT4_4355 

:CAT4_2068
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @CAT4_2093 
0050: gosub @CAT4_13682 

:CAT4_2093
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @CAT4_2118 
0002: jump @CAT4_18326 

:CAT4_2118
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @CAT4_2143 
0002: jump @CAT4_18296 

:CAT4_2143
0051: return 

:CAT4_2145
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @CAT4_3613 
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @CAT4_2849 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_2842 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @CAT4_2842 
0006: 93@ = 1 
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @CAT4_2248 
0006: 94@ = 1000 

:CAT4_2248
00D6: if 
875C:   not marker 116@ enabled 
004D: jump_if_false @CAT4_2280 
02A8: 116@ = create_marker 63 at 67@ 68@ 69@ 

:CAT4_2280
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @CAT4_2821 
00D6: if 
0039:   281@ == 1 
004D: jump_if_false @CAT4_2686 
00D6: if 
0019:   102@ > 2 
004D: jump_if_false @CAT4_2341 
0006: 102@ = 0 

:CAT4_2341
00D6: if 
0039:   102@ == 2 
004D: jump_if_false @CAT4_2456 
03CF: load_wav 9889 as 1 

:CAT4_2366
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_2392 
0001: wait 0 ms 
0002: jump @CAT4_2366 

:CAT4_2392
00BC: show_text_highpriority GXT 'CATX_UA' time 10000 flag 1  // ~z~Carl, you are a fucking idiota!
03D1: play_wav 1 

:CAT4_2412
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_2438 
0001: wait 0 ms 
0002: jump @CAT4_2412 

:CAT4_2438
03D5: remove_text 'CATX_UA'  // ~z~Carl, you are a fucking idiota!
000A: 102@ += 1 

:CAT4_2456
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @CAT4_2571 
03CF: load_wav 9890 as 1 

:CAT4_2481
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_2507 
0001: wait 0 ms 
0002: jump @CAT4_2481 

:CAT4_2507
00BC: show_text_highpriority GXT 'CATX_UB' time 10000 flag 1  // ~z~Idiota, Carl, idiota!
03D1: play_wav 1 

:CAT4_2527
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_2553 
0001: wait 0 ms 
0002: jump @CAT4_2527 

:CAT4_2553
03D5: remove_text 'CATX_UB'  // ~z~Idiota, Carl, idiota!
000A: 102@ += 1 

:CAT4_2571
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @CAT4_2686 
03CF: load_wav 9894 as 1 

:CAT4_2596
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_2622 
0001: wait 0 ms 
0002: jump @CAT4_2596 

:CAT4_2622
00BC: show_text_highpriority GXT 'CATX_UF' time 10000 flag 1  // ~z~Carl Johnson, you are shit!
03D1: play_wav 1 

:CAT4_2642
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_2668 
0001: wait 0 ms 
0002: jump @CAT4_2642 

:CAT4_2668
03D5: remove_text 'CATX_UF'  // ~z~Carl Johnson, you are shit!
000A: 102@ += 1 

:CAT4_2686
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @CAT4_2805 
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @CAT4_2805 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_2805 
00D6: if 
80FE:   not actor $ACTOR_CATALINA sphere 0 in_sphere 67@ 68@ 69@ radius 30.0 30.0 30.0 
004D: jump_if_false @CAT4_2805 
077B: clear_actor $ACTOR_CATALINA acquaintance 1 to_actors_pedtype 6 // see ped.dat 
0006: 99@ = 1 
077A: set_actor $ACTOR_CATALINA acquaintance 4 to_actors_pedtype 6 // see ped.dat 

:CAT4_2805
00BB: show_text_lowpriority GXT 'CAT4_32' time 5000 flag 1  // ~s~You got a wanted level. Get to the ~w~Pay 'n' Spray to lose it.

:CAT4_2821
00D6: if 
075C:   marker 115@ enabled 
004D: jump_if_false @CAT4_2842 
0164: disable_marker 115@ 

:CAT4_2842
0002: jump @CAT4_3613 

:CAT4_2849
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_3306 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @CAT4_3094 
00D6: if 
00FE:   actor $ACTOR_CATALINA sphere 1 in_sphere 720.5 -466.73 15.72 radius 4.0 4.0 4.0 
004D: jump_if_false @CAT4_3094 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @CAT4_3094 
00BC: show_text_highpriority GXT 'CAT4_37' time 5000 flag 1  // ~S~Park vehicle inside ~h~Pay 'n' Spray.
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @CAT4_3087 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_3087 
077B: clear_actor $ACTOR_CATALINA acquaintance 4 to_actors_pedtype 6 // see ped.dat 
00D6: if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_3032 
06C9: remove_actor $ACTOR_CATALINA from_group 

:CAT4_3032
0687: clear_actor $ACTOR_CATALINA task 
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_3071 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 

:CAT4_3071
077A: set_actor $ACTOR_CATALINA acquaintance 1 to_actors_pedtype 6 // see ped.dat 
0006: 99@ = 0 

:CAT4_3087
0006: 100@ = 1 

:CAT4_3094
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @CAT4_3185 
00D6: if 
80FE:   not actor $ACTOR_CATALINA sphere 0 in_sphere 720.5 -460.73 15.72 radius 15.0 15.0 15.0 
004D: jump_if_false @CAT4_3185 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @CAT4_3185 
0006: 100@ = 0 

:CAT4_3185
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @CAT4_3306 
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @CAT4_3306 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @CAT4_3306 
00D6: if 
80FE:   not actor $ACTOR_CATALINA sphere 0 in_sphere 67@ 68@ 69@ radius 30.0 30.0 30.0 
004D: jump_if_false @CAT4_3306 
077B: clear_actor $ACTOR_CATALINA acquaintance 1 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $ACTOR_CATALINA acquaintance 4 to_actors_pedtype 6 // see ped.dat 
0006: 99@ = 1 

:CAT4_3306
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @CAT4_3613 
0006: 93@ = 0 
01BD: $6992 = current_time_in_ms 
00D6: if 
875C:   not marker 115@ enabled 
004D: jump_if_false @CAT4_3463 
018A: 115@ = create_checkpoint_at 277@ 278@ 279@ 
0165: set_marker 115@ color_to 4 
03CF: load_wav 9824 as 1 

:CAT4_3380
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_3406 
0001: wait 0 ms 
0002: jump @CAT4_3380 

:CAT4_3406
00BC: show_text_highpriority GXT 'CATX_DE' time 10000 flag 1  // ~z~Get us back to the hideout!
03D1: play_wav 1 

:CAT4_3426
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_3452 
0001: wait 0 ms 
0002: jump @CAT4_3426 

:CAT4_3452
03D5: remove_text 'CATX_DE'  // ~z~Get us back to the hideout!

:CAT4_3463
00D6: if 
075C:   marker 116@ enabled 
004D: jump_if_false @CAT4_3484 
0164: disable_marker 116@ 

:CAT4_3484
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @CAT4_3606 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_3606 
077B: clear_actor $ACTOR_CATALINA acquaintance 4 to_actors_pedtype 6 // see ped.dat 
00D6: if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_3551 
06C9: remove_actor $ACTOR_CATALINA from_group 

:CAT4_3551
0687: clear_actor $ACTOR_CATALINA task 
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_3590 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 

:CAT4_3590
077A: set_actor $ACTOR_CATALINA acquaintance 1 to_actors_pedtype 6 // see ped.dat 
0006: 99@ = 0 

:CAT4_3606
0006: 32@ = 0 

:CAT4_3613
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT4_4353 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 64@ 65@ 66@ radius 50.0 50.0 50.0 
004D: jump_if_false @CAT4_4168 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @CAT4_4150 
03D5: remove_text 'CAT4_01'  // ~s~ Get inside the Inside Track Betting Shop.
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @CAT4_3765 
0107: 39@ = create_object #RIDER1_DOOR at 824.4123 10.85 1003.2 
0177: set_object 39@ Z_angle_to 175.0 
0550: keep_object 39@ in_memory 1 
07F7: set_object 39@ destructible 0 

:CAT4_3765
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @CAT4_3783 

:CAT4_3783
00D6: if 
0038:   $6990 == 0 
004D: jump_if_false @CAT4_3831 
0107: 40@ = create_object #KEV_SAFE at 820.5 9.7 1003.216 
0002: jump @CAT4_3854 

:CAT4_3831
0107: 40@ = create_object #MAN_SAFENEW at 820.5 9.7 1003.216 

:CAT4_3854
0177: set_object 40@ Z_angle_to 90.0 
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @CAT4_3903 
00D6: if 
075C:   marker 115@ enabled 
004D: jump_if_false @CAT4_3903 
0164: disable_marker 115@ 

:CAT4_3903
00D6: if 
8039:   not  96@ == 0 
004D: jump_if_false @CAT4_4150 
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @CAT4_4150 
00D6: if 
075C:   marker 112@ enabled 
004D: jump_if_false @CAT4_3962 
0164: disable_marker 112@ 
00BE: text_clear_all 

:CAT4_3962
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_4150 
0687: clear_actor $ACTOR_CATALINA task 
00A1: put_actor $ACTOR_CATALINA at 823.13 2.2 1003.18 
0173: set_actor $ACTOR_CATALINA Z_angle_to 107.0 
0860: link_actor $ACTOR_CATALINA to_interior 3 
0667: AS_actor $ACTOR_CATALINA aim_at 64@ 65@ 66@ 900000 ms 
0575: set_actor $ACTOR_CATALINA keep_position 0 
097A: play_audio_at 64@ 65@ 66@ event 1155 
03CF: load_wav 9830 as 1 

:CAT4_4067
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_4093 
0001: wait 0 ms 
0002: jump @CAT4_4067 

:CAT4_4093
00BC: show_text_highpriority GXT 'CATX_JE' time 10000 flag 1  // ~z~Don't try and dump me, Carl!
03D1: play_wav 1 

:CAT4_4113
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_4139 
0001: wait 0 ms 
0002: jump @CAT4_4113 

:CAT4_4139
03D5: remove_text 'CATX_JE'  // ~z~Don't try and dump me, Carl!

:CAT4_4150
0581: enable_radar 0 
0006: 38@ = 1 
0002: jump @CAT4_4353 

:CAT4_4168
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @CAT4_4353 
00D6: if 
03CA:   object 39@ exists 
004D: jump_if_false @CAT4_4207 
0108: destroy_object 39@ 

:CAT4_4207
00D6: if 
03CA:   object 40@ exists 
004D: jump_if_false @CAT4_4228 
0108: destroy_object 40@ 

:CAT4_4228
0395: clear_area 1 at 61@ 62@ 63@ radius 1000.0 
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @CAT4_4342 
00D6: if 
875C:   not marker 112@ enabled 
004D: jump_if_false @CAT4_4342 
018A: 112@ = create_checkpoint_at 61@ 62@ 63@ 
08FB: set_checkpoint 112@ type_to 1 
00BC: show_text_highpriority GXT 'CAT4_16' time 10000 flag 1  // ~s~Get back to ~b~Catalina
03E6: remove_text_box 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_4342 
0575: set_actor $ACTOR_CATALINA keep_position 1 

:CAT4_4342
0581: enable_radar 1 
0006: 38@ = 0 

:CAT4_4353
0051: return 

:CAT4_4355
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT4_4406 
00D9: 41@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1291.575 269.5648 18.5469 
0002: jump @CAT4_4426 

:CAT4_4406
00A1: put_actor $PLAYER_ACTOR at 1291.575 269.5648 18.5469 

:CAT4_4426
0173: set_actor $PLAYER_ACTOR Z_angle_to 60.0 
0107: 57@ = create_object #SATCHEL at 1288.141 267.9079 18.5469 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_4480 
009B: destroy_actor $ACTOR_CATALINA 

:CAT4_4480
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CAT4_4493
00D6: if 
823D:   not special_actor 5 loaded 
004D: jump_if_false @CAT4_4519 
0001: wait 0 ms 
0002: jump @CAT4_4493 

:CAT4_4519
009A: $ACTOR_CATALINA = create_actor_pedtype 23 model #SPECIAL05 at 1288.277 268.9509 18.9469 
09F6: set_actor $ACTOR_CATALINA unjackable_through_driver_seat 0 
0173: set_actor $ACTOR_CATALINA Z_angle_to 321.0 
02A9: set_actor $ACTOR_CATALINA immune_to_nonplayer 1 
0568: set_actor $ACTOR_CATALINA untargetable 1 
0A09: set_actor $ACTOR_CATALINA muted 1 // versionB 
00D6: if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_4606 
06C9: remove_actor $ACTOR_CATALINA from_group 

:CAT4_4606
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @CAT4_4652 
00AB: put_car 41@ at 1297.0 278.0 18.0 
0175: set_car 41@ Z_angle_to 150.0 

:CAT4_4652
06AE: create_group_decision_maker_type 0 store_to 276@ // decision\allowed\mission.grp 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 276@ 
0749: reset_group_decision_maker 276@ event 9 
0749: reset_group_decision_maker 276@ event 41 
060A: create_decision_maker_type 0 store_to 55@ // decision\allowed\m_.ped files 
077A: set_actor $ACTOR_CATALINA acquaintance 4 to_actors_pedtype 24 // see ped.dat 
060B: set_actor $ACTOR_CATALINA decision_maker_to 55@ 
0688: AS_actor $ACTOR_CATALINA unknown_toggle_ped_threat_scanner 1 1 1 
0708: reset_decision_maker 55@ event 36 
0709: set_decision_maker 55@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
07DD: set_actor $ACTOR_CATALINA attack_rate 100 // previously known as temper_to 
00D6: if 
03CA:   object 57@ exists 
004D: jump_if_false @CAT4_4821 
070A: AS_actor $ACTOR_CATALINA attach_to_object 57@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 

:CAT4_4821
00D6: if 
84EE:   not animation "MISC" loaded 
004D: jump_if_false @CAT4_4851 
0001: wait 0 ms 
0002: jump @CAT4_4821 

:CAT4_4851
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
015F: set_camera_position 1284.625 257.5731 23.8334 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1284.508 258.5662 23.824 switchstyle 2 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1284.625 257.5731 23.8334 position_to 1287.068 258.5688 22.872 time 4500 smooth_transition 1 
0920: point_camera 1284.508 258.5662 23.824 transverse_to 1287.18 259.5328 22.6311 time 4500 smooth_transition 1 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_5039 
00A1: put_actor $ACTOR_CATALINA at 1288.277 268.9509 18.546 
0173: set_actor $ACTOR_CATALINA Z_angle_to 321.0 

:CAT4_5039
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0A0B: set_rendering_origin_at_3D_coord 1284.625 257.5731 23.8334 angle 45.0 
0395: clear_area 1 at 1287.363 257.5327 23.0934 radius 1000.0 
016A: fade 1 time 1000 

:CAT4_5106
00D6: if 
016B:   fading 
004D: jump_if_false @CAT4_5130 
0001: wait 0 ms 
0002: jump @CAT4_5106 

:CAT4_5130
0006: 32@ = 0 
0006: 33@ = 0 
0006: 97@ = 0 

:CAT4_5151
00D6: if 
8039:   not  97@ == 10 
004D: jump_if_false @CAT4_6251 
0001: wait 0 ms 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @CAT4_5301 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
03CF: load_wav 9001 as 1 

:CAT4_5206
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_5232 
0001: wait 0 ms 
0002: jump @CAT4_5206 

:CAT4_5232
00BC: show_text_highpriority GXT 'CAT2_AB' time 10000 flag 1  // ~z~You wanna rob a betting shop?
03D1: play_wav 1 

:CAT4_5252
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_5278 
0001: wait 0 ms 
0002: jump @CAT4_5252 

:CAT4_5278
03D5: remove_text 'CAT2_AB'  // ~z~You wanna rob a betting shop?
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 97@ = 1 

:CAT4_5301
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @CAT4_5367 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_5360 
05D3: AS_actor $ACTOR_CATALINA goto_point 1290.93 269.75 18.5469 mode 4 time 3000 ms // versionA 

:CAT4_5360
0006: 97@ = 2 

:CAT4_5367
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @CAT4_5599 
00D6: if 
0039:   97@ == 2 
004D: jump_if_false @CAT4_5599 
0925: restore_camera_to_user_defined 
015F: set_camera_position 1292.445 266.8836 19.0157 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1291.756 267.5977 19.1396 switchstyle 2 
03CF: load_wav 9002 as 1 

:CAT4_5464
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_5490 
0001: wait 0 ms 
0002: jump @CAT4_5464 

:CAT4_5490
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_5534 
00BC: show_text_highpriority GXT 'CAT2_AC' time 10000 flag 1  // ~z~Yeah. You not man enough?
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:CAT4_5534
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_5560 
0001: wait 0 ms 
0002: jump @CAT4_5534 

:CAT4_5560
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_5581 
0968: actor $ACTOR_CATALINA stop_mouth 

:CAT4_5581
03D5: remove_text 'CAT2_AC'  // ~z~Yeah. You not man enough?
0006: 97@ = 3 

:CAT4_5599
00D6: if 
0039:   97@ == 3 
004D: jump_if_false @CAT4_5995 
015F: set_camera_position 1300.118 272.2002 20.6733 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1299.156 271.9637 20.5352 switchstyle 2 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_5726 
0605: actor $ACTOR_CATALINA perform_animation "PASS_RIFLE_PED" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:CAT4_5726
03CF: load_wav 9859 as 1 

:CAT4_5733
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_5759 
0001: wait 0 ms 
0002: jump @CAT4_5733 

:CAT4_5759
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_5780 
0687: clear_actor $ACTOR_CATALINA task 

:CAT4_5780
0605: actor $PLAYER_ACTOR perform_animation "PASS_RIFLE_PLY" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
00D6: if 
03CA:   object 57@ exists 
004D: jump_if_false @CAT4_5879 
070A: AS_actor $PLAYER_ACTOR attach_to_object 57@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 

:CAT4_5879
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_5903 
0967: actor $ACTOR_CATALINA move_mouth 10000 ms 

:CAT4_5903
00BC: show_text_highpriority GXT 'CATX_RB' time 10000 flag 1  // ~z~Here, Carl.
03D1: play_wav 1 

:CAT4_5923
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_5949 
0001: wait 0 ms 
0002: jump @CAT4_5923 

:CAT4_5949
03D5: remove_text 'CATX_RB'  // ~z~Here, Carl.
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_5981 
0968: actor $ACTOR_CATALINA stop_mouth 

:CAT4_5981
0006: 97@ = 4 
0006: 32@ = 0 

:CAT4_5995
00D6: if 
0039:   97@ == 4 
004D: jump_if_false @CAT4_6150 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_6053 
05D3: AS_actor $ACTOR_CATALINA goto_point 1292.81 269.01 18.5469 mode 4 time -1 ms // versionA 

:CAT4_6053
0006: 97@ = 5 
03CF: load_wav 9031 as 1 

:CAT4_6067
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_6093 
0001: wait 0 ms 
0002: jump @CAT4_6067 

:CAT4_6093
00BC: show_text_highpriority GXT 'CAT2_JA' time 10000 flag 1  // ~z~Satchel charges?! Where the hell'd you get them?
03D1: play_wav 1 

:CAT4_6113
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_6139 
0001: wait 0 ms 
0002: jump @CAT4_6113 

:CAT4_6139
03D5: remove_text 'CAT2_JA'  // ~z~Satchel charges?! Where the hell'd you get them?

:CAT4_6150
00D6: if 
0039:   97@ == 5 
004D: jump_if_false @CAT4_6194 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @CAT4_6194 
0006: 97@ = 10 

:CAT4_6194
00D6: if 
0019:   33@ > 10000 
004D: jump_if_false @CAT4_6220 
0006: 97@ = 10 

:CAT4_6220
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @CAT4_6244 
040D: unload_wav 1 
0006: 97@ = 10 

:CAT4_6244
0002: jump @CAT4_5151 

:CAT4_6251
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if 
03CA:   object 57@ exists 
004D: jump_if_false @CAT4_6287 
0108: destroy_object 57@ 

:CAT4_6287
0925: restore_camera_to_user_defined 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
07FB: set_interior 'GENOTB' access 1  // Inside Track Betting
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_6337 
0968: actor $ACTOR_CATALINA stop_mouth 

:CAT4_6337
0968: actor $PLAYER_ACTOR stop_mouth 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @CAT4_6373 
0224: set_car 41@ health_to 1000 
053F: set_car 41@ tires_vulnerability 0 

:CAT4_6373
01B2: give_actor $PLAYER_ACTOR weapon 39 ammo 99999 // Load the weapon model before using this 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_6432 
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_6432 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 0 

:CAT4_6432
02A8: 112@ = create_marker 12 at 61@ 62@ 63@ 
00BC: show_text_highpriority GXT 'CAT4_01' time 10000 flag 1  // ~s~ Get inside the Inside Track Betting Shop.

:CAT4_6464
00D6: if 
8248:   not model #KEV_SAFE available 
004D: jump_if_false @CAT4_6491 
0001: wait 0 ms 
0002: jump @CAT4_6464 

:CAT4_6491
00D6: if 
8248:   not model #MAN_SAFENEW available 
004D: jump_if_false @CAT4_6518 
0001: wait 0 ms 
0002: jump @CAT4_6491 

:CAT4_6518
00D6: if or
8248:   not model #DESERT_EAGLE available 
8248:   not model #RIDER1_DOOR available 
004D: jump_if_false @CAT4_6550 
0001: wait 0 ms 
0002: jump @CAT4_6518 

:CAT4_6550
00D6: if 
8039:   not  38@ == 1 
004D: jump_if_false @CAT4_6833 
0001: wait 0 ms 
0050: gosub @CAT4_2145 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 64@ 65@ 66@ radius 50.0 50.0 50.0 
004D: jump_if_false @CAT4_6628 
0050: gosub @CAT4_16165 

:CAT4_6628
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @CAT4_6648 
0051: return 

:CAT4_6648
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CAT4_6686 
0006: 88@ = 0 
0006: 89@ = 0 
0006: 90@ = 1 
0051: return 

:CAT4_6686
041A: 58@ = actor $PLAYER_ACTOR weapon 39 ammo 
041A: 59@ = actor $PLAYER_ACTOR weapon 40 ammo 
00D6: if and
002B:   0 >= 58@ 
002B:   0 >= 59@ 
004D: jump_if_false @CAT4_6826 
00D6: if 
8039:   not  275@ == 1 
004D: jump_if_false @CAT4_6826 
00D6: if 
8356:   not explosion_type 0 in_cube_cornerA 819.55 8.09 1003.4 cornerB 822.27 10.98 1005.72 
004D: jump_if_false @CAT4_6826 
0006: 88@ = 0 
0006: 91@ = 1 
00BC: show_text_highpriority GXT 'CAT4_2' time 10000 flag 1  // ~r~You ran out of Satchel Charges!
0051: return 

:CAT4_6826
0002: jump @CAT4_6550 

:CAT4_6833
0164: disable_marker 112@ 
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @CAT4_9015 
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @CAT4_9015 
04EF: release_animation "MISC" 
03EB: clear_small_messages_only 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
015F: set_camera_position 833.5528 9.9425 1003.91 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 832.7419 9.3669 1004.01 switchstyle 2 
03CF: load_wav 1826 as 3 
0006: 53@ = 0 

:CAT4_6962
00D6: if 
001B:   6 > 53@ 
004D: jump_if_false @CAT4_7024 
0376: 46@(53@,6i) = create_random_actor_at 70@(53@,6f) 76@(53@,6f) 82@(53@,6f) 
000A: 53@ += 1 
0002: jump @CAT4_6962 

:CAT4_7024
0581: enable_radar 0 
0006: 96@ = 1 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 97@ = 0 

:CAT4_7056
00D6: if 
8039:   not  97@ == 10 
004D: jump_if_false @CAT4_8896 
0001: wait 0 ms 
00D6: if 
0029:   97@ >= 2 
004D: jump_if_false @CAT4_7115 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @CAT4_7115 
03D1: play_wav 3 

:CAT4_7115
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @CAT4_7434 
00A1: put_actor $PLAYER_ACTOR at 832.4548 7.0794 1003.187 
05D3: AS_actor $PLAYER_ACTOR goto_point 828.2866 8.2237 1003.187 mode 4 time 5000 ms // versionA 
0395: clear_area 1 at 828.2866 8.2237 1003.187 radius 2.0 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_7427 
02AB: set_actor $ACTOR_CATALINA immunities BP 0 FP 0 EP 1 CP 0 MP 0 
02E2: set_actor $ACTOR_CATALINA weapon_accuracy_to 90 
0687: clear_actor $ACTOR_CATALINA task 
0860: link_actor $ACTOR_CATALINA to_interior 3 
00D6: if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_7276 
06C9: remove_actor $ACTOR_CATALINA from_group 

:CAT4_7276
00D6: if 
00DF:   actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT4_7319 
0362: remove_actor $ACTOR_CATALINA from_car_and_place_at 833.5104 4.3569 1003.587 
0002: jump @CAT4_7339 

:CAT4_7319
00A1: put_actor $ACTOR_CATALINA at 833.5104 4.3569 1003.187 

:CAT4_7339
08AD: link_actor $ACTOR_CATALINA to_enex_marker_at 1290.0 270.0 radius 10.0 
0173: set_actor $ACTOR_CATALINA Z_angle_to 107.0 
01B2: give_actor $ACTOR_CATALINA weapon 24 ammo 10000 // Load the weapon model before using this 
05D3: AS_actor $ACTOR_CATALINA goto_point 824.3764 3.4945 1003.18 mode 6 time -1 ms // versionA 
0395: clear_area 1 at 824.3764 3.4945 1003.18 radius 2.0 

:CAT4_7427
0006: 97@ = 1 

:CAT4_7434
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @CAT4_8114 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @CAT4_8114 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_8107 
0687: clear_actor $ACTOR_CATALINA task 
0615: define_AS_pack_begin 56@ 
05D3: AS_actor -1 goto_point 824.3764 3.4945 1003.18 mode 6 time 3000 ms // versionA 
0667: AS_actor -1 aim_at 64@ 65@ 66@ 5000 ms 
0616: define_AS_pack_end 56@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
0004: $2881 = 1 
03CF: load_wav 9010 as 1 

:CAT4_7569
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_7595 
0001: wait 0 ms 
0002: jump @CAT4_7569 

:CAT4_7595
00BC: show_text_highpriority GXT 'CAT2_DA' time 10000 flag 1  // ~z~Open the backroom door or I blow your fucking face off!
03D1: play_wav 1 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_7639 
0967: actor $ACTOR_CATALINA move_mouth 10000 ms 

:CAT4_7639
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_7665 
0001: wait 0 ms 
0002: jump @CAT4_7639 

:CAT4_7665
03D5: remove_text 'CAT2_DA'  // ~z~Open the backroom door or I blow your fucking face off!
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_7697 
0968: actor $ACTOR_CATALINA stop_mouth 

:CAT4_7697
015F: set_camera_position 829.9543 8.6043 1004.892 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 829.2075 7.9448 1004.806 switchstyle 2 
06A9: AS_actor $PLAYER_ACTOR look_at_point 824.17 3.95 1007.0 3000 ms 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_7839 
0687: clear_actor $ACTOR_CATALINA task 
00A1: put_actor $ACTOR_CATALINA at 824.3764 3.4945 1003.18 
0173: set_actor $ACTOR_CATALINA Z_angle_to 107.0 
0667: AS_actor $ACTOR_CATALINA aim_at 64@ 65@ 66@ 5000 ms 

:CAT4_7839
0006: 53@ = 0 

:CAT4_7846
00D6: if 
001B:   6 > 53@ 
004D: jump_if_false @CAT4_7965 
00D6: if 
8118:   not actor 46@(53@,6i) dead 
004D: jump_if_false @CAT4_7951 
00D6: if or
0039:   53@ == 0 
0039:   53@ == 3 
0039:   53@ == 5 
004D: jump_if_false @CAT4_7937 
05C4: AS_actor 46@(53@,6i) hands_up 900000 ms 
0002: jump @CAT4_7951 

:CAT4_7937
05C5: AS_actor 46@(53@,6i) cower 900000 ms 

:CAT4_7951
000A: 53@ += 1 
0002: jump @CAT4_7846 

:CAT4_7965
03CF: load_wav 9011 as 1 

:CAT4_7972
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_7998 
0001: wait 0 ms 
0002: jump @CAT4_7972 

:CAT4_7998
00BC: show_text_highpriority GXT 'CAT2_DB' time 10000 flag 1  // ~z~Leave the panic button or I'll kill your children too!
03D1: play_wav 1 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_8042 
0967: actor $ACTOR_CATALINA move_mouth 10000 ms 

:CAT4_8042
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_8068 
0001: wait 0 ms 
0002: jump @CAT4_8042 

:CAT4_8068
03D5: remove_text 'CAT2_DB'  // ~z~Leave the panic button or I'll kill your children too!
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_8100 
0968: actor $ACTOR_CATALINA stop_mouth 

:CAT4_8100
0006: 32@ = 0 

:CAT4_8107
0006: 97@ = 2 

:CAT4_8114
00D6: if 
0039:   97@ == 2 
004D: jump_if_false @CAT4_8346 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @CAT4_8346 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_8339 
0687: clear_actor $ACTOR_CATALINA task 
05BA: AS_actor $ACTOR_CATALINA move_mouth 900000 ms 
015F: set_camera_position 821.8057 3.2657 1005.09 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 822.7056 3.6678 1004.921 switchstyle 2 
06A9: AS_actor $PLAYER_ACTOR look_at_point 824.17 3.95 1007.0 3000 ms 
06A9: AS_actor $ACTOR_CATALINA look_at_point 824.17 3.95 1007.0 2000 ms 
0667: AS_actor $ACTOR_CATALINA aim_at 819.55 5.55 1005.59 5000 ms 
097A: play_audio_at 64@ 65@ 66@ event 1155 
00BC: show_text_highpriority GXT 'CAT4_3' time 5000 flag 1  // (SOUND OF ALARM GOING OFF)
0006: 32@ = 0 

:CAT4_8339
0006: 97@ = 3 

:CAT4_8346
00D6: if 
0039:   97@ == 3 
004D: jump_if_false @CAT4_8609 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @CAT4_8609 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_8416 
0667: AS_actor $ACTOR_CATALINA aim_at 64@ 65@ 66@ 5000 ms 

:CAT4_8416
03D5: remove_text 'CAT4_3'  // (SOUND OF ALARM GOING OFF)
03CF: load_wav 9016 as 1 

:CAT4_8434
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_8460 
0001: wait 0 ms 
0002: jump @CAT4_8434 

:CAT4_8460
00BC: show_text_highpriority GXT 'CAT2_FA' time 10000 flag 1  // ~z~I warned you, you stupid bitch!
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_8500 
0967: actor $ACTOR_CATALINA move_mouth 10000 ms 

:CAT4_8500
03D1: play_wav 1 

:CAT4_8504
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_8530 
0001: wait 0 ms 
0002: jump @CAT4_8504 

:CAT4_8530
03D5: remove_text 'CAT2_FA'  // ~z~I warned you, you stupid bitch!
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_8562 
0968: actor $ACTOR_CATALINA stop_mouth 

:CAT4_8562
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT4_8588 
05D4: AS_actor $PLAYER_ACTOR rotate_angle 112.0 

:CAT4_8588
0004: $1798 = 1 
0006: 97@ = 4 
0006: 32@ = 0 

:CAT4_8609
00D6: if 
0039:   97@ == 4 
004D: jump_if_false @CAT4_8863 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @CAT4_8863 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_8856 
0687: clear_actor $ACTOR_CATALINA task 
015F: set_camera_position 829.9543 8.6043 1004.892 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 829.2075 7.9448 1004.806 switchstyle 2 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_8766 
00D6: if 
8118:   not actor 46@(52@,6i) dead 
004D: jump_if_false @CAT4_8766 
05E2: AS_actor $ACTOR_CATALINA kill_actor 46@(52@,6i) 

:CAT4_8766
03CF: load_wav 9017 as 1 

:CAT4_8773
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_8799 
0001: wait 0 ms 
0002: jump @CAT4_8773 

:CAT4_8799
00BB: show_text_lowpriority GXT 'CAT2_FB' time 10000 flag 1  // ~z~Stupid fucking bitch!
03D1: play_wav 1 

:CAT4_8819
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_8845 
0001: wait 0 ms 
0002: jump @CAT4_8819 

:CAT4_8845
03D5: remove_text 'CAT2_FB'  // ~z~Stupid fucking bitch!

:CAT4_8856
0006: 97@ = 5 

:CAT4_8863
00D6: if 
0019:   33@ > 17000 
004D: jump_if_false @CAT4_8889 
0006: 97@ = 10 

:CAT4_8889
0002: jump @CAT4_7056 

:CAT4_8896
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT4_9015 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_8962 
0667: AS_actor $ACTOR_CATALINA aim_at 64@ 65@ 66@ 900000 ms 

:CAT4_8962
041A: 59@ = actor $PLAYER_ACTOR weapon 39 ammo 
041A: 60@ = actor $PLAYER_ACTOR weapon 39 ammo 
0006: 96@ = 1 
0004: $1798 = 1 
0006: 32@ = 0 
0006: 33@ = 0 
01BD: $6992 = current_time_in_ms 

:CAT4_9015
0006: 33@ = 0 

:CAT4_9022
00D6: if 
8039:   not  117@ == 1 
004D: jump_if_false @CAT4_13666 
0001: wait 0 ms 
041A: 58@ = actor $PLAYER_ACTOR weapon 39 ammo 
041A: 59@ = actor $PLAYER_ACTOR weapon 40 ammo 
00D6: if and
002B:   0 >= 58@ 
002B:   0 >= 59@ 
004D: jump_if_false @CAT4_9184 
00D6: if 
8039:   not  275@ == 1 
004D: jump_if_false @CAT4_9184 
00D6: if 
8356:   not explosion_type 0 in_cube_cornerA 819.55 8.09 1003.4 cornerB 822.27 10.98 1005.72 
004D: jump_if_false @CAT4_9184 
0006: 88@ = 0 
0006: 91@ = 1 
00BC: show_text_highpriority GXT 'CAT4_2' time 5000 flag 1  // ~r~You ran out of Satchel Charges!
0051: return 

:CAT4_9184
00D6: if 
0118:   actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_9232 
0006: 88@ = 0 
0006: 91@ = 1 
00BC: show_text_highpriority GXT 'CAT4_15' time 5000 flag 1  // ~r~Catalina is dead!
0051: return 

:CAT4_9232
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @CAT4_9275 
03E5: show_text_box 'CAT4_43'  // Press ~k~~PED_FIREWEAPON~ to throw the ~h~satchel~w~. Hold ~k~~PED_FIREWEAPON~ for longer to increase the distance of the throw.
0006: 108@ = 1 
0006: 33@ = 0 

:CAT4_9275
00D6: if 
0039:   108@ == 1 
004D: jump_if_false @CAT4_9342 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @CAT4_9342 
00BC: show_text_highpriority GXT 'CAT4_42' time 6000 flag 1  // ~s~Use Satchel charges to blow the door open.
0006: 108@ = 2 
0006: 33@ = 0 

:CAT4_9342
00D6: if 
002B:   2 >= 108@ 
004D: jump_if_false @CAT4_9413 
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 39 
004D: jump_if_false @CAT4_9413 
00D6: if 
001D:   60@ > 58@ // (int) 
004D: jump_if_false @CAT4_9413 
03E6: remove_text_box 
0006: 108@ = 3 
0006: 33@ = 0 

:CAT4_9413
00D6: if 
0039:   108@ == 3 
004D: jump_if_false @CAT4_9491 
00D6: if 
0019:   33@ > 1500 
004D: jump_if_false @CAT4_9491 
00BC: show_text_highpriority GXT 'CAT4_44' time 6000 flag 1  // ~s~Get a safe distance away from the planted satchel charge.
03E5: show_text_box 'CAT4_45'  // When the ~h~satchel~w~ is attached, select the ~h~detonator~w~ weapon and press ~k~~PED_FIREWEAPON~ to detonate.
0006: 108@ = 4 
0006: 33@ = 0 

:CAT4_9491
00D6: if 
002B:   4 >= 108@ 
004D: jump_if_false @CAT4_9598 
00D6: if 
03CA:   object 39@ exists 
004D: jump_if_false @CAT4_9598 
00D6: if 
07F0:   in_sphere 824.4123 10.8 1003.2 radius 10.0 damaged_object_with_model #RIDER1_DOOR 
004D: jump_if_false @CAT4_9598 
00D6: if 
0019:   33@ > 500 
004D: jump_if_false @CAT4_9598 
03EB: clear_small_messages_only 
03E6: remove_text_box 
0006: 108@ = 5 
0006: 33@ = 0 

:CAT4_9598
00D6: if 
0039:   108@ == 5 
004D: jump_if_false @CAT4_9783 
03E6: remove_text_box 
03CF: load_wav 9012 as 1 

:CAT4_9625
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_9651 
0001: wait 0 ms 
0002: jump @CAT4_9625 

:CAT4_9651
00BB: show_text_lowpriority GXT 'CAT2_DC' time 10000 flag 1  // ~z~Go! Get in there and open the safe!
03D1: play_wav 1 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_9695 
0967: actor $ACTOR_CATALINA move_mouth 10000 ms 

:CAT4_9695
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_9721 
0001: wait 0 ms 
0002: jump @CAT4_9695 

:CAT4_9721
03D5: remove_text 'CAT2_DC'  // ~z~Go! Get in there and open the safe!
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_9753 
0968: actor $ACTOR_CATALINA stop_mouth 

:CAT4_9753
00BC: show_text_highpriority GXT 'CAT4_46' time 10000 flag 1  // Use ~h~satchel~w~ to open the safe.
0006: 108@ = 6 
0006: 33@ = 0 

:CAT4_9783
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @CAT4_10826 
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // (int) 
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @CAT4_9844 
0006: 94@ = 1 
01BD: $6992 = current_time_in_ms 

:CAT4_9844
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // (int) 
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @CAT4_10003 
0006: 94@ = 2 
03CF: load_wav 9018 as 1 

:CAT4_9889
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_9915 
0001: wait 0 ms 
0002: jump @CAT4_9889 

:CAT4_9915
03D1: play_wav 1 

:CAT4_9919
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_9945 
0001: wait 0 ms 
0002: jump @CAT4_9919 

:CAT4_9945
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_9998 
0687: clear_actor $ACTOR_CATALINA task 
00D6: if 
8118:   not actor 46@(52@,6i) dead 
004D: jump_if_false @CAT4_9998 
05E2: AS_actor $ACTOR_CATALINA kill_actor 46@(52@,6i) 

:CAT4_9998
01BD: $6992 = current_time_in_ms 

:CAT4_10003
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // (int) 
00D6: if 
0039:   94@ == 2 
004D: jump_if_false @CAT4_10109 
0006: 94@ = 3 
03CF: load_wav 9877 as 1 

:CAT4_10048
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_10074 
0001: wait 0 ms 
0002: jump @CAT4_10048 

:CAT4_10074
03D1: play_wav 1 

:CAT4_10078
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_10104 
0001: wait 0 ms 
0002: jump @CAT4_10078 

:CAT4_10104
01BD: $6992 = current_time_in_ms 

:CAT4_10109
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // (int) 
00D6: if 
0039:   94@ == 3 
004D: jump_if_false @CAT4_10234 
00D6: if 
0018:   $6991 > 5000 
004D: jump_if_false @CAT4_10234 
0006: 94@ = 4 
03CF: load_wav 9014 as 1 

:CAT4_10173
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_10199 
0001: wait 0 ms 
0002: jump @CAT4_10173 

:CAT4_10199
03D1: play_wav 1 

:CAT4_10203
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_10229 
0001: wait 0 ms 
0002: jump @CAT4_10203 

:CAT4_10229
01BD: $6992 = current_time_in_ms 

:CAT4_10234
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // (int) 
00D6: if 
0039:   94@ == 4 
004D: jump_if_false @CAT4_10359 
00D6: if 
0018:   $6991 > 10000 
004D: jump_if_false @CAT4_10359 
0006: 94@ = 5 
03CF: load_wav 9013 as 1 

:CAT4_10298
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_10324 
0001: wait 0 ms 
0002: jump @CAT4_10298 

:CAT4_10324
03D1: play_wav 1 

:CAT4_10328
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_10354 
0001: wait 0 ms 
0002: jump @CAT4_10328 

:CAT4_10354
01BD: $6992 = current_time_in_ms 

:CAT4_10359
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // (int) 
00D6: if 
0039:   94@ == 5 
004D: jump_if_false @CAT4_10421 
00D6: if 
0018:   $6991 > 10000 
004D: jump_if_false @CAT4_10421 
0006: 94@ = 6 
01BD: $6992 = current_time_in_ms 

:CAT4_10421
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // (int) 
00D6: if 
0019:   94@ > 1 
004D: jump_if_false @CAT4_10826 
00D6: if 
001B:   2 > 52@ 
004D: jump_if_false @CAT4_10826 
00D6: if 
0118:   actor 46@(52@,6i) dead 
004D: jump_if_false @CAT4_10826 
01C2: remove_references_to_actor 46@(52@,6i) // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_10826 
00D6: if 
82E0:   not actor $ACTOR_CATALINA firing_weapon 
004D: jump_if_false @CAT4_10826 
000A: 52@ += 1 
00D6: if 
001B:   2 > 52@ 
004D: jump_if_false @CAT4_10802 
0687: clear_actor $ACTOR_CATALINA task 
00D6: if 
8118:   not actor 46@(52@,6i) dead 
004D: jump_if_false @CAT4_10593 
05E2: AS_actor $ACTOR_CATALINA kill_actor 46@(52@,6i) 

:CAT4_10593
00D6: if 
0039:   52@ == 2 
004D: jump_if_false @CAT4_10674 
03CF: load_wav 9872 as 1 

:CAT4_10618
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_10644 
0001: wait 0 ms 
0002: jump @CAT4_10618 

:CAT4_10644
03D1: play_wav 1 

:CAT4_10648
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_10674 
0001: wait 0 ms 
0002: jump @CAT4_10648 

:CAT4_10674
00D6: if 
0039:   52@ == 4 
004D: jump_if_false @CAT4_10755 
03CF: load_wav 9877 as 1 

:CAT4_10699
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_10725 
0001: wait 0 ms 
0002: jump @CAT4_10699 

:CAT4_10725
03D1: play_wav 1 

:CAT4_10729
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_10755 
0001: wait 0 ms 
0002: jump @CAT4_10729 

:CAT4_10755
00D6: if 
0039:   52@ == 5 
004D: jump_if_false @CAT4_10795 
03CF: load_wav 9884 as 1 
00BC: show_text_highpriority GXT 'CATX_TQ' time 100 flag 1  // ~z~Who wants me now?

:CAT4_10795
0002: jump @CAT4_10826 

:CAT4_10802
0687: clear_actor $ACTOR_CATALINA task 
0667: AS_actor $ACTOR_CATALINA aim_at 64@ 65@ 66@ 900000 ms 

:CAT4_10826
0050: gosub @CAT4_2145 
00D6: if 
0356:   explosion_type 0 in_cube_cornerA 820.3084 -1.6925 1003.278 cornerB 828.8 4.7199 1008.079 
004D: jump_if_false @CAT4_10901 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_10901 
0223: set_actor $ACTOR_CATALINA health_to 0 

:CAT4_10901
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @CAT4_11151 
00D6: if 
0356:   explosion_type 0 in_cube_cornerA 823.89 8.99 1000.4 cornerB 826.18 11.98 1009.72 
004D: jump_if_false @CAT4_11018 
07F7: set_object 39@ destructible 1 
0550: keep_object 39@ in_memory 0 
0723: break_object 39@ intensity 1 
071F: set_object 39@ health_to 0 
0006: 103@ = 1 
020C: create_explosion_with_radius 0 at 820.5 9.7 1003.216 

:CAT4_11018
00D6: if 
03CA:   object 39@ exists 
004D: jump_if_false @CAT4_11151 
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 39 
004D: jump_if_false @CAT4_11151 
00D6: if 
0356:   explosion_type 0 in_cube_cornerA 823.89 8.99 1000.4 cornerB 826.18 11.98 1009.72 
004D: jump_if_false @CAT4_11151 
07F7: set_object 39@ destructible 1 
0550: keep_object 39@ in_memory 0 
0723: break_object 39@ intensity 1 
071F: set_object 39@ health_to 0 
0006: 103@ = 1 
020C: create_explosion_with_radius 0 at 820.5 9.7 1003.216 

:CAT4_11151
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @CAT4_11336 
00D6: if 
0356:   explosion_type 0 in_cube_cornerA 819.55 8.09 1003.4 cornerB 822.27 10.98 1005.72 
004D: jump_if_false @CAT4_11336 
03E6: remove_text_box 
00BE: text_clear_all 
0004: $6990 = 1 
0249: release_model #RIDER1_DOOR 
07FB: set_interior 'GENOTB' access 0  // Inside Track Betting
00D6: if 
0039:   275@ == 0 
004D: jump_if_false @CAT4_11275 
0006: 275@ = 1 
0006: 32@ = 0 

:CAT4_11275
0108: destroy_object 40@ 
0107: 40@ = create_object #MAN_SAFENEW at 820.5 9.7 1003.216 
0177: set_object 40@ Z_angle_to 90.0 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_11336 
0575: set_actor $ACTOR_CATALINA keep_position 0 

:CAT4_11336
00D6: if 
0039:   275@ == 1 
004D: jump_if_false @CAT4_13659 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @CAT4_13659 
020C: create_explosion_with_radius 0 at 820.5 9.7 1003.216 
0006: 53@ = 4 

:CAT4_11399
00D6: if 
001B:   6 > 53@ 
004D: jump_if_false @CAT4_11440 
01C2: remove_references_to_actor 46@(53@,6i) // Like turning an actor into a random pedestrian 
000A: 53@ += 1 
0002: jump @CAT4_11399 

:CAT4_11440
00D6: if 
03CA:   object 39@ exists 
004D: jump_if_false @CAT4_11461 
0108: destroy_object 39@ 

:CAT4_11461
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
015F: set_camera_position 823.9662 11.5153 1005.81 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 823.2487 11.0891 1005.26 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 824.8268 10.0672 1003.187 
0173: set_actor $PLAYER_ACTOR Z_angle_to 100.0 
0860: link_actor $PLAYER_ACTOR to_interior 3 
04BB: select_interior 3 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_11643 
0687: clear_actor $ACTOR_CATALINA task 
00A1: put_actor $ACTOR_CATALINA at 827.95 9.21 1003.13 
0173: set_actor $ACTOR_CATALINA Z_angle_to 93.0 
077A: set_actor $ACTOR_CATALINA acquaintance 1 to_actors_pedtype 6 // see ped.dat 
077B: clear_actor $ACTOR_CATALINA acquaintance 4 to_actors_pedtype 6 // see ped.dat 
0006: 99@ = 0 

:CAT4_11643
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
0395: clear_area 1 at 824.8268 10.0672 1003.187 radius 1000.0 
04ED: load_animation "BOMBER" 

:CAT4_11690
00D6: if 
84EE:   not animation "BOMBER" loaded 
004D: jump_if_false @CAT4_11722 
0001: wait 0 ms 
0002: jump @CAT4_11690 

:CAT4_11722
05C5: AS_actor $PLAYER_ACTOR cower 3000 ms 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 97@ = 0 

:CAT4_11751
00D6: if 
8039:   not  97@ == 10 
004D: jump_if_false @CAT4_13153 
0001: wait 0 ms 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @CAT4_11817 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @CAT4_11817 
0006: 97@ = 1 

:CAT4_11817
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @CAT4_12236 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @CAT4_12236 
00A1: put_actor $PLAYER_ACTOR at 824.8268 10.0672 1003.187 
0173: set_actor $PLAYER_ACTOR Z_angle_to 100.0 
0860: link_actor $PLAYER_ACTOR to_interior 3 
04BB: select_interior 3 
0006: 97@ = 2 
05D3: AS_actor $PLAYER_ACTOR goto_point 821.3832 9.7296 1003.195 mode 4 time -1 ms // versionA 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @CAT4_12009 
0519: set_car 41@ locked 1 
0338: set_car 41@ visibility 1 
02AC: set_car 41@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0224: set_car 41@ health_to 1500 
00AB: put_car 41@ at 1297.0 278.0 18.0 
0175: set_car 41@ Z_angle_to 150.0 

:CAT4_12009
0247: load_model #COPCARRU 
0247: load_model #CSHER 
0247: load_model #COLT45 

:CAT4_12024
00D6: if or
8248:   not model #COPCARRU available 
8248:   not model #CSHER available 
8248:   not model #COLT45 available 
004D: jump_if_false @CAT4_12061 
0001: wait 0 ms 
0002: jump @CAT4_12024 

:CAT4_12061
00A5: 34@ = create_car #COPCARRU at 1296.038 251.8959 18.4002 
00A5: 35@ = create_car #COPCARRU at 1301.326 265.0127 18.4007 
00A5: 36@ = create_car #COPCARRU at 1308.398 278.7967 18.546 
0175: set_car 34@ Z_angle_to 11.7173 
0175: set_car 35@ Z_angle_to 70.3422 
0175: set_car 36@ Z_angle_to 119.5617 
0129: 43@ = create_actor_pedtype 6 model #CSHER in_car 34@ driverseat 
01B2: give_actor 43@ weapon 22 ammo 1000 // Load the weapon model before using this 
0129: 44@ = create_actor_pedtype 6 model #CSHER in_car 35@ driverseat 
01B2: give_actor 44@ weapon 22 ammo 1000 // Load the weapon model before using this 
0129: 45@ = create_actor_pedtype 6 model #CSHER in_car 36@ driverseat 
01B2: give_actor 45@ weapon 22 ammo 1000 // Load the weapon model before using this 
0006: 32@ = 0 

:CAT4_12236
00D6: if 
0039:   97@ == 2 
004D: jump_if_false @CAT4_12718 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @CAT4_12718 
015F: set_camera_position 819.5102 10.5367 1004.439 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 820.4842 10.324 1004.362 switchstyle 2 
0615: define_AS_pack_begin 56@ 
0605: actor -1 perform_animation "BOM_PLANT_IN" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 5000 
0616: define_AS_pack_end 56@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT4_12458 
0967: actor $PLAYER_ACTOR move_mouth 100000 ms 

:CAT4_12458
03CF: load_wav 9019 as 1 

:CAT4_12465
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_12491 
0001: wait 0 ms 
0002: jump @CAT4_12465 

:CAT4_12491
00BC: show_text_highpriority GXT 'CAT2_GA' time 10000 flag 1  // ~z~OK, I got it!
03D1: play_wav 1 

:CAT4_12511
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_12537 
0001: wait 0 ms 
0002: jump @CAT4_12511 

:CAT4_12537
03D5: remove_text 'CAT2_GA'  // ~z~OK, I got it!
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT4_12569 
0968: actor $PLAYER_ACTOR stop_mouth 

:CAT4_12569
03CF: load_wav 9020 as 1 

:CAT4_12576
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_12602 
0001: wait 0 ms 
0002: jump @CAT4_12576 

:CAT4_12602
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_12626 
0967: actor $ACTOR_CATALINA move_mouth 10000 ms 

:CAT4_12626
00BC: show_text_highpriority GXT 'CAT2_GB' time 10000 flag 1  // ~z~About fucking time, you're a fucking sloth!
03D1: play_wav 1 

:CAT4_12646
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_12672 
0001: wait 0 ms 
0002: jump @CAT4_12646 

:CAT4_12672
03D5: remove_text 'CAT2_GB'  // ~z~About fucking time, you're a fucking sloth!
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_12704 
0968: actor $ACTOR_CATALINA stop_mouth 

:CAT4_12704
0006: 32@ = 0 
0006: 97@ = 3 

:CAT4_12718
00D6: if 
0039:   97@ == 3 
004D: jump_if_false @CAT4_13055 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @CAT4_13055 
015F: set_camera_position 832.2155 11.3956 1003.388 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 831.3511 10.9217 1003.557 switchstyle 2 
03CF: load_wav 9021 as 1 

:CAT4_12813
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_12839 
0001: wait 0 ms 
0002: jump @CAT4_12813 

:CAT4_12839
0615: define_AS_pack_begin 56@ 
05D4: AS_actor -1 rotate_angle 10.0 
05D3: AS_actor -1 goto_point 833.0 10.0 1003.0 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 56@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_12939 
0687: clear_actor $ACTOR_CATALINA task 
05D3: AS_actor $ACTOR_CATALINA goto_point 834.0 7.0 1003.0 mode 6 time -1 ms // versionA 

:CAT4_12939
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT4_12963 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:CAT4_12963
00BC: show_text_highpriority GXT 'CAT2_GC' time 10000 flag 1  // ~z~Whatever. Let's roll!
03D1: play_wav 1 

:CAT4_12983
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_13009 
0001: wait 0 ms 
0002: jump @CAT4_12983 

:CAT4_13009
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT4_13030 
0968: actor $PLAYER_ACTOR stop_mouth 

:CAT4_13030
03D5: remove_text 'CAT2_GC'  // ~z~Whatever. Let's roll!
0006: 32@ = 0 
0006: 97@ = 4 

:CAT4_13055
00D6: if 
0039:   97@ == 4 
004D: jump_if_false @CAT4_13120 
016A: fade 0 time 1000 

:CAT4_13080
00D6: if 
016B:   fading 
004D: jump_if_false @CAT4_13104 
0001: wait 0 ms 
0002: jump @CAT4_13080 

:CAT4_13104
08F6: restore_player_group 
0006: 32@ = 0 
0006: 97@ = 5 

:CAT4_13120
00D6: if 
0019:   33@ > 14800 
004D: jump_if_false @CAT4_13146 
0006: 97@ = 10 

:CAT4_13146
0002: jump @CAT4_11751 

:CAT4_13153
04BB: select_interior 0 
00A1: put_actor $PLAYER_ACTOR at 1292.721 271.0581 18.5469 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 833.0 9.0 radius 10.0 
03CB: set_rendering_origin_at 1292.721 271.0581 18.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 333.0 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 40 
004D: jump_if_false @CAT4_13249 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 40 

:CAT4_13249
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_13351 
00A1: put_actor $ACTOR_CATALINA at 1292.66 275.2182 18.5547 
0173: set_actor $ACTOR_CATALINA Z_angle_to 340.1134 
039E: set_actor $ACTOR_CATALINA locked 1 while_in_car 
0526: set_actor $ACTOR_CATALINA stay_in_car_when_jacked 1 
02AB: set_actor $ACTOR_CATALINA immunities BP 0 FP 0 EP 0 CP 0 MP 0 
08AD: link_actor $ACTOR_CATALINA to_enex_marker_at 833.0 9.0 radius 10.0 
0860: link_actor $ACTOR_CATALINA to_interior 0 

:CAT4_13351
0395: clear_area 1 at 1292.721 271.0581 18.5469 radius 1000.0 
016A: fade 1 time 1000 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @CAT4_13532 
00D6: if 
0431:   car 41@ passenger_seat_free 0 
004D: jump_if_false @CAT4_13484 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_13477 
05CA: AS_actor $ACTOR_CATALINA enter_car 41@ passenger_seat 0 time -1 
00D6: if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_13470 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 0 

:CAT4_13470
0006: 106@ = 1 

:CAT4_13477
0002: jump @CAT4_13525 

:CAT4_13484
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_13518 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 

:CAT4_13518
0006: 106@ = 0 

:CAT4_13525
0002: jump @CAT4_13566 

:CAT4_13532
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_13566 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 

:CAT4_13566
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
04EF: release_animation "BOMBER" 
0581: enable_radar 1 
0108: destroy_object 39@ 
0108: destroy_object 40@ 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0249: release_model #MAN_SAFENEW 
0249: release_model #KEV_SAFE 
041E: set_radio_station 1 
0006: 117@ = 1 
0164: disable_marker 112@ 
0006: 88@ = 0 
0006: 89@ = 1 

:CAT4_13659
0002: jump @CAT4_9022 

:CAT4_13666
0006: 88@ = 0 
0006: 89@ = 1 
0051: return 

:CAT4_13682
0006: 281@ = 0 
0007: 277@ = 872.9051 
0007: 278@ = -30.3161 
0007: 279@ = 62.1893 
01EB: set_traffic_density_multiplier_to 0.0 
0050: gosub @CAT4_2145 

:CAT4_13733
00D6: if 
8039:   not  90@ == 1 
004D: jump_if_false @CAT4_16144 
0001: wait 0 ms 
0050: gosub @CAT4_2145 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @CAT4_14479 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @CAT4_14479 
010D: set_player $PLAYER_CHAR wanted_level_to 4 
0006: 94@ = 4 
0581: enable_radar 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 333.0 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_14211 
02E2: set_actor $ACTOR_CATALINA weapon_accuracy_to 100 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @CAT4_14121 
0441: 42@ = car 41@ model 
00D6: if and
0431:   car 41@ passenger_seat_free 0 
0A01:   model 42@ car 
004D: jump_if_false @CAT4_14024 
039E: set_actor $ACTOR_CATALINA locked 1 while_in_car 
0526: set_actor $ACTOR_CATALINA stay_in_car_when_jacked 1 
0186: 114@ = create_marker_above_car 41@ 
07E0: set_marker 114@ type_to 1 
03CF: load_wav 9813 as 1 

:CAT4_13934
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_13960 
0001: wait 0 ms 
0002: jump @CAT4_13934 

:CAT4_13960
00BC: show_text_highpriority GXT 'CATX_BF' time 10000 flag 1  // ~z~Get in the fucking car!
03D1: play_wav 1 

:CAT4_13980
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_14006 
0001: wait 0 ms 
0002: jump @CAT4_13980 

:CAT4_14006
03D5: remove_text 'CATX_BF'  // ~z~Get in the fucking car!
0002: jump @CAT4_14114 

:CAT4_14024
03CF: load_wav 9847 as 1 

:CAT4_14031
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_14057 
0001: wait 0 ms 
0002: jump @CAT4_14031 

:CAT4_14057
00BC: show_text_highpriority GXT 'CATX_NA' time 10000 flag 1  // ~z~Carl, get us some fucking wheels!
03D1: play_wav 1 

:CAT4_14077
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_14103 
0001: wait 0 ms 
0002: jump @CAT4_14077 

:CAT4_14103
03D5: remove_text 'CATX_NA'  // ~z~Carl, get us some fucking wheels!

:CAT4_14114
0002: jump @CAT4_14211 

:CAT4_14121
03CF: load_wav 9847 as 1 

:CAT4_14128
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_14154 
0001: wait 0 ms 
0002: jump @CAT4_14128 

:CAT4_14154
00BC: show_text_highpriority GXT 'CATX_NA' time 10000 flag 1  // ~z~Carl, get us some fucking wheels!
03D1: play_wav 1 

:CAT4_14174
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_14200 
0001: wait 0 ms 
0002: jump @CAT4_14174 

:CAT4_14200
03D5: remove_text 'CATX_NA'  // ~z~Carl, get us some fucking wheels!

:CAT4_14211
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @CAT4_14298 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @CAT4_14298 
0615: define_AS_pack_begin 56@ 
05CD: AS_actor -1 exit_car 34@ 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 20000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 56@ 
0618: assign_actor 43@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
060B: set_actor 43@ decision_maker_to 54@ 

:CAT4_14298
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @CAT4_14385 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @CAT4_14385 
0615: define_AS_pack_begin 56@ 
05CD: AS_actor -1 exit_car 35@ 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 20000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 56@ 
0618: assign_actor 44@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
060B: set_actor 44@ decision_maker_to 54@ 

:CAT4_14385
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @CAT4_14472 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @CAT4_14472 
0615: define_AS_pack_begin 56@ 
05CD: AS_actor -1 exit_car 36@ 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 20000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 56@ 
0618: assign_actor 45@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
060B: set_actor 45@ decision_maker_to 54@ 

:CAT4_14472
0006: 98@ = 1 

:CAT4_14479
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_15083 
00D6: if 
0039:   98@ == 1 
004D: jump_if_false @CAT4_14618 
01C3: remove_references_to_car 34@ 
01C3: remove_references_to_car 35@ 
01C3: remove_references_to_car 36@ 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 41@ 
0006: 98@ = 2 
00D6: if 
075C:   marker 115@ enabled 
004D: jump_if_false @CAT4_14576 
0164: disable_marker 115@ 

:CAT4_14576
00D6: if 
075C:   marker 116@ enabled 
004D: jump_if_false @CAT4_14597 
0164: disable_marker 116@ 

:CAT4_14597
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 98@ = 2 

:CAT4_14618
00D6: if 
0039:   98@ == 2 
004D: jump_if_false @CAT4_14915 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT4_14915 
0006: 98@ = 3 
0006: 281@ = 1 
00D6: if 
075C:   marker 114@ enabled 
004D: jump_if_false @CAT4_14687 
0164: disable_marker 114@ 

:CAT4_14687
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_14721 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 

:CAT4_14721
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @CAT4_14759 
0519: set_car 41@ locked 0 
02AC: set_car 41@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:CAT4_14759
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @CAT4_14814 
00D6: if 
875C:   not marker 115@ enabled 
004D: jump_if_false @CAT4_14814 
018A: 115@ = create_checkpoint_at 277@ 278@ 279@ 
0165: set_marker 115@ color_to 4 

:CAT4_14814
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @CAT4_14915 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_14915 
00D6: if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_14915 
00D6: if 
875C:   not marker 116@ enabled 
004D: jump_if_false @CAT4_14915 
02A8: 116@ = create_marker 63 at 67@ 68@ 69@ 
00BC: show_text_highpriority GXT 'CAT4_32' time 5000 flag 1  // ~s~You got a wanted level. Get to the ~w~Pay 'n' Spray to lose it.

:CAT4_14915
00D6: if 
0039:   98@ == 3 
004D: jump_if_false @CAT4_15031 
0050: gosub @CAT4_16165 
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @CAT4_14960 
0051: return 

:CAT4_14960
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_15031 
00D6: if 
00DF:   actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT4_15031 
077B: clear_actor $ACTOR_CATALINA acquaintance 1 to_actors_pedtype 6 // see ped.dat 
0006: 99@ = 1 
077A: set_actor $ACTOR_CATALINA acquaintance 4 to_actors_pedtype 6 // see ped.dat 
0006: 106@ = 0 
0006: 98@ = 4 

:CAT4_15031
00D6: if 
0039:   98@ == 4 
004D: jump_if_false @CAT4_15076 
0050: gosub @CAT4_16165 
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @CAT4_15076 
0051: return 

:CAT4_15076
0002: jump @CAT4_15115 

:CAT4_15083
0006: 89@ = 0 
0006: 91@ = 1 
00BC: show_text_highpriority GXT 'CAT4_15' time 5000 flag 1  // ~r~Catalina is dead!
0051: return 

:CAT4_15115
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @CAT4_16137 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 277@ 278@ 279@ radius 4.0 4.0 4.0 
004D: jump_if_false @CAT4_15175 

:CAT4_15175
00D6: if 
0118:   actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_15230 
0006: 89@ = 0 
0006: 91@ = 1 
0006: 90@ = 0 
00BC: show_text_highpriority GXT 'CAT4_15' time 5000 flag 1  // ~r~Catalina is dead!
0051: return 

:CAT4_15230
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_15369 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT4_15369 
00D6: if 
00DF:   actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT4_15369 
00D6: if and
0029:   94@ >= 4 
002D:   110@ >= 94@ // (int) 
004D: jump_if_false @CAT4_15369 
00D6: if 
0039:   94@ == 4 
004D: jump_if_false @CAT4_15362 
04E2: NOP $PLAYER_CHAR 1 
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @CAT4_15355 
0050: gosub @CAT4_16800 

:CAT4_15355
0002: jump @CAT4_15369 

:CAT4_15362
0050: gosub @CAT4_16800 

:CAT4_15369
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_16137 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 277@ 278@ 279@ radius 4.0 4.0 4.0 
00FE:   actor $ACTOR_CATALINA sphere 0 in_sphere 277@ 278@ 279@ radius 10.0 10.0 10.0 
004D: jump_if_false @CAT4_16137 
0006: 90@ = 1 
0006: 91@ = 0 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 277@ 278@ 279@ radius 10.0 10.0 10.0 sphere 1 in_car 
004D: jump_if_false @CAT4_15544 
01B4: set_player $PLAYER_CHAR can_move 0 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 

:CAT4_15544
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 97@ = 0 

:CAT4_15576
00D6: if 
8039:   not  97@ == 10 
004D: jump_if_false @CAT4_16117 
0001: wait 0 ms 
0395: clear_area 1 at 866.7373 -24.0333 64.9955 radius 1000.0 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @CAT4_15792 
0006: 97@ = 1 
015F: set_camera_position 866.3945 -23.1135 65.1866 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 866.7373 -24.0333 64.9955 switchstyle 2 
040D: unload_wav 1 
03CF: load_wav 9007 as 1 

:CAT4_15709
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_15735 
0001: wait 0 ms 
0002: jump @CAT4_15709 

:CAT4_15735
00BC: show_text_highpriority GXT 'CAT2_CA' time 10000 flag 1  // ~z~You impress me, Carl Johnson!
03D1: play_wav 1 

:CAT4_15755
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_15781 
0001: wait 0 ms 
0002: jump @CAT4_15755 

:CAT4_15781
03D5: remove_text 'CAT2_CA'  // ~z~You impress me, Carl Johnson!

:CAT4_15792
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @CAT4_15907 
0006: 97@ = 2 
03CF: load_wav 9860 as 1 

:CAT4_15824
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_15850 
0001: wait 0 ms 
0002: jump @CAT4_15824 

:CAT4_15850
00BC: show_text_highpriority GXT 'CATX_RC' time 10000 flag 1  // ~z~Here's your cut, big man.
03D1: play_wav 1 

:CAT4_15870
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_15896 
0001: wait 0 ms 
0002: jump @CAT4_15870 

:CAT4_15896
03D5: remove_text 'CATX_RC'  // ~z~Here's your cut, big man.

:CAT4_15907
00D6: if 
0039:   97@ == 2 
004D: jump_if_false @CAT4_16000 
0006: 97@ = 3 
0006: 32@ = 0 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_16000 
00D6: if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_15979 
06C9: remove_actor $ACTOR_CATALINA from_group 

:CAT4_15979
00D6: if 
00DF:   actor $ACTOR_CATALINA driving 
004D: jump_if_false @CAT4_16000 
0633: AS_actor $ACTOR_CATALINA exit_car 

:CAT4_16000
00D6: if 
0039:   97@ == 3 
004D: jump_if_false @CAT4_16084 
00D6: if 
001B:   1500 > 32@ 
004D: jump_if_false @CAT4_16084 
0006: 97@ = 4 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_16084 
05D3: AS_actor $ACTOR_CATALINA goto_point 869.84 -26.24 63.1797 mode 4 time -1 ms // versionA 

:CAT4_16084
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @CAT4_16110 
0006: 97@ = 10 

:CAT4_16110
0002: jump @CAT4_15576 

:CAT4_16117
009B: destroy_actor $ACTOR_CATALINA 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:CAT4_16137
0002: jump @CAT4_13733 

:CAT4_16144
0164: disable_marker 115@ 
0006: 90@ = 1 
0006: 89@ = 0 
0051: return 

:CAT4_16165
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_16754 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @CAT4_16222 
00D6: if 
02E0:   actor $ACTOR_CATALINA firing_weapon 
004D: jump_if_false @CAT4_16222 
0050: gosub @CAT4_17009 

:CAT4_16222
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_16747 
00BC: show_text_highpriority GXT 'CAT4_16' time 4000 flag 1  // ~s~Get back to ~b~Catalina
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @CAT4_16317 
00D6: if 
075C:   marker 116@ enabled 
004D: jump_if_false @CAT4_16296 
0164: disable_marker 116@ 

:CAT4_16296
00D6: if 
075C:   marker 115@ enabled 
004D: jump_if_false @CAT4_16317 
0164: disable_marker 115@ 

:CAT4_16317
00D6: if 
875C:   not marker 113@ enabled 
004D: jump_if_false @CAT4_16364 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_16364 
0187: 113@ = create_marker_above_actor $ACTOR_CATALINA 
07E0: set_marker 113@ type_to 1 

:CAT4_16364
00D6: if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_16747 
0001: wait 0 ms 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_16696 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor $ACTOR_CATALINA radius 200.0 200.0 200.0 sphere 0 
004D: jump_if_false @CAT4_16478 
0006: 88@ = 0 
0006: 89@ = 0 
0006: 91@ = 1 
00BC: show_text_highpriority GXT 'CAT4_14' time 5000 flag 1  // ~r~You abandoned Catalina!
0051: return 

:CAT4_16478
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CATALINA radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @CAT4_16689 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0164: disable_marker 113@ 
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @CAT4_16689 
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @CAT4_16623 
00D6: if 
875C:   not marker 115@ enabled 
004D: jump_if_false @CAT4_16623 
018A: 115@ = create_checkpoint_at 277@ 278@ 279@ 
0165: set_marker 115@ color_to 4 
00BC: show_text_highpriority GXT 'CAT4_13' time 10000 flag 1  // ~s~Get to the hideout!

:CAT4_16623
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @CAT4_16689 
00D6: if 
875C:   not marker 116@ enabled 
004D: jump_if_false @CAT4_16689 
02A8: 116@ = create_marker 63 at 67@ 68@ 69@ 
00BC: show_text_highpriority GXT 'CAT4_32' time 5000 flag 1  // ~s~You got a wanted level. Get to the ~w~Pay 'n' Spray to lose it.

:CAT4_16689
0002: jump @CAT4_16740 

:CAT4_16696
0164: disable_marker 112@ 
0006: 88@ = 0 
0006: 89@ = 0 
0006: 91@ = 1 
00BC: show_text_highpriority GXT 'CAT4_15' time 5000 flag 1  // ~r~Catalina is dead!
0051: return 

:CAT4_16740
0002: jump @CAT4_16364 

:CAT4_16747
0002: jump @CAT4_16798 

:CAT4_16754
0164: disable_marker 112@ 
0006: 88@ = 0 
0006: 89@ = 0 
0006: 91@ = 1 
00BC: show_text_highpriority GXT 'CAT4_15' time 5000 flag 1  // ~r~Catalina is dead!
0051: return 

:CAT4_16798
0051: return 

:CAT4_16800
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @CAT4_16863 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_16841 
0A09: set_actor $ACTOR_CATALINA muted 1 // versionB 

:CAT4_16841
040D: unload_wav 1 
03CF: load_wav 222@(274@,52i) as 1 
0006: 107@ = 1 

:CAT4_16863
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @CAT4_16921 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @CAT4_16921 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 118@(274@,52s) time 10000 flag 1 
0006: 107@ = 2 

:CAT4_16921
00D6: if 
0039:   107@ == 2 
004D: jump_if_false @CAT4_17007 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @CAT4_17007 
0006: 107@ = 0 
03D5: remove_text 118@(274@,52s) 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_16993 
0A09: set_actor $ACTOR_CATALINA muted 0 // versionB 

:CAT4_16993
000A: 274@ += 1 
000A: 94@ += 1 

:CAT4_17007
0051: return 

:CAT4_17009
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @CAT4_17126 
0006: 95@ = 1 
03CF: load_wav 9861 as 1 

:CAT4_17041
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_17067 
0001: wait 0 ms 
0002: jump @CAT4_17041 

:CAT4_17067
00BC: show_text_highpriority GXT 'CATX_SA' time 10000 flag 1  // ~z~Die, idiota pigs!
03D1: play_wav 1 

:CAT4_17087
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_17113 
0001: wait 0 ms 
0002: jump @CAT4_17087 

:CAT4_17113
03D5: remove_text 'CATX_SA'  // ~z~Die, idiota pigs!
0051: return 

:CAT4_17126
00D6: if 
0039:   95@ == 1 
004D: jump_if_false @CAT4_17243 
03CF: load_wav 9862 as 1 

:CAT4_17151
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_17177 
0001: wait 0 ms 
0002: jump @CAT4_17151 

:CAT4_17177
00BC: show_text_highpriority GXT 'CATX_SB' time 10000 flag 1  // ~z~I'll kill all you police dogs!
03D1: play_wav 1 

:CAT4_17197
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_17223 
0001: wait 0 ms 
0002: jump @CAT4_17197 

:CAT4_17223
03D5: remove_text 'CATX_SB'  // ~z~I'll kill all you police dogs!
0006: 95@ = 2 
0051: return 

:CAT4_17243
00D6: if 
0039:   95@ == 2 
004D: jump_if_false @CAT4_17360 
03CF: load_wav 9863 as 1 

:CAT4_17268
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_17294 
0001: wait 0 ms 
0002: jump @CAT4_17268 

:CAT4_17294
00BC: show_text_highpriority GXT 'CATX_SC' time 10000 flag 1  // ~z~I've killed hundreds of pigs like you!
03D1: play_wav 1 

:CAT4_17314
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_17340 
0001: wait 0 ms 
0002: jump @CAT4_17314 

:CAT4_17340
03D5: remove_text 'CATX_SC'  // ~z~I've killed hundreds of pigs like you!
0006: 95@ = 3 
0051: return 

:CAT4_17360
00D6: if 
0039:   95@ == 3 
004D: jump_if_false @CAT4_17477 
0006: 95@ = 4 
03CF: load_wav 9864 as 1 

:CAT4_17392
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_17418 
0001: wait 0 ms 
0002: jump @CAT4_17392 

:CAT4_17418
00BC: show_text_highpriority GXT 'CATX_SD' time 10000 flag 1  // ~z~Eat it, you fucking perro!
03D1: play_wav 1 

:CAT4_17438
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_17464 
0001: wait 0 ms 
0002: jump @CAT4_17438 

:CAT4_17464
03D5: remove_text 'CATX_SD'  // ~z~Eat it, you fucking perro!
0051: return 

:CAT4_17477
00D6: if 
0039:   95@ == 4 
004D: jump_if_false @CAT4_17594 
0006: 95@ = 5 
03CF: load_wav 9865 as 1 

:CAT4_17509
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_17535 
0001: wait 0 ms 
0002: jump @CAT4_17509 

:CAT4_17535
00BC: show_text_highpriority GXT 'CATX_SE' time 10000 flag 1  // ~z~I hope it hurts!
03D1: play_wav 1 

:CAT4_17555
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_17581 
0001: wait 0 ms 
0002: jump @CAT4_17555 

:CAT4_17581
03D5: remove_text 'CATX_SE'  // ~z~I hope it hurts!
0051: return 

:CAT4_17594
00D6: if 
0039:   95@ == 5 
004D: jump_if_false @CAT4_17711 
0006: 95@ = 6 
03CF: load_wav 9866 as 1 

:CAT4_17626
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_17652 
0001: wait 0 ms 
0002: jump @CAT4_17626 

:CAT4_17652
00BC: show_text_highpriority GXT 'CATX_SF' time 10000 flag 1  // ~z~I hope it takes you long to die!
03D1: play_wav 1 

:CAT4_17672
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_17698 
0001: wait 0 ms 
0002: jump @CAT4_17672 

:CAT4_17698
03D5: remove_text 'CATX_SF'  // ~z~I hope it takes you long to die!
0051: return 

:CAT4_17711
00D6: if 
0039:   95@ == 6 
004D: jump_if_false @CAT4_17828 
0006: 95@ = 7 
03CF: load_wav 9867 as 1 

:CAT4_17743
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_17769 
0001: wait 0 ms 
0002: jump @CAT4_17743 

:CAT4_17769
00BC: show_text_highpriority GXT 'CATX_SG' time 10000 flag 1  // ~z~I'll take your fucking head off!
03D1: play_wav 1 

:CAT4_17789
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_17815 
0001: wait 0 ms 
0002: jump @CAT4_17789 

:CAT4_17815
03D5: remove_text 'CATX_SG'  // ~z~I'll take your fucking head off!
0051: return 

:CAT4_17828
00D6: if 
0039:   95@ == 7 
004D: jump_if_false @CAT4_17945 
0006: 95@ = 8 
03CF: load_wav 9868 as 1 

:CAT4_17860
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_17886 
0001: wait 0 ms 
0002: jump @CAT4_17860 

:CAT4_17886
00BC: show_text_highpriority GXT 'CATX_SH' time 10000 flag 1  // ~z~I'm gonna fry your balls and eat them!
03D1: play_wav 1 

:CAT4_17906
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_17932 
0001: wait 0 ms 
0002: jump @CAT4_17906 

:CAT4_17932
03D5: remove_text 'CATX_SH'  // ~z~I'm gonna fry your balls and eat them!
0051: return 

:CAT4_17945
00D6: if 
0039:   95@ == 8 
004D: jump_if_false @CAT4_18062 
0006: 95@ = 9 
03CF: load_wav 9872 as 1 

:CAT4_17977
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_18003 
0001: wait 0 ms 
0002: jump @CAT4_17977 

:CAT4_18003
00BC: show_text_highpriority GXT 'CATX_TD' time 10000 flag 1  // ~z~Bleed, stupid motherfucker!
03D1: play_wav 1 

:CAT4_18023
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_18049 
0001: wait 0 ms 
0002: jump @CAT4_18023 

:CAT4_18049
03D5: remove_text 'CATX_TD'  // ~z~Bleed, stupid motherfucker!
0051: return 

:CAT4_18062
00D6: if 
0039:   95@ == 9 
004D: jump_if_false @CAT4_18179 
0006: 95@ = 10 
03CF: load_wav 9877 as 1 

:CAT4_18094
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_18120 
0001: wait 0 ms 
0002: jump @CAT4_18094 

:CAT4_18120
00BC: show_text_highpriority GXT 'CATX_TJ' time 10000 flag 1  // ~z~Eat my shit!
03D1: play_wav 1 

:CAT4_18140
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_18166 
0001: wait 0 ms 
0002: jump @CAT4_18140 

:CAT4_18166
03D5: remove_text 'CATX_TJ'  // ~z~Eat my shit!
0051: return 

:CAT4_18179
00D6: if 
0039:   95@ == 10 
004D: jump_if_false @CAT4_18296 
0006: 95@ = 0 
03CF: load_wav 9884 as 1 

:CAT4_18211
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_18237 
0001: wait 0 ms 
0002: jump @CAT4_18211 

:CAT4_18237
00BC: show_text_highpriority GXT 'CATX_TQ' time 10000 flag 1  // ~z~Who wants me now?
03D1: play_wav 1 

:CAT4_18257
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_18283 
0001: wait 0 ms 
0002: jump @CAT4_18257 

:CAT4_18283
03D5: remove_text 'CATX_TQ'  // ~z~Who wants me now?
0051: return 

:CAT4_18296
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
009B: destroy_actor $ACTOR_CATALINA 
0006: 103@ = 0 
0051: return 

:CAT4_18326
01E3: show_text_1number_styled GXT 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 2000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0008: $CATALINA_TOTAL_PASSED_MISSIONS += 1 
0008: $1520 += 1 
0318: set_latest_mission_passed 'CAT_4'  // Against All Odds
030C: progress_made = 1 
00D6: if 
0038:   $CATALINA_DIALOG_LIQUOR_STORE_PLAYED == 1 
004D: jump_if_false @CAT4_18416 
0004: $CATALINA_DIALOG_LIQUOR_STORE_PLAYED = 2 

:CAT4_18416
0004: $ALL_CATALINA_MISSIONS_PASSED = 1 
0051: return 

:CAT4_18425
03E6: remove_text_box 
0004: $ONMISSION = 0 
0581: enable_radar 1 
07FB: set_interior 'GENOTB' access 1  // Inside Track Betting
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT4_18474 
04E2: NOP $PLAYER_CHAR 0 

:CAT4_18474
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_18505 
02AB: set_actor $ACTOR_CATALINA immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:CAT4_18505
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @CAT4_18550 
0519: set_car 41@ locked 0 
02AC: set_car 41@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
053F: set_car 41@ tires_vulnerability 1 

:CAT4_18550
034F: destroy_actor_with_fade $ACTOR_CATALINA 
0006: 53@ = 4 

:CAT4_18562
00D6: if 
001B:   6 > 53@ 
004D: jump_if_false @CAT4_18603 
01C2: remove_references_to_actor 46@(53@,6i) // Like turning an actor into a random pedestrian 
000A: 53@ += 1 
0002: jump @CAT4_18562 

:CAT4_18603
04EF: release_animation "MISC" 
0249: release_model #CSHER 
0249: release_model #FIRETRUK 
0249: release_model #COPCARLA 
0249: release_model #AMBULAN 
0249: release_model #LAFD1 
0249: release_model #ROADWORKBARRIER1 
0249: release_model #COLT45 
0249: release_model #CELLPHONE 
0249: release_model #COPCARRU 
0249: release_model #DESERT_EAGLE 
0249: release_model #BOMB 
0249: release_model #SATCHEL 
01C3: remove_references_to_car 34@ 
01C3: remove_references_to_car 35@ 
01C3: remove_references_to_car 36@ 
01C3: remove_references_to_car 41@ 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 39@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 40@ // This object will now disappear when the player looks away 
0249: release_model #RIDER1_DOOR 
0249: release_model #KEV_SAFE 
0249: release_model #MAN_SAFENEW 
01C3: remove_references_to_car 41@ 
0004: $2881 = 0 
00D6: if 
8118:   not actor $ACTOR_CATALINA dead 
004D: jump_if_false @CAT4_18777 
077B: clear_actor $ACTOR_CATALINA acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077B: clear_actor $ACTOR_CATALINA acquaintance 1 to_actors_pedtype 6 // see ped.dat 

:CAT4_18777
04EF: release_animation "BOMBER" 
0004: $1798 = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0164: disable_marker 112@ 
0164: disable_marker 113@ 
0164: disable_marker 114@ 
0164: disable_marker 115@ 
0164: disable_marker 116@ 
04CE: $451 = create_icon_marker 63 at 720.016 -454.625 15.328 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
065C: release_decision_maker 54@ 
065C: release_decision_maker 55@ 
031A: remove_all_fires 
00D8: mission_cleanup 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
06F0: set_group $PLAYER_GROUP distance_limit_to 30.0 
0006: 88@ = 1 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 91@ = 0 
0006: 96@ = 0 
0004: $6990 = 0 
0006: 99@ = 0 
0004: $1798 = 0 
0006: 92@ = 0 
0006: 98@ = 0 
0006: 100@ = 0 
0006: 104@ = 0 
0006: 102@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 103@ = 0 
0006: 38@ = 0 
0006: 97@ = 0 
0006: 93@ = 0 
0006: 101@ = 0 
0006: 117@ = 0 
0004: $1795 = 0 
0051: return 

//-------------Mission 45---------------
// Originally: King in Exile

:CATCUT
03A4: name_thread 'CATCUT' 
0050: gosub @CATCUT_302 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CATCUT_38 
0050: gosub @CATCUT_795 

:CATCUT_38
0050: gosub @CATCUT_912 
004E: end_thread 

:CATCUT_47
0871: init_jump_table 34@ total_jumps 1 default_jump 0 @CATCUT_300 jumps 0 @CATCUT_110 -1 @CATCUT_300 -1 @CATCUT_300 -1 @CATCUT_300 -1 @CATCUT_300 -1 @CATCUT_300 -1 @CATCUT_300 

:CATCUT_110
05A9: s$6993[0] = 'MCAT01A' // s$  // ~z~Hello?
05A9: s$6993[1] = 'MCAT01B' // s$  // ~z~Where you been, asshole?
05A9: s$6993[2] = 'MCAT01C' // s$  // ~z~Why don't you call, eh?
05A9: s$6993[3] = 'MCAT01D' // s$  // ~z~Well I was just about to call you but-
05A9: s$6993[4] = 'MCAT01E' // s$  // ~z~LIAR! You've been hanging out with those stinking putas!
05A9: s$6993[5] = 'MCAT01F' // s$  // ~z~No! No, if you'd just let me-
05A9: s$6993[6] = 'MCAT01G' // s$  // ~z~Silence! Get up here, we've got places to rob!
05A9: s$6993[7] = 'MCAT01H' // s$  // ~z~Look, I'm in the middle of some shit right-
04AF: 39@ = 25000 // = constant 
04AF: 40@ = 25001 // = constant 
04AF: 41@ = 25002 // = constant 
04AF: 42@ = 25003 // = constant 
04AF: 43@ = 25004 // = constant 
04AF: 44@ = 25005 // = constant 
04AF: 45@ = 25006 // = constant 
04AF: 46@ = 25007 // = constant 
0006: 38@ = 7 
0002: jump @CATCUT_300 

:CATCUT_300
0051: return 

:CATCUT_302
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
054C: use_GXT_table 'BCESAR2' 
0001: wait 0 ms 
04BB: select_interior 2 
02E4: load_cutscene_data 'BCESAR2' 

:CATCUT_341
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CATCUT_365 
0001: wait 0 ms 
0002: jump @CATCUT_341 

:CATCUT_365
02E7: start_cutscene 
016A: fade 1 time 1000 

:CATCUT_374
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CATCUT_398 
0001: wait 0 ms 
0002: jump @CATCUT_374 

:CATCUT_398
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CATCUT_411
00D6: if 
016B:   fading 
004D: jump_if_false @CATCUT_435 
0001: wait 0 ms 
0002: jump @CATCUT_411 

:CATCUT_435
02EA: end_cutscene 
04BB: select_interior 0 
0247: load_model #CELLPHONE 

:CATCUT_446
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @CATCUT_473 
0001: wait 0 ms 
0002: jump @CATCUT_446 

:CATCUT_473
03CF: load_wav 23000 as 3 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 34@ = 0 
0050: gosub @CATCUT_47 
00A1: put_actor $PLAYER_ACTOR at -2042.129 -2528.791 29.625 
0173: set_actor $PLAYER_ACTOR Z_angle_to 284.27 
03CB: set_rendering_origin_at -2042.129 -2528.791 29.625 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 1000 

:CATCUT_571
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @CATCUT_597 
0001: wait 0 ms 
0002: jump @CATCUT_571 

:CATCUT_597
03D1: play_wav 3 
0006: 32@ = 0 

:CATCUT_608
00D6: if 
83D2:   not wav 3 ended 
004D: jump_if_false @CATCUT_660 
0001: wait 0 ms 
00D6: if 
001B:   1500 > 32@ 
004D: jump_if_false @CATCUT_653 
0002: jump @CATCUT_660 

:CATCUT_653
0002: jump @CATCUT_608 

:CATCUT_660
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0006: 32@ = 0 

:CATCUT_674
00D6: if 
001B:   1500 > 32@ 
004D: jump_if_false @CATCUT_704 
0001: wait 0 ms 
0002: jump @CATCUT_674 

:CATCUT_704
01B4: set_player $PLAYER_CHAR can_move 1 

:CATCUT_711
00D6: if 
8039:   not  35@ == 8 
004D: jump_if_false @CATCUT_771 
0001: wait 0 ms 
0050: gosub @CATCUT_933 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CATCUT_764 
0002: jump @CATCUT_771 

:CATCUT_764
0002: jump @CATCUT_711 

:CATCUT_771
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0002: jump @CATCUT_813 

:CATCUT_795
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:CATCUT_813
0164: disable_marker $484 
0110: clear_player $PLAYER_CHAR wanted_level 
0004: $2163 = 1 
0164: disable_marker $MARKER_CATALINA 
02A7: $MARKER_CATALINA = create_icon_marker_and_sphere $ICON_CATALINA at $X_CATALINA_HOUSE $Y_CATALINA_HOUSE $Z_CATALINA_HOUSE 
0164: disable_marker $1731 
0570: $1731 = create_asset_radar_marker_with_icon 35 at $SAVE_PICKUPS_X[14] $SAVE_PICKUPS_Y[14] $SAVE_PICKUPS_Z[14] 
018B: set_marker $1731 radar_mode 2 
0215: destroy_pickup $SAVE_PICKUPS[14] 
0213: $SAVE_PICKUPS[14] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[14] $SAVE_PICKUPS_Y[14] $SAVE_PICKUPS_Z[14] 
0004: $TOTAL_AVAILABLE_SAVE_PICKUPS = 15 
0051: return 

:CATCUT_912
0004: $ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0249: release_model #CELLPHONE 
0051: return 

:CATCUT_933
00D6: if or
0039:   36@ == 0 
0039:   36@ == 1 
004D: jump_if_false @CATCUT_984 
00D6: if 
002D:   38@ >= 35@ // (int) 
004D: jump_if_false @CATCUT_984 
0050: gosub @CATCUT_1042 

:CATCUT_984
00D6: if 
0039:   36@ == 2 
004D: jump_if_false @CATCUT_1040 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @CATCUT_1040 
0006: 36@ = 0 
000A: 35@ += 1 
0006: 37@ = 0 
00BE: text_clear_all 

:CATCUT_1040
0051: return 

:CATCUT_1042
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CATCUT_1078 
03CF: load_wav 39@(35@,8i) as 1 
0006: 36@ = 1 

:CATCUT_1078
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CATCUT_1136 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @CATCUT_1136 
00BC: show_text_highpriority GXT $6993(35@,8s) time 4000 flag 1 
03D1: play_wav 1 
0006: 36@ = 2 

:CATCUT_1136
0051: return 

//-------------Mission 46---------------
// Originally: Body Harvest

:TRUTH1
03A4: name_thread 'TRUTH1' 
0050: gosub @TRUTH1_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @TRUTH1_38 
0050: gosub @TRUTH1_16379 

:TRUTH1_38
0050: gosub @TRUTH1_16535 
004E: end_thread 

:TRUTH1_47
0317: increment_mission_attempts 
054C: use_GXT_table 'TRU1' 
0004: $ONMISSION = 1 
0001: wait 0 ms 
04BB: select_interior 12 
02E4: load_cutscene_data 'TRUTH_1' 

:TRUTH1_86
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @TRUTH1_110 
0001: wait 0 ms 
0002: jump @TRUTH1_86 

:TRUTH1_110
02E7: start_cutscene 
016A: fade 1 time 1000 

:TRUTH1_119
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @TRUTH1_143 
0001: wait 0 ms 
0002: jump @TRUTH1_119 

:TRUTH1_143
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:TRUTH1_158
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH1_182 
0001: wait 0 ms 
0002: jump @TRUTH1_158 

:TRUTH1_182
04BB: select_interior 0 
0169: set_fade_color_RGB 0 0 0 
0247: load_model #COMBINE 
0247: load_model #TRACTOR 
0247: load_model #KMB_MARIJUANA 
07C0: load_path 348 
0247: load_model #SW_HAYBREAK02 
0247: load_model #CUNTGUN 
0247: load_model #WALTON 
0247: load_model #SHOVEL 
0247: load_model #CWFYHB 
0247: load_model #CWMOHB2 
0247: load_model #CWMYHB1 
038B: load_requested_models 

:TRUTH1_251
00D6: if or
8248:   not model #COMBINE available 
8248:   not model #TRACTOR available 
8248:   not model #KMB_MARIJUANA available 
8248:   not model #CWFYHB available 
8248:   not model #CWMOHB2 available 
004D: jump_if_false @TRUTH1_298 
0001: wait 0 ms 
0002: jump @TRUTH1_251 

:TRUTH1_298
00D6: if or
87C1:   not path 348 available 
8248:   not model #SW_HAYBREAK02 available 
8248:   not model #CUNTGUN available 
8248:   not model #CWMYHB1 available 
004D: jump_if_false @TRUTH1_340 
0001: wait 0 ms 
0002: jump @TRUTH1_298 

:TRUTH1_340
00D6: if or
8248:   not model #WALTON available 
8248:   not model #SHOVEL available 
004D: jump_if_false @TRUTH1_372 
0001: wait 0 ms 
0002: jump @TRUTH1_340 

:TRUTH1_372
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
018A: 116@ = create_checkpoint_at -1047.593 -1347.254 129.216 
060A: create_decision_maker_type 0 store_to 97@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 97@ event 7 
0709: set_decision_maker 97@ on_event 7 taskID 1000 respect 50.0 hate 50.0 like 50.0 dislike 50.0 in_car 1 on_foot 1 // see *.ped files 
060A: create_decision_maker_type 2 store_to 98@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 
00A1: put_actor $PLAYER_ACTOR at -2195.9 -2258.029 30.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 141.0 
0A0B: set_rendering_origin_at_3D_coord -2196.46 -2256.96 31.43 angle 141.0 
016A: fade 1 time 500 
0006: 117@ = 0 
0006: 119@ = 0 
0006: 120@ = 0 
0006: 121@ = 0 
0006: 122@ = 0 
0006: 123@ = 0 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 130@ = 0 
0006: 131@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 134@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 
0006: 118@ = 0 
0006: 143@ = 0 
0006: 144@ = 0 
0006: 145@ = 0 
0006: 146@ = 0 
00BC: show_text_highpriority GXT 'TRU1_1' time 10000 flag 1  // Get to the ~y~farm ~s~where the combine harvester is located.
00D6: if 
0039:   122@ == 100 
004D: jump_if_false @TRUTH1_888 
0107: 43@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0107: 44@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0107: 45@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0107: 46@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0107: 47@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0107: 48@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0006: 122@ = 101 

:TRUTH1_888
03C7: set_sensitivity_to_crime 0.3 
00D6: if 
0018:   $7009 > 0 
004D: jump_if_false @TRUTH1_935 
0950: set_trip_skip -1084.219 -1341.156 128.365 angle 257.771 

:TRUTH1_935
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @TRUTH1_961 
0002: jump @TRUTH1_16397 

:TRUTH1_961
00D6: if 
0039:   118@ == 0 
004D: jump_if_false @TRUTH1_4518 
00D6: if 
0039:   117@ == 0 
004D: jump_if_false @TRUTH1_2275 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1047.593 -1347.254 129.39 radius 4.0 4.0 4.0 
004D: jump_if_false @TRUTH1_2275 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 116@ 
016A: fade 0 time 500 

:TRUTH1_1068
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH1_1092 
0001: wait 0 ms 
0002: jump @TRUTH1_1068 

:TRUTH1_1092
00D6: if 
0038:   $7009 == 0 
004D: jump_if_false @TRUTH1_1117 
0004: $7009 = 1 

:TRUTH1_1117
0951: disable_trip_skip 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @TRUTH1_1143 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 

:TRUTH1_1143
00A5: 34@ = create_car #COMBINE at -1060.25 -1044.209 128.2188 
0175: set_car 34@ Z_angle_to 84.2638 
04E0: car 34@ abandon_path_radius 100 
00A7: car 34@ drive_to -1136.78 -1044.209 128.2188 
00AD: set_car 34@ max_speed_to 7.0 
0129: 38@ = create_actor_pedtype 24 model #CWMOHB2 in_car 34@ driverseat 
0001: wait 500 ms 
016A: fade 1 time 1000 
015F: set_camera_position -1073.802 -1038.203 128.492 rotation 0.0 0.0 0.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_1295 
0158: camera_on_car 34@ mode 15 switchstyle 2 

:TRUTH1_1295
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @TRUTH1_1336 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
0175: set_car $TEMPVAR_ACTOR_CAR Z_angle_to 355.69 
0002: jump @TRUTH1_1346 

:TRUTH1_1336
0173: set_actor $PLAYER_ACTOR Z_angle_to 355.73 

:TRUTH1_1346
00A5: 90@ = create_car #TRACTOR at -1043.989 -1312.677 128.772 
0175: set_car 90@ Z_angle_to 1.243 
053F: set_car 90@ tires_vulnerability 0 
0224: set_car 90@ health_to 2000 
029B: 60@ = init_object #SW_HAYBREAK02 at -1053.792 -1187.624 129.396 
029B: 61@ = init_object #SW_HAYBREAK02 at -1038.506 -1154.722 129.699 
029B: 62@ = init_object #SW_HAYBREAK02 at -1105.419 -1112.451 128.864 
029B: 63@ = init_object #SW_HAYBREAK02 at -1182.346 -1043.797 129.699 
029B: 64@ = init_object #SW_HAYBREAK02 at -1141.389 -1008.254 129.735 
029B: 65@ = init_object #SW_HAYBREAK02 at -1197.385 -1084.951 129.743 
029B: 66@ = init_object #SW_HAYBREAK02 at -1161.353 -1117.198 129.049 
00A5: 35@ = create_car #TRACTOR at -1115.569 -1115.231 128.366 
0129: 39@ = create_actor_pedtype 24 model #CWMOHB2 in_car 35@ driverseat 
0175: set_car 35@ Z_angle_to 274.604 
009A: 49@ = create_actor_pedtype 24 model #CWMOHB2 at -1064.341 -1283.63 128.247 
0173: set_actor 49@ Z_angle_to 116.09 
0605: actor 49@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 49@ decision_maker_to 97@ 
0223: set_actor 49@ health_to 50 
0648: unknown_actor 49@ task_set 100.0 // float 
01B2: give_actor 49@ weapon 33 ammo 99999 // Load the weapon model before using this 
009A: 50@ = create_actor_pedtype 24 model #CWFYHB at -1074.646 -1095.812 128.245 
0173: set_actor 50@ Z_angle_to 96.069 
0605: actor 50@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 50@ decision_maker_to 97@ 
0223: set_actor 50@ health_to 50 
0648: unknown_actor 50@ task_set 100.0 // float 
009A: 52@ = create_actor_pedtype 24 model #CWFYHB at -1135.339 -1134.299 128.259 
0173: set_actor 52@ Z_angle_to 90.157 
0605: actor 52@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 52@ decision_maker_to 97@ 
0223: set_actor 52@ health_to 50 
0648: unknown_actor 52@ task_set 100.0 // float 
009A: 53@ = create_actor_pedtype 24 model #CWMYHB1 at -1121.739 -1095.64 128.247 
0173: set_actor 53@ Z_angle_to 94.64 
0605: actor 53@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 53@ decision_maker_to 97@ 
0223: set_actor 53@ health_to 50 
009A: 54@ = create_actor_pedtype 24 model #CWFYHB at -1121.713 -1084.165 128.247 
0173: set_actor 54@ Z_angle_to 79.746 
0605: actor 54@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 54@ decision_maker_to 97@ 
0223: set_actor 54@ health_to 50 
0648: unknown_actor 54@ task_set 100.0 // float 
009A: 55@ = create_actor_pedtype 24 model #CWMYHB1 at -1159.367 -1134.375 128.259 
0173: set_actor 55@ Z_angle_to 270.749 
0605: actor 55@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 55@ decision_maker_to 97@ 
0223: set_actor 55@ health_to 50 
0648: unknown_actor 55@ task_set 100.0 // float 
00BC: show_text_highpriority GXT 'TRU1_2' time 7000 flag 1  // ~s~The ~b~combine harvester ~s~is located at the field towards the back of the farm.
0001: wait 200 ms 
009A: 51@ = create_actor_pedtype 24 model #CWMYHB1 at -1074.332 -1084.388 128.244 
0173: set_actor 51@ Z_angle_to 60.659 
0605: actor 51@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 51@ decision_maker_to 97@ 
0223: set_actor 51@ health_to 50 
0648: unknown_actor 51@ task_set 30.0 // float 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 117@ = 1 

:TRUTH1_2275
00D6: if 
0019:   33@ > 1800 
004D: jump_if_false @TRUTH1_2393 
00D6: if 
0039:   117@ == 1 
004D: jump_if_false @TRUTH1_2393 
0006: 121@ = 0 
0707: start_scene_skip_to @TRUTH1_2749 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TRUTH1_2379 
04E0: car 35@ abandon_path_radius 100 
00A7: car 35@ drive_to -1061.059 -1116.129 128.366 
00AD: set_car 35@ max_speed_to 10.0 

:TRUTH1_2379
0006: 33@ = 0 
0006: 117@ = 2 

:TRUTH1_2393
00D6: if 
0039:   117@ == 2 
004D: jump_if_false @TRUTH1_2587 
00D6: if 
0019:   33@ > 5000 
004D: jump_if_false @TRUTH1_2587 
015F: set_camera_position -1057.875 -1120.592 136.4117 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1058.704 -1120.089 136.1667 switchstyle 2 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_2557 
00AB: put_car 34@ at -1082.138 -1046.893 129.29 
0175: set_car 34@ Z_angle_to 84.2638 
00A7: car 34@ drive_to -1195.58 -1045.87 129.1 
00AD: set_car 34@ max_speed_to 7.0 

:TRUTH1_2557
00BC: show_text_highpriority GXT 'TRU1_3' time 7000 flag 1  // ~s~There are several groups of survivalists working, they will not take kindly to any strangers.
0006: 33@ = 0 
0006: 117@ = 3 

:TRUTH1_2587
00D6: if 
0039:   117@ == 3 
004D: jump_if_false @TRUTH1_2705 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @TRUTH1_2705 
015F: set_camera_position -1035.782 -1331.041 134.0494 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1036.184 -1330.134 133.9223 switchstyle 2 
00BC: show_text_highpriority GXT 'TRU1_4' time 10000 flag 1  // ~s~Get into the farm and steal the ~b~combine harvester~s~.
0006: 33@ = 0 
0006: 117@ = 4 

:TRUTH1_2705
00D6: if 
0039:   117@ == 4 
004D: jump_if_false @TRUTH1_4518 
00D6: if 
0019:   33@ > 5000 
004D: jump_if_false @TRUTH1_4518 
0006: 121@ = 1 

:TRUTH1_2749
0701: end_scene_skip 
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @TRUTH1_3570 
016A: fade 0 time 500 

:TRUTH1_2776
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH1_2800 
0001: wait 0 ms 
0002: jump @TRUTH1_2776 

:TRUTH1_2800
00A6: destroy_car 34@ 
00A6: destroy_car 35@ 
0108: destroy_object 43@ 
0108: destroy_object 44@ 
0108: destroy_object 45@ 
0108: destroy_object 46@ 
0108: destroy_object 47@ 
0108: destroy_object 48@ 
009B: destroy_actor 38@ 
009B: destroy_actor 49@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 
009B: destroy_actor 55@ 
009A: 49@ = create_actor_pedtype 24 model #CWMOHB2 at -1064.341 -1283.63 128.247 
0173: set_actor 49@ Z_angle_to 116.09 
0605: actor 49@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 49@ decision_maker_to 97@ 
0223: set_actor 49@ health_to 50 
0648: unknown_actor 49@ task_set 100.0 // float 
01B2: give_actor 49@ weapon 33 ammo 99999 // Load the weapon model before using this 
009A: 50@ = create_actor_pedtype 24 model #CWFYHB at -1074.646 -1095.812 128.245 
0173: set_actor 50@ Z_angle_to 96.069 
0605: actor 50@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 50@ decision_maker_to 97@ 
0223: set_actor 50@ health_to 50 
0648: unknown_actor 50@ task_set 100.0 // float 
009A: 51@ = create_actor_pedtype 24 model #CWMYHB1 at -1074.332 -1084.388 128.244 
0173: set_actor 51@ Z_angle_to 60.659 
0605: actor 51@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 51@ decision_maker_to 97@ 
0223: set_actor 51@ health_to 50 
0648: unknown_actor 51@ task_set 100.0 // float 
009A: 52@ = create_actor_pedtype 24 model #CWFYHB at -1135.339 -1134.299 128.259 
0173: set_actor 52@ Z_angle_to 90.157 
0605: actor 52@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 52@ decision_maker_to 97@ 
0223: set_actor 52@ health_to 50 
0648: unknown_actor 52@ task_set 100.0 // float 
009A: 53@ = create_actor_pedtype 24 model #CWMYHB1 at -1121.739 -1095.64 128.247 
0173: set_actor 53@ Z_angle_to 94.64 
0605: actor 53@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 53@ decision_maker_to 97@ 
0223: set_actor 53@ health_to 50 
009A: 54@ = create_actor_pedtype 24 model #CWFYHB at -1121.713 -1084.165 128.247 
0173: set_actor 54@ Z_angle_to 79.746 
0605: actor 54@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 54@ decision_maker_to 97@ 
0223: set_actor 54@ health_to 50 
0648: unknown_actor 54@ task_set 100.0 // float 
009A: 55@ = create_actor_pedtype 24 model #CWMYHB1 at -1159.367 -1134.375 128.259 
0173: set_actor 55@ Z_angle_to 270.749 
0605: actor 55@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 55@ decision_maker_to 97@ 
0223: set_actor 55@ health_to 50 
0648: unknown_actor 55@ task_set 100.0 // float 
03CB: set_rendering_origin_at -1049.08 -1268.08 127.81 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
00BE: text_clear_all 
016A: fade 1 time 500 

:TRUTH1_3546
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH1_3570 
0001: wait 0 ms 
0002: jump @TRUTH1_3546 

:TRUTH1_3570
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'TRU1_4' time 7000 flag 1  // ~s~Get into the farm and steal the ~b~combine harvester~s~.
00A6: destroy_car 34@ 
009B: destroy_actor 38@ 
009B: destroy_actor 39@ 
00A6: destroy_car 35@ 
00A5: 34@ = create_car #COMBINE at -1023.706 -933.357 129.292 
0175: set_car 34@ Z_angle_to 177.348 
04E0: car 34@ abandon_path_radius 20 
0129: 38@ = create_actor_pedtype 24 model #CWMOHB2 in_car 34@ driverseat 
060B: set_actor 38@ decision_maker_to 97@ 
02E2: set_actor 38@ weapon_accuracy_to 30 
0224: set_car 34@ health_to 9000 
0186: 116@ = create_marker_above_car 34@ 
07E0: set_marker 116@ type_to 1 
053F: set_car 34@ tires_vulnerability 0 
00A5: 56@ = create_car #TRACTOR at -1029.287 -1183.826 128.184 
0175: set_car 56@ Z_angle_to 90.725 
0129: 57@ = create_actor_pedtype 24 model #CWMYHB1 in_car 56@ driverseat 
060B: set_actor 57@ decision_maker_to 97@ 
01B2: give_actor 57@ weapon 6 ammo 1 // Load the weapon model before using this 
02E2: set_actor 57@ weapon_accuracy_to 50 
00A5: 58@ = create_car #TRACTOR at -1067.128 -1153.574 128.2188 
0175: set_car 58@ Z_angle_to 272.1696 
0129: 59@ = create_actor_pedtype 24 model #CWFYHB in_car 58@ driverseat 
060B: set_actor 59@ decision_maker_to 97@ 
01B2: give_actor 59@ weapon 6 ammo 1 // Load the weapon model before using this 
02E2: set_actor 59@ weapon_accuracy_to 50 
0006: 118@ = 1 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @TRUTH1_3894 
01B2: give_actor 50@ weapon 33 ammo 99999 // Load the weapon model before using this 

:TRUTH1_3894
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @TRUTH1_3919 
01B2: give_actor 52@ weapon 6 ammo 1 // Load the weapon model before using this 

:TRUTH1_3919
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @TRUTH1_3944 
01B2: give_actor 53@ weapon 6 ammo 1 // Load the weapon model before using this 

:TRUTH1_3944
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @TRUTH1_4002 
00A1: put_actor 51@ at -1070.71 -1126.36 128.23 
0173: set_actor 51@ Z_angle_to 345.592 
01B2: give_actor 51@ weapon 33 ammo 99999 // Load the weapon model before using this 

:TRUTH1_4002
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @TRUTH1_4060 
00A1: put_actor 54@ at -1111.92 -1107.797 127.892 
0173: set_actor 54@ Z_angle_to 212.87 
01B2: give_actor 54@ weapon 33 ammo 99999 // Load the weapon model before using this 

:TRUTH1_4060
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @TRUTH1_4118 
00A1: put_actor 55@ at -1154.72 -1116.097 127.27 
0173: set_actor 55@ Z_angle_to 238.5 
01B2: give_actor 55@ weapon 33 ammo 99999 // Load the weapon model before using this 

:TRUTH1_4118
009A: 91@ = create_actor_pedtype 24 model #CWMYHB1 at -1043.28 -1055.5 128.22 
0173: set_actor 91@ Z_angle_to 175.56 
01B2: give_actor 91@ weapon 33 ammo 99999 // Load the weapon model before using this 
060B: set_actor 91@ decision_maker_to 98@ 
060F: set_actor 91@ melee_accuracy_to 80.0 
009A: 92@ = create_actor_pedtype 24 model #CWFYHB at -1147.91 -1023.34 128.22 
01B2: give_actor 92@ weapon 6 ammo 1 // Load the weapon model before using this 
060B: set_actor 92@ decision_maker_to 98@ 
060F: set_actor 92@ melee_accuracy_to 80.0 
009A: 93@ = create_actor_pedtype 24 model #CWMOHB2 at -1094.89 -999.528 128.21 
0173: set_actor 93@ Z_angle_to 175.56 
01B2: give_actor 93@ weapon 6 ammo 1 // Load the weapon model before using this 
02E2: set_actor 93@ weapon_accuracy_to 50 
060B: set_actor 93@ decision_maker_to 98@ 
060F: set_actor 93@ melee_accuracy_to 150.0 
009A: 94@ = create_actor_pedtype 24 model #CWMOHB2 at -1181.37 -992.4972 128.2188 
0173: set_actor 94@ Z_angle_to 170.5759 
01B2: give_actor 94@ weapon 33 ammo 1 // Load the weapon model before using this 
02E2: set_actor 94@ weapon_accuracy_to 50 
060B: set_actor 94@ decision_maker_to 98@ 
060F: set_actor 94@ melee_accuracy_to 150.0 
009A: 95@ = create_actor_pedtype 24 model #CWMOHB2 at -1008.989 -998.692 128.2188 
0173: set_actor 95@ Z_angle_to 170.5759 
01B2: give_actor 95@ weapon 6 ammo 1 // Load the weapon model before using this 
02E2: set_actor 95@ weapon_accuracy_to 50 
060B: set_actor 95@ decision_maker_to 98@ 
060F: set_actor 95@ melee_accuracy_to 150.0 
009A: 96@ = create_actor_pedtype 24 model #CWMOHB2 at -1151.001 -1011.517 128.2188 
0173: set_actor 96@ Z_angle_to 170.5759 
01B2: give_actor 96@ weapon 33 ammo 1 // Load the weapon model before using this 
02E2: set_actor 96@ weapon_accuracy_to 50 
060B: set_actor 96@ decision_maker_to 98@ 
060F: set_actor 96@ melee_accuracy_to 150.0 
0006: 117@ = 5 

:TRUTH1_4518
00D6: if 
0039:   118@ == 1 
004D: jump_if_false @TRUTH1_15959 
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @TRUTH1_4658 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @TRUTH1_4658 
00D6: if or
00F2:   actor 49@ near_actor $PLAYER_ACTOR radius 15.0 15.0 0 
051A:   actor 49@ damaged_by_actor $PLAYER_ACTOR 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1074.33 -1321.1 cornerB -1022.5 -1271.43 
004D: jump_if_false @TRUTH1_4658 
0006: 143@ = 1 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 
0006: 123@ = 1 

:TRUTH1_4658
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1096.488 -1170.56 cornerB -1032.682 -1249.599 
004D: jump_if_false @TRUTH1_4900 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @TRUTH1_4780 
00D6: if 
8119:   not car 56@ wrecked 
004D: jump_if_false @TRUTH1_4780 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @TRUTH1_4780 
00D6: if 
0448:   actor 57@ in_car 56@ 
004D: jump_if_false @TRUTH1_4780 
05EB: assign_car 56@ to_path 348 
0006: 124@ = 1 

:TRUTH1_4780
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @TRUTH1_4900 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @TRUTH1_4900 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @TRUTH1_4900 
00D6: if 
0448:   actor 59@ in_car 58@ 
004D: jump_if_false @TRUTH1_4900 
04BA: set_car 58@ speed_to 12.0 
05D1: AS_actor 59@ drive_car 58@ to -1045.147 -1152.724 127.5258 speed 20.0 0 model #NULL 0 
0006: 125@ = 1 

:TRUTH1_4900
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @TRUTH1_5022 
00D6: if 
8119:   not car 56@ wrecked 
004D: jump_if_false @TRUTH1_5022 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @TRUTH1_5022 
00D6: if 
0448:   actor 57@ in_car 56@ 
004D: jump_if_false @TRUTH1_5022 
00D6: if 
860E:   not car 56@ assigned_to_path 
004D: jump_if_false @TRUTH1_5022 
0006: 143@ = 8 
0085: 102@ = 57@ // (int) 
0085: 101@ = 56@ // (int) 
0050: gosub @TRUTH1_16335 
0006: 124@ = 2 

:TRUTH1_5022
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @TRUTH1_5159 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @TRUTH1_5159 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @TRUTH1_5159 
00D6: if 
0448:   actor 59@ in_car 58@ 
004D: jump_if_false @TRUTH1_5159 
00D6: if 
01AD:   car 58@ sphere 0 near_point -1045.147 -1152.724 radius 6.0 6.0 
004D: jump_if_false @TRUTH1_5159 
0085: 102@ = 59@ // (int) 
0085: 101@ = 58@ // (int) 
0050: gosub @TRUTH1_16335 
0006: 125@ = 2 

:TRUTH1_5159
00D6: if 
0039:   124@ == 2 
004D: jump_if_false @TRUTH1_5267 
00D6: if 
8119:   not car 56@ wrecked 
004D: jump_if_false @TRUTH1_5267 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @TRUTH1_5267 
00D6: if 
0448:   actor 57@ in_car 56@ 
004D: jump_if_false @TRUTH1_5267 
00D6: if 
0A1B:   actor 57@ colliding_with_actor $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_5267 
06C7: AS_actor 57@ driver_of_car 56@ perform_action 3 timelimit 3000 
0006: 124@ = 3 

:TRUTH1_5267
00D6: if 
0039:   124@ == 3 
004D: jump_if_false @TRUTH1_5395 
00D6: if 
8119:   not car 56@ wrecked 
004D: jump_if_false @TRUTH1_5395 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @TRUTH1_5395 
00D6: if 
0448:   actor 57@ in_car 56@ 
004D: jump_if_false @TRUTH1_5395 
062E: get_actor 57@ task 1735 status_store_to 110@ // ret 7 if not found 
00D6: if 
04A4:   110@ == 7 // == constant 
004D: jump_if_false @TRUTH1_5395 
0085: 102@ = 57@ // (int) 
0085: 101@ = 56@ // (int) 
0050: gosub @TRUTH1_16335 
0006: 124@ = 2 

:TRUTH1_5395
00D6: if 
0039:   125@ == 2 
004D: jump_if_false @TRUTH1_5503 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @TRUTH1_5503 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @TRUTH1_5503 
00D6: if 
0448:   actor 59@ in_car 58@ 
004D: jump_if_false @TRUTH1_5503 
00D6: if 
0A1B:   actor 59@ colliding_with_actor $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_5503 
06C7: AS_actor 59@ driver_of_car 58@ perform_action 3 timelimit 3000 
0006: 125@ = 3 

:TRUTH1_5503
00D6: if 
0039:   125@ == 3 
004D: jump_if_false @TRUTH1_5631 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @TRUTH1_5631 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @TRUTH1_5631 
00D6: if 
0448:   actor 59@ in_car 58@ 
004D: jump_if_false @TRUTH1_5631 
062E: get_actor 59@ task 1735 status_store_to 110@ // ret 7 if not found 
00D6: if 
04A4:   110@ == 7 // == constant 
004D: jump_if_false @TRUTH1_5631 
0085: 102@ = 59@ // (int) 
0085: 101@ = 58@ // (int) 
0050: gosub @TRUTH1_16335 
0006: 125@ = 2 

:TRUTH1_5631
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @TRUTH1_6072 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1033.47 -1067.18 cornerB -1202.46 -1149.65 
004D: jump_if_false @TRUTH1_5733 
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @TRUTH1_5710 
0006: 126@ = 1 

:TRUTH1_5710
00D6: if 
068C:   is_player_autoaiming $PLAYER_CHAR 
004D: jump_if_false @TRUTH1_5733 
0006: 126@ = 1 

:TRUTH1_5733
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1033.47 -1067.18 cornerB -1202.46 -1149.65 
004D: jump_if_false @TRUTH1_5778 
0006: 126@ = 1 

:TRUTH1_5778
00D6: if 
056D:   actor 50@ defined 
004D: jump_if_false @TRUTH1_5820 
00D6: if 
051A:   actor 50@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_5820 
0006: 126@ = 1 

:TRUTH1_5820
00D6: if 
056D:   actor 50@ defined 
004D: jump_if_false @TRUTH1_5862 
00D6: if 
051A:   actor 50@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_5862 
0006: 126@ = 1 

:TRUTH1_5862
00D6: if 
056D:   actor 51@ defined 
004D: jump_if_false @TRUTH1_5904 
00D6: if 
051A:   actor 51@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_5904 
0006: 126@ = 1 

:TRUTH1_5904
00D6: if 
056D:   actor 52@ defined 
004D: jump_if_false @TRUTH1_5946 
00D6: if 
051A:   actor 52@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_5946 
0006: 126@ = 1 

:TRUTH1_5946
00D6: if 
056D:   actor 53@ defined 
004D: jump_if_false @TRUTH1_5988 
00D6: if 
051A:   actor 53@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_5988 
0006: 126@ = 1 

:TRUTH1_5988
00D6: if 
056D:   actor 54@ defined 
004D: jump_if_false @TRUTH1_6030 
00D6: if 
051A:   actor 54@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_6030 
0006: 126@ = 1 

:TRUTH1_6030
00D6: if 
056D:   actor 55@ defined 
004D: jump_if_false @TRUTH1_6072 
00D6: if 
051A:   actor 55@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_6072 
0006: 126@ = 1 

:TRUTH1_6072
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @TRUTH1_6269 
0006: 143@ = 12 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @TRUTH1_6121 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:TRUTH1_6121
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @TRUTH1_6152 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 51@ weapon_accuracy_to 50 

:TRUTH1_6152
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @TRUTH1_6176 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 

:TRUTH1_6176
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @TRUTH1_6200 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 

:TRUTH1_6200
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @TRUTH1_6231 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 54@ weapon_accuracy_to 60 

:TRUTH1_6231
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @TRUTH1_6262 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 55@ weapon_accuracy_to 70 

:TRUTH1_6262
0006: 126@ = 2 

:TRUTH1_6269
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @TRUTH1_6462 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @TRUTH1_6462 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_6462 
00D6: if 
0448:   actor 38@ in_car 34@ 
004D: jump_if_false @TRUTH1_6462 
04C4: store_coords_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD from_actor 38@ with_offset 0.0 10.0 0.0 
00D6: if or
00EF:   actor $PLAYER_ACTOR sphere 0 near_point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD radius 12.0 12.0 stopped 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD radius 12.0 12.0 
004D: jump_if_false @TRUTH1_6462 
01B2: give_actor 38@ weapon 33 ammo 50 // Load the weapon model before using this 
02E2: set_actor 38@ weapon_accuracy_to 20 
05E2: AS_actor 38@ kill_actor $PLAYER_ACTOR 
0006: 143@ = 23 
0006: 128@ = 1 

:TRUTH1_6462
00D6: if 
0019:   117@ > 4 
004D: jump_if_false @TRUTH1_6695 
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @TRUTH1_6581 
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @TRUTH1_6581 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @TRUTH1_6581 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_6581 
00D6: if 
0448:   actor 38@ in_car 34@ 
004D: jump_if_false @TRUTH1_6581 
0050: gosub @TRUTH1_16178 
0006: 119@ = 1 

:TRUTH1_6581
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @TRUTH1_6695 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @TRUTH1_6695 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_6695 
00D6: if 
0448:   actor 38@ in_car 34@ 
004D: jump_if_false @TRUTH1_6695 
00D6: if 
01AD:   car 34@ sphere 0 near_point -1031.46 -935.51 radius 10.0 10.0 
004D: jump_if_false @TRUTH1_6695 
0006: 119@ = 0 

:TRUTH1_6695
00D6: if 
0029:   119@ >= 0 
004D: jump_if_false @TRUTH1_7941 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_7941 
00D6: if 
00B0:   car 34@ sphere 0 in_rectangle_cornerA -1201.518 -926.777 cornerB -1016.98 -1052.652 
004D: jump_if_false @TRUTH1_7941 
046C: 106@ = car 34@ driver 
00D6: if 
8039:   not  106@ == -1 
004D: jump_if_false @TRUTH1_7941 
00D6: if 
0039:   120@ == 100 
004D: jump_if_false @TRUTH1_6949 
0107: 43@ = create_object #KMB_MARIJUANA at 1.1 2.2 3.3 
0107: 44@ = create_object #KMB_MARIJUANA at 1.1 2.2 3.3 
0107: 45@ = create_object #KMB_MARIJUANA at 1.1 2.2 3.3 
0107: 46@ = create_object #KMB_MARIJUANA at 1.1 2.2 3.3 
0107: 47@ = create_object #KMB_MARIJUANA at 1.1 2.2 3.3 
0107: 48@ = create_object #KMB_MARIJUANA at 1.1 2.2 3.3 

:TRUTH1_6949
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @TRUTH1_7119 
00D6: if 
0019:   32@ > 1250 
004D: jump_if_false @TRUTH1_7119 
00D6: if 
03CA:   object 43@ exists 
004D: jump_if_false @TRUTH1_7007 
0108: destroy_object 43@ 

:TRUTH1_7007
0407: store_coords_to 40@ 41@ 42@ from_car 34@ with_offset -1.3 -3.3 1.3 
0107: 43@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0392: make_object 43@ moveable 1 
0381: throw_object 43@ velocity_in_direction 0.0 0.0 -1.0 
034D: rotate_object 43@ from_angle 68.0 to_angle 10.0 flag 0 
050E: set_object 43@ no_collision_with_car 34@ 
0006: 32@ = 0 
0006: 120@ = 1 

:TRUTH1_7119
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @TRUTH1_7282 
00D6: if 
0019:   32@ > 2250 
004D: jump_if_false @TRUTH1_7282 
00D6: if 
03CA:   object 44@ exists 
004D: jump_if_false @TRUTH1_7177 
0108: destroy_object 44@ 

:TRUTH1_7177
0407: store_coords_to 40@ 41@ 42@ from_car 34@ with_offset -1.3 -3.3 1.3 
0107: 44@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0392: make_object 44@ moveable 1 
0381: throw_object 44@ velocity_in_direction 0.0 0.0 -1.0 
034D: rotate_object 44@ from_angle 73.0 to_angle 10.0 flag 0 
050E: set_object 44@ no_collision_with_car 34@ 
0006: 120@ = 2 

:TRUTH1_7282
00D6: if 
0039:   120@ == 2 
004D: jump_if_false @TRUTH1_7445 
00D6: if 
0019:   32@ > 4250 
004D: jump_if_false @TRUTH1_7445 
00D6: if 
03CA:   object 45@ exists 
004D: jump_if_false @TRUTH1_7340 
0108: destroy_object 45@ 

:TRUTH1_7340
0407: store_coords_to 40@ 41@ 42@ from_car 34@ with_offset -1.3 -3.3 1.3 
0107: 45@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0392: make_object 45@ moveable 1 
0381: throw_object 45@ velocity_in_direction 0.0 0.0 -1.0 
034D: rotate_object 45@ from_angle 90.0 to_angle 10.0 flag 0 
050E: set_object 45@ no_collision_with_car 34@ 
0006: 120@ = 3 

:TRUTH1_7445
00D6: if 
0039:   120@ == 3 
004D: jump_if_false @TRUTH1_7608 
00D6: if 
0019:   32@ > 6250 
004D: jump_if_false @TRUTH1_7608 
00D6: if 
03CA:   object 46@ exists 
004D: jump_if_false @TRUTH1_7503 
0108: destroy_object 46@ 

:TRUTH1_7503
0407: store_coords_to 40@ 41@ 42@ from_car 34@ with_offset -1.3 -3.3 1.3 
0107: 46@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0392: make_object 46@ moveable 1 
0381: throw_object 46@ velocity_in_direction 0.0 0.0 -1.0 
034D: rotate_object 46@ from_angle 180.0 to_angle 10.0 flag 0 
050E: set_object 46@ no_collision_with_car 34@ 
0006: 120@ = 4 

:TRUTH1_7608
00D6: if 
0039:   120@ == 4 
004D: jump_if_false @TRUTH1_7771 
00D6: if 
0019:   32@ > 8250 
004D: jump_if_false @TRUTH1_7771 
00D6: if 
03CA:   object 47@ exists 
004D: jump_if_false @TRUTH1_7666 
0108: destroy_object 47@ 

:TRUTH1_7666
0407: store_coords_to 40@ 41@ 42@ from_car 34@ with_offset -1.3 -3.3 1.3 
0107: 47@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0392: make_object 47@ moveable 1 
0381: throw_object 47@ velocity_in_direction 0.0 0.0 -1.0 
034D: rotate_object 47@ from_angle 80.0 to_angle 10.0 flag 0 
050E: set_object 47@ no_collision_with_car 34@ 
0006: 120@ = 5 

:TRUTH1_7771
00D6: if 
0039:   120@ == 5 
004D: jump_if_false @TRUTH1_7941 
00D6: if 
0019:   32@ > 10250 
004D: jump_if_false @TRUTH1_7941 
00D6: if 
03CA:   object 48@ exists 
004D: jump_if_false @TRUTH1_7829 
0108: destroy_object 48@ 

:TRUTH1_7829
0407: store_coords_to 40@ 41@ 42@ from_car 34@ with_offset -1.3 -3.3 1.3 
0107: 48@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0392: make_object 48@ moveable 1 
0381: throw_object 48@ velocity_in_direction 0.0 0.0 -1.0 
034D: rotate_object 48@ from_angle 180.0 to_angle 10.0 flag 0 
050E: set_object 48@ no_collision_with_car 34@ 
0006: 32@ = 0 
0006: 120@ = 0 

:TRUTH1_7941
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @TRUTH1_8921 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @TRUTH1_8921 
009B: destroy_actor 49@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
0615: define_AS_pack_begin 109@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 109@ 
009A: 67@ = create_actor_pedtype 24 model #CWMOHB2 at -1205.812 -1092.725 127.2578 
0173: set_actor 67@ Z_angle_to 359.4852 
01B2: give_actor 67@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 67@ decision_maker_to 97@ 
0223: set_actor 67@ health_to 50 
0618: assign_actor 67@ to_AS_pack 109@ 
009A: 68@ = create_actor_pedtype 24 model #CWMYHB1 at -1205.812 -1090.725 127.2578 
0173: set_actor 68@ Z_angle_to 359.4852 
01B2: give_actor 68@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 68@ decision_maker_to 97@ 
0223: set_actor 68@ health_to 50 
0618: assign_actor 68@ to_AS_pack 109@ 
009A: 69@ = create_actor_pedtype 24 model #CWFYHB at -1181.8 -1116.735 127.2578 
0173: set_actor 69@ Z_angle_to 79.3899 
01B2: give_actor 69@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 69@ decision_maker_to 97@ 
0223: set_actor 69@ health_to 50 
0618: assign_actor 69@ to_AS_pack 109@ 
009A: 70@ = create_actor_pedtype 24 model #CWMOHB2 at -1211.422 -1090.977 127.2578 
0173: set_actor 70@ Z_angle_to 2.4516 
01B2: give_actor 70@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 70@ decision_maker_to 97@ 
0223: set_actor 70@ health_to 50 
0618: assign_actor 70@ to_AS_pack 109@ 
009A: 71@ = create_actor_pedtype 24 model #CWMYHB1 at -1179.283 -1113.823 127.2578 
0173: set_actor 71@ Z_angle_to 74.1823 
01B2: give_actor 71@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 71@ decision_maker_to 97@ 
0223: set_actor 71@ health_to 50 
0618: assign_actor 71@ to_AS_pack 109@ 
009A: 72@ = create_actor_pedtype 24 model #CWFYHB at -1145.651 -1111.67 127.2595 
0173: set_actor 72@ Z_angle_to 90.0989 
01B2: give_actor 72@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 72@ decision_maker_to 97@ 
0223: set_actor 72@ health_to 50 
0618: assign_actor 72@ to_AS_pack 109@ 
009A: 73@ = create_actor_pedtype 24 model #CWMYHB1 at -1146.601 -1114.956 127.2595 
0173: set_actor 73@ Z_angle_to 102.0699 
01B2: give_actor 73@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 73@ decision_maker_to 97@ 
0223: set_actor 73@ health_to 50 
0618: assign_actor 73@ to_AS_pack 109@ 
009A: 74@ = create_actor_pedtype 24 model #CWMOHB2 at -1051.497 -1133.651 127.2669 
0173: set_actor 74@ Z_angle_to 10.9064 
01B2: give_actor 74@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 74@ decision_maker_to 97@ 
0223: set_actor 74@ health_to 50 
0618: assign_actor 74@ to_AS_pack 109@ 
009A: 75@ = create_actor_pedtype 24 model #CWFYHB at -1048.588 -1131.942 127.2595 
0173: set_actor 75@ Z_angle_to 57.544 
01B2: give_actor 75@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 75@ decision_maker_to 97@ 
0223: set_actor 75@ health_to 50 
0618: assign_actor 75@ to_AS_pack 109@ 
009A: 76@ = create_actor_pedtype 24 model #CWMYHB1 at -1118.818 -1116.196 127.2595 
0173: set_actor 76@ Z_angle_to 90.5502 
01B2: give_actor 76@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 76@ decision_maker_to 97@ 
0223: set_actor 76@ health_to 50 
0618: assign_actor 76@ to_AS_pack 109@ 
009A: 77@ = create_actor_pedtype 24 model #CWMYHB1 at -1120.998 -1112.729 127.2595 
0173: set_actor 77@ Z_angle_to 57.544 
01B2: give_actor 77@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 77@ decision_maker_to 97@ 
0223: set_actor 77@ health_to 50 
0618: assign_actor 77@ to_AS_pack 109@ 
009A: 78@ = create_actor_pedtype 24 model #CWMOHB2 at -1115.596 -1115.524 127.2595 
0173: set_actor 78@ Z_angle_to 57.544 
01B2: give_actor 78@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 78@ decision_maker_to 97@ 
0223: set_actor 78@ health_to 50 
0618: assign_actor 78@ to_AS_pack 109@ 
009A: 79@ = create_actor_pedtype 24 model #CWMOHB2 at -1117.895 -1111.266 127.2595 
0173: set_actor 79@ Z_angle_to 57.544 
01B2: give_actor 79@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 79@ decision_maker_to 97@ 
0223: set_actor 79@ health_to 50 
0618: assign_actor 79@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
0006: 131@ = 1 

:TRUTH1_8921
00D6: if 
0039:   131@ == 1 
004D: jump_if_false @TRUTH1_9766 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_9766 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @TRUTH1_9109 
00D6: if 
01AD:   car 34@ sphere 0 near_point -1205.812 -1090.725 radius 20.0 20.0 
004D: jump_if_false @TRUTH1_9109 
0615: define_AS_pack_begin 107@ 
0638: AS_actor -1 stay_put 0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 30.0 timelimit 30000 
0616: define_AS_pack_end 107@ 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @TRUTH1_9066 
0618: assign_actor 67@ to_AS_pack 107@ 

:TRUTH1_9066
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @TRUTH1_9090 
0618: assign_actor 68@ to_AS_pack 107@ 

:TRUTH1_9090
0006: 143@ = 28 
061B: remove_references_to_AS_pack 107@ 
0006: 132@ = 1 

:TRUTH1_9109
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @TRUTH1_9256 
00D6: if 
01AD:   car 34@ sphere 0 near_point -1181.8 -1116.735 radius 20.0 20.0 
004D: jump_if_false @TRUTH1_9256 
0615: define_AS_pack_begin 107@ 
0638: AS_actor -1 stay_put 0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 30.0 timelimit 30000 
0616: define_AS_pack_end 107@ 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @TRUTH1_9220 
0618: assign_actor 69@ to_AS_pack 107@ 

:TRUTH1_9220
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @TRUTH1_9244 
0618: assign_actor 71@ to_AS_pack 107@ 

:TRUTH1_9244
061B: remove_references_to_AS_pack 107@ 
0006: 133@ = 1 

:TRUTH1_9256
00D6: if 
0039:   134@ == 0 
004D: jump_if_false @TRUTH1_9379 
00D6: if 
01AD:   car 34@ sphere 0 near_point -1211.422 -1090.977 radius 25.0 25.0 
004D: jump_if_false @TRUTH1_9379 
0615: define_AS_pack_begin 107@ 
0638: AS_actor -1 stay_put 0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 30.0 timelimit 30000 
0616: define_AS_pack_end 107@ 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @TRUTH1_9367 
0618: assign_actor 70@ to_AS_pack 107@ 

:TRUTH1_9367
061B: remove_references_to_AS_pack 107@ 
0006: 134@ = 1 

:TRUTH1_9379
00D6: if 
0039:   135@ == 0 
004D: jump_if_false @TRUTH1_9564 
00D6: if 
01AD:   car 34@ sphere 0 near_point -1145.651 -1111.67 radius 20.0 20.0 
004D: jump_if_false @TRUTH1_9564 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @TRUTH1_9496 
0085: 102@ = 72@ // (int) 
0007: 103@ = -1113.777 
0007: 104@ = 1128.22 
0007: 105@ = 128.22 
0050: gosub @TRUTH1_16117 

:TRUTH1_9496
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @TRUTH1_9557 
0085: 102@ = 73@ // (int) 
0007: 103@ = -1055.94 
0007: 104@ = -1120.62 
0007: 105@ = 128.56 
0050: gosub @TRUTH1_16117 

:TRUTH1_9557
0006: 135@ = 1 

:TRUTH1_9564
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @TRUTH1_9766 
00D6: if 
00B0:   car 34@ sphere 0 in_rectangle_cornerA -1224.06 -1135.61 cornerB -999.06 -1063.3 
004D: jump_if_false @TRUTH1_9766 
0615: define_AS_pack_begin 107@ 
0638: AS_actor -1 stay_put 0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 30.0 timelimit 30000 
0616: define_AS_pack_end 107@ 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @TRUTH1_9675 
0618: assign_actor 76@ to_AS_pack 107@ 

:TRUTH1_9675
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @TRUTH1_9699 
0618: assign_actor 77@ to_AS_pack 107@ 

:TRUTH1_9699
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @TRUTH1_9723 
0618: assign_actor 78@ to_AS_pack 107@ 

:TRUTH1_9723
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @TRUTH1_9747 
0618: assign_actor 79@ to_AS_pack 107@ 

:TRUTH1_9747
061B: remove_references_to_AS_pack 107@ 
0006: 141@ = 1 
0006: 136@ = 1 

:TRUTH1_9766
00D6: if 
0039:   141@ == 1 
004D: jump_if_false @TRUTH1_10560 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @TRUTH1_9821 
00D6: if 
82CB:   not actor 54@ bounding_sphere_visible 
004D: jump_if_false @TRUTH1_9821 
009B: destroy_actor 54@ 

:TRUTH1_9821
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @TRUTH1_9858 
00D6: if 
82CB:   not actor 55@ bounding_sphere_visible 
004D: jump_if_false @TRUTH1_9858 
009B: destroy_actor 55@ 

:TRUTH1_9858
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @TRUTH1_9895 
00D6: if 
82CB:   not actor 49@ bounding_sphere_visible 
004D: jump_if_false @TRUTH1_9895 
009B: destroy_actor 67@ 

:TRUTH1_9895
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @TRUTH1_9932 
00D6: if 
82CB:   not actor 50@ bounding_sphere_visible 
004D: jump_if_false @TRUTH1_9932 
009B: destroy_actor 68@ 

:TRUTH1_9932
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @TRUTH1_9969 
00D6: if 
82CB:   not actor 51@ bounding_sphere_visible 
004D: jump_if_false @TRUTH1_9969 
009B: destroy_actor 69@ 

:TRUTH1_9969
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @TRUTH1_10006 
00D6: if 
82CB:   not actor 52@ bounding_sphere_visible 
004D: jump_if_false @TRUTH1_10006 
009B: destroy_actor 70@ 

:TRUTH1_10006
0615: define_AS_pack_begin 109@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 109@ 
009A: 80@ = create_actor_pedtype 24 model #CWMYHB1 at -1050.942 -1171.55 127.4132 
0173: set_actor 80@ Z_angle_to 57.544 
01B2: give_actor 80@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 80@ decision_maker_to 97@ 
0223: set_actor 80@ health_to 50 
0618: assign_actor 80@ to_AS_pack 109@ 
009A: 81@ = create_actor_pedtype 24 model #CWMOHB2 at -1048.379 -1172.351 127.4308 
0173: set_actor 81@ Z_angle_to 57.544 
01B2: give_actor 81@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 81@ decision_maker_to 97@ 
0223: set_actor 81@ health_to 50 
0618: assign_actor 81@ to_AS_pack 109@ 
009A: 82@ = create_actor_pedtype 24 model #CWMYHB1 at -1047.927 -1177.559 127.507 
0173: set_actor 82@ Z_angle_to 57.544 
01B2: give_actor 82@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 82@ decision_maker_to 97@ 
0223: set_actor 82@ health_to 50 
0618: assign_actor 82@ to_AS_pack 109@ 
009A: 83@ = create_actor_pedtype 24 model #CWFYHB at -1051.159 -1180.129 127.5367 
0173: set_actor 83@ Z_angle_to 57.544 
01B2: give_actor 83@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 83@ decision_maker_to 97@ 
0223: set_actor 83@ health_to 50 
0618: assign_actor 83@ to_AS_pack 109@ 
0674: set_car_model #WALTON numberplate "__HOM__" 
00A5: 87@ = create_car #WALTON at -1049.0 -1296.0 128.3 
0175: set_car 87@ Z_angle_to 277.382 
009A: 84@ = create_actor_pedtype 24 model #CWMYHB1 at -1049.19 -1291.94 127.7206 
0173: set_actor 84@ Z_angle_to 57.544 
01B2: give_actor 84@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 84@ decision_maker_to 97@ 
0223: set_actor 84@ health_to 50 
0618: assign_actor 84@ to_AS_pack 109@ 
0674: set_car_model #WALTON numberplate "__HOM__" 
00A5: 88@ = create_car #WALTON at -1154.086 -1339.716 126.61 
0175: set_car 88@ Z_angle_to 272.428 
0129: 86@ = create_actor_pedtype 24 model #CWFYHB in_car 88@ driverseat 
009A: 85@ = create_actor_pedtype 24 model #CWMYHB1 at -1049.19 -1295.94 0.0 
060B: set_actor 85@ decision_maker_to 97@ 
0464: put_actor 85@ into_turret_on_car 88@ at_car_offset 0.0 -1.0 0.9 position 0 shooting_angle_limit 360.0 with_weapon 33 
0638: AS_actor 85@ stay_put 1 
061B: remove_references_to_AS_pack 109@ 
0006: 141@ = 2 

:TRUTH1_10560
00D6: if 
0039:   141@ == 2 
004D: jump_if_false @TRUTH1_10771 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_10771 
00D6: if 
01AD:   car 34@ sphere 0 near_point -1050.942 -1171.55 radius 15.0 15.0 
004D: jump_if_false @TRUTH1_10771 
0615: define_AS_pack_begin 107@ 
0638: AS_actor -1 stay_put 0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 30.0 timelimit 30000 
0616: define_AS_pack_end 107@ 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @TRUTH1_10687 
0618: assign_actor 80@ to_AS_pack 107@ 

:TRUTH1_10687
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TRUTH1_10711 
0618: assign_actor 81@ to_AS_pack 107@ 

:TRUTH1_10711
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @TRUTH1_10735 
0618: assign_actor 82@ to_AS_pack 107@ 

:TRUTH1_10735
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @TRUTH1_10759 
0618: assign_actor 83@ to_AS_pack 107@ 

:TRUTH1_10759
061B: remove_references_to_AS_pack 107@ 
0006: 141@ = 3 

:TRUTH1_10771
00D6: if 
0019:   141@ > 1 
004D: jump_if_false @TRUTH1_11120 
00D6: if 
0039:   142@ == 0 
004D: jump_if_false @TRUTH1_11120 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -974.32 -1287.37 cornerB -1129.14 -1330.41 
004D: jump_if_false @TRUTH1_11120 
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @TRUTH1_10931 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @TRUTH1_10931 
04BA: set_car 88@ speed_to 30.0 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @TRUTH1_10911 
05E2: AS_actor 85@ kill_actor $PLAYER_ACTOR 

:TRUTH1_10911
06E1: AS_actor 86@ using_car 88@ target_car 88@ with_order 4 max_speed 30.0 traffic_flag 3 

:TRUTH1_10931
0006: 143@ = 100 
0249: release_model #KMB_MARIJUANA 
0249: release_model #SW_HAYBREAK02 
01C4: remove_references_to_object 60@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 61@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 62@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 63@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 64@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 65@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 66@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 43@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 44@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 45@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 46@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 47@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 48@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 90@ 
01C2: remove_references_to_actor 91@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 92@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 93@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 94@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
0006: 142@ = 1 

:TRUTH1_11120
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_11233 
00D6: if 
0039:   130@ == 0 
004D: jump_if_false @TRUTH1_11233 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH1_11233 
01C3: remove_references_to_car 90@ 
0006: 129@ = 1 
00BC: show_text_highpriority GXT 'TRU1_5' time 5000 flag 1  // ~s~Take the combine harvester back to ~y~The Truth's farm~s~.
0164: disable_marker 116@ 
018A: 116@ = create_checkpoint_at -1114.25 -1619.96 76.68 
0006: 130@ = 1 

:TRUTH1_11233
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_11347 
00D6: if 
0039:   130@ == 1 
004D: jump_if_false @TRUTH1_11347 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH1_11347 
00D6: if 
8019:   not  129@ > 1 
004D: jump_if_false @TRUTH1_11347 
00BC: show_text_highpriority GXT 'TRU1_7' time 5000 flag 1  // ~s~Get back in ~b~the combine harvester ~s~and get it back to The Truth!
0164: disable_marker 116@ 
0186: 116@ = create_marker_above_car 34@ 
07E0: set_marker 116@ type_to 1 
0006: 130@ = 0 

:TRUTH1_11347
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @TRUTH1_11539 
00D6: if 
0039:   130@ == 1 
004D: jump_if_false @TRUTH1_11539 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_11539 
00D6: if 
01AF:   car 34@ sphere 1 in_sphere -1100.007 -1620.949 75.375 radius 5.0 5.0 5.0 
004D: jump_if_false @TRUTH1_11539 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH1_11539 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @TRUTH1_11490 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 

:TRUTH1_11490
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:TRUTH1_11504
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH1_11528 
0001: wait 0 ms 
0002: jump @TRUTH1_11504 

:TRUTH1_11528
02A3: enable_widescreen 1 
0006: 129@ = 2 

:TRUTH1_11539
00D6: if 
0039:   129@ == 2 
004D: jump_if_false @TRUTH1_12171 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_12171 
01C3: remove_references_to_car 56@ 
00A6: destroy_car 56@ 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 58@ 
00A6: destroy_car 58@ 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 88@ 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
0249: release_model #TRACTOR 
0249: release_model #KMB_MARIJUANA 
0249: release_model #SW_HAYBREAK02 
0249: release_model #CUNTGUN 
0249: release_model #WALTON 
0249: release_model #SHOVEL 
023C: load_special_actor 'TRUTH' as 1 // models 290-299 
0247: load_model #BFINJECT 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 41040 as 1 
03CF: load_wav 41041 as 2 
038B: load_requested_models 

:TRUTH1_11694
00D6: if or
823D:   not special_actor 1 loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
8248:   not model #BFINJECT available 
004D: jump_if_false @TRUTH1_11733 
0001: wait 0 ms 
0002: jump @TRUTH1_11694 

:TRUTH1_11733
0006: 32@ = 0 
0006: 33@ = 0 
0395: clear_area 1 at -1100.007 -1620.949 200.0 radius 200.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_11817 
00AB: put_car 34@ at -1102.21 -1620.017 77.345 
0175: set_car 34@ Z_angle_to 90.738 

:TRUTH1_11817
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @TRUTH1_11847 
0001: wait 0 ms 
0002: jump @TRUTH1_11817 

:TRUTH1_11847
00A5: 56@ = create_car #BFINJECT at -1074.53 -1643.624 75.066 
0175: set_car 56@ Z_angle_to 84.918 
009A: 89@ = create_actor_pedtype 25 model #SPECIAL01 at -1088.84 -1623.997 75.375 
0173: set_actor 89@ Z_angle_to 91.269 
0489: set_actor 89@ muted 1 
02AB: set_actor 89@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 89@ decision_maker_to 97@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TRUTH1_11998 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1098.84 -1623.997 75.375 
0173: set_actor $PLAYER_ACTOR Z_angle_to 264.123 
0002: jump @TRUTH1_12028 

:TRUTH1_11998
00A1: put_actor $PLAYER_ACTOR at -1098.84 -1623.997 75.375 
0173: set_actor $PLAYER_ACTOR Z_angle_to 264.123 

:TRUTH1_12028
015F: set_camera_position -1087.733 -1625.124 76.7194 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1088.662 -1624.758 76.6608 switchstyle 2 
0164: disable_marker 116@ 
016A: fade 1 time 1000 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @TRUTH1_12132 
05D3: AS_actor 89@ goto_point -1093.189 -1624.021 75.375 mode 4 time 5000 ms // versionA 

:TRUTH1_12132
05D3: AS_actor $PLAYER_ACTOR goto_point -1094.931 -1623.946 75.375 mode 4 time 5000 ms // versionA 
0006: 32@ = 0 
0006: 129@ = 3 

:TRUTH1_12171
00D6: if 
0039:   129@ == 3 
004D: jump_if_false @TRUTH1_12410 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @TRUTH1_12410 
00D6: if or
0019:   32@ > 2500 
00F0:   actor 89@ 0 near_point -1093.189 -1624.021 radius 1.5 1.5 stopped_on_foot 
004D: jump_if_false @TRUTH1_12410 
015F: set_camera_position -1092.296 -1624.917 76.9985 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1093.117 -1624.372 76.8283 switchstyle 2 
0792: disembark_instantly_actor 89@ 
00A1: put_actor 89@ at -1093.189 -1624.021 75.375 
0173: set_actor 89@ Z_angle_to 88.0345 
00A1: put_actor $PLAYER_ACTOR at -1094.931 -1623.946 75.375 
0173: set_actor $PLAYER_ACTOR Z_angle_to 264.123 
0605: actor 89@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 129@ = 4 

:TRUTH1_12410
00D6: if 
0039:   129@ == 4 
004D: jump_if_false @TRUTH1_12455 
00BC: show_text_highpriority GXT 'TRU1_ZA' time 4000 flag 1  // ~z~Man, you've brought peace back to my valley, thank you, friend.
03D1: play_wav 1 
0006: 129@ = 5 

:TRUTH1_12455
00D6: if 
0039:   129@ == 5 
004D: jump_if_false @TRUTH1_12530 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_12530 
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 41042 as 1 
00BC: show_text_highpriority GXT 'TRU1_ZB' time 4000 flag 1  // ~z~I'll call you when the whoop-de-doo is ready,
03D1: play_wav 2 
0006: 129@ = 6 

:TRUTH1_12530
00D6: if 
0039:   129@ == 6 
004D: jump_if_false @TRUTH1_12605 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @TRUTH1_12605 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_12605 
00BC: show_text_highpriority GXT 'TRU1_ZC' time 4000 flag 1  // ~z~just make sure you get that cash.
03D1: play_wav 1 
0006: 129@ = 7 

:TRUTH1_12605
00D6: if 
0039:   129@ == 7 
004D: jump_if_false @TRUTH1_12725 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_12725 
00BE: text_clear_all 
05D3: AS_actor $PLAYER_ACTOR goto_point -1092.25 -1629.82 76.0 mode 4 time 5000 ms // versionA 
0001: wait 250 ms 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @TRUTH1_12711 
05D3: AS_actor 89@ goto_point -1099.96 -1623.7 76.4 mode 4 time 5000 ms // versionA 

:TRUTH1_12711
0006: 32@ = 0 
0006: 129@ = 8 

:TRUTH1_12725
00D6: if 
0039:   129@ == 8 
004D: jump_if_false @TRUTH1_12918 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @TRUTH1_12918 
016A: fade 0 time 1000 

:TRUTH1_12769
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH1_12793 
0001: wait 0 ms 
0002: jump @TRUTH1_12769 

:TRUTH1_12793
0247: load_model #CELLPHONE 
03CF: load_wav 23000 as 3 
038B: load_requested_models 

:TRUTH1_12807
00D6: if or
8248:   not model #CELLPHONE available 
83D0:   not wav 3 loaded 
004D: jump_if_false @TRUTH1_12838 
0001: wait 0 ms 
0002: jump @TRUTH1_12807 

:TRUTH1_12838
00A6: destroy_car 34@ 
009B: destroy_actor 89@ 
02A3: enable_widescreen 0 
00A1: put_actor $PLAYER_ACTOR at -1092.561 -1633.628 75.37 
0173: set_actor $PLAYER_ACTOR Z_angle_to 273.438 
016A: fade 1 time 1000 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03D1: play_wav 3 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 32@ = 0 
0006: 129@ = 9 

:TRUTH1_12918
00D6: if 
0039:   129@ == 9 
004D: jump_if_false @TRUTH1_12980 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @TRUTH1_12980 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
040D: unload_wav 3 
0006: 32@ = 0 
0006: 129@ = 10 

:TRUTH1_12980
00D6: if 
0039:   129@ == 10 
004D: jump_if_false @TRUTH1_13038 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @TRUTH1_13038 
0006: 144@ = 1 
0006: 145@ = 0 
0006: 129@ = 11 

:TRUTH1_13038
00D6: if 
0039:   129@ == 11 
004D: jump_if_false @TRUTH1_14318 
0050: gosub @TRUTH1_16008 
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @TRUTH1_13128 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_13128 
04AF: 113@ = 25256 // = constant 
05AA: 114@s = 'MCES05A' // @s = 'short'  // ~z~Eh.
0050: gosub @TRUTH1_15966 

:TRUTH1_13128
00D6: if 
0039:   144@ == 2 
004D: jump_if_false @TRUTH1_13193 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_13193 
04AF: 113@ = 25257 // = constant 
05AA: 114@s = 'MCES05B' // @s = 'short'  // ~z~Carl, it's Cesar.
0050: gosub @TRUTH1_15966 

:TRUTH1_13193
00D6: if 
0039:   144@ == 3 
004D: jump_if_false @TRUTH1_13258 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_13258 
04AF: 113@ = 25258 // = constant 
05AA: 114@s = 'MCES05C' // @s = 'short'  // ~z~Whassup?
0050: gosub @TRUTH1_15966 

:TRUTH1_13258
00D6: if 
0039:   144@ == 4 
004D: jump_if_false @TRUTH1_13323 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_13323 
04AF: 113@ = 25259 // = constant 
05AA: 114@s = 'MCES05D' // @s = 'short'  // ~z~Bad stinking shit, that's wassup, holmes.
0050: gosub @TRUTH1_15966 

:TRUTH1_13323
00D6: if 
0039:   144@ == 5 
004D: jump_if_false @TRUTH1_13388 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_13388 
04AF: 113@ = 25260 // = constant 
05AA: 114@s = 'MCES05E' // @s = 'short'  // ~z~What's wrong, where's Kendl, is she OK?
0050: gosub @TRUTH1_15966 

:TRUTH1_13388
00D6: if 
0039:   144@ == 6 
004D: jump_if_false @TRUTH1_13453 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_13453 
04AF: 113@ = 25261 // = constant 
05AA: 114@s = 'MCES05F' // @s = 'short'  // ~z~She's with me, she's OK for now.
0050: gosub @TRUTH1_15966 

:TRUTH1_13453
00D6: if 
0039:   144@ == 7 
004D: jump_if_false @TRUTH1_13518 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_13518 
04AF: 113@ = 25262 // = constant 
05AA: 114@s = 'MCES05G' // @s = 'short'  // ~z~The Varrios Los Aztecas; it's all over.
0050: gosub @TRUTH1_15966 

:TRUTH1_13518
00D6: if 
0039:   144@ == 8 
004D: jump_if_false @TRUTH1_13583 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_13583 
04AF: 113@ = 25263 // = constant 
05AA: 114@s = 'MCES05H' // @s = 'short'  // ~z~There's a price on my head, maybe Kendl's too.
0050: gosub @TRUTH1_15966 

:TRUTH1_13583
00D6: if 
0039:   144@ == 9 
004D: jump_if_false @TRUTH1_13648 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_13648 
04AF: 113@ = 25264 // = constant 
05AA: 114@s = 'MCES05J' // @s = 'short'  // ~z~What happened?
0050: gosub @TRUTH1_15966 

:TRUTH1_13648
00D6: if 
0039:   144@ == 10 
004D: jump_if_false @TRUTH1_13713 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_13713 
04AF: 113@ = 25265 // = constant 
05AA: 114@s = 'MCES05K' // @s = 'short'  // ~z~Trust respect, honor; they don't mean jack in Los Santos now.
0050: gosub @TRUTH1_15966 

:TRUTH1_13713
00D6: if 
0039:   144@ == 11 
004D: jump_if_false @TRUTH1_13778 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_13778 
04AF: 113@ = 25266 // = constant 
05AA: 114@s = 'MCES05L' // @s = 'short'  // ~z~My OG's, my eses, all dead or in hiding, eh.
0050: gosub @TRUTH1_15966 

:TRUTH1_13778
00D6: if 
0039:   144@ == 12 
004D: jump_if_false @TRUTH1_13843 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_13843 
04AF: 113@ = 25267 // = constant 
05AA: 114@s = 'MCES05M' // @s = 'short'  // ~z~Get out of town.
0050: gosub @TRUTH1_15966 

:TRUTH1_13843
00D6: if 
0039:   144@ == 13 
004D: jump_if_false @TRUTH1_13908 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_13908 
04AF: 113@ = 25268 // = constant 
05AA: 114@s = 'MCES05N' // @s = 'short'  // ~z~Head over to Angel Pine, rent you and Kendl a trailer and I'll meet you there.
0050: gosub @TRUTH1_15966 

:TRUTH1_13908
00D6: if 
0039:   144@ == 14 
004D: jump_if_false @TRUTH1_13973 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_13973 
04AF: 113@ = 25269 // = constant 
05AA: 114@s = 'MCES05O' // @s = 'short'  // ~z~OK, I just got some shit to take care of and,
0050: gosub @TRUTH1_15966 

:TRUTH1_13973
00D6: if 
0039:   144@ == 15 
004D: jump_if_false @TRUTH1_14038 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_14038 
04AF: 113@ = 25270 // = constant 
05AA: 114@s = 'MCES05P' // @s = 'short'  // ~z~No! Just get my sister out of town and someplace safe!
0050: gosub @TRUTH1_15966 

:TRUTH1_14038
00D6: if 
0039:   144@ == 16 
004D: jump_if_false @TRUTH1_14103 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_14103 
04AF: 113@ = 25271 // = constant 
05AA: 114@s = 'MCES05Q' // @s = 'short'  // ~z~Don't shit with me on this one, I can't lose her, man!
0050: gosub @TRUTH1_15966 

:TRUTH1_14103
00D6: if 
0039:   144@ == 17 
004D: jump_if_false @TRUTH1_14168 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_14168 
04AF: 113@ = 25272 // = constant 
05AA: 114@s = 'MCES05R' // @s = 'short'  // ~z~Sure thing, holmes, We'll see you in Angel Pine.
0050: gosub @TRUTH1_15966 

:TRUTH1_14168
00D6: if 
0039:   144@ == 18 
004D: jump_if_false @TRUTH1_14207 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0006: 32@ = 0 
0006: 144@ = 19 

:TRUTH1_14207
00D6: if 
0039:   144@ == 19 
004D: jump_if_false @TRUTH1_14258 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @TRUTH1_14258 
0002: jump @TRUTH1_16397 
0006: 144@ = 20 

:TRUTH1_14258
00D6: if 
0039:   146@ == 0 
004D: jump_if_false @TRUTH1_14318 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @TRUTH1_14318 
040D: unload_wav 1 
0006: 145@ = 0 
0006: 144@ = 18 
0006: 146@ = 1 

:TRUTH1_14318
00D6: if 
0019:   117@ > 4 
004D: jump_if_false @TRUTH1_14393 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @TRUTH1_14393 
00D6: if 
001B:   8 > 129@ 
004D: jump_if_false @TRUTH1_14393 
00BC: show_text_highpriority GXT 'TRU1_16' time 5000 flag 1  // ~r~The combine harvester is wrecked!
0002: jump @TRUTH1_16379 

:TRUTH1_14393
00D6: if 
001B:   100 > 143@ 
004D: jump_if_false @TRUTH1_15959 
00D6: if 
0039:   143@ == 1 
004D: jump_if_false @TRUTH1_14465 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @TRUTH1_14465 
040D: unload_wav 1 
03CF: load_wav 41029 as 1 
0006: 143@ = 2 

:TRUTH1_14465
00D6: if 
0039:   143@ == 2 
004D: jump_if_false @TRUTH1_14548 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @TRUTH1_14548 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_14548 
0489: set_actor 49@ muted 1 
00BC: show_text_highpriority GXT 'TRU1_DF' time 4000 flag 1  // ~z~You come to the wrong farm, boy.
03D1: play_wav 1 
0006: 143@ = 3 

:TRUTH1_14548
00D6: if 
0039:   143@ == 3 
004D: jump_if_false @TRUTH1_14590 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_14590 
00BE: text_clear_all 
0006: 143@ = 4 

:TRUTH1_14590
00D6: if 
0039:   143@ == 4 
004D: jump_if_false @TRUTH1_14644 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @TRUTH1_14644 
040D: unload_wav 1 
03CF: load_wav 41030 as 1 
0006: 143@ = 5 

:TRUTH1_14644
00D6: if 
0039:   143@ == 5 
004D: jump_if_false @TRUTH1_14727 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @TRUTH1_14727 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_14727 
00BC: show_text_highpriority GXT 'TRU1_DG' time 4000 flag 1  // ~z~This ain't no country club, fella!
0949: link_wav 1 to_actor 49@ 
03D1: play_wav 1 
0006: 143@ = 6 

:TRUTH1_14727
00D6: if 
0039:   143@ == 6 
004D: jump_if_false @TRUTH1_14792 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_14792 
00BE: text_clear_all 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @TRUTH1_14785 
0489: set_actor 49@ muted 0 

:TRUTH1_14785
0006: 143@ = 7 

:TRUTH1_14792
00D6: if 
0039:   143@ == 8 
004D: jump_if_false @TRUTH1_14846 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @TRUTH1_14846 
040D: unload_wav 1 
03CF: load_wav 41035 as 1 
0006: 143@ = 9 

:TRUTH1_14846
00D6: if 
0039:   143@ == 9 
004D: jump_if_false @TRUTH1_14929 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @TRUTH1_14929 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_14929 
00BC: show_text_highpriority GXT 'TRU1_FD' time 4000 flag 1  // ~z~Beat him down, it's all he's good for!
03D1: play_wav 1 
0489: set_actor 59@ muted 1 
0006: 143@ = 10 

:TRUTH1_14929
00D6: if 
0039:   143@ == 10 
004D: jump_if_false @TRUTH1_14994 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_14994 
00BE: text_clear_all 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @TRUTH1_14987 
0489: set_actor 59@ muted 0 

:TRUTH1_14987
0006: 143@ = 11 

:TRUTH1_14994
00D6: if 
0039:   143@ == 12 
004D: jump_if_false @TRUTH1_15063 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @TRUTH1_15063 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_15063 
040D: unload_wav 1 
03CF: load_wav 41032 as 1 
0006: 143@ = 13 

:TRUTH1_15063
00D6: if 
0039:   143@ == 13 
004D: jump_if_false @TRUTH1_15139 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @TRUTH1_15139 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_15139 
00BC: show_text_highpriority GXT 'TRU1_FA' time 4000 flag 1  // ~z~Hey, who is this guy?
03D1: play_wav 1 
0006: 143@ = 14 

:TRUTH1_15139
00D6: if 
0039:   143@ == 14 
004D: jump_if_false @TRUTH1_15181 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_15181 
00BE: text_clear_all 
0006: 143@ = 15 

:TRUTH1_15181
00D6: if 
0039:   143@ == 15 
004D: jump_if_false @TRUTH1_15242 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @TRUTH1_15242 
0489: set_actor 53@ muted 1 
040D: unload_wav 1 
03CF: load_wav 41001 as 1 
0006: 143@ = 16 

:TRUTH1_15242
00D6: if 
0039:   143@ == 16 
004D: jump_if_false @TRUTH1_15318 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @TRUTH1_15318 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_15318 
00BC: show_text_highpriority GXT 'TRU1_AB' time 4000 flag 1  // ~z~Dunno but he looks kinda shifty!
03D1: play_wav 1 
0006: 143@ = 17 

:TRUTH1_15318
00D6: if 
0039:   143@ == 17 
004D: jump_if_false @TRUTH1_15360 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_15360 
00BE: text_clear_all 
0006: 143@ = 18 

:TRUTH1_15360
00D6: if 
0039:   143@ == 18 
004D: jump_if_false @TRUTH1_15414 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @TRUTH1_15414 
040D: unload_wav 1 
03CF: load_wav 41003 as 1 
0006: 143@ = 19 

:TRUTH1_15414
00D6: if 
0039:   143@ == 19 
004D: jump_if_false @TRUTH1_15490 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @TRUTH1_15490 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_15490 
00BC: show_text_highpriority GXT 'TRU1_AD' time 4000 flag 1  // ~z~Roll him in some pig shit!
03D1: play_wav 1 
0006: 143@ = 20 

:TRUTH1_15490
00D6: if 
0039:   143@ == 21 
004D: jump_if_false @TRUTH1_15555 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_15555 
00BE: text_clear_all 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @TRUTH1_15548 
0489: set_actor 53@ muted 0 

:TRUTH1_15548
0006: 143@ = 22 

:TRUTH1_15555
00D6: if 
0039:   143@ == 23 
004D: jump_if_false @TRUTH1_15609 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @TRUTH1_15609 
040D: unload_wav 1 
03CF: load_wav 41028 as 1 
0006: 143@ = 24 

:TRUTH1_15609
00D6: if 
0039:   143@ == 24 
004D: jump_if_false @TRUTH1_15692 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @TRUTH1_15692 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_15692 
0489: set_actor 38@ muted 1 
00BC: show_text_highpriority GXT 'TRU1_DE' time 4000 flag 1  // ~z~He's a combine rustler!! That son of a bitch is stealin' Betsy!
03D1: play_wav 1 
0006: 143@ = 25 

:TRUTH1_15692
00D6: if 
0039:   143@ == 26 
004D: jump_if_false @TRUTH1_15757 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_15757 
00BE: text_clear_all 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @TRUTH1_15750 
0489: set_actor 38@ muted 0 

:TRUTH1_15750
0006: 143@ = 27 

:TRUTH1_15757
00D6: if 
0039:   143@ == 28 
004D: jump_if_false @TRUTH1_15811 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @TRUTH1_15811 
040D: unload_wav 1 
03CF: load_wav 41002 as 1 
0006: 143@ = 29 

:TRUTH1_15811
00D6: if 
0039:   143@ == 29 
004D: jump_if_false @TRUTH1_15894 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @TRUTH1_15894 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_15894 
0489: set_actor 68@ muted 1 
00BC: show_text_highpriority GXT 'TRU1_AC' time 4000 flag 1  // ~z~Stop that dang varmint!!
03D1: play_wav 1 
0006: 143@ = 30 

:TRUTH1_15894
00D6: if 
0039:   143@ == 30 
004D: jump_if_false @TRUTH1_15959 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_15959 
00BE: text_clear_all 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @TRUTH1_15952 
0489: set_actor 68@ muted 0 

:TRUTH1_15952
0006: 143@ = 31 

:TRUTH1_15959
0002: jump @TRUTH1_935 

:TRUTH1_15966
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_16006 
03CF: load_wav 113@ as 1 
05AA: 111@s = 114@s // @s = 'short' 
0006: 145@ = 1 

:TRUTH1_16006
0051: return 

:TRUTH1_16008
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @TRUTH1_16062 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_16062 
00BC: show_text_highpriority GXT 111@s time 4000 flag 1 
03D1: play_wav 1 
0006: 145@ = 2 

:TRUTH1_16062
00D6: if 
0039:   145@ == 2 
004D: jump_if_false @TRUTH1_16115 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_16115 
000A: 144@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 145@ = 0 

:TRUTH1_16115
0051: return 

:TRUTH1_16117
0615: define_AS_pack_begin 108@ 
0638: AS_actor -1 stay_put 0 
05D3: AS_actor -1 goto_point 103@ 104@ 105@ mode 6 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 108@ 
0618: assign_actor 102@ to_AS_pack 108@ 
061B: remove_references_to_AS_pack 108@ 
0051: return 

:TRUTH1_16178
0615: define_AS_pack_begin 99@ 
05D1: AS_actor -1 drive_car 34@ to -1025.67 -1029.39 130.5 speed 6.0 0 model #NULL 3 
05D1: AS_actor -1 drive_car 34@ to -1154.06 -1041.32 130.5 speed 6.0 0 model #NULL 3 
05D1: AS_actor -1 drive_car 34@ to -1166.82 -941.32 130.21 speed 6.0 0 model #NULL 3 
05D1: AS_actor -1 drive_car 34@ to -1031.46 -935.51 130.19 speed 6.0 0 model #NULL 3 
0616: define_AS_pack_end 99@ 
0618: assign_actor 38@ to_AS_pack 99@ 
061B: remove_references_to_AS_pack 99@ 
0051: return 

:TRUTH1_16335
0615: define_AS_pack_begin 100@ 
06E1: AS_actor -1 using_car 101@ target_car 101@ with_order 2 max_speed 20.0 traffic_flag 3 
0616: define_AS_pack_end 100@ 
0618: assign_actor 102@ to_AS_pack 100@ 
061B: remove_references_to_AS_pack 100@ 
0051: return 

:TRUTH1_16379
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:TRUTH1_16397
0164: disable_marker $484 
02A7: $484 = create_icon_marker_and_sphere $ICON_CESAR at $X_ANGEL_PINE $Y_ANGEL_PINE $Z_ANGEL_PINE 
014C: set_parked_car_generator $2865 cars_to_generate_to 101 
014C: set_parked_car_generator $2866 cars_to_generate_to 101 
014C: set_parked_car_generator $2867 cars_to_generate_to 101 
014C: set_parked_car_generator $2868 cars_to_generate_to 101 
014C: set_parked_car_generator $2869 cars_to_generate_to 101 
014C: set_parked_car_generator $2870 cars_to_generate_to 101 
014C: set_parked_car_generator $2871 cars_to_generate_to 101 
014C: set_parked_car_generator $2872 cars_to_generate_to 101 
0318: set_latest_mission_passed 'TRUTH_1'  // Body Harvest
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0394: play_music 1 
0998: add_respect 5 
0110: clear_player $PLAYER_CHAR wanted_level 
0008: $TRUTH_TOTAL_PASSED_MISSIONS += 1 
0164: disable_marker $MARKER_TRUTH_FARM 
0051: return 

:TRUTH1_16535
0004: $ONMISSION = 0 
0249: release_model #COMBINE 
0249: release_model #TRACTOR 
0249: release_model #KMB_MARIJUANA 
0249: release_model #SW_HAYBREAK02 
0249: release_model #CUNTGUN 
0249: release_model #WALTON 
0249: release_model #CWFYHB 
0249: release_model #CWMOHB2 
0249: release_model #CWMYHB1 
0249: release_model #BFINJECT 
0249: release_model #SHOVEL 
0296: unload_special_actor 1 
0164: disable_marker 116@ 
01C3: remove_references_to_car 56@ 
03C7: set_sensitivity_to_crime 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 47---------------
// Originally: Are you going to San Fierro?

:TRUTH2
03A4: name_thread 'TRUTH2' 
0050: gosub @TRUTH2_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @TRUTH2_38 
0050: gosub @TRUTH2_11910 

:TRUTH2_38
0050: gosub @TRUTH2_12153 
004E: end_thread 

:TRUTH2_47
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
054C: use_GXT_table 'TRU2' 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @TRUTH2_159 
018A: 42@ = create_checkpoint_at -1111.7 -1622.7 76.4 
032B: 41@ = create_weapon_pickup #ROCKETLA type 3 ammo 99999 at -1100.3 -1640.4 76.4 
032B: 40@ = create_weapon_pickup #ROCKETLA type 3 ammo 99999 at -1100.3 -1640.4 76.4 

:TRUTH2_159
00BE: text_clear_all 
0001: wait 0 ms 
0004: $7012 = 331000 
0006: 87@ = 0 
0006: 88@ = 0 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 96@ = 0 
0006: 97@ = 0 
0006: 98@ = 0 
0006: 99@ = 0 
0006: 100@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 108@ = 0 
0006: 109@ = 0 
0006: 110@ = 0 
0006: 111@ = 0 
0006: 112@ = 0 
0006: 113@ = 0 
0006: 114@ = 0 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
0006: 118@ = 0 
0006: 119@ = 0 
0006: 120@ = 0 
0006: 121@ = 0 
0006: 122@ = 0 
0006: 123@ = 0 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 130@ = 0 
0006: 131@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 134@ = 0 
0004: $7011 = 44 
0006: 135@ = 0 
0006: 136@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 137@ = 0 
0007: 138@ = 0.0 
0007: 139@ = 0.0 
0007: 140@ = 0.0 
0007: 141@ = 0.0 
0007: 142@ = 0.0 
0007: 143@ = 0.0 
0006: 144@ = 0 
0006: 145@ = 0 
0006: 146@ = 0 
0006: 147@ = 44 
0006: 151@ = 0 
0006: 152@ = 0 
0006: 153@ = 0 
0006: 202@ = 0 
0006: 203@ = 0 
0006: 204@ = 0 
0006: 205@ = 0 
0006: 206@ = 0 
0006: 207@ = 0 
0006: 208@ = 0 
0006: 209@ = 0 
0006: 210@ = 0 
0006: 211@ = 0 
0006: 150@ = 0 
0006: 213@ = 0 
0006: 214@ = 0 
0006: 212@ = 0 
08F5: save_player_group 
0395: clear_area 1 at -1110.2 -1638.5 76.0 radius 20.0 
02E4: load_cutscene_data 'TRUTH_2' 

:TRUTH2_797
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @TRUTH2_821 
0001: wait 0 ms 
0002: jump @TRUTH2_797 

:TRUTH2_821
02E7: start_cutscene 
016A: fade 1 time 1000 

:TRUTH2_830
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @TRUTH2_854 
0001: wait 0 ms 
0002: jump @TRUTH2_830 

:TRUTH2_854
016A: fade 0 time 0 

:TRUTH2_860
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_884 
0001: wait 0 ms 
0002: jump @TRUTH2_860 

:TRUTH2_884
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
0247: load_model #CAMPER 
0247: load_model #SADLER 
0247: load_model #POLMAV 
0247: load_model #CSHER 
0247: load_model #FLAME 
0247: load_model #COLT45 
023C: load_special_actor 'TRUTH' as 1 // models 290-299 
0777: delete_objects_in_object_group "TRUTHSFARM" 
0776: create_objects_in_object_group "TRUTHSFARM" 
038B: load_requested_models 
0828: set_max_fire_generations 2 
0395: clear_area 1 at -913.3 -1720.5 76.6 radius 300.0 
07E5: copy_decision_maker 65542 to 216@ 
0395: clear_area 1 at -913.3 -1720.5 76.6 radius 1.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -913.3 -1720.5 76.6 
01B2: give_actor $PLAYER_ACTOR weapon 37 ammo 99999 // Load the weapon model before using this 
0395: clear_area 1 at -1079.404 -1640.694 75.375 radius 20.0 
009A: $ACTOR_TRUTH = create_actor_pedtype 24 model #SPECIAL01 at -1079.404 -1640.694 75.375 
087E: set_actor $ACTOR_TRUTH weapon_droppable 0 
09F6: set_actor $ACTOR_TRUTH unjackable_through_driver_seat 0 
060B: set_actor $ACTOR_TRUTH decision_maker_to 216@ 
0173: set_actor $ACTOR_TRUTH Z_angle_to 299.7411 
01B2: give_actor $ACTOR_TRUTH weapon 37 ammo 3000 // Load the weapon model before using this 
0568: set_actor $ACTOR_TRUTH untargetable 1 
039E: set_actor $ACTOR_TRUTH locked 1 while_in_car 
0615: define_AS_pack_begin 215@ 
05D3: AS_actor -1 goto_point -1070.1 -1636.5 75.4 mode 6 time -1 ms // versionA 
0668: AS_actor -1 rotate_and_shoot_at -1062.2 -1631.1 75.3 -1 ms 
0616: define_AS_pack_end 215@ 
0618: assign_actor $ACTOR_TRUTH to_AS_pack 215@ 
061B: remove_references_to_AS_pack 215@ 
0395: clear_area 1 at -1077.6 -1650.2 75.3 radius 20.0 
0674: set_car_model #CAMPER numberplate "OUTTHERE" 
00A5: 34@ = create_car #CAMPER at -1077.6 -1650.2 75.3 
0229: set_car 34@ primary_color_to 1 secondary_color_to 1 
06ED: set_car 34@ paintjob 0 
0294: set_car 34@ sprayable 0 
020A: set_car 34@ door_status_to 0 
0423: set_car 34@ improved_handling_to 2.0 // (float) 
0175: set_car 34@ Z_angle_to 256.4 
0519: set_car 34@ locked 1 
02AC: set_car 34@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0395: clear_area 1 at -946.6 -1735.0 76.9 radius 5.0 
00A5: 39@ = create_car #SADLER at -946.6 -1735.0 76.9 
0175: set_car 39@ Z_angle_to 1.4 
02AC: set_car 39@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0395: clear_area 1 at -918.5 -1751.1 97.3 radius 5.0 
00A5: 35@ = create_car #POLMAV at -918.5 -1751.1 97.3 
0825: set_helicopter 35@ instant_rotor_start 
0129: 36@ = create_actor_pedtype 24 model #CSHER in_car 35@ driverseat 
06C1: create_searchlight 38@ on_car 35@ with_offset 0.0 0.0 -1.0 radius 1.0 target -936.6 -1723.2 76.8 radius 6.0 
06B6: set_searchlight 38@ follow_actor $ACTOR_TRUTH speed 10.0 
0726: heli 35@ follow_actor $ACTOR_TRUTH follow_car -1 radius 20.0 
020A: set_car 35@ door_status_to 2 
054A: set_actor 36@ can_be_shot_in_a_car 0 
060B: set_actor 36@ decision_maker_to 216@ 
018A: 43@ = create_checkpoint_at -1062.1 -1631.7 75.3 
0168: set_marker 43@ size 1 
08FB: set_checkpoint 43@ type_to 2 
018A: 44@ = create_checkpoint_at -1052.3 -1631.7 75.3 
0168: set_marker 44@ size 1 
08FB: set_checkpoint 44@ type_to 2 
018A: 45@ = create_checkpoint_at -1042.4 -1631.7 75.3 
0168: set_marker 45@ size 1 
08FB: set_checkpoint 45@ type_to 2 
018A: 46@ = create_checkpoint_at -1032.6 -1631.7 75.3 
0168: set_marker 46@ size 1 
08FB: set_checkpoint 46@ type_to 2 
018A: 47@ = create_checkpoint_at -1023.1 -1631.7 75.3 
0168: set_marker 47@ size 1 
08FB: set_checkpoint 47@ type_to 2 
018A: 48@ = create_checkpoint_at -1062.1 -1622.2 75.3 
0168: set_marker 48@ size 1 
08FB: set_checkpoint 48@ type_to 2 
018A: 49@ = create_checkpoint_at -1052.3 -1622.2 75.3 
0168: set_marker 49@ size 1 
08FB: set_checkpoint 49@ type_to 2 
018A: 50@ = create_checkpoint_at -1042.4 -1622.2 75.3 
0168: set_marker 50@ size 1 
08FB: set_checkpoint 50@ type_to 2 
018A: 51@ = create_checkpoint_at -1032.6 -1622.2 75.3 
0168: set_marker 51@ size 1 
08FB: set_checkpoint 51@ type_to 2 
018A: 52@ = create_checkpoint_at -1023.1 -1622.2 75.3 
0168: set_marker 52@ size 1 
08FB: set_checkpoint 52@ type_to 2 
018A: 53@ = create_checkpoint_at -991.92 -1703.1 75.3 
0168: set_marker 53@ size 1 
08FB: set_checkpoint 53@ type_to 2 
018A: 54@ = create_checkpoint_at -982.38 -1703.1 75.3 
0168: set_marker 54@ size 1 
08FB: set_checkpoint 54@ type_to 2 
018A: 55@ = create_checkpoint_at -991.92 -1693.6 75.3 
0168: set_marker 55@ size 1 
08FB: set_checkpoint 55@ type_to 2 
018A: 56@ = create_checkpoint_at -982.38 -1693.6 75.3 
0168: set_marker 56@ size 1 
08FB: set_checkpoint 56@ type_to 2 
018A: 57@ = create_checkpoint_at -991.92 -1684.1 75.3 
0168: set_marker 57@ size 1 
08FB: set_checkpoint 57@ type_to 2 
018A: 58@ = create_checkpoint_at -982.38 -1684.1 75.3 
0168: set_marker 58@ size 1 
08FB: set_checkpoint 58@ type_to 2 
018A: 59@ = create_checkpoint_at -1011.8 -1667.6 75.3 
0168: set_marker 59@ size 1 
08FB: set_checkpoint 59@ type_to 2 
018A: 60@ = create_checkpoint_at -1011.8 -1658.1 75.3 
0168: set_marker 60@ size 1 
08FB: set_checkpoint 60@ type_to 2 
018A: 61@ = create_checkpoint_at -1011.8 -1648.7 75.3 
0168: set_marker 61@ size 1 
08FB: set_checkpoint 61@ type_to 2 
018A: 62@ = create_checkpoint_at -1000.7 -1667.6 75.3 
0168: set_marker 62@ size 1 
08FB: set_checkpoint 62@ type_to 2 
018A: 63@ = create_checkpoint_at -1000.7 -1658.1 75.3 
0168: set_marker 63@ size 1 
08FB: set_checkpoint 63@ type_to 2 
018A: 64@ = create_checkpoint_at -1000.7 -1648.7 75.3 
0168: set_marker 64@ size 1 
08FB: set_checkpoint 64@ type_to 2 
018A: 65@ = create_checkpoint_at -1011.8 -1672.3 75.3 
0168: set_marker 65@ size 1 
08FB: set_checkpoint 65@ type_to 2 
018A: 66@ = create_checkpoint_at -991.92 -1688.8 75.3 
0168: set_marker 66@ size 1 
08FB: set_checkpoint 66@ type_to 2 
018A: 67@ = create_checkpoint_at -982.38 -1688.8 75.3 
0168: set_marker 67@ size 1 
08FB: set_checkpoint 67@ type_to 2 
018A: 68@ = create_checkpoint_at -982.38 -1698.2 75.3 
0168: set_marker 68@ size 1 
08FB: set_checkpoint 68@ type_to 2 
018A: 69@ = create_checkpoint_at -991.92 -1698.2 75.3 
0168: set_marker 69@ size 1 
08FB: set_checkpoint 69@ type_to 2 
018A: 70@ = create_checkpoint_at -982.38 -1707.7 75.3 
0168: set_marker 70@ size 1 
08FB: set_checkpoint 70@ type_to 2 
018A: 71@ = create_checkpoint_at -1011.8 -1662.8 75.3 
0168: set_marker 71@ size 1 
08FB: set_checkpoint 71@ type_to 2 
018A: 72@ = create_checkpoint_at -1000.7 -1672.3 75.3 
0168: set_marker 72@ size 1 
08FB: set_checkpoint 72@ type_to 2 
018A: 73@ = create_checkpoint_at -1011.8 -1653.4 75.3 
0168: set_marker 73@ size 1 
08FB: set_checkpoint 73@ type_to 2 
018A: 74@ = create_checkpoint_at -1032.6 -1636.3 75.3 
0168: set_marker 74@ size 1 
08FB: set_checkpoint 74@ type_to 2 
018A: 75@ = create_checkpoint_at -1052.3 -1636.3 75.3 
0168: set_marker 75@ size 1 
08FB: set_checkpoint 75@ type_to 2 
018A: 76@ = create_checkpoint_at -1042.4 -1636.3 75.3 
0168: set_marker 76@ size 1 
08FB: set_checkpoint 76@ type_to 2 
018A: 77@ = create_checkpoint_at -1062.1 -1626.8 75.3 
0168: set_marker 77@ size 1 
08FB: set_checkpoint 77@ type_to 2 
018A: 78@ = create_checkpoint_at -991.92 -1707.7 75.3 
0168: set_marker 78@ size 1 
08FB: set_checkpoint 78@ type_to 2 
018A: 79@ = create_checkpoint_at -1023.1 -1626.8 75.3 
0168: set_marker 79@ size 1 
08FB: set_checkpoint 79@ type_to 2 
018A: 80@ = create_checkpoint_at -1000.7 -1662.8 75.3 
0168: set_marker 80@ size 1 
08FB: set_checkpoint 80@ type_to 2 
018A: 81@ = create_checkpoint_at -1000.7 -1653.4 75.3 
0168: set_marker 81@ size 1 
08FB: set_checkpoint 81@ type_to 2 
018A: 82@ = create_checkpoint_at -1032.6 -1626.8 75.3 
0168: set_marker 82@ size 1 
08FB: set_checkpoint 82@ type_to 2 
018A: 83@ = create_checkpoint_at -1042.4 -1626.8 75.3 
0168: set_marker 83@ size 1 
08FB: set_checkpoint 83@ type_to 2 
018A: 84@ = create_checkpoint_at -1052.3 -1626.8 75.3 
0168: set_marker 84@ size 1 
08FB: set_checkpoint 84@ type_to 2 
018A: 85@ = create_checkpoint_at -1062.1 -1636.3 75.3 
0168: set_marker 85@ size 1 
08FB: set_checkpoint 85@ type_to 2 
018A: 86@ = create_checkpoint_at -1023.1 -1636.3 75.3 
0168: set_marker 86@ size 1 
08FB: set_checkpoint 86@ type_to 2 
03C3: set_timer_to $7012 type 1 GXT 'TRU2_06' // global_variable  // Cops arrival
00A1: put_actor $PLAYER_ACTOR at -1089.9 -1644.1 75.4 
0173: set_actor $PLAYER_ACTOR Z_angle_to 283.3 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 500 
00BB: show_text_lowpriority GXT 'TRU2_01' time 7000 flag 1  // ~s~Go and help The Truth destroy the ~r~weed~s~.
00BB: show_text_lowpriority GXT 'TRU2_02' time 7000 flag 1  // ~s~To burn a weed field, cover it in flames.
0006: 32@ = 0 
0006: 33@ = 0 

:TRUTH2_3224
0001: wait 0 ms 
0050: gosub @TRUTH2_14570 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @TRUTH2_3262 
0002: jump @TRUTH2_11942 

:TRUTH2_3262
0050: gosub @TRUTH2_12668 
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @TRUTH2_3294 
0002: jump @TRUTH2_11910 

:TRUTH2_3294
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @TRUTH2_7881 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @TRUTH2_3388 
0006: 151@ = 0 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @TRUTH2_3361 
00BE: text_clear_all 
0006: 88@ = 1 

:TRUTH2_3361
00A1: put_actor $PLAYER_ACTOR at -1104.7 -1648.0 75.4 
0004: $7011 = 0 

:TRUTH2_3388
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @TRUTH2_3461 
00D6: if 
001A:   20 > $7011 
004D: jump_if_false @TRUTH2_3461 
00BE: text_clear_all 
0006: 151@ = 1 
0006: 152@ = 0 
0050: gosub @TRUTH2_14975 
0006: 88@ = 1 
0006: 32@ = 0 

:TRUTH2_3461
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @TRUTH2_3514 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @TRUTH2_3514 
05CB: AS_actor $ACTOR_TRUTH enter_car 34@ as_driver -1 ms 
0006: 88@ = 2 

:TRUTH2_3514
0050: gosub @TRUTH2_12789 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @TRUTH2_3618 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1062.1 -1631.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_3618 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 43@ 
000C: $7011 -= 1 
0006: 91@ = 1 

:TRUTH2_3618
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @TRUTH2_3715 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1052.3 -1631.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_3715 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 44@ 
000C: $7011 -= 1 
0006: 92@ = 1 

:TRUTH2_3715
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @TRUTH2_3812 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1042.4 -1631.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_3812 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 45@ 
000C: $7011 -= 1 
0006: 93@ = 1 

:TRUTH2_3812
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @TRUTH2_3909 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1032.6 -1631.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_3909 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 46@ 
000C: $7011 -= 1 
0006: 94@ = 1 

:TRUTH2_3909
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @TRUTH2_4006 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1023.1 -1631.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_4006 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 47@ 
000C: $7011 -= 1 
0006: 95@ = 1 

:TRUTH2_4006
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @TRUTH2_4103 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1062.1 -1622.2 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_4103 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 48@ 
000C: $7011 -= 1 
0006: 96@ = 1 

:TRUTH2_4103
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @TRUTH2_4200 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1052.3 -1622.2 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_4200 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 49@ 
000C: $7011 -= 1 
0006: 97@ = 1 

:TRUTH2_4200
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @TRUTH2_4297 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1042.4 -1622.2 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_4297 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 50@ 
000C: $7011 -= 1 
0006: 98@ = 1 

:TRUTH2_4297
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @TRUTH2_4394 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1032.6 -1622.2 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_4394 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 51@ 
000C: $7011 -= 1 
0006: 99@ = 1 

:TRUTH2_4394
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @TRUTH2_4491 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1023.1 -1622.2 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_4491 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 52@ 
000C: $7011 -= 1 
0006: 100@ = 1 

:TRUTH2_4491
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @TRUTH2_4588 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1703.1 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_4588 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 53@ 
000C: $7011 -= 1 
0006: 101@ = 1 

:TRUTH2_4588
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @TRUTH2_4685 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1703.1 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_4685 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 54@ 
000C: $7011 -= 1 
0006: 102@ = 1 

:TRUTH2_4685
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @TRUTH2_4782 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1693.6 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_4782 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 55@ 
000C: $7011 -= 1 
0006: 103@ = 1 

:TRUTH2_4782
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @TRUTH2_4879 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1693.6 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_4879 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 56@ 
000C: $7011 -= 1 
0006: 104@ = 1 

:TRUTH2_4879
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @TRUTH2_4976 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1684.1 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_4976 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 57@ 
000C: $7011 -= 1 
0006: 105@ = 1 

:TRUTH2_4976
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @TRUTH2_5073 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1684.1 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_5073 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 58@ 
000C: $7011 -= 1 
0006: 106@ = 1 

:TRUTH2_5073
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @TRUTH2_5170 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1667.6 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_5170 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 59@ 
000C: $7011 -= 1 
0006: 107@ = 1 

:TRUTH2_5170
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @TRUTH2_5267 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1658.1 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_5267 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 60@ 
000C: $7011 -= 1 
0006: 108@ = 1 

:TRUTH2_5267
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @TRUTH2_5364 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1648.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_5364 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 61@ 
000C: $7011 -= 1 
0006: 109@ = 1 

:TRUTH2_5364
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @TRUTH2_5461 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1667.6 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_5461 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 62@ 
000C: $7011 -= 1 
0006: 110@ = 1 

:TRUTH2_5461
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @TRUTH2_5558 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1658.1 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_5558 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 63@ 
000C: $7011 -= 1 
0006: 111@ = 1 

:TRUTH2_5558
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @TRUTH2_5655 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1648.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_5655 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 64@ 
000C: $7011 -= 1 
0006: 112@ = 1 

:TRUTH2_5655
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @TRUTH2_5752 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1672.3 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_5752 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 65@ 
000C: $7011 -= 1 
0006: 113@ = 1 

:TRUTH2_5752
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @TRUTH2_5849 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1688.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_5849 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 66@ 
000C: $7011 -= 1 
0006: 114@ = 1 

:TRUTH2_5849
00D6: if 
0039:   115@ == 0 
004D: jump_if_false @TRUTH2_5946 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1688.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_5946 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 67@ 
000C: $7011 -= 1 
0006: 115@ = 1 

:TRUTH2_5946
00D6: if 
0039:   116@ == 0 
004D: jump_if_false @TRUTH2_6043 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1698.2 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_6043 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 68@ 
000C: $7011 -= 1 
0006: 116@ = 1 

:TRUTH2_6043
00D6: if 
0039:   117@ == 0 
004D: jump_if_false @TRUTH2_6140 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1698.2 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_6140 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 69@ 
000C: $7011 -= 1 
0006: 117@ = 1 

:TRUTH2_6140
00D6: if 
0039:   118@ == 0 
004D: jump_if_false @TRUTH2_6237 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1707.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_6237 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 70@ 
000C: $7011 -= 1 
0006: 118@ = 1 

:TRUTH2_6237
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @TRUTH2_6334 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1662.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_6334 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 71@ 
000C: $7011 -= 1 
0006: 119@ = 1 

:TRUTH2_6334
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @TRUTH2_6431 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1672.3 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_6431 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 72@ 
000C: $7011 -= 1 
0006: 120@ = 1 

:TRUTH2_6431
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @TRUTH2_6528 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1653.4 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_6528 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 73@ 
000C: $7011 -= 1 
0006: 121@ = 1 

:TRUTH2_6528
00D6: if 
0039:   122@ == 0 
004D: jump_if_false @TRUTH2_6625 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1032.6 -1636.3 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_6625 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 74@ 
000C: $7011 -= 1 
0006: 122@ = 1 

:TRUTH2_6625
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @TRUTH2_6722 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1052.3 -1636.3 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_6722 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 75@ 
000C: $7011 -= 1 
0006: 123@ = 1 

:TRUTH2_6722
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @TRUTH2_6819 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1042.4 -1636.3 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_6819 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 76@ 
000C: $7011 -= 1 
0006: 124@ = 1 

:TRUTH2_6819
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @TRUTH2_6916 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1062.1 -1626.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_6916 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 77@ 
000C: $7011 -= 1 
0006: 125@ = 1 

:TRUTH2_6916
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @TRUTH2_7013 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1707.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_7013 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 78@ 
000C: $7011 -= 1 
0006: 126@ = 1 

:TRUTH2_7013
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @TRUTH2_7110 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1023.1 -1626.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_7110 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 79@ 
000C: $7011 -= 1 
0006: 127@ = 1 

:TRUTH2_7110
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @TRUTH2_7207 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1662.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_7207 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 80@ 
000C: $7011 -= 1 
0006: 128@ = 1 

:TRUTH2_7207
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @TRUTH2_7304 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1653.4 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_7304 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 81@ 
000C: $7011 -= 1 
0006: 129@ = 1 

:TRUTH2_7304
00D6: if 
0039:   130@ == 0 
004D: jump_if_false @TRUTH2_7401 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1032.6 -1626.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_7401 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 82@ 
000C: $7011 -= 1 
0006: 130@ = 1 

:TRUTH2_7401
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @TRUTH2_7498 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1042.4 -1626.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_7498 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 83@ 
000C: $7011 -= 1 
0006: 131@ = 1 

:TRUTH2_7498
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @TRUTH2_7595 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1052.3 -1626.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_7595 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 84@ 
000C: $7011 -= 1 
0006: 132@ = 1 

:TRUTH2_7595
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @TRUTH2_7692 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1062.1 -1636.3 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_7692 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 85@ 
000C: $7011 -= 1 
0006: 133@ = 1 

:TRUTH2_7692
00D6: if 
0039:   134@ == 0 
004D: jump_if_false @TRUTH2_7789 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1023.1 -1636.3 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_7789 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 86@ 
000C: $7011 -= 1 
0006: 134@ = 1 

:TRUTH2_7789
00D6: if 
0038:   $7011 == 0 
004D: jump_if_false @TRUTH2_7881 
0249: release_model #FLAME 
0164: disable_marker 42@ 
018A: 42@ = create_checkpoint_at -1075.5 -1648.5 75.1 
08FB: set_checkpoint 42@ type_to 1 
00BB: show_text_lowpriority GXT 'TRU2_14' time 11000 flag 1  // ~s~Go and speak to the ~b~Truth~s~.
0006: 144@ = 0 
0006: 88@ = 0 
0006: 87@ = 1 

:TRUTH2_7881
00D6: if 
0039:   87@ == 1 
004D: jump_if_false @TRUTH2_9383 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @TRUTH2_8279 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TRUTH2_8231 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere -1075.5 -1648.0 75.1 radius 1.2 1.2 2.0 sphere 1 stopped_on_foot 
004D: jump_if_false @TRUTH2_8224 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 151@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
0215: destroy_pickup 40@ 
0396: pause_timer 1 
0247: load_model #ROCKETLA 
038B: load_requested_models 
0395: clear_area 1 at -1075.5 -1648.0 75.1 radius 5.0 
00A1: put_actor $PLAYER_ACTOR at -1075.5 -1648.0 75.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 157.1 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 6.0 loop 1 lockX 0 lockY 0 lockF 0 time 4000 
015F: set_camera_position -1071.3 -1647.8 75.4 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1078.8 -1648.8 76.3 switchstyle 2 
00BE: text_clear_all 
0006: 89@ = 1 
0707: start_scene_skip_to @TRUTH2_8545 
0006: 151@ = 8 
0006: 152@ = 0 
0050: gosub @TRUTH2_14975 
0006: 88@ = 1 

:TRUTH2_8224
0002: jump @TRUTH2_8279 

:TRUTH2_8231
0519: set_car 34@ locked 0 
05D1: AS_actor $ACTOR_TRUTH drive_car 34@ to -939.5 -1718.8 76.7 speed 10.0 0 model #NULL 2 
0006: 88@ = 5 

:TRUTH2_8279
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @TRUTH2_8351 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @TRUTH2_8351 
0687: clear_actor $PLAYER_ACTOR task 
05D3: AS_actor $PLAYER_ACTOR goto_point -1081.4 -1650.3 75.4 mode 4 time -1 ms // versionA 
0006: 88@ = 2 

:TRUTH2_8351
00D6: if 
0039:   88@ == 2 
004D: jump_if_false @TRUTH2_8435 
062E: get_actor $PLAYER_ACTOR task 1491 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @TRUTH2_8435 
01B2: give_actor $PLAYER_ACTOR weapon 35 ammo 99999 // Load the weapon model before using this 
0006: 151@ = 9 
0006: 152@ = 0 
0050: gosub @TRUTH2_14975 
0006: 88@ = 3 

:TRUTH2_8435
00D6: if 
0039:   88@ == 3 
004D: jump_if_false @TRUTH2_8502 
00D6: if 
0039:   152@ == 1 
004D: jump_if_false @TRUTH2_8502 
05D3: AS_actor $PLAYER_ACTOR goto_point -1075.5 -1648.0 75.1 mode 4 time -1 ms // versionA 
0006: 88@ = 4 

:TRUTH2_8502
00D6: if 
0039:   88@ == 4 
004D: jump_if_false @TRUTH2_8967 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @TRUTH2_8967 
0006: 89@ = 0 

:TRUTH2_8545
0701: end_scene_skip 
0050: gosub @TRUTH2_12668 
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @TRUTH2_8579 
0002: jump @TRUTH2_11910 

:TRUTH2_8579
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @TRUTH2_8745 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 151@ = 0 
016A: fade 0 time 500 

:TRUTH2_8626
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_8650 
0001: wait 0 ms 
0002: jump @TRUTH2_8626 

:TRUTH2_8650
0050: gosub @TRUTH2_12668 
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @TRUTH2_8682 
0002: jump @TRUTH2_11910 

:TRUTH2_8682
01B2: give_actor $PLAYER_ACTOR weapon 35 ammo 99999 // Load the weapon model before using this 
0395: clear_area 1 at -1075.5 -1648.0 75.1 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -1075.5 -1648.0 75.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 268.0 

:TRUTH2_8745
09F5: disable_player_mutal_activities 0 
0396: pause_timer 0 
0519: set_car 34@ locked 0 
03FD: set_player $PLAYER_CHAR handling_responsiveness 145@ 
052C: set_player $PLAYER_CHAR drunk_visuals 146@ 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
05D1: AS_actor $ACTOR_TRUTH drive_car 34@ to -939.5 -1718.8 76.7 speed 10.0 0 model #NULL 2 
0164: disable_marker 42@ 
0186: 42@ = create_marker_above_car 35@ 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TRUTH2_8872 
00BC: show_text_highpriority GXT 'TRU2_15' time 7000 flag 1  // ~s~Take out the ~r~chopper~s~.

:TRUTH2_8872
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @TRUTH2_8953 
016A: fade 1 time 500 

:TRUTH2_8897
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_8921 
0001: wait 0 ms 
0002: jump @TRUTH2_8897 

:TRUTH2_8921
0050: gosub @TRUTH2_12668 
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @TRUTH2_8953 
0002: jump @TRUTH2_11910 

:TRUTH2_8953
0006: 33@ = 0 
0006: 88@ = 5 

:TRUTH2_8967
00D6: if 
0039:   88@ == 5 
004D: jump_if_false @TRUTH2_9383 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @TRUTH2_9041 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TRUTH2_9021 
020B: explode_car 35@ 

:TRUTH2_9021
00A1: put_actor $PLAYER_ACTOR at -946.8 -1733.5 76.8 

:TRUTH2_9041
00D6: if 
0039:   153@ == 2 
004D: jump_if_false @TRUTH2_9099 
00D6: if 
8A2A:   not text_box 'SYN3_23' displayed  // When you're targeting, press ~k~~PED_FIREWEAPON~ to fire a rocket.
004D: jump_if_false @TRUTH2_9099 
03E5: show_text_box 'SYN3_24'  // Use the camera movement controls to move the target position.
0006: 153@ = 3 

:TRUTH2_9099
00D6: if 
0039:   153@ == 1 
004D: jump_if_false @TRUTH2_9157 
00D6: if 
8A2A:   not text_box 'SYN3_22' displayed  // Hold ~k~~PED_LOCK_TARGET~ to target using the rocket launcher.
004D: jump_if_false @TRUTH2_9157 
03E5: show_text_box 'SYN3_23'  // When you're targeting, press ~k~~PED_FIREWEAPON~ to fire a rocket.
0006: 153@ = 2 

:TRUTH2_9157
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @TRUTH2_9212 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @TRUTH2_9212 
03E5: show_text_box 'SYN3_22'  // Hold ~k~~PED_LOCK_TARGET~ to target using the rocket launcher.
0006: 153@ = 1 

:TRUTH2_9212
00D6: if 
0119:   car 35@ wrecked 
004D: jump_if_false @TRUTH2_9376 
014F: stop_timer $7012 
00BE: text_clear_all 
041E: set_radio_station 2 
00BB: show_text_lowpriority GXT 'TRU2_17' time 11000 flag 1  // ~s~Get inside the ~b~mothership~s~.
03A2: set_car 34@ action 3 
00AD: set_car 34@ max_speed_to 0.0 
0477: set_car 34@ action 6 time 1000 
00D6: if 
00DF:   actor $ACTOR_TRUTH driving 
004D: jump_if_false @TRUTH2_9318 
0362: remove_actor $ACTOR_TRUTH from_car_and_place_at -1516.4 -1596.9 41.0 

:TRUTH2_9318
0430: put_actor $ACTOR_TRUTH into_car 34@ passenger_seat -1 
020A: set_car 34@ door_status_to 1 
0164: disable_marker 42@ 
0186: 42@ = create_marker_above_car 34@ 
07E0: set_marker 42@ type_to 1 
0006: 88@ = 0 
0006: 87@ = 2 
0002: jump @TRUTH2_9383 

:TRUTH2_9376
0050: gosub @TRUTH2_14224 

:TRUTH2_9383
00D6: if 
0039:   87@ == 2 
004D: jump_if_false @TRUTH2_9591 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @TRUTH2_9546 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_9546 
03A2: set_car 34@ action 0 
03D5: remove_text 'TRU2_17'  // ~s~Get inside the ~b~mothership~s~.
00BC: show_text_highpriority GXT 'TRU2_12' time 7000 flag 1  // ~s~Drive the Mothership to the ~y~garage~s~ in San Fierro.
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_TRUTH muted 1 // versionB 
0164: disable_marker 42@ 
018A: 42@ = create_checkpoint_at -2031.3 178.5 27.9 
07E0: set_marker 42@ type_to 0 
0006: 33@ = 0 
0006: 136@ = 1 
0006: 88@ = 0 
0006: 87@ = 3 

:TRUTH2_9546
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 34@ radius 200.0 200.0 sphere 0 
004D: jump_if_false @TRUTH2_9591 
0006: 88@ = 0 
0006: 87@ = 4 

:TRUTH2_9591
00D6: if 
0039:   87@ == 3 
004D: jump_if_false @TRUTH2_10299 
00D6: if 
0039:   151@ == 3 
004D: jump_if_false @TRUTH2_9679 
00D6: if 
0039:   152@ == 6 
004D: jump_if_false @TRUTH2_9679 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @TRUTH2_9679 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 151@ = 0 

:TRUTH2_9679
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @TRUTH2_9769 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @TRUTH2_9769 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @TRUTH2_9769 
0006: 151@ = 3 
0006: 152@ = 0 
0050: gosub @TRUTH2_14975 
0006: 33@ = 0 
0006: 88@ = 1 

:TRUTH2_9769
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @TRUTH2_10105 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @TRUTH2_10105 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @TRUTH2_10105 
0209: 151@ = random_int_in_ranges 4 8 
00D6: if 
0039:   151@ == 4 
004D: jump_if_false @TRUTH2_9883 
00D6: if 
0039:   202@ == 1 
004D: jump_if_false @TRUTH2_9876 
0006: 151@ = 0 

:TRUTH2_9876
0006: 202@ = 1 

:TRUTH2_9883
00D6: if 
0039:   151@ == 5 
004D: jump_if_false @TRUTH2_9933 
00D6: if 
0039:   203@ == 1 
004D: jump_if_false @TRUTH2_9926 
0006: 151@ = 0 

:TRUTH2_9926
0006: 203@ = 1 

:TRUTH2_9933
00D6: if 
0039:   151@ == 6 
004D: jump_if_false @TRUTH2_9983 
00D6: if 
0039:   204@ == 1 
004D: jump_if_false @TRUTH2_9976 
0006: 151@ = 0 

:TRUTH2_9976
0006: 204@ = 1 

:TRUTH2_9983
00D6: if 
0039:   151@ == 7 
004D: jump_if_false @TRUTH2_10033 
00D6: if 
0039:   205@ == 1 
004D: jump_if_false @TRUTH2_10026 
0006: 151@ = 0 

:TRUTH2_10026
0006: 205@ = 1 

:TRUTH2_10033
00D6: if 
0039:   206@ == 0 
004D: jump_if_false @TRUTH2_10091 
0842: 137@ = player $PLAYER_CHAR town_number 
00D6: if 
04A4:   137@ == 2 // == constant 
004D: jump_if_false @TRUTH2_10091 
0006: 206@ = 1 
0006: 151@ = 10 

:TRUTH2_10091
0006: 152@ = 0 
0050: gosub @TRUTH2_14975 

:TRUTH2_10105
00D6: if 
001B:   2 > 88@ 
004D: jump_if_false @TRUTH2_10292 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_10292 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @TRUTH2_10187 
00AB: put_car 34@ at -2009.3 145.2 26.7 
0175: set_car 34@ Z_angle_to 359.8 

:TRUTH2_10187
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere -2031.3 178.5 27.9 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @TRUTH2_10292 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 151@ = 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_TRUTH muted 0 // versionB 
01B4: set_player $PLAYER_CHAR can_move 0 
0249: release_model #CSHER 
0006: 88@ = 0 
0006: 87@ = 5 

:TRUTH2_10292
0050: gosub @TRUTH2_14428 

:TRUTH2_10299
00D6: if 
0039:   87@ == 4 
004D: jump_if_false @TRUTH2_10975 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @TRUTH2_10780 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @TRUTH2_10780 
00BE: text_clear_all 
016A: fade 0 time 500 

:TRUTH2_10369
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_10393 
0001: wait 0 ms 
0002: jump @TRUTH2_10369 

:TRUTH2_10393
0050: gosub @TRUTH2_12668 
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @TRUTH2_10425 
0002: jump @TRUTH2_11910 

:TRUTH2_10425
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 151@ = 0 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
02A9: set_actor $ACTOR_TRUTH immune_to_nonplayer 1 
04C4: store_coords_to 138@ 139@ 140@ from_actor $ACTOR_TRUTH with_offset 0.0 -10.0 5.0 
0247: load_model #NITESTICK 
03CB: set_rendering_origin_at 138@ 139@ 140@ 
0395: clear_area 1 at 138@ 139@ 140@ radius 30.0 
015F: set_camera_position 138@ 139@ 140@ rotation 0.0 0.0 0.0 
0159: camera_on_ped $ACTOR_TRUTH mode 15 switchstyle 2 
0687: clear_actor $ACTOR_TRUTH task 
00D6: if 
00DB:   actor $ACTOR_TRUTH in_car 34@ 
004D: jump_if_false @TRUTH2_10613 
06C7: AS_actor $ACTOR_TRUTH driver_of_car 34@ perform_action 6 timelimit 2000000 

:TRUTH2_10613
04D3: get_nearest_car_path_coords_from 138@ 139@ 140@ type 1 store_to 141@ 142@ 143@ 
009A: 37@ = create_actor_pedtype 24 model #CSHER at 141@ 142@ 143@ 
00D6: if 
00DF:   actor $ACTOR_TRUTH driving 
004D: jump_if_false @TRUTH2_10679 
01B2: give_actor 37@ weapon 3 ammo 1 // Load the weapon model before using this 

:TRUTH2_10679
06E4: AS_actor 37@ attempt_to_bust_actor $ACTOR_TRUTH 
00BC: show_text_highpriority GXT 'TRU2_10' time 7000 flag 1  // ~r~The Truth has been arrested!
016A: fade 1 time 500 

:TRUTH2_10710
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_10734 
0001: wait 0 ms 
0002: jump @TRUTH2_10710 

:TRUTH2_10734
0050: gosub @TRUTH2_12668 
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @TRUTH2_10766 
0002: jump @TRUTH2_11910 

:TRUTH2_10766
0006: 32@ = 0 
0006: 88@ = 1 

:TRUTH2_10780
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @TRUTH2_10975 
00D6: if 
0019:   32@ > 7000 
004D: jump_if_false @TRUTH2_10975 
016A: fade 0 time 500 

:TRUTH2_10824
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_10848 
0001: wait 0 ms 
0002: jump @TRUTH2_10824 

:TRUTH2_10848
00D6: if 
06B3:   searchlight 38@ active 
004D: jump_if_false @TRUTH2_10869 
06B2: destroy_searchlight 38@ 

:TRUTH2_10869
009B: destroy_actor $ACTOR_TRUTH 
0296: unload_special_actor 1 
00A6: destroy_car 34@ 
009B: destroy_actor 37@ 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 'TRU2_10' time 5500 flag 1  // ~r~The Truth has been arrested!
016A: fade 1 time 500 

:TRUTH2_10944
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_10968 
0001: wait 0 ms 
0002: jump @TRUTH2_10944 

:TRUTH2_10968
0002: jump @TRUTH2_11910 

:TRUTH2_10975
00D6: if 
0039:   87@ == 5 
004D: jump_if_false @TRUTH2_11839 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @TRUTH2_11037 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @TRUTH2_11037 
0006: 88@ = 1 

:TRUTH2_11037
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @TRUTH2_11617 
016A: fade 0 time 500 

:TRUTH2_11062
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_11086 
0001: wait 0 ms 
0002: jump @TRUTH2_11062 

:TRUTH2_11086
0050: gosub @TRUTH2_12668 
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @TRUTH2_11118 
0002: jump @TRUTH2_11910 

:TRUTH2_11118
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
015F: set_camera_position -2025.0 172.3 28.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2032.9 163.0 30.88 switchstyle 2 
09F5: disable_player_mutal_activities 1 
0395: clear_area 1 at -2028.9 172.3 27.8 radius 30.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2028.9 172.3 27.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 167.6 
0615: define_AS_pack_begin 215@ 
05D3: AS_actor -1 goto_point -2029.9 167.7 27.8 mode 4 time -1 ms // versionA 
05B9: AS_actor -1 stay_idle 2000 ms 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 4000 
05D3: AS_actor -1 goto_point -2033.0 161.4 28.0 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 215@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 215@ 
061B: remove_references_to_AS_pack 215@ 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
0395: clear_area 1 at -2030.9 172.3 27.8 radius 30.0 
0792: disembark_instantly_actor $ACTOR_TRUTH 
00A1: put_actor $ACTOR_TRUTH at -2030.9 172.3 27.8 
0173: set_actor $ACTOR_TRUTH Z_angle_to 167.6 
0615: define_AS_pack_begin 215@ 
05D3: AS_actor -1 goto_point -2030.9 167.7 27.8 mode 4 time -1 ms // versionA 
05B9: AS_actor -1 stay_idle 1000 ms 
05D3: AS_actor -1 goto_point -2033.0 161.4 28.0 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 115.2 
0616: define_AS_pack_end 215@ 
0618: assign_actor $ACTOR_TRUTH to_AS_pack 215@ 
061B: remove_references_to_AS_pack 215@ 
016A: fade 1 time 500 

:TRUTH2_11523
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_11547 
0001: wait 0 ms 
0002: jump @TRUTH2_11523 

:TRUTH2_11547
0050: gosub @TRUTH2_12668 
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @TRUTH2_11579 
0002: jump @TRUTH2_11910 

:TRUTH2_11579
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 151@ = 11 
0006: 152@ = 0 
0050: gosub @TRUTH2_14975 
0006: 88@ = 2 

:TRUTH2_11617
00D6: if 
0039:   88@ == 2 
004D: jump_if_false @TRUTH2_11667 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @TRUTH2_11667 
0006: 88@ = 3 
0006: 32@ = 0 

:TRUTH2_11667
00D6: if 
0039:   88@ == 3 
004D: jump_if_false @TRUTH2_11839 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @TRUTH2_11839 
016A: fade 0 time 500 

:TRUTH2_11711
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_11735 
0001: wait 0 ms 
0002: jump @TRUTH2_11711 

:TRUTH2_11735
00D6: if 
06B3:   searchlight 38@ active 
004D: jump_if_false @TRUTH2_11756 
06B2: destroy_searchlight 38@ 

:TRUTH2_11756
009B: destroy_actor $ACTOR_TRUTH 
0296: unload_special_actor 1 
00A6: destroy_car 34@ 
009B: destroy_actor 37@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
09F5: disable_player_mutal_activities 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 500 

:TRUTH2_11808
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_11832 
0001: wait 0 ms 
0002: jump @TRUTH2_11808 

:TRUTH2_11832
0002: jump @TRUTH2_11942 

:TRUTH2_11839
00D6: if 
001B:   2 > 87@ 
004D: jump_if_false @TRUTH2_11896 
00D6: if 
0038:   $7012 == 0 
004D: jump_if_false @TRUTH2_11896 
0006: 87@ = 4 
0006: 88@ = 0 
0223: set_actor $ACTOR_TRUTH health_to 10 

:TRUTH2_11896
0050: gosub @TRUTH2_17129 
0002: jump @TRUTH2_3224 

:TRUTH2_11910
0555: remove_weapon 37 from_actor $PLAYER_ACTOR 
0555: remove_weapon 35 from_actor $PLAYER_ACTOR 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:TRUTH2_11942
0629: change_integer_stat 338 to 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 15 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 15 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'TRUTH_2'  // Are you going to San Fierro?
030C: progress_made = 1 
0008: $TRUTH_TOTAL_PASSED_MISSIONS += 1 
0164: disable_marker $MARKER_TRUTH_FARM 
0459: end_thread_named 'MOB_SF' 
004F: create_thread @MOB_SF  
0164: disable_marker $1732 
0570: $1732 = create_asset_radar_marker_with_icon 35 at $SAVE_PICKUPS_X[15] $SAVE_PICKUPS_Y[15] $SAVE_PICKUPS_Z[15] 
018B: set_marker $1732 radar_mode 2 
004F: create_thread @GARAGE  
0164: disable_marker $MARKER_TRIADS_SF_GARAGE 
02A7: $MARKER_TRIADS_SF_GARAGE = create_icon_marker_and_sphere 15 at $X_SF_GARAGE $Y_SF_GARAGE $Z_SF_GARAGE 
0215: destroy_pickup $SAVE_PICKUPS[15] 
0213: $SAVE_PICKUPS[15] = create_pickup #PICKUPSAVE type 3 at $SAVE_PICKUPS_X[15] $SAVE_PICKUPS_Y[15] $SAVE_PICKUPS_Z[15] 
0004: $TOTAL_AVAILABLE_SAVE_PICKUPS = 16 
0299: activate_garage 'MDSSFSE' 
0164: disable_marker $2589 
04CE: $2589 = create_icon_marker 27 at -1941.0 251.7 33.4 
0051: return 

:TRUTH2_12153
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRUTH2_12183 
03FD: set_player $PLAYER_CHAR handling_responsiveness 0 
052C: set_player $PLAYER_CHAR drunk_visuals 0 

:TRUTH2_12183
00D6: if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // s$ 
004D: jump_if_false @TRUTH2_12201 
02EB: restore_camera_with_jumpcut 

:TRUTH2_12201
0778: recreate_objects_in_object_group "TRUTHSFARM" 
0164: disable_marker 42@ 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TRUTH2_12266 
04A2: set_heli 35@ fly_to 0.0 0.0 200.0 altitude_between 0.0 and 200.0 

:TRUTH2_12266
00D6: if 
8118:   not actor $ACTOR_TRUTH dead 
004D: jump_if_false @TRUTH2_12287 
0465: remove_actor $ACTOR_TRUTH from_turret_mode 

:TRUTH2_12287
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @TRUTH2_12318 
02AC: set_car 39@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:TRUTH2_12318
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH2_12341 
020A: set_car 34@ door_status_to 1 

:TRUTH2_12341
0215: destroy_pickup 40@ 
0215: destroy_pickup 41@ 
0249: release_model #CAMPER 
0249: release_model #SADLER 
0249: release_model #POLMAV 
0249: release_model #CSHER 
0249: release_model #FLAME 
0249: release_model #ROCKETLA 
0249: release_model #COLT45 
0249: release_model #NITESTICK 
034F: destroy_actor_with_fade $ACTOR_TRUTH 
0296: unload_special_actor 1 
014F: stop_timer $7012 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRUTH2_12428 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:TRUTH2_12428
09F5: disable_player_mutal_activities 0 
0164: disable_marker 43@ 
0164: disable_marker 44@ 
0164: disable_marker 45@ 
0164: disable_marker 46@ 
0164: disable_marker 47@ 
0164: disable_marker 48@ 
0164: disable_marker 49@ 
0164: disable_marker 50@ 
0164: disable_marker 51@ 
0164: disable_marker 52@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0164: disable_marker 55@ 
0164: disable_marker 56@ 
0164: disable_marker 57@ 
0164: disable_marker 58@ 
0164: disable_marker 59@ 
0164: disable_marker 60@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
0164: disable_marker 65@ 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
0164: disable_marker 70@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
0164: disable_marker 76@ 
0164: disable_marker 77@ 
0164: disable_marker 78@ 
0164: disable_marker 79@ 
0164: disable_marker 80@ 
0164: disable_marker 81@ 
0164: disable_marker 82@ 
0164: disable_marker 83@ 
0164: disable_marker 84@ 
0164: disable_marker 85@ 
0164: disable_marker 86@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:TRUTH2_12668
00D6: if 
0118:   actor $ACTOR_TRUTH dead 
004D: jump_if_false @TRUTH2_12709 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TRU2_08' time 7000 flag 1  // ~r~The Truth has been killed!
0006: 90@ = 1 

:TRUTH2_12709
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @TRUTH2_12750 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TRU2_09' time 7000 flag 1  // ~r~The Mothership has been destroyed!
0006: 90@ = 1 

:TRUTH2_12750
00D6: if 
0119:   car 35@ wrecked 
004D: jump_if_false @TRUTH2_12787 
00D6: if 
06B3:   searchlight 38@ active 
004D: jump_if_false @TRUTH2_12787 
06B2: destroy_searchlight 38@ 

:TRUTH2_12787
0051: return 

:TRUTH2_12789
00D6: if 
0039:   148@ == 0 
004D: jump_if_false @TRUTH2_13016 
041A: 149@ = actor $PLAYER_ACTOR weapon 37 ammo 
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @TRUTH2_13016 
0164: disable_marker 43@ 
0164: disable_marker 44@ 
0164: disable_marker 45@ 
0164: disable_marker 46@ 
0164: disable_marker 47@ 
0164: disable_marker 48@ 
0164: disable_marker 49@ 
0164: disable_marker 50@ 
0164: disable_marker 51@ 
0164: disable_marker 52@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0164: disable_marker 55@ 
0164: disable_marker 56@ 
0164: disable_marker 57@ 
0164: disable_marker 58@ 
0164: disable_marker 59@ 
0164: disable_marker 60@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
0164: disable_marker 42@ 
032B: 40@ = create_weapon_pickup #FLAME type 3 ammo 99999 at -1100.3 -1640.4 76.4 
03DC: 42@ = create_marker_above_pickup 40@ 
07E0: set_marker 42@ type_to 0 
00BC: show_text_highpriority GXT 'TRU2_13' time 7000 flag 1  // ~s~There is more ~g~ammo~s~ near the barn.
0006: 148@ = 1 

:TRUTH2_13016
00D6: if 
0039:   148@ == 1 
004D: jump_if_false @TRUTH2_14222 
00D6: if 
0214:   pickup 40@ picked_up 
004D: jump_if_false @TRUTH2_14222 
0164: disable_marker 42@ 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @TRUTH2_13107 
018A: 43@ = create_checkpoint_at -1061.9 -1630.7 75.3 
0168: set_marker 43@ size 1 
08FB: set_checkpoint 43@ type_to 2 

:TRUTH2_13107
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @TRUTH2_13159 
018A: 44@ = create_checkpoint_at -1062.3 -1621.4 75.3 
0168: set_marker 44@ size 1 
08FB: set_checkpoint 44@ type_to 2 

:TRUTH2_13159
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @TRUTH2_13211 
018A: 45@ = create_checkpoint_at -1052.8 -1630.8 75.3 
0168: set_marker 45@ size 1 
08FB: set_checkpoint 45@ type_to 2 

:TRUTH2_13211
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @TRUTH2_13263 
018A: 46@ = create_checkpoint_at -1052.8 -1621.4 75.3 
0168: set_marker 46@ size 1 
08FB: set_checkpoint 46@ type_to 2 

:TRUTH2_13263
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @TRUTH2_13315 
018A: 47@ = create_checkpoint_at -1042.8 -1630.8 75.3 
0168: set_marker 47@ size 1 
08FB: set_checkpoint 47@ type_to 2 

:TRUTH2_13315
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @TRUTH2_13367 
018A: 48@ = create_checkpoint_at -1042.8 -1621.4 75.3 
0168: set_marker 48@ size 1 
08FB: set_checkpoint 48@ type_to 2 

:TRUTH2_13367
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @TRUTH2_13419 
018A: 49@ = create_checkpoint_at -1032.8 -1630.8 75.3 
0168: set_marker 49@ size 1 
08FB: set_checkpoint 49@ type_to 2 

:TRUTH2_13419
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @TRUTH2_13471 
018A: 50@ = create_checkpoint_at -1032.8 -1621.4 75.3 
0168: set_marker 50@ size 1 
08FB: set_checkpoint 50@ type_to 2 

:TRUTH2_13471
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @TRUTH2_13523 
018A: 51@ = create_checkpoint_at -1022.8 -1630.8 75.3 
0168: set_marker 51@ size 1 
08FB: set_checkpoint 51@ type_to 2 

:TRUTH2_13523
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @TRUTH2_13575 
018A: 52@ = create_checkpoint_at -1022.8 -1621.4 75.3 
0168: set_marker 52@ size 1 
08FB: set_checkpoint 52@ type_to 2 

:TRUTH2_13575
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @TRUTH2_13627 
018A: 53@ = create_checkpoint_at -1012.1 -1666.8 75.3 
0168: set_marker 53@ size 1 
08FB: set_checkpoint 53@ type_to 2 

:TRUTH2_13627
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @TRUTH2_13679 
018A: 54@ = create_checkpoint_at -1012.8 -1657.4 75.3 
0168: set_marker 54@ size 1 
08FB: set_checkpoint 54@ type_to 2 

:TRUTH2_13679
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @TRUTH2_13731 
018A: 55@ = create_checkpoint_at -1012.8 -1648.4 75.3 
0168: set_marker 55@ size 1 
08FB: set_checkpoint 55@ type_to 2 

:TRUTH2_13731
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @TRUTH2_13783 
018A: 56@ = create_checkpoint_at -1000.1 -1666.8 75.3 
0168: set_marker 56@ size 1 
08FB: set_checkpoint 56@ type_to 2 

:TRUTH2_13783
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @TRUTH2_13835 
018A: 57@ = create_checkpoint_at -1000.8 -1657.4 75.3 
0168: set_marker 57@ size 1 
08FB: set_checkpoint 57@ type_to 2 

:TRUTH2_13835
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @TRUTH2_13887 
018A: 58@ = create_checkpoint_at -1000.8 -1648.4 75.3 
0168: set_marker 58@ size 1 
08FB: set_checkpoint 58@ type_to 2 

:TRUTH2_13887
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @TRUTH2_13939 
018A: 59@ = create_checkpoint_at -992.1 -1702.8 75.3 
0168: set_marker 59@ size 1 
08FB: set_checkpoint 59@ type_to 2 

:TRUTH2_13939
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @TRUTH2_13991 
018A: 60@ = create_checkpoint_at -992.8 -1693.4 75.3 
0168: set_marker 60@ size 1 
08FB: set_checkpoint 60@ type_to 2 

:TRUTH2_13991
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @TRUTH2_14043 
018A: 61@ = create_checkpoint_at -992.8 -1684.4 75.3 
0168: set_marker 61@ size 1 
08FB: set_checkpoint 61@ type_to 2 

:TRUTH2_14043
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @TRUTH2_14095 
018A: 62@ = create_checkpoint_at -982.1 -1702.8 75.3 
0168: set_marker 62@ size 1 
08FB: set_checkpoint 62@ type_to 2 

:TRUTH2_14095
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @TRUTH2_14147 
018A: 63@ = create_checkpoint_at -982.8 -1693.4 75.3 
0168: set_marker 63@ size 1 
08FB: set_checkpoint 63@ type_to 2 

:TRUTH2_14147
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @TRUTH2_14199 
018A: 64@ = create_checkpoint_at -982.8 -1684.4 75.3 
0168: set_marker 64@ size 1 
08FB: set_checkpoint 64@ type_to 2 

:TRUTH2_14199
00BC: show_text_highpriority GXT 'TRU2_01' time 11000 flag 1  // ~s~Go and help The Truth destroy the ~r~weed~s~.
0006: 148@ = 0 

:TRUTH2_14222
0051: return 

:TRUTH2_14224
00D6: if 
0039:   150@ == 0 
004D: jump_if_false @TRUTH2_14340 
041A: 149@ = actor $PLAYER_ACTOR weapon 35 ammo 
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @TRUTH2_14340 
0164: disable_marker 42@ 
032B: 41@ = create_weapon_pickup #ROCKETLA type 3 ammo 99999 at -1100.3 -1640.4 76.4 
03DC: 42@ = create_marker_above_pickup 41@ 
07E0: set_marker 42@ type_to 0 
00BC: show_text_highpriority GXT 'TRU2_13' time 7000 flag 1  // ~s~There is more ~g~ammo~s~ near the barn.
0006: 150@ = 1 

:TRUTH2_14340
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @TRUTH2_14426 
00D6: if 
0214:   pickup 41@ picked_up 
004D: jump_if_false @TRUTH2_14426 
0164: disable_marker 42@ 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TRUTH2_14419 
0186: 42@ = create_marker_above_car 35@ 
00BC: show_text_highpriority GXT 'TRU2_15' time 11000 flag 1  // ~s~Take out the ~r~chopper~s~.

:TRUTH2_14419
0006: 150@ = 0 

:TRUTH2_14426
0051: return 

:TRUTH2_14428
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @TRUTH2_14504 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_14504 
0164: disable_marker 42@ 
018A: 42@ = create_checkpoint_at -2031.3 178.5 27.9 
07E0: set_marker 42@ type_to 0 
0006: 136@ = 1 

:TRUTH2_14504
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @TRUTH2_14568 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_14568 
0164: disable_marker 42@ 
0186: 42@ = create_marker_above_car 34@ 
07E0: set_marker 42@ type_to 1 
0006: 136@ = 0 

:TRUTH2_14568
0051: return 

:TRUTH2_14570
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @TRUTH2_14881 
00D6: if 
0018:   $7011 > 0 
004D: jump_if_false @TRUTH2_14665 
00D6: if 
001F:   147@ > $7011 // (int) 
004D: jump_if_false @TRUTH2_14665 
00D6: if 
001B:   200 > 146@ 
004D: jump_if_false @TRUTH2_14658 
000A: 146@ += 1 
000A: 146@ += 1 

:TRUTH2_14658
000E: 147@ -= 1 

:TRUTH2_14665
00D6: if 
0039:   144@ == 0 
004D: jump_if_false @TRUTH2_14715 
00D6: if 
001A:   40 > $7011 
004D: jump_if_false @TRUTH2_14715 
000A: 145@ += 1 
0006: 144@ = 1 

:TRUTH2_14715
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @TRUTH2_14765 
00D6: if 
001A:   30 > $7011 
004D: jump_if_false @TRUTH2_14765 
000A: 145@ += 1 
0006: 144@ = 2 

:TRUTH2_14765
00D6: if 
0039:   144@ == 2 
004D: jump_if_false @TRUTH2_14815 
00D6: if 
001A:   20 > $7011 
004D: jump_if_false @TRUTH2_14815 
000A: 145@ += 1 
0006: 144@ = 3 

:TRUTH2_14815
00D6: if 
0039:   144@ == 3 
004D: jump_if_false @TRUTH2_14865 
00D6: if 
001A:   10 > $7011 
004D: jump_if_false @TRUTH2_14865 
000A: 145@ += 1 
0006: 144@ = 4 

:TRUTH2_14865
03FD: set_player $PLAYER_CHAR handling_responsiveness 145@ 
052C: set_player $PLAYER_CHAR drunk_visuals 146@ 

:TRUTH2_14881
00D6: if or
0039:   87@ == 2 
0039:   87@ == 3 
004D: jump_if_false @TRUTH2_14973 
00D6: if 
0019:   32@ > 660 
004D: jump_if_false @TRUTH2_14973 
00D6: if 
0019:   146@ > 1 
004D: jump_if_false @TRUTH2_14950 
000E: 146@ -= 1 

:TRUTH2_14950
03FD: set_player $PLAYER_CHAR handling_responsiveness 145@ 
052C: set_player $PLAYER_CHAR drunk_visuals 146@ 
0006: 32@ = 0 

:TRUTH2_14973
0051: return 

:TRUTH2_14975
00D6: if 
0039:   151@ == 1 
004D: jump_if_false @TRUTH2_15192 
05AA: 154@s = 'TRU2_AA' // @s = 'short'  // ~z~Assholes! Right-wing assholes!
05AA: 156@s = 'TRU2_AB' // @s = 'short'  // ~z~I don't, I don't feel too good...
05AA: 158@s = 'TRU2_AC' // @s = 'short'  // ~z~It's a crying shame, ain't it.
05AA: 160@s = 'TRU2_AD' // @s = 'short'  // ~z~No I mean I think I'm gonna black out!
05AA: 162@s = 'TRU2_AE' // @s = 'short'  // ~z~Fight the ocean and you will drown, brother!
05AA: 164@s = 'TRU2_BA' // @s = 'short'  // ~z~Carl, man, we'll take the mothership and get our shit out of here!
05AA: 166@s = 'TRU2_BB' // @s = 'short'  // ~z~Go get her fired up!
05AA: 168@s = 'TRU2_BC' // @s = 'short'  // ~z~I'll finish burnin' and I'll follow you!
04AF: 186@ = 41200 // = constant 
04AF: 187@ = 41201 // = constant 
04AF: 188@ = 41202 // = constant 
04AF: 189@ = 41203 // = constant 
04AF: 190@ = 41204 // = constant 
04AF: 191@ = 41205 // = constant 
04AF: 192@ = 41206 // = constant 
04AF: 193@ = 41207 // = constant 
0006: 207@ = 8 

:TRUTH2_15192
00D6: if 
0039:   151@ == 2 
004D: jump_if_false @TRUTH2_15265 
05AA: 154@s = 'TRU2_CA' // @s = 'short'  // ~z~Hey, I'm kinda busy, lemme get back at you.
05AA: 156@s = 'TRU2_CB' // @s = 'short'  // ~z~Carl, it's me! Get those cops off my damn tail!
04AF: 186@ = 41208 // = constant 
04AF: 187@ = 41209 // = constant 
0006: 207@ = 2 

:TRUTH2_15265
00D6: if 
0039:   151@ == 3 
004D: jump_if_false @TRUTH2_15552 
05AA: 154@s = 'TRU2_DA' // @s = 'short'  // ~z~What you pull over for?
05AA: 156@s = 'TRU2_DB' // @s = 'short'  // ~z~You better drive. I haven't driven in 15 years.
05AA: 158@s = 'TRU2_DC' // @s = 'short'  // ~z~You was doin' alright.
05AA: 160@s = 'TRU2_DD' // @s = 'short'  // ~z~Yeah, then the fear hit me.
05AA: 162@s = 'TRU2_DE' // @s = 'short'  // ~z~Now I'm rolling a number to calm the waves!
05AA: 164@s = 'TRU2_OA' // @s = 'short'  // ~z~Shit, I better call Cesar!
05AA: 166@s = 'TRU2_OB' // @s = 'short'  // ~z~(Dialing number)
05AA: 168@s = 'TRU2_OC' // @s = 'short'  // ~z~Hey Cesar, no time to talk, man!
05AA: 170@s = 'TRU2_OD' // @s = 'short'  // ~z~I'm on my way to San Fierro, OK,
05AA: 172@s = 'TRU2_OE' // @s = 'short'  // ~z~I'll meet you and Kendl at that garage I won at that races!
05AA: 174@s = 'TRU2_OF' // @s = 'short'  // ~z~Holla at y'all later!
04AF: 186@ = 41210 // = constant 
04AF: 187@ = 41211 // = constant 
04AF: 188@ = 41212 // = constant 
04AF: 189@ = 41213 // = constant 
04AF: 190@ = 41214 // = constant 
04AF: 191@ = 41268 // = constant 
04AF: 192@ = 3600 // = constant 
04AF: 193@ = 41269 // = constant 
04AF: 194@ = 41270 // = constant 
04AF: 195@ = 41271 // = constant 
04AF: 196@ = 41272 // = constant 
0006: 207@ = 11 

:TRUTH2_15552
00D6: if 
0039:   151@ == 4 
004D: jump_if_false @TRUTH2_15721 
05AA: 154@s = 'TRU2_EA' // @s = 'short'  // ~z~Jesus, we're screwed, when'd you get this?
05AA: 156@s = 'TRU2_EB' // @s = 'short'  // ~z~1967.
05AA: 158@s = 'TRU2_EC' // @s = 'short'  // ~z~How you get around if you don't drive?
05AA: 160@s = 'TRU2_ED' // @s = 'short'  // ~z~I have an astral goat called 'Herbie'.
05AA: 162@s = 'TRU2_EF' // @s = 'short'  // ~z~She's faster than most, but gettin' old...
05AA: 164@s = 'TRU2_EG' // @s = 'short'  // ~z~Yeah, whatever man, you talkin' shit.
04AF: 186@ = 41216 // = constant 
04AF: 187@ = 41217 // = constant 
04AF: 188@ = 41218 // = constant 
04AF: 189@ = 41219 // = constant 
04AF: 190@ = 41220 // = constant 
04AF: 191@ = 41221 // = constant 
0006: 207@ = 6 

:TRUTH2_15721
00D6: if 
0039:   151@ == 5 
004D: jump_if_false @TRUTH2_15986 
05AA: 154@s = 'TRU2_FA' // @s = 'short'  // ~z~Hey, you want a hit on this? A little Temple Charas
05AA: 156@s = 'TRU2_FB' // @s = 'short'  // ~z~in a cocktail with some Nepalese munga munga.
05AA: 158@s = 'TRU2_FC' // @s = 'short'  // ~z~Put that thing out, man, I can't see.
05AA: 160@s = 'TRU2_FD' // @s = 'short'  // ~z~Hey, mellow out, brother. It's good shit.
05AA: 162@s = 'TRU2_FE' // @s = 'short'  // ~z~Put it out, motherfucker, I'm warning you!
05AA: 164@s = 'TRU2_FF' // @s = 'short'  // ~z~Wooah, chill the fuck out!
05AA: 166@s = 'TRU2_FG' // @s = 'short'  // ~z~Firstly, you are a real buzz killer, amigo.
05AA: 168@s = 'TRU2_FH' // @s = 'short'  // ~z~And secondly, I never made love to my mother. She wouldn't.
05AA: 170@s = 'TRU2_FJ' // @s = 'short'  // ~z~And thirdly, we're in this together, so be cool.
05AA: 172@s = 'TRU2_FK' // @s = 'short'  // ~z~Sorry, man, I just don't drive when I'm faded.
04AF: 186@ = 41222 // = constant 
04AF: 187@ = 41223 // = constant 
04AF: 188@ = 41224 // = constant 
04AF: 189@ = 41225 // = constant 
04AF: 190@ = 41226 // = constant 
04AF: 191@ = 41227 // = constant 
04AF: 192@ = 41228 // = constant 
04AF: 193@ = 41229 // = constant 
04AF: 194@ = 41230 // = constant 
04AF: 195@ = 41231 // = constant 
0006: 207@ = 10 

:TRUTH2_15986
00D6: if 
0039:   151@ == 6 
004D: jump_if_false @TRUTH2_16203 
05AA: 154@s = 'TRU2_GA' // @s = 'short'  // ~z~Hey, this thing go any faster?
05AA: 156@s = 'TRU2_GB' // @s = 'short'  // ~z~Man, we got 3 tons of grass on board,
05AA: 158@s = 'TRU2_GC' // @s = 'short'  // ~z~the engine block is held together with a macram hammock, and it's running on 15-year-old cooking oil.
05AA: 160@s = 'TRU2_GE' // @s = 'short'  // ~z~Shit. Can you shoot?
05AA: 162@s = 'TRU2_GF' // @s = 'short'  // ~z~Shoot? I'm a hippy!
05AA: 164@s = 'TRU2_GG' // @s = 'short'  // ~z~The only thing I've shot is acid.
05AA: 166@s = 'TRU2_GH' // @s = 'short'  // ~z~I heard about this dude who snorted it once.
05AA: 168@s = 'TRU2_GJ' // @s = 'short'  // ~z~Thought his nose was a kangaroo and the moon was a dog. Whooo!
04AF: 186@ = 41232 // = constant 
04AF: 187@ = 41233 // = constant 
04AF: 188@ = 41234 // = constant 
04AF: 189@ = 41235 // = constant 
04AF: 190@ = 41236 // = constant 
04AF: 191@ = 41237 // = constant 
04AF: 192@ = 41238 // = constant 
04AF: 193@ = 41239 // = constant 
0006: 207@ = 8 

:TRUTH2_16203
00D6: if 
0039:   151@ == 7 
004D: jump_if_false @TRUTH2_16564 
05AA: 154@s = 'TRU2_HA' // @s = 'short'  // ~z~What's with all the aluminum foil, man?
05AA: 156@s = 'TRU2_HB' // @s = 'short'  // ~z~Protection from mind control, dude.
05AA: 158@s = 'TRU2_HC' // @s = 'short'  // ~z~Mind control?
05AA: 160@s = 'TRU2_HD' // @s = 'short'  // ~z~Induction of images, sound or emotion using microwave radiation.
05AA: 162@s = 'TRU2_HE' // @s = 'short'  // ~z~D'you know how many government satellites
05AA: 164@s = 'TRU2_HF' // @s = 'short'  // ~z~are watching any citizen at any moment?
05AA: 166@s = 'TRU2_HG' // @s = 'short'  // ~z~No.
05AA: 168@s = 'TRU2_HH' // @s = 'short'  // ~z~Twenty-three.
05AA: 170@s = 'TRU2_HJ' // @s = 'short'  // ~z~Do you know how many religious relics are kept at the Pentagon?
05AA: 172@s = 'TRU2_HK' // @s = 'short'  // ~z~No I don't.
05AA: 174@s = 'TRU2_HL' // @s = 'short'  // ~z~Twenty-three.
05AA: 176@s = 'TRU2_HM' // @s = 'short'  // ~z~You see a pattern emerging here, man?
05AA: 178@s = 'TRU2_HN' // @s = 'short'  // ~z~Man, I'm seeing patterns all over the place!
05AA: 180@s = 'TRU2_HO' // @s = 'short'  // ~z~Get that smoke outta my face!
04AF: 186@ = 41240 // = constant 
04AF: 187@ = 41241 // = constant 
04AF: 188@ = 41242 // = constant 
04AF: 189@ = 41243 // = constant 
04AF: 190@ = 41244 // = constant 
04AF: 191@ = 41245 // = constant 
04AF: 192@ = 41246 // = constant 
04AF: 193@ = 41247 // = constant 
04AF: 194@ = 41248 // = constant 
04AF: 195@ = 41249 // = constant 
04AF: 196@ = 41250 // = constant 
04AF: 197@ = 41251 // = constant 
04AF: 198@ = 41252 // = constant 
04AF: 199@ = 41253 // = constant 
0006: 207@ = 14 

:TRUTH2_16564
00D6: if 
0039:   151@ == 8 
004D: jump_if_false @TRUTH2_16637 
05AA: 154@s = 'TRU2_JA' // @s = 'short'  // ~z~We got a chopper on our tail, we'll never shake 'em now.
05AA: 156@s = 'TRU2_JB' // @s = 'short'  // ~z~Hold on, I got a little something back here I was saving for a rainy day.
04AF: 186@ = 41254 // = constant 
04AF: 187@ = 41255 // = constant 
0006: 207@ = 2 

:TRUTH2_16637
00D6: if 
0039:   151@ == 9 
004D: jump_if_false @TRUTH2_16758 
05AA: 154@s = 'TRU2_KA' // @s = 'short'  // ~z~Holy motherfucker!
05AA: 156@s = 'TRU2_KB' // @s = 'short'  // ~z~Where'd you get that?
05AA: 158@s = 'TRU2_KC' // @s = 'short'  // ~z~Found it in a bail of Thai Sticks.
05AA: 160@s = 'TRU2_KD' // @s = 'short'  // ~z~Shame really, I was going to make it into a lamp.
04AF: 186@ = 41256 // = constant 
04AF: 187@ = 41257 // = constant 
04AF: 188@ = 41258 // = constant 
04AF: 189@ = 41259 // = constant 
0006: 207@ = 4 

:TRUTH2_16758
00D6: if 
0039:   151@ == 10 
004D: jump_if_false @TRUTH2_16927 
05AA: 154@s = 'TRU2_LA' // @s = 'short'  // ~z~There she is, brother; San Fierro: the City of Psychedelic Wonders!
05AA: 156@s = 'TRU2_LB' // @s = 'short'  // ~z~Man, I can't believe I ain't been here before.
05AA: 158@s = 'TRU2_LC' // @s = 'short'  // ~z~There ain't a better place to escape the man, man.
05AA: 160@s = 'TRU2_MA' // @s = 'short'  // ~z~OK, Mr. San Fierro, where's the spot at?
05AA: 162@s = 'TRU2_MB' // @s = 'short'  // ~z~It's in Doherty on the East side of Fierro,
05AA: 164@s = 'TRU2_MC' // @s = 'short'  // ~z~between Garcia and Easter Basin.
04AF: 186@ = 41260 // = constant 
04AF: 187@ = 41261 // = constant 
04AF: 188@ = 41262 // = constant 
04AF: 189@ = 41263 // = constant 
04AF: 190@ = 41264 // = constant 
04AF: 191@ = 41265 // = constant 
0006: 207@ = 6 

:TRUTH2_16927
00D6: if 
0039:   151@ == 11 
004D: jump_if_false @TRUTH2_17000 
05AA: 154@s = 'TRU2_NA' // @s = 'short'  // ~z~This is the place.
05AA: 156@s = 'TRU2_NB' // @s = 'short'  // ~z~Whoa, Jesus dude, looks like you've been fed a bummer.
04AF: 186@ = 41266 // = constant 
04AF: 187@ = 41267 // = constant 
0006: 207@ = 2 

:TRUTH2_17000
00D6: if 
0039:   151@ == 12 
004D: jump_if_false @TRUTH2_17098 
05AA: 154@s = 'TRUX_AA' // @s = 'short'  // ~z~Get in the car, quick!
05AA: 156@s = 'TRUX_AB' // @s = 'short'  // ~z~Get in the car, it's a Faraday cage, man!
05AA: 158@s = 'TRUX_AC' // @s = 'short'  // ~z~C'mon, Carl, get the fuck in!
04AF: 186@ = 41400 // = constant 
04AF: 187@ = 41401 // = constant 
04AF: 188@ = 41402 // = constant 
0085: 207@ = 212@ // (int) 

:TRUTH2_17098
0085: 210@ = 152@ // (int) 
0006: 208@ = 0 
0006: 209@ = 0 
0006: 211@ = 1 
0051: return 

:TRUTH2_17129
00D6: if or
0039:   151@ == 1 
0039:   151@ == 2 
0039:   151@ == 8 
0039:   151@ == 9 
0039:   151@ == 11 
004D: jump_if_false @TRUTH2_17283 
00D6: if 
001D:   207@ > 152@ // (int) 
004D: jump_if_false @TRUTH2_17276 
0050: gosub @TRUTH2_18243 
0050: gosub @TRUTH2_18350 
00D6: if 
8118:   not actor $ACTOR_TRUTH dead 
004D: jump_if_false @TRUTH2_17238 
0050: gosub @TRUTH2_18504 
0002: jump @TRUTH2_17269 

:TRUTH2_17238
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
0006: 208@ = 0 
0006: 209@ = 0 

:TRUTH2_17269
0002: jump @TRUTH2_17283 

:TRUTH2_17276
0006: 151@ = 0 

:TRUTH2_17283
00D6: if or
0039:   87@ == 3 
0039:   87@ == 4 
004D: jump_if_false @TRUTH2_17782 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_17646 
00D6: if 
0039:   151@ == 3 
004D: jump_if_false @TRUTH2_17460 
00D6: if 
001D:   207@ > 152@ // (int) 
004D: jump_if_false @TRUTH2_17446 
0050: gosub @TRUTH2_18243 
0050: gosub @TRUTH2_18350 
00D6: if 
8118:   not actor $ACTOR_TRUTH dead 
004D: jump_if_false @TRUTH2_17408 
0050: gosub @TRUTH2_18504 
0002: jump @TRUTH2_17439 

:TRUTH2_17408
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
0006: 208@ = 0 
0006: 209@ = 0 

:TRUTH2_17439
0002: jump @TRUTH2_17460 

:TRUTH2_17446
0006: 33@ = 0 
0006: 151@ = 0 

:TRUTH2_17460
00D6: if or
0039:   151@ == 4 
0039:   151@ == 5 
0039:   151@ == 6 
0039:   151@ == 7 
0039:   151@ == 10 
004D: jump_if_false @TRUTH2_17646 
00D6: if 
001D:   207@ > 152@ // (int) 
004D: jump_if_false @TRUTH2_17607 
0050: gosub @TRUTH2_18243 
0050: gosub @TRUTH2_18350 
00D6: if 
8118:   not actor $ACTOR_TRUTH dead 
004D: jump_if_false @TRUTH2_17569 
0050: gosub @TRUTH2_18504 
0002: jump @TRUTH2_17600 

:TRUTH2_17569
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
0006: 208@ = 0 
0006: 209@ = 0 

:TRUTH2_17600
0002: jump @TRUTH2_17646 

:TRUTH2_17607
00D6: if 
0019:   145@ > 0 
004D: jump_if_false @TRUTH2_17632 
000E: 145@ -= 1 

:TRUTH2_17632
0006: 33@ = 0 
0006: 151@ = 0 

:TRUTH2_17646
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_17782 
00D6: if 
001B:   12 > 151@ 
004D: jump_if_false @TRUTH2_17782 
00D6: if 
001D:   207@ > 152@ // (int) 
004D: jump_if_false @TRUTH2_17709 
000A: 152@ += 1 

:TRUTH2_17709
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
00BE: text_clear_all 
0085: 214@ = 151@ // (int) 
0085: 213@ = 152@ // (int) 
0006: 151@ = 12 
0209: 152@ = random_int_in_ranges 0 3 
0085: 212@ = 152@ // (int) 
000A: 212@ += 1 
0050: gosub @TRUTH2_14975 

:TRUTH2_17782
00D6: if 
001B:   4 > 87@ 
004D: jump_if_false @TRUTH2_18241 
00D6: if 
0039:   151@ == 12 
004D: jump_if_false @TRUTH2_18013 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_17961 
00D6: if 
001D:   207@ > 152@ // (int) 
004D: jump_if_false @TRUTH2_17938 
0050: gosub @TRUTH2_18243 
0050: gosub @TRUTH2_18350 
00D6: if 
8118:   not actor $ACTOR_TRUTH dead 
004D: jump_if_false @TRUTH2_17900 
0050: gosub @TRUTH2_18504 
0002: jump @TRUTH2_17931 

:TRUTH2_17900
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
0006: 208@ = 0 
0006: 209@ = 0 

:TRUTH2_17931
0002: jump @TRUTH2_17961 

:TRUTH2_17938
00BB: show_text_lowpriority GXT 'TRU2_17' time 11000 flag 1  // ~s~Get inside the ~b~mothership~s~.
0006: 151@ = 13 

:TRUTH2_17961
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_18013 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
0006: 151@ = 14 
0006: 152@ = 0 
00BE: text_clear_all 

:TRUTH2_18013
00D6: if 
0039:   151@ == 13 
004D: jump_if_false @TRUTH2_18066 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_18066 
0006: 151@ = 14 
0006: 152@ = 0 
00BE: text_clear_all 

:TRUTH2_18066
00D6: if 
0039:   151@ == 14 
004D: jump_if_false @TRUTH2_18241 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_18167 
0006: 33@ = 0 
0085: 151@ = 214@ // (int) 
0085: 152@ = 213@ // (int) 
0050: gosub @TRUTH2_14975 
00D6: if 
0039:   214@ == 0 
004D: jump_if_false @TRUTH2_18167 
00BB: show_text_lowpriority GXT 'TRU2_12' time 7000 flag 1  // ~s~Drive the Mothership to the ~y~garage~s~ in San Fierro.

:TRUTH2_18167
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_18241 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
0006: 151@ = 12 
0209: 152@ = random_int_in_ranges 0 3 
0085: 212@ = 152@ // (int) 
000A: 212@ += 1 
0050: gosub @TRUTH2_14975 

:TRUTH2_18241
0051: return 

:TRUTH2_18243
00D6: if 
001D:   207@ > 210@ // (int) 
004D: jump_if_false @TRUTH2_18348 
00D6: if 
0039:   208@ == 0 
004D: jump_if_false @TRUTH2_18305 
03CF: load_wav 186@(210@,16i) as 1 
000A: 210@ += 1 
0006: 208@ = 1 

:TRUTH2_18305
00D6: if 
0039:   209@ == 0 
004D: jump_if_false @TRUTH2_18348 
03CF: load_wav 186@(210@,16i) as 2 
000A: 210@ += 1 
0006: 209@ = 1 

:TRUTH2_18348
0051: return 

:TRUTH2_18350
00D6: if 
0039:   211@ == 1 
004D: jump_if_false @TRUTH2_18426 
00D6: if 
0039:   208@ == 1 
004D: jump_if_false @TRUTH2_18426 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH2_18426 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 154@(152@,16s) time 4500 flag 1 
0006: 208@ = 2 

:TRUTH2_18426
00D6: if 
0039:   211@ == 2 
004D: jump_if_false @TRUTH2_18502 
00D6: if 
0039:   209@ == 1 
004D: jump_if_false @TRUTH2_18502 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @TRUTH2_18502 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 154@(152@,16s) time 4500 flag 1 
0006: 209@ = 2 

:TRUTH2_18502
0051: return 

:TRUTH2_18504
00D6: if 
0039:   208@ == 2 
004D: jump_if_false @TRUTH2_18567 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH2_18567 
03D5: remove_text 154@(152@,16s) 
000A: 152@ += 1 
0006: 211@ = 2 
0006: 208@ = 0 

:TRUTH2_18567
00D6: if 
0039:   209@ == 2 
004D: jump_if_false @TRUTH2_18630 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @TRUTH2_18630 
03D5: remove_text 154@(152@,16s) 
000A: 152@ += 1 
0006: 211@ = 1 
0006: 209@ = 0 

:TRUTH2_18630
0051: return 

//-------------Mission 48---------------
// Originally: Wu Zi Mu / Farewell, My Love...

:BCESAR4
03A4: name_thread 'BCESAR4' 
0050: gosub @BCESAR4_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @BCESAR4_38 
0050: gosub @BCESAR4_2683 

:BCESAR4_38
0050: gosub @BCESAR4_2736 
004E: end_thread 

:BCESAR4_47
0004: $ONMISSION = 1 

:BCESAR4_54
0001: wait 0 ms 
00D6: if 
0038:   $CESAR_TOTAL_PASSED_MISSIONS == 0 
004D: jump_if_false @BCESAR4_401 
054C: use_GXT_table 'BCESAR4' 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCESAR4_168 
0811: 34@ = actor $PLAYER_ACTOR used_car 
0763: add_car_reference 34@ // mission only 
00AA: store_car 34@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += 1000.0 
00AB: put_car 34@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0519: set_car 34@ locked 1 
0002: jump @BCESAR4_175 

:BCESAR4_168
0006: 34@ = -1 

:BCESAR4_175
0395: clear_area 1 at 1557.162 24.305 22.7313 radius 100.0 
03EF: player $PLAYER_CHAR make_safe 
03AF: enable_streaming 0 
02E4: load_cutscene_data 'BCESAR4' 

:BCESAR4_219
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @BCESAR4_243 
0001: wait 0 ms 
0002: jump @BCESAR4_219 

:BCESAR4_243
02E7: start_cutscene 
016A: fade 1 time 1000 

:BCESAR4_252
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @BCESAR4_276 
0001: wait 0 ms 
0002: jump @BCESAR4_252 

:BCESAR4_276
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:BCESAR4_289
00D6: if 
016B:   fading 
004D: jump_if_false @BCESAR4_313 
0001: wait 0 ms 
0002: jump @BCESAR4_289 

:BCESAR4_313
02EA: end_cutscene 
0004: $1847 = 1 
0004: $MISSION_WUZIMU_STARTED_FLAG = 1 
00D6: if 
8039:   not  34@ == -1 
004D: jump_if_false @BCESAR4_394 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @BCESAR4_394 
0519: set_car 34@ locked 0 
000D: $TEMPVAR_FLOAT_3 -= 1000.0 
00AB: put_car 34@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BCESAR4_394
0002: jump @BCESAR4_2685 

:BCESAR4_401
00D6: if 
0038:   $CESAR_TOTAL_PASSED_MISSIONS == 2 
004D: jump_if_false @BCESAR4_1629 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -782.3699 -147.948 19.5518 cornerB -405.0757 -237.5195 91.1306 
004D: jump_if_false @BCESAR4_1601 
0004: $ONMISSION = 1 
016A: fade 0 time 1000 

:BCESAR4_481
00D6: if 
016B:   fading 
004D: jump_if_false @BCESAR4_505 
0001: wait 0 ms 
0002: jump @BCESAR4_481 

:BCESAR4_505
0247: load_model #STALLION 
0247: load_model #SABRE 
0247: load_model #FORTUNE 
0247: load_model #WMYST 
0247: load_model #WMYBMX 
0247: load_model #SPECIAL01 
04ED: load_animation "KISSING" 
0395: clear_area 0 at -518.049 -189.3775 79.3468 radius 100.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -535.8186 -198.0116 80.8647 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -535.5711 -197.1029 80.5285 switchstyle 2 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCESAR4_732 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCESAR4_732 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR used_car 
00D6: if 
0018:   $TEMPVAR_ACTOR_CAR > 0 
004D: jump_if_false @BCESAR4_732 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @BCESAR4_732 
0338: set_car $TEMPVAR_ACTOR_CAR visibility 0 
0519: set_car $TEMPVAR_ACTOR_CAR locked 1 
099A: set_car $TEMPVAR_ACTOR_CAR collision_detection 0 
0337: set_actor $PLAYER_ACTOR visibility 0 

:BCESAR4_732
0001: wait 1000 ms 

:BCESAR4_737
00D6: if and
8248:   not model #STALLION available 
8248:   not model #SABRE available 
8248:   not model #FORTUNE available 
8248:   not model #WMYST available 
8248:   not model #WMYBMX available 
8248:   not model #SPECIAL01 available 
004D: jump_if_false @BCESAR4_787 
0001: wait 0 ms 
0002: jump @BCESAR4_737 

:BCESAR4_787
00D6: if 
84EE:   not animation "KISSING" loaded 
004D: jump_if_false @BCESAR4_820 
0001: wait 0 ms 
0002: jump @BCESAR4_787 

:BCESAR4_820
00A5: 35@ = create_car #STALLION at -536.7188 -192.5453 77.404 
009A: 38@ = create_actor_pedtype 24 model #WMYST at -530.4067 -188.8082 77.3986 
0175: set_car 35@ Z_angle_to 287.0 
0615: define_AS_pack_begin 41@ 
0605: actor -1 perform_animation "GIFT_GIVE" IFP "KISSING" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -2 
05CB: AS_actor -1 enter_car 35@ as_driver -2 ms 
05D1: AS_actor -1 drive_car 35@ to -507.5502 -99.2875 61.825 speed 10.0 0 model #NULL 3 
0616: define_AS_pack_end 41@ 
0618: assign_actor 38@ to_AS_pack 41@ 
061B: remove_references_to_AS_pack 41@ 
00A5: 36@ = create_car #SABRE at -536.158 -185.2865 77.398 
009A: 39@ = create_actor_pedtype 24 model #WMYBMX at -530.4067 -187.8082 77.3986 
0173: set_actor 39@ Z_angle_to 180.0 
0175: set_car 36@ Z_angle_to 243.0 
0615: define_AS_pack_begin 41@ 
0605: actor -1 perform_animation "GIFT_GET" IFP "KISSING" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -2 
05CB: AS_actor -1 enter_car 36@ as_driver -2 ms 
05D1: AS_actor -1 drive_car 36@ to -507.5502 -99.2875 61.825 speed 10.0 0 model #NULL 3 
0616: define_AS_pack_end 41@ 
0618: assign_actor 39@ to_AS_pack 41@ 
061B: remove_references_to_AS_pack 41@ 
00A5: 37@ = create_car #FORTUNE at -524.9425 -184.208 77.2766 
0129: 40@ = create_actor_pedtype 24 model #SPECIAL01 in_car 37@ driverseat 
0175: set_car 37@ Z_angle_to 239.0 
0615: define_AS_pack_begin 41@ 
05B9: AS_actor -1 stay_idle 7000 ms 
05D1: AS_actor -1 drive_car 37@ to -507.5502 -99.2875 61.825 speed 10.0 0 model #NULL 3 
0616: define_AS_pack_end 41@ 
0618: assign_actor 40@ to_AS_pack 41@ 
061B: remove_references_to_AS_pack 41@ 
016A: fade 1 time 800 
0707: start_scene_skip_to @BCESAR4_1310 
0001: wait 10000 ms 
016A: fade 0 time 1000 

:BCESAR4_1286
00D6: if 
016B:   fading 
004D: jump_if_false @BCESAR4_1310 
0001: wait 0 ms 
0002: jump @BCESAR4_1286 

:BCESAR4_1310
0701: end_scene_skip 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @BCESAR4_1333 
00A6: destroy_car 35@ 

:BCESAR4_1333
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCESAR4_1354 
00A6: destroy_car 36@ 

:BCESAR4_1354
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BCESAR4_1375 
00A6: destroy_car 37@ 

:BCESAR4_1375
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCESAR4_1396 
009B: destroy_actor 38@ 

:BCESAR4_1396
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @BCESAR4_1417 
009B: destroy_actor 39@ 

:BCESAR4_1417
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @BCESAR4_1438 
009B: destroy_actor 40@ 

:BCESAR4_1438
0249: release_model #STALLION 
0249: release_model #SABRE 
0249: release_model #FORTUNE 
0249: release_model #WMYST 
0249: release_model #WMYBMX 
0249: release_model #SPECIAL01 
04EF: release_animation "KISSING" 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCESAR4_1579 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCESAR4_1579 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR used_car 
00D6: if 
0018:   $TEMPVAR_ACTOR_CAR > 0 
004D: jump_if_false @BCESAR4_1579 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @BCESAR4_1579 
0338: set_car $TEMPVAR_ACTOR_CAR visibility 1 
0519: set_car $TEMPVAR_ACTOR_CAR locked 0 
099A: set_car $TEMPVAR_ACTOR_CAR collision_detection 1 
0337: set_actor $PLAYER_ACTOR visibility 1 

:BCESAR4_1579
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 800 

:BCESAR4_1601
0004: $CESAR_TOTAL_PASSED_MISSIONS = -1 
0004: $ONMISSION = 0 
0006: 34@ = 0 
0002: jump @BCESAR4_2685 

:BCESAR4_1629
00D6: if 
0038:   $CESAR_TOTAL_PASSED_MISSIONS == 4 
004D: jump_if_false @BCESAR4_2019 
054C: use_GXT_table 'BCESAR4' 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCESAR4_1710 
0811: 34@ = actor $PLAYER_ACTOR used_car 
0519: set_car 34@ locked 1 
0338: set_car 34@ visibility 0 
099A: set_car 34@ collision_detection 0 
0002: jump @BCESAR4_1717 

:BCESAR4_1710
0006: 34@ = -1 

:BCESAR4_1717
0395: clear_area 1 at -526.7778 -189.0571 76.9917 radius 100.0 
03EF: player $PLAYER_CHAR make_safe 
03AF: enable_streaming 0 
02E4: load_cutscene_data 'BCESA4W' 

:BCESAR4_1761
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @BCESAR4_1785 
0001: wait 0 ms 
0002: jump @BCESAR4_1761 

:BCESAR4_1785
02E7: start_cutscene 
016A: fade 1 time 1000 

:BCESAR4_1794
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @BCESAR4_1818 
0001: wait 0 ms 
0002: jump @BCESAR4_1794 

:BCESAR4_1818
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:BCESAR4_1831
00D6: if 
016B:   fading 
004D: jump_if_false @BCESAR4_1855 
0001: wait 0 ms 
0002: jump @BCESAR4_1831 

:BCESAR4_1855
02EA: end_cutscene 
00D6: if 
8039:   not  34@ == -1 
004D: jump_if_false @BCESAR4_1923 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @BCESAR4_1916 
0519: set_car 34@ locked 0 
0338: set_car 34@ visibility 1 
099A: set_car 34@ collision_detection 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:BCESAR4_1916
0002: jump @BCESAR4_1957 

:BCESAR4_1923
00A1: put_actor $PLAYER_ACTOR at -503.3945 -186.0599 76.6103 
0173: set_actor $PLAYER_ACTOR Z_angle_to 53.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:BCESAR4_1957
016A: fade 1 time 1000 
0164: disable_marker $MARKER_CESAR_MONTGOMERY 
0318: set_latest_mission_passed 'BCESAR4'  // Wu Zi Mu
01E3: show_text_1number_styled GXT 'M_PASSD' number 3 time 5000 style 1  // MISSION PASSED!
0004: $1847 = 0 
0004: $MISSION_WUZIMU_STARTED_FLAG = 0 
0002: jump @BCESAR4_2685 

:BCESAR4_2019
00D6: if 
0038:   $CESAR_TOTAL_PASSED_MISSIONS == 5 
004D: jump_if_false @BCESAR4_2222 
054C: use_GXT_table 'BCESAR4' 
0395: clear_area 1 at -526.7778 -189.0571 76.9917 radius 100.0 
00A1: put_actor $PLAYER_ACTOR at -495.9034 -196.2218 77.3986 
03EF: player $PLAYER_CHAR make_safe 
03AF: enable_streaming 0 
02E4: load_cutscene_data 'BCESAR5' 

:BCESAR4_2112
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @BCESAR4_2136 
0001: wait 0 ms 
0002: jump @BCESAR4_2112 

:BCESAR4_2136
02E7: start_cutscene 
016A: fade 1 time 1000 

:BCESAR4_2145
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @BCESAR4_2169 
0001: wait 0 ms 
0002: jump @BCESAR4_2145 

:BCESAR4_2169
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:BCESAR4_2182
00D6: if 
016B:   fading 
004D: jump_if_false @BCESAR4_2206 
0001: wait 0 ms 
0002: jump @BCESAR4_2182 

:BCESAR4_2206
02EA: end_cutscene 
0004: $MISSION_WUZIMU_STARTED_FLAG = 1 
0002: jump @BCESAR4_2685 

:BCESAR4_2222
00D6: if 
0038:   $CESAR_TOTAL_PASSED_MISSIONS == 9 
004D: jump_if_false @BCESAR4_2676 
054C: use_GXT_table 'BCESAR4' 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCESAR4_2332 
0811: 34@ = actor $PLAYER_ACTOR used_car 
0763: add_car_reference 34@ // mission only 
00AA: store_car 34@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += 1000.0 
00AB: put_car 34@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0519: set_car 34@ locked 1 
0002: jump @BCESAR4_2339 

:BCESAR4_2332
0006: 34@ = -1 

:BCESAR4_2339
0395: clear_area 1 at 1557.162 24.305 22.7313 radius 100.0 
03EF: player $PLAYER_CHAR make_safe 
03AF: enable_streaming 0 
02E4: load_cutscene_data 'BCESA5W' 

:BCESAR4_2383
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @BCESAR4_2407 
0001: wait 0 ms 
0002: jump @BCESAR4_2383 

:BCESAR4_2407
02E7: start_cutscene 
016A: fade 1 time 1000 

:BCESAR4_2416
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @BCESAR4_2440 
0001: wait 0 ms 
0002: jump @BCESAR4_2416 

:BCESAR4_2440
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:BCESAR4_2453
00D6: if 
016B:   fading 
004D: jump_if_false @BCESAR4_2477 
0001: wait 0 ms 
0002: jump @BCESAR4_2453 

:BCESAR4_2477
02EA: end_cutscene 
00D6: if 
8039:   not  34@ == -1 
004D: jump_if_false @BCESAR4_2583 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @BCESAR4_2576 
0519: set_car 34@ locked 0 
0338: set_car 34@ visibility 1 
099A: set_car 34@ collision_detection 1 
00AB: put_car 34@ at 1557.694 17.4472 23.1641 
0175: set_car 34@ Z_angle_to 9.0 
036A: put_actor $PLAYER_ACTOR in_car 34@ 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:BCESAR4_2576
0002: jump @BCESAR4_2617 

:BCESAR4_2583
00A1: put_actor $PLAYER_ACTOR at 1559.768 14.4176 23.1641 
0173: set_actor $PLAYER_ACTOR Z_angle_to 10.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:BCESAR4_2617
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 1000 
0164: disable_marker $MARKER_CESAR_MONTGOMERY 
0318: set_latest_mission_passed 'BCES4_2'  // Farewell, my love...
01E3: show_text_1number_styled GXT 'M_PASSD' number 3 time 5000 style 1  // MISSION PASSED!
0004: $MISSION_WUZIMU_STARTED_FLAG = 0 
0002: jump @BCESAR4_2685 

:BCESAR4_2676
0002: jump @BCESAR4_54 

:BCESAR4_2683
0051: return 

:BCESAR4_2685
00D6: if 
001A:   5 > $CESAR_TOTAL_PASSED_MISSIONS 
004D: jump_if_false @BCESAR4_2734 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @BCESAR4_2734 
036A: put_actor $PLAYER_ACTOR in_car 34@ 
0519: set_car 34@ locked 0 

:BCESAR4_2734
0051: return 

:BCESAR4_2736
0008: $CESAR_TOTAL_PASSED_MISSIONS += 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
00D6: if 
0038:   $CESAR_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @BCESAR4_2781 
016A: fade 0 time 0 

:BCESAR4_2781
00D6: if 
0038:   $CESAR_TOTAL_PASSED_MISSIONS == 6 
004D: jump_if_false @BCESAR4_2805 
016A: fade 0 time 0 

:BCESAR4_2805
0051: return 

//-------------Mission 49---------------
// Originally: Wear Flowers In Your Hair

:GARAG1
03A4: name_thread 'GARAG1' 
0050: gosub @GARAG1_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @GARAG1_38 
0050: gosub @GARAG1_24512 

:GARAG1_38
0050: gosub @GARAG1_24530 
004E: end_thread 

:GARAG1_47
0004: $ONMISSION = 1 
01B6: set_weather 15 
0317: increment_mission_attempts 
054C: use_GXT_table 'GARAGE1' 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:GARAG1_85
00D6: if 
016B:   fading 
004D: jump_if_false @GARAG1_109 
0001: wait 0 ms 
0002: jump @GARAG1_85 

:GARAG1_109
04BB: select_interior 1 
02E4: load_cutscene_data 'GARAG1B' 

:GARAG1_124
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @GARAG1_148 
0001: wait 0 ms 
0002: jump @GARAG1_124 

:GARAG1_148
02E7: start_cutscene 
016A: fade 1 time 1000 
0001: wait 1000 ms 

:GARAG1_162
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @GARAG1_186 
0001: wait 0 ms 
0002: jump @GARAG1_162 

:GARAG1_186
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:GARAG1_201
00D6: if 
016B:   fading 
004D: jump_if_false @GARAG1_225 
0001: wait 0 ms 
0002: jump @GARAG1_201 

:GARAG1_225
04BB: select_interior 0 
023C: load_special_actor 'JETHRO' as 3 // models 290-299 

:GARAG1_242
00D6: if 
823D:   not special_actor 3 loaded 
004D: jump_if_false @GARAG1_268 
0001: wait 0 ms 
0002: jump @GARAG1_242 

:GARAG1_268
060A: create_decision_maker_type 0 store_to 135@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 135@ event 12 
0708: reset_decision_maker 135@ event 13 
0708: reset_decision_maker 135@ event 56 
08F4: set_max_group_members 3 
09DD: unknown_player_group 3 
0007: 54@ = -1669.0 
0007: 59@ = 439.773 
0007: 64@ = 6.219 
0007: 43@ = 80.0 
0007: 55@ = -2230.168 
0007: 60@ = 544.7148 
0007: 65@ = 34.2219 
0007: 56@ = -2248.101 
0007: 61@ = 132.8547 
0007: 66@ = 35.3302 
0007: 57@ = -2052.101 
0007: 62@ = -147.8547 
0007: 67@ = 28.3302 
0007: 58@ = -2059.553 
0007: 63@ = -22.1661 
0007: 68@ = 34.305 
0007: 45@ = -2584.0 
0007: 46@ = 585.0 
0007: 47@ = 14.0 
0007: 48@ = -1624.41 
0007: 49@ = 725.25 
0007: 50@ = 14.11 
0007: 69@ = -2042.03 
0007: 70@ = 178.11 
0007: 71@ = 28.15 
0006: 101@ = 1 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 114@ = 0 
0006: 120@ = 0 
0006: 121@ = 0 
0006: 113@ = 0 
0006: 109@ = 0 
0006: 110@ = 0 
0006: 112@ = 0 
0006: 108@ = 0 
0006: 111@ = 0 
0004: $7013 = 0 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
0006: 118@ = 0 
0007: 72@ = -1674.21 
0007: 77@ = 438.5 
0007: 82@ = 6.2 
0007: 73@ = -2237.0 
0007: 78@ = 542.0782 
0007: 83@ = 33.901 
0007: 74@ = -2243.101 
0007: 79@ = 128.8547 
0007: 84@ = 34.3302 
0007: 75@ = -2052.101 
0007: 80@ = -147.8547 
0007: 85@ = 28.3302 
0006: 119@ = 0 
0006: 348@ = 0 
0006: 134@ = 0 
0006: 349@ = 0 
00D6: if 
0039:   349@ == 1 
004D: jump_if_false @GARAG1_947 
009A: 242@ = create_actor_pedtype 4 model #NULL at 0.0 0.0 0.0 
009A: 93@ = create_actor_pedtype 4 model #SPECIAL02 at -2031.252 164.0169 27.8429 
009A: 94@ = create_actor_pedtype 4 model #SPECIAL03 at 72@(134@,5f) 77@(134@,5f) 82@(134@,5f) 

:GARAG1_947
05A9: s$7014[0] = 'GAR1_AA' // s$  // ~z~C'mon, man, there's these two guys I know - used to work on marine engines,
05A9: s$7014[1] = 'GAR1_AB' // s$  // ~z~'til the mob bought their business over in Vice.
05A9: s$7014[2] = 'GAR1_AC' // s$  // ~z~Now they try and make ends meet by taking any old job.
05A9: s$7014[3] = 'GAR1_AD' // s$  // ~z~They're a little bit dulled by their habit,
05A9: s$7014[4] = 'GAR1_AE' // s$  // ~z~but the smoke don't get in the way of their skills with an engine.
05A9: s$7014[5] = 'GAR1_AF' // s$  // ~z~We'll pick up Jethro first.
05A9: s$7014[6] = 'GAR1_AG' // s$  // ~z~Last I heard, he was working at a garage over Easter Basin way.
05A9: s$7014[7] = 'GAR1_AH' // s$  // ~z~Last I heard, he was working at a garage over East Esplanade way.
05A9: s$7014[8] = 'GAR1_AJ' // s$  // ~z~Last I heard, he was working at a garage over North Esplanade way.
05A9: s$7014[9] = 'GAR1_BA' // s$  // ~z~Hey man, how'd you meet these dudes anyway?
05A9: s$7014[10] = 'GAR1_BB' // s$  // ~z~I met them at the '89 Fierro Love-in, apparently.
05A9: s$7014[11] = 'GAR1_BC' // s$  // ~z~Apparently?
05A9: s$7014[12] = 'GAR1_BD' // s$  // ~z~You know how it is, man,
05A9: s$7014[13] = 'GAR1_BE' // s$  // ~z~a field of tents, crazy-assed music,
05A9: s$7014[14] = 'GAR1_BF' // s$  // ~z~a quart of mescaline vodka, polar bears...
05A9: s$7014[15] = 'GAR1_BG' // s$  // ~z~Polar bears?
05A9: s$7014[16] = 'GAR1_BH' // s$  // ~z~Yeah. Go figure. But they were funny guys, man - great sense of humor.
05A9: s$7014[17] = 'GAR1_CA' // s$  // ~z~This here's Vietnamese gang territory.
05A9: s$7014[18] = 'GAR1_CB' // s$  // ~z~Da Nang Boys, Shining Razors, Butterfly Children.
05A9: s$7014[19] = 'GAR1_CC' // s$  // ~z~Watch yourself, dude. These cats are real serious.
05A9: s$7014[20] = 'GAR1_DA' // s$  // ~z~Hey, Jethro!
05A9: s$7014[21] = 'GAR1_DF' // s$  // ~z~Hop in, man. I've landed you a real job.
05A9: s$7014[22] = 'GAR1_DB' // s$  // ~z~Hey there Truth dude!
05A9: s$7014[23] = 'GAR1_DC' // s$  // ~z~Oh man, do I owe you?
05A9: s$7014[24] = 'GAR1_DD' // s$  // ~z~Coz I swear I paid for that weed, dude!
05A9: s$7014[25] = 'GAR1_DE' // s$  // ~z~No, man, we're good, I think.
05A9: s$7014[26] = 'GAR1_EA' // s$  // ~z~Jethro, Carl. Carl, Jethro.
05A9: s$7014[27] = 'GAR1_EB' // s$  // ~z~Wassup man.
05A9: s$7014[28] = 'GAR1_EC' // s$  // ~z~Can we swing by the hospital, it's over in Santa Flora district, west of here.
05A9: s$7014[29] = 'GAR1_ED' // s$  // ~z~Yeah, you sick?
05A9: s$7014[30] = 'GAR1_EE' // s$  // ~z~No. The government is, but that's a long story.
05A9: s$7014[31] = 'GAR1_FA' // s$  // ~z~So y'know, like what's the deal, dudes?
05A9: s$7014[32] = 'GAR1_FB' // s$  // ~z~I'm opening a garage in Doherty by the waste ground.
05A9: s$7014[33] = 'GAR1_FC' // s$  // ~z~You know, car mods, lowriders, all that shit.
05A9: s$7014[34] = 'GAR1_FD' // s$  // ~z~You down?
05A9: s$7014[35] = 'GAR1_FE' // s$  // ~z~Do polar bears shit in the woods?
05A9: s$7014[36] = 'GAR1_FF' // s$  // ~z~No, but they've been known to shit in the liquor tent, if I remember it right.
05A9: s$7014[37] = 'GAR1_FG' // s$  // ~z~Yeah, that was, like, so far gone, man.
05A9: s$7014[38] = 'GAR1_GA' // s$  // ~z~What we here for, anyway?
05A9: s$7014[39] = 'GAR1_GB' // s$  // ~z~Nothin'.
05A9: s$7014[40] = 'GAR1_GC' // s$  // ~z~Ooh, don't look.
05A9: s$7014[41] = 'GAR1_GD' // s$  // ~z~Cover your faces.
05A9: s$7014[42] = 'GAR1_GE' // s$  // ~z~Think about a yellow rubber duck.
05A9: s$7014[43] = 'GAR1_GF' // s$  // ~z~You tripping again.
05A9: s$7014[44] = 'GAR1_GG' // s$  // ~z~Sshhh!
05A9: s$7014[45] = 'GAR1_GH' // s$  // ~z~OK, I've seen enough.
05A9: s$7014[46] = 'GAR1_GI' // s$  // ~z~Let's go see if we can find Dwaine.
05A9: s$7014[47] = 'GAR1_GJ' // s$  // ~z~He's working a hotdog van at the tram terminal in King's.
05A9: s$7014[48] = 'GAR1_HA' // s$  // ~z~C'mon, dude, what's all that about?
05A9: s$7014[49] = 'GAR1_HB' // s$  // ~z~You don't want to know.
05A9: s$7014[50] = 'GAR1_HC' // s$  // ~z~Why?
05A9: s$7014[51] = 'GAR1_HD' // s$  // ~z~Do you know what a sub-dermal neurophone is?
05A9: s$7014[52] = 'GAR1_HE' // s$  // ~z~A what?
05A9: s$7014[53] = 'GAR1_HF' // s$  // ~z~Exactly.
05A9: s$7014[54] = 'GAR1_HG' // s$  // ~z~Sometimes it's best to stay in the dark, kid.
05A9: s$7014[55] = 'GAR1_JA' // s$  // ~z~Dude, Dwaine, man, how's the hot dog business?
05A9: s$7014[56] = 'GAR1_JB' // s$  // ~z~It's totally shit. Why, what's happenin'?
05A9: s$7014[57] = 'GAR1_JC' // s$  // ~z~Uh, my friend Carl here is opening a chop shop.
05A9: s$7014[58] = 'GAR1_JD' // s$  // ~z~Jethro's in, how about you?
05A9: s$7014[59] = 'GAR1_JE' // s$  // ~z~Ah yeah, cool man.
05A9: s$7014[60] = 'GAR1_JF' // s$  // ~z~Uh I've got like some shit to take care of first though.
05A9: s$7014[61] = 'GAR1_JG' // s$  // ~z~So uh you tell me where you guys are going to be at and I'll meet you dudes there.
05A9: s$7014[62] = 'GAR1_JH' // s$  // ~z~The garage is on the waste grounds in Doherty.
05A9: s$7014[63] = 'GAR1_JJ' // s$  // ~z~I'll see y'all later.
05A9: s$7014[64] = 'GAR1_KA' // s$  // ~z~OK, next stop the cop station downtown.
05A9: s$7014[65] = 'GAR1_KB' // s$  // ~z~What? You out your mind! Why?
05A9: s$7014[66] = 'GAR1_KC' // s$  // ~z~If I told you, the likelihood is you'd get a probe up your ass within a month.
05A9: s$7014[67] = 'GAR1_KD' // s$  // ~z~Like, listen to the man, dude, he's real serious about that shit.
05A9: s$7014[68] = 'GAR1_KE' // s$  // ~z~Wuh? OK, but you're starting to freak me out with all that space shit, man.
05A9: s$7014[69] = 'GAR1_LA' // s$  // ~z~OK, you know the drill.
05A9: s$7014[70] = 'GAR1_LB' // s$  // ~z~Don't look interested in anything.
05A9: s$7014[71] = 'GAR1_LC' // s$  // ~z~Picture a pink golfball in your mind.
05A9: s$7014[72] = 'GAR1_LD' // s$  // ~z~OK, we're good to go.
05A9: s$7014[73] = 'GAR1_MA' // s$  // ~z~Where to next, Spacehead?
05A9: s$7014[74] = 'GAR1_MB' // s$  // ~z~There's an electronics guy I've had dealings with,
05A9: s$7014[75] = 'GAR1_MC' // s$  // ~z~goes by the name of ZERO.
05A9: s$7014[76] = 'GAR1_MD' // s$  // ~z~He could fix a supercomputer with a paperclip.
05A9: s$7014[77] = 'GAR1_ME' // s$  // ~z~He's got his own shop,
05A9: s$7014[78] = 'GAR1_MF' // s$  // ~z~but he's always ready to help fellow travelers along the path.
05A9: s$7014[79] = 'GAR1_MG' // s$  // ~z~Let's go introduce you to him
05A9: s$7014[80] = 'GAR1_NA' // s$  // ~z~Look, what's goin' on, Truth?
05A9: s$7014[81] = 'GAR1_NB' // s$  // ~z~Who was them dudes?
05A9: s$7014[82] = 'GAR1_NC' // s$  // ~z~Don't go there, man.
05A9: s$7014[83] = 'GAR1_ND' // s$  // ~z~Listen to Jethro.
05A9: s$7014[84] = 'GAR1_NE' // s$  // ~z~Now, what if I told you we never went to the moon,
05A9: s$7014[85] = 'GAR1_NF' // s$  // ~z~JFK lives in Scotland with Janis Joplin,
05A9: s$7014[86] = 'GAR1_NG' // s$  // ~z~and the only reason we've been in a cold war for the last forty-five years,
05A9: s$7014[87] = 'GAR1_NH' // s$  // ~z~was because snake-headed aliens run the oil business?
05A9: s$7014[88] = 'GAR1_NJ' // s$  // ~z~I think you popped another microdot.
05A9: s$7014[89] = 'GAR1_NK' // s$  // ~z~Good. Keep it that way.
05A9: s$7014[91] = 'GAR1_OA' // s$  // ~z~Blow the horn.
05A9: s$7014[92] = 'GAR1_OB' // s$  // ~z~Leave me alone Berkley!
05A9: s$7014[93] = 'GAR1_OC' // s$  // ~z~This is stalking!
05A9: s$7014[94] = 'GAR1_OD' // s$  // ~z~Oh, hey, Truth.
05A9: s$7014[95] = 'GAR1_OE' // s$  // ~z~Get in, I'll fill you in as we drive.
05A9: s$7014[96] = 'GAR1_OF' // s$  // ~z~Home, James!
05A9: s$7014[97] = 'GAR1_PA' // s$  // ~z~Carl, Zero, Zero, Carl.
05A9: s$7014[98] = 'GAR1_PB' // s$  // ~z~Sup.
05A9: s$7014[99] = 'GAR1_PC' // s$  // ~z~Carl here is opening a garage around the corner.
05A9: s$7014[100] = 'GAR1_PD' // s$  // ~z~I told him you're the man to speak to when it comes to electronics.
05A9: s$7014[101] = 'GAR1_PE' // s$  // ~z~Actually, I'm the ONLY man to speak to.
05A9: s$7014[102] = 'GAR1_PJ' // s$  // ~z~Grade A, tip-top genius, that's me.
05A9: s$7014[103] = 'GAR1_PF' // s$  // ~z~You should drop by the shop sometime, see some of my shit, bro.
05A9: s$7014[104] = 'GAR1_PG' // s$  // ~z~I'll do that.
05A9: s$7014[105] = 'GAR1_PH' // s$  // ~z~OK, we here.
04AF: 136@ = 16400 // = constant 
04AF: 137@ = 16401 // = constant 
04AF: 138@ = 16402 // = constant 
04AF: 139@ = 16403 // = constant 
04AF: 140@ = 16404 // = constant 
04AF: 141@ = 16405 // = constant 
04AF: 142@ = 16406 // = constant 
04AF: 143@ = 16407 // = constant 
04AF: 144@ = 16408 // = constant 
04AF: 145@ = 16409 // = constant 
04AF: 146@ = 16410 // = constant 
04AF: 147@ = 16411 // = constant 
04AF: 148@ = 16412 // = constant 
04AF: 149@ = 16413 // = constant 
04AF: 150@ = 16414 // = constant 
04AF: 151@ = 16415 // = constant 
04AF: 152@ = 16416 // = constant 
04AF: 153@ = 16417 // = constant 
04AF: 154@ = 16418 // = constant 
04AF: 155@ = 16419 // = constant 
04AF: 156@ = 16420 // = constant 
04AF: 157@ = 16425 // = constant 
04AF: 158@ = 16421 // = constant 
04AF: 159@ = 16422 // = constant 
04AF: 160@ = 16423 // = constant 
04AF: 161@ = 16424 // = constant 
04AF: 162@ = 16426 // = constant 
04AF: 163@ = 16427 // = constant 
04AF: 164@ = 16428 // = constant 
04AF: 165@ = 16429 // = constant 
04AF: 166@ = 16430 // = constant 
04AF: 167@ = 16431 // = constant 
04AF: 168@ = 16432 // = constant 
04AF: 169@ = 16433 // = constant 
04AF: 170@ = 16434 // = constant 
04AF: 171@ = 16435 // = constant 
04AF: 172@ = 16436 // = constant 
04AF: 173@ = 16437 // = constant 
04AF: 174@ = 16438 // = constant 
04AF: 175@ = 16439 // = constant 
04AF: 176@ = 16440 // = constant 
04AF: 177@ = 16441 // = constant 
04AF: 178@ = 16442 // = constant 
04AF: 179@ = 16443 // = constant 
04AF: 180@ = 16444 // = constant 
04AF: 181@ = 16445 // = constant 
04AF: 182@ = 16446 // = constant 
04AF: 183@ = 16447 // = constant 
04AF: 184@ = 16448 // = constant 
04AF: 185@ = 16449 // = constant 
04AF: 186@ = 16450 // = constant 
04AF: 187@ = 16451 // = constant 
04AF: 188@ = 16452 // = constant 
04AF: 189@ = 16453 // = constant 
04AF: 190@ = 16454 // = constant 
04AF: 191@ = 16455 // = constant 
04AF: 192@ = 16456 // = constant 
04AF: 193@ = 16457 // = constant 
04AF: 194@ = 16458 // = constant 
04AF: 195@ = 16459 // = constant 
04AF: 196@ = 16460 // = constant 
04AF: 197@ = 16461 // = constant 
04AF: 198@ = 16462 // = constant 
04AF: 199@ = 16463 // = constant 
04AF: 200@ = 16464 // = constant 
04AF: 201@ = 16465 // = constant 
04AF: 202@ = 16466 // = constant 
04AF: 203@ = 16467 // = constant 
04AF: 204@ = 16468 // = constant 
04AF: 205@ = 16469 // = constant 
04AF: 206@ = 16470 // = constant 
04AF: 207@ = 16471 // = constant 
04AF: 208@ = 16472 // = constant 
04AF: 209@ = 16473 // = constant 
04AF: 210@ = 16474 // = constant 
04AF: 211@ = 16475 // = constant 
04AF: 212@ = 16476 // = constant 
04AF: 213@ = 16477 // = constant 
04AF: 214@ = 16478 // = constant 
04AF: 215@ = 16479 // = constant 
04AF: 216@ = 16480 // = constant 
04AF: 217@ = 16481 // = constant 
04AF: 218@ = 16482 // = constant 
04AF: 219@ = 16483 // = constant 
04AF: 220@ = 16484 // = constant 
04AF: 221@ = 16485 // = constant 
04AF: 222@ = 16486 // = constant 
04AF: 223@ = 16487 // = constant 
04AF: 224@ = 16488 // = constant 
04AF: 225@ = 16489 // = constant 
04AF: 227@ = 16490 // = constant 
04AF: 228@ = 16491 // = constant 
04AF: 229@ = 16492 // = constant 
04AF: 230@ = 16493 // = constant 
04AF: 231@ = 16494 // = constant 
04AF: 232@ = 16495 // = constant 
04AF: 233@ = 16496 // = constant 
04AF: 234@ = 16497 // = constant 
04AF: 235@ = 16498 // = constant 
04AF: 236@ = 16499 // = constant 
04AF: 237@ = 16500 // = constant 
04AF: 238@ = 16504 // = constant 
04AF: 239@ = 16501 // = constant 
04AF: 240@ = 16502 // = constant 
04AF: 241@ = 16503 // = constant 
0006: 32@ = 0 
0395: clear_area 1 at -2028.773 154.0429 27.2416 radius 10000.0 
08E7: disable_entrance_markers 1 
0247: load_model #EMPEROR 

:GARAG1_3297
00D6: if 
8248:   not model #EMPEROR available 
004D: jump_if_false @GARAG1_3324 
0001: wait 0 ms 
0002: jump @GARAG1_3297 

:GARAG1_3324
00A5: 34@ = create_car #EMPEROR at -2030.628 170.7956 27.8359 
0224: set_car 34@ health_to 3000 
00A1: put_actor $PLAYER_ACTOR at -2031.0 162.0 27.83 
0175: set_car 34@ Z_angle_to 270.0 
023C: load_special_actor 'TRUTH' as 2 // models 290-299 

:GARAG1_3398
00D6: if 
823D:   not special_actor 2 loaded 
004D: jump_if_false @GARAG1_3424 
0001: wait 0 ms 
0002: jump @GARAG1_3398 

:GARAG1_3424
009A: 93@ = create_actor_pedtype 4 model #SPECIAL02 at -2031.252 164.0169 27.8429 
0568: set_actor 93@ untargetable 1 
09F6: set_actor 93@ unjackable_through_driver_seat 0 
077A: set_actor 93@ acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 93@ decision_maker_to 135@ 
0173: set_actor 93@ Z_angle_to 180.0 
02AB: set_actor 93@ immunities BP 0 FP 0 EP 0 CP 1 MP 0 
0223: set_actor 93@ health_to 200 
0446: set_actor 93@ dismemberment_possible 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 

:GARAG1_3532
0001: wait 0 ms 
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @GARAG1_3561 
0050: gosub @GARAG1_3743 

:GARAG1_3561
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @GARAG1_3586 
0050: gosub @GARAG1_9738 

:GARAG1_3586
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @GARAG1_3611 
0050: gosub @GARAG1_15129 

:GARAG1_3611
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @GARAG1_3636 
0050: gosub @GARAG1_7692 

:GARAG1_3636
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @GARAG1_3661 
0050: gosub @GARAG1_13409 

:GARAG1_3661
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @GARAG1_3686 
0050: gosub @GARAG1_17180 

:GARAG1_3686
00D6: if 
0039:   109@ == 1 
004D: jump_if_false @GARAG1_3711 
0002: jump @GARAG1_24446 

:GARAG1_3711
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_3736 
0002: jump @GARAG1_24512 

:GARAG1_3736
0002: jump @GARAG1_3532 

:GARAG1_3743
0085: 242@ = 93@ // (int) 
0085: 243@ = 93@ // (int) 
0085: 244@ = 93@ // (int) 
0085: 245@ = 93@ // (int) 
0085: 246@ = 93@ // (int) 
0085: 247@ = 93@ // (int) 
0085: 248@ = 93@ // (int) 
008B: 251@ = $PLAYER_ACTOR // (int) 
0085: 252@ = 93@ // (int) 
008B: 253@ = $PLAYER_ACTOR // (int) 
0085: 254@ = 93@ // (int) 
0085: 255@ = 93@ // (int) 
0085: 256@ = 93@ // (int) 
008B: 257@ = $PLAYER_ACTOR // (int) 
0085: 258@ = 93@ // (int) 
0085: 259@ = 93@ // (int) 
0085: 260@ = 93@ // (int) 
0085: 261@ = 93@ // (int) 
04ED: load_animation "GANGS" 

:GARAG1_3896
00D6: if 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @GARAG1_3927 
0001: wait 0 ms 
0002: jump @GARAG1_3896 

:GARAG1_3927
015F: set_camera_position -2021.483 159.1135 30.588 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2022.153 159.8494 30.4897 switchstyle 2 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -2019.916 157.5772 33.449 position_to -2019.951 157.5985 31.8268 time 4500 smooth_transition 1 
0920: point_camera -2020.77 158.0734 33.2929 transverse_to -2020.787 158.0842 31.5706 time 4500 smooth_transition 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at -2031.77 161.21 29.42 radius 1000.0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
016A: fade 1 time 1000 
02A3: enable_widescreen 1 

:GARAG1_4118
00D6: if 
016B:   fading 
004D: jump_if_false @GARAG1_4142 
0001: wait 0 ms 
0002: jump @GARAG1_4118 

:GARAG1_4142
0006: 114@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 

:GARAG1_4163
00D6: if 
8039:   not  114@ == 10 
004D: jump_if_false @GARAG1_4729 
0001: wait 0 ms 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @GARAG1_4217 
0707: start_scene_skip_to @GARAG1_4729 
0050: gosub @GARAG1_24109 

:GARAG1_4217
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @GARAG1_4498 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_4484 
0615: define_AS_pack_begin 130@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 130@ 
0618: assign_actor 93@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:GARAG1_4484
0050: gosub @GARAG1_24109 
0006: 32@ = 0 

:GARAG1_4498
00D6: if and
0029:   114@ >= 2 
002B:   3 >= 114@ 
004D: jump_if_false @GARAG1_4530 
0050: gosub @GARAG1_24109 

:GARAG1_4530
00D6: if 
0039:   114@ == 4 
004D: jump_if_false @GARAG1_4608 
0925: restore_camera_to_user_defined 
015F: set_camera_position -2030.073 161.3698 28.8915 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2030.593 162.2026 29.0817 switchstyle 2 
0050: gosub @GARAG1_24109 

:GARAG1_4608
00D6: if or
0029:   114@ >= 5 
002B:   6 >= 114@ 
004D: jump_if_false @GARAG1_4640 
0050: gosub @GARAG1_24109 

:GARAG1_4640
00D6: if 
0039:   114@ == 7 
004D: jump_if_false @GARAG1_4672 
0050: gosub @GARAG1_24109 
0006: 114@ = 10 

:GARAG1_4672
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GARAG1_4696 
0006: 114@ = 10 
040D: unload_wav 1 

:GARAG1_4696
00D6: if 
0019:   33@ > 23500 
004D: jump_if_false @GARAG1_4722 
0006: 114@ = 10 

:GARAG1_4722
0002: jump @GARAG1_4163 

:GARAG1_4729
0701: end_scene_skip 
040D: unload_wav 1 
01B4: set_player $PLAYER_CHAR can_move 1 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
00BE: text_clear_all 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GARAG1_4775 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GARAG1_4775
041E: set_radio_station 2 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 348@ = 9 
0006: 349@ = 0 
0006: 114@ = 0 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_4872 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_4872 
05CA: AS_actor 93@ enter_car 34@ passenger_seat 0 time -2 
039E: set_actor 93@ locked 1 while_in_car 
0526: set_actor 93@ stay_in_car_when_jacked 1 

:GARAG1_4872
04EF: release_animation "GANGS" 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_5345 
0186: 127@ = create_marker_above_car 34@ 
07E0: set_marker 127@ type_to 1 
00BC: show_text_highpriority GXT 'GAR1_22' time 5000 flag 1  // ~s~Get inside the ~b~car~s~.

:GARAG1_4928
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_5292 
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @GARAG1_5024 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 109@ = 1 
0006: 110@ = 0 
0051: return 

:GARAG1_5024
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @GARAG1_5114 
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 109@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_5114
00D6: if 
0118:   actor 93@ dead 
004D: jump_if_false @GARAG1_5204 
00BC: show_text_highpriority GXT 'GAR1_17' time 5000 flag 1  // ~r~Truth's dead!
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 109@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_5204
00D6: if 
0495:   car 34@ burning 
004D: jump_if_false @GARAG1_5285 
020B: explode_car 34@ 
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_5285
0002: jump @GARAG1_4928 

:GARAG1_5292
0164: disable_marker 127@ 
018A: 122@(134@,5i) = create_checkpoint_at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) 
08FB: set_checkpoint 122@(134@,5i) type_to 1 
0002: jump @GARAG1_5377 

:GARAG1_5345
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
0006: 101@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_5377
0247: load_model #TOWTRUCK 
04ED: load_animation "CAR" 

:GARAG1_5389
00D6: if or
8248:   not model #TOWTRUCK available 
84EE:   not animation "CAR" loaded 
004D: jump_if_false @GARAG1_5423 
0001: wait 0 ms 
0002: jump @GARAG1_5389 

:GARAG1_5423
009A: 94@(134@,4i) = create_actor_pedtype 4 model #SPECIAL03 at 72@(134@,5f) 77@(134@,5f) 82@(134@,5f) 
0568: set_actor 94@(134@,4i) untargetable 1 
0173: set_actor 94@(134@,4i) Z_angle_to 120.0 
02AB: set_actor 94@(134@,4i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
00A5: 36@ = create_car #TOWTRUCK at -1676.0 440.0 6.7 
0175: set_car 36@ Z_angle_to 229.0 
077A: set_actor 94@(134@,4i) acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 94@(134@,4i) decision_maker_to 135@ 
00A6: destroy_car 36@ 
009B: destroy_actor 94@(134@,4i) 
0050: gosub @GARAG1_18471 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_5601 
0051: return 

:GARAG1_5601
0006: 32@ = 0 
04ED: load_animation "CAR_CHAT" 

:GARAG1_5620
00D6: if 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @GARAG1_5654 
0001: wait 0 ms 
0002: jump @GARAG1_5620 

:GARAG1_5654
0085: 262@ = 93@ // (int) 
0085: 263@ = 93@ // (int) 
0085: 264@ = 94@ // (int) 
0085: 265@ = 94@ // (int) 
0085: 266@ = 93@ // (int) 
0085: 267@ = 93@ // (int) 
0085: 268@ = 93@ // (int) 
008B: 269@ = $PLAYER_ACTOR // (int) 
0085: 270@ = 93@ // (int) 
0085: 271@ = 93@ // (int) 
0085: 272@ = 93@ // (int) 
0085: 273@ = 94@ // (int) 
008B: 274@ = $PLAYER_ACTOR // (int) 
008B: 275@ = $PLAYER_ACTOR // (int) 
008B: 276@ = $PLAYER_ACTOR // (int) 
0085: 277@ = 94@ // (int) 
0085: 278@ = 93@ // (int) 
0085: 279@ = 94@ // (int) 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at -2031.77 161.21 29.42 radius 1000.0 
040D: unload_wav 1 
0006: 114@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0395: clear_area 1 at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 1000.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_5951 
00D6: if 
8431:   not car 34@ passenger_seat_free 2 
004D: jump_if_false @GARAG1_5951 
0432: 100@ = get_actor_handle_from_car 34@ passenger_seat 2 
009B: destroy_actor 100@ 

:GARAG1_5951
00D6: if 
8039:   not  114@ == 20 
004D: jump_if_false @GARAG1_7286 
0001: wait 0 ms 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @GARAG1_6228 
0707: start_scene_skip_to @GARAG1_7286 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_6196 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_6173 
015F: set_camera_position -1674.263 438.2627 11.0956 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1674.246 438.3686 10.1014 switchstyle 2 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_6108 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_6108
00AB: put_car 34@ at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) 
0175: set_car 34@ Z_angle_to 43@ 
00AD: set_car 34@ max_speed_to 0.0 
0006: 348@ = 20 
0050: gosub @GARAG1_24340 
0002: jump @GARAG1_6189 

:GARAG1_6173
0006: 101@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_6189
0002: jump @GARAG1_6228 

:GARAG1_6196
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
0006: 101@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_6228
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @GARAG1_6526 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @GARAG1_6526 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_6526 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_6526 
015F: set_camera_position -1672.658 431.5702 7.2947 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1672.72 432.5628 7.3989 switchstyle 2 
0615: define_AS_pack_begin 130@ 
0605: actor -1 perform_animation "FIXN_CAR_OUT" IFP "CAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05D3: AS_actor -1 goto_point -1668.853 442.619 6.219 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 193.0 
05CA: AS_actor -1 enter_car 34@ passenger_seat 2 time -1 
0616: define_AS_pack_end 130@ 
0618: assign_actor 94@(134@,4i) to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 
0006: 114@ = 2 
03CF: load_wav 1825 as 3 

:GARAG1_6481
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @GARAG1_6507 
0001: wait 0 ms 
0002: jump @GARAG1_6481 

:GARAG1_6507
09F1: play_audio_at_actor 94@(134@,4i) event 1151 
0006: 32@ = 0 

:GARAG1_6526
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @GARAG1_6709 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @GARAG1_6709 
015F: set_camera_position -1665.523 443.0056 7.5433 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1666.462 442.6743 7.4596 switchstyle 2 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_6650 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_6650 

:GARAG1_6650
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_6695 
0173: set_actor 94@(134@,4i) Z_angle_to 228.0 
0619: enable_actor 94@(134@,4i) collision_detection 1 

:GARAG1_6695
0050: gosub @GARAG1_24340 
0006: 32@ = 0 

:GARAG1_6709
00D6: if 
0039:   114@ == 3 
004D: jump_if_false @GARAG1_6734 
0050: gosub @GARAG1_24340 

:GARAG1_6734
00D6: if 
0039:   114@ == 4 
004D: jump_if_false @GARAG1_6759 
0050: gosub @GARAG1_24340 

:GARAG1_6759
00D6: if 
0039:   114@ == 5 
004D: jump_if_false @GARAG1_6862 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_6862 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_6855 
0605: actor 93@ perform_animation "CAR_SC4_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_6855
0050: gosub @GARAG1_24340 

:GARAG1_6862
00D6: if 
0039:   114@ == 6 
004D: jump_if_false @GARAG1_6996 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_6947 
015F: set_camera_position -1670.605 442.2138 7.3642 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1669.891 441.5237 7.2424 switchstyle 2 

:GARAG1_6947
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC1_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0050: gosub @GARAG1_24340 

:GARAG1_6996
00D6: if 
0039:   114@ == 7 
004D: jump_if_false @GARAG1_7021 
0050: gosub @GARAG1_24340 

:GARAG1_7021
00D6: if 
0039:   114@ == 8 
004D: jump_if_false @GARAG1_7046 
0050: gosub @GARAG1_24340 

:GARAG1_7046
00D6: if 
0039:   114@ == 9 
004D: jump_if_false @GARAG1_7141 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_7141 
015F: set_camera_position -1648.684 411.5628 18.7936 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1649.09 412.4462 18.5605 switchstyle 2 
0050: gosub @GARAG1_24340 

:GARAG1_7141
00D6: if 
0039:   114@ == 10 
004D: jump_if_false @GARAG1_7185 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_7185 
0050: gosub @GARAG1_24340 

:GARAG1_7185
00D6: if 
0039:   114@ == 11 
004D: jump_if_false @GARAG1_7229 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_7229 
0050: gosub @GARAG1_24340 

:GARAG1_7229
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GARAG1_7253 
0006: 114@ = 20 
040D: unload_wav 1 

:GARAG1_7253
00D6: if 
0019:   33@ > 21500 
004D: jump_if_false @GARAG1_7279 
0006: 114@ = 20 

:GARAG1_7279
0002: jump @GARAG1_5951 

:GARAG1_7286
0701: end_scene_skip 
0050: gosub @GARAG1_22044 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_7315 
0051: return 

:GARAG1_7315
04EF: release_animation "CAR" 
0249: release_model #TOWTRUCK 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @GARAG1_7350 
0519: set_car 36@ locked 0 

:GARAG1_7350
01C3: remove_references_to_car 36@ 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
04EF: release_animation "CAR_CHAT" 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GARAG1_7403 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GARAG1_7403
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
00BE: text_clear_all 
0006: 114@ = 0 
0006: 348@ = 31 
0006: 349@ = 0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_7669 
03A2: set_car 34@ action 0 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_7558 
00D6: if 
80DB:   not actor 93@ in_car 34@ 
004D: jump_if_false @GARAG1_7558 
00D6: if 
0431:   car 34@ passenger_seat_free 0 
004D: jump_if_false @GARAG1_7533 
0430: put_actor 93@ into_car 34@ passenger_seat 0 
0002: jump @GARAG1_7558 

:GARAG1_7533
0432: 100@ = get_actor_handle_from_car 34@ passenger_seat 0 
009B: destroy_actor 100@ 
0430: put_actor 93@ into_car 34@ passenger_seat 0 

:GARAG1_7558
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_7669 
00D6: if 
80DB:   not actor 94@(134@,4i) in_car 34@ 
004D: jump_if_false @GARAG1_7669 
00D6: if 
0431:   car 34@ passenger_seat_free 2 
004D: jump_if_false @GARAG1_7640 
0430: put_actor 94@(134@,4i) into_car 34@ passenger_seat 2 
0002: jump @GARAG1_7669 

:GARAG1_7640
0432: 100@ = get_actor_handle_from_car 34@ passenger_seat 2 
009B: destroy_actor 100@ 
0430: put_actor 94@(134@,4i) into_car 34@ passenger_seat 2 

:GARAG1_7669
0006: 134@ = 1 
0006: 101@ = 0 
0006: 105@ = 1 
0051: return 

:GARAG1_7692
0247: load_model #PONY 

:GARAG1_7697
00D6: if 
8248:   not model #PONY available 
004D: jump_if_false @GARAG1_7724 
0001: wait 0 ms 
0002: jump @GARAG1_7697 

:GARAG1_7724
00A5: 38@ = create_car #PONY at -2607.11 623.91 14.66 
0249: release_model #PONY 
0175: set_car 38@ Z_angle_to 277.0 
00A6: destroy_car 38@ 
02A8: 128@ = create_marker 22 at 45@ 46@ 47@ 
0050: gosub @GARAG1_18471 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_7810 
0051: return 

:GARAG1_7810
008B: 280@ = $PLAYER_ACTOR // (int) 
0085: 281@ = 93@ // (int) 
0085: 282@ = 93@ // (int) 
0085: 283@ = 93@ // (int) 
0085: 284@ = 93@ // (int) 
008B: 285@ = $PLAYER_ACTOR // (int) 
0085: 286@ = 93@ // (int) 
0085: 287@ = 93@ // (int) 
0085: 288@ = 93@ // (int) 
0085: 289@ = 93@ // (int) 
008B: 290@ = $PLAYER_ACTOR // (int) 
0085: 291@ = 93@ // (int) 
008B: 292@ = $PLAYER_ACTOR // (int) 
0085: 293@ = 93@ // (int) 
008B: 294@ = $PLAYER_ACTOR // (int) 
0085: 295@ = 93@ // (int) 
0085: 296@ = 93@ // (int) 
0164: disable_marker 128@ 
0247: load_model #PONY 

:GARAG1_7956
00D6: if 
8248:   not model #PONY available 
004D: jump_if_false @GARAG1_7983 
0001: wait 0 ms 
0002: jump @GARAG1_7956 

:GARAG1_7983
04ED: load_animation "CAR_CHAT" 

:GARAG1_7995
00D6: if 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @GARAG1_8029 
0001: wait 0 ms 
0002: jump @GARAG1_7995 

:GARAG1_8029
00A5: 38@ = create_car #PONY at -2607.11 623.91 14.66 
0249: release_model #PONY 
020A: set_car 38@ door_status_to 2 
0175: set_car 38@ Z_angle_to 180.0 
0519: set_car 38@ locked 1 
0006: 348@ = 38 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
040D: unload_wav 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0006: 114@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_8394 
00AB: put_car 34@ at 45@ 46@ 47@ 
0174: 40@ = car 34@ Z_angle 
00D6: if and
0021:   40@ > 0.0 
0023:   180.0 > 40@ 
004D: jump_if_false @GARAG1_8224 
0175: set_car 34@ Z_angle_to 90.0 
0002: jump @GARAG1_8234 

:GARAG1_8224
0175: set_car 34@ Z_angle_to 270.0 

:GARAG1_8234
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_8261 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_8261
015F: set_camera_position -2581.94 580.42 17.8189 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2582.491 581.153 18.2173 switchstyle 2 
0407: store_coords_to 87@ 88@ 89@ from_car 34@ with_offset 0.8 2.2 0.8 
0407: store_coords_to 90@ 91@ 92@ from_car 34@ with_offset 0.0 -1.5 0.5 
0395: clear_area 1 at -2607.11 623.91 14.66 radius 1000.0 

:GARAG1_8394
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_8453 
0605: actor 93@ perform_animation "CAR_SC3_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_8453
0050: gosub @GARAG1_24340 
0395: clear_area 1 at 45@ 46@ 47@ radius 1000.0 
0006: 114@ = 0 

:GARAG1_8485
00D6: if 
8039:   not  114@ == 10 
004D: jump_if_false @GARAG1_9623 
0001: wait 0 ms 
0050: gosub @GARAG1_22044 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_8534 
0051: return 

:GARAG1_8534
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @GARAG1_8777 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_8777 
0707: start_scene_skip_to @GARAG1_9623 
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @GARAG1_8637 
0605: actor 94@ perform_animation "CAR_SC3_BR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_8637
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -2581.94 580.42 17.8189 position_to -2583.32 581.73 15.39 time 5000 smooth_transition 1 
0920: point_camera -2582.491 581.153 18.2173 transverse_to -2607.11 623.91 14.66 time 5000 smooth_transition 1 
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC1_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0050: gosub @GARAG1_24340 
0006: 32@ = 0 

:GARAG1_8777
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @GARAG1_8849 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_8849 
0050: gosub @GARAG1_24340 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @GARAG1_8849 
0129: 99@ = create_actor_pedtype 4 model #MALE01 in_car 38@ driverseat 

:GARAG1_8849
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @GARAG1_8946 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_8946 
0050: gosub @GARAG1_24340 
0925: restore_camera_to_user_defined 
015F: set_camera_position -2583.32 581.73 15.39 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2607.11 623.91 14.66 switchstyle 2 

:GARAG1_8946
00D6: if 
0039:   114@ == 3 
004D: jump_if_false @GARAG1_8990 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_8990 
0050: gosub @GARAG1_24340 

:GARAG1_8990
00D6: if 
0039:   114@ == 4 
004D: jump_if_false @GARAG1_9126 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_9126 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @GARAG1_9119 
0519: set_car 38@ locked 0 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GARAG1_9119 
00D6: if 
00DB:   actor 99@ in_car 38@ 
004D: jump_if_false @GARAG1_9119 
05D1: AS_actor 99@ drive_car 38@ to -2607.95 528.47 13.98 speed 25.0 2 model #NULL 2 

:GARAG1_9119
0050: gosub @GARAG1_24340 

:GARAG1_9126
00D6: if 
0039:   114@ == 5 
004D: jump_if_false @GARAG1_9228 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_9228 
0050: gosub @GARAG1_24340 
015F: set_camera_position -2614.461 573.477 16.9766 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2613.8 574.224 16.911 switchstyle 2 
0006: 32@ = 0 

:GARAG1_9228
00D6: if 
0039:   114@ == 6 
004D: jump_if_false @GARAG1_9471 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @GARAG1_9471 
0050: gosub @GARAG1_24340 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_9331 
0605: actor 93@ perform_animation "CAR_SC3_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_9331
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @GARAG1_9390 
0605: actor 94@ perform_animation "CAR_SC3_BR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_9390
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC1_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
015F: set_camera_position 87@ 88@ 89@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 90@ 91@ 92@ switchstyle 2 

:GARAG1_9471
00D6: if 
0039:   114@ == 7 
004D: jump_if_false @GARAG1_9515 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_9515 
0050: gosub @GARAG1_24340 

:GARAG1_9515
00D6: if 
0039:   114@ == 8 
004D: jump_if_false @GARAG1_9566 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_9566 
0050: gosub @GARAG1_24340 
0006: 114@ = 10 

:GARAG1_9566
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GARAG1_9590 
0006: 114@ = 10 
040D: unload_wav 1 

:GARAG1_9590
00D6: if 
0019:   33@ > 20500 
004D: jump_if_false @GARAG1_9616 
0006: 114@ = 10 

:GARAG1_9616
0002: jump @GARAG1_8485 

:GARAG1_9623
0701: end_scene_skip 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00BE: text_clear_all 
0925: restore_camera_to_user_defined 
04EF: release_animation "CAR_CHAT" 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GARAG1_9677 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GARAG1_9677
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 114@ = 0 
0006: 348@ = 48 
0006: 349@ = 0 
009B: destroy_actor 99@ 
00A6: destroy_car 38@ 
0006: 105@ = 0 
0006: 102@ = 1 
0051: return 

:GARAG1_9738
0247: load_model #HOTDOG 

:GARAG1_9743
00D6: if 
8248:   not model #HOTDOG available 
004D: jump_if_false @GARAG1_9770 
0001: wait 0 ms 
0002: jump @GARAG1_9743 

:GARAG1_9770
04ED: load_animation "SMOKING" 

:GARAG1_9781
00D6: if 
84EE:   not animation "SMOKING" loaded 
004D: jump_if_false @GARAG1_9814 
0001: wait 0 ms 
0002: jump @GARAG1_9781 

:GARAG1_9814
023C: load_special_actor 'DWAYNE' as 4 // models 290-299 

:GARAG1_9827
00D6: if 
823D:   not special_actor 4 loaded 
004D: jump_if_false @GARAG1_9853 
0001: wait 0 ms 
0002: jump @GARAG1_9827 

:GARAG1_9853
0247: load_model #CIGAR 

:GARAG1_9857
00D6: if 
8248:   not model #CIGAR available 
004D: jump_if_false @GARAG1_9883 
0001: wait 0 ms 
0002: jump @GARAG1_9857 

:GARAG1_9883
018A: 122@(134@,5i) = create_checkpoint_at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) 
08FB: set_checkpoint 122@(134@,5i) type_to 1 
00D6: if 
0039:   110@ == 14 
004D: jump_if_false @GARAG1_10047 
009A: 94@(134@,4i) = create_actor_pedtype 4 model #SPECIAL04 at 72@(134@,5f) 77@(134@,5f) 82@(134@,5f) 
00A5: 35@ = create_car #HOTDOG at -2238.888 541.5267 34.375 
0107: 42@ = create_object #CIGAR at 72@(134@,5f) 77@(134@,5f) 82@(134@,5f) 
00A6: destroy_car 35@ 
009B: destroy_actor 94@(134@,4i) 
0108: destroy_object 42@ 

:GARAG1_10047
0050: gosub @GARAG1_18471 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_10074 
0051: return 

:GARAG1_10074
00D6: if 
03CA:   object 42@ exists 
004D: jump_if_false @GARAG1_10095 
0108: destroy_object 42@ 

:GARAG1_10095
04ED: load_animation "CAR_CHAT" 

:GARAG1_10107
00D6: if 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @GARAG1_10141 
0001: wait 0 ms 
0002: jump @GARAG1_10107 

:GARAG1_10141
0085: 297@ = 93@ // (int) 
0085: 298@ = 95@ // (int) 
0085: 299@ = 93@ // (int) 
0085: 300@ = 93@ // (int) 
0085: 301@ = 95@ // (int) 
0085: 302@ = 95@ // (int) 
0085: 303@ = 95@ // (int) 
008B: 304@ = $PLAYER_ACTOR // (int) 
0085: 305@ = 95@ // (int) 
0085: 306@ = 93@ // (int) 
008B: 307@ = $PLAYER_ACTOR // (int) 
0085: 308@ = 93@ // (int) 
0085: 309@ = 94@ // (int) 
008B: 310@ = $PLAYER_ACTOR // (int) 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_10413 
00D6: if 
83CA:   not object 42@ exists 
004D: jump_if_false @GARAG1_10413 
0107: 42@ = create_object #CIGAR at 72@(134@,5f) 77@(134@,5f) 82@(134@,5f) 
070A: AS_actor 94@(134@,4i) attach_to_object 42@ offset 0.04 0.1 0.05 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0669: 350@ = attach_particle "EXHALE" to_actor 94@(134@,4i) with_offset 0.05 0.12 0.0 type 1 
0883: attach_particle 350@ to_actor 94@(134@,4i) mode 5 

:GARAG1_10413
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_10882 
0174: 40@ = car 34@ Z_angle 
00AB: put_car 34@ at 55@ 60@ 65@ 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_10478 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_10478
015F: set_camera_position -2235.815 541.4094 35.7451 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2236.521 542.1174 35.7312 switchstyle 2 
0395: clear_area 1 at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 1000.0 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_10623 
0812: AS_actor 94@(134@,4i) perform_animation "M_SMK_OUT" IFP "SMOKING" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 

:GARAG1_10623
00D6: if and
0021:   40@ > 90.0 
0023:   270.0 > 40@ 
004D: jump_if_false @GARAG1_10771 
0175: set_car 34@ Z_angle_to 180.0 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_10722 
0605: actor 93@ perform_animation "CAR_SC4_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:GARAG1_10722
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC4_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @GARAG1_10882 

:GARAG1_10771
0175: set_car 34@ Z_angle_to 0.0 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_10840 
0605: actor 93@ perform_animation "CAR_SC3_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_10840
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC2_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GARAG1_10882
0006: 348@ = 55 
0050: gosub @GARAG1_24340 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
040D: unload_wav 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0006: 114@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 

:GARAG1_10946
00D6: if 
8039:   not  114@ == 20 
004D: jump_if_false @GARAG1_13033 
0001: wait 0 ms 
0050: gosub @GARAG1_22044 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_10995 
0051: return 

:GARAG1_10995
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @GARAG1_11397 
0707: start_scene_skip_to @GARAG1_13033 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @GARAG1_11397 
064C: make_particle 350@ visible 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_11076 
0967: actor 94@(134@,4i) move_mouth 4000 ms 

:GARAG1_11076
0050: gosub @GARAG1_24340 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_11158 
0812: AS_actor 94@(134@,4i) perform_animation "M_SMK_OUT" IFP "SMOKING" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
04D7: set_actor 94@(134@,4i) locked 0 

:GARAG1_11158
00D6: if and
0021:   40@ > 90.0 
0023:   270.0 > 40@ 
004D: jump_if_false @GARAG1_11296 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_11247 
0605: actor 93@ perform_animation "CAR_SC4_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:GARAG1_11247
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC4_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @GARAG1_11397 

:GARAG1_11296
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_11355 
0605: actor 93@ perform_animation "CAR_SC3_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_11355
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC2_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GARAG1_11397
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @GARAG1_11783 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @GARAG1_11783 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_11751 
020A: set_car 35@ door_status_to 1 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @GARAG1_11655 
05D3: AS_actor 95@ goto_point -2232.07 545.04 34.39 mode 4 time -1 ms // versionA 
04EF: release_animation "SMOKING" 
00D6: if and
0021:   40@ > 90.0 
0023:   270.0 > 40@ 
004D: jump_if_false @GARAG1_11597 
015F: set_camera_position -2233.689 541.4159 35.2249 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2233.139 542.2441 35.1142 switchstyle 2 
0002: jump @GARAG1_11648 

:GARAG1_11597
015F: set_camera_position -2228.62 540.7846 35.5936 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2229.199 541.5954 35.5075 switchstyle 2 

:GARAG1_11648
0002: jump @GARAG1_11687 

:GARAG1_11655
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
0006: 102@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_11687
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_11728 
0519: set_car 35@ locked 0 
0050: gosub @GARAG1_24340 
0002: jump @GARAG1_11744 

:GARAG1_11728
0006: 102@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_11744
0002: jump @GARAG1_11783 

:GARAG1_11751
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
0006: 102@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_11783
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_12039 
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @GARAG1_12039 
0050: gosub @GARAG1_24340 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_12039 
0173: set_actor 94@(134@,4i) Z_angle_to 270.0 
0615: define_AS_pack_begin 130@ 
05D3: AS_actor -1 goto_point -2232.07 545.04 34.39 mode 4 time -1 ms // versionA 
0605: actor -1 perform_animation "CAR_TALKM_IN" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "CAR_TALKM_LOOP" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "CAR_TALKM_OUT" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0616: define_AS_pack_end 130@ 
0618: assign_actor 95@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:GARAG1_12039
00D6: if 
0039:   114@ == 3 
004D: jump_if_false @GARAG1_12064 
0050: gosub @GARAG1_24340 

:GARAG1_12064
00D6: if 
0039:   114@ == 4 
004D: jump_if_false @GARAG1_12089 
0050: gosub @GARAG1_24340 

:GARAG1_12089
00D6: if 
0039:   114@ == 5 
004D: jump_if_false @GARAG1_12114 
0050: gosub @GARAG1_24340 

:GARAG1_12114
00D6: if 
0039:   114@ == 6 
004D: jump_if_false @GARAG1_12233 
0050: gosub @GARAG1_24340 
0006: 32@ = 0 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_12233 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @GARAG1_12233 
0615: define_AS_pack_begin 130@ 
05D3: AS_actor -1 goto_point -2241.66 547.19 34.49 mode 6 time -1 ms // versionA 
05CB: AS_actor -1 enter_car 35@ as_driver -1 ms 
0616: define_AS_pack_end 130@ 
0618: assign_actor 95@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:GARAG1_12233
00D6: if 
0039:   114@ == 7 
004D: jump_if_false @GARAG1_12469 
0050: gosub @GARAG1_24340 
015F: set_camera_position -2229.155 533.4247 41.4992 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2229.659 534.123 40.9914 switchstyle 2 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_12469 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_12469 
036A: put_actor 94@(134@,4i) in_car 35@ 
00D6: if 
00DB:   actor 94@(134@,4i) in_car 35@ 
004D: jump_if_false @GARAG1_12469 
0615: define_AS_pack_begin 130@ 
05D1: AS_actor -1 drive_car 35@ to -2240.43 557.96 34.0 speed 10.0 2 model #NULL 3 
05D1: AS_actor -1 drive_car 35@ to -2185.43 567.96 34.0 speed 50.0 2 model #NULL 3 
0616: define_AS_pack_end 130@ 
0618: assign_actor 95@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:GARAG1_12469
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @GARAG1_12715 
00D6: if 
0039:   114@ == 8 
004D: jump_if_false @GARAG1_12715 
0050: gosub @GARAG1_24340 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_12639 
015F: set_camera_position -2235.01 538.8505 34.3478 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2234.183 539.4094 34.3942 switchstyle 2 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_12639 
0605: actor 93@ perform_animation "CAR_SC3_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_12639
064E: stop_particle 350@ 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_12673 
009B: destroy_actor 94@(134@,4i) 

:GARAG1_12673
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_12694 
00A6: destroy_car 35@ 

:GARAG1_12694
00D6: if 
03CA:   object 42@ exists 
004D: jump_if_false @GARAG1_12715 
0108: destroy_object 42@ 

:GARAG1_12715
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_12759 
00D6: if 
0039:   114@ == 9 
004D: jump_if_false @GARAG1_12759 
0050: gosub @GARAG1_24340 

:GARAG1_12759
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_12803 
00D6: if 
0039:   114@ == 10 
004D: jump_if_false @GARAG1_12803 
0050: gosub @GARAG1_24340 

:GARAG1_12803
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_12847 
00D6: if 
0039:   114@ == 11 
004D: jump_if_false @GARAG1_12847 
0050: gosub @GARAG1_24340 

:GARAG1_12847
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_12898 
00D6: if 
0039:   114@ == 12 
004D: jump_if_false @GARAG1_12898 
0050: gosub @GARAG1_24340 
0006: 114@ = 20 

:GARAG1_12898
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GARAG1_12998 
0006: 114@ = 20 
064E: stop_particle 350@ 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_12952 
009B: destroy_actor 94@(134@,4i) 

:GARAG1_12952
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_12973 
00A6: destroy_car 35@ 

:GARAG1_12973
00D6: if 
03CA:   object 42@ exists 
004D: jump_if_false @GARAG1_12994 
0108: destroy_object 42@ 

:GARAG1_12994
040D: unload_wav 1 

:GARAG1_12998
00D6: if 
0019:   33@ > 40000 
004D: jump_if_false @GARAG1_13026 
0006: 114@ = 20 

:GARAG1_13026
0002: jump @GARAG1_10946 

:GARAG1_13033
0701: end_scene_skip 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
04EF: release_animation "CAR_CHAT" 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GARAG1_13083 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GARAG1_13083
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 114@ = 0 
0006: 349@ = 0 
00BE: text_clear_all 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_13302 
03A2: set_car 34@ action 0 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_13231 
00D6: if 
80DB:   not actor 93@ in_car 34@ 
004D: jump_if_false @GARAG1_13231 
00D6: if 
0431:   car 34@ passenger_seat_free 0 
004D: jump_if_false @GARAG1_13206 
0430: put_actor 93@ into_car 34@ passenger_seat 0 
0002: jump @GARAG1_13231 

:GARAG1_13206
0432: 100@ = get_actor_handle_from_car 34@ passenger_seat 0 
009B: destroy_actor 100@ 
0430: put_actor 93@ into_car 34@ passenger_seat 0 

:GARAG1_13231
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_13302 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_13302 
00D6: if 
80DB:   not actor 94@(134@,4i) in_car 35@ 
004D: jump_if_false @GARAG1_13302 
036A: put_actor 94@(134@,4i) in_car 35@ 

:GARAG1_13302
0249: release_model #HOTDOG 
0249: release_model #CIGAR 
0296: unload_special_actor 4 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_13344 
009B: destroy_actor 94@(134@,4i) 

:GARAG1_13344
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_13365 
00A6: destroy_car 35@ 

:GARAG1_13365
00D6: if 
03CA:   object 42@ exists 
004D: jump_if_false @GARAG1_13386 
0108: destroy_object 42@ 

:GARAG1_13386
0006: 134@ = 2 
0006: 102@ = 0 
0006: 106@ = 1 
0051: return 

:GARAG1_13409
02A8: 129@ = create_marker 30 at 48@ 49@ 50@ 
0050: gosub @GARAG1_18471 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_13452 
0051: return 

:GARAG1_13452
0247: load_model #PONY 
04ED: load_animation "CAR_CHAT" 

:GARAG1_13469
00D6: if or
8248:   not model #PONY available 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @GARAG1_13508 
0001: wait 0 ms 
0002: jump @GARAG1_13469 

:GARAG1_13508
00A5: 38@ = create_car #PONY at -1659.92 751.31 17.29 
020A: set_car 38@ door_status_to 2 
0175: set_car 38@ Z_angle_to 180.0 
0519: set_car 38@ locked 1 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @GARAG1_13600 
0129: 99@ = create_actor_pedtype 4 model #MALE01 in_car 38@ driverseat 
0519: set_car 38@ locked 0 
00AD: set_car 38@ max_speed_to 30.0 

:GARAG1_13600
0085: 311@ = 93@ // (int) 
0085: 312@ = 93@ // (int) 
0085: 313@ = 93@ // (int) 
0085: 314@ = 93@ // (int) 
008B: 315@ = $PLAYER_ACTOR // (int) 
0085: 316@ = 93@ // (int) 
0085: 317@ = 93@ // (int) 
0085: 318@ = 93@ // (int) 
0085: 319@ = 93@ // (int) 
0085: 320@ = 93@ // (int) 
0085: 321@ = 93@ // (int) 
008B: 322@ = $PLAYER_ACTOR // (int) 
008B: 323@ = $PLAYER_ACTOR // (int) 
0085: 324@ = 94@ // (int) 
0085: 325@ = 93@ // (int) 
0085: 326@ = 93@ // (int) 
0085: 327@ = 93@ // (int) 
0085: 328@ = 93@ // (int) 
0085: 329@ = 93@ // (int) 
008B: 330@ = $PLAYER_ACTOR // (int) 
0085: 331@ = 93@ // (int) 
0085: 333@ = 93@ // (int) 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
040D: unload_wav 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_14055 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_13848 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_13848
0174: 40@ = car 34@ Z_angle 
00AB: put_car 34@ at -1626.167 725.0057 13.4609 
00D6: if and
0021:   40@ > 0.0 
0023:   180.0 > 40@ 
004D: jump_if_false @GARAG1_13924 
0175: set_car 34@ Z_angle_to 90.0 
0002: jump @GARAG1_13934 

:GARAG1_13924
0175: set_car 34@ Z_angle_to 270.0 

:GARAG1_13934
0407: store_coords_to 87@ 88@ 89@ from_car 34@ with_offset 1.0 1.5 0.8 
0407: store_coords_to 90@ 91@ 92@ from_car 34@ with_offset 0.0 -1.5 0.5 
015F: set_camera_position 87@ 88@ 89@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 90@ 91@ 92@ switchstyle 2 
0395: clear_area 1 at -1659.92 751.31 17.29 radius 1000.0 

:GARAG1_14055
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_14114 
0605: actor 93@ perform_animation "CAR_SC1_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_14114
0006: 114@ = 0 
0006: 348@ = 69 
0006: 32@ = 0 
0006: 33@ = 0 

:GARAG1_14142
00D6: if 
8039:   not  114@ == 20 
004D: jump_if_false @GARAG1_14973 
0001: wait 0 ms 
0050: gosub @GARAG1_22044 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_14191 
0051: return 

:GARAG1_14191
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @GARAG1_14266 
0707: start_scene_skip_to @GARAG1_14973 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_14266 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_14259 
0967: actor 93@ move_mouth 29000 ms 

:GARAG1_14259
0050: gosub @GARAG1_24340 

:GARAG1_14266
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @GARAG1_14453 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @GARAG1_14453 
0050: gosub @GARAG1_24340 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @GARAG1_14395 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GARAG1_14395 
00D6: if 
00DB:   actor 99@ in_car 38@ 
004D: jump_if_false @GARAG1_14395 
05D1: AS_actor 99@ drive_car 38@ to -1716.03 732.96 24.9 speed 15.0 0 model #NULL 2 

:GARAG1_14395
015F: set_camera_position -1671.547 729.851 18.6107 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1670.621 730.2037 18.7409 switchstyle 2 
0006: 32@ = 0 

:GARAG1_14453
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @GARAG1_14497 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @GARAG1_14497 
0050: gosub @GARAG1_24340 

:GARAG1_14497
00D6: if 
0039:   114@ == 3 
004D: jump_if_false @GARAG1_14725 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @GARAG1_14725 
015F: set_camera_position -1624.639 723.3417 14.5936 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1625.473 723.8466 14.8151 switchstyle 2 
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC1_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_14694 
0605: actor 93@ perform_animation "CAR_SC1_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_14694
0050: gosub @GARAG1_24340 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_14725 
0967: actor 93@ move_mouth 20000 ms 

:GARAG1_14725
00D6: if and
0029:   114@ >= 4 
002B:   7 >= 114@ 
004D: jump_if_false @GARAG1_14757 
0050: gosub @GARAG1_24340 

:GARAG1_14757
00D6: if 
0039:   114@ == 8 
004D: jump_if_false @GARAG1_14859 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @GARAG1_14859 
015F: set_camera_position -1628.8 727.3613 14.7421 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1627.844 727.0695 14.7728 switchstyle 2 
0050: gosub @GARAG1_24340 
0006: 32@ = 0 

:GARAG1_14859
00D6: if and
0029:   114@ >= 9 
002B:   11 >= 114@ 
004D: jump_if_false @GARAG1_14891 
0050: gosub @GARAG1_24340 

:GARAG1_14891
00D6: if 
0029:   114@ >= 12 
004D: jump_if_false @GARAG1_14916 
0006: 114@ = 20 

:GARAG1_14916
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GARAG1_14940 
0006: 114@ = 20 
040D: unload_wav 1 

:GARAG1_14940
00D6: if 
0019:   33@ > 29000 
004D: jump_if_false @GARAG1_14966 
0006: 114@ = 20 

:GARAG1_14966
0002: jump @GARAG1_14142 

:GARAG1_14973
0701: end_scene_skip 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_14996 
0968: actor 93@ stop_mouth 

:GARAG1_14996
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GARAG1_15032 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GARAG1_15032
04EF: release_animation "CAR_CHAT" 
0249: release_model #PONY 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 114@ = 0 
0006: 348@ = 80 
0006: 349@ = 0 
00BE: text_clear_all 
0164: disable_marker 129@ 
009B: destroy_actor 99@ 
00A6: destroy_car 38@ 
0006: 106@ = 0 
0006: 103@ = 1 
04EF: release_animation "CAR_CHAT" 
0051: return 

:GARAG1_15129
018A: 122@(134@,5i) = create_checkpoint_at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) 
08FB: set_checkpoint 122@(134@,5i) type_to 1 
04ED: load_animation "CRIB" 
0247: load_model #RCRAIDER 

:GARAG1_15183
00D6: if or
84EE:   not animation "CRIB" loaded 
8248:   not model #RCRAIDER available 
004D: jump_if_false @GARAG1_15218 
0001: wait 0 ms 
0002: jump @GARAG1_15183 

:GARAG1_15218
0107: 41@ = create_object #PARKBENCH1 at -2242.6 136.91 34.65 
0108: destroy_object 41@ 
00A5: 37@ = create_car #RCRAIDER at -2250.33 139.91 44.66 
00A6: destroy_car 37@ 
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:GARAG1_15287
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @GARAG1_15313 
0001: wait 0 ms 
0002: jump @GARAG1_15287 

:GARAG1_15313
0247: load_model #BOMB 
0247: load_model #SATCHEL 

:GARAG1_15323
00D6: if or
8248:   not model #BOMB available 
8248:   not model #SATCHEL available 
004D: jump_if_false @GARAG1_15355 
0001: wait 0 ms 
0002: jump @GARAG1_15323 

:GARAG1_15355
009A: 96@ = create_actor_pedtype 4 model #SPECIAL01 at 74@ 79@ 84@ 
02A9: set_actor 96@ immune_to_nonplayer 1 
01B2: give_actor 96@ weapon 39 ammo 10 // Load the weapon model before using this 
0568: set_actor 96@ untargetable 1 
01B2: give_actor 96@ weapon 40 ammo 1 // Load the weapon model before using this 
077A: set_actor 96@ acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 96@ decision_maker_to 135@ 
01B9: set_actor 96@ armed_weapon_to 40 
009B: destroy_actor 96@ 
0050: gosub @GARAG1_18471 
04ED: load_animation "CAR_CHAT" 

:GARAG1_15454
00D6: if 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @GARAG1_15488 
0001: wait 0 ms 
0002: jump @GARAG1_15454 

:GARAG1_15488
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_15508 
0051: return 

:GARAG1_15508
0085: 334@ = 96@ // (int) 
0085: 335@ = 96@ // (int) 
0085: 336@ = 96@ // (int) 
0085: 337@ = 93@ // (int) 
0085: 338@ = 93@ // (int) 
0085: 339@ = 93@ // (int) 
008B: 340@ = $PLAYER_ACTOR // (int) 
0085: 341@ = 93@ // (int) 
0085: 342@ = 93@ // (int) 
0085: 343@ = 96@ // (int) 
0085: 344@ = 96@ // (int) 
0085: 345@ = 96@ // (int) 
008B: 346@ = $PLAYER_ACTOR // (int) 
008B: 347@ = $PLAYER_ACTOR // (int) 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
040D: unload_wav 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
06D7: enable_train_traffic 0 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @GARAG1_15729 
00AB: put_car 37@ at -2244.56 127.11 40.0 
0743: heli 37@ fly_to -2244.48 129.14 34.56 altitude 0.0 0.0 
00AD: set_car 37@ max_speed_to 21.0 

:GARAG1_15729
015F: set_camera_position -2250.306 140.9439 41.7533 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2249.804 140.343 41.1311 switchstyle 2 
0395: clear_area 1 at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 1000.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_15952 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_15853 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_15853
0174: 40@ = car 34@ Z_angle 
00D6: if and
0021:   40@ > 90.0 
0023:   270.0 > 40@ 
004D: jump_if_false @GARAG1_15909 
0175: set_car 34@ Z_angle_to 180.0 
0002: jump @GARAG1_15919 

:GARAG1_15909
0175: set_car 34@ Z_angle_to 0.0 

:GARAG1_15919
00D6: if 
8431:   not car 34@ passenger_seat_free 1 
004D: jump_if_false @GARAG1_15952 
0432: 100@ = get_actor_handle_from_car 34@ passenger_seat 1 
009B: destroy_actor 100@ 

:GARAG1_15952
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @GARAG1_15998 
0223: set_actor 96@ health_to 200 
0446: set_actor 96@ dismemberment_possible 0 
02AB: set_actor 96@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:GARAG1_15998
0006: 348@ = 92 
0006: 114@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 

:GARAG1_16026
00D6: if 
8039:   not  114@ == 10 
004D: jump_if_false @GARAG1_16806 
0001: wait 0 ms 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @GARAG1_16099 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_16099 
0707: start_scene_skip_to @GARAG1_16806 
0050: gosub @GARAG1_24340 

:GARAG1_16099
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @GARAG1_16194 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @GARAG1_16194 
0050: gosub @GARAG1_24340 
015F: set_camera_position -2244.449 135.8613 34.9713 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2244.844 134.9551 35.1198 switchstyle 2 

:GARAG1_16194
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @GARAG1_16552 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @GARAG1_16552 
0050: gosub @GARAG1_24340 
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @GARAG1_16552 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_16469 
00D6: if 
80DF:   not actor 96@ driving 
004D: jump_if_false @GARAG1_16293 
0619: enable_actor 96@ collision_detection 1 

:GARAG1_16293
00A1: put_actor 96@ at -2245.34 134.11 34.5 
00D6: if and
0021:   40@ > 90.0 
0023:   270.0 > 40@ 
004D: jump_if_false @GARAG1_16395 
0615: define_AS_pack_begin 130@ 
05D4: AS_actor -1 rotate_angle 93.0 
05CA: AS_actor -1 enter_car 34@ passenger_seat 1 time 6000 
0616: define_AS_pack_end 130@ 
0618: assign_actor 96@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 
0002: jump @GARAG1_16462 

:GARAG1_16395
0615: define_AS_pack_begin 130@ 
05D4: AS_actor -1 rotate_angle 93.0 
05D3: AS_actor -1 goto_point -2252.853 138.619 34.219 mode 6 time -1 ms // versionA 
05CA: AS_actor -1 enter_car 34@ passenger_seat 1 time 6000 
0616: define_AS_pack_end 130@ 
0618: assign_actor 96@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:GARAG1_16462
0002: jump @GARAG1_16501 

:GARAG1_16469
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
0006: 103@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_16501
015F: set_camera_position -2251.421 130.1502 35.5076 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2250.745 130.8858 35.4549 switchstyle 2 

:GARAG1_16552
00D6: if 
0039:   114@ == 3 
004D: jump_if_false @GARAG1_16647 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @GARAG1_16647 
015F: set_camera_position -2253.451 139.6341 38.4909 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2252.702 139.074 38.1371 switchstyle 2 
0050: gosub @GARAG1_24340 

:GARAG1_16647
00D6: if 
0039:   114@ == 4 
004D: jump_if_false @GARAG1_16705 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @GARAG1_16705 
0050: gosub @GARAG1_24340 
0006: 114@ = 5 
0006: 32@ = 0 

:GARAG1_16705
00D6: if 
0039:   114@ == 5 
004D: jump_if_false @GARAG1_16749 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @GARAG1_16749 
0006: 114@ = 10 

:GARAG1_16749
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GARAG1_16773 
0006: 114@ = 10 
040D: unload_wav 1 

:GARAG1_16773
00D6: if 
0019:   33@ > 13500 
004D: jump_if_false @GARAG1_16799 
0006: 114@ = 10 

:GARAG1_16799
0002: jump @GARAG1_16026 

:GARAG1_16806
0701: end_scene_skip 
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @GARAG1_16959 
01B9: set_actor 96@ armed_weapon_to 0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_16944 
00D6: if 
80DB:   not actor 96@ in_car 34@ 
004D: jump_if_false @GARAG1_16944 
00D6: if 
0431:   car 34@ passenger_seat_free 1 
004D: jump_if_false @GARAG1_16901 
0430: put_actor 96@ into_car 34@ passenger_seat 1 
0002: jump @GARAG1_16930 

:GARAG1_16901
0432: 100@ = get_actor_handle_from_car 34@ passenger_seat 1 
009B: destroy_actor 100@ 
0430: put_actor 94@(134@,4i) into_car 34@ passenger_seat 1 

:GARAG1_16930
01B9: set_actor 96@ armed_weapon_to 0 
02A9: set_actor 96@ immune_to_nonplayer 0 

:GARAG1_16944
02AB: set_actor 96@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:GARAG1_16959
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @GARAG1_17035 
00AB: put_car 37@ at -2242.34 128.0 34.2 
02AC: set_car 37@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00AD: set_car 37@ max_speed_to 0.0 
0224: set_car 37@ health_to 400 
0519: set_car 37@ locked 1 

:GARAG1_17035
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GARAG1_17071 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GARAG1_17071
06D7: enable_train_traffic 1 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 348@ = 97 
0006: 114@ = 0 
0006: 349@ = 0 
00BE: text_clear_all 
01C4: remove_references_to_object 41@ // This object will now disappear when the player looks away 
0249: release_model #BOMB 
0249: release_model #SATCHEL 
04EF: release_animation "CRIB" 
01C3: remove_references_to_car 37@ 
04EF: release_animation "CAR_CHAT" 
0006: 134@ = 3 
0006: 103@ = 0 
0006: 107@ = 1 
0249: release_model #RCRAIDER 
0051: return 

:GARAG1_17180
018A: 122@(134@,5i) = create_checkpoint_at 69@ 70@ 71@ 
0247: load_model #HOTDOG 

:GARAG1_17203
00D6: if 
8248:   not model #HOTDOG available 
004D: jump_if_false @GARAG1_17230 
0001: wait 0 ms 
0002: jump @GARAG1_17203 

:GARAG1_17230
0050: gosub @GARAG1_18471 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_17257 
0051: return 

:GARAG1_17257
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
040D: unload_wav 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0006: 32@ = 0 
015F: set_camera_position -2040.63 180.9374 29.2617 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2039.8 180.3834 29.3231 switchstyle 2 
0395: clear_area 1 at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 1000.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_17481 
00AB: put_car 34@ at -2033.932 178.5836 27.6359 
0175: set_car 34@ Z_angle_to 86.5989 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_17447 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_17447
05D1: AS_actor $PLAYER_ACTOR drive_car 34@ to -2039.97 179.98 28.08 speed 20.0 2 model #CSPLAY 3 

:GARAG1_17481
03CF: load_wav 16503 as 1 

:GARAG1_17488
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GARAG1_17514 
0001: wait 0 ms 
0002: jump @GARAG1_17488 

:GARAG1_17514
00BC: show_text_highpriority GXT 'GAR1_PH' time 10000 flag 1  // ~z~OK, we here.
03D1: play_wav 1 

:GARAG1_17534
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GARAG1_17560 
0001: wait 0 ms 
0002: jump @GARAG1_17534 

:GARAG1_17560
03D5: remove_text 'GAR1_PH'  // ~z~OK, we here.
0006: 114@ = 0 

:GARAG1_17578
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @GARAG1_18065 
0001: wait 0 ms 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @GARAG1_17979 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @GARAG1_17979 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_17746 
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @GARAG1_17746 
04C4: store_coords_to 51@ 52@ 53@ from_actor 94@ with_offset 1.0 5.0 0.0 
0615: define_AS_pack_begin 130@ 
05CD: AS_actor -1 exit_car 34@ 
05D3: AS_actor -1 goto_point 51@ 52@ 53@ mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 130@ 
0618: assign_actor 94@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:GARAG1_17746
0001: wait 1000 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_17859 
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @GARAG1_17859 
04C4: store_coords_to 51@ 52@ 53@ from_actor 96@ with_offset -5.0 0.0 0.0 
0615: define_AS_pack_begin 130@ 
05CD: AS_actor -1 exit_car 34@ 
05D3: AS_actor -1 goto_point 51@ 52@ 53@ mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 130@ 
0618: assign_actor 96@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:GARAG1_17859
0001: wait 500 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_17972 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_17972 
04C4: store_coords_to 51@ 52@ 53@ from_actor 93@ with_offset 1.0 5.0 0.0 
0615: define_AS_pack_begin 130@ 
05CD: AS_actor -1 exit_car 34@ 
05D3: AS_actor -1 goto_point 51@ 52@ 53@ mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 130@ 
0618: assign_actor 93@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:GARAG1_17972
0006: 114@ = 1 

:GARAG1_17979
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @GARAG1_18038 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @GARAG1_18038 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 
0006: 114@ = 2 

:GARAG1_18038
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_18058 
0051: return 

:GARAG1_18058
0002: jump @GARAG1_17578 

:GARAG1_18065
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GARAG1_18101 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2028.0 177.0 28.2 

:GARAG1_18101
04EF: release_animation "SMOKING" 
04EF: release_animation "PARK" 
04EF: release_animation "CAR" 
04EF: release_animation "CRIB" 
04EF: release_animation "GANGS" 
04EF: release_animation "CAR_CHAT" 
0249: release_model #BOMB 
0249: release_model #SATCHEL 
0249: release_model #EMPEROR 
0249: release_model #HOTDOG 
0249: release_model #PONY 
0249: release_model #RCRAIDER 
0249: release_model #TOWTRUCK 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 

:GARAG1_18203
00D6: if 
016B:   fading 
004D: jump_if_false @GARAG1_18227 
0001: wait 0 ms 
0002: jump @GARAG1_18203 

:GARAG1_18227
00A1: put_actor $PLAYER_ACTOR at -2028.0 177.0 28.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 267.0 
009B: destroy_actor 93@ 
009B: destroy_actor 94@ 
009B: destroy_actor 95@ 
009B: destroy_actor 96@ 
009B: destroy_actor 97@ 
009B: destroy_actor 99@ 
00A6: destroy_car 35@ 
00A6: destroy_car 34@ 
02E4: load_cutscene_data 'GARAG1C' 
04BB: select_interior 1 

:GARAG1_18312
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @GARAG1_18336 
0001: wait 0 ms 
0002: jump @GARAG1_18312 

:GARAG1_18336
0001: wait 1500 ms 
02E7: start_cutscene 
016A: fade 1 time 1000 

:GARAG1_18350
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @GARAG1_18374 
0001: wait 0 ms 
0002: jump @GARAG1_18350 

:GARAG1_18374
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:GARAG1_18389
00D6: if 
016B:   fading 
004D: jump_if_false @GARAG1_18413 
0001: wait 0 ms 
0002: jump @GARAG1_18389 

:GARAG1_18413
04BB: select_interior 0 
016A: fade 1 time 1000 

:GARAG1_18424
00D6: if 
016B:   fading 
004D: jump_if_false @GARAG1_18448 
0001: wait 0 ms 
0002: jump @GARAG1_18424 

:GARAG1_18448
0006: 349@ = 0 
0006: 107@ = 0 
0006: 109@ = 1 
0051: return 

:GARAG1_18471
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_21950 

:GARAG1_18487
00D6: if 
8039:   not  119@ == 1 
004D: jump_if_false @GARAG1_21943 
0001: wait 0 ms 
0050: gosub @GARAG1_22044 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_18536 
0051: return 

:GARAG1_18536
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @GARAG1_18974 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 200.0 200.0 200.0 
004D: jump_if_false @GARAG1_18899 
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @GARAG1_18892 
009A: 94@(134@,4i) = create_actor_pedtype 4 model #SPECIAL03 at 72@(134@,5f) 77@(134@,5f) 82@(134@,5f) 
0568: set_actor 94@(134@,4i) untargetable 1 
0619: enable_actor 94@(134@,4i) collision_detection 0 
0173: set_actor 94@(134@,4i) Z_angle_to 228.0 
02AB: set_actor 94@(134@,4i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
09F6: set_actor 94@(134@,4i) unjackable_through_driver_seat 0 
077A: set_actor 94@(134@,4i) acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 94@(134@,4i) decision_maker_to 135@ 
0568: set_actor 94@(134@,4i) untargetable 1 
00A5: 36@ = create_car #TOWTRUCK at -1676.0 440.0 6.7 
020A: set_car 36@ door_status_to 2 
0918: set_car 36@ engine_operation 1 
0919: enable_car 36@ parking_lights 1 
0175: set_car 36@ Z_angle_to 313.0 
0224: set_car 36@ health_to 500 
0519: set_car 36@ locked 1 
0689: set_car 36@ remove_door 0 removed_door_visible 0 
0812: AS_actor 94@(134@,4i) perform_animation "FIXN_CAR_LOOP" IFP "CAR" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0006: 120@ = 1 

:GARAG1_18892
0002: jump @GARAG1_18974 

:GARAG1_18899
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @GARAG1_18974 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_18946 
009B: destroy_actor 94@(134@,4i) 

:GARAG1_18946
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @GARAG1_18967 
00A6: destroy_car 36@ 

:GARAG1_18967
0006: 120@ = 0 

:GARAG1_18974
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @GARAG1_19464 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 200.0 200.0 200.0 
004D: jump_if_false @GARAG1_19368 
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @GARAG1_19361 
00A5: 35@ = create_car #HOTDOG at -2238.888 541.5267 34.375 
020A: set_car 35@ door_status_to 2 
0918: set_car 35@ engine_operation 1 
0919: enable_car 35@ parking_lights 1 
0175: set_car 35@ Z_angle_to 0.0 
0519: set_car 35@ locked 1 
009A: 94@(134@,4i) = create_actor_pedtype 4 model #SPECIAL04 at 72@(134@,5f) 77@(134@,5f) 82@(134@,5f) 
0568: set_actor 94@(134@,4i) untargetable 1 
0173: set_actor 94@(134@,4i) Z_angle_to 270.0 
0107: 42@ = create_object #CIGAR at 72@(134@,5f) 77@(134@,5f) 82@(134@,5f) 
070A: AS_actor 94@(134@,4i) attach_to_object 42@ offset 0.04 0.1 0.05 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 
04D7: set_actor 94@(134@,4i) locked 1 
077A: set_actor 94@(134@,4i) acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 94@(134@,4i) decision_maker_to 135@ 
09F6: set_actor 94@(134@,4i) unjackable_through_driver_seat 0 
0605: actor 94@(134@,4i) perform_animation "M_SMKLEAN_LOOP" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 0 
0006: 120@ = 1 

:GARAG1_19361
0002: jump @GARAG1_19464 

:GARAG1_19368
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @GARAG1_19464 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_19415 
009B: destroy_actor 94@(134@,4i) 

:GARAG1_19415
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_19436 
00A6: destroy_car 35@ 

:GARAG1_19436
00D6: if 
03CA:   object 42@ exists 
004D: jump_if_false @GARAG1_19457 
0108: destroy_object 42@ 

:GARAG1_19457
0006: 120@ = 0 

:GARAG1_19464
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @GARAG1_19953 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 200.0 200.0 200.0 
004D: jump_if_false @GARAG1_19865 
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @GARAG1_19858 
0107: 41@ = create_object #PARKBENCH1 at -2244.55 133.91 34.4 
0177: set_object 41@ Z_angle_to 0.0 
0550: keep_object 41@ in_memory 1 
009A: 96@ = create_actor_pedtype 4 model #SPECIAL01 at -2244.7 133.91 33.82 
09F6: set_actor 96@ unjackable_through_driver_seat 0 
0568: set_actor 96@ untargetable 1 
0812: AS_actor 96@ perform_animation "CRIB_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0619: enable_actor 96@ collision_detection 0 
077A: set_actor 96@ acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 96@ decision_maker_to 135@ 
0173: set_actor 96@ Z_angle_to 280.0 
02A9: set_actor 96@ immune_to_nonplayer 1 
01B2: give_actor 96@ weapon 39 ammo 10 // Load the weapon model before using this 
0568: set_actor 96@ untargetable 1 
01B2: give_actor 96@ weapon 40 ammo 1 // Load the weapon model before using this 
077A: set_actor 96@ acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 96@ decision_maker_to 135@ 
01B9: set_actor 96@ armed_weapon_to 40 
00A5: 37@ = create_car #RCRAIDER at -2250.33 139.91 44.66 
02AC: set_car 37@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00AD: set_car 37@ max_speed_to 30.0 
0825: set_helicopter 37@ instant_rotor_start 
04A2: set_heli 37@ fly_to -2258.7 132.54 37.72 altitude_between 5.0 and 35.0 
0006: 120@ = 1 

:GARAG1_19858
0002: jump @GARAG1_19953 

:GARAG1_19865
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @GARAG1_19953 
00D6: if 
03CA:   object 41@ exists 
004D: jump_if_false @GARAG1_19904 
0108: destroy_object 41@ 

:GARAG1_19904
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @GARAG1_19925 
009B: destroy_actor 96@ 

:GARAG1_19925
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @GARAG1_19946 
00A6: destroy_car 37@ 

:GARAG1_19946
0006: 120@ = 0 

:GARAG1_19953
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @GARAG1_20131 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 69@ 70@ 71@ radius 300.0 300.0 300.0 
004D: jump_if_false @GARAG1_20085 
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @GARAG1_20078 
00A5: 35@ = create_car #HOTDOG at -2026.0 169.0 28.2 
020A: set_car 35@ door_status_to 2 
0175: set_car 35@ Z_angle_to 120.0 
0006: 120@ = 1 

:GARAG1_20078
0002: jump @GARAG1_20131 

:GARAG1_20085
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @GARAG1_20131 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_20124 
00A6: destroy_car 35@ 

:GARAG1_20124
0006: 120@ = 0 

:GARAG1_20131
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_21876 
00D6: if or
0039:   101@ == 1 
0039:   102@ == 1 
0039:   103@ == 1 
004D: jump_if_false @GARAG1_20515 
00D6: if 
01B0:   car 34@ sphere 1 in_sphere 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 4.0 4.0 4.0 stopped 
004D: jump_if_false @GARAG1_20515 
00D6: if 
01B0:   car 34@ sphere 0 in_sphere 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 2.5 2.5 2.5 stopped 
004D: jump_if_false @GARAG1_20506 
00D6: if 
0039:   118@ == 0 
004D: jump_if_false @GARAG1_20323 
03E5: show_text_box 'GAR1_23'  // Press ~k~~VEHICLE_HORN~ to sound car horn.
0006: 118@ = 1 

:GARAG1_20323
00D6: if 
0122:   player $PLAYER_CHAR pressing_horn 
004D: jump_if_false @GARAG1_20499 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @GARAG1_20499 
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_20385 
020A: set_car 34@ door_status_to 4 

:GARAG1_20385
0001: wait 500 ms 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
040D: unload_wav 1 
03E6: remove_text_box 
0001: wait 1000 ms 
01EB: set_traffic_density_multiplier_to 4.0 
03DE: set_pedestrians_density_multiplier_to 4.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_20469 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_20469 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_20469
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_20492 
020A: set_car 34@ door_status_to 1 

:GARAG1_20492
0006: 119@ = 1 

:GARAG1_20499
0002: jump @GARAG1_20515 

:GARAG1_20506
03E6: remove_text_box 
0006: 118@ = 0 

:GARAG1_20515
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @GARAG1_20612 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 45@ 46@ 47@ radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @GARAG1_20612 
0006: 119@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 

:GARAG1_20612
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @GARAG1_20709 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 48@ 49@ 50@ radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @GARAG1_20709 
0006: 119@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 

:GARAG1_20709
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @GARAG1_20903 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_20903 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @GARAG1_20903 
0174: 40@ = car 34@ Z_angle 
00D6: if 
01AF:   car 34@ sphere 1 in_sphere -2034.59 180.23 28.43 radius 4.0 4.0 4.0 
004D: jump_if_false @GARAG1_20903 
00D6: if and
0021:   40@ > 0.0 
0023:   180.0 > 40@ 
004D: jump_if_false @GARAG1_20903 
0360: open_garage 'HBGDSFS' 
0006: 113@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 
0006: 119@ = 1 

:GARAG1_20903
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @GARAG1_21053 
00D6: if 
0039:   115@ == 0 
004D: jump_if_false @GARAG1_21053 
00D6: if and
0029:   114@ >= 0 
002B:   7 >= 114@ 
004D: jump_if_false @GARAG1_20971 
0050: gosub @GARAG1_24109 

:GARAG1_20971
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'EASB'  // Easter Basin
004D: jump_if_false @GARAG1_21021 
00D6: if 
0039:   114@ == 8 
004D: jump_if_false @GARAG1_21021 
0050: gosub @GARAG1_24109 

:GARAG1_21021
00D6: if or
0039:   114@ == 9 
0039:   114@ == 10 
004D: jump_if_false @GARAG1_21053 
0050: gosub @GARAG1_24109 

:GARAG1_21053
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @GARAG1_21103 
00D6: if and
0029:   114@ >= 0 
002B:   6 >= 114@ 
004D: jump_if_false @GARAG1_21103 
0050: gosub @GARAG1_24109 

:GARAG1_21103
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @GARAG1_21153 
00D6: if and
0029:   114@ >= 0 
002B:   6 >= 114@ 
004D: jump_if_false @GARAG1_21153 
0050: gosub @GARAG1_24109 

:GARAG1_21153
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @GARAG1_21203 
00D6: if and
0029:   114@ >= 0 
002B:   9 >= 114@ 
004D: jump_if_false @GARAG1_21203 
0050: gosub @GARAG1_24109 

:GARAG1_21203
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @GARAG1_21253 
00D6: if and
0029:   114@ >= 0 
002B:   7 >= 114@ 
004D: jump_if_false @GARAG1_21253 
0050: gosub @GARAG1_24109 

:GARAG1_21253
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_21869 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_21869 
0164: disable_marker 122@(134@,5i) 
0164: disable_marker 128@ 
0164: disable_marker 129@ 
0186: 127@ = create_marker_above_car 34@ 
07E0: set_marker 127@ type_to 1 
040D: unload_wav 1 
03CF: load_wav 41402 as 1 

:GARAG1_21335
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GARAG1_21361 
0001: wait 0 ms 
0002: jump @GARAG1_21335 

:GARAG1_21361
00BC: show_text_highpriority GXT 'TRUX_AC' time 10000 flag 1  // ~z~C'mon, Carl, get the fuck in!
03D1: play_wav 1 

:GARAG1_21381
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GARAG1_21407 
0001: wait 0 ms 
0002: jump @GARAG1_21381 

:GARAG1_21407
03D5: remove_text 'TRUX_AC'  // ~z~C'mon, Carl, get the fuck in!
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_21680 

:GARAG1_21434
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_21680 
0001: wait 0 ms 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @GARAG1_21482 
0006: 112@ = 1 

:GARAG1_21482
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_21505 
0002: jump @GARAG1_21565 

:GARAG1_21505
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_21565
00D6: if 
0495:   car 34@ burning 
004D: jump_if_false @GARAG1_21646 
020B: explode_car 34@ 
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_21646
0050: gosub @GARAG1_22044 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_21673 
0051: return 

:GARAG1_21673
0002: jump @GARAG1_21434 

:GARAG1_21680
0006: 112@ = 0 
0164: disable_marker 127@ 
00D6: if or
0039:   101@ == 1 
0039:   102@ == 1 
0039:   103@ == 1 
004D: jump_if_false @GARAG1_21765 
018A: 122@(134@,5i) = create_checkpoint_at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) 
08FB: set_checkpoint 122@(134@,5i) type_to 1 

:GARAG1_21765
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @GARAG1_21799 
02A8: 128@ = create_marker 22 at 45@ 46@ 47@ 

:GARAG1_21799
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @GARAG1_21833 
02A8: 129@ = create_marker 30 at 48@ 49@ 50@ 

:GARAG1_21833
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @GARAG1_21869 
018A: 122@(134@,5i) = create_checkpoint_at 69@ 70@ 71@ 

:GARAG1_21869
0002: jump @GARAG1_21936 

:GARAG1_21876
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_21936
0002: jump @GARAG1_18487 

:GARAG1_21943
0002: jump @GARAG1_22003 

:GARAG1_21950
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_22003
0006: 119@ = 0 
0164: disable_marker 122@(134@,5i) 
0006: 118@ = 0 
0006: 120@ = 0 
0006: 114@ = 0 
03E6: remove_text_box 
0051: return 

:GARAG1_22044
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_22866 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 34@ radius 300.0 300.0 300.0 flag 0 
004D: jump_if_false @GARAG1_22161 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_18' time 5000 flag 1  // ~r~You abandoned the car!

:GARAG1_22161
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_22384 
00D6: if 
80DB:   not actor 93@ in_car 34@ 
004D: jump_if_false @GARAG1_22359 
00D6: if 
0039:   115@ == 0 
004D: jump_if_false @GARAG1_22233 
05CA: AS_actor 93@ enter_car 34@ passenger_seat 0 time -1 
0006: 115@ = 1 

:GARAG1_22233
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @GARAG1_22352 
00D6: if 
8105:   not actor 93@ near_actor $PLAYER_ACTOR radius 150.0 150.0 150.0 sphere 0 on_foot 
004D: jump_if_false @GARAG1_22352 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_19' time 5000 flag 1  // ~r~You abandoned The Truth!

:GARAG1_22352
0002: jump @GARAG1_22384 

:GARAG1_22359
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @GARAG1_22384 
0006: 115@ = 0 

:GARAG1_22384
00D6: if 
8039:   not  101@ == 1 
004D: jump_if_false @GARAG1_22625 
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @GARAG1_22625 
00D6: if 
80DB:   not actor 94@ in_car 34@ 
004D: jump_if_false @GARAG1_22600 
00D6: if 
0039:   117@ == 0 
004D: jump_if_false @GARAG1_22474 
05CA: AS_actor 94@ enter_car 34@ passenger_seat 2 time -1 
0006: 117@ = 1 

:GARAG1_22474
00D6: if 
0039:   117@ == 1 
004D: jump_if_false @GARAG1_22593 
00D6: if 
8105:   not actor 94@ near_actor $PLAYER_ACTOR radius 300.0 300.0 300.0 sphere 0 on_foot 
004D: jump_if_false @GARAG1_22593 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_20' time 5000 flag 1  // ~r~You abandoned Jethro!

:GARAG1_22593
0002: jump @GARAG1_22625 

:GARAG1_22600
00D6: if 
0039:   117@ == 1 
004D: jump_if_false @GARAG1_22625 
0006: 117@ = 0 

:GARAG1_22625
00D6: if 
8039:   not  102@ == 1 
004D: jump_if_false @GARAG1_22866 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @GARAG1_22866 
00D6: if 
80DB:   not actor 95@ in_car 34@ 
004D: jump_if_false @GARAG1_22841 
00D6: if 
0039:   116@ == 0 
004D: jump_if_false @GARAG1_22715 
05CA: AS_actor 95@ enter_car 34@ passenger_seat 0 time -1 
0006: 116@ = 1 

:GARAG1_22715
00D6: if 
8039:   not  116@ == 1 
004D: jump_if_false @GARAG1_22834 
00D6: if 
8105:   not actor 95@ near_actor $PLAYER_ACTOR radius 300.0 300.0 300.0 sphere 0 on_foot 
004D: jump_if_false @GARAG1_22834 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_21' time 5000 flag 1  // ~r~You abandoned Dwayne!

:GARAG1_22834
0002: jump @GARAG1_22866 

:GARAG1_22841
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @GARAG1_22866 
0006: 116@ = 0 

:GARAG1_22866
00D6: if 
0118:   actor 93@ dead 
004D: jump_if_false @GARAG1_22949 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_17' time 5000 flag 1  // ~r~Truth's dead!
0051: return 

:GARAG1_22949
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @GARAG1_23151 
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @GARAG1_23151 
00D6: if 
0119:   car 36@ wrecked 
004D: jump_if_false @GARAG1_23068 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_14' time 5000 flag 1  // ~r~Jethro's dead!
0051: return 

:GARAG1_23068
00D6: if 
0118:   actor 94@ dead 
004D: jump_if_false @GARAG1_23151 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_14' time 5000 flag 1  // ~r~Jethro's dead!
0051: return 

:GARAG1_23151
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @GARAG1_23436 
00D6: if 
0118:   actor 94@ dead 
004D: jump_if_false @GARAG1_23252 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_14' time 5000 flag 1  // ~r~Jethro's dead!
0051: return 

:GARAG1_23252
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @GARAG1_23436 
00D6: if 
0118:   actor 95@ dead 
004D: jump_if_false @GARAG1_23353 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_15' time 5000 flag 1  // ~r~Dwayne's dead!
0051: return 

:GARAG1_23353
00D6: if 
0119:   car 35@ wrecked 
004D: jump_if_false @GARAG1_23436 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_15' time 5000 flag 1  // ~r~Dwayne's dead!
0051: return 

:GARAG1_23436
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @GARAG1_23815 
00D6: if 
0118:   actor 94@ dead 
004D: jump_if_false @GARAG1_23537 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_14' time 5000 flag 1  // ~r~Jethro's dead!
0051: return 

:GARAG1_23537
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @GARAG1_23815 
00D6: if 
0118:   actor 96@ dead 
004D: jump_if_false @GARAG1_23638 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_16' time 5000 flag 1  // ~r~Zero's dead!
0051: return 

:GARAG1_23638
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @GARAG1_23815 
00D6: if 
051A:   actor 96@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @GARAG1_23728 
00D6: if 
80DF:   not actor 96@ driving 
004D: jump_if_false @GARAG1_23696 
0619: enable_actor 96@ collision_detection 1 

:GARAG1_23696
0223: set_actor 96@ health_to 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_16' time 5000 flag 1  // ~r~Zero's dead!
0051: return 

:GARAG1_23728
00D6: if 
03CA:   object 41@ exists 
004D: jump_if_false @GARAG1_23815 
00D6: if 
0366:   object 41@ damaged 
004D: jump_if_false @GARAG1_23815 
00D6: if 
80DF:   not actor 96@ driving 
004D: jump_if_false @GARAG1_23783 
0619: enable_actor 96@ collision_detection 1 

:GARAG1_23783
0223: set_actor 96@ health_to 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_16' time 5000 flag 1  // ~r~Zero's dead!
0051: return 

:GARAG1_23815
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @GARAG1_23999 
00D6: if 
0118:   actor 94@ dead 
004D: jump_if_false @GARAG1_23916 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_14' time 5000 flag 1  // ~r~Jethro's dead!
0051: return 

:GARAG1_23916
00D6: if 
0118:   actor 96@ dead 
004D: jump_if_false @GARAG1_23999 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_16' time 5000 flag 1  // ~r~Zero's dead!
0051: return 

:GARAG1_23999
00D6: if or
0039:   105@ == 1 
0039:   106@ == 1 
004D: jump_if_false @GARAG1_24107 
00D6: if 
0118:   actor 94@ dead 
004D: jump_if_false @GARAG1_24107 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_14' time 5000 flag 1  // ~r~Jethro's dead!
0051: return 

:GARAG1_24107
0051: return 

:GARAG1_24109
00D6: if 
0039:   349@ == 0 
004D: jump_if_false @GARAG1_24149 
040D: unload_wav 1 
03CF: load_wav 136@(348@,106i) as 1 
0006: 349@ = 1 

:GARAG1_24149
00D6: if 
0039:   349@ == 1 
004D: jump_if_false @GARAG1_24239 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @GARAG1_24239 
00D6: if 
8118:   not actor 242@(348@,106i) dead 
004D: jump_if_false @GARAG1_24214 
0967: actor 242@(348@,106i) move_mouth 10000 ms 

:GARAG1_24214
03D1: play_wav 1 
00BC: show_text_highpriority GXT $7014(348@,106s) time 10000 flag 1 
0006: 349@ = 2 

:GARAG1_24239
00D6: if 
0039:   349@ == 2 
004D: jump_if_false @GARAG1_24338 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GARAG1_24338 
00D6: if 
8118:   not actor 242@(348@,106i) dead 
004D: jump_if_false @GARAG1_24301 
0968: actor 242@(348@,106i) stop_mouth 

:GARAG1_24301
0006: 32@ = 0 
0006: 349@ = 0 
03D5: remove_text $7014(348@,106s) 
000A: 348@ += 1 
000A: 114@ += 1 

:GARAG1_24338
0051: return 

:GARAG1_24340
03CF: load_wav 136@(348@,106i) as 1 

:GARAG1_24351
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GARAG1_24377 
0001: wait 0 ms 
0002: jump @GARAG1_24351 

:GARAG1_24377
00BC: show_text_highpriority GXT $7014(348@,106s) time 10000 flag 1 
03D1: play_wav 1 

:GARAG1_24395
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GARAG1_24421 
0001: wait 0 ms 
0002: jump @GARAG1_24395 

:GARAG1_24421
03D5: remove_text $7014(348@,106s) 
000A: 348@ += 1 
000A: 114@ += 1 
0051: return 

:GARAG1_24446
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'GAR_1'  // Wear Flowers in your Hair
030C: progress_made = 1 
0629: change_integer_stat 321 to 1 
004F: create_thread @SCRASH  
0008: $GARAGE_TOTAL_PASSED_MISSIONS += 1 
0051: return 

:GARAG1_24512
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:GARAG1_24530
0925: restore_camera_to_user_defined 
08E7: disable_entrance_markers 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GARAG1_24559 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:GARAG1_24559
06D7: enable_train_traffic 1 
03E6: remove_text_box 
0006: 134@ = 0 

:GARAG1_24572
00D6: if 
001B:   5 > 134@ 
004D: jump_if_false @GARAG1_24613 
0164: disable_marker 122@(134@,5i) 
000A: 134@ += 1 
0002: jump @GARAG1_24572 

:GARAG1_24613
04EF: release_animation "PARK" 
04EF: release_animation "CAR" 
04EF: release_animation "CRIB" 
04EF: release_animation "GANGS" 
04EF: release_animation "CAR_CHAT" 
04EF: release_animation "SMOKING" 
0164: disable_marker 127@ 
0164: disable_marker 128@ 
0164: disable_marker 129@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_24707 
0224: set_car 34@ health_to 600 

:GARAG1_24707
01C3: remove_references_to_car 34@ 
01C3: remove_references_to_car 35@ 
01C3: remove_references_to_car 36@ 
01C3: remove_references_to_car 35@ 
00A6: destroy_car 37@ 
034F: destroy_actor_with_fade 93@ 
034F: destroy_actor_with_fade 94@ 
034F: destroy_actor_with_fade 95@ 
034F: destroy_actor_with_fade 96@ 
034F: destroy_actor_with_fade 97@ 
034F: destroy_actor_with_fade 99@ 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0108: destroy_object 41@ 
0249: release_model #BOMB 
0249: release_model #SATCHEL 
0249: release_model #EMPEROR 
0249: release_model #HOTDOG 
0249: release_model #PONY 
0249: release_model #RCRAIDER 
0249: release_model #TOWTRUCK 
0249: release_model #HOTDOG 
0249: release_model #CIGAR 
0108: destroy_object 42@ 
08F4: set_max_group_members 99 
01B7: release_weather 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D6: if 
03B0:   garage 'HBGDSFS' door_open 
004D: jump_if_false @GARAG1_24890 
0361: close_garage 'HBGDSFS' 

:GARAG1_24890
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 114@ = 0 
0006: 120@ = 0 
0006: 121@ = 0 
0006: 113@ = 0 
0006: 109@ = 0 
0006: 110@ = 0 
0006: 112@ = 0 
0006: 108@ = 0 
0006: 111@ = 0 
0004: $7013 = 0 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
0006: 118@ = 0 
064E: stop_particle 350@ 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 50---------------
// Originally: Deconstruction

:DECON
03A4: name_thread 'DECON' 
0050: gosub @DECON_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DECON_38 
0050: gosub @DECON_20868 

:DECON_38
0050: gosub @DECON_21143 
004E: end_thread 

:DECON_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0006: 66@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 

:DECON_133
0001: wait 0 ms 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @DECON_159 
0006: 36@ = 1 

:DECON_159
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @DECON_181 
0006: 37@ = 1 

:DECON_181
000A: 39@ += 1 
00D6: if 
0019:   39@ > 9 
004D: jump_if_false @DECON_213 
0006: 39@ = 0 

:DECON_213
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 65@ += 42@ // (int) 
005A: 66@ += 42@ // (int) 
005A: 172@ += 42@ // (int) 
005A: 173@ += 42@ // (int) 
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @DECON_299 
0002: jump @DECON_460 

:DECON_299
0050: gosub @DECON_562 
0871: init_jump_table 34@ total_jumps 6 default_jump 0 @DECON_453 jumps 0 @DECON_369 1 @DECON_383 2 @DECON_397 3 @DECON_411 4 @DECON_425 5 @DECON_439 -1 @DECON_453 

:DECON_369
0050: gosub @DECON_1610 
0002: jump @DECON_453 

:DECON_383
0050: gosub @DECON_2071 
0002: jump @DECON_453 

:DECON_397
0050: gosub @DECON_5645 
0002: jump @DECON_453 

:DECON_411
0050: gosub @DECON_6771 
0002: jump @DECON_453 

:DECON_425
0050: gosub @DECON_9690 
0002: jump @DECON_453 

:DECON_439
0050: gosub @DECON_12345 
0002: jump @DECON_453 

:DECON_453
0050: gosub @DECON_13612 

:DECON_460
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @DECON_560 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @DECON_544 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @DECON_528 
0002: jump @DECON_133 
0002: jump @DECON_537 

:DECON_528
0050: gosub @DECON_21008 
0051: return 

:DECON_537
0002: jump @DECON_553 

:DECON_544
0050: gosub @DECON_20868 
0051: return 

:DECON_553
0002: jump @DECON_562 

:DECON_560
0051: return 

:DECON_562
00D6: if 
0736:   is_keyboard_key_just_pressed 88 
004D: jump_if_false @DECON_653 
00D6: if 
0039:   67@ == 0 
004D: jump_if_false @DECON_627 
0006: 67@ = 1 
0662: printstring "LEVEL_DEBUG_ON" 
0002: jump @DECON_653 

:DECON_627
0006: 67@ = 0 
0662: printstring "LEVEL_DEBUG_OFF" 

:DECON_653
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @DECON_1608 
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @DECON_720 
000A: 68@ += 1 
00D6: if 
0019:   68@ > 4 
004D: jump_if_false @DECON_718 
0006: 68@ = 0 

:DECON_718
086A: NOP 

:DECON_720
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @DECON_939 
0006: 43@ = 0 

:DECON_745
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @DECON_813 
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_799 
071E: get_object $2671(43@,6i) health_to $7226(43@,8i) 

:DECON_799
000A: 43@ += 1 
0002: jump @DECON_745 

:DECON_813
065D: NOP $7226[0] "CABIN_0_HEALTH" 
065D: NOP $7226[1] "CABIN_1_HEALTH" 
065D: NOP $7226[2] "CABIN_2_HEALTH" 
065D: NOP $7226[3] "CABIN_3_HEALTH" 
065D: NOP $7226[4] "CABIN_4_HEALTH" 
065D: NOP $7226[5] "CABIN_5_HEALTH" 

:DECON_939
00D6: if 
0039:   68@ == 2 
004D: jump_if_false @DECON_1149 
008A: $7226[0] = 34@ // (int) 
008A: $7226[1] = 35@ // (int) 
008A: $7226[2] = 63@ // (int) 
008A: $7226[3] = 65@ // (int) 
008A: $7226[4] = 64@ // (int) 
008A: $7226[5] = 66@ // (int) 
008A: $7226[6] = 32@ // (int) 
008A: $7226[7] = 33@ // (int) 
065D: NOP $7226[0] "M_STAGE" 
065D: NOP $7226[1] "M_GOALS" 
065D: NOP $7226[2] "DIALOGUE_FLAG" 
065D: NOP $7226[3] "DIALOGUE_TIMER" 
065D: NOP $7226[4] "HELP_FLAG" 
065D: NOP $7226[5] "HELP_TIMER" 
065D: NOP $7226[6] "TIMERA" 
065D: NOP $7226[7] "TIMERB" 

:DECON_1149
00D6: if 
0039:   68@ == 3 
004D: jump_if_false @DECON_1447 
008A: $7226[0] = 159@ // (int) 
008A: $7226[1] = 153@ // (int) 
008A: $7226[2] = 160@ // (int) 
008A: $7226[3] = 154@ // (int) 
008A: $7226[4] = 161@ // (int) 
008A: $7226[5] = 155@ // (int) 
008A: $7226[6] = 162@ // (int) 
008A: $7226[7] = 156@ // (int) 
065D: NOP $7226[0] "CABIN_THIS_HEALTH[0]" 
065D: NOP $7226[1] "CABIN_LAST_HEALTH[0]" 
065D: NOP $7226[2] "CABIN_THIS_HEALTH[1]" 
065D: NOP $7226[3] "CABIN_LAST_HEALTH[1]" 
065D: NOP $7226[4] "CABIN_THIS_HEALTH[2]" 
065D: NOP $7226[5] "CABIN_LAST_HEALTH[2]" 
065D: NOP $7226[6] "CABIN_THIS_HEALTH[3]" 
065D: NOP $7226[7] "CABIN_LAST_HEALTH[3]" 

:DECON_1447
00D6: if 
0039:   68@ == 4 
004D: jump_if_false @DECON_1498 
0084: $7226[0] = $FLAG_PLAYER_IN_CRANE // (int) 
065D: NOP $7226[0] "PLAYER_IS_IN_CRANE" 

:DECON_1498
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @DECON_1520 
0006: 38@ = 1 

:DECON_1520
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @DECON_1608 
00D6: if 
0039:   69@ == 0 
004D: jump_if_false @DECON_1583 
0006: 69@ = 1 
0662: printstring "LEVEL_PAUSED" 
0002: jump @DECON_1608 

:DECON_1583
0006: 69@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:DECON_1608
0051: return 

:DECON_1610
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @DECON_1806 
00A5: 91@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 90@ = create_car #PONY at 0.0 0.0 0.0 
009A: 104@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: 185@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: 116@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
018A: 126@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 127@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 124@ = create_checkpoint_at 0.0 0.0 0.0 

:DECON_1806
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:DECON_1828
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_1852 
0001: wait 0 ms 
0002: jump @DECON_1828 

:DECON_1852
0006: 128@ = 0 
0006: 129@ = 0 
0006: 130@ = 0 
0006: 131@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 
0006: 143@ = 0 
0006: 144@ = 0 
0006: 145@ = 0 
0006: 146@ = 0 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 0 
0006: 151@ = 0 
0006: 152@ = 0 
0006: 134@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 165@ = 0 
0006: 166@ = 0 
0006: 167@ = 0 
0006: 168@ = 0 
0006: 169@ = 0 
0050: gosub @DECON_20810 
0051: return 

:DECON_2071
03E6: remove_text_box 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DECON_2255 
054C: use_GXT_table 'GARAGE2' 
02E4: load_cutscene_data 'GARAG3A' 

:DECON_2113
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DECON_2137 
0001: wait 0 ms 
0002: jump @DECON_2113 

:DECON_2137
04BB: select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_rendering_origin_at -2031.0 149.0 29.0 
02E7: start_cutscene 
016A: fade 1 time 1000 

:DECON_2174
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DECON_2198 
0001: wait 0 ms 
0002: jump @DECON_2174 

:DECON_2198
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:DECON_2213
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_2237 
0001: wait 0 ms 
0002: jump @DECON_2213 

:DECON_2237
0860: link_actor $PLAYER_ACTOR to_interior 0 
04BB: select_interior 0 
000A: 35@ += 1 

:DECON_2255
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DECON_4356 
0247: load_model #PORTALOO 
0247: load_model #PORTAKABIN 
0247: load_model #BARREL4 
0247: load_model #DOZER 
0247: load_model #CEMENT 
0247: load_model #DUMPER 
0247: load_model #BOBCAT 
0247: load_model #WMYCON 
0247: load_model #SHOVEL 
0247: load_model #COLT45 
0247: load_model #BMYAP 
038B: load_requested_models 

:DECON_2327
00D6: if or
8248:   not model #PORTALOO available 
8248:   not model #PORTAKABIN available 
8248:   not model #BARREL4 available 
8248:   not model #DOZER available 
8248:   not model #CEMENT available 
8248:   not model #BMYAP available 
004D: jump_if_false @DECON_2377 
0001: wait 0 ms 
0002: jump @DECON_2327 

:DECON_2377
00D6: if or
8248:   not model #DUMPER available 
8248:   not model #BOBCAT available 
8248:   not model #WMYCON available 
8248:   not model #SHOVEL available 
8248:   not model #COLT45 available 
004D: jump_if_false @DECON_2423 
0001: wait 0 ms 
0002: jump @DECON_2377 

:DECON_2423
03B6: replace_model_at -2049.171 250.3193 34.477 radius 20.0 from #HUBHOLE1_SFSE to #HUBHOLE2_SFSE 
0006: 43@ = 0 

:DECON_2458
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @DECON_2603 
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_2505 
0108: destroy_object $2671(43@,6i) 

:DECON_2505
0107: $2671(43@,6i) = create_object #PORTAKABIN at $2677(43@,6f) $2683(43@,6f) $2689(43@,6f) 
0177: set_object $2671(43@,6i) Z_angle_to $2695(43@,6f) 
0392: make_object $2671(43@,6i) moveable 0 
01C7: remove_object_from_mission_cleanup_list $2671(43@,6i) 
0188: 118@(43@,6i) = create_marker_above_object $2671(43@,6i) 
000A: 43@ += 1 
0002: jump @DECON_2458 

:DECON_2603
029B: 70@ = init_object #PORTALOO at -2087.861 178.2922 35.3947 
0177: set_object 70@ Z_angle_to 3.3302 
029B: 71@ = init_object #PORTALOO at -2114.903 156.9329 35.4667 
0177: set_object 71@ Z_angle_to 271.6719 
029B: 72@ = init_object #PORTALOO at -2116.425 157.4618 35.7225 
0177: set_object 72@ Z_angle_to 269.1095 
029B: 73@ = init_object #PORTALOO at -2054.474 222.6438 35.8767 
0177: set_object 73@ Z_angle_to 0.0 
0550: keep_object 73@ in_memory 1 
029B: 74@ = init_object #PORTALOO at -2069.262 285.8519 35.8543 
0177: set_object 74@ Z_angle_to 51.0305 
029B: 75@ = init_object #PORTALOO at -2134.873 293.1065 35.4117 
0177: set_object 75@ Z_angle_to 175.9489 
029B: 76@ = init_object #BARREL4 at -2109.397 157.8976 34.4311 
029B: 77@ = init_object #BARREL4 at -2108.493 157.8779 34.4523 
029B: 78@ = init_object #BARREL4 at -2091.683 172.1051 34.443 
029B: 79@ = init_object #BARREL4 at -2128.95 303.401 33.888 
029B: 80@ = init_object #BARREL4 at -2129.923 303.447 33.8842 
0006: 43@ = 0 

:DECON_2930
00D6: if 
001B:   5 > 43@ 
004D: jump_if_false @DECON_2973 
035D: set_object 76@(43@,5i) targetable 1 
000A: 43@ += 1 
0002: jump @DECON_2930 

:DECON_2973
00D6: if 
03CA:   object $2724 exists 
004D: jump_if_false @DECON_2999 
0797: set_crane_magnet $2724 magnet_lane_length_to 0.3 // float 

:DECON_2999
00D6: if 
03CA:   object $2723 exists 
004D: jump_if_false @DECON_3120 
0177: set_object $2723 Z_angle_to 78.0 
00D6: if 
03CA:   object $2726 exists 
004D: jump_if_false @DECON_3051 
0177: set_object $2726 Z_angle_to 78.0 

:DECON_3051
00D6: if 
03CA:   object $2724 exists 
004D: jump_if_false @DECON_3120 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2723 with_offset 0.0 15.0 3.453 
0815: put_object $2724 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
0177: set_object $2724 Z_angle_to 78.0 

:DECON_3120
00A5: 83@ = create_car #DOZER at -2098.726 278.5271 34.8743 
0175: set_car 83@ Z_angle_to 15.4537 
0224: set_car 83@ health_to 5000 
053F: set_car 83@ tires_vulnerability 0 
00A5: 84@ = create_car #DOZER at -2088.802 188.5362 34.0469 
0175: set_car 84@ Z_angle_to 182.8425 
0224: set_car 84@ health_to 5000 
053F: set_car 84@ tires_vulnerability 0 
07C0: load_path 551 

:DECON_3221
00D6: if 
87C1:   not path 551 available 
004D: jump_if_false @DECON_3248 
0001: wait 0 ms 
0002: jump @DECON_3221 

:DECON_3248
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @DECON_3272 
085E: assign_car 83@ to_looped_path 551 

:DECON_3272
00A5: 85@ = create_car #CEMENT at -2112.603 193.7894 33.6684 
0175: set_car 85@ Z_angle_to 276.2221 
00A5: 86@ = create_car #BOBCAT at -2102.461 160.2542 34.8444 
0175: set_car 86@ Z_angle_to 66.4396 
00A5: 87@ = create_car #BOBCAT at -2121.669 302.741 34.459 
0175: set_car 87@ Z_angle_to 160.6221 
0085: 91@ = 83@ // (int) 
0085: 92@ = 84@ // (int) 
0085: 93@ = 85@ // (int) 
0085: 95@ = 86@ // (int) 
0085: 96@ = 87@ // (int) 
0006: 43@ = 0 

:DECON_3418
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @DECON_3481 
00D6: if 
8119:   not car 91@(43@,7i) wrecked 
004D: jump_if_false @DECON_3467 
04E0: car 91@(43@,7i) abandon_path_radius 50 

:DECON_3467
000A: 43@ += 1 
0002: jump @DECON_3418 

:DECON_3481
060A: create_decision_maker_type 2 store_to 174@ // decision\allowed\m_.ped files 
009A: 98@ = create_actor_pedtype 24 model #WMYCON at -2098.758 168.5889 34.0869 
009A: 99@ = create_actor_pedtype 24 model #WMYCON at -2099.974 169.3999 34.0947 
009A: 100@ = create_actor_pedtype 24 model #WMYCON at -2090.955 265.4674 34.6686 
009A: 101@ = create_actor_pedtype 24 model #WMYCON at -2089.761 264.5739 34.6557 
009A: 102@ = create_actor_pedtype 24 model #WMYCON at -2085.753 269.4974 34.5456 
009A: 103@ = create_actor_pedtype 24 model #WMYCON at -2125.748 303.8916 33.5532 
0173: set_actor 98@ Z_angle_to 47.9799 
0173: set_actor 99@ Z_angle_to 229.2811 
0173: set_actor 100@ Z_angle_to 229.2811 
0173: set_actor 101@ Z_angle_to 51.1609 
0173: set_actor 102@ Z_angle_to 177.1601 
0173: set_actor 103@ Z_angle_to 177.1601 
01B2: give_actor 102@ weapon 6 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 103@ weapon 6 ammo 9999 // Load the weapon model before using this 
0006: 43@ = 0 

:DECON_3719
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @DECON_3801 
060B: set_actor 98@(43@,6i) decision_maker_to 174@ 
02A9: set_actor 98@(43@,6i) immune_to_nonplayer 1 
0223: set_actor 98@(43@,6i) health_to 50 
0085: 104@(43@,10i) = 98@(43@,6i) // (int) 
000A: 43@ += 1 
0002: jump @DECON_3719 

:DECON_3801
0677: AS_actor 98@ chat_with_actor 99@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 99@ chat_with_actor 98@ lead_speaker_flag 0 unknown_flag 1 
0677: AS_actor 100@ chat_with_actor 101@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 101@ chat_with_actor 100@ lead_speaker_flag 0 unknown_flag 1 
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @DECON_3907 
0129: 115@ = create_actor_pedtype 24 model #WMYCON in_car 83@ driverseat 
060B: set_actor 115@ decision_maker_to 174@ 
02A9: set_actor 115@ immune_to_nonplayer 1 
0223: set_actor 115@ health_to 50 
0085: 110@ = 115@ // (int) 

:DECON_3907
009A: 117@ = create_actor_pedtype 24 model #BMYAP at -2089.709 266.1128 34.6455 
0173: set_actor 117@ Z_angle_to 170.2217 
0223: set_actor 117@ health_to 40 
060A: create_decision_maker_type 0 store_to 175@ // decision\allowed\m_.ped files 
060B: set_actor 117@ decision_maker_to 175@ 
0085: 111@ = 117@ // (int) 
0395: clear_area 1 at -2036.18 179.2597 27.8359 radius 5.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0110: clear_player $PLAYER_CHAR wanted_level 
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position -2010.461 171.3564 41.8495 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2011.302 171.8702 41.6786 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at -2030.987 148.5787 27.8359 
0173: set_actor $PLAYER_ACTOR Z_angle_to 359.4339 
0007: 50@ = -2011.302 
000B: 50@ += 2010.461 
0007: 51@ = 171.8702 
000F: 51@ -= 171.3564 
0007: 52@ = 41.6786 
000F: 52@ -= 41.8495 
0013: 50@ *= 10.0 
0013: 51@ *= 10.0 
0013: 52@ *= 10.0 
0005: $TEMPVAR_FLOAT_1 = -2010.461 
005F: $TEMPVAR_FLOAT_1 += 50@ // (float) 
0005: $TEMPVAR_FLOAT_2 = 171.3564 
005F: $TEMPVAR_FLOAT_2 += 51@ // (float) 
0005: $TEMPVAR_FLOAT_3 = 41.8495 
005F: $TEMPVAR_FLOAT_3 += 52@ // (float) 
0604: get_Z_angle_for_point 50@ 51@ store_to $TEMPVAR_ANGLE 
0A0B: set_rendering_origin_at_3D_coord $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 angle $TEMPVAR_ANGLE 
038B: load_requested_models 
016A: fade 1 time 1000 

:DECON_4302
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_4326 
0001: wait 0 ms 
0002: jump @DECON_4302 

:DECON_4326
00BC: show_text_highpriority GXT 'GAR2_01' time 5000 flag 1  // ~s~Scare off the construction firm.
0006: 32@ = 0 
000A: 35@ += 1 

:DECON_4356
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @DECON_4843 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @DECON_4843 
015F: set_camera_position -2076.394 263.7876 35.7185 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2077.287 264.2365 35.6941 switchstyle 2 
0007: 50@ = -2077.287 
000B: 50@ += 2076.394 
0007: 51@ = 264.2365 
000F: 51@ -= 263.7876 
0007: 52@ = 35.6941 
000F: 52@ -= 35.7185 
0013: 50@ *= 10.0 
0013: 51@ *= 10.0 
0013: 52@ *= 10.0 
0005: $TEMPVAR_FLOAT_1 = -2076.394 
005F: $TEMPVAR_FLOAT_1 += 50@ // (float) 
0005: $TEMPVAR_FLOAT_2 = 263.7876 
005F: $TEMPVAR_FLOAT_2 += 51@ // (float) 
0005: $TEMPVAR_FLOAT_3 = 35.7185 
005F: $TEMPVAR_FLOAT_3 += 52@ // (float) 
0604: get_Z_angle_for_point 50@ 51@ store_to $TEMPVAR_ANGLE 
0A0B: set_rendering_origin_at_3D_coord $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 angle $TEMPVAR_ANGLE 
038B: load_requested_models 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @DECON_4721 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -2099.162 171.1465 34.0869 mode 4 time 60000 ms // versionA 
05C8: AS_actor -1 look_around 
05D3: AS_actor -1 goto_point -2090.801 263.5923 34.7131 mode 4 time 60000 ms // versionA 
05C8: AS_actor -1 look_around 
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 102@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:DECON_4721
00D6: if 
8118:   not actor 117@ dead 
004D: jump_if_false @DECON_4813 
0615: define_AS_pack_begin 49@ 
05C8: AS_actor -1 look_around 
05C9: AS_actor -1 on_guard 5000 ms 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 117@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:DECON_4813
00BC: show_text_highpriority GXT 'GAR2_02' time 5000 flag 1  // ~s~Destroy all the ~g~portables~s~ and kill the foreman.
0006: 32@ = 0 
000A: 35@ += 1 

:DECON_4843
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @DECON_5240 
00D6: if 
0019:   32@ > 5500 
004D: jump_if_false @DECON_5240 
016A: fade 0 time 150 

:DECON_4887
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_4911 
0001: wait 0 ms 
0002: jump @DECON_4887 

:DECON_4911
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @DECON_4957 
00A1: put_actor 102@ at -2098.833 191.043 34.2113 
0173: set_actor 102@ Z_angle_to 150.0 

:DECON_4957
015F: set_camera_position -2084.993 195.2235 39.2186 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2085.466 194.3752 38.9801 switchstyle 2 
0007: 50@ = -2085.466 
000B: 50@ += 2084.993 
0007: 51@ = 194.3752 
000F: 51@ -= 195.2235 
0007: 52@ = 38.9801 
000F: 52@ -= 39.2186 
0013: 50@ *= 10.0 
0013: 51@ *= 10.0 
0013: 52@ *= 10.0 
0005: $TEMPVAR_FLOAT_1 = -2084.993 
005F: $TEMPVAR_FLOAT_1 += 50@ // (float) 
0005: $TEMPVAR_FLOAT_2 = 195.2235 
005F: $TEMPVAR_FLOAT_2 += 51@ // (float) 
0005: $TEMPVAR_FLOAT_3 = 39.2186 
005F: $TEMPVAR_FLOAT_3 += 52@ // (float) 
0604: get_Z_angle_for_point 50@ 51@ store_to $TEMPVAR_ANGLE 
0A0B: set_rendering_origin_at_3D_coord $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 angle $TEMPVAR_ANGLE 
038B: load_requested_models 
016A: fade 1 time 150 

:DECON_5186
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_5210 
0001: wait 0 ms 
0002: jump @DECON_5186 

:DECON_5210
00BB: show_text_lowpriority GXT 'GAR2_05' time 5000 flag 1  // ~s~Construction machinery will help destroy ~g~portables~s~.
000A: 35@ += 1 
0006: 32@ = 0 

:DECON_5240
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @DECON_5284 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @DECON_5284 
0006: 35@ = 99 

:DECON_5284
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @DECON_5326 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DECON_5326 
0006: 35@ = 99 

:DECON_5326
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @DECON_5643 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @DECON_5475 
00A1: put_actor 102@ at -2092.252 252.5526 34.4575 
0687: clear_actor 102@ task 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -2099.162 171.1465 34.0869 mode 4 time 60000 ms // versionA 
05C8: AS_actor -1 look_around 
05D3: AS_actor -1 goto_point -2090.801 263.5923 34.7131 mode 4 time 60000 ms // versionA 
05C8: AS_actor -1 look_around 
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 102@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:DECON_5475
00D6: if 
8118:   not actor 117@ dead 
004D: jump_if_false @DECON_5567 
0615: define_AS_pack_begin 49@ 
05C8: AS_actor -1 look_around 
05C9: AS_actor -1 on_guard 5000 ms 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 117@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:DECON_5567
00D6: if 
03CA:   object $2671[3] exists 
004D: jump_if_false @DECON_5613 
01BC: put_object $2671[3] at -2077.04 280.395 35.817 
0177: set_object $2671[3] Z_angle_to 0.0 

:DECON_5613
00BE: text_clear_all 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 0 
0050: gosub @DECON_20810 

:DECON_5643
0051: return 

:DECON_5645
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DECON_5720 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2053.226 139.1389 cornerB -2135.449 309.5472 
004D: jump_if_false @DECON_5713 
03C7: set_sensitivity_to_crime 0.0 
0002: jump @DECON_5720 

:DECON_5713
03C7: set_sensitivity_to_crime 1.0 

:DECON_5720
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DECON_5843 
00D6: if 
0019:   32@ > 0 
004D: jump_if_false @DECON_5843 
00BC: show_text_highpriority GXT 'GAR2_19' time 10000 flag 1  // ~s~Destroy all the ~g~portables~s~. You will need a bulldozer.
000A: 35@ += 1 
0006: 33@ = 30000 
0006: 63@ = 0 
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 12601 as 3 

:DECON_5817
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @DECON_5843 
0001: wait 0 ms 
0002: jump @DECON_5817 

:DECON_5843
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DECON_6161 
00D6: if 
0019:   33@ > 30000 
004D: jump_if_false @DECON_6129 
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_6129 
00D6: if 
0179:   actor $PLAYER_ACTOR colliding_with_object 73@ 
004D: jump_if_false @DECON_6129 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @DECON_6129 
0871: init_jump_table 63@ total_jumps 2 default_jump 0 @DECON_6090 jumps 0 @DECON_5996 1 @DECON_6043 -1 @DECON_6090 -1 @DECON_6090 -1 @DECON_6090 -1 @DECON_6090 -1 @DECON_6090 

:DECON_5996
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AK' // s$  // ~z~Shouldn't have had that goddam curry!
04AE: $ACTOR_SPEECH_WAV_FILE = 16609 // = constant 
004F: create_thread @AUDIOL -1 0 0 1 0  
0002: jump @DECON_6090 

:DECON_6043
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AF' // s$  // ~z~Oh God the stench!
04AE: $ACTOR_SPEECH_WAV_FILE = 16605 // = constant 
004F: create_thread @AUDIOL -1 0 0 1 0  
0002: jump @DECON_6090 

:DECON_6090
000A: 63@ += 1 
00D6: if 
0019:   63@ > 1 
004D: jump_if_false @DECON_6122 
0006: 63@ = 0 

:DECON_6122
0006: 33@ = 0 

:DECON_6129
00D6: if 
0039:   140@ == 6 
004D: jump_if_false @DECON_6161 
0006: 32@ = 0 
000A: 35@ += 1 

:DECON_6161
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @DECON_6205 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @DECON_6205 
0006: 35@ = 99 

:DECON_6205
00D6: if and
0039:   141@ == 1 
002A:   0 >= $7234 
001B:   6 > 140@ 
004D: jump_if_false @DECON_6325 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 1 
004D: jump_if_false @DECON_6262 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:DECON_6262
085A: spawn_emergency_vehicle_model #COPCARSF on_street_nearest_to -2039.255 232.481 33.9528 
085A: spawn_emergency_vehicle_model #COPCARSF on_street_nearest_to -2038.185 254.2709 34.0893 
0006: 37@ = 1 
00BC: show_text_highpriority GXT 'GAR2_40' time 5000 flag 1  // ~r~You took too long. The cops are on to you!

:DECON_6325
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @DECON_6359 
040D: unload_wav 3 
014F: stop_timer $7234 
0050: gosub @DECON_20810 

:DECON_6359
0006: 43@ = 0 

:DECON_6366
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @DECON_6664 
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_6650 
00D6: if 
0366:   object $2671(43@,6i) damaged 
004D: jump_if_false @DECON_6650 
00D6: if 
0039:   128@(43@,6i) == 0 
004D: jump_if_false @DECON_6650 
0164: disable_marker 118@(43@,6i) 
000A: 140@ += 1 
0006: 128@(43@,6i) = 1 
00D6: if 
0039:   140@ == 1 
004D: jump_if_false @DECON_6507 
00BC: show_text_highpriority GXT 'GAR2_29' time 7000 flag 1  // ~s~There are 5 ~g~portables~s~ left to destroy.

:DECON_6507
00D6: if 
0039:   140@ == 2 
004D: jump_if_false @DECON_6541 
00BC: show_text_highpriority GXT 'GAR2_30' time 7000 flag 1  // ~s~There are 4 ~g~portables~s~ left to destroy.

:DECON_6541
00D6: if 
0039:   140@ == 3 
004D: jump_if_false @DECON_6575 
00BC: show_text_highpriority GXT 'GAR2_31' time 7000 flag 1  // ~s~There are 3 ~g~portables~s~ left to destroy.

:DECON_6575
00D6: if 
0039:   140@ == 4 
004D: jump_if_false @DECON_6609 
00BC: show_text_highpriority GXT 'GAR2_32' time 7000 flag 1  // ~s~There are 2 ~g~portables~s~ left to destroy.

:DECON_6609
00D6: if 
0039:   140@ == 5 
004D: jump_if_false @DECON_6643 
00BC: show_text_highpriority GXT 'GAR2_33' time 7000 flag 1  // ~s~There is 1 ~g~portable~s~ left to destroy.

:DECON_6643
0006: 32@ = 0 

:DECON_6650
000A: 43@ += 1 
0002: jump @DECON_6366 

:DECON_6664
00D6: if 
0736:   is_keyboard_key_just_pressed 97 
004D: jump_if_false @DECON_6769 
0006: 43@ = 0 

:DECON_6686
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @DECON_6769 
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_6755 
00D6: if 
8366:   not object $2671(43@,6i) damaged 
004D: jump_if_false @DECON_6755 
0723: break_object $2671(43@,6i) intensity 0 

:DECON_6755
000A: 43@ += 1 
0002: jump @DECON_6686 

:DECON_6769
0051: return 

:DECON_6771
03E6: remove_text_box 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DECON_8059 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 500 

:DECON_6815
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_6839 
0001: wait 0 ms 
0002: jump @DECON_6815 

:DECON_6839
02A3: enable_widescreen 1 
077E: get_active_interior_to 62@ 
04BB: select_interior 0 
00D6: if 
8038:   not  $FLAG_PLAYER_IN_CRANE == 1 
004D: jump_if_false @DECON_6955 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2066.839 209.6444 28.403 cornerB -2040.101 262.7024 34.9146 
004D: jump_if_false @DECON_6948 
00A1: put_actor $PLAYER_ACTOR at -2090.044 209.4996 33.9509 
0173: set_actor $PLAYER_ACTOR Z_angle_to 250.813 

:DECON_6948
0002: jump @DECON_6962 

:DECON_6955
0004: $10494 = 1 

:DECON_6962
03CF: load_wav 12605 as 3 

:DECON_6969
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @DECON_6995 
0001: wait 0 ms 
0002: jump @DECON_6969 

:DECON_6995
0395: clear_area 1 at -2054.474 222.6438 35.8767 radius 3.0 
0006: 43@ = 0 

:DECON_7026
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @DECON_7175 
00D6: if 
056D:   actor 104@(43@,10i) defined 
004D: jump_if_false @DECON_7161 
00D6: if 
8118:   not actor 104@(43@,10i) dead 
004D: jump_if_false @DECON_7152 
00D6: if 
00FE:   actor 104@(43@,10i) sphere 0 in_sphere -2054.474 222.6438 35.8767 radius 5.0 5.0 3.0 
004D: jump_if_false @DECON_7145 
009B: destroy_actor 104@(43@,10i) 

:DECON_7145
0002: jump @DECON_7161 

:DECON_7152
009B: destroy_actor 104@(43@,10i) 

:DECON_7161
000A: 43@ += 1 
0002: jump @DECON_7026 

:DECON_7175
0006: 43@ = 0 

:DECON_7182
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @DECON_7336 
00D6: if 
056E:   car 91@(43@,7i) defined 
004D: jump_if_false @DECON_7322 
00D6: if 
8119:   not car 91@(43@,7i) wrecked 
004D: jump_if_false @DECON_7313 
00D6: if 
01AF:   car 91@(43@,7i) sphere 91@(43@,7i) in_sphere -2054.474 222.6438 35.8767 radius 6.0 6.0 3.0 
004D: jump_if_false @DECON_7306 
00A6: destroy_car 91@(43@,7i) 

:DECON_7306
0002: jump @DECON_7322 

:DECON_7313
00A6: destroy_car 91@(43@,7i) 

:DECON_7322
000A: 43@ += 1 
0002: jump @DECON_7182 

:DECON_7336
0006: 43@ = 0 

:DECON_7343
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @DECON_7461 
00D6: if 
03CA:   object 70@(43@,6i) exists 
004D: jump_if_false @DECON_7447 
00D6: if 
04E6:   object 70@(43@,6i) near_point -2054.474 222.6438 35.8767 radius 3.0 3.0 3.0 flag 70@(43@,6i) 
004D: jump_if_false @DECON_7447 
0108: destroy_object 70@(43@,6i) 

:DECON_7447
000A: 43@ += 1 
0002: jump @DECON_7343 

:DECON_7461
0006: 43@ = 0 

:DECON_7468
00D6: if 
001B:   5 > 43@ 
004D: jump_if_false @DECON_7586 
00D6: if 
03CA:   object 76@(43@,5i) exists 
004D: jump_if_false @DECON_7572 
00D6: if 
04E6:   object 76@(43@,5i) near_point -2054.474 222.6438 35.8767 radius 3.0 3.0 3.0 flag 76@(43@,5i) 
004D: jump_if_false @DECON_7572 
0108: destroy_object 76@(43@,5i) 

:DECON_7572
000A: 43@ += 1 
0002: jump @DECON_7468 

:DECON_7586
00D6: if 
03CA:   object $2724 exists 
004D: jump_if_false @DECON_7612 
0797: set_crane_magnet $2724 magnet_lane_length_to 0.5 // float 

:DECON_7612
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_7633 
0108: destroy_object 73@ 

:DECON_7633
029B: 73@ = init_object #PORTALOO at -2054.474 222.6438 35.8767 
0177: set_object 73@ Z_angle_to 0.0 
0382: set_object 73@ collision_detection 0 
015F: set_camera_position -2058.05 218.8743 35.7489 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2057.423 219.653 35.7245 switchstyle 2 
00D6: if 
03CA:   object $2671[2] exists 
004D: jump_if_false @DECON_7745 
0108: destroy_object $2671[2] 

:DECON_7745
0107: $2671[2] = create_object #PORTAKABIN at $2677[2] $2683[2] $2689[2] 
0177: set_object $2671[2] Z_angle_to $2695[2] 
0392: make_object $2671[2] moveable 0 
01C7: remove_object_from_mission_cleanup_list $2671[2] 
009A: 114@ = create_actor_pedtype 4 model #BMYAP at -2054.474 222.6438 34.8767 
0173: set_actor 114@ Z_angle_to 90.0 
00A5: 89@ = create_car #CEMENT at -2037.176 269.7917 34.9191 
0175: set_car 89@ Z_angle_to 179.5245 
0085: 97@ = 89@ // (int) 
0006: 43@ = 0 

:DECON_7863
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @DECON_8021 
00D6: if 
056D:   actor 104@(43@,10i) defined 
004D: jump_if_false @DECON_8007 
00D6: if 
8118:   not actor 104@(43@,10i) dead 
004D: jump_if_false @DECON_8007 
00D6: if 
80DF:   not actor 104@(43@,10i) driving 
004D: jump_if_false @DECON_7981 
04D7: set_actor 104@(43@,10i) locked 1 
0619: enable_actor 104@(43@,10i) collision_detection 0 
0337: set_actor 104@(43@,10i) visibility 0 
0002: jump @DECON_8007 

:DECON_7981
03C0: $TEMPVAR_ACTOR_CAR = actor 104@(43@,10i) car 
0519: set_car $TEMPVAR_ACTOR_CAR locked 1 
0338: set_car $TEMPVAR_ACTOR_CAR visibility 0 

:DECON_8007
000A: 43@ += 1 
0002: jump @DECON_7863 

:DECON_8021
016A: fade 1 time 500 

:DECON_8028
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_8052 
0001: wait 0 ms 
0002: jump @DECON_8028 

:DECON_8052
000A: 35@ += 1 

:DECON_8059
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @DECON_8101 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DECON_8101 
0006: 35@ = 99 

:DECON_8101
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DECON_8160 
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_8146 
097C: attach_wav 3 to_object 73@ 
03D1: play_wav 3 

:DECON_8146
0006: 32@ = 0 
000A: 35@ += 1 

:DECON_8160
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @DECON_8227 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @DECON_8227 
00D6: if 
03CA:   object $2671[2] exists 
004D: jump_if_false @DECON_8227 
0723: break_object $2671[2] intensity 0 
000A: 35@ += 1 

:DECON_8227
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @DECON_8458 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @DECON_8458 
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @DECON_8458 
015F: set_camera_position -2051.721 225.4406 36.5865 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2052.561 224.9327 36.3922 switchstyle 2 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -2057.137 223.541 34.582 mode 4 time 5000 ms // versionA 
00D6: if 
03CA:   object $2671[2] exists 
004D: jump_if_false @DECON_8385 
0655: AS_actor -1 look_at_object $2671[2] 100 ms 

:DECON_8385
0616: define_AS_pack_end 49@ 
0618: assign_actor 114@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AA' // s$  // ~z~What's all that damned clatter?
04AE: $ACTOR_SPEECH_WAV_FILE = 16600 // = constant 
004F: create_thread @AUDIOL 114@ 0 1 1 0  
000A: 35@ += 1 
0006: 32@ = 0 

:DECON_8458
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @DECON_8509 
00D6: if and
0019:   32@ > 3000 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @DECON_8509 
000A: 35@ += 1 

:DECON_8509
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @DECON_8690 
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @DECON_8690 
062E: get_actor 114@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @DECON_8690 
00A1: put_actor 114@ at -2057.137 223.541 34.582 
0173: set_actor 114@ Z_angle_to 97.4598 
015F: set_camera_position -2056.056 222.2135 36.2036 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2056.939 222.6817 36.1606 switchstyle 2 
06A9: AS_actor 114@ look_at_point -2069.0 229.0 36.0 2000 ms 
0006: 32@ = 0 
000A: 35@ += 1 

:DECON_8690
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @DECON_8792 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @DECON_8792 
0006: 32@ = 0 
015F: set_camera_position -2051.721 225.4406 36.5865 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2052.561 224.9327 36.3922 switchstyle 2 
000A: 35@ += 1 

:DECON_8792
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @DECON_8906 
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @DECON_8906 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AB' // s$  // ~z~Holy crap! I didn't see nothing!
04AE: $ACTOR_SPEECH_WAV_FILE = 16601 // = constant 
004F: create_thread @AUDIOL 114@ 0 1 1 0  
05D3: AS_actor 114@ goto_point -2054.474 222.6438 35.8767 mode 6 time 5000 ms // versionA 
0006: 32@ = 0 
000A: 35@ += 1 

:DECON_8906
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @DECON_8950 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @DECON_8950 
000A: 35@ += 1 

:DECON_8950
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @DECON_9032 
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @DECON_9032 
062E: get_actor 114@ task 1491 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @DECON_9032 
009B: destroy_actor 114@ 
0006: 32@ = 0 
000A: 35@ += 1 

:DECON_9032
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @DECON_9145 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @DECON_9145 
00BE: text_clear_all 
015F: set_camera_position -2037.439 244.0506 43.8289 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2038.147 244.4092 43.2209 switchstyle 2 
00BB: show_text_lowpriority GXT 'GAR2_11' time 5000 flag 1  // ~s~Push the ~r~mobile toilet~s~ into the ditch.
000A: 35@ += 1 

:DECON_9145
00D6: if 
0039:   35@ == 11 
004D: jump_if_false @DECON_9189 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @DECON_9189 
000A: 35@ += 1 

:DECON_9189
00D6: if 
0039:   35@ == 12 
004D: jump_if_false @DECON_9290 
00BE: text_clear_all 
015F: set_camera_position -2031.781 262.1947 36.3181 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2032.476 262.9132 36.3398 switchstyle 2 
00BB: show_text_lowpriority GXT 'GAR2_12' time 5000 flag 1  // ~s~Then bury him under concrete.
0006: 32@ = 0 
000A: 35@ += 1 

:DECON_9290
00D6: if 
0039:   35@ == 13 
004D: jump_if_false @DECON_9334 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @DECON_9334 
0006: 35@ = 99 

:DECON_9334
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @DECON_9688 
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_9391 
0382: set_object 73@ collision_detection 1 

:DECON_9391
00BE: text_clear_all 
00D6: if 
0038:   $FLAG_PLAYER_IN_CRANE == 0 
004D: jump_if_false @DECON_9425 
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @DECON_9432 

:DECON_9425
0004: $10494 = 0 

:DECON_9432
04BB: select_interior 62@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
00D6: if 
03CA:   object $2671[2] exists 
004D: jump_if_false @DECON_9466 
0108: destroy_object $2671[2] 

:DECON_9466
00D6: if 
056D:   actor 114@ defined 
004D: jump_if_false @DECON_9487 
009B: destroy_actor 114@ 

:DECON_9487
0006: 43@ = 0 

:DECON_9494
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @DECON_9652 
00D6: if 
056D:   actor 104@(43@,10i) defined 
004D: jump_if_false @DECON_9638 
00D6: if 
8118:   not actor 104@(43@,10i) dead 
004D: jump_if_false @DECON_9638 
00D6: if 
80DF:   not actor 104@(43@,10i) driving 
004D: jump_if_false @DECON_9612 
04D7: set_actor 104@(43@,10i) locked 0 
0619: enable_actor 104@(43@,10i) collision_detection 1 
0337: set_actor 104@(43@,10i) visibility 1 
0002: jump @DECON_9638 

:DECON_9612
03C0: $TEMPVAR_ACTOR_CAR = actor 104@(43@,10i) car 
0519: set_car $TEMPVAR_ACTOR_CAR locked 0 
0338: set_car $TEMPVAR_ACTOR_CAR visibility 1 

:DECON_9638
000A: 43@ += 1 
0002: jump @DECON_9494 

:DECON_9652
00D6: if 
0038:   $FLAG_PLAYER_IN_CRANE == 1 
004D: jump_if_false @DECON_9677 
0004: $1911 = 1 

:DECON_9677
040D: unload_wav 3 
0050: gosub @DECON_20810 

:DECON_9688
0051: return 

:DECON_9690
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DECON_9765 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2053.226 139.1389 cornerB -2135.449 309.5472 
004D: jump_if_false @DECON_9758 
03C7: set_sensitivity_to_crime 0.0 
0002: jump @DECON_9765 

:DECON_9758
03C7: set_sensitivity_to_crime 1.0 

:DECON_9765
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DECON_9909 
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_9830 
0188: 125@ = create_marker_above_object 73@ 
0165: set_marker 125@ color_to 0 

:DECON_9830
018A: 124@ = create_checkpoint_at -2048.644 250.1341 35.54 
00BB: show_text_lowpriority GXT 'GAR2_10' time 7000 flag 1  // ~s~Bury the ~r~foreman~s~ and his toilet.
0006: 32@ = 0 
0006: 63@ = 0 
0006: 65@ = 4000 
0006: 173@ = 0 
0006: 168@ = -1 
000A: 35@ += 1 

:DECON_9909
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DECON_10840 
00D6: if 
0019:   65@ > 5000 
004D: jump_if_false @DECON_10509 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @DECON_10509 
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_10509 
05A8: get_object 73@ speed_to 46@ 
00D6: if or
0021:   46@ > 2.0 
0179:   actor $PLAYER_ACTOR colliding_with_object 73@ 
004D: jump_if_false @DECON_10509 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @DECON_10509 
0871: init_jump_table 63@ total_jumps 10 default_jump 0 @DECON_10448 jumps 0 @DECON_10158 1 @DECON_10187 2 @DECON_10216 3 @DECON_10245 4 @DECON_10274 5 @DECON_10303 6 @DECON_10332 
0872: jump_table_jumps 7 @DECON_10361 8 @DECON_10390 9 @DECON_10419 -1 @DECON_10448 -1 @DECON_10448 -1 @DECON_10448 -1 @DECON_10448 -1 @DECON_10448 -1 @DECON_10448 

:DECON_10158
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AC' // s$  // ~z~Oh God, no!
04AE: $ACTOR_SPEECH_WAV_FILE = 16602 // = constant 
0002: jump @DECON_10448 

:DECON_10187
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AD' // s$  // ~z~Oh god! Argh, I'm gonna barf!
04AE: $ACTOR_SPEECH_WAV_FILE = 16603 // = constant 
0002: jump @DECON_10448 

:DECON_10216
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AE' // s$  // ~z~Oh, my suit, it's ruined!
04AE: $ACTOR_SPEECH_WAV_FILE = 16604 // = constant 
0002: jump @DECON_10448 

:DECON_10245
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AF' // s$  // ~z~Oh God the stench!
04AE: $ACTOR_SPEECH_WAV_FILE = 16605 // = constant 
0002: jump @DECON_10448 

:DECON_10274
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AG' // s$  // ~z~Please, somebody help!
04AE: $ACTOR_SPEECH_WAV_FILE = 16606 // = constant 
0002: jump @DECON_10448 

:DECON_10303
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AH' // s$  // ~z~I'm gonna throw - huurrgghh!
04AE: $ACTOR_SPEECH_WAV_FILE = 16607 // = constant 
0002: jump @DECON_10448 

:DECON_10332
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AJ' // s$  // ~z~Oh, my own shit!
04AE: $ACTOR_SPEECH_WAV_FILE = 16608 // = constant 
0002: jump @DECON_10448 

:DECON_10361
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AK' // s$  // ~z~Shouldn't have had that goddam curry!
04AE: $ACTOR_SPEECH_WAV_FILE = 16609 // = constant 
0002: jump @DECON_10448 

:DECON_10390
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AL' // s$  // ~z~Oh God, is that corn?
04AE: $ACTOR_SPEECH_WAV_FILE = 16610 // = constant 
0002: jump @DECON_10448 

:DECON_10419
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AM' // s$  // ~z~Urgh, it's all in my mouth!
04AE: $ACTOR_SPEECH_WAV_FILE = 16611 // = constant 
0002: jump @DECON_10448 

:DECON_10448
004F: create_thread @AUDIOL -1 0 0 1 0  
000A: 63@ += 1 
00D6: if 
0019:   63@ > 7 
004D: jump_if_false @DECON_10498 
0006: 63@ = 0 

:DECON_10498
0006: 65@ = 0 
0001: wait 1 ms 

:DECON_10509
00D6: if and
0019:   173@ > 150000 
001B:   151000 > 173@ 
004D: jump_if_false @DECON_10575 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'GAR2_34' time 7000 flag 1  // ~s~Hurry up! The cops will be here soon!
0006: 173@ = 151001 
0006: 65@ = 0 

:DECON_10575
00D6: if 
0019:   173@ > 200000 
004D: jump_if_false @DECON_10684 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 1 
004D: jump_if_false @DECON_10621 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:DECON_10621
085A: spawn_emergency_vehicle_model #COPCARSF on_street_nearest_to -2039.255 232.481 33.9528 
085A: spawn_emergency_vehicle_model #COPCARSF on_street_nearest_to -2038.185 254.2709 34.0893 
0006: 37@ = 1 
00BC: show_text_highpriority GXT 'GAR2_35' time 5000 flag 1  // ~r~You took too long to bury the foreman.

:DECON_10684
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_10833 
00D6: if 
04E6:   object 73@ near_point -2048.886 250.6607 32.5177 radius 2.898 5.05 2.0 flag 0 
004D: jump_if_false @DECON_10833 
00D6: if and
876F:   not text_priority_displayed 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @DECON_10833 
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'GAR2_36' time 7000 flag 1  // ~s~Get in a ~b~cement truck~s~.
0164: disable_marker 124@ 
0164: disable_marker 125@ 
000A: 35@ += 1 
0006: 32@ = 0 
0006: 33@ = 0 

:DECON_10833
0050: gosub @DECON_11793 

:DECON_10840
00D6: if and
0019:   35@ > 1 
001B:   4 > 35@ 
004D: jump_if_false @DECON_11117 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_11078 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
0137:   car $TEMPVAR_ACTOR_CAR model == #CEMENT 
004D: jump_if_false @DECON_11039 
00D6: if 
8039:   not  168@ == 1 
004D: jump_if_false @DECON_11032 
00BC: show_text_highpriority GXT 'GAR2_37' time 7000 flag 1  // ~s~Back into position in front of the ~y~hole~s~.
00D6: if 
075C:   marker 126@ enabled 
004D: jump_if_false @DECON_10963 
0164: disable_marker 126@ 

:DECON_10963
00D6: if 
075C:   marker 127@ enabled 
004D: jump_if_false @DECON_10984 
0164: disable_marker 127@ 

:DECON_10984
00D6: if 
075C:   marker 124@ enabled 
004D: jump_if_false @DECON_11005 
0164: disable_marker 124@ 

:DECON_11005
018A: 124@ = create_checkpoint_at -2049.707 240.5694 34.762 
0006: 168@ = 1 

:DECON_11032
0002: jump @DECON_11071 

:DECON_11039
00D6: if 
8039:   not  168@ == 0 
004D: jump_if_false @DECON_11071 
0050: gosub @DECON_11644 
0006: 168@ = 0 

:DECON_11071
0002: jump @DECON_11110 

:DECON_11078
00D6: if 
8039:   not  168@ == 0 
004D: jump_if_false @DECON_11110 
0050: gosub @DECON_11644 
0006: 168@ = 0 

:DECON_11110
0050: gosub @DECON_11793 

:DECON_11117
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @DECON_11263 
0006: 32@ = 0 
0006: 33@ = 0 
000A: 35@ += 1 
00D6: if 
0039:   165@ == 0 
004D: jump_if_false @DECON_11263 
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_11263 
00D6: if 
82CC:   not object 73@ bounding_sphere_visible 
004D: jump_if_false @DECON_11263 
01BC: put_object 73@ at -2048.957 250.2059 32.6542 
0177: set_object 73@ Z_angle_to 158.56 
0453: set_object 73@ XYZ_rotation -170.1394 -88.8094 -21.44 
0006: 165@ = 1 

:DECON_11263
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @DECON_11617 
00D6: if 
0039:   165@ == 0 
004D: jump_if_false @DECON_11388 
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_11388 
00D6: if 
82CC:   not object 73@ bounding_sphere_visible 
004D: jump_if_false @DECON_11388 
01BC: put_object 73@ at -2048.957 250.2059 32.6542 
0177: set_object 73@ Z_angle_to 158.56 
0453: set_object 73@ XYZ_rotation -170.1394 -88.8094 -21.44 
0006: 165@ = 1 

:DECON_11388
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2049.707 240.5694 34.762 radius 3.0 3.0 3.0 
004D: jump_if_false @DECON_11617 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #CEMENT 
004D: jump_if_false @DECON_11568 
00D6: if 
01C1:   car 90@ stopped 
004D: jump_if_false @DECON_11561 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_11561 
0174: $TEMPVAR_ANGLE = car 90@ Z_angle 
00D6: if and
0022:   190.0 > $TEMPVAR_ANGLE 
0020:   $TEMPVAR_ANGLE > 170.0 
004D: jump_if_false @DECON_11545 
0164: disable_marker 124@ 
0006: 35@ = 99 
0002: jump @DECON_11561 

:DECON_11545
00BC: show_text_highpriority GXT 'GAR2_14' time 1000 flag 1  // ~s~Straighten up and back the cement truck towards the hole.

:DECON_11561
0002: jump @DECON_11610 

:DECON_11568
00D6: if 
0019:   32@ > 30000 
004D: jump_if_false @DECON_11610 
00BC: show_text_highpriority GXT 'GAR2_20' time 7000 flag 1  // ~s~You need a cement truck!
0006: 32@ = 0 

:DECON_11610
0002: jump @DECON_11617 

:DECON_11617
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @DECON_11642 
0050: gosub @DECON_20810 

:DECON_11642
0051: return 

:DECON_11644
00D6: if 
075C:   marker 124@ enabled 
004D: jump_if_false @DECON_11665 
0164: disable_marker 124@ 

:DECON_11665
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @DECON_11728 
00D6: if 
875C:   not marker 126@ enabled 
004D: jump_if_false @DECON_11728 
0186: 126@ = create_marker_above_car 85@ 
07E0: set_marker 126@ type_to 1 
00BC: show_text_highpriority GXT 'GAR2_36' time 7000 flag 1  // ~s~Get in a ~b~cement truck~s~.

:DECON_11728
00D6: if 
8119:   not car 89@ wrecked 
004D: jump_if_false @DECON_11791 
00D6: if 
875C:   not marker 127@ enabled 
004D: jump_if_false @DECON_11791 
0186: 127@ = create_marker_above_car 89@ 
07E0: set_marker 127@ type_to 1 
00BC: show_text_highpriority GXT 'GAR2_36' time 7000 flag 1  // ~s~Get in a ~b~cement truck~s~.

:DECON_11791
0051: return 

:DECON_11793
00D6: if 
056E:   car 85@ defined 
004D: jump_if_false @DECON_11923 
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @DECON_11906 
00D6: if 
01AF:   car 85@ sphere 0 in_sphere -2049.199 250.3882 32.9084 radius 2.454 5.042 2.3 
004D: jump_if_false @DECON_11899 
00D6: if 
82CA:   not car 85@ bounding_sphere_visible 
004D: jump_if_false @DECON_11899 
00A6: destroy_car 85@ 
0164: disable_marker 126@ 

:DECON_11899
0002: jump @DECON_11916 

:DECON_11906
01C3: remove_references_to_car 85@ 
0164: disable_marker 126@ 

:DECON_11916
0002: jump @DECON_12068 

:DECON_11923
00D6: if 
80C2:   not sphere_onscreen -2112.603 193.7894 33.6684 radius 5.0 
004D: jump_if_false @DECON_12068 
00D6: if 
838A:   not any_car_in_cube_cornerA -2112.603 193.7894 33.6684 cornerB 3.0 3.0 3.0 
004D: jump_if_false @DECON_12068 
00A5: 85@ = create_car #CEMENT at -2112.603 193.7894 33.6684 
0175: set_car 85@ Z_angle_to 276.2221 
00D6: if 
075C:   marker 126@ enabled 
004D: jump_if_false @DECON_12053 
0164: disable_marker 126@ 

:DECON_12053
0186: 126@ = create_marker_above_car 85@ 
07E0: set_marker 126@ type_to 1 

:DECON_12068
00D6: if 
056E:   car 89@ defined 
004D: jump_if_false @DECON_12198 
00D6: if 
8119:   not car 89@ wrecked 
004D: jump_if_false @DECON_12181 
00D6: if 
01AF:   car 89@ sphere 0 in_sphere -2049.199 250.3882 32.9084 radius 2.454 5.042 2.3 
004D: jump_if_false @DECON_12174 
00D6: if 
82CA:   not car 89@ bounding_sphere_visible 
004D: jump_if_false @DECON_12174 
00A6: destroy_car 89@ 
0164: disable_marker 127@ 

:DECON_12174
0002: jump @DECON_12191 

:DECON_12181
01C3: remove_references_to_car 89@ 
0164: disable_marker 127@ 

:DECON_12191
0002: jump @DECON_12343 

:DECON_12198
00D6: if 
80C2:   not sphere_onscreen -2037.176 269.7917 34.9191 radius 5.0 
004D: jump_if_false @DECON_12343 
00D6: if 
838A:   not any_car_in_cube_cornerA -2037.176 269.7917 34.9191 cornerB 3.0 3.0 3.0 
004D: jump_if_false @DECON_12343 
00A5: 89@ = create_car #CEMENT at -2037.176 269.7917 34.9191 
0175: set_car 89@ Z_angle_to 179.5245 
00D6: if 
075C:   marker 127@ enabled 
004D: jump_if_false @DECON_12328 
0164: disable_marker 127@ 

:DECON_12328
0186: 127@ = create_marker_above_car 89@ 
07E0: set_marker 127@ type_to 1 

:DECON_12343
0051: return 

:DECON_12345
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DECON_13154 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 250 

:DECON_12379
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_12403 
0001: wait 0 ms 
0002: jump @DECON_12379 

:DECON_12403
03CF: load_wav 12600 as 3 

:DECON_12410
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @DECON_12436 
0001: wait 0 ms 
0002: jump @DECON_12410 

:DECON_12436
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_12518 
00D6: if 
82CC:   not object 73@ bounding_sphere_visible 
004D: jump_if_false @DECON_12518 
01BC: put_object 73@ at -2048.957 250.2059 32.6542 
0177: set_object 73@ Z_angle_to 158.56 
0453: set_object 73@ XYZ_rotation -170.1394 -88.8094 -21.44 

:DECON_12518
02A3: enable_widescreen 1 
015F: set_camera_position -2046.33 255.5639 35.1158 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2046.688 254.6398 34.9808 switchstyle 2 
0006: 43@ = 0 

:DECON_12580
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @DECON_12652 
00D6: if 
056D:   actor 104@(43@,10i) defined 
004D: jump_if_false @DECON_12638 
009B: destroy_actor 104@(43@,10i) 
0006: 104@(43@,10i) = 0 

:DECON_12638
000A: 43@ += 1 
0002: jump @DECON_12580 

:DECON_12652
00A1: put_actor $PLAYER_ACTOR at -2049.734 241.7195 70.7037 
0173: set_actor $PLAYER_ACTOR Z_angle_to 176.835 
0006: 43@ = 0 

:DECON_12689
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @DECON_12802 
00D6: if 
8119:   not car 91@(43@,7i) wrecked 
004D: jump_if_false @DECON_12788 
00D6: if 
01AF:   car 91@(43@,7i) sphere 0 in_sphere -2049.734 241.7195 34.7037 radius 7.0 7.0 5.0 
004D: jump_if_false @DECON_12788 
00A6: destroy_car 91@(43@,7i) 

:DECON_12788
000A: 43@ += 1 
0002: jump @DECON_12689 

:DECON_12802
0006: 43@ = 0 

:DECON_12809
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @DECON_12938 
00D6: if 
8119:   not car 91@(43@,7i) wrecked 
004D: jump_if_false @DECON_12915 
00D6: if 
01AF:   car 91@(43@,7i) sphere 0 in_sphere -2048.886 250.6607 32.5177 radius 2.898 5.05 2.0 
004D: jump_if_false @DECON_12908 
00A6: destroy_car 91@(43@,7i) 

:DECON_12908
0002: jump @DECON_12924 

:DECON_12915
00A6: destroy_car 91@(43@,7i) 

:DECON_12924
000A: 43@ += 1 
0002: jump @DECON_12809 

:DECON_12938
0395: clear_area 1 at -2049.734 241.7195 34.7037 radius 10.0 
00A1: put_actor $PLAYER_ACTOR at -2049.734 241.7195 34.7037 
0173: set_actor $PLAYER_ACTOR Z_angle_to 176.835 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_13104 
07C6: set_car 90@ axis_angle_relation_to -0.0448 0.0178 1.003 -0.0611 
029B: 81@ = init_object #HUBHOLE3_SFSE at -2049.171 250.3193 30.8784 
066C: 179@ = attach_particle "CEMENT" to_car 90@ with_offset 0.0 -4.4 0.0 rotation 0.0 -1.0 0.0 type 1 

:DECON_13104
0001: wait 500 ms 
016A: fade 1 time 250 

:DECON_13116
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_13140 
0001: wait 0 ms 
0002: jump @DECON_13116 

:DECON_13140
0006: 32@ = 0 
000A: 35@ += 1 

:DECON_13154
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DECON_13255 
0007: 46@ = 0.0 

:DECON_13182
00D6: if 
0023:   1.0 > 46@ 
004D: jump_if_false @DECON_13248 
0001: wait 0 ms 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_13231 
08A4: set_car 90@ extra_parts_angle_to 46@ 

:DECON_13231
0079: 46@ += frame_delta_time * 0.01 // (float) 
0002: jump @DECON_13182 

:DECON_13248
000A: 35@ += 1 

:DECON_13255
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @DECON_13373 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @DECON_13373 
064C: make_particle 179@ visible 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_13359 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 90@ with_offset 0.0 -4.4 0.0 
03D7: set_wav 3 location $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
03D1: play_wav 3 

:DECON_13359
0006: 32@ = 0 
000A: 35@ += 1 

:DECON_13373
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @DECON_13417 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @DECON_13417 
000A: 35@ += 1 

:DECON_13417
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @DECON_13506 
00D6: if 
034E: move_object 81@ to -2049.171 250.3193 34.177 speed 0.01 0.01 0.009 collision_check 0 
004D: jump_if_false @DECON_13506 
0006: 32@ = 0 
040D: unload_wav 3 
064E: stop_particle 179@ 
000A: 35@ += 1 

:DECON_13506
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @DECON_13550 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @DECON_13550 
0006: 35@ = 99 

:DECON_13550
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @DECON_13610 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_13584 

:DECON_13584
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
040D: unload_wav 3 
0006: 36@ = 1 

:DECON_13610
0051: return 

:DECON_13612
00D6: if and
0039:   39@ == 1 
0039:   141@ == 0 
004D: jump_if_false @DECON_14209 
0006: 43@ = 0 

:DECON_13644
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @DECON_13735 
00D6: if 
056D:   actor 98@(43@,6i) defined 
004D: jump_if_false @DECON_13721 
00D6: if or
051A:   actor 98@(43@,6i) damaged_by_actor $PLAYER_ACTOR 
0118:   actor 98@(43@,6i) dead 
004D: jump_if_false @DECON_13721 
0006: 141@ = 1 

:DECON_13721
000A: 43@ += 1 
0002: jump @DECON_13644 

:DECON_13735
00D6: if 
056D:   actor 117@ defined 
004D: jump_if_false @DECON_13782 
00D6: if or
051A:   actor 117@ damaged_by_actor $PLAYER_ACTOR 
0118:   actor 117@ dead 
004D: jump_if_false @DECON_13782 
0006: 141@ = 1 

:DECON_13782
00D6: if 
056D:   actor 115@ defined 
004D: jump_if_false @DECON_13829 
00D6: if or
051A:   actor 115@ damaged_by_actor $PLAYER_ACTOR 
0118:   actor 115@ dead 
004D: jump_if_false @DECON_13829 
0006: 141@ = 1 

:DECON_13829
0006: 43@ = 0 

:DECON_13836
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @DECON_13926 
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_13912 
071E: get_object $2671(43@,6i) health_to 44@ 
00D6: if 
001B:   900 > 44@ 
004D: jump_if_false @DECON_13912 
0006: 141@ = 1 

:DECON_13912
000A: 43@ += 1 
0002: jump @DECON_13836 

:DECON_13926
0006: 43@ = 0 

:DECON_13933
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @DECON_14065 
00D6: if 
056E:   car 91@(43@,7i) defined 
004D: jump_if_false @DECON_14051 
00D6: if 
8119:   not car 91@(43@,7i) wrecked 
004D: jump_if_false @DECON_14051 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 91@(43@,7i) 
004D: jump_if_false @DECON_14021 
0006: 141@ = 1 

:DECON_14021
00D6: if 
051C:   car 91@(43@,7i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DECON_14051 
0006: 141@ = 1 

:DECON_14051
000A: 43@ += 1 
0002: jump @DECON_13933 

:DECON_14065
00D6: if 
0039:   141@ == 1 
004D: jump_if_false @DECON_14151 
0006: 43@ = 0 

:DECON_14090
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @DECON_14151 
00D6: if 
8118:   not actor 104@(43@,10i) dead 
004D: jump_if_false @DECON_14137 
0687: clear_actor 104@(43@,10i) task 

:DECON_14137
000A: 43@ += 1 
0002: jump @DECON_14090 

:DECON_14151
00D6: if 
0039:   141@ == 1 
004D: jump_if_false @DECON_14202 
0004: $7234 = 180000 
014E: start_timer_at $7234 count_in_direction 1 // global_variable 
00BB: show_text_lowpriority GXT 'GAR2_41' time 7000 flag 1  // ~s~Destroy all the ~g~portables~s~ before the cops arrive!

:DECON_14202
0002: jump @DECON_14303 

:DECON_14209
00D6: if 
0039:   169@ == 0 
004D: jump_if_false @DECON_14303 
00D6: if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
004D: jump_if_false @DECON_14303 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_14303 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
0137:   car $TEMPVAR_ACTOR_CAR model == #DOZER 
004D: jump_if_false @DECON_14303 
03E5: show_text_box 'GAR2_42'  // Be careful to avoid explosive barrels!
000A: 169@ += 1 

:DECON_14303
00D6: if and
0039:   167@ == 0 
002B:   2 >= 34@ 
004D: jump_if_false @DECON_14385 
00D6: if and
0119:   car 83@ wrecked 
0119:   car 84@ wrecked 
004D: jump_if_false @DECON_14385 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @DECON_14385 
00BC: show_text_highpriority GXT 'GAR2_39' time 7000 flag 1  // ~s~Other heavy vehicles can destroy the ~g~portables~s~.
000A: 167@ += 1 

:DECON_14385
00D6: if 
0039:   141@ == 1 
004D: jump_if_false @DECON_16006 
00D6: if 
8118:   not actor 117@ dead 
004D: jump_if_false @DECON_14517 
062E: get_actor 117@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @DECON_14517 
0615: define_AS_pack_begin 49@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 20.0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 300.0 timelimit 60000 
0616: define_AS_pack_end 49@ 
0618: assign_actor 117@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
01C2: remove_references_to_actor 117@ // Like turning an actor into a random pedestrian 
0006: 111@ = 0 

:DECON_14517
0615: define_AS_pack_begin 176@ 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_14562 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 5.0 
0002: jump @DECON_14579 

:DECON_14562
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 15.0 

:DECON_14579
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_14637 
0605: actor -1 perform_animation "FIGHTIDLE" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0002: jump @DECON_14637 

:DECON_14637
0616: define_AS_pack_end 176@ 
0615: define_AS_pack_begin 177@ 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_14687 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 7.5 
0002: jump @DECON_14704 

:DECON_14687
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 10.0 

:DECON_14704
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_14762 
0605: actor -1 perform_animation "FIGHTIDLE" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0002: jump @DECON_14762 

:DECON_14762
0616: define_AS_pack_end 177@ 
0615: define_AS_pack_begin 178@ 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_14812 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 10.0 
0002: jump @DECON_14829 

:DECON_14812
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 20.0 

:DECON_14829
05DB: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit 3000 
0616: define_AS_pack_end 178@ 
0006: 43@ = 0 

:DECON_14856
00D6: if 
001B:   2 > 43@ 
004D: jump_if_false @DECON_14913 
0006: 180@(43@,2i) = -1 
0007: 182@(43@,2f) = 9999.0 
000A: 43@ += 1 
0002: jump @DECON_14856 

:DECON_14913
0006: 43@ = 0 

:DECON_14920
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @DECON_15164 
00D6: if 
8118:   not actor 104@(43@,10i) dead 
004D: jump_if_false @DECON_15150 
00A0: store_actor 104@(43@,10i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to 56@ 57@ 58@ 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 56@ 57@ 
00D6: if 
0027:   182@ > $DISTANCE_BETWEEN_POINTS // (float) 
004D: jump_if_false @DECON_15065 
0087: 183@ = 182@ // (float) 
0089: 182@ = $DISTANCE_BETWEEN_POINTS // (float) 
0085: 181@ = 180@ // (int) 
0085: 180@ = 43@ // (int) 
0002: jump @DECON_15100 

:DECON_15065
00D6: if 
0027:   183@ > $DISTANCE_BETWEEN_POINTS // (float) 
004D: jump_if_false @DECON_15100 
0089: 183@ = $DISTANCE_BETWEEN_POINTS // (float) 
0085: 181@ = 43@ // (int) 

:DECON_15100
00D6: if and
0020:   $DISTANCE_BETWEEN_POINTS > 500.0 
82CB:   not actor 104@(43@,10i) bounding_sphere_visible 
004D: jump_if_false @DECON_15150 
009B: destroy_actor 104@(43@,10i) 
0006: 104@(43@,10i) = 0 

:DECON_15150
000A: 43@ += 1 
0002: jump @DECON_14920 

:DECON_15164
0006: 43@ = 0 

:DECON_15171
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @DECON_15991 
00D6: if 
8118:   not actor 104@(43@,10i) dead 
004D: jump_if_false @DECON_15977 
00D6: if 
80DF:   not actor 104@(43@,10i) driving 
004D: jump_if_false @DECON_15711 
00D6: if 
02D8:   actor 104@(43@,10i) current_weapon == 22 
004D: jump_if_false @DECON_15312 
062E: get_actor 104@(43@,10i) task 1506 status_store_to 44@ // ret 7 if not found 
00D6: if 
04A4:   44@ == 7 // == constant 
004D: jump_if_false @DECON_15305 
0687: clear_actor 104@(43@,10i) task 
05E2: AS_actor 104@(43@,10i) kill_actor $PLAYER_ACTOR 

:DECON_15305
0002: jump @DECON_15704 

:DECON_15312
00D6: if or
003B:   43@ == 180@ // (int) 
003B:   43@ == 181@ // (int) 
004D: jump_if_false @DECON_15400 
062E: get_actor 104@(43@,10i) task 1506 status_store_to 44@ // ret 7 if not found 
00D6: if 
04A4:   44@ == 7 // == constant 
004D: jump_if_false @DECON_15393 
0687: clear_actor 104@(43@,10i) task 
05E2: AS_actor 104@(43@,10i) kill_actor $PLAYER_ACTOR 

:DECON_15393
0002: jump @DECON_15704 

:DECON_15400
062E: get_actor 104@(43@,10i) task 1560 status_store_to 44@ // ret 7 if not found 
00D6: if 
04A4:   44@ == 7 // == constant 
004D: jump_if_false @DECON_15562 
0209: 44@ = random_int_in_ranges 0 9 
00D6: if 
001B:   4 > 44@ 
004D: jump_if_false @DECON_15488 
0687: clear_actor 104@(43@,10i) task 
0618: assign_actor 104@(43@,10i) to_AS_pack 176@ 
0002: jump @DECON_15555 

:DECON_15488
00D6: if 
001B:   8 > 44@ 
004D: jump_if_false @DECON_15534 
0687: clear_actor 104@(43@,10i) task 
0618: assign_actor 104@(43@,10i) to_AS_pack 177@ 
0002: jump @DECON_15555 

:DECON_15534
0687: clear_actor 104@(43@,10i) task 
0618: assign_actor 104@(43@,10i) to_AS_pack 178@ 

:DECON_15555
0002: jump @DECON_15704 

:DECON_15562
00D6: if or
0611:   actor 104@(43@,10i) performing_animation "PANIC_POINT" 
0611:   actor 104@(43@,10i) performing_animation "PANIC_SHOUT" 
004D: jump_if_false @DECON_15704 
00A0: store_actor 104@(43@,10i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to 56@ 57@ 58@ 
0087: 50@ = 56@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 57@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
0604: get_Z_angle_for_point 50@ 51@ store_to $TEMPVAR_ANGLE 
0173: set_actor 104@(43@,10i) Z_angle_to $TEMPVAR_ANGLE 

:DECON_15704
0002: jump @DECON_15977 

:DECON_15711
03C0: $TEMPVAR_ACTOR_CAR = actor 104@(43@,10i) car 
04E0: car $TEMPVAR_ACTOR_CAR abandon_path_radius 255 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @DECON_15768 
00D6: if 
060E:   car $TEMPVAR_ACTOR_CAR assigned_to_path 
004D: jump_if_false @DECON_15768 
05EC: release_car $TEMPVAR_ACTOR_CAR from_path 

:DECON_15768
062E: get_actor 104@(43@,10i) task 1560 status_store_to 44@ // ret 7 if not found 
00D6: if 
04A4:   44@ == 7 // == constant 
004D: jump_if_false @DECON_15878 
0615: define_AS_pack_begin 49@ 
06E1: AS_actor -1 using_car $TEMPVAR_ACTOR_CAR target_car -1 with_order 3 max_speed 40.0 traffic_flag 3 
0616: define_AS_pack_end 49@ 
0618: assign_actor 104@(43@,10i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
00D6: if 
8039:   not  184@ == 0 
004D: jump_if_false @DECON_15871 
0006: 184@ = 0 

:DECON_15871
0002: jump @DECON_15977 

:DECON_15878
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_15977 
00D6: if 
0547:   actor $PLAYER_ACTOR colliding_with_car $TEMPVAR_ACTOR_CAR 
004D: jump_if_false @DECON_15977 
00D6: if 
0039:   184@ == 0 
004D: jump_if_false @DECON_15977 
0615: define_AS_pack_begin 49@ 
06C7: AS_actor -1 driver_of_car $TEMPVAR_ACTOR_CAR perform_action 3 timelimit 2500 
0616: define_AS_pack_end 49@ 
0618: assign_actor 104@(43@,10i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0006: 184@ = 1 

:DECON_15977
000A: 43@ += 1 
0002: jump @DECON_15171 

:DECON_15991
061B: remove_references_to_AS_pack 176@ 
061B: remove_references_to_AS_pack 177@ 
061B: remove_references_to_AS_pack 178@ 

:DECON_16006
00D6: if 
0039:   141@ == 0 
004D: jump_if_false @DECON_16750 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @DECON_16750 
00D6: if 
0039:   146@ == 0 
004D: jump_if_false @DECON_16169 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2074.264 222.39 34.7395 radius 30.0 30.0 4.0 
004D: jump_if_false @DECON_16169 
0687: clear_actor 102@ task 
0615: define_AS_pack_begin 49@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 50000 stop_within_radius 3.0 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05C8: AS_actor -1 look_around 
0616: define_AS_pack_end 49@ 
0618: assign_actor 102@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 146@ += 1 

:DECON_16169
00D6: if 
0039:   146@ == 1 
004D: jump_if_false @DECON_16606 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2074.264 222.39 34.7395 radius 30.0 30.0 4.0 
004D: jump_if_false @DECON_16509 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @DECON_16502 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @DECON_16502 
00D6: if 
0105:   actor 102@ near_actor $PLAYER_ACTOR radius 3.0 3.0 2.0 sphere 0 on_foot 
004D: jump_if_false @DECON_16495 
0209: 43@ = random_int_in_ranges 0 3 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @DECON_16370 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_BA' // s$  // ~z~Hey, where's your hard hat?
04AE: $ACTOR_SPEECH_WAV_FILE = 16612 // = constant 
004F: create_thread @AUDIOL 102@ 1 0 1 0  

:DECON_16370
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @DECON_16429 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_BB' // s$  // ~z~Are you supposed to be here?
04AE: $ACTOR_SPEECH_WAV_FILE = 16613 // = constant 
004F: create_thread @AUDIOL 102@ 1 0 1 0  

:DECON_16429
00D6: if 
0039:   43@ == 2 
004D: jump_if_false @DECON_16488 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_BC' // s$  // ~z~Hey, this site is dangerous!
04AE: $ACTOR_SPEECH_WAV_FILE = 16614 // = constant 
004F: create_thread @AUDIOL 102@ 1 0 1 0  

:DECON_16488
000A: 146@ += 1 

:DECON_16495
0006: 33@ = 0 

:DECON_16502
0002: jump @DECON_16606 

:DECON_16509
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -2099.162 171.1465 34.0869 mode 4 time 60000 ms // versionA 
05C8: AS_actor -1 look_around 
05D3: AS_actor -1 goto_point -2090.801 263.5923 34.7131 mode 4 time 60000 ms // versionA 
05C8: AS_actor -1 look_around 
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 102@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0006: 146@ = 0 

:DECON_16606
00D6: if 
0039:   146@ == 2 
004D: jump_if_false @DECON_16750 
062E: get_actor 102@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @DECON_16750 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -2099.162 171.1465 34.0869 mode 4 time 60000 ms // versionA 
05C8: AS_actor -1 look_around 
05D3: AS_actor -1 goto_point -2090.801 263.5923 34.7131 mode 4 time 60000 ms // versionA 
05C8: AS_actor -1 look_around 
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 102@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 146@ += 1 

:DECON_16750
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @DECON_16829 
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @DECON_16822 
00D6: if 
060E:   car 83@ assigned_to_path 
004D: jump_if_false @DECON_16822 
00D6: if 
80DB:   not actor 115@ in_car 83@ 
004D: jump_if_false @DECON_16822 
05EC: release_car 83@ from_path 

:DECON_16822
0002: jump @DECON_16866 

:DECON_16829
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @DECON_16866 
00D6: if 
060E:   car 83@ assigned_to_path 
004D: jump_if_false @DECON_16866 
05EC: release_car 83@ from_path 

:DECON_16866
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_16954 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_16939 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 90@ 
004D: jump_if_false @DECON_16932 
0006: 90@ = 0 
00D9: 90@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:DECON_16932
0002: jump @DECON_16954 

:DECON_16939
0006: 90@ = 0 
00D9: 90@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:DECON_16954
0006: 43@ = 0 

:DECON_16961
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @DECON_18417 
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @DECON_17147 
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_17147 
00D6: if or
08FF:   object $2671(43@,6i) received_damage_type 51 
08FF:   object $2671(43@,6i) received_damage_type 35 
08FF:   object $2671(43@,6i) received_damage_type 16 
08FF:   object $2671(43@,6i) received_damage_type 20 
08FF:   object $2671(43@,6i) received_damage_type 39 
004D: jump_if_false @DECON_17107 
0662: printstring "DAMAGED_BY_EXPLOSION" 

:DECON_17107
00D6: if 
08FF:   object $2671(43@,6i) received_damage_type 57 
004D: jump_if_false @DECON_17147 
0662: printstring "DAMAGED_BY_ANY" 

:DECON_17147
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_17336 
00D6: if or
08FF:   object $2671(43@,6i) received_damage_type 51 
08FF:   object $2671(43@,6i) received_damage_type 35 
08FF:   object $2671(43@,6i) received_damage_type 16 
08FF:   object $2671(43@,6i) received_damage_type 20 
08FF:   object $2671(43@,6i) received_damage_type 39 
004D: jump_if_false @DECON_17336 
0900: clear_object $2671(43@,6i) last_weapon_damage 
071E: get_object $2671(43@,6i) health_to 44@ 
000A: 44@ += -500 
00D6: if 
001B:   1 > 44@ 
004D: jump_if_false @DECON_17324 
071F: set_object $2671(43@,6i) health_to 0 
097C: attach_wav 3 to_object $2671(43@,6i) 
03D1: play_wav 3 
0723: break_object $2671(43@,6i) intensity 0 
0002: jump @DECON_17336 

:DECON_17324
071F: set_object $2671(43@,6i) health_to 44@ 

:DECON_17336
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_17535 
00D6: if 
8366:   not object $2671(43@,6i) damaged 
004D: jump_if_false @DECON_17535 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_17535 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 90@ 
004D: jump_if_false @DECON_17535 
00D6: if 
0897:   car 90@ collided_with_object $2671(43@,6i) 
004D: jump_if_false @DECON_17535 
00D6: if 
0021:   171@ > 65000.0 
004D: jump_if_false @DECON_17535 
071F: set_object $2671(43@,6i) health_to 0 
097C: attach_wav 3 to_object $2671(43@,6i) 
03D1: play_wav 3 
0723: break_object $2671(43@,6i) intensity 0 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_17535 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 90@ 
004D: jump_if_false @DECON_17535 
04BA: set_car 90@ speed_to 170@ 

:DECON_17535
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_18176 
00D6: if 
8366:   not object $2671(43@,6i) damaged 
004D: jump_if_false @DECON_18176 
071E: get_object $2671(43@,6i) health_to 159@(43@,6i) 
00D6: if 
001D:   153@(43@,6i) > 159@(43@,6i) // (int) 
004D: jump_if_false @DECON_18160 
00D6: if 
0019:   159@(43@,6i) > 0 
004D: jump_if_false @DECON_18160 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_18014 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 90@ 
004D: jump_if_false @DECON_18014 
00D6: if 
0897:   car 90@ collided_with_object $2671(43@,6i) 
004D: jump_if_false @DECON_18014 
00D6: if 
0021:   170@ > 5.0 
004D: jump_if_false @DECON_17998 
00D6: if 
8137:   not car 90@ model == #DOZER 
004D: jump_if_false @DECON_17823 
0085: 44@ = 153@(43@,6i) // (int) 
0062: 44@ -= 159@(43@,6i) // (int) 
0093: 46@ = integer 44@ to_float 
0013: 46@ *= 0.5 
0092: 44@ = float 46@ to_integer 
005A: 159@(43@,6i) += 44@ // (int) 
071F: set_object $2671(43@,6i) health_to 159@(43@,6i) 
0002: jump @DECON_17991 

:DECON_17823
0085: 44@ = 153@(43@,6i) // (int) 
0062: 44@ -= 159@(43@,6i) // (int) 
0012: 44@ *= -30 
005A: 159@(43@,6i) += 44@ // (int) 
00D6: if 
001B:   0 > 159@(43@,6i) 
004D: jump_if_false @DECON_17899 
0006: 159@(43@,6i) = 0 

:DECON_17899
00D6: if 
0039:   166@ == 0 
004D: jump_if_false @DECON_17975 
00D6: if 
0019:   159@(43@,6i) > 10 
004D: jump_if_false @DECON_17975 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @DECON_17975 
00BC: show_text_highpriority GXT 'GAR2_38' time 5000 flag 1  // ~s~Keep ramming it!
0006: 166@ = 1 

:DECON_17975
071F: set_object $2671(43@,6i) health_to 159@(43@,6i) 

:DECON_17991
0002: jump @DECON_18014 

:DECON_17998
071F: set_object $2671(43@,6i) health_to 153@(43@,6i) 

:DECON_18014
00D6: if 
0038:   $FLAG_PLAYER_IN_CRANE == 1 
004D: jump_if_false @DECON_18069 
071F: set_object $2671(43@,6i) health_to 0 
097C: attach_wav 3 to_object $2671(43@,6i) 
03D1: play_wav 3 
0723: break_object $2671(43@,6i) intensity 0 

:DECON_18069
00D6: if 
0039:   159@(43@,6i) == 0 
004D: jump_if_false @DECON_18160 
097C: attach_wav 3 to_object $2671(43@,6i) 
03D1: play_wav 3 
0723: break_object $2671(43@,6i) intensity 0 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_18160 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 90@ 
004D: jump_if_false @DECON_18160 
04BA: set_car 90@ speed_to 170@ 

:DECON_18160
0085: 153@(43@,6i) = 159@(43@,6i) // (int) 

:DECON_18176
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_18403 
00D6: if 
8366:   not object $2671(43@,6i) damaged 
004D: jump_if_false @DECON_18403 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_18403 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 90@ 
004D: jump_if_false @DECON_18403 
00D6: if 
0137:   car 90@ model == #DOZER 
004D: jump_if_false @DECON_18403 
00D6: if 
0897:   car 90@ collided_with_object $2671(43@,6i) 
004D: jump_if_false @DECON_18403 
071E: get_object $2671(43@,6i) health_to 44@ 
00D6: if 
001B:   10 > 44@ 
004D: jump_if_false @DECON_18403 
071F: set_object $2671(43@,6i) health_to 0 
097C: attach_wav 3 to_object $2671(43@,6i) 
03D1: play_wav 3 
0723: break_object $2671(43@,6i) intensity 0 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_18403 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 90@ 
004D: jump_if_false @DECON_18403 
04BA: set_car 90@ speed_to 170@ 

:DECON_18403
000A: 43@ += 1 
0002: jump @DECON_16961 

:DECON_18417
0006: 43@ = 0 

:DECON_18424
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @DECON_19160 
00D6: if 
0019:   152@ > 0 
004D: jump_if_false @DECON_18996 
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_18996 
071E: get_object $2671(43@,6i) health_to 44@ 
00D6: if 
001B:   995 > 44@ 
004D: jump_if_false @DECON_18996 
00D6: if 
0019:   44@ > 500 
004D: jump_if_false @DECON_18704 
00D6: if 
0039:   134@(43@,6i) == 0 
004D: jump_if_false @DECON_18697 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2671(43@,6i) with_offset 3.252 -2.1084 0.0 
0050: gosub @DECON_20689 
00D6: if 
0039:   190@ == 0 
004D: jump_if_false @DECON_18697 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object $2671(43@,6i) Z_angle 
0009: $TEMPVAR_ANGLE += 180.0 
009A: 116@ = create_actor_pedtype 24 model #WMYCON at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0173: set_actor 116@ Z_angle_to $TEMPVAR_ANGLE 
0223: set_actor 116@ health_to 50 
000A: 134@(43@,6i) += 1 
0006: 43@ = 6 

:DECON_18697
0002: jump @DECON_18996 

:DECON_18704
00D6: if 
8366:   not object $2671(43@,6i) damaged 
004D: jump_if_false @DECON_18731 
0002: jump @DECON_18996 

:DECON_18731
00D6: if 
8039:   not  134@(43@,6i) == 99 
004D: jump_if_false @DECON_18996 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2671(43@,6i) with_offset 0.0 0.0 0.0 
0176: $TEMPVAR_ANGLE = object $2671(43@,6i) Z_angle 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_ANGLE += 180.0 
009A: 116@ = create_actor_pedtype 24 model #WMYCON at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0173: set_actor 116@ Z_angle_to $TEMPVAR_ANGLE 
0223: set_actor 116@ health_to 50 
0006: 134@(43@,6i) = 99 
0006: 43@ = 6 
00A0: store_actor $PLAYER_ACTOR position_to 56@ 57@ 58@ 
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 57@ // (float) 
0209: 44@ = random_int_in_ranges 0 2 
00D6: if 
8039:   not  44@ == 0 
004D: jump_if_false @DECON_18956 
0013: 51@ *= -1.0 

:DECON_18956
0087: 53@ = 51@ // (float) 
0087: 54@ = 50@ // (float) 
0013: 54@ *= -1.0 
0673: AS_actor 116@ dive_to_offset 53@ 54@ time_on_ground 1000 ms 

:DECON_18996
00D6: if 
056D:   actor 116@ defined 
004D: jump_if_false @DECON_19139 
00D6: if 
8118:   not actor 116@ dead 
004D: jump_if_false @DECON_19139 
00D6: if 
0019:   140@ > 0 
004D: jump_if_false @DECON_19095 
00D6: if 
001B:   2 > 140@ 
004D: jump_if_false @DECON_19083 
01B2: give_actor 116@ weapon 6 ammo 99999 // Load the weapon model before using this 
0002: jump @DECON_19095 

:DECON_19083
01B2: give_actor 116@ weapon 22 ammo 99999 // Load the weapon model before using this 

:DECON_19095
07DD: set_actor 116@ attack_rate 30 // previously known as temper_to 
02E2: set_actor 116@ weapon_accuracy_to 30 
060B: set_actor 116@ decision_maker_to 174@ 
0085: 185@ = 116@ // (int) 
0050: gosub @DECON_19924 
0006: 172@ = 0 

:DECON_19139
0006: 116@ = 0 
000A: 43@ += 1 
0002: jump @DECON_18424 

:DECON_19160
00D6: if 
0039:   141@ == 1 
004D: jump_if_false @DECON_19683 
00D6: if 
002B:   4 >= 152@ 
004D: jump_if_false @DECON_19203 
0006: 172@ = 0 

:DECON_19203
00D6: if 
0019:   172@ > 20000 
004D: jump_if_false @DECON_19683 
00D6: if 
0019:   152@ > 4 
004D: jump_if_false @DECON_19683 
0007: 47@ = 200.0 
0006: 44@ = -1 
0006: 43@ = 0 

:DECON_19264
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @DECON_19420 
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_19406 
00D6: if 
8366:   not object $2671(43@,6i) damaged 
004D: jump_if_false @DECON_19406 
01BB: store_object $2671(43@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to 56@ 57@ 58@ 
0509: 46@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 56@ 57@ 
00D6: if 
0025:   47@ > 46@ // (float) 
004D: jump_if_false @DECON_19406 
0087: 47@ = 46@ // (float) 
0085: 44@ = 43@ // (int) 

:DECON_19406
000A: 43@ += 1 
0002: jump @DECON_19264 

:DECON_19420
00D6: if 
8039:   not  44@ == -1 
004D: jump_if_false @DECON_19683 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2671(44@,6i) with_offset 3.252 -2.1084 0.0 
0050: gosub @DECON_20689 
00D6: if 
0039:   190@ == 0 
004D: jump_if_false @DECON_19683 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object $2671(44@,6i) Z_angle 
0009: $TEMPVAR_ANGLE += 180.0 
009A: 116@ = create_actor_pedtype 24 model #WMYCON at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0173: set_actor 116@ Z_angle_to $TEMPVAR_ANGLE 
0223: set_actor 116@ health_to 50 
00D6: if 
0019:   140@ > 2 
004D: jump_if_false @DECON_19632 
00D6: if 
001B:   5 > 140@ 
004D: jump_if_false @DECON_19620 
01B2: give_actor 116@ weapon 6 ammo 99999 // Load the weapon model before using this 
0002: jump @DECON_19632 

:DECON_19620
01B2: give_actor 116@ weapon 22 ammo 99999 // Load the weapon model before using this 

:DECON_19632
07DD: set_actor 116@ attack_rate 30 // previously known as temper_to 
02E2: set_actor 116@ weapon_accuracy_to 30 
060B: set_actor 116@ decision_maker_to 174@ 
0085: 185@ = 116@ // (int) 
0006: 116@ = 0 
0006: 172@ = 0 
0050: gosub @DECON_19924 

:DECON_19683
0006: 43@ = 0 

:DECON_19690
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @DECON_19793 
00D6: if 
056D:   actor 104@(43@,10i) defined 
004D: jump_if_false @DECON_19779 
00D6: if 
0118:   actor 104@(43@,10i) dead 
004D: jump_if_false @DECON_19779 
01C2: remove_references_to_actor 104@(43@,10i) // Like turning an actor into a random pedestrian 
0006: 104@(43@,10i) = 0 
0006: 142@(43@,10i) = 0 

:DECON_19779
000A: 43@ += 1 
0002: jump @DECON_19690 

:DECON_19793
0050: gosub @DECON_20024 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_19848 
02E3: 170@ = car 90@ speed 
06A3: get_car 90@ mass_to 46@ 
0087: 171@ = 170@ // (float) 
006B: 171@ *= 46@ // (float) 

:DECON_19848
00D6: if 
075C:   marker 126@ enabled 
004D: jump_if_false @DECON_19885 
00D6: if 
0119:   car 85@ wrecked 
004D: jump_if_false @DECON_19885 
0164: disable_marker 126@ 

:DECON_19885
00D6: if 
075C:   marker 127@ enabled 
004D: jump_if_false @DECON_19922 
00D6: if 
0119:   car 89@ wrecked 
004D: jump_if_false @DECON_19922 
0164: disable_marker 127@ 

:DECON_19922
0051: return 

:DECON_19924
0006: 186@ = 0 

:DECON_19931
00D6: if 
001B:   4 > 186@ 
004D: jump_if_false @DECON_20015 
00D6: if 
0039:   104@(186@,10i) == 0 
004D: jump_if_false @DECON_20001 
0085: 104@(186@,10i) = 185@ // (int) 
0006: 142@(186@,10i) = 0 
0006: 186@ = 6 

:DECON_20001
000A: 186@ += 1 
0002: jump @DECON_19931 

:DECON_20015
0050: gosub @DECON_20024 
0051: return 

:DECON_20024
0006: 152@ = 4 
0006: 187@ = 0 

:DECON_20038
00D6: if 
001B:   4 > 187@ 
004D: jump_if_false @DECON_20097 
00D6: if 
056D:   actor 104@(187@,10i) defined 
004D: jump_if_false @DECON_20083 
000E: 152@ -= 1 

:DECON_20083
000A: 187@ += 1 
0002: jump @DECON_20038 

:DECON_20097
0051: return 
03A9: save_newline_to_debug_file 
05B6: 95 // AVAILABLE PEDS
03A9: save_newline_to_debug_file 
0006: 188@ = 0 

:DECON_20240
00D6: if 
001B:   10 > 188@ 
004D: jump_if_false @DECON_20548 
03A9: save_newline_to_debug_file 
05B6: 96 // MISSION PED 
03A7: save_int_to_debug_file 188@ 
05B6: 97 //  = 
03A7: save_int_to_debug_file 104@(188@,10i) 
000A: 188@ += 1 
0002: jump @DECON_20240 

:DECON_20548
03A9: save_newline_to_debug_file 
05B6: 98 // AVAILABLE_MISSION_PEDS = 
03A7: save_int_to_debug_file 152@ 
03A9: save_newline_to_debug_file 
0051: return 

:DECON_20689
0006: 190@ = 0 
0006: 189@ = 0 

:DECON_20703
00D6: if 
001B:   10 > 189@ 
004D: jump_if_false @DECON_20808 
00D6: if 
8118:   not actor 104@(189@,10i) dead 
004D: jump_if_false @DECON_20794 
00D6: if 
00FF:   actor 104@(189@,10i) sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.5 1.5 3.0 on_foot 
004D: jump_if_false @DECON_20794 
0006: 190@ = 1 

:DECON_20794
000A: 189@ += 1 
0002: jump @DECON_20703 

:DECON_20808
0051: return 

:DECON_20810
000A: 34@ += 1 
0006: 35@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0006: 66@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:DECON_20868
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DECON_20962 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2049.199 250.3882 32.9084 radius 2.454 5.042 2.3 
004D: jump_if_false @DECON_20962 
00A1: put_actor $PLAYER_ACTOR at -2045.189 241.7544 34.9462 
0173: set_actor $PLAYER_ACTOR Z_angle_to 186.3532 

:DECON_20962
03B6: replace_model_at -2049.171 250.3193 34.477 radius 20.0 from #HUBHOLE2_SFSE to #HUBHOLE1_SFSE 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:DECON_21008
00D6: if 
03CA:   object 81@ exists 
004D: jump_if_false @DECON_21029 
0108: destroy_object 81@ 

:DECON_21029
03B6: replace_model_at -2049.171 250.3193 34.477 radius 20.0 from #HUBHOLE2_SFSE to #HUBHOLE4_SFSE 
0318: set_latest_mission_passed 'GAR_2'  // Deconstruction
004F: create_thread @SYND  
0164: disable_marker $MARKER_TRIADS_SF_GARAGE 
02A7: $MARKER_TRIADS_SF_GARAGE = create_icon_marker_and_sphere $ICON_TRIADS at $X_SF_GARAGE $Y_SF_GARAGE $Z_SF_GARAGE 
030C: progress_made = 1 
0629: change_integer_stat 324 to 1 
00BA: show_text_styled GXT 'M_PASSD' time 5000 style 1  // MISSION PASSED!
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0008: $GARAGE_TOTAL_PASSED_MISSIONS += 1 
0051: return 

:DECON_21143
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
0004: $10494 = 0 
0249: release_model #PORTALOO 
0249: release_model #PORTAKABIN 
0249: release_model #BARREL4 
0249: release_model #DOZER 
0249: release_model #CEMENT 
0249: release_model #DUMPER 
0249: release_model #BOBCAT 
0249: release_model #BMYAP 
0249: release_model #WMYCON 
0249: release_model #SHOVEL 
0249: release_model #COLT45 
0164: disable_marker 118@ 
0164: disable_marker 119@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 
0164: disable_marker 123@ 
0164: disable_marker 124@ 
0164: disable_marker 125@ 
0164: disable_marker 126@ 
0164: disable_marker 127@ 
014F: stop_timer $7234 
03C7: set_sensitivity_to_crime 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 51---------------
// Originally: 555 WE TIP

:SCRASH3
03A4: name_thread 'SCRASH3' 
0050: gosub @SCRASH3_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SCRASH3_38 
0050: gosub @SCRASH3_18128 

:SCRASH3_38
0050: gosub @SCRASH3_18272 
004E: end_thread 

:SCRASH3_47
03D5: remove_text 'M_FAIL'  // ~r~MISSION FAILED!
0004: $ONMISSION = 1 
0004: $1871 = 1 
0317: increment_mission_attempts 
0006: 80@ = 1 
0006: 81@ = 0 
0006: 82@ = 0 
0006: 65@ = 0 
0006: 66@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
08F4: set_max_group_members 0 
054C: use_GXT_table 'VALET1' 
0169: set_fade_color_RGB 0 0 0 
0459: end_thread_named 'VALET' 
00D6: if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
004D: jump_if_false @SCRASH3_198 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:SCRASH3_198
04BB: select_interior 1 
02E4: load_cutscene_data 'SCRASH1' 

:SCRASH3_213
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SCRASH3_237 
0001: wait 0 ms 
0002: jump @SCRASH3_213 

:SCRASH3_237
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:SCRASH3_254
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SCRASH3_278 
0001: wait 0 ms 
0002: jump @SCRASH3_254 

:SCRASH3_278
016A: fade 0 time 0 

:SCRASH3_284
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_308 
0001: wait 0 ms 
0002: jump @SCRASH3_284 

:SCRASH3_308
02EA: end_cutscene 
04BB: select_interior 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0247: load_model #CHEETAH 
0247: load_model #SWMYRI 

:SCRASH3_338
00D6: if or
8248:   not model #CHEETAH available 
8248:   not model #SWMYRI available 
004D: jump_if_false @SCRASH3_370 
0001: wait 0 ms 
0002: jump @SCRASH3_338 

:SCRASH3_370
01EB: set_traffic_density_multiplier_to 1.0 
0006: 65@ = 0 
00D6: if 
0039:   65@ == 20 
004D: jump_if_false @SCRASH3_581 
018A: 57@ = create_checkpoint_at -1748.402 909.7514 23.8906 
018A: 60@ = create_checkpoint_at -1748.402 909.7514 23.8906 
018A: 59@ = create_checkpoint_at -1748.402 909.7514 23.8906 
009A: 37@ = create_actor_pedtype 24 model #WMYVA at 0.0 0.0 0.0 
009A: $1874[0] = create_actor_pedtype 4 model #WMYVA at 0.0 0.0 0.0 
00A5: $1877 = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: $1881 = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: $1867 = create_car #CHEETAH at 0.0 0.0 0.0 

:SCRASH3_581
018A: 57@ = create_checkpoint_at -1748.402 909.7514 23.8906 
0001: wait 500 ms 
016A: fade 1 time 1000 
0006: 281@ = 0 
00BB: show_text_lowpriority GXT 'VAL_5' time 10000 flag 1  // ~s~The D.A. is on his way to the ~y~Vank Hoff Hotel~s~ in downtown San Fierro. Get over there now.

:SCRASH3_636
0001: wait 0 ms 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @SCRASH3_672 
0006: 94@ = 1 
0002: jump @SCRASH3_679 

:SCRASH3_672
0006: 94@ = 0 

:SCRASH3_679
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SCRASH3_708 
0050: gosub @SCRASH3_17374 
0002: jump @SCRASH3_18160 

:SCRASH3_708
00D6: if 
0735:   is_keyboard_key_pressed 68 
004D: jump_if_false @SCRASH3_743 
00A1: put_actor $PLAYER_ACTOR at -1755.088 910.0911 23.8906 

:SCRASH3_743
00D6: if 
0735:   is_keyboard_key_pressed 70 
004D: jump_if_false @SCRASH3_821 
00A1: put_actor $PLAYER_ACTOR at -1712.653 985.0446 16.5859 
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @SCRASH3_821 
00A1: put_actor $1874[2] at -1700.77 984.3545 16.5936 
0446: set_actor $1874[2] dismemberment_possible 0 

:SCRASH3_821
00D6: if 
0735:   is_keyboard_key_pressed 71 
004D: jump_if_false @SCRASH3_856 
00A1: put_actor $PLAYER_ACTOR at -1753.841 960.2274 23.8828 

:SCRASH3_856
00D6: if 
0735:   is_keyboard_key_pressed 72 
004D: jump_if_false @SCRASH3_1047 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @SCRASH3_912 
009A: 37@ = create_actor_pedtype 4 model #SWMYRI at -1611.454 714.3873 12.4715 

:SCRASH3_912
00D6: if 
8248:   not model #MERIT available 
004D: jump_if_false @SCRASH3_939 
0001: wait 0 ms 
0002: jump @SCRASH3_912 

:SCRASH3_939
00D6: if 
0119:   car $1867 wrecked 
004D: jump_if_false @SCRASH3_978 
00A5: $1867 = create_car #MERIT at -1753.961 951.9568 23.7422 

:SCRASH3_978
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1024 
00AB: put_car $1867 at -1753.961 951.9568 23.7422 
0175: set_car $1867 Z_angle_to 90.0 

:SCRASH3_1024
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_1047 
0006: 106@ = 1 

:SCRASH3_1047
00D6: if 
0735:   is_keyboard_key_pressed 74 
004D: jump_if_false @SCRASH3_1108 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1108 
00AB: put_car $1867 at -2031.828 179.5876 27.8359 
0175: set_car $1867 Z_angle_to 90.0 

:SCRASH3_1108
00D6: if 
0735:   is_keyboard_key_pressed 75 
004D: jump_if_false @SCRASH3_1159 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1159 
00AB: put_car $1867 at -1779.759 971.5197 23.7344 

:SCRASH3_1159
00D6: if 
0735:   is_keyboard_key_pressed 82 
004D: jump_if_false @SCRASH3_1188 
0006: 65@ = 10 
0006: 72@ = 90 

:SCRASH3_1188
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @SCRASH3_1254 
00D6: if 
8500:   not player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
004D: jump_if_false @SCRASH3_1254 
00BB: show_text_lowpriority GXT 'VAL_B1' time 4000 flag 1  // ~r~You no longer have the valet uniform.
0002: jump @SCRASH3_18128 

:SCRASH3_1254
0050: gosub @SCRASH3_15223 
0006: 89@ = 0 
00D6: if 
0019:   65@ > 1 
004D: jump_if_false @SCRASH3_1486 

:SCRASH3_1286
00D6: if 
001B:   2 > 89@ 
004D: jump_if_false @SCRASH3_1486 
00D6: if 
04A3:   $1892(89@,3i) == 6 // == constant 
004D: jump_if_false @SCRASH3_1472 
00D6: if 
056D:   actor $1874(89@,3i) defined 
004D: jump_if_false @SCRASH3_1472 
04A5: get_dead_actor_pickup_coords $1874(89@,3i) store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if and
0020:   $TEMPVAR_FLOAT_1 > -1760.178 
0020:   $TEMPVAR_FLOAT_2 > 972.2405 
0020:   $TEMPVAR_FLOAT_3 > 16.1633 
0022:   -1679.605 > $TEMPVAR_FLOAT_1 
0022:   1064.293 > $TEMPVAR_FLOAT_2 
0022:   24.8629 > $TEMPVAR_FLOAT_3 
004D: jump_if_false @SCRASH3_1442 
0002: jump @SCRASH3_1472 

:SCRASH3_1442
0050: gosub @SCRASH3_17374 
00BB: show_text_lowpriority GXT 'VAL_9' time 3000 flag 1  // ~r~You were spotted wasting the valet.
0002: jump @SCRASH3_18128 

:SCRASH3_1472
000A: 89@ += 1 
0002: jump @SCRASH3_1286 

:SCRASH3_1486
00D6: if 
0038:   $1901 == 1 
004D: jump_if_false @SCRASH3_1638 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @SCRASH3_1554 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1554 
0987: get_car_blocking_car $1867 store_to $VALET_CAR 
0084: $10754 = $VALET_CAR // (int) 

:SCRASH3_1554
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1638 
03F3: get_car $1867 primary_color_to 90@ secondary_color_to 91@ 
00D6: if or
84A4:   not  90@ == 4 // == constant 
84A4:   not  91@ == 4 // == constant 
004D: jump_if_false @SCRASH3_1638 
00BE: text_clear_all 
0050: gosub @SCRASH3_17374 
00BB: show_text_lowpriority GXT 'VAL_A35' time 4000 flag 1  // ~r~You've resprayed the car. The D.A. may notice the difference!
0002: jump @SCRASH3_18128 

:SCRASH3_1638
00D6: if 
0039:   65@ == 0 
004D: jump_if_false @SCRASH3_1682 
0006: 65@ = 1 
0006: 70@ = 0 
0004: $1886 = 1 
0732: random_car_generator_disable_model #MERIT 

:SCRASH3_1682
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @SCRASH3_2989 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @SCRASH3_1780 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1748.402 909.7514 23.8906 radius 3.0 3.0 3.0 
004D: jump_if_false @SCRASH3_1780 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 70@ = 1 

:SCRASH3_1780
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @SCRASH3_1817 
016A: fade 0 time 1000 
0247: load_model #ZR350 
0006: 70@ = 2 

:SCRASH3_1817
00D6: if 
0039:   70@ == 2 
004D: jump_if_false @SCRASH3_2323 
00D6: if and
816B:   not fading 
0248:   model #ZR350 available 
004D: jump_if_false @SCRASH3_2323 
009B: destroy_actor $1874[0] 
009B: destroy_actor $1874[1] 
009B: destroy_actor $1874[2] 
0004: $1872 = 1 
08A9: load_external_script 72 (VALET) 
0926: $SCRIPT_STATUS = external_script_status 72 (VALET) 
00D6: if 
0018:   $SCRIPT_STATUS > 0 
004D: jump_if_false @SCRASH3_1954 
0004: $1873 = 1 

:SCRASH3_1911
00D6: if 
0018:   $SCRIPT_STATUS > 0 
004D: jump_if_false @SCRASH3_1947 
0001: wait 0 ms 
0926: $SCRIPT_STATUS = external_script_status 72 (VALET) 
0002: jump @SCRASH3_1911 

:SCRASH3_1947
0004: $1873 = 0 

:SCRASH3_1954
00D6: if 
88AB:   not external_script 72 (VALET) loaded 
004D: jump_if_false @SCRASH3_1980 
0001: wait 0 ms 
0002: jump @SCRASH3_1954 

:SCRASH3_1980
0913: run_external_script 72 (VALET)  
0004: $1886 = 2 
0004: $1890 = 1 
022B: create_forbidden_for_peds_cube_cornerA -1729.549 942.886 40.3585 cornerB -1742.773 937.7814 10.1928 
022B: create_forbidden_for_peds_cube_cornerA -1768.524 938.887 40.7496 cornerB -1780.765 943.4574 10.0929 
0395: clear_area 0 at -1722.675 935.279 23.75 radius 55.0 
00A5: 92@ = create_car #ZR350 at -1736.961 946.0503 23.7487 
073B: unknown_car 92@ flag 0 
0175: set_car 92@ Z_angle_to 19.0 
0560: create_random_actor_in_car 92@ handle_as 93@ 
01C2: remove_references_to_actor 93@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 92@ 
0249: release_model #ZR350 
00D6: if 
8119:   not car 92@ wrecked 
004D: jump_if_false @SCRASH3_2240 
0615: define_AS_pack_begin 86@ 
05D1: AS_actor -1 drive_car 92@ to -1753.968 952.9821 23.75 speed 15.0 0 model #NULL 3 
05CD: AS_actor -1 exit_car 92@ 
05C1: AS_actor -1 speak_from_audio_table 230 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 86@ 
0618: assign_actor 93@ to_AS_pack 86@ 
061B: remove_references_to_AS_pack 86@ 

:SCRASH3_2240
0164: disable_marker 57@ 
02A3: enable_widescreen 1 
015F: set_camera_position -1763.482 959.9526 25.8866 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1762.601 959.5414 25.6518 switchstyle 2 
0006: 70@ = 3 
0085: 71@ = 32@ // (int) 
000A: 71@ += 3000 

:SCRASH3_2323
00D6: if 
0039:   70@ == 3 
004D: jump_if_false @SCRASH3_2466 
00D6: if and
04A3:   $1892[0] == 2 // == constant 
04A3:   $1892[1] == 2 // == constant 
04A3:   $1892[2] == 2 // == constant 
004D: jump_if_false @SCRASH3_2410 
04AE: $1892[0] = 11 // = constant 
04AE: $1892[1] = 11 // = constant 
0085: 71@ = 32@ // (int) 
000A: 71@ += 700 
0006: 70@ = 4 

:SCRASH3_2410
00D6: if 
001D:   32@ > 71@ // (int) 
004D: jump_if_false @SCRASH3_2466 
04AE: $1892[0] = 11 // = constant 
04AE: $1892[1] = 11 // = constant 
0085: 71@ = 32@ // (int) 
000A: 71@ += 700 
0006: 70@ = 4 

:SCRASH3_2466
00D6: if 
0039:   70@ == 4 
004D: jump_if_false @SCRASH3_2517 
00D6: if 
001D:   32@ > 71@ // (int) 
004D: jump_if_false @SCRASH3_2517 
016A: fade 1 time 700 
0006: 70@ = 5 

:SCRASH3_2517
00D6: if 
0039:   70@ == 5 
004D: jump_if_false @SCRASH3_2587 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_2587 
00BC: show_text_highpriority GXT 'VAL_6' time 6000 flag 1  // This hotel operates a valet service. The D.A. will be dropping his car off here shortly.
0085: 71@ = 32@ // (int) 
000A: 71@ += 6000 
0006: 70@ = 6 

:SCRASH3_2587
00D6: if 
0039:   70@ == 6 
004D: jump_if_false @SCRASH3_2651 
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @SCRASH3_2625 
0006: 70@ = 7 

:SCRASH3_2625
00D6: if 
001D:   32@ > 71@ // (int) 
004D: jump_if_false @SCRASH3_2651 
0006: 70@ = 7 

:SCRASH3_2651
00D6: if 
0039:   70@ == 7 
004D: jump_if_false @SCRASH3_2989 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SCRASH3_2722 
00A1: put_actor $PLAYER_ACTOR at -1747.198 909.9226 23.8906 
0173: set_actor $PLAYER_ACTOR Z_angle_to 5.6727 
0002: jump @SCRASH3_2756 

:SCRASH3_2722
0811: $VALET_CAR = actor $PLAYER_ACTOR used_car 
00D6: if 
8119:   not car $VALET_CAR wrecked 
004D: jump_if_false @SCRASH3_2756 
0175: set_car $VALET_CAR Z_angle_to 0.0 

:SCRASH3_2756
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'VAL_A25' time 6000 flag 1  // ~s~Follow the ~r~valet~s~ to the underground car park and waste him. Make sure no one is around.
0006: 65@ = 2 
0004: $10932 = 1 
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @SCRASH3_2989 
0187: 63@ = create_marker_above_actor $1874[2] 
00D6: if 
8119:   not car 92@ wrecked 
004D: jump_if_false @SCRASH3_2989 
00D6: if 
80DB:   not actor $1874[2] in_car 92@ 
004D: jump_if_false @SCRASH3_2989 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @SCRASH3_2989 
009B: destroy_actor 93@ 
036A: put_actor $1874[2] in_car 92@ 
0810: store_random_parkplace_in_cube_cornerA -1760.178 972.2405 16.1633 cornerB -1679.605 1064.293 24.8629 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0086: $10942 = $TEMPVAR_FLOAT_1 // (float) 
0086: $10943 = $TEMPVAR_FLOAT_2 // (float) 
0086: $10944 = $TEMPVAR_FLOAT_3 // (float) 
05D1: AS_actor $1874[2] drive_car 92@ to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 speed 15.0 1 model #NULL 0 
04AE: $1892[2] = 8 // = constant 

:SCRASH3_2989
00D6: if 
0039:   65@ == 2 
004D: jump_if_false @SCRASH3_3751 
00D6: if and
0039:   95@ == 0 
0039:   94@ == 1 
004D: jump_if_false @SCRASH3_3048 
00BB: show_text_lowpriority GXT 'VAL_B3' time 5000 flag 1  // ~s~The cops are on to you. Clear the heat before following the valet in to the car park.

:SCRASH3_3048
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @SCRASH3_3176 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if and
0020:   $TEMPVAR_FLOAT_1 > -1760.178 
0020:   $TEMPVAR_FLOAT_2 > 972.2405 
0020:   $TEMPVAR_FLOAT_3 > 16.1633 
0022:   -1679.605 > $TEMPVAR_FLOAT_1 
0022:   1064.293 > $TEMPVAR_FLOAT_2 
0022:   24.8629 > $TEMPVAR_FLOAT_3 
004D: jump_if_false @SCRASH3_3176 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_B4' time 5000 flag 1  // ~r~The cops saw you entering the car park.
0002: jump @SCRASH3_18128 

:SCRASH3_3176
0085: 95@ = 94@ // (int) 
00D6: if 
056D:   actor $1874[2] defined 
004D: jump_if_false @SCRASH3_3751 
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @SCRASH3_3534 
00A0: store_actor $1874[2] position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
04A3:   $1892[2] == 2 // == constant 
004D: jump_if_false @SCRASH3_3273 
00D6: if 
0038:   $1881 == 0 
004D: jump_if_false @SCRASH3_3273 
0004: $10752 = 1 

:SCRASH3_3273
00D6: if 
0038:   $5286 == 0 
004D: jump_if_false @SCRASH3_3417 
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @SCRASH3_3410 
00D6: if and
0020:   $TEMPVAR_FLOAT_1 > -1760.178 
0020:   $TEMPVAR_FLOAT_2 > 972.2405 
0020:   $TEMPVAR_FLOAT_3 > 16.1633 
0022:   -1679.605 > $TEMPVAR_FLOAT_1 
0022:   1064.293 > $TEMPVAR_FLOAT_2 
0022:   24.8629 > $TEMPVAR_FLOAT_3 
004D: jump_if_false @SCRASH3_3410 
00BB: show_text_lowpriority GXT 'VAL_A22' time 5000 flag 1  // The valet is in the car park. Take ~r~him~s~ out while he's down there!
0004: $5286 = 1 
03C7: set_sensitivity_to_crime -1.0 

:SCRASH3_3410
0002: jump @SCRASH3_3534 

:SCRASH3_3417
00D6: if or
0022:   -1760.178 > $TEMPVAR_FLOAT_1 
0022:   972.2405 > $TEMPVAR_FLOAT_2 
0022:   16.1633 > $TEMPVAR_FLOAT_3 
0020:   $TEMPVAR_FLOAT_1 > -1679.605 
0020:   $TEMPVAR_FLOAT_2 > 1064.293 
0020:   $TEMPVAR_FLOAT_3 > 24.8629 
004D: jump_if_false @SCRASH3_3534 
00BB: show_text_lowpriority GXT 'VAL_A23' time 4000 flag 1  // The ~r~valet's~s~ leaving the car park.
00BB: show_text_lowpriority GXT 'VAL_A24' time 5000 flag 1  // Kill ~r~him~s~ when he gets back down with another car.
0004: $5286 = 0 
03C7: set_sensitivity_to_crime 1.0 

:SCRASH3_3534
00D6: if 
0118:   actor $1874[2] dead 
004D: jump_if_false @SCRASH3_3751 
0164: disable_marker 63@ 
04A5: get_dead_actor_pickup_coords $1874[2] store_to 96@ 97@ 98@ 
03C7: set_sensitivity_to_crime 1.0 
00D6: if and
0021:   96@ > -1760.178 
0021:   97@ > 972.2405 
0021:   98@ > 16.1633 
0023:   -1679.605 > 96@ 
0023:   1064.293 > 97@ 
0023:   24.8629 > 98@ 
004D: jump_if_false @SCRASH3_3704 
0213: 74@ = create_pickup #CLOTHESP type 3 at 96@ 97@ 98@ 
03DC: 64@ = create_marker_above_pickup 74@ 
00BC: show_text_highpriority GXT 'VAL_8' time 5000 flag 1  // ~s~Pick up the ~g~valet's uniform~s~
0006: 65@ = 3 
0002: jump @SCRASH3_3751 

:SCRASH3_3704
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
00BE: text_clear_all 
0050: gosub @SCRASH3_17374 
00BC: show_text_highpriority GXT 'VAL_9' time 5000 flag 1  // ~r~You were spotted wasting the valet.
0002: jump @SCRASH3_18128 

:SCRASH3_3751
00D6: if 
0039:   65@ == 3 
004D: jump_if_false @SCRASH3_3848 
00D6: if 
0214:   pickup 74@ picked_up 
004D: jump_if_false @SCRASH3_3848 
0006: 100@ = 1 
043C: disable_sounds_after_fadeout 0 
016A: fade 0 time 1000 
0215: destroy_pickup 74@ 
0164: disable_marker 64@ 
0247: load_model #WMYVA2 
0006: 65@ = 41 
0085: 71@ = 32@ // (int) 
000A: 71@ += 2000 
0006: 99@ = 0 

:SCRASH3_3848
00D6: if 
0039:   65@ == 41 
004D: jump_if_false @SCRASH3_4159 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_4159 
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @SCRASH3_3928 
04AF: 151@ = 20802 // = constant 
0085: 153@ = 32@ // (int) 
000A: 153@ += 500 
0006: 99@ = 1 

:SCRASH3_3928
00D6: if 
0248:   model #WMYVA2 available 
004D: jump_if_false @SCRASH3_4159 
00D6: if 
056D:   actor $1874[2] defined 
004D: jump_if_false @SCRASH3_4016 
0889: store_actor $1874[2] center_of_body_position_to 96@ 97@ 98@ 
04A5: get_dead_actor_pickup_coords $1874[2] store_to 96@ 97@ 98@ 
00D6: if 
09A8:   actor $1874[2] headshoted 
004D: jump_if_false @SCRASH3_4011 
0006: 100@ = 1 

:SCRASH3_4011
009B: destroy_actor $1874[2] 

:SCRASH3_4016
009A: 101@ = create_actor_pedtype 4 model #WMYVA2 at 96@ 97@ 98@ 
00A1: put_actor 101@ at 96@ 97@ 98@ 
01C2: remove_references_to_actor 101@ // Like turning an actor into a random pedestrian 
0489: set_actor 101@ muted 1 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @SCRASH3_4084 
0321: AS_actor 101@ die_headshotted 

:SCRASH3_4084
05BE: AS_actor 101@ die 
01B4: set_player $PLAYER_CHAR can_move 0 
087B: set_player $PLAYER_CHAR clothes_texture "VALET" model "VALET" body_part 17 
0006: 73@ = 1 
070D: rebuild_player $PLAYER_CHAR 
01B4: set_player $PLAYER_CHAR can_move 1 
0085: 71@ = 32@ // (int) 
000A: 71@ += 700 
0006: 65@ = 40 

:SCRASH3_4159
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @SCRASH3_4227 
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @SCRASH3_4227 
00BE: text_clear_all 
0050: gosub @SCRASH3_17374 
00BC: show_text_highpriority GXT 'VAL_B5' time 5000 flag 1  // ~r~You're wanted by the cops. Now your cover's blown.
0002: jump @SCRASH3_18128 

:SCRASH3_4227
00D6: if 
0039:   65@ == 40 
004D: jump_if_false @SCRASH3_4296 
00D6: if 
001D:   32@ > 71@ // (int) 
004D: jump_if_false @SCRASH3_4296 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @SCRASH3_4296 
016A: fade 1 time 600 
0006: 65@ = 42 

:SCRASH3_4296
00D6: if 
0039:   65@ == 42 
004D: jump_if_false @SCRASH3_4381 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_4381 
043C: disable_sounds_after_fadeout 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'VAL_A32' time 5000 flag 1  // ~s~Get to the valet ~y~car port~s~ and wait with the other valets.
0164: disable_marker 57@ 
018A: 57@ = create_checkpoint_at -1759.026 960.4122 23.8905 
0006: 65@ = 4 

:SCRASH3_4381
00D6: if 
0039:   65@ == 4 
004D: jump_if_false @SCRASH3_4541 
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @SCRASH3_4479 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1759.026 960.4122 23.8905 radius 10.0 10.0 10.0 on_foot 
004D: jump_if_false @SCRASH3_4479 
0006: 102@ = 1 
0006: 281@ = 13 

:SCRASH3_4479
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1757.054 960.1191 23.8906 radius 2.0 2.0 2.0 on_foot 
004D: jump_if_false @SCRASH3_4541 
0006: 65@ = 5 
0006: 72@ = 0 

:SCRASH3_4541
00D6: if 
0039:   65@ == 5 
004D: jump_if_false @SCRASH3_6061 
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @SCRASH3_4606 
016A: fade 0 time 1000 
0247: load_model #MERIT 
0247: load_model #BUFFALO 
07C0: load_path 155 
0006: 72@ = 1 

:SCRASH3_4606
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @SCRASH3_4756 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_4756 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -1584.371 727.5854 28.9622 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1585.114 727.2239 28.3981 switchstyle 2 
04E4: refresh_game_renderer_at -1585.114 727.2239 
0A0B: set_rendering_origin_at_3D_coord -1584.371 727.5854 28.9622 angle 270.0 
0006: 72@ = 2 
0085: 71@ = 32@ // (int) 
000A: 71@ += 1000 

:SCRASH3_4756
00D6: if 
0039:   72@ == 2 
004D: jump_if_false @SCRASH3_4807 
00D6: if and
0248:   model #MERIT available 
07C1:   path 155 available 
004D: jump_if_false @SCRASH3_4807 
0164: disable_marker 57@ 
0006: 72@ = 3 

:SCRASH3_4807
00D6: if 
0039:   72@ == 3 
004D: jump_if_false @SCRASH3_5282 
00D6: if and
001D:   32@ > 71@ // (int) 
0248:   model #BUFFALO available 
0248:   model #MERIT available 
004D: jump_if_false @SCRASH3_5272 
015F: set_camera_position -1621.481 738.7783 14.293 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1620.638 738.2501 14.3895 switchstyle 2 
00A5: $1867 = create_car #MERIT at -1611.379 725.24 11.8774 
0229: set_car $1867 primary_color_to 4 secondary_color_to 4 
05EB: assign_car $1867 to_path 155 
073B: unknown_car $1867 flag 0 
009A: 37@ = create_actor_pedtype 4 model #SWMYRI at -1611.454 714.3873 12.4715 
0223: set_actor 37@ health_to 200 
08AF: set_actor 37@ max_health_to 200 
0173: set_actor 37@ Z_angle_to 0.0 
0615: define_AS_pack_begin 86@ 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_5056 
05D3: AS_actor -1 goto_point -1611.596 723.0802 12.2361 mode 4 time -2 ms // versionA 
05CB: AS_actor -1 enter_car $1867 as_driver -2 ms 

:SCRASH3_5056
0616: define_AS_pack_end 86@ 
0618: assign_actor 37@ to_AS_pack 86@ 
061B: remove_references_to_AS_pack 86@ 
0395: clear_area 0 at -1779.804 915.7557 23.7487 radius 25.0 
00A5: 92@ = create_car #BUFFALO at -1779.804 915.7557 23.7487 
073B: unknown_car 92@ flag 0 
0175: set_car 92@ Z_angle_to 270.0 
0560: create_random_actor_in_car 92@ handle_as 93@ 
01C2: remove_references_to_actor 93@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 92@ 
0249: release_model #BUFFALO 
00D6: if 
8119:   not car 92@ wrecked 
004D: jump_if_false @SCRASH3_5251 
0615: define_AS_pack_begin 86@ 
05D1: AS_actor -1 drive_car 92@ to -1753.968 952.9821 23.75 speed 15.0 0 model #NULL 3 
05CD: AS_actor -1 exit_car 92@ 
05C1: AS_actor -1 speak_from_audio_table 230 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 86@ 
0618: assign_actor 93@ to_AS_pack 86@ 
061B: remove_references_to_AS_pack 86@ 

:SCRASH3_5251
016A: fade 1 time 1000 
0006: 72@ = 4 
0002: jump @SCRASH3_5282 

:SCRASH3_5272
0247: load_model #BUFFALO 
0247: load_model #MERIT 

:SCRASH3_5282
00D6: if 
0039:   72@ == 4 
004D: jump_if_false @SCRASH3_5375 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_5375 
0707: start_scene_skip_to @SCRASH3_5729 
00BC: show_text_highpriority GXT 'VAL_12' time 4000 flag 1  // ~s~The D.A. is driving a blue Merit. Remember it, you'll need to identify it correctly when it arrives.
00BB: show_text_lowpriority GXT 'VAL_13' time 4000 flag 1  // ~s~Make sure none of the other valets service his car first.
0085: 71@ = 32@ // (int) 
000A: 71@ += 3500 
0006: 72@ = 5 

:SCRASH3_5375
00D6: if 
0039:   72@ == 5 
004D: jump_if_false @SCRASH3_5419 
00D6: if 
001D:   32@ > 71@ // (int) 
004D: jump_if_false @SCRASH3_5419 
0006: 72@ = 6 

:SCRASH3_5419
00D6: if 
0039:   72@ == 6 
004D: jump_if_false @SCRASH3_5581 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_5581 
00D6: if 
00DF:   actor 37@ driving 
004D: jump_if_false @SCRASH3_5581 
05EC: release_car $1867 from_path 
00D6: if and
8118:   not actor 37@ dead 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_5558 
0615: define_AS_pack_begin 86@ 
05B9: AS_actor -1 stay_idle 800 ms 
05D1: AS_actor -1 drive_car $1867 to -1571.425 725.7955 6.0391 speed 7.0 2 model #NULL 3 
0616: define_AS_pack_end 86@ 
0618: assign_actor 37@ to_AS_pack 86@ 
061B: remove_references_to_AS_pack 86@ 

:SCRASH3_5558
0006: 72@ = 7 
0085: 71@ = 32@ // (int) 
000A: 71@ += 2000 

:SCRASH3_5581
00D6: if 
0039:   72@ == 7 
004D: jump_if_false @SCRASH3_5692 
00D6: if 
001D:   32@ > 71@ // (int) 
004D: jump_if_false @SCRASH3_5692 
015F: set_camera_position -1587.974 725.1835 7.7383 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1588.891 725.1658 8.1361 switchstyle 2 
0006: 72@ = 8 
0085: 71@ = 32@ // (int) 
000A: 71@ += 3000 

:SCRASH3_5692
00D6: if 
0039:   72@ == 8 
004D: jump_if_false @SCRASH3_5745 
00D6: if 
001D:   32@ > 71@ // (int) 
004D: jump_if_false @SCRASH3_5745 

:SCRASH3_5729
0701: end_scene_skip 
016A: fade 0 time 900 
0006: 72@ = 9 

:SCRASH3_5745
00D6: if 
0039:   72@ == 9 
004D: jump_if_false @SCRASH3_5947 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_5947 
0873: release_path 155 
01E7: remove_forbidden_for_cars_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
00D6: if and
8119:   not car $1867 wrecked 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_5865 
00D6: if 
060E:   car $1867 assigned_to_path 
004D: jump_if_false @SCRASH3_5865 
05EC: release_car $1867 from_path 
00A6: destroy_car $1867 
009B: destroy_actor 37@ 

:SCRASH3_5865
00A1: put_actor $PLAYER_ACTOR at -1759.631 960.4594 23.8905 
0173: set_actor $PLAYER_ACTOR Z_angle_to 194.1832 
04E4: refresh_game_renderer_at -1748.402 909.7514 
03CB: set_rendering_origin_at -1748.402 909.7514 23.8906 
0085: 71@ = 32@ // (int) 
000A: 71@ += 1000 
0006: 72@ = 10 

:SCRASH3_5947
00D6: if 
0039:   72@ == 10 
004D: jump_if_false @SCRASH3_6061 
00D6: if 
001D:   32@ > 71@ // (int) 
004D: jump_if_false @SCRASH3_6061 
016A: fade 1 time 900 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_A27' time 7000 flag 1  // ~s~Identify and enter the D.A.'s car when it arrives.
04AE: $1892[0] = 2 // = constant 
04AE: $1892[1] = 2 // = constant 
0209: $10752 = random_int_in_ranges 1 3 
0006: 56@ = 1 
0006: 65@ = 6 

:SCRASH3_6061
00D6: if 
0038:   $1901 == 1 
004D: jump_if_false @SCRASH3_6127 
00D6: if 
0119:   car $1867 wrecked 
004D: jump_if_false @SCRASH3_6127 
00BE: text_clear_all 
0050: gosub @SCRASH3_17374 
00BB: show_text_lowpriority GXT 'VAL_40' time 4000 flag 1  // ~r~You destroyed the D.A.'s car!
0002: jump @SCRASH3_18128 

:SCRASH3_6127
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @SCRASH3_6994 
00D6: if 
8039:   not  107@ == 2 
004D: jump_if_false @SCRASH3_6994 
00D6: if and
84A3:   not  $1892[0] == 2 // == constant 
84A3:   not  $1892[1] == 2 // == constant 
004D: jump_if_false @SCRASH3_6195 
0004: $10752 = 0 

:SCRASH3_6195
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @SCRASH3_6994 
00D6: if 
0038:   $10752 == 0 
004D: jump_if_false @SCRASH3_6756 
00D6: if 
0038:   $1885 == 0 
004D: jump_if_false @SCRASH3_6756 
00D6: if 
0038:   $1881 == 0 
004D: jump_if_false @SCRASH3_6756 
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @SCRASH3_6430 
00D6: if 
80C2:   not sphere_onscreen -1709.886 899.3372 23.7422 radius 5.0 
004D: jump_if_false @SCRASH3_6430 
00D6: if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1709.886 899.3372 23.7422 cornerB 20.0 20.0 20.0 
004D: jump_if_false @SCRASH3_6430 
0395: clear_area 0 at -1709.886 899.3372 23.7422 radius 5.0 
00A5: $1867 = create_car #MERIT at -1611.379 725.24 11.8774 
0175: set_car $1867 Z_angle_to 0.0 
0006: 107@ = 1 

:SCRASH3_6430
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @SCRASH3_6593 
00D6: if 
80C2:   not sphere_onscreen -1674.725 933.5232 23.7365 radius 5.0 
004D: jump_if_false @SCRASH3_6593 
00D6: if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1674.725 933.5232 23.7365 cornerB 20.0 20.0 20.0 
004D: jump_if_false @SCRASH3_6593 
0395: clear_area 0 at -1674.725 933.5232 23.7365 radius 5.0 
00A5: $1867 = create_car #MERIT at -1674.725 933.5232 23.7365 
0175: set_car $1867 Z_angle_to 90.0 
0006: 107@ = 1 

:SCRASH3_6593
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @SCRASH3_6756 
00D6: if 
80C2:   not sphere_onscreen -1791.158 877.27 23.75 radius 5.0 
004D: jump_if_false @SCRASH3_6756 
00D6: if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1791.158 877.27 23.75 cornerB 20.0 20.0 20.0 
004D: jump_if_false @SCRASH3_6756 
0395: clear_area 0 at -1791.158 877.27 23.75 radius 5.0 
00A5: $1867 = create_car #MERIT at -1791.158 877.27 23.75 
0175: set_car $1867 Z_angle_to 0.0 
0006: 107@ = 1 

:SCRASH3_6756
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @SCRASH3_6994 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_6994 
0229: set_car $1867 primary_color_to 4 secondary_color_to 4 
073B: unknown_car $1867 flag 0 
009A: 37@ = create_actor_pedtype 4 model #SWMYRI at -1611.454 714.3873 12.4715 
0223: set_actor 37@ health_to 200 
08AF: set_actor 37@ max_health_to 200 
00D6: if 
80DF:   not actor 37@ driving 
004D: jump_if_false @SCRASH3_6876 
0792: disembark_instantly_actor 37@ 
036A: put_actor 37@ in_car $1867 

:SCRASH3_6876
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_6973 
0615: define_AS_pack_begin 86@ 
05B9: AS_actor -1 stay_idle 10000 ms 
05D1: AS_actor -1 drive_car $1867 to -1758.877 952.744 23.7487 speed 15.0 0 model #NULL 0 
05CD: AS_actor -1 exit_car $1867 
05C1: AS_actor -1 speak_from_audio_table 230 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 86@ 
0618: assign_actor 37@ to_AS_pack 86@ 
061B: remove_references_to_AS_pack 86@ 

:SCRASH3_6973
0006: 68@ = 1 
0004: $1901 = 1 
0006: 107@ = 2 

:SCRASH3_6994
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @SCRASH3_7212 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_7164 
00D6: if 
00DB:   actor 37@ in_car $1867 
004D: jump_if_false @SCRASH3_7116 
062E: get_actor 37@ task 1560 status_store_to 105@ // ret 7 if not found 
00D6: if 
04A4:   105@ == 1 // == constant 
004D: jump_if_false @SCRASH3_7109 
0646: unknown_get_actor 37@ task_1560_status_store_to 105@ // similar to 062E 
00D6: if 
0039:   105@ == 2 
004D: jump_if_false @SCRASH3_7109 
0006: 106@ = 1 

:SCRASH3_7109
0002: jump @SCRASH3_7164 

:SCRASH3_7116
00D6: if 
8039:   not  106@ == 1 
004D: jump_if_false @SCRASH3_7164 
0050: gosub @SCRASH3_17374 
00BB: show_text_lowpriority GXT 'VAL_A1' time 4000 flag 1  // ~r~You've given yourself away.
0002: jump @SCRASH3_18128 

:SCRASH3_7164
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @SCRASH3_7212 
00BE: text_clear_all 
0050: gosub @SCRASH3_17374 
00BB: show_text_lowpriority GXT 'VAL_34' time 4000 flag 1  // ~r~You killed the D.A.!
0002: jump @SCRASH3_18128 

:SCRASH3_7212
00D6: if 
0019:   65@ > 6 
004D: jump_if_false @SCRASH3_7289 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_7289 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 37@ radius 80.0 80.0 0 
004D: jump_if_false @SCRASH3_7289 
009B: destroy_actor 37@ 
0006: 68@ = 0 

:SCRASH3_7289
00D6: if 
0019:   65@ > 5 
004D: jump_if_false @SCRASH3_7462 
00D6: if and
0039:   108@ == 0 
0039:   112@ == 0 
004D: jump_if_false @SCRASH3_7462 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_7462 
046C: 79@ = car $1867 driver 
00D6: if and
803B:   not  79@ == 37@ // (int) 
87D6:   not  79@ == $PLAYER_ACTOR // @ == $ (int) 
8039:   not  79@ == -1 
004D: jump_if_false @SCRASH3_7462 
00BB: show_text_lowpriority GXT 'VAL_A28' time 4000 flag 1  // ~s~A valet has taken the D.A.'s car. Steal the ~r~car~s~ off him before he parks it.
0164: disable_marker 60@ 
0186: 60@ = create_marker_above_car $1867 
0164: disable_marker 57@ 
0006: 56@ = 0 
0006: 108@ = 1 
0089: 109@ = $10942 // (float) 
0089: 110@ = $10943 // (float) 
0089: 111@ = $10944 // (float) 

:SCRASH3_7462
00D6: if 
0039:   108@ == 1 
004D: jump_if_false @SCRASH3_7599 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_7599 
00D6: if 
01AF:   car $1867 sphere 0 in_sphere 109@ 110@ 111@ radius 4.0 4.0 4.0 
004D: jump_if_false @SCRASH3_7568 
0050: gosub @SCRASH3_17374 
00BB: show_text_lowpriority GXT 'VAL_A29' time 4000 flag 1  // ~r~You were supposed to get to the D.A.'s car.
0002: jump @SCRASH3_18128 

:SCRASH3_7568
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_7599 
0006: 108@ = 2 
0164: disable_marker 60@ 

:SCRASH3_7599
00D6: if 
0039:   65@ == 6 
004D: jump_if_false @SCRASH3_8396 
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @SCRASH3_7850 
00D6: if 
0039:   69@ == 0 
004D: jump_if_false @SCRASH3_7772 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1759.026 960.4122 23.8905 radius 15.0 15.0 15.0 
004D: jump_if_false @SCRASH3_7772 
00BE: text_clear_all 
00D6: if or
8118:   not actor $1874[1] dead 
8118:   not actor $1874[0] dead 
004D: jump_if_false @SCRASH3_7740 
00BC: show_text_highpriority GXT 'VAL_49' time 5000 flag 1  // ~s~Stay near the valet ~y~carport~s~.

:SCRASH3_7740
0164: disable_marker 57@ 
018A: 57@ = create_checkpoint_at -1759.026 960.4122 23.8905 
0006: 69@ = 1 

:SCRASH3_7772
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @SCRASH3_7850 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1759.026 960.4122 23.8905 radius 2.0 2.0 2.0 on_foot 
004D: jump_if_false @SCRASH3_7850 
0164: disable_marker 57@ 
0006: 69@ = 0 

:SCRASH3_7850
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @SCRASH3_8162 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1759.026 960.4122 23.8905 radius 15.0 15.0 15.0 
004D: jump_if_false @SCRASH3_8162 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_8162 
00D6: if 
01AF:   car $1867 sphere 0 in_sphere -1757.907 952.8868 25.9104 radius 20.0 20.0 15.0 
004D: jump_if_false @SCRASH3_8162 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_8162 
00D6: if 
00DB:   actor 37@ in_car $1867 
004D: jump_if_false @SCRASH3_8162 
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @SCRASH3_8086 
00D6: if 
00FE:   actor $1874[1] sphere 0 in_sphere -1759.026 960.4122 23.8905 radius 10.0 10.0 10.0 
004D: jump_if_false @SCRASH3_8086 
0006: 56@ = 2 

:SCRASH3_8086
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @SCRASH3_8157 
00D6: if 
00FE:   actor $1874[0] sphere 0 in_sphere -1759.026 960.4122 23.8905 radius 10.0 10.0 10.0 
004D: jump_if_false @SCRASH3_8157 
0006: 56@ = 2 

:SCRASH3_8157
0164: disable_marker 57@ 

:SCRASH3_8162
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @SCRASH3_8196 
0006: 56@ = 3 
00BE: text_clear_all 
0006: 281@ = 14 

:SCRASH3_8196
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @SCRASH3_8396 
0811: 77@ = actor $PLAYER_ACTOR used_car 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_8396 
0811: 78@ = actor 37@ used_car 
00D6: if 
803B:   not  77@ == 78@ // (int) 
004D: jump_if_false @SCRASH3_8396 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_8396 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_8396 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_15' time 7000 flag 1  // ~s~You're in the D.A.'s car. Get over to ~y~the Garage~s~ where the drugs will be planted.
0006: 65@ = 7 
0164: disable_marker 57@ 
0164: disable_marker 59@ 
018A: 59@ = create_checkpoint_at -2045.252 178.7994 27.8359 
0224: set_car $1867 health_to 1000 
0004: $7235 = 150000 
03C3: set_timer_to $7235 type 1 GXT 'VAL_21' // global_variable  // ~s~Time
0006: 67@ = 1 

:SCRASH3_8396
00D6: if 
0019:   65@ > 6 
004D: jump_if_false @SCRASH3_8625 
00D6: if or
001B:   10 > 65@ 
0039:   65@ == 13 
0039:   65@ == 20 
004D: jump_if_false @SCRASH3_8625 
00D6: if 
8039:   not  112@ == 1 
004D: jump_if_false @SCRASH3_8625 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_8625 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_8569 
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @SCRASH3_8569 
0006: 85@ = 0 
0164: disable_marker 60@ 
0186: 60@ = create_marker_above_car $1867 
07E0: set_marker 60@ type_to 1 
018B: set_marker 59@ radar_mode 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_29' time 5000 flag 1  // ~s~Get back in the ~b~car.

:SCRASH3_8569
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_8625 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @SCRASH3_8625 
0006: 85@ = 1 
0164: disable_marker 60@ 
018B: set_marker 59@ radar_mode 2 

:SCRASH3_8625
00D6: if 
0039:   65@ == 7 
004D: jump_if_false @SCRASH3_8778 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere -2033.626 178.856 27.8359 radius 3.0 3.0 3.0 sphere 1 in_car 
004D: jump_if_false @SCRASH3_8778 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_8778 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_8778 
0164: disable_marker 59@ 
018A: 59@ = create_checkpoint_at -2045.947 178.5964 28.1397 
018B: set_marker 59@ radar_mode 2 
00BE: text_clear_all 
0360: open_garage 'HBGDSFS' 
0006: 65@ = 80 

:SCRASH3_8778
00D6: if 
0039:   65@ == 80 
004D: jump_if_false @SCRASH3_8978 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_8978 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2038.055 186.7164 31.0085 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2037.704 185.8301 30.7068 switchstyle 2 
00AB: put_car $1867 at -2033.626 178.856 27.8359 
0175: set_car $1867 Z_angle_to 90.0 
0615: define_AS_pack_begin 114@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D1: AS_actor -1 drive_car $1867 to -2047.517 178.5924 27.8359 speed 7.0 0 model #NULL 3 
0633: AS_actor -1 exit_car 
0616: define_AS_pack_end 114@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 114@ 
061B: remove_references_to_AS_pack 114@ 
0006: 65@ = 81 

:SCRASH3_8978
00D6: if 
0039:   65@ == 81 
004D: jump_if_false @SCRASH3_9039 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 105@ // ret 7 if not found 
00D6: if 
04A4:   105@ == 7 // == constant 
004D: jump_if_false @SCRASH3_9039 
016A: fade 0 time 700 
0006: 65@ = 82 

:SCRASH3_9039
00D6: if 
0039:   65@ == 82 
004D: jump_if_false @SCRASH3_9104 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_9104 
0361: close_garage 'HBGDSFS' 
0085: 71@ = 32@ // (int) 
000A: 71@ += 1000 
0006: 65@ = 83 

:SCRASH3_9104
00D6: if 
0039:   65@ == 83 
004D: jump_if_false @SCRASH3_9417 
00D6: if 
001D:   32@ > 71@ // (int) 
004D: jump_if_false @SCRASH3_9417 
00D6: if 
03B1:   garage 'HBGDSFS' door_closed 
004D: jump_if_false @SCRASH3_9417 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_9222 
00AA: store_car $1867 position_to 41@ 42@ 43@ 
0174: 50@ = car $1867 Z_angle 
03F3: get_car $1867 primary_color_to 75@ secondary_color_to 76@ 
00A6: destroy_car $1867 

:SCRASH3_9222
0247: load_model #MERIT 

:SCRASH3_9227
00D6: if 
8248:   not model #MERIT available 
004D: jump_if_false @SCRASH3_9254 
0001: wait 0 ms 
0002: jump @SCRASH3_9227 

:SCRASH3_9254
00A5: $1867 = create_car #MERIT at -2031.502 178.6435 27.8516 
0229: set_car $1867 primary_color_to 75@ secondary_color_to 76@ 
0175: set_car $1867 Z_angle_to 270.0 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_9322 
036A: put_actor $PLAYER_ACTOR in_car $1867 

:SCRASH3_9322
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
016A: fade 1 time 500 
0164: disable_marker 59@ 
018A: 59@ = create_checkpoint_at -1780.069 970.9553 23.75 
018B: set_marker 59@ radar_mode 2 
0006: 65@ = 8 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_20' time 5000 flag 1  // ~s~The drugs are planted. Take the car to the valet's ~y~car park~s~.
00BB: show_text_lowpriority GXT 'VAL_A31' time 5000 flag 1  // ~s~Keep the car spotless or the D.A. will notice.
01B4: set_player $PLAYER_CHAR can_move 1 

:SCRASH3_9417
00D6: if 
0039:   65@ == 20 
004D: jump_if_false @SCRASH3_9997 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -2037.239 179.5294 28.316 radius 10.0 10.0 10.0 
004D: jump_if_false @SCRASH3_9533 
0006: 65@ = 7 
0164: disable_marker 59@ 
018A: 59@ = create_checkpoint_at -2033.626 178.856 27.8359 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_51' time 5000 flag 1  // ~s~Get back to the garage.

:SCRASH3_9533
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere -2045.947 178.5964 28.1397 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @SCRASH3_9997 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_9997 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_9997 
01B4: set_player $PLAYER_CHAR can_move 0 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $1867 perform_action 6 timelimit 2000000 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_9997 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_9997 
016A: fade 0 time 1000 

:SCRASH3_9680
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_9704 
0001: wait 0 ms 
0002: jump @SCRASH3_9680 

:SCRASH3_9704
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_9763 
00AA: store_car $1867 position_to 41@ 42@ 43@ 
0174: 50@ = car $1867 Z_angle 
03F3: get_car $1867 primary_color_to 75@ secondary_color_to 76@ 
00A6: destroy_car $1867 

:SCRASH3_9763
0247: load_model #MERIT 

:SCRASH3_9768
00D6: if 
8248:   not model #MERIT available 
004D: jump_if_false @SCRASH3_9795 
0001: wait 0 ms 
0002: jump @SCRASH3_9768 

:SCRASH3_9795
00A5: $1867 = create_car #MERIT at -2031.502 178.6435 27.8516 
0229: set_car $1867 primary_color_to 75@ secondary_color_to 76@ 
0175: set_car $1867 Z_angle_to 270.0 
021B: set_garage 'HBGDSFS' to_accept_only_car $1867 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_9877 
036A: put_actor $PLAYER_ACTOR in_car $1867 

:SCRASH3_9877
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0001: wait 1000 ms 
016A: fade 1 time 500 

:SCRASH3_9893
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_9917 
0001: wait 0 ms 
0002: jump @SCRASH3_9893 

:SCRASH3_9917
0164: disable_marker 59@ 
018A: 59@ = create_checkpoint_at -1780.069 970.9553 23.75 
018B: set_marker 59@ radar_mode 2 
0006: 65@ = 8 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_20' time 5000 flag 1  // ~s~The drugs are planted. Take the car to the valet's ~y~car park~s~.
00BB: show_text_lowpriority GXT 'VAL_A31' time 5000 flag 1  // ~s~Keep the car spotless or the D.A. will notice.
01B4: set_player $PLAYER_CHAR can_move 1 

:SCRASH3_9997
00D6: if 
0039:   65@ == 8 
004D: jump_if_false @SCRASH3_10127 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_10127 
00D6: if 
01AF:   car $1867 sphere 1 in_sphere -1780.069 970.9553 23.75 radius 3.0 3.0 3.0 
004D: jump_if_false @SCRASH3_10127 
00BB: show_text_lowpriority GXT 'VAL_32' time 5000 flag 1  // ~s~Park the car in the marked ~y~parking space~s~.
0164: disable_marker 59@ 
018A: 59@ = create_checkpoint_at -1688.214 987.1218 16.5855 
0006: 65@ = 9 

:SCRASH3_10127
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @SCRASH3_10195 
00D6: if 
0038:   $7235 == 0 
004D: jump_if_false @SCRASH3_10195 
00BE: text_clear_all 
0050: gosub @SCRASH3_17374 
00BB: show_text_lowpriority GXT 'VAL_47' time 5000 flag 1  // ~r~You ran out of time!
0002: jump @SCRASH3_18128 

:SCRASH3_10195
00D6: if 
0039:   65@ == 9 
004D: jump_if_false @SCRASH3_10631 
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @SCRASH3_10631 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_10631 
00D6: if 
01B0:   car $1867 sphere 1 in_sphere -1688.214 987.1218 16.5855 radius 3.0 3.0 3.0 stopped 
004D: jump_if_false @SCRASH3_10631 
01B4: set_player $PLAYER_CHAR can_move 0 
0633: AS_actor $PLAYER_ACTOR exit_car 
020A: set_car $1867 door_status_to 3 
0164: disable_marker 59@ 
0164: disable_marker 60@ 
018A: 59@ = create_checkpoint_at -1742.3 940.8106 23.8972 
018B: set_marker 59@ radar_mode 2 
014F: stop_timer $7235 
0006: 67@ = 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_A30' time 6000 flag 1  // ~s~A valet is coming to return the D.A.'s car. Get ~y~outside~s~ the valet car park and call the cops.
0006: 65@ = 30 
009A: 113@ = create_actor_pedtype 24 model #WMYVA at -1772.809 977.8892 22.6614 
02A9: set_actor 113@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 114@ 
05F5: AS_actor -1 goto_point_using_paths -1710.667 985.5689 16.5936 mode 6 time -2 
05CB: AS_actor -1 enter_car $1867 as_driver -2 ms 
06C7: AS_actor -1 driver_of_car $1867 perform_action 14 timelimit 1400 
05D1: AS_actor -1 drive_car $1867 to -1764.082 982.5382 21.1042 speed 15.0 0 model #NULL 0 
05D1: AS_actor -1 drive_car $1867 to -1754.889 952.3113 23.7422 speed 15.0 0 model #NULL 0 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1754.117 959.0662 23.8828 mode 4 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 147.0 
0616: define_AS_pack_end 114@ 
073B: unknown_car $1867 flag 0 
009A: 37@ = create_actor_pedtype 24 model #SWMYRI at -1755.392 946.9804 23.8906 
0173: set_actor 37@ Z_angle_to 0.0 
0618: assign_actor 113@ to_AS_pack 114@ 
061B: remove_references_to_AS_pack 114@ 

:SCRASH3_10631
00D6: if 
0039:   65@ == 30 
004D: jump_if_false @SCRASH3_11099 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_11099 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_10731 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @SCRASH3_10731 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 112@ = 1 
02AC: set_car $1867 immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SCRASH3_10731
00D6: if 
00B1:   car $1867 sphere 0 in_cube_cornerA -1764.199 946.595 28.3546 cornerB -1744.086 957.879 22.6221 
004D: jump_if_false @SCRASH3_10870 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_10870 
062E: get_actor 37@ task 1560 status_store_to 105@ // ret 7 if not found 
00D6: if 
04A4:   105@ == 7 // == constant 
004D: jump_if_false @SCRASH3_10870 
0615: define_AS_pack_begin 114@ 
05CB: AS_actor -1 enter_car $1867 as_driver -2 ms 
05D2: AS_actor -1 run_to_and_hijack_car $1867 max_search_radius 15.0 traffic_behavior 0 
0616: define_AS_pack_end 114@ 
0618: assign_actor 37@ to_AS_pack 114@ 
061B: remove_references_to_AS_pack 114@ 

:SCRASH3_10870
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_10937 
00D6: if 
00DB:   actor 37@ in_car $1867 
004D: jump_if_false @SCRASH3_10937 
00BE: text_clear_all 
0050: gosub @SCRASH3_17374 
00BB: show_text_lowpriority GXT 'VAL_A34' time 5000 flag 1  // ~r~You were too slow. The D.A. picked up his car.
0002: jump @SCRASH3_18128 

:SCRASH3_10937
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1742.3 940.8106 23.8972 radius 2.0 2.0 3.0 on_foot 
004D: jump_if_false @SCRASH3_11018 
0006: 67@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 59@ 
0006: 65@ = 10 
0006: 72@ = 90 

:SCRASH3_11018
00D6: if 
03C9:   car $1867 damaged 
004D: jump_if_false @SCRASH3_11099 
00D6: if 
8118:   not actor 113@ dead 
004D: jump_if_false @SCRASH3_11099 
00D6: if 
80DB:   not actor 113@ in_car $1867 
004D: jump_if_false @SCRASH3_11099 
0050: gosub @SCRASH3_17374 
00BB: show_text_lowpriority GXT 'VAL_B2' time 4000 flag 1  // ~r~The car's visibly damaged. It's too late to get it fixed.
0002: jump @SCRASH3_18128 

:SCRASH3_11099
00D6: if 
0019:   65@ > 7 
004D: jump_if_false @SCRASH3_11215 
00D6: if 
001B:   10 > 65@ 
004D: jump_if_false @SCRASH3_11215 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_11215 
00D6: if 
03C9:   car $1867 damaged 
004D: jump_if_false @SCRASH3_11215 
0006: 65@ = 7 
00BB: show_text_lowpriority GXT 'VAL_31' time 5000 flag 1  // ~s~The car's noticeably damaged. Take it back to ~y~the Garage~s~ to get it fixed up.
0164: disable_marker 59@ 
018A: 59@ = create_checkpoint_at -2045.252 178.7994 27.8359 

:SCRASH3_11215
00D6: if 
0039:   65@ == 10 
004D: jump_if_false @SCRASH3_14734 
088D: set_objects_in_sphere -1741.792 939.731 23.8906 radius 2.5 with_model #LAMPPOST3 collision_detection 0 
00D6: if 
0039:   72@ == 90 
004D: jump_if_false @SCRASH3_11297 
0247: load_model #CELLPHONE 
0006: 338@ = 1 
0006: 72@ = 91 

:SCRASH3_11297
00D6: if 
0039:   72@ == 91 
004D: jump_if_false @SCRASH3_11513 
00D6: if 
0248:   model #CELLPHONE available 
004D: jump_if_false @SCRASH3_11513 
02A3: enable_widescreen 1 
015F: set_camera_position -1738.083 938.6749 25.0378 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1738.96 939.1542 25.0127 switchstyle 2 
0395: clear_area 0 at -1741.792 939.731 23.8906 radius 20.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SCRASH3_11453 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1741.792 939.731 23.8906 
0002: jump @SCRASH3_11473 

:SCRASH3_11453
00A1: put_actor $PLAYER_ACTOR at -1741.792 939.731 23.8906 

:SCRASH3_11473
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0085: 123@ = 32@ // (int) 
000A: 123@ += 2500 
0006: 72@ = 89 

:SCRASH3_11513
00D6: if 
0039:   72@ == 89 
004D: jump_if_false @SCRASH3_11571 
00D6: if 
001D:   32@ > 123@ // (int) 
004D: jump_if_false @SCRASH3_11571 
0006: 281@ = 1 
0006: 282@ = 2 
0006: 72@ = 88 

:SCRASH3_11571
00D6: if 
0039:   72@ == 88 
004D: jump_if_false @SCRASH3_11642 
00D6: if and
0039:   281@ == 0 
0039:   282@ == 0 
004D: jump_if_false @SCRASH3_11642 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
016A: fade 0 time 1000 
0004: $1901 = 0 
0006: 72@ = 87 

:SCRASH3_11642
00D6: if 
0039:   72@ == 87 
004D: jump_if_false @SCRASH3_11774 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_11774 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_11694 
009B: destroy_actor 37@ 

:SCRASH3_11694
0006: 72@ = 99 
0004: $1890 = 1 
00D6: if 
8119:   not car $1881 wrecked 
004D: jump_if_false @SCRASH3_11729 
00A6: destroy_car $1881 

:SCRASH3_11729
00D6: if 
8119:   not car $1877 wrecked 
004D: jump_if_false @SCRASH3_11750 
00A6: destroy_car $1877 

:SCRASH3_11750
0395: clear_area 0 at -1741.792 939.731 23.0 radius 80.0 

:SCRASH3_11774
00D6: if 
0039:   72@ == 99 
004D: jump_if_false @SCRASH3_12005 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0004: $10753 = 1 
04E4: refresh_game_renderer_at -1759.449 954.4333 
03CB: set_rendering_origin_at -1759.449 954.4333 23.72 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SCRASH3_11885 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1741.792 939.731 23.8906 
0002: jump @SCRASH3_11905 

:SCRASH3_11885
00A1: put_actor $PLAYER_ACTOR at -1741.792 939.731 23.8906 

:SCRASH3_11905
0173: set_actor $PLAYER_ACTOR Z_angle_to 40.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -1738.083 938.6749 25.0378 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1738.96 939.1542 25.0127 switchstyle 2 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_11998 
00A6: destroy_car $1867 

:SCRASH3_11998
0006: 72@ = 98 

:SCRASH3_12005
00D6: if 
0039:   72@ == 98 
004D: jump_if_false @SCRASH3_12182 
00D6: if and
0248:   model #MERIT available 
0248:   model #COLT45 available 
0248:   model #SWMYRI available 
04EE:   animation "POLICE" loaded 
04EE:   animation "MISC" loaded 
004D: jump_if_false @SCRASH3_12149 
00D6: if and
0248:   model #SFPD1 available 
07C1:   path 165 available 
07C1:   path 166 available 
0248:   model #COPCARSF available 
004D: jump_if_false @SCRASH3_12122 
0006: 72@ = 0 
0249: release_model #CHEETAH 
0249: release_model #WMYVA2 
0002: jump @SCRASH3_12142 

:SCRASH3_12122
0247: load_model #COPCARSF 
07C0: load_path 166 
07C0: load_path 165 
0247: load_model #SFPD1 

:SCRASH3_12142
0002: jump @SCRASH3_12182 

:SCRASH3_12149
04ED: load_animation "MISC" 
04ED: load_animation "POLICE" 
0247: load_model #SWMYRI 
0247: load_model #COLT45 
0247: load_model #MERIT 

:SCRASH3_12182
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @SCRASH3_12645 
016A: fade 1 time 800 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0395: clear_area 0 at -1759.449 954.4333 23.72 radius 50.0 
01EB: set_traffic_density_multiplier_to 0.0 
00A5: $1867 = create_car #MERIT at -1759.449 954.4333 23.72 
0229: set_car $1867 primary_color_to 4 secondary_color_to 4 
00A5: 115@ = create_car #COPCARSF at -1711.399 903.0281 24.1296 
00A5: 116@ = create_car #COPCARSF at -1711.016 893.7642 24.0975 
0397: enable_car 115@ siren 1 
0397: enable_car 116@ siren 1 
0129: 121@ = create_actor_pedtype 4 model #SFPD1 in_car 115@ driverseat 
0129: 122@ = create_actor_pedtype 4 model #SFPD1 in_car 116@ driverseat 
01B2: give_actor 121@ weapon 22 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 122@ weapon 22 ammo 99999 // Load the weapon model before using this 
009A: 37@ = create_actor_pedtype 4 model #SWMYRI at -1763.276 946.1676 23.8905 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_12436 
036A: put_actor 37@ in_car $1867 

:SCRASH3_12436
0615: define_AS_pack_begin 117@ 
05B9: AS_actor -1 stay_idle 6500 ms 
0633: AS_actor -1 exit_car 
05C4: AS_actor -1 hands_up 3000 ms 
0616: define_AS_pack_end 117@ 
0618: assign_actor 37@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 
0175: set_car $1867 Z_angle_to 90.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLYRLEAN_LOOP" IFP "MISC" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -2 // versionB 
00A0: store_actor $PLAYER_ACTOR position_to $7236 $7237 $TEMPVAR_Z_COORD 
015F: set_camera_position -1740.345 939.6078 25.3651 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1741.223 940.0797 25.2814 switchstyle 2 
0085: 325@ = 37@ // (int) 
0085: 326@ = 121@ // (int) 
0085: 327@ = 122@ // (int) 
0085: 123@ = 32@ // (int) 
000A: 123@ += 1000 
0006: 72@ = 1 

:SCRASH3_12645
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @SCRASH3_12689 
00D6: if 
001D:   32@ > 123@ // (int) 
004D: jump_if_false @SCRASH3_12689 
0006: 72@ = 2 

:SCRASH3_12689
00D6: if 
0039:   72@ == 2 
004D: jump_if_false @SCRASH3_12825 
00D6: if and
8119:   not car 115@ wrecked 
8119:   not car 116@ wrecked 
004D: jump_if_false @SCRASH3_12802 
00D6: if and
07C1:   path 165 available 
07C1:   path 166 available 
004D: jump_if_false @SCRASH3_12792 
05EB: assign_car 115@ to_path 165 
05EB: assign_car 116@ to_path 166 
06FD: set_car 115@ speed_on_path_to 0.8 
06FD: set_car 116@ speed_on_path_to 0.8 
0002: jump @SCRASH3_12802 

:SCRASH3_12792
07C0: load_path 165 
07C0: load_path 166 

:SCRASH3_12802
0085: 123@ = 32@ // (int) 
000A: 123@ += 3000 
0006: 72@ = 3 

:SCRASH3_12825
00D6: if 
0039:   72@ == 3 
004D: jump_if_false @SCRASH3_12869 
00D6: if 
001D:   32@ > 123@ // (int) 
004D: jump_if_false @SCRASH3_12869 
0006: 72@ = 4 

:SCRASH3_12869
00D6: if 
0039:   72@ == 4 
004D: jump_if_false @SCRASH3_13087 
00BE: text_clear_all 
0006: 281@ = 3 
0006: 282@ = 2 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_13064 
00D6: if 
8118:   not actor 121@ dead 
004D: jump_if_false @SCRASH3_12972 
0615: define_AS_pack_begin 117@ 
0633: AS_actor -1 exit_car 
0635: AS_actor -1 aim_at_actor 37@ 3000 ms 
0616: define_AS_pack_end 117@ 
0618: assign_actor 121@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 

:SCRASH3_12972
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SCRASH3_13064 
0615: define_AS_pack_begin 117@ 
0633: AS_actor -1 exit_car 
06C2: AS_actor -1 goto -1762.369 951.1278 23.7487 mode 4 turn_radius 1.0 stop_radius 1.0 actor 37@ with_offset 0.0 0.0 0.0 
0616: define_AS_pack_end 117@ 
0618: assign_actor 122@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 

:SCRASH3_13064
0085: 123@ = 32@ // (int) 
000A: 123@ += 6200 
0006: 72@ = 5 

:SCRASH3_13087
00D6: if 
0039:   72@ == 5 
004D: jump_if_false @SCRASH3_13149 
00D6: if 
001D:   32@ > 123@ // (int) 
004D: jump_if_false @SCRASH3_13149 
00D6: if 
0039:   281@ == 0 
004D: jump_if_false @SCRASH3_13149 
0006: 72@ = 6 

:SCRASH3_13149
00D6: if 
0039:   72@ == 6 
004D: jump_if_false @SCRASH3_13566 
0006: 281@ = 5 
0006: 282@ = 3 
0085: 120@ = 32@ // (int) 
000A: 120@ += 17333 
0085: 119@ = 32@ // (int) 
000A: 119@ += 17633 
0085: 118@ = 32@ // (int) 
000A: 118@ += 4313 
00D6: if and
8118:   not actor 121@ dead 
8118:   not actor 122@ dead 
004D: jump_if_false @SCRASH3_13274 
01B9: set_actor 121@ armed_weapon_to 0 
01B9: set_actor 122@ armed_weapon_to 0 
0173: set_actor 121@ Z_angle_to 0.0 

:SCRASH3_13274
015F: set_camera_position -1768.048 955.8058 25.1327 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1767.238 955.2321 25.0132 switchstyle 2 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_13346 
04E1: open_and_freeze_car_trunk $1867 

:SCRASH3_13346
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_13454 
0792: disembark_instantly_actor 37@ 
0619: enable_actor 37@ collision_detection 0 
00A1: put_actor 37@ at -1761.71 952.9333 23.79 
0173: set_actor 37@ Z_angle_to 0.0 
04D7: set_actor 37@ locked 1 
0812: AS_actor 37@ perform_animation "CRM_DRGBST_01" IFP "POLICE" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:SCRASH3_13454
00A1: put_actor 121@ at -1761.724 952.4515 23.72 
0792: disembark_instantly_actor 122@ 
00A1: put_actor 122@ at -1755.75 953.9333 23.72 
0812: AS_actor 121@ perform_animation "PLC_DRGBST_01" IFP "POLICE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 25000 // versionB 
0085: 123@ = 32@ // (int) 
000A: 123@ += 7606 
0006: 72@ = 7 

:SCRASH3_13566
00D6: if 
0039:   72@ == 7 
004D: jump_if_false @SCRASH3_13680 
00D6: if 
8039:   not  118@ == 0 
004D: jump_if_false @SCRASH3_13636 
00D6: if 
001D:   32@ > 118@ // (int) 
004D: jump_if_false @SCRASH3_13636 
09F1: play_audio_at_actor 37@ event 1009 
0006: 118@ = 0 

:SCRASH3_13636
00D6: if 
001D:   32@ > 123@ // (int) 
004D: jump_if_false @SCRASH3_13680 
00D6: if 
0039:   281@ == 0 
004D: jump_if_false @SCRASH3_13680 
0006: 72@ = 8 

:SCRASH3_13680
00D6: if 
0039:   72@ == 8 
004D: jump_if_false @SCRASH3_13855 
0006: 281@ = 8 
0006: 282@ = 2 
015F: set_camera_position -1757.747 952.7751 24.8666 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1756.909 953.301 25.0154 switchstyle 2 
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SCRASH3_13832 
0173: set_actor 122@ Z_angle_to 90.0 
0812: AS_actor 122@ perform_animation "PLC_DRGBST_02" IFP "POLICE" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:SCRASH3_13832
0085: 123@ = 32@ // (int) 
000A: 123@ += 3267 
0006: 72@ = 9 

:SCRASH3_13855
00D6: if 
0039:   72@ == 9 
004D: jump_if_false @SCRASH3_13917 
00D6: if 
001D:   32@ > 123@ // (int) 
004D: jump_if_false @SCRASH3_13917 
00D6: if 
0039:   281@ == 0 
004D: jump_if_false @SCRASH3_13917 
0006: 72@ = 10 

:SCRASH3_13917
00D6: if 
0039:   72@ == 10 
004D: jump_if_false @SCRASH3_14023 
0006: 281@ = 10 
0006: 282@ = 2 
015F: set_camera_position -1768.048 955.8058 25.1327 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1767.238 955.2321 25.0132 switchstyle 2 
0085: 123@ = 32@ // (int) 
000A: 123@ += 750 
0006: 72@ = 80 

:SCRASH3_14023
00D6: if 
0039:   72@ == 80 
004D: jump_if_false @SCRASH3_14091 
00D6: if 
001D:   32@ > 120@ // (int) 
004D: jump_if_false @SCRASH3_14091 
09F1: play_audio_at_actor 37@ event 1130 
0085: 123@ = 32@ // (int) 
000A: 123@ += 500 
0006: 72@ = 81 

:SCRASH3_14091
00D6: if 
0039:   72@ == 81 
004D: jump_if_false @SCRASH3_14159 
00D6: if 
001D:   32@ > 119@ // (int) 
004D: jump_if_false @SCRASH3_14159 
09F1: play_audio_at_actor 37@ event 1009 
0085: 123@ = 32@ // (int) 
000A: 123@ += 1900 
0006: 72@ = 11 

:SCRASH3_14159
00D6: if and
0039:   72@ == 11 
0039:   281@ == 0 
004D: jump_if_false @SCRASH3_14448 
00D6: if 
001D:   32@ > 123@ // (int) 
004D: jump_if_false @SCRASH3_14448 
015F: set_camera_position -1738.083 938.6749 25.0378 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1738.96 939.1542 25.0127 switchstyle 2 
00D6: if and
8118:   not actor 121@ dead 
8118:   not actor 122@ dead 
8119:   not car 115@ wrecked 
8119:   not car 116@ wrecked 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_14425 
036A: put_actor 121@ in_car 115@ 
036A: put_actor 122@ in_car 116@ 
04D7: set_actor 37@ locked 0 
0430: put_actor 37@ into_car 116@ passenger_seat 1 
05D1: AS_actor 122@ drive_car 116@ to -1790.405 905.0311 25.0203 speed 20.0 2 model #NULL 3 
0615: define_AS_pack_begin 117@ 
06C7: AS_actor -1 driver_of_car 115@ perform_action 14 timelimit 800 
05D1: AS_actor -1 drive_car 115@ to -1790.405 905.0311 25.0203 speed 20.0 2 model #NULL 3 
0616: define_AS_pack_end 117@ 
0618: assign_actor 121@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 

:SCRASH3_14425
0085: 123@ = 32@ // (int) 
000A: 123@ += 4000 
0006: 72@ = 12 

:SCRASH3_14448
00D6: if 
0039:   72@ == 12 
004D: jump_if_false @SCRASH3_14734 
00D6: if 
001D:   32@ > 123@ // (int) 
004D: jump_if_false @SCRASH3_14734 
0006: 72@ = 13 
016A: fade 0 time 1000 

:SCRASH3_14499
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_14523 
0001: wait 0 ms 
0002: jump @SCRASH3_14499 

:SCRASH3_14523
00D6: if 
056D:   actor 113@ defined 
004D: jump_if_false @SCRASH3_14544 
009B: destroy_actor 113@ 

:SCRASH3_14544
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_14565 
01C3: remove_references_to_car $1867 

:SCRASH3_14565
00D6: if and
8118:   not actor 121@ dead 
8118:   not actor 122@ dead 
8119:   not car 115@ wrecked 
8119:   not car 116@ wrecked 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_14626 
009B: destroy_actor 121@ 
009B: destroy_actor 122@ 
00A6: destroy_car 115@ 
00A6: destroy_car 116@ 
009B: destroy_actor 37@ 

:SCRASH3_14626
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_14647 
00A6: destroy_car $1867 

:SCRASH3_14647
00D6: if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
004D: jump_if_false @SCRASH3_14688 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:SCRASH3_14688
0001: wait 1000 ms 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 1000 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0002: jump @SCRASH3_18160 

:SCRASH3_14734
00D6: if 
0039:   65@ == 13 
004D: jump_if_false @SCRASH3_15198 
00D6: if 
0103:   actor $PLAYER_ACTOR in_sphere -2045.252 178.7994 27.8359 radius 3.0 3.0 3.0 sphere 1 stopped_in_car 
004D: jump_if_false @SCRASH3_14800 

:SCRASH3_14800
00D6: if 
01A7:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2042.943 167.5841 26.759 cornerB -2055.202 180.1328 32.3919 in_car 
004D: jump_if_false @SCRASH3_15198 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_15198 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_15198 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:SCRASH3_14897
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_14921 
0001: wait 0 ms 
0002: jump @SCRASH3_14897 

:SCRASH3_14921
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_14980 
00AA: store_car $1867 position_to 41@ 42@ 43@ 
0174: 50@ = car $1867 Z_angle 
03F3: get_car $1867 primary_color_to 75@ secondary_color_to 76@ 
00A6: destroy_car $1867 

:SCRASH3_14980
0247: load_model #MERIT 

:SCRASH3_14985
00D6: if 
8248:   not model #MERIT available 
004D: jump_if_false @SCRASH3_15012 
0001: wait 0 ms 
0002: jump @SCRASH3_14985 

:SCRASH3_15012
00A5: $1867 = create_car #MERIT at -2031.502 178.6435 27.8516 
0229: set_car $1867 primary_color_to 75@ secondary_color_to 76@ 
0175: set_car $1867 Z_angle_to 270.0 
021B: set_garage 'HBGDSFS' to_accept_only_car $1867 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_15094 
036A: put_actor $PLAYER_ACTOR in_car $1867 

:SCRASH3_15094
0001: wait 1000 ms 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 500 

:SCRASH3_15117
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_15141 
0001: wait 0 ms 
0002: jump @SCRASH3_15117 

:SCRASH3_15141
0164: disable_marker 59@ 
018A: 59@ = create_checkpoint_at -1780.069 970.9553 23.75 
018B: set_marker 59@ radar_mode 2 
0006: 65@ = 8 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_33' time 5000 flag 1  // ~s~Good as new. Now get back to the ~y~car park~s~.

:SCRASH3_15198
00D6: if 
0039:   65@ == 11 
004D: jump_if_false @SCRASH3_15216 

:SCRASH3_15216
0002: jump @SCRASH3_636 

:SCRASH3_15223
00D6: if 
8039:   not  151@ == 0 
004D: jump_if_false @SCRASH3_15414 
00D6: if 
0039:   150@ == 0 
004D: jump_if_false @SCRASH3_15277 
040D: unload_wav 3 
03CF: load_wav 151@ as 3 
0006: 150@ = 1 

:SCRASH3_15277
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @SCRASH3_15340 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @SCRASH3_15340 
00D6: if 
001D:   32@ > 153@ // (int) 
004D: jump_if_false @SCRASH3_15340 
03D1: play_wav 3 
0006: 150@ = 2 

:SCRASH3_15340
00D6: if 
0039:   150@ == 2 
004D: jump_if_false @SCRASH3_15414 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @SCRASH3_15414 
040D: unload_wav 3 
0085: 151@ = 152@ // (int) 
0006: 152@ = 0 
0085: 153@ = 154@ // (int) 
0006: 154@ = 0 
0006: 150@ = 0 

:SCRASH3_15414
00D6: if 
8039:   not  124@ == 0 
004D: jump_if_false @SCRASH3_15614 
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @SCRASH3_15492 
0006: 125@ = 1 
0085: 126@ = 32@ // (int) 
0006: 127@ = 0 
0085: 334@ = 126@ // (int) 
005A: 334@ += 128@(127@,10i) // (int) 

:SCRASH3_15492
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @SCRASH3_15614 
00D6: if 
001D:   32@ > 334@ // (int) 
004D: jump_if_false @SCRASH3_15614 
0085: 281@ = 138@(127@,10i) // (int) 
000A: 127@ += 1 
000E: 148@ -= 1 
00D6: if 
0039:   148@ == 0 
004D: jump_if_false @SCRASH3_15594 
0006: 124@ = 0 
0006: 125@ = 0 
0002: jump @SCRASH3_15614 

:SCRASH3_15594
0085: 334@ = 126@ // (int) 
005A: 334@ += 128@(127@,10i) // (int) 

:SCRASH3_15614
00D6: if 
0039:   149@ == 1 
004D: jump_if_false @SCRASH3_15678 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_15678 
00D6: if or
83D2:   not wav 1 ended 
83D2:   not wav 2 ended 
004D: jump_if_false @SCRASH3_15678 
0006: 149@ = 0 
0006: 280@ = 5 

:SCRASH3_15678
0871: init_jump_table 280@ total_jumps 6 default_jump 0 @SCRASH3_17372 jumps 0 @SCRASH3_15741 1 @SCRASH3_16293 2 @SCRASH3_17027 3 @SCRASH3_17119 4 @SCRASH3_17177 5 @SCRASH3_17291 -1 @SCRASH3_17372 

:SCRASH3_15741
00D6: if 
0039:   280@ == 1 
004D: jump_if_false @SCRASH3_15809 
009A: 332@ = create_actor_pedtype 8 model #SPECIAL01 at 2752.341 -1948.867 16.3125 
009A: 336@ = create_actor_pedtype 8 model #SPECIAL01 at 2752.341 -1948.867 16.3125 

:SCRASH3_15809
05AA: 157@s = 'SCR1_AA' // @s = 'short'  // ~z~Hello? This WE TIP?
05AA: 159@s = 'SCR1_AB' // @s = 'short'  // ~z~I seen something highly suspicious you should come check out...
05AA: 161@s = 'SCR1_AC' // @s = 'short'  // ~z~Police! Don't move!
05AA: 163@s = 'SCR1_AD' // @s = 'short'  // ~z~Get outta the car with your hands in the air!
05AA: 165@s = 'SCR1_AE' // @s = 'short'  // ~z~Do you know who you're fucking with here?
05AA: 167@s = 'SCR1_AF' // @s = 'short'  // ~z~I'll have your badge you moron!
05AA: 169@s = 'SCR1_AG' // @s = 'short'  // ~z~Shut up! You found anything back there?
05AA: 171@s = 'SCR1_AH' // @s = 'short'  // ~z~Found anything? He's got half of Mexico in here!
05AA: 173@s = 'SCR1_AJ' // @s = 'short'  // ~z~Must be two tons of Mary here!
05AA: 175@s = 'SCR1_AK' // @s = 'short'  // ~z~What? But... but I've never seen... how could it be..?
05AA: 177@s = 'SCR1_AL' // @s = 'short'  // ~z~Hell of a defense you got there, buddy.
05AA: 179@s = 'SCR1_AM' // @s = 'short'  // ~z~Get in the car!
05AA: 181@s = 'SCR1_BB' // @s = 'short'  // ~z~Ah, you must be the new boy. Get in line.
05AA: 183@s = 'SCR1_BA' // @s = 'short'  // ~z~Hey that's the DA. He's a good tipper.
04AF: 236@ = 34400 // = constant 
04AF: 237@ = 34401 // = constant 
04AF: 238@ = 34402 // = constant 
04AF: 239@ = 34403 // = constant 
04AF: 240@ = 34404 // = constant 
04AF: 241@ = 34405 // = constant 
04AF: 242@ = 34406 // = constant 
04AF: 243@ = 34407 // = constant 
04AF: 244@ = 34408 // = constant 
04AF: 245@ = 34409 // = constant 
04AF: 246@ = 34410 // = constant 
04AF: 247@ = 34411 // = constant 
04AF: 248@ = 34413 // = constant 
04AF: 249@ = 34412 // = constant 
0006: 284@ = 1 
0006: 285@ = 1 
0006: 286@ = 3 
0006: 287@ = 3 
0006: 288@ = 2 
0006: 289@ = 2 
0006: 290@ = 3 
0006: 291@ = 4 
0006: 292@ = 4 
0006: 293@ = 2 
0006: 294@ = 3 
0006: 295@ = 3 
0006: 296@ = 0 
0006: 297@ = 0 
008B: 324@ = $PLAYER_ACTOR // (int) 
0006: 280@ = 1 
03CF: load_wav 236@ as 1 
03CF: load_wav 237@ as 2 
0006: 276@ = 1 
0006: 277@ = 2 
0002: jump @SCRASH3_17372 

:SCRASH3_16293
00D6: if 
8039:   not  281@ == 0 
004D: jump_if_false @SCRASH3_17020 
00D6: if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
004D: jump_if_false @SCRASH3_17020 
00D6: if 
003B:   276@ == 281@ // (int) 
004D: jump_if_false @SCRASH3_16363 
0006: 278@ = 1 
0002: jump @SCRASH3_16426 

:SCRASH3_16363
00D6: if 
003B:   277@ == 281@ // (int) 
004D: jump_if_false @SCRASH3_16396 
0006: 278@ = 2 
0002: jump @SCRASH3_16426 

:SCRASH3_16396
0006: 278@ = 1 
0085: 276@ = 281@ // (int) 
040D: unload_wav 1 
03CF: load_wav 235@(281@,40i) as 1 

:SCRASH3_16426
00D6: if 
03D0:   wav 278@ loaded 
004D: jump_if_false @SCRASH3_17008 
0085: 331@ = 283@(281@,40i) // (int) 
0085: 332@ = 323@(331@,7i) // (int) 
00D6: if 
8039:   not  338@ == 1 
004D: jump_if_false @SCRASH3_16654 
0006: 335@ = 1 
0006: 337@ = 0 

:SCRASH3_16498
00D6: if 
001B:   7 > 335@ 
004D: jump_if_false @SCRASH3_16654 
0085: 336@ = 323@(335@,7i) // (int) 
00D6: if 
8039:   not  336@ == 0 
004D: jump_if_false @SCRASH3_16640 
00D6: if 
803B:   not  336@ == 332@ // (int) 
004D: jump_if_false @SCRASH3_16640 
00D6: if 
8118:   not actor 332@ dead 
004D: jump_if_false @SCRASH3_16640 
00D6: if 
8118:   not actor 336@ dead 
004D: jump_if_false @SCRASH3_16640 
00D6: if 
0104:   actor 332@ near_actor 336@ radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @SCRASH3_16640 
000A: 337@ += 1 

:SCRASH3_16640
000A: 335@ += 1 
0002: jump @SCRASH3_16498 

:SCRASH3_16654
00D6: if or
0039:   338@ == 1 
0019:   337@ > 0 
0039:   283@(281@,40i) == 0 
004D: jump_if_false @SCRASH3_17001 
00D6: if 
8039:   not  283@(281@,40i) == 0 
004D: jump_if_false @SCRASH3_16781 
00D6: if 
8118:   not actor 332@ dead 
004D: jump_if_false @SCRASH3_16781 
0949: link_wav 278@ to_actor 332@ 
00D6: if 
894D:   not actor 332@ mutally_active 
004D: jump_if_false @SCRASH3_16774 
0006: 330@ = 1 
0967: actor 332@ move_mouth 15000 ms 
0002: jump @SCRASH3_16781 

:SCRASH3_16774
094E: set_actor 332@ mute_pain_audio 0 

:SCRASH3_16781
00D6: if 
0039:   283@(281@,40i) == 0 
004D: jump_if_false @SCRASH3_16810 
0006: 330@ = 1 

:SCRASH3_16810
00D6: if 
0039:   330@ == 1 
004D: jump_if_false @SCRASH3_17001 
03D1: play_wav 278@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 155@(281@,40s) time 10000 flag 1 
000A: 280@ += 1 
0006: 330@ = 0 
000A: 281@ += 1 
0085: 279@ = 281@ // (int) 
00D6: if 
8039:   not  235@(281@,40i) == 0 
004D: jump_if_false @SCRASH3_17001 
00D6: if 
0039:   278@ == 1 
004D: jump_if_false @SCRASH3_16963 
00D6: if 
803B:   not  277@ == 281@ // (int) 
004D: jump_if_false @SCRASH3_16956 
03CF: load_wav 235@(281@,40i) as 2 
0085: 277@ = 281@ // (int) 

:SCRASH3_16956
0002: jump @SCRASH3_17001 

:SCRASH3_16963
00D6: if 
803B:   not  276@ == 281@ // (int) 
004D: jump_if_false @SCRASH3_17001 
03CF: load_wav 235@(281@,40i) as 1 
0085: 276@ = 281@ // (int) 

:SCRASH3_17001
0002: jump @SCRASH3_17020 

:SCRASH3_17008
03CF: load_wav 235@(281@,40i) as 278@ 

:SCRASH3_17020
0002: jump @SCRASH3_17372 

:SCRASH3_17027
00D6: if 
03D2:   wav 278@ ended 
004D: jump_if_false @SCRASH3_17057 
000A: 280@ += 1 
0002: jump @SCRASH3_17112 

:SCRASH3_17057
00D6: if 
056D:   actor 332@ defined 
004D: jump_if_false @SCRASH3_17096 
00D6: if 
0118:   actor 332@ dead 
004D: jump_if_false @SCRASH3_17096 
000A: 280@ += 1 

:SCRASH3_17096
00D6: if 
8118:   not actor 332@ dead 
004D: jump_if_false @SCRASH3_17112 

:SCRASH3_17112
0002: jump @SCRASH3_17372 

:SCRASH3_17119
040D: unload_wav 278@ 
0006: 275@(278@,3i) = 0 
00BE: text_clear_all 
00D6: if 
8118:   not actor 332@ dead 
004D: jump_if_false @SCRASH3_17163 
0968: actor 332@ stop_mouth 
094F: enable_actor 332@ pain_audio 

:SCRASH3_17163
000A: 280@ += 1 
0002: jump @SCRASH3_17372 

:SCRASH3_17177
000A: 281@ += 1 
00D6: if 
8039:   not  235@(281@,40i) == 0 
004D: jump_if_false @SCRASH3_17230 
03CF: load_wav 235@(281@,40i) as 278@ 
0085: 275@(278@,3i) = 281@ // (int) 

:SCRASH3_17230
000E: 282@ -= 1 
00D6: if 
8019:   not  282@ > 0 
004D: jump_if_false @SCRASH3_17269 
0006: 281@ = 0 
0002: jump @SCRASH3_17277 

:SCRASH3_17269
0085: 281@ = 279@ // (int) 

:SCRASH3_17277
0006: 280@ = 1 
0002: jump @SCRASH3_17372 

:SCRASH3_17291
0006: 280@ = 1 
0006: 281@ = 0 
0006: 282@ = 0 
0006: 124@ = 0 
0006: 148@ = 0 
040D: unload_wav 278@ 
0006: 275@(278@,3i) = 0 
00BE: text_clear_all 
00D6: if 
8118:   not actor 332@ dead 
004D: jump_if_false @SCRASH3_17365 
094F: enable_actor 332@ pain_audio 

:SCRASH3_17365
0002: jump @SCRASH3_17372 

:SCRASH3_17372
0051: return 

:SCRASH3_17374
00BE: text_clear_all 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @SCRASH3_17396 
01B4: set_player $PLAYER_CHAR can_move 0 

:SCRASH3_17396
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2039.153 182.7238 20.8154 cornerB -2057.087 150.6935 34.1252 
004D: jump_if_false @SCRASH3_17792 
00D6: if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
004D: jump_if_false @SCRASH3_17785 
016A: fade 0 time 1000 

:SCRASH3_17476
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_17500 
0001: wait 0 ms 
0002: jump @SCRASH3_17476 

:SCRASH3_17500
0004: $TEMPVAR_ACTOR_CAR = 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SCRASH3_17551 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR used_car 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 0.0 0.0 0.0 

:SCRASH3_17551
03BA: clear_cars_from_cube_cornerA -2039.056 182.7439 32.4018 cornerB -2057.341 150.5405 27.7805 
042B: clear_peds_from_cube_cornerA -2039.056 182.7439 32.4018 cornerB -2057.341 150.5405 27.7805 
0972: put_actor $PLAYER_ACTOR at -2037.886 178.9478 27.8359 no_offset 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_17682 
00D6: if 
80DF:   not actor 37@ driving 
004D: jump_if_false @SCRASH3_17682 
009B: destroy_actor 37@ 

:SCRASH3_17682
01B4: set_player $PLAYER_CHAR can_move 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0004: $1868 = 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:SCRASH3_17761
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_17785 
0001: wait 0 ms 
0002: jump @SCRASH3_17761 

:SCRASH3_17785
0002: jump @SCRASH3_18126 

:SCRASH3_17792
00D6: if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
004D: jump_if_false @SCRASH3_18126 
016A: fade 0 time 1000 

:SCRASH3_17824
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_17848 
0001: wait 0 ms 
0002: jump @SCRASH3_17824 

:SCRASH3_17848
0004: $TEMPVAR_ACTOR_CAR = 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SCRASH3_17899 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR used_car 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 0.0 0.0 0.0 

:SCRASH3_17899
03BA: clear_cars_from_cube_cornerA -2039.056 182.7439 32.4018 cornerB -2057.341 150.5405 27.7805 
042B: clear_peds_from_cube_cornerA -2039.056 182.7439 32.4018 cornerB -2057.341 150.5405 27.7805 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @SCRASH3_17994 
036A: put_actor $PLAYER_ACTOR in_car $TEMPVAR_ACTOR_CAR 
0002: jump @SCRASH3_18042 

:SCRASH3_17994
00D6: if 
8038:   not  $TEMPVAR_ACTOR_CAR == 0 
004D: jump_if_false @SCRASH3_18042 
0972: put_actor $PLAYER_ACTOR at -2037.886 178.9478 27.8359 no_offset 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 

:SCRASH3_18042
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_18079 
00D6: if 
80DF:   not actor 37@ driving 
004D: jump_if_false @SCRASH3_18079 
009B: destroy_actor 37@ 

:SCRASH3_18079
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:SCRASH3_18102
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_18126 
0001: wait 0 ms 
0002: jump @SCRASH3_18102 

:SCRASH3_18126
0051: return 

:SCRASH3_18128
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0004: $1868 = 1 
0004: $1872 = 0 
0051: return 

:SCRASH3_18160
0629: change_integer_stat 304 to 1 
0004: $1872 = 1 
0004: $1869 = 1 
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
0629: change_integer_stat 336 to 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
0008: $CRASH_SF_TOTAL_PASSED_MISSIONS += 1 
0004: $VALET_UNIFORM_AVAILABLE = 1 
0318: set_latest_mission_passed 'SCRA_1'  // 555 WE TIP
0164: disable_marker $MARKER_TRIADS_SF_GARAGE 
02A7: $MARKER_TRIADS_SF_GARAGE = create_icon_marker_and_sphere 15 at $X_SF_GARAGE $Y_SF_GARAGE $Z_SF_GARAGE 
0164: disable_marker $532 
0051: return 

:SCRASH3_18272
08F4: set_max_group_members 99 
0004: $1871 = 0 
0004: $1890 = 0 
0004: $1886 = 0 
03C7: set_sensitivity_to_crime 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
014F: stop_timer $7235 
0164: disable_marker 59@ 
0164: disable_marker 60@ 
0164: disable_marker 57@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
088D: set_objects_in_sphere -1741.792 939.731 23.8906 radius 2.5 with_model #LAMPPOST3 collision_detection 1 
0733: random_car_generator_enable_model #MERIT 
091E: create_forbidden_for_boats_cube_cornerA -1729.549 942.886 40.3585 cornerB -1742.773 937.7814 10.1928 
091E: create_forbidden_for_boats_cube_cornerA -1768.524 938.887 40.7496 cornerB -1780.765 943.4574 10.0929 
0249: release_model #MTBIKE 
0249: release_model #BANSHEE 
0249: release_model #CHEETAH 
0249: release_model #MERIT 
0249: release_model #SWMYRI 
0249: release_model #WMYVA2 
0249: release_model #CELLPHONE 
0873: release_path 155 
0249: release_model #COPCARSF 
0249: release_model #SWMYRI 
0249: release_model #SFPD1 
0249: release_model #COLT45 
04EF: release_animation "POLICE" 
04EF: release_animation "MISC" 
0873: release_path 165 
0873: release_path 166 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_18605 
02AC: set_car $1867 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:SCRASH3_18605
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $10753 = 0 
0004: $ONMISSION = 0 
0004: $1890 = 0 
0004: $1901 = 0 
0004: $10932 = 0 
0004: $5286 = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 52---------------
// Originally: Snail Trail

:SCRASH2
03A4: name_thread 'SCRASH2' 
0004: $7238 = 0 
0050: gosub @SCRASH2_54 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SCRASH2_45 
0050: gosub @SCRASH2_20955 

:SCRASH2_45
0050: gosub @SCRASH2_21293 
004E: end_thread 

:SCRASH2_54
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 75@ = 0 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 39@ = 0 
0006: 40@ = 0 
0006: 45@ = 0 
0006: 46@ = 0 
0006: 47@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 166@ = 0 
0006: 167@ = 0 
0006: 168@ = 0 
0006: 169@ = 0 
0006: 170@ = 0 
0006: 144@ = 0 
0006: 145@ = 0 
0006: 146@ = 0 
0006: 149@ = 0 
0006: 153@ = 0 
0006: 155@ = 1 
0006: 161@ = 0 
0006: 164@ = 0 
0006: 165@ = 0 
00D6: if 
0039:   34@ == -99 
004D: jump_if_false @SCRASH2_605 
0662: printstring "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
06D8: 81@ = create_train_at 0.0 0.0 0.0 type 11 direction 0 
00A5: 87@ = create_car #TAXI at 0.0 0.0 0.0 
00A5: 89@ = create_car #SANCHEZ at 0.0 0.0 0.0 
0006: 48@ = 0 

:SCRASH2_404
06D8: 84@(48@,3i) = create_train_at 0.0 0.0 0.0 type 10 direction 0 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @SCRASH2_404 
009A: 78@ = create_actor_pedtype 4 model #WMYBU at 0.0 0.0 0.0 
009A: 79@ = create_actor_pedtype 4 model #BMYBE at 0.0 0.0 0.0 
009A: 80@ = create_actor_pedtype 4 model #HMYRI at 0.0 0.0 0.0 
032B: 95@ = create_weapon_pickup #SNIPER type 3 ammo 99999 at 0.0 0.0 0.0 
018A: 90@ = create_checkpoint_at 0.0 0.0 0.0 
0186: 91@ = create_marker_above_car 81@ 
0187: 92@ = create_marker_above_actor 78@ 
0187: 93@ = create_marker_above_actor 80@ 
03DC: 94@ = create_marker_above_pickup 95@ 

:SCRASH2_605
054C: use_GXT_table 'SCRASH2' 
0050: gosub @SCRASH2_20312 
060A: create_decision_maker_type 0 store_to 96@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 97@ // decision\allowed\m_.ped files 
0050: gosub @SCRASH2_20489 
041A: 131@ = actor $PLAYER_ACTOR weapon 34 ammo 
0006: 155@ = 1 

:SCRASH2_661
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SCRASH2_694 
0006: 36@ = 1 
0002: jump @SCRASH2_1017 

:SCRASH2_694
0050: gosub @SCRASH2_18834 
0050: gosub @SCRASH2_19245 
00D6: if or
0039:   38@ == 1 
0039:   39@ == 1 
004D: jump_if_false @SCRASH2_740 
0002: jump @SCRASH2_1017 

:SCRASH2_740
0050: gosub @SCRASH2_20209 
0050: gosub @SCRASH2_20243 
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @SCRASH2_784 
0006: 37@ = 1 
0002: jump @SCRASH2_1017 

:SCRASH2_784
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @SCRASH2_842 
0662: printstring "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:SCRASH2_842
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @SCRASH2_867 
0050: gosub @SCRASH2_1165 

:SCRASH2_867
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @SCRASH2_892 
0050: gosub @SCRASH2_1286 

:SCRASH2_892
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @SCRASH2_917 
0050: gosub @SCRASH2_2139 

:SCRASH2_917
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @SCRASH2_942 
0050: gosub @SCRASH2_3032 

:SCRASH2_942
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @SCRASH2_967 
0050: gosub @SCRASH2_5855 

:SCRASH2_967
00D6: if 
0039:   34@ == 6 
004D: jump_if_false @SCRASH2_992 
0050: gosub @SCRASH2_6907 

:SCRASH2_992
00D6: if 
0039:   34@ == 7 
004D: jump_if_false @SCRASH2_1017 
0006: 36@ = 1 

:SCRASH2_1017
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SCRASH2_1117 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @SCRASH2_1101 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @SCRASH2_1085 
0002: jump @SCRASH2_661 
0002: jump @SCRASH2_1094 

:SCRASH2_1085
0050: gosub @SCRASH2_21206 
0051: return 

:SCRASH2_1094
0002: jump @SCRASH2_1110 

:SCRASH2_1101
0050: gosub @SCRASH2_20955 
0051: return 

:SCRASH2_1110
0002: jump @SCRASH2_1119 

:SCRASH2_1117
0051: return 

:SCRASH2_1119
0662: printstring "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
0051: return 

:SCRASH2_1165
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SCRASH2_1213 
0050: gosub @SCRASH2_10051 
00BC: show_text_highpriority GXT 'SCR2_21' time 7000 flag 1  // ~s~Tenpenny has hidden a ~g~sniper rifle~s~ in the construction site nearby. Go get it.
000A: 35@ += 1 

:SCRASH2_1213
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SCRASH2_1259 
00D6: if 
0214:   pickup 95@ picked_up 
004D: jump_if_false @SCRASH2_1259 
0164: disable_marker 94@ 
0006: 35@ = 99 

:SCRASH2_1259
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SCRASH2_1284 
0050: gosub @SCRASH2_20282 

:SCRASH2_1284
0051: return 

:SCRASH2_1286
00D6: if and
0019:   35@ > 0 
0118:   actor 78@ dead 
004D: jump_if_false @SCRASH2_1318 
0006: 37@ = 1 
0051: return 

:SCRASH2_1318
00D6: if and
0019:   35@ > 1 
0119:   car 81@ wrecked 
004D: jump_if_false @SCRASH2_1350 
0006: 37@ = 1 
0051: return 

:SCRASH2_1350
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SCRASH2_1465 
0050: gosub @SCRASH2_10187 
0007: 132@ = -1952.791 
0007: 133@ = 136.5608 
0007: 134@ = 25.2734 
018A: 90@ = create_checkpoint_at 132@ 133@ 134@ 
018B: set_marker 90@ radar_mode 2 
00BC: show_text_highpriority GXT 'SCR2_00' time 8000 flag 1  // ~s~The reporter is at ~y~Cranberry Station~s~. Follow him to his meeting place with the Target, then kill them both.
0085: 103@ = 46@ // (int) 
000A: 103@ += 6000 
000A: 35@ += 1 

:SCRASH2_1465
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SCRASH2_1552 
00D6: if 
001D:   46@ > 103@ // (int) 
004D: jump_if_false @SCRASH2_1552 
0050: gosub @SCRASH2_10112 
06DC: set_train 81@ acc 20.0 
06DD: set_train 81@ speed 20.0 
00BB: show_text_lowpriority GXT 'SCR2_01' time 10000 flag 1  // ~s~The train is arriving at the ~y~station~s~. You don't have much time before it leaves with the reporter.
000A: 35@ += 1 

:SCRASH2_1552
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SCRASH2_1635 
00D6: if 
01AD:   car 81@ sphere 0 near_point -1944.545 130.8166 radius 5.0 5.0 
004D: jump_if_false @SCRASH2_1635 
06DC: set_train 81@ acc 4.0 
06DD: set_train 81@ speed 0.0 
000A: 35@ += 1 

:SCRASH2_1635
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SCRASH2_1717 
00D6: if 
01C1:   car 81@ stopped 
004D: jump_if_false @SCRASH2_1717 
078A: 82@ = get_train 81@ carriage 1 handle 
05CA: AS_actor 78@ enter_car 82@ passenger_seat -1 time 500 
0085: 103@ = 46@ // (int) 
000A: 103@ += 60000 
000A: 35@ += 1 

:SCRASH2_1717
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SCRASH2_1938 
0007: 64@ = -1978.101 
0007: 65@ = 78.224 
0007: 67@ = -1922.002 
0007: 68@ = 203.4028 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 64@ 65@ cornerB 67@ 68@ 
004D: jump_if_false @SCRASH2_1877 
020A: set_car 81@ door_status_to 3 
06DD: set_train 81@ speed 40.0 
0164: disable_marker 90@ 
0186: 91@ = create_marker_above_car 81@ 
034F: destroy_actor_with_fade 78@ 
0006: 167@ = 0 
00BC: show_text_highpriority GXT 'SCR2_02' time 10000 flag 1  // ~s~The reporter has boarded the train and is heading for Market Station in Los Santos. Follow that ~r~train~s~!
0006: 35@ = 99 
0002: jump @SCRASH2_1938 

:SCRASH2_1877
00D6: if 
001D:   46@ > 103@ // (int) 
004D: jump_if_false @SCRASH2_1938 
020A: set_car 81@ door_status_to 3 
06DD: set_train 81@ speed 5.0 
0085: 103@ = 46@ // (int) 
000A: 103@ += 60000 
000A: 35@ += 1 

:SCRASH2_1938
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SCRASH2_2112 
0007: 64@ = -1978.101 
0007: 65@ = 78.224 
0007: 67@ = -1922.002 
0007: 68@ = 203.4028 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 64@ 65@ cornerB 67@ 68@ 
004D: jump_if_false @SCRASH2_2079 
0164: disable_marker 90@ 
0186: 91@ = create_marker_above_car 81@ 
00BC: show_text_highpriority GXT 'SCR2_02' time 10000 flag 1  // ~s~The reporter has boarded the train and is heading for Market Station in Los Santos. Follow that ~r~train~s~!
06DD: set_train 81@ speed 10.0 
0006: 35@ = 99 
0002: jump @SCRASH2_2112 

:SCRASH2_2079
00D6: if 
001D:   46@ > 103@ // (int) 
004D: jump_if_false @SCRASH2_2112 
0006: 37@ = 1 
0006: 45@ = 1 

:SCRASH2_2112
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SCRASH2_2137 
0050: gosub @SCRASH2_20282 

:SCRASH2_2137
0051: return 

:SCRASH2_2139
00D6: if 
0119:   car 81@ wrecked 
004D: jump_if_false @SCRASH2_2164 
0006: 37@ = 1 
0051: return 

:SCRASH2_2164
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SCRASH2_2314 
0006: 119@ = 0 
0006: 120@ = 0 
0006: 121@ = 0 
0006: 122@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0007: 132@ = 833.7101 
0007: 133@ = -1383.643 
0007: 134@ = -2.6352 
0006: 48@ = 0 

:SCRASH2_2268
0006: 123@(48@,3i) = -1 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @SCRASH2_2268 
03C7: set_sensitivity_to_crime 0.3 
000A: 35@ += 1 

:SCRASH2_2314
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SCRASH2_2432 
00D6: if 
01AD:   car 81@ sphere 0 near_point 132@ 133@ radius 5.0 5.0 
004D: jump_if_false @SCRASH2_2432 
06DC: set_train 81@ acc 16.0 
06DD: set_train 81@ speed 0.0 
00BC: show_text_highpriority GXT 'SCR2_03' time 11000 flag 1  // ~s~The ~r~train~s~ is approaching Market Station. The reporter will be preparing to exit.
0085: 111@ = 46@ // (int) 
000A: 111@ += 10000 
0006: 138@ = 1 
000A: 35@ += 1 

:SCRASH2_2432
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SCRASH2_2515 
00D6: if 
001D:   46@ > 111@ // (int) 
004D: jump_if_false @SCRASH2_2515 
0050: gosub @SCRASH2_18816 
00BC: show_text_highpriority GXT 'SCR2_09' time 9000 flag 1  // ~s~If the ~r~reporter~s~ suspects he is being tailed he will abandon the interview, so don't get close enough to spook him.
0085: 111@ = 46@ // (int) 
000A: 111@ += 8000 
000A: 35@ += 1 

:SCRASH2_2515
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SCRASH2_2559 
00D6: if 
001D:   46@ > 111@ // (int) 
004D: jump_if_false @SCRASH2_2559 
000A: 35@ += 1 

:SCRASH2_2559
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SCRASH2_2630 
00D6: if 
01C1:   car 81@ stopped 
004D: jump_if_false @SCRASH2_2630 
0006: 140@ = 1 
0085: 103@ = 46@ // (int) 
000A: 103@ += 120000 
0164: disable_marker 91@ 
000A: 35@ += 1 

:SCRASH2_2630
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SCRASH2_2673 
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @SCRASH2_2673 
0006: 35@ = 99 

:SCRASH2_2673
0050: gosub @SCRASH2_10288 
0050: gosub @SCRASH2_10454 
0050: gosub @SCRASH2_10613 
0050: gosub @SCRASH2_10745 
0050: gosub @SCRASH2_10963 
0050: gosub @SCRASH2_11038 
00D6: if and
0039:   139@ == 0 
0039:   140@ == 1 
004D: jump_if_false @SCRASH2_2766 
00D6: if 
001D:   46@ > 103@ // (int) 
004D: jump_if_false @SCRASH2_2766 
0006: 139@ = 1 

:SCRASH2_2766
00D6: if and
0039:   139@ == 0 
0039:   140@ == 1 
004D: jump_if_false @SCRASH2_2817 
00D6: if 
001B:   300 > 121@ 
004D: jump_if_false @SCRASH2_2817 
0006: 139@ = 1 

:SCRASH2_2817
00D6: if 
0039:   161@ == 1 
004D: jump_if_false @SCRASH2_3005 
00D6: if 
8154:   not actor $PLAYER_ACTOR in_zone 'SF'  // San Fierro
004D: jump_if_false @SCRASH2_3005 
00D6: if 
0119:   car 89@ wrecked 
004D: jump_if_false @SCRASH2_2883 
0006: 161@ = 0 

:SCRASH2_2883
00D6: if 
001B:   2800 > 121@ 
004D: jump_if_false @SCRASH2_3005 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
00AA: store_car 89@ position_to 60@ 61@ 62@ 
050A: 72@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
00D6: if 
0023:   100.0 > 72@ 
004D: jump_if_false @SCRASH2_2988 
0006: 161@ = 0 
0002: jump @SCRASH2_3005 

:SCRASH2_2988
0006: 161@ = 0 
01C3: remove_references_to_car 89@ 
0249: release_model #SANCHEZ 

:SCRASH2_3005
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SCRASH2_3030 
0050: gosub @SCRASH2_20282 

:SCRASH2_3030
0051: return 

:SCRASH2_3032
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SCRASH2_3284 
00BB: show_text_lowpriority GXT 'SCR2_04' time 5000 flag 1  // ~s~The ~r~reporter~s~ has left the train. Pick up his trail and follow him to the Target.
0050: gosub @SCRASH2_15982 
0050: gosub @SCRASH2_12265 
0187: 92@ = create_marker_above_actor 78@ 
0085: 103@ = 46@ // (int) 
000A: 103@ += 10000 
0006: 109@ = 0 
0006: 118@ = 0 
0006: 143@ = 0 
0006: 142@ = 0 
0006: 141@ = 0 
0006: 154@ = 0 
0006: 157@ = 0 
0006: 160@ = 0 
0006: 163@ = 0 
01E8: create_forbidden_for_cars_cube_cornerA 789.595 -1387.97 11.5469 cornerB 807.2843 -1334.546 13.725 
01E8: create_forbidden_for_cars_cube_cornerA 804.9978 -1414.032 11.3801 cornerB 908.0844 -1386.618 13.5524 
01E8: create_forbidden_for_cars_cube_cornerA 802.1913 -1335.066 11.1828 cornerB 911.4662 -1313.045 13.7469 
0006: 101@ = 0 
0006: 102@ = 0 
000A: 35@ += 1 

:SCRASH2_3284
00D6: if 
0039:   167@ == 1 
004D: jump_if_false @SCRASH2_3385 
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @SCRASH2_3334 
0006: 37@ = 1 
0006: 45@ = 2 
0051: return 

:SCRASH2_3334
00D6: if 
051A:   actor 78@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SCRASH2_3385 
0006: 37@ = 1 
0006: 45@ = 7 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 timelimit 10000 
0051: return 

:SCRASH2_3385
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @SCRASH2_3438 
00D6: if 
001D:   46@ > 118@ // (int) 
004D: jump_if_false @SCRASH2_3436 
0006: 37@ = 1 
0006: 45@ = 7 

:SCRASH2_3436
0051: return 

:SCRASH2_3438
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @SCRASH2_3491 
00D6: if 
001D:   46@ > 118@ // (int) 
004D: jump_if_false @SCRASH2_3489 
0006: 37@ = 1 
0006: 45@ = 7 

:SCRASH2_3489
0051: return 

:SCRASH2_3491
00D6: if and
0039:   168@ == 1 
0039:   141@ == 1 
004D: jump_if_false @SCRASH2_3830 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @SCRASH2_3773 
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @SCRASH2_3555 
0006: 157@ = 1 

:SCRASH2_3555
00D6: if 
80DB:   not actor 79@ in_car 87@ 
004D: jump_if_false @SCRASH2_3581 
0006: 157@ = 1 

:SCRASH2_3581
00D6: if 
051C:   car 87@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SCRASH2_3672 
0006: 73@ = 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SCRASH2_3664 
06AC: 70@ = actor $PLAYER_ACTOR movement_speed 
00D6: if 
0023:   13.0 > 70@ 
004D: jump_if_false @SCRASH2_3664 
0006: 73@ = 0 
054F: clear_car 87@ damage 

:SCRASH2_3664
0085: 157@ = 73@ // (int) 

:SCRASH2_3672
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @SCRASH2_3698 
0006: 157@ = 1 

:SCRASH2_3698
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @SCRASH2_3766 
00D6: if 
80DF:   not actor 78@ driving 
004D: jump_if_false @SCRASH2_3748 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 timelimit 10000 

:SCRASH2_3748
0085: 118@ = 46@ // (int) 
000A: 118@ += 1000 
0051: return 

:SCRASH2_3766
0002: jump @SCRASH2_3830 

:SCRASH2_3773
0006: 157@ = 1 
00D6: if 
80DF:   not actor 78@ driving 
004D: jump_if_false @SCRASH2_3812 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 timelimit 10000 

:SCRASH2_3812
0085: 118@ = 46@ // (int) 
000A: 118@ += 1000 
0051: return 

:SCRASH2_3830
00D6: if and
0039:   168@ == 1 
0039:   141@ == 0 
004D: jump_if_false @SCRASH2_4066 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @SCRASH2_4035 
0006: 73@ = 0 
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @SCRASH2_3901 
0006: 73@ = 1 

:SCRASH2_3901
00D6: if 
80DB:   not actor 79@ in_car 87@ 
004D: jump_if_false @SCRASH2_3927 
0006: 73@ = 1 

:SCRASH2_3927
00D6: if 
051C:   car 87@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SCRASH2_3953 
0006: 73@ = 1 

:SCRASH2_3953
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @SCRASH2_3979 
0006: 73@ = 1 

:SCRASH2_3979
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @SCRASH2_4028 
01C3: remove_references_to_car 87@ 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
0006: 168@ = 0 
0006: 158@ = 0 
0050: gosub @SCRASH2_12377 

:SCRASH2_4028
0002: jump @SCRASH2_4066 

:SCRASH2_4035
01C3: remove_references_to_car 87@ 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
0006: 168@ = 0 
0006: 158@ = 0 
0050: gosub @SCRASH2_12377 

:SCRASH2_4066
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SCRASH2_4115 
05D3: AS_actor 78@ goto_point 833.4493 -1374.261 -1.5078 mode 4 time -1 ms // versionA 
000A: 35@ += 1 

:SCRASH2_4115
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SCRASH2_4221 
062E: get_actor 78@ task 1491 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @SCRASH2_4221 
0605: actor 78@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0085: 104@ = 46@ // (int) 
000A: 104@ += 250 
000A: 35@ += 1 

:SCRASH2_4221
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SCRASH2_4292 
00D6: if 
001D:   46@ > 104@ // (int) 
004D: jump_if_false @SCRASH2_4292 
00D6: if 
8611:   not actor 78@ performing_animation "ROADCROSS" 
004D: jump_if_false @SCRASH2_4292 
000A: 35@ += 1 

:SCRASH2_4292
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SCRASH2_4342 
0050: gosub @SCRASH2_12646 
00D6: if 
0039:   101@ == 7 
004D: jump_if_false @SCRASH2_4342 
000A: 35@ += 1 

:SCRASH2_4342
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SCRASH2_4419 
0605: actor 78@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0085: 104@ = 46@ // (int) 
000A: 104@ += 250 
000A: 35@ += 1 

:SCRASH2_4419
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SCRASH2_4504 
00D6: if 
001D:   46@ > 104@ // (int) 
004D: jump_if_false @SCRASH2_4504 
00D6: if 
8611:   not actor 78@ performing_animation "ROADCROSS" 
004D: jump_if_false @SCRASH2_4504 
0006: 101@ = 8 
0006: 102@ = 8 
000A: 35@ += 1 

:SCRASH2_4504
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @SCRASH2_4641 
0050: gosub @SCRASH2_12646 
00D6: if 
0039:   101@ == 10 
004D: jump_if_false @SCRASH2_4641 
0006: 143@ = 1 
0085: 105@ = 46@ // (int) 
000A: 105@ += 60000 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SCRASH2_4611 
00BC: show_text_highpriority GXT 'SCR2_20' time 10000 flag 1  // ~s~The ~r~reporter~s~ is at the sidewalk looking for a cab. Get ready to follow him.
0002: jump @SCRASH2_4627 

:SCRASH2_4611
00BC: show_text_highpriority GXT 'SCR2_06' time 10000 flag 1  // ~s~The ~r~reporter~s~ is on the sidewalk looking for a cab. To follow him you're gonna need some wheels.

:SCRASH2_4627
0006: 163@ = 1 
000A: 35@ += 1 

:SCRASH2_4641
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @SCRASH2_4774 
0050: gosub @SCRASH2_12646 
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @SCRASH2_4774 
0615: define_AS_pack_begin 56@ 
05D4: AS_actor -1 rotate_angle 90.0 
0605: actor -1 perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 56@ 
0618: assign_actor 78@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
0085: 104@ = 46@ // (int) 
000A: 104@ += 250 
000A: 35@ += 1 

:SCRASH2_4774
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @SCRASH2_4903 
0050: gosub @SCRASH2_12646 
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @SCRASH2_4903 
00D6: if 
001D:   46@ > 104@ // (int) 
004D: jump_if_false @SCRASH2_4903 
062E: get_actor 78@ task -1 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @SCRASH2_4903 
00D6: if 
0039:   141@ == 1 
004D: jump_if_false @SCRASH2_4896 
000A: 35@ += 1 
0002: jump @SCRASH2_4903 

:SCRASH2_4896
000E: 35@ -= 1 

:SCRASH2_4903
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @SCRASH2_5046 
00D6: if 
0039:   158@ == 1 
004D: jump_if_false @SCRASH2_5015 
0615: define_AS_pack_begin 56@ 
05D4: AS_actor -1 rotate_angle 180.0 
0605: actor -1 perform_animation "HIKER_POSE" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 56@ 
0618: assign_actor 78@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
0002: jump @SCRASH2_5039 

:SCRASH2_5015
05D3: AS_actor 78@ goto_point 821.7603 -1334.683 12.5391 mode 6 time -2 ms // versionA 

:SCRASH2_5039
000A: 35@ += 1 

:SCRASH2_5046
00D6: if 
0039:   35@ == 11 
004D: jump_if_false @SCRASH2_5375 
0050: gosub @SCRASH2_12646 
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @SCRASH2_5276 
0006: 73@ = 0 
00D6: if and
0039:   158@ == 1 
01AF:   car 87@ sphere 0 in_sphere 803.7784 -1342.926 12.5469 radius 7.0 7.0 2.0 
004D: jump_if_false @SCRASH2_5158 
0006: 73@ = 1 

:SCRASH2_5158
00D6: if and
0039:   158@ == 0 
01AF:   car 87@ sphere 0 in_sphere 824.4391 -1330.707 12.4174 radius 7.0 7.0 2.0 
004D: jump_if_false @SCRASH2_5220 
0006: 73@ = 1 

:SCRASH2_5220
00D6: if and
0039:   73@ == 1 
01C1:   car 87@ stopped 
004D: jump_if_false @SCRASH2_5269 
05CA: AS_actor 78@ enter_car 87@ passenger_seat 2 time -2 
0006: 154@ = 1 
000A: 35@ += 1 

:SCRASH2_5269
0002: jump @SCRASH2_5375 

:SCRASH2_5276
00D6: if 
0611:   actor 78@ performing_animation "HIKER_POSE" 
004D: jump_if_false @SCRASH2_5375 
00D6: if 
001D:   46@ > 109@ // (int) 
004D: jump_if_false @SCRASH2_5375 
0605: actor 78@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 100 
0085: 109@ = 46@ // (int) 
000A: 109@ += 250 

:SCRASH2_5375
00D6: if 
0039:   35@ == 12 
004D: jump_if_false @SCRASH2_5451 
062E: get_actor 78@ task 1482 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @SCRASH2_5451 
0216: enable_taxi 87@ light 0 
0006: 126@ = 0 
0085: 88@ = 87@ // (int) 
0006: 35@ = 99 

:SCRASH2_5451
00D6: if 
0039:   170@ == 0 
004D: jump_if_false @SCRASH2_5499 
0247: load_model #TAXI 
038B: load_requested_models 
00D6: if 
0248:   model #TAXI available 
004D: jump_if_false @SCRASH2_5499 
0006: 170@ = 1 

:SCRASH2_5499
00D6: if 
0039:   166@ == 1 
004D: jump_if_false @SCRASH2_5571 
00D6: if 
001D:   46@ > 103@ // (int) 
004D: jump_if_false @SCRASH2_5571 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @SCRASH2_5562 
06DD: set_train 81@ speed 30.0 

:SCRASH2_5562
06DA: reset_train_directions 
0006: 166@ = 0 

:SCRASH2_5571
00D6: if and
0039:   143@ == 1 
0039:   142@ == 0 
004D: jump_if_false @SCRASH2_5714 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 812.4495 -1343.488 12.532 radius 80.0 80.0 20.0 
004D: jump_if_false @SCRASH2_5679 
0006: 142@ = 1 
0050: gosub @SCRASH2_12313 
0050: gosub @SCRASH2_12377 
0216: enable_taxi 87@ light 1 
0002: jump @SCRASH2_5714 

:SCRASH2_5679
00D6: if 
001D:   46@ > 105@ // (int) 
004D: jump_if_false @SCRASH2_5714 
0006: 37@ = 1 
0006: 45@ = 3 
0051: return 

:SCRASH2_5714
00D6: if and
0039:   141@ == 0 
0039:   168@ == 1 
004D: jump_if_false @SCRASH2_5794 
00D6: if 
01AF:   car 87@ sphere 0 in_sphere 796.9285 -1374.867 12.3949 radius 10.0 10.0 2.0 
004D: jump_if_false @SCRASH2_5794 
0006: 141@ = 1 

:SCRASH2_5794
0050: gosub @SCRASH2_16005 
0050: gosub @SCRASH2_16193 
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @SCRASH2_5828 
0051: return 

:SCRASH2_5828
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SCRASH2_5853 
0050: gosub @SCRASH2_20282 

:SCRASH2_5853
0051: return 

:SCRASH2_5855
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SCRASH2_6033 
0007: 132@ = 366.4698 
0007: 133@ = -2030.643 
0007: 134@ = 6.6582 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 127@ = 0 
0050: gosub @SCRASH2_13627 
073B: unknown_car 87@ flag 0 
0085: 116@ = 46@ // (int) 
000A: 116@ += 3000 
0006: 152@ = 1 
0006: 149@ = 0 
0006: 150@ = 0 
0006: 159@ = 0 
0006: 160@ = 0 
072F: enable_car 87@ stuck_check_distance 2.0 time 30000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 20 // extended 03CC 
00BC: show_text_highpriority GXT 'SCR2_07' time 5000 flag 1  // ~s~The ~r~reporter~s~ has climbed into a cab. Follow him to the Target.
000A: 35@ += 1 

:SCRASH2_6033
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @SCRASH2_6065 
0006: 37@ = 1 
0006: 45@ = 2 
0051: return 

:SCRASH2_6065
00D6: if 
051A:   actor 78@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SCRASH2_6100 
0006: 37@ = 1 
0006: 45@ = 7 
0051: return 

:SCRASH2_6100
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @SCRASH2_6153 
00D6: if 
001D:   46@ > 118@ // (int) 
004D: jump_if_false @SCRASH2_6151 
0006: 37@ = 1 
0006: 45@ = 7 

:SCRASH2_6151
0051: return 

:SCRASH2_6153
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @SCRASH2_6431 
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @SCRASH2_6192 
0006: 157@ = 1 

:SCRASH2_6192
00D6: if 
80DB:   not actor 79@ in_car 87@ 
004D: jump_if_false @SCRASH2_6218 
0006: 157@ = 1 

:SCRASH2_6218
00D6: if 
051C:   car 87@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SCRASH2_6309 
0006: 73@ = 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SCRASH2_6301 
06AC: 70@ = actor $PLAYER_ACTOR movement_speed 
00D6: if 
0023:   13.0 > 70@ 
004D: jump_if_false @SCRASH2_6301 
0006: 73@ = 0 
054F: clear_car 87@ damage 

:SCRASH2_6301
0085: 157@ = 73@ // (int) 

:SCRASH2_6309
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @SCRASH2_6335 
0006: 157@ = 1 

:SCRASH2_6335
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @SCRASH2_6424 
00D6: if 
00DF:   actor 78@ driving 
004D: jump_if_false @SCRASH2_6390 
0006: 37@ = 1 
0006: 45@ = 7 
0002: jump @SCRASH2_6422 

:SCRASH2_6390
0085: 118@ = 46@ // (int) 
000A: 118@ += 1000 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 timelimit 10000 

:SCRASH2_6422
0051: return 

:SCRASH2_6424
0002: jump @SCRASH2_6472 

:SCRASH2_6431
0006: 157@ = 1 
0085: 118@ = 46@ // (int) 
000A: 118@ += 1000 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 timelimit 10000 
0051: return 

:SCRASH2_6472
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SCRASH2_6569 
00D6: if and
8039:   not  100@ == 1 
8039:   not  100@ == 3 
004D: jump_if_false @SCRASH2_6569 
00D6: if 
00FE:   actor 78@ sphere 0 in_sphere 132@ 133@ 134@ radius 4.0 4.0 4.0 
004D: jump_if_false @SCRASH2_6569 
0151: remove_status_text $7238 
0006: 35@ = 99 

:SCRASH2_6569
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @SCRASH2_6656 
00D6: if 
00FE:   actor 78@ sphere 0 in_sphere 369.3609 -1671.889 31.811 radius 14.0 6.0 4.0 
004D: jump_if_false @SCRASH2_6656 
0006: 149@ = 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 

:SCRASH2_6656
00D6: if 
0039:   150@ == 0 
004D: jump_if_false @SCRASH2_6736 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 369.3609 -1671.889 31.811 radius 14.0 4.0 4.0 
004D: jump_if_false @SCRASH2_6729 
0006: 150@ = 1 

:SCRASH2_6729
0002: jump @SCRASH2_6791 

:SCRASH2_6736
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 370.2572 -1656.79 31.7201 radius 14.0 4.0 4.0 
004D: jump_if_false @SCRASH2_6791 
0006: 150@ = 0 

:SCRASH2_6791
0050: gosub @SCRASH2_17369 
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @SCRASH2_6818 
0051: return 

:SCRASH2_6818
00D6: if and
0039:   151@ == 0 
0039:   149@ == 1 
0039:   150@ == 1 
004D: jump_if_false @SCRASH2_6873 
0006: 151@ = 1 
00BC: show_text_highpriority GXT 'SCR2_18' time 10000 flag 1  // ~s~The ~r~reporter~s~ is approaching his destination. Keep your distance until he meets the Target.

:SCRASH2_6873
0050: gosub @SCRASH2_15210 
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SCRASH2_6905 
0050: gosub @SCRASH2_20282 

:SCRASH2_6905
0051: return 

:SCRASH2_6907
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @SCRASH2_6935 
0006: 144@ = 1 
0164: disable_marker 92@ 

:SCRASH2_6935
00D6: if 
0039:   169@ == 1 
004D: jump_if_false @SCRASH2_6981 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @SCRASH2_6981 
0006: 145@ = 1 
0164: disable_marker 93@ 

:SCRASH2_6981
00D6: if and
0039:   144@ == 1 
0039:   145@ == 1 
004D: jump_if_false @SCRASH2_7013 
0006: 35@ = 99 

:SCRASH2_7013
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SCRASH2_7345 
0050: gosub @SCRASH2_15427 
0187: 93@ = create_marker_above_actor 80@ 
0615: define_AS_pack_begin 56@ 
05D3: AS_actor -1 goto_point 359.4136 -2036.943 6.836 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 362.2674 -2035.844 6.836 mode 4 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 270.0 
0616: define_AS_pack_end 56@ 
0618: assign_actor 80@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
0615: define_AS_pack_begin 56@ 
05D3: AS_actor -1 goto_point 363.1874 -2035.844 6.836 mode 4 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0616: define_AS_pack_end 56@ 
0618: assign_actor 78@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
0085: 106@ = 46@ // (int) 
000A: 106@ += 180000 
0006: 146@ = 0 
0006: 147@ = 0 
0006: 98@ = 0 
0006: 99@ = 0 
0006: 107@ = 0 
0006: 148@ = 0 
00BC: show_text_highpriority GXT 'SCR2_19' time 10000 flag 1  // ~s~The ~r~reporter~s~ is ready to meet the ~r~Target~s~. You have a sniper rifle. Assassinate them both.
00D6: if 
0038:   $5289 == 0 
004D: jump_if_false @SCRASH2_7317 
0006: 164@ = 0 
0006: 165@ = 0 
0085: 112@ = 46@ // (int) 
000A: 112@ += 10000 
0004: $5289 = 1 
0002: jump @SCRASH2_7338 

:SCRASH2_7317
0006: 164@ = 1 
0006: 165@ = 1 
0006: 112@ = 0 

:SCRASH2_7338
000A: 35@ += 1 

:SCRASH2_7345
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SCRASH2_7447 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_7447 
062E: get_actor 78@ task -1 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 1 // == constant 
004D: jump_if_false @SCRASH2_7447 
062E: get_actor 80@ task -1 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 1 // == constant 
004D: jump_if_false @SCRASH2_7447 
000A: 35@ += 1 

:SCRASH2_7447
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SCRASH2_7625 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_7625 
062E: get_actor 78@ task -1 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @SCRASH2_7625 
062E: get_actor 80@ task -1 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @SCRASH2_7625 
07CD: AS_actor 80@ walk_to 362.2674 -2035.844 6.836 stop_with_angle 270.0 within_radius 4.0 
07CD: AS_actor 78@ walk_to 363.1874 -2035.844 6.836 stop_with_angle 90.0 within_radius 4.0 
0085: 104@ = 46@ // (int) 
000A: 104@ += 250 
000A: 35@ += 1 

:SCRASH2_7625
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SCRASH2_7814 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_7814 
00D6: if 
001D:   46@ > 104@ // (int) 
004D: jump_if_false @SCRASH2_7814 
0605: actor 78@ perform_animation "PRTIAL_HNDSHK_BIZ_01" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor 80@ perform_animation "PRTIAL_HNDSHK_BIZ_01" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0085: 104@ = 46@ // (int) 
000A: 104@ += 250 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 87@ 
000A: 35@ += 1 

:SCRASH2_7814
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SCRASH2_7944 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_7944 
00D6: if 
001D:   46@ > 104@ // (int) 
004D: jump_if_false @SCRASH2_7944 
00D6: if and
8611:   not actor 78@ performing_animation "PRTIAL_HNDSHK_BIZ_01" 
8611:   not actor 80@ performing_animation "PRTIAL_HNDSHK_BIZ_01" 
004D: jump_if_false @SCRASH2_7944 
000A: 35@ += 1 

:SCRASH2_7944
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SCRASH2_8053 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_8053 
0605: actor 78@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0209: 50@ = random_int_in_ranges 2000 5000 
0085: 104@ = 46@ // (int) 
005A: 104@ += 50@ // (int) 
000A: 35@ += 1 

:SCRASH2_8053
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SCRASH2_8123 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_8123 
00D6: if 
001D:   46@ > 104@ // (int) 
004D: jump_if_false @SCRASH2_8123 
0687: clear_actor 78@ task 
000A: 35@ += 1 

:SCRASH2_8123
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @SCRASH2_8232 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_8232 
0605: actor 80@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0209: 50@ = random_int_in_ranges 5000 10000 
0085: 104@ = 46@ // (int) 
005A: 104@ += 50@ // (int) 
000A: 35@ += 1 

:SCRASH2_8232
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @SCRASH2_8302 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_8302 
00D6: if 
001D:   46@ > 104@ // (int) 
004D: jump_if_false @SCRASH2_8302 
0687: clear_actor 80@ task 
0006: 35@ = 5 

:SCRASH2_8302
00D6: if 
0039:   35@ == 20 
004D: jump_if_false @SCRASH2_8559 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_8428 
0615: define_AS_pack_begin 56@ 
05D3: AS_actor -1 goto_point 361.2376 -2047.841 6.836 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 354.2802 -2049.696 6.836 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 354.8605 -2057.588 6.836 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 56@ 
0618: assign_actor 80@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 

:SCRASH2_8428
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @SCRASH2_8536 
0615: define_AS_pack_begin 56@ 
05D3: AS_actor -1 goto_point 361.2376 -2047.841 6.836 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 354.2802 -2049.696 6.836 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 354.863 -2060.05 6.836 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 56@ 
0618: assign_actor 78@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 

:SCRASH2_8536
00BC: show_text_highpriority GXT 'SCR2_05' time 10000 flag 1  // ~s~The meeting is over. The ~r~reporter~s~ and ~r~Target~s~ are walking away.
000A: 35@ += 1 

:SCRASH2_8559
00D6: if 
0039:   35@ == 21 
004D: jump_if_false @SCRASH2_8661 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_8661 
062E: get_actor 78@ task -1 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 1 // == constant 
004D: jump_if_false @SCRASH2_8661 
062E: get_actor 80@ task -1 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 1 // == constant 
004D: jump_if_false @SCRASH2_8661 
000A: 35@ += 1 

:SCRASH2_8661
00D6: if 
0039:   35@ == 22 
004D: jump_if_false @SCRASH2_8782 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_8782 
062E: get_actor 78@ task -1 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @SCRASH2_8782 
062E: get_actor 80@ task -1 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @SCRASH2_8782 
0006: 37@ = 1 
0006: 45@ = 4 
034F: destroy_actor_with_fade 78@ 
034F: destroy_actor_with_fade 80@ 
0051: return 

:SCRASH2_8782
00D6: if 
0039:   35@ == 30 
004D: jump_if_false @SCRASH2_8873 
0006: 98@ = 3 
0006: 99@ = 3 
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @SCRASH2_8835 
0687: clear_actor 78@ task 

:SCRASH2_8835
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_8856 
0687: clear_actor 80@ task 

:SCRASH2_8856
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 87@ 
000A: 35@ += 1 

:SCRASH2_8873
00D6: if 
0039:   35@ == 31 
004D: jump_if_false @SCRASH2_8905 
0050: gosub @SCRASH2_15527 
0050: gosub @SCRASH2_15749 

:SCRASH2_8905
00D6: if 
0039:   146@ == 0 
004D: jump_if_false @SCRASH2_9434 
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @SCRASH2_8964 
0006: 146@ = 1 
00BC: show_text_highpriority GXT 'SCR2_10' time 10000 flag 1  // ~s~You've killed the reporter. Kill the ~r~Target~s~ to complete the mission.

:SCRASH2_8964
00D6: if 
0039:   146@ == 0 
004D: jump_if_false @SCRASH2_9023 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @SCRASH2_9023 
0006: 146@ = 1 
00BC: show_text_highpriority GXT 'SCR2_11' time 10000 flag 1  // ~s~The Target is dead. Don't let the ~r~reporter~s~ get away. Kill him too.

:SCRASH2_9023
00D6: if 
0039:   146@ == 0 
004D: jump_if_false @SCRASH2_9083 
00D6: if 
051A:   actor 78@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SCRASH2_9083 
0006: 146@ = 1 
00BC: show_text_highpriority GXT 'SCR2_14' time 10000 flag 1  // ~s~You've hit the ~r~reporter~s~. Finish him off and kill the ~r~Target~s~.

:SCRASH2_9083
00D6: if 
0039:   146@ == 0 
004D: jump_if_false @SCRASH2_9143 
00D6: if 
051A:   actor 80@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SCRASH2_9143 
0006: 146@ = 1 
00BC: show_text_highpriority GXT 'SCR2_15' time 10000 flag 1  // ~s~The Target is wounded. The ~r~reporter~s~ and ~r~Target~s~ both have to die.

:SCRASH2_9143
00D6: if and
0039:   146@ == 0 
0039:   148@ == 0 
004D: jump_if_false @SCRASH2_9229 
00D6: if 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA 349.8409 -2088.798 cornerB 409.7505 -1869.887 
004D: jump_if_false @SCRASH2_9229 
0006: 148@ = 1 
0085: 107@ = 46@ // (int) 
000A: 107@ += 1000 

:SCRASH2_9229
00D6: if and
0039:   146@ == 0 
0039:   148@ == 1 
004D: jump_if_false @SCRASH2_9296 
00D6: if 
001D:   46@ > 107@ // (int) 
004D: jump_if_false @SCRASH2_9296 
0006: 146@ = 1 
00BC: show_text_highpriority GXT 'SCR2_12' time 10000 flag 1  // ~s~The ~r~reporter~s~ and ~r~Target~s~ have heard your gunfire. Kill them both before they escape.

:SCRASH2_9296
00D6: if 
0039:   146@ == 0 
004D: jump_if_false @SCRASH2_9409 
00A0: store_actor 80@ position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
050A: 70@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
00D6: if 
0023:   30.0 > 70@ 
004D: jump_if_false @SCRASH2_9409 
0006: 146@ = 1 
00BC: show_text_highpriority GXT 'SCR2_13' time 10000 flag 1  // ~s~You've been spotted. Assassinate them ~r~both~s~.

:SCRASH2_9409
00D6: if 
0039:   146@ == 1 
004D: jump_if_false @SCRASH2_9434 
0006: 35@ = 30 

:SCRASH2_9434
00D6: if and
0039:   146@ == 0 
0039:   147@ == 0 
004D: jump_if_false @SCRASH2_9492 
00D6: if 
001D:   46@ > 106@ // (int) 
004D: jump_if_false @SCRASH2_9492 
0006: 147@ = 1 
0006: 35@ = 20 

:SCRASH2_9492
00D6: if 
0039:   146@ == 1 
004D: jump_if_false @SCRASH2_9798 
00D6: if 
0039:   144@ == 0 
004D: jump_if_false @SCRASH2_9654 
00D6: if 
80A3:   not actor 78@ sphere 0 in_rectangle_cornerA 349.8409 -2088.798 cornerB 409.7505 -1869.887 
004D: jump_if_false @SCRASH2_9654 
00A0: store_actor 78@ position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
050A: 70@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
00D6: if 
0021:   70@ > 200.0 
004D: jump_if_false @SCRASH2_9654 
0006: 37@ = 1 
0006: 45@ = 5 
0051: return 

:SCRASH2_9654
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @SCRASH2_9798 
00D6: if 
80A3:   not actor 80@ sphere 0 in_rectangle_cornerA 349.8409 -2088.798 cornerB 409.7505 -1869.887 
004D: jump_if_false @SCRASH2_9798 
00A0: store_actor 80@ position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
050A: 70@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
00D6: if 
0021:   70@ > 200.0 
004D: jump_if_false @SCRASH2_9798 
0006: 37@ = 1 
0006: 45@ = 6 
0051: return 

:SCRASH2_9798
00D6: if 
0039:   164@ == 0 
004D: jump_if_false @SCRASH2_9869 
00D6: if 
001D:   46@ > 112@ // (int) 
004D: jump_if_false @SCRASH2_9869 
0512: show_permanent_text_box 'SNIPER1'  // To use the sniper rifle's scope press ~k~~PED_LOCK_TARGET~. Pressing ~k~~PED_SNIPER_ZOOM_IN~ zooms in and pressing ~k~~PED_SNIPER_ZOOM_OUT~ zooms out.
0006: 164@ = 1 
0085: 112@ = 46@ // (int) 
000A: 112@ += 15000 

:SCRASH2_9869
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @SCRASH2_9960 
00D6: if 
0039:   165@ == 0 
004D: jump_if_false @SCRASH2_9960 
00D6: if 
001D:   46@ > 112@ // (int) 
004D: jump_if_false @SCRASH2_9960 
03E6: remove_text_box 
0512: show_permanent_text_box 'SNIPER2'  // Press ~k~~PED_FIREWEAPON~ to fire.
0006: 165@ = 1 
0085: 112@ = 46@ // (int) 
000A: 112@ += 10000 

:SCRASH2_9960
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @SCRASH2_10024 
00D6: if 
0019:   112@ > 0 
004D: jump_if_false @SCRASH2_10024 
00D6: if 
001D:   46@ > 112@ // (int) 
004D: jump_if_false @SCRASH2_10024 
03E6: remove_text_box 
0006: 112@ = 0 

:SCRASH2_10024
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SCRASH2_10049 
0050: gosub @SCRASH2_20282 

:SCRASH2_10049
0051: return 

:SCRASH2_10051
0007: 57@ = -2063.225 
0007: 58@ = 258.3273 
0007: 59@ = 35.3958 
032B: 95@ = create_weapon_pickup #SNIPER type 3 ammo 99999 at 57@ 58@ 59@ 
03DC: 94@ = create_marker_above_pickup 95@ 
0051: return 

:SCRASH2_10112
0007: 57@ = -1937.312 
0007: 58@ = 221.1162 
0007: 59@ = 23.8414 
0395: clear_area 1 at 57@ 58@ 59@ radius 60.0 
06D8: 81@ = create_train_at 57@ 58@ 59@ type 11 direction 0 
0006: 166@ = 1 
0051: return 

:SCRASH2_10187
0007: 57@ = -1939.52 
0007: 58@ = 132.8362 
0007: 59@ = 25.2734 
0007: 63@ = 90.4279 
0395: clear_area 1 at 57@ 58@ 59@ radius 1.0 
009A: 78@ = create_actor_pedtype 4 model #WMYBU at 57@ 58@ 59@ 
0173: set_actor 78@ Z_angle_to 63@ 
0770: set_actor 78@ target_priority 1 
0006: 167@ = 1 
0051: return 

:SCRASH2_10288
00D6: if 
0039:   138@ == 1 
004D: jump_if_false @SCRASH2_10308 
0051: return 

:SCRASH2_10308
00D6: if 
8039:   not  41@ == 5 
004D: jump_if_false @SCRASH2_10328 
0051: return 

:SCRASH2_10328
00AA: store_car 81@ position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
0087: 64@ = 57@ // (float) 
0063: 64@ -= 60@ // (float) 
0087: 65@ = 58@ // (float) 
0063: 65@ -= 61@ // (float) 
0087: 67@ = 64@ // (float) 
006B: 67@ *= 64@ // (float) 
0087: 68@ = 65@ // (float) 
006B: 68@ *= 65@ // (float) 
0087: 70@ = 67@ // (float) 
005B: 70@ += 68@ // (float) 
01FB: 71@ = square_root 70@ 
0092: 119@ = float 71@ to_integer 
0051: return 

:SCRASH2_10454
00D6: if 
0039:   138@ == 1 
004D: jump_if_false @SCRASH2_10481 
0006: 120@ = 0 
0051: return 

:SCRASH2_10481
00D6: if 
8039:   not  41@ == 3 
004D: jump_if_false @SCRASH2_10501 
0051: return 

:SCRASH2_10501
00AA: store_car 81@ position_to 57@ 58@ 59@ 
0087: 64@ = 57@ // (float) 
0063: 64@ -= 132@ // (float) 
0087: 65@ = 58@ // (float) 
0063: 65@ -= 133@ // (float) 
0087: 67@ = 64@ // (float) 
006B: 67@ *= 64@ // (float) 
0087: 68@ = 65@ // (float) 
006B: 68@ *= 65@ // (float) 
0087: 70@ = 67@ // (float) 
005B: 70@ += 68@ // (float) 
01FB: 71@ = square_root 70@ 
0092: 120@ = float 71@ to_integer 
0051: return 

:SCRASH2_10613
00D6: if 
8039:   not  41@ == 1 
004D: jump_if_false @SCRASH2_10633 
0051: return 

:SCRASH2_10633
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
0087: 64@ = 57@ // (float) 
0063: 64@ -= 132@ // (float) 
0087: 65@ = 58@ // (float) 
0063: 65@ -= 133@ // (float) 
0087: 67@ = 64@ // (float) 
006B: 67@ *= 64@ // (float) 
0087: 68@ = 65@ // (float) 
006B: 68@ *= 65@ // (float) 
0087: 70@ = 67@ // (float) 
005B: 70@ += 68@ // (float) 
01FB: 71@ = square_root 70@ 
0092: 121@ = float 71@ to_integer 
0051: return 

:SCRASH2_10745
00D6: if 
0039:   138@ == 1 
004D: jump_if_false @SCRASH2_10765 
0051: return 

:SCRASH2_10765
00D6: if 
8039:   not  41@ == 7 
004D: jump_if_false @SCRASH2_10785 
0051: return 

:SCRASH2_10785
0007: 70@ = 25.0 
00D6: if 
002D:   121@ >= 120@ // (int) 
004D: jump_if_false @SCRASH2_10896 
00D6: if 
001B:   80 > 119@ 
004D: jump_if_false @SCRASH2_10889 
02E3: 71@ = car 81@ speed 
000B: 71@ += 2.0 
00D6: if 
0021:   71@ > 25.0 
004D: jump_if_false @SCRASH2_10881 
0007: 71@ = 25.0 

:SCRASH2_10881
06DC: set_train 81@ acc 71@ 

:SCRASH2_10889
0002: jump @SCRASH2_10953 

:SCRASH2_10896
02E3: 71@ = car 81@ speed 
000B: 71@ += 2.0 
00D6: if 
0021:   71@ > 25.0 
004D: jump_if_false @SCRASH2_10945 
0007: 71@ = 25.0 

:SCRASH2_10945
06DC: set_train 81@ acc 71@ 

:SCRASH2_10953
06DD: set_train 81@ speed 70@ 
0051: return 

:SCRASH2_10963
00D6: if 
0039:   122@ == 0 
004D: jump_if_false @SCRASH2_11016 
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @SCRASH2_11006 
0002: jump @SCRASH2_11014 

:SCRASH2_11006
0085: 122@ = 120@ // (int) 

:SCRASH2_11014
0051: return 

:SCRASH2_11016
00D6: if 
001B:   5 > 120@ 
004D: jump_if_false @SCRASH2_11036 
0051: return 

:SCRASH2_11036
0051: return 

:SCRASH2_11038
0006: 73@ = 1 
0006: 48@ = 0 

:SCRASH2_11052
00D6: if 
8039:   not  123@(48@,3i) == -2 
004D: jump_if_false @SCRASH2_11081 
0006: 73@ = 0 

:SCRASH2_11081
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @SCRASH2_11052 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @SCRASH2_11122 
0051: return 

:SCRASH2_11122
0006: 48@ = 0 

:SCRASH2_11129
00D6: if 
0039:   123@(48@,3i) == -1 
004D: jump_if_false @SCRASH2_11288 

:SCRASH2_11151
0209: 123@(48@,3i) = random_int_in_ranges 0 5 
0006: 73@ = 0 
0006: 49@ = 0 

:SCRASH2_11178
00D6: if 
001D:   48@ > 49@ // (int) 
004D: jump_if_false @SCRASH2_11263 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @SCRASH2_11249 
00D6: if 
003B:   123@(48@,3i) == 123@(49@,3i) // (int) 
004D: jump_if_false @SCRASH2_11249 
0006: 73@ = 1 

:SCRASH2_11249
000A: 49@ += 1 
0002: jump @SCRASH2_11178 

:SCRASH2_11263
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @SCRASH2_11288 
0002: jump @SCRASH2_11151 

:SCRASH2_11288
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @SCRASH2_11129 
0006: 48@ = 0 

:SCRASH2_11316
0006: 73@ = 0 
0871: init_jump_table 123@(48@,3i) total_jumps 5 default_jump 0 @SCRASH2_11700 jumps 0 @SCRASH2_11390 1 @SCRASH2_11452 2 @SCRASH2_11514 3 @SCRASH2_11576 4 @SCRASH2_11638 -1 @SCRASH2_11700 -1 @SCRASH2_11700 

:SCRASH2_11390
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1982.442 -598.0178 24.7266 radius 8.0 8.0 2.0 
004D: jump_if_false @SCRASH2_11445 
0006: 73@ = 1 

:SCRASH2_11445
0002: jump @SCRASH2_11700 

:SCRASH2_11452
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1827.173 -1332.306 12.9453 radius 8.0 8.0 2.0 
004D: jump_if_false @SCRASH2_11507 
0006: 73@ = 1 

:SCRASH2_11507
0002: jump @SCRASH2_11700 

:SCRASH2_11514
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -946.4463 -1497.618 89.28716 radius 8.0 8.0 2.0 
004D: jump_if_false @SCRASH2_11569 
0006: 73@ = 1 

:SCRASH2_11569
0002: jump @SCRASH2_11700 

:SCRASH2_11576
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -620.5595 -1144.573 42.0616 radius 8.0 8.0 2.0 
004D: jump_if_false @SCRASH2_11631 
0006: 73@ = 1 

:SCRASH2_11631
0002: jump @SCRASH2_11700 

:SCRASH2_11638
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 98.3887 -1021.795 21.2188 radius 8.0 8.0 2.0 
004D: jump_if_false @SCRASH2_11693 
0006: 73@ = 1 

:SCRASH2_11693
0002: jump @SCRASH2_11700 

:SCRASH2_11700
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @SCRASH2_12242 
0209: 50@ = random_int_in_ranges 10 14 
0209: 51@ = random_int_in_ranges 10 20 
0093: 70@ = integer 51@ to_float 
0871: init_jump_table 123@(48@,3i) total_jumps 5 default_jump 0 @SCRASH2_12231 jumps 0 @SCRASH2_11811 1 @SCRASH2_11895 2 @SCRASH2_11979 3 @SCRASH2_12063 4 @SCRASH2_12147 -1 @SCRASH2_12231 -1 @SCRASH2_12231 

:SCRASH2_11811
0395: clear_area 1 at -1875.72 -1267.059 12.9511 radius 100.0 
06D8: 84@(48@,3i) = create_train_at -1875.72 -1267.059 12.9511 type 50@ direction 1 
06DC: set_train 84@(48@,3i) acc 70@ 
06DD: set_train 84@(48@,3i) speed 70@ 
0002: jump @SCRASH2_12231 

:SCRASH2_11895
0395: clear_area 1 at -1332.721 -1514.888 22.7265 radius 100.0 
06D8: 84@(48@,3i) = create_train_at -1332.721 -1514.888 22.7265 type 50@ direction 1 
06DC: set_train 84@(48@,3i) acc 70@ 
06DD: set_train 84@(48@,3i) speed 70@ 
0002: jump @SCRASH2_12231 

:SCRASH2_11979
0395: clear_area 1 at -673.6719 -1127.875 48.8875 radius 100.0 
06D8: 84@(48@,3i) = create_train_at -673.6719 -1127.875 48.8875 type 50@ direction 1 
06DC: set_train 84@(48@,3i) acc 70@ 
06DD: set_train 84@(48@,3i) speed 70@ 
0002: jump @SCRASH2_12231 

:SCRASH2_12063
0395: clear_area 1 at -321.8627 -1191.647 35.5265 radius 100.0 
06D8: 84@(48@,3i) = create_train_at -321.8627 -1191.647 35.5265 type 50@ direction 1 
06DC: set_train 84@(48@,3i) acc 70@ 
06DD: set_train 84@(48@,3i) speed 70@ 
0002: jump @SCRASH2_12231 

:SCRASH2_12147
0395: clear_area 1 at 802.302 -1362.661 -2.6302 radius 100.0 
06D8: 84@(48@,3i) = create_train_at 802.302 -1362.661 -2.6302 type 50@ direction 1 
06DC: set_train 84@(48@,3i) acc 70@ 
06DD: set_train 84@(48@,3i) speed 70@ 
0002: jump @SCRASH2_12231 

:SCRASH2_12231
0006: 123@(48@,3i) = -2 

:SCRASH2_12242
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @SCRASH2_11316 
0051: return 

:SCRASH2_12265
078A: 83@ = get_train 81@ carriage 2 handle 
0129: 78@ = create_actor_pedtype 4 model #WMYBU in_car 83@ driverseat 
060B: set_actor 78@ decision_maker_to 96@ 
05CD: AS_actor 78@ exit_car 83@ 
0006: 167@ = 1 
0051: return 

:SCRASH2_12313
0006: 158@ = 1 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 685.9716 -1433.523 11.0857 cornerB 965.9512 -1379.386 14.9731 
004D: jump_if_false @SCRASH2_12375 
0006: 158@ = 0 

:SCRASH2_12375
0051: return 

:SCRASH2_12377
00D6: if 
0039:   158@ == 1 
004D: jump_if_false @SCRASH2_12442 
0007: 57@ = 850.1132 
0007: 58@ = -1391.708 
0007: 59@ = 12.4161 
0007: 63@ = 101.528 
0002: jump @SCRASH2_12482 

:SCRASH2_12442
0007: 57@ = 847.1364 
0007: 58@ = -1331.128 
0007: 59@ = 12.5097 
0007: 63@ = 91.6504 

:SCRASH2_12482
0395: clear_area 1 at 57@ 58@ 59@ radius 10.0 
00A5: 87@ = create_car #TAXI at 57@ 58@ 59@ 
0175: set_car 87@ Z_angle_to 63@ 
0129: 79@ = create_actor_pedtype 4 model #BMYBE in_car 87@ driverseat 
00D6: if 
0039:   158@ == 1 
004D: jump_if_false @SCRASH2_12596 
05D1: AS_actor 79@ drive_car 87@ to 801.0299 -1337.929 12.3906 speed 12.0 0 model #NULL 4 
0002: jump @SCRASH2_12637 

:SCRASH2_12596
05D1: AS_actor 79@ drive_car 87@ to 824.4391 -1330.707 12.4174 speed 12.0 0 model #NULL 4 
0006: 141@ = 1 

:SCRASH2_12637
0006: 168@ = 1 
0051: return 

:SCRASH2_12646
00D6: if 
0039:   153@ == 1 
004D: jump_if_false @SCRASH2_12930 
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @SCRASH2_12700 
062E: get_actor 78@ task 1492 status_store_to 40@ // ret 7 if not found 
0002: jump @SCRASH2_12711 

:SCRASH2_12700
062E: get_actor 78@ task 1471 status_store_to 40@ // ret 7 if not found 

:SCRASH2_12711
00D6: if 
001D:   46@ > 117@ // (int) 
004D: jump_if_false @SCRASH2_12928 
00D6: if and
84A4:   not  40@ == 1 // == constant 
84A4:   not  40@ == 0 // == constant 
004D: jump_if_false @SCRASH2_12928 
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @SCRASH2_12876 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
0087: 64@ = 57@ // (float) 
0087: 65@ = 58@ // (float) 
00A0: store_actor 78@ position_to 57@ 58@ 59@ 
0087: 67@ = 57@ // (float) 
0087: 68@ = 58@ // (float) 
0087: 57@ = 64@ // (float) 
0063: 57@ -= 67@ // (float) 
0087: 58@ = 65@ // (float) 
0063: 58@ -= 68@ // (float) 
0604: get_Z_angle_for_point 57@ 58@ store_to 63@ 

:SCRASH2_12876
05BF: AS_actor 78@ look_at_actor $PLAYER_ACTOR -2 ms 
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @SCRASH2_12928 
05D4: AS_actor 78@ rotate_angle 63@ 
0085: 117@ = 46@ // (int) 
000A: 117@ += 250 

:SCRASH2_12928
0051: return 

:SCRASH2_12930
0871: init_jump_table 101@ total_jumps 11 default_jump 1 @SCRASH2_13594 jumps 0 @SCRASH2_13058 1 @SCRASH2_13352 2 @SCRASH2_13390 3 @SCRASH2_13193 4 @SCRASH2_13276 5 @SCRASH2_13079 6 @SCRASH2_13117 
0872: jump_table_jumps 7 @SCRASH2_13466 8 @SCRASH2_13473 9 @SCRASH2_13511 10 @SCRASH2_13587 -1 @SCRASH2_13625 -1 @SCRASH2_13625 -1 @SCRASH2_13625 -1 @SCRASH2_13625 -1 @SCRASH2_13625 

:SCRASH2_13058
0006: 101@ = 5 
0006: 102@ = 5 
0002: jump @SCRASH2_13625 

:SCRASH2_13079
05D3: AS_actor 78@ goto_point 828.2594 -1358.995 -1.5078 mode 4 time -2 ms // versionA 
0006: 101@ = 6 
0002: jump @SCRASH2_13625 

:SCRASH2_13117
00D6: if 
00FE:   actor 78@ sphere 0 in_sphere 828.2594 -1358.995 -1.5078 radius 1.2 1.2 1.2 
004D: jump_if_false @SCRASH2_13186 
0006: 101@ = 3 
0006: 102@ = 3 
0006: 126@ = 2 

:SCRASH2_13186
0002: jump @SCRASH2_13625 

:SCRASH2_13193
0615: define_AS_pack_begin 56@ 
05D3: AS_actor -1 goto_point 837.388 -1346.233 6.1719 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 836.6295 -1342.926 6.1719 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 56@ 
0618: assign_actor 78@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
0006: 101@ = 4 
0002: jump @SCRASH2_13625 

:SCRASH2_13276
00D6: if 
00FE:   actor 78@ sphere 0 in_sphere 836.6295 -1342.926 6.1719 radius 1.2 1.2 1.2 
004D: jump_if_false @SCRASH2_13345 
0006: 101@ = 1 
0006: 102@ = 1 
0006: 126@ = 3 

:SCRASH2_13345
0002: jump @SCRASH2_13625 

:SCRASH2_13352
05D3: AS_actor 78@ goto_point 822.0569 -1342.302 12.519 mode 4 time -2 ms // versionA 
0006: 101@ = 2 
0002: jump @SCRASH2_13625 

:SCRASH2_13390
00D6: if 
00FE:   actor 78@ sphere 0 in_sphere 822.0569 -1342.302 12.519 radius 1.2 1.2 1.2 
004D: jump_if_false @SCRASH2_13459 
0006: 101@ = 7 
0006: 102@ = 7 
0006: 126@ = 4 

:SCRASH2_13459
0002: jump @SCRASH2_13625 

:SCRASH2_13466
0002: jump @SCRASH2_13625 

:SCRASH2_13473
05D3: AS_actor 78@ goto_point 803.7784 -1340.535 12.5469 mode 4 time -2 ms // versionA 
0006: 101@ = 9 
0002: jump @SCRASH2_13625 

:SCRASH2_13511
00D6: if 
00FE:   actor 78@ sphere 0 in_sphere 803.7784 -1340.535 12.5469 radius 1.2 1.2 1.2 
004D: jump_if_false @SCRASH2_13580 
0006: 101@ = 10 
0006: 102@ = 10 
0006: 126@ = 5 

:SCRASH2_13580
0002: jump @SCRASH2_13625 

:SCRASH2_13587
0002: jump @SCRASH2_13625 

:SCRASH2_13594
0662: printstring "UNKNOWN_STATION_WALK_STATUS" 

:SCRASH2_13625
0051: return 

:SCRASH2_13627
0006: 73@ = 1 
0006: 74@ = 1 
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @SCRASH2_13666 
0006: 73@ = 0 

:SCRASH2_13666
0871: init_jump_table 127@ total_jumps 14 default_jump 1 @SCRASH2_14144 jumps 0 @SCRASH2_13794 1 @SCRASH2_13885 2 @SCRASH2_13899 3 @SCRASH2_13913 4 @SCRASH2_13927 5 @SCRASH2_13941 6 @SCRASH2_13955 
0872: jump_table_jumps 7 @SCRASH2_13969 8 @SCRASH2_13983 9 @SCRASH2_13997 10 @SCRASH2_14011 11 @SCRASH2_14025 12 @SCRASH2_14039 13 @SCRASH2_14053 -1 @SCRASH2_14177 -1 @SCRASH2_14177 

:SCRASH2_13794
0209: 50@ = random_int_in_ranges 0 3 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @SCRASH2_13828 
0006: 127@ = 1 

:SCRASH2_13828
00D6: if 
0039:   50@ == 1 
004D: jump_if_false @SCRASH2_13853 
0006: 127@ = 2 

:SCRASH2_13853
00D6: if 
0039:   50@ == 2 
004D: jump_if_false @SCRASH2_13878 
0006: 127@ = 3 

:SCRASH2_13878
0002: jump @SCRASH2_14177 

:SCRASH2_13885
0006: 127@ = 4 
0002: jump @SCRASH2_14177 

:SCRASH2_13899
0006: 127@ = 6 
0002: jump @SCRASH2_14177 

:SCRASH2_13913
0006: 127@ = 7 
0002: jump @SCRASH2_14177 

:SCRASH2_13927
0006: 127@ = 9 
0002: jump @SCRASH2_14177 

:SCRASH2_13941
0006: 127@ = 10 
0002: jump @SCRASH2_14177 

:SCRASH2_13955
0006: 127@ = 5 
0002: jump @SCRASH2_14177 

:SCRASH2_13969
0006: 127@ = 12 
0002: jump @SCRASH2_14177 

:SCRASH2_13983
0006: 127@ = 13 
0002: jump @SCRASH2_14177 

:SCRASH2_13997
0006: 127@ = 8 
0002: jump @SCRASH2_14177 

:SCRASH2_14011
0006: 127@ = 13 
0002: jump @SCRASH2_14177 

:SCRASH2_14025
0006: 127@ = 13 
0002: jump @SCRASH2_14177 

:SCRASH2_14039
0006: 127@ = 11 
0002: jump @SCRASH2_14177 

:SCRASH2_14053
0209: 50@ = random_int_in_ranges 0 3 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @SCRASH2_14087 
0006: 127@ = 9 

:SCRASH2_14087
00D6: if 
0039:   50@ == 1 
004D: jump_if_false @SCRASH2_14112 
0006: 127@ = 5 

:SCRASH2_14112
00D6: if 
0039:   50@ == 2 
004D: jump_if_false @SCRASH2_14137 
0006: 127@ = 12 

:SCRASH2_14137
0002: jump @SCRASH2_14177 

:SCRASH2_14144
0662: printstring "UNKNOWN_CURRENT_TAXI_WAYPOINT" 

:SCRASH2_14177
00D6: if 
0039:   127@ == 13 
004D: jump_if_false @SCRASH2_14209 
0006: 73@ = 0 
0006: 74@ = 0 

:SCRASH2_14209
0871: init_jump_table 127@ total_jumps 14 default_jump 0 @SCRASH2_14847 jumps 0 @SCRASH2_14337 1 @SCRASH2_14372 2 @SCRASH2_14409 3 @SCRASH2_14446 4 @SCRASH2_14483 5 @SCRASH2_14520 6 @SCRASH2_14557 
0872: jump_table_jumps 7 @SCRASH2_14594 8 @SCRASH2_14631 9 @SCRASH2_14668 10 @SCRASH2_14705 11 @SCRASH2_14742 12 @SCRASH2_14779 13 @SCRASH2_14816 -1 @SCRASH2_14847 -1 @SCRASH2_14847 

:SCRASH2_14337
0662: printstring "TAXI_WAYPOINT_STILL_NONE" 
0002: jump @SCRASH2_14847 

:SCRASH2_14372
0007: 135@ = 728.2346 
0007: 136@ = -1068.529 
0007: 137@ = 21.3149 
0002: jump @SCRASH2_14847 

:SCRASH2_14409
0007: 135@ = 885.8015 
0007: 136@ = -1152.047 
0007: 137@ = 22.7156 
0002: jump @SCRASH2_14847 

:SCRASH2_14446
0007: 135@ = 623.9262 
0007: 136@ = -1356.336 
0007: 137@ = 12.4009 
0002: jump @SCRASH2_14847 

:SCRASH2_14483
0007: 135@ = 554.1271 
0007: 136@ = -1327.217 
0007: 137@ = 12.3984 
0002: jump @SCRASH2_14847 

:SCRASH2_14520
0007: 135@ = 552.7402 
0007: 136@ = -1401.848 
0007: 137@ = 14.0907 
0002: jump @SCRASH2_14847 

:SCRASH2_14557
0007: 135@ = 913.4064 
0007: 136@ = -1381.039 
0007: 137@ = 12.3208 
0002: jump @SCRASH2_14847 

:SCRASH2_14594
0007: 135@ = 807.6411 
0007: 136@ = -1737.392 
0007: 137@ = 12.3906 
0002: jump @SCRASH2_14847 

:SCRASH2_14631
0007: 135@ = 318.3799 
0007: 136@ = -1464.926 
0007: 137@ = 33.003 
0002: jump @SCRASH2_14847 

:SCRASH2_14668
0007: 135@ = 461.6126 
0007: 136@ = -1433.671 
0007: 137@ = 23.2117 
0002: jump @SCRASH2_14847 

:SCRASH2_14705
0007: 135@ = 484.8509 
0007: 136@ = -1579.22 
0007: 137@ = 20.2086 
0002: jump @SCRASH2_14847 

:SCRASH2_14742
0007: 135@ = 570.8074 
0007: 136@ = -1580.052 
0007: 137@ = 15.0078 
0002: jump @SCRASH2_14847 

:SCRASH2_14779
0007: 135@ = 673.4271 
0007: 136@ = -1737.34 
0007: 137@ = 12.4441 
0002: jump @SCRASH2_14847 

:SCRASH2_14816
0087: 135@ = 132@ // (float) 
0087: 136@ = 133@ // (float) 
0087: 137@ = 134@ // (float) 
0002: jump @SCRASH2_14847 

:SCRASH2_14847
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @SCRASH2_14932 
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @SCRASH2_14897 
0006: 73@ = 0 
0002: jump @SCRASH2_14932 

:SCRASH2_14897
0209: 50@ = random_int_in_ranges 0 3 
00D6: if 
001D:   50@ > 128@ // (int) 
004D: jump_if_false @SCRASH2_14932 
0006: 73@ = 0 

:SCRASH2_14932
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @SCRASH2_14964 
0006: 128@ = 0 
0002: jump @SCRASH2_14971 

:SCRASH2_14964
000A: 128@ += 1 

:SCRASH2_14971
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SCRASH2_15201 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @SCRASH2_15039 
05D1: AS_actor 79@ drive_car -1 to 135@ 136@ 137@ speed 25.0 1 model #NULL 2 
0002: jump @SCRASH2_15201 

:SCRASH2_15039
00D6: if 
0039:   127@ == 13 
004D: jump_if_false @SCRASH2_15071 
0006: 50@ = 15 
0002: jump @SCRASH2_15118 

:SCRASH2_15071
0085: 50@ = 129@ // (int) 
0012: 50@ *= 3 
000A: 50@ += 18 
00D6: if 
0019:   50@ > 25 
004D: jump_if_false @SCRASH2_15118 
0006: 50@ = 25 

:SCRASH2_15118
0093: 70@ = integer 50@ to_float 
00D6: if 
001B:   2 > 129@ 
004D: jump_if_false @SCRASH2_15176 
05D1: AS_actor 79@ drive_car -1 to 135@ 136@ 137@ speed 70@ 1 model #NULL 5 
0002: jump @SCRASH2_15201 

:SCRASH2_15176
05D1: AS_actor 79@ drive_car -1 to 135@ 136@ 137@ speed 70@ 1 model #NULL 2 

:SCRASH2_15201
000A: 129@ += 1 
0051: return 

:SCRASH2_15210
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @SCRASH2_15228 
0051: return 

:SCRASH2_15228
00D6: if 
80DB:   not actor 78@ in_car 87@ 
004D: jump_if_false @SCRASH2_15249 
0051: return 

:SCRASH2_15249
00D6: if 
0119:   car 87@ wrecked 
004D: jump_if_false @SCRASH2_15267 
0051: return 

:SCRASH2_15267
00D6: if 
8039:   not  127@ == 13 
004D: jump_if_false @SCRASH2_15334 
00D6: if 
01AF:   car 87@ sphere 0 in_sphere 135@ 136@ 137@ radius 18.0 18.0 4.0 
004D: jump_if_false @SCRASH2_15334 
0050: gosub @SCRASH2_13627 

:SCRASH2_15334
00D6: if 
0039:   127@ == 13 
004D: jump_if_false @SCRASH2_15425 
00D6: if 
01AF:   car 87@ sphere 0 in_sphere 370.0204 -1647.647 31.7173 radius 14.0 14.0 4.0 
004D: jump_if_false @SCRASH2_15425 
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @SCRASH2_15425 
0050: gosub @SCRASH2_13627 

:SCRASH2_15425
0051: return 

:SCRASH2_15427
0007: 57@ = 355.618 
0007: 58@ = -2037.007 
0007: 59@ = 6.836 
0007: 63@ = 271.1917 
0395: clear_area 1 at 57@ 58@ 59@ radius 10.0 
009A: 80@ = create_actor_pedtype 4 model #HMYRI at 57@ 58@ 59@ 
0173: set_actor 80@ Z_angle_to 63@ 
0770: set_actor 80@ target_priority 1 
0006: 169@ = 1 
0051: return 

:SCRASH2_15527
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @SCRASH2_15547 
0051: return 

:SCRASH2_15547
0871: init_jump_table 98@ total_jumps 2 default_jump 0 @SCRASH2_15747 jumps 3 @SCRASH2_15610 4 @SCRASH2_15658 -1 @SCRASH2_15747 -1 @SCRASH2_15747 -1 @SCRASH2_15747 -1 @SCRASH2_15747 -1 @SCRASH2_15747 

:SCRASH2_15610
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 4000.0 timelimit 3600000 
0006: 98@ = 4 
0085: 108@ = 46@ // (int) 
000A: 108@ += 250 
0002: jump @SCRASH2_15747 

:SCRASH2_15658
00D6: if 
001D:   46@ > 108@ // (int) 
004D: jump_if_false @SCRASH2_15740 
062E: get_actor 78@ task 1501 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @SCRASH2_15740 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 4000.0 timelimit 3600000 
0085: 108@ = 46@ // (int) 
000A: 108@ += 250 

:SCRASH2_15740
0002: jump @SCRASH2_15747 

:SCRASH2_15747
0051: return 

:SCRASH2_15749
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @SCRASH2_15769 
0051: return 

:SCRASH2_15769
0871: init_jump_table 99@ total_jumps 2 default_jump 0 @SCRASH2_15980 jumps 3 @SCRASH2_15832 4 @SCRASH2_15894 -1 @SCRASH2_15980 -1 @SCRASH2_15980 -1 @SCRASH2_15980 -1 @SCRASH2_15980 -1 @SCRASH2_15980 

:SCRASH2_15832
01B2: give_actor 80@ weapon 22 ammo 99 // Load the weapon model before using this 
060B: set_actor 80@ decision_maker_to 97@ 
0634: AS_actor 80@ attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 4000 chance_of_action 34 
0006: 99@ = 4 
0085: 110@ = 46@ // (int) 
000A: 110@ += 250 
0002: jump @SCRASH2_15980 

:SCRASH2_15894
00D6: if 
001D:   46@ > 110@ // (int) 
004D: jump_if_false @SCRASH2_15973 
062E: get_actor 80@ task 1588 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @SCRASH2_15973 
0634: AS_actor 80@ attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 4000 chance_of_action 34 
0085: 110@ = 46@ // (int) 
000A: 110@ += 250 

:SCRASH2_15973
0002: jump @SCRASH2_15980 

:SCRASH2_15980
0051: return 

:SCRASH2_15982
0006: 126@ = 0 
0006: 100@ = 0 
0006: 153@ = 0 
0051: return 

:SCRASH2_16005
0871: init_jump_table 126@ total_jumps 6 default_jump 1 @SCRASH2_16165 jumps 0 @SCRASH2_16068 1 @SCRASH2_16130 2 @SCRASH2_16137 3 @SCRASH2_16144 4 @SCRASH2_16151 5 @SCRASH2_16158 -1 @SCRASH2_16191 

:SCRASH2_16068
00D6: if 
00FE:   actor 78@ sphere 0 in_sphere 833.4493 -1374.261 -1.5078 radius 1.2 1.2 1.2 
004D: jump_if_false @SCRASH2_16123 
0006: 126@ = 1 

:SCRASH2_16123
0002: jump @SCRASH2_16191 

:SCRASH2_16130
0002: jump @SCRASH2_16191 

:SCRASH2_16137
0002: jump @SCRASH2_16191 

:SCRASH2_16144
0002: jump @SCRASH2_16191 

:SCRASH2_16151
0002: jump @SCRASH2_16191 

:SCRASH2_16158
0002: jump @SCRASH2_16191 

:SCRASH2_16165
0662: printstring "UNKNOWN_SUSPICION_AREA" 

:SCRASH2_16191
0051: return 

:SCRASH2_16193
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @SCRASH2_16213 
0051: return 

:SCRASH2_16213
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @SCRASH2_16236 
0006: 156@ = 1 

:SCRASH2_16236
0006: 73@ = 0 
0871: init_jump_table 126@ total_jumps 6 default_jump 1 @SCRASH2_16752 jumps 0 @SCRASH2_16306 1 @SCRASH2_16313 2 @SCRASH2_16375 3 @SCRASH2_16474 4 @SCRASH2_16573 5 @SCRASH2_16672 -1 @SCRASH2_16778 

:SCRASH2_16306
0002: jump @SCRASH2_16778 

:SCRASH2_16313
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 783.9064 -1393.156 -2.7078 cornerB 858.4905 -1322.64 -0.3006 
004D: jump_if_false @SCRASH2_16368 
0006: 73@ = 1 

:SCRASH2_16368
0002: jump @SCRASH2_16778 

:SCRASH2_16375
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 825.3654 -1359.666 -2.7078 cornerB 842.8153 -1338.893 7.3875 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 820.1507 -1365.766 -2.7078 cornerB 831.27 -1354.908 -0.3078 
004D: jump_if_false @SCRASH2_16467 
0006: 73@ = 1 

:SCRASH2_16467
0002: jump @SCRASH2_16778 

:SCRASH2_16474
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 819.6318 -1344.258 4.9875 cornerB 842.2764 -1338.742 13.7162 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 816.749 -1345.116 8.8156 cornerB 829.4735 -1338.895 13.7281 
004D: jump_if_false @SCRASH2_16566 
0006: 73@ = 1 

:SCRASH2_16566
0002: jump @SCRASH2_16778 

:SCRASH2_16573
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 787.7994 -1357.323 11.3391 cornerB 827.1069 -1309.406 13.7625 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 816.749 -1345.116 8.8156 cornerB 829.4735 -1338.895 13.7281 
004D: jump_if_false @SCRASH2_16665 
0006: 73@ = 1 

:SCRASH2_16665
0002: jump @SCRASH2_16778 

:SCRASH2_16672
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @SCRASH2_16745 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 787.0083 -1376.24 11.3391 cornerB 809.962 -1310.506 13.8144 
004D: jump_if_false @SCRASH2_16745 
0006: 73@ = 1 

:SCRASH2_16745
0002: jump @SCRASH2_16778 

:SCRASH2_16752
0662: printstring "UNKNOWN_SUSPICION_AREA" 

:SCRASH2_16778
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @SCRASH2_16804 
0085: 156@ = 73@ // (int) 

:SCRASH2_16804
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @SCRASH2_16854 
0085: 118@ = 46@ // (int) 
000A: 118@ += 1000 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 timelimit 10000 

:SCRASH2_16854
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @SCRASH2_17004 
00A0: store_actor 78@ position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
050A: 72@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @SCRASH2_16976 
00D6: if 
0021:   72@ > 10.0 
004D: jump_if_false @SCRASH2_16969 
0006: 73@ = 0 

:SCRASH2_16969
0002: jump @SCRASH2_17004 

:SCRASH2_16976
00D6: if 
0021:   72@ > 8.0 
004D: jump_if_false @SCRASH2_17004 
0006: 73@ = 0 

:SCRASH2_17004
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @SCRASH2_17215 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @SCRASH2_17117 
0085: 114@ = 46@ // (int) 
000A: 114@ += 60 
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @SCRASH2_17096 
00BC: show_text_highpriority GXT 'SCR2_08' time 30000 flag 1  // ~s~Too close! You're spooking the ~r~reporter~s~. Back off before he abandons the interview.
0006: 160@ = 1 

:SCRASH2_17096
0006: 153@ = 1 
0006: 100@ = 1 
0002: jump @SCRASH2_17208 

:SCRASH2_17117
00D6: if 
001D:   46@ > 114@ // (int) 
004D: jump_if_false @SCRASH2_17208 
0008: $7238 += 1 
00D6: if 
0018:   $7238 > 100 
004D: jump_if_false @SCRASH2_17193 
0004: $7238 = 100 
0006: 37@ = 1 
0006: 45@ = 7 
03EB: clear_small_messages_only 
0051: return 
0002: jump @SCRASH2_17208 

:SCRASH2_17193
0085: 114@ = 46@ // (int) 
000A: 114@ += 60 

:SCRASH2_17208
0002: jump @SCRASH2_17367 

:SCRASH2_17215
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @SCRASH2_17284 
03EB: clear_small_messages_only 
0006: 100@ = 0 
0006: 153@ = 0 
0085: 101@ = 102@ // (int) 
0647: AS_actor 78@ clear_look_task 
0085: 114@ = 46@ // (int) 
000A: 114@ += 40 
0002: jump @SCRASH2_17367 

:SCRASH2_17284
00D6: if 
0018:   $7238 > 0 
004D: jump_if_false @SCRASH2_17367 
00D6: if and
0019:   114@ > 0 
001D:   46@ > 114@ // (int) 
004D: jump_if_false @SCRASH2_17367 
000C: $7238 -= 1 
00D6: if 
001A:   0 > $7238 
004D: jump_if_false @SCRASH2_17367 
0004: $7238 = 0 
0006: 114@ = 0 

:SCRASH2_17367
0051: return 

:SCRASH2_17369
00D6: if 
0039:   152@ == 1 
004D: jump_if_false @SCRASH2_17420 
00D6: if 
001D:   46@ > 116@ // (int) 
004D: jump_if_false @SCRASH2_17420 
0006: 152@ = 0 
0006: 116@ = 0 

:SCRASH2_17420
0006: 162@ = 0 
00D6: if or
0039:   100@ == 3 
0039:   100@ == 1 
004D: jump_if_false @SCRASH2_17459 
0006: 162@ = 1 

:SCRASH2_17459
0006: 73@ = 0 
0006: 74@ = 0 
0006: 159@ = 0 
00D6: if and
0039:   150@ == 1 
0039:   149@ == 1 
004D: jump_if_false @SCRASH2_17617 
00A0: store_actor 78@ position_to 57@ 58@ 59@ 
050A: 72@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 372.661 -2088.79 6.836 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
050A: 70@ = distance_between_XYZ 60@ 61@ 62@ and_XYZ 372.661 -2088.79 6.836 
00D6: if 
0025:   72@ > 70@ // (float) 
004D: jump_if_false @SCRASH2_17617 
0006: 159@ = 1 

:SCRASH2_17617
00D6: if 
0039:   159@ == 1 
004D: jump_if_false @SCRASH2_17809 
00D6: if 
8039:   not  100@ == 3 
004D: jump_if_false @SCRASH2_17716 
00D6: if 
8039:   not  100@ == 1 
004D: jump_if_false @SCRASH2_17686 
0085: 114@ = 46@ // (int) 
000A: 114@ += 60 

:SCRASH2_17686
0006: 100@ = 3 
00BC: show_text_highpriority GXT 'SCR2_23' time 30000 flag 1  // ~s~You're spooking the ~r~reporter~s~. Get back behind him before he abandons the interview.
0002: jump @SCRASH2_17807 

:SCRASH2_17716
00D6: if 
001D:   46@ > 114@ // (int) 
004D: jump_if_false @SCRASH2_17807 
0008: $7238 += 1 
00D6: if 
0018:   $7238 > 100 
004D: jump_if_false @SCRASH2_17792 
0004: $7238 = 100 
0006: 37@ = 1 
0006: 45@ = 7 
03EB: clear_small_messages_only 
0051: return 
0002: jump @SCRASH2_17807 

:SCRASH2_17792
0085: 114@ = 46@ // (int) 
000A: 114@ += 60 

:SCRASH2_17807
0051: return 

:SCRASH2_17809
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @SCRASH2_17959 
00A0: store_actor 78@ position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
050A: 72@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
00D6: if 
0033:   40.0 >= 72@ 
004D: jump_if_false @SCRASH2_17931 
00D6: if 
0039:   152@ == 0 
004D: jump_if_false @SCRASH2_17924 
0006: 73@ = 1 

:SCRASH2_17924
0002: jump @SCRASH2_17959 

:SCRASH2_17931
00D6: if 
0031:   72@ >= 100.0 
004D: jump_if_false @SCRASH2_17959 
0006: 74@ = 1 

:SCRASH2_17959
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @SCRASH2_18029 
00D6: if 
0039:   100@ == 3 
004D: jump_if_false @SCRASH2_18029 
00D6: if and
0039:   73@ == 0 
0039:   74@ == 0 
004D: jump_if_false @SCRASH2_18029 
03EB: clear_small_messages_only 
0006: 100@ = 0 

:SCRASH2_18029
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @SCRASH2_18288 
00D6: if 
8039:   not  100@ == 1 
004D: jump_if_false @SCRASH2_18190 
0085: 114@ = 46@ // (int) 
000A: 114@ += 60 
00D6: if 
8039:   not  100@ == 3 
004D: jump_if_false @SCRASH2_18146 
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @SCRASH2_18139 
00BC: show_text_highpriority GXT 'SCR2_08' time 30000 flag 1  // ~s~Too close! You're spooking the ~r~reporter~s~. Back off before he abandons the interview.
0006: 160@ = 1 

:SCRASH2_18139
0002: jump @SCRASH2_18169 

:SCRASH2_18146
00BC: show_text_highpriority GXT 'SCR2_08' time 30000 flag 1  // ~s~Too close! You're spooking the ~r~reporter~s~. Back off before he abandons the interview.
0006: 160@ = 1 

:SCRASH2_18169
0006: 153@ = 1 
0006: 100@ = 1 
0002: jump @SCRASH2_18281 

:SCRASH2_18190
00D6: if 
001D:   46@ > 114@ // (int) 
004D: jump_if_false @SCRASH2_18281 
0008: $7238 += 1 
00D6: if 
0018:   $7238 > 100 
004D: jump_if_false @SCRASH2_18266 
0004: $7238 = 100 
0006: 37@ = 1 
0006: 45@ = 7 
03EB: clear_small_messages_only 
0051: return 
0002: jump @SCRASH2_18281 

:SCRASH2_18266
0085: 114@ = 46@ // (int) 
000A: 114@ += 60 

:SCRASH2_18281
0002: jump @SCRASH2_18315 

:SCRASH2_18288
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @SCRASH2_18315 
03EB: clear_small_messages_only 
0006: 100@ = 0 

:SCRASH2_18315
00D6: if 
0039:   74@ == 1 
004D: jump_if_false @SCRASH2_18365 
00D6: if and
0039:   149@ == 1 
0039:   150@ == 1 
004D: jump_if_false @SCRASH2_18365 
0006: 74@ = 0 

:SCRASH2_18365
00D6: if 
0039:   74@ == 1 
004D: jump_if_false @SCRASH2_18615 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @SCRASH2_18438 
0006: 130@ = 21 
0085: 113@ = 46@ // (int) 
000A: 113@ += 1000 
0006: 100@ = 2 
0002: jump @SCRASH2_18608 

:SCRASH2_18438
00D6: if 
001D:   46@ > 113@ // (int) 
004D: jump_if_false @SCRASH2_18530 
000E: 130@ -= 1 
00D6: if 
001B:   0 > 130@ 
004D: jump_if_false @SCRASH2_18514 
0006: 130@ = 0 
0006: 37@ = 1 
0006: 45@ = 3 
03EB: clear_small_messages_only 
0051: return 
0002: jump @SCRASH2_18530 

:SCRASH2_18514
0085: 113@ = 46@ // (int) 
000A: 113@ += 1000 

:SCRASH2_18530
00D6: if and
0019:   130@ > 10 
0031:   72@ >= 140.0 
004D: jump_if_false @SCRASH2_18574 
00BC: show_text_highpriority GXT 'SCR2_16' time 30000 flag 1  // ~s~You're too far away! Get closer before you lose the ~r~reporter~s~.

:SCRASH2_18574
00D6: if 
0039:   130@ == 10 
004D: jump_if_false @SCRASH2_18608 
00BC: show_text_highpriority GXT 'SCR2_16' time 30000 flag 1  // ~s~You're too far away! Get closer before you lose the ~r~reporter~s~.

:SCRASH2_18608
0002: jump @SCRASH2_18651 

:SCRASH2_18615
00D6: if 
0039:   100@ == 2 
004D: jump_if_false @SCRASH2_18651 
03D5: remove_text 'SCR2_16'  // ~s~You're too far away! Get closer before you lose the ~r~reporter~s~.
0006: 100@ = 0 

:SCRASH2_18651
00D6: if and
8039:   not  100@ == 1 
8039:   not  100@ == 3 
004D: jump_if_false @SCRASH2_18814 
00D6: if 
0039:   162@ == 1 
004D: jump_if_false @SCRASH2_18716 
0085: 114@ = 46@ // (int) 
000A: 114@ += 40 
0002: jump @SCRASH2_18814 

:SCRASH2_18716
00D6: if 
0018:   $7238 > 0 
004D: jump_if_false @SCRASH2_18814 
00D6: if 
001D:   46@ > 114@ // (int) 
004D: jump_if_false @SCRASH2_18814 
000C: $7238 -= 1 
00D6: if 
001A:   0 > $7238 
004D: jump_if_false @SCRASH2_18799 
0004: $7238 = 0 
0006: 114@ = 0 
0002: jump @SCRASH2_18814 

:SCRASH2_18799
0085: 114@ = 46@ // (int) 
000A: 114@ += 40 

:SCRASH2_18814
0051: return 

:SCRASH2_18816
03C4: set_status_text $7238 type 1 GXT 'SCR2_52' // global_variable  // SPOOK-O-METER
0051: return 

:SCRASH2_18834
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @SCRASH2_18883 
000A: 47@ += 1 
00D6: if 
0019:   47@ > 2 
004D: jump_if_false @SCRASH2_18881 
0006: 47@ = 0 

:SCRASH2_18881
086A: NOP 

:SCRASH2_18883
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @SCRASH2_19115 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @SCRASH2_18933 
02E3: 70@ = car 81@ speed 
0090: $7245 = float 70@ to_integer 

:SCRASH2_18933
008A: $7239 = 34@ // (int) 
008A: $7240 = 35@ // (int) 
008A: $7241 = 32@ // (int) 
008A: $7242 = 33@ // (int) 
008A: $7243 = 46@ // (int) 
008A: $7244 = 119@ // (int) 
008A: $7246 = 121@ // (int) 
065D: NOP $7239 "M_STAGE" 
065D: NOP $7240 "M_GOALS" 
065D: NOP $7243 "M_MISSION_TIMER" 
065D: NOP $7244 "TRAIN_DISTANCE" 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @SCRASH2_19094 
065D: NOP $7245 "TRAIN_SPEED" 

:SCRASH2_19094
065D: NOP $7246 "PLAYER_FROM_LS" 

:SCRASH2_19115
00D6: if 
0039:   47@ == 2 
004D: jump_if_false @SCRASH2_19133 

:SCRASH2_19133
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @SCRASH2_19155 
0006: 38@ = 1 

:SCRASH2_19155
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @SCRASH2_19243 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @SCRASH2_19218 
0006: 39@ = 1 
0662: printstring "LEVEL_PAUSED" 
0002: jump @SCRASH2_19243 

:SCRASH2_19218
0006: 39@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:SCRASH2_19243
0051: return 

:SCRASH2_19245
00D6: if 
8736:   not is_keyboard_key_just_pressed 74 
004D: jump_if_false @SCRASH2_19262 
0051: return 

:SCRASH2_19262
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @SCRASH2_19334 
0395: clear_area 1 at -2063.547 253.2754 34.3043 radius 0.5 
00A1: put_actor $PLAYER_ACTOR at -2063.547 253.2754 34.3043 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 

:SCRASH2_19334
00D6: if and
0039:   34@ == 2 
001B:   4 > 35@ 
004D: jump_if_false @SCRASH2_19585 
00D6: if 
0039:   166@ == 0 
004D: jump_if_false @SCRASH2_19452 
0395: clear_area 1 at -1944.025 135.5236 24.7109 radius 100.0 
06D8: 81@ = create_train_at -1944.025 135.5236 24.7109 type 11 direction 0 
06DC: set_train 81@ acc 0.0 
06DD: set_train 81@ speed 0.0 
0006: 166@ = 1 

:SCRASH2_19452
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @SCRASH2_19478 
078A: 82@ = get_train 81@ carriage 1 handle 

:SCRASH2_19478
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @SCRASH2_19506 
05CA: AS_actor 78@ enter_car 82@ passenger_seat -1 time 100 

:SCRASH2_19506
0395: clear_area 1 at -1989.161 208.5921 26.6797 radius 0.5 
00A1: put_actor $PLAYER_ACTOR at -1989.161 208.5921 26.6797 
0173: set_actor $PLAYER_ACTOR Z_angle_to 221.8946 
0085: 103@ = 46@ // (int) 
000A: 103@ += 60000 
0006: 35@ = 4 

:SCRASH2_19585
00D6: if and
0039:   34@ == 3 
001B:   4 > 35@ 
004D: jump_if_false @SCRASH2_19732 
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SCRASH2_19671 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @SCRASH2_19664 
07C7: put_train 81@ at 779.9327 -1334.155 -2.534 

:SCRASH2_19664
0002: jump @SCRASH2_19678 

:SCRASH2_19671
0006: 35@ = 4 

:SCRASH2_19678
0395: clear_area 1 at 815.0453 -1323.097 12.5036 radius 5.0 
00A1: put_actor $PLAYER_ACTOR at 815.0453 -1323.097 12.5036 
0173: set_actor $PLAYER_ACTOR Z_angle_to 187.142 

:SCRASH2_19732
00D6: if and
0039:   34@ == 4 
001B:   11 > 35@ 
004D: jump_if_false @SCRASH2_20028 
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @SCRASH2_19803 
00A1: put_actor 78@ at 803.7784 -1342.926 12.5469 
0173: set_actor 78@ Z_angle_to 92.3748 

:SCRASH2_19803
00D6: if 
0039:   168@ == 1 
004D: jump_if_false @SCRASH2_19874 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @SCRASH2_19867 
00AB: put_car 87@ at 799.7784 -1342.926 12.5469 
0175: set_car 87@ Z_angle_to 7.9128 

:SCRASH2_19867
0002: jump @SCRASH2_19950 

:SCRASH2_19874
0395: clear_area 1 at 799.7784 -1342.926 12.5469 radius 10.0 
00A5: 87@ = create_car #TAXI at 799.7784 -1342.926 12.5469 
0175: set_car 87@ Z_angle_to 7.9128 
0129: 79@ = create_actor_pedtype 4 model #BMYBE in_car 87@ driverseat 
0006: 168@ = 1 

:SCRASH2_19950
00D6: if and
8119:   not car 81@ wrecked 
0039:   166@ == 1 
004D: jump_if_false @SCRASH2_19995 
06DD: set_train 81@ speed 30.0 
07BE: remove_references_to_train 81@ 
0006: 166@ = 0 

:SCRASH2_19995
0006: 156@ = 0 
0006: 157@ = 0 
0006: 158@ = 1 
0164: disable_marker 90@ 
0006: 35@ = 11 

:SCRASH2_20028
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @SCRASH2_20207 
0007: 132@ = 366.4698 
0007: 133@ = -2030.643 
0007: 134@ = 6.6582 
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @SCRASH2_20146 
0395: clear_area 1 at 366.4698 -2030.643 6.6582 radius 5.0 
00A1: put_actor 78@ at 366.4698 -2030.643 6.6582 
0173: set_actor 78@ Z_angle_to 179.2269 

:SCRASH2_20146
0395: clear_area 1 at 383.3648 -1930.448 6.8301 radius 5.0 
00A1: put_actor $PLAYER_ACTOR at 383.3648 -1930.448 6.8301 
0173: set_actor $PLAYER_ACTOR Z_angle_to 88.4042 
0006: 35@ = 1 

:SCRASH2_20207
0051: return 

:SCRASH2_20209
000A: 41@ += 1 
00D6: if 
0019:   41@ > 9 
004D: jump_if_false @SCRASH2_20241 
0006: 41@ = 0 

:SCRASH2_20241
0051: return 

:SCRASH2_20243
01BD: 42@ = current_time_in_ms 
0085: 44@ = 42@ // (int) 
0062: 44@ -= 43@ // (int) 
0085: 43@ = 42@ // (int) 
005A: 46@ += 44@ // (int) 
0051: return 

:SCRASH2_20282
000A: 34@ += 1 
0006: 35@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:SCRASH2_20312
01B4: set_player $PLAYER_CHAR can_move 0 
02E4: load_cutscene_data 'SCRASH2' 

:SCRASH2_20330
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SCRASH2_20354 
0001: wait 0 ms 
0002: jump @SCRASH2_20330 

:SCRASH2_20354
04BB: select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_rendering_origin_at -2031.0 149.0 29.0 
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:SCRASH2_20399
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SCRASH2_20423 
0001: wait 0 ms 
0002: jump @SCRASH2_20399 

:SCRASH2_20423
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:SCRASH2_20437
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH2_20461 
0001: wait 0 ms 
0002: jump @SCRASH2_20437 

:SCRASH2_20461
02EA: end_cutscene 
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0051: return 

:SCRASH2_20489
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @SCRASH2_20516 
0001: wait 0 ms 
0002: jump @SCRASH2_20489 

:SCRASH2_20516
0050: gosub @SCRASH2_20731 
0050: gosub @SCRASH2_20897 
0395: clear_area 0 at -1978.85 169.6607 26.6953 radius 3.0 
00A5: 89@ = create_car #SANCHEZ at -1978.85 169.6607 26.6953 
0175: set_car 89@ Z_angle_to 90.1127 
0006: 161@ = 1 
0395: clear_area 0 at -2033.339 148.6139 27.8359 radius 0.5 
03CB: set_rendering_origin_at -2033.339 148.6139 27.8359 
00A1: put_actor $PLAYER_ACTOR at -2033.339 148.6139 27.8359 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
06D7: enable_train_traffic 0 
09FF: set_restart_closest_to -2026.061 148.828 27.8359 
0A45: set_rail_tracks_friction_to 0.4 
0001: wait 1000 ms 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 
0050: gosub @SCRASH2_20282 
0051: return 

:SCRASH2_20731
0247: load_model #STREAK 
0247: load_model #STREAKC 
0247: load_model #FREIGHT 
0247: load_model #FREIFLAT 
0247: load_model #SANCHEZ 
0247: load_model #WMYBU 
0247: load_model #BMYBE 
0247: load_model #HMYRI 
0247: load_model #SNIPER 
0247: load_model #COLT45 
038B: load_requested_models 

:SCRASH2_20781
00D6: if or
8248:   not model #STREAK available 
8248:   not model #STREAKC available 
8248:   not model #FREIGHT available 
8248:   not model #FREIFLAT available 
8248:   not model #SANCHEZ available 
004D: jump_if_false @SCRASH2_20828 
0001: wait 0 ms 
0002: jump @SCRASH2_20781 

:SCRASH2_20828
00D6: if or
8248:   not model #WMYBU available 
8248:   not model #BMYBE available 
8248:   not model #HMYRI available 
004D: jump_if_false @SCRASH2_20863 
0001: wait 0 ms 
0002: jump @SCRASH2_20828 

:SCRASH2_20863
00D6: if or
8248:   not model #SNIPER available 
8248:   not model #COLT45 available 
004D: jump_if_false @SCRASH2_20895 
0001: wait 0 ms 
0002: jump @SCRASH2_20863 

:SCRASH2_20895
0051: return 

:SCRASH2_20897
04ED: load_animation "MISC" 
04ED: load_animation "GANGS" 

:SCRASH2_20914
00D6: if or
84EE:   not animation "MISC" loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @SCRASH2_20953 
0001: wait 0 ms 
0002: jump @SCRASH2_20914 

:SCRASH2_20953
0051: return 

:SCRASH2_20955
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
03EB: clear_small_messages_only 
0871: init_jump_table 45@ total_jumps 7 default_jump 0 @SCRASH2_21197 jumps 1 @SCRASH2_21036 2 @SCRASH2_21059 3 @SCRASH2_21082 4 @SCRASH2_21105 5 @SCRASH2_21128 6 @SCRASH2_21151 7 @SCRASH2_21174 

:SCRASH2_21036
00BC: show_text_highpriority GXT 'SCR2_80' time 5000 flag 1  // ~r~You're too late. The train has gone.
0002: jump @SCRASH2_21197 

:SCRASH2_21059
00BC: show_text_highpriority GXT 'SCR2_81' time 5000 flag 1  // ~r~The reporter is dead.
0002: jump @SCRASH2_21197 

:SCRASH2_21082
00BC: show_text_highpriority GXT 'SCR2_82' time 5000 flag 1  // ~r~You lost the reporter.
0002: jump @SCRASH2_21197 

:SCRASH2_21105
00BC: show_text_highpriority GXT 'SCR2_83' time 5000 flag 1  // ~r~The reporter and Target have gone.
0002: jump @SCRASH2_21197 

:SCRASH2_21128
00BC: show_text_highpriority GXT 'SCR2_84' time 5000 flag 1  // ~r~The reporter has escaped.
0002: jump @SCRASH2_21197 

:SCRASH2_21151
00BC: show_text_highpriority GXT 'SCR2_85' time 5000 flag 1  // ~r~The Target has escaped.
0002: jump @SCRASH2_21197 

:SCRASH2_21174
00BC: show_text_highpriority GXT 'SCR2_86' time 5000 flag 1  // ~r~You spooked the reporter.
0002: jump @SCRASH2_21197 

:SCRASH2_21197
0006: 155@ = 1 
0051: return 

:SCRASH2_21206
03EB: clear_small_messages_only 
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'SCRA_2'  // Snail Trail
030C: progress_made = 1 
0008: $CRASH_SF_TOTAL_PASSED_MISSIONS += 1 
0164: disable_marker $532 
0164: disable_marker $MARKER_TRIADS_SF_GARAGE 
02A7: $MARKER_TRIADS_SF_GARAGE = create_icon_marker_and_sphere $ICON_TRIADS at $X_SF_GARAGE $Y_SF_GARAGE $Z_SF_GARAGE 
0006: 155@ = 0 
0051: return 

:SCRASH2_21293
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SCRASH2_21398 
00D6: if 
0039:   155@ == 1 
004D: jump_if_false @SCRASH2_21398 
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @SCRASH2_21359 
0555: remove_weapon 34 from_actor $PLAYER_ACTOR 
0002: jump @SCRASH2_21398 

:SCRASH2_21359
041A: 50@ = actor $PLAYER_ACTOR weapon 34 ammo 
00D6: if 
001D:   50@ > 131@ // (int) 
004D: jump_if_false @SCRASH2_21398 
017B: set_actor $PLAYER_ACTOR weapon 34 ammo_to 131@ 

:SCRASH2_21398
00D6: if and
0039:   168@ == 1 
8119:   not car 87@ wrecked 
004D: jump_if_false @SCRASH2_21428 
0216: enable_taxi 87@ light 0 

:SCRASH2_21428
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SCRASH2_21449 
0687: clear_actor 79@ task 

:SCRASH2_21449
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @SCRASH2_21470 
0647: AS_actor 78@ clear_look_task 

:SCRASH2_21470
0215: destroy_pickup 95@ 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 87@ 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
0249: release_model #COLT45 
0249: release_model #SNIPER 
0006: 48@ = 0 

:SCRASH2_21512
07BE: remove_references_to_train 84@(48@,3i) 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @SCRASH2_21512 
00D6: if 
0039:   166@ == 1 
004D: jump_if_false @SCRASH2_21591 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @SCRASH2_21591 
06DD: set_train 81@ speed 30.0 
07BE: remove_references_to_train 81@ 

:SCRASH2_21591
0164: disable_marker 90@ 
0164: disable_marker 91@ 
0164: disable_marker 92@ 
0164: disable_marker 93@ 
0164: disable_marker 94@ 
0151: remove_status_text $7238 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
03E6: remove_text_box 
0249: release_model #STREAK 
0249: release_model #STREAKC 
0249: release_model #FREIGHT 
0249: release_model #FREIFLAT 
0249: release_model #TAXI 
0249: release_model #SANCHEZ 
0249: release_model #WMYBU 
0249: release_model #BMYBE 
0249: release_model #HMYRI 
0249: release_model #SNIPER 
0249: release_model #COLT45 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
06D0: enable_emergency_traffic 1 
06D7: enable_train_traffic 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
091D: remove_forbidden_for_boats_cube_cornerA 789.595 -1387.97 11.5469 cornerB 807.2843 -1334.546 13.725 
091D: remove_forbidden_for_boats_cube_cornerA 804.9978 -1414.032 11.3801 cornerB 908.0844 -1386.618 13.5524 
091D: remove_forbidden_for_boats_cube_cornerA 802.1913 -1335.066 11.1828 cornerB 911.4662 -1313.045 13.7469 
0A45: set_rail_tracks_friction_to -1.0 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 53---------------
// Originally: Mountain Cloud Boys

:WUZI1
03A4: name_thread 'WUZI1' 
0050: gosub @WUZI1_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @WUZI1_38 
0050: gosub @WUZI1_27957 

:WUZI1_38
0050: gosub @WUZI1_28039 
004E: end_thread 

:WUZI1_47
0006: 231@ = 15 
0006: 232@ = 33 
0006: 233@ = 38 
0006: 234@ = 39 
0006: 235@ = 40 
0006: 236@ = 41 
0006: 237@ = 42 
0006: 265@ = 0 
054C: use_GXT_table 'WUZI1' 
03D5: remove_text 'M_FAIL'  // ~r~MISSION FAILED!
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
00D6: if 
0039:   71@ == 99 
004D: jump_if_false @WUZI1_231 
009A: 35@ = create_actor_pedtype 8 model #SPECIAL01 at 2752.341 -1948.867 16.3125 
00A5: 104@ = create_car #ESPERANT at 0.0 0.0 0.0 
062F: 157@ = create_group_type 2 
0187: 107@ = create_marker_above_actor 35@ 
0187: 109@ = create_marker_above_actor 35@ 
0187: 108@ = create_marker_above_actor 35@ 

:WUZI1_231
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @WUZI1_257 
0002: jump @WUZI1_27975 

:WUZI1_257
00D6: if 
0735:   is_keyboard_key_pressed 88 
004D: jump_if_false @WUZI1_328 
00A1: put_actor $PLAYER_ACTOR at -2175.735 653.6188 48.4453 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_328 
00A1: put_actor 35@ at -2176.735 653.6188 48.4453 

:WUZI1_328
00D6: if 
0735:   is_keyboard_key_pressed 90 
004D: jump_if_false @WUZI1_399 
00A1: put_actor $PLAYER_ACTOR at -2247.749 649.4075 48.4375 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_399 
00A1: put_actor 35@ at -2246.749 649.4075 48.4375 

:WUZI1_399
0871: init_jump_table 71@ total_jumps 11 default_jump 0 @WUZI1_695 jumps 0 @WUZI1_527 1 @WUZI1_548 2 @WUZI1_569 3 @WUZI1_583 4 @WUZI1_597 5 @WUZI1_611 6 @WUZI1_625 
0872: jump_table_jumps 7 @WUZI1_639 8 @WUZI1_653 9 @WUZI1_667 10 @WUZI1_681 -1 @WUZI1_695 -1 @WUZI1_695 -1 @WUZI1_695 -1 @WUZI1_695 -1 @WUZI1_695 

:WUZI1_527
0050: gosub @WUZI1_2353 
0006: 71@ = 1 
0002: jump @WUZI1_695 

:WUZI1_548
0050: gosub @WUZI1_1167 
0006: 71@ = 2 
0002: jump @WUZI1_695 

:WUZI1_569
0050: gosub @WUZI1_2631 
0002: jump @WUZI1_695 

:WUZI1_583
0050: gosub @WUZI1_7076 
0002: jump @WUZI1_695 

:WUZI1_597
0050: gosub @WUZI1_13133 
0002: jump @WUZI1_695 

:WUZI1_611
0050: gosub @WUZI1_13769 
0002: jump @WUZI1_695 

:WUZI1_625
0050: gosub @WUZI1_16453 
0002: jump @WUZI1_695 

:WUZI1_639
0050: gosub @WUZI1_17106 
0002: jump @WUZI1_695 

:WUZI1_653
0050: gosub @WUZI1_18968 
0002: jump @WUZI1_695 

:WUZI1_667
0050: gosub @WUZI1_19861 
0002: jump @WUZI1_695 

:WUZI1_681
0002: jump @WUZI1_27975 
0002: jump @WUZI1_695 

:WUZI1_695
0050: gosub @WUZI1_838 
0050: gosub @WUZI1_906 
0050: gosub @WUZI1_23148 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00A0: store_actor $PLAYER_ACTOR position_to 228@ 229@ 230@ 
00D6: if or
0039:   71@ == 2 
0039:   71@ == 4 
0039:   71@ == 6 
004D: jump_if_false @WUZI1_804 
0050: gosub @WUZI1_20336 
0050: gosub @WUZI1_22823 
0050: gosub @WUZI1_23037 
0050: gosub @WUZI1_23146 

:WUZI1_804
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @WUZI1_829 
0002: jump @WUZI1_27957 

:WUZI1_829
0002: jump @WUZI1_231 
0051: return 

:WUZI1_838
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @WUZI1_904 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @WUZI1_904 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'WZ1_40' time 5000 flag 1  // ~r~Woozie Died!
0006: 36@ = 1 
0002: jump @WUZI1_27957 

:WUZI1_904
0051: return 

:WUZI1_906
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @WUZI1_1165 
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @WUZI1_1029 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1029 
00D6: if 
86EE:   not actor 35@ in_group $PLAYER_GROUP 
004D: jump_if_false @WUZI1_1029 
0006: 72@ = 0 
0164: disable_marker 108@ 
0187: 108@ = create_marker_above_actor 35@ 
07E0: set_marker 108@ type_to 1 
018B: set_marker 107@ radar_mode 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'WZ1_41' time 4000 flag 1  // ~s~You left ~b~Woozie~s~ behind! Go back and get him.

:WUZI1_1029
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @WUZI1_1165 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1165 
00D6: if 
06EE:   actor 35@ in_group $PLAYER_GROUP 
004D: jump_if_false @WUZI1_1096 
0006: 72@ = 1 
0002: jump @WUZI1_1165 

:WUZI1_1096
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 35@ radius 6.0 6.0 0 
004D: jump_if_false @WUZI1_1165 
09DD: unknown_player_group 1 
0631: put_actor 35@ in_group $PLAYER_GROUP 
07CB: set_actor 35@ supporting_fire 0 
0164: disable_marker 108@ 
018B: set_marker 107@ radar_mode 3 
0006: 72@ = 1 

:WUZI1_1165
0051: return 

:WUZI1_1167
0006: 191@ = 4 
023C: load_special_actor 'WUZIMU' as 1 // models 290-299 
0247: load_model #MICRO_UZI 
0247: load_model #DNB1 
0247: load_model #DNB2 
0247: load_model #DNB3 
0247: load_model #TRIADA 
0247: load_model #TRIADB 
0247: load_model #SNIPER 
0247: load_model #SENTINEL 
0247: load_model #SANCHEZ 
0247: load_model #OMOST 
04ED: load_animation "WUZI" 
07C0: load_path 169 
07C0: load_path 139 

:WUZI1_1249
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #MICRO_UZI available 
8248:   not model #SNIPER available 
8248:   not model #DNB1 available 
8248:   not model #DNB2 available 
8248:   not model #DNB3 available 
004D: jump_if_false @WUZI1_1297 
0001: wait 0 ms 
0002: jump @WUZI1_1249 

:WUZI1_1297
00D6: if or
8248:   not model #SENTINEL available 
8248:   not model #SANCHEZ available 
8248:   not model #TRIADA available 
8248:   not model #TRIADB available 
8248:   not model #OMOST available 
004D: jump_if_false @WUZI1_1341 
0001: wait 0 ms 
0002: jump @WUZI1_1297 

:WUZI1_1341
00D6: if or
87C1:   not path 169 available 
87C1:   not path 139 available 
004D: jump_if_false @WUZI1_1373 
0001: wait 0 ms 
0002: jump @WUZI1_1341 

:WUZI1_1373
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 
060A: create_decision_maker_type 2 store_to 34@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 34@ event 31 
0708: reset_decision_maker 34@ event 9 
0708: reset_decision_maker 34@ event 49 
0708: reset_decision_maker 34@ event 15 
0709: set_decision_maker 34@ on_event 31 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 34@ on_event 9 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
00D6: if 
03CA:   object $2666 exists 
004D: jump_if_false @WUZI1_1529 
0108: destroy_object $2666 

:WUZI1_1529
029B: $2666 = init_object #CT_GATEXR at -2179.353 661.232 50.214 
07F7: set_object $2666 destructible 0 
0249: release_model #CT_GATEXR 
029B: 68@ = init_object #CT_STALL1 at -2213.413 640.908 48.43 
0177: set_object 68@ Z_angle_to 90.0 
029B: 58@ = init_object #CT_TABLE at -2201.436 647.109 48.413 
029B: 49@ = init_object #CHINATGARAGEDOOR at -2184.415 711.556 54.523 
029B: 50@ = init_object #CHINATGARAGEDOOR at -2178.87 711.556 54.523 
029B: 45@ = init_object #TMP_BIN at -2183.968 647.055 49.185 
029B: 46@ = init_object #TMP_BIN at -2172.813 654.019 49.185 
029B: 47@ = init_object #TMP_BIN at -2172.813 649.293 49.185 
0177: set_object 46@ Z_angle_to 270.0 
0177: set_object 47@ Z_angle_to 270.0 
0177: set_object $2666 Z_angle_to 0.0 
03C7: set_sensitivity_to_crime 0.2 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0006: 73@ = 1 
06D0: enable_emergency_traffic 0 
0006: 77@ = 99 
0007: 201@ = -2199.0 
0007: 205@ = 645.4869 
0007: 209@ = 48.4453 
0007: 213@ = -2194.68 
0007: 217@ = 646.1572 
0007: 221@ = 48.4453 
0007: 202@ = -2199.0 
0007: 206@ = 640.8279 
0007: 210@ = 48.4453 
0007: 214@ = -2194.043 
0007: 218@ = 638.7194 
0007: 222@ = 48.4453 
0007: 203@ = -2195.839 
0007: 207@ = 635.439 
0007: 211@ = 48.4453 
0007: 215@ = -2189.367 
0007: 219@ = 636.7801 
0007: 223@ = 48.4453 
0007: 204@ = -2213.005 
0007: 208@ = 638.9453 
0007: 212@ = 48.4459 
0007: 216@ = -2204.778 
0007: 220@ = 639.4221 
0007: 224@ = 48.4453 
009A: 35@ = create_actor_pedtype 25 model #SPECIAL01 at -2155.462 645.8904 51.3516 
0085: 741@ = 35@ // (int) 
0006: 37@ = 1 
01B2: give_actor 35@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B9: set_actor 35@ armed_weapon_to 0 
0173: set_actor 35@ Z_angle_to 180.0 
0223: set_actor 35@ health_to 250 
08AF: set_actor 35@ max_health_to 250 
0006: 161@ = 250 
0446: set_actor 35@ dismemberment_possible 0 
0296: unload_special_actor 1 
018A: 107@ = create_checkpoint_at -2244.995 642.8972 48.4077 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @WUZI1_2203 
00A1: put_actor $PLAYER_ACTOR at -2155.266 645.0895 51.3516 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 

:WUZI1_2203
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_2268 
0245: set_actor 35@ walk_style_to "BLINDMAN" 
060B: set_actor 35@ decision_maker_to 34@ 
0568: set_actor 35@ untargetable 1 
09DD: unknown_player_group 1 
0631: put_actor 35@ in_group $PLAYER_GROUP 
0006: 72@ = 1 

:WUZI1_2268
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0A0B: set_rendering_origin_at_3D_coord -2155.266 645.0895 51.3516 angle 270.0 
04E4: refresh_game_renderer_at -2155.0 645.0 
016A: fade 1 time 1000 
03CB: set_rendering_origin_at -2155.266 645.0895 51.3 
0006: 71@ = 2 
0006: 42@ = 0 
0051: return 

:WUZI1_2353
054C: use_GXT_table 'WUZI1' 
01B4: set_player $PLAYER_CHAR can_move 0 
04BB: select_interior 1 
02E4: load_cutscene_data 'WOOZI1A' 

:WUZI1_2386
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @WUZI1_2410 
0001: wait 0 ms 
0002: jump @WUZI1_2386 

:WUZI1_2410
02E7: start_cutscene 
016A: fade 1 time 1000 

:WUZI1_2419
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @WUZI1_2443 
0001: wait 0 ms 
0002: jump @WUZI1_2419 

:WUZI1_2443
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @WUZI1_2463 
0006: 238@ = 1 

:WUZI1_2463
016A: fade 0 time 0 

:WUZI1_2469
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI1_2493 
0001: wait 0 ms 
0002: jump @WUZI1_2469 

:WUZI1_2493
02EA: end_cutscene 
00D6: if 
0039:   238@ == 0 
004D: jump_if_false @WUZI1_2613 
02E4: load_cutscene_data 'WOOZI1B' 

:WUZI1_2524
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @WUZI1_2548 
0001: wait 0 ms 
0002: jump @WUZI1_2524 

:WUZI1_2548
02E7: start_cutscene 
016A: fade 1 time 1000 

:WUZI1_2557
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @WUZI1_2581 
0001: wait 0 ms 
0002: jump @WUZI1_2557 

:WUZI1_2581
016A: fade 0 time 0 

:WUZI1_2587
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI1_2611 
0001: wait 0 ms 
0002: jump @WUZI1_2587 

:WUZI1_2611
02EA: end_cutscene 

:WUZI1_2613
04BB: select_interior 0 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
0051: return 

:WUZI1_2631
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @WUZI1_3754 
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @WUZI1_2724 
0006: 637@ = 1 
0006: 638@ = 2 
0006: 75@ = 1 
00D6: if 
03CA:   object $2666 exists 
004D: jump_if_false @WUZI1_2724 
0453: set_object $2666 XYZ_rotation 0.0 0.0 330.0 

:WUZI1_2724
00D6: if 
0039:   75@ == 1 
004D: jump_if_false @WUZI1_2783 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_2783 
00BB: show_text_lowpriority GXT 'WZ1_1' time 8000 flag 1  // ~s~Take Woozie to the Tong ~y~meeting~s~.
0006: 75@ = 2 

:WUZI1_2783
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @WUZI1_3754 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @WUZI1_2871 
00D6: if or
0022:   627.0 > $TEMPVAR_Y_COORD 
0020:   $TEMPVAR_Y_COORD > 657.0 
004D: jump_if_false @WUZI1_2871 
0006: 43@ = 1 

:WUZI1_2871
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @WUZI1_2928 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_2928 
0006: 637@ = 3 
0006: 638@ = 2 
0006: 43@ = 2 

:WUZI1_2928
00D6: if 
0039:   43@ == 2 
004D: jump_if_false @WUZI1_2974 
00D6: if 
0022:   -2164.0 > $TEMPVAR_X_COORD 
004D: jump_if_false @WUZI1_2974 
0006: 43@ = 3 

:WUZI1_2974
00D6: if 
0039:   43@ == 3 
004D: jump_if_false @WUZI1_3031 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_3031 
0006: 637@ = 5 
0006: 638@ = 3 
0006: 43@ = 4 

:WUZI1_3031
00D6: if 
0039:   43@ == 4 
004D: jump_if_false @WUZI1_3087 
00D6: if and
0022:   707.0 > $TEMPVAR_Y_COORD 
0020:   $TEMPVAR_Y_COORD > 587.0 
004D: jump_if_false @WUZI1_3087 
0006: 43@ = 5 

:WUZI1_3087
00D6: if 
0039:   43@ == 5 
004D: jump_if_false @WUZI1_3144 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_3144 
0006: 637@ = 9 
0006: 638@ = 2 
0006: 43@ = 6 

:WUZI1_3144
00D6: if 
0039:   43@ == 7 
004D: jump_if_false @WUZI1_3193 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_3193 
0633: AS_actor $PLAYER_ACTOR exit_car 
0006: 43@ = 8 

:WUZI1_3193
00D6: if 
0039:   43@ == 8 
004D: jump_if_false @WUZI1_3303 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI1_3269 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 43@ = 11 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_3262 
06C9: remove_actor 35@ from_group 

:WUZI1_3262
0002: jump @WUZI1_3303 

:WUZI1_3269
062E: get_actor $PLAYER_ACTOR task 1587 status_store_to 195@ // ret 7 if not found 
00D6: if 
04A4:   195@ == 7 // == constant 
004D: jump_if_false @WUZI1_3303 
0633: AS_actor $PLAYER_ACTOR exit_car 

:WUZI1_3303
00D6: if 
0039:   239@ == 1 
004D: jump_if_false @WUZI1_3367 
00D6: if and
0039:   636@ == 1 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_3367 
0006: 637@ = 11 
0006: 638@ = 2 
0006: 239@ = 2 

:WUZI1_3367
00D6: if 
0039:   239@ == 2 
004D: jump_if_false @WUZI1_3440 
00D6: if and
0039:   636@ == 1 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_3440 
00BB: show_text_lowpriority GXT 'WZ1_B4' time 5000 flag 1  // ~s~Stick close to ~b~Woozie~s~.
0006: 38@ = 1 
0006: 239@ = 3 

:WUZI1_3440
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @WUZI1_3754 
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @WUZI1_3754 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_3754 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2248.077 651.3163 48.3815 radius 4.0 4.0 4.0 
004D: jump_if_false @WUZI1_3754 
00D6: if 
80FE:   not actor 35@ sphere 0 in_sphere -2248.077 651.3163 48.3815 radius 6.0 6.0 6.0 
004D: jump_if_false @WUZI1_3611 
00BC: show_text_highpriority GXT 'WZ1_2' time 1000 flag 1  // ~s~Wait for Woozie.
0002: jump @WUZI1_3754 

:WUZI1_3611
0006: 239@ = 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI1_3728 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR used_car 
01B4: set_player $PLAYER_CHAR can_move 0 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 600 
0085: 159@ = 32@ // (int) 
000A: 159@ += 600 
00D6: if 
00DF:   actor 35@ driving 
004D: jump_if_false @WUZI1_3728 
0615: define_AS_pack_begin 132@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0633: AS_actor -1 exit_car 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_3728
0006: 636@ = 6 
0164: disable_marker 107@ 
0006: 43@ = 7 
0006: 73@ = 0 

:WUZI1_3754
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @WUZI1_3878 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI1_3878 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_3878 
0615: define_AS_pack_begin 132@ 
05B9: AS_actor -1 stay_idle 300 ms 
05F5: AS_actor -1 goto_point_using_paths -2244.439 643.4277 48.4375 mode 4 time -2 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0006: 253@ = 20 
0006: 38@ = 2 

:WUZI1_3878
00D6: if 
0039:   38@ == 2 
004D: jump_if_false @WUZI1_7074 
00D6: if 
0039:   240@ == 0 
004D: jump_if_false @WUZI1_4389 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
0022:   646.0 > $TEMPVAR_Y_COORD 
004D: jump_if_false @WUZI1_4389 
0376: 243@ = create_random_actor_at -2182.969 645.0695 48.4453 
0376: 244@ = create_random_actor_at -2183.643 642.2832 48.4453 
0376: 245@ = create_random_actor_at -2190.507 636.5036 48.4429 
0376: 246@ = create_random_actor_at -2200.647 641.6252 48.4429 
0376: 247@ = create_random_actor_at -2200.622 642.8997 48.4429 
0376: 248@ = create_random_actor_at -2223.243 644.5712 48.4448 
0376: 249@ = create_random_actor_at -2235.814 642.5659 48.4472 
0085: 250@ = 32@ // (int) 
0615: define_AS_pack_begin 132@ 
05B9: AS_actor -1 stay_idle 2000 ms 
05DC: AS_actor -1 run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 
0616: define_AS_pack_end 132@ 
0618: assign_actor 243@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
05D3: AS_actor 244@ goto_point -2190.978 646.0287 48.4453 mode 4 time -2 ms // versionA 
05D3: AS_actor 245@ goto_point -2192.964 644.2189 48.4453 mode 4 time -2 ms // versionA 
0615: define_AS_pack_begin 132@ 
0639: AS_actor -1 rotate_to_actor 247@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 6000 
0616: define_AS_pack_end 132@ 
0618: assign_actor 246@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0615: define_AS_pack_begin 132@ 
0639: AS_actor -1 rotate_to_actor 246@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 6000 
0616: define_AS_pack_end 132@ 
0618: assign_actor 247@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
05D3: AS_actor 248@ goto_point -2200.941 644.4352 48.4429 mode 4 time -2 ms // versionA 
05D3: AS_actor 249@ goto_point -2213.171 638.7413 48.4496 mode 4 time -2 ms // versionA 
0006: 240@ = 1 

:WUZI1_4389
00D6: if 
0019:   240@ > 0 
004D: jump_if_false @WUZI1_5233 
0085: 251@ = 32@ // (int) 
0062: 251@ -= 250@ // (int) 
00D6: if 
0039:   252@ == 0 
004D: jump_if_false @WUZI1_4511 
00D6: if 
0019:   251@ > 3500 
004D: jump_if_false @WUZI1_4511 
00D6: if 
8118:   not actor 244@ dead 
004D: jump_if_false @WUZI1_4504 
05DC: AS_actor 244@ run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 

:WUZI1_4504
0006: 252@ = 1 

:WUZI1_4511
00D6: if 
0039:   252@ == 1 
004D: jump_if_false @WUZI1_4657 
00D6: if 
0019:   251@ > 6000 
004D: jump_if_false @WUZI1_4657 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @WUZI1_4650 
0615: define_AS_pack_begin 132@ 
05DC: AS_actor -1 run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 5000 
05BB: AS_actor -1 fall_down 0 time_on_ground 500 
05DC: AS_actor -1 run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 
0616: define_AS_pack_end 132@ 
0618: assign_actor 245@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_4650
0006: 252@ = 2 

:WUZI1_4657
00D6: if 
0039:   252@ == 2 
004D: jump_if_false @WUZI1_4745 
00D6: if 
0019:   251@ > 9000 
004D: jump_if_false @WUZI1_4745 
00D6: if 
8118:   not actor 246@ dead 
004D: jump_if_false @WUZI1_4738 
05DC: AS_actor 246@ run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 

:WUZI1_4738
0006: 252@ = 3 

:WUZI1_4745
00D6: if 
0039:   252@ == 3 
004D: jump_if_false @WUZI1_4891 
00D6: if 
0019:   251@ > 8000 
004D: jump_if_false @WUZI1_4891 
00D6: if 
8118:   not actor 247@ dead 
004D: jump_if_false @WUZI1_4884 
0615: define_AS_pack_begin 132@ 
05DC: AS_actor -1 run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 3000 
05BB: AS_actor -1 fall_down 0 time_on_ground 500 
05DC: AS_actor -1 run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 
0616: define_AS_pack_end 132@ 
0618: assign_actor 247@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_4884
0006: 252@ = 4 

:WUZI1_4891
00D6: if 
0039:   252@ == 4 
004D: jump_if_false @WUZI1_4979 
00D6: if 
0019:   251@ > 10000 
004D: jump_if_false @WUZI1_4979 
00D6: if 
8118:   not actor 248@ dead 
004D: jump_if_false @WUZI1_4972 
05DC: AS_actor 248@ run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 

:WUZI1_4972
0006: 252@ = 5 

:WUZI1_4979
00D6: if 
0039:   252@ == 5 
004D: jump_if_false @WUZI1_5067 
00D6: if 
0019:   251@ > 12000 
004D: jump_if_false @WUZI1_5067 
00D6: if 
8118:   not actor 249@ dead 
004D: jump_if_false @WUZI1_5060 
05DC: AS_actor 249@ run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 

:WUZI1_5060
0006: 252@ = 6 

:WUZI1_5067
00D6: if 
0039:   252@ == 6 
004D: jump_if_false @WUZI1_5233 
00D6: if 
0019:   251@ > 52000 
004D: jump_if_false @WUZI1_5233 
0006: 130@ = 0 

:WUZI1_5113
00D6: if 
001B:   7 > 130@ 
004D: jump_if_false @WUZI1_5226 
00D6: if 
8118:   not actor 243@(130@,7i) dead 
004D: jump_if_false @WUZI1_5212 
05B9: AS_actor 243@(130@,7i) stay_idle 1 ms 
01C2: remove_references_to_actor 243@(130@,7i) // Like turning an actor into a random pedestrian 
05DE: AS_actor 243@(130@,7i) walk_around_ped_path 
022B: create_forbidden_for_peds_cube_cornerA -2239.251 636.6675 53.1933 cornerB -2165.047 720.0577 49.5456 

:WUZI1_5212
000A: 130@ += 1 
0002: jump @WUZI1_5113 

:WUZI1_5226
0006: 252@ = 7 

:WUZI1_5233
00D6: if 
0039:   240@ == 1 
004D: jump_if_false @WUZI1_5535 
00D6: if and
0019:   251@ > 12000 
001B:   22000 > 251@ 
004D: jump_if_false @WUZI1_5535 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_5535 
00A0: store_actor 35@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if and
0020:   $TEMPVAR_FLOAT_1 > -2240.276 
0022:   -2227.0 > $TEMPVAR_FLOAT_1 
004D: jump_if_false @WUZI1_5535 
00D6: if 
0104:   actor 35@ near_actor $PLAYER_ACTOR radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @WUZI1_5535 
0687: clear_actor 35@ task 
05B9: AS_actor 35@ stay_idle 1 ms 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2232.999 643.0717 48.4466 
05D7: add_point_to_scmpath -2213.888 643.3788 48.4462 
05D7: add_point_to_scmpath -2172.958 644.4861 48.4453 
0615: define_AS_pack_begin 132@ 
05C8: AS_actor -1 look_around 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 5000 ms 
05B9: AS_actor -1 stay_idle 1000 ms 
05B9: AS_actor -1 stay_idle 0 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05BB: AS_actor -1 fall_down 0 time_on_ground 500 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0006: 637@ = 69 
0006: 638@ = 4 
0006: 240@ = 2 
0006: 253@ = 21 

:WUZI1_5535
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @WUZI1_5786 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_5786 
062E: get_actor 35@ task -1 status_store_to 158@ // ret 7 if not found 
00D6: if 
04A4:   158@ == 7 // == constant 
004D: jump_if_false @WUZI1_5786 
00D6: if and
0039:   637@ == 0 
0039:   636@ == 1 
004D: jump_if_false @WUZI1_5786 
0615: define_AS_pack_begin 132@ 
0605: actor -1 perform_animation "WUZI_GRND_CHK" IFP "WUZI" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05B9: AS_actor -1 stay_idle 1000 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 4000 
05D3: AS_actor -1 goto_point -2214.083 641.1605 48.4489 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0708: reset_decision_maker 34@ event 44 
0006: 637@ = 73 
0006: 638@ = 3 
0006: 253@ = 20 

:WUZI1_5786
00D6: if 
0039:   253@ == 20 
004D: jump_if_false @WUZI1_6150 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_6150 
062E: get_actor 35@ task -1 status_store_to 158@ // ret 7 if not found 
00D6: if 
04A4:   158@ == 7 // == constant 
004D: jump_if_false @WUZI1_6150 
00D6: if and
0039:   637@ == 0 
0039:   636@ == 1 
004D: jump_if_false @WUZI1_6150 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2232.999 643.0717 48.4466 
05D7: add_point_to_scmpath -2213.888 643.3788 48.4462 
05D7: add_point_to_scmpath -2172.958 644.4861 48.4453 
00D6: if 
0104:   actor 35@ near_actor $PLAYER_ACTOR radius 13.0 13.0 10.0 sphere 0 
004D: jump_if_false @WUZI1_5976 
0006: 254@ = 1 
0002: jump @WUZI1_5983 

:WUZI1_5976
0006: 254@ = 0 

:WUZI1_5983
0615: define_AS_pack_begin 132@ 
0605: actor -1 perform_animation "WUZI_GRND_CHK" IFP "WUZI" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05B9: AS_actor -1 stay_idle 1000 ms 
00D6: if 
0039:   254@ == 1 
004D: jump_if_false @WUZI1_6096 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3500 

:WUZI1_6096
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0708: reset_decision_maker 34@ event 44 
0006: 637@ = 73 
0006: 638@ = 3 
0006: 253@ = 21 

:WUZI1_6150
00D6: if 
0039:   253@ == 21 
004D: jump_if_false @WUZI1_6488 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_6488 
062E: get_actor 35@ task 1560 status_store_to 158@ // ret 7 if not found 
00A0: store_actor 35@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0020:   $TEMPVAR_FLOAT_1 > -2181.276 
004D: jump_if_false @WUZI1_6292 
0615: define_AS_pack_begin 132@ 
05D3: AS_actor -1 goto_point -2172.958 644.4861 48.4453 mode 6 time -2 ms // versionA 
05BB: AS_actor -1 fall_down 0 time_on_ground 500 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0006: 253@ = 22 

:WUZI1_6292
00D6: if and
0022:   -2243.0 > $TEMPVAR_FLOAT_1 
0039:   257@ == 1 
004D: jump_if_false @WUZI1_6435 
0006: 257@ = 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2244.831 643.3638 48.439 
05D7: add_point_to_scmpath -2232.999 643.0717 48.4466 
05D7: add_point_to_scmpath -2213.888 643.3788 48.4462 
05D7: add_point_to_scmpath -2172.958 644.4861 48.4453 
0615: define_AS_pack_begin 132@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_6435
00D6: if 
0020:   $TEMPVAR_FLOAT_1 > -2240.0 
004D: jump_if_false @WUZI1_6488 
00D6: if or
0039:   257@ == 0 
0039:   257@ == 2 
004D: jump_if_false @WUZI1_6488 
0006: 257@ = 1 

:WUZI1_6488
00D6: if 
0039:   253@ == 22 
004D: jump_if_false @WUZI1_6633 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_6633 
062E: get_actor 35@ task 1560 status_store_to 158@ // ret 7 if not found 
00D6: if 
04A4:   158@ == 1 // == constant 
004D: jump_if_false @WUZI1_6633 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @WUZI1_6633 
0646: unknown_get_actor 35@ task_1560_status_store_to 132@ // similar to 062E 
00D6: if or
0039:   132@ == 1 
04A4:   158@ == 7 // == constant 
004D: jump_if_false @WUZI1_6633 
09D5: play_sound_of_actor 35@ soundslot 345 unknown_flags 1 0 0 as 256@ // extended 0947 
0006: 253@ = 23 
0006: 255@ = 1 

:WUZI1_6633
00D6: if 
0039:   253@ == 23 
004D: jump_if_false @WUZI1_6784 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_6784 
062E: get_actor 35@ task 1560 status_store_to 158@ // ret 7 if not found 
00D6: if 
04A4:   158@ == 7 // == constant 
004D: jump_if_false @WUZI1_6784 
0615: define_AS_pack_begin 132@ 
05C8: AS_actor -1 look_around 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 5000 ms 
05B9: AS_actor -1 stay_idle 4000 ms 
05D3: AS_actor -1 goto_point -2176.184 653.9911 48.4453 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0006: 637@ = 78 
0006: 638@ = 4 
0006: 253@ = 10 

:WUZI1_6784
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_7074 
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @WUZI1_6856 
00D6: if 
80DF:   not actor 35@ driving 
004D: jump_if_false @WUZI1_6856 
0187: 108@ = create_marker_above_actor 35@ 
07E0: set_marker 108@ type_to 1 
0006: 78@ = 1 

:WUZI1_6856
00D6: if and
0039:   637@ == 0 
0039:   636@ == 1 
004D: jump_if_false @WUZI1_7074 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2175.872 659.7667 49.4793 radius 6.0 6.0 6.0 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2191.513 711.8201 63.4591 cornerB -2171.859 648.7307 48.1132 
004D: jump_if_false @WUZI1_7074 
0006: 71@ = 3 
0006: 42@ = 0 
0085: 266@ = 32@ // (int) 
000A: 266@ += 1500 
06C9: remove_actor 35@ from_group 
0164: disable_marker 108@ 
0006: 130@ = 0 

:WUZI1_7013
00D6: if 
001B:   7 > 130@ 
004D: jump_if_false @WUZI1_7074 
00D6: if 
056D:   actor 243@(130@,7i) defined 
004D: jump_if_false @WUZI1_7060 
009B: destroy_actor 243@(130@,7i) 

:WUZI1_7060
000A: 130@ += 1 
0002: jump @WUZI1_7013 

:WUZI1_7074
0051: return 

:WUZI1_7076
03C7: set_sensitivity_to_crime 0.1 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @WUZI1_7122 

:WUZI1_7122
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @WUZI1_7171 
0006: 39@ = 1 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @WUZI1_7171 
0006: 40@ = 1 

:WUZI1_7171
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @WUZI1_7253 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @WUZI1_7246 
00D6: if 
001D:   32@ > 266@ // (int) 
004D: jump_if_false @WUZI1_7246 
0006: 42@ = 13 
0006: 159@ = 0 
0006: 636@ = 6 

:WUZI1_7246
0002: jump @WUZI1_7278 

:WUZI1_7253
00D6: if 
0039:   40@ == 1 
004D: jump_if_false @WUZI1_7278 
0006: 40@ = 0 

:WUZI1_7278
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @WUZI1_8405 
041D: set_camera_near_clip 0.1 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
088D: set_objects_in_sphere -2175.213 662.718 50.8582 radius 10.5 with_model #CT_GATEXR collision_detection 0 
0470: 196@ = actor $PLAYER_ACTOR current_weapon 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position -2172.251 660.9875 48.5695 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2173.039 660.4017 48.7593 switchstyle 2 
07F7: set_object $2666 destructible 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
07C0: load_path 169 
00A5: 100@ = create_car #SENTINEL at -2183.575 705.0761 52.8984 
00A5: 99@ = create_car #SENTINEL at -2174.429 703.2332 52.8918 
0175: set_car 99@ Z_angle_to 218.7637 
0175: set_car 100@ Z_angle_to 347.2325 
0519: set_car 99@ locked 1 
0519: set_car 100@ locked 1 
073C: car 99@ damage_componentB 0 
073C: car 99@ damage_componentB 0 
073C: car 99@ damage_componentB 0 
073C: car 99@ damage_componentB 3 
073C: car 99@ damage_componentB 3 
073C: car 99@ damage_componentB 3 
073C: car 99@ damage_componentB 5 
073C: car 99@ damage_componentB 1 
073C: car 99@ damage_componentB 1 
073C: car 99@ damage_componentB 1 
073C: car 99@ damage_componentB 2 
073C: car 99@ damage_componentB 2 
0730: car 99@ damage_door 1 
0730: car 99@ damage_door 1 
0730: car 99@ damage_door 5 
0730: car 99@ damage_door 4 
0730: car 99@ damage_door 4 
0730: car 99@ damage_door 1 
0730: car 99@ damage_door 1 
0730: car 99@ damage_door 5 
073C: car 100@ damage_componentB 0 
073C: car 100@ damage_componentB 0 
073C: car 100@ damage_componentB 3 
073C: car 100@ damage_componentB 3 
073C: car 100@ damage_componentB 5 
0730: car 100@ damage_door 1 
0730: car 100@ damage_door 1 
0730: car 100@ damage_door 5 
073C: car 100@ damage_componentB 1 
073C: car 100@ damage_componentB 1 
073C: car 100@ damage_componentB 0 
073C: car 100@ damage_componentB 0 
073C: car 100@ damage_componentB 2 
073C: car 100@ damage_componentB 2 
0730: car 100@ damage_door 1 
0730: car 100@ damage_door 1 
0730: car 100@ damage_door 5 
0657: car 99@ open_door 3 
0657: car 99@ open_door 5 
0657: car 100@ open_door 3 
04FE: deflate_tire 1 on_car 100@ 
04E1: open_and_freeze_car_trunk 100@ 
067F: set_car 99@ lights 2 
08CB: explode_car 99@ shake 0 effect 0 sound 0 
08CB: explode_car 100@ shake 0 effect 0 sound 0 
0395: clear_area 0 at -2180.443 703.3992 55.7186 radius 20.0 
0395: clear_area 0 at -2175.947 660.2386 49.7032 radius 10.0 
02CF: 258@ = create_fire_at -2183.575 705.0761 52.8984 propagation 3 size 2 
02CF: 259@ = create_fire_at -2174.429 703.2332 52.8918 propagation 5 size 2 
0828: set_max_fire_generations 0 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_8350 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 35@ 
00A1: put_actor 35@ at -2176.33 654.2678 48.4453 
00A1: put_actor $PLAYER_ACTOR at -2175.33 653.2678 48.4453 
0173: set_actor $PLAYER_ACTOR Z_angle_to 280.0 
0173: set_actor 35@ Z_angle_to 270.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2173.952 657.6135 49.8762 mode 4 time -2 ms // versionA 
0615: define_AS_pack_begin 132@ 
05D3: AS_actor -1 goto_point -2174.469 658.379 48.4453 mode 4 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 72.0 
0605: actor -1 perform_animation "WUZI_GREET_WUZI" IFP "WUZI" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0006: 754@ = 1 
0004: $7248 = 1 
0006: 285@ = 15 
0006: 329@ = 12 
0006: 289@ = 395 
0006: 290@ = 4202 
0006: 291@ = 7380 
0006: 292@ = 13000 
0006: 293@ = 14516 
0006: 294@ = 17352 
0006: 295@ = 19617 
0006: 296@ = 21861 
0006: 297@ = 23540 
0006: 298@ = 26894 
0006: 299@ = 28934 
0006: 300@ = 33619 
0006: 309@ = 15 
0006: 310@ = 16 
0006: 311@ = 17 
0006: 312@ = 18 
0006: 313@ = 19 
0006: 314@ = 20 
0006: 315@ = 21 
0006: 316@ = 22 
0006: 317@ = 23 
0006: 318@ = 24 
0006: 319@ = 25 
0006: 320@ = 26 

:WUZI1_8350
03BA: clear_cars_from_cube_cornerA -2168.531 717.8694 68.3455 cornerB -2254.379 608.9255 44.7364 
0085: 159@ = 32@ // (int) 
000A: 159@ += 7880 
0006: 42@ = 1 

:WUZI1_8405
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @WUZI1_8629 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_8629 
05D6: clear_scmpath 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_8525 
05D7: add_point_to_scmpath -2175.939 662.5935 48.7831 
05D7: add_point_to_scmpath -2175.389 658.0797 48.4453 
0615: define_AS_pack_begin 132@ 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_8525
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2174.71 658.746 48.4453 
05D7: add_point_to_scmpath -2175.939 662.5935 48.7831 
0615: define_AS_pack_begin 132@ 
05B9: AS_actor -1 stay_idle 1200 ms 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_AS_pack_end 132@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0085: 159@ = 32@ // (int) 
000A: 159@ += 3000 
0006: 42@ = 2 
0006: 92@ = 1 

:WUZI1_8629
00D6: if 
0039:   42@ == 2 
004D: jump_if_false @WUZI1_8673 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_8673 
0006: 42@ = 3 

:WUZI1_8673
00D6: if 
0039:   42@ == 3 
004D: jump_if_false @WUZI1_9104 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_9104 
015F: set_camera_position -2176.838 696.095 53.828 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2178.171 693.774 54.725 switchstyle 2 
009A: 134@ = create_actor_pedtype 4 model #TRIADA at -2177.462 698.151 52.923 
009A: 135@ = create_actor_pedtype 4 model #TRIADB at -2182.442 704.3199 52.8984 
009A: 136@ = create_actor_pedtype 4 model #TRIADA at -2176.552 702.9572 52.8984 
009A: 137@ = create_actor_pedtype 4 model #TRIADB at -2178.468 707.6988 52.8971 
0173: set_actor 134@ Z_angle_to 77.5 
0173: set_actor 135@ Z_angle_to 229.921 
0173: set_actor 136@ Z_angle_to 148.6859 
0173: set_actor 137@ Z_angle_to 12.4516 
0249: release_model #TRIADA 
0249: release_model #TRIADB 
05BE: AS_actor 135@ die 
05BE: AS_actor 136@ die 
05BE: AS_actor 137@ die 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_9081 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 35@ 
00A1: put_actor $PLAYER_ACTOR at -2177.034 690.892 52.9 
00A1: put_actor 35@ at -2177.995 690.775 52.9 
0173: set_actor 35@ Z_angle_to 0.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0605: actor $PLAYER_ACTOR perform_animation "CS_PLYR_PT1" IFP "WUZI" framedelta 1000.0 loop 0 lockX 1 lockY 1 lockF 0 time -2 
0605: actor 35@ perform_animation "CS_WUZI_PT1" IFP "WUZI" framedelta 1000.0 loop 0 lockX 1 lockY 1 lockF 0 time -2 

:WUZI1_9081
0006: 42@ = 4 
0085: 159@ = 32@ // (int) 
000A: 159@ += 3000 

:WUZI1_9104
00D6: if 
0039:   42@ == 4 
004D: jump_if_false @WUZI1_9263 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_9263 
00D6: if 
8118:   not actor 134@ dead 
004D: jump_if_false @WUZI1_9263 
00A1: put_actor 134@ at -2177.602 698.151 53.0 
0173: set_actor 134@ Z_angle_to 77.5 
0812: AS_actor 134@ perform_animation "CS_DEAD_GUY" IFP "WUZI" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
04D7: set_actor 134@ locked 1 
0619: enable_actor 134@ collision_detection 0 
0085: 159@ = 32@ // (int) 
000A: 159@ += 766 
0006: 42@ = 5 

:WUZI1_9263
00D6: if 
0039:   42@ == 5 
004D: jump_if_false @WUZI1_9528 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_9528 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_9528 
0006: 42@ = 6 
015F: set_camera_position -2178.133 693.2726 54.0799 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2178.13 694.2693 54.0 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at -2177.034 694.913 52.87 
00A1: put_actor 35@ at -2177.994 696.476 52.87 
0173: set_actor 35@ Z_angle_to 0.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 35@ 
0812: AS_actor $PLAYER_ACTOR perform_animation "CS_PLYR_PT2" IFP "WUZI" framedelta 1000.0 loopA 0 lockX 1 lockY 1 lockF 0 time -2 // versionB 
0812: AS_actor 35@ perform_animation "CS_WUZI_PT2" IFP "WUZI" framedelta 1000.0 loopA 0 lockX 1 lockY 1 lockF 0 time -2 // versionB 
0085: 159@ = 32@ // (int) 
000A: 159@ += 2234 

:WUZI1_9528
00D6: if 
0039:   42@ == 6 
004D: jump_if_false @WUZI1_9677 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_9677 
00D6: if 
8118:   not actor 134@ dead 
004D: jump_if_false @WUZI1_9677 
00A1: put_actor 134@ at -2177.602 698.151 53.0 
0812: AS_actor 134@ perform_animation "CS_DEAD_GUY" IFP "WUZI" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
04D7: set_actor 134@ locked 1 
0619: enable_actor 134@ collision_detection 0 
0085: 159@ = 32@ // (int) 
000A: 159@ += 3833 
0006: 42@ = 7 

:WUZI1_9677
00D6: if 
0039:   42@ == 7 
004D: jump_if_false @WUZI1_10092 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_10092 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_10092 
015F: set_camera_position -2177.798 695.7769 54.2318 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2177.627 696.7596 54.3015 switchstyle 2 
0085: 159@ = 32@ // (int) 
000A: 159@ += 3000 
0006: 42@ = 8 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_9830 
01B2: give_actor 35@ weapon 28 ammo 5000 // Load the weapon model before using this 

:WUZI1_9830
00A5: 101@ = create_car #SENTINEL at -2177.524 642.8537 48.4453 
0006: 92@ = 0 
0177: set_object $2666 Z_angle_to 0.0 
0129: 138@ = create_actor_pedtype 24 model #DNB1 in_car 101@ driverseat 
01C8: 139@ = create_actor_pedtype 24 model #DNB2 in_car 101@ passenger_seat 0 
01C8: 140@ = create_actor_pedtype 24 model #DNB3 in_car 101@ passenger_seat 1 
01C8: 141@ = create_actor_pedtype 24 model #DNB2 in_car 101@ passenger_seat 2 
01B2: give_actor 138@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 139@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 140@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 141@ weapon 28 ammo 500 // Load the weapon model before using this 
02E2: set_actor 138@ weapon_accuracy_to 60 
02E2: set_actor 139@ weapon_accuracy_to 60 
02E2: set_actor 140@ weapon_accuracy_to 60 
02E2: set_actor 141@ weapon_accuracy_to 60 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
04BA: set_car 101@ speed_to 20.0 
060B: set_actor 138@ decision_maker_to 34@ 
060B: set_actor 139@ decision_maker_to 34@ 
060B: set_actor 140@ decision_maker_to 34@ 
060B: set_actor 141@ decision_maker_to 34@ 
009A: 156@ = create_actor_pedtype 4 model #TRIADA at -2180.265 712.9368 52.905 
0085: 742@ = 156@ // (int) 
0173: set_actor 156@ Z_angle_to 180.0 

:WUZI1_10092
00D6: if 
0039:   42@ == 8 
004D: jump_if_false @WUZI1_10220 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_10220 
00D6: if 
8118:   not actor 156@ dead 
004D: jump_if_false @WUZI1_10220 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_10179 
01B9: set_actor 35@ armed_weapon_to 28 
0635: AS_actor 35@ aim_at_actor 156@ 4000 ms 

:WUZI1_10179
0635: AS_actor $PLAYER_ACTOR aim_at_actor 156@ 4000 ms 
0085: 159@ = 32@ // (int) 
000A: 159@ += 2000 
0006: 42@ = 9 
0006: 260@ = 1 

:WUZI1_10220
00D6: if 
0039:   42@ == 9 
004D: jump_if_false @WUZI1_10430 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_10430 
00D6: if 
8118:   not actor 156@ dead 
004D: jump_if_false @WUZI1_10406 
05C4: AS_actor 156@ hands_up 5000 ms 
0615: define_AS_pack_begin 132@ 
05B9: AS_actor -1 stay_idle 6000 ms 
0605: actor -1 perform_animation "FLEE_LKAROUND_01" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 132@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0085: 159@ = 32@ // (int) 
000A: 159@ += 8000 
0006: 42@ = 10 
0006: 263@ = 3 
0085: 262@ = 32@ // (int) 
000A: 262@ += 8500 
0006: 261@ = 1 

:WUZI1_10406
04AF: 281@ = 28000 // = constant 
0085: 283@ = 32@ // (int) 
000A: 283@ += 6000 

:WUZI1_10430
00D6: if 
0039:   260@ == 1 
004D: jump_if_false @WUZI1_10593 
00D6: if 
0039:   263@ == 0 
004D: jump_if_false @WUZI1_10493 
097A: play_audio_at -2178.554 704.7785 54.2349 event 1153 
0006: 263@ = 1 

:WUZI1_10493
00D6: if 
034E: move_object 50@ to -2178.87 711.556 57.523 speed 0.0 0.0 0.08 collision_check 0 
004D: jump_if_false @WUZI1_10593 
00D6: if 
0039:   263@ == 1 
004D: jump_if_false @WUZI1_10593 
097A: play_audio_at -2178.554 704.7785 54.2349 event 1154 
0006: 263@ = 2 
0006: 260@ = 2 

:WUZI1_10593
00D6: if 
0039:   261@ == 1 
004D: jump_if_false @WUZI1_10637 
00D6: if 
001D:   32@ > 262@ // (int) 
004D: jump_if_false @WUZI1_10637 
0006: 261@ = 2 

:WUZI1_10637
00D6: if 
0039:   261@ == 2 
004D: jump_if_false @WUZI1_10793 
00D6: if 
0039:   263@ == 3 
004D: jump_if_false @WUZI1_10700 
097A: play_audio_at -2178.554 704.7785 54.2349 event 1153 
0006: 263@ = 4 

:WUZI1_10700
00D6: if 
034E: move_object 50@ to -2178.87 711.556 54.523 speed 0.0 0.0 0.08 collision_check 0 
004D: jump_if_false @WUZI1_10793 
00D6: if 
0039:   263@ == 4 
004D: jump_if_false @WUZI1_10793 
097A: play_audio_at -2178.554 704.7785 54.2349 event 1154 
0006: 263@ = 5 

:WUZI1_10793
00D6: if 
0039:   42@ == 10 
004D: jump_if_false @WUZI1_10853 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_10853 
0085: 159@ = 32@ // (int) 
000A: 159@ += 1000 
0006: 42@ = 11 

:WUZI1_10853
00D6: if 
0039:   42@ == 11 
004D: jump_if_false @WUZI1_11023 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_11023 
015F: set_camera_position -2172.674 674.1689 53.0772 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2173.268 673.4052 52.8255 switchstyle 2 
00D6: if 
8118:   not actor 134@ dead 
004D: jump_if_false @WUZI1_10964 
0223: set_actor 134@ health_to 0 

:WUZI1_10964
00D6: if and
8119:   not car 101@ wrecked 
8118:   not actor 138@ dead 
004D: jump_if_false @WUZI1_10993 
05EB: assign_car 101@ to_path 169 

:WUZI1_10993
07F7: set_object $2666 destructible 1 
0006: 42@ = 14 
0085: 159@ = 32@ // (int) 
000A: 159@ += 600 

:WUZI1_11023
00D6: if 
0039:   42@ == 14 
004D: jump_if_false @WUZI1_11110 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_11110 
0723: break_object $2666 intensity 0 
097A: play_audio_at -2177.422 662.1031 51.0185 event 1141 
0006: 42@ = 12 
0085: 159@ = 32@ // (int) 
000A: 159@ += 2800 

:WUZI1_11110
00D6: if 
0039:   42@ == 12 
004D: jump_if_false @WUZI1_11243 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_11243 
00D6: if 
8118:   not actor 138@ dead 
004D: jump_if_false @WUZI1_11243 
00D6: if 
8119:   not car 101@ wrecked 
004D: jump_if_false @WUZI1_11243 
068B: set_car 101@ all_disembark 
0006: 42@ = 13 
0085: 159@ = 32@ // (int) 
000A: 159@ += 2000 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2178.472 676.4617 48.8898 
05D7: add_point_to_scmpath -2178.472 695.4617 52.8898 

:WUZI1_11243
00D6: if 
0039:   42@ == 13 
004D: jump_if_false @WUZI1_11408 
00D6: if 
8118:   not actor 138@ dead 
004D: jump_if_false @WUZI1_11359 
00D6: if 
80DF:   not actor 138@ driving 
004D: jump_if_false @WUZI1_11359 
062E: get_actor 138@ task 1560 status_store_to 158@ // ret 7 if not found 
00D6: if 
04A4:   158@ == 7 // == constant 
004D: jump_if_false @WUZI1_11359 
0615: define_AS_pack_begin 132@ 
04EB: AS_actor -1 crouch 1 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_AS_pack_end 132@ 
0618: assign_actor 138@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_11359
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_11408 
0006: 42@ = 15 
016A: fade 0 time 1000 
0085: 159@ = 32@ // (int) 
000A: 159@ += 1000 

:WUZI1_11408
00D6: if 
0039:   42@ == 15 
004D: jump_if_false @WUZI1_13131 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_13131 
0006: 92@ = 0 
00D6: if 
03CA:   object $2666 exists 
004D: jump_if_false @WUZI1_11473 
0108: destroy_object $2666 

:WUZI1_11473
00D6: if 
8119:   not car 101@ wrecked 
004D: jump_if_false @WUZI1_11519 
00AB: put_car 101@ at -2174.727 673.9934 51.8769 
0175: set_car 101@ Z_angle_to 337.6978 

:WUZI1_11519
0247: load_model #TRIADA 
0247: load_model #TRIADB 
07C0: load_path 169 

:WUZI1_11532
00D6: if or
8248:   not model #TRIADA available 
8248:   not model #TRIADB available 
87C1:   not path 169 available 
004D: jump_if_false @WUZI1_11567 
0001: wait 0 ms 
0002: jump @WUZI1_11532 

:WUZI1_11567
00D6: if 
0119:   car 101@ wrecked 
004D: jump_if_false @WUZI1_11606 
00A5: 101@ = create_car #SENTINEL at -2174.727 673.9934 51.8769 

:WUZI1_11606
00D6: if 
8119:   not car 101@ wrecked 
004D: jump_if_false @WUZI1_11651 
00D6: if 
860E:   not car 101@ assigned_to_path 
004D: jump_if_false @WUZI1_11646 
05EB: assign_car 101@ to_path 169 

:WUZI1_11646
06C5: release_car 101@ from_path 

:WUZI1_11651
009B: destroy_actor 138@ 
009B: destroy_actor 139@ 
009B: destroy_actor 140@ 
009B: destroy_actor 141@ 
00D6: if 
8118:   not actor 138@ dead 
004D: jump_if_false @WUZI1_11757 
00D6: if 
00DF:   actor 138@ driving 
004D: jump_if_false @WUZI1_11730 
0362: remove_actor 138@ from_car_and_place_at -2176.649 669.7497 50.7274 
0002: jump @WUZI1_11750 

:WUZI1_11730
00A1: put_actor 138@ at -2176.649 669.7497 50.7274 

:WUZI1_11750
0002: jump @WUZI1_11781 

:WUZI1_11757
009A: 138@ = create_actor_pedtype 24 model #DNB1 at -2176.649 669.7497 50.7274 

:WUZI1_11781
0173: set_actor 138@ Z_angle_to 34.4985 
00D6: if 
8118:   not actor 139@ dead 
004D: jump_if_false @WUZI1_11877 
00D6: if 
00DF:   actor 139@ driving 
004D: jump_if_false @WUZI1_11850 
0362: remove_actor 139@ from_car_and_place_at -2172.771 671.1902 51.1101 
0002: jump @WUZI1_11870 

:WUZI1_11850
00A1: put_actor 139@ at -2172.771 671.1902 51.1101 

:WUZI1_11870
0002: jump @WUZI1_11901 

:WUZI1_11877
009A: 139@ = create_actor_pedtype 24 model #DNB2 at -2172.771 671.1902 51.1101 

:WUZI1_11901
0173: set_actor 139@ Z_angle_to 28.6454 
00D6: if 
8118:   not actor 140@ dead 
004D: jump_if_false @WUZI1_11997 
00D6: if 
00DF:   actor 140@ driving 
004D: jump_if_false @WUZI1_11970 
0362: remove_actor 140@ from_car_and_place_at -2176.143 676.2279 52.4792 
0002: jump @WUZI1_11990 

:WUZI1_11970
00A1: put_actor 140@ at -2176.143 676.2279 52.4792 

:WUZI1_11990
0002: jump @WUZI1_12021 

:WUZI1_11997
009A: 140@ = create_actor_pedtype 24 model #DNB3 at -2176.143 676.2279 52.4792 

:WUZI1_12021
0173: set_actor 140@ Z_angle_to 6.8518 
00D6: if 
8118:   not actor 141@ dead 
004D: jump_if_false @WUZI1_12117 
00D6: if 
00DF:   actor 141@ driving 
004D: jump_if_false @WUZI1_12090 
0362: remove_actor 141@ from_car_and_place_at -2177.82 675.736 52.3458 
0002: jump @WUZI1_12110 

:WUZI1_12090
00A1: put_actor 141@ at -2177.82 675.736 52.3458 

:WUZI1_12110
0002: jump @WUZI1_12141 

:WUZI1_12117
009A: 141@ = create_actor_pedtype 24 model #DNB2 at -2177.82 675.736 52.3458 

:WUZI1_12141
0173: set_actor 141@ Z_angle_to 6.2257 
01B2: give_actor 138@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 139@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 140@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 141@ weapon 28 ammo 5000 // Load the weapon model before using this 
02E2: set_actor 138@ weapon_accuracy_to 60 
02E2: set_actor 139@ weapon_accuracy_to 60 
02E2: set_actor 140@ weapon_accuracy_to 60 
02E2: set_actor 141@ weapon_accuracy_to 60 
074E: unknown_set_actor_threat_scanner_flags 138@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 139@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 140@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 141@ radius 30.0 peds_to_scan 8 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2178.004 685.6806 52.8942 
05D8: AS_assign_scmpath to_actor 141@ flags 6 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2176.004 685.6806 52.8942 
05D8: AS_assign_scmpath to_actor 140@ flags 6 0 
060F: set_actor 138@ melee_accuracy_to 40.0 
060F: set_actor 139@ melee_accuracy_to 40.0 
060F: set_actor 140@ melee_accuracy_to 40.0 
060F: set_actor 141@ melee_accuracy_to 40.0 
009B: destroy_actor 134@ 
009B: destroy_actor 135@ 
009B: destroy_actor 136@ 
009B: destroy_actor 137@ 
0187: 111@ = create_marker_above_actor 138@ 
0187: 112@ = create_marker_above_actor 139@ 
0187: 113@ = create_marker_above_actor 140@ 
0187: 114@ = create_marker_above_actor 141@ 
009A: 134@ = create_actor_pedtype 4 model #TRIADA at -2177.946 670.3361 50.8814 
009A: 135@ = create_actor_pedtype 4 model #TRIADB at -2182.442 704.3199 52.8984 
009A: 136@ = create_actor_pedtype 4 model #TRIADA at -2176.552 702.9572 52.8984 
009A: 137@ = create_actor_pedtype 4 model #TRIADB at -2178.468 707.6988 52.8971 
0173: set_actor 134@ Z_angle_to 77.5 
0173: set_actor 135@ Z_angle_to 229.921 
0173: set_actor 136@ Z_angle_to 148.6859 
0173: set_actor 137@ Z_angle_to 12.4516 
0249: release_model #TRIADA 
0249: release_model #TRIADB 
05BE: AS_actor 134@ die 
05BE: AS_actor 135@ die 
05BE: AS_actor 136@ die 
05BE: AS_actor 137@ die 
060B: set_actor 138@ decision_maker_to 34@ 
060B: set_actor 139@ decision_maker_to 34@ 
060B: set_actor 140@ decision_maker_to 34@ 
060B: set_actor 141@ decision_maker_to 34@ 
0856: set_actor 138@ enable_crouch 0 
0856: set_actor 139@ enable_crouch 0 
0350: set_actor 138@ maintain_position_when_attacked 1 
0350: set_actor 139@ maintain_position_when_attacked 1 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @WUZI1_12693 
00A5: 99@ = create_car #SENTINEL at -2174.429 703.2332 52.8918 
0175: set_car 99@ Z_angle_to 218.7637 
070C: explode_car_without_radius_damage 99@ 

:WUZI1_12693
00D6: if 
8119:   not car 100@ wrecked 
004D: jump_if_false @WUZI1_12747 
00A5: 100@ = create_car #SENTINEL at -2183.575 705.0761 52.8984 
0175: set_car 100@ Z_angle_to 347.2325 
070C: explode_car_without_radius_damage 100@ 

:WUZI1_12747
0249: release_model #MICRO_UZI 
0249: release_model #DNB1 
0249: release_model #DNB3 
00D6: if 
03CA:   object 50@ exists 
004D: jump_if_false @WUZI1_12796 
01BC: put_object 50@ at -2178.87 711.556 54.523 

:WUZI1_12796
0001: wait 1000 ms 
00BE: text_clear_all 
088D: set_objects_in_sphere -2175.213 662.718 50.8582 radius 10.5 with_model #CT_GATEXR collision_detection 1 
088D: set_objects_in_sphere -2175.213 662.718 50.8582 radius 10.5 with_model #CHINA_TOWN_GATEB collision_detection 1 
0006: 71@ = 4 
0006: 38@ = 0 
0006: 200@ = 1 
0006: 77@ = 0 
0006: 96@ = 1 
0004: $7248 = 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_13014 
0792: disembark_instantly_actor 35@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2178.972 704.3181 52.8971 
00A1: put_actor 35@ at -2180.423 703.6827 52.8971 
0173: set_actor $PLAYER_ACTOR Z_angle_to 190.0 
0173: set_actor 35@ Z_angle_to 196.0 
0223: set_actor 35@ health_to 250 
01B9: set_actor 35@ armed_weapon_to 28 

:WUZI1_13014
0004: $7247 = 100 
03C4: set_status_text $7247 type 1 GXT 'WZ1_19' // global_variable  // Woozie
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_13080 
0187: 108@ = create_marker_above_actor 35@ 
07E0: set_marker 108@ type_to 1 
09DD: unknown_player_group 1 
0631: put_actor 35@ in_group $PLAYER_GROUP 

:WUZI1_13080
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 196@ 
0085: 277@ = 32@ // (int) 
000A: 277@ += 3000 
0006: 754@ = 0 
04EF: release_animation "WUZI" 
016A: fade 1 time 1000 
0001: wait 1000 ms 

:WUZI1_13131
0051: return 

:WUZI1_13133
00D6: if 
0039:   264@ == 0 
004D: jump_if_false @WUZI1_13190 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_13190 
0006: 637@ = 30 
0006: 264@ = 1 
0006: 73@ = 1 

:WUZI1_13190
00D6: if 
0039:   264@ == 1 
004D: jump_if_false @WUZI1_13249 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_13249 
00BB: show_text_lowpriority GXT 'WZ1_B1' time 4000 flag 1  // ~s~Get out of the alleyway and protect Woozie from the attacking gang!
0006: 264@ = 2 

:WUZI1_13249
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @WUZI1_13645 
00D6: if 
0039:   636@ == 1 
004D: jump_if_false @WUZI1_13645 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_13645 
00D6: if 
0039:   265@ == 0 
004D: jump_if_false @WUZI1_13427 
00D6: if and
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
80A4:   not actor 35@ sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
004D: jump_if_false @WUZI1_13427 
00BB: show_text_lowpriority GXT 'WZ1_B3' time 5000 flag 1  // ~s~If you leave now Woozie will lose face. Go back and take out the remaining ~r~enemies!
0006: 265@ = 1 

:WUZI1_13427
00D6: if 
0039:   265@ == 1 
004D: jump_if_false @WUZI1_13645 
00D6: if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
00A4:   actor 35@ sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
004D: jump_if_false @WUZI1_13537 
0006: 265@ = 0 

:WUZI1_13537
00D6: if and
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2100.185 779.1667 93.8637 cornerB -2279.236 534.3701 7.2048 
80A4:   not actor 35@ sphere 0 in_cube_cornerA -2100.185 779.1667 93.8637 cornerB -2279.236 534.3701 7.2048 
004D: jump_if_false @WUZI1_13645 
00BB: show_text_lowpriority GXT 'VAL_A9' time 4000 flag 1  // ~r~You strayed too far.
0006: 36@ = 1 

:WUZI1_13645
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2179.776 654.5721 51.7195 cornerB -2172.287 632.6477 48.3312 
004D: jump_if_false @WUZI1_13767 
0006: 71@ = 5 
0006: 42@ = 8 
0006: 77@ = 7 
0085: 41@ = 32@ // (int) 
000A: 41@ += 2000 
0006: 39@ = 0 
0006: 40@ = 0 
0006: 754@ = 1 
0085: 266@ = 32@ // (int) 
000A: 266@ += 2500 

:WUZI1_13767
0051: return 

:WUZI1_13769
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @WUZI1_13814 
0006: 39@ = 1 
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @WUZI1_13814 
0006: 40@ = 1 

:WUZI1_13814
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @WUZI1_13892 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @WUZI1_13885 
00D6: if 
001D:   32@ > 266@ // (int) 
004D: jump_if_false @WUZI1_13885 
0006: 42@ = 8 
0006: 159@ = 0 
0006: 636@ = 6 

:WUZI1_13885
0002: jump @WUZI1_13917 

:WUZI1_13892
00D6: if 
0039:   40@ == 1 
004D: jump_if_false @WUZI1_13917 
0006: 40@ = 0 

:WUZI1_13917
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @WUZI1_14438 
00D6: if 
001D:   32@ > 41@ // (int) 
004D: jump_if_false @WUZI1_14438 
0006: 42@ = 1 
0006: 637@ = 47 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2176.937 641.8041 49.2832 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2177.295 642.7374 49.3052 switchstyle 2 
03BA: clear_cars_from_cube_cornerA -2179.249 659.2075 50.1335 cornerB -2172.263 641.8954 50.377 
00D6: if 
8119:   not car 101@ wrecked 
004D: jump_if_false @WUZI1_14156 
00D6: if 
00B1:   car 101@ sphere 0 in_cube_cornerA -2182.094 653.1942 50.6565 cornerB -2173.951 636.2528 47.0812 
004D: jump_if_false @WUZI1_14156 
00AB: put_car 101@ at -2175.715 636.0 48.445 
0175: set_car 101@ Z_angle_to 306.9228 

:WUZI1_14156
009A: 146@ = create_actor_pedtype 24 model #DNB1 at -2218.225 636.991 53.9509 
074E: unknown_set_actor_threat_scanner_flags 146@ radius 30.0 peds_to_scan 8 
0350: set_actor 146@ maintain_position_when_attacked 1 
02E2: set_actor 146@ weapon_accuracy_to 100 
060B: set_actor 146@ decision_maker_to 34@ 
01B2: give_actor 146@ weapon 34 ammo 9999 // Load the weapon model before using this 
07DD: set_actor 146@ attack_rate 20 // previously known as temper_to 
0667: AS_actor 146@ aim_at -2182.917 645.9363 48.9215 -2 ms 
0173: set_actor 146@ Z_angle_to 289.0 
04EB: AS_actor 146@ crouch 1 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @WUZI1_14354 
00D6: if 
00B0:   car 102@ sphere 0 in_rectangle_cornerA -2187.034 633.111 cornerB -2172.262 660.5647 
004D: jump_if_false @WUZI1_14354 
00AB: put_car 102@ at -2176.387 641.4572 50.5019 
0175: set_car 102@ Z_angle_to 320.0 

:WUZI1_14354
00D6: if 
8119:   not car 103@ wrecked 
004D: jump_if_false @WUZI1_14438 
00D6: if 
00B0:   car 103@ sphere 0 in_rectangle_cornerA -2187.034 633.111 cornerB -2172.262 660.5647 
004D: jump_if_false @WUZI1_14438 
00AB: put_car 103@ at -2175.383 640.9232 50.5734 
0175: set_car 103@ Z_angle_to 320.0 

:WUZI1_14438
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @WUZI1_14644 
0792: disembark_instantly_actor $PLAYER_ACTOR 
015F: set_camera_position -2176.937 641.8041 49.2832 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2177.295 642.7374 49.3052 switchstyle 2 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_14577 
0792: disembark_instantly_actor 35@ 
00A1: put_actor 35@ at -2175.697 650.9794 48.4429 
05D3: AS_actor 35@ goto_point -2179.958 641.7931 48.4453 mode 4 time -2 ms // versionA 

:WUZI1_14577
00A1: put_actor $PLAYER_ACTOR at -2176.897 650.9794 48.4429 
05D3: AS_actor $PLAYER_ACTOR goto_point -2180.958 641.7931 48.4453 mode 4 time -2 ms // versionA 
0006: 42@ = 2 
0085: 41@ = 32@ // (int) 
000A: 41@ += 2500 

:WUZI1_14644
00D6: if 
0039:   42@ == 2 
004D: jump_if_false @WUZI1_14750 
00D6: if 
001D:   32@ > 41@ // (int) 
004D: jump_if_false @WUZI1_14750 
00D6: if 
8118:   not actor 146@ dead 
004D: jump_if_false @WUZI1_14720 
0668: AS_actor 146@ rotate_and_shoot_at -2179.925 646.69 48.4548 200 ms 

:WUZI1_14720
0085: 41@ = 32@ // (int) 
000A: 41@ += 300 
0006: 42@ = 3 
0006: 75@ = 0 

:WUZI1_14750
00D6: if 
0039:   42@ == 3 
004D: jump_if_false @WUZI1_14934 
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @WUZI1_14867 
00D6: if 
001D:   32@ > 41@ // (int) 
004D: jump_if_false @WUZI1_14867 
0673: AS_actor $PLAYER_ACTOR dive_to_offset -1.0 -1.0 time_on_ground 1000 ms 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_14844 
05C3: AS_actor 35@ hands_cower 

:WUZI1_14844
0085: 41@ = 32@ // (int) 
000A: 41@ += 400 
0006: 75@ = 1 

:WUZI1_14867
00D6: if 
0039:   75@ == 1 
004D: jump_if_false @WUZI1_14934 
00D6: if 
001D:   32@ > 41@ // (int) 
004D: jump_if_false @WUZI1_14934 
0006: 42@ = 4 
0006: 637@ = 36 
0085: 41@ = 32@ // (int) 
000A: 41@ += 1000 

:WUZI1_14934
00D6: if 
0039:   42@ == 4 
004D: jump_if_false @WUZI1_15113 
00D6: if 
001D:   32@ > 41@ // (int) 
004D: jump_if_false @WUZI1_15113 
015F: set_camera_position -2220.552 639.9709 53.7095 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2219.638 639.5733 53.7963 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at -2178.298 648.3584 48.4429 
0173: set_actor $PLAYER_ACTOR Z_angle_to 133.2868 
00D6: if 
8118:   not actor 146@ dead 
004D: jump_if_false @WUZI1_15090 
0667: AS_actor 146@ aim_at -2184.709 635.0774 49.4781 -2 ms 

:WUZI1_15090
0085: 41@ = 32@ // (int) 
000A: 41@ += 2500 
0006: 42@ = 5 

:WUZI1_15113
00D6: if 
0039:   42@ == 5 
004D: jump_if_false @WUZI1_15593 
00D6: if 
001D:   32@ > 41@ // (int) 
004D: jump_if_false @WUZI1_15593 
009A: 147@ = create_actor_pedtype 24 model #DNB2 at -2219.587 643.4511 48.4472 
009A: 148@ = create_actor_pedtype 24 model #DNB3 at -2223.587 642.4511 48.4472 
009A: 149@ = create_actor_pedtype 24 model #DNB2 at -2227.587 644.4511 48.4472 
009A: 150@ = create_actor_pedtype 24 model #DNB3 at -2230.587 643.4511 48.4472 
074E: unknown_set_actor_threat_scanner_flags 147@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 148@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 149@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 150@ radius 30.0 peds_to_scan 8 
02E2: set_actor 147@ weapon_accuracy_to 80 
02E2: set_actor 148@ weapon_accuracy_to 80 
02E2: set_actor 149@ weapon_accuracy_to 80 
02E2: set_actor 150@ weapon_accuracy_to 85 
060B: set_actor 147@ decision_maker_to 34@ 
060B: set_actor 148@ decision_maker_to 34@ 
060B: set_actor 149@ decision_maker_to 34@ 
060B: set_actor 150@ decision_maker_to 34@ 
05D3: AS_actor 147@ goto_point -2194.902 645.9846 48.4453 mode 6 time -2 ms // versionA 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2200.209 644.2397 48.4429 
05D7: add_point_to_scmpath -2199.939 641.5246 48.4429 
0350: set_actor 147@ maintain_position_when_attacked 1 
0350: set_actor 148@ maintain_position_when_attacked 1 
0350: set_actor 149@ maintain_position_when_attacked 1 
0350: set_actor 150@ maintain_position_when_attacked 1 
01B2: give_actor 147@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 148@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 149@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 150@ weapon 28 ammo 5000 // Load the weapon model before using this 
0615: define_AS_pack_begin 132@ 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D4: AS_actor -1 rotate_angle 270.0 
0616: define_AS_pack_end 132@ 
0618: assign_actor 148@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
05D3: AS_actor 149@ goto_point -2204.851 641.7612 48.4429 mode 6 time -2 ms // versionA 
05D3: AS_actor 150@ goto_point -2214.371 641.3669 48.4515 mode 6 time -2 ms // versionA 
0085: 41@ = 32@ // (int) 
000A: 41@ += 500 
0006: 42@ = 6 

:WUZI1_15593
00D6: if 
0039:   42@ == 6 
004D: jump_if_false @WUZI1_15711 
00D6: if 
001D:   32@ > 41@ // (int) 
004D: jump_if_false @WUZI1_15711 
015F: set_camera_position -2229.436 644.2267 48.4907 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2228.487 643.9835 48.6883 switchstyle 2 
0006: 637@ = 46 
0085: 41@ = 32@ // (int) 
000A: 41@ += 3000 
0006: 42@ = 7 

:WUZI1_15711
00D6: if 
0039:   42@ == 7 
004D: jump_if_false @WUZI1_15755 
00D6: if 
001D:   32@ > 41@ // (int) 
004D: jump_if_false @WUZI1_15755 
0006: 42@ = 8 

:WUZI1_15755
00D6: if 
0039:   42@ == 8 
004D: jump_if_false @WUZI1_16451 
00D6: if 
856D:   not actor 146@ defined 
004D: jump_if_false @WUZI1_15862 
009A: 146@ = create_actor_pedtype 24 model #DNB3 at -2218.225 636.991 53.9509 
0350: set_actor 146@ maintain_position_when_attacked 1 
060B: set_actor 146@ decision_maker_to 34@ 
01B2: give_actor 146@ weapon 34 ammo 9999 // Load the weapon model before using this 
07DD: set_actor 146@ attack_rate 20 // previously known as temper_to 
0173: set_actor 146@ Z_angle_to 289.0 
04EB: AS_actor 146@ crouch 1 

:WUZI1_15862
00D6: if 
8118:   not actor 146@ dead 
004D: jump_if_false @WUZI1_15885 
02E2: set_actor 146@ weapon_accuracy_to 50 

:WUZI1_15885
009B: destroy_actor 147@ 
009B: destroy_actor 148@ 
009B: destroy_actor 149@ 
009B: destroy_actor 150@ 
009A: 147@ = create_actor_pedtype 24 model #DNB1 at -2203.491 647.0372 48.4453 
009A: 148@ = create_actor_pedtype 24 model #DNB2 at -2200.695 637.1932 48.4429 
009A: 149@ = create_actor_pedtype 24 model #DNB3 at -2196.943 635.1917 48.4429 
009A: 150@ = create_actor_pedtype 24 model #DNB1 at -2214.378 641.6099 48.4484 
0173: set_actor 147@ Z_angle_to 255.1494 
0173: set_actor 148@ Z_angle_to 285.6451 
0173: set_actor 149@ Z_angle_to 295.4749 
0173: set_actor 150@ Z_angle_to 277.3081 
02E2: set_actor 147@ weapon_accuracy_to 60 
02E2: set_actor 148@ weapon_accuracy_to 60 
02E2: set_actor 149@ weapon_accuracy_to 60 
02E2: set_actor 150@ weapon_accuracy_to 60 
07DD: set_actor 147@ attack_rate 85 // previously known as temper_to 
07DD: set_actor 148@ attack_rate 85 // previously known as temper_to 
07DD: set_actor 149@ attack_rate 85 // previously known as temper_to 
07DD: set_actor 150@ attack_rate 85 // previously known as temper_to 
05C5: AS_actor 147@ cower 1000 ms 
05C5: AS_actor 149@ cower 3000 ms 
0350: set_actor 147@ maintain_position_when_attacked 1 
0350: set_actor 148@ maintain_position_when_attacked 1 
0350: set_actor 149@ maintain_position_when_attacked 1 
0350: set_actor 150@ maintain_position_when_attacked 1 
060F: set_actor 147@ melee_accuracy_to 40.0 
060F: set_actor 148@ melee_accuracy_to 40.0 
060F: set_actor 149@ melee_accuracy_to 40.0 
060F: set_actor 150@ melee_accuracy_to 40.0 
01B2: give_actor 147@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 148@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 149@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 150@ weapon 28 ammo 5000 // Load the weapon model before using this 
009A: 151@ = create_actor_pedtype 24 model #DNB1 at -2205.344 648.4099 48.4429 
074E: unknown_set_actor_threat_scanner_flags 151@ radius 30.0 peds_to_scan 8 
01B2: give_actor 151@ weapon 28 ammo 500 // Load the weapon model before using this 
0173: set_actor 151@ Z_angle_to 270.0 
0350: set_actor 151@ maintain_position_when_attacked 1 
0187: 120@ = create_marker_above_actor 147@ 
0187: 121@ = create_marker_above_actor 148@ 
0187: 122@ = create_marker_above_actor 149@ 
0187: 123@ = create_marker_above_actor 150@ 
0187: 124@ = create_marker_above_actor 151@ 
00D6: if 
8118:   not actor 146@ dead 
004D: jump_if_false @WUZI1_16353 
0164: disable_marker 119@ 
0187: 119@ = create_marker_above_actor 146@ 

:WUZI1_16353
060B: set_actor 147@ decision_maker_to 34@ 
060B: set_actor 148@ decision_maker_to 34@ 
060B: set_actor 149@ decision_maker_to 34@ 
060B: set_actor 150@ decision_maker_to 34@ 
060B: set_actor 151@ decision_maker_to 34@ 
0006: 71@ = 6 
0006: 200@ = 4 
0085: 86@ = 32@ // (int) 
000A: 86@ += 4000 
0006: 77@ = 8 
0006: 38@ = 0 
0006: 265@ = 0 
0006: 754@ = 0 

:WUZI1_16451
0051: return 

:WUZI1_16453
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @WUZI1_16849 
00D6: if 
0039:   636@ == 1 
004D: jump_if_false @WUZI1_16849 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_16849 
00D6: if 
0039:   265@ == 0 
004D: jump_if_false @WUZI1_16631 
00D6: if and
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
80A4:   not actor 35@ sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
004D: jump_if_false @WUZI1_16631 
00BB: show_text_lowpriority GXT 'WZ1_B3' time 5000 flag 1  // ~s~If you leave now Woozie will lose face. Go back and take out the remaining ~r~enemies!
0006: 265@ = 1 

:WUZI1_16631
00D6: if 
0039:   265@ == 1 
004D: jump_if_false @WUZI1_16849 
00D6: if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
00A4:   actor 35@ sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
004D: jump_if_false @WUZI1_16741 
0006: 265@ = 0 

:WUZI1_16741
00D6: if and
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2100.185 779.1667 93.8637 cornerB -2279.236 534.3701 7.2048 
80A4:   not actor 35@ sphere 0 in_cube_cornerA -2100.185 779.1667 93.8637 cornerB -2279.236 534.3701 7.2048 
004D: jump_if_false @WUZI1_16849 
00BB: show_text_lowpriority GXT 'VAL_A9' time 4000 flag 1  // ~r~You strayed too far.
0006: 36@ = 1 

:WUZI1_16849
00D6: if 
0039:   267@ == 0 
004D: jump_if_false @WUZI1_16931 
00D6: if 
8118:   not actor 146@ dead 
004D: jump_if_false @WUZI1_16931 
00D6: if 
02E0:   actor 146@ firing_weapon 
004D: jump_if_false @WUZI1_16931 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_16931 
0006: 637@ = 36 
0006: 267@ = 1 

:WUZI1_16931
00D6: if 
0039:   267@ == 1 
004D: jump_if_false @WUZI1_17013 
00D6: if 
8118:   not actor 146@ dead 
004D: jump_if_false @WUZI1_17013 
00D6: if 
02E0:   actor 146@ firing_weapon 
004D: jump_if_false @WUZI1_17013 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_17013 
0006: 637@ = 43 
0006: 267@ = 2 

:WUZI1_17013
00D6: if 
0039:   95@ == 10 
004D: jump_if_false @WUZI1_17104 
0006: 71@ = 7 
0006: 42@ = 0 
0085: 159@ = 32@ // (int) 
000A: 159@ += 2500 
0249: release_model #TRIADA 
0249: release_model #TRIADB 
0249: release_model #SNIPER 
0249: release_model #SANCHEZ 
04EF: release_animation "WUZI" 
0873: release_path 169 
0873: release_path 139 
0006: 265@ = 0 

:WUZI1_17104
0051: return 

:WUZI1_17106
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @WUZI1_17257 
00D6: if 
0039:   636@ == 1 
004D: jump_if_false @WUZI1_17257 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_17257 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_17181 
06C9: remove_actor 35@ from_group 

:WUZI1_17181
0151: remove_status_text $7247 
04ED: load_animation "GANGS" 
04ED: load_animation "CAR_CHAT" 
07C0: load_path 136 
07C0: load_path 137 
07C0: load_path 138 
0006: 637@ = 55 
0004: $7248 = 1 
0006: 754@ = 1 
0006: 42@ = 6 
0006: 72@ = 0 

:WUZI1_17257
00D6: if 
0039:   42@ == 6 
004D: jump_if_false @WUZI1_17995 
00D6: if 
0039:   636@ == 1 
004D: jump_if_false @WUZI1_17995 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_17995 
00D6: if and
001D:   32@ > 159@ // (int) 
07C1:   path 136 available 
07C1:   path 137 available 
07C1:   path 138 available 
004D: jump_if_false @WUZI1_17995 
0006: 754@ = 0 
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_17412 
020A: set_car 104@ door_status_to 1 
0519: set_car 104@ locked 0 
00AB: put_car 104@ at -2218.93 642.3626 48.4475 
0175: set_car 104@ Z_angle_to 267.1711 

:WUZI1_17412
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI1_17447 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR used_car 

:WUZI1_17447
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_17480 
0792: disembark_instantly_actor 35@ 
04EB: AS_actor 35@ crouch 0 

:WUZI1_17480
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @WUZI1_17501 
00A6: destroy_car $TEMPVAR_ACTOR_CAR 

:WUZI1_17501
015F: set_camera_position -2212.125 644.6052 51.6509 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2213.062 644.5379 51.3082 switchstyle 2 
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_17698 
00A1: put_actor $PLAYER_ACTOR at -2212.38 643.0919 48.4466 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
05CB: AS_actor $PLAYER_ACTOR enter_car 104@ as_driver -2 ms 
02AC: set_car 104@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_17698 
07DD: set_actor 35@ attack_rate 80 // previously known as temper_to 
077A: set_actor 35@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
00A1: put_actor 35@ at -2217.781 640.998 48.4549 
0173: set_actor 35@ Z_angle_to 77.0 
05CA: AS_actor 35@ enter_car 104@ passenger_seat 0 time 2600 

:WUZI1_17698
0006: 130@ = 0 

:WUZI1_17705
00D6: if 
001B:   18 > 130@ 
004D: jump_if_false @WUZI1_17746 
01C2: remove_references_to_actor 138@(130@,18i) // Like turning an actor into a random pedestrian 
000A: 130@ += 1 
0002: jump @WUZI1_17705 

:WUZI1_17746
00A5: 105@ = create_car #SENTINEL at -2245.343 715.4953 48.4375 
0175: set_car 105@ Z_angle_to 180.0 
0129: 138@ = create_actor_pedtype 24 model #DNB2 in_car 105@ driverseat 
01C8: 139@ = create_actor_pedtype 24 model #DNB3 in_car 105@ passenger_seat 0 
01B2: give_actor 139@ weapon 28 ammo 5000 // Load the weapon model before using this 
05EB: assign_car 105@ to_path 136 
00A5: 106@ = create_car #SENTINEL at -2251.676 612.6026 42.259 
0175: set_car 106@ Z_angle_to 0.0 
0129: 140@ = create_actor_pedtype 24 model #DNB1 in_car 106@ driverseat 
01C8: 141@ = create_actor_pedtype 24 model #DNB2 in_car 106@ passenger_seat 0 
01B2: give_actor 141@ weapon 28 ammo 5000 // Load the weapon model before using this 
060B: set_actor 138@ decision_maker_to 34@ 
060B: set_actor 139@ decision_maker_to 34@ 
060B: set_actor 140@ decision_maker_to 34@ 
060B: set_actor 141@ decision_maker_to 34@ 
0708: reset_decision_maker 34@ event 36 
0708: reset_decision_maker 34@ event 79 
0709: set_decision_maker 34@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0006: 42@ = 7 
0085: 159@ = 32@ // (int) 
000A: 159@ += 2600 

:WUZI1_17995
00D6: if 
0039:   42@ == 7 
004D: jump_if_false @WUZI1_18090 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_18090 
015F: set_camera_position -2217.869 642.181 49.7208 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2218.82 642.4485 49.5654 switchstyle 2 
0006: 42@ = 8 

:WUZI1_18090
00D6: if 
0039:   42@ == 8 
004D: jump_if_false @WUZI1_18171 
00D6: if and
8119:   not car 105@ wrecked 
8118:   not actor 138@ dead 
004D: jump_if_false @WUZI1_18171 
00AA: store_car 105@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0022:   653.8901 > $TEMPVAR_FLOAT_2 
004D: jump_if_false @WUZI1_18171 
0006: 42@ = 9 

:WUZI1_18171
00D6: if 
0039:   42@ == 9 
004D: jump_if_false @WUZI1_18294 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI1_18294 
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_18221 

:WUZI1_18221
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC1_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0006: 637@ = 60 
0006: 42@ = 10 
0085: 159@ = 32@ // (int) 
000A: 159@ += 3200 

:WUZI1_18294
00D6: if 
0039:   42@ == 10 
004D: jump_if_false @WUZI1_18414 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_18414 
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_18414 
01EC: make_car 104@ very_heavy 1 
05EB: assign_car 104@ to_path 138 
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @WUZI1_18391 
05EC: release_car 105@ from_path 
05EB: assign_car 105@ to_path 137 

:WUZI1_18391
0006: 42@ = 11 
0085: 159@ = 32@ // (int) 
000A: 159@ += 2000 

:WUZI1_18414
00D6: if 
0039:   42@ == 11 
004D: jump_if_false @WUZI1_18569 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_18569 
015F: set_camera_position -2251.02 649.9792 52.244 rotation 0.0 0.0 0.0 
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @WUZI1_18526 
00AA: store_car 105@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 

:WUZI1_18526
097A: play_audio_at -2243.918 642.959 49.6897 event 1140 
0006: 42@ = 12 
0085: 159@ = 32@ // (int) 
000A: 159@ += 800 

:WUZI1_18569
00D6: if 
0039:   42@ == 12 
004D: jump_if_false @WUZI1_18637 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_18637 
0085: 270@ = 32@ // (int) 
0006: 42@ = 13 
0085: 159@ = 32@ // (int) 
000A: 159@ += 2500 

:WUZI1_18637
00D6: if 
0039:   42@ == 13 
004D: jump_if_false @WUZI1_18869 
0085: 271@ = 32@ // (int) 
0062: 271@ -= 270@ // (int) 
0093: 225@ = integer 271@ to_float 
0087: 226@ = 225@ // (float) 
0017: 226@ /= 2500.0 
00D6: if and
8119:   not car 104@ wrecked 
8119:   not car 105@ wrecked 
004D: jump_if_false @WUZI1_18843 
00AA: store_car 105@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00AA: store_car 104@ position_to 228@ 229@ 230@ 
0087: 268@ = 228@ // (float) 
0065: 268@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 269@ = 229@ // (float) 
0065: 269@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 268@ *= 226@ // (float) 
006B: 269@ *= 226@ // (float) 
0017: 268@ /= 2.0 
0017: 269@ /= 2.0 
005D: 268@ += $TEMPVAR_FLOAT_1 // (float) 
005D: 269@ += $TEMPVAR_FLOAT_2 // (float) 
0160: set_camera_point_at 268@ 269@ $TEMPVAR_FLOAT_3 switchstyle 2 

:WUZI1_18843
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_18869 
0006: 42@ = 14 

:WUZI1_18869
00D6: if 
0039:   42@ == 14 
004D: jump_if_false @WUZI1_18966 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_18940 
01EC: make_car 104@ very_heavy 0 
02AC: set_car 104@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:WUZI1_18940
0006: 71@ = 8 
0006: 38@ = 0 
0006: 637@ = 63 
0164: disable_marker 108@ 

:WUZI1_18966
0051: return 

:WUZI1_18968
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @WUZI1_19261 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_19051 
077A: set_actor 35@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
07DD: set_actor 35@ attack_rate 80 // previously known as temper_to 
01B2: give_actor 35@ weapon 28 ammo 99999 // Load the weapon model before using this 

:WUZI1_19051
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_19181 
00D6: if and
8119:   not car 105@ wrecked 
8118:   not actor 138@ dead 
004D: jump_if_false @WUZI1_19124 
06E1: AS_actor 138@ using_car 105@ target_car 104@ with_order 2 max_speed 20.0 traffic_flag 3 
0224: set_car 105@ health_to 800 
0187: 109@ = create_marker_above_actor 138@ 

:WUZI1_19124
00D6: if and
8119:   not car 106@ wrecked 
8118:   not actor 140@ dead 
004D: jump_if_false @WUZI1_19181 
06E1: AS_actor 140@ using_car 106@ target_car 104@ with_order 2 max_speed 20.0 traffic_flag 3 
0224: set_car 106@ health_to 800 
0187: 110@ = create_marker_above_actor 140@ 

:WUZI1_19181
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_19212 
0224: set_car 104@ health_to 3000 
053F: set_car 104@ tires_vulnerability 0 

:WUZI1_19212
0006: 81@ = 1 
0006: 82@ = 1 
0006: 73@ = 1 
0006: 72@ = 0 
0006: 38@ = 1 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 

:WUZI1_19261
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @WUZI1_19631 
00D6: if 
0039:   272@ == 0 
004D: jump_if_false @WUZI1_19338 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_19338 
0006: 272@ = 1 
00BB: show_text_lowpriority GXT 'WZ1_37' time 4000 flag 1  // ~s~Let Woozie destroy the attacking ~r~cars~s~.

:WUZI1_19338
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @WUZI1_19416 
00D6: if 
0118:   actor 138@ dead 
004D: jump_if_false @WUZI1_19416 
00D6: if 
0039:   273@ == 0 
004D: jump_if_false @WUZI1_19404 
0006: 273@ = 1 
0006: 637@ = 64 

:WUZI1_19404
0164: disable_marker 109@ 
0006: 81@ = 0 

:WUZI1_19416
00D6: if 
0039:   82@ == 1 
004D: jump_if_false @WUZI1_19494 
00D6: if 
0118:   actor 140@ dead 
004D: jump_if_false @WUZI1_19494 
00D6: if 
0039:   273@ == 0 
004D: jump_if_false @WUZI1_19482 
0006: 273@ = 1 
0006: 637@ = 64 

:WUZI1_19482
0164: disable_marker 110@ 
0006: 82@ = 0 

:WUZI1_19494
00D6: if and
0039:   81@ == 0 
0039:   82@ == 0 
004D: jump_if_false @WUZI1_19631 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_19631 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 35@ radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @WUZI1_19631 
0006: 637@ = 65 
0006: 638@ = 3 
0006: 38@ = 2 
0164: disable_marker 107@ 
018A: 107@ = create_checkpoint_at -2151.589 639.5962 51.218 
0006: 73@ = 1 
0006: 72@ = 0 

:WUZI1_19631
00D6: if 
0039:   38@ == 2 
004D: jump_if_false @WUZI1_19859 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_19708 
00D6: if 
0039:   274@ == 0 
004D: jump_if_false @WUZI1_19708 
0006: 274@ = 1 
00BB: show_text_lowpriority GXT 'WZ1_39' time 4000 flag 1  // ~s~Drive Woozie back to ~y~his place~s~.

:WUZI1_19708
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @WUZI1_19859 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2150.165 642.3364 51.2188 radius 4.0 4.0 4.0 
004D: jump_if_false @WUZI1_19859 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_19859 
00D6: if 
00FE:   actor 35@ sphere 0 in_sphere -2150.165 642.3364 51.2188 radius 8.0 8.0 8.0 
004D: jump_if_false @WUZI1_19859 
0006: 71@ = 9 
0006: 42@ = 0 
0006: 637@ = 68 

:WUZI1_19859
0051: return 

:WUZI1_19861
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @WUZI1_19955 
0006: 73@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI1_19932 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR used_car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 

:WUZI1_19932
0085: 159@ = 32@ // (int) 
000A: 159@ += 3000 
0006: 42@ = 1 

:WUZI1_19955
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @WUZI1_20247 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_20247 
015F: set_camera_position -2156.872 649.7653 51.6094 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2156.362 648.9217 51.7758 switchstyle 2 
02A3: enable_widescreen 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI1_20100 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR used_car 
00AB: put_car $TEMPVAR_ACTOR_CAR at -2150.165 642.3364 51.2188 
0175: set_car $TEMPVAR_ACTOR_CAR Z_angle_to 0.0 

:WUZI1_20100
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_20224 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2155.15 645.1982 51.2293 
05D7: add_point_to_scmpath -2162.023 645.1555 51.7499 
00D6: if 
00DF:   actor 35@ driving 
004D: jump_if_false @WUZI1_20215 
06C9: remove_actor 35@ from_group 
0615: define_AS_pack_begin 132@ 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0002: jump @WUZI1_20224 

:WUZI1_20215
05D8: AS_assign_scmpath to_actor 35@ flags 6 0 

:WUZI1_20224
0006: 42@ = 2 
0085: 159@ = 32@ // (int) 
000A: 159@ += 5000 

:WUZI1_20247
00D6: if 
0039:   42@ == 2 
004D: jump_if_false @WUZI1_20334 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_20334 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_20313 
009B: destroy_actor 35@ 

:WUZI1_20313
0006: 37@ = 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 71@ = 10 

:WUZI1_20334
0051: return 

:WUZI1_20336
00D6: if 
0019:   200@ > 0 
004D: jump_if_false @WUZI1_20474 
0006: 130@ = 0 
0006: 95@ = 0 

:WUZI1_20368
00D6: if 
001B:   18 > 130@ 
004D: jump_if_false @WUZI1_20474 
00D6: if 
056D:   actor 138@(130@,18i) defined 
004D: jump_if_false @WUZI1_20460 
00D6: if 
0118:   actor 138@(130@,18i) dead 
004D: jump_if_false @WUZI1_20460 
0164: disable_marker 111@(130@,18i) 
00D6: if 
0019:   130@ > 7 
004D: jump_if_false @WUZI1_20460 
000A: 95@ += 1 

:WUZI1_20460
000A: 130@ += 1 
0002: jump @WUZI1_20368 

:WUZI1_20474
00D6: if 
0039:   200@ == 1 
004D: jump_if_false @WUZI1_21166 
00D6: if or
0022:   676.0 > $TEMPVAR_Y_COORD 
0023:   676.0 > 229@ 
004D: jump_if_false @WUZI1_21166 
00A5: 102@ = create_car #SANCHEZ at -2191.274 644.4189 48.4453 
00A5: 103@ = create_car #SANCHEZ at -2200.205 644.3219 48.4429 
0175: set_car 102@ Z_angle_to 270.0 
0175: set_car 103@ Z_angle_to 270.0 
0249: release_model #SANCHEZ 
07C0: load_path 139 
0129: 142@ = create_actor_pedtype 24 model #DNB3 in_car 102@ driverseat 
01C8: 143@ = create_actor_pedtype 24 model #DNB1 in_car 102@ passenger_seat 0 
0129: 144@ = create_actor_pedtype 24 model #DNB2 in_car 103@ driverseat 
01C8: 145@ = create_actor_pedtype 24 model #DNB3 in_car 103@ passenger_seat 0 
0249: release_model #DNB1 
0249: release_model #DNB2 
01B2: give_actor 142@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 143@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 144@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 145@ weapon 28 ammo 500 // Load the weapon model before using this 
02E2: set_actor 142@ weapon_accuracy_to 80 
02E2: set_actor 143@ weapon_accuracy_to 85 
02E2: set_actor 144@ weapon_accuracy_to 90 
02E2: set_actor 145@ weapon_accuracy_to 85 
0187: 115@ = create_marker_above_actor 142@ 
0187: 116@ = create_marker_above_actor 143@ 
0187: 117@ = create_marker_above_actor 144@ 
0187: 118@ = create_marker_above_actor 145@ 
087E: set_actor 142@ weapon_droppable 0 
087E: set_actor 143@ weapon_droppable 0 
087E: set_actor 144@ weapon_droppable 0 
087E: set_actor 145@ weapon_droppable 0 
04BA: set_car 102@ speed_to 20.0 
04BA: set_car 103@ speed_to 20.0 
060B: set_actor 142@ decision_maker_to 34@ 
060B: set_actor 143@ decision_maker_to 34@ 
060B: set_actor 144@ decision_maker_to 34@ 
060B: set_actor 145@ decision_maker_to 34@ 
060F: set_actor 142@ melee_accuracy_to 40.0 
060F: set_actor 143@ melee_accuracy_to 40.0 
060F: set_actor 144@ melee_accuracy_to 40.0 
060F: set_actor 145@ melee_accuracy_to 40.0 
074E: unknown_set_actor_threat_scanner_flags 142@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 143@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 144@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 145@ radius 30.0 peds_to_scan 8 
085B: AS_actor 142@ set_kinda_stay_in_same_place 1 
085B: AS_actor 143@ set_kinda_stay_in_same_place 1 
085B: AS_actor 144@ set_kinda_stay_in_same_place 1 
085B: AS_actor 145@ set_kinda_stay_in_same_place 1 
0615: define_AS_pack_begin 132@ 
05D1: AS_actor -1 drive_car 102@ to -2177.165 645.6417 48.4453 speed 15.0 2 model #NULL 3 
06C7: AS_actor -1 driver_of_car 102@ perform_action 4 timelimit 2000 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -2172.865 652.5621 48.4429 mode 6 time 4000 ms // versionA 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 132@ 
0618: assign_actor 142@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0615: define_AS_pack_begin 132@ 
05D1: AS_actor -1 drive_car 103@ to -2174.811 644.3727 48.4453 speed 15.0 2 model #NULL 3 
06C7: AS_actor -1 driver_of_car 103@ perform_action 4 timelimit 2000 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -2176.99 650.9326 48.4429 mode 6 time 3000 ms // versionA 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 132@ 
0618: assign_actor 144@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0006: 200@ = 2 

:WUZI1_21166
00D6: if 
0039:   200@ == 2 
004D: jump_if_false @WUZI1_21356 
0006: 129@ = 0 
00D6: if 
8118:   not actor 142@ dead 
004D: jump_if_false @WUZI1_21215 
0811: 129@ = actor 142@ used_car 

:WUZI1_21215
00D6: if or
0039:   129@ == -1 
0118:   actor 142@ dead 
004D: jump_if_false @WUZI1_21356 
00D6: if 
8118:   not actor 143@ dead 
004D: jump_if_false @WUZI1_21275 
00D6: if 
00DF:   actor 143@ driving 
004D: jump_if_false @WUZI1_21275 
0633: AS_actor 143@ exit_car 

:WUZI1_21275
00D6: if 
8118:   not actor 144@ dead 
004D: jump_if_false @WUZI1_21312 
00D6: if 
00DF:   actor 144@ driving 
004D: jump_if_false @WUZI1_21312 
0633: AS_actor 144@ exit_car 

:WUZI1_21312
00D6: if 
8118:   not actor 145@ dead 
004D: jump_if_false @WUZI1_21349 
00D6: if 
00DF:   actor 145@ driving 
004D: jump_if_false @WUZI1_21349 
0633: AS_actor 145@ exit_car 

:WUZI1_21349
0006: 200@ = 3 

:WUZI1_21356
00D6: if 
0039:   200@ == 4 
004D: jump_if_false @WUZI1_22821 
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @WUZI1_21520 
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @WUZI1_21520 
00D6: if or
0022:   -2193.0 > $TEMPVAR_X_COORD 
0023:   -2193.0 > 228@ 
004D: jump_if_false @WUZI1_21520 
0006: 93@ = 1 
0615: define_AS_pack_begin 132@ 
0605: actor -1 perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 132@ 
0618: assign_actor 151@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_21520
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2171.857 658.2869 52.1667 cornerB -2240.303 631.7034 48.0251 
004D: jump_if_false @WUZI1_21804 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI1_21700 
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @WUZI1_21693 
0006: 84@ = 1 
0006: 130@ = 9 

:WUZI1_21616
00D6: if 
001B:   13 > 130@ 
004D: jump_if_false @WUZI1_21693 
00D6: if 
8118:   not actor 138@(130@,18i) dead 
004D: jump_if_false @WUZI1_21679 
02E2: set_actor 138@(130@,18i) weapon_accuracy_to 100 
074D: AS_actor 138@(130@,18i) turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -2 

:WUZI1_21679
000A: 130@ += 1 
0002: jump @WUZI1_21616 

:WUZI1_21693
0002: jump @WUZI1_21804 

:WUZI1_21700
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @WUZI1_21804 
0006: 84@ = 0 
0006: 130@ = 9 

:WUZI1_21732
00D6: if 
001B:   13 > 130@ 
004D: jump_if_false @WUZI1_21804 
00D6: if 
8118:   not actor 138@(130@,18i) dead 
004D: jump_if_false @WUZI1_21790 
02E2: set_actor 138@(130@,18i) weapon_accuracy_to 80 
0687: clear_actor 138@(130@,18i) task 

:WUZI1_21790
000A: 130@ += 1 
0002: jump @WUZI1_21732 

:WUZI1_21804
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @WUZI1_22069 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @WUZI1_22069 
0209: 130@ = random_int_in_ranges 9 13 
0006: 91@ = 0 

:WUZI1_21857
00D6: if 
001B:   4 > 91@ 
004D: jump_if_false @WUZI1_22053 
0085: 131@ = 130@ // (int) 
000E: 131@ -= 9 
00D6: if and
8118:   not actor 138@(130@,18i) dead 
0039:   87@(131@,4i) == 0 
004D: jump_if_false @WUZI1_22007 
0006: 87@(131@,4i) = 1 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 201@(131@,4f) 205@(131@,4f) 209@(131@,4f) 
05D7: add_point_to_scmpath 213@(131@,4f) 217@(131@,4f) 221@(131@,4f) 
05D8: AS_assign_scmpath to_actor 138@(130@,18i) flags 6 0 
0006: 91@ = 4 
0002: jump @WUZI1_22039 

:WUZI1_22007
000A: 130@ += 1 
00D6: if 
0019:   130@ > 12 
004D: jump_if_false @WUZI1_22039 
0006: 130@ = 9 

:WUZI1_22039
000A: 91@ += 1 
0002: jump @WUZI1_21857 

:WUZI1_22053
0085: 86@ = 32@ // (int) 
000A: 86@ += 10000 

:WUZI1_22069
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @WUZI1_22541 
00D6: if or
0022:   -2197.0 > $TEMPVAR_X_COORD 
0019:   95@ > 1 
004D: jump_if_false @WUZI1_22541 
0006: 94@ = 1 
009A: 152@ = create_actor_pedtype 24 model #DNB3 at -2205.861 625.282 48.4396 
009A: 153@ = create_actor_pedtype 24 model #DNB1 at -2207.076 627.3953 48.4384 
01B2: give_actor 152@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 153@ weapon 28 ammo 500 // Load the weapon model before using this 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2205.808 626.6268 48.4429 
05D7: add_point_to_scmpath -2205.849 635.5339 48.4453 
05D8: AS_assign_scmpath to_actor 152@ flags 6 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2205.808 626.6268 48.4429 
05D7: add_point_to_scmpath -2204.58 634.2507 48.4453 
05D8: AS_assign_scmpath to_actor 153@ flags 6 0 
00A5: 104@ = create_car #SENTINEL at -2267.322 659.5334 48.2969 
02AC: set_car 104@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0175: set_car 104@ Z_angle_to 344.0 
020A: set_car 104@ door_status_to 3 
0129: 154@ = create_actor_pedtype 24 model #DNB1 in_car 104@ driverseat 
01C8: 155@ = create_actor_pedtype 24 model #DNB2 in_car 104@ passenger_seat 0 
01B2: give_actor 154@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 155@ weapon 28 ammo 500 // Load the weapon model before using this 
060B: set_actor 152@ decision_maker_to 34@ 
060B: set_actor 153@ decision_maker_to 34@ 
060B: set_actor 154@ decision_maker_to 34@ 
060B: set_actor 155@ decision_maker_to 34@ 
0187: 125@ = create_marker_above_actor 152@ 
0187: 126@ = create_marker_above_actor 153@ 
0187: 127@ = create_marker_above_actor 154@ 
0187: 128@ = create_marker_above_actor 155@ 
060F: set_actor 152@ melee_accuracy_to 40.0 
060F: set_actor 153@ melee_accuracy_to 40.0 
060F: set_actor 154@ melee_accuracy_to 40.0 
060F: set_actor 155@ melee_accuracy_to 40.0 
074E: unknown_set_actor_threat_scanner_flags 152@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 153@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 154@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 155@ radius 30.0 peds_to_scan 8 
05EB: assign_car 104@ to_path 139 

:WUZI1_22541
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @WUZI1_22757 
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_22757 
00AA: store_car 104@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0020:   $TEMPVAR_FLOAT_1 > -2227.0 
004D: jump_if_false @WUZI1_22757 
0006: 94@ = 2 
00D6: if 
8118:   not actor 154@ dead 
004D: jump_if_false @WUZI1_22687 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2214.633 642.2872 48.447 
0615: define_AS_pack_begin 132@ 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 132@ 
0618: assign_actor 154@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_22687
00D6: if 
8118:   not actor 154@ dead 
004D: jump_if_false @WUZI1_22757 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2214.373 639.3536 48.4511 
0615: define_AS_pack_begin 132@ 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 132@ 
0618: assign_actor 155@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_22757
00D6: if 
0039:   94@ == 2 
004D: jump_if_false @WUZI1_22821 
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_22821 
00D6: if 
860E:   not car 104@ assigned_to_path 
004D: jump_if_false @WUZI1_22821 
0006: 94@ = 3 
0519: set_car 104@ locked 1 

:WUZI1_22821
0051: return 

:WUZI1_22823
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_23033 
00D6: if 
02E0:   actor 35@ firing_weapon 
004D: jump_if_false @WUZI1_23033 
00D6: if 
001D:   32@ > 277@ // (int) 
004D: jump_if_false @WUZI1_23033 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_23033 
00D6: if 
001B:   6 > 275@ 
004D: jump_if_false @WUZI1_23033 
0209: 276@ = random_int_in_ranges 0 6 

:WUZI1_22919
00D6: if 
0039:   232@(276@,6i) == 0 
004D: jump_if_false @WUZI1_22980 
000A: 276@ += 1 
00D6: if 
0019:   276@ > 5 
004D: jump_if_false @WUZI1_22973 
0006: 276@ = 0 

:WUZI1_22973
0002: jump @WUZI1_22919 

:WUZI1_22980
000A: 275@ += 1 
0085: 637@ = 232@(276@,6i) // (int) 
0006: 232@(276@,6i) = 0 
0006: 279@ = 0 
0085: 277@ = 32@ // (int) 
000A: 277@ += 8000 

:WUZI1_23033
0051: return 
0051: return 

:WUZI1_23037
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @WUZI1_23144 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_23144 
0085: 278@ = 161@ // (int) 
0226: 161@ = actor 35@ health 
00D6: if 
803B:   not  161@ == 278@ // (int) 
004D: jump_if_false @WUZI1_23121 
0085: 278@ = 161@ // (int) 
0006: 279@ = 1 

:WUZI1_23121
008A: $7247 = 161@ // (int) 
0010: $7247 *= 100 
0014: $7247 /= 250 

:WUZI1_23144
0051: return 

:WUZI1_23146
0051: return 

:WUZI1_23148
00D6: if 
8039:   not  281@ == 0 
004D: jump_if_false @WUZI1_23341 
00D6: if 
0039:   280@ == 0 
004D: jump_if_false @WUZI1_23202 
040D: unload_wav 3 
03CF: load_wav 281@ as 3 
0006: 280@ = 1 

:WUZI1_23202
00D6: if 
0039:   280@ == 1 
004D: jump_if_false @WUZI1_23265 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @WUZI1_23265 
00D6: if 
001D:   32@ > 283@ // (int) 
004D: jump_if_false @WUZI1_23265 
03D1: play_wav 3 
0006: 280@ = 2 

:WUZI1_23265
00D6: if or
0039:   280@ == 2 
08D0:   should_skip_cutscene 
004D: jump_if_false @WUZI1_23341 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @WUZI1_23341 
040D: unload_wav 3 
0085: 281@ = 282@ // (int) 
0006: 282@ = 0 
0085: 283@ = 284@ // (int) 
0006: 284@ = 0 
0006: 280@ = 0 

:WUZI1_23341
00D6: if 
8039:   not  285@ == 0 
004D: jump_if_false @WUZI1_23548 
00D6: if 
0039:   286@ == 0 
004D: jump_if_false @WUZI1_23419 
0006: 286@ = 1 
0085: 287@ = 32@ // (int) 
0006: 288@ = 0 
0085: 750@ = 287@ // (int) 
005A: 750@ += 289@(288@,20i) // (int) 

:WUZI1_23419
00D6: if 
0039:   286@ == 1 
004D: jump_if_false @WUZI1_23548 
00D6: if and
001D:   32@ > 750@ // (int) 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_23548 
0085: 637@ = 309@(288@,20i) // (int) 
000A: 288@ += 1 
000E: 329@ -= 1 
00D6: if 
0039:   329@ == 0 
004D: jump_if_false @WUZI1_23528 
0006: 285@ = 0 
0006: 286@ = 0 
0002: jump @WUZI1_23548 

:WUZI1_23528
0085: 750@ = 287@ // (int) 
005A: 750@ += 289@(288@,20i) // (int) 

:WUZI1_23548
0871: init_jump_table 636@ total_jumps 7 default_jump 0 @WUZI1_27955 jumps 0 @WUZI1_23611 1 @WUZI1_26570 2 @WUZI1_27414 3 @WUZI1_27513 4 @WUZI1_27594 5 @WUZI1_27738 6 @WUZI1_27849 

:WUZI1_23611
00D6: if 
0039:   636@ == 1 
004D: jump_if_false @WUZI1_23679 
009A: 748@ = create_actor_pedtype 8 model #SPECIAL01 at 2752.341 -1948.867 16.3125 
009A: 752@ = create_actor_pedtype 8 model #SPECIAL01 at 2752.341 -1948.867 16.3125 

:WUZI1_23679
04AF: 532@ = 43800 // = constant 
04AF: 533@ = 43801 // = constant 
04AF: 534@ = 43804 // = constant 
04AF: 535@ = 43805 // = constant 
04AF: 536@ = 43806 // = constant 
04AF: 537@ = 43807 // = constant 
04AF: 538@ = 43808 // = constant 
04AF: 539@ = 65535 // = constant 
04AF: 540@ = 43809 // = constant 
04AF: 541@ = 43810 // = constant 
04AF: 542@ = 43811 // = constant 
04AF: 543@ = 43814 // = constant 
04AF: 544@ = 43812 // = constant 
04AF: 545@ = 43813 // = constant 
04AF: 546@ = 43845 // = constant 
04AF: 547@ = 43847 // = constant 
04AF: 548@ = 43844 // = constant 
04AF: 549@ = 43849 // = constant 
04AF: 550@ = 43850 // = constant 
04AF: 551@ = 43851 // = constant 
04AF: 552@ = 43852 // = constant 
04AF: 553@ = 43853 // = constant 
04AF: 554@ = 43854 // = constant 
04AF: 555@ = 43855 // = constant 
04AF: 556@ = 43856 // = constant 
04AF: 557@ = 43857 // = constant 
04AF: 558@ = 65535 // = constant 
04AF: 559@ = 65535 // = constant 
04AF: 560@ = 65535 // = constant 
04AF: 561@ = 43858 // = constant 
04AF: 562@ = 43859 // = constant 
04AF: 563@ = 43860 // = constant 
04AF: 564@ = 43861 // = constant 
04AF: 565@ = 43862 // = constant 
04AF: 566@ = 43863 // = constant 
04AF: 567@ = 43864 // = constant 
04AF: 568@ = 43865 // = constant 
04AF: 569@ = 43866 // = constant 
04AF: 570@ = 43867 // = constant 
04AF: 571@ = 43868 // = constant 
04AF: 572@ = 43869 // = constant 
04AF: 573@ = 43870 // = constant 
04AF: 574@ = 43871 // = constant 
04AF: 575@ = 43872 // = constant 
04AF: 576@ = 43873 // = constant 
04AF: 577@ = 43874 // = constant 
04AF: 578@ = 43875 // = constant 
04AF: 579@ = 43876 // = constant 
04AF: 580@ = 43877 // = constant 
04AF: 581@ = 43878 // = constant 
04AF: 582@ = 43879 // = constant 
04AF: 583@ = 43880 // = constant 
04AF: 584@ = 43881 // = constant 
04AF: 585@ = 43882 // = constant 
04AF: 586@ = 43883 // = constant 
04AF: 587@ = 43884 // = constant 
04AF: 588@ = 43885 // = constant 
04AF: 589@ = 43886 // = constant 
04AF: 590@ = 43887 // = constant 
04AF: 591@ = 43888 // = constant 
04AF: 592@ = 43889 // = constant 
04AF: 593@ = 43890 // = constant 
04AF: 594@ = 43892 // = constant 
04AF: 595@ = 43893 // = constant 
04AF: 596@ = 43894 // = constant 
04AF: 597@ = 43902 // = constant 
04AF: 598@ = 43895 // = constant 
04AF: 599@ = 43905 // = constant 
04AF: 600@ = 43815 // = constant 
04AF: 601@ = 43816 // = constant 
04AF: 602@ = 43817 // = constant 
04AF: 603@ = 43818 // = constant 
04AF: 604@ = 43832 // = constant 
04AF: 605@ = 43839 // = constant 
04AF: 606@ = 43840 // = constant 
04AF: 607@ = 65535 // = constant 
04AF: 608@ = 43826 // = constant 
04AF: 609@ = 43841 // = constant 
04AF: 610@ = 43842 // = constant 
04AF: 611@ = 43843 // = constant 
04AF: 612@ = 43844 // = constant 
04AF: 613@ = 43828 // = constant 
04AF: 614@ = 43829 // = constant 
04AF: 615@ = 43819 // = constant 
04AF: 616@ = 43820 // = constant 
04AF: 617@ = 43821 // = constant 
04AF: 618@ = 43822 // = constant 
04AF: 619@ = 43823 // = constant 
04AF: 620@ = 43836 // = constant 
04AF: 621@ = 43837 // = constant 
04AF: 622@ = 43838 // = constant 
04AF: 623@ = 43885 // = constant 
04AF: 624@ = 43883 // = constant 
05AA: 333@s = 'WUZ1_AA' // @s = 'short'  // ~z~We'll need a ride, mine's getting some bodywork done to it.
05AA: 335@s = 'WUZ1_AB' // @s = 'short'  // ~z~Alright, don't trip.
05AA: 337@s = 'WUZ1_CA' // @s = 'short'  // ~z~The Blood Feather Triad have a storehouse around the block.
05AA: 339@s = 'WUZ1_CB' // @s = 'short'  // ~z~We shall see what excuses they have to offer.
05AA: 341@s = 'WUZ1_CC' // @s = 'short'  // ~z~OK. So what's all this talk of business?
05AA: 343@s = 'WUZ1_CD' // @s = 'short'  // ~z~Some small time Vietnamese gangs have been making trouble lately.
05AA: 345@s = 'WUZ1_CE' // @s = 'short'  // ~z~We're not sure why they're gaining any courage now, but I'm nervous about the situation.
05AA: 349@s = 'WUZ1_CG' // @s = 'short'  // ~z~How do I fit in all of this?
05AA: 351@s = 'WUZ1_CH' // @s = 'short'  // ~z~You're an outsider.
05AA: 353@s = 'WUZ1_DA' // @s = 'short'  // ~z~This is the place!
05AA: 355@s = 'WUZ1_DD' // @s = 'short'  // ~z~Come on, it's this way.
05AA: 357@s = 'WUZ1_DB' // @s = 'short'  // ~z~What's that smell?
05AA: 359@s = 'WUZ1_DC' // @s = 'short'  // ~z~Laundry.
05AA: 361@s = 'WUZ1_LA' // @s = 'short'  // ~z~Ah, we're here! This way!
05AA: 363@s = 'WUZ1_LC' // @s = 'short'  // ~z~Strange, this gate is usually locked.
05AA: 365@s = 'WUZ1_KD' // @s = 'short'  // ~z~Stick Close!
05AA: 367@s = 'WUZ1_MA' // @s = 'short'  // ~z~Oh man, Woozie...
05AA: 369@s = 'WUZ1_MB' // @s = 'short'  // ~z~What's got spooked?
05AA: 371@s = 'WUZ1_MC' // @s = 'short'  // ~z~Oh, oh sorry, didn't see you lying down there.
05AA: 373@s = 'WUZ1_MD' // @s = 'short'  // ~z~He's dead. They all are.
05AA: 375@s = 'WUZ1_ME' // @s = 'short'  // ~z~The Blood Feathers, wiped out?
05AA: 377@s = 'WUZ1_MF' // @s = 'short'  // ~z~Dai Dai Lo! Forgive me, I was too scared to fight, so I hid.
05AA: 379@s = 'WUZ1_MG' // @s = 'short'  // ~z~Enough! What happened here?
05AA: 381@s = 'WUZ1_MH' // @s = 'short'  // ~z~Vietnamese surprised us, cut us all down.
05AA: 383@s = 'WUZ1_MJ' // @s = 'short'  // ~z~Shit, here they come again!
05AA: 387@s = 'WUZ1_MH' // @s = 'short'  // ~z~Vietnamese surprised us, cut us all down.
05AA: 389@s = 'WUZ1_MJ' // @s = 'short'  // ~z~Shit, here they come again!
05AA: 391@s = 'WUZ1_NA' // @s = 'short'  // ~z~The Triads must have vengeance!
05AA: 393@s = 'WUZ1_NB' // @s = 'short'  // ~z~CJ, follow me and stick close!
05AA: 395@s = 'WUZ1_NC' // @s = 'short'  // ~z~Ready?
05AA: 397@s = 'WUZ1_ND' // @s = 'short'  // ~z~DIE YOU MOTHERFUCKING SONS OF WHORES!
05AA: 399@s = 'WUZ1_NE' // @s = 'short'  // ~z~Looks clear to me, go! Go!
05AA: 401@s = 'WUZ1_NF' // @s = 'short'  // ~z~I think I got them all!
05AA: 403@s = 'WUZ1_NG' // @s = 'short'  // ~z~Hell's sewers, that was a sniper bullet!
05AA: 405@s = 'WUZ1_NH' // @s = 'short'  // ~z~Damn, I err, got something in my eyes, is it safe to move?
05AA: 407@s = 'WUZ1_NJ' // @s = 'short'  // ~z~YOUR MOTHERS WERE DEMON SLUTS!
05AA: 409@s = 'WUZ1_NK' // @s = 'short'  // ~z~YOUR BLOOD WILL RUN LIKE WINE!
05AA: 411@s = 'WUZ1_NL' // @s = 'short'  // ~z~EAT THIS HOT LEADEN SHIT!
05AA: 413@s = 'WUZ1_NM' // @s = 'short'  // ~z~YOU WILL WANDER AS GHOSTS!
05AA: 415@s = 'WUZ1_NN' // @s = 'short'  // ~z~CURSED ASSHOLES!
05AA: 417@s = 'WUZ1_NO' // @s = 'short'  // ~z~CJ, take out that sniper!
05AA: 419@s = 'WUZ1_NP' // @s = 'short'  // ~z~Cover me, CJ, I'm moving up!
05AA: 421@s = 'WUZ1_NQ' // @s = 'short'  // ~z~I'm breaking cover, CJ, spray 'em!
05AA: 423@s = 'WUZ1_OA' // @s = 'short'  // ~z~Oh fuck, man, more up ahead!
05AA: 425@s = 'WUZ1_OB' // @s = 'short'  // ~z~Shit, man, they really want you dead!
05AA: 427@s = 'WUZ1_OC' // @s = 'short'  // ~z~I see him. He on the roof!
05AA: 429@s = 'WUZ1_OD' // @s = 'short'  // ~z~OK, clear, Woozie, GO!
05AA: 431@s = 'WUZ1_OE' // @s = 'short'  // ~z~Break for it, Woozie!
05AA: 433@s = 'WUZ1_OF' // @s = 'short' 
05AA: 435@s = 'WUZ1_OG' // @s = 'short'  // ~z~Hold up, Woozie, we still got trouble!
05AA: 437@s = 'WUZ1_OH' // @s = 'short'  // ~z~Lay low!
05AA: 439@s = 'WUZ1_OJ' // @s = 'short'  // ~z~Woozie, keep it down, we still got trouble!
05AA: 441@s = 'WUZ1_OK' // @s = 'short'  // ~z~In the car, quick!
05AA: 443@s = 'WUZ1_OL' // @s = 'short'  // ~z~Get on the back of the bike!
05AA: 445@s = 'WUZ1_OM' // @s = 'short'  // ~z~On the bike, quick!
05AA: 447@s = 'WUZ1_ON' // @s = 'short'  // ~z~Let's get the fuck out of here!
05AA: 449@s = 'WUZ1_OO' // @s = 'short'  // ~z~Let's get the hell out of here!
05AA: 451@s = 'WUZ1_OP' // @s = 'short'  // ~z~We got more company!
05AA: 453@s = 'WUZ1_OQ' // @s = 'short'  // ~z~Cars on our tail!
05AA: 455@s = 'WUZ1_OR' // @s = 'short'  // ~z~More of them, in cars!
05AA: 457@s = 'WUZ1_PA' // @s = 'short'  // ~z~You drive, I'll send them back to the sewers!
05AA: 459@s = 'WUZ1_PB' // @s = 'short'  // ~z~Keep driving, I'll take care of these murderous scum!
05AA: 461@s = 'WUZ1_QA' // @s = 'short'  // ~z~That look like the last of 'em.
05AA: 463@s = 'WUZ1_RA' // @s = 'short'  // ~z~Thank you, Carl, you saved me from having to kill them all myself.
05AA: 465@s = 'WUZ1_QB' // @s = 'short'  // ~z~OK, let's get back to my place.
05AA: 467@s = 'WUZ1_RD' // @s = 'short'  // ~z~Here, a token of the Tong's appreciation for what you did today.
05AA: 469@s = 'WUZ1_EA' // @s = 'short'  // ~z~Hey, what's with all these people?
05AA: 471@s = 'WUZ1_EB' // @s = 'short'  // ~z~Where they going?
05AA: 473@s = 'WUZ1_EC' // @s = 'short'  // ~z~Something isn't right here. We should be careful...
05AA: 475@s = 'WUZ1_EE' // @s = 'short'  // ~z~Follow me.
05AA: 477@s = 'WUZ1_GJ' // @s = 'short'  // ~z~Now... where's that loose cobble?
05AA: 479@s = 'WUZ1_JA' // @s = 'short'  // ~z~Hey, what the hell you doin'?
05AA: 481@s = 'WUZ1_JB' // @s = 'short'  // ~z~Just, eerr, checking the, um, y'know. Shut up, Carl.... THIS WAY!
05AA: 485@s = 'WUZ1_GC' // @s = 'short'  // ~z~Hmmm, yes, intriguing...
05AA: 487@s = 'WUZ1_KA' // @s = 'short'  // ~z~What's wrong? You lost? Need a hand?
05AA: 489@s = 'WUZ1_KB' // @s = 'short'  // ~z~NO!
05AA: 491@s = 'WUZ1_KC' // @s = 'short'  // ~z~No, I was just, you know, getting the feel of the place.
05AA: 493@s = 'WUZ1_KD' // @s = 'short'  // ~z~Stick Close!
05AA: 495@s = 'WUZ1_GE' // @s = 'short'  // ~z~Was it fifteen paces, or fifteen feet?
05AA: 497@s = 'WUZ1_GF' // @s = 'short'  // ~z~Ah, no, now I've got it...
05AA: 499@s = 'WUZ1_FA' // @s = 'short'  // ~z~Something's not right.
05AA: 501@s = 'WUZ1_FB' // @s = 'short'  // ~z~No shit, where everybody at?
05AA: 503@s = 'WUZ1_FC' // @s = 'short'  // ~z~Hiding, scared. I can smell them.
05AA: 505@s = 'WUZ1_FD' // @s = 'short'  // ~z~We should proceed with caution.
05AA: 507@s = 'WUZ1_FE' // @s = 'short'  // ~z~This way, I think.
05AA: 509@s = 'WUZ1_HA' // @s = 'short'  // ~z~Do you hear something?
05AA: 511@s = 'WUZ1_HB' // @s = 'short'  // ~z~Yeah, traffic and other shit.
05AA: 513@s = 'WUZ1_HC' // @s = 'short'  // ~z~Exactly! Trust me, I know what I'm doing. Follow me!
05AA: 515@s = 'WUZ1_OM' // @s = 'short'  // ~z~On the bike, quick!
05AA: 517@s = 'WUZ1_OK' // @s = 'short'  // ~z~In the car, quick!
0006: 640@ = 2 
0006: 641@ = 1 
0006: 642@ = 2 
0006: 643@ = 2 
0006: 644@ = 1 
0006: 645@ = 2 
0006: 646@ = 2 
0006: 647@ = 2 
0006: 648@ = 1 
0006: 649@ = 2 
0006: 650@ = 2 
0006: 651@ = 2 
0006: 652@ = 1 
0006: 653@ = 2 
0006: 654@ = 2 
0006: 655@ = 2 
0006: 656@ = 2 
0006: 657@ = 1 
0006: 658@ = 2 
0006: 659@ = 2 
0006: 660@ = 1 
0006: 661@ = 2 
0006: 662@ = 3 
0006: 663@ = 2 
0006: 664@ = 3 
0006: 665@ = 3 
0006: 666@ = 2 
0006: 667@ = 2 
0006: 668@ = 2 
0006: 669@ = 2 
0006: 670@ = 2 
0006: 671@ = 2 
0006: 672@ = 1 
0006: 673@ = 2 
0006: 674@ = 2 
0006: 675@ = 0 
0006: 676@ = 2 
0006: 677@ = 1 
0006: 678@ = 2 
0006: 679@ = 2 
0006: 680@ = 2 
0006: 681@ = 2 
0006: 682@ = 2 
0006: 683@ = 2 
0006: 684@ = 2 
0006: 685@ = 0 
0006: 686@ = 2 
0006: 687@ = 2 
0006: 688@ = 2 
0006: 689@ = 2 
0006: 690@ = 2 
0006: 691@ = 2 
0006: 692@ = 1 
0006: 693@ = 2 
0006: 694@ = 2 
0006: 695@ = 1 
0006: 696@ = 1 
0006: 697@ = 1 
0006: 698@ = 2 
0006: 699@ = 1 
0006: 700@ = 2 
0006: 701@ = 2 
0006: 702@ = 1 
0006: 703@ = 2 
0006: 704@ = 2 
0006: 705@ = 1 
0006: 706@ = 1 
0006: 707@ = 1 
0006: 708@ = 2 
0006: 709@ = 1 
0006: 710@ = 2 
0006: 711@ = 2 
0006: 712@ = 2 
0006: 713@ = 1 
0006: 714@ = 2 
0006: 715@ = 2 
0006: 716@ = 2 
0006: 717@ = 1 
0006: 718@ = 2 
0006: 719@ = 2 
0006: 720@ = 2 
0006: 721@ = 2 
0006: 722@ = 2 
0006: 723@ = 2 
0006: 724@ = 1 
0006: 725@ = 2 
0006: 726@ = 2 
0006: 727@ = 2 
0006: 728@ = 2 
0006: 729@ = 1 
0006: 730@ = 2 
0006: 731@ = 1 
0006: 732@ = 1 
008B: 740@ = $PLAYER_ACTOR // (int) 
0006: 636@ = 1 
03CF: load_wav 532@ as 1 
03CF: load_wav 533@ as 2 
0006: 632@ = 1 
0006: 633@ = 2 
0002: jump @WUZI1_27955 

:WUZI1_26570
00D6: if 
8039:   not  637@ == 0 
004D: jump_if_false @WUZI1_27407 
00D6: if 
0039:   265@ == 0 
004D: jump_if_false @WUZI1_27407 
00D6: if 
001D:   32@ > 755@ // (int) 
004D: jump_if_false @WUZI1_27407 
00D6: if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
004D: jump_if_false @WUZI1_27407 
00D6: if 
003B:   632@ == 637@ // (int) 
004D: jump_if_false @WUZI1_26677 
0006: 634@ = 1 
0002: jump @WUZI1_26740 

:WUZI1_26677
00D6: if 
003B:   633@ == 637@ // (int) 
004D: jump_if_false @WUZI1_26710 
0006: 634@ = 2 
0002: jump @WUZI1_26740 

:WUZI1_26710
0006: 634@ = 1 
0085: 632@ = 637@ // (int) 
040D: unload_wav 1 
03CF: load_wav 531@(637@,100i) as 1 

:WUZI1_26740
00D6: if 
03D0:   wav 634@ loaded 
004D: jump_if_false @WUZI1_27395 
0085: 747@ = 639@(637@,100i) // (int) 
0085: 748@ = 739@(747@,7i) // (int) 
00D6: if 
8039:   not  754@ == 1 
004D: jump_if_false @WUZI1_26968 
0006: 751@ = 1 
0006: 753@ = 0 

:WUZI1_26812
00D6: if 
001B:   7 > 751@ 
004D: jump_if_false @WUZI1_26968 
0085: 752@ = 739@(751@,7i) // (int) 
00D6: if 
8039:   not  752@ == 0 
004D: jump_if_false @WUZI1_26954 
00D6: if 
803B:   not  752@ == 748@ // (int) 
004D: jump_if_false @WUZI1_26954 
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_26954 
00D6: if 
8118:   not actor 752@ dead 
004D: jump_if_false @WUZI1_26954 
00D6: if 
0104:   actor 748@ near_actor 752@ radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @WUZI1_26954 
000A: 753@ += 1 

:WUZI1_26954
000A: 751@ += 1 
0002: jump @WUZI1_26812 

:WUZI1_26968
00D6: if or
0039:   754@ == 1 
0019:   753@ > 0 
0039:   639@(637@,100i) == 0 
004D: jump_if_false @WUZI1_27381 
00D6: if 
8039:   not  639@(637@,100i) == 0 
004D: jump_if_false @WUZI1_27113 
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_27113 
00D6: if 
0038:   $7248 == 0 
004D: jump_if_false @WUZI1_27068 
0949: link_wav 634@ to_actor 748@ 

:WUZI1_27068
00D6: if 
894D:   not actor 748@ mutally_active 
004D: jump_if_false @WUZI1_27106 
0006: 746@ = 1 
0967: actor 748@ move_mouth 15000 ms 
0002: jump @WUZI1_27113 

:WUZI1_27106
094E: set_actor 748@ mute_pain_audio 0 

:WUZI1_27113
00D6: if 
0039:   639@(637@,100i) == 0 
004D: jump_if_false @WUZI1_27142 
0006: 746@ = 1 

:WUZI1_27142
00D6: if 
0039:   746@ == 1 
004D: jump_if_false @WUZI1_27374 
00D6: if 
8039:   not  748@ == 0 
004D: jump_if_false @WUZI1_27201 
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_27201 
0A09: set_actor 748@ muted 1 // versionB 

:WUZI1_27201
03D1: play_wav 634@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 331@(637@,100s) time 10000 flag 1 
000A: 636@ += 1 
0006: 746@ = 0 
000A: 637@ += 1 
0085: 635@ = 637@ // (int) 
00D6: if 
8039:   not  531@(637@,100i) == 0 
004D: jump_if_false @WUZI1_27374 
00D6: if 
0039:   634@ == 1 
004D: jump_if_false @WUZI1_27336 
00D6: if 
803B:   not  633@ == 637@ // (int) 
004D: jump_if_false @WUZI1_27329 
03CF: load_wav 531@(637@,100i) as 2 
0085: 633@ = 637@ // (int) 

:WUZI1_27329
0002: jump @WUZI1_27374 

:WUZI1_27336
00D6: if 
803B:   not  632@ == 637@ // (int) 
004D: jump_if_false @WUZI1_27374 
03CF: load_wav 531@(637@,100i) as 1 
0085: 632@ = 637@ // (int) 

:WUZI1_27374
0002: jump @WUZI1_27388 

:WUZI1_27381
0006: 636@ = 6 

:WUZI1_27388
0002: jump @WUZI1_27407 

:WUZI1_27395
03CF: load_wav 531@(637@,100i) as 634@ 

:WUZI1_27407
0002: jump @WUZI1_27955 

:WUZI1_27414
00D6: if 
03D2:   wav 634@ ended 
004D: jump_if_false @WUZI1_27467 
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_27453 
0A09: set_actor 748@ muted 0 // versionB 

:WUZI1_27453
000A: 636@ += 1 
0002: jump @WUZI1_27506 

:WUZI1_27467
00D6: if 
056D:   actor 748@ defined 
004D: jump_if_false @WUZI1_27506 
00D6: if 
0118:   actor 748@ dead 
004D: jump_if_false @WUZI1_27506 
000A: 636@ += 1 

:WUZI1_27506
0002: jump @WUZI1_27955 

:WUZI1_27513
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_27536 
0A09: set_actor 748@ muted 0 // versionB 

:WUZI1_27536
040D: unload_wav 634@ 
0006: 631@(634@,3i) = 0 
00BE: text_clear_all 
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_27580 
0968: actor 748@ stop_mouth 
094F: enable_actor 748@ pain_audio 

:WUZI1_27580
000A: 636@ += 1 
0002: jump @WUZI1_27955 

:WUZI1_27594
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_27617 
0A09: set_actor 748@ muted 0 // versionB 

:WUZI1_27617
000A: 637@ += 1 
00D6: if 
8039:   not  531@(637@,100i) == 0 
004D: jump_if_false @WUZI1_27670 
03CF: load_wav 531@(637@,100i) as 634@ 
0085: 631@(634@,3i) = 637@ // (int) 

:WUZI1_27670
000E: 638@ -= 1 
00D6: if 
8019:   not  638@ > 0 
004D: jump_if_false @WUZI1_27716 
0006: 637@ = 0 
0006: 638@ = 0 
0002: jump @WUZI1_27724 

:WUZI1_27716
0085: 637@ = 635@ // (int) 

:WUZI1_27724
0006: 636@ = 1 
0002: jump @WUZI1_27955 

:WUZI1_27738
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_27761 
0A09: set_actor 748@ muted 0 // versionB 

:WUZI1_27761
0006: 636@ = 1 
0006: 637@ = 0 
0006: 638@ = 0 
0006: 285@ = 0 
0006: 329@ = 0 
0004: $7248 = 0 
040D: unload_wav 634@ 
0006: 631@(634@,3i) = 0 
00BE: text_clear_all 
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_27842 
094F: enable_actor 748@ pain_audio 

:WUZI1_27842
0002: jump @WUZI1_27955 

:WUZI1_27849
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_27872 
0A09: set_actor 748@ muted 0 // versionB 

:WUZI1_27872
0006: 636@ = 2 
0006: 637@ = 0 
0006: 638@ = 0 
0006: 285@ = 0 
0006: 329@ = 0 
0004: $7248 = 0 
0006: 631@(634@,3i) = 0 
00BE: text_clear_all 
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_27948 
094F: enable_actor 748@ pain_audio 

:WUZI1_27948
0002: jump @WUZI1_27955 

:WUZI1_27955
0051: return 

:WUZI1_27957
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:WUZI1_27975
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 5000 
0998: add_respect 10 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'WUZI_1'  // Mountain Cloud Boys
0008: $WUZIMU_TOTAL_PASSED_MISSIONS += 1 
0051: return 

:WUZI1_28039
0006: 130@ = 0 

:WUZI1_28046
00D6: if 
001B:   18 > 130@ 
004D: jump_if_false @WUZI1_28139 
0164: disable_marker 111@(130@,18i) 
00D6: if 
8118:   not actor 138@(130@,18i) dead 
004D: jump_if_false @WUZI1_28125 
05E2: AS_actor 138@(130@,18i) kill_actor $PLAYER_ACTOR 
0961: set_actor 138@(130@,18i) keep_tasks_after_cleanup 1 
01C2: remove_references_to_actor 138@(130@,18i) // Like turning an actor into a random pedestrian 

:WUZI1_28125
000A: 130@ += 1 
0002: jump @WUZI1_28046 

:WUZI1_28139
03E6: remove_text_box 
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_28186 
01EC: make_car 104@ very_heavy 0 
02AC: set_car 104@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
020A: set_car 104@ door_status_to 1 

:WUZI1_28186
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WUZI1_28209 
01B4: set_player $PLAYER_CHAR can_move 1 

:WUZI1_28209
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0296: unload_special_actor 1 
0249: release_model #MICRO_UZI 
0249: release_model #DNB1 
0249: release_model #DNB2 
0249: release_model #DNB3 
0249: release_model #SNIPER 
0249: release_model #SENTINEL 
0249: release_model #TRIADA 
0249: release_model #TRIADB 
0249: release_model #OMOST 
0249: release_model #SANCHEZ 
04EF: release_animation "SWAT" 
04EF: release_animation "WUZI" 
04EF: release_animation "GANGS" 
04EF: release_animation "CAR_CHAT" 
0873: release_path 136 
0873: release_path 137 
0873: release_path 138 
0873: release_path 139 
0873: release_path 169 
091E: create_forbidden_for_boats_cube_cornerA -2239.251 636.6675 53.1933 cornerB -2165.047 720.0577 49.5456 
0151: remove_status_text $7247 
06D7: enable_train_traffic 1 
03C7: set_sensitivity_to_crime 1.0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @WUZI1_28404 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:WUZI1_28404
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_28425 
034F: destroy_actor_with_fade 35@ 

:WUZI1_28425
0164: disable_marker 107@ 
0164: disable_marker 108@ 
0164: disable_marker 109@ 
0164: disable_marker 110@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
02D1: remove_fire 258@ 
02D1: remove_fire 259@ 
065C: release_decision_maker 34@ 
06D0: enable_emergency_traffic 1 
0004: $ONMISSION = 0 
088D: set_objects_in_sphere -2175.213 662.718 50.8582 radius 10.5 with_model #CT_GATEXR collision_detection 1 
088D: set_objects_in_sphere -2175.213 662.718 50.8582 radius 10.5 with_model #CHINA_TOWN_GATEB collision_detection 1 
00D8: mission_cleanup 
0051: return 

//-------------Mission 54---------------
// Originally: Ran Fa Li

:FARLIE4
03A4: name_thread 'FARLIE4' 
0050: gosub @FARLIE4_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @FARLIE4_38 
0050: gosub @FARLIE4_7851 

:FARLIE4_38
0050: gosub @FARLIE4_8352 
004E: end_thread 

:FARLIE4_47
054C: use_GXT_table 'FARLIE4' 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:FARLIE4_73
00D6: if 
016B:   fading 
004D: jump_if_false @FARLIE4_97 
0001: wait 0 ms 
0002: jump @FARLIE4_73 

:FARLIE4_97
04BB: select_interior 1 
02E4: load_cutscene_data 'FARL_4A' 

:FARLIE4_112
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @FARLIE4_136 
0001: wait 0 ms 
0002: jump @FARLIE4_112 

:FARLIE4_136
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:FARLIE4_153
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FARLIE4_177 
0001: wait 0 ms 
0002: jump @FARLIE4_153 

:FARLIE4_177
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:FARLIE4_191
00D6: if 
016B:   fading 
004D: jump_if_false @FARLIE4_215 
0001: wait 0 ms 
0002: jump @FARLIE4_191 

:FARLIE4_215
02EA: end_cutscene 
04BB: select_interior 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_286 
03CB: set_rendering_origin_at -2154.998 645.5436 51.3516 
00A1: put_actor $PLAYER_ACTOR at -2154.998 645.5436 51.3516 
0173: set_actor $PLAYER_ACTOR Z_angle_to 271.113 
0373: set_camera_directly_behind_player 

:FARLIE4_286
02A3: enable_widescreen 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
01E8: create_forbidden_for_cars_cube_cornerA -1478.294 -65.4014 0.0 cornerB -1395.423 2.7054 10.0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 24 
060A: create_decision_maker_type 2 store_to 46@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 146@ // decision\allowed\m_.ped files 
0709: set_decision_maker 146@ on_event 17 taskID 704 respect 0.0 hate 0.0 like 100.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 46@ on_event 17 taskID 704 respect 0.0 hate 0.0 like 100.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
018A: 37@ = create_checkpoint_at -1742.273 1422.631 6.1842 
018B: set_marker 37@ radar_mode 0 
018A: 41@ = create_checkpoint_at -1409.9 -303.4 4.5 
02FA: set_garage 'FDORSFE' type 19 
0247: load_model #MICRO_UZI 

:FARLIE4_509
00D6: if 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @FARLIE4_536 
0001: wait 0 ms 
0002: jump @FARLIE4_509 

:FARLIE4_536
00D6: if and
8491:   not actor $PLAYER_ACTOR has_weapon 28 
8491:   not actor $PLAYER_ACTOR has_weapon 29 
004D: jump_if_false @FARLIE4_578 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 28 

:FARLIE4_578
0006: 32@ = 0 
0006: 140@ = 2 
00BC: show_text_highpriority GXT 'F4_T0' time 9000 flag 1  // ~s~Pick up the car from the airport ~y~car park~s~.

:FARLIE4_608
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_875 
0001: wait 0 ms 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @FARLIE4_650 
0002: jump @FARLIE4_8013 

:FARLIE4_650
0050: gosub @FARLIE4_8744 
0050: gosub @FARLIE4_9534 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1409.9 -303.4 4.5 radius 4.0 4.0 4.0 
004D: jump_if_false @FARLIE4_868 
0247: load_model #SABRE 
0247: load_model #MANANA 

:FARLIE4_722
00D6: if or
8248:   not model #SABRE available 
8248:   not model #MANANA available 
004D: jump_if_false @FARLIE4_754 
0001: wait 0 ms 
0002: jump @FARLIE4_722 

:FARLIE4_754
0006: 141@ = 1 
0164: disable_marker 41@ 
00A5: 34@ = create_car #MANANA at -1425.512 -21.2813 5.0078 
0175: set_car 34@ Z_angle_to 88.7848 
0519: set_car 34@ locked 1 
0186: 35@ = create_marker_above_car 34@ 
07E0: set_marker 35@ type_to 1 
053F: set_car 34@ tires_vulnerability 0 
0224: set_car 34@ health_to 3000 
0229: set_car 34@ primary_color_to 3 secondary_color_to 3 
00BC: show_text_highpriority GXT 'F4_T7' time 4000 flag 1  // ~s~Get the ~b~car~s~!
0002: jump @FARLIE4_882 

:FARLIE4_868
0002: jump @FARLIE4_608 

:FARLIE4_875
0002: jump @FARLIE4_7851 

:FARLIE4_882
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_1039 
0001: wait 0 ms 
0050: gosub @FARLIE4_8744 
0050: gosub @FARLIE4_9534 
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_969 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @FARLIE4_969 
00D9: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car // add to mission cleanup 

:FARLIE4_969
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_1032 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @FARLIE4_1032 
018B: set_marker 35@ radar_mode 0 
018B: set_marker 37@ radar_mode 3 
0519: set_car 34@ locked 0 
0002: jump @FARLIE4_1046 

:FARLIE4_1032
0002: jump @FARLIE4_882 

:FARLIE4_1039
0002: jump @FARLIE4_7851 

:FARLIE4_1046
01B4: set_player $PLAYER_CHAR can_move 0 
0247: load_model #DNB1 
0247: load_model #DNB2 
0247: load_model #FCR900 
0247: load_model #MICRO_UZI 
0247: load_model #MULE 
0247: load_model #CELLPHONE 
0247: load_model #SABRE 
0247: load_model #SADLER 

:FARLIE4_1091
00D6: if or
8248:   not model #DNB1 available 
8248:   not model #DNB2 available 
8248:   not model #FCR900 available 
8248:   not model #MICRO_UZI available 
8248:   not model #MULE available 
8248:   not model #CELLPHONE available 
004D: jump_if_false @FARLIE4_1141 
0001: wait 0 ms 
0002: jump @FARLIE4_1091 

:FARLIE4_1141
040D: unload_wav 3 
03CF: load_wav 28000 as 3 

:FARLIE4_1152
00D6: if or
83D0:   not wav 3 loaded 
8248:   not model #SABRE available 
8248:   not model #SADLER available 
004D: jump_if_false @FARLIE4_1188 
0001: wait 0 ms 
0002: jump @FARLIE4_1152 

:FARLIE4_1188
01EB: set_traffic_density_multiplier_to 4.0 

:FARLIE4_1195
0050: gosub @FARLIE4_8286 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @FARLIE4_1306 
00D6: if 
01AF:   car $TEMPVAR_ACTOR_CAR sphere 0 in_sphere -1429.619 -21.2788 5.0078 radius 10.0 10.0 10.0 
004D: jump_if_false @FARLIE4_1301 
0763: add_car_reference $TEMPVAR_ACTOR_CAR // mission only 
00AB: put_car $TEMPVAR_ACTOR_CAR at -1425.615 -16.4956 5.0078 
0175: set_car $TEMPVAR_ACTOR_CAR Z_angle_to 271.5388 

:FARLIE4_1301
0001: wait 500 ms 

:FARLIE4_1306
0395: clear_area 1 at -1412.56 -138.0878 5.0 radius 200.0 
0050: gosub @FARLIE4_8252 
015F: set_camera_position -1430.361 -18.6971 6.191 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1429.655 -19.4032 6.1376 switchstyle 2 
00A5: 49@ = create_car #MULE at -1414.173 -50.4918 5.0 
020B: explode_car 49@
0175: set_car 49@ Z_angle_to 0.0 
0129: 59@ = create_actor_pedtype 24 model #DNB1 in_car 49@ driverseat 
01B2: give_actor 59@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 59@ armed_weapon_to 28 
00D6: if and
8119:   not car 49@ wrecked 
8118:   not actor 59@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_1541 
0615: define_AS_pack_begin 142@ 
05D1: AS_actor -1 drive_car 49@ to -1414.428 -32.5711 5.0069 speed 15.0 2 model #NULL 2 
05CD: AS_actor -1 exit_car 49@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 142@ 
0618: assign_actor 59@ to_AS_pack 142@ 

:FARLIE4_1541
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_1565 
0227: 43@ = car 34@ health 

:FARLIE4_1565
008A: $7250 = 43@ // (int) 
0014: $7250 /= 30 
03C4: set_status_text $7250 type 1 GXT 'F4_D' // global_variable  // Damage
0050: gosub @FARLIE4_8319 
00BC: show_text_highpriority GXT 'F4_T5' time 5000 flag 1  // It's an ambush, the Da Nang Boys are covering the exits!
0006: 33@ = 0 

:FARLIE4_1626
00D6: if 
001B:   2000 > 33@ 
004D: jump_if_false @FARLIE4_1680 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @FARLIE4_1673 
0002: jump @FARLIE4_1760 

:FARLIE4_1673
0002: jump @FARLIE4_1626 

:FARLIE4_1680
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @FARLIE4_1699 
03D1: play_wav 3 

:FARLIE4_1699
0006: 33@ = 0 

:FARLIE4_1706
00D6: if 
001B:   2000 > 33@ 
004D: jump_if_false @FARLIE4_1760 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @FARLIE4_1753 
0002: jump @FARLIE4_1760 

:FARLIE4_1753
0002: jump @FARLIE4_1706 

:FARLIE4_1760
0050: gosub @FARLIE4_8267 
00BC: show_text_highpriority GXT 'F4_T8' time 4000 flag 1  // ~s~Take the car back to the ~y~garage~s~.
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_1806 
0519: set_car 34@ locked 0 

:FARLIE4_1806
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_7844 
0001: wait 0 ms 
0050: gosub @FARLIE4_8744 
0050: gosub @FARLIE4_9534 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_1885 
00D6: if 
0A15:   is_car_affected_by_cheats 34@ 
004D: jump_if_false @FARLIE4_1885 
0224: set_car 34@ health_to 3000 

:FARLIE4_1885
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_2044 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @FARLIE4_1966 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @FARLIE4_1959 
018B: set_marker 35@ radar_mode 0 
018B: set_marker 37@ radar_mode 3 
0006: 40@ = 1 

:FARLIE4_1959
0002: jump @FARLIE4_2021 

:FARLIE4_1966
00D6: if 
0039:   40@ == 1 
004D: jump_if_false @FARLIE4_2021 
018B: set_marker 35@ radar_mode 3 
018B: set_marker 37@ radar_mode 0 
00BC: show_text_highpriority GXT 'F4_T4' time 4000 flag 1  // ~s~Get back in the ~b~car~s~!
0006: 40@ = 0 

:FARLIE4_2021
0227: 43@ = car 34@ health 
008A: $7250 = 43@ // (int) 
0014: $7250 /= 30 

:FARLIE4_2044
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1467.032 -133.7941 5.0078 radius 60.0 60.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1347.11 -49.7249 5.0078 radius 20.0 20.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1421.344 -238.9247 5.0 radius 20.0 20.0 10.0 
004D: jump_if_false @FARLIE4_2368 
00D6: if 
0039:   79@ == 0 
004D: jump_if_false @FARLIE4_2368 
0395: clear_area 1 at -1474.466 -162.8309 5.0234 radius 10.0 
00A5: 51@ = create_car #MULE at -1474.466 -162.8309 5.0234 
020B: explode_car 51@
0175: set_car 51@ Z_angle_to 272.5542 
0129: 61@ = create_actor_pedtype 24 model #DNB1 in_car 51@ driverseat 
01B2: give_actor 61@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 61@ armed_weapon_to 28 
00D6: if and
8119:   not car 51@ wrecked 
8118:   not actor 61@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_2361 
0615: define_AS_pack_begin 144@ 
05D1: AS_actor -1 drive_car 51@ to -1464.862 -162.4026 5.0226 speed 25.0 2 model #NULL 2 
05CD: AS_actor -1 exit_car 51@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 61@ to_AS_pack 144@ 

:FARLIE4_2361
0006: 79@ = 1 

:FARLIE4_2368
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1423.849 -135.7411 5.0078 radius 20.0 20.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1347.11 -49.7249 5.0078 radius 20.0 20.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1421.344 -238.9247 5.0 radius 20.0 20.0 10.0 
004D: jump_if_false @FARLIE4_2692 
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @FARLIE4_2692 
0395: clear_area 1 at -1387.268 -126.9234 5.0078 radius 10.0 
00A5: 50@ = create_car #MULE at -1387.268 -126.9234 5.0078 
020B: explode_car 50@
0175: set_car 50@ Z_angle_to 180.2388 
0129: 60@ = create_actor_pedtype 24 model #DNB1 in_car 50@ driverseat 
01B2: give_actor 60@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 60@ armed_weapon_to 28 
00D6: if and
8119:   not car 50@ wrecked 
8118:   not actor 60@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_2685 
0615: define_AS_pack_begin 143@ 
05D1: AS_actor -1 drive_car 50@ to -1387.225 -135.6199 5.0078 speed 25.0 2 model #NULL 2 
05CD: AS_actor -1 exit_car 50@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 143@ 
0618: assign_actor 60@ to_AS_pack 143@ 

:FARLIE4_2685
0006: 80@ = 1 

:FARLIE4_2692
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1427.269 -238.5722 5.0234 radius 20.0 20.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1347.11 -49.7249 5.0078 radius 20.0 20.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1421.344 -238.9247 5.0 radius 20.0 20.0 10.0 
004D: jump_if_false @FARLIE4_3011 
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @FARLIE4_3011 
0395: clear_area 1 at -1387.792 -230.1776 5.0078 radius 10.0 
00A5: 52@ = create_car #MULE at -1387.792 -230.1776 5.0078 
020B: explode_car 52@
0175: set_car 52@ Z_angle_to 179.5878 
0129: 62@ = create_actor_pedtype 24 model #DNB1 in_car 52@ driverseat 
01B2: give_actor 62@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 62@ armed_weapon_to 28 
00D6: if and
8119:   not car 52@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_3004 
0615: define_AS_pack_begin 145@ 
05D1: AS_actor -1 drive_car 52@ to -1387.862 -240.3811 5.0078 speed 25.0 2 model #NULL 2 
05CD: AS_actor -1 exit_car 52@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 145@ 
0618: assign_actor 62@ to_AS_pack 145@ 

:FARLIE4_3004
0006: 89@ = 1 

:FARLIE4_3011
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1399.686 -184.757 5.3047 radius 5.0 5.0 10.0 
0039:   81@ == 0 
004D: jump_if_false @FARLIE4_3146 
009A: 44@ = create_actor_pedtype 24 model #DNB2 at -1404.049 -234.7071 5.3047 
0173: set_actor 44@ Z_angle_to 353.8535 
01B2: give_actor 44@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 44@ armed_weapon_to 28 
02E2: set_actor 44@ weapon_accuracy_to 80 
060B: set_actor 44@ decision_maker_to 46@ 
06E3: AS_actor 44@ roll_sideways 1 
0006: 81@ = 1 

:FARLIE4_3146
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1400.184 -205.7361 5.3047 radius 5.0 5.0 10.0 
0039:   82@ == 0 
004D: jump_if_false @FARLIE4_3281 
009A: 45@ = create_actor_pedtype 24 model #DNB1 at -1394.235 -234.735 5.3047 
0173: set_actor 45@ Z_angle_to 1.5813 
01B2: give_actor 45@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 45@ armed_weapon_to 28 
02E2: set_actor 45@ weapon_accuracy_to 80 
060B: set_actor 45@ decision_maker_to 46@ 
06E3: AS_actor 45@ roll_sideways 0 
0006: 82@ = 1 

:FARLIE4_3281
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1407.187 -239.4782 5.3047 radius 20.0 20.0 10.0 
0039:   83@ == 0 
004D: jump_if_false @FARLIE4_3822 
009A: 69@ = create_actor_pedtype 24 model #DNB2 at -1407.076 -358.3559 8.3099 
0173: set_actor 69@ Z_angle_to 9.5994 
009A: 70@ = create_actor_pedtype 24 model #DNB1 at -1476.887 -291.53 8.7087 
0173: set_actor 70@ Z_angle_to 258.9856 
0006: 36@ = 0 

:FARLIE4_3411
01B2: give_actor 69@(36@,10i) weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 69@(36@,10i) armed_weapon_to 28 
02E2: set_actor 69@(36@,10i) weapon_accuracy_to 80 
060B: set_actor 69@(36@,10i) decision_maker_to 46@ 
0638: AS_actor 69@(36@,10i) stay_put 1 
05E2: AS_actor 69@(36@,10i) kill_actor $PLAYER_ACTOR 
04EB: AS_actor 69@(36@,10i) crouch 1 
000A: 36@ += 1 
0029:   36@ >= 2 
004D: jump_if_false @FARLIE4_3411 
00A5: 52@ = create_car #MULE at -1478.896 -470.3535 10.9926 
020B: explode_car 52@
0175: set_car 52@ Z_angle_to 11.1921 
009A: 99@ = create_actor_pedtype 24 model #DNB2 at -1478.188 -476.1086 11.1411 
0173: set_actor 99@ Z_angle_to 277.8792 
009A: 100@ = create_actor_pedtype 24 model #DNB2 at -1479.535 -466.4356 11.0 
0173: set_actor 100@ Z_angle_to 263.3237 
00A5: 53@ = create_car #MULE at -1586.023 -359.7679 10.9926 
020B: explode_car 53@
0175: set_car 53@ Z_angle_to 248.7342 
009A: 101@ = create_actor_pedtype 24 model #DNB2 at -1582.225 -362.0264 11.0 
0173: set_actor 101@ Z_angle_to 356.2877 
009A: 102@ = create_actor_pedtype 24 model #DNB2 at -1590.694 -357.4667 11.1411 
0173: set_actor 102@ Z_angle_to 323.3828 
0006: 36@ = 0 

:FARLIE4_3723
01B2: give_actor 99@(36@,10i) weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 99@(36@,10i) armed_weapon_to 28 
02E2: set_actor 99@(36@,10i) weapon_accuracy_to 80 
060B: set_actor 99@(36@,10i) decision_maker_to 46@ 
0638: AS_actor 99@(36@,10i) stay_put 1 
05E2: AS_actor 99@(36@,10i) kill_actor $PLAYER_ACTOR 
000A: 36@ += 1 
0029:   36@ >= 4 
004D: jump_if_false @FARLIE4_3723 
0006: 83@ = 1 

:FARLIE4_3822
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1570.888 -455.6748 5.0 radius 25.0 25.0 10.0 
0039:   84@ == 0 
004D: jump_if_false @FARLIE4_3999 
01EB: set_traffic_density_multiplier_to 4.0 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
0006: 36@ = 0 

:FARLIE4_3901
009B: destroy_actor 59@(36@,10i) 
00D6: if 
8119:   not car 49@(36@,10i) wrecked 
004D: jump_if_false @FARLIE4_3962 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 49@(36@,10i) 
004D: jump_if_false @FARLIE4_3962 
00A6: destroy_car 49@(36@,10i) 

:FARLIE4_3962
009B: destroy_actor 69@(36@,10i) 
000A: 36@ += 1 
0029:   36@ >= 3 
004D: jump_if_false @FARLIE4_3901 
0006: 84@ = 1 

:FARLIE4_3999
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2258.519 124.3485 34.3125 radius 150.0 150.0 10.0 
0039:   85@ == 0 
004D: jump_if_false @FARLIE4_4309 
0395: clear_area 1 at -2258.519 124.3485 34.3125 radius 10.0 
00A5: 109@ = create_car #FCR900 at -2258.519 124.3485 34.3125 
0186: 129@ = create_marker_above_car 109@ 
00AE: set_car 109@ traffic_behaviour_to 2 
020B: explode_car 109@
0175: set_car 109@ Z_angle_to 179.5562 
0129: 119@ = create_actor_pedtype 24 model #DNB1 in_car 109@ driverseat 
01C8: 120@ = create_actor_pedtype 24 model #DNB2 in_car 109@ passenger_seat 0 
08C6: set_actor 119@ stay_on_bike 0 
08C6: set_actor 120@ stay_on_bike 0 
01B2: give_actor 119@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 119@ armed_weapon_to 28 
02E2: set_actor 119@ weapon_accuracy_to 30 
01B2: give_actor 120@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 120@ armed_weapon_to 28 
02E2: set_actor 120@ weapon_accuracy_to 30 
060B: set_actor 119@ decision_maker_to 46@ 
060B: set_actor 120@ decision_maker_to 46@ 
0713: actor 120@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_4302 
06E1: AS_actor 119@ using_car 109@ target_car 34@ with_order 29 max_speed 100.0 traffic_flag 2 

:FARLIE4_4302
0006: 85@ = 1 

:FARLIE4_4309
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1817.805 -552.1889 15.0039 radius 150.0 150.0 10.0 
0039:   86@ == 0 
004D: jump_if_false @FARLIE4_4648 
0395: clear_area 1 at -1817.805 -552.1889 15.0039 radius 10.0 
00A5: 110@ = create_car #FCR900 at -1817.805 -552.1889 15.0039 
020B: explode_car 110@
0186: 130@ = create_marker_above_car 110@ 
0175: set_car 110@ Z_angle_to 174.0251 
00AE: set_car 110@ traffic_behaviour_to 2 
0129: 121@ = create_actor_pedtype 24 model #DNB1 in_car 110@ driverseat 
01C8: 122@ = create_actor_pedtype 24 model #DNB2 in_car 110@ passenger_seat 0 
08C6: set_actor 121@ stay_on_bike 0 
08C6: set_actor 122@ stay_on_bike 0 
01B2: give_actor 121@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 121@ armed_weapon_to 28 
02E2: set_actor 121@ weapon_accuracy_to 30 
01B2: give_actor 122@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 122@ armed_weapon_to 28 
02E2: set_actor 122@ weapon_accuracy_to 30 
0713: actor 122@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: set_actor 122@ decision_maker_to 46@ 
060B: set_actor 121@ decision_maker_to 46@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_4641 
0615: define_AS_pack_begin 38@ 
05B9: AS_actor -1 stay_idle 5000 ms 
06E1: AS_actor -1 using_car 110@ target_car 34@ with_order 30 max_speed 100.0 traffic_flag 2 
0616: define_AS_pack_end 38@ 
0618: assign_actor 121@ to_AS_pack 38@ 
061B: remove_references_to_AS_pack 38@ 

:FARLIE4_4641
0006: 86@ = 1 

:FARLIE4_4648
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1818.385 -621.8912 15.312 radius 150.0 150.0 10.0 
0039:   87@ == 0 
004D: jump_if_false @FARLIE4_4987 
0395: clear_area 1 at -1818.385 -621.8912 15.312 radius 10.0 
00A5: 111@ = create_car #FCR900 at -1818.385 -621.8912 15.312 
020B: explode_car 111@
0186: 131@ = create_marker_above_car 111@ 
0175: set_car 111@ Z_angle_to 1.701 
00AE: set_car 111@ traffic_behaviour_to 2 
0129: 123@ = create_actor_pedtype 24 model #DNB1 in_car 111@ driverseat 
01C8: 124@ = create_actor_pedtype 24 model #DNB2 in_car 111@ passenger_seat 0 
08C6: set_actor 123@ stay_on_bike 0 
08C6: set_actor 124@ stay_on_bike 0 
01B2: give_actor 123@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 123@ armed_weapon_to 28 
02E2: set_actor 123@ weapon_accuracy_to 30 
01B2: give_actor 124@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 124@ armed_weapon_to 28 
02E2: set_actor 124@ weapon_accuracy_to 30 
0713: actor 124@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: set_actor 124@ decision_maker_to 46@ 
060B: set_actor 123@ decision_maker_to 46@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_4980 
0615: define_AS_pack_begin 38@ 
05B9: AS_actor -1 stay_idle 5000 ms 
06E1: AS_actor -1 using_car 111@ target_car 34@ with_order 29 max_speed 100.0 traffic_flag 2 
0616: define_AS_pack_end 38@ 
0618: assign_actor 123@ to_AS_pack 38@ 
061B: remove_references_to_AS_pack 38@ 

:FARLIE4_4980
0006: 87@ = 1 

:FARLIE4_4987
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2211.62 580.9911 34.1691 radius 300.0 300.0 10.0 
0039:   157@ == 0 
004D: jump_if_false @FARLIE4_5290 
0395: clear_area 1 at -2211.62 580.9911 34.1691 radius 10.0 
00A5: 162@ = create_car #MANANA at -2211.62 580.9911 34.1691 
020B: explode_car 162@
0186: 167@ = create_marker_above_car 162@ 
0175: set_car 162@ Z_angle_to 176.7102 
00AE: set_car 162@ traffic_behaviour_to 2 
0129: 147@ = create_actor_pedtype 24 model #DNB1 in_car 162@ driverseat 
01C8: 148@ = create_actor_pedtype 24 model #DNB2 in_car 162@ passenger_seat 0 
08C6: set_actor 148@ stay_on_bike 2 
01B2: give_actor 147@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 147@ armed_weapon_to 28 
02E2: set_actor 147@ weapon_accuracy_to 30 
01B2: give_actor 148@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 148@ armed_weapon_to 28 
02E2: set_actor 148@ weapon_accuracy_to 30 
0713: actor 148@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: set_actor 148@ decision_maker_to 46@ 
060B: set_actor 147@ decision_maker_to 46@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_5283 
06E1: AS_actor 147@ using_car 162@ target_car 34@ with_order 30 max_speed 100.0 traffic_flag 2 

:FARLIE4_5283
0006: 157@ = 1 

:FARLIE4_5290
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1850.127 1096.324 44.2969 radius 300.0 300.0 10.0 
0039:   158@ == 0 
004D: jump_if_false @FARLIE4_5586 
0395: clear_area 1 at -1850.127 1096.324 44.2969 radius 10.0 
00A5: 163@ = create_car #SABRE at -1850.127 1096.324 44.2969 
020B: explode_car 163@
0186: 168@ = create_marker_above_car 163@ 
0175: set_car 163@ Z_angle_to 81.5282 
00AE: set_car 163@ traffic_behaviour_to 2 
0129: 149@ = create_actor_pedtype 24 model #DNB1 in_car 163@ driverseat 
01C8: 150@ = create_actor_pedtype 24 model #DNB2 in_car 163@ passenger_seat 0 
01B2: give_actor 149@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 149@ armed_weapon_to 28 
02E2: set_actor 149@ weapon_accuracy_to 30 
01B2: give_actor 150@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 150@ armed_weapon_to 28 
02E2: set_actor 150@ weapon_accuracy_to 30 
0713: actor 150@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: set_actor 150@ decision_maker_to 46@ 
060B: set_actor 149@ decision_maker_to 46@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_5579 
06E1: AS_actor 149@ using_car 163@ target_car 34@ with_order 29 max_speed 100.0 traffic_flag 2 

:FARLIE4_5579
0006: 158@ = 1 

:FARLIE4_5586
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1740.369 1404.461 6.1875 radius 300.0 300.0 10.0 
0039:   159@ == 0 
004D: jump_if_false @FARLIE4_5882 
0395: clear_area 1 at -1740.369 1404.461 6.1875 radius 10.0 
00A5: 164@ = create_car #SADLER at -1740.369 1404.461 6.1875 
020B: explode_car 164@
0186: 169@ = create_marker_above_car 164@ 
0175: set_car 164@ Z_angle_to 172.1585 
00AE: set_car 164@ traffic_behaviour_to 2 
0129: 151@ = create_actor_pedtype 24 model #DNB1 in_car 164@ driverseat 
01C8: 152@ = create_actor_pedtype 24 model #DNB2 in_car 164@ passenger_seat 0 
01B2: give_actor 151@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 151@ armed_weapon_to 28 
02E2: set_actor 151@ weapon_accuracy_to 30 
01B2: give_actor 152@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 152@ armed_weapon_to 28 
02E2: set_actor 152@ weapon_accuracy_to 30 
0713: actor 152@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: set_actor 152@ decision_maker_to 46@ 
060B: set_actor 151@ decision_maker_to 46@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_5875 
06E1: AS_actor 151@ using_car 164@ target_car 34@ with_order 30 max_speed 100.0 traffic_flag 2 

:FARLIE4_5875
0006: 159@ = 1 

:FARLIE4_5882
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1892.652 745.0367 44.2969 radius 300.0 300.0 10.0 
0039:   160@ == 0 
004D: jump_if_false @FARLIE4_6185 
0395: clear_area 1 at -1892.652 745.0367 44.2969 radius 10.0 
00A5: 165@ = create_car #SABRE at -1892.652 745.0367 44.2969 
020B: explode_car 165@
0186: 170@ = create_marker_above_car 165@ 
0175: set_car 165@ Z_angle_to 167.9494 
00AE: set_car 165@ traffic_behaviour_to 2 
00AF: set_car 165@ driver_behaviour_to 5 
0129: 153@ = create_actor_pedtype 24 model #DNB1 in_car 165@ driverseat 
01C8: 154@ = create_actor_pedtype 24 model #DNB2 in_car 165@ passenger_seat 0 
01B2: give_actor 153@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 153@ armed_weapon_to 28 
02E2: set_actor 153@ weapon_accuracy_to 30 
01B2: give_actor 154@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 154@ armed_weapon_to 28 
02E2: set_actor 154@ weapon_accuracy_to 30 
0713: actor 153@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: set_actor 154@ decision_maker_to 46@ 
060B: set_actor 153@ decision_maker_to 46@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_6178 
06E1: AS_actor 154@ using_car 165@ target_car 34@ with_order 29 max_speed 100.0 traffic_flag 2 

:FARLIE4_6178
0006: 160@ = 1 

:FARLIE4_6185
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2154.207 576.4759 34.1719 radius 150.0 150.0 10.0 
0039:   88@ == 0 
004D: jump_if_false @FARLIE4_6377 
0395: clear_area 1 at -1818.385 -621.8912 15.312 radius 10.0 
009A: 183@ = create_actor_pedtype 24 model #DNB1 at -2154.207 576.4759 34.1719 
00A5: 182@ = create_car #FCR900 at -2154.382 577.5017 34.1719 
020B: explode_car 182@
0175: set_car 182@ Z_angle_to 114.1029 
0173: set_actor 183@ Z_angle_to 211.0992 
01B2: give_actor 183@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 183@ armed_weapon_to 28 
02E2: set_actor 183@ weapon_accuracy_to 90 
060B: set_actor 183@ decision_maker_to 46@ 
0638: AS_actor 183@ stay_put 1 
0006: 88@ = 1 

:FARLIE4_6377
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2245.675 303.3215 34.3203 radius 150.0 150.0 10.0 
0039:   88@ == 0 
004D: jump_if_false @FARLIE4_6569 
0395: clear_area 1 at -2245.675 303.3215 34.3203 radius 10.0 
009A: 185@ = create_actor_pedtype 24 model #DNB1 at -2245.675 303.3215 34.3203 
00A5: 184@ = create_car #FCR900 at -2244.782 304.8253 34.3203 
020B: explode_car 184@
0175: set_car 184@ Z_angle_to 191.9683 
0173: set_actor 185@ Z_angle_to 165.1429 
01B2: give_actor 185@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 185@ armed_weapon_to 28 
02E2: set_actor 185@ weapon_accuracy_to 90 
060B: set_actor 185@ decision_maker_to 46@ 
0638: AS_actor 185@ stay_put 1 
0006: 88@ = 1 

:FARLIE4_6569
00D6: if 
8118:   not actor 119@ dead 
004D: jump_if_false @FARLIE4_6634 
00D6: if 
80DF:   not actor 119@ driving 
004D: jump_if_false @FARLIE4_6627 
05BE: AS_actor 119@ die 
00D6: if 
075C:   marker 129@ enabled 
004D: jump_if_false @FARLIE4_6627 
0164: disable_marker 129@ 

:FARLIE4_6627
0002: jump @FARLIE4_6655 

:FARLIE4_6634
00D6: if 
075C:   marker 129@ enabled 
004D: jump_if_false @FARLIE4_6655 
0164: disable_marker 129@ 

:FARLIE4_6655
00D6: if 
8118:   not actor 121@ dead 
004D: jump_if_false @FARLIE4_6715 
00D6: if 
80DF:   not actor 121@ driving 
004D: jump_if_false @FARLIE4_6708 
00D6: if 
075C:   marker 130@ enabled 
004D: jump_if_false @FARLIE4_6708 
0164: disable_marker 130@ 

:FARLIE4_6708
0002: jump @FARLIE4_6736 

:FARLIE4_6715
00D6: if 
075C:   marker 130@ enabled 
004D: jump_if_false @FARLIE4_6736 
0164: disable_marker 130@ 

:FARLIE4_6736
00D6: if 
8118:   not actor 123@ dead 
004D: jump_if_false @FARLIE4_6796 
00D6: if 
80DF:   not actor 123@ driving 
004D: jump_if_false @FARLIE4_6789 
00D6: if 
075C:   marker 131@ enabled 
004D: jump_if_false @FARLIE4_6789 
0164: disable_marker 131@ 

:FARLIE4_6789
0002: jump @FARLIE4_6817 

:FARLIE4_6796
00D6: if 
075C:   marker 131@ enabled 
004D: jump_if_false @FARLIE4_6817 
0164: disable_marker 131@ 

:FARLIE4_6817
00D6: if 
8118:   not actor 147@ dead 
004D: jump_if_false @FARLIE4_6877 
00D6: if 
80DF:   not actor 147@ driving 
004D: jump_if_false @FARLIE4_6870 
00D6: if 
075C:   marker 167@ enabled 
004D: jump_if_false @FARLIE4_6870 
0164: disable_marker 167@ 

:FARLIE4_6870
0002: jump @FARLIE4_6898 

:FARLIE4_6877
00D6: if 
075C:   marker 167@ enabled 
004D: jump_if_false @FARLIE4_6898 
0164: disable_marker 167@ 

:FARLIE4_6898
00D6: if 
8118:   not actor 149@ dead 
004D: jump_if_false @FARLIE4_6958 
00D6: if 
80DF:   not actor 149@ driving 
004D: jump_if_false @FARLIE4_6951 
00D6: if 
075C:   marker 168@ enabled 
004D: jump_if_false @FARLIE4_6951 
0164: disable_marker 168@ 

:FARLIE4_6951
0002: jump @FARLIE4_6979 

:FARLIE4_6958
00D6: if 
075C:   marker 168@ enabled 
004D: jump_if_false @FARLIE4_6979 
0164: disable_marker 168@ 

:FARLIE4_6979
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @FARLIE4_7039 
00D6: if 
80DF:   not actor 151@ driving 
004D: jump_if_false @FARLIE4_7032 
00D6: if 
075C:   marker 169@ enabled 
004D: jump_if_false @FARLIE4_7032 
0164: disable_marker 169@ 

:FARLIE4_7032
0002: jump @FARLIE4_7060 

:FARLIE4_7039
00D6: if 
075C:   marker 169@ enabled 
004D: jump_if_false @FARLIE4_7060 
0164: disable_marker 169@ 

:FARLIE4_7060
00D6: if 
8118:   not actor 153@ dead 
004D: jump_if_false @FARLIE4_7120 
00D6: if 
80DF:   not actor 153@ driving 
004D: jump_if_false @FARLIE4_7113 
00D6: if 
075C:   marker 170@ enabled 
004D: jump_if_false @FARLIE4_7113 
0164: disable_marker 170@ 

:FARLIE4_7113
0002: jump @FARLIE4_7141 

:FARLIE4_7120
00D6: if 
075C:   marker 170@ enabled 
004D: jump_if_false @FARLIE4_7141 
0164: disable_marker 170@ 

:FARLIE4_7141
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_7507 
0006: 36@ = 0 

:FARLIE4_7164
00D6: if 
8118:   not actor 119@(36@,10i) dead 
004D: jump_if_false @FARLIE4_7226 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 119@(36@,10i) radius 10.0 10.0 0 
004D: jump_if_false @FARLIE4_7226 
0050: gosub @FARLIE4_8976 

:FARLIE4_7226
00D6: if 
8118:   not actor 99@(36@,10i) dead 
004D: jump_if_false @FARLIE4_7288 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 99@(36@,10i) radius 10.0 10.0 0 
004D: jump_if_false @FARLIE4_7288 
0050: gosub @FARLIE4_8976 

:FARLIE4_7288
000A: 36@ += 1 
0029:   36@ >= 4 
004D: jump_if_false @FARLIE4_7164 
0006: 36@ = 0 

:FARLIE4_7316
00D6: if 
8118:   not actor 69@(36@,10i) dead 
004D: jump_if_false @FARLIE4_7378 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 69@(36@,10i) radius 10.0 10.0 0 
004D: jump_if_false @FARLIE4_7378 
0050: gosub @FARLIE4_8976 

:FARLIE4_7378
000A: 36@ += 1 
0029:   36@ >= 2 
004D: jump_if_false @FARLIE4_7316 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FARLIE4_7453 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 44@ radius 10.0 10.0 0 
004D: jump_if_false @FARLIE4_7453 
0050: gosub @FARLIE4_8976 

:FARLIE4_7453
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FARLIE4_7507 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 45@ radius 10.0 10.0 0 
004D: jump_if_false @FARLIE4_7507 
0050: gosub @FARLIE4_8976 

:FARLIE4_7507
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_7837 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @FARLIE4_7837 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1742.273 1422.631 6.1842 radius 4.0 4.0 4.0 
004D: jump_if_false @FARLIE4_7837 
01B4: set_player $PLAYER_CHAR can_move 0 
0050: gosub @FARLIE4_8286 
00D6: if 
8119:   not car 109@ wrecked 
004D: jump_if_false @FARLIE4_7625 
00A6: destroy_car 109@ 

:FARLIE4_7625
00D6: if 
8119:   not car 110@ wrecked 
004D: jump_if_false @FARLIE4_7646 
00A6: destroy_car 110@ 

:FARLIE4_7646
00D6: if 
8119:   not car 111@ wrecked 
004D: jump_if_false @FARLIE4_7667 
00A6: destroy_car 111@ 

:FARLIE4_7667
00D6: if 
8119:   not car 162@ wrecked 
004D: jump_if_false @FARLIE4_7688 
00A6: destroy_car 162@ 

:FARLIE4_7688
00D6: if 
8119:   not car 163@ wrecked 
004D: jump_if_false @FARLIE4_7709 
00A6: destroy_car 163@ 

:FARLIE4_7709
00D6: if 
8119:   not car 164@ wrecked 
004D: jump_if_false @FARLIE4_7730 
00A6: destroy_car 164@ 

:FARLIE4_7730
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @FARLIE4_7751 
00A6: destroy_car 165@ 

:FARLIE4_7751
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_7797 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1741.706 1425.384 6.1842 
0173: set_actor $PLAYER_ACTOR Z_angle_to 179.2136 

:FARLIE4_7797
0151: remove_status_text $7250 
00A6: destroy_car 34@ 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0001: wait 2000 ms 
0050: gosub @FARLIE4_8319 
0002: jump @FARLIE4_8013 

:FARLIE4_7837
0002: jump @FARLIE4_1806 

:FARLIE4_7844
0002: jump @FARLIE4_7851 

:FARLIE4_7851
00D6: if 
075C:   marker 37@ enabled 
004D: jump_if_false @FARLIE4_7872 
0164: disable_marker 37@ 

:FARLIE4_7872
00D6: if 
075C:   marker 35@ enabled 
004D: jump_if_false @FARLIE4_7893 
0164: disable_marker 35@ 

:FARLIE4_7893
00D6: if 
075C:   marker 129@ enabled 
004D: jump_if_false @FARLIE4_7914 
0164: disable_marker 129@ 

:FARLIE4_7914
00D6: if 
075C:   marker 130@ enabled 
004D: jump_if_false @FARLIE4_7935 
0164: disable_marker 130@ 

:FARLIE4_7935
00D6: if 
075C:   marker 131@ enabled 
004D: jump_if_false @FARLIE4_7956 
0164: disable_marker 131@ 

:FARLIE4_7956
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if and
0119:   car 34@ wrecked 
0039:   141@ == 1 
004D: jump_if_false @FARLIE4_8011 
00BC: show_text_highpriority GXT 'F4_F' time 4000 flag 1  // ~r~The car has been destroyed!

:FARLIE4_8011
0051: return 

:FARLIE4_8013
0008: $WUZIMU_TOTAL_PASSED_MISSIONS += 1 
00D6: if 
075C:   marker 37@ enabled 
004D: jump_if_false @FARLIE4_8041 
0164: disable_marker 37@ 

:FARLIE4_8041
00D6: if 
075C:   marker 35@ enabled 
004D: jump_if_false @FARLIE4_8062 
0164: disable_marker 35@ 

:FARLIE4_8062
0318: set_latest_mission_passed 'FAR_4'  // Ran Fa Li
030C: progress_made = 1 
0394: play_music 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 6000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 260000 
0998: add_respect 15 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
075C:   marker 129@ enabled 
004D: jump_if_false @FARLIE4_8138 
0164: disable_marker 129@ 

:FARLIE4_8138
00D6: if 
075C:   marker 130@ enabled 
004D: jump_if_false @FARLIE4_8159 
0164: disable_marker 130@ 

:FARLIE4_8159
00D6: if 
075C:   marker 131@ enabled 
004D: jump_if_false @FARLIE4_8180 
0164: disable_marker 131@ 

:FARLIE4_8180
00D6: if 
8119:   not car 109@ wrecked 
004D: jump_if_false @FARLIE4_8201 
00A6: destroy_car 109@ 

:FARLIE4_8201
00D6: if 
8119:   not car 110@ wrecked 
004D: jump_if_false @FARLIE4_8222 
00A6: destroy_car 110@ 

:FARLIE4_8222
00D6: if 
8119:   not car 111@ wrecked 
004D: jump_if_false @FARLIE4_8243 
00A6: destroy_car 111@ 

:FARLIE4_8243
0050: gosub @FARLIE4_8319 
0051: return 

:FARLIE4_8252
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0051: return 

:FARLIE4_8267
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0051: return 

:FARLIE4_8286
016A: fade 0 time 500 

:FARLIE4_8293
00D6: if 
016B:   fading 
004D: jump_if_false @FARLIE4_8317 
0001: wait 0 ms 
0002: jump @FARLIE4_8293 

:FARLIE4_8317
0051: return 

:FARLIE4_8319
016A: fade 1 time 500 

:FARLIE4_8326
00D6: if 
016B:   fading 
004D: jump_if_false @FARLIE4_8350 
0001: wait 0 ms 
0002: jump @FARLIE4_8326 

:FARLIE4_8350
0051: return 

:FARLIE4_8352
0004: $ONMISSION = 0 
0151: remove_status_text $7250 
091D: remove_forbidden_for_boats_cube_cornerA -1478.294 -65.4014 0.0 cornerB -1395.423 2.7054 10.0 
0249: release_model #DNB1 
0249: release_model #DNB2 
0249: release_model #FCR900 
0249: release_model #MICRO_UZI 
0249: release_model #MULE 
0249: release_model #SABRE 
0249: release_model #CELLPHONE 
0249: release_model #MANANA 
0249: release_model #SADLER 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D6: if 
075C:   marker 37@ enabled 
004D: jump_if_false @FARLIE4_8465 
0164: disable_marker 37@ 

:FARLIE4_8465
00D6: if 
075C:   marker 35@ enabled 
004D: jump_if_false @FARLIE4_8486 
0164: disable_marker 35@ 

:FARLIE4_8486
00D6: if 
075C:   marker 41@ enabled 
004D: jump_if_false @FARLIE4_8507 
0164: disable_marker 41@ 

:FARLIE4_8507
00D6: if 
075C:   marker 129@ enabled 
004D: jump_if_false @FARLIE4_8528 
0164: disable_marker 129@ 

:FARLIE4_8528
00D6: if 
075C:   marker 130@ enabled 
004D: jump_if_false @FARLIE4_8549 
0164: disable_marker 130@ 

:FARLIE4_8549
00D6: if 
075C:   marker 131@ enabled 
004D: jump_if_false @FARLIE4_8570 
0164: disable_marker 131@ 

:FARLIE4_8570
00D6: if 
075C:   marker 167@ enabled 
004D: jump_if_false @FARLIE4_8591 
0164: disable_marker 167@ 

:FARLIE4_8591
00D6: if 
075C:   marker 168@ enabled 
004D: jump_if_false @FARLIE4_8612 
0164: disable_marker 168@ 

:FARLIE4_8612
00D6: if 
075C:   marker 169@ enabled 
004D: jump_if_false @FARLIE4_8633 
0164: disable_marker 169@ 

:FARLIE4_8633
00D6: if 
075C:   marker 170@ enabled 
004D: jump_if_false @FARLIE4_8654 
0164: disable_marker 170@ 

:FARLIE4_8654
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_8740 
00D6: if and
03B0:   garage 'FDORSFE' door_open 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -2161.628 654.652 51.3706 radius 10.0 10.0 10.0 
004D: jump_if_false @FARLIE4_8740 
0361: close_garage 'FDORSFE' 

:FARLIE4_8740
00D8: mission_cleanup 
0051: return 

:FARLIE4_8744
00D6: if 
0736:   is_keyboard_key_just_pressed 66 
004D: jump_if_false @FARLIE4_8805 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_8805 
00A1: put_actor $PLAYER_ACTOR at -1403.283 -395.7443 11.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 343.9661 

:FARLIE4_8805
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @FARLIE4_8849 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @FARLIE4_8849 
00D9: 186@ = actor $PLAYER_ACTOR car // add to mission cleanup 
04E1: open_and_freeze_car_trunk 186@ 

:FARLIE4_8849
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @FARLIE4_8871 
0002: jump @FARLIE4_1046 

:FARLIE4_8871
00D6: if 
0736:   is_keyboard_key_just_pressed 75 
004D: jump_if_false @FARLIE4_8907 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_8907 
05BE: AS_actor $PLAYER_ACTOR die 

:FARLIE4_8907
00D6: if 
0736:   is_keyboard_key_just_pressed 72 
004D: jump_if_false @FARLIE4_8952 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_8952 
035F: actor $PLAYER_ACTOR armour += 100 
055E: set_player $PLAYER_CHAR max_health += 100 

:FARLIE4_8952
00D6: if 
0736:   is_keyboard_key_just_pressed 90 
004D: jump_if_false @FARLIE4_8974 
0002: jump @FARLIE4_1195 

:FARLIE4_8974
0051: return 

:FARLIE4_8976
00D6: if 
0019:   33@ > 15000 
004D: jump_if_false @FARLIE4_9512 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @FARLIE4_9512 
0871: init_jump_table $7249 total_jumps 8 default_jump 0 @FARLIE4_9480 jumps 0 @FARLIE4_9136 1 @FARLIE4_9179 2 @FARLIE4_9222 3 @FARLIE4_9265 4 @FARLIE4_9308 5 @FARLIE4_9351 6 @FARLIE4_9394 
0872: jump_table_jumps 7 @FARLIE4_9437 -1 @FARLIE4_9480 -1 @FARLIE4_9480 -1 @FARLIE4_9480 -1 @FARLIE4_9480 -1 @FARLIE4_9480 -1 @FARLIE4_9480 -1 @FARLIE4_9480 -1 @FARLIE4_9480 

:FARLIE4_9136
05AA: 177@s = 'FAR4_AA' // @s = 'short'  // ~z~You won't get far!
04AF: 139@ = 15400 // = constant 
0050: gosub @FARLIE4_9514 
0006: 33@ = 0 
0002: jump @FARLIE4_9480 

:FARLIE4_9179
05AA: 177@s = 'FAR4_AB' // @s = 'short'  // ~z~Stop that car!
04AF: 139@ = 15401 // = constant 
0050: gosub @FARLIE4_9514 
0006: 33@ = 0 
0002: jump @FARLIE4_9480 

:FARLIE4_9222
05AA: 177@s = 'FAR4_AC' // @s = 'short'  // ~z~He's getting away!
04AF: 139@ = 15402 // = constant 
0050: gosub @FARLIE4_9514 
0006: 33@ = 0 
0002: jump @FARLIE4_9480 

:FARLIE4_9265
05AA: 177@s = 'FAR4_AD' // @s = 'short'  // ~z~Stop that car at all costs!
04AF: 139@ = 15403 // = constant 
0050: gosub @FARLIE4_9514 
0006: 33@ = 0 
0002: jump @FARLIE4_9480 

:FARLIE4_9308
05AA: 177@s = 'FAR4_AE' // @s = 'short'  // ~z~Get after him!
04AF: 139@ = 15404 // = constant 
0050: gosub @FARLIE4_9514 
0006: 33@ = 0 
0002: jump @FARLIE4_9480 

:FARLIE4_9351
05AA: 177@s = 'FAR4_AG' // @s = 'short'  // ~z~Give up the car and we'll spare you!
04AF: 139@ = 15406 // = constant 
0050: gosub @FARLIE4_9514 
0006: 33@ = 0 
0002: jump @FARLIE4_9480 

:FARLIE4_9394
05AA: 177@s = 'FAR4_AH' // @s = 'short'  // ~z~That's our property!
04AF: 139@ = 15407 // = constant 
0050: gosub @FARLIE4_9514 
0006: 33@ = 0 
0002: jump @FARLIE4_9480 

:FARLIE4_9437
05AA: 177@s = 'FAR4_AJ' // @s = 'short'  // ~z~After him, no quarter!
04AF: 139@ = 15408 // = constant 
0050: gosub @FARLIE4_9514 
0006: 33@ = 0 
0002: jump @FARLIE4_9480 

:FARLIE4_9480
0008: $7249 += 1 
00D6: if 
0038:   $7249 == 8 
004D: jump_if_false @FARLIE4_9512 
0004: $7249 = 0 

:FARLIE4_9512
0051: return 

:FARLIE4_9514
040D: unload_wav 1 
03CF: load_wav 139@ as 1 
0006: 140@ = 0 
0051: return 

:FARLIE4_9534
00D6: if and
03D0:   wav 1 loaded 
0039:   140@ == 0 
004D: jump_if_false @FARLIE4_9577 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 177@s time 10000 flag 1 
0006: 140@ = 1 

:FARLIE4_9577
00D6: if and
03D2:   wav 1 ended 
0039:   140@ == 1 
004D: jump_if_false @FARLIE4_9615 
040D: unload_wav 1 
03D5: remove_text 177@s 
0006: 140@ = 2 

:FARLIE4_9615
0051: return 

//-------------Mission 55---------------
// Originally: Lure

:DRIV6
03A4: name_thread 'DRIV6' 
0050: gosub @DRIV6_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DRIV6_38 
0050: gosub @DRIV6_12763 

:DRIV6_38
0050: gosub @DRIV6_12845 
004E: end_thread 

:DRIV6_47
0317: increment_mission_attempts 
054C: use_GXT_table 'FARLIE5' 
0004: $ONMISSION = 1 
0001: wait 0 ms 
0007: 35@ = -1957.67 
0007: 36@ = -2443.7 
0007: 37@ = 30.83 
0007: 38@ = -1571.4 
0007: 39@ = -2742.09 
0007: 40@ = 47.57 
0006: 49@ = 0 
0006: 50@ = 14 
0006: 104@ = 0 

:DRIV6_152
00D6: if 
001D:   50@ > 104@ // (int) 
004D: jump_if_false @DRIV6_273 
0006: 140@(104@,14i) = 0 
0006: 154@(104@,14i) = 0 
0006: 168@(104@,14i) = 0 
0006: 182@(104@,14i) = 0 
0006: 196@(104@,14i) = 0 
0006: 210@(104@,14i) = 0 
0006: 224@(104@,14i) = 0 
0006: 238@(104@,14i) = 0 
000A: 104@ += 1 
0002: jump @DRIV6_152 

:DRIV6_273
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0004: $7251 = 0 
0004: $7252 = 0 
0006: 253@ = 0 
0004: $7253 = 0 
0004: $7254 = 0 
0006: 254@ = 0 
0006: 255@ = 0 
0004: $7255 = 0 
0004: $7256 = 0 
0006: 98@ = 0 
0006: 252@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 131@ = 0 
0006: 132@ = 0 
0006: 134@ = 0 
0006: 136@ = 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:DRIV6_442
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV6_466 
0001: wait 0 ms 
0002: jump @DRIV6_442 

:DRIV6_466
04BB: select_interior 1 
02E4: load_cutscene_data 'FARL_5A' 

:DRIV6_481
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DRIV6_505 
0001: wait 0 ms 
0002: jump @DRIV6_481 

:DRIV6_505
02E7: start_cutscene 
016A: fade 1 time 1000 

:DRIV6_514
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DRIV6_538 
0001: wait 0 ms 
0002: jump @DRIV6_514 

:DRIV6_538
016A: fade 0 time 0 

:DRIV6_544
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV6_568 
0001: wait 0 ms 
0002: jump @DRIV6_544 

:DRIV6_568
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
04BB: select_interior 0 
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @DRIV6_727 
00A5: 34@ = create_car #RNCHLURE at 0.0 0.0 -100.0 
0006: 104@ = 0 

:DRIV6_629
00D6: if 
001D:   50@ > 104@ // (int) 
004D: jump_if_false @DRIV6_727 
00A5: 52@(104@,14i) = create_car #SANCHEZ at 94@ 95@ -100.0 
0129: 66@(104@,14i) = create_actor_pedtype 24 model #DNB3 in_car 52@(104@,14i) driverseat 
01C8: 80@(104@,14i) = create_actor_pedtype 24 model #DNB2 in_car 52@(104@,14i) passenger_seat 0 
000A: 104@ += 1 
0002: jump @DRIV6_629 

:DRIV6_727
0247: load_model #SANCHEZ 
0247: load_model #DNB3 
0247: load_model #DNB2 
0247: load_model #MP5LNG 

:DRIV6_745
00D6: if or
8248:   not model #SANCHEZ available 
8248:   not model #DNB3 available 
8248:   not model #DNB2 available 
8248:   not model #MP5LNG available 
004D: jump_if_false @DRIV6_785 
0001: wait 0 ms 
0002: jump @DRIV6_745 

:DRIV6_785
014C: set_parked_car_generator $5280 cars_to_generate_to 101 
014C: set_parked_car_generator $5281 cars_to_generate_to 101 
014C: set_parked_car_generator $5282 cars_to_generate_to 101 
00A1: put_actor $PLAYER_ACTOR at -2154.2 645.31 51.39 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0050: gosub @DRIV6_4442 
0186: 262@ = create_marker_above_car 34@ 
07E0: set_marker 262@ type_to 1 
0169: set_fade_color_RGB 0 0 0 
0001: wait 500 ms 
016A: fade 1 time 1500 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'DRV6_8' time 10000 flag 0  // ~s~Get into the ~b~decoy car.

:DRIV6_905
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @DRIV6_931 
0002: jump @DRIV6_12781 

:DRIV6_931
00D6: if 
8039:   not  137@ == 1 
004D: jump_if_false @DRIV6_1088 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_1088 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DRIV6_1088 
0164: disable_marker 262@ 
0006: 137@ = 1 
018A: 263@ = create_checkpoint_at -1963.84 -2441.49 30.78 
00BC: show_text_highpriority GXT 'DRV6_19' time 10000 flag 0  // ~s~Drive out to the ~y~countryside.
00BB: show_text_lowpriority GXT 'DRV6_17' time 7000 flag 0  // ~s~Do not leave the decoy car.
00D6: if 
0038:   $5294 == 1 
004D: jump_if_false @DRIV6_1088 
0950: set_trip_skip -1990.65 -2428.65 30.77 angle 225.0 

:DRIV6_1088
00D6: if and
0039:   137@ == 1 
8039:   not  139@ == 1 
004D: jump_if_false @DRIV6_1498 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_1498 
00D6: if and
8039:   not  138@ == 1 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1990.65 -2428.65 radius 50.0 50.0 
004D: jump_if_false @DRIV6_1192 
03D5: remove_text 'DRV6_19'  // ~s~Drive out to the ~y~countryside.
0006: 138@ = 1 

:DRIV6_1192
00D6: if and
8038:   not  $5294 == 1 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1963.84 -2441.49 radius 25.0 25.0 
004D: jump_if_false @DRIV6_1244 
0004: $5294 = 1 

:DRIV6_1244
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere -1963.84 -2441.49 30.78 radius 4.0 4.0 2.0 sphere 1 in_car 
004D: jump_if_false @DRIV6_1498 
01B4: set_player $PLAYER_CHAR can_move 0 
0951: disable_trip_skip 
0164: disable_marker 263@ 
0050: gosub @DRIV6_4788 
018A: 264@ = create_checkpoint_at -1867.14 -2442.39 31.24 
0165: set_marker 264@ color_to 0 
06D5: 41@ = create_racing_checkpoint_at -1867.14 -2442.39 31.24 point_to -1178.32 -2638.85 10.8 type 0 radius 4.0 
03C4: set_status_text $1936 type 1 GXT 'DRV6_18' // global_variable  // Damage
0006: 100@ = 0 
0004: $1936 = 100 
0224: set_car 34@ health_to 9000 
00BC: show_text_highpriority GXT 'DRV6_2' time 10000 flag 0  // ~s~Follow the ~r~checkpoints~s~ through the countryside.
00BB: show_text_lowpriority GXT 'DRV6_17' time 7000 flag 0  // ~s~Do not leave the decoy car.
00BB: show_text_lowpriority GXT 'DRV6_4' time 10000 flag 0  // ~s~If the doors get too damaged, the bikers will be able to see into the car.
00BB: show_text_lowpriority GXT 'DRV6_15' time 10000 flag 0  // ~s~Don't let the bikers see into the damaged car for too long or your cover will be blown.
0006: 139@ = 1 
0006: 33@ = 0 

:DRIV6_1498
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @DRIV6_3767 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @DRIV6_1539 
0110: clear_player $PLAYER_CHAR wanted_level 

:DRIV6_1539
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_3767 
00D6: if and
8039:   not  261@ == 1 
0019:   33@ > 2000 
004D: jump_if_false @DRIV6_1681 
00D6: if and
8118:   not actor 80@ dead 
8118:   not actor 81@ dead 
004D: jump_if_false @DRIV6_1681 
0713: actor 80@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999999.0 8 0 firing_rate 60 
0713: actor 81@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999999.0 8 0 firing_rate 60 
0006: 261@ = 1 

:DRIV6_1681
00D6: if 
01F4:   car 34@ flipped 
004D: jump_if_false @DRIV6_1744 
00D6: if 
0039:   252@ == 1 
004D: jump_if_false @DRIV6_1737 
02AC: set_car 34@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01EC: make_car 34@ very_heavy 1
0423: set_car 34@ improved_handling_to 1.5 // (float) 
0006: 252@ = 0 

:DRIV6_1737
0002: jump @DRIV6_1784 

:DRIV6_1744
00D6: if 
8039:   not  252@ == 1 
004D: jump_if_false @DRIV6_1784 
02AC: set_car 34@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
01EC: make_car 34@ very_heavy 1
0423: set_car 34@ improved_handling_to 1.5 // (float) 
0006: 252@ = 1 

:DRIV6_1784
0050: gosub @DRIV6_7450 
00D6: if 
8038:   not  $7254 == 1 
004D: jump_if_false @DRIV6_1945 
00D6: if 
8038:   not  $7251 == 1 
004D: jump_if_false @DRIV6_1886 
00D6: if 
01AD:   car 34@ sphere 0 near_point -1181.93 -2642.33 radius 300.0 300.0 
004D: jump_if_false @DRIV6_1879 
0050: gosub @DRIV6_8721 
0004: $7251 = 1 

:DRIV6_1879
0002: jump @DRIV6_1938 

:DRIV6_1886
00D6: if 
81AD:   not car 34@ sphere 0 near_point -1181.93 -2642.33 radius 300.0 300.0 
004D: jump_if_false @DRIV6_1938 
0050: gosub @DRIV6_8888 
0004: $7251 = 0 

:DRIV6_1938
0002: jump @DRIV6_1970 

:DRIV6_1945
00D6: if 
0038:   $7251 == 1 
004D: jump_if_false @DRIV6_1970 
0004: $7251 = 0 

:DRIV6_1970
00D6: if 
0038:   $7255 == 1 
004D: jump_if_false @DRIV6_2124 
00D6: if 
8038:   not  $7252 == 1 
004D: jump_if_false @DRIV6_2065 
00D6: if 
01AD:   car 34@ sphere 0 near_point -519.74 -2782.11 radius 214.0 214.0 
004D: jump_if_false @DRIV6_2058 
0050: gosub @DRIV6_8721 
0004: $7252 = 1 

:DRIV6_2058
0002: jump @DRIV6_2117 

:DRIV6_2065
00D6: if 
81AD:   not car 34@ sphere 0 near_point -519.74 -2782.11 radius 214.0 214.0 
004D: jump_if_false @DRIV6_2117 
0050: gosub @DRIV6_8888 
0004: $7252 = 0 

:DRIV6_2117
0002: jump @DRIV6_2149 

:DRIV6_2124
00D6: if 
0038:   $7252 == 1 
004D: jump_if_false @DRIV6_2149 
0004: $7252 = 0 

:DRIV6_2149
00D6: if 
8039:   not  253@ == 1 
004D: jump_if_false @DRIV6_2301 
00D6: if 
01AF:   car 34@ sphere 0 in_sphere -1867.14 -2442.39 31.24 radius 6.0 6.0 3.0 
004D: jump_if_false @DRIV6_2301 
0164: disable_marker 264@ 
06D6: disable_racing_checkpoint 41@ 
0006: 253@ = 1 
018A: 264@ = create_checkpoint_at -1178.32 -2638.85 10.8 
0165: set_marker 264@ color_to 0 
06D5: 41@ = create_racing_checkpoint_at -1178.32 -2638.85 10.8 point_to -654.95 -2469.35 33.3 type 0 radius 4.0 

:DRIV6_2301
00D6: if and
0039:   253@ == 1 
8038:   not  $7253 == 1 
004D: jump_if_false @DRIV6_2467 
00D6: if 
01AF:   car 34@ sphere 0 in_sphere -1178.32 -2638.85 10.8 radius 6.0 6.0 3.0 
004D: jump_if_false @DRIV6_2467 
0164: disable_marker 264@ 
06D6: disable_racing_checkpoint 41@ 
0050: gosub @DRIV6_5926 
0004: $7253 = 1 
018A: 264@ = create_checkpoint_at -654.95 -2469.35 33.3 
0165: set_marker 264@ color_to 0 
06D5: 41@ = create_racing_checkpoint_at -654.95 -2469.35 33.3 point_to -309.54 -2248.81 29.59 type 0 radius 4.0 

:DRIV6_2467
00D6: if and
0038:   $7253 == 1 
8038:   not  $7254 == 1 
004D: jump_if_false @DRIV6_2633 
00D6: if 
01AF:   car 34@ sphere 0 in_sphere -654.95 -2469.35 33.3 radius 6.0 6.0 3.0 
004D: jump_if_false @DRIV6_2633 
0164: disable_marker 264@ 
06D6: disable_racing_checkpoint 41@ 
0050: gosub @DRIV6_5926 
0004: $7254 = 1 
018A: 264@ = create_checkpoint_at -309.54 -2248.81 29.59 
0165: set_marker 264@ color_to 0 
06D5: 41@ = create_racing_checkpoint_at -309.54 -2248.81 29.59 point_to -165.7 -2421.71 35.1 type 0 radius 4.0 

:DRIV6_2633
00D6: if and
0038:   $7254 == 1 
8039:   not  254@ == 1 
004D: jump_if_false @DRIV6_2799 
00D6: if 
01AF:   car 34@ sphere 0 in_sphere -309.54 -2248.81 29.59 radius 6.0 6.0 3.0 
004D: jump_if_false @DRIV6_2799 
0164: disable_marker 264@ 
06D6: disable_racing_checkpoint 41@ 
0050: gosub @DRIV6_5926 
0006: 254@ = 1 
018A: 264@ = create_checkpoint_at -165.7 -2421.71 35.1 
0165: set_marker 264@ color_to 0 
06D5: 41@ = create_racing_checkpoint_at -165.7 -2421.71 35.1 point_to -191.26 -2822.52 42.09 type 0 radius 4.0 

:DRIV6_2799
00D6: if and
0039:   254@ == 1 
8039:   not  255@ == 1 
004D: jump_if_false @DRIV6_2965 
00D6: if 
01AF:   car 34@ sphere 0 in_sphere -165.7 -2421.71 35.1 radius 6.0 6.0 3.0 
004D: jump_if_false @DRIV6_2965 
0164: disable_marker 264@ 
06D6: disable_racing_checkpoint 41@ 
0050: gosub @DRIV6_5926 
0006: 255@ = 1 
018A: 264@ = create_checkpoint_at -191.26 -2822.52 42.09 
0165: set_marker 264@ color_to 0 
06D5: 41@ = create_racing_checkpoint_at -191.26 -2822.52 42.09 point_to -946.91 -2844.84 67.36 type 0 radius 4.0 

:DRIV6_2965
00D6: if and
0039:   255@ == 1 
8038:   not  $7255 == 1 
004D: jump_if_false @DRIV6_3125 
00D6: if 
01AF:   car 34@ sphere 0 in_sphere -191.26 -2822.52 42.09 radius 6.0 6.0 3.0 
004D: jump_if_false @DRIV6_3125 
0164: disable_marker 264@ 
06D6: disable_racing_checkpoint 41@ 
0050: gosub @DRIV6_5926 
0004: $7255 = 1 
018A: 264@ = create_checkpoint_at -946.91 -2844.84 67.36 
0165: set_marker 264@ color_to 0 
06D5: 41@ = create_racing_checkpoint_at -946.91 -2844.84 67.36 point_to 38@ 39@ 40@ type 0 radius 4.0 

:DRIV6_3125
00D6: if and
0038:   $7255 == 1 
8038:   not  $7256 == 1 
004D: jump_if_false @DRIV6_3279 
00D6: if 
01AF:   car 34@ sphere 0 in_sphere -946.91 -2844.84 67.36 radius 6.0 6.0 3.0 
004D: jump_if_false @DRIV6_3279 
0164: disable_marker 264@ 
06D6: disable_racing_checkpoint 41@ 
0050: gosub @DRIV6_5926 
0004: $7256 = 1 
018A: 265@ = create_checkpoint_at 38@ 39@ 40@ 
0165: set_marker 265@ color_to 0 
06D5: 41@ = create_racing_checkpoint_at 38@ 39@ 40@ point_to 0.0 0.0 0.0 type 2 radius 4.0 

:DRIV6_3279
00D6: if 
001B:   100 > 100@ 
004D: jump_if_false @DRIV6_3350 
0227: 99@ = car 34@ health 
0085: 100@ = 99@ // (int) 
000E: 100@ -= 3000 
0016: 100@ /= 60 
008A: $1936 = 100@ // (int) 
0012: 100@ *= -1 
000A: 100@ += 100 

:DRIV6_3350
00D6: if 
002B:   45 >= 100@ 
004D: jump_if_false @DRIV6_3439 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DRIV6_3411 
08A6: set_car 34@ door 2 rotation_to 0.0 
08A6: set_car 34@ door 3 rotation_to 0.0 

:DRIV6_3411
095E: set_car 34@ door 2 unlatch 0 angle 0.0 
095E: set_car 34@ door 3 unlatch 0 angle 0.0 

:DRIV6_3439
00D6: if and
0019:   100@ > 45 
002B:   80 >= 100@ 
004D: jump_if_false @DRIV6_3535 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DRIV6_3507 
08A6: set_car 34@ door 2 rotation_to 0.0 
08A6: set_car 34@ door 3 rotation_to 0.0 

:DRIV6_3507
095E: set_car 34@ door 2 unlatch 2 angle 0.0 
095E: set_car 34@ door 3 unlatch 2 angle 0.0 

:DRIV6_3535
00D6: if and
0019:   100@ > 80 
001B:   100 > 100@ 
004D: jump_if_false @DRIV6_3588 
095E: set_car 34@ door 2 unlatch 3 angle -1.0 
095E: set_car 34@ door 3 unlatch 3 angle -1.0 

:DRIV6_3588
00D6: if 
0029:   100@ >= 100 
004D: jump_if_false @DRIV6_3634 
095E: set_car 34@ door 2 unlatch 4 angle -1.0 
095E: set_car 34@ door 3 unlatch 4 angle -1.0 

:DRIV6_3634
00D6: if and
0019:   100@ > 80 
8039:   not  256@ == 1 
004D: jump_if_false @DRIV6_3682 
00BC: show_text_highpriority GXT 'DRV6_6' time 7000 flag 0  // ~s~The car is almost damaged enough to see into!
0006: 256@ = 1 

:DRIV6_3682
00D6: if and
0029:   100@ >= 100 
8039:   not  257@ == 1 
004D: jump_if_false @DRIV6_3742 
0151: remove_status_text $1936 
00BC: show_text_highpriority GXT 'DRV6_16' time 5000 flag 0  // ~s~The bikers can see into the car! Keep them away from the doors.
0006: 32@ = 0 
0006: 257@ = 1 

:DRIV6_3742
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @DRIV6_3767 
0050: gosub @DRIV6_9159 

:DRIV6_3767
00D6: if 
8039:   not  137@ == 1 
004D: jump_if_false @DRIV6_3826 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @DRIV6_3826 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DRV6_11' time 5000 flag 0  // ~r~The decoy car was destroyed!
0002: jump @DRIV6_12763 

:DRIV6_3826
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @DRIV6_4181 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV6_4181 
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @DRIV6_4156 
0050: gosub @DRIV6_9768 
0006: 266@ = 0 
0006: 104@ = 0 

:DRIV6_3899
00D6: if and
001D:   49@ > 104@ // (int) 
8039:   not  266@ == 1 
004D: jump_if_false @DRIV6_4073 
00D6: if 
8118:   not actor 66@(104@,14i) dead 
004D: jump_if_false @DRIV6_3992 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 66@(104@,14i) radius 20.0 20.0 20.0 sphere 0 
004D: jump_if_false @DRIV6_3992 
0006: 266@ = 1 

:DRIV6_3992
00D6: if 
8118:   not actor 80@(104@,14i) dead 
004D: jump_if_false @DRIV6_4059 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 80@(104@,14i) radius 20.0 20.0 20.0 sphere 0 
004D: jump_if_false @DRIV6_4059 
0006: 266@ = 1 

:DRIV6_4059
000A: 104@ += 1 
0002: jump @DRIV6_3899 

:DRIV6_4073
00D6: if 
0039:   266@ == 1 
004D: jump_if_false @DRIV6_4149 
0006: 135@ = 0 
0050: gosub @DRIV6_12213 
0006: 132@ = 1 

:DRIV6_4112
00D6: if 
001D:   133@ > 132@ // (int) 
004D: jump_if_false @DRIV6_4149 
0001: wait 0 ms 
0050: gosub @DRIV6_12532 
0002: jump @DRIV6_4112 

:DRIV6_4149
0050: gosub @DRIV6_9452 

:DRIV6_4156
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DRV6_7' time 5000 flag 0  // ~r~You blew your cover!
0002: jump @DRIV6_12763 

:DRIV6_4181
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @DRIV6_4435 
00D6: if and
0039:   257@ == 1 
0019:   32@ > 10000 
004D: jump_if_false @DRIV6_4344 
0006: 135@ = 0 
0050: gosub @DRIV6_12213 

:DRIV6_4239
00D6: if 
001B:   1 > 132@ 
004D: jump_if_false @DRIV6_4275 
0001: wait 0 ms 
0050: gosub @DRIV6_12532 
0002: jump @DRIV6_4239 

:DRIV6_4275
00D6: if 
001D:   133@ > 132@ // (int) 
004D: jump_if_false @DRIV6_4312 
0001: wait 0 ms 
0050: gosub @DRIV6_12532 
0002: jump @DRIV6_4275 

:DRIV6_4312
0050: gosub @DRIV6_9452 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DRV6_7' time 5000 flag 0  // ~r~You blew your cover!
0002: jump @DRIV6_12763 

:DRIV6_4344
00D6: if 
0038:   $7256 == 1 
004D: jump_if_false @DRIV6_4435 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 38@ 39@ 40@ radius 6.0 6.0 3.0 sphere 1 in_car 
004D: jump_if_false @DRIV6_4435 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 265@ 
06D6: disable_racing_checkpoint 41@ 
0050: gosub @DRIV6_10195 
0002: jump @DRIV6_12781 

:DRIV6_4435
0002: jump @DRIV6_905 

:DRIV6_4442
0247: load_model #RNCHLURE 

:DRIV6_4447
00D6: if 
8248:   not model #RNCHLURE available 
004D: jump_if_false @DRIV6_4474 
0001: wait 0 ms 
0002: jump @DRIV6_4447 

:DRIV6_4474
0395: clear_area 0 at -2149.95 644.31 52.35 radius 100.0 
00A5: 34@ = create_car #RNCHLURE at -2149.95 644.31 52.35 
0175: set_car 34@ Z_angle_to 180.0
01EC: make_car 34@ very_heavy 1
0423: set_car 34@ improved_handling_to 1.5 // (float)
03AB: set_car 34@ strong 1 
053F: set_car 34@ tires_vulnerability 0 
0224: set_car 34@ health_to 9000 
0852: set_car 34@ damages_visible 0 
0051: return 

:DRIV6_4562
00A5: 52@ = create_car #SANCHEZ at -2015.66 -2408.82 30.28 
0175: set_car 52@ Z_angle_to 229.35 
00A5: 53@ = create_car #SANCHEZ at -2017.07 -2410.37 30.3 
0175: set_car 53@ Z_angle_to 225.81 
0006: 104@ = 0 

:DRIV6_4635
00D6: if 
001B:   2 > 104@ 
004D: jump_if_false @DRIV6_4779 
0129: 66@(104@,14i) = create_actor_pedtype 24 model #DNB3 in_car 52@(104@,14i) driverseat 
01C8: 80@(104@,14i) = create_actor_pedtype 24 model #DNB2 in_car 52@(104@,14i) passenger_seat 0 
01B2: give_actor 80@(104@,14i) weapon 29 ammo 99999 // Load the weapon model before using this 
02AA: set_car 52@(104@,14i) immune_to_nonplayer 0 
0423: set_car 52@(104@,14i) improved_handling_to 2.0 // (float) 
08C6: set_actor 66@(104@,14i) stay_on_bike 2 
08C6: set_actor 80@(104@,14i) stay_on_bike 2 
000A: 49@ += 1 
000A: 104@ += 1 
0002: jump @DRIV6_4635 

:DRIV6_4779
000A: 98@ += 1 
0051: return 

:DRIV6_4788
016A: fade 0 time 1000 

:DRIV6_4795
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV6_4819 
0001: wait 0 ms 
0002: jump @DRIV6_4795 

:DRIV6_4819
0395: clear_area 0 at 35@ 36@ 37@ radius 300.0 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_4890 
00AB: put_car 34@ at 35@ 36@ 37@ 
0175: set_car 34@ Z_angle_to 241.85 

:DRIV6_4890
0050: gosub @DRIV6_4562 
015F: set_camera_position -1955.92 -2447.69 30.78 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1962.83 -2441.79 30.44 switchstyle 2 
016A: fade 1 time 1000 

:DRIV6_4955
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV6_4979 
0001: wait 0 ms 
0002: jump @DRIV6_4955 

:DRIV6_4979
0006: 259@ = 1 
0707: start_scene_skip_to @DRIV6_5561 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_5119 
00D6: if and
8118:   not actor 66@ dead 
8119:   not car 52@ wrecked 
004D: jump_if_false @DRIV6_5064 
05D1: AS_actor 66@ drive_car 52@ to -1977.97 -2435.05 30.3 speed 30.0 2 model #NULL 2 

:DRIV6_5064
00D6: if and
8118:   not actor 67@ dead 
8119:   not car 53@ wrecked 
004D: jump_if_false @DRIV6_5119 
05D1: AS_actor 67@ drive_car 53@ to -1979.45 -2437.47 30.3 speed 30.0 2 model #NULL 2 

:DRIV6_5119
0006: 33@ = 0 

:DRIV6_5126
00D6: if 
001B:   2500 > 33@ 
004D: jump_if_false @DRIV6_5156 
0001: wait 0 ms 
0002: jump @DRIV6_5126 

:DRIV6_5156
00D6: if 
8119:   not car 52@ wrecked 
004D: jump_if_false @DRIV6_5223 
015F: set_camera_position -1989.91 -2435.33 30.68 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1987.22 -2436.07 30.82 switchstyle 2 

:DRIV6_5223
00D6: if 
8119:   not car 52@ wrecked 
004D: jump_if_false @DRIV6_5269 
00AB: put_car 52@ at -1985.6 -2435.14 30.3 
0175: set_car 52@ Z_angle_to 254.67 

:DRIV6_5269
00D6: if 
8119:   not car 53@ wrecked 
004D: jump_if_false @DRIV6_5315 
00AB: put_car 53@ at -1986.37 -2437.8 30.3 
0175: set_car 53@ Z_angle_to 250.82 

:DRIV6_5315
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_5439 
00D6: if and
8118:   not actor 66@ dead 
8118:   not actor 80@ dead 
8119:   not car 52@ wrecked 
004D: jump_if_false @DRIV6_5385 
04E0: car 52@ abandon_path_radius 250 
06E1: AS_actor 66@ using_car 52@ target_car 34@ with_order 29 max_speed 10.0 traffic_flag 2 

:DRIV6_5385
00D6: if and
8118:   not actor 67@ dead 
8118:   not actor 81@ dead 
8119:   not car 53@ wrecked 
004D: jump_if_false @DRIV6_5439 
04E0: car 53@ abandon_path_radius 250 
06E1: AS_actor 67@ using_car 53@ target_car 34@ with_order 30 max_speed 10.0 traffic_flag 2 

:DRIV6_5439
00D6: if and
8039:   not  260@ == 1 
8118:   not actor 66@ dead 
8119:   not car 52@ wrecked 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_5554 
00D6: if 
00DB:   actor 66@ in_car 52@ 
004D: jump_if_false @DRIV6_5536 
00D6: if 
0204:   actor 66@ near_car 34@ radius 15.0 15.0 sphere 0 in_car 
004D: jump_if_false @DRIV6_5529 
0006: 260@ = 1 

:DRIV6_5529
0002: jump @DRIV6_5543 

:DRIV6_5536
0006: 260@ = 1 

:DRIV6_5543
0001: wait 0 ms 
0002: jump @DRIV6_5439 

:DRIV6_5554
0006: 259@ = 0 

:DRIV6_5561
0701: end_scene_skip 
00D6: if 
0039:   259@ == 1 
004D: jump_if_false @DRIV6_5755 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_5755 
00D6: if and
8118:   not actor 66@ dead 
8118:   not actor 80@ dead 
8119:   not car 52@ wrecked 
004D: jump_if_false @DRIV6_5676 
04C4: store_coords_to 94@ 95@ 96@ from_actor $PLAYER_ACTOR with_offset -1.0 -14.0 0.0 
0007: 96@ = -100.0 
00AB: put_car 52@ at 94@ 95@ 96@ 

:DRIV6_5676
00D6: if and
8118:   not actor 67@ dead 
8118:   not actor 81@ dead 
8119:   not car 53@ wrecked 
004D: jump_if_false @DRIV6_5755 
04C4: store_coords_to 94@ 95@ 96@ from_actor $PLAYER_ACTOR with_offset 1.0 -14.0 0.0 
0007: 96@ = -100.0 
00AB: put_car 53@ at 94@ 95@ 96@ 

:DRIV6_5755
00D6: if 
8119:   not car 52@ wrecked 
004D: jump_if_false @DRIV6_5778 
04E0: car 52@ abandon_path_radius 20 

:DRIV6_5778
00D6: if 
8119:   not car 53@ wrecked 
004D: jump_if_false @DRIV6_5801 
04E0: car 53@ abandon_path_radius 20 

:DRIV6_5801
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_5909 
00D6: if and
8118:   not actor 66@ dead 
8118:   not actor 80@ dead 
8119:   not car 52@ wrecked 
004D: jump_if_false @DRIV6_5863 
06E1: AS_actor 66@ using_car 52@ target_car 34@ with_order 29 max_speed 30.0 traffic_flag 2 

:DRIV6_5863
00D6: if and
8118:   not actor 67@ dead 
8118:   not actor 81@ dead 
8119:   not car 53@ wrecked 
004D: jump_if_false @DRIV6_5909 
06E1: AS_actor 67@ using_car 53@ target_car 34@ with_order 30 max_speed 30.0 traffic_flag 2 

:DRIV6_5909
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0051: return 

:DRIV6_5926
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_7448 
0006: 51@ = 0 
0006: 104@ = 0 

:DRIV6_5956
00D6: if 
001D:   49@ > 104@ // (int) 
004D: jump_if_false @DRIV6_6085 
00D6: if 
8119:   not car 52@(104@,14i) wrecked 
004D: jump_if_false @DRIV6_6071 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 52@(104@,14i) radius 100.0 100.0 sphere 0 
004D: jump_if_false @DRIV6_6044 
000A: 51@ += 1 
0002: jump @DRIV6_6071 

:DRIV6_6044
00A6: destroy_car 52@(104@,14i) 
009B: destroy_actor 66@(104@,14i) 
009B: destroy_actor 80@(104@,14i) 

:DRIV6_6071
000A: 104@ += 1 
0002: jump @DRIV6_5956 

:DRIV6_6085
00D6: if 
8019:   not  51@ > 2 
004D: jump_if_false @DRIV6_7448 
0085: 104@ = 98@ // (int) 
0012: 104@ *= 2 
0085: 105@ = 104@ // (int) 
000A: 105@ += 2 
0006: 106@ = 0 

:DRIV6_6140
00D6: if 
001D:   105@ > 104@ // (int) 
004D: jump_if_false @DRIV6_7441 
00D6: if and
0039:   253@ == 1 
8038:   not  $7253 == 1 
004D: jump_if_false @DRIV6_6300 
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @DRIV6_6242 
0007: 94@ = -1342.94 
0007: 95@ = -2624.45 
0007: 96@ = 19.58 
0007: 97@ = 261.04 

:DRIV6_6242
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @DRIV6_6300 
0007: 94@ = -1344.02 
0007: 95@ = -2628.07 
0007: 96@ = 19.82 
0007: 97@ = 260.5 

:DRIV6_6300
00D6: if and
0038:   $7253 == 1 
8038:   not  $7254 == 1 
004D: jump_if_false @DRIV6_6441 
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @DRIV6_6383 
0007: 94@ = -708.68 
0007: 95@ = -2601.46 
0007: 96@ = 69.83 
0007: 97@ = 338.56 

:DRIV6_6383
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @DRIV6_6441 
0007: 94@ = -704.89 
0007: 95@ = -2602.92 
0007: 96@ = 69.9 
0007: 97@ = 340.64 

:DRIV6_6441
00D6: if and
0038:   $7254 == 1 
8039:   not  254@ == 1 
004D: jump_if_false @DRIV6_6582 
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @DRIV6_6524 
0007: 94@ = -420.89 
0007: 95@ = -2258.87 
0007: 96@ = 47.37 
0007: 97@ = 278.1 

:DRIV6_6524
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @DRIV6_6582 
0007: 94@ = -420.64 
0007: 95@ = -2261.39 
0007: 96@ = 47.79 
0007: 97@ = 279.7 

:DRIV6_6582
00D6: if and
0039:   254@ == 1 
8039:   not  255@ == 1 
004D: jump_if_false @DRIV6_6723 
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @DRIV6_6665 
0007: 94@ = -260.22 
0007: 95@ = -2323.12 
0007: 96@ = 30.42 
0007: 97@ = 222.63 

:DRIV6_6665
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @DRIV6_6723 
0007: 94@ = -262.81 
0007: 95@ = -2326.8 
0007: 96@ = 30.43 
0007: 97@ = 220.93 

:DRIV6_6723
00D6: if and
0039:   255@ == 1 
8038:   not  $7255 == 1 
004D: jump_if_false @DRIV6_6864 
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @DRIV6_6806 
0007: 94@ = -179.45 
0007: 95@ = -2708.91 
0007: 96@ = 35.82 
0007: 97@ = 177.36 

:DRIV6_6806
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @DRIV6_6864 
0007: 94@ = -182.07 
0007: 95@ = -2709.06 
0007: 96@ = 35.77 
0007: 97@ = 176.56 

:DRIV6_6864
00D6: if and
0038:   $7255 == 1 
8038:   not  $7256 == 1 
004D: jump_if_false @DRIV6_7005 
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @DRIV6_6947 
0007: 94@ = -846.18 
0007: 95@ = -2809.6 
0007: 96@ = 70.32 
0007: 97@ = 112.41 

:DRIV6_6947
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @DRIV6_7005 
0007: 94@ = -848.6 
0007: 95@ = -2806.3 
0007: 96@ = 70.29 
0007: 97@ = 111.76 

:DRIV6_7005
0395: clear_area 1 at 94@ 95@ 96@ radius 5.0 
00A5: 52@(104@,14i) = create_car #SANCHEZ at 94@ 95@ 96@ 
0129: 66@(104@,14i) = create_actor_pedtype 24 model #DNB3 in_car 52@(104@,14i) driverseat 
01C8: 80@(104@,14i) = create_actor_pedtype 24 model #DNB2 in_car 52@(104@,14i) passenger_seat 0 
0175: set_car 52@(104@,14i) Z_angle_to 97@ 
02AA: set_car 52@(104@,14i) immune_to_nonplayer 1 
0423: set_car 52@(104@,14i) improved_handling_to 2.0 // (float) 
08C6: set_actor 66@(104@,14i) stay_on_bike 2 
08C6: set_actor 80@(104@,14i) stay_on_bike 2 
00D6: if or
0038:   $7251 == 1 
0038:   $7252 == 1 
004D: jump_if_false @DRIV6_7205 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 31 max_speed 30.0 traffic_flag 2 
0002: jump @DRIV6_7297 

:DRIV6_7205
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @DRIV6_7251 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 29 max_speed 30.0 traffic_flag 2 

:DRIV6_7251
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @DRIV6_7297 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 30 max_speed 30.0 traffic_flag 2 

:DRIV6_7297
01B2: give_actor 80@(104@,14i) weapon 29 ammo 99999 // Load the weapon model before using this 
0713: actor 80@(104@,14i) driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999999.0 8 0 firing_rate 60 
00D6: if and
0038:   $7254 == 1 
8039:   not  254@ == 1 
004D: jump_if_false @DRIV6_7399 
04BA: set_car 52@(104@,14i) speed_to 30.0 
0002: jump @DRIV6_7413 

:DRIV6_7399
04BA: set_car 52@(104@,14i) speed_to 70.0 

:DRIV6_7413
000A: 49@ += 1 
000A: 104@ += 1 
000A: 106@ += 1 
0002: jump @DRIV6_6140 

:DRIV6_7441
000A: 98@ += 1 

:DRIV6_7448
0051: return 

:DRIV6_7450
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_8719 
0006: 104@ = 0 

:DRIV6_7473
00D6: if 
001D:   49@ > 104@ // (int) 
004D: jump_if_false @DRIV6_8719 
00D6: if 
8119:   not car 52@(104@,14i) wrecked 
004D: jump_if_false @DRIV6_8705 
00D6: if and
0118:   actor 66@(104@,14i) dead 
8039:   not  168@(104@,14i) == 1 
004D: jump_if_false @DRIV6_7554 
0006: 168@(104@,14i) = 1 

:DRIV6_7554
00D6: if and
0118:   actor 80@(104@,14i) dead 
8039:   not  182@(104@,14i) == 1 
004D: jump_if_false @DRIV6_7596 
0006: 182@(104@,14i) = 1 

:DRIV6_7596
00D6: if and
8118:   not actor 66@(104@,14i) dead 
0039:   182@(104@,14i) == 1 
8039:   not  196@(104@,14i) == 1 
004D: jump_if_false @DRIV6_7688 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 17 max_speed 30.0 traffic_flag 2 
0006: 224@(104@,14i) = 1 
0006: 196@(104@,14i) = 1 

:DRIV6_7688
00D6: if and
8118:   not actor 80@(104@,14i) dead 
0039:   168@(104@,14i) == 1 
8039:   not  210@(104@,14i) == 1 
004D: jump_if_false @DRIV6_7850 
00D6: if 
00DB:   actor 80@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_7839 
00AA: store_car 52@(104@,14i) position_to 94@ 95@ 96@ 
0362: remove_actor 80@(104@,14i) from_car_and_place_at 94@ 95@ -10.0 
036A: put_actor 80@(104@,14i) in_car 52@(104@,14i) 
06E1: AS_actor 80@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 17 max_speed 30.0 traffic_flag 2 

:DRIV6_7839
0006: 210@(104@,14i) = 1 

:DRIV6_7850
00D6: if and
8118:   not actor 66@(104@,14i) dead 
0039:   196@(104@,14i) == 1 
004D: jump_if_false @DRIV6_8009 
00D6: if 
80DB:   not actor 66@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_7976 
00D6: if 
0039:   224@(104@,14i) == 0 
004D: jump_if_false @DRIV6_7969 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 17 max_speed 30.0 traffic_flag 2 
0006: 224@(104@,14i) = 1 

:DRIV6_7969
0002: jump @DRIV6_8009 

:DRIV6_7976
00D6: if 
0039:   224@(104@,14i) == 1 
004D: jump_if_false @DRIV6_8009 
0006: 224@(104@,14i) = 0 

:DRIV6_8009
00D6: if and
8118:   not actor 80@(104@,14i) dead 
0039:   210@(104@,14i) == 1 
004D: jump_if_false @DRIV6_8168 
00D6: if 
80DB:   not actor 80@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_8135 
00D6: if 
0039:   238@(104@,14i) == 0 
004D: jump_if_false @DRIV6_8128 
06E1: AS_actor 80@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 17 max_speed 30.0 traffic_flag 2 
0006: 238@(104@,14i) = 1 

:DRIV6_8128
0002: jump @DRIV6_8168 

:DRIV6_8135
00D6: if 
0039:   238@(104@,14i) == 1 
004D: jump_if_false @DRIV6_8168 
0006: 238@(104@,14i) = 0 

:DRIV6_8168
00D6: if and
8118:   not actor 66@(104@,14i) dead 
8118:   not actor 80@(104@,14i) dead 
004D: jump_if_false @DRIV6_8665 
00D6: if and
80DB:   not actor 66@(104@,14i) in_car 52@(104@,14i) 
0039:   140@(104@,14i) == 0 
004D: jump_if_false @DRIV6_8265 
05CB: AS_actor 66@(104@,14i) enter_car 52@(104@,14i) as_driver 10000 ms 
0006: 140@(104@,14i) = 1 

:DRIV6_8265
00D6: if and
80DB:   not actor 80@(104@,14i) in_car 52@(104@,14i) 
0039:   154@(104@,14i) == 0 
004D: jump_if_false @DRIV6_8335 
05CA: AS_actor 80@(104@,14i) enter_car 52@(104@,14i) passenger_seat 0 time 10000 
0006: 154@(104@,14i) = 1 

:DRIV6_8335
00D6: if and
00DB:   actor 66@(104@,14i) in_car 52@(104@,14i) 
00DB:   actor 80@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_8665 
00D6: if or
0039:   140@(104@,14i) == 1 
0039:   154@(104@,14i) == 1 
004D: jump_if_false @DRIV6_8665 
00D6: if or
0038:   $7251 == 1 
0038:   $7252 == 1 
004D: jump_if_false @DRIV6_8471 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 31 max_speed 30.0 traffic_flag 2 
0002: jump @DRIV6_8603 

:DRIV6_8471
0085: 106@ = 104@ // (int) 

:DRIV6_8479
00D6: if 
0029:   106@ >= 2 
004D: jump_if_false @DRIV6_8511 
000E: 106@ -= 2 
0002: jump @DRIV6_8479 

:DRIV6_8511
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @DRIV6_8557 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 29 max_speed 30.0 traffic_flag 2 

:DRIV6_8557
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @DRIV6_8603 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 30 max_speed 30.0 traffic_flag 2 

:DRIV6_8603
0713: actor 80@(104@,14i) driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999999.0 8 0 firing_rate 60 
0006: 140@(104@,14i) = 0 
0006: 154@(104@,14i) = 0 

:DRIV6_8665
00D6: if and
0118:   actor 66@(104@,14i) dead 
0118:   actor 80@(104@,14i) dead 
004D: jump_if_false @DRIV6_8705 
00AF: set_car 52@(104@,14i) driver_behaviour_to 0 

:DRIV6_8705
000A: 104@ += 1 
0002: jump @DRIV6_7473 

:DRIV6_8719
0051: return 

:DRIV6_8721
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_8886 
0006: 104@ = 0 

:DRIV6_8744
00D6: if 
001D:   49@ > 104@ // (int) 
004D: jump_if_false @DRIV6_8886 
00D6: if and
8119:   not car 52@(104@,14i) wrecked 
8118:   not actor 66@(104@,14i) dead 
8118:   not actor 80@(104@,14i) dead 
004D: jump_if_false @DRIV6_8872 
00D6: if and
00DB:   actor 66@(104@,14i) in_car 52@(104@,14i) 
00DB:   actor 80@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_8872 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 31 max_speed 30.0 traffic_flag 2 

:DRIV6_8872
000A: 104@ += 1 
0002: jump @DRIV6_8744 

:DRIV6_8886
0051: return 

:DRIV6_8888
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_9157 
0006: 104@ = 0 

:DRIV6_8911
00D6: if 
001D:   49@ > 104@ // (int) 
004D: jump_if_false @DRIV6_9157 
00D6: if and
8119:   not car 52@(104@,14i) wrecked 
8118:   not actor 66@(104@,14i) dead 
8118:   not actor 80@(104@,14i) dead 
004D: jump_if_false @DRIV6_9143 
00D6: if and
00DB:   actor 66@(104@,14i) in_car 52@(104@,14i) 
00DB:   actor 80@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_9143 
0085: 106@ = 104@ // (int) 

:DRIV6_9019
00D6: if 
0029:   106@ >= 2 
004D: jump_if_false @DRIV6_9051 
000E: 106@ -= 2 
0002: jump @DRIV6_9019 

:DRIV6_9051
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @DRIV6_9097 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 29 max_speed 30.0 traffic_flag 2 

:DRIV6_9097
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @DRIV6_9143 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 30 max_speed 30.0 traffic_flag 2 

:DRIV6_9143
000A: 104@ += 1 
0002: jump @DRIV6_8911 

:DRIV6_9157
0051: return 

:DRIV6_9159
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_9450 
0006: 258@ = 1 
0407: store_coords_to 42@ 43@ 44@ from_car 34@ with_offset -1.0 0.0 0.0 
0407: store_coords_to 45@ 46@ 47@ from_car 34@ with_offset 1.0 0.0 0.0 
0006: 104@ = 0 

:DRIV6_9247
00D6: if and
001D:   49@ > 104@ // (int) 
0039:   258@ == 1 
004D: jump_if_false @DRIV6_9425 
00D6: if 
8119:   not car 52@(104@,14i) wrecked 
004D: jump_if_false @DRIV6_9411 
046C: 48@ = car 52@(104@,14i) driver 
00D6: if 
8039:   not  48@ == -1 
004D: jump_if_false @DRIV6_9411 
00D6: if or
01AF:   car 52@(104@,14i) sphere 0 in_sphere 42@ 43@ 44@ radius 5.0 5.0 5.0 
01AF:   car 52@(104@,14i) sphere 0 in_sphere 45@ 46@ 47@ radius 5.0 5.0 5.0 
004D: jump_if_false @DRIV6_9411 
0006: 258@ = 0 

:DRIV6_9411
000A: 104@ += 1 
0002: jump @DRIV6_9247 

:DRIV6_9425
00D6: if 
0039:   258@ == 1 
004D: jump_if_false @DRIV6_9450 
0006: 32@ = 0 

:DRIV6_9450
0051: return 

:DRIV6_9452
0006: 104@ = 0 

:DRIV6_9459
00D6: if 
001D:   49@ > 104@ // (int) 
004D: jump_if_false @DRIV6_9766 
00D6: if 
8119:   not car 52@(104@,14i) wrecked 
004D: jump_if_false @DRIV6_9752 
00D6: if 
8118:   not actor 66@(104@,14i) dead 
004D: jump_if_false @DRIV6_9578 
05D1: AS_actor 66@(104@,14i) drive_car 52@(104@,14i) to -2148.62 1063.98 79.73 speed 20.0 0 model #NULL 2 
0961: set_actor 66@(104@,14i) keep_tasks_after_cleanup 1 
0002: jump @DRIV6_9721 

:DRIV6_9578
00D6: if 
8118:   not actor 80@(104@,14i) dead 
004D: jump_if_false @DRIV6_9721 
00D6: if 
00DB:   actor 80@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_9679 
00AA: store_car 52@(104@,14i) position_to 94@ 95@ 96@ 
0362: remove_actor 80@(104@,14i) from_car_and_place_at 94@ 95@ -10.0 
036A: put_actor 80@(104@,14i) in_car 52@(104@,14i) 

:DRIV6_9679
05D1: AS_actor 80@(104@,14i) drive_car 52@(104@,14i) to -2148.62 1063.98 79.73 speed 20.0 0 model #NULL 2 

:DRIV6_9721
00D6: if 
8118:   not actor 80@(104@,14i) dead 
004D: jump_if_false @DRIV6_9752 
0961: set_actor 80@(104@,14i) keep_tasks_after_cleanup 1 

:DRIV6_9752
000A: 104@ += 1 
0002: jump @DRIV6_9459 

:DRIV6_9766
0051: return 

:DRIV6_9768
0006: 104@ = 0 

:DRIV6_9775
00D6: if 
001D:   49@ > 104@ // (int) 
004D: jump_if_false @DRIV6_10124 
00D6: if 
8119:   not car 52@(104@,14i) wrecked 
004D: jump_if_false @DRIV6_10110 
00D6: if 
8118:   not actor 66@(104@,14i) dead 
004D: jump_if_false @DRIV6_9924 
05BF: AS_actor 66@(104@,14i) look_at_actor $PLAYER_ACTOR 5000 ms 
00D6: if 
00DB:   actor 66@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_9906 
06C7: AS_actor 66@(104@,14i) driver_of_car 52@(104@,14i) perform_action 6 timelimit 2000000 
0002: jump @DRIV6_9924 

:DRIV6_9906
05CB: AS_actor 66@(104@,14i) enter_car 52@(104@,14i) as_driver -1 ms 

:DRIV6_9924
00D6: if 
8118:   not actor 80@(104@,14i) dead 
004D: jump_if_false @DRIV6_10110 
05BF: AS_actor 80@(104@,14i) look_at_actor $PLAYER_ACTOR 5000 ms 
00D6: if 
0039:   210@(104@,14i) == 1 
004D: jump_if_false @DRIV6_10063 
00D6: if 
00DB:   actor 80@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_10038 
06C7: AS_actor 80@(104@,14i) driver_of_car 52@(104@,14i) perform_action 6 timelimit 2000000 
0002: jump @DRIV6_10056 

:DRIV6_10038
05CB: AS_actor 80@(104@,14i) enter_car 52@(104@,14i) as_driver -1 ms 

:DRIV6_10056
0002: jump @DRIV6_10110 

:DRIV6_10063
00D6: if 
80DB:   not actor 80@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_10110 
05CA: AS_actor 80@(104@,14i) enter_car 52@(104@,14i) passenger_seat 0 time -1 

:DRIV6_10110
000A: 104@ += 1 
0002: jump @DRIV6_9775 

:DRIV6_10124
0051: return 

:DRIV6_10126
0006: 104@ = 0 

:DRIV6_10133
00D6: if 
001D:   49@ > 104@ // (int) 
004D: jump_if_false @DRIV6_10193 
009B: destroy_actor 66@(104@,14i) 
009B: destroy_actor 80@(104@,14i) 
00A6: destroy_car 52@(104@,14i) 
000A: 104@ += 1 
0002: jump @DRIV6_10133 

:DRIV6_10193
0051: return 

:DRIV6_10195
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_10218 
020A: set_car 34@ door_status_to 2 

:DRIV6_10218
016A: fade 0 time 1000 

:DRIV6_10225
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV6_10249 
0001: wait 0 ms 
0002: jump @DRIV6_10225 

:DRIV6_10249
0395: clear_area 0 at 38@ 39@ 40@ radius 100.0 
0050: gosub @DRIV6_10126 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0247: load_model #CELLPHONE 

:DRIV6_10297
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @DRIV6_10324 
0001: wait 0 ms 
0002: jump @DRIV6_10297 

:DRIV6_10324
029B: 267@ = init_object #CELLPHONE at -1561.4 -2721.1 47.57 
0750: set_object 267@ visibility 0 
070A: AS_actor $PLAYER_ACTOR attach_to_object 267@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_10466 
00A9: set_car 34@ to_normal_driver 
00AB: put_car 34@ at 38@ 39@ -100.0 
0175: set_car 34@ Z_angle_to 55.5 
08A6: set_car 34@ door 2 rotation_to 0.0 
08A6: set_car 34@ door 3 rotation_to 0.0 

:DRIV6_10466
04ED: load_animation "CAR_CHAT" 
03CF: load_wav 23000 as 3 

:DRIV6_10485
00D6: if or
84EE:   not animation "CAR_CHAT" loaded 
83D0:   not wav 3 loaded 
004D: jump_if_false @DRIV6_10523 
0001: wait 0 ms 
0002: jump @DRIV6_10485 

:DRIV6_10523
015F: set_camera_position -1573.6 -2743.74 49.12 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1573.0 -2743.39 49.05 switchstyle 2 
016A: fade 1 time 1000 

:DRIV6_10581
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV6_10628 
00D6: if 
03CA:   object 267@ exists 
004D: jump_if_false @DRIV6_10617 
0750: set_object 267@ visibility 0 

:DRIV6_10617
0001: wait 0 ms 
0002: jump @DRIV6_10581 

:DRIV6_10628
0006: 259@ = 1 
0707: start_scene_skip_to @DRIV6_12111 
0615: define_AS_pack_begin 101@ 
0605: actor -1 perform_animation "CARFONE_IN" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA_TO_B" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPB" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 101@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 101@ 
061B: remove_references_to_AS_pack 101@ 
03D1: play_wav 3 
0006: 32@ = 0 

:DRIV6_10810
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @DRIV6_10863 
00D6: if 
03CA:   object 267@ exists 
004D: jump_if_false @DRIV6_10852 
0750: set_object 267@ visibility 0 

:DRIV6_10852
0001: wait 0 ms 
0002: jump @DRIV6_10810 

:DRIV6_10863
0750: set_object 267@ visibility 1 
040D: unload_wav 3 
0006: 135@ = 1 
0050: gosub @DRIV6_12213 
0006: 32@ = 0 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 102@ // ret 7 if not found 
00D6: if 
84A4:   not  102@ == 7 // == constant 
004D: jump_if_false @DRIV6_10939 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 103@ // similar to 062E 
0002: jump @DRIV6_10946 

:DRIV6_10939
0006: 103@ = 2 

:DRIV6_10946
00D6: if or
001B:   2 > 103@ 
0039:   132@ == 0 
004D: jump_if_false @DRIV6_11059 
0001: wait 0 ms 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @DRIV6_11001 
0050: gosub @DRIV6_12532 

:DRIV6_11001
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 102@ // ret 7 if not found 
00D6: if 
84A4:   not  102@ == 7 // == constant 
004D: jump_if_false @DRIV6_11045 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 103@ // similar to 062E 
0002: jump @DRIV6_11052 

:DRIV6_11045
0006: 103@ = 2 

:DRIV6_11052
0002: jump @DRIV6_10946 

:DRIV6_11059
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_11172 
0407: store_coords_to 107@ 108@ 109@ from_car 34@ with_offset 0.4 0.51 0.65 
015F: set_camera_position 107@ 108@ 109@ rotation 0.0 0.0 0.0 
0407: store_coords_to 107@ 108@ 109@ from_car 34@ with_offset -0.13 0.22 0.54 
0160: set_camera_point_at 107@ 108@ 109@ switchstyle 2 

:DRIV6_11172
0605: actor $PLAYER_ACTOR perform_animation "CARFONE_LOOPB" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:DRIV6_11217
00D6: if 
002B:   1 >= 132@ 
004D: jump_if_false @DRIV6_11253 
0001: wait 0 ms 
0050: gosub @DRIV6_12532 
0002: jump @DRIV6_11217 

:DRIV6_11253
0615: define_AS_pack_begin 101@ 
0605: actor -1 perform_animation "CARFONE_LOOPB_TO_A" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 101@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 101@ 
061B: remove_references_to_AS_pack 101@ 

:DRIV6_11369
00D6: if 
002B:   4 >= 132@ 
004D: jump_if_false @DRIV6_11405 
0001: wait 0 ms 
0050: gosub @DRIV6_12532 
0002: jump @DRIV6_11369 

:DRIV6_11405
0615: define_AS_pack_begin 101@ 
0605: actor -1 perform_animation "CARFONE_LOOPA_TO_B" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPB" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 101@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 101@ 
061B: remove_references_to_AS_pack 101@ 

:DRIV6_11521
00D6: if 
002B:   5 >= 132@ 
004D: jump_if_false @DRIV6_11597 
0001: wait 0 ms 
0050: gosub @DRIV6_12532 
00D6: if and
0039:   131@ == 2 
8039:   not  134@ == 1 
004D: jump_if_false @DRIV6_11590 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
0006: 134@ = 1 

:DRIV6_11590
0002: jump @DRIV6_11521 

:DRIV6_11597
00A5: 268@ = create_car #SANCHEZ at -1565.89 -2748.32 48.21 
0175: set_car 268@ Z_angle_to 58.42 
0129: 269@ = create_actor_pedtype 24 model #DNB3 in_car 268@ driverseat 
0001: wait 1000 ms 
00D6: if and
8118:   not actor 269@ dead 
8119:   not car 268@ wrecked 
004D: jump_if_false @DRIV6_11702 
05D1: AS_actor 269@ drive_car 268@ to -1574.23 -2742.62 48.2 speed 20.0 1 model #NULL 3 

:DRIV6_11702
015F: set_camera_position -1570.65 -2748.39 48.35 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1571.99 -2745.26 48.29 switchstyle 2 
00D6: if 
8118:   not actor 269@ dead 
004D: jump_if_false @DRIV6_11850 
062E: get_actor 269@ task 1489 status_store_to 102@ // ret 7 if not found 

:DRIV6_11780
00D6: if 
84A4:   not  102@ == 7 // == constant 
004D: jump_if_false @DRIV6_11850 
0001: wait 0 ms 
00D6: if 
8118:   not actor 269@ dead 
004D: jump_if_false @DRIV6_11836 
062E: get_actor 269@ task 1489 status_store_to 102@ // ret 7 if not found 
0002: jump @DRIV6_11843 

:DRIV6_11836
04AF: 102@ = 7 // = constant 

:DRIV6_11843
0002: jump @DRIV6_11780 

:DRIV6_11850
00D6: if 
8118:   not actor 269@ dead 
004D: jump_if_false @DRIV6_11882 
05BF: AS_actor 269@ look_at_actor $PLAYER_ACTOR 3000 ms 
0001: wait 3000 ms 

:DRIV6_11882
00D6: if 
8118:   not actor 269@ dead 
004D: jump_if_false @DRIV6_11920 
06A9: AS_actor 269@ look_at_point -1572.73 -2747.12 48.2 -2 ms 

:DRIV6_11920
00D6: if 
001D:   133@ > 132@ // (int) 
004D: jump_if_false @DRIV6_12034 
0001: wait 0 ms 
00D6: if 
8118:   not actor 269@ dead 
004D: jump_if_false @DRIV6_12013 
0050: gosub @DRIV6_12532 
00D6: if and
0039:   131@ == 2 
8039:   not  134@ == 1 
004D: jump_if_false @DRIV6_12006 
0967: actor 269@ move_mouth 10000 ms 
0006: 134@ = 1 

:DRIV6_12006
0002: jump @DRIV6_12027 

:DRIV6_12013
040D: unload_wav 1 
00BE: text_clear_all 
0085: 132@ = 133@ // (int) 

:DRIV6_12027
0002: jump @DRIV6_11920 

:DRIV6_12034
00D6: if and
8118:   not actor 269@ dead 
8119:   not car 268@ wrecked 
004D: jump_if_false @DRIV6_12099 
0968: actor 269@ stop_mouth 
0647: AS_actor 269@ clear_look_task 
05D1: AS_actor 269@ drive_car 268@ to -1630.35 -2721.17 48.62 speed 20.0 0 model #NULL 2 

:DRIV6_12099
0001: wait 3000 ms 
0006: 259@ = 0 

:DRIV6_12111
0701: end_scene_skip 
00D6: if 
0039:   259@ == 1 
004D: jump_if_false @DRIV6_12131 

:DRIV6_12131
0687: clear_actor $PLAYER_ACTOR task 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 3 
040D: unload_wav 1 
00BE: text_clear_all 
009B: destroy_actor 269@ 
00A6: destroy_car 268@ 
0108: destroy_object 267@ 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_12196 
020A: set_car 34@ door_status_to 1 

:DRIV6_12196
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0051: return 

:DRIV6_12213
0871: init_jump_table 135@ total_jumps 2 default_jump 1 @DRIV6_12502 jumps 0 @DRIV6_12276 1 @DRIV6_12334 -1 @DRIV6_12509 -1 @DRIV6_12509 -1 @DRIV6_12509 -1 @DRIV6_12509 -1 @DRIV6_12509 

:DRIV6_12276
05AA: 110@s = 'FAR5_AB' // @s = 'short'  // ~z~This car is a decoy!
05AA: 112@s = 'FAR5_AA' // @s = 'short'  // ~z~It's decoy, back to Chinatown!
04AF: 124@ = 15601 // = constant 
04AF: 125@ = 15600 // = constant 
0006: 133@ = 2 
0002: jump @DRIV6_12509 

:DRIV6_12334
05AA: 110@s = 'MTG02A' // @s = 'short'  // ~z~Eh.
05AA: 112@s = 'MTG02B' // @s = 'short'  // ~z~Mr. Johnson, it's Guppy, are you OK?
05AA: 114@s = 'MTG02C' // @s = 'short'  // ~z~Yeah, it's nothing, they took the bait like morons!
05AA: 116@s = 'MTG02D' // @s = 'short'  // ~z~Mr. Ran Fa Li get out alright?
05AA: 118@s = 'MTG02E' // @s = 'short'  // ~z~Yes, Woozie has taken him to safety, thank you.
05AA: 120@s = 'MTG02F' // @s = 'short'  // ~z~Cool. I'll see you later, man.
05AA: 122@s = 'FAR5_AA' // @s = 'short'  // ~z~It's decoy, back to Chinatown!
04AF: 124@ = 29408 // = constant 
04AF: 125@ = 29409 // = constant 
04AF: 126@ = 29410 // = constant 
04AF: 127@ = 29411 // = constant 
04AF: 128@ = 29412 // = constant 
04AF: 129@ = 29413 // = constant 
04AF: 130@ = 15600 // = constant 
0006: 133@ = 7 
0002: jump @DRIV6_12509 

:DRIV6_12502
0002: jump @DRIV6_12509 

:DRIV6_12509
0006: 131@ = 0 
0006: 132@ = 0 
0006: 134@ = 0 
0051: return 

:DRIV6_12532
00D6: if or
0039:   131@ == 0 
0039:   131@ == 1 
004D: jump_if_false @DRIV6_12602 
00D6: if 
001D:   133@ > 132@ // (int) 
004D: jump_if_false @DRIV6_12602 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DRIV6_12602 
0050: gosub @DRIV6_12667 

:DRIV6_12602
00D6: if 
0039:   131@ == 2 
004D: jump_if_false @DRIV6_12665 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRIV6_12665 
0006: 131@ = 0 
000A: 132@ += 1 
0006: 134@ = 0 
00BE: text_clear_all 
0006: 33@ = 0 

:DRIV6_12665
0051: return 

:DRIV6_12667
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @DRIV6_12703 
03CF: load_wav 124@(132@,7i) as 1 
0006: 131@ = 1 

:DRIV6_12703
00D6: if 
0039:   131@ == 1 
004D: jump_if_false @DRIV6_12761 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRIV6_12761 
00BC: show_text_highpriority GXT 110@(132@,7s) time 10000 flag 1 
03D1: play_wav 1 
0006: 131@ = 2 

:DRIV6_12761
0051: return 

:DRIV6_12763
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:DRIV6_12781
0008: $WUZIMU_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'FAR_5'  // Lure
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 8000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 8000 
0998: add_respect 20 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:DRIV6_12845
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_12883 
02AC: set_car 34@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
01EC: make_car 34@ very_heavy 1
0423: set_car 34@ improved_handling_to 1.5 // (float)  
0852: set_car 34@ damages_visible 1 

:DRIV6_12883
0249: release_model #RNCHLURE 
0249: release_model #SANCHEZ 
0249: release_model #DNB3 
0249: release_model #DNB2 
0249: release_model #MP5LNG 
0249: release_model #CELLPHONE 
04EF: release_animation "CAR_CHAT" 
0164: disable_marker 262@ 
0164: disable_marker 263@ 
0164: disable_marker 264@ 
0164: disable_marker 265@ 
0050: gosub @DRIV6_9452 
06D6: disable_racing_checkpoint 41@ 
0151: remove_status_text $1936 
061B: remove_references_to_AS_pack 101@ 
014C: set_parked_car_generator $5280 cars_to_generate_to 101 
014C: set_parked_car_generator $5281 cars_to_generate_to 101 
014C: set_parked_car_generator $5282 cars_to_generate_to 101 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01EB: set_traffic_density_multiplier_to 1.0 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 56---------------
// Originally: Amphibious Assault

:WUZI2
03A4: name_thread 'WUZI2' 
0050: gosub @WUZI2_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @WUZI2_38 
0050: gosub @WUZI2_26542 

:WUZI2_38
0050: gosub @WUZI2_26652 
004E: end_thread 

:WUZI2_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
050F: get_max_wanted_level_to 257@ 
054C: use_GXT_table 'WUZI2' 
0652: $STAT_LUNG_CAPACITY_FOR_WUZI = integer_stat 225 
00D6: if 
8735:   not is_keyboard_key_pressed 81 
004D: jump_if_false @WUZI2_242 
00D6: if 
002A:   50 >= $STAT_LUNG_CAPACITY_FOR_WUZI 
004D: jump_if_false @WUZI2_242 
0004: $STAT_LUNG_CAPACITY_FOR_WUZI = 1 
04BB: select_interior 1 
02E4: load_cutscene_data 'W2_ALT' 

:WUZI2_135
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @WUZI2_159 
0001: wait 0 ms 
0002: jump @WUZI2_135 

:WUZI2_159
02E7: start_cutscene 
016A: fade 1 time 1000 

:WUZI2_168
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @WUZI2_192 
0001: wait 0 ms 
0002: jump @WUZI2_168 

:WUZI2_192
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:WUZI2_205
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI2_229 
0001: wait 0 ms 
0002: jump @WUZI2_205 

:WUZI2_229
02EA: end_cutscene 
04BB: select_interior 0 
0002: jump @WUZI2_26652 

:WUZI2_242
0004: $STAT_LUNG_CAPACITY_FOR_WUZI = 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
04BB: select_interior 1 
02E4: load_cutscene_data 'WOOZIE2' 

:WUZI2_275
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @WUZI2_299 
0001: wait 0 ms 
0002: jump @WUZI2_275 

:WUZI2_299
02E7: start_cutscene 
016A: fade 1 time 1000 

:WUZI2_308
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @WUZI2_332 
0001: wait 0 ms 
0002: jump @WUZI2_308 

:WUZI2_332
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:WUZI2_345
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI2_369 
0001: wait 0 ms 
0002: jump @WUZI2_345 

:WUZI2_369
02EA: end_cutscene 
04BB: select_interior 0 
08F4: set_max_group_members 99 
004F: create_thread @A_CONT  
0247: load_model #DNB1 
0247: load_model #DNB2 
0247: load_model #DNB3 
0247: load_model #TROPIC 
0247: load_model #AK47 
0247: load_model #KNIFECUR 
0247: load_model #A51_SPOTBASE 
0247: load_model #A51_SPOTHOUSING 
0247: load_model #A51_SPOTBULB 
04ED: load_animation "DAM_JUMP" 

:WUZI2_441
00D6: if or
8248:   not model #DNB1 available 
8248:   not model #DNB2 available 
8248:   not model #DNB3 available 
8248:   not model #TROPIC available 
8248:   not model #AK47 available 
8248:   not model #KNIFECUR available 
004D: jump_if_false @WUZI2_490 
0001: wait 0 ms 
0002: jump @WUZI2_441 

:WUZI2_490
00D6: if or
8248:   not model #A51_SPOTBASE available 
8248:   not model #A51_SPOTHOUSING available 
8248:   not model #A51_SPOTBULB available 
84EE:   not animation "DAM_JUMP" loaded 
004D: jump_if_false @WUZI2_539 
0001: wait 0 ms 
0002: jump @WUZI2_490 

:WUZI2_539
060A: create_decision_maker_type 4 store_to 34@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 35@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
01B6: set_weather 16 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
00A1: put_actor $PLAYER_ACTOR at -2153.611 645.31 51.3516 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
016A: fade 1 time 1500 
018A: 36@ = create_checkpoint_at -1641.995 1309.217 6.1764 
00BC: show_text_highpriority GXT 'WZI2_1' time 8000 flag 1  // ~s~Get to the ~y~docks~s~.
0006: 40@ = 0 
0006: 253@ = 0 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @WUZI2_910 
00A5: 290@($7257,2i) = create_car #TROPIC at 0.0 0.0 0.0 
0224: set_car 290@($7257,2i) health_to 10
009A: 436@($7257,7i) = create_actor_pedtype 4 model #DNB1 at 0.0 0.0 0.0 
0187: 443@($7257,8i) = create_marker_above_actor 436@($7257,7i) 
00A5: 413@($7257,2i) = create_car #TROPIC at 0.0 0.0 0.0 
0224: set_car 413@($7257,2i) health_to 10
009A: 417@($7257,6i) = create_actor_pedtype 4 model #DNB1 at 0.0 0.0 0.0 
0187: 259@ = create_marker_above_actor 417@($7257,6i) 
06B1: 383@($7257,6i) = create_searchlight_at 0.0 0.0 0.0 radius 0.0 target 0.0 0.0 0.0 radius 0.0 
06D5: 276@ = create_racing_checkpoint_at 0.0 0.0 0.0 point_to 0.0 0.0 0.0 type 3 radius 0.0 

:WUZI2_910
05AA: 127@s = 'WUZ2_AA' // @s = 'short'  // ~z~I think I see something in the water!
04AF: 58@ = 44000 // = constant 
05AA: 129@s = 'WUZ2_NA' // @s = 'short'  // ~z~Hey, someone in the water!
04AF: 59@ = 44036 // = constant 
05AA: 131@s = 'WUZ2_ZA' // @s = 'short'  // ~z~Shit, did you see that?
04AF: 60@ = 44083 // = constant 
05AA: 133@s = 'WUZ2_AB' // @s = 'short'  // ~z~Hey, what was that? Over there!
04AF: 61@ = 44001 // = constant 
05AA: 135@s = 'WUZ2_NB' // @s = 'short'  // ~z~See that? Over there!
04AF: 62@ = 44037 // = constant 
05AA: 137@s = 'WUZ2_ZB' // @s = 'short'  // ~z~Hey, we gotta check over there!
04AF: 63@ = 44084 // = constant 
05AA: 139@s = 'WUZ2_AC' // @s = 'short'  // ~z~Anybody else see that?
04AF: 64@ = 44002 // = constant 
05AA: 141@s = 'WUZ2_NC' // @s = 'short'  // ~z~We got a swimmer approaching the boat!
04AF: 65@ = 44038 // = constant 
05AA: 143@s = 'WUZ2_ZC' // @s = 'short'  // ~z~That a guy in the water?
04AF: 66@ = 44085 // = constant 
05AA: 145@s = 'WUZ2_BA' // @s = 'short'  // ~z~Gotta stop spooking myself!
04AF: 67@ = 44003 // = constant 
05AA: 147@s = 'WUZ2_OA' // @s = 'short'  // ~z~Nah, I must be tripping or something.
04AF: 68@ = 44039 // = constant 
05AA: 149@s = 'WUZ2_ZD' // @s = 'short'  // ~z~Must have been one of those seals...
04AF: 69@ = 44086 // = constant 
05AA: 151@s = 'WUZ2_BB' // @s = 'short'  // ~z~Must have been a seal or something...
04AF: 70@ = 44004 // = constant 
05AA: 153@s = 'WUZ2_OB' // @s = 'short'  // ~z~Shit, could have sworn I saw something!
04AF: 71@ = 44040 // = constant 
05AA: 155@s = 'WUZ2_ZE' // @s = 'short'  // ~z~Shit, I dunno what I saw...
04AF: 72@ = 44087 // = constant 
05AA: 157@s = 'WUZ2_BC' // @s = 'short'  // ~z~My mind must be playing tricks.
04AF: 73@ = 44005 // = constant 
05AA: 159@s = 'WUZ2_OC' // @s = 'short'  // ~z~Man, I swear I saw something...
04AF: 74@ = 44041 // = constant 
05AA: 161@s = 'WUZ2_ZF' // @s = 'short'  // ~z~Man, did you see him? No..?
04AF: 75@ = 44088 // = constant 
05AA: 163@s = 'WUZ2_CA' // @s = 'short'  // ~z~Shit, over there! Some guy in the water!
04AF: 76@ = 44006 // = constant 
05AA: 165@s = 'WUZ2_PA' // @s = 'short'  // ~z~There he is!
04AF: 77@ = 44042 // = constant 
05AA: 167@s = 'WUZ2_ZG' // @s = 'short'  // ~z~Told you I saw some idiot!
04AF: 78@ = 44089 // = constant 
05AA: 169@s = 'WUZ2_CB' // @s = 'short'  // ~z~There, a man in the water!
04AF: 79@ = 44007 // = constant 
05AA: 171@s = 'WUZ2_PB' // @s = 'short'  // ~z~I see him!
04AF: 80@ = 44043 // = constant 
05AA: 173@s = 'WUZ2_ZH' // @s = 'short'  // ~z~There! See him?
04AF: 81@ = 44090 // = constant 
05AA: 175@s = 'WUZ2_CC' // @s = 'short'  // ~z~We got somebody in the water over here!
04AF: 82@ = 44008 // = constant 
05AA: 177@s = 'WUZ2_PC' // @s = 'short'  // ~z~There's the bastard!
04AF: 83@ = 44044 // = constant 
05AA: 179@s = 'WUZ2_ZJ' // @s = 'short'  // ~z~Get the son of a bitch!
04AF: 84@ = 44091 // = constant 
05AA: 181@s = 'WUZ2_DA' // @s = 'short'  // ~z~Where'd he go?
04AF: 85@ = 44009 // = constant 
05AA: 183@s = 'WUZ2_QA' // @s = 'short'  // ~z~He's gone under!
04AF: 86@ = 44045 // = constant 
05AA: 185@s = 'WUZ2_ZK' // @s = 'short'  // ~z~He can't hold his breath forever!
04AF: 87@ = 44092 // = constant 
05AA: 187@s = 'WUZ2_DB' // @s = 'short'  // ~z~He's gone under!
04AF: 88@ = 44010 // = constant 
05AA: 189@s = 'WUZ2_QB' // @s = 'short'  // ~z~He's dived again!
04AF: 89@ = 44046 // = constant 
05AA: 191@s = 'WUZ2_ZL' // @s = 'short'  // ~z~Keep circling!
04AF: 90@ = 44093 // = constant 
05AA: 193@s = 'WUZ2_DC' // @s = 'short'  // ~z~He was just here!
04AF: 91@ = 44011 // = constant 
05AA: 195@s = 'WUZ2_QC' // @s = 'short'  // ~z~He's under us!
04AF: 92@ = 44047 // = constant 
05AA: 197@s = 'WUZ2_ZM' // @s = 'short'  // ~z~He's got to come up for air at some point!
04AF: 93@ = 44094 // = constant 
05AA: 199@s = 'WUZ2_EA' // @s = 'short'  // ~z~Shit, must have been a seal...
04AF: 94@ = 44012 // = constant 
05AA: 201@s = 'WUZ2_RA' // @s = 'short'  // ~z~No one can hold their breath that long, man!
04AF: 95@ = 44048 // = constant 
05AA: 203@s = 'WUZ2_ZN' // @s = 'short'  // ~z~We must have winged him!
04AF: 96@ = 44095 // = constant 
05AA: 205@s = 'WUZ2_EB' // @s = 'short'  // ~z~Man, he must have drowned by now!
04AF: 97@ = 44013 // = constant 
05AA: 207@s = 'WUZ2_RB' // @s = 'short'  // ~z~He must be dead...
04AF: 98@ = 44049 // = constant 
05AA: 209@s = 'WUZ2_ZO' // @s = 'short'  // ~z~We must have killed him!
04AF: 99@ = 44096 // = constant 
05AA: 211@s = 'WUZ2_EC' // @s = 'short'  // ~z~No, he's long gone or dead.
04AF: 100@ = 44014 // = constant 
05AA: 213@s = 'WUZ2_RC' // @s = 'short'  // ~z~Shit he's been down there too long!
04AF: 101@ = 44050 // = constant 
05AA: 215@s = 'WUZ2_ZP' // @s = 'short'  // ~z~He must have got trapped down there!
04AF: 102@ = 44097 // = constant 
05AA: 217@s = 'WUZ2_FA' // @s = 'short'  // ~z~There he is again!
04AF: 103@ = 44015 // = constant 
05AA: 219@s = 'WUZ2_SA' // @s = 'short'  // ~z~There he is again!
04AF: 104@ = 44051 // = constant 
05AA: 221@s = 'WUZ2_ZQ' // @s = 'short'  // ~z~Told you we'd get him!
04AF: 105@ = 44098 // = constant 
05AA: 223@s = 'WUZ2_FB' // @s = 'short'  // ~z~I got him, he's over there!
04AF: 106@ = 44016 // = constant 
05AA: 225@s = 'WUZ2_SB' // @s = 'short'  // ~z~We picked him up again!
04AF: 107@ = 44052 // = constant 
05AA: 227@s = 'WUZ2_ZR' // @s = 'short'  // ~z~There he is again!
04AF: 108@ = 44099 // = constant 
05AA: 229@s = 'WUZ2_FC' // @s = 'short'  // ~z~I see him!
04AF: 109@ = 44017 // = constant 
05AA: 231@s = 'WUZ2_SC' // @s = 'short'  // ~z~Over here! He's over here!
04AF: 110@ = 44053 // = constant 
05AA: 233@s = 'WUZ2_ZS' // @s = 'short'  // ~z~He's on the surface again!
04AF: 111@ = 44100 // = constant 
05AA: 235@s = 'WUZ2_GA' // @s = 'short'  // ~z~We got him!
04AF: 112@ = 44018 // = constant 
05AA: 237@s = 'WUZ2_TA' // @s = 'short'  // ~z~Yo, we got him now!
04AF: 113@ = 44054 // = constant 
05AA: 239@s = 'WUZ2_ZT' // @s = 'short'  // ~z~Hey, he's over here!
04AF: 114@ = 44101 // = constant 
05AA: 241@s = 'WUZ2_GB' // @s = 'short'  // ~z~Oh yeah, I see him!
04AF: 115@ = 44019 // = constant 
05AA: 243@s = 'WUZ2_TB' // @s = 'short'  // ~z~I see him too!
04AF: 116@ = 44055 // = constant 
05AA: 245@s = 'WUZ2_ZU' // @s = 'short'  // ~z~We got him now!
04AF: 117@ = 44102 // = constant 
05AA: 247@s = 'WUZ2_GC' // @s = 'short'  // ~z~OK, we see him!
04AF: 118@ = 44020 // = constant 
05AA: 249@s = 'WUZ2_TC' // @s = 'short'  // ~z~Hey, I see the bastard too!
04AF: 119@ = 44056 // = constant 
05AA: 251@s = 'WUZ2_ZV' // @s = 'short'  // ~z~You guys, he's over here!
04AF: 120@ = 44103 // = constant 
0209: 121@ = random_int_in_ranges 0 3 
0209: 122@ = random_int_in_ranges 0 3 
0006: 123@ = 0 
0006: 124@ = 10 

:WUZI2_2454
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @WUZI2_2480 
0002: jump @WUZI2_26588 

:WUZI2_2480
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere -1641.995 1309.217 6.1764 radius 1.2 1.2 2.0 sphere 1 stopped_on_foot 
004D: jump_if_false @WUZI2_2547 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 36@ 
0002: jump @WUZI2_2554 

:WUZI2_2547
0002: jump @WUZI2_2454 

:WUZI2_2554
016A: fade 0 time 500 

:WUZI2_2561
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI2_2585 
0001: wait 0 ms 
0002: jump @WUZI2_2561 

:WUZI2_2585
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 0 
03BA: clear_cars_from_cube_cornerA -1648.875 1319.242 6.0 cornerB -1636.367 1297.54 9.0 
042B: clear_peds_from_cube_cornerA -1648.875 1319.242 6.0 cornerB -1636.367 1297.54 9.0 
0050: gosub @WUZI2_8379 
0050: gosub @WUZI2_18697 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI2_2715 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1640.9 1310.6 6.1797 
0002: jump @WUZI2_2735 

:WUZI2_2715
00A1: put_actor $PLAYER_ACTOR at -1640.9 1310.6 6.1797 

:WUZI2_2735
0173: set_actor $PLAYER_ACTOR Z_angle_to 315.0 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 47@ = 0 
03CB: set_rendering_origin_at -1455.999 1529.144 19.179 
015F: set_camera_position -1358.484 1468.994 18.4397 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1359.312 1469.54 18.3092 switchstyle 2 
0050: gosub @WUZI2_18118 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
016A: fade 1 time 500 

:WUZI2_2852
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI2_2876 
0001: wait 0 ms 
0002: jump @WUZI2_2852 

:WUZI2_2876
0707: start_scene_skip_to @WUZI2_3040 
00BC: show_text_highpriority GXT 'WZI2_2' time 6500 flag 1  // ~s~The boat that you have to plant the bug on is anchored out at sea.
0006: 32@ = 0 

:WUZI2_2906
00D6: if 
001B:   6500 > 32@ 
004D: jump_if_false @WUZI2_2936 
0001: wait 0 ms 
0002: jump @WUZI2_2906 

:WUZI2_2936
015F: set_camera_position -1511.427 1374.075 5.9802 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1511.29 1373.103 5.7898 switchstyle 2 
00BC: show_text_highpriority GXT 'WZI2_3' time 6500 flag 1  // ~s~You will have to swim to it, however there are Da Nang Boys patrolling the route.
0006: 32@ = 0 

:WUZI2_3010
00D6: if 
001B:   6500 > 32@ 
004D: jump_if_false @WUZI2_3040 
0001: wait 0 ms 
0002: jump @WUZI2_3010 

:WUZI2_3040
0701: end_scene_skip 
00BE: text_clear_all 
0707: start_scene_skip_to @WUZI2_3877 
015F: set_camera_position -1642.439 1308.882 11.1649 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1641.914 1309.402 10.4912 switchstyle 2 
0006: 32@ = 0 

:WUZI2_3109
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @WUZI2_3139 
0001: wait 0 ms 
0002: jump @WUZI2_3109 

:WUZI2_3139
0605: actor $PLAYER_ACTOR perform_animation "SF_JUMPWALL" IFP "DAM_JUMP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0006: 32@ = 0 

:WUZI2_3189
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @WUZI2_3219 
0001: wait 0 ms 
0002: jump @WUZI2_3189 

:WUZI2_3219
015D: set_gamespeed 0.2 
015F: set_camera_position -1636.664 1316.354 -3.7183 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1636.729 1315.749 -2.925 switchstyle 2 
0005: $TEMPVAR_FLOAT_3 = -2.925 
0006: 32@ = 0 
0006: 254@ = 0 

:WUZI2_3301
00D6: if 
0020:   $TEMPVAR_FLOAT_3 > -3.2406 
004D: jump_if_false @WUZI2_3570 
0001: wait 0 ms 
000D: $TEMPVAR_FLOAT_3 -= 0.003 
00D6: if 
0022:   -3.2406 > $TEMPVAR_FLOAT_3 
004D: jump_if_false @WUZI2_3367 
0005: $TEMPVAR_FLOAT_3 = -3.2406 

:WUZI2_3367
0160: set_camera_point_at -1636.729 1315.749 $TEMPVAR_FLOAT_3 switchstyle 2 
00D6: if and
0019:   32@ > 200 
001B:   2 > 254@ 
004D: jump_if_false @WUZI2_3563 
00D6: if 
0039:   254@ == 0 
004D: jump_if_false @WUZI2_3546 
092E: get_water_height_at -1637.354 1314.11 ignore_waves 1 store_to $TEMPVAR_FLOAT_1 
064B: 255@ = create_particle "WATER_SPLASH" at -1637.354 1314.11 $TEMPVAR_FLOAT_1 type 1 
064B: 256@ = create_particle "WATER_RIPPLES" at -1637.354 1314.11 $TEMPVAR_FLOAT_1 type 1 
097A: play_audio_at -1637.354 1314.11 $TEMPVAR_FLOAT_1 event 1144 
000A: 254@ += 1 
0002: jump @WUZI2_3563 

:WUZI2_3546
064C: make_particle 255@ visible 
064C: make_particle 256@ visible 
000A: 254@ += 1 

:WUZI2_3563
0002: jump @WUZI2_3301 

:WUZI2_3570
0005: $TEMPVAR_FLOAT_3 = 0.2 

:WUZI2_3580
00D6: if 
0022:   0.5 > $TEMPVAR_FLOAT_3 
004D: jump_if_false @WUZI2_3658 
0001: wait 0 ms 
0009: $TEMPVAR_FLOAT_3 += 0.014 
00D6: if 
0020:   $TEMPVAR_FLOAT_3 > 0.5 
004D: jump_if_false @WUZI2_3646 
0005: $TEMPVAR_FLOAT_3 = 0.5 

:WUZI2_3646
015D: set_gamespeed $TEMPVAR_FLOAT_3 
0002: jump @WUZI2_3580 

:WUZI2_3658
0650: destroy_particle 255@ 
0650: destroy_particle 256@ 

:WUZI2_3668
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "SF_JUMPWALL" 
004D: jump_if_false @WUZI2_3708 
0001: wait 0 ms 
0002: jump @WUZI2_3668 

:WUZI2_3708
00A1: put_actor $PLAYER_ACTOR at -1636.33 1315.36 -1.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 285.0 
0006: 32@ = 0 

:WUZI2_3745
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @WUZI2_3775 
0001: wait 0 ms 
0002: jump @WUZI2_3745 

:WUZI2_3775
015D: set_gamespeed 1.0 
015F: set_camera_position -1641.399 1314.413 1.3246 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1640.422 1314.574 1.1792 switchstyle 2 
0006: 47@ = 1 
0006: 32@ = 0 

:WUZI2_3847
00D6: if 
001B:   1500 > 32@ 
004D: jump_if_false @WUZI2_3877 
0001: wait 0 ms 
0002: jump @WUZI2_3847 

:WUZI2_3877
0701: end_scene_skip 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0650: destroy_particle 255@ 
0650: destroy_particle 256@ 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
08A8: set_markers_to_long_distance 1 
0006: 277@ = 0 
0006: 278@ = 0 
0007: 280@ = -1625.651 
0007: 281@ = 1317.92 
0006: 279@ = 1 
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @WUZI2_4018 
00A1: put_actor $PLAYER_ACTOR at -1636.33 1315.36 -1.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 285.0 
015D: set_gamespeed 1.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0002: jump @WUZI2_4020 

:WUZI2_4018
015A: restore_camera 

:WUZI2_4020
04EF: release_animation "DAM_JUMP" 
0006: 47@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WZI2_8' time 8000 flag 1  // ~s~Swim to the ~y~tanker~s~ and get aboard.
018A: 36@ = create_checkpoint_at -1449.642 1501.135 0.7366 
0004: $7264 = 0 
0004: $7265 = 0 
05AA: 260@s = 'WZI2_A0' // @s = 'short'  // Use the movement controls to move around in the water.
05AA: 262@s = 'WZI2_A1' // @s = 'short'  // Tap ~k~~PED_SPRINT~ when swimming forwards to swim faster.
05AA: 264@s = 'WZI2_A2' // @s = 'short'  // The blue bar at the top right of the screen is your ~h~breath meter ~h~this represents how long you can stay underwater.
05AA: 266@s = 'WZI2_A3' // @s = 'short'  // Your breath will decrease while you're underwater. Once your breath reaches zero, your health will start to decrease.
05AA: 268@s = 'WZI2_A4' // @s = 'short'  // Keep an eye on the blue bar if you are diving under water.
05AA: 270@s = 'WZI2_A5' // @s = 'short'  // Press ~k~~PED_FIREWEAPON~ to dive underwater.
05AA: 272@s = 'WZI2_A6' // @s = 'short'  // Hold down ~k~~PED_SPRINT~ to swim around underwater.
05AA: 274@s = 'WZI2_A7' // @s = 'short'  // Swim back up to the surface to get your breath back. The breath meter will slowly increase back to its maximum.
00D6: if 
0039:   379@ == 0 
004D: jump_if_false @WUZI2_4248 
032B: 258@ = create_weapon_pickup #KNIFECUR type 3 ammo 1 at -1595.0 1345.0 -7.5 

:WUZI2_4248
0006: 33@ = 0 

:WUZI2_4255
0001: wait 0 ms 
0050: gosub @WUZI2_16055 
00D6: if 
0039:   373@ == 2 
004D: jump_if_false @WUZI2_4296 
0164: disable_marker 259@ 
0002: jump @WUZI2_7278 

:WUZI2_4296
0050: gosub @WUZI2_8017 
00D6: if 
0039:   289@ == 2 
004D: jump_if_false @WUZI2_4328 
0002: jump @WUZI2_6224 

:WUZI2_4328
0871: init_jump_table $7264 total_jumps 4 default_jump 0 @WUZI2_5276 jumps 0 @WUZI2_4391 1 @WUZI2_4880 2 @WUZI2_5040 3 @WUZI2_5217 -1 @WUZI2_5276 -1 @WUZI2_5276 -1 @WUZI2_5276 

:WUZI2_4391
00D6: if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1602.782 1320.688 -8.0 cornerB -1606.119 1331.51 1.0 
0039:   287@ == 0 
004D: jump_if_false @WUZI2_4759 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03E6: remove_text_box 
00BE: text_clear_all 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0920: point_camera -1600.998 1323.041 1.9093 transverse_to -1600.315 1322.414 -2.0672 time 6000 smooth_transition 1 
0936: set_camera -1598.525 1318.594 2.3701 position_to -1598.525 1318.594 -2.3701 time 6000 smooth_transition 1 
00BC: show_text_highpriority GXT 'WZI2_5' time 8000 flag 1  // ~s~The route ahead is blocked but there is an underwater tunnel! You will have to dive and swim through it to proceed.
0006: 32@ = 0 

:WUZI2_4568
00D6: if 
001B:   800 > 32@ 
004D: jump_if_false @WUZI2_4598 
0001: wait 0 ms 
0002: jump @WUZI2_4568 

:WUZI2_4598
0707: start_scene_skip_to @WUZI2_4717 

:WUZI2_4605
00D6: if 
0934:   camera_target_point_manipulated 
004D: jump_if_false @WUZI2_4629 
0001: wait 0 ms 
0002: jump @WUZI2_4605 

:WUZI2_4629
0006: 32@ = 0 

:WUZI2_4636
00D6: if 
001B:   1500 > 32@ 
004D: jump_if_false @WUZI2_4666 
0001: wait 0 ms 
0002: jump @WUZI2_4636 

:WUZI2_4666
015F: set_camera_position -1598.525 1318.594 1.3701 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1599.181 1319.288 1.0744 switchstyle 2 

:WUZI2_4717
0701: end_scene_skip 
00BE: text_clear_all 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0008: $7264 += 1 
0006: 33@ = 0 
0002: jump @WUZI2_4873 

:WUZI2_4759
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1611.833 1334.313 0.8012 cornerB -1615.812 1329.394 -7.9862 
004D: jump_if_false @WUZI2_4821 
0004: $7264 = 3 
0002: jump @WUZI2_4873 

:WUZI2_4821
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1549.125 1339.961 radius 3.5 3.5 on_foot 
004D: jump_if_false @WUZI2_4873 
0006: 282@ = 0 
0002: jump @WUZI2_5983 

:WUZI2_4873
0002: jump @WUZI2_5276 

:WUZI2_4880
00D6: if 
05FD:   actor $PLAYER_ACTOR in_cube_fll_corner_at -1611.833 1334.313 0.8012 fur_corner_at -1615.812 1329.394 -7.9862 angle 2.0 sphere 0 on_foot 
004D: jump_if_false @WUZI2_4981 
00D6: if 
0039:   287@ == 1 
004D: jump_if_false @WUZI2_4967 
00BC: show_text_highpriority GXT 'WZI2_6' time 5000 flag 1  // ~s~You can now resurface.

:WUZI2_4967
0008: $7264 += 1 
0002: jump @WUZI2_5033 

:WUZI2_4981
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1549.125 1339.961 radius 3.5 3.5 on_foot 
004D: jump_if_false @WUZI2_5033 
0006: 282@ = 0 
0002: jump @WUZI2_5983 

:WUZI2_5033
0002: jump @WUZI2_5276 

:WUZI2_5040
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1612.208 1349.552 radius 3.5 3.5 on_foot 
004D: jump_if_false @WUZI2_5158 
03E6: remove_text_box 
00D6: if 
0039:   379@ == 0 
004D: jump_if_false @WUZI2_5136 
00BC: show_text_highpriority GXT 'WZI2_7' time 6000 flag 1  // ~s~Pick up the ~g~knife ~s~at the bottom of the cave.
03DC: 259@ = create_marker_above_pickup 258@ 
0006: 33@ = 0 
0002: jump @WUZI2_5144 

:WUZI2_5136
0006: 33@ = 6001 

:WUZI2_5144
0008: $7264 += 1 
0002: jump @WUZI2_5210 

:WUZI2_5158
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1549.125 1339.961 radius 3.5 3.5 on_foot 
004D: jump_if_false @WUZI2_5210 
0006: 282@ = 0 
0002: jump @WUZI2_5983 

:WUZI2_5210
0002: jump @WUZI2_5276 

:WUZI2_5217
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1549.125 1339.961 radius 3.5 3.5 on_foot 
004D: jump_if_false @WUZI2_5269 
0006: 282@ = 0 
0002: jump @WUZI2_5983 

:WUZI2_5269
0002: jump @WUZI2_5276 

:WUZI2_5276
0050: gosub @WUZI2_5297 
0050: gosub @WUZI2_18290 
0002: jump @WUZI2_4255 

:WUZI2_5297
0871: init_jump_table 278@ total_jumps 2 default_jump 0 @WUZI2_5487 jumps 0 @WUZI2_5360 1 @WUZI2_5466 -1 @WUZI2_5487 -1 @WUZI2_5487 -1 @WUZI2_5487 -1 @WUZI2_5487 -1 @WUZI2_5487 

:WUZI2_5360
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 279@ near_point 280@ 281@ radius 4.0 4.0 on_foot 
004D: jump_if_false @WUZI2_5459 
06D6: disable_racing_checkpoint 276@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
00D6: if 
001B:   6 > 277@ 
004D: jump_if_false @WUZI2_5452 
000A: 278@ += 1 
0002: jump @WUZI2_5459 

:WUZI2_5452
0006: 278@ = -1 

:WUZI2_5459
0002: jump @WUZI2_5487 

:WUZI2_5466
0050: gosub @WUZI2_5489 
000E: 278@ -= 1 
0002: jump @WUZI2_5487 

:WUZI2_5487
0051: return 

:WUZI2_5489
000A: 277@ += 1 
0871: init_jump_table 277@ total_jumps 7 default_jump 0 @WUZI2_5981 jumps 1 @WUZI2_5559 2 @WUZI2_5593 3 @WUZI2_5665 4 @WUZI2_5699 5 @WUZI2_5803 6 @WUZI2_5837 7 @WUZI2_5909 

:WUZI2_5559
0007: 280@ = -1604.522 
0007: 281@ = 1312.674 
0006: 279@ = 1 
0002: jump @WUZI2_5981 

:WUZI2_5593
0007: 280@ = -1611.557 
0007: 281@ = 1330.789 
06D5: 276@ = create_racing_checkpoint_at 280@ 281@ -2.2294 point_to -1610.672 1330.325 -2.2294 type 3 radius 0.8 
0006: 279@ = 0 
0002: jump @WUZI2_5981 

:WUZI2_5665
0007: 280@ = -1626.098 
0007: 281@ = 1343.811 
0006: 279@ = 1 
0002: jump @WUZI2_5981 

:WUZI2_5699
00D6: if 
0019:   379@ > 0 
004D: jump_if_false @WUZI2_5796 
0007: 280@ = -1596.333 
0007: 281@ = 1345.053 
06D5: 276@ = create_racing_checkpoint_at 280@ 281@ -6.2933 point_to -1597.273 1345.396 -6.2933 type 3 radius 0.8 
0006: 279@ = 0 
0002: jump @WUZI2_5981 
0002: jump @WUZI2_5803 

:WUZI2_5796
000A: 277@ += 1 

:WUZI2_5803
0007: 280@ = -1576.722 
0007: 281@ = 1338.477 
0006: 279@ = 1 
0002: jump @WUZI2_5981 

:WUZI2_5837
0007: 280@ = -1559.138 
0007: 281@ = 1333.954 
06D5: 276@ = create_racing_checkpoint_at 280@ 281@ -5.3882 point_to -1560.119 1334.147 -5.3819 type 3 radius 1.2 
0006: 279@ = 0 
0002: jump @WUZI2_5981 

:WUZI2_5909
0007: 280@ = -1548.216 
0007: 281@ = 1342.198 
06D5: 276@ = create_racing_checkpoint_at 280@ 281@ -7.0752 point_to -1548.608 1341.277 -7.0752 type 3 radius 1.2 
0006: 279@ = 0 
0002: jump @WUZI2_5981 

:WUZI2_5981
0051: return 

:WUZI2_5983
0001: wait 0 ms 
0050: gosub @WUZI2_8017 
00D6: if 
0039:   289@ == 2 
004D: jump_if_false @WUZI2_6019 
0002: jump @WUZI2_6224 

:WUZI2_6019
00D6: if 
0039:   287@ == 0 
004D: jump_if_false @WUZI2_6154 
00D6: if 
0039:   282@ == 0 
004D: jump_if_false @WUZI2_6147 
00D6: if 
85FD:   not actor $PLAYER_ACTOR in_cube_fll_corner_at -1558.932 1338.285 -5.0 fur_corner_at -1563.078 1329.29 5.0 angle 10.0 sphere 0 on_foot 
004D: jump_if_false @WUZI2_6140 
00D6: if 
0039:   289@ == 0 
004D: jump_if_false @WUZI2_6133 
0002: jump @WUZI2_6224 

:WUZI2_6133
0002: jump @WUZI2_6147 

:WUZI2_6140
0006: 282@ = 1 

:WUZI2_6147
0002: jump @WUZI2_6217 

:WUZI2_6154
00D6: if 
0039:   282@ == 1 
004D: jump_if_false @WUZI2_6217 
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1549.125 1339.961 radius 3.5 3.5 on_foot 
004D: jump_if_false @WUZI2_6217 
0006: 282@ = 0 

:WUZI2_6217
0002: jump @WUZI2_5983 

:WUZI2_6224
0004: $7276 = -2 
03E6: remove_text_box 
00BE: text_clear_all 
0164: disable_marker 259@ 
06D6: disable_racing_checkpoint 276@ 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00D6: if 
8039:   not  289@ == 2 
004D: jump_if_false @WUZI2_6823 
0373: set_camera_directly_behind_player 
0006: 32@ = 0 

:WUZI2_6283
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @WUZI2_6313 
0001: wait 0 ms 
0002: jump @WUZI2_6283 

:WUZI2_6313
068D: get_camera_position_to 51@ 52@ 53@ 
068E: get_camera_target_point_to 54@ 55@ 56@ 
00D6: if 
8119:   not car 291@ wrecked 
004D: jump_if_false @WUZI2_6365 
00AA: store_car 291@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WUZI2_6365
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0920: point_camera 54@ 55@ 56@ transverse_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 time 3500 smooth_transition 1 
0936: set_camera 51@ 52@ 53@ position_to 51@ 52@ 53@ time 3500 smooth_transition 1 
00BC: show_text_highpriority GXT 'WZI2_40' time 8000 flag 1  // The main route across the water is guarded by two patrol boats. If they spot you, dive underwater to lose their attention.
0006: 32@ = 0 

:WUZI2_6448
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @WUZI2_6478 
0001: wait 0 ms 
0002: jump @WUZI2_6448 

:WUZI2_6478
0707: start_scene_skip_to @WUZI2_6814 
0001: wait 0 ms 

:WUZI2_6489
00D6: if 
0934:   camera_target_point_manipulated 
004D: jump_if_false @WUZI2_6513 
0001: wait 0 ms 
0002: jump @WUZI2_6489 

:WUZI2_6513
00D6: if 
8119:   not car 290@ wrecked 
004D: jump_if_false @WUZI2_6543 
00AA: store_car 290@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 

:WUZI2_6543
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0920: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 transverse_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD time 3000 smooth_transition 0 
0936: set_camera 51@ 52@ 53@ position_to 51@ 52@ 53@ time 3000 smooth_transition 0 
0001: wait 0 ms 

:WUZI2_6607
00D6: if 
0934:   camera_target_point_manipulated 
004D: jump_if_false @WUZI2_6645 
0001: wait 0 ms 
0050: gosub @WUZI2_9364 
0050: gosub @WUZI2_12194 
0002: jump @WUZI2_6607 

:WUZI2_6645
00BC: show_text_highpriority GXT 'WZI2_41' time 8000 flag 1  // Don't swim on the surface of the water or you will be spotted.
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0920: point_camera $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD transverse_to 54@ 55@ 56@ time 4500 smooth_transition 1 
0936: set_camera 51@ 52@ 53@ position_to 51@ 52@ 53@ time 4500 smooth_transition 1 
0001: wait 0 ms 

:WUZI2_6725
00D6: if 
0934:   camera_target_point_manipulated 
004D: jump_if_false @WUZI2_6763 
0001: wait 0 ms 
0050: gosub @WUZI2_9364 
0050: gosub @WUZI2_12194 
0002: jump @WUZI2_6725 

:WUZI2_6763
0006: 32@ = 0 

:WUZI2_6770
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @WUZI2_6814 
0001: wait 0 ms 
0050: gosub @WUZI2_9364 
0050: gosub @WUZI2_12194 
0002: jump @WUZI2_6770 

:WUZI2_6814
0701: end_scene_skip 
0002: jump @WUZI2_7040 

:WUZI2_6823
0707: start_scene_skip_to @WUZI2_7038 
015F: set_camera_position -1568.742 1385.366 5.9871 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1569.707 1385.126 5.8767 switchstyle 2 
00BC: show_text_highpriority GXT 'WZI2_40' time 6000 flag 1  // The main route across the water is guarded by two patrol boats. If they spot you, dive underwater to lose their attention.
0006: 32@ = 0 

:WUZI2_6904
00D6: if 
001B:   6000 > 32@ 
004D: jump_if_false @WUZI2_6934 
0001: wait 0 ms 
0002: jump @WUZI2_6904 

:WUZI2_6934
015F: set_camera_position -1494.649 1350.358 6.0727 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1495.164 1349.516 5.9146 switchstyle 2 
00BC: show_text_highpriority GXT 'WZI2_41' time 6000 flag 1  // Don't swim on the surface of the water or you will be spotted.
0006: 32@ = 0 

:WUZI2_7008
00D6: if 
001B:   6000 > 32@ 
004D: jump_if_false @WUZI2_7038 
0001: wait 0 ms 
0002: jump @WUZI2_7008 

:WUZI2_7038
0701: end_scene_skip 

:WUZI2_7040
00BC: show_text_highpriority GXT 'WZI2_8' time 6000 flag 1  // ~s~Swim to the ~y~tanker~s~ and get aboard.
00D6: if 
8119:   not car 290@ wrecked 
004D: jump_if_false @WUZI2_7087 
0186: 292@ = create_marker_above_car 290@ 
018B: set_marker 292@ radar_mode 2 

:WUZI2_7087
00D6: if 
8119:   not car 291@ wrecked 
004D: jump_if_false @WUZI2_7118 
0186: 293@ = create_marker_above_car 291@ 
018B: set_marker 293@ radar_mode 2 

:WUZI2_7118
06C4: create_marker_above_searchlight 383@ handle_as 407@ 
06C4: create_marker_above_searchlight 384@ handle_as 408@ 
06C4: create_marker_above_searchlight 385@ handle_as 409@ 
06C4: create_marker_above_searchlight 386@ handle_as 410@ 
00D6: if 
8119:   not car 413@ wrecked 
004D: jump_if_false @WUZI2_7181 
0186: 415@ = create_marker_above_car 413@ 
018B: set_marker 415@ radar_mode 2 

:WUZI2_7181
00D6: if 
8119:   not car 414@ wrecked 
004D: jump_if_false @WUZI2_7212 
0186: 416@ = create_marker_above_car 414@ 
018B: set_marker 416@ radar_mode 2 

:WUZI2_7212
00BC: show_text_highpriority GXT 'WZI2_8' time 6000 flag 1  // ~s~Swim to the ~y~tanker~s~ and get aboard.
0004: $7277 = 1 
0006: 288@ = 0 
0004: $7278 = 0 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0687: clear_actor $PLAYER_ACTOR task 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0006: 283@ = 0 

:WUZI2_7278
0001: wait 0 ms 
01BD: 37@ = current_time_in_ms 
0085: 38@ = 37@ // (int) 
0062: 38@ -= 39@ // (int) 
0085: 39@ = 37@ // (int) 
005A: 288@ += 38@ // (int) 
005E: $7268[0] += 38@ // (int) 
005E: $7268[1] += 38@ // (int) 
00D6: if 
8039:   not  373@ == 2 
004D: jump_if_false @WUZI2_7459 
0050: gosub @WUZI2_8017 
0050: gosub @WUZI2_9364 
0050: gosub @WUZI2_12194 
0050: gosub @WUZI2_13003 
0050: gosub @WUZI2_14422 
00D6: if 
0018:   $7272 > 35 
004D: jump_if_false @WUZI2_7438 
00D6: if 
0039:   284@ == 0 
004D: jump_if_false @WUZI2_7431 
0006: 284@ = 1 

:WUZI2_7431
0050: gosub @WUZI2_20108 

:WUZI2_7438
0050: gosub @WUZI2_18290 
0050: gosub @WUZI2_16055 
0002: jump @WUZI2_7466 

:WUZI2_7459
0050: gosub @WUZI2_16700 

:WUZI2_7466
0050: gosub @WUZI2_20987 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @WUZI2_7597 
00D6: if 
04AD:   actor $PLAYER_ACTOR in_water 
004D: jump_if_false @WUZI2_7590 
00D6: if 
0039:   287@ == 0 
004D: jump_if_false @WUZI2_7590 
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1447.128 1501.241 radius 6.0 6.0 on_foot 
004D: jump_if_false @WUZI2_7590 
03E6: remove_text_box 
0512: show_permanent_text_box 'WZI2_C0'  // Press ~k~~PED_JUMPING~ to jump and climb out of the water.
0006: 33@ = 0 
000A: 283@ += 1 

:WUZI2_7590
0002: jump @WUZI2_8003 

:WUZI2_7597
00D6: if 
0039:   283@ == 1 
004D: jump_if_false @WUZI2_7723 
00D6: if 
0019:   33@ > 8000 
004D: jump_if_false @WUZI2_7636 
03E6: remove_text_box 

:WUZI2_7636
00D6: if 
84AD:   not actor $PLAYER_ACTOR in_water 
004D: jump_if_false @WUZI2_7716 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1449.642 1501.135 0.7366 radius 2.0 2.0 2.0 on_foot 
004D: jump_if_false @WUZI2_7716 
03E6: remove_text_box 
0050: gosub @WUZI2_22319 
000A: 283@ += 1 

:WUZI2_7716
0002: jump @WUZI2_8003 

:WUZI2_7723
0050: gosub @WUZI2_23872 
0050: gosub @WUZI2_24874 
0050: gosub @WUZI2_25427 
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @WUZI2_7948 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1372.733 1495.55 0.8578 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @WUZI2_7941 
00D6: if 
8039:   not  522@ == 2 
004D: jump_if_false @WUZI2_7925 
00BC: show_text_highpriority GXT 'WZI2_30' time 1000 flag 1  // ~s~Press ~k~~VEHICLE_ENTER_EXIT~ to plant the bug
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @WUZI2_7918 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WZI2_32' time 6000 flag 1  // ~s~You have planted the bug! Get off the tanker and back to the ~y~docks~s~.
0164: disable_marker 36@ 
018A: 36@ = create_checkpoint_at -1508.558 1296.067 0.397 
0006: 48@ = 1 
0050: gosub @WUZI2_18207 

:WUZI2_7918
0002: jump @WUZI2_7941 

:WUZI2_7925
00BC: show_text_highpriority GXT 'WZI2_31' time 3000 flag 1  // ~s~Lose the attention of the ~r~guards~s~ before you plant the bug.

:WUZI2_7941
0002: jump @WUZI2_8003 

:WUZI2_7948
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1508.558 1296.067 0.397 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @WUZI2_8003 
0002: jump @WUZI2_26588 

:WUZI2_8003
0050: gosub @WUZI2_21524 
0002: jump @WUZI2_7278 

:WUZI2_8017
0006: 287@ = 0 
0006: 286@ = 0 
00D6: if 
0965:   actor $PLAYER_ACTOR swimming 
004D: jump_if_false @WUZI2_8329 
0966: get_actor $PLAYER_ACTOR swimming_status_to 285@ 
00D6: if 
04A4:   285@ == 4 // == constant 
004D: jump_if_false @WUZI2_8119 
0006: 287@ = 1 
00D6: if 
002A:   0 >= $7276 
004D: jump_if_false @WUZI2_8112 
0004: $7277 = 1 
0004: $7276 = -2 

:WUZI2_8112
0002: jump @WUZI2_8144 

:WUZI2_8119
00D6: if 
04A4:   285@ == 2 // == constant 
004D: jump_if_false @WUZI2_8144 
0006: 286@ = 1 

:WUZI2_8144
00D6: if 
0039:   289@ == 1 
004D: jump_if_false @WUZI2_8322 
00D6: if or
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at -1559.287 1337.199 lr_corner_at -1562.583 1327.257 angle -62.9096 sphere 0 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at -1590.327 1336.881 lr_corner_at -1607.206 1307.565 angle -37.0915 sphere 0 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at -1616.574 1319.336 lr_corner_at -1632.86 1303.452 angle -23.9075 sphere 0 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at -1595.184 1316.681 lr_corner_at -1603.483 1308.894 angle -8.3514 sphere 0 
004D: jump_if_false @WUZI2_8315 
0006: 289@ = 0 
0002: jump @WUZI2_8322 

:WUZI2_8315
0006: 289@ = 2 

:WUZI2_8322
0002: jump @WUZI2_8377 

:WUZI2_8329
00D6: if 
0039:   289@ == 0 
004D: jump_if_false @WUZI2_8354 
0006: 289@ = 1 

:WUZI2_8354
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI2_8377 
0006: 286@ = 1 

:WUZI2_8377
0051: return 

:WUZI2_8379
01E8: create_forbidden_for_cars_cube_cornerA -1328.999 1239.997 -5.0 cornerB -1655.868 1638.755 10.0 
03BA: clear_cars_from_cube_cornerA -1328.999 1239.997 -5.0 cornerB -1655.868 1638.755 10.0 
0007: 331@ = -1605.0 
0007: 332@ = -1565.0 
0007: 333@ = -1525.0 
0007: 334@ = -1485.0 
0007: 335@ = -1445.0 
0007: 336@ = -1405.0 
0007: 337@ = -1365.0 
0007: 338@ = 1315.0 
0007: 339@ = 1355.0 
0007: 340@ = 1395.0 
0007: 341@ = 1435.0 
0007: 342@ = 1475.0 
0007: 343@ = -1585.0 
0007: 344@ = -1545.0 
0007: 345@ = -1505.0 
0007: 346@ = -1465.0 
0007: 347@ = -1425.0 
0007: 348@ = -1385.0 
0007: 349@ = 1335.0 
0007: 350@ = 1375.0 
0007: 351@ = 1415.0 
0007: 352@ = 1455.0 
0004: $7272 = 0 
0004: $7273 = -1 
0007: 359@ = 40.0 
0007: 357@ = 3.0 
0007: 358@ = 0.1 
00A5: 290@ = create_car #TROPIC at -1585.0 1375.0 1.0 
0323: enable_boat 290@ anchor 1 
0129: 300@ = create_actor_pedtype 24 model #DNB1 in_car 290@ driverseat 
009A: 308@ = create_actor_pedtype 24 model #DNB1 at -1585.0 1375.0 4.0 
0464: put_actor 308@ into_turret_on_car 290@ at_car_offset 0.0 9.0 2.1 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 308@ stay_put 1 
02E2: set_actor 308@ weapon_accuracy_to 80 
07DD: set_actor 308@ attack_rate 20 // previously known as temper_to 
0007: 322@ = 0.0 
009A: 309@ = create_actor_pedtype 24 model #DNB2 at -1585.0 1375.0 4.0 
0464: put_actor 309@ into_turret_on_car 290@ at_car_offset -1.0 -1.0 3.7 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 309@ stay_put 1 
02E2: set_actor 309@ weapon_accuracy_to 80 
07DD: set_actor 309@ attack_rate 20 // previously known as temper_to 
0007: 323@ = -90.0 
009A: 310@ = create_actor_pedtype 24 model #DNB3 at -1585.0 1375.0 4.0 
0464: put_actor 310@ into_turret_on_car 290@ at_car_offset 1.0 -4.0 1.15 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 310@ stay_put 1 
02E2: set_actor 310@ weapon_accuracy_to 80 
07DD: set_actor 310@ attack_rate 20 // previously known as temper_to 
0007: 324@ = 140.0 
0006: 294@ = 0 
0006: 296@ = 17 
0004: $7266[0] = 0 
00A5: 291@ = create_car #TROPIC at -1505.0 1335.0 1.0 
0323: enable_boat 291@ anchor 1 
0129: 301@ = create_actor_pedtype 24 model #DNB1 in_car 291@ driverseat 
009A: 311@ = create_actor_pedtype 24 model #DNB1 at -1585.0 1375.0 4.0 
0464: put_actor 311@ into_turret_on_car 291@ at_car_offset 0.0 9.0 2.1 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 311@ stay_put 1 
02E2: set_actor 311@ weapon_accuracy_to 80 
07DD: set_actor 311@ attack_rate 20 // previously known as temper_to 
0007: 325@ = 0.0 
009A: 312@ = create_actor_pedtype 24 model #DNB2 at -1585.0 1375.0 4.0 
0464: put_actor 312@ into_turret_on_car 291@ at_car_offset -1.0 -1.0 3.7 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 312@ stay_put 1 
02E2: set_actor 312@ weapon_accuracy_to 80 
07DD: set_actor 312@ attack_rate 20 // previously known as temper_to 
0007: 326@ = -90.0 
009A: 313@ = create_actor_pedtype 24 model #DNB3 at -1585.0 1375.0 4.0 
0464: put_actor 313@ into_turret_on_car 291@ at_car_offset 1.0 -4.0 1.15 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 313@ stay_put 1 
02E2: set_actor 313@ weapon_accuracy_to 80 
07DD: set_actor 313@ attack_rate 20 // previously known as temper_to 
0007: 327@ = 140.0 
0006: 295@ = 0 
0006: 297@ = 11 
0004: $7266[1] = 0 
0004: $7271 = 0 
0051: return 

:WUZI2_9364
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0004: $7274 = -1 
0004: $7275 = -1 
0004: $7257 = 0 

:WUZI2_9399
00D6: if 
001A:   7 > $7257 
004D: jump_if_false @WUZI2_9469 
00D6: if 
0027:   331@($7257,7f) > $TEMPVAR_FLOAT_1 // (float) 
004D: jump_if_false @WUZI2_9455 
0084: $7274 = $7257 // (int) 
0004: $7257 = 7 

:WUZI2_9455
0008: $7257 += 1 
0002: jump @WUZI2_9399 

:WUZI2_9469
00D6: if 
0038:   $7274 == -1 
004D: jump_if_false @WUZI2_9494 
0004: $7274 = 7 

:WUZI2_9494
0004: $7257 = 0 

:WUZI2_9501
00D6: if 
001A:   5 > $7257 
004D: jump_if_false @WUZI2_9571 
00D6: if 
0027:   338@($7257,5f) > $TEMPVAR_FLOAT_2 // (float) 
004D: jump_if_false @WUZI2_9557 
0084: $7275 = $7257 // (int) 
0004: $7257 = 5 

:WUZI2_9557
0008: $7257 += 1 
0002: jump @WUZI2_9501 

:WUZI2_9571
00D6: if 
0038:   $7275 == -1 
004D: jump_if_false @WUZI2_9596 
0004: $7275 = 5 

:WUZI2_9596
0010: $7275 *= 8 
0084: $7272 = $7274 // (int) 
0058: $7272 += $7275 // (int) 
00D6: if 
803A:   not  $7272 == $7273 // (int) 
004D: jump_if_false @WUZI2_9653 
0050: gosub @WUZI2_9655 
0084: $7273 = $7272 // (int) 

:WUZI2_9653
0051: return 

:WUZI2_9655
0871: init_jump_table $7272 total_jumps 48 default_jump 0 @WUZI2_12067 jumps 0 @WUZI2_10043 1 @WUZI2_10043 2 @WUZI2_10099 3 @WUZI2_10099 4 @WUZI2_10155 5 @WUZI2_10211 6 @WUZI2_10267 
0872: jump_table_jumps 7 @WUZI2_10267 8 @WUZI2_10323 9 @WUZI2_10379 10 @WUZI2_10379 11 @WUZI2_10435 12 @WUZI2_10491 13 @WUZI2_10547 14 @WUZI2_10603 15 @WUZI2_10267 
0872: jump_table_jumps 16 @WUZI2_10659 17 @WUZI2_10715 18 @WUZI2_10771 19 @WUZI2_10827 20 @WUZI2_10883 21 @WUZI2_10939 22 @WUZI2_11041 23 @WUZI2_11143 24 @WUZI2_11199 
0872: jump_table_jumps 25 @WUZI2_11255 26 @WUZI2_11311 27 @WUZI2_11413 28 @WUZI2_11547 29 @WUZI2_11041 30 @WUZI2_10939 31 @WUZI2_11603 32 @WUZI2_11659 33 @WUZI2_11715 
0872: jump_table_jumps 34 @WUZI2_11413 35 @WUZI2_11311 36 @WUZI2_11803 37 @WUZI2_11891 38 @WUZI2_11979 39 @WUZI2_11979 40 @WUZI2_11659 41 @WUZI2_11659 42 @WUZI2_11715 
0872: jump_table_jumps 43 @WUZI2_11803 44 @WUZI2_11803 45 @WUZI2_11891 46 @WUZI2_11979 47 @WUZI2_11979 -1 @WUZI2_12067 -1 @WUZI2_12067 -1 @WUZI2_12067 -1 @WUZI2_12067 

:WUZI2_10043
0006: 360@ = 17 
0006: 362@ = 0 
0006: 364@ = 1 
0006: 361@ = 11 
0006: 363@ = 2 
0006: 365@ = 0 
0004: $7270 = -1 
0002: jump @WUZI2_12067 

:WUZI2_10099
0006: 360@ = 18 
0006: 362@ = 1 
0006: 364@ = 1 
0006: 361@ = 11 
0006: 363@ = 2 
0006: 365@ = 0 
0004: $7270 = 4 
0002: jump @WUZI2_12067 

:WUZI2_10155
0006: 360@ = 18 
0006: 362@ = 1 
0006: 364@ = 1 
0006: 361@ = 12 
0006: 363@ = 3 
0006: 365@ = 0 
0004: $7270 = 4 
0002: jump @WUZI2_12067 

:WUZI2_10211
0006: 360@ = 18 
0006: 362@ = 1 
0006: 364@ = 1 
0006: 361@ = 13 
0006: 363@ = 4 
0006: 365@ = 0 
0004: $7270 = 4 
0002: jump @WUZI2_12067 

:WUZI2_10267
0006: 360@ = 18 
0006: 362@ = 1 
0006: 364@ = 1 
0006: 361@ = 14 
0006: 363@ = 5 
0006: 365@ = 0 
0004: $7270 = 4 
0002: jump @WUZI2_12067 

:WUZI2_10323
0006: 360@ = 17 
0006: 362@ = 0 
0006: 364@ = 1 
0006: 361@ = 11 
0006: 363@ = 2 
0006: 365@ = 0 
0004: $7270 = 3 
0002: jump @WUZI2_12067 

:WUZI2_10379
0006: 360@ = 18 
0006: 362@ = 1 
0006: 364@ = 1 
0006: 361@ = 11 
0006: 363@ = 2 
0006: 365@ = 0 
0004: $7270 = 5 
0002: jump @WUZI2_12067 

:WUZI2_10435
0006: 360@ = 18 
0006: 362@ = 1 
0006: 364@ = 1 
0006: 361@ = 12 
0006: 363@ = 3 
0006: 365@ = 0 
0004: $7270 = 2 
0002: jump @WUZI2_12067 

:WUZI2_10491
0006: 360@ = 18 
0006: 362@ = 1 
0006: 364@ = 1 
0006: 361@ = 20 
0006: 363@ = 3 
0006: 365@ = 1 
0004: $7270 = 1 
0002: jump @WUZI2_12067 

:WUZI2_10547
0006: 360@ = 18 
0006: 362@ = 1 
0006: 364@ = 1 
0006: 361@ = 21 
0006: 363@ = 4 
0006: 365@ = 1 
0004: $7270 = 1 
0002: jump @WUZI2_12067 

:WUZI2_10603
0006: 360@ = 18 
0006: 362@ = 1 
0006: 364@ = 1 
0006: 361@ = 22 
0006: 363@ = 5 
0006: 365@ = 1 
0004: $7270 = 1 
0002: jump @WUZI2_12067 

:WUZI2_10659
0006: 360@ = 17 
0006: 362@ = 0 
0006: 364@ = 1 
0006: 361@ = 20 
0006: 363@ = 3 
0006: 365@ = 1 
0004: $7270 = 3 
0002: jump @WUZI2_12067 

:WUZI2_10715
0006: 360@ = 25 
0006: 362@ = 0 
0006: 364@ = 2 
0006: 361@ = 20 
0006: 363@ = 3 
0006: 365@ = 1 
0004: $7270 = 0 
0002: jump @WUZI2_12067 

:WUZI2_10771
0006: 360@ = 26 
0006: 362@ = 1 
0006: 364@ = 2 
0006: 361@ = 20 
0006: 363@ = 3 
0006: 365@ = 1 
0004: $7270 = 0 
0002: jump @WUZI2_12067 

:WUZI2_10827
0006: 360@ = 27 
0006: 362@ = 2 
0006: 364@ = 2 
0006: 361@ = 20 
0006: 363@ = 3 
0006: 365@ = 1 
0004: $7270 = 2 
0002: jump @WUZI2_12067 

:WUZI2_10883
0006: 360@ = 27 
0006: 362@ = 2 
0006: 364@ = 2 
0006: 361@ = 28 
0006: 363@ = 3 
0006: 365@ = 2 
0004: $7270 = 1 
0002: jump @WUZI2_12067 

:WUZI2_10939
0006: 360@ = 27 
0006: 362@ = 2 
0006: 364@ = 2 
00D6: if 
0038:   $7273 == 29 
004D: jump_if_false @WUZI2_11006 
0006: 361@ = 22 
0006: 363@ = 5 
0006: 365@ = 1 
0002: jump @WUZI2_11027 

:WUZI2_11006
0006: 361@ = 29 
0006: 363@ = 4 
0006: 365@ = 2 

:WUZI2_11027
0004: $7270 = 1 
0002: jump @WUZI2_12067 

:WUZI2_11041
0006: 360@ = 27 
0006: 362@ = 2 
0006: 364@ = 2 
00D6: if 
0038:   $7273 == 30 
004D: jump_if_false @WUZI2_11108 
0006: 361@ = 21 
0006: 363@ = 4 
0006: 365@ = 1 
0002: jump @WUZI2_11129 

:WUZI2_11108
0006: 361@ = 30 
0006: 363@ = 5 
0006: 365@ = 2 

:WUZI2_11129
0004: $7270 = 1 
0002: jump @WUZI2_12067 

:WUZI2_11143
0006: 360@ = 27 
0006: 362@ = 2 
0006: 364@ = 2 
0006: 361@ = 22 
0006: 363@ = 5 
0006: 365@ = 1 
0004: $7270 = 4 
0002: jump @WUZI2_12067 

:WUZI2_11199
0006: 360@ = 25 
0006: 362@ = 0 
0006: 364@ = 2 
0006: 361@ = 28 
0006: 363@ = 3 
0006: 365@ = 2 
0004: $7270 = 3 
0002: jump @WUZI2_12067 

:WUZI2_11255
0006: 360@ = 33 
0006: 362@ = 0 
0006: 364@ = 3 
0006: 361@ = 28 
0006: 363@ = 3 
0006: 365@ = 2 
0004: $7270 = 0 
0002: jump @WUZI2_12067 

:WUZI2_11311
00D6: if 
0038:   $7273 == 34 
004D: jump_if_false @WUZI2_11357 
0006: 360@ = 27 
0006: 362@ = 2 
0006: 364@ = 2 
0002: jump @WUZI2_11378 

:WUZI2_11357
0006: 360@ = 34 
0006: 362@ = 1 
0006: 364@ = 3 

:WUZI2_11378
0006: 361@ = 28 
0006: 363@ = 3 
0006: 365@ = 2 
0004: $7270 = 0 
0002: jump @WUZI2_12067 

:WUZI2_11413
00D6: if 
0038:   $7273 == 35 
004D: jump_if_false @WUZI2_11459 
0006: 360@ = 26 
0006: 362@ = 1 
0006: 364@ = 2 
0002: jump @WUZI2_11480 

:WUZI2_11459
0006: 360@ = 35 
0006: 362@ = 2 
0006: 364@ = 3 

:WUZI2_11480
0006: 361@ = 28 
0006: 363@ = 3 
0006: 365@ = 2 
00D6: if 
0038:   $7272 == 27 
004D: jump_if_false @WUZI2_11533 
0004: $7270 = 2 
0002: jump @WUZI2_11540 

:WUZI2_11533
0004: $7270 = 0 

:WUZI2_11540
0002: jump @WUZI2_12067 

:WUZI2_11547
0006: 360@ = 27 
0006: 362@ = 2 
0006: 364@ = 2 
0006: 361@ = 29 
0006: 363@ = 4 
0006: 365@ = 2 
0004: $7270 = 2 
0002: jump @WUZI2_12067 

:WUZI2_11603
0006: 360@ = 27 
0006: 362@ = 2 
0006: 364@ = 2 
0006: 361@ = 30 
0006: 363@ = 5 
0006: 365@ = 2 
0004: $7270 = 4 
0002: jump @WUZI2_12067 

:WUZI2_11659
0006: 360@ = 33 
0006: 362@ = 0 
0006: 364@ = 3 
0006: 361@ = 28 
0006: 363@ = 3 
0006: 365@ = 2 
0004: $7270 = 3 
0002: jump @WUZI2_12067 

:WUZI2_11715
0006: 360@ = 34 
0006: 362@ = 1 
0006: 364@ = 3 
0006: 361@ = 28 
0006: 363@ = 3 
0006: 365@ = 2 
00D6: if 
0038:   $7270 == 33 
004D: jump_if_false @WUZI2_11789 
0004: $7270 = 0 
0002: jump @WUZI2_11796 

:WUZI2_11789
0004: $7270 = 3 

:WUZI2_11796
0002: jump @WUZI2_12067 

:WUZI2_11803
0006: 360@ = 35 
0006: 362@ = 2 
0006: 364@ = 3 
0006: 361@ = 28 
0006: 363@ = 3 
0006: 365@ = 2 
00D6: if 
0038:   $7270 == 36 
004D: jump_if_false @WUZI2_11877 
0004: $7270 = 5 
0002: jump @WUZI2_11884 

:WUZI2_11877
0004: $7270 = 3 

:WUZI2_11884
0002: jump @WUZI2_12067 

:WUZI2_11891
0006: 360@ = 35 
0006: 362@ = 2 
0006: 364@ = 3 
0006: 361@ = 29 
0006: 363@ = 4 
0006: 365@ = 2 
00D6: if 
0038:   $7270 == 37 
004D: jump_if_false @WUZI2_11965 
0004: $7270 = 4 
0002: jump @WUZI2_11972 

:WUZI2_11965
0004: $7270 = -1 

:WUZI2_11972
0002: jump @WUZI2_12067 

:WUZI2_11979
0006: 360@ = 35 
0006: 362@ = 2 
0006: 364@ = 3 
0006: 361@ = 30 
0006: 363@ = 5 
0006: 365@ = 2 
00D6: if 
001A:   40 > $7270 
004D: jump_if_false @WUZI2_12053 
0004: $7270 = 4 
0002: jump @WUZI2_12060 

:WUZI2_12053
0004: $7270 = -1 

:WUZI2_12060
0002: jump @WUZI2_12067 

:WUZI2_12067
0004: $7257 = 0 

:WUZI2_12074
00D6: if 
001A:   2 > $7257 
004D: jump_if_false @WUZI2_12192 
00D6: if 
803B:   not  296@($7257,2i) == 360@($7257,2i) // (int) 
004D: jump_if_false @WUZI2_12178 
0085: 353@($7257,2i) = 362@($7257,2i) // (int) 
0085: 355@($7257,2i) = 364@($7257,2i) // (int) 
0006: 294@($7257,2i) = 1 
0085: 296@($7257,2i) = 360@($7257,2i) // (int) 

:WUZI2_12178
0008: $7257 += 1 
0002: jump @WUZI2_12074 

:WUZI2_12192
0051: return 

:WUZI2_12194
0004: $7257 = 0 

:WUZI2_12201
00D6: if 
001A:   2 > $7257 
004D: jump_if_false @WUZI2_13001 
00D6: if 
8119:   not car 290@($7257,2i) wrecked 
004D: jump_if_false @WUZI2_12987 
0871: init_jump_table 294@($7257,2i) total_jumps 3 default_jump 0 @WUZI2_12987 jumps 1 @WUZI2_12306 2 @WUZI2_12417 3 @WUZI2_12882 -1 @WUZI2_12987 -1 @WUZI2_12987 -1 @WUZI2_12987 -1 @WUZI2_12987 

:WUZI2_12306
0085: 366@ = 353@($7257,2i) // (int) 
0085: 367@ = 355@($7257,2i) // (int) 
0323: enable_boat 290@($7257,2i) anchor 0 
02D3: boat 290@($7257,2i) sail_to 343@(366@,6f) 349@(367@,4f) 0.0 
02DB: set_boat 290@($7257,2i) speed_to 7.0 
02E3: 314@($7257,2f) = car 290@($7257,2i) speed 
000A: 294@($7257,2i) += 1 
0002: jump @WUZI2_12987 

:WUZI2_12417
0085: 366@ = 353@($7257,2i) // (int) 
0085: 367@ = 355@($7257,2i) // (int) 
00D6: if 
01AD:   car 290@($7257,2i) sphere 0 near_point 343@(366@,6f) 349@(367@,4f) radius 8.0 8.0 
004D: jump_if_false @WUZI2_12521 
02E3: 314@($7257,2f) = car 290@($7257,2i) speed 
000A: 294@($7257,2i) += 1 
0002: jump @WUZI2_12875 

:WUZI2_12521
00D6: if 
0025:   357@ > 314@($7257,2f) // (float) 
004D: jump_if_false @WUZI2_12572 
005B: 314@($7257,2f) += 358@ // (float) 
04BA: set_car 290@($7257,2i) speed_to 314@($7257,2f) 

:WUZI2_12572
00AA: store_car 290@($7257,2i) position_to 316@($7257,2f) 318@($7257,2f) $TEMPVAR_FLOAT_3 
0174: 320@($7257,2f) = car 290@($7257,2i) Z_angle 
0088: $TEMPVAR_FLOAT_1 = 343@(366@,6f) // (float) 
0067: $TEMPVAR_FLOAT_1 -= 316@($7257,2f) // (float) 
0088: $TEMPVAR_FLOAT_2 = 349@(367@,4f) // (float) 
0067: $TEMPVAR_FLOAT_2 -= 318@($7257,2f) // (float) 

:WUZI2_12662
00D6: if 
0031:   320@($7257,2f) >= 180.0 
004D: jump_if_false @WUZI2_12708 
000B: 320@($7257,2f) += -360.0 
0002: jump @WUZI2_12662 

:WUZI2_12708
0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to $TEMPVAR_ANGLE 

:WUZI2_12719
00D6: if 
0030:   $TEMPVAR_ANGLE >= 180.0 
004D: jump_if_false @WUZI2_12757 
0009: $TEMPVAR_ANGLE += -360.0 
0002: jump @WUZI2_12719 

:WUZI2_12757
0086: $TEMPVAR_FLOAT_3 = $TEMPVAR_ANGLE // (float) 
0067: $TEMPVAR_FLOAT_3 -= 320@($7257,2f) // (float) 
00D6: if 
0032:   -180.0 >= $TEMPVAR_FLOAT_3 
004D: jump_if_false @WUZI2_12808 
0009: $TEMPVAR_FLOAT_3 += 360.0 

:WUZI2_12808
00D6: if 
0030:   $TEMPVAR_FLOAT_3 >= 180.0 
004D: jump_if_false @WUZI2_12839 
0009: $TEMPVAR_FLOAT_3 += -360.0 

:WUZI2_12839
0075: $TEMPVAR_FLOAT_3 /= 359@ // (float) 
005D: 320@($7257,2f) += $TEMPVAR_FLOAT_3 // (float) 
0175: set_car 290@($7257,2i) Z_angle_to 320@($7257,2f) 

:WUZI2_12875
0002: jump @WUZI2_12987 

:WUZI2_12882
0063: 314@($7257,2f) -= 358@ // (float) 
04BA: set_car 290@($7257,2i) speed_to 314@($7257,2f) 
00D6: if 
0023:   2.5 > 314@($7257,2f) 
004D: jump_if_false @WUZI2_12980 
04BA: set_car 290@($7257,2i) speed_to 1.0 
02D4: car 290@($7257,2i) turn_off_engine 
0323: enable_boat 290@($7257,2i) anchor 1 
0006: 294@($7257,2i) = 0 

:WUZI2_12980
0002: jump @WUZI2_12987 

:WUZI2_12987
0008: $7257 += 1 
0002: jump @WUZI2_12201 

:WUZI2_13001
0051: return 

:WUZI2_13003
0004: $7257 = 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 

:WUZI2_13024
00D6: if 
001A:   2 > $7257 
004D: jump_if_false @WUZI2_14314 
00D6: if 
8119:   not car 290@($7257,2i) wrecked 
004D: jump_if_false @WUZI2_14238 
0006: 368@($7257,2i) = 0 
0871: init_jump_table $7257 total_jumps 2 default_jump 0 @WUZI2_13399 jumps 0 @WUZI2_13136 1 @WUZI2_13278 -1 @WUZI2_13399 -1 @WUZI2_13399 -1 @WUZI2_13399 -1 @WUZI2_13399 -1 @WUZI2_13399 

:WUZI2_13136
00D6: if or
0038:   $7270 == 0 
0038:   $7270 == 2 
004D: jump_if_false @WUZI2_13179 
0006: 368@($7257,2i) = 1 
0002: jump @WUZI2_13271 

:WUZI2_13179
00D6: if or
0038:   $7270 == 3 
0038:   $7270 == 5 
004D: jump_if_false @WUZI2_13271 
00AA: store_car 290@($7257,2i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
00D6: if 
0022:   29.0 > $DISTANCE_BETWEEN_POINTS 
004D: jump_if_false @WUZI2_13271 
0006: 368@($7257,2i) = 1 

:WUZI2_13271
0002: jump @WUZI2_13399 

:WUZI2_13278
00D6: if or
0038:   $7270 == 1 
0038:   $7270 == 2 
004D: jump_if_false @WUZI2_13321 
0006: 368@($7257,2i) = 1 
0002: jump @WUZI2_13392 

:WUZI2_13321
00D6: if or
0038:   $7270 == 4 
0038:   $7270 == 5 
004D: jump_if_false @WUZI2_13392 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 290@($7257,2i) radius 30.0 30.0 sphere 0 
004D: jump_if_false @WUZI2_13392 
0006: 368@($7257,2i) = 1 

:WUZI2_13392
0002: jump @WUZI2_13399 

:WUZI2_13399
0871: init_jump_table $7266($7257,2i) total_jumps 5 default_jump 0 @WUZI2_14231 jumps 0 @WUZI2_13466 1 @WUZI2_13732 2 @WUZI2_13841 3 @WUZI2_13986 4 @WUZI2_14136 -1 @WUZI2_14231 -1 @WUZI2_14231 

:WUZI2_13466
00D6: if 
0038:   $7277 == 0 
004D: jump_if_false @WUZI2_13725 
00D6: if or
0039:   368@($7257,2i) == 0 
0039:   287@ == 1 
004D: jump_if_false @WUZI2_13639 
0084: $7261 = $7257 // (int) 
0010: $7261 *= 3 
0084: $7262 = $7261 // (int) 
0008: $7262 += 3 

:WUZI2_13543
00D6: if 
001C:   $7262 > $7261 // (int) 
004D: jump_if_false @WUZI2_13632 
00D6: if 
8118:   not actor 308@($7261,6i) dead 
004D: jump_if_false @WUZI2_13618 
0088: $TEMPVAR_ANGLE = 320@($7257,2f) // (float) 
0067: $TEMPVAR_ANGLE -= 322@($7261,6f) // (float) 
0173: set_actor 308@($7261,6i) Z_angle_to $TEMPVAR_ANGLE 

:WUZI2_13618
0008: $7261 += 1 
0002: jump @WUZI2_13543 

:WUZI2_13632
0002: jump @WUZI2_13725 

:WUZI2_13639
00D6: if or
0039:   286@ == 1 
0028:   $7276 >= 3 
004D: jump_if_false @WUZI2_13689 
0050: gosub @WUZI2_14316 
0004: $7266($7257,2i) = 3 
0002: jump @WUZI2_13725 

:WUZI2_13689
00D6: if 
002A:   0 >= $7276 
004D: jump_if_false @WUZI2_13714 
0006: 288@ = 0 

:WUZI2_13714
0008: $7266($7257,2i) += 1 

:WUZI2_13725
0002: jump @WUZI2_14231 

:WUZI2_13732
00D6: if or
0039:   368@($7257,2i) == 0 
0039:   287@ == 1 
004D: jump_if_false @WUZI2_13790 
0004: $7268($7257,2i) = 0 
0008: $7266($7257,2i) += 1 
0002: jump @WUZI2_13834 

:WUZI2_13790
00D6: if or
0019:   288@ > 6000 
0039:   286@ == 1 
004D: jump_if_false @WUZI2_13834 
0050: gosub @WUZI2_14316 
0004: $7266($7257,2i) = 3 

:WUZI2_13834
0002: jump @WUZI2_14231 

:WUZI2_13841
00D6: if or
0039:   368@($7257,2i) == 0 
0039:   287@ == 1 
004D: jump_if_false @WUZI2_13911 
00D6: if 
0018:   $7268($7257,2i) > 3000 
004D: jump_if_false @WUZI2_13904 
0004: $7266($7257,2i) = 0 

:WUZI2_13904
0002: jump @WUZI2_13979 

:WUZI2_13911
00D6: if and
001A:   3 > $7276 
0039:   286@ == 0 
004D: jump_if_false @WUZI2_13961 
0006: 288@ = 0 
000C: $7266($7257,2i) -= 1 
0002: jump @WUZI2_13979 

:WUZI2_13961
0050: gosub @WUZI2_14316 
0004: $7266($7257,2i) = 3 

:WUZI2_13979
0002: jump @WUZI2_14231 

:WUZI2_13986
00D6: if or
0039:   368@($7257,2i) == 0 
0039:   287@ == 1 
004D: jump_if_false @WUZI2_14129 
0084: $7261 = $7257 // (int) 
0010: $7261 *= 3 
0084: $7262 = $7261 // (int) 
0008: $7262 += 3 

:WUZI2_14045
00D6: if 
001C:   $7262 > $7261 // (int) 
004D: jump_if_false @WUZI2_14107 
00D6: if 
8118:   not actor 308@($7261,6i) dead 
004D: jump_if_false @WUZI2_14093 
0687: clear_actor 308@($7261,6i) task 

:WUZI2_14093
0008: $7261 += 1 
0002: jump @WUZI2_14045 

:WUZI2_14107
0004: $7268($7257,2i) = 0 
0008: $7266($7257,2i) += 1 

:WUZI2_14129
0002: jump @WUZI2_14231 

:WUZI2_14136
00D6: if or
0039:   368@($7257,2i) == 0 
0039:   287@ == 1 
004D: jump_if_false @WUZI2_14206 
00D6: if 
0018:   $7268($7257,2i) > 5000 
004D: jump_if_false @WUZI2_14199 
0004: $7266($7257,2i) = 0 

:WUZI2_14199
0002: jump @WUZI2_14224 

:WUZI2_14206
0050: gosub @WUZI2_14316 
0004: $7266($7257,2i) = 3 

:WUZI2_14224
0002: jump @WUZI2_14231 

:WUZI2_14231
0002: jump @WUZI2_14300 

:WUZI2_14238
00D6: if 
075C:   marker 292@($7257,2i) enabled 
004D: jump_if_false @WUZI2_14267 
0164: disable_marker 292@($7257,2i) 

:WUZI2_14267
00D6: if 
8038:   not  $7266($7257,2i) == 0 
004D: jump_if_false @WUZI2_14300 
0004: $7266($7257,2i) = 0 

:WUZI2_14300
0008: $7257 += 1 
0002: jump @WUZI2_13024 

:WUZI2_14314
0051: return 

:WUZI2_14316
0084: $7261 = $7257 // (int) 
0010: $7261 *= 3 
0084: $7262 = $7261 // (int) 
0008: $7262 += 3 

:WUZI2_14346
00D6: if 
001C:   $7262 > $7261 // (int) 
004D: jump_if_false @WUZI2_14420 
00D6: if 
8118:   not actor 308@($7261,6i) dead 
004D: jump_if_false @WUZI2_14406 
0687: clear_actor 308@($7261,6i) task 
05E2: AS_actor 308@($7261,6i) kill_actor $PLAYER_ACTOR 

:WUZI2_14406
0008: $7261 += 1 
0002: jump @WUZI2_14346 

:WUZI2_14420
0051: return 

:WUZI2_14422
0871: init_jump_table $7276 total_jumps 7 default_jump 0 @WUZI2_15489 jumps -2 @WUZI2_14485 -1 @WUZI2_14531 0 @WUZI2_14586 1 @WUZI2_14742 2 @WUZI2_14919 3 @WUZI2_15124 4 @WUZI2_15248 

:WUZI2_14485
00D6: if 
0039:   287@ == 0 
004D: jump_if_false @WUZI2_14524 
00A0: store_actor $PLAYER_ACTOR position_to 370@ 371@ $TEMPVAR_FLOAT_3 
0004: $7276 = -1 

:WUZI2_14524
0002: jump @WUZI2_15489 

:WUZI2_14531
00D6: if 
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point 370@ 371@ radius 2.5 2.5 on_foot 
004D: jump_if_false @WUZI2_14579 
0004: $7277 = 0 
0004: $7276 = 0 

:WUZI2_14579
0002: jump @WUZI2_15489 

:WUZI2_14586
00D6: if or
0018:   $7266[0] > 0 
0018:   $7266[1] > 0 
004D: jump_if_false @WUZI2_14735 
00D6: if and
001A:   3 > $7266[0] 
001A:   3 > $7266[1] 
004D: jump_if_false @WUZI2_14689 
0006: 123@ = 0 
0050: gosub @WUZI2_17920 
0004: $7276 = 1 
00D6: if 
0038:   $7278 == 0 
004D: jump_if_false @WUZI2_14682 
0004: $7278 = 1 

:WUZI2_14682
0002: jump @WUZI2_14735 

:WUZI2_14689
0006: 123@ = 18 
0050: gosub @WUZI2_17920 
0004: $7276 = 3 
00D6: if 
0038:   $7278 == 0 
004D: jump_if_false @WUZI2_14735 
0004: $7278 = 1 

:WUZI2_14735
0002: jump @WUZI2_15489 

:WUZI2_14742
00D6: if or
0028:   $7266[0] >= 3 
0028:   $7266[1] >= 3 
004D: jump_if_false @WUZI2_14795 
0006: 123@ = 18 
0050: gosub @WUZI2_17920 
0004: $7276 = 3 
0002: jump @WUZI2_14912 

:WUZI2_14795
00D6: if and
8038:   not  $7266[0] == 1 
8038:   not  $7266[1] == 1 
004D: jump_if_false @WUZI2_14912 
00D6: if or
0038:   $7266[0] == 2 
0038:   $7266[1] == 2 
004D: jump_if_false @WUZI2_14859 
0004: $7276 = 2 
0002: jump @WUZI2_14912 

:WUZI2_14859
00D6: if or
0038:   $7266[0] == 0 
0038:   $7266[1] == 0 
004D: jump_if_false @WUZI2_14912 
0006: 123@ = 9 
0050: gosub @WUZI2_17920 
0004: $7277 = 1 
0004: $7276 = -2 

:WUZI2_14912
0002: jump @WUZI2_15489 

:WUZI2_14919
00D6: if or
0028:   $7266[0] >= 3 
0028:   $7266[1] >= 3 
004D: jump_if_false @WUZI2_14972 
0006: 123@ = 18 
0050: gosub @WUZI2_17920 
0004: $7276 = 3 
0002: jump @WUZI2_15117 

:WUZI2_14972
00D6: if and
8038:   not  $7266[0] == 2 
8038:   not  $7266[1] == 2 
004D: jump_if_false @WUZI2_15117 
00D6: if or
0038:   $7266[0] == 1 
0038:   $7266[1] == 1 
004D: jump_if_false @WUZI2_15057 
0006: 123@ = 0 
0050: gosub @WUZI2_18052 
0050: gosub @WUZI2_17920 
0004: $7276 = 1 
0002: jump @WUZI2_15117 

:WUZI2_15057
00D6: if or
0038:   $7266[0] == 0 
0038:   $7266[1] == 0 
004D: jump_if_false @WUZI2_15117 
0006: 123@ = 9 
0050: gosub @WUZI2_17920 
0050: gosub @WUZI2_18052 
0004: $7277 = 1 
0004: $7276 = -2 

:WUZI2_15117
0002: jump @WUZI2_15489 

:WUZI2_15124
00D6: if and
8038:   not  $7266[0] == 3 
8038:   not  $7266[1] == 3 
004D: jump_if_false @WUZI2_15241 
00D6: if or
0038:   $7266[0] == 4 
0038:   $7266[1] == 4 
004D: jump_if_false @WUZI2_15241 
0006: 123@ = 27 
00D6: if 
0038:   $7266[0] == 4 
004D: jump_if_false @WUZI2_15213 
0006: 125@ = 0 
0002: jump @WUZI2_15220 

:WUZI2_15213
0006: 125@ = 1 

:WUZI2_15220
0050: gosub @WUZI2_17920 
0004: $7276 = 4 
0050: gosub @WUZI2_18052 

:WUZI2_15241
0002: jump @WUZI2_15489 

:WUZI2_15248
00D6: if and
8038:   not  $7266[0] == 4 
8038:   not  $7266[1] == 4 
004D: jump_if_false @WUZI2_15482 
00D6: if or
0038:   $7266[0] == 3 
0038:   $7266[1] == 3 
004D: jump_if_false @WUZI2_15429 
00D6: if 
0038:   $7266[0] == 3 
004D: jump_if_false @WUZI2_15362 
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @WUZI2_15348 
0006: 123@ = 45 
0002: jump @WUZI2_15355 

:WUZI2_15348
0006: 123@ = 45 

:WUZI2_15355
0002: jump @WUZI2_15401 

:WUZI2_15362
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @WUZI2_15394 
0006: 123@ = 45 
0002: jump @WUZI2_15401 

:WUZI2_15394
0006: 123@ = 45 

:WUZI2_15401
0050: gosub @WUZI2_18052 
0050: gosub @WUZI2_17920 
0004: $7276 = 3 
0002: jump @WUZI2_15482 

:WUZI2_15429
00D6: if and
0038:   $7266[0] == 0 
0038:   $7266[1] == 0 
004D: jump_if_false @WUZI2_15482 
0006: 123@ = 36 
0050: gosub @WUZI2_17920 
0004: $7277 = 1 
0004: $7276 = -2 

:WUZI2_15482
0002: jump @WUZI2_15489 

:WUZI2_15489
0871: init_jump_table $7278 total_jumps 6 default_jump 0 @WUZI2_16053 jumps 0 @WUZI2_15552 1 @WUZI2_15602 2 @WUZI2_15634 3 @WUZI2_15737 4 @WUZI2_15840 5 @WUZI2_15943 -1 @WUZI2_16053 

:WUZI2_15552
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @WUZI2_15595 
0512: show_permanent_text_box 'WZI2_42'  // If one of the searchlights spot you on the surface of the water the ~r~guards~w~ will shoot at you.
0006: 33@ = 0 
000A: 284@ += 1 

:WUZI2_15595
0002: jump @WUZI2_16053 

:WUZI2_15602
0512: show_permanent_text_box 'WZI2_36'  // You have been spotted by one of the ~r~guards~w~ dive underwater to lose their attention.
0006: 33@ = 0 
0008: $7278 += 1 
0002: jump @WUZI2_16053 

:WUZI2_15634
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @WUZI2_15730 
03E6: remove_text_box 
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @WUZI2_15705 
0512: show_permanent_text_box 'WZI2_42'  // If one of the searchlights spot you on the surface of the water the ~r~guards~w~ will shoot at you.
0006: 33@ = 0 
000A: 284@ += 1 
0002: jump @WUZI2_15730 

:WUZI2_15705
0512: show_permanent_text_box 'WZI2_37'  // If the ~r~guards~w~ spot you swimming fast or you don't dive quick enough they will start shooting.
0006: 33@ = 0 
0008: $7278 += 1 

:WUZI2_15730
0002: jump @WUZI2_16053 

:WUZI2_15737
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @WUZI2_15833 
03E6: remove_text_box 
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @WUZI2_15808 
0512: show_permanent_text_box 'WZI2_42'  // If one of the searchlights spot you on the surface of the water the ~r~guards~w~ will shoot at you.
0006: 33@ = 0 
000A: 284@ += 1 
0002: jump @WUZI2_15833 

:WUZI2_15808
0512: show_permanent_text_box 'WZI2_38'  // Once you have lost the attention of the ~r~guards~w~ return to the surface to get your breath back.
0006: 33@ = 0 
0008: $7278 += 1 

:WUZI2_15833
0002: jump @WUZI2_16053 

:WUZI2_15840
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @WUZI2_15936 
03E6: remove_text_box 
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @WUZI2_15911 
0512: show_permanent_text_box 'WZI2_42'  // If one of the searchlights spot you on the surface of the water the ~r~guards~w~ will shoot at you.
0006: 33@ = 0 
000A: 284@ += 1 
0002: jump @WUZI2_15936 

:WUZI2_15911
0512: show_permanent_text_box 'WZI2_39'  // When you return to the surface the ~r~guards~w~ will not spot you until you move.
0006: 33@ = 0 
0008: $7278 += 1 

:WUZI2_15936
0002: jump @WUZI2_16053 

:WUZI2_15943
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @WUZI2_16046 
03E6: remove_text_box 
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @WUZI2_16021 
0512: show_permanent_text_box 'WZI2_42'  // If one of the searchlights spot you on the surface of the water the ~r~guards~w~ will shoot at you.
0006: 33@ = 0 
000A: 284@ += 1 
0008: $7278 += 1 
0002: jump @WUZI2_16046 

:WUZI2_16021
00D6: if 
0039:   284@ == 2 
004D: jump_if_false @WUZI2_16046 
0008: $7278 += 1 

:WUZI2_16046
0002: jump @WUZI2_16053 

:WUZI2_16053
0051: return 

:WUZI2_16055
0006: 372@ = 0 

:WUZI2_16062
00D6: if 
001B:   6 > 372@ 
004D: jump_if_false @WUZI2_16179 
00D6: if 
8118:   not actor 308@(372@,6i) dead 
004D: jump_if_false @WUZI2_16158 
00D6: if 
051A:   actor 308@(372@,6i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @WUZI2_16144 
0006: 373@ = 1 
0006: 372@ = 6 
0002: jump @WUZI2_16151 

:WUZI2_16144
000A: 372@ += 1 

:WUZI2_16151
0002: jump @WUZI2_16172 

:WUZI2_16158
0006: 373@ = 1 
0006: 372@ = 6 

:WUZI2_16172
0002: jump @WUZI2_16062 

:WUZI2_16179
00D6: if 
0039:   373@ == 0 
004D: jump_if_false @WUZI2_16321 
0006: 372@ = 0 

:WUZI2_16204
00D6: if 
001B:   6 > 372@ 
004D: jump_if_false @WUZI2_16321 
00D6: if 
8118:   not actor 417@(372@,6i) dead 
004D: jump_if_false @WUZI2_16300 
00D6: if 
051A:   actor 417@(372@,6i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @WUZI2_16286 
0006: 373@ = 1 
0006: 372@ = 6 
0002: jump @WUZI2_16293 

:WUZI2_16286
000A: 372@ += 1 

:WUZI2_16293
0002: jump @WUZI2_16314 

:WUZI2_16300
0006: 373@ = 1 
0006: 372@ = 6 

:WUZI2_16314
0002: jump @WUZI2_16204 

:WUZI2_16321
00D6: if 
0039:   373@ == 1 
004D: jump_if_false @WUZI2_16353 
0050: gosub @WUZI2_16355 
0006: 373@ = 2 

:WUZI2_16353
0051: return 

:WUZI2_16355
03E6: remove_text_box 
00BE: text_clear_all 
00D6: if 
8119:   not car 290@ wrecked 
004D: jump_if_false @WUZI2_16406 
00D6: if 
875C:   not marker 292@ enabled 
004D: jump_if_false @WUZI2_16406 
0186: 292@ = create_marker_above_car 290@ 
018B: set_marker 292@ radar_mode 2 

:WUZI2_16406
00D6: if 
8119:   not car 291@ wrecked 
004D: jump_if_false @WUZI2_16453 
00D6: if 
875C:   not marker 293@ enabled 
004D: jump_if_false @WUZI2_16453 
0186: 293@ = create_marker_above_car 291@ 
018B: set_marker 293@ radar_mode 2 

:WUZI2_16453
00D6: if 
8119:   not car 413@ wrecked 
004D: jump_if_false @WUZI2_16500 
00D6: if 
875C:   not marker 415@ enabled 
004D: jump_if_false @WUZI2_16500 
0186: 415@ = create_marker_above_car 413@ 
018B: set_marker 415@ radar_mode 2 

:WUZI2_16500
00D6: if 
8119:   not car 414@ wrecked 
004D: jump_if_false @WUZI2_16547 
00D6: if 
875C:   not marker 416@ enabled 
004D: jump_if_false @WUZI2_16547 
0186: 416@ = create_marker_above_car 414@ 
018B: set_marker 416@ radar_mode 2 

:WUZI2_16547
0006: 372@ = 0 

:WUZI2_16554
00D6: if 
001B:   6 > 372@ 
004D: jump_if_false @WUZI2_16670 
00D6: if 
8118:   not actor 308@(372@,6i) dead 
004D: jump_if_false @WUZI2_16614 
02E2: set_actor 308@(372@,6i) weapon_accuracy_to 80 
07DD: set_actor 308@(372@,6i) attack_rate 50 // previously known as temper_to 

:WUZI2_16614
00D6: if 
8118:   not actor 417@(372@,6i) dead 
004D: jump_if_false @WUZI2_16656 
02E2: set_actor 417@(372@,6i) weapon_accuracy_to 80 
07DD: set_actor 417@(372@,6i) attack_rate 50 // previously known as temper_to 

:WUZI2_16656
000A: 372@ += 1 
0002: jump @WUZI2_16554 

:WUZI2_16670
0006: 374@ = 0 
0006: 375@ = 0 
0006: 376@ = 0 
0006: 377@ = 0 
0051: return 

:WUZI2_16700
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
8119:   not car 290@ wrecked 
004D: jump_if_false @WUZI2_16994 
00D6: if 
0039:   374@ == 0 
004D: jump_if_false @WUZI2_16883 
00D6: if 
01AD:   car 290@ sphere 0 near_point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD radius 75.0 75.0 
004D: jump_if_false @WUZI2_16876 
00D6: if 
8118:   not actor 308@ dead 
004D: jump_if_false @WUZI2_16811 
0687: clear_actor 308@ task 
05E2: AS_actor 308@ kill_actor $PLAYER_ACTOR 

:WUZI2_16811
00D6: if 
8118:   not actor 309@ dead 
004D: jump_if_false @WUZI2_16840 
0687: clear_actor 309@ task 
05E2: AS_actor 309@ kill_actor $PLAYER_ACTOR 

:WUZI2_16840
00D6: if 
8118:   not actor 310@ dead 
004D: jump_if_false @WUZI2_16869 
0687: clear_actor 310@ task 
05E2: AS_actor 310@ kill_actor $PLAYER_ACTOR 

:WUZI2_16869
0006: 374@ = 1 

:WUZI2_16876
0002: jump @WUZI2_16987 

:WUZI2_16883
00D6: if 
81AD:   not car 290@ sphere 0 near_point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD radius 85.0 85.0 
004D: jump_if_false @WUZI2_16987 
00D6: if 
8118:   not actor 308@ dead 
004D: jump_if_false @WUZI2_16938 
0687: clear_actor 308@ task 

:WUZI2_16938
00D6: if 
8118:   not actor 309@ dead 
004D: jump_if_false @WUZI2_16959 
0687: clear_actor 309@ task 

:WUZI2_16959
00D6: if 
8118:   not actor 310@ dead 
004D: jump_if_false @WUZI2_16980 
0687: clear_actor 310@ task 

:WUZI2_16980
0006: 374@ = 0 

:WUZI2_16987
0002: jump @WUZI2_17015 

:WUZI2_16994
00D6: if 
075C:   marker 292@ enabled 
004D: jump_if_false @WUZI2_17015 
0164: disable_marker 292@ 

:WUZI2_17015
00D6: if 
8119:   not car 291@ wrecked 
004D: jump_if_false @WUZI2_17295 
00D6: if 
0039:   375@ == 0 
004D: jump_if_false @WUZI2_17184 
00D6: if 
01AD:   car 291@ sphere 0 near_point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD radius 75.0 75.0 
004D: jump_if_false @WUZI2_17177 
00D6: if 
8118:   not actor 311@ dead 
004D: jump_if_false @WUZI2_17112 
0687: clear_actor 311@ task 
05E2: AS_actor 311@ kill_actor $PLAYER_ACTOR 

:WUZI2_17112
00D6: if 
8118:   not actor 312@ dead 
004D: jump_if_false @WUZI2_17141 
0687: clear_actor 312@ task 
05E2: AS_actor 312@ kill_actor $PLAYER_ACTOR 

:WUZI2_17141
00D6: if 
8118:   not actor 313@ dead 
004D: jump_if_false @WUZI2_17170 
0687: clear_actor 313@ task 
05E2: AS_actor 313@ kill_actor $PLAYER_ACTOR 

:WUZI2_17170
0006: 375@ = 1 

:WUZI2_17177
0002: jump @WUZI2_17288 

:WUZI2_17184
00D6: if 
81AD:   not car 291@ sphere 0 near_point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD radius 85.0 85.0 
004D: jump_if_false @WUZI2_17288 
00D6: if 
8118:   not actor 311@ dead 
004D: jump_if_false @WUZI2_17239 
0687: clear_actor 311@ task 

:WUZI2_17239
00D6: if 
8118:   not actor 312@ dead 
004D: jump_if_false @WUZI2_17260 
0687: clear_actor 312@ task 

:WUZI2_17260
00D6: if 
8118:   not actor 313@ dead 
004D: jump_if_false @WUZI2_17281 
0687: clear_actor 313@ task 

:WUZI2_17281
0006: 375@ = 0 

:WUZI2_17288
0002: jump @WUZI2_17316 

:WUZI2_17295
00D6: if 
075C:   marker 293@ enabled 
004D: jump_if_false @WUZI2_17316 
0164: disable_marker 293@ 

:WUZI2_17316
00D6: if 
8119:   not car 413@ wrecked 
004D: jump_if_false @WUZI2_17596 
00D6: if 
0039:   376@ == 0 
004D: jump_if_false @WUZI2_17485 
00D6: if 
01AD:   car 413@ sphere 0 near_point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD radius 75.0 75.0 
004D: jump_if_false @WUZI2_17478 
00D6: if 
8118:   not actor 417@ dead 
004D: jump_if_false @WUZI2_17413 
0687: clear_actor 417@ task 
05E2: AS_actor 417@ kill_actor $PLAYER_ACTOR 

:WUZI2_17413
00D6: if 
8118:   not actor 418@ dead 
004D: jump_if_false @WUZI2_17442 
0687: clear_actor 418@ task 
05E2: AS_actor 418@ kill_actor $PLAYER_ACTOR 

:WUZI2_17442
00D6: if 
8118:   not actor 419@ dead 
004D: jump_if_false @WUZI2_17471 
0687: clear_actor 419@ task 
05E2: AS_actor 419@ kill_actor $PLAYER_ACTOR 

:WUZI2_17471
0006: 376@ = 1 

:WUZI2_17478
0002: jump @WUZI2_17589 

:WUZI2_17485
00D6: if 
81AD:   not car 413@ sphere 0 near_point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD radius 85.0 85.0 
004D: jump_if_false @WUZI2_17589 
00D6: if 
8118:   not actor 417@ dead 
004D: jump_if_false @WUZI2_17540 
0687: clear_actor 417@ task 

:WUZI2_17540
00D6: if 
8118:   not actor 418@ dead 
004D: jump_if_false @WUZI2_17561 
0687: clear_actor 418@ task 

:WUZI2_17561
00D6: if 
8118:   not actor 419@ dead 
004D: jump_if_false @WUZI2_17582 
0687: clear_actor 419@ task 

:WUZI2_17582
0006: 376@ = 0 

:WUZI2_17589
0002: jump @WUZI2_17617 

:WUZI2_17596
00D6: if 
075C:   marker 415@ enabled 
004D: jump_if_false @WUZI2_17617 
0164: disable_marker 415@ 

:WUZI2_17617
00D6: if 
8119:   not car 414@ wrecked 
004D: jump_if_false @WUZI2_17897 
00D6: if 
0039:   377@ == 0 
004D: jump_if_false @WUZI2_17786 
00D6: if 
01AD:   car 414@ sphere 0 near_point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD radius 75.0 75.0 
004D: jump_if_false @WUZI2_17779 
00D6: if 
8118:   not actor 420@ dead 
004D: jump_if_false @WUZI2_17714 
0687: clear_actor 420@ task 
05E2: AS_actor 420@ kill_actor $PLAYER_ACTOR 

:WUZI2_17714
00D6: if 
8118:   not actor 421@ dead 
004D: jump_if_false @WUZI2_17743 
0687: clear_actor 421@ task 
05E2: AS_actor 421@ kill_actor $PLAYER_ACTOR 

:WUZI2_17743
00D6: if 
8118:   not actor 422@ dead 
004D: jump_if_false @WUZI2_17772 
0687: clear_actor 422@ task 
05E2: AS_actor 422@ kill_actor $PLAYER_ACTOR 

:WUZI2_17772
0006: 377@ = 1 

:WUZI2_17779
0002: jump @WUZI2_17890 

:WUZI2_17786
00D6: if 
81AD:   not car 414@ sphere 0 near_point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD radius 85.0 85.0 
004D: jump_if_false @WUZI2_17890 
00D6: if 
8118:   not actor 420@ dead 
004D: jump_if_false @WUZI2_17841 
0687: clear_actor 420@ task 

:WUZI2_17841
00D6: if 
8118:   not actor 421@ dead 
004D: jump_if_false @WUZI2_17862 
0687: clear_actor 421@ task 

:WUZI2_17862
00D6: if 
8118:   not actor 422@ dead 
004D: jump_if_false @WUZI2_17883 
0687: clear_actor 422@ task 

:WUZI2_17883
0006: 377@ = 0 

:WUZI2_17890
0002: jump @WUZI2_17918 

:WUZI2_17897
00D6: if 
075C:   marker 416@ enabled 
004D: jump_if_false @WUZI2_17918 
0164: disable_marker 416@ 

:WUZI2_17918
0051: return 

:WUZI2_17920
0085: 57@ = 122@ // (int) 
0012: 57@ *= 3 
005A: 57@ += 121@ // (int) 
005A: 57@ += 123@ // (int) 
00D6: if 
0039:   368@ == 1 
004D: jump_if_false @WUZI2_17984 
0085: 378@ = 121@ // (int) 
0002: jump @WUZI2_17999 

:WUZI2_17984
0085: 378@ = 121@ // (int) 
000A: 378@ += 3 

:WUZI2_17999
008A: $1276 = 58@(57@,63i) // (int) 
05A9: s$1281 = 127@(57@,63s) // s$ 
004F: create_thread @A_ALAP 2 124@ 308@(378@,6i)  
000A: 124@ += 1 
0051: return 

:WUZI2_18052
000A: 121@ += 1 
00D6: if 
0039:   121@ == 3 
004D: jump_if_false @WUZI2_18116 
0006: 121@ = 0 
000A: 122@ += 1 
00D6: if 
0039:   122@ == 3 
004D: jump_if_false @WUZI2_18116 
0006: 122@ = 0 

:WUZI2_18116
0051: return 

:WUZI2_18118
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon 380@ ammo 381@ model 381@ 
00D6: if 
04A4:   380@ == 0 // == constant 
004D: jump_if_false @WUZI2_18166 
0006: 379@ = 0 
0002: jump @WUZI2_18205 

:WUZI2_18166
00D6: if 
04A4:   380@ == 4 // == constant 
004D: jump_if_false @WUZI2_18198 
0006: 379@ = 1 
0002: jump @WUZI2_18205 

:WUZI2_18198
0006: 379@ = 2 

:WUZI2_18205
0051: return 

:WUZI2_18207
0004: $7261 = 0 

:WUZI2_18214
00D6: if 
001A:   6 > $7261 
004D: jump_if_false @WUZI2_18288 
00D6: if 
8118:   not actor 308@($7261,6i) dead 
004D: jump_if_false @WUZI2_18274 
02E2: set_actor 308@($7261,6i) weapon_accuracy_to 30 
07DD: set_actor 308@($7261,6i) attack_rate 30 // previously known as temper_to 

:WUZI2_18274
0008: $7261 += 1 
0002: jump @WUZI2_18214 

:WUZI2_18288
0051: return 

:WUZI2_18290
00D6: if 
0039:   382@ == 1 
004D: jump_if_false @WUZI2_18640 
00D6: if and
0735:   is_keyboard_key_pressed 71 
0019:   33@ > 200 
004D: jump_if_false @WUZI2_18345 
0006: 33@ = 0 
0006: 382@ = 0 

:WUZI2_18345
0052: NOP 331@ 338@ 2.0 337@ 338@ 2.0 
0052: NOP 331@ 339@ 2.0 337@ 339@ 2.0 
0052: NOP 331@ 340@ 2.0 337@ 340@ 2.0 
0052: NOP 331@ 341@ 2.0 337@ 341@ 2.0 
0052: NOP 331@ 342@ 2.0 337@ 342@ 2.0 
0052: NOP 331@ 338@ 2.0 331@ 342@ 2.0 
0052: NOP 332@ 338@ 2.0 332@ 342@ 2.0 
0052: NOP 333@ 338@ 2.0 333@ 342@ 2.0 
0052: NOP 334@ 338@ 2.0 334@ 342@ 2.0 
0052: NOP 335@ 338@ 2.0 335@ 342@ 2.0 
0052: NOP 336@ 338@ 2.0 336@ 342@ 2.0 
0052: NOP 337@ 338@ 2.0 337@ 342@ 2.0 
0002: jump @WUZI2_18695 

:WUZI2_18640
00D6: if 
0039:   382@ == 0 
004D: jump_if_false @WUZI2_18695 
00D6: if and
0735:   is_keyboard_key_pressed 71 
0019:   33@ > 200 
004D: jump_if_false @WUZI2_18695 
0006: 33@ = 0 
0006: 382@ = 1 

:WUZI2_18695
0051: return 

:WUZI2_18697
06B1: 383@ = create_searchlight_at -1474.145 1484.038 11.3824 radius 1.0 target -1465.154 1463.004 -0.5 radius 25.0 
029B: 389@ = init_object #A51_SPOTBASE at -1474.145 1484.038 10.8824 
0177: set_object 389@ Z_angle_to 326.1907 
029B: 395@ = init_object #A51_SPOTHOUSING at -1474.145 1484.038 10.8824 
029B: 401@ = init_object #A51_SPOTBULB at -1474.145 1484.038 10.8824 
06CA: attach_searchlight 383@ to_tower 389@ to_housing 395@ to_bulb 401@ with_offset 0.0 1.181 0.768 
071F: set_object 401@ health_to 1000 
06B4: set_searchlight 383@ path_between -1465.154 1463.004 -0.5 and -1489.672 1472.111 -0.5 speed 0.1 
0941: unknown_searchlight 383@ flag 0 
0006: 428@ = 0 
06B1: 384@ = create_searchlight_at -1474.198 1494.927 11.6265 radius 1.0 target -1459.363 1514.413 -0.5 radius 25.0 
029B: 390@ = init_object #A51_SPOTBASE at -1474.198 1494.927 10.8824 
0177: set_object 390@ Z_angle_to 34.4591 
029B: 396@ = init_object #A51_SPOTHOUSING at -1474.198 1494.927 10.8824 
029B: 402@ = init_object #A51_SPOTBULB at -1474.198 1494.927 10.8824 
06CA: attach_searchlight 384@ to_tower 390@ to_housing 396@ to_bulb 402@ with_offset 0.0 1.181 0.768 
071F: set_object 402@ health_to 1000 
06B4: set_searchlight 384@ path_between -1459.363 1514.413 -0.5 and -1491.379 1501.309 -0.5 speed 0.08 
0941: unknown_searchlight 384@ flag 0 
0006: 429@ = 0 
06B1: 385@ = create_searchlight_at -1369.279 1484.219 14.3425 radius 1.0 target -1351.937 1504.435 -0.5 radius 25.0 
029B: 391@ = init_object #A51_SPOTBASE at -1369.279 1484.219 13.8425 
0177: set_object 391@ Z_angle_to 32.5701 
029B: 397@ = init_object #A51_SPOTHOUSING at -1369.279 1484.219 13.8425 
029B: 403@ = init_object #A51_SPOTBULB at -1369.279 1484.219 13.8425 
06CA: attach_searchlight 385@ to_tower 391@ to_housing 397@ to_bulb 403@ with_offset 0.0 1.181 0.768 
071F: set_object 403@ health_to 1000 
06B4: set_searchlight 385@ path_between -1347.143 1476.63 -0.5 and -1370.499 1465.479 -0.5 speed 0.08 
0941: unknown_searchlight 385@ flag 0 
0006: 430@ = 0 
06B1: 386@ = create_searchlight_at -1368.467 1494.225 14.3425 radius 1.0 target -1347.143 1476.63 -0.5 radius 25.0 
029B: 392@ = init_object #A51_SPOTBASE at -1368.467 1494.225 13.8425 
0177: set_object 392@ Z_angle_to 327.3304 
029B: 398@ = init_object #A51_SPOTHOUSING at -1368.467 1494.225 13.8425 
029B: 404@ = init_object #A51_SPOTBULB at -1368.467 1494.225 13.8425 
06CA: attach_searchlight 386@ to_tower 392@ to_housing 398@ to_bulb 404@ with_offset 0.0 1.181 0.768 
071F: set_object 404@ health_to 1000 
06B4: set_searchlight 386@ path_between -1351.937 1504.435 -0.5 and -1377.028 1515.729 -0.5 speed 0.1 
0941: unknown_searchlight 386@ flag 0 
0006: 431@ = 0 
00A5: 413@ = create_car #TROPIC at -1491.662 1488.5 1.0 
0175: set_car 413@ Z_angle_to 180.0 
0323: enable_boat 413@ anchor 1 
009A: 417@ = create_actor_pedtype 24 model #DNB3 at -1521.0 1492.0 5.0 
0464: put_actor 417@ into_turret_on_car 413@ at_car_offset 0.0 9.0 2.1 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 417@ stay_put 1 
02E2: set_actor 417@ weapon_accuracy_to 80 
07DD: set_actor 417@ attack_rate 20 // previously known as temper_to 
009A: 418@ = create_actor_pedtype 24 model #DNB2 at -1521.0 1492.0 5.0 
0464: put_actor 418@ into_turret_on_car 413@ at_car_offset -1.0 -1.0 3.7 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 418@ stay_put 1 
02E2: set_actor 418@ weapon_accuracy_to 80 
07DD: set_actor 418@ attack_rate 20 // previously known as temper_to 
009A: 419@ = create_actor_pedtype 24 model #DNB1 at -1521.0 1492.0 5.0 
0464: put_actor 419@ into_turret_on_car 413@ at_car_offset 1.0 -4.0 1.15 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 419@ stay_put 1 
02E2: set_actor 419@ weapon_accuracy_to 80 
07DD: set_actor 419@ attack_rate 20 // previously known as temper_to 
00A5: 414@ = create_car #TROPIC at -1350.12 1488.5 1.0 
0175: set_car 414@ Z_angle_to 0.0 
0323: enable_boat 414@ anchor 1 
009A: 420@ = create_actor_pedtype 24 model #DNB3 at -1322.0 1489.5 5.0 
0464: put_actor 420@ into_turret_on_car 414@ at_car_offset 0.0 9.0 2.1 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 420@ stay_put 1 
02E2: set_actor 420@ weapon_accuracy_to 80 
07DD: set_actor 420@ attack_rate 20 // previously known as temper_to 
009A: 421@ = create_actor_pedtype 24 model #DNB2 at -1322.0 1489.5 5.0 
0464: put_actor 421@ into_turret_on_car 414@ at_car_offset -1.0 -1.0 3.7 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 421@ stay_put 1 
02E2: set_actor 421@ weapon_accuracy_to 80 
07DD: set_actor 421@ attack_rate 20 // previously known as temper_to 
009A: 422@ = create_actor_pedtype 24 model #DNB1 at -1322.0 1489.5 5.0 
0464: put_actor 422@ into_turret_on_car 414@ at_car_offset 1.0 -4.0 1.15 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 422@ stay_put 1 
02E2: set_actor 422@ weapon_accuracy_to 80 
07DD: set_actor 422@ attack_rate 20 // previously known as temper_to 
0006: 423@ = 0 
0051: return 

:WUZI2_20108
0871: init_jump_table 423@ total_jumps 2 default_jump 0 @WUZI2_20689 jumps 0 @WUZI2_20171 1 @WUZI2_20483 -1 @WUZI2_20689 -1 @WUZI2_20689 -1 @WUZI2_20689 -1 @WUZI2_20689 -1 @WUZI2_20689 

:WUZI2_20171
00D6: if 
0039:   287@ == 0 
004D: jump_if_false @WUZI2_20476 
00D6: if 
87A9:   not get_searchlight_on_actor $PLAYER_ACTOR store_to 424@ // IF and SET 
004D: jump_if_false @WUZI2_20392 
00D6: if 
84AD:   not actor $PLAYER_ACTOR in_water 
004D: jump_if_false @WUZI2_20378 
00D6: if 
8119:   not car 413@ wrecked 
004D: jump_if_false @WUZI2_20301 
00D6: if 
0547:   actor $PLAYER_ACTOR colliding_with_car 413@ 
004D: jump_if_false @WUZI2_20301 
0006: 123@ = 18 
0050: gosub @WUZI2_17920 
0006: 425@ = 0 
0050: gosub @WUZI2_20691 
0006: 423@ = 1 
0002: jump @WUZI2_20689 

:WUZI2_20301
00D6: if 
8119:   not car 414@ wrecked 
004D: jump_if_false @WUZI2_20371 
00D6: if 
0547:   actor $PLAYER_ACTOR colliding_with_car 414@ 
004D: jump_if_false @WUZI2_20371 
0006: 123@ = 18 
0050: gosub @WUZI2_17920 
0006: 425@ = 1 
0050: gosub @WUZI2_20691 
0006: 423@ = 1 

:WUZI2_20371
0002: jump @WUZI2_20385 

:WUZI2_20378
0002: jump @WUZI2_20689 

:WUZI2_20385
0002: jump @WUZI2_20476 

:WUZI2_20392
0006: 123@ = 18 
0050: gosub @WUZI2_17920 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
0022:   -1430.0 > $TEMPVAR_X_COORD 
004D: jump_if_false @WUZI2_20455 
0006: 425@ = 0 
0002: jump @WUZI2_20462 

:WUZI2_20455
0006: 425@ = 1 

:WUZI2_20462
0050: gosub @WUZI2_20691 
0006: 423@ = 1 

:WUZI2_20476
0002: jump @WUZI2_20689 

:WUZI2_20483
00D6: if 
8119:   not car 413@(425@,2i) wrecked 
004D: jump_if_false @WUZI2_20661 
00D6: if 
0039:   287@ == 0 
004D: jump_if_false @WUZI2_20612 
00AA: store_car 413@(425@,2i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
00D6: if 
0022:   55.0 > $DISTANCE_BETWEEN_POINTS 
004D: jump_if_false @WUZI2_20598 
0002: jump @WUZI2_20689 

:WUZI2_20598
0006: 123@ = 36 
0002: jump @WUZI2_20619 

:WUZI2_20612
0006: 123@ = 27 

:WUZI2_20619
0050: gosub @WUZI2_17920 
000A: 425@ += 2 
0050: gosub @WUZI2_20691 
0050: gosub @WUZI2_18052 
0006: 423@ = 0 
0002: jump @WUZI2_20682 

:WUZI2_20661
000A: 425@ += 2 
0050: gosub @WUZI2_20691 
0006: 423@ = 0 

:WUZI2_20682
0002: jump @WUZI2_20689 

:WUZI2_20689
0051: return 

:WUZI2_20691
0006: 427@ = 0 
0871: init_jump_table 425@ total_jumps 4 default_jump 0 @WUZI2_20985 jumps 0 @WUZI2_20761 1 @WUZI2_20873 2 @WUZI2_20761 3 @WUZI2_20873 -1 @WUZI2_20985 -1 @WUZI2_20985 -1 @WUZI2_20985 

:WUZI2_20761
0006: 426@ = 0 

:WUZI2_20768
00D6: if 
001B:   3 > 426@ 
004D: jump_if_false @WUZI2_20866 
00D6: if 
8118:   not actor 417@(426@,6i) dead 
004D: jump_if_false @WUZI2_20852 
0687: clear_actor 417@(426@,6i) task 
00D6: if 
0039:   425@ == 0 
004D: jump_if_false @WUZI2_20845 
05E2: AS_actor 417@(426@,6i) kill_actor $PLAYER_ACTOR 

:WUZI2_20845
000A: 427@ += 1 

:WUZI2_20852
000A: 426@ += 1 
0002: jump @WUZI2_20768 

:WUZI2_20866
0002: jump @WUZI2_20985 

:WUZI2_20873
0006: 426@ = 3 

:WUZI2_20880
00D6: if 
001B:   6 > 426@ 
004D: jump_if_false @WUZI2_20978 
00D6: if 
8118:   not actor 417@(426@,6i) dead 
004D: jump_if_false @WUZI2_20964 
0687: clear_actor 417@(426@,6i) task 
00D6: if 
0039:   425@ == 1 
004D: jump_if_false @WUZI2_20957 
05E2: AS_actor 417@(426@,6i) kill_actor $PLAYER_ACTOR 

:WUZI2_20957
000A: 427@ += 1 

:WUZI2_20964
000A: 426@ += 1 
0002: jump @WUZI2_20880 

:WUZI2_20978
0002: jump @WUZI2_20985 

:WUZI2_20985
0051: return 

:WUZI2_20987
0004: $7257 = 0 

:WUZI2_20994
00D6: if 
001A:   4 > $7257 
004D: jump_if_false @WUZI2_21117 
00D6: if and
0039:   428@($7257,6i) == 0 
03CA:   object 401@($7257,6i) exists 
004D: jump_if_false @WUZI2_21103 
071E: get_object 401@($7257,6i) health_to 434@ 
00D6: if 
001B:   1000 > 434@ 
004D: jump_if_false @WUZI2_21103 
06B2: destroy_searchlight 383@($7257,6i) 
0164: disable_marker 407@($7257,6i) 
000A: 428@($7257,6i) += 1 

:WUZI2_21103
0008: $7257 += 1 
0002: jump @WUZI2_20994 

:WUZI2_21117
0051: return 
00D6: if 
0018:   $7265 > 0 
004D: jump_if_false @WUZI2_21497 
00D6: if and
0038:   $7265 == 1 
0018:   $7276 > 0 
004D: jump_if_false @WUZI2_21229 
00D6: if and
0019:   33@ > 6500 
001A:   4 > $7264 
004D: jump_if_false @WUZI2_21195 
0008: $7264 += 1 

:WUZI2_21195
03E6: remove_text_box 
0512: show_permanent_text_box 'WZI2_B4' 
0006: 33@ = 0 
0008: $7265 += 1 
0002: jump @WUZI2_21490 

:WUZI2_21229
00D6: if 
001A:   5 > $7264 
004D: jump_if_false @WUZI2_21490 
0871: init_jump_table $7264 total_jumps 3 default_jump 1 @WUZI2_21439 jumps -2 @WUZI2_21310 -1 @WUZI2_21347 4 @WUZI2_21404 -1 @WUZI2_21490 -1 @WUZI2_21490 -1 @WUZI2_21490 -1 @WUZI2_21490 

:WUZI2_21310
00BC: show_text_highpriority GXT 'WZI2_8' time 7000 flag 1  // ~s~Swim to the ~y~tanker~s~ and get aboard.
0006: 33@ = 0 
0008: $7264 += 1 
0002: jump @WUZI2_21490 

:WUZI2_21347
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @WUZI2_21397 
00BC: show_text_highpriority GXT 'WZI2_9' time 8000 flag 1 
0006: 33@ = 6500 
0008: $7264 += 1 

:WUZI2_21397
0002: jump @WUZI2_21490 

:WUZI2_21404
00D6: if 
0019:   33@ > 8000 
004D: jump_if_false @WUZI2_21432 
03E6: remove_text_box 
0008: $7264 += 1 

:WUZI2_21432
0002: jump @WUZI2_21490 

:WUZI2_21439
00D6: if 
0019:   33@ > 8000 
004D: jump_if_false @WUZI2_21483 
03E6: remove_text_box 
0512: show_permanent_text_box 260@($7264,8s) 
0006: 33@ = 0 
0008: $7264 += 1 

:WUZI2_21483
0002: jump @WUZI2_21490 

:WUZI2_21490
0002: jump @WUZI2_21522 

:WUZI2_21497
00D6: if 
0039:   287@ == 0 
004D: jump_if_false @WUZI2_21522 
0004: $7265 = 1 

:WUZI2_21522
0051: return 

:WUZI2_21524
0871: init_jump_table 435@ total_jumps 2 default_jump 0 @WUZI2_21723 jumps 0 @WUZI2_21587 1 @WUZI2_21679 -1 @WUZI2_21723 -1 @WUZI2_21723 -1 @WUZI2_21723 -1 @WUZI2_21723 -1 @WUZI2_21723 

:WUZI2_21587
00D6: if 
84AD:   not actor $PLAYER_ACTOR in_water 
004D: jump_if_false @WUZI2_21672 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1491.319 1505.334 0.0 cornerB -1352.436 1475.738 15.0 
004D: jump_if_false @WUZI2_21672 
0050: gosub @WUZI2_22064 
000A: 435@ += 1 
0002: jump @WUZI2_21723 

:WUZI2_21672
0002: jump @WUZI2_21723 

:WUZI2_21679
00D6: if 
04AD:   actor $PLAYER_ACTOR in_water 
004D: jump_if_false @WUZI2_21716 
0050: gosub @WUZI2_21725 
000E: 435@ -= 1 
0002: jump @WUZI2_21723 

:WUZI2_21716
0002: jump @WUZI2_21723 

:WUZI2_21723
0051: return 

:WUZI2_21725
0004: $7257 = 0 

:WUZI2_21732
00D6: if 
001A:   5 > $7257 
004D: jump_if_false @WUZI2_21773 
0164: disable_marker 443@($7257,8i) 
0008: $7257 += 1 
0002: jump @WUZI2_21732 

:WUZI2_21773
075B: zoom_radar 0 
00D6: if 
8119:   not car 290@ wrecked 
004D: jump_if_false @WUZI2_21824 
00D6: if 
875C:   not marker 292@ enabled 
004D: jump_if_false @WUZI2_21824 
0186: 292@ = create_marker_above_car 290@ 
018B: set_marker 292@ radar_mode 2 

:WUZI2_21824
00D6: if 
8119:   not car 291@ wrecked 
004D: jump_if_false @WUZI2_21871 
00D6: if 
875C:   not marker 293@ enabled 
004D: jump_if_false @WUZI2_21871 
0186: 293@ = create_marker_above_car 291@ 
018B: set_marker 293@ radar_mode 2 

:WUZI2_21871
00D6: if 
8119:   not car 413@ wrecked 
004D: jump_if_false @WUZI2_21918 
00D6: if 
875C:   not marker 415@ enabled 
004D: jump_if_false @WUZI2_21918 
0186: 415@ = create_marker_above_car 413@ 
018B: set_marker 415@ radar_mode 2 

:WUZI2_21918
00D6: if 
8119:   not car 414@ wrecked 
004D: jump_if_false @WUZI2_21965 
00D6: if 
875C:   not marker 416@ enabled 
004D: jump_if_false @WUZI2_21965 
0186: 416@ = create_marker_above_car 414@ 
018B: set_marker 416@ radar_mode 2 

:WUZI2_21965
0004: $7257 = 0 

:WUZI2_21972
00D6: if 
001A:   4 > $7257 
004D: jump_if_false @WUZI2_22062 
00D6: if 
0039:   428@($7257,6i) == 0 
004D: jump_if_false @WUZI2_22048 
00D6: if 
875C:   not marker 407@($7257,6i) enabled 
004D: jump_if_false @WUZI2_22048 
06C4: create_marker_above_searchlight 383@($7257,6i) handle_as 407@($7257,6i) 

:WUZI2_22048
0008: $7257 += 1 
0002: jump @WUZI2_21972 

:WUZI2_22062
0051: return 

:WUZI2_22064
00D6: if 
8119:   not car 290@ wrecked 
004D: jump_if_false @WUZI2_22085 
0164: disable_marker 292@ 

:WUZI2_22085
00D6: if 
8119:   not car 291@ wrecked 
004D: jump_if_false @WUZI2_22106 
0164: disable_marker 293@ 

:WUZI2_22106
00D6: if 
8119:   not car 413@ wrecked 
004D: jump_if_false @WUZI2_22127 
0164: disable_marker 415@ 

:WUZI2_22127
00D6: if 
8119:   not car 414@ wrecked 
004D: jump_if_false @WUZI2_22148 
0164: disable_marker 416@ 

:WUZI2_22148
0004: $7257 = 0 

:WUZI2_22155
00D6: if 
001A:   4 > $7257 
004D: jump_if_false @WUZI2_22196 
0164: disable_marker 407@($7257,6i) 
0008: $7257 += 1 
0002: jump @WUZI2_22155 

:WUZI2_22196
075B: zoom_radar 90 
0004: $7257 = 0 

:WUZI2_22207
00D6: if 
001A:   5 > $7257 
004D: jump_if_false @WUZI2_22317 
00D6: if 
8118:   not actor 436@($7257,7i) dead 
004D: jump_if_false @WUZI2_22303 
00D6: if 
875C:   not marker 443@($7257,8i) enabled 
004D: jump_if_false @WUZI2_22303 
0187: 443@($7257,8i) = create_marker_above_actor 436@($7257,7i) 
018B: set_marker 443@($7257,8i) radar_mode 2 
07BF: set_marker 443@($7257,8i) tracking_blip 1 

:WUZI2_22303
0008: $7257 += 1 
0002: jump @WUZI2_22207 

:WUZI2_22317
0051: return 

:WUZI2_22319
03E6: remove_text_box 
00BE: text_clear_all 
00D6: if 
0039:   379@ == 0 
004D: jump_if_false @WUZI2_22346 
0215: destroy_pickup 258@ 

:WUZI2_22346
0050: gosub @WUZI2_18118 
00D6: if 
8039:   not  379@ == 1 
004D: jump_if_false @WUZI2_22398 
032B: 258@ = create_weapon_pickup #KNIFECUR type 3 ammo 1 at -1456.289 1497.905 6.7 

:WUZI2_22398
0164: disable_marker 36@ 
018A: 36@ = create_checkpoint_at -1372.733 1495.55 0.8578 
0007: 466@ = -1442.207 
0007: 470@ = 1489.462 
0007: 474@ = 6.1016 
0007: 478@ = 270.0 
0007: 467@ = -1402.308 
0007: 471@ = 1486.719 
0007: 475@ = 6.0938 
0007: 479@ = 301.3607 
0007: 468@ = -1382.657 
0007: 472@ = 1480.446 
0007: 476@ = 7.5625 
0007: 480@ = 180.0 
0007: 469@ = -1370.584 
0007: 473@ = 1486.74 
0007: 477@ = 10.0313 
0007: 481@ = 347.1257 
009A: 436@ = create_actor_pedtype 25 model #DNB1 at 466@ 470@ 474@ 
0173: set_actor 436@ Z_angle_to 478@ 
01B2: give_actor 436@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 436@ armed_weapon_to 4 
060B: set_actor 436@ decision_maker_to 34@ 
0187: 443@ = create_marker_above_actor 436@ 
018B: set_marker 443@ radar_mode 2 
07BF: set_marker 443@ tracking_blip 1 
07DD: set_actor 436@ attack_rate 80 // previously known as temper_to 
060F: set_actor 436@ melee_accuracy_to 80.0 
0006: 451@ = 0 
009A: 437@ = create_actor_pedtype 25 model #DNB2 at 467@ 471@ 475@ 
0173: set_actor 437@ Z_angle_to 479@ 
01B2: give_actor 437@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 437@ armed_weapon_to 4 
060B: set_actor 437@ decision_maker_to 34@ 
0187: 444@ = create_marker_above_actor 437@ 
018B: set_marker 444@ radar_mode 2 
07BF: set_marker 444@ tracking_blip 1 
07DD: set_actor 437@ attack_rate 80 // previously known as temper_to 
060F: set_actor 437@ melee_accuracy_to 80.0 
0006: 452@ = 0 
009A: 438@ = create_actor_pedtype 25 model #DNB3 at 468@ 472@ 476@ 
0173: set_actor 438@ Z_angle_to 480@ 
01B2: give_actor 438@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 438@ armed_weapon_to 4 
060B: set_actor 438@ decision_maker_to 34@ 
0187: 445@ = create_marker_above_actor 438@ 
018B: set_marker 445@ radar_mode 2 
07BF: set_marker 445@ tracking_blip 1 
07DD: set_actor 438@ attack_rate 80 // previously known as temper_to 
060F: set_actor 438@ melee_accuracy_to 80.0 
0006: 453@ = 0 
009A: 439@ = create_actor_pedtype 25 model #DNB1 at 469@ 473@ 477@ 
0173: set_actor 439@ Z_angle_to 481@ 
01B2: give_actor 439@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 439@ armed_weapon_to 4 
060B: set_actor 439@ decision_maker_to 34@ 
0187: 446@ = create_marker_above_actor 439@ 
018B: set_marker 446@ radar_mode 2 
07BF: set_marker 446@ tracking_blip 1 
07DD: set_actor 439@ attack_rate 80 // previously known as temper_to 
060F: set_actor 439@ melee_accuracy_to 80.0 
0006: 454@ = 0 
0007: 482@ = -1415.15 
0007: 492@ = 1489.33 
0007: 502@ = 6.1092 
0007: 512@ = 274.6376 
0007: 483@ = -1393.05 
0007: 493@ = 1490.035 
0007: 503@ = 6.1016 
0007: 513@ = 273.1324 
0007: 484@ = -1377.694 
0007: 494@ = 1494.01 
0007: 504@ = 0.8594 
0007: 514@ = 268.1749 
0007: 485@ = -1384.855 
0007: 495@ = 1493.904 
0007: 505@ = 0.8594 
0007: 515@ = 86.0142 
0007: 486@ = -1433.38 
0007: 496@ = 1483.448 
0007: 506@ = 0.625 
0007: 516@ = 272.9424 
0007: 487@ = -1393.022 
0007: 497@ = 1483.625 
0007: 507@ = 0.625 
0007: 517@ = 266.08 
0007: 488@ = -1392.567 
0007: 498@ = 1496.273 
0007: 508@ = 0.6312 
0007: 518@ = 163.775 
0007: 489@ = -1423.06 
0007: 499@ = 1496.289 
0007: 509@ = 0.625 
0007: 519@ = 134.281 
0007: 490@ = -1423.291 
0007: 500@ = 1491.614 
0007: 510@ = 0.625 
0007: 520@ = 172.1411 
0007: 491@ = -1433.231 
0007: 501@ = 1488.718 
0007: 511@ = 0.625 
0007: 521@ = 106.1638 
0006: 458@ = 0 
0006: 462@ = 1 
008A: $7258 = 458@ // (int) 
009A: 440@ = create_actor_pedtype 25 model #DNB3 at 482@($7258,10f) 492@($7258,10f) 502@($7258,10f) 
0173: set_actor 440@ Z_angle_to 512@($7258,10f) 
01B2: give_actor 440@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 440@ armed_weapon_to 4 
060B: set_actor 440@ decision_maker_to 34@ 
0187: 447@ = create_marker_above_actor 440@ 
018B: set_marker 447@ radar_mode 2 
07BF: set_marker 447@ tracking_blip 1 
07DD: set_actor 440@ attack_rate 80 // previously known as temper_to 
060F: set_actor 440@ melee_accuracy_to 80.0 
0006: 455@ = 0 
0006: 459@ = 2 
0006: 463@ = 3 
008A: $7258 = 459@ // (int) 
009A: 441@ = create_actor_pedtype 25 model #DNB2 at 482@($7258,10f) 492@($7258,10f) 502@($7258,10f) 
0173: set_actor 441@ Z_angle_to 512@($7258,10f) 
01B2: give_actor 441@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 441@ armed_weapon_to 4 
060B: set_actor 441@ decision_maker_to 34@ 
0187: 448@ = create_marker_above_actor 441@ 
018B: set_marker 448@ radar_mode 2 
07BF: set_marker 448@ tracking_blip 1 
07DD: set_actor 441@ attack_rate 80 // previously known as temper_to 
060F: set_actor 441@ melee_accuracy_to 80.0 
0006: 456@ = 0 
0006: 460@ = 4 
0006: 464@ = 9 
008A: $7258 = 460@ // (int) 
009A: 442@ = create_actor_pedtype 25 model #DNB1 at 482@($7258,10f) 492@($7258,10f) 502@($7258,10f) 
0173: set_actor 442@ Z_angle_to 512@($7258,10f) 
01B2: give_actor 442@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 442@ armed_weapon_to 4 
060B: set_actor 442@ decision_maker_to 34@ 
0187: 449@ = create_marker_above_actor 442@ 
018B: set_marker 449@ radar_mode 2 
07BF: set_marker 449@ tracking_blip 1 
07DD: set_actor 442@ attack_rate 80 // previously known as temper_to 
060F: set_actor 442@ melee_accuracy_to 80.0 
0006: 457@ = 0 
00BC: show_text_highpriority GXT 'WZI2_35' time 7000 flag 1  // ~s~Sneak to the back of the tanker and plant the ~y~bug~s~, be as quiet as possible to avoid the attention of the ~r~guards~s~ onboard.
0006: 522@ = 0 
0004: $7257 = 0 

:WUZI2_23799
00D6: if 
001A:   4 > $7257 
004D: jump_if_false @WUZI2_23863 
00D6: if 
8118:   not actor 436@($7257,7i) dead 
004D: jump_if_false @WUZI2_23849 
060B: set_actor 436@($7257,7i) decision_maker_to 34@ 

:WUZI2_23849
0008: $7257 += 1 
0002: jump @WUZI2_23799 

:WUZI2_23863
0006: 283@ = 1 
0051: return 

:WUZI2_23872
0004: $7257 = 0 
0006: 530@ = 0 
0006: 531@ = 0 
0006: 531@ = 0 

:WUZI2_23900
00D6: if 
001A:   7 > $7257 
004D: jump_if_false @WUZI2_24617 
00D6: if 
8118:   not actor 436@($7257,7i) dead 
004D: jump_if_false @WUZI2_24561 
0871: init_jump_table 523@($7257,7i) total_jumps 3 default_jump 0 @WUZI2_24554 jumps 0 @WUZI2_24005 1 @WUZI2_24237 2 @WUZI2_24419 -1 @WUZI2_24554 -1 @WUZI2_24554 -1 @WUZI2_24554 -1 @WUZI2_24554 

:WUZI2_24005
00D6: if or
074F:   actor 436@($7257,7i) ped_event == 62 
074F:   actor 436@($7257,7i) ped_event == 63 
004D: jump_if_false @WUZI2_24132 
00D6: if 
874F:   not actor 436@($7257,7i) ped_event == 36 
004D: jump_if_false @WUZI2_24096 
0006: 523@($7257,7i) = 1 
0006: 451@($7257,7i) = -1 
000A: 531@ += 1 
0002: jump @WUZI2_24125 

:WUZI2_24096
0006: 523@($7257,7i) = 2 
0006: 451@($7257,7i) = -1 
000A: 531@ += 1 

:WUZI2_24125
0002: jump @WUZI2_24230 

:WUZI2_24132
00D6: if or
074F:   actor 436@($7257,7i) ped_event == 36 
074F:   actor 436@($7257,7i) ped_event == 15 
074F:   actor 436@($7257,7i) ped_event == 9 
074F:   actor 436@($7257,7i) ped_event == 31 
004D: jump_if_false @WUZI2_24223 
0006: 523@($7257,7i) = 2 
0006: 451@($7257,7i) = -1 
000A: 531@ += 1 
0002: jump @WUZI2_24230 

:WUZI2_24223
000A: 530@ += 1 

:WUZI2_24230
0002: jump @WUZI2_24554 

:WUZI2_24237
00D6: if or
074F:   actor 436@($7257,7i) ped_event == 36 
074F:   actor 436@($7257,7i) ped_event == 15 
074F:   actor 436@($7257,7i) ped_event == 9 
074F:   actor 436@($7257,7i) ped_event == 31 
004D: jump_if_false @WUZI2_24336 
0006: 523@($7257,7i) = 2 
0006: 451@($7257,7i) = -1 
008B: 532@ = $7257 // (int) 
000A: 531@ += 1 
0002: jump @WUZI2_24412 

:WUZI2_24336
00D6: if or
074F:   actor 436@($7257,7i) ped_event == 63 
074F:   actor 436@($7257,7i) ped_event == 62 
004D: jump_if_false @WUZI2_24383 
000A: 531@ += 1 
0002: jump @WUZI2_24412 

:WUZI2_24383
0006: 523@($7257,7i) = 0 
0006: 451@($7257,7i) = 0 
000A: 530@ += 1 

:WUZI2_24412
0002: jump @WUZI2_24554 

:WUZI2_24419
00D6: if or
074F:   actor 436@($7257,7i) ped_event == 36 
074F:   actor 436@($7257,7i) ped_event == 63 
074F:   actor 436@($7257,7i) ped_event == 15 
074F:   actor 436@($7257,7i) ped_event == 9 
074F:   actor 436@($7257,7i) ped_event == 31 
074F:   actor 436@($7257,7i) ped_event == 62 
004D: jump_if_false @WUZI2_24518 
008B: 532@ = $7257 // (int) 
000A: 531@ += 1 
0002: jump @WUZI2_24547 

:WUZI2_24518
0006: 523@($7257,7i) = 0 
0006: 451@($7257,7i) = 0 
000A: 530@ += 1 

:WUZI2_24547
0002: jump @WUZI2_24554 

:WUZI2_24554
0002: jump @WUZI2_24603 

:WUZI2_24561
00D6: if 
8039:   not  523@($7257,7i) == -1 
004D: jump_if_false @WUZI2_24603 
0164: disable_marker 443@($7257,8i) 
0006: 523@($7257,7i) = -1 

:WUZI2_24603
0008: $7257 += 1 
0002: jump @WUZI2_23900 

:WUZI2_24617
0871: init_jump_table 522@ total_jumps 3 default_jump 0 @WUZI2_24872 jumps 0 @WUZI2_24680 1 @WUZI2_24744 2 @WUZI2_24808 -1 @WUZI2_24872 -1 @WUZI2_24872 -1 @WUZI2_24872 -1 @WUZI2_24872 

:WUZI2_24680
00D6: if 
0019:   531@ > 0 
004D: jump_if_false @WUZI2_24712 
0006: 522@ = 2 
0002: jump @WUZI2_24737 

:WUZI2_24712
00D6: if 
0019:   531@ > 0 
004D: jump_if_false @WUZI2_24737 
0006: 522@ = 1 

:WUZI2_24737
0002: jump @WUZI2_24872 

:WUZI2_24744
00D6: if 
0019:   531@ > 0 
004D: jump_if_false @WUZI2_24776 
0006: 522@ = 2 
0002: jump @WUZI2_24801 

:WUZI2_24776
00D6: if 
0039:   531@ == 0 
004D: jump_if_false @WUZI2_24801 
0006: 522@ = 0 

:WUZI2_24801
0002: jump @WUZI2_24872 

:WUZI2_24808
00D6: if and
0039:   531@ == 0 
0039:   531@ == 0 
004D: jump_if_false @WUZI2_24865 
0006: 522@ = 0 
00D6: if and
8118:   not actor 436@(532@,7i) dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @WUZI2_24865 

:WUZI2_24865
0002: jump @WUZI2_24872 

:WUZI2_24872
0051: return 

:WUZI2_24874
0004: $7257 = 0 

:WUZI2_24881
00D6: if 
001A:   4 > $7257 
004D: jump_if_false @WUZI2_25425 
00D6: if 
8039:   not  451@($7257,7i) == -1 
004D: jump_if_false @WUZI2_25411 
00D6: if 
8118:   not actor 436@($7257,7i) dead 
004D: jump_if_false @WUZI2_25411 
0871: init_jump_table 451@($7257,7i) total_jumps 5 default_jump 0 @WUZI2_25411 jumps 0 @WUZI2_25008 1 @WUZI2_25100 2 @WUZI2_25221 3 @WUZI2_25347 4 @WUZI2_25404 -1 @WUZI2_25411 -1 @WUZI2_25411 

:WUZI2_25008
0615: define_AS_pack_begin 43@ 
0603: AS_actor -1 goto_point_any_means 466@($7257,4f) 470@($7257,4f) 474@($7257,4f) mode 4 use_car -2 
05D4: AS_actor -1 rotate_angle 478@($7257,4f) 
05BA: AS_actor -1 move_mouth 5000 ms 
0616: define_AS_pack_end 43@ 
0618: assign_actor 436@($7257,7i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
000A: 451@($7257,7i) += 1 
0002: jump @WUZI2_25411 

:WUZI2_25100
0646: unknown_get_actor 436@($7257,7i) task_1560_status_store_to 44@ // similar to 062E 
00D6: if 
0039:   44@ == 2 
004D: jump_if_false @WUZI2_25214 
00D6: if 
00ED:   actor 436@($7257,7i) sphere 0 near_point 466@($7257,4f) 470@($7257,4f) radius 2.0 2.0 on_foot 
004D: jump_if_false @WUZI2_25194 
000A: 451@($7257,7i) += 1 
0002: jump @WUZI2_25214 

:WUZI2_25194
0687: clear_actor 436@($7257,7i) task 
000E: 451@($7257,7i) -= 1 

:WUZI2_25214
0002: jump @WUZI2_25411 

:WUZI2_25221
0209: 45@ = random_int_in_ranges 7000 15000 
0209: 46@ = random_int_in_ranges 0 500 
0687: clear_actor 436@($7257,7i) task 
0615: define_AS_pack_begin 43@ 
05BA: AS_actor -1 move_mouth 45@ ms 
00D6: if 
001B:   250 > 46@ 
004D: jump_if_false @WUZI2_25296 
05C9: AS_actor -1 on_guard 8000 ms 
0002: jump @WUZI2_25300 

:WUZI2_25296
05C8: AS_actor -1 look_around 

:WUZI2_25300
05BA: AS_actor -1 move_mouth 5000 ms 
0616: define_AS_pack_end 43@ 
0618: assign_actor 436@($7257,7i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
000A: 451@($7257,7i) += 1 
0002: jump @WUZI2_25411 

:WUZI2_25347
0646: unknown_get_actor 436@($7257,7i) task_1560_status_store_to 44@ // similar to 062E 
00D6: if 
0039:   44@ == 2 
004D: jump_if_false @WUZI2_25397 
0687: clear_actor 436@($7257,7i) task 
000E: 451@($7257,7i) -= 1 

:WUZI2_25397
0002: jump @WUZI2_25411 

:WUZI2_25404
0002: jump @WUZI2_25411 

:WUZI2_25411
0008: $7257 += 1 
0002: jump @WUZI2_24881 

:WUZI2_25425
0051: return 

:WUZI2_25427
0004: $7257 = 4 
0004: $7258 = 0 

:WUZI2_25441
00D6: if 
001A:   7 > $7257 
004D: jump_if_false @WUZI2_26089 
00D6: if 
8039:   not  451@($7257,7i) == -1 
004D: jump_if_false @WUZI2_26068 
00D6: if 
8118:   not actor 436@($7257,7i) dead 
004D: jump_if_false @WUZI2_26068 
008A: $7259 = 458@($7258,4i) // (int) 
008A: $7260 = 462@($7258,4i) // (int) 
0871: init_jump_table 451@($7257,7i) total_jumps 5 default_jump 0 @WUZI2_26068 jumps 0 @WUZI2_25592 1 @WUZI2_25767 2 @WUZI2_25857 3 @WUZI2_25989 4 @WUZI2_26061 -1 @WUZI2_26068 -1 @WUZI2_26068 

:WUZI2_25592
0615: define_AS_pack_begin 43@ 

:WUZI2_25597
00D6: if 
002C:   $7260 >= $7259 // (int) 
004D: jump_if_false @WUZI2_25659 
0603: AS_actor -1 goto_point_any_means 482@($7259,10f) 492@($7259,10f) 502@($7259,10f) mode 4 use_car -2 
0008: $7259 += 1 
0002: jump @WUZI2_25597 

:WUZI2_25659
00D6: if 
0038:   $7257 == 6 
004D: jump_if_false @WUZI2_25702 
0643: set_AS_pack 43@ loop 1 
0006: 451@($7257,7i) = 90 
0002: jump @WUZI2_25738 

:WUZI2_25702
05D4: AS_actor -1 rotate_angle 512@($7260,10f) 
05BA: AS_actor -1 move_mouth 5000 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
000A: 451@($7257,7i) += 1 

:WUZI2_25738
0616: define_AS_pack_end 43@ 
0618: assign_actor 436@($7257,7i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
0002: jump @WUZI2_26068 

:WUZI2_25767
008B: 533@ = $7260 // (int) 
0064: 533@ -= $7259 // (int) 
000A: 533@ += 3 
0646: unknown_get_actor 436@($7257,7i) task_1560_status_store_to 44@ // similar to 062E 
00D6: if 
003B:   44@ == 533@ // (int) 
004D: jump_if_false @WUZI2_25850 
00D6: if 
0038:   $7257 == 4 
004D: jump_if_false @WUZI2_25839 

:WUZI2_25839
000A: 451@($7257,7i) += 1 

:WUZI2_25850
0002: jump @WUZI2_26068 

:WUZI2_25857
0615: define_AS_pack_begin 43@ 

:WUZI2_25862
00D6: if 
002C:   $7260 >= $7259 // (int) 
004D: jump_if_false @WUZI2_25924 
0603: AS_actor -1 goto_point_any_means 482@($7260,10f) 492@($7260,10f) 502@($7260,10f) mode 4 use_car -2 
000C: $7260 -= 1 
0002: jump @WUZI2_25862 

:WUZI2_25924
05D4: AS_actor -1 rotate_angle 512@($7259,10f) 
05BA: AS_actor -1 move_mouth 5000 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
000A: 451@($7257,7i) += 1 
0616: define_AS_pack_end 43@ 
0618: assign_actor 436@($7257,7i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
0002: jump @WUZI2_26068 

:WUZI2_25989
008B: 533@ = $7260 // (int) 
0064: 533@ -= $7259 // (int) 
000A: 533@ += 3 
0646: unknown_get_actor 436@($7257,7i) task_1560_status_store_to 44@ // similar to 062E 
00D6: if 
003B:   44@ == 533@ // (int) 
004D: jump_if_false @WUZI2_26054 
0006: 451@($7257,7i) = 0 

:WUZI2_26054
0002: jump @WUZI2_26068 

:WUZI2_26061
0002: jump @WUZI2_26068 

:WUZI2_26068
0008: $7257 += 1 
0008: $7258 += 1 
0002: jump @WUZI2_25441 

:WUZI2_26089
0051: return 
0004: $7257 = 0 
0006: 574@ = 1 
0470: 573@ = actor $PLAYER_ACTOR current_weapon 

:WUZI2_26113
00D6: if 
001A:   13 > $7257 
004D: jump_if_false @WUZI2_26181 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 574@ weapon 534@($7257,13i) ammo 547@($7257,13i) model 560@($7257,13i) 
0008: $7257 += 1 
000A: 574@ += 1 
0002: jump @WUZI2_26113 

:WUZI2_26181
0051: return 
0004: $7257 = 0 

:WUZI2_26190
00D6: if 
001A:   13 > $7257 
004D: jump_if_false @WUZI2_26260 
00D6: if 
8039:   not  534@($7257,13i) == 0 
004D: jump_if_false @WUZI2_26246 
0247: load_model 560@($7257,13i) 
000A: 575@ += 1 

:WUZI2_26246
0008: $7257 += 1 
0002: jump @WUZI2_26190 

:WUZI2_26260
00D6: if 
803B:   not  576@ == 575@ // (int) 
004D: jump_if_false @WUZI2_26385 
0001: wait 0 ms 
0006: 576@ = 0 
0004: $7257 = 0 

:WUZI2_26297
00D6: if 
001A:   13 > $7257 
004D: jump_if_false @WUZI2_26378 
00D6: if 
8039:   not  534@($7257,13i) == 0 
004D: jump_if_false @WUZI2_26364 
00D6: if 
0248:   model 560@($7257,13i) available 
004D: jump_if_false @WUZI2_26364 
000A: 576@ += 1 

:WUZI2_26364
0008: $7257 += 1 
0002: jump @WUZI2_26297 

:WUZI2_26378
0002: jump @WUZI2_26260 

:WUZI2_26385
048F: actor $PLAYER_ACTOR remove_weapons 
0004: $7257 = 0 
0006: 574@ = 1 

:WUZI2_26404
00D6: if 
001A:   13 > $7257 
004D: jump_if_false @WUZI2_26462 
01B2: give_actor $PLAYER_ACTOR weapon 534@($7257,13i) ammo 547@($7257,13i) // Load the weapon model before using this 
0008: $7257 += 1 
000A: 574@ += 1 
0002: jump @WUZI2_26404 

:WUZI2_26462
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 573@ 
0004: $7257 = 0 

:WUZI2_26477
00D6: if 
001A:   13 > $7257 
004D: jump_if_false @WUZI2_26540 
00D6: if 
8039:   not  534@($7257,13i) == 0 
004D: jump_if_false @WUZI2_26526 
0249: release_model 560@($7257,13i) 

:WUZI2_26526
0008: $7257 += 1 
0002: jump @WUZI2_26477 

:WUZI2_26540
0051: return 

:WUZI2_26542
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if 
0039:   40@ == 1 
004D: jump_if_false @WUZI2_26586 
00BC: show_text_highpriority GXT 41@s time 5000 flag 1 

:WUZI2_26586
0051: return 

:WUZI2_26588
0008: $WUZIMU_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'WUZI_2'  // Amphibious Assault
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 11000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 11000 
0998: add_respect 25 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:WUZI2_26652
00D6: if 
0038:   $STAT_LUNG_CAPACITY_FOR_WUZI == 0 
004D: jump_if_false @WUZI2_27103 
01F0: set_max_wanted_level_to 257@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WUZI2_26702 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 

:WUZI2_26702
004F: create_thread @A_TERM  
0164: disable_marker 259@ 
0215: destroy_pickup 258@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
091D: remove_forbidden_for_boats_cube_cornerA -1328.999 1239.997 -5.0 cornerB -1655.868 1638.755 10.0 
0249: release_model #DNB1 
0249: release_model #DNB2 
0249: release_model #DNB3 
0249: release_model #TROPIC 
0249: release_model #AK47 
0249: release_model #KNIFECUR 
0249: release_model #A51_SPOTBASE 
0249: release_model #A51_SPOTHOUSING 
0249: release_model #A51_SPOTBULB 
04EF: release_animation "DAM_JUMP" 
0164: disable_marker 36@ 
0004: $7257 = 0 

:WUZI2_26823
00D6: if 
001A:   5 > $7257 
004D: jump_if_false @WUZI2_26873 
0164: disable_marker 443@($7257,8i) 
01C2: remove_references_to_actor 436@($7257,7i) // Like turning an actor into a random pedestrian 
0008: $7257 += 1 
0002: jump @WUZI2_26823 

:WUZI2_26873
0004: $7257 = 0 

:WUZI2_26880
00D6: if 
001A:   4 > $7257 
004D: jump_if_false @WUZI2_26948 
0164: disable_marker 407@($7257,6i) 
01C4: remove_references_to_object 389@($7257,6i) // This object will now disappear when the player looks away 
01C4: remove_references_to_object 395@($7257,6i) // This object will now disappear when the player looks away 
01C4: remove_references_to_object 401@($7257,6i) // This object will now disappear when the player looks away 
0008: $7257 += 1 
0002: jump @WUZI2_26880 

:WUZI2_26948
0004: $7257 = 0 

:WUZI2_26955
00D6: if 
001A:   6 > $7257 
004D: jump_if_false @WUZI2_27005 
01C2: remove_references_to_actor 308@($7257,6i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 417@($7257,6i) // Like turning an actor into a random pedestrian 
0008: $7257 += 1 
0002: jump @WUZI2_26955 

:WUZI2_27005
0004: $7257 = 0 

:WUZI2_27012
00D6: if 
001A:   2 > $7257 
004D: jump_if_false @WUZI2_27094 
0164: disable_marker 292@($7257,2i) 
01C2: remove_references_to_actor 300@($7257,2i) // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 290@($7257,2i) 
0164: disable_marker 415@ 
01C2: remove_references_to_actor 417@($7257,6i) // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 413@($7257,2i) 
0008: $7257 += 1 
0002: jump @WUZI2_27012 

:WUZI2_27094
01B7: release_weather 
0002: jump @WUZI2_27255 

:WUZI2_27103
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WUZI2_27126 
01B4: set_player $PLAYER_CHAR can_move 0 

:WUZI2_27126
00A1: put_actor $PLAYER_ACTOR at -2154.815 641.3157 51.3594 
0173: set_actor $PLAYER_ACTOR Z_angle_to 268.4865 
03CB: set_rendering_origin_at -2154.815 641.3157 51.3594 
0006: 32@ = 0 

:WUZI2_27180
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @WUZI2_27210 
0001: wait 0 ms 
0002: jump @WUZI2_27180 

:WUZI2_27210
016A: fade 1 time 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WUZI2_27239 
01B4: set_player $PLAYER_CHAR can_move 1 

:WUZI2_27239
00BC: show_text_highpriority GXT 'WZI2_60' time 8000 flag 1  // You need more practice underwater before you can start this mission.

:WUZI2_27255
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 57---------------
// Originally: The Da Nang Thang

:WUZI5
03A4: name_thread 'WUZI5' 
0050: gosub @WUZI5_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @WUZI5_38 
0050: gosub @WUZI5_20666 

:WUZI5_38
0050: gosub @WUZI5_20753 
004E: end_thread 

:WUZI5_47
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
054C: use_GXT_table 'WUZI4' 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @WUZI5_302 
009A: 36@(94@,17i) = create_actor_pedtype 28 model #TRIADB at -2433.5 1536.3 16.4 
009A: 58@ = create_actor_pedtype 28 model #TRIADB at -2433.5 1536.3 16.4 
009A: 59@(96@,4i) = create_actor_pedtype 28 model #TRIADB at -2389.2 1537.1 1.1 
032B: 63@ = create_weapon_pickup #GRENADE type 15 ammo 99999 at -2412.4 1547.9 25.0 
0213: 64@ = create_pickup #HEALTH type 15 at -2427.8 1547.6 22.1 
0187: 81@(94@,9i) = create_marker_above_actor 36@(94@,17i) 
00A5: 53@ = create_car #DINGHY at -2430.7 1563.6 0.0 
00A5: 54@ = create_car #DINGHY at -2442.4 1564.6 0.0 
00A5: 55@ = create_car #DINGHY at -2426.9 1570.6 0.0 

:WUZI5_302
00BE: text_clear_all 
0001: wait 0 ms 
0006: 90@ = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 93@ = 0 
0006: 114@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 96@ = 0 
04AF: 97@ = 121 // = constant 
04AF: 98@ = 122 // = constant 
0006: 99@ = 0 
0006: 100@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 108@ = 0 
0006: 109@ = 0 
0006: 110@ = 0 
0006: 111@ = 0 
0006: 112@ = 0 
0007: 144@ = 0.0 
0007: 145@ = 0.0 
0007: 146@ = 0.0 
0007: 147@ = 0.0 
0007: 148@ = 0.0 
0007: 149@ = 0.0 
0007: 150@ = 0.0 
0007: 151@ = 0.0 
0007: 152@ = 0.0 
0007: 153@ = 0.0 
0007: 154@ = 0.0 
0007: 155@ = 0.0 
08F5: save_player_group 
04BB: select_interior 1 
02E4: load_cutscene_data 'WOOZIE4' 

:WUZI5_613
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @WUZI5_637 
0001: wait 0 ms 
0002: jump @WUZI5_613 

:WUZI5_637
02E7: start_cutscene 
016A: fade 1 time 1000 

:WUZI5_646
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @WUZI5_670 
0001: wait 0 ms 
0002: jump @WUZI5_646 

:WUZI5_670
016A: fade 0 time 0 

:WUZI5_676
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_700 
0001: wait 0 ms 
0002: jump @WUZI5_676 

:WUZI5_700
04BB: select_interior 0 
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
01B6: set_weather 16 
0001: wait 0 ms 
0247: load_model #TRIADB 
0247: load_model #MAVERICK 
04ED: load_animation "CAR_CHAT" 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
07E5: copy_decision_maker 65542 to 158@ 
060A: create_decision_maker_type 2 store_to 157@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 4 store_to 159@ // decision\allowed\m_.ped files 
0395: clear_area 1 at -2167.8 634.9 69.7 radius 5.0 
00A5: 34@ = create_car #MAVERICK at -2167.8 634.9 69.7 
0175: set_car 34@ Z_angle_to 92.3 
02AC: set_car 34@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0129: 35@ = create_actor_pedtype 28 model #TRIADB in_car 34@ driverseat 
0568: set_actor 35@ untargetable 1 
0588: disable_actor 35@ validate_position 1 
060B: set_actor 35@ decision_maker_to 158@ 
0395: clear_area 1 at -2168.4 639.0 69.9 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2168.4 639.0 69.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 189.4 
03CB: set_rendering_origin_at -2168.4 639.0 69.9 

:WUZI5_975
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @WUZI5_1001 
0002: jump @WUZI5_20684 

:WUZI5_1001
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1040 
0002: jump @WUZI5_20666 

:WUZI5_1040
00D6: if 
0039:   90@ == 0 
004D: jump_if_false @WUZI5_2013 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @WUZI5_1311 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position -2172.7 636.0 71.2 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2161.7 631.4 72.4 switchstyle 2 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0615: define_AS_pack_begin 156@ 
05CA: AS_actor -1 enter_car 34@ passenger_seat 0 time -1 
0616: define_AS_pack_end 156@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0A0B: set_rendering_origin_at_3D_coord -2168.7 634.9 70.3 angle 248.0 
016A: fade 1 time 500 

:WUZI5_1234
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1258 
0001: wait 0 ms 
0002: jump @WUZI5_1234 

:WUZI5_1258
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1290 
0002: jump @WUZI5_20666 

:WUZI5_1290
0006: 92@ = 1 
0707: start_scene_skip_to @WUZI5_1590 
0006: 91@ = 1 

:WUZI5_1311
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @WUZI5_1466 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI5_1466 
0605: actor 35@ perform_animation "CAR_SC1_FL" IFP "CAR_CHAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 8000 
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC1_FR" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time 8500 
0006: 113@ = 1 
0006: 115@ = 0 
0050: gosub @WUZI5_26535 
0006: 32@ = 0 
0006: 91@ = 2 

:WUZI5_1466
00D6: if 
0039:   91@ == 2 
004D: jump_if_false @WUZI5_1547 
00D6: if 
0019:   32@ > 9000 
004D: jump_if_false @WUZI5_1547 
04A2: set_heli 34@ fly_to -2167.8 634.9 80.7 altitude_between 0.0 and 80.7 
0006: 32@ = 0 
0006: 91@ = 3 

:WUZI5_1547
00D6: if 
0039:   91@ == 3 
004D: jump_if_false @WUZI5_2013 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @WUZI5_2013 
0006: 92@ = 0 

:WUZI5_1590
0701: end_scene_skip 
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1624 
0002: jump @WUZI5_20666 

:WUZI5_1624
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @WUZI5_1659 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 

:WUZI5_1659
016A: fade 0 time 1000 

:WUZI5_1666
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1694 
0001: wait 0 ms 
07C0: load_path 25 
0002: jump @WUZI5_1666 

:WUZI5_1694
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1726 
0002: jump @WUZI5_20666 

:WUZI5_1726
0247: load_model #MINIGUN 
0247: load_model #ROCKETLA 
0247: load_model #TEC9 
0247: load_model #DNB1 
0247: load_model #DNB2 
07C0: load_path 25 
038B: load_requested_models 
00BE: text_clear_all 
0687: clear_actor $PLAYER_ACTOR task 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 34@ at_car_offset -1.4 1.0 -0.1 position 1 shooting_angle_limit 90.0 with_weapon 38 
05EB: assign_car 34@ to_path 25 
0706: advance_car 34@ further_along_path 750.0 
0825: set_helicopter 34@ instant_rotor_start 
04EF: release_animation "CAR_CHAT" 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
08F6: restore_player_group 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_1903 
02AC: set_car 34@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:WUZI5_1903
0A0B: set_rendering_origin_at_3D_coord -1735.7 1303.5 7.1 angle 120.8 
016A: fade 1 time 2000 

:WUZI5_1932
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1960 
0001: wait 0 ms 
07C0: load_path 25 
0002: jump @WUZI5_1932 

:WUZI5_1960
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1992 
0002: jump @WUZI5_20666 

:WUZI5_1992
0006: 32@ = 0 
0006: 91@ = 0 
0006: 90@ = 1 

:WUZI5_2013
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @WUZI5_4184 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @WUZI5_2127 
00D6: if 
001B:   2 > 95@ 
004D: jump_if_false @WUZI5_2078 
0050: gosub @WUZI5_21147 
0002: jump @WUZI5_2127 

:WUZI5_2078
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_2127 
00D6: if 
060E:   car 34@ assigned_to_path 
004D: jump_if_false @WUZI5_2120 
05EC: release_car 34@ from_path 
0564: heli 34@ simulate_crash_landing 

:WUZI5_2120
0006: 91@ = 3 

:WUZI5_2127
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @WUZI5_2192 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @WUZI5_2192 
0006: 113@ = 2 
0006: 115@ = 0 
0050: gosub @WUZI5_26535 
0006: 114@ = 1 

:WUZI5_2192
00D6: if 
001B:   2 > 95@ 
004D: jump_if_false @WUZI5_2262 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2409.1 1541.0 radius 200.0 200.0 
004D: jump_if_false @WUZI5_2255 
0050: gosub @WUZI5_21147 

:WUZI5_2255
0002: jump @WUZI5_2276 

:WUZI5_2262
0050: gosub @WUZI5_22151 
0050: gosub @WUZI5_24641 

:WUZI5_2276
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_3356 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @WUZI5_2386 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2287.1 1582.8 radius 3.0 3.0 
004D: jump_if_false @WUZI5_2386 
0006: 113@ = 3 
0006: 115@ = 0 
0050: gosub @WUZI5_26535 
06FD: set_car 34@ speed_on_path_to 0.6 
0006: 91@ = 1 

:WUZI5_2386
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @WUZI5_2602 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2483.3 1509.6 radius 3.0 3.0 
004D: jump_if_false @WUZI5_2602 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2429.5 1536.8 30.8 radius 1.0 
009A: 58@ = create_actor_pedtype 28 model 97@(99@,2i) at -2429.5 1536.8 30.8 
01B2: give_actor 58@ weapon 35 ammo 12 // Load the weapon model before using this 
0350: set_actor 58@ maintain_position_when_attacked 1 
02AB: set_actor 58@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2431.0 1530.4 30.8 mode 6 time -1 ms // versionA 
0672: AS_actor -1 attack_car 34@ 
0616: define_AS_pack_end 156@ 
0618: assign_actor 58@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 32@ = 0 
0006: 91@ = 2 

:WUZI5_2602
00D6: if 
0039:   91@ == 2 
004D: jump_if_false @WUZI5_2674 
00D6: if 
0019:   32@ > 1800 
004D: jump_if_false @WUZI5_2674 
0006: 113@ = 4 
0006: 115@ = 0 
0006: 116@ = 2 
0050: gosub @WUZI5_26535 
0006: 91@ = 3 

:WUZI5_2674
00D6: if 
0039:   91@ == 3 
004D: jump_if_false @WUZI5_2797 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2401.0 1499.1 radius 3.0 3.0 
004D: jump_if_false @WUZI5_2797 
015B: shake_player_controller 0 time 10000 intensity 200 
0407: store_coords_to 140@ 141@ 142@ from_car 34@ with_offset 0.0 4.0 0.0 
020C: create_explosion_with_radius 7 at 140@ 141@ 142@ 
0224: set_car 34@ health_to 300 
0006: 91@ = 4 

:WUZI5_2797
00D6: if 
0019:   91@ > 3 
004D: jump_if_false @WUZI5_3041 
0407: store_coords_to 140@ 141@ 142@ from_car 34@ with_offset 0.0 0.0 0.0 
0208: 144@ = random_float_in_ranges -2.0 2.0 
005B: 144@ += 140@ // (float) 
0208: 145@ = random_float_in_ranges -2.0 2.0 
005B: 145@ += 141@ // (float) 
0087: 146@ = 142@ // (float) 
0208: 147@ = random_float_in_ranges -1.5 1.5 
0208: 148@ = random_float_in_ranges -1.5 1.5 
0208: 149@ = random_float_in_ranges 0.0 1.0 
0007: 150@ = 0.0 
0007: 151@ = 0.0 
0007: 152@ = 0.0 
0007: 153@ = 0.2 
0007: 154@ = 1.0 
0007: 155@ = 1.0 
095C: create_smoke_at 144@ 145@ 146@ velocity 147@ 148@ 149@ RGBA 150@ 151@ 152@ 153@ size 154@ last_factor 155@ 

:WUZI5_3041
00D6: if 
0039:   91@ == 4 
004D: jump_if_false @WUZI5_3293 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2381.0 1489.0 radius 3.0 3.0 
004D: jump_if_false @WUZI5_3293 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0395: clear_area 1 at -2351.7 1487.4 1.0 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2351.7 1487.4 1.0 
0006: 113@ = 4 
0006: 115@ = 2 
0006: 116@ = 5 
0050: gosub @WUZI5_26535 
06FD: set_car 34@ speed_on_path_to 1.0 
015F: set_camera_position -2353.5 1450.2 82.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2365.3 1471.5 64.7 switchstyle 2 
0006: 92@ = 1 
0707: start_scene_skip_to @WUZI5_3397 
0006: 91@ = 5 

:WUZI5_3293
00D6: if 
0039:   91@ == 5 
004D: jump_if_false @WUZI5_3356 
00D6: if 
01AD:   car 34@ sphere 0 near_point -2360.0 1481.5 radius 5.0 5.0 
004D: jump_if_false @WUZI5_3356 
0006: 91@ = 6 

:WUZI5_3356
00D6: if 
001B:   7 > 91@ 
004D: jump_if_false @WUZI5_4184 
00D6: if 
02BF:   car 34@ sunk 
004D: jump_if_false @WUZI5_4184 
0006: 92@ = 0 

:WUZI5_3397
0701: end_scene_skip 
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_3431 
0002: jump @WUZI5_20666 

:WUZI5_3431
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @WUZI5_3518 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
016A: fade 0 time 500 

:WUZI5_3473
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_3497 
0001: wait 0 ms 
0002: jump @WUZI5_3473 

:WUZI5_3497
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_3518 
06C5: release_car 34@ from_path 

:WUZI5_3518
015B: shake_player_controller 0 time 0 intensity 0 
016A: fade 0 time 1000 

:WUZI5_3533
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_3557 
0001: wait 0 ms 
0002: jump @WUZI5_3533 

:WUZI5_3557
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0249: release_model #MINIGUN 
0249: release_model #ROCKETLA 
0249: release_model #MAVERICK 
0249: release_model #TRIADB 
0247: load_model #GRENADE 
0247: load_model #KNIFECUR 
0247: load_model #CHROMEGUN 
038B: load_requested_models 
048F: actor $PLAYER_ACTOR remove_weapons 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 4 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2351.7 1487.4 0.0 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2351.7 1487.4 -1.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 318.0 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_3738 
0687: clear_actor 36@ task 

:WUZI5_3738
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_3759 
0687: clear_actor 37@ task 

:WUZI5_3759
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @WUZI5_3780 
0687: clear_actor 38@ task 

:WUZI5_3780
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @WUZI5_3801 
0687: clear_actor 39@ task 

:WUZI5_3801
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @WUZI5_3822 
0687: clear_actor 40@ task 

:WUZI5_3822
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @WUZI5_3850 
0687: clear_actor 41@ task 
04EB: AS_actor 41@ crouch 1 

:WUZI5_3850
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @WUZI5_3871 
0687: clear_actor 43@ task 

:WUZI5_3871
0164: disable_marker 81@ 
0164: disable_marker 82@ 
0164: disable_marker 83@ 
0164: disable_marker 84@ 
0164: disable_marker 85@ 
0164: disable_marker 86@ 
0164: disable_marker 87@ 
0164: disable_marker 88@ 
0164: disable_marker 89@ 
018A: 80@ = create_checkpoint_at -2329.1 1528.7 0.0 
009B: destroy_actor 58@ 
0226: 100@ = actor $PLAYER_ACTOR health 
00D6: if 
0019:   100@ > 25 
004D: jump_if_false @WUZI5_4014 
0016: 100@ /= 4 
0012: 100@ *= 3 
00D6: if 
001B:   25 > 100@ 
004D: jump_if_false @WUZI5_4006 
0006: 100@ = 25 

:WUZI5_4006
0223: set_actor $PLAYER_ACTOR health_to 100@ 

:WUZI5_4014
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0687: clear_actor $PLAYER_ACTOR task 
00BE: text_clear_all 
03A1: show_sphere_at -2329.1 1528.7 0.0 radius 4.0 
016A: fade 1 time 2000 

:WUZI5_4074
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_4142 
03A1: show_sphere_at -2329.1 1528.7 0.0 radius 4.0 
0001: wait 0 ms 
03A1: show_sphere_at -2329.1 1528.7 0.0 radius 4.0 
0002: jump @WUZI5_4074 

:WUZI5_4142
0006: 113@ = 12 
0006: 115@ = 0 
0050: gosub @WUZI5_26535 
0006: 114@ = 0 
0006: 91@ = 0 
0006: 90@ = 2 

:WUZI5_4184
00D6: if 
0039:   90@ == 2 
004D: jump_if_false @WUZI5_7182 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @WUZI5_4355 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2329.1 1528.7 0.0 radius 4.0 4.0 4.0 
004D: jump_if_false @WUZI5_4296 
016A: fade 0 time 500 
0006: 32@ = 0 
0006: 91@ = 1 
0002: jump @WUZI5_4355 

:WUZI5_4296
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @WUZI5_4355 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @WUZI5_4355 
00BC: show_text_highpriority GXT 'WUZ4_02' time 7000 flag 1  // ~s~Swim over to the ~y~freighter~s~.
0006: 114@ = 1 

:WUZI5_4355
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @WUZI5_6385 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @WUZI5_6385 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
0247: load_model #KMB_CONTAINER_RED 
038B: load_requested_models 
04ED: load_animation "SWAT" 

:WUZI5_4437
00D6: if 
84EE:   not animation "SWAT" loaded 
004D: jump_if_false @WUZI5_4467 
0001: wait 0 ms 
0002: jump @WUZI5_4437 

:WUZI5_4467
0107: 71@ = create_object #KMB_CONTAINER_RED at -2323.9 1527.3 14.0 
0382: set_object 71@ collision_detection 1 
0392: make_object 71@ moveable 0 
0750: set_object 71@ visibility 0 
0001: wait 0 ms 
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_4547 
0002: jump @WUZI5_20666 

:WUZI5_4547
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2323.2 1530.2 16.9 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2323.2 1530.2 16.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 3.3 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_4721 
0395: clear_area 1 at -2350.6 1561.2 22.1 radius 1.0 
00A1: put_actor 36@ at -2350.6 1561.2 22.1 
0173: set_actor 36@ Z_angle_to 4.7 
0605: actor 36@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:WUZI5_4721
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_4798 
0395: clear_area 1 at -2357.1 1529.2 25.0 radius 1.0 
00A1: put_actor 37@ at -2357.1 1529.2 25.0 
0173: set_actor 37@ Z_angle_to 180.9 
05C9: AS_actor 37@ on_guard -2 ms 

:WUZI5_4798
009B: destroy_actor 38@ 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2388.3 1553.1 25.0 radius 1.0 
009A: 38@ = create_actor_pedtype 25 model 97@(99@,2i) at -2388.3 1553.1 25.0 
0173: set_actor 38@ Z_angle_to 0.0 
060B: set_actor 38@ decision_maker_to 157@ 
01B2: give_actor 38@ weapon 32 ammo 30000 // Load the weapon model before using this 
009B: destroy_actor 39@ 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2390.9 1552.6 25.0 radius 1.0 
009A: 39@ = create_actor_pedtype 25 model 97@(99@,2i) at -2390.9 1552.6 25.0 
0173: set_actor 39@ Z_angle_to 0.0 
060B: set_actor 39@ decision_maker_to 157@ 
01B2: give_actor 39@ weapon 32 ammo 30000 // Load the weapon model before using this 
009B: destroy_actor 40@ 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2389.8 1554.9 25.0 radius 1.0 
009A: 40@ = create_actor_pedtype 25 model 97@(99@,2i) at -2389.8 1554.9 25.0 
0173: set_actor 40@ Z_angle_to 220.6 
060B: set_actor 40@ decision_maker_to 157@ 
01B2: give_actor 40@ weapon 32 ammo 30000 // Load the weapon model before using this 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @WUZI5_5139 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @WUZI5_5139 
0677: AS_actor 40@ chat_with_actor 39@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 39@ chat_with_actor 40@ lead_speaker_flag 0 unknown_flag 1 

:WUZI5_5139
009B: destroy_actor 41@ 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2407.3 1547.6 25.0 radius 1.0 
009A: 41@ = create_actor_pedtype 25 model 97@(99@,2i) at -2407.3 1547.6 25.0 
0173: set_actor 41@ Z_angle_to 319.2 
060B: set_actor 41@ decision_maker_to 157@ 
01B2: give_actor 41@ weapon 32 ammo 30000 // Load the weapon model before using this 
009B: destroy_actor 42@ 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2420.4 1553.4 25.0 radius 1.0 
009A: 42@ = create_actor_pedtype 25 model 97@(99@,2i) at -2420.4 1553.4 25.0 
0173: set_actor 42@ Z_angle_to 180.0 
060B: set_actor 42@ decision_maker_to 158@ 
01B2: give_actor 42@ weapon 32 ammo 30000 // Load the weapon model before using this 
009B: destroy_actor 43@ 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2427.6 1532.3 25.0 radius 1.0 
009A: 43@ = create_actor_pedtype 25 model 97@(99@,2i) at -2427.6 1532.3 25.0 
0173: set_actor 43@ Z_angle_to 275.0 
060B: set_actor 43@ decision_maker_to 157@ 
01B2: give_actor 43@ weapon 32 ammo 30000 // Load the weapon model before using this 
009B: destroy_actor 44@ 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2427.9 1553.9 25.0 radius 1.0 
009A: 44@ = create_actor_pedtype 25 model 97@(99@,2i) at -2427.9 1553.9 25.0 
0173: set_actor 44@ Z_angle_to 183.8 
060B: set_actor 44@ decision_maker_to 157@ 
01B2: give_actor 44@ weapon 32 ammo 30000 // Load the weapon model before using this 
0395: clear_area 1 at -2334.5 1533.3 16.3 radius 1.0 
009A: 46@ = create_actor_pedtype 25 model #DNB1 at -2334.5 1533.3 16.3 
0173: set_actor 46@ Z_angle_to 116.3 
01B2: give_actor 46@ weapon 25 ammo 3000 // Load the weapon model before using this 
0816: set_actor 46@ dont_chase_victim 1 
060B: set_actor 46@ decision_maker_to 157@ 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2401.8 1530.3 30.8 radius 1.0 
009A: 47@ = create_actor_pedtype 25 model 97@(99@,2i) at -2401.8 1530.3 30.8 
0173: set_actor 47@ Z_angle_to 0.0 
060B: set_actor 47@ decision_maker_to 157@ 
01B2: give_actor 47@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2405.5 1530.3 30.8 radius 1.0 
009A: 48@ = create_actor_pedtype 25 model 97@(99@,2i) at -2405.5 1530.3 30.8 
0173: set_actor 48@ Z_angle_to 0.0 
060B: set_actor 48@ decision_maker_to 158@ 
0605: actor 48@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
01B2: give_actor 48@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2426.5 1548.8 22.2 radius 1.0 
009A: 49@ = create_actor_pedtype 25 model 97@(99@,2i) at -2426.5 1548.8 22.2 
0173: set_actor 49@ Z_angle_to 180.0 
060B: set_actor 49@ decision_maker_to 158@ 
0350: set_actor 49@ maintain_position_when_attacked 1 
01B2: give_actor 49@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2422.5 1548.8 22.2 radius 1.0 
009A: 50@ = create_actor_pedtype 25 model 97@(99@,2i) at -2422.5 1548.8 22.2 
0173: set_actor 50@ Z_angle_to 180.0 
060B: set_actor 50@ decision_maker_to 158@ 
0350: set_actor 50@ maintain_position_when_attacked 1 
01B2: give_actor 50@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2339.2 1555.5 24.7 radius 1.0 
009A: 51@ = create_actor_pedtype 25 model 97@(99@,2i) at -2339.2 1555.5 24.7 
0173: set_actor 51@ Z_angle_to 348.3 
060B: set_actor 51@ decision_maker_to 157@ 
0816: set_actor 51@ dont_chase_victim 1 
01B2: give_actor 51@ weapon 32 ammo 30000 // Load the weapon model before using this 
05C9: AS_actor 51@ on_guard -2 ms 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2360.0 1560.3 25.0 radius 1.0 
009A: 52@ = create_actor_pedtype 25 model 97@(99@,2i) at -2360.0 1560.3 25.0 
0173: set_actor 52@ Z_angle_to 26.4 
060B: set_actor 52@ decision_maker_to 157@ 
0816: set_actor 52@ dont_chase_victim 1 
01B2: give_actor 52@ weapon 32 ammo 30000 // Load the weapon model before using this 
05C9: AS_actor 52@ on_guard -2 ms 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2334.7 1529.8 16.3 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 126.8 
05C9: AS_actor -1 on_guard -2 ms 
0616: define_AS_pack_end 156@ 
0618: assign_actor 46@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
015F: set_camera_position -2332.5 1534.4 18.1 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2342.5 1513.7 15.33 switchstyle 2 
016A: fade 1 time 500 
0006: 113@ = 5 
0006: 115@ = 0 
0006: 116@ = 1 
0050: gosub @WUZI5_26535 
0006: 32@ = 0 
0006: 91@ = 2 

:WUZI5_6385
00D6: if 
0039:   91@ == 2 
004D: jump_if_false @WUZI5_6443 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @WUZI5_6443 
0006: 92@ = 1 
0707: start_scene_skip_to @WUZI5_6715 
0006: 91@ = 3 

:WUZI5_6443
00D6: if 
0039:   91@ == 3 
004D: jump_if_false @WUZI5_6533 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @WUZI5_6533 
00D6: if 
0019:   32@ > 3200 
004D: jump_if_false @WUZI5_6533 
0006: 113@ = 5 
0006: 115@ = 1 
0006: 116@ = 2 
0050: gosub @WUZI5_26535 
0006: 91@ = 4 

:WUZI5_6533
00D6: if 
0039:   91@ == 4 
004D: jump_if_false @WUZI5_6671 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @WUZI5_6671 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 156@ 
078F: AS_actor -1 climb 1 
05D4: AS_actor -1 rotate_angle 85.1 
0616: define_AS_pack_end 156@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
015F: set_camera_position -2320.4 1535.2 18.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2354.4 1508.1 18.9 switchstyle 2 
0006: 91@ = 5 

:WUZI5_6671
00D6: if 
0039:   91@ == 5 
004D: jump_if_false @WUZI5_7182 
00D6: if 
0019:   32@ > 8500 
004D: jump_if_false @WUZI5_7182 
0006: 92@ = 0 

:WUZI5_6715
0701: end_scene_skip 
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @WUZI5_6815 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
016A: fade 0 time 500 

:WUZI5_6759
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_6783 
0001: wait 0 ms 
0002: jump @WUZI5_6759 

:WUZI5_6783
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_6815 
0002: jump @WUZI5_20666 

:WUZI5_6815
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @WUZI5_6839 
060B: set_actor 46@ decision_maker_to 159@ 

:WUZI5_6839
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @WUZI5_6863 
060B: set_actor 51@ decision_maker_to 159@ 

:WUZI5_6863
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @WUZI5_6887 
060B: set_actor 52@ decision_maker_to 159@ 

:WUZI5_6887
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_6911 
060B: set_actor 36@ decision_maker_to 159@ 

:WUZI5_6911
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_6935 
060B: set_actor 37@ decision_maker_to 159@ 

:WUZI5_6935
0687: clear_actor $PLAYER_ACTOR task 
0108: destroy_object 71@ 
0249: release_model #KMB_CONTAINER_RED 
0395: clear_area 1 at -2323.1 1531.7 16.3 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2323.1 1531.7 16.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 85.2 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_10' time 7000 flag 1  // ~s~Make your way down into the ~y~hull~s~ of the ship.~N~Be quiet for as long as possible!
0164: disable_marker 80@ 
018A: 80@ = create_checkpoint_at -2437.6 1541.5 6.4 
01C3: remove_references_to_car 34@ 
09F5: disable_player_mutal_activities 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @WUZI5_7161 
016A: fade 1 time 500 

:WUZI5_7105
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_7129 
0001: wait 0 ms 
0002: jump @WUZI5_7105 

:WUZI5_7129
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_7161 
0002: jump @WUZI5_20666 

:WUZI5_7161
0006: 114@ = 0 
0006: 91@ = 0 
0006: 90@ = 3 

:WUZI5_7182
00D6: if 
0039:   90@ == 3 
004D: jump_if_false @WUZI5_10888 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @WUZI5_7235 
00A1: put_actor $PLAYER_ACTOR at -2437.5 1538.4 10.7 

:WUZI5_7235
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @WUZI5_7441 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2428.6 1532.6 12.2 cornerB -2441.3 1549.9 8.0 
004D: jump_if_false @WUZI5_7386 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2437.6 1541.5 6.4 radius 1.2 1.2 1.2 
004D: jump_if_false @WUZI5_7349 

:WUZI5_7349
00D6: if 
8A29:   not player $PLAYER_CHAR climbing 
004D: jump_if_false @WUZI5_7379 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 91@ = 1 

:WUZI5_7379
0002: jump @WUZI5_7441 

:WUZI5_7386
0050: gosub @WUZI5_24954 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2437.6 1541.5 6.4 radius 1.2 1.2 1.2 
004D: jump_if_false @WUZI5_7441 

:WUZI5_7441
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @WUZI5_8954 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2437.6 1541.5 6.4 radius 1.2 1.2 1.2 
004D: jump_if_false @WUZI5_7507 

:WUZI5_7507
00D6: if 
02A0:   actor $PLAYER_ACTOR stopped 
004D: jump_if_false @WUZI5_8954 
016A: fade 0 time 500 

:WUZI5_7530
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_7554 
0001: wait 0 ms 
0002: jump @WUZI5_7530 

:WUZI5_7554
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_7586 
0002: jump @WUZI5_20666 

:WUZI5_7586
09F5: disable_player_mutal_activities 1 
0395: clear_area 1 at -2374.4 1548.5 1.1 radius 1.0 
009A: 45@ = create_actor_pedtype 25 model #DNB2 at -2374.4 1548.5 1.1 
0173: set_actor 45@ Z_angle_to 299.2 
060B: set_actor 45@ decision_maker_to 158@ 
01B2: give_actor 45@ weapon 16 ammo 1 // Load the weapon model before using this 
035F: actor 45@ armour += 100 
04EF: release_animation "SWAT" 
0249: release_model #CHROMEGUN 
0249: release_model #KNIFECUR 
0108: destroy_object 71@ 
0249: release_model #KMB_CONTAINER_RED 
04ED: load_animation "PARK" 

:WUZI5_7708
00D6: if 
84EE:   not animation "PARK" loaded 
004D: jump_if_false @WUZI5_7738 
0001: wait 0 ms 
0002: jump @WUZI5_7708 

:WUZI5_7738
032B: 73@ = create_weapon_pickup #TEC9 type 15 ammo 99999 at -2428.4 1536.3 2.1 
0213: 72@ = create_pickup #BODYARMOUR type 15 at -2425.3 1536.4 2.1 
0006: 94@ = 0 

:WUZI5_7796
0001: wait 0 ms 
00D6: if 
001B:   15 > 94@ 
004D: jump_if_false @WUZI5_7859 
00D6: if 
8039:   not  94@ == 9 
004D: jump_if_false @WUZI5_7845 
009B: destroy_actor 36@(94@,17i) 

:WUZI5_7845
000A: 94@ += 1 
0002: jump @WUZI5_7796 

:WUZI5_7859
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
0247: load_model #CJ_CHRIS_CRATE 
0247: load_model #CJ_CHRIS_CRATE_LD 
0247: load_model #CJ_CHRIS_CRATE_RD 
0247: load_model #CJ_PADLOCK 
0247: load_model #OMOBOAT 
038B: load_requested_models 
0395: clear_area 1 at -2368.9 1551.9 1.1 radius 10.0 
0107: 76@ = create_object #CJ_CHRIS_CRATE at -2368.9 1551.9 1.1 
0177: set_object 76@ Z_angle_to 270.0 
0107: 77@ = create_object #CJ_CHRIS_CRATE_LD at -2371.55 1552.66 1.245 
0177: set_object 77@ Z_angle_to 270.0 
0107: 78@ = create_object #CJ_CHRIS_CRATE_RD at -2371.55 1551.14 1.245 
0177: set_object 78@ Z_angle_to 270.0 
0107: 79@ = create_object #CJ_PADLOCK at -2371.75 1551.9 2.1 
0177: set_object 79@ Z_angle_to 270.0 
0395: clear_area 1 at -2408.4 1553.1 1.1 radius 1.0 
009A: 36@ = create_actor_pedtype 25 model #DNB1 at -2408.4 1553.1 1.1 
0173: set_actor 36@ Z_angle_to 151.3 
060B: set_actor 36@ decision_maker_to 158@ 
099F: AS_actor 36@ ignore_weapon_range 1 
01B2: give_actor 36@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2404.8 1555.1 1.1 radius 1.0 
009A: 37@ = create_actor_pedtype 25 model 97@(99@,2i) at -2404.8 1555.1 1.1 
0245: set_actor 37@ walk_style_to "GANG2" 
0173: set_actor 37@ Z_angle_to 102.0 
060B: set_actor 37@ decision_maker_to 158@ 
01B2: give_actor 37@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2401.3 1555.1 1.1 radius 1.0 
009A: 38@ = create_actor_pedtype 25 model 97@(99@,2i) at -2401.3 1555.1 1.1 
0245: set_actor 38@ walk_style_to "GANG1" 
0173: set_actor 38@ Z_angle_to 90.0 
060B: set_actor 38@ decision_maker_to 158@ 
01B2: give_actor 38@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2389.4 1553.4 1.1 radius 1.0 
009A: 39@ = create_actor_pedtype 25 model 97@(99@,2i) at -2389.4 1553.4 1.1 
0173: set_actor 39@ Z_angle_to 180.0 
060B: set_actor 39@ decision_maker_to 158@ 
01B2: give_actor 39@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2404.7 1545.5 1.1 radius 1.0 
009A: 40@ = create_actor_pedtype 25 model 97@(99@,2i) at -2404.7 1545.5 1.1 
0173: set_actor 40@ Z_angle_to 266.2 
060B: set_actor 40@ decision_maker_to 158@ 
01B2: give_actor 40@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2406.4 1544.7 1.1 radius 1.0 
009A: 41@ = create_actor_pedtype 25 model 97@(99@,2i) at -2406.4 1544.7 1.1 
0173: set_actor 41@ Z_angle_to 256.3 
060B: set_actor 41@ decision_maker_to 158@ 
01B2: give_actor 41@ weapon 32 ammo 30000 // Load the weapon model before using this 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_8691 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2372.5 1551.0 1.1 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 45@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0164: disable_marker 80@ 
0187: 80@ = create_marker_above_actor 45@ 

:WUZI5_8691
0395: clear_area 1 at -2370.3 1551.9 1.2 radius 30.0 
009A: 62@ = create_actor_pedtype 28 model #OMOBOAT at -2370.3 1551.9 1.2 
0173: set_actor 62@ Z_angle_to 96.2 
060B: set_actor 62@ decision_maker_to 158@ 
02A9: set_actor 62@ immune_to_nonplayer 1 
0568: set_actor 62@ untargetable 1 
015F: set_camera_position -2375.2 1555.9 1.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2368.9 1547.7 3.8 switchstyle 2 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2435.6 1551.1 4.0 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2435.6 1551.1 4.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 280.8 
016A: fade 1 time 500 

:WUZI5_8902
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_8926 
0001: wait 0 ms 
0002: jump @WUZI5_8902 

:WUZI5_8926
0006: 92@ = 1 
0707: start_scene_skip_to @WUZI5_10101 
0006: 32@ = 0 
0006: 91@ = 2 

:WUZI5_8954
00D6: if 
0039:   91@ == 2 
004D: jump_if_false @WUZI5_9054 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_9054 
00D6: if 
00EC:   actor 45@ sphere 0 near_point -2372.5 1551.0 radius 1.0 1.0 
004D: jump_if_false @WUZI5_9054 
0006: 113@ = 6 
0006: 115@ = 0 
0050: gosub @WUZI5_26535 
0006: 91@ = 3 

:WUZI5_9054
00D6: if 
0039:   91@ == 3 
004D: jump_if_false @WUZI5_9159 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @WUZI5_9159 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_9159 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2376.8 1546.7 1.1 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 45@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 91@ = 4 

:WUZI5_9159
00D6: if 
0039:   91@ == 4 
004D: jump_if_false @WUZI5_9654 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @WUZI5_9654 
016A: fade 0 time 500 

:WUZI5_9203
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_9227 
0001: wait 0 ms 
0002: jump @WUZI5_9203 

:WUZI5_9227
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_9259 
0002: jump @WUZI5_20666 

:WUZI5_9259
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_9330 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2410.7 1548.2 1.1 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0616: define_AS_pack_end 156@ 
0618: assign_actor 36@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_9330
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_9407 
0615: define_AS_pack_begin 156@ 
05B9: AS_actor -1 stay_idle 10 ms 
05D3: AS_actor -1 goto_point -2409.9 1551.0 1.1 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 181.1 
0616: define_AS_pack_end 156@ 
0618: assign_actor 37@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_9407
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @WUZI5_9498 
0615: define_AS_pack_begin 156@ 
05B9: AS_actor -1 stay_idle 15 ms 
05D3: AS_actor -1 goto_point -2406.3 1554.0 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2406.7 1553.8 1.1 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 38@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_9498
015F: set_camera_position -2414.9 1547.8 2.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2409.7 1549.5 1.9 switchstyle 2 
016A: fade 1 time 500 

:WUZI5_9556
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_9580 
0001: wait 0 ms 
0002: jump @WUZI5_9556 

:WUZI5_9580
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_9612 
0002: jump @WUZI5_20666 

:WUZI5_9612
0006: 113@ = 7 
0006: 115@ = 0 
0006: 116@ = 1 
0050: gosub @WUZI5_26535 
0006: 32@ = 0 
0006: 91@ = 5 

:WUZI5_9654
00D6: if 
0039:   91@ == 5 
004D: jump_if_false @WUZI5_10007 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_10007 
062E: get_actor 36@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @WUZI5_10007 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_9785 
0615: define_AS_pack_begin 156@ 
0667: AS_actor -1 aim_at -2417.5 1548.2 2.1 5000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 36@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_9785
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_9878 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2405.0 1551.0 1.1 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 261.2 
078F: AS_actor -1 climb 1 
05D4: AS_actor -1 rotate_angle 90.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 37@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_9878
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @WUZI5_9972 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2394.0 1554.4 1.1 mode 7 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.5 1545.1 1.1 mode 7 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 0.0 
0616: define_AS_pack_end 156@ 
0618: assign_actor 38@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_9972
0006: 113@ = 7 
0006: 115@ = 1 
0006: 116@ = 2 
0050: gosub @WUZI5_26535 
0006: 91@ = 6 

:WUZI5_10007
00D6: if 
0039:   91@ == 6 
004D: jump_if_false @WUZI5_10057 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @WUZI5_10057 
0006: 32@ = 0 
0006: 91@ = 7 

:WUZI5_10057
00D6: if 
0039:   91@ == 7 
004D: jump_if_false @WUZI5_10888 
00D6: if 
0019:   32@ > 800 
004D: jump_if_false @WUZI5_10888 
0006: 92@ = 0 

:WUZI5_10101
0701: end_scene_skip 
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_10135 
0002: jump @WUZI5_20666 

:WUZI5_10135
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @WUZI5_10458 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
016A: fade 0 time 500 

:WUZI5_10177
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_10201 
0001: wait 0 ms 
0002: jump @WUZI5_10177 

:WUZI5_10201
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_10233 
0002: jump @WUZI5_20666 

:WUZI5_10233
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_10308 
0792: disembark_instantly_actor 36@ 
0395: clear_area 1 at -2410.7 1548.2 1.1 radius 1.0 
00A1: put_actor 36@ at -2410.7 1548.2 1.1 
0173: set_actor 36@ Z_angle_to 90.0 

:WUZI5_10308
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_10383 
0792: disembark_instantly_actor 37@ 
0395: clear_area 1 at -2405.0 1551.0 1.1 radius 1.0 
00A1: put_actor 37@ at -2405.0 1551.0 1.1 
0173: set_actor 37@ Z_angle_to 90.0 

:WUZI5_10383
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @WUZI5_10458 
0792: disembark_instantly_actor 38@ 
0395: clear_area 1 at -2393.5 1545.1 1.1 radius 1.0 
00A1: put_actor 38@ at -2393.5 1545.1 1.1 
0173: set_actor 38@ Z_angle_to 0.0 

:WUZI5_10458
040D: unload_wav 3 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_10486 
060B: set_actor 36@ decision_maker_to 157@ 

:WUZI5_10486
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_10510 
060B: set_actor 37@ decision_maker_to 157@ 

:WUZI5_10510
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @WUZI5_10534 
060B: set_actor 38@ decision_maker_to 157@ 

:WUZI5_10534
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @WUZI5_10558 
060B: set_actor 39@ decision_maker_to 157@ 

:WUZI5_10558
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @WUZI5_10582 
060B: set_actor 40@ decision_maker_to 157@ 

:WUZI5_10582
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @WUZI5_10606 
060B: set_actor 41@ decision_maker_to 157@ 

:WUZI5_10606
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_10681 
0687: clear_actor 45@ task 
0395: clear_area 1 at -2377.0 1535.6 1.1 radius 1.0 
00A1: put_actor 45@ at -2377.0 1535.6 1.1 
0173: set_actor 45@ Z_angle_to 90.0 

:WUZI5_10681
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2435.6 1551.1 4.0 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2435.6 1551.1 4.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 280.8 
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_05' time 4000 flag 1  // ~s~Take out the refugees' ~r~guard~s~.
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @WUZI5_10867 
016A: fade 1 time 500 

:WUZI5_10811
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_10835 
0001: wait 0 ms 
0002: jump @WUZI5_10811 

:WUZI5_10835
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_10867 
0002: jump @WUZI5_20666 

:WUZI5_10867
0006: 114@ = 0 
0006: 91@ = 0 
0006: 90@ = 4 

:WUZI5_10888
00D6: if 
0039:   90@ == 4 
004D: jump_if_false @WUZI5_16191 
00D6: if 
001B:   5 > 91@ 
004D: jump_if_false @WUZI5_11114 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2381.7 1546.2 0.0 cornerB -2365.1 1556.1 6.5 
004D: jump_if_false @WUZI5_11114 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @WUZI5_11043 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @WUZI5_11043 
0006: 113@ = 9 
0006: 115@ = 0 
0006: 116@ = 1 
0050: gosub @WUZI5_26535 
0006: 114@ = 1 

:WUZI5_11043
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @WUZI5_11114 
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @WUZI5_11114 
0006: 113@ = 9 
0006: 115@ = 1 
0006: 116@ = 2 
0050: gosub @WUZI5_26535 
0006: 114@ = 2 

:WUZI5_11114
00D6: if 
0118:   actor 62@ dead 
004D: jump_if_false @WUZI5_11155 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_03' time 4000 flag 1  // ~r~One of the refugees died!
0002: jump @WUZI5_20666 

:WUZI5_11155
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @WUZI5_11611 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @WUZI5_11229 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_11209 
0321: AS_actor 45@ die_headshotted 

:WUZI5_11209
00A1: put_actor $PLAYER_ACTOR at -2374.0 1551.0 2.0 

:WUZI5_11229
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_11604 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2370.4 1533.6 1.1 cornerB -2408.5 1537.4 5.2 
004D: jump_if_false @WUZI5_11344 
0668: AS_actor 45@ rotate_and_shoot_at -2400.1 1535.3 1.1 500 ms 
0006: 113@ = 8 
0006: 115@ = 0 
0050: gosub @WUZI5_26535 
0006: 91@ = 1 

:WUZI5_11344
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2375.1 1556.2 1.1 cornerB -2379.2 1537.3 5.2 
004D: jump_if_false @WUZI5_11443 
0668: AS_actor 45@ rotate_and_shoot_at -2377.0 1552.4 1.1 500 ms 
0006: 113@ = 8 
0006: 115@ = 0 
0050: gosub @WUZI5_26535 
0006: 91@ = 1 

:WUZI5_11443
00D6: if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2375.1 1556.2 1.1 cornerB -2379.2 1537.3 5.2 
004D: jump_if_false @WUZI5_11597 
00D6: if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2370.4 1533.6 1.1 cornerB -2408.5 1537.4 5.2 
004D: jump_if_false @WUZI5_11597 
00D6: if 
051A:   actor 45@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @WUZI5_11597 
0555: remove_weapon 16 from_actor 45@ 
01B2: give_actor 45@ weapon 32 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 45@ armed_weapon_to 32 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 
0006: 91@ = 3 

:WUZI5_11597
0002: jump @WUZI5_11611 

:WUZI5_11604
0006: 91@ = 3 

:WUZI5_11611
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @WUZI5_11760 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_11753 
062E: get_actor 45@ task 1640 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @WUZI5_11746 
01B2: give_actor 45@ weapon 32 ammo 30000 // Load the weapon model before using this 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2377.4 1539.1 1.1 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0616: define_AS_pack_end 156@ 
0618: assign_actor 45@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 91@ = 2 

:WUZI5_11746
0002: jump @WUZI5_11760 

:WUZI5_11753
0006: 91@ = 3 

:WUZI5_11760
00D6: if 
0039:   91@ == 2 
004D: jump_if_false @WUZI5_12021 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_12014 
062E: get_actor 45@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @WUZI5_12007 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2370.4 1533.6 0.0 cornerB -2408.5 1537.4 4.0 
051A:   actor $PLAYER_ACTOR damaged_by_actor 45@ 
004D: jump_if_false @WUZI5_11922 
0615: define_AS_pack_begin 156@ 
06E3: AS_actor -1 roll_sideways 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 45@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 91@ = 3 

:WUZI5_11922
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2375.1 1556.2 1.1 cornerB -2379.2 1537.3 5.2 
004D: jump_if_false @WUZI5_12007 
0615: define_AS_pack_begin 156@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 45@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 91@ = 3 

:WUZI5_12007
0002: jump @WUZI5_12021 

:WUZI5_12014
0006: 91@ = 3 

:WUZI5_12021
00D6: if 
0039:   91@ == 3 
004D: jump_if_false @WUZI5_12141 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @WUZI5_12141 
035D: set_object 79@ targetable 1 
0164: disable_marker 80@ 
0188: 80@ = create_marker_above_object 79@ 
00D6: if 
03CA:   object 79@ exists 
004D: jump_if_false @WUZI5_12134 
071E: get_object 79@ health_to 160@ 
00D6: if 
801B:   not  999 > 160@ 
004D: jump_if_false @WUZI5_12134 
00BC: show_text_highpriority GXT 'WUZ4_09' time 11000 flag 1  // ~s~Shoot the ~g~padlock~s~ on the front of the refugees' container.

:WUZI5_12134
0006: 91@ = 4 

:WUZI5_12141
00D6: if 
0039:   91@ == 4 
004D: jump_if_false @WUZI5_12244 
00D6: if 
03CA:   object 79@ exists 
004D: jump_if_false @WUZI5_12230 
071E: get_object 79@ health_to 160@ 
00D6: if 
001B:   999 > 160@ 
004D: jump_if_false @WUZI5_12223 
0723: break_object 79@ intensity 0 
0006: 32@ = 0 
0006: 91@ = 5 

:WUZI5_12223
0002: jump @WUZI5_12244 

:WUZI5_12230
0006: 32@ = 0 
0006: 91@ = 5 

:WUZI5_12244
00D6: if 
0039:   91@ == 5 
004D: jump_if_false @WUZI5_12996 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @WUZI5_12996 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
0108: destroy_object 79@ 
0708: reset_decision_maker 158@ event 13 
0708: reset_decision_maker 158@ event 44 
0249: release_model #GRENADE 
03CF: load_wav 1819 as 3 

:WUZI5_12348
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @WUZI5_12374 
0001: wait 0 ms 
0002: jump @WUZI5_12348 

:WUZI5_12374
0247: load_model #KATANA 
0247: load_model #OMOKUNG 
0247: load_model #OMOST 
04ED: load_animation "GANGS" 
038B: load_requested_models 
0050: gosub @WUZI5_24711 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2373.9 1552.1 1.1 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2373.9 1552.1 1.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 267.0 
015F: set_camera_position -2375.0 1547.2 2.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2370.9 1555.3 2.7 switchstyle 2 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2473.3 1536.3 27.8 radius 1.0 
009A: 68@ = create_actor_pedtype 25 model 97@(99@,2i) at -2473.3 1536.3 27.8 
0173: set_actor 68@ Z_angle_to 12.6 
060B: set_actor 68@ decision_maker_to 157@ 
01B2: give_actor 68@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 68@ dont_chase_victim 1 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2476.3 1536.3 27.8 radius 1.0 
009A: 69@ = create_actor_pedtype 25 model 97@(99@,2i) at -2476.3 1536.3 27.8 
0173: set_actor 69@ Z_angle_to 321.5 
060B: set_actor 69@ decision_maker_to 157@ 
01B2: give_actor 69@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 69@ dont_chase_victim 1 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2470.3 1546.9 22.6 radius 1.0 
009A: 70@ = create_actor_pedtype 25 model 97@(99@,2i) at -2470.3 1546.9 22.6 
0173: set_actor 70@ Z_angle_to 265.4 
060B: set_actor 70@ decision_maker_to 157@ 
01B2: give_actor 70@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 70@ dont_chase_victim 1 
0395: clear_area 1 at -2471.5 1548.2 32.2 radius 1.0 
009A: 65@ = create_actor_pedtype 25 model #OMOKUNG at -2471.5 1548.2 32.2 
0173: set_actor 65@ Z_angle_to 130.0 
01B2: give_actor 65@ weapon 8 ammo 1 // Load the weapon model before using this 
07DD: set_actor 65@ attack_rate 70 // previously known as temper_to 
0164: disable_marker 80@ 
0187: 80@ = create_marker_above_actor 65@ 
0168: set_marker 80@ size 1 
060B: set_actor 65@ decision_maker_to 158@ 
0812: AS_actor 65@ perform_animation "TAI_CHI_LOOP" IFP "PARK" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 92@ = 1 
0707: start_scene_skip_to @WUZI5_14511 
097A: play_audio_at -2371.55 1552.66 1.245 event 1110 
0006: 32@ = 0 
0006: 91@ = 6 

:WUZI5_12996
00D6: if 
0039:   91@ == 6 
004D: jump_if_false @WUZI5_13630 
00D6: if 
03CA:   object 77@ exists 
004D: jump_if_false @WUZI5_13047 
034D: rotate_object 77@ from_angle 180.0 to_angle 2.0 flag 0 

:WUZI5_13047
00D6: if 
03CA:   object 78@ exists 
004D: jump_if_false @WUZI5_13080 
034D: rotate_object 78@ from_angle 360.0 to_angle 2.0 flag 0 

:WUZI5_13080
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_13179 
0615: define_AS_pack_begin 156@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D3: AS_actor -1 goto_point -2372.8 1551.8 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2374.4 1551.9 1.1 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 62@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_13179
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @WUZI5_13630 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @WUZI5_13327 
0615: define_AS_pack_begin 156@ 
05B9: AS_actor -1 stay_idle 900 ms 
05D3: AS_actor -1 goto_point -2372.8 1552.1 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2373.4 1553.3 1.1 mode 4 time -1 ms // versionA 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 4000 
0616: define_AS_pack_end 156@ 
0618: assign_actor 59@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_13327
00D6: if 
8118:   not actor 60@ dead 
004D: jump_if_false @WUZI5_13426 
0615: define_AS_pack_begin 156@ 
05B9: AS_actor -1 stay_idle 2000 ms 
05D3: AS_actor -1 goto_point -2372.8 1552.1 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2374.1 1550.6 1.1 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 60@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_13426
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @WUZI5_13504 
0615: define_AS_pack_begin 156@ 
05B9: AS_actor -1 stay_idle 2500 ms 
05D3: AS_actor -1 goto_point -2372.8 1552.1 1.1 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 6.7 
0616: define_AS_pack_end 156@ 
0618: assign_actor 61@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_13504
0395: clear_area 1 at -2376.1 1552.5 1.1 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2376.1 1552.5 1.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 264.4 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position -2376.9 1554.3 2.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2370.6 1549.7 2.7 switchstyle 2 
0006: 32@ = 0 
0006: 91@ = 7 

:WUZI5_13630
00D6: if 
0039:   91@ == 7 
004D: jump_if_false @WUZI5_13793 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_13793 
062E: get_actor 62@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @WUZI5_13793 
0615: define_AS_pack_begin 156@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKE" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 156@ 
0618: assign_actor 62@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 113@ = 10 
0006: 115@ = 0 
0006: 116@ = 2 
0050: gosub @WUZI5_26535 
0006: 91@ = 8 

:WUZI5_13793
00D6: if 
0039:   91@ == 8 
004D: jump_if_false @WUZI5_14161 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @WUZI5_14161 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @WUZI5_14161 
016A: fade 0 time 500 

:WUZI5_13855
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_13879 
0001: wait 0 ms 
0002: jump @WUZI5_13855 

:WUZI5_13879
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_13911 
0002: jump @WUZI5_20666 

:WUZI5_13911
03CB: set_rendering_origin_at -2465.5 1547.1 22.7 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @WUZI5_14013 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2468.9 1547.2 22.7 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2465.5 1547.1 22.7 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 70@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_14013
015F: set_camera_position -2460.0 1552.1 22.9 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2468.1 1543.8 25.9 switchstyle 2 
016A: fade 1 time 500 

:WUZI5_14071
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_14095 
0001: wait 0 ms 
0002: jump @WUZI5_14071 

:WUZI5_14095
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_14127 
0002: jump @WUZI5_20666 

:WUZI5_14127
097A: play_audio_at -2468.0 1547.3 22.8 event 1111 
0006: 32@ = 0 
0006: 91@ = 9 

:WUZI5_14161
00D6: if 
0039:   91@ == 9 
004D: jump_if_false @WUZI5_14467 
00D6: if 
03CA:   object $2702 exists 
004D: jump_if_false @WUZI5_14212 
034D: rotate_object $2702 from_angle 90.0 to_angle 2.0 flag 0 

:WUZI5_14212
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @WUZI5_14467 
016A: fade 0 time 500 

:WUZI5_14238
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_14262 
0001: wait 0 ms 
0002: jump @WUZI5_14238 

:WUZI5_14262
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_14294 
0002: jump @WUZI5_20666 

:WUZI5_14294
03CB: set_rendering_origin_at -2471.5 1548.2 32.2 
015F: set_camera_position -2476.5 1546.5 33.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2462.6 1546.8 32.7 switchstyle 2 
016A: fade 1 time 500 

:WUZI5_14369
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_14393 
0001: wait 0 ms 
0002: jump @WUZI5_14369 

:WUZI5_14393
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_14425 
0002: jump @WUZI5_20666 

:WUZI5_14425
0006: 113@ = 10 
0006: 115@ = 2 
0006: 116@ = 3 
0050: gosub @WUZI5_26535 
0006: 32@ = 0 
0006: 91@ = 10 

:WUZI5_14467
00D6: if 
0039:   91@ == 10 
004D: jump_if_false @WUZI5_16191 
00D6: if 
0019:   32@ > 7000 
004D: jump_if_false @WUZI5_16191 
0006: 92@ = 0 

:WUZI5_14511
0701: end_scene_skip 
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_14545 
0002: jump @WUZI5_20666 

:WUZI5_14545
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @WUZI5_14643 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
016A: fade 0 time 500 

:WUZI5_14587
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_14611 
0001: wait 0 ms 
0002: jump @WUZI5_14587 

:WUZI5_14611
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_14643 
0002: jump @WUZI5_20666 

:WUZI5_14643
040D: unload_wav 3 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @WUZI5_14929 
0792: disembark_instantly_actor 59@ 
0395: clear_area 1 at -2373.4 1553.3 1.1 radius 1.0 
00A1: put_actor 59@ at -2373.4 1553.3 1.1 
0173: set_actor 59@ Z_angle_to 120.0 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2377.1 1546.4 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2377.2 1535.3 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2404.0 1534.8 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2407.6 1544.3 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.1 1546.5 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.4 1554.2 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2405.2 1554.5 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2432.3 1544.7 1.1 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 59@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_14929
00D6: if 
8118:   not actor 60@ dead 
004D: jump_if_false @WUZI5_15211 
0792: disembark_instantly_actor 60@ 
0395: clear_area 1 at -2374.1 1550.6 1.1 radius 1.0 
00A1: put_actor 60@ at -2374.1 1550.6 1.1 
0173: set_actor 60@ Z_angle_to 63.1 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2377.1 1546.4 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2377.2 1535.3 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2404.0 1534.8 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2407.6 1544.3 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.1 1546.5 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.4 1554.2 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2405.2 1554.5 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2430.6 1543.7 1.1 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 60@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_15211
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @WUZI5_15493 
0792: disembark_instantly_actor 61@ 
0395: clear_area 1 at -2372.8 1552.1 1.1 radius 1.0 
00A1: put_actor 61@ at -2372.8 1552.1 1.1 
0173: set_actor 61@ Z_angle_to 90.0 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2377.1 1546.4 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2377.2 1535.3 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2404.0 1534.8 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2407.6 1544.3 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.1 1546.5 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.4 1554.2 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2405.2 1554.5 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2430.4 1545.8 1.1 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 61@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_15493
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_15775 
0792: disembark_instantly_actor 62@ 
0395: clear_area 1 at -2374.4 1551.9 1.1 radius 1.0 
00A1: put_actor 62@ at -2374.4 1551.9 1.1 
0173: set_actor 62@ Z_angle_to 90.0 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2377.1 1546.4 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2377.2 1535.3 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2404.0 1534.8 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2407.6 1544.3 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.1 1546.5 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.4 1554.2 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2405.2 1554.5 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2428.4 1544.6 1.1 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 62@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_15775
00D6: if 
03CA:   object 77@ exists 
004D: jump_if_false @WUZI5_15808 
034D: rotate_object 77@ from_angle 180.0 to_angle 360.0 flag 0 

:WUZI5_15808
00D6: if 
03CA:   object 78@ exists 
004D: jump_if_false @WUZI5_15841 
034D: rotate_object 78@ from_angle 360.0 to_angle 360.0 flag 0 

:WUZI5_15841
00D6: if 
03CA:   object $2702 exists 
004D: jump_if_false @WUZI5_15874 
034D: rotate_object $2702 from_angle 90.0 to_angle 100.0 flag 0 

:WUZI5_15874
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @WUZI5_15934 
0395: clear_area 1 at -2466.9 1546.9 22.7 radius 30.0 
00A1: put_actor 70@ at -2466.9 1546.9 22.7 

:WUZI5_15934
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_15955 
0687: clear_actor 65@ task 

:WUZI5_15955
0249: release_model #CJ_PADLOCK 
0709: set_decision_maker 158@ on_event 44 taskID 510 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 158@ on_event 13 taskID 917 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
09F5: disable_player_mutal_activities 0 
0223: set_actor $PLAYER_ACTOR health_to 100 
04EF: release_animation "PARK" 
04EF: release_animation "GANGS" 
00BE: text_clear_all 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'BRIDGE' time 7000 flag 1  // ~s~Leave no one alive on the bridge!
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @WUZI5_16177 
016A: fade 1 time 500 

:WUZI5_16121
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_16145 
0001: wait 0 ms 
0002: jump @WUZI5_16121 

:WUZI5_16145
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_16177 
0002: jump @WUZI5_20666 

:WUZI5_16177
0006: 91@ = 0 
0006: 90@ = 5 

:WUZI5_16191
00D6: if 
0039:   90@ == 5 
004D: jump_if_false @WUZI5_18809 
00D6: if 
0039:   90@ == 5 
004D: jump_if_false @WUZI5_16311 
00D6: if 
001B:   4 > 96@ 
004D: jump_if_false @WUZI5_16304 
00D6: if 
0118:   actor 59@(96@,4i) dead 
004D: jump_if_false @WUZI5_16290 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_03' time 4000 flag 1  // ~r~One of the refugees died!
0002: jump @WUZI5_20666 

:WUZI5_16290
000A: 96@ += 1 
0002: jump @WUZI5_16311 

:WUZI5_16304
0006: 96@ = 0 

:WUZI5_16311
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @WUZI5_17136 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @WUZI5_16364 
00A1: put_actor $PLAYER_ACTOR at -2477.4 1537.0 27.8 

:WUZI5_16364
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2476.4 1538.0 29.8 cornerB -2479.2 1550.5 35.2 
004D: jump_if_false @WUZI5_17136 
016A: fade 0 time 1000 

:WUZI5_16419
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_16443 
0001: wait 0 ms 
0002: jump @WUZI5_16419 

:WUZI5_16443
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_16475 
0002: jump @WUZI5_20666 

:WUZI5_16475
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
0395: clear_area 1 at -2466.9 1546.9 22.7 radius 30.0 
0395: clear_area 1 at -2478.4 1539.0 29.5 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2478.4 1539.0 29.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
0247: load_model #KATANA_ANIM 
0247: load_model #KATANA_LHAND 
04ED: load_animation "MISC" 
038B: load_requested_models 
0107: 74@ = create_object #KATANA_ANIM at -2472.6 1538.5 32.3 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_16776 
0792: disembark_instantly_actor 65@ 
0395: clear_area 1 at -2472.3 1551.5 32.2 radius 1.0 
00A1: put_actor 65@ at -2472.3 1551.5 32.2 
0173: set_actor 65@ Z_angle_to 135.0 
0107: 75@ = create_object #KATANA_LHAND at -2117.0 654.0 59.7 
070A: AS_actor 65@ attach_to_object 75@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 

:WUZI5_16776
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @WUZI5_16805 
060B: set_actor 68@ decision_maker_to 158@ 
0792: disembark_instantly_actor 68@ 

:WUZI5_16805
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @WUZI5_16834 
060B: set_actor 69@ decision_maker_to 158@ 
0792: disembark_instantly_actor 69@ 

:WUZI5_16834
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @WUZI5_16863 
060B: set_actor 70@ decision_maker_to 158@ 
0792: disembark_instantly_actor 70@ 

:WUZI5_16863
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_16908 
04C4: store_coords_to 140@ 141@ 142@ from_actor 65@ with_offset 0.0 4.0 -1.0 

:WUZI5_16908
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2477.9 1543.7 31.7 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 140@ 141@ 142@ mode 4 time -1 ms // versionA 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_16976 
0639: AS_actor -1 rotate_to_actor 65@ 

:WUZI5_16976
0616: define_AS_pack_end 156@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
015F: set_camera_position -2472.8 1554.0 33.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2474.5 1542.2 33.2 switchstyle 2 
016A: fade 1 time 1000 

:WUZI5_17052
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_17076 
0001: wait 0 ms 
0002: jump @WUZI5_17052 

:WUZI5_17076
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_17108 
0002: jump @WUZI5_20666 

:WUZI5_17108
0006: 32@ = 0 
0006: 92@ = 1 
0707: start_scene_skip_to @WUZI5_17880 
0006: 91@ = 1 

:WUZI5_17136
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @WUZI5_17511 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @WUZI5_17511 
0006: 113@ = 13 
0006: 115@ = 0 
0050: gosub @WUZI5_26535 
0395: clear_area 1 at 140@ 141@ 142@ radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 140@ 141@ 142@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 315.0 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_17511 
00D6: if 
03CA:   object 75@ exists 
004D: jump_if_false @WUZI5_17511 
0108: destroy_object 75@ 
04C4: store_coords_to 140@ 141@ 142@ from_actor 65@ with_offset 0.0 2.0 -1.0 
01BC: put_object 74@ at 140@ 141@ 142@ 
0177: set_object 74@ Z_angle_to 315.0 
04C4: store_coords_to 140@ 141@ 142@ from_actor 65@ with_offset 0.0 4.0 0.0 
0792: disembark_instantly_actor 65@ 
0605: actor 65@ perform_animation "KAT_THROW_K" IFP "MISC" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0605: actor $PLAYER_ACTOR perform_animation "KAT_THROW_P" IFP "MISC" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
015F: set_camera_position -2475.1 1547.1 33.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2472.2 1553.0 33.7 switchstyle 2 
0006: 91@ = 3 

:WUZI5_17511
00D6: if 
0039:   91@ == 3 
004D: jump_if_false @WUZI5_17818 
00D6: if 
03CA:   object 74@ exists 
004D: jump_if_false @WUZI5_17818 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_17818 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "KAT_THROW_P" 
004D: jump_if_false @WUZI5_17735 
0613: 143@ = actor $PLAYER_ACTOR animation "KAT_THROW_P" time 
00D6: if 
0837:   object 74@ animation == "KAT_THROW_O" 
004D: jump_if_false @WUZI5_17668 
083A: set_object 74@ animation "KAT_THROW_O" progress_to 143@ 
0002: jump @WUZI5_17735 

:WUZI5_17668
00D6: if 
075A: set_object 74@ animation "KAT_THROW_O" IFP_file "MISC" 10000.0 lockF 0 loop 0 // IF AND SET 
004D: jump_if_false @WUZI5_17735 
0836: set_object 74@ animation "KAT_THROW_O" at 0.0 times_normal_rate 

:WUZI5_17735
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "KAT_THROW_P" 
004D: jump_if_false @WUZI5_17818 
0613: 143@ = actor $PLAYER_ACTOR animation "KAT_THROW_P" time 
00D6: if 
0043:   143@ == 1.0 
004D: jump_if_false @WUZI5_17818 
0108: destroy_object 74@ 
0006: 91@ = 4 

:WUZI5_17818
00D6: if 
0039:   91@ == 4 
004D: jump_if_false @WUZI5_18697 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @WUZI5_18697 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @WUZI5_18697 
0006: 92@ = 0 

:WUZI5_17880
0701: end_scene_skip 
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_17914 
0002: jump @WUZI5_20666 

:WUZI5_17914
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @WUZI5_18102 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
016A: fade 0 time 500 

:WUZI5_17956
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_17980 
0001: wait 0 ms 
0002: jump @WUZI5_17956 

:WUZI5_17980
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_18012 
0002: jump @WUZI5_20666 

:WUZI5_18012
0108: destroy_object 75@ 
0108: destroy_object 74@ 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_18043 
0792: disembark_instantly_actor 65@ 

:WUZI5_18043
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2475.5 1546.7 32.2 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2475.5 1546.7 32.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 315.0 

:WUZI5_18102
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @WUZI5_18177 
0792: disembark_instantly_actor 59@ 
0395: clear_area 1 at -2439.5 1561.3 16.3 radius 1.0 
00A1: put_actor 59@ at -2439.5 1561.3 16.3 
0173: set_actor 59@ Z_angle_to 11.0 

:WUZI5_18177
00D6: if 
8118:   not actor 60@ dead 
004D: jump_if_false @WUZI5_18252 
0792: disembark_instantly_actor 60@ 
0395: clear_area 1 at -2437.7 1561.5 16.3 radius 1.0 
00A1: put_actor 60@ at -2437.7 1561.5 16.3 
0173: set_actor 60@ Z_angle_to 177.5 

:WUZI5_18252
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @WUZI5_18327 
0792: disembark_instantly_actor 61@ 
0395: clear_area 1 at -2438.8 1560.0 16.3 radius 1.0 
00A1: put_actor 61@ at -2438.8 1560.0 16.3 
0173: set_actor 61@ Z_angle_to 183.9 

:WUZI5_18327
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_18402 
0792: disembark_instantly_actor 62@ 
0395: clear_area 1 at -2436.6 1561.8 16.3 radius 1.0 
00A1: put_actor 62@ at -2436.6 1561.8 16.3 
0173: set_actor 62@ Z_angle_to 9.5 

:WUZI5_18402
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_18478 
0395: clear_area 1 at -2472.7 1551.4 32.2 radius 1.0 
00A1: put_actor 65@ at -2472.7 1551.4 32.2 
05E2: AS_actor 65@ kill_actor $PLAYER_ACTOR 
060B: set_actor 65@ decision_maker_to 157@ 

:WUZI5_18478
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @WUZI5_18507 
060B: set_actor 68@ decision_maker_to 157@ 
0792: disembark_instantly_actor 68@ 

:WUZI5_18507
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @WUZI5_18536 
060B: set_actor 69@ decision_maker_to 157@ 
0792: disembark_instantly_actor 69@ 

:WUZI5_18536
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @WUZI5_18565 
060B: set_actor 70@ decision_maker_to 157@ 
0792: disembark_instantly_actor 70@ 

:WUZI5_18565
09F5: disable_player_mutal_activities 0 
01B2: give_actor $PLAYER_ACTOR weapon 8 ammo 1 // Load the weapon model before using this 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
08F6: restore_player_group 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 8 
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @WUZI5_18690 
016A: fade 1 time 500 

:WUZI5_18634
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_18658 
0001: wait 0 ms 
0002: jump @WUZI5_18634 

:WUZI5_18658
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_18690 
0002: jump @WUZI5_20666 

:WUZI5_18690
0006: 91@ = 5 

:WUZI5_18697
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @WUZI5_18718 
0164: disable_marker 80@ 

:WUZI5_18718
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @WUZI5_18809 
00BE: text_clear_all 
0164: disable_marker 80@ 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_18772 
0187: 80@ = create_marker_above_actor 62@ 
07E0: set_marker 80@ type_to 1 

:WUZI5_18772
00BC: show_text_highpriority GXT 'WUZ4_11' time 4000 flag 1  // Go back and meet the ~b~refugees~s~. They will lower some dinghies into the water.
0006: 91@ = 0 
0006: 32@ = 0 
0006: 90@ = 6 

:WUZI5_18809
00D6: if 
0039:   90@ == 6 
004D: jump_if_false @WUZI5_19695 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @WUZI5_19000 
00D6: if 
001B:   4 > 96@ 
004D: jump_if_false @WUZI5_18922 
00D6: if 
0118:   actor 59@(96@,4i) dead 
004D: jump_if_false @WUZI5_18908 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_03' time 4000 flag 1  // ~r~One of the refugees died!
0002: jump @WUZI5_20666 

:WUZI5_18908
000A: 96@ += 1 
0002: jump @WUZI5_18929 

:WUZI5_18922
0006: 96@ = 0 

:WUZI5_18929
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_19000 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 62@ radius 4.0 4.0 4.0 sphere 0 
004D: jump_if_false @WUZI5_19000 
0164: disable_marker 80@ 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 91@ = 1 

:WUZI5_19000
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @WUZI5_19056 
016A: fade 0 time 2000 

:WUZI5_19025
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_19049 
0001: wait 0 ms 
0002: jump @WUZI5_19025 

:WUZI5_19049
0006: 91@ = 2 

:WUZI5_19056
00D6: if 
0039:   91@ == 2 
004D: jump_if_false @WUZI5_19525 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
015F: set_camera_position -2425.8 1562.4 1.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2451.2 1582.3 3.4 switchstyle 2 
0247: load_model #DINGHY 
038B: load_requested_models 
0395: clear_area 1 at -2430.7 1563.6 0.0 radius 5.0 
00A5: 53@ = create_car #DINGHY at -2430.7 1563.6 0.0 
0395: clear_area 1 at -2442.4 1564.6 0.0 radius 5.0 
00A5: 54@ = create_car #DINGHY at -2442.4 1564.6 0.0 
0395: clear_area 1 at -2426.9 1570.6 0.0 radius 5.0 
00A5: 55@ = create_car #DINGHY at -2426.9 1570.6 0.0 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @WUZI5_19355 
0464: put_actor 59@ into_turret_on_car 54@ at_car_offset 0.5 -1.0 1.0 position 0 shooting_angle_limit 360.0 with_weapon 0 

:WUZI5_19355
00D6: if 
8118:   not actor 60@ dead 
004D: jump_if_false @WUZI5_19403 
0464: put_actor 60@ into_turret_on_car 54@ at_car_offset -0.5 -1.0 1.0 position 0 shooting_angle_limit 360.0 with_weapon 0 

:WUZI5_19403
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @WUZI5_19427 
036A: put_actor 61@ in_car 54@ 

:WUZI5_19427
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_19451 
036A: put_actor 62@ in_car 55@ 

:WUZI5_19451
036A: put_actor $PLAYER_ACTOR in_car 53@ 
0006: 113@ = 11 
0006: 115@ = 0 
0050: gosub @WUZI5_26535 
016A: fade 1 time 2000 

:WUZI5_19487
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_19511 
0001: wait 0 ms 
0002: jump @WUZI5_19487 

:WUZI5_19511
0006: 32@ = 0 
0006: 91@ = 3 

:WUZI5_19525
00D6: if 
0039:   91@ == 3 
004D: jump_if_false @WUZI5_19621 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @WUZI5_19621 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @WUZI5_19588 
0477: set_car 54@ action 9 time 5000 

:WUZI5_19588
00D6: if 
8119:   not car 55@ wrecked 
004D: jump_if_false @WUZI5_19614 
0477: set_car 55@ action 9 time 5000 

:WUZI5_19614
0006: 91@ = 4 

:WUZI5_19621
00D6: if 
0039:   91@ == 4 
004D: jump_if_false @WUZI5_19695 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @WUZI5_19695 
00A6: destroy_car 54@ 
00A6: destroy_car 55@ 
009B: destroy_actor 59@ 
009B: destroy_actor 60@ 
009B: destroy_actor 61@ 
009B: destroy_actor 62@ 
0002: jump @WUZI5_20684 

:WUZI5_19695
00D6: if 
0019:   90@ > 2 
004D: jump_if_false @WUZI5_20652 
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @WUZI5_19797 
00D6: if 
04AD:   actor $PLAYER_ACTOR in_water 
004D: jump_if_false @WUZI5_19797 
0164: disable_marker 80@ 
018A: 80@ = create_checkpoint_at -2329.1 1528.7 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_02' time 7000 flag 1  // ~s~Swim over to the ~y~freighter~s~.
0006: 103@ = 1 

:WUZI5_19797
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @WUZI5_20180 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2329.1 1528.7 0.0 radius 4.0 4.0 4.0 
004D: jump_if_false @WUZI5_20180 
00BE: text_clear_all 
016A: fade 0 time 500 

:WUZI5_19872
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_19896 
0001: wait 0 ms 
0002: jump @WUZI5_19872 

:WUZI5_19896
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0107: 71@ = create_object #KMB_CONTAINER_RED at -2323.9 1527.3 14.0 
0382: set_object 71@ collision_detection 1 
0392: make_object 71@ moveable 0 
0750: set_object 71@ visibility 0 
0001: wait 0 ms 
0050: gosub @WUZI5_21045 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_20013 
0002: jump @WUZI5_20666 

:WUZI5_20013
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2323.2 1530.2 16.9 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2323.2 1530.2 16.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 3.3 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 156@ 
078F: AS_actor -1 climb 1 
05D4: AS_actor -1 rotate_angle 90.0 
0616: define_AS_pack_end 156@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
015F: set_camera_position -2320.7 1529.8 17.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2339.6 1537.4 22.5 switchstyle 2 
016A: fade 1 time 500 
0006: 103@ = 2 

:WUZI5_20180
00D6: if 
0039:   103@ == 2 
004D: jump_if_false @WUZI5_20652 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @WUZI5_20652 
0395: clear_area 1 at -2323.6 1531.9 16.3 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2323.6 1531.9 16.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 95.3 
0108: destroy_object 71@ 
0164: disable_marker 80@ 
00D6: if 
0039:   90@ == 3 
004D: jump_if_false @WUZI5_20363 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @WUZI5_20363 
018A: 80@ = create_checkpoint_at -2437.9 1551.9 16.3 
00BC: show_text_highpriority GXT 'WUZ4_01' time 7000 flag 1  // ~s~Make your way down into the ~y~hull~s~ of the ship.

:WUZI5_20363
00D6: if 
0039:   90@ == 4 
004D: jump_if_false @WUZI5_20486 
00D6: if 
001B:   4 > 91@ 
004D: jump_if_false @WUZI5_20446 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_20439 
0187: 80@ = create_marker_above_actor 45@ 
00BC: show_text_highpriority GXT 'WUZ4_05' time 4000 flag 1  // ~s~Take out the refugees' ~r~guard~s~.

:WUZI5_20439
0002: jump @WUZI5_20486 

:WUZI5_20446
00D6: if 
03CA:   object 79@ exists 
004D: jump_if_false @WUZI5_20486 
0188: 80@ = create_marker_above_object 79@ 
00BC: show_text_highpriority GXT 'WUZ4_09' time 11000 flag 1  // ~s~Shoot the ~g~padlock~s~ on the front of the refugees' container.

:WUZI5_20486
00D6: if 
0039:   90@ == 5 
004D: jump_if_false @WUZI5_20551 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_20535 
0187: 80@ = create_marker_above_actor 65@ 
0168: set_marker 80@ size 1 

:WUZI5_20535
00BC: show_text_highpriority GXT 'BRIDGE' time 7000 flag 1  // ~s~Leave no one alive on the bridge!

:WUZI5_20551
00D6: if 
0039:   90@ == 6 
004D: jump_if_false @WUZI5_20616 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_20600 
0187: 80@ = create_marker_above_actor 62@ 
07E0: set_marker 80@ type_to 1 

:WUZI5_20600
00BC: show_text_highpriority GXT 'WUZ4_11' time 4000 flag 1  // Go back and meet the ~b~refugees~s~. They will lower some dinghies into the water.

:WUZI5_20616
0249: release_model #KMB_CONTAINER_RED 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 103@ = 0 

:WUZI5_20652
0050: gosub @WUZI5_27736 
0002: jump @WUZI5_975 

:WUZI5_20666
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:WUZI5_20684
0008: $WUZIMU_TOTAL_PASSED_MISSIONS += 1 
0164: disable_marker $524 
01E3: show_text_1number_styled GXT 'M_PASSS' number 15000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 15000 
0998: add_respect 30 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'WUZI_4'  // The Da Nang Thang
030C: progress_made = 1 
0051: return 

:WUZI5_20753
00D6: if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // s$ 
004D: jump_if_false @WUZI5_20771 
02EB: restore_camera_with_jumpcut 

:WUZI5_20771
040D: unload_wav 3 
0164: disable_marker 80@ 
0164: disable_marker 81@ 
0164: disable_marker 82@ 
0164: disable_marker 83@ 
0164: disable_marker 84@ 
0164: disable_marker 85@ 
0164: disable_marker 86@ 
0164: disable_marker 87@ 
0164: disable_marker 88@ 
0164: disable_marker 89@ 
0249: release_model #MINIGUN 
0249: release_model #TEC9 
0249: release_model #ROCKETLA 
0249: release_model #CHROMEGUN 
0249: release_model #KNIFECUR 
0249: release_model #KATANA 
0249: release_model #GRENADE 
0249: release_model #MAVERICK 
0249: release_model #DINGHY 
0249: release_model #TRIADB 
0249: release_model #OMOST 
0249: release_model #OMOKUNG 
0249: release_model #OMOBOAT 
0249: release_model #DNB1 
0249: release_model #DNB2 
0249: release_model #KMB_CONTAINER_RED 
0249: release_model #KATANA_ANIM 
0249: release_model #KATANA_LHAND 
0249: release_model #CJ_CHRIS_CRATE 
0249: release_model #CJ_CHRIS_CRATE_LD 
0249: release_model #CJ_CHRIS_CRATE_RD 
0249: release_model #CJ_PADLOCK 
01B7: release_weather 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @WUZI5_20955 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:WUZI5_20955
09F5: disable_player_mutal_activities 0 
04EF: release_animation "CAR_CHAT" 
04EF: release_animation "SWAT" 
04EF: release_animation "PARK" 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0215: destroy_pickup 63@ 
0215: destroy_pickup 64@ 
0215: destroy_pickup 72@ 
0215: destroy_pickup 73@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:WUZI5_21045
00D6: if 
0039:   90@ == 0 
004D: jump_if_false @WUZI5_21145 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @WUZI5_21104 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_07' time 7000 flag 1  // ~r~The helicopter pilot has been killed!
0006: 93@ = 1 

:WUZI5_21104
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @WUZI5_21145 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_08' time 7000 flag 1  // ~r~The helicopter has been destroyed!
0006: 93@ = 1 

:WUZI5_21145
0051: return 

:WUZI5_21147
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @WUZI5_22031 
032B: 63@ = create_weapon_pickup #TEC9 type 15 ammo 99999 at -2414.9 1538.7 26.0 
0213: 64@ = create_pickup #HEALTH type 15 at -2412.4 1547.9 26.0 
0395: clear_area 1 at -2355.2 1547.0 25.0 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
009A: 36@ = create_actor_pedtype 25 model 97@(99@,2i) at -2355.2 1547.0 25.0 
0173: set_actor 36@ Z_angle_to 198.7 
060B: set_actor 36@ decision_maker_to 157@ 
0350: set_actor 36@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2355.1 1545.0 25.0 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
009A: 37@ = create_actor_pedtype 25 model 97@(99@,2i) at -2355.1 1545.0 25.0 
0173: set_actor 37@ Z_angle_to 0.6 
060B: set_actor 37@ decision_maker_to 157@ 
0350: set_actor 37@ maintain_position_when_attacked 1 
0677: AS_actor 36@ chat_with_actor 37@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 37@ chat_with_actor 36@ lead_speaker_flag 0 unknown_flag 1 
0395: clear_area 1 at -2373.0 1549.3 30.8 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
009A: 38@ = create_actor_pedtype 25 model 97@(99@,2i) at -2373.0 1549.3 30.8 
0173: set_actor 38@ Z_angle_to 355.7 
060B: set_actor 38@ decision_maker_to 157@ 
0350: set_actor 38@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2396.3 1560.26 30.8 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
009A: 39@ = create_actor_pedtype 25 model 97@(99@,2i) at -2396.3 1560.26 30.8 
0173: set_actor 39@ Z_angle_to 356.2 
060B: set_actor 39@ decision_maker_to 157@ 
0350: set_actor 39@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2478.2 1560.9 16.3 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
009A: 40@ = create_actor_pedtype 25 model 97@(99@,2i) at -2478.2 1560.9 16.3 
0173: set_actor 40@ Z_angle_to 11.0 
060B: set_actor 40@ decision_maker_to 157@ 
0350: set_actor 40@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2500.5 1551.0 23.2 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
009A: 41@ = create_actor_pedtype 25 model 97@(99@,2i) at -2500.5 1551.0 23.2 
0173: set_actor 41@ Z_angle_to 339.2 
060B: set_actor 41@ decision_maker_to 157@ 
0350: set_actor 41@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2493.7 1537.4 23.2 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
009A: 42@ = create_actor_pedtype 25 model 97@(99@,2i) at -2493.7 1537.4 23.2 
0173: set_actor 42@ Z_angle_to 82.5 
060B: set_actor 42@ decision_maker_to 158@ 
0350: set_actor 42@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2492.2 1537.3 23.2 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
009A: 43@ = create_actor_pedtype 25 model 97@(99@,2i) at -2492.2 1537.3 23.2 
0173: set_actor 43@ Z_angle_to 78.2 
060B: set_actor 43@ decision_maker_to 157@ 
0350: set_actor 43@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2453.8 1529.6 27.9 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
009A: 44@ = create_actor_pedtype 25 model 97@(99@,2i) at -2453.8 1529.6 27.9 
0173: set_actor 44@ Z_angle_to 174.6 
060B: set_actor 44@ decision_maker_to 157@ 
0350: set_actor 44@ maintain_position_when_attacked 1 
0006: 95@ = 1 

:WUZI5_22031
00D6: if 
0039:   95@ == 1 
004D: jump_if_false @WUZI5_22149 
00D6: if 
001B:   9 > 94@ 
004D: jump_if_false @WUZI5_22142 
00D6: if 
8118:   not actor 36@(94@,17i) dead 
004D: jump_if_false @WUZI5_22128 
01B2: give_actor 36@(94@,17i) weapon 32 ammo 3000 // Load the weapon model before using this 
0187: 81@(94@,9i) = create_marker_above_actor 36@(94@,17i) 
0168: set_marker 81@(94@,9i) size 1 

:WUZI5_22128
000A: 94@ += 1 
0002: jump @WUZI5_22149 

:WUZI5_22142
0006: 95@ = 2 

:WUZI5_22149
0051: return 

:WUZI5_22151
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_22559 
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @WUZI5_22325 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2283.6 1582.6 radius 3.0 3.0 
004D: jump_if_false @WUZI5_22325 
0615: define_AS_pack_begin 156@ 
099F: AS_actor -1 ignore_weapon_range 1 
0637: AS_actor -1 goto -2355.1 1560.0 25.0 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
05D4: AS_actor -1 rotate_angle 360.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_22300 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_22300
0616: define_AS_pack_end 156@ 
0618: assign_actor 36@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 104@ = 1 

:WUZI5_22325
00D6: if 
0039:   104@ == 1 
004D: jump_if_false @WUZI5_22450 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2392.0 1588.0 radius 3.0 3.0 
004D: jump_if_false @WUZI5_22450 
0615: define_AS_pack_begin 156@ 
05B9: AS_actor -1 stay_idle 500 ms 
05D3: AS_actor -1 goto_point -2357.6 1529.6 25.0 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 183.9 
0616: define_AS_pack_end 156@ 
0618: assign_actor 36@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 104@ = 2 

:WUZI5_22450
00D6: if 
0039:   104@ == 2 
004D: jump_if_false @WUZI5_22559 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2402.6 1499.2 radius 3.0 3.0 
004D: jump_if_false @WUZI5_22559 
0615: define_AS_pack_begin 156@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_22534 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_22534
0616: define_AS_pack_end 156@ 
0618: assign_actor 36@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 104@ = 3 

:WUZI5_22559
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_22994 
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @WUZI5_22767 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2283.6 1582.6 radius 3.0 3.0 
004D: jump_if_false @WUZI5_22767 
0615: define_AS_pack_begin 156@ 
099F: AS_actor -1 ignore_weapon_range 1 
0637: AS_actor -1 goto -2348.2 1546.4 25.0 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto -2344.1 1555.8 25.0 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
05D4: AS_actor -1 rotate_angle 360.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_22742 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_22742
0616: define_AS_pack_end 156@ 
0618: assign_actor 37@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 105@ = 1 

:WUZI5_22767
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @WUZI5_22885 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2392.0 1588.0 radius 3.0 3.0 
004D: jump_if_false @WUZI5_22885 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2350.5 1531.5 25.0 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 155.6 
0616: define_AS_pack_end 156@ 
0618: assign_actor 37@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 105@ = 2 

:WUZI5_22885
00D6: if 
0039:   105@ == 2 
004D: jump_if_false @WUZI5_22994 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2402.6 1499.2 radius 3.0 3.0 
004D: jump_if_false @WUZI5_22994 
0615: define_AS_pack_begin 156@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_22969 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_22969
0616: define_AS_pack_end 156@ 
0618: assign_actor 37@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 105@ = 3 

:WUZI5_22994
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @WUZI5_23461 
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @WUZI5_23168 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2283.6 1582.6 radius 3.0 3.0 
004D: jump_if_false @WUZI5_23168 
0615: define_AS_pack_begin 156@ 
099F: AS_actor -1 ignore_weapon_range 1 
0637: AS_actor -1 goto -2372.1 1557.4 31.8 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
05D4: AS_actor -1 rotate_angle 360.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_23143 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_23143
0616: define_AS_pack_end 156@ 
0618: assign_actor 38@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 106@ = 1 

:WUZI5_23168
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @WUZI5_23337 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2365.4 1586.9 radius 3.0 3.0 
004D: jump_if_false @WUZI5_23337 
0615: define_AS_pack_begin 156@ 
0637: AS_actor -1 goto -2394.4 1558.4 31.8 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
05D4: AS_actor -1 rotate_angle 66.2 
05BC: AS_actor -1 jump 1 
0637: AS_actor -1 goto -2423.0 1561.0 31.8 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 38@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 106@ = 2 

:WUZI5_23337
00D6: if 
0039:   106@ == 2 
004D: jump_if_false @WUZI5_23461 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2473.8 1585.5 radius 3.0 3.0 
004D: jump_if_false @WUZI5_23461 
0615: define_AS_pack_begin 156@ 
05D4: AS_actor -1 rotate_angle 177.3 
05BC: AS_actor -1 jump 1 
05D3: AS_actor -1 goto_point -2422.1 1547.9 22.1 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 38@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 106@ = 3 

:WUZI5_23461
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @WUZI5_23836 
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @WUZI5_23626 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2351.3 1586.2 radius 3.0 3.0 
004D: jump_if_false @WUZI5_23626 
0615: define_AS_pack_begin 156@ 
099F: AS_actor -1 ignore_weapon_range 1 
0637: AS_actor -1 goto -2426.7 1560.3 31.8 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_23601 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_23601
0616: define_AS_pack_end 156@ 
0618: assign_actor 39@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 107@ = 1 

:WUZI5_23626
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @WUZI5_23836 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2504.6 0.8 radius 3.0 3.0 
004D: jump_if_false @WUZI5_23836 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2437.7 1560.7 16.3 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2435.9 1550.9 16.3 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 180.0 
05D3: AS_actor -1 goto_point -2435.9 1532.3 16.3 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2437.5 1528.7 16.3 mode 6 time -1 ms // versionA 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_23811 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_23811
0616: define_AS_pack_end 156@ 
0618: assign_actor 39@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 107@ = 2 

:WUZI5_23836
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @WUZI5_24069 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @WUZI5_24069 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2448.6 1590.3 radius 3.0 3.0 
004D: jump_if_false @WUZI5_24069 
0615: define_AS_pack_begin 156@ 
099F: AS_actor -1 ignore_weapon_range 1 
0637: AS_actor -1 goto -2494.1 1560.7 16.3 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto -2505.2 1557.4 16.3 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto -2505.5 1532.1 16.3 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_24044 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_24044
0616: define_AS_pack_end 156@ 
0618: assign_actor 40@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 108@ = 1 

:WUZI5_24069
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @WUZI5_24200 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @WUZI5_24200 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2448.6 1590.3 radius 3.0 3.0 
004D: jump_if_false @WUZI5_24200 
0615: define_AS_pack_begin 156@ 
099F: AS_actor -1 ignore_weapon_range 1 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_24175 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_24175
0616: define_AS_pack_end 156@ 
0618: assign_actor 41@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 109@ = 1 

:WUZI5_24200
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @WUZI5_24354 
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @WUZI5_24354 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2493.5 1571.8 radius 3.0 3.0 
004D: jump_if_false @WUZI5_24354 
0615: define_AS_pack_begin 156@ 
099F: AS_actor -1 ignore_weapon_range 1 
05D3: AS_actor -1 goto_point -2501.4 1539.5 23.2 mode 6 time -1 ms // versionA 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_24329 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_24329
0616: define_AS_pack_end 156@ 
0618: assign_actor 42@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 110@ = 1 

:WUZI5_24354
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @WUZI5_24508 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @WUZI5_24508 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2493.5 1571.8 radius 3.0 3.0 
004D: jump_if_false @WUZI5_24508 
0615: define_AS_pack_begin 156@ 
099F: AS_actor -1 ignore_weapon_range 1 
05D3: AS_actor -1 goto_point -2500.9 1535.4 23.2 mode 6 time -1 ms // versionA 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_24483 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_24483
0616: define_AS_pack_end 156@ 
0618: assign_actor 43@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 111@ = 1 

:WUZI5_24508
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @WUZI5_24639 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @WUZI5_24639 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2493.5 1571.8 radius 3.0 3.0 
004D: jump_if_false @WUZI5_24639 
0615: define_AS_pack_begin 156@ 
099F: AS_actor -1 ignore_weapon_range 1 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_24614 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_24614
0616: define_AS_pack_end 156@ 
0618: assign_actor 44@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 112@ = 1 

:WUZI5_24639
0051: return 

:WUZI5_24641
00D6: if 
001B:   9 > 94@ 
004D: jump_if_false @WUZI5_24702 
00D6: if 
0118:   actor 36@(94@,17i) dead 
004D: jump_if_false @WUZI5_24688 
0164: disable_marker 81@(94@,9i) 

:WUZI5_24688
000A: 94@ += 1 
0002: jump @WUZI5_24709 

:WUZI5_24702
0006: 94@ = 0 

:WUZI5_24709
0051: return 

:WUZI5_24711
0395: clear_area 1 at -2369.3 1551.9 1.2 radius 1.0 
009A: 59@ = create_actor_pedtype 28 model #OMOST at -2369.3 1551.9 1.2 
0173: set_actor 59@ Z_angle_to 96.2 
0350: set_actor 59@ maintain_position_when_attacked 1 
0568: set_actor 59@ untargetable 1 
060B: set_actor 59@ decision_maker_to 158@ 
0395: clear_area 1 at -2368.3 1551.9 1.2 radius 1.0 
009A: 60@ = create_actor_pedtype 28 model #OMOST at -2368.3 1551.9 1.2 
0173: set_actor 60@ Z_angle_to 96.2 
0350: set_actor 60@ maintain_position_when_attacked 1 
0568: set_actor 60@ untargetable 1 
060B: set_actor 60@ decision_maker_to 158@ 
0395: clear_area 1 at -2367.3 1551.9 1.2 radius 1.0 
009A: 61@ = create_actor_pedtype 28 model #OMOBOAT at -2367.3 1551.9 1.2 
0173: set_actor 61@ Z_angle_to 96.2 
0350: set_actor 61@ maintain_position_when_attacked 1 
0568: set_actor 61@ untargetable 1 
060B: set_actor 61@ decision_maker_to 158@ 
0051: return 

:WUZI5_24954
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @WUZI5_25301 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2282.4 1510.9 50.0 cornerB -2534.6 1578.5 15.0 
004D: jump_if_false @WUZI5_25061 
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @WUZI5_25061 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 23 
004D: jump_if_false @WUZI5_25061 
0006: 101@ = 1 

:WUZI5_25061
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2385.2 1539.7 cornerB -2393.0 1558.9 
004D: jump_if_false @WUZI5_25106 
0006: 101@ = 1 

:WUZI5_25106
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @WUZI5_25145 
00D6: if 
02E0:   actor 46@ firing_weapon 
004D: jump_if_false @WUZI5_25145 
0006: 101@ = 1 

:WUZI5_25145
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @WUZI5_25184 
00D6: if 
02E0:   actor 51@ firing_weapon 
004D: jump_if_false @WUZI5_25184 
0006: 101@ = 1 

:WUZI5_25184
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @WUZI5_25223 
00D6: if 
02E0:   actor 52@ firing_weapon 
004D: jump_if_false @WUZI5_25223 
0006: 101@ = 1 

:WUZI5_25223
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_25262 
00D6: if 
02E0:   actor 36@ firing_weapon 
004D: jump_if_false @WUZI5_25262 
0006: 101@ = 1 

:WUZI5_25262
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_25301 
00D6: if 
02E0:   actor 37@ firing_weapon 
004D: jump_if_false @WUZI5_25301 
0006: 101@ = 1 

:WUZI5_25301
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @WUZI5_25750 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @WUZI5_25343 
0639: AS_actor 46@ rotate_to_actor $PLAYER_ACTOR 

:WUZI5_25343
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @WUZI5_25367 
0639: AS_actor 51@ rotate_to_actor $PLAYER_ACTOR 

:WUZI5_25367
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @WUZI5_25391 
0639: AS_actor 52@ rotate_to_actor $PLAYER_ACTOR 

:WUZI5_25391
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_25512 
0615: define_AS_pack_begin 156@ 
07BC: set_actor -1 decision_maker_to 158@ // AS_pack_version 
05D3: AS_actor -1 goto_point -2351.0 1549.4 22.2 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 180.0 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point -2351.2 1547.1 25.0 mode 6 time -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 157@ // AS_pack_version 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 36@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_25512
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_25536 
0639: AS_actor 37@ rotate_to_actor $PLAYER_ACTOR 

:WUZI5_25536
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @WUZI5_25605 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2385.5 1543.1 25.0 mode 6 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 38@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_25605
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @WUZI5_25674 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2385.8 1540.6 25.0 mode 6 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 39@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_25674
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @WUZI5_25743 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2392.1 1556.0 25.0 mode 6 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 40@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_25743
0006: 101@ = 2 

:WUZI5_25750
00D6: if 
0039:   101@ == 2 
004D: jump_if_false @WUZI5_25869 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @WUZI5_25817 
00D6: if 
051A:   actor 48@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @WUZI5_25810 
0006: 101@ = 3 

:WUZI5_25810
0002: jump @WUZI5_25824 

:WUZI5_25817
0006: 101@ = 3 

:WUZI5_25824
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2400.0 1561.0 cornerB -2409.8 1540.0 
004D: jump_if_false @WUZI5_25869 
0006: 101@ = 3 

:WUZI5_25869
00D6: if 
0039:   101@ == 3 
004D: jump_if_false @WUZI5_25976 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @WUZI5_25969 
0615: define_AS_pack_begin 156@ 
04EB: AS_actor -1 crouch 1 
05B9: AS_actor -1 stay_idle 500 ms 
05D3: AS_actor -1 goto_point -2401.1 1539.8 25.0 mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 48@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_25969
0006: 101@ = 4 

:WUZI5_25976
00D6: if 
0039:   101@ == 4 
004D: jump_if_false @WUZI5_26438 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2416.4 1535.3 cornerB -2431.6 1542.1 
004D: jump_if_false @WUZI5_26438 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @WUZI5_26306 
0615: define_AS_pack_begin 156@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
0209: 102@ = random_int_in_ranges 1500 4000 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 102@ 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to -2420.4 1553.4 25.0 angle 180.0 radius -0.1 animation "SWT_WLLSHOOT_OUT_L" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 156@ loop 1 
0616: define_AS_pack_end 156@ 
0618: assign_actor 42@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_26306
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @WUZI5_26365 
0615: define_AS_pack_begin 156@ 
078F: AS_actor -1 climb 1 
07BC: set_actor -1 decision_maker_to 157@ // AS_pack_version 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 49@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_26365
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @WUZI5_26431 
0615: define_AS_pack_begin 156@ 
05B9: AS_actor -1 stay_idle 1500 ms 
078F: AS_actor -1 climb 1 
07BC: set_actor -1 decision_maker_to 157@ // AS_pack_version 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 50@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_26431
0006: 101@ = 5 

:WUZI5_26438
00D6: if 
0039:   101@ == 5 
004D: jump_if_false @WUZI5_26533 
00D6: if or
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2418.9 1546.4 cornerB -2435.6 1559.0 
051A:   actor 42@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @WUZI5_26533 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @WUZI5_26533 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 
0006: 101@ = 6 

:WUZI5_26533
0051: return 

:WUZI5_26535
00D6: if 
0039:   113@ == 1 
004D: jump_if_false @WUZI5_26680 
05AA: 117@s = 'WUZ4_KA' // @s = 'short'  // ~z~Hey CJ, what are you doing here?
05AA: 119@s = 'WUZ4_KB' // @s = 'short'  // ~z~Just bumped into Woozie on his way out.
05AA: 121@s = 'WUZ4_KC' // @s = 'short'  // ~z~He filled me in. I thought I'd roll with you.
05AA: 123@s = 'WUZ4_KD' // @s = 'short'  // ~z~Well we ain't rollin', we're whirling!
05AA: 125@s = 'WUZ4_KE' // @s = 'short'  // ~z~Strap in and strap up!
04AF: 129@ = 44221 // = constant 
04AF: 130@ = 44222 // = constant 
04AF: 131@ = 44223 // = constant 
04AF: 132@ = 44224 // = constant 
04AF: 133@ = 44225 // = constant 
0006: 135@ = 5 

:WUZI5_26680
00D6: if 
0039:   113@ == 2 
004D: jump_if_false @WUZI5_26825 
05AA: 117@s = 'WUZ4_LA' // @s = 'short'  // ~z~Where we headed?
05AA: 119@s = 'WUZ4_LB' // @s = 'short'  // ~z~To the boat - it's moored out in the bay.
05AA: 121@s = 'WUZ4_LC' // @s = 'short'  // ~z~Oh yeah, I see it!
05AA: 123@s = 'WUZ4_LD' // @s = 'short'  // ~z~You better lock and load, they'll be on their guard!
05AA: 125@s = 'WUZ4_LE' // @s = 'short'  // ~z~Locked and loaded!
04AF: 129@ = 44226 // = constant 
04AF: 130@ = 44227 // = constant 
04AF: 131@ = 44228 // = constant 
04AF: 132@ = 44229 // = constant 
04AF: 133@ = 44230 // = constant 
0006: 135@ = 5 

:WUZI5_26825
00D6: if 
0039:   113@ == 3 
004D: jump_if_false @WUZI5_26970 
05AA: 117@s = 'WUZ4_MA' // @s = 'short'  // ~z~Holy fuck, they're gunning for us already!
05AA: 119@s = 'WUZ4_MB' // @s = 'short'  // ~z~I see 'em!
05AA: 121@s = 'WUZ4_MC' // @s = 'short'  // ~z~They're all over the containers!
05AA: 123@s = 'WUZ4_MD' // @s = 'short'  // ~z~I got 'em man, right in my sight!
05AA: 125@s = 'WUZ4_ME' // @s = 'short'  // ~z~Hit those Da Nang bastards!
04AF: 129@ = 44231 // = constant 
04AF: 130@ = 44232 // = constant 
04AF: 131@ = 44233 // = constant 
04AF: 132@ = 44234 // = constant 
04AF: 133@ = 44235 // = constant 
0006: 135@ = 5 

:WUZI5_26970
00D6: if 
0039:   113@ == 4 
004D: jump_if_false @WUZI5_27116 
05AA: 117@s = 'WUZ4_NA' // @s = 'short'  // ~z~RPG! RPG!
05AA: 119@s = 'WUZ4_NB' // @s = 'short'  // ~z~Where? Which side?
05AA: 121@s = 'WUZ4_NC' // @s = 'short'  // ~z~We're hit!
05AA: 123@s = 'WUZ4_NE' // @s = 'short'  // ~z~We're going down!
05AA: 125@s = 'WUZ4_NF' // @s = 'short'  // ~z~Brace for impact!
04AF: 129@ = 44239 // = constant 
04AF: 130@ = 44240 // = constant 
04AF: 131@ = 44241 // = constant 
04AF: 132@ = 44242 // = constant 
04AF: 133@ = 44243 // = constant 
0085: 135@ = 116@ // (int) 

:WUZI5_27116
00D6: if 
0039:   113@ == 5 
004D: jump_if_false @WUZI5_27190 
05AA: 117@s = 'WUZ4_AA' // @s = 'short'  // ~z~Can you see any survivors?
05AA: 119@s = 'WUZ4_AB' // @s = 'short'  // ~z~No. Nobody's getting out of that alive!
04AF: 129@ = 44200 // = constant 
04AF: 130@ = 44201 // = constant 
0085: 135@ = 116@ // (int) 

:WUZI5_27190
00D6: if 
0039:   113@ == 6 
004D: jump_if_false @WUZI5_27239 
05AA: 117@s = 'WUZ4_FA' // @s = 'short'  // ~z~Keep it down, you want to bring the snakehead down here?
04AF: 129@ = 44209 // = constant 
0006: 135@ = 1 

:WUZI5_27239
00D6: if 
0039:   113@ == 7 
004D: jump_if_false @WUZI5_27313 
05AA: 117@s = 'WUZ4_CA' // @s = 'short'  // ~z~Not long until we're drinking cola in the free West, eh!
05AA: 119@s = 'WUZ4_CB' // @s = 'short'  // ~z~Hey, who the fuck are you?
04AF: 129@ = 44203 // = constant 
04AF: 130@ = 44204 // = constant 
0085: 135@ = 116@ // (int) 

:WUZI5_27313
00D6: if 
0039:   113@ == 8 
004D: jump_if_false @WUZI5_27362 
05AA: 117@s = 'WUZ4_HA' // @s = 'short'  // ~z~Stick this up your ass!
04AF: 129@ = 44214 // = constant 
0006: 135@ = 1 

:WUZI5_27362
00D6: if 
0039:   113@ == 9 
004D: jump_if_false @WUZI5_27436 
05AA: 117@s = 'WUZ4_JA' // @s = 'short'  // ~z~Hey you, help us!
05AA: 119@s = 'WUZ4_JB' // @s = 'short'  // ~z~Hey, please, help us!
04AF: 129@ = 44215 // = constant 
04AF: 130@ = 44216 // = constant 
0085: 135@ = 116@ // (int) 

:WUZI5_27436
00D6: if 
0039:   113@ == 10 
004D: jump_if_false @WUZI5_27534 
05AA: 117@s = 'WUZ4_JC' // @s = 'short'  // ~z~Please, the snakehead tricked us, we're prisoners.
05AA: 119@s = 'WUZ4_JD' // @s = 'short'  // ~z~Please help us escape!
05AA: 121@s = 'WUZ4_JE' // @s = 'short'  // ~z~The Snakehead is up on the bridge...
04AF: 129@ = 44217 // = constant 
04AF: 130@ = 44218 // = constant 
04AF: 131@ = 44219 // = constant 
0085: 135@ = 116@ // (int) 

:WUZI5_27534
00D6: if 
0039:   113@ == 11 
004D: jump_if_false @WUZI5_27583 
05AA: 117@s = 'WUZ4_JF' // @s = 'short'  // ~z~Thank you for everything!
04AF: 129@ = 44220 // = constant 
0006: 135@ = 1 

:WUZI5_27583
00D6: if 
0039:   113@ == 12 
004D: jump_if_false @WUZI5_27656 
05AA: 117@s = 'WUZ4_OA' // @s = 'short'  // ~z~Oh man, that hurt!
05AA: 119@s = 'WUZ4_ZA' // @s = 'short'  // ~z~Damn, lost everything but my blade!
04AF: 129@ = 44244 // = constant 
04AF: 130@ = 44247 // = constant 
0006: 135@ = 2 

:WUZI5_27656
00D6: if 
0039:   113@ == 13 
004D: jump_if_false @WUZI5_27705 
05AA: 117@s = 'WUZ4_PA' // @s = 'short'  // ~z~Enough! We settle this here!
04AF: 129@ = 44246 // = constant 
0006: 135@ = 1 

:WUZI5_27705
0085: 138@ = 115@ // (int) 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 139@ = 1 
0051: return 

:WUZI5_27736
00D6: if or
0039:   113@ == 1 
0039:   113@ == 2 
0039:   113@ == 3 
0039:   113@ == 4 
0039:   113@ == 5 
004D: jump_if_false @WUZI5_27836 
00D6: if 
001D:   135@ > 115@ // (int) 
004D: jump_if_false @WUZI5_27829 
0050: gosub @WUZI5_28316 
0050: gosub @WUZI5_28423 
0050: gosub @WUZI5_28577 
0002: jump @WUZI5_27836 

:WUZI5_27829
0006: 113@ = 0 

:WUZI5_27836
00D6: if or
0039:   113@ == 6 
0039:   113@ == 7 
0039:   113@ == 10 
0039:   113@ == 11 
0039:   113@ == 12 
004D: jump_if_false @WUZI5_27936 
00D6: if 
001D:   135@ > 115@ // (int) 
004D: jump_if_false @WUZI5_27929 
0050: gosub @WUZI5_28316 
0050: gosub @WUZI5_28423 
0050: gosub @WUZI5_28577 
0002: jump @WUZI5_27936 

:WUZI5_27929
0006: 113@ = 0 

:WUZI5_27936
00D6: if 
0039:   113@ == 8 
004D: jump_if_false @WUZI5_28062 
00D6: if 
001D:   135@ > 115@ // (int) 
004D: jump_if_false @WUZI5_28055 
0050: gosub @WUZI5_28316 
0050: gosub @WUZI5_28423 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_28017 
0050: gosub @WUZI5_28577 
0002: jump @WUZI5_28048 

:WUZI5_28017
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 117@(115@,6s) 
0006: 136@ = 0 
0006: 137@ = 0 

:WUZI5_28048
0002: jump @WUZI5_28062 

:WUZI5_28055
0006: 113@ = 0 

:WUZI5_28062
00D6: if 
0039:   113@ == 9 
004D: jump_if_false @WUZI5_28188 
00D6: if 
001D:   135@ > 115@ // (int) 
004D: jump_if_false @WUZI5_28181 
0050: gosub @WUZI5_28316 
0050: gosub @WUZI5_28423 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_28143 
0050: gosub @WUZI5_28577 
0002: jump @WUZI5_28174 

:WUZI5_28143
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 117@(115@,6s) 
0006: 136@ = 0 
0006: 137@ = 0 

:WUZI5_28174
0002: jump @WUZI5_28188 

:WUZI5_28181
0006: 113@ = 0 

:WUZI5_28188
00D6: if 
0039:   113@ == 13 
004D: jump_if_false @WUZI5_28314 
00D6: if 
001D:   135@ > 115@ // (int) 
004D: jump_if_false @WUZI5_28307 
0050: gosub @WUZI5_28316 
0050: gosub @WUZI5_28423 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_28269 
0050: gosub @WUZI5_28577 
0002: jump @WUZI5_28300 

:WUZI5_28269
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 117@(115@,6s) 
0006: 136@ = 0 
0006: 137@ = 0 

:WUZI5_28300
0002: jump @WUZI5_28314 

:WUZI5_28307
0006: 113@ = 0 

:WUZI5_28314
0051: return 

:WUZI5_28316
00D6: if 
001D:   135@ > 138@ // (int) 
004D: jump_if_false @WUZI5_28421 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @WUZI5_28378 
03CF: load_wav 129@(138@,6i) as 1 
000A: 138@ += 1 
0006: 136@ = 1 

:WUZI5_28378
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @WUZI5_28421 
03CF: load_wav 129@(138@,6i) as 2 
000A: 138@ += 1 
0006: 137@ = 1 

:WUZI5_28421
0051: return 

:WUZI5_28423
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @WUZI5_28499 
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @WUZI5_28499 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @WUZI5_28499 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 117@(115@,6s) time 4500 flag 1 
0006: 136@ = 2 

:WUZI5_28499
00D6: if 
0039:   139@ == 2 
004D: jump_if_false @WUZI5_28575 
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @WUZI5_28575 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @WUZI5_28575 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 117@(115@,6s) time 4500 flag 1 
0006: 137@ = 2 

:WUZI5_28575
0051: return 

:WUZI5_28577
00D6: if 
0039:   136@ == 2 
004D: jump_if_false @WUZI5_28640 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @WUZI5_28640 
03D5: remove_text 117@(115@,6s) 
000A: 115@ += 1 
0006: 139@ = 2 
0006: 136@ = 0 

:WUZI5_28640
00D6: if 
0039:   137@ == 2 
004D: jump_if_false @WUZI5_28703 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @WUZI5_28703 
03D5: remove_text 117@(115@,6s) 
000A: 115@ += 1 
0006: 139@ = 1 
0006: 137@ = 0 

:WUZI5_28703
0051: return 

//-------------Mission 58---------------
// Originally: Photo Opportunity

:SYN1
03A4: name_thread 'SYN1' 
0050: gosub @SYN1_1424 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SYN1_38 
0050: gosub @SYN1_14543 

:SYN1_38
0050: gosub @SYN1_14662 
004E: end_thread 

:SYN1_47
0247: load_model #SAVANNA 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
04ED: load_animation "BOMBER" 
038B: load_requested_models 

:SYN1_77
00D6: if or
8248:   not model #SAVANNA available 
823D:   not special_actor 1 loaded 
84EE:   not animation "BOMBER" loaded 
004D: jump_if_false @SYN1_118 
0001: wait 0 ms 
0002: jump @SYN1_77 

:SYN1_118
0051: return 
018A: 379@ = create_checkpoint_at $7279 $7280 $7281 
018A: 51@ = create_checkpoint_at 48@ 49@ 50@ 

:SYN1_148
0005: $7279 = -54.0 
0005: $7280 = -432.0 
0005: $7281 = 1.0 
0005: $7282 = 259.0 
0395: clear_area 1 at $7279 $7280 $7281 radius 100.0 
0674: set_car_model #SAVANNA numberplate "_LVA4L__" 
00A5: 377@ = create_car #SAVANNA at $7279 $7280 $7281 
009A: 376@ = create_actor_pedtype 4 model #SPECIAL01 at -51.6293 -430.562 0.5721 
0175: set_car 377@ Z_angle_to $7282 
0173: set_actor 376@ Z_angle_to 154.672 
0568: set_actor 376@ untargetable 1 
0732: random_car_generator_disable_model #SAVANNA 
0229: set_car 377@ primary_color_to 3 secondary_color_to 3 
0164: disable_marker 379@ 
0187: 379@ = create_marker_above_actor 376@ 
07E0: set_marker 379@ type_to 1 
0051: return 
0129: 148@ = create_actor_pedtype 4 model #SPECIAL01 in_car 377@ driverseat 
0186: 381@ = create_marker_above_car 377@ 

:SYN1_345
0247: load_model #MTBIKE 
038B: load_requested_models 

:SYN1_352
00D6: if 
8248:   not model #MTBIKE available 
004D: jump_if_false @SYN1_379 
0001: wait 0 ms 
0002: jump @SYN1_352 

:SYN1_379
00A5: 386@ = create_car #MTBIKE at 387@ 388@ 389@ 
0175: set_car 386@ Z_angle_to 390@ 
0519: set_car 386@ locked 1 
0338: set_car 386@ visibility 0 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 135.0 rotation_speed 135.0 
06A7: put_actor $PLAYER_ACTOR into_turret_on_car 386@ at_car_offset -0.2 0.5 0.0 position 1 shooting_angle 110.0 70.0 with_weapon 43 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 135.0 rotation_speed 135.0 
041E: set_radio_station 11 
0918: set_car 386@ engine_operation 0 
0051: return 

:SYN1_498
0247: load_model #PICADOR 
07C0: load_path 190 
023C: load_special_actor 'RYDER2' as 2 // models 290-299 
0247: load_model #BALLAS1 
038B: load_requested_models 

:SYN1_527
00D6: if or
8248:   not model #PICADOR available 
8248:   not model #BALLAS1 available 
823D:   not special_actor 2 loaded 
87C1:   not path 190 available 
004D: jump_if_false @SYN1_567 
0001: wait 0 ms 
0002: jump @SYN1_527 

:SYN1_567
0007: 402@ = -2120.4 
0007: 403@ = -2448.458 
0007: 404@ = 29.4688 
0007: 405@ = 137.4828 
0674: set_car_model #PICADOR numberplate "_SHERM__" 
0395: clear_area 1 at 402@ 403@ 404@ radius 5.0 
00A5: 392@ = create_car #PICADOR at 402@ 403@ 404@ 
0229: set_car 392@ primary_color_to 6 secondary_color_to 6 
02AC: set_car 392@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0175: set_car 392@ Z_angle_to 405@ 
0129: 391@ = create_actor_pedtype 4 model #SPECIAL02 in_car 392@ driverseat 
01C8: 394@ = create_actor_pedtype 4 model #BALLAS1 in_car 392@ passenger_seat 0 
060A: create_decision_maker_type 0 store_to 343@ // decision\allowed\m_.ped files 
060B: set_actor 391@ decision_maker_to 343@ 
0051: return 

:SYN1_733
0247: load_model #ZR350 
07C0: load_path 191 
023C: load_special_actor 'TBONE' as 3 // models 290-299 
038B: load_requested_models 

:SYN1_758
00D6: if or
8248:   not model #ZR350 available 
823D:   not special_actor 3 loaded 
87C1:   not path 191 available 
004D: jump_if_false @SYN1_794 
0001: wait 0 ms 
0002: jump @SYN1_758 

:SYN1_794
0007: 416@ = -2141.401 
0007: 417@ = -2481.575 
0007: 418@ = 29.4688 
0007: 419@ = 317.093 
0395: clear_area 1 at 416@ 417@ 418@ radius 5.0 
00A5: 407@ = create_car #ZR350 at 416@ 417@ 418@ 
0229: set_car 407@ primary_color_to 84 secondary_color_to 84 
02AC: set_car 407@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0175: set_car 407@ Z_angle_to 419@ 
0129: 406@ = create_actor_pedtype 4 model #SPECIAL03 in_car 407@ driverseat 
05EB: assign_car 407@ to_path 191 
06FD: set_car 407@ speed_on_path_to 0.6 
0051: return 

:SYN1_934
0247: load_model #BROADWAY 
0247: load_model #WALTON 
07C0: load_path 193 
07C0: load_path 194 
023C: load_special_actor 'JIZZY' as 5 // models 290-299 
0247: load_model #SHFYPRO 
038B: load_requested_models 

:SYN1_974
00D6: if or
8248:   not model #BROADWAY available 
8248:   not model #SHFYPRO available 
8248:   not model #WALTON available 
823D:   not special_actor 5 loaded 
87C1:   not path 193 available 
87C1:   not path 194 available 
004D: jump_if_false @SYN1_1025 
0001: wait 0 ms 
0002: jump @SYN1_974 

:SYN1_1025
0007: 432@ = -2141.401 
0007: 433@ = -2481.575 
0007: 434@ = 29.4688 
0007: 435@ = 317.093 
0395: clear_area 1 at 432@ 433@ 434@ radius 5.0 
0674: set_car_model #BROADWAY numberplate "HO_2_HO_" 
00A5: 421@ = create_car #BROADWAY at 432@ 433@ 434@ 
00A5: 424@ = create_car #WALTON at -2235.727 -2572.873 30.9296 
02AC: set_car 421@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0175: set_car 424@ Z_angle_to 44.9335 
0229: set_car 421@ primary_color_to 123 secondary_color_to 5 
0175: set_car 421@ Z_angle_to 435@ 
0129: 423@ = create_actor_pedtype 5 model #SHFYPRO in_car 421@ driverseat 
01C8: 420@ = create_actor_pedtype 4 model #SPECIAL05 in_car 421@ passenger_seat 0 
05EB: assign_car 421@ to_path 193 
0051: return 

:SYN1_1218
0247: load_model #WASHING 
07C0: load_path 192 
023C: load_special_actor 'TORINO' as 4 // models 290-299 
038B: load_requested_models 

:SYN1_1243
00D6: if or
8248:   not model #WASHING available 
823D:   not special_actor 4 loaded 
87C1:   not path 192 available 
004D: jump_if_false @SYN1_1279 
0001: wait 0 ms 
0002: jump @SYN1_1243 

:SYN1_1279
0007: 446@ = -2214.275 
0007: 447@ = -2475.113 
0007: 448@ = 29.4688 
0007: 449@ = 232.2762 
0674: set_car_model #WASHING numberplate "_OMEGA__" 
0395: clear_area 1 at 446@ 447@ 448@ radius 5.0 
00A5: 437@ = create_car #WASHING at 446@ 447@ 448@ 
0229: set_car 437@ primary_color_to 84 secondary_color_to 84 
02AC: set_car 437@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0175: set_car 437@ Z_angle_to 449@ 
0129: 436@ = create_actor_pedtype 4 model #SPECIAL04 in_car 437@ driverseat 
05EB: assign_car 437@ to_path 192 
0051: return 

:SYN1_1424
054C: use_GXT_table 'SYN1' 
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0001: wait 0 ms 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 147@ = 0 
0006: 367@ = 0 
0006: 37@ = 0 
0006: 41@ = 0 
0006: 38@ = 0 
0006: 368@ = 0 
0006: 42@ = 0 
0006: 40@ = 0 
0006: 332@ = 1 
0006: 333@ = 2 
0006: 334@ = 0 
0006: 335@ = 1 
0006: 336@ = 0 
0006: 341@ = 1 
0007: 347@ = -2413.0 
0007: 350@ = -580.0 
0007: 353@ = 133.0 
0007: 348@ = -2410.0 
0007: 351@ = -582.0 
0007: 354@ = 133.0 
0007: 349@ = -2406.0 
0007: 352@ = -584.0 
0007: 355@ = 133.0 
0007: 402@ = -2141.153 
0007: 403@ = -2448.871 
0007: 404@ = 29.625 
0007: 405@ = 107.1964 
0007: 338@ = 120.0 
0007: 339@ = 240.0 
0007: 372@ = -2407.0 
0007: 373@ = -586.0 
0007: 374@ = 131.0 
0007: 375@ = 4.0 
0007: 48@ = -2163.489 
0007: 49@ = -2404.159 
0007: 50@ = 29.6172 
0005: $7279 = -54.0 
0005: $7280 = -432.0 
0005: $7281 = 1.0 
0005: $7282 = 259.0 
0007: 387@ = -2171.173 
0007: 388@ = -2422.821 
0007: 389@ = 33.2969 
0007: 390@ = 141.2754 
0007: 53@ = -2408.437 
0007: 68@ = -585.082 
0007: 83@ = 133.2022 
0007: 98@ = -2408.337 
0007: 113@ = -584.0877 
0007: 128@ = 133.1662 
0007: 54@ = -60.0461 
0007: 69@ = -433.1644 
0007: 84@ = 1.4904 
0007: 99@ = -59.0698 
0007: 114@ = -432.9484 
0007: 129@ = 1.5005 
0007: 55@ = -58.7976 
0007: 70@ = -433.3285 
0007: 85@ = 3.0796 
0007: 100@ = -57.885 
0007: 115@ = -432.994 
0007: 130@ = 2.8444 
0007: 56@ = -46.1629 
0007: 71@ = -427.8859 
0007: 86@ = 1.5902 
0007: 101@ = -45.8006 
0007: 116@ = -428.818 
0007: 131@ = 1.3937 
0007: 57@ = -2407.17 
0007: 72@ = -583.5895 
0007: 87@ = 133.355 
0007: 102@ = -2407.766 
0007: 117@ = -582.7864 
0007: 132@ = 133.3749 
0007: 58@ = -2407.17 
0007: 73@ = -583.5895 
0007: 88@ = 133.355 
0007: 103@ = -2407.967 
0007: 118@ = -584.1938 
0007: 133@ = 133.3749 
0007: 59@ = -2172.552 
0007: 74@ = -2427.487 
0007: 89@ = 30.5334 
0007: 104@ = -2171.986 
0007: 119@ = -2428.304 
0007: 134@ = 30.64 
0007: 60@ = -2139.569 
0007: 75@ = -2452.239 
0007: 90@ = 31.2226 
0007: 105@ = -2140.292 
0007: 120@ = -2451.549 
0007: 135@ = 31.1829 
0007: 61@ = -2175.672 
0007: 76@ = -2437.23 
0007: 91@ = 30.7446 
0007: 106@ = -2174.684 
0007: 121@ = -2437.133 
0007: 136@ = 30.8619 
0007: 62@ = -2170.412 
0007: 77@ = -2429.43 
0007: 92@ = 31.758 
0007: 107@ = -2170.5 
0007: 122@ = -2430.423 
0007: 137@ = 31.8365 
0007: 63@ = -2246.851 
0007: 78@ = -2571.031 
0007: 93@ = 32.7468 
0007: 108@ = -2246.16 
0007: 123@ = -2570.311 
0007: 138@ = 32.6781 
0007: 64@ = -2241.519 
0007: 79@ = -2568.281 
0007: 94@ = 32.2372 
0007: 109@ = -2242.286 
0007: 124@ = -2567.642 
0007: 139@ = 32.2906 
05AA: 154@s = 'MCES10A' // @s = 'short'  // ~z~CJ.
05AA: 156@s = 'MCES10B' // @s = 'short'  // ~z~You got it.
05AA: 158@s = 'MCES10C' // @s = 'short'  // ~z~Hey, my cousin just called me.
05AA: 160@s = 'MCES10D' // @s = 'short'  // ~z~He gave me a tip about a Balla car going San Fierro to score yay.
05AA: 162@s = 'MCES10E' // @s = 'short'  // ~z~Shit, we gotta find out who's supplyin' those cats.
05AA: 164@s = 'MCES10F' // @s = 'short'  // ~z~Read your mind, holmes,
05AA: 166@s = 'MCES10G' // @s = 'short'  // ~z~I picked them up at the Mulholland Intersection and I'm trailing them now.
05AA: 168@s = 'MCES10H' // @s = 'short'  // ~z~OK, I'm coming to meet you.
05AA: 170@s = 'MCES10J' // @s = 'short'  // ~z~Better make it fast, holmes, these boys aren't hanging around!
05AA: 172@s = 'CESX_AB' // @s = 'short'  // ~z~Hop in, holmes!
05AA: 182@s = 'SYN1_FC' // @s = 'short'  // ~z~Where we goin'?
05AA: 184@s = 'SYN1_FD' // @s = 'short'  // ~z~They were headed over Angel Pine way. Follow the road and maybe we can pick them up!
05AA: 186@s = 'SYN1_IA' // @s = 'short'  // ~z~There it is, holmes!
05AA: 188@s = 'SYN1_ZA' // @s = 'short'  // ~z~That's our Ballas car alright.
05AA: 192@s = 'SYN1_ZC' // @s = 'short'  // ~z~Ryder, you sherm-head!
05AA: 194@s = 'SYN1_ZD' // @s = 'short'  // ~z~What's he rolling with Ballas for?
05AA: 196@s = 'SYN1_ZE' // @s = 'short'  // ~z~This business is bigger than any gang, ese.
05AA: 200@s = 'SYN1_ZG' // @s = 'short'  // ~z~Who's this guy, Aztecas? Vagos?
05AA: 206@s = 'SYN1_ZK' // @s = 'short'  // ~z~Ryder, little bitch!
05AA: 208@s = 'SYN1_ZL' // @s = 'short'  // ~z~That must be the cash...
05AA: 210@s = 'SYN1_ZM' // @s = 'short'  // ~z~They're being clever about this. There ain't no exchange or nothin' incriminating.
05AA: 212@s = 'SYN1_ZN' // @s = 'short'  // ~z~What now? Was that it?
05AA: 216@s = 'SYN1_ZP' // @s = 'short'  // ~z~This guy takes himself real serious!
05AA: 218@s = 'SYN1_ZQ' // @s = 'short'  // ~z~That's T-Bone Mendez.
05AA: 220@s = 'SYN1_ZR' // @s = 'short'  // ~z~There's the courier with a fresh load of yay for Ryder and his new friends.
05AA: 224@s = 'SYN1_ZT' // @s = 'short'  // ~z~More San Fierro Rifa, by the looks of things.
05AA: 226@s = 'SYN1_ZU' // @s = 'short'  // ~z~They sure keep their security tight!
05AA: 230@s = 'SYN1_ZW' // @s = 'short'  // ~z~This more than a few thugs pushing a product. This is a serious organization.
05AA: 232@s = 'SYN1_ZX' // @s = 'short'  // ~z~How many of these clowns are there?
05AA: 234@s = 'SYN1_ZY' // @s = 'short'  // ~z~I know a pimp when I see one!
05AA: 236@s = 'SYN1_ZZ' // @s = 'short'  // ~z~Hey, who's the gringo?
05AA: 238@s = 'SYN1_YA' // @s = 'short'  // ~z~I don't like the look of that guy.
05AA: 240@s = 'SYN1_YB' // @s = 'short'  // ~z~Ah shit, I think they peeped us out.
05AA: 246@s = 'SYN1_YE' // @s = 'short'  // ~z~Oh fuck! OH FUCK!
05AA: 248@s = 'SYN1_YF' // @s = 'short'  // ~z~Get us out of here!
05AA: 252@s = 'SYN1_YH' // @s = 'short'  // ~z~That was some heavy shit!
05AA: 254@s = 'SYN1_YJ' // @s = 'short'  // ~z~We better split up and get outta here. I'll meet you back at the garage!
05AA: 256@s = 'SYN1_YK' // @s = 'short'  // ~z~Coolio. We got what we came for anyway.
04AF: 273@ = 25304 // = constant 
04AF: 274@ = 25305 // = constant 
04AF: 275@ = 25306 // = constant 
04AF: 276@ = 25307 // = constant 
04AF: 277@ = 25308 // = constant 
04AF: 278@ = 25309 // = constant 
04AF: 279@ = 25310 // = constant 
04AF: 280@ = 25311 // = constant 
04AF: 281@ = 25312 // = constant 
04AF: 282@ = 10401 // = constant 
04AF: 287@ = 38808 // = constant 
04AF: 288@ = 38809 // = constant 
04AF: 289@ = 38810 // = constant 
04AF: 292@ = 38838 // = constant 
04AF: 293@ = 38839 // = constant 
04AF: 294@ = 38840 // = constant 
04AF: 296@ = 38841 // = constant 
04AF: 299@ = 38842 // = constant 
04AF: 300@ = 38843 // = constant 
04AF: 301@ = 38844 // = constant 
04AF: 302@ = 38845 // = constant 
04AF: 304@ = 38846 // = constant 
04AF: 305@ = 38847 // = constant 
04AF: 306@ = 38848 // = constant 
04AF: 308@ = 38849 // = constant 
04AF: 309@ = 38850 // = constant 
04AF: 311@ = 38851 // = constant 
04AF: 312@ = 38852 // = constant 
04AF: 313@ = 38853 // = constant 
04AF: 314@ = 38854 // = constant 
04AF: 315@ = 38831 // = constant 
04AF: 316@ = 38832 // = constant 
04AF: 319@ = 38833 // = constant 
04AF: 320@ = 38834 // = constant 
04AF: 322@ = 38835 // = constant 
04AF: 323@ = 38836 // = constant 
04AF: 324@ = 38837 // = constant 
00D6: if 
0038:   $2199 == 0 
004D: jump_if_false @SYN1_3494 
0004: $2199 = 1 

:SYN1_3494
0247: load_model #CELLPHONE 
0247: load_model #CAMERA 
038B: load_requested_models 

:SYN1_3506
00D6: if or
8248:   not model #CAMERA available 
8248:   not model #CELLPHONE available 
004D: jump_if_false @SYN1_3538 
0001: wait 0 ms 
0002: jump @SYN1_3506 

:SYN1_3538
00A1: put_actor $PLAYER_ACTOR at -2030.312 148.0136 27.8359 
0173: set_actor $PLAYER_ACTOR Z_angle_to 293.7756 
01B4: set_player $PLAYER_CHAR can_move 0 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
02A3: enable_widescreen 1 
015F: set_camera_position -2024.469 136.6788 39.4814 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2025.135 137.4221 39.5473 switchstyle 2 
014C: set_parked_car_generator $5277 cars_to_generate_to 101 
014C: set_parked_car_generator $5278 cars_to_generate_to 101 
014C: set_parked_car_generator $5279 cars_to_generate_to 101 
0050: gosub @SYN1_47 
016A: fade 1 time 300 

:SYN1_3672
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_3696 
0001: wait 0 ms 
0002: jump @SYN1_3672 

:SYN1_3696
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -2024.469 136.6788 39.4814 position_to -2030.399 144.5236 29.1601 time 3500 smooth_transition 1 
0920: point_camera -2025.135 137.4221 39.5473 transverse_to -2030.797 145.4357 29.0639 time 3500 smooth_transition 1 

:SYN1_3780
0001: wait 0 ms 
00D6: if 
8039:   not  334@ == 0 
004D: jump_if_false @SYN1_4211 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_3848 
00D6: if 
03D0:   wav 333@ loaded 
004D: jump_if_false @SYN1_3841 
040D: unload_wav 333@ 

:SYN1_3841
0006: 336@ = 1 

:SYN1_3848
00D6: if 
0039:   336@ == 1 
004D: jump_if_false @SYN1_3892 
03CF: load_wav 272@(334@,60i) as 332@ 
0050: gosub @SYN1_15794 
0006: 336@ = 2 

:SYN1_3892
00D6: if 
0039:   336@ == 2 
004D: jump_if_false @SYN1_3994 
00D6: if 
03D0:   wav 332@ loaded 
004D: jump_if_false @SYN1_3994 
00D6: if 
8039:   not  148@ == 0 
004D: jump_if_false @SYN1_3968 
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @SYN1_3968 
0967: actor 148@ move_mouth 10000 ms 

:SYN1_3968
03D1: play_wav 332@ 
00BC: show_text_highpriority GXT 152@(334@,60s) time 10000 flag 1 
0006: 336@ = 3 

:SYN1_3994
00D6: if 
0039:   336@ == 3 
004D: jump_if_false @SYN1_4211 
00D6: if 
03D2:   wav 332@ ended 
004D: jump_if_false @SYN1_4150 
03D5: remove_text 152@(334@,60s) 
00D6: if 
8039:   not  148@ == 0 
004D: jump_if_false @SYN1_4076 
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @SYN1_4076 
0968: actor 148@ stop_mouth 

:SYN1_4076
00D6: if 
0039:   332@ == 1 
004D: jump_if_false @SYN1_4115 
0006: 332@ = 2 
0006: 333@ = 1 
0002: jump @SYN1_4129 

:SYN1_4115
0006: 332@ = 1 
0006: 333@ = 2 

:SYN1_4129
0006: 334@ = 0 
0006: 336@ = 0 
0002: jump @SYN1_4211 

:SYN1_4150
00D6: if 
83D0:   not wav 333@ loaded 
004D: jump_if_false @SYN1_4211 
00D6: if 
001B:   60 > 334@ 
004D: jump_if_false @SYN1_4211 
0085: 335@ = 334@ // (int) 
000A: 335@ += 1 
03CF: load_wav 272@(335@,60i) as 333@ 

:SYN1_4211
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @SYN1_4266 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_4266 
0006: 334@ = 1 
0006: 39@ = 1 
01BD: 151@ = current_time_in_ms 

:SYN1_4266
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @SYN1_4361 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_4361 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_4361 
0006: 334@ = 2 
0006: 39@ = 2 
01BD: 151@ = current_time_in_ms 

:SYN1_4361
00D6: if 
0039:   39@ == 2 
004D: jump_if_false @SYN1_4456 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_4456 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_4456 
0006: 334@ = 3 
0006: 39@ = 3 
01BD: 151@ = current_time_in_ms 

:SYN1_4456
00D6: if 
0039:   39@ == 3 
004D: jump_if_false @SYN1_4551 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_4551 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_4551 
0006: 334@ = 4 
0006: 39@ = 4 
01BD: 151@ = current_time_in_ms 

:SYN1_4551
00D6: if 
0039:   39@ == 4 
004D: jump_if_false @SYN1_4663 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_4663 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_4663 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 334@ = 5 
0006: 39@ = 5 
01BD: 151@ = current_time_in_ms 

:SYN1_4663
00D6: if 
0039:   39@ == 5 
004D: jump_if_false @SYN1_4758 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_4758 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_4758 
0006: 334@ = 6 
0006: 39@ = 6 
01BD: 151@ = current_time_in_ms 

:SYN1_4758
00D6: if 
0039:   39@ == 6 
004D: jump_if_false @SYN1_4853 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_4853 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_4853 
0006: 334@ = 7 
0006: 39@ = 7 
01BD: 151@ = current_time_in_ms 

:SYN1_4853
00D6: if 
0039:   39@ == 7 
004D: jump_if_false @SYN1_4948 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_4948 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_4948 
0006: 334@ = 8 
0006: 39@ = 8 
01BD: 151@ = current_time_in_ms 

:SYN1_4948
00D6: if 
0039:   39@ == 8 
004D: jump_if_false @SYN1_5043 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_5043 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_5043 
0006: 334@ = 9 
0006: 39@ = 9 
01BD: 151@ = current_time_in_ms 

:SYN1_5043
00D6: if or
0039:   39@ == 9 
0039:   39@ == 10 
004D: jump_if_false @SYN1_5176 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_5176 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_5176 
01B4: set_player $PLAYER_CHAR can_move 1 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to 365@ // ret 7 if not found 
00D6: if 
84A4:   not  365@ == 7 // == constant 
004D: jump_if_false @SYN1_5169 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:SYN1_5169
0002: jump @SYN1_5230 

:SYN1_5176
00D6: if or
00E1:   player 0 pressed_key 15 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN1_5223 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0006: 39@ = 10 

:SYN1_5223
0002: jump @SYN1_3780 

:SYN1_5230
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SYN1_5256 
0002: jump @SYN1_14568 

:SYN1_5256
00D6: if 
0735:   is_keyboard_key_pressed 49 
004D: jump_if_false @SYN1_5285 
0004: $2206 = 1 
0004: $2207 = 1 

:SYN1_5285
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @SYN1_5452 
00D6: if 
0735:   is_keyboard_key_pressed 32 
004D: jump_if_false @SYN1_5452 
016A: fade 0 time 100 

:SYN1_5324
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_5348 
0001: wait 0 ms 
0002: jump @SYN1_5324 

:SYN1_5348
00A1: put_actor $PLAYER_ACTOR at 387@ 388@ 389@ 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 30000 // Load the weapon model before using this 
03CB: set_rendering_origin_at 387@ 388@ 389@ 
03CB: set_rendering_origin_at 402@ 403@ 404@ 
0050: gosub @SYN1_345 
0050: gosub @SYN1_498 
016A: fade 1 time 100 

:SYN1_5414
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_5438 
0001: wait 0 ms 
0002: jump @SYN1_5414 

:SYN1_5438
0006: 34@ = 5 
0006: 35@ = 1 

:SYN1_5452
00D6: if 
8039:   not  334@ == 0 
004D: jump_if_false @SYN1_6025 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_5516 
00D6: if 
03D0:   wav 333@ loaded 
004D: jump_if_false @SYN1_5509 
040D: unload_wav 333@ 

:SYN1_5509
0006: 336@ = 1 

:SYN1_5516
00D6: if 
0039:   336@ == 1 
004D: jump_if_false @SYN1_5560 
03CF: load_wav 272@(334@,60i) as 332@ 
0050: gosub @SYN1_15794 
0006: 336@ = 2 

:SYN1_5560
00D6: if 
0039:   336@ == 2 
004D: jump_if_false @SYN1_5662 
00D6: if 
03D0:   wav 332@ loaded 
004D: jump_if_false @SYN1_5662 
00D6: if 
8039:   not  148@ == 0 
004D: jump_if_false @SYN1_5636 
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @SYN1_5636 
0967: actor 148@ move_mouth 10000 ms 

:SYN1_5636
03D1: play_wav 332@ 
00BC: show_text_highpriority GXT 152@(334@,60s) time 10000 flag 1 
0006: 336@ = 3 

:SYN1_5662
00D6: if 
0039:   336@ == 3 
004D: jump_if_false @SYN1_6025 
00D6: if 
03D2:   wav 332@ ended 
004D: jump_if_false @SYN1_5964 
03D5: remove_text 152@(334@,60s) 
00D6: if 
8039:   not  148@ == 0 
004D: jump_if_false @SYN1_5744 
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @SYN1_5744 
0968: actor 148@ stop_mouth 

:SYN1_5744
00D6: if 
0039:   332@ == 1 
004D: jump_if_false @SYN1_5783 
0006: 332@ = 2 
0006: 333@ = 1 
0002: jump @SYN1_5797 

:SYN1_5783
0006: 332@ = 1 
0006: 333@ = 2 

:SYN1_5797
00D6: if and
0039:   334@ == 10 
0039:   36@ == 2 
004D: jump_if_false @SYN1_5850 
0006: 334@ = 0 
0006: 336@ = 0 
0006: 36@ = 3 
0002: jump @SYN1_5864 

:SYN1_5850
0006: 334@ = 0 
0006: 336@ = 0 

:SYN1_5864
00D6: if 
0039:   337@ == 1 
004D: jump_if_false @SYN1_5889 
0006: 337@ = 2 

:SYN1_5889
00D6: if 
0039:   337@ == 0 
004D: jump_if_false @SYN1_5914 
0006: 337@ = 1 

:SYN1_5914
00D6: if 
0039:   34@ == 6 
004D: jump_if_false @SYN1_5957 
00D6: if 
0039:   35@ == 13 
004D: jump_if_false @SYN1_5957 
0006: 35@ = 0 

:SYN1_5957
0002: jump @SYN1_6025 

:SYN1_5964
00D6: if 
83D0:   not wav 333@ loaded 
004D: jump_if_false @SYN1_6025 
00D6: if 
001B:   60 > 334@ 
004D: jump_if_false @SYN1_6025 
0085: 335@ = 334@ // (int) 
000A: 335@ += 1 
03CF: load_wav 272@(335@,60i) as 333@ 

:SYN1_6025
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @SYN1_6099 
018A: 379@ = create_checkpoint_at $7279 $7280 $7281 
08FB: set_checkpoint 379@ type_to 1 
01BD: 151@ = current_time_in_ms 
00BB: show_text_lowpriority GXT 'SYN1_02' time 10000 flag 1  // ~s~Go and pick up ~b~Cesar~s~.
0006: 147@ = 11 
0006: 34@ = 1 

:SYN1_6099
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @SYN1_6173 
00D6: if 
8100:   not actor $PLAYER_ACTOR in_sphere 48@ 49@ 50@ radius 4.0 4.0 4.0 sphere 0 in_car 
004D: jump_if_false @SYN1_6173 
0050: gosub @SYN1_14986 
0050: gosub @SYN1_15457 

:SYN1_6173
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @SYN1_7141 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SYN1_6396 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN1_6396 
03C0: 366@ = actor $PLAYER_ACTOR car 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_6396 
00D6: if 
0039:   147@ == 11 
004D: jump_if_false @SYN1_6396 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1 
004D: jump_if_false @SYN1_6396 
00D6: if 
0038:   $2206 == 1 
004D: jump_if_false @SYN1_6348 
0950: set_trip_skip -85.518 -413.1554 0.4297 angle 240.0212 

:SYN1_6348
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @SYN1_6377 
00BB: show_text_lowpriority GXT 'SYN1_02' time 10000 flag 1  // ~s~Go and pick up ~b~Cesar~s~.

:SYN1_6377
01BD: 151@ = current_time_in_ms 
0006: 147@ = 12 
0006: 35@ = 1 

:SYN1_6396
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @SYN1_6549 
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @SYN1_6549 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
00D6: if 
8119:   not car 366@ wrecked 
004D: jump_if_false @SYN1_6461 
020A: set_car 366@ door_status_to 1 

:SYN1_6461
0006: 147@ = 12 
0006: 35@ = 1 
0050: gosub @SYN1_148 
00D6: if 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_6542 
0605: actor 376@ perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SYN1_6542
0006: 36@ = 1 

:SYN1_6549
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @SYN1_6720 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $7279 $7280 $7281 radius 150.0 150.0 150.0 
004D: jump_if_false @SYN1_6720 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
00D6: if 
8119:   not car 366@ wrecked 
004D: jump_if_false @SYN1_6639 
020A: set_car 366@ door_status_to 1 

:SYN1_6639
0050: gosub @SYN1_148 
00D6: if 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_6706 
0605: actor 376@ perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SYN1_6706
0006: 147@ = 12 
0006: 36@ = 1 

:SYN1_6720
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @SYN1_7141 
00D6: if and
8118:   not actor 376@ dead 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_7141 
00D6: if and
0104:   actor $PLAYER_ACTOR near_actor 376@ radius 30.0 30.0 30.0 sphere 0 
8104:   not actor $PLAYER_ACTOR near_actor 376@ radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @SYN1_6942 
00BC: show_text_highpriority GXT 'SYN1_15' time 100 flag 1  // ~s~Get in ~b~Cesars~s~ car.
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @SYN1_6942 
00D6: if 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_6942 
062E: get_actor 376@ task 1541 status_store_to 380@ // ret 7 if not found 
00D6: if 
04A4:   380@ == 7 // == constant 
004D: jump_if_false @SYN1_6942 
0605: actor 376@ perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SYN1_6942
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 376@ radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @SYN1_7141 
0687: clear_actor 376@ task 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @SYN1_7008 
0006: 41@ = 1 

:SYN1_7008
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN1_7141 
00D6: if 
86EE:   not actor 376@ in_group $PLAYER_GROUP 
004D: jump_if_false @SYN1_7141 
00D6: if 
0038:   $2206 == 0 
004D: jump_if_false @SYN1_7068 
0004: $2206 = 1 

:SYN1_7068
09DD: unknown_player_group 1 
0631: put_actor 376@ in_group $PLAYER_GROUP 
0164: disable_marker 379@ 
0186: 381@ = create_marker_above_car 377@ 
07E0: set_marker 381@ type_to 1 
01BD: 151@ = current_time_in_ms 
000E: 151@ -= 3000 
0006: 34@ = 2 
0006: 35@ = 4 
0006: 42@ = 1 
0006: 367@ = 0 

:SYN1_7141
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @SYN1_7218 
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @SYN1_7218 
00D6: if 
0118:   actor 376@ dead 
004D: jump_if_false @SYN1_7218 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'SYN1_06' time 5000 flag 1  // ~r~Cesar didn't make it.
0002: jump @SYN1_14543 

:SYN1_7218
00D6: if or
0039:   34@ == 2 
0039:   34@ == 3 
004D: jump_if_false @SYN1_7325 
00D6: if 
0118:   actor 376@ dead 
004D: jump_if_false @SYN1_7284 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'SYN1_06' time 5000 flag 1  // ~r~Cesar didn't make it.
0002: jump @SYN1_14543 

:SYN1_7284
00D6: if 
0119:   car 377@ wrecked 
004D: jump_if_false @SYN1_7325 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'SYN1_08' time 5000 flag 1  // ~r~You destroyed the car!
0002: jump @SYN1_14543 

:SYN1_7325
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @SYN1_8362 
00D6: if and
0039:   367@ == 1 
0039:   368@ == 1 
0039:   147@ == 12 
004D: jump_if_false @SYN1_7389 
0006: 147@ = 2 
0002: jump @SYN1_7620 

:SYN1_7389
00D6: if 
0019:   147@ > 5 
004D: jump_if_false @SYN1_7620 
00D6: if 
0039:   368@ == 1 
004D: jump_if_false @SYN1_7482 
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @SYN1_7482 
00D6: if and
0039:   336@ == 0 
0039:   334@ == 0 
004D: jump_if_false @SYN1_7482 
0006: 334@ = 10 
0006: 36@ = 2 

:SYN1_7482
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @SYN1_7551 
00D6: if and
0039:   368@ == 0 
0039:   334@ == 0 
0039:   336@ == 0 
004D: jump_if_false @SYN1_7551 
00BC: show_text_highpriority GXT 'SYN1_15' time 100 flag 1  // ~s~Get in ~b~Cesars~s~ car.
041E: set_radio_station 0 

:SYN1_7551
00D6: if 
0039:   36@ == 3 
004D: jump_if_false @SYN1_7620 
00D6: if and
0039:   368@ == 1 
0039:   334@ == 0 
0039:   336@ == 0 
004D: jump_if_false @SYN1_7620 
00BC: show_text_highpriority GXT 'SYN1_07' time 100 flag 1  // ~s~Get in the ~b~car~s~.
041E: set_radio_station 0 

:SYN1_7620
00D6: if and
8118:   not actor 376@ dead 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_7954 
00D6: if 
00DB:   actor 376@ in_car 377@ 
004D: jump_if_false @SYN1_7954 
00D6: if 
0039:   147@ == 2 
004D: jump_if_false @SYN1_7755 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 3500 
004D: jump_if_false @SYN1_7755 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_7755 
0006: 334@ = 15 
01BD: 151@ = current_time_in_ms 
0006: 147@ = 3 

:SYN1_7755
00D6: if 
0039:   147@ == 3 
004D: jump_if_false @SYN1_7850 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_7850 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_7850 
0006: 334@ = 16 
01BD: 151@ = current_time_in_ms 
0006: 147@ = 4 

:SYN1_7850
00D6: if 
0039:   147@ == 4 
004D: jump_if_false @SYN1_7954 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_7954 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_7954 
00BB: show_text_lowpriority GXT 'SYN1_13' time 10000 flag 1  // ~s~Head out to ~y~Angel Pine~s~.
01BD: 151@ = current_time_in_ms 
0006: 147@ = 5 

:SYN1_7954
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SYN1_8362 
00D6: if and
8118:   not actor 376@ dead 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_8362 
00D6: if 
00DB:   actor 376@ in_car 377@ 
004D: jump_if_false @SYN1_8362 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 377@ 
004D: jump_if_false @SYN1_8362 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 48@ 49@ 50@ radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @SYN1_8362 
00D6: if 
0038:   $2207 == 0 
004D: jump_if_false @SYN1_8098 
0004: $2207 = 1 

:SYN1_8098
01B4: set_player $PLAYER_CHAR can_move 0 
01BD: 151@ = current_time_in_ms 
0164: disable_marker 51@ 
018A: 52@ = create_checkpoint_at 387@ 388@ 389@ 
00BC: show_text_highpriority GXT 'SYN1_14' time 5000 flag 1  // ~s~Get up on the ~y~roof~s~.
0006: 34@ = 3 
00D6: if 
06EE:   actor 376@ in_group $PLAYER_GROUP 
004D: jump_if_false @SYN1_8362 
06C9: remove_actor 376@ from_group 
0615: define_AS_pack_begin 385@ 
05CD: AS_actor -1 exit_car 377@ 
05D3: AS_actor -1 goto_point -2160.515 -2413.449 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2162.452 -2414.229 29.6328 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2165.884 -2411.885 31.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2168.957 -2409.118 33.618 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2170.84 -2414.24 33.2969 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2167.741 -2416.953 33.2969 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2168.362 -2419.44 33.2969 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 385@ 
0618: assign_actor 376@ to_AS_pack 385@ 

:SYN1_8362
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @SYN1_8761 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 500 
004D: jump_if_false @SYN1_8427 
01B4: set_player $PLAYER_CHAR can_move 1 

:SYN1_8427
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 387@ 388@ 389@ radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @SYN1_8761 
016A: fade 0 time 100 

:SYN1_8475
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_8499 
0001: wait 0 ms 
0002: jump @SYN1_8475 

:SYN1_8499
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_8582 
02AC: set_car 377@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0224: set_car 377@ health_to 1000 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
00AB: put_car 377@ at -2160.06 -2409.631 29.6172 
0175: set_car 377@ Z_angle_to 191.1948 

:SYN1_8582
00D6: if 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_8613 
02AB: set_actor 376@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SYN1_8613
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0164: disable_marker 52@ 
00A1: put_actor $PLAYER_ACTOR at 387@ 388@ 389@ 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 30000 // Load the weapon model before using this 
03CB: set_rendering_origin_at 387@ 388@ 389@ 
03CB: set_rendering_origin_at 402@ 403@ 404@ 
0512: show_permanent_text_box 'SYN1_44'  // ~k~~PED_SNIPER_ZOOM_IN~ Zoom in~n~~k~~PED_SNIPER_ZOOM_OUT~ Zoom out.
0050: gosub @SYN1_345 
0050: gosub @SYN1_498 
016A: fade 1 time 100 

:SYN1_8702
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_8726 
0001: wait 0 ms 
0002: jump @SYN1_8702 

:SYN1_8726
0006: 34@ = 5 
0006: 35@ = 0 
01BD: 151@ = current_time_in_ms 
00BC: show_text_highpriority GXT 'SYN1_12' time 10000 flag 1  // ~s~Photograph the face of each target, but be quick about it and be sure to zoom in!

:SYN1_8761
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @SYN1_12683 
0801: get_camera_zoom_factor_to 146@ // float 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SYN1_8933 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 8000 
004D: jump_if_false @SYN1_8882 
00D6: if 
8119:   not car 392@ wrecked 
004D: jump_if_false @SYN1_8882 
00D6: if 
860E:   not car 392@ assigned_to_path 
004D: jump_if_false @SYN1_8882 
05EB: assign_car 392@ to_path 190 

:SYN1_8882
00D6: if 
0019:   149@ > 10000 
004D: jump_if_false @SYN1_8933 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_8933 
0006: 334@ = 17 
0006: 35@ = 1 

:SYN1_8933
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SYN1_9158 
00D6: if and
8119:   not car 392@ wrecked 
8118:   not actor 391@ dead 
004D: jump_if_false @SYN1_9158 
00D6: if 
860E:   not car 392@ assigned_to_path 
004D: jump_if_false @SYN1_9158 
0615: define_AS_pack_begin 397@ 
05CD: AS_actor -1 exit_car 392@ 
05D3: AS_actor -1 goto_point -2151.475 -2442.065 29.6328 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2157.388 -2441.616 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2162.471 -2444.574 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2167.309 -2451.878 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2166.517 -2456.966 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2160.42 -2461.468 29.6328 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 397@ 
0618: assign_actor 391@ to_AS_pack 397@ 
0006: 35@ = 2 

:SYN1_9158
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SYN1_9263 
00D6: if and
8119:   not car 392@ wrecked 
8118:   not actor 391@ dead 
004D: jump_if_false @SYN1_9263 
00D6: if 
80DB:   not actor 391@ in_car 392@ 
004D: jump_if_false @SYN1_9263 
0187: 393@ = create_marker_above_actor 391@ 
00D6: if 
04C5:   actor 391@ photographed 
004D: jump_if_false @SYN1_9240 

:SYN1_9240
00BC: show_text_highpriority GXT 'SYN1_04' time 5000 flag 1  // ~s~Photograph ~r~his ~s~face!
0006: 35@ = 3 

:SYN1_9263
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SYN1_9430 
00D6: if 
8118:   not actor 391@ dead 
004D: jump_if_false @SYN1_9430 
062E: get_actor 391@ task 1560 status_store_to 395@ // ret 7 if not found 
00D6: if 
04A4:   395@ == 7 // == constant 
004D: jump_if_false @SYN1_9430 
016A: fade 0 time 500 

:SYN1_9333
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_9357 
0001: wait 0 ms 
0002: jump @SYN1_9333 

:SYN1_9357
00D6: if 
8119:   not car 386@ wrecked 
004D: jump_if_false @SYN1_9430 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00A6: destroy_car 386@ 
00A1: put_actor $PLAYER_ACTOR at 387@ 388@ 389@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 210.0 
00BC: show_text_highpriority GXT 'SYN1_09' time 7500 flag 1  // ~r~You didn't get the photo!
0002: jump @SYN1_14543 

:SYN1_9430
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SYN1_9678 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @SYN1_9678 
00D6: if 
8118:   not actor 391@ dead 
004D: jump_if_false @SYN1_9678 
00D6: if 
04C5:   actor 391@ photographed 
004D: jump_if_false @SYN1_9678 
00D6: if 
0023:   20.0 > 146@ 
004D: jump_if_false @SYN1_9646 
0172: 401@ = actor 391@ Z_angle 
00D6: if or
0025:   401@ > 339@ // (float) 
0025:   338@ > 401@ // (float) 
004D: jump_if_false @SYN1_9607 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_9600 
00BE: text_clear_all 
0164: disable_marker 393@ 
0050: gosub @SYN1_733 
0006: 337@ = 0 
0006: 35@ = 4 

:SYN1_9600
0002: jump @SYN1_9639 

:SYN1_9607
00BB: show_text_lowpriority GXT 'SYN1_10' time 3000 flag 1  // ~s~Get a photo of ~r~his ~s~face!
00D6: if 
04C5:   actor 391@ photographed 
004D: jump_if_false @SYN1_9639 

:SYN1_9639
0002: jump @SYN1_9678 

:SYN1_9646
00BB: show_text_lowpriority GXT 'SYN1_05' time 3000 flag 1  // ~s~Zoom in further.
00D6: if 
04C5:   actor 391@ photographed 
004D: jump_if_false @SYN1_9678 

:SYN1_9678
00D6: if and
0019:   35@ > 3 
001B:   7 > 35@ 
004D: jump_if_false @SYN1_9821 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @SYN1_9821 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_9821 
00D6: if 
0039:   337@ == 0 
004D: jump_if_false @SYN1_9764 
0006: 334@ = 20 

:SYN1_9764
00D6: if 
0039:   337@ == 1 
004D: jump_if_false @SYN1_9789 
0006: 334@ = 22 

:SYN1_9789
00D6: if 
0039:   337@ == 2 
004D: jump_if_false @SYN1_9821 
0006: 334@ = 27 
0006: 40@ = 1 

:SYN1_9821
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SYN1_10046 
00D6: if and
8119:   not car 407@ wrecked 
8118:   not actor 406@ dead 
004D: jump_if_false @SYN1_10046 
00D6: if 
860E:   not car 407@ assigned_to_path 
004D: jump_if_false @SYN1_10046 
0615: define_AS_pack_begin 411@ 
05CD: AS_actor -1 exit_car 407@ 
05D3: AS_actor -1 goto_point -2156.689 -2441.712 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2161.142 -2444.187 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2165.83 -2449.476 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2167.138 -2454.51 29.6328 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2164.094 -2458.863 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2161.336 -2460.522 29.6328 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 411@ 
0618: assign_actor 406@ to_AS_pack 411@ 
0006: 35@ = 5 

:SYN1_10046
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SYN1_10151 
00D6: if and
8119:   not car 407@ wrecked 
8118:   not actor 406@ dead 
004D: jump_if_false @SYN1_10151 
00D6: if 
80DB:   not actor 406@ in_car 407@ 
004D: jump_if_false @SYN1_10151 
0187: 408@ = create_marker_above_actor 406@ 
00D6: if 
04C5:   actor 406@ photographed 
004D: jump_if_false @SYN1_10128 

:SYN1_10128
00BC: show_text_highpriority GXT 'SYN1_04' time 5000 flag 1  // ~s~Photograph ~r~his ~s~face!
0006: 35@ = 6 

:SYN1_10151
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SYN1_10318 
00D6: if 
8118:   not actor 406@ dead 
004D: jump_if_false @SYN1_10318 
062E: get_actor 406@ task 1560 status_store_to 409@ // ret 7 if not found 
00D6: if 
04A4:   409@ == 7 // == constant 
004D: jump_if_false @SYN1_10318 
016A: fade 0 time 500 

:SYN1_10221
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_10245 
0001: wait 0 ms 
0002: jump @SYN1_10221 

:SYN1_10245
00D6: if 
8119:   not car 386@ wrecked 
004D: jump_if_false @SYN1_10318 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00A6: destroy_car 386@ 
00A1: put_actor $PLAYER_ACTOR at 387@ 388@ 389@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 210.0 
00BC: show_text_highpriority GXT 'SYN1_09' time 7500 flag 1  // ~r~You didn't get the photo!
0002: jump @SYN1_14543 

:SYN1_10318
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SYN1_10566 
00D6: if 
0039:   40@ == 1 
004D: jump_if_false @SYN1_10566 
00D6: if 
8118:   not actor 406@ dead 
004D: jump_if_false @SYN1_10566 
00D6: if 
04C5:   actor 406@ photographed 
004D: jump_if_false @SYN1_10566 
00D6: if 
0023:   20.0 > 146@ 
004D: jump_if_false @SYN1_10534 
0172: 415@ = actor 406@ Z_angle 
00D6: if or
0025:   415@ > 339@ // (float) 
0025:   338@ > 415@ // (float) 
004D: jump_if_false @SYN1_10495 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_10488 
00BE: text_clear_all 
0164: disable_marker 408@ 
0050: gosub @SYN1_1218 
0006: 337@ = 0 
0006: 35@ = 7 

:SYN1_10488
0002: jump @SYN1_10527 

:SYN1_10495
00BB: show_text_lowpriority GXT 'SYN1_10' time 3000 flag 1  // ~s~Get a photo of ~r~his ~s~face!
00D6: if 
04C5:   actor 406@ photographed 
004D: jump_if_false @SYN1_10527 

:SYN1_10527
0002: jump @SYN1_10566 

:SYN1_10534
00BB: show_text_lowpriority GXT 'SYN1_05' time 3000 flag 1  // ~s~Zoom in further.
00D6: if 
04C5:   actor 406@ photographed 
004D: jump_if_false @SYN1_10566 

:SYN1_10566
00D6: if and
0019:   35@ > 6 
001B:   10 > 35@ 
004D: jump_if_false @SYN1_10709 
00D6: if 
0039:   40@ == 1 
004D: jump_if_false @SYN1_10709 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_10709 
00D6: if 
0039:   337@ == 0 
004D: jump_if_false @SYN1_10652 
0006: 334@ = 32 

:SYN1_10652
00D6: if 
0039:   337@ == 1 
004D: jump_if_false @SYN1_10677 
0006: 334@ = 33 

:SYN1_10677
00D6: if 
0039:   337@ == 2 
004D: jump_if_false @SYN1_10709 
0006: 334@ = 30 
0006: 40@ = 2 

:SYN1_10709
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @SYN1_11087 
00D6: if and
8119:   not car 437@ wrecked 
8118:   not actor 436@ dead 
004D: jump_if_false @SYN1_11087 
00D6: if 
060E:   car 437@ assigned_to_path 
004D: jump_if_false @SYN1_10947 
0407: store_coords_to 359@ 360@ 361@ from_car 437@ with_offset 0.0 4.0 0.0 
0087: 356@ = 359@ // (float) 
000F: 356@ -= 1.0 
0087: 357@ = 360@ // (float) 
000F: 357@ -= 1.0 
0087: 358@ = 361@ // (float) 
000F: 358@ -= 1.0 
0087: 362@ = 359@ // (float) 
000B: 362@ += 1.0 
0087: 363@ = 360@ // (float) 
000B: 363@ += 1.0 
0087: 364@ = 361@ // (float) 
000B: 364@ += 1.0 
00D6: if 
0339:   anything_in_cube_cornerA 356@ 357@ 358@ cornerB 362@ 363@ 364@ solid 0 car 0 actor 1 object 0 particle 0 
004D: jump_if_false @SYN1_10947 
05EC: release_car 437@ from_path 

:SYN1_10947
00D6: if 
860E:   not car 437@ assigned_to_path 
004D: jump_if_false @SYN1_11087 
0615: define_AS_pack_begin 441@ 
05CD: AS_actor -1 exit_car 437@ 
05D3: AS_actor -1 goto_point -2176.855 -2453.54 29.4688 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2172.517 -2453.834 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2169.383 -2456.08 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2162.812 -2459.839 29.6328 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 441@ 
0618: assign_actor 436@ to_AS_pack 441@ 
0006: 35@ = 8 

:SYN1_11087
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @SYN1_11192 
00D6: if and
8119:   not car 437@ wrecked 
8118:   not actor 436@ dead 
004D: jump_if_false @SYN1_11192 
00D6: if 
80DB:   not actor 436@ in_car 437@ 
004D: jump_if_false @SYN1_11192 
0187: 438@ = create_marker_above_actor 436@ 
00D6: if 
04C5:   actor 436@ photographed 
004D: jump_if_false @SYN1_11169 

:SYN1_11169
00BC: show_text_highpriority GXT 'SYN1_04' time 5000 flag 1  // ~s~Photograph ~r~his ~s~face!
0006: 35@ = 9 

:SYN1_11192
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @SYN1_11359 
00D6: if 
8118:   not actor 436@ dead 
004D: jump_if_false @SYN1_11359 
062E: get_actor 436@ task 1560 status_store_to 439@ // ret 7 if not found 
00D6: if 
04A4:   439@ == 7 // == constant 
004D: jump_if_false @SYN1_11359 
016A: fade 0 time 500 

:SYN1_11262
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_11286 
0001: wait 0 ms 
0002: jump @SYN1_11262 

:SYN1_11286
00D6: if 
8119:   not car 386@ wrecked 
004D: jump_if_false @SYN1_11359 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00A6: destroy_car 386@ 
00A1: put_actor $PLAYER_ACTOR at 387@ 388@ 389@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 210.0 
00BC: show_text_highpriority GXT 'SYN1_09' time 7500 flag 1  // ~r~You didn't get the photo!
0002: jump @SYN1_14543 

:SYN1_11359
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @SYN1_11607 
00D6: if 
0039:   40@ == 2 
004D: jump_if_false @SYN1_11607 
00D6: if 
8118:   not actor 436@ dead 
004D: jump_if_false @SYN1_11607 
00D6: if 
04C5:   actor 436@ photographed 
004D: jump_if_false @SYN1_11607 
00D6: if 
0023:   20.0 > 146@ 
004D: jump_if_false @SYN1_11575 
0172: 445@ = actor 436@ Z_angle 
00D6: if or
0025:   445@ > 339@ // (float) 
0025:   338@ > 445@ // (float) 
004D: jump_if_false @SYN1_11536 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_11529 
00BE: text_clear_all 
0164: disable_marker 438@ 
0050: gosub @SYN1_934 
0006: 337@ = 0 
0006: 35@ = 10 

:SYN1_11529
0002: jump @SYN1_11568 

:SYN1_11536
00BB: show_text_lowpriority GXT 'SYN1_10' time 3000 flag 1  // ~s~Get a photo of ~r~his ~s~face!
00D6: if 
04C5:   actor 436@ photographed 
004D: jump_if_false @SYN1_11568 

:SYN1_11568
0002: jump @SYN1_11607 

:SYN1_11575
00BB: show_text_lowpriority GXT 'SYN1_05' time 3000 flag 1  // ~s~Zoom in further.
00D6: if 
04C5:   actor 436@ photographed 
004D: jump_if_false @SYN1_11607 

:SYN1_11607
00D6: if and
0019:   35@ > 9 
001B:   13 > 35@ 
004D: jump_if_false @SYN1_11750 
00D6: if 
0039:   40@ == 2 
004D: jump_if_false @SYN1_11750 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_11750 
00D6: if 
0039:   337@ == 0 
004D: jump_if_false @SYN1_11693 
0006: 334@ = 42 

:SYN1_11693
00D6: if 
0039:   337@ == 1 
004D: jump_if_false @SYN1_11718 
0006: 334@ = 43 

:SYN1_11718
00D6: if 
0039:   337@ == 2 
004D: jump_if_false @SYN1_11750 
0006: 334@ = 39 
0006: 40@ = 3 

:SYN1_11750
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @SYN1_11936 
00D6: if and
8119:   not car 421@ wrecked 
8118:   not actor 420@ dead 
004D: jump_if_false @SYN1_11936 
00D6: if 
860E:   not car 421@ assigned_to_path 
004D: jump_if_false @SYN1_11936 
0615: define_AS_pack_begin 427@ 
05CD: AS_actor -1 exit_car 421@ 
05D3: AS_actor -1 goto_point -2173.391 -2445.985 29.4688 mode 4 time -2 ms // versionA 
05BA: AS_actor -1 move_mouth 1500 ms 
05D3: AS_actor -1 goto_point -2170.468 -2449.187 29.4688 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2167.974 -2454.974 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2163.539 -2458.753 29.625 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 427@ 
0618: assign_actor 420@ to_AS_pack 427@ 
0006: 35@ = 11 

:SYN1_11936
00D6: if 
0039:   35@ == 11 
004D: jump_if_false @SYN1_12041 
00D6: if and
8119:   not car 421@ wrecked 
8118:   not actor 420@ dead 
004D: jump_if_false @SYN1_12041 
00D6: if 
80DB:   not actor 420@ in_car 421@ 
004D: jump_if_false @SYN1_12041 
0187: 422@ = create_marker_above_actor 420@ 
00D6: if 
04C5:   actor 420@ photographed 
004D: jump_if_false @SYN1_12018 

:SYN1_12018
00BC: show_text_highpriority GXT 'SYN1_04' time 5000 flag 1  // ~s~Photograph ~r~his ~s~face!
0006: 35@ = 12 

:SYN1_12041
00D6: if 
0039:   35@ == 12 
004D: jump_if_false @SYN1_12292 
00D6: if 
8118:   not actor 420@ dead 
004D: jump_if_false @SYN1_12292 
062E: get_actor 420@ task 1560 status_store_to 425@ // ret 7 if not found 
00D6: if 
84A4:   not  425@ == 7 // == constant 
004D: jump_if_false @SYN1_12170 
0646: unknown_get_actor 420@ task_1560_status_store_to 426@ // similar to 062E 
00D6: if 
0039:   426@ == 1 
004D: jump_if_false @SYN1_12170 
00D6: if 
8119:   not car 421@ wrecked 
004D: jump_if_false @SYN1_12170 
00D6: if 
860E:   not car 421@ assigned_to_path 
004D: jump_if_false @SYN1_12170 
05EB: assign_car 421@ to_path 194 

:SYN1_12170
00D6: if 
04A4:   425@ == 7 // == constant 
004D: jump_if_false @SYN1_12292 
016A: fade 0 time 500 

:SYN1_12195
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_12219 
0001: wait 0 ms 
0002: jump @SYN1_12195 

:SYN1_12219
00D6: if 
8119:   not car 386@ wrecked 
004D: jump_if_false @SYN1_12292 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00A6: destroy_car 386@ 
00A1: put_actor $PLAYER_ACTOR at 387@ 388@ 389@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 210.0 
00BC: show_text_highpriority GXT 'SYN1_09' time 7500 flag 1  // ~r~You didn't get the photo!
0002: jump @SYN1_14543 

:SYN1_12292
00D6: if 
0039:   35@ == 12 
004D: jump_if_false @SYN1_12533 
00D6: if 
0039:   40@ == 3 
004D: jump_if_false @SYN1_12533 
00D6: if 
8118:   not actor 420@ dead 
004D: jump_if_false @SYN1_12533 
00D6: if 
04C5:   actor 420@ photographed 
004D: jump_if_false @SYN1_12533 
00D6: if 
0023:   20.0 > 146@ 
004D: jump_if_false @SYN1_12501 
0172: 431@ = actor 420@ Z_angle 
00D6: if or
0025:   431@ > 339@ // (float) 
0025:   338@ > 431@ // (float) 
004D: jump_if_false @SYN1_12462 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_12455 
00BE: text_clear_all 
0164: disable_marker 422@ 
0006: 337@ = 0 
0006: 35@ = 13 

:SYN1_12455
0002: jump @SYN1_12494 

:SYN1_12462
00BB: show_text_lowpriority GXT 'SYN1_10' time 3000 flag 1  // ~s~Get a photo of ~r~his ~s~face!
00D6: if 
04C5:   actor 420@ photographed 
004D: jump_if_false @SYN1_12494 

:SYN1_12494
0002: jump @SYN1_12533 

:SYN1_12501
00BB: show_text_lowpriority GXT 'SYN1_05' time 3000 flag 1  // ~s~Zoom in further.
00D6: if 
04C5:   actor 420@ photographed 
004D: jump_if_false @SYN1_12533 

:SYN1_12533
00D6: if 
0039:   35@ == 13 
004D: jump_if_false @SYN1_12683 
00D6: if 
0039:   40@ == 3 
004D: jump_if_false @SYN1_12683 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_12683 
00D6: if 
0039:   337@ == 0 
004D: jump_if_false @SYN1_12612 
0006: 334@ = 40 

:SYN1_12612
00D6: if 
0039:   337@ == 1 
004D: jump_if_false @SYN1_12637 
0006: 334@ = 41 

:SYN1_12637
00D6: if 
0039:   337@ == 2 
004D: jump_if_false @SYN1_12683 
0006: 334@ = 29 
0006: 40@ = 4 
0006: 34@ = 6 
0006: 35@ = -3 

:SYN1_12683
00D6: if 
0039:   34@ == 6 
004D: jump_if_false @SYN1_14536 
00D6: if 
0039:   35@ == -3 
004D: jump_if_false @SYN1_13020 
00D6: if 
0039:   334@ == 0 
004D: jump_if_false @SYN1_13020 
016A: fade 0 time 150 

:SYN1_12744
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_12768 
0001: wait 0 ms 
0002: jump @SYN1_12744 

:SYN1_12768
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00D6: if 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_13020 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00D6: if 
8119:   not car 386@ wrecked 
004D: jump_if_false @SYN1_12823 
00A6: destroy_car 386@ 

:SYN1_12823
015F: set_camera_position -2161.72 -2411.582 31.9003 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2162.657 -2411.396 32.193 switchstyle 2 
00A1: put_actor 376@ at -2169.03 -2409.327 33.618 
0173: set_actor 376@ Z_angle_to 232.4401 
00A1: put_actor $PLAYER_ACTOR at -2170.245 -2410.956 33.2969 
0173: set_actor $PLAYER_ACTOR Z_angle_to 322.3848 
0615: define_AS_pack_begin 340@ 
05D3: AS_actor -1 goto_point -2169.03 -2409.327 33.618 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2165.388 -2411.746 31.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2161.814 -2414.811 29.625 mode 6 time -2 ms // versionA 
0616: define_AS_pack_end 340@ 
0006: 35@ = -2 

:SYN1_13020
00D6: if 
0039:   35@ == -2 
004D: jump_if_false @SYN1_13113 
00D6: if 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_13113 
0618: assign_actor 376@ to_AS_pack 340@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 340@ 
016A: fade 1 time 150 

:SYN1_13077
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_13101 
0001: wait 0 ms 
0002: jump @SYN1_13077 

:SYN1_13101
01BD: 151@ = current_time_in_ms 
0006: 35@ = -1 

:SYN1_13113
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @SYN1_13178 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 4500 
004D: jump_if_false @SYN1_13178 
0006: 35@ = 0 

:SYN1_13178
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SYN1_13477 
016A: fade 0 time 250 

:SYN1_13203
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_13227 
0001: wait 0 ms 
0002: jump @SYN1_13203 

:SYN1_13227
00D6: if and
8119:   not car 377@ wrecked 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_13477 
00BE: text_clear_all 
036A: put_actor $PLAYER_ACTOR in_car 377@ 
0430: put_actor 376@ into_car 377@ passenger_seat 0 
0249: release_model #BROADWAY 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
015F: set_camera_position -2152.255 -2416.049 30.2724 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2153.174 -2415.701 30.4581 switchstyle 2 
07C0: load_path 197 

:SYN1_13337
00D6: if 
87C1:   not path 197 available 
004D: jump_if_false @SYN1_13364 
0001: wait 0 ms 
0002: jump @SYN1_13337 

:SYN1_13364
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_13393 
05EB: assign_car 377@ to_path 197 
01BD: 151@ = current_time_in_ms 

:SYN1_13393
016A: fade 1 time 100 

:SYN1_13399
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_13423 
0001: wait 0 ms 
0002: jump @SYN1_13399 

:SYN1_13423
00D6: if 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_13463 
00D6: if 
06EE:   actor 376@ in_group $PLAYER_GROUP 
004D: jump_if_false @SYN1_13463 
06C9: remove_actor 376@ from_group 

:SYN1_13463
0006: 35@ = 1 
0006: 36@ = 1 

:SYN1_13477
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SYN1_13807 
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_13807 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @SYN1_13595 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_13595 
0160: set_camera_point_at -2152.869 -2416.838 30.285 switchstyle 1 
0006: 36@ = 2 

:SYN1_13595
00D6: if 
0039:   36@ == 2 
004D: jump_if_false @SYN1_13690 
00D6: if 
0019:   149@ > 6000 
004D: jump_if_false @SYN1_13690 
015F: set_camera_position -2267.294 -2565.402 31.7381 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2266.411 -2564.99 31.9617 switchstyle 2 
0006: 36@ = 3 

:SYN1_13690
00D6: if 
860E:   not car 377@ assigned_to_path 
004D: jump_if_false @SYN1_13807 
00D6: if and
8119:   not car 377@ wrecked 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_13807 
05CD: AS_actor $PLAYER_ACTOR exit_car 377@ 
05BF: AS_actor 376@ look_at_actor $PLAYER_ACTOR -2 ms 
0395: clear_area 1 at 63@ 78@ 93@ radius 50.0 
07C0: load_path 198 

:SYN1_13768
00D6: if 
87C1:   not path 198 available 
004D: jump_if_false @SYN1_13795 
0001: wait 0 ms 
0002: jump @SYN1_13768 

:SYN1_13795
01BD: 151@ = current_time_in_ms 
0006: 35@ = 2 

:SYN1_13807
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SYN1_13993 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 2000 
004D: jump_if_false @SYN1_13993 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 376@ dead 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_13993 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_13993 
0676: AS_actor 376@ in_car 377@ move_from_passengerseat_to_driverseat 
0006: 334@ = 50 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 376@ -2 ms 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 376@ 
015F: set_camera_position 64@ 79@ 94@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 109@ 124@ 139@ switchstyle 2 
01BD: 151@ = current_time_in_ms 
0006: 35@ = 3 

:SYN1_13993
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SYN1_14119 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_14119 
00D6: if and
8118:   not actor 376@ dead 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_14119 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_14119 
0006: 334@ = 51 
05BF: AS_actor 376@ look_at_actor $PLAYER_ACTOR -2 ms 
0006: 35@ = 4 
01BD: 151@ = current_time_in_ms 

:SYN1_14119
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SYN1_14188 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1 
004D: jump_if_false @SYN1_14188 
0006: 35@ = 5 
01BD: 151@ = current_time_in_ms 

:SYN1_14188
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SYN1_14397 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_14397 
00D6: if and
8118:   not actor 376@ dead 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_14397 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_14397 
0006: 334@ = 52 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0647: AS_actor 376@ clear_look_task 
015F: set_camera_position -2243.208 -2568.731 32.6032 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2243.945 -2568.056 32.605 switchstyle 2 
05EB: assign_car 377@ to_path 198 
05D3: AS_actor $PLAYER_ACTOR goto_point -2249.509 -2562.956 30.9255 mode 4 time -2 ms // versionA 
0006: 35@ = 6 
01BD: 151@ = current_time_in_ms 

:SYN1_14397
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SYN1_14536 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 3000 
004D: jump_if_false @SYN1_14536 
00D6: if and
8118:   not actor 376@ dead 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_14536 
00D6: if 
860E:   not car 377@ assigned_to_path 
004D: jump_if_false @SYN1_14536 
0687: clear_actor $PLAYER_ACTOR task 
00A6: destroy_car 377@ 
009B: destroy_actor 376@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0002: jump @SYN1_14568 
0006: 35@ = 7 

:SYN1_14536
0002: jump @SYN1_5230 

:SYN1_14543
016A: fade 1 time 500 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:SYN1_14568
016A: fade 1 time 500 
0008: $SYNDICATE_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'SYND_1'  // Photo Opportunity
030C: progress_made = 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYN1_14622 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 99999 // Load the weapon model before using this 

:SYN1_14622
0394: play_music 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 15 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 15 
0110: clear_player $PLAYER_CHAR wanted_level 
0629: change_integer_stat 316 to 1 
0051: return 

:SYN1_14662
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN1_14693 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:SYN1_14693
00D6: if 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_14724 
02AB: set_actor 376@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:SYN1_14724
03E6: remove_text_box 
0164: disable_marker 393@ 
0164: disable_marker 408@ 
0164: disable_marker 438@ 
0164: disable_marker 422@ 
0164: disable_marker 51@ 
0164: disable_marker 52@ 
0164: disable_marker 381@ 
0164: disable_marker 379@ 
009B: destroy_actor 391@ 
009B: destroy_actor 406@ 
009B: destroy_actor 436@ 
009B: destroy_actor 420@ 
00A6: destroy_car 392@ 
00A6: destroy_car 407@ 
00A6: destroy_car 437@ 
00A6: destroy_car 421@ 
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_14846 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 377@ 
004D: jump_if_false @SYN1_14846 
00A6: destroy_car 377@ 

:SYN1_14846
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
034F: destroy_actor_with_fade 376@ 
04EF: release_animation "BOMBER" 
0249: release_model #PICADOR 
0249: release_model #ZR350 
0249: release_model #WASHING 
0249: release_model #BROADWAY 
0249: release_model #SHFYPRO 
0249: release_model #CAMERA 
0249: release_model #CELLPHONE 
0249: release_model #SAVANNA 
0249: release_model #MTBIKE 
0249: release_model #BALLAS1 
0249: release_model #WALTON 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
014C: set_parked_car_generator $5277 cars_to_generate_to 101 
014C: set_parked_car_generator $5278 cars_to_generate_to 101 
014C: set_parked_car_generator $5279 cars_to_generate_to 101 
0004: $ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:SYN1_14986
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN1_15455 
00D6: if 
0039:   367@ == 0 
004D: jump_if_false @SYN1_15217 
00D6: if 
0039:   368@ == 1 
004D: jump_if_false @SYN1_15096 
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @SYN1_15096 
00D6: if and
0039:   334@ == 0 
0039:   336@ == 0 
004D: jump_if_false @SYN1_15096 
00BC: show_text_highpriority GXT 'SYN1_07' time 100 flag 1  // ~s~Get in the ~b~car~s~.

:SYN1_15096
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_15217 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 377@ 
004D: jump_if_false @SYN1_15217 
0164: disable_marker 381@ 
00D9: 366@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00D6: if 
0039:   368@ == 1 
004D: jump_if_false @SYN1_15176 
018A: 51@ = create_checkpoint_at 48@ 49@ 50@ 

:SYN1_15176
00D6: if 
0039:   147@ == 5 
004D: jump_if_false @SYN1_15210 
00BB: show_text_lowpriority GXT 'SYN1_13' time 10000 flag 1  // ~s~Head out to ~y~Angel Pine~s~.

:SYN1_15210
0006: 367@ = 1 

:SYN1_15217
00D6: if 
0039:   367@ == 1 
004D: jump_if_false @SYN1_15455 
00D6: if and
8119:   not car 377@ wrecked 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_15455 
00D6: if 
0039:   368@ == 1 
004D: jump_if_false @SYN1_15377 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SYN1_15370 
00D6: if 
00DB:   actor 376@ in_car 377@ 
004D: jump_if_false @SYN1_15368 
00D6: if 
0038:   $2207 == 1 
004D: jump_if_false @SYN1_15354 
09E0: trip_skip -2201.912 -2279.036 29.4688 angle 230.5228 when_in_car 377@ 

:SYN1_15354
0006: 38@ = 1 
0002: jump @SYN1_15370 

:SYN1_15368
0951: disable_trip_skip 

:SYN1_15370
0002: jump @SYN1_15386 

:SYN1_15377
0006: 38@ = 0 
0951: disable_trip_skip 

:SYN1_15386
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 377@ 
004D: jump_if_false @SYN1_15455 
00D6: if 
0039:   368@ == 1 
004D: jump_if_false @SYN1_15448 
0164: disable_marker 51@ 
0164: disable_marker 381@ 
0186: 381@ = create_marker_above_car 377@ 
07E0: set_marker 381@ type_to 1 

:SYN1_15448
0006: 367@ = 0 

:SYN1_15455
0051: return 

:SYN1_15457
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_15792 
00D6: if 
0039:   368@ == 0 
004D: jump_if_false @SYN1_15660 
00D6: if 
86EE:   not actor 376@ in_group $PLAYER_GROUP 
004D: jump_if_false @SYN1_15653 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 376@ radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @SYN1_15646 
00D6: if 
0039:   367@ == 1 
004D: jump_if_false @SYN1_15595 
0164: disable_marker 51@ 
018A: 51@ = create_checkpoint_at 48@ 49@ 50@ 
0002: jump @SYN1_15615 

:SYN1_15595
0164: disable_marker 381@ 
0186: 381@ = create_marker_above_car 377@ 
07E0: set_marker 381@ type_to 1 

:SYN1_15615
09DD: unknown_player_group 1 
0631: put_actor 376@ in_group $PLAYER_GROUP 
0164: disable_marker 379@ 
0006: 42@ = 1 
0006: 368@ = 1 

:SYN1_15646
0002: jump @SYN1_15660 

:SYN1_15653
0006: 368@ = 1 

:SYN1_15660
00D6: if 
0039:   368@ == 1 
004D: jump_if_false @SYN1_15792 
00D6: if 
86EE:   not actor 376@ in_group $PLAYER_GROUP 
004D: jump_if_false @SYN1_15792 
00D6: if 
0039:   367@ == 1 
004D: jump_if_false @SYN1_15727 
0164: disable_marker 51@ 
0002: jump @SYN1_15732 

:SYN1_15727
0164: disable_marker 381@ 

:SYN1_15732
0951: disable_trip_skip 
00BE: text_clear_all 
0187: 379@ = create_marker_above_actor 376@ 
07E0: set_marker 379@ type_to 1 
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @SYN1_15785 
00BC: show_text_highpriority GXT 'SYN1_02' time 10000 flag 1  // ~s~Go and pick up ~b~Cesar~s~.

:SYN1_15785
0006: 368@ = 0 

:SYN1_15792
0051: return 

:SYN1_15794
00D6: if or
0039:   334@ == 1 
0039:   334@ == 3 
0039:   334@ == 4 
0039:   334@ == 6 
0039:   334@ == 7 
0039:   334@ == 9 
004D: jump_if_false @SYN1_15854 
0006: 148@ = 0 

:SYN1_15854
00D6: if or
0039:   334@ == 2 
0039:   334@ == 5 
0039:   334@ == 8 
0039:   334@ == 10 
004D: jump_if_false @SYN1_15901 
008B: 148@ = $PLAYER_ACTOR // (int) 

:SYN1_15901
00D6: if or
0039:   334@ == 11 
0039:   334@ == 14 
004D: jump_if_false @SYN1_15934 
008B: 148@ = $PLAYER_ACTOR // (int) 

:SYN1_15934
00D6: if or
0039:   334@ == 12 
0039:   334@ == 13 
004D: jump_if_false @SYN1_15966 
0006: 148@ = 0 

:SYN1_15966
00D6: if 
0039:   334@ == 15 
004D: jump_if_false @SYN1_15992 
008B: 148@ = $PLAYER_ACTOR // (int) 

:SYN1_15992
00D6: if 
0039:   334@ == 16 
004D: jump_if_false @SYN1_16018 
0085: 148@ = 376@ // (int) 

:SYN1_16018
00D6: if or
0039:   334@ == 17 
0039:   334@ == 19 
0039:   334@ == 22 
0039:   334@ == 23 
0039:   334@ == 25 
0039:   334@ == 26 
004D: jump_if_false @SYN1_16079 
0085: 148@ = 376@ // (int) 

:SYN1_16079
00D6: if or
0039:   334@ == 18 
0039:   334@ == 20 
0039:   334@ == 21 
0039:   334@ == 24 
0039:   334@ == 27 
0039:   334@ == 28 
004D: jump_if_false @SYN1_16140 
008B: 148@ = $PLAYER_ACTOR // (int) 

:SYN1_16140
00D6: if or
0039:   334@ == 29 
0039:   334@ == 30 
0039:   334@ == 32 
0039:   334@ == 34 
004D: jump_if_false @SYN1_16187 
008B: 148@ = $PLAYER_ACTOR // (int) 

:SYN1_16187
00D6: if or
0039:   334@ == 31 
0039:   334@ == 33 
0039:   334@ == 35 
004D: jump_if_false @SYN1_16227 
0085: 148@ = 376@ // (int) 

:SYN1_16227
00D6: if or
0039:   334@ == 36 
0039:   334@ == 37 
0039:   334@ == 38 
0039:   334@ == 39 
0039:   334@ == 40 
0039:   334@ == 41 
004D: jump_if_false @SYN1_16287 
0006: 148@ = 0 

:SYN1_16287
00D6: if or
0039:   334@ == 42 
0039:   334@ == 43 
0039:   334@ == 44 
0039:   334@ == 45 
0039:   334@ == 46 
004D: jump_if_false @SYN1_16340 
0006: 148@ = 0 

:SYN1_16340
00D6: if or
0039:   334@ == 47 
0039:   334@ == 48 
0039:   334@ == 50 
0039:   334@ == 52 
004D: jump_if_false @SYN1_16387 
008B: 148@ = $PLAYER_ACTOR // (int) 

:SYN1_16387
00D6: if or
0039:   334@ == 49 
0039:   334@ == 51 
004D: jump_if_false @SYN1_16420 
0085: 148@ = 376@ // (int) 

:SYN1_16420
0051: return 

//-------------Mission 59---------------
// Originally: Jizzy

:SYN2
03A4: name_thread 'SYN2' 
0050: gosub @SYN2_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SYN2_38 
0050: gosub @SYN2_31186 

:SYN2_38
0050: gosub @SYN2_31357 
004E: end_thread 

:SYN2_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 

:SYN2_84
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @SYN2_106 
0006: 36@ = 1 

:SYN2_106
01BD: 38@ = current_time_in_ms 
0085: 40@ = 38@ // (int) 
0062: 40@ -= 39@ // (int) 
0085: 39@ = 38@ // (int) 
005A: 73@ += 40@ // (int) 
005A: 80@ += 40@ // (int) 
005A: 81@ += 40@ // (int) 
005A: 54@ += 40@ // (int) 
005A: 87@ += 40@ // (int) 
005A: 89@ += 40@ // (int) 
005A: 55@ += 40@ // (int) 
005A: 278@ += 40@ // (int) 
0001: wait 0 ms 
0050: gosub @SYN2_546 
0871: init_jump_table 34@ total_jumps 9 default_jump 0 @SYN2_464 jumps 0 @SYN2_338 1 @SYN2_352 2 @SYN2_366 3 @SYN2_380 4 @SYN2_394 5 @SYN2_408 6 @SYN2_422 
0872: jump_table_jumps 7 @SYN2_436 8 @SYN2_450 -1 @SYN2_464 -1 @SYN2_464 -1 @SYN2_464 -1 @SYN2_464 -1 @SYN2_464 -1 @SYN2_464 -1 @SYN2_464 

:SYN2_338
0050: gosub @SYN2_1239 
0002: jump @SYN2_464 

:SYN2_352
0050: gosub @SYN2_2839 
0002: jump @SYN2_464 

:SYN2_366
0050: gosub @SYN2_3180 
0002: jump @SYN2_464 

:SYN2_380
0050: gosub @SYN2_5407 
0002: jump @SYN2_464 

:SYN2_394
0050: gosub @SYN2_8607 
0002: jump @SYN2_464 

:SYN2_408
0050: gosub @SYN2_13932 
0002: jump @SYN2_464 

:SYN2_422
0050: gosub @SYN2_17769 
0002: jump @SYN2_464 

:SYN2_436
0050: gosub @SYN2_22631 
0002: jump @SYN2_464 

:SYN2_450
0050: gosub @SYN2_27298 
0002: jump @SYN2_464 

:SYN2_464
0050: gosub @SYN2_28607 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @SYN2_537 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @SYN2_521 
0002: jump @SYN2_84 
0002: jump @SYN2_530 

:SYN2_521
0050: gosub @SYN2_31204 
0051: return 

:SYN2_530
0002: jump @SYN2_546 

:SYN2_537
0050: gosub @SYN2_31186 
0051: return 

:SYN2_546
00D6: if 
0736:   is_keyboard_key_just_pressed 88 
004D: jump_if_false @SYN2_637 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @SYN2_611 
0006: 56@ = 1 
0662: printstring "LEVEL_DEBUG_ON" 
0002: jump @SYN2_637 

:SYN2_611
0006: 56@ = 0 
0662: printstring "LEVEL_DEBUG_OFF" 

:SYN2_637
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @SYN2_1237 
00D6: if 
0735:   is_keyboard_key_pressed 32 
004D: jump_if_false @SYN2_704 
086A: NOP 
000A: 57@ += 1 
00D6: if 
0019:   57@ > 3 
004D: jump_if_false @SYN2_704 
0006: 57@ = 0 

:SYN2_704
00D6: if 
0039:   57@ == 1 
004D: jump_if_false @SYN2_940 
008A: $7291 = 34@ // (int) 
008A: $7292 = 35@ // (int) 
008A: $7293 = 205@ // (int) 
008A: $7294 = 32@ // (int) 
008A: $7295 = 280@ // (int) 
0084: $7296 = $AUDIO_LINE_IS_ACTIVE // (int) 
008A: $7297 = 54@ // (int) 
008A: $7298 = 247@ // (int) 
065D: NOP $7291 "M_STAGE" 
065D: NOP $7292 "M_GOALS" 
065D: NOP $7293 "CONVOY_PROGRESS" 
065D: NOP $7294 "TIMERA" 
065D: NOP $7295 "ON_CUTSCENE_DUTY" 
065D: NOP $7296 "AUDIO_LINE_IS_ACTIVE" 
065D: NOP $7297 "DIALOGUE_TIMER" 
065D: NOP $7298 "DIALOGUE_FLAG" 

:SYN2_940
00D6: if 
0039:   57@ == 2 
004D: jump_if_false @SYN2_1153 
0084: $7291 = $1905 // (int) 
008A: $7292 = 254@ // (int) 
008A: $7293 = 253@ // (int) 
008A: $7294 = 250@ // (int) 
0084: $7295 = $SYN2_TIME_UNTIL_BACKUP // (int) 
008A: $7296 = 33@ // (int) 
065D: NOP $7291 "SYN2_MISSION_ATTEMPTS" 
065D: NOP $7292 "THIS_CAR_HEALTH" 
065D: NOP $7293 "LAST_CAR_HEALTH" 
065D: NOP $7294 "PLAYER_HAS_ATTACKED_CONVOY" 
065D: NOP $7295 "SYN2_TIME_UNTIL_BACKUP" 
065D: NOP $7296 "TIMERB" 

:SYN2_1153
00D6: if 
0039:   57@ == 3 
004D: jump_if_false @SYN2_1237 
008A: $7291 = 81@ // (int) 
0088: $7288 = 266@ // (float) 
065D: NOP $7291 "RICH_BACKUP_TIMER" 
065E: NOP $7288 "LIMO_PLAYBACK_SPEED" 

:SYN2_1237
0051: return 

:SYN2_1239
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @SYN2_1257 

:SYN2_1257
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SYN2_2711 
0006: 205@ = 0 
0007: 91@ = -1863.88 
0007: 129@ = 727.851 
0007: 167@ = 44.0619 
0007: 92@ = -1816.793 
0007: 130@ = 727.1199 
0007: 168@ = 36.4934 
0007: 93@ = -1717.459 
0007: 131@ = 729.5344 
0007: 169@ = 24.6517 
0007: 94@ = -1709.842 
0007: 132@ = 829.3579 
0007: 170@ = 24.6505 
0007: 95@ = -1663.017 
0007: 133@ = 917.9272 
0007: 171@ = 24.5226 
0007: 96@ = -1563.886 
0007: 134@ = 916.7482 
0007: 172@ = 6.9176 
0007: 97@ = -1573.613 
0007: 135@ = 1016.918 
0007: 173@ = 6.9562 
0007: 98@ = -1585.455 
0007: 136@ = 1116.871 
0007: 174@ = 6.9488 
0007: 99@ = -1608.572 
0007: 137@ = 1214.641 
0007: 175@ = 6.9488 
0007: 100@ = -1678.017 
0007: 138@ = 1287.117 
0007: 176@ = 6.9487 
0007: 101@ = -1752.399 
0007: 139@ = 1354.989 
0007: 177@ = 6.9473 
0007: 102@ = -1852.138 
0007: 140@ = 1364.54 
0007: 178@ = 6.9488 
0007: 103@ = -1938.24 
0007: 141@ = 1312.347 
0007: 179@ = 6.9538 
0007: 104@ = -2037.692 
0007: 142@ = 1298.774 
0007: 180@ = 7.1712 
0007: 105@ = -2135.241 
0007: 143@ = 1279.317 
0007: 181@ = 22.4081 
0007: 106@ = -2234.502 
0007: 144@ = 1276.24 
0007: 182@ = 39.3992 
0007: 107@ = -2265.743 
0007: 145@ = 1182.441 
0007: 183@ = 55.4933 
0007: 108@ = -2266.289 
0007: 146@ = 1085.145 
0007: 184@ = 79.748 
0007: 109@ = -2267.604 
0007: 147@ = 984.6959 
0007: 185@ = 73.0856 
0007: 110@ = -2268.995 
0007: 148@ = 884.5173 
0007: 186@ = 66.4014 
0007: 111@ = -2333.293 
0007: 149@ = 811.5989 
0007: 187@ = 42.8954 
0007: 112@ = -2390.365 
0007: 150@ = 729.2283 
0007: 188@ = 34.9301 
0007: 113@ = -2489.359 
0007: 151@ = 711.0146 
0007: 189@ = 34.9302 
0007: 114@ = -2589.507 
0007: 152@ = 712.4084 
0007: 190@ = 27.7727 
0007: 115@ = -2689.858 
0007: 153@ = 710.8961 
0007: 191@ = 32.4395 
0007: 116@ = -2753.054 
0007: 154@ = 633.015 
0007: 192@ = 27.6617 
0007: 117@ = -2744.792 
0007: 155@ = 534.2344 
0007: 193@ = 11.9062 
0007: 118@ = -2707.741 
0007: 156@ = 441.3501 
0007: 194@ = 4.0892 
0007: 119@ = -2751.387 
0007: 157@ = 351.2291 
0007: 195@ = 4.0969 
0007: 120@ = -2707.9 
0007: 158@ = 261.1717 
0007: 196@ = 4.0968 
0007: 121@ = -2711.886 
0007: 159@ = 161.0435 
0007: 197@ = 4.0971 
0007: 122@ = -2809.189 
0007: 160@ = 137.7394 
0007: 198@ = 6.9555 
0007: 123@ = -2811.909 
0007: 161@ = 36.8614 
0007: 199@ = 6.9488 
0007: 124@ = -2811.403 
0007: 162@ = -63.2554 
0007: 200@ = 6.9488 
0007: 125@ = -2811.279 
0007: 163@ = -164.2748 
0007: 201@ = 6.9381 
0007: 126@ = -2811.601 
0007: 164@ = -264.5668 
0007: 202@ = 6.9488 
0007: 127@ = -2820.204 
0007: 165@ = -364.2359 
0007: 203@ = 6.9488 
0007: 128@ = -2818.267 
0007: 166@ = -465.0786 
0007: 204@ = 6.9941 
0007: 206@ = -2428.232 
0007: 214@ = -164.7728 
0007: 222@ = 34.3085 
0007: 207@ = -2433.56 
0007: 215@ = -164.504 
0007: 223@ = 34.3446 
0007: 208@ = -2452.753 
0007: 216@ = -165.8061 
0007: 224@ = 34.3047 
0007: 209@ = -2469.136 
0007: 217@ = -165.8884 
0007: 225@ = 24.9573 
0007: 210@ = -2469.616 
0007: 218@ = -162.4438 
0007: 226@ = 24.6236 
0007: 211@ = -2463.006 
0007: 219@ = -162.4879 
0007: 227@ = 24.9077 
0007: 212@ = -2460.374 
0007: 220@ = -134.7403 
0007: 228@ = 24.8394 
0007: 213@ = -2478.115 
0007: 221@ = -129.3914 
0007: 229@ = 24.625 
0006: 78@ = 0 
0006: 79@ = 0 
0006: 80@ = 0 
0006: 84@ = 0 
0006: 86@ = 0 
0006: 90@ = 0 
000A: 35@ += 1 

:SYN2_2711
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SYN2_2763 
054C: use_GXT_table 'SYN2' 
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
000A: 35@ += 1 

:SYN2_2763
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SYN2_2805 
03C7: set_sensitivity_to_crime 0.5 
0732: random_car_generator_disable_model #BROADWAY 
0732: random_car_generator_disable_model #HUSTLER 
0006: 35@ = 99 

:SYN2_2805
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SYN2_2837 
000A: 34@ += 1 
0006: 35@ = 0 

:SYN2_2837
0051: return 

:SYN2_2839
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SYN2_2903 
00D6: if 
8038:   not  $1905 == 0 
004D: jump_if_false @SYN2_2896 
000A: 34@ += 1 
0006: 35@ = 0 
0002: jump @SYN2_2903 

:SYN2_2896
000A: 35@ += 1 

:SYN2_2903
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SYN2_3153 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:SYN2_2935
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_2959 
0001: wait 0 ms 
0002: jump @SYN2_2935 

:SYN2_2959
04BB: select_interior 1 
02E4: load_cutscene_data 'SYND_2A' 

:SYN2_2974
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SYN2_2998 
0001: wait 0 ms 
0002: jump @SYN2_2974 

:SYN2_2998
02E7: start_cutscene 
016A: fade 1 time 1000 

:SYN2_3007
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SYN2_3031 
0001: wait 0 ms 
0002: jump @SYN2_3007 

:SYN2_3031
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:SYN2_3046
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_3070 
0001: wait 0 ms 
0002: jump @SYN2_3046 

:SYN2_3070
04BB: select_interior 0 
00A1: put_actor $PLAYER_ACTOR at -2031.254 161.408 28.0391 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 500 

:SYN2_3115
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_3139 
0001: wait 0 ms 
0002: jump @SYN2_3115 

:SYN2_3139
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 35@ = 99 

:SYN2_3153
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SYN2_3178 
0006: 36@ = 1 

:SYN2_3178
0051: return 

:SYN2_3180
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SYN2_3376 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:SYN2_3212
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_3236 
0001: wait 0 ms 
0002: jump @SYN2_3212 

:SYN2_3236
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
04BB: select_interior 3 
02E4: load_cutscene_data 'SYND_2B' 

:SYN2_3262
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SYN2_3286 
0001: wait 0 ms 
0002: jump @SYN2_3262 

:SYN2_3286
02E7: start_cutscene 
016A: fade 1 time 1000 

:SYN2_3295
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SYN2_3319 
0001: wait 0 ms 
0002: jump @SYN2_3295 

:SYN2_3319
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:SYN2_3334
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_3358 
0001: wait 0 ms 
0002: jump @SYN2_3334 

:SYN2_3358
04BB: select_interior 0 
01B4: set_player $PLAYER_CHAR can_move 0 
000A: 35@ += 1 

:SYN2_3376
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SYN2_3907 
0247: load_model #BROADWAY 
0247: load_model #HFYPRO 
023C: load_special_actor 'JIZZY' as 1 // models 290-299 
04ED: load_animation "GANGS" 
038B: load_requested_models 

:SYN2_3427
00D6: if or
8248:   not model #BROADWAY available 
8248:   not model #HFYPRO available 
823D:   not special_actor 1 loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @SYN2_3471 
0001: wait 0 ms 
0002: jump @SYN2_3427 

:SYN2_3471
0247: load_model #CELLPHONE 
04ED: load_animation "CAR_CHAT" 

:SYN2_3488
00D6: if or
8248:   not model #CELLPHONE available 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @SYN2_3527 
0001: wait 0 ms 
0002: jump @SYN2_3488 

:SYN2_3527
060A: create_decision_maker_type 0 store_to 231@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 232@ // decision\allowed\m_.ped files 
0395: clear_area 1 at -2623.359 1410.786 6.1629 radius 20.0 
009A: 58@ = create_actor_pedtype 4 model #SPECIAL01 at -2623.359 1410.786 6.1629 
0173: set_actor 58@ Z_angle_to 192.3576 
00A1: put_actor $PLAYER_ACTOR at -2622.546 1410.95 6.1702 
0173: set_actor $PLAYER_ACTOR Z_angle_to 199.6292 
0674: set_car_model #BROADWAY numberplate "HO_2_HO_" 
00A5: 59@ = create_car #BROADWAY at -2625.449 1401.681 6.0877 
0175: set_car 59@ Z_angle_to 188.0679 
0224: set_car 59@ health_to 3000 
0229: set_car 59@ primary_color_to 123 secondary_color_to 5 
07FF: set_car 59@ hydraulics 0 
01C8: 67@ = create_actor_pedtype 22 model #HFYPRO in_car 59@ passenger_seat 0 
09F6: set_actor 67@ unjackable_through_driver_seat 0 
039E: set_actor 67@ locked 1 while_in_car 
0446: set_actor 67@ dismemberment_possible 0 
0568: set_actor 67@ untargetable 1 
060B: set_actor 67@ decision_maker_to 231@ 
0249: release_model #HFYPRO 
053F: set_car 59@ tires_vulnerability 0 
0186: 61@ = create_marker_above_car 59@ 
07E0: set_marker 61@ type_to 1 
041D: set_camera_near_clip 0.1 
02A3: enable_widescreen 1 
015F: set_camera_position -2622.918 1410.891 7.0207 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2622.921 1409.891 6.9998 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord -2618.0 1396.0 7.0 angle 211.0 
016A: fade 1 time 1000 

:SYN2_3869
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_3893 
0001: wait 0 ms 
0002: jump @SYN2_3869 

:SYN2_3893
000A: 35@ += 1 
0006: 33@ = 0 

:SYN2_3907
00D6: if and
0019:   35@ > 1 
001B:   7 > 35@ 
004D: jump_if_false @SYN2_3956 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN2_3956 
0006: 35@ = 7 

:SYN2_3956
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SYN2_4047 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @SYN2_4015 
05D3: AS_actor 58@ goto_point -2623.422 1404.91 6.1537 mode 4 time 15000 ms // versionA 

:SYN2_4015
05D3: AS_actor $PLAYER_ACTOR goto_point -2622.127 1405.633 6.1587 mode 4 time 15000 ms // versionA 
000A: 35@ += 1 

:SYN2_4047
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SYN2_4124 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @SYN2_4124 
062E: get_actor 58@ task 1491 status_store_to 41@ // ret 7 if not found 
00D6: if 
04A4:   41@ == 7 // == constant 
004D: jump_if_false @SYN2_4124 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_4124
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SYN2_4616 
015F: set_camera_position -2621.697 1403.493 7.8087 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2622.574 1403.047 7.6296 switchstyle 2 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @SYN2_4239 
00A1: put_actor 58@ at -2624.049 1402.888 6.1406 
0173: set_actor 58@ Z_angle_to 248.4552 

:SYN2_4239
00A1: put_actor $PLAYER_ACTOR at -2622.974 1402.177 6.1322 
0173: set_actor $PLAYER_ACTOR Z_angle_to 86.0103 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @SYN2_4602 
0615: define_AS_pack_begin 53@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKE" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKG" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 58@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:SYN2_4602
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_4616
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SYN2_4707 
00D6: if 
0019:   247@ > 6 
004D: jump_if_false @SYN2_4707 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @SYN2_4707 
05D3: AS_actor 58@ goto_point -2623.359 1410.786 6.1629 mode 4 time 15000 ms // versionA 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_4707
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SYN2_4758 
00D6: if and
0019:   32@ > 1500 
0019:   247@ > 6 
004D: jump_if_false @SYN2_4758 
000A: 35@ += 1 

:SYN2_4758
00D6: if and
0019:   35@ > 1 
001B:   7 > 35@ 
004D: jump_if_false @SYN2_5246 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @SYN2_5246 
00D6: if 
0019:   54@ > 1000 
004D: jump_if_false @SYN2_5246 
0871: init_jump_table 247@ total_jumps 7 default_jump 0 @SYN2_5239 jumps 0 @SYN2_4883 1 @SYN2_4940 2 @SYN2_4997 3 @SYN2_5054 4 @SYN2_5111 5 @SYN2_5168 6 @SYN2_5225 

:SYN2_4883
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_BA' // s$  // ~z~Wait up, Mr. C-to-the-Jay!
04AE: $ACTOR_SPEECH_WAV_FILE = 39004 // = constant 
004F: create_thread @AUDIOL 58@ 0 1 1 0  
000A: 247@ += 1 
0002: jump @SYN2_5239 

:SYN2_4940
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_BB' // s$  // ~z~See that pretty young thang in my car?
04AE: $ACTOR_SPEECH_WAV_FILE = 39005 // = constant 
004F: create_thread @AUDIOL 58@ 0 1 1 0  
000A: 247@ += 1 
0002: jump @SYN2_5239 

:SYN2_4997
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_BC' // s$  // ~z~Drop her off at the hotel Downtown.
04AE: $ACTOR_SPEECH_WAV_FILE = 39006 // = constant 
004F: create_thread @AUDIOL 58@ 0 1 1 0  
000A: 247@ += 1 
0002: jump @SYN2_5239 

:SYN2_5054
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_BD' // s$  // ~z~Use my carphone to gimme a ring-a-ding when you're done.
04AE: $ACTOR_SPEECH_WAV_FILE = 39007 // = constant 
004F: create_thread @AUDIOL 58@ 0 1 1 0  
000A: 247@ += 1 
0002: jump @SYN2_5239 

:SYN2_5111
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_BE' // s$  // ~z~And watch the rims, playa!
04AE: $ACTOR_SPEECH_WAV_FILE = 39008 // = constant 
004F: create_thread @AUDIOL 58@ 0 1 1 0  
000A: 247@ += 1 
0002: jump @SYN2_5239 

:SYN2_5168
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_BF' // s$  // ~z~Treat that baby like the Pope Mobile!
04AE: $ACTOR_SPEECH_WAV_FILE = 39009 // = constant 
004F: create_thread @AUDIOL 58@ 0 1 1 0  
000A: 247@ += 1 
0002: jump @SYN2_5239 

:SYN2_5225
000A: 247@ += 1 
0002: jump @SYN2_5239 

:SYN2_5239
0006: 54@ = 0 

:SYN2_5246
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @SYN2_5373 
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @SYN2_5303 
009B: destroy_actor 58@ 

:SYN2_5303
04EF: release_animation "GANGS" 
0296: unload_special_actor 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2622.974 1402.177 6.1322 
0173: set_actor $PLAYER_ACTOR Z_angle_to 86.0103 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 35@ = 99 

:SYN2_5373
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SYN2_5405 
0006: 35@ = 0 
000A: 34@ += 1 

:SYN2_5405
0051: return 

:SYN2_5407
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @SYN2_5445 
018A: 60@ = create_checkpoint_at 0.0 0.0 0.0 

:SYN2_5445
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SYN2_5517 
0006: 65@ = 0 
0006: 66@ = 0 
0004: $7299 = 540000 
00BC: show_text_highpriority GXT 'SYN2_37' time 7000 flag 1  // ~s~Get in the ~b~pimpmobile~s~.
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_5517
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SYN2_5728 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_5684 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_5684 
0164: disable_marker 61@ 
018A: 60@ = create_checkpoint_at -1929.954 724.0631 44.3047 
00BC: show_text_highpriority GXT 'SYN2_01' time 7000 flag 1  // ~s~Drop the ho off ~y~Downtown~s~.
0247: load_model #MICRO_UZI 

:SYN2_5616
00D6: if 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @SYN2_5643 
0001: wait 0 ms 
0002: jump @SYN2_5616 

:SYN2_5643
0563: give_player $PLAYER_CHAR ammo 250 
0249: release_model #MICRO_UZI 
0006: 280@ = -1 
0006: 32@ = 0 
0006: 65@ = 0 
000A: 35@ += 1 

:SYN2_5684
00D6: if 
0019:   32@ > 60000 
004D: jump_if_false @SYN2_5728 
00BC: show_text_highpriority GXT 'SYN2_37' time 7000 flag 1  // ~s~Get in the ~b~pimpmobile~s~.
0006: 32@ = 0 

:SYN2_5728
00D6: if 
0019:   35@ > 1 
004D: jump_if_false @SYN2_5833 
00D6: if 
075C:   marker 61@ enabled 
004D: jump_if_false @SYN2_5790 
00D6: if 
075C:   marker 60@ enabled 
004D: jump_if_false @SYN2_5783 
0164: disable_marker 60@ 

:SYN2_5783
0002: jump @SYN2_5833 

:SYN2_5790
00D6: if 
875C:   not marker 60@ enabled 
004D: jump_if_false @SYN2_5833 
018A: 60@ = create_checkpoint_at -1929.954 724.0631 44.3047 
0165: set_marker 60@ color_to 4 

:SYN2_5833
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SYN2_7007 
00D6: if 
075C:   marker 60@ enabled 
004D: jump_if_false @SYN2_6008 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_6008 
00D6: if 
01AF:   car 59@ sphere 1 in_sphere -1929.954 724.0631 44.3047 radius 4.0 4.0 4.0 
004D: jump_if_false @SYN2_6008 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_6008 
00D6: if 
09D0:   car 59@ on_wheels 
004D: jump_if_false @SYN2_6008 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 60@ 
000A: 35@ += 1 

:SYN2_6008
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @SYN2_6063 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @SYN2_6063 
00A1: put_actor $PLAYER_ACTOR at -1929.954 724.0631 44.3047 

:SYN2_6063
00D6: if 
001B:   8 > 65@ 
004D: jump_if_false @SYN2_6824 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @SYN2_6824 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_6824 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_6824 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_6824 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @SYN2_6824 
00D6: if 
0019:   54@ > 1000 
004D: jump_if_false @SYN2_6824 
0871: init_jump_table 65@ total_jumps 8 default_jump 0 @SYN2_6824 jumps 0 @SYN2_6310 1 @SYN2_6375 2 @SYN2_6440 3 @SYN2_6504 4 @SYN2_6568 5 @SYN2_6632 6 @SYN2_6696 
0872: jump_table_jumps 7 @SYN2_6760 -1 @SYN2_6824 -1 @SYN2_6824 -1 @SYN2_6824 -1 @SYN2_6824 -1 @SYN2_6824 -1 @SYN2_6824 -1 @SYN2_6824 -1 @SYN2_6824 

:SYN2_6310
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LM' // s$  // ~z~Ooh! What a strong pecho!
04AE: $ACTOR_SPEECH_WAV_FILE = 39070 // = constant 
004F: create_thread @AUDIOL 67@ 0 1 1 0  
0006: 54@ = -4000 
000A: 65@ += 1 
0002: jump @SYN2_6824 

:SYN2_6375
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LN' // s$  // ~z~Ever had half-n-half with a sucia like me?
04AE: $ACTOR_SPEECH_WAV_FILE = 39071 // = constant 
004F: create_thread @AUDIOL 67@ 0 1 1 0  
0006: 54@ = -2000 
000A: 65@ += 1 
0002: jump @SYN2_6824 

:SYN2_6440
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LO' // s$  // ~z~Yeah, go on.
04AE: $ACTOR_SPEECH_WAV_FILE = 39072 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0  
0006: 54@ = 0 
000A: 65@ += 1 
0002: jump @SYN2_6824 

:SYN2_6504
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LP' // s$  // ~z~I'll do things your ruca won't.
04AE: $ACTOR_SPEECH_WAV_FILE = 39073 // = constant 
004F: create_thread @AUDIOL 67@ 0 1 1 0  
0006: 54@ = 0 
000A: 65@ += 1 
0002: jump @SYN2_6824 

:SYN2_6568
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LQ' // s$  // ~z~I'm listening, honest!
04AE: $ACTOR_SPEECH_WAV_FILE = 39074 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0  
0006: 54@ = 0 
000A: 65@ += 1 
0002: jump @SYN2_6824 

:SYN2_6632
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LR' // s$  // ~z~I'm no slut but I need the feria.
04AE: $ACTOR_SPEECH_WAV_FILE = 39075 // = constant 
004F: create_thread @AUDIOL 67@ 0 1 1 0  
0006: 54@ = 0 
000A: 65@ += 1 
0002: jump @SYN2_6824 

:SYN2_6696
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LS' // s$  // ~z~Uh huh, real interesting.
04AE: $ACTOR_SPEECH_WAV_FILE = 39076 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0  
0006: 54@ = 0 
000A: 65@ += 1 
0002: jump @SYN2_6824 

:SYN2_6760
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LT' // s$  // ~z~Whatever, puto
04AE: $ACTOR_SPEECH_WAV_FILE = 39077 // = constant 
004F: create_thread @AUDIOL 67@ 0 1 1 0  
0006: 54@ = 0 
000A: 65@ += 1 
0002: jump @SYN2_6824 

:SYN2_6824
00D6: if 
0039:   280@ == -1 
004D: jump_if_false @SYN2_6876 
00D6: if 
0019:   32@ > 7000 
004D: jump_if_false @SYN2_6876 
0006: 280@ = 0 
0006: 73@ = 30000 

:SYN2_6876
00D6: if 
0039:   280@ == 0 
004D: jump_if_false @SYN2_7007 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_7007 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_6978 
00D6: if 
0019:   73@ > 30000 
004D: jump_if_false @SYN2_6971 
00BC: show_text_highpriority GXT 'SYN_M_1' time 5000 flag 1  // ~s~Get back in the ~b~pimpmobile~s~.
0006: 73@ = 0 

:SYN2_6971
0002: jump @SYN2_7007 

:SYN2_6978
00D6: if 
001B:   30000 > 73@ 
004D: jump_if_false @SYN2_7007 
00BE: text_clear_all 
0006: 73@ = 30000 

:SYN2_7007
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SYN2_7064 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_7064 
00D6: if 
01C1:   car 59@ stopped 
004D: jump_if_false @SYN2_7064 
000A: 35@ += 1 

:SYN2_7064
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SYN2_7341 
0006: 283@ = -1 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
015F: set_camera_position -1941.845 731.7922 45.4219 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1940.973 731.3325 45.5894 switchstyle 2 
0395: clear_area 1 at -1924.954 724.0631 44.3047 radius 20.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_7277 
0615: define_AS_pack_begin 53@ 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_7235 
05CD: AS_actor -1 exit_car 59@ 

:SYN2_7235
05D3: AS_actor -1 goto_point -1921.505 719.3201 44.4375 mode 4 time 20000 ms // versionA 
0616: define_AS_pack_end 53@ 
0618: assign_actor 67@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:SYN2_7277
0006: 32@ = 0 
0006: 33@ = 0 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LU' // s$  // ~z~Later, ese.
04AE: $ACTOR_SPEECH_WAV_FILE = 39078 // = constant 
004F: create_thread @AUDIOL 67@ 0 1 1 0  
000A: 35@ += 1 

:SYN2_7341
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SYN2_7420 
00D6: if and
0019:   32@ > 1000 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @SYN2_7420 
0006: 247@ = 0 
0006: 54@ = 0 
0006: 33@ = 0 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_7420
00D6: if and
0019:   35@ > 5 
001B:   99 > 35@ 
004D: jump_if_false @SYN2_8102 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @SYN2_8102 
00D6: if 
0019:   54@ > 1000 
004D: jump_if_false @SYN2_8102 
0871: init_jump_table 247@ total_jumps 8 default_jump 0 @SYN2_8095 jumps 0 @SYN2_7610 1 @SYN2_7680 2 @SYN2_7749 3 @SYN2_7818 4 @SYN2_7887 5 @SYN2_7956 6 @SYN2_8025 
0872: jump_table_jumps 7 @SYN2_8081 -1 @SYN2_8095 -1 @SYN2_8095 -1 @SYN2_8095 -1 @SYN2_8095 -1 @SYN2_8095 -1 @SYN2_8095 -1 @SYN2_8095 -1 @SYN2_8095 

:SYN2_7610
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CA' // s$  // ~z~Hey Jizzy, it's Carl, I just dropped off your girl.
04AE: $ACTOR_SPEECH_WAV_FILE = 39010 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0  
040D: unload_wav 2 
03CF: load_wav 39011 as 2 
000A: 247@ += 1 
0002: jump @SYN2_8095 

:SYN2_7680
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CB' // s$  // ~z~Church! Got a little errand for you to run
04AE: $ACTOR_SPEECH_WAV_FILE = 39011 // = constant 
004F: create_thread @AUDIOL -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39012 as 1 
000A: 247@ += 1 
0002: jump @SYN2_8095 

:SYN2_7749
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CC' // s$  // ~z~before you deal with that problem I was just talking about.
04AE: $ACTOR_SPEECH_WAV_FILE = 39012 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 39013 as 2 
000A: 247@ += 1 
0002: jump @SYN2_8095 

:SYN2_7818
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CD' // s$  // ~z~Some young buck thinks he's a playa,
04AE: $ACTOR_SPEECH_WAV_FILE = 39013 // = constant 
004F: create_thread @AUDIOL -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39014 as 1 
000A: 247@ += 1 
0002: jump @SYN2_8095 

:SYN2_7887
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CE' // s$  // ~z~been trying to peel my hos over in Hashbury.
04AE: $ACTOR_SPEECH_WAV_FILE = 39014 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 39015 as 2 
000A: 247@ += 1 
0002: jump @SYN2_8095 

:SYN2_7956
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CF' // s$  // ~z~Now one of my girls over there just eyeballed the punk
04AE: $ACTOR_SPEECH_WAV_FILE = 39015 // = constant 
004F: create_thread @AUDIOL -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39016 as 1 
000A: 247@ += 1 
0002: jump @SYN2_8095 

:SYN2_8025
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CG' // s$  // ~z~I want you to get your ass over there and ice that pretender!
04AE: $ACTOR_SPEECH_WAV_FILE = 39016 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 1  
000A: 247@ += 1 
0002: jump @SYN2_8095 

:SYN2_8081
000A: 247@ += 1 
0002: jump @SYN2_8095 

:SYN2_8095
0006: 54@ = 0 

:SYN2_8102
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SYN2_8205 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @SYN2_8153 
000A: 35@ += 1 
0002: jump @SYN2_8205 

:SYN2_8153
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_8205 
062E: get_actor 67@ task 1560 status_store_to 41@ // ret 7 if not found 
00D6: if 
04A4:   41@ == 7 // == constant 
004D: jump_if_false @SYN2_8205 
000A: 35@ += 1 

:SYN2_8205
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @SYN2_8371 
015F: set_camera_position -1919.135 714.1419 46.9459 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1919.694 714.9576 46.7967 switchstyle 2 
041D: set_camera_near_clip 0.01 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_8357 
0792: disembark_instantly_actor 67@ 
00A1: put_actor 67@ at -1920.479 716.6052 45.6103 
0173: set_actor 67@ Z_angle_to 190.583 
05D3: AS_actor 67@ goto_point -1919.606 712.0557 45.6103 mode 4 time 20000 ms // versionA 

:SYN2_8357
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_8371
00D6: if and
0019:   35@ > 4 
0019:   33@ > 3000 
004D: jump_if_false @SYN2_8421 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN2_8421 
0006: 35@ = 99 

:SYN2_8421
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @SYN2_8486 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @SYN2_8486 
0006: 279@ = 0 
0050: gosub @SYN2_29128 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_8486
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @SYN2_8537 
00D6: if and
0019:   32@ > 4000 
0019:   247@ > 7 
004D: jump_if_false @SYN2_8537 
0006: 35@ = 99 

:SYN2_8537
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SYN2_8605 
0050: gosub @SYN2_31023 
0164: disable_marker 61@ 
0164: disable_marker 60@ 
009B: destroy_actor 67@ 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
000A: 34@ += 1 
0006: 35@ = 0 

:SYN2_8605
0051: return 

:SYN2_8607
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SYN2_9192 
0004: $7301 = 120000 
018A: 60@ = create_checkpoint_at -2427.918 -133.4192 34.3525 
0165: set_marker 60@ color_to 4 
00BC: show_text_highpriority GXT 'SYN2_06' time 10000 flag 1  // ~s~Waste the pimp in ~y~Hashbury~s~.
014E: start_timer_at $7301 count_in_direction 1 // global_variable 
0247: load_model #SHFYPRO 
0247: load_model #BMYPIMP 
0247: load_model #HUSTLER 
0247: load_model #COLT45 

:SYN2_8705
00D6: if or
8248:   not model #SHFYPRO available 
8248:   not model #BMYPIMP available 
8248:   not model #HUSTLER available 
8248:   not model #COLT45 available 
004D: jump_if_false @SYN2_8747 
0001: wait 0 ms 
0002: jump @SYN2_8705 

:SYN2_8747
03CF: load_wav 20600 as 3 

:SYN2_8754
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @SYN2_8780 
0001: wait 0 ms 
0002: jump @SYN2_8754 

:SYN2_8780
009A: 71@ = create_actor_pedtype 4 model #BMYPIMP at -2427.918 -133.4192 34.3525 
0173: set_actor 71@ Z_angle_to 143.0822 
060B: set_actor 71@ decision_maker_to 231@ 
02A9: set_actor 71@ immune_to_nonplayer 1 
08AF: set_actor 71@ max_health_to 300 
0223: set_actor 71@ health_to 300 
009A: 68@ = create_actor_pedtype 5 model #SHFYPRO at -2428.954 -134.24 34.3525 
0173: set_actor 68@ Z_angle_to 359.5201 
02A9: set_actor 68@ immune_to_nonplayer 1 
060B: set_actor 68@ decision_maker_to 231@ 
02A9: set_actor 68@ immune_to_nonplayer 1 
0568: set_actor 68@ untargetable 1 
00A5: 77@ = create_car #HUSTLER at -2481.059 -126.9303 24.625 
0175: set_car 77@ Z_angle_to 102.8779 
0224: set_car 77@ health_to 600 
05BF: AS_actor 71@ look_at_actor 68@ -2 ms 
0615: define_AS_pack_begin 53@ 
05D3: AS_actor -1 goto_point -2430.044 -133.1959 34.3525 mode 4 time 10000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 68@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point -2429.976 -135.4876 34.3525 mode 4 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point -2428.162 -135.4792 34.3525 mode 4 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point -2427.918 -133.4192 34.3525 mode 4 time 10000 ms // versionA 
0643: set_AS_pack 53@ loop 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 71@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
022B: create_forbidden_for_peds_cube_cornerA -2431.115 -169.4874 33.0 cornerB -2426.513 -117.2969 36.0 
0638: AS_actor 68@ stay_put 1 
05BF: AS_actor 68@ look_at_actor 71@ -2 ms 
0006: 233@ = 0 
000A: 35@ += 1 

:SYN2_9192
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SYN2_10548 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_10132 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @SYN2_10132 
00D6: if 
0019:   54@ > 1000 
004D: jump_if_false @SYN2_10132 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 71@ radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @SYN2_9719 
0871: init_jump_table 233@ total_jumps 6 default_jump 0 @SYN2_9704 jumps 0 @SYN2_9362 1 @SYN2_9419 2 @SYN2_9476 3 @SYN2_9533 4 @SYN2_9590 5 @SYN2_9647 -1 @SYN2_9704 

:SYN2_9362
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DUMMY' // s$ 
04AE: $ACTOR_SPEECH_WAV_FILE = 39063 // = constant 
004F: create_thread @AUDIOL 71@ 1 1 1 0  
000A: 233@ += 1 
0002: jump @SYN2_9704 

:SYN2_9419
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DUMMY' // s$ 
04AE: $ACTOR_SPEECH_WAV_FILE = 39064 // = constant 
004F: create_thread @AUDIOL 71@ 1 1 1 0  
000A: 233@ += 1 
0002: jump @SYN2_9704 

:SYN2_9476
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DUMMY' // s$ 
04AE: $ACTOR_SPEECH_WAV_FILE = 39065 // = constant 
004F: create_thread @AUDIOL 71@ 1 1 1 0  
000A: 233@ += 1 
0002: jump @SYN2_9704 

:SYN2_9533
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DUMMY' // s$ 
04AE: $ACTOR_SPEECH_WAV_FILE = 39066 // = constant 
004F: create_thread @AUDIOL 71@ 1 1 1 0  
000A: 233@ += 1 
0002: jump @SYN2_9704 

:SYN2_9590
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DUMMY' // s$ 
04AE: $ACTOR_SPEECH_WAV_FILE = 39067 // = constant 
004F: create_thread @AUDIOL 71@ 1 1 1 0  
000A: 233@ += 1 
0002: jump @SYN2_9704 

:SYN2_9647
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DUMMY' // s$ 
04AE: $ACTOR_SPEECH_WAV_FILE = 39068 // = constant 
004F: create_thread @AUDIOL 71@ 1 1 1 0  
0006: 233@ = 0 
0002: jump @SYN2_9704 

:SYN2_9704
0006: 54@ = -4000 
0002: jump @SYN2_10132 

:SYN2_9719
0871: init_jump_table 233@ total_jumps 6 default_jump 0 @SYN2_10124 jumps 0 @SYN2_9782 1 @SYN2_9839 2 @SYN2_9896 3 @SYN2_9953 4 @SYN2_10010 5 @SYN2_10067 -1 @SYN2_10124 

:SYN2_9782
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LF' // s$  // ~z~Mmm, you walked in like a winner, bitch!
04AE: $ACTOR_SPEECH_WAV_FILE = 39063 // = constant 
004F: create_thread @AUDIOL 71@ 1 1 1 0  
000A: 233@ += 1 
0002: jump @SYN2_10124 

:SYN2_9839
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LG' // s$  // ~z~Bitch, I'm knocking, now let me in.
04AE: $ACTOR_SPEECH_WAV_FILE = 39064 // = constant 
004F: create_thread @AUDIOL 71@ 1 1 1 0  
000A: 233@ += 1 
0002: jump @SYN2_10124 

:SYN2_9896
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LH' // s$  // ~z~You ready for sexin' with proper direction?
04AE: $ACTOR_SPEECH_WAV_FILE = 39065 // = constant 
004F: create_thread @AUDIOL 71@ 1 1 1 0  
000A: 233@ += 1 
0002: jump @SYN2_10124 

:SYN2_9953
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LI' // s$  // ~z~Yo, I had to put the price tag on that pussy.
04AE: $ACTOR_SPEECH_WAV_FILE = 39066 // = constant 
004F: create_thread @AUDIOL 71@ 1 1 1 0  
000A: 233@ += 1 
0002: jump @SYN2_10124 

:SYN2_10010
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LJ' // s$  // ~z~Lookin' like a million bucks in my pocket.
04AE: $ACTOR_SPEECH_WAV_FILE = 39067 // = constant 
004F: create_thread @AUDIOL 71@ 1 1 1 0  
000A: 233@ += 1 
0002: jump @SYN2_10124 

:SYN2_10067
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LK' // s$  // ~z~Mmmm... Miss Mighty! Lettin' it all hang out!
04AE: $ACTOR_SPEECH_WAV_FILE = 39068 // = constant 
004F: create_thread @AUDIOL 71@ 1 1 1 0  
0006: 233@ = 0 
0002: jump @SYN2_10124 

:SYN2_10124
0006: 54@ = -4000 

:SYN2_10132
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @SYN2_10187 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @SYN2_10187 
00A1: put_actor $PLAYER_ACTOR at -2421.182 -15.8972 34.1601 

:SYN2_10187
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @SYN2_10281 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_10274 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 71@ radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @SYN2_10274 
000A: 35@ += 1 
014F: stop_timer $7301 
0002: jump @SYN2_10548 

:SYN2_10274
0002: jump @SYN2_10352 

:SYN2_10281
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_10352 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 71@ radius 20.0 20.0 20.0 sphere 0 
004D: jump_if_false @SYN2_10352 
000A: 35@ += 1 
014F: stop_timer $7301 
0002: jump @SYN2_10548 

:SYN2_10352
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_10406 
00D6: if 
051A:   actor 71@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN2_10406 
000A: 35@ += 1 
014F: stop_timer $7301 
0002: jump @SYN2_10548 

:SYN2_10406
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_10460 
00D6: if 
0457:   player $PLAYER_CHAR aiming_at_actor 71@ 
004D: jump_if_false @SYN2_10460 
000A: 35@ += 1 
014F: stop_timer $7301 
0002: jump @SYN2_10548 

:SYN2_10460
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @SYN2_10495 
000A: 35@ += 1 
014F: stop_timer $7301 
0002: jump @SYN2_10548 

:SYN2_10495
00D6: if 
002A:   0 >= $7301 
004D: jump_if_false @SYN2_10548 
014F: stop_timer $7301 
0050: gosub @SYN2_31023 
00BC: show_text_highpriority GXT 'SYN_F_6' time 5000 flag 1  // ~r~You took too long.
0006: 37@ = 1 

:SYN2_10548
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SYN2_10719 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @SYN2_10625 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LA' // s$  // ~z~Here comes my playa, now you in real trouble.
04AE: $ACTOR_SPEECH_WAV_FILE = 39058 // = constant 
004F: create_thread @AUDIOL 68@ 0 1 1 0  

:SYN2_10625
0164: disable_marker 60@ 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_10675 
01B2: give_actor 71@ weapon 22 ammo 9999 // Load the weapon model before using this 
0187: 64@ = create_marker_above_actor 71@ 
05BF: AS_actor 71@ look_at_actor $PLAYER_ACTOR 3000 ms 

:SYN2_10675
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_10712 
0006: 32@ = 0 
000A: 35@ += 1 
0002: jump @SYN2_10719 

:SYN2_10712
000A: 35@ += 1 

:SYN2_10719
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SYN2_11224 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_11210 
00D6: if and
0019:   32@ > 1000 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @SYN2_11203 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @SYN2_11203 
0687: clear_actor 71@ task 
0687: clear_actor 68@ task 
0647: AS_actor 68@ clear_look_task 
0006: 230@ = 0 
0209: 41@ = random_int_in_ranges 0 4 
0871: init_jump_table 41@ total_jumps 4 default_jump 0 @SYN2_11089 jumps 0 @SYN2_10889 1 @SYN2_10939 2 @SYN2_10989 3 @SYN2_11039 -1 @SYN2_11089 -1 @SYN2_11089 -1 @SYN2_11089 

:SYN2_10889
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LB' // s$  // ~z~I was pimpetry in motion 'til you showed up.
04AE: $ACTOR_SPEECH_WAV_FILE = 39059 // = constant 
004F: create_thread @AUDIOL 71@ 0 1 1 0  
0002: jump @SYN2_11089 

:SYN2_10939
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LC' // s$  // ~z~This is my track, sucka!
04AE: $ACTOR_SPEECH_WAV_FILE = 39060 // = constant 
004F: create_thread @AUDIOL 71@ 0 1 1 0  
0002: jump @SYN2_11089 

:SYN2_10989
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LD' // s$  // ~z~Square, you have no business touching me
04AE: $ACTOR_SPEECH_WAV_FILE = 39061 // = constant 
004F: create_thread @AUDIOL 71@ 0 1 1 0  
0002: jump @SYN2_11089 

:SYN2_11039
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LE' // s$  // ~z~Man, I ain't got time for you!
04AE: $ACTOR_SPEECH_WAV_FILE = 39062 // = constant 
004F: create_thread @AUDIOL 71@ 0 1 1 0  
0002: jump @SYN2_11089 

:SYN2_11089
02E2: set_actor 71@ weapon_accuracy_to 90 
07DD: set_actor 71@ attack_rate 100 // previously known as temper_to 
0615: define_AS_pack_begin 53@ 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit 3000 
05D3: AS_actor -1 goto_point 206@(230@,8f) 214@(230@,8f) 222@(230@,8f) mode 7 time 9999999 ms // versionA 
0616: define_AS_pack_end 53@ 
0618: assign_actor 71@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0006: 234@ = 0 
0050: gosub @SYN2_29024 
0006: 235@ = 0 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_11203
0002: jump @SYN2_11224 

:SYN2_11210
0050: gosub @SYN2_29024 
000A: 35@ += 1 

:SYN2_11224
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SYN2_12065 
00D6: if 
0039:   235@ == 0 
004D: jump_if_false @SYN2_11320 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SYN2_11320 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @SYN2_11320 
00BB: show_text_lowpriority GXT 'SYN2_38' time 7000 flag 1  // ~s~Take out the ~r~rival pimp~s~.
000A: 235@ += 1 

:SYN2_11320
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_12058 
00D6: if 
00FF:   actor 71@ sphere 0 in_sphere 206@(230@,8f) 214@(230@,8f) 222@(230@,8f) radius 1.5 1.5 2.0 on_foot 
004D: jump_if_false @SYN2_11796 
000A: 230@ += 1 
00D6: if 
001B:   8 > 230@ 
004D: jump_if_false @SYN2_11535 
00D6: if or
0039:   230@ == 1 
0039:   230@ == 5 
0039:   230@ == 7 
004D: jump_if_false @SYN2_11495 
0637: AS_actor 71@ goto 206@(230@,8f) 214@(230@,8f) 222@(230@,8f) mode 7 turn_radius 0.0 stop_radius 0.0 look_at_actor $PLAYER_ACTOR 
0002: jump @SYN2_11528 

:SYN2_11495
05D3: AS_actor 71@ goto_point 206@(230@,8f) 214@(230@,8f) 222@(230@,8f) mode 7 time 99999 ms // versionA 

:SYN2_11528
0002: jump @SYN2_11789 

:SYN2_11535
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SYN2_11751 
00A0: store_actor 71@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
01AF:   car 77@ sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 10.0 10.0 4.0 
004D: jump_if_false @SYN2_11706 
0687: clear_actor 71@ task 
0615: define_AS_pack_begin 53@ 
05CB: AS_actor -1 enter_car 77@ as_driver 20000 ms 
05D1: AS_actor -1 drive_car 77@ to -2599.287 -127.2555 3.1797 speed 15.0 0 model #NULL 3 
05D2: AS_actor -1 run_to_and_hijack_car 77@ max_search_radius 15.0 traffic_behavior 3 
0616: define_AS_pack_end 53@ 
0618: assign_actor 71@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
000A: 35@ += 1 
0002: jump @SYN2_11744 

:SYN2_11706
0751: AS_actor 71@ flee_from_actor $PLAYER_ACTOR run_distance 100000.0 time 999999 change_course 1 unknown 3000 5000 away_radius 50.0 
000A: 35@ += 1 

:SYN2_11744
0002: jump @SYN2_11789 

:SYN2_11751
0751: AS_actor 71@ flee_from_actor $PLAYER_ACTOR run_distance 100000.0 time 999999 change_course 1 unknown 3000 5000 away_radius 50.0 
000A: 35@ += 1 

:SYN2_11789
0002: jump @SYN2_12051 

:SYN2_11796
00D6: if 
0039:   230@ == 0 
004D: jump_if_false @SYN2_12051 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2430.879 -167.3782 32.3125 cornerB -2426.917 -143.2979 36.3125 
004D: jump_if_false @SYN2_11986 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor 71@ position_to 47@ 48@ 49@ 
00D6: if 
0027:   48@ > $TEMPVAR_FLOAT_2 // (float) 
004D: jump_if_false @SYN2_11979 
0615: define_AS_pack_begin 53@ 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit 3000 
0751: AS_actor -1 flee_from_actor $PLAYER_ACTOR run_distance 100000.0 time 999999 change_course 1 unknown 3000 5000 away_radius 50.0 
0616: define_AS_pack_end 53@ 
0618: assign_actor 71@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
000A: 35@ += 1 

:SYN2_11979
0002: jump @SYN2_12051 

:SYN2_11986
00D6: if 
0039:   234@ == 0 
004D: jump_if_false @SYN2_12051 
00D6: if 
051A:   actor $PLAYER_ACTOR damaged_by_actor 71@ 
004D: jump_if_false @SYN2_12051 
05D3: AS_actor 71@ goto_point 206@ 214@ 222@ mode 7 time 99999 ms // versionA 
000A: 234@ += 1 

:SYN2_12051
0002: jump @SYN2_12065 

:SYN2_12058
000A: 35@ += 1 

:SYN2_12065
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SYN2_12486 
00D6: if 
0039:   79@ == 0 
004D: jump_if_false @SYN2_12192 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_12192 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SYN2_12192 
00D6: if 
00DB:   actor 71@ in_car 77@ 
004D: jump_if_false @SYN2_12192 
0226: 41@ = actor 71@ health 
00D6: if 
0019:   41@ > 100 
004D: jump_if_false @SYN2_12185 
0223: set_actor 71@ health_to 100 

:SYN2_12185
0006: 79@ = 1 

:SYN2_12192
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @SYN2_12229 
0006: 32@ = 0 
000A: 35@ += 1 
0002: jump @SYN2_12430 

:SYN2_12229
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SYN2_12327 
00D6: if 
00DB:   actor 71@ in_car 77@ 
004D: jump_if_false @SYN2_12327 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 71@ radius 15.0 15.0 15.0 0 in_car 
004D: jump_if_false @SYN2_12317 
00AD: set_car 77@ max_speed_to 25.0 
0002: jump @SYN2_12327 

:SYN2_12317
00AD: set_car 77@ max_speed_to 15.0 

:SYN2_12327
00D6: if 
80DF:   not actor 71@ driving 
004D: jump_if_false @SYN2_12430 
062E: get_actor 71@ task 1560 status_store_to 41@ // ret 7 if not found 
00D6: if 
04A4:   41@ == 7 // == constant 
004D: jump_if_false @SYN2_12430 
062E: get_actor 71@ task 1873 status_store_to 41@ // ret 7 if not found 
00D6: if 
04A4:   41@ == 7 // == constant 
004D: jump_if_false @SYN2_12430 
0751: AS_actor 71@ flee_from_actor $PLAYER_ACTOR run_distance 100000.0 time 999999 change_course 0 unknown 0 0 away_radius 50.0 

:SYN2_12430
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @SYN2_12486 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @SYN2_12486 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_12486 
05BE: AS_actor 71@ die 

:SYN2_12486
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SYN2_12744 
00BE: text_clear_all 
0164: disable_marker 64@ 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SYN2_12677 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_12670 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_12638 
00D6: if 
0039:   280@ == 0 
004D: jump_if_false @SYN2_12617 
00BC: show_text_highpriority GXT 'SYN_M_1' time 7000 flag 1  // ~s~Get back in the ~b~pimpmobile~s~.
0A16: link_wav 3 to_car 59@ 
03D1: play_wav 3 
0006: 90@ = 1 

:SYN2_12617
0006: 32@ = 0 
000A: 35@ += 1 
0002: jump @SYN2_12670 

:SYN2_12638
0A16: link_wav 3 to_car 59@ 
03D1: play_wav 3 
0006: 90@ = 1 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_12670
0002: jump @SYN2_12744 

:SYN2_12677
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_12744 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_12744 
0006: 32@ = 0 
0A16: link_wav 3 to_car 59@ 
03D1: play_wav 3 
0006: 90@ = 1 
000A: 35@ += 1 

:SYN2_12744
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @SYN2_12795 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @SYN2_12795 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_12795
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @SYN2_12888 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @SYN2_12888 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_12888 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_12888 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_12888
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @SYN2_12961 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_12961 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_12961 
040D: unload_wav 3 
0006: 90@ = 0 
00BE: text_clear_all 
000A: 35@ += 1 

:SYN2_12961
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @SYN2_13071 
0006: 283@ = -1 
0006: 279@ = 1 
00BE: text_clear_all 
016A: fade 0 time 150 

:SYN2_13002
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_13026 
0001: wait 0 ms 
0002: jump @SYN2_13002 

:SYN2_13026
0050: gosub @SYN2_29128 
016A: fade 1 time 150 

:SYN2_13040
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_13064 
0001: wait 0 ms 
0002: jump @SYN2_13040 

:SYN2_13064
000A: 35@ += 1 

:SYN2_13071
00D6: if 
0039:   35@ == 11 
004D: jump_if_false @SYN2_13129 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SYN2_13129 
0006: 247@ = 0 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_13129
00D6: if and
0019:   35@ > 11 
001B:   99 > 35@ 
004D: jump_if_false @SYN2_13812 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @SYN2_13812 
00D6: if 
0019:   54@ > 1000 
004D: jump_if_false @SYN2_13812 
0871: init_jump_table 247@ total_jumps 8 default_jump 0 @SYN2_13805 jumps 0 @SYN2_13319 1 @SYN2_13389 2 @SYN2_13459 3 @SYN2_13528 4 @SYN2_13597 5 @SYN2_13666 6 @SYN2_13735 
0872: jump_table_jumps 7 @SYN2_13791 -1 @SYN2_13805 -1 @SYN2_13805 -1 @SYN2_13805 -1 @SYN2_13805 -1 @SYN2_13805 -1 @SYN2_13805 -1 @SYN2_13805 -1 @SYN2_13805 

:SYN2_13319
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DA' // s$  // ~z~Hey, it's CJ.
04AE: $ACTOR_SPEECH_WAV_FILE = 39017 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0  
040D: unload_wav 2 
03CF: load_wav 39018 as 2 
000A: 247@ += 1 
0002: jump @SYN2_13805 

:SYN2_13389
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DB' // s$  // ~z~Just to let you know you don't have to worry about no competition in Hashbury.
04AE: $ACTOR_SPEECH_WAV_FILE = 39018 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39019 as 1 
000A: 247@ += 1 
0002: jump @SYN2_13805 

:SYN2_13459
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DC' // s$  // ~z~Worry? Did I say I was worried?
04AE: $ACTOR_SPEECH_WAV_FILE = 39019 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 39020 as 2 
000A: 247@ += 1 
0002: jump @SYN2_13805 

:SYN2_13528
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DD' // s$  // ~z~No I did not.
04AE: $ACTOR_SPEECH_WAV_FILE = 39020 // = constant 
004F: create_thread @AUDIOL -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39021 as 1 
000A: 247@ += 1 
0002: jump @SYN2_13805 

:SYN2_13597
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DE' // s$  // ~z~Now to the real deal.
04AE: $ACTOR_SPEECH_WAV_FILE = 39021 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 39022 as 2 
000A: 247@ += 1 
0002: jump @SYN2_13805 

:SYN2_13666
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DF' // s$  // ~z~Some of my girls in the Foster Valley been getting knuckled over.
04AE: $ACTOR_SPEECH_WAV_FILE = 39022 // = constant 
004F: create_thread @AUDIOL -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39023 as 1 
000A: 247@ += 1 
0002: jump @SYN2_13805 

:SYN2_13735
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DG' // s$  // ~z~I want you to get your ass up there and nose around - find out what's going on.
04AE: $ACTOR_SPEECH_WAV_FILE = 39023 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 1  
000A: 247@ += 1 
0002: jump @SYN2_13805 

:SYN2_13791
000A: 247@ += 1 
0002: jump @SYN2_13805 

:SYN2_13805
0006: 54@ = 0 

:SYN2_13812
00D6: if 
0039:   35@ == 12 
004D: jump_if_false @SYN2_13861 
00D6: if or
0019:   247@ > 7 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN2_13861 
0006: 35@ = 99 

:SYN2_13861
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SYN2_13930 
0050: gosub @SYN2_31023 
01C3: remove_references_to_car 77@ 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
0249: release_model #SHFYPRO 
0249: release_model #BMYPIMP 
0249: release_model #HUSTLER 
0006: 35@ = 0 
000A: 34@ += 1 

:SYN2_13930
0051: return 

:SYN2_13932
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SYN2_14007 
018A: 60@ = create_checkpoint_at -1911.919 -629.912 23.6093 
0165: set_marker 60@ color_to 4 
00BC: show_text_highpriority GXT 'SYN2_14' time 10000 flag 1  // ~s~Save ~y~Jizzy's girl~s~.
0006: 88@ = 0 
000A: 35@ += 1 

:SYN2_14007
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SYN2_14810 
0247: load_model #CAMPER 
0247: load_model #SWMYHP1 
0247: load_model #SWMYHP2 
0247: load_model #VBFYPRO 
0247: load_model #COLT45 

:SYN2_14048
00D6: if or
8248:   not model #CAMPER available 
8248:   not model #SWMYHP1 available 
8248:   not model #SWMYHP2 available 
8248:   not model #VBFYPRO available 
8248:   not model #COLT45 available 
004D: jump_if_false @SYN2_14093 
0001: wait 0 ms 
0002: jump @SYN2_14048 

:SYN2_14093
03CF: load_wav 20600 as 3 

:SYN2_14100
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @SYN2_14126 
0001: wait 0 ms 
0002: jump @SYN2_14100 

:SYN2_14126
009A: 75@ = create_actor_pedtype 4 model #SWMYHP1 at -1911.919 -629.212 23.6093 
0173: set_actor 75@ Z_angle_to 180.0 
009A: 76@ = create_actor_pedtype 4 model #SWMYHP1 at -1907.644 -623.0884 23.6093 
0173: set_actor 76@ Z_angle_to 350.5407 
01B2: give_actor 76@ weapon 22 ammo 99999 // Load the weapon model before using this 
009A: 69@ = create_actor_pedtype 22 model #VBFYPRO at -1911.919 -629.912 23.6093 
0173: set_actor 69@ Z_angle_to 331.492 
02A9: set_actor 69@ immune_to_nonplayer 1 
0568: set_actor 69@ untargetable 1 
08AF: set_actor 69@ max_health_to 120 
0223: set_actor 69@ health_to 120 
00A5: 74@ = create_car #CAMPER at -1911.952 -624.4892 23.6093 
0175: set_car 74@ Z_angle_to 304.9144 
0229: set_car 74@ primary_color_to 104 secondary_color_to 61 
067F: set_car 74@ lights 2 
0657: car 74@ open_door 3 
0657: car 74@ open_door 5 
060B: set_actor 75@ decision_maker_to 232@ 
060B: set_actor 76@ decision_maker_to 232@ 
060B: set_actor 69@ decision_maker_to 231@ 
077A: set_actor 76@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0350: set_actor 76@ maintain_position_when_attacked 1 
0350: set_actor 69@ maintain_position_when_attacked 1 
0226: $7302 = actor 69@ health 
04F7: status_text $7302 type 1 line 1 GXT 'SYN2_63' // global_variable  // Ho
04ED: load_animation "CRACK" 
04ED: load_animation "MISC" 

:SYN2_14422
00D6: if or
84EE:   not animation "CRACK" loaded 
84EE:   not animation "MISC" loaded 
004D: jump_if_false @SYN2_14461 
0001: wait 0 ms 
0002: jump @SYN2_14422 

:SYN2_14461
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @SYN2_14515 
0812: AS_actor 69@ perform_animation "CRCKDETH2" IFP "CRACK" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:SYN2_14515
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @SYN2_14803 
0615: define_AS_pack_begin 53@ 
0605: actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "BITCHSLAP" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "BITCHSLAP" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0643: set_AS_pack 53@ loop 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 75@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:SYN2_14803
000A: 35@ += 1 

:SYN2_14810
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @SYN2_14891 
062E: get_actor 75@ task 1560 status_store_to 41@ // ret 7 if not found 
00D6: if 
84A4:   not  41@ == 7 // == constant 
004D: jump_if_false @SYN2_14891 
00D6: if 
0019:   55@ > 3000 
004D: jump_if_false @SYN2_14891 
0947: actor 75@ speak_from_audio_table 89 store_spoken_phrase_id_to 41@ 
0006: 55@ = 0 

:SYN2_14891
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SYN2_15088 
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @SYN2_14964 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @SYN2_14964 
00A1: put_actor $PLAYER_ACTOR at -1904.041 -602.5592 23.6067 

:SYN2_14964
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1911.919 -629.912 23.6093 radius 40.0 40.0 5.0 
004D: jump_if_false @SYN2_15088 
0164: disable_marker 60@ 
00BC: show_text_highpriority GXT 'SYN2_15' time 10000 flag 1  // ~s~Take out both ~r~punters~s~.
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @SYN2_15057 
0187: 62@ = create_marker_above_actor 75@ 

:SYN2_15057
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @SYN2_15081 
0187: 63@ = create_marker_above_actor 76@ 

:SYN2_15081
000A: 35@ += 1 

:SYN2_15088
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SYN2_15215 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @SYN2_15143 
00D6: if 
075C:   marker 62@ enabled 
004D: jump_if_false @SYN2_15143 
0164: disable_marker 62@ 

:SYN2_15143
00D6: if 
0118:   actor 76@ dead 
004D: jump_if_false @SYN2_15180 
00D6: if 
075C:   marker 63@ enabled 
004D: jump_if_false @SYN2_15180 
0164: disable_marker 63@ 

:SYN2_15180
00D6: if and
0118:   actor 75@ dead 
0118:   actor 76@ dead 
004D: jump_if_false @SYN2_15215 
000A: 35@ += 1 
0006: 32@ = 0 

:SYN2_15215
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SYN2_15768 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SYN2_15768 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @SYN2_15474 
0889: store_actor 75@ center_of_body_position_to 238@ 239@ 240@ 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @SYN2_15312 
00A0: store_actor 69@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:SYN2_15312
0087: 50@ = 238@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 239@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
0087: 52@ = 240@ // (float) 
0065: 52@ -= $TEMPVAR_FLOAT_3 // (float) 
0509: 44@ = distance_between_XY 238@ 239@ and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
00D6: if 
0021:   44@ > 0.01 
004D: jump_if_false @SYN2_15414 
0073: 50@ /= 44@ // (float) 
0073: 51@ /= 44@ // (float) 

:SYN2_15414
0013: 50@ *= -0.5 
0013: 51@ *= -0.5 
0087: 241@ = 238@ // (float) 
005B: 241@ += 50@ // (float) 
0087: 242@ = 239@ // (float) 
005B: 242@ += 51@ // (float) 
0087: 243@ = 240@ // (float) 

:SYN2_15474
0615: define_AS_pack_begin 53@ 
0812: AS_actor -1 perform_animation "GETUP" IFP "PED" framedelta 6.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
05D3: AS_actor -1 goto_point 241@ 242@ 243@ mode 6 time 99999 ms // versionA 
06BA: AS_actor -1 turn_to_and_look_at 238@ 239@ 240@ 
0812: AS_actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 53@ 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @SYN2_15729 
0332: set_actor 69@ bleeding 0 
0350: set_actor 69@ maintain_position_when_attacked 0 
0618: assign_actor 69@ to_AS_pack 53@ 
0006: 88@ = 1 

:SYN2_15729
061B: remove_references_to_AS_pack 53@ 
0151: remove_status_text $7302 
000A: 35@ += 1 
0006: 247@ = 0 
0006: 32@ = 0 
0006: 33@ = 2000 

:SYN2_15768
00D6: if 
0019:   35@ > 4 
004D: jump_if_false @SYN2_16075 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @SYN2_16075 
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @SYN2_15892 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @SYN2_15856 
0947: actor 69@ speak_from_audio_table 89 store_spoken_phrase_id_to 41@ 
0006: 33@ = 0 

:SYN2_15856
062E: get_actor 69@ task 1560 status_store_to 41@ // ret 7 if not found 
00D6: if 
04A4:   41@ == 7 // == constant 
004D: jump_if_false @SYN2_15892 
000A: 88@ += 1 

:SYN2_15892
00D6: if 
0039:   88@ == 2 
004D: jump_if_false @SYN2_16075 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @SYN2_16041 
00D6: if 
0205:   actor 69@ near_car 74@ radius 30.0 30.0 10.0 flag 0 
004D: jump_if_false @SYN2_16020 
0615: define_AS_pack_begin 53@ 
0772: AS_actor -1 run_to_car 74@ 20000 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 74@ as_driver 999999 ms 
05D2: AS_actor -1 run_to_and_hijack_car 74@ max_search_radius 40.0 traffic_behavior 2 
0616: define_AS_pack_end 53@ 
0002: jump @SYN2_16034 

:SYN2_16020
0615: define_AS_pack_begin 53@ 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 53@ 

:SYN2_16034
0002: jump @SYN2_16055 

:SYN2_16041
0615: define_AS_pack_begin 53@ 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 53@ 

:SYN2_16055
0618: assign_actor 69@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
000A: 88@ += 1 

:SYN2_16075
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SYN2_16274 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SYN2_16225 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_16218 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_16204 
00D6: if 
0039:   280@ == 0 
004D: jump_if_false @SYN2_16183 
00BC: show_text_highpriority GXT 'SYN_M_1' time 999999 flag 1  // ~s~Get back in the ~b~pimpmobile~s~.

:SYN2_16183
0006: 32@ = 0 
000A: 35@ += 1 
0002: jump @SYN2_16218 

:SYN2_16204
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_16218
0002: jump @SYN2_16274 

:SYN2_16225
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_16274 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_16274 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_16274
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SYN2_16419 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_16338 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_16338 
03D5: remove_text 'SYN_M_1'  // ~s~Get back in the ~b~pimpmobile~s~.

:SYN2_16338
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @SYN2_16419 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_16405 
00AA: store_car 59@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0A16: link_wav 3 to_car 59@ 
03D1: play_wav 3 
0006: 90@ = 1 

:SYN2_16405
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_16419
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @SYN2_16565 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_16483 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_16483 
03D5: remove_text 'SYN_M_1'  // ~s~Get back in the ~b~pimpmobile~s~.

:SYN2_16483
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @SYN2_16565 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_16565 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_16565 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 283@ = -1 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_16565
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @SYN2_16638 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_16638 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_16638 
040D: unload_wav 3 
0006: 90@ = 0 
00BE: text_clear_all 
000A: 35@ += 1 

:SYN2_16638
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @SYN2_16748 
0006: 283@ = -1 
0006: 279@ = 2 
00BE: text_clear_all 
016A: fade 0 time 150 

:SYN2_16679
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_16703 
0001: wait 0 ms 
0002: jump @SYN2_16679 

:SYN2_16703
0050: gosub @SYN2_29128 
016A: fade 1 time 150 

:SYN2_16717
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_16741 
0001: wait 0 ms 
0002: jump @SYN2_16717 

:SYN2_16741
000A: 35@ += 1 

:SYN2_16748
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @SYN2_16806 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SYN2_16806 
0006: 247@ = 0 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_16806
00D6: if and
0019:   35@ > 10 
001B:   99 > 35@ 
004D: jump_if_false @SYN2_17354 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @SYN2_17354 
00D6: if 
0019:   54@ > 1000 
004D: jump_if_false @SYN2_17354 
0871: init_jump_table 247@ total_jumps 7 default_jump 0 @SYN2_17347 jumps 0 @SYN2_16931 1 @SYN2_17001 2 @SYN2_17070 3 @SYN2_17139 4 @SYN2_17208 5 @SYN2_17277 6 @SYN2_17333 

:SYN2_16931
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_FA' // s$  // ~z~Mr. Jizzy, it's CJ.
04AE: $ACTOR_SPEECH_WAV_FILE = 39027 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0  
040D: unload_wav 2 
03CF: load_wav 39028 as 2 
000A: 247@ += 1 
0002: jump @SYN2_17347 

:SYN2_17001
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_FB' // s$  // ~z~You is a bad luck charm, clucky!
04AE: $ACTOR_SPEECH_WAV_FILE = 39028 // = constant 
004F: create_thread @AUDIOL -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39029 as 1 
000A: 247@ += 1 
0002: jump @SYN2_17347 

:SYN2_17070
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_FC' // s$  // ~z~That girl you dropped off Downtown wants out of the game!
04AE: $ACTOR_SPEECH_WAV_FILE = 39029 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 39030 as 2 
000A: 247@ += 1 
0002: jump @SYN2_17347 

:SYN2_17139
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_FD' // s$  // ~z~Her sugar daddy wants to take her off the streets!
04AE: $ACTOR_SPEECH_WAV_FILE = 39030 // = constant 
004F: create_thread @AUDIOL -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39031 as 1 
000A: 247@ += 1 
0002: jump @SYN2_17347 

:SYN2_17208
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_FE' // s$  // ~z~Nobody turns my hos!
04AE: $ACTOR_SPEECH_WAV_FILE = 39031 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 39032 as 2 
000A: 247@ += 1 
0002: jump @SYN2_17347 

:SYN2_17277
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_FF' // s$  // ~z~Now you get your ass back to the hotel, and you make an example out of all of 'em!
04AE: $ACTOR_SPEECH_WAV_FILE = 39032 // = constant 
004F: create_thread @AUDIOL -1 0 1 2 1  
000A: 247@ += 1 
0002: jump @SYN2_17347 

:SYN2_17333
000A: 247@ += 1 
0002: jump @SYN2_17347 

:SYN2_17347
0006: 54@ = 0 

:SYN2_17354
00D6: if 
0039:   35@ == 11 
004D: jump_if_false @SYN2_17403 
00D6: if or
0019:   247@ > 6 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN2_17403 
0006: 35@ = 99 

:SYN2_17403
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SYN2_17507 
0050: gosub @SYN2_31023 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 74@ 
0249: release_model #CAMPER 
0249: release_model #SWMYHP1 
0249: release_model #SWMYHP2 
0249: release_model #VBFYPRO 
0249: release_model #COLT45 
04EF: release_animation "CRACK" 
04EF: release_animation "MISC" 
0164: disable_marker 61@ 
0006: 35@ = 0 
000A: 34@ += 1 

:SYN2_17507
00D6: if 
056D:   actor 69@ defined 
004D: jump_if_false @SYN2_17683 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @SYN2_17683 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @SYN2_17638 
00D6: if or
0611:   actor 75@ performing_animation "FIGHTA_G" 
0611:   actor 75@ performing_animation "BITCHSLAP" 
004D: jump_if_false @SYN2_17638 
0226: $7302 = actor 69@ health 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @SYN2_17638 
0008: $7302 += -1 
0006: 33@ = 0 

:SYN2_17638
00D6: if 
002A:   1 >= $7302 
004D: jump_if_false @SYN2_17675 
0004: $7302 = 1 
05BE: AS_actor 69@ die 
0002: jump @SYN2_17683 

:SYN2_17675
0223: set_actor 69@ health_to $7302 

:SYN2_17683
00D6: if 
056D:   actor 68@ defined 
004D: jump_if_false @SYN2_17767 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @SYN2_17767 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 69@ radius 50.0 50.0 0 
004D: jump_if_false @SYN2_17767 
00D6: if 
82CB:   not actor 68@ bounding_sphere_visible 
004D: jump_if_false @SYN2_17767 
009B: destroy_actor 68@ 

:SYN2_17767
0051: return 

:SYN2_17769
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @SYN2_17905 
00A5: 255@ = create_car #PONY at 0.0 0.0 0.0 
009A: 259@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: 246@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
00A5: 244@ = create_car #PONY at 0.0 0.0 0.0 
009A: 67@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 

:SYN2_17905
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SYN2_18135 
00D6: if 
856E:   not car 59@ defined 
004D: jump_if_false @SYN2_18085 
00D6: if 
8248:   not model #BROADWAY available 
004D: jump_if_false @SYN2_17987 
0247: load_model #BROADWAY 

:SYN2_17960
00D6: if 
8248:   not model #BROADWAY available 
004D: jump_if_false @SYN2_17987 
0001: wait 0 ms 
0002: jump @SYN2_17960 

:SYN2_17987
00A5: 59@ = create_car #BROADWAY at -1894.308 712.9404 44.2969 
0175: set_car 59@ Z_angle_to 0.0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYN2_18044 
036A: put_actor $PLAYER_ACTOR in_car 59@ 

:SYN2_18044
060A: create_decision_maker_type 0 store_to 231@ // decision\allowed\m_.ped files 
03CB: set_rendering_origin_at -1900.754 645.3122 35.4401 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 0 

:SYN2_18085
018A: 60@ = create_checkpoint_at -1964.372 724.4017 44.2969 
0165: set_marker 60@ color_to 4 
00BC: show_text_highpriority GXT 'SYN2_19' time 10000 flag 1  // ~s~Get to the hotel ~y~Downtown~s~.
000A: 35@ += 1 

:SYN2_18135
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SYN2_18460 
00D6: if 
075C:   marker 60@ enabled 
004D: jump_if_false @SYN2_18371 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_18364 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_18343 
00D6: if 
01AF:   car 59@ sphere 1 in_sphere -1964.372 724.4017 44.2969 radius 4.0 4.0 4.0 
004D: jump_if_false @SYN2_18336 
00D6: if 
09D0:   car 59@ on_wheels 
004D: jump_if_false @SYN2_18336 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:SYN2_18284
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_18308 
0001: wait 0 ms 
0002: jump @SYN2_18284 

:SYN2_18308
0164: disable_marker 60@ 
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
000A: 35@ += 1 

:SYN2_18336
0002: jump @SYN2_18364 

:SYN2_18343
0164: disable_marker 60@ 
00BB: show_text_lowpriority GXT 'SYN_M_1' time 7000 flag 1  // ~s~Get back in the ~b~pimpmobile~s~.

:SYN2_18364
0002: jump @SYN2_18460 

:SYN2_18371
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_18460 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_18460 
018A: 60@ = create_checkpoint_at -1964.372 724.4017 44.2969 
0165: set_marker 60@ color_to 4 
03D5: remove_text 'SYN_M_1'  // ~s~Get back in the ~b~pimpmobile~s~.
00BB: show_text_lowpriority GXT 'SYN2_19' time 7000 flag 1  // ~s~Get to the hotel ~y~Downtown~s~.

:SYN2_18460
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SYN2_19056 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 1 at -1964.372 724.4017 44.2969 radius 100.0 
0247: load_model #STRETCH 
0247: load_model #HUNTLEY 
0247: load_model #HFYPRO 
0247: load_model #BMYMIB 
0247: load_model #WMOPREA 
0247: load_model #COLT45 
0247: load_model #MP5LNG 
07C0: load_path 539 
07C0: load_path 540 
07C0: load_path 541 

:SYN2_18557
00D6: if or
8248:   not model #STRETCH available 
8248:   not model #HFYPRO available 
8248:   not model #HUNTLEY available 
8248:   not model #BMYMIB available 
8248:   not model #WMOPREA available 
004D: jump_if_false @SYN2_18602 
0001: wait 0 ms 
0002: jump @SYN2_18557 

:SYN2_18602
00D6: if or
87C1:   not path 539 available 
87C1:   not path 540 available 
87C1:   not path 541 available 
004D: jump_if_false @SYN2_18639 
0001: wait 0 ms 
0002: jump @SYN2_18602 

:SYN2_18639
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #MP5LNG available 
004D: jump_if_false @SYN2_18671 
0001: wait 0 ms 
0002: jump @SYN2_18639 

:SYN2_18671
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_18717 
00AB: put_car 59@ at -1964.372 724.4017 44.2969 
0175: set_car 59@ Z_angle_to 266.5514 

:SYN2_18717
00A5: 244@ = create_car #STRETCH at -1973.811 728.3975 44.2969 
0175: set_car 244@ Z_angle_to 269.8438 
0129: 245@ = create_actor_pedtype 4 model #BMYMIB in_car 244@ driverseat 
060B: set_actor 245@ decision_maker_to 231@ 
00AD: set_car 244@ max_speed_to 15.0 
0229: set_car 244@ primary_color_to 1 secondary_color_to 0 
05EB: assign_car 244@ to_path 540 
0706: advance_car 244@ further_along_path 3.0 
02AA: set_car 244@ immune_to_nonplayer 1 
00A5: 255@ = create_car #HUNTLEY at -1987.811 728.3975 44.2969 
0175: set_car 255@ Z_angle_to 269.8438 
0129: 259@ = create_actor_pedtype 4 model #BMYMIB in_car 255@ driverseat 
01B2: give_actor 259@ weapon 22 ammo 99999 // Load the weapon model before using this 
060B: set_actor 259@ decision_maker_to 231@ 
00AD: set_car 255@ max_speed_to 15.0 
0229: set_car 255@ primary_color_to 0 secondary_color_to 0 
05EB: assign_car 255@ to_path 541 
0706: advance_car 255@ further_along_path 3.0 
01C8: 248@ = create_actor_pedtype 4 model #BMYMIB in_car 255@ passenger_seat 0 
01B2: give_actor 248@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 248@ decision_maker_to 231@ 
02A3: enable_widescreen 1 
03E6: remove_text_box 
00BE: text_clear_all 
015F: set_camera_position -1968.579 721.6734 47.3198 rotation 0.0 0.0 0.0 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ with_offset -5.0 -2.0 0.0 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 
016A: fade 1 time 500 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_19056
00D6: if 
0019:   35@ > 2 
004D: jump_if_false @SYN2_19098 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN2_19098 
0006: 35@ = 99 

:SYN2_19098
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SYN2_19251 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_19174 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ with_offset -5.0 -2.0 0.0 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 

:SYN2_19174
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @SYN2_19251 
015F: set_camera_position -1929.402 738.0927 44.7662 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1929.326 737.1227 44.9969 switchstyle 2 
000A: 35@ += 1 

:SYN2_19251
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SYN2_19348 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_19348 
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_19348 
00D6: if and
860E:   not car 244@ assigned_to_path 
860E:   not car 255@ assigned_to_path 
004D: jump_if_false @SYN2_19348 
0001: wait 1500 ms 
0006: 247@ = 0 
0006: 33@ = 0 
000A: 35@ += 1 

:SYN2_19348
00D6: if 
0029:   35@ >= 5 
004D: jump_if_false @SYN2_19880 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @SYN2_19880 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @SYN2_19880 
0871: init_jump_table 247@ total_jumps 6 default_jump 0 @SYN2_19873 jumps 0 @SYN2_19466 1 @SYN2_19536 2 @SYN2_19606 3 @SYN2_19676 4 @SYN2_19746 5 @SYN2_19816 -1 @SYN2_19873 

:SYN2_19466
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_HA' // s$  // ~z~The Lord sent me to save your thread-bear soul, harlot!
04AE: $ACTOR_SPEECH_WAV_FILE = 39039 // = constant 
004F: create_thread @AUDIOL 246@ 0 1 1 0  
040D: unload_wav 2 
03CF: load_wav 39040 as 2 
000A: 247@ += 1 
0002: jump @SYN2_19873 

:SYN2_19536
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_HB' // s$  // ~z~Get in the car and remove your filthy vestments,
04AE: $ACTOR_SPEECH_WAV_FILE = 39040 // = constant 
004F: create_thread @AUDIOL 246@ 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39041 as 1 
000A: 247@ += 1 
0002: jump @SYN2_19873 

:SYN2_19606
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_HC' // s$  // ~z~so I my better gaze upon thine corruption!
04AE: $ACTOR_SPEECH_WAV_FILE = 39041 // = constant 
004F: create_thread @AUDIOL 246@ 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 39042 as 2 
000A: 247@ += 1 
0002: jump @SYN2_19873 

:SYN2_19676
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_HD' // s$  // ~z~Driver,
04AE: $ACTOR_SPEECH_WAV_FILE = 39042 // = constant 
004F: create_thread @AUDIOL 246@ 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39043 as 1 
000A: 247@ += 1 
0002: jump @SYN2_19873 

:SYN2_19746
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_HE' // s$  // ~z~get us out of here before the devil's right hand snatches this po'girl from salvation!
04AE: $ACTOR_SPEECH_WAV_FILE = 39043 // = constant 
004F: create_thread @AUDIOL 246@ 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 39044 as 2 
000A: 247@ += 1 
0002: jump @SYN2_19873 

:SYN2_19816
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_HF' // s$  // ~z~Right away, your evangelical holiness!
04AE: $ACTOR_SPEECH_WAV_FILE = 39044 // = constant 
004F: create_thread @AUDIOL 245@ 0 1 2 1  
000A: 247@ += 1 
0002: jump @SYN2_19873 

:SYN2_19873
0006: 33@ = 0 

:SYN2_19880
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SYN2_20499 
0395: clear_area 1 at -1924.487 724.8195 45.134 radius 100.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_19996 
00AB: put_car 244@ at -1924.487 725.2195 45.134 
0175: set_car 244@ Z_angle_to 270.0 
0657: car 244@ open_door 5 
0519: set_car 244@ locked 1 

:SYN2_19996
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_20049 
00AB: put_car 255@ at -1932.387 725.1635 45.2749 
0175: set_car 255@ Z_angle_to 270.0 
0519: set_car 255@ locked 1 

:SYN2_20049
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @SYN2_20100 
0792: disembark_instantly_actor 245@ 
00A1: put_actor 245@ at -1924.224 723.2358 44.4453 
0173: set_actor 245@ Z_angle_to 159.4748 

:SYN2_20100
009A: 67@ = create_actor_pedtype 5 model #HFYPRO at -1920.884 718.9793 44.4453 
0173: set_actor 67@ Z_angle_to 0.0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1921.819 720.555 44.4453 
05D7: add_point_to_scmpath -1926.29 722.7397 44.4453 
0615: define_AS_pack_begin 53@ 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_20211 
05CA: AS_actor -1 enter_car 244@ passenger_seat 2 time 20000 

:SYN2_20211
0616: define_AS_pack_end 53@ 
0618: assign_actor 67@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0568: set_actor 67@ untargetable 1 
060B: set_actor 67@ decision_maker_to 231@ 
009A: 246@ = create_actor_pedtype 4 model #WMOPREA at -1923.519 718.0508 44.9828 
0173: set_actor 246@ Z_angle_to 0.0 
060B: set_actor 246@ decision_maker_to 231@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1922.707 719.7217 45.4453 
05D7: add_point_to_scmpath -1924.669 720.7556 45.4453 
05D7: add_point_to_scmpath -1925.027 720.9464 45.4453 
05D7: add_point_to_scmpath -1926.188 721.5566 45.4453 
05D7: add_point_to_scmpath -1927.006 722.2399 45.4453 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 500 ms 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_20416 
0639: AS_actor -1 rotate_to_actor 67@ 

:SYN2_20416
0616: define_AS_pack_end 53@ 
0618: assign_actor 246@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0006: 32@ = 0 
015F: set_camera_position -1918.223 720.1056 46.0226 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1919.156 720.4551 45.9459 switchstyle 2 
000A: 35@ += 1 

:SYN2_20499
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SYN2_20785 
00D6: if 
0019:   32@ > 7050 
004D: jump_if_false @SYN2_20785 
015F: set_camera_position -1933.54 728.0091 46.4366 rotation 0.0 0.0 0.0 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_20785 
0158: camera_on_car 244@ mode 15 switchstyle 2 
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_20616 
0519: set_car 255@ locked 0 

:SYN2_20616
0519: set_car 244@ locked 0 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_20654 
0792: disembark_instantly_actor 67@ 
0430: put_actor 67@ into_car 244@ passenger_seat 1 

:SYN2_20654
0657: car 244@ open_door 5 
00D6: if 
8118:   not actor 246@ dead 
004D: jump_if_false @SYN2_20725 
0792: disembark_instantly_actor 246@ 
00A1: put_actor 246@ at -1927.08 723.2823 44.4453 
0173: set_actor 246@ Z_angle_to 299.9935 
05CA: AS_actor 246@ enter_car 244@ passenger_seat 2 time 20000 

:SYN2_20725
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @SYN2_20778 
0792: disembark_instantly_actor 245@ 
0647: AS_actor 245@ clear_look_task 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_20778 
05CB: AS_actor 245@ enter_car 244@ as_driver 5000 ms 

:SYN2_20778
000A: 35@ += 1 

:SYN2_20785
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @SYN2_20955 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_20955 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @SYN2_20955 
00D6: if 
00DB:   actor 245@ in_car 244@ 
004D: jump_if_false @SYN2_20955 
00D6: if 
8118:   not actor 246@ dead 
004D: jump_if_false @SYN2_20955 
00D6: if 
00DB:   actor 246@ in_car 244@ 
004D: jump_if_false @SYN2_20955 
00D6: if 
0019:   247@ > 5 
004D: jump_if_false @SYN2_20955 
05D1: AS_actor 245@ drive_car 244@ to -1902.027 726.5126 45.2216 speed 20.0 2 model #NULL 3 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_20955
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @SYN2_21072 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @SYN2_21072 
00D6: if 
8118:   not actor 259@ dead 
004D: jump_if_false @SYN2_21058 
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_21058 
05D1: AS_actor 259@ drive_car 255@ to -1902.027 726.5126 45.2216 speed 18.0 2 model #NULL 3 

:SYN2_21058
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_21072
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @SYN2_21116 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SYN2_21116 
0006: 35@ = 99 

:SYN2_21116
00D6: if 
0736:   is_keyboard_key_just_pressed 79 
004D: jump_if_false @SYN2_21336 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_21336 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 67@ with_offset -1.0 0.0 0.0 
0172: $TEMPVAR_ANGLE = actor 67@ Z_angle 
03A9: save_newline_to_debug_file 
05B6: 99 // PREACHER POINT = 
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_1 
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_2 
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_3 
03A8: save_float_to_debug_file $TEMPVAR_ANGLE 

:SYN2_21336
00D6: if 
0039:   35@ == 888 
004D: jump_if_false @SYN2_21828 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SYN2_21828 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_21601 
00D6: if 
01C1:   car 244@ stopped 
004D: jump_if_false @SYN2_21601 
00D6: if 
06AA:   NOP_false 244@ 
004D: jump_if_false @SYN2_21601 
0752: NOP 244@ 
00AA: store_car 244@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0174: $TEMPVAR_ANGLE = car 244@ Z_angle 
03A9: save_newline_to_debug_file 
05B6: 100 // RICH CAR STOPPED AT 
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_1 
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_2 
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_3 
03A8: save_float_to_debug_file $TEMPVAR_ANGLE 

:SYN2_21601
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_21828 
00D6: if 
01C1:   car 255@ stopped 
004D: jump_if_false @SYN2_21828 
00D6: if 
06AA:   NOP_false 255@ 
004D: jump_if_false @SYN2_21828 
0752: NOP 255@ 
00AA: store_car 255@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0174: $TEMPVAR_ANGLE = car 255@ Z_angle 
03A9: save_newline_to_debug_file 
05B6: 101 // MIB_CAR STOPPED AT 
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_1 
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_2 
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_3 
03A8: save_float_to_debug_file $TEMPVAR_ANGLE 

:SYN2_21828
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SYN2_22629 
00D6: if 
856D:   not actor 246@ defined 
004D: jump_if_false @SYN2_21894 
009A: 246@ = create_actor_pedtype 4 model #WMOPREA at 0.0 0.0 0.0 
060B: set_actor 246@ decision_maker_to 231@ 

:SYN2_21894
00D6: if 
856D:   not actor 67@ defined 
004D: jump_if_false @SYN2_21942 
009A: 67@ = create_actor_pedtype 5 model #HFYPRO at 0.0 0.0 0.0 
060B: set_actor 67@ decision_maker_to 231@ 

:SYN2_21942
0249: release_model #STRETCH 
0249: release_model #HUNTLEY 
0249: release_model #HFYPRO 
0249: release_model #BMYMIB 
0249: release_model #WMOPREA 
0249: release_model #COLT45 
0249: release_model #MP5LNG 
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_22079 
00D6: if 
060E:   car 255@ assigned_to_path 
004D: jump_if_false @SYN2_22043 
05EC: release_car 255@ from_path 

:SYN2_22043
0519: set_car 255@ locked 0 
00D6: if 
8118:   not actor 259@ dead 
004D: jump_if_false @SYN2_22079 
0792: disembark_instantly_actor 259@ 
036A: put_actor 259@ in_car 255@ 

:SYN2_22079
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_22123 
00D6: if 
060E:   car 244@ assigned_to_path 
004D: jump_if_false @SYN2_22116 
05EC: release_car 244@ from_path 

:SYN2_22116
0519: set_car 244@ locked 0 

:SYN2_22123
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_22235 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @SYN2_22168 
0792: disembark_instantly_actor 245@ 
036A: put_actor 245@ in_car 244@ 

:SYN2_22168
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_22199 
0792: disembark_instantly_actor 67@ 
0430: put_actor 67@ into_car 244@ passenger_seat 1 

:SYN2_22199
00D6: if 
8118:   not actor 246@ dead 
004D: jump_if_false @SYN2_22230 
0792: disembark_instantly_actor 246@ 
0430: put_actor 246@ into_car 244@ passenger_seat 2 

:SYN2_22230
0508: car 244@ close_all_doors 

:SYN2_22235
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_22347 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_22347 
00D6: if 
8118:   not actor 259@ dead 
004D: jump_if_false @SYN2_22347 
0705: car 255@ assign_to_path 539 and_drive_normal 
0706: advance_car 255@ further_along_path 0.0 
00AE: set_car 255@ traffic_behaviour_to 5 
02AC: set_car 255@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
020A: set_car 255@ door_status_to 3 
01EC: make_car 255@ very_heavy 1 
0423: set_car 255@ improved_handling_to 2.0 // (float) 

:SYN2_22347
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_22524 
0395: clear_area 1 at -1908.786 726.1257 45.097 radius 5.0 
00AB: put_car 244@ at -1908.786 726.1257 45.097 
0175: set_car 244@ Z_angle_to 273.1095 
0519: set_car 244@ locked 0 
04BA: set_car 244@ speed_to 10.0 
02AC: set_car 244@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
020A: set_car 244@ door_status_to 3 
01EC: make_car 244@ very_heavy 1 
0423: set_car 244@ improved_handling_to 2.0 // (float) 
0224: set_car 244@ health_to 1850 
0705: car 244@ assign_to_path 539 and_drive_normal 
0706: advance_car 244@ further_along_path 5.0 
00AE: set_car 244@ traffic_behaviour_to 5 
0190: add_car 244@ to_flipped_check // 6 max 
03CC: enable_car 244@ stuck_check_distance_to 2.0 time_to 3000 

:SYN2_22524
022A: remove_forbidden_for_peds_cube_cornerA -1950.0 718.0 44.0 cornerB -1912.0 731.0 48.0 
01E7: remove_forbidden_for_cars_cube_cornerA -1950.0 718.0 44.0 cornerB -1912.0 731.0 48.0 
00BE: text_clear_all 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
000A: 34@ += 1 
0006: 35@ = 0 

:SYN2_22629
0051: return 

:SYN2_22631
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SYN2_22899 
0732: random_car_generator_disable_model #STRETCH 
0732: random_car_generator_disable_model #HUNTLEY 
0007: 252@ = 15.0 
00D6: if 
8118:   not actor 246@ dead 
004D: jump_if_false @SYN2_22700 
0187: 249@ = create_marker_above_actor 246@ 
09F6: set_actor 246@ unjackable_through_driver_seat 0 

:SYN2_22700
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_22723 
09F6: set_actor 67@ unjackable_through_driver_seat 0 

:SYN2_22723
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @SYN2_22746 
09F6: set_actor 245@ unjackable_through_driver_seat 0 

:SYN2_22746
00D6: if 
8118:   not actor 259@ dead 
004D: jump_if_false @SYN2_22770 
0187: 263@ = create_marker_above_actor 259@ 

:SYN2_22770
00D6: if 
8118:   not actor 248@ dead 
004D: jump_if_false @SYN2_22794 
0187: 264@ = create_marker_above_actor 248@ 

:SYN2_22794
0006: 250@ = 0 
0006: 251@ = 0 
0004: $SYN2_TIME_UNTIL_BACKUP = 30000 
0006: 250@ = 0 
0006: 87@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN2_70' time 10000 flag 1  // ~s~Take out the ~r~preacher~s~ and his ~r~protection~s~.
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_22871 
020A: set_car 244@ door_status_to 2 

:SYN2_22871
01EB: set_traffic_density_multiplier_to 0.65 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 265@ = 0 
000A: 35@ += 1 

:SYN2_22899
00D6: if 
0039:   265@ == 0 
004D: jump_if_false @SYN2_22963 
00D6: if 
075C:   marker 61@ enabled 
004D: jump_if_false @SYN2_22956 
00BB: show_text_lowpriority GXT 'SYN_M_1' time 5000 flag 1  // ~s~Get back in the ~b~pimpmobile~s~.
0006: 265@ = 1 

:SYN2_22956
0002: jump @SYN2_23013 

:SYN2_22963
00D6: if 
875C:   not marker 61@ enabled 
004D: jump_if_false @SYN2_23013 
03D5: remove_text 'SYN_M_1'  // ~s~Get back in the ~b~pimpmobile~s~.
00BB: show_text_lowpriority GXT 'SYN2_70' time 5000 flag 1  // ~s~Take out the ~r~preacher~s~ and his ~r~protection~s~.
0006: 265@ = 0 

:SYN2_23013
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SYN2_27224 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_24037 
00D6: if 
0039:   250@ == 0 
004D: jump_if_false @SYN2_23161 
00D6: if 
060E:   car 244@ assigned_to_path 
004D: jump_if_false @SYN2_23098 
0007: 266@ = 0.3 
0002: jump @SYN2_23154 

:SYN2_23098
00D6: if 
8039:   not  268@ == 1 
004D: jump_if_false @SYN2_23154 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @SYN2_23154 
05D2: AS_actor 245@ run_to_and_hijack_car 244@ max_search_radius 50.0 traffic_behavior 2 
0006: 268@ = 1 

:SYN2_23154
0002: jump @SYN2_23575 

:SYN2_23161
00D6: if 
060E:   car 244@ assigned_to_path 
004D: jump_if_false @SYN2_23519 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ with_offset 0.0 10.0 0.0 
00A0: store_actor $PLAYER_ACTOR position_to 47@ 48@ 49@ 
0509: 44@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 47@ 48@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ with_offset 0.0 -10.0 0.0 
00A0: store_actor $PLAYER_ACTOR position_to 47@ 48@ 49@ 
0509: 45@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 47@ 48@ 
00D6: if 
0025:   45@ > 44@ // (float) 
004D: jump_if_false @SYN2_23333 
0079: 266@ += frame_delta_time * 0.1 // (float) 
0002: jump @SYN2_23512 

:SYN2_23333
00AA: store_car 244@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to 47@ 48@ 49@ 
050A: 44@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 47@ 48@ 49@ 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 244@ radius 20.0 20.0 sphere 0 
004D: jump_if_false @SYN2_23432 
0079: 266@ += frame_delta_time * 0.05 // (float) 
0002: jump @SYN2_23473 

:SYN2_23432
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 244@ radius 25.0 25.0 sphere 0 
004D: jump_if_false @SYN2_23473 
0079: 266@ += frame_delta_time * -0.01 // (float) 

:SYN2_23473
00D6: if 
0023:   0.6 > 266@ 
004D: jump_if_false @SYN2_23504 
0007: 266@ = 0.6 

:SYN2_23504
0087: 267@ = 44@ // (float) 

:SYN2_23512
0002: jump @SYN2_23575 

:SYN2_23519
00D6: if 
8039:   not  268@ == 1 
004D: jump_if_false @SYN2_23575 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @SYN2_23575 
05D2: AS_actor 245@ run_to_and_hijack_car 244@ max_search_radius 50.0 traffic_behavior 2 
0006: 268@ = 1 

:SYN2_23575
00D6: if 
0021:   266@ > 1.5 
004D: jump_if_false @SYN2_23606 
0007: 266@ = 1.5 

:SYN2_23606
00D6: if 
060E:   car 244@ assigned_to_path 
004D: jump_if_false @SYN2_23630 
06FD: set_car 244@ speed_on_path_to 266@ 

:SYN2_23630
00D6: if 
018F:   car 244@ flipped_for_2_seconds 
004D: jump_if_false @SYN2_23716 
00D6: if 
82CA:   not car 244@ bounding_sphere_visible 
004D: jump_if_false @SYN2_23716 
00AA: store_car 244@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0174: $TEMPVAR_ANGLE = car 244@ Z_angle 
0009: $TEMPVAR_FLOAT_3 += 1.0 
00AB: put_car 244@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0175: set_car 244@ Z_angle_to $TEMPVAR_ANGLE 

:SYN2_23716
00D6: if 
03CE:   car 244@ stuck 
004D: jump_if_false @SYN2_24037 
00D6: if 
82CA:   not car 244@ bounding_sphere_visible 
004D: jump_if_false @SYN2_24027 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 244@ radius 20.0 20.0 20.0 flag 0 
004D: jump_if_false @SYN2_23991 
00AA: store_car 244@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0006: 41@ = 1 

:SYN2_23805
00D6: if 
001B:   20 > 41@ 
004D: jump_if_false @SYN2_23952 
04D3: get_nearest_car_path_coords_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 41@ store_to 47@ 48@ 49@ 
00D6: if 
80C2:   not sphere_onscreen 47@ 48@ 49@ radius 5.0 
004D: jump_if_false @SYN2_23938 
00D6: if 
838A:   not any_car_in_cube_cornerA 47@ 48@ 49@ cornerB 5.0 5.0 5.0 
004D: jump_if_false @SYN2_23924 
0006: 41@ = 25 
0002: jump @SYN2_23931 

:SYN2_23924
000A: 41@ += 1 

:SYN2_23931
0002: jump @SYN2_23945 

:SYN2_23938
000A: 41@ += 1 

:SYN2_23945
0002: jump @SYN2_23805 

:SYN2_23952
00D6: if 
0039:   41@ == 25 
004D: jump_if_false @SYN2_23984 
00AB: put_car 244@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:SYN2_23984
0002: jump @SYN2_24020 

:SYN2_23991
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @SYN2_24020 
06C7: AS_actor 245@ driver_of_car 244@ perform_action 3 timelimit 1000 

:SYN2_24020
0002: jump @SYN2_24037 

:SYN2_24027
04BA: set_car 244@ speed_to -10.0 

:SYN2_24037
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_24775 
00D6: if 
060E:   car 255@ assigned_to_path 
004D: jump_if_false @SYN2_24418 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_24406 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ with_offset 0.0 -10.0 0.0 
00AA: store_car 255@ position_to 47@ 48@ 49@ 
0509: 44@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 47@ 48@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ with_offset 0.0 -20.0 0.0 
00AA: store_car 255@ position_to 47@ 48@ 49@ 
0509: 45@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 47@ 48@ 
00D6: if 
0025:   45@ > 44@ // (float) 
004D: jump_if_false @SYN2_24327 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ with_offset 0.0 -15.0 0.0 
00D6: if 
81AF:   not car 255@ sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 5.0 5.0 5.0 
004D: jump_if_false @SYN2_24312 
0079: 269@ += frame_delta_time * -0.2 // (float) 
0002: jump @SYN2_24320 

:SYN2_24312
0087: 269@ = 266@ // (float) 

:SYN2_24320
0002: jump @SYN2_24377 

:SYN2_24327
00D6: if 
8039:   not  271@ == 2 
004D: jump_if_false @SYN2_24359 
00AE: set_car 255@ traffic_behaviour_to 3 
0006: 271@ = 2 

:SYN2_24359
0087: 269@ = 266@ // (float) 
000B: 269@ += 3.0 

:SYN2_24377
06FD: set_car 255@ speed_on_path_to 269@ 
00AA: store_car 244@ position_to 273@ 274@ 275@ 
0002: jump @SYN2_24411 

:SYN2_24406
05EC: release_car 255@ from_path 

:SYN2_24411
0002: jump @SYN2_24775 

:SYN2_24418
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_24516 
00D6: if 
8039:   not  271@ == 99 
004D: jump_if_false @SYN2_24495 
00D6: if 
8118:   not actor 259@ dead 
004D: jump_if_false @SYN2_24495 
06E1: AS_actor 259@ using_car 255@ target_car 244@ with_order 31 max_speed 100.0 traffic_flag 3 
0006: 271@ = 99 

:SYN2_24495
00AA: store_car 244@ position_to 273@ 274@ 275@ 
0002: jump @SYN2_24775 

:SYN2_24516
00D6: if 
001B:   100 > 271@ 
004D: jump_if_false @SYN2_24592 
00D6: if 
8118:   not actor 259@ dead 
004D: jump_if_false @SYN2_24585 
05D1: AS_actor 259@ drive_car 255@ to 273@ 274@ 275@ speed 40.0 0 model #NULL 2 
0006: 271@ = 100 

:SYN2_24585
0002: jump @SYN2_24775 

:SYN2_24592
00D6: if 
01AF:   car 255@ sphere 0 in_sphere 273@ 274@ 275@ radius 20.0 20.0 10.0 
004D: jump_if_false @SYN2_24775 
00D6: if 
8039:   not  271@ == 101 
004D: jump_if_false @SYN2_24775 
00D6: if 
8118:   not actor 259@ dead 
004D: jump_if_false @SYN2_24710 
0615: define_AS_pack_begin 53@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 259@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:SYN2_24710
00D6: if 
8118:   not actor 248@ dead 
004D: jump_if_false @SYN2_24768 
0615: define_AS_pack_begin 53@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 248@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:SYN2_24768
0006: 271@ = 101 

:SYN2_24775
00D6: if 
0039:   250@ == 0 
004D: jump_if_false @SYN2_25084 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_24849 
00D6: if 
051C:   car 244@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN2_24849 
0006: 250@ = 1 
0006: 276@ = 1 
0006: 32@ = 0 

:SYN2_24849
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_24898 
00D6: if 
051C:   car 255@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN2_24898 
0006: 250@ = 1 
0006: 276@ = 1 

:SYN2_24898
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_24997 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 244@ radius 30.0 30.0 30.0 flag 0 
004D: jump_if_false @SYN2_24990 
00D6: if 
0019:   89@ > 5000 
004D: jump_if_false @SYN2_24983 
0006: 276@ = 1 
0006: 250@ = 1 

:SYN2_24983
0002: jump @SYN2_24997 

:SYN2_24990
0006: 89@ = 0 

:SYN2_24997
00D6: if 
0039:   250@ == 1 
004D: jump_if_false @SYN2_25084 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_25038 
00AE: set_car 244@ traffic_behaviour_to 2 

:SYN2_25038
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_25084 
0227: 82@ = car 244@ health 
0085: 83@ = 82@ // (int) 
000E: 83@ -= 100 
0006: 81@ = 0 

:SYN2_25084
00D6: if and
0019:   276@ > 0 
001B:   7 > 276@ 
004D: jump_if_false @SYN2_25668 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @SYN2_25668 
00D6: if 
8118:   not actor 246@ dead 
004D: jump_if_false @SYN2_25668 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 246@ radius 20.0 20.0 20.0 sphere 0 
004D: jump_if_false @SYN2_25668 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @SYN2_25668 
0871: init_jump_table 276@ total_jumps 6 default_jump 0 @SYN2_25668 jumps 1 @SYN2_25261 2 @SYN2_25338 3 @SYN2_25415 4 @SYN2_25492 5 @SYN2_25569 6 @SYN2_25633 -1 @SYN2_25668 

:SYN2_25261
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_JA' // s$  // ~z~The Devil comes to claim his own, Godspeed, driver, Godspeed!
04AE: $ACTOR_SPEECH_WAV_FILE = 39045 // = constant 
004F: create_thread @AUDIOL 246@ 0 1 1 0  
040D: unload_wav 2 
03CF: load_wav 39046 as 2 
000A: 276@ += 1 
0006: 33@ = 0 
0002: jump @SYN2_25668 

:SYN2_25338
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_JB' // s$  // ~z~We need more than just the Lord's benefaction!
04AE: $ACTOR_SPEECH_WAV_FILE = 39046 // = constant 
004F: create_thread @AUDIOL 246@ 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39049 as 1 
000A: 276@ += 1 
0006: 33@ = 0 
0002: jump @SYN2_25668 

:SYN2_25415
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_JE' // s$  // ~z~Don't worry, girl, the Lord's army will come to our aid!
04AE: $ACTOR_SPEECH_WAV_FILE = 39049 // = constant 
004F: create_thread @AUDIOL 246@ 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 39050 as 2 
000A: 276@ += 1 
0006: 33@ = 0 
0002: jump @SYN2_25668 

:SYN2_25492
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_JF' // s$  // ~z~Now just keep undressing...
04AE: $ACTOR_SPEECH_WAV_FILE = 39050 // = constant 
004F: create_thread @AUDIOL 246@ 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39051 as 1 
000A: 276@ += 1 
0006: 33@ = 0 
0002: jump @SYN2_25668 

:SYN2_25569
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_JG' // s$  // ~z~That's right, put your hand there...
04AE: $ACTOR_SPEECH_WAV_FILE = 39051 // = constant 
004F: create_thread @AUDIOL 246@ 0 1 1 1  
000A: 276@ += 1 
0006: 33@ = 0 
0002: jump @SYN2_25668 

:SYN2_25633
000A: 276@ += 1 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_25661 
054F: clear_car 244@ damage 

:SYN2_25661
0002: jump @SYN2_25668 

:SYN2_25668
00D6: if and
0039:   276@ == 7 
0019:   278@ > 10000 
004D: jump_if_false @SYN2_26111 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_26111 
00D6: if 
051C:   car 244@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN2_26111 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @SYN2_26106 
000A: 277@ += 1 
00D6: if 
0019:   277@ > 4 
004D: jump_if_false @SYN2_25774 
0006: 277@ = 0 

:SYN2_25774
0871: init_jump_table 277@ total_jumps 5 default_jump 0 @SYN2_26087 jumps 0 @SYN2_25837 1 @SYN2_25887 2 @SYN2_25937 3 @SYN2_25987 4 @SYN2_26037 -1 @SYN2_26087 -1 @SYN2_26087 

:SYN2_25837
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_KA' // s$  // ~z~Be gone, foul abomination!
04AE: $ACTOR_SPEECH_WAV_FILE = 39053 // = constant 
004F: create_thread @AUDIOL 246@ 0 1 1 0  
0002: jump @SYN2_26087 

:SYN2_25887
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_KB' // s$  // ~z~Argh, he comes for us!
04AE: $ACTOR_SPEECH_WAV_FILE = 39054 // = constant 
004F: create_thread @AUDIOL 246@ 0 1 1 0  
0002: jump @SYN2_26087 

:SYN2_25937
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_KC' // s$  // ~z~Faster, driver, faster!
04AE: $ACTOR_SPEECH_WAV_FILE = 39055 // = constant 
004F: create_thread @AUDIOL 246@ 0 1 1 0  
0002: jump @SYN2_26087 

:SYN2_25987
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_KD' // s$  // ~z~Ow! Watch those teeth, girl!
04AE: $ACTOR_SPEECH_WAV_FILE = 39056 // = constant 
004F: create_thread @AUDIOL 246@ 0 1 1 0  
0002: jump @SYN2_26087 

:SYN2_26037
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_KE' // s$  // ~z~Argh! Careful with the 'little bishop', whore!
04AE: $ACTOR_SPEECH_WAV_FILE = 39057 // = constant 
004F: create_thread @AUDIOL 246@ 0 1 1 0  
0002: jump @SYN2_26087 

:SYN2_26087
0006: 278@ = 0 
054F: clear_car 244@ damage 
0002: jump @SYN2_26111 

:SYN2_26106
054F: clear_car 244@ damage 

:SYN2_26111
00D6: if 
0039:   250@ == 1 
004D: jump_if_false @SYN2_26352 
00D6: if 
8118:   not actor 248@ dead 
004D: jump_if_false @SYN2_26352 
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_26352 
00D6: if 
8118:   not actor 259@ dead 
004D: jump_if_false @SYN2_26281 
00D6: if 
00DB:   actor 248@ in_car 255@ 
004D: jump_if_false @SYN2_26203 
0002: jump @SYN2_26274 

:SYN2_26203
062E: get_actor 248@ task 1560 status_store_to 41@ // ret 7 if not found 
00D6: if 
04A4:   41@ == 7 // == constant 
004D: jump_if_false @SYN2_26274 
0615: define_AS_pack_begin 53@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 248@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:SYN2_26274
0002: jump @SYN2_26352 

:SYN2_26281
062E: get_actor 248@ task 1560 status_store_to 41@ // ret 7 if not found 
00D6: if 
04A4:   41@ == 7 // == constant 
004D: jump_if_false @SYN2_26352 
0615: define_AS_pack_begin 53@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 248@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:SYN2_26352
0006: 41@ = 0 

:SYN2_26359
00D6: if 
001B:   2 > 41@ 
004D: jump_if_false @SYN2_26891 
00D6: if 
056E:   car 255@(41@,4i) defined 
004D: jump_if_false @SYN2_26877 
00D6: if 
8119:   not car 255@(41@,4i) wrecked 
004D: jump_if_false @SYN2_26877 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_26877 
00AA: store_car 244@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
81AF:   not car 255@(41@,4i) sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 80.0 80.0 80.0 
004D: jump_if_false @SYN2_26877 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
81AF:   not car 255@(41@,4i) sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 40.0 40.0 40.0 
004D: jump_if_false @SYN2_26877 
00D6: if 
82CA:   not car 255@(41@,4i) bounding_sphere_visible 
004D: jump_if_false @SYN2_26877 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ with_offset 0.0 -15.0 0.0 
0006: 42@ = 1 

:SYN2_26609
00D6: if 
001B:   20 > 42@ 
004D: jump_if_false @SYN2_26756 
04D3: get_nearest_car_path_coords_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 42@ store_to 47@ 48@ 49@ 
00D6: if 
80C2:   not sphere_onscreen 47@ 48@ 49@ radius 5.0 
004D: jump_if_false @SYN2_26742 
00D6: if 
838A:   not any_car_in_cube_cornerA 47@ 48@ 49@ cornerB 5.0 5.0 5.0 
004D: jump_if_false @SYN2_26728 
0006: 42@ = 25 
0002: jump @SYN2_26735 

:SYN2_26728
000A: 42@ += 1 

:SYN2_26735
0002: jump @SYN2_26749 

:SYN2_26742
000A: 42@ += 1 

:SYN2_26749
0002: jump @SYN2_26609 

:SYN2_26756
00D6: if 
0039:   42@ == 25 
004D: jump_if_false @SYN2_26877 
00AB: put_car 255@(41@,4i) at 47@ 48@ 49@ 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_26822 
00AA: store_car 244@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:SYN2_26822
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 47@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 48@ // (float) 
0604: get_Z_angle_for_point 50@ 51@ store_to $TEMPVAR_ANGLE 
0175: set_car 255@(41@,4i) Z_angle_to $TEMPVAR_ANGLE 

:SYN2_26877
000A: 41@ += 1 
0002: jump @SYN2_26359 

:SYN2_26891
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @SYN2_26950 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @SYN2_26950 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_26950 
0224: set_car 244@ health_to 499 

:SYN2_26950
0006: 41@ = 0 
00D6: if 
0118:   actor 246@ dead 
004D: jump_if_false @SYN2_27001 
00D6: if 
075C:   marker 249@ enabled 
004D: jump_if_false @SYN2_26994 
0164: disable_marker 249@ 

:SYN2_26994
000A: 41@ += 1 

:SYN2_27001
00D6: if 
0118:   actor 259@ dead 
004D: jump_if_false @SYN2_27045 
00D6: if 
075C:   marker 263@ enabled 
004D: jump_if_false @SYN2_27038 
0164: disable_marker 263@ 

:SYN2_27038
000A: 41@ += 1 

:SYN2_27045
00D6: if 
0118:   actor 248@ dead 
004D: jump_if_false @SYN2_27089 
00D6: if 
075C:   marker 264@ enabled 
004D: jump_if_false @SYN2_27082 
0164: disable_marker 264@ 

:SYN2_27082
000A: 41@ += 1 

:SYN2_27089
00D6: if 
0039:   41@ == 3 
004D: jump_if_false @SYN2_27114 
0006: 35@ = 99 

:SYN2_27114
00D6: if 
8118:   not actor 246@ dead 
004D: jump_if_false @SYN2_27224 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 246@ radius 150.0 150.0 0 
004D: jump_if_false @SYN2_27217 
00D6: if 
0019:   87@ > 20000 
004D: jump_if_false @SYN2_27210 
0050: gosub @SYN2_31023 
00BC: show_text_highpriority GXT 'SYN2_71' time 5000 flag 1  // ~r~You lost the preacher.
0006: 37@ = 1 

:SYN2_27210
0002: jump @SYN2_27224 

:SYN2_27217
0006: 87@ = 0 

:SYN2_27224
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SYN2_27296 
000A: 34@ += 1 
0006: 35@ = 0 
0006: 32@ = 0 
03CF: load_wav 20600 as 3 

:SYN2_27270
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @SYN2_27296 
0001: wait 0 ms 
0002: jump @SYN2_27270 

:SYN2_27296
0051: return 

:SYN2_27298
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SYN2_27432 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @SYN2_27432 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_27418 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_27386 
00BB: show_text_lowpriority GXT 'SYN_M_1' time 7000 flag 1  // ~s~Get back in the ~b~pimpmobile~s~.

:SYN2_27386
00AA: store_car 59@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0A16: link_wav 3 to_car 59@ 
03D1: play_wav 3 
0006: 90@ = 1 

:SYN2_27418
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_27432
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SYN2_27543 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_27543 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_27543 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SYN2_27532 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 283@ = -1 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_27532
03D5: remove_text 'SYN_M_1'  // ~s~Get back in the ~b~pimpmobile~s~.

:SYN2_27543
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SYN2_27616 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_27616 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_27616 
00BE: text_clear_all 
040D: unload_wav 3 
0006: 90@ = 0 
000A: 35@ += 1 

:SYN2_27616
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SYN2_27768 
0006: 279@ = 0 
0006: 283@ = -1 
00BE: text_clear_all 
016A: fade 0 time 150 

:SYN2_27657
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_27681 
0001: wait 0 ms 
0002: jump @SYN2_27657 

:SYN2_27681
0050: gosub @SYN2_29128 
016A: fade 1 time 150 

:SYN2_27695
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_27719 
0001: wait 0 ms 
0002: jump @SYN2_27695 

:SYN2_27719
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_27740 
00A6: destroy_car 255@ 

:SYN2_27740
00D6: if 
8119:   not car 256@ wrecked 
004D: jump_if_false @SYN2_27761 
00A6: destroy_car 256@ 

:SYN2_27761
000A: 35@ += 1 

:SYN2_27768
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SYN2_27826 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SYN2_27826 
0006: 247@ = 0 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_27826
00D6: if and
0019:   35@ > 4 
001B:   99 > 35@ 
004D: jump_if_false @SYN2_28375 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @SYN2_28375 
00D6: if 
0019:   54@ > 1000 
004D: jump_if_false @SYN2_28375 
0871: init_jump_table 247@ total_jumps 7 default_jump 0 @SYN2_28368 jumps 0 @SYN2_27951 1 @SYN2_28021 2 @SYN2_28090 3 @SYN2_28159 4 @SYN2_28228 5 @SYN2_28297 6 @SYN2_28354 

:SYN2_27951
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_GA' // s$  // ~z~Everything's been taken care of, Mr. Jizzy!
04AE: $ACTOR_SPEECH_WAV_FILE = 39033 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0  
040D: unload_wav 2 
03CF: load_wav 39034 as 2 
000A: 247@ += 1 
0002: jump @SYN2_28368 

:SYN2_28021
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_GB' // s$  // ~z~Oh, CJ, you's a playa's right hand, baby.
04AE: $ACTOR_SPEECH_WAV_FILE = 39034 // = constant 
004F: create_thread @AUDIOL -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39035 as 1 
000A: 247@ += 1 
0002: jump @SYN2_28368 

:SYN2_28090
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_GC' // s$  // ~z~Oh, and by the way - that car's just come up over on an APB.
04AE: $ACTOR_SPEECH_WAV_FILE = 39035 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 39036 as 2 
000A: 247@ += 1 
0002: jump @SYN2_28368 

:SYN2_28159
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_GD' // s$  // ~z~Dump it, keep it, whatever.
04AE: $ACTOR_SPEECH_WAV_FILE = 39036 // = constant 
004F: create_thread @AUDIOL -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39038 as 1 
000A: 247@ += 1 
0002: jump @SYN2_28368 

:SYN2_28228
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_GF' // s$  // ~z~Just keep it away from me, my hos, and my club!
04AE: $ACTOR_SPEECH_WAV_FILE = 39038 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 39037 as 2 
000A: 247@ += 1 
0002: jump @SYN2_28368 

:SYN2_28297
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_GE' // s$  // ~z~Oh, for sure, you got that, man.
04AE: $ACTOR_SPEECH_WAV_FILE = 39037 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1  
000A: 247@ += 1 
0002: jump @SYN2_28368 

:SYN2_28354
000A: 247@ += 1 
0002: jump @SYN2_28368 

:SYN2_28368
0006: 54@ = 0 

:SYN2_28375
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SYN2_28424 
00D6: if or
0019:   247@ > 6 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN2_28424 
0006: 35@ = 99 

:SYN2_28424
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SYN2_28605 
016A: fade 0 time 500 

:SYN2_28449
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_28473 
0001: wait 0 ms 
0002: jump @SYN2_28449 

:SYN2_28473
0050: gosub @SYN2_31023 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_28528 
00AA: store_car 59@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 15.0 

:SYN2_28528
016A: fade 1 time 500 

:SYN2_28535
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_28559 
0001: wait 0 ms 
0002: jump @SYN2_28535 

:SYN2_28559
0004: $AUDIO_LINE_IS_ACTIVE = 0 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 1 
004D: jump_if_false @SYN2_28591 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:SYN2_28591
0006: 36@ = 1 
000A: 34@ += 1 

:SYN2_28605
0051: return 

:SYN2_28607
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN2_28644 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @SYN2_28644 
03D1: play_wav 3 

:SYN2_28644
00D6: if 
001B:   7 > 34@ 
004D: jump_if_false @SYN2_28724 
00D6: if 
056D:   actor 67@ defined 
004D: jump_if_false @SYN2_28724 
00D6: if 
0118:   actor 67@ dead 
004D: jump_if_false @SYN2_28724 
0050: gosub @SYN2_31023 
00BC: show_text_highpriority GXT 'SYN_F_5' time 5000 flag 1  // ~r~Jizzy's girl is history.
0006: 37@ = 1 

:SYN2_28724
00D6: if 
056D:   actor 68@ defined 
004D: jump_if_false @SYN2_28786 
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @SYN2_28786 
0050: gosub @SYN2_31023 
00BC: show_text_highpriority GXT 'SYN_F_5' time 5000 flag 1  // ~r~Jizzy's girl is history.
0006: 37@ = 1 

:SYN2_28786
00D6: if 
056D:   actor 69@ defined 
004D: jump_if_false @SYN2_28848 
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @SYN2_28848 
0050: gosub @SYN2_31023 
00BC: show_text_highpriority GXT 'SYN_F_5' time 5000 flag 1  // ~r~Jizzy's girl is history.
0006: 37@ = 1 

:SYN2_28848
00D6: if 
056E:   car 59@ defined 
004D: jump_if_false @SYN2_28910 
00D6: if 
0119:   car 59@ wrecked 
004D: jump_if_false @SYN2_28910 
0050: gosub @SYN2_31023 
00BC: show_text_highpriority GXT 'SYN_F_2' time 5000 flag 1  // ~r~You destroyed Jizzy's car.
0006: 37@ = 1 

:SYN2_28910
00D6: if 
0019:   34@ > 2 
004D: jump_if_false @SYN2_29022 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_29022 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_29001 
00D6: if 
875C:   not marker 61@ enabled 
004D: jump_if_false @SYN2_28994 
0186: 61@ = create_marker_above_car 59@ 
07E0: set_marker 61@ type_to 1 

:SYN2_28994
0002: jump @SYN2_29022 

:SYN2_29001
00D6: if 
075C:   marker 61@ enabled 
004D: jump_if_false @SYN2_29022 
0164: disable_marker 61@ 

:SYN2_29022
0051: return 

:SYN2_29024
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @SYN2_29126 
0687: clear_actor 68@ task 
0615: define_AS_pack_begin 53@ 
05C5: AS_actor -1 cower 2000 ms 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_29090 
05DD: AS_actor -1 flee_from_actor 71@ from_origin_radius 100.0 timelimit 60000 

:SYN2_29090
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 53@ 
0618: assign_actor 68@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0006: 78@ = 0 
0006: 86@ = 99 

:SYN2_29126
0051: return 

:SYN2_29128
0006: 280@ = 1 
0470: 285@ = actor $PLAYER_ACTOR current_weapon 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 1 
004D: jump_if_false @SYN2_29214 
0555: remove_weapon 1 from_actor $PLAYER_ACTOR 
0006: 284@ = 1 
0247: load_model #BRASSKNUCKLE 

:SYN2_29180
00D6: if 
8248:   not model #BRASSKNUCKLE available 
004D: jump_if_false @SYN2_29207 
0001: wait 0 ms 
0002: jump @SYN2_29180 

:SYN2_29207
0002: jump @SYN2_29221 

:SYN2_29214
0006: 284@ = 0 

:SYN2_29221
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00D6: if 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @SYN2_29297 
04ED: load_animation "CAR_CHAT" 

:SYN2_29263
00D6: if 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @SYN2_29297 
0001: wait 0 ms 
0002: jump @SYN2_29263 

:SYN2_29297
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @SYN2_29345 
0247: load_model #CELLPHONE 

:SYN2_29318
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @SYN2_29345 
0001: wait 0 ms 
0002: jump @SYN2_29318 

:SYN2_29345
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_29452 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 59@ with_offset -0.49 0.05 0.183 
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 2.0 
00AA: store_car 59@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0174: $TEMPVAR_ANGLE = car 59@ Z_angle 
00AB: put_car 59@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0175: set_car 59@ Z_angle_to $TEMPVAR_ANGLE 

:SYN2_29452
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_29491 
0519: set_car 59@ locked 1 
0508: car 59@ close_all_doors 

:SYN2_29491
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0039:   279@ == 0 
004D: jump_if_false @SYN2_29597 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_29597 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 59@ with_offset 0.01 0.75 0.77 
0407: store_coords_to 50@ 51@ 52@ from_car 59@ with_offset -0.36 0.12 0.66 

:SYN2_29597
00D6: if 
0039:   279@ == 1 
004D: jump_if_false @SYN2_29689 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_29689 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 59@ with_offset -0.04 0.68 0.69 
0407: store_coords_to 50@ 51@ 52@ from_car 59@ with_offset -0.55 -0.29 0.64 

:SYN2_29689
00D6: if 
0039:   279@ == 2 
004D: jump_if_false @SYN2_29781 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_29781 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 59@ with_offset 0.51 -0.9 0.84 
0407: store_coords_to 50@ 51@ 52@ from_car 59@ with_offset -0.41 -0.14 0.64 

:SYN2_29781
0107: 85@ = create_object #CELLPHONE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_29851 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 59@ at_car_offset -0.49 0.05 0.183 position 0 shooting_angle_limit 0.0 with_weapon 0 

:SYN2_29851
00D6: if 
0039:   279@ == 0 
004D: jump_if_false @SYN2_30225 
0615: define_AS_pack_begin 53@ 
070A: AS_actor -1 attach_to_object 85@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_OUT" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 53@ 

:SYN2_30225
00D6: if 
0039:   279@ == 1 
004D: jump_if_false @SYN2_30567 
0615: define_AS_pack_begin 53@ 
070A: AS_actor -1 attach_to_object 85@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA_TO_B" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPB" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPB_TO_A" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 53@ 

:SYN2_30567
00D6: if 
0039:   279@ == 2 
004D: jump_if_false @SYN2_30951 
0615: define_AS_pack_begin 53@ 
070A: AS_actor -1 attach_to_object 85@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA_TO_B" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPB" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPB_TO_A" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_OUT" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 53@ 

:SYN2_30951
0618: assign_actor $PLAYER_ACTOR to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0001: wait 0 ms 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 50@ 51@ 52@ switchstyle 2 
041D: set_camera_near_clip 0.01 
0006: 32@ = 0 
0051: return 

:SYN2_31023
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @SYN2_31078 
01B2: give_actor $PLAYER_ACTOR weapon 1 ammo 1 // Load the weapon model before using this 
0006: 284@ = 0 
0249: release_model #BRASSKNUCKLE 

:SYN2_31078
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 285@ 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_31159 
0519: set_car 59@ locked 0 
00D6: if 
0039:   280@ == 1 
004D: jump_if_false @SYN2_31159 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 59@ 
0108: destroy_object 85@ 

:SYN2_31159
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0164: disable_marker 263@ 
0164: disable_marker 264@ 
0006: 280@ = 0 
0051: return 

:SYN2_31186
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:SYN2_31204
00D6: if 
0038:   $1905 == 0 
004D: jump_if_false @SYN2_31291 
0164: disable_marker $526 
0164: disable_marker $MARKER_TRIADS_SF_GARAGE 
0164: disable_marker $532 
02A7: $526 = create_icon_marker_and_sphere $ICON_LOCOSYNDICATE at $X_JIZZY_CLUB $Y_JIZZY_CLUB $Z_JIZZY_CLUB 
0008: $SYNDICATE_TOTAL_PASSED_MISSIONS += 1 
0004: $1905 = 1 
00BC: show_text_highpriority GXT 'SYN2_60' time 10000 flag 1  // ~s~Go to Jizzy's club.
0002: jump @SYN2_31355 

:SYN2_31291
0008: $SYNDICATE_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'SYND_2'  // Jizzy
01E3: show_text_1number_styled GXT 'M_PASSS' number 3000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 3000 
0998: add_respect 20 
0394: play_music 1 
0629: change_integer_stat 313 to 1 
030C: progress_made = 1 

:SYN2_31355
0051: return 

:SYN2_31357
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYN2_31384 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 

:SYN2_31384
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_31427 
053F: set_car 59@ tires_vulnerability 1 

:SYN2_31427
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYN2_31448 
0687: clear_actor $PLAYER_ACTOR task 

:SYN2_31448
022A: remove_forbidden_for_peds_cube_cornerA -2431.115 -169.4874 33.0 cornerB -2426.513 -117.2969 36.0 
022A: remove_forbidden_for_peds_cube_cornerA -1950.0 718.0 44.0 cornerB -1912.0 731.0 48.0 
01E7: remove_forbidden_for_cars_cube_cornerA -1950.0 718.0 44.0 cornerB -1912.0 731.0 48.0 
0249: release_model #CELLPHONE 
0249: release_model #BROADWAY 
0249: release_model #HFYPRO 
0296: unload_special_actor 1 
04EF: release_animation "GANGS" 
0249: release_model #SHFYPRO 
0249: release_model #BMYPIMP 
0249: release_model #HUSTLER 
0249: release_model #CAMPER 
0249: release_model #SWMYHP1 
0249: release_model #SWMYHP2 
0249: release_model #VBFYPRO 
0249: release_model #COLT45 
04EF: release_animation "CRACK" 
04EF: release_animation "FIGHT_D" 
04EF: release_animation "MISC" 
0249: release_model #STRETCH 
0249: release_model #HUNTLEY 
0249: release_model #HFYPRO 
0249: release_model #BMYMIB 
0249: release_model #WMOPREA 
0249: release_model #STRETCH 
0249: release_model #HUNTLEY 
0249: release_model #HFYPRO 
0249: release_model #BMYMIB 
0249: release_model #WMOPREA 
0249: release_model #COLT45 
0249: release_model #MP5LNG 
0249: release_model #CELLPHONE 
04EF: release_animation "CAR_CHAT" 
0164: disable_marker 60@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
0164: disable_marker 249@ 
065C: release_decision_maker 232@ 
065C: release_decision_maker 231@ 
0151: remove_status_text $7302 
014F: stop_timer $SYN2_TIME_UNTIL_BACKUP 
014F: stop_timer $7301 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
0733: random_car_generator_enable_model #BROADWAY 
0733: random_car_generator_enable_model #HUSTLER 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 60---------------
// Originally: Outrider

:SYN3
03A4: name_thread 'SYN3' 
0050: gosub @SYN3_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SYN3_38 
0050: gosub @SYN3_19140 

:SYN3_38
0050: gosub @SYN3_19234 
004E: end_thread 

:SYN3_47
0317: increment_mission_attempts 
054C: use_GXT_table 'SYN3' 
0004: $ONMISSION = 1 
0001: wait 0 ms 
0007: 38@ = -1832.33 
0007: 39@ = -14.59 
0007: 40@ = 15.39 
0007: 41@ = 270.0 
0007: 42@ = -1815.04 
0007: 43@ = 2.59 
0007: 44@ = 14.99 
0007: 45@ = -2127.42 
0007: 46@ = -100.65 
0007: 47@ = 34.37 
0007: 56@ = 9.5 
0006: 103@ = 0 
0006: 134@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 57@ = 1 
0006: 142@ = 0 
0006: 143@ = 0 
0006: 144@ = 0 
0006: 145@ = 0 
0006: 97@ = 0 

:SYN3_272
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_337 
0006: 146@(97@,3i) = 0 
0006: 149@(97@,3i) = 0 
0006: 180@(97@,3i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_272 

:SYN3_337
0006: 97@ = 0 

:SYN3_344
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_398 
0006: 155@(97@,6i) = 0 
0006: 183@(97@,6i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_344 

:SYN3_398
0006: 97@ = 0 

:SYN3_405
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_448 
0006: 152@(97@,3i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_405 

:SYN3_448
0006: 97@ = 0 

:SYN3_455
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_509 
0006: 164@(97@,6i) = 0 
0006: 189@(97@,6i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_455 

:SYN3_509
0006: 97@ = 0 

:SYN3_516
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_559 
0006: 161@(97@,3i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_516 

:SYN3_559
0006: 97@ = 0 

:SYN3_566
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_631 
0006: 170@(97@,3i) = 0 
0006: 173@(97@,3i) = 0 
0006: 195@(97@,3i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_566 

:SYN3_631
0006: 176@ = 0 
0006: 177@ = 0 
0006: 178@ = 0 
0006: 179@ = 0 
0006: 198@ = -1 
0006: 97@ = 0 

:SYN3_673
00D6: if 
001B:   4 > 97@ 
004D: jump_if_false @SYN3_716 
0006: 199@(97@,4i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_673 

:SYN3_716
0006: 205@ = 0 
0006: 97@ = 0 

:SYN3_730
00D6: if 
001B:   4 > 97@ 
004D: jump_if_false @SYN3_773 
0006: 206@(97@,4i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_730 

:SYN3_773
0006: 210@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 131@ = 0 
0006: 211@ = 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:SYN3_823
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_847 
0001: wait 0 ms 
0002: jump @SYN3_823 

:SYN3_847
0A0E: disable_text_with_style 1 
00D6: if 
0039:   211@ == 1 
004D: jump_if_false @SYN3_944 
00A5: 35@ = create_car #SANCHEZ at 0.0 0.0 -100.0 
0186: 214@ = create_marker_above_car 35@ 
00A5: 36@ = create_car #RUMPO at 0.0 0.0 -100.0 
0129: 37@ = create_actor_pedtype 24 model #SFR1 in_car 36@ driverseat 
0186: 215@ = create_marker_above_car 36@ 

:SYN3_944
0247: load_model #WASHING 
0247: load_model #ROCKETLA 
0247: load_model #SNIPER 
0247: load_model #SANCHEZ 
0247: load_model #CELLPHONE 
0247: load_model #BODYARMOUR 

:SYN3_973
00D6: if or
8248:   not model #WASHING available 
8248:   not model #ROCKETLA available 
8248:   not model #SNIPER available 
8248:   not model #SANCHEZ available 
8248:   not model #CELLPHONE available 
8248:   not model #BODYARMOUR available 
004D: jump_if_false @SYN3_1024 
0001: wait 0 ms 
0002: jump @SYN3_973 

:SYN3_1024
050F: get_max_wanted_level_to 248@ 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0395: clear_area 0 at -2030.4 148.83 27.84 radius 100.0 
03CB: set_rendering_origin_at -2030.4 148.83 27.84 
00A1: put_actor $PLAYER_ACTOR at -2030.4 148.83 27.84 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
015F: set_camera_position -2027.45 150.01 29.01 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2028.92 149.37 29.03 switchstyle 2 
0006: 132@ = 0 
0050: gosub @SYN3_17788 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
016A: fade 1 time 1000 

:SYN3_1190
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_1214 
0001: wait 0 ms 
0002: jump @SYN3_1190 

:SYN3_1214
0001: wait 1500 ms 

:SYN3_1219
00D6: if 
001B:   2 > 129@ 
004D: jump_if_false @SYN3_1346 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYN3_1318 
0050: gosub @SYN3_18315 
00D6: if and
0039:   128@ == 2 
0039:   129@ == 1 
8039:   not  131@ == 1 
004D: jump_if_false @SYN3_1311 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
0006: 131@ = 1 

:SYN3_1311
0002: jump @SYN3_1339 

:SYN3_1318
040D: unload_wav 1 
00BE: text_clear_all 
0006: 131@ = 0 
0085: 129@ = 130@ // (int) 

:SYN3_1339
0002: jump @SYN3_1219 

:SYN3_1346
0968: actor $PLAYER_ACTOR stop_mouth 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 

:SYN3_1373
00D6: if 
001D:   130@ > 129@ // (int) 
004D: jump_if_false @SYN3_1538 
0001: wait 0 ms 
00D6: if and
0256:   player $PLAYER_CHAR defined 
84AD:   not actor $PLAYER_ACTOR in_water 
8818:   not actor $PLAYER_ACTOR in_air 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @SYN3_1489 
0050: gosub @SYN3_18315 
00D6: if and
0039:   128@ == 2 
0039:   129@ == 7 
8039:   not  131@ == 1 
004D: jump_if_false @SYN3_1482 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
0006: 131@ = 1 

:SYN3_1482
0002: jump @SYN3_1531 

:SYN3_1489
040D: unload_wav 1 
00BE: text_clear_all 
0006: 131@ = 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYN3_1523 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN3_1523
0085: 129@ = 130@ // (int) 

:SYN3_1531
0002: jump @SYN3_1373 

:SYN3_1538
0968: actor $PLAYER_ACTOR stop_mouth 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to 95@ // ret 7 if not found 
00D6: if 
84A4:   not  95@ == 7 // == constant 
004D: jump_if_false @SYN3_1579 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:SYN3_1579
0249: release_model #CELLPHONE 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0001: wait 2500 ms 
0674: set_car_model #WASHING numberplate "_OMEGA__" 
00A5: 34@ = create_car #WASHING at -1665.27 412.923 6.192 
0175: set_car 34@ Z_angle_to 134.44 
0229: set_car 34@ primary_color_to 84 secondary_color_to 84 
0186: 212@ = create_marker_above_car 34@ 
07E0: set_marker 212@ type_to 1 
0519: set_car 34@ locked 1 
00BC: show_text_highpriority GXT 'SYN3_18' time 10000 flag 0  // ~s~Go to the ~b~car~s~.

:SYN3_1691
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SYN3_1717 
0002: jump @SYN3_19158 

:SYN3_1717
00D6: if and
8039:   not  134@ == 1 
8119:   not car 34@ wrecked 
004D: jump_if_false @SYN3_2669 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 34@ radius 10.0 10.0 10.0 flag 0 
004D: jump_if_false @SYN3_2669 
0164: disable_marker 212@ 
0006: 134@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 2000 

:SYN3_1810
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_1834 
0001: wait 0 ms 
0002: jump @SYN3_1810 

:SYN3_1834
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN3_1870 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1672.64 404.17 6.18 

:SYN3_1870
0395: clear_area 0 at -1665.27 412.923 6.192 radius 50.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @SYN3_1917 
0338: set_car 34@ visibility 0 

:SYN3_1917
03EF: player $PLAYER_CHAR make_safe 
02E4: load_cutscene_data 'SYND_3A' 

:SYN3_1933
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SYN3_1957 
0001: wait 0 ms 
0002: jump @SYN3_1933 

:SYN3_1957
02E7: start_cutscene 
016A: fade 1 time 1000 

:SYN3_1966
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SYN3_1990 
0001: wait 0 ms 
0002: jump @SYN3_1966 

:SYN3_1990
016A: fade 0 time 0 

:SYN3_1996
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_2020 
0001: wait 0 ms 
0002: jump @SYN3_1996 

:SYN3_2020
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
023C: load_special_actor 'TORINO' as 1 // models 290-299 
023C: load_special_actor 'TBONE' as 2 // models 290-299 

:SYN3_2055
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
004D: jump_if_false @SYN3_2085 
0001: wait 0 ms 
0002: jump @SYN3_2055 

:SYN3_2085
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @SYN3_2356 
0338: set_car 34@ visibility 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN3_2144 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1665.27 412.923 -4.192 

:SYN3_2144
036A: put_actor $PLAYER_ACTOR in_car 34@ 
0006: 137@ = 1 
0519: set_car 34@ locked 0 
01C8: 100@ = create_actor_pedtype 24 model #SPECIAL01 in_car 34@ passenger_seat 0 
0223: set_actor 100@ health_to 500 
08AF: set_actor 100@ max_health_to 500 
0568: set_actor 100@ untargetable 1 
0446: set_actor 100@ dismemberment_possible 0 
039E: set_actor 100@ locked 1 while_in_car 
0526: set_actor 100@ stay_in_car_when_jacked 1 
09F6: set_actor 100@ unjackable_through_driver_seat 0 
01C8: 101@ = create_actor_pedtype 24 model #SPECIAL02 in_car 34@ passenger_seat 1 
0223: set_actor 101@ health_to 500 
08AF: set_actor 101@ max_health_to 500 
0568: set_actor 101@ untargetable 1 
0446: set_actor 101@ dismemberment_possible 0 
039E: set_actor 101@ locked 1 while_in_car 
0526: set_actor 101@ stay_in_car_when_jacked 1 
09F6: set_actor 101@ unjackable_through_driver_seat 0 
07E5: copy_decision_maker -1 to 102@ 
0708: reset_decision_maker 102@ event 79 
060B: set_actor 100@ decision_maker_to 102@ 
060B: set_actor 101@ decision_maker_to 102@ 
077C: clear_actor 100@ acquaintance 3 to_all_pedtypes // see ped.dat 
077C: clear_actor 100@ acquaintance 4 to_all_pedtypes // see ped.dat 
077C: clear_actor 101@ acquaintance 3 to_all_pedtypes // see ped.dat 
077C: clear_actor 101@ acquaintance 4 to_all_pedtypes // see ped.dat 

:SYN3_2356
041A: 91@ = actor $PLAYER_ACTOR weapon 35 ammo 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @SYN3_2394 
041A: 91@ = actor $PLAYER_ACTOR weapon 36 ammo 

:SYN3_2394
0006: 92@ = 20 
0062: 92@ -= 91@ // (int) 
00D6: if 
0019:   92@ > 0 
004D: jump_if_false @SYN3_2470 
032B: 89@ = create_weapon_pickup #ROCKETLA type 3 ammo 92@ at -1831.0 -21.43 15.16 
03DC: 247@ = create_marker_above_pickup 89@ 
0002: jump @SYN3_2477 

:SYN3_2470
0006: 135@ = 1 

:SYN3_2477
041A: 93@ = actor $PLAYER_ACTOR weapon 34 ammo 
0006: 94@ = 40 
0062: 94@ -= 93@ // (int) 
00D6: if 
0019:   94@ > 0 
004D: jump_if_false @SYN3_2548 
032B: 90@ = create_weapon_pickup #SNIPER type 3 ammo 94@ at -1837.0 -21.43 15.16 

:SYN3_2548
0249: release_model #ROCKETLA 
0249: release_model #SNIPER 
0050: gosub @SYN3_6547 
00A5: 35@ = create_car #SANCHEZ at -1830.16 -17.64 14.79 
0175: set_car 35@ Z_angle_to 268.78 
0001: wait 500 ms 
016A: fade 1 time 1500 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
018A: 213@ = create_checkpoint_at 42@ 43@ 44@ 
00BC: show_text_highpriority GXT 'SYN3_1' time 10000 flag 0  // ~s~Drive to the van's ~y~location~s~.
00D6: if 
8039:   not  135@ == 1 
004D: jump_if_false @SYN3_2669 

:SYN3_2669
00D6: if and
0039:   134@ == 1 
8039:   not  136@ == 1 
8119:   not car 34@ wrecked 
004D: jump_if_false @SYN3_3214 
00D6: if and
0039:   137@ == 1 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @SYN3_3013 
0164: disable_marker 213@ 
0186: 212@ = create_marker_above_car 34@ 
07E0: set_marker 212@ type_to 1 
0050: gosub @SYN3_18546 
00D6: if 
0118:   actor 100@ dead 
004D: jump_if_false @SYN3_2795 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'SYN3_27' time 4000 flag 0  // ~r~Toreno died!
0002: jump @SYN3_19140 

:SYN3_2795
00D6: if 
0118:   actor 101@ dead 
004D: jump_if_false @SYN3_2834 
00BC: show_text_highpriority GXT 'SYN3_28' time 4000 flag 0  // ~r~T-Bone died!
0002: jump @SYN3_19140 

:SYN3_2834
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @SYN3_2873 
00BC: show_text_highpriority GXT 'SYN3_19' time 4000 flag 0  // ~r~The car was destroyed!
0002: jump @SYN3_19140 

:SYN3_2873
00D6: if 
0119:   car 36@ wrecked 
004D: jump_if_false @SYN3_2912 
00BC: show_text_highpriority GXT 'SYN3_15' time 4000 flag 0  // ~r~The van was destroyed!
0002: jump @SYN3_19140 

:SYN3_2912
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @SYN3_2951 
00BC: show_text_highpriority GXT 'SYN3_16' time 4000 flag 0  // ~r~The van driver died!
0002: jump @SYN3_19140 

:SYN3_2951
00D6: if 
0119:   car 35@ wrecked 
004D: jump_if_false @SYN3_2990 
00BC: show_text_highpriority GXT 'SYN3_14' time 4000 flag 0  // ~r~Your escort bike was destroyed!
0002: jump @SYN3_19140 

:SYN3_2990
00BC: show_text_highpriority GXT 'SYN3_26' time 7000 flag 0  // ~s~Get back into the ~b~car~s~.
0006: 137@ = 0 

:SYN3_3013
00D6: if and
0039:   137@ == 0 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @SYN3_3081 
0164: disable_marker 212@ 
018A: 213@ = create_checkpoint_at 42@ 43@ 44@ 
00BC: show_text_highpriority GXT 'SYN3_1' time 7000 flag 0  // ~s~Drive to the van's ~y~location~s~.
0006: 137@ = 1 

:SYN3_3081
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @SYN3_3214 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 42@ 43@ 44@ radius 4.0 4.0 2.0 sphere 1 in_car 
004D: jump_if_false @SYN3_3214 
0164: disable_marker 213@ 
0006: 136@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0050: gosub @SYN3_16390 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @SYN3_3198 
0186: 214@ = create_marker_above_car 35@ 
07E0: set_marker 214@ type_to 1 

:SYN3_3198
00BC: show_text_highpriority GXT 'SYN3_25' time 10000 flag 0  // ~s~Pick up the ~b~escort bike~s~.

:SYN3_3214
00D6: if and
0039:   136@ == 1 
8039:   not  138@ == 1 
004D: jump_if_false @SYN3_3579 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @SYN3_3579 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @SYN3_3579 
0164: disable_marker 214@ 
0050: gosub @SYN3_6701 
0006: 138@ = 1 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @SYN3_3331 
0186: 215@ = create_marker_above_car 36@ 
07E0: set_marker 215@ type_to 1 
018B: set_marker 215@ radar_mode 2 

:SYN3_3331
018A: 216@ = create_checkpoint_at -2007.75 533.24 33.91 
08FB: set_checkpoint 216@ type_to 2 
00BC: show_text_highpriority GXT 'SYN3_2' time 10000 flag 0  // ~s~Take out the first ~r~roadblock ~s~before the ~b~van ~s~gets there.
0006: 141@ = 0 
0006: 33@ = 0 
0050: gosub @SYN3_6965 
0050: gosub @SYN3_8754 
0006: 142@ = 1 
01E8: create_forbidden_for_cars_cube_cornerA -2005.23 517.16 33.0 cornerB -2002.69 554.12 36.0 
01E8: create_forbidden_for_cars_cube_cornerA -2097.8 319.42 33.0 cornerB -2035.57 321.05 36.0 
01E8: create_forbidden_for_cars_cube_cornerA -2150.18 138.75 33.0 cornerB -2145.71 160.84 36.0 
01E8: create_forbidden_for_cars_cube_cornerA -2168.24 42.13 33.0 cornerB -2165.99 61.7 36.0 
06D7: enable_train_traffic 0 
0213: 249@ = create_pickup #BODYARMOUR type 3 at -2060.03 304.18 35.81 
0006: 140@ = 0 
0050: gosub @SYN3_14963 

:SYN3_3579
00D6: if 
8039:   not  139@ == 1 
004D: jump_if_false @SYN3_6540 
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @SYN3_3661 
00D6: if 
8039:   not  135@ == 1 
004D: jump_if_false @SYN3_3661 
00D6: if 
0214:   pickup 89@ picked_up 
004D: jump_if_false @SYN3_3661 
0164: disable_marker 247@ 
0006: 135@ = 1 

:SYN3_3661
00D6: if and
0039:   138@ == 1 
8119:   not car 36@ wrecked 
004D: jump_if_false @SYN3_5972 
00D6: if and
8039:   not  141@ == 1 
0029:   33@ >= 10000 
004D: jump_if_false @SYN3_3772 
00D6: if 
075C:   marker 247@ enabled 
004D: jump_if_false @SYN3_3749 
00BC: show_text_highpriority GXT 'SYN3_3' time 7000 flag 0  // ~s~Use the ~g~rocket launcher ~s~to destroy the ~r~roadblocks.
0002: jump @SYN3_3765 

:SYN3_3749
00BC: show_text_highpriority GXT 'SYN3_4' time 7000 flag 0  // ~s~Use the rocket launcher to destroy the ~r~roadblocks.

:SYN3_3765
0006: 141@ = 1 

:SYN3_3772
00D6: if or
0029:   57@ >= 1 
0039:   57@ == -1 
004D: jump_if_false @SYN3_3947 
00D6: if or
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1999.7 527.27 radius 150.0 150.0 
01AD:   car 36@ sphere 0 near_point -1999.7 527.27 radius 100.0 100.0 
004D: jump_if_false @SYN3_3901 
00D6: if 
0039:   142@ == 1 
004D: jump_if_false @SYN3_3894 
0050: gosub @SYN3_9322 
0006: 142@ = 0 

:SYN3_3894
0002: jump @SYN3_3933 

:SYN3_3901
00D6: if 
0039:   142@ == 0 
004D: jump_if_false @SYN3_3933 
0050: gosub @SYN3_8754 
0006: 142@ = 1 

:SYN3_3933
0006: 198@ = 0 
0050: gosub @SYN3_11986 

:SYN3_3947
00D6: if or
0029:   57@ >= 2 
0039:   57@ == -1 
004D: jump_if_false @SYN3_4122 
00D6: if or
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2085.74 320.74 radius 150.0 150.0 
01AD:   car 36@ sphere 0 near_point -2085.74 320.74 radius 100.0 100.0 
004D: jump_if_false @SYN3_4076 
00D6: if 
0039:   143@ == 1 
004D: jump_if_false @SYN3_4069 
0050: gosub @SYN3_9464 
0006: 143@ = 0 

:SYN3_4069
0002: jump @SYN3_4108 

:SYN3_4076
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @SYN3_4108 
0050: gosub @SYN3_8896 
0006: 143@ = 1 

:SYN3_4108
0006: 198@ = 1 
0050: gosub @SYN3_11986 

:SYN3_4122
00D6: if or
0029:   57@ >= 3 
0039:   57@ == -1 
004D: jump_if_false @SYN3_4297 
00D6: if or
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2146.62 146.06 radius 150.0 150.0 
01AD:   car 36@ sphere 0 near_point -2146.62 146.06 radius 100.0 100.0 
004D: jump_if_false @SYN3_4251 
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @SYN3_4244 
0050: gosub @SYN3_9606 
0006: 144@ = 0 

:SYN3_4244
0002: jump @SYN3_4283 

:SYN3_4251
00D6: if 
0039:   144@ == 0 
004D: jump_if_false @SYN3_4283 
0050: gosub @SYN3_9038 
0006: 144@ = 1 

:SYN3_4283
0006: 198@ = 2 
0050: gosub @SYN3_11986 

:SYN3_4297
00D6: if or
0029:   57@ >= 4 
0039:   57@ == -1 
004D: jump_if_false @SYN3_4472 
00D6: if or
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2166.92 48.75 radius 150.0 150.0 
01AD:   car 36@ sphere 0 near_point -2166.92 48.75 radius 100.0 100.0 
004D: jump_if_false @SYN3_4426 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @SYN3_4419 
0050: gosub @SYN3_9748 
0006: 145@ = 0 

:SYN3_4419
0002: jump @SYN3_4458 

:SYN3_4426
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @SYN3_4458 
0050: gosub @SYN3_9180 
0006: 145@ = 1 

:SYN3_4458
0006: 198@ = 3 
0050: gosub @SYN3_11986 

:SYN3_4472
0050: gosub @SYN3_10412 
0050: gosub @SYN3_13834 
00D6: if 
8039:   not  205@ == 1 
004D: jump_if_false @SYN3_4782 
0871: init_jump_table 57@ total_jumps 4 default_jump 1 @SYN3_4775 jumps 1 @SYN3_4567 2 @SYN3_4619 3 @SYN3_4671 4 @SYN3_4723 -1 @SYN3_4782 -1 @SYN3_4782 -1 @SYN3_4782 

:SYN3_4567
00D6: if 
01AD:   car 36@ sphere 0 near_point -2007.75 533.24 radius 10.0 10.0 
004D: jump_if_false @SYN3_4612 
0006: 205@ = 1 

:SYN3_4612
0002: jump @SYN3_4782 

:SYN3_4619
00D6: if 
01AD:   car 36@ sphere 0 near_point -2079.24 323.74 radius 15.0 15.0 
004D: jump_if_false @SYN3_4664 
0006: 205@ = 1 

:SYN3_4664
0002: jump @SYN3_4782 

:SYN3_4671
00D6: if 
01AD:   car 36@ sphere 0 near_point -2149.62 152.06 radius 10.0 10.0 
004D: jump_if_false @SYN3_4716 
0006: 205@ = 1 

:SYN3_4716
0002: jump @SYN3_4782 

:SYN3_4723
00D6: if 
01AD:   car 36@ sphere 0 near_point -2169.42 54.75 radius 10.0 10.0 
004D: jump_if_false @SYN3_4768 
0006: 205@ = 1 

:SYN3_4768
0002: jump @SYN3_4782 

:SYN3_4775
0002: jump @SYN3_4782 

:SYN3_4782
00D6: if 
0039:   205@ == 1 
004D: jump_if_false @SYN3_4810 
00AD: set_car 36@ max_speed_to 0.0 

:SYN3_4810
0871: init_jump_table 57@ total_jumps 4 default_jump 1 @SYN3_5173 jumps 1 @SYN3_4873 2 @SYN3_4948 3 @SYN3_5023 4 @SYN3_5098 -1 @SYN3_5180 -1 @SYN3_5180 -1 @SYN3_5180 

:SYN3_4873
00D6: if and
8039:   not  206@ == 1 
01AD:   car 36@ sphere 0 near_point -2007.75 533.24 radius 60.0 60.0 
004D: jump_if_false @SYN3_4941 
00BC: show_text_highpriority GXT 'SYN3_9' time 10000 flag 0  // The ~b~van~s~ is almost at the current ~r~roadblock~s~!~N~Clear the ~r~roadblock~s~ quickly.
0006: 206@ = 1 

:SYN3_4941
0002: jump @SYN3_5180 

:SYN3_4948
00D6: if and
8039:   not  207@ == 1 
01AD:   car 36@ sphere 0 near_point -2079.24 323.74 radius 60.0 60.0 
004D: jump_if_false @SYN3_5016 
00BC: show_text_highpriority GXT 'SYN3_9' time 10000 flag 0  // The ~b~van~s~ is almost at the current ~r~roadblock~s~!~N~Clear the ~r~roadblock~s~ quickly.
0006: 207@ = 1 

:SYN3_5016
0002: jump @SYN3_5180 

:SYN3_5023
00D6: if and
8039:   not  208@ == 1 
01AD:   car 36@ sphere 0 near_point -2149.62 152.06 radius 60.0 60.0 
004D: jump_if_false @SYN3_5091 
00BC: show_text_highpriority GXT 'SYN3_9' time 10000 flag 0  // The ~b~van~s~ is almost at the current ~r~roadblock~s~!~N~Clear the ~r~roadblock~s~ quickly.
0006: 208@ = 1 

:SYN3_5091
0002: jump @SYN3_5180 

:SYN3_5098
00D6: if and
8039:   not  209@ == 1 
01AD:   car 36@ sphere 0 near_point -2169.42 54.75 radius 60.0 60.0 
004D: jump_if_false @SYN3_5166 
00BC: show_text_highpriority GXT 'SYN3_9' time 10000 flag 0  // The ~b~van~s~ is almost at the current ~r~roadblock~s~!~N~Clear the ~r~roadblock~s~ quickly.
0006: 209@ = 1 

:SYN3_5166
0002: jump @SYN3_5180 

:SYN3_5173
0002: jump @SYN3_5180 

:SYN3_5180
00D6: if 
0039:   57@ == 1 
004D: jump_if_false @SYN3_5348 
0050: gosub @SYN3_11056 
00D6: if or
0039:   176@ == 1 
00B0:   car 36@ sphere 0 in_rectangle_cornerA -2016.3 434.74 cornerB -1960.98 454.11 
004D: jump_if_false @SYN3_5348 
0050: gosub @SYN3_11584 
0050: gosub @SYN3_7439 
0050: gosub @SYN3_8896 
0006: 143@ = 1 
0050: gosub @SYN3_9890 
0006: 57@ = 2 
00D6: if 
0039:   205@ == 1 
004D: jump_if_false @SYN3_5325 
00AD: set_car 36@ max_speed_to 56@ 
0006: 205@ = 0 

:SYN3_5325
00BC: show_text_highpriority GXT 'SYN3_5' time 10000 flag 0  // ~s~Clear the next ~r~roadblock.
0050: gosub @SYN3_14963 

:SYN3_5348
00D6: if and
0039:   57@ == 2 
8119:   not car 36@ wrecked 
004D: jump_if_false @SYN3_5521 
0050: gosub @SYN3_11165 
00D6: if or
0039:   177@ == 1 
00B0:   car 36@ sphere 0 in_rectangle_cornerA -2133.87 308.44 cornerB -2124.45 330.0 
004D: jump_if_false @SYN3_5521 
0050: gosub @SYN3_11665 
0050: gosub @SYN3_7941 
0050: gosub @SYN3_9038 
0006: 144@ = 1 
0050: gosub @SYN3_10064 
0006: 57@ = 3 
00D6: if 
0039:   205@ == 1 
004D: jump_if_false @SYN3_5498 
00AD: set_car 36@ max_speed_to 56@ 
0006: 205@ = 0 

:SYN3_5498
00BC: show_text_highpriority GXT 'SYN3_5' time 10000 flag 0  // ~s~Clear the next ~r~roadblock.
0050: gosub @SYN3_14963 

:SYN3_5521
00D6: if and
0039:   57@ == 3 
8119:   not car 36@ wrecked 
004D: jump_if_false @SYN3_5694 
0050: gosub @SYN3_11320 
00D6: if or
0039:   178@ == 1 
00B0:   car 36@ sphere 0 in_rectangle_cornerA -2171.21 90.96 cornerB -2151.63 92.36 
004D: jump_if_false @SYN3_5694 
0050: gosub @SYN3_11785 
0050: gosub @SYN3_8411 
0050: gosub @SYN3_9180 
0006: 145@ = 1 
0050: gosub @SYN3_10238 
0006: 57@ = 4 
00D6: if 
0039:   205@ == 1 
004D: jump_if_false @SYN3_5671 
00AD: set_car 36@ max_speed_to 56@ 
0006: 205@ = 0 

:SYN3_5671
00BC: show_text_highpriority GXT 'SYN3_7' time 10000 flag 0  // ~s~Destroy the final ~r~roadblock.
0050: gosub @SYN3_14963 

:SYN3_5694
00D6: if and
0039:   57@ == 4 
8119:   not car 36@ wrecked 
004D: jump_if_false @SYN3_5839 
0050: gosub @SYN3_11475 
00D6: if or
0039:   179@ == 1 
00B0:   car 36@ sphere 0 in_rectangle_cornerA -2177.54 7.1 cornerB -2157.29 19.76 
004D: jump_if_false @SYN3_5839 
0050: gosub @SYN3_11905 
0006: 57@ = -1 
00D6: if 
0039:   205@ == 1 
004D: jump_if_false @SYN3_5816 
00AD: set_car 36@ max_speed_to 56@ 
0006: 205@ = 0 

:SYN3_5816
00BC: show_text_highpriority GXT 'SYN3_8' time 10000 flag 0  // ~s~Make sure the ~b~van ~s~gets to its destination safely.
0050: gosub @SYN3_14963 

:SYN3_5839
00D6: if 
0039:   140@ == 1 
004D: jump_if_false @SYN3_5923 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @SYN3_5911 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @SYN3_5904 
0164: disable_marker 214@ 
0006: 140@ = 0 

:SYN3_5904
0002: jump @SYN3_5923 

:SYN3_5911
0164: disable_marker 214@ 
0006: 140@ = 0 

:SYN3_5923
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN3_5972 
00D9: 99@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00D6: if 
8039:   not  210@ == 1 
004D: jump_if_false @SYN3_5972 
0006: 210@ = 1 

:SYN3_5972
00D6: if 
8039:   not  136@ == 1 
004D: jump_if_false @SYN3_6125 
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @SYN3_6086 
00D6: if 
0118:   actor 100@ dead 
004D: jump_if_false @SYN3_6047 
00BC: show_text_highpriority GXT 'SYN3_27' time 4000 flag 0  // ~r~Toreno died!
0002: jump @SYN3_19140 

:SYN3_6047
00D6: if 
0118:   actor 101@ dead 
004D: jump_if_false @SYN3_6086 
00BC: show_text_highpriority GXT 'SYN3_28' time 4000 flag 0  // ~r~T-Bone died!
0002: jump @SYN3_19140 

:SYN3_6086
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @SYN3_6125 
00BC: show_text_highpriority GXT 'SYN3_19' time 4000 flag 0  // ~r~The car was destroyed!
0002: jump @SYN3_19140 

:SYN3_6125
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @SYN3_6278 
00D6: if 
0119:   car 36@ wrecked 
004D: jump_if_false @SYN3_6182 
00BC: show_text_highpriority GXT 'SYN3_15' time 4000 flag 0  // ~r~The van was destroyed!
0002: jump @SYN3_19140 

:SYN3_6182
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @SYN3_6221 
00BC: show_text_highpriority GXT 'SYN3_16' time 4000 flag 0  // ~r~The van driver died!
0002: jump @SYN3_19140 

:SYN3_6221
00D6: if 
8039:   not  138@ == 1 
004D: jump_if_false @SYN3_6278 
00D6: if 
0119:   car 35@ wrecked 
004D: jump_if_false @SYN3_6278 
00BC: show_text_highpriority GXT 'SYN3_14' time 4000 flag 0  // ~r~Your escort bike was destroyed!
0002: jump @SYN3_19140 

:SYN3_6278
00D6: if and
0039:   138@ == 1 
8119:   not car 36@ wrecked 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN3_6540 
062E: get_actor 37@ task 1560 status_store_to 95@ // ret 7 if not found 
00D6: if 
04A4:   95@ == 7 // == constant 
004D: jump_if_false @SYN3_6428 
00D6: if and
01AF:   car 36@ sphere 0 in_sphere 45@ 46@ 47@ radius 35.0 35.0 5.0 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 45@ 46@ radius 20.0 20.0 
004D: jump_if_false @SYN3_6421 
0006: 139@ = 1 
0050: gosub @SYN3_15036 
0002: jump @SYN3_19158 

:SYN3_6421
0002: jump @SYN3_6540 

:SYN3_6428
00D6: if and
01AF:   car 36@ sphere 0 in_sphere 45@ 46@ 47@ radius 20.0 20.0 5.0 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 45@ 46@ radius 20.0 20.0 
004D: jump_if_false @SYN3_6540 
05D1: AS_actor 37@ drive_car 36@ to 45@ 46@ 47@ speed 56@ 0 model #NULL 2 
0006: 139@ = 1 
0050: gosub @SYN3_15036 
0002: jump @SYN3_19158 

:SYN3_6540
0002: jump @SYN3_1691 

:SYN3_6547
0247: load_model #RUMPO 
0247: load_model #SFR1 

:SYN3_6557
00D6: if or
8248:   not model #RUMPO available 
8248:   not model #SFR1 available 
004D: jump_if_false @SYN3_6589 
0001: wait 0 ms 
0002: jump @SYN3_6557 

:SYN3_6589
00A5: 36@ = create_car #RUMPO at 38@ 39@ 40@ 
0129: 37@ = create_actor_pedtype 24 model #SFR1 in_car 36@ driverseat 
0175: set_car 36@ Z_angle_to 41@ 
01EC: make_car 36@ very_heavy 1
0423: set_car 36@ improved_handling_to 1.5 // (float) 
0006: 203@ = 1 
020A: set_car 36@ door_status_to 0 
02AC: set_car 36@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0006: 204@ = 1 
053F: set_car 36@ tires_vulnerability 0 
08F2: set_car 36@ targettable_by_heatseeker 0 
0249: release_model #RUMPO 
0249: release_model #SFR1 
0249: release_model #SANCHEZ 
0051: return 

:SYN3_6701
00D6: if and
8119:   not car 36@ wrecked 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN3_6963 
0615: define_AS_pack_begin 98@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1814.77 -0.45 15.38 
07E7: AS_assign_scmpath_to_actor -1 in_car 36@ speed 56@ flags 2 0 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1746.57 306.18 6.08 
05D7: add_point_to_scmpath -1858.69 418.9 16.06 
05D7: add_point_to_scmpath -1899.05 605.47 34.06 
05D7: add_point_to_scmpath -2004.31 605.61 34.06 
05D7: add_point_to_scmpath -2004.29 320.22 34.04 
05D7: add_point_to_scmpath -2146.68 320.06 34.2 
05D7: add_point_to_scmpath -2167.13 -70.2 34.21 
07E7: AS_assign_scmpath_to_actor -1 in_car 36@ speed 56@ flags 0 0 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 45@ -70.33 34.22 
05D7: add_point_to_scmpath 45@ 46@ 47@ 
07E7: AS_assign_scmpath_to_actor -1 in_car 36@ speed 56@ flags 0 0 2 
05D6: clear_scmpath 
0616: define_AS_pack_end 98@ 
0618: assign_actor 37@ to_AS_pack 98@ 
061B: remove_references_to_AS_pack 98@ 

:SYN3_6963
0051: return 

:SYN3_6965
0247: load_model #GREENWOO 
0247: load_model #DNB3 
0247: load_model #DNB2 
0247: load_model #MP5LNG 

:SYN3_6983
00D6: if or
8248:   not model #GREENWOO available 
8248:   not model #DNB3 available 
8248:   not model #DNB2 available 
8248:   not model #MP5LNG available 
004D: jump_if_false @SYN3_7023 
0001: wait 0 ms 
0002: jump @SYN3_6983 

:SYN3_7023
0164: disable_marker 216@ 
009A: 61@ = create_actor_pedtype 25 model #DNB3 at -2000.75 537.24 33.91 
009A: 62@ = create_actor_pedtype 25 model #DNB2 at -2007.75 543.24 33.91 
009A: 63@ = create_actor_pedtype 25 model #DNB3 at -2012.75 537.24 33.91 
07E5: copy_decision_maker -1 to 88@ 
0708: reset_decision_maker 88@ event 31 
0006: 97@ = 0 

:SYN3_7121
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_7230 
060B: set_actor 61@(97@,3i) decision_maker_to 88@ 
0350: set_actor 61@(97@,3i) maintain_position_when_attacked 1 
01B2: give_actor 61@(97@,3i) weapon 29 ammo 99999 // Load the weapon model before using this 
0187: 220@(97@,3i) = create_marker_above_actor 61@(97@,3i) 
02A9: set_actor 61@(97@,3i) immune_to_nonplayer 1 
0006: 149@(97@,3i) = 1 
000A: 97@ += 1 
0002: jump @SYN3_7121 

:SYN3_7230
00A5: 58@ = create_car #GREENWOO at -2000.75 527.24 33.91 
00A5: 59@ = create_car #GREENWOO at -2007.75 533.24 33.91 
00A5: 60@ = create_car #GREENWOO at -2012.75 527.24 33.91 
020B: explode_car 58@
020B: explode_car 59@
020B: explode_car 60@
0175: set_car 58@ Z_angle_to 70.0 
0175: set_car 59@ Z_angle_to 110.0 
0175: set_car 60@ Z_angle_to 250.0 
0006: 97@ = 0 

:SYN3_7336
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_7437 
00A9: set_car 58@(97@,3i) to_normal_driver 
01EC: make_car 58@(97@,3i) very_heavy 1 
020A: set_car 58@(97@,3i) door_status_to 2 
0186: 217@(97@,3i) = create_marker_above_car 58@(97@,3i) 
02AA: set_car 58@(97@,3i) immune_to_nonplayer 1 
0006: 146@(97@,3i) = 1 
000A: 97@ += 1 
0002: jump @SYN3_7336 

:SYN3_7437
0051: return 

:SYN3_7439
0247: load_model #AK47 

:SYN3_7444
00D6: if 
8248:   not model #AK47 available 
004D: jump_if_false @SYN3_7471 
0001: wait 0 ms 
0002: jump @SYN3_7444 

:SYN3_7471
00A5: 64@ = create_car #GREENWOO at -2085.74 314.74 33.97 
00A5: 65@ = create_car #GREENWOO at -2079.24 323.74 33.97 
00A5: 66@ = create_car #GREENWOO at -2085.74 326.74 33.97 
020B: explode_car 64@
020B: explode_car 65@
020B: explode_car 66@
0175: set_car 64@ Z_angle_to 340.0 
0175: set_car 65@ Z_angle_to 20.0 
0175: set_car 66@ Z_angle_to 160.0 
0006: 97@ = 0 

:SYN3_7577
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_7651 
00A9: set_car 64@(97@,3i) to_normal_driver 
01EC: make_car 64@(97@,3i) very_heavy 1 
020A: set_car 64@(97@,3i) door_status_to 2 
02AA: set_car 64@(97@,3i) immune_to_nonplayer 1 
000A: 97@ += 1 
0002: jump @SYN3_7577 

:SYN3_7651
009A: 67@ = create_actor_pedtype 25 model #DNB3 at -2075.74 314.74 33.97 
009A: 68@ = create_actor_pedtype 25 model #DNB2 at -2069.24 323.74 33.97 
009A: 69@ = create_actor_pedtype 25 model #DNB3 at -2075.74 326.74 33.97 
009A: 70@ = create_actor_pedtype 25 model #DNB2 at -2076.97 309.56 40.99 
009A: 71@ = create_actor_pedtype 25 model #DNB3 at -2073.97 309.56 40.99 
009A: 72@ = create_actor_pedtype 25 model #DNB2 at -2063.46 309.56 40.99 
0006: 97@ = 0 

:SYN3_7802
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_7939 
060B: set_actor 67@(97@,6i) decision_maker_to 88@ 
0350: set_actor 67@(97@,6i) maintain_position_when_attacked 1 
00D6: if 
0029:   97@ >= 3 
004D: jump_if_false @SYN3_7884 
01B2: give_actor 67@(97@,6i) weapon 30 ammo 99999 // Load the weapon model before using this 
0002: jump @SYN3_7914 

:SYN3_7884
01B2: give_actor 67@(97@,6i) weapon 29 ammo 99999 // Load the weapon model before using this 
0173: set_actor 67@(97@,6i) Z_angle_to 270.0 

:SYN3_7914
02A9: set_actor 67@(97@,6i) immune_to_nonplayer 0 
000A: 97@ += 1 
0002: jump @SYN3_7802 

:SYN3_7939
0051: return 

:SYN3_7941
00A5: 73@ = create_car #GREENWOO at -2141.12 146.06 34.07 
00A5: 74@ = create_car #GREENWOO at -2149.62 152.06 34.07 
00A5: 75@ = create_car #GREENWOO at -2153.12 146.06 34.07 
020B: explode_car 73@
020B: explode_car 74@
020B: explode_car 75@
0175: set_car 73@ Z_angle_to 290.0 
0175: set_car 74@ Z_angle_to 70.0 
0175: set_car 75@ Z_angle_to 110.0 
0006: 97@ = 0 

:SYN3_8047
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_8121 
00A9: set_car 73@(97@,3i) to_normal_driver 
01EC: make_car 73@(97@,3i) very_heavy 1 
020A: set_car 73@(97@,3i) door_status_to 2 
02AA: set_car 73@(97@,3i) immune_to_nonplayer 1 
000A: 97@ += 1 
0002: jump @SYN3_8047 

:SYN3_8121
009A: 76@ = create_actor_pedtype 25 model #DNB3 at -2141.12 156.06 34.07 
009A: 77@ = create_actor_pedtype 25 model #DNB2 at -2149.62 162.06 34.07 
009A: 78@ = create_actor_pedtype 25 model #DNB3 at -2153.12 156.06 34.07 
009A: 79@ = create_actor_pedtype 25 model #DNB3 at -2135.68 164.2 41.29 
009A: 80@ = create_actor_pedtype 25 model #DNB2 at -2135.69 160.93 41.29 
009A: 81@ = create_actor_pedtype 25 model #DNB3 at -2135.24 153.77 40.72 
0006: 97@ = 0 

:SYN3_8272
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_8409 
060B: set_actor 76@(97@,6i) decision_maker_to 88@ 
0350: set_actor 76@(97@,6i) maintain_position_when_attacked 1 
00D6: if 
0029:   97@ >= 3 
004D: jump_if_false @SYN3_8368 
01B2: give_actor 76@(97@,6i) weapon 30 ammo 99999 // Load the weapon model before using this 
0173: set_actor 76@(97@,6i) Z_angle_to 90.0 
0002: jump @SYN3_8384 

:SYN3_8368
01B2: give_actor 76@(97@,6i) weapon 29 ammo 99999 // Load the weapon model before using this 

:SYN3_8384
02A9: set_actor 76@(97@,6i) immune_to_nonplayer 1 
000A: 97@ += 1 
0002: jump @SYN3_8272 

:SYN3_8409
0051: return 

:SYN3_8411
00A5: 82@ = create_car #GREENWOO at -2161.42 48.75 35.04 
00A5: 83@ = create_car #GREENWOO at -2169.42 54.75 35.04 
00A5: 84@ = create_car #GREENWOO at -2173.42 48.75 35.04 
020B: explode_car 82@
020B: explode_car 83@
020B: explode_car 84@
0175: set_car 82@ Z_angle_to 70.0 
0175: set_car 83@ Z_angle_to 110.0 
0175: set_car 84@ Z_angle_to 250.0 
0006: 97@ = 0 

:SYN3_8517
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_8591 
00A9: set_car 82@(97@,3i) to_normal_driver 
01EC: make_car 82@(97@,3i) very_heavy 1 
020A: set_car 82@(97@,3i) door_status_to 2 
02AA: set_car 82@(97@,3i) immune_to_nonplayer 1 
000A: 97@ += 1 
0002: jump @SYN3_8517 

:SYN3_8591
009A: 85@ = create_actor_pedtype 25 model #DNB3 at -2161.42 58.75 35.04 
009A: 86@ = create_actor_pedtype 25 model #DNB2 at -2169.42 64.75 35.04 
009A: 87@ = create_actor_pedtype 25 model #DNB3 at -2173.42 58.75 35.04 
0006: 97@ = 0 

:SYN3_8670
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_8752 
060B: set_actor 85@(97@,3i) decision_maker_to 88@ 
0350: set_actor 85@(97@,3i) maintain_position_when_attacked 1 
01B2: give_actor 85@(97@,3i) weapon 29 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 85@(97@,3i) immune_to_nonplayer 0 
000A: 97@ += 1 
0002: jump @SYN3_8670 

:SYN3_8752
0051: return 

:SYN3_8754
0006: 97@ = 0 

:SYN3_8761
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_8824 
00D6: if 
8119:   not car 58@(97@,3i) wrecked 
004D: jump_if_false @SYN3_8810 
0574: set_car 58@(97@,3i) keep_position 1 

:SYN3_8810
000A: 97@ += 1 
0002: jump @SYN3_8761 

:SYN3_8824
0006: 97@ = 0 

:SYN3_8831
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_8894 
00D6: if 
8118:   not actor 61@(97@,3i) dead 
004D: jump_if_false @SYN3_8880 
0575: set_actor 61@(97@,3i) keep_position 1 

:SYN3_8880
000A: 97@ += 1 
0002: jump @SYN3_8831 

:SYN3_8894
0051: return 

:SYN3_8896
0006: 97@ = 0 

:SYN3_8903
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_8966 
00D6: if 
8119:   not car 64@(97@,3i) wrecked 
004D: jump_if_false @SYN3_8952 
0574: set_car 64@(97@,3i) keep_position 1 

:SYN3_8952
000A: 97@ += 1 
0002: jump @SYN3_8903 

:SYN3_8966
0006: 97@ = 0 

:SYN3_8973
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_9036 
00D6: if 
8118:   not actor 67@(97@,6i) dead 
004D: jump_if_false @SYN3_9022 
0575: set_actor 67@(97@,6i) keep_position 1 

:SYN3_9022
000A: 97@ += 1 
0002: jump @SYN3_8973 

:SYN3_9036
0051: return 

:SYN3_9038
0006: 97@ = 0 

:SYN3_9045
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_9108 
00D6: if 
8119:   not car 73@(97@,3i) wrecked 
004D: jump_if_false @SYN3_9094 
0574: set_car 73@(97@,3i) keep_position 1 

:SYN3_9094
000A: 97@ += 1 
0002: jump @SYN3_9045 

:SYN3_9108
0006: 97@ = 0 

:SYN3_9115
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_9178 
00D6: if 
8118:   not actor 76@(97@,6i) dead 
004D: jump_if_false @SYN3_9164 
0575: set_actor 76@(97@,6i) keep_position 1 

:SYN3_9164
000A: 97@ += 1 
0002: jump @SYN3_9115 

:SYN3_9178
0051: return 

:SYN3_9180
0006: 97@ = 0 

:SYN3_9187
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_9250 
00D6: if 
8119:   not car 82@(97@,3i) wrecked 
004D: jump_if_false @SYN3_9236 
0574: set_car 82@(97@,3i) keep_position 1 

:SYN3_9236
000A: 97@ += 1 
0002: jump @SYN3_9187 

:SYN3_9250
0006: 97@ = 0 

:SYN3_9257
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_9320 
00D6: if 
8118:   not actor 85@(97@,3i) dead 
004D: jump_if_false @SYN3_9306 
0575: set_actor 85@(97@,3i) keep_position 1 

:SYN3_9306
000A: 97@ += 1 
0002: jump @SYN3_9257 

:SYN3_9320
0051: return 

:SYN3_9322
0006: 97@ = 0 

:SYN3_9329
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_9392 
00D6: if 
8119:   not car 58@(97@,3i) wrecked 
004D: jump_if_false @SYN3_9378 
0574: set_car 58@(97@,3i) keep_position 0 

:SYN3_9378
000A: 97@ += 1 
0002: jump @SYN3_9329 

:SYN3_9392
0006: 97@ = 0 

:SYN3_9399
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_9462 
00D6: if 
8118:   not actor 61@(97@,3i) dead 
004D: jump_if_false @SYN3_9448 
0575: set_actor 61@(97@,3i) keep_position 0 

:SYN3_9448
000A: 97@ += 1 
0002: jump @SYN3_9399 

:SYN3_9462
0051: return 

:SYN3_9464
0006: 97@ = 0 

:SYN3_9471
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_9534 
00D6: if 
8119:   not car 64@(97@,3i) wrecked 
004D: jump_if_false @SYN3_9520 
0574: set_car 64@(97@,3i) keep_position 0 

:SYN3_9520
000A: 97@ += 1 
0002: jump @SYN3_9471 

:SYN3_9534
0006: 97@ = 0 

:SYN3_9541
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_9604 
00D6: if 
8118:   not actor 67@(97@,6i) dead 
004D: jump_if_false @SYN3_9590 
0575: set_actor 67@(97@,6i) keep_position 0 

:SYN3_9590
000A: 97@ += 1 
0002: jump @SYN3_9541 

:SYN3_9604
0051: return 

:SYN3_9606
0006: 97@ = 0 

:SYN3_9613
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_9676 
00D6: if 
8119:   not car 73@(97@,3i) wrecked 
004D: jump_if_false @SYN3_9662 
0574: set_car 73@(97@,3i) keep_position 0 

:SYN3_9662
000A: 97@ += 1 
0002: jump @SYN3_9613 

:SYN3_9676
0006: 97@ = 0 

:SYN3_9683
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_9746 
00D6: if 
8118:   not actor 76@(97@,6i) dead 
004D: jump_if_false @SYN3_9732 
0575: set_actor 76@(97@,6i) keep_position 0 

:SYN3_9732
000A: 97@ += 1 
0002: jump @SYN3_9683 

:SYN3_9746
0051: return 

:SYN3_9748
0006: 97@ = 0 

:SYN3_9755
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_9818 
00D6: if 
8119:   not car 82@(97@,3i) wrecked 
004D: jump_if_false @SYN3_9804 
0574: set_car 82@(97@,3i) keep_position 0 

:SYN3_9804
000A: 97@ += 1 
0002: jump @SYN3_9755 

:SYN3_9818
0006: 97@ = 0 

:SYN3_9825
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_9888 
00D6: if 
8118:   not actor 85@(97@,3i) dead 
004D: jump_if_false @SYN3_9874 
0575: set_actor 85@(97@,3i) keep_position 0 

:SYN3_9874
000A: 97@ += 1 
0002: jump @SYN3_9825 

:SYN3_9888
0051: return 

:SYN3_9890
0006: 97@ = 0 

:SYN3_9897
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_9976 
00D6: if 
8119:   not car 64@(97@,3i) wrecked 
004D: jump_if_false @SYN3_9962 
0186: 223@(97@,3i) = create_marker_above_car 64@(97@,3i) 
0006: 152@(97@,3i) = 1 

:SYN3_9962
000A: 97@ += 1 
0002: jump @SYN3_9897 

:SYN3_9976
0006: 97@ = 0 

:SYN3_9983
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_10062 
00D6: if 
8118:   not actor 67@(97@,6i) dead 
004D: jump_if_false @SYN3_10048 
0187: 226@(97@,6i) = create_marker_above_actor 67@(97@,6i) 
0006: 155@(97@,6i) = 1 

:SYN3_10048
000A: 97@ += 1 
0002: jump @SYN3_9983 

:SYN3_10062
0051: return 

:SYN3_10064
0006: 97@ = 0 

:SYN3_10071
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_10150 
00D6: if 
8119:   not car 73@(97@,3i) wrecked 
004D: jump_if_false @SYN3_10136 
0186: 232@(97@,3i) = create_marker_above_car 73@(97@,3i) 
0006: 161@(97@,3i) = 1 

:SYN3_10136
000A: 97@ += 1 
0002: jump @SYN3_10071 

:SYN3_10150
0006: 97@ = 0 

:SYN3_10157
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_10236 
00D6: if 
8118:   not actor 76@(97@,6i) dead 
004D: jump_if_false @SYN3_10222 
0187: 235@(97@,6i) = create_marker_above_actor 76@(97@,6i) 
0006: 164@(97@,6i) = 1 

:SYN3_10222
000A: 97@ += 1 
0002: jump @SYN3_10157 

:SYN3_10236
0051: return 

:SYN3_10238
0006: 97@ = 0 

:SYN3_10245
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_10324 
00D6: if 
8119:   not car 82@(97@,3i) wrecked 
004D: jump_if_false @SYN3_10310 
0186: 241@(97@,3i) = create_marker_above_car 82@(97@,3i) 
0006: 170@(97@,3i) = 1 

:SYN3_10310
000A: 97@ += 1 
0002: jump @SYN3_10245 

:SYN3_10324
0006: 97@ = 0 

:SYN3_10331
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_10410 
00D6: if 
8118:   not actor 85@(97@,3i) dead 
004D: jump_if_false @SYN3_10396 
0187: 244@(97@,3i) = create_marker_above_actor 85@(97@,3i) 
0006: 173@(97@,3i) = 1 

:SYN3_10396
000A: 97@ += 1 
0002: jump @SYN3_10331 

:SYN3_10410
0051: return 

:SYN3_10412
0006: 97@ = 0 

:SYN3_10419
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_10553 
00D6: if and
0039:   149@(97@,3i) == 1 
0118:   actor 61@(97@,3i) dead 
004D: jump_if_false @SYN3_10488 
0164: disable_marker 220@(97@,3i) 
0006: 149@(97@,3i) = 0 

:SYN3_10488
00D6: if and
0039:   146@(97@,3i) == 1 
0119:   car 58@(97@,3i) wrecked 
004D: jump_if_false @SYN3_10539 
0164: disable_marker 217@(97@,3i) 
0006: 146@(97@,3i) = 0 

:SYN3_10539
000A: 97@ += 1 
0002: jump @SYN3_10419 

:SYN3_10553
0006: 97@ = 0 

:SYN3_10560
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_10643 
00D6: if and
0039:   155@(97@,6i) == 1 
0118:   actor 67@(97@,6i) dead 
004D: jump_if_false @SYN3_10629 
0164: disable_marker 226@(97@,6i) 
0006: 155@(97@,6i) = 0 

:SYN3_10629
000A: 97@ += 1 
0002: jump @SYN3_10560 

:SYN3_10643
0006: 97@ = 0 

:SYN3_10650
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_10733 
00D6: if and
0039:   152@(97@,3i) == 1 
0119:   car 64@(97@,3i) wrecked 
004D: jump_if_false @SYN3_10719 
0164: disable_marker 223@(97@,3i) 
0006: 152@(97@,3i) = 0 

:SYN3_10719
000A: 97@ += 1 
0002: jump @SYN3_10650 

:SYN3_10733
0006: 97@ = 0 

:SYN3_10740
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_10823 
00D6: if and
0039:   164@(97@,6i) == 1 
0118:   actor 76@(97@,6i) dead 
004D: jump_if_false @SYN3_10809 
0164: disable_marker 235@(97@,6i) 
0006: 164@(97@,6i) = 0 

:SYN3_10809
000A: 97@ += 1 
0002: jump @SYN3_10740 

:SYN3_10823
0006: 97@ = 0 

:SYN3_10830
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_10913 
00D6: if and
0039:   161@(97@,3i) == 1 
0119:   car 73@(97@,3i) wrecked 
004D: jump_if_false @SYN3_10899 
0164: disable_marker 232@(97@,3i) 
0006: 161@(97@,3i) = 0 

:SYN3_10899
000A: 97@ += 1 
0002: jump @SYN3_10830 

:SYN3_10913
0006: 97@ = 0 

:SYN3_10920
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_11054 
00D6: if and
0039:   173@(97@,3i) == 1 
0118:   actor 85@(97@,3i) dead 
004D: jump_if_false @SYN3_10989 
0164: disable_marker 244@(97@,3i) 
0006: 173@(97@,3i) = 0 

:SYN3_10989
00D6: if and
0039:   170@(97@,3i) == 1 
0119:   car 82@(97@,3i) wrecked 
004D: jump_if_false @SYN3_11040 
0164: disable_marker 241@(97@,3i) 
0006: 170@(97@,3i) = 0 

:SYN3_11040
000A: 97@ += 1 
0002: jump @SYN3_10920 

:SYN3_11054
0051: return 

:SYN3_11056
0006: 176@ = 1 
0006: 97@ = 0 

:SYN3_11070
00D6: if and
001B:   3 > 97@ 
0039:   176@ == 1 
004D: jump_if_false @SYN3_11163 
00D6: if 
8118:   not actor 61@(97@,3i) dead 
004D: jump_if_false @SYN3_11122 
0006: 176@ = 0 

:SYN3_11122
00D6: if 
8119:   not car 58@(97@,3i) wrecked 
004D: jump_if_false @SYN3_11149 
0006: 176@ = 0 

:SYN3_11149
000A: 97@ += 1 
0002: jump @SYN3_11070 

:SYN3_11163
0051: return 

:SYN3_11165
0006: 177@ = 1 
0006: 97@ = 0 

:SYN3_11179
00D6: if and
001B:   6 > 97@ 
0039:   177@ == 1 
004D: jump_if_false @SYN3_11245 
00D6: if 
8118:   not actor 67@(97@,6i) dead 
004D: jump_if_false @SYN3_11231 
0006: 177@ = 0 

:SYN3_11231
000A: 97@ += 1 
0002: jump @SYN3_11179 

:SYN3_11245
0006: 97@ = 0 

:SYN3_11252
00D6: if and
001B:   3 > 97@ 
0039:   177@ == 1 
004D: jump_if_false @SYN3_11318 
00D6: if 
8119:   not car 64@(97@,3i) wrecked 
004D: jump_if_false @SYN3_11304 
0006: 177@ = 0 

:SYN3_11304
000A: 97@ += 1 
0002: jump @SYN3_11252 

:SYN3_11318
0051: return 

:SYN3_11320
0006: 178@ = 1 
0006: 97@ = 0 

:SYN3_11334
00D6: if and
001B:   6 > 97@ 
0039:   178@ == 1 
004D: jump_if_false @SYN3_11400 
00D6: if 
8118:   not actor 76@(97@,6i) dead 
004D: jump_if_false @SYN3_11386 
0006: 178@ = 0 

:SYN3_11386
000A: 97@ += 1 
0002: jump @SYN3_11334 

:SYN3_11400
0006: 97@ = 0 

:SYN3_11407
00D6: if and
001B:   3 > 97@ 
0039:   178@ == 1 
004D: jump_if_false @SYN3_11473 
00D6: if 
8119:   not car 73@(97@,3i) wrecked 
004D: jump_if_false @SYN3_11459 
0006: 178@ = 0 

:SYN3_11459
000A: 97@ += 1 
0002: jump @SYN3_11407 

:SYN3_11473
0051: return 

:SYN3_11475
0006: 179@ = 1 
0006: 97@ = 0 

:SYN3_11489
00D6: if and
001B:   3 > 97@ 
0039:   179@ == 1 
004D: jump_if_false @SYN3_11582 
00D6: if 
8118:   not actor 85@(97@,3i) dead 
004D: jump_if_false @SYN3_11541 
0006: 179@ = 0 

:SYN3_11541
00D6: if 
8119:   not car 82@(97@,3i) wrecked 
004D: jump_if_false @SYN3_11568 
0006: 179@ = 0 

:SYN3_11568
000A: 97@ += 1 
0002: jump @SYN3_11489 

:SYN3_11582
0051: return 

:SYN3_11584
0006: 97@ = 0 

:SYN3_11591
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_11663 
0164: disable_marker 220@(97@,3i) 
0164: disable_marker 217@(97@,3i) 
0006: 149@(97@,3i) = 0 
0006: 146@(97@,3i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_11591 

:SYN3_11663
0051: return 

:SYN3_11665
0006: 97@ = 0 

:SYN3_11672
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_11724 
0164: disable_marker 226@(97@,6i) 
0006: 155@(97@,6i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_11672 

:SYN3_11724
0006: 97@ = 0 

:SYN3_11731
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_11783 
0164: disable_marker 223@(97@,3i) 
0006: 152@(97@,3i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_11731 

:SYN3_11783
0051: return 

:SYN3_11785
0006: 97@ = 0 

:SYN3_11792
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_11844 
0164: disable_marker 235@(97@,6i) 
0006: 164@(97@,6i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_11792 

:SYN3_11844
0006: 97@ = 0 

:SYN3_11851
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_11903 
0164: disable_marker 232@(97@,3i) 
0006: 161@(97@,3i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_11851 

:SYN3_11903
0051: return 

:SYN3_11905
0006: 97@ = 0 

:SYN3_11912
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_11984 
0164: disable_marker 244@(97@,3i) 
0164: disable_marker 241@(97@,3i) 
0006: 173@(97@,3i) = 0 
0006: 170@(97@,3i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_11912 

:SYN3_11984
0051: return 

:SYN3_11986
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @SYN3_13494 
0871: init_jump_table 198@ total_jumps 4 default_jump 1 @SYN3_12093 jumps 0 @SYN3_12065 1 @SYN3_12079 2 @SYN3_12079 3 @SYN3_12065 -1 @SYN3_12107 -1 @SYN3_12107 -1 @SYN3_12107 

:SYN3_12065
0006: 250@ = 3 
0002: jump @SYN3_12107 

:SYN3_12079
0006: 250@ = 6 
0002: jump @SYN3_12107 

:SYN3_12093
0006: 198@ = -1 
0002: jump @SYN3_12107 

:SYN3_12107
00D6: if 
0039:   198@ == -1 
004D: jump_if_false @SYN3_12127 
0051: return 

:SYN3_12127
0006: 97@ = 0 

:SYN3_12134
00D6: if 
001D:   250@ > 97@ // (int) 
004D: jump_if_false @SYN3_12529 
0871: init_jump_table 198@ total_jumps 4 default_jump 1 @SYN3_12508 jumps 0 @SYN3_12216 1 @SYN3_12289 2 @SYN3_12362 3 @SYN3_12435 -1 @SYN3_12515 -1 @SYN3_12515 -1 @SYN3_12515 

:SYN3_12216
0085: 251@(97@,6i) = 61@(97@,3i) // (int) 
0085: 260@(97@,6i) = 180@(97@,3i) // (int) 
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_12282 
0085: 257@(97@,3i) = 58@(97@,3i) // (int) 

:SYN3_12282
0002: jump @SYN3_12515 

:SYN3_12289
0085: 251@(97@,6i) = 67@(97@,6i) // (int) 
0085: 260@(97@,6i) = 183@(97@,6i) // (int) 
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_12355 
0085: 257@(97@,3i) = 64@(97@,3i) // (int) 

:SYN3_12355
0002: jump @SYN3_12515 

:SYN3_12362
0085: 251@(97@,6i) = 76@(97@,6i) // (int) 
0085: 260@(97@,6i) = 189@(97@,6i) // (int) 
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_12428 
0085: 257@(97@,3i) = 73@(97@,3i) // (int) 

:SYN3_12428
0002: jump @SYN3_12515 

:SYN3_12435
0085: 251@(97@,6i) = 85@(97@,3i) // (int) 
0085: 260@(97@,6i) = 195@(97@,3i) // (int) 
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_12501 
0085: 257@(97@,3i) = 82@(97@,3i) // (int) 

:SYN3_12501
0002: jump @SYN3_12515 

:SYN3_12508
0002: jump @SYN3_12515 

:SYN3_12515
000A: 97@ += 1 
0002: jump @SYN3_12134 

:SYN3_12529
00D6: if 
8039:   not  199@(198@,4i) == 1 
004D: jump_if_false @SYN3_12558 
0050: gosub @SYN3_13496 

:SYN3_12558
00AA: store_car 36@ position_to 38@ 39@ 40@ 
00A0: store_actor $PLAYER_ACTOR position_to 48@ 49@ 50@ 
0006: 97@ = 0 

:SYN3_12593
00D6: if 
001D:   250@ > 97@ // (int) 
004D: jump_if_false @SYN3_13292 
00D6: if 
8118:   not actor 251@(97@,6i) dead 
004D: jump_if_false @SYN3_13278 
00A0: store_actor 251@(97@,6i) position_to 51@ 52@ 53@ 
0509: 54@ = distance_between_XY 38@ 39@ and_XY 51@ 52@ 
00D6: if 
0023:   35.0 > 54@ 
004D: jump_if_false @SYN3_12784 
00D6: if 
8039:   not  260@(97@,6i) == 3 
004D: jump_if_false @SYN3_12777 
02E2: set_actor 251@(97@,6i) weapon_accuracy_to 85 
062E: get_actor 251@(97@,6i) task 1650 status_store_to 95@ // ret 7 if not found 
00D6: if 
04A4:   95@ == 7 // == constant 
004D: jump_if_false @SYN3_12766 
0672: AS_actor 251@(97@,6i) attack_car 36@ 

:SYN3_12766
0006: 260@(97@,6i) = 3 

:SYN3_12777
0002: jump @SYN3_13278 

:SYN3_12784
0509: 55@ = distance_between_XY 48@ 49@ and_XY 51@ 52@ 
00D6: if and
0023:   35.0 > 55@ 
0039:   199@(198@,4i) == 1 
004D: jump_if_false @SYN3_12929 
00D6: if 
8039:   not  260@(97@,6i) == 2 
004D: jump_if_false @SYN3_12922 
02E2: set_actor 251@(97@,6i) weapon_accuracy_to 60 
062E: get_actor 251@(97@,6i) task 1506 status_store_to 95@ // ret 7 if not found 
00D6: if 
04A4:   95@ == 7 // == constant 
004D: jump_if_false @SYN3_12911 
05E2: AS_actor 251@(97@,6i) kill_actor $PLAYER_ACTOR 

:SYN3_12911
0006: 260@(97@,6i) = 2 

:SYN3_12922
0002: jump @SYN3_13278 

:SYN3_12929
00D6: if 
0039:   199@(198@,4i) == 1 
004D: jump_if_false @SYN3_13078 
00D6: if 
8039:   not  260@(97@,6i) == 1 
004D: jump_if_false @SYN3_12995 
02E2: set_actor 251@(97@,6i) weapon_accuracy_to 60 
0006: 260@(97@,6i) = 1 

:SYN3_12995
00D6: if 
0039:   260@(97@,6i) == 1 
004D: jump_if_false @SYN3_13071 
062E: get_actor 251@(97@,6i) task 1640 status_store_to 95@ // ret 7 if not found 
00D6: if 
04A4:   95@ == 7 // == constant 
004D: jump_if_false @SYN3_13071 
0668: AS_actor 251@(97@,6i) rotate_and_shoot_at 48@ 49@ 50@ 10000 ms 

:SYN3_13071
0002: jump @SYN3_13278 

:SYN3_13078
00D6: if 
8039:   not  260@(97@,6i) == 0 
004D: jump_if_false @SYN3_13122 
02E2: set_actor 251@(97@,6i) weapon_accuracy_to 60 
0006: 260@(97@,6i) = 0 

:SYN3_13122
00D6: if 
0039:   260@(97@,6i) == 0 
004D: jump_if_false @SYN3_13278 
00D6: if 
0023:   35.0 > 55@ 
004D: jump_if_false @SYN3_13222 
062E: get_actor 251@(97@,6i) task 1589 status_store_to 95@ // ret 7 if not found 
00D6: if 
04A4:   95@ == 7 // == constant 
004D: jump_if_false @SYN3_13215 
0635: AS_actor 251@(97@,6i) aim_at_actor $PLAYER_ACTOR 9999999 ms 

:SYN3_13215
0002: jump @SYN3_13278 

:SYN3_13222
062E: get_actor 251@(97@,6i) task 1639 status_store_to 95@ // ret 7 if not found 
00D6: if 
04A4:   95@ == 7 // == constant 
004D: jump_if_false @SYN3_13278 
0667: AS_actor 251@(97@,6i) aim_at 48@ 49@ 50@ 9999999 ms 

:SYN3_13278
000A: 97@ += 1 
0002: jump @SYN3_12593 

:SYN3_13292
0006: 97@ = 0 

:SYN3_13299
00D6: if 
001D:   250@ > 97@ // (int) 
004D: jump_if_false @SYN3_13494 
0871: init_jump_table 198@ total_jumps 4 default_jump 1 @SYN3_13473 jumps 0 @SYN3_13381 1 @SYN3_13404 2 @SYN3_13427 3 @SYN3_13450 -1 @SYN3_13480 -1 @SYN3_13480 -1 @SYN3_13480 

:SYN3_13381
0085: 180@(97@,3i) = 260@(97@,6i) // (int) 
0002: jump @SYN3_13480 

:SYN3_13404
0085: 183@(97@,6i) = 260@(97@,6i) // (int) 
0002: jump @SYN3_13480 

:SYN3_13427
0085: 189@(97@,6i) = 260@(97@,6i) // (int) 
0002: jump @SYN3_13480 

:SYN3_13450
0085: 195@(97@,3i) = 260@(97@,6i) // (int) 
0002: jump @SYN3_13480 

:SYN3_13473
0002: jump @SYN3_13480 

:SYN3_13480
000A: 97@ += 1 
0002: jump @SYN3_13299 

:SYN3_13494
0051: return 

:SYN3_13496
0006: 97@ = 0 

:SYN3_13503
00D6: if and
001D:   250@ > 97@ // (int) 
8039:   not  199@(198@,4i) == 1 
004D: jump_if_false @SYN3_13832 
00D6: if 
8118:   not actor 251@(97@,6i) dead 
004D: jump_if_false @SYN3_13747 
080E: get_actor 251@(97@,6i) ped_event_to 96@ 
00A0: store_actor 251@(97@,6i) position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0089: 266@ = $TEMPVAR_X_COORD // (float) 
000F: 266@ -= 10.0 
0089: 267@ = $TEMPVAR_Y_COORD // (float) 
000F: 267@ -= 10.0 
0089: 268@ = $TEMPVAR_Z_COORD // (float) 
000F: 268@ -= 10.0 
0089: 269@ = $TEMPVAR_X_COORD // (float) 
000B: 269@ += 10.0 
0089: 270@ = $TEMPVAR_Y_COORD // (float) 
000B: 270@ += 10.0 
0089: 271@ = $TEMPVAR_Z_COORD // (float) 
000B: 271@ += 10.0 
00D6: if or
04A4:   96@ == 49 // == constant 
02EE:   projectile_in_cube_cornerA 266@ 267@ 268@ cornerB 269@ 270@ 271@ 
004D: jump_if_false @SYN3_13740 
0006: 199@(198@,4i) = 1 

:SYN3_13740
0002: jump @SYN3_13758 

:SYN3_13747
0006: 199@(198@,4i) = 1 

:SYN3_13758
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_13818 
00D6: if and
0119:   car 257@(97@,3i) wrecked 
8039:   not  199@(198@,4i) == 1 
004D: jump_if_false @SYN3_13818 
0006: 199@(198@,4i) = 1 

:SYN3_13818
000A: 97@ += 1 
0002: jump @SYN3_13503 

:SYN3_13832
0051: return 

:SYN3_13834
00D6: if and
8119:   not car 36@ wrecked 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN3_14961 
00D6: if 
0039:   57@ == 1 
004D: jump_if_false @SYN3_14092 
0050: gosub @SYN3_11056 
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @SYN3_13937 
00D6: if 
8039:   not  203@ == 1 
004D: jump_if_false @SYN3_13930 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 

:SYN3_13930
0002: jump @SYN3_14092 

:SYN3_13937
00D6: if 
8039:   not  203@ == 1 
004D: jump_if_false @SYN3_13969 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 

:SYN3_13969
0006: 97@ = 0 

:SYN3_13976
00D6: if and
001B:   3 > 97@ 
8039:   not  203@ == 0 
004D: jump_if_false @SYN3_14092 
00D6: if 
8119:   not car 58@(97@,3i) wrecked 
004D: jump_if_false @SYN3_14078 
00D6: if and
00DB:   actor 37@ in_car 36@ 
0204:   actor 37@ near_car 58@(97@,3i) radius 50.0 50.0 sphere 0 in_car 
004D: jump_if_false @SYN3_14078 
01EC: make_car 36@ very_heavy 0 
0006: 203@ = 0 

:SYN3_14078
000A: 97@ += 1 
0002: jump @SYN3_13976 

:SYN3_14092
00D6: if 
0039:   57@ == 2 
004D: jump_if_false @SYN3_14329 
0050: gosub @SYN3_11165 
00D6: if 
0039:   177@ == 1 
004D: jump_if_false @SYN3_14174 
00D6: if 
8039:   not  203@ == 1 
004D: jump_if_false @SYN3_14167 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 

:SYN3_14167
0002: jump @SYN3_14329 

:SYN3_14174
00D6: if 
8039:   not  203@ == 1 
004D: jump_if_false @SYN3_14206 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 

:SYN3_14206
0006: 97@ = 0 

:SYN3_14213
00D6: if and
001B:   3 > 97@ 
8039:   not  203@ == 0 
004D: jump_if_false @SYN3_14329 
00D6: if 
8119:   not car 64@(97@,3i) wrecked 
004D: jump_if_false @SYN3_14315 
00D6: if and
00DB:   actor 37@ in_car 36@ 
0204:   actor 37@ near_car 64@(97@,3i) radius 50.0 50.0 sphere 0 in_car 
004D: jump_if_false @SYN3_14315 
01EC: make_car 36@ very_heavy 0 
0006: 203@ = 0 

:SYN3_14315
000A: 97@ += 1 
0002: jump @SYN3_14213 

:SYN3_14329
00D6: if 
0039:   57@ == 3 
004D: jump_if_false @SYN3_14566 
0050: gosub @SYN3_11320 
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @SYN3_14411 
00D6: if 
8039:   not  203@ == 1 
004D: jump_if_false @SYN3_14404 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 

:SYN3_14404
0002: jump @SYN3_14566 

:SYN3_14411
00D6: if 
8039:   not  203@ == 1 
004D: jump_if_false @SYN3_14443 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 

:SYN3_14443
0006: 97@ = 0 

:SYN3_14450
00D6: if and
001B:   3 > 97@ 
8039:   not  203@ == 0 
004D: jump_if_false @SYN3_14566 
00D6: if 
8119:   not car 73@(97@,3i) wrecked 
004D: jump_if_false @SYN3_14552 
00D6: if and
00DB:   actor 37@ in_car 36@ 
0204:   actor 37@ near_car 73@(97@,3i) radius 50.0 50.0 sphere 0 in_car 
004D: jump_if_false @SYN3_14552 
01EC: make_car 36@ very_heavy 0 
0006: 203@ = 0 

:SYN3_14552
000A: 97@ += 1 
0002: jump @SYN3_14450 

:SYN3_14566
00D6: if 
0039:   57@ == 4 
004D: jump_if_false @SYN3_14803 
0050: gosub @SYN3_11475 
00D6: if 
0039:   179@ == 1 
004D: jump_if_false @SYN3_14648 
00D6: if 
8039:   not  203@ == 1 
004D: jump_if_false @SYN3_14641 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 

:SYN3_14641
0002: jump @SYN3_14803 

:SYN3_14648
00D6: if 
8039:   not  203@ == 1 
004D: jump_if_false @SYN3_14680 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 

:SYN3_14680
0006: 97@ = 0 

:SYN3_14687
00D6: if and
001B:   3 > 97@ 
8039:   not  203@ == 0 
004D: jump_if_false @SYN3_14803 
00D6: if 
8119:   not car 82@(97@,3i) wrecked 
004D: jump_if_false @SYN3_14789 
00D6: if and
00DB:   actor 37@ in_car 36@ 
0204:   actor 37@ near_car 82@(97@,3i) radius 50.0 50.0 sphere 0 in_car 
004D: jump_if_false @SYN3_14789 
01EC: make_car 36@ very_heavy 0 
0006: 203@ = 0 

:SYN3_14789
000A: 97@ += 1 
0002: jump @SYN3_14687 

:SYN3_14803
00D6: if and
0039:   57@ == -1 
8039:   not  203@ == 1 
004D: jump_if_false @SYN3_14842 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 

:SYN3_14842
00D6: if 
0039:   203@ == 1 
004D: jump_if_false @SYN3_14914 
00AE: set_car 36@ traffic_behaviour_to 2 
00D6: if 
8039:   not  204@ == 1 
004D: jump_if_false @SYN3_14907 
02AC: set_car 36@ immunities BP 0 FP 1 EP 0 CP 1 MP 0 
0006: 204@ = 1 

:SYN3_14907
0002: jump @SYN3_14961 

:SYN3_14914
00AE: set_car 36@ traffic_behaviour_to 1 
00D6: if 
0039:   204@ == 1 
004D: jump_if_false @SYN3_14961 
02AC: set_car 36@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0006: 204@ = 0 

:SYN3_14961
0051: return 

:SYN3_14963
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @SYN3_15034 
00D6: if and
80DB:   not actor $PLAYER_ACTOR in_car 35@ 
8039:   not  140@ == 1 
004D: jump_if_false @SYN3_15034 
0186: 214@ = create_marker_above_car 35@ 
07E0: set_marker 214@ type_to 1 
018B: set_marker 214@ radar_mode 1 
0006: 140@ = 1 

:SYN3_15034
0051: return 

:SYN3_15036
016A: fade 0 time 1000 

:SYN3_15043
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_15067 
0001: wait 0 ms 
0002: jump @SYN3_15043 

:SYN3_15067
01B4: set_player $PLAYER_CHAR can_move 0 
0395: clear_area 0 at -2170.58 -206.92 34.57 radius 100.0 
04E4: refresh_game_renderer_at -2170.58 -206.92 
0A0B: set_rendering_origin_at_3D_coord -2170.58 -206.92 34.57 angle 270.0 
00BE: text_clear_all 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @SYN3_15187 
00AB: put_car 36@ at -2170.58 -206.92 34.57 
0175: set_car 36@ Z_angle_to 91.13 

:SYN3_15187
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN3_15281 
0792: disembark_instantly_actor 37@ 
00D6: if 
00DF:   actor 37@ driving 
004D: jump_if_false @SYN3_15251 
0362: remove_actor 37@ from_car_and_place_at -2170.45 -209.19 34.37 
0002: jump @SYN3_15271 

:SYN3_15251
00A1: put_actor 37@ at -2170.45 -209.19 34.37 

:SYN3_15271
0173: set_actor 37@ Z_angle_to 207.63 

:SYN3_15281
0006: 272@ = 0 
00D6: if 
0039:   210@ == 1 
004D: jump_if_false @SYN3_15391 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @SYN3_15368 
00D6: if or
00DB:   actor $PLAYER_ACTOR in_car 99@ 
0202:   actor $PLAYER_ACTOR near_car 99@ radius 20.0 20.0 sphere 0 
004D: jump_if_false @SYN3_15368 
0006: 272@ = 1 

:SYN3_15368
00D6: if 
0039:   272@ == 0 
004D: jump_if_false @SYN3_15391 
00A6: destroy_car 99@ 

:SYN3_15391
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN3_15439 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2169.44 -210.34 34.37 
0002: jump @SYN3_15459 

:SYN3_15439
00A1: put_actor $PLAYER_ACTOR at -2169.44 -210.34 34.37 

:SYN3_15459
0173: set_actor $PLAYER_ACTOR Z_angle_to 48.2 
00D6: if and
0039:   272@ == 1 
8119:   not car 99@ wrecked 
004D: jump_if_false @SYN3_15560 
00D6: if 
01AD:   car 99@ sphere 0 near_point -2170.45 -209.19 radius 20.0 20.0 
004D: jump_if_false @SYN3_15560 
00AB: put_car 99@ at -2154.28 -275.18 -100.0 
0175: set_car 99@ Z_angle_to 270.0 

:SYN3_15560
0001: wait 1000 ms 
02A3: enable_widescreen 1 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN3_15605 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 37@ -2 ms 
05BF: AS_actor 37@ look_at_actor $PLAYER_ACTOR -2 ms 

:SYN3_15605
015F: set_camera_position -2172.35 -210.03 35.67 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2170.27 -210.1 35.4 switchstyle 2 
016A: fade 1 time 1000 

:SYN3_15663
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_15687 
0001: wait 0 ms 
0002: jump @SYN3_15663 

:SYN3_15687
0006: 133@ = 1 
0707: start_scene_skip_to @SYN3_15921 
0006: 132@ = 2 
0050: gosub @SYN3_17788 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SYN3_15751
00D6: if 
001B:   1 > 129@ 
004D: jump_if_false @SYN3_15827 
0001: wait 0 ms 
0050: gosub @SYN3_18315 
00D6: if and
0039:   128@ == 2 
8039:   not  131@ == 1 
004D: jump_if_false @SYN3_15820 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
0006: 131@ = 1 

:SYN3_15820
0002: jump @SYN3_15751 

:SYN3_15827
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN3_15832
00D6: if 
001D:   130@ > 129@ // (int) 
004D: jump_if_false @SYN3_15909 
0001: wait 0 ms 
0050: gosub @SYN3_18315 
00D6: if and
0039:   128@ == 2 
8039:   not  131@ == 1 
004D: jump_if_false @SYN3_15902 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
0006: 131@ = 1 

:SYN3_15902
0002: jump @SYN3_15832 

:SYN3_15909
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 133@ = 0 

:SYN3_15921
0701: end_scene_skip 
016A: fade 0 time 1000 

:SYN3_15930
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_15954 
0001: wait 0 ms 
0002: jump @SYN3_15930 

:SYN3_15954
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @SYN3_15972 

:SYN3_15972
0968: actor $PLAYER_ACTOR stop_mouth 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00BE: text_clear_all 
00A6: destroy_car 36@ 
009B: destroy_actor 37@ 
0395: clear_area 0 at -2127.08 -87.75 35.32 radius 20.0 
04E4: refresh_game_renderer_at -2127.08 -87.75 
03CB: set_rendering_origin_at -2127.08 -87.75 35.32 
00D6: if and
0039:   272@ == 1 
8119:   not car 99@ wrecked 
004D: jump_if_false @SYN3_16120 
00AB: put_car 99@ at -2127.08 -87.75 -100.0 
0175: set_car 99@ Z_angle_to 0.0 
036A: put_actor $PLAYER_ACTOR in_car 99@ 
0002: jump @SYN3_16150 

:SYN3_16120
00A1: put_actor $PLAYER_ACTOR at -2127.08 -87.75 -100.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 

:SYN3_16150
0164: disable_marker 214@ 
0164: disable_marker 247@ 
0164: disable_marker 215@ 
0249: release_model #GREENWOO 
0249: release_model #DNB3 
0249: release_model #DNB2 
0249: release_model #MP5LNG 
0249: release_model #RUMPO 
0249: release_model #SFR1 
0249: release_model #AK47 
091D: remove_forbidden_for_boats_cube_cornerA -2005.23 517.16 33.0 cornerB -2002.69 554.12 36.0 
091D: remove_forbidden_for_boats_cube_cornerA -2097.8 319.42 33.0 cornerB -2035.57 321.05 36.0 
091D: remove_forbidden_for_boats_cube_cornerA -2150.18 138.75 33.0 cornerB -2145.71 160.84 36.0 
091D: remove_forbidden_for_boats_cube_cornerA -2168.24 42.13 33.0 cornerB -2165.99 61.7 36.0 
06D7: enable_train_traffic 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0001: wait 1000 ms 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 1000 

:SYN3_16364
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_16388 
0001: wait 0 ms 
0002: jump @SYN3_16364 

:SYN3_16388
0051: return 

:SYN3_16390
016A: fade 0 time 1000 

:SYN3_16397
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_16421 
0001: wait 0 ms 
0002: jump @SYN3_16397 

:SYN3_16421
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
01EB: set_traffic_density_multiplier_to 4.0 
03DE: set_pedestrians_density_multiplier_to 4.0 
0395: clear_area 0 at 42@ 43@ 44@ radius 100.0 
03E6: remove_text_box 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @SYN3_16521 
00AB: put_car 36@ at 38@ 39@ 40@ 
0175: set_car 36@ Z_angle_to 41@ 

:SYN3_16521
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @SYN3_16567 
00AB: put_car 35@ at -1830.16 -17.64 14.79 
0175: set_car 35@ Z_angle_to 268.78 

:SYN3_16567
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @SYN3_16636 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN3_16607 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:SYN3_16607
00AB: put_car 34@ at 42@ 43@ 44@ 
0175: set_car 34@ Z_angle_to 90.0 
00A9: set_car 34@ to_normal_driver 

:SYN3_16636
04ED: load_animation "CAR_CHAT" 

:SYN3_16648
00D6: if 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @SYN3_16682 
0001: wait 0 ms 
0002: jump @SYN3_16648 

:SYN3_16682
0006: 132@ = 1 
0050: gosub @SYN3_17788 
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_16780 
0605: actor 100@ perform_animation "CAR_SC3_FR" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SYN3_16780 
05BF: AS_actor 101@ look_at_actor 100@ -2 ms 

:SYN3_16780
015F: set_camera_position -1815.98 3.07 15.31 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1815.5 2.94 15.25 switchstyle 2 
016A: fade 1 time 1000 

:SYN3_16838
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_16862 
0001: wait 0 ms 
0002: jump @SYN3_16838 

:SYN3_16862
0006: 133@ = 1 
0707: start_scene_skip_to @SYN3_17540 

:SYN3_16876
00D6: if 
001B:   1 > 129@ 
004D: jump_if_false @SYN3_16957 
0001: wait 0 ms 
0050: gosub @SYN3_18315 
00D6: if and
0039:   128@ == 2 
8039:   not  131@ == 1 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_16950 
0967: actor 100@ move_mouth 10000 ms 
0006: 131@ = 1 

:SYN3_16950
0002: jump @SYN3_16876 

:SYN3_16957
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_16988 
0968: actor 100@ stop_mouth 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 100@ -1 ms 

:SYN3_16988
00D6: if 
001B:   2 > 129@ 
004D: jump_if_false @SYN3_17069 
0001: wait 0 ms 
0050: gosub @SYN3_18315 
00D6: if and
0039:   128@ == 2 
8039:   not  131@ == 1 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_17062 
0967: actor 100@ move_mouth 10000 ms 
0006: 131@ = 1 

:SYN3_17062
0002: jump @SYN3_16988 

:SYN3_17069
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_17090 
0968: actor 100@ stop_mouth 

:SYN3_17090
00D6: if 
001B:   3 > 129@ 
004D: jump_if_false @SYN3_17171 
0001: wait 0 ms 
0050: gosub @SYN3_18315 
00D6: if and
0039:   128@ == 2 
8039:   not  131@ == 1 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_17164 
0967: actor 100@ move_mouth 10000 ms 
0006: 131@ = 1 

:SYN3_17164
0002: jump @SYN3_17090 

:SYN3_17171
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_17192 
0968: actor 100@ stop_mouth 

:SYN3_17192
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0001: wait 200 ms 
0633: AS_actor $PLAYER_ACTOR exit_car 
0001: wait 500 ms 
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_17238 
05BF: AS_actor 100@ look_at_actor $PLAYER_ACTOR -1 ms 

:SYN3_17238
0001: wait 2000 ms 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SYN3_17264 
0647: AS_actor 101@ clear_look_task 

:SYN3_17264
0006: 129@ = 5 

:SYN3_17271
00D6: if 
001B:   6 > 129@ 
004D: jump_if_false @SYN3_17352 
0001: wait 0 ms 
0050: gosub @SYN3_18315 
00D6: if and
0039:   128@ == 2 
8039:   not  131@ == 1 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_17345 
0967: actor 100@ move_mouth 10000 ms 
0006: 131@ = 1 

:SYN3_17345
0002: jump @SYN3_17271 

:SYN3_17352
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_17373 
0968: actor 100@ stop_mouth 

:SYN3_17373
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SYN3_17399 
05BF: AS_actor 101@ look_at_actor $PLAYER_ACTOR -1 ms 

:SYN3_17399
0001: wait 1000 ms 

:SYN3_17404
00D6: if 
001D:   130@ > 129@ // (int) 
004D: jump_if_false @SYN3_17486 
0001: wait 0 ms 
0050: gosub @SYN3_18315 
00D6: if and
0039:   128@ == 2 
8039:   not  131@ == 1 
8118:   not actor 101@ dead 
004D: jump_if_false @SYN3_17479 
0967: actor 101@ move_mouth 10000 ms 
0006: 131@ = 1 

:SYN3_17479
0002: jump @SYN3_17404 

:SYN3_17486
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SYN3_17507 
0968: actor 101@ stop_mouth 

:SYN3_17507
0001: wait 1000 ms 
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_17533 
0647: AS_actor 100@ clear_look_task 

:SYN3_17533
0006: 133@ = 0 

:SYN3_17540
0701: end_scene_skip 
016A: fade 0 time 700 

:SYN3_17549
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_17573 
0001: wait 0 ms 
0002: jump @SYN3_17549 

:SYN3_17573
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @SYN3_17591 

:SYN3_17591
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0687: clear_actor $PLAYER_ACTOR task 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN3_17651 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1816.19 -1.19 14.15 
0002: jump @SYN3_17671 

:SYN3_17651
00A1: put_actor $PLAYER_ACTOR at -1816.19 -1.19 14.15 

:SYN3_17671
0173: set_actor $PLAYER_ACTOR Z_angle_to 132.83 
00A6: destroy_car 34@ 
009B: destroy_actor 100@ 
009B: destroy_actor 101@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
040D: unload_wav 1 
00BE: text_clear_all 
04EF: release_animation "CAR_CHAT" 
01EB: set_traffic_density_multiplier_to 5.0 
03DE: set_pedestrians_density_multiplier_to 4.0 
01F0: set_max_wanted_level_to 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 1000 

:SYN3_17762
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_17786 
0001: wait 0 ms 
0002: jump @SYN3_17762 

:SYN3_17786
0051: return 

:SYN3_17788
0871: init_jump_table 132@ total_jumps 3 default_jump 1 @SYN3_18285 jumps 0 @SYN3_17851 1 @SYN3_18041 2 @SYN3_18223 -1 @SYN3_18292 -1 @SYN3_18292 -1 @SYN3_18292 -1 @SYN3_18292 

:SYN3_17851
05AA: 104@s = 'MJIZ01A' // @s = 'short'  // ~z~Partner.
05AA: 106@s = 'MJIZ01B' // @s = 'short'  // ~z~Jizzy. What's going on?
05AA: 108@s = 'MJIZ01C' // @s = 'short'  // ~z~Well, my business associates, they need a little assistance.
05AA: 110@s = 'MJIZ01D' // @s = 'short'  // ~z~And I thought of you, friend.
05AA: 112@s = 'MJIZ01E' // @s = 'short'  // ~z~Meet T-Bone at the gas station next to the docks in the Easter Basin.
05AA: 114@s = 'MJIZ01F' // @s = 'short'  // ~z~He's waiting for you in a 4-door sedan.
05AA: 116@s = 'MJIZ01G' // @s = 'short'  // ~z~Excuse me, partner, I got a call coming in. Arrivederci.
05AA: 118@s = 'MJIZ01H' // @s = 'short'  // ~z~Yeah, whatever you say. Bye.
04AF: 120@ = 26800 // = constant 
04AF: 121@ = 26801 // = constant 
04AF: 122@ = 26802 // = constant 
04AF: 123@ = 26803 // = constant 
04AF: 124@ = 26804 // = constant 
04AF: 125@ = 26805 // = constant 
04AF: 126@ = 26806 // = constant 
04AF: 127@ = 26807 // = constant 
0006: 130@ = 8 
0002: jump @SYN3_18292 

:SYN3_18041
05AA: 104@s = 'SYN3_CA' // @s = 'short'  // ~z~Get out and grab a bike.
05AA: 106@s = 'SYN3_CB' // @s = 'short'  // ~z~This shipment has to get to the factory.
05AA: 108@s = 'SYN3_CC' // @s = 'short'  // ~z~You make sure it does, we make it worth your while.
05AA: 110@s = 'SYN3_CD' // @s = 'short'  // ~z~Hold it, Mendez, we got business elsewhere.
05AA: 112@s = 'SYN3_CE' // @s = 'short'  // ~z~He can take care of this just fine by himself.
05AA: 114@s = 'SYN3_CF' // @s = 'short'  // ~z~We're watching you, kid.
05AA: 116@s = 'SYN3_CG' // @s = 'short'  // ~z~Si mon, ese. We're watching.
04AF: 120@ = 39213 // = constant 
04AF: 121@ = 39214 // = constant 
04AF: 122@ = 39215 // = constant 
04AF: 123@ = 39216 // = constant 
04AF: 124@ = 39217 // = constant 
04AF: 125@ = 39218 // = constant 
04AF: 126@ = 39219 // = constant 
0006: 130@ = 7 
0002: jump @SYN3_18292 

:SYN3_18223
05AA: 104@s = 'SYN3_EA' // @s = 'short'  // ~z~OK, we made it, but the cops gonna be all over the spot real soon.
05AA: 106@s = 'SYN3_EB' // @s = 'short'  // ~z~Get the van out of sight, I'm gonna get out of here!
04AF: 120@ = 39221 // = constant 
04AF: 121@ = 39222 // = constant 
0006: 130@ = 2 
0002: jump @SYN3_18292 

:SYN3_18285
0002: jump @SYN3_18292 

:SYN3_18292
0006: 128@ = 0 
0006: 129@ = 0 
0006: 131@ = 0 
0051: return 

:SYN3_18315
00D6: if or
0039:   128@ == 0 
0039:   128@ == 1 
004D: jump_if_false @SYN3_18385 
00D6: if 
001D:   130@ > 129@ // (int) 
004D: jump_if_false @SYN3_18385 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @SYN3_18385 
0050: gosub @SYN3_18450 

:SYN3_18385
00D6: if 
0039:   128@ == 2 
004D: jump_if_false @SYN3_18448 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SYN3_18448 
0006: 128@ = 0 
000A: 129@ += 1 
0006: 131@ = 0 
00BE: text_clear_all 
0006: 33@ = 0 

:SYN3_18448
0051: return 

:SYN3_18450
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @SYN3_18486 
03CF: load_wav 120@(129@,8i) as 1 
0006: 128@ = 1 

:SYN3_18486
00D6: if 
0039:   128@ == 1 
004D: jump_if_false @SYN3_18544 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SYN3_18544 
00BC: show_text_highpriority GXT 104@(129@,8s) time 10000 flag 1 
03D1: play_wav 1 
0006: 128@ = 2 

:SYN3_18544
0051: return 

:SYN3_18546
040D: unload_wav 2 
0871: init_jump_table 103@ total_jumps 5 default_jump 1 @SYN3_18693 jumps 0 @SYN3_18613 1 @SYN3_18629 2 @SYN3_18645 3 @SYN3_18661 4 @SYN3_18677 -1 @SYN3_18700 -1 @SYN3_18700 

:SYN3_18613
03CF: load_wav 40802 as 2 
0002: jump @SYN3_18700 

:SYN3_18629
03CF: load_wav 40801 as 2 
0002: jump @SYN3_18700 

:SYN3_18645
03CF: load_wav 40803 as 2 
0002: jump @SYN3_18700 

:SYN3_18661
03CF: load_wav 40800 as 2 
0002: jump @SYN3_18700 

:SYN3_18677
03CF: load_wav 40804 as 2 
0002: jump @SYN3_18700 

:SYN3_18693
0002: jump @SYN3_18700 

:SYN3_18700
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SYN3_18709
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SYN3_18813 
0001: wait 0 ms 
00D6: if or
0118:   actor 100@ dead 
0118:   actor 101@ dead 
0119:   car 34@ wrecked 
0119:   car 36@ wrecked 
0118:   actor 37@ dead 
0119:   car 35@ wrecked 
004D: jump_if_false @SYN3_18771 
0051: return 

:SYN3_18771
00D6: if and
8039:   not  135@ == 1 
0214:   pickup 89@ picked_up 
004D: jump_if_false @SYN3_18806 
0164: disable_marker 247@ 
0006: 135@ = 1 

:SYN3_18806
0002: jump @SYN3_18709 

:SYN3_18813
03D1: play_wav 2 
0871: init_jump_table 103@ total_jumps 5 default_jump 1 @SYN3_18995 jumps 0 @SYN3_18880 1 @SYN3_18903 2 @SYN3_18926 3 @SYN3_18949 4 @SYN3_18972 -1 @SYN3_19002 -1 @SYN3_19002 

:SYN3_18880
00BC: show_text_highpriority GXT 'TORX_AC' time 3000 flag 1  // ~z~Carl, lets go for a drive.
0002: jump @SYN3_19002 

:SYN3_18903
00BC: show_text_highpriority GXT 'TORX_AB' time 3000 flag 1  // ~z~C'mon, take a seat.
0002: jump @SYN3_19002 

:SYN3_18926
00BC: show_text_highpriority GXT 'TORX_AD' time 3000 flag 1  // ~z~C'mon, take the wheel!
0002: jump @SYN3_19002 

:SYN3_18949
00BC: show_text_highpriority GXT 'TORX_AA' time 3000 flag 1  // ~z~Get in the car!
0002: jump @SYN3_19002 

:SYN3_18972
00BC: show_text_highpriority GXT 'TORX_AE' time 3000 flag 1  // ~z~C'mon, get in!
0002: jump @SYN3_19002 

:SYN3_18995
0002: jump @SYN3_19002 

:SYN3_19002
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SYN3_19106 
0001: wait 0 ms 
00D6: if or
0118:   actor 100@ dead 
0118:   actor 101@ dead 
0119:   car 34@ wrecked 
0119:   car 36@ wrecked 
0118:   actor 37@ dead 
0119:   car 35@ wrecked 
004D: jump_if_false @SYN3_19064 
0051: return 

:SYN3_19064
00D6: if and
8039:   not  135@ == 1 
0214:   pickup 89@ picked_up 
004D: jump_if_false @SYN3_19099 
0164: disable_marker 247@ 
0006: 135@ = 1 

:SYN3_19099
0002: jump @SYN3_19002 

:SYN3_19106
000A: 103@ += 1 
00D6: if 
0019:   103@ > 4 
004D: jump_if_false @SYN3_19138 
0006: 103@ = 0 

:SYN3_19138
0051: return 

:SYN3_19140
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:SYN3_19158
0008: $SYNDICATE_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'SYND_3'  // Outrider
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 9000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 1200000 
0998: add_respect 250 
01F0: set_max_wanted_level_to 248@ 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
0394: play_music 1 
0164: disable_marker $526 
0051: return 

:SYN3_19234
0249: release_model #WASHING 
0249: release_model #SANCHEZ 
0249: release_model #RUMPO 
0249: release_model #SFR1 
0249: release_model #ROCKETLA 
0249: release_model #SNIPER 
0249: release_model #GREENWOO 
0249: release_model #DNB3 
0249: release_model #DNB2 
0249: release_model #MP5LNG 
0249: release_model #AK47 
0249: release_model #CELLPHONE 
0249: release_model #BODYARMOUR 
0215: destroy_pickup 89@ 
0215: destroy_pickup 90@ 
0215: destroy_pickup 249@ 
0164: disable_marker 212@ 
0164: disable_marker 213@ 
0164: disable_marker 214@ 
0164: disable_marker 247@ 
0164: disable_marker 215@ 
0164: disable_marker 216@ 
0050: gosub @SYN3_11584 
0050: gosub @SYN3_11665 
0050: gosub @SYN3_11785 
0050: gosub @SYN3_11905 
061B: remove_references_to_AS_pack 98@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYN3_19404 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 

:SYN3_19404
0296: unload_special_actor 1 
0296: unload_special_actor 2 
034F: destroy_actor_with_fade 100@ 
034F: destroy_actor_with_fade 101@ 
04EF: release_animation "CAR_CHAT" 
091D: remove_forbidden_for_boats_cube_cornerA -2005.23 517.16 33.0 cornerB -2002.69 554.12 36.0 
091D: remove_forbidden_for_boats_cube_cornerA -2097.8 319.42 33.0 cornerB -2035.57 321.05 36.0 
091D: remove_forbidden_for_boats_cube_cornerA -2150.18 138.75 33.0 cornerB -2145.71 160.84 36.0 
091D: remove_forbidden_for_boats_cube_cornerA -2168.24 42.13 33.0 cornerB -2165.99 61.7 36.0 
06D7: enable_train_traffic 1 
065C: release_decision_maker 88@ 
065C: release_decision_maker 102@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @SYN3_19599 
0519: set_car 34@ locked 0 

:SYN3_19599
01F0: set_max_wanted_level_to 248@ 
01EB: set_traffic_density_multiplier_to 4.0 
03DE: set_pedestrians_density_multiplier_to 4.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 61---------------
// Originally: Ice Cold Killa

:SYND4
03A4: name_thread 'SYND4' 
0050: gosub @SYND4_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SYND4_38 
0050: gosub @SYND4_12004 

:SYND4_38
0050: gosub @SYND4_12381 
004E: end_thread 

:SYND4_47
0005: $7303 = 0.0 
0005: $7304 = 0.0 
0005: $7305 = 0.0 
0005: $7306 = 0.0 
0005: $7307 = 0.0 
0005: $7308 = 0.0 
0004: $7309 = 0 
0004: $7310 = 0 
0004: $7311 = 0 
0004: $7312 = 0 
0006: 117@ = 0 
0006: 97@ = 2 
054C: use_GXT_table 'SYN4' 
07FB: set_interior 'PDOMES' access 1  // The Pleasure Domes
07FB: set_interior 'PDOMES2' access 0  // The Pleasure Domes
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:SYND4_201
00D6: if 
016B:   fading 
004D: jump_if_false @SYND4_225 
0001: wait 0 ms 
0002: jump @SYND4_201 

:SYND4_225
04BB: select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_rendering_origin_at -2031.0 149.0 29.0 
02E4: load_cutscene_data 'SYND_4A' 

:SYND4_264
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SYND4_288 
0001: wait 0 ms 
0002: jump @SYND4_264 

:SYND4_288
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:SYND4_305
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SYND4_329 
0001: wait 0 ms 
0002: jump @SYND4_305 

:SYND4_329
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:SYND4_343
00D6: if 
016B:   fading 
004D: jump_if_false @SYND4_367 
0001: wait 0 ms 
0002: jump @SYND4_343 

:SYND4_367
02EA: end_cutscene 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04BB: select_interior 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_428 
08C7: put_actor $PLAYER_ACTOR at -2031.197 161.1839 27.8516 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 268.0468 
0373: set_camera_directly_behind_player 

:SYND4_428
0169: set_fade_color_RGB 0 0 0 
0247: load_model #SILENCED 
0247: load_model #BMYBOUN 
0247: load_model #WMYBOUN 
0247: load_model #STRETCH 
0247: load_model #MICRO_UZI 
0247: load_model #BROADWAY 
0247: load_model #STRETCH 
0247: load_model #WMYSGRD 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 3 of_actors_pedtype 25 to_actors_pedtype 0 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 25 
060A: create_decision_maker_type 0 store_to 55@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 47@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 88@ // decision\allowed\m_.ped files 

:SYND4_520
00D6: if or
8248:   not model #SILENCED available 
8248:   not model #BMYBOUN available 
8248:   not model #WMYBOUN available 
8248:   not model #STRETCH available 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @SYND4_567 
0001: wait 0 ms 
0002: jump @SYND4_520 

:SYND4_567
00D6: if or
8248:   not model #STRETCH available 
8248:   not model #BROADWAY available 
8248:   not model #WMYSGRD available 
004D: jump_if_false @SYND4_603 
0001: wait 0 ms 
0002: jump @SYND4_567 

:SYND4_603
0A0B: set_rendering_origin_at_3D_coord -2031.197 161.1839 27.8359 angle 268.0468 
0395: clear_area 1 at -2624.549 1412.131 6.1094 radius 10.0 
062F: 52@ = create_group_type 2 
06AE: create_group_decision_maker_type 0 store_to 53@ // decision\allowed\mission.grp 
06AD: set_group 52@ group_decision_maker_to 53@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_739 
0615: define_AS_pack_begin 58@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2643.993 1405.895 905.2734 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
05D6: clear_scmpath 
0616: define_AS_pack_end 58@ 

:SYND4_739
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_915 
0615: define_AS_pack_begin 120@ 
0603: AS_actor -1 goto_point_any_means -2664.286 1420.904 905.2812 mode 4 use_car -1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 120@ 
0615: define_AS_pack_begin 121@ 
0603: AS_actor -1 goto_point_any_means -2662.241 1418.222 905.277 mode 4 use_car -1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 121@ 
0615: define_AS_pack_begin 122@ 
0603: AS_actor -1 goto_point_any_means -2671.858 1420.603 905.2812 mode 4 use_car -1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 122@ 
0615: define_AS_pack_begin 123@ 
0603: AS_actor -1 goto_point_any_means -2667.221 1421.774 905.2812 mode 4 use_car -1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 123@ 

:SYND4_915
0615: define_AS_pack_begin 72@ 
0603: AS_actor -1 goto_point_any_means -2674.171 1394.553 917.3582 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 94.4524 
0643: set_AS_pack 72@ loop 1 
0616: define_AS_pack_end 72@ 
0615: define_AS_pack_begin 81@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2666.142 1420.576 905.277 
05D7: add_point_to_scmpath -2654.33 1420.092 905.2812 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 81@ 
0615: define_AS_pack_begin 73@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2663.897 1420.509 905.2812 
05D7: add_point_to_scmpath -2655.542 1418.905 905.2812 
05D7: add_point_to_scmpath -2648.745 1416.988 905.2812 
05D7: add_point_to_scmpath -2645.276 1410.547 905.2812 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 73@ 
0615: define_AS_pack_begin 67@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2627.831 1404.959 905.4609 
05D7: add_point_to_scmpath -2627.514 1406.607 905.4609 
05D7: add_point_to_scmpath -2635.924 1408.306 905.4609 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D6: clear_scmpath 
05B9: AS_actor -1 stay_idle 4000 ms 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2629.451 1406.773 905.4609 
05D7: add_point_to_scmpath -2626.715 1403.41 905.4609 
05D7: add_point_to_scmpath -2629.224 1402.585 905.4598 
05D7: add_point_to_scmpath -2639.513 1399.569 911.4133 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 67@ 
0615: define_AS_pack_begin 57@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2663.024 1430.271 911.3984 
05D7: add_point_to_scmpath -2677.841 1429.663 911.3921 
05D7: add_point_to_scmpath -2688.757 1426.88 905.4531 
05D7: add_point_to_scmpath -2686.493 1422.207 905.4531 
05D7: add_point_to_scmpath -2677.769 1421.948 905.4531 
05D7: add_point_to_scmpath -2664.318 1423.618 905.2734 
05D7: add_point_to_scmpath -2651.408 1423.601 905.2734 
05D7: add_point_to_scmpath -2642.101 1416.098 905.2812 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2633.106 1415.721 905.4531 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 57@ 
0615: define_AS_pack_begin 42@ 
05C9: AS_actor -1 on_guard 4000 ms 
05B9: AS_actor -1 stay_idle 1000 ms 
05C8: AS_actor -1 look_around 
0643: set_AS_pack 42@ loop 1 
0616: define_AS_pack_end 42@ 
0615: define_AS_pack_begin 68@ 
0638: AS_actor -1 stay_put 1 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0643: set_AS_pack 68@ loop 1 
0616: define_AS_pack_end 68@ 
00A5: 62@ = create_car #STRETCH at -2634.061 1395.498 6.1186 
0175: set_car 62@ Z_angle_to 3.5285 
0229: set_car 62@ primary_color_to 0 secondary_color_to 0 
053F: set_car 62@ tires_vulnerability 0 
0224: set_car 62@ health_to 10 
00A5: 63@ = create_car #STRETCH at -2613.48 1416.568 6.1432 
0175: set_car 63@ Z_angle_to 272.3133 
0229: set_car 63@ primary_color_to 0 secondary_color_to 0 
053F: set_car 63@ tires_vulnerability 0 
0224: set_car 63@ health_to 10 
0674: set_car_model #BROADWAY numberplate "HO_2_HO_" 
00A5: 64@ = create_car #BROADWAY at -2611.471 1409.036 6.1335 
02AC: set_car 64@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
01EC: make_car 64@ very_heavy 1
0423: set_car 64@ improved_handling_to 1.5 // (float)
0175: set_car 64@ Z_angle_to 274.4727 
0229: set_car 64@ primary_color_to 123 secondary_color_to 5 
0294: set_car 64@ sprayable 0
0224: set_car 64@ health_to 10000 
0615: define_AS_pack_begin 124@ 
0603: AS_actor -1 goto_point_any_means -2622.981 1413.107 6.1137 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 196.019 
0643: set_AS_pack 124@ loop 1 
0616: define_AS_pack_end 124@ 
0615: define_AS_pack_begin 125@ 
0603: AS_actor -1 goto_point_any_means -2626.409 1411.96 6.1094 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 190.6977 
0643: set_AS_pack 125@ loop 1 
0616: define_AS_pack_end 125@ 
009A: 49@ = create_actor_pedtype 25 model #BMYBOUN at -2622.981 1413.107 6.1137 
0173: set_actor 49@ Z_angle_to 196.019 
009A: 50@ = create_actor_pedtype 25 model #WMYBOUN at -2626.409 1411.96 6.1094 
0173: set_actor 50@ Z_angle_to 190.6977 
01B2: give_actor 49@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 49@ armed_weapon_to 28 
02E2: set_actor 49@ weapon_accuracy_to 90 
01B2: give_actor 50@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 50@ armed_weapon_to 28 
02E2: set_actor 50@ weapon_accuracy_to 90 
060B: set_actor 49@ decision_maker_to 47@ 
060B: set_actor 50@ decision_maker_to 47@ 
0618: assign_actor 49@ to_AS_pack 124@ 
0618: assign_actor 50@ to_AS_pack 125@ 
018A: 59@ = create_checkpoint_at -2623.937 1410.79 6.1152 
018A: 60@ = create_checkpoint_at -2636.385 1402.485 905.4609 
08DC: create_interior_marker 60@ at -2661.74 1423.483 radius 100.0 
018B: set_marker 60@ radar_mode 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_2049 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 23 

:SYND4_2049
0006: 32@ = 0 
0169: set_fade_color_RGB 0 0 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 
00BC: show_text_highpriority GXT 'SYN4_20' time 9000 flag 1  // ~s~Go pay Jizzy a visit at the ~y~Pleasure Domes club~s~!

:SYND4_2095
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_3486 
0001: wait 0 ms 
0050: gosub @SYND4_12887 
0050: gosub @SYND4_13701 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SYND4_2151 
0002: jump @SYND4_12219 

:SYND4_2151
00D6: if 
0039:   117@ == 0 
004D: jump_if_false @SYND4_2369 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYND4_2269 
00D6: if 
0457:   player $PLAYER_CHAR aiming_at_actor 49@ 
004D: jump_if_false @SYND4_2269 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYND4_2233 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:SYND4_2233
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYND4_2262 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:SYND4_2262
0006: 117@ = 1 

:SYND4_2269
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYND4_2369 
00D6: if 
0457:   player $PLAYER_CHAR aiming_at_actor 50@ 
004D: jump_if_false @SYND4_2369 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYND4_2333 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:SYND4_2333
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYND4_2362 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:SYND4_2362
0006: 117@ = 1 

:SYND4_2369
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_3424 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -2623.937 1410.79 6.1152 radius 1.2 1.2 1.2 on_foot 
004D: jump_if_false @SYND4_3424 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_2456 
01B4: set_player $PLAYER_CHAR can_move 0 

:SYND4_2456
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0164: disable_marker 59@ 
0050: gosub @SYND4_12755 
00D6: if and
8118:   not actor 49@ dead 
8118:   not actor 50@ dead 
004D: jump_if_false @SYND4_3185 
00D6: if and
851A:   not actor 49@ damaged_by_actor $PLAYER_ACTOR 
851A:   not actor 50@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYND4_3185 
05BF: AS_actor 50@ look_at_actor $PLAYER_ACTOR 6000 ms 
0050: gosub @SYND4_12755 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_2597 
08C7: put_actor $PLAYER_ACTOR at -2624.112 1410.473 6.1149 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 13.4662 

:SYND4_2597
05BF: AS_actor 49@ look_at_actor $PLAYER_ACTOR 6000 ms 
015F: set_camera_position -2623.715 1409.642 7.7873 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2623.871 1410.628 7.7269 switchstyle 2 
0001: wait 1000 ms 
0209: $7309 = random_int_in_ranges 0 3 
0871: init_jump_table $7309 total_jumps 3 default_jump 0 @SYND4_3117 jumps 0 @SYND4_2736 1 @SYND4_2863 2 @SYND4_2990 -1 @SYND4_3117 -1 @SYND4_3117 -1 @SYND4_3117 -1 @SYND4_3117 

:SYND4_2736
040D: unload_wav 1 
03CF: load_wav 39411 as 1 

:SYND4_2749
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYND4_2775 
0001: wait 0 ms 
0002: jump @SYND4_2749 

:SYND4_2775
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN4_BA' time 4000 flag 1  // ~z~Sorry, man, private function.
0006: 33@ = 0 

:SYND4_2802
00D6: if 
001B:   4000 > 33@ 
004D: jump_if_false @SYND4_2856 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYND4_2849 
0002: jump @SYND4_3349 

:SYND4_2849
0002: jump @SYND4_2802 

:SYND4_2856
0002: jump @SYND4_3117 

:SYND4_2863
040D: unload_wav 1 
03CF: load_wav 39412 as 1 

:SYND4_2876
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYND4_2902 
0001: wait 0 ms 
0002: jump @SYND4_2876 

:SYND4_2902
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN4_BB' time 4000 flag 1  // ~z~Jizzy doesn't want to be disturbed.
0006: 33@ = 0 

:SYND4_2929
00D6: if 
001B:   4000 > 33@ 
004D: jump_if_false @SYND4_2983 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYND4_2976 
0002: jump @SYND4_3349 

:SYND4_2976
0002: jump @SYND4_2929 

:SYND4_2983
0002: jump @SYND4_3117 

:SYND4_2990
040D: unload_wav 1 
03CF: load_wav 39413 as 1 

:SYND4_3003
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYND4_3029 
0001: wait 0 ms 
0002: jump @SYND4_3003 

:SYND4_3029
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN4_BC' time 4000 flag 1  // ~z~You ain't getting in!
0006: 33@ = 0 

:SYND4_3056
00D6: if 
001B:   4000 > 33@ 
004D: jump_if_false @SYND4_3110 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYND4_3103 
0002: jump @SYND4_3349 

:SYND4_3103
0002: jump @SYND4_3056 

:SYND4_3110
0002: jump @SYND4_3117 

:SYND4_3117
0006: 33@ = 0 

:SYND4_3124
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @SYND4_3185 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYND4_3178 
0006: 70@ = 1 
0002: jump @SYND4_3349 

:SYND4_3178
0002: jump @SYND4_3124 

:SYND4_3185
015F: set_camera_position -2671.127 1432.594 25.4663 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2670.43 1431.881 25.3871 switchstyle 2 
00BC: show_text_highpriority GXT 'SYN4_12' time 5000 flag 1  // ~s~Use the ~y~Skylight ~s~to get into the club!
0876: unknown_cube_cornera 2682.42 1420.237 28.0 cornerB -2630.365 1411.699 28.0 flag 3 flag 0 
0006: 33@ = 0 

:SYND4_3295
00D6: if 
001B:   5000 > 33@ 
004D: jump_if_false @SYND4_3349 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYND4_3342 
0002: jump @SYND4_3349 

:SYND4_3342
0002: jump @SYND4_3295 

:SYND4_3349
0050: gosub @SYND4_12786 
018A: 61@ = create_checkpoint_at -2661.924 1424.278 22.8906 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @SYND4_3410 
00BC: show_text_highpriority GXT 'SYN4_12' time 5000 flag 1  // ~s~Use the ~y~Skylight ~s~to get into the club!

:SYND4_3410
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
0002: jump @SYND4_3493 

:SYND4_3424
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2660.145 1419.211 22.8906 radius 5.0 5.0 5.0 
004D: jump_if_false @SYND4_3479 
0002: jump @SYND4_3493 

:SYND4_3479
0002: jump @SYND4_2095 

:SYND4_3486
0002: jump @SYND4_12004 

:SYND4_3493
0247: load_model #BMYDRUG 
0247: load_model #HMYDRUG 
0247: load_model #HFYRI 
0247: load_model #BFYPRO 
0247: load_model #BMYDJ 
0247: load_model #MICRO_UZI 
0247: load_model #VWFYWAI 
0247: load_model #COLT45 
023C: load_special_actor 'JIZZY' as 1 // models 290-299 
0247: load_model #VHFYST3 
04ED: load_animation "SWAT" 

:SYND4_3554
00D6: if or
8248:   not model #BMYDRUG available 
8248:   not model #HMYDRUG available 
8248:   not model #HFYRI available 
8248:   not model #BFYPRO available 
8248:   not model #BMYDJ available 
004D: jump_if_false @SYND4_3596 
0001: wait 0 ms 
0002: jump @SYND4_3554 

:SYND4_3596
00D6: if or
8248:   not model #MICRO_UZI available 
8248:   not model #VWFYWAI available 
8248:   not model #COLT45 available 
823D:   not special_actor 1 loaded 
84EE:   not animation "SWAT" loaded 
8248:   not model #VHFYST3 available 
004D: jump_if_false @SYND4_3650 
0001: wait 0 ms 
0002: jump @SYND4_3596 

:SYND4_3650
009A: 39@ = create_actor_pedtype 23 model #SPECIAL01 at -2669.127 1426.919 905.4609 
0860: link_actor 39@ to_interior 3 
0245: set_actor 39@ walk_style_to "GANG1" 
0746: set_acquaintance 4 of_actors_pedtype 23 to_actors_pedtype 0 
0173: set_actor 39@ Z_angle_to 238.0256 
060F: set_actor 39@ melee_accuracy_to 5.0 
060B: set_actor 39@ decision_maker_to 55@ 
009A: 44@ = create_actor_pedtype 5 model #BFYPRO at -2667.656 1425.854 905.4609 
0860: link_actor 44@ to_interior 3 
0173: set_actor 44@ Z_angle_to 76.4221 
0568: set_actor 44@ untargetable 1 
0677: AS_actor 39@ chat_with_actor 44@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 44@ chat_with_actor 39@ lead_speaker_flag 0 unknown_flag 1 
0187: 43@ = create_marker_above_actor 39@ 
018B: set_marker 43@ radar_mode 0 
0615: define_AS_pack_begin 79@ 
06B0: AS_actor -1 sit_down 200000 ms 
05C9: AS_actor -1 on_guard 2000 ms 
0643: set_AS_pack 79@ loop 1 
0616: define_AS_pack_end 79@ 
0615: define_AS_pack_begin 80@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0618: assign_actor -1 to_AS_pack 79@ 
0616: define_AS_pack_end 80@ 
009A: 34@ = create_actor_pedtype 24 model #BMYDRUG at -2665.236 1429.884 905.4609 
0173: set_actor 34@ Z_angle_to 133.1702 
0618: assign_actor 34@ to_AS_pack 80@ 
009A: 35@ = create_actor_pedtype 24 model #HMYDRUG at -2667.102 1430.024 905.4609 
0173: set_actor 35@ Z_angle_to 180.876 
0618: assign_actor 35@ to_AS_pack 79@ 
009A: 36@ = create_actor_pedtype 24 model #BMYDRUG at -2665.064 1428.402 905.4609 
0173: set_actor 36@ Z_angle_to 106.0457 
0618: assign_actor 36@ to_AS_pack 79@ 
009A: 37@ = create_actor_pedtype 24 model #BFYPRO at -2668.117 1429.933 905.4609 
0173: set_actor 37@ Z_angle_to 180.876 
0618: assign_actor 37@ to_AS_pack 80@ 
0615: define_AS_pack_begin 112@ 
0603: AS_actor -1 goto_point_any_means -2655.508 1410.566 905.2734 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 263.3926 
05B9: AS_actor -1 stay_idle 2000 ms 
0603: AS_actor -1 goto_point_any_means -2655.892 1406.675 905.2734 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 181.7338 
05B9: AS_actor -1 stay_idle 2000 ms 
0643: set_AS_pack 112@ loop 1 
0616: define_AS_pack_end 112@ 
0615: define_AS_pack_begin 113@ 
0603: AS_actor -1 goto_point_any_means -2660.268 1413.959 905.2734 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 348.451 
05B9: AS_actor -1 stay_idle 2000 ms 
0603: AS_actor -1 goto_point_any_means -2662.841 1413.732 905.2808 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 96.5734 
05B9: AS_actor -1 stay_idle 2000 ms 
0643: set_AS_pack 113@ loop 1 
0616: define_AS_pack_end 113@ 
009A: 102@ = create_actor_pedtype 26 model #VWFYWAI at -2655.508 1410.566 905.2734 
0173: set_actor 102@ Z_angle_to 263.3926 
009A: 103@ = create_actor_pedtype 26 model #VWFYWAI at -2660.268 1413.959 905.2734 
0173: set_actor 103@ Z_angle_to 348.451 
0618: assign_actor 102@ to_AS_pack 112@ 
0618: assign_actor 103@ to_AS_pack 113@ 
009A: 104@ = create_actor_pedtype 26 model #BMYDRUG at -2657.269 1403.575 905.2812 
0173: set_actor 104@ Z_angle_to 271.0479 
009A: 105@ = create_actor_pedtype 26 model #BFYPRO at -2654.617 1404.656 905.2812 
0173: set_actor 105@ Z_angle_to 87.3589 
0677: AS_actor 104@ chat_with_actor 105@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 105@ chat_with_actor 104@ lead_speaker_flag 1 unknown_flag 1 
0006: 40@ = 0 

:SYND4_4417
00D6: if 
8118:   not actor 34@(40@,5i) dead 
004D: jump_if_false @SYND4_4507 
0860: link_actor 34@(40@,5i) to_interior 3 
0770: set_actor 34@(40@,5i) target_priority 1 
01B2: give_actor 34@(40@,5i) weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 34@(40@,5i) armed_weapon_to 28 
02E2: set_actor 34@(40@,5i) weapon_accuracy_to 70 
060B: set_actor 34@(40@,5i) decision_maker_to 55@ 

:SYND4_4507
00D6: if 
8118:   not actor 102@(40@,10i) dead 
004D: jump_if_false @SYND4_4538 
0860: link_actor 102@(40@,10i) to_interior 3 

:SYND4_4538
000A: 40@ += 1 
0029:   40@ >= 4 
004D: jump_if_false @SYND4_4417 
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
018A: 54@ = create_checkpoint_at -2655.075 1431.789 912.4016 
08DC: create_interior_marker 54@ at -2661.74 1423.483 radius 100.0 
018B: set_marker 54@ radar_mode 0 
0373: set_camera_directly_behind_player 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2653.217 1424.867 906.7266 
0006: 32@ = 0 

:SYND4_4643
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_5214 
0001: wait 0 ms 
00D6: if 
0039:   117@ == 0 
004D: jump_if_false @SYND4_4881 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYND4_4781 
00D6: if 
0457:   player $PLAYER_CHAR aiming_at_actor 49@ 
004D: jump_if_false @SYND4_4781 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYND4_4745 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:SYND4_4745
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYND4_4774 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:SYND4_4774
0006: 117@ = 1 

:SYND4_4781
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYND4_4881 
00D6: if 
0457:   player $PLAYER_CHAR aiming_at_actor 50@ 
004D: jump_if_false @SYND4_4881 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYND4_4845 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:SYND4_4845
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYND4_4874 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:SYND4_4874
0006: 117@ = 1 

:SYND4_4881
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @SYND4_4903 
0002: jump @SYND4_12219 

:SYND4_4903
0050: gosub @SYND4_12887 
0050: gosub @SYND4_13701 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2661.01 1415.384 921.1953 radius 20.0 20.0 20.0 
0039:   48@ == 0 
004D: jump_if_false @SYND4_5207 
07FB: set_interior 'PDOMES' access 0  // The Pleasure Domes
00D6: if 
075C:   marker 59@ enabled 
004D: jump_if_false @SYND4_5006 
0164: disable_marker 59@ 

:SYND4_5006
0164: disable_marker 61@ 
018A: 45@ = create_checkpoint_at -2667.368 1427.435 905.4609 
08DC: create_interior_marker 45@ at -2661.74 1423.483 radius 100.0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_5102 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at -2661.055 1416.019 921.1953 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 

:SYND4_5102
0006: 48@ = 1 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYND4_5130 
009B: destroy_actor 49@ 

:SYND4_5130
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYND4_5151 
009B: destroy_actor 50@ 

:SYND4_5151
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_5177 
0173: set_actor $PLAYER_ACTOR Z_angle_to 197.6688 

:SYND4_5177
00BC: show_text_highpriority GXT 'SYN4_99' time 4000 flag 1  // ~s~Sneak up to ~y~Jizzy~s~, you need to get that number.
03C7: set_sensitivity_to_crime 0.0 
0002: jump @SYND4_5221 

:SYND4_5207
0002: jump @SYND4_4643 

:SYND4_5214
0002: jump @SYND4_12004 

:SYND4_5221
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_11997 
0001: wait 0 ms 
0050: gosub @SYND4_12887 
0050: gosub @SYND4_13701 
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @SYND4_7611 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @SYND4_5305 
0006: 115@ = 1 
0002: jump @SYND4_12004 

:SYND4_5305
0006: 40@ = 0 

:SYND4_5312
00D6: if 
051A:   actor 34@(40@,5i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYND4_5365 
00BC: show_text_highpriority GXT 'SYN4_08' time 4000 flag 1  // ~r~You scared Jizzy before he made the call.
0006: 83@ = 1 
0006: 32@ = 0 

:SYND4_5365
000A: 40@ += 1 
0029:   40@ >= 4 
004D: jump_if_false @SYND4_5312 
00D6: if 
051A:   actor 39@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYND4_5435 
00BC: show_text_highpriority GXT 'SYN4_06' time 4000 flag 1  // ~r~You killed Jizzy before he made the call.
0006: 83@ = 1 
0006: 32@ = 0 

:SYND4_5435
00D6: if 
051A:   actor 44@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYND4_5484 
00BC: show_text_highpriority GXT 'SYN4_08' time 4000 flag 1  // ~r~You scared Jizzy before he made the call.
0006: 83@ = 1 
0006: 32@ = 0 

:SYND4_5484
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2668.716 1421.846 905.277 radius 15.0 15.0 15.0 
004D: jump_if_false @SYND4_7611 
07FB: set_interior 'PDOMES2' access 1  // The Pleasure Domes
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 500 

:SYND4_5560
00D6: if 
016B:   fading 
004D: jump_if_false @SYND4_5584 
0001: wait 0 ms 
0002: jump @SYND4_5560 

:SYND4_5584
0006: 40@ = 0 

:SYND4_5591
009B: destroy_actor 34@(40@,5i) 
000A: 40@ += 1 
0029:   40@ >= 4 
004D: jump_if_false @SYND4_5591 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @SYND4_5642 
009B: destroy_actor 44@ 

:SYND4_5642
00D6: if 
075C:   marker 43@ enabled 
004D: jump_if_false @SYND4_5663 
0164: disable_marker 43@ 

:SYND4_5663
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_5684 
009B: destroy_actor 39@ 

:SYND4_5684
02E4: load_cutscene_data 'SYND_4B' 

:SYND4_5695
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SYND4_5719 
0001: wait 0 ms 
0002: jump @SYND4_5695 

:SYND4_5719
02E7: start_cutscene 
016A: fade 1 time 1000 

:SYND4_5728
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SYND4_5752 
0001: wait 0 ms 
0002: jump @SYND4_5728 

:SYND4_5752
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:SYND4_5767
00D6: if 
016B:   fading 
004D: jump_if_false @SYND4_5791 
0001: wait 0 ms 
0002: jump @SYND4_5767 

:SYND4_5791
0050: gosub @SYND4_12755 
009A: 39@ = create_actor_pedtype 23 model #SPECIAL01 at -2669.127 1426.919 905.4609 
0860: link_actor 39@ to_interior 3 
0245: set_actor 39@ walk_style_to "GANG1" 
0746: set_acquaintance 4 of_actors_pedtype 23 to_actors_pedtype 0 
0173: set_actor 39@ Z_angle_to 238.0256 
060F: set_actor 39@ melee_accuracy_to 5.0 
060B: set_actor 39@ decision_maker_to 55@ 
009A: 34@ = create_actor_pedtype 24 model #BMYDRUG at -2665.236 1429.884 905.4609 
0173: set_actor 34@ Z_angle_to 133.1702 
0618: assign_actor 34@ to_AS_pack 80@ 
009A: 35@ = create_actor_pedtype 24 model #HMYDRUG at -2667.102 1430.024 905.4609 
0173: set_actor 35@ Z_angle_to 180.876 
0618: assign_actor 35@ to_AS_pack 79@ 
009A: 36@ = create_actor_pedtype 24 model #BMYDRUG at -2665.064 1428.402 905.4609 
0173: set_actor 36@ Z_angle_to 106.0457 
0618: assign_actor 36@ to_AS_pack 79@ 
009A: 37@ = create_actor_pedtype 24 model #BFYPRO at -2668.117 1429.933 905.4609 
0173: set_actor 37@ Z_angle_to 180.876 
0618: assign_actor 37@ to_AS_pack 80@ 
0187: 43@ = create_marker_above_actor 39@ 
018B: set_marker 43@ radar_mode 0 
0296: unload_special_actor 1 
0006: 40@ = 0 

:SYND4_6072
0860: link_actor 34@(40@,5i) to_interior 3 
01B2: give_actor 34@(40@,5i) weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 34@(40@,5i) armed_weapon_to 28 
000A: 40@ += 1 
0029:   40@ >= 4 
004D: jump_if_false @SYND4_6072 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_6186 
015F: set_camera_position -2669.571 1410.871 907.8965 rotation 0.0 0.0 0.0 
0159: camera_on_ped 39@ mode 15 switchstyle 2 

:SYND4_6186
009A: 87@ = create_actor_pedtype 24 model #BMYBOUN at -2667.152 1421.553 905.2812 
0173: set_actor 87@ Z_angle_to 275.4244 
0688: AS_actor 87@ unknown_toggle_ped_threat_scanner 0 0 0 
0860: link_actor 87@ to_interior 3 
0001: wait 100 ms 
016A: fade 1 time 0 

:SYND4_6249
00D6: if 
016B:   fading 
004D: jump_if_false @SYND4_6273 
0001: wait 0 ms 
0002: jump @SYND4_6249 

:SYND4_6273
00BC: show_text_highpriority GXT 'SYN4_05' time 4000 flag 1  // ~r~Jizzy's ~s~escaping, Hunt him down!
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @SYND4_6313 
0618: assign_actor 87@ to_AS_pack 73@ 

:SYND4_6313
0006: 40@ = 0 

:SYND4_6320
00D6: if 
8118:   not actor 102@(40@,10i) dead 
004D: jump_if_false @SYND4_6360 
0792: disembark_instantly_actor 102@(40@,10i) 
05C5: AS_actor 102@(40@,10i) cower -2 ms 

:SYND4_6360
000A: 40@ += 1 
0029:   40@ >= 4 
004D: jump_if_false @SYND4_6320 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_6471 
0687: clear_actor 39@ task 
08C7: put_actor 39@ at -2664.462 1421.766 905.277 dont_warp_gang 
0173: set_actor 39@ Z_angle_to 249.6271 
0618: assign_actor 39@ to_AS_pack 73@ 
035F: actor 39@ armour += 150 
0223: set_actor 39@ health_to 300 
08AF: set_actor 39@ max_health_to 300 
0446: set_actor 39@ dismemberment_possible 0 

:SYND4_6471
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_6524 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at -2666.638 1410.305 905.2812 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 

:SYND4_6524
0001: wait 1000 ms 
0006: 33@ = 0 

:SYND4_6536
00D6: if 
001B:   3000 > 33@ 
004D: jump_if_false @SYND4_6590 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYND4_6583 
0002: jump @SYND4_6590 

:SYND4_6583
0002: jump @SYND4_6536 

:SYND4_6590
0050: gosub @SYND4_12786 
0615: define_AS_pack_begin 128@ 
0603: AS_actor -1 goto_point_any_means -2639.277 1409.022 905.4646 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 63.4408 
0616: define_AS_pack_end 128@ 
0615: define_AS_pack_begin 126@ 
0618: assign_actor -1 to_AS_pack 128@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 2000 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 126@ loop 1 
0616: define_AS_pack_end 126@ 
0615: define_AS_pack_begin 127@ 
0603: AS_actor -1 goto_point_any_means -2639.352 1402.766 905.4646 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 73.286 
0616: define_AS_pack_end 127@ 
0615: define_AS_pack_begin 129@ 
0618: assign_actor -1 to_AS_pack 127@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 2000 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 129@ loop 1 
0616: define_AS_pack_end 129@ 
009A: 130@ = create_actor_pedtype 24 model #BMYBOUN at -2639.277 1409.022 905.4646 
0860: link_actor 130@ to_interior 1 
0173: set_actor 130@ Z_angle_to 63.4408 
060B: set_actor 130@ decision_maker_to 55@ 
0618: assign_actor 130@ to_AS_pack 126@ 
009A: 131@ = create_actor_pedtype 24 model #WMYBOUN at -2639.352 1402.766 905.4646 
0860: link_actor 131@ to_interior 1 
0173: set_actor 131@ Z_angle_to 73.286 
060B: set_actor 131@ decision_maker_to 55@ 
0618: assign_actor 131@ to_AS_pack 129@ 
01B2: give_actor 130@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 130@ armed_weapon_to 28 
01B2: give_actor 131@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 131@ armed_weapon_to 28 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SYND4_7309 
08C7: put_actor 34@ at -2671.761 1420.303 905.2812 dont_warp_gang 
0173: set_actor 34@ Z_angle_to 214.6866 

:SYND4_7309
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYND4_7355 
08C7: put_actor 35@ at -2665.095 1421.339 905.2812 dont_warp_gang 
0173: set_actor 35@ Z_angle_to 167.6077 

:SYND4_7355
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_7434 
0792: disembark_instantly_actor 39@ 
018B: set_marker 43@ radar_mode 0 
08C7: put_actor 39@ at -2621.465 1411.338 905.4609 dont_warp_gang 
04D7: set_actor 39@ locked 1 
0173: set_actor 39@ Z_angle_to 277.734 
0860: link_actor 39@ to_interior 0 
0006: 74@ = 1 

:SYND4_7434
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @SYND4_7492 
0792: disembark_instantly_actor 87@ 
08C7: put_actor 87@ at -2625.836 1404.75 6.0938 dont_warp_gang 
0173: set_actor 87@ Z_angle_to 279.9147 
0860: link_actor 87@ to_interior 0 

:SYND4_7492
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0006: 40@ = 0 

:SYND4_7507
00D6: if 
8118:   not actor 34@(40@,5i) dead 
004D: jump_if_false @SYND4_7560 
0792: disembark_instantly_actor 34@(40@,5i) 
05E2: AS_actor 34@(40@,5i) kill_actor $PLAYER_ACTOR 
060B: set_actor 34@(40@,5i) decision_maker_to 47@ 

:SYND4_7560
000A: 40@ += 1 
0029:   40@ >= 4 
004D: jump_if_false @SYND4_7507 
018B: set_marker 60@ radar_mode 3 
018B: set_marker 45@ radar_mode 0 
0373: set_camera_directly_behind_player 
0006: 41@ = 1 
0006: 46@ = 1 

:SYND4_7611
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2640.998 1406.275 905.4609 radius 8.0 8.0 8.0 
004D: jump_if_false @SYND4_7745 
00D6: if and
8118:   not actor 130@ dead 
0039:   98@ == 0 
004D: jump_if_false @SYND4_7702 
0792: disembark_instantly_actor 130@ 
05E2: AS_actor 130@ kill_actor $PLAYER_ACTOR 
0006: 98@ = 1 

:SYND4_7702
00D6: if and
8118:   not actor 131@ dead 
0039:   99@ == 0 
004D: jump_if_false @SYND4_7745 
0792: disembark_instantly_actor 131@ 
05E2: AS_actor 131@ kill_actor $PLAYER_ACTOR 
0006: 99@ = 1 

:SYND4_7745
00D6: if 
0039:   46@ == 1 
004D: jump_if_false @SYND4_11378 
00D6: if 
0039:   41@ == 1 
004D: jump_if_false @SYND4_9196 
00D6: if and
0118:   actor 39@ dead 
0039:   85@ == 0 
004D: jump_if_false @SYND4_7832 
00D6: if 
075C:   marker 60@ enabled 
004D: jump_if_false @SYND4_7825 
0164: disable_marker 60@ 

:SYND4_7825
0002: jump @SYND4_12219 

:SYND4_7832
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_7975 
00D6: if and
00FE:   actor 39@ sphere 0 in_sphere -2636.385 1402.485 905.4609 radius 2.0 2.0 2.0 
0039:   74@ == 0 
004D: jump_if_false @SYND4_7975 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_7975 
0687: clear_actor 39@ task 
018B: set_marker 43@ radar_mode 0 
08C7: put_actor 39@ at -2621.465 1411.338 6.1094 dont_warp_gang 
0173: set_actor 39@ Z_angle_to 277.734 
0860: link_actor 39@ to_interior 0 
0006: 74@ = 1 

:SYND4_7975
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2624.8 1411.54 6.1015 radius 4.0 4.0 4.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2661.85 1426.39 22.8985 radius 4.0 4.0 4.0 
004D: jump_if_false @SYND4_9196 
0050: gosub @SYND4_12821 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_8110 
08C7: put_actor 39@ at -2621.465 1411.338 6.1094 dont_warp_gang 
04D7: set_actor 39@ locked 0 

:SYND4_8110
07FB: set_interior 'PDOMES' access 0  // The Pleasure Domes
07FB: set_interior 'PDOMES2' access 0  // The Pleasure Domes
0994: unknown_create_escape_at -2686.415 1235.572 54.4297 
0994: unknown_create_escape_at -2671.298 1236.492 54.4297 
00D6: if 
0119:   car 64@ wrecked 
004D: jump_if_false @SYND4_8331 
00A6: destroy_car 64@ 
0395: clear_area 1 at -2611.471 1409.036 6.1335 radius 20.0 
0247: load_model #PIZZABOY 
0247: load_model #WMYPIZZ 

:SYND4_8225
00D6: if or
8248:   not model #PIZZABOY available 
8248:   not model #WMYPIZZ available 
004D: jump_if_false @SYND4_8257 
0001: wait 0 ms 
0002: jump @SYND4_8225 

:SYND4_8257
00A5: 64@ = create_car #PIZZABOY at -2611.471 1409.036 6.1335 
0175: set_car 64@ Z_angle_to 274.4727 
0129: 132@ = create_actor_pedtype 4 model #WMYPIZZ in_car 64@ driverseat 
009B: destroy_actor 87@ 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_8331 
08C6: set_actor 39@ stay_on_bike 3 

:SYND4_8331
0615: define_AS_pack_begin 75@ 
05CB: AS_actor -1 enter_car 64@ as_driver 5000 ms 
05B9: AS_actor -1 stay_idle 1000 ms 
05D2: AS_actor -1 run_to_and_hijack_car 64@ max_search_radius 20.0 traffic_behavior 2 
0616: define_AS_pack_end 75@ 
0615: define_AS_pack_begin 76@ 
05CD: AS_actor -1 exit_car 64@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 76@ 
0229: set_car 64@ primary_color_to 4 secondary_color_to 4 
0395: clear_area 1 at -2621.81 1398.744 6.086 radius 20.0 
0164: disable_marker 60@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_9196 
0860: link_actor $PLAYER_ACTOR to_interior 0 
01B6: set_weather 16 
04BB: select_interior 0 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_8513 
08C7: put_actor 39@ at -2624.485 1411.353 6.1015 dont_warp_gang 
0173: set_actor 39@ Z_angle_to 267.9166 

:SYND4_8513
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @SYND4_8603 
0792: disembark_instantly_actor 87@ 
08C7: put_actor 87@ at -2620.604 1406.97 6.1016 dont_warp_gang 
0173: set_actor 87@ Z_angle_to 277.7697 
01B2: give_actor 87@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 87@ armed_weapon_to 22 
060B: set_actor 87@ decision_maker_to 88@ 
02E2: set_actor 87@ weapon_accuracy_to 30 
07DD: set_actor 87@ attack_rate 30 // previously known as temper_to 

:SYND4_8603
009B: destroy_actor 44@ 
0006: 40@ = 0 

:SYND4_8615
009B: destroy_actor 34@(40@,5i) 
000A: 40@ += 1 
0029:   40@ >= 4 
004D: jump_if_false @SYND4_8615 
0050: gosub @SYND4_12755 
00D6: if and
8118:   not actor 39@ dead 
8119:   not car 64@ wrecked 
004D: jump_if_false @SYND4_8737 
015F: set_camera_position -2626.019 1411.502 9.1763 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2625.059 1411.35 8.9421 switchstyle 2 
0792: disembark_instantly_actor 39@ 
0618: assign_actor 39@ to_AS_pack 75@ 

:SYND4_8737
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @SYND4_8771 
0792: disembark_instantly_actor 87@ 
05CA: AS_actor 87@ enter_car 64@ passenger_seat 0 time 5000 

:SYND4_8771
0050: gosub @SYND4_12854 
0006: 33@ = 0 

:SYND4_8785
00D6: if 
001B:   4000 > 33@ 
004D: jump_if_false @SYND4_8837 
0001: wait 0 ms 
00D6: if and
00E1:   player 0 pressed_key 16 
0118:   actor 132@ dead 
004D: jump_if_false @SYND4_8830 

:SYND4_8830
0002: jump @SYND4_8785 

:SYND4_8837
0006: 85@ = 1 
0050: gosub @SYND4_12786 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_8897 
08C7: put_actor $PLAYER_ACTOR at -2627.1 1410.399 6.1015 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 279.1925 

:SYND4_8897
0615: define_AS_pack_begin 133@ 
05B9: AS_actor -1 stay_idle 4000 ms 
0713: actor -1 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 10.0 8 0 firing_rate 30 
0643: set_AS_pack 133@ loop 1 
0616: define_AS_pack_end 133@ 
00D6: if 
8119:   not car 64@ wrecked 
004D: jump_if_false @SYND4_9150 
00D6: if and
8118:   not actor 87@ dead 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_9041 
00D6: if 
80DB:   not actor 87@ in_car 64@ 
004D: jump_if_false @SYND4_9022 
0430: put_actor 87@ into_car 64@ passenger_seat 0 

:SYND4_9022
0688: AS_actor 87@ unknown_toggle_ped_threat_scanner 1 1 1 
0618: assign_actor 87@ to_AS_pack 133@ 

:SYND4_9041
00D6: if and
8118:   not actor 39@ dead 
8119:   not car 64@ wrecked 
004D: jump_if_false @SYND4_9150 
01B2: give_actor 39@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 39@ armed_weapon_to 28 
02E2: set_actor 39@ weapon_accuracy_to 90 
00D6: if 
80DB:   not actor 39@ in_car 64@ 
004D: jump_if_false @SYND4_9150 
00D6: if 
8118:   not actor 132@ dead 
004D: jump_if_false @SYND4_9142 
00D6: if 
00DF:   actor 132@ driving 
004D: jump_if_false @SYND4_9142 
009B: destroy_actor 132@ 

:SYND4_9142
036A: put_actor 39@ in_car 64@ 

:SYND4_9150
00BE: text_clear_all 
018B: set_marker 43@ radar_mode 3 
00BC: show_text_highpriority GXT 'SYN4_02' time 10000 flag 1  // ~r~Jizzy's ~s~escaping with the phone, hunt him down!
0006: 32@ = 0 
03C7: set_sensitivity_to_crime 1.0 
0006: 41@ = 2 

:SYND4_9196
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_9366 
00A0: store_actor 39@ position_to $7304 $7306 $7303 
00D6: if 
00DF:   actor 39@ driving 
004D: jump_if_false @SYND4_9250 
03C0: $TEMPVAR_ACTOR_CAR = actor 39@ car 

:SYND4_9250
080E: get_actor 39@ ped_event_to $7313 
00D6: if 
04A3:   $7313 == 7 // == constant 
004D: jump_if_false @SYND4_9312 
0687: clear_actor 39@ task 
0751: AS_actor 39@ flee_from_actor $PLAYER_ACTOR run_distance 200.0 time 9999999 change_course 1 unknown 3000 1000 away_radius 10.0 

:SYND4_9312
00D6: if 
04A3:   $7313 == 17 // == constant 
004D: jump_if_false @SYND4_9366 
0687: clear_actor 39@ task 
0751: AS_actor 39@ flee_from_actor $PLAYER_ACTOR run_distance 200.0 time 9999999 change_course 1 unknown 3000 1000 away_radius 10.0 

:SYND4_9366
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @SYND4_9452 
080E: get_actor 87@ ped_event_to $7313 
00D6: if 
04A3:   $7313 == 17 // == constant 
004D: jump_if_false @SYND4_9421 
0687: clear_actor 87@ task 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 

:SYND4_9421
00D6: if 
04A3:   $7313 == 7 // == constant 
004D: jump_if_false @SYND4_9452 
0687: clear_actor 87@ task 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 

:SYND4_9452
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @SYND4_9687 
0227: 90@ = car $TEMPVAR_ACTOR_CAR health 
00D6: if 
001B:   200 > 90@ 
004D: jump_if_false @SYND4_9568 
0006: 89@ = 1 
00D6: if and
8118:   not actor 87@ dead 
0039:   93@ == 0 
004D: jump_if_false @SYND4_9561 
0615: define_AS_pack_begin 134@ 
0622: AS_actor -1 bail_car $TEMPVAR_ACTOR_CAR 
05BE: AS_actor -1 die 
0616: define_AS_pack_end 134@ 
0618: assign_actor 87@ to_AS_pack 134@ 
0006: 93@ = 1 

:SYND4_9561
0002: jump @SYND4_9575 

:SYND4_9568
0006: 89@ = 0 

:SYND4_9575
00D6: if and
0495:   car $TEMPVAR_ACTOR_CAR burning 
0039:   94@ == 0 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_9687 
0615: define_AS_pack_begin 135@ 
0622: AS_actor -1 bail_car $TEMPVAR_ACTOR_CAR 
0751: AS_actor -1 flee_from_actor $PLAYER_ACTOR run_distance 200.0 time 9999999 change_course 1 unknown 3000 1000 away_radius 10.0 
0643: set_AS_pack 135@ loop 1 
0616: define_AS_pack_end 135@ 
060B: set_actor 39@ decision_maker_to 55@ 
0006: 33@ = 0 
0618: assign_actor 39@ to_AS_pack 135@ 
0006: 94@ = 1 

:SYND4_9687
00D6: if 
0039:   41@ == 2 
004D: jump_if_false @SYND4_10206 
00D6: if and
0119:   car 64@ wrecked 
0039:   77@ == 0 
004D: jump_if_false @SYND4_9751 
00BC: show_text_highpriority GXT 'SYN4_32' time 5000 flag 1  // ~r~You blew up the phone.
0002: jump @SYND4_12004 

:SYND4_9751
00D6: if and
8119:   not car 64@ wrecked 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_9812 
00D6: if 
00DB:   actor 39@ in_car 64@ 
004D: jump_if_false @SYND4_9805 
0006: 77@ = 0 
0002: jump @SYND4_9812 

:SYND4_9805
0006: 77@ = 1 

:SYND4_9812
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_10095 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $7304 $7306 $7303 radius 20.0 20.0 20.0 
004D: jump_if_false @SYND4_9986 
00D6: if and
8119:   not car 64@ wrecked 
0039:   86@ == 0 
004D: jump_if_false @SYND4_9979 
00D6: if 
8495:   not car 64@ burning 
004D: jump_if_false @SYND4_9979 
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @SYND4_9953 
06E1: AS_actor 39@ using_car 64@ target_car -1 with_order 1 max_speed 25.0 traffic_flag 2 
0002: jump @SYND4_9972 

:SYND4_9953
06E1: AS_actor 39@ using_car 64@ target_car -1 with_order 1 max_speed 32.0 traffic_flag 2 

:SYND4_9972
0006: 86@ = 1 

:SYND4_9979
0002: jump @SYND4_10095 

:SYND4_9986
00D6: if and
8119:   not car 64@ wrecked 
0039:   86@ == 1 
004D: jump_if_false @SYND4_10095 
00D6: if 
8495:   not car 64@ burning 
004D: jump_if_false @SYND4_10095 
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @SYND4_10069 
06E1: AS_actor 39@ using_car 64@ target_car -1 with_order 1 max_speed 23.0 traffic_flag 2 
0002: jump @SYND4_10088 

:SYND4_10069
06E1: AS_actor 39@ using_car 64@ target_car -1 with_order 1 max_speed 28.0 traffic_flag 2 

:SYND4_10088
0006: 86@ = 0 

:SYND4_10095
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_10206 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $7304 $7306 $7303 radius 150.0 150.0 150.0 
004D: jump_if_false @SYND4_10176 
00BC: show_text_highpriority GXT 'SYN4_29' time 4000 flag 1  // ~r~You let Jizzy escape with the phone.
0002: jump @SYND4_12004 

:SYND4_10176
00D6: if and
80DF:   not actor 39@ driving 
0039:   91@ == 0 
004D: jump_if_false @SYND4_10206 
0006: 91@ = 1 

:SYND4_10206
00D6: if and
8118:   not actor 39@ dead 
8119:   not car 64@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_10921 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYND4_10921 
00D9: 84@ = actor $PLAYER_ACTOR car // add to mission cleanup 
000A: 92@ += 1 
00D6: if 
0019:   92@ > 100 
004D: jump_if_false @SYND4_10293 
054F: clear_car 64@ damage 
0006: 92@ = 0 

:SYND4_10293
00D6: if and
8119:   not car 84@ wrecked 
0019:   32@ > 12000 
004D: jump_if_false @SYND4_10921 
00D6: if 
051D:   car 64@ damaged_by_car 84@ 
004D: jump_if_false @SYND4_10921 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @SYND4_10921 
000A: 100@ += 1 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @SYND4_10405 
05AA: 118@s = 'SYN4_AA' // @s = 'short'  // ~z~Hey, I thought we was friends!
04AF: 96@ = 39400 // = constant 
0050: gosub @SYND4_13681 

:SYND4_10405
00D6: if 
0039:   100@ == 2 
004D: jump_if_false @SYND4_10454 
05AA: 118@s = 'SYN4_AB' // @s = 'short'  // ~z~You're blowing your chance to be a playa!
04AF: 96@ = 39401 // = constant 
0050: gosub @SYND4_13681 

:SYND4_10454
00D6: if 
0039:   100@ == 3 
004D: jump_if_false @SYND4_10503 
05AA: 118@s = 'SYN4_AC' // @s = 'short'  // ~z~We can talk about this, homie!
04AF: 96@ = 39402 // = constant 
0050: gosub @SYND4_13681 

:SYND4_10503
00D6: if 
0039:   100@ == 4 
004D: jump_if_false @SYND4_10552 
05AA: 118@s = 'SYN4_AD' // @s = 'short'  // ~z~You're wrecking my ride!
04AF: 96@ = 39403 // = constant 
0050: gosub @SYND4_13681 

:SYND4_10552
00D6: if 
0039:   100@ == 5 
004D: jump_if_false @SYND4_10601 
05AA: 118@s = 'SYN4_AE' // @s = 'short'  // ~z~CJ, brother, you're gonna have to reconsider your position!
04AF: 96@ = 39404 // = constant 
0050: gosub @SYND4_13681 

:SYND4_10601
00D6: if 
0039:   100@ == 6 
004D: jump_if_false @SYND4_10650 
05AA: 118@s = 'SYN4_AF' // @s = 'short'  // ~z~I can fix anything for you in this town, anything!
04AF: 96@ = 39405 // = constant 
0050: gosub @SYND4_13681 

:SYND4_10650
00D6: if 
0039:   100@ == 7 
004D: jump_if_false @SYND4_10699 
05AA: 118@s = 'SYN4_AG' // @s = 'short'  // ~z~CJ, you're a fool, A FOOL!
04AF: 96@ = 39406 // = constant 
0050: gosub @SYND4_13681 

:SYND4_10699
00D6: if 
0039:   100@ == 8 
004D: jump_if_false @SYND4_10748 
05AA: 118@s = 'SYN4_AH' // @s = 'short'  // ~z~I won't forget this, CJ, you hear me?
04AF: 96@ = 39407 // = constant 
0050: gosub @SYND4_13681 

:SYND4_10748
00D6: if 
0039:   100@ == 9 
004D: jump_if_false @SYND4_10797 
05AA: 118@s = 'SYN4_AJ' // @s = 'short'  // ~z~You realize how much this paint job cost?
04AF: 96@ = 39408 // = constant 
0050: gosub @SYND4_13681 

:SYND4_10797
00D6: if 
0039:   100@ == 10 
004D: jump_if_false @SYND4_10846 
05AA: 118@s = 'SYN4_AK' // @s = 'short'  // ~z~Back off, fool!
04AF: 96@ = 39409 // = constant 
0050: gosub @SYND4_13681 

:SYND4_10846
00D6: if 
0039:   100@ == 11 
004D: jump_if_false @SYND4_10902 
05AA: 118@s = 'SYN4_AL' // @s = 'short'  // ~z~I got money - always!
04AF: 96@ = 39410 // = constant 
0050: gosub @SYND4_13681 
0006: 100@ = 0 

:SYND4_10902
0006: 32@ = 0 
0006: 92@ = 0 
054F: clear_car 64@ damage 

:SYND4_10921
00D6: if and
0118:   actor 39@ dead 
0039:   56@ == 0 
004D: jump_if_false @SYND4_11069 
00D6: if 
075C:   marker 43@ enabled 
004D: jump_if_false @SYND4_10965 
0164: disable_marker 43@ 

:SYND4_10965
0247: load_model #MOBILE1993B 

:SYND4_10970
00D6: if 
8248:   not model #MOBILE1993B available 
004D: jump_if_false @SYND4_10997 
0001: wait 0 ms 
0002: jump @SYND4_10970 

:SYND4_10997
02CE: 136@ = ground_z_at $7304 $7306 $7303 
000B: 136@ += 0.5 
029B: 78@ = init_object #MOBILE1993B at $7304 $7306 136@ 
0188: 69@ = create_marker_above_object 78@ 
00BC: show_text_highpriority GXT 'SYN4_33' time 4000 flag 1  // ~s~Now collect the ~g~phone~s~.
0006: 56@ = 1 

:SYND4_11069
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @SYND4_11116 
024F: create_corona_with_radius 0.2 type 9 lensflares 0 with_color 200 200 200 at $7304 $7306 136@ 

:SYND4_11116
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $7304 $7306 $7303 radius 1.2 1.2 2.0 
0039:   56@ == 1 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYND4_11249 
00BE: text_clear_all 
0108: destroy_object 78@ 
00D6: if 
075C:   marker 69@ enabled 
004D: jump_if_false @SYND4_11198 
0164: disable_marker 69@ 

:SYND4_11198
00D6: if 
075C:   marker 43@ enabled 
004D: jump_if_false @SYND4_11219 
0164: disable_marker 43@ 

:SYND4_11219
00BC: show_text_highpriority GXT 'SYN4_11' time 2000 flag 1  // Phone collected!
0006: 33@ = 0 
0006: 56@ = 2 

:SYND4_11249
00D6: if and
0039:   56@ == 2 
0019:   33@ > 2000 
895D:   not actor $PLAYER_ACTOR stuck_under_car 
004D: jump_if_false @SYND4_11378 
0050: gosub @SYND4_12755 

:SYND4_11287
0247: load_model #CELLPHONE 

:SYND4_11292
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @SYND4_11319 
0001: wait 0 ms 
0002: jump @SYND4_11292 

:SYND4_11319
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_11352 
0687: clear_actor $PLAYER_ACTOR task 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 

:SYND4_11352
0001: wait 2000 ms 
0050: gosub @SYND4_12786 
0006: 46@ = 2 
0006: 33@ = 0 

:SYND4_11378
00D6: if 
0039:   46@ == 2 
004D: jump_if_false @SYND4_11990 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @SYND4_11427 
0006: 95@ = 6 
0006: 95@ = 6 

:SYND4_11427
00D6: if and
0039:   97@ == 2 
0039:   95@ == 0 
004D: jump_if_false @SYND4_11512 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_11476 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:SYND4_11476
05AA: 118@s = 'MCES11A' // @s = 'short'  // ~z~Eh Cesar!
04AF: 96@ = 25314 // = constant 
0050: gosub @SYND4_13681 
0006: 95@ = 1 

:SYND4_11512
00D6: if and
0039:   97@ == 2 
0039:   95@ == 1 
004D: jump_if_false @SYND4_11594 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_11558 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYND4_11558
05AA: 118@s = 'MCES11B' // @s = 'short'  // ~z~Hey, dude, whassup?
04AF: 96@ = 25315 // = constant 
0050: gosub @SYND4_13681 
0006: 95@ = 2 

:SYND4_11594
00D6: if and
0039:   97@ == 2 
0039:   95@ == 2 
004D: jump_if_false @SYND4_11679 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_11643 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:SYND4_11643
05AA: 118@s = 'MCES11C' // @s = 'short'  // ~z~I need you to meet me at Pier 69.
04AF: 96@ = 25316 // = constant 
0050: gosub @SYND4_13681 
0006: 95@ = 3 

:SYND4_11679
00D6: if and
0039:   97@ == 2 
0039:   95@ == 3 
004D: jump_if_false @SYND4_11761 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_11725 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYND4_11725
05AA: 118@s = 'MCES11D' // @s = 'short'  // ~z~We're going to take down the Loco Syndicate.
04AF: 96@ = 25317 // = constant 
0050: gosub @SYND4_13681 
0006: 95@ = 4 

:SYND4_11761
00D6: if and
0039:   97@ == 2 
0039:   95@ == 4 
004D: jump_if_false @SYND4_11822 
05AA: 118@s = 'MCES11E' // @s = 'short'  // ~z~OK, holmes. You need some backup?
04AF: 96@ = 25318 // = constant 
0050: gosub @SYND4_13681 
0006: 95@ = 5 

:SYND4_11822
00D6: if and
0039:   97@ == 2 
0039:   95@ == 5 
004D: jump_if_false @SYND4_11907 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_11871 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:SYND4_11871
05AA: 118@s = 'MCES11F' // @s = 'short'  // ~z~No, man, I got it covered!
04AF: 96@ = 25319 // = constant 
0050: gosub @SYND4_13681 
0006: 95@ = 6 

:SYND4_11907
00D6: if and
0039:   97@ == 2 
0039:   95@ == 6 
004D: jump_if_false @SYND4_11990 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_11953 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYND4_11953
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_11976 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:SYND4_11976
0050: gosub @SYND4_12786 
0002: jump @SYND4_12219 

:SYND4_11990
0002: jump @SYND4_5221 

:SYND4_11997
0002: jump @SYND4_12004 

:SYND4_12004
00D6: if 
075C:   marker 43@ enabled 
004D: jump_if_false @SYND4_12025 
0164: disable_marker 43@ 

:SYND4_12025
00D6: if 
075C:   marker 45@ enabled 
004D: jump_if_false @SYND4_12046 
0164: disable_marker 45@ 

:SYND4_12046
00D6: if 
075C:   marker 54@ enabled 
004D: jump_if_false @SYND4_12067 
0164: disable_marker 54@ 

:SYND4_12067
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if or
0039:   41@ == 1 
0039:   115@ == 1 
004D: jump_if_false @SYND4_12215 
0050: gosub @SYND4_12821 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_12208 
0006: 41@ = 1 
04BB: select_interior 0 
04E4: refresh_game_renderer_at -2623.805 1409.816 
0860: link_actor $PLAYER_ACTOR to_interior 0 
08C7: put_actor $PLAYER_ACTOR at -2624.461 1410.706 6.1015 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 176.884 
03CB: set_rendering_origin_at -2624.461 1410.706 6.1015 

:SYND4_12208
0050: gosub @SYND4_12854 

:SYND4_12215
0373: set_camera_directly_behind_player 
0051: return 

:SYND4_12219
00BE: text_clear_all 
00D6: if 
075C:   marker 43@ enabled 
004D: jump_if_false @SYND4_12242 
0164: disable_marker 43@ 

:SYND4_12242
00D6: if 
075C:   marker 45@ enabled 
004D: jump_if_false @SYND4_12263 
0164: disable_marker 45@ 

:SYND4_12263
00D6: if 
075C:   marker 54@ enabled 
004D: jump_if_false @SYND4_12284 
0164: disable_marker 54@ 

:SYND4_12284
0008: $SYNDICATE_TOTAL_PASSED_MISSIONS += 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 12000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 12000 
0164: disable_marker $526 
0998: add_respect 30 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'SYND_4'  // Ice Cold Killa
030C: progress_made = 1 
0164: disable_marker $MARKER_TRIADS_SF_GARAGE 
02A7: $MARKER_TRIADS_SF_GARAGE = create_icon_marker_and_sphere $ICON_TRIADS at -1717.05 1280.91 6.23 
0051: return 

:SYND4_12381
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_12402 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYND4_12402
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_12423 
034F: destroy_actor_with_fade 39@ 

:SYND4_12423
07FB: set_interior 'PDOMES' access 0  // The Pleasure Domes
07FB: set_interior 'PDOMES2' access 0  // The Pleasure Domes
03C7: set_sensitivity_to_crime 1.0 
0995: unknown_remove_escapes 
00D6: if 
075C:   marker 69@ enabled 
004D: jump_if_false @SYND4_12479 
0164: disable_marker 69@ 

:SYND4_12479
00D6: if 
075C:   marker 59@ enabled 
004D: jump_if_false @SYND4_12500 
0164: disable_marker 59@ 

:SYND4_12500
00D6: if 
075C:   marker 43@ enabled 
004D: jump_if_false @SYND4_12521 
0164: disable_marker 43@ 

:SYND4_12521
00D6: if 
075C:   marker 45@ enabled 
004D: jump_if_false @SYND4_12542 
0164: disable_marker 45@ 

:SYND4_12542
00D6: if 
075C:   marker 54@ enabled 
004D: jump_if_false @SYND4_12563 
0164: disable_marker 54@ 

:SYND4_12563
00D6: if 
075C:   marker 60@ enabled 
004D: jump_if_false @SYND4_12584 
0164: disable_marker 60@ 

:SYND4_12584
00D6: if 
075C:   marker 61@ enabled 
004D: jump_if_false @SYND4_12605 
0164: disable_marker 61@ 

:SYND4_12605
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0249: release_model #SILENCED 
0249: release_model #BMYDRUG 
0249: release_model #HMYDRUG 
0249: release_model #BFYPRO 
0249: release_model #HFYRI 
0249: release_model #CELLPHONE 
0249: release_model #MICRO_UZI 
0249: release_model #MOBILE1993B 
0249: release_model #WAREHOUSE_DOOR2B 
0249: release_model #STRETCH 
0249: release_model #BMYDJ 
0249: release_model #STRETCH 
0249: release_model #BROADWAY 
0249: release_model #BMYBOUN 
0249: release_model #WMYBOUN 
0249: release_model #WMYSGRD 
0249: release_model #VWFYWAI 
0249: release_model #COLT45 
0249: release_model #PIZZABOY 
0249: release_model #WMYPIZZ 
0249: release_model #VHFYST3 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_12730 
0110: clear_player $PLAYER_CHAR wanted_level 

:SYND4_12730
04EF: release_animation "SWAT" 
0296: unload_special_actor 1 
0004: $ONMISSION = 0 
01B7: release_weather 
00D8: mission_cleanup 
0051: return 

:SYND4_12755
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_12784 
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:SYND4_12784
0051: return 

:SYND4_12786
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_12819 
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 

:SYND4_12819
0051: return 

:SYND4_12821
016A: fade 0 time 500 

:SYND4_12828
00D6: if 
016B:   fading 
004D: jump_if_false @SYND4_12852 
0001: wait 0 ms 
0002: jump @SYND4_12828 

:SYND4_12852
0051: return 

:SYND4_12854
016A: fade 1 time 500 

:SYND4_12861
00D6: if 
016B:   fading 
004D: jump_if_false @SYND4_12885 
0001: wait 0 ms 
0002: jump @SYND4_12861 

:SYND4_12885
0051: return 

:SYND4_12887
00D6: if 
0736:   is_keyboard_key_just_pressed 65 
004D: jump_if_false @SYND4_12948 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_12948 
08C7: put_actor $PLAYER_ACTOR at -2623.977 1404.812 6.111 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 352.628 

:SYND4_12948
00D6: if 
0736:   is_keyboard_key_just_pressed 81 
004D: jump_if_false @SYND4_12986 
00D6: if 
8119:   not car 64@ wrecked 
004D: jump_if_false @SYND4_12986 
0519: set_car 64@ locked 1 

:SYND4_12986
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @SYND4_13022 
077E: get_active_interior_to $7314 
065D: NOP $7314 "AREA_NAME" 

:SYND4_13022
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @SYND4_13073 
0876: unknown_cube_cornera -2616.109 1408.629 6.5 cornerB -2618.498 1415.866 6.5 flag 3 flag 0 

:SYND4_13073
00D6: if 
0736:   is_keyboard_key_just_pressed 71 
004D: jump_if_false @SYND4_13136 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_13136 
08C7: put_actor $PLAYER_ACTOR at -2661.192 1426.128 22.8906 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 188.7666 
0373: set_camera_directly_behind_player 

:SYND4_13136
00D6: if 
0736:   is_keyboard_key_just_pressed 69 
004D: jump_if_false @SYND4_13199 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_13199 
08C7: put_actor $PLAYER_ACTOR at -2661.493 1403.067 905.277 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 85.1708 
0373: set_camera_directly_behind_player 

:SYND4_13199
00D6: if 
0736:   is_keyboard_key_just_pressed 75 
004D: jump_if_false @SYND4_13243 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_13243 
065D: NOP $7311 "HEALTH" 

:SYND4_13243
00D6: if 
0736:   is_keyboard_key_just_pressed 90 
004D: jump_if_false @SYND4_13265 
0002: jump @SYND4_11287 

:SYND4_13265
00D6: if 
0736:   is_keyboard_key_just_pressed 87 
004D: jump_if_false @SYND4_13304 
00D6: if 
8119:   not car 64@ wrecked 
004D: jump_if_false @SYND4_13304 
0224: set_car 64@ health_to 200 

:SYND4_13304
00D6: if 
0736:   is_keyboard_key_just_pressed 66 
004D: jump_if_false @SYND4_13679 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_13342 
0223: set_actor 39@ health_to 1 

:SYND4_13342
0050: gosub @SYND4_12755 
08C7: put_actor 39@ at -2659.382 1530.248 53.9453 dont_warp_gang 
0173: set_actor 39@ Z_angle_to 0.0 
015F: set_camera_position -2655.093 1543.846 55.7815 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2655.445 1542.918 55.652 switchstyle 2 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_13458 
0792: disembark_instantly_actor 39@ 
05BC: AS_actor 39@ jump 0 

:SYND4_13458
0001: wait 1000 ms 
015D: set_gamespeed 0.4 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_13527 
015F: set_camera_position -2630.056 1557.202 18.3729 rotation 0.0 0.0 0.0 
0159: camera_on_ped 39@ mode 15 switchstyle 2 

:SYND4_13527
0006: 33@ = 0 

:SYND4_13534
00D6: if 
001B:   750 > 33@ 
004D: jump_if_false @SYND4_13588 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYND4_13581 
0002: jump @SYND4_13656 

:SYND4_13581
0002: jump @SYND4_13534 

:SYND4_13588
015D: set_gamespeed 1.0 
0006: 33@ = 0 

:SYND4_13602
00D6: if 
001B:   1500 > 33@ 
004D: jump_if_false @SYND4_13656 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYND4_13649 
0002: jump @SYND4_13656 

:SYND4_13649
0002: jump @SYND4_13602 

:SYND4_13656
0050: gosub @SYND4_12786 
00BC: show_text_highpriority GXT 'SYN4_29' time 4000 flag 1  // ~r~You let Jizzy escape with the phone.

:SYND4_13679
0051: return 

:SYND4_13681
040D: unload_wav 1 
03CF: load_wav 96@ as 1 
0006: 97@ = 0 
0051: return 

:SYND4_13701
00D6: if and
03D0:   wav 1 loaded 
0039:   97@ == 0 
004D: jump_if_false @SYND4_13744 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 118@s time 10000 flag 1 
0006: 97@ = 1 

:SYND4_13744
00D6: if and
03D2:   wav 1 ended 
0039:   97@ == 1 
004D: jump_if_false @SYND4_13782 
040D: unload_wav 1 
03D5: remove_text 118@s 
0006: 97@ = 2 

:SYND4_13782
0051: return 

//-------------Mission 62---------------
// Originally: Toreno's Last Flight

:SYN6
03A4: name_thread 'SYN6' 
0050: gosub @SYN6_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SYN6_38 
0050: gosub @SYN6_9151 

:SYN6_38
0050: gosub @SYN6_9238 
004E: end_thread 

:SYN6_47
0004: $ONMISSION = 1 
0004: $1522 = 1 
0317: increment_mission_attempts 
01B4: set_player $PLAYER_CHAR can_move 0 
03CB: set_rendering_origin_at -2034.255 176.5 27.8359 
016A: fade 0 time 2000 

:SYN6_94
00D6: if 
016B:   fading 
004D: jump_if_false @SYN6_118 
0001: wait 0 ms 
0002: jump @SYN6_94 

:SYN6_118
04BB: select_interior 0 
054C: use_GXT_table 'SYN6' 
0247: load_model #MAVERICK 
0247: load_model #FCR900 
0247: load_model #AK47 
0247: load_model #COLT45 
0247: load_model #WBDYG1 
0247: load_model #WBDYG2 
0247: load_model #ROCKETLA 
0247: load_model #PONY 
0247: load_model #CELLPHONE 
0247: load_model #DESERT_EAGLE 
038B: load_requested_models 

:SYN6_183
00D6: if or
8248:   not model #MAVERICK available 
8248:   not model #FCR900 available 
8248:   not model #AK47 available 
8248:   not model #COLT45 available 
8248:   not model #WBDYG1 available 
004D: jump_if_false @SYN6_229 
0001: wait 0 ms 
0002: jump @SYN6_183 

:SYN6_229
00D6: if or
8248:   not model #ROCKETLA available 
8248:   not model #WBDYG2 available 
8248:   not model #PONY available 
8248:   not model #CELLPHONE available 
8248:   not model #DESERT_EAGLE available 
004D: jump_if_false @SYN6_275 
0001: wait 0 ms 
0002: jump @SYN6_229 

:SYN6_275
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @SYN6_302 
0001: wait 0 ms 
0002: jump @SYN6_275 

:SYN6_302
009A: 47@ = create_actor_pedtype 4 model #WBDYG1 at -1691.72 703.6754 29.6065 
009A: 48@ = create_actor_pedtype 4 model #WBDYG2 at -1701.061 712.767 23.8976 
009A: 49@ = create_actor_pedtype 4 model #WBDYG2 at -1688.372 687.4631 20.615 
009A: 50@ = create_actor_pedtype 4 model #WBDYG2 at -1686.15 701.9777 29.6065 
009A: 51@ = create_actor_pedtype 4 model #WBDYG1 at -1681.696 680.8264 18.8009 
009A: 52@ = create_actor_pedtype 4 model #WBDYG2 at -1690.15 716.6064 29.6065 
0173: set_actor 47@ Z_angle_to 82.107 
0173: set_actor 48@ Z_angle_to 224.7688 
0173: set_actor 49@ Z_angle_to 118.1096 
085B: AS_actor 49@ set_kinda_stay_in_same_place 1 
0173: set_actor 50@ Z_angle_to 239.6 
0638: AS_actor 50@ stay_put 1 
04EB: AS_actor 50@ crouch 1 
0173: set_actor 51@ Z_angle_to 86.9582 
085B: AS_actor 51@ set_kinda_stay_in_same_place 1 
0173: set_actor 52@ Z_angle_to 222.9582 
0006: 77@ = 0 

:SYN6_541
00D6: if 
001B:   5 > 77@ 
004D: jump_if_false @SYN6_622 
01B2: give_actor 47@(77@,6i) weapon 22 ammo 9999 // Load the weapon model before using this 
02A9: set_actor 47@(77@,6i) immune_to_nonplayer 1 
077A: set_actor 47@(77@,6i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0770: set_actor 47@(77@,6i) target_priority 1 
000A: 77@ += 1 
0002: jump @SYN6_541 

:SYN6_622
01B2: give_actor 52@ weapon 35 ammo 9999 // Load the weapon model before using this 
02A9: set_actor 52@ immune_to_nonplayer 0 
077A: set_actor 52@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0770: set_actor 52@ target_priority 1 
087E: set_actor 52@ weapon_droppable 0 
0638: AS_actor 52@ stay_put 1 
02E2: set_actor 52@ weapon_accuracy_to 100 
07DD: set_actor 52@ attack_rate 50 // previously known as temper_to 
081A: set_actor 52@ weapon_skill_to 0 
032B: 63@ = create_weapon_pickup #ROCKETLA type 3 ammo 99999 at -1688.86 695.3077 30.3452 
032B: 64@ = create_weapon_pickup #AK47 type 3 ammo 99999 at -1683.497 716.2739 30.6452 
00A5: 53@ = create_car #MAVERICK at -1680.502 705.6951 29.6065 
0825: set_helicopter 53@ instant_rotor_start 
0175: set_car 53@ Z_angle_to 90.0 
0657: car 53@ open_door 5 
0657: car 53@ open_door 4 
02AC: set_car 53@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0229: set_car 53@ primary_color_to 10 secondary_color_to 125 
00A5: 57@ = create_car #FCR900 at -1705.198 682.3814 23.8906 
0249: release_model #FCR900 
0175: set_car 57@ Z_angle_to 181.5462 
053F: set_car 57@ tires_vulnerability 0 
00A5: 58@ = create_car #PONY at -1665.8 682.1571 13.8891 
0175: set_car 58@ Z_angle_to 214.5462 
0229: set_car 58@ primary_color_to 7 secondary_color_to 1 
0657: car 58@ open_door 4 
0249: release_model #PONY 
0006: 60@ = -1 
0006: 61@ = 0 
0006: 65@ = 0 
0006: 72@ = 0 
0006: 73@ = 0 
0006: 74@ = 0 
0006: 75@ = 0 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 78@ = 0 
0006: 79@ = 0 
0006: 80@ = 0 
0006: 81@ = 0 
0006: 82@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
0006: 86@ = 0 
0006: 89@ = 0 
0006: 92@ = 0 
0006: 91@ = 0 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 140@ = 1 
0006: 141@ = 2 
0006: 142@ = 0 
0006: 143@ = 1 
0006: 144@ = 0 
0006: 145@ = 0 
05AA: 106@s = 'MWUZ01A' // @s = 'short'  // ~z~Carl, it's Woozie, I've got some information for ya.
05AA: 108@s = 'MWUZ01B' // @s = 'short'  // ~z~Hey Woozie, what's the business?
05AA: 110@s = 'MWUZ01C' // @s = 'short'  // ~z~My man found that van you were looking for, by the helipad downtown.
05AA: 112@s = 'MWUZ01D' // @s = 'short'  // ~z~And Toreno?
05AA: 114@s = 'MWUZ01E' // @s = 'short'  // ~z~Yep, he's there.
05AA: 116@s = 'MWUZ01F' // @s = 'short'  // ~z~Apparently, he's about to take some merchandise and cut out by helicopter.
05AA: 118@s = 'MWUZ01G' // @s = 'short'  // ~z~They've already started loading boxes.
05AA: 120@s = 'MWUZ01H' // @s = 'short'  // ~z~Something about Toreno don't add up.
05AA: 122@s = 'MWUZ01J' // @s = 'short'  // ~z~I'm gonna go look at this airstrip.
05AA: 124@s = 'MWUZ01K' // @s = 'short'  // ~z~Holler back if you hear something.
04AF: 129@ = 30009 // = constant 
04AF: 130@ = 30010 // = constant 
04AF: 131@ = 30011 // = constant 
04AF: 132@ = 30012 // = constant 
04AF: 133@ = 30013 // = constant 
04AF: 134@ = 30014 // = constant 
04AF: 135@ = 30015 // = constant 
04AF: 136@ = 30016 // = constant 
04AF: 137@ = 30017 // = constant 
04AF: 138@ = 30018 // = constant 
03CF: load_wav 20804 as 3 
0006: 32@ = 0 
02A3: enable_widescreen 1 
00A1: put_actor $PLAYER_ACTOR at -2030.25 148.8279 27.8359 
0173: set_actor $PLAYER_ACTOR Z_angle_to 350.0 
015F: set_camera_position -2024.214 147.8178 28.9808 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2025.159 148.1366 29.046 switchstyle 2 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0A0B: set_rendering_origin_at_3D_coord -2024.137 149.9411 27.8359 angle 348.3137 
0001: wait 0 ms 
016A: fade 1 time 2500 
0A0B: set_rendering_origin_at_3D_coord -2024.137 149.9411 27.8359 angle 348.3137 
0001: wait 0 ms 
05D3: AS_actor $PLAYER_ACTOR goto_point -2026.675 148.8807 27.8359 mode 4 time -2 ms // versionA 

:SYN6_1531
00D6: if 
016B:   fading 
004D: jump_if_false @SYN6_1555 
0001: wait 0 ms 
0002: jump @SYN6_1531 

:SYN6_1555
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @SYN6_1574 
03D1: play_wav 3 

:SYN6_1574
0001: wait 0 ms 
0006: 32@ = 0 
0006: 84@ = 4 
0006: 85@ = 0 
0006: 86@ = 1 

:SYN6_1606
0001: wait 0 ms 
00D6: if 
8039:   not  142@ == 0 
004D: jump_if_false @SYN6_1963 
00D6: if 
0039:   144@ == 0 
004D: jump_if_false @SYN6_1681 
00D6: if 
03D0:   wav 141@ loaded 
004D: jump_if_false @SYN6_1667 
040D: unload_wav 141@ 

:SYN6_1667
0006: 144@ = 1 
0006: 145@ = 1 

:SYN6_1681
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @SYN6_1718 
03CF: load_wav 128@(142@,12i) as 140@ 
0006: 144@ = 2 

:SYN6_1718
00D6: if 
0039:   144@ == 2 
004D: jump_if_false @SYN6_1778 
00D6: if 
03D0:   wav 140@ loaded 
004D: jump_if_false @SYN6_1778 
03D1: play_wav 140@ 
00BC: show_text_highpriority GXT 104@(142@,12s) time 10000 flag 1 
0006: 144@ = 3 

:SYN6_1778
00D6: if 
0039:   144@ == 3 
004D: jump_if_false @SYN6_1963 
00D6: if 
03D2:   wav 140@ ended 
004D: jump_if_false @SYN6_1902 
03D5: remove_text 104@(142@,12s) 
00D6: if 
0039:   140@ == 1 
004D: jump_if_false @SYN6_1860 
0006: 140@ = 2 
0006: 141@ = 1 
0002: jump @SYN6_1874 

:SYN6_1860
0006: 140@ = 1 
0006: 141@ = 2 

:SYN6_1874
0006: 142@ = 0 
0006: 144@ = 0 
0006: 145@ = 0 
0002: jump @SYN6_1963 

:SYN6_1902
00D6: if 
83D0:   not wav 141@ loaded 
004D: jump_if_false @SYN6_1963 
00D6: if 
001B:   10 > 142@ 
004D: jump_if_false @SYN6_1963 
0085: 143@ = 142@ // (int) 
000A: 143@ += 1 
03CF: load_wav 128@(143@,12i) as 141@ 

:SYN6_1963
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @SYN6_1985 
0003: shake_camera 20 

:SYN6_1985
00D6: if 
8039:   not  84@ == -13 
004D: jump_if_false @SYN6_2796 
00D6: if 
0019:   84@ > 4 
004D: jump_if_false @SYN6_2161 
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @SYN6_2091 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @SYN6_2091 

:SYN6_2056
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @SYN6_2084 
0001: wait 0 ms 
0002: jump @SYN6_2056 

:SYN6_2084
0006: 84@ = 100 

:SYN6_2091
00D6: if 
0039:   86@ == 1 
004D: jump_if_false @SYN6_2161 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN6_2161 

:SYN6_2126
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN6_2154 
0001: wait 0 ms 
0002: jump @SYN6_2126 

:SYN6_2154
0006: 84@ = 10 

:SYN6_2161
00D6: if 
0039:   84@ == 4 
004D: jump_if_false @SYN6_2217 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SYN6_2217 
0687: clear_actor $PLAYER_ACTOR task 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0006: 84@ = 5 

:SYN6_2217
00D6: if 
0039:   84@ == 5 
004D: jump_if_false @SYN6_2275 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @SYN6_2275 
0006: 142@ = 1 
0006: 32@ = 0 
0006: 84@ = 7 

:SYN6_2275
00D6: if 
0039:   84@ == 7 
004D: jump_if_false @SYN6_2326 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @SYN6_2326 
0006: 84@ = 10 
0006: 32@ = 0 

:SYN6_2326
00D6: if 
0039:   84@ == 10 
004D: jump_if_false @SYN6_2387 
0006: 86@ = 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0006: 84@ = 15 
0006: 85@ = 1 
0006: 32@ = 0 

:SYN6_2387
00D6: if 
0019:   84@ > 10 
004D: jump_if_false @SYN6_2796 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @SYN6_2796 
0871: init_jump_table 84@ total_jumps 10 default_jump 0 @SYN6_2796 jumps 15 @SYN6_2551 20 @SYN6_2572 30 @SYN6_2593 40 @SYN6_2614 50 @SYN6_2635 60 @SYN6_2656 70 @SYN6_2677 
0872: jump_table_jumps 80 @SYN6_2698 90 @SYN6_2719 100 @SYN6_2740 -1 @SYN6_2796 -1 @SYN6_2796 -1 @SYN6_2796 -1 @SYN6_2796 -1 @SYN6_2796 -1 @SYN6_2796 

:SYN6_2551
0006: 142@ = 2 
0006: 84@ = 20 
0002: jump @SYN6_2796 

:SYN6_2572
0006: 142@ = 3 
0006: 84@ = 30 
0002: jump @SYN6_2796 

:SYN6_2593
0006: 142@ = 4 
0006: 84@ = 40 
0002: jump @SYN6_2796 

:SYN6_2614
0006: 142@ = 5 
0006: 84@ = 50 
0002: jump @SYN6_2796 

:SYN6_2635
0006: 142@ = 6 
0006: 84@ = 60 
0002: jump @SYN6_2796 

:SYN6_2656
0006: 142@ = 7 
0006: 84@ = 70 
0002: jump @SYN6_2796 

:SYN6_2677
0006: 142@ = 8 
0006: 84@ = 90 
0002: jump @SYN6_2796 

:SYN6_2698
0006: 142@ = 9 
0006: 84@ = 90 
0002: jump @SYN6_2796 

:SYN6_2719
0006: 142@ = 10 
0006: 84@ = 100 
0002: jump @SYN6_2796 

:SYN6_2740
0006: 142@ = 0 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0249: release_model #CELLPHONE 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
00BC: show_text_highpriority GXT 'SYN6_01' time 6000 flag 1  // ~s~Toreno's boarding a helicopter at a ~y~helipad~s~ nearby. Get there and stop him.
0006: 84@ = 110 
0002: jump @SYN6_2796 

:SYN6_2796
00D6: if 
0039:   84@ == 110 
004D: jump_if_false @SYN6_2860 
0687: clear_actor $PLAYER_ACTOR task 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
018A: 34@ = create_checkpoint_at -1680.377 705.462 30.2209 
0006: 84@ = -13 
0006: 85@ = 0 

:SYN6_2860
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SYN6_2882 
0002: jump @SYN6_9169 

:SYN6_2882
00D6: if 
0735:   is_keyboard_key_pressed 80 
004D: jump_if_false @SYN6_2904 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:SYN6_2904
00D6: if 
0735:   is_keyboard_key_pressed 79 
004D: jump_if_false @SYN6_2926 
010D: set_player $PLAYER_CHAR wanted_level_to 0 

:SYN6_2926
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @SYN6_2954 
0002: jump @SYN6_9151 

:SYN6_2954
00D6: if 
0039:   78@ == 1 
004D: jump_if_false @SYN6_3003 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN6_3003 
0006: 60@ = 6 
0006: 78@ = 0 

:SYN6_3003
00D6: if 
0039:   60@ == -99 
004D: jump_if_false @SYN6_3044 
00A5: 149@ = create_car #MAVERICK at -1680.502 705.6951 29.6065 

:SYN6_3044
00D6: if 
0039:   60@ == -1 
004D: jump_if_false @SYN6_3838 
00D6: if 
0735:   is_keyboard_key_pressed 87 
004D: jump_if_false @SYN6_3150 
0395: clear_area 0 at -1704.324 637.5129 23.8959 radius 0.5 
03CB: set_rendering_origin_at -1704.324 637.5129 23.8959 
00A1: put_actor $PLAYER_ACTOR at -1704.324 637.5129 23.8959 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 

:SYN6_3150
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1699.991 686.4141 20.0 radius 60.0 60.0 80.0 
004D: jump_if_false @SYN6_3244 
0006: 84@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
0164: disable_marker 34@ 
03DC: 62@ = create_marker_above_pickup 63@ 
0165: set_marker 62@ color_to 1 
0006: 72@ = 1 
000A: 60@ += 1 

:SYN6_3244
00D6: if 
0039:   60@ == -1 
004D: jump_if_false @SYN6_3343 
00D6: if 
056D:   actor 47@ defined 
004D: jump_if_false @SYN6_3343 
00D6: if 
051A:   actor 47@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN6_3343 
0006: 84@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
0164: disable_marker 34@ 
03DC: 62@ = create_marker_above_pickup 63@ 
0165: set_marker 62@ color_to 1 
0006: 72@ = 1 
000A: 60@ += 1 

:SYN6_3343
00D6: if 
0039:   60@ == -1 
004D: jump_if_false @SYN6_3442 
00D6: if 
056D:   actor 48@ defined 
004D: jump_if_false @SYN6_3442 
00D6: if 
051A:   actor 48@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN6_3442 
0006: 84@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
0164: disable_marker 34@ 
03DC: 62@ = create_marker_above_pickup 63@ 
0165: set_marker 62@ color_to 1 
0006: 72@ = 1 
000A: 60@ += 1 

:SYN6_3442
00D6: if 
0039:   60@ == -1 
004D: jump_if_false @SYN6_3541 
00D6: if 
056D:   actor 49@ defined 
004D: jump_if_false @SYN6_3541 
00D6: if 
051A:   actor 49@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN6_3541 
0006: 84@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
0164: disable_marker 34@ 
03DC: 62@ = create_marker_above_pickup 63@ 
0165: set_marker 62@ color_to 1 
0006: 72@ = 1 
000A: 60@ += 1 

:SYN6_3541
00D6: if 
0039:   60@ == -1 
004D: jump_if_false @SYN6_3640 
00D6: if 
056D:   actor 50@ defined 
004D: jump_if_false @SYN6_3640 
00D6: if 
051A:   actor 50@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN6_3640 
0006: 84@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
0164: disable_marker 34@ 
03DC: 62@ = create_marker_above_pickup 63@ 
0165: set_marker 62@ color_to 1 
0006: 72@ = 1 
000A: 60@ += 1 

:SYN6_3640
00D6: if 
0039:   60@ == -1 
004D: jump_if_false @SYN6_3739 
00D6: if 
056D:   actor 51@ defined 
004D: jump_if_false @SYN6_3739 
00D6: if 
051A:   actor 51@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN6_3739 
0006: 84@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
0164: disable_marker 34@ 
03DC: 62@ = create_marker_above_pickup 63@ 
0165: set_marker 62@ color_to 1 
0006: 72@ = 1 
000A: 60@ += 1 

:SYN6_3739
00D6: if 
0039:   60@ == -1 
004D: jump_if_false @SYN6_3838 
00D6: if 
056D:   actor 52@ defined 
004D: jump_if_false @SYN6_3838 
00D6: if 
051A:   actor 52@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN6_3838 
0006: 84@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
0164: disable_marker 34@ 
03DC: 62@ = create_marker_above_pickup 63@ 
0165: set_marker 62@ color_to 1 
0006: 72@ = 1 
000A: 60@ += 1 

:SYN6_3838
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @SYN6_4097 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @SYN6_3974 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @SYN6_3974 
0687: clear_actor 52@ task 
00A0: store_actor $PLAYER_ACTOR position_to 69@ 70@ 71@ 
000B: 69@ += 5.0 
000B: 70@ += 5.0 
000B: 71@ += 15.0 
0687: clear_actor 52@ task 
0668: AS_actor 52@ rotate_and_shoot_at 69@ 70@ 71@ -1 ms 
0006: 73@ = 1 
0006: 33@ = 0 

:SYN6_3974
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN6_4003 
0687: clear_actor 47@ task 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 

:SYN6_4003
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN6_4032 
0687: clear_actor 48@ task 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 

:SYN6_4032
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYN6_4061 
0687: clear_actor 49@ task 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:SYN6_4061
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @SYN6_4090 
0687: clear_actor 51@ task 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 

:SYN6_4090
0006: 72@ = 2 

:SYN6_4097
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @SYN6_4179 
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @SYN6_4179 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @SYN6_4179 
0687: clear_actor 52@ task 
0006: 73@ = 99 
0006: 33@ = 0 
01B2: give_actor 52@ weapon 22 ammo 9999 // Load the weapon model before using this 

:SYN6_4179
00D6: if 
0039:   73@ == 2 
004D: jump_if_false @SYN6_4223 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @SYN6_4223 
0006: 73@ = 0 

:SYN6_4223
00D6: if 
0039:   65@ == 0 
004D: jump_if_false @SYN6_4248 
0006: 65@ = 1 

:SYN6_4248
00D6: if 
001B:   2 > 65@ 
004D: jump_if_false @SYN6_4448 
00D6: if 
0019:   60@ > 4 
004D: jump_if_false @SYN6_4448 
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @SYN6_4366 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_4366 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 149@ radius 250.0 250.0 100.0 flag 0 
004D: jump_if_false @SYN6_4366 
05ED: freeze_car 149@ while_on_path 
0006: 80@ = 1 

:SYN6_4366
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @SYN6_4448 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_4448 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 149@ radius 250.0 250.0 100.0 flag 0 
004D: jump_if_false @SYN6_4448 
05EE: unfreeze_car 149@ while_on_path 
0006: 80@ = 0 

:SYN6_4448
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @SYN6_4557 
00D6: if 
0214:   pickup 63@ picked_up 
004D: jump_if_false @SYN6_4557 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN6_20' time 6000 flag 1  // ~s~Get on to the freeway and shoot that ~r~helicopter~s~ down.
0164: disable_marker 62@ 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_4550 
0186: 34@ = create_marker_above_car 149@ 
03C4: set_status_text $7315 type 1 GXT 'SYN6_05' // global_variable  // Heli Health
05EE: unfreeze_car 149@ while_on_path 

:SYN6_4550
0006: 65@ = 2 

:SYN6_4557
00D6: if 
0039:   65@ == 2 
004D: jump_if_false @SYN6_4575 

:SYN6_4575
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @SYN6_4855 
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @SYN6_4709 
00D6: if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at -1695.668 693.7705 29.5938 fur_corner_at -1665.865 693.7705 59.5943 angle 28.0 sphere 0 
004D: jump_if_false @SYN6_4709 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN6_4695 
00D9: 90@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0006: 91@ = 1 

:SYN6_4695
0006: 92@ = 1 
000A: 60@ += 1 

:SYN6_4709
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @SYN6_4782 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1683.82 686.5125 23.9687 radius 2.0 2.0 2.0 
004D: jump_if_false @SYN6_4782 
000A: 60@ += 1 

:SYN6_4782
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @SYN6_4855 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1683.797 692.3915 27.586 radius 5.0 5.0 2.0 
004D: jump_if_false @SYN6_4855 
000A: 60@ += 1 

:SYN6_4855
00D6: if 
0019:   60@ > 1 
004D: jump_if_false @SYN6_5160 
00D6: if 
0039:   61@ == 0 
004D: jump_if_false @SYN6_5160 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1448.006 -1533.036 radius 200.0 200.0 
004D: jump_if_false @SYN6_5160 
009A: 41@ = create_actor_pedtype 4 model #WBDYG1 at -1450.256 -1543.012 100.7579 
009A: 42@ = create_actor_pedtype 4 model #WBDYG1 at -1422.854 -1542.103 100.7514 
009A: 43@ = create_actor_pedtype 4 model #WBDYG1 at -1431.096 -1506.962 100.7262 
009A: 44@ = create_actor_pedtype 4 model #WBDYG1 at -1448.477 -1511.918 100.7579 
0173: set_actor 41@ Z_angle_to 269.8948 
0173: set_actor 42@ Z_angle_to 26.8258 
0173: set_actor 43@ Z_angle_to 223.7033 
0173: set_actor 44@ Z_angle_to 266.9233 
0006: 77@ = 0 

:SYN6_5072
00D6: if 
001B:   4 > 77@ 
004D: jump_if_false @SYN6_5153 
01B2: give_actor 41@(77@,6i) weapon 22 ammo 9999 // Load the weapon model before using this 
02A9: set_actor 41@(77@,6i) immune_to_nonplayer 1 
077A: set_actor 41@(77@,6i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0770: set_actor 41@(77@,6i) target_priority 1 
000A: 77@ += 1 
0002: jump @SYN6_5072 

:SYN6_5153
000A: 61@ += 1 

:SYN6_5160
00D6: if 
0039:   60@ == 1 
004D: jump_if_false @SYN6_6028 
00D6: if 
07C1:   path 110 available 
004D: jump_if_false @SYN6_6024 
00D6: if 
816B:   not fading 
004D: jump_if_false @SYN6_6017 
03D5: remove_text 'SYN6_02'  // ~s~Toreno's men have ~g~heavy duty weaponry~s~ at their disposal. Claim it for yourself!
00A6: destroy_car 53@ 
00A5: 149@ = create_car #MAVERICK at -1680.502 705.6951 29.6065 
0825: set_helicopter 149@ instant_rotor_start 
0229: set_car 149@ primary_color_to 10 secondary_color_to 125 
0107: 56@ = create_object #CARDBOARDBOX2 at -1680.931 705.7776 30.6065 
0382: set_object 56@ collision_detection 0 
0550: keep_object 56@ in_memory 1 
0382: set_object 56@ collision_detection 0 
0175: set_car 149@ Z_angle_to 90.0 
020A: set_car 149@ door_status_to 3 
084E: flying_vehicle 149@ use_primary_gun 1 
0164: disable_marker 34@ 
02AA: set_car 149@ immune_to_nonplayer 1 
0224: set_car 149@ health_to 1500 
0129: 150@ = create_actor_pedtype 4 model #WBDYG1 in_car 149@ driverseat 
0770: set_actor 150@ target_priority 1 
01C8: 151@ = create_actor_pedtype 4 model #WBDYG1 in_car 149@ passenger_seat 1 
01C8: 152@ = create_actor_pedtype 4 model #WBDYG1 in_car 149@ passenger_seat 2 
0657: car 149@ open_door 5 
0657: car 149@ open_door 4 
0006: 39@ = 0 

:SYN6_5415
00D6: if 
001B:   2 > 39@ 
004D: jump_if_false @SYN6_5535 
0350: set_actor 151@(39@,2i) maintain_position_when_attacked 1 
01B2: give_actor 152@ weapon 30 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 151@ weapon 24 ammo 9999 // Load the weapon model before using this 
02A9: set_actor 151@(39@,2i) immune_to_nonplayer 1 
0446: set_actor 151@(39@,2i) dismemberment_possible 0 
0223: set_actor 151@(39@,2i) health_to 300 
0770: set_actor 151@(39@,2i) target_priority 1 
0223: set_actor 151@(39@,2i) health_to 500 
000A: 39@ += 1 
0002: jump @SYN6_5415 

:SYN6_5535
00D6: if 
00DB:   actor 151@ in_car 149@ 
004D: jump_if_false @SYN6_5636 
00AA: store_car 149@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0362: remove_actor 151@ from_car_and_place_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0465: remove_actor 151@ from_turret_mode 
0856: set_actor 151@ enable_crouch 1 
0464: put_actor 151@ into_turret_on_car 149@ at_car_offset -1.0 -0.3 0.0 position 1 shooting_angle_limit 180.0 with_weapon 30 
0173: set_actor 151@ Z_angle_to 200.0 

:SYN6_5636
00D6: if 
00DB:   actor 152@ in_car 149@ 
004D: jump_if_false @SYN6_5735 
00AA: store_car 149@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0362: remove_actor 152@ from_car_and_place_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0465: remove_actor 152@ from_turret_mode 
0856: set_actor 152@ enable_crouch 1 
0464: put_actor 152@ into_turret_on_car 149@ at_car_offset 1.2 -0.3 0.0 position 3 shooting_angle_limit 180.0 with_weapon 30 
0639: AS_actor 152@ rotate_to_actor $PLAYER_ACTOR 

:SYN6_5735
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
015F: set_camera_position -1675.195 699.6955 36.8409 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1675.773 700.2547 36.2466 switchstyle 2 
0006: 89@ = 1 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @SYN6_5870 
00A1: put_actor $PLAYER_ACTOR at -1683.849 692.0139 27.586 
0173: set_actor $PLAYER_ACTOR Z_angle_to 304.0 
0002: jump @SYN6_5955 

:SYN6_5870
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @SYN6_5948 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @SYN6_5941 
00AB: put_car 90@ at -1667.77 728.9113 49.8973 
0175: set_car 90@ Z_angle_to 135.4521 
0519: set_car 90@ locked 1 

:SYN6_5941
0002: jump @SYN6_5955 

:SYN6_5948
04D7: set_actor $PLAYER_ACTOR locked 1 

:SYN6_5955
0169: set_fade_color_RGB 1 0 0 
05EB: assign_car 149@ to_path 110 
04EB: AS_actor 151@ crouch 1 
04EB: AS_actor 152@ crouch 1 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYN6_6000 

:SYN6_6000
06FD: set_car 149@ speed_on_path_to 3.0 
000A: 60@ += 1 

:SYN6_6017
0002: jump @SYN6_6028 

:SYN6_6024
07C0: load_path 110 

:SYN6_6028
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_7667 
00D6: if 
0039:   60@ == 2 
004D: jump_if_false @SYN6_6089 
00D6: if 
816B:   not fading 
004D: jump_if_false @SYN6_6089 
000A: 60@ += 1 
0006: 33@ = 0 

:SYN6_6089
00D6: if 
0039:   60@ == 3 
004D: jump_if_false @SYN6_6114 
000A: 60@ += 1 

:SYN6_6114
00D6: if 
0039:   60@ == 4 
004D: jump_if_false @SYN6_6184 
00D6: if 
0019:   33@ > 1100 
004D: jump_if_false @SYN6_6184 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_6177 
06FD: set_car 149@ speed_on_path_to 0.85 

:SYN6_6177
000A: 60@ += 1 

:SYN6_6184
00D6: if 
0039:   60@ == 5 
004D: jump_if_false @SYN6_6310 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @SYN6_6284 
0108: destroy_object 56@ 
0006: 89@ = 0 
015F: set_camera_position -1681.265 685.2078 30.6465 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1681.263 686.2019 30.5389 switchstyle 2 

:SYN6_6284
00D6: if 
0019:   33@ > 6500 
004D: jump_if_false @SYN6_6310 
000A: 60@ += 1 

:SYN6_6310
00D6: if 
0039:   60@ == 6 
004D: jump_if_false @SYN6_6885 
00D6: if 
816B:   not fading 
004D: jump_if_false @SYN6_6885 
00D6: if 
0119:   car 57@ wrecked 
004D: jump_if_false @SYN6_6402 
01C3: remove_references_to_car 57@ 
00A5: 57@ = create_car #FCR900 at -1705.198 682.3814 23.8906 
0175: set_car 57@ Z_angle_to 181.5462 
0002: jump @SYN6_6478 

:SYN6_6402
00D6: if 
81AD:   not car 57@ sphere 0 near_point -1703.949 690.2634 radius 20.0 20.0 
004D: jump_if_false @SYN6_6478 
01C3: remove_references_to_car 57@ 
00A5: 57@ = create_car #FCR900 at -1705.198 682.3814 23.8906 
0175: set_car 57@ Z_angle_to 181.5462 

:SYN6_6478
0006: 78@ = 0 
03D5: remove_text 'SYN6_03'  // ~s~The helicopter's airborne! Get that ~g~rocket launcher~s~ to bring it down!
0169: set_fade_color_RGB 1 0 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
00BC: show_text_highpriority GXT 'SYN6_03' time 8000 flag 1  // ~s~The helicopter's airborne! Get that ~g~rocket launcher~s~ to bring it down!
03F4: set_all_cars_apply_damage_rules 1 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_6590 
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @SYN6_6567 

:SYN6_6567
00D6: if 
860E:   not car 149@ assigned_to_path 
004D: jump_if_false @SYN6_6590 
05EB: assign_car 149@ to_path 110 

:SYN6_6590
0108: destroy_object 56@ 
0006: 89@ = 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @SYN6_6686 
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @SYN6_6679 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @SYN6_6672 
0519: set_car 90@ locked 0 

:SYN6_6672
0002: jump @SYN6_6686 

:SYN6_6679
04D7: set_actor $PLAYER_ACTOR locked 0 

:SYN6_6686
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @SYN6_6722 
0687: clear_actor 52@ task 
085B: AS_actor 52@ set_kinda_stay_in_same_place 1 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 

:SYN6_6722
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYN6_6765 
0687: clear_actor 50@ task 
04EB: AS_actor 50@ crouch 0 
085B: AS_actor 50@ set_kinda_stay_in_same_place 1 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:SYN6_6765
06FD: set_car 149@ speed_on_path_to 1.0 
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @SYN6_6855 
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @SYN6_6855 
06FD: set_car 149@ speed_on_path_to 1.5 
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @SYN6_6847 
01B2: give_actor 151@ weapon 35 ammo 9999 // Load the weapon model before using this 

:SYN6_6847
0224: set_car 149@ health_to 3000 

:SYN6_6855
0004: $7315 = 100 
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 35@ += 5000 
0006: 60@ = 8 

:SYN6_6885
00D6: if 
0039:   60@ == 9 
004D: jump_if_false @SYN6_6963 
00D6: if 
01AF:   car 149@ sphere 0 in_sphere -1437.098 -1527.995 100.7504 radius 10.0 10.0 4.0 
004D: jump_if_false @SYN6_6963 
05EC: release_car 149@ from_path 
000A: 60@ += 1 

:SYN6_6963
00D6: if 
0039:   60@ == 10 
004D: jump_if_false @SYN6_7178 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_7178 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 149@ radius 40.0 40.0 40.0 flag 0 
004D: jump_if_false @SYN6_7178 
00BC: show_text_highpriority GXT 'SYN6_07' time 5000 flag 1  // ~s~It's an ambush! Stop that ~r~helicopter~s~ from getting away!
000A: 60@ += 1 
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @SYN6_7097 
04EB: AS_actor 151@ crouch 0 
0465: remove_actor 151@ from_turret_mode 
0687: clear_actor 151@ task 
05E2: AS_actor 151@ kill_actor $PLAYER_ACTOR 

:SYN6_7097
00D6: if 
8118:   not actor 152@ dead 
004D: jump_if_false @SYN6_7138 
04EB: AS_actor 152@ crouch 0 
0687: clear_actor 152@ task 
0465: remove_actor 152@ from_turret_mode 
05E2: AS_actor 152@ kill_actor $PLAYER_ACTOR 

:SYN6_7138
00AD: set_car 149@ max_speed_to 70.0 
04A2: set_heli 149@ fly_to -23.2666 1210.669 100.3528 altitude_between 70.0 and 70.0 

:SYN6_7178
00D6: if 
0039:   60@ == 10 
004D: jump_if_false @SYN6_7376 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_7376 
00D6: if 
051C:   car 149@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN6_7376 
00BC: show_text_highpriority GXT 'SYN6_07' time 5000 flag 1  // ~s~It's an ambush! Stop that ~r~helicopter~s~ from getting away!
000A: 60@ += 1 
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @SYN6_7295 
04EB: AS_actor 151@ crouch 0 
0465: remove_actor 151@ from_turret_mode 
0687: clear_actor 151@ task 
05E2: AS_actor 151@ kill_actor $PLAYER_ACTOR 

:SYN6_7295
00D6: if 
8118:   not actor 152@ dead 
004D: jump_if_false @SYN6_7336 
04EB: AS_actor 152@ crouch 0 
0687: clear_actor 152@ task 
0465: remove_actor 152@ from_turret_mode 
05E2: AS_actor 152@ kill_actor $PLAYER_ACTOR 

:SYN6_7336
00AD: set_car 149@ max_speed_to 70.0 
04A2: set_heli 149@ fly_to -23.2666 1210.669 100.3528 altitude_between 70.0 and 70.0 

:SYN6_7376
00D6: if 
0039:   60@ == 11 
004D: jump_if_false @SYN6_7545 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SYN6_7430 
0687: clear_actor 41@ task 
0961: set_actor 41@ keep_tasks_after_cleanup 1 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:SYN6_7430
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @SYN6_7466 
0687: clear_actor 42@ task 
0961: set_actor 42@ keep_tasks_after_cleanup 1 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 

:SYN6_7466
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @SYN6_7502 
0687: clear_actor 43@ task 
0961: set_actor 43@ keep_tasks_after_cleanup 1 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 

:SYN6_7502
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @SYN6_7538 
0687: clear_actor 44@ task 
0961: set_actor 44@ keep_tasks_after_cleanup 1 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 

:SYN6_7538
000A: 60@ += 1 

:SYN6_7545
00D6: if 
0039:   60@ == 8 
004D: jump_if_false @SYN6_7667 
00D6: if 
07C1:   path 111 available 
004D: jump_if_false @SYN6_7663 
00D6: if 
860E:   not car 149@ assigned_to_path 
004D: jump_if_false @SYN6_7656 
00D6: if 
0039:   60@ == 8 
004D: jump_if_false @SYN6_7633 
05EB: assign_car 149@ to_path 111 
000A: 60@ += 1 
0002: jump @SYN6_7656 

:SYN6_7633
00BC: show_text_highpriority GXT 'SYN6_06' time 5000 flag 1  // ~r~You failed to destroy the helicopter!
0002: jump @SYN6_9151 

:SYN6_7656
0002: jump @SYN6_7667 

:SYN6_7663
07C0: load_path 111 

:SYN6_7667
00D6: if 
0019:   60@ > 4 
004D: jump_if_false @SYN6_9026 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_8426 
0006: 79@ = 0 
0227: $7315 = car 149@ health 
000C: $7315 -= 250 
0014: $7315 /= 10 
00D6: if 
0018:   $7315 > 100 
004D: jump_if_false @SYN6_7756 
0004: $7315 = 100 

:SYN6_7756
00D6: if 
001A:   1 > $7315 
004D: jump_if_false @SYN6_7848 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @SYN6_7841 
00D6: if 
8039:   not  60@ == 99 
004D: jump_if_false @SYN6_7841 
05EC: release_car 149@ from_path 
0564: heli 149@ simulate_crash_landing 
0006: 60@ = 99 
0006: 83@ = 1 
0006: 32@ = 0 

:SYN6_7841
0004: $7315 = 0 

:SYN6_7848
00D6: if 
0019:   60@ > 7 
004D: jump_if_false @SYN6_8058 
00D6: if 
8039:   not  92@ == 1 
004D: jump_if_false @SYN6_8058 
00D6: if 
8039:   not  91@ == 1 
004D: jump_if_false @SYN6_8058 
00D6: if 
0039:   79@ == 0 
004D: jump_if_false @SYN6_7968 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 149@ radius 100.0 100.0 sphere 0 
004D: jump_if_false @SYN6_7968 
06FD: set_car 149@ speed_on_path_to 0.75 
0006: 79@ = 1 

:SYN6_7968
00D6: if 
0039:   79@ == 0 
004D: jump_if_false @SYN6_8058 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 149@ radius 200.0 200.0 sphere 0 
004D: jump_if_false @SYN6_8041 
06FD: set_car 149@ speed_on_path_to 0.5 
0006: 79@ = 1 
0002: jump @SYN6_8058 

:SYN6_8041
06FD: set_car 149@ speed_on_path_to 0.3 
0006: 79@ = 1 

:SYN6_8058
00D6: if 
001B:   10 > 60@ 
004D: jump_if_false @SYN6_8322 
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @SYN6_8171 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_8171 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 149@ radius 560.0 560.0 500.0 flag 0 
004D: jump_if_false @SYN6_8171 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN6_12' time 6000 flag 1  // ~s~Toreno's ~r~helicopter~s~ is getting out of range! Keep up!
0006: 81@ = 1 

:SYN6_8171
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @SYN6_8266 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_8266 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 149@ radius 400.0 400.0 400.0 flag 0 
004D: jump_if_false @SYN6_8266 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN6_13' time 6000 flag 1  // ~s~Good. Get close to the ~r~helicopter~s~ and shoot it down.
0006: 81@ = 0 

:SYN6_8266
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 149@ radius 700.0 700.0 sphere 0 
004D: jump_if_false @SYN6_8322 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN6_08' time 6000 flag 1  // ~r~Too late! Toreno's helicopter is well out of range now!
0002: jump @SYN6_9151 

:SYN6_8322
00D6: if 
0019:   60@ > 10 
004D: jump_if_false @SYN6_8419 
00D6: if 
8039:   not  60@ == 99 
004D: jump_if_false @SYN6_8419 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 149@ radius 100.0 100.0 50.0 flag 0 
004D: jump_if_false @SYN6_8419 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN6_10' time 6000 flag 1  // ~r~Toreno's tricked you! He's left and you've got trouble!
0002: jump @SYN6_9151 

:SYN6_8419
0002: jump @SYN6_8477 

:SYN6_8426
00BE: text_clear_all 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @SYN6_8477 
0006: 60@ = 99 
05EC: release_car 149@ from_path 
0564: heli 149@ simulate_crash_landing 
0006: 83@ = 1 
0006: 32@ = 0 

:SYN6_8477
00D6: if 
001B:   10 > 60@ 
004D: jump_if_false @SYN6_9026 
0006: 39@ = 0 

:SYN6_8502
00D6: if 
001B:   2 > 39@ 
004D: jump_if_false @SYN6_9026 
00D6: if 
8118:   not actor 151@(39@,2i) dead 
004D: jump_if_false @SYN6_9003 
0226: 38@ = actor 151@(39@,2i) health 
00D6: if 
0039:   93@(39@,3i) == 0 
004D: jump_if_false @SYN6_8623 
00D6: if 
001B:   50 > 38@ 
004D: jump_if_false @SYN6_8623 
04EB: AS_actor 151@(39@,2i) crouch 0 
0006: 93@(39@,3i) = 1 
0465: remove_actor 151@(39@,2i) from_turret_mode 

:SYN6_8623
00D6: if 
0019:   60@ > 6 
004D: jump_if_false @SYN6_8996 
00D6: if 
8118:   not actor 152@ dead 
004D: jump_if_false @SYN6_8735 
062E: get_actor 152@ task 1957 status_store_to 88@ // ret 7 if not found 
00D6: if 
04A4:   88@ == 7 // == constant 
004D: jump_if_false @SYN6_8735 
00D6: if 
00F2:   actor 152@ near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
004D: jump_if_false @SYN6_8735 
01B9: set_actor 152@ armed_weapon_to 30 
07A5: AS_actor 152@ attack_actor $PLAYER_ACTOR time 4000 

:SYN6_8735
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @SYN6_8996 
062E: get_actor 151@ task 1957 status_store_to 87@ // ret 7 if not found 
00D6: if 
04A4:   87@ == 7 // == constant 
004D: jump_if_false @SYN6_8996 
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @SYN6_8904 
00D6: if 
00F2:   actor 151@ near_actor $PLAYER_ACTOR radius 160.0 160.0 0 
004D: jump_if_false @SYN6_8897 
00D6: if 
8039:   not  92@ == 1 
004D: jump_if_false @SYN6_8854 
01B9: set_actor 151@ armed_weapon_to 24 

:SYN6_8854
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @SYN6_8886 
01B9: set_actor 151@ armed_weapon_to 30 
02E2: set_actor 151@ weapon_accuracy_to 100 

:SYN6_8886
07A5: AS_actor 151@ attack_actor $PLAYER_ACTOR time 4000 

:SYN6_8897
0002: jump @SYN6_8996 

:SYN6_8904
00D6: if 
00F2:   actor 151@ near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
004D: jump_if_false @SYN6_8996 
00D6: if 
8039:   not  92@ == 1 
004D: jump_if_false @SYN6_8960 
01B9: set_actor 151@ armed_weapon_to 24 

:SYN6_8960
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @SYN6_8985 
01B9: set_actor 151@ armed_weapon_to 30 

:SYN6_8985
07A5: AS_actor 151@ attack_actor $PLAYER_ACTOR time 4000 

:SYN6_8996
0002: jump @SYN6_9012 

:SYN6_9003
0465: remove_actor 151@(39@,2i) from_turret_mode 

:SYN6_9012
000A: 39@ += 1 
0002: jump @SYN6_8502 

:SYN6_9026
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @SYN6_9144 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @SYN6_9144 
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @SYN6_9091 
04EB: AS_actor 151@ crouch 0 
0465: remove_actor 151@ from_turret_mode 

:SYN6_9091
00D6: if 
8118:   not actor 152@ dead 
004D: jump_if_false @SYN6_9119 
04EB: AS_actor 152@ crouch 0 
0465: remove_actor 152@ from_turret_mode 

:SYN6_9119
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN6_09' time 6000 flag 1  // ~s~Excellent. Toreno can't have survived that fireball.
0002: jump @SYN6_9169 

:SYN6_9144
0002: jump @SYN6_1606 

:SYN6_9151
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:SYN6_9169
0164: disable_marker $MARKER_TRIADS_SF_GARAGE 
0008: $SYNDICATE_TOTAL_PASSED_MISSIONS += 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 18000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 18000 
0998: add_respect 50 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'SYND_6'  // Toreno's Last Flight
030C: progress_made = 1 
0051: return 

:SYN6_9238
0004: $1522 = 2 
040D: unload_wav 3 
0164: disable_marker 34@ 
0164: disable_marker 62@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN6_9282 
0555: remove_weapon 35 from_actor $PLAYER_ACTOR 

:SYN6_9282
0151: remove_status_text $7315 
0249: release_model #ROCKETLA 
0249: release_model #MAVERICK 
0249: release_model #FCR900 
0249: release_model #AK47 
0249: release_model #COLT45 
0249: release_model #WBDYG1 
0249: release_model #WBDYG2 
0249: release_model #PONY 
0249: release_model #CELLPHONE 
0249: release_model #DESERT_EAGLE 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 63---------------
// Originally: Yay Ka-Boom-Boom

:SYN7
03A4: name_thread 'SYN7' 
0050: gosub @SYN7_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SYN7_38 
0050: gosub @SYN7_15914 

:SYN7_38
0050: gosub @SYN7_16015 
004E: end_thread 

:SYN7_47
054C: use_GXT_table 'SYN7' 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:SYN7_73
00D6: if 
016B:   fading 
004D: jump_if_false @SYN7_97 
0001: wait 0 ms 
0002: jump @SYN7_73 

:SYN7_97
0776: create_objects_in_object_group "CRACK" 
0363: create_static_object_at -2166.86 -236.5 40.86 radius 40.0 model #CRACKFACT_SFS visibility 1 
0363: create_static_object_at -2185.49 -215.55 34.31 radius 40.0 model #CF_EXT_DEM_SFS visibility 0 
0363: create_static_object_at -2166.86 -236.5 40.86 radius 40.0 model #LODCRACKFACT_SFS visibility 1 
0363: create_static_object_at -2185.49 -215.55 34.31 radius 40.0 model #LODEXT_DEM_SFS visibility 0 
04BB: select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_rendering_origin_at -2031.0 149.0 29.0 
02E4: load_cutscene_data 'SYND_7' 

:SYN7_249
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SYN7_273 
0001: wait 0 ms 
0002: jump @SYN7_249 

:SYN7_273
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:SYN7_290
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SYN7_314 
0001: wait 0 ms 
0002: jump @SYN7_290 

:SYN7_314
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:SYN7_328
00D6: if 
016B:   fading 
004D: jump_if_false @SYN7_352 
0001: wait 0 ms 
0002: jump @SYN7_328 

:SYN7_352
02EA: end_cutscene 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04BB: select_interior 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_420 
00A1: put_actor $PLAYER_ACTOR at -2031.197 161.1839 27.8516 
0173: set_actor $PLAYER_ACTOR Z_angle_to 268.0468 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 0 

:SYN7_420
0169: set_fade_color_RGB 0 0 0 
0004: $ONMISSION = 1 
0006: 48@ = 0 
0004: $7318 = 40000 
0006: 117@ = 2 
0317: increment_mission_attempts 
060A: create_decision_maker_type 0 store_to 35@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 3 store_to 34@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 36@ // decision\allowed\m_.ped files 
0001: wait 0 ms 
0002: jump @SYN7_1167 

:SYN7_493
0615: define_AS_pack_begin 130@ 
0603: AS_actor -1 goto_point_any_means -2160.533 -247.0836 35.5234 mode 4 use_car -1 
0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 130@ loop 1 
0616: define_AS_pack_end 130@ 
0615: define_AS_pack_begin 131@ 
0603: AS_actor -1 goto_point_any_means -2163.767 -249.1202 35.5234 mode 4 use_car -1 
05B9: AS_actor -1 stay_idle 1000 ms 
0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 131@ loop 1 
0616: define_AS_pack_end 131@ 
0615: define_AS_pack_begin 132@ 
0603: AS_actor -1 goto_point_any_means -2167.631 -249.1143 35.5234 mode 4 use_car -1 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 132@ loop 1 
0616: define_AS_pack_end 132@ 
0615: define_AS_pack_begin 133@ 
0603: AS_actor -1 goto_point_any_means -2157.0 -248.9899 35.5234 mode 4 use_car -1 
05B9: AS_actor -1 stay_idle 250 ms 
0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 133@ loop 1 
0616: define_AS_pack_end 133@ 
009A: 86@ = create_actor_pedtype 24 model #BMYCG at -2146.045 -242.5144 35.5234 
0173: set_actor 86@ Z_angle_to 90.433 
081A: set_actor 86@ weapon_skill_to 2 
01B2: give_actor 86@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 86@ weapon_accuracy_to 30 
07DD: set_actor 86@ attack_rate 30 // previously known as temper_to 
060B: set_actor 86@ decision_maker_to 36@ 
009A: 87@ = create_actor_pedtype 5 model #WFYCRK at -2160.533 -247.0836 35.5234 
0173: set_actor 87@ Z_angle_to 176.3351 
0618: assign_actor 87@ to_AS_pack 130@ 
009A: 88@ = create_actor_pedtype 5 model #WFYCRK at -2163.767 -249.1202 35.5234 
0173: set_actor 88@ Z_angle_to 11.5708 
0618: assign_actor 88@ to_AS_pack 131@ 
009A: 89@ = create_actor_pedtype 4 model #HMYCM at -2167.631 -249.1143 35.5234 
0173: set_actor 89@ Z_angle_to 1.311 
0618: assign_actor 89@ to_AS_pack 132@ 
009A: 90@ = create_actor_pedtype 4 model #HMYCM at -2157.0 -248.9899 35.5234 
0173: set_actor 90@ Z_angle_to 0.8891 
0618: assign_actor 90@ to_AS_pack 133@ 
0006: 47@ = 0 

:SYN7_1083
00D6: if 
8039:   not  47@ == 0 
004D: jump_if_false @SYN7_1144 
00D6: if 
8118:   not actor 86@(47@,8i) dead 
004D: jump_if_false @SYN7_1144 
0770: set_actor 86@(47@,8i) target_priority 0 
060B: set_actor 86@(47@,8i) decision_maker_to 34@ 

:SYN7_1144
000A: 47@ += 1 
0029:   47@ >= 5 
004D: jump_if_false @SYN7_1083 
0051: return 

:SYN7_1167
06F0: set_group $PLAYER_GROUP distance_limit_to 100.0 
0006: 32@ = 0 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1308 
0173: set_actor $PLAYER_ACTOR Z_angle_to 280.0 

:SYN7_1308
018A: 40@ = create_checkpoint_at -1688.901 1035.95 43.7187 
0247: load_model #TAMPA 
0247: load_model #WMYMECH 
04ED: load_animation "CAR" 
0247: load_model #CELLPHONE 
0247: load_model #HEALTH 
0247: load_model #COLT45 

:SYN7_1359
00D6: if or
8248:   not model #TAMPA available 
8248:   not model #WMYMECH available 
84EE:   not animation "CAR" loaded 
8248:   not model #CELLPHONE available 
8248:   not model #HEALTH available 
004D: jump_if_false @SYN7_1407 
0001: wait 0 ms 
0002: jump @SYN7_1359 

:SYN7_1407
00D6: if 
8248:   not model #COLT45 available 
004D: jump_if_false @SYN7_1434 
0001: wait 0 ms 
0002: jump @SYN7_1407 

:SYN7_1434
0213: 121@ = create_pickup #HEALTH type 3 at -2182.652 -247.3813 36.4 
016A: fade 1 time 1000 
01B4: set_player $PLAYER_CHAR can_move 1 
0107: 45@ = create_object #WONGS_GATE at -2127.0 -80.8 34.3281 
0177: set_object 45@ Z_angle_to 180.0 
0107: 46@ = create_object #DYN_RAMP at -2175.2 -209.7745 34.3281 
0177: set_object 46@ Z_angle_to 85.6854 
0674: set_car_model #TAMPA numberplate "TIMEBOMB" 
00A5: 38@ = create_car #TAMPA at -1688.901 1035.95 44.6 
0878: set_car 38@ dirt_level 12.0 
0519: set_car 38@ locked 1 
053F: set_car 38@ tires_vulnerability 0 
0175: set_car 38@ Z_angle_to 90.0 
0224: set_car 38@ health_to 1000 
009A: 37@ = create_actor_pedtype 4 model #WMYMECH at -1689.12 1038.2 44.2 
0223: set_actor 37@ health_to 800 
08AF: set_actor 37@ max_health_to 800 
0568: set_actor 37@ untargetable 1 
0619: enable_actor 37@ collision_detection 0 
0173: set_actor 37@ Z_angle_to 0.0 
0605: actor 37@ perform_animation "FIXN_CAR_LOOP" IFP "CAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 0 
02E2: set_actor 37@ weapon_accuracy_to 100 
060B: set_actor 37@ decision_maker_to 35@ 
03DE: set_pedestrians_density_multiplier_to 0.5 
01EB: set_traffic_density_multiplier_to 1.0 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 0 to_actors_pedtype 24 
0006: 33@ = 0 
03CF: load_wav 23000 as 3 

:SYN7_1790
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @SYN7_1816 
0001: wait 0 ms 
0002: jump @SYN7_1790 

:SYN7_1816
03D1: play_wav 3 
0050: gosub @SYN7_16548 
015F: set_camera_position -2029.134 164.0932 29.0052 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2029.778 163.3323 28.9291 switchstyle 2 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1901 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 

:SYN7_1901
0001: wait 2000 ms 
00BC: show_text_highpriority GXT 'MTG01A' time 4000 flag 1  // ~z~Yeah?
040D: unload_wav 1 
03CF: load_wav 29400 as 1 

:SYN7_1933
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_1959 
0001: wait 0 ms 
0002: jump @SYN7_1933 

:SYN7_1959
03D1: play_wav 1 
0006: 33@ = 0 

:SYN7_1970
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SYN7_1996 
0001: wait 0 ms 
0002: jump @SYN7_1970 

:SYN7_1996
0001: wait 500 ms 
0050: gosub @SYN7_16581 

:SYN7_2008
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_14647 
0001: wait 0 ms 
0050: gosub @SYN7_16684 
0050: gosub @SYN7_16977 
00D6: if and
00E1:   player 0 pressed_key 15 
8039:   not  113@ == 8 
8039:   not  113@ == 0 
004D: jump_if_false @SYN7_2080 
0006: 113@ = 7 

:SYN7_2080
00D6: if and
0039:   117@ == 2 
0039:   113@ == 0 
004D: jump_if_false @SYN7_2141 
05AA: 127@s = 'MTG01B' // @s = 'short'  // ~z~CJ?
04AF: 118@ = 29401 // = constant 
0050: gosub @SYN7_16957 
0006: 113@ = 1 

:SYN7_2141
00D6: if and
0039:   117@ == 2 
0039:   113@ == 1 
004D: jump_if_false @SYN7_2226 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_2190 
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 

:SYN7_2190
05AA: 127@s = 'MTG01C' // @s = 'short'  // ~z~Who is this?
04AF: 118@ = 29402 // = constant 
0050: gosub @SYN7_16957 
0006: 113@ = 2 

:SYN7_2226
00D6: if and
0039:   117@ == 2 
0039:   113@ == 2 
004D: jump_if_false @SYN7_2308 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_2272 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_2272
05AA: 127@s = 'MTG01D' // @s = 'short'  // ~z~I work for Woozie he told me to call you.
04AF: 118@ = 29403 // = constant 
0050: gosub @SYN7_16957 
0006: 113@ = 3 

:SYN7_2308
00D6: if and
0039:   117@ == 2 
0039:   113@ == 3 
004D: jump_if_false @SYN7_2393 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_2357 
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 

:SYN7_2357
05AA: 127@s = 'MTG01E' // @s = 'short'  // ~z~Alright, wassup?
04AF: 118@ = 29404 // = constant 
0050: gosub @SYN7_16957 
0006: 113@ = 4 

:SYN7_2393
00D6: if and
0039:   117@ == 2 
0039:   113@ == 4 
004D: jump_if_false @SYN7_2475 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_2439 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_2439
05AA: 127@s = 'MTG01F' // @s = 'short'  // ~z~I'm rigging a car with explosives so you can take out the crack factory!
04AF: 118@ = 29405 // = constant 
0050: gosub @SYN7_16957 
0006: 113@ = 5 

:SYN7_2475
00D6: if and
0039:   117@ == 2 
0039:   113@ == 5 
004D: jump_if_false @SYN7_2536 
05AA: 127@s = 'MTG01G' // @s = 'short'  // ~z~Drop 'round the garage Downtown.
04AF: 118@ = 29406 // = constant 
0050: gosub @SYN7_16957 
0006: 113@ = 6 

:SYN7_2536
00D6: if and
0039:   117@ == 2 
0039:   113@ == 6 
004D: jump_if_false @SYN7_2621 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_2585 
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 

:SYN7_2585
05AA: 127@s = 'MTG01H' // @s = 'short'  // ~z~Cool. I'll be at you in a minute.
04AF: 118@ = 29407 // = constant 
0050: gosub @SYN7_16957 
0006: 113@ = 7 

:SYN7_2621
00D6: if and
0039:   117@ == 2 
0039:   113@ == 7 
004D: jump_if_false @SYN7_2718 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_2667 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_2667
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_2690 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:SYN7_2690
0249: release_model #CELLPHONE 
00BC: show_text_highpriority GXT 'SYN7_01' time 9000 flag 1  // ~s~Go and pick up the wired car from the ~y~Bomb Shop~s~.
0006: 113@ = 8 

:SYN7_2718
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @SYN7_2740 
0002: jump @SYN7_14730 

:SYN7_2740
06AC: $7317 = actor $PLAYER_ACTOR movement_speed 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2129.308 -129.0417 34.3203 radius 50.0 50.0 500.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2149.624 -244.8758 35.5234 radius 98.0 98.0 500.0 
004D: jump_if_false @SYN7_2854 
0004: $7319 = 1 
03C7: set_sensitivity_to_crime 0.0 
0002: jump @SYN7_2868 

:SYN7_2854
0004: $7319 = 0 
03C7: set_sensitivity_to_crime 1.0 

:SYN7_2868
00D6: if and
0039:   48@ == 0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_5825 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1699.484 1030.651 44.2187 radius 4.0 4.0 4.0 
004D: jump_if_false @SYN7_5825 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_2962 
01B4: set_player $PLAYER_CHAR can_move 0 

:SYN7_2962
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN7_3001 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 

:SYN7_3001
0006: 113@ = 8 
0050: gosub @SYN7_16548 
015F: set_camera_position -1721.071 1024.804 49.7941 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1720.161 1025.186 49.6318 switchstyle 2 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN7_3099 
0633: AS_actor $PLAYER_ACTOR exit_car 
0001: wait 2000 ms 
0002: jump @SYN7_3124 

:SYN7_3099
05D3: AS_actor $PLAYER_ACTOR goto_point -1696.49 1034.98 45.11 mode 4 time 2000 ms // versionA 

:SYN7_3124
0050: gosub @SYN7_16618 
03CF: load_wav 1825 as 3 

:SYN7_3138
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @SYN7_3164 
0001: wait 0 ms 
0002: jump @SYN7_3138 

:SYN7_3164
0247: load_model #WFYCRK 
0247: load_model #HMYCM 
0247: load_model #BMYCG 
0247: load_model #HMYST 
0247: load_model #HMYRI 
0247: load_model #MICRO_UZI 
0247: load_model #VOODOO 
04ED: load_animation "INT_HOUSE" 

:SYN7_3210
00D6: if or
8248:   not model #WFYCRK available 
8248:   not model #HMYCM available 
8248:   not model #BMYCG available 
8248:   not model #HMYST available 
8248:   not model #HMYRI available 
004D: jump_if_false @SYN7_3255 
0001: wait 0 ms 
0002: jump @SYN7_3210 

:SYN7_3255
00D6: if or
8248:   not model #MICRO_UZI available 
8248:   not model #VOODOO available 
84EE:   not animation "INT_HOUSE" loaded 
004D: jump_if_false @SYN7_3300 
0001: wait 0 ms 
0002: jump @SYN7_3255 

:SYN7_3300
07C0: load_path 483 

:SYN7_3305
00D6: if 
87C1:   not path 483 available 
004D: jump_if_false @SYN7_3332 
0001: wait 0 ms 
0002: jump @SYN7_3305 

:SYN7_3332
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_3394 
0615: define_AS_pack_begin 137@ 
05D3: AS_actor -1 goto_point -1692.068 1036.196 44.2109 mode 4 time -2 ms // versionA 
0639: AS_actor -1 rotate_to_actor 37@ 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 137@ 

:SYN7_3394
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_3510 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @SYN7_3465 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN7_3465 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1693.321 1034.32 44.2109 

:SYN7_3465
00A1: put_actor $PLAYER_ACTOR at -1693.321 1034.32 44.2109 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 329.4165 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 137@ 

:SYN7_3510
0001: wait 1500 ms 
00BE: text_clear_all 
015F: set_camera_position -1694.216 1036.72 45.3716 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1693.236 1036.801 45.1866 switchstyle 2 
016A: fade 1 time 1000 
0006: 32@ = 0 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_3620 
0186: 39@ = create_marker_above_car 38@ 
018B: set_marker 39@ radar_mode 0 
07E0: set_marker 39@ type_to 1 

:SYN7_3620
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_3644 
09F1: play_audio_at_actor 37@ event 1152 

:SYN7_3644
040D: unload_wav 1 
03CF: load_wav 39800 as 1 

:SYN7_3657
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_3683 
0001: wait 0 ms 
0002: jump @SYN7_3657 

:SYN7_3683
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_AA' time 3000 flag 1  // ~z~Hey man, is it ready?
0006: 32@ = 0 

:SYN7_3710
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @SYN7_3764 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN7_3757 
0002: jump @SYN7_5270 

:SYN7_3757
0002: jump @SYN7_3710 

:SYN7_3764
040D: unload_wav 1 
03CF: load_wav 39801 as 1 

:SYN7_3777
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_3803 
0001: wait 0 ms 
0002: jump @SYN7_3777 

:SYN7_3803
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_AB' time 2000 flag 1  // ~z~She's all set. Get in.
0006: 32@ = 0 

:SYN7_3830
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @SYN7_3884 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN7_3877 
0002: jump @SYN7_5270 

:SYN7_3877
0002: jump @SYN7_3830 

:SYN7_3884
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_3948 
0615: define_AS_pack_begin 138@ 
0605: actor -1 perform_animation "FIXN_CAR_OUT" IFP "CAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time 0 
0616: define_AS_pack_end 138@ 

:SYN7_3948
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_4011 
04EB: AS_actor $PLAYER_ACTOR crouch 0 
05D3: AS_actor $PLAYER_ACTOR goto_point -1690.423 1034.003 44.2109 mode 4 time 6000 ms // versionA 
05CB: AS_actor $PLAYER_ACTOR enter_car 38@ as_driver -1 ms 

:SYN7_4011
0006: 32@ = 0 

:SYN7_4018
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @SYN7_4072 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN7_4065 
0002: jump @SYN7_5270 

:SYN7_4065
0002: jump @SYN7_4018 

:SYN7_4072
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_4096 
0618: assign_actor 37@ to_AS_pack 138@ 

:SYN7_4096
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_4120 
09F1: play_audio_at_actor 37@ event 1151 

:SYN7_4120
0006: 32@ = 0 

:SYN7_4127
00D6: if 
001B:   1500 > 32@ 
004D: jump_if_false @SYN7_4181 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN7_4174 
0002: jump @SYN7_5270 

:SYN7_4174
0002: jump @SYN7_4127 

:SYN7_4181
040D: unload_wav 1 
03CF: load_wav 39802 as 1 

:SYN7_4194
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_4220 
0001: wait 0 ms 
0002: jump @SYN7_4194 

:SYN7_4220
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_AC' time 3000 flag 1  // ~z~She's packing enough to take out that crack lab.
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_4264 
0967: actor 37@ move_mouth 5000 ms 

:SYN7_4264
015F: set_camera_position -1690.172 1033.266 45.4626 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1689.64 1034.11 45.3904 switchstyle 2 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_4346 
0619: enable_actor 37@ collision_detection 1 
0639: AS_actor 37@ rotate_to_actor $PLAYER_ACTOR 

:SYN7_4346
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_4482 
00AB: put_car 38@ at -1688.901 1034.95 43.7187 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_4475 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 37@ 5000 ms 
0605: actor 37@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
00A1: put_actor 37@ at -1689.12 1036.9 44.3187 
0173: set_actor 37@ Z_angle_to 180.0 

:SYN7_4475
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 

:SYN7_4482
0006: 33@ = 0 

:SYN7_4489
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SYN7_4539 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN7_4532 
0002: jump @SYN7_5270 

:SYN7_4532
0002: jump @SYN7_4489 

:SYN7_4539
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_4560 
0968: actor 37@ stop_mouth 

:SYN7_4560
0006: 32@ = 0 

:SYN7_4567
00D6: if 
001B:   2500 > 32@ 
004D: jump_if_false @SYN7_4621 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN7_4614 
0002: jump @SYN7_5270 

:SYN7_4614
0002: jump @SYN7_4567 

:SYN7_4621
040D: unload_wav 1 
03CF: load_wav 39803 as 1 

:SYN7_4634
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_4660 
0001: wait 0 ms 
0002: jump @SYN7_4634 

:SYN7_4660
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_AD' time 4000 flag 1  // ~z~I've wired in a delay timer, to give you time to get out.
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_4704 
0967: actor 37@ move_mouth 5000 ms 

:SYN7_4704
0006: 33@ = 0 

:SYN7_4711
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SYN7_4761 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN7_4754 
0002: jump @SYN7_5270 

:SYN7_4754
0002: jump @SYN7_4711 

:SYN7_4761
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_4782 
0968: actor 37@ stop_mouth 

:SYN7_4782
040D: unload_wav 1 
03CF: load_wav 39804 as 1 

:SYN7_4795
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_4821 
0001: wait 0 ms 
0002: jump @SYN7_4795 

:SYN7_4821
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_4845 
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 

:SYN7_4845
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_AE' time 4000 flag 1  // ~z~Cool. Good lookin'.
0006: 33@ = 0 

:SYN7_4872
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SYN7_4922 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN7_4915 
0002: jump @SYN7_5270 

:SYN7_4915
0002: jump @SYN7_4872 

:SYN7_4922
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_4943 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_4943
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_5004 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_5004 
0687: clear_actor 37@ task 
0603: AS_actor 37@ goto_point_any_means -1683.17 1037.342 45.2173 mode 4 use_car -1 

:SYN7_5004
0006: 32@ = 0 

:SYN7_5011
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @SYN7_5065 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN7_5058 
0002: jump @SYN7_5270 

:SYN7_5058
0002: jump @SYN7_5011 

:SYN7_5065
0050: gosub @SYN7_16618 
00BE: text_clear_all 
0395: clear_area 1 at -1704.693 1027.476 44.211 radius 30.0 
0A0B: set_rendering_origin_at_3D_coord -1696.585 1038.498 44.2173 angle 150.0018 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_5151 
0519: set_car 38@ locked 0 
05EB: assign_car 38@ to_path 483 

:SYN7_5151
015F: set_camera_position -1696.99 1045.54 48.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1701.21 1036.55 45.7 switchstyle 2 
0050: gosub @SYN7_16651 
0006: 32@ = 0 

:SYN7_5216
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @SYN7_5270 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN7_5263 
0002: jump @SYN7_5270 

:SYN7_5263
0002: jump @SYN7_5216 

:SYN7_5270
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_5291 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_5291
009B: destroy_actor 37@ 
04EF: release_animation "CAR" 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_5353 
0519: set_car 38@ locked 0 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @SYN7_5353 
036A: put_actor $PLAYER_ACTOR in_car 38@ 

:SYN7_5353
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_5451 
00D6: if 
060E:   car 38@ assigned_to_path 
004D: jump_if_false @SYN7_5397 
06C5: release_car 38@ from_path 
0002: jump @SYN7_5451 

:SYN7_5397
0395: clear_area 1 at -1704.615 1026.202 44.1953 radius 20.0 
00AB: put_car 38@ at -1704.615 1026.202 44.1953 
0175: set_car 38@ Z_angle_to 168.8963 

:SYN7_5451
0006: 32@ = 0 
0164: disable_marker 40@ 
018B: set_marker 39@ radar_mode 0 
018A: 41@ = create_checkpoint_at -2128.12 -83.3848 34.314 
0050: gosub @SYN7_16581 
00BC: show_text_highpriority GXT 'SYN7_03' time 7000 flag 1  // ~s~ Park the car inside the ~y~Crack lab~s~.
0615: define_AS_pack_begin 139@ 
0603: AS_actor -1 goto_point_any_means -2128.848 -79.3918 34.2565 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 0.0 
0643: set_AS_pack 139@ loop 1 
0616: define_AS_pack_end 139@ 
0615: define_AS_pack_begin 140@ 
0603: AS_actor -1 goto_point_any_means -2128.848 -79.3918 34.2565 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 0.0 
0643: set_AS_pack 140@ loop 1 
0616: define_AS_pack_end 140@ 
009A: 42@ = create_actor_pedtype 24 model #BMYCG at -2128.848 -79.3918 34.2565 
01B2: give_actor 42@ weapon 28 ammo 1000 // Load the weapon model before using this 
0173: set_actor 42@ Z_angle_to 0.0 
009A: 43@ = create_actor_pedtype 24 model #HMYST at -2128.848 -79.3918 34.2565 
01B2: give_actor 43@ weapon 28 ammo 1000 // Load the weapon model before using this 
0173: set_actor 43@ Z_angle_to 0.0 
0618: assign_actor 42@ to_AS_pack 139@ 
0618: assign_actor 43@ to_AS_pack 140@ 
0006: 47@ = 0 

:SYN7_5723
02E2: set_actor 42@(47@,3i) weapon_accuracy_to 40 
060B: set_actor 42@(47@,3i) decision_maker_to 36@ 
077A: set_actor 42@(47@,3i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 42@(47@,3i) acquaintance 1 to_actors_pedtype 24 // see ped.dat 
060F: set_actor 42@(47@,3i) melee_accuracy_to 150.0 
0770: set_actor 42@(47@,3i) target_priority 1 
000A: 47@ += 1 
0029:   47@ >= 2 
004D: jump_if_false @SYN7_5723 
0006: 48@ = 1 

:SYN7_5825
00D6: if 
0039:   48@ == 1 
004D: jump_if_false @SYN7_8021 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2124.501 -77.7719 34.1719 radius 50.0 50.0 50.0 
8118:   not actor 42@ dead 
8118:   not actor 43@ dead 
004D: jump_if_false @SYN7_6020 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @SYN7_6020 
0050: gosub @SYN7_493 
00BC: show_text_highpriority GXT 'SYN7_52' time 4000 flag 1  // ~s~Kill the ~r~Guards~s~, that will get their attention.
0006: 83@ = 1 
00D6: if 
075C:   marker 41@ enabled 
004D: jump_if_false @SYN7_5972 
018B: set_marker 41@ radar_mode 0 

:SYN7_5972
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @SYN7_5996 
0187: 84@ = create_marker_above_actor 42@ 

:SYN7_5996
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @SYN7_6020 
0187: 85@ = create_marker_above_actor 43@ 

:SYN7_6020
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @SYN7_6169 
00D6: if 
00FE:   actor 43@ sphere 0 in_sphere -2126.911 -79.3953 34.2567 radius 10.0 10.0 10.0 
004D: jump_if_false @SYN7_6098 
0006: 115@ = 1 
0002: jump @SYN7_6169 

:SYN7_6098
091E: create_forbidden_for_boats_cube_cornerA -2175.817 -55.8818 27.0 cornerB -2059.205 -99.4399 37.0 
091E: create_forbidden_for_boats_cube_cornerA -2107.98 -71.8985 30.0 cornerB -2160.256 -89.7108 37.0 
0006: 115@ = 0 

:SYN7_6169
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @SYN7_6318 
00D6: if 
00FE:   actor 42@ sphere 0 in_sphere -2126.911 -79.3953 34.2567 radius 10.0 10.0 10.0 
004D: jump_if_false @SYN7_6247 
0006: 114@ = 1 
0002: jump @SYN7_6318 

:SYN7_6247
091E: create_forbidden_for_boats_cube_cornerA -2175.817 -55.8818 27.0 cornerB -2059.205 -99.4399 37.0 
091E: create_forbidden_for_boats_cube_cornerA -2107.98 -71.8985 30.0 cornerB -2160.256 -89.7108 37.0 
0006: 114@ = 0 

:SYN7_6318
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @SYN7_6410 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @SYN7_6373 
00D6: if 
075C:   marker 84@ enabled 
004D: jump_if_false @SYN7_6373 
0164: disable_marker 84@ 

:SYN7_6373
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @SYN7_6410 
00D6: if 
075C:   marker 85@ enabled 
004D: jump_if_false @SYN7_6410 
0164: disable_marker 85@ 

:SYN7_6410
077E: get_active_interior_to 120@ 
00D6: if and
0118:   actor 42@ dead 
0118:   actor 43@ dead 
0039:   120@ == 0 
004D: jump_if_false @SYN7_8021 
0050: gosub @SYN7_16618 
04ED: load_animation "ON_LOOKERS" 

:SYN7_6464
00D6: if 
84EE:   not animation "ON_LOOKERS" loaded 
004D: jump_if_false @SYN7_6500 
0001: wait 0 ms 
0002: jump @SYN7_6464 

:SYN7_6500
0050: gosub @SYN7_16548 
009A: 52@ = create_actor_pedtype 24 model #HMYRI at -2125.871 -97.1422 34.3281 
081A: set_actor 52@ weapon_skill_to 2 
01B2: give_actor 52@ weapon 22 ammo 9999 // Load the weapon model before using this 
0605: actor 52@ perform_animation "POINT_LOOP" IFP "ON_LOOKERS" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 1 time 3000 
00D6: if or
0039:   115@ == 1 
0039:   114@ == 1 
004D: jump_if_false @SYN7_6676 
015F: set_camera_position -2113.15 -72.3184 40.9064 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2113.918 -72.8274 40.5167 switchstyle 2 
0002: jump @SYN7_6727 

:SYN7_6676
015F: set_camera_position -2125.642 -95.0874 35.6371 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2125.762 -96.0758 35.7291 switchstyle 2 

:SYN7_6727
0050: gosub @SYN7_16651 
0209: $7320 = random_int_in_ranges 0 3 
0871: init_jump_table $7320 total_jumps 3 default_jump 0 @SYN7_7004 jumps 0 @SYN7_6806 1 @SYN7_6872 2 @SYN7_6938 -1 @SYN7_7004 -1 @SYN7_7004 -1 @SYN7_7004 -1 @SYN7_7004 

:SYN7_6806
040D: unload_wav 1 
03CF: load_wav 39805 as 1 

:SYN7_6819
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_6845 
0001: wait 0 ms 
0002: jump @SYN7_6819 

:SYN7_6845
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_BA' time 4000 flag 1  // ~z~Hey, some loco bastard is blasting on our homeboys!
0002: jump @SYN7_7004 

:SYN7_6872
040D: unload_wav 1 
03CF: load_wav 39806 as 1 

:SYN7_6885
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_6911 
0001: wait 0 ms 
0002: jump @SYN7_6885 

:SYN7_6911
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_BB' time 4000 flag 1  // ~z~It's a hit!
0002: jump @SYN7_7004 

:SYN7_6938
040D: unload_wav 1 
03CF: load_wav 39807 as 1 

:SYN7_6951
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_6977 
0001: wait 0 ms 
0002: jump @SYN7_6951 

:SYN7_6977
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_BC' time 4000 flag 1  // ~z~We're being hit!
0002: jump @SYN7_7004 

:SYN7_7004
0001: wait 4000 ms 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_7103 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @SYN7_7103 
0395: clear_area 1 at -2127.799 -68.8104 34.1719 radius 10.0 
00AB: put_car 38@ at -2127.799 -68.8104 34.1719 
0175: set_car 38@ Z_angle_to 180.0 

:SYN7_7103
0395: clear_area 1 at -2129.256 -74.4958 34.1719 radius 100.0 
009A: 50@ = create_actor_pedtype 24 model #BMYCG at -2119.011 -99.2082 34.3281 
01B2: give_actor 50@ weapon 28 ammo 1000 // Load the weapon model before using this 
009A: 51@ = create_actor_pedtype 24 model #HMYST at -2121.173 -108.9207 34.3281 
01B2: give_actor 51@ weapon 28 ammo 1000 // Load the weapon model before using this 
009A: 53@ = create_actor_pedtype 24 model #HMYST at -2104.2 -162.4759 34.3273 
01B2: give_actor 53@ weapon 28 ammo 1000 // Load the weapon model before using this 
009A: 54@ = create_actor_pedtype 24 model #HMYRI at -2100.096 -157.8681 34.3273 
081A: set_actor 54@ weapon_skill_to 2 
01B2: give_actor 54@ weapon 22 ammo 9999 // Load the weapon model before using this 
009A: 55@ = create_actor_pedtype 24 model #BMYCG at -2162.635 -224.1719 35.5156 
0173: set_actor 55@ Z_angle_to 350.5417 
01B2: give_actor 55@ weapon 28 ammo 1000 // Load the weapon model before using this 
0006: 47@ = 0 

:SYN7_7323
00D6: if 
8118:   not actor 50@(47@,10i) dead 
004D: jump_if_false @SYN7_7414 
07DD: set_actor 50@(47@,10i) attack_rate 30 // previously known as temper_to 
02E2: set_actor 50@(47@,10i) weapon_accuracy_to 30 
0770: set_actor 50@(47@,10i) target_priority 1 
060B: set_actor 50@(47@,10i) decision_maker_to 36@ 
077A: set_actor 50@(47@,10i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 50@(47@,10i) acquaintance 1 to_actors_pedtype 24 // see ped.dat 

:SYN7_7414
000A: 47@ += 1 
0029:   47@ >= 6 
004D: jump_if_false @SYN7_7323 
0615: define_AS_pack_begin 141@ 
05D3: AS_actor -1 goto_point -2126.144 -82.2896 34.3203 mode 6 time -1 ms // versionA 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 5.0 
0616: define_AS_pack_end 141@ 
0618: assign_actor 50@ to_AS_pack 141@ 
0618: assign_actor 51@ to_AS_pack 141@ 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @SYN7_7564 
0792: disembark_instantly_actor 52@ 
0605: actor 52@ perform_animation "POINT_LOOP" IFP "ON_LOOKERS" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 1 time 3000 

:SYN7_7564
05D9: AS_actor 53@ run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 5.0 
05D9: AS_actor 54@ run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 5.0 
015F: set_camera_position -2119.4 -92.22 34.61 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2170.17 -161.04 46.68 switchstyle 2 
0209: $7320 = random_int_in_ranges 0 3 
0871: init_jump_table $7320 total_jumps 3 default_jump 0 @SYN7_7915 jumps 0 @SYN7_7717 1 @SYN7_7783 2 @SYN7_7849 -1 @SYN7_7915 -1 @SYN7_7915 -1 @SYN7_7915 -1 @SYN7_7915 

:SYN7_7717
040D: unload_wav 1 
03CF: load_wav 39808 as 1 

:SYN7_7730
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_7756 
0001: wait 0 ms 
0002: jump @SYN7_7730 

:SYN7_7756
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_CA' time 4000 flag 1  // ~z~Get out there and kill the fool!
0002: jump @SYN7_7915 

:SYN7_7783
040D: unload_wav 1 
03CF: load_wav 39809 as 1 

:SYN7_7796
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_7822 
0001: wait 0 ms 
0002: jump @SYN7_7796 

:SYN7_7822
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_CB' time 4000 flag 1  // ~z~Open the gates and waste the dumb fuck, holmes!
0002: jump @SYN7_7915 

:SYN7_7849
040D: unload_wav 1 
03CF: load_wav 39810 as 1 

:SYN7_7862
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_7888 
0001: wait 0 ms 
0002: jump @SYN7_7862 

:SYN7_7888
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_CC' time 4000 flag 1  // ~z~Blast the moron, open the gate!
0002: jump @SYN7_7915 

:SYN7_7915
0001: wait 4000 ms 
0050: gosub @SYN7_16581 
0164: disable_marker 41@ 
018A: 70@ = create_checkpoint_at -2175.243 -209.7745 34.3281 
00D6: if and
8119:   not car 38@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_7999 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @SYN7_7999 
018B: set_marker 70@ radar_mode 0 

:SYN7_7999
0006: 33@ = 0 
097B: play_audio_at_object 45@ event 1100 
0006: 48@ = 2 

:SYN7_8021
00D6: if and
0039:   48@ == 2 
8119:   not car 38@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_8540 
00D6: if 
03CA:   object 45@ exists 
004D: jump_if_false @SYN7_8177 
01BB: store_object 45@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0022:   -2117.0 > $TEMPVAR_FLOAT_1 
004D: jump_if_false @SYN7_8144 
034E: move_object 45@ to -2117.0 -80.8 34.3281 speed 0.2 0.0 0.0 collision_check 0 
0002: jump @SYN7_8177 

:SYN7_8144
00D6: if 
0039:   122@ == 0 
004D: jump_if_false @SYN7_8177 
097B: play_audio_at_object 45@ event 1101 
0006: 122@ = 1 

:SYN7_8177
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2138.212 -201.8113 34.3281 radius 20.0 20.0 20.0 
0039:   72@ == 0 
004D: jump_if_false @SYN7_8329 
00BC: show_text_highpriority GXT 'SYN7_35' time 4000 flag 1  // ~s~Use the ~y~Ramp ~s~to get into the crack lab.
0006: 47@ = 0 

:SYN7_8255
009B: destroy_actor 50@(47@,10i) 
000A: 47@ += 1 
0029:   47@ >= 6 
004D: jump_if_false @SYN7_8255 
0006: 47@ = 0 

:SYN7_8292
009B: destroy_actor 42@(47@,3i) 
000A: 47@ += 1 
0029:   47@ >= 2 
004D: jump_if_false @SYN7_8292 
0006: 72@ = 1 

:SYN7_8329
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @SYN7_8540 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2181.76 -209.4146 35.5234 radius 4.0 4.0 4.0 
004D: jump_if_false @SYN7_8444 
00BC: show_text_highpriority GXT 'SYN7_34' time 6000 flag 1  // ~s~Park the car near the ~y~Chemical containers~s~.
0164: disable_marker 70@ 
018A: 71@ = create_checkpoint_at -2184.059 -263.4215 35.5234 
0006: 48@ = 3 

:SYN7_8444
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2184.983 -218.1104 35.5234 radius 4.0 4.0 4.0 
004D: jump_if_false @SYN7_8540 
00BC: show_text_highpriority GXT 'SYN7_34' time 6000 flag 1  // ~s~Park the car near the ~y~Chemical containers~s~.
0164: disable_marker 70@ 
018A: 71@ = create_checkpoint_at -2184.059 -263.4215 35.5234 
0006: 48@ = 3 

:SYN7_8540
00D6: if and
0039:   48@ == 3 
8119:   not car 38@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_10153 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @SYN7_10151 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2150.527 -241.7461 35.5234 radius 4.0 4.0 4.0 
8118:   not actor 86@ dead 
0039:   94@ == 0 
004D: jump_if_false @SYN7_8916 
0209: $7320 = random_int_in_ranges 0 5 
0871: init_jump_table $7320 total_jumps 5 default_jump 0 @SYN7_8909 jumps 0 @SYN7_8719 1 @SYN7_8757 2 @SYN7_8795 3 @SYN7_8833 4 @SYN7_8871 -1 @SYN7_8909 -1 @SYN7_8909 

:SYN7_8719
05AA: 127@s = 'SYN7_DA' // @s = 'short'  // ~z~Who the fuck are you!
04AF: 118@ = 39811 // = constant 
0050: gosub @SYN7_16957 
0002: jump @SYN7_8909 

:SYN7_8757
05AA: 127@s = 'SYN7_DB' // @s = 'short'  // ~z~What the fuck is he doing?
04AF: 118@ = 39812 // = constant 
0050: gosub @SYN7_16957 
0002: jump @SYN7_8909 

:SYN7_8795
05AA: 127@s = 'SYN7_DC' // @s = 'short'  // ~z~This ain't no parking lot!
04AF: 118@ = 39813 // = constant 
0050: gosub @SYN7_16957 
0002: jump @SYN7_8909 

:SYN7_8833
05AA: 127@s = 'SYN7_DD' // @s = 'short'  // ~z~Shit, I'm so fried I'm seeing shit!
04AF: 118@ = 39814 // = constant 
0050: gosub @SYN7_16957 
0002: jump @SYN7_8909 

:SYN7_8871
05AA: 127@s = 'SYN7_DE' // @s = 'short'  // ~z~Have I missed something here?
04AF: 118@ = 39815 // = constant 
0050: gosub @SYN7_16957 
0002: jump @SYN7_8909 

:SYN7_8909
0006: 94@ = 1 

:SYN7_8916
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 73@ in_sphere -2184.059 -263.4215 35.5234 radius 4.0 4.0 4.0 
004D: jump_if_false @SYN7_10135 
0512: show_permanent_text_box 'SYN7_20'  // ~k~~PED_FIREWEAPON~ Activate bomb.
0006: 73@ = 0 
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @SYN7_10128 
0006: 48@ = 4 
03E6: remove_text_box 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_9056 
0519: set_car 38@ locked 1 
0919: enable_car 38@ parking_lights 0 
0615: define_AS_pack_begin 74@ 
05CD: AS_actor -1 exit_car 38@ 
0616: define_AS_pack_end 74@ 

:SYN7_9056
0615: define_AS_pack_begin 142@ 
05F5: AS_actor -1 goto_point_using_paths -2146.042 -259.7312 39.7195 mode 6 time -2 
05F5: AS_actor -1 goto_point_using_paths -2146.229 -267.7039 39.7195 mode 6 time -2 
05F5: AS_actor -1 goto_point_using_paths -2156.51 -268.1435 39.7195 mode 6 time -2 
0616: define_AS_pack_end 142@ 
009A: 60@ = create_actor_pedtype 24 model #BMYCG at -2140.931 -253.9011 39.7195 
0173: set_actor 60@ Z_angle_to 150.6317 
0618: assign_actor 60@ to_AS_pack 142@ 
061B: remove_references_to_AS_pack 142@ 
0615: define_AS_pack_begin 142@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2157.726 -231.4555 35.5234 
05D7: add_point_to_scmpath -2153.749 -236.6368 35.5234 
05D7: add_point_to_scmpath -2153.623 -246.5058 35.5234 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05F5: AS_actor -1 goto_point_using_paths -2162.264 -260.4177 35.5234 mode 6 time -2 
05F5: AS_actor -1 goto_point_using_paths -2167.765 -261.495 35.5234 mode 6 time -2 
0616: define_AS_pack_end 142@ 
009A: 61@ = create_actor_pedtype 24 model #HMYST at -2162.236 -230.954 35.522 
0173: set_actor 61@ Z_angle_to 231.2343 
0618: assign_actor 61@ to_AS_pack 142@ 
061B: remove_references_to_AS_pack 142@ 
0615: define_AS_pack_begin 142@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2157.726 -231.4555 35.5234 
05D7: add_point_to_scmpath -2153.749 -236.6368 35.5234 
05D7: add_point_to_scmpath -2153.623 -246.5058 35.5234 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05F5: AS_actor -1 goto_point_using_paths -2154.923 -248.2299 35.5234 mode 6 time -2 
0616: define_AS_pack_end 142@ 
009A: 62@ = create_actor_pedtype 24 model #HMYRI at -2168.337 -228.406 35.522 
0173: set_actor 62@ Z_angle_to 294.489 
0618: assign_actor 62@ to_AS_pack 142@ 
061B: remove_references_to_AS_pack 142@ 
0615: define_AS_pack_begin 142@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2157.726 -231.4555 35.5234 
05D7: add_point_to_scmpath -2153.749 -236.6368 35.5234 
05D7: add_point_to_scmpath -2153.623 -246.5058 35.5234 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05F5: AS_actor -1 goto_point_using_paths -2156.835 -234.232 35.5234 mode 6 time -2 
0616: define_AS_pack_end 142@ 
009A: 63@ = create_actor_pedtype 24 model #HMYRI at -2168.74 -231.348 35.5234 
0173: set_actor 63@ Z_angle_to 278.3553 
0618: assign_actor 63@ to_AS_pack 142@ 
061B: remove_references_to_AS_pack 142@ 
009A: 64@ = create_actor_pedtype 24 model #HMYRI at -2162.417 -227.2437 35.5143 
0173: set_actor 64@ Z_angle_to 196.0546 
0638: AS_actor 64@ stay_put 1 
0006: 47@ = 0 

:SYN7_9683
07DD: set_actor 60@(47@,10i) attack_rate 30 // previously known as temper_to 
02E2: set_actor 60@(47@,10i) weapon_accuracy_to 30 
0770: set_actor 60@(47@,10i) target_priority 1 
00D6: if 
0039:   47@ == 4 
004D: jump_if_false @SYN7_9766 
081A: set_actor 60@(47@,10i) weapon_skill_to 2 
01B2: give_actor 60@(47@,10i) weapon 22 ammo 9999 // Load the weapon model before using this 
0002: jump @SYN7_9791 

:SYN7_9766
01B2: give_actor 60@(47@,10i) weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 60@(47@,10i) armed_weapon_to 28 

:SYN7_9791
060B: set_actor 60@(47@,10i) decision_maker_to 36@ 
077A: set_actor 60@(47@,10i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 60@(47@,10i) acquaintance 1 to_actors_pedtype 24 // see ped.dat 
000A: 47@ += 1 
0029:   47@ >= 5 
004D: jump_if_false @SYN7_9683 
0050: gosub @SYN7_16548 
009B: destroy_actor 87@ 
009B: destroy_actor 88@ 
009B: destroy_actor 89@ 
009B: destroy_actor 90@ 
0A0B: set_rendering_origin_at_3D_coord -2150.44 -239.1755 35.5234 angle 52.2777 
015F: set_camera_position -2152.86 -236.6111 37.0321 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2153.623 -235.9684 36.9637 switchstyle 2 
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @SYN7_10011 
0605: actor 64@ perform_animation "POINT_LOOP" IFP "ON_LOOKERS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 4000 

:SYN7_10011
00BC: show_text_highpriority GXT 'SYN7_37' time 4000 flag 1  // ~s~Get out of the warehouse before the timer runs out.
03C7: set_sensitivity_to_crime 0.0 
0001: wait 4000 ms 
0050: gosub @SYN7_16581 
00D6: if and
8119:   not car 38@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_10075 
05CD: AS_actor $PLAYER_ACTOR exit_car 38@ 

:SYN7_10075
0164: disable_marker 71@ 
03C3: set_timer_to $7318 type 1 GXT 'SYN7_18' // global_variable  // Bomb ~1~
018A: 75@ = create_checkpoint_at -2162.964 -225.5678 35.5156 
0006: 32@ = 0 
0110: clear_player $PLAYER_CHAR wanted_level 

:SYN7_10128
0002: jump @SYN7_10144 

:SYN7_10135
03E6: remove_text_box 
0006: 73@ = 1 

:SYN7_10144
0002: jump @SYN7_10153 

:SYN7_10151
03E6: remove_text_box 

:SYN7_10153
00D6: if 
0039:   48@ == 4 
004D: jump_if_false @SYN7_12141 
00D6: if and
0019:   32@ > 4000 
0039:   78@ == 0 
004D: jump_if_false @SYN7_10204 
0006: 78@ = 1 

:SYN7_10204
00D6: if 
0038:   $7318 == 0 
004D: jump_if_false @SYN7_10236 
0006: 76@ = 1 
0002: jump @SYN7_11885 

:SYN7_10236
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2162.964 -225.5678 35.5156 radius 1.2 1.2 1.2 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2186.166 -216.9555 35.5143 radius 6.0 6.0 6.0 
004D: jump_if_false @SYN7_12141 
0050: gosub @SYN7_16618 
0050: gosub @SYN7_16548 
03CB: set_rendering_origin_at -2187.505 -263.5027 36.5551 
0A0B: set_rendering_origin_at_3D_coord -2157.059 -262.1108 35.5156 angle 89.9913 
0164: disable_marker 75@ 
018A: 41@ = create_checkpoint_at -2127.2 -84.9324 34.3273 
014F: stop_timer $7318 
015F: set_camera_position -2168.97 -262.731 36.3878 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2169.968 -262.7543 36.453 switchstyle 2 
0050: gosub @SYN7_16651 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_10489 
08CB: explode_car 38@ shake 1 effect 1 sound 1 

:SYN7_10489
0001: wait 100 ms 
020C: create_explosion_with_radius 0 at -2187.505 -263.5027 36.5551 
0001: wait 500 ms 
020C: create_explosion_with_radius 0 at -2187.18 -263.8283 39.8421 
0001: wait 500 ms 
020C: create_explosion_with_radius 0 at -2187.18 -263.8283 42.8421 
0001: wait 500 ms 
020C: create_explosion_with_radius 0 at -2187.432 -259.6525 42.0391 
020C: create_explosion_with_radius 0 at -2188.399 -266.6203 42.6058 
0001: wait 500 ms 
020C: create_explosion_with_radius 0 at -2185.595 -265.3064 47.5696 
0001: wait 500 ms 
020C: create_explosion_with_radius 0 at -2184.774 -262.4794 37.4383 
020C: create_explosion_with_radius 0 at -2187.574 -262.5659 39.7252 
0001: wait 500 ms 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2163.6 -225.62 36.0 radius 10.0 10.0 10.0 
004D: jump_if_false @SYN7_10840 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN7_10803 
00D9: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car // add to mission cleanup 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2162.734 -225.3373 35.4984 
0395: clear_area 1 at -2162.734 -225.3373 35.4984 radius 10.0 
00A6: destroy_car $TEMPVAR_ACTOR_CAR 
0002: jump @SYN7_10823 

:SYN7_10803
00A1: put_actor $PLAYER_ACTOR at -2162.734 -225.3373 35.4984 

:SYN7_10823
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0006: 77@ = 0 

:SYN7_10840
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2186.166 -216.9555 35.5143 radius 10.0 10.0 10.0 
004D: jump_if_false @SYN7_11025 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN7_10968 
00D9: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car // add to mission cleanup 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2162.734 -225.3373 35.4984 
0395: clear_area 1 at -2162.734 -225.3373 35.4984 radius 10.0 
00A6: destroy_car $TEMPVAR_ACTOR_CAR 
0002: jump @SYN7_10988 

:SYN7_10968
00A1: put_actor $PLAYER_ACTOR at -2162.734 -225.3373 35.4984 

:SYN7_10988
00A1: put_actor $PLAYER_ACTOR at -2181.331 -217.6694 35.5078 
0173: set_actor $PLAYER_ACTOR Z_angle_to 286.3482 
0006: 77@ = 1 

:SYN7_11025
0050: gosub @SYN7_16618 
0777: delete_objects_in_object_group "CRACK" 
0363: create_static_object_at -2166.86 -236.5 40.86 radius 40.0 model #CRACKFACT_SFS visibility 0 
0363: create_static_object_at -2185.49 -215.55 34.31 radius 40.0 model #CF_EXT_DEM_SFS visibility 1 
0363: create_static_object_at -2166.86 -236.5 40.86 radius 40.0 model #LODCRACKFACT_SFS visibility 0 
0363: create_static_object_at -2185.49 -215.55 34.31 radius 40.0 model #LODEXT_DEM_SFS visibility 1 
0001: wait 1000 ms 
00D6: if 
0039:   77@ == 0 
004D: jump_if_false @SYN7_11214 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_11214 
00A1: put_actor $PLAYER_ACTOR at -2160.729 -220.985 34.3203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 336.7796 

:SYN7_11214
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @SYN7_11278 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_11278 
00A1: put_actor $PLAYER_ACTOR at -2175.513 -214.8866 34.3203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 298.3929 

:SYN7_11278
0050: gosub @SYN7_14654 
0A0B: set_rendering_origin_at_3D_coord -2162.283 -220.5315 34.3203 angle 324.4546 
0050: gosub @SYN7_16581 
009A: 95@ = create_actor_pedtype 24 model #BMYCG at -2132.044 -168.6656 34.3273 
0173: set_actor 95@ Z_angle_to 168.3635 
05D3: AS_actor 95@ goto_point -2141.766 -206.9254 34.3203 mode 6 time -1 ms // versionA 
009A: 96@ = create_actor_pedtype 24 model #HMYST at -2136.878 -167.5268 34.3203 
0173: set_actor 96@ Z_angle_to 172.0629 
05D3: AS_actor 96@ goto_point -2141.766 -206.9254 34.3203 mode 6 time -1 ms // versionA 
00A5: 105@ = create_car #VOODOO at -2124.606 -87.9687 34.3203 
053F: set_car 105@ tires_vulnerability 0 
00AD: set_car 105@ max_speed_to 40.0 
0175: set_car 105@ Z_angle_to 231.2455 
0129: 97@ = create_actor_pedtype 24 model #BMYCG in_car 105@ driverseat 
01C8: 98@ = create_actor_pedtype 24 model #BMYCG in_car 105@ passenger_seat 0 
009A: 99@ = create_actor_pedtype 24 model #BMYCG at -2103.291 -133.9342 34.3273 
0173: set_actor 99@ Z_angle_to 170.6763 
009A: 100@ = create_actor_pedtype 24 model #HMYST at -2107.37 -146.9669 34.3273 
0173: set_actor 100@ Z_angle_to 174.6227 
009A: 101@ = create_actor_pedtype 24 model #HMYST at -2145.116 -181.3902 37.6913 
0173: set_actor 101@ Z_angle_to 176.688 
0638: AS_actor 101@ stay_put 1 
04EB: AS_actor 101@ crouch 1 
009A: 102@ = create_actor_pedtype 24 model #HMYST at -2111.808 -159.8649 34.3273 
0173: set_actor 102@ Z_angle_to 138.7297 
0638: AS_actor 102@ stay_put 1 
0006: 47@ = 0 

:SYN7_11674
01B2: give_actor 95@(47@,10i) weapon 28 ammo 1000 // Load the weapon model before using this 
02E2: set_actor 95@(47@,10i) weapon_accuracy_to 30 
07DD: set_actor 95@(47@,10i) attack_rate 30 // previously known as temper_to 
060B: set_actor 95@(47@,10i) decision_maker_to 36@ 
077A: set_actor 95@(47@,10i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 95@(47@,10i) acquaintance 1 to_actors_pedtype 24 // see ped.dat 
060F: set_actor 95@(47@,10i) melee_accuracy_to 70.0 
0770: set_actor 95@(47@,10i) target_priority 1 
000A: 47@ += 1 
0029:   47@ >= 8 
004D: jump_if_false @SYN7_11674 
07C0: load_path 485 

:SYN7_11799
00D6: if 
87C1:   not path 485 available 
004D: jump_if_false @SYN7_11826 
0001: wait 0 ms 
0002: jump @SYN7_11799 

:SYN7_11826
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @SYN7_11855 
05EB: assign_car 105@ to_path 485 
05ED: freeze_car 105@ while_on_path 

:SYN7_11855
0050: gosub @SYN7_16651 
00D6: if and
0039:   76@ == 1 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_12118 

:SYN7_11885
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0006: 47@ = 0 

:SYN7_11906
05BE: AS_actor $PLAYER_ACTOR die 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0208: $7316 = random_float_in_ranges -3.0 3.0 
0059: $TEMPVAR_FLOAT_1 += $7316 // (float) 
0059: $TEMPVAR_FLOAT_2 += $7316 // (float) 
020C: create_explosion_with_radius 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0208: $7316 = random_float_in_ranges -3.0 3.0 
0059: $TEMPVAR_FLOAT_1 += $7316 // (float) 
0059: $TEMPVAR_FLOAT_2 += $7316 // (float) 
020C: create_explosion_with_radius 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0208: $7316 = random_float_in_ranges -3.0 3.0 
0059: $TEMPVAR_FLOAT_1 += $7316 // (float) 
0059: $TEMPVAR_FLOAT_2 += $7316 // (float) 
020C: create_explosion_with_radius 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0001: wait 500 ms 
000A: 47@ += 1 
0029:   47@ >= 4 
004D: jump_if_false @SYN7_11906 
0002: jump @SYN7_15914 

:SYN7_12118
00BC: show_text_highpriority GXT 'SYN7_23' time 4000 flag 1  // ~s~Escape out the ~y~Main gates~s~.
0006: 48@ = 5 

:SYN7_12141
00D6: if 
0039:   48@ == 5 
004D: jump_if_false @SYN7_13767 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @SYN7_12332 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2118.54 -169.3188 34.3273 radius 10.0 10.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2118.54 -169.3188 34.3273 radius 10.0 10.0 10.0 
004D: jump_if_false @SYN7_12332 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @SYN7_12325 
0615: define_AS_pack_begin 126@ 
0638: AS_actor -1 stay_put 0 
04EB: AS_actor -1 crouch 1 
06E3: AS_actor -1 roll_sideways 0 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 126@ 
0618: assign_actor 102@ to_AS_pack 126@ 
061B: remove_references_to_AS_pack 126@ 

:SYN7_12325
0006: 124@ = 1 

:SYN7_12332
00D6: if 
0039:   123@ == 1 
004D: jump_if_false @SYN7_12437 
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @SYN7_12437 
00D6: if 
860E:   not car 105@ assigned_to_path 
004D: jump_if_false @SYN7_12437 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SYN7_12406 
05CD: AS_actor 97@ exit_car 105@ 

:SYN7_12406
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SYN7_12430 
05CD: AS_actor 98@ exit_car 105@ 

:SYN7_12430
0006: 123@ = 2 

:SYN7_12437
00D6: if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2097.723 -109.9725 30.0 cornerB -2155.992 -122.742 40.0 
0039:   123@ == 0 
004D: jump_if_false @SYN7_12541 
00D6: if and
8119:   not car 105@ wrecked 
060E:   car 105@ assigned_to_path 
004D: jump_if_false @SYN7_12534 
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @SYN7_12534 
05EE: unfreeze_car 105@ while_on_path 

:SYN7_12534
0006: 123@ = 1 

:SYN7_12541
00D6: if and
0038:   $7319 == 0 
0039:   123@ == 0 
004D: jump_if_false @SYN7_12629 
00D6: if and
8119:   not car 105@ wrecked 
060E:   car 105@ assigned_to_path 
004D: jump_if_false @SYN7_12608 
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @SYN7_12608 
05EE: unfreeze_car 105@ while_on_path 

:SYN7_12608
0006: 32@ = 0 
0006: 79@ = 1 
0006: 123@ = 1 

:SYN7_12629
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2127.37 -85.497 35.5234 radius 20.0 20.0 10.0 
0039:   79@ == 0 
004D: jump_if_false @SYN7_12714 
0006: 32@ = 0 
0006: 79@ = 1 
00BC: show_text_highpriority GXT 'SYN7_13' time 3000 flag 1  // ~s~They've shut the gate!

:SYN7_12714
00D6: if and
0019:   32@ > 4500 
0039:   79@ == 1 
004D: jump_if_false @SYN7_13122 
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @SYN7_12789 
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @SYN7_12789 
0186: 107@ = create_marker_above_car 105@ 
07E0: set_marker 107@ type_to 1 

:SYN7_12789
018A: 81@ = create_checkpoint_at -2145.963 -117.1968 38.1988 
018B: set_marker 81@ radar_mode 0 
0164: disable_marker 41@ 
00BC: show_text_highpriority GXT 'SYN7_38' time 5000 flag 1  // ~s~Use the ~b~Car ~s~to ramp over the wall.
0006: 79@ = 2 
009A: 108@ = create_actor_pedtype 24 model #HMYST at -2107.37 -146.9669 34.3273 
0173: set_actor 108@ Z_angle_to 174.6227 
009A: 109@ = create_actor_pedtype 24 model #BMYCG at -2107.37 -146.9669 34.3273 
0173: set_actor 109@ Z_angle_to 174.6227 
009A: 110@ = create_actor_pedtype 24 model #HMYST at -2136.109 -180.0674 34.3203 
0173: set_actor 110@ Z_angle_to 297.2213 
009A: 111@ = create_actor_pedtype 24 model #BMYCG at -2140.6 -169.5873 34.3203 
0173: set_actor 111@ Z_angle_to 258.2443 
009A: 112@ = create_actor_pedtype 24 model #BMYCG at -2143.463 -147.7724 35.3922 
0173: set_actor 112@ Z_angle_to 209.4012 
0006: 47@ = 0 

:SYN7_13024
01B2: give_actor 108@(47@,5i) weapon 28 ammo 1000 // Load the weapon model before using this 
060B: set_actor 108@(47@,5i) decision_maker_to 36@ 
077A: set_actor 108@(47@,5i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 108@(47@,5i) acquaintance 1 to_actors_pedtype 24 // see ped.dat 
060F: set_actor 108@(47@,5i) melee_accuracy_to 70.0 
0770: set_actor 108@(47@,5i) target_priority 1 
000A: 47@ += 1 
0029:   47@ >= 5 
004D: jump_if_false @SYN7_13024 

:SYN7_13122
00D6: if and
0019:   32@ > 10000 
0039:   79@ == 2 
004D: jump_if_false @SYN7_13155 
0006: 79@ = 3 

:SYN7_13155
00D6: if 
0119:   car 105@ wrecked 
004D: jump_if_false @SYN7_13199 
00D6: if 
075C:   marker 107@ enabled 
004D: jump_if_false @SYN7_13192 
0164: disable_marker 107@ 

:SYN7_13192
018B: set_marker 81@ radar_mode 3 

:SYN7_13199
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @SYN7_13308 
00D6: if and
80DB:   not actor $PLAYER_ACTOR in_car 105@ 
0019:   79@ > 1 
004D: jump_if_false @SYN7_13278 
018B: set_marker 107@ radar_mode 3 
00D6: if 
075C:   marker 81@ enabled 
004D: jump_if_false @SYN7_13271 
018B: set_marker 81@ radar_mode 0 

:SYN7_13271
0002: jump @SYN7_13308 

:SYN7_13278
018B: set_marker 107@ radar_mode 0 
00D6: if 
075C:   marker 81@ enabled 
004D: jump_if_false @SYN7_13308 
018B: set_marker 81@ radar_mode 3 

:SYN7_13308
00D6: if 
0038:   $7319 == 0 
004D: jump_if_false @SYN7_13432 
00D6: if 
075C:   marker 41@ enabled 
004D: jump_if_false @SYN7_13347 
0164: disable_marker 41@ 

:SYN7_13347
00D6: if 
075C:   marker 81@ enabled 
004D: jump_if_false @SYN7_13368 
0164: disable_marker 81@ 

:SYN7_13368
00D6: if 
075C:   marker 81@ enabled 
004D: jump_if_false @SYN7_13389 
0164: disable_marker 107@ 

:SYN7_13389
0006: 48@ = 6 
018A: 82@ = create_checkpoint_at -2029.603 156.7249 27.8429 
00BC: show_text_highpriority GXT 'SYN7_39' time 6000 flag 1  // ~s~Get back to the ~y~Garage~s~.

:SYN7_13432
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2149.364 -111.5658 40.9064 radius 3.0 3.0 3.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2143.429 -111.1119 41.0391 radius 3.0 3.0 3.0 
004D: jump_if_false @SYN7_13767 
00D6: if and
0020:   $7317 > 10.0 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN7_13767 
00D9: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car // add to mission cleanup 
04BA: set_car $TEMPVAR_ACTOR_CAR speed_to 25.0 
02A3: enable_widescreen 1 
03E6: remove_text_box 
00BE: text_clear_all 
015D: set_gamespeed 0.4 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.6201 
015F: set_camera_position -2133.065 -103.294 37.6357 rotation 0.0 0.0 0.0 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 
0001: wait 1700 ms 
015D: set_gamespeed 1.0 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2146.676 -90.7008 40.5966 radius 4.0 4.0 6.0 
004D: jump_if_false @SYN7_13767 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_13739 
00A1: put_actor $PLAYER_ACTOR at -2152.423 -75.3105 34.3203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 357.8863 

:SYN7_13739
0373: set_camera_directly_behind_player 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @SYN7_13767 
04BA: set_car $TEMPVAR_ACTOR_CAR speed_to 0.0 

:SYN7_13767
00D6: if 
03CA:   object 45@ exists 
004D: jump_if_false @SYN7_13862 
01BB: store_object 45@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if and
0020:   $TEMPVAR_FLOAT_1 > -2127.0 
0039:   79@ == 1 
004D: jump_if_false @SYN7_13862 
034E: move_object 45@ to -2127.0 -80.8 34.3281 speed 0.2 0.0 0.0 collision_check 0 

:SYN7_13862
00D6: if 
0039:   48@ == 6 
004D: jump_if_false @SYN7_13961 
00D6: if 
075C:   marker 107@ enabled 
004D: jump_if_false @SYN7_13901 
0164: disable_marker 107@ 

:SYN7_13901
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2029.603 156.7249 27.8429 radius 4.0 4.0 4.0 
004D: jump_if_false @SYN7_13961 
0164: disable_marker 82@ 
0002: jump @SYN7_14730 

:SYN7_13961
00D6: if and
8119:   not car 38@ wrecked 
8039:   not  48@ == 0 
8019:   not  48@ > 3 
004D: jump_if_false @SYN7_14246 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @SYN7_14139 
00BC: show_text_highpriority GXT 'SYN7_32' time 100 flag 1  // ~s~Get back in the ~b~car~s~!
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @SYN7_14132 
018B: set_marker 39@ radar_mode 3 
00D6: if 
0039:   48@ == 1 
004D: jump_if_false @SYN7_14075 
018B: set_marker 41@ radar_mode 0 

:SYN7_14075
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @SYN7_14100 
018B: set_marker 70@ radar_mode 0 

:SYN7_14100
00D6: if 
0039:   48@ == 3 
004D: jump_if_false @SYN7_14125 
018B: set_marker 71@ radar_mode 0 

:SYN7_14125
0006: 49@ = 1 

:SYN7_14132
0002: jump @SYN7_14246 

:SYN7_14139
00D6: if 
0039:   49@ == 1 
004D: jump_if_false @SYN7_14246 
018B: set_marker 39@ radar_mode 0 
00D6: if 
0039:   48@ == 1 
004D: jump_if_false @SYN7_14189 
018B: set_marker 41@ radar_mode 3 

:SYN7_14189
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @SYN7_14214 
018B: set_marker 70@ radar_mode 3 

:SYN7_14214
00D6: if 
0039:   48@ == 3 
004D: jump_if_false @SYN7_14239 
018B: set_marker 71@ radar_mode 3 

:SYN7_14239
0006: 49@ = 0 

:SYN7_14246
00D6: if and
0119:   car 38@ wrecked 
001B:   4 > 48@ 
004D: jump_if_false @SYN7_14292 
00BC: show_text_highpriority GXT 'SYN7_36' time 4000 flag 1  // ~r~The car has been destroyed!
0002: jump @SYN7_15914 

:SYN7_14292
00D6: if and
0119:   car 105@ wrecked 
0029:   48@ >= 5 
0029:   79@ >= 2 
004D: jump_if_false @SYN7_14640 
00D6: if 
8039:   not  48@ == 6 
004D: jump_if_false @SYN7_14356 
00BC: show_text_highpriority GXT 'SYN7_53' time 4000 flag 1  // ~s~Find another ~b~car ~s~so you can stunt jump out of the yard!

:SYN7_14356
00D6: if 
075C:   marker 107@ enabled 
004D: jump_if_false @SYN7_14377 
0164: disable_marker 107@ 

:SYN7_14377
00D6: if 
0038:   $7319 == 1 
004D: jump_if_false @SYN7_14640 
01C3: remove_references_to_car 105@ 
0006: 125@ = 1 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -2116.264 -200.0631 34.3273 radius 30.0 30.0 30.0 
004D: jump_if_false @SYN7_14551 
0395: clear_area 1 at -2116.264 -200.0631 34.3273 radius 10.0 
00A5: 105@ = create_car #VOODOO at -2116.264 -200.0631 34.3273 
053F: set_car 105@ tires_vulnerability 0 
00AD: set_car 105@ max_speed_to 40.0 
0175: set_car 105@ Z_angle_to 352.5713 
0186: 107@ = create_marker_above_car 105@ 
07E0: set_marker 107@ type_to 1 
0002: jump @SYN7_14640 

:SYN7_14551
0395: clear_area 1 at -2116.264 -200.0631 34.3273 radius 10.0 
00A5: 105@ = create_car #VOODOO at -2124.606 -87.9687 34.3203 
053F: set_car 105@ tires_vulnerability 0 
00AD: set_car 105@ max_speed_to 40.0 
0175: set_car 105@ Z_angle_to 231.2455 
0186: 107@ = create_marker_above_car 105@ 
07E0: set_marker 107@ type_to 1 

:SYN7_14640
0002: jump @SYN7_2008 

:SYN7_14647
0002: jump @SYN7_15914 

:SYN7_14654
0006: 47@ = 0 

:SYN7_14661
009B: destroy_actor 86@(47@,8i) 
000A: 47@ += 1 
0029:   47@ >= 5 
004D: jump_if_false @SYN7_14661 
0006: 47@ = 0 

:SYN7_14698
009B: destroy_actor 60@(47@,10i) 
000A: 47@ += 1 
0029:   47@ >= 5 
004D: jump_if_false @SYN7_14698 
0051: return 

:SYN7_14730
0164: disable_marker $MARKER_TRIADS_SF_GARAGE 
0777: delete_objects_in_object_group "BARRIERS2" 
01E3: show_text_1number_styled GXT 'M_PASSS' number 25000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 25000 
0998: add_respect 60 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'SYND_7'  // Yay Ka-Boom-Boom
0008: $SYNDICATE_TOTAL_PASSED_MISSIONS += 1 
0629: change_integer_stat 305 to 1 
01E7: remove_forbidden_for_cars_cube_cornerA -2696.464 1239.866 40.7599 cornerB -2665.359 2190.96 70.8125 
01E7: remove_forbidden_for_cars_cube_cornerA -2740.694 2233.618 40.8431 cornerB -2720.91 2338.224 80.4822 
01E7: remove_forbidden_for_cars_cube_cornerA -2695.584 1237.981 40.7328 cornerB -2664.417 1454.767 60.8126 
01E7: remove_forbidden_for_cars_cube_cornerA -995.0013 -416.2032 30.4207 cornerB -940.5399 -251.8564 40.6762 
01E7: remove_forbidden_for_cars_cube_cornerA -205.8387 250.7443 7.2472 cornerB -131.0039 481.8496 15.9152 
01E7: remove_forbidden_for_cars_cube_cornerA -100.7515 -927.8298 18.0 cornerB -68.3752 -891.9871 14.0 
01E7: remove_forbidden_for_cars_cube_cornerA 609.7595 327.3437 15.8783 cornerB 429.8884 616.0168 20.289 
01E7: remove_forbidden_for_cars_cube_cornerA 317.1688 707.7672 7.0 cornerB 437.5726 709.0657 20.5578 
01E7: remove_forbidden_for_cars_cube_cornerA 391.1194 640.015 7.0 cornerB 402.2627 664.798 18.5098 
01E7: remove_forbidden_for_cars_cube_cornerA 289.2904 636.3991 7.8675 cornerB 409.4943 702.3849 20.0345 
01E7: remove_forbidden_for_cars_cube_cornerA 300.3153 718.7909 7.7846 cornerB 316.7906 781.0926 14.0795 
01E7: remove_forbidden_for_cars_cube_cornerA 254.9982 837.029 10.1731 cornerB 270.7453 929.2404 30.2553 
01E7: remove_forbidden_for_cars_cube_cornerA 210.7811 939.2068 10.9062 cornerB 249.4799 959.1111 30.2141 
01E7: remove_forbidden_for_cars_cube_cornerA 230.4545 946.0961 20.6674 cornerB 255.9772 969.2755 30.4776 
01E7: remove_forbidden_for_cars_cube_cornerA 249.4279 899.7975 10.5871 cornerB 268.6826 933.5995 30.3975 
01E7: remove_forbidden_for_cars_cube_cornerA 312.1081 694.1089 6.0 cornerB 324.0811 733.0005 10.0 
01E7: remove_forbidden_for_cars_cube_cornerA 324.4526 804.9198 9.6186 cornerB 332.8747 814.356 14.3925 
01E7: remove_forbidden_for_cars_cube_cornerA 1690.819 376.5103 28.1103 cornerB 1730.223 445.2955 30.8414 
01E7: remove_forbidden_for_cars_cube_cornerA 1643.536 227.3723 27.4457 cornerB 1673.062 295.5788 30.0815 
01E7: remove_forbidden_for_cars_cube_cornerA 1673.765 388.1013 40.2331 cornerB 1815.862 804.9291 10.0 
01E7: remove_forbidden_for_cars_cube_cornerA 1705.156 308.3448 20.0 cornerB 1710.948 316.4094 23.5612 
01E7: remove_forbidden_for_cars_cube_cornerA -12.7067 -1522.455 1.0 cornerB 80.8463 -1517.111 5.0 
01E7: remove_forbidden_for_cars_cube_cornerA -16.3392 -1532.882 0.0394 cornerB 69.3401 -1523.771 5.922 
01E7: remove_forbidden_for_cars_cube_cornerA 618.7253 -1189.606 18.0 cornerB 623.5441 -1161.981 22.0 
01E7: remove_forbidden_for_cars_cube_cornerA -33.4208 -1341.84 9.0 cornerB 35.3764 -1303.948 13.0 
01E7: remove_forbidden_for_cars_cube_cornerA -41.2393 -1385.87 8.0 cornerB -3.5883 -1368.856 10.5 
01E7: remove_forbidden_for_cars_cube_cornerA -1690.705 539.6102 30.3278 cornerB -1100.567 1140.569 50.735 
01E7: remove_forbidden_for_cars_cube_cornerA -1799.541 379.7155 16.0 cornerB -1780.199 392.2779 18.0 
01E7: remove_forbidden_for_cars_cube_cornerA -1092.429 1286.505 30.0 cornerB -1077.038 1319.495 35.0 
01E7: remove_forbidden_for_cars_cube_cornerA -1860.133 314.7891 38.0 cornerB -1638.563 557.4354 40.0 
01E7: remove_forbidden_for_cars_cube_cornerA -1737.333 455.9431 30.3573 cornerB -1710.363 500.6261 40.4891 
01E7: remove_forbidden_for_cars_cube_cornerA -1689.229 513.0995 30.2597 cornerB -1679.124 524.8383 40.25 
01E7: remove_forbidden_for_cars_cube_cornerA -1742.906 500.7302 30.4679 cornerB -1650.312 551.8201 40.7455 
01E8: create_forbidden_for_cars_cube_cornerA -1761.95 507.8931 35.0533 cornerB -1751.361 531.5917 41.3335 
0051: return 

:SYN7_15914
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_15991 
00D6: if 
0741:   actor $PLAYER_ACTOR busted 
004D: jump_if_false @SYN7_15984 
016E: override_next_restart at -1605.792 716.8598 11.0241 angle 355.2978 

:SYN7_15984
0002: jump @SYN7_16013 

:SYN7_15991
016E: override_next_restart at -2670.285 616.4364 13.4531 angle 183.1042 

:SYN7_16013
0051: return 

:SYN7_16015
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_16036 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_16036
0873: release_path 483 
0873: release_path 485 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
014F: stop_timer $7318 
091D: remove_forbidden_for_boats_cube_cornerA -2175.817 -55.8818 27.0 cornerB -2059.205 -99.4399 37.0 
091E: create_forbidden_for_boats_cube_cornerA -2175.817 -55.8818 27.0 cornerB -2059.205 -99.4399 37.0 
091E: create_forbidden_for_boats_cube_cornerA -2107.98 -71.8985 30.0 cornerB -2160.256 -89.7108 37.0 
00D6: if 
075C:   marker 40@ enabled 
004D: jump_if_false @SYN7_16182 
0164: disable_marker 40@ 

:SYN7_16182
00D6: if 
075C:   marker 39@ enabled 
004D: jump_if_false @SYN7_16203 
0164: disable_marker 39@ 

:SYN7_16203
00D6: if 
075C:   marker 41@ enabled 
004D: jump_if_false @SYN7_16224 
0164: disable_marker 41@ 

:SYN7_16224
00D6: if 
075C:   marker 70@ enabled 
004D: jump_if_false @SYN7_16245 
0164: disable_marker 70@ 

:SYN7_16245
00D6: if 
075C:   marker 71@ enabled 
004D: jump_if_false @SYN7_16266 
0164: disable_marker 71@ 

:SYN7_16266
00D6: if 
075C:   marker 75@ enabled 
004D: jump_if_false @SYN7_16287 
0164: disable_marker 75@ 

:SYN7_16287
00D6: if 
075C:   marker 81@ enabled 
004D: jump_if_false @SYN7_16308 
0164: disable_marker 81@ 

:SYN7_16308
00D6: if 
075C:   marker 107@ enabled 
004D: jump_if_false @SYN7_16329 
0164: disable_marker 107@ 

:SYN7_16329
0006: 47@ = 0 

:SYN7_16336
00D6: if 
075C:   marker 84@(47@,2i) enabled 
004D: jump_if_false @SYN7_16365 
0164: disable_marker 84@(47@,2i) 

:SYN7_16365
000A: 47@ += 1 
0029:   47@ >= 2 
004D: jump_if_false @SYN7_16336 
00D6: if 
048C:   pickup_at -2182.652 -247.3813 36.4 available_to_be_picked_up 
004D: jump_if_false @SYN7_16419 
0215: destroy_pickup 121@ 

:SYN7_16419
0004: $ONMISSION = 0 
06F0: set_group $PLAYER_GROUP distance_limit_to 30.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
031A: remove_all_fires 
0249: release_model #TAMPA 
0249: release_model #WMYMECH 
04EF: release_animation "CAR" 
04EF: release_animation "ON_LOOKERS" 
04EF: release_animation "INT_HOUSE" 
0249: release_model #BMYCG 
0249: release_model #HMYST 
0249: release_model #HMYRI 
0249: release_model #MICRO_UZI 
0249: release_model #VOODOO 
0249: release_model #DYN_RAMP 
0249: release_model #CELLPHONE 
0249: release_model #WFYCRK 
0249: release_model #HMYCM 
0249: release_model #MOLOTOV 
0249: release_model #HEALTH 
0249: release_model #COLT45 
00D8: mission_cleanup 
0051: return 

:SYN7_16548
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_16579 
00BE: text_clear_all 
03E6: remove_text_box 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:SYN7_16579
0051: return 

:SYN7_16581
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_16616 
00BE: text_clear_all 
03E6: remove_text_box 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:SYN7_16616
0051: return 

:SYN7_16618
016A: fade 0 time 500 

:SYN7_16625
00D6: if 
016B:   fading 
004D: jump_if_false @SYN7_16649 
0001: wait 0 ms 
0002: jump @SYN7_16625 

:SYN7_16649
0051: return 

:SYN7_16651
016A: fade 1 time 500 

:SYN7_16658
00D6: if 
016B:   fading 
004D: jump_if_false @SYN7_16682 
0001: wait 0 ms 
0002: jump @SYN7_16658 

:SYN7_16682
0051: return 

:SYN7_16684
00D6: if 
0736:   is_keyboard_key_just_pressed 89 
004D: jump_if_false @SYN7_16775 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_16752 
00A1: put_actor $PLAYER_ACTOR at -1705.882 1028.967 44.1953 
0173: set_actor $PLAYER_ACTOR Z_angle_to 299.134 
0006: 113@ = 8 

:SYN7_16752
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_16775 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:SYN7_16775
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @SYN7_16836 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_16836 
00A1: put_actor $PLAYER_ACTOR at -2064.057 -68.6422 34.1563 
0173: set_actor $PLAYER_ACTOR Z_angle_to 94.0454 

:SYN7_16836
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @SYN7_16872 
0777: delete_objects_in_object_group "CRACK" 
0776: create_objects_in_object_group "FUKDCRAK" 

:SYN7_16872
00D6: if 
0736:   is_keyboard_key_just_pressed 75 
004D: jump_if_false @SYN7_16933 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_16933 
00A1: put_actor $PLAYER_ACTOR at -2064.057 -68.6422 34.1563 
0173: set_actor $PLAYER_ACTOR Z_angle_to 94.0454 

:SYN7_16933
00D6: if 
0736:   is_keyboard_key_just_pressed 76 
004D: jump_if_false @SYN7_16955 
0006: 48@ = 5 

:SYN7_16955
0051: return 

:SYN7_16957
040D: unload_wav 1 
03CF: load_wav 118@ as 1 
0006: 117@ = 0 
0051: return 

:SYN7_16977
00D6: if and
03D0:   wav 1 loaded 
0039:   117@ == 0 
004D: jump_if_false @SYN7_17020 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 127@s time 10000 flag 1 
0006: 117@ = 1 

:SYN7_17020
00D6: if and
03D2:   wav 1 ended 
0039:   117@ == 1 
004D: jump_if_false @SYN7_17058 
040D: unload_wav 1 
03D5: remove_text 127@s 
0006: 117@ = 2 

:SYN7_17058
0051: return 

//-------------Mission 64---------------
// Originally: Pier 69

:SYN5
03A4: name_thread 'SYN5' 
0050: gosub @SYN5_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SYN5_38 
0050: gosub @SYN5_23151 

:SYN5_38
0050: gosub @SYN5_23260 
004E: end_thread 

:SYN5_47
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
054C: use_GXT_table 'SYN5' 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @SYN5_693 
009A: 45@ = create_actor_pedtype 25 model 108@(107@,7i) at -1686.2 1393.2 20.5 
009A: 46@ = create_actor_pedtype 25 model 108@(107@,7i) at -1686.2 1393.2 20.5 
009A: 47@ = create_actor_pedtype 25 model 108@(107@,7i) at -1686.2 1393.2 20.5 
009A: 48@ = create_actor_pedtype 25 model 108@(107@,7i) at -1686.2 1393.2 20.5 
009A: 49@ = create_actor_pedtype 25 model 108@(107@,7i) at -1686.2 1393.2 20.5 
009A: 50@ = create_actor_pedtype 25 model 108@(107@,7i) at -1686.2 1393.2 20.5 
009A: $415 = create_actor_pedtype 24 model #TRIBOSS at -1674.5 1337.0 6.2 
009A: 36@ = create_actor_pedtype 24 model 108@(107@,7i) at -1675.7 1336.1 6.2 
009A: 37@ = create_actor_pedtype 24 model 108@(107@,7i) at -1675.7 1336.1 6.2 
009A: 38@ = create_actor_pedtype 24 model 108@(107@,7i) at -1675.7 1336.1 6.2 
009A: 35@ = create_actor_pedtype 25 model #SPECIAL04 at -1716.0 1349.8 6.2 
009A: 45@ = create_actor_pedtype 25 model 108@(107@,7i) at -1716.8 1351.6 6.2 
009A: 46@ = create_actor_pedtype 25 model 108@(107@,7i) at -1717.5 1350.7 6.2 
00A5: 55@ = create_car #PICADOR at -1774.2 1376.8 5.7 
0129: $ACTOR_RYDER = create_actor_pedtype 25 model #SPECIAL02 in_car 55@ driverseat 
01C8: 39@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 55@ passenger_seat -1 
009A: 40@ = create_actor_pedtype 25 model 108@(107@,7i) at -1774.2 1376.8 5.7 
00A5: 56@ = create_car #TAHOMA at -1784.2 1379.8 5.7 
0129: 41@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 56@ driverseat 
01C8: 42@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 56@ passenger_seat 0 
00A5: 57@ = create_car #TAHOMA at -1795.0 1383.6 5.7 
0129: 43@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 57@ driverseat 
01C8: 44@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 57@ passenger_seat 0 
00A5: 58@ = create_car #MAVERICK at -1583.3 1420.2 25.7 
01C8: 34@ = create_actor_pedtype 25 model #SPECIAL03 in_car 58@ passenger_seat 0 

:SYN5_693
00BE: text_clear_all 
0A0E: disable_text_with_style 1 
0001: wait 0 ms 
0006: 87@ = 0 
0006: 88@ = 0 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 133@ = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 93@ = 3 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 96@ = 0 
0006: 98@ = 0 
0006: 99@ = 6 
0006: 97@ = 0 
0006: 106@ = 0 
0006: 100@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 107@ = 0 
0006: 106@ = 0 
04AF: 108@ = 173 // = constant 
04AF: 109@ = 174 // = constant 
04AF: 111@ = 102 // = constant 
04AF: 112@ = 103 // = constant 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
0006: 118@ = 0 
0006: 119@ = 0 
0006: 120@ = 0 
0006: 121@ = 0 
0006: 122@ = 0 
0006: 123@ = 0 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 134@ = 0 
0006: 135@ = 0 
0006: 184@ = 0 
0006: 185@ = 0 
0006: 186@ = 0 
0006: 187@ = 0 
0006: 188@ = 0 
0006: 189@ = 0 
0006: 190@ = 0 
0007: 191@ = 0.0 
0007: 192@ = 0.0 
0007: 193@ = 0.0 
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 130@ = 80 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
01B5: force_weather 5 
016A: fade 0 time 500 

:SYN5_1136
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_1160 
0001: wait 0 ms 
0002: jump @SYN5_1136 

:SYN5_1160
08F5: save_player_group 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
0247: load_model #SNIPER 
0247: load_model #BANSHEE 
0247: load_model #SNIPER_ANIM 
04ED: load_animation "MISC" 
0247: load_model #SFR1 
0247: load_model #SFR2 
0247: load_model #CELLPHONE 
0247: load_model #TEC9 
0247: load_model #TRIBOSS 
0247: load_model #TRIADA 
0247: load_model #SAVANNA 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
060A: create_decision_maker_type 2 store_to 196@ // decision\allowed\m_.ped files 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
07E5: copy_decision_maker 65542 to 197@ 
0395: clear_area 1 at -1748.3 1263.0 7.0 radius 5.0 
0674: set_car_model #SAVANNA numberplate "_LVA4L__" 
00A5: 77@ = create_car #SAVANNA at -1748.3 1263.0 7.0 
0175: set_car 77@ Z_angle_to 291.3 
0229: set_car 77@ primary_color_to 3 secondary_color_to 3 
0395: clear_area 1 at -1720.7 1277.3 16.9 radius 2.0 
009A: $ACTOR_CESAR = create_actor_pedtype 24 model #SPECIAL01 at -1720.7 1277.3 16.9 
0173: set_actor $ACTOR_CESAR Z_angle_to 317.9 
01B2: give_actor $ACTOR_CESAR weapon 34 ammo 12 // Load the weapon model before using this 
0568: set_actor $ACTOR_CESAR untargetable 1 
060B: set_actor $ACTOR_CESAR decision_maker_to 197@ 
02A9: set_actor $ACTOR_CESAR immune_to_nonplayer 1 
0350: set_actor $ACTOR_CESAR maintain_position_when_attacked 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 
0187: 79@ = create_marker_above_actor $ACTOR_CESAR 
07E0: set_marker 79@ type_to 1 
0395: clear_area 1 at -1717.5 1281.6 6.2 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -1717.5 1281.6 6.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 143.8 
06D7: enable_train_traffic 0 
022B: create_forbidden_for_peds_cube_cornerA -1755.6 1256.6 0.0 cornerB -1598.2 1660.1 50.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0395: clear_area 1 at -1716.7 1282.6 6.5 radius 2.0 
015F: set_camera_position -1716.7 1282.6 6.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1722.3 1276.0 16.9 switchstyle 2 
09D2: set_cops_chase_criminals 0 
0006: 32@ = 0 
016A: fade 1 time 500 

:SYN5_1694
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SYN5_1720 
0002: jump @SYN5_23169 

:SYN5_1720
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0050: gosub @SYN5_23605 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_1759 
0002: jump @SYN5_8953 

:SYN5_1759
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_1784 
0002: jump @SYN5_23151 

:SYN5_1784
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @SYN5_2799 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @SYN5_1906 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @SYN5_1906 
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @SYN5_1906 
0006: 132@ = 1 
0006: 134@ = 0 
0050: gosub @SYN5_30472 
0006: 133@ = 1 
0006: 89@ = 1 
0707: start_scene_skip_to @SYN5_2000 
0006: 88@ = 1 

:SYN5_1906
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @SYN5_1956 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_1956 
0006: 32@ = 0 
0006: 88@ = 2 

:SYN5_1956
00D6: if 
0039:   88@ == 2 
004D: jump_if_false @SYN5_2197 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SYN5_2197 
0006: 89@ = 0 

:SYN5_2000
0701: end_scene_skip 
0050: gosub @SYN5_23605 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_2034 
0002: jump @SYN5_8953 

:SYN5_2034
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_2059 
0002: jump @SYN5_23151 

:SYN5_2059
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @SYN5_2094 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 132@ = 0 

:SYN5_2094
0395: clear_area 1 at -1721.4 1276.2 16.9 radius 1.0 
00A1: put_actor $ACTOR_CESAR at -1721.4 1276.2 16.9 
0173: set_actor $ACTOR_CESAR Z_angle_to 326.3 
00BC: show_text_highpriority GXT 'SYN5_01' time 7000 flag 1  // ~s~Go upstairs and meet ~b~Cesar~s~.
08F6: restore_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 88@ = 3 

:SYN5_2197
00D6: if 
0039:   88@ == 3 
004D: jump_if_false @SYN5_2799 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 4.0 4.0 4.0 sphere 0 
004D: jump_if_false @SYN5_2733 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 132@ = 0 
01C3: remove_references_to_car 77@ 
0249: release_model #SAVANNA 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN5_2341 
00A1: put_actor $PLAYER_ACTOR at -1728.0 1257.4 16.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 42.2 

:SYN5_2341
0395: clear_area 1 at -1673.7 1369.0 7.0 radius 150.0 
0395: clear_area 1 at -1690.0 1318.0 7.0 radius 5.0 
04AF: 128@ = 429 // = constant 
0050: gosub @SYN5_29241 
00A5: 75@ = create_car #BANSHEE at -1690.0 1318.0 7.0 
0175: set_car 75@ Z_angle_to 57.0 
0519: set_car 75@ locked 1 
020A: set_car 75@ door_status_to 2 
0395: clear_area 1 at -1721.4 1276.2 16.9 radius 5.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -1722.8 1272.5 16.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 326.3 
0792: disembark_instantly_actor $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at -1721.4 1276.2 16.9 
0173: set_actor $ACTOR_CESAR Z_angle_to 326.3 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 34 
004D: jump_if_false @SYN5_2575 
048F: actor $ACTOR_CESAR remove_weapons 
0006: 127@ = 1 

:SYN5_2575
0006: 89@ = 1 
0707: start_scene_skip_to @SYN5_5917 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1720.79 1275.4 16.9 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0164: disable_marker 79@ 
0006: 132@ = 2 
0006: 134@ = 0 
0006: 135@ = 2 
0050: gosub @SYN5_30472 
015F: set_camera_position -1725.2 1270.5 18.87 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1702.2 1316.1 22.4 switchstyle 2 
0006: 88@ = 0 
0006: 87@ = 1 

:SYN5_2733
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @SYN5_2799 
03CB: set_rendering_origin_at -1725.7 1267.0 17.3 
00A1: put_actor $PLAYER_ACTOR at -1725.7 1267.0 17.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 308.8 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:SYN5_2799
00D6: if 
0039:   87@ == 1 
004D: jump_if_false @SYN5_7288 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @SYN5_3023 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @SYN5_3023 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $ACTOR_CESAR 
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @SYN5_2986 
0615: define_AS_pack_begin 195@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "IDLE_ARMED" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 195@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0107: 73@ = create_object #SNIPER_ANIM at -1714.2 1266.5 18.3 
0002: jump @SYN5_3016 

:SYN5_2986
0615: define_AS_pack_begin 195@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 195@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_3016
0006: 88@ = 1 

:SYN5_3023
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @SYN5_3243 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_3243 
062E: get_actor $ACTOR_CESAR task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @SYN5_3243 
04C4: store_coords_to 191@ 192@ 193@ from_actor $ACTOR_CESAR with_offset 0.0 1.0 -1.0 
00A1: put_actor $PLAYER_ACTOR at 191@ 192@ 193@ 
0172: 191@ = actor $ACTOR_CESAR Z_angle 
000B: 191@ += 180.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 191@ 
0006: 132@ = 2 
0006: 134@ = 2 
0006: 135@ = 4 
0050: gosub @SYN5_30472 
015F: set_camera_position -1722.04 1273.2 18.81 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1708.2 1299.9 17.76 switchstyle 2 
0006: 88@ = 2 

:SYN5_3243
00D6: if 
0039:   88@ == 2 
004D: jump_if_false @SYN5_3466 
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @SYN5_3441 
04C4: store_coords_to 191@ 192@ 193@ from_actor $ACTOR_CESAR with_offset 0.0 0.5 0.0 
048F: actor $ACTOR_CESAR remove_weapons 
01BC: put_object 73@ at 191@ 192@ 193@ 
0172: 191@ = actor $PLAYER_ACTOR Z_angle 
0177: set_object 73@ Z_angle_to 191@ 
0605: actor $ACTOR_CESAR perform_animation "PASS_RIFLE_PED" IFP "MISC" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $PLAYER_ACTOR perform_animation "PASS_RIFLE_PLY" IFP "MISC" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 88@ = 3 
0002: jump @SYN5_3466 

:SYN5_3441
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_3466 
0006: 88@ = 3 

:SYN5_3466
00D6: if 
0039:   88@ == 3 
004D: jump_if_false @SYN5_3800 
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @SYN5_3793 
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @SYN5_3786 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "PASS_RIFLE_PLY" 
004D: jump_if_false @SYN5_3702 
0613: 131@ = actor $PLAYER_ACTOR animation "PASS_RIFLE_PLY" time 
00D6: if 
0837:   object 73@ animation == "PASS_RIFLE_O" 
004D: jump_if_false @SYN5_3633 
083A: set_object 73@ animation "PASS_RIFLE_O" progress_to 131@ 
0002: jump @SYN5_3702 

:SYN5_3633
00D6: if 
075A: set_object 73@ animation "PASS_RIFLE_O" IFP_file "MISC" 10000.0 lockF 0 loop 0 // IF AND SET 
004D: jump_if_false @SYN5_3702 
0836: set_object 73@ animation "PASS_RIFLE_O" at 0.0 times_normal_rate 

:SYN5_3702
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "PASS_RIFLE_PLY" 
004D: jump_if_false @SYN5_3786 
0613: 194@ = actor $PLAYER_ACTOR animation "PASS_RIFLE_PLY" time 
00D6: if 
0043:   194@ == 1.0 
004D: jump_if_false @SYN5_3786 
0006: 88@ = 4 

:SYN5_3786
0002: jump @SYN5_3800 

:SYN5_3793
0006: 88@ = 4 

:SYN5_3800
00D6: if 
0039:   88@ == 4 
004D: jump_if_false @SYN5_3952 
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @SYN5_3841 
0108: destroy_object 73@ 

:SYN5_3841
041A: 91@ = actor $PLAYER_ACTOR weapon 34 ammo 
00D6: if 
001B:   24 > 91@ 
004D: jump_if_false @SYN5_3892 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 
0002: jump @SYN5_3899 

:SYN5_3892
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 

:SYN5_3899
0667: AS_actor $PLAYER_ACTOR aim_at -1715.4 1287.5 16.5 -1 ms 
05D4: AS_actor $ACTOR_CESAR rotate_angle 332.1 
0050: gosub @SYN5_23800 
0006: 32@ = 0 
0006: 88@ = 5 

:SYN5_3952
00D6: if 
0039:   88@ == 5 
004D: jump_if_false @SYN5_4245 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SYN5_4245 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_4245 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_4084 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1711.1 1354.0 16.0 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 200.0 
05C9: AS_actor -1 on_guard -1 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 45@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_4084
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_4152 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1686.6 1376.2 13.8 mode 4 time -1 ms // versionA 
05C9: AS_actor -1 on_guard -1 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 46@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_4152
015F: set_camera_position -1707.1 1329.7 18.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1701.8 1360.3 9.0 switchstyle 2 
0006: 132@ = 2 
0006: 134@ = 4 
0006: 135@ = 5 
0050: gosub @SYN5_30472 
0006: 32@ = 0 
0006: 88@ = 6 

:SYN5_4245
00D6: if 
0039:   88@ == 6 
004D: jump_if_false @SYN5_4490 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @SYN5_4490 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_4383 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1682.7 1343.1 16.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1672.7 1342.6 16.2 mode 4 time -1 ms // versionA 
0173: set_actor 48@ Z_angle_to 4.0 
05C9: AS_actor -1 on_guard -1 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 48@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_4383
041D: set_camera_near_clip 0.1 
015F: set_camera_position -1712.2 1354.2 18.1 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1675.7 1338.4 9.9 switchstyle 2 
0006: 132@ = 2 
0006: 134@ = 5 
0006: 135@ = 6 
0050: gosub @SYN5_30472 
0050: gosub @SYN5_24432 
0006: 32@ = 0 
0006: 88@ = 7 

:SYN5_4490
00D6: if 
0039:   88@ == 7 
004D: jump_if_false @SYN5_4675 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @SYN5_4675 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_4675 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_4568 
0337: set_actor $415 visibility 1 

:SYN5_4568
041D: set_camera_near_clip 0.9 
015F: set_camera_position -1722.2 1271.7 20.1 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1709.7 1305.0 7.4 switchstyle 2 
0729: AS_actor $ACTOR_CESAR hold_cellphone 1 
0006: 132@ = 2 
0006: 134@ = 6 
0006: 135@ = 7 
0050: gosub @SYN5_30472 
0006: 32@ = 0 
0006: 88@ = 8 

:SYN5_4675
00D6: if 
0039:   88@ == 8 
004D: jump_if_false @SYN5_4772 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SYN5_4772 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_4772 
0006: 132@ = 2 
0006: 134@ = 7 
0006: 135@ = 9 
0050: gosub @SYN5_30472 
0006: 32@ = 0 
0006: 88@ = 9 

:SYN5_4772
00D6: if 
0039:   88@ == 9 
004D: jump_if_false @SYN5_4879 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_4879 
062E: get_actor $ACTOR_CESAR task 1833 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 1 // == constant 
004D: jump_if_false @SYN5_4844 
0729: AS_actor $ACTOR_CESAR hold_cellphone 0 

:SYN5_4844
0006: 132@ = 2 
0006: 134@ = 9 
0006: 135@ = 11 
0050: gosub @SYN5_30472 
0006: 88@ = 10 

:SYN5_4879
00D6: if 
0039:   88@ == 10 
004D: jump_if_false @SYN5_5383 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_5383 
062E: get_actor $ACTOR_CESAR task 1833 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 1 // == constant 
004D: jump_if_false @SYN5_4951 
0729: AS_actor $ACTOR_CESAR hold_cellphone 0 

:SYN5_4951
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SYN5_5042 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1683.4 1326.9 6.0 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1673.4 1335.0 6.2 mode 4 time -1 ms // versionA 
04EB: AS_actor -1 crouch 0 
0616: define_AS_pack_end 195@ 
0618: assign_actor 36@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_5042
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_5134 
0615: define_AS_pack_begin 195@ 
05B9: AS_actor -1 stay_idle 500 ms 
05D3: AS_actor -1 goto_point -1684.8 1324.7 6.0 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1675.7 1336.1 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $415 to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_5134
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN5_5226 
0615: define_AS_pack_begin 195@ 
05B9: AS_actor -1 stay_idle 700 ms 
05D3: AS_actor -1 goto_point -1687.2 1323.8 6.0 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1676.0 1334.0 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 37@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_5226
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @SYN5_5318 
0615: define_AS_pack_begin 195@ 
05B9: AS_actor -1 stay_idle 800 ms 
05D3: AS_actor -1 goto_point -1689.0 1325.4 6.0 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1678.0 1333.7 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 38@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_5318
015F: set_camera_position -1693.9 1318.9 7.7 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1686.1 1320.8 6.6 switchstyle 2 
0006: 32@ = 0 
0006: 88@ = 11 

:SYN5_5383
00D6: if 
0039:   88@ == 11 
004D: jump_if_false @SYN5_5874 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @SYN5_5874 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_5512 
00A1: put_actor $415 at -1681.4 1326.4 6.2 
0173: set_actor $415 Z_angle_to 300.1 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1671.6 1339.0 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $415 to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_5512
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SYN5_5604 
00A1: put_actor 36@ at -1684.1 1324.1 6.2 
0173: set_actor 36@ Z_angle_to 311.1 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1671.6 1339.0 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 36@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_5604
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN5_5696 
00A1: put_actor 37@ at -1683.0 1321.7 6.2 
0173: set_actor 37@ Z_angle_to 333.4 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1671.6 1339.0 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 37@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_5696
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @SYN5_5788 
00A1: put_actor 38@ at -1685.4 1323.6 6.2 
0173: set_actor 38@ Z_angle_to 323.8 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1671.6 1339.0 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 38@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_5788
015F: set_camera_position -1678.4 1318.3 7.2 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1680.6 1330.0 8.9 switchstyle 2 
0006: 132@ = 2 
0006: 134@ = 11 
0006: 135@ = 14 
0050: gosub @SYN5_30472 
0006: 88@ = 12 

:SYN5_5874
00D6: if 
0039:   88@ == 12 
004D: jump_if_false @SYN5_7288 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_7288 
0006: 89@ = 0 

:SYN5_5917
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 132@ = 0 
016A: fade 0 time 500 

:SYN5_5943
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_5967 
0001: wait 0 ms 
0002: jump @SYN5_5943 

:SYN5_5967
0050: gosub @SYN5_23605 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_5999 
0002: jump @SYN5_8953 

:SYN5_5999
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_6024 
0002: jump @SYN5_23151 

:SYN5_6024
041D: set_camera_near_clip 0.9 
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @SYN5_6334 
041A: 91@ = actor $PLAYER_ACTOR weapon 34 ammo 
00D6: if 
001B:   24 > 91@ 
004D: jump_if_false @SYN5_6086 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 99999 // Load the weapon model before using this 

:SYN5_6086
0108: destroy_object 73@ 
048F: actor $ACTOR_CESAR remove_weapons 
00BE: text_clear_all 
062E: get_actor $ACTOR_CESAR task 1833 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 1 // == constant 
004D: jump_if_false @SYN5_6134 
0729: AS_actor $ACTOR_CESAR hold_cellphone 0 

:SYN5_6134
0792: disembark_instantly_actor $ACTOR_CESAR 
0173: set_actor $ACTOR_CESAR Z_angle_to 332.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 332.1 
0050: gosub @SYN5_23800 
0050: gosub @SYN5_24432 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_6196 
0337: set_actor $415 visibility 1 

:SYN5_6196
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_6242 
00A1: put_actor 45@ at -1711.1 1354.0 16.0 
0173: set_actor 45@ Z_angle_to 200.0 

:SYN5_6242
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_6288 
00A1: put_actor 46@ at -1686.6 1376.2 13.8 
0173: set_actor 46@ Z_angle_to 200.0 

:SYN5_6288
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_6334 
00A1: put_actor 48@ at -1672.7 1342.6 16.2 
0173: set_actor 48@ Z_angle_to 4.0 

:SYN5_6334
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_6446 
0792: disembark_instantly_actor $415 
00A1: put_actor $415 at -1681.9 1335.8 16.2 
0173: set_actor $415 Z_angle_to 337.1 
0615: define_AS_pack_begin 195@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point -1681.7 1335.5 16.2 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 331.0 
0616: define_AS_pack_end 195@ 
0618: assign_actor $415 to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_6446
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SYN5_6558 
0792: disembark_instantly_actor 36@ 
00A1: put_actor 36@ at -1688.2 1334.3 16.2 
0173: set_actor 36@ Z_angle_to 257.0 
0615: define_AS_pack_begin 195@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point -1686.1 1334.1 16.2 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 294.0 
0616: define_AS_pack_end 195@ 
0618: assign_actor 36@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_6558
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN5_6670 
0792: disembark_instantly_actor 37@ 
00A1: put_actor 37@ at -1685.8 1336.4 16.2 
0173: set_actor 37@ Z_angle_to 320.0 
0615: define_AS_pack_begin 195@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point -1683.9 1338.4 16.2 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 316.8 
0616: define_AS_pack_end 195@ 
0618: assign_actor 37@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_6670
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @SYN5_6782 
0792: disembark_instantly_actor 38@ 
00A1: put_actor 38@ at -1688.3 1335.6 16.2 
0173: set_actor 38@ Z_angle_to 312.6 
0615: define_AS_pack_begin 195@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point -1685.2 1340.5 16.2 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 310.0 
0616: define_AS_pack_end 195@ 
0618: assign_actor 38@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_6782
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_6813 
0187: 80@ = create_marker_above_actor 45@ 
0168: set_marker 80@ size 1 

:SYN5_6813
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_6844 
0187: 81@ = create_marker_above_actor 46@ 
0168: set_marker 81@ size 1 

:SYN5_6844
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_6875 
0187: 82@ = create_marker_above_actor 47@ 
0168: set_marker 82@ size 1 

:SYN5_6875
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_6906 
0187: 83@ = create_marker_above_actor 48@ 
0168: set_marker 83@ size 1 

:SYN5_6906
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYN5_6937 
0187: 84@ = create_marker_above_actor 49@ 
0168: set_marker 84@ size 1 

:SYN5_6937
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYN5_6968 
0187: 85@ = create_marker_above_actor 50@ 
0168: set_marker 85@ size 1 

:SYN5_6968
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYN5_7014 
00A1: put_actor 49@ at -1669.5 1346.0 15.2 
0173: set_actor 49@ Z_angle_to 142.0 

:SYN5_7014
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_7060 
00A1: put_actor 46@ at -1694.7 1369.7 15.9 
0173: set_actor 46@ Z_angle_to 129.8 

:SYN5_7060
00A1: put_actor $PLAYER_ACTOR at -1720.4 1275.5 16.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 328.4 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0108: destroy_object 73@ 
0249: release_model #SNIPER_ANIM 
04EF: release_animation "MISC" 
0249: release_model #CELLPHONE 
01C3: remove_references_to_car 75@ 
0249: release_model #BANSHEE 
09F5: disable_player_mutal_activities 0 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'SYN5_02' time 7000 flag 1  // ~s~Clear the roof so that the Triads can proceed.
016A: fade 1 time 500 

:SYN5_7193
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_7217 
0001: wait 0 ms 
0002: jump @SYN5_7193 

:SYN5_7217
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_7242 
0002: jump @SYN5_8953 

:SYN5_7242
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_7267 
0002: jump @SYN5_23151 

:SYN5_7267
0006: 32@ = 0 
0006: 88@ = 0 
0006: 87@ = 3 

:SYN5_7288
00D6: if 
0039:   87@ == 3 
004D: jump_if_false @SYN5_8953 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @SYN5_7489 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_7349 
02A9: set_actor 45@ immune_to_nonplayer 0 
0321: AS_actor 45@ die_headshotted 

:SYN5_7349
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_7377 
02A9: set_actor 46@ immune_to_nonplayer 0 
0321: AS_actor 46@ die_headshotted 

:SYN5_7377
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_7405 
02A9: set_actor 47@ immune_to_nonplayer 0 
0321: AS_actor 47@ die_headshotted 

:SYN5_7405
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_7433 
02A9: set_actor 48@ immune_to_nonplayer 0 
0321: AS_actor 48@ die_headshotted 

:SYN5_7433
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYN5_7461 
02A9: set_actor 49@ immune_to_nonplayer 0 
0321: AS_actor 49@ die_headshotted 

:SYN5_7461
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYN5_7489 
02A9: set_actor 50@ immune_to_nonplayer 0 
0321: AS_actor 50@ die_headshotted 

:SYN5_7489
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @SYN5_8805 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_8229 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @SYN5_7597 
00D6: if 
0019:   32@ > 7000 
004D: jump_if_false @SYN5_7597 
0006: 132@ = 3 
0006: 134@ = 1 
0006: 135@ = 2 
0050: gosub @SYN5_30472 
0006: 92@ = 1 

:SYN5_7597
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @SYN5_7668 
00D6: if 
001B:   3 > 93@ 
004D: jump_if_false @SYN5_7668 
0006: 132@ = 3 
0006: 134@ = 3 
0006: 135@ = 4 
0050: gosub @SYN5_30472 
0006: 92@ = 2 

:SYN5_7668
00D6: if 
0039:   92@ == 2 
004D: jump_if_false @SYN5_7739 
00D6: if 
001B:   2 > 93@ 
004D: jump_if_false @SYN5_7739 
0006: 132@ = 3 
0006: 134@ = 4 
0006: 135@ = 5 
0050: gosub @SYN5_30472 
0006: 92@ = 3 

:SYN5_7739
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_7810 
00D6: if 
0039:   92@ == 3 
004D: jump_if_false @SYN5_7810 
0006: 132@ = 3 
0006: 134@ = 2 
0006: 135@ = 3 
0050: gosub @SYN5_30472 
0006: 92@ = 4 

:SYN5_7810
00D6: if 
0039:   92@ == 4 
004D: jump_if_false @SYN5_7881 
00D6: if 
001B:   1 > 93@ 
004D: jump_if_false @SYN5_7881 
0006: 132@ = 3 
0006: 134@ = 5 
0006: 135@ = 6 
0050: gosub @SYN5_30472 
0006: 92@ = 5 

:SYN5_7881
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @SYN5_7906 
0006: 98@ = 3 

:SYN5_7906
00D6: if 
0039:   98@ == 3 
004D: jump_if_false @SYN5_8017 
00D6: if 
001B:   3 > 99@ 
004D: jump_if_false @SYN5_8017 
00D6: if or
8118:   not actor 48@ dead 
8118:   not actor 49@ dead 
8118:   not actor 50@ dead 
004D: jump_if_false @SYN5_8010 
0006: 132@ = 4 
0006: 134@ = 3 
0006: 135@ = 4 
0050: gosub @SYN5_30472 
0006: 98@ = 4 
0002: jump @SYN5_8017 

:SYN5_8010
0006: 98@ = 5 

:SYN5_8017
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_8114 
00D6: if 
0039:   98@ == 4 
004D: jump_if_false @SYN5_8114 
00D6: if and
0118:   actor 48@ dead 
0118:   actor 49@ dead 
0118:   actor 50@ dead 
004D: jump_if_false @SYN5_8114 
0006: 132@ = 4 
0006: 134@ = 4 
0006: 135@ = 5 
0050: gosub @SYN5_30472 
0006: 98@ = 6 

:SYN5_8114
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_8229 
00D6: if 
0039:   98@ == 5 
004D: jump_if_false @SYN5_8229 
00D6: if 
001B:   3 > 99@ 
004D: jump_if_false @SYN5_8229 
00D6: if or
8118:   not actor 45@ dead 
8118:   not actor 46@ dead 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_8229 
0006: 132@ = 4 
0006: 134@ = 4 
0006: 135@ = 5 
0050: gosub @SYN5_30472 
0006: 98@ = 6 

:SYN5_8229
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SYN5_8276 
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @SYN5_8276 
02A9: set_actor 36@ immune_to_nonplayer 0 
0321: AS_actor 36@ die_headshotted 

:SYN5_8276
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN5_8323 
00D6: if 
0019:   32@ > 20000 
004D: jump_if_false @SYN5_8323 
02A9: set_actor 37@ immune_to_nonplayer 0 
0321: AS_actor 37@ die_headshotted 

:SYN5_8323
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @SYN5_8370 
00D6: if 
0019:   32@ > 30000 
004D: jump_if_false @SYN5_8370 
02A9: set_actor 38@ immune_to_nonplayer 0 
0321: AS_actor 38@ die_headshotted 

:SYN5_8370
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_8421 
00D6: if 
0019:   32@ > 40000 
004D: jump_if_false @SYN5_8421 
02A9: set_actor $415 immune_to_nonplayer 0 
0006: 87@ = 10 

:SYN5_8421
00D6: if 
001B:   6 > 106@ 
004D: jump_if_false @SYN5_8522 
00D6: if 
0039:   100@(106@,6i) == 0 
004D: jump_if_false @SYN5_8508 
00D6: if 
0118:   actor 45@(106@,6i) dead 
004D: jump_if_false @SYN5_8508 
0164: disable_marker 80@(106@,6i) 
000E: 99@ -= 1 
0006: 100@(106@,6i) = 1 

:SYN5_8508
000A: 106@ += 1 
0002: jump @SYN5_8529 

:SYN5_8522
0006: 106@ = 0 

:SYN5_8529
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN5_8621 
00D6: if 
0039:   94@(97@,3i) == 0 
004D: jump_if_false @SYN5_8607 
00D6: if 
0118:   actor 36@(97@,3i) dead 
004D: jump_if_false @SYN5_8607 
000E: 93@ -= 1 
0006: 94@(97@,3i) = 1 

:SYN5_8607
000A: 97@ += 1 
0002: jump @SYN5_8628 

:SYN5_8621
0006: 97@ = 0 

:SYN5_8628
0050: gosub @SYN5_26437 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @SYN5_8805 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @SYN5_8805 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @SYN5_8805 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @SYN5_8805 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @SYN5_8805 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @SYN5_8805 
0164: disable_marker 80@ 
0164: disable_marker 81@ 
0164: disable_marker 82@ 
0164: disable_marker 83@ 
0164: disable_marker 84@ 
0164: disable_marker 85@ 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
0006: 32@ = 0 
0006: 88@ = 1 

:SYN5_8805
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @SYN5_8953 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SYN5_8953 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
016A: fade 0 time 500 

:SYN5_8858
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_8882 
0001: wait 0 ms 
0002: jump @SYN5_8858 

:SYN5_8882
0050: gosub @SYN5_23605 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_8914 
0002: jump @SYN5_8953 

:SYN5_8914
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_8939 
0002: jump @SYN5_23151 

:SYN5_8939
0006: 88@ = 0 
0006: 87@ = 4 

:SYN5_8953
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_9658 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @SYN5_9451 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @SYN5_9451 
016A: fade 0 time 500 

:SYN5_9021
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_9045 
0001: wait 0 ms 
0002: jump @SYN5_9021 

:SYN5_9045
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 132@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
009B: destroy_actor $415 
009B: destroy_actor $ACTOR_CESAR 
0395: clear_area 1 at -1673.7 1369.0 7.0 radius 150.0 
0395: clear_area 1 at -1677.2 1347.8 16.2 radius 1.0 
009A: $415 = create_actor_pedtype 24 model #TRIBOSS at -1677.2 1347.8 16.2 
0173: set_actor $415 Z_angle_to 356.6 
01B2: give_actor $415 weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor $415 decision_maker_to 197@ 
03CB: set_rendering_origin_at -1677.2 1347.8 16.2 
015F: set_camera_position -1675.3 1349.0 17.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1684.1 1343.9 18.5 switchstyle 2 
016A: fade 1 time 500 

:SYN5_9267
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_9291 
0001: wait 0 ms 
0002: jump @SYN5_9267 

:SYN5_9291
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_9346 
0812: AS_actor $415 perform_animation "KO_SHOT_STOM" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:SYN5_9346
00D6: if 
0019:   93@ > 0 
004D: jump_if_false @SYN5_9399 
0006: 132@ = 5 
0006: 134@ = 3 
0006: 135@ = 4 
0050: gosub @SYN5_30472 
0002: jump @SYN5_9437 

:SYN5_9399
0006: 132@ = 5 
0209: 134@ = random_int_in_ranges 0 4 
0085: 135@ = 134@ // (int) 
000A: 135@ += 1 
0050: gosub @SYN5_30472 

:SYN5_9437
0006: 33@ = 0 
0006: 88@ = 1 

:SYN5_9451
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @SYN5_9658 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_9658 
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @SYN5_9658 
016A: fade 0 time 500 

:SYN5_9513
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_9537 
0001: wait 0 ms 
0002: jump @SYN5_9513 

:SYN5_9537
00A0: store_actor $PLAYER_ACTOR position_to 191@ 192@ 193@ 
03CB: set_rendering_origin_at 191@ 192@ 193@ 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 'SYN5_05' time 5500 flag 1  // ~r~The Triad Leader has been killed!
016A: fade 1 time 500 

:SYN5_9627
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_9651 
0001: wait 0 ms 
0002: jump @SYN5_9627 

:SYN5_9651
0002: jump @SYN5_23151 

:SYN5_9658
00D6: if 
0039:   87@ == 4 
004D: jump_if_false @SYN5_17454 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @SYN5_10641 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 132@ = 0 
07C0: load_path 27 
07C0: load_path 28 
0247: load_model #PICADOR 
0247: load_model #TAHOMA 
0247: load_model #MAVERICK 
0247: load_model #PONY 
0247: load_model #BALLAS1 
0247: load_model #BALLAS2 
023C: load_special_actor 'RYDER2' as 2 // models 290-299 
023C: load_special_actor 'TORINO' as 3 // models 290-299 
023C: load_special_actor 'TBONE' as 4 // models 290-299 
0247: load_model #TEARGAS 
0247: load_model #AK47 
038B: load_requested_models 
09F5: disable_player_mutal_activities 1 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
00A5: 76@ = create_car #PONY at -1634.3 1253.4 6.1 
0175: set_car 76@ Z_angle_to 44.5 
020A: set_car 76@ door_status_to 3 
05EB: assign_car 76@ to_path 27 
0706: advance_car 76@ further_along_path 35.0 
0792: disembark_instantly_actor $415 
00A1: put_actor $415 at -1678.7 1347.5 16.2 
0173: set_actor $415 Z_angle_to 32.6 
060B: set_actor $415 decision_maker_to 197@ 
0605: actor $415 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 30000 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SYN5_10050 
0792: disembark_instantly_actor 36@ 
00A1: put_actor 36@ at -1686.1 1348.7 16.2 
0173: set_actor 36@ Z_angle_to 33.6 
060B: set_actor 36@ decision_maker_to 197@ 
0605: actor 36@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 30000 

:SYN5_10050
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN5_10150 
0792: disembark_instantly_actor 37@ 
00A1: put_actor 37@ at -1687.7 1347.7 16.2 
0173: set_actor 37@ Z_angle_to 60.6 
060B: set_actor 37@ decision_maker_to 197@ 
0605: actor 37@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 30000 

:SYN5_10150
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @SYN5_10250 
0792: disembark_instantly_actor 38@ 
00A1: put_actor 38@ at -1688.7 1346.1 16.2 
0173: set_actor 38@ Z_angle_to 41.8 
060B: set_actor 38@ decision_maker_to 197@ 
0605: actor 38@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 30000 

:SYN5_10250
0395: clear_area 1 at -1721.4 1276.2 16.9 radius 5.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -1720.4 1275.5 16.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 328.4 
0792: disembark_instantly_actor $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at -1721.4 1276.2 16.9 
0173: set_actor $ACTOR_CESAR Z_angle_to 326.3 
041A: 91@ = actor $PLAYER_ACTOR weapon 34 ammo 
00D6: if 
001B:   24 > 91@ 
004D: jump_if_false @SYN5_10395 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 
0002: jump @SYN5_10402 

:SYN5_10395
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 

:SYN5_10402
0395: clear_area 1 at -1706.4 1327.1 6.4 radius 100.0 
01EB: set_traffic_density_multiplier_to 0.0 
0708: reset_decision_maker 196@ event 13 
015F: set_camera_position -1722.2 1271.7 20.1 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1709.7 1305.0 7.4 switchstyle 2 
02A3: enable_widescreen 1 
08F5: save_player_group 
016A: fade 1 time 1000 

:SYN5_10504
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_10528 
0001: wait 0 ms 
0002: jump @SYN5_10504 

:SYN5_10528
0050: gosub @SYN5_23605 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_10560 
0002: jump @SYN5_8953 

:SYN5_10560
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_10585 
0002: jump @SYN5_23151 

:SYN5_10585
0006: 132@ = 7 
0006: 134@ = 0 
0006: 135@ = 1 
0050: gosub @SYN5_30472 
0006: 89@ = 1 
0707: start_scene_skip_to @SYN5_14729 
0006: 32@ = 0 
0006: 88@ = 1 

:SYN5_10641
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @SYN5_11744 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_11744 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @SYN5_11744 
016A: fade 0 time 500 

:SYN5_10703
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_10727 
0001: wait 0 ms 
0002: jump @SYN5_10703 

:SYN5_10727
0050: gosub @SYN5_23605 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_10759 
0002: jump @SYN5_8953 

:SYN5_10759
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_10784 
0002: jump @SYN5_23151 

:SYN5_10784
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SYN5_10814 
0657: car 76@ open_door 4 
0657: car 76@ open_door 5 

:SYN5_10814
0050: gosub @SYN5_25123 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_10929 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1709.4 1345.3 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1697.7 1349.2 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1676.1 1360.3 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 35@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_10929
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_11037 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1709.4 1346.3 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1697.7 1350.2 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1676.1 1361.3 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 45@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_11037
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_11145 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1709.4 1343.3 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1697.7 1351.2 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1676.1 1362.3 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 46@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_11145
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_11253 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1709.4 1342.3 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1697.7 1352.2 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1676.1 1363.3 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 47@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_11253
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_11361 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1709.4 1341.3 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1697.7 1353.2 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1676.1 1364.3 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 48@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_11361
0050: gosub @SYN5_25613 
0615: define_AS_pack_begin 195@ 
05D1: AS_actor -1 drive_car 55@ to -1704.0 1333.5 5.9 speed 20.0 2 model #NULL 3 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1676.9 1360.6 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0615: define_AS_pack_begin 195@ 
05D1: AS_actor -1 drive_car 56@ to -1706.6 1340.2 5.9 speed 20.0 2 model #NULL 3 
0616: define_AS_pack_end 195@ 
0618: assign_actor 41@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0615: define_AS_pack_begin 195@ 
05D1: AS_actor -1 drive_car 57@ to -1718.4 1345.7 6.2 speed 20.0 2 model #NULL 3 
0616: define_AS_pack_end 195@ 
0618: assign_actor 43@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
015F: set_camera_position -1711.0 1343.8 7.2 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1726.7 1357.6 9.9 switchstyle 2 
016A: fade 1 time 2000 

:SYN5_11621
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_11645 
0001: wait 0 ms 
0002: jump @SYN5_11621 

:SYN5_11645
0050: gosub @SYN5_23605 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_11677 
0002: jump @SYN5_8953 

:SYN5_11677
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_11702 
0002: jump @SYN5_23151 

:SYN5_11702
0006: 132@ = 7 
0006: 134@ = 2 
0006: 135@ = 3 
0050: gosub @SYN5_30472 
0006: 32@ = 0 
0006: 88@ = 2 

:SYN5_11744
00D6: if 
0039:   88@ == 2 
004D: jump_if_false @SYN5_11881 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @SYN5_11881 
0050: gosub @SYN5_26264 
015F: set_camera_position -1698.3 1327.6 7.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1701.2 1332.3 7.6 switchstyle 2 
0006: 132@ = 7 
0006: 134@ = 3 
0006: 135@ = 5 
0050: gosub @SYN5_30472 
0006: 32@ = 0 
0006: 88@ = 3 

:SYN5_11881
00D6: if 
0039:   88@ == 3 
004D: jump_if_false @SYN5_12029 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_12029 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_12029 
00D6: if 
80DF:   not actor $ACTOR_RYDER driving 
004D: jump_if_false @SYN5_12029 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYN5_12015 
0615: define_AS_pack_begin 195@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1665.0 1370.9 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 39@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_12015
0006: 32@ = 0 
0006: 88@ = 4 

:SYN5_12029
00D6: if 
0039:   88@ == 4 
004D: jump_if_false @SYN5_12900 
016A: fade 0 time 1000 

:SYN5_12054
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_12078 
0001: wait 0 ms 
0002: jump @SYN5_12054 

:SYN5_12078
0050: gosub @SYN5_23605 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_12110 
0002: jump @SYN5_8953 

:SYN5_12110
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_12135 
0002: jump @SYN5_23151 

:SYN5_12135
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_12193 
0792: disembark_instantly_actor 35@ 
00A1: put_actor 35@ at -1629.2 1414.2 6.2 
0173: set_actor 35@ Z_angle_to 87.6 
06AB: set_actor 35@ all_weapons_hidden 1 

:SYN5_12193
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_12290 
0792: disembark_instantly_actor 45@ 
00A1: put_actor 45@ at -1629.3 1412.4 6.2 
0173: set_actor 45@ Z_angle_to 76.7 
0605: actor 45@ perform_animation "SEAT_IDLE" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
01B2: give_actor 45@ weapon 32 ammo 30000 // Load the weapon model before using this 

:SYN5_12290
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_12351 
0792: disembark_instantly_actor 46@ 
00A1: put_actor 46@ at -1626.5 1414.2 6.2 
0173: set_actor 46@ Z_angle_to 116.9 
01B2: give_actor 46@ weapon 32 ammo 30000 // Load the weapon model before using this 

:SYN5_12351
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_12412 
0792: disembark_instantly_actor 47@ 
00A1: put_actor 47@ at -1628.5 1414.9 6.2 
0173: set_actor 47@ Z_angle_to 50.5 
01B2: give_actor 47@ weapon 32 ammo 30000 // Load the weapon model before using this 

:SYN5_12412
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_12473 
0792: disembark_instantly_actor 48@ 
00A1: put_actor 48@ at -1629.7 1416.0 6.2 
0173: set_actor 48@ Z_angle_to 222.8 
01B2: give_actor 48@ weapon 32 ammo 30000 // Load the weapon model before using this 

:SYN5_12473
0677: AS_actor 47@ chat_with_actor 48@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 48@ chat_with_actor 47@ lead_speaker_flag 0 unknown_flag 1 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_12555 
0792: disembark_instantly_actor $ACTOR_RYDER 
00A1: put_actor $ACTOR_RYDER at -1636.5 1412.5 6.2 
0173: set_actor $ACTOR_RYDER Z_angle_to 280.9 
06AB: set_actor $ACTOR_RYDER all_weapons_hidden 1 

:SYN5_12555
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYN5_12687 
0792: disembark_instantly_actor 39@ 
00A1: put_actor 39@ at -1634.9 1408.3 6.2 
0173: set_actor 39@ Z_angle_to 293.5 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1629.6 1411.7 6.2 mode 4 time -1 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 195@ 
0618: assign_actor 39@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_12687
0823: AS_actor $ACTOR_RYDER greet_actor 35@ 0.5 5 
03CB: set_rendering_origin_at -1629.2 1414.2 6.2 
015F: set_camera_position -1637.6 1410.8 8.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1626.4 1414.8 6.8 switchstyle 2 
016A: fade 1 time 2000 

:SYN5_12777
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_12801 
0001: wait 0 ms 
0002: jump @SYN5_12777 

:SYN5_12801
0050: gosub @SYN5_23605 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_12833 
0002: jump @SYN5_8953 

:SYN5_12833
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_12858 
0002: jump @SYN5_23151 

:SYN5_12858
0006: 132@ = 7 
0006: 134@ = 7 
0006: 135@ = 8 
0050: gosub @SYN5_30472 
0006: 32@ = 0 
0006: 88@ = 5 

:SYN5_12900
00D6: if 
0039:   88@ == 5 
004D: jump_if_false @SYN5_12977 
00D6: if 
0019:   32@ > 3500 
004D: jump_if_false @SYN5_12977 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @SYN5_12977 
05EB: assign_car 58@ to_path 28 
0706: advance_car 58@ further_along_path 10.0 
0006: 88@ = 6 

:SYN5_12977
00D6: if 
0039:   88@ == 6 
004D: jump_if_false @SYN5_13378 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @SYN5_13378 
016A: fade 0 time 500 

:SYN5_13021
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_13045 
0001: wait 0 ms 
0002: jump @SYN5_13021 

:SYN5_13045
0050: gosub @SYN5_23605 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_13077 
0002: jump @SYN5_8953 

:SYN5_13077
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_13102 
0002: jump @SYN5_23151 

:SYN5_13102
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_13128 
0173: set_actor $ACTOR_RYDER Z_angle_to 150.0 

:SYN5_13128
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYN5_13154 
0173: set_actor 39@ Z_angle_to 150.0 

:SYN5_13154
0925: restore_camera_to_user_defined 
0930: lock_camera_position 1 
092F: lock_camera_target_point 1 
0936: set_camera -1657.1 1666.8 3.4 position_to -1599.1 1432.0 15.1 time 11000 smooth_transition 1 
0920: point_camera -1676.2 1618.2 11.4 transverse_to -1614.1 1428.9 15.4 time 11000 smooth_transition 1 
03CB: set_rendering_origin_at -1657.1 1666.8 3.4 
016A: fade 1 time 500 

:SYN5_13262
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_13286 
0001: wait 0 ms 
0002: jump @SYN5_13262 

:SYN5_13286
0050: gosub @SYN5_23605 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_13318 
0002: jump @SYN5_8953 

:SYN5_13318
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_13343 
0002: jump @SYN5_23151 

:SYN5_13343
0006: 132@ = 7 
0006: 134@ = 8 
0006: 135@ = 10 
0050: gosub @SYN5_30472 
0006: 88@ = 7 

:SYN5_13378
00D6: if 
0039:   88@ == 7 
004D: jump_if_false @SYN5_13536 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @SYN5_13536 
00D6: if 
01AD:   car 58@ sphere 0 near_point -1629.1 1429.5 radius 3.0 3.0 
004D: jump_if_false @SYN5_13536 
00D6: if 
060E:   car 58@ assigned_to_path 
004D: jump_if_false @SYN5_13471 
05EC: release_car 58@ from_path 

:SYN5_13471
04A2: set_heli 58@ fly_to -1629.1 1429.5 19.3 altitude_between 0.0 and 19.3 
0006: 132@ = 7 
0006: 134@ = 10 
0006: 135@ = 11 
0050: gosub @SYN5_30472 
0006: 88@ = 8 

:SYN5_13536
00D6: if 
0039:   88@ == 8 
004D: jump_if_false @SYN5_13695 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_13695 
0925: restore_camera_to_user_defined 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @SYN5_13695 
04D0: force_heli 58@ looking_angle_to 270.0 
04A2: set_heli 58@ fly_to -615.5 1513.9 54.8 altitude_between 0.0 and 25.5 
015F: set_camera_position -1647.6 1409.7 8.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1590.8 1426.7 13.8 switchstyle 2 
0006: 32@ = 0 
0006: 88@ = 9 

:SYN5_13695
00D6: if 
0039:   88@ == 9 
004D: jump_if_false @SYN5_14226 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SYN5_14226 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_13799 
0687: clear_actor 35@ task 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1628.8 1421.7 6.2 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 35@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_13799
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_13866 
0687: clear_actor 45@ task 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1626.8 1419.7 6.2 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 45@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_13866
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_13933 
0687: clear_actor 46@ task 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1630.8 1423.7 6.2 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 46@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_13933
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_14000 
0687: clear_actor 47@ task 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1632.8 1425.7 6.2 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 47@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_14000
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_14067 
0687: clear_actor 48@ task 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1634.0 1423.0 6.2 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 48@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_14067
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_14122 
01B2: give_actor $ACTOR_RYDER weapon 17 ammo 1 // Load the weapon model before using this 
01B9: set_actor $ACTOR_RYDER armed_weapon_to 17 
0668: AS_actor $ACTOR_RYDER rotate_and_shoot_at -1652.5 1396.0 6.2 500 ms 

:SYN5_14122
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYN5_14184 
01B2: give_actor 39@ weapon 17 ammo 1 // Load the weapon model before using this 
01B9: set_actor 39@ armed_weapon_to 17 
0615: define_AS_pack_begin 195@ 
05B9: AS_actor -1 stay_idle 500 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 39@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_14184
0006: 132@ = 7 
0006: 134@ = 11 
0006: 135@ = 12 
0050: gosub @SYN5_30472 
0006: 32@ = 0 
0006: 88@ = 10 

:SYN5_14226
00D6: if 
0039:   88@ == 10 
004D: jump_if_false @SYN5_14319 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYN5_14319 
062E: get_actor 39@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @SYN5_14319 
0668: AS_actor 39@ rotate_and_shoot_at -1653.1 1400.0 7.0 500 ms 
0006: 88@ = 11 

:SYN5_14319
00D6: if 
0039:   88@ == 11 
004D: jump_if_false @SYN5_14565 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_14565 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SYN5_14565 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_14565 
062E: get_actor $ACTOR_RYDER task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @SYN5_14565 
0615: define_AS_pack_begin 195@ 
05B9: AS_actor -1 stay_idle 500 ms 
05D3: AS_actor -1 goto_point -1649.1 1395.0 7.0 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 132@ = 7 
0006: 134@ = 12 
0006: 135@ = 14 
0050: gosub @SYN5_30472 
015F: set_camera_position -1665.9 1386.8 11.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1641.2 1407.9 9.9 switchstyle 2 
0006: 32@ = 0 
0006: 88@ = 12 

:SYN5_14565
00D6: if 
0039:   88@ == 12 
004D: jump_if_false @SYN5_14685 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @SYN5_14685 
064B: 59@ = create_particle "TEARGASAD" at -1656.5 1398.0 6.2 type 1 
064C: make_particle 59@ visible 
064B: 60@ = create_particle "TEARGASAD" at -1656.0 1393.0 7.0 type 1 
064C: make_particle 60@ visible 
0006: 88@ = 13 

:SYN5_14685
00D6: if 
0039:   88@ == 13 
004D: jump_if_false @SYN5_17454 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @SYN5_17454 
0006: 89@ = 0 

:SYN5_14729
0701: end_scene_skip 
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @SYN5_14766 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 132@ = 0 

:SYN5_14766
016A: fade 0 time 500 

:SYN5_14773
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_14797 
0001: wait 0 ms 
0002: jump @SYN5_14773 

:SYN5_14797
0050: gosub @SYN5_23605 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_14829 
0002: jump @SYN5_8953 

:SYN5_14829
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_14854 
0002: jump @SYN5_23151 

:SYN5_14854
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @SYN5_15197 
0925: restore_camera_to_user_defined 
0050: gosub @SYN5_25123 
0050: gosub @SYN5_25613 
00D6: if 
8119:   not car 55@ wrecked 
004D: jump_if_false @SYN5_14934 
00AB: put_car 55@ at -1702.9 1335.5 5.9 
0175: set_car 55@ Z_angle_to 271.8 

:SYN5_14934
00D6: if 
8119:   not car 56@ wrecked 
004D: jump_if_false @SYN5_14980 
00AB: put_car 56@ at -1706.6 1340.2 5.9 
0175: set_car 56@ Z_angle_to 271.8 

:SYN5_14980
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @SYN5_15026 
00AB: put_car 57@ at -1718.4 1345.7 6.2 
0175: set_car 57@ Z_angle_to 231.8 

:SYN5_15026
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SYN5_15107 
0657: car 76@ open_door 4 
0657: car 76@ open_door 5 
00D6: if 
060E:   car 76@ assigned_to_path 
004D: jump_if_false @SYN5_15077 
05EC: release_car 76@ from_path 

:SYN5_15077
00AB: put_car 76@ at -1722.3 1365.6 6.2 
0175: set_car 76@ Z_angle_to 325.6 

:SYN5_15107
0873: release_path 27 
0650: destroy_particle 59@ 
0650: destroy_particle 60@ 
064B: 59@ = create_particle "TEARGASAD" at -1656.5 1398.0 6.2 type 1 
064C: make_particle 59@ visible 
064B: 60@ = create_particle "TEARGASAD" at -1656.0 1393.0 7.0 type 1 
064C: make_particle 60@ visible 

:SYN5_15197
0792: disembark_instantly_actor $415 
0792: disembark_instantly_actor $ACTOR_CESAR 
0792: disembark_instantly_actor $PLAYER_ACTOR 
01B2: give_actor $ACTOR_CESAR weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor $ACTOR_CESAR decision_maker_to 196@ 
0668: AS_actor $415 rotate_and_shoot_at -1685.2 1363.1 7.8 -1 ms 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SYN5_15290 
0668: AS_actor 36@ rotate_and_shoot_at -1682.2 1364.1 7.8 -1 ms 

:SYN5_15290
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN5_15328 
0668: AS_actor 37@ rotate_and_shoot_at -1694.2 1355.1 7.8 -1 ms 

:SYN5_15328
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @SYN5_15366 
0668: AS_actor 38@ rotate_and_shoot_at -1704.2 1343.1 7.8 -1 ms 

:SYN5_15366
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_15665 
0792: disembark_instantly_actor 35@ 
00D6: if 
80DF:   not actor 35@ driving 
004D: jump_if_false @SYN5_15430 
00A1: put_actor 35@ at -1618.9 1401.8 6.2 
0002: jump @SYN5_15450 

:SYN5_15430
0362: remove_actor 35@ from_car_and_place_at -1618.9 1401.8 6.2 

:SYN5_15450
0173: set_actor 35@ Z_angle_to 110.5 
06AB: set_actor 35@ all_weapons_hidden 0 
0615: define_AS_pack_begin 198@ 
0637: AS_actor -1 goto -1619.3 1412.1 6.2 mode 6 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 4000 
0616: define_AS_pack_end 198@ 
0615: define_AS_pack_begin 199@ 
0637: AS_actor -1 goto -1635.0 1430.4 6.2 mode 6 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 4000 
0616: define_AS_pack_end 199@ 
0615: define_AS_pack_begin 200@ 
0618: assign_actor -1 to_AS_pack 198@ 
0618: assign_actor -1 to_AS_pack 199@ 
0618: assign_actor -1 to_AS_pack 199@ 
0618: assign_actor -1 to_AS_pack 198@ 
0643: set_AS_pack 200@ loop 1 
0616: define_AS_pack_end 200@ 
0618: assign_actor 35@ to_AS_pack 200@ 
061B: remove_references_to_AS_pack 198@ 
061B: remove_references_to_AS_pack 199@ 
061B: remove_references_to_AS_pack 200@ 
0187: 79@ = create_marker_above_actor 35@ 

:SYN5_15665
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYN5_15791 
0792: disembark_instantly_actor 39@ 
00A1: put_actor 39@ at -1631.2 1410.3 6.2 
0173: set_actor 39@ Z_angle_to 137.6 
0615: define_AS_pack_begin 195@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 195@ 
0618: assign_actor 39@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_15791
009A: 40@ = create_actor_pedtype 25 model 108@(107@,7i) at -1697.9 1345.7 6.1 
02E2: set_actor 40@ weapon_accuracy_to 130@ 
02A9: set_actor 40@ immune_to_nonplayer 1 
0792: disembark_instantly_actor 40@ 
01B2: give_actor 40@ weapon 32 ammo 30000 // Load the weapon model before using this 
0173: set_actor 40@ Z_angle_to 146.8 
060B: set_actor 40@ decision_maker_to 196@ 
0816: set_actor 40@ dont_chase_victim 1 
0615: define_AS_pack_begin 195@ 
0668: AS_actor -1 rotate_and_shoot_at -1684.9 1353.3 13.6 -2 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 40@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SYN5_16030 
0792: disembark_instantly_actor 41@ 
0350: set_actor 41@ maintain_position_when_attacked 0 
0816: set_actor 41@ dont_chase_victim 1 
0615: define_AS_pack_begin 195@ 
05F5: AS_actor -1 goto_point_using_paths -1690.4 1367.5 8.8 mode 6 time -1 
05D4: AS_actor -1 rotate_angle 230.5 
0668: AS_actor -1 rotate_and_shoot_at -1684.9 1353.3 13.6 -2 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 41@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_16030
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @SYN5_16141 
0792: disembark_instantly_actor 42@ 
0350: set_actor 42@ maintain_position_when_attacked 0 
0816: set_actor 42@ dont_chase_victim 1 
0615: define_AS_pack_begin 195@ 
05F5: AS_actor -1 goto_point_using_paths -1690.9 1363.8 8.8 mode 6 time -1 
05D4: AS_actor -1 rotate_angle 230.5 
0668: AS_actor -1 rotate_and_shoot_at -1684.9 1353.3 13.6 -2 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 42@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_16141
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @SYN5_16252 
0792: disembark_instantly_actor 43@ 
0350: set_actor 43@ maintain_position_when_attacked 0 
0816: set_actor 43@ dont_chase_victim 1 
0615: define_AS_pack_begin 195@ 
05F5: AS_actor -1 goto_point_using_paths -1698.8 1352.4 6.5 mode 6 time -1 
05D4: AS_actor -1 rotate_angle 251.5 
0668: AS_actor -1 rotate_and_shoot_at -1684.9 1353.3 13.6 -2 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 43@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_16252
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @SYN5_16363 
0792: disembark_instantly_actor 44@ 
0350: set_actor 44@ maintain_position_when_attacked 0 
0816: set_actor 44@ dont_chase_victim 1 
0615: define_AS_pack_begin 195@ 
05F5: AS_actor -1 goto_point_using_paths -1682.5 1364.4 6.2 mode 6 time -1 
05D4: AS_actor -1 rotate_angle 182.5 
0668: AS_actor -1 rotate_and_shoot_at -1684.9 1353.3 13.6 -2 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 44@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_16363
064B: 61@ = create_particle "TEARGASAD" at -1657.8 1405.0 7.0 type 1 
064C: make_particle 61@ visible 
064B: 62@ = create_particle "TEARGASAD" at -1643.3 1390.7 7.0 type 1 
064C: make_particle 62@ visible 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_16522 
0792: disembark_instantly_actor 45@ 
00A1: put_actor 45@ at -1647.7 1421.8 6.2 
0173: set_actor 45@ Z_angle_to 186.5 
0350: set_actor 45@ maintain_position_when_attacked 0 
0816: set_actor 45@ dont_chase_victim 1 
01B2: give_actor 45@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 

:SYN5_16522
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_16591 
0792: disembark_instantly_actor 46@ 
00A1: put_actor 46@ at -1672.6 1373.9 8.8 
0173: set_actor 46@ Z_angle_to 136.4 
01B2: give_actor 46@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:SYN5_16591
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_16660 
0792: disembark_instantly_actor 47@ 
00A1: put_actor 47@ at -1631.8 1398.7 6.2 
0173: set_actor 47@ Z_angle_to 105.9 
01B2: give_actor 47@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 

:SYN5_16660
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_16743 
0792: disembark_instantly_actor 48@ 
00A1: put_actor 48@ at -1658.7 1387.3 6.2 
0173: set_actor 48@ Z_angle_to 144.5 
01B2: give_actor 48@ weapon 32 ammo 30000 // Load the weapon model before using this 
0350: set_actor 48@ maintain_position_when_attacked 0 
0816: set_actor 48@ dont_chase_victim 1 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 

:SYN5_16743
0209: 107@ = random_int_in_ranges 0 2 
009A: 51@ = create_actor_pedtype 25 model 108@(107@,7i) at -1645.8 1401.5 8.8 
02E2: set_actor 51@ weapon_accuracy_to 130@ 
0173: set_actor 51@ Z_angle_to 129.4 
060B: set_actor 51@ decision_maker_to 196@ 
0816: set_actor 51@ dont_chase_victim 1 
02A9: set_actor 51@ immune_to_nonplayer 1 
01B2: give_actor 51@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 
0209: 107@ = random_int_in_ranges 0 2 
009A: 52@ = create_actor_pedtype 25 model 108@(107@,7i) at -1670.5 1364.8 6.2 
02E2: set_actor 52@ weapon_accuracy_to 130@ 
0173: set_actor 52@ Z_angle_to 129.4 
060B: set_actor 52@ decision_maker_to 196@ 
0816: set_actor 52@ dont_chase_victim 1 
02A9: set_actor 52@ immune_to_nonplayer 1 
01B2: give_actor 52@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 
0209: 107@ = random_int_in_ranges 0 2 
009A: 53@ = create_actor_pedtype 25 model 108@(107@,7i) at -1687.5 1367.8 6.2 
02E2: set_actor 53@ weapon_accuracy_to 130@ 
0173: set_actor 53@ Z_angle_to 124.5 
060B: set_actor 53@ decision_maker_to 196@ 
0816: set_actor 53@ dont_chase_victim 1 
02A9: set_actor 53@ immune_to_nonplayer 1 
01B2: give_actor 53@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 
0209: 107@ = random_int_in_ranges 0 2 
009A: 54@ = create_actor_pedtype 25 model 108@(107@,7i) at -1657.3 1379.8 8.8 
02E2: set_actor 54@ weapon_accuracy_to 130@ 
0173: set_actor 54@ Z_angle_to 140.5 
060B: set_actor 54@ decision_maker_to 196@ 
0816: set_actor 54@ dont_chase_victim 1 
02A9: set_actor 54@ immune_to_nonplayer 1 
01B2: give_actor 54@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 
00A6: destroy_car 58@ 
009B: destroy_actor $ACTOR_RYDER 
0873: release_path 28 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
04EF: release_animation "GRENADE" 
01C3: remove_references_to_car 58@ 
0249: release_model #MAVERICK 
0249: release_model #PICADOR 
0249: release_model #TAHOMA 
0249: release_model #PONY 
01C3: remove_references_to_car 75@ 
0249: release_model #BANSHEE 
01EB: set_traffic_density_multiplier_to 1.0 
0709: set_decision_maker 196@ on_event 13 taskID 917 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 196@ on_event 11 taskID 600 respect 100.0 hate 0.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
03CB: set_rendering_origin_at -1720.4 1275.5 16.9 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CESAR in_group $PLAYER_GROUP 
07B3: set_group $PLAYER_GROUP give_command 1 
0006: 126@ = 1 
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN5_06' time 4000 flag 1  // ~s~Find and kill ~r~T-Bone~s~!
016A: fade 1 time 500 

:SYN5_17359
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_17383 
0001: wait 0 ms 
0002: jump @SYN5_17359 

:SYN5_17383
0050: gosub @SYN5_23605 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_17415 
0002: jump @SYN5_8953 

:SYN5_17415
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_17440 
0002: jump @SYN5_23151 

:SYN5_17440
0006: 88@ = 0 
0006: 87@ = 5 

:SYN5_17454
00D6: if 
0039:   87@ == 5 
004D: jump_if_false @SYN5_21573 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @SYN5_17806 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1708.6 1331.1 radius 200.0 200.0 
004D: jump_if_false @SYN5_17542 
03DE: set_pedestrians_density_multiplier_to 0.0 
0002: jump @SYN5_17549 

:SYN5_17542
03DE: set_pedestrians_density_multiplier_to 1.0 

:SYN5_17549
0050: gosub @SYN5_29054 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @SYN5_17599 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_17599 
02A9: set_actor 35@ immune_to_nonplayer 0 
0321: AS_actor 35@ die_headshotted 

:SYN5_17599
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @SYN5_17806 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @SYN5_17806 
00BE: text_clear_all 
0164: disable_marker 79@ 
016A: fade 0 time 1000 

:SYN5_17654
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_17678 
0001: wait 0 ms 
0002: jump @SYN5_17654 

:SYN5_17678
0050: gosub @SYN5_23605 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_17710 
0002: jump @SYN5_8953 

:SYN5_17710
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_17735 
0002: jump @SYN5_23151 

:SYN5_17735
04ED: load_animation "DANCING" 
04ED: load_animation "KISSING" 
04ED: load_animation "MISC" 
04ED: load_animation "RYDER" 
0247: load_model #DYN_WOODPILE2 
0247: load_model #SPEEDER 
023C: load_special_actor 'RYDER2' as 2 // models 290-299 
038B: load_requested_models 
0006: 88@ = 1 

:SYN5_17806
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @SYN5_19605 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 132@ = 0 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
0395: clear_area 1 at -1629.438 1422.648 6.2 radius 60.0 
03CB: set_rendering_origin_at -1629.438 1422.648 6.2 
009B: destroy_actor 35@ 
009A: 35@ = create_actor_pedtype 25 model #SPECIAL04 at -1629.438 1422.648 6.2 
0223: set_actor 35@ health_to 500 
035F: actor 35@ armour += 100 
02E2: set_actor 35@ weapon_accuracy_to 130@ 
0173: set_actor 35@ Z_angle_to 260.0 
02AB: set_actor 35@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0332: set_actor 35@ bleeding 1 
060B: set_actor 35@ decision_maker_to 197@ 
0615: define_AS_pack_begin 195@ 
0605: actor -1 perform_animation "RYD_DIE_PT1" IFP "RYDER" framedelta 1000.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0616: define_AS_pack_end 195@ 
0618: assign_actor 35@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -1639.9 1410.3 6.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 325.8 
0006: 91@ = 0 
041A: 91@ = actor $PLAYER_ACTOR weapon 29 ammo 
00D6: if 
0019:   91@ > 0 
004D: jump_if_false @SYN5_18145 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 29 
0002: jump @SYN5_18232 

:SYN5_18145
041A: 91@ = actor $PLAYER_ACTOR weapon 28 ammo 
00D6: if 
0019:   91@ > 0 
004D: jump_if_false @SYN5_18187 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 28 
0002: jump @SYN5_18232 

:SYN5_18187
041A: 91@ = actor $PLAYER_ACTOR weapon 32 ammo 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @SYN5_18225 
01B2: give_actor $PLAYER_ACTOR weapon 32 ammo 99999 // Load the weapon model before using this 

:SYN5_18225
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 32 

:SYN5_18232
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1632.2 1419.3 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0373: set_camera_directly_behind_player 
015A: restore_camera 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @SYN5_18306 
06C9: remove_actor $ACTOR_CESAR from_group 

:SYN5_18306
0792: disembark_instantly_actor $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at -1638.1 1408.8 6.2 
0173: set_actor $ACTOR_CESAR Z_angle_to 325.8 
060B: set_actor $ACTOR_CESAR decision_maker_to 197@ 
01B2: give_actor $ACTOR_CESAR weapon 32 ammo 30000 // Load the weapon model before using this 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1630.5 1417.9 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0792: disembark_instantly_actor $415 
00A1: put_actor $415 at -1645.7 1409.0 6.2 
0173: set_actor $415 Z_angle_to 328.5 
060B: set_actor $415 decision_maker_to 197@ 
01B2: give_actor $415 weapon 32 ammo 30000 // Load the weapon model before using this 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1640.2 1414.0 6.2 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor 35@ 
0616: define_AS_pack_end 195@ 
0618: assign_actor $415 to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYN5_18579 
060B: set_actor 39@ decision_maker_to 197@ 
0792: disembark_instantly_actor 39@ 
0615: define_AS_pack_begin 195@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05C4: AS_actor -1 hands_up 50000 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 39@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_18579
009B: destroy_actor 40@ 
009B: destroy_actor 41@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_18672 
060B: set_actor 45@ decision_maker_to 197@ 
0792: disembark_instantly_actor 45@ 
0615: define_AS_pack_begin 195@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05C4: AS_actor -1 hands_up 50000 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 45@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_18672
009B: destroy_actor 46@ 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_18745 
060B: set_actor 47@ decision_maker_to 197@ 
0792: disembark_instantly_actor 47@ 
0615: define_AS_pack_begin 195@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05C4: AS_actor -1 hands_up 50000 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 47@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_18745
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_18813 
060B: set_actor 48@ decision_maker_to 197@ 
0792: disembark_instantly_actor 48@ 
0615: define_AS_pack_begin 195@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05C4: AS_actor -1 hands_up 50000 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 48@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_18813
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
009A: $ACTOR_RYDER = create_actor_pedtype 25 model #SPECIAL02 at -1633.1 1394.1 6.2 
02E2: set_actor $ACTOR_RYDER weapon_accuracy_to 130@ 
0173: set_actor $ACTOR_RYDER Z_angle_to 268.0 
060B: set_actor $ACTOR_RYDER decision_maker_to 197@ 
02A9: set_actor $ACTOR_RYDER immune_to_nonplayer 1 
0446: set_actor $ACTOR_RYDER dismemberment_possible 0 
035F: actor $ACTOR_RYDER armour += 100 
0376: 67@ = create_random_actor_at -1502.8 1379.5 3.1 
0173: set_actor 67@ Z_angle_to 123.3 
0605: actor 67@ perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0376: 68@ = create_random_actor_at -1503.2 1377.3 3.1 
0173: set_actor 68@ Z_angle_to 37.1 
0605: actor 68@ perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0376: 69@ = create_random_actor_at -1506.0 1375.2 3.1 
0173: set_actor 69@ Z_angle_to 291.9 
0605: actor 69@ perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0376: 70@ = create_random_actor_at -1509.2 1379.3 2.8 
0376: 71@ = create_random_actor_at -1510.2 1379.3 2.8 
0639: AS_actor 70@ rotate_to_actor 71@ 
0605: actor 70@ perform_animation "GRLFRD_KISS_03" IFP "KISSING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor 71@ rotate_to_actor 70@ 
0605: actor 71@ perform_animation "PLAYA_KISS_03" IFP "KISSING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
02CF: 72@ = create_fire_at -1505.0 1379.2 2.1 propagation 0 size 1 
029B: 78@ = init_object #DYN_WOODPILE2 at -1505.0 1379.2 2.1 
08D2: object 78@ scale_model 0.5 
07F7: set_object 78@ destructible 0 
00A5: 65@ = create_car #SPEEDER at -1504.0 1388.7 0.0 
0175: set_car 65@ Z_angle_to 282.0 
0323: enable_boat 65@ anchor 1 
04E0: car 65@ abandon_path_radius 255 
00A5: 66@ = create_car #SPEEDER at -1519.9 1382.3 0.0 
0175: set_car 66@ Z_angle_to 314.0 
0323: enable_boat 66@ anchor 1 
015F: set_camera_position -1643.8 1408.3 7.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1631.1 1416.7 7.9 switchstyle 2 
016A: fade 1 time 1000 

:SYN5_19468
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_19492 
0001: wait 0 ms 
0002: jump @SYN5_19468 

:SYN5_19492
0050: gosub @SYN5_23605 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_19524 
0002: jump @SYN5_8953 

:SYN5_19524
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_19549 
0002: jump @SYN5_23151 

:SYN5_19549
0006: 89@ = 1 
0707: start_scene_skip_to @SYN5_20987 
0006: 132@ = 8 
0006: 134@ = 0 
0006: 135@ = 1 
0050: gosub @SYN5_30472 
0006: 32@ = 0 
0006: 88@ = 2 

:SYN5_19605
00D6: if 
0039:   88@ == 2 
004D: jump_if_false @SYN5_19810 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_19810 
00D6: if 
00EC:   actor 35@ sphere 0 near_point -1626.6 1421.8 radius 1.0 1.0 
004D: jump_if_false @SYN5_19810 
0792: disembark_instantly_actor 35@ 
00A1: put_actor 35@ at -1624.4 1423.8 6.2 
0173: set_actor 35@ Z_angle_to 135.0 
0812: AS_actor 35@ perform_animation "RYD_DIE_PT2" IFP "RYDER" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
015F: set_camera_position -1633.2 1416.9 7.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1624.2 1424.9 6.8 switchstyle 2 
0006: 88@ = 3 

:SYN5_19810
00D6: if 
0039:   88@ == 3 
004D: jump_if_false @SYN5_19945 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_19945 
00D6: if 
0611:   actor 35@ performing_animation "RYD_DIE_PT2" 
004D: jump_if_false @SYN5_19945 
0613: 194@ = actor 35@ animation "RYD_DIE_PT2" time 
00D6: if 
0021:   194@ > 0.783 
004D: jump_if_false @SYN5_19945 
0393: actor 35@ perform_animation "RYD_DIE_PT2" at 0.0 times_normal_rate 
0006: 88@ = 4 

:SYN5_19945
00D6: if 
0039:   88@ == 4 
004D: jump_if_false @SYN5_20136 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_20136 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_20136 
0615: define_AS_pack_begin 195@ 
0639: AS_actor -1 rotate_to_actor 35@ 
074D: AS_actor -1 turns_to_and_look_at_actor 35@ timelimit 1000 
0616: define_AS_pack_end 195@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0615: define_AS_pack_begin 195@ 
0639: AS_actor -1 rotate_to_actor 35@ 
074D: AS_actor -1 turns_to_and_look_at_actor 35@ timelimit 1000 
0616: define_AS_pack_end 195@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
00D6: if 
0611:   actor 35@ performing_animation "RYD_DIE_PT2" 
004D: jump_if_false @SYN5_20129 
0393: actor 35@ perform_animation "RYD_DIE_PT2" at 1.0 times_normal_rate 

:SYN5_20129
0006: 88@ = 5 

:SYN5_20136
00D6: if 
0039:   88@ == 5 
004D: jump_if_false @SYN5_20275 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_20275 
00D6: if 
0611:   actor 35@ performing_animation "RYD_DIE_PT2" 
004D: jump_if_false @SYN5_20275 
0613: 194@ = actor 35@ animation "RYD_DIE_PT2" time 
00D6: if 
0021:   194@ > 0.98 
004D: jump_if_false @SYN5_20275 
00A1: put_actor 35@ at -1622.1 1425.5 6.2 
0006: 32@ = 0 
0006: 88@ = 6 

:SYN5_20275
00D6: if 
0039:   88@ == 6 
004D: jump_if_false @SYN5_20425 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SYN5_20425 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_20411 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1621.0 1396.0 7.4 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0159: camera_on_ped $ACTOR_RYDER mode 15 switchstyle 2 
0006: 132@ = 8 
0006: 134@ = 1 
0006: 135@ = 4 
0050: gosub @SYN5_30472 

:SYN5_20411
0006: 32@ = 0 
0006: 88@ = 7 

:SYN5_20425
00D6: if 
0039:   88@ == 7 
004D: jump_if_false @SYN5_20663 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_20663 
062E: get_actor $ACTOR_RYDER task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @SYN5_20663 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1614.82 1397.204 7.277 mode 6 time -1 ms // versionA 
07CD: AS_actor -1 walk_to -1614.82 1397.204 7.277 stop_with_angle 287.0 within_radius 0.9 
0812: AS_actor -1 perform_animation "RUN_DIVE" IFP "MISC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 195@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
015F: set_camera_position -1617.8 1398.8 7.2 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1614.2 1396.3 8.0 switchstyle 2 
0006: 32@ = 0 
0006: 88@ = 8 

:SYN5_20663
00D6: if 
0039:   88@ == 8 
004D: jump_if_false @SYN5_20734 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_20734 
0006: 132@ = 8 
0006: 134@ = 4 
0006: 135@ = 6 
0050: gosub @SYN5_30472 
0006: 88@ = 9 

:SYN5_20734
00D6: if 
0039:   88@ == 9 
004D: jump_if_false @SYN5_20847 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_20847 
00D6: if 
0611:   actor $ACTOR_RYDER performing_animation "RUN_DIVE" 
004D: jump_if_false @SYN5_20847 
0613: 194@ = actor $ACTOR_RYDER animation "RUN_DIVE" time 
00D6: if 
0021:   194@ > 0.98 
004D: jump_if_false @SYN5_20847 
0006: 32@ = 0 
0006: 88@ = 10 

:SYN5_20847
00D6: if 
0039:   88@ == 10 
004D: jump_if_false @SYN5_20918 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @SYN5_20918 
097A: play_audio_at -1609.2 1401.7 5.8 event 1144 
0006: 32@ = 0 
0006: 88@ = 11 

:SYN5_20918
00D6: if 
0039:   88@ == 11 
004D: jump_if_false @SYN5_20962 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SYN5_20962 
0006: 88@ = 12 

:SYN5_20962
00D6: if 
0039:   88@ == 12 
004D: jump_if_false @SYN5_21573 
0006: 89@ = 0 

:SYN5_20987
0701: end_scene_skip 
0050: gosub @SYN5_23605 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_21021 
0002: jump @SYN5_8953 

:SYN5_21021
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_21046 
0002: jump @SYN5_23151 

:SYN5_21046
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @SYN5_21184 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 132@ = 0 
016A: fade 0 time 500 

:SYN5_21088
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_21112 
0001: wait 0 ms 
0002: jump @SYN5_21088 

:SYN5_21112
0050: gosub @SYN5_23605 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_21144 
0002: jump @SYN5_8953 

:SYN5_21144
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_21169 
0002: jump @SYN5_23151 

:SYN5_21169
009B: destroy_actor 35@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $ACTOR_CESAR 

:SYN5_21184
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_21309 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @SYN5_21309 
04D8: set_actor $ACTOR_RYDER drowns_in_water 0 
0792: disembark_instantly_actor $ACTOR_RYDER 
00A1: put_actor $ACTOR_RYDER at -1543.9 1401.6 0.0 
0407: store_coords_to 191@ 192@ 193@ from_car 65@ with_offset -1.0 2.0 0.0 
07E1: AS_actor $ACTOR_RYDER swim_to 191@ 192@ 193@ 
0A28: set_actor $ACTOR_RYDER swimming_speed_to 2.3 
0187: 79@ = create_marker_above_actor $ACTOR_RYDER 

:SYN5_21309
01C3: remove_references_to_car 55@ 
01C3: remove_references_to_car 56@ 
01C3: remove_references_to_car 57@ 
0249: release_model #PICADOR 
0249: release_model #TAHOMA 
0249: release_model #TRIADA 
0249: release_model #BALLAS1 
0249: release_model #BALLAS2 
0249: release_model #SFR1 
0249: release_model #SFR2 
05D3: AS_actor $ACTOR_CESAR goto_point -1616.5 1402.9 6.2 mode 4 time -2 ms // versionA 
05D3: AS_actor $415 goto_point -1615.5 1398.4 6.2 mode 4 time -2 ms // versionA 
0296: unload_special_actor 4 
04EF: release_animation "MISC" 
04EF: release_animation "RYDER" 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'SYN5_07' time 7000 flag 1  // ~s~Jump into the water and swim after ~r~Ryder~s~.
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 500 

:SYN5_21471
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_21495 
0001: wait 0 ms 
0002: jump @SYN5_21471 

:SYN5_21495
0050: gosub @SYN5_23605 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_21527 
0002: jump @SYN5_8953 

:SYN5_21527
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_21552 
0002: jump @SYN5_23151 

:SYN5_21552
0006: 133@ = 0 
0006: 88@ = 0 
0006: 87@ = 6 

:SYN5_21573
00D6: if 
0039:   87@ == 6 
004D: jump_if_false @SYN5_22930 
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @SYN5_21659 
00D6: if 
04AD:   actor $PLAYER_ACTOR in_water 
004D: jump_if_false @SYN5_21659 
03D5: remove_text 'SYN5_07'  // ~s~Jump into the water and swim after ~r~Ryder~s~.
00BC: show_text_highpriority GXT 'SYN5_08' time 7000 flag 1  // ~s~Kill ~r~Ryder~s~.
0006: 133@ = 1 

:SYN5_21659
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @SYN5_21762 
00D6: if 
8119:   not car 66@ wrecked 
004D: jump_if_false @SYN5_21762 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 66@ radius 10.0 10.0 sphere 0 
004D: jump_if_false @SYN5_21762 
0186: 86@ = create_marker_above_car 66@ 
07E0: set_marker 86@ type_to 1 
00BC: show_text_highpriority GXT 'SYN5_11' time 7000 flag 1  // ~s~Get in the ~b~boat~s~.
0006: 133@ = 2 

:SYN5_21762
00D6: if 
0039:   133@ == 2 
004D: jump_if_false @SYN5_21904 
00D6: if 
8119:   not car 66@ wrecked 
004D: jump_if_false @SYN5_21876 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 66@ 
004D: jump_if_false @SYN5_21876 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN5_21869 
0006: 132@ = 9 
0209: 134@ = random_int_in_ranges 0 3 
0085: 135@ = 134@ // (int) 
000A: 135@ += 1 
0050: gosub @SYN5_30472 

:SYN5_21869
0006: 133@ = 3 

:SYN5_21876
00D6: if 
04A7:   actor $PLAYER_ACTOR driving_boat 
004D: jump_if_false @SYN5_21904 
0164: disable_marker 86@ 
0006: 133@ = 3 

:SYN5_21904
00D6: if 
0039:   133@ == 3 
004D: jump_if_false @SYN5_21981 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_21981 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_21981 
00BC: show_text_highpriority GXT 'SYN5_12' time 7000 flag 1  // ~s~Kill ~r~Ryder~s~. You can do a drive-by on his boat.
0006: 133@ = 4 

:SYN5_21981
00D6: if 
0039:   133@ == 4 
004D: jump_if_false @SYN5_22178 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_22178 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_22178 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @SYN5_22178 
00D6: if 
00DB:   actor $ACTOR_RYDER in_car 65@ 
004D: jump_if_false @SYN5_22178 
00D6: if 
8119:   not car 66@ wrecked 
004D: jump_if_false @SYN5_22178 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 66@ 
004D: jump_if_false @SYN5_22178 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_RYDER radius 15.0 15.0 0 
004D: jump_if_false @SYN5_22178 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_22178 
0006: 132@ = 11 
0006: 134@ = 0 
0050: gosub @SYN5_30472 
0006: 133@ = 5 

:SYN5_22178
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @SYN5_22366 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_22366 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @SYN5_22366 
00D6: if 
80EC:   not actor $ACTOR_RYDER sphere 0 near_point 191@ 192@ radius 2.0 2.0 
004D: jump_if_false @SYN5_22351 
062E: get_actor $ACTOR_RYDER task 2017 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @SYN5_22344 
0407: store_coords_to 191@ 192@ 193@ from_car 65@ with_offset -1.0 2.0 0.0 
07E1: AS_actor $ACTOR_RYDER swim_to 191@ 192@ 193@ 
0A28: set_actor $ACTOR_RYDER swimming_speed_to 2.3 

:SYN5_22344
0002: jump @SYN5_22366 

:SYN5_22351
036A: put_actor $ACTOR_RYDER in_car 65@ 
0006: 88@ = 1 

:SYN5_22366
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @SYN5_22488 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_22488 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_RYDER radius 20.0 20.0 0 
051A:   actor $ACTOR_RYDER damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN5_22446 
0006: 88@ = 2 

:SYN5_22446
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @SYN5_22488 
00D6: if 
051C:   car 65@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN5_22488 
0006: 88@ = 2 

:SYN5_22488
00D6: if 
0039:   88@ == 2 
004D: jump_if_false @SYN5_22612 
00D6: if 
0039:   125@ == 4 
004D: jump_if_false @SYN5_22612 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_22612 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor $ACTOR_RYDER radius 250.0 250.0 0 
004D: jump_if_false @SYN5_22612 
00D6: if 
82CB:   not actor $ACTOR_RYDER bounding_sphere_visible 
004D: jump_if_false @SYN5_22612 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN5_09' time 4000 flag 1  // ~r~Ryder has escaped!
0002: jump @SYN5_23151 

:SYN5_22612
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_22872 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @SYN5_22695 
00D6: if 
00DB:   actor $ACTOR_RYDER in_car 65@ 
004D: jump_if_false @SYN5_22688 
00D6: if 
0019:   88@ > 1 
004D: jump_if_false @SYN5_22688 
0050: gosub @SYN5_27551 

:SYN5_22688
0002: jump @SYN5_22872 

:SYN5_22695
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @SYN5_22750 
07E1: AS_actor $ACTOR_RYDER swim_to -1491.2 1387.4 0.0 
0A28: set_actor $ACTOR_RYDER swimming_speed_to 2.3 
0006: 125@ = 1 

:SYN5_22750
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @SYN5_22872 
062E: get_actor $ACTOR_RYDER task 2017 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @SYN5_22872 
0615: define_AS_pack_begin 195@ 
0638: AS_actor -1 stay_put 1 
05D3: AS_actor -1 goto_point -1497.2 1383.5 1.6 mode 6 time 1 ms // versionA 
05D4: AS_actor -1 rotate_angle 64.5 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 195@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 125@ = 2 

:SYN5_22872
00D6: if 
0119:   car 66@ wrecked 
004D: jump_if_false @SYN5_22893 
0164: disable_marker 86@ 

:SYN5_22893
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_22930 
0006: 32@ = 0 
0006: 88@ = 0 
0006: 87@ = 7 

:SYN5_22930
00D6: if 
0039:   87@ == 7 
004D: jump_if_false @SYN5_23137 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SYN5_23077 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @SYN5_23077 
00D6: if 
04A7:   actor $PLAYER_ACTOR driving_boat 
004D: jump_if_false @SYN5_23070 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 132@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
0006: 132@ = 10 
0006: 134@ = 0 
0050: gosub @SYN5_30472 
0006: 88@ = 1 
0002: jump @SYN5_23077 

:SYN5_23070
0002: jump @SYN5_23169 

:SYN5_23077
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @SYN5_23137 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_23137 
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @SYN5_23169 

:SYN5_23137
0050: gosub @SYN5_32238 
0002: jump @SYN5_1694 

:SYN5_23151
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:SYN5_23169
0008: $SYNDICATE_TOTAL_PASSED_MISSIONS += 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 15000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 15000 
0998: add_respect 40 
0164: disable_marker $526 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'SYND_5'  // Pier 69
030C: progress_made = 1 
0164: disable_marker $MARKER_TRIADS_SF_GARAGE 
02A7: $MARKER_TRIADS_SF_GARAGE = create_icon_marker_and_sphere $ICON_TRIADS at $X_SF_GARAGE $Y_SF_GARAGE $Z_SF_GARAGE 
0051: return 

:SYN5_23260
00D6: if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // s$ 
004D: jump_if_false @SYN5_23278 
02EB: restore_camera_with_jumpcut 

:SYN5_23278
0108: destroy_object 73@ 
0164: disable_marker 79@ 
04EF: release_animation "DANCING" 
04EF: release_animation "KISSING" 
04EF: release_animation "MISC" 
04EF: release_animation "RYDER" 
0164: disable_marker 80@ 
0164: disable_marker 81@ 
0164: disable_marker 82@ 
0164: disable_marker 83@ 
0164: disable_marker 84@ 
0164: disable_marker 85@ 
0164: disable_marker 79@ 
0164: disable_marker 86@ 
0650: destroy_particle 59@ 
0650: destroy_particle 60@ 
0650: destroy_particle 61@ 
0650: destroy_particle 62@ 
0249: release_model #PICADOR 
0249: release_model #TAHOMA 
0249: release_model #MAVERICK 
0249: release_model #SPEEDER 
0249: release_model #BALLAS1 
0249: release_model #BALLAS2 
0249: release_model #TRIBOSS 
0249: release_model #TRIADA 
0249: release_model #SFR1 
0249: release_model #SFR2 
0249: release_model #SNIPER 
0249: release_model #TEC9 
0249: release_model #PONY 
0249: release_model #CELLPHONE 
0249: release_model #BANSHEE 
0249: release_model #SNIPER_ANIM 
0249: release_model #TEARGAS 
0249: release_model #SAVANNA 
0249: release_model #DYN_WOODPILE2 
0249: release_model #AK47 
02D1: remove_fire 72@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN5_23511 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:SYN5_23511
09F5: disable_player_mutal_activities 0 
01B7: release_weather 
034F: destroy_actor_with_fade $ACTOR_CESAR 
034F: destroy_actor_with_fade $ACTOR_RYDER 
034F: destroy_actor_with_fade 34@ 
034F: destroy_actor_with_fade 35@ 
091E: create_forbidden_for_boats_cube_cornerA -1755.6 1256.6 0.0 cornerB -1598.2 1660.1 50.0 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
09D2: set_cops_chase_criminals 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:SYN5_23605
00D6: if 
001B:   10 > 87@ 
004D: jump_if_false @SYN5_23664 
00D6: if 
0118:   actor $ACTOR_CESAR dead 
004D: jump_if_false @SYN5_23664 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN5_04' time 7000 flag 1  // ~r~Cesar has been killed!
0006: 90@ = 1 

:SYN5_23664
00D6: if 
0039:   87@ == 3 
004D: jump_if_false @SYN5_23714 
00D6: if 
0118:   actor $415 dead 
004D: jump_if_false @SYN5_23714 
00BE: text_clear_all 
0006: 88@ = 0 
0006: 87@ = 10 

:SYN5_23714
00D6: if or
0039:   87@ == 2 
0019:   87@ > 3 
004D: jump_if_false @SYN5_23798 
00D6: if 
8039:   not  87@ == 10 
004D: jump_if_false @SYN5_23798 
00D6: if 
0118:   actor $415 dead 
004D: jump_if_false @SYN5_23798 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN5_05' time 7000 flag 1  // ~r~The Triad Leader has been killed!
0006: 90@ = 1 

:SYN5_23798
0051: return 

:SYN5_23800
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @SYN5_23905 
0209: 107@ = random_int_in_ranges 0 2 
009A: 45@ = create_actor_pedtype 25 model 108@(107@,7i) at -1713.16 1356.57 16.2 
0173: set_actor 45@ Z_angle_to 44.5 
01B2: give_actor 45@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: AS_actor 45@ ignore_weapon_range 1 
060B: set_actor 45@ decision_maker_to 197@ 
0350: set_actor 45@ maintain_position_when_attacked 1 
02A9: set_actor 45@ immune_to_nonplayer 1 

:SYN5_23905
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @SYN5_24010 
0209: 107@ = random_int_in_ranges 0 2 
009A: 46@ = create_actor_pedtype 25 model 108@(107@,7i) at -1682.9 1379.8 13.8 
0173: set_actor 46@ Z_angle_to 36.8 
01B2: give_actor 46@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: AS_actor 46@ ignore_weapon_range 1 
060B: set_actor 46@ decision_maker_to 197@ 
0350: set_actor 46@ maintain_position_when_attacked 1 
02A9: set_actor 46@ immune_to_nonplayer 1 

:SYN5_24010
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @SYN5_24115 
0209: 107@ = random_int_in_ranges 0 2 
009A: 47@ = create_actor_pedtype 25 model 108@(107@,7i) at -1686.2 1393.2 20.5 
0173: set_actor 47@ Z_angle_to 276.9 
01B2: give_actor 47@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: AS_actor 47@ ignore_weapon_range 1 
060B: set_actor 47@ decision_maker_to 197@ 
0350: set_actor 47@ maintain_position_when_attacked 1 
02A9: set_actor 47@ immune_to_nonplayer 1 

:SYN5_24115
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @SYN5_24220 
0209: 107@ = random_int_in_ranges 0 2 
009A: 48@ = create_actor_pedtype 25 model 108@(107@,7i) at -1686.4 1345.6 16.2 
0173: set_actor 48@ Z_angle_to 4.0 
01B2: give_actor 48@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: AS_actor 48@ ignore_weapon_range 1 
060B: set_actor 48@ decision_maker_to 197@ 
0350: set_actor 48@ maintain_position_when_attacked 1 
02A9: set_actor 48@ immune_to_nonplayer 1 

:SYN5_24220
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @SYN5_24325 
0209: 107@ = random_int_in_ranges 0 2 
009A: 49@ = create_actor_pedtype 25 model 108@(107@,7i) at -1661.0 1362.2 17.4 
0173: set_actor 49@ Z_angle_to 236.8 
01B2: give_actor 49@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: AS_actor 49@ ignore_weapon_range 1 
060B: set_actor 49@ decision_maker_to 197@ 
0350: set_actor 49@ maintain_position_when_attacked 1 
02A9: set_actor 49@ immune_to_nonplayer 1 

:SYN5_24325
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @SYN5_24430 
0209: 107@ = random_int_in_ranges 0 2 
009A: 50@ = create_actor_pedtype 25 model 108@(107@,7i) at -1641.6 1369.9 17.4 
0173: set_actor 50@ Z_angle_to 211.1 
01B2: give_actor 50@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: AS_actor 50@ ignore_weapon_range 1 
060B: set_actor 50@ decision_maker_to 197@ 
0350: set_actor 50@ maintain_position_when_attacked 1 
02A9: set_actor 50@ immune_to_nonplayer 1 

:SYN5_24430
0051: return 

:SYN5_24432
00D6: if 
0118:   actor $415 dead 
004D: jump_if_false @SYN5_24602 
009A: $415 = create_actor_pedtype 24 model #TRIBOSS at -1687.4 1321.1 6.2 
0173: set_actor $415 Z_angle_to 326.8 
0337: set_actor $415 visibility 0 
01B2: give_actor $415 weapon 32 ammo 30000 // Load the weapon model before using this 
0568: set_actor $415 untargetable 1 
060B: set_actor $415 decision_maker_to 197@ 
0350: set_actor $415 maintain_position_when_attacked 1 
02A9: set_actor $415 immune_to_nonplayer 1 
0615: define_AS_pack_begin 195@ 
099F: AS_actor -1 ignore_weapon_range 1 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 195@ 
0618: assign_actor $415 to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_24602
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @SYN5_24775 
009A: 36@ = create_actor_pedtype 24 model #TRIADA at -1689.5 1320.2 6.2 
0173: set_actor 36@ Z_angle_to 312.1 
01B2: give_actor 36@ weapon 32 ammo 30000 // Load the weapon model before using this 
05C5: AS_actor 36@ cower 360000000 ms 
0568: set_actor 36@ untargetable 1 
060B: set_actor 36@ decision_maker_to 197@ 
0350: set_actor 36@ maintain_position_when_attacked 1 
02A9: set_actor 36@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 195@ 
099F: AS_actor -1 ignore_weapon_range 1 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 195@ 
0618: assign_actor 36@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_24775
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @SYN5_24948 
009A: 37@ = create_actor_pedtype 24 model #TRIADA at -1688.1 1319.3 6.2 
0173: set_actor 37@ Z_angle_to 327.2 
01B2: give_actor 37@ weapon 32 ammo 30000 // Load the weapon model before using this 
05C5: AS_actor 37@ cower 360000000 ms 
0568: set_actor 37@ untargetable 1 
060B: set_actor 37@ decision_maker_to 197@ 
0350: set_actor 37@ maintain_position_when_attacked 1 
02A9: set_actor 37@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 195@ 
099F: AS_actor -1 ignore_weapon_range 1 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 195@ 
0618: assign_actor 37@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_24948
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @SYN5_25121 
009A: 38@ = create_actor_pedtype 24 model #TRIADA at -1686.5 1318.0 6.2 
0173: set_actor 38@ Z_angle_to 346.0 
01B2: give_actor 38@ weapon 32 ammo 30000 // Load the weapon model before using this 
05C5: AS_actor 38@ cower 360000000 ms 
0568: set_actor 38@ untargetable 1 
060B: set_actor 38@ decision_maker_to 197@ 
0350: set_actor 38@ maintain_position_when_attacked 1 
02A9: set_actor 38@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 195@ 
099F: AS_actor -1 ignore_weapon_range 1 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 195@ 
0618: assign_actor 38@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_25121
0051: return 

:SYN5_25123
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @SYN5_25219 
009A: 35@ = create_actor_pedtype 25 model #SPECIAL04 at -1716.0 1349.8 6.2 
02E2: set_actor 35@ weapon_accuracy_to 130@ 
0245: set_actor 35@ walk_style_to "GANG2" 
0173: set_actor 35@ Z_angle_to 229.4 
01B2: give_actor 35@ weapon 30 ammo 30000 // Load the weapon model before using this 
060B: set_actor 35@ decision_maker_to 197@ 
0350: set_actor 35@ maintain_position_when_attacked 1 

:SYN5_25219
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @SYN5_25306 
0209: 107@ = random_int_in_ranges 0 2 
009A: 45@ = create_actor_pedtype 25 model 108@(107@,7i) at -1716.8 1351.6 6.2 
02E2: set_actor 45@ weapon_accuracy_to 130@ 
0173: set_actor 45@ Z_angle_to 229.4 
060B: set_actor 45@ decision_maker_to 196@ 
02A9: set_actor 45@ immune_to_nonplayer 1 

:SYN5_25306
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @SYN5_25405 
0209: 107@ = random_int_in_ranges 0 2 
009A: 46@ = create_actor_pedtype 25 model 108@(107@,7i) at -1720.5 1353.7 6.2 
02E2: set_actor 46@ weapon_accuracy_to 130@ 
0245: set_actor 46@ walk_style_to "GANG2" 
0173: set_actor 46@ Z_angle_to 229.4 
060B: set_actor 46@ decision_maker_to 196@ 
02A9: set_actor 46@ immune_to_nonplayer 1 

:SYN5_25405
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @SYN5_25502 
0209: 107@ = random_int_in_ranges 0 2 
009A: 47@ = create_actor_pedtype 25 model 108@(107@,7i) at -1718.4 1351.3 6.2 
02E2: set_actor 47@ weapon_accuracy_to 130@ 
0173: set_actor 47@ Z_angle_to 236.0 
01B2: give_actor 47@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 47@ decision_maker_to 196@ 
02A9: set_actor 47@ immune_to_nonplayer 1 

:SYN5_25502
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @SYN5_25611 
0209: 107@ = random_int_in_ranges 0 2 
009A: 48@ = create_actor_pedtype 25 model 108@(107@,7i) at -1718.2 1353.3 6.2 
02E2: set_actor 48@ weapon_accuracy_to 130@ 
0245: set_actor 48@ walk_style_to "GANG1" 
0173: set_actor 48@ Z_angle_to 301.0 
01B2: give_actor 48@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 48@ decision_maker_to 196@ 
02A9: set_actor 48@ immune_to_nonplayer 1 

:SYN5_25611
0051: return 

:SYN5_25613
00D6: if 
0119:   car 55@ wrecked 
004D: jump_if_false @SYN5_25693 
0674: set_car_model #PICADOR numberplate "_SHERM__" 
00A5: 55@ = create_car #PICADOR at -1774.2 1376.8 5.7 
0229: set_car 55@ primary_color_to 84 secondary_color_to 84 
0175: set_car 55@ Z_angle_to 251.8 
020A: set_car 55@ door_status_to 3 

:SYN5_25693
00D6: if 
0118:   actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_25769 
0129: $ACTOR_RYDER = create_actor_pedtype 25 model #SPECIAL02 in_car 55@ driverseat 
02E2: set_actor $ACTOR_RYDER weapon_accuracy_to 130@ 
01B2: give_actor $ACTOR_RYDER weapon 30 ammo 30000 // Load the weapon model before using this 
060B: set_actor $ACTOR_RYDER decision_maker_to 197@ 
02A9: set_actor $ACTOR_RYDER immune_to_nonplayer 1 
0446: set_actor $ACTOR_RYDER dismemberment_possible 0 
035F: actor $ACTOR_RYDER armour += 100 

:SYN5_25769
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @SYN5_25846 
0209: 107@ = random_int_in_ranges 3 5 
01C8: 39@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 55@ passenger_seat -1 
02E2: set_actor 39@ weapon_accuracy_to 130@ 
01B2: give_actor 39@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 39@ decision_maker_to 196@ 
02A9: set_actor 39@ immune_to_nonplayer 1 

:SYN5_25846
00D6: if 
0119:   car 56@ wrecked 
004D: jump_if_false @SYN5_25902 
00A5: 56@ = create_car #TAHOMA at -1784.2 1379.8 5.7 
0175: set_car 56@ Z_angle_to 251.8 
020A: set_car 56@ door_status_to 3 

:SYN5_25902
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @SYN5_25977 
0209: 107@ = random_int_in_ranges 3 5 
0129: 41@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 56@ driverseat 
02E2: set_actor 41@ weapon_accuracy_to 130@ 
01B2: give_actor 41@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 41@ decision_maker_to 196@ 
02A9: set_actor 41@ immune_to_nonplayer 1 

:SYN5_25977
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @SYN5_26054 
0209: 107@ = random_int_in_ranges 3 5 
01C8: 42@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 56@ passenger_seat 0 
02E2: set_actor 42@ weapon_accuracy_to 130@ 
01B2: give_actor 42@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 42@ decision_maker_to 196@ 
02A9: set_actor 42@ immune_to_nonplayer 1 

:SYN5_26054
00D6: if 
0119:   car 57@ wrecked 
004D: jump_if_false @SYN5_26110 
00A5: 57@ = create_car #TAHOMA at -1795.0 1383.6 5.7 
0175: set_car 57@ Z_angle_to 251.8 
020A: set_car 57@ door_status_to 3 

:SYN5_26110
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @SYN5_26185 
0209: 107@ = random_int_in_ranges 3 5 
0129: 43@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 57@ driverseat 
02E2: set_actor 43@ weapon_accuracy_to 130@ 
01B2: give_actor 43@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 43@ decision_maker_to 196@ 
02A9: set_actor 43@ immune_to_nonplayer 1 

:SYN5_26185
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @SYN5_26262 
0209: 107@ = random_int_in_ranges 3 5 
01C8: 44@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 57@ passenger_seat 0 
02E2: set_actor 44@ weapon_accuracy_to 130@ 
01B2: give_actor 44@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 44@ decision_maker_to 196@ 
02A9: set_actor 44@ immune_to_nonplayer 1 

:SYN5_26262
0051: return 

:SYN5_26264
00D6: if 
0119:   car 58@ wrecked 
004D: jump_if_false @SYN5_26372 
00A5: 58@ = create_car #MAVERICK at -1600.9 1424.6 300.8 
0175: set_car 58@ Z_angle_to 97.2 
020A: set_car 58@ door_status_to 3 
0853: unknown_heli 58@ flag 3 
0825: set_helicopter 58@ instant_rotor_start 
04BA: set_car 58@ speed_to 10.0 
04A2: set_heli 58@ fly_to -1600.9 1424.6 300.0 altitude_between 0.0 and 300.0 

:SYN5_26372
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @SYN5_26435 
01C8: 34@ = create_actor_pedtype 25 model #SPECIAL03 in_car 58@ passenger_seat 0 
01B2: give_actor 34@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 34@ decision_maker_to 197@ 
0446: set_actor 34@ dismemberment_possible 0 
02A9: set_actor 34@ immune_to_nonplayer 1 

:SYN5_26435
0051: return 

:SYN5_26437
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_26586 
00D6: if 
0039:   115@ == 0 
004D: jump_if_false @SYN5_26586 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1705.8 1359.5 16.2 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1701.3 1356.7 16.2 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 236.7 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_26561 
05E2: AS_actor -1 kill_actor $415 

:SYN5_26561
0616: define_AS_pack_end 195@ 
0618: assign_actor 45@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 115@ = 1 

:SYN5_26586
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_26726 
00D6: if 
0039:   116@ == 0 
004D: jump_if_false @SYN5_26726 
0615: define_AS_pack_begin 195@ 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_26701 
05D3: AS_actor -1 goto_point -1703.3 1361.5 16.2 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1699.8 1357.9 16.2 mode 6 time -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
05E2: AS_actor -1 kill_actor $415 

:SYN5_26701
0616: define_AS_pack_end 195@ 
0618: assign_actor 46@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 116@ = 1 

:SYN5_26726
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_26866 
00D6: if 
0039:   117@ == 0 
004D: jump_if_false @SYN5_26866 
0615: define_AS_pack_begin 195@ 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_26841 
05D3: AS_actor -1 goto_point -1689.2 1371.8 14.0 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 202.3 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
0668: AS_actor -1 rotate_and_shoot_at -1687.6 1367.1 15.0 -2 ms 

:SYN5_26841
0616: define_AS_pack_end 195@ 
0618: assign_actor 47@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 117@ = 1 

:SYN5_26866
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_26969 
00D6: if 
0039:   118@ == 0 
004D: jump_if_false @SYN5_26969 
0615: define_AS_pack_begin 195@ 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_26944 
05D4: AS_actor -1 rotate_angle 107.3 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
05E2: AS_actor -1 kill_actor $415 

:SYN5_26944
0616: define_AS_pack_end 195@ 
0618: assign_actor 48@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 118@ = 1 

:SYN5_26969
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYN5_27086 
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @SYN5_27086 
0615: define_AS_pack_begin 195@ 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_27061 
05D3: AS_actor -1 goto_point -1674.2 1345.9 16.2 mode 6 time -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
05E2: AS_actor -1 kill_actor $415 

:SYN5_27061
0616: define_AS_pack_end 195@ 
0618: assign_actor 49@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 119@ = 1 

:SYN5_27086
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYN5_27241 
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @SYN5_27241 
099F: AS_actor 50@ ignore_weapon_range 1 
0615: define_AS_pack_begin 195@ 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_27216 
05D3: AS_actor -1 goto_point -1643.6 1368.7 17.8 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 136.5 
05BC: AS_actor -1 jump 1 
05D3: AS_actor -1 goto_point -1661.5 1354.3 15.1 mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $415 

:SYN5_27216
0616: define_AS_pack_end 195@ 
0618: assign_actor 50@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 120@ = 1 

:SYN5_27241
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_27318 
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @SYN5_27318 
0615: define_AS_pack_begin 195@ 
04EB: AS_actor -1 crouch 1 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
0616: define_AS_pack_end 195@ 
0618: assign_actor $415 to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 121@ = 1 

:SYN5_27318
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SYN5_27395 
00D6: if 
0039:   122@ == 0 
004D: jump_if_false @SYN5_27395 
0615: define_AS_pack_begin 195@ 
04EB: AS_actor -1 crouch 1 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
0616: define_AS_pack_end 195@ 
0618: assign_actor 36@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 122@ = 1 

:SYN5_27395
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN5_27472 
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @SYN5_27472 
0615: define_AS_pack_begin 195@ 
04EB: AS_actor -1 crouch 1 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
0616: define_AS_pack_end 195@ 
0618: assign_actor 37@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 123@ = 1 

:SYN5_27472
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @SYN5_27549 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @SYN5_27549 
0615: define_AS_pack_begin 195@ 
04EB: AS_actor -1 crouch 1 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
0616: define_AS_pack_end 195@ 
0618: assign_actor 38@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 124@ = 1 

:SYN5_27549
0051: return 

:SYN5_27551
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_29052 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @SYN5_29052 
00D6: if 
00DB:   actor $ACTOR_RYDER in_car 65@ 
004D: jump_if_false @SYN5_29052 
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @SYN5_27923 
04D8: set_actor $ACTOR_RYDER drowns_in_water 1 
0615: define_AS_pack_begin 195@ 
05D1: AS_actor -1 drive_car 65@ to -1500.087 1396.939 -0.7305 speed 15.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -1347.703 1319.215 0.0282 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -1250.07 1178.178 -0.1243 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -1158.0 1033.016 -0.1089 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -1054.175 920.3442 0.0405 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -1005.599 787.5093 0.2581 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -883.1418 608.1723 -0.1191 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -735.4338 521.1882 -0.1478 speed 30.0 0 model #NULL 2 
0616: define_AS_pack_end 195@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 125@ = 1 
0051: return 

:SYN5_27923
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @SYN5_28266 
062E: get_actor $ACTOR_RYDER task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @SYN5_28266 
0615: define_AS_pack_begin 195@ 
05D1: AS_actor -1 drive_car 65@ to -572.1049 467.9407 0.3352 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -404.1097 430.3622 0.3394 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -233.5327 424.5564 0.2022 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -63.8903 409.6541 0.0351 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 106.3031 423.1877 -0.0997 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 274.607 452.5373 0.0679 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 442.7346 482.1971 0.239 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 611.5419 513.3603 0.1773 speed 30.0 0 model #NULL 2 
0616: define_AS_pack_end 195@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 125@ = 2 
0051: return 

:SYN5_28266
00D6: if 
0039:   125@ == 2 
004D: jump_if_false @SYN5_28609 
062E: get_actor $ACTOR_RYDER task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @SYN5_28609 
0615: define_AS_pack_begin 195@ 
05D1: AS_actor -1 drive_car 65@ to 779.744 547.2416 0.1644 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 945.0496 589.466 0.0676 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 1113.117 620.2682 -0.0797 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 1282.496 600.009 -0.1302 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 1451.739 568.6847 -0.1388 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 1620.593 536.4412 -0.0845 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 1789.897 510.063 -0.3449 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 1959.206 491.1599 -0.0624 speed 30.0 0 model #NULL 2 
0616: define_AS_pack_end 195@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 125@ = 3 
0051: return 

:SYN5_28609
00D6: if 
0039:   125@ == 3 
004D: jump_if_false @SYN5_28898 
062E: get_actor $ACTOR_RYDER task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @SYN5_28898 
0615: define_AS_pack_begin 195@ 
05D1: AS_actor -1 drive_car 65@ to 2130.127 479.1175 0.132 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 2301.982 467.9901 -0.1513 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 2471.664 456.259 -0.0586 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 2641.982 442.9174 0.4767 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 2812.749 425.1894 0.0436 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 2982.472 401.9557 -0.7104 speed 100.0 0 model #NULL 2 
06C7: AS_actor -1 driver_of_car 65@ perform_action 9 timelimit 860000 
0616: define_AS_pack_end 195@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 125@ = 4 

:SYN5_28898
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 65@ radius 50.0 50.0 sphere 0 
004D: jump_if_false @SYN5_28946 
02DB: set_boat 65@ speed_to 40.0 
0002: jump @SYN5_29052 

:SYN5_28946
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 65@ radius 100.0 100.0 sphere 0 
004D: jump_if_false @SYN5_28994 
02DB: set_boat 65@ speed_to 30.0 
0002: jump @SYN5_29052 

:SYN5_28994
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 65@ radius 180.0 180.0 sphere 0 
004D: jump_if_false @SYN5_29042 
02DB: set_boat 65@ speed_to 20.0 
0002: jump @SYN5_29052 

:SYN5_29042
02DB: set_boat 65@ speed_to 10.0 

:SYN5_29052
0051: return 

:SYN5_29054
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @SYN5_29118 
00D6: if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @SYN5_29118 
0164: disable_marker 79@ 
0187: 79@ = create_marker_above_actor $ACTOR_CESAR 
07E0: set_marker 79@ type_to 1 
0006: 126@ = 0 

:SYN5_29118
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @SYN5_29239 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @SYN5_29239 
00D6: if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @SYN5_29203 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CESAR in_group $PLAYER_GROUP 

:SYN5_29203
0164: disable_marker 79@ 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_29232 
0187: 79@ = create_marker_above_actor 35@ 

:SYN5_29232
0006: 126@ = 1 

:SYN5_29239
0051: return 

:SYN5_29241
0209: 129@ = random_int_in_ranges 1 37 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @SYN5_29283 
0674: set_car_model 128@ numberplate "GOT_M00_" 

:SYN5_29283
00D6: if 
0039:   129@ == 2 
004D: jump_if_false @SYN5_29316 
0674: set_car_model 128@ numberplate "M00TV_4U" 

:SYN5_29316
00D6: if 
0039:   129@ == 3 
004D: jump_if_false @SYN5_29349 
0674: set_car_model 128@ numberplate "MATHEW_2" 

:SYN5_29349
00D6: if 
0039:   129@ == 4 
004D: jump_if_false @SYN5_29382 
0674: set_car_model 128@ numberplate "D4_DEW0R" 

:SYN5_29382
00D6: if 
0039:   129@ == 5 
004D: jump_if_false @SYN5_29415 
0674: set_car_model 128@ numberplate "D0DE_777" 

:SYN5_29415
00D6: if 
0039:   129@ == 6 
004D: jump_if_false @SYN5_29448 
0674: set_car_model 128@ numberplate "DAM0_666" 

:SYN5_29448
00D6: if 
0039:   129@ == 7 
004D: jump_if_false @SYN5_29481 
0674: set_car_model 128@ numberplate "C0NEY_88" 

:SYN5_29481
00D6: if 
0039:   129@ == 8 
004D: jump_if_false @SYN5_29514 
0674: set_car_model 128@ numberplate "PRE4CHER" 

:SYN5_29514
00D6: if 
0039:   129@ == 9 
004D: jump_if_false @SYN5_29547 
0674: set_car_model 128@ numberplate "DBP_4NDY" 

:SYN5_29547
00D6: if 
0039:   129@ == 10 
004D: jump_if_false @SYN5_29580 
0674: set_car_model 128@ numberplate "EV1L_SLY" 

:SYN5_29580
00D6: if 
0039:   129@ == 11 
004D: jump_if_false @SYN5_29613 
0674: set_car_model 128@ numberplate "N1_R4V3N" 

:SYN5_29613
00D6: if 
0039:   129@ == 12 
004D: jump_if_false @SYN5_29646 
0674: set_car_model 128@ numberplate "D1VX_Z00" 

:SYN5_29646
00D6: if 
0039:   129@ == 13 
004D: jump_if_false @SYN5_29678 
0674: set_car_model 128@ numberplate "MR_B3NN" 

:SYN5_29678
00D6: if 
0039:   129@ == 14 
004D: jump_if_false @SYN5_29711 
0674: set_car_model 128@ numberplate "R3D_R4SP" 

:SYN5_29711
00D6: if 
0039:   129@ == 15 
004D: jump_if_false @SYN5_29744 
0674: set_car_model 128@ numberplate "LA_B0MBA" 

:SYN5_29744
00D6: if 
0039:   129@ == 16 
004D: jump_if_false @SYN5_29777 
0674: set_car_model 128@ numberplate "L3337_0G" 

:SYN5_29777
00D6: if 
0039:   129@ == 17 
004D: jump_if_false @SYN5_29810 
0674: set_car_model 128@ numberplate "BUDD4H_X" 

:SYN5_29810
00D6: if 
0039:   129@ == 18 
004D: jump_if_false @SYN5_29843 
0674: set_car_model 128@ numberplate "T3H_BUCK" 

:SYN5_29843
00D6: if 
0039:   129@ == 19 
004D: jump_if_false @SYN5_29876 
0674: set_car_model 128@ numberplate "CHUNKY_1" 

:SYN5_29876
00D6: if 
0039:   129@ == 20 
004D: jump_if_false @SYN5_29909 
0674: set_car_model 128@ numberplate "EV1L_BNZ" 

:SYN5_29909
00D6: if 
0039:   129@ == 21 
004D: jump_if_false @SYN5_29942 
0674: set_car_model 128@ numberplate "S4ND_M4N" 

:SYN5_29942
00D6: if 
0039:   129@ == 22 
004D: jump_if_false @SYN5_29975 
0674: set_car_model 128@ numberplate "RKK_DBP1" 

:SYN5_29975
00D6: if 
0039:   129@ == 23 
004D: jump_if_false @SYN5_30008 
0674: set_car_model 128@ numberplate "RE1_K0KU" 

:SYN5_30008
00D6: if 
0039:   129@ == 24 
004D: jump_if_false @SYN5_30041 
0674: set_car_model 128@ numberplate "S3XY_JUD" 

:SYN5_30041
00D6: if 
0039:   129@ == 25 
004D: jump_if_false @SYN5_30074 
0674: set_car_model 128@ numberplate "SUNRA_93" 

:SYN5_30074
00D6: if 
0039:   129@ == 26 
004D: jump_if_false @SYN5_30107 
0674: set_car_model 128@ numberplate "UG_FUX69" 

:SYN5_30107
00D6: if 
0039:   129@ == 27 
004D: jump_if_false @SYN5_30140 
0674: set_car_model 128@ numberplate "LI0N_CUM" 

:SYN5_30140
00D6: if 
0039:   129@ == 28 
004D: jump_if_false @SYN5_30173 
0674: set_car_model 128@ numberplate "RKK_PWND" 

:SYN5_30173
00D6: if 
0039:   129@ == 29 
004D: jump_if_false @SYN5_30206 
0674: set_car_model 128@ numberplate "HAZE_B0B" 

:SYN5_30206
00D6: if 
0039:   129@ == 30 
004D: jump_if_false @SYN5_30239 
0674: set_car_model 128@ numberplate "T3H_FLUF" 

:SYN5_30239
00D6: if 
0039:   129@ == 31 
004D: jump_if_false @SYN5_30272 
0674: set_car_model 128@ numberplate "BM_4NDY_" 

:SYN5_30272
00D6: if 
0039:   129@ == 32 
004D: jump_if_false @SYN5_30305 
0674: set_car_model 128@ numberplate "BM_D34N_" 

:SYN5_30305
00D6: if 
0039:   129@ == 33 
004D: jump_if_false @SYN5_30338 
0674: set_car_model 128@ numberplate "BM_L4C3Y" 

:SYN5_30338
00D6: if 
0039:   129@ == 34 
004D: jump_if_false @SYN5_30371 
0674: set_car_model 128@ numberplate "BM_D3V__" 

:SYN5_30371
00D6: if 
0039:   129@ == 35 
004D: jump_if_false @SYN5_30404 
0674: set_car_model 128@ numberplate "NU_SK00L" 

:SYN5_30404
00D6: if 
0039:   129@ == 36 
004D: jump_if_false @SYN5_30437 
0674: set_car_model 128@ numberplate "G4L_AVET" 

:SYN5_30437
00D6: if 
0039:   129@ == 37 
004D: jump_if_false @SYN5_30470 
0674: set_car_model 128@ numberplate "M0J0_J0J" 

:SYN5_30470
0051: return 

:SYN5_30472
00D6: if 
0039:   132@ == 1 
004D: jump_if_false @SYN5_30521 
05AA: 136@s = 'SYN5_AA' // @s = 'short'  // ~z~Hey, holmes, I'm up here. Go around the back!
04AF: 168@ = 39600 // = constant 
0006: 184@ = 1 

:SYN5_30521
00D6: if 
0039:   132@ == 2 
004D: jump_if_false @SYN5_30881 
05AA: 136@s = 'SYN5_BA' // @s = 'short'  // ~z~Hey man.
05AA: 138@s = 'SYN5_BB' // @s = 'short'  // ~z~Nice job getting that phone message.
05AA: 140@s = 'SYN5_BC' // @s = 'short'  // ~z~So, what's up with Jizzy?
05AA: 142@s = 'SYN5_BD' // @s = 'short'  // ~z~Dead. So, what's the plan?
05AA: 144@s = 'SYN5_BE' // @s = 'short'  // ~z~T-Bone's security got here real early.
05AA: 146@s = 'SYN5_BF' // @s = 'short'  // ~z~They've got men on the roofs watching over the pier.
05AA: 148@s = 'MOBRING' // @s = 'short'  // ~z~(Phone ringing)
05AA: 150@s = 'SYN5_BG' // @s = 'short'  // ~z~Eh.
05AA: 152@s = 'SYN5_BH' // @s = 'short'  // ~z~OK, yeah, yeah, yeah, I see you.
05AA: 154@s = 'SYN5_BJ' // @s = 'short'  // ~z~That was Woozie's boys, they're in place.
05AA: 156@s = 'SYN5_BK' // @s = 'short'  // ~z~Look, down by the side entrance.
05AA: 158@s = 'SYN5_BL' // @s = 'short'  // ~z~Shit, they headin' up to the roof!
05AA: 160@s = 'SYN5_BM' // @s = 'short'  // ~z~Shit!
05AA: 162@s = 'SYN5_BN' // @s = 'short'  // ~z~Mira, we're gonna have to take out T-Bone's men on the rooftops before this whole gig blows wide open!
04AF: 168@ = 39601 // = constant 
04AF: 169@ = 39602 // = constant 
04AF: 170@ = 39603 // = constant 
04AF: 171@ = 39604 // = constant 
04AF: 172@ = 39605 // = constant 
04AF: 173@ = 39606 // = constant 
04AF: 174@ = 20804 // = constant 
04AF: 175@ = 39607 // = constant 
04AF: 176@ = 39608 // = constant 
04AF: 177@ = 39609 // = constant 
04AF: 178@ = 39610 // = constant 
04AF: 179@ = 39611 // = constant 
04AF: 180@ = 39612 // = constant 
04AF: 181@ = 39613 // = constant 
0085: 184@ = 135@ // (int) 

:SYN5_30881
00D6: if 
0039:   132@ == 3 
004D: jump_if_false @SYN5_31027 
05AA: 138@s = 'SYN5_CB' // @s = 'short'  // ~z~Shit they walked right into it!
05AA: 140@s = 'SYN5_CC' // @s = 'short'  // ~z~Take 'em out, CJ, they're right in the thick of it!
05AA: 142@s = 'SYN5_CD' // @s = 'short'  // ~z~One of those Triad boys is down!
05AA: 144@s = 'SYN5_CE' // @s = 'short'  // ~z~Hey, that's one more Mountain Cloud Boy down!
05AA: 146@s = 'SYN5_CF' // @s = 'short'  // ~z~They're getting cut to pieces, CJ, shoot those damn Rifas!
04AF: 169@ = 39615 // = constant 
04AF: 170@ = 39616 // = constant 
04AF: 171@ = 39617 // = constant 
04AF: 172@ = 39618 // = constant 
04AF: 173@ = 39619 // = constant 
0085: 184@ = 135@ // (int) 

:SYN5_31027
00D6: if 
0039:   132@ == 4 
004D: jump_if_false @SYN5_31173 
05AA: 136@s = 'SYN5_DA' // @s = 'short'  // ~z~Oh yeah, One down...
05AA: 138@s = 'SYN5_DB' // @s = 'short'  // ~z~That's it, CJ, keep icing those Rifa!
05AA: 140@s = 'SYN5_DC' // @s = 'short'  // ~z~Just a few more, holmes...
05AA: 142@s = 'SYN5_DD' // @s = 'short'  // ~z~Some more to the right..
05AA: 144@s = 'SYN5_DE' // @s = 'short'  // ~z~Hey, there's still some on the left, CJ...
04AF: 168@ = 39620 // = constant 
04AF: 169@ = 39621 // = constant 
04AF: 170@ = 39622 // = constant 
04AF: 171@ = 39623 // = constant 
04AF: 172@ = 39624 // = constant 
0085: 184@ = 135@ // (int) 

:SYN5_31173
00D6: if 
0039:   132@ == 5 
004D: jump_if_false @SYN5_31295 
05AA: 136@s = 'SYN5_EA' // @s = 'short'  // ~z~Oh, man, you just let them get wiped out!
05AA: 138@s = 'SYN5_EB' // @s = 'short'  // ~z~CJ, what happened? You just let them get cut to pieces!
05AA: 140@s = 'SYN5_EC' // @s = 'short'  // ~z~We can't do this without Woozie's boys, man...
05AA: 142@s = 'SYN5_ED' // @s = 'short'  // ~z~You can break the news to Woozie, holmes.
04AF: 168@ = 39625 // = constant 
04AF: 169@ = 39626 // = constant 
04AF: 170@ = 39627 // = constant 
04AF: 171@ = 39628 // = constant 
0085: 184@ = 135@ // (int) 

:SYN5_31295
00D6: if 
0039:   132@ == 7 
004D: jump_if_false @SYN5_31585 
05AA: 136@s = 'SYN5_GZ' // @s = 'short'  // ~z~Man, my busting was tight!
05AA: 140@s = 'SYN5_GC' // @s = 'short'  // ~z~Here comes T-Bone....
05AA: 142@s = 'SYN5_GD' // @s = 'short'  // ~z~And here's that snake Ryder.
05AA: 144@s = 'SYN5_GE' // @s = 'short'  // ~z~Look at that fool, hanging out with the Ballas like they was life long pals.
05AA: 150@s = 'SYN5_GH' // @s = 'short'  // ~z~Something ain't right. Where's Toreno?
05AA: 152@s = 'SYN5_GJ' // @s = 'short'  // ~z~Chopper inbound!
05AA: 154@s = 'SYN5_GK' // @s = 'short'  // ~z~That's gotta be Toreno.
05AA: 156@s = 'SYN5_GL' // @s = 'short'  // ~z~Oh shit, he'll see the bodies on the rooftops!
05AA: 158@s = 'SYN5_GM' // @s = 'short'  // ~z~Too late, man, he's tripping out!
05AA: 160@s = 'SYN5_GX' // @s = 'short'  // ~z~Smoke grenades!
05AA: 162@s = 'SYN5_GW' // @s = 'short'  // ~z~So much for a surprise, c'mon, we gotta take these fools right now!
04AF: 168@ = 39648 // = constant 
04AF: 170@ = 39633 // = constant 
04AF: 171@ = 39634 // = constant 
04AF: 172@ = 39635 // = constant 
04AF: 175@ = 39638 // = constant 
04AF: 176@ = 39639 // = constant 
04AF: 177@ = 39640 // = constant 
04AF: 178@ = 39641 // = constant 
04AF: 179@ = 39642 // = constant 
04AF: 180@ = 39646 // = constant 
04AF: 181@ = 39645 // = constant 
0085: 184@ = 135@ // (int) 

:SYN5_31585
00D6: if 
0039:   132@ == 8 
004D: jump_if_false @SYN5_31755 
05AA: 136@s = 'SYN5_HH' // @s = 'short'  // ~z~Mendez, I see you, Rifa motherfucker!
05AA: 138@s = 'SYN5_HA' // @s = 'short'  // ~z~Hey Ryder, sherm-head asshole,
05AA: 140@s = 'SYN5_HB' // @s = 'short'  // ~z~where do you think you're going?
05AA: 142@s = 'SYN5_HC' // @s = 'short'  // ~z~C... Can't stop me...
05AA: 144@s = 'SYN5_HK' // @s = 'short'  // ~z~He's headed for those boats!
05AA: 146@s = 'SYN5_HL' // @s = 'short'  // ~z~Don't worry about it, I got this.
04AF: 168@ = 39656 // = constant 
04AF: 169@ = 39649 // = constant 
04AF: 170@ = 39650 // = constant 
04AF: 171@ = 39651 // = constant 
04AF: 172@ = 39658 // = constant 
04AF: 173@ = 39659 // = constant 
0085: 184@ = 135@ // (int) 

:SYN5_31755
00D6: if 
0039:   132@ == 9 
004D: jump_if_false @SYN5_31853 
05AA: 136@s = 'SYN5_JA' // @s = 'short'  // ~z~Hey, that's my pinche boat!
05AA: 138@s = 'SYN5_JB' // @s = 'short'  // ~z~Oh my God, my boat!
05AA: 140@s = 'SYN5_JC' // @s = 'short'  // ~z~Stop, you pinche bastard!
04AF: 168@ = 39660 // = constant 
04AF: 169@ = 39661 // = constant 
04AF: 170@ = 39662 // = constant 
0085: 184@ = 135@ // (int) 

:SYN5_31853
00D6: if 
0039:   132@ == 10 
004D: jump_if_false @SYN5_32020 
05AA: 136@s = 'MOBRING' // @s = 'short'  // ~z~(Phone ringing)
05AA: 138@s = 'SYN5_KA' // @s = 'short'  // ~z~'Sup Cesar.
05AA: 140@s = 'SYN5_KB' // @s = 'short'  // ~z~You OK, holmes, we been watching from the pier with binoculars!
05AA: 142@s = 'SYN5_KC' // @s = 'short'  // ~z~Yeah, I'm good, I think.
05AA: 144@s = 'SYN5_KD' // @s = 'short'  // ~z~Listen, you better clear out. The cops gonna be all over the spot in a minute.
05AA: 146@s = 'SYN5_KE' // @s = 'short'  // ~z~Sure thing, see you back at the garage!
04AF: 168@ = 20804 // = constant 
04AF: 169@ = 39663 // = constant 
04AF: 170@ = 39664 // = constant 
04AF: 171@ = 39665 // = constant 
04AF: 172@ = 39666 // = constant 
04AF: 173@ = 39667 // = constant 
0006: 184@ = 6 

:SYN5_32020
00D6: if 
0039:   132@ == 11 
004D: jump_if_false @SYN5_32093 
05AA: 136@s = 'SYN5_HE' // @s = 'short'  // ~z~You sold us out Ryder. You fucked with us all!
05AA: 138@s = 'SYN5_HF' // @s = 'short'  // ~z~I'm a motherfucking genius!
04AF: 168@ = 39653 // = constant 
04AF: 169@ = 39654 // = constant 
0006: 184@ = 2 

:SYN5_32093
00D6: if 
0039:   132@ == 14 
004D: jump_if_false @SYN5_32207 
05AA: 136@s = 'CESX_BA' // @s = 'short'  // ~z~Wait up, CJ!
05AA: 138@s = 'CESX_BB' // @s = 'short'  // ~z~Hang ten, CJ!
05AA: 140@s = 'CESX_BC' // @s = 'short'  // ~z~Hold up!
05AA: 142@s = 'CESX_BD' // @s = 'short'  // ~z~Slow down, Carl!
04AF: 168@ = 10406 // = constant 
04AF: 169@ = 10407 // = constant 
04AF: 170@ = 10408 // = constant 
04AF: 171@ = 10409 // = constant 
0085: 184@ = 135@ // (int) 

:SYN5_32207
0085: 187@ = 134@ // (int) 
0006: 185@ = 0 
0006: 186@ = 0 
0006: 188@ = 1 
0051: return 

:SYN5_32238
00D6: if or
0039:   132@ == 1 
0039:   132@ == 2 
0039:   132@ == 5 
0039:   132@ == 7 
0039:   132@ == 8 
0039:   132@ == 10 
004D: jump_if_false @SYN5_32345 
00D6: if 
001D:   184@ > 134@ // (int) 
004D: jump_if_false @SYN5_32338 
0050: gosub @SYN5_33325 
0050: gosub @SYN5_33432 
0050: gosub @SYN5_33586 
0002: jump @SYN5_32345 

:SYN5_32338
0006: 132@ = 0 

:SYN5_32345
00D6: if or
0039:   132@ == 3 
0039:   132@ == 4 
004D: jump_if_false @SYN5_32478 
00D6: if 
001D:   184@ > 134@ // (int) 
004D: jump_if_false @SYN5_32471 
0050: gosub @SYN5_33325 
0050: gosub @SYN5_33432 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @SYN5_32433 
0050: gosub @SYN5_33586 
0002: jump @SYN5_32464 

:SYN5_32433
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 136@(134@,16s) 
0006: 185@ = 0 
0006: 186@ = 0 

:SYN5_32464
0002: jump @SYN5_32478 

:SYN5_32471
0006: 132@ = 0 

:SYN5_32478
00D6: if 
0039:   132@ == 9 
004D: jump_if_false @SYN5_32604 
00D6: if 
001D:   184@ > 134@ // (int) 
004D: jump_if_false @SYN5_32597 
0050: gosub @SYN5_33325 
0050: gosub @SYN5_33432 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN5_32559 
0050: gosub @SYN5_33586 
0002: jump @SYN5_32590 

:SYN5_32559
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 136@(134@,16s) 
0006: 185@ = 0 
0006: 186@ = 0 

:SYN5_32590
0002: jump @SYN5_32604 

:SYN5_32597
0006: 132@ = 0 

:SYN5_32604
00D6: if 
0039:   132@ == 11 
004D: jump_if_false @SYN5_32730 
00D6: if 
001D:   184@ > 134@ // (int) 
004D: jump_if_false @SYN5_32723 
0050: gosub @SYN5_33325 
0050: gosub @SYN5_33432 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @SYN5_32685 
0050: gosub @SYN5_33586 
0002: jump @SYN5_32716 

:SYN5_32685
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 136@(134@,16s) 
0006: 185@ = 0 
0006: 186@ = 0 

:SYN5_32716
0002: jump @SYN5_32730 

:SYN5_32723
0006: 132@ = 0 

:SYN5_32730
00D6: if 
0039:   87@ == 5 
004D: jump_if_false @SYN5_33323 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @SYN5_33323 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @SYN5_32792 
0002: jump @SYN5_32909 

:SYN5_32792
00D6: if 
001B:   14 > 132@ 
004D: jump_if_false @SYN5_32909 
00D6: if 
001D:   184@ > 134@ // (int) 
004D: jump_if_false @SYN5_32836 
000A: 134@ += 1 

:SYN5_32836
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 136@(134@,16s) 
00BE: text_clear_all 
0085: 189@ = 132@ // (int) 
0085: 190@ = 134@ // (int) 
0006: 132@ = 14 
0209: 134@ = random_int_in_ranges 0 4 
0085: 135@ = 134@ // (int) 
000A: 135@ += 1 
0050: gosub @SYN5_30472 

:SYN5_32909
00D6: if 
0039:   132@ == 14 
004D: jump_if_false @SYN5_33100 
00D6: if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @SYN5_33077 
00D6: if 
001D:   184@ > 134@ // (int) 
004D: jump_if_false @SYN5_33047 
0050: gosub @SYN5_33325 
0050: gosub @SYN5_33432 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @SYN5_33009 
0050: gosub @SYN5_33586 
0002: jump @SYN5_33040 

:SYN5_33009
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 136@(134@,16s) 
0006: 185@ = 0 
0006: 186@ = 0 

:SYN5_33040
0002: jump @SYN5_33070 

:SYN5_33047
00BB: show_text_lowpriority GXT 'SYN5_10' time 7000 flag 1  // ~s~You have left ~b~Cesar~s~ behind.
0006: 132@ = 15 

:SYN5_33070
0002: jump @SYN5_33100 

:SYN5_33077
00BB: show_text_lowpriority GXT 'SYN5_10' time 7000 flag 1  // ~s~You have left ~b~Cesar~s~ behind.
0006: 132@ = 15 

:SYN5_33100
00D6: if 
0039:   132@ == 15 
004D: jump_if_false @SYN5_33153 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @SYN5_33153 
0006: 132@ = 16 
0006: 134@ = 0 
00BE: text_clear_all 

:SYN5_33153
00D6: if 
0039:   132@ == 16 
004D: jump_if_false @SYN5_33323 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @SYN5_33268 
0006: 33@ = 0 
0085: 132@ = 189@ // (int) 
0085: 134@ = 190@ // (int) 
0050: gosub @SYN5_30472 
00D6: if 
0039:   189@ == 0 
004D: jump_if_false @SYN5_33261 
00BC: show_text_highpriority GXT 'SYN5_06' time 4000 flag 1  // ~s~Find and kill ~r~T-Bone~s~!
0006: 33@ = 0 

:SYN5_33261
0002: jump @SYN5_33323 

:SYN5_33268
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 136@(134@,16s) 
0006: 132@ = 14 
0209: 134@ = random_int_in_ranges 0 4 
0085: 135@ = 134@ // (int) 
000A: 135@ += 1 
0050: gosub @SYN5_30472 

:SYN5_33323
0051: return 

:SYN5_33325
00D6: if 
001D:   184@ > 187@ // (int) 
004D: jump_if_false @SYN5_33430 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @SYN5_33387 
03CF: load_wav 168@(187@,16i) as 1 
000A: 187@ += 1 
0006: 185@ = 1 

:SYN5_33387
00D6: if 
0039:   186@ == 0 
004D: jump_if_false @SYN5_33430 
03CF: load_wav 168@(187@,16i) as 2 
000A: 187@ += 1 
0006: 186@ = 1 

:SYN5_33430
0051: return 

:SYN5_33432
00D6: if 
0039:   188@ == 1 
004D: jump_if_false @SYN5_33508 
00D6: if 
0039:   185@ == 1 
004D: jump_if_false @SYN5_33508 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SYN5_33508 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 136@(134@,16s) time 4500 flag 1 
0006: 185@ = 2 

:SYN5_33508
00D6: if 
0039:   188@ == 2 
004D: jump_if_false @SYN5_33584 
00D6: if 
0039:   186@ == 1 
004D: jump_if_false @SYN5_33584 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @SYN5_33584 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 136@(134@,16s) time 4500 flag 1 
0006: 186@ = 2 

:SYN5_33584
0051: return 

:SYN5_33586
00D6: if 
0039:   185@ == 2 
004D: jump_if_false @SYN5_33649 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SYN5_33649 
03D5: remove_text 136@(134@,16s) 
000A: 134@ += 1 
0006: 188@ = 2 
0006: 185@ = 0 

:SYN5_33649
00D6: if 
0039:   186@ == 2 
004D: jump_if_false @SYN5_33712 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @SYN5_33712 
03D5: remove_text 136@(134@,16s) 
000A: 134@ += 1 
0006: 188@ = 1 
0006: 186@ = 0 

:SYN5_33712
0051: return 

//-------------Mission 65---------------
// Originally: T-Bone Mendez

:DRIV2
03A4: name_thread 'DRIV2' 
0050: gosub @DRIV2_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DRIV2_38 
0050: gosub @DRIV2_12867 

:DRIV2_38
0050: gosub @DRIV2_12949 
004E: end_thread 

:DRIV2_47
0317: increment_mission_attempts 
054C: use_GXT_table 'FARLIE2' 
0004: $ONMISSION = 1 
0001: wait 0 ms 
0006: 37@ = 4 
0004: $1935 = 0 
0006: 119@ = 0 

:DRIV2_92
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_262 
0006: 123@(119@,4i) = 0 
0006: 175@(119@,4i) = 0 
0006: 130@(119@,4i) = 0 
0006: 139@(119@,4i) = 0 
0006: 143@(119@,4i) = 0 
0006: 147@(119@,4i) = 0 
0006: 151@(119@,4i) = 0 
0006: 66@(119@,4i) = 1000 
0006: 70@(119@,4i) = 1000 
0006: 159@(119@,4i) = 0 
0007: 62@(119@,4f) = 20.0 
0006: 115@(119@,4i) = 0 
000A: 119@ += 1 
0002: jump @DRIV2_92 

:DRIV2_262
0007: 90@ = -2730.14 
0007: 91@ = 84.24 
0007: 92@ = 3.04 
0007: 78@ = -2600.53 
0007: 82@ = 1337.91 
0007: 86@ = 5.6 
0007: 79@ = -2855.52 
0007: 83@ = 719.95 
0007: 87@ = 26.84 
0007: 80@ = -1897.94 
0007: 84@ = -576.43 
0007: 88@ = 22.99 
0007: 81@ = -2811.49 
0007: 85@ = -326.14 
0007: 89@ = 5.72 
0007: 93@ = -2622.49 
0007: 94@ = 1406.6 
0007: 95@ = 6.15 
0006: 122@ = 0 
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 134@ = 0 
0006: 135@ = 1 
0006: 136@ = 2 
0006: 137@ = 3 
0006: 138@ = 4 
0006: 163@ = 0 
0006: 164@ = 1 
0006: 165@ = 2 
0006: 155@ = 0 
0006: 156@ = 0 
0006: 157@ = 0 
0006: 158@ = 0 
0006: 166@ = 0 
0007: 75@ = -2143.27 
0007: 76@ = 918.38 
0007: 77@ = 79.42 
0006: 167@ = 0 
0006: 168@ = 0 
0006: 171@ = 0 
0006: 172@ = 0 
0006: 173@ = 0 
0006: 174@ = 0 
0006: 179@ = 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:DRIV2_655
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_679 
0001: wait 0 ms 
0002: jump @DRIV2_655 

:DRIV2_679
04BB: select_interior 3 
02E4: load_cutscene_data 'FARL_2A' 

:DRIV2_694
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DRIV2_718 
0001: wait 0 ms 
0002: jump @DRIV2_694 

:DRIV2_718
02E7: start_cutscene 
016A: fade 1 time 1000 

:DRIV2_727
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DRIV2_751 
0001: wait 0 ms 
0002: jump @DRIV2_727 

:DRIV2_751
016A: fade 0 time 0 

:DRIV2_757
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_781 
0001: wait 0 ms 
0002: jump @DRIV2_757 

:DRIV2_781
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
04BB: select_interior 0 
0247: load_model #FCR900 
0247: load_model #BOXVILLE 
0247: load_model #KMB_PACKET 
0247: load_model #WMYCR 
0247: load_model #HMYCR 
0247: load_model #MICRO_UZI 

:DRIV2_822
00D6: if or
8248:   not model #FCR900 available 
8248:   not model #BOXVILLE available 
8248:   not model #KMB_PACKET available 
8248:   not model #WMYCR available 
8248:   not model #HMYCR available 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @DRIV2_872 
0001: wait 0 ms 
0002: jump @DRIV2_822 

:DRIV2_872
04ED: load_animation "BIKES" 
04ED: load_animation "MISC" 

:DRIV2_889
00D6: if or
84EE:   not animation "BIKES" loaded 
84EE:   not animation "MISC" loaded 
004D: jump_if_false @DRIV2_928 
0001: wait 0 ms 
0002: jump @DRIV2_889 

:DRIV2_928
03CB: set_rendering_origin_at -2625.26 1407.32 5.62 
00A1: put_actor $PLAYER_ACTOR at -2625.26 1407.32 5.62 
0173: set_actor $PLAYER_ACTOR Z_angle_to 224.0 
02FA: set_garage 'TBON' type 19 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0169: set_fade_color_RGB 0 0 0 
0001: wait 500 ms 
016A: fade 1 time 1500 
00D6: if 
0039:   179@ == 1 
004D: jump_if_false @DRIV2_1206 
00A5: 34@ = create_car #BOXVILLE at 0.0 0.0 -100.0 
0186: 184@ = create_marker_above_car 34@ 
0006: 119@ = 0 

:DRIV2_1075
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1206 
0107: 38@(119@,4i) = create_object #KMB_PACKET at 0.0 0.0 -100.0 
0188: 180@(119@,4i) = create_marker_above_object 38@(119@,4i) 
009A: 54@(119@,4i) = create_actor_pedtype 24 model #WMYCR at 0.0 0.0 -100.0 
00A5: 58@(119@,4i) = create_car #FCR900 at 0.0 0.0 -100.0 
000A: 119@ += 1 
0002: jump @DRIV2_1075 

:DRIV2_1206
01E8: create_forbidden_for_cars_cube_cornerA -2014.82 181.4 -13.0 cornerB -1614.82 581.4 47.0 
018A: 184@ = create_checkpoint_at -1814.82 381.4 17.09 
08FB: set_checkpoint 184@ type_to 1 
00BC: show_text_highpriority GXT 'DRV3_11' time 10000 flag 0  // ~s~Get to the ~b~ambushed van.

:DRIV2_1281
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @DRIV2_1307 
0002: jump @DRIV2_12885 

:DRIV2_1307
00D6: if 
8039:   not  127@ == 1 
004D: jump_if_false @DRIV2_2338 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV2_1374 
00D9: 36@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00D6: if 
8039:   not  174@ == 1 
004D: jump_if_false @DRIV2_1374 
0006: 174@ = 1 

:DRIV2_1374
00D6: if and
8039:   not  122@ == 1 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1814.82 381.4 radius 200.0 200.0 
004D: jump_if_false @DRIV2_1438 
0164: disable_marker 184@ 
0050: gosub @DRIV2_3466 
0006: 122@ = 1 

:DRIV2_1438
00D6: if 
0039:   122@ == 1 
004D: jump_if_false @DRIV2_2338 
077E: get_active_interior_to 121@ 
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @DRIV2_2249 
0006: 119@ = 0 

:DRIV2_1486
00D6: if and
001D:   37@ > 119@ // (int) 
8039:   not  128@ == 1 
004D: jump_if_false @DRIV2_1583 
00D6: if 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_1569 
080E: get_actor 54@(119@,4i) ped_event_to 110@ 
00D6: if 
04A4:   110@ == 49 // == constant 
004D: jump_if_false @DRIV2_1569 
0006: 128@ = 1 

:DRIV2_1569
000A: 119@ += 1 
0002: jump @DRIV2_1486 

:DRIV2_1583
00D6: if 
8039:   not  128@ == 1 
004D: jump_if_false @DRIV2_2249 
00D6: if and
8039:   not  129@ == 1 
02EE:   projectile_in_cube_cornerA -1824.82 371.4 12.09 cornerB -1804.82 391.4 22.09 
004D: jump_if_false @DRIV2_1665 
0006: 129@ = 1 
0006: 32@ = 0 

:DRIV2_1665
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @DRIV2_2249 
0006: 119@ = 0 

:DRIV2_1690
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_2223 
00D6: if 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_2209 
00A0: store_actor 54@(119@,4i) position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0089: 186@ = $TEMPVAR_X_COORD // (float) 
000F: 186@ -= 3.0 
0089: 187@ = $TEMPVAR_X_COORD // (float) 
000B: 187@ += 3.0 
0089: 188@ = $TEMPVAR_Y_COORD // (float) 
000F: 188@ -= 3.0 
0089: 189@ = $TEMPVAR_Y_COORD // (float) 
000B: 189@ += 3.0 
0089: 190@ = $TEMPVAR_Z_COORD // (float) 
000F: 190@ -= 3.0 
0089: 191@ = $TEMPVAR_Z_COORD // (float) 
000B: 191@ += 3.0 
00D6: if or
0356:   explosion_type 0 in_cube_cornerA 186@ 188@ 190@ cornerB 187@ 189@ 191@ 
0356:   explosion_type 1 in_cube_cornerA 186@ 188@ 190@ cornerB 187@ 189@ 191@ 
0356:   explosion_type 2 in_cube_cornerA 186@ 188@ 190@ cornerB 187@ 189@ 191@ 
0356:   explosion_type 3 in_cube_cornerA 186@ 188@ 190@ cornerB 187@ 189@ 191@ 
0356:   explosion_type 11 in_cube_cornerA 186@ 188@ 190@ cornerB 187@ 189@ 191@ 
0356:   explosion_type 12 in_cube_cornerA 186@ 188@ 190@ cornerB 187@ 189@ 191@ 
004D: jump_if_false @DRIV2_2209 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRIV2_2019 
05BE: AS_actor 54@ die 

:DRIV2_2019
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @DRIV2_2040 
05BE: AS_actor 55@ die 

:DRIV2_2040
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRIV2_2061 
05BE: AS_actor 56@ die 

:DRIV2_2061
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRIV2_2082 
05BE: AS_actor 57@ die 

:DRIV2_2082
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @DRIV2_2103 
020B: explode_car 58@ 

:DRIV2_2103
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @DRIV2_2124 
020B: explode_car 59@ 

:DRIV2_2124
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRIV2_2145 
020B: explode_car 60@ 

:DRIV2_2145
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DRIV2_2166 
020B: explode_car 61@ 

:DRIV2_2166
0108: destroy_object 38@ 
0108: destroy_object 39@ 
0108: destroy_object 40@ 
0108: destroy_object 41@ 
00BC: show_text_highpriority GXT 'DRV3_9' time 5000 flag 0  // ~r~One of the packages was destroyed!
0002: jump @DRIV2_12867 

:DRIV2_2209
000A: 119@ += 1 
0002: jump @DRIV2_1690 

:DRIV2_2223
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @DRIV2_2249 
0006: 128@ = 1 

:DRIV2_2249
00D6: if or
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1814.82 381.4 radius 50.0 50.0 
0039:   128@ == 1 
004D: jump_if_false @DRIV2_2338 
0164: disable_marker 184@ 
0050: gosub @DRIV2_9220 
0006: 127@ = 1 
0006: 32@ = 0 
0512: show_permanent_text_box 'DRV3_H'  // When you're close to a ~r~package~w~, tap ~k~~VEHICLE_FIREWEAPON_ALT~ to snatch it.
0006: 33@ = 0 

:DRIV2_2338
00D6: if 
0039:   127@ == 1 
004D: jump_if_false @DRIV2_3459 
00D6: if 
8039:   not  171@ == 1 
004D: jump_if_false @DRIV2_2402 
00D6: if 
0019:   33@ > 12000 
004D: jump_if_false @DRIV2_2402 
03E6: remove_text_box 
0006: 171@ = 1 

:DRIV2_2402
00D6: if 
8039:   not  173@ == 1 
004D: jump_if_false @DRIV2_2642 
00D6: if or
047A:   actor $PLAYER_ACTOR driving_bike 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @DRIV2_2635 
0006: 119@ = 0 

:DRIV2_2448
00D6: if and
001D:   37@ > 119@ // (int) 
8039:   not  173@ == 1 
004D: jump_if_false @DRIV2_2635 
00D6: if and
03CA:   object 38@(119@,4i) exists 
8039:   not  123@(119@,4i) == 1 
004D: jump_if_false @DRIV2_2621 
00D6: if or
0685:   object 38@(119@,4i) attached 
0737:   actor -1 lifting_object 38@(119@,4i) 
004D: jump_if_false @DRIV2_2621 
00D6: if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 38@(119@,4i) radius 10.0 10.0 sphere 0 
004D: jump_if_false @DRIV2_2621 
0512: show_permanent_text_box 'DRV3_H'  // When you're close to a ~r~package~w~, tap ~k~~VEHICLE_FIREWEAPON_ALT~ to snatch it.
0006: 173@ = 1 
00D6: if 
8039:   not  171@ == 1 
004D: jump_if_false @DRIV2_2614 
0006: 171@ = 1 

:DRIV2_2614
0006: 33@ = 0 

:DRIV2_2621
000A: 119@ += 1 
0002: jump @DRIV2_2448 

:DRIV2_2635
0002: jump @DRIV2_2688 

:DRIV2_2642
00D6: if 
8039:   not  172@ == 1 
004D: jump_if_false @DRIV2_2688 
00D6: if 
0019:   33@ > 12000 
004D: jump_if_false @DRIV2_2688 
03E6: remove_text_box 
0006: 172@ = 1 

:DRIV2_2688
0050: gosub @DRIV2_4732 
0050: gosub @DRIV2_6146 
0050: gosub @DRIV2_6715 
0050: gosub @DRIV2_6912 
0050: gosub @DRIV2_7110 
00D6: if and
8039:   not  155@ == 1 
8039:   not  166@ == 1 
004D: jump_if_false @DRIV2_2899 
00D6: if 
0019:   32@ > 280000 
004D: jump_if_false @DRIV2_2899 
0050: gosub @DRIV2_8109 
0006: 155@ = 1 
00D6: if or
003B:   130@ == 138@ // (int) 
003B:   131@ == 138@ // (int) 
003B:   132@ == 138@ // (int) 
003B:   133@ == 138@ // (int) 
004D: jump_if_false @DRIV2_2899 
0085: 192@ = 37@ // (int) 
0064: 192@ -= $1935 // (int) 
00D6: if 
0019:   192@ > 1 
004D: jump_if_false @DRIV2_2883 
00BC: show_text_highpriority GXT 'DRV3_5' time 10000 flag 0  // ~s~The bikes are heading to their rendezvous. Collect the ~r~packages~s~ before they reach their destination.
0002: jump @DRIV2_2899 

:DRIV2_2883
00BC: show_text_highpriority GXT 'DRV3_6' time 10000 flag 0  // ~s~The final bike is heading to the rendezvous point. Collect the ~r~package~s~ before he reaches his destination!

:DRIV2_2899
0050: gosub @DRIV2_8280 
0050: gosub @DRIV2_7295 
0050: gosub @DRIV2_8654 
0050: gosub @DRIV2_7865 
0006: 119@ = 0 

:DRIV2_2934
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_3128 
00D6: if 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_3114 
062E: get_actor 54@(119@,4i) task -1 status_store_to 111@(119@,4i) // ret 7 if not found 
00D6: if and
0039:   115@(119@,4i) == 0 
04A4:   111@(119@,4i) == 7 // == constant 
004D: jump_if_false @DRIV2_3048 
077A: set_actor 54@(119@,4i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0006: 115@(119@,4i) = 1 

:DRIV2_3048
00D6: if and
0039:   115@(119@,4i) == 1 
84A4:   not  111@(119@,4i) == 7 // == constant 
004D: jump_if_false @DRIV2_3114 
077C: clear_actor 54@(119@,4i) acquaintance 4 to_all_pedtypes // see ped.dat 
077C: clear_actor 54@(119@,4i) acquaintance 3 to_all_pedtypes // see ped.dat 
0006: 115@(119@,4i) = 0 

:DRIV2_3114
000A: 119@ += 1 
0002: jump @DRIV2_2934 

:DRIV2_3128
00D6: if and
003C:   $1935 == 37@ // (int) 
8039:   not  166@ == 1 
004D: jump_if_false @DRIV2_3191 
018A: 185@ = create_checkpoint_at 93@ 94@ 95@ 
00BC: show_text_highpriority GXT 'DRV3_10' time 7000 flag 0  // ~s~Get the packages back to the ~y~Pleasure Domes.
0006: 166@ = 1 

:DRIV2_3191
00D6: if 
0039:   166@ == 1 
004D: jump_if_false @DRIV2_3265 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 93@ 94@ 95@ radius 4.0 4.0 2.0 
004D: jump_if_false @DRIV2_3265 
0050: gosub @DRIV2_11200 
0002: jump @DRIV2_12885 

:DRIV2_3265
00D6: if 
0039:   155@ == 1 
004D: jump_if_false @DRIV2_3363 
0050: gosub @DRIV2_8485 
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @DRIV2_3363 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @DRIV2_3340 
0050: gosub @DRIV2_11715 

:DRIV2_3340
00BC: show_text_highpriority GXT 'DRV3_7' time 5000 flag 0  // ~r~You didn't collect the packages in time!
0002: jump @DRIV2_12867 

:DRIV2_3363
0050: gosub @DRIV2_9032 
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @DRIV2_3411 
00BC: show_text_highpriority GXT 'DRV3_8' time 5000 flag 0  // ~r~One of the packages is at the bottom of the sea...
0002: jump @DRIV2_12867 

:DRIV2_3411
0050: gosub @DRIV2_9121 
00D6: if 
0039:   158@ == 1 
004D: jump_if_false @DRIV2_3459 
00BC: show_text_highpriority GXT 'DRV3_9' time 5000 flag 0  // ~r~One of the packages was destroyed!
0002: jump @DRIV2_12867 

:DRIV2_3459
0002: jump @DRIV2_1281 

:DRIV2_3466
0395: clear_area 1 at -1814.82 381.4 17.09 radius 100.0 
0506: set_car_model #BOXVILLE next_variation 0 0 // first param is useless 
00A5: 34@ = create_car #BOXVILLE at -1814.82 381.4 9.96 
0175: set_car 34@ Z_angle_to 33.27 
0689: set_car 34@ remove_door 4 removed_door_visible 0 
0657: car 34@ open_door 5 
02AC: set_car 34@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0186: 184@ = create_marker_above_car 34@ 
07E0: set_marker 184@ type_to 1 
00A5: 58@ = create_car #FCR900 at -1814.86 376.0 15.68 
0175: set_car 58@ Z_angle_to 26.65 
00A5: 59@ = create_car #FCR900 at -1817.44 380.33 15.68 
0175: set_car 59@ Z_angle_to 23.76 
00A5: 60@ = create_car #FCR900 at -1818.09 377.08 15.68 
0175: set_car 60@ Z_angle_to 32.17 
00A5: 61@ = create_car #FCR900 at -1816.66 374.73 15.68 
0175: set_car 61@ Z_angle_to 30.21 
0006: 119@ = 0 

:DRIV2_3717
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_3783 
02AA: set_car 58@(119@,4i) immune_to_nonplayer 1 
053F: set_car 58@(119@,4i) tires_vulnerability 0 
0519: set_car 58@(119@,4i) locked 1 
000A: 119@ += 1 
0002: jump @DRIV2_3717 

:DRIV2_3783
00A5: 35@ = create_car #FCR900 at -1819.01 386.28 16.58 
0175: set_car 35@ Z_angle_to 49.56 
02AA: set_car 35@ immune_to_nonplayer 1 
053F: set_car 35@ tires_vulnerability 0 
009A: 54@ = create_actor_pedtype 24 model #WMYCR at -1811.85 375.88 15.68 
0173: set_actor 54@ Z_angle_to 27.32 
0129: 55@ = create_actor_pedtype 24 model #WMYCR in_car 59@ driverseat 
0129: 56@ = create_actor_pedtype 24 model #HMYCR in_car 60@ driverseat 
0129: 57@ = create_actor_pedtype 24 model #HMYCR in_car 61@ driverseat 
07E5: copy_decision_maker -1 to 193@ 
0709: set_decision_maker 193@ on_event 9 taskID 251 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 0 // see *.ped files 
0006: 119@ = 0 

:DRIV2_3948
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_4073 
00D6: if 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_4059 
060B: set_actor 54@(119@,4i) decision_maker_to 193@ 
01B2: give_actor 54@(119@,4i) weapon 28 ammo 99999 // Load the weapon model before using this 
08C6: set_actor 54@(119@,4i) stay_on_bike 2 
02A9: set_actor 54@(119@,4i) immune_to_nonplayer 1 
077C: clear_actor 54@(119@,4i) acquaintance 4 to_all_pedtypes // see ped.dat 
077C: clear_actor 54@(119@,4i) acquaintance 3 to_all_pedtypes // see ped.dat 

:DRIV2_4059
000A: 119@ += 1 
0002: jump @DRIV2_3948 

:DRIV2_4073
0006: 119@ = 0 

:DRIV2_4080
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_4246 
00D6: if 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_4193 
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @DRIV2_4174 
02AB: set_actor 54@(119@,4i) immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0337: set_actor 54@(119@,4i) visibility 0 
0002: jump @DRIV2_4193 

:DRIV2_4174
02AB: set_actor 54@(119@,4i) immunities BP 0 FP 1 EP 1 CP 1 MP 1 

:DRIV2_4193
00D6: if 
8119:   not car 58@(119@,4i) wrecked 
004D: jump_if_false @DRIV2_4232 
02AC: set_car 58@(119@,4i) immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRIV2_4232
000A: 119@ += 1 
0002: jump @DRIV2_4080 

:DRIV2_4246
02AC: set_car 35@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0107: 38@ = create_object #KMB_PACKET at -1812.3 377.57 9.34 
0006: 119@ = 0 

:DRIV2_4291
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_4558 
00D6: if 
8039:   not  119@ == 0 
004D: jump_if_false @DRIV2_4420 
0107: 38@(119@,4i) = create_object #KMB_PACKET at 0.0 0.0 -100.0 
0681: attach_object 38@(119@,4i) to_car 58@(119@,4i) with_offset 0.0 -0.9 0.5 rotation 0.0 0.0 0.0 
0085: 159@(119@,4i) = 164@ // (int) 
0002: jump @DRIV2_4492 

:DRIV2_4420
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRIV2_4492 
070A: AS_actor 54@ attach_to_object 38@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 
0085: 159@ = 165@ // (int) 
0750: set_object 38@ visibility 0 

:DRIV2_4492
0382: set_object 38@(119@,4i) collision_detection 1 
0392: make_object 38@(119@,4i) moveable 1 
09CA: set_object 38@(119@,4i) immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07F7: set_object 38@(119@,4i) destructible 0 
000A: 119@ += 1 
0002: jump @DRIV2_4291 

:DRIV2_4558
0051: return 

:DRIV2_4560
0006: 119@ = 0 

:DRIV2_4567
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_4730 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_4716 
00D6: if and
00DB:   actor 54@(119@,4i) in_car 58@(119@,4i) 
003B:   130@(119@,4i) == 134@ // (int) 
004D: jump_if_false @DRIV2_4716 
05D1: AS_actor 54@(119@,4i) drive_car 58@(119@,4i) to 78@(119@,4f) 82@(119@,4f) 86@(119@,4f) speed 62@(119@,4f) 0 model #NULL 2 
0085: 130@(119@,4i) = 137@ // (int) 

:DRIV2_4716
000A: 119@ += 1 
0002: jump @DRIV2_4567 

:DRIV2_4730
0051: return 

:DRIV2_4732
0006: 119@ = 0 

:DRIV2_4739
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_6106 
00D6: if and
03CA:   object 38@(119@,4i) exists 
8039:   not  123@(119@,4i) == 1 
004D: jump_if_false @DRIV2_6092 
00D6: if or
0685:   object 38@(119@,4i) attached 
0737:   actor -1 lifting_object 38@(119@,4i) 
004D: jump_if_false @DRIV2_5857 
00D6: if 
0474:   actor $PLAYER_ACTOR near_object_in_cube 38@(119@,4i) radius 2.0 2.0 2.0 sphere 0 
004D: jump_if_false @DRIV2_5666 
00D6: if or
047A:   actor $PLAYER_ACTOR driving_bike 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @DRIV2_5666 
00D6: if and
00E1:   player 0 pressed_key 4 
8039:   not  167@ == 1 
004D: jump_if_false @DRIV2_5584 
04C4: store_coords_to 104@ 105@ 108@ from_actor $PLAYER_ACTOR with_offset 0.0 -3.0 0.0 
04C4: store_coords_to 106@ 107@ 108@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 0.0 
00D6: if 
08E3:   object 38@(119@,4i) sphere 0 in_rectangle_ll_corner_at 104@ 105@ lr_corner_at 106@ 107@ radius 3.0 
004D: jump_if_false @DRIV2_5238 
00D6: if 
047A:   actor $PLAYER_ACTOR driving_bike 
004D: jump_if_false @DRIV2_5069 
0605: actor $PLAYER_ACTOR perform_animation "BIKES_SNATCH_L" IFP "BIKES" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 220 
0002: jump @DRIV2_5231 

:DRIV2_5069
00A0: store_actor $PLAYER_ACTOR position_to 96@ 97@ 98@ 
01BB: store_object 38@(119@,4i) position_to 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
000B: 50@(119@,4f) += 0.25 
00D6: if 
0035:   98@ >= 50@(119@,4f) // (float) 
004D: jump_if_false @DRIV2_5196 
0605: actor $PLAYER_ACTOR perform_animation "PICKUP_BOX" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 180 
0002: jump @DRIV2_5231 

:DRIV2_5196
0605: actor $PLAYER_ACTOR perform_animation "GRAB_L" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 180 

:DRIV2_5231
0002: jump @DRIV2_5467 

:DRIV2_5238
00D6: if 
047A:   actor $PLAYER_ACTOR driving_bike 
004D: jump_if_false @DRIV2_5305 
0605: actor $PLAYER_ACTOR perform_animation "BIKES_SNATCH_R" IFP "BIKES" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 220 
0002: jump @DRIV2_5467 

:DRIV2_5305
00A0: store_actor $PLAYER_ACTOR position_to 96@ 97@ 98@ 
01BB: store_object 38@(119@,4i) position_to 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
000B: 50@(119@,4f) += 0.25 
00D6: if 
0035:   98@ >= 50@(119@,4f) // (float) 
004D: jump_if_false @DRIV2_5432 
0605: actor $PLAYER_ACTOR perform_animation "PICKUP_BOX" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 180 
0002: jump @DRIV2_5467 

:DRIV2_5432
0605: actor $PLAYER_ACTOR perform_animation "GRAB_R" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 180 

:DRIV2_5467
01BB: store_object 38@(119@,4i) position_to 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
0108: destroy_object 38@(119@,4i) 
0164: disable_marker 180@(119@,4i) 
018C: play_sound 65535 at 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
00BC: show_text_highpriority GXT 'DRV3_4' time 5000 flag 0  // ~s~Package collected.
0006: 123@(119@,4i) = 1 
0008: $1935 += 1 
0002: jump @DRIV2_5666 

:DRIV2_5584
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @DRIV2_5626 
00BC: show_text_highpriority GXT 'DRV3_3' time 1 flag 0  // ~s~Tap ~k~~VEHICLE_FIREWEAPON_ALT~ to snatch the ~r~package.
0006: 168@ = 1 
0002: jump @DRIV2_5666 

:DRIV2_5626
00D6: if 
0039:   168@ == 1 
004D: jump_if_false @DRIV2_5666 
00BC: show_text_highpriority GXT 'DRV3_3' time 1 flag 0  // ~s~Tap ~k~~VEHICLE_FIREWEAPON_ALT~ to snatch the ~r~package.
0006: 168@ = 1 

:DRIV2_5666
00D6: if 
8039:   not  123@(119@,4i) == 1 
004D: jump_if_false @DRIV2_5850 
00D6: if 
8119:   not car 58@(119@,4i) wrecked 
004D: jump_if_false @DRIV2_5850 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 58@(119@,4i) 
0685:   object 38@(119@,4i) attached 
004D: jump_if_false @DRIV2_5850 
01BB: store_object 38@(119@,4i) position_to 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
0108: destroy_object 38@(119@,4i) 
0164: disable_marker 180@(119@,4i) 
018C: play_sound 65535 at 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
00BC: show_text_highpriority GXT 'DRV3_4' time 5000 flag 0  // ~s~Package collected.
0006: 123@(119@,4i) = 1 
0008: $1935 += 1 

:DRIV2_5850
0002: jump @DRIV2_6011 

:DRIV2_5857
00D6: if 
0179:   actor $PLAYER_ACTOR colliding_with_object 38@(119@,4i) 
004D: jump_if_false @DRIV2_6011 
00D6: if or
047A:   actor $PLAYER_ACTOR driving_bike 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @DRIV2_6011 
01BB: store_object 38@(119@,4i) position_to 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
0108: destroy_object 38@(119@,4i) 
0164: disable_marker 180@(119@,4i) 
018C: play_sound 65535 at 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
00BC: show_text_highpriority GXT 'DRV3_4' time 5000 flag 0  // ~s~Package collected.
0006: 123@(119@,4i) = 1 
0008: $1935 += 1 

:DRIV2_6011
00D6: if 
0039:   123@(119@,4i) == 1 
004D: jump_if_false @DRIV2_6092 
00D6: if 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_6092 
01B2: give_actor 54@(119@,4i) weapon 28 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 54@(119@,4i) kill_actor $PLAYER_ACTOR 
0006: 147@(119@,4i) = 1 

:DRIV2_6092
000A: 119@ += 1 
0002: jump @DRIV2_4739 

:DRIV2_6106
00D6: if 
00E1:   player 0 pressed_key 4 
004D: jump_if_false @DRIV2_6137 
0006: 167@ = 1 
0002: jump @DRIV2_6144 

:DRIV2_6137
0006: 167@ = 0 

:DRIV2_6144
0051: return 

:DRIV2_6146
0006: 119@ = 0 

:DRIV2_6153
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_6713 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
803B:   not  130@(119@,4i) == 134@ // (int) 
8039:   not  123@(119@,4i) == 1 
004D: jump_if_false @DRIV2_6699 
0227: 66@(119@,4i) = car 58@(119@,4i) health 
00D6: if 
0685:   object 38@(119@,4i) attached 
004D: jump_if_false @DRIV2_6373 
00D6: if 
0204:   actor $PLAYER_ACTOR near_car 58@(119@,4i) radius 2.0 2.0 sphere 0 in_car 
004D: jump_if_false @DRIV2_6366 
0085: 74@ = 70@(119@,4i) // (int) 
0062: 74@ -= 66@(119@,4i) // (int) 
00D6: if 
0029:   74@ >= 2 
004D: jump_if_false @DRIV2_6366 
0682: detach_object 38@(119@,4i) 0.0 0.0 0.0 collision_detection 0 
0085: 159@(119@,4i) = 163@ // (int) 

:DRIV2_6366
0002: jump @DRIV2_6683 

:DRIV2_6373
00D6: if 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_6683 
00D6: if 
8737:   not actor 54@(119@,4i) lifting_object -1 
004D: jump_if_false @DRIV2_6683 
00D6: if 
8039:   not  143@(119@,4i) == 1 
004D: jump_if_false @DRIV2_6498 
00D6: if 
03CA:   object 38@(119@,4i) exists 
004D: jump_if_false @DRIV2_6491 
06E2: AS_actor 54@(119@,4i) run_to_object 38@(119@,4i) timelimit -1 stop_within_radius 1.0 
0006: 143@(119@,4i) = 1 

:DRIV2_6491
0002: jump @DRIV2_6683 

:DRIV2_6498
062E: get_actor 54@(119@,4i) task 1762 status_store_to 109@ // ret 7 if not found 
00D6: if 
04A4:   109@ == 7 // == constant 
004D: jump_if_false @DRIV2_6641 
00D6: if 
03CA:   object 38@(119@,4i) exists 
004D: jump_if_false @DRIV2_6612 
070A: AS_actor 54@(119@,4i) attach_to_object 38@(119@,4i) offset 0.0 0.0 0.0 on_bone 5 1 perform_animation "NULL" IFP_file "NULL" time 0 
0085: 159@(119@,4i) = 165@ // (int) 

:DRIV2_6612
0006: 143@(119@,4i) = 0 
0006: 139@(119@,4i) = 0 
0002: jump @DRIV2_6683 

:DRIV2_6641
00D6: if 
83CA:   not object 38@(119@,4i) exists 
004D: jump_if_false @DRIV2_6683 
0006: 143@(119@,4i) = 0 
0006: 139@(119@,4i) = 0 

:DRIV2_6683
0085: 70@(119@,4i) = 66@(119@,4i) // (int) 

:DRIV2_6699
000A: 119@ += 1 
0002: jump @DRIV2_6153 

:DRIV2_6713
0051: return 

:DRIV2_6715
0006: 119@ = 0 

:DRIV2_6722
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_6910 
00D6: if 
03CA:   object 38@(119@,4i) exists 
004D: jump_if_false @DRIV2_6896 
00D6: if and
8685:   not object 38@(119@,4i) attached 
8737:   not actor -1 lifting_object 38@(119@,4i) 
05A3:   object 38@(119@,4i) stopped 
004D: jump_if_false @DRIV2_6852 
00D6: if 
8039:   not  175@(119@,4i) == 1 
004D: jump_if_false @DRIV2_6845 
0550: keep_object 38@(119@,4i) in_memory 1 
0006: 175@(119@,4i) = 1 

:DRIV2_6845
0002: jump @DRIV2_6896 

:DRIV2_6852
00D6: if 
0039:   175@(119@,4i) == 1 
004D: jump_if_false @DRIV2_6896 
0550: keep_object 38@(119@,4i) in_memory 0 
0006: 175@(119@,4i) = 0 

:DRIV2_6896
000A: 119@ += 1 
0002: jump @DRIV2_6722 

:DRIV2_6910
0051: return 

:DRIV2_6912
0006: 119@ = 0 

:DRIV2_6919
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_7108 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
8118:   not actor 54@(119@,4i) dead 
8039:   not  147@(119@,4i) == 1 
004D: jump_if_false @DRIV2_7094 
00D6: if and
00DB:   actor 54@(119@,4i) in_car 58@(119@,4i) 
003B:   130@(119@,4i) == 135@ // (int) 
80EE:   not actor 54@(119@,4i) sphere 0 near_point 75@ 76@ radius 400.0 400.0 in_car 
004D: jump_if_false @DRIV2_7094 
05D1: AS_actor 54@(119@,4i) drive_car 58@(119@,4i) to 75@ 76@ 77@ speed 62@(119@,4f) 0 model #NULL 2 
0085: 130@(119@,4i) = 136@ // (int) 

:DRIV2_7094
000A: 119@ += 1 
0002: jump @DRIV2_6919 

:DRIV2_7108
0051: return 

:DRIV2_7110
0006: 119@ = 0 

:DRIV2_7117
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_7293 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
8118:   not actor 54@(119@,4i) dead 
8039:   not  147@(119@,4i) == 1 
004D: jump_if_false @DRIV2_7279 
00D6: if and
00DB:   actor 54@(119@,4i) in_car 58@(119@,4i) 
003B:   130@(119@,4i) == 136@ // (int) 
00EE:   actor 54@(119@,4i) sphere 0 near_point 75@ 76@ radius 200.0 200.0 in_car 
004D: jump_if_false @DRIV2_7279 
05D2: AS_actor 54@(119@,4i) run_to_and_hijack_car 58@(119@,4i) max_search_radius 62@(119@,4f) traffic_behavior 2 
0085: 130@(119@,4i) = 135@ // (int) 

:DRIV2_7279
000A: 119@ += 1 
0002: jump @DRIV2_7117 

:DRIV2_7293
0051: return 

:DRIV2_7295
0006: 119@ = 0 

:DRIV2_7302
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_7863 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
8118:   not actor 54@(119@,4i) dead 
8039:   not  143@(119@,4i) == 1 
8039:   not  147@(119@,4i) == 1 
004D: jump_if_false @DRIV2_7849 
00D6: if 
80DB:   not actor 54@(119@,4i) in_car 58@(119@,4i) 
004D: jump_if_false @DRIV2_7457 
00D6: if 
0039:   139@(119@,4i) == 0 
004D: jump_if_false @DRIV2_7450 
05CB: AS_actor 54@(119@,4i) enter_car 58@(119@,4i) as_driver -1 ms 
0006: 139@(119@,4i) = 1 

:DRIV2_7450
0002: jump @DRIV2_7849 

:DRIV2_7457
00D6: if 
0039:   139@(119@,4i) == 1 
004D: jump_if_false @DRIV2_7849 
00D6: if 
003B:   130@(119@,4i) == 135@ // (int) 
004D: jump_if_false @DRIV2_7527 
05D2: AS_actor 54@(119@,4i) run_to_and_hijack_car 58@(119@,4i) max_search_radius 62@(119@,4f) traffic_behavior 2 

:DRIV2_7527
00D6: if 
003B:   130@(119@,4i) == 136@ // (int) 
004D: jump_if_false @DRIV2_7588 
05D1: AS_actor 54@(119@,4i) drive_car 58@(119@,4i) to 75@ 76@ 77@ speed 62@(119@,4f) 0 model #NULL 2 

:DRIV2_7588
00D6: if 
003B:   130@(119@,4i) == 137@ // (int) 
004D: jump_if_false @DRIV2_7661 
05D1: AS_actor 54@(119@,4i) drive_car 58@(119@,4i) to 78@(119@,4f) 82@(119@,4f) 86@(119@,4f) speed 62@(119@,4f) 0 model #NULL 2 

:DRIV2_7661
00D6: if 
003B:   130@(119@,4i) == 138@ // (int) 
004D: jump_if_false @DRIV2_7722 
05D1: AS_actor 54@(119@,4i) drive_car 58@(119@,4i) to 90@ 91@ 92@ speed 62@(119@,4f) 0 model #NULL 2 

:DRIV2_7722
00D6: if 
03CA:   object 38@(119@,4i) exists 
004D: jump_if_false @DRIV2_7838 
00D6: if 
0737:   actor 54@(119@,4i) lifting_object 38@(119@,4i) 
004D: jump_if_false @DRIV2_7838 
070B: set_actor 54@(119@,4i) onbone_attached_object_operation 0 
0681: attach_object 38@(119@,4i) to_car 58@(119@,4i) with_offset 0.0 -0.9 0.5 rotation 0.0 0.0 0.0 
0085: 159@(119@,4i) = 164@ // (int) 

:DRIV2_7838
0006: 139@(119@,4i) = 0 

:DRIV2_7849
000A: 119@ += 1 
0002: jump @DRIV2_7302 

:DRIV2_7863
0051: return 

:DRIV2_7865
0006: 119@ = 0 

:DRIV2_7872
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_8107 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
8118:   not actor 54@(119@,4i) dead 
0039:   147@(119@,4i) == 1 
004D: jump_if_false @DRIV2_8093 
00D6: if 
0039:   151@(119@,4i) == 1 
004D: jump_if_false @DRIV2_8035 
00D6: if 
80F2:   not actor 54@(119@,4i) near_actor $PLAYER_ACTOR radius 40.0 40.0 0 
004D: jump_if_false @DRIV2_8028 
06E1: AS_actor 54@(119@,4i) using_car 58@(119@,4i) target_car -1 with_order 2 max_speed 62@(119@,4f) traffic_flag 2 
0006: 151@(119@,4i) = 0 

:DRIV2_8028
0002: jump @DRIV2_8093 

:DRIV2_8035
00D6: if 
00F2:   actor 54@(119@,4i) near_actor $PLAYER_ACTOR radius 10.0 10.0 0 
004D: jump_if_false @DRIV2_8093 
05E2: AS_actor 54@(119@,4i) kill_actor $PLAYER_ACTOR 
0006: 151@(119@,4i) = 1 

:DRIV2_8093
000A: 119@ += 1 
0002: jump @DRIV2_7872 

:DRIV2_8107
0051: return 

:DRIV2_8109
0006: 119@ = 0 

:DRIV2_8116
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_8278 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_8264 
00D6: if and
00DB:   actor 54@(119@,4i) in_car 58@(119@,4i) 
803B:   not  130@(119@,4i) == 138@ // (int) 
8039:   not  147@(119@,4i) == 1 
004D: jump_if_false @DRIV2_8264 
05D1: AS_actor 54@(119@,4i) drive_car 58@(119@,4i) to 90@ 91@ 92@ speed 62@(119@,4f) 0 model #NULL 2 
0085: 130@(119@,4i) = 138@ // (int) 

:DRIV2_8264
000A: 119@ += 1 
0002: jump @DRIV2_8116 

:DRIV2_8278
0051: return 

:DRIV2_8280
0006: 119@ = 0 

:DRIV2_8287
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_8483 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_8469 
00D6: if and
00DB:   actor 54@(119@,4i) in_car 58@(119@,4i) 
003B:   130@(119@,4i) == 137@ // (int) 
8039:   not  147@(119@,4i) == 1 
0100:   actor 54@(119@,4i) in_sphere 78@(119@,4f) 82@(119@,4f) 86@(119@,4f) radius 3.0 3.0 3.0 sphere 0 in_car 
004D: jump_if_false @DRIV2_8469 
05D2: AS_actor 54@(119@,4i) run_to_and_hijack_car 58@(119@,4i) max_search_radius 62@(119@,4f) traffic_behavior 2 
0085: 130@(119@,4i) = 135@ // (int) 

:DRIV2_8469
000A: 119@ += 1 
0002: jump @DRIV2_8287 

:DRIV2_8483
0051: return 

:DRIV2_8485
0006: 119@ = 0 

:DRIV2_8492
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_8652 
00D6: if and
03CA:   object 38@(119@,4i) exists 
8118:   not actor 54@(119@,4i) dead 
8119:   not car 58@(119@,4i) wrecked 
004D: jump_if_false @DRIV2_8638 
00D6: if and
0685:   object 38@(119@,4i) attached 
00DB:   actor 54@(119@,4i) in_car 58@(119@,4i) 
004D: jump_if_false @DRIV2_8638 
00D6: if 
04E5:   object 38@(119@,4i) near_point 90@ 91@ radius 20.0 7.0 sphere 0 
004D: jump_if_false @DRIV2_8638 
0006: 156@ = 1 
0085: 120@ = 119@ // (int) 

:DRIV2_8638
000A: 119@ += 1 
0002: jump @DRIV2_8492 

:DRIV2_8652
0051: return 

:DRIV2_8654
00A0: store_actor $PLAYER_ACTOR position_to 96@ 97@ 98@ 
0006: 119@ = 0 

:DRIV2_8675
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_9030 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_9016 
00D6: if and
00DB:   actor 54@(119@,4i) in_car 58@(119@,4i) 
8039:   not  147@(119@,4i) == 1 
004D: jump_if_false @DRIV2_9016 
00D6: if and
003B:   130@(119@,4i) == 138@ // (int) 
01AD:   car 58@(119@,4i) sphere 0 near_point 90@ 91@ radius 25.0 25.0 
004D: jump_if_false @DRIV2_8832 
0007: 62@(119@,4f) = 15.0 
0002: jump @DRIV2_9000 

:DRIV2_8832
00AA: store_car 58@(119@,4i) position_to 100@ 101@ 102@ 
050A: 99@ = distance_between_XYZ 96@ 97@ 98@ and_XYZ 100@ 101@ 102@ 
00D6: if 
0023:   0.0 > 99@ 
004D: jump_if_false @DRIV2_8904 
0007: 99@ = 0.0 

:DRIV2_8904
00D6: if 
0033:   50.0 >= 99@ 
004D: jump_if_false @DRIV2_8986 
0087: 62@(119@,4f) = 99@ // (float) 
0013: 62@(119@,4f) *= 0.4 
0013: 62@(119@,4f) *= -1.0 
000B: 62@(119@,4f) += 40.0 
0002: jump @DRIV2_9000 

:DRIV2_8986
0007: 62@(119@,4f) = 20.0 

:DRIV2_9000
00AD: set_car 58@(119@,4i) max_speed_to 62@(119@,4f) 

:DRIV2_9016
000A: 119@ += 1 
0002: jump @DRIV2_8675 

:DRIV2_9030
0051: return 

:DRIV2_9032
0006: 119@ = 0 

:DRIV2_9039
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_9119 
00D6: if 
03CA:   object 38@(119@,4i) exists 
004D: jump_if_false @DRIV2_9105 
00D6: if 
04E7:   object 38@(119@,4i) in_water 
004D: jump_if_false @DRIV2_9105 
0006: 157@ = 1 

:DRIV2_9105
000A: 119@ += 1 
0002: jump @DRIV2_9039 

:DRIV2_9119
0051: return 

:DRIV2_9121
0006: 119@ = 0 

:DRIV2_9128
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_9218 
00D6: if and
0119:   car 58@(119@,4i) wrecked 
03CA:   object 38@(119@,4i) exists 
003B:   159@(119@,4i) == 164@ // (int) 
004D: jump_if_false @DRIV2_9204 
0108: destroy_object 38@(119@,4i) 
0006: 158@ = 1 

:DRIV2_9204
000A: 119@ += 1 
0002: jump @DRIV2_9128 

:DRIV2_9218
0051: return 

:DRIV2_9220
0395: clear_area 0 at -1814.82 381.4 17.09 radius 100.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV2_9301 
00A1: put_actor $PLAYER_ACTOR at -1771.94 336.35 8.94 
0173: set_actor $PLAYER_ACTOR Z_angle_to 49.66 

:DRIV2_9301
00D6: if 
0039:   174@ == 1 
004D: jump_if_false @DRIV2_9365 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @DRIV2_9365 
00AB: put_car 36@ at -1766.6 330.71 8.23 
0175: set_car 36@ Z_angle_to 45.1 

:DRIV2_9365
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRIV2_9411 
0337: set_actor 54@ visibility 1 
00D6: if 
03CA:   object 38@ exists 
004D: jump_if_false @DRIV2_9411 
0750: set_object 38@ visibility 1 

:DRIV2_9411
0006: 119@ = 0 

:DRIV2_9418
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_9482 
00D6: if 
8119:   not car 58@(119@,4i) wrecked 
004D: jump_if_false @DRIV2_9468 
0519: set_car 58@(119@,4i) locked 0 

:DRIV2_9468
000A: 119@ += 1 
0002: jump @DRIV2_9418 

:DRIV2_9482
0006: 169@ = 1 
0006: 170@ = 0 
0707: start_scene_skip_to @DRIV2_10330 
015F: set_camera_position -1808.39 374.18 17.98 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1813.41 376.31 17.32 switchstyle 2 
00D6: if and
8118:   not actor 54@ dead 
8119:   not car 58@ wrecked 
004D: jump_if_false @DRIV2_9585 
05CB: AS_actor 54@ enter_car 58@ as_driver -1 ms 

:DRIV2_9585
0006: 194@ = 0 

:DRIV2_9592
00D6: if and
8039:   not  194@ == 1 
8118:   not actor 54@ dead 
004D: jump_if_false @DRIV2_9673 
0001: wait 0 ms 
00D6: if and
8118:   not actor 54@ dead 
8119:   not car 58@ wrecked 
004D: jump_if_false @DRIV2_9666 
00D6: if 
00DB:   actor 54@ in_car 58@ 
004D: jump_if_false @DRIV2_9666 
0006: 194@ = 1 

:DRIV2_9666
0002: jump @DRIV2_9592 

:DRIV2_9673
0001: wait 1000 ms 
091D: remove_forbidden_for_boats_cube_cornerA -2014.82 181.4 -13.0 cornerB -1614.82 581.4 47.0 
015F: set_camera_position -1832.36 380.48 18.71 rotation 0.0 0.0 0.0 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @DRIV2_9860 
0158: camera_on_car 58@ mode 15 switchstyle 2 
00D6: if and
8118:   not actor 54@ dead 
03CA:   object 38@ exists 
004D: jump_if_false @DRIV2_9860 
00D6: if 
0737:   actor 54@ lifting_object 38@ 
004D: jump_if_false @DRIV2_9814 
070B: set_actor 54@ onbone_attached_object_operation 0 

:DRIV2_9814
0681: attach_object 38@ to_car 58@ with_offset 0.0 -0.9 0.5 rotation 0.0 0.0 0.0 
0085: 159@ = 164@ // (int) 

:DRIV2_9860
00D6: if and
8119:   not car 59@ wrecked 
8118:   not actor 55@ dead 
004D: jump_if_false @DRIV2_9913 
05D1: AS_actor 55@ drive_car 59@ to -1854.74 533.22 33.12 speed 63@ 0 model #NULL 2 

:DRIV2_9913
0001: wait 150 ms 
00D6: if and
8119:   not car 60@ wrecked 
8118:   not actor 56@ dead 
004D: jump_if_false @DRIV2_9971 
05D1: AS_actor 56@ drive_car 60@ to -1854.74 533.22 33.12 speed 64@ 0 model #NULL 2 

:DRIV2_9971
0001: wait 150 ms 
00D6: if and
8119:   not car 58@ wrecked 
8118:   not actor 54@ dead 
004D: jump_if_false @DRIV2_10029 
05D1: AS_actor 54@ drive_car 58@ to -1854.74 533.22 33.12 speed 62@ 0 model #NULL 2 

:DRIV2_10029
0001: wait 100 ms 
00D6: if and
8119:   not car 61@ wrecked 
8118:   not actor 57@ dead 
004D: jump_if_false @DRIV2_10086 
05D1: AS_actor 57@ drive_car 61@ to -1854.74 533.22 33.12 speed 65@ 0 model #NULL 2 

:DRIV2_10086
0001: wait 7000 ms 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV2_10134 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1820.72 382.73 16.04 
0002: jump @DRIV2_10154 

:DRIV2_10134
00A1: put_actor $PLAYER_ACTOR at -1820.72 382.73 16.04 

:DRIV2_10154
0173: set_actor $PLAYER_ACTOR Z_angle_to 326.45 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV2_10190 
05CB: AS_actor $PLAYER_ACTOR enter_car 35@ as_driver -1 ms 

:DRIV2_10190
015F: set_camera_position -1818.1 380.01 16.8 rotation 0.0 0.0 0.0 
0158: camera_on_car 35@ mode 15 switchstyle 2 
0006: 33@ = 0 

:DRIV2_10238
00D6: if 
001B:   4000 > 33@ 
004D: jump_if_false @DRIV2_10316 
0001: wait 0 ms 
00D6: if and
0019:   33@ > 0 
8039:   not  170@ == 1 
004D: jump_if_false @DRIV2_10309 
00BC: show_text_highpriority GXT 'DRV3_2' time 10000 flag 0  // ~s~Chase down the bikers and collect all the ~r~packages.
0006: 170@ = 1 

:DRIV2_10309
0002: jump @DRIV2_10238 

:DRIV2_10316
0050: gosub @DRIV2_4560 
0006: 169@ = 0 

:DRIV2_10330
0701: end_scene_skip 
00D6: if 
0039:   169@ == 1 
004D: jump_if_false @DRIV2_10799 
091D: remove_forbidden_for_boats_cube_cornerA -2014.82 181.4 -13.0 cornerB -1614.82 581.4 47.0 
00D6: if and
8118:   not actor 54@ dead 
8119:   not car 58@ wrecked 
004D: jump_if_false @DRIV2_10534 
00D6: if 
80DB:   not actor 54@ in_car 58@ 
004D: jump_if_false @DRIV2_10430 
036A: put_actor 54@ in_car 58@ 

:DRIV2_10430
00D6: if 
03CA:   object 38@ exists 
004D: jump_if_false @DRIV2_10534 
00D6: if 
8685:   not object 38@ attached 
004D: jump_if_false @DRIV2_10534 
00D6: if 
0737:   actor 54@ lifting_object 38@ 
004D: jump_if_false @DRIV2_10488 
070B: set_actor 54@ onbone_attached_object_operation 0 

:DRIV2_10488
0681: attach_object 38@ to_car 58@ with_offset 0.0 -0.9 0.5 rotation 0.0 0.0 0.0 
0085: 159@ = 164@ // (int) 

:DRIV2_10534
00D6: if and
8119:   not car 58@ wrecked 
8118:   not actor 54@ dead 
004D: jump_if_false @DRIV2_10575 
00AB: put_car 58@ at -1894.59 582.43 34.56 

:DRIV2_10575
00D6: if and
8119:   not car 59@ wrecked 
8118:   not actor 55@ dead 
004D: jump_if_false @DRIV2_10616 
00AB: put_car 59@ at -1893.56 574.34 34.55 

:DRIV2_10616
00D6: if and
8119:   not car 60@ wrecked 
8118:   not actor 56@ dead 
004D: jump_if_false @DRIV2_10657 
00AB: put_car 60@ at -1899.96 581.25 34.56 

:DRIV2_10657
00D6: if and
8119:   not car 61@ wrecked 
8118:   not actor 57@ dead 
004D: jump_if_false @DRIV2_10698 
00AB: put_car 61@ at -1898.95 574.08 34.56 

:DRIV2_10698
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV2_10758 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV2_10750 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1819.01 386.28 6.58 

:DRIV2_10750
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:DRIV2_10758
0050: gosub @DRIV2_4560 
00D6: if 
8039:   not  170@ == 1 
004D: jump_if_false @DRIV2_10799 
00BC: show_text_highpriority GXT 'DRV3_2' time 10000 flag 0  // ~s~Chase down the bikers and collect all the ~r~packages.

:DRIV2_10799
0006: 119@ = 0 

:DRIV2_10806
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_10886 
00D6: if 
03CA:   object 38@(119@,4i) exists 
004D: jump_if_false @DRIV2_10872 
0188: 180@(119@,4i) = create_marker_above_object 38@(119@,4i) 
0165: set_marker 180@(119@,4i) color_to 0 

:DRIV2_10872
000A: 119@ += 1 
0002: jump @DRIV2_10806 

:DRIV2_10886
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV2_10917 
02AC: set_car 34@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DRIV2_10917
0006: 119@ = 0 

:DRIV2_10924
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_11035 
00D6: if 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_10982 
02AB: set_actor 54@(119@,4i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DRIV2_10982
00D6: if 
8119:   not car 58@(119@,4i) wrecked 
004D: jump_if_false @DRIV2_11021 
02AC: set_car 58@(119@,4i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DRIV2_11021
000A: 119@ += 1 
0002: jump @DRIV2_10924 

:DRIV2_11035
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV2_11066 
02AC: set_car 35@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DRIV2_11066
0006: 119@ = 0 

:DRIV2_11073
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_11137 
00D6: if 
8119:   not car 58@(119@,4i) wrecked 
004D: jump_if_false @DRIV2_11123 
0587: enable_car 58@(119@,4i) validate_position 0 

:DRIV2_11123
000A: 119@ += 1 
0002: jump @DRIV2_11073 

:DRIV2_11137
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV2_11160 
0587: enable_car 35@ validate_position 0 

:DRIV2_11160
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV2_11183 
0587: enable_car 34@ validate_position 0 

:DRIV2_11183
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0051: return 

:DRIV2_11200
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:DRIV2_11214
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_11238 
0001: wait 0 ms 
0002: jump @DRIV2_11214 

:DRIV2_11238
0395: clear_area 0 at 93@ 94@ 95@ radius 50.0 
00BE: text_clear_all 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
02A3: enable_widescreen 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV2_11377 
00D9: 35@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00AB: put_car 35@ at 93@ 94@ 95@ 
0175: set_car 35@ Z_angle_to 340.37 
0615: define_AS_pack_begin 195@ 
05CD: AS_actor -1 exit_car 35@ 
05D3: AS_actor -1 goto_point -2625.96 1417.82 6.15 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0002: jump @DRIV2_11430 

:DRIV2_11377
00A6: destroy_car 35@ 
00A1: put_actor $PLAYER_ACTOR at 93@ 94@ 95@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 10.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2625.96 1417.82 6.15 mode 4 time -1 ms // versionA 

:DRIV2_11430
015F: set_camera_position -2626.02 1403.8 6.95 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2624.56 1406.19 7.03 switchstyle 2 
016A: fade 1 time 1000 

:DRIV2_11488
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_11512 
0001: wait 0 ms 
0002: jump @DRIV2_11488 

:DRIV2_11512
0006: 169@ = 1 
0707: start_scene_skip_to @DRIV2_11538 
0001: wait 2000 ms 
0006: 169@ = 0 

:DRIV2_11538
0701: end_scene_skip 
00D6: if 
0039:   169@ == 1 
004D: jump_if_false @DRIV2_11558 

:DRIV2_11558
00D6: if 
8039:   not  169@ == 1 
004D: jump_if_false @DRIV2_11607 
016A: fade 0 time 1000 

:DRIV2_11583
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_11607 
0001: wait 0 ms 
0002: jump @DRIV2_11583 

:DRIV2_11607
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2624.28 1410.93 6.15 
0173: set_actor $PLAYER_ACTOR Z_angle_to 194.52 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
8039:   not  169@ == 1 
004D: jump_if_false @DRIV2_11706 
016A: fade 1 time 1000 

:DRIV2_11682
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_11706 
0001: wait 0 ms 
0002: jump @DRIV2_11682 

:DRIV2_11706
01B4: set_player $PLAYER_CHAR can_move 1 
0051: return 

:DRIV2_11715
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:DRIV2_11729
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_11753 
0001: wait 0 ms 
0002: jump @DRIV2_11729 

:DRIV2_11753
01C3: remove_references_to_car 35@ 
0395: clear_area 0 at 90@ 91@ 92@ radius 100.0 
0006: 119@ = 0 

:DRIV2_11783
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_11921 
00D6: if 
803B:   not  119@ == 120@ // (int) 
004D: jump_if_false @DRIV2_11907 
009B: destroy_actor 54@(119@,4i) 
00D6: if 
8119:   not car 58@(119@,4i) wrecked 
004D: jump_if_false @DRIV2_11889 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 58@(119@,4i) 
004D: jump_if_false @DRIV2_11882 
00A6: destroy_car 58@(119@,4i) 

:DRIV2_11882
0002: jump @DRIV2_11898 

:DRIV2_11889
00A6: destroy_car 58@(119@,4i) 

:DRIV2_11898
0108: destroy_object 38@(119@,4i) 

:DRIV2_11907
000A: 119@ += 1 
0002: jump @DRIV2_11783 

:DRIV2_11921
077E: get_active_interior_to 121@ 
00A0: store_actor $PLAYER_ACTOR position_to 96@ 97@ 98@ 
0172: 103@ = actor $PLAYER_ACTOR Z_angle 
092E: get_water_height_at 96@ 97@ ignore_waves 0 store_to 197@ 
02CE: 196@ = ground_z_at 96@ 97@ 98@ 
00D6: if 
0025:   197@ > 196@ // (float) 
004D: jump_if_false @DRIV2_12002 
0087: 196@ = 197@ // (float) 

:DRIV2_12002
00A1: put_actor $PLAYER_ACTOR at -2762.82 98.13 -100.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV2_12056 
00D9: 35@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0175: set_car 35@ Z_angle_to 354.04 

:DRIV2_12056
04BB: select_interior 0 
04E4: refresh_game_renderer_at 90@ 91@ 
03CB: set_rendering_origin_at 90@ 91@ 92@ 
03E6: remove_text_box 
02A3: enable_widescreen 1 
015F: set_camera_position -2736.43 87.02 4.27 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2735.57 86.18 4.27 switchstyle 2 
0360: open_garage 'TBON' 
00D6: if and
8118:   not actor 54@(120@,4i) dead 
8119:   not car 58@(120@,4i) wrecked 
004D: jump_if_false @DRIV2_12368 
00AB: put_car 58@(120@,4i) at -2720.92 83.65 3.69 
0175: set_car 58@(120@,4i) Z_angle_to 85.84 
00D6: if 
80DB:   not actor 54@(120@,4i) in_car 58@(120@,4i) 
004D: jump_if_false @DRIV2_12301 
00D6: if 
00DF:   actor 54@(120@,4i) driving 
004D: jump_if_false @DRIV2_12285 
0362: remove_actor 54@(120@,4i) from_car_and_place_at -2720.92 83.65 -6.31 

:DRIV2_12285
036A: put_actor 54@(120@,4i) in_car 58@(120@,4i) 

:DRIV2_12301
04E0: car 58@(120@,4i) abandon_path_radius 2 
05D1: AS_actor 54@(120@,4i) drive_car 58@(120@,4i) to -2730.11 65.22 3.91 speed 10.0 0 model #NULL 2 
04BA: set_car 58@(120@,4i) speed_to 7.0 

:DRIV2_12368
00A6: destroy_car 34@ 
016A: fade 1 time 500 

:DRIV2_12380
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_12404 
0001: wait 0 ms 
0002: jump @DRIV2_12380 

:DRIV2_12404
0006: 169@ = 1 
0707: start_scene_skip_to @DRIV2_12599 
00D6: if 
8118:   not actor 54@(120@,4i) dead 
004D: jump_if_false @DRIV2_12456 
00A0: store_actor 54@(120@,4i) position_to 100@ 101@ 102@ 

:DRIV2_12456
00D6: if 
0021:   101@ > 71.36 
004D: jump_if_false @DRIV2_12543 
0001: wait 0 ms 
00D6: if 
8118:   not actor 54@(120@,4i) dead 
004D: jump_if_false @DRIV2_12526 
00A0: store_actor 54@(120@,4i) position_to 100@ 101@ 102@ 
0002: jump @DRIV2_12536 

:DRIV2_12526
0007: 101@ = 71.36 

:DRIV2_12536
0002: jump @DRIV2_12456 

:DRIV2_12543
0361: close_garage 'TBON' 

:DRIV2_12554
00D6: if 
83B1:   not garage 'TBON' door_closed 
004D: jump_if_false @DRIV2_12587 
0001: wait 0 ms 
0002: jump @DRIV2_12554 

:DRIV2_12587
0001: wait 1000 ms 
0006: 169@ = 0 

:DRIV2_12599
0701: end_scene_skip 
016A: fade 0 time 1000 

:DRIV2_12608
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_12632 
0001: wait 0 ms 
0002: jump @DRIV2_12608 

:DRIV2_12632
009B: destroy_actor 54@(120@,4i) 
00A6: destroy_car 58@(120@,4i) 
00D6: if 
0039:   169@ == 1 
004D: jump_if_false @DRIV2_12734 
00D6: if 
83B1:   not garage 'TBON' door_closed 
004D: jump_if_false @DRIV2_12734 
0361: close_garage 'TBON' 

:DRIV2_12701
00D6: if 
83B1:   not garage 'TBON' door_closed 
004D: jump_if_false @DRIV2_12734 
0001: wait 0 ms 
0002: jump @DRIV2_12701 

:DRIV2_12734
04BB: select_interior 121@ 
04E4: refresh_game_renderer_at 96@ 97@ 
03CB: set_rendering_origin_at 96@ 97@ 196@ 
00A1: put_actor $PLAYER_ACTOR at 96@ 97@ 196@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV2_12811 
00D9: 35@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0175: set_car 35@ Z_angle_to 103@ 
0002: jump @DRIV2_12819 

:DRIV2_12811
0173: set_actor $PLAYER_ACTOR Z_angle_to 103@ 

:DRIV2_12819
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 1000 

:DRIV2_12841
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_12865 
0001: wait 0 ms 
0002: jump @DRIV2_12841 

:DRIV2_12865
0051: return 

:DRIV2_12867
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:DRIV2_12885
0008: $SYNDICATE_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'FAR_2'  // T-Bone Mendez
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 5000 
0998: add_respect 20 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:DRIV2_12949
0249: release_model #BOXVILLE 
0249: release_model #FCR900 
0249: release_model #KMB_PACKET 
0249: release_model #WMYCR 
0249: release_model #HMYCR 
0249: release_model #MICRO_UZI 
04EF: release_animation "BIKES" 
04EF: release_animation "MISC" 
0006: 119@ = 0 

:DRIV2_13001
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_13092 
0164: disable_marker 180@(119@,4i) 
00D6: if 
03CA:   object 38@(119@,4i) exists 
004D: jump_if_false @DRIV2_13078 
00D6: if 
82CC:   not object 38@(119@,4i) bounding_sphere_visible 
004D: jump_if_false @DRIV2_13078 
0108: destroy_object 38@(119@,4i) 

:DRIV2_13078
000A: 119@ += 1 
0002: jump @DRIV2_13001 

:DRIV2_13092
0164: disable_marker 184@ 
0164: disable_marker 185@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV2_13133 
02AC: set_car 34@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DRIV2_13133
0006: 119@ = 0 

:DRIV2_13140
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_13223 
00D6: if 
8119:   not car 58@(119@,4i) wrecked 
004D: jump_if_false @DRIV2_13209 
02AC: set_car 58@(119@,4i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0519: set_car 58@(119@,4i) locked 0 

:DRIV2_13209
000A: 119@ += 1 
0002: jump @DRIV2_13140 

:DRIV2_13223
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV2_13254 
02AC: set_car 35@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DRIV2_13254
065C: release_decision_maker 193@ 
061B: remove_references_to_AS_pack 195@ 
03E6: remove_text_box 
091D: remove_forbidden_for_boats_cube_cornerA -2014.82 181.4 -13.0 cornerB -1614.82 581.4 47.0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DRIV2_13321 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 

:DRIV2_13321
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 66---------------
// Originally: Mike Toreno

:DRIV3
03A4: name_thread 'DRIV3' 
0050: gosub @DRIV3_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DRIV3_38 
0050: gosub @DRIV3_16007 

:DRIV3_38
0050: gosub @DRIV3_16025 
004E: end_thread 

:DRIV3_47
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
0001: wait 0 ms 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 
0169: set_fade_color_RGB 0 0 0 

:DRIV3_82
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV3_106 
0001: wait 0 ms 
0002: jump @DRIV3_82 

:DRIV3_106
054C: use_GXT_table 'FARLIE3' 
04BB: select_interior 3 
02E4: load_cutscene_data 'FARL_3A' 

:DRIV3_132
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DRIV3_156 
0001: wait 0 ms 
0002: jump @DRIV3_132 

:DRIV3_156
02E7: start_cutscene 
016A: fade 1 time 1000 

:DRIV3_165
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DRIV3_189 
0001: wait 0 ms 
0002: jump @DRIV3_165 

:DRIV3_189
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:DRIV3_204
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV3_228 
0001: wait 0 ms 
0002: jump @DRIV3_204 

:DRIV3_228
02EA: end_cutscene 
04BB: select_interior 0 
018A: 127@ = create_checkpoint_at -2071.0 209.0 35.0 
0164: disable_marker 127@ 
0007: 80@ = -1906.656 
0007: 81@ = 283.016 
0007: 82@ = 41.0 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 132@ = 0 
0006: 107@ = 0 
0006: 112@ = 0 
0006: 108@ = 0 
0007: 59@ = -2615.0 
0007: 60@ = 1397.0 
0007: 61@ = 6.0 
0006: 101@ = 0 
0004: $1797 = 0 
0004: $ONMISSION_MIKE_TORENO = 1 
0006: 103@ = 0 
0007: 71@ = -1550.416 
0007: 72@ = -436.4436 
0007: 73@ = 6.9871 
0004: $1796 = 0 
0007: 74@ = 0.0 
0007: 75@ = -20.0 
0007: 76@ = 0.0 
0006: 100@ = 0 
0006: 102@ = 0 
0006: 109@ = 0 
0006: 110@ = 0 
0006: 89@ = 1 
0006: 90@ = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 93@ = 0 
0004: $7321 = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 98@ = 0 
0006: 111@ = 0 
0006: 99@ = 0 
0006: 96@ = 0 
0006: 97@ = 0 
00D6: if 
075C:   marker $2653 enabled 
004D: jump_if_false @DRIV3_603 
0164: disable_marker $2653 

:DRIV3_603
032B: 55@ = create_weapon_pickup #DESERT_EAGLE type 15 ammo 99999 at -1542.022 -437.7364 5.9258 
05A9: s$7322[0] = 'FAR3_CA' // s$  // ~z~He says he can hear seagulls!
05A9: s$7322[1] = 'FAR3_CB' // s$  // ~z~Mike can hear gulls!
05A9: s$7322[2] = 'FAR3_DA' // s$  // ~z~Seagulls? Shit, that could be anywhere in this town.
05A9: s$7322[3] = 'FAR3_CC' // s$  // ~z~He can hear heavy machinery!
05A9: s$7322[4] = 'FAR3_DB' // s$  // ~z~Seagulls and heavy machinery? What is that? A building site, or a landfill or something?
05A9: s$7322[5] = 'FAR3_EA' // s$  // ~z~There's a building site in Doherty!
04AF: 133@ = 15200 // = constant 
04AF: 134@ = 15201 // = constant 
04AF: 135@ = 15210 // = constant 
04AF: 136@ = 15202 // = constant 
04AF: 137@ = 15211 // = constant 
04AF: 138@ = 15215 // = constant 
05A9: s$7322[6] = 'FAR3_CF' // s$  // ~z~He says he can hear a truck reversing.
05A9: s$7322[7] = 'FAR3_CD' // s$  // ~z~He says it's busy, like a freight depot or something.
05A9: s$7322[8] = 'FAR3_DC' // s$  // ~z~Freight? Aw, they must be down at the docks!
05A9: s$7322[9] = 'FAR3_EB' // s$  // ~z~Get to the docks in Easter Basin!
04AF: 139@ = 15205 // = constant 
04AF: 140@ = 15203 // = constant 
04AF: 141@ = 15212 // = constant 
04AF: 142@ = 15216 // = constant 
05A9: s$7322[10] = 'FAR3_CJ' // s$  // ~z~Shit, he says they stopped, then he heard gunfire.
05A9: s$7322[11] = 'FAR3_CK' // s$  // ~z~He thinks they just shot there way through a security gate!
05A9: s$7322[12] = 'FAR3_DD' // s$  // ~z~They don't have heavy security at the docks,
05A9: s$7322[13] = 'FAR3_DE' // s$  // ~z~but they do at the airport's freight depot!
05A9: s$7322[14] = 'FAR3_EC' // s$  // ~z~To the airport, rapido!
04AF: 143@ = 15208 // = constant 
04AF: 144@ = 15209 // = constant 
04AF: 145@ = 15213 // = constant 
04AF: 146@ = 15214 // = constant 
04AF: 147@ = 15217 // = constant 
05A9: s$7322[15] = 'FAR3_HA' // s$  // ~z~There's the gate!
05A9: s$7322[16] = 'FAR3_HB' // s$  // ~z~And some dead security guards!
05A9: s$7322[17] = 'FAR3_HC' // s$  // ~z~Ey, this is the place, keep your eyes peeled for that van!
04AF: 148@ = 15225 // = constant 
04AF: 149@ = 15226 // = constant 
04AF: 150@ = 15227 // = constant 
05A9: s$7322[18] = 'FAR3_JA' // s$  // ~z~OK, the tags should work now, holmes.
05A9: s$7322[19] = 'FAR3_JB' // s$  // ~z~Tag? What the hell is a tag?
05A9: s$7322[20] = 'FAR3_JC' // s$  // ~z~After that last bit of trouble, Mike hid the transponder in the white.
05A9: s$7322[21] = 'FAR3_JD' // s$  // ~z~We was going to follow it to the gang, but something must have fucked up
05A9: s$7322[22] = 'FAR3_JE' // s$  // ~z~and now we gotta use it to find that van and rescue Mike!
05A9: s$7322[23] = 'FAR3_JF' // s$  // ~z~How it work?
05A9: s$7322[24] = 'FAR3_JG' // s$  // ~z~Simple. Closer we get, the stronger the signal.
04AF: 151@ = 15228 // = constant 
04AF: 152@ = 15229 // = constant 
04AF: 153@ = 15230 // = constant 
04AF: 154@ = 15231 // = constant 
04AF: 155@ = 15232 // = constant 
04AF: 156@ = 15233 // = constant 
04AF: 157@ = 15234 // = constant 
05A9: s$7322[25] = 'FAR3_MA' // s$  // ~z~How long you been working for Jizzy, I haven't seen you before?
05A9: s$7322[26] = 'FAR3_MB' // s$  // ~z~Just got into town last week. I done a couple jobs here and there.
05A9: s$7322[27] = 'FAR3_MC' // s$  // ~z~Just got into town, huh? Where were you before that?
05A9: s$7322[28] = 'FAR3_MD' // s$  // ~z~Hey, what is this?
05A9: s$7322[29] = 'FAR3_ME' // s$  // ~z~Man, just answer the fucking question.
05A9: s$7322[30] = 'FAR3_MF' // s$  // ~z~Look man, chill. I been in Los Santos with my family, a'ight?
05A9: s$7322[31] = 'FAR3_MG' // s$  // ~z~Gimme his wallet.
05A9: s$7322[32] = 'FAR3_MH' // s$  // ~z~What? Hey, get off!
05A9: s$7322[33] = 'FAR3_MJ' // s$  // ~z~Quit struggling and concentrate on the road!
05A9: s$7322[34] = 'FAR3_MK' // s$  // ~z~Here y'go, Mike.
05A9: s$7322[35] = 'FAR3_ML' // s$  // ~z~Carl Johnson, huh?
05A9: s$7322[36] = 'FAR3_MM' // s$  // ~z~Alright. I've seen enough. Here.
05A9: s$7322[37] = 'FAR3_MN' // s$  // ~z~Hey, was a dub in there. Better still be there when I check it.
05A9: s$7322[38] = 'FAR3_MO' // s$  // ~z~Shut the fuck up.
04AF: 158@ = 15242 // = constant 
04AF: 159@ = 15243 // = constant 
04AF: 160@ = 15244 // = constant 
04AF: 161@ = 15245 // = constant 
04AF: 162@ = 15246 // = constant 
04AF: 163@ = 15247 // = constant 
04AF: 164@ = 15248 // = constant 
04AF: 165@ = 15249 // = constant 
04AF: 166@ = 15250 // = constant 
04AF: 167@ = 15251 // = constant 
04AF: 168@ = 15252 // = constant 
04AF: 169@ = 15253 // = constant 
04AF: 170@ = 15254 // = constant 
04AF: 171@ = 15255 // = constant 
060A: create_decision_maker_type 2 store_to 86@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 87@ // decision\allowed\m_.ped files 
0247: load_model #MICRO_UZI 
0247: load_model #BURRITO 
023C: load_special_actor 'TBONE' as 2 // models 290-299 
038B: load_requested_models 

:DRIV3_1527
00D6: if or
823D:   not special_actor 2 loaded 
8248:   not model #MICRO_UZI available 
8248:   not model #BURRITO available 
004D: jump_if_false @DRIV3_1563 
0001: wait 0 ms 
0002: jump @DRIV3_1527 

:DRIV3_1563
0173: set_actor $PLAYER_ACTOR Z_angle_to 214.0 
0373: set_camera_directly_behind_player 

:DRIV3_1575
0001: wait 0 ms 
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @DRIV3_1604 
0050: gosub @DRIV3_1736 

:DRIV3_1604
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @DRIV3_1629 
0050: gosub @DRIV3_6822 

:DRIV3_1629
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @DRIV3_1654 
0050: gosub @DRIV3_8253 

:DRIV3_1654
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @DRIV3_1679 
0050: gosub @DRIV3_11222 

:DRIV3_1679
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @DRIV3_1704 
0002: jump @DRIV3_15909 

:DRIV3_1704
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @DRIV3_1729 
0002: jump @DRIV3_16007 

:DRIV3_1729
0002: jump @DRIV3_1575 

:DRIV3_1736
0209: 54@ = random_int_in_ranges 1 4 
00D6: if 
0039:   54@ == 1 
004D: jump_if_false @DRIV3_1833 
0007: 56@ = -1303.76 
0007: 57@ = -615.4308 
0007: 58@ = 13.1485 
0007: 62@ = -1271.832 
0007: 63@ = -180.8179 
0007: 64@ = 13.1443 
0007: 84@ = 0.0 

:DRIV3_1833
00D6: if 
0039:   54@ == 2 
004D: jump_if_false @DRIV3_1921 
0007: 56@ = -1216.233 
0007: 57@ = 51.366 
0007: 58@ = 13.0 
0007: 62@ = -1288.832 
0007: 63@ = -159.8179 
0007: 64@ = 13.1443 
0007: 84@ = 120.0 

:DRIV3_1921
00D6: if 
0039:   54@ == 3 
004D: jump_if_false @DRIV3_2009 
0007: 56@ = -1125.319 
0007: 57@ = 368.3488 
0007: 58@ = 13.1329 
0007: 62@ = -1319.832 
0007: 63@ = -96.8179 
0007: 64@ = 13.8443 
0007: 84@ = 140.0 

:DRIV3_2009
0247: load_model #PREMIER 

:DRIV3_2014
00D6: if 
8248:   not model #PREMIER available 
004D: jump_if_false @DRIV3_2041 
0001: wait 0 ms 
0002: jump @DRIV3_2014 

:DRIV3_2041
00A5: 38@ = create_car #PREMIER at -2620.0 1398.0 6.5 
0175: set_car 38@ Z_angle_to 204.0 
0186: 114@ = create_marker_above_car 38@ 
07E0: set_marker 114@ type_to 1 
0224: set_car 38@ health_to 2500 
0956: get_respect_to 113@ 
08F4: set_max_group_members 113@ 
09DD: unknown_player_group 2 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DRIV3_2134 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:DRIV3_2134
009A: 53@ = create_actor_pedtype 25 model #SPECIAL02 at -2623.64 1403.9 6.2 
09F6: set_actor 53@ unjackable_through_driver_seat 0 
0709: set_decision_maker 87@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
02E2: set_actor 53@ weapon_accuracy_to 95 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
0A09: set_actor 53@ muted 1 // versionB 
05CA: AS_actor 53@ enter_car 38@ passenger_seat 0 time -1 
04D8: set_actor 53@ drowns_in_water 1 
077A: set_actor 53@ acquaintance 1 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
060B: set_actor 53@ decision_maker_to 87@ 
01B2: give_actor 53@ weapon 28 ammo 1000 // Load the weapon model before using this 
0568: set_actor 53@ untargetable 1 
02A9: set_actor 53@ immune_to_nonplayer 1 
0A0B: set_rendering_origin_at_3D_coord -2623.64 1403.9 6.2 angle 214.0 
016A: fade 1 time 1000 

:DRIV3_2319
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV3_2343 
0001: wait 0 ms 
0002: jump @DRIV3_2319 

:DRIV3_2343
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0008: $1796 += 330000 
03C3: set_timer_to $1796 type 1 GXT 'DRI2_9' // global_variable  // BATTERY
040D: unload_wav 1 
03CF: load_wav 15218 as 1 

:DRIV3_2391
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_2417 
0001: wait 0 ms 
0002: jump @DRIV3_2391 

:DRIV3_2417
00BC: show_text_highpriority GXT 'FAR3_FA' time 10000 flag 1  // ~z~Gotta make this quick, Mike doesn't got much time on his battery left!
03D1: play_wav 1 

:DRIV3_2437
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_2463 
0001: wait 0 ms 
0002: jump @DRIV3_2437 

:DRIV3_2463
03D5: remove_text 'FAR3_FA'  // ~z~Gotta make this quick, Mike doesn't got much time on his battery left!
00BC: show_text_highpriority GXT 'DRI2_1' time 5000 flag 1  // ~s~ Get inside the ~b~car~s~.
0247: load_model #DNB1 
0247: load_model #DNB2 
0247: load_model #DNB3 

:DRIV3_2502
00D6: if or
8248:   not model #DNB1 available 
8248:   not model #DNB2 available 
8248:   not model #DNB3 available 
004D: jump_if_false @DRIV3_2536 
0001: wait 0 ms 
0002: jump @DRIV3_2502 

:DRIV3_2536
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @DRIV3_2857 

:DRIV3_2552
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @DRIV3_2857 
0001: wait 0 ms 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @DRIV3_2651 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 94@ = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_31' time 5000 flag 1  // ~r~T-Bone's dead!
0051: return 

:DRIV3_2651
00D6: if 
0119:   car 38@ wrecked 
004D: jump_if_false @DRIV3_2674 
0002: jump @DRIV3_2857 

:DRIV3_2674
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @DRIV3_2733 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 94@ = 0 
0006: 91@ = 0 
0006: 92@ = 1 
0006: 93@ = 0 
0051: return 

:DRIV3_2733
00D6: if 
002A:   0 >= $1796 
004D: jump_if_false @DRIV3_2850 
0006: 89@ = 0 
0006: 93@ = 1 
040D: unload_wav 1 
03CF: load_wav 15221 as 1 

:DRIV3_2776
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_2802 
0001: wait 0 ms 
0002: jump @DRIV3_2776 

:DRIV3_2802
00BC: show_text_highpriority GXT 'FAR3_FD' time 10000 flag 1  // ~z~Shit, Mike's phone's dead!
03D1: play_wav 1 

:DRIV3_2822
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_2848 
0001: wait 0 ms 
0002: jump @DRIV3_2822 

:DRIV3_2848
0051: return 

:DRIV3_2850
0002: jump @DRIV3_2552 

:DRIV3_2857
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_2911 
03D5: remove_text 'DRI2_1'  // ~s~ Get inside the ~b~car~s~.
00D6: if 
86EE:   not actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_2911 
0631: put_actor 53@ in_group $PLAYER_GROUP 

:DRIV3_2911
0164: disable_marker 114@ 
0249: release_model #PREMIER 
0006: 33@ = 0 
04CE: 116@ = create_icon_marker 3 at 71@ 72@ 73@ 
0164: disable_marker 116@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DRIV3_4398 

:DRIV3_2965
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 71@ 72@ 73@ radius 35.0 35.0 35.0 
004D: jump_if_false @DRIV3_4398 
0001: wait 0 ms 
0050: gosub @DRIV3_14595 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @DRIV3_3038 
0051: return 

:DRIV3_3038
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @DRIV3_4391 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV3_3080 
00D9: 38@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:DRIV3_3080
00D6: if and
0028:   $7321 >= 0 
001A:   6 > $7321 
004D: jump_if_false @DRIV3_3112 
0050: gosub @DRIV3_15530 

:DRIV3_3112
00D6: if 
0038:   $7321 == 6 
004D: jump_if_false @DRIV3_3264 
00D6: if 
0019:   32@ > 15000 
004D: jump_if_false @DRIV3_3264 
040D: unload_wav 1 
03CF: load_wav 15224 as 1 

:DRIV3_3160
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_3186 
0001: wait 0 ms 
0002: jump @DRIV3_3160 

:DRIV3_3186
00BC: show_text_highpriority GXT 'FAR3_GC' time 10000 flag 1  // ~z~Hey, just hang in there, Mike, help is on the way!
03D1: play_wav 1 

:DRIV3_3206
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_3232 
0001: wait 0 ms 
0002: jump @DRIV3_3206 

:DRIV3_3232
03D5: remove_text 'FAR3_GC'  // ~z~Hey, just hang in there, Mike, help is on the way!
0006: 32@ = 0 
0004: $7321 = 7 
0006: 102@ = 0 

:DRIV3_3264
00D6: if 
0038:   $7321 == 7 
004D: jump_if_false @DRIV3_3351 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_3351 
00D6: if and
0154:   actor $PLAYER_ACTOR in_zone 'DOH'  // Doherty
0154:   actor 53@ in_zone 'DOH'  // Doherty
004D: jump_if_false @DRIV3_3351 
0004: $7321 = 8 
0006: 132@ = 6 

:DRIV3_3351
00D6: if and
0028:   $7321 >= 8 
001A:   12 > $7321 
004D: jump_if_false @DRIV3_3383 
0050: gosub @DRIV3_15530 

:DRIV3_3383
00D6: if 
0038:   $7321 == 12 
004D: jump_if_false @DRIV3_3535 
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @DRIV3_3535 
040D: unload_wav 1 
03CF: load_wav 15223 as 1 

:DRIV3_3431
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_3457 
0001: wait 0 ms 
0002: jump @DRIV3_3431 

:DRIV3_3457
00BC: show_text_highpriority GXT 'FAR3_GB' time 10000 flag 1  // ~z~Hey, we'll be there in a minute, Mike!
03D1: play_wav 1 

:DRIV3_3477
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_3503 
0001: wait 0 ms 
0002: jump @DRIV3_3477 

:DRIV3_3503
03D5: remove_text 'FAR3_GB'  // ~z~Hey, we'll be there in a minute, Mike!
0006: 32@ = 0 
0004: $7321 = 13 
0006: 102@ = 0 

:DRIV3_3535
00D6: if 
0038:   $7321 == 13 
004D: jump_if_false @DRIV3_3629 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_3629 
00D6: if and
0154:   actor $PLAYER_ACTOR in_zone 'EASB'  // Easter Basin
0154:   actor 53@ in_zone 'EASB'  // Easter Basin
004D: jump_if_false @DRIV3_3629 
0004: $7321 = 14 
0006: 132@ = 10 
0006: 32@ = 0 

:DRIV3_3629
00D6: if and
0028:   $7321 >= 14 
001A:   19 > $7321 
004D: jump_if_false @DRIV3_3661 
0050: gosub @DRIV3_15530 

:DRIV3_3661
00D6: if 
0038:   $7321 == 19 
004D: jump_if_false @DRIV3_3806 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @DRIV3_3806 
0006: 32@ = 0 
0004: $7321 = 20 
040D: unload_wav 1 
03CF: load_wav 15207 as 1 

:DRIV3_3723
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_3749 
0001: wait 0 ms 
0002: jump @DRIV3_3723 

:DRIV3_3749
00BC: show_text_highpriority GXT 'FAR3_CH' time 10000 flag 1  // ~z~Mike can hear aircraft taking off and landing.
03D1: play_wav 1 

:DRIV3_3769
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_3795 
0001: wait 0 ms 
0002: jump @DRIV3_3769 

:DRIV3_3795
03D5: remove_text 'FAR3_CH'  // ~z~Mike can hear aircraft taking off and landing.

:DRIV3_3806
00D6: if 
0038:   $7321 == 20 
004D: jump_if_false @DRIV3_3958 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @DRIV3_3958 
0006: 32@ = 0 
0004: $7321 = 21 
040D: unload_wav 1 
03CF: load_wav 15222 as 1 

:DRIV3_3868
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_3894 
0001: wait 0 ms 
0002: jump @DRIV3_3868 

:DRIV3_3894
00BC: show_text_highpriority GXT 'FAR3_GA' time 10000 flag 1  // ~z~Hey don't worry, Mike, we're nearly there!
03D1: play_wav 1 

:DRIV3_3914
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_3940 
0001: wait 0 ms 
0002: jump @DRIV3_3914 

:DRIV3_3940
03D5: remove_text 'FAR3_GA'  // ~z~Hey don't worry, Mike, we're nearly there!
0006: 102@ = 0 

:DRIV3_3958
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @DRIV3_4116 
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @DRIV3_4116 
00D6: if 
002A:   200000 >= $1796 
004D: jump_if_false @DRIV3_4116 
040D: unload_wav 1 
03CF: load_wav 15219 as 1 

:DRIV3_4026
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_4052 
0001: wait 0 ms 
0002: jump @DRIV3_4026 

:DRIV3_4052
00BC: show_text_highpriority GXT 'FAR3_FB' time 10000 flag 1  // ~z~Mike's cellphone battery's running low!
03D1: play_wav 1 

:DRIV3_4072
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_4098 
0001: wait 0 ms 
0002: jump @DRIV3_4072 

:DRIV3_4098
03D5: remove_text 'FAR3_FB'  // ~z~Mike's cellphone battery's running low!
0006: 103@ = 1 

:DRIV3_4116
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @DRIV3_4274 
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @DRIV3_4274 
00D6: if 
002A:   100000 >= $1796 
004D: jump_if_false @DRIV3_4274 
040D: unload_wav 1 
03CF: load_wav 15220 as 1 

:DRIV3_4184
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_4210 
0001: wait 0 ms 
0002: jump @DRIV3_4184 

:DRIV3_4210
00BC: show_text_highpriority GXT 'FAR3_FC' time 10000 flag 1  // ~z~Mike's cellphone is nearly dead!
03D1: play_wav 1 

:DRIV3_4230
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_4256 
0001: wait 0 ms 
0002: jump @DRIV3_4230 

:DRIV3_4256
03D5: remove_text 'FAR3_FC'  // ~z~Mike's cellphone is nearly dead!
0006: 103@ = 2 

:DRIV3_4274
00D6: if 
002A:   0 >= $1796 
004D: jump_if_false @DRIV3_4391 
0006: 89@ = 0 
0006: 93@ = 1 
040D: unload_wav 1 
03CF: load_wav 15221 as 1 

:DRIV3_4317
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_4343 
0001: wait 0 ms 
0002: jump @DRIV3_4317 

:DRIV3_4343
00BC: show_text_highpriority GXT 'FAR3_FD' time 10000 flag 1  // ~z~Shit, Mike's phone's dead!
03D1: play_wav 1 

:DRIV3_4363
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_4389 
0001: wait 0 ms 
0002: jump @DRIV3_4363 

:DRIV3_4389
0051: return 

:DRIV3_4391
0002: jump @DRIV3_2965 

:DRIV3_4398
03E6: remove_text_box 
0164: disable_marker 116@ 
0164: disable_marker 127@ 
0247: load_model #FREEWAY 

:DRIV3_4415
00D6: if 
8248:   not model #FREEWAY available 
004D: jump_if_false @DRIV3_4442 
0001: wait 0 ms 
0002: jump @DRIV3_4415 

:DRIV3_4442
03C4: set_status_text $1797 type 1 GXT 'DRI2_17' // global_variable  // SIGNAL
00A5: 35@ = create_car #BURRITO at 56@ 57@ 58@ 
0229: set_car 35@ primary_color_to 6 secondary_color_to 0 
0186: 115@ = create_marker_above_car 35@ 
018B: set_marker 115@ radar_mode 1 
0175: set_car 35@ Z_angle_to 84@ 
0129: 41@ = create_actor_pedtype 24 model #DNB3 in_car 35@ driverseat 
02AB: set_actor 41@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0446: set_actor 41@ dismemberment_possible 0 
060B: set_actor 41@ decision_maker_to 86@ 
077A: set_actor 41@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 41@ acquaintance 1 to_actors_pedtype 24 // see ped.dat 
0709: set_decision_maker 86@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0224: set_car 35@ health_to 1000 
020A: set_car 35@ door_status_to 7 
02AA: set_car 35@ immune_to_nonplayer 0 
0006: 131@ = 0 

:DRIV3_4630
00D6: if 
001B:   3 > 131@ 
004D: jump_if_false @DRIV3_4812 
00D6: if or
0039:   131@ == 0 
0039:   131@ == 2 
004D: jump_if_false @DRIV3_4692 
01C8: 42@(131@,9i) = create_actor_pedtype 24 model #DNB1 in_car 35@ passenger_seat 131@ 

:DRIV3_4692
00D6: if 
0039:   131@ == 1 
004D: jump_if_false @DRIV3_4729 
01C8: 42@(131@,9i) = create_actor_pedtype 24 model #DNB2 in_car 35@ passenger_seat 131@ 

:DRIV3_4729
01B2: give_actor 42@(131@,9i) weapon 28 ammo 1000 // Load the weapon model before using this 
01B9: set_actor 42@(131@,9i) armed_weapon_to 28 
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @DRIV3_4798 
060B: set_actor 42@ decision_maker_to 86@ 
077A: set_actor 42@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 42@ acquaintance 1 to_actors_pedtype 24 // see ped.dat 

:DRIV3_4798
000A: 131@ += 1 
0002: jump @DRIV3_4630 

:DRIV3_4812
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_5062 
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset 2.0 -6.0 -0.3 
00A5: 36@ = create_car #FREEWAY at 77@ 78@ 79@ 
0175: set_car 36@ Z_angle_to 84@ 
0129: 51@ = create_actor_pedtype 24 model #DNB2 in_car 36@ driverseat 
01B2: give_actor 51@ weapon 28 ammo 1000 // Load the weapon model before using this 
01B9: set_actor 51@ armed_weapon_to 28 
060B: set_actor 51@ decision_maker_to 86@ 
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 51@ acquaintance 1 to_actors_pedtype 24 // see ped.dat 
04E0: car 36@ abandon_path_radius 255 
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset -2.0 -6.0 -0.3 
00A5: 37@ = create_car #FREEWAY at 77@ 78@ 79@ 
0175: set_car 37@ Z_angle_to 84@ 
0129: 52@ = create_actor_pedtype 24 model #DNB1 in_car 37@ driverseat 
01B2: give_actor 52@ weapon 28 ammo 1000 // Load the weapon model before using this 
01B9: set_actor 52@ armed_weapon_to 28 
060B: set_actor 52@ decision_maker_to 86@ 
077A: set_actor 52@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 52@ acquaintance 1 to_actors_pedtype 24 // see ped.dat 
04E0: car 37@ abandon_path_radius 255 

:DRIV3_5062
00D6: if 
8038:   not  $7321 == 21 
004D: jump_if_false @DRIV3_5094 
0006: 132@ = 18 
0004: $7321 = 24 

:DRIV3_5094
00D6: if 
8039:   not  98@ == 1 
004D: jump_if_false @DRIV3_6806 
0001: wait 0 ms 
0050: gosub @DRIV3_14595 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @DRIV3_5143 
0051: return 

:DRIV3_5143
00D6: if and
0028:   $7321 >= 21 
001A:   24 > $7321 
004D: jump_if_false @DRIV3_5182 
0006: 102@ = 1 
0050: gosub @DRIV3_15530 

:DRIV3_5182
00D6: if and
0028:   $7321 >= 24 
002A:   30 >= $7321 
004D: jump_if_false @DRIV3_5221 
0050: gosub @DRIV3_15530 
0006: 102@ = 1 

:DRIV3_5221
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @DRIV3_5294 
00D6: if 
0038:   $7321 == 31 
004D: jump_if_false @DRIV3_5287 
00BC: show_text_highpriority GXT 'DRI2_18' time 5000 flag 1  // ~s~Use the reading from the ~b~SIGNAL~s~ bar to find the van.
0004: $7321 = 32 
0006: 32@ = 0 

:DRIV3_5287
0002: jump @DRIV3_5301 

:DRIV3_5294
0004: $7321 = 32 

:DRIV3_5301
00D6: if 
0038:   $7321 == 32 
004D: jump_if_false @DRIV3_5352 
00D6: if 
0019:   32@ > 7000 
004D: jump_if_false @DRIV3_5352 
0006: 102@ = 0 
0004: $7321 = 33 

:DRIV3_5352
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_6767 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 65@ 66@ 67@ radius 30.0 30.0 30.0 
01AF:   car 35@ sphere 0 in_sphere 62@ 63@ 64@ radius 40.0 40.0 40.0 
004D: jump_if_false @DRIV3_5448 
0006: 98@ = 1 

:DRIV3_5448
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @DRIV3_5747 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 65@ 66@ 67@ radius 100.0 100.0 100.0 
02CA:   car 35@ bounding_sphere_visible 
004D: jump_if_false @DRIV3_5747 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @DRIV3_5557 
05D1: AS_actor 41@ drive_car 35@ to 62@ 63@ 64@ speed 25.0 1 model #NULL 3 

:DRIV3_5557
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @DRIV3_5581 
05F2: set_car 36@ follow_car 35@ keep_3o_clock 

:DRIV3_5581
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @DRIV3_5605 
05F1: set_car 37@ follow_car 35@ keep_9o_clock 

:DRIV3_5605
040D: unload_wav 1 
03CF: load_wav 15238 as 1 

:DRIV3_5616
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_5642 
0001: wait 0 ms 
0002: jump @DRIV3_5616 

:DRIV3_5642
00BC: show_text_highpriority GXT 'FAR3_KD' time 10000 flag 1  // ~z~Shit, there they are!
03D1: play_wav 1 

:DRIV3_5662
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_5688 
0001: wait 0 ms 
0002: jump @DRIV3_5662 

:DRIV3_5688
03D5: remove_text 'FAR3_KD'  // ~z~Shit, there they are!
018B: set_marker 115@ radar_mode 3 
014F: stop_timer $1796 
0151: remove_status_text $1797 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV3_5740 
00D9: 38@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:DRIV3_5740
0006: 95@ = 1 

:DRIV3_5747
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_6085 
00D6: if or
0039:   95@ == 1 
0039:   95@ == 2 
004D: jump_if_false @DRIV3_5854 
00D6: if 
01AF:   car 35@ sphere 0 in_sphere 62@ 63@ 64@ radius 20.0 20.0 20.0 
004D: jump_if_false @DRIV3_5854 
00AD: set_car 35@ max_speed_to 0.0 
00AF: set_car 35@ driver_behaviour_to 11 
0006: 95@ = 3 

:DRIV3_5854
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_5884 
00AA: store_car 35@ position_to 65@ 66@ 67@ 

:DRIV3_5884
00A0: store_actor $PLAYER_ACTOR position_to 68@ 69@ 70@ 
050A: 88@ = distance_between_XYZ 68@ 69@ 70@ and_XYZ 65@ 66@ 67@ 
00D6: if or
0039:   54@ == 3 
0039:   54@ == 2 
004D: jump_if_false @DRIV3_6019 
00D6: if 
0021:   88@ > 1000.0 
004D: jump_if_false @DRIV3_5984 
0007: 88@ = 1000.0 
0002: jump @DRIV3_6012 

:DRIV3_5984
0007: 129@ = 1000.0 
0063: 129@ -= 88@ // (float) 
0017: 129@ /= 10.0 

:DRIV3_6012
0002: jump @DRIV3_6085 

:DRIV3_6019
00D6: if 
0021:   88@ > 500.0 
004D: jump_if_false @DRIV3_6057 
0007: 88@ = 500.0 
0002: jump @DRIV3_6085 

:DRIV3_6057
0007: 129@ = 500.0 
0063: 129@ -= 88@ // (float) 
0017: 129@ /= 5.0 

:DRIV3_6085
00D6: if 
0021:   129@ > 0.0 
004D: jump_if_false @DRIV3_6114 
0090: $1797 = float 129@ to_integer 

:DRIV3_6114
00D6: if 
8039:   not  95@ == 1 
004D: jump_if_false @DRIV3_6651 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @DRIV3_6583 
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @DRIV3_6308 
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @DRIV3_6308 
00D6: if 
002A:   200000 >= $1796 
004D: jump_if_false @DRIV3_6308 
040D: unload_wav 1 
03CF: load_wav 15219 as 1 

:DRIV3_6218
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_6244 
0001: wait 0 ms 
0002: jump @DRIV3_6218 

:DRIV3_6244
00BC: show_text_highpriority GXT 'FAR3_FB' time 10000 flag 1  // ~z~Mike's cellphone battery's running low!
03D1: play_wav 1 

:DRIV3_6264
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_6290 
0001: wait 0 ms 
0002: jump @DRIV3_6264 

:DRIV3_6290
03D5: remove_text 'FAR3_FB'  // ~z~Mike's cellphone battery's running low!
0006: 103@ = 1 

:DRIV3_6308
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @DRIV3_6466 
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @DRIV3_6466 
00D6: if 
002A:   100000 >= $1796 
004D: jump_if_false @DRIV3_6466 
040D: unload_wav 1 
03CF: load_wav 15220 as 1 

:DRIV3_6376
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_6402 
0001: wait 0 ms 
0002: jump @DRIV3_6376 

:DRIV3_6402
00BC: show_text_highpriority GXT 'FAR3_FC' time 10000 flag 1  // ~z~Mike's cellphone is nearly dead!
03D1: play_wav 1 

:DRIV3_6422
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_6448 
0001: wait 0 ms 
0002: jump @DRIV3_6422 

:DRIV3_6448
03D5: remove_text 'FAR3_FC'  // ~z~Mike's cellphone is nearly dead!
0006: 103@ = 2 

:DRIV3_6466
00D6: if 
002A:   0 >= $1796 
004D: jump_if_false @DRIV3_6583 
0006: 89@ = 0 
0006: 93@ = 1 
040D: unload_wav 1 
03CF: load_wav 15221 as 1 

:DRIV3_6509
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_6535 
0001: wait 0 ms 
0002: jump @DRIV3_6509 

:DRIV3_6535
00BC: show_text_highpriority GXT 'FAR3_FD' time 10000 flag 1  // ~z~Shit, Mike's phone's dead!
03D1: play_wav 1 

:DRIV3_6555
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_6581 
0001: wait 0 ms 
0002: jump @DRIV3_6555 

:DRIV3_6581
0051: return 

:DRIV3_6583
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @DRIV3_6651 
00D6: if 
002A:   0 >= $1796 
004D: jump_if_false @DRIV3_6651 
0006: 89@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_5' time 5000 flag 1  // ~r~ Toreno's dead
0051: return 

:DRIV3_6651
00D6: if 
0039:   95@ == 1 
004D: jump_if_false @DRIV3_6760 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_6760 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 35@ radius 400.0 400.0 400.0 flag 0 
004D: jump_if_false @DRIV3_6760 
0006: 90@ = 0 
0006: 89@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_26' time 5000 flag 1  // ~r~You fled leaving Toreno behind!
0051: return 

:DRIV3_6760
0002: jump @DRIV3_6799 

:DRIV3_6767
0006: 89@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_5' time 5000 flag 1  // ~r~ Toreno's dead
0051: return 

:DRIV3_6799
0002: jump @DRIV3_5094 

:DRIV3_6806
0006: 89@ = 0 
0006: 90@ = 1 
0051: return 

:DRIV3_6822
0615: define_AS_pack_begin 173@ 
05CD: AS_actor -1 exit_car 35@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 173@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV3_6870 
00D9: 38@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:DRIV3_6870
0006: 131@ = 0 

:DRIV3_6877
00D6: if 
001B:   3 > 131@ 
004D: jump_if_false @DRIV3_7089 
00D6: if 
8118:   not actor 42@(131@,9i) dead 
004D: jump_if_false @DRIV3_7043 
0187: 124@(131@,3i) = create_marker_above_actor 42@(131@,9i) 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_7004 
0618: assign_actor 42@(131@,9i) to_AS_pack 173@ 
060B: set_actor 42@(131@,9i) decision_maker_to 86@ 
077A: set_actor 42@(131@,9i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 42@(131@,9i) acquaintance 1 to_actors_pedtype 24 // see ped.dat 
0002: jump @DRIV3_7036 

:DRIV3_7004
0006: 90@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_5' time 5000 flag 1  // ~r~ Toreno's dead
0051: return 

:DRIV3_7036
0002: jump @DRIV3_7075 

:DRIV3_7043
0006: 90@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_5' time 5000 flag 1  // ~r~ Toreno's dead
0051: return 

:DRIV3_7075
000A: 131@ += 1 
0002: jump @DRIV3_6877 

:DRIV3_7089
00D6: if 
075C:   marker 115@ enabled 
004D: jump_if_false @DRIV3_7112 
018B: set_marker 115@ radar_mode 2 

:DRIV3_7112
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @DRIV3_7166 
02AB: set_actor 41@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0446: set_actor 41@ dismemberment_possible 1 
0187: 117@ = create_marker_above_actor 41@ 
0618: assign_actor 41@ to_AS_pack 173@ 

:DRIV3_7166
061B: remove_references_to_AS_pack 173@ 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_7539 
0519: set_car 35@ locked 1 
020A: set_car 35@ door_status_to 2 
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRIV3_7370 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_7370 
00D6: if 
8205:   not actor 51@ near_car 35@ radius 40.0 40.0 40.0 flag 0 
004D: jump_if_false @DRIV3_7309 
0223: set_actor 51@ health_to 0 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @DRIV3_7302 
01C3: remove_references_to_car 36@ 

:DRIV3_7302
0002: jump @DRIV3_7370 

:DRIV3_7309
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @DRIV3_7370 
0615: define_AS_pack_begin 173@ 
05CD: AS_actor -1 exit_car 36@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 173@ 
0618: assign_actor 51@ to_AS_pack 173@ 
061B: remove_references_to_AS_pack 173@ 
0187: 118@ = create_marker_above_actor 51@ 

:DRIV3_7370
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRIV3_7539 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_7539 
00D6: if 
8205:   not actor 52@ near_car 35@ radius 40.0 40.0 40.0 flag 0 
004D: jump_if_false @DRIV3_7478 
0223: set_actor 52@ health_to 0 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @DRIV3_7471 
01C3: remove_references_to_car 37@ 

:DRIV3_7471
0002: jump @DRIV3_7539 

:DRIV3_7478
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @DRIV3_7539 
0615: define_AS_pack_begin 173@ 
05CD: AS_actor -1 exit_car 37@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 173@ 
0618: assign_actor 52@ to_AS_pack 173@ 
061B: remove_references_to_AS_pack 173@ 
0187: 119@ = create_marker_above_actor 52@ 

:DRIV3_7539
00BC: show_text_highpriority GXT 'DRI2_12' time 5000 flag 1  // ~s~ Kill those ~r~goons.

:DRIV3_7555
00D6: if 
0018:   $1796 > 0 
004D: jump_if_false @DRIV3_8216 
0001: wait 0 ms 
0050: gosub @DRIV3_14595 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @DRIV3_7604 
0051: return 

:DRIV3_7604
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @DRIV3_7832 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 62@ 63@ 64@ radius 100.0 100.0 100.0 
004D: jump_if_false @DRIV3_7832 
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @DRIV3_7705 
00BC: show_text_highpriority GXT 'DRI2_47' time 5000 flag 1  // ~s~Get back to Toreno and the ~r~van!
0006: 105@ = 1 

:DRIV3_7705
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @DRIV3_7832 
00D6: if 
0039:   95@ == 1 
004D: jump_if_false @DRIV3_7832 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_7832 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 35@ radius 400.0 400.0 400.0 flag 0 
004D: jump_if_false @DRIV3_7832 
0006: 90@ = 0 
0006: 89@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_26' time 5000 flag 1  // ~r~You fled leaving Toreno behind!
0051: return 

:DRIV3_7832
0006: 131@ = 0 

:DRIV3_7839
00D6: if 
001B:   3 > 131@ 
004D: jump_if_false @DRIV3_7920 
00D6: if 
0118:   actor 42@(131@,9i) dead 
004D: jump_if_false @DRIV3_7906 
00D6: if 
075C:   marker 124@(131@,3i) enabled 
004D: jump_if_false @DRIV3_7906 
0164: disable_marker 124@(131@,3i) 

:DRIV3_7906
000A: 131@ += 1 
0002: jump @DRIV3_7839 

:DRIV3_7920
0006: 131@ = 0 

:DRIV3_7927
00D6: if 
001B:   2 > 131@ 
004D: jump_if_false @DRIV3_8008 
00D6: if 
0118:   actor 51@(131@,2i) dead 
004D: jump_if_false @DRIV3_7994 
00D6: if 
075C:   marker 118@(131@,2i) enabled 
004D: jump_if_false @DRIV3_7994 
0164: disable_marker 118@(131@,2i) 

:DRIV3_7994
000A: 131@ += 1 
0002: jump @DRIV3_7927 

:DRIV3_8008
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @DRIV3_8045 
00D6: if 
075C:   marker 117@ enabled 
004D: jump_if_false @DRIV3_8045 
0164: disable_marker 117@ 

:DRIV3_8045
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_8177 
00D6: if and
0118:   actor 42@ dead 
0118:   actor 43@ dead 
0118:   actor 44@ dead 
0118:   actor 41@ dead 
004D: jump_if_false @DRIV3_8170 
0164: disable_marker 124@ 
0164: disable_marker 125@ 
0164: disable_marker 126@ 
0164: disable_marker 117@ 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @DRIV3_8170 
0164: disable_marker 118@ 
00D6: if 
0118:   actor 52@ dead 
004D: jump_if_false @DRIV3_8170 
0164: disable_marker 119@ 
0006: 90@ = 0 
0006: 94@ = 1 
0051: return 

:DRIV3_8170
0002: jump @DRIV3_8209 

:DRIV3_8177
0006: 90@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_5' time 5000 flag 1  // ~r~ Toreno's dead
0051: return 

:DRIV3_8209
0002: jump @DRIV3_7555 

:DRIV3_8216
0006: 90@ = 0 
0006: 93@ = 1 
020B: explode_car 35@ 
00BC: show_text_highpriority GXT 'DRI2_5' time 5000 flag 1  // ~r~ Toreno's dead
0051: return 

:DRIV3_8253
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @DRIV3_9964 
0006: 178@ = 0 
0001: wait 2000 ms 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0001: wait 2000 ms 
016A: fade 0 time 1000 

:DRIV3_8306
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV3_8330 
0001: wait 0 ms 
0002: jump @DRIV3_8306 

:DRIV3_8330
0247: load_model #STRETCH 

:DRIV3_8335
00D6: if 
8248:   not model #STRETCH available 
004D: jump_if_false @DRIV3_8362 
0001: wait 0 ms 
0002: jump @DRIV3_8335 

:DRIV3_8362
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_8454 
00AB: put_car 35@ at -1321.8 -189.79 13.46 
0175: set_car 35@ Z_angle_to 60.0 
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset 6.0 10.5 -0.2 
00A5: 34@ = create_car #STRETCH at 77@ 78@ 79@ 

:DRIV3_8454
0249: release_model #STRETCH 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_9073 
00D6: if 
075C:   marker 115@ enabled 
004D: jump_if_false @DRIV3_8498 
018B: set_marker 115@ radar_mode 3 

:DRIV3_8498
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset 6.0 -6.5 -0.5 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV3_8564 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 77@ 78@ 79@ 
0002: jump @DRIV3_8578 

:DRIV3_8564
00A1: put_actor $PLAYER_ACTOR at 77@ 78@ 79@ 

:DRIV3_8578
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset -1.0 -3.5 -0.2 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @DRIV3_8666 
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset -8.0 -8.0 -0.9 
00AB: put_car 36@ at 77@ 78@ 79@ 

:DRIV3_8666
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @DRIV3_8725 
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset 8.0 -8.0 -0.9 
00AB: put_car 37@ at 77@ 78@ 79@ 

:DRIV3_8725
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @DRIV3_8784 
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset 15.0 -20.0 -0.9 
00AB: put_car 38@ at 77@ 78@ 79@ 

:DRIV3_8784
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset -2.0 -6.5 -0.5 
015F: set_camera_position 77@ 78@ 79@ rotation 0.0 0.0 0.0 
0158: camera_on_car 35@ mode 15 switchstyle 2 
020A: set_car 35@ door_status_to 1 
023C: load_special_actor 'TORINO' as 1 // models 290-299 

:DRIV3_8868
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @DRIV3_8894 
0001: wait 0 ms 
0002: jump @DRIV3_8868 

:DRIV3_8894
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_9066 
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset -6.0 -20.0 0.0 
009A: 40@ = create_actor_pedtype 25 model #SPECIAL01 at 77@ 78@ 79@ 
04D8: set_actor 40@ drowns_in_water 1 
0A09: set_actor 40@ muted 1 // versionB 
09F6: set_actor 40@ unjackable_through_driver_seat 0 
0350: set_actor 40@ maintain_position_when_attacked 1 
0172: 85@ = actor 40@ Z_angle 
077A: set_actor 40@ acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 40@ decision_maker_to 87@ 
01B2: give_actor 40@ weapon 28 ammo 1000 // Load the weapon model before using this 
02AB: set_actor 40@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0568: set_actor 40@ untargetable 1 
02A9: set_actor 40@ immune_to_nonplayer 1 
05CD: AS_actor 40@ exit_car 35@ 
0224: set_car 35@ health_to 1000 

:DRIV3_9066
0002: jump @DRIV3_9105 

:DRIV3_9073
0006: 94@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_22' time 5000 flag 1  // ~r~Toreno is dead!
0051: return 

:DRIV3_9105
0249: release_model #DNB1 
0249: release_model #DNB2 
0249: release_model #DNB3 
0249: release_model #MICRO_UZI 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_9191 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_9191 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DRIV3_9191 
0337: set_actor $PLAYER_ACTOR visibility 0 
0337: set_actor 53@ visibility 0 
0337: set_actor 40@ visibility 0 

:DRIV3_9191
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_9398 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_9391 
00D6: if 
06EE:   actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_9247 
06C9: remove_actor 53@ from_group 

:DRIV3_9247
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset 6.0 -20.0 0.0 
00D6: if 
00DF:   actor 53@ driving 
004D: jump_if_false @DRIV3_9313 
0362: remove_actor 53@ from_car_and_place_at 77@ 78@ 79@ 
0002: jump @DRIV3_9327 

:DRIV3_9313
00A1: put_actor 53@ at 77@ 78@ 79@ 

:DRIV3_9327
0350: set_actor 53@ maintain_position_when_attacked 1 
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset 3.0 -20.0 0.0 
00A1: put_actor $PLAYER_ACTOR at 77@ 78@ 79@ 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at 56@ 57@ 58@ 

:DRIV3_9391
0002: jump @DRIV3_9430 

:DRIV3_9398
0006: 94@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_22' time 5000 flag 1  // ~r~Toreno is dead!
0051: return 

:DRIV3_9430
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
009B: destroy_actor 41@ 
009B: destroy_actor 51@ 
009B: destroy_actor 52@ 
009B: destroy_actor 51@ 
009B: destroy_actor 52@ 
00A6: destroy_car 36@ 
00A6: destroy_car 37@ 
0395: clear_area 1 at 56@ 57@ 58@ radius 1500.0 
02E4: load_cutscene_data 'FARL_3B' 

:DRIV3_9509
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DRIV3_9533 
0001: wait 0 ms 
0002: jump @DRIV3_9509 

:DRIV3_9533
016A: fade 1 time 1000 
0395: clear_area 1 at 56@ 57@ 58@ radius 1500.0 
02E7: start_cutscene 

:DRIV3_9560
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DRIV3_9602 
0001: wait 0 ms 
0395: clear_area 1 at 56@ 57@ 58@ radius 1500.0 
0002: jump @DRIV3_9560 

:DRIV3_9602
02EA: end_cutscene 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_9627 
0337: set_actor 53@ visibility 1 

:DRIV3_9627
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_9650 
0337: set_actor 40@ visibility 1 

:DRIV3_9650
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DRIV3_9673 
0337: set_actor $PLAYER_ACTOR visibility 1 

:DRIV3_9673
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_9775 
0519: set_car 35@ locked 0 
020A: set_car 35@ door_status_to 2 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_9727 
0672: AS_actor 40@ attack_car 35@ 

:DRIV3_9727
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_9775 
00D6: if 
06EE:   actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_9767 
06C9: remove_actor 53@ from_group 

:DRIV3_9767
0672: AS_actor 53@ attack_car 35@ 

:DRIV3_9775
016A: fade 0 time 0 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_9865 
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset 6.0 -6.5 -0.5 
00AA: store_car 35@ position_to 56@ 57@ 58@ 
0604: get_Z_angle_for_point 56@ 57@ store_to 83@ 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at 56@ 57@ 58@ 

:DRIV3_9865
0395: clear_area 1 at 56@ 57@ 58@ radius 1000.0 
0001: wait 2000 ms 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 1000 

:DRIV3_9899
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV3_9923 
0001: wait 0 ms 
0002: jump @DRIV3_9899 

:DRIV3_9923
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
00BC: show_text_highpriority GXT 'DRI2_33' time 10000 flag 1  // ~s~ Destroy the ~r~Van.
0006: 99@ = 1 

:DRIV3_9964
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_9987 
0002: jump @DRIV3_10019 

:DRIV3_9987
0006: 94@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_22' time 5000 flag 1  // ~r~Toreno is dead!
0051: return 

:DRIV3_10019
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @DRIV3_10095 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 94@ = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_31' time 5000 flag 1  // ~r~T-Bone's dead!
0051: return 

:DRIV3_10095
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @DRIV3_10578 
00D6: if 
0119:   car 35@ wrecked 
004D: jump_if_false @DRIV3_10578 
0006: 96@ = 1 
0164: disable_marker 115@ 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 33@ = 0 
06F0: set_group $PLAYER_GROUP distance_limit_to 30.0 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_10237 
0350: set_actor 40@ maintain_position_when_attacked 0 
00D6: if 
86EE:   not actor 40@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_10215 
0631: put_actor 40@ in_group $PLAYER_GROUP 

:DRIV3_10215
02AB: set_actor 40@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0002: jump @DRIV3_10269 

:DRIV3_10237
0006: 94@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_22' time 5000 flag 1  // ~r~Toreno is dead!
0051: return 

:DRIV3_10269
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_10319 
0350: set_actor 53@ maintain_position_when_attacked 0 
00D6: if 
86EE:   not actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_10319 
0631: put_actor 53@ in_group $PLAYER_GROUP 

:DRIV3_10319
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_10578 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_10578 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 40@ radius 30.0 30.0 30.0 sphere 0 
004D: jump_if_false @DRIV3_10578 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 53@ radius 30.0 30.0 30.0 sphere 0 
004D: jump_if_false @DRIV3_10578 
00BC: show_text_highpriority GXT 'DRI2_4' time 5000 flag 1  // ~s~ Get the hell outta here before the cops come!
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DRIV3_10478 
00BB: show_text_lowpriority GXT 'DRI2_34' time 10000 flag 1  // ~s~ Get out of the Airport.
0002: jump @DRIV3_10494 

:DRIV3_10478
00BB: show_text_lowpriority GXT 'DRI2_24' time 10000 flag 1  // ~s~Take Toreno away from the burning van before the police arrive.

:DRIV3_10494
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @DRIV3_10539 
018A: 123@ = create_checkpoint_at -1734.05 -579.94 15.56 
0002: jump @DRIV3_10578 

:DRIV3_10539
018A: 120@ = create_checkpoint_at 59@ 60@ 61@ 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @DRIV3_10578 
0006: 108@ = 1 

:DRIV3_10578
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @DRIV3_10690 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_10690 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_10690 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV3_10690 
00D6: if 
00DF:   actor 40@ driving 
004D: jump_if_false @DRIV3_10690 
00D6: if 
00DF:   actor 53@ driving 
004D: jump_if_false @DRIV3_10690 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0006: 107@ = 1 

:DRIV3_10690
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @DRIV3_10762 
0050: gosub @DRIV3_14040 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @DRIV3_10735 
0051: return 

:DRIV3_10735
0050: gosub @DRIV3_14595 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @DRIV3_10762 
0051: return 

:DRIV3_10762
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 56@ 57@ 58@ radius 150.0 150.0 150.0 
004D: jump_if_false @DRIV3_10836 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @DRIV3_10829 
0006: 97@ = 1 

:DRIV3_10829
0002: jump @DRIV3_10861 

:DRIV3_10836
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @DRIV3_10861 
0006: 97@ = 0 

:DRIV3_10861
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_10891 
00AA: store_car 35@ position_to 56@ 57@ 58@ 

:DRIV3_10891
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @DRIV3_11220 
0164: disable_marker 115@ 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 53@ radius 30.0 30.0 30.0 sphere 0 
004D: jump_if_false @DRIV3_11184 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @DRIV3_11027 
00D6: if 
875C:   not marker 123@ enabled 
004D: jump_if_false @DRIV3_11020 
018A: 123@ = create_checkpoint_at -1734.05 -579.94 15.56 
00BC: show_text_highpriority GXT 'DRI2_34' time 5000 flag 1  // ~s~ Get out of the Airport.

:DRIV3_11020
0002: jump @DRIV3_11098 

:DRIV3_11027
00D6: if 
875C:   not marker 120@ enabled 
004D: jump_if_false @DRIV3_11098 
018A: 120@ = create_checkpoint_at 59@ 60@ 61@ 
00BC: show_text_highpriority GXT 'DRI2_25' time 5000 flag 1  // Get back to ~y~The Pleasure Domes~s~.
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @DRIV3_11098 
0006: 108@ = 1 

:DRIV3_11098
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_11141 
00D6: if 
86EE:   not actor 40@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_11141 
0631: put_actor 40@ in_group $PLAYER_GROUP 

:DRIV3_11141
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_11184 
00D6: if 
86EE:   not actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_11184 
0631: put_actor 53@ in_group $PLAYER_GROUP 

:DRIV3_11184
01C3: remove_references_to_car 34@ 
01C3: remove_references_to_car 38@ 
0249: release_model #BURRITO 
0249: release_model #STRETCH 
0006: 91@ = 1 
0006: 94@ = 0 
0051: return 

:DRIV3_11220
0051: return 

:DRIV3_11222
0050: gosub @DRIV3_14040 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @DRIV3_11249 
0051: return 

:DRIV3_11249
0050: gosub @DRIV3_14595 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @DRIV3_11276 
0051: return 

:DRIV3_11276
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @DRIV3_11301 
0050: gosub @DRIV3_13426 

:DRIV3_11301
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @DRIV3_11413 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_11413 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_11413 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV3_11413 
00D6: if 
00DF:   actor 40@ driving 
004D: jump_if_false @DRIV3_11413 
00D6: if 
00DF:   actor 53@ driving 
004D: jump_if_false @DRIV3_11413 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0006: 107@ = 1 

:DRIV3_11413
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_11896 
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @DRIV3_11896 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV3_11889 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @DRIV3_11882 
00D9: 38@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01EA: 39@ = car 38@ max_passengers 
00D6: if 
001B:   2 > 39@ 
004D: jump_if_false @DRIV3_11875 
040D: unload_wav 1 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @DRIV3_11627 
03CF: load_wav 15241 as 1 

:DRIV3_11544
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_11570 
0001: wait 0 ms 
0002: jump @DRIV3_11544 

:DRIV3_11570
00BC: show_text_highpriority GXT 'FAR3_LC' time 10000 flag 1  // ~z~We're not going to fit in that, think on your feet, kid!
03D1: play_wav 1 

:DRIV3_11590
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_11616 
0001: wait 0 ms 
0002: jump @DRIV3_11590 

:DRIV3_11616
03D5: remove_text 'FAR3_LC'  // ~z~We're not going to fit in that, think on your feet, kid!

:DRIV3_11627
00D6: if 
0039:   111@ == 1 
004D: jump_if_false @DRIV3_11735 
03CF: load_wav 15239 as 1 

:DRIV3_11652
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_11678 
0001: wait 0 ms 
0002: jump @DRIV3_11652 

:DRIV3_11678
00BC: show_text_highpriority GXT 'FAR3_LA' time 10000 flag 1  // ~z~We need a bigger car, come on, move it!
03D1: play_wav 1 

:DRIV3_11698
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_11724 
0001: wait 0 ms 
0002: jump @DRIV3_11698 

:DRIV3_11724
03D5: remove_text 'FAR3_LA'  // ~z~We need a bigger car, come on, move it!

:DRIV3_11735
00D6: if 
0039:   111@ == 2 
004D: jump_if_false @DRIV3_11843 
03CF: load_wav 15240 as 1 

:DRIV3_11760
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_11786 
0001: wait 0 ms 
0002: jump @DRIV3_11760 

:DRIV3_11786
00BC: show_text_highpriority GXT 'FAR3_LB' time 10000 flag 1  // ~z~Too small, come on, think!
03D1: play_wav 1 

:DRIV3_11806
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_11832 
0001: wait 0 ms 
0002: jump @DRIV3_11806 

:DRIV3_11832
03D5: remove_text 'FAR3_LB'  // ~z~Too small, come on, think!

:DRIV3_11843
000A: 111@ += 1 
00D6: if 
0029:   111@ >= 3 
004D: jump_if_false @DRIV3_11875 
0006: 111@ = 0 

:DRIV3_11875
0006: 112@ = 1 

:DRIV3_11882
0002: jump @DRIV3_11896 

:DRIV3_11889
0006: 112@ = 0 

:DRIV3_11896
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @DRIV3_12039 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1734.05 -579.94 15.56 radius 20.0 20.0 20.0 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 62@ 63@ 64@ radius 600.0 600.0 600.0 
004D: jump_if_false @DRIV3_12039 
0006: 100@ = 1 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 3 
004D: jump_if_false @DRIV3_12025 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 

:DRIV3_12025
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0006: 107@ = 1 

:DRIV3_12039
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @DRIV3_13424 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @DRIV3_13424 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @DRIV3_12349 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1734.05 -579.94 15.56 radius 20.0 20.0 20.0 
004D: jump_if_false @DRIV3_12301 
00D6: if 
075C:   marker 123@ enabled 
004D: jump_if_false @DRIV3_12301 
0164: disable_marker 123@ 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 3 
004D: jump_if_false @DRIV3_12187 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 

:DRIV3_12187
02A8: 128@ = create_marker 63 at 80@ 81@ 82@ 
00BB: show_text_lowpriority GXT 'DRI2_46' time 5000 flag 1  // ~s~Lose the heat! Get to the Pay 'n' Spray.
0006: 104@ = 1 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_12260 
077B: clear_actor 40@ acquaintance 1 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 40@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 

:DRIV3_12260
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_12294 
077B: clear_actor 53@ acquaintance 1 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 

:DRIV3_12294
0006: 100@ = 1 

:DRIV3_12301
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1734.05 -579.94 15.56 radius 4.0 4.0 4.0 
004D: jump_if_false @DRIV3_12349 

:DRIV3_12349
00D6: if 
0039:   108@ == 1 
004D: jump_if_false @DRIV3_13424 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @DRIV3_12555 
00D6: if and
0028:   $7321 >= 33 
001A:   47 > $7321 
004D: jump_if_false @DRIV3_12555 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV3_12555 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_12555 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_12555 
00D6: if 
00DF:   actor 53@ driving 
004D: jump_if_false @DRIV3_12555 
00D6: if 
00DF:   actor 40@ driving 
004D: jump_if_false @DRIV3_12555 
00D6: if 
0038:   $7321 == 33 
004D: jump_if_false @DRIV3_12548 
0006: 132@ = 25 
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @DRIV3_12541 
0050: gosub @DRIV3_15530 

:DRIV3_12541
0002: jump @DRIV3_12555 

:DRIV3_12548
0050: gosub @DRIV3_15530 

:DRIV3_12555
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 59@ 60@ 61@ radius 4.0 4.0 4.0 
004D: jump_if_false @DRIV3_13424 
0006: 91@ = 0 
0006: 92@ = 1 
0006: 178@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0006: 32@ = 0 
0006: 33@ = 0 

:DRIV3_12643
00D6: if 
001B:   8000 > 32@ 
004D: jump_if_false @DRIV3_13394 
0001: wait 0 ms 
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @DRIV3_12874 
04C4: store_coords_to 77@ 78@ 79@ from_actor $PLAYER_ACTOR with_offset 3.0 8.0 0.4 
015F: set_camera_position 77@ 78@ 79@ rotation 0.0 0.0 0.0 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 
0395: clear_area 1 at 59@ 60@ 61@ radius 100.0 
040D: unload_wav 1 
03CF: load_wav 15257 as 1 

:DRIV3_12777
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_12803 
0001: wait 0 ms 
0002: jump @DRIV3_12777 

:DRIV3_12803
00BC: show_text_highpriority GXT 'FAR3_NA' time 10000 flag 1  // ~z~OK, Carl Johnson, you did good today.
03D1: play_wav 1 

:DRIV3_12823
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_12849 
0001: wait 0 ms 
0002: jump @DRIV3_12823 

:DRIV3_12849
03D5: remove_text 'FAR3_NA'  // ~z~OK, Carl Johnson, you did good today.
0006: 178@ = 1 
0006: 33@ = 0 

:DRIV3_12874
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @DRIV3_13144 
00D6: if 
0019:   33@ > 500 
004D: jump_if_false @DRIV3_13144 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_13144 
04C4: store_coords_to 77@ 78@ 79@ from_actor 40@ with_offset 3.0 -2.0 0.5 
015F: set_camera_position 77@ 78@ 79@ rotation 0.0 0.0 0.0 
0159: camera_on_ped 40@ mode 15 switchstyle 2 
00D6: if 
06EE:   actor 40@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_13015 
06C9: remove_actor 40@ from_group 

:DRIV3_13015
00D6: if 
00DF:   actor 40@ driving 
004D: jump_if_false @DRIV3_13036 
0633: AS_actor 40@ exit_car 

:DRIV3_13036
040D: unload_wav 1 
03CF: load_wav 15258 as 1 

:DRIV3_13047
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_13073 
0001: wait 0 ms 
0002: jump @DRIV3_13047 

:DRIV3_13073
00BC: show_text_highpriority GXT 'FAR3_NB' time 10000 flag 1  // ~z~Man, now shake the spot, we got shit to talk about.
03D1: play_wav 1 

:DRIV3_13093
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_13119 
0001: wait 0 ms 
0002: jump @DRIV3_13093 

:DRIV3_13119
03D5: remove_text 'FAR3_NB'  // ~z~Man, now shake the spot, we got shit to talk about.
0006: 33@ = 0 
0006: 178@ = 2 

:DRIV3_13144
00D6: if 
0039:   178@ == 2 
004D: jump_if_false @DRIV3_13296 
00D6: if 
0019:   33@ > 500 
004D: jump_if_false @DRIV3_13296 
0006: 178@ = 3 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_13228 
05D3: AS_actor 40@ goto_point -2624.57 1410.46 6.5 mode 4 time -1 ms // versionA 

:DRIV3_13228
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_13296 
00D6: if 
06EE:   actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_13268 
06C9: remove_actor 53@ from_group 

:DRIV3_13268
00D6: if 
00DF:   actor 53@ driving 
004D: jump_if_false @DRIV3_13296 
0633: AS_actor 53@ exit_car 
0006: 33@ = 0 

:DRIV3_13296
00D6: if 
0039:   178@ == 3 
004D: jump_if_false @DRIV3_13387 
00D6: if 
0019:   33@ > 200 
004D: jump_if_false @DRIV3_13387 
0006: 178@ = 4 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_13380 
05D3: AS_actor 53@ goto_point -2625.57 1409.46 6.5 mode 4 time -1 ms // versionA 

:DRIV3_13380
0006: 33@ = 0 

:DRIV3_13387
0002: jump @DRIV3_12643 

:DRIV3_13394
009B: destroy_actor 40@ 
009B: destroy_actor 53@ 
01C3: remove_references_to_car 38@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 

:DRIV3_13424
0051: return 

:DRIV3_13426
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @DRIV3_14038 
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @DRIV3_13704 
00D6: if and
0039:   110@ == 0 
0039:   109@ == 0 
004D: jump_if_false @DRIV3_13704 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @DRIV3_13704 
0006: 104@ = 1 
00D6: if 
875C:   not marker 128@ enabled 
004D: jump_if_false @DRIV3_13560 
02A8: 128@ = create_marker 63 at 80@ 81@ 82@ 
00BB: show_text_lowpriority GXT 'DRI2_46' time 5000 flag 1  // ~s~Lose the heat! Get to the Pay 'n' Spray.

:DRIV3_13560
00D6: if 
075C:   marker 123@ enabled 
004D: jump_if_false @DRIV3_13581 
0164: disable_marker 123@ 

:DRIV3_13581
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @DRIV3_13602 
0164: disable_marker 120@ 

:DRIV3_13602
0709: set_decision_maker 87@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_13670 
077A: set_actor 40@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077B: clear_actor 40@ acquaintance 1 to_actors_pedtype 6 // see ped.dat 

:DRIV3_13670
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_13704 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077B: clear_actor 53@ acquaintance 1 to_actors_pedtype 6 // see ped.dat 

:DRIV3_13704
00D6: if 
0039:   104@ == 1 
004D: jump_if_false @DRIV3_14038 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @DRIV3_14038 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_13837 
077B: clear_actor 40@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
00D6: if 
06EE:   actor 40@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_13789 
06C9: remove_actor 40@ from_group 

:DRIV3_13789
0687: clear_actor 40@ task 
00D6: if 
86EE:   not actor 40@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_13828 
0631: put_actor 40@ in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 

:DRIV3_13828
077A: set_actor 40@ acquaintance 1 to_actors_pedtype 6 // see ped.dat 

:DRIV3_13837
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_13925 
077B: clear_actor 53@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
00D6: if 
06EE:   actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_13886 
06C9: remove_actor 53@ from_group 

:DRIV3_13886
0687: clear_actor 53@ task 
00D6: if 
86EE:   not actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_13925 
0631: put_actor 53@ in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 

:DRIV3_13925
0708: reset_decision_maker 87@ event 36 
0006: 104@ = 0 
0006: 32@ = 0 
00D6: if 
875C:   not marker 120@ enabled 
004D: jump_if_false @DRIV3_14017 
018A: 120@ = create_checkpoint_at 59@ 60@ 61@ 
00BC: show_text_highpriority GXT 'DRI2_25' time 5000 flag 1  // Get back to ~y~The Pleasure Domes~s~.
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @DRIV3_14017 
0006: 108@ = 1 

:DRIV3_14017
00D6: if 
075C:   marker 128@ enabled 
004D: jump_if_false @DRIV3_14038 
0164: disable_marker 128@ 

:DRIV3_14038
0051: return 

:DRIV3_14040
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_14554 
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @DRIV3_14194 
00D6: if 
86EE:   not actor 40@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_14194 
00BC: show_text_highpriority GXT 'DRI2_3' time 5000 flag 1  // ~s~ You left ~b~Toreno~s~ behind. Go back and get him.
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @DRIV3_14130 
0164: disable_marker 120@ 

:DRIV3_14130
00D6: if 
075C:   marker 123@ enabled 
004D: jump_if_false @DRIV3_14151 
0164: disable_marker 123@ 

:DRIV3_14151
00D6: if 
075C:   marker 127@ enabled 
004D: jump_if_false @DRIV3_14172 
0164: disable_marker 127@ 

:DRIV3_14172
0187: 121@ = create_marker_above_actor 40@ 
07E0: set_marker 121@ type_to 1 
0006: 110@ = 1 

:DRIV3_14194
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @DRIV3_14547 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 40@ radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @DRIV3_14547 
00D6: if 
86EE:   not actor 40@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_14275 
0631: put_actor 40@ in_group $PLAYER_GROUP 

:DRIV3_14275
0006: 110@ = 0 
0164: disable_marker 121@ 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @DRIV3_14547 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @DRIV3_14495 
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @DRIV3_14419 
00D6: if 
875C:   not marker 120@ enabled 
004D: jump_if_false @DRIV3_14412 
018A: 120@ = create_checkpoint_at 59@ 60@ 61@ 
00BC: show_text_highpriority GXT 'DRI2_25' time 5000 flag 1  // Get back to ~y~The Pleasure Domes~s~.
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @DRIV3_14412 
0006: 108@ = 1 

:DRIV3_14412
0002: jump @DRIV3_14488 

:DRIV3_14419
00D6: if 
875C:   not marker 128@ enabled 
004D: jump_if_false @DRIV3_14451 
02A8: 128@ = create_marker 63 at 80@ 81@ 82@ 

:DRIV3_14451
00BC: show_text_highpriority GXT 'DRI2_46' time 5000 flag 1  // ~s~Lose the heat! Get to the Pay 'n' Spray.
00D6: if 
075C:   marker 123@ enabled 
004D: jump_if_false @DRIV3_14488 
0164: disable_marker 123@ 

:DRIV3_14488
0002: jump @DRIV3_14547 

:DRIV3_14495
00D6: if 
875C:   not marker 123@ enabled 
004D: jump_if_false @DRIV3_14531 
018A: 123@ = create_checkpoint_at -1734.05 -579.94 15.56 

:DRIV3_14531
00BC: show_text_highpriority GXT 'DRI2_34' time 5000 flag 1  // ~s~ Get out of the Airport.

:DRIV3_14547
0002: jump @DRIV3_14593 

:DRIV3_14554
0006: 94@ = 0 
0006: 94@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_22' time 5000 flag 1  // ~r~Toreno is dead!
0051: return 

:DRIV3_14593
0051: return 

:DRIV3_14595
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_15480 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @DRIV3_14770 
00D6: if 
86EE:   not actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_14770 
00BC: show_text_highpriority GXT 'DRI2_32' time 5000 flag 1  // ~s~ You left ~b~T-Bone~s~ behind. Go back and get him.
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @DRIV3_14685 
0164: disable_marker 120@ 

:DRIV3_14685
00D6: if 
075C:   marker 127@ enabled 
004D: jump_if_false @DRIV3_14706 
0164: disable_marker 127@ 

:DRIV3_14706
00D6: if 
075C:   marker 123@ enabled 
004D: jump_if_false @DRIV3_14727 
0164: disable_marker 123@ 

:DRIV3_14727
00D6: if 
075C:   marker 116@ enabled 
004D: jump_if_false @DRIV3_14748 
0164: disable_marker 116@ 

:DRIV3_14748
0187: 122@ = create_marker_above_actor 53@ 
07E0: set_marker 122@ type_to 1 
0006: 109@ = 1 

:DRIV3_14770
00D6: if 
0039:   109@ == 1 
004D: jump_if_false @DRIV3_15473 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_15427 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 53@ radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @DRIV3_15420 
00D6: if 
86EE:   not actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_14867 
0631: put_actor 53@ in_group $PLAYER_GROUP 

:DRIV3_14867
0006: 109@ = 0 
0164: disable_marker 122@ 
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @DRIV3_15157 
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @DRIV3_15157 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @DRIV3_15105 
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @DRIV3_15029 
00D6: if 
875C:   not marker 120@ enabled 
004D: jump_if_false @DRIV3_15022 
018A: 120@ = create_checkpoint_at 59@ 60@ 61@ 
00BC: show_text_highpriority GXT 'DRI2_25' time 5000 flag 1  // Get back to ~y~The Pleasure Domes~s~.
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @DRIV3_15022 
0006: 108@ = 1 

:DRIV3_15022
0002: jump @DRIV3_15098 

:DRIV3_15029
00D6: if 
875C:   not marker 128@ enabled 
004D: jump_if_false @DRIV3_15061 
02A8: 128@ = create_marker 63 at 80@ 81@ 82@ 

:DRIV3_15061
00BC: show_text_highpriority GXT 'DRI2_46' time 5000 flag 1  // ~s~Lose the heat! Get to the Pay 'n' Spray.
00D6: if 
075C:   marker 123@ enabled 
004D: jump_if_false @DRIV3_15098 
0164: disable_marker 123@ 

:DRIV3_15098
0002: jump @DRIV3_15157 

:DRIV3_15105
00D6: if 
875C:   not marker 123@ enabled 
004D: jump_if_false @DRIV3_15141 
018A: 123@ = create_checkpoint_at -1734.05 -579.94 15.56 

:DRIV3_15141
00BC: show_text_highpriority GXT 'DRI2_34' time 5000 flag 1  // ~s~ Get out of the Airport.

:DRIV3_15157
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @DRIV3_15420 
00D6: if and
0028:   $7321 >= 5 
001A:   8 > $7321 
004D: jump_if_false @DRIV3_15236 
00D6: if 
875C:   not marker 127@ enabled 
004D: jump_if_false @DRIV3_15236 
018A: 127@ = create_checkpoint_at -2071.0 209.0 35.0 

:DRIV3_15236
00D6: if and
0028:   $7321 >= 9 
001A:   15 > $7321 
004D: jump_if_false @DRIV3_15297 
00D6: if 
875C:   not marker 127@ enabled 
004D: jump_if_false @DRIV3_15297 
018A: 127@ = create_checkpoint_at -1772.0 152.0 152.0 

:DRIV3_15297
00D6: if and
0028:   $7321 >= 15 
001A:   24 > $7321 
004D: jump_if_false @DRIV3_15352 
00D6: if 
875C:   not marker 127@ enabled 
004D: jump_if_false @DRIV3_15352 
018A: 116@ = create_checkpoint_at 71@ 72@ 73@ 

:DRIV3_15352
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @DRIV3_15420 
00D6: if 
002A:   0 >= $1796 
004D: jump_if_false @DRIV3_15420 
0006: 89@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'FAR3_FD' time 5000 flag 1  // ~z~Shit, Mike's phone's dead!
0051: return 

:DRIV3_15420
0002: jump @DRIV3_15473 

:DRIV3_15427
0006: 90@ = 0 
0006: 89@ = 0 
0006: 94@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_31' time 5000 flag 1  // ~r~T-Bone's dead!
0051: return 

:DRIV3_15473
0002: jump @DRIV3_15528 

:DRIV3_15480
0006: 90@ = 0 
0006: 89@ = 0 
0006: 94@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_31' time 5000 flag 1  // ~r~T-Bone's dead!
0051: return 
0051: return 

:DRIV3_15528
0051: return 

:DRIV3_15530
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @DRIV3_15570 
040D: unload_wav 1 
03CF: load_wav 133@(132@,40i) as 1 
0006: 106@ = 1 

:DRIV3_15570
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @DRIV3_15837 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRIV3_15837 
03D1: play_wav 1 
00BC: show_text_highpriority GXT $7322(132@,40s) time 10000 flag 1 
00D6: if 
0038:   $7321 == 0 
004D: jump_if_false @DRIV3_15646 
0006: 102@ = 1 

:DRIV3_15646
00D6: if 
0038:   $7321 == 5 
004D: jump_if_false @DRIV3_15700 
00D6: if 
875C:   not marker 127@ enabled 
004D: jump_if_false @DRIV3_15700 
018A: 127@ = create_checkpoint_at -2071.0 209.0 35.0 

:DRIV3_15700
00D6: if 
0038:   $7321 == 8 
004D: jump_if_false @DRIV3_15730 
0164: disable_marker 127@ 
0006: 102@ = 1 

:DRIV3_15730
00D6: if 
0038:   $7321 == 11 
004D: jump_if_false @DRIV3_15768 
018A: 127@ = create_checkpoint_at -1772.0 152.0 152.0 

:DRIV3_15768
00D6: if 
0038:   $7321 == 14 
004D: jump_if_false @DRIV3_15798 
0006: 102@ = 1 
0164: disable_marker 127@ 

:DRIV3_15798
00D6: if 
0038:   $7321 == 18 
004D: jump_if_false @DRIV3_15830 
018A: 116@ = create_checkpoint_at 71@ 72@ 73@ 

:DRIV3_15830
0006: 106@ = 2 

:DRIV3_15837
00D6: if 
0039:   106@ == 2 
004D: jump_if_false @DRIV3_15907 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRIV3_15907 
0006: 32@ = 0 
0006: 106@ = 0 
03D5: remove_text $7322(132@,40s) 
000A: 132@ += 1 
0008: $7321 += 1 

:DRIV3_15907
0051: return 

:DRIV3_15909
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker $526 
01E3: show_text_1number_styled GXT 'M_PASSS' number 7000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 7000 
0998: add_respect 25 
0008: $SYNDICATE_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'FAR_3'  // Mike Toreno
030C: progress_made = 1 
0164: disable_marker $526 
02A7: $526 = create_icon_marker_and_sphere $ICON_LOCOSYNDICATE at $X_SF_GARAGE $Y_SF_GARAGE $Z_SF_GARAGE 
0629: change_integer_stat 311 to 1 
0051: return 

:DRIV3_16007
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:DRIV3_16025
0004: $ONMISSION = 0 
0004: $ONMISSION_MIKE_TORENO = 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DRIV3_16062 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:DRIV3_16062
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0249: release_model #MICRO_UZI 
0249: release_model #BURRITO 
0249: release_model #DNB1 
0249: release_model #DNB2 
0249: release_model #DNB3 
0215: destroy_pickup 55@ 
0249: release_model #STRETCH 
0006: 131@ = 0 

:DRIV3_16108
00D6: if 
001B:   3 > 131@ 
004D: jump_if_false @DRIV3_16149 
01C2: remove_references_to_actor 42@(131@,9i) // Like turning an actor into a random pedestrian 
000A: 131@ += 1 
0002: jump @DRIV3_16108 

:DRIV3_16149
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
034F: destroy_actor_with_fade 40@ 
034F: destroy_actor_with_fade 53@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
01C3: remove_references_to_car 35@ 
01C3: remove_references_to_car 36@ 
01C3: remove_references_to_car 37@ 
01C3: remove_references_to_car 34@ 
0249: release_model #FREEWAY 
01C3: remove_references_to_car 36@ 
01C3: remove_references_to_car 37@ 
01C3: remove_references_to_car 38@ 
0164: disable_marker 124@ 
0164: disable_marker 125@ 
0164: disable_marker 126@ 
0164: disable_marker 114@ 
0164: disable_marker 115@ 
0164: disable_marker 116@ 
0164: disable_marker 117@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 
0164: disable_marker 123@ 
0164: disable_marker 127@ 
0164: disable_marker 118@ 
0164: disable_marker 119@ 
0164: disable_marker 128@ 
01C3: remove_references_to_car 38@ 
0249: release_model #PREMIER 
014F: stop_timer $1796 
0151: remove_status_text $1797 
04CE: $2653 = create_icon_marker 63 at -1908.9 292.3 40.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 67---------------
// Originally: Zeroing In

:STEAL1
03A4: name_thread 'STEAL1' 
0050: gosub @STEAL1_581 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @STEAL1_38 
0050: gosub @STEAL1_7641 

:STEAL1_38
0050: gosub @STEAL1_7730 
004E: end_thread 

:STEAL1_47
0247: load_model #URANUS 
0247: load_model #HFYST 
038B: load_requested_models 

:STEAL1_58
00D6: if or
8248:   not model #URANUS available 
8248:   not model #HFYST available 
004D: jump_if_false @STEAL1_89 
0001: wait 0 ms 
0002: jump @STEAL1_58 

:STEAL1_89
0732: random_car_generator_disable_model #URANUS 
0007: 438@ = -2027.335 
0007: 439@ = 326.0038 
0007: 440@ = 34.2344 
0007: 441@ = 88.2674 
0007: 445@ = -2025.443 
0007: 446@ = 323.5849 
0007: 447@ = 34.1015 
0007: 448@ = 77.8368 
0395: clear_area 1 at 438@ 439@ 440@ radius 5.0 
00A5: 435@ = create_car #URANUS at 438@ 439@ 440@ 
0175: set_car 435@ Z_angle_to 441@ 
020A: set_car 435@ door_status_to 3 
02AA: set_car 435@ immune_to_nonplayer 0 
009A: 443@ = create_actor_pedtype 5 model #HFYST at 445@ 446@ 447@ 
0173: set_actor 443@ Z_angle_to 448@ 
0587: enable_car 435@ validate_position 0 
0161: 436@ = create_marker_above_car 435@ unused 4 visibility 1 
0229: set_car 435@ primary_color_to 5 secondary_color_to 1 
0051: return 

:STEAL1_287
0249: release_model #URANUS 
0051: return 
018A: $2588 = create_checkpoint_at 0.0 0.0 0.0 

:STEAL1_314
0247: load_model #ALPHA 

:STEAL1_319
00D6: if 
8248:   not model #ALPHA available 
004D: jump_if_false @STEAL1_346 
0001: wait 0 ms 
0002: jump @STEAL1_319 

:STEAL1_346
0007: 450@ = -2043.911 
0007: 451@ = 179.1213 
0007: 452@ = 27.8507 
0007: 453@ = 270.0 
0395: clear_area 1 at 450@ 451@ 452@ radius 5.0 
00A5: 449@ = create_car #ALPHA at 450@ 451@ 452@ 
0175: set_car 449@ Z_angle_to 453@ 
036A: put_actor $PLAYER_ACTOR in_car 449@ 
0051: return 

:STEAL1_439
023C: load_special_actor 'ZERO' as 1 // models 290-299 
04ED: load_animation "CAR_CHAT" 

:STEAL1_464
00D6: if or
823D:   not special_actor 1 loaded 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @STEAL1_502 
0001: wait 0 ms 
0002: jump @STEAL1_464 

:STEAL1_502
0007: 455@ = -2034.566 
0007: 456@ = 175.2188 
0007: 457@ = 27.8516 
0007: 458@ = 13.516 
0395: clear_area 1 at 455@ 456@ 457@ radius 5.0 
009A: 454@ = create_actor_pedtype 4 model #SPECIAL01 at 455@ 456@ 457@ 
0051: return 

:STEAL1_581
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0001: wait 0 ms 
0006: 34@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 35@ = 0 
0006: 38@ = 1 
0006: 39@ = 1 
0006: 40@ = 0 
0006: 50@ = 0 
0006: 90@ = 500 
0004: $7404 = 57 
0004: $7402 = 2 
0004: $7403 = 3 
0005: $7405 = 35.0 
0006: 51@ = 0 
0006: 52@ = 0 
0006: 400@ = 0 
0006: 404@ = 1 
0006: 402@ = 1 
0006: 403@ = 2 
0006: 401@ = 0 
0006: 60@ = -16776961 
0006: 61@ = -8355496 
0006: 43@ = -16776961 
0006: 44@ = -12566358 
0006: 45@ = -8355496 
0006: 46@ = 0 
0006: 47@ = 0 
0006: 62@ = 255 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 255 
0006: 66@ = 0 
0006: 67@ = 0 
0006: 68@ = 0 
0006: 69@ = 0 
0006: 70@ = 16777216 
0006: 71@ = 65536 
0006: 72@ = 256 
0006: 73@ = 1 
0007: 119@ = -2711.3 
0007: 120@ = 118.81 
0007: 121@ = 3.99 
0007: 122@ = 2.07 
0007: 123@ = 178.25 
0007: 352@ = -2033.175 
0007: 353@ = 178.6755 
0007: 354@ = 27.8516 
0007: 102@ = -2708.79 
0007: 108@ = -9.59 
0007: 114@ = 3.98 
0007: 304@ = -2689.74 
0007: 310@ = 91.48 
0007: 316@ = 5.04 
0007: 305@ = -2692.04 
0007: 311@ = 91.71 
0007: 317@ = 4.39 
0007: 307@ = -2904.51 
0007: 313@ = 1181.56 
0007: 319@ = 13.71 
0007: 308@ = -2916.92 
0007: 314@ = 1182.06 
0007: 320@ = 13.59 
0007: 309@ = -2917.76 
0007: 315@ = 1176.93 
0007: 321@ = 13.67 
0007: 322@ = -2899.05 
0007: 324@ = 1170.08 
0007: 326@ = 13.03 
0007: 323@ = -2898.66 
0007: 325@ = 1166.74 
0007: 327@ = 13.21 
0007: 328@ = 0.0 
0007: 334@ = 0.0 
0007: 340@ = 0.0 
0007: 329@ = 0.0 
0007: 335@ = 0.0 
0007: 341@ = 0.0 
0007: 330@ = 0.0 
0007: 336@ = 0.0 
0007: 342@ = 0.0 
0007: 331@ = 0.0 
0007: 337@ = 0.0 
0007: 343@ = 0.0 
0007: 332@ = 0.0 
0007: 338@ = 0.0 
0007: 344@ = 0.0 
0007: 333@ = 0.0 
0007: 339@ = 0.0 
0007: 345@ = 0.0 
0007: 405@ = -2704.72 
0007: 415@ = 113.56 
0007: 425@ = 5.52 
0007: 406@ = -2701.12 
0007: 416@ = 100.21 
0007: 426@ = 5.47 
0007: 407@ = -2699.84 
0007: 417@ = 94.03 
0007: 427@ = 6.41 
0007: 408@ = -2710.6 
0007: 418@ = 126.88 
0007: 428@ = 5.13 
0007: 409@ = 0.0 
0007: 419@ = 0.0 
0007: 429@ = 0.0 
05AA: 372@s = 'STL1_AA' // @s = 'short'  // ~z~Here, this gadget is set to pick up on cell phone signals.
05AA: 374@s = 'STL1_AB' // @s = 'short'  // ~z~Each time she makes a call it will give you the new location.
05AA: 376@s = 'STL1_AC' // @s = 'short'  // ~z~You'll have to stay close if you're going get an updated position though.
05AA: 378@s = 'STL1_AD' // @s = 'short'  // ~z~OK?
05AA: 380@s = 'STL1_AE' // @s = 'short'  // ~z~For sure. Good lookin' Z.
04AF: 384@ = 36600 // = constant 
04AF: 385@ = 36601 // = constant 
04AF: 386@ = 36602 // = constant 
04AF: 387@ = 36603 // = constant 
04AF: 388@ = 36604 // = constant 
054C: use_GXT_table 'STEAL1' 
0006: 85@ = 0 
0006: 86@ = 1 
0006: 48@ = 2 
01B6: set_weather 16 
04BB: select_interior 1 
02E4: load_cutscene_data 'STEAL_1' 

:STEAL1_1716
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @STEAL1_1740 
0001: wait 0 ms 
0002: jump @STEAL1_1716 

:STEAL1_1740
02E7: start_cutscene 
016A: fade 1 time 1000 

:STEAL1_1749
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @STEAL1_1773 
0001: wait 0 ms 
0002: jump @STEAL1_1749 

:STEAL1_1773
016A: fade 0 time 0 

:STEAL1_1779
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_1803 
0001: wait 0 ms 
0002: jump @STEAL1_1779 

:STEAL1_1803
02EA: end_cutscene 
04BB: select_interior 0 
01B4: set_player $PLAYER_CHAR can_move 0 

:STEAL1_1816
0001: wait 0 ms 
00D6: if 
8039:   not  400@ == 0 
004D: jump_if_false @STEAL1_2159 
00D6: if 
0039:   401@ == 0 
004D: jump_if_false @STEAL1_1884 
00D6: if 
03D0:   wav 403@ loaded 
004D: jump_if_false @STEAL1_1877 
040D: unload_wav 403@ 

:STEAL1_1877
0006: 401@ = 1 

:STEAL1_1884
00D6: if 
0039:   401@ == 1 
004D: jump_if_false @STEAL1_1921 
03CF: load_wav 383@(400@,17i) as 402@ 
0006: 401@ = 2 

:STEAL1_1921
00D6: if 
0039:   401@ == 2 
004D: jump_if_false @STEAL1_1981 
00D6: if 
03D0:   wav 402@ loaded 
004D: jump_if_false @STEAL1_1981 
03D1: play_wav 402@ 
00BC: show_text_highpriority GXT 370@(400@,6s) time 10000 flag 1 
0006: 401@ = 3 

:STEAL1_1981
00D6: if 
0039:   401@ == 3 
004D: jump_if_false @STEAL1_2159 
00D6: if 
03D2:   wav 402@ ended 
004D: jump_if_false @STEAL1_2098 
03D5: remove_text 370@(400@,6s) 
00D6: if 
0039:   402@ == 1 
004D: jump_if_false @STEAL1_2063 
0006: 402@ = 2 
0006: 403@ = 1 
0002: jump @STEAL1_2077 

:STEAL1_2063
0006: 402@ = 1 
0006: 403@ = 2 

:STEAL1_2077
0006: 400@ = 0 
0006: 401@ = 0 
0002: jump @STEAL1_2159 

:STEAL1_2098
00D6: if 
83D0:   not wav 403@ loaded 
004D: jump_if_false @STEAL1_2159 
00D6: if 
001B:   60 > 400@ 
004D: jump_if_false @STEAL1_2159 
0085: 404@ = 400@ // (int) 
000A: 404@ += 1 
03CF: load_wav 383@(404@,17i) as 403@ 

:STEAL1_2159
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @STEAL1_2181 
0002: jump @STEAL1_7659 

:STEAL1_2181
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @STEAL1_2305 
00D6: if 
001B:   3 > 34@ 
004D: jump_if_false @STEAL1_2305 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @STEAL1_2264 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL1_2264 
00D9: 449@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0006: 35@ = 1 

:STEAL1_2264
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @STEAL1_2305 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL1_2305 
0006: 35@ = 0 

:STEAL1_2305
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @STEAL1_3948 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @STEAL1_2779 
0395: clear_area 1 at 352@ 353@ 354@ radius 25.0 
0360: open_garage 'HBGDSFS' 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2037.601 183.5734 30.4011 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2037.017 182.7901 30.1884 switchstyle 2 
0050: gosub @STEAL1_314 
0050: gosub @STEAL1_439 
0050: gosub @STEAL1_47 
0050: gosub @STEAL1_7974 
0A0B: set_rendering_origin_at_3D_coord -2029.904 179.7978 29.0075 angle 130.0 
016A: fade 1 time 500 

:STEAL1_2489
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_2513 
0001: wait 0 ms 
0002: jump @STEAL1_2489 

:STEAL1_2513
00D6: if and
8119:   not car 449@ wrecked 
8118:   not actor 454@ dead 
004D: jump_if_false @STEAL1_2779 
00D6: if 
0039:   401@ == 0 
004D: jump_if_false @STEAL1_2779 
0006: 400@ = 1 
0615: define_AS_pack_begin 366@ 
05D3: AS_actor -1 goto_point -2032.55 176.89 28.95 mode 4 time -2 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "CAR_TALKM_IN" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "CAR_TALKM_LOOP" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "CAR_TALKM_OUT" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0616: define_AS_pack_end 366@ 
0618: assign_actor 454@ to_AS_pack 366@ 
05D1: AS_actor $PLAYER_ACTOR drive_car 449@ to 352@ 353@ 354@ speed 12.0 1 model #NULL 2 
01BD: 80@ = current_time_in_ms 
0006: 37@ = 1 

:STEAL1_2779
00D6: if 
0019:   37@ > 0 
004D: jump_if_false @STEAL1_2869 
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // (int) 
0062: 82@ -= 80@ // (int) 
00D6: if 
0019:   82@ > 1000 
004D: jump_if_false @STEAL1_2869 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @STEAL1_2869 
000E: 80@ -= 10000 
0006: 37@ = 5 

:STEAL1_2869
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @STEAL1_2964 
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // (int) 
0062: 82@ -= 80@ // (int) 
00D6: if 
0019:   82@ > 1000 
004D: jump_if_false @STEAL1_2964 
00D6: if 
0039:   401@ == 0 
004D: jump_if_false @STEAL1_2964 
0006: 400@ = 2 
01BD: 80@ = current_time_in_ms 
0006: 37@ = 2 

:STEAL1_2964
00D6: if 
0039:   37@ == 2 
004D: jump_if_false @STEAL1_3110 
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // (int) 
0062: 82@ -= 80@ // (int) 
00D6: if 
0019:   82@ > 1000 
004D: jump_if_false @STEAL1_3110 
00D6: if 
0039:   401@ == 0 
004D: jump_if_false @STEAL1_3110 
0006: 400@ = 3 
01BD: 80@ = current_time_in_ms 
015F: set_camera_position -2031.242 175.4691 29.0587 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2031.501 176.4334 29.007 switchstyle 2 
0006: 37@ = 3 

:STEAL1_3110
00D6: if 
0039:   37@ == 3 
004D: jump_if_false @STEAL1_3392 
00D6: if and
8119:   not car 435@ wrecked 
8118:   not actor 443@ dead 
004D: jump_if_false @STEAL1_3392 
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // (int) 
0062: 82@ -= 80@ // (int) 
00D6: if 
0019:   82@ > 1000 
004D: jump_if_false @STEAL1_3392 
00D6: if 
0039:   401@ == 0 
004D: jump_if_false @STEAL1_3392 
00BE: text_clear_all 
016A: fade 0 time 100 

:STEAL1_3215
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_3239 
0001: wait 0 ms 
0002: jump @STEAL1_3215 

:STEAL1_3239
015F: set_camera_position -2022.518 322.6858 34.6179 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2023.382 323.1579 34.7936 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord -2022.518 322.6858 34.6179 angle 50.0 
016A: fade 1 time 100 

:STEAL1_3318
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_3342 
0001: wait 0 ms 
0002: jump @STEAL1_3318 

:STEAL1_3342
0006: 400@ = 4 
00D6: if and
8119:   not car 435@ wrecked 
8118:   not actor 443@ dead 
004D: jump_if_false @STEAL1_3392 
05CB: AS_actor 443@ enter_car 435@ as_driver -1 ms 
01BD: 80@ = current_time_in_ms 
0006: 37@ = 4 

:STEAL1_3392
00D6: if 
0039:   37@ == 4 
004D: jump_if_false @STEAL1_3570 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_3570 
00D6: if 
8118:   not actor 443@ dead 
004D: jump_if_false @STEAL1_3570 
00D6: if 
0448:   actor 443@ in_car 435@ 
004D: jump_if_false @STEAL1_3570 
00D6: if 
0039:   401@ == 0 
004D: jump_if_false @STEAL1_3570 
0006: 400@ = 5 
01BD: 80@ = current_time_in_ms 
0615: define_AS_pack_begin 369@ 
05D1: AS_actor -1 drive_car 435@ to 125@ 185@ 245@ speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 435@ to 126@ 186@ 246@ speed 30.0 0 model #NULL 2 
0616: define_AS_pack_end 369@ 
0618: assign_actor 443@ to_AS_pack 369@ 
0006: 37@ = 5 

:STEAL1_3570
00D6: if 
0039:   37@ == 5 
004D: jump_if_false @STEAL1_3948 
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // (int) 
0062: 82@ -= 80@ // (int) 
00D6: if 
0019:   82@ > 1000 
004D: jump_if_false @STEAL1_3948 
00D6: if 
0039:   401@ == 0 
004D: jump_if_false @STEAL1_3948 
00BE: text_clear_all 
016A: fade 0 time 500 

:STEAL1_3655
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_3679 
0001: wait 0 ms 
0002: jump @STEAL1_3655 

:STEAL1_3679
0361: close_garage 'HBGDSFS' 
0687: clear_actor $PLAYER_ACTOR task 
00D6: if 
8119:   not car 449@ wrecked 
004D: jump_if_false @STEAL1_3786 
03CB: set_rendering_origin_at -2028.827 178.4434 27.8516 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2030.672 179.1596 28.9611 
00AB: put_car 449@ at -2028.827 178.4434 27.8516 
0175: set_car 449@ Z_angle_to 266.8448 
036A: put_actor $PLAYER_ACTOR in_car 449@ 

:STEAL1_3786
03CF: load_wav 45400 as 3 

:STEAL1_3795
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @STEAL1_3821 
0001: wait 0 ms 
0002: jump @STEAL1_3795 

:STEAL1_3821
00D6: if and
8119:   not car 435@ wrecked 
8118:   not actor 443@ dead 
004D: jump_if_false @STEAL1_3869 
00D6: if 
80DB:   not actor 443@ in_car 435@ 
004D: jump_if_false @STEAL1_3869 
036A: put_actor 443@ in_car 435@ 

:STEAL1_3869
04EF: release_animation "CAR_CHAT" 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
009B: destroy_actor 454@ 
0296: unload_special_actor 1 
0249: release_model #ALPHA 
02A3: enable_widescreen 0 
016A: fade 1 time 500 

:STEAL1_3910
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_3934 
0001: wait 0 ms 
0002: jump @STEAL1_3910 

:STEAL1_3934
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 34@ = 1 

:STEAL1_3948
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @STEAL1_4090 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 435@ wrecked 
8118:   not actor 443@ dead 
004D: jump_if_false @STEAL1_4090 
00D6: if 
00DB:   actor 443@ in_car 435@ 
004D: jump_if_false @STEAL1_4090 
01B4: set_player $PLAYER_CHAR can_move 1 
00BB: show_text_lowpriority GXT 'STL1_03' time 7000 flag 1  // ~s~Don't let her ~r~trail ~s~go cold.
072F: enable_car 435@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 2 // extended 03CC 
05D1: AS_actor 443@ drive_car 435@ to 126@ 186@ 246@ speed 35.0 0 model #NULL 2 
0006: 34@ = 2 

:STEAL1_4090
00D6: if 
0119:   car 435@ wrecked 
004D: jump_if_false @STEAL1_4131 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STL1_07' time 5000 flag 1  // ~r~You destroyed the car!
0002: jump @STEAL1_7641 

:STEAL1_4131
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @STEAL1_5957 
00D6: if and
8119:   not car 435@ wrecked 
8118:   not actor 443@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @STEAL1_5934 
00D6: if 
0735:   is_keyboard_key_pressed 32 
004D: jump_if_false @STEAL1_4207 
0006: 40@ = 3 
0477: set_car 435@ action 6 time 2000 

:STEAL1_4207
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 443@ radius 50.0 50.0 50.0 sphere 0 
004D: jump_if_false @STEAL1_4281 
00D6: if 
0022:   45.0 > $7405 
004D: jump_if_false @STEAL1_4274 
0009: $7405 += 0.1 

:STEAL1_4274
0002: jump @STEAL1_4312 

:STEAL1_4281
00D6: if 
0020:   $7405 > 30.0 
004D: jump_if_false @STEAL1_4312 
000D: $7405 -= 0.1 

:STEAL1_4312
00AD: set_car 435@ max_speed_to $7405 
02E3: 442@ = car 435@ speed 
00AA: store_car 435@ position_to 438@ 439@ 440@ 
00D6: if 
001C:   $7404 > $7402 // (int) 
004D: jump_if_false @STEAL1_4474 
00D6: if 
0100:   actor 443@ in_sphere 124@($7402,60f) 184@($7402,60f) 244@($7402,60f) radius 10.0 10.0 10.0 sphere 0 in_car 
004D: jump_if_false @STEAL1_4467 
0008: $7402 += 1 
0008: $7403 += 1 
05D1: AS_actor 443@ drive_car 435@ to 124@($7402,60f) 184@($7402,60f) 244@($7402,60f) speed $7405 0 model #NULL 2 

:STEAL1_4467
0002: jump @STEAL1_4667 

:STEAL1_4474
00D6: if 
0100:   actor 443@ in_sphere 124@($7402,60f) 184@($7402,60f) 244@($7402,60f) radius 8.0 8.0 8.0 sphere 0 in_car 
004D: jump_if_false @STEAL1_4557 
05D2: AS_actor 443@ run_to_and_hijack_car 435@ max_search_radius 35.0 traffic_behavior 2 
0008: $7402 += 1 
0008: $7403 += 1 

:STEAL1_4557
00D6: if 
001C:   $7402 > $7404 // (int) 
004D: jump_if_false @STEAL1_4667 
00D6: if 
82CA:   not car 435@ bounding_sphere_visible 
004D: jump_if_false @STEAL1_4667 
00A0: store_actor $PLAYER_ACTOR position_to 349@ 350@ 351@ 
0509: 87@ = distance_between_XY 438@ 439@ and_XY 349@ 350@ 
00D6: if 
0021:   87@ > 200.0 
004D: jump_if_false @STEAL1_4667 
00BC: show_text_highpriority GXT 'STL1_09' time 5000 flag 1  // ~r~You lost her trail!
0002: jump @STEAL1_7641 

:STEAL1_4667
00D6: if and
0039:   40@ == 2 
0039:   49@ == 0 
004D: jump_if_false @STEAL1_4760 
01BD: 95@ = current_time_in_ms 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 438@ 439@ 440@ radius 7.0 7.0 7.0 
004D: jump_if_false @STEAL1_4753 
0006: 49@ = 1 
0002: jump @STEAL1_4760 

:STEAL1_4753
0006: 49@ = 0 

:STEAL1_4760
00D6: if 
0039:   49@ == 1 
004D: jump_if_false @STEAL1_5055 
00D6: if 
0021:   442@ > 10.0 
004D: jump_if_false @STEAL1_5055 
06A2: get_car 435@ velocity_in_direction_XYZ 357@ 358@ 359@ 
0087: 364@ = 357@ // (float) 
006B: 364@ *= 357@ // (float) 
0087: 365@ = 358@ // (float) 
006B: 365@ *= 358@ // (float) 
0087: 361@ = 364@ // (float) 
005B: 361@ += 365@ // (float) 
01FB: 360@ = square_root 361@ 
02F8: get_car 435@ Z_angle_sine_to 355@ 
02F9: get_car 435@ Z_angle_cosine_to 356@ 
0087: 364@ = 357@ // (float) 
006B: 364@ *= 355@ // (float) 
0087: 365@ = 358@ // (float) 
006B: 365@ *= 356@ // (float) 
0087: 362@ = 364@ // (float) 
005B: 362@ += 365@ // (float) 
0087: 364@ = 362@ // (float) 
006B: 364@ *= 362@ // (float) 
0087: 365@ = 361@ // (float) 
0063: 365@ -= 364@ // (float) 
01FB: 363@ = square_root 365@ 
0087: 364@ = 363@ // (float) 
0073: 364@ /= 362@ // (float) 
00D6: if 
0021:   364@ > 2.2 
004D: jump_if_false @STEAL1_5041 
0477: set_car 435@ action 6 time 2000 
0006: 40@ = 3 
0006: 49@ = 0 
0002: jump @STEAL1_5055 

:STEAL1_5041
0006: 40@ = 2 
0006: 49@ = 0 

:STEAL1_5055
00D6: if 
0039:   40@ == 3 
004D: jump_if_false @STEAL1_5187 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_5187 
00BE: text_clear_all 
0687: clear_actor 443@ task 
00AD: set_car 435@ max_speed_to 0.0 
00BC: show_text_highpriority GXT 'STL1_05' time 5000 flag 1  // ~s~Steal the ~b~car~s~.
03CD: disable_car 435@ stuck_check 
0164: disable_marker 436@ 
0186: 436@ = create_marker_above_car 435@ 
07E0: set_marker 436@ type_to 1 
00D6: if 
01C1:   car 435@ stopped 
004D: jump_if_false @STEAL1_5187 
05CF: AS_actor 443@ exit_car 435@ in_direction 438@ 439@ 440@ 
0006: 34@ = 3 

:STEAL1_5187
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @STEAL1_5338 
0164: disable_marker 436@ 
00AA: store_car 435@ position_to 445@ 446@ 447@ 
018A: 436@ = create_checkpoint_at 445@ 446@ 447@ 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 438@ 439@ 440@ radius 25.0 25.0 25.0 
004D: jump_if_false @STEAL1_5284 
03D1: play_wav 3 

:STEAL1_5284
0006: 62@ = 255 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 255 
0050: gosub @STEAL1_7793 
01BD: 80@ = current_time_in_ms 
01BD: 84@ = current_time_in_ms 
0006: 40@ = 1 

:STEAL1_5338
00D6: if 
0039:   40@ == 1 
004D: jump_if_false @STEAL1_5779 
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // (int) 
0062: 82@ -= 80@ // (int) 
0085: 83@ = 81@ // (int) 
0062: 83@ -= 84@ // (int) 
00D6: if 
0019:   83@ > 1000 
004D: jump_if_false @STEAL1_5453 
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @STEAL1_5453 
00BB: show_text_lowpriority GXT 'STL1_03' time 8000 flag 1  // ~s~Don't let her ~r~trail ~s~go cold.
0006: 52@ = 1 

:STEAL1_5453
00D6: if 
0019:   82@ > 30 
004D: jump_if_false @STEAL1_5483 
0050: gosub @STEAL1_7793 
01BD: 80@ = current_time_in_ms 

:STEAL1_5483
00D6: if 
8118:   not actor 443@ dead 
004D: jump_if_false @STEAL1_5703 
00D6: if or
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 445@ 446@ radius 20.0 20.0 
0106:   actor $PLAYER_ACTOR near_actor 443@ radius 50.0 50.0 50.0 0 in_car 
004D: jump_if_false @STEAL1_5626 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @STEAL1_5594 
03E5: show_text_box 'STL1_04'  // Use the P.I.T. technique learned in the Driving School to spin the target car around with minimal damage.
0006: 51@ = 1 

:STEAL1_5594
0164: disable_marker 436@ 
01BD: 80@ = current_time_in_ms 
0186: 436@ = create_marker_above_car 435@ 
0006: 49@ = 0 
0006: 40@ = 2 

:STEAL1_5626
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 443@ radius 20.0 20.0 20.0 0 in_car 
004D: jump_if_false @STEAL1_5703 
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @STEAL1_5703 
00BC: show_text_highpriority GXT 'STL1_02' time 12000 flag 1  // ~s~Clip ~r~her ~s~back end to spin ~r~her ~s~out of control.
0006: 51@ = 2 

:STEAL1_5703
00D6: if 
001B:   128 > 65@ 
004D: jump_if_false @STEAL1_5737 
00BC: show_text_highpriority GXT 'STL1_10' time 100 flag 1  // ~s~Keep up! Her ~r~trail~s~ is going cold!

:STEAL1_5737
00D6: if 
003B:   65@ == 69@ // (int) 
004D: jump_if_false @STEAL1_5779 
00BC: show_text_highpriority GXT 'STL1_09' time 7000 flag 1  // ~r~You lost her trail!
0002: jump @STEAL1_7641 

:STEAL1_5779
00D6: if 
0039:   40@ == 2 
004D: jump_if_false @STEAL1_5934 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_5934 
00D6: if 
0021:   87@ > 200.0 
004D: jump_if_false @STEAL1_5841 
0006: 40@ = 0 

:STEAL1_5841
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // (int) 
0062: 82@ -= 80@ // (int) 
00D6: if 
0019:   82@ > 2000 
004D: jump_if_false @STEAL1_5904 
00D6: if 
82CA:   not car 435@ bounding_sphere_visible 
004D: jump_if_false @STEAL1_5904 
0006: 40@ = 0 

:STEAL1_5904
00D6: if 
82CA:   not car 435@ bounding_sphere_visible 
004D: jump_if_false @STEAL1_5934 
0006: 40@ = 0 
0002: jump @STEAL1_5934 

:STEAL1_5934
00D6: if 
0118:   actor 443@ dead 
004D: jump_if_false @STEAL1_5957 
0006: 34@ = 3 

:STEAL1_5957
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @STEAL1_7409 
00D6: if and
8119:   not car 435@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @STEAL1_7409 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @STEAL1_6028 
020A: set_car 435@ door_status_to 1 
0006: 50@ = 1 

:STEAL1_6028
00D6: if 
0039:   50@ == 1 
004D: jump_if_false @STEAL1_6152 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 435@ 
004D: jump_if_false @STEAL1_6152 
0164: disable_marker 436@ 
00BC: show_text_highpriority GXT 'STL1_06' time 5000 flag 1  // ~s~Drive back to the ~y~garage ~s~in San Fierro.
018A: 53@ = create_checkpoint_at 352@ 353@ 354@ 
02FA: set_garage 'HBGDSFS' type 19 
07C0: load_path 171 

:STEAL1_6118
00D6: if 
87C1:   not path 171 available 
004D: jump_if_false @STEAL1_6145 
0001: wait 0 ms 
0002: jump @STEAL1_6118 

:STEAL1_6145
0006: 50@ = 2 

:STEAL1_6152
00D6: if 
0039:   50@ == 2 
004D: jump_if_false @STEAL1_6437 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_6437 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 435@ 
004D: jump_if_false @STEAL1_6437 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 352@ 353@ 354@ radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @STEAL1_6437 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 435@ 
004D: jump_if_false @STEAL1_6437 
0395: clear_area 1 at 352@ 353@ 354@ radius 25.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2031.242 175.4691 29.0587 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2031.501 176.4334 29.007 switchstyle 2 
0360: open_garage 'HBGDSFS' 
0164: disable_marker 53@ 
0007: 352@ = -2043.911 
0007: 353@ = 179.1213 
0007: 354@ = 27.8507 
0227: 437@ = car 435@ health 
0016: 437@ /= 10 
0012: 437@ *= 100 
0006: 90@ = 2000 
005A: 90@ += 437@ // (int) 
0006: 50@ = 21 

:STEAL1_6437
00D6: if 
0039:   50@ == 21 
004D: jump_if_false @STEAL1_6577 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_6577 
00D6: if 
03B0:   garage 'HBGDSFS' door_open 
004D: jump_if_false @STEAL1_6577 
0395: clear_area 1 at 352@ 353@ 354@ radius 25.0 
05EB: assign_car 435@ to_path 171 
015F: set_camera_position -2037.601 183.5734 30.4011 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2037.017 182.7901 30.1884 switchstyle 2 
0006: 50@ = 3 

:STEAL1_6577
00D6: if 
0039:   50@ == 3 
004D: jump_if_false @STEAL1_6692 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_6692 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 435@ 
004D: jump_if_false @STEAL1_6692 
00D6: if 
0103:   actor $PLAYER_ACTOR in_sphere 352@ 353@ 354@ radius 4.0 4.0 4.0 sphere 0 stopped_in_car 
004D: jump_if_false @STEAL1_6692 
0361: close_garage 'HBGDSFS' 
00BE: text_clear_all 
0006: 50@ = 32 

:STEAL1_6692
00D6: if 
0039:   50@ == 31 
004D: jump_if_false @STEAL1_6781 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_6781 
0615: define_AS_pack_begin 367@ 
05CD: AS_actor -1 exit_car 435@ 
05D3: AS_actor -1 goto_point -2035.471 176.6342 27.8359 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 367@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 367@ 
0006: 50@ = 32 

:STEAL1_6781
00D6: if 
0039:   50@ == 32 
004D: jump_if_false @STEAL1_6864 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_6864 
0361: close_garage 'HBGDSFS' 
016A: fade 0 time 1500 

:STEAL1_6833
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_6857 
0001: wait 0 ms 
0002: jump @STEAL1_6833 

:STEAL1_6857
0006: 50@ = 41 

:STEAL1_6864
00D6: if 
0039:   50@ == 41 
004D: jump_if_false @STEAL1_7283 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0169: set_fade_color_RGB 0 0 1 
00A0: store_actor $PLAYER_ACTOR position_to 459@ 460@ 461@ 
0172: 462@ = actor $PLAYER_ACTOR Z_angle 
016A: fade 0 time 500 

:STEAL1_6930
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_6972 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @STEAL1_6965 
004E: end_thread 

:STEAL1_6965
0002: jump @STEAL1_6930 

:STEAL1_6972
0A0B: set_rendering_origin_at_3D_coord -2690.908 206.6429 7.2879 angle 88.2793 
00A1: put_actor $PLAYER_ACTOR at -2691.164 206.6478 3.3359 
015F: set_camera_position -2689.916 206.5855 7.399 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2690.908 206.6429 7.2879 switchstyle 2 
016A: fade 1 time 500 
00BC: show_text_highpriority GXT 'JAP_MOD' time 6000 flag 1  // You can now modify street racing cars at this mod shop in Ocean Flats.
0001: wait 6000 ms 
00BC: show_text_highpriority GXT 'WANG_C' time 6000 flag 1  // The cars you steal for the garage business can be found in Wang Cars' showroom.
0001: wait 6000 ms 
016A: fade 0 time 500 

:STEAL1_7121
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_7163 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @STEAL1_7156 
004E: end_thread 

:STEAL1_7156
0002: jump @STEAL1_7121 

:STEAL1_7163
0A0B: set_rendering_origin_at_3D_coord 459@ 460@ 461@ angle 462@ 
000F: 461@ -= 1.0 
00A1: put_actor $PLAYER_ACTOR at 459@ 460@ 461@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 462@ 
016A: fade 1 time 500 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0299: activate_garage 'MDS1SFS' 
0164: disable_marker $2588 
0004: $1499 = 1 
0006: 50@ = 4 

:STEAL1_7283
00D6: if 
0039:   50@ == 4 
004D: jump_if_false @STEAL1_7409 
00D6: if 
03B1:   garage 'HBGDSFS' door_closed 
004D: jump_if_false @STEAL1_7409 
02A3: enable_widescreen 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2032.471 176.6342 27.8359 
00A6: destroy_car 435@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 267.9 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 500 

:STEAL1_7378
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_7402 
0001: wait 0 ms 
0002: jump @STEAL1_7378 

:STEAL1_7402
0002: jump @STEAL1_7659 

:STEAL1_7409
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @STEAL1_7634 
00D6: if and
0019:   50@ > 1 
001B:   4 > 50@ 
004D: jump_if_false @STEAL1_7634 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_7634 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @STEAL1_7565 
00BC: show_text_highpriority GXT 'STL1_11' time 100 flag 1  // ~s~Get back in the ~b~car~s~!
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 435@ 
004D: jump_if_false @STEAL1_7565 
0164: disable_marker 436@ 
0164: disable_marker 53@ 
00BC: show_text_highpriority GXT 'STL1_06' time 5000 flag 1  // ~s~Drive back to the ~y~garage ~s~in San Fierro.
018A: 53@ = create_checkpoint_at 352@ 353@ 354@ 
0006: 35@ = 1 

:STEAL1_7565
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @STEAL1_7634 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 435@ 
004D: jump_if_false @STEAL1_7634 
0164: disable_marker 53@ 
0164: disable_marker 436@ 
0186: 436@ = create_marker_above_car 435@ 
07E0: set_marker 436@ type_to 1 
0006: 35@ = 0 

:STEAL1_7634
0002: jump @STEAL1_1816 

:STEAL1_7641
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:STEAL1_7659
0008: $STEAL_TOTAL_PASSED_MISSIONS += 1 
014C: set_parked_car_generator $2790 cars_to_generate_to 101 
0318: set_latest_mission_passed 'STEAL_1'  // Zeroing In
030C: progress_made = 1 
0394: play_music 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 5000 
0998: add_respect 5 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:STEAL1_7730
040D: unload_wav 3 
0164: disable_marker 436@ 
0164: disable_marker 53@ 
0164: disable_marker 436@ 
01B7: release_weather 
009B: destroy_actor 443@ 
00A6: destroy_car 435@ 
0050: gosub @STEAL1_287 
0249: release_model #ALPHA 
0249: release_model #HFYST 
0004: $ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:STEAL1_7793
00D6: if 
001B:   255 > 63@ 
004D: jump_if_false @STEAL1_7826 
000A: 63@ += 1 
000A: 64@ += 1 

:STEAL1_7826
00D6: if 
0039:   63@ == 255 
004D: jump_if_false @STEAL1_7852 
000E: 65@ -= 1 

:STEAL1_7852
0085: 74@ = 62@ // (int) 
006A: 74@ *= 70@ // (int) 
0085: 75@ = 63@ // (int) 
006A: 75@ *= 71@ // (int) 
0085: 76@ = 64@ // (int) 
006A: 76@ *= 72@ // (int) 
0085: 77@ = 65@ // (int) 
006A: 77@ *= 73@ // (int) 
0085: 78@ = 74@ // (int) 
005A: 78@ += 75@ // (int) 
0085: 79@ = 76@ // (int) 
005A: 79@ += 77@ // (int) 
0085: 60@ = 78@ // (int) 
005A: 60@ += 79@ // (int) 
0165: set_marker 436@ color_to 60@ 
0051: return 

:STEAL1_7974
0007: 124@ = -2017.001 
0007: 184@ = 322.4644 
0007: 244@ = 34.7593 
0007: 125@ = -2036.439 
0007: 185@ = 322.4642 
0007: 245@ = 34.0156 
0007: 126@ = -2148.505 
0007: 186@ = 227.5995 
0007: 246@ = 34.8814 
0007: 127@ = -2244.575 
0007: 187@ = 211.4546 
0007: 247@ = 34.884 
0007: 128@ = -2252.426 
0007: 188@ = 110.4054 
0007: 248@ = 34.8813 
0007: 129@ = -2254.398 
0007: 189@ = 64.4779 
0007: 249@ = 34.8865 
0007: 130@ = -2333.194 
0007: 190@ = 52.1153 
0007: 250@ = 34.8895 
0007: 131@ = -2373.793 
0007: 191@ = -39.8936 
0007: 251@ = 34.8887 
0007: 132@ = -2411.406 
0007: 192@ = -71.5329 
0007: 252@ = 34.8695 
0007: 133@ = -2421.986 
0007: 193@ = -171.5927 
0007: 253@ = 34.8702 
0007: 134@ = -2514.487 
0007: 194@ = -209.5909 
0007: 254@ = 24.5432 
0007: 135@ = -2612.338 
0007: 195@ = -208.1451 
0007: 255@ = 3.8877 
0007: 136@ = -2700.542 
0007: 196@ = -205.7518 
0007: 256@ = 3.8928 
0007: 137@ = -2703.455 
0007: 197@ = -105.7246 
0007: 257@ = 3.8899 
0007: 138@ = -2704.933 
0007: 198@ = -88.0339 
0007: 258@ = 3.8934 
0007: 139@ = -2791.198 
0007: 199@ = -69.7781 
0007: 259@ = 6.7409 
0007: 140@ = -2807.242 
0007: 200@ = 29.8687 
0007: 260@ = 6.7487 
0007: 141@ = -2807.922 
0007: 201@ = 131.0431 
0007: 261@ = 6.7324 
0007: 142@ = -2807.247 
0007: 202@ = 232.0953 
0007: 262@ = 6.7535 
0007: 143@ = -2831.376 
0007: 203@ = 329.6273 
0007: 263@ = 4.0742 
0007: 144@ = -2851.84 
0007: 204@ = 427.8425 
0007: 264@ = 4.0745 
0007: 145@ = -2831.418 
0007: 205@ = 526.6416 
0007: 265@ = 4.6276 
0007: 146@ = -2821.271 
0007: 206@ = 626.4095 
0007: 266@ = 7.8679 
0007: 147@ = -2849.525 
0007: 207@ = 720.4027 
0007: 267@ = 28.129 
0007: 148@ = -2840.613 
0007: 208@ = 819.4821 
0007: 268@ = 40.6696 
0007: 149@ = -2816.873 
0007: 209@ = 897.241 
0007: 269@ = 43.6833 
0007: 150@ = -2776.396 
0007: 210@ = 809.4246 
0007: 270@ = 50.6937 
0007: 151@ = -2676.287 
0007: 211@ = 810.1769 
0007: 271@ = 49.5432 
0007: 152@ = -2575.558 
0007: 212@ = 807.5107 
0007: 272@ = 49.5239 
0007: 153@ = -2528.462 
0007: 213@ = 809.4405 
0007: 273@ = 49.5356 
0007: 154@ = -2526.564 
0007: 214@ = 908.4559 
0007: 274@ = 64.537 
0007: 155@ = -2525.089 
0007: 215@ = 999.8545 
0007: 275@ = 77.8166 
0007: 156@ = -2594.69 
0007: 216@ = 1006.409 
0007: 276@ = 77.8242 
0007: 157@ = -2587.474 
0007: 217@ = 1092.979 
0007: 277@ = 56.2406 
0007: 158@ = -2591.712 
0007: 218@ = 1135.302 
0007: 278@ = 55.135 
0007: 159@ = -2658.549 
0007: 219@ = 1209.768 
0007: 279@ = 55.1386 
0007: 160@ = -2669.474 
0007: 220@ = 1309.309 
0007: 280@ = 55.1228 
0007: 161@ = -2677.539 
0007: 221@ = 1409.63 
0007: 281@ = 55.1226 
0007: 162@ = -2669.294 
0007: 222@ = 1509.889 
0007: 282@ = 58.6901 
0007: 163@ = -2674.542 
0007: 223@ = 1610.948 
0007: 283@ = 64.4835 
0007: 164@ = -2675.343 
0007: 224@ = 1711.907 
0007: 284@ = 67.4134 
0007: 165@ = -2675.344 
0007: 225@ = 1812.691 
0007: 285@ = 67.4802 
0007: 166@ = -2675.333 
0007: 226@ = 1913.553 
0007: 286@ = 64.6734 
0007: 167@ = -2675.791 
0007: 227@ = 2013.889 
0007: 287@ = 59.035 
0007: 168@ = -2670.814 
0007: 228@ = 2114.105 
0007: 288@ = 55.1467 
0007: 169@ = -2679.106 
0007: 229@ = 2214.438 
0007: 289@ = 55.1239 
0007: 170@ = -2720.014 
0007: 230@ = 2305.998 
0007: 290@ = 63.1498 
0007: 171@ = -2720.744 
0007: 231@ = 2353.887 
0007: 291@ = 71.5011 
0007: 172@ = -2677.15 
0007: 232@ = 2440.762 
0007: 292@ = 47.2891 
0007: 173@ = -2593.738 
0007: 233@ = 2490.081 
0007: 293@ = 22.1514 
0007: 174@ = -2513.94 
0007: 234@ = 2429.612 
0007: 294@ = 16.4114 
0007: 175@ = -2413.627 
0007: 235@ = 2430.877 
0007: 295@ = 11.8649 
0007: 176@ = -2339.414 
0007: 236@ = 2395.623 
0007: 296@ = 5.5583 
0007: 177@ = -2422.839 
0007: 237@ = 2340.198 
0007: 297@ = 4.5444 
0007: 178@ = -2462.575 
0007: 238@ = 2334.265 
0007: 298@ = 4.5459 
0007: 179@ = -2467.327 
0007: 239@ = 2276.376 
0007: 299@ = 4.5468 
0007: 180@ = -2560.308 
0007: 240@ = 2313.566 
0007: 300@ = 4.5508 
0007: 181@ = -2560.286 
0007: 241@ = 2316.442 
0007: 301@ = 4.5491 
0051: return 

//-------------Mission 68---------------
// Originally: Test Drive

:STEAL2
03A4: name_thread 'STEAL2' 
0050: gosub @STEAL2_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @STEAL2_38 
0050: gosub @STEAL2_26013 

:STEAL2_38
0050: gosub @STEAL2_26109 
004E: end_thread 

:STEAL2_47
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
054C: use_GXT_table 'STEAL2' 
00BE: text_clear_all 
0001: wait 0 ms 
0006: 99@ = 0 
0006: 100@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0007: 162@ = 0.0 
0007: 163@ = 0.0 
0007: 164@ = 0.0 
0007: 165@ = 0.0 
0007: 166@ = 0.0 
0007: 167@ = 0.0 
0007: 168@ = 0.0 
0006: 112@ = 0 
0006: 113@ = 0 
0006: 114@ = 0 
0006: 154@ = 0 
0006: 155@ = 0 
0006: 156@ = 0 
0006: 157@ = 0 
0006: 158@ = 0 
0006: 160@ = 0 
0006: 161@ = 0 
0006: 108@ = 0 
0006: 109@ = 0 
08F5: save_player_group 
04BB: select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_rendering_origin_at -2031.0 149.0 29.0 
02E4: load_cutscene_data 'STEAL_2' 

:STEAL2_331
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @STEAL2_355 
0001: wait 0 ms 
0002: jump @STEAL2_331 

:STEAL2_355
02E7: start_cutscene 
016A: fade 1 time 1000 

:STEAL2_364
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @STEAL2_388 
0001: wait 0 ms 
0002: jump @STEAL2_364 

:STEAL2_388
016A: fade 0 time 0 

:STEAL2_394
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL2_418 
0001: wait 0 ms 
0002: jump @STEAL2_394 

:STEAL2_418
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
0247: load_model #SULTAN 
0247: load_model #ELEGY 
0247: load_model #WMYBU 
06E9: load_car_component #NTO_B_S 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
060A: create_decision_maker_type 2 store_to 169@ // decision\allowed\m_.ped files 
07E5: copy_decision_maker 65542 to 170@ 
03CB: set_rendering_origin_at -2032.4 171.8 27.8 
0395: clear_area 1 at -2032.4 171.8 27.8 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2032.4 171.8 27.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 308.7 
0395: clear_area 1 at -2032.3 161.9 28.0 radius 1.0 
009A: $ACTOR_CESAR = create_actor_pedtype 24 model #SPECIAL01 at -2032.3 161.9 28.0 
0568: set_actor $ACTOR_CESAR untargetable 1 
060B: set_actor $ACTOR_CESAR decision_maker_to 170@ 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CESAR in_group $PLAYER_GROUP 
07B3: set_group $PLAYER_GROUP give_command 1 
060B: set_actor $ACTOR_CESAR decision_maker_to 169@ 
0006: 104@ = 1 
0395: clear_area 1 at -1656.2 1210.2 12.3 radius 5.0 
04AF: 110@ = 562 // = constant 
0050: gosub @STEAL2_27694 
00A5: 34@ = create_car #ELEGY at -1656.2 1210.2 12.3 
03AB: set_car 34@ strong 1 
0175: set_car 34@ Z_angle_to 316.1 
020A: set_car 34@ door_status_to 3 
00AE: set_car 34@ traffic_behaviour_to 2 
0224: set_car 34@ health_to 2000 
053F: set_car 34@ tires_vulnerability 0 
0519: set_car 34@ locked 1 
06E7: $TEMPVAR_ACTOR_CAR = add_car_component #NTO_B_S to_car 34@ 
0395: clear_area 1 at -1662.3 1211.0 12.3 radius 5.0 
04AF: 110@ = 560 // = constant 
0050: gosub @STEAL2_27694 
00A5: 35@ = create_car #SULTAN at -1662.3 1211.0 12.3 
0175: set_car 35@ Z_angle_to 316.1 
020A: set_car 35@ door_status_to 3 
0229: set_car 35@ primary_color_to 59 secondary_color_to 12 
0224: set_car 35@ health_to 2000 
0519: set_car 35@ locked 1 
06E7: $TEMPVAR_ACTOR_CAR = add_car_component #NTO_B_S to_car 35@ 
06D7: enable_train_traffic 0 
018A: 98@ = create_checkpoint_at -1632.9 1207.4 6.1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 500 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 

:STEAL2_988
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @STEAL2_1014 
0002: jump @STEAL2_26031 

:STEAL2_1014
0050: gosub @STEAL2_26289 
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @STEAL2_1046 
0002: jump @STEAL2_26013 

:STEAL2_1046
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @STEAL2_6415 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_1619 
0050: gosub @STEAL2_26414 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_1135 
0006: 112@ = 1 
0006: 113@ = 0 
0050: gosub @STEAL2_30237 
0006: 114@ = 1 

:STEAL2_1135
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @STEAL2_1215 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1215 
00BB: show_text_lowpriority GXT 'STE2_01' time 7000 flag 1  // ~s~Go and get the cars from the ~y~car showroom~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
0006: 33@ = 0 
0006: 114@ = 2 

:STEAL2_1215
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @STEAL2_1319 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @STEAL2_1319 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1319 
0006: 112@ = 2 
0006: 113@ = 0 
0050: gosub @STEAL2_30237 
0006: 33@ = 0 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
0006: 114@ = 3 

:STEAL2_1319
00D6: if 
0039:   114@ == 3 
004D: jump_if_false @STEAL2_1402 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @STEAL2_1402 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1402 
0006: 112@ = 3 
0006: 113@ = 0 
0050: gosub @STEAL2_30237 
0006: 114@ = 4 

:STEAL2_1402
00D6: if 
0039:   114@ == 4 
004D: jump_if_false @STEAL2_1459 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1459 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
0006: 114@ = 5 

:STEAL2_1459
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL2_1619 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1632.9 1207.4 6.1 radius 4.0 4.0 4.0 
004D: jump_if_false @STEAL2_1619 
00D6: if 
00FE:   actor $ACTOR_CESAR sphere 1 in_sphere -1632.9 1207.4 6.1 radius 4.0 4.0 4.0 
004D: jump_if_false @STEAL2_1619 
01B4: set_player $PLAYER_CHAR can_move 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 112@ = 0 
0006: 100@ = 1 

:STEAL2_1619
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_2108 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at -1662.3 1211.0 13.4 radius 15.0 
020A: set_car 35@ door_status_to 1 
0164: disable_marker 98@ 
0395: clear_area 1 at -1656.7 1213.8 12.7 radius 1.0 
009A: 96@ = create_actor_pedtype 24 model #WMYBU at -1656.7 1213.8 12.7 
0173: set_actor 96@ Z_angle_to 132.3 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL2_1792 
06C9: remove_actor $ACTOR_CESAR from_group 
0687: clear_actor $ACTOR_CESAR task 

:STEAL2_1792
0615: define_AS_pack_begin 171@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1642.3 1204.1 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1651.2 1204.0 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1663.5 1204.2 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 171@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 171@ 
061B: remove_references_to_AS_pack 171@ 
0615: define_AS_pack_begin 171@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1640.3 1204.4 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1651.7 1205.0 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1662.3 1204.8 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 171@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 171@ 
061B: remove_references_to_AS_pack 171@ 
0006: 112@ = 4 
0209: 113@ = random_int_in_ranges 0 3 
0085: 159@ = 113@ // (int) 
000A: 159@ += 1 
0050: gosub @STEAL2_30237 
015F: set_camera_position -1624.5 1201.5 7.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1664.6 1207.1 10.9 switchstyle 2 
0006: 101@ = 1 
0707: start_scene_skip_to @STEAL2_2979 
0006: 32@ = 0 
0006: 114@ = 0 
0006: 100@ = 2 

:STEAL2_2108
00D6: if 
0039:   100@ == 2 
004D: jump_if_false @STEAL2_2684 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_2207 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_2207 
0006: 112@ = 4 
0209: 113@ = random_int_in_ranges 3 6 
0085: 159@ = 113@ // (int) 
000A: 159@ += 1 
0050: gosub @STEAL2_30237 
0006: 114@ = 1 

:STEAL2_2207
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @STEAL2_2288 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_2288 
0006: 112@ = 4 
0209: 113@ = random_int_in_ranges 6 9 
0085: 159@ = 113@ // (int) 
000A: 159@ += 1 
0050: gosub @STEAL2_30237 
0006: 114@ = 2 

:STEAL2_2288
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @STEAL2_2684 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -1659.6 1203.3 11.4 radius 400.0 
00A1: put_actor $PLAYER_ACTOR at -1659.6 1203.3 11.4 
0173: set_actor $PLAYER_ACTOR Z_angle_to 96.8 
0792: disembark_instantly_actor $ACTOR_CESAR 
0395: clear_area 1 at -1659.8 1205.0 11.4 radius 1.0 
00A1: put_actor $ACTOR_CESAR at -1659.8 1205.0 11.4 
0173: set_actor $ACTOR_CESAR Z_angle_to 91.3 
0615: define_AS_pack_begin 171@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1662.6 1202.6 12.7 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1666.0 1208.8 12.7 mode 4 time -1 ms // versionA 
05CB: AS_actor -1 enter_car 35@ as_driver -1 ms 
0616: define_AS_pack_end 171@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 171@ 
061B: remove_references_to_AS_pack 171@ 
0615: define_AS_pack_begin 171@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1662.7 1204.8 12.7 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1662.9 1206.5 12.7 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1660.3 1208.8 12.7 mode 4 time -1 ms // versionA 
05B9: AS_actor -1 stay_idle 1000 ms 
05CB: AS_actor -1 enter_car 34@ as_driver -1 ms 
0616: define_AS_pack_end 171@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 171@ 
061B: remove_references_to_AS_pack 171@ 
015F: set_camera_position -1661.1 1219.7 15.15 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1658.9 1204.6 13.85 switchstyle 2 
0006: 32@ = 0 
0006: 100@ = 3 

:STEAL2_2684
00D6: if 
0039:   100@ == 3 
004D: jump_if_false @STEAL2_2785 
062E: get_actor $ACTOR_CESAR task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
84A3:   not  $416 == 7 // == constant 
004D: jump_if_false @STEAL2_2785 
0646: unknown_get_actor $ACTOR_CESAR task_1560_status_store_to 107@ // similar to 062E 
00D6: if 
0039:   107@ == 2 
004D: jump_if_false @STEAL2_2785 
0006: 112@ = 5 
0006: 113@ = 0 
0050: gosub @STEAL2_30237 
0006: 100@ = 4 

:STEAL2_2785
00D6: if 
0039:   100@ == 4 
004D: jump_if_false @STEAL2_2936 
00D6: if 
0039:   113@ == 2 
004D: jump_if_false @STEAL2_2936 
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @STEAL2_2929 
0615: define_AS_pack_begin 171@ 
05D3: AS_actor -1 goto_point -1660.6 1210.1 12.7 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1664.0 1205.3 12.7 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1651.3 1203.2 6.2 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 171@ 
0618: assign_actor 96@ to_AS_pack 171@ 
061B: remove_references_to_AS_pack 171@ 

:STEAL2_2929
0006: 100@ = 5 

:STEAL2_2936
00D6: if 
0039:   100@ == 5 
004D: jump_if_false @STEAL2_5670 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_5670 
0006: 101@ = 0 

:STEAL2_2979
0701: end_scene_skip 
0050: gosub @STEAL2_26289 
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @STEAL2_3013 
0002: jump @STEAL2_26013 

:STEAL2_3013
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @STEAL2_3197 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 112@ = 0 
016A: fade 0 time 500 

:STEAL2_3055
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL2_3079 
0001: wait 0 ms 
0002: jump @STEAL2_3055 

:STEAL2_3079
0050: gosub @STEAL2_26289 
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @STEAL2_3111 
0002: jump @STEAL2_26013 

:STEAL2_3111
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @STEAL2_3171 
0395: clear_area 1 at -1651.3 1203.2 6.2 radius 1.0 
00A1: put_actor 96@ at -1651.3 1203.2 6.2 

:STEAL2_3171
0792: disembark_instantly_actor $ACTOR_CESAR 
036A: put_actor $ACTOR_CESAR in_car 34@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:STEAL2_3197
00D6: if 
00DB:   actor $ACTOR_CESAR in_car 34@ 
004D: jump_if_false @STEAL2_5670 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @STEAL2_5670 
0519: set_car 34@ locked 0 
0519: set_car 35@ locked 0 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
0249: release_model #WMYBU 
0247: load_model #MULE 
0247: load_model #CARDBOARDBOX 
0247: load_model #TRAM 
038B: load_requested_models 
0506: set_car_model #MULE next_variation 1 1 // first param is useless 
0395: clear_area 1 at -1580.1 938.2 6.8 radius 5.0 
04AF: 110@ = 414 // = constant 
0050: gosub @STEAL2_27694 
00A5: 36@ = create_car #MULE at -1580.1 938.2 6.8 
0175: set_car 36@ Z_angle_to 90.0 
0587: enable_car 36@ validate_position 1 
0395: clear_area 1 at -1576.0 938.9 6.5 radius 5.0 
0376: 58@ = create_random_actor_at -1576.0 938.9 6.5 
0173: set_actor 58@ Z_angle_to 84.9 
060B: set_actor 58@ decision_maker_to 170@ 
0395: clear_area 1 at -1575.1 940.7 6.4 radius 10.0 
0107: 80@ = create_object #CARDBOARDBOX at -1575.1 940.7 6.4 
0382: set_object 80@ collision_detection 1 
0392: make_object 80@ moveable 1 
0107: 81@ = create_object #CARDBOARDBOX at -1574.9 941.7 6.4 
0382: set_object 81@ collision_detection 1 
0392: make_object 81@ moveable 1 
0107: 82@ = create_object #CARDBOARDBOX at -1573.1 942.7 6.4 
0382: set_object 82@ collision_detection 1 
0392: make_object 82@ moveable 1 
0107: 83@ = create_object #CARDBOARDBOX at -1575.1 940.7 7.0 
0382: set_object 83@ collision_detection 1 
0392: make_object 83@ moveable 1 
0107: 84@ = create_object #CARDBOARDBOX at -1573.1 942.7 7.0 
0382: set_object 84@ collision_detection 1 
0392: make_object 84@ moveable 1 
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_3764 
0395: clear_area 1 at -1626.9 1202.5 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 38@ = create_car 108@ at -1626.9 1202.5 5.7 
0175: set_car 38@ Z_angle_to 222.7 
020A: set_car 38@ door_status_to 2 
0560: create_random_actor_in_car 38@ handle_as 60@ 
0587: enable_car 38@ validate_position 1 
054A: set_actor 60@ can_be_shot_in_a_car 0 

:STEAL2_3764
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_3893 
0395: clear_area 1 at -1609.2 1160.4 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 39@ = create_car 108@ at -1609.2 1160.4 5.7 
0175: set_car 39@ Z_angle_to 184.3 
020A: set_car 39@ door_status_to 2 
0560: create_random_actor_in_car 39@ handle_as 61@ 
0587: enable_car 39@ validate_position 1 
054A: set_actor 61@ can_be_shot_in_a_car 0 

:STEAL2_3893
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_4022 
0395: clear_area 1 at -1600.9 1111.7 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 40@ = create_car 108@ at -1600.9 1111.7 5.7 
0175: set_car 40@ Z_angle_to 183.3 
020A: set_car 40@ door_status_to 2 
0560: create_random_actor_in_car 40@ handle_as 62@ 
0587: enable_car 40@ validate_position 1 
054A: set_actor 62@ can_be_shot_in_a_car 0 

:STEAL2_4022
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_4151 
0395: clear_area 1 at -1608.2 1094.0 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 41@ = create_car 108@ at -1608.2 1094.0 5.7 
0175: set_car 41@ Z_angle_to 180.0 
020A: set_car 41@ door_status_to 2 
0560: create_random_actor_in_car 41@ handle_as 63@ 
0587: enable_car 41@ validate_position 1 
054A: set_actor 63@ can_be_shot_in_a_car 0 

:STEAL2_4151
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_4280 
0395: clear_area 1 at -1608.2 1046.5 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 42@ = create_car 108@ at -1608.2 1046.5 5.7 
0175: set_car 42@ Z_angle_to 183.5 
020A: set_car 42@ door_status_to 2 
0560: create_random_actor_in_car 42@ handle_as 64@ 
0587: enable_car 42@ validate_position 1 
054A: set_actor 64@ can_be_shot_in_a_car 0 

:STEAL2_4280
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_4409 
0395: clear_area 1 at -1595.7 1012.0 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 43@ = create_car 108@ at -1595.7 1012.0 5.7 
0175: set_car 43@ Z_angle_to 207.3 
020A: set_car 43@ door_status_to 2 
0560: create_random_actor_in_car 43@ handle_as 65@ 
0587: enable_car 43@ validate_position 1 
054A: set_actor 65@ can_be_shot_in_a_car 0 

:STEAL2_4409
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_4538 
0395: clear_area 1 at -1540.5 959.8 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 44@ = create_car 108@ at -1540.5 959.8 5.7 
0175: set_car 44@ Z_angle_to 24.3 
020A: set_car 44@ door_status_to 2 
0560: create_random_actor_in_car 44@ handle_as 66@ 
0587: enable_car 44@ validate_position 1 
054A: set_actor 66@ can_be_shot_in_a_car 0 

:STEAL2_4538
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_4667 
0395: clear_area 1 at -1556.0 995.6 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 45@ = create_car 108@ at -1556.0 995.6 5.7 
0175: set_car 45@ Z_angle_to 41.0 
020A: set_car 45@ door_status_to 2 
0560: create_random_actor_in_car 45@ handle_as 67@ 
0587: enable_car 45@ validate_position 1 
054A: set_actor 67@ can_be_shot_in_a_car 0 

:STEAL2_4667
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_4796 
0395: clear_area 1 at -1587.6 1036.7 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 46@ = create_car 108@ at -1587.6 1036.7 5.7 
0175: set_car 46@ Z_angle_to 3.3 
020A: set_car 46@ door_status_to 2 
0560: create_random_actor_in_car 46@ handle_as 68@ 
0587: enable_car 46@ validate_position 1 
054A: set_actor 68@ can_be_shot_in_a_car 0 

:STEAL2_4796
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_4925 
0395: clear_area 1 at -1579.6 1140.1 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 48@ = create_car 108@ at -1579.6 1140.1 5.7 
0175: set_car 48@ Z_angle_to 2.0 
020A: set_car 48@ door_status_to 2 
0560: create_random_actor_in_car 48@ handle_as 70@ 
0587: enable_car 48@ validate_position 1 
054A: set_actor 70@ can_be_shot_in_a_car 0 

:STEAL2_4925
0395: clear_area 1 at -1542.9 974.0 5.3 radius 5.0 
06D8: 95@ = create_train_at -1542.9 974.0 5.3 type 9 direction 0 
06DC: set_train 95@ acc 0.0 
06DD: set_train 95@ speed 0.0 
020A: set_car 95@ door_status_to 2 
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_5129 
0395: clear_area 1 at -1592.8 934.7 6.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 49@ = create_car 108@ at -1592.8 934.7 6.2 
0175: set_car 49@ Z_angle_to 91.3 
020A: set_car 49@ door_status_to 2 
0560: create_random_actor_in_car 49@ handle_as 71@ 
0587: enable_car 49@ validate_position 1 
054A: set_actor 71@ can_be_shot_in_a_car 0 

:STEAL2_5129
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_5258 
0395: clear_area 1 at -1608.8 934.3 6.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 50@ = create_car 108@ at -1608.8 934.3 6.2 
0175: set_car 50@ Z_angle_to 91.3 
020A: set_car 50@ door_status_to 2 
0560: create_random_actor_in_car 50@ handle_as 72@ 
0587: enable_car 50@ validate_position 1 
054A: set_actor 72@ can_be_shot_in_a_car 0 

:STEAL2_5258
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_5387 
0395: clear_area 1 at -1704.4 916.0 23.4 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 51@ = create_car 108@ at -1704.4 916.0 23.4 
0175: set_car 51@ Z_angle_to 269.1 
020A: set_car 51@ door_status_to 2 
0560: create_random_actor_in_car 51@ handle_as 73@ 
0587: enable_car 51@ validate_position 1 
054A: set_actor 73@ can_be_shot_in_a_car 0 

:STEAL2_5387
0395: clear_area 1 at -1642.2 1210.5 6.2 radius 15.0 
0376: 97@ = create_random_actor_at -1642.2 1210.5 6.2 
060B: set_actor 97@ decision_maker_to 170@ 
0615: define_AS_pack_begin 171@ 
05D3: AS_actor -1 goto_point -1645.5 1214.0 6.2 mode 4 time -1 ms // versionA 
0605: actor -1 perform_animation "COWER" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 30000 
0616: define_AS_pack_end 171@ 
0618: assign_actor 97@ to_AS_pack 171@ 
061B: remove_references_to_AS_pack 171@ 
01EB: set_traffic_density_multiplier_to 0.0 
015F: set_camera_position -1640.4 1212.9 6.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1651.3 1215.3 10.6 switchstyle 2 
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @STEAL2_5656 
016A: fade 1 time 500 

:STEAL2_5600
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL2_5624 
0001: wait 0 ms 
0002: jump @STEAL2_5600 

:STEAL2_5624
0050: gosub @STEAL2_26289 
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @STEAL2_5656 
0002: jump @STEAL2_26013 

:STEAL2_5656
0006: 32@ = 0 
0006: 100@ = 6 

:STEAL2_5670
00D6: if 
0039:   100@ == 6 
004D: jump_if_false @STEAL2_5924 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @STEAL2_5924 
00D6: if 
00EC:   actor 97@ sphere 0 near_point -1646.0 1214.4 radius 2.0 2.0 
004D: jump_if_false @STEAL2_5924 
05EB: assign_car 34@ to_path 70 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @STEAL2_5772 
05EB: assign_car 38@ to_path 71 

:STEAL2_5772
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL2_5795 
05EB: assign_car 39@ to_path 72 

:STEAL2_5795
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @STEAL2_5818 
05EB: assign_car 40@ to_path 73 

:STEAL2_5818
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @STEAL2_5841 
05EB: assign_car 41@ to_path 74 

:STEAL2_5841
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @STEAL2_5864 
05EB: assign_car 42@ to_path 75 

:STEAL2_5864
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @STEAL2_5887 
05EB: assign_car 43@ to_path 76 

:STEAL2_5887
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @STEAL2_5910 
05EB: assign_car 95@ to_path 77 

:STEAL2_5910
0006: 32@ = 0 
0006: 100@ = 7 

:STEAL2_5924
00D6: if 
0039:   100@ == 7 
004D: jump_if_false @STEAL2_5989 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @STEAL2_5989 
0006: 112@ = 6 
0006: 113@ = 0 
0050: gosub @STEAL2_30237 
0006: 100@ = 8 

:STEAL2_5989
00D6: if 
0039:   100@ == 8 
004D: jump_if_false @STEAL2_6325 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @STEAL2_6325 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @STEAL2_6060 
05DD: AS_actor 97@ flee_from_actor $PLAYER_ACTOR from_origin_radius 200.0 timelimit 600000 

:STEAL2_6060
05ED: freeze_car 34@ while_on_path 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @STEAL2_6086 
05ED: freeze_car 38@ while_on_path 

:STEAL2_6086
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL2_6107 
05ED: freeze_car 39@ while_on_path 

:STEAL2_6107
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @STEAL2_6128 
05ED: freeze_car 40@ while_on_path 

:STEAL2_6128
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @STEAL2_6149 
05ED: freeze_car 41@ while_on_path 

:STEAL2_6149
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @STEAL2_6170 
05ED: freeze_car 42@ while_on_path 

:STEAL2_6170
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @STEAL2_6191 
05ED: freeze_car 43@ while_on_path 

:STEAL2_6191
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @STEAL2_6212 
05ED: freeze_car 95@ while_on_path 

:STEAL2_6212
03DE: set_pedestrians_density_multiplier_to 0.5 
09F5: disable_player_mutal_activities 0 
0186: 98@ = create_marker_above_car 34@ 
07E0: set_marker 98@ type_to 1 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BB: show_text_lowpriority GXT 'STE2_02' time 7000 flag 1  // ~s~Stay close to ~b~Cesar~s~ as you return to the garage.
0006: 32@ = 0 
0006: 33@ = 0 
0006: 114@ = 0 
0006: 105@ = 1 
0006: 100@ = 0 
0006: 99@ = 1 

:STEAL2_6325
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_6415 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @STEAL2_6415 
03CB: set_rendering_origin_at -1638.7 1199.4 6.2 
00A1: put_actor $PLAYER_ACTOR at -1638.7 1199.4 6.2 
00A1: put_actor $ACTOR_CESAR at -1639.7 1199.4 6.2 

:STEAL2_6415
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @STEAL2_7393 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_6530 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_6530 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @STEAL2_6530 
0006: 112@ = 7 
0006: 113@ = 0 
0050: gosub @STEAL2_30237 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
0006: 114@ = 1 

:STEAL2_6530
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @STEAL2_6587 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_6587 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
0006: 114@ = 2 

:STEAL2_6587
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @STEAL2_6605 

:STEAL2_6605
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_6678 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1656.2 1210.2 12.3 radius 7.0 7.0 7.0 
004D: jump_if_false @STEAL2_6678 
0006: 100@ = 1 

:STEAL2_6678
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_6989 
05EE: unfreeze_car 34@ while_on_path 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @STEAL2_6722 
05EE: unfreeze_car 38@ while_on_path 

:STEAL2_6722
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL2_6743 
05EE: unfreeze_car 39@ while_on_path 

:STEAL2_6743
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @STEAL2_6764 
05EE: unfreeze_car 40@ while_on_path 

:STEAL2_6764
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @STEAL2_6785 
05EE: unfreeze_car 41@ while_on_path 

:STEAL2_6785
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @STEAL2_6806 
05EE: unfreeze_car 42@ while_on_path 

:STEAL2_6806
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @STEAL2_6827 
05EE: unfreeze_car 43@ while_on_path 

:STEAL2_6827
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @STEAL2_6848 
05EE: unfreeze_car 95@ while_on_path 

:STEAL2_6848
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @STEAL2_6879 
00AD: set_car 44@ max_speed_to 15.0 
00A8: set_car 44@ to_psycho_driver 

:STEAL2_6879
00D6: if 
8119:   not car 45@ wrecked 
004D: jump_if_false @STEAL2_6910 
00AD: set_car 45@ max_speed_to 15.0 
00A8: set_car 45@ to_psycho_driver 

:STEAL2_6910
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @STEAL2_6941 
00AD: set_car 46@ max_speed_to 15.0 
00A8: set_car 46@ to_psycho_driver 

:STEAL2_6941
00D6: if 
8119:   not car 48@ wrecked 
004D: jump_if_false @STEAL2_6972 
00AD: set_car 48@ max_speed_to 15.0 
00A8: set_car 48@ to_psycho_driver 

:STEAL2_6972
0247: load_model #COPCARSF 
0247: load_model #SFPD1 
0006: 100@ = 2 

:STEAL2_6989
00D6: if 
0039:   100@ == 2 
004D: jump_if_false @STEAL2_7393 
0050: gosub @STEAL2_26853 
00D6: if 
860E:   not car 34@ assigned_to_path 
004D: jump_if_false @STEAL2_7393 
05EB: assign_car 34@ to_path 79 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @STEAL2_7060 
05EB: assign_car 95@ to_path 78 

:STEAL2_7060
00D6: if 
8119:   not car 49@ wrecked 
004D: jump_if_false @STEAL2_7116 
04BA: set_car 49@ speed_to 15.0 
00AD: set_car 49@ max_speed_to 15.0 
00A7: car 49@ drive_to -1881.4 1038.7 44.8 

:STEAL2_7116
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @STEAL2_7172 
04BA: set_car 50@ speed_to 15.0 
00AD: set_car 50@ max_speed_to 15.0 
00A7: car 50@ drive_to -1880.1 1029.8 44.8 

:STEAL2_7172
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @STEAL2_7213 
04BA: set_car 51@ speed_to 15.0 
00AD: set_car 51@ max_speed_to 15.0 
00A8: set_car 51@ to_psycho_driver 

:STEAL2_7213
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 36@ 
01C3: remove_references_to_car 38@ 
01C3: remove_references_to_car 39@ 
01C3: remove_references_to_car 40@ 
01C3: remove_references_to_car 41@ 
01C3: remove_references_to_car 42@ 
01C3: remove_references_to_car 43@ 
01C3: remove_references_to_car 44@ 
01C3: remove_references_to_car 45@ 
01C3: remove_references_to_car 46@ 
01C3: remove_references_to_car 48@ 
01C4: remove_references_to_object 80@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 81@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 82@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 83@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 84@ // This object will now disappear when the player looks away 
0249: release_model #MULE 
0249: release_model #CARDBOARDBOX 
0006: 33@ = 0 
0006: 114@ = 0 
0006: 103@ = 0 
0006: 100@ = 0 
0006: 99@ = 2 

:STEAL2_7393
00D6: if 
0039:   99@ == 2 
004D: jump_if_false @STEAL2_9654 
0050: gosub @STEAL2_26853 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_7503 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_7503 
0006: 112@ = 8 
0006: 113@ = 0 
0006: 159@ = 1 
0050: gosub @STEAL2_30237 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
0006: 114@ = 1 

:STEAL2_7503
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @STEAL2_7612 
00D6: if 
01AD:   car 34@ sphere 0 near_point -1702.4 921.4 radius 3.0 3.0 
004D: jump_if_false @STEAL2_7612 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_7612 
0006: 112@ = 8 
0006: 113@ = 1 
0006: 159@ = 2 
0050: gosub @STEAL2_30237 
0006: 114@ = 2 

:STEAL2_7612
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @STEAL2_7669 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_7669 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
0006: 114@ = 3 

:STEAL2_7669
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @STEAL2_7687 

:STEAL2_7687
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_7722 
0247: load_model #COPCARSF 
0247: load_model #SFPD1 
0006: 100@ = 1 

:STEAL2_7722
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_9397 
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_7869 
0395: clear_area 1 at -1802.9 853.6 23.4 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 37@ = create_car 108@ at -1802.9 853.6 23.4 
0175: set_car 37@ Z_angle_to 89.3 
020A: set_car 37@ door_status_to 2 
0560: create_random_actor_in_car 37@ handle_as 59@ 
0587: enable_car 37@ validate_position 1 
054A: set_actor 59@ can_be_shot_in_a_car 0 

:STEAL2_7869
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_7998 
0395: clear_area 1 at -1852.2 836.7 33.8 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 39@ = create_car 108@ at -1852.2 836.7 33.8 
0175: set_car 39@ Z_angle_to 270.9 
020A: set_car 39@ door_status_to 2 
0560: create_random_actor_in_car 39@ handle_as 61@ 
0587: enable_car 39@ validate_position 1 
054A: set_actor 61@ can_be_shot_in_a_car 0 

:STEAL2_7998
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_8127 
0395: clear_area 1 at -1876.7 836.3 33.8 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 40@ = create_car 108@ at -1876.7 836.3 33.8 
0175: set_car 40@ Z_angle_to 270.9 
020A: set_car 40@ door_status_to 2 
0560: create_random_actor_in_car 40@ handle_as 62@ 
0587: enable_car 40@ validate_position 1 
054A: set_actor 62@ can_be_shot_in_a_car 0 

:STEAL2_8127
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_8256 
0395: clear_area 1 at -1903.1 826.2 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 42@ = create_car 108@ at -1903.1 826.2 33.7 
0175: set_car 42@ Z_angle_to 178.0 
020A: set_car 42@ door_status_to 2 
0560: create_random_actor_in_car 42@ handle_as 64@ 
0587: enable_car 42@ validate_position 1 
054A: set_actor 64@ can_be_shot_in_a_car 0 

:STEAL2_8256
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_8385 
0395: clear_area 1 at -1915.7 836.6 34.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 43@ = create_car 108@ at -1915.7 836.6 34.2 
0175: set_car 43@ Z_angle_to 272.0 
020A: set_car 43@ door_status_to 2 
0560: create_random_actor_in_car 43@ handle_as 65@ 
0587: enable_car 43@ validate_position 1 
054A: set_actor 65@ can_be_shot_in_a_car 0 

:STEAL2_8385
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_8514 
0395: clear_area 1 at -1902.8 866.4 34.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 44@ = create_car 108@ at -1902.8 866.4 34.2 
0175: set_car 44@ Z_angle_to 179.4 
020A: set_car 44@ door_status_to 2 
0560: create_random_actor_in_car 44@ handle_as 66@ 
0587: enable_car 44@ validate_position 1 
054A: set_actor 66@ can_be_shot_in_a_car 0 

:STEAL2_8514
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_8643 
0395: clear_area 1 at -1902.7 882.1 34.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 45@ = create_car 108@ at -1902.7 882.1 34.2 
0175: set_car 45@ Z_angle_to 179.4 
020A: set_car 45@ door_status_to 2 
0560: create_random_actor_in_car 45@ handle_as 67@ 
0587: enable_car 45@ validate_position 1 
054A: set_actor 67@ can_be_shot_in_a_car 0 

:STEAL2_8643
0395: clear_area 1 at -1805.5 900.3 23.9 radius 5.0 
0376: 68@ = create_random_actor_at -1805.5 900.3 23.9 
0173: set_actor 68@ Z_angle_to 352.4 
0395: clear_area 1 at -1804.5 901.3 23.9 radius 5.0 
0376: 69@ = create_random_actor_at -1804.5 901.3 23.9 
0173: set_actor 69@ Z_angle_to 169.0 
0677: AS_actor 68@ chat_with_actor 69@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 69@ chat_with_actor 68@ lead_speaker_flag 0 unknown_flag 1 
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_8904 
0395: clear_area 1 at -1988.1 933.5 43.9 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 57@ = create_car 108@ at -1988.1 933.5 43.9 
0175: set_car 57@ Z_angle_to 85.7 
020A: set_car 57@ door_status_to 2 
0560: create_random_actor_in_car 57@ handle_as 79@ 
0587: enable_car 57@ validate_position 1 
054A: set_actor 79@ can_be_shot_in_a_car 0 

:STEAL2_8904
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_9033 
0395: clear_area 1 at -2007.7 1039.2 55.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 52@ = create_car 108@ at -2007.7 1039.2 55.2 
0175: set_car 52@ Z_angle_to 178.1 
020A: set_car 52@ door_status_to 2 
0560: create_random_actor_in_car 52@ handle_as 74@ 
0587: enable_car 52@ validate_position 1 
054A: set_actor 74@ can_be_shot_in_a_car 0 

:STEAL2_9033
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_9162 
0395: clear_area 1 at -2009.2 962.6 44.1 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 53@ = create_car 108@ at -2009.2 962.6 44.1 
0175: set_car 53@ Z_angle_to 179.8 
020A: set_car 53@ door_status_to 2 
0560: create_random_actor_in_car 53@ handle_as 75@ 
0587: enable_car 53@ validate_position 1 
054A: set_actor 75@ can_be_shot_in_a_car 0 

:STEAL2_9162
00D6: if 
0248:   model #COPCARSF available 
004D: jump_if_false @STEAL2_9276 
0395: clear_area 1 at -1998.2 825.3 44.1 radius 5.0 
00A5: 54@ = create_car #COPCARSF at -1998.2 825.3 44.1 
0175: set_car 54@ Z_angle_to 6.4 
0129: 76@ = create_actor_pedtype 24 model #SFPD1 in_car 54@ driverseat 
00AE: set_car 54@ traffic_behaviour_to 2 
020A: set_car 54@ door_status_to 2 
0587: enable_car 54@ validate_position 1 
054A: set_actor 76@ can_be_shot_in_a_car 0 

:STEAL2_9276
00D6: if 
0248:   model #COPCARSF available 
004D: jump_if_false @STEAL2_9390 
0395: clear_area 1 at -1997.5 815.6 44.1 radius 5.0 
00A5: 55@ = create_car #COPCARSF at -1997.5 815.6 44.1 
0175: set_car 55@ Z_angle_to 1.0 
0129: 77@ = create_actor_pedtype 24 model #SFPD1 in_car 55@ driverseat 
00AE: set_car 55@ traffic_behaviour_to 2 
020A: set_car 55@ door_status_to 2 
0587: enable_car 55@ validate_position 1 
054A: set_actor 77@ can_be_shot_in_a_car 0 

:STEAL2_9390
0006: 100@ = 2 

:STEAL2_9397
00D6: if 
0039:   100@ == 2 
004D: jump_if_false @STEAL2_9654 
00D6: if 
860E:   not car 34@ assigned_to_path 
004D: jump_if_false @STEAL2_9654 
01C3: remove_references_to_car 51@ 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
05EB: assign_car 34@ to_path 81 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @STEAL2_9471 
05EB: assign_car 95@ to_path 80 

:STEAL2_9471
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @STEAL2_9527 
04BA: set_car 37@ speed_to 15.0 
00AD: set_car 37@ max_speed_to 15.0 
00A7: car 37@ drive_to -1881.4 853.7 35.7 

:STEAL2_9527
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL2_9583 
04BA: set_car 39@ speed_to 15.0 
00AD: set_car 39@ max_speed_to 15.0 
00A7: car 39@ drive_to -1717.8 755.3 24.8 

:STEAL2_9583
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @STEAL2_9619 
04BA: set_car 40@ speed_to 15.0 
00AD: set_car 40@ max_speed_to 15.0 

:STEAL2_9619
0006: 33@ = 0 
0006: 114@ = 0 
0006: 103@ = 0 
0006: 100@ = 0 
0006: 99@ = 3 

:STEAL2_9654
00D6: if 
0039:   99@ == 3 
004D: jump_if_false @STEAL2_10099 
0050: gosub @STEAL2_26853 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_9802 
00D6: if 
01AD:   car 34@ sphere 0 near_point -1855.2 916.9 radius 3.0 3.0 
004D: jump_if_false @STEAL2_9802 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_9802 
0006: 112@ = 8 
0006: 113@ = 2 
0006: 159@ = 3 
0050: gosub @STEAL2_30237 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
0006: 114@ = 1 

:STEAL2_9802
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @STEAL2_9859 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_9859 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
0006: 114@ = 2 

:STEAL2_9859
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @STEAL2_9877 

:STEAL2_9877
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_9902 
0006: 100@ = 1 

:STEAL2_9902
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_10099 
00D6: if 
860E:   not car 34@ assigned_to_path 
004D: jump_if_false @STEAL2_10099 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 37@ 
01C3: remove_references_to_car 39@ 
01C3: remove_references_to_car 40@ 
01C3: remove_references_to_car 42@ 
01C3: remove_references_to_car 43@ 
01C3: remove_references_to_car 44@ 
01C3: remove_references_to_car 45@ 
0108: destroy_object 80@ 
0108: destroy_object 81@ 
0108: destroy_object 82@ 
0108: destroy_object 83@ 
0108: destroy_object 84@ 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @STEAL2_10064 
05EB: assign_car 95@ to_path 83 

:STEAL2_10064
05EB: assign_car 34@ to_path 84 
0006: 114@ = 0 
0006: 103@ = 0 
0006: 100@ = 0 
0006: 99@ = 4 

:STEAL2_10099
00D6: if 
0039:   99@ == 4 
004D: jump_if_false @STEAL2_12834 
0050: gosub @STEAL2_26853 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_10209 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_10209 
0006: 112@ = 8 
0006: 113@ = 3 
0006: 159@ = 4 
0050: gosub @STEAL2_30237 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
0006: 114@ = 1 

:STEAL2_10209
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @STEAL2_10259 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_10259 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 114@ = 2 

:STEAL2_10259
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @STEAL2_10316 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_10316 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
0006: 114@ = 3 

:STEAL2_10316
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @STEAL2_10334 

:STEAL2_10334
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_11841 
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_10481 
0395: clear_area 1 at -2350.7 1091.2 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 36@ = create_car 108@ at -2350.7 1091.2 54.2 
0175: set_car 36@ Z_angle_to 72.3 
020A: set_car 36@ door_status_to 2 
0560: create_random_actor_in_car 36@ handle_as 58@ 
0587: enable_car 36@ validate_position 1 
054A: set_actor 58@ can_be_shot_in_a_car 0 

:STEAL2_10481
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_10610 
0395: clear_area 1 at -2347.8 1081.2 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 37@ = create_car 108@ at -2347.8 1081.2 54.2 
0175: set_car 37@ Z_angle_to 73.7 
020A: set_car 37@ door_status_to 2 
0560: create_random_actor_in_car 37@ handle_as 59@ 
0587: enable_car 37@ validate_position 1 
054A: set_actor 59@ can_be_shot_in_a_car 0 

:STEAL2_10610
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_10746 
0395: clear_area 1 at -2124.1 1080.8 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 38@ = create_car 108@ at -2124.1 1080.8 54.2 
0175: set_car 38@ Z_angle_to 90.7 
020A: set_car 38@ door_status_to 2 
0560: create_random_actor_in_car 38@ handle_as 60@ 
0714: unknown_car 38@ flag 1 
0587: enable_car 38@ validate_position 1 
054A: set_actor 60@ can_be_shot_in_a_car 0 

:STEAL2_10746
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_10882 
0395: clear_area 1 at -2132.0 1059.0 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 39@ = create_car 108@ at -2132.0 1059.0 54.2 
0175: set_car 39@ Z_angle_to 269.2 
020A: set_car 39@ door_status_to 2 
0560: create_random_actor_in_car 39@ handle_as 61@ 
0466: unknown_car 39@ flag 1 
0587: enable_car 39@ validate_position 1 
054A: set_actor 61@ can_be_shot_in_a_car 0 

:STEAL2_10882
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_11018 
0395: clear_area 1 at -2166.7 1050.8 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 40@ = create_car 108@ at -2166.7 1050.8 54.2 
0175: set_car 40@ Z_angle_to 270.2 
020A: set_car 40@ door_status_to 2 
0560: create_random_actor_in_car 40@ handle_as 62@ 
0714: unknown_car 40@ flag 1 
0587: enable_car 40@ validate_position 1 
054A: set_actor 62@ can_be_shot_in_a_car 0 

:STEAL2_11018
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_11154 
0395: clear_area 1 at -2231.0 1059.8 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 41@ = create_car 108@ at -2231.0 1059.8 54.2 
0175: set_car 41@ Z_angle_to 268.2 
020A: set_car 41@ door_status_to 2 
0560: create_random_actor_in_car 41@ handle_as 63@ 
0466: unknown_car 41@ flag 1 
0587: enable_car 41@ validate_position 1 
054A: set_actor 63@ can_be_shot_in_a_car 0 

:STEAL2_11154
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_11290 
0395: clear_area 1 at -2299.5 1052.1 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 42@ = create_car 108@ at -2299.5 1052.1 54.2 
0175: set_car 42@ Z_angle_to 272.2 
020A: set_car 42@ door_status_to 2 
0560: create_random_actor_in_car 42@ handle_as 64@ 
0714: unknown_car 42@ flag 1 
0587: enable_car 42@ validate_position 1 
054A: set_actor 64@ can_be_shot_in_a_car 0 

:STEAL2_11290
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_11426 
0395: clear_area 1 at -2338.1 1066.2 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 43@ = create_car 108@ at -2338.1 1066.2 54.2 
0175: set_car 43@ Z_angle_to 255.2 
020A: set_car 43@ door_status_to 2 
0560: create_random_actor_in_car 43@ handle_as 65@ 
0466: unknown_car 43@ flag 1 
0587: enable_car 43@ validate_position 1 
054A: set_actor 65@ can_be_shot_in_a_car 0 

:STEAL2_11426
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_11562 
0395: clear_area 1 at -2344.3 1058.8 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 44@ = create_car 108@ at -2344.3 1058.8 54.2 
0175: set_car 44@ Z_angle_to 257.1 
020A: set_car 44@ door_status_to 2 
0560: create_random_actor_in_car 44@ handle_as 66@ 
0714: unknown_car 44@ flag 1 
0587: enable_car 44@ validate_position 1 
054A: set_actor 66@ can_be_shot_in_a_car 0 

:STEAL2_11562
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_11698 
0395: clear_area 1 at -2446.5 1097.0 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 45@ = create_car 108@ at -2446.5 1097.0 54.2 
0175: set_car 45@ Z_angle_to 266.7 
020A: set_car 45@ door_status_to 2 
0560: create_random_actor_in_car 45@ handle_as 67@ 
0466: unknown_car 45@ flag 1 
0587: enable_car 45@ validate_position 1 
054A: set_actor 67@ can_be_shot_in_a_car 0 

:STEAL2_11698
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_11834 
0395: clear_area 1 at -2427.5 1087.2 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 46@ = create_car 108@ at -2427.5 1087.2 54.2 
0175: set_car 46@ Z_angle_to 261.0 
020A: set_car 46@ door_status_to 2 
0560: create_random_actor_in_car 46@ handle_as 68@ 
0714: unknown_car 46@ flag 1 
0587: enable_car 46@ validate_position 1 
054A: set_actor 68@ can_be_shot_in_a_car 0 

:STEAL2_11834
0006: 100@ = 1 

:STEAL2_11841
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_12183 
00D6: if 
01AD:   car 34@ sphere 0 near_point -1990.0 838.0 radius 3.0 3.0 
004D: jump_if_false @STEAL2_12183 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @STEAL2_11920 
05EB: assign_car 51@ to_path 85 

:STEAL2_11920
00D6: if 
8119:   not car 52@ wrecked 
004D: jump_if_false @STEAL2_11976 
04BA: set_car 52@ speed_to 15.0 
00AD: set_car 52@ max_speed_to 15.0 
00A7: car 52@ drive_to -2008.2 581.2 35.3 

:STEAL2_11976
00D6: if 
8119:   not car 53@ wrecked 
004D: jump_if_false @STEAL2_12032 
04BA: set_car 53@ speed_to 15.0 
00AD: set_car 53@ max_speed_to 15.0 
00A7: car 53@ drive_to -2008.2 571.2 35.3 

:STEAL2_12032
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @STEAL2_12104 
04BA: set_car 54@ speed_to 15.0 
00AD: set_car 54@ max_speed_to 40.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL2_12104 
07F8: car 54@ follow_car 34@ radius 10.0 
0397: enable_car 54@ siren 1 

:STEAL2_12104
00D6: if 
8119:   not car 55@ wrecked 
004D: jump_if_false @STEAL2_12176 
04BA: set_car 55@ speed_to 15.0 
00AD: set_car 55@ max_speed_to 40.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL2_12176 
07F8: car 55@ follow_car 34@ radius 20.0 
0397: enable_car 55@ siren 1 

:STEAL2_12176
0006: 100@ = 2 

:STEAL2_12183
00D6: if 
0039:   100@ == 2 
004D: jump_if_false @STEAL2_12834 
0247: load_model #COACH 
0247: load_model #PCJ600 
00D6: if 
860E:   not car 34@ assigned_to_path 
004D: jump_if_false @STEAL2_12834 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 57@ 
01C3: remove_references_to_car 52@ 
01C3: remove_references_to_car 53@ 
01C3: remove_references_to_car 54@ 
01C3: remove_references_to_car 55@ 
01C3: remove_references_to_car 95@ 
0249: release_model #TRAM 
05EB: assign_car 34@ to_path 86 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @STEAL2_12317 
05EB: assign_car 38@ to_path 87 

:STEAL2_12317
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @STEAL2_12354 
00D6: if 
860E:   not car 51@ assigned_to_path 
004D: jump_if_false @STEAL2_12354 
05EC: release_car 51@ from_path 

:STEAL2_12354
0873: release_path 85 
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL2_12414 
04BA: set_car 39@ speed_to 15.0 
00AD: set_car 39@ max_speed_to 15.0 
00A7: car 39@ drive_to -1896.9 1060.1 44.2 

:STEAL2_12414
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @STEAL2_12470 
04BA: set_car 40@ speed_to 15.0 
00AD: set_car 40@ max_speed_to 15.0 
00A7: car 40@ drive_to -1896.9 1050.1 44.2 

:STEAL2_12470
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @STEAL2_12526 
04BA: set_car 41@ speed_to 15.0 
00AD: set_car 41@ max_speed_to 15.0 
00A7: car 41@ drive_to -1906.9 1060.1 48.2 

:STEAL2_12526
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @STEAL2_12582 
04BA: set_car 42@ speed_to 15.0 
00AD: set_car 42@ max_speed_to 15.0 
00A7: car 42@ drive_to -1906.9 1050.1 48.2 

:STEAL2_12582
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @STEAL2_12638 
04BA: set_car 43@ speed_to 15.0 
00AD: set_car 43@ max_speed_to 15.0 
00A7: car 43@ drive_to -1916.9 1060.1 52.2 

:STEAL2_12638
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @STEAL2_12694 
04BA: set_car 44@ speed_to 15.0 
00AD: set_car 44@ max_speed_to 15.0 
00A7: car 44@ drive_to -1916.9 1050.1 52.2 

:STEAL2_12694
00D6: if 
8119:   not car 45@ wrecked 
004D: jump_if_false @STEAL2_12750 
04BA: set_car 45@ speed_to 15.0 
00AD: set_car 45@ max_speed_to 15.0 
00A7: car 45@ drive_to -1926.9 1060.1 56.2 

:STEAL2_12750
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @STEAL2_12806 
04BA: set_car 46@ speed_to 15.0 
00AD: set_car 46@ max_speed_to 15.0 
00A7: car 46@ drive_to -1926.9 1050.1 56.2 

:STEAL2_12806
0006: 114@ = 0 
0006: 103@ = 0 
0006: 100@ = 0 
0006: 99@ = 5 

:STEAL2_12834
00D6: if 
0039:   99@ == 5 
004D: jump_if_false @STEAL2_14364 
0050: gosub @STEAL2_26853 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_12944 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_12944 
0006: 112@ = 8 
0006: 113@ = 4 
0006: 159@ = 5 
0050: gosub @STEAL2_30237 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
0006: 114@ = 1 

:STEAL2_12944
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @STEAL2_12985 
03E5: show_text_box 'STE2_03'  // Press ~k~~PED_FIREWEAPON~ to trigger a nitro.
09E9: car 34@ set_single_nitro 
0006: 114@ = 2 

:STEAL2_12985
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @STEAL2_13094 
00D6: if 
01AD:   car 34@ sphere 0 near_point -2319.8 1080.2 radius 3.0 3.0 
004D: jump_if_false @STEAL2_13094 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_13094 
0006: 112@ = 8 
0006: 113@ = 5 
0006: 159@ = 6 
0050: gosub @STEAL2_30237 
0006: 114@ = 3 

:STEAL2_13094
00D6: if 
0039:   114@ == 3 
004D: jump_if_false @STEAL2_13151 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_13151 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
0006: 114@ = 4 

:STEAL2_13151
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @STEAL2_13169 

:STEAL2_13169
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_14004 
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_13316 
0395: clear_area 1 at -2503.3 1237.0 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 47@ = create_car 108@ at -2503.3 1237.0 33.7 
0175: set_car 47@ Z_angle_to 249.3 
020A: set_car 47@ door_status_to 2 
0560: create_random_actor_in_car 47@ handle_as 69@ 
0587: enable_car 47@ validate_position 1 
054A: set_actor 69@ can_be_shot_in_a_car 0 

:STEAL2_13316
0395: clear_area 1 at -2741.5 1058.2 48.1 radius 5.0 
00A5: 50@ = create_car #PCJ600 at -2741.5 1058.2 48.1 
0175: set_car 50@ Z_angle_to 337.2 
0560: create_random_actor_in_car 50@ handle_as 72@ 
0587: enable_car 50@ validate_position 1 
054A: set_actor 72@ can_be_shot_in_a_car 0 
0395: clear_area 1 at -2513.7 1246.2 34.1 radius 5.0 
00A5: 52@ = create_car #COACH at -2513.7 1246.2 34.1 
0175: set_car 52@ Z_angle_to 82.5 
0560: create_random_actor_in_car 52@ handle_as 74@ 
0587: enable_car 52@ validate_position 1 
020A: set_car 52@ door_status_to 2 
054A: set_actor 74@ can_be_shot_in_a_car 0 
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_13610 
0395: clear_area 1 at -2471.6 1219.7 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 53@ = create_car 108@ at -2471.6 1219.7 33.7 
0175: set_car 53@ Z_angle_to 50.8 
020A: set_car 53@ door_status_to 2 
0560: create_random_actor_in_car 53@ handle_as 75@ 
0587: enable_car 53@ validate_position 1 
054A: set_actor 75@ can_be_shot_in_a_car 0 

:STEAL2_13610
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_13739 
0395: clear_area 1 at -2459.1 1224.3 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 54@ = create_car 108@ at -2459.1 1224.3 33.7 
0175: set_car 54@ Z_angle_to 163.8 
020A: set_car 54@ door_status_to 2 
0560: create_random_actor_in_car 54@ handle_as 76@ 
0587: enable_car 54@ validate_position 1 
054A: set_actor 76@ can_be_shot_in_a_car 0 

:STEAL2_13739
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_13868 
0395: clear_area 1 at -2458.1 1234.3 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 55@ = create_car 108@ at -2458.1 1234.3 33.7 
0175: set_car 55@ Z_angle_to 178.2 
020A: set_car 55@ door_status_to 2 
0560: create_random_actor_in_car 55@ handle_as 77@ 
0587: enable_car 55@ validate_position 1 
054A: set_actor 77@ can_be_shot_in_a_car 0 

:STEAL2_13868
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_13997 
0395: clear_area 1 at -2474.5 1196.9 34.4 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 56@ = create_car 108@ at -2474.5 1196.9 34.4 
0175: set_car 56@ Z_angle_to 310.3 
020A: set_car 56@ door_status_to 2 
0560: create_random_actor_in_car 56@ handle_as 78@ 
0587: enable_car 56@ validate_position 1 
054A: set_actor 78@ can_be_shot_in_a_car 0 

:STEAL2_13997
0006: 100@ = 1 

:STEAL2_14004
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_14364 
00D6: if 
860E:   not car 34@ assigned_to_path 
004D: jump_if_false @STEAL2_14364 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 36@ 
01C3: remove_references_to_car 37@ 
01C3: remove_references_to_car 38@ 
01C3: remove_references_to_car 39@ 
01C3: remove_references_to_car 40@ 
01C3: remove_references_to_car 41@ 
01C3: remove_references_to_car 42@ 
01C3: remove_references_to_car 43@ 
01C3: remove_references_to_car 44@ 
01C3: remove_references_to_car 45@ 
01C3: remove_references_to_car 46@ 
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @STEAL2_14204 
04BA: set_car 47@ speed_to 15.0 
00AD: set_car 47@ max_speed_to 15.0 
00A7: car 47@ drive_to -2293.5 1172.3 54.8 

:STEAL2_14204
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @STEAL2_14227 
05EB: assign_car 50@ to_path 91 

:STEAL2_14227
00D6: if 
8119:   not car 52@ wrecked 
004D: jump_if_false @STEAL2_14250 
05EB: assign_car 52@ to_path 90 

:STEAL2_14250
00D6: if 
8119:   not car 53@ wrecked 
004D: jump_if_false @STEAL2_14273 
05EB: assign_car 53@ to_path 89 

:STEAL2_14273
00D6: if 
8119:   not car 56@ wrecked 
004D: jump_if_false @STEAL2_14329 
04BA: set_car 56@ speed_to 15.0 
00AD: set_car 56@ max_speed_to 15.0 
00A7: car 56@ drive_to -2283.5 1172.3 54.8 

:STEAL2_14329
05EB: assign_car 34@ to_path 88 
0006: 114@ = 0 
0006: 103@ = 0 
0006: 100@ = 0 
0006: 99@ = 6 

:STEAL2_14364
00D6: if 
0039:   99@ == 6 
004D: jump_if_false @STEAL2_15242 
0050: gosub @STEAL2_26853 
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @STEAL2_14407 

:STEAL2_14407
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_14931 
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_14554 
0395: clear_area 1 at -2533.8 1242.8 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 48@ = create_car 108@ at -2533.8 1242.8 33.7 
0175: set_car 48@ Z_angle_to 288.3 
020A: set_car 48@ door_status_to 2 
0560: create_random_actor_in_car 48@ handle_as 70@ 
0587: enable_car 48@ validate_position 1 
054A: set_actor 70@ can_be_shot_in_a_car 0 

:STEAL2_14554
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_14683 
0395: clear_area 1 at -2594.0 1213.9 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 49@ = create_car 108@ at -2594.0 1213.9 33.7 
0175: set_car 49@ Z_angle_to 317.3 
020A: set_car 49@ door_status_to 2 
0560: create_random_actor_in_car 49@ handle_as 71@ 
0587: enable_car 49@ validate_position 1 
054A: set_actor 71@ can_be_shot_in_a_car 0 

:STEAL2_14683
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_14812 
0395: clear_area 1 at -2732.9 1098.0 45.0 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 51@ = create_car 108@ at -2732.9 1098.0 45.0 
0175: set_car 51@ Z_angle_to 218.5 
020A: set_car 51@ door_status_to 2 
0560: create_random_actor_in_car 51@ handle_as 73@ 
0587: enable_car 51@ validate_position 1 
054A: set_actor 73@ can_be_shot_in_a_car 0 

:STEAL2_14812
00D6: if 
8119:   not car 48@ wrecked 
004D: jump_if_false @STEAL2_14868 
04BA: set_car 48@ speed_to 15.0 
00AD: set_car 48@ max_speed_to 15.0 
00A7: car 48@ drive_to -2303.5 1172.3 54.8 

:STEAL2_14868
00D6: if 
8119:   not car 49@ wrecked 
004D: jump_if_false @STEAL2_14924 
04BA: set_car 49@ speed_to 15.0 
00AD: set_car 49@ max_speed_to 15.0 
00A7: car 49@ drive_to -2313.5 1060.1 44.2 

:STEAL2_14924
0006: 100@ = 1 

:STEAL2_14931
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_15064 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @STEAL2_15057 
00D6: if 
01AD:   car 34@ sphere 0 near_point -2599.3 1206.5 radius 3.0 3.0 
004D: jump_if_false @STEAL2_15050 
00D6: if 
060E:   car 50@ assigned_to_path 
004D: jump_if_false @STEAL2_15043 
05EC: release_car 50@ from_path 
01C3: remove_references_to_car 50@ 
0006: 100@ = 2 
0002: jump @STEAL2_15050 

:STEAL2_15043
0006: 100@ = 2 

:STEAL2_15050
0002: jump @STEAL2_15064 

:STEAL2_15057
0006: 100@ = 2 

:STEAL2_15064
00D6: if 
0039:   100@ == 2 
004D: jump_if_false @STEAL2_15242 
00D6: if 
860E:   not car 34@ assigned_to_path 
004D: jump_if_false @STEAL2_15242 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 47@ 
01C3: remove_references_to_car 48@ 
01C3: remove_references_to_car 49@ 
01C3: remove_references_to_car 50@ 
01C3: remove_references_to_car 51@ 
01C3: remove_references_to_car 52@ 
01C3: remove_references_to_car 53@ 
01C3: remove_references_to_car 54@ 
01C3: remove_references_to_car 55@ 
01C3: remove_references_to_car 56@ 
0873: release_path 91 
05EB: assign_car 34@ to_path 92 
0249: release_model #PCJ600 
0006: 114@ = 0 
0006: 103@ = 0 
0006: 100@ = 0 
0006: 99@ = 7 

:STEAL2_15242
00D6: if 
0039:   99@ == 7 
004D: jump_if_false @STEAL2_18173 
0050: gosub @STEAL2_26853 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_15345 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_15345 
0006: 112@ = 9 
0006: 113@ = 0 
0050: gosub @STEAL2_30237 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
0006: 114@ = 1 

:STEAL2_15345
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @STEAL2_15454 
00D6: if 
01AD:   car 34@ sphere 0 near_point -2622.2 999.7 radius 3.0 3.0 
004D: jump_if_false @STEAL2_15454 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_15454 
0006: 112@ = 8 
0006: 113@ = 7 
0006: 159@ = 8 
0050: gosub @STEAL2_30237 
0006: 114@ = 2 

:STEAL2_15454
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @STEAL2_15563 
00D6: if 
01AD:   car 34@ sphere 0 near_point -2608.9 913.3 radius 3.0 3.0 
004D: jump_if_false @STEAL2_15563 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_15563 
0006: 112@ = 8 
0006: 113@ = 8 
0006: 159@ = 9 
0050: gosub @STEAL2_30237 
0006: 114@ = 3 

:STEAL2_15563
00D6: if 
0039:   114@ == 3 
004D: jump_if_false @STEAL2_15620 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_15620 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
0006: 114@ = 4 

:STEAL2_15620
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @STEAL2_15638 

:STEAL2_15638
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_17603 
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_15785 
0395: clear_area 1 at -2595.6 1006.4 76.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 36@ = create_car 108@ at -2595.6 1006.4 76.7 
0175: set_car 36@ Z_angle_to 89.4 
020A: set_car 36@ door_status_to 2 
0560: create_random_actor_in_car 36@ handle_as 58@ 
0587: enable_car 36@ validate_position 1 
054A: set_actor 58@ can_be_shot_in_a_car 0 

:STEAL2_15785
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_15914 
0395: clear_area 1 at -2595.6 1000.9 76.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 37@ = create_car 108@ at -2595.6 1000.9 76.7 
0175: set_car 37@ Z_angle_to 274.4 
020A: set_car 37@ door_status_to 2 
0560: create_random_actor_in_car 37@ handle_as 59@ 
0587: enable_car 37@ validate_position 1 
054A: set_actor 59@ can_be_shot_in_a_car 0 

:STEAL2_15914
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_16043 
0395: clear_area 1 at -2604.0 963.9 76.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 38@ = create_car 108@ at -2604.0 963.9 76.7 
0175: set_car 38@ Z_angle_to 360.0 
020A: set_car 38@ door_status_to 2 
0560: create_random_actor_in_car 38@ handle_as 60@ 
0587: enable_car 38@ validate_position 1 
054A: set_actor 60@ can_be_shot_in_a_car 0 

:STEAL2_16043
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_16172 
0395: clear_area 1 at -2616.4 905.6 64.5 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 39@ = create_car 108@ at -2616.4 905.6 64.5 
0175: set_car 39@ Z_angle_to 269.5 
020A: set_car 39@ door_status_to 2 
0560: create_random_actor_in_car 39@ handle_as 61@ 
0587: enable_car 39@ validate_position 1 
054A: set_actor 61@ can_be_shot_in_a_car 0 

:STEAL2_16172
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_16301 
0395: clear_area 1 at -2536.9 911.1 63.5 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 40@ = create_car 108@ at -2536.9 911.1 63.5 
0175: set_car 40@ Z_angle_to 89.8 
020A: set_car 40@ door_status_to 2 
0560: create_random_actor_in_car 40@ handle_as 62@ 
0587: enable_car 40@ validate_position 1 
054A: set_actor 62@ can_be_shot_in_a_car 0 

:STEAL2_16301
00D6: if 
0248:   model #COPCARSF available 
004D: jump_if_false @STEAL2_16415 
0395: clear_area 1 at -2609.3 1012.8 76.8 radius 5.0 
00A5: 41@ = create_car #COPCARSF at -2609.3 1012.8 76.8 
0175: set_car 41@ Z_angle_to 178.8 
020A: set_car 41@ door_status_to 2 
0129: 63@ = create_actor_pedtype 24 model #SFPD1 in_car 41@ driverseat 
00AE: set_car 41@ traffic_behaviour_to 2 
0587: enable_car 41@ validate_position 1 
054A: set_actor 63@ can_be_shot_in_a_car 0 

:STEAL2_16415
00D6: if 
0248:   model #COPCARSF available 
004D: jump_if_false @STEAL2_16529 
0395: clear_area 1 at -2603.7 1011.2 76.8 radius 5.0 
00A5: 42@ = create_car #COPCARSF at -2603.7 1011.2 76.8 
0175: set_car 42@ Z_angle_to 179.1 
020A: set_car 42@ door_status_to 2 
0129: 64@ = create_actor_pedtype 24 model #SFPD1 in_car 42@ driverseat 
00AE: set_car 42@ traffic_behaviour_to 2 
0587: enable_car 42@ validate_position 1 
054A: set_actor 64@ can_be_shot_in_a_car 0 

:STEAL2_16529
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_16665 
0395: clear_area 1 at -2590.0 705.9 26.6 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 43@ = create_car 108@ at -2590.0 705.9 26.6 
0175: set_car 43@ Z_angle_to 268.3 
020A: set_car 43@ door_status_to 2 
0560: create_random_actor_in_car 43@ handle_as 65@ 
00AE: set_car 43@ traffic_behaviour_to 4 
0587: enable_car 43@ validate_position 1 
054A: set_actor 65@ can_be_shot_in_a_car 0 

:STEAL2_16665
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_16801 
0395: clear_area 1 at -2463.0 710.6 33.9 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 44@ = create_car 108@ at -2463.0 710.6 33.9 
0175: set_car 44@ Z_angle_to 90.3 
020A: set_car 44@ door_status_to 2 
0560: create_random_actor_in_car 44@ handle_as 66@ 
00AE: set_car 44@ traffic_behaviour_to 4 
0587: enable_car 44@ validate_position 1 
054A: set_actor 66@ can_be_shot_in_a_car 0 

:STEAL2_16801
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_16930 
0395: clear_area 1 at -2501.6 562.7 13.1 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 45@ = create_car 108@ at -2501.6 562.7 13.1 
0175: set_car 45@ Z_angle_to 271.8 
020A: set_car 45@ door_status_to 2 
0560: create_random_actor_in_car 45@ handle_as 67@ 
0587: enable_car 45@ validate_position 1 
054A: set_actor 67@ can_be_shot_in_a_car 0 

:STEAL2_16930
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_17066 
0395: clear_area 1 at -2390.9 581.7 23.9 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 46@ = create_car 108@ at -2390.9 581.7 23.9 
0175: set_car 46@ Z_angle_to 184.1 
020A: set_car 46@ door_status_to 2 
0560: create_random_actor_in_car 46@ handle_as 68@ 
00AE: set_car 46@ traffic_behaviour_to 4 
0587: enable_car 46@ validate_position 1 
054A: set_actor 68@ can_be_shot_in_a_car 0 

:STEAL2_17066
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_17195 
0395: clear_area 1 at -2361.7 510.9 27.9 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 47@ = create_car 108@ at -2361.7 510.9 27.9 
0175: set_car 47@ Z_angle_to 100.0 
020A: set_car 47@ door_status_to 2 
0560: create_random_actor_in_car 47@ handle_as 69@ 
0587: enable_car 47@ validate_position 1 
054A: set_actor 69@ can_be_shot_in_a_car 0 

:STEAL2_17195
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_17324 
0395: clear_area 1 at -2281.3 569.6 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 48@ = create_car 108@ at -2281.3 569.6 33.7 
0175: set_car 48@ Z_angle_to 87.6 
020A: set_car 48@ door_status_to 2 
0560: create_random_actor_in_car 48@ handle_as 70@ 
0587: enable_car 48@ validate_position 1 
054A: set_actor 70@ can_be_shot_in_a_car 0 

:STEAL2_17324
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_17460 
0395: clear_area 1 at -2358.9 569.9 23.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 49@ = create_car 108@ at -2358.9 569.9 23.7 
0175: set_car 49@ Z_angle_to 90.7 
020A: set_car 49@ door_status_to 2 
0560: create_random_actor_in_car 49@ handle_as 71@ 
00AE: set_car 49@ traffic_behaviour_to 4 
0587: enable_car 49@ validate_position 1 
054A: set_actor 71@ can_be_shot_in_a_car 0 

:STEAL2_17460
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_17596 
0395: clear_area 1 at -2373.1 569.6 23.4 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 50@ = create_car 108@ at -2373.1 569.6 23.4 
0175: set_car 50@ Z_angle_to 91.3 
020A: set_car 50@ door_status_to 2 
0560: create_random_actor_in_car 50@ handle_as 72@ 
00AE: set_car 50@ traffic_behaviour_to 4 
0587: enable_car 50@ validate_position 1 
054A: set_actor 72@ can_be_shot_in_a_car 0 

:STEAL2_17596
0006: 100@ = 1 

:STEAL2_17603
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_17866 
00D6: if 
01AD:   car 34@ sphere 0 near_point -2610.7 992.2 radius 3.0 3.0 
004D: jump_if_false @STEAL2_17866 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @STEAL2_17715 
04BA: set_car 38@ speed_to 15.0 
00AD: set_car 38@ max_speed_to 15.0 
00A7: car 38@ drive_to -2736.4 1006.9 53.0 

:STEAL2_17715
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @STEAL2_17787 
04BA: set_car 41@ speed_to 15.0 
00AD: set_car 41@ max_speed_to 40.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL2_17787 
07F8: car 41@ follow_car 34@ radius 10.0 
0397: enable_car 41@ siren 1 

:STEAL2_17787
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @STEAL2_17859 
04BA: set_car 42@ speed_to 15.0 
00AD: set_car 42@ max_speed_to 40.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL2_17859 
07F8: car 42@ follow_car 34@ radius 20.0 
0397: enable_car 42@ siren 1 

:STEAL2_17859
0006: 100@ = 2 

:STEAL2_17866
00D6: if 
0039:   100@ == 2 
004D: jump_if_false @STEAL2_18008 
00D6: if 
01AD:   car 34@ sphere 0 near_point -2610.4 922.8 radius 3.0 3.0 
004D: jump_if_false @STEAL2_18008 
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL2_17945 
05EB: assign_car 39@ to_path 93 

:STEAL2_17945
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @STEAL2_18001 
04BA: set_car 40@ speed_to 15.0 
00AD: set_car 40@ max_speed_to 15.0 
00A7: car 40@ drive_to -2604.0 963.9 76.7 

:STEAL2_18001
0006: 100@ = 3 

:STEAL2_18008
00D6: if 
0039:   100@ == 3 
004D: jump_if_false @STEAL2_18173 
00D6: if 
860E:   not car 34@ assigned_to_path 
004D: jump_if_false @STEAL2_18173 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 36@ 
01C3: remove_references_to_car 37@ 
01C3: remove_references_to_car 38@ 
01C3: remove_references_to_car 39@ 
01C3: remove_references_to_car 40@ 
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @STEAL2_18115 
05EB: assign_car 43@ to_path 95 

:STEAL2_18115
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @STEAL2_18138 
05EB: assign_car 44@ to_path 96 

:STEAL2_18138
05EB: assign_car 34@ to_path 94 
0006: 114@ = 0 
0006: 103@ = 0 
0006: 100@ = 0 
0006: 99@ = 8 

:STEAL2_18173
00D6: if 
0039:   99@ == 8 
004D: jump_if_false @STEAL2_18866 
0050: gosub @STEAL2_26853 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_18321 
00D6: if 
01AD:   car 34@ sphere 0 near_point -2528.9 737.7 radius 3.0 3.0 
004D: jump_if_false @STEAL2_18321 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_18321 
0006: 112@ = 8 
0006: 113@ = 9 
0006: 159@ = 10 
0050: gosub @STEAL2_30237 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
0006: 114@ = 1 

:STEAL2_18321
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @STEAL2_18378 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_18378 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
0006: 114@ = 2 

:STEAL2_18378
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @STEAL2_18396 

:STEAL2_18396
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_18421 
0006: 100@ = 1 

:STEAL2_18421
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_18866 
00D6: if 
860E:   not car 34@ assigned_to_path 
004D: jump_if_false @STEAL2_18866 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 41@ 
01C3: remove_references_to_car 42@ 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 43@ 
01C3: remove_references_to_car 44@ 
00D6: if 
8119:   not car 45@ wrecked 
004D: jump_if_false @STEAL2_18551 
04BA: set_car 45@ speed_to 15.0 
00AD: set_car 45@ max_speed_to 15.0 
00A7: car 45@ drive_to -2400.7 562.2 23.4 

:STEAL2_18551
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @STEAL2_18607 
04BA: set_car 46@ speed_to 15.0 
00AD: set_car 46@ max_speed_to 15.0 
00A7: car 46@ drive_to -2319.5 424.7 33.6 

:STEAL2_18607
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @STEAL2_18663 
04BA: set_car 47@ speed_to 15.0 
00AD: set_car 47@ max_speed_to 15.0 
00A7: car 47@ drive_to -2383.1 551.4 23.6 

:STEAL2_18663
00D6: if 
8119:   not car 48@ wrecked 
004D: jump_if_false @STEAL2_18719 
04BA: set_car 48@ speed_to 15.0 
00AD: set_car 48@ max_speed_to 15.0 
00A7: car 48@ drive_to -2372.9 569.6 23.4 

:STEAL2_18719
00D6: if 
8119:   not car 49@ wrecked 
004D: jump_if_false @STEAL2_18775 
04BA: set_car 49@ speed_to 15.0 
00AD: set_car 49@ max_speed_to 15.0 
00A7: car 49@ drive_to -2516.5 569.9 13.1 

:STEAL2_18775
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @STEAL2_18831 
04BA: set_car 50@ speed_to 15.0 
00AD: set_car 50@ max_speed_to 15.0 
00A7: car 50@ drive_to -2383.9 655.8 33.6 

:STEAL2_18831
05EB: assign_car 34@ to_path 97 
0006: 114@ = 0 
0006: 103@ = 0 
0006: 100@ = 0 
0006: 99@ = 9 

:STEAL2_18866
00D6: if 
0039:   99@ == 9 
004D: jump_if_false @STEAL2_20783 
0050: gosub @STEAL2_26853 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_18989 
00D6: if 
01AD:   car 34@ sphere 0 near_point -2528.6 656.4 radius 3.0 3.0 
004D: jump_if_false @STEAL2_18989 
0006: 112@ = 10 
0006: 113@ = 0 
0050: gosub @STEAL2_30237 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
0006: 114@ = 1 

:STEAL2_18989
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @STEAL2_19098 
00D6: if 
01AD:   car 34@ sphere 0 near_point -2375.0 566.2 radius 3.0 3.0 
004D: jump_if_false @STEAL2_19098 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_19098 
0006: 112@ = 8 
0006: 113@ = 10 
0006: 159@ = 11 
0050: gosub @STEAL2_30237 
0006: 114@ = 2 

:STEAL2_19098
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @STEAL2_19146 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_19146 
0110: clear_player $PLAYER_CHAR wanted_level 
0006: 114@ = 3 

:STEAL2_19146
00D6: if 
0039:   114@ == 3 
004D: jump_if_false @STEAL2_19203 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_19203 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
0006: 114@ = 4 

:STEAL2_19203
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @STEAL2_19221 

:STEAL2_19221
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_20329 
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_19368 
0395: clear_area 1 at -2269.1 5748.0 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 36@ = create_car 108@ at -2269.1 5748.0 33.7 
0175: set_car 36@ Z_angle_to 182.3 
020A: set_car 36@ door_status_to 2 
0560: create_random_actor_in_car 36@ handle_as 58@ 
0587: enable_car 36@ validate_position 1 
054A: set_actor 58@ can_be_shot_in_a_car 0 

:STEAL2_19368
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_19497 
0395: clear_area 1 at -2251.1 561.9 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 37@ = create_car 108@ at -2251.1 561.9 33.7 
0175: set_car 37@ Z_angle_to 271.1 
020A: set_car 37@ door_status_to 2 
0560: create_random_actor_in_car 37@ handle_as 59@ 
0587: enable_car 37@ validate_position 1 
054A: set_actor 59@ can_be_shot_in_a_car 0 

:STEAL2_19497
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_19626 
0395: clear_area 1 at -2212.5 569.9 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 38@ = create_car 108@ at -2212.5 569.9 33.7 
0175: set_car 38@ Z_angle_to 91.3 
020A: set_car 38@ door_status_to 2 
0560: create_random_actor_in_car 38@ handle_as 60@ 
0587: enable_car 38@ validate_position 1 
054A: set_actor 60@ can_be_shot_in_a_car 0 

:STEAL2_19626
0395: clear_area 1 at -2229.4 532.7 34.0 radius 5.0 
00A5: 39@ = create_car #COACH at -2229.4 532.7 34.0 
0175: set_car 39@ Z_angle_to 180.3 
0560: create_random_actor_in_car 39@ handle_as 61@ 
0587: enable_car 39@ validate_position 1 
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_19827 
0395: clear_area 1 at -2342.8 505.3 28.3 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 41@ = create_car 108@ at -2342.8 505.3 28.3 
0175: set_car 41@ Z_angle_to 269.2 
020A: set_car 41@ door_status_to 2 
0560: create_random_actor_in_car 41@ handle_as 63@ 
0587: enable_car 41@ validate_position 1 
054A: set_actor 63@ can_be_shot_in_a_car 0 

:STEAL2_19827
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_19956 
0395: clear_area 1 at -2293.5 505.4 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 42@ = create_car 108@ at -2293.5 505.4 33.7 
0175: set_car 42@ Z_angle_to 270.0 
020A: set_car 42@ door_status_to 2 
0560: create_random_actor_in_car 42@ handle_as 64@ 
0587: enable_car 42@ validate_position 1 
054A: set_actor 64@ can_be_shot_in_a_car 0 

:STEAL2_19956
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_20085 
0395: clear_area 1 at -2238.9 511.2 34.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 43@ = create_car 108@ at -2238.9 511.2 34.7 
0175: set_car 43@ Z_angle_to 90.6 
020A: set_car 43@ door_status_to 2 
0560: create_random_actor_in_car 43@ handle_as 65@ 
0587: enable_car 43@ validate_position 1 
054A: set_actor 65@ can_be_shot_in_a_car 0 

:STEAL2_20085
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_20214 
0395: clear_area 1 at -2224.0 496.6 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 44@ = create_car 108@ at -2224.0 496.6 33.7 
0175: set_car 44@ Z_angle_to 0.0 
020A: set_car 44@ door_status_to 2 
0560: create_random_actor_in_car 44@ handle_as 66@ 
0587: enable_car 44@ validate_position 1 
054A: set_actor 66@ can_be_shot_in_a_car 0 

:STEAL2_20214
0395: clear_area 1 at -2232.2 529.5 34.2 radius 5.0 
0376: 77@ = create_random_actor_at -2232.2 529.5 34.2 
0173: set_actor 77@ Z_angle_to 174.2 
0395: clear_area 1 at -2232.5 531.0 34.2 radius 5.0 
0376: 78@ = create_random_actor_at -2232.5 531.0 34.2 
0173: set_actor 78@ Z_angle_to 174.2 
0006: 100@ = 1 

:STEAL2_20329
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_20783 
00D6: if 
860E:   not car 34@ assigned_to_path 
004D: jump_if_false @STEAL2_20783 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 45@ 
01C3: remove_references_to_car 46@ 
01C3: remove_references_to_car 47@ 
01C3: remove_references_to_car 48@ 
01C3: remove_references_to_car 49@ 
01C3: remove_references_to_car 50@ 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @STEAL2_20479 
04BA: set_car 36@ speed_to 15.0 
00AD: set_car 36@ max_speed_to 15.0 
00A7: car 36@ drive_to -2174.9 561.8 33.6 

:STEAL2_20479
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @STEAL2_20535 
04BA: set_car 37@ speed_to 15.0 
00AD: set_car 37@ max_speed_to 15.0 
00A7: car 37@ drive_to -2160.2 561.9 33.6 

:STEAL2_20535
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @STEAL2_20591 
04BA: set_car 41@ speed_to 15.0 
00AD: set_car 41@ max_speed_to 15.0 
00A7: car 41@ drive_to -2252.6 505.7 33.7 

:STEAL2_20591
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @STEAL2_20647 
04BA: set_car 42@ speed_to 15.0 
00AD: set_car 42@ max_speed_to 15.0 
00A7: car 42@ drive_to -2239.4 505.7 33.7 

:STEAL2_20647
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @STEAL2_20703 
04BA: set_car 43@ speed_to 15.0 
00AD: set_car 43@ max_speed_to 15.0 
00A7: car 43@ drive_to -2361.2 511.5 27.9 

:STEAL2_20703
05EB: assign_car 34@ to_path 98 
0249: release_model #COACH 
0249: release_model #TRAM 
0247: load_model #DYN_ROADBARRIER_3 
0247: load_model #DYN_ROADBARRIER_4 
0247: load_model #KMB_SKIP 
0247: load_model #DYN_DUMPSTER 
0247: load_model #DOZER 
0247: load_model #CEMENT 
0247: load_model #DYN_RAMP 
0006: 114@ = 0 
0006: 103@ = 0 
0006: 100@ = 0 
0006: 99@ = 10 

:STEAL2_20783
00D6: if 
0039:   99@ == 10 
004D: jump_if_false @STEAL2_21758 
0050: gosub @STEAL2_26853 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_20931 
00D6: if 
01AD:   car 34@ sphere 0 near_point -2264.5 546.1 radius 3.0 3.0 
004D: jump_if_false @STEAL2_20931 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_20931 
0006: 112@ = 8 
0006: 113@ = 11 
0006: 159@ = 12 
0050: gosub @STEAL2_30237 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
0006: 114@ = 1 

:STEAL2_20931
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @STEAL2_21010 
00D6: if 
01AD:   car 34@ sphere 0 near_point -2224.1 454.8 radius 3.0 3.0 
004D: jump_if_false @STEAL2_21010 
00BC: show_text_highpriority GXT 'STE2_04' time 4000 flag 1  // ~s~Follow ~b~Cesar~s~ into the alleyway.
0006: 114@ = 2 

:STEAL2_21010
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @STEAL2_21067 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_21067 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
0006: 114@ = 3 

:STEAL2_21067
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @STEAL2_21085 

:STEAL2_21085
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_21126 
00D6: if 
860E:   not car 34@ assigned_to_path 
004D: jump_if_false @STEAL2_21126 
0006: 100@ = 1 

:STEAL2_21126
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_21758 
00D6: if 
00EE:   actor $PLAYER_ACTOR sphere 0 near_point -2213.9 453.0 radius 5.0 5.0 in_car 
004D: jump_if_false @STEAL2_21758 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 36@ 
01C3: remove_references_to_car 37@ 
01C3: remove_references_to_car 38@ 
01C3: remove_references_to_car 39@ 
01C3: remove_references_to_car 41@ 
01C3: remove_references_to_car 42@ 
01C3: remove_references_to_car 43@ 
01C3: remove_references_to_car 44@ 
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_21401 
0395: clear_area 1 at -2228.8 521.1 33.8 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_27694 
00A5: 46@ = create_car 108@ at -2228.8 521.1 33.8 
0175: set_car 46@ Z_angle_to 179.4 
020A: set_car 46@ door_status_to 2 
0560: create_random_actor_in_car 46@ handle_as 68@ 
0587: enable_car 46@ validate_position 1 
054A: set_actor 68@ can_be_shot_in_a_car 0 

:STEAL2_21401
00D6: if 
0248:   model #COPCARSF available 
004D: jump_if_false @STEAL2_21515 
0395: clear_area 1 at -2149.4 462.0 33.8 radius 5.0 
00A5: 47@ = create_car #COPCARSF at -2149.4 462.0 33.8 
0175: set_car 47@ Z_angle_to 174.8 
020A: set_car 47@ door_status_to 2 
0129: 69@ = create_actor_pedtype 24 model #SFPD1 in_car 47@ driverseat 
00AE: set_car 47@ traffic_behaviour_to 2 
0587: enable_car 47@ validate_position 1 
054A: set_actor 69@ can_be_shot_in_a_car 0 

:STEAL2_21515
00D6: if 
0248:   model #COPCARSF available 
004D: jump_if_false @STEAL2_21629 
0395: clear_area 1 at -2148.8 444.0 33.8 radius 5.0 
00A5: 48@ = create_car #COPCARSF at -2148.8 444.0 33.8 
0175: set_car 48@ Z_angle_to 360.0 
020A: set_car 48@ door_status_to 2 
0129: 70@ = create_actor_pedtype 24 model #SFPD1 in_car 48@ driverseat 
00AE: set_car 48@ traffic_behaviour_to 2 
0587: enable_car 48@ validate_position 1 
054A: set_actor 70@ can_be_shot_in_a_car 0 

:STEAL2_21629
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL2_21652 
05EB: assign_car 34@ to_path 65 

:STEAL2_21652
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @STEAL2_21682 
05EB: assign_car 47@ to_path 66 
0397: enable_car 47@ siren 1 

:STEAL2_21682
00D6: if 
8119:   not car 48@ wrecked 
004D: jump_if_false @STEAL2_21712 
05EB: assign_car 48@ to_path 67 
0397: enable_car 48@ siren 1 

:STEAL2_21712
03D5: remove_text 'STE2_04'  // ~s~Follow ~b~Cesar~s~ into the alleyway.
0006: 33@ = 0 
0006: 114@ = 0 
0006: 103@ = 0 
0006: 100@ = 0 
0006: 99@ = 11 

:STEAL2_21758
00D6: if 
0039:   99@ == 11 
004D: jump_if_false @STEAL2_22885 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_21855 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @STEAL2_21855 
0006: 112@ = 11 
0006: 113@ = 0 
0050: gosub @STEAL2_30237 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
0006: 114@ = 1 

:STEAL2_21855
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @STEAL2_21905 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_21905 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 114@ = 2 

:STEAL2_21905
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @STEAL2_21962 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_21962 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
0006: 114@ = 3 

:STEAL2_21962
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @STEAL2_21980 

:STEAL2_21980
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_22816 
0395: clear_area 1 at -2128.1 496.6 34.0 radius 100.0 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 36@ 
01C3: remove_references_to_car 37@ 
01C3: remove_references_to_car 38@ 
01C3: remove_references_to_car 39@ 
01C3: remove_references_to_car 40@ 
01C3: remove_references_to_car 41@ 
01C3: remove_references_to_car 42@ 
01C3: remove_references_to_car 43@ 
01C3: remove_references_to_car 44@ 
01C3: remove_references_to_car 45@ 
01C3: remove_references_to_car 49@ 
01C3: remove_references_to_car 50@ 
01C3: remove_references_to_car 51@ 
01C3: remove_references_to_car 52@ 
01C3: remove_references_to_car 53@ 
01C3: remove_references_to_car 54@ 
01C3: remove_references_to_car 55@ 
01C3: remove_references_to_car 56@ 
01C3: remove_references_to_car 57@ 
0107: 80@ = create_object #DYN_ROADBARRIER_3 at -2128.1 496.6 34.0 
0177: set_object 80@ Z_angle_to 270.0 
0107: 81@ = create_object #DYN_ROADBARRIER_4 at -2128.1 501.6 34.0 
0177: set_object 81@ Z_angle_to 270.0 
0107: 82@ = create_object #DYN_ROADBARRIER_3 at -2128.1 503.6 34.0 
0177: set_object 82@ Z_angle_to 270.0 
0107: 83@ = create_object #DYN_ROADBARRIER_4 at -2128.1 506.8 34.0 
0177: set_object 83@ Z_angle_to 270.0 
0107: 84@ = create_object #DYN_ROADBARRIER_3 at -2128.1 511.6 34.0 
0177: set_object 84@ Z_angle_to 270.0 
0107: 85@ = create_object #DYN_ROADBARRIER_3 at -2016.1 496.6 34.0 
0177: set_object 85@ Z_angle_to 90.0 
0107: 86@ = create_object #DYN_ROADBARRIER_4 at -2016.1 501.6 34.0 
0177: set_object 86@ Z_angle_to 90.0 
0107: 87@ = create_object #DYN_ROADBARRIER_3 at -2016.1 503.6 34.0 
0177: set_object 87@ Z_angle_to 90.0 
0107: 88@ = create_object #DYN_ROADBARRIER_4 at -2016.1 506.8 34.0 
0177: set_object 88@ Z_angle_to 90.0 
0107: 89@ = create_object #DYN_ROADBARRIER_3 at -2016.1 511.6 34.0 
0177: set_object 89@ Z_angle_to 90.0 
0107: 90@ = create_object #KMB_SKIP at -2096.1 501.8 34.0 
0177: set_object 90@ Z_angle_to 90.0 
0107: 91@ = create_object #DYN_DUMPSTER at -2096.1 504.8 34.0 
0177: set_object 91@ Z_angle_to 270.0 
0107: 92@ = create_object #DYN_RAMP at -2056.9 503.8 34.0 
0177: set_object 92@ Z_angle_to 270.0 
00D6: if 
0248:   model #DOZER available 
004D: jump_if_false @STEAL2_22697 
00A5: 36@ = create_car #DOZER at -2084.6 501.2 34.4 
0175: set_car 36@ Z_angle_to 269.7 
0587: enable_car 36@ validate_position 1 

:STEAL2_22697
00D6: if 
0248:   model #DOZER available 
004D: jump_if_false @STEAL2_22753 
00A5: 37@ = create_car #DOZER at -2045.1 500.9 34.3 
0175: set_car 37@ Z_angle_to 156.1 
0587: enable_car 37@ validate_position 1 

:STEAL2_22753
00D6: if 
0248:   model #CEMENT available 
004D: jump_if_false @STEAL2_22809 
00A5: 38@ = create_car #CEMENT at -2048.3 508.4 35.0 
0175: set_car 38@ Z_angle_to 88.4 
0587: enable_car 38@ validate_position 1 

:STEAL2_22809
0006: 100@ = 1 

:STEAL2_22816
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_22885 
00D6: if 
860E:   not car 34@ assigned_to_path 
004D: jump_if_false @STEAL2_22885 
05EB: assign_car 34@ to_path 99 
0006: 114@ = 0 
0006: 103@ = 0 
0006: 100@ = 0 
0006: 99@ = 12 

:STEAL2_22885
00D6: if 
0039:   99@ == 12 
004D: jump_if_false @STEAL2_23173 
0050: gosub @STEAL2_26853 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_22928 

:STEAL2_22928
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @STEAL2_22946 

:STEAL2_22946
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_22971 
0006: 100@ = 1 

:STEAL2_22971
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_23173 
00D6: if 
860E:   not car 34@ assigned_to_path 
004D: jump_if_false @STEAL2_23173 
01EB: set_traffic_density_multiplier_to 1.0 
0615: define_AS_pack_begin 171@ 
05D1: AS_actor -1 drive_car 34@ to -2009.7 192.2 26.0 speed 45.0 1 model #CSPLAY 2 
05D1: AS_actor -1 drive_car 34@ to -2031.7 180.1 27.4 speed 10.0 1 model #CSPLAY 2 
0616: define_AS_pack_end 171@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 171@ 
061B: remove_references_to_AS_pack 171@ 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @STEAL2_23145 
0164: disable_marker 98@ 
018A: 98@ = create_checkpoint_at -2024.7 179.4 27.4 

:STEAL2_23145
0006: 114@ = 0 
0006: 103@ = 0 
0006: 100@ = 0 
0006: 99@ = 13 

:STEAL2_23173
00D6: if 
0039:   99@ == 13 
004D: jump_if_false @STEAL2_23938 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_23368 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_23368 
0006: 112@ = 12 
0006: 113@ = 0 
0050: gosub @STEAL2_30237 
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @STEAL2_23347 
00D6: if 
8119:   not car 48@ wrecked 
004D: jump_if_false @STEAL2_23347 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 47@ radius 30.0 30.0 sphere 0 
004D: jump_if_false @STEAL2_23347 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 48@ radius 30.0 30.0 sphere 0 
004D: jump_if_false @STEAL2_23347 
0110: clear_player $PLAYER_CHAR wanted_level 

:STEAL2_23347
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
0006: 114@ = 1 

:STEAL2_23368
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @STEAL2_23427 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_23427 
00BB: show_text_lowpriority GXT 'STE2_05' time 4000 flag 1  // ~s~Drive back to the ~y~garage~s~.
0006: 114@ = 2 

:STEAL2_23427
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @STEAL2_23484 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_23484 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
0006: 114@ = 3 

:STEAL2_23484
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_23845 
062E: get_actor $ACTOR_CESAR task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @STEAL2_23845 
03DE: set_pedestrians_density_multiplier_to 1.0 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 36@ 
01C3: remove_references_to_car 37@ 
01C3: remove_references_to_car 38@ 
01C3: remove_references_to_car 39@ 
01C3: remove_references_to_car 40@ 
01C3: remove_references_to_car 41@ 
01C3: remove_references_to_car 42@ 
01C3: remove_references_to_car 43@ 
01C3: remove_references_to_car 44@ 
01C3: remove_references_to_car 45@ 
01C3: remove_references_to_car 46@ 
01C3: remove_references_to_car 47@ 
01C3: remove_references_to_car 48@ 
01C3: remove_references_to_car 49@ 
01C3: remove_references_to_car 50@ 
01C3: remove_references_to_car 51@ 
01C3: remove_references_to_car 52@ 
01C3: remove_references_to_car 53@ 
01C3: remove_references_to_car 54@ 
01C3: remove_references_to_car 55@ 
01C3: remove_references_to_car 56@ 
01C3: remove_references_to_car 57@ 
01C3: remove_references_to_car 95@ 
01C4: remove_references_to_object 80@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 81@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 82@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 83@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 84@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 85@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 86@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 87@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 88@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 89@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 90@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 91@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 92@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 93@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 94@ // This object will now disappear when the player looks away 
0006: 100@ = 1 

:STEAL2_23845
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @STEAL2_23938 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere -2024.7 179.4 27.4 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @STEAL2_23938 
0110: clear_player $PLAYER_CHAR wanted_level 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 100@ = 0 
0006: 99@ = 14 

:STEAL2_23938
00D6: if 
0039:   99@ == 14 
004D: jump_if_false @STEAL2_24933 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_24525 
016A: fade 0 time 500 

:STEAL2_23981
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL2_24005 
0001: wait 0 ms 
0002: jump @STEAL2_23981 

:STEAL2_24005
0360: open_garage 'HBGDSFS' 

:STEAL2_24016
00D6: if 
83B0:   not garage 'HBGDSFS' door_open 
004D: jump_if_false @STEAL2_24049 
0001: wait 0 ms 
0002: jump @STEAL2_24016 

:STEAL2_24049
0050: gosub @STEAL2_26289 
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @STEAL2_24081 
0002: jump @STEAL2_26013 

:STEAL2_24081
04BB: select_interior 1 
09F5: disable_player_mutal_activities 1 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 112@ = 0 
04ED: load_animation "PLAYIDLES" 
038B: load_requested_models 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
0395: clear_area 1 at -2043.7 171.4 27.6 radius 100.0 
0840: link_car 34@ to_interior 1 
00AB: put_car 34@ at -2043.7 171.4 27.6 
0175: set_car 34@ Z_angle_to 91.6 
0A0B: set_rendering_origin_at_3D_coord -2045.4 173.1 27.8 angle 309.5 
0860: link_actor $ACTOR_CESAR to_interior 1 
0792: disembark_instantly_actor $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at -2045.4 173.1 27.8 
0173: set_actor $ACTOR_CESAR Z_angle_to 325.5 
0840: link_car 35@ to_interior 1 
00AB: put_car 35@ at -2033.8 178.6 27.6 
0175: set_car 35@ Z_angle_to 90.0 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @STEAL2_24337 
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:STEAL2_24337
0615: define_AS_pack_begin 171@ 
05D1: AS_actor -1 drive_car 35@ to -2044.4 177.6 27.6 speed 5.0 1 model #CSPLAY 2 
0633: AS_actor -1 exit_car 
0639: AS_actor -1 rotate_to_actor $ACTOR_CESAR 
0616: define_AS_pack_end 171@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 171@ 
061B: remove_references_to_AS_pack 171@ 
015F: set_camera_position -2049.3 172.8 28.78 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2034.7 177.4 29.8 switchstyle 2 
016A: fade 1 time 1000 

:STEAL2_24462
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL2_24486 
0001: wait 0 ms 
0002: jump @STEAL2_24462 

:STEAL2_24486
0050: gosub @STEAL2_26289 
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @STEAL2_24518 
0002: jump @STEAL2_26013 

:STEAL2_24518
0006: 100@ = 1 

:STEAL2_24525
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_24628 
00D6: if 
00B0:   car 35@ sphere 0 in_rectangle_cornerA -2039.3 175.1 cornerB -2041.9 181.6 
004D: jump_if_false @STEAL2_24628 
0605: actor $ACTOR_CESAR perform_animation "STRETCH" IFP "PLAYIDLES" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 100@ = 2 

:STEAL2_24628
00D6: if 
0039:   100@ == 2 
004D: jump_if_false @STEAL2_24933 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @STEAL2_24933 
016A: fade 0 time 500 

:STEAL2_24682
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL2_24706 
0001: wait 0 ms 
0002: jump @STEAL2_24682 

:STEAL2_24706
0361: close_garage 'HBGDSFS' 

:STEAL2_24717
00D6: if 
83B1:   not garage 'HBGDSFS' door_closed 
004D: jump_if_false @STEAL2_24750 
0001: wait 0 ms 
0002: jump @STEAL2_24717 

:STEAL2_24750
0050: gosub @STEAL2_26289 
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @STEAL2_24782 
0002: jump @STEAL2_26013 

:STEAL2_24782
09F5: disable_player_mutal_activities 0 
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
03CB: set_rendering_origin_at -2045.4 173.1 27.8 
0A0B: set_rendering_origin_at_3D_coord -2045.4 173.1 27.8 angle 309.5 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2027.2 179.5 27.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 277.5 
016A: fade 1 time 500 
02A3: enable_widescreen 0 
08F6: restore_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:STEAL2_24902
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL2_24926 
0001: wait 0 ms 
0002: jump @STEAL2_24902 

:STEAL2_24926
0002: jump @STEAL2_26031 

:STEAL2_24933
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @STEAL2_25141 
00D6: if 
87C1:   not path 70 available 
004D: jump_if_false @STEAL2_24970 
07C0: load_path 70 

:STEAL2_24970
00D6: if 
87C1:   not path 71 available 
004D: jump_if_false @STEAL2_24989 
07C0: load_path 71 

:STEAL2_24989
00D6: if 
87C1:   not path 72 available 
004D: jump_if_false @STEAL2_25008 
07C0: load_path 72 

:STEAL2_25008
00D6: if 
87C1:   not path 73 available 
004D: jump_if_false @STEAL2_25027 
07C0: load_path 73 

:STEAL2_25027
00D6: if 
87C1:   not path 74 available 
004D: jump_if_false @STEAL2_25046 
07C0: load_path 74 

:STEAL2_25046
00D6: if 
87C1:   not path 75 available 
004D: jump_if_false @STEAL2_25065 
07C0: load_path 75 

:STEAL2_25065
00D6: if 
87C1:   not path 76 available 
004D: jump_if_false @STEAL2_25084 
07C0: load_path 76 

:STEAL2_25084
00D6: if 
87C1:   not path 77 available 
004D: jump_if_false @STEAL2_25103 
07C0: load_path 77 

:STEAL2_25103
00D6: if 
87C1:   not path 78 available 
004D: jump_if_false @STEAL2_25122 
07C0: load_path 78 

:STEAL2_25122
00D6: if 
87C1:   not path 79 available 
004D: jump_if_false @STEAL2_25141 
07C0: load_path 79 

:STEAL2_25141
00D6: if 
0039:   99@ == 2 
004D: jump_if_false @STEAL2_25254 
00D6: if 
87C1:   not path 80 available 
004D: jump_if_false @STEAL2_25178 
07C0: load_path 80 

:STEAL2_25178
00D6: if 
87C1:   not path 81 available 
004D: jump_if_false @STEAL2_25197 
07C0: load_path 81 

:STEAL2_25197
00D6: if 
87C1:   not path 83 available 
004D: jump_if_false @STEAL2_25216 
07C0: load_path 83 

:STEAL2_25216
00D6: if 
87C1:   not path 84 available 
004D: jump_if_false @STEAL2_25235 
07C0: load_path 84 

:STEAL2_25235
00D6: if 
87C1:   not path 85 available 
004D: jump_if_false @STEAL2_25254 
07C0: load_path 85 

:STEAL2_25254
00D6: if 
0039:   99@ == 4 
004D: jump_if_false @STEAL2_25310 
00D6: if 
87C1:   not path 86 available 
004D: jump_if_false @STEAL2_25291 
07C0: load_path 86 

:STEAL2_25291
00D6: if 
87C1:   not path 87 available 
004D: jump_if_false @STEAL2_25310 
07C0: load_path 87 

:STEAL2_25310
00D6: if 
0039:   99@ == 5 
004D: jump_if_false @STEAL2_25404 
00D6: if 
87C1:   not path 88 available 
004D: jump_if_false @STEAL2_25347 
07C0: load_path 88 

:STEAL2_25347
00D6: if 
87C1:   not path 89 available 
004D: jump_if_false @STEAL2_25366 
07C0: load_path 89 

:STEAL2_25366
00D6: if 
87C1:   not path 90 available 
004D: jump_if_false @STEAL2_25385 
07C0: load_path 90 

:STEAL2_25385
00D6: if 
87C1:   not path 91 available 
004D: jump_if_false @STEAL2_25404 
07C0: load_path 91 

:STEAL2_25404
00D6: if 
0039:   99@ == 6 
004D: jump_if_false @STEAL2_25460 
00D6: if 
87C1:   not path 92 available 
004D: jump_if_false @STEAL2_25441 
07C0: load_path 92 

:STEAL2_25441
00D6: if 
87C1:   not path 93 available 
004D: jump_if_false @STEAL2_25460 
07C0: load_path 93 

:STEAL2_25460
00D6: if 
0039:   99@ == 7 
004D: jump_if_false @STEAL2_25554 
00D6: if 
87C1:   not path 94 available 
004D: jump_if_false @STEAL2_25497 
07C0: load_path 94 

:STEAL2_25497
00D6: if 
87C1:   not path 95 available 
004D: jump_if_false @STEAL2_25516 
07C0: load_path 95 

:STEAL2_25516
00D6: if 
87C1:   not path 96 available 
004D: jump_if_false @STEAL2_25535 
07C0: load_path 96 

:STEAL2_25535
00D6: if 
87C1:   not path 97 available 
004D: jump_if_false @STEAL2_25554 
07C0: load_path 97 

:STEAL2_25554
00D6: if 
0039:   99@ == 8 
004D: jump_if_false @STEAL2_25648 
00D6: if 
87C1:   not path 98 available 
004D: jump_if_false @STEAL2_25591 
07C0: load_path 98 

:STEAL2_25591
00D6: if 
87C1:   not path 65 available 
004D: jump_if_false @STEAL2_25610 
07C0: load_path 65 

:STEAL2_25610
00D6: if 
87C1:   not path 66 available 
004D: jump_if_false @STEAL2_25629 
07C0: load_path 66 

:STEAL2_25629
00D6: if 
87C1:   not path 67 available 
004D: jump_if_false @STEAL2_25648 
07C0: load_path 67 

:STEAL2_25648
00D6: if 
0039:   99@ == 11 
004D: jump_if_false @STEAL2_25685 
00D6: if 
87C1:   not path 99 available 
004D: jump_if_false @STEAL2_25685 
07C0: load_path 99 

:STEAL2_25685
00D6: if 
0019:   99@ > 0 
004D: jump_if_false @STEAL2_25956 
00D6: if 
001B:   13 > 99@ 
004D: jump_if_false @STEAL2_25956 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 34@ radius 150.0 150.0 sphere 0 
004D: jump_if_false @STEAL2_25793 
00D6: if 
82CA:   not car 34@ bounding_sphere_visible 
004D: jump_if_false @STEAL2_25793 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE2_06' time 4000 flag 1  // ~r~You lost Cesar!
0002: jump @STEAL2_26013 

:STEAL2_25793
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 35@ radius 120.0 120.0 sphere 0 
004D: jump_if_false @STEAL2_25865 
00D6: if 
82CA:   not car 35@ bounding_sphere_visible 
004D: jump_if_false @STEAL2_25865 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE2_09' time 4000 flag 1  // ~r~The police recovered one of the cars!
0002: jump @STEAL2_26013 

:STEAL2_25865
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @STEAL2_25956 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 35@ radius 160.0 160.0 sphere 0 
004D: jump_if_false @STEAL2_25956 
00D6: if 
82CA:   not car 35@ bounding_sphere_visible 
004D: jump_if_false @STEAL2_25956 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE2_08' time 4000 flag 1  // ~r~The target car was destroyed.
0002: jump @STEAL2_26013 

:STEAL2_25956
00D6: if 
0019:   99@ > 0 
004D: jump_if_false @STEAL2_25999 
00D6: if 
001B:   14 > 99@ 
004D: jump_if_false @STEAL2_25999 
0050: gosub @STEAL2_26597 

:STEAL2_25999
0050: gosub @STEAL2_28925 
0002: jump @STEAL2_988 

:STEAL2_26013
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:STEAL2_26031
0008: $STEAL_TOTAL_PASSED_MISSIONS += 1 
014C: set_parked_car_generator $2791 cars_to_generate_to 101 
014C: set_parked_car_generator $2792 cars_to_generate_to 101 
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 5000 
0998: add_respect 5 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'STEAL_2'  // Test Drive
030C: progress_made = 1 
0051: return 

:STEAL2_26109
00D6: if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // s$ 
004D: jump_if_false @STEAL2_26127 
02EB: restore_camera_with_jumpcut 

:STEAL2_26127
034F: destroy_actor_with_fade $ACTOR_CESAR 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @STEAL2_26155 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:STEAL2_26155
09F5: disable_player_mutal_activities 0 
0249: release_model #SULTAN 
0249: release_model #ELEGY 
0249: release_model #WMYBU 
0249: release_model #MULE 
0249: release_model #CARDBOARDBOX 
0249: release_model #TRAM 
0249: release_model #COPCARSF 
0249: release_model #SFPD1 
0249: release_model #COACH 
0249: release_model #PCJ600 
06EB: release_car_component #NTO_B_S 
0249: release_model #DOZER 
0249: release_model #CEMENT 
0249: release_model #DYN_ROADBARRIER_3 
0249: release_model #DYN_ROADBARRIER_4 
0249: release_model #KMB_SKIP 
0249: release_model #DYN_DUMPSTER 
0249: release_model #DYN_RAMP 
0734: reset_random_car_generator_models 
04EF: release_animation "PLAYIDLES" 
0164: disable_marker 98@ 
0296: unload_special_actor 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:STEAL2_26289
00D6: if 
0118:   actor $ACTOR_CESAR dead 
004D: jump_if_false @STEAL2_26330 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE2_07' time 4000 flag 1  // ~r~Cesar was killed.
0006: 102@ = 1 

:STEAL2_26330
00D6: if 
0119:   car 35@ wrecked 
004D: jump_if_false @STEAL2_26371 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE2_08' time 4000 flag 1  // ~r~The target car was destroyed.
0006: 102@ = 1 

:STEAL2_26371
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @STEAL2_26412 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE2_08' time 4000 flag 1  // ~r~The target car was destroyed.
0006: 102@ = 1 

:STEAL2_26412
0051: return 

:STEAL2_26414
00D6: if 
0039:   104@ == 1 
004D: jump_if_false @STEAL2_26478 
00D6: if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL2_26478 
0164: disable_marker 98@ 
0187: 98@ = create_marker_above_actor $ACTOR_CESAR 
07E0: set_marker 98@ type_to 1 
0006: 104@ = 0 

:STEAL2_26478
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @STEAL2_26595 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @STEAL2_26595 
00D6: if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL2_26563 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CESAR in_group $PLAYER_GROUP 

:STEAL2_26563
0164: disable_marker 98@ 
018A: 98@ = create_checkpoint_at -1632.9 1207.4 6.1 
0006: 104@ = 1 

:STEAL2_26595
0051: return 

:STEAL2_26597
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @STEAL2_26749 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @STEAL2_26749 
03D5: remove_text 'IN_VEH'  // ~s~Hey! Get back in the ~b~vehicle~s~!
0164: disable_marker 98@ 
00D6: if 
0039:   99@ == 13 
004D: jump_if_false @STEAL2_26711 
018A: 98@ = create_checkpoint_at -2024.7 179.4 27.4 
00BB: show_text_lowpriority GXT 'STE2_05' time 4000 flag 1  // ~s~Drive back to the ~y~garage~s~.
0002: jump @STEAL2_26742 

:STEAL2_26711
0186: 98@ = create_marker_above_car 34@ 
07E0: set_marker 98@ type_to 1 
00BB: show_text_lowpriority GXT 'STE2_02' time 7000 flag 1  // ~s~Stay close to ~b~Cesar~s~ as you return to the garage.

:STEAL2_26742
0006: 105@ = 1 

:STEAL2_26749
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @STEAL2_26851 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @STEAL2_26851 
03D5: remove_text 'STE2_05'  // ~s~Drive back to the ~y~garage~s~.
03D5: remove_text 'STE2_02'  // ~s~Stay close to ~b~Cesar~s~ as you return to the garage.
00BB: show_text_lowpriority GXT 'STE2_11' time 7000 flag 1  // ~s~Get back in the ~b~car~s~.
0164: disable_marker 98@ 
0186: 98@ = create_marker_above_car 35@ 
07E0: set_marker 98@ type_to 1 
0006: 105@ = 0 

:STEAL2_26851
0051: return 

:STEAL2_26853
00A0: store_actor $PLAYER_ACTOR position_to 162@ 163@ $TEMPVAR_FLOAT_3 
00AA: store_car 34@ position_to 164@ 165@ $TEMPVAR_FLOAT_3 
0509: 166@ = distance_between_XY 162@ 163@ and_XY 164@ 165@ 
00D6: if 
0023:   21.0 > 166@ 
004D: jump_if_false @STEAL2_26962 
0017: 166@ /= 20.0 
0087: 167@ = 166@ // (float) 
0007: 166@ = 2.0 
0063: 166@ -= 167@ // (float) 
0002: jump @STEAL2_27008 

:STEAL2_26962
000F: 166@ -= 20.0 
0017: 166@ /= 90.0 
0087: 167@ = 166@ // (float) 
0007: 166@ = 1.0 
0063: 166@ -= 167@ // (float) 

:STEAL2_27008
000B: 166@ += 0.3 
0087: 168@ = 166@ // (float) 
00D6: if 
0021:   168@ > 2.0 
004D: jump_if_false @STEAL2_27057 
0007: 168@ = 2.0 

:STEAL2_27057
00D6: if 
0023:   0.5 > 168@ 
004D: jump_if_false @STEAL2_27088 
0007: 168@ = 0.5 

:STEAL2_27088
00D6: if 
060E:   car 34@ assigned_to_path 
004D: jump_if_false @STEAL2_27112 
06FD: set_car 34@ speed_on_path_to 168@ 

:STEAL2_27112
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @STEAL2_27152 
00D6: if 
060E:   car 95@ assigned_to_path 
004D: jump_if_false @STEAL2_27152 
06FD: set_car 95@ speed_on_path_to 168@ 

:STEAL2_27152
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @STEAL2_27410 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @STEAL2_27210 
00D6: if 
060E:   car 38@ assigned_to_path 
004D: jump_if_false @STEAL2_27210 
06FD: set_car 38@ speed_on_path_to 168@ 

:STEAL2_27210
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL2_27250 
00D6: if 
060E:   car 39@ assigned_to_path 
004D: jump_if_false @STEAL2_27250 
06FD: set_car 39@ speed_on_path_to 168@ 

:STEAL2_27250
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @STEAL2_27290 
00D6: if 
060E:   car 40@ assigned_to_path 
004D: jump_if_false @STEAL2_27290 
06FD: set_car 40@ speed_on_path_to 168@ 

:STEAL2_27290
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @STEAL2_27330 
00D6: if 
060E:   car 41@ assigned_to_path 
004D: jump_if_false @STEAL2_27330 
06FD: set_car 41@ speed_on_path_to 168@ 

:STEAL2_27330
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @STEAL2_27370 
00D6: if 
060E:   car 42@ assigned_to_path 
004D: jump_if_false @STEAL2_27370 
06FD: set_car 42@ speed_on_path_to 168@ 

:STEAL2_27370
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @STEAL2_27410 
00D6: if 
060E:   car 43@ assigned_to_path 
004D: jump_if_false @STEAL2_27410 
06FD: set_car 43@ speed_on_path_to 168@ 

:STEAL2_27410
00D6: if 
0039:   99@ == 4 
004D: jump_if_false @STEAL2_27452 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @STEAL2_27452 
06FD: set_car 51@ speed_on_path_to 168@ 

:STEAL2_27452
00D6: if 
0039:   99@ == 5 
004D: jump_if_false @STEAL2_27494 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @STEAL2_27494 
06FD: set_car 38@ speed_on_path_to 168@ 

:STEAL2_27494
00D6: if 
0039:   99@ == 6 
004D: jump_if_false @STEAL2_27584 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @STEAL2_27536 
06FD: set_car 50@ speed_on_path_to 168@ 

:STEAL2_27536
00D6: if 
8119:   not car 52@ wrecked 
004D: jump_if_false @STEAL2_27560 
06FD: set_car 52@ speed_on_path_to 168@ 

:STEAL2_27560
00D6: if 
8119:   not car 53@ wrecked 
004D: jump_if_false @STEAL2_27584 
06FD: set_car 53@ speed_on_path_to 168@ 

:STEAL2_27584
00D6: if 
0039:   99@ == 7 
004D: jump_if_false @STEAL2_27626 
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL2_27626 
06FD: set_car 39@ speed_on_path_to 168@ 

:STEAL2_27626
00D6: if 
0039:   99@ == 8 
004D: jump_if_false @STEAL2_27692 
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @STEAL2_27668 
06FD: set_car 43@ speed_on_path_to 168@ 

:STEAL2_27668
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @STEAL2_27692 
06FD: set_car 44@ speed_on_path_to 168@ 

:STEAL2_27692
0051: return 

:STEAL2_27694
0209: 111@ = random_int_in_ranges 1 37 
00D6: if 
0039:   111@ == 1 
004D: jump_if_false @STEAL2_27736 
0674: set_car_model 110@ numberplate "GOT_M00_" 

:STEAL2_27736
00D6: if 
0039:   111@ == 2 
004D: jump_if_false @STEAL2_27769 
0674: set_car_model 110@ numberplate "M00TV_4U" 

:STEAL2_27769
00D6: if 
0039:   111@ == 3 
004D: jump_if_false @STEAL2_27802 
0674: set_car_model 110@ numberplate "MATHEW_2" 

:STEAL2_27802
00D6: if 
0039:   111@ == 4 
004D: jump_if_false @STEAL2_27835 
0674: set_car_model 110@ numberplate "D4_DEW0R" 

:STEAL2_27835
00D6: if 
0039:   111@ == 5 
004D: jump_if_false @STEAL2_27868 
0674: set_car_model 110@ numberplate "D0DE_777" 

:STEAL2_27868
00D6: if 
0039:   111@ == 6 
004D: jump_if_false @STEAL2_27901 
0674: set_car_model 110@ numberplate "DAM0_666" 

:STEAL2_27901
00D6: if 
0039:   111@ == 7 
004D: jump_if_false @STEAL2_27934 
0674: set_car_model 110@ numberplate "C0NEY_88" 

:STEAL2_27934
00D6: if 
0039:   111@ == 8 
004D: jump_if_false @STEAL2_27967 
0674: set_car_model 110@ numberplate "PRE4CHER" 

:STEAL2_27967
00D6: if 
0039:   111@ == 9 
004D: jump_if_false @STEAL2_28000 
0674: set_car_model 110@ numberplate "DBP_4NDY" 

:STEAL2_28000
00D6: if 
0039:   111@ == 10 
004D: jump_if_false @STEAL2_28033 
0674: set_car_model 110@ numberplate "EV1L_SLY" 

:STEAL2_28033
00D6: if 
0039:   111@ == 11 
004D: jump_if_false @STEAL2_28066 
0674: set_car_model 110@ numberplate "N1_R4V3N" 

:STEAL2_28066
00D6: if 
0039:   111@ == 12 
004D: jump_if_false @STEAL2_28099 
0674: set_car_model 110@ numberplate "D1VX_Z00" 

:STEAL2_28099
00D6: if 
0039:   111@ == 13 
004D: jump_if_false @STEAL2_28131 
0674: set_car_model 110@ numberplate "MR_B3NN" 

:STEAL2_28131
00D6: if 
0039:   111@ == 14 
004D: jump_if_false @STEAL2_28164 
0674: set_car_model 110@ numberplate "R3D_R4SP" 

:STEAL2_28164
00D6: if 
0039:   111@ == 15 
004D: jump_if_false @STEAL2_28197 
0674: set_car_model 110@ numberplate "LA_B0MBA" 

:STEAL2_28197
00D6: if 
0039:   111@ == 16 
004D: jump_if_false @STEAL2_28230 
0674: set_car_model 110@ numberplate "L3337_0G" 

:STEAL2_28230
00D6: if 
0039:   111@ == 17 
004D: jump_if_false @STEAL2_28263 
0674: set_car_model 110@ numberplate "BUDD4H_X" 

:STEAL2_28263
00D6: if 
0039:   111@ == 18 
004D: jump_if_false @STEAL2_28296 
0674: set_car_model 110@ numberplate "T3H_BUCK" 

:STEAL2_28296
00D6: if 
0039:   111@ == 19 
004D: jump_if_false @STEAL2_28329 
0674: set_car_model 110@ numberplate "CHUNKY_1" 

:STEAL2_28329
00D6: if 
0039:   111@ == 20 
004D: jump_if_false @STEAL2_28362 
0674: set_car_model 110@ numberplate "EV1L_BNZ" 

:STEAL2_28362
00D6: if 
0039:   111@ == 21 
004D: jump_if_false @STEAL2_28395 
0674: set_car_model 110@ numberplate "S4ND_M4N" 

:STEAL2_28395
00D6: if 
0039:   111@ == 22 
004D: jump_if_false @STEAL2_28428 
0674: set_car_model 110@ numberplate "RKK_DBP1" 

:STEAL2_28428
00D6: if 
0039:   111@ == 23 
004D: jump_if_false @STEAL2_28461 
0674: set_car_model 110@ numberplate "RE1_K0KU" 

:STEAL2_28461
00D6: if 
0039:   111@ == 24 
004D: jump_if_false @STEAL2_28494 
0674: set_car_model 110@ numberplate "S3XY_JUD" 

:STEAL2_28494
00D6: if 
0039:   111@ == 25 
004D: jump_if_false @STEAL2_28527 
0674: set_car_model 110@ numberplate "SUNRA_93" 

:STEAL2_28527
00D6: if 
0039:   111@ == 26 
004D: jump_if_false @STEAL2_28560 
0674: set_car_model 110@ numberplate "UG_FUX69" 

:STEAL2_28560
00D6: if 
0039:   111@ == 27 
004D: jump_if_false @STEAL2_28593 
0674: set_car_model 110@ numberplate "LI0N_CUM" 

:STEAL2_28593
00D6: if 
0039:   111@ == 28 
004D: jump_if_false @STEAL2_28626 
0674: set_car_model 110@ numberplate "RKK_PWND" 

:STEAL2_28626
00D6: if 
0039:   111@ == 29 
004D: jump_if_false @STEAL2_28659 
0674: set_car_model 110@ numberplate "HAZE_B0B" 

:STEAL2_28659
00D6: if 
0039:   111@ == 30 
004D: jump_if_false @STEAL2_28692 
0674: set_car_model 110@ numberplate "T3H_FLUF" 

:STEAL2_28692
00D6: if 
0039:   111@ == 31 
004D: jump_if_false @STEAL2_28725 
0674: set_car_model 110@ numberplate "BM_4NDY_" 

:STEAL2_28725
00D6: if 
0039:   111@ == 32 
004D: jump_if_false @STEAL2_28758 
0674: set_car_model 110@ numberplate "BM_D34N_" 

:STEAL2_28758
00D6: if 
0039:   111@ == 33 
004D: jump_if_false @STEAL2_28791 
0674: set_car_model 110@ numberplate "BM_L4C3Y" 

:STEAL2_28791
00D6: if 
0039:   111@ == 34 
004D: jump_if_false @STEAL2_28824 
0674: set_car_model 110@ numberplate "BM_D3V__" 

:STEAL2_28824
00D6: if 
0039:   111@ == 35 
004D: jump_if_false @STEAL2_28857 
0674: set_car_model 110@ numberplate "NU_SK00L" 

:STEAL2_28857
00D6: if 
0039:   111@ == 36 
004D: jump_if_false @STEAL2_28890 
0674: set_car_model 110@ numberplate "G4L_AVET" 

:STEAL2_28890
00D6: if 
0039:   111@ == 37 
004D: jump_if_false @STEAL2_28923 
0674: set_car_model 110@ numberplate "M0J0_J0J" 

:STEAL2_28923
0051: return 

:STEAL2_28925
00D6: if 
0039:   112@ == 1 
004D: jump_if_false @STEAL2_29051 
00D6: if 
001D:   154@ > 113@ // (int) 
004D: jump_if_false @STEAL2_29044 
0050: gosub @STEAL2_32124 
0050: gosub @STEAL2_32231 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @STEAL2_29006 
0050: gosub @STEAL2_32385 
0002: jump @STEAL2_29037 

:STEAL2_29006
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
0006: 155@ = 0 
0006: 156@ = 0 

:STEAL2_29037
0002: jump @STEAL2_29051 

:STEAL2_29044
0006: 112@ = 0 

:STEAL2_29051
00D6: if or
0039:   112@ == 4 
0039:   112@ == 5 
0039:   112@ == 6 
004D: jump_if_false @STEAL2_29137 
00D6: if 
001D:   154@ > 113@ // (int) 
004D: jump_if_false @STEAL2_29130 
0050: gosub @STEAL2_32124 
0050: gosub @STEAL2_32231 
0050: gosub @STEAL2_32385 
0002: jump @STEAL2_29137 

:STEAL2_29130
0006: 112@ = 0 

:STEAL2_29137
00D6: if or
0039:   112@ == 7 
0039:   112@ == 8 
0039:   112@ == 9 
0039:   112@ == 10 
0039:   112@ == 11 
0039:   112@ == 12 
004D: jump_if_false @STEAL2_29298 
00D6: if 
001D:   154@ > 113@ // (int) 
004D: jump_if_false @STEAL2_29291 
0050: gosub @STEAL2_32124 
0050: gosub @STEAL2_32231 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @STEAL2_29253 
0050: gosub @STEAL2_32385 
0002: jump @STEAL2_29284 

:STEAL2_29253
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
0006: 155@ = 0 
0006: 156@ = 0 

:STEAL2_29284
0002: jump @STEAL2_29298 

:STEAL2_29291
0006: 112@ = 0 

:STEAL2_29298
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @STEAL2_30235 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_30235 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL2_29704 
00D6: if 
0104:   actor $ACTOR_CESAR near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @STEAL2_29697 
00D6: if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $ACTOR_CESAR on_foot 
004D: jump_if_false @STEAL2_29543 
00D6: if or
0039:   112@ == 2 
0039:   112@ == 3 
004D: jump_if_false @STEAL2_29543 
00D6: if 
001D:   154@ > 113@ // (int) 
004D: jump_if_false @STEAL2_29536 
0050: gosub @STEAL2_32124 
0050: gosub @STEAL2_32231 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @STEAL2_29498 
0050: gosub @STEAL2_32385 
0002: jump @STEAL2_29529 

:STEAL2_29498
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
0006: 155@ = 0 
0006: 156@ = 0 

:STEAL2_29529
0002: jump @STEAL2_29543 

:STEAL2_29536
0006: 112@ = 0 

:STEAL2_29543
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $ACTOR_CESAR driving 
004D: jump_if_false @STEAL2_29697 
00D6: if or
0039:   112@ == 2 
0039:   112@ == 3 
004D: jump_if_false @STEAL2_29697 
00D6: if 
001D:   154@ > 113@ // (int) 
004D: jump_if_false @STEAL2_29690 
0050: gosub @STEAL2_32124 
0050: gosub @STEAL2_32231 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @STEAL2_29652 
0050: gosub @STEAL2_32385 
0002: jump @STEAL2_29683 

:STEAL2_29652
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
0006: 155@ = 0 
0006: 156@ = 0 

:STEAL2_29683
0002: jump @STEAL2_29697 

:STEAL2_29690
0006: 112@ = 0 

:STEAL2_29697
0002: jump @STEAL2_29821 

:STEAL2_29704
00D6: if 
001B:   14 > 112@ 
004D: jump_if_false @STEAL2_29821 
00D6: if 
001D:   154@ > 113@ // (int) 
004D: jump_if_false @STEAL2_29748 
000A: 113@ += 1 

:STEAL2_29748
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
00BE: text_clear_all 
0085: 160@ = 112@ // (int) 
0085: 161@ = 113@ // (int) 
0006: 112@ = 14 
0209: 113@ = random_int_in_ranges 0 4 
0085: 159@ = 113@ // (int) 
000A: 159@ += 1 
0050: gosub @STEAL2_30237 

:STEAL2_29821
00D6: if 
0039:   112@ == 14 
004D: jump_if_false @STEAL2_30012 
00D6: if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL2_29989 
00D6: if 
001D:   154@ > 113@ // (int) 
004D: jump_if_false @STEAL2_29959 
0050: gosub @STEAL2_32124 
0050: gosub @STEAL2_32231 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @STEAL2_29921 
0050: gosub @STEAL2_32385 
0002: jump @STEAL2_29952 

:STEAL2_29921
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
0006: 155@ = 0 
0006: 156@ = 0 

:STEAL2_29952
0002: jump @STEAL2_29982 

:STEAL2_29959
00BB: show_text_lowpriority GXT 'STE2_10' time 7000 flag 1  // ~s~You have left ~b~Cesar~s~ behind.
0006: 112@ = 15 

:STEAL2_29982
0002: jump @STEAL2_30012 

:STEAL2_29989
00BB: show_text_lowpriority GXT 'STE2_10' time 7000 flag 1  // ~s~You have left ~b~Cesar~s~ behind.
0006: 112@ = 15 

:STEAL2_30012
00D6: if 
0039:   112@ == 15 
004D: jump_if_false @STEAL2_30065 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL2_30065 
0006: 112@ = 16 
0006: 113@ = 0 
00BE: text_clear_all 

:STEAL2_30065
00D6: if 
0039:   112@ == 16 
004D: jump_if_false @STEAL2_30235 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL2_30180 
0006: 33@ = 0 
0085: 112@ = 160@ // (int) 
0085: 113@ = 161@ // (int) 
0050: gosub @STEAL2_30237 
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @STEAL2_30173 
00BB: show_text_lowpriority GXT 'STE2_01' time 7000 flag 1  // ~s~Go and get the cars from the ~y~car showroom~s~.
0006: 33@ = 0 

:STEAL2_30173
0002: jump @STEAL2_30235 

:STEAL2_30180
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
0006: 112@ = 14 
0209: 113@ = random_int_in_ranges 0 4 
0085: 159@ = 113@ // (int) 
000A: 159@ += 1 
0050: gosub @STEAL2_30237 

:STEAL2_30235
0051: return 

:STEAL2_30237
00D6: if 
0039:   112@ == 1 
004D: jump_if_false @STEAL2_30286 
05AA: 115@s = 'STL2_AA' // @s = 'short'  // ~z~OK, let's go get those wheels!
04AF: 141@ = 36800 // = constant 
0006: 154@ = 1 

:STEAL2_30286
00D6: if 
0039:   112@ == 2 
004D: jump_if_false @STEAL2_30599 
05AA: 115@s = 'STL2_BA' // @s = 'short'  // ~z~I like this place, you know.
05AA: 117@s = 'STL2_BB' // @s = 'short'  // ~z~Where?
05AA: 119@s = 'STL2_BC' // @s = 'short'  // ~z~San Fierro, man.
05AA: 121@s = 'STL2_BD' // @s = 'short'  // ~z~My home will always be the Varrios and El Corona,
05AA: 123@s = 'STL2_BE' // @s = 'short'  // ~z~but this city, it has something gentle about it.
05AA: 125@s = 'STL2_BF' // @s = 'short'  // ~z~Yeah, I know what you mean.
05AA: 127@s = 'STL2_BG' // @s = 'short'  // ~z~Kendl seems to like it too, you know?
05AA: 129@s = 'STL2_BH' // @s = 'short'  // ~z~Oh yeah, she's really getting her head into this business thing.
05AA: 131@s = 'STL2_BJ' // @s = 'short'  // ~z~That's good, she's always been the brains in the family.
05AA: 133@s = 'STL2_BK' // @s = 'short'  // ~z~She should get out the ghetto and make something of herself.
05AA: 135@s = 'STL2_BL' // @s = 'short'  // ~z~I think she's aiming to make something out of ALL of us, eh!
05AA: 137@s = 'STL2_BM' // @s = 'short'  // ~z~Yeah, she's the moms of the family now...
04AF: 141@ = 36801 // = constant 
04AF: 142@ = 36802 // = constant 
04AF: 143@ = 36803 // = constant 
04AF: 144@ = 36804 // = constant 
04AF: 145@ = 36805 // = constant 
04AF: 146@ = 36806 // = constant 
04AF: 147@ = 36807 // = constant 
04AF: 148@ = 36808 // = constant 
04AF: 149@ = 36809 // = constant 
04AF: 150@ = 36810 // = constant 
04AF: 151@ = 36811 // = constant 
04AF: 152@ = 36812 // = constant 
0006: 154@ = 12 

:STEAL2_30599
00D6: if 
0039:   112@ == 3 
004D: jump_if_false @STEAL2_30792 
05AA: 115@s = 'STL2_CA' // @s = 'short'  // ~z~Hey, who's this 'Truth' guy, holmes? I don't think he's wrapped too tight!
05AA: 117@s = 'STL2_CB' // @s = 'short'  // ~z~He just sees everything from a different perspective, that's all.
05AA: 119@s = 'STL2_CC' // @s = 'short'  // ~z~At first I thought he was just another acid casualty fruit cake.
05AA: 121@s = 'STL2_CD' // @s = 'short'  // ~z~But some of the things he say...
05AA: 123@s = 'STL2_CE' // @s = 'short'  // ~z~I don't know, man, it ain't all bullshit....
05AA: 125@s = 'STL2_CF' // @s = 'short'  // ~z~Hey, you gonna become an alien hunter, holmes?
05AA: 127@s = 'STL2_CG' // @s = 'short'  // ~z~I'll take a rain check on that one.
04AF: 141@ = 36813 // = constant 
04AF: 142@ = 36814 // = constant 
04AF: 143@ = 36815 // = constant 
04AF: 144@ = 36816 // = constant 
04AF: 145@ = 36817 // = constant 
04AF: 146@ = 36818 // = constant 
04AF: 147@ = 36819 // = constant 
0006: 154@ = 7 

:STEAL2_30792
00D6: if 
0039:   112@ == 4 
004D: jump_if_false @STEAL2_31034 
05AA: 115@s = 'STL2_DA' // @s = 'short'  // ~z~This is the place!
05AA: 117@s = 'STL2_DB' // @s = 'short'  // ~z~Here we go, holmes.
05AA: 119@s = 'STL2_DC' // @s = 'short'  // ~z~This is it, CJ!
05AA: 121@s = 'STL2_DD' // @s = 'short'  // ~z~The cars are upstairs!
05AA: 123@s = 'STL2_DE' // @s = 'short'  // ~z~The cars are on the second floor.
05AA: 125@s = 'STL2_DF' // @s = 'short'  // ~z~They're in the second floor showroom.
05AA: 127@s = 'STL2_DH' // @s = 'short'  // ~z~What? How we gonna get 'em down?
05AA: 129@s = 'STL2_DJ' // @s = 'short'  // ~z~Second floor? Shit!
05AA: 131@s = 'STL2_DK' // @s = 'short'  // ~z~Aw great! Why is nothing ever easy?
04AF: 141@ = 36820 // = constant 
04AF: 142@ = 36821 // = constant 
04AF: 143@ = 36822 // = constant 
04AF: 144@ = 36823 // = constant 
04AF: 145@ = 36824 // = constant 
04AF: 146@ = 36825 // = constant 
04AF: 147@ = 36826 // = constant 
04AF: 148@ = 36827 // = constant 
04AF: 149@ = 36828 // = constant 
0085: 154@ = 159@ // (int) 

:STEAL2_31034
00D6: if 
0039:   112@ == 5 
004D: jump_if_false @STEAL2_31179 
05AA: 115@s = 'STL2_EA' // @s = 'short'  // ~z~Can I help you two, eerr, gentlemen?
05AA: 117@s = 'STL2_EB' // @s = 'short'  // ~z~Yeah, you can help us by going to help some other motherfucker.
05AA: 119@s = 'STL2_EC' // @s = 'short'  // ~z~Y- yeah, that sounds like a good idea!
05AA: 121@s = 'STL2_ED' // @s = 'short'  // ~z~Alright, CJ, it's time to roll!
05AA: 123@s = 'STL2_EE' // @s = 'short'  // ~z~It's follow the leader, you better keep up!
04AF: 141@ = 36829 // = constant 
04AF: 142@ = 36830 // = constant 
04AF: 143@ = 36831 // = constant 
04AF: 144@ = 36832 // = constant 
04AF: 145@ = 36833 // = constant 
0006: 154@ = 5 

:STEAL2_31179
00D6: if 
0039:   112@ == 6 
004D: jump_if_false @STEAL2_31228 
05AA: 115@s = 'STL2_EF' // @s = 'short'  // ~z~Aw, you a maniac, ese!
04AF: 141@ = 36834 // = constant 
0006: 154@ = 1 

:STEAL2_31228
00D6: if 
0039:   112@ == 7 
004D: jump_if_false @STEAL2_31325 
05AA: 115@s = 'STL2_FA' // @s = 'short'  // ~z~Hey, CJ, is this walkie talkie working?
05AA: 117@s = 'STL2_FB' // @s = 'short'  // ~z~Yeah, reading you loud and clear!
05AA: 119@s = 'STL2_FC' // @s = 'short'  // ~z~C'mon, CJ, see if you can keep up with Cesar Vialpando!
04AF: 141@ = 36835 // = constant 
04AF: 142@ = 36836 // = constant 
04AF: 143@ = 36837 // = constant 
0006: 154@ = 3 

:STEAL2_31325
00D6: if 
0039:   112@ == 8 
004D: jump_if_false @STEAL2_31615 
05AA: 115@s = 'STL2_FD' // @s = 'short'  // ~z~Beat the tram up the hill!
05AA: 117@s = 'STL2_FE' // @s = 'short'  // ~z~Piece of chocolate cake!
05AA: 119@s = 'STL2_FF' // @s = 'short'  // ~z~This tram driver must be shitting himself, holmes!
05AA: 121@s = 'STL2_FG' // @s = 'short'  // ~z~Hello cops, what took you, eh?
05AA: 123@s = 'STL2_FH' // @s = 'short'  // ~z~Hey, CJ, watch this ... NITRO!
05AA: 125@s = 'STL2_FJ' // @s = 'short'  // ~z~Follow me down the hill, holmes!
05AA: 129@s = 'STL2_FO' // @s = 'short'  // ~z~Hello. Cops, back again you idiotas?
05AA: 131@s = 'STL2_FP' // @s = 'short'  // ~z~Get out of the fucking road!
05AA: 133@s = 'STL2_FQ' // @s = 'short'  // ~z~Holy SHIIIIIIIT!
05AA: 135@s = 'STL2_HB' // @s = 'short'  // ~z~I think we lost 'em.
05AA: 137@s = 'STL2_HC' // @s = 'short'  // ~z~There's a shortcut this way!
04AF: 141@ = 36838 // = constant 
04AF: 142@ = 36839 // = constant 
04AF: 143@ = 36840 // = constant 
04AF: 144@ = 36841 // = constant 
04AF: 145@ = 36842 // = constant 
04AF: 146@ = 36843 // = constant 
04AF: 148@ = 36848 // = constant 
04AF: 149@ = 36849 // = constant 
04AF: 150@ = 36850 // = constant 
04AF: 151@ = 36855 // = constant 
04AF: 152@ = 36856 // = constant 
0085: 154@ = 159@ // (int) 

:STEAL2_31615
00D6: if 
0039:   112@ == 9 
004D: jump_if_false @STEAL2_31712 
05AA: 115@s = 'STL2_FL' // @s = 'short'  // ~z~OK, Cesar, that's enough fun.
05AA: 117@s = 'STL2_FM' // @s = 'short'  // ~z~Let's get these cars back to the garage!
05AA: 119@s = 'STL2_FN' // @s = 'short'  // ~z~OK, CJ, hey, I know a quick route!
04AF: 141@ = 36845 // = constant 
04AF: 142@ = 36846 // = constant 
04AF: 143@ = 36847 // = constant 
0006: 154@ = 3 

:STEAL2_31712
00D6: if 
0039:   112@ == 10 
004D: jump_if_false @STEAL2_31833 
05AA: 115@s = 'STL2_FR' // @s = 'short'  // ~z~Fuck, holmes, did you see that?
05AA: 117@s = 'STL2_GA' // @s = 'short'  // ~z~Can we think about getting back
05AA: 119@s = 'STL2_GB' // @s = 'short'  // ~z~before I end up in a carwreck barbeque?
05AA: 121@s = 'STL2_HA' // @s = 'short'  // ~z~Sure thing, holmes.
04AF: 141@ = 36851 // = constant 
04AF: 142@ = 36852 // = constant 
04AF: 143@ = 36853 // = constant 
04AF: 144@ = 36854 // = constant 
0006: 154@ = 4 

:STEAL2_31833
00D6: if 
0039:   112@ == 11 
004D: jump_if_false @STEAL2_31906 
05AA: 115@s = 'STL2_HD' // @s = 'short'  // ~z~Uh-oh, more cops!
05AA: 117@s = 'STL2_HE' // @s = 'short'  // ~z~BACK UP, HOLMES, BACK UP! BACK UP!
04AF: 141@ = 36857 // = constant 
04AF: 142@ = 36858 // = constant 
0006: 154@ = 2 

:STEAL2_31906
00D6: if 
0039:   112@ == 12 
004D: jump_if_false @STEAL2_31979 
05AA: 115@s = 'STL2_HF' // @s = 'short'  // ~z~OK, we're good.
05AA: 117@s = 'STL2_HG' // @s = 'short'  // ~z~See you back at the garage, CJ!
04AF: 141@ = 36859 // = constant 
04AF: 142@ = 36860 // = constant 
0006: 154@ = 2 

:STEAL2_31979
00D6: if 
0039:   112@ == 14 
004D: jump_if_false @STEAL2_32093 
05AA: 115@s = 'CESX_BA' // @s = 'short'  // ~z~Wait up, CJ!
05AA: 117@s = 'CESX_BB' // @s = 'short'  // ~z~Hang ten, CJ!
05AA: 119@s = 'CESX_BC' // @s = 'short'  // ~z~Hold up!
05AA: 121@s = 'CESX_BD' // @s = 'short'  // ~z~Slow down, Carl!
04AF: 141@ = 10406 // = constant 
04AF: 142@ = 10407 // = constant 
04AF: 143@ = 10408 // = constant 
04AF: 144@ = 10409 // = constant 
0085: 154@ = 159@ // (int) 

:STEAL2_32093
0085: 157@ = 113@ // (int) 
0006: 155@ = 0 
0006: 156@ = 0 
0006: 158@ = 1 
0051: return 

:STEAL2_32124
00D6: if 
001D:   154@ > 157@ // (int) 
004D: jump_if_false @STEAL2_32229 
00D6: if 
0039:   155@ == 0 
004D: jump_if_false @STEAL2_32186 
03CF: load_wav 141@(157@,13i) as 1 
000A: 157@ += 1 
0006: 155@ = 1 

:STEAL2_32186
00D6: if 
0039:   156@ == 0 
004D: jump_if_false @STEAL2_32229 
03CF: load_wav 141@(157@,13i) as 2 
000A: 157@ += 1 
0006: 156@ = 1 

:STEAL2_32229
0051: return 

:STEAL2_32231
00D6: if 
0039:   158@ == 1 
004D: jump_if_false @STEAL2_32307 
00D6: if 
0039:   155@ == 1 
004D: jump_if_false @STEAL2_32307 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @STEAL2_32307 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 115@(113@,13s) time 4500 flag 1 
0006: 155@ = 2 

:STEAL2_32307
00D6: if 
0039:   158@ == 2 
004D: jump_if_false @STEAL2_32383 
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @STEAL2_32383 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @STEAL2_32383 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 115@(113@,13s) time 4500 flag 1 
0006: 156@ = 2 

:STEAL2_32383
0051: return 

:STEAL2_32385
00D6: if 
0039:   155@ == 2 
004D: jump_if_false @STEAL2_32448 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL2_32448 
03D5: remove_text 115@(113@,13s) 
000A: 113@ += 1 
0006: 158@ = 2 
0006: 155@ = 0 

:STEAL2_32448
00D6: if 
0039:   156@ == 2 
004D: jump_if_false @STEAL2_32511 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @STEAL2_32511 
03D5: remove_text 115@(113@,13s) 
000A: 113@ += 1 
0006: 158@ = 1 
0006: 156@ = 0 

:STEAL2_32511
0051: return 

//-------------Mission 69---------------
// Originally: Customs Fast Track

:STEAL4
03A4: name_thread 'STEAL4' 
0050: gosub @STEAL4_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @STEAL4_38 
0050: gosub @STEAL4_29969 

:STEAL4_38
0050: gosub @STEAL4_30816 
004E: end_thread 

:STEAL4_47
0004: $ONMISSION = 1 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 

:STEAL4_89
0001: wait 0 ms 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @STEAL4_115 
0006: 36@ = 1 

:STEAL4_115
000A: 39@ += 1 
00D6: if 
0019:   39@ > 9 
004D: jump_if_false @STEAL4_147 
0006: 39@ = 0 

:STEAL4_147
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 60@ += 42@ // (int) 
005A: 61@ += 42@ // (int) 
005A: 62@ += 42@ // (int) 
005A: 63@ += 42@ // (int) 
005A: 64@ += 42@ // (int) 
0050: gosub @STEAL4_700 
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @STEAL4_248 
0002: jump @STEAL4_598 

:STEAL4_248
00D6: if 
0736:   is_keyboard_key_just_pressed 138 
004D: jump_if_false @STEAL4_302 
0006: 34@ = 10 
0006: 35@ = 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL4_302 
00D9: 86@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:STEAL4_302
0871: init_jump_table 34@ total_jumps 11 default_jump 0 @STEAL4_584 jumps 0 @STEAL4_430 1 @STEAL4_444 2 @STEAL4_458 3 @STEAL4_472 4 @STEAL4_486 5 @STEAL4_500 6 @STEAL4_514 
0872: jump_table_jumps 7 @STEAL4_528 8 @STEAL4_542 9 @STEAL4_556 10 @STEAL4_570 -1 @STEAL4_584 -1 @STEAL4_584 -1 @STEAL4_584 -1 @STEAL4_584 -1 @STEAL4_584 

:STEAL4_430
0050: gosub @STEAL4_1358 
0002: jump @STEAL4_584 

:STEAL4_444
0050: gosub @STEAL4_2503 
0002: jump @STEAL4_584 

:STEAL4_458
0050: gosub @STEAL4_3836 
0002: jump @STEAL4_584 

:STEAL4_472
0050: gosub @STEAL4_5024 
0002: jump @STEAL4_584 

:STEAL4_486
0050: gosub @STEAL4_7747 
0002: jump @STEAL4_584 

:STEAL4_500
0050: gosub @STEAL4_10598 
0002: jump @STEAL4_584 

:STEAL4_514
0050: gosub @STEAL4_12659 
0002: jump @STEAL4_584 

:STEAL4_528
0050: gosub @STEAL4_14739 
0002: jump @STEAL4_584 

:STEAL4_542
0050: gosub @STEAL4_19626 
0002: jump @STEAL4_584 

:STEAL4_556
0050: gosub @STEAL4_19628 
0002: jump @STEAL4_584 

:STEAL4_570
0050: gosub @STEAL4_22092 
0002: jump @STEAL4_584 

:STEAL4_584
0050: gosub @STEAL4_31331 
0050: gosub @STEAL4_25745 

:STEAL4_598
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @STEAL4_698 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @STEAL4_682 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @STEAL4_666 
0002: jump @STEAL4_89 
0002: jump @STEAL4_675 

:STEAL4_666
0050: gosub @STEAL4_30732 
0051: return 

:STEAL4_675
0002: jump @STEAL4_691 

:STEAL4_682
0050: gosub @STEAL4_29969 
0051: return 

:STEAL4_691
0002: jump @STEAL4_700 

:STEAL4_698
0051: return 

:STEAL4_700
00D6: if 
0736:   is_keyboard_key_just_pressed 88 
004D: jump_if_false @STEAL4_791 
00D6: if 
0039:   65@ == 0 
004D: jump_if_false @STEAL4_765 
0006: 65@ = 1 
0662: printstring "LEVEL_DEBUG_ON" 
0002: jump @STEAL4_791 

:STEAL4_765
0006: 65@ = 0 
0662: printstring "LEVEL_DEBUG_OFF" 

:STEAL4_791
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @STEAL4_1356 
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @STEAL4_858 
086A: NOP 
000A: 66@ += 1 
00D6: if 
0019:   66@ > 2 
004D: jump_if_false @STEAL4_858 
0006: 66@ = 0 

:STEAL4_858
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @STEAL4_1110 
008A: $7406 = 34@ // (int) 
008A: $7407 = 35@ // (int) 
008A: $7408 = 124@ // (int) 
008A: $7409 = 155@ // (int) 
008A: $7410 = 153@ // (int) 
008A: $7411 = 154@ // (int) 
008A: $7412 = 132@ // (int) 
008A: $7413 = 61@ // (int) 
065D: NOP $7406 "M_STAGE" 
065D: NOP $7407 "M_GOALS" 
065D: NOP $7408 "PLAYER_ON_FOOT" 
065D: NOP $7409 "CONVERSATION_FLAG" 
065D: NOP $7410 "ACTIVE_CONVERSATION" 
065D: NOP $7411 "CONVERSATION_STATUS" 
065D: NOP $7412 "CRANE_HELP_FLAG" 
065D: NOP $7413 "CRANE_HELP_TIMER" 

:STEAL4_1110
00D6: if 
0039:   66@ == 2 
004D: jump_if_false @STEAL4_1253 
065E: NOP $2738 "MAGNO_ARM_ROTATE_Y" 
065E: NOP $2736 "MAGNO_CABIN_H" 
065E: NOP $2737 "MAGNO_ARM_H" 
065E: NOP $2733 "MAGNO_BASE_X" 
065E: NOP $2734 "MAGNO_BASE_Y" 
065E: NOP $CRANE_ROPE_LENGTH "CRANE_ROPE_LENGTH" 

:STEAL4_1253
00D6: if 
0039:   67@ == 0 
004D: jump_if_false @STEAL4_1316 
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @STEAL4_1309 
0662: printstring "LEVEL_PAUSED" 
0006: 67@ = 1 

:STEAL4_1309
0002: jump @STEAL4_1356 

:STEAL4_1316
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @STEAL4_1356 
0662: printstring "LEVEL_UNPAUSED" 
0006: 67@ = 0 

:STEAL4_1356
0051: return 

:STEAL4_1358
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @STEAL4_1608 
00A5: 83@ = create_car #PONY at 0.0 0.0 0.0 
018A: 107@ = create_checkpoint_at 0.0 0.0 0.0 
0107: 104@ = create_object #WOODENBOX at 0.0 0.0 0.0 
018A: 118@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 109@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 119@ = create_checkpoint_at 0.0 0.0 0.0 
0107: 105@ = create_object #WOODENBOX at 0.0 0.0 0.0 
00A5: 89@ = create_car #PONY at 0.0 0.0 0.0 
018A: 118@ = create_checkpoint_at 0.0 0.0 0.0 
0107: 106@ = create_object #WOODENBOX at 0.0 0.0 0.0 
018A: 108@ = create_checkpoint_at 0.0 0.0 0.0 

:STEAL4_1608
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @STEAL4_2439 
0004: $7415 = 0 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 130@ = 0 
0006: 131@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 134@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0006: 151@ = 0 
0006: 152@ = 0 
0006: 153@ = 0 
0006: 154@ = 0 
0006: 155@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:STEAL4_1787
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_1811 
0001: wait 0 ms 
0002: jump @STEAL4_1787 

:STEAL4_1811
054C: use_GXT_table 'STEAL4' 
04BB: select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_rendering_origin_at -2031.0 149.0 29.0 
02E4: load_cutscene_data 'STEAL_4' 

:STEAL4_1861
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @STEAL4_1885 
0001: wait 0 ms 
0002: jump @STEAL4_1861 

:STEAL4_1885
02E7: start_cutscene 
016A: fade 1 time 1000 

:STEAL4_1894
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @STEAL4_1918 
0001: wait 0 ms 
0002: jump @STEAL4_1894 

:STEAL4_1918
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:STEAL4_1933
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_1957 
0001: wait 0 ms 
0002: jump @STEAL4_1933 

:STEAL4_1957
0860: link_actor $PLAYER_ACTOR to_interior 0 
04BB: select_interior 0 
0395: clear_area 1 at -2036.17 179.2839 27.8359 radius 10.0 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
0247: load_model #SAVANNA 

:STEAL4_2010
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #SAVANNA available 
004D: jump_if_false @STEAL4_2041 
0001: wait 0 ms 
0002: jump @STEAL4_2010 

:STEAL4_2041
0674: set_car_model #SAVANNA numberplate "LVA4L" 
00A5: 82@ = create_car #SAVANNA at -2034.706 177.7413 27.8359 
0229: set_car 82@ primary_color_to 3 secondary_color_to 3 
0175: set_car 82@ Z_angle_to 244.5958 
0249: release_model #SAVANNA 
01C8: 68@ = create_actor_pedtype 25 model #SPECIAL01 in_car 82@ passenger_seat 0 
0568: set_actor 68@ untargetable 1 
04D8: set_actor 68@ drowns_in_water 0 
0223: set_actor 68@ health_to 400 
08AF: set_actor 68@ max_health_to 400 
039E: set_actor 68@ locked 1 while_in_car 
0446: set_actor 68@ dismemberment_possible 0 
00A1: put_actor $PLAYER_ACTOR at -2035.53 180.7482 27.8359 
0173: set_actor $PLAYER_ACTOR Z_angle_to 209.6339 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
06D7: enable_train_traffic 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
060A: create_decision_maker_type 2 store_to 171@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 168@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 172@ // decision\allowed\m_.ped files 
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @STEAL4_2273 
01BB: store_object $2727 position_to $2733 $2734 $2735 

:STEAL4_2273
0005: $2738 = 15.0 
0005: $2736 = 207.615 
0005: $2737 = 207.615 
0005: $2733 = -1586.7 
0005: $2734 = 84.79579 
0005: $CRANE_ROPE_LENGTH = 0.639 
0050: gosub @STEAL4_28749 
0006: 43@ = 0 

:STEAL4_2347
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @STEAL4_2390 
0006: 141@(43@,10i) = 0 
000A: 43@ += 1 
0002: jump @STEAL4_2347 

:STEAL4_2390
02A3: enable_widescreen 0 
03C7: set_sensitivity_to_crime 0.001 
016A: fade 1 time 1000 

:STEAL4_2408
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_2432 
0001: wait 0 ms 
0002: jump @STEAL4_2408 

:STEAL4_2432
000A: 35@ += 1 

:STEAL4_2439
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @STEAL4_2501 
00BC: show_text_highpriority GXT 'ST4_05' time 5000 flag 1  // ~s~Get in the car with ~b~Cesar~s~.
0006: 32@ = 0 
000A: 34@ += 1 
0006: 35@ = 0 
0006: 56@ = 0 

:STEAL4_2501
0051: return 

:STEAL4_2503
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @STEAL4_2774 
0004: $1912 = 1 
029B: 92@ = init_object #KMB_CONTAINER_BLUE at -1570.986 55.2009 17.746 
0177: set_object 92@ Z_angle_to 40.4082 
029B: 93@ = init_object #KMB_CONTAINER_BLUE at -1564.401 62.1434 17.7537 
0177: set_object 93@ Z_angle_to 235.0724 
029B: 94@ = init_object #KMB_CONTAINER_BLUE at -1582.202 54.1735 17.7537 
0177: set_object 94@ Z_angle_to 0.0 
029B: 96@ = init_object #KMB_CONTAINER_RED at -1658.85 44.8514 4.06 
0177: set_object 96@ Z_angle_to 315.2922 
029B: 95@ = init_object #KMB_CONTAINER_YEL at -1649.476 9.1182 4.06 
0177: set_object 95@ Z_angle_to 315.1249 
0006: 43@ = 0 

:STEAL4_2700
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @STEAL4_2763 
00D6: if 
03CA:   object 92@(43@,9i) exists 
004D: jump_if_false @STEAL4_2749 
0550: keep_object 92@(43@,9i) in_memory 1 

:STEAL4_2749
000A: 43@ += 1 
0002: jump @STEAL4_2700 

:STEAL4_2763
041E: set_radio_station 0 
000A: 35@ += 1 

:STEAL4_2774
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @STEAL4_2923 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @STEAL4_2843 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @STEAL4_2843 
0006: 153@ = 1 
0006: 56@ = 1 

:STEAL4_2843
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_2923 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @STEAL4_2923 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_2916 
0631: put_actor 68@ in_group $PLAYER_GROUP 
04D8: set_actor 68@ drowns_in_water 0 
0006: 126@ = 1 

:STEAL4_2916
000A: 35@ += 1 

:STEAL4_2923
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @STEAL4_3072 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_3072 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_3072 
00D6: if 
00DB:   actor 68@ in_car 82@ 
004D: jump_if_false @STEAL4_3072 
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @STEAL4_3072 
000A: 35@ += 1 
0164: disable_marker 108@ 
018A: 108@ = create_checkpoint_at -1585.63 90.3697 2.7752 
00BC: show_text_highpriority GXT 'ST4_43' time 7000 flag 1  // ~s~Drive to the ~y~docks~w~.
0006: 56@ = 0 
0006: 32@ = 0 

:STEAL4_3072
00D6: if 
0019:   35@ > 2 
004D: jump_if_false @STEAL4_3141 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @STEAL4_3141 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @STEAL4_3141 
0006: 153@ = 2 
0006: 56@ = 1 

:STEAL4_3141
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @STEAL4_3498 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_3274 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_3274 
00D6: if 
00DB:   actor 68@ in_car 82@ 
004D: jump_if_false @STEAL4_3274 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @STEAL4_3274 
00D6: if 
01AD:   car 82@ sphere 0 near_point -1585.63 90.3697 radius 100.0 100.0 
004D: jump_if_false @STEAL4_3274 
0006: 35@ = 99 

:STEAL4_3274
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @STEAL4_3399 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @STEAL4_3399 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_3399 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @STEAL4_3399 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_3399 
00D6: if 
00DB:   actor 68@ in_car 82@ 
004D: jump_if_false @STEAL4_3399 
00AB: put_car 82@ at -1585.63 90.3 5.0 

:STEAL4_3399
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_3498 
00D6: if 
00ED:   actor 68@ sphere 0 near_point -1585.63 90.3697 radius 70.0 70.0 on_foot 
004D: jump_if_false @STEAL4_3498 
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1585.63 90.3697 radius 70.0 70.0 on_foot 
004D: jump_if_false @STEAL4_3498 
0006: 35@ = 99 

:STEAL4_3498
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @STEAL4_3530 
0006: 35@ = 0 
000A: 34@ += 1 

:STEAL4_3530
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_3729 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_3729 
00D6: if 
00DB:   actor 68@ in_car 82@ 
004D: jump_if_false @STEAL4_3678 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @STEAL4_3639 
00D6: if 
8039:   not  133@ == 1 
004D: jump_if_false @STEAL4_3632 
0006: 133@ = 1 
0050: gosub @STEAL4_29801 

:STEAL4_3632
0002: jump @STEAL4_3671 

:STEAL4_3639
00D6: if 
8039:   not  133@ == 0 
004D: jump_if_false @STEAL4_3671 
0006: 133@ = 0 
0050: gosub @STEAL4_29801 

:STEAL4_3671
0002: jump @STEAL4_3729 

:STEAL4_3678
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @STEAL4_3729 
00D6: if 
8039:   not  133@ == 1 
004D: jump_if_false @STEAL4_3729 
0006: 133@ = 1 
0050: gosub @STEAL4_29801 

:STEAL4_3729
0050: gosub @STEAL4_28047 
00D6: if 
8039:   not  126@ == 1 
004D: jump_if_false @STEAL4_3782 
00D6: if 
075C:   marker 108@ enabled 
004D: jump_if_false @STEAL4_3775 
0164: disable_marker 108@ 

:STEAL4_3775
0002: jump @STEAL4_3834 

:STEAL4_3782
00D6: if 
875C:   not marker 108@ enabled 
004D: jump_if_false @STEAL4_3834 
018A: 108@ = create_checkpoint_at -1585.63 90.3697 2.7752 
00BC: show_text_highpriority GXT 'ST4_43' time 7000 flag 1  // ~s~Drive to the ~y~docks~w~.

:STEAL4_3834
0051: return 

:STEAL4_3836
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @STEAL4_3900 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'ST4_13' time 5000 flag 1  // ~s~Get in the ~y~crane~s~.
0004: $1912 = 0 
0006: 56@ = 0 
0006: 32@ = 0 
000A: 35@ += 1 

:STEAL4_3900
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @STEAL4_4434 
0006: 138@ = 0 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @STEAL4_3976 
00D6: if 
0019:   32@ > 5500 
004D: jump_if_false @STEAL4_3976 
0006: 153@ = 3 
000A: 56@ += 1 

:STEAL4_3976
00D6: if 
8039:   not  126@ == 1 
004D: jump_if_false @STEAL4_4029 
00D6: if 
075C:   marker 108@ enabled 
004D: jump_if_false @STEAL4_4022 
0164: disable_marker 108@ 
0004: $1912 = 1 

:STEAL4_4022
0002: jump @STEAL4_4088 

:STEAL4_4029
00D6: if 
875C:   not marker 108@ enabled 
004D: jump_if_false @STEAL4_4088 
018A: 108@ = create_checkpoint_at -1585.63 90.3697 2.7752 
00BC: show_text_highpriority GXT 'ST4_13' time 7000 flag 1  // ~s~Get in the ~y~crane~s~.
0004: $1912 = 0 

:STEAL4_4088
00D6: if 
0038:   $FLAG_PLAYER_IN_CRANE == 2 
004D: jump_if_false @STEAL4_4427 
0004: $1913 = 1 
0004: $1916 = 1 
0164: disable_marker 108@ 
0006: 60@ = 30000 
0006: 61@ = 8000 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_4212 
06C9: remove_actor 68@ from_group 
0792: disembark_instantly_actor 68@ 
060B: set_actor 68@ decision_maker_to 168@ 
00A1: put_actor 68@ at -1627.831 63.8863 2.9167 
0173: set_actor 68@ Z_angle_to 299.601 
04D8: set_actor 68@ drowns_in_water 0 

:STEAL4_4212
0007: 156@ = -1620.938 
0007: 157@ = 75.4195 
0007: 158@ = 4.1 
0007: 159@ = 20.7795 
0007: 160@ = -1632.786 
0007: 161@ = 61.2888 
0007: 162@ = 4.1 
0007: 163@ = 6.6851 
0007: 164@ = -1644.017 
0007: 165@ = 50.9619 
0007: 166@ = 4.1 
0007: 167@ = 39.4583 
03E6: remove_text_box 
00BE: text_clear_all 
0006: 43@ = 0 

:STEAL4_4343
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @STEAL4_4406 
00D6: if 
03CA:   object 92@(43@,9i) exists 
004D: jump_if_false @STEAL4_4392 
0550: keep_object 92@(43@,9i) in_memory 0 

:STEAL4_4392
000A: 43@ += 1 
0002: jump @STEAL4_4343 

:STEAL4_4406
0050: gosub @STEAL4_28047 
000A: 35@ += 1 
0002: jump @STEAL4_4434 

:STEAL4_4427
0050: gosub @STEAL4_28047 

:STEAL4_4434
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @STEAL4_4552 
0050: gosub @STEAL4_35172 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
0004: $1912 = 1 
02A3: enable_widescreen 1 
015F: set_camera_position -1517.693 60.1951 57.7488 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1518.545 60.208 57.2246 switchstyle 2 
00BE: text_clear_all 
0006: 32@ = 0 
0006: 56@ = 0 
000A: 35@ += 1 

:STEAL4_4552
00D6: if and
0019:   35@ > 2 
001B:   6 > 35@ 
004D: jump_if_false @STEAL4_4664 
00D6: if 
0039:   138@ == 0 
004D: jump_if_false @STEAL4_4640 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @STEAL4_4633 
0050: gosub @STEAL4_35172 
0006: 35@ = 6 
0006: 138@ = 1 

:STEAL4_4633
0002: jump @STEAL4_4664 

:STEAL4_4640
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @STEAL4_4664 
0006: 138@ = 0 

:STEAL4_4664
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @STEAL4_4715 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @STEAL4_4715 
0006: 153@ = 4 
000A: 35@ += 1 

:STEAL4_4715
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @STEAL4_4759 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @STEAL4_4759 
000A: 35@ += 1 

:STEAL4_4759
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @STEAL4_4849 
015F: set_camera_position -1631.997 64.4568 3.1424 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1631.031 64.5624 3.3783 switchstyle 2 
0006: 56@ = 0 
000A: 35@ += 1 
0006: 32@ = 0 

:STEAL4_4849
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @STEAL4_4892 
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @STEAL4_4892 
000A: 35@ += 1 

:STEAL4_4892
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @STEAL4_4958 
0004: $1919 = 1 
0004: $1911 = 1 
0826: enable_hud 0 
0581: enable_radar 0 
02A3: enable_widescreen 0 
0004: $1912 = 0 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
0006: 35@ = 99 

:STEAL4_4958
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @STEAL4_5022 
0247: load_model #CLUB 

:STEAL4_4981
00D6: if 
8248:   not model #CLUB available 
004D: jump_if_false @STEAL4_5008 
0001: wait 0 ms 
0002: jump @STEAL4_4981 

:STEAL4_5008
0006: 35@ = 0 
000A: 34@ += 1 

:STEAL4_5022
0051: return 

:STEAL4_5024
00D6: if and
0019:   35@ > 0 
001B:   3 > 35@ 
004D: jump_if_false @STEAL4_5143 
00D6: if 
0039:   138@ == 0 
004D: jump_if_false @STEAL4_5119 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @STEAL4_5112 
0004: $1919 = 1 
0004: $1911 = 1 
0006: 138@ = 1 
0006: 35@ = 3 

:STEAL4_5112
0002: jump @STEAL4_5143 

:STEAL4_5119
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @STEAL4_5143 
0006: 138@ = 0 

:STEAL4_5143
0871: init_jump_table 35@ total_jumps 9 default_jump 0 @STEAL4_7590 jumps 0 @STEAL4_5271 1 @STEAL4_5528 2 @STEAL4_5582 3 @STEAL4_5638 4 @STEAL4_5781 5 @STEAL4_6011 6 @STEAL4_6462 
0872: jump_table_jumps 7 @STEAL4_7311 99 @STEAL4_7569 -1 @STEAL4_7590 -1 @STEAL4_7590 -1 @STEAL4_7590 -1 @STEAL4_7590 -1 @STEAL4_7590 -1 @STEAL4_7590 -1 @STEAL4_7590 

:STEAL4_5271
00D6: if 
0039:   138@ == 0 
004D: jump_if_false @STEAL4_5428 
00D6: if 
8039:   not  133@ == 3 
004D: jump_if_false @STEAL4_5321 
0006: 133@ = 3 
0050: gosub @STEAL4_29801 

:STEAL4_5321
0004: $1912 = 1 
0004: $1919 = 0 
0004: $1911 = 1 
0006: 32@ = 0 
0512: show_permanent_text_box 'ST4_H08'  // Press the ~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ to switch camera views.
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_5414 
060B: set_actor 68@ decision_maker_to 172@ 
00A1: put_actor 68@ at -1626.981 65.4201 2.5495 
0173: set_actor 68@ Z_angle_to 306.9205 

:STEAL4_5414
000A: 35@ += 1 
0002: jump @STEAL4_5521 

:STEAL4_5428
00D6: if 
8039:   not  133@ == 3 
004D: jump_if_false @STEAL4_5460 
0006: 133@ = 3 
0050: gosub @STEAL4_29801 

:STEAL4_5460
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_5514 
060B: set_actor 68@ decision_maker_to 172@ 
00A1: put_actor 68@ at -1626.981 65.4201 2.5495 
0173: set_actor 68@ Z_angle_to 306.9205 

:STEAL4_5514
0006: 35@ = 3 

:STEAL4_5521
0002: jump @STEAL4_7590 

:STEAL4_5528
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @STEAL4_5575 
0004: $1919 = 1 
0004: $1911 = 1 
0006: 32@ = 0 
000A: 35@ += 1 

:STEAL4_5575
0002: jump @STEAL4_7590 

:STEAL4_5582
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @STEAL4_5631 
03E6: remove_text_box 
0004: $1919 = 1 
0004: $1911 = 1 
0006: 32@ = 0 
000A: 35@ += 1 

:STEAL4_5631
0002: jump @STEAL4_7590 

:STEAL4_5638
0826: enable_hud 1 
0581: enable_radar 1 
03E6: remove_text_box 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
0004: $1919 = 1 
0004: $1911 = 1 
0004: $1912 = 0 
0004: $1917 = 0 
0004: $1918 = 0 
0004: $1916 = 0 
0006: 128@ = 0 
00BC: show_text_highpriority GXT 'ST4_T01' time 5000 flag 1  // ~s~Pick up a ~g~container~s~ with the crane.
0188: 109@ = create_marker_above_object 92@ 
0188: 110@ = create_marker_above_object 93@ 
0188: 111@ = create_marker_above_object 94@ 
0006: 61@ = 10000 
0006: 132@ = 0 
0006: 32@ = 0 
000A: 35@ += 1 
0002: jump @STEAL4_7590 

:STEAL4_5781
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
00D6: if or
003B:   91@ == 92@ // (int) 
003B:   91@ == 93@ // (int) 
003B:   91@ == 94@ // (int) 
004D: jump_if_false @STEAL4_6004 
0085: 106@ = 91@ // (int) 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
0006: 128@ = 1 
00D6: if 
075C:   marker 109@ enabled 
004D: jump_if_false @STEAL4_5874 
0164: disable_marker 109@ 

:STEAL4_5874
00D6: if 
075C:   marker 110@ enabled 
004D: jump_if_false @STEAL4_5895 
0164: disable_marker 110@ 

:STEAL4_5895
00D6: if 
075C:   marker 111@ enabled 
004D: jump_if_false @STEAL4_5916 
0164: disable_marker 111@ 

:STEAL4_5916
0164: disable_marker 108@ 
018A: 108@ = create_checkpoint_at 156@ 157@ 158@ 
0004: $1917 = 0 
0004: $1918 = 0 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'ST4_T02' time 5000 flag 1  // ~s~Move the container into ~y~position~s~ by rotating the crane.
0006: 132@ = 0 
0006: 61@ = 500 
0006: 32@ = 20000 
0006: 33@ = 0 
000A: 35@ += 1 

:STEAL4_6004
0002: jump @STEAL4_7590 

:STEAL4_6011
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_6279 
04E6:   object 106@ near_point 156@ 157@ 158@ radius 5.0 5.0 3.0 flag 1 
00D6: if 
04E5:   object 106@ near_point 156@ 157@ radius 6.0 6.0 sphere 0 
004D: jump_if_false @STEAL4_6132 
00D6: if 
8039:   not  128@ == 0 
004D: jump_if_false @STEAL4_6125 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
0006: 128@ = 0 

:STEAL4_6125
0002: jump @STEAL4_6165 

:STEAL4_6132
00D6: if 
8039:   not  128@ == 1 
004D: jump_if_false @STEAL4_6165 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
0006: 128@ = 1 

:STEAL4_6165
00D6: if 
04E6:   object 106@ near_point 156@ 157@ 158@ radius 6.0 6.0 6.0 flag 0 
004D: jump_if_false @STEAL4_6252 
00D6: if 
8039:   not  132@ == 4 
004D: jump_if_false @STEAL4_6245 
03E6: remove_text_box 
0512: show_permanent_text_box 'ST4_H03'  // Use ~k~~PED_FIREWEAPON~ to release the container when in the correct position.
0006: 132@ = 4 

:STEAL4_6245
0002: jump @STEAL4_6279 

:STEAL4_6252
00D6: if 
0039:   132@ == 4 
004D: jump_if_false @STEAL4_6279 
03E6: remove_text_box 
0006: 132@ = 0 

:STEAL4_6279
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_6455 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
00D6: if 
803B:   not  91@ == 106@ // (int) 
004D: jump_if_false @STEAL4_6455 
0006: 32@ = 0 
0085: 104@ = 106@ // (int) 
00BE: text_clear_all 
03E6: remove_text_box 
00D6: if 
075C:   marker 109@ enabled 
004D: jump_if_false @STEAL4_6368 
0164: disable_marker 109@ 

:STEAL4_6368
00D6: if 
075C:   marker 110@ enabled 
004D: jump_if_false @STEAL4_6389 
0164: disable_marker 110@ 

:STEAL4_6389
00D6: if 
075C:   marker 111@ enabled 
004D: jump_if_false @STEAL4_6410 
0164: disable_marker 111@ 

:STEAL4_6410
00D6: if 
075C:   marker 108@ enabled 
004D: jump_if_false @STEAL4_6431 
0164: disable_marker 108@ 

:STEAL4_6431
000A: 35@ += 1 
0006: 139@ = 0 
0007: 173@ = 0.0 

:STEAL4_6455
0002: jump @STEAL4_7590 

:STEAL4_6462
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @STEAL4_6681 
00D6: if 
04DA:   has_object 106@ collided 
004D: jump_if_false @STEAL4_6681 
00D6: if 
0021:   173@ > 14.0 
004D: jump_if_false @STEAL4_6674 
01BB: store_object 106@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0674: set_car_model #CLUB numberplate "N13_LLF" 
00A5: 84@ = create_car #CLUB at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0229: set_car 84@ primary_color_to 11 secondary_color_to 0 
0939: attach_car 84@ to_object 106@ with_offset 0.0 0.0 -0.8 rotation 0.0 0.0 180.0 
050E: set_object 106@ no_collision_with_car 84@ 
0723: break_object 106@ intensity 1 
00D6: if 
8119:   not car 84@ wrecked 
004D: jump_if_false @STEAL4_6667 
0684: detach_car 84@ 0.0 0.0 0.0 collision_detection 0 
020B: explode_car 84@ 

:STEAL4_6667
0006: 140@ = 1 

:STEAL4_6674
0006: 139@ = 2 

:STEAL4_6681
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_6758 
05A8: get_object 106@ speed_to 173@ 
00D6: if 
0021:   173@ > 5.0 
004D: jump_if_false @STEAL4_6758 
00D6: if 
0039:   139@ == 0 
004D: jump_if_false @STEAL4_6758 
04D9: object 106@ set_scripted_collision_check 1 
0006: 139@ = 1 

:STEAL4_6758
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @STEAL4_7304 
00D6: if 
8039:   not  140@ == 1 
004D: jump_if_false @STEAL4_7292 
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_7285 
00D6: if or
05A3:   object 106@ stopped 
0019:   32@ > 2000 
004D: jump_if_false @STEAL4_7285 
03E6: remove_text_box 
0004: $1912 = 1 
016A: fade 0 time 150 

:STEAL4_6851
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_6875 
0001: wait 0 ms 
0002: jump @STEAL4_6851 

:STEAL4_6875
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @STEAL4_6901 
0797: set_crane_magnet $CRANE_MAGNET magnet_lane_length_to 0.5 // float 

:STEAL4_6901
0799: set_crane_magnet $CRANE_MAGNET release_stuff_from_magnet 
0108: destroy_object 104@ 
029B: 101@ = init_object #KMB_CONTAINER_OPEN at 156@ 157@ 158@ 
0177: set_object 101@ Z_angle_to 159@ 
0674: set_car_model #CLUB numberplate "N13_LLF" 
00A5: 84@ = create_car #CLUB at 0.0 0.0 0.0 
0229: set_car 84@ primary_color_to 11 secondary_color_to 0 
0249: release_model #CLUB 
0939: attach_car 84@ to_object 101@ with_offset 0.0 0.0 -0.8 rotation 0.0 0.0 180.0 
050E: set_object 101@ no_collision_with_car 84@ 
0006: 135@ = 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_7086 
00A1: put_actor 68@ at -1619.436 68.7884 2.5495 
0173: set_actor 68@ Z_angle_to 0.0 

:STEAL4_7086
02A3: enable_widescreen 1 
015F: set_camera_position -1618.103 66.5178 4.5138 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1618.392 67.4668 4.3861 switchstyle 2 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
03CB: set_rendering_origin_at 156@ 157@ 158@ 
016A: fade 1 time 150 

:STEAL4_7167
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_7191 
0001: wait 0 ms 
0002: jump @STEAL4_7167 

:STEAL4_7191
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_7212 
05C8: AS_actor 68@ look_around 

:STEAL4_7212
040D: unload_wav 1 
03CF: load_wav 37012 as 1 

:STEAL4_7225
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @STEAL4_7251 
0001: wait 0 ms 
0002: jump @STEAL4_7225 

:STEAL4_7251
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'STL4_FA' time 5000 flag 1  // ~z~Not this one, CJ!
0006: 32@ = 0 
000A: 35@ += 1 

:STEAL4_7285
0002: jump @STEAL4_7304 

:STEAL4_7292
0001: wait 2000 ms 
0006: 37@ = 1 

:STEAL4_7304
0002: jump @STEAL4_7590 

:STEAL4_7311
00D6: if or
0019:   32@ > 5000 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @STEAL4_7562 
0004: $1911 = 1 
0004: $1912 = 0 
040D: unload_wav 1 
016A: fade 1 time 0 
02A3: enable_widescreen 0 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @STEAL4_7396 
0188: 109@ = create_marker_above_object 92@ 

:STEAL4_7396
00D6: if 
03CA:   object 93@ exists 
004D: jump_if_false @STEAL4_7420 
0188: 110@ = create_marker_above_object 93@ 

:STEAL4_7420
00D6: if 
03CA:   object 94@ exists 
004D: jump_if_false @STEAL4_7444 
0188: 111@ = create_marker_above_object 94@ 

:STEAL4_7444
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_7516 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -1642.827 54.0446 2.5495 mode 6 time 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 306.0 
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_7516
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'ST4_T04' time 7000 flag 1  // ~s~Pick up the other ~g~container~s~ with the crane.
0006: 32@ = 0 
0006: 33@ = 0 
0006: 132@ = 0 
0006: 35@ = 99 

:STEAL4_7562
0002: jump @STEAL4_7590 

:STEAL4_7569
000A: 34@ += 1 
0006: 35@ = 0 
0002: jump @STEAL4_7590 

:STEAL4_7590
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @STEAL4_7745 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @STEAL4_7745 
00D6: if 
0039:   141@ == 0 
004D: jump_if_false @STEAL4_7666 
03E5: show_text_box 'ST4_H10'  // Use ~k~~PED_SPRINT~ to lower the magnet.~N~Use ~k~~PED_JUMPING~ to raise the magnet.
0006: 141@ = 1 
0002: jump @STEAL4_7745 

:STEAL4_7666
00D6: if 
0039:   142@ == 0 
004D: jump_if_false @STEAL4_7709 
03E5: show_text_box 'ST4_H05'  // Push movement controls in the direction you want the crane to travel.
0006: 142@ = 1 
0002: jump @STEAL4_7745 

:STEAL4_7709
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @STEAL4_7745 
03E5: show_text_box 'ST4_H07'  // Use the magnet shadow to judge where objects will drop.
0006: 143@ = 1 

:STEAL4_7745
0051: return 

:STEAL4_7747
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @STEAL4_7903 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 132@ = 0 
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @STEAL4_7809 
0550: keep_object 92@ in_memory 1 

:STEAL4_7809
00D6: if 
03CA:   object 93@ exists 
004D: jump_if_false @STEAL4_7832 
0550: keep_object 93@ in_memory 1 

:STEAL4_7832
00D6: if 
03CA:   object 94@ exists 
004D: jump_if_false @STEAL4_7855 
0550: keep_object 94@ in_memory 1 

:STEAL4_7855
00D6: if 
0038:   $7414 == 0 
004D: jump_if_false @STEAL4_7887 
0006: 151@ = 0 
0002: jump @STEAL4_7896 

:STEAL4_7887
0209: 151@ = random_int_in_ranges 0 2 

:STEAL4_7896
000A: 35@ += 1 

:STEAL4_7903
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @STEAL4_8145 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
00D6: if or
003B:   91@ == 92@ // (int) 
003B:   91@ == 93@ // (int) 
003B:   91@ == 94@ // (int) 
004D: jump_if_false @STEAL4_8145 
0550: keep_object 91@ in_memory 0 
0085: 106@ = 91@ // (int) 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
0004: $1917 = 0 
0004: $1918 = 0 
0006: 128@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'ST4_T06' time 7000 flag 1  // ~s~Place the ~g~container~s~ in ~y~position~s~.
00D6: if 
075C:   marker 109@ enabled 
004D: jump_if_false @STEAL4_8053 
0164: disable_marker 109@ 

:STEAL4_8053
00D6: if 
075C:   marker 110@ enabled 
004D: jump_if_false @STEAL4_8074 
0164: disable_marker 110@ 

:STEAL4_8074
00D6: if 
075C:   marker 111@ enabled 
004D: jump_if_false @STEAL4_8095 
0164: disable_marker 111@ 

:STEAL4_8095
0164: disable_marker 108@ 
018A: 108@ = create_checkpoint_at 160@ 161@ 162@ 
03E6: remove_text_box 
0006: 132@ = 0 
0006: 32@ = 20000 
0006: 33@ = 0 
000A: 35@ += 1 

:STEAL4_8145
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @STEAL4_8292 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @STEAL4_8240 
0247: load_model #PEREN 
00D6: if 
0248:   model #PEREN available 
004D: jump_if_false @STEAL4_8233 
0006: 32@ = 20000 
000A: 35@ += 1 
00BC: show_text_highpriority GXT 'ST4_T06' time 7000 flag 1  // ~s~Place the ~g~container~s~ in ~y~position~s~.

:STEAL4_8233
0002: jump @STEAL4_8292 

:STEAL4_8240
0247: load_model #JESTER 
00D6: if 
0248:   model #JESTER available 
004D: jump_if_false @STEAL4_8292 
0006: 32@ = 20000 
000A: 35@ += 1 
00BC: show_text_highpriority GXT 'ST4_T06' time 7000 flag 1  // ~s~Place the ~g~container~s~ in ~y~position~s~.

:STEAL4_8292
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @STEAL4_8783 
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_8599 
04E6:   object 106@ near_point 160@ 161@ 162@ radius 5.0 5.0 3.0 flag 1 
00D6: if 
04E5:   object 106@ near_point 160@ 161@ radius 6.0 6.0 sphere 0 
004D: jump_if_false @STEAL4_8431 
00D6: if 
8039:   not  128@ == 0 
004D: jump_if_false @STEAL4_8424 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
0006: 128@ = 0 

:STEAL4_8424
0002: jump @STEAL4_8464 

:STEAL4_8431
00D6: if 
8039:   not  128@ == 1 
004D: jump_if_false @STEAL4_8464 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
0006: 128@ = 1 

:STEAL4_8464
00D6: if 
04E6:   object 106@ near_point 160@ 161@ 162@ radius 6.0 6.0 6.0 flag 0 
004D: jump_if_false @STEAL4_8551 
00D6: if 
8039:   not  132@ == 2 
004D: jump_if_false @STEAL4_8544 
03E6: remove_text_box 
0512: show_permanent_text_box 'ST4_H03'  // Use ~k~~PED_FIREWEAPON~ to release the container when in the correct position.
0006: 132@ = 2 

:STEAL4_8544
0002: jump @STEAL4_8599 

:STEAL4_8551
00D6: if 
0039:   132@ == 2 
004D: jump_if_false @STEAL4_8599 
00D6: if 
0019:   61@ > 10000 
004D: jump_if_false @STEAL4_8590 
00BE: text_clear_all 

:STEAL4_8590
03E6: remove_text_box 
0006: 132@ = 0 

:STEAL4_8599
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_8783 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
00D6: if 
803B:   not  91@ == 106@ // (int) 
004D: jump_if_false @STEAL4_8783 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
0006: 128@ = 0 
0085: 104@ = 106@ // (int) 
00D6: if 
075C:   marker 109@ enabled 
004D: jump_if_false @STEAL4_8692 
0164: disable_marker 109@ 

:STEAL4_8692
00D6: if 
075C:   marker 110@ enabled 
004D: jump_if_false @STEAL4_8713 
0164: disable_marker 110@ 

:STEAL4_8713
00D6: if 
075C:   marker 111@ enabled 
004D: jump_if_false @STEAL4_8734 
0164: disable_marker 111@ 

:STEAL4_8734
00D6: if 
075C:   marker 108@ enabled 
004D: jump_if_false @STEAL4_8755 
0164: disable_marker 108@ 

:STEAL4_8755
0006: 32@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
000A: 35@ += 1 

:STEAL4_8783
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @STEAL4_9254 
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @STEAL4_9074 
00D6: if 
04DA:   has_object 106@ collided 
004D: jump_if_false @STEAL4_9074 
00D6: if 
0021:   173@ > 14.0 
004D: jump_if_false @STEAL4_9067 
01BB: store_object 106@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @STEAL4_8912 
00A5: 86@ = create_car #PEREN at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0002: jump @STEAL4_8929 

:STEAL4_8912
00A5: 86@ = create_car #JESTER at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:STEAL4_8929
0939: attach_car 86@ to_object 106@ with_offset 0.0 0.0 -0.8 rotation 0.0 0.0 180.0 
050E: set_object 106@ no_collision_with_car 86@ 
0723: break_object 106@ intensity 1 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_9025 
0684: detach_car 86@ 0.0 0.0 0.0 collision_detection 0 
020B: explode_car 86@ 

:STEAL4_9025
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @STEAL4_9055 
0249: release_model #PEREN 
0002: jump @STEAL4_9060 

:STEAL4_9055
0249: release_model #JESTER 

:STEAL4_9060
0006: 140@ = 1 

:STEAL4_9067
0006: 139@ = 2 

:STEAL4_9074
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_9151 
05A8: get_object 106@ speed_to 173@ 
00D6: if 
0021:   173@ > 5.0 
004D: jump_if_false @STEAL4_9151 
00D6: if 
0039:   139@ == 0 
004D: jump_if_false @STEAL4_9151 
04D9: object 106@ set_scripted_collision_check 1 
0006: 139@ = 1 

:STEAL4_9151
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @STEAL4_9254 
00D6: if 
8039:   not  140@ == 1 
004D: jump_if_false @STEAL4_9242 
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_9235 
00D6: if or
05A3:   object 106@ stopped 
0019:   32@ > 2000 
004D: jump_if_false @STEAL4_9235 
000A: 35@ += 1 

:STEAL4_9235
0002: jump @STEAL4_9254 

:STEAL4_9242
0001: wait 2000 ms 
0006: 37@ = 1 

:STEAL4_9254
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @STEAL4_10327 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @STEAL4_9955 
03E6: remove_text_box 
00BE: text_clear_all 
016A: fade 0 time 150 

:STEAL4_9301
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_9325 
0001: wait 0 ms 
0002: jump @STEAL4_9301 

:STEAL4_9325
02A3: enable_widescreen 1 
0004: $1912 = 1 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
0799: set_crane_magnet $CRANE_MAGNET release_stuff_from_magnet 
0108: destroy_object 104@ 
029B: 102@ = init_object #KMB_CONTAINER_OPEN at 160@ 161@ 162@ 
0177: set_object 102@ Z_angle_to 163@ 
00A5: 85@ = create_car #PEREN at -1632.786 61.2888 2.2888 
0176: 46@ = object 102@ Z_angle 
000B: 46@ += 180.0 
0175: set_car 85@ Z_angle_to 46@ 
050E: set_object 102@ no_collision_with_car 85@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_9482 
00A1: put_actor 68@ at -1631.028 54.3581 2.5495 
0173: set_actor 68@ Z_angle_to 5.3011 

:STEAL4_9482
015F: set_camera_position -1632.001 52.1951 4.5485 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1631.943 53.181 4.3914 switchstyle 2 
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @STEAL4_9559 
0797: set_crane_magnet $CRANE_MAGNET magnet_lane_length_to 0.5 // float 

:STEAL4_9559
016A: fade 1 time 150 

:STEAL4_9566
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_9590 
0001: wait 0 ms 
0002: jump @STEAL4_9566 

:STEAL4_9590
040D: unload_wav 1 
03CF: load_wav 37013 as 1 

:STEAL4_9603
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @STEAL4_9629 
0001: wait 0 ms 
0002: jump @STEAL4_9603 

:STEAL4_9629
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'STL4_FB' time 5000 flag 1  // ~z~No luck, CJ, try another!
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @STEAL4_9839 
00AA: store_car 85@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0174: $TEMPVAR_ANGLE = car 85@ Z_angle 
03A9: save_newline_to_debug_file 
05B6: 102 // OPEN_CONTAINER2_CAR = 
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_1 
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_2 
03A8: save_float_to_debug_file $TEMPVAR_FLOAT_3 
03A8: save_float_to_debug_file $TEMPVAR_ANGLE 

:STEAL4_9839
0006: 43@ = 0 
0006: 32@ = 0 

:STEAL4_9853
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @STEAL4_9934 
00D6: if or
00E1:   player 0 pressed_key 16 
0019:   32@ > 5000 
004D: jump_if_false @STEAL4_9923 
016A: fade 1 time 0 
000A: 35@ += 1 
0006: 43@ = 1 
0002: jump @STEAL4_9927 

:STEAL4_9923
0001: wait 0 ms 

:STEAL4_9927
0002: jump @STEAL4_9853 

:STEAL4_9934
0006: 35@ = 0 
000A: 34@ += 1 
0002: jump @STEAL4_10327 

:STEAL4_9955
03E6: remove_text_box 
00BE: text_clear_all 
016A: fade 0 time 150 

:STEAL4_9966
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_9990 
0001: wait 0 ms 
0002: jump @STEAL4_9966 

:STEAL4_9990
02A3: enable_widescreen 1 
0004: $1912 = 1 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
0799: set_crane_magnet $CRANE_MAGNET release_stuff_from_magnet 
0108: destroy_object 104@ 
029B: 102@ = init_object #KMB_CONTAINER_OPEN at 160@ 161@ 162@ 
0177: set_object 102@ Z_angle_to 163@ 
00A5: 86@ = create_car #JESTER at -1632.786 61.2888 2.2888 
0176: 46@ = object 102@ Z_angle 
000B: 46@ += 180.0 
0175: set_car 86@ Z_angle_to 46@ 
050E: set_object 102@ no_collision_with_car 86@ 
015F: set_camera_position -1632.001 52.1951 4.5485 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1631.943 53.181 4.3914 switchstyle 2 
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @STEAL4_10178 
0797: set_crane_magnet $CRANE_MAGNET magnet_lane_length_to 0.5 // float 

:STEAL4_10178
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @STEAL4_10208 
01BB: store_object $2727 position_to $2733 $2734 $2735 

:STEAL4_10208
0005: $2738 = 15.0 
0005: $2736 = 133.5261 
0005: $2737 = 133.5261 
0005: $2733 = -1610.626 
0005: $2734 = 60.87417 
0005: $CRANE_ROPE_LENGTH = 0.639 
0050: gosub @STEAL4_28749 
0050: gosub @STEAL4_14506 
016A: fade 1 time 150 

:STEAL4_10289
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_10313 
0001: wait 0 ms 
0002: jump @STEAL4_10289 

:STEAL4_10313
0006: 32@ = 0 
000A: 35@ += 1 

:STEAL4_10327
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @STEAL4_10441 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @STEAL4_10441 
00D6: if or
876F:   not text_priority_displayed 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @STEAL4_10441 
016A: fade 1 time 0 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_10427 
00AB: put_car 86@ at 174@ 175@ 176@ 
0175: set_car 86@ Z_angle_to 177@ 

:STEAL4_10427
0006: 35@ = 0 
000A: 34@ += 2 

:STEAL4_10441
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @STEAL4_10596 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @STEAL4_10596 
00D6: if 
0039:   141@ == 0 
004D: jump_if_false @STEAL4_10517 
03E5: show_text_box 'ST4_H10'  // Use ~k~~PED_SPRINT~ to lower the magnet.~N~Use ~k~~PED_JUMPING~ to raise the magnet.
0006: 141@ = 1 
0002: jump @STEAL4_10596 

:STEAL4_10517
00D6: if 
0039:   142@ == 0 
004D: jump_if_false @STEAL4_10560 
03E5: show_text_box 'ST4_H05'  // Push movement controls in the direction you want the crane to travel.
0006: 142@ = 1 
0002: jump @STEAL4_10596 

:STEAL4_10560
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @STEAL4_10596 
03E5: show_text_box 'ST4_H07'  // Use the magnet shadow to judge where objects will drop.
0006: 143@ = 1 

:STEAL4_10596
0051: return 

:STEAL4_10598
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @STEAL4_10977 
0004: $1911 = 1 
0004: $1912 = 0 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
040D: unload_wav 1 
02A3: enable_widescreen 0 
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @STEAL4_10670 
0188: 109@ = create_marker_above_object 92@ 

:STEAL4_10670
00D6: if 
03CA:   object 93@ exists 
004D: jump_if_false @STEAL4_10694 
0188: 110@ = create_marker_above_object 93@ 

:STEAL4_10694
00D6: if 
03CA:   object 94@ exists 
004D: jump_if_false @STEAL4_10718 
0188: 111@ = create_marker_above_object 94@ 

:STEAL4_10718
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_10790 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -1658.476 33.234 2.8213 mode 6 time 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 299.6011 
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_10790
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'ST4_T04' time 7000 flag 1  // ~s~Pick up the other ~g~container~s~ with the crane.
0006: 32@ = 0 
0006: 33@ = 0 
0006: 132@ = 0 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_10901 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -1650.464 44.1144 2.5495 mode 6 time 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 317.7216 
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_10901
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @STEAL4_10924 
0550: keep_object 92@ in_memory 1 

:STEAL4_10924
00D6: if 
03CA:   object 93@ exists 
004D: jump_if_false @STEAL4_10947 
0550: keep_object 93@ in_memory 1 

:STEAL4_10947
00D6: if 
03CA:   object 94@ exists 
004D: jump_if_false @STEAL4_10970 
0550: keep_object 94@ in_memory 1 

:STEAL4_10970
000A: 35@ += 1 

:STEAL4_10977
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @STEAL4_11219 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
00D6: if or
003B:   91@ == 92@ // (int) 
003B:   91@ == 93@ // (int) 
003B:   91@ == 94@ // (int) 
004D: jump_if_false @STEAL4_11219 
0550: keep_object 91@ in_memory 0 
0085: 106@ = 91@ // (int) 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
0004: $1917 = 0 
0004: $1918 = 0 
0006: 128@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'ST4_T06' time 7000 flag 1  // ~s~Place the ~g~container~s~ in ~y~position~s~.
00D6: if 
075C:   marker 109@ enabled 
004D: jump_if_false @STEAL4_11127 
0164: disable_marker 109@ 

:STEAL4_11127
00D6: if 
075C:   marker 110@ enabled 
004D: jump_if_false @STEAL4_11148 
0164: disable_marker 110@ 

:STEAL4_11148
00D6: if 
075C:   marker 111@ enabled 
004D: jump_if_false @STEAL4_11169 
0164: disable_marker 111@ 

:STEAL4_11169
0164: disable_marker 108@ 
018A: 108@ = create_checkpoint_at 164@ 165@ 166@ 
03E6: remove_text_box 
0006: 132@ = 0 
0006: 32@ = 20000 
0006: 33@ = 0 
000A: 35@ += 1 

:STEAL4_11219
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @STEAL4_11289 
0247: load_model #JESTER 
00D6: if 
0248:   model #JESTER available 
004D: jump_if_false @STEAL4_11289 
0006: 32@ = 20000 
000A: 35@ += 1 
00BC: show_text_highpriority GXT 'ST4_T06' time 7000 flag 1  // ~s~Place the ~g~container~s~ in ~y~position~s~.

:STEAL4_11289
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @STEAL4_11780 
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_11596 
04E6:   object 106@ near_point 164@ 165@ 166@ radius 5.0 5.0 3.0 flag 1 
00D6: if 
04E5:   object 106@ near_point 164@ 165@ radius 6.0 6.0 sphere 0 
004D: jump_if_false @STEAL4_11428 
00D6: if 
8039:   not  128@ == 0 
004D: jump_if_false @STEAL4_11421 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
0006: 128@ = 0 

:STEAL4_11421
0002: jump @STEAL4_11461 

:STEAL4_11428
00D6: if 
8039:   not  128@ == 1 
004D: jump_if_false @STEAL4_11461 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
0006: 128@ = 1 

:STEAL4_11461
00D6: if 
04E6:   object 106@ near_point 164@ 165@ 166@ radius 6.0 6.0 6.0 flag 0 
004D: jump_if_false @STEAL4_11548 
00D6: if 
8039:   not  132@ == 2 
004D: jump_if_false @STEAL4_11541 
03E6: remove_text_box 
0512: show_permanent_text_box 'ST4_H03'  // Use ~k~~PED_FIREWEAPON~ to release the container when in the correct position.
0006: 132@ = 2 

:STEAL4_11541
0002: jump @STEAL4_11596 

:STEAL4_11548
00D6: if 
0039:   132@ == 2 
004D: jump_if_false @STEAL4_11596 
00D6: if 
0019:   61@ > 10000 
004D: jump_if_false @STEAL4_11587 
00BE: text_clear_all 

:STEAL4_11587
03E6: remove_text_box 
0006: 132@ = 0 

:STEAL4_11596
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_11780 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
00D6: if 
803B:   not  91@ == 106@ // (int) 
004D: jump_if_false @STEAL4_11780 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
0006: 128@ = 0 
0085: 104@ = 106@ // (int) 
00D6: if 
075C:   marker 109@ enabled 
004D: jump_if_false @STEAL4_11689 
0164: disable_marker 109@ 

:STEAL4_11689
00D6: if 
075C:   marker 110@ enabled 
004D: jump_if_false @STEAL4_11710 
0164: disable_marker 110@ 

:STEAL4_11710
00D6: if 
075C:   marker 111@ enabled 
004D: jump_if_false @STEAL4_11731 
0164: disable_marker 111@ 

:STEAL4_11731
00D6: if 
075C:   marker 108@ enabled 
004D: jump_if_false @STEAL4_11752 
0164: disable_marker 108@ 

:STEAL4_11752
0006: 32@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
000A: 35@ += 1 

:STEAL4_11780
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @STEAL4_12179 
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @STEAL4_11999 
00D6: if 
04DA:   has_object 106@ collided 
004D: jump_if_false @STEAL4_11999 
00D6: if 
0021:   173@ > 14.0 
004D: jump_if_false @STEAL4_11992 
01BB: store_object 106@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A5: 86@ = create_car #JESTER at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0939: attach_car 86@ to_object 106@ with_offset 0.0 0.0 -0.8 rotation 0.0 0.0 180.0 
050E: set_object 106@ no_collision_with_car 86@ 
0723: break_object 106@ intensity 1 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_11980 
0684: detach_car 86@ 0.0 0.0 0.0 collision_detection 0 
020B: explode_car 86@ 

:STEAL4_11980
0249: release_model #JESTER 
0006: 140@ = 1 

:STEAL4_11992
0006: 139@ = 2 

:STEAL4_11999
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_12076 
05A8: get_object 106@ speed_to 173@ 
00D6: if 
0021:   173@ > 5.0 
004D: jump_if_false @STEAL4_12076 
00D6: if 
0039:   139@ == 0 
004D: jump_if_false @STEAL4_12076 
04D9: object 106@ set_scripted_collision_check 1 
0006: 139@ = 1 

:STEAL4_12076
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @STEAL4_12179 
00D6: if 
8039:   not  140@ == 1 
004D: jump_if_false @STEAL4_12167 
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_12160 
00D6: if or
05A3:   object 106@ stopped 
0019:   32@ > 2000 
004D: jump_if_false @STEAL4_12160 
000A: 35@ += 1 

:STEAL4_12160
0002: jump @STEAL4_12179 

:STEAL4_12167
0001: wait 2000 ms 
0006: 37@ = 1 

:STEAL4_12179
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @STEAL4_12543 
03E6: remove_text_box 
00BE: text_clear_all 
016A: fade 0 time 150 

:STEAL4_12208
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_12232 
0001: wait 0 ms 
0002: jump @STEAL4_12208 

:STEAL4_12232
02A3: enable_widescreen 1 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
0004: $1912 = 1 
0799: set_crane_magnet $CRANE_MAGNET release_stuff_from_magnet 
0108: destroy_object 104@ 
029B: 103@ = init_object #KMB_CONTAINER_OPEN at 164@ 165@ 166@ 
0177: set_object 103@ Z_angle_to 167@ 
00A5: 86@ = create_car #JESTER at -1644.017 50.9619 3.0354 
0176: 46@ = object 103@ Z_angle 
000B: 46@ += 180.0 
0175: set_car 86@ Z_angle_to 46@ 
050E: set_object 103@ no_collision_with_car 86@ 
015F: set_camera_position -1637.048 45.8035 3.6546 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1637.986 46.1327 3.5431 switchstyle 2 
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @STEAL4_12424 
01BB: store_object $2727 position_to $2733 $2734 $2735 

:STEAL4_12424
0005: $2738 = 15.0 
0005: $2736 = 133.5261 
0005: $2737 = 133.5261 
0005: $2733 = -1610.626 
0005: $2734 = 60.87417 
0005: $CRANE_ROPE_LENGTH = 0.4 
0050: gosub @STEAL4_28749 
0050: gosub @STEAL4_14506 
016A: fade 1 time 150 

:STEAL4_12505
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_12529 
0001: wait 0 ms 
0002: jump @STEAL4_12505 

:STEAL4_12529
0006: 32@ = 0 
000A: 35@ += 1 

:STEAL4_12543
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @STEAL4_12657 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @STEAL4_12657 
00D6: if or
876F:   not text_priority_displayed 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @STEAL4_12657 
016A: fade 1 time 0 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_12643 
00AB: put_car 86@ at 174@ 175@ 176@ 
0175: set_car 86@ Z_angle_to 177@ 

:STEAL4_12643
0006: 35@ = 0 
000A: 34@ += 1 

:STEAL4_12657
0051: return 

:STEAL4_12659
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @STEAL4_12724 
009A: 70@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
00A5: 87@ = create_car #PONY at 0.0 0.0 0.0 

:STEAL4_12724
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @STEAL4_12877 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_12863 
0615: define_AS_pack_begin 49@ 
05D1: AS_actor -1 drive_car 87@ to -1686.422 25.8359 2.7752 speed 15.0 0 model #NULL 3 
05D1: AS_actor -1 drive_car 87@ to -1643.394 19.6494 3.6706 speed 15.0 0 model #NULL 3 
0616: define_AS_pack_end 49@ 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_12858 
0618: assign_actor 70@ to_AS_pack 49@ 

:STEAL4_12858
061B: remove_references_to_AS_pack 49@ 

:STEAL4_12863
000A: 35@ += 1 
0006: 32@ = 0 

:STEAL4_12877
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @STEAL4_12919 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @STEAL4_12919 
0006: 35@ = 99 

:STEAL4_12919
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @STEAL4_13042 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @STEAL4_13042 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_12986 
00AA: store_car 87@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:STEAL4_12986
03CB: set_rendering_origin_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_13035 
00AB: put_car 86@ at 174@ 175@ 176@ 
0175: set_car 86@ Z_angle_to 177@ 

:STEAL4_13035
000A: 35@ += 1 

:STEAL4_13042
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @STEAL4_13215 
00D6: if 
001B:   6000 > 32@ 
004D: jump_if_false @STEAL4_13176 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_13124 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 87@ with_offset 2.0 -3.0 0.0 

:STEAL4_13124
015F: set_camera_position -1680.086 28.3067 3.8465 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 
0002: jump @STEAL4_13215 

:STEAL4_13176
015F: set_camera_position -1643.223 13.6026 4.1338 rotation 0.0 0.0 0.0 
000A: 35@ += 1 

:STEAL4_13215
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @STEAL4_13425 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_13278 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 87@ with_offset -6.0 1.0 1.0 

:STEAL4_13278
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 
00D6: if 
001B:   20000 > 32@ 
004D: jump_if_false @STEAL4_13383 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_13376 
062E: get_actor 70@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @STEAL4_13376 
0006: 56@ = 0 
0006: 194@ = 0 
000A: 35@ += 1 

:STEAL4_13376
0002: jump @STEAL4_13425 

:STEAL4_13383
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_13404 
0687: clear_actor 70@ task 

:STEAL4_13404
000A: 35@ += 1 
0006: 56@ = 0 
0006: 194@ = 0 

:STEAL4_13425
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @STEAL4_13842 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_13567 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 1800 ms 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_13494 
05CD: AS_actor -1 exit_car 87@ 

:STEAL4_13494
05D3: AS_actor -1 goto_point -1638.837 27.1035 2.8213 mode 6 time 999999 ms // versionA 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_13549 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_13549
0616: define_AS_pack_end 49@ 
0618: assign_actor 70@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_13567
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_13690 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 0 ms 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_13617 
05CD: AS_actor -1 exit_car 87@ 

:STEAL4_13617
05D3: AS_actor -1 goto_point -1639.676 29.1963 2.8213 mode 6 time 999999 ms // versionA 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_13672 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_13672
0616: define_AS_pack_end 49@ 
0618: assign_actor 71@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_13690
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_13814 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 1000 ms 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_13741 
05CD: AS_actor -1 exit_car 87@ 

:STEAL4_13741
05D3: AS_actor -1 goto_point -1641.28 27.2014 2.8213 mode 6 time 999999 ms // versionA 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_13796 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_13796
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_13814
0006: 56@ = 0 
0006: 194@ = 0 
000A: 35@ += 1 
0006: 32@ = 0 

:STEAL4_13842
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @STEAL4_13995 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_13995 
00D6: if 
80DF:   not actor 70@ driving 
004D: jump_if_false @STEAL4_13995 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @STEAL4_13995 
05AA: 189@s = 'STL4_GA' // @s = 'short'  // ~z~Hey! What the fuck do you think you're doing?
04AF: 191@ = 37015 // = constant 
0085: 192@ = 70@ // (int) 
0006: 193@ = 0 
0050: gosub @STEAL4_35611 
00D6: if 
0039:   194@ == 4 
004D: jump_if_false @STEAL4_13995 
0006: 194@ = 0 
000A: 56@ += 1 
0006: 35@ = 99 

:STEAL4_13995
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @STEAL4_14504 
0005: $2737 = 130.0 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_14069 
00AB: put_car 87@ at -1642.876 19.5037 2.5547 
0175: set_car 87@ Z_angle_to 259.5122 

:STEAL4_14069
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_14197 
0792: disembark_instantly_actor 70@ 
00A1: put_actor 70@ at -1638.837 27.1035 2.8213 
0173: set_actor 70@ Z_angle_to 0.0 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_14156 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 25.0 

:STEAL4_14156
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_14179 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_14179
0616: define_AS_pack_end 49@ 
0618: assign_actor 70@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_14197
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_14325 
0792: disembark_instantly_actor 71@ 
00A1: put_actor 71@ at -1639.676 29.1963 2.8213 
0173: set_actor 71@ Z_angle_to 0.0 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_14284 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 20.0 

:STEAL4_14284
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_14307 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_14307
0616: define_AS_pack_end 49@ 
0618: assign_actor 71@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_14325
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_14453 
0792: disembark_instantly_actor 72@ 
00A1: put_actor 72@ at -1641.28 27.2014 2.8213 
0173: set_actor 72@ Z_angle_to 0.0 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_14412 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 18.0 

:STEAL4_14412
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_14435 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_14435
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_14453
00BE: text_clear_all 
03E6: remove_text_box 
0004: $1911 = 1 
0004: $1913 = 0 
02A3: enable_widescreen 0 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
0004: $1912 = 0 
0006: 35@ = 0 
000A: 34@ += 1 

:STEAL4_14504
0051: return 

:STEAL4_14506
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_14546 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_14546 
036A: put_actor 68@ in_car 86@ 

:STEAL4_14546
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_14572 
01B2: give_actor 68@ weapon 22 ammo 9999 // Load the weapon model before using this 

:STEAL4_14572
040D: unload_wav 1 
03CF: load_wav 37011 as 1 

:STEAL4_14585
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @STEAL4_14611 
0001: wait 0 ms 
0002: jump @STEAL4_14585 

:STEAL4_14611
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'STL4_EA' time 5000 flag 1  // ~z~OK, CJ, this is the one, good work, holmes!
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_14730 
00AD: set_car 86@ max_speed_to 3.5 
0224: set_car 86@ health_to 2000 
053F: set_car 86@ tires_vulnerability 0 
0957: set_car 86@ provides_cover_from_gunfire 0 
0407: store_coords_to 174@ 175@ 176@ from_car 86@ with_offset 0.0 15.0 0.0 
0174: 177@ = car 86@ Z_angle 
02C2: car 86@ drive_to 174@ 175@ 176@ 

:STEAL4_14730
0050: gosub @STEAL4_28299 
0051: return 

:STEAL4_14739
0871: init_jump_table 35@ total_jumps 8 default_jump 0 @STEAL4_18818 jumps 0 @STEAL4_14867 1 @STEAL4_14975 2 @STEAL4_15148 3 @STEAL4_16252 4 @STEAL4_16671 5 @STEAL4_16798 6 @STEAL4_17195 
0872: jump_table_jumps 99 @STEAL4_18797 -1 @STEAL4_18818 -1 @STEAL4_18818 -1 @STEAL4_18818 -1 @STEAL4_18818 -1 @STEAL4_18818 -1 @STEAL4_18818 -1 @STEAL4_18818 -1 @STEAL4_18818 

:STEAL4_14867
00BE: text_clear_all 
00D6: if 
8039:   not  133@ == 2 
004D: jump_if_false @STEAL4_14901 
0006: 133@ = 2 
0050: gosub @STEAL4_29801 

:STEAL4_14901
0006: 194@ = 0 
04F7: status_text $7415 type 1 line 1 GXT 'ST4_30' // global_variable  // Cesar
03E5: show_text_box 'ST4_H09'  // Press ~k~~VEHICLE_ENTER_EXIT~ to exit the crane.
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_14961 
060B: set_actor 68@ decision_maker_to 168@ 

:STEAL4_14961
000A: 35@ += 1 
0002: jump @STEAL4_18818 

:STEAL4_14975
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_15127 
0615: define_AS_pack_begin 49@ 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_15019 
05CD: AS_actor -1 exit_car 86@ 

:STEAL4_15019
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_15042 
05E2: AS_actor -1 kill_actor 70@ 

:STEAL4_15042
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_15065 
05E2: AS_actor -1 kill_actor 71@ 

:STEAL4_15065
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_15088 
05E2: AS_actor -1 kill_actor 72@ 

:STEAL4_15088
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0006: 56@ = 0 
0006: 194@ = 0 
000A: 35@ += 1 

:STEAL4_15127
0006: 32@ = 0 
0006: 33@ = 0 
0002: jump @STEAL4_18818 

:STEAL4_15148
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @STEAL4_15251 
05AA: 189@s = 'STL4_HA' // @s = 'short'  // ~z~CJ, I could do with some help!
04AF: 191@ = 37018 // = constant 
0085: 192@ = 68@ // (int) 
0006: 193@ = 0 
0050: gosub @STEAL4_35611 
00D6: if 
0039:   194@ == 4 
004D: jump_if_false @STEAL4_15251 
0006: 194@ = 0 
000A: 56@ += 1 
0006: 32@ = 0 

:STEAL4_15251
00D6: if 
0019:   32@ > 45000 
004D: jump_if_false @STEAL4_15286 
000A: 35@ += 1 
0002: jump @STEAL4_15319 

:STEAL4_15286
00D6: if and
0118:   actor 70@ dead 
0118:   actor 71@ dead 
0118:   actor 72@ dead 
004D: jump_if_false @STEAL4_15319 
000A: 35@ += 1 

:STEAL4_15319
00D6: if 
8038:   not  $FLAG_PLAYER_IN_CRANE == 2 
004D: jump_if_false @STEAL4_15792 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @STEAL4_15785 
03E6: remove_text_box 
0006: 43@ = 0 

:STEAL4_15364
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @STEAL4_15513 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_15499 
02E2: set_actor 70@(43@,6i) weapon_accuracy_to 30 
0226: 44@ = actor 70@(43@,6i) health 
00D6: if 
001B:   200 > 44@ 
004D: jump_if_false @STEAL4_15490 
000A: 44@ += 100 
00D6: if 
0019:   44@ > 200 
004D: jump_if_false @STEAL4_15478 
0006: 44@ = 200 

:STEAL4_15478
0223: set_actor 70@(43@,6i) health_to 44@ 

:STEAL4_15490
0687: clear_actor 70@(43@,6i) task 

:STEAL4_15499
000A: 43@ += 1 
0002: jump @STEAL4_15364 

:STEAL4_15513
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_15596 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_15565 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 20.0 

:STEAL4_15565
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 49@ 
0618: assign_actor 70@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_15596
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_15679 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_15648 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 24.0 

:STEAL4_15648
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 49@ 
0618: assign_actor 71@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_15679
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_15778 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_15731 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 22.0 

:STEAL4_15731
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_15760 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_15760
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_15778
0006: 124@ = 1 

:STEAL4_15785
0002: jump @STEAL4_16245 

:STEAL4_15792
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @STEAL4_16245 
0512: show_permanent_text_box 'ST4_H09'  // Press ~k~~VEHICLE_ENTER_EXIT~ to exit the crane.
0006: 43@ = 0 

:STEAL4_15828
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @STEAL4_15941 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_15927 
02E2: set_actor 70@(43@,6i) weapon_accuracy_to 40 
0226: 44@ = actor 70@(43@,6i) health 
00D6: if 
0019:   44@ > 50 
004D: jump_if_false @STEAL4_15918 
0223: set_actor 70@(43@,6i) health_to 50 

:STEAL4_15918
0687: clear_actor 70@(43@,6i) task 

:STEAL4_15927
000A: 43@ += 1 
0002: jump @STEAL4_15828 

:STEAL4_15941
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_16040 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_15993 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 20.0 

:STEAL4_15993
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_16022 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_16022
0616: define_AS_pack_end 49@ 
0618: assign_actor 70@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_16040
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_16139 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_16092 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 22.0 

:STEAL4_16092
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_16121 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_16121
0616: define_AS_pack_end 49@ 
0618: assign_actor 71@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_16139
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_16238 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_16191 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 24.0 

:STEAL4_16191
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_16220 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_16220
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_16238
0006: 124@ = 0 

:STEAL4_16245
0002: jump @STEAL4_18818 

:STEAL4_16252
0395: clear_area 1 at -1711.59 44.8495 2.7813 radius 20.0 
00A5: 88@ = create_car #SENTINEL at -1711.59 44.8495 2.7813 
0175: set_car 88@ Z_angle_to 232.9281 
04E0: car 88@ abandon_path_radius 50 
0129: 73@ = create_actor_pedtype 24 model #WBDYG1 in_car 88@ driverseat 
01C8: 74@ = create_actor_pedtype 24 model #WBDYG1 in_car 88@ passenger_seat 0 
01C8: 75@ = create_actor_pedtype 24 model #WBDYG1 in_car 88@ passenger_seat 1 
0187: 115@ = create_marker_above_actor 73@ 
0187: 116@ = create_marker_above_actor 74@ 
0187: 117@ = create_marker_above_actor 75@ 
0395: clear_area 1 at -1697.04 14.7378 2.7813 radius 5.0 
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @STEAL4_16525 
0615: define_AS_pack_begin 49@ 
05D1: AS_actor -1 drive_car 88@ to -1686.422 25.8359 2.7752 speed 15.0 0 model #NULL 3 
05D1: AS_actor -1 drive_car 88@ to -1647.938 27.2328 2.5408 speed 15.0 0 model #NULL 3 
0616: define_AS_pack_end 49@ 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @STEAL4_16520 
0618: assign_actor 73@ to_AS_pack 49@ 

:STEAL4_16520
061B: remove_references_to_AS_pack 49@ 

:STEAL4_16525
0006: 43@ = 3 

:STEAL4_16532
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @STEAL4_16643 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_16629 
01B2: give_actor 70@(43@,6i) weapon 22 ammo 9999 // Load the weapon model before using this 
060B: set_actor 70@(43@,6i) decision_maker_to 171@ 
02E2: set_actor 70@(43@,6i) weapon_accuracy_to 40 
0223: set_actor 70@(43@,6i) health_to 50 
0446: set_actor 70@(43@,6i) dismemberment_possible 0 

:STEAL4_16629
000A: 43@ += 1 
0002: jump @STEAL4_16532 

:STEAL4_16643
0006: 32@ = 0 
0006: 194@ = 0 
000A: 35@ += 1 
0002: jump @STEAL4_18818 

:STEAL4_16671
00D6: if 
001B:   15000 > 32@ 
004D: jump_if_false @STEAL4_16763 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @STEAL4_16749 
062E: get_actor 73@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @STEAL4_16742 
000A: 35@ += 1 

:STEAL4_16742
0002: jump @STEAL4_16756 

:STEAL4_16749
000A: 35@ += 1 

:STEAL4_16756
0002: jump @STEAL4_16791 

:STEAL4_16763
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @STEAL4_16784 
0687: clear_actor 73@ task 

:STEAL4_16784
000A: 35@ += 1 

:STEAL4_16791
0002: jump @STEAL4_18818 

:STEAL4_16798
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @STEAL4_16914 
0615: define_AS_pack_begin 49@ 
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @STEAL4_16842 
05CD: AS_actor -1 exit_car 88@ 

:STEAL4_16842
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_16873 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 20.0 

:STEAL4_16873
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_16896 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_16896
0616: define_AS_pack_end 49@ 
0618: assign_actor 73@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_16914
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @STEAL4_17037 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 1000 ms 
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @STEAL4_16965 
05CD: AS_actor -1 exit_car 88@ 

:STEAL4_16965
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_16996 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 22.0 

:STEAL4_16996
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_17019 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_17019
0616: define_AS_pack_end 49@ 
0618: assign_actor 74@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_17037
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @STEAL4_17160 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 1500 ms 
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @STEAL4_17088 
05CD: AS_actor -1 exit_car 88@ 

:STEAL4_17088
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_17119 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 24.0 

:STEAL4_17119
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_17142 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_17142
0616: define_AS_pack_end 49@ 
0618: assign_actor 75@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_17160
0006: 32@ = 0 
0006: 56@ = 0 
0006: 194@ = 0 
000A: 35@ += 1 
0002: jump @STEAL4_18818 

:STEAL4_17195
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @STEAL4_17291 
05AA: 189@s = 'STL4_GB' // @s = 'short'  // ~z~Hey, hold it right there!
04AF: 191@ = 37016 // = constant 
0085: 192@ = 73@ // (int) 
0006: 193@ = 0 
0050: gosub @STEAL4_35611 
00D6: if 
0039:   194@ == 4 
004D: jump_if_false @STEAL4_17291 
0006: 194@ = 0 
000A: 56@ += 1 

:STEAL4_17291
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @STEAL4_17387 
05AA: 189@s = 'STL4_HC' // @s = 'short'  // ~z~I could do with a little help, CJ!
04AF: 191@ = 37020 // = constant 
0085: 192@ = 68@ // (int) 
0006: 193@ = 0 
0050: gosub @STEAL4_35611 
00D6: if 
0039:   194@ == 4 
004D: jump_if_false @STEAL4_17387 
0006: 194@ = 0 
000A: 56@ += 1 

:STEAL4_17387
00D6: if and
0118:   actor 70@ dead 
0118:   actor 71@ dead 
0118:   actor 72@ dead 
0118:   actor 73@ dead 
0118:   actor 74@ dead 
004D: jump_if_false @STEAL4_17446 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @STEAL4_17446 
0006: 35@ = 99 

:STEAL4_17446
00D6: if 
8038:   not  $FLAG_PLAYER_IN_CRANE == 2 
004D: jump_if_false @STEAL4_18058 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @STEAL4_18051 
03E6: remove_text_box 
0006: 43@ = 0 

:STEAL4_17491
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @STEAL4_17640 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_17626 
02E2: set_actor 70@(43@,6i) weapon_accuracy_to 30 
0226: 44@ = actor 70@(43@,6i) health 
00D6: if 
001B:   200 > 44@ 
004D: jump_if_false @STEAL4_17617 
000A: 44@ += 100 
00D6: if 
0019:   44@ > 200 
004D: jump_if_false @STEAL4_17605 
0006: 44@ = 200 

:STEAL4_17605
0223: set_actor 70@(43@,6i) health_to 44@ 

:STEAL4_17617
0687: clear_actor 70@(43@,6i) task 

:STEAL4_17626
000A: 43@ += 1 
0002: jump @STEAL4_17491 

:STEAL4_17640
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_17707 
0615: define_AS_pack_begin 49@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 10000 stop_within_radius 30.0 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 49@ 
0618: assign_actor 70@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_17707
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_17774 
0615: define_AS_pack_begin 49@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 10000 stop_within_radius 32.0 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 49@ 
0618: assign_actor 71@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_17774
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_17842 
0615: define_AS_pack_begin 49@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_17824 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_17824
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_17842
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @STEAL4_17909 
0615: define_AS_pack_begin 49@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 10000 stop_within_radius 34.0 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 49@ 
0618: assign_actor 73@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_17909
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @STEAL4_17976 
0615: define_AS_pack_begin 49@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 10000 stop_within_radius 28.0 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 49@ 
0618: assign_actor 74@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_17976
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @STEAL4_18044 
0615: define_AS_pack_begin 49@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_18026 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_18026
0616: define_AS_pack_end 49@ 
0618: assign_actor 75@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_18044
0006: 124@ = 1 

:STEAL4_18051
0002: jump @STEAL4_18790 

:STEAL4_18058
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @STEAL4_18790 
0512: show_permanent_text_box 'ST4_H09'  // Press ~k~~VEHICLE_ENTER_EXIT~ to exit the crane.
0006: 43@ = 0 

:STEAL4_18094
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @STEAL4_18207 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_18193 
02E2: set_actor 70@(43@,6i) weapon_accuracy_to 40 
0226: 44@ = actor 70@(43@,6i) health 
00D6: if 
0019:   44@ > 50 
004D: jump_if_false @STEAL4_18184 
0223: set_actor 70@(43@,6i) health_to 50 

:STEAL4_18184
0687: clear_actor 70@(43@,6i) task 

:STEAL4_18193
000A: 43@ += 1 
0002: jump @STEAL4_18094 

:STEAL4_18207
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_18306 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_18259 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 28.0 

:STEAL4_18259
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_18288 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_18288
0616: define_AS_pack_end 49@ 
0618: assign_actor 70@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_18306
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_18399 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_18358 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 32.0 

:STEAL4_18358
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_18381 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_18381
0616: define_AS_pack_end 49@ 
0618: assign_actor 71@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_18399
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_18498 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_18451 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 26.0 

:STEAL4_18451
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_18480 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_18480
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_18498
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @STEAL4_18591 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_18550 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 29.0 

:STEAL4_18550
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_18573 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_18573
0616: define_AS_pack_end 49@ 
0618: assign_actor 73@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_18591
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @STEAL4_18684 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_18643 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 24.0 

:STEAL4_18643
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_18666 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_18666
0616: define_AS_pack_end 49@ 
0618: assign_actor 74@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_18684
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @STEAL4_18783 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_18736 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 20.0 

:STEAL4_18736
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_18765 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_18765
0616: define_AS_pack_end 49@ 
0618: assign_actor 75@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_18783
0006: 124@ = 0 

:STEAL4_18790
0002: jump @STEAL4_18818 

:STEAL4_18797
0006: 35@ = 0 
000A: 34@ += 2 
0002: jump @STEAL4_18818 

:STEAL4_18818
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_19102 
062E: get_actor 68@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @STEAL4_19102 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_18904 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor 70@ 
0002: jump @STEAL4_19077 

:STEAL4_18904
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_18940 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor 71@ 
0002: jump @STEAL4_19077 

:STEAL4_18940
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_18976 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor 72@ 
0002: jump @STEAL4_19077 

:STEAL4_18976
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @STEAL4_19012 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor 73@ 
0002: jump @STEAL4_19077 

:STEAL4_19012
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @STEAL4_19048 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor 74@ 
0002: jump @STEAL4_19077 

:STEAL4_19048
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @STEAL4_19077 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor 75@ 

:STEAL4_19077
05B9: AS_actor -1 stay_idle 1000 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_19102
00D6: if 
001B:   6 > 39@ 
004D: jump_if_false @STEAL4_19356 
0085: 43@ = 39@ // (int) 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_19356 
00D6: if 
03CA:   object 105@ exists 
004D: jump_if_false @STEAL4_19356 
00D6: if 
85A3:   not object 105@ stopped 
004D: jump_if_false @STEAL4_19356 
05A8: get_object 105@ speed_to 46@ 
00D6: if 
0021:   46@ > 4.0 
004D: jump_if_false @STEAL4_19274 
00D6: if 
023B:   actor 70@(43@,6i) colliding_with_object 105@ 
004D: jump_if_false @STEAL4_19274 
062E: get_actor 70@(43@,6i) task 1470 status_store_to 45@ // ret 7 if not found 
00D6: if 
04A4:   45@ == 7 // == constant 
004D: jump_if_false @STEAL4_19274 
05BE: AS_actor 70@(43@,6i) die 

:STEAL4_19274
00D6: if 
0475:   actor 70@(43@,6i) near_object_in_cube 105@ radius 2.0 2.0 2.0 sphere 0 on_foot 
004D: jump_if_false @STEAL4_19356 
062E: get_actor 70@(43@,6i) task 1470 status_store_to 45@ // ret 7 if not found 
00D6: if 
04A4:   45@ == 7 // == constant 
004D: jump_if_false @STEAL4_19356 
05BE: AS_actor 70@(43@,6i) die 

:STEAL4_19356
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @STEAL4_19518 
00D6: if 
056E:   car 87@ defined 
004D: jump_if_false @STEAL4_19446 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_19446 
00AA: store_car 87@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0022:   0.0 > $TEMPVAR_FLOAT_3 
004D: jump_if_false @STEAL4_19446 
020B: explode_car 87@ 

:STEAL4_19446
00D6: if 
056E:   car 88@ defined 
004D: jump_if_false @STEAL4_19518 
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @STEAL4_19518 
00AA: store_car 88@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0022:   0.0 > $TEMPVAR_FLOAT_3 
004D: jump_if_false @STEAL4_19518 
020B: explode_car 88@ 

:STEAL4_19518
00D6: if 
0039:   39@ == 2 
004D: jump_if_false @STEAL4_19624 
0006: 43@ = 0 

:STEAL4_19543
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @STEAL4_19624 
00D6: if 
0118:   actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_19610 
00D6: if 
075C:   marker 112@(43@,6i) enabled 
004D: jump_if_false @STEAL4_19610 
0164: disable_marker 112@(43@,6i) 

:STEAL4_19610
000A: 43@ += 1 
0002: jump @STEAL4_19543 

:STEAL4_19624
0051: return 

:STEAL4_19626
0051: return 

:STEAL4_19628
00D6: if 
8038:   not  $FLAG_PLAYER_IN_CRANE == 2 
004D: jump_if_false @STEAL4_19680 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @STEAL4_19673 
03E6: remove_text_box 
0006: 124@ = 1 

:STEAL4_19673
0002: jump @STEAL4_19716 

:STEAL4_19680
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @STEAL4_19716 
0512: show_permanent_text_box 'ST4_H09'  // Press ~k~~VEHICLE_ENTER_EXIT~ to exit the crane.
0006: 124@ = 0 

:STEAL4_19716
0871: init_jump_table 35@ total_jumps 11 default_jump 0 @STEAL4_21959 jumps 0 @STEAL4_19844 1 @STEAL4_19865 2 @STEAL4_19898 3 @STEAL4_19958 4 @STEAL4_20344 5 @STEAL4_20373 6 @STEAL4_20854 
0872: jump_table_jumps 7 @STEAL4_21073 8 @STEAL4_21240 9 @STEAL4_21861 99 @STEAL4_21938 -1 @STEAL4_21959 -1 @STEAL4_21959 -1 @STEAL4_21959 -1 @STEAL4_21959 -1 @STEAL4_21959 

:STEAL4_19844
0006: 32@ = 0 
000A: 35@ += 1 
0002: jump @STEAL4_21959 

:STEAL4_19865
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @STEAL4_19891 
000A: 35@ += 1 

:STEAL4_19891
0002: jump @STEAL4_21959 

:STEAL4_19898
00D6: if 
8038:   not  $FLAG_PLAYER_IN_CRANE == 2 
004D: jump_if_false @STEAL4_19930 
01B4: set_player $PLAYER_CHAR can_move 0 
0002: jump @STEAL4_19937 

:STEAL4_19930
0004: $1912 = 1 

:STEAL4_19937
0006: 32@ = 0 
000A: 35@ += 1 
0002: jump @STEAL4_21959 

:STEAL4_19958
00D6: if 
0019:   32@ > 0 
004D: jump_if_false @STEAL4_20337 
02A3: enable_widescreen 1 
0004: $1912 = 1 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
015F: set_camera_position -1675.598 25.4341 2.8434 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1674.722 25.8894 3.0036 switchstyle 2 
009A: 80@ = create_actor_pedtype 24 model #WBDYG1 at -1676.095 26.8479 2.5869 
0173: set_actor 80@ Z_angle_to 314.8203 
0187: 120@ = create_marker_above_actor 80@ 
009A: 81@ = create_actor_pedtype 24 model #WBDYG1 at -1674.404 23.8107 2.6233 
0173: set_actor 81@ Z_angle_to 314.8204 
0187: 121@ = create_marker_above_actor 81@ 
0006: 43@ = 0 

:STEAL4_20137
00D6: if 
001B:   2 > 43@ 
004D: jump_if_false @STEAL4_20217 
060B: set_actor 80@(43@,2i) decision_maker_to 172@ 
02E2: set_actor 80@(43@,2i) weapon_accuracy_to 20 
0223: set_actor 80@(43@,2i) health_to 100 
01B2: give_actor 80@(43@,2i) weapon 22 ammo 9999 // Load the weapon model before using this 
000A: 43@ += 1 
0002: jump @STEAL4_20137 

:STEAL4_20217
05D3: AS_actor 80@ goto_point -1664.113 34.4836 2.5869 mode 6 time 999999 ms // versionA 
05D3: AS_actor 81@ goto_point -1662.307 31.2954 2.5869 mode 6 time 999999 ms // versionA 
040D: unload_wav 1 
03CF: load_wav 37017 as 1 

:STEAL4_20284
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @STEAL4_20310 
0001: wait 0 ms 
0002: jump @STEAL4_20284 

:STEAL4_20310
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'STL4_GC' time 5000 flag 1  // ~z~Stay right there, you thieving bastard!
000A: 35@ += 1 

:STEAL4_20337
0002: jump @STEAL4_21959 

:STEAL4_20344
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_20366 
000A: 35@ += 1 

:STEAL4_20366
0002: jump @STEAL4_21959 

:STEAL4_20373
02A3: enable_widescreen 0 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
0004: $1912 = 0 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @STEAL4_20438 
00A1: put_actor 80@ at -1657.398 32.9707 2.8213 
0173: set_actor 80@ Z_angle_to 320.0 

:STEAL4_20438
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @STEAL4_20484 
00A1: put_actor 81@ at -1655.264 31.706 2.8213 
0173: set_actor 81@ Z_angle_to 320.0 

:STEAL4_20484
0006: 43@ = 0 

:STEAL4_20491
00D6: if 
001B:   2 > 43@ 
004D: jump_if_false @STEAL4_20653 
00D6: if 
8118:   not actor 80@(43@,2i) dead 
004D: jump_if_false @STEAL4_20639 
060B: set_actor 80@(43@,2i) decision_maker_to 171@ 
02E2: set_actor 80@(43@,2i) weapon_accuracy_to 20 
0223: set_actor 80@(43@,2i) health_to 100 
01B2: give_actor 80@(43@,2i) weapon 22 ammo 9999 // Load the weapon model before using this 
077A: set_actor 80@(43@,2i) acquaintance 4 to_actors_pedtype 25 // see ped.dat 
077A: set_actor 80@(43@,2i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_20639 
05D9: AS_actor 80@(43@,2i) run_to_actor 68@ timelimit 10000 stop_within_radius 20.0 

:STEAL4_20639
000A: 43@ += 1 
0002: jump @STEAL4_20491 

:STEAL4_20653
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_20693 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @STEAL4_20693 
05E2: AS_actor 68@ kill_actor 80@ 

:STEAL4_20693
00D6: if 
0038:   $FLAG_PLAYER_IN_CRANE == 2 
004D: jump_if_false @STEAL4_20732 
0004: $1912 = 0 
0004: $1911 = 1 
0002: jump @STEAL4_20741 

:STEAL4_20732
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 

:STEAL4_20741
00BE: text_clear_all 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_20790 
00D6: if 
875C:   not marker 119@ enabled 
004D: jump_if_false @STEAL4_20790 
0186: 119@ = create_marker_above_car 86@ 
07E0: set_marker 119@ type_to 1 

:STEAL4_20790
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_20840 
0709: set_decision_maker 168@ on_event 12 taskID 603 respect 0.0 hate 100.0 like 0.0 dislike 100.0 in_car 0 on_foot 1 // see *.ped files 

:STEAL4_20840
000A: 35@ += 1 
0002: jump @STEAL4_21959 

:STEAL4_20854
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_21066 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_21066 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_21024 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 68@ radius 15.0 15.0 5.0 sphere 0 
004D: jump_if_false @STEAL4_21024 
0615: define_AS_pack_begin 49@ 
0772: AS_actor -1 run_to_car 86@ 999999 ms stop_at_distance 10.0 
05CA: AS_actor -1 enter_car 86@ passenger_seat 0 time 999999 
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0006: 32@ = 30000 
0006: 56@ = 0 
0006: 194@ = 0 
000A: 35@ += 1 

:STEAL4_21024
00D6: if and
0118:   actor 80@ dead 
0118:   actor 81@ dead 
004D: jump_if_false @STEAL4_21066 
000A: 35@ += 1 
0006: 56@ = 0 
0006: 194@ = 0 

:STEAL4_21066
0002: jump @STEAL4_21959 

:STEAL4_21073
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_21233 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_21233 
00D6: if 
80DB:   not actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_21209 
0615: define_AS_pack_begin 49@ 
0772: AS_actor -1 run_to_car 86@ 999999 ms stop_at_distance 10.0 
05CA: AS_actor -1 enter_car 86@ passenger_seat 0 time 999999 
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0006: 32@ = 30000 
000A: 35@ += 1 
0209: 56@ = random_int_in_ranges 0 2 
0002: jump @STEAL4_21233 

:STEAL4_21209
0006: 32@ = 30000 
000A: 35@ += 1 
0209: 56@ = random_int_in_ranges 0 2 

:STEAL4_21233
0002: jump @STEAL4_21959 

:STEAL4_21240
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @STEAL4_21336 
05AA: 189@s = 'STL4_JA' // @s = 'short'  // ~z~Let's just grab the car and go!
04AF: 191@ = 37021 // = constant 
0085: 192@ = 68@ // (int) 
0006: 193@ = 0 
0050: gosub @STEAL4_35611 
00D6: if 
0039:   194@ == 4 
004D: jump_if_false @STEAL4_21336 
0006: 194@ = 0 
0006: 56@ = 2 

:STEAL4_21336
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @STEAL4_21432 
05AA: 189@s = 'STL4_JB' // @s = 'short'  // ~z~Let's just get the car and get out of here!
04AF: 191@ = 37022 // = constant 
0085: 192@ = 68@ // (int) 
0006: 193@ = 0 
0050: gosub @STEAL4_35611 
00D6: if 
0039:   194@ == 4 
004D: jump_if_false @STEAL4_21432 
0006: 194@ = 0 
0006: 56@ = 2 

:STEAL4_21432
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_21629 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_21629 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_21629 
00D6: if 
80DB:   not actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_21629 
00D6: if 
0019:   32@ > 35000 
004D: jump_if_false @STEAL4_21546 
00BC: show_text_highpriority GXT 'ST4_29' time 5000 flag 1  // ~s~Wait for Cesar!
0006: 32@ = 0 

:STEAL4_21546
062E: get_actor 68@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @STEAL4_21629 
0615: define_AS_pack_begin 49@ 
0772: AS_actor -1 run_to_car 86@ 999999 ms stop_at_distance 10.0 
05CA: AS_actor -1 enter_car 86@ passenger_seat 0 time 999999 
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_21629
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @STEAL4_21759 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_21759 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_21759 
00D6: if 
00DB:   actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_21759 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_21759 
00D6: if 
0019:   32@ > 30000 
004D: jump_if_false @STEAL4_21759 
00BC: show_text_highpriority GXT 'ST4_28' time 5000 flag 1  // ~s~Get in the car with Cesar.
0006: 32@ = 0 

:STEAL4_21759
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @STEAL4_21854 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_21854 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_21854 
00D6: if 
00DB:   actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_21854 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_21854 
000A: 35@ += 1 

:STEAL4_21854
0002: jump @STEAL4_21959 

:STEAL4_21861
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_21919 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_21919 
00D6: if 
00DB:   actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_21919 
09F6: set_actor 68@ unjackable_through_driver_seat 0 

:STEAL4_21919
0151: remove_status_text $7415 
0006: 35@ = 99 
0002: jump @STEAL4_21959 

:STEAL4_21938
0006: 35@ = 0 
000A: 34@ += 1 
0002: jump @STEAL4_21959 

:STEAL4_21959
00D6: if 
0019:   35@ > 3 
004D: jump_if_false @STEAL4_22090 
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @STEAL4_22040 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_22033 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_22033 
0164: disable_marker 119@ 

:STEAL4_22033
0002: jump @STEAL4_22090 

:STEAL4_22040
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_22090 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_22090 
0186: 119@ = create_marker_above_car 86@ 
07E0: set_marker 119@ type_to 1 

:STEAL4_22090
0051: return 

:STEAL4_22092
00D6: if 
8038:   not  $FLAG_PLAYER_IN_CRANE == 2 
004D: jump_if_false @STEAL4_22144 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @STEAL4_22137 
03E6: remove_text_box 
0006: 124@ = 1 

:STEAL4_22137
0002: jump @STEAL4_22180 

:STEAL4_22144
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @STEAL4_22180 
0512: show_permanent_text_box 'ST4_H09'  // Press ~k~~VEHICLE_ENTER_EXIT~ to exit the crane.
0006: 124@ = 0 

:STEAL4_22180
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @STEAL4_22218 
018A: 119@ = create_checkpoint_at 0.0 0.0 0.0 

:STEAL4_22218
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @STEAL4_22362 
00BC: show_text_highpriority GXT 'ST4_26' time 5000 flag 1  // ~s~Take Cesar and the car back to your ~y~garage~s~.
0164: disable_marker 108@ 
018A: 108@ = create_checkpoint_at -2024.7 179.4 27.4 
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @STEAL4_22298 
0164: disable_marker 120@ 

:STEAL4_22298
00D6: if 
075C:   marker 121@ enabled 
004D: jump_if_false @STEAL4_22319 
0164: disable_marker 121@ 

:STEAL4_22319
0006: 32@ = 20000 
0006: 33@ = 0 
0006: 56@ = 0 
0006: 62@ = 0 
03C7: set_sensitivity_to_crime 1.0 
000A: 35@ += 1 

:STEAL4_22362
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @STEAL4_23898 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @STEAL4_22438 
00D6: if 
0019:   62@ > 5500 
004D: jump_if_false @STEAL4_22431 
0006: 153@ = 5 
000A: 56@ += 1 

:STEAL4_22431
0002: jump @STEAL4_22669 

:STEAL4_22438
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @STEAL4_22512 
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @STEAL4_22505 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_22498 
0227: 137@ = car 86@ health 

:STEAL4_22498
000A: 56@ += 1 

:STEAL4_22505
0002: jump @STEAL4_22669 

:STEAL4_22512
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @STEAL4_22587 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_22580 
0227: 43@ = car 86@ health 
00D6: if 
001D:   137@ > 43@ // (int) 
004D: jump_if_false @STEAL4_22580 
000A: 56@ += 1 

:STEAL4_22580
0002: jump @STEAL4_22669 

:STEAL4_22587
00D6: if 
0039:   56@ == 3 
004D: jump_if_false @STEAL4_22626 
0006: 153@ = 7 
000A: 56@ += 1 
0002: jump @STEAL4_22669 

:STEAL4_22626
00D6: if 
0039:   56@ == 4 
004D: jump_if_false @STEAL4_22669 
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @STEAL4_22669 
000A: 56@ += 1 

:STEAL4_22669
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_22859 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_22859 
00D6: if 
01AF:   car 86@ sphere 1 in_sphere -2024.7 179.4 27.4 radius 4.0 4.0 4.0 
004D: jump_if_false @STEAL4_22859 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_22859 
00D6: if 
00DB:   actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_22843 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_22836 
00D6: if 
09D0:   car 86@ on_wheels 
004D: jump_if_false @STEAL4_22836 
01B4: set_player $PLAYER_CHAR can_move 0 
000A: 35@ += 1 

:STEAL4_22836
0002: jump @STEAL4_22859 

:STEAL4_22843
00BC: show_text_highpriority GXT 'ST4_27' time 6000 flag 1  // ~s~You've left Cesar behind!!

:STEAL4_22859
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_22931 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_22931 
00D6: if 
00DB:   actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_22931 
00D6: if 
075C:   marker 107@ enabled 
004D: jump_if_false @STEAL4_22931 
0164: disable_marker 107@ 

:STEAL4_22931
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_23612 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_23612 
00D6: if 
00DB:   actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_23612 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_23539 
00D6: if 
875C:   not marker 119@ enabled 
004D: jump_if_false @STEAL4_23055 
0186: 119@ = create_marker_above_car 86@ 
07E0: set_marker 119@ type_to 1 
00BC: show_text_highpriority GXT 'ST4_05' time 5000 flag 1  // ~s~Get in the car with ~b~Cesar~s~.
0002: jump @STEAL4_23055 

:STEAL4_23055
00D6: if 
075C:   marker 108@ enabled 
004D: jump_if_false @STEAL4_23076 
0164: disable_marker 108@ 

:STEAL4_23076
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
0019:   32@ > 30000 
004D: jump_if_false @STEAL4_23532 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 68@ radius 20.0 20.0 5.0 sphere 0 
004D: jump_if_false @STEAL4_23532 
000A: 178@ += 1 
00D6: if 
0019:   178@ > 5 
004D: jump_if_false @STEAL4_23174 
0006: 178@ = 0 

:STEAL4_23174
0871: init_jump_table 178@ total_jumps 6 default_jump 0 @STEAL4_23525 jumps 0 @STEAL4_23237 1 @STEAL4_23285 2 @STEAL4_23333 3 @STEAL4_23381 4 @STEAL4_23429 5 @STEAL4_23477 -1 @STEAL4_23525 

:STEAL4_23237
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CESX_AA' // s$  // ~z~Get in, CJ, get in!
04AE: $ACTOR_SPEECH_WAV_FILE = 10400 // = constant 
004F: create_thread @AUDIOL 68@ 0 0 1 0  
0002: jump @STEAL4_23525 

:STEAL4_23285
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CESX_AB' // s$  // ~z~Hop in, holmes!
04AE: $ACTOR_SPEECH_WAV_FILE = 10401 // = constant 
004F: create_thread @AUDIOL 68@ 0 0 1 0  
0002: jump @STEAL4_23525 

:STEAL4_23333
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CESX_AC' // s$  // ~z~All aboard!
04AE: $ACTOR_SPEECH_WAV_FILE = 10402 // = constant 
004F: create_thread @AUDIOL 68@ 0 0 1 0  
0002: jump @STEAL4_23525 

:STEAL4_23381
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CESX_AD' // s$  // ~z~You got shotgun, CJ!
04AE: $ACTOR_SPEECH_WAV_FILE = 10403 // = constant 
004F: create_thread @AUDIOL 68@ 0 0 1 0  
0002: jump @STEAL4_23525 

:STEAL4_23429
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CESX_AE' // s$  // ~z~Get in the car, CJ!
04AE: $ACTOR_SPEECH_WAV_FILE = 10404 // = constant 
004F: create_thread @AUDIOL 68@ 0 0 1 0  
0002: jump @STEAL4_23525 

:STEAL4_23477
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CESX_AF' // s$  // ~z~Jump in, CJ, quick!
04AE: $ACTOR_SPEECH_WAV_FILE = 10405 // = constant 
004F: create_thread @AUDIOL 68@ 0 0 1 0  
0002: jump @STEAL4_23525 

:STEAL4_23525
0006: 32@ = 0 

:STEAL4_23532
0002: jump @STEAL4_23612 

:STEAL4_23539
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @STEAL4_23560 
0164: disable_marker 119@ 

:STEAL4_23560
00D6: if 
875C:   not marker 108@ enabled 
004D: jump_if_false @STEAL4_23612 
018A: 108@ = create_checkpoint_at -2024.7 179.4 27.4 
00BC: show_text_highpriority GXT 'ST4_26' time 7000 flag 1  // ~s~Take Cesar and the car back to your ~y~garage~s~.

:STEAL4_23612
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_23706 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_23675 
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @STEAL4_23668 
0164: disable_marker 119@ 

:STEAL4_23668
0002: jump @STEAL4_23706 

:STEAL4_23675
00D6: if 
875C:   not marker 119@ enabled 
004D: jump_if_false @STEAL4_23706 
0186: 119@ = create_marker_above_car 86@ 
07E0: set_marker 119@ type_to 1 

:STEAL4_23706
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_23898 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_23898 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_23898 
00D6: if 
80DB:   not actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_23846 
00D6: if 
0019:   33@ > 20000 
004D: jump_if_false @STEAL4_23818 
00BC: show_text_highpriority GXT 'ST4_27' time 7000 flag 1  // ~s~You've left Cesar behind!!
0006: 33@ = 0 

:STEAL4_23818
00D6: if 
075C:   marker 108@ enabled 
004D: jump_if_false @STEAL4_23839 
0164: disable_marker 108@ 

:STEAL4_23839
0002: jump @STEAL4_23898 

:STEAL4_23846
00D6: if 
875C:   not marker 108@ enabled 
004D: jump_if_false @STEAL4_23898 
018A: 108@ = create_checkpoint_at -2024.7 179.4 27.4 
00BC: show_text_highpriority GXT 'ST4_26' time 7000 flag 1  // ~s~Take Cesar and the car back to your ~y~garage~s~.

:STEAL4_23898
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @STEAL4_24971 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:STEAL4_23930
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_23954 
0001: wait 0 ms 
0002: jump @STEAL4_23930 

:STEAL4_23954
0360: open_garage 'HBGDSFS' 

:STEAL4_23965
00D6: if 
83B0:   not garage 'HBGDSFS' door_open 
004D: jump_if_false @STEAL4_23998 
0001: wait 0 ms 
0002: jump @STEAL4_23965 

:STEAL4_23998
04BB: select_interior 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STEAL4_24025 
0860: link_actor $PLAYER_ACTOR to_interior 1 

:STEAL4_24025
0A0B: set_rendering_origin_at_3D_coord -2045.4 173.1 27.8 angle 309.5 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position -2045.2 170.8 29.4 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2040.1 181.6 29.1 switchstyle 2 
0007: 50@ = -2040.1 
000B: 50@ += 2045.2 
0007: 51@ = 181.6 
000F: 51@ -= 170.8 
0007: 52@ = 29.1 
000F: 52@ -= 29.4 
0013: 50@ *= 4.0 
0013: 51@ *= 4.0 
0013: 52@ *= 4.0 
0005: $TEMPVAR_FLOAT_1 = -2045.2 
005F: $TEMPVAR_FLOAT_1 += 50@ // (float) 
0005: $TEMPVAR_FLOAT_2 = 170.8 
005F: $TEMPVAR_FLOAT_2 += 51@ // (float) 
0005: $TEMPVAR_FLOAT_3 = 29.4 
005F: $TEMPVAR_FLOAT_3 += 52@ // (float) 
0604: get_Z_angle_for_point 50@ 51@ store_to $TEMPVAR_ANGLE 
0A0B: set_rendering_origin_at_3D_coord $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 angle $TEMPVAR_ANGLE 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_24310 
0860: link_actor 68@ to_interior 1 

:STEAL4_24310
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_24333 
0840: link_car 86@ to_interior 1 

:STEAL4_24333
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_24376 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_24376 
036A: put_actor $PLAYER_ACTOR in_car 86@ 

:STEAL4_24376
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_24422 
00AB: put_car 86@ at -2033.8 178.6 27.6 
0175: set_car 86@ Z_angle_to 90.0 

:STEAL4_24422
0615: define_AS_pack_begin 49@ 
05D1: AS_actor -1 drive_car 86@ to -2044.4 177.6 27.6 speed 5.0 1 model #CSPLAY 2 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -2034.731 177.1182 27.8359 mode 4 time 50000 ms // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
016A: fade 1 time 500 

:STEAL4_24515
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_24539 
0001: wait 0 ms 
0002: jump @STEAL4_24515 

:STEAL4_24539
0209: 43@ = random_int_in_ranges 0 2 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @STEAL4_24632 
040D: unload_wav 1 
03CF: load_wav 37034 as 1 

:STEAL4_24579
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @STEAL4_24605 
0001: wait 0 ms 
0002: jump @STEAL4_24579 

:STEAL4_24605
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'STL4_NA' time 5000 flag 1  // ~z~That was like a piece of tortilla!
0002: jump @STEAL4_24691 

:STEAL4_24632
040D: unload_wav 1 
03CF: load_wav 37035 as 1 

:STEAL4_24645
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @STEAL4_24671 
0001: wait 0 ms 
0002: jump @STEAL4_24645 

:STEAL4_24671
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'STL4_NB' time 5000 flag 1  // ~z~Hey, holmes, that was fun, we should do that again!

:STEAL4_24691
0006: 32@ = 0 

:STEAL4_24698
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @STEAL4_24876 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_24865 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_24865 
00D6: if 
00DB:   actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_24865 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_24865 
062E: get_actor 68@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @STEAL4_24865 
0615: define_AS_pack_begin 49@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -2034.731 177.1182 27.8359 mode 4 time 50000 ms // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_24865
0001: wait 0 ms 
0002: jump @STEAL4_24698 

:STEAL4_24876
00D6: if 
8019:   not  32@ > 5000 
004D: jump_if_false @STEAL4_24906 
0001: wait 0 ms 
0002: jump @STEAL4_24876 

:STEAL4_24906
016A: fade 0 time 1000 

:STEAL4_24913
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_24937 
0001: wait 0 ms 
0002: jump @STEAL4_24913 

:STEAL4_24937
04BB: select_interior 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STEAL4_24964 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:STEAL4_24964
000A: 35@ += 1 

:STEAL4_24971
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @STEAL4_25743 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_25049 
0227: 43@ = car 86@ health 
0093: 46@ = integer 43@ to_float 
0017: 46@ /= 1000.0 
0013: 46@ *= 5000.0 
0092: 152@ = float 46@ to_integer 

:STEAL4_25049
0792: disembark_instantly_actor $PLAYER_ACTOR 
009B: destroy_actor 68@ 
00A6: destroy_car 86@ 
00BE: text_clear_all 
0361: close_garage 'HBGDSFS' 

:STEAL4_25077
00D6: if 
83B1:   not garage 'HBGDSFS' door_closed 
004D: jump_if_false @STEAL4_25110 
0001: wait 0 ms 
0002: jump @STEAL4_25077 

:STEAL4_25110
00A1: put_actor $PLAYER_ACTOR at -1569.625 122.3311 2.5469 
015F: set_camera_position -1571.141 131.4032 3.3235 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1571.685 132.226 3.4872 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord -1571.685 132.226 3.4872 angle 0.0 
0395: clear_area 1 at -1570.718 131.0493 3.3547 radius 50.0 
02A3: enable_widescreen 1 
0004: $1185 = 1 
004F: create_thread @IMPEXPM  
0004: $1909 = 1 

:STEAL4_25253
00D6: if 
8248:   not model #NF_BLACKBOARD available 
004D: jump_if_false @STEAL4_25279 
0001: wait 0 ms 
0002: jump @STEAL4_25253 

:STEAL4_25279
03E6: remove_text_box 
016A: fade 1 time 1500 

:STEAL4_25288
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_25312 
0001: wait 0 ms 
0002: jump @STEAL4_25288 

:STEAL4_25312
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'ST4_45' time 5000 flag 1  // ~s~Car exports and imports have been unlocked.
0001: wait 5000 ms 
00BC: show_text_highpriority GXT 'ST4_46' time 5000 flag 1  // ~s~Check the wanted board at the Easter Basin Docks for vehicles wanted for exporting.
0001: wait 5000 ms 
016A: fade 0 time 500 

:STEAL4_25363
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_25387 
0001: wait 0 ms 
0002: jump @STEAL4_25363 

:STEAL4_25387
015F: set_camera_position -1554.593 -60.4267 75.7247 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1554.782 -59.6013 75.193 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord -1554.782 -59.6013 75.193 angle 0.0 
016A: fade 1 time 500 

:STEAL4_25467
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_25491 
0001: wait 0 ms 
0002: jump @STEAL4_25467 

:STEAL4_25491
00BC: show_text_highpriority GXT 'ST4_47' time 5000 flag 1  // ~s~Deliver wanted vehicles to the ship.
0001: wait 5000 ms 
00BC: show_text_highpriority GXT 'ST4_48' time 5000 flag 1  // ~s~Vehicles are also imported on certain days.
0001: wait 5000 ms 
016A: fade 0 time 500 

:STEAL4_25540
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_25564 
0001: wait 0 ms 
0002: jump @STEAL4_25540 

:STEAL4_25564
00A1: put_actor $PLAYER_ACTOR at -2027.2 179.5 27.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 277.5 
03CB: set_rendering_origin_at -2045.4 173.1 27.8 
0A0B: set_rendering_origin_at_3D_coord -2045.4 173.1 27.8 angle 309.5 

:STEAL4_25633
00D6: if 
04F0:   is_actor_waiting_for_world_collision $PLAYER_ACTOR 
004D: jump_if_false @STEAL4_25660 
0001: wait 0 ms 
0002: jump @STEAL4_25633 

:STEAL4_25660
00A1: put_actor $PLAYER_ACTOR at -2027.2 179.5 27.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 277.5 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
016A: fade 1 time 1000 

:STEAL4_25705
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_25729 
0001: wait 0 ms 
0002: jump @STEAL4_25705 

:STEAL4_25729
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 36@ = 1 

:STEAL4_25743
0051: return 

:STEAL4_25745
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @STEAL4_25820 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
00D6: if 
8039:   not  91@ == -1 
004D: jump_if_false @STEAL4_25820 
00D6: if 
803B:   not  105@ == 91@ // (int) 
004D: jump_if_false @STEAL4_25820 
0085: 105@ = 91@ // (int) 

:STEAL4_25820
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_25950 
00D6: if 
03CA:   object 105@ exists 
004D: jump_if_false @STEAL4_25950 
00D6: if 
85A3:   not object 105@ stopped 
004D: jump_if_false @STEAL4_25950 
05A8: get_object 105@ speed_to 46@ 
00D6: if 
0021:   46@ > 4.0 
004D: jump_if_false @STEAL4_25950 
00D6: if 
023B:   actor 68@ colliding_with_object 105@ 
004D: jump_if_false @STEAL4_25950 
062E: get_actor 68@ task 1470 status_store_to 45@ // ret 7 if not found 
00D6: if 
04A4:   45@ == 7 // == constant 
004D: jump_if_false @STEAL4_25950 
05BE: AS_actor 68@ die 

:STEAL4_25950
00D6: if 
0039:   39@ == 8 
004D: jump_if_false @STEAL4_26336 
00D6: if 
0039:   135@ == 1 
004D: jump_if_false @STEAL4_26336 
00D6: if 
03CA:   object 101@ exists 
004D: jump_if_false @STEAL4_26336 
00D6: if 
056E:   car 84@ defined 
004D: jump_if_false @STEAL4_26336 
00D6: if 
8119:   not car 84@ wrecked 
004D: jump_if_false @STEAL4_26336 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 101@ with_offset 0.0 -1.0 0.0 
01BB: store_object 101@ position_to 57@ 58@ 59@ 
0007: 50@ = 1.0 
0089: 51@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 51@ -= 59@ // (float) 
0007: 53@ = 0.0 
0007: 54@ = 1.0 
05A4: get_angle_between_vectors_origin_to 50@ 51@ and_origin_to 53@ 54@ store_to 46@ 
00D6: if and
0027:   59@ > $TEMPVAR_FLOAT_3 // (float) 
0021:   46@ > 120.0 
004D: jump_if_false @STEAL4_26336 
00AA: store_car 84@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to 57@ 58@ 59@ from_car 84@ with_offset 0.0 1.0 0.0 
0087: 179@ = 57@ // (float) 
0065: 179@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 180@ = 58@ // (float) 
0065: 180@ -= $TEMPVAR_FLOAT_2 // (float) 
0087: 181@ = 59@ // (float) 
0065: 181@ -= $TEMPVAR_FLOAT_3 // (float) 
000B: 181@ += 0.1 
0013: 179@ *= 0.05 
0013: 180@ *= 0.05 
0013: 181@ *= 0.05 
0684: detach_car 84@ 0.0 0.0 0.0 collision_detection 0 
0006: 64@ = 0 
000A: 135@ += 1 

:STEAL4_26336
00D6: if 
0039:   135@ == 2 
004D: jump_if_false @STEAL4_26432 
00D6: if 
001B:   300 > 64@ 
004D: jump_if_false @STEAL4_26425 
00D6: if 
8119:   not car 84@ wrecked 
004D: jump_if_false @STEAL4_26418 
07D5: set_car 84@ velocity_in_direction_XYZ 179@ 180@ 181@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:STEAL4_26418
0002: jump @STEAL4_26432 

:STEAL4_26425
000A: 135@ += 1 

:STEAL4_26432
00D6: if 
0039:   39@ == 9 
004D: jump_if_false @STEAL4_26818 
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @STEAL4_26818 
00D6: if 
03CA:   object 102@ exists 
004D: jump_if_false @STEAL4_26818 
00D6: if 
056E:   car 85@ defined 
004D: jump_if_false @STEAL4_26818 
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @STEAL4_26818 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 102@ with_offset 0.0 -1.0 0.0 
01BB: store_object 102@ position_to 57@ 58@ 59@ 
0007: 50@ = 1.0 
0089: 51@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 51@ -= 59@ // (float) 
0007: 53@ = 0.0 
0007: 54@ = 1.0 
05A4: get_angle_between_vectors_origin_to 50@ 51@ and_origin_to 53@ 54@ store_to 46@ 
00D6: if and
0027:   59@ > $TEMPVAR_FLOAT_3 // (float) 
0021:   46@ > 120.0 
004D: jump_if_false @STEAL4_26818 
00AA: store_car 85@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to 57@ 58@ 59@ from_car 85@ with_offset 0.0 1.0 0.0 
0087: 179@ = 57@ // (float) 
0065: 179@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 180@ = 58@ // (float) 
0065: 180@ -= $TEMPVAR_FLOAT_2 // (float) 
0087: 181@ = 59@ // (float) 
0065: 181@ -= $TEMPVAR_FLOAT_3 // (float) 
000B: 181@ += 0.1 
0013: 179@ *= 0.05 
0013: 180@ *= 0.05 
0013: 181@ *= 0.05 
0684: detach_car 85@ 0.0 0.0 0.0 collision_detection 0 
0006: 64@ = 0 
000A: 136@ += 1 

:STEAL4_26818
00D6: if 
0039:   135@ == 2 
004D: jump_if_false @STEAL4_26914 
00D6: if 
001B:   300 > 64@ 
004D: jump_if_false @STEAL4_26907 
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @STEAL4_26900 
07D5: set_car 85@ velocity_in_direction_XYZ 179@ 180@ 181@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:STEAL4_26900
0002: jump @STEAL4_26914 

:STEAL4_26907
000A: 136@ += 1 

:STEAL4_26914
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @STEAL4_27263 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
00D6: if 
0039:   91@ == -1 
004D: jump_if_false @STEAL4_27263 
00D6: if 
03CA:   object 105@ exists 
004D: jump_if_false @STEAL4_27263 
00D6: if 
0021:   182@ > 15.0 
004D: jump_if_false @STEAL4_27255 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_27039 
00D6: if 
0897:   car 82@ collided_with_object 105@ 
004D: jump_if_false @STEAL4_27039 
020B: explode_car 82@ 

:STEAL4_27039
00D6: if 
8119:   not car 84@ wrecked 
004D: jump_if_false @STEAL4_27095 
00D6: if 
8686:   not car 84@ attached 
004D: jump_if_false @STEAL4_27095 
00D6: if 
0897:   car 84@ collided_with_object 105@ 
004D: jump_if_false @STEAL4_27095 
020B: explode_car 84@ 

:STEAL4_27095
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_27135 
00D6: if 
0897:   car 86@ collided_with_object 105@ 
004D: jump_if_false @STEAL4_27135 
020B: explode_car 86@ 

:STEAL4_27135
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_27175 
00D6: if 
0897:   car 87@ collided_with_object 105@ 
004D: jump_if_false @STEAL4_27175 
020B: explode_car 87@ 

:STEAL4_27175
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @STEAL4_27215 
00D6: if 
0897:   car 88@ collided_with_object 105@ 
004D: jump_if_false @STEAL4_27215 
020B: explode_car 88@ 

:STEAL4_27215
00D6: if 
8119:   not car 89@ wrecked 
004D: jump_if_false @STEAL4_27255 
00D6: if 
0897:   car 89@ collided_with_object 105@ 
004D: jump_if_false @STEAL4_27255 
020B: explode_car 89@ 

:STEAL4_27255
05A8: get_object 105@ speed_to 182@ 

:STEAL4_27263
00D6: if 
0039:   39@ == 4 
004D: jump_if_false @STEAL4_27392 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL4_27392 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_27379 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @STEAL4_27372 
03C0: 43@ = actor $PLAYER_ACTOR car 
00D6: if 
803B:   not  43@ == 86@ // (int) 
004D: jump_if_false @STEAL4_27372 
01C3: remove_references_to_car 82@ 
00D9: 82@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:STEAL4_27372
0002: jump @STEAL4_27392 

:STEAL4_27379
01C3: remove_references_to_car 82@ 
00D9: 82@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:STEAL4_27392
00D6: if 
0039:   39@ == 5 
004D: jump_if_false @STEAL4_27517 
00D6: if 
056D:   actor 68@ defined 
004D: jump_if_false @STEAL4_27517 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_27517 
0226: 43@ = actor 68@ health 
0093: 46@ = integer 43@ to_float 
0017: 46@ /= 500.0 
0013: 46@ *= 100.0 
00D6: if 
0021:   46@ > 100.0 
004D: jump_if_false @STEAL4_27509 
0007: 46@ = 100.0 

:STEAL4_27509
0090: $7415 = float 46@ to_integer 

:STEAL4_27517
00D6: if 
0039:   39@ == 6 
004D: jump_if_false @STEAL4_27588 
00D6: if 
056E:   car 89@ defined 
004D: jump_if_false @STEAL4_27588 
00D6: if 
0119:   car 89@ wrecked 
004D: jump_if_false @STEAL4_27588 
00D6: if 
075C:   marker 118@ enabled 
004D: jump_if_false @STEAL4_27588 
0164: disable_marker 118@ 

:STEAL4_27588
00D6: if 
0039:   39@ == 8 
004D: jump_if_false @STEAL4_27768 
0006: 43@ = 0 

:STEAL4_27613
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @STEAL4_27694 
00D6: if 
075C:   marker 112@(43@,6i) enabled 
004D: jump_if_false @STEAL4_27680 
00D6: if 
0118:   actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_27680 
0164: disable_marker 112@(43@,6i) 

:STEAL4_27680
000A: 43@ += 1 
0002: jump @STEAL4_27613 

:STEAL4_27694
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @STEAL4_27731 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @STEAL4_27731 
0164: disable_marker 120@ 

:STEAL4_27731
00D6: if 
075C:   marker 121@ enabled 
004D: jump_if_false @STEAL4_27768 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @STEAL4_27768 
0164: disable_marker 121@ 

:STEAL4_27768
00D6: if 
0039:   128@ == 1 
004D: jump_if_false @STEAL4_27849 
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @STEAL4_27849 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
00D6: if 
8039:   not  83@ == -1 
004D: jump_if_false @STEAL4_27849 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
0006: 128@ = 2 

:STEAL4_27849
00D6: if 
0039:   128@ == 2 
004D: jump_if_false @STEAL4_27930 
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @STEAL4_27930 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
00D6: if 
0039:   83@ == -1 
004D: jump_if_false @STEAL4_27930 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
0006: 128@ = 1 

:STEAL4_27930
00D6: if 
0039:   39@ == 7 
004D: jump_if_false @STEAL4_28045 
00D6: if 
056E:   car 86@ defined 
004D: jump_if_false @STEAL4_27999 
00D6: if 
0119:   car 86@ wrecked 
004D: jump_if_false @STEAL4_27999 
0001: wait 2000 ms 
0006: 37@ = 1 
0006: 140@ = 2 

:STEAL4_27999
00D6: if 
056D:   actor 68@ defined 
004D: jump_if_false @STEAL4_28045 
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_28045 
0006: 37@ = 1 
0006: 140@ = 3 

:STEAL4_28045
0051: return 

:STEAL4_28047
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @STEAL4_28173 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_28173 
00D6: if 
86EE:   not actor 68@ in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL4_28173 
00D6: if 
8038:   not  $FLAG_PLAYER_IN_CRANE == 2 
004D: jump_if_false @STEAL4_28134 
00BC: show_text_highpriority GXT 'ST4_42' time 5000 flag 1  // ~s~You've left ~b~Cesar~s~ behind.

:STEAL4_28134
000A: 126@ += 1 
00D6: if 
8039:   not  133@ == 1 
004D: jump_if_false @STEAL4_28173 
0006: 133@ = 1 
0050: gosub @STEAL4_29801 

:STEAL4_28173
00D6: if 
0039:   126@ == 2 
004D: jump_if_false @STEAL4_28297 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_28297 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 68@ radius 15.0 15.0 5.0 sphere 0 
004D: jump_if_false @STEAL4_28297 
0631: put_actor 68@ in_group $PLAYER_GROUP 
04D8: set_actor 68@ drowns_in_water 0 
0006: 126@ = 1 
00D6: if 
8039:   not  133@ == 3 
004D: jump_if_false @STEAL4_28297 
0006: 133@ = 3 
0050: gosub @STEAL4_29801 

:STEAL4_28297
0051: return 

:STEAL4_28299
0247: load_model #SENTINEL 
0247: load_model #COLT45 
0247: load_model #WBDYG1 

:STEAL4_28313
00D6: if or
8248:   not model #JESTER available 
8248:   not model #SENTINEL available 
8248:   not model #COLT45 available 
8248:   not model #WBDYG1 available 
004D: jump_if_false @STEAL4_28354 
0001: wait 0 ms 
0002: jump @STEAL4_28313 

:STEAL4_28354
0395: clear_area 1 at -1711.59 44.8495 2.7813 radius 20.0 
00A5: 87@ = create_car #SENTINEL at -1711.59 44.8495 2.7813 
0175: set_car 87@ Z_angle_to 232.9281 
04E0: car 87@ abandon_path_radius 100 
0129: 70@ = create_actor_pedtype 24 model #WBDYG1 in_car 87@ driverseat 
01C8: 71@ = create_actor_pedtype 24 model #WBDYG1 in_car 87@ passenger_seat 0 
01C8: 72@ = create_actor_pedtype 24 model #WBDYG1 in_car 87@ passenger_seat 1 
0187: 112@ = create_marker_above_actor 70@ 
0187: 113@ = create_marker_above_actor 71@ 
0187: 114@ = create_marker_above_actor 72@ 
0006: 43@ = 0 

:STEAL4_28489
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @STEAL4_28600 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_28586 
01B2: give_actor 70@(43@,6i) weapon 22 ammo 9999 // Load the weapon model before using this 
060B: set_actor 70@(43@,6i) decision_maker_to 171@ 
02E2: set_actor 70@(43@,6i) weapon_accuracy_to 40 
0223: set_actor 70@(43@,6i) health_to 70 
0446: set_actor 70@(43@,6i) dismemberment_possible 0 

:STEAL4_28586
000A: 43@ += 1 
0002: jump @STEAL4_28489 

:STEAL4_28600
0395: clear_area 1 at -1697.04 14.7378 2.7813 radius 5.0 
0051: return 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_28747 
0615: define_AS_pack_begin 49@ 
05D1: AS_actor -1 drive_car 87@ to -1686.422 25.8359 2.7752 speed 15.0 0 model #NULL 3 
05D1: AS_actor -1 drive_car 87@ to -1643.394 19.6494 3.6706 speed 15.0 0 model #NULL 3 
0616: define_AS_pack_end 49@ 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_28742 
0618: assign_actor 70@ to_AS_pack 49@ 

:STEAL4_28742
061B: remove_references_to_AS_pack 49@ 

:STEAL4_28747
0051: return 

:STEAL4_28749
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @STEAL4_28779 
0815: put_object $2727 at $2733 $2734 $2735 and_keep_rotation 

:STEAL4_28779
00D6: if 
03CA:   object $2730 exists 
004D: jump_if_false @STEAL4_28809 
0815: put_object $2730 at $2733 $2734 $2735 and_keep_rotation 

:STEAL4_28809
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @STEAL4_28930 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @STEAL4_28930 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2727 with_offset 0.0 0.0 0.0 
0177: set_object $2728 Z_angle_to $2736 
0815: put_object $2728 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
00D6: if 
03CA:   object $2731 exists 
004D: jump_if_false @STEAL4_28930 
0177: set_object $2731 Z_angle_to $2736 
0815: put_object $2731 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 

:STEAL4_28930
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @STEAL4_29075 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @STEAL4_29075 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2728 with_offset 0.0 -2.185 8.51 
0176: $2737 = object $2728 Z_angle 
0815: put_object $CRANE_MAGNET at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
0453: set_object $CRANE_MAGNET XYZ_rotation $2738 0.0 $2737 
00D6: if 
03CA:   object $2732 exists 
004D: jump_if_false @STEAL4_29075 
0815: put_object $2732 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
0453: set_object $2732 XYZ_rotation $2738 0.0 $2737 

:STEAL4_29075
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @STEAL4_29107 
0797: set_crane_magnet $CRANE_MAGNET magnet_lane_length_to $CRANE_ROPE_LENGTH // float 
0796: get_crane_magnet $CRANE_MAGNET magnet_lane_length_to $CRANE_ROPE_LENGTH // float 

:STEAL4_29107
0799: set_crane_magnet $CRANE_MAGNET release_stuff_from_magnet 
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @STEAL4_29136 
0797: set_crane_magnet $CRANE_MAGNET magnet_lane_length_to $CRANE_ROPE_LENGTH // float 

:STEAL4_29136
0051: return 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_29267 
0792: disembark_instantly_actor 70@ 
00A1: put_actor 70@ at -1638.942 26.9517 3.0869 
0173: set_actor 70@ Z_angle_to 339.6872 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -1638.837 27.1035 2.8213 mode 6 time 999999 ms // versionA 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_29249 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_29249
0616: define_AS_pack_end 49@ 
0618: assign_actor 70@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_29267
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_29396 
0792: disembark_instantly_actor 71@ 
00A1: put_actor 71@ at -1639.896 21.6694 3.0869 
0173: set_actor 71@ Z_angle_to 359.1165 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -1639.896 21.6694 3.5869 mode 6 time 999999 ms // versionA 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_29378 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_29378
0616: define_AS_pack_end 49@ 
0618: assign_actor 71@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_29396
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_29525 
0792: disembark_instantly_actor 72@ 
00A1: put_actor 72@ at -1641.346 27.048 3.0869 
0173: set_actor 72@ Z_angle_to 331.6584 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -1641.346 27.048 3.5869 mode 6 time 999999 ms // versionA 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_29507 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_29507
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_29525
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_29571 
00AB: put_car 87@ at -1642.706 19.5606 3.4189 
0175: set_car 87@ Z_angle_to 263.1502 

:STEAL4_29571
0006: 43@ = 0 

:STEAL4_29578
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @STEAL4_29642 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_29628 
060B: set_actor 70@(43@,6i) decision_maker_to 171@ 

:STEAL4_29628
000A: 43@ += 1 
0002: jump @STEAL4_29578 

:STEAL4_29642
0051: return 
0871: init_jump_table 131@ total_jumps 2 default_jump 1 @STEAL4_29767 jumps 0 @STEAL4_29707 1 @STEAL4_29737 -1 @STEAL4_29767 -1 @STEAL4_29767 -1 @STEAL4_29767 -1 @STEAL4_29767 -1 @STEAL4_29767 

:STEAL4_29707
00BC: show_text_highpriority GXT 'ST4_11' time 6000 flag 1 
000A: 131@ += 1 
0002: jump @STEAL4_29767 

:STEAL4_29737
00BC: show_text_highpriority GXT 'ST4_12' time 6000 flag 1 
000A: 131@ += 1 
0002: jump @STEAL4_29767 

:STEAL4_29767
00D6: if 
0019:   131@ > 1 
004D: jump_if_false @STEAL4_29792 
0006: 131@ = 0 

:STEAL4_29792
0006: 60@ = 0 
0051: return 

:STEAL4_29801
00D6: if 
056D:   actor 68@ defined 
004D: jump_if_false @STEAL4_29967 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_29967 
00D6: if 
075C:   marker 107@ enabled 
004D: jump_if_false @STEAL4_29854 
0164: disable_marker 107@ 

:STEAL4_29854
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @STEAL4_29887 
0187: 107@ = create_marker_above_actor 68@ 
07E0: set_marker 107@ type_to 1 

:STEAL4_29887
00D6: if 
0039:   133@ == 2 
004D: jump_if_false @STEAL4_29927 
0187: 107@ = create_marker_above_actor 68@ 
07E0: set_marker 107@ type_to 1 
018B: set_marker 107@ radar_mode 2 

:STEAL4_29927
00D6: if 
0039:   133@ == 3 
004D: jump_if_false @STEAL4_29967 
0187: 107@ = create_marker_above_actor 68@ 
07E0: set_marker 107@ type_to 1 
018B: set_marker 107@ radar_mode 0 

:STEAL4_29967
0051: return 

:STEAL4_29969
00BE: text_clear_all 
00D6: if 
0038:   $FLAG_PLAYER_IN_CRANE == 2 
004D: jump_if_false @STEAL4_30575 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:STEAL4_30003
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_30027 
0001: wait 0 ms 
0002: jump @STEAL4_30003 

:STEAL4_30027
0151: remove_status_text $7415 
0004: $1915 = 1 
0871: init_jump_table 140@ total_jumps 3 default_jump 0 @STEAL4_30488 jumps 1 @STEAL4_30102 2 @STEAL4_30232 3 @STEAL4_30362 -1 @STEAL4_30488 -1 @STEAL4_30488 -1 @STEAL4_30488 -1 @STEAL4_30488 

:STEAL4_30102
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_30225 
0423: set_car 82@ improved_handling_to 2.0 // (float) 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_30152 
036A: put_actor 68@ in_car 82@ 

:STEAL4_30152
00AA: store_car 82@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
02C1: store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 car_path_coords_closest_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00AB: put_car 82@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0175: set_car 82@ Z_angle_to 130.0 
05D2: AS_actor 68@ run_to_and_hijack_car 82@ max_search_radius 40.0 traffic_behavior 2 

:STEAL4_30225
0002: jump @STEAL4_30488 

:STEAL4_30232
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_30355 
0423: set_car 82@ improved_handling_to 2.0 // (float) 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_30282 
036A: put_actor 68@ in_car 82@ 

:STEAL4_30282
00AA: store_car 82@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
02C1: store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 car_path_coords_closest_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00AB: put_car 82@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0175: set_car 82@ Z_angle_to 130.0 
05D2: AS_actor 68@ run_to_and_hijack_car 82@ max_search_radius 40.0 traffic_behavior 2 

:STEAL4_30355
0002: jump @STEAL4_30488 

:STEAL4_30362
0006: 43@ = 0 

:STEAL4_30369
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @STEAL4_30433 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_30419 
05E2: AS_actor 70@(43@,6i) kill_actor $PLAYER_ACTOR 

:STEAL4_30419
000A: 43@ += 1 
0002: jump @STEAL4_30369 

:STEAL4_30433
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @STEAL4_30457 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 

:STEAL4_30457
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @STEAL4_30481 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 

:STEAL4_30481
0002: jump @STEAL4_30488 

:STEAL4_30488
00D6: if 
056E:   car 86@ defined 
004D: jump_if_false @STEAL4_30509 
00A6: destroy_car 86@ 

:STEAL4_30509
00D6: if 
8119:   not car 84@ wrecked 
004D: jump_if_false @STEAL4_30530 
00A6: destroy_car 84@ 

:STEAL4_30530
016A: fade 1 time 1000 

:STEAL4_30537
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_30561 
0001: wait 0 ms 
0002: jump @STEAL4_30537 

:STEAL4_30561
0008: $7414 += 1 
01B4: set_player $PLAYER_CHAR can_move 1 

:STEAL4_30575
0871: init_jump_table 140@ total_jumps 3 default_jump 0 @STEAL4_30707 jumps 1 @STEAL4_30638 2 @STEAL4_30661 3 @STEAL4_30684 -1 @STEAL4_30707 -1 @STEAL4_30707 -1 @STEAL4_30707 -1 @STEAL4_30707 

:STEAL4_30638
00BC: show_text_highpriority GXT 'ST4_44' time 5000 flag 1  // ~r~The car inside the container has been destroyed!!
0002: jump @STEAL4_30707 

:STEAL4_30661
00BC: show_text_highpriority GXT 'ST4_03' time 5000 flag 1  // ~r~The car you were supposed to steal is history.
0002: jump @STEAL4_30707 

:STEAL4_30684
00BC: show_text_highpriority GXT 'ST4_02' time 5000 flag 1  // ~r~Cesar is history.
0002: jump @STEAL4_30707 

:STEAL4_30707
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0004: $1912 = 1 
0051: return 

:STEAL4_30732
00BE: text_clear_all 
04BB: select_interior 0 
01E3: show_text_1number_styled GXT 'M_PASSS' number 152@ time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 152@ 
0998: add_respect 5 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0008: $STEAL_TOTAL_PASSED_MISSIONS += 1 
030C: progress_made = 1 
0004: $1912 = 0 
014C: set_parked_car_generator $2793 cars_to_generate_to 101 
0318: set_latest_mission_passed 'STEAL_4'  // Customs Fast Track
0051: return 

:STEAL4_30816
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STEAL4_30839 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:STEAL4_30839
04BB: select_interior 0 
004F: create_thread @CLEANAU  
03E6: remove_text_box 
0826: enable_hud 1 
0581: enable_radar 1 
0004: $1185 = 0 
0004: $FLAG_PLAYER_IN_CRANE = 0 
0004: $1911 = 0 
0004: $1913 = 0 
0004: $1914 = 0 
0004: $1916 = 0 
0151: remove_status_text $7415 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STEAL4_30979 
0A20: disable_player $PLAYER_CHAR group_control_back 0 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @STEAL4_30955 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 

:STEAL4_30955
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @STEAL4_30979 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 

:STEAL4_30979
08F4: set_max_group_members 99 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
0006: 43@ = 0 

:STEAL4_31000
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @STEAL4_31089 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STEAL4_31066 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_31066 
05E2: AS_actor 70@(43@,6i) kill_actor $PLAYER_ACTOR 

:STEAL4_31066
01C2: remove_references_to_actor 70@(43@,6i) // Like turning an actor into a random pedestrian 
000A: 43@ += 1 
0002: jump @STEAL4_31000 

:STEAL4_31089
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 82@ 
01C3: remove_references_to_car 83@ 
01C3: remove_references_to_car 84@ 
01C3: remove_references_to_car 86@ 
01C3: remove_references_to_car 87@ 
01C3: remove_references_to_car 88@ 
01C3: remove_references_to_car 89@ 
06D7: enable_train_traffic 1 
0296: unload_special_actor 1 
0249: release_model #CLUB 
0249: release_model #SAVANNA 
0249: release_model #JESTER 
0249: release_model #SOLAIR 
0249: release_model #COLT45 
0249: release_model #SENTINEL 
0249: release_model #FREIGHT 
0249: release_model #FREIFLAT 
0249: release_model #WBDYG1 
0249: release_model #PEREN 
0164: disable_marker 107@ 
0164: disable_marker 118@ 
0164: disable_marker 108@ 
0006: 43@ = 0 

:STEAL4_31213
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @STEAL4_31254 
0164: disable_marker 112@(43@,6i) 
000A: 43@ += 1 
0002: jump @STEAL4_31213 

:STEAL4_31254
0164: disable_marker 119@ 
0164: disable_marker 109@ 
0164: disable_marker 110@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
065C: release_decision_maker 168@ 
065C: release_decision_maker 171@ 
065C: release_decision_maker 172@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:STEAL4_31331
0871: init_jump_table 153@ total_jumps 7 default_jump 1 @STEAL4_31492 jumps 1 @STEAL4_31394 2 @STEAL4_31408 3 @STEAL4_31422 4 @STEAL4_31436 5 @STEAL4_31450 6 @STEAL4_31464 7 @STEAL4_31478 

:STEAL4_31394
0050: gosub @STEAL4_31526 
0002: jump @STEAL4_31524 

:STEAL4_31408
0050: gosub @STEAL4_32020 
0002: jump @STEAL4_31524 

:STEAL4_31422
0050: gosub @STEAL4_32630 
0002: jump @STEAL4_31524 

:STEAL4_31436
0050: gosub @STEAL4_33046 
0002: jump @STEAL4_31524 

:STEAL4_31450
0050: gosub @STEAL4_33409 
0002: jump @STEAL4_31524 

:STEAL4_31464
0050: gosub @STEAL4_34047 
0002: jump @STEAL4_31524 

:STEAL4_31478
0050: gosub @STEAL4_34596 
0002: jump @STEAL4_31524 

:STEAL4_31492
00D6: if 
8039:   not  154@ == 0 
004D: jump_if_false @STEAL4_31517 
0006: 154@ = 0 

:STEAL4_31517
0002: jump @STEAL4_31524 

:STEAL4_31524
0051: return 

:STEAL4_31526
0871: init_jump_table 154@ total_jumps 5 default_jump 0 @STEAL4_31828 jumps 0 @STEAL4_31589 1 @STEAL4_31610 2 @STEAL4_31694 3 @STEAL4_31778 4 @STEAL4_31792 -1 @STEAL4_31828 -1 @STEAL4_31828 

:STEAL4_31589
0006: 188@ = 0 
0006: 154@ = 1 
0002: jump @STEAL4_31828 

:STEAL4_31610
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_31664 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 68@ radius 15.0 15.0 0 
004D: jump_if_false @STEAL4_31664 
0006: 154@ = 2 

:STEAL4_31664
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_31687 
0006: 154@ = 3 

:STEAL4_31687
0002: jump @STEAL4_31828 

:STEAL4_31694
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_31748 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 68@ radius 10.0 10.0 0 
004D: jump_if_false @STEAL4_31748 
0006: 154@ = 1 

:STEAL4_31748
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_31771 
0006: 154@ = 3 

:STEAL4_31771
0002: jump @STEAL4_31828 

:STEAL4_31778
0006: 153@ = 0 
0002: jump @STEAL4_31828 

:STEAL4_31792
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_31821 
0006: 154@ = 3 
0006: 153@ = 0 

:STEAL4_31821
0002: jump @STEAL4_31828 

:STEAL4_31828
0871: init_jump_table 155@ total_jumps 2 default_jump 1 @STEAL4_31997 jumps 0 @STEAL4_31891 1 @STEAL4_31944 -1 @STEAL4_32018 -1 @STEAL4_32018 -1 @STEAL4_32018 -1 @STEAL4_32018 -1 @STEAL4_32018 

:STEAL4_31891
05AA: 183@s = 'STL4_AA' // @s = 'short'  // ~z~C'mon, ese, you can drive!
04AF: 185@ = 37000 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_32018 

:STEAL4_31944
05AA: 183@s = 'STL4_AB' // @s = 'short'  // ~z~Don't I always!
04AF: 185@ = 37001 // = constant 
008B: 186@ = $PLAYER_ACTOR // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_32018 

:STEAL4_31997
0006: 154@ = 3 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_32018 

:STEAL4_32018
0051: return 

:STEAL4_32020
0871: init_jump_table 154@ total_jumps 5 default_jump 0 @STEAL4_32332 jumps 0 @STEAL4_32083 1 @STEAL4_32104 2 @STEAL4_32193 3 @STEAL4_32282 4 @STEAL4_32296 -1 @STEAL4_32332 -1 @STEAL4_32332 

:STEAL4_32083
0006: 188@ = 0 
0006: 154@ = 1 
0002: jump @STEAL4_32332 

:STEAL4_32104
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_32163 
00D6: if 
8104:   not actor 68@ near_actor $PLAYER_ACTOR radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @STEAL4_32163 
0006: 154@ = 2 

:STEAL4_32163
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_32186 
0006: 154@ = 3 

:STEAL4_32186
0002: jump @STEAL4_32332 

:STEAL4_32193
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_32252 
00D6: if 
0104:   actor 68@ near_actor $PLAYER_ACTOR radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @STEAL4_32252 
0006: 154@ = 1 

:STEAL4_32252
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_32275 
0006: 154@ = 3 

:STEAL4_32275
0002: jump @STEAL4_32332 

:STEAL4_32282
0006: 153@ = 0 
0002: jump @STEAL4_32332 

:STEAL4_32296
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_32325 
0006: 154@ = 3 
0006: 153@ = 0 

:STEAL4_32325
0002: jump @STEAL4_32332 

:STEAL4_32332
0871: init_jump_table 155@ total_jumps 4 default_jump 1 @STEAL4_32607 jumps 0 @STEAL4_32395 1 @STEAL4_32448 2 @STEAL4_32501 3 @STEAL4_32554 -1 @STEAL4_32628 -1 @STEAL4_32628 -1 @STEAL4_32628 

:STEAL4_32395
05AA: 183@s = 'STL4_BA' // @s = 'short'  // ~z~How we going to steal a car off a container ship, holmes?
04AF: 185@ = 37002 // = constant 
008B: 186@ = $PLAYER_ACTOR // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_32628 

:STEAL4_32448
05AA: 183@s = 'STL4_BB' // @s = 'short'  // ~z~You know, the same way they got on - use a dockside crane!
04AF: 185@ = 37003 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_32628 

:STEAL4_32501
05AA: 183@s = 'STL4_BC' // @s = 'short'  // ~z~Man, those things are real high up - I ain't too good with ladders and I'm afraid of heights!
04AF: 185@ = 37004 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_32628 

:STEAL4_32554
05AA: 183@s = 'STL4_BD' // @s = 'short'  // ~z~OK, I'll use the crane, you better be ready to crack the container.
04AF: 185@ = 37005 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_32628 

:STEAL4_32607
0006: 154@ = 3 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_32628 

:STEAL4_32628
0051: return 

:STEAL4_32630
0871: init_jump_table 154@ total_jumps 5 default_jump 0 @STEAL4_32801 jumps 0 @STEAL4_32693 1 @STEAL4_32714 2 @STEAL4_32744 3 @STEAL4_32751 4 @STEAL4_32765 -1 @STEAL4_32801 -1 @STEAL4_32801 

:STEAL4_32693
0006: 188@ = 0 
0006: 154@ = 1 
0002: jump @STEAL4_32801 

:STEAL4_32714
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_32737 
0006: 154@ = 3 

:STEAL4_32737
0002: jump @STEAL4_32801 

:STEAL4_32744
0002: jump @STEAL4_32801 

:STEAL4_32751
0006: 153@ = 0 
0002: jump @STEAL4_32801 

:STEAL4_32765
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_32794 
0006: 154@ = 3 
0006: 153@ = 0 

:STEAL4_32794
0002: jump @STEAL4_32801 

:STEAL4_32801
0871: init_jump_table 155@ total_jumps 3 default_jump 1 @STEAL4_33023 jumps 0 @STEAL4_32864 1 @STEAL4_32917 2 @STEAL4_32970 -1 @STEAL4_33044 -1 @STEAL4_33044 -1 @STEAL4_33044 -1 @STEAL4_33044 

:STEAL4_32864
05AA: 183@s = 'STL4_CA' // @s = 'short'  // ~z~That's the ship, CJ!
04AF: 185@ = 37006 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_33044 

:STEAL4_32917
05AA: 183@s = 'STL4_CB' // @s = 'short'  // ~z~OK, I'll go sort out the crane. Gimme a second.
04AF: 185@ = 37007 // = constant 
008B: 186@ = $PLAYER_ACTOR // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_33044 

:STEAL4_32970
05AA: 183@s = 'STL4_CC' // @s = 'short'  // ~z~Be quick, I don't want to be caught sleeping out here!
04AF: 185@ = 37008 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_33044 

:STEAL4_33023
0006: 154@ = 3 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_33044 

:STEAL4_33044
0051: return 

:STEAL4_33046
0871: init_jump_table 154@ total_jumps 5 default_jump 0 @STEAL4_33217 jumps 0 @STEAL4_33109 1 @STEAL4_33130 2 @STEAL4_33160 3 @STEAL4_33167 4 @STEAL4_33181 -1 @STEAL4_33217 -1 @STEAL4_33217 

:STEAL4_33109
0006: 188@ = 0 
0006: 154@ = 1 
0002: jump @STEAL4_33217 

:STEAL4_33130
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_33153 
0006: 154@ = 3 

:STEAL4_33153
0002: jump @STEAL4_33217 

:STEAL4_33160
0002: jump @STEAL4_33217 

:STEAL4_33167
0006: 153@ = 0 
0002: jump @STEAL4_33217 

:STEAL4_33181
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_33210 
0006: 154@ = 3 
0006: 153@ = 0 

:STEAL4_33210
0002: jump @STEAL4_33217 

:STEAL4_33217
0871: init_jump_table 155@ total_jumps 2 default_jump 1 @STEAL4_33386 jumps 0 @STEAL4_33280 1 @STEAL4_33333 -1 @STEAL4_33407 -1 @STEAL4_33407 -1 @STEAL4_33407 -1 @STEAL4_33407 -1 @STEAL4_33407 

:STEAL4_33280
05AA: 183@s = 'STL4_DA' // @s = 'short'  // ~z~Cesar! none of these is marked with spray paint!
04AF: 185@ = 37009 // = constant 
008B: 186@ = $PLAYER_ACTOR // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_33407 

:STEAL4_33333
05AA: 183@s = 'STL4_DB' // @s = 'short'  // ~z~We'll just have to try one at a time, eh!
04AF: 185@ = 37010 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_33407 

:STEAL4_33386
0006: 154@ = 3 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_33407 

:STEAL4_33407
0051: return 

:STEAL4_33409
0871: init_jump_table 154@ total_jumps 5 default_jump 0 @STEAL4_33749 jumps 0 @STEAL4_33472 1 @STEAL4_33493 2 @STEAL4_33603 3 @STEAL4_33699 4 @STEAL4_33713 -1 @STEAL4_33749 -1 @STEAL4_33749 

:STEAL4_33472
0006: 188@ = 0 
0006: 154@ = 1 
0002: jump @STEAL4_33749 

:STEAL4_33493
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL4_33523 
0006: 154@ = 2 
0002: jump @STEAL4_33573 

:STEAL4_33523
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_33573 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
80DB:   not actor 68@ in_car $TEMPVAR_ACTOR_CAR 
004D: jump_if_false @STEAL4_33573 
0006: 154@ = 2 

:STEAL4_33573
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_33596 
0006: 154@ = 3 

:STEAL4_33596
0002: jump @STEAL4_33749 

:STEAL4_33603
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL4_33669 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_33669 
00D6: if 
00DB:   actor 68@ in_car $TEMPVAR_ACTOR_CAR 
004D: jump_if_false @STEAL4_33669 
0006: 154@ = 1 

:STEAL4_33669
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_33692 
0006: 154@ = 3 

:STEAL4_33692
0002: jump @STEAL4_33749 

:STEAL4_33699
0006: 153@ = 0 
0002: jump @STEAL4_33749 

:STEAL4_33713
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_33742 
0006: 154@ = 3 
0006: 153@ = 0 

:STEAL4_33742
0002: jump @STEAL4_33749 

:STEAL4_33749
0871: init_jump_table 155@ total_jumps 4 default_jump 1 @STEAL4_34024 jumps 0 @STEAL4_33812 1 @STEAL4_33865 2 @STEAL4_33918 3 @STEAL4_33971 -1 @STEAL4_34045 -1 @STEAL4_34045 -1 @STEAL4_34045 

:STEAL4_33812
05AA: 183@s = 'STL4_LA' // @s = 'short'  // ~z~There gotta be an easier way of earning a living then this.
04AF: 185@ = 37025 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_34045 

:STEAL4_33865
05AA: 183@s = 'STL4_LB' // @s = 'short'  // ~z~Sure, holmes, I guess.
04AF: 185@ = 37026 // = constant 
008B: 186@ = $PLAYER_ACTOR // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_34045 

:STEAL4_33918
05AA: 183@s = 'STL4_LC' // @s = 'short'  // ~z~but what else are you qualified for?
04AF: 185@ = 37027 // = constant 
008B: 186@ = $PLAYER_ACTOR // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_34045 

:STEAL4_33971
05AA: 183@s = 'STL4_LD' // @s = 'short'  // ~z~Yeah, I feel you.
04AF: 185@ = 37028 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_34045 

:STEAL4_34024
0006: 154@ = 3 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_34045 

:STEAL4_34045
0051: return 

:STEAL4_34047
0871: init_jump_table 154@ total_jumps 5 default_jump 0 @STEAL4_34298 jumps 0 @STEAL4_34110 1 @STEAL4_34131 2 @STEAL4_34241 3 @STEAL4_34248 4 @STEAL4_34262 -1 @STEAL4_34298 -1 @STEAL4_34298 

:STEAL4_34110
0006: 188@ = 0 
0006: 154@ = 1 
0002: jump @STEAL4_34298 

:STEAL4_34131
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL4_34161 
0006: 154@ = 3 
0002: jump @STEAL4_34211 

:STEAL4_34161
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_34211 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
80DB:   not actor 68@ in_car $TEMPVAR_ACTOR_CAR 
004D: jump_if_false @STEAL4_34211 
0006: 154@ = 3 

:STEAL4_34211
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_34234 
0006: 154@ = 3 

:STEAL4_34234
0002: jump @STEAL4_34298 

:STEAL4_34241
0002: jump @STEAL4_34298 

:STEAL4_34248
0006: 153@ = 0 
0002: jump @STEAL4_34298 

:STEAL4_34262
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_34291 
0006: 154@ = 3 
0006: 153@ = 0 

:STEAL4_34291
0002: jump @STEAL4_34298 

:STEAL4_34298
0871: init_jump_table 155@ total_jumps 4 default_jump 1 @STEAL4_34573 jumps 0 @STEAL4_34361 1 @STEAL4_34414 2 @STEAL4_34467 3 @STEAL4_34520 -1 @STEAL4_34594 -1 @STEAL4_34594 -1 @STEAL4_34594 

:STEAL4_34361
05AA: 183@s = 'STL4_LA' // @s = 'short'  // ~z~There gotta be an easier way of earning a living then this.
04AF: 185@ = 37025 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_34594 

:STEAL4_34414
05AA: 183@s = 'STL4_LB' // @s = 'short'  // ~z~Sure, holmes, I guess.
04AF: 185@ = 37026 // = constant 
008B: 186@ = $PLAYER_ACTOR // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_34594 

:STEAL4_34467
05AA: 183@s = 'STL4_LC' // @s = 'short'  // ~z~but what else are you qualified for?
04AF: 185@ = 37027 // = constant 
008B: 186@ = $PLAYER_ACTOR // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_34594 

:STEAL4_34520
05AA: 183@s = 'STL4_LD' // @s = 'short'  // ~z~Yeah, I feel you.
04AF: 185@ = 37028 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_34594 

:STEAL4_34573
0006: 154@ = 3 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_34594 

:STEAL4_34594
0051: return 

:STEAL4_34596
0871: init_jump_table 154@ total_jumps 5 default_jump 0 @STEAL4_34847 jumps 0 @STEAL4_34659 1 @STEAL4_34680 2 @STEAL4_34790 3 @STEAL4_34797 4 @STEAL4_34811 -1 @STEAL4_34847 -1 @STEAL4_34847 

:STEAL4_34659
0006: 188@ = 0 
0006: 154@ = 1 
0002: jump @STEAL4_34847 

:STEAL4_34680
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL4_34710 
0006: 154@ = 3 
0002: jump @STEAL4_34760 

:STEAL4_34710
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_34760 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
80DB:   not actor 68@ in_car $TEMPVAR_ACTOR_CAR 
004D: jump_if_false @STEAL4_34760 
0006: 154@ = 3 

:STEAL4_34760
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_34783 
0006: 154@ = 3 

:STEAL4_34783
0002: jump @STEAL4_34847 

:STEAL4_34790
0002: jump @STEAL4_34847 

:STEAL4_34797
0006: 153@ = 0 
0002: jump @STEAL4_34847 

:STEAL4_34811
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_34840 
0006: 154@ = 3 
0006: 153@ = 0 

:STEAL4_34840
0002: jump @STEAL4_34847 

:STEAL4_34847
0871: init_jump_table 155@ total_jumps 4 default_jump 1 @STEAL4_35122 jumps 0 @STEAL4_34910 1 @STEAL4_34963 2 @STEAL4_35016 3 @STEAL4_35069 -1 @STEAL4_35143 -1 @STEAL4_35143 -1 @STEAL4_35143 

:STEAL4_34910
05AA: 183@s = 'STL4_MA' // @s = 'short'  // ~z~Hey, CJ!
04AF: 185@ = 37030 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_35143 

:STEAL4_34963
05AA: 183@s = 'STL4_MB' // @s = 'short'  // ~z~We get paid on the condition of the car, holmes!
04AF: 185@ = 37031 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_35143 

:STEAL4_35016
05AA: 183@s = 'STL4_MC' // @s = 'short'  // ~z~Be more careful!
04AF: 185@ = 37032 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_35143 

:STEAL4_35069
05AA: 183@s = 'STL4_MD' // @s = 'short'  // ~z~Who's driving? Me or you?
04AF: 185@ = 37033 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_35143 

:STEAL4_35122
0006: 154@ = 3 
0050: gosub @STEAL4_35199 
0002: jump @STEAL4_35143 

:STEAL4_35143
0051: return 
00D6: if 
8039:   not  153@ == 0 
004D: jump_if_false @STEAL4_35170 
0006: 154@ = 4 

:STEAL4_35170
0051: return 

:STEAL4_35172
00D6: if 
8039:   not  153@ == 0 
004D: jump_if_false @STEAL4_35197 
0006: 154@ = 3 

:STEAL4_35197
0051: return 

:STEAL4_35199
00D6: if 
8039:   not  154@ == 3 
004D: jump_if_false @STEAL4_35552 
0871: init_jump_table 188@ total_jumps 6 default_jump 0 @STEAL4_35545 jumps -1 @STEAL4_35280 0 @STEAL4_35311 1 @STEAL4_35352 2 @STEAL4_35395 3 @STEAL4_35470 4 @STEAL4_35506 -1 @STEAL4_35545 

:STEAL4_35280
009A: 186@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
0002: jump @STEAL4_35545 

:STEAL4_35311
040D: unload_wav 1 
03CF: load_wav 185@ as 1 
00D6: if 
8118:   not actor 186@ dead 
004D: jump_if_false @STEAL4_35338 

:STEAL4_35338
000A: 188@ += 1 
0002: jump @STEAL4_35545 

:STEAL4_35352
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @STEAL4_35388 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 183@s time 3000 flag 1 
000A: 188@ += 1 

:STEAL4_35388
0002: jump @STEAL4_35545 

:STEAL4_35395
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_35424 
000A: 188@ += 1 
0002: jump @STEAL4_35463 

:STEAL4_35424
00D6: if 
056D:   actor 186@ defined 
004D: jump_if_false @STEAL4_35463 
00D6: if 
0118:   actor 186@ dead 
004D: jump_if_false @STEAL4_35463 
000A: 188@ += 1 

:STEAL4_35463
0002: jump @STEAL4_35545 

:STEAL4_35470
040D: unload_wav 1 
00BE: text_clear_all 
00D6: if 
8118:   not actor 186@ dead 
004D: jump_if_false @STEAL4_35492 

:STEAL4_35492
000A: 188@ += 1 
0002: jump @STEAL4_35545 

:STEAL4_35506
00D6: if 
8039:   not  154@ == 2 
004D: jump_if_false @STEAL4_35538 
000A: 155@ += 1 
0006: 188@ = 0 

:STEAL4_35538
0002: jump @STEAL4_35545 

:STEAL4_35545
0002: jump @STEAL4_35609 

:STEAL4_35552
00D6: if 
8039:   not  188@ == 0 
004D: jump_if_false @STEAL4_35574 
040D: unload_wav 1 

:STEAL4_35574
00D6: if 
8118:   not actor 186@ dead 
004D: jump_if_false @STEAL4_35590 

:STEAL4_35590
03D5: remove_text 183@s 
0006: 188@ = 0 
0006: 155@ = 0 

:STEAL4_35609
0051: return 

:STEAL4_35611
0871: init_jump_table 194@ total_jumps 5 default_jump 0 @STEAL4_35969 jumps -1 @STEAL4_35674 0 @STEAL4_35705 1 @STEAL4_35753 2 @STEAL4_35853 3 @STEAL4_35928 -1 @STEAL4_35969 -1 @STEAL4_35969 

:STEAL4_35674
009A: 192@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
0002: jump @STEAL4_35969 

:STEAL4_35705
040D: unload_wav 1 
03CF: load_wav 191@ as 1 
00D6: if 
8118:   not actor 192@ dead 
004D: jump_if_false @STEAL4_35739 
094E: set_actor 192@ mute_pain_audio 0 

:STEAL4_35739
000A: 194@ += 1 
0002: jump @STEAL4_35969 

:STEAL4_35753
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @STEAL4_35846 
00D6: if 
8118:   not actor 192@ dead 
004D: jump_if_false @STEAL4_35825 
00D6: if 
894D:   not actor 192@ mutally_active 
004D: jump_if_false @STEAL4_35825 
00D6: if 
0039:   193@ == 1 
004D: jump_if_false @STEAL4_35825 
0949: link_wav 1 to_actor 192@ 

:STEAL4_35825
03D1: play_wav 1 
00BC: show_text_highpriority GXT 189@s time 10000 flag 1 
000A: 194@ += 1 

:STEAL4_35846
0002: jump @STEAL4_35969 

:STEAL4_35853
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_35882 
000A: 194@ += 1 
0002: jump @STEAL4_35921 

:STEAL4_35882
00D6: if 
056D:   actor 192@ defined 
004D: jump_if_false @STEAL4_35921 
00D6: if 
0118:   actor 192@ dead 
004D: jump_if_false @STEAL4_35921 
000A: 194@ += 1 

:STEAL4_35921
0002: jump @STEAL4_35969 

:STEAL4_35928
040D: unload_wav 1 
00BE: text_clear_all 
00D6: if 
8118:   not actor 192@ dead 
004D: jump_if_false @STEAL4_35955 
094F: enable_actor 192@ pain_audio 

:STEAL4_35955
000A: 194@ += 1 
0002: jump @STEAL4_35969 

:STEAL4_35969
0051: return 

//-------------Mission 70---------------
// Originally: Puncture Wounds

:STEAL5
03A4: name_thread 'STEAL5' 
0050: gosub @STEAL5_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @STEAL5_38 
0050: gosub @STEAL5_5099 

:STEAL5_38
0050: gosub @STEAL5_5195 
004E: end_thread 

:STEAL5_47
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
054C: use_GXT_table 'STEAL5' 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @STEAL5_128 
0107: 36@ = create_object #TEMP_STINGER2 at -2025.8 169.2 27.7 
018A: 40@ = create_checkpoint_at -2025.8 169.2 27.7 

:STEAL5_128
00BE: text_clear_all 
0001: wait 0 ms 
0006: 41@ = 0 
0006: 42@ = 0 
0006: 43@ = 0 
0006: 44@ = 0 
0006: 45@ = 0 
0004: $7416 = 3 
0006: 46@ = 0 
0006: 47@ = 0 
0006: 48@ = 0 
0006: 49@ = 0 
0006: 50@ = 0 
0007: 79@ = 0.0 
0007: 80@ = 0.0 
0007: 81@ = 0.0 
0007: 82@ = 0.0 
0007: 83@ = 0.0 
0007: 84@ = 0.0 
0007: 85@ = 0.0 
0007: 86@ = 0.0 
0007: 87@ = 0.0 
0007: 88@ = 0.0 
0006: 51@ = 0 
0006: 52@ = 0 
0006: 53@ = 0 
0006: 54@ = 0 
0006: 73@ = 0 
0006: 74@ = 0 
0006: 75@ = 0 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 78@ = 0 
08F5: save_player_group 
04BB: select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_rendering_origin_at -2031.0 149.0 29.0 
02E4: load_cutscene_data 'STEAL_5' 

:STEAL5_422
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @STEAL5_446 
0001: wait 0 ms 
0002: jump @STEAL5_422 

:STEAL5_446
02E7: start_cutscene 
016A: fade 1 time 1000 

:STEAL5_455
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @STEAL5_479 
0001: wait 0 ms 
0002: jump @STEAL5_455 

:STEAL5_479
016A: fade 0 time 0 

:STEAL5_485
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_509 
0001: wait 0 ms 
0002: jump @STEAL5_485 

:STEAL5_509
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
0247: load_model #STRATUM 
0247: load_model #TAMPA 
0247: load_model #HFYRI 
0247: load_model #TEMP_STINGER2 
0247: load_model #CELLPHONE 
03CF: load_wav 1822 as 3 

:STEAL5_574
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @STEAL5_600 
0001: wait 0 ms 
0002: jump @STEAL5_574 

:STEAL5_600
038B: load_requested_models 
0395: clear_area 1 at -2025.8 169.2 27.7 radius 5.0 
04AF: 49@ = 549 // = constant 
0050: gosub @STEAL5_7258 
00A5: 39@ = create_car #TAMPA at -2025.8 169.2 27.7 
0395: clear_area 1 at -1913.5 -593.8 36.9 radius 5.0 
04AF: 49@ = 561 // = constant 
0050: gosub @STEAL5_7258 
00A5: 34@ = create_car #STRATUM at -1913.5 -593.8 36.9 
0175: set_car 34@ Z_angle_to 180.0 
0294: set_car 34@ sprayable 0 
073B: unknown_car 34@ flag 1 
020A: set_car 34@ door_status_to 3 
0587: enable_car 34@ validate_position 0 
0186: 40@ = create_marker_above_car 34@ 
07E0: set_marker 40@ type_to 0 
0006: 45@ = 1 
00AE: set_car 34@ traffic_behaviour_to 2 
02AA: set_car 34@ immune_to_nonplayer 1 
072F: enable_car 34@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC 
0129: 35@ = create_actor_pedtype 5 model #HFYRI in_car 34@ driverseat 
0588: disable_actor 35@ validate_position 1 
054A: set_actor 35@ can_be_shot_in_a_car 0 
03C4: set_status_text $7416 type 0 GXT 'STE5_04' // global_variable  // Stingers
00BC: show_text_highpriority GXT 'STE5_12' time 7000 flag 1  // ~s~Get in the ~b~car~s~. This ~b~car~s~ has been modded to use stingers.
0395: clear_area 1 at -2028.6 162.9 27.8 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2028.6 162.9 27.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 336.6 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02FA: set_garage 'AMUMIS' type 19 
016A: fade 1 time 500 
0006: 33@ = 0 

:STEAL5_971
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @STEAL5_997 
0002: jump @STEAL5_5117 

:STEAL5_997
0050: gosub @STEAL5_5303 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @STEAL5_1029 
0002: jump @STEAL5_5099 

:STEAL5_1029
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @STEAL5_1072 
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @STEAL5_1072 
0050: gosub @STEAL5_5405 

:STEAL5_1072
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @STEAL5_1735 
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @STEAL5_1191 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @STEAL5_1191 
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 39@ 
07E0: set_marker 40@ type_to 1 
00D6: if 
0019:   33@ > 14000 
004D: jump_if_false @STEAL5_1182 
00BC: show_text_highpriority GXT 'STE5_06' time 4000 flag 1  // ~s~You need to be in the ~b~car~s~ modded to use stingers.

:STEAL5_1182
03E6: remove_text_box 
0006: 45@ = 0 

:STEAL5_1191
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @STEAL5_1290 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @STEAL5_1290 
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 34@ 
07E0: set_marker 40@ type_to 0 
00D6: if 
0019:   33@ > 14000 
004D: jump_if_false @STEAL5_1283 
00BC: show_text_highpriority GXT 'STE5_07' time 4000 flag 1  // ~s~Burst the tires of the ~r~target car~s~.

:STEAL5_1283
0006: 45@ = 1 

:STEAL5_1290
00D6: if 
0019:   33@ > 14000 
004D: jump_if_false @STEAL5_1395 
00D6: if 
0038:   $7416 == 3 
004D: jump_if_false @STEAL5_1393 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @STEAL5_1377 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @STEAL5_1370 
0512: show_permanent_text_box 'STE5_03'  // Press ~k~~PED_FIREWEAPON~ to drop a Stinger.

:STEAL5_1370
0002: jump @STEAL5_1379 

:STEAL5_1377
03E6: remove_text_box 

:STEAL5_1379
0006: 47@ = 1 
0002: jump @STEAL5_1395 

:STEAL5_1393
03E6: remove_text_box 

:STEAL5_1395
00D6: if 
0038:   $7416 == 0 
004D: jump_if_false @STEAL5_1457 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @STEAL5_1457 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE5_05' time 4000 flag 1  // ~r~You ran out of stingers.
0002: jump @STEAL5_5099 

:STEAL5_1457
0050: gosub @STEAL5_6321 
0050: gosub @STEAL5_6445 
0050: gosub @STEAL5_6500 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @STEAL5_1563 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @STEAL5_1563 
00BC: show_text_highpriority GXT 'STE5_01' time 7000 flag 1  // ~s~Burst the tires of the ~r~target car~s~ using stingers.
01E4: show_text_1number_lowpriority GXT 'STE5_02' number 3 time 7000 flag 1  // ~s~You only have ~1~ stingers available.
0006: 33@ = 0 
0006: 42@ = 1 

:STEAL5_1563
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @STEAL5_1735 
00D6: if 
0496:   tire 2 on_car 34@ deflated 
004D: jump_if_false @STEAL5_1735 
020A: set_car 34@ door_status_to 1 
03CD: disable_car 34@ stuck_check 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @STEAL5_1735 
0615: define_AS_pack_begin 89@ 
0633: AS_actor -1 exit_car 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 100000 
0616: define_AS_pack_end 89@ 
0618: assign_actor 35@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 34@ 
07E0: set_marker 40@ type_to 1 
039C: set_car 34@ watertight 0 
00BC: show_text_highpriority GXT 'STE5_13' time 7000 flag 1  // ~s~Get in the ~b~car~s~.
0006: 32@ = 0 
0006: 42@ = 0 
0006: 41@ = 1 

:STEAL5_1735
00D6: if 
0039:   41@ == 1 
004D: jump_if_false @STEAL5_2832 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @STEAL5_1832 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL5_1825 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 34@ radius 5.0 5.0 sphere 0 
004D: jump_if_false @STEAL5_1825 
0006: 42@ = 1 

:STEAL5_1825
0050: gosub @STEAL5_5405 

:STEAL5_1832
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @STEAL5_1956 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
00BE: text_clear_all 
0006: 51@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
0006: 43@ = 1 
0707: start_scene_skip_to @STEAL5_2403 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
03E6: remove_text_box 
0151: remove_status_text $7416 
0006: 51@ = 3 
0006: 53@ = 0 
0050: gosub @STEAL5_8489 
0006: 32@ = 0 
0006: 42@ = 2 

:STEAL5_1956
00D6: if 
0039:   42@ == 2 
004D: jump_if_false @STEAL5_2039 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @STEAL5_2039 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @STEAL5_2039 
0006: 51@ = 1 
0006: 53@ = 0 
0050: gosub @STEAL5_8489 
0006: 42@ = 3 

:STEAL5_2039
00D6: if 
0039:   42@ == 3 
004D: jump_if_false @STEAL5_2089 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @STEAL5_2089 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0006: 42@ = 4 

:STEAL5_2089
00D6: if 
0039:   42@ == 4 
004D: jump_if_false @STEAL5_2291 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @STEAL5_2291 
0615: define_AS_pack_begin 89@ 
0772: AS_actor -1 run_to_car 34@ -2 ms stop_at_distance 1.0 
0616: define_AS_pack_end 89@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
043C: disable_sounds_after_fadeout 0 
0A2C: hide_priority_text_while_fading 0 
016A: fade 0 time 700 

:STEAL5_2188
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_2212 
0001: wait 0 ms 
0002: jump @STEAL5_2188 

:STEAL5_2212
03CF: load_wav 32000 as 3 

:STEAL5_2219
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @STEAL5_2245 
0001: wait 0 ms 
0002: jump @STEAL5_2219 

:STEAL5_2245
0050: gosub @STEAL5_5303 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @STEAL5_2277 
0002: jump @STEAL5_5099 

:STEAL5_2277
0006: 32@ = 0 
0006: 42@ = 5 

:STEAL5_2291
00D6: if 
0039:   42@ == 5 
004D: jump_if_false @STEAL5_2360 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @STEAL5_2360 
03D1: play_wav 3 
0006: 51@ = 2 
0006: 53@ = 0 
0050: gosub @STEAL5_8489 
0006: 42@ = 6 

:STEAL5_2360
00D6: if 
0039:   42@ == 6 
004D: jump_if_false @STEAL5_2832 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @STEAL5_2832 
0006: 43@ = 0 

:STEAL5_2403
0701: end_scene_skip 
0050: gosub @STEAL5_5303 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @STEAL5_2437 
0002: jump @STEAL5_5099 

:STEAL5_2437
043C: disable_sounds_after_fadeout 1 
0A2C: hide_priority_text_while_fading 1 
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @STEAL5_2545 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 51@ = 0 
016A: fade 0 time 500 

:STEAL5_2487
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_2511 
0001: wait 0 ms 
0002: jump @STEAL5_2487 

:STEAL5_2511
0050: gosub @STEAL5_5303 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @STEAL5_2543 
0002: jump @STEAL5_5099 

:STEAL5_2543
00BE: text_clear_all 

:STEAL5_2545
040D: unload_wav 3 
0792: disembark_instantly_actor $PLAYER_ACTOR 
009B: destroy_actor 35@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_2618 
036A: put_actor $PLAYER_ACTOR in_car 34@ 
02AA: set_car 34@ immune_to_nonplayer 0 
0699: set_car 34@ repair_tire 2 
0699: set_car 34@ repair_tire 0 
0699: set_car 34@ repair_tire 1 
0699: set_car 34@ repair_tire 3 

:STEAL5_2618
0108: destroy_object 36@ 
00A0: store_actor $PLAYER_ACTOR position_to 83@ 84@ 85@ 
03CB: set_rendering_origin_at 83@ 84@ 85@ 
01C3: remove_references_to_car 39@ 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0249: release_model #TAMPA 
0249: release_model #HFYRI 
0249: release_model #TEMP_STINGER2 
02AA: set_car 34@ immune_to_nonplayer 0 
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0164: disable_marker 40@ 
018A: 40@ = create_checkpoint_at -2026.9 179.1 27.5 
0006: 45@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE5_11' time 7000 flag 1  // ~s~Get the car back to the ~y~garage~s~.
016A: fade 1 time 500 

:STEAL5_2762
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_2786 
0001: wait 0 ms 
0002: jump @STEAL5_2762 

:STEAL5_2786
0050: gosub @STEAL5_5303 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @STEAL5_2818 
0002: jump @STEAL5_5099 

:STEAL5_2818
0006: 42@ = 0 
0006: 41@ = 2 

:STEAL5_2832
00D6: if 
0039:   41@ == 2 
004D: jump_if_false @STEAL5_4228 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @STEAL5_2911 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_2911 
00AB: put_car 34@ at -2011.8 176.5 26.6 
0175: set_car 34@ Z_angle_to 97.7 

:STEAL5_2911
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @STEAL5_3383 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_3383 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @STEAL5_3383 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere -2033.1 178.6 27.8 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @STEAL5_3383 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:STEAL5_3026
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_3050 
0001: wait 0 ms 
0002: jump @STEAL5_3026 

:STEAL5_3050
04BB: select_interior 1 
0164: disable_marker 40@ 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 51@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
0395: clear_area 1 at -2033.3 179.1 27.4 radius 25.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_3178 
0840: link_car 34@ to_interior 1 
00AB: put_car 34@ at -2033.3 179.1 27.4 
0175: set_car 34@ Z_angle_to 90.8 

:STEAL5_3178
0A0B: set_rendering_origin_at_3D_coord -2048.1 178.0 28.8 angle 270.0 
015F: set_camera_position -2048.1 178.0 28.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2037.9 178.8 27.4 switchstyle 2 
016A: fade 1 time 1000 

:STEAL5_3258
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_3282 
0001: wait 0 ms 
0002: jump @STEAL5_3258 

:STEAL5_3282
0360: open_garage 'HBGDSFS' 

:STEAL5_3293
00D6: if 
83B0:   not garage 'HBGDSFS' door_open 
004D: jump_if_false @STEAL5_3326 
0001: wait 0 ms 
0002: jump @STEAL5_3293 

:STEAL5_3326
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_3376 
05D1: AS_actor $PLAYER_ACTOR drive_car 34@ to -2045.4 178.3 27.6 speed 10.0 0 model #NULL 3 

:STEAL5_3376
0006: 42@ = 1 

:STEAL5_3383
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @STEAL5_3510 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_3510 
062E: get_actor $PLAYER_ACTOR task 1489 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @STEAL5_3510 
0615: define_AS_pack_begin 89@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -2035.471 176.6342 27.8359 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 89@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
0006: 32@ = 0 
0006: 42@ = 2 

:STEAL5_3510
00D6: if 
0039:   42@ == 2 
004D: jump_if_false @STEAL5_4041 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @STEAL5_4041 
016A: fade 0 time 500 

:STEAL5_3554
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_3578 
0001: wait 0 ms 
0002: jump @STEAL5_3554 

:STEAL5_3578
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
03CB: set_rendering_origin_at -2045.4 173.1 27.8 
0A0B: set_rendering_origin_at_3D_coord -2045.4 173.1 27.8 angle 309.5 
00BE: text_clear_all 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A6: destroy_car 34@ 
0395: clear_area 1 at -2027.2 179.5 27.8 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2027.2 179.5 27.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 275.9 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0361: close_garage 'HBGDSFS' 

:STEAL5_3727
00D6: if 
83B1:   not garage 'HBGDSFS' door_closed 
004D: jump_if_false @STEAL5_3760 
0001: wait 0 ms 
0002: jump @STEAL5_3727 

:STEAL5_3760
04A6: $1938 = create_asset_money_pickup_at -1969.463 289.5335 34.6719 money $1937 $1937 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
03CB: set_rendering_origin_at -1980.301 288.1622 38.2246 
015F: set_camera_position -1980.301 288.1622 38.2246 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1979.313 288.0155 38.1743 switchstyle 2 
016A: fade 1 time 500 

:STEAL5_3872
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_3896 
0001: wait 0 ms 
0002: jump @STEAL5_3872 

:STEAL5_3896
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
0001: wait 5000 ms 
015F: set_camera_position -1972.185 291.1454 35.7724 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1971.343 290.6249 35.6284 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1937 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
0001: wait 6000 ms 
016A: fade 0 time 500 

:STEAL5_4003
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_4027 
0001: wait 0 ms 
0002: jump @STEAL5_4003 

:STEAL5_4027
016A: fade 1 time 500 
0002: jump @STEAL5_5117 

:STEAL5_4041
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @STEAL5_4123 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @STEAL5_4123 
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 34@ 
07E0: set_marker 40@ type_to 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE5_08' time 4000 flag 1  // ~s~Get back in the ~b~car~s~.
0006: 45@ = 0 

:STEAL5_4123
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @STEAL5_4228 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @STEAL5_4228 
0164: disable_marker 40@ 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @STEAL5_4203 
018A: 40@ = create_checkpoint_at -2033.1 178.6 27.8 

:STEAL5_4203
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE5_11' time 7000 flag 1  // ~s~Get the car back to the ~y~garage~s~.
0006: 45@ = 1 

:STEAL5_4228
00D6: if 
0039:   41@ == 10 
004D: jump_if_false @STEAL5_5085 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @STEAL5_4788 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @STEAL5_4788 
00BE: text_clear_all 
016A: fade 0 time 500 

:STEAL5_4298
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_4322 
0001: wait 0 ms 
0002: jump @STEAL5_4298 

:STEAL5_4322
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 51@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0395: clear_area 1 at -2125.5 -2467.5 29.6 radius 1.0 
00A0: store_actor $PLAYER_ACTOR position_to 86@ 87@ 88@ 
04E4: refresh_game_renderer_at -2125.5 -2467.5 
03CB: set_rendering_origin_at -2125.5 -2467.5 29.6 
00A1: put_actor $PLAYER_ACTOR at -2125.5 -2467.5 29.6 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @STEAL5_4467 
0687: clear_actor 35@ task 

:STEAL5_4467
04E4: refresh_game_renderer_at -2117.8 -2456.8 
03CB: set_rendering_origin_at -2115.6 -2456.5 30.6 
038B: load_requested_models 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_4573 
03CD: disable_car 34@ stuck_check 
0395: clear_area 1 at -2117.8 -2456.8 29.3 radius 30.0 
00AB: put_car 34@ at -2117.8 -2456.8 29.3 
0175: set_car 34@ Z_angle_to 233.8 

:STEAL5_4573
015F: set_camera_position -2106.0 -2465.7 30.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2112.2 -2461.1 29.6 switchstyle 2 
00BC: show_text_highpriority GXT 'STE5_14' time 5000 flag 1  // ~r~You missed the car!
016A: fade 1 time 500 

:STEAL5_4647
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_4671 
0001: wait 0 ms 
0002: jump @STEAL5_4647 

:STEAL5_4671
0360: open_garage 'AMUMIS' 

:STEAL5_4682
00D6: if 
83B0:   not garage 'AMUMIS' door_open 
004D: jump_if_false @STEAL5_4715 
0001: wait 0 ms 
0002: jump @STEAL5_4682 

:STEAL5_4715
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @STEAL5_4781 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_4781 
05D1: AS_actor 35@ drive_car 34@ to -2108.0 -2464.2 29.6 speed 10.0 0 model #NULL 3 

:STEAL5_4781
0006: 50@ = 1 

:STEAL5_4788
00D6: if 
0039:   50@ == 1 
004D: jump_if_false @STEAL5_5085 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @STEAL5_5085 
062E: get_actor 35@ task 1489 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @STEAL5_5085 
0361: close_garage 'AMUMIS' 

:STEAL5_4862
00D6: if 
83B1:   not garage 'AMUMIS' door_closed 
004D: jump_if_false @STEAL5_4895 
0001: wait 0 ms 
0002: jump @STEAL5_4862 

:STEAL5_4895
016A: fade 0 time 500 

:STEAL5_4902
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_4926 
0001: wait 0 ms 
0002: jump @STEAL5_4902 

:STEAL5_4926
04E4: refresh_game_renderer_at 86@ 87@ 
000F: 88@ -= 1.0 
03CB: set_rendering_origin_at 86@ 87@ 88@ 
038B: load_requested_models 
0395: clear_area 1 at 86@ 87@ 88@ radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 86@ 87@ 88@ 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 'STE5_14' time 5500 flag 1  // ~r~You missed the car!
016A: fade 1 time 500 

:STEAL5_5054
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_5078 
0001: wait 0 ms 
0002: jump @STEAL5_5054 

:STEAL5_5078
0002: jump @STEAL5_5099 

:STEAL5_5085
0050: gosub @STEAL5_8785 
0002: jump @STEAL5_971 

:STEAL5_5099
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:STEAL5_5117
0008: $STEAL_TOTAL_PASSED_MISSIONS += 1 
0164: disable_marker $525 
014C: set_parked_car_generator $2794 cars_to_generate_to 101 
00BE: text_clear_all 
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 5000 
0998: add_respect 5 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'STEAL_5'  // Puncture Wounds
030C: progress_made = 1 
0051: return 

:STEAL5_5195
00D6: if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // s$ 
004D: jump_if_false @STEAL5_5213 
02EB: restore_camera_with_jumpcut 

:STEAL5_5213
043C: disable_sounds_after_fadeout 1 
0164: disable_marker 40@ 
040D: unload_wav 3 
0151: remove_status_text $7416 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @STEAL5_5254 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:STEAL5_5254
09F5: disable_player_mutal_activities 0 
0108: destroy_object 36@ 
0249: release_model #CELLPHONE 
0249: release_model #STRATUM 
0249: release_model #TAMPA 
0249: release_model #HFYRI 
0249: release_model #TEMP_STINGER2 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:STEAL5_5303
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @STEAL5_5344 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE5_09' time 4000 flag 1  // ~r~The target car has been destroyed!
0006: 44@ = 1 

:STEAL5_5344
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @STEAL5_5403 
00D6: if 
0119:   car 39@ wrecked 
004D: jump_if_false @STEAL5_5403 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE5_10' time 7000 flag 1  // ~r~The stinger car has been destroyed!
0006: 44@ = 1 

:STEAL5_5403
0051: return 

:STEAL5_5405
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL5_5652 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @STEAL5_5652 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @STEAL5_5632 
00D6: if 
0018:   $7416 > 0 
004D: jump_if_false @STEAL5_5627 
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @STEAL5_5620 
0108: destroy_object 36@ 
0407: store_coords_to 83@ 84@ 85@ from_car 39@ with_offset 0.0 -3.0 -0.5 
0174: $TEMPVAR_ANGLE = car 39@ Z_angle 
0009: $TEMPVAR_ANGLE += 90.0 
02CE: 85@ = ground_z_at 83@ 84@ 85@ 
0107: 36@ = create_object #TEMP_STINGER2 at 83@ 84@ 85@ 
0177: set_object 36@ Z_angle_to $TEMPVAR_ANGLE 
097A: play_audio_at 83@ 84@ 85@ event 1125 
0006: 78@ = 1 
000C: $7416 -= 1 
0006: 32@ = 0 

:STEAL5_5620
0002: jump @STEAL5_5632 

:STEAL5_5627
0151: remove_status_text $7416 

:STEAL5_5632
00D6: if 
8038:   not  $7416 == 3 
004D: jump_if_false @STEAL5_5652 
03E6: remove_text_box 

:STEAL5_5652
00D6: if 
0039:   78@ == 1 
004D: jump_if_false @STEAL5_5735 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @STEAL5_5735 
0407: store_coords_to 83@ 84@ 85@ from_car 39@ with_offset 0.0 -3.0 -0.5 
097A: play_audio_at 83@ 84@ 85@ event 1104 
0006: 78@ = 2 

:STEAL5_5735
00D6: if 
03CA:   object 36@ exists 
004D: jump_if_false @STEAL5_6297 
0400: store_coords_to 79@ 81@ 85@ from_object 36@ with_offset -0.5 2.5 0.0 
0400: store_coords_to 80@ 82@ 85@ from_object 36@ with_offset -0.5 -2.5 0.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL5_5968 
03C0: 38@ = actor $PLAYER_ACTOR car 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 79@ 81@ lr_corner_at 80@ 82@ angle 1.0 sphere 0 in_car 
004D: jump_if_false @STEAL5_5968 
00D6: if 
8496:   not tire 2 on_car 38@ deflated 
004D: jump_if_false @STEAL5_5893 
04FE: deflate_tire 2 on_car 38@ 

:STEAL5_5893
00D6: if 
8496:   not tire 0 on_car 38@ deflated 
004D: jump_if_false @STEAL5_5918 
04FE: deflate_tire 0 on_car 38@ 

:STEAL5_5918
00D6: if 
8496:   not tire 1 on_car 38@ deflated 
004D: jump_if_false @STEAL5_5943 
04FE: deflate_tire 1 on_car 38@ 

:STEAL5_5943
00D6: if 
8496:   not tire 3 on_car 38@ deflated 
004D: jump_if_false @STEAL5_5968 
04FE: deflate_tire 3 on_car 38@ 

:STEAL5_5968
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @STEAL5_6119 
00D6: if 
05F8:   actor 35@ in_rectangle_ll_corner_at 79@ 81@ lr_corner_at 80@ 82@ angle 1.0 sphere 0 in_car 
004D: jump_if_false @STEAL5_6119 
00D6: if 
8496:   not tire 2 on_car 34@ deflated 
004D: jump_if_false @STEAL5_6044 
04FE: deflate_tire 2 on_car 34@ 

:STEAL5_6044
00D6: if 
8496:   not tire 0 on_car 34@ deflated 
004D: jump_if_false @STEAL5_6069 
04FE: deflate_tire 0 on_car 34@ 

:STEAL5_6069
00D6: if 
8496:   not tire 1 on_car 34@ deflated 
004D: jump_if_false @STEAL5_6094 
04FE: deflate_tire 1 on_car 34@ 

:STEAL5_6094
00D6: if 
8496:   not tire 3 on_car 34@ deflated 
004D: jump_if_false @STEAL5_6119 
04FE: deflate_tire 3 on_car 34@ 

:STEAL5_6119
09C0: 37@ = get_random_car_in_area 79@ 81@ 80@ 82@ 1.0 with_actors -1 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @STEAL5_6297 
00D6: if 
803B:   not  37@ == 34@ // (int) 
004D: jump_if_false @STEAL5_6297 
00D6: if 
803B:   not  37@ == 39@ // (int) 
004D: jump_if_false @STEAL5_6297 
00D6: if 
8496:   not tire 2 on_car 37@ deflated 
004D: jump_if_false @STEAL5_6222 
04FE: deflate_tire 2 on_car 37@ 

:STEAL5_6222
00D6: if 
8496:   not tire 0 on_car 37@ deflated 
004D: jump_if_false @STEAL5_6247 
04FE: deflate_tire 0 on_car 37@ 

:STEAL5_6247
00D6: if 
8496:   not tire 1 on_car 37@ deflated 
004D: jump_if_false @STEAL5_6272 
04FE: deflate_tire 1 on_car 37@ 

:STEAL5_6272
00D6: if 
8496:   not tire 3 on_car 37@ deflated 
004D: jump_if_false @STEAL5_6297 
04FE: deflate_tire 3 on_car 37@ 

:STEAL5_6297
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @STEAL5_6319 
04FE: deflate_tire 2 on_car 34@ 

:STEAL5_6319
0051: return 

:STEAL5_6321
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_6443 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 34@ radius 60.0 60.0 sphere 0 
004D: jump_if_false @STEAL5_6385 
00AD: set_car 34@ max_speed_to 50.0 
0002: jump @STEAL5_6443 

:STEAL5_6385
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 34@ radius 100.0 100.0 sphere 0 
004D: jump_if_false @STEAL5_6433 
00AD: set_car 34@ max_speed_to 20.0 
0002: jump @STEAL5_6443 

:STEAL5_6433
00AD: set_car 34@ max_speed_to 15.0 

:STEAL5_6443
0051: return 

:STEAL5_6445
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_6498 
00D6: if 
02CA:   car 34@ bounding_sphere_visible 
004D: jump_if_false @STEAL5_6491 
039C: set_car 34@ watertight 0 
0002: jump @STEAL5_6498 

:STEAL5_6491
039C: set_car 34@ watertight 1 

:STEAL5_6498
0051: return 

:STEAL5_6500
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @STEAL5_7256 
00D6: if 
00DB:   actor 35@ in_car 34@ 
004D: jump_if_false @STEAL5_7256 
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @STEAL5_6847 
0615: define_AS_pack_begin 89@ 
05D1: AS_actor -1 drive_car 34@ to -1913.1 -593.8 38.3 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1912.6 -744.7 44.7 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1914.2 -894.9 45.0 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1914.3 -1045.0 38.3 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1907.9 -1195.2 39.5 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1910.7 -1345.3 40.4 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1795.1 -1442.4 35.5 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1658.5 -1506.1 35.7 speed 20.0 0 model #NULL 2 
0616: define_AS_pack_end 89@ 
0618: assign_actor 35@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
0006: 46@ = 1 

:STEAL5_6847
00D6: if 
0039:   46@ == 1 
004D: jump_if_false @STEAL5_7188 
062E: get_actor 35@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @STEAL5_7188 
0615: define_AS_pack_begin 89@ 
05D1: AS_actor -1 drive_car 34@ to -1704.1 -1649.1 36.3 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1832.4 -1727.6 29.2 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1954.5 -1815.3 34.4 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -2046.9 -1932.7 52.4 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -2106.8 -2070.0 63.5 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -2213.2 -2175.1 42.2 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -2160.4 -2315.1 30.5 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -2120.2 -2456.7 29.6 speed 20.0 0 model #NULL 2 
0616: define_AS_pack_end 89@ 
0618: assign_actor 35@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
0006: 46@ = 2 

:STEAL5_7188
00D6: if 
0039:   46@ == 2 
004D: jump_if_false @STEAL5_7256 
062E: get_actor 35@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @STEAL5_7256 
0006: 50@ = 0 
0006: 41@ = 10 
0006: 46@ = 3 

:STEAL5_7256
0051: return 

:STEAL5_7258
0209: 48@ = random_int_in_ranges 1 37 
00D6: if 
0039:   48@ == 1 
004D: jump_if_false @STEAL5_7300 
0674: set_car_model 49@ numberplate "GOT_M00_" 

:STEAL5_7300
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @STEAL5_7333 
0674: set_car_model 49@ numberplate "M00TV_4U" 

:STEAL5_7333
00D6: if 
0039:   48@ == 3 
004D: jump_if_false @STEAL5_7366 
0674: set_car_model 49@ numberplate "MATHEW_2" 

:STEAL5_7366
00D6: if 
0039:   48@ == 4 
004D: jump_if_false @STEAL5_7399 
0674: set_car_model 49@ numberplate "D4_DEW0R" 

:STEAL5_7399
00D6: if 
0039:   48@ == 5 
004D: jump_if_false @STEAL5_7432 
0674: set_car_model 49@ numberplate "D0DE_777" 

:STEAL5_7432
00D6: if 
0039:   48@ == 6 
004D: jump_if_false @STEAL5_7465 
0674: set_car_model 49@ numberplate "DAM0_666" 

:STEAL5_7465
00D6: if 
0039:   48@ == 7 
004D: jump_if_false @STEAL5_7498 
0674: set_car_model 49@ numberplate "C0NEY_88" 

:STEAL5_7498
00D6: if 
0039:   48@ == 8 
004D: jump_if_false @STEAL5_7531 
0674: set_car_model 49@ numberplate "PRE4CHER" 

:STEAL5_7531
00D6: if 
0039:   48@ == 9 
004D: jump_if_false @STEAL5_7564 
0674: set_car_model 49@ numberplate "DBP_4NDY" 

:STEAL5_7564
00D6: if 
0039:   48@ == 10 
004D: jump_if_false @STEAL5_7597 
0674: set_car_model 49@ numberplate "EV1L_SLY" 

:STEAL5_7597
00D6: if 
0039:   48@ == 11 
004D: jump_if_false @STEAL5_7630 
0674: set_car_model 49@ numberplate "N1_R4V3N" 

:STEAL5_7630
00D6: if 
0039:   48@ == 12 
004D: jump_if_false @STEAL5_7663 
0674: set_car_model 49@ numberplate "D1VX_Z00" 

:STEAL5_7663
00D6: if 
0039:   48@ == 13 
004D: jump_if_false @STEAL5_7695 
0674: set_car_model 49@ numberplate "MR_B3NN" 

:STEAL5_7695
00D6: if 
0039:   48@ == 14 
004D: jump_if_false @STEAL5_7728 
0674: set_car_model 49@ numberplate "R3D_R4SP" 

:STEAL5_7728
00D6: if 
0039:   48@ == 15 
004D: jump_if_false @STEAL5_7761 
0674: set_car_model 49@ numberplate "LA_B0MBA" 

:STEAL5_7761
00D6: if 
0039:   48@ == 16 
004D: jump_if_false @STEAL5_7794 
0674: set_car_model 49@ numberplate "L3337_0G" 

:STEAL5_7794
00D6: if 
0039:   48@ == 17 
004D: jump_if_false @STEAL5_7827 
0674: set_car_model 49@ numberplate "BUDD4H_X" 

:STEAL5_7827
00D6: if 
0039:   48@ == 18 
004D: jump_if_false @STEAL5_7860 
0674: set_car_model 49@ numberplate "T3H_BUCK" 

:STEAL5_7860
00D6: if 
0039:   48@ == 19 
004D: jump_if_false @STEAL5_7893 
0674: set_car_model 49@ numberplate "CHUNKY_1" 

:STEAL5_7893
00D6: if 
0039:   48@ == 20 
004D: jump_if_false @STEAL5_7926 
0674: set_car_model 49@ numberplate "EV1L_BNZ" 

:STEAL5_7926
00D6: if 
0039:   48@ == 21 
004D: jump_if_false @STEAL5_7959 
0674: set_car_model 49@ numberplate "S4ND_M4N" 

:STEAL5_7959
00D6: if 
0039:   48@ == 22 
004D: jump_if_false @STEAL5_7992 
0674: set_car_model 49@ numberplate "RKK_DBP1" 

:STEAL5_7992
00D6: if 
0039:   48@ == 23 
004D: jump_if_false @STEAL5_8025 
0674: set_car_model 49@ numberplate "RE1_K0KU" 

:STEAL5_8025
00D6: if 
0039:   48@ == 24 
004D: jump_if_false @STEAL5_8058 
0674: set_car_model 49@ numberplate "S3XY_JUD" 

:STEAL5_8058
00D6: if 
0039:   48@ == 25 
004D: jump_if_false @STEAL5_8091 
0674: set_car_model 49@ numberplate "SUNRA_93" 

:STEAL5_8091
00D6: if 
0039:   48@ == 26 
004D: jump_if_false @STEAL5_8124 
0674: set_car_model 49@ numberplate "UG_FUX69" 

:STEAL5_8124
00D6: if 
0039:   48@ == 27 
004D: jump_if_false @STEAL5_8157 
0674: set_car_model 49@ numberplate "LI0N_CUM" 

:STEAL5_8157
00D6: if 
0039:   48@ == 28 
004D: jump_if_false @STEAL5_8190 
0674: set_car_model 49@ numberplate "RKK_PWND" 

:STEAL5_8190
00D6: if 
0039:   48@ == 29 
004D: jump_if_false @STEAL5_8223 
0674: set_car_model 49@ numberplate "HAZE_B0B" 

:STEAL5_8223
00D6: if 
0039:   48@ == 30 
004D: jump_if_false @STEAL5_8256 
0674: set_car_model 49@ numberplate "T3H_FLUF" 

:STEAL5_8256
00D6: if 
0039:   48@ == 31 
004D: jump_if_false @STEAL5_8289 
0674: set_car_model 49@ numberplate "BM_4NDY_" 

:STEAL5_8289
00D6: if 
0039:   48@ == 32 
004D: jump_if_false @STEAL5_8322 
0674: set_car_model 49@ numberplate "BM_D34N_" 

:STEAL5_8322
00D6: if 
0039:   48@ == 33 
004D: jump_if_false @STEAL5_8355 
0674: set_car_model 49@ numberplate "BM_L4C3Y" 

:STEAL5_8355
00D6: if 
0039:   48@ == 34 
004D: jump_if_false @STEAL5_8388 
0674: set_car_model 49@ numberplate "BM_D3V__" 

:STEAL5_8388
00D6: if 
0039:   48@ == 35 
004D: jump_if_false @STEAL5_8421 
0674: set_car_model 49@ numberplate "NU_SK00L" 

:STEAL5_8421
00D6: if 
0039:   48@ == 36 
004D: jump_if_false @STEAL5_8454 
0674: set_car_model 49@ numberplate "G4L_AVET" 

:STEAL5_8454
00D6: if 
0039:   48@ == 37 
004D: jump_if_false @STEAL5_8487 
0674: set_car_model 49@ numberplate "M0J0_J0J" 

:STEAL5_8487
0051: return 

:STEAL5_8489
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @STEAL5_8634 
05AA: 55@s = 'STL5_AA' // @s = 'short'  // ~z~Hey, CJ, how's it going with that crazy bitch?
05AA: 57@s = 'STL5_AB' // @s = 'short'  // ~z~Popped her!
05AA: 59@s = 'STL5_AC' // @s = 'short'  // ~z~Just about to fix the tires, should be back any minute.
05AA: 61@s = 'STL5_AD' // @s = 'short'  // ~z~OK, careful with that puncture repair shit, CJ, it's nasty stuff!
05AA: 63@s = 'STL5_AE' // @s = 'short'  // ~z~Will do. Later, man.
04AF: 67@ = 37200 // = constant 
04AF: 68@ = 37201 // = constant 
04AF: 69@ = 37202 // = constant 
04AF: 70@ = 37203 // = constant 
04AF: 71@ = 37204 // = constant 
0006: 73@ = 5 

:STEAL5_8634
00D6: if 
0039:   51@ == 2 
004D: jump_if_false @STEAL5_8707 
05AA: 55@s = 'STL5_AF' // @s = 'short'  // ~z~Man, this stuff is disgusting.
05AA: 57@s = 'STL5_AG' // @s = 'short'  // ~z~Aw shit, all over my clothes!
04AF: 67@ = 37205 // = constant 
04AF: 68@ = 37206 // = constant 
0006: 73@ = 2 

:STEAL5_8707
00D6: if 
0039:   51@ == 3 
004D: jump_if_false @STEAL5_8754 
05AA: 55@s = 'MOBRING' // @s = 'short'  // ~z~(Phone ringing)
04AF: 67@ = 23000 // = constant 
0006: 73@ = 1 

:STEAL5_8754
0085: 76@ = 53@ // (int) 
0006: 74@ = 0 
0006: 75@ = 0 
0006: 77@ = 1 
0051: return 

:STEAL5_8785
00D6: if or
0039:   51@ == 1 
0039:   51@ == 2 
0039:   51@ == 3 
004D: jump_if_false @STEAL5_8871 
00D6: if 
001D:   73@ > 53@ // (int) 
004D: jump_if_false @STEAL5_8864 
0050: gosub @STEAL5_8873 
0050: gosub @STEAL5_8980 
0050: gosub @STEAL5_9134 
0002: jump @STEAL5_8871 

:STEAL5_8864
0006: 51@ = 0 

:STEAL5_8871
0051: return 

:STEAL5_8873
00D6: if 
001D:   73@ > 76@ // (int) 
004D: jump_if_false @STEAL5_8978 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @STEAL5_8935 
03CF: load_wav 67@(76@,6i) as 1 
000A: 76@ += 1 
0006: 74@ = 1 

:STEAL5_8935
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @STEAL5_8978 
03CF: load_wav 67@(76@,6i) as 2 
000A: 76@ += 1 
0006: 75@ = 1 

:STEAL5_8978
0051: return 

:STEAL5_8980
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @STEAL5_9056 
00D6: if 
0039:   74@ == 1 
004D: jump_if_false @STEAL5_9056 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @STEAL5_9056 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 55@(53@,6s) time 4500 flag 1 
0006: 74@ = 2 

:STEAL5_9056
00D6: if 
0039:   77@ == 2 
004D: jump_if_false @STEAL5_9132 
00D6: if 
0039:   75@ == 1 
004D: jump_if_false @STEAL5_9132 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @STEAL5_9132 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 55@(53@,6s) time 4500 flag 1 
0006: 75@ = 2 

:STEAL5_9132
0051: return 

:STEAL5_9134
00D6: if 
0039:   74@ == 2 
004D: jump_if_false @STEAL5_9197 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL5_9197 
03D5: remove_text 55@(53@,6s) 
000A: 53@ += 1 
0006: 77@ = 2 
0006: 74@ = 0 

:STEAL5_9197
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @STEAL5_9260 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @STEAL5_9260 
03D5: remove_text 55@(53@,6s) 
000A: 53@ += 1 
0006: 77@ = 1 
0006: 75@ = 0 

:STEAL5_9260
0051: return 

//-------------Mission 71---------------
// Originally: Back to School

:DSKOOL
03A4: name_thread 'DSKOOL' 
0050: gosub @DSKOOL_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DSKOOL_38 
0050: gosub @DSKOOL_24457 

:DSKOOL_38
0050: gosub @DSKOOL_24618 
004E: end_thread 

:DSKOOL_47
0004: $ONMISSION = 1 
00D6: if 
0038:   $MISSION_BACK_TO_SCHOOL_PASSED == 0 
004D: jump_if_false @DSKOOL_74 
0317: increment_mission_attempts 

:DSKOOL_74
054C: use_GXT_table 'DS' 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @DSKOOL_291 
00A5: $198 = create_car #BANSHEE at $277 $278 $257 
00A5: $196 = create_car #BANSHEE at $277 $278 $257 
00A5: $197 = create_car #BANSHEE at $277 $278 $257 
029B: $201[20] = init_object #TRAFFICCONE at 0.0 0.0 100.0 
029B: $201[30] = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0107: 57@ = create_object #AD_JUMP at $277 $278 $257 
0107: 58@ = create_object #AD_JUMP at $277 $278 $257 
0107: 59@ = create_object #AD_JUMP at $277 $278 $257 
0376: 55@ = create_random_actor_at 0.0 0.0 100.0 
0376: 56@ = create_random_actor_at 0.0 0.0 100.0 

:DSKOOL_291
0169: set_fade_color_RGB 0 0 0 
00BE: text_clear_all 
0A0E: disable_text_with_style 1 
0001: wait 0 ms 
016A: fade 0 time 500 

:DSKOOL_316
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_340 
0001: wait 0 ms 
0002: jump @DSKOOL_316 

:DSKOOL_340
0006: 34@ = 0 
0006: 39@ = 0 
0006: 43@ = 0 
0006: 44@ = 0 
0006: 54@ = 0 
0006: 45@ = 0 
0006: 46@ = 0 
0006: 47@ = 0 
0006: 48@ = 0 
0004: $247 = 1 
0006: 50@ = 1 
0005: $307 = -2050.6 
0005: $308 = -130.0 
0005: $327 = -2031.2 
0005: $328 = -118.0 
0005: $329 = 1034.2 
0006: 61@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 86@ = 0 
0006: 87@ = 0 
0006: 88@ = 0 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 60@ = 0 
07E5: copy_decision_maker 65542 to 49@ 
0247: load_model #INFERNUS 
0247: load_model #BLISTAC 
0247: load_model #BANSHEE 
0247: load_model #COPCARSF 
0247: load_model #SFPD1 
0247: load_model #TRAFFICCONE 
0247: load_model #TEMP_STINGER2 
0247: load_model #GARYS_LUV_RAMP 
0247: load_model #AD_JUMP 
0247: load_model #AD_ROADMARK1 
0247: load_model #AD_ROADMARK2 
0247: load_model #AD_FINISH 
0247: load_model #TAXI 
0247: load_model #SUPERGT 
0390: load_txd_dictionary 'LD_DRV' 
038F: load_texture "BRONZE" as 1 // Load dictionary with 0390 first 
038F: load_texture "SILVER" as 2 // Load dictionary with 0390 first 
038F: load_texture "GOLD" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIBB" as 4 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 5 // Load dictionary with 0390 first 
038F: load_texture "NAWARD" as 6 // Load dictionary with 0390 first 
038F: load_texture "RIBBW" as 7 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 8 // Load dictionary with 0390 first 
038F: load_texture "TVBASE" as 9 // Load dictionary with 0390 first 
038F: load_texture "NAWTXT" as 10 // Load dictionary with 0390 first 
038B: load_requested_models 
03CB: set_rendering_origin_at -2031.1 -118.2 1034.2 
03D6: remove_styled_text 'FAR_1'  // Back to School
09D2: set_cops_chase_criminals 0 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
0038:   $1499 == 1 
004D: jump_if_false @DSKOOL_887 

:DSKOOL_887
0A14: disable_respray_garages 1 
00D6: if 
0038:   $5187 == 0 
004D: jump_if_false @DSKOOL_1425 

:DSKOOL_909
00D6: if 
0038:   $5187 == 0 
004D: jump_if_false @DSKOOL_1425 
0001: wait 0 ms 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @DSKOOL_1228 
0004: $53 = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
00A1: put_actor $PLAYER_ACTOR at -2031.7 -116.4 1034.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 86.9 
0247: load_model #WMYMECH 
038B: load_requested_models 
0395: clear_area 1 at -2033.2 -116.5 1034.2 radius 30.0 
009A: 91@ = create_actor_pedtype 24 model #WMYMECH at -2033.2 -116.5 1034.2 
0A09: set_actor 91@ muted 1 // versionB 
060B: set_actor 91@ decision_maker_to 49@ 
0173: set_actor 91@ Z_angle_to 270.0 
0568: set_actor 91@ untargetable 1 
0961: set_actor 91@ keep_tasks_after_cleanup 1 
05BA: AS_actor 91@ move_mouth -2 ms 
015F: set_camera_position -2030.7 -115.8 1035.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2033.9 -116.1 1035.7 switchstyle 2 
0006: 61@ = 1 
0006: 62@ = 0 
0050: gosub @DSKOOL_46093 
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @DSKOOL_1200 
0967: actor 91@ move_mouth 20000 ms 

:DSKOOL_1200
016A: fade 1 time 1000 
0707: start_scene_skip_to @DSKOOL_1264 
0006: 32@ = 0 
0006: 39@ = 1 

:DSKOOL_1228
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @DSKOOL_1411 
00D6: if 
0039:   61@ == 0 
004D: jump_if_false @DSKOOL_1411 

:DSKOOL_1264
0701: end_scene_skip 
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @DSKOOL_1287 
0968: actor 91@ stop_mouth 

:DSKOOL_1287
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 61@ = 0 
016A: fade 0 time 500 

:DSKOOL_1311
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_1335 
0001: wait 0 ms 
0002: jump @DSKOOL_1311 

:DSKOOL_1335
00BE: text_clear_all 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 39@ = 0 
0004: $5187 = 1 
016A: fade 1 time 500 

:DSKOOL_1380
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_1404 
0001: wait 0 ms 
0002: jump @DSKOOL_1380 

:DSKOOL_1404
0002: jump @DSKOOL_24457 

:DSKOOL_1411
0050: gosub @DSKOOL_45998 
0002: jump @DSKOOL_909 

:DSKOOL_1425
01B4: set_player $PLAYER_CHAR can_move 0 
03E6: remove_text_box 
00BE: text_clear_all 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0050: gosub @DSKOOL_30329 
0006: 34@ = 0 
0006: 39@ = 0 
03F0: enable_text_draw 1 
0006: 44@ = 255 
0006: 43@ = 2 
00D6: if 
001A:   17 > $53 
004D: jump_if_false @DSKOOL_1516 
008A: $247 = 50@ // (int) 

:DSKOOL_1516
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @DSKOOL_1541 
0004: $247 = 4 

:DSKOOL_1541
00D6: if 
0038:   $247 == 6 
004D: jump_if_false @DSKOOL_1566 
0004: $247 = 7 

:DSKOOL_1566
00D6: if 
0038:   $247 == 8 
004D: jump_if_false @DSKOOL_1591 
0004: $247 = 9 

:DSKOOL_1591
00D6: if 
0038:   $247 == 12 
004D: jump_if_false @DSKOOL_1616 
0004: $247 = 13 

:DSKOOL_1616
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00A1: put_actor $PLAYER_ACTOR at -2035.4 -119.1 33.2 
03CB: set_rendering_origin_at -2035.4 -119.1 33.2 
03CF: load_wav 3800 as 3 

:DSKOOL_1671
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @DSKOOL_1697 
0001: wait 0 ms 
0002: jump @DSKOOL_1671 

:DSKOOL_1697
03D1: play_wav 3 
04FA: reset_sky_colors_with_fade 0 
0826: enable_hud 0 
0581: enable_radar 0 
016A: fade 1 time 500 
0050: gosub @DSKOOL_25654 

:DSKOOL_1727
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_1758 
0001: wait 0 ms 
0050: gosub @DSKOOL_25654 
0002: jump @DSKOOL_1727 

:DSKOOL_1758
0050: gosub @DSKOOL_25654 

:DSKOOL_1765
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @DSKOOL_1791 
0002: jump @DSKOOL_24495 

:DSKOOL_1791
0050: gosub @DSKOOL_25654 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @DSKOOL_2755 
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
00D6: if or
001A:   -100 > $MOVE_AXIS_X 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @DSKOOL_2113 
000E: 50@ -= 1 
000C: $247 -= 1 
00D6: if 
0039:   50@ == 3 
004D: jump_if_false @DSKOOL_1895 
0006: 50@ = 2 

:DSKOOL_1895
00D6: if 
0039:   50@ == 6 
004D: jump_if_false @DSKOOL_1920 
0006: 50@ = 5 

:DSKOOL_1920
00D6: if 
0039:   50@ == 8 
004D: jump_if_false @DSKOOL_1945 
0006: 50@ = 7 

:DSKOOL_1945
00D6: if 
0039:   50@ == 12 
004D: jump_if_false @DSKOOL_1970 
0006: 50@ = 11 

:DSKOOL_1970
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @DSKOOL_1995 
0004: $247 = 2 

:DSKOOL_1995
00D6: if 
0038:   $247 == 6 
004D: jump_if_false @DSKOOL_2020 
0004: $247 = 5 

:DSKOOL_2020
00D6: if 
0038:   $247 == 8 
004D: jump_if_false @DSKOOL_2045 
0004: $247 = 7 

:DSKOOL_2045
00D6: if 
0038:   $247 == 12 
004D: jump_if_false @DSKOOL_2070 
0004: $247 = 11 

:DSKOOL_2070
00D6: if 
0018:   $53 > 1 
004D: jump_if_false @DSKOOL_2113 
00D6: if 
001B:   4 > 34@ 
004D: jump_if_false @DSKOOL_2113 
0006: 34@ = 3 

:DSKOOL_2113
00D6: if or
0018:   $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @DSKOOL_2394 
000A: 50@ += 1 
0008: $247 += 1 
00D6: if 
0039:   50@ == 3 
004D: jump_if_false @DSKOOL_2176 
0006: 50@ = 4 

:DSKOOL_2176
00D6: if 
0039:   50@ == 6 
004D: jump_if_false @DSKOOL_2201 
0006: 50@ = 7 

:DSKOOL_2201
00D6: if 
0039:   50@ == 8 
004D: jump_if_false @DSKOOL_2226 
0006: 50@ = 9 

:DSKOOL_2226
00D6: if 
0039:   50@ == 12 
004D: jump_if_false @DSKOOL_2251 
0006: 50@ = 13 

:DSKOOL_2251
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @DSKOOL_2276 
0004: $247 = 4 

:DSKOOL_2276
00D6: if 
0038:   $247 == 6 
004D: jump_if_false @DSKOOL_2301 
0004: $247 = 7 

:DSKOOL_2301
00D6: if 
0038:   $247 == 8 
004D: jump_if_false @DSKOOL_2326 
0004: $247 = 9 

:DSKOOL_2326
00D6: if 
0038:   $247 == 12 
004D: jump_if_false @DSKOOL_2351 
0004: $247 = 13 

:DSKOOL_2351
00D6: if 
0018:   $53 > 1 
004D: jump_if_false @DSKOOL_2394 
00D6: if 
001B:   4 > 34@ 
004D: jump_if_false @DSKOOL_2394 
0006: 34@ = 3 

:DSKOOL_2394
00D6: if 
001A:   1 > $247 
004D: jump_if_false @DSKOOL_2428 
0084: $247 = $53 // (int) 
008B: 50@ = $53 // (int) 

:DSKOOL_2428
00D6: if 
001C:   $247 > $53 // (int) 
004D: jump_if_false @DSKOOL_2461 
0004: $247 = 1 
0006: 50@ = 1 

:DSKOOL_2461
00D6: if 
0018:   $53 > 1 
004D: jump_if_false @DSKOOL_2583 

:DSKOOL_2479
00D6: if 
001A:   -100 > $MOVE_AXIS_X 
004D: jump_if_false @DSKOOL_2531 
0001: wait 0 ms 
0050: gosub @DSKOOL_25654 
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
0002: jump @DSKOOL_2479 

:DSKOOL_2531
00D6: if 
0018:   $MOVE_AXIS_X > 100 
004D: jump_if_false @DSKOOL_2583 
0001: wait 0 ms 
0050: gosub @DSKOOL_25654 
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
0002: jump @DSKOOL_2531 

:DSKOOL_2583
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @DSKOOL_2618 
0001: wait 0 ms 
0050: gosub @DSKOOL_25654 
0002: jump @DSKOOL_2583 

:DSKOOL_2618
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @DSKOOL_2653 
0001: wait 0 ms 
0050: gosub @DSKOOL_25654 
0002: jump @DSKOOL_2618 

:DSKOOL_2653
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DSKOOL_2755 
00D6: if or
0038:   $247 == 4 
0038:   $247 == 7 
0038:   $247 == 9 
0038:   $247 == 13 
004D: jump_if_false @DSKOOL_2723 
0006: 39@ = 1 
0002: jump @DSKOOL_2755 

:DSKOOL_2723
00D6: if 
001B:   4 > 34@ 
004D: jump_if_false @DSKOOL_2748 
0006: 34@ = 3 

:DSKOOL_2748
0002: jump @DSKOOL_3661 

:DSKOOL_2755
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @DSKOOL_3135 
00D6: if 
001B:   4 > 34@ 
004D: jump_if_false @DSKOOL_2798 
0006: 34@ = 3 

:DSKOOL_2798
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_2823 
0006: 34@ = 5 

:DSKOOL_2823
0050: gosub @DSKOOL_30100 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 320.0 160.0 GXT 'DS1_59'  // Which course?
0050: gosub @DSKOOL_30100 
0342: set_text_draw_centered 0 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 100.0 205.0 GXT 'DS1_60'  // ~k~~GO_LEFT~ Counterclockwise
0050: gosub @DSKOOL_30100 
0342: set_text_draw_centered 0 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 101.0 231.0 GXT 'DS1_61'  // ~k~~GO_RIGHT~ Clockwise
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
00D6: if or
001A:   -100 > $MOVE_AXIS_X 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @DSKOOL_3004 
0002: jump @DSKOOL_3661 

:DSKOOL_3004
00D6: if or
0018:   $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @DSKOOL_3135 
00D6: if 
0038:   $247 == 4 
004D: jump_if_false @DSKOOL_3053 
0004: $247 = 3 

:DSKOOL_3053
00D6: if 
0038:   $247 == 7 
004D: jump_if_false @DSKOOL_3078 
0004: $247 = 6 

:DSKOOL_3078
00D6: if 
0038:   $247 == 9 
004D: jump_if_false @DSKOOL_3103 
0004: $247 = 8 

:DSKOOL_3103
00D6: if 
0038:   $247 == 13 
004D: jump_if_false @DSKOOL_3128 
0004: $247 = 12 

:DSKOOL_3128
0002: jump @DSKOOL_3661 

:DSKOOL_3135
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @DSKOOL_3280 
00D6: if 
0038:   $MISSION_BACK_TO_SCHOOL_PASSED == 0 
004D: jump_if_false @DSKOOL_3273 
0004: $107 = 100 
0004: $105 = 100 
0004: $98 = 100 
0004: $96 = 100 
0004: $94 = 100 
0004: $103 = 100 
0004: $91 = 100 
0004: $101 = 100 
0004: $92 = 100 
0004: $102 = 100 
0004: $100 = 100 
0004: $97 = 100 
014C: set_parked_car_generator $5185 cars_to_generate_to 101 
014C: set_parked_car_generator $5186 cars_to_generate_to 101 
0004: $MISSION_BACK_TO_SCHOOL_PASSED = 1 

:DSKOOL_3273
0004: $53 = 16 

:DSKOOL_3280
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_3647 
0050: gosub @DSKOOL_25654 
016A: fade 0 time 500 

:DSKOOL_3311
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_3349 
0050: gosub @DSKOOL_25654 
0001: wait 0 ms 
0050: gosub @DSKOOL_25654 
0002: jump @DSKOOL_3311 

:DSKOOL_3349
0050: gosub @DSKOOL_25654 
040D: unload_wav 3 
00BE: text_clear_all 
04FA: reset_sky_colors_with_fade 1 
0860: link_actor $PLAYER_ACTOR to_interior 3 
04BB: select_interior 3 
04E4: refresh_game_renderer_at -2031.1 -118.2 
03CB: set_rendering_origin_at -2031.1 -118.2 1034.2 
00A1: put_actor $PLAYER_ACTOR at -2029.7 -115.5 1034.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_3473 
00D6: if 
060E:   car $198 assigned_to_path 
004D: jump_if_false @DSKOOL_3473 
05EC: release_car $198 from_path 

:DSKOOL_3473
00A6: destroy_car $198 
0395: clear_area 1 at -2051.0 -174.0 34.0 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
009B: destroy_actor 55@ 
009B: destroy_actor 56@ 
00A6: destroy_car $196 
00A6: destroy_car $197 
0108: destroy_object 57@ 
0108: destroy_object 58@ 
0108: destroy_object 59@ 
0873: release_path 1 
0873: release_path 2 
0873: release_path 3 
0873: release_path 4 
0873: release_path 5 
0873: release_path 7 
0873: release_path 9 
0873: release_path 10 
0873: release_path 11 
0873: release_path 13 
0873: release_path 14 
0873: release_path 15 
0873: release_path 16 
0050: gosub @DSKOOL_35436 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 500 

:DSKOOL_3616
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_3640 
0001: wait 0 ms 
0002: jump @DSKOOL_3616 

:DSKOOL_3640
0002: jump @DSKOOL_24457 

:DSKOOL_3647
0050: gosub @DSKOOL_29081 
0002: jump @DSKOOL_1765 

:DSKOOL_3661
016A: fade 0 time 500 

:DSKOOL_3668
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_3699 
0001: wait 0 ms 
0050: gosub @DSKOOL_25654 
0002: jump @DSKOOL_3668 

:DSKOOL_3699
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_3720 
05EC: release_car $198 from_path 

:DSKOOL_3720
040D: unload_wav 3 
00A6: destroy_car $198 
0395: clear_area 1 at $327 $328 $329 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
009B: destroy_actor 55@ 
009B: destroy_actor 56@ 
00A6: destroy_car $196 
00A6: destroy_car $197 
00A6: destroy_car $198 
0108: destroy_object 57@ 
0108: destroy_object 58@ 
0108: destroy_object 59@ 
0050: gosub @DSKOOL_35436 
0006: 34@ = 5 
0826: enable_hud 1 
0581: enable_radar 1 
00D6: if 
0038:   $247 == 1 
004D: jump_if_false @DSKOOL_5391 

:DSKOOL_3836
0050: gosub @DSKOOL_30220 

:DSKOOL_3843
0005: $258 = 180.0 
0004: $253 = 11000 
0050: gosub @DSKOOL_30329 
00A5: $198 = create_car #INFERNUS at $255 $256 $257 
0175: set_car $198 Z_angle_to 180.0 
0050: gosub @DSKOOL_35490 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_3997 
015F: set_camera_position -2028.3 -143.0 38.4 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2052.3 -129.9 34.2 switchstyle 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_3995 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_3995
0051: return 

:DSKOOL_3997
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 0.0 0.0 0.0 
00BE: text_clear_all 
00BA: show_text_styled GXT 'DS1_88' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ and ~k~~VEHICLE_BRAKE~ to begin.
00BC: show_text_highpriority GXT 'DS1_44' time 5000 flag 4  // ~s~Use the rear wheel drive car to do a burnout donut.
0050: gosub @DSKOOL_31041 

:DSKOOL_4067
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_4102 
0004: $325 = 2 
0002: jump @DSKOOL_5329 

:DSKOOL_4102
0050: gosub @DSKOOL_31109 
00D6: if 
0038:   $325 == 1 
004D: jump_if_false @DSKOOL_4134 
0002: jump @DSKOOL_24457 

:DSKOOL_4134
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @DSKOOL_4216 
00D6: if 
8038:   not  $325 == 2 
004D: jump_if_false @DSKOOL_4202 
00BA: show_text_styled GXT 'DS1_88' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ and ~k~~VEHICLE_BRAKE~ to begin.
00BC: show_text_highpriority GXT 'DS1_44' time 5000 flag 4  // ~s~Use the rear wheel drive car to do a burnout donut.

:DSKOOL_4202
0050: gosub @DSKOOL_31215 
0002: jump @DSKOOL_5384 

:DSKOOL_4216
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_5384 
0050: gosub @DSKOOL_31535 
0174: $258 = car $198 Z_angle 
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @DSKOOL_4321 
00D6: if 
0020:   $258 > 80.0 
004D: jump_if_false @DSKOOL_4321 
00D6: if 
0022:   90.0 > $258 
004D: jump_if_false @DSKOOL_4321 
0004: $274 = 1 
0006: 40@ = 1 

:DSKOOL_4321
00D6: if 
0039:   40@ == 1 
004D: jump_if_false @DSKOOL_4540 
00D6: if 
0038:   $274 == 1 
004D: jump_if_false @DSKOOL_4406 
00D6: if 
0020:   $258 > 350.0 
004D: jump_if_false @DSKOOL_4406 
00D6: if 
0022:   360.0 > $258 
004D: jump_if_false @DSKOOL_4406 
0004: $274 = 2 

:DSKOOL_4406
00D6: if 
0038:   $274 == 2 
004D: jump_if_false @DSKOOL_4473 
00D6: if 
0020:   $258 > 270.0 
004D: jump_if_false @DSKOOL_4473 
00D6: if 
0022:   280.0 > $258 
004D: jump_if_false @DSKOOL_4473 
0004: $274 = 3 

:DSKOOL_4473
00D6: if 
0038:   $274 == 3 
004D: jump_if_false @DSKOOL_4540 
00D6: if 
0020:   $258 > 170.0 
004D: jump_if_false @DSKOOL_4540 
00D6: if 
0022:   180.0 > $258 
004D: jump_if_false @DSKOOL_4540 
0004: $274 = 4 

:DSKOOL_4540
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @DSKOOL_4614 
00D6: if 
0020:   $258 > 270.0 
004D: jump_if_false @DSKOOL_4614 
00D6: if 
0022:   280.0 > $258 
004D: jump_if_false @DSKOOL_4614 
0006: 40@ = 2 
0004: $274 = 1 

:DSKOOL_4614
00D6: if 
0039:   40@ == 2 
004D: jump_if_false @DSKOOL_4833 
00D6: if 
0038:   $274 == 1 
004D: jump_if_false @DSKOOL_4699 
00D6: if 
0020:   $258 > 350.0 
004D: jump_if_false @DSKOOL_4699 
00D6: if 
0022:   360.0 > $258 
004D: jump_if_false @DSKOOL_4699 
0004: $274 = 2 

:DSKOOL_4699
00D6: if 
0038:   $274 == 2 
004D: jump_if_false @DSKOOL_4766 
00D6: if 
0020:   $258 > 80.0 
004D: jump_if_false @DSKOOL_4766 
00D6: if 
0022:   90.0 > $258 
004D: jump_if_false @DSKOOL_4766 
0004: $274 = 3 

:DSKOOL_4766
00D6: if 
0038:   $274 == 3 
004D: jump_if_false @DSKOOL_4833 
00D6: if 
0020:   $258 > 170.0 
004D: jump_if_false @DSKOOL_4833 
00D6: if 
0022:   180.0 > $258 
004D: jump_if_false @DSKOOL_4833 
0004: $274 = 4 

:DSKOOL_4833
00D6: if or
80E1:   not player 0 pressed_key 16 
80E1:   not player 0 pressed_key 14 
0038:   $253 == 0 
004D: jump_if_false @DSKOOL_5384 
0050: gosub @DSKOOL_31569 
0050: gosub @DSKOOL_31609 
00D6: if 
0038:   $274 == 4 
004D: jump_if_false @DSKOOL_4902 
0004: $266 = 100 

:DSKOOL_4902
00D6: if 
0038:   $274 == 3 
004D: jump_if_false @DSKOOL_4927 
0004: $266 = 75 

:DSKOOL_4927
00D6: if 
0038:   $274 == 2 
004D: jump_if_false @DSKOOL_4952 
0004: $266 = 50 

:DSKOOL_4952
00D6: if 
0038:   $274 == 1 
004D: jump_if_false @DSKOOL_4977 
0004: $266 = 25 

:DSKOOL_4977
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @DSKOOL_5002 
0004: $266 = 0 

:DSKOOL_5002
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
0014: $CURRENT_FLIGHT_RECORD /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @DSKOOL_5050 
0004: $CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_5050
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @DSKOOL_5075 
0004: $CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_5075
0050: gosub @DSKOOL_31853 
0050: gosub @DSKOOL_32476 
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $107 // (int) 
004D: jump_if_false @DSKOOL_5145 
008B: 47@ = $107 // (int) 
0084: $107 = $CURRENT_FLIGHT_RECORD // (int) 
0006: 41@ = 1 
0050: gosub @DSKOOL_32958 
0002: jump @DSKOOL_5152 

:DSKOOL_5145
0006: 45@ = 0 

:DSKOOL_5152
00D6: if 
0038:   $53 == 1 
004D: jump_if_false @DSKOOL_5216 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @DSKOOL_5216 
0006: 41@ = 2 
0004: $53 = 2 
0004: $325 = 2 
0006: 50@ = 2 

:DSKOOL_5216
0006: 32@ = 0 

:DSKOOL_5223
0001: wait 0 ms 
0050: gosub @DSKOOL_32505 
00D6: if 
8039:   not  41@ == 2 
004D: jump_if_false @DSKOOL_5283 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_5283 
0004: $325 = 2 
0002: jump @DSKOOL_5329 

:DSKOOL_5283
0050: gosub @DSKOOL_33258 
0050: gosub @DSKOOL_35069 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @DSKOOL_5322 
0002: jump @DSKOOL_5329 

:DSKOOL_5322
0002: jump @DSKOOL_5223 

:DSKOOL_5329
0050: gosub @DSKOOL_35152 
0050: gosub @DSKOOL_35436 
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_5377 
00BE: text_clear_all 
0002: jump @DSKOOL_1425 
0002: jump @DSKOOL_5384 

:DSKOOL_5377
0002: jump @DSKOOL_3836 

:DSKOOL_5384
0002: jump @DSKOOL_4067 

:DSKOOL_5391
00D6: if 
0038:   $247 == 2 
004D: jump_if_false @DSKOOL_6710 

:DSKOOL_5409
0050: gosub @DSKOOL_30220 

:DSKOOL_5416
0005: $258 = 0.0 
0004: $253 = 11000 
0050: gosub @DSKOOL_30329 
00A5: $198 = create_car #BLISTAC at $255 $256 $257 
0175: set_car $198 Z_angle_to 180.0 
0050: gosub @DSKOOL_35490 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_5570 
015F: set_camera_position -2060.2 -227.3 36.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2049.5 -210.6 34.0 switchstyle 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_5568 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_5568
0051: return 

:DSKOOL_5570
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car $198 with_offset -2.0 82.0 0.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car $198 with_offset 2.0 88.0 0.0 
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 0.0 0.0 0.0 
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_45' time 5000 flag 4  // ~s~To do a 180, accelerate to top speed, press ~k~~VEHICLE_HANDBRAKE~ to handbrake around the cone and then return.
0050: gosub @DSKOOL_31041 

:DSKOOL_5698
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_5733 
0004: $325 = 2 
0002: jump @DSKOOL_6648 

:DSKOOL_5733
0050: gosub @DSKOOL_31109 
00D6: if 
0038:   $325 == 1 
004D: jump_if_false @DSKOOL_5765 
0002: jump @DSKOOL_24457 

:DSKOOL_5765
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @DSKOOL_5847 
00D6: if 
8038:   not  $325 == 2 
004D: jump_if_false @DSKOOL_5833 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_45' time 5000 flag 4  // ~s~To do a 180, accelerate to top speed, press ~k~~VEHICLE_HANDBRAKE~ to handbrake around the cone and then return.

:DSKOOL_5833
0050: gosub @DSKOOL_31215 
0002: jump @DSKOOL_6703 

:DSKOOL_5847
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_6703 
0050: gosub @DSKOOL_31535 
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @DSKOOL_5925 
00D6: if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @DSKOOL_5925 
0004: $274 = 1 

:DSKOOL_5925
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_6703 
0050: gosub @DSKOOL_31569 
0050: gosub @DSKOOL_31609 
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @DSKOOL_5980 
0004: $267 = 0 

:DSKOOL_5980
0174: $251 = car $198 Z_angle 
008C: $252 = float $251 to_integer 
00D6: if 
0038:   $252 == 0 
004D: jump_if_false @DSKOOL_6028 
0004: $266 = 100 
0002: jump @DSKOOL_6321 

:DSKOOL_6028
00D6: if 
0038:   $252 == 360 
004D: jump_if_false @DSKOOL_6061 
0004: $266 = 100 
0002: jump @DSKOOL_6321 

:DSKOOL_6061
00D6: if 
0018:   $252 > 0 
004D: jump_if_false @DSKOOL_6104 
00D6: if 
001A:   21 > $252 
004D: jump_if_false @DSKOOL_6104 
0004: $266 = 100 

:DSKOOL_6104
00D6: if 
0018:   $252 > 179 
004D: jump_if_false @DSKOOL_6191 
00D6: if 
001A:   340 > $252 
004D: jump_if_false @DSKOOL_6191 
0084: $273 = $252 // (int) 
000C: $273 -= 180 
008D: $276 = integer $273 to_float 
0011: $276 *= 0.62 
008C: $266 = float $276 to_integer 
0002: jump @DSKOOL_6321 

:DSKOOL_6191
00D6: if 
0018:   $252 > 339 
004D: jump_if_false @DSKOOL_6236 
00D6: if 
001A:   360 > $252 
004D: jump_if_false @DSKOOL_6236 
0004: $266 = 100 

:DSKOOL_6236
00D6: if 
0018:   $252 > 20 
004D: jump_if_false @DSKOOL_6321 
00D6: if 
001A:   180 > $252 
004D: jump_if_false @DSKOOL_6321 
008D: $276 = integer $252 to_float 
0011: $276 *= 0.62 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @DSKOOL_6321 

:DSKOOL_6321
00D6: if 
001A:   1 > $266 
004D: jump_if_false @DSKOOL_6346 
0004: $266 = 0 

:DSKOOL_6346
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
0014: $CURRENT_FLIGHT_RECORD /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @DSKOOL_6394 
0004: $CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_6394
0050: gosub @DSKOOL_31853 
0050: gosub @DSKOOL_32476 
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $105 // (int) 
004D: jump_if_false @DSKOOL_6464 
008B: 47@ = $105 // (int) 
0084: $105 = $CURRENT_FLIGHT_RECORD // (int) 
0006: 41@ = 1 
0050: gosub @DSKOOL_32958 
0002: jump @DSKOOL_6471 

:DSKOOL_6464
0006: 45@ = 0 

:DSKOOL_6471
00D6: if 
0038:   $53 == 2 
004D: jump_if_false @DSKOOL_6535 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @DSKOOL_6535 
0006: 41@ = 2 
0004: $53 = 4 
0004: $325 = 2 
0006: 50@ = 4 

:DSKOOL_6535
0006: 32@ = 0 

:DSKOOL_6542
0001: wait 0 ms 
0050: gosub @DSKOOL_32505 
00D6: if 
8039:   not  41@ == 2 
004D: jump_if_false @DSKOOL_6602 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_6602 
0004: $325 = 2 
0002: jump @DSKOOL_6648 

:DSKOOL_6602
0050: gosub @DSKOOL_33258 
0050: gosub @DSKOOL_35069 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @DSKOOL_6641 
0002: jump @DSKOOL_6648 

:DSKOOL_6641
0002: jump @DSKOOL_6542 

:DSKOOL_6648
0050: gosub @DSKOOL_35152 
0050: gosub @DSKOOL_35436 
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_6696 
00BE: text_clear_all 
0002: jump @DSKOOL_1425 
0002: jump @DSKOOL_6703 

:DSKOOL_6696
0002: jump @DSKOOL_5409 

:DSKOOL_6703
0002: jump @DSKOOL_5698 

:DSKOOL_6710
00D6: if or
0038:   $247 == 3 
0038:   $247 == 4 
004D: jump_if_false @DSKOOL_8322 

:DSKOOL_6735
0050: gosub @DSKOOL_30220 

:DSKOOL_6742
0005: $258 = 180.0 
0004: $253 = 6000 
0050: gosub @DSKOOL_30329 
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @DSKOOL_6795 
0009: $255 += 20.0 

:DSKOOL_6795
00D6: if 
0038:   $247 == 4 
004D: jump_if_false @DSKOOL_6823 
000D: $255 -= 20.0 

:DSKOOL_6823
00A5: $198 = create_car #BANSHEE at $255 $256 $257 
0175: set_car $198 Z_angle_to $258 
0050: gosub @DSKOOL_35490 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_6950 
015F: set_camera_position -2022.6 -173.4 36.2 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2034.2 -165.4 34.5 switchstyle 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_6948 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_6948
0051: return 

:DSKOOL_6950
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @DSKOOL_7004 
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 40.0 37.0 0.0 
0002: jump @DSKOOL_7033 

:DSKOOL_7004
0407: store_coords_to $303 $304 $257 from_car $198 with_offset -40.0 37.0 0.0 

:DSKOOL_7033
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_32' time 5000 flag 4  // ~s~Powerslide around a tight corner and stop in the allocated area.
0050: gosub @DSKOOL_31041 

:DSKOOL_7074
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_7109 
0004: $325 = 2 
0002: jump @DSKOOL_8260 

:DSKOOL_7109
0050: gosub @DSKOOL_31109 
00D6: if 
0038:   $325 == 1 
004D: jump_if_false @DSKOOL_7141 
0002: jump @DSKOOL_24457 

:DSKOOL_7141
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @DSKOOL_7223 
00D6: if 
8038:   not  $325 == 2 
004D: jump_if_false @DSKOOL_7209 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_32' time 5000 flag 4  // ~s~Powerslide around a tight corner and stop in the allocated area.

:DSKOOL_7209
0050: gosub @DSKOOL_31215 
0002: jump @DSKOOL_8315 

:DSKOOL_7223
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_8315 
0050: gosub @DSKOOL_31535 
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_8315 
0050: gosub @DSKOOL_31569 
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @DSKOOL_7310 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
0002: jump @DSKOOL_7326 

:DSKOOL_7310
0086: $255 = $303 // (float) 
0086: $256 = $304 // (float) 

:DSKOOL_7326
0050: gosub @DSKOOL_31609 
0174: $251 = car $198 Z_angle 
008C: $252 = float $251 to_integer 
00D6: if 
0038:   $252 == 0 
004D: jump_if_false @DSKOOL_7381 
0004: $266 = 0 
0002: jump @DSKOOL_7933 

:DSKOOL_7381
00D6: if 
0038:   $252 == 360 
004D: jump_if_false @DSKOOL_7414 
0004: $266 = 0 
0002: jump @DSKOOL_7933 

:DSKOOL_7414
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @DSKOOL_7683 
00D6: if 
0038:   $252 == 90 
004D: jump_if_false @DSKOOL_7464 
0004: $266 = 100 
0002: jump @DSKOOL_7933 

:DSKOOL_7464
00D6: if 
0018:   $252 > 0 
004D: jump_if_false @DSKOOL_7533 
00D6: if 
001A:   85 > $252 
004D: jump_if_false @DSKOOL_7533 
008D: $276 = integer $252 to_float 
0011: $276 *= 1.16 
008C: $266 = float $276 to_integer 
0002: jump @DSKOOL_7933 

:DSKOOL_7533
00D6: if 
0018:   $252 > 84 
004D: jump_if_false @DSKOOL_7576 
00D6: if 
001A:   96 > $252 
004D: jump_if_false @DSKOOL_7576 
0004: $266 = 100 

:DSKOOL_7576
00D6: if 
0018:   $252 > 95 
004D: jump_if_false @DSKOOL_7676 
00D6: if 
001A:   360 > $252 
004D: jump_if_false @DSKOOL_7676 
0084: $273 = $252 // (int) 
000C: $273 -= 90 
008D: $276 = integer $273 to_float 
0011: $276 *= 1.16 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @DSKOOL_7933 

:DSKOOL_7676
0002: jump @DSKOOL_7933 

:DSKOOL_7683
00D6: if 
0038:   $252 == 270 
004D: jump_if_false @DSKOOL_7716 
0004: $266 = 100 
0002: jump @DSKOOL_7933 

:DSKOOL_7716
00D6: if 
0018:   $252 > 0 
004D: jump_if_false @DSKOOL_7786 
00D6: if 
001A:   265 > $252 
004D: jump_if_false @DSKOOL_7786 
008D: $276 = integer $252 to_float 
0011: $276 *= 0.37 
008C: $266 = float $276 to_integer 
0002: jump @DSKOOL_7933 

:DSKOOL_7786
00D6: if 
0018:   $252 > 264 
004D: jump_if_false @DSKOOL_7831 
00D6: if 
001A:   276 > $252 
004D: jump_if_false @DSKOOL_7831 
0004: $266 = 100 

:DSKOOL_7831
00D6: if 
0018:   $252 > 275 
004D: jump_if_false @DSKOOL_7933 
00D6: if 
001A:   360 > $252 
004D: jump_if_false @DSKOOL_7933 
0084: $273 = $252 // (int) 
000C: $273 -= 270 
008D: $276 = integer $273 to_float 
0011: $276 *= 1.16 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @DSKOOL_7933 

:DSKOOL_7933
00D6: if 
001A:   1 > $266 
004D: jump_if_false @DSKOOL_7958 
0004: $266 = 0 

:DSKOOL_7958
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
0014: $CURRENT_FLIGHT_RECORD /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @DSKOOL_8006 
0004: $CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_8006
0050: gosub @DSKOOL_31853 
0050: gosub @DSKOOL_32476 
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $98 // (int) 
004D: jump_if_false @DSKOOL_8076 
008B: 47@ = $98 // (int) 
0084: $98 = $CURRENT_FLIGHT_RECORD // (int) 
0006: 41@ = 1 
0050: gosub @DSKOOL_32958 
0002: jump @DSKOOL_8083 

:DSKOOL_8076
0006: 45@ = 0 

:DSKOOL_8083
00D6: if 
0038:   $53 == 4 
004D: jump_if_false @DSKOOL_8147 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @DSKOOL_8147 
0006: 41@ = 2 
0004: $53 = 5 
0004: $325 = 2 
0006: 50@ = 5 

:DSKOOL_8147
0006: 32@ = 0 

:DSKOOL_8154
0001: wait 0 ms 
0050: gosub @DSKOOL_32505 
00D6: if 
8039:   not  41@ == 2 
004D: jump_if_false @DSKOOL_8214 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_8214 
0004: $325 = 2 
0002: jump @DSKOOL_8260 

:DSKOOL_8214
0050: gosub @DSKOOL_33258 
0050: gosub @DSKOOL_35069 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @DSKOOL_8253 
0002: jump @DSKOOL_8260 

:DSKOOL_8253
0002: jump @DSKOOL_8154 

:DSKOOL_8260
0050: gosub @DSKOOL_35152 
0050: gosub @DSKOOL_35436 
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_8308 
00BE: text_clear_all 
0002: jump @DSKOOL_1425 
0002: jump @DSKOOL_8315 

:DSKOOL_8308
0002: jump @DSKOOL_6735 

:DSKOOL_8315
0002: jump @DSKOOL_7074 

:DSKOOL_8322
00D6: if 
0038:   $247 == 5 
004D: jump_if_false @DSKOOL_9825 

:DSKOOL_8340
0050: gosub @DSKOOL_30220 

:DSKOOL_8347
0005: $258 = 180.0 
0004: $253 = 6000 
0050: gosub @DSKOOL_30329 
00A5: $198 = create_car #COPCARSF at $255 $256 $257 
0175: set_car $198 Z_angle_to $258 
0407: store_coords_to $255 $256 $257 from_car $198 with_offset 2.0 38.0 -0.5 
0407: store_coords_to $277 $278 $257 from_car $198 with_offset -2.0 40.0 -0.5 
0107: 59@ = create_object #TEMP_STINGER2 at -2050.8 -167.0 34.6 
0177: set_object 59@ Z_angle_to 90.0 
0050: gosub @DSKOOL_35490 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_8595 
015F: set_camera_position -2047.7 -243.3 37.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2049.7 -227.4 34.1 switchstyle 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_8593 
0129: 55@ = create_actor_pedtype 24 model #SFPD1 in_car $198 driverseat 

:DSKOOL_8593
0051: return 

:DSKOOL_8595
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 0.0 104.0 0.0 
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_30' time 5000 flag 4  // ~s~Drive to the end of the track, a tire will blow out half way there.~n~For extra control, release the accelerator.
0050: gosub @DSKOOL_31041 

:DSKOOL_8665
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_8700 
0004: $325 = 2 
0002: jump @DSKOOL_9758 

:DSKOOL_8700
0050: gosub @DSKOOL_31109 
00D6: if 
0038:   $325 == 1 
004D: jump_if_false @DSKOOL_8732 
0002: jump @DSKOOL_24457 

:DSKOOL_8732
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @DSKOOL_8814 
00D6: if 
8038:   not  $325 == 2 
004D: jump_if_false @DSKOOL_8800 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_30' time 5000 flag 4  // ~s~Drive to the end of the track, a tire will blow out half way there.~n~For extra control, release the accelerator.

:DSKOOL_8800
0050: gosub @DSKOOL_31215 
0002: jump @DSKOOL_9818 

:DSKOOL_8814
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_9818 
0050: gosub @DSKOOL_31535 
00D6: if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $255 $256 cornerB $277 $278 
004D: jump_if_false @DSKOOL_8892 
00D6: if 
8496:   not tire 3 on_car $198 deflated 
004D: jump_if_false @DSKOOL_8892 
04FE: deflate_tire 3 on_car $198 

:DSKOOL_8892
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_9818 
0050: gosub @DSKOOL_31569 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
00AA: store_car $198 position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0509: $259 = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $255 $256 
00D6: if 
0020:   $259 > 1.0 
004D: jump_if_false @DSKOOL_9068 
00D6: if 
0022:   10.0 > $259 
004D: jump_if_false @DSKOOL_9054 
000D: $259 -= 1.0 
0011: $259 *= 11.0 
008C: $273 = float $259 to_integer 
0004: $267 = 100 
0060: $267 -= $273 // (int) 
0002: jump @DSKOOL_9061 

:DSKOOL_9054
0004: $267 = 0 

:DSKOOL_9061
0002: jump @DSKOOL_9075 

:DSKOOL_9068
0004: $267 = 100 

:DSKOOL_9075
00D6: if 
8496:   not tire 3 on_car $198 deflated 
004D: jump_if_false @DSKOOL_9100 
0004: $267 = 0 

:DSKOOL_9100
0174: $251 = car $198 Z_angle 
008C: $252 = float $251 to_integer 
00D6: if 
0038:   $252 == 0 
004D: jump_if_false @DSKOOL_9148 
0004: $266 = 0 
0002: jump @DSKOOL_9431 

:DSKOOL_9148
00D6: if 
0038:   $252 == 180 
004D: jump_if_false @DSKOOL_9181 
0004: $266 = 100 
0002: jump @DSKOOL_9431 

:DSKOOL_9181
00D6: if 
0038:   $252 == 360 
004D: jump_if_false @DSKOOL_9214 
0004: $266 = 0 
0002: jump @DSKOOL_9431 

:DSKOOL_9214
00D6: if 
0018:   $252 > 0 
004D: jump_if_false @DSKOOL_9284 
00D6: if 
001A:   175 > $252 
004D: jump_if_false @DSKOOL_9284 
008D: $276 = integer $252 to_float 
0011: $276 *= 0.56 
008C: $266 = float $276 to_integer 
0002: jump @DSKOOL_9431 

:DSKOOL_9284
00D6: if 
0018:   $252 > 174 
004D: jump_if_false @DSKOOL_9329 
00D6: if 
001A:   186 > $252 
004D: jump_if_false @DSKOOL_9329 
0004: $266 = 100 

:DSKOOL_9329
00D6: if 
0018:   $252 > 185 
004D: jump_if_false @DSKOOL_9431 
00D6: if 
001A:   360 > $252 
004D: jump_if_false @DSKOOL_9431 
0084: $273 = $252 // (int) 
000C: $273 -= 180 
008D: $276 = integer $273 to_float 
0011: $276 *= 0.56 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @DSKOOL_9431 

:DSKOOL_9431
00D6: if 
001A:   1 > $266 
004D: jump_if_false @DSKOOL_9456 
0004: $266 = 0 

:DSKOOL_9456
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
0014: $CURRENT_FLIGHT_RECORD /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @DSKOOL_9504 
0004: $CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_9504
0050: gosub @DSKOOL_31853 
0050: gosub @DSKOOL_32476 
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $96 // (int) 
004D: jump_if_false @DSKOOL_9574 
008B: 47@ = $96 // (int) 
0084: $96 = $CURRENT_FLIGHT_RECORD // (int) 
0006: 41@ = 1 
0050: gosub @DSKOOL_32958 
0002: jump @DSKOOL_9581 

:DSKOOL_9574
0006: 45@ = 0 

:DSKOOL_9581
00D6: if 
0038:   $53 == 5 
004D: jump_if_false @DSKOOL_9645 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @DSKOOL_9645 
0006: 41@ = 2 
0004: $53 = 7 
0004: $325 = 2 
0006: 50@ = 7 

:DSKOOL_9645
0006: 32@ = 0 

:DSKOOL_9652
0001: wait 0 ms 
0050: gosub @DSKOOL_32505 
00D6: if 
8039:   not  41@ == 2 
004D: jump_if_false @DSKOOL_9712 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_9712 
0004: $325 = 2 
0002: jump @DSKOOL_9758 

:DSKOOL_9712
0050: gosub @DSKOOL_33258 
0050: gosub @DSKOOL_35069 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @DSKOOL_9751 
0002: jump @DSKOOL_9758 

:DSKOOL_9751
0002: jump @DSKOOL_9652 

:DSKOOL_9758
0050: gosub @DSKOOL_35152 
0108: destroy_object 59@ 
0050: gosub @DSKOOL_35436 
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_9811 
00BE: text_clear_all 
0002: jump @DSKOOL_1425 
0002: jump @DSKOOL_9818 

:DSKOOL_9811
0002: jump @DSKOOL_8340 

:DSKOOL_9818
0002: jump @DSKOOL_8665 

:DSKOOL_9825
00D6: if or
0038:   $247 == 6 
0038:   $247 == 7 
004D: jump_if_false @DSKOOL_11927 

:DSKOOL_9850
0050: gosub @DSKOOL_30220 

:DSKOOL_9857
0005: $258 = 180.0 
0004: $253 = 0 
0050: gosub @DSKOOL_30329 
00A5: $198 = create_car #BANSHEE at $255 $256 $257 
0175: set_car $198 Z_angle_to $258 
0050: gosub @DSKOOL_35490 
00D6: if 
0038:   $247 == 6 
004D: jump_if_false @DSKOOL_10186 
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car $198 with_offset -4.0 50.0 0.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car $198 with_offset 4.0 44.0 0.0 
0407: store_coords_to $313 $314 $TEMPVAR_Z_COORD from_car $198 with_offset 12.0 38.0 0.0 
0407: store_coords_to $315 $316 $TEMPVAR_Z_COORD from_car $198 with_offset 4.0 44.0 0.0 
0407: store_coords_to $317 $318 $TEMPVAR_Z_COORD from_car $198 with_offset 4.0 2.0 0.0 
0407: store_coords_to $319 $320 $TEMPVAR_Z_COORD from_car $198 with_offset 12.0 -4.0 0.0 
0407: store_coords_to $321 $322 $TEMPVAR_Z_COORD from_car $198 with_offset 4.0 2.0 0.0 
0407: store_coords_to $323 $324 $TEMPVAR_Z_COORD from_car $198 with_offset -4.0 8.0 0.0 
0107: 59@ = create_object #AD_FINISH at -2050.5 -135.5 34.35 

:DSKOOL_10186
00D6: if 
0038:   $247 == 7 
004D: jump_if_false @DSKOOL_10510 
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car $198 with_offset 4.0 44.0 0.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car $198 with_offset 12.0 50.0 0.0 
0407: store_coords_to $313 $314 $TEMPVAR_Z_COORD from_car $198 with_offset 4.0 44.0 0.0 
0407: store_coords_to $315 $316 $TEMPVAR_Z_COORD from_car $198 with_offset -4.0 38.0 0.0 
0407: store_coords_to $317 $318 $TEMPVAR_Z_COORD from_car $198 with_offset 4.0 2.0 0.0 
0407: store_coords_to $319 $320 $TEMPVAR_Z_COORD from_car $198 with_offset -4.0 -4.0 0.0 
0407: store_coords_to $321 $322 $TEMPVAR_Z_COORD from_car $198 with_offset 4.0 2.0 0.0 
0407: store_coords_to $323 $324 $TEMPVAR_Z_COORD from_car $198 with_offset 12.0 8.0 0.0 
0407: store_coords_to $277 $278 $TEMPVAR_Z_COORD from_car $198 with_offset 8.0 0.0 0.0 
0107: 59@ = create_object #AD_FINISH at -2058.5 -135.5 34.35 
00AB: put_car $198 at $277 $278 $TEMPVAR_Z_COORD 
0175: set_car $198 Z_angle_to $258 

:DSKOOL_10510
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_10605 
015F: set_camera_position -2054.6 -109.1 36.4 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2054.6 -122.0 34.2 switchstyle 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_10603 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_10603
0051: return 

:DSKOOL_10605
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_29' time 5000 flag 4  // ~s~Do 5 laps in as quick a time as possible.~n~Target time is under 40 seconds.
0050: gosub @DSKOOL_31041 

:DSKOOL_10646
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_10681 
0004: $325 = 2 
0002: jump @DSKOOL_11860 

:DSKOOL_10681
0050: gosub @DSKOOL_31109 
00D6: if 
0038:   $325 == 1 
004D: jump_if_false @DSKOOL_10713 
0002: jump @DSKOOL_24457 

:DSKOOL_10713
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @DSKOOL_10795 
00D6: if 
8038:   not  $325 == 2 
004D: jump_if_false @DSKOOL_10781 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_29' time 5000 flag 4  // ~s~Do 5 laps in as quick a time as possible.~n~Target time is under 40 seconds.

:DSKOOL_10781
0050: gosub @DSKOOL_31215 
0002: jump @DSKOOL_11920 

:DSKOOL_10795
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_11920 
00D6: if 
0018:   $253 > 90000 
004D: jump_if_false @DSKOOL_10839 
01B4: set_player $PLAYER_CHAR can_move 0 

:DSKOOL_10839
00D6: if 
0038:   $273 == 0 
004D: jump_if_false @DSKOOL_10894 
00D6: if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @DSKOOL_10894 
0004: $273 = 1 

:DSKOOL_10894
00D6: if 
0038:   $273 == 1 
004D: jump_if_false @DSKOOL_10949 
00D6: if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $313 $314 cornerB $315 $316 
004D: jump_if_false @DSKOOL_10949 
0004: $273 = 2 

:DSKOOL_10949
00D6: if 
0038:   $273 == 2 
004D: jump_if_false @DSKOOL_11004 
00D6: if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $317 $318 cornerB $319 $320 
004D: jump_if_false @DSKOOL_11004 
0004: $273 = 3 

:DSKOOL_11004
00D6: if 
0038:   $273 == 3 
004D: jump_if_false @DSKOOL_11066 
00D6: if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $321 $322 cornerB $323 $324 
004D: jump_if_false @DSKOOL_11066 
0008: $254 += 1 
0004: $273 = 0 

:DSKOOL_11066
00BE: text_clear_all 
00D6: if 
001A:   4 > $254 
004D: jump_if_false @DSKOOL_11127 
0084: $275 = $254 // (int) 
0008: $275 += 1 
01E5: show_text_1number_highpriority GXT 'DS1_73' number $275 time 5000 flag 4  // Lap ~1~ of 5
0002: jump @DSKOOL_11143 

:DSKOOL_11127
00BC: show_text_highpriority GXT 'DS1_74' time 5000 flag 4  // Final Lap

:DSKOOL_11143
00D6: if or
01C1:   car $198 stopped 
0038:   $254 == 5 
004D: jump_if_false @DSKOOL_11920 
0050: gosub @DSKOOL_31569 
0084: $273 = $253 // (int) 
0084: $301 = $273 // (int) 
0014: $301 /= 1000 
0084: $302 = $301 // (int) 
0010: $302 *= 1000 
0084: $274 = $273 // (int) 
0060: $274 -= $302 // (int) 
0084: $302 = $274 // (int) 
0014: $302 /= 10 
0004: $270 = 0 
00D6: if 
001A:   5 > $254 
004D: jump_if_false @DSKOOL_11283 
0004: $270 = 0 
0002: jump @DSKOOL_11541 

:DSKOOL_11283
00D6: if 
001A:   36000 > $273 
004D: jump_if_false @DSKOOL_11311 
0004: $270 = 100 

:DSKOOL_11311
00D6: if 
0028:   $273 >= 36000 
004D: jump_if_false @DSKOOL_11412 
00D6: if 
001A:   40000 > $273 
004D: jump_if_false @DSKOOL_11412 
0084: $274 = $273 // (int) 
000C: $274 -= 35999 
008D: $276 = integer $274 to_float 
0011: $276 *= 0.0075 
008C: $273 = float $276 to_integer 
0004: $270 = 100 
0060: $270 -= $273 // (int) 

:DSKOOL_11412
00D6: if 
0028:   $273 >= 40000 
004D: jump_if_false @DSKOOL_11513 
00D6: if 
001A:   45000 > $273 
004D: jump_if_false @DSKOOL_11513 
0084: $274 = $273 // (int) 
000C: $274 -= 39999 
008D: $276 = integer $274 to_float 
0011: $276 *= 0.0138 
008C: $273 = float $276 to_integer 
0004: $270 = 70 
0060: $270 -= $273 // (int) 

:DSKOOL_11513
00D6: if 
0028:   $273 >= 45000 
004D: jump_if_false @DSKOOL_11541 
0004: $270 = 0 

:DSKOOL_11541
00D6: if 
001A:   1 > $270 
004D: jump_if_false @DSKOOL_11566 
0004: $270 = 0 

:DSKOOL_11566
00D6: if 
0018:   $270 > 99 
004D: jump_if_false @DSKOOL_11591 
0004: $270 = 100 

:DSKOOL_11591
0084: $CURRENT_FLIGHT_RECORD = $270 // (int) 
0050: gosub @DSKOOL_31853 
0050: gosub @DSKOOL_32476 
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $94 // (int) 
004D: jump_if_false @DSKOOL_11669 
008B: 47@ = $94 // (int) 
0084: $94 = $CURRENT_FLIGHT_RECORD // (int) 
0006: 41@ = 1 
0050: gosub @DSKOOL_32958 
0002: jump @DSKOOL_11676 

:DSKOOL_11669
0006: 45@ = 0 

:DSKOOL_11676
00D6: if 
0038:   $53 == 7 
004D: jump_if_false @DSKOOL_11740 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @DSKOOL_11740 
0006: 41@ = 2 
0004: $53 = 9 
0004: $325 = 2 
0006: 50@ = 9 

:DSKOOL_11740
0004: $254 = 6 
0006: 32@ = 0 

:DSKOOL_11754
0001: wait 0 ms 
0050: gosub @DSKOOL_32505 
00D6: if 
8039:   not  41@ == 2 
004D: jump_if_false @DSKOOL_11814 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_11814 
0004: $325 = 2 
0002: jump @DSKOOL_11860 

:DSKOOL_11814
0050: gosub @DSKOOL_33258 
0050: gosub @DSKOOL_35069 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @DSKOOL_11853 
0002: jump @DSKOOL_11860 

:DSKOOL_11853
0002: jump @DSKOOL_11754 

:DSKOOL_11860
0050: gosub @DSKOOL_35152 
0108: destroy_object 59@ 
0050: gosub @DSKOOL_35436 
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_11913 
00BE: text_clear_all 
0002: jump @DSKOOL_1425 
0002: jump @DSKOOL_11920 

:DSKOOL_11913
0002: jump @DSKOOL_9850 

:DSKOOL_11920
0002: jump @DSKOOL_10646 

:DSKOOL_11927
00D6: if or
0038:   $247 == 8 
0038:   $247 == 9 
004D: jump_if_false @DSKOOL_13423 

:DSKOOL_11952
0050: gosub @DSKOOL_30220 

:DSKOOL_11959
0247: load_model #BANSHEE 

:DSKOOL_11964
00D6: if 
8248:   not model #BANSHEE available 
004D: jump_if_false @DSKOOL_11991 
0001: wait 0 ms 
0002: jump @DSKOOL_11964 

:DSKOOL_11991
0005: $258 = 180.0 
0004: $253 = 11000 
0050: gosub @DSKOOL_30329 
00A5: $198 = create_car #BANSHEE at $255 $256 $257 
0175: set_car $198 Z_angle_to $258 
0107: 59@ = create_object #AD_ROADMARK1 at -2050.0 -172.5 34.35 
0177: set_object 59@ Z_angle_to 180.0 
0050: gosub @DSKOOL_35490 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_12176 
015F: set_camera_position -2042.1 -223.4 36.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2049.1 -210.0 34.8 switchstyle 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_12174 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_12174
0051: return 

:DSKOOL_12176
0400: store_coords_to $282 $283 $284 from_object $201[15] with_offset 0.0 5.0 0.0 
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 0.0 0.0 0.0 
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_36' time 5000 flag 4  // ~s~Weave through the cones quickly and then return to the start position.
0050: gosub @DSKOOL_31041 

:DSKOOL_12275
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_12310 
0004: $325 = 2 
0002: jump @DSKOOL_13356 

:DSKOOL_12310
0050: gosub @DSKOOL_31109 
00D6: if 
0038:   $325 == 1 
004D: jump_if_false @DSKOOL_12342 
0002: jump @DSKOOL_24457 

:DSKOOL_12342
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @DSKOOL_12424 
00D6: if 
8038:   not  $325 == 2 
004D: jump_if_false @DSKOOL_12410 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_36' time 5000 flag 4  // ~s~Weave through the cones quickly and then return to the start position.

:DSKOOL_12410
0050: gosub @DSKOOL_31215 
0002: jump @DSKOOL_13416 

:DSKOOL_12424
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_13416 
00D6: if 
80B0:   not car $198 sphere 0 in_rectangle_cornerA -2042.0 -126.0 cornerB -2058.0 -220.0 
004D: jump_if_false @DSKOOL_12485 
01B4: set_player $PLAYER_CHAR can_move 0 

:DSKOOL_12485
00D6: if 
0038:   $254 == 0 
004D: jump_if_false @DSKOOL_12552 
00D6: if 
01AF:   car $198 sphere 1 in_sphere $282 $283 $284 radius 4.0 4.0 4.0 
004D: jump_if_false @DSKOOL_12552 
0004: $254 = 1 

:DSKOOL_12552
00D6: if 
0038:   $254 == 1 
004D: jump_if_false @DSKOOL_12619 
00D6: if 
01B0:   car $198 sphere 1 in_sphere $255 $256 $257 radius 4.0 4.0 4.0 stopped 
004D: jump_if_false @DSKOOL_12619 
0004: $254 = 2 

:DSKOOL_12619
0050: gosub @DSKOOL_31535 
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_13416 
0050: gosub @DSKOOL_31569 
00D6: if 
0018:   $254 > 0 
004D: jump_if_false @DSKOOL_12681 
0050: gosub @DSKOOL_31609 
0002: jump @DSKOOL_12688 

:DSKOOL_12681
0004: $267 = 0 

:DSKOOL_12688
0174: $251 = car $198 Z_angle 
008C: $252 = float $251 to_integer 
00D6: if 
0038:   $252 == 0 
004D: jump_if_false @DSKOOL_12736 
0004: $266 = 100 
0002: jump @DSKOOL_13029 

:DSKOOL_12736
00D6: if 
0038:   $252 == 360 
004D: jump_if_false @DSKOOL_12769 
0004: $266 = 100 
0002: jump @DSKOOL_13029 

:DSKOOL_12769
00D6: if 
0018:   $252 > 0 
004D: jump_if_false @DSKOOL_12812 
00D6: if 
001A:   21 > $252 
004D: jump_if_false @DSKOOL_12812 
0004: $266 = 100 

:DSKOOL_12812
00D6: if 
0018:   $252 > 179 
004D: jump_if_false @DSKOOL_12899 
00D6: if 
001A:   340 > $252 
004D: jump_if_false @DSKOOL_12899 
0084: $273 = $252 // (int) 
000C: $273 -= 180 
008D: $276 = integer $273 to_float 
0011: $276 *= 0.62 
008C: $266 = float $276 to_integer 
0002: jump @DSKOOL_13029 

:DSKOOL_12899
00D6: if 
0018:   $252 > 339 
004D: jump_if_false @DSKOOL_12944 
00D6: if 
001A:   360 > $252 
004D: jump_if_false @DSKOOL_12944 
0004: $266 = 100 

:DSKOOL_12944
00D6: if 
0018:   $252 > 20 
004D: jump_if_false @DSKOOL_13029 
00D6: if 
001A:   180 > $252 
004D: jump_if_false @DSKOOL_13029 
008D: $276 = integer $252 to_float 
0011: $276 *= 0.62 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @DSKOOL_13029 

:DSKOOL_13029
00D6: if 
001A:   1 > $266 
004D: jump_if_false @DSKOOL_13054 
0004: $266 = 0 

:DSKOOL_13054
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
0014: $CURRENT_FLIGHT_RECORD /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @DSKOOL_13102 
0004: $CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_13102
0050: gosub @DSKOOL_31853 
0050: gosub @DSKOOL_32476 
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $103 // (int) 
004D: jump_if_false @DSKOOL_13172 
008B: 47@ = $103 // (int) 
0084: $103 = $CURRENT_FLIGHT_RECORD // (int) 
0006: 41@ = 1 
0050: gosub @DSKOOL_32958 
0002: jump @DSKOOL_13179 

:DSKOOL_13172
0006: 45@ = 0 

:DSKOOL_13179
00D6: if 
0038:   $53 == 9 
004D: jump_if_false @DSKOOL_13243 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @DSKOOL_13243 
0006: 41@ = 2 
0004: $53 = 10 
0004: $325 = 2 
0006: 50@ = 10 

:DSKOOL_13243
0006: 32@ = 0 

:DSKOOL_13250
0001: wait 0 ms 
0050: gosub @DSKOOL_32505 
00D6: if 
8039:   not  41@ == 2 
004D: jump_if_false @DSKOOL_13310 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_13310 
0004: $325 = 2 
0002: jump @DSKOOL_13356 

:DSKOOL_13310
0050: gosub @DSKOOL_33258 
0050: gosub @DSKOOL_35069 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @DSKOOL_13349 
0002: jump @DSKOOL_13356 

:DSKOOL_13349
0002: jump @DSKOOL_13250 

:DSKOOL_13356
0050: gosub @DSKOOL_35152 
0108: destroy_object 59@ 
0050: gosub @DSKOOL_35436 
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_13409 
00BE: text_clear_all 
0002: jump @DSKOOL_1425 
0002: jump @DSKOOL_13416 

:DSKOOL_13409
0002: jump @DSKOOL_11952 

:DSKOOL_13416
0002: jump @DSKOOL_12275 

:DSKOOL_13423
00D6: if 
0038:   $247 == 10 
004D: jump_if_false @DSKOOL_15321 

:DSKOOL_13441
0050: gosub @DSKOOL_30220 

:DSKOOL_13448
0005: $258 = 270.0 
0004: $253 = 6000 
0050: gosub @DSKOOL_30329 
0086: $277 = $255 // (float) 
0009: $277 += 6.0 
0086: $278 = $256 // (float) 
000D: $278 -= 75.0 
00A5: $196 = create_car #BANSHEE at $277 $278 $257 
0175: set_car $196 Z_angle_to $258 
0519: set_car $196 locked 1 
0086: $277 = $255 // (float) 
000D: $277 -= 6.0 
0086: $278 = $256 // (float) 
000D: $278 -= 75.0 
00A5: $197 = create_car #BANSHEE at $277 $278 $257 
0175: set_car $197 Z_angle_to $258 
0519: set_car $197 locked 1 
0086: $277 = $255 // (float) 
0086: $278 = $256 // (float) 
00A5: $198 = create_car #BANSHEE at $277 $278 $257 
0175: set_car $198 Z_angle_to 180.0 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_13747 
015F: set_camera_position -2045.8 -210.5 35.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2053.5 -198.1 34.2 switchstyle 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_13745 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_13745
0051: return 

:DSKOOL_13747
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_1' time 5000 flag 4  // ~s~To do a 90, slide the car sideways into the parking space within five seconds.
0050: gosub @DSKOOL_31041 

:DSKOOL_13788
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_13823 
0004: $325 = 2 
0002: jump @DSKOOL_15256 

:DSKOOL_13823
0050: gosub @DSKOOL_31109 
00D6: if 
0038:   $325 == 1 
004D: jump_if_false @DSKOOL_13855 
0002: jump @DSKOOL_24457 

:DSKOOL_13855
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @DSKOOL_13937 
00D6: if 
8038:   not  $325 == 2 
004D: jump_if_false @DSKOOL_13923 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_1' time 5000 flag 4  // ~s~To do a 90, slide the car sideways into the parking space within five seconds.

:DSKOOL_13923
0050: gosub @DSKOOL_31215 
0002: jump @DSKOOL_15314 

:DSKOOL_13937
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_15314 
0050: gosub @DSKOOL_31535 
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_15314 
0050: gosub @DSKOOL_31569 
000D: $256 -= 75.0 
00AA: store_car $198 position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0509: $259 = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $255 $256 
00D6: if 
0020:   $259 > 0.5 
004D: jump_if_false @DSKOOL_14130 
00D6: if 
0022:   5.0 > $259 
004D: jump_if_false @DSKOOL_14116 
000D: $259 -= 0.5 
0011: $259 *= 22.0 
008C: $273 = float $259 to_integer 
0004: $267 = 100 
0060: $267 -= $273 // (int) 
0002: jump @DSKOOL_14123 

:DSKOOL_14116
0004: $267 = 0 

:DSKOOL_14123
0002: jump @DSKOOL_14137 

:DSKOOL_14130
0004: $267 = 100 

:DSKOOL_14137
0058: $CURRENT_FLIGHT_RECORD += $267 // (int) 
0174: $251 = car $198 Z_angle 
008C: $252 = float $251 to_integer 
00D6: if 
0038:   $252 == 0 
004D: jump_if_false @DSKOOL_14193 
0004: $266 = 0 
0002: jump @DSKOOL_14737 

:DSKOOL_14193
00D6: if 
0038:   $252 == 90 
004D: jump_if_false @DSKOOL_14225 
0004: $266 = 100 
0002: jump @DSKOOL_14737 

:DSKOOL_14225
00D6: if 
0038:   $252 == 180 
004D: jump_if_false @DSKOOL_14258 
0004: $266 = 0 
0002: jump @DSKOOL_14737 

:DSKOOL_14258
00D6: if 
0038:   $252 == 270 
004D: jump_if_false @DSKOOL_14291 
0004: $266 = 100 
0002: jump @DSKOOL_14737 

:DSKOOL_14291
00D6: if 
0018:   $252 > 0 
004D: jump_if_false @DSKOOL_14360 
00D6: if 
001A:   85 > $252 
004D: jump_if_false @DSKOOL_14360 
008D: $276 = integer $252 to_float 
0011: $276 *= 1.16 
008C: $266 = float $276 to_integer 
0002: jump @DSKOOL_14737 

:DSKOOL_14360
00D6: if 
0018:   $252 > 84 
004D: jump_if_false @DSKOOL_14403 
00D6: if 
001A:   96 > $252 
004D: jump_if_false @DSKOOL_14403 
0004: $266 = 100 

:DSKOOL_14403
00D6: if 
0018:   $252 > 95 
004D: jump_if_false @DSKOOL_14503 
00D6: if 
001A:   180 > $252 
004D: jump_if_false @DSKOOL_14503 
0084: $273 = $252 // (int) 
000C: $273 -= 90 
008D: $276 = integer $273 to_float 
0011: $276 *= 1.16 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @DSKOOL_14737 

:DSKOOL_14503
00D6: if 
0018:   $252 > 180 
004D: jump_if_false @DSKOOL_14590 
00D6: if 
001A:   265 > $252 
004D: jump_if_false @DSKOOL_14590 
0084: $273 = $252 // (int) 
000C: $273 -= 180 
008D: $276 = integer $273 to_float 
0011: $276 *= 1.16 
008C: $266 = float $276 to_integer 
0002: jump @DSKOOL_14737 

:DSKOOL_14590
00D6: if 
0018:   $252 > 264 
004D: jump_if_false @DSKOOL_14635 
00D6: if 
001A:   276 > $252 
004D: jump_if_false @DSKOOL_14635 
0004: $266 = 100 

:DSKOOL_14635
00D6: if 
0018:   $252 > 275 
004D: jump_if_false @DSKOOL_14737 
00D6: if 
001A:   360 > $252 
004D: jump_if_false @DSKOOL_14737 
0084: $273 = $252 // (int) 
000C: $273 -= 270 
008D: $276 = integer $273 to_float 
0011: $276 *= 1.16 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @DSKOOL_14737 

:DSKOOL_14737
00D6: if 
001A:   1 > $266 
004D: jump_if_false @DSKOOL_14762 
0004: $266 = 0 

:DSKOOL_14762
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
0014: $CURRENT_FLIGHT_RECORD /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @DSKOOL_14810 
0004: $CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_14810
0050: gosub @DSKOOL_31763 
0004: $269 = 200 
00D6: if 
8119:   not car $196 wrecked 
004D: jump_if_false @DSKOOL_14897 
0227: $261 = car $196 health 
0004: $264 = 1000 
0060: $264 -= $261 // (int) 
0014: $264 /= 10 
00D6: if 
0018:   $264 > 100 
004D: jump_if_false @DSKOOL_14897 
0004: $264 = 100 

:DSKOOL_14897
00D6: if 
8119:   not car $197 wrecked 
004D: jump_if_false @DSKOOL_14969 
0227: $262 = car $197 health 
0004: $265 = 1000 
0060: $265 -= $262 // (int) 
0014: $265 /= 10 
00D6: if 
0018:   $265 > 100 
004D: jump_if_false @DSKOOL_14969 
0004: $265 = 100 

:DSKOOL_14969
0084: $269 = $264 // (int) 
0058: $269 += $265 // (int) 
0084: $272 = $268 // (int) 
0058: $272 += $269 // (int) 
0060: $CURRENT_FLIGHT_RECORD -= $272 // (int) 
0050: gosub @DSKOOL_32476 
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $91 // (int) 
004D: jump_if_false @DSKOOL_15072 
008B: 47@ = $91 // (int) 
0084: $91 = $CURRENT_FLIGHT_RECORD // (int) 
0006: 41@ = 1 
0050: gosub @DSKOOL_32958 
0002: jump @DSKOOL_15079 

:DSKOOL_15072
0006: 45@ = 0 

:DSKOOL_15079
00D6: if 
0038:   $53 == 10 
004D: jump_if_false @DSKOOL_15143 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @DSKOOL_15143 
0006: 41@ = 2 
0004: $53 = 11 
0004: $325 = 2 
0006: 50@ = 11 

:DSKOOL_15143
0006: 32@ = 0 

:DSKOOL_15150
0001: wait 0 ms 
0050: gosub @DSKOOL_32505 
00D6: if 
8039:   not  41@ == 2 
004D: jump_if_false @DSKOOL_15210 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_15210 
0004: $325 = 2 
0002: jump @DSKOOL_15256 

:DSKOOL_15210
0050: gosub @DSKOOL_33258 
0050: gosub @DSKOOL_35069 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @DSKOOL_15249 
0002: jump @DSKOOL_15256 

:DSKOOL_15249
0002: jump @DSKOOL_15150 

:DSKOOL_15256
0050: gosub @DSKOOL_35152 
00A6: destroy_car $196 
00A6: destroy_car $197 
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_15307 
00BE: text_clear_all 
0002: jump @DSKOOL_1425 
0002: jump @DSKOOL_15314 

:DSKOOL_15307
0002: jump @DSKOOL_13441 

:DSKOOL_15314
0002: jump @DSKOOL_13788 

:DSKOOL_15321
00D6: if 
0038:   $247 == 11 
004D: jump_if_false @DSKOOL_16925 

:DSKOOL_15339
0050: gosub @DSKOOL_30220 

:DSKOOL_15346
0005: $258 = 180.0 
0004: $253 = 0 
0050: gosub @DSKOOL_30329 
00A5: $198 = create_car #BANSHEE at $255 $256 $257 
0175: set_car $198 Z_angle_to $258 
0086: $277 = $255 // (float) 
0009: $277 += 1.0 
0086: $278 = $256 // (float) 
000D: $278 -= 25.0 
0005: $258 = 90.0 
0107: 58@ = create_object #GARYS_LUV_RAMP at $277 $278 $257 
0177: set_object 58@ Z_angle_to 270.0 
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car $198 with_offset -50.0 30.0 0.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car $198 with_offset 50.0 200.0 0.0 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_15621 
015F: set_camera_position -2052.6 -138.4 34.9 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2044.2 -208.2 37.1 switchstyle 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_15619 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_15619
0051: return 

:DSKOOL_15621
00BE: text_clear_all 
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 0.0 100.0 0.0 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_34' time 5000 flag 4  // ~s~Keep the car on two wheels until the end of the track.
0050: gosub @DSKOOL_31041 

:DSKOOL_15691
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_15726 
0004: $325 = 2 
0002: jump @DSKOOL_16865 

:DSKOOL_15726
0050: gosub @DSKOOL_31109 
00D6: if 
0038:   $325 == 1 
004D: jump_if_false @DSKOOL_15758 
0002: jump @DSKOOL_24457 

:DSKOOL_15758
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @DSKOOL_15840 
00D6: if 
8038:   not  $325 == 2 
004D: jump_if_false @DSKOOL_15826 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_34' time 5000 flag 4  // ~s~Keep the car on two wheels until the end of the track.

:DSKOOL_15826
0050: gosub @DSKOOL_31215 
0002: jump @DSKOOL_16918 

:DSKOOL_15840
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_16918 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $305 $306 $257 radius 4.0 4.0 4.0 
004D: jump_if_false @DSKOOL_15898 

:DSKOOL_15898
00D6: if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @DSKOOL_15985 
06BE: $276 = car $198 y_angle 
00D6: if 
0022:   4.0 > $276 
004D: jump_if_false @DSKOOL_15985 
00D6: if 
0020:   $276 > -4.0 
004D: jump_if_false @DSKOOL_15985 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 

:DSKOOL_15985
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_16918 
0050: gosub @DSKOOL_31569 
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_16918 
0050: gosub @DSKOOL_31569 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
00AA: store_car $198 position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0509: $259 = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $255 $256 
00D6: if 
0020:   $259 > 1.0 
004D: jump_if_false @DSKOOL_16184 
00D6: if 
0022:   10.0 > $259 
004D: jump_if_false @DSKOOL_16170 
000D: $259 -= 1.0 
0011: $259 *= 11.0 
008C: $273 = float $259 to_integer 
0004: $267 = 100 
0060: $267 -= $273 // (int) 
0002: jump @DSKOOL_16177 

:DSKOOL_16170
0004: $267 = 0 

:DSKOOL_16177
0002: jump @DSKOOL_16191 

:DSKOOL_16184
0004: $267 = 100 

:DSKOOL_16191
0174: $251 = car $198 Z_angle 
008C: $252 = float $251 to_integer 
00D6: if 
0038:   $252 == 0 
004D: jump_if_false @DSKOOL_16239 
0004: $266 = 0 
0002: jump @DSKOOL_16522 

:DSKOOL_16239
00D6: if 
0038:   $252 == 180 
004D: jump_if_false @DSKOOL_16272 
0004: $266 = 100 
0002: jump @DSKOOL_16522 

:DSKOOL_16272
00D6: if 
0038:   $252 == 360 
004D: jump_if_false @DSKOOL_16305 
0004: $266 = 0 
0002: jump @DSKOOL_16522 

:DSKOOL_16305
00D6: if 
0018:   $252 > 0 
004D: jump_if_false @DSKOOL_16375 
00D6: if 
001A:   175 > $252 
004D: jump_if_false @DSKOOL_16375 
008D: $276 = integer $252 to_float 
0011: $276 *= 0.56 
008C: $266 = float $276 to_integer 
0002: jump @DSKOOL_16522 

:DSKOOL_16375
00D6: if 
0018:   $252 > 174 
004D: jump_if_false @DSKOOL_16420 
00D6: if 
001A:   186 > $252 
004D: jump_if_false @DSKOOL_16420 
0004: $266 = 100 

:DSKOOL_16420
00D6: if 
0018:   $252 > 185 
004D: jump_if_false @DSKOOL_16522 
00D6: if 
001A:   360 > $252 
004D: jump_if_false @DSKOOL_16522 
0084: $273 = $252 // (int) 
000C: $273 -= 180 
008D: $276 = integer $273 to_float 
0011: $276 *= 0.56 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @DSKOOL_16522 

:DSKOOL_16522
00D6: if 
001A:   1 > $266 
004D: jump_if_false @DSKOOL_16547 
0004: $266 = 0 

:DSKOOL_16547
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
0014: $CURRENT_FLIGHT_RECORD /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @DSKOOL_16595 
0004: $CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_16595
0050: gosub @DSKOOL_31763 
0084: $272 = $268 // (int) 
0060: $CURRENT_FLIGHT_RECORD -= $272 // (int) 
0050: gosub @DSKOOL_32476 
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $101 // (int) 
004D: jump_if_false @DSKOOL_16681 
008B: 47@ = $101 // (int) 
0084: $101 = $CURRENT_FLIGHT_RECORD // (int) 
0006: 41@ = 1 
0050: gosub @DSKOOL_32958 
0002: jump @DSKOOL_16688 

:DSKOOL_16681
0006: 45@ = 0 

:DSKOOL_16688
00D6: if 
0038:   $53 == 11 
004D: jump_if_false @DSKOOL_16752 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @DSKOOL_16752 
0006: 41@ = 2 
0004: $53 = 13 
0004: $325 = 2 
0006: 50@ = 13 

:DSKOOL_16752
0006: 32@ = 0 

:DSKOOL_16759
0001: wait 0 ms 
0050: gosub @DSKOOL_32505 
00D6: if 
8039:   not  41@ == 2 
004D: jump_if_false @DSKOOL_16819 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_16819 
0004: $325 = 2 
0002: jump @DSKOOL_16865 

:DSKOOL_16819
0050: gosub @DSKOOL_33258 
0050: gosub @DSKOOL_35069 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @DSKOOL_16858 
0002: jump @DSKOOL_16865 

:DSKOOL_16858
0002: jump @DSKOOL_16759 

:DSKOOL_16865
0050: gosub @DSKOOL_35152 
0108: destroy_object 58@ 
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_16911 
00BE: text_clear_all 
0002: jump @DSKOOL_1425 
0002: jump @DSKOOL_16918 

:DSKOOL_16911
0002: jump @DSKOOL_15339 

:DSKOOL_16918
0002: jump @DSKOOL_15691 

:DSKOOL_16925
00D6: if or
0038:   $247 == 12 
0038:   $247 == 13 
004D: jump_if_false @DSKOOL_18334 

:DSKOOL_16950
0050: gosub @DSKOOL_30220 

:DSKOOL_16957
0005: $258 = 0.0 
0004: $253 = 6000 
0050: gosub @DSKOOL_30329 
00A5: $198 = create_car #TAXI at $255 $256 $257 
0175: set_car $198 Z_angle_to $258 
08F3: set_car $198 contains_goodies 0 
0050: gosub @DSKOOL_35490 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_17116 
015F: set_camera_position -2051.9 -185.5 37.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2052.2 -152.9 34.3 switchstyle 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_17114 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_17114
0051: return 

:DSKOOL_17116
00D6: if 
0038:   $247 == 12 
004D: jump_if_false @DSKOOL_17170 
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 6.5 -40.0 0.0 
0002: jump @DSKOOL_17199 

:DSKOOL_17170
0407: store_coords_to $303 $304 $257 from_car $198 with_offset -6.5 -40.0 0.0 

:DSKOOL_17199
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSREVE' time 5000 style 4  // Press ~k~~VEHICLE_BRAKE~ to begin.
00BC: show_text_highpriority GXT 'DS1_28' time 5000 flag 4  // ~s~Use the front wheel drive car to reverse then quickly spin around 180 degrees.~n~Press ~k~~VEHICLE_LOOKLEFT~ and ~k~~VEHICLE_LOOKRIGHT~ together to look behind.
0050: gosub @DSKOOL_31041 

:DSKOOL_17240
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_17275 
0004: $325 = 2 
0002: jump @DSKOOL_18272 

:DSKOOL_17275
0050: gosub @DSKOOL_31109 
00D6: if 
0038:   $325 == 1 
004D: jump_if_false @DSKOOL_17307 
0002: jump @DSKOOL_24457 

:DSKOOL_17307
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @DSKOOL_17389 
00D6: if 
8038:   not  $325 == 2 
004D: jump_if_false @DSKOOL_17375 
00BA: show_text_styled GXT 'DSREVE' time 5000 style 4  // Press ~k~~VEHICLE_BRAKE~ to begin.
00BC: show_text_highpriority GXT 'DS1_28' time 5000 flag 4  // ~s~Use the front wheel drive car to reverse then quickly spin around 180 degrees.~n~Press ~k~~VEHICLE_LOOKLEFT~ and ~k~~VEHICLE_LOOKRIGHT~ together to look behind.

:DSKOOL_17375
0050: gosub @DSKOOL_31215 
0002: jump @DSKOOL_18327 

:DSKOOL_17389
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_18327 
0050: gosub @DSKOOL_31535 
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_18327 
0050: gosub @DSKOOL_31569 
00D6: if 
0038:   $247 == 12 
004D: jump_if_false @DSKOOL_17476 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
0002: jump @DSKOOL_17492 

:DSKOOL_17476
0086: $255 = $303 // (float) 
0086: $256 = $304 // (float) 

:DSKOOL_17492
0050: gosub @DSKOOL_31609 
00D6: if 
0038:   $247 == 12 
004D: jump_if_false @DSKOOL_17569 
00D6: if 
80B0:   not car $198 sphere 0 in_rectangle_cornerA -2046.9 -161.4 cornerB -2041.2 -174.5 
004D: jump_if_false @DSKOOL_17562 
0004: $267 = 0 

:DSKOOL_17562
0002: jump @DSKOOL_17614 

:DSKOOL_17569
00D6: if 
80B0:   not car $198 sphere 0 in_rectangle_cornerA -2054.2 -161.4 cornerB -2060.0 -174.5 
004D: jump_if_false @DSKOOL_17614 
0004: $267 = 0 

:DSKOOL_17614
0174: $251 = car $198 Z_angle 
008C: $252 = float $251 to_integer 
00D6: if 
0038:   $252 == 0 
004D: jump_if_false @DSKOOL_17662 
0004: $266 = 0 
0002: jump @DSKOOL_17945 

:DSKOOL_17662
00D6: if 
0038:   $252 == 180 
004D: jump_if_false @DSKOOL_17695 
0004: $266 = 100 
0002: jump @DSKOOL_17945 

:DSKOOL_17695
00D6: if 
0038:   $252 == 360 
004D: jump_if_false @DSKOOL_17728 
0004: $266 = 0 
0002: jump @DSKOOL_17945 

:DSKOOL_17728
00D6: if 
0018:   $252 > 0 
004D: jump_if_false @DSKOOL_17798 
00D6: if 
001A:   175 > $252 
004D: jump_if_false @DSKOOL_17798 
008D: $276 = integer $252 to_float 
0011: $276 *= 0.56 
008C: $266 = float $276 to_integer 
0002: jump @DSKOOL_17945 

:DSKOOL_17798
00D6: if 
0018:   $252 > 174 
004D: jump_if_false @DSKOOL_17843 
00D6: if 
001A:   186 > $252 
004D: jump_if_false @DSKOOL_17843 
0004: $266 = 100 

:DSKOOL_17843
00D6: if 
0018:   $252 > 185 
004D: jump_if_false @DSKOOL_17945 
00D6: if 
001A:   360 > $252 
004D: jump_if_false @DSKOOL_17945 
0084: $273 = $252 // (int) 
000C: $273 -= 180 
008D: $276 = integer $273 to_float 
0011: $276 *= 0.56 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @DSKOOL_17945 

:DSKOOL_17945
00D6: if 
001A:   1 > $266 
004D: jump_if_false @DSKOOL_17970 
0004: $266 = 0 

:DSKOOL_17970
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
0014: $CURRENT_FLIGHT_RECORD /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @DSKOOL_18018 
0004: $CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_18018
0050: gosub @DSKOOL_31853 
0050: gosub @DSKOOL_32476 
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $92 // (int) 
004D: jump_if_false @DSKOOL_18088 
008B: 47@ = $92 // (int) 
0084: $92 = $CURRENT_FLIGHT_RECORD // (int) 
0006: 41@ = 1 
0050: gosub @DSKOOL_32958 
0002: jump @DSKOOL_18095 

:DSKOOL_18088
0006: 45@ = 0 

:DSKOOL_18095
00D6: if 
0038:   $53 == 13 
004D: jump_if_false @DSKOOL_18159 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @DSKOOL_18159 
0006: 41@ = 2 
0004: $53 = 14 
0004: $325 = 2 
0006: 50@ = 14 

:DSKOOL_18159
0006: 32@ = 0 

:DSKOOL_18166
0001: wait 0 ms 
0050: gosub @DSKOOL_32505 
00D6: if 
8039:   not  41@ == 2 
004D: jump_if_false @DSKOOL_18226 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_18226 
0004: $325 = 2 
0002: jump @DSKOOL_18272 

:DSKOOL_18226
0050: gosub @DSKOOL_33258 
0050: gosub @DSKOOL_35069 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @DSKOOL_18265 
0002: jump @DSKOOL_18272 

:DSKOOL_18265
0002: jump @DSKOOL_18166 

:DSKOOL_18272
0050: gosub @DSKOOL_35152 
0050: gosub @DSKOOL_35436 
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_18320 
00BE: text_clear_all 
0002: jump @DSKOOL_1425 
0002: jump @DSKOOL_18327 

:DSKOOL_18320
0002: jump @DSKOOL_16950 

:DSKOOL_18327
0002: jump @DSKOOL_17240 

:DSKOOL_18334
00D6: if 
0038:   $247 == 14 
004D: jump_if_false @DSKOOL_20041 

:DSKOOL_18352
0050: gosub @DSKOOL_30220 

:DSKOOL_18359
0005: $258 = 180.0 
0004: $253 = 0 
0050: gosub @DSKOOL_30329 
00A5: $198 = create_car #COPCARSF at $255 $256 $257 
0175: set_car $198 Z_angle_to $258 
08F3: set_car $198 contains_goodies 0 
0086: $277 = $255 // (float) 
0086: $278 = $256 // (float) 
000D: $278 -= 10.0 
00A5: $196 = create_car #COPCARSF at $277 $278 $257 
0175: set_car $196 Z_angle_to $258 
0560: create_random_actor_in_car $196 handle_as 56@ 
00AD: set_car $196 max_speed_to 0.0 
0107: 59@ = create_object #AD_ROADMARK2 at -2045.0 -177.5 34.35 
0177: set_object 59@ Z_angle_to 180.0 
0107: 57@ = create_object #AD_ROADMARK2 at -2057.0 -177.5 34.35 
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car $198 with_offset -12.0 -4.0 0.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car $198 with_offset 12.0 100.0 0.0 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_18698 
015F: set_camera_position -2047.0 -220.2 36.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2050.2 -193.9 32.5 switchstyle 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_18696 
0129: 55@ = create_actor_pedtype 24 model #SFPD1 in_car $198 driverseat 

:DSKOOL_18696
0051: return 

:DSKOOL_18698
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_35' time 5000 flag 4  // ~s~Perform a P.I.T. Maneuver to spin the other car around with minimum damage.~n~Finish as close to the other car as possible.
0050: gosub @DSKOOL_31041 

:DSKOOL_18739
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_18774 
0004: $325 = 2 
0002: jump @DSKOOL_19966 

:DSKOOL_18774
0050: gosub @DSKOOL_31109 
00D6: if 
0038:   $325 == 1 
004D: jump_if_false @DSKOOL_18806 
0002: jump @DSKOOL_24457 

:DSKOOL_18806
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @DSKOOL_18888 
00D6: if 
8038:   not  $325 == 2 
004D: jump_if_false @DSKOOL_18874 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_35' time 5000 flag 4  // ~s~Perform a P.I.T. Maneuver to spin the other car around with minimum damage.~n~Finish as close to the other car as possible.

:DSKOOL_18874
0050: gosub @DSKOOL_31215 
0002: jump @DSKOOL_20034 

:DSKOOL_18888
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_20034 
00D6: if 
8119:   not car $196 wrecked 
004D: jump_if_false @DSKOOL_20034 
00D6: if 
80B0:   not car $196 sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @DSKOOL_18964 
0519: set_car $196 locked 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:DSKOOL_18964
00D6: if 
80B0:   not car $198 sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @DSKOOL_19008 
0519: set_car $196 locked 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:DSKOOL_19008
0174: $251 = car $196 Z_angle 
00D6: if or
0020:   $251 > 340.0 
0022:   20.0 > $251 
004D: jump_if_false @DSKOOL_19061 
0519: set_car $196 locked 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:DSKOOL_19061
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_20034 
0519: set_car $196 locked 1 
0050: gosub @DSKOOL_31569 
00AA: store_car $196 position_to $255 $256 $257 
00AA: store_car $198 position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0509: $259 = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $255 $256 
00D6: if 
0020:   $259 > 4.0 
004D: jump_if_false @DSKOOL_19242 
00D6: if 
0022:   11.0 > $259 
004D: jump_if_false @DSKOOL_19228 
000D: $259 -= 4.0 
0011: $259 *= 14.14 
008C: $273 = float $259 to_integer 
0004: $267 = 100 
0060: $267 -= $273 // (int) 
0002: jump @DSKOOL_19235 

:DSKOOL_19228
0004: $267 = 0 

:DSKOOL_19235
0002: jump @DSKOOL_19249 

:DSKOOL_19242
0004: $267 = 100 

:DSKOOL_19249
0058: $CURRENT_FLIGHT_RECORD += $267 // (int) 
0174: $251 = car $196 Z_angle 
008C: $252 = float $251 to_integer 
00D6: if 
0038:   $252 == 0 
004D: jump_if_false @DSKOOL_19305 
0004: $266 = 100 
0002: jump @DSKOOL_19598 

:DSKOOL_19305
00D6: if 
0038:   $252 == 360 
004D: jump_if_false @DSKOOL_19338 
0004: $266 = 100 
0002: jump @DSKOOL_19598 

:DSKOOL_19338
00D6: if 
0018:   $252 > 0 
004D: jump_if_false @DSKOOL_19381 
00D6: if 
001A:   21 > $252 
004D: jump_if_false @DSKOOL_19381 
0004: $266 = 100 

:DSKOOL_19381
00D6: if 
0018:   $252 > 179 
004D: jump_if_false @DSKOOL_19468 
00D6: if 
001A:   340 > $252 
004D: jump_if_false @DSKOOL_19468 
0084: $273 = $252 // (int) 
000C: $273 -= 180 
008D: $276 = integer $273 to_float 
0011: $276 *= 0.62 
008C: $266 = float $276 to_integer 
0002: jump @DSKOOL_19598 

:DSKOOL_19468
00D6: if 
0018:   $252 > 339 
004D: jump_if_false @DSKOOL_19513 
00D6: if 
001A:   360 > $252 
004D: jump_if_false @DSKOOL_19513 
0004: $266 = 100 

:DSKOOL_19513
00D6: if 
0018:   $252 > 20 
004D: jump_if_false @DSKOOL_19598 
00D6: if 
001A:   180 > $252 
004D: jump_if_false @DSKOOL_19598 
008D: $276 = integer $252 to_float 
0011: $276 *= 0.62 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @DSKOOL_19598 

:DSKOOL_19598
00D6: if 
001A:   1 > $266 
004D: jump_if_false @DSKOOL_19623 
0004: $266 = 0 

:DSKOOL_19623
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
0014: $CURRENT_FLIGHT_RECORD /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @DSKOOL_19671 
0004: $CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_19671
0050: gosub @DSKOOL_31763 
00D6: if 
001A:   3 > $268 
004D: jump_if_false @DSKOOL_19703 
0004: $268 = 0 

:DSKOOL_19703
0084: $272 = $268 // (int) 
0060: $CURRENT_FLIGHT_RECORD -= $272 // (int) 
0050: gosub @DSKOOL_32476 
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $102 // (int) 
004D: jump_if_false @DSKOOL_19782 
008B: 47@ = $102 // (int) 
0084: $102 = $CURRENT_FLIGHT_RECORD // (int) 
0006: 41@ = 1 
0050: gosub @DSKOOL_32958 
0002: jump @DSKOOL_19789 

:DSKOOL_19782
0006: 45@ = 0 

:DSKOOL_19789
00D6: if 
0038:   $53 == 14 
004D: jump_if_false @DSKOOL_19853 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @DSKOOL_19853 
0006: 41@ = 2 
0004: $53 = 15 
0004: $325 = 2 
0006: 50@ = 15 

:DSKOOL_19853
0006: 32@ = 0 

:DSKOOL_19860
0001: wait 0 ms 
0050: gosub @DSKOOL_32505 
00D6: if 
8039:   not  41@ == 2 
004D: jump_if_false @DSKOOL_19920 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_19920 
0004: $325 = 2 
0002: jump @DSKOOL_19966 

:DSKOOL_19920
0050: gosub @DSKOOL_33258 
0050: gosub @DSKOOL_35069 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @DSKOOL_19959 
0002: jump @DSKOOL_19966 

:DSKOOL_19959
0002: jump @DSKOOL_19860 

:DSKOOL_19966
0050: gosub @DSKOOL_35152 
00A6: destroy_car $196 
0108: destroy_object 59@ 
0108: destroy_object 57@ 
009B: destroy_actor 56@ 
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_20027 
00BE: text_clear_all 
0002: jump @DSKOOL_1425 
0002: jump @DSKOOL_20034 

:DSKOOL_20027
0002: jump @DSKOOL_18352 

:DSKOOL_20034
0002: jump @DSKOOL_18739 

:DSKOOL_20041
00D6: if 
0038:   $247 == 15 
004D: jump_if_false @DSKOOL_22693 

:DSKOOL_20059
0050: gosub @DSKOOL_30220 

:DSKOOL_20066
0005: $258 = 180.0 
0004: $253 = 6000 
0050: gosub @DSKOOL_30329 
0086: $278 = $256 // (float) 
0009: $278 += 20.0 
00A5: $198 = create_car #BANSHEE at $255 $278 $257 
0175: set_car $198 Z_angle_to $258 
0852: set_car $198 damages_visible 0 
0086: $277 = $255 // (float) 
0086: $278 = $256 // (float) 
000D: $278 -= 55.0 
0005: $258 = 90.0 
0107: 57@ = create_object #AD_JUMP at $277 $278 $257 
0177: set_object 57@ Z_angle_to 180.0 
0086: $278 = $256 // (float) 
000D: $278 -= 75.0 
00A5: $196 = create_car #INFERNUS at $277 $278 $257 
0175: set_car $196 Z_angle_to $258 
0519: set_car $196 locked 1 
0086: $278 = $256 // (float) 
000D: $278 -= 80.0 
00A5: $197 = create_car #INFERNUS at $277 $278 $257 
0175: set_car $197 Z_angle_to $258 
0519: set_car $197 locked 1 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_20399 
015F: set_camera_position -2061.2 -158.9 37.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2040.3 -197.0 35.1 switchstyle 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_20397 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_20397
0051: return 

:DSKOOL_20399
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_33' time 5000 flag 4  // ~s~Do a barrel roll in mid air and land it perfectly. While in the air, release the accelerate button and use ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~ to adjust the car's pitch.
0050: gosub @DSKOOL_31041 

:DSKOOL_20440
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_20475 
0004: $325 = 2 
0002: jump @DSKOOL_22623 

:DSKOOL_20475
0050: gosub @DSKOOL_31109 
00D6: if 
0038:   $325 == 1 
004D: jump_if_false @DSKOOL_20507 
0002: jump @DSKOOL_24457 

:DSKOOL_20507
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @DSKOOL_20589 
00D6: if 
8038:   not  $325 == 2 
004D: jump_if_false @DSKOOL_20575 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_33' time 5000 flag 4  // ~s~Do a barrel roll in mid air and land it perfectly. While in the air, release the accelerate button and use ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~ to adjust the car's pitch.

:DSKOOL_20575
0050: gosub @DSKOOL_31215 
0002: jump @DSKOOL_22686 

:DSKOOL_20589
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_22686 
0050: gosub @DSKOOL_31535 
00D6: if 
0038:   $254 == 0 
004D: jump_if_false @DSKOOL_20685 
00D6: if 
00B1:   car $198 sphere 0 in_cube_cornerA -2047.0 -186.0 37.2 cornerB -2054.0 -190.0 39.0 
004D: jump_if_false @DSKOOL_20685 
0004: $254 = 1 

:DSKOOL_20685
00D6: if 
0038:   $254 == 1 
004D: jump_if_false @DSKOOL_20765 
0224: set_car $198 health_to 1000 
00D6: if 
81F3:   not car $198 in_air 
004D: jump_if_false @DSKOOL_20765 
00D6: if 
01F4:   car $198 flipped 
004D: jump_if_false @DSKOOL_20765 
0224: set_car $198 health_to 700 
0852: set_car $198 damages_visible 1 
0004: $254 = 2 

:DSKOOL_20765
00D6: if 
81F3:   not car $198 in_air 
004D: jump_if_false @DSKOOL_20804 
00D6: if 
01F4:   car $198 flipped 
004D: jump_if_false @DSKOOL_20804 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 

:DSKOOL_20804
00D6: if 
80B0:   not car $198 sphere 0 in_rectangle_cornerA -2042.0 -100.0 cornerB -2058.0 -280.0 
004D: jump_if_false @DSKOOL_20849 
01B4: set_player $PLAYER_CHAR can_move 0 

:DSKOOL_20849
0174: $251 = car $198 Z_angle 
00D6: if or
0020:   $251 > 200.0 
0022:   160.0 > $251 
004D: jump_if_false @DSKOOL_20898 
0005: $276 = 1.0 

:DSKOOL_20898
06BE: 36@ = car $198 y_angle 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @DSKOOL_20980 
00D6: if 
0021:   36@ > 5.0 
004D: jump_if_false @DSKOOL_20952 
0006: 38@ = 1 

:DSKOOL_20952
00D6: if 
0023:   -5.0 > 36@ 
004D: jump_if_false @DSKOOL_20980 
0006: 38@ = 2 

:DSKOOL_20980
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @DSKOOL_21319 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @DSKOOL_21044 
00D6: if 
0021:   36@ > 90.0 
004D: jump_if_false @DSKOOL_21044 
0006: 37@ = 1 

:DSKOOL_21044
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @DSKOOL_21090 
00D6: if 
0021:   36@ > 170.0 
004D: jump_if_false @DSKOOL_21090 
0006: 37@ = 2 

:DSKOOL_21090
00D6: if 
0039:   37@ == 2 
004D: jump_if_false @DSKOOL_21157 
00D6: if 
0023:   0.0 > 36@ 
004D: jump_if_false @DSKOOL_21157 
00D6: if 
0021:   36@ > -170.0 
004D: jump_if_false @DSKOOL_21157 
0006: 37@ = 3 

:DSKOOL_21157
00D6: if 
0039:   37@ == 3 
004D: jump_if_false @DSKOOL_21252 
00D6: if 
0023:   0.0 > 36@ 
004D: jump_if_false @DSKOOL_21224 
00D6: if 
0021:   36@ > -90.0 
004D: jump_if_false @DSKOOL_21224 
0006: 37@ = 4 

:DSKOOL_21224
00D6: if 
0021:   36@ > 10.0 
004D: jump_if_false @DSKOOL_21252 
0006: 37@ = 0 

:DSKOOL_21252
00D6: if 
0039:   37@ == 4 
004D: jump_if_false @DSKOOL_21319 
00D6: if 
0023:   0.0 > 36@ 
004D: jump_if_false @DSKOOL_21319 
00D6: if 
0021:   36@ > -5.0 
004D: jump_if_false @DSKOOL_21319 
0006: 37@ = 5 

:DSKOOL_21319
00D6: if 
0039:   38@ == 2 
004D: jump_if_false @DSKOOL_21658 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @DSKOOL_21383 
00D6: if 
0023:   -90.0 > 36@ 
004D: jump_if_false @DSKOOL_21383 
0006: 37@ = 1 

:DSKOOL_21383
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @DSKOOL_21429 
00D6: if 
0023:   -170.0 > 36@ 
004D: jump_if_false @DSKOOL_21429 
0006: 37@ = 2 

:DSKOOL_21429
00D6: if 
0039:   37@ == 2 
004D: jump_if_false @DSKOOL_21496 
00D6: if 
0021:   36@ > 0.0 
004D: jump_if_false @DSKOOL_21496 
00D6: if 
0023:   170.0 > 36@ 
004D: jump_if_false @DSKOOL_21496 
0006: 37@ = 3 

:DSKOOL_21496
00D6: if 
0039:   37@ == 3 
004D: jump_if_false @DSKOOL_21591 
00D6: if 
0021:   36@ > 0.0 
004D: jump_if_false @DSKOOL_21563 
00D6: if 
0023:   90.0 > 36@ 
004D: jump_if_false @DSKOOL_21563 
0006: 37@ = 4 

:DSKOOL_21563
00D6: if 
0023:   -10.0 > 36@ 
004D: jump_if_false @DSKOOL_21591 
0006: 37@ = 0 

:DSKOOL_21591
00D6: if 
0039:   37@ == 4 
004D: jump_if_false @DSKOOL_21658 
00D6: if 
0021:   36@ > 0.0 
004D: jump_if_false @DSKOOL_21658 
00D6: if 
0023:   5.0 > 36@ 
004D: jump_if_false @DSKOOL_21658 
0006: 37@ = 5 

:DSKOOL_21658
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_22686 
0050: gosub @DSKOOL_31569 
00D6: if 
0039:   37@ == 5 
004D: jump_if_false @DSKOOL_21706 
0004: $267 = 100 

:DSKOOL_21706
00D6: if 
0039:   37@ == 4 
004D: jump_if_false @DSKOOL_21731 
0004: $267 = 80 

:DSKOOL_21731
00D6: if 
0039:   37@ == 3 
004D: jump_if_false @DSKOOL_21756 
0004: $267 = 60 

:DSKOOL_21756
00D6: if 
0039:   37@ == 2 
004D: jump_if_false @DSKOOL_21781 
0004: $267 = 40 

:DSKOOL_21781
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @DSKOOL_21806 
0004: $267 = 20 

:DSKOOL_21806
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @DSKOOL_21831 
0004: $267 = 0 

:DSKOOL_21831
00D6: if 
0038:   $254 == 0 
004D: jump_if_false @DSKOOL_21856 
0004: $267 = 0 

:DSKOOL_21856
00D6: if 
01F4:   car $198 flipped 
004D: jump_if_false @DSKOOL_21879 
0004: $267 = 0 

:DSKOOL_21879
00D6: if 
80B0:   not car $198 sphere 0 in_rectangle_cornerA -2042.0 -215.0 cornerB -2058.0 -280.0 
004D: jump_if_false @DSKOOL_21924 
0004: $267 = 0 

:DSKOOL_21924
0174: $251 = car $198 Z_angle 
008C: $252 = float $251 to_integer 
00D6: if 
0038:   $252 == 0 
004D: jump_if_false @DSKOOL_21972 
0004: $266 = 0 
0002: jump @DSKOOL_22255 

:DSKOOL_21972
00D6: if 
0038:   $252 == 180 
004D: jump_if_false @DSKOOL_22005 
0004: $266 = 100 
0002: jump @DSKOOL_22255 

:DSKOOL_22005
00D6: if 
0038:   $252 == 360 
004D: jump_if_false @DSKOOL_22038 
0004: $266 = 0 
0002: jump @DSKOOL_22255 

:DSKOOL_22038
00D6: if 
0018:   $252 > 0 
004D: jump_if_false @DSKOOL_22108 
00D6: if 
001A:   175 > $252 
004D: jump_if_false @DSKOOL_22108 
008D: $276 = integer $252 to_float 
0011: $276 *= 0.56 
008C: $266 = float $276 to_integer 
0002: jump @DSKOOL_22255 

:DSKOOL_22108
00D6: if 
0018:   $252 > 174 
004D: jump_if_false @DSKOOL_22153 
00D6: if 
001A:   186 > $252 
004D: jump_if_false @DSKOOL_22153 
0004: $266 = 100 

:DSKOOL_22153
00D6: if 
0018:   $252 > 185 
004D: jump_if_false @DSKOOL_22255 
00D6: if 
001A:   360 > $252 
004D: jump_if_false @DSKOOL_22255 
0084: $273 = $252 // (int) 
000C: $273 -= 180 
008D: $276 = integer $273 to_float 
0011: $276 *= 0.56 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @DSKOOL_22255 

:DSKOOL_22255
00D6: if 
001A:   1 > $266 
004D: jump_if_false @DSKOOL_22280 
0004: $266 = 0 

:DSKOOL_22280
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
0014: $CURRENT_FLIGHT_RECORD /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @DSKOOL_22328 
0004: $CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_22328
0050: gosub @DSKOOL_31763 
00D6: if 
001A:   2 > $268 
004D: jump_if_false @DSKOOL_22360 
0004: $268 = 0 

:DSKOOL_22360
0084: $272 = $268 // (int) 
0060: $CURRENT_FLIGHT_RECORD -= $272 // (int) 
0050: gosub @DSKOOL_32476 
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $100 // (int) 
004D: jump_if_false @DSKOOL_22439 
008B: 47@ = $100 // (int) 
0084: $100 = $CURRENT_FLIGHT_RECORD // (int) 
0006: 41@ = 1 
0050: gosub @DSKOOL_32958 
0002: jump @DSKOOL_22446 

:DSKOOL_22439
0006: 45@ = 0 

:DSKOOL_22446
00D6: if 
0038:   $53 == 15 
004D: jump_if_false @DSKOOL_22510 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @DSKOOL_22510 
0006: 41@ = 2 
0004: $53 = 16 
0004: $325 = 2 
0006: 50@ = 16 

:DSKOOL_22510
0006: 32@ = 0 

:DSKOOL_22517
0001: wait 0 ms 
0050: gosub @DSKOOL_32505 
00D6: if 
8039:   not  41@ == 2 
004D: jump_if_false @DSKOOL_22577 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_22577 
0004: $325 = 2 
0002: jump @DSKOOL_22623 

:DSKOOL_22577
0050: gosub @DSKOOL_33258 
0050: gosub @DSKOOL_35069 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @DSKOOL_22616 
0002: jump @DSKOOL_22623 

:DSKOOL_22616
0002: jump @DSKOOL_22517 

:DSKOOL_22623
0050: gosub @DSKOOL_35152 
00A6: destroy_car $196 
00A6: destroy_car $197 
0108: destroy_object 57@ 
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_22679 
00BE: text_clear_all 
0002: jump @DSKOOL_1425 
0002: jump @DSKOOL_22686 

:DSKOOL_22679
0002: jump @DSKOOL_20059 

:DSKOOL_22686
0002: jump @DSKOOL_20440 

:DSKOOL_22693
00D6: if 
0038:   $247 == 16 
004D: jump_if_false @DSKOOL_24457 

:DSKOOL_22711
0050: gosub @DSKOOL_30220 

:DSKOOL_22718
0005: $258 = 180.0 
0004: $253 = 0 
0050: gosub @DSKOOL_30329 
0005: $255 = -2046.7 
0005: $256 = -90.2 
0005: $257 = 33.9 
0005: $282 = -1724.3 
0005: $283 = 1294.0 
0005: $284 = 6.0 
00A5: $198 = create_car #SUPERGT at $255 $256 $257 
0175: set_car $198 Z_angle_to 0.0 
039C: set_car $198 watertight 1 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_22931 
015F: set_camera_position -2017.3 -45.0 34.41 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2039.0 -100.3 37.4 switchstyle 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_22929 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_22929
0051: return 

:DSKOOL_22931
00BE: text_clear_all 
01EB: set_traffic_density_multiplier_to 0.5 
03CB: set_rendering_origin_at $255 $256 $257 
018A: 35@ = create_checkpoint_at $282 $283 $284 
06D5: 42@ = create_racing_checkpoint_at $282 $283 $284 point_to $255 $256 $257 type 0 radius 5.0 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_31' time 5000 flag 4  // ~s~Drive to the other side of the city and back without damaging the car.~n~The target time is UNDER 120 seconds (2 minutes).
0050: gosub @DSKOOL_31041 

:DSKOOL_23034
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_23069 
0004: $325 = 2 
0002: jump @DSKOOL_24136 

:DSKOOL_23069
0050: gosub @DSKOOL_31109 
00D6: if 
0038:   $325 == 1 
004D: jump_if_false @DSKOOL_23101 
0002: jump @DSKOOL_24457 

:DSKOOL_23101
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_23126 
0002: jump @DSKOOL_24136 

:DSKOOL_23126
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @DSKOOL_23208 
00D6: if 
8038:   not  $325 == 2 
004D: jump_if_false @DSKOOL_23194 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_31' time 5000 flag 4  // ~s~Drive to the other side of the city and back without damaging the car.~n~The target time is UNDER 120 seconds (2 minutes).

:DSKOOL_23194
0050: gosub @DSKOOL_31215 
0002: jump @DSKOOL_24450 

:DSKOOL_23208
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_24450 
00D6: if 
0018:   $253 > 260000 
004D: jump_if_false @DSKOOL_23252 
01B4: set_player $PLAYER_CHAR can_move 0 

:DSKOOL_23252
00D6: if 
0038:   $254 == 0 
004D: jump_if_false @DSKOOL_23373 
00D6: if 
01AF:   car $198 sphere 0 in_sphere $282 $283 $284 radius 4.0 4.0 4.0 
004D: jump_if_false @DSKOOL_23373 
0164: disable_marker 35@ 
018A: 35@ = create_checkpoint_at $255 $256 $257 
06D6: disable_racing_checkpoint 42@ 
06D5: 42@ = create_racing_checkpoint_at $255 $256 $257 point_to $255 $256 $257 type 1 radius 5.0 
0004: $254 = 1 

:DSKOOL_23373
00D6: if 
0038:   $254 == 1 
004D: jump_if_false @DSKOOL_23445 
00D6: if 
01AF:   car $198 sphere 0 in_sphere $255 $256 $257 radius 4.0 4.0 4.0 
004D: jump_if_false @DSKOOL_23445 
0164: disable_marker 35@ 
0004: $254 = 2 

:DSKOOL_23445
00BE: text_clear_all 
00D6: if or
01C1:   car $198 stopped 
0038:   $254 == 2 
02BF:   car $198 sunk 
0028:   $253 >= 140000 
004D: jump_if_false @DSKOOL_24450 
0050: gosub @DSKOOL_31569 
06D6: disable_racing_checkpoint 42@ 
0084: $273 = $253 // (int) 
0084: $301 = $273 // (int) 
0014: $301 /= 1000 
0084: $302 = $301 // (int) 
0010: $302 *= 1000 
0084: $274 = $273 // (int) 
0060: $274 -= $302 // (int) 
0084: $302 = $274 // (int) 
0014: $302 /= 10 
0004: $270 = 0 
00D6: if 
001A:   2 > $254 
004D: jump_if_false @DSKOOL_23607 
0004: $270 = 0 
0002: jump @DSKOOL_23865 

:DSKOOL_23607
00D6: if 
001A:   100000 > $273 
004D: jump_if_false @DSKOOL_23635 
0004: $270 = 100 

:DSKOOL_23635
00D6: if 
0028:   $273 >= 100000 
004D: jump_if_false @DSKOOL_23736 
00D6: if 
001A:   120000 > $273 
004D: jump_if_false @DSKOOL_23736 
0084: $274 = $273 // (int) 
000C: $274 -= 99999 
008D: $276 = integer $274 to_float 
0011: $276 *= 0.0015 
008C: $273 = float $276 to_integer 
0004: $270 = 100 
0060: $270 -= $273 // (int) 

:DSKOOL_23736
00D6: if 
0028:   $273 >= 120000 
004D: jump_if_false @DSKOOL_23837 
00D6: if 
001A:   140000 > $273 
004D: jump_if_false @DSKOOL_23837 
0084: $274 = $273 // (int) 
000C: $274 -= 119999 
008D: $276 = integer $274 to_float 
0011: $276 *= 0.0035 
008C: $273 = float $276 to_integer 
0004: $270 = 70 
0060: $270 -= $273 // (int) 

:DSKOOL_23837
00D6: if 
0028:   $273 >= 140000 
004D: jump_if_false @DSKOOL_23865 
0004: $270 = 0 

:DSKOOL_23865
00D6: if 
001A:   1 > $270 
004D: jump_if_false @DSKOOL_23890 
0004: $270 = 0 

:DSKOOL_23890
00D6: if 
0018:   $270 > 99 
004D: jump_if_false @DSKOOL_23915 
0004: $270 = 100 

:DSKOOL_23915
0084: $CURRENT_FLIGHT_RECORD = $270 // (int) 
0050: gosub @DSKOOL_31763 
0084: $272 = $268 // (int) 
0060: $CURRENT_FLIGHT_RECORD -= $272 // (int) 
0050: gosub @DSKOOL_32476 
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $97 // (int) 
004D: jump_if_false @DSKOOL_24009 
008B: 47@ = $97 // (int) 
0084: $97 = $CURRENT_FLIGHT_RECORD // (int) 
0006: 41@ = 1 
0050: gosub @DSKOOL_32958 
0002: jump @DSKOOL_24016 

:DSKOOL_24009
0006: 45@ = 0 

:DSKOOL_24016
0004: $254 = 5 
0006: 32@ = 0 

:DSKOOL_24030
0001: wait 0 ms 
0050: gosub @DSKOOL_32505 
00D6: if 
8039:   not  41@ == 2 
004D: jump_if_false @DSKOOL_24090 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_24090 
0004: $325 = 2 
0002: jump @DSKOOL_24136 

:DSKOOL_24090
0050: gosub @DSKOOL_33258 
0050: gosub @DSKOOL_35069 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @DSKOOL_24129 
0002: jump @DSKOOL_24136 

:DSKOOL_24129
0002: jump @DSKOOL_24030 

:DSKOOL_24136
00D6: if 
0038:   $MISSION_BACK_TO_SCHOOL_PASSED == 0 
004D: jump_if_false @DSKOOL_24385 
00D6: if 
0038:   $53 == 16 
004D: jump_if_false @DSKOOL_24385 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @DSKOOL_24385 
016A: fade 0 time 500 

:DSKOOL_24197
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_24221 
0001: wait 0 ms 
0002: jump @DSKOOL_24197 

:DSKOOL_24221
04BB: select_interior 3 
0860: link_actor $PLAYER_ACTOR to_interior 3 
04FA: reset_sky_colors_with_fade 1 
04E4: refresh_game_renderer_at -2031.1 -118.2 
03CB: set_rendering_origin_at -2031.1 -118.2 1034.2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2029.7 -115.5 1034.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A6: destroy_car $198 
0395: clear_area 1 at -2051.0 -174.0 34.0 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 500 

:DSKOOL_24354
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_24378 
0001: wait 0 ms 
0002: jump @DSKOOL_24354 

:DSKOOL_24378
0002: jump @DSKOOL_24495 

:DSKOOL_24385
0050: gosub @DSKOOL_35152 
0164: disable_marker 35@ 
06D6: disable_racing_checkpoint 42@ 
01EB: set_traffic_density_multiplier_to 1.0 
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_24443 
00BE: text_clear_all 
0002: jump @DSKOOL_1425 
0002: jump @DSKOOL_24450 

:DSKOOL_24443
0002: jump @DSKOOL_22711 

:DSKOOL_24450
0002: jump @DSKOOL_23034 

:DSKOOL_24457
00BE: text_clear_all 
00D6: if 
0038:   $325 == 1 
004D: jump_if_false @DSKOOL_24493 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!

:DSKOOL_24493
0051: return 

:DSKOOL_24495
00D6: if 
0038:   $MISSION_BACK_TO_SCHOOL_PASSED == 0 
004D: jump_if_false @DSKOOL_24616 
0164: disable_marker $596 
0570: $596 = create_asset_radar_marker_with_icon 36 at $X_DRIVING_SCHOOL $Y_DRIVING_SCHOOL $Z_DRIVING_SCHOOL 
018B: set_marker $596 radar_mode 2 
014C: set_parked_car_generator $5185 cars_to_generate_to 101 
014C: set_parked_car_generator $5186 cars_to_generate_to 101 
00BE: text_clear_all 
01E3: show_text_1number_styled GXT 'DS_PASS' number 15 time 5000 style 1  // MISSION PASSED!~n~~w~DRIVING SKILL +
0624: add 40.0 to_float_stat 160 
0394: play_music 2 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'FAR_1'  // Back to School
030C: progress_made = 1 
0004: $MISSION_BACK_TO_SCHOOL_PASSED = 1 

:DSKOOL_24616
0051: return 

:DSKOOL_24618
00D6: if 
0038:   $7417 == 0 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $107 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $105 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $98 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $96 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $94 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $103 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $91 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $101 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $92 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $102 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $100 >= 70 
004D: jump_if_false @DSKOOL_24866 
00D6: if 
0028:   $97 >= 70 
004D: jump_if_false @DSKOOL_24866 
014C: set_parked_car_generator $5178 cars_to_generate_to 101 
0004: $7417 = 1 

:DSKOOL_24866
00D6: if 
0038:   $7418 == 0 
004D: jump_if_false @DSKOOL_25114 
00D6: if 
0028:   $107 >= 85 
004D: jump_if_false @DSKOOL_25114 
00D6: if 
0028:   $105 >= 85 
004D: jump_if_false @DSKOOL_25114 
00D6: if 
0028:   $98 >= 85 
004D: jump_if_false @DSKOOL_25114 
00D6: if 
0028:   $96 >= 85 
004D: jump_if_false @DSKOOL_25114 
00D6: if 
0028:   $94 >= 85 
004D: jump_if_false @DSKOOL_25114 
00D6: if 
0028:   $103 >= 85 
004D: jump_if_false @DSKOOL_25114 
00D6: if 
0028:   $91 >= 85 
004D: jump_if_false @DSKOOL_25114 
00D6: if 
0028:   $101 >= 85 
004D: jump_if_false @DSKOOL_25114 
00D6: if 
0028:   $92 >= 85 
004D: jump_if_false @DSKOOL_25114 
00D6: if 
0028:   $102 >= 85 
004D: jump_if_false @DSKOOL_25114 
00D6: if 
0028:   $100 >= 85 
004D: jump_if_false @DSKOOL_25114 
00D6: if 
0028:   $97 >= 85 
004D: jump_if_false @DSKOOL_25114 
014C: set_parked_car_generator $5183 cars_to_generate_to 101 
0004: $7418 = 1 

:DSKOOL_25114
00D6: if 
0038:   $7419 == 0 
004D: jump_if_false @DSKOOL_25362 
00D6: if 
0038:   $107 == 100 
004D: jump_if_false @DSKOOL_25362 
00D6: if 
0038:   $105 == 100 
004D: jump_if_false @DSKOOL_25362 
00D6: if 
0038:   $98 == 100 
004D: jump_if_false @DSKOOL_25362 
00D6: if 
0038:   $96 == 100 
004D: jump_if_false @DSKOOL_25362 
00D6: if 
0038:   $94 == 100 
004D: jump_if_false @DSKOOL_25362 
00D6: if 
0038:   $103 == 100 
004D: jump_if_false @DSKOOL_25362 
00D6: if 
0038:   $91 == 100 
004D: jump_if_false @DSKOOL_25362 
00D6: if 
0038:   $101 == 100 
004D: jump_if_false @DSKOOL_25362 
00D6: if 
0038:   $92 == 100 
004D: jump_if_false @DSKOOL_25362 
00D6: if 
0038:   $102 == 100 
004D: jump_if_false @DSKOOL_25362 
00D6: if 
0038:   $100 == 100 
004D: jump_if_false @DSKOOL_25362 
00D6: if 
0038:   $97 == 100 
004D: jump_if_false @DSKOOL_25362 
014C: set_parked_car_generator $5184 cars_to_generate_to 101 
0004: $7419 = 1 

:DSKOOL_25362
014F: stop_timer $253 
03F0: enable_text_draw 0 
01B7: release_weather 
0249: release_model #BANSHEE 
0249: release_model #TAXI 
0249: release_model #TRAFFICCONE 
0249: release_model #WMYMECH 
0249: release_model #BLISTAC 
0249: release_model #INFERNUS 
0249: release_model #SUPERGT 
0249: release_model #COPCARSF 
0249: release_model #SFPD1 
0249: release_model #TEMP_STINGER2 
0249: release_model #GARYS_LUV_RAMP 
0249: release_model #AD_JUMP 
0249: release_model #AD_ROADMARK1 
0249: release_model #AD_ROADMARK2 
0249: release_model #AD_FINISH 
091D: remove_forbidden_for_boats_cube_cornerA -2015.37 -76.08 10.0 cornerB -2078.3 -66.75 50.0 
09EC: set_garages_leave_camera_alone 0 
097A: play_audio_at 0.0 0.0 0.0 event 1184  
00D6: if 
0038:   $1499 == 1 
004D: jump_if_false @DSKOOL_25576 
 
:DSKOOL_25576
0A14: disable_respray_garages 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DSKOOL_25603 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:DSKOOL_25603
09F5: disable_player_mutal_activities 0 
0391: release_textures 
01EB: set_traffic_density_multiplier_to 4.0 
0826: enable_hud 1 
0581: enable_radar 1 
0164: disable_marker 35@ 
06D6: disable_racing_checkpoint 42@ 
09D2: set_cops_chase_criminals 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:DSKOOL_25654
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 225.0 size 612.0 438.0 RGBA 0 0 0 44@ 
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @DSKOOL_25776 
00D6: if 
001B:   255 > 44@ 
004D: jump_if_false @DSKOOL_25769 
000A: 44@ += 5 
00D6: if 
0019:   44@ > 255 
004D: jump_if_false @DSKOOL_25762 
0006: 44@ = 255 

:DSKOOL_25762
0002: jump @DSKOOL_25776 

:DSKOOL_25769
0006: 43@ = 2 

:DSKOOL_25776
00D6: if 
0039:   43@ == 3 
004D: jump_if_false @DSKOOL_25858 
00D6: if 
0019:   44@ > 0 
004D: jump_if_false @DSKOOL_25851 
000E: 44@ -= 5 
00D6: if 
001B:   0 > 44@ 
004D: jump_if_false @DSKOOL_25844 
0006: 44@ = 0 

:DSKOOL_25844
0002: jump @DSKOOL_25858 

:DSKOOL_25851
0006: 43@ = 0 

:DSKOOL_25858
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 0.0 size 640.0 197.0 RGBA 0 0 0 255 
0050: gosub @DSKOOL_30158 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
0038:   $247 == 1 
004D: jump_if_false @DSKOOL_25970 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_P'  // The 360
008B: 46@ = $107 // (int) 
0050: gosub @DSKOOL_27923 

:DSKOOL_25970
00D6: if 
0038:   $247 == 2 
004D: jump_if_false @DSKOOL_26024 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_O'  // The 180
008B: 46@ = $105 // (int) 
0050: gosub @DSKOOL_27923 

:DSKOOL_26024
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @DSKOOL_26078 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_I'  // Whip and Terminate
008B: 46@ = $98 // (int) 
0050: gosub @DSKOOL_27923 

:DSKOOL_26078
00D6: if 
0038:   $247 == 4 
004D: jump_if_false @DSKOOL_26132 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_I'  // Whip and Terminate
008B: 46@ = $98 // (int) 
0050: gosub @DSKOOL_27923 

:DSKOOL_26132
00D6: if 
0038:   $247 == 5 
004D: jump_if_false @DSKOOL_26186 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_F'  // Pop and Control
008B: 46@ = $96 // (int) 
0050: gosub @DSKOOL_27923 

:DSKOOL_26186
00D6: if 
0038:   $247 == 6 
004D: jump_if_false @DSKOOL_26240 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_E'  // Burn and Lap
008B: 46@ = $94 // (int) 
0050: gosub @DSKOOL_27923 

:DSKOOL_26240
00D6: if 
0038:   $247 == 7 
004D: jump_if_false @DSKOOL_26294 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_E'  // Burn and Lap
008B: 46@ = $94 // (int) 
0050: gosub @DSKOOL_27923 

:DSKOOL_26294
00D6: if 
0038:   $247 == 8 
004D: jump_if_false @DSKOOL_26348 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_N'  // Cone Coil
008B: 46@ = $103 // (int) 
0050: gosub @DSKOOL_27923 

:DSKOOL_26348
00D6: if 
0038:   $247 == 9 
004D: jump_if_false @DSKOOL_26402 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_N'  // Cone Coil
008B: 46@ = $103 // (int) 
0050: gosub @DSKOOL_27923 

:DSKOOL_26402
00D6: if 
0038:   $247 == 10 
004D: jump_if_false @DSKOOL_26456 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_A'  // The '90'
008B: 46@ = $91 // (int) 
0050: gosub @DSKOOL_27923 

:DSKOOL_26456
00D6: if 
0038:   $247 == 11 
004D: jump_if_false @DSKOOL_26510 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_K'  // Wheelie Weave
008B: 46@ = $101 // (int) 
0050: gosub @DSKOOL_27923 

:DSKOOL_26510
00D6: if 
0038:   $247 == 12 
004D: jump_if_false @DSKOOL_26564 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_C'  // Spin and Go
008B: 46@ = $92 // (int) 
0050: gosub @DSKOOL_27923 

:DSKOOL_26564
00D6: if 
0038:   $247 == 13 
004D: jump_if_false @DSKOOL_26618 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_C'  // Spin and Go
008B: 46@ = $92 // (int) 
0050: gosub @DSKOOL_27923 

:DSKOOL_26618
00D6: if 
0038:   $247 == 14 
004D: jump_if_false @DSKOOL_26672 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_L'  // P. I. T. Maneuver
008B: 46@ = $102 // (int) 
0050: gosub @DSKOOL_27923 

:DSKOOL_26672
00D6: if 
0038:   $247 == 15 
004D: jump_if_false @DSKOOL_26726 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_J'  // Alley Oop
008B: 46@ = $100 // (int) 
0050: gosub @DSKOOL_27923 

:DSKOOL_26726
00D6: if 
0038:   $247 == 16 
004D: jump_if_false @DSKOOL_26780 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_G'  // City Slicking
008B: 46@ = $97 // (int) 
0050: gosub @DSKOOL_27923 

:DSKOOL_26780
0050: gosub @DSKOOL_29980 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @DSKOOL_26875 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'DS1_53'  // Exit
0002: jump @DSKOOL_26908 

:DSKOOL_26875
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'DS1_53'  // Exit

:DSKOOL_26908
00D6: if 
8039:   not  39@ == 1 
004D: jump_if_false @DSKOOL_27335 
0050: gosub @DSKOOL_29980 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @DSKOOL_27021 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'DS1_54'  // Start
0002: jump @DSKOOL_27054 

:DSKOOL_27021
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'DS1_54'  // Start

:DSKOOL_27054
00D6: if 
8038:   not  $53 == 1 
004D: jump_if_false @DSKOOL_27207 
0050: gosub @DSKOOL_29980 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @DSKOOL_27167 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'DS1_52'  // Navigate
0002: jump @DSKOOL_27200 

:DSKOOL_27167
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'DS1_52'  // Navigate

:DSKOOL_27200
0002: jump @DSKOOL_27335 

:DSKOOL_27207
0050: gosub @DSKOOL_29980 
0904: get_interface 8 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @DSKOOL_27302 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'DS1_52'  // Navigate
0002: jump @DSKOOL_27335 

:DSKOOL_27302
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'DS1_52'  // Navigate

:DSKOOL_27335
0050: gosub @DSKOOL_29980 
033F: set_text_draw_letter_size 0.32 1.25 
0904: get_interface 4 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 150.0 360.0 GXT 'DS1_63'  // ~k~~VEHICLE_ENTER_EXIT~
00D6: if 
8039:   not  39@ == 1 
004D: jump_if_false @DSKOOL_27669 
0050: gosub @DSKOOL_29980 
0904: get_interface 4 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 150.0 340.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
00D6: if 
8038:   not  $53 == 1 
004D: jump_if_false @DSKOOL_27581 
0050: gosub @DSKOOL_29980 
0904: get_interface 4 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'DS1_62'  // ~<~~>~

:DSKOOL_27581
00D6: if 
0038:   $53 == 1 
004D: jump_if_false @DSKOOL_27669 
0050: gosub @DSKOOL_29980 
0904: get_interface 4 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'DS1_62'  // ~<~~>~

:DSKOOL_27669
033F: set_text_draw_letter_size 0.52 1.45 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 317.0 size 320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 317.0 size -320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 160.0 435.0 size 320.0 17.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 480.0 435.0 size -320.0 17.0 RGBA 150 150 150 255 
0051: return 

:DSKOOL_27923
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 430.0 size 640.0 250.0 RGBA 0 0 0 255 
00D6: if 
001B:   70 > 46@ 
004D: jump_if_false @DSKOOL_27985 
0006: 45@ = 1 

:DSKOOL_27985
00D6: if 
0019:   46@ > 69 
004D: jump_if_false @DSKOOL_28028 
00D6: if 
001B:   85 > 46@ 
004D: jump_if_false @DSKOOL_28028 
0006: 45@ = 2 

:DSKOOL_28028
00D6: if 
0019:   46@ > 84 
004D: jump_if_false @DSKOOL_28071 
00D6: if 
001B:   100 > 46@ 
004D: jump_if_false @DSKOOL_28071 
0006: 45@ = 3 

:DSKOOL_28071
00D6: if 
0039:   46@ == 100 
004D: jump_if_false @DSKOOL_28096 
0006: 45@ = 4 

:DSKOOL_28096
0050: gosub @DSKOOL_29980 
03E4: set_text_draw_align_right 0 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
00D6: if 
0019:   45@ > 1 
004D: jump_if_false @DSKOOL_28186 
045A: draw_text_1number 217.0 75.0 GXT 'DS1_58' number 46@  // Record Score ~1~%
0002: jump @DSKOOL_28381 

:DSKOOL_28186
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @DSKOOL_28225 
033E: set_draw_text_position 175.0 75.0 GXT 'DS1_67'  // Get 70% or higher to pass

:DSKOOL_28225
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @DSKOOL_28264 
033E: set_draw_text_position 83.0 75.0 GXT 'DS1_67'  // Get 70% or higher to pass

:DSKOOL_28264
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @DSKOOL_28303 
033E: set_draw_text_position 89.0 75.0 GXT 'DS1_67'  // Get 70% or higher to pass

:DSKOOL_28303
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @DSKOOL_28342 
033E: set_draw_text_position 147.0 75.0 GXT 'DS1_67'  // Get 70% or higher to pass

:DSKOOL_28342
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @DSKOOL_28381 
033E: set_draw_text_position 65.0 75.0 GXT 'DS1_67'  // Get 70% or higher to pass

:DSKOOL_28381
00D6: if 
0019:   45@ > 1 
004D: jump_if_false @DSKOOL_28486 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 
0002: jump @DSKOOL_28566 

:DSKOOL_28486
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 

:DSKOOL_28566
03E3: set_texture_to_be_drawn_antialiased 1 
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @DSKOOL_28743 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @DSKOOL_28649 
038D: draw_texture 6 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0002: jump @DSKOOL_28685 

:DSKOOL_28649
038D: draw_texture 10 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 

:DSKOOL_28685
0050: gosub @DSKOOL_29980 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 266.0 375.0 GXT 'DS1_68'  // NO AWARD

:DSKOOL_28743
00D6: if 
0039:   45@ == 2 
004D: jump_if_false @DSKOOL_28855 
038D: draw_texture 1 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @DSKOOL_29980 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 280.0 375.0 GXT 'DS1_57'  // BRONZE

:DSKOOL_28855
00D6: if 
0039:   45@ == 3 
004D: jump_if_false @DSKOOL_28967 
038D: draw_texture 2 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @DSKOOL_29980 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 283.0 375.0 GXT 'DS1_56'  // SILVER

:DSKOOL_28967
00D6: if 
0039:   45@ == 4 
004D: jump_if_false @DSKOOL_29079 
038D: draw_texture 3 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @DSKOOL_29980 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 294.0 375.0 GXT 'DS1_55'  // GOLD

:DSKOOL_29079
0051: return 

:DSKOOL_29081
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_29406 
00D6: if 
0038:   $247 == 1 
004D: jump_if_false @DSKOOL_29124 
0050: gosub @DSKOOL_3843 

:DSKOOL_29124
00D6: if 
0038:   $247 == 2 
004D: jump_if_false @DSKOOL_29149 
0050: gosub @DSKOOL_5416 

:DSKOOL_29149
00D6: if 
0038:   $247 == 4 
004D: jump_if_false @DSKOOL_29174 
0050: gosub @DSKOOL_6742 

:DSKOOL_29174
00D6: if 
0038:   $247 == 5 
004D: jump_if_false @DSKOOL_29199 
0050: gosub @DSKOOL_8347 

:DSKOOL_29199
00D6: if 
0038:   $247 == 7 
004D: jump_if_false @DSKOOL_29224 
0050: gosub @DSKOOL_9857 

:DSKOOL_29224
00D6: if 
0038:   $247 == 9 
004D: jump_if_false @DSKOOL_29249 
0050: gosub @DSKOOL_11959 

:DSKOOL_29249
00D6: if 
0038:   $247 == 10 
004D: jump_if_false @DSKOOL_29274 
0050: gosub @DSKOOL_13448 

:DSKOOL_29274
00D6: if 
0038:   $247 == 11 
004D: jump_if_false @DSKOOL_29299 
0050: gosub @DSKOOL_15346 

:DSKOOL_29299
00D6: if 
0038:   $247 == 13 
004D: jump_if_false @DSKOOL_29324 
0050: gosub @DSKOOL_16957 

:DSKOOL_29324
00D6: if 
0038:   $247 == 14 
004D: jump_if_false @DSKOOL_29349 
0050: gosub @DSKOOL_18359 

:DSKOOL_29349
00D6: if 
0038:   $247 == 15 
004D: jump_if_false @DSKOOL_29374 
0050: gosub @DSKOOL_20066 

:DSKOOL_29374
00D6: if 
0038:   $247 == 16 
004D: jump_if_false @DSKOOL_29399 
0050: gosub @DSKOOL_22718 

:DSKOOL_29399
0006: 34@ = 1 

:DSKOOL_29406
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @DSKOOL_29643 
00D6: if 
0038:   $247 == 14 
004D: jump_if_false @DSKOOL_29577 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_29570 
00D6: if 
87C1:   not path 14 available 
004D: jump_if_false @DSKOOL_29477 
07C0: load_path 14 

:DSKOOL_29477
00D6: if 
87C1:   not path 3 available 
004D: jump_if_false @DSKOOL_29496 
07C0: load_path 3 

:DSKOOL_29496
00D6: if 
07C1:   path 14 available 
004D: jump_if_false @DSKOOL_29570 
00D6: if 
07C1:   path 3 available 
004D: jump_if_false @DSKOOL_29570 
05EB: assign_car $198 to_path 14 
00D6: if 
8119:   not car $196 wrecked 
004D: jump_if_false @DSKOOL_29556 
05EB: assign_car $196 to_path 3 

:DSKOOL_29556
0006: 43@ = 3 
0006: 34@ = 2 

:DSKOOL_29570
0002: jump @DSKOOL_29643 

:DSKOOL_29577
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_29643 
00D6: if 
87C1:   not path $247 available 
004D: jump_if_false @DSKOOL_29621 
07C0: load_path $247 
0002: jump @DSKOOL_29643 

:DSKOOL_29621
05EB: assign_car $198 to_path $247 
0006: 43@ = 3 
0006: 34@ = 2 

:DSKOOL_29643
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @DSKOOL_29728 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_29714 
00D6: if 
860E:   not car $198 assigned_to_path 
004D: jump_if_false @DSKOOL_29707 
0006: 43@ = 1 
0006: 34@ = 4 

:DSKOOL_29707
0002: jump @DSKOOL_29728 

:DSKOOL_29714
0006: 43@ = 1 
0006: 34@ = 4 

:DSKOOL_29728
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @DSKOOL_29760 
0006: 43@ = 1 
0006: 34@ = 4 

:DSKOOL_29760
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @DSKOOL_29978 
00D6: if 
0039:   43@ == 2 
004D: jump_if_false @DSKOOL_29978 
00D6: if 
0038:   $247 == 14 
004D: jump_if_false @DSKOOL_29835 
00D6: if 
8119:   not car $196 wrecked 
004D: jump_if_false @DSKOOL_29835 
05EC: release_car $196 from_path 

:DSKOOL_29835
05EC: release_car $198 from_path 
00A6: destroy_car $198 
0395: clear_area 1 at $327 $328 $329 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
009B: destroy_actor 55@ 
009B: destroy_actor 56@ 
00A6: destroy_car $196 
00A6: destroy_car $197 
00A6: destroy_car $198 
0108: destroy_object 57@ 
0108: destroy_object 58@ 
0108: destroy_object 59@ 
0873: release_path 1 
0873: release_path 2 
0873: release_path 3 
0873: release_path 4 
0873: release_path 5 
0873: release_path 7 
0873: release_path 9 
0873: release_path 10 
0873: release_path 11 
0873: release_path 13 
0873: release_path 14 
0873: release_path 15 
0873: release_path 16 
0050: gosub @DSKOOL_35436 
0006: 34@ = 0 

:DSKOOL_29978
0051: return 

:DSKOOL_29980
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
0051: return 

:DSKOOL_30042
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
0051: return 

:DSKOOL_30100
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.8 2.6 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0051: return 

:DSKOOL_30158
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.2 4.0 
060D: draw_text_shadow 3 rgba 0 0 0 255 
0349: set_text_draw_font 3 
0051: return 

:DSKOOL_30220
016A: fade 0 time 500 

:DSKOOL_30227
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_30251 
0001: wait 0 ms 
0002: jump @DSKOOL_30227 

:DSKOOL_30251
00D6: if 
0038:   $247 == 16 
004D: jump_if_false @DSKOOL_30290 
01EB: set_traffic_density_multiplier_to 4.0 
03DE: set_pedestrians_density_multiplier_to 3.0 
0002: jump @DSKOOL_30304 

:DSKOOL_30290
01EB: set_traffic_density_multiplier_to 3.0 
03DE: set_pedestrians_density_multiplier_to 4.0 

:DSKOOL_30304
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B6: set_weather 16 
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04FA: reset_sky_colors_with_fade 0 
0051: return 

:DSKOOL_30329
0005: $309 = 0.0 
0005: $310 = 0.0 
0005: $311 = 0.0 
0005: $312 = 0.0 
0005: $313 = 0.0 
0005: $314 = 0.0 
0005: $315 = 0.0 
0005: $316 = 0.0 
0005: $317 = 0.0 
0005: $318 = 0.0 
0005: $319 = 0.0 
0005: $320 = 0.0 
0005: $321 = 0.0 
0005: $322 = 0.0 
0005: $323 = 0.0 
0005: $324 = 0.0 
0004: $12 = 0 
0005: $277 = 0.0 
0005: $278 = 0.0 
0005: $282 = 0.0 
0005: $283 = 0.0 
0005: $284 = 0.0 
0005: $285 = 10.0 
0004: $249 = 0 
0005: $280 = 0.0 
0005: $281 = 0.0 
0005: $330 = 0.0 
0005: $331 = 0.0 
0005: $332 = 0.0 
0004: $333 = 0 
0004: $261 = 0 
0004: $262 = 0 
0005: $303 = 0.0 
0005: $304 = 0.0 
0005: $305 = 0.0 
0005: $306 = 0.0 
0004: $326 = 0 
0004: $266 = 0 
0005: $250 = 0.0 
0005: $251 = 0.0 
0004: $252 = 0 
0004: $260 = 0 
0004: $325 = 0 
0004: $254 = 0 
0004: $286 = 0 
0004: $287 = 0 
0004: $289 = 0 
0004: $290 = 0 
0004: $292 = 0 
0004: $293 = 0 
0004: $295 = 0 
0004: $296 = 0 
0004: $298 = 0 
0004: $299 = 0 
0004: $288 = 0 
0004: $291 = 0 
0004: $294 = 0 
0004: $297 = 0 
0004: $300 = 0 
0004: $301 = 0 
0004: $302 = 0 
0004: $CURRENT_FLIGHT_RECORD = 0 
0004: $269 = 0 
0086: $255 = $307 // (float) 
0086: $256 = $308 // (float) 
02CE: $257 = ground_z_at $255 $256 50.0 
0004: $268 = 0 
0005: $259 = 0.0 
0004: $267 = 0 
0004: $270 = 0 
0004: $263 = 0 
0004: $264 = 0 
0004: $265 = 0 
0004: $272 = 0 
0004: $273 = 0 
0005: $276 = 0.0 
0004: $274 = 0 
0004: $275 = 0 
0005: $279 = 0.0 
0007: 36@ = 0.0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 41@ = 0 
0006: 40@ = 0 
0051: return 

:DSKOOL_31041
036A: put_actor $PLAYER_ACTOR in_car $198 
020A: set_car $198 door_status_to 4 
0001: wait 0 ms 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0110: clear_player $PLAYER_CHAR wanted_level 
016A: fade 1 time 500 

:DSKOOL_31076
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_31100 
0001: wait 0 ms 
0002: jump @DSKOOL_31076 

:DSKOOL_31100
01B4: set_player $PLAYER_CHAR can_move 1 
0051: return 

:DSKOOL_31109
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_31176 
00D6: if 
0038:   $249 == 1 
004D: jump_if_false @DSKOOL_31169 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $198 
004D: jump_if_false @DSKOOL_31169 
0004: $325 = 1 

:DSKOOL_31169
0002: jump @DSKOOL_31213 

:DSKOOL_31176
00D6: if 
02BF:   car $198 sunk 
004D: jump_if_false @DSKOOL_31206 
0004: $325 = 2 
0002: jump @DSKOOL_31213 

:DSKOOL_31206
0004: $325 = 1 

:DSKOOL_31213
0051: return 

:DSKOOL_31215
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_31258 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $198 
004D: jump_if_false @DSKOOL_31258 
02E3: $250 = car $198 speed 

:DSKOOL_31258
00D6: if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @DSKOOL_31533 
00D6: if 
0020:   $250 > 0.5 
004D: jump_if_false @DSKOOL_31533 
00BE: text_clear_all 
00D6: if or
0038:   $247 == 10 
0038:   $247 == 12 
0038:   $247 == 13 
0038:   $247 == 5 
0038:   $247 == 3 
0038:   $247 == 4 
004D: jump_if_false @DSKOOL_31371 
014E: start_timer_at $253 count_in_direction 1 // global_variable 
0890: enable_sound_when_timer $253 reach 3 seconds // global_variable 

:DSKOOL_31371
00D6: if or
0038:   $247 == 15 
0038:   $247 == 8 
0038:   $247 == 9 
0038:   $247 == 2 
0038:   $247 == 1 
004D: jump_if_false @DSKOOL_31431 
014E: start_timer_at $253 count_in_direction 1 // global_variable 
0890: enable_sound_when_timer $253 reach 3 seconds // global_variable 

:DSKOOL_31431
00D6: if or
0038:   $247 == 6 
0038:   $247 == 7 
0038:   $247 == 16 
004D: jump_if_false @DSKOOL_31470 
014E: start_timer_at $253 count_in_direction 0 // global_variable 

:DSKOOL_31470
00D6: if 
0038:   $247 == 14 
004D: jump_if_false @DSKOOL_31526 
00D6: if 
8119:   not car $196 wrecked 
004D: jump_if_false @DSKOOL_31526 
04BA: set_car $196 speed_to 6.0 
0477: set_car $196 action 9 time 864000000 

:DSKOOL_31526
0004: $249 = 1 

:DSKOOL_31533
0051: return 

:DSKOOL_31535
00D6: if 
0038:   $253 == 0 
004D: jump_if_false @DSKOOL_31567 
01B4: set_player $PLAYER_CHAR can_move 0 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 

:DSKOOL_31567
0051: return 

:DSKOOL_31569
01B4: set_player $PLAYER_CHAR can_move 0 
0519: set_car $198 locked 1 
0396: pause_timer 1 
097A: play_audio_at 0.0 0.0 0.0 event 1183 
0051: return 

:DSKOOL_31609
00AA: store_car $198 position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0509: $259 = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $255 $256 
00D6: if 
0020:   $259 > 0.5 
004D: jump_if_false @DSKOOL_31746 
00D6: if 
0022:   10.0 > $259 
004D: jump_if_false @DSKOOL_31732 
000D: $259 -= 0.5 
0011: $259 *= 10.42 
008C: $273 = float $259 to_integer 
0004: $267 = 100 
0060: $267 -= $273 // (int) 
0002: jump @DSKOOL_31739 

:DSKOOL_31732
0004: $267 = 0 

:DSKOOL_31739
0002: jump @DSKOOL_31753 

:DSKOOL_31746
0004: $267 = 100 

:DSKOOL_31753
0058: $CURRENT_FLIGHT_RECORD += $267 // (int) 
0051: return 

:DSKOOL_31763
0227: $260 = car $198 health 
0004: $268 = 1000 
0060: $268 -= $260 // (int) 
00D6: if 
0038:   $247 == 16 
004D: jump_if_false @DSKOOL_31819 
0014: $268 /= 10 
0002: jump @DSKOOL_31826 

:DSKOOL_31819
0014: $268 /= 2 

:DSKOOL_31826
00D6: if 
0018:   $268 > 100 
004D: jump_if_false @DSKOOL_31851 
0004: $268 = 100 

:DSKOOL_31851
0051: return 

:DSKOOL_31853
0004: $272 = 0 
0004: $200 = 0 
00D6: if 
0038:   $247 == 1 
004D: jump_if_false @DSKOOL_31944 

:DSKOOL_31885
00D6: if 
001A:   15 > $200 
004D: jump_if_false @DSKOOL_31944 
00D6: if 
0366:   object $201($200,46i) damaged 
004D: jump_if_false @DSKOOL_31930 
0008: $272 += 10 

:DSKOOL_31930
0008: $200 += 1 
0002: jump @DSKOOL_31885 

:DSKOOL_31944
00D6: if 
0038:   $247 == 2 
004D: jump_if_false @DSKOOL_32021 

:DSKOOL_31962
00D6: if 
001A:   25 > $200 
004D: jump_if_false @DSKOOL_32021 
00D6: if 
0366:   object $201($200,46i) damaged 
004D: jump_if_false @DSKOOL_32007 
0008: $272 += 10 

:DSKOOL_32007
0008: $200 += 1 
0002: jump @DSKOOL_31962 

:DSKOOL_32021
00D6: if or
0038:   $247 == 3 
0038:   $247 == 4 
004D: jump_if_false @DSKOOL_32105 

:DSKOOL_32046
00D6: if 
001A:   46 > $200 
004D: jump_if_false @DSKOOL_32105 
00D6: if 
0366:   object $201($200,46i) damaged 
004D: jump_if_false @DSKOOL_32091 
0008: $272 += 10 

:DSKOOL_32091
0008: $200 += 1 
0002: jump @DSKOOL_32046 

:DSKOOL_32105
00D6: if 
0038:   $247 == 5 
004D: jump_if_false @DSKOOL_32182 

:DSKOOL_32123
00D6: if 
001A:   37 > $200 
004D: jump_if_false @DSKOOL_32182 
00D6: if 
0366:   object $201($200,46i) damaged 
004D: jump_if_false @DSKOOL_32168 
0008: $272 += 10 

:DSKOOL_32168
0008: $200 += 1 
0002: jump @DSKOOL_32123 

:DSKOOL_32182
00D6: if or
0038:   $247 == 6 
0038:   $247 == 7 
004D: jump_if_false @DSKOOL_32266 

:DSKOOL_32207
00D6: if 
001A:   42 > $200 
004D: jump_if_false @DSKOOL_32266 
00D6: if 
0366:   object $201($200,46i) damaged 
004D: jump_if_false @DSKOOL_32252 
0008: $272 += 10 

:DSKOOL_32252
0008: $200 += 1 
0002: jump @DSKOOL_32207 

:DSKOOL_32266
00D6: if or
0038:   $247 == 8 
0038:   $247 == 9 
004D: jump_if_false @DSKOOL_32350 

:DSKOOL_32291
00D6: if 
001A:   30 > $200 
004D: jump_if_false @DSKOOL_32350 
00D6: if 
0366:   object $201($200,46i) damaged 
004D: jump_if_false @DSKOOL_32336 
0008: $272 += 10 

:DSKOOL_32336
0008: $200 += 1 
0002: jump @DSKOOL_32291 

:DSKOOL_32350
00D6: if or
0038:   $247 == 12 
0038:   $247 == 13 
004D: jump_if_false @DSKOOL_32434 

:DSKOOL_32375
00D6: if 
001A:   31 > $200 
004D: jump_if_false @DSKOOL_32434 
00D6: if 
0366:   object $201($200,46i) damaged 
004D: jump_if_false @DSKOOL_32420 
0008: $272 += 10 

:DSKOOL_32420
0008: $200 += 1 
0002: jump @DSKOOL_32375 

:DSKOOL_32434
0010: $272 *= 2 
00D6: if 
0018:   $272 > 90 
004D: jump_if_false @DSKOOL_32466 
0004: $272 = 100 

:DSKOOL_32466
0060: $CURRENT_FLIGHT_RECORD -= $272 // (int) 
0051: return 

:DSKOOL_32476
00D6: if 
001A:   1 > $CURRENT_FLIGHT_RECORD 
004D: jump_if_false @DSKOOL_32501 
0004: $CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_32501
00BE: text_clear_all 
0051: return 

:DSKOOL_32505
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_32956 
00D6: if 
0038:   $333 == 0 
004D: jump_if_false @DSKOOL_32701 
00AA: store_car $198 position_to $330 $331 $332 
0009: $332 += 5.0 
0407: store_coords_to $330 $331 $TEMPVAR_FLOAT_3 from_car $198 with_offset 15.0 0.0 5.0 
015F: set_camera_position $330 $331 $332 rotation 0.0 0.0 0.0 
0A39: get_vehicle_camera_mode_to 60@ 
00D6: if or
0039:   60@ == 1 
0039:   60@ == 2 
0039:   60@ == 3 
004D: jump_if_false @DSKOOL_32671 
0158: camera_on_car $198 mode 15 switchstyle 1 
0002: jump @DSKOOL_32680 

:DSKOOL_32671
0158: camera_on_car $198 mode 15 switchstyle 2 

:DSKOOL_32680
0460: set_camera_transverse_delay 50.0 time 2000 
09EC: set_garages_leave_camera_alone 1 
0004: $333 = 1 

:DSKOOL_32701
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @DSKOOL_32838 
00D6: if 
001B:   6000 > 32@ 
004D: jump_if_false @DSKOOL_32838 
00D6: if 
0038:   $333 == 1 
004D: jump_if_false @DSKOOL_32838 
0407: store_coords_to $330 $331 $TEMPVAR_FLOAT_3 from_car $198 with_offset 0.0 15.0 5.0 
015F: set_camera_position $330 $331 $332 rotation 0.0 0.0 0.0 
0158: camera_on_car $198 mode 15 switchstyle 1 
0460: set_camera_transverse_delay 50.0 time 2000 
0004: $333 = 2 

:DSKOOL_32838
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @DSKOOL_32956 
00D6: if 
0038:   $333 == 2 
004D: jump_if_false @DSKOOL_32956 
0407: store_coords_to $330 $331 $TEMPVAR_FLOAT_3 from_car $198 with_offset -15.0 0.0 5.0 
015F: set_camera_position $330 $331 $332 rotation 0.0 0.0 0.0 
0158: camera_on_car $198 mode 15 switchstyle 1 
0460: set_camera_transverse_delay 50.0 time 2000 
0004: $333 = 3 

:DSKOOL_32956
0051: return 

:DSKOOL_32958
0006: 45@ = 0 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @DSKOOL_33067 
00D6: if 
001A:   85 > $CURRENT_FLIGHT_RECORD 
004D: jump_if_false @DSKOOL_33067 
00D6: if and
0019:   47@ > 69 
001B:   85 > 47@ 
004D: jump_if_false @DSKOOL_33040 
0006: 45@ = 0 
0002: jump @DSKOOL_33067 

:DSKOOL_33040
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 45@ = 2 

:DSKOOL_33067
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 84 
004D: jump_if_false @DSKOOL_33169 
00D6: if 
001A:   100 > $CURRENT_FLIGHT_RECORD 
004D: jump_if_false @DSKOOL_33169 
00D6: if and
0019:   47@ > 84 
001B:   100 > 47@ 
004D: jump_if_false @DSKOOL_33142 
0006: 45@ = 0 
0002: jump @DSKOOL_33169 

:DSKOOL_33142
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 45@ = 3 

:DSKOOL_33169
00D6: if 
0038:   $CURRENT_FLIGHT_RECORD == 100 
004D: jump_if_false @DSKOOL_33256 
00D6: if 
0039:   47@ == 100 
004D: jump_if_false @DSKOOL_33219 
0006: 45@ = 0 
0002: jump @DSKOOL_33256 

:DSKOOL_33219
0624: add 30.0 to_float_stat 160 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 45@ = 4 

:DSKOOL_33256
0051: return 

:DSKOOL_33258
0826: enable_hud 0 
0581: enable_radar 0 
00BE: text_clear_all 
014F: stop_timer $253 
00D6: if 
001B:   2 > 45@ 
004D: jump_if_false @DSKOOL_33331 
0937: text_draw_box_cornerA 160.0 220.0 cornerB 490.0 400.0 GXT_reference 'DS1_65' style 3  // Results
0002: jump @DSKOOL_33364 

:DSKOOL_33331
0937: text_draw_box_cornerA 160.0 200.0 cornerB 490.0 400.0 GXT_reference 'DUMMY' style 3 

:DSKOOL_33364
00D6: if or
0038:   $247 == 6 
0038:   $247 == 7 
0038:   $247 == 16 
004D: jump_if_false @DSKOOL_33672 
0050: gosub @DSKOOL_30042 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 255.0 GXT 'DS1_72'  // Overall Time:
0050: gosub @DSKOOL_30042 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
0018:   $302 > 9 
004D: jump_if_false @DSKOOL_33531 
045B: draw_text_2numbers 450.0 255.0 GXT 'DS1_21' numbers $301 $302  // ~1~.~1~s
0002: jump @DSKOOL_33558 

:DSKOOL_33531
045B: draw_text_2numbers 450.0 255.0 GXT 'DS1_22' numbers $301 $302  // ~1~.0~1~s

:DSKOOL_33558
0050: gosub @DSKOOL_30042 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 275.0 GXT 'DS1_23'  // Final Time:
0050: gosub @DSKOOL_30042 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 450.0 275.0 GXT 'DS1_69' number $270  // ~1~%
0002: jump @DSKOOL_33886 

:DSKOOL_33672
0050: gosub @DSKOOL_30042 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 255.0 GXT 'DS1_5'  // Final Heading:
0050: gosub @DSKOOL_30042 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 450.0 255.0 GXT 'DS1_69' number $266  // ~1~%
0050: gosub @DSKOOL_30042 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 275.0 GXT 'DS1_6'  // Final Position:
0050: gosub @DSKOOL_30042 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 450.0 275.0 GXT 'DS1_69' number $267  // ~1~%

:DSKOOL_33886
0050: gosub @DSKOOL_30042 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 295.0 GXT 'DS1_7'  // Damage Penalty:
0050: gosub @DSKOOL_30042 
03E4: set_text_draw_align_right 1 
0904: get_interface 0 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
045A: draw_text_1number 450.0 295.0 GXT 'DS1_70' number $272  // -~1~%
0050: gosub @DSKOOL_30042 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 315.0 GXT 'DS1_10'  // Overall Score:
0050: gosub @DSKOOL_30042 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 450.0 315.0 GXT 'DS1_69' number $CURRENT_FLIGHT_RECORD  // ~1~%
00D6: if or
0039:   41@ == 1 
0039:   41@ == 2 
004D: jump_if_false @DSKOOL_34476 
00D6: if 
0019:   45@ > 0 
004D: jump_if_false @DSKOOL_34476 
038D: draw_texture 4 position 250.0 199.0 size -60.0 60.0 RGBA 180 180 180 255 
038D: draw_texture 4 position 392.0 199.0 size 60.0 60.0 RGBA 180 180 180 255 
00D6: if 
0039:   45@ == 2 
004D: jump_if_false @DSKOOL_34285 
038D: draw_texture 1 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:DSKOOL_34285
00D6: if 
0039:   45@ == 3 
004D: jump_if_false @DSKOOL_34339 
038D: draw_texture 2 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:DSKOOL_34339
00D6: if 
0039:   45@ == 4 
004D: jump_if_false @DSKOOL_34393 
038D: draw_texture 3 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:DSKOOL_34393
0050: gosub @DSKOOL_30158 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.0 3.4 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 323.0 65.0 GXT 'DS1_47'  // NEW CERTIFICATE AWARDED

:DSKOOL_34476
00D6: if or
0039:   41@ == 1 
0039:   41@ == 2 
004D: jump_if_false @DSKOOL_34568 
0050: gosub @DSKOOL_30158 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.0 3.4 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 323.0 110.0 GXT 'DS1_46'  // NEW RECORD

:DSKOOL_34568
00D6: if 
8039:   not  41@ == 2 
004D: jump_if_false @DSKOOL_34873 
0050: gosub @DSKOOL_30042 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 340.0 345.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
0050: gosub @DSKOOL_30042 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 345.0 GXT 'DS1_66'  // Continue
0050: gosub @DSKOOL_30042 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 340.0 365.0 GXT 'DS1_63'  // ~k~~VEHICLE_ENTER_EXIT~
0050: gosub @DSKOOL_30042 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 365.0 GXT 'DS1_53'  // Exit
0002: jump @DSKOOL_35067 

:DSKOOL_34873
0050: gosub @DSKOOL_30042 
033F: set_text_draw_letter_size 0.52 1.45 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 180.0 345.0 GXT 'DS1_71'  // NEW TEST AVAILABLE
0050: gosub @DSKOOL_30042 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 340.0 365.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
0050: gosub @DSKOOL_30042 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 365.0 GXT 'DS1_66'  // Continue

:DSKOOL_35067
0051: return 

:DSKOOL_35069
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DSKOOL_35125 
00D6: if 
0038:   $12 == 1 
004D: jump_if_false @DSKOOL_35118 
0004: $12 = 0 
0004: $326 = 1 

:DSKOOL_35118
0002: jump @DSKOOL_35150 

:DSKOOL_35125
00D6: if 
0038:   $12 == 0 
004D: jump_if_false @DSKOOL_35150 
0004: $12 = 1 

:DSKOOL_35150
0051: return 

:DSKOOL_35152
097A: play_audio_at 0.0 0.0 0.0 event 1184 
00BE: text_clear_all 
016A: fade 0 time 500 

:DSKOOL_35181
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_35205 
0001: wait 0 ms 
0002: jump @DSKOOL_35181 

:DSKOOL_35205
00BE: text_clear_all 
03D6: remove_styled_text 'DS1_46'  // NEW RECORD
03D6: remove_styled_text 'DS1_47'  // NEW CERTIFICATE AWARDED
09EC: set_garages_leave_camera_alone 0 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_35323 
00BE: text_clear_all 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DSKOOL_35302 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $327 $328 $329 
0002: jump @DSKOOL_35316 

:DSKOOL_35302
00A1: put_actor $PLAYER_ACTOR at $327 $328 $329 

:DSKOOL_35316
0002: jump @DSKOOL_35374 

:DSKOOL_35323
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DSKOOL_35360 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $327 $328 $329 
0002: jump @DSKOOL_35374 

:DSKOOL_35360
00A1: put_actor $PLAYER_ACTOR at $327 $328 $329 

:DSKOOL_35374
00BE: text_clear_all 
0001: wait 0 ms 
00BE: text_clear_all 
00A6: destroy_car $198 
0395: clear_area 1 at $327 $328 $329 radius 300.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
0001: wait 0 ms 
00BE: text_clear_all 
014F: stop_timer $253 
0396: pause_timer 0 
0826: enable_hud 1 
0581: enable_radar 1 
0051: return 

:DSKOOL_35436
00BE: text_clear_all 
0004: $200 = 0 

:DSKOOL_35445
00D6: if 
001A:   46 > $200 
004D: jump_if_false @DSKOOL_35488 
00BE: text_clear_all 
0108: destroy_object $201($200,46i) 
0008: $200 += 1 
0002: jump @DSKOOL_35445 

:DSKOOL_35488
0051: return 

:DSKOOL_35490
0004: $200 = 0 
00D6: if 
0038:   $247 == 1 
004D: jump_if_false @DSKOOL_35574 

:DSKOOL_35515
00D6: if 
001A:   15 > $200 
004D: jump_if_false @DSKOOL_35574 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0008: $200 += 1 
0002: jump @DSKOOL_35515 

:DSKOOL_35574
00D6: if 
0038:   $247 == 2 
004D: jump_if_false @DSKOOL_35651 

:DSKOOL_35592
00D6: if 
001A:   25 > $200 
004D: jump_if_false @DSKOOL_35651 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0008: $200 += 1 
0002: jump @DSKOOL_35592 

:DSKOOL_35651
00D6: if or
0038:   $247 == 3 
0038:   $247 == 4 
004D: jump_if_false @DSKOOL_35735 

:DSKOOL_35676
00D6: if 
001A:   46 > $200 
004D: jump_if_false @DSKOOL_35735 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0008: $200 += 1 
0002: jump @DSKOOL_35676 

:DSKOOL_35735
00D6: if 
0038:   $247 == 5 
004D: jump_if_false @DSKOOL_35812 

:DSKOOL_35753
00D6: if 
001A:   37 > $200 
004D: jump_if_false @DSKOOL_35812 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0008: $200 += 1 
0002: jump @DSKOOL_35753 

:DSKOOL_35812
00D6: if or
0038:   $247 == 6 
0038:   $247 == 7 
004D: jump_if_false @DSKOOL_35896 

:DSKOOL_35837
00D6: if 
001A:   42 > $200 
004D: jump_if_false @DSKOOL_35896 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0008: $200 += 1 
0002: jump @DSKOOL_35837 

:DSKOOL_35896
00D6: if or
0038:   $247 == 8 
0038:   $247 == 9 
004D: jump_if_false @DSKOOL_35980 

:DSKOOL_35921
00D6: if 
001A:   30 > $200 
004D: jump_if_false @DSKOOL_35980 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0008: $200 += 1 
0002: jump @DSKOOL_35921 

:DSKOOL_35980
00D6: if or
0038:   $247 == 12 
0038:   $247 == 13 
004D: jump_if_false @DSKOOL_36064 

:DSKOOL_36005
00D6: if 
001A:   31 > $200 
004D: jump_if_false @DSKOOL_36064 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0008: $200 += 1 
0002: jump @DSKOOL_36005 

:DSKOOL_36064
00D6: if 
0038:   $247 == 1 
004D: jump_if_false @DSKOOL_36768 
0005: $285 = 6.0 
0005: $279 = 0.0 
0407: store_coords_to $280 $281 $284 from_car $198 with_offset 0.0 1.0 -0.5 
02CE: $284 = ground_z_at $280 $281 40.0 
0009: $284 += 0.4 

:DSKOOL_36157
02F6: $282 = sine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = cosine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
00D6: if 
0042:   $279 == 0.0 
004D: jump_if_false @DSKOOL_36240 
01BC: put_object $201[0] at $282 $283 $284 

:DSKOOL_36240
00D6: if 
0042:   $279 == 24.0 
004D: jump_if_false @DSKOOL_36275 
01BC: put_object $201[1] at $282 $283 $284 

:DSKOOL_36275
00D6: if 
0042:   $279 == 48.0 
004D: jump_if_false @DSKOOL_36310 
01BC: put_object $201[2] at $282 $283 $284 

:DSKOOL_36310
00D6: if 
0042:   $279 == 72.0 
004D: jump_if_false @DSKOOL_36345 
01BC: put_object $201[3] at $282 $283 $284 

:DSKOOL_36345
00D6: if 
0042:   $279 == 96.0 
004D: jump_if_false @DSKOOL_36380 
01BC: put_object $201[4] at $282 $283 $284 

:DSKOOL_36380
00D6: if 
0042:   $279 == 120.0 
004D: jump_if_false @DSKOOL_36415 
01BC: put_object $201[5] at $282 $283 $284 

:DSKOOL_36415
00D6: if 
0042:   $279 == 144.0 
004D: jump_if_false @DSKOOL_36450 
01BC: put_object $201[6] at $282 $283 $284 

:DSKOOL_36450
00D6: if 
0042:   $279 == 168.0 
004D: jump_if_false @DSKOOL_36485 
01BC: put_object $201[7] at $282 $283 $284 

:DSKOOL_36485
00D6: if 
0042:   $279 == 192.0 
004D: jump_if_false @DSKOOL_36520 
01BC: put_object $201[8] at $282 $283 $284 

:DSKOOL_36520
00D6: if 
0042:   $279 == 216.0 
004D: jump_if_false @DSKOOL_36555 
01BC: put_object $201[9] at $282 $283 $284 

:DSKOOL_36555
00D6: if 
0042:   $279 == 240.0 
004D: jump_if_false @DSKOOL_36590 
01BC: put_object $201[10] at $282 $283 $284 

:DSKOOL_36590
00D6: if 
0042:   $279 == 264.0 
004D: jump_if_false @DSKOOL_36625 
01BC: put_object $201[11] at $282 $283 $284 

:DSKOOL_36625
00D6: if 
0042:   $279 == 288.0 
004D: jump_if_false @DSKOOL_36660 
01BC: put_object $201[12] at $282 $283 $284 

:DSKOOL_36660
00D6: if 
0042:   $279 == 312.0 
004D: jump_if_false @DSKOOL_36695 
01BC: put_object $201[13] at $282 $283 $284 

:DSKOOL_36695
00D6: if 
0042:   $279 == 336.0 
004D: jump_if_false @DSKOOL_36730 
01BC: put_object $201[14] at $282 $283 $284 

:DSKOOL_36730
0009: $279 += 24.0 
00D6: if 
0022:   360.0 > $279 
004D: jump_if_false @DSKOOL_36768 
0002: jump @DSKOOL_36157 

:DSKOOL_36768
00D6: if 
0038:   $247 == 2 
004D: jump_if_false @DSKOOL_37657 
0005: $285 = 6.0 
0005: $279 = 90.0 
0407: store_coords_to $280 $281 $284 from_car $198 with_offset 0.0 86.0 -0.5 
02CE: $284 = ground_z_at $280 $281 40.0 
0009: $284 += 0.4 

:DSKOOL_36861
02F6: $282 = sine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = cosine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
00D6: if 
0042:   $279 == 120.0 
004D: jump_if_false @DSKOOL_36944 
01BC: put_object $201[0] at $282 $283 $284 

:DSKOOL_36944
00D6: if 
0042:   $279 == 150.0 
004D: jump_if_false @DSKOOL_36979 
01BC: put_object $201[1] at $282 $283 $284 

:DSKOOL_36979
00D6: if 
0042:   $279 == 180.0 
004D: jump_if_false @DSKOOL_37014 
01BC: put_object $201[2] at $282 $283 $284 

:DSKOOL_37014
00D6: if 
0042:   $279 == 210.0 
004D: jump_if_false @DSKOOL_37049 
01BC: put_object $201[3] at $282 $283 $284 

:DSKOOL_37049
00D6: if 
0042:   $279 == 240.0 
004D: jump_if_false @DSKOOL_37084 
01BC: put_object $201[4] at $282 $283 $284 

:DSKOOL_37084
0009: $279 += 30.0 
00D6: if 
0022:   271.0 > $279 
004D: jump_if_false @DSKOOL_37122 
0002: jump @DSKOOL_36861 

:DSKOOL_37122
035C: place_object $201[7] relative_to_car $198 with_offset -7.0 74.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset 7.0 74.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset -7.0 78.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset 7.0 78.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset -7.0 82.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset 7.0 82.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset -7.0 86.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset 7.0 86.0 -0.5 
035C: place_object $201[15] relative_to_car $198 with_offset 0.0 82.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset -3.0 4.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset 3.0 4.0 -0.5 
035C: place_object $201[18] relative_to_car $198 with_offset -3.0 0.0 -0.5 
035C: place_object $201[19] relative_to_car $198 with_offset 3.0 0.0 -0.5 
035C: place_object $201[20] relative_to_car $198 with_offset -3.0 -4.0 -0.5 
035C: place_object $201[21] relative_to_car $198 with_offset 3.0 -4.0 -0.5 
035C: place_object $201[22] relative_to_car $198 with_offset 0.0 -4.0 -0.5 
035C: place_object $201[23] relative_to_car $198 with_offset 0.0 74.0 -0.5 
035C: place_object $201[24] relative_to_car $198 with_offset 0.0 78.0 -0.5 
0004: $200 = 7 

:DSKOOL_37543
00D6: if 
001A:   25 > $200 
004D: jump_if_false @DSKOOL_37657 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_37643 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z_at $282 $283 40.0 
0009: $284 += 0.4 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_37643
0008: $200 += 1 
0002: jump @DSKOOL_37543 

:DSKOOL_37657
00D6: if or
0038:   $247 == 12 
0038:   $247 == 13 
004D: jump_if_false @DSKOOL_38148 
035C: place_object $201[0] relative_to_car $198 with_offset 0.0 4.0 -0.5 
035C: place_object $201[1] relative_to_car $198 with_offset -3.0 4.0 -0.5 
035C: place_object $201[2] relative_to_car $198 with_offset 3.0 4.0 -0.5 
035C: place_object $201[3] relative_to_car $198 with_offset -3.0 0.0 -0.5 
035C: place_object $201[4] relative_to_car $198 with_offset 3.0 0.0 -0.5 
035C: place_object $201[5] relative_to_car $198 with_offset -3.0 -4.0 -0.5 
035C: place_object $201[6] relative_to_car $198 with_offset 3.0 -4.0 -0.5 
035C: place_object $201[7] relative_to_car $198 with_offset -3.0 -8.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset 3.0 -8.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset -3.0 -12.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset 3.0 -12.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset -3.0 -16.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset 3.0 -16.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset -3.0 -20.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset 3.0 -20.0 -0.5 
0004: $200 = 0 

:DSKOOL_38034
00D6: if 
001A:   15 > $200 
004D: jump_if_false @DSKOOL_38148 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_38134 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z_at $282 $283 40.0 
0009: $284 += 0.4 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_38134
0008: $200 += 1 
0002: jump @DSKOOL_38034 

:DSKOOL_38148
00D6: if 
0038:   $247 == 12 
004D: jump_if_false @DSKOOL_38655 
035C: place_object $201[15] relative_to_car $198 with_offset -3.0 -24.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset 6.0 -22.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset 0.0 -28.0 -0.5 
035C: place_object $201[18] relative_to_car $198 with_offset 8.0 -24.0 -0.5 
035C: place_object $201[19] relative_to_car $198 with_offset 3.0 -30.0 -0.5 
035C: place_object $201[20] relative_to_car $198 with_offset 10.0 -26.0 -0.5 
035C: place_object $201[21] relative_to_car $198 with_offset 4.0 -32.0 -0.5 
035C: place_object $201[22] relative_to_car $198 with_offset 10.0 -30.0 -0.5 
035C: place_object $201[23] relative_to_car $198 with_offset 9.0 -32.0 -0.5 
035C: place_object $201[24] relative_to_car $198 with_offset 4.0 -36.0 -0.5 
035C: place_object $201[25] relative_to_car $198 with_offset 9.0 -36.0 -0.5 
035C: place_object $201[26] relative_to_car $198 with_offset 4.0 -40.0 -0.5 
035C: place_object $201[27] relative_to_car $198 with_offset 9.0 -40.0 -0.5 
035C: place_object $201[28] relative_to_car $198 with_offset 4.0 -44.0 -0.5 
035C: place_object $201[29] relative_to_car $198 with_offset 9.0 -44.0 -0.5 
035C: place_object $201[30] relative_to_car $198 with_offset 6.5 -44.0 -0.5 
0004: $200 = 15 

:DSKOOL_38541
00D6: if 
001A:   31 > $200 
004D: jump_if_false @DSKOOL_38655 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_38641 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z_at $282 $283 40.0 
0009: $284 += 0.4 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_38641
0008: $200 += 1 
0002: jump @DSKOOL_38541 

:DSKOOL_38655
00D6: if 
0038:   $247 == 13 
004D: jump_if_false @DSKOOL_39162 
035C: place_object $201[15] relative_to_car $198 with_offset 3.0 -24.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset -6.0 -22.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset 0.0 -28.0 -0.5 
035C: place_object $201[18] relative_to_car $198 with_offset -8.0 -24.0 -0.5 
035C: place_object $201[19] relative_to_car $198 with_offset -3.0 -30.0 -0.5 
035C: place_object $201[20] relative_to_car $198 with_offset -10.0 -26.0 -0.5 
035C: place_object $201[21] relative_to_car $198 with_offset -4.0 -32.0 -0.5 
035C: place_object $201[22] relative_to_car $198 with_offset -10.0 -30.0 -0.5 
035C: place_object $201[23] relative_to_car $198 with_offset -9.0 -32.0 -0.5 
035C: place_object $201[24] relative_to_car $198 with_offset -4.0 -36.0 -0.5 
035C: place_object $201[25] relative_to_car $198 with_offset -9.0 -36.0 -0.5 
035C: place_object $201[26] relative_to_car $198 with_offset -4.0 -40.0 -0.5 
035C: place_object $201[27] relative_to_car $198 with_offset -9.0 -40.0 -0.5 
035C: place_object $201[28] relative_to_car $198 with_offset -4.0 -44.0 -0.5 
035C: place_object $201[29] relative_to_car $198 with_offset -9.0 -44.0 -0.5 
035C: place_object $201[30] relative_to_car $198 with_offset -6.5 -44.0 -0.5 
0004: $200 = 15 

:DSKOOL_39048
00D6: if 
001A:   31 > $200 
004D: jump_if_false @DSKOOL_39162 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_39148 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z_at $282 $283 40.0 
0009: $284 += 0.4 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_39148
0008: $200 += 1 
0002: jump @DSKOOL_39048 

:DSKOOL_39162
00D6: if or
0038:   $247 == 6 
0038:   $247 == 7 
004D: jump_if_false @DSKOOL_40865 
035C: place_object $201[0] relative_to_car $198 with_offset -4.0 8.0 -0.5 
035C: place_object $201[1] relative_to_car $198 with_offset 4.0 8.0 -0.5 
035C: place_object $201[2] relative_to_car $198 with_offset -4.0 2.0 -0.5 
035C: place_object $201[3] relative_to_car $198 with_offset 4.0 2.0 -0.5 
035C: place_object $201[4] relative_to_car $198 with_offset -4.0 -4.0 -0.5 
035C: place_object $201[5] relative_to_car $198 with_offset -4.0 14.0 -0.5 
035C: place_object $201[6] relative_to_car $198 with_offset 4.0 14.0 -0.5 
035C: place_object $201[7] relative_to_car $198 with_offset -4.0 20.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset 4.0 20.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset -4.0 26.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset 4.0 26.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset -4.0 32.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset 4.0 32.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset -4.0 38.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset 4.0 38.0 -0.5 
035C: place_object $201[15] relative_to_car $198 with_offset -4.0 44.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset 4.0 44.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset -4.0 50.0 -0.5 
0004: $200 = 0 

:DSKOOL_39608
00D6: if 
001A:   18 > $200 
004D: jump_if_false @DSKOOL_39722 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_39708 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z_at $282 $283 40.0 
0009: $284 += 0.4 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_39708
0008: $200 += 1 
0002: jump @DSKOOL_39608 

:DSKOOL_39722
0005: $279 = 90.0 
0407: store_coords_to $280 $281 $284 from_car $198 with_offset 4.0 50.0 -0.5 
02CE: $284 = ground_z_at $280 $281 40.0 
0009: $284 += 0.4 

:DSKOOL_39787
02F6: $282 = sine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = cosine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
00D6: if 
0042:   $279 == 126.0 
004D: jump_if_false @DSKOOL_39870 
01BC: put_object $201[18] at $282 $283 $284 

:DSKOOL_39870
00D6: if 
0042:   $279 == 144.0 
004D: jump_if_false @DSKOOL_39905 
01BC: put_object $201[19] at $282 $283 $284 

:DSKOOL_39905
00D6: if 
0042:   $279 == 162.0 
004D: jump_if_false @DSKOOL_39940 
01BC: put_object $201[20] at $282 $283 $284 

:DSKOOL_39940
00D6: if 
0042:   $279 == 180.0 
004D: jump_if_false @DSKOOL_39975 
01BC: put_object $201[21] at $282 $283 $284 

:DSKOOL_39975
00D6: if 
0042:   $279 == 198.0 
004D: jump_if_false @DSKOOL_40010 
01BC: put_object $201[22] at $282 $283 $284 

:DSKOOL_40010
00D6: if 
0042:   $279 == 216.0 
004D: jump_if_false @DSKOOL_40045 
01BC: put_object $201[23] at $282 $283 $284 

:DSKOOL_40045
00D6: if 
0042:   $279 == 234.0 
004D: jump_if_false @DSKOOL_40080 
01BC: put_object $201[24] at $282 $283 $284 

:DSKOOL_40080
0009: $279 += 18.0 
00D6: if 
0022:   271.0 > $279 
004D: jump_if_false @DSKOOL_40118 
0002: jump @DSKOOL_39787 

:DSKOOL_40118
035C: place_object $201[25] relative_to_car $198 with_offset 12.0 8.0 -0.5 
035C: place_object $201[26] relative_to_car $198 with_offset 12.0 2.0 -0.5 
035C: place_object $201[27] relative_to_car $198 with_offset 12.0 -4.0 -0.5 
035C: place_object $201[28] relative_to_car $198 with_offset 12.0 14.0 -0.5 
035C: place_object $201[29] relative_to_car $198 with_offset 12.0 20.0 -0.5 
035C: place_object $201[30] relative_to_car $198 with_offset 12.0 26.0 -0.5 
035C: place_object $201[31] relative_to_car $198 with_offset 12.0 32.0 -0.5 
035C: place_object $201[32] relative_to_car $198 with_offset 12.0 38.0 -0.5 
035C: place_object $201[33] relative_to_car $198 with_offset 12.0 44.0 -0.5 
035C: place_object $201[34] relative_to_car $198 with_offset 12.0 50.0 -0.5 
0004: $200 = 25 

:DSKOOL_40355
00D6: if 
001A:   35 > $200 
004D: jump_if_false @DSKOOL_40469 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_40455 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z_at $282 $283 40.0 
0009: $284 += 0.4 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_40455
0008: $200 += 1 
0002: jump @DSKOOL_40355 

:DSKOOL_40469
0005: $279 = 270.0 
0407: store_coords_to $280 $281 $284 from_car $198 with_offset 4.0 -4.0 -0.5 
02CE: $284 = ground_z_at $280 $281 40.0 
0009: $284 += 0.4 

:DSKOOL_40534
02F6: $282 = sine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = cosine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
00D6: if 
0042:   $279 == 306.0 
004D: jump_if_false @DSKOOL_40617 
01BC: put_object $201[35] at $282 $283 $284 

:DSKOOL_40617
00D6: if 
0042:   $279 == 324.0 
004D: jump_if_false @DSKOOL_40652 
01BC: put_object $201[36] at $282 $283 $284 

:DSKOOL_40652
00D6: if 
0042:   $279 == 342.0 
004D: jump_if_false @DSKOOL_40687 
01BC: put_object $201[37] at $282 $283 $284 

:DSKOOL_40687
00D6: if 
0042:   $279 == 360.0 
004D: jump_if_false @DSKOOL_40722 
01BC: put_object $201[38] at $282 $283 $284 

:DSKOOL_40722
00D6: if 
0042:   $279 == 378.0 
004D: jump_if_false @DSKOOL_40757 
01BC: put_object $201[39] at $282 $283 $284 

:DSKOOL_40757
00D6: if 
0042:   $279 == 396.0 
004D: jump_if_false @DSKOOL_40792 
01BC: put_object $201[40] at $282 $283 $284 

:DSKOOL_40792
00D6: if 
0042:   $279 == 414.0 
004D: jump_if_false @DSKOOL_40827 
01BC: put_object $201[41] at $282 $283 $284 

:DSKOOL_40827
0009: $279 += 18.0 
00D6: if 
0022:   451.0 > $279 
004D: jump_if_false @DSKOOL_40865 
0002: jump @DSKOOL_40534 

:DSKOOL_40865
00D6: if 
0038:   $247 == 5 
004D: jump_if_false @DSKOOL_41855 
035C: place_object $201[0] relative_to_car $198 with_offset 2.0 40.0 -0.5 
035C: place_object $201[1] relative_to_car $198 with_offset -2.0 40.0 -0.5 
035C: place_object $201[2] relative_to_car $198 with_offset 3.0 44.0 -0.5 
035C: place_object $201[3] relative_to_car $198 with_offset -3.0 44.0 -0.5 
035C: place_object $201[4] relative_to_car $198 with_offset 3.0 48.0 -0.5 
035C: place_object $201[5] relative_to_car $198 with_offset -3.0 48.0 -0.5 
035C: place_object $201[6] relative_to_car $198 with_offset 3.0 52.0 -0.5 
035C: place_object $201[7] relative_to_car $198 with_offset -3.0 52.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset 3.0 56.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset -3.0 56.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset 4.0 60.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset -2.0 60.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset 5.0 64.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset -1.0 64.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset 6.0 68.0 -0.5 
035C: place_object $201[15] relative_to_car $198 with_offset 0.0 68.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset 6.0 72.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset 0.0 72.0 -0.5 
035C: place_object $201[18] relative_to_car $198 with_offset 6.0 76.0 -0.5 
035C: place_object $201[19] relative_to_car $198 with_offset 0.0 76.0 -0.5 
035C: place_object $201[20] relative_to_car $198 with_offset 6.0 80.0 -0.5 
035C: place_object $201[21] relative_to_car $198 with_offset 0.0 80.0 -0.5 
035C: place_object $201[22] relative_to_car $198 with_offset 5.0 84.0 -0.5 
035C: place_object $201[23] relative_to_car $198 with_offset -1.0 84.0 -0.5 
035C: place_object $201[24] relative_to_car $198 with_offset 4.0 88.0 -0.5 
035C: place_object $201[25] relative_to_car $198 with_offset -2.0 88.0 -0.5 
035C: place_object $201[26] relative_to_car $198 with_offset 3.0 92.0 -0.5 
035C: place_object $201[27] relative_to_car $198 with_offset -3.0 92.0 -0.5 
035C: place_object $201[28] relative_to_car $198 with_offset 3.0 96.0 -0.5 
035C: place_object $201[29] relative_to_car $198 with_offset -3.0 96.0 -0.5 
035C: place_object $201[30] relative_to_car $198 with_offset 3.0 100.0 -0.5 
035C: place_object $201[31] relative_to_car $198 with_offset -3.0 100.0 -0.5 
035C: place_object $201[32] relative_to_car $198 with_offset 3.0 104.0 -0.5 
035C: place_object $201[33] relative_to_car $198 with_offset -3.0 104.0 -0.5 
035C: place_object $201[34] relative_to_car $198 with_offset 3.0 108.0 -0.5 
035C: place_object $201[35] relative_to_car $198 with_offset -3.0 108.0 -0.5 
035C: place_object $201[36] relative_to_car $198 with_offset 0.0 108.0 -0.5 
0004: $200 = 0 

:DSKOOL_41741
00D6: if 
001A:   37 > $200 
004D: jump_if_false @DSKOOL_41855 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_41841 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z_at $282 $283 40.0 
0009: $284 += 0.4 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_41841
0008: $200 += 1 
0002: jump @DSKOOL_41741 

:DSKOOL_41855
00D6: if or
0038:   $247 == 3 
0038:   $247 == 4 
004D: jump_if_false @DSKOOL_42651 
035C: place_object $201[0] relative_to_car $198 with_offset -4.0 4.0 -0.5 
035C: place_object $201[1] relative_to_car $198 with_offset 4.0 4.0 -0.5 
035C: place_object $201[2] relative_to_car $198 with_offset -4.0 0.0 -0.5 
035C: place_object $201[3] relative_to_car $198 with_offset 4.0 0.0 -0.5 
035C: place_object $201[4] relative_to_car $198 with_offset -4.0 -4.0 -0.5 
035C: place_object $201[5] relative_to_car $198 with_offset 4.0 -4.0 -0.5 
035C: place_object $201[6] relative_to_car $198 with_offset 0.0 -4.0 -0.5 
035C: place_object $201[7] relative_to_car $198 with_offset -4.0 8.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset 4.0 8.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset -4.0 12.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset 4.0 12.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset -4.0 16.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset 4.0 16.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset -4.0 20.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset 4.0 20.0 -0.5 
035C: place_object $201[15] relative_to_car $198 with_offset -4.0 24.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset 4.0 24.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset -4.0 28.0 -0.5 
035C: place_object $201[18] relative_to_car $198 with_offset 4.0 28.0 -0.5 
035C: place_object $201[19] relative_to_car $198 with_offset -4.0 32.0 -0.5 
035C: place_object $201[20] relative_to_car $198 with_offset 4.0 32.0 -0.5 
0004: $200 = 0 

:DSKOOL_42370
00D6: if 
001A:   21 > $200 
004D: jump_if_false @DSKOOL_42484 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_42470 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z_at $282 $283 40.0 
0009: $284 += 0.4 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_42470
0008: $200 += 1 
0002: jump @DSKOOL_42370 

:DSKOOL_42484
0005: $279 = 90.0 
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @DSKOOL_42548 
0407: store_coords_to $280 $281 $284 from_car $198 with_offset 4.0 30.0 -0.5 
0002: jump @DSKOOL_42577 

:DSKOOL_42548
0407: store_coords_to $280 $281 $284 from_car $198 with_offset -4.0 30.0 -0.5 

:DSKOOL_42577
02CE: $284 = ground_z_at $280 $281 40.0 
0009: $284 += 0.4 

:DSKOOL_42603
02F6: $282 = sine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = cosine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 

:DSKOOL_42651
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @DSKOOL_42774 
00D6: if 
0042:   $279 == 126.0 
004D: jump_if_false @DSKOOL_42704 
01BC: put_object $201[21] at $282 $283 $284 

:DSKOOL_42704
00D6: if 
0042:   $279 == 144.0 
004D: jump_if_false @DSKOOL_42739 
01BC: put_object $201[22] at $282 $283 $284 

:DSKOOL_42739
00D6: if 
0042:   $279 == 162.0 
004D: jump_if_false @DSKOOL_42774 
01BC: put_object $201[23] at $282 $283 $284 

:DSKOOL_42774
00D6: if 
0038:   $247 == 4 
004D: jump_if_false @DSKOOL_42897 
00D6: if 
0042:   $279 == 198.0 
004D: jump_if_false @DSKOOL_42827 
01BC: put_object $201[21] at $282 $283 $284 

:DSKOOL_42827
00D6: if 
0042:   $279 == 216.0 
004D: jump_if_false @DSKOOL_42862 
01BC: put_object $201[22] at $282 $283 $284 

:DSKOOL_42862
00D6: if 
0042:   $279 == 234.0 
004D: jump_if_false @DSKOOL_42897 
01BC: put_object $201[23] at $282 $283 $284 

:DSKOOL_42897
00D6: if or
0038:   $247 == 3 
0038:   $247 == 4 
004D: jump_if_false @DSKOOL_43048 
00D6: if 
0042:   $279 == 180.0 
004D: jump_if_false @DSKOOL_42957 
01BC: put_object $201[24] at $282 $283 $284 

:DSKOOL_42957
0009: $279 += 18.0 
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @DSKOOL_43020 
00D6: if 
0022:   181.0 > $279 
004D: jump_if_false @DSKOOL_43013 
0002: jump @DSKOOL_42603 

:DSKOOL_43013
0002: jump @DSKOOL_43048 

:DSKOOL_43020
00D6: if 
0022:   235.0 > $279 
004D: jump_if_false @DSKOOL_43048 
0002: jump @DSKOOL_42603 

:DSKOOL_43048
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @DSKOOL_43670 
035C: place_object $201[25] relative_to_car $198 with_offset 8.0 40.0 -0.5 
035C: place_object $201[26] relative_to_car $198 with_offset 8.0 32.0 -0.5 
035C: place_object $201[27] relative_to_car $198 with_offset 12.0 40.0 -0.5 
035C: place_object $201[28] relative_to_car $198 with_offset 12.0 32.0 -0.5 
035C: place_object $201[29] relative_to_car $198 with_offset 16.0 40.0 -0.5 
035C: place_object $201[30] relative_to_car $198 with_offset 16.0 32.0 -0.5 
035C: place_object $201[31] relative_to_car $198 with_offset 20.0 40.0 -0.5 
035C: place_object $201[32] relative_to_car $198 with_offset 20.0 33.0 -0.5 
035C: place_object $201[33] relative_to_car $198 with_offset 24.0 40.0 -0.5 
035C: place_object $201[34] relative_to_car $198 with_offset 24.0 33.0 -0.5 
035C: place_object $201[35] relative_to_car $198 with_offset 28.0 40.0 -0.5 
035C: place_object $201[36] relative_to_car $198 with_offset 28.0 34.0 -0.5 
035C: place_object $201[37] relative_to_car $198 with_offset 32.0 40.0 -0.5 
035C: place_object $201[38] relative_to_car $198 with_offset 32.0 34.0 -0.5 
035C: place_object $201[39] relative_to_car $198 with_offset 36.0 39.0 -0.5 
035C: place_object $201[40] relative_to_car $198 with_offset 36.0 35.0 -0.5 
035C: place_object $201[41] relative_to_car $198 with_offset 40.0 39.0 -0.5 
035C: place_object $201[42] relative_to_car $198 with_offset 40.0 35.0 -0.5 
035C: place_object $201[43] relative_to_car $198 with_offset 44.0 39.0 -0.5 
035C: place_object $201[44] relative_to_car $198 with_offset 44.0 35.0 -0.5 
035C: place_object $201[45] relative_to_car $198 with_offset 44.0 37.0 -0.5 
0004: $200 = 25 

:DSKOOL_43556
00D6: if 
001A:   46 > $200 
004D: jump_if_false @DSKOOL_43670 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_43656 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z_at $282 $283 40.0 
0009: $284 += 0.4 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_43656
0008: $200 += 1 
0002: jump @DSKOOL_43556 

:DSKOOL_43670
00D6: if 
0038:   $247 == 4 
004D: jump_if_false @DSKOOL_44292 
035C: place_object $201[25] relative_to_car $198 with_offset -8.0 40.0 -0.5 
035C: place_object $201[26] relative_to_car $198 with_offset -8.0 32.0 -0.5 
035C: place_object $201[27] relative_to_car $198 with_offset -12.0 40.0 -0.5 
035C: place_object $201[28] relative_to_car $198 with_offset -12.0 32.0 -0.5 
035C: place_object $201[29] relative_to_car $198 with_offset -16.0 40.0 -0.5 
035C: place_object $201[30] relative_to_car $198 with_offset -16.0 32.0 -0.5 
035C: place_object $201[31] relative_to_car $198 with_offset -20.0 40.0 -0.5 
035C: place_object $201[32] relative_to_car $198 with_offset -20.0 33.0 -0.5 
035C: place_object $201[33] relative_to_car $198 with_offset -24.0 40.0 -0.5 
035C: place_object $201[34] relative_to_car $198 with_offset -24.0 33.0 -0.5 
035C: place_object $201[35] relative_to_car $198 with_offset -28.0 40.0 -0.5 
035C: place_object $201[36] relative_to_car $198 with_offset -28.0 34.0 -0.5 
035C: place_object $201[37] relative_to_car $198 with_offset -32.0 40.0 -0.5 
035C: place_object $201[38] relative_to_car $198 with_offset -32.0 34.0 -0.5 
035C: place_object $201[39] relative_to_car $198 with_offset -36.0 39.0 -0.5 
035C: place_object $201[40] relative_to_car $198 with_offset -36.0 35.0 -0.5 
035C: place_object $201[41] relative_to_car $198 with_offset -40.0 39.0 -0.5 
035C: place_object $201[42] relative_to_car $198 with_offset -40.0 35.0 -0.5 
035C: place_object $201[43] relative_to_car $198 with_offset -44.0 39.0 -0.5 
035C: place_object $201[44] relative_to_car $198 with_offset -44.0 35.0 -0.5 
035C: place_object $201[45] relative_to_car $198 with_offset -44.0 37.0 -0.5 
0004: $200 = 25 

:DSKOOL_44178
00D6: if 
001A:   46 > $200 
004D: jump_if_false @DSKOOL_44292 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_44278 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z_at $282 $283 40.0 
0009: $284 += 0.4 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_44278
0008: $200 += 1 
0002: jump @DSKOOL_44178 

:DSKOOL_44292
00D6: if 
0038:   $247 == 8 
004D: jump_if_false @DSKOOL_44776 
035C: place_object $201[0] relative_to_car $198 with_offset -8.0 20.0 -0.5 
035C: place_object $201[1] relative_to_car $198 with_offset -6.0 20.0 -0.5 
035C: place_object $201[2] relative_to_car $198 with_offset -4.0 20.0 -0.5 
035C: place_object $201[3] relative_to_car $198 with_offset -2.0 20.0 -0.5 
035C: place_object $201[4] relative_to_car $198 with_offset 0.0 20.0 -0.5 
035C: place_object $201[5] relative_to_car $198 with_offset 7.0 40.0 -0.5 
035C: place_object $201[6] relative_to_car $198 with_offset 5.0 40.0 -0.5 
035C: place_object $201[7] relative_to_car $198 with_offset 3.0 40.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset 1.0 40.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset -1.0 40.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset -8.0 60.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset -6.0 60.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset -4.0 60.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset -2.0 60.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset 0.0 60.0 -0.5 
0004: $200 = 0 

:DSKOOL_44662
00D6: if 
001A:   15 > $200 
004D: jump_if_false @DSKOOL_44776 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_44762 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z_at $282 $283 40.0 
0009: $284 += 0.4 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_44762
0008: $200 += 1 
0002: jump @DSKOOL_44662 

:DSKOOL_44776
00D6: if 
0038:   $247 == 9 
004D: jump_if_false @DSKOOL_45260 
035C: place_object $201[0] relative_to_car $198 with_offset 7.0 20.0 -0.5 
035C: place_object $201[1] relative_to_car $198 with_offset 5.0 20.0 -0.5 
035C: place_object $201[2] relative_to_car $198 with_offset 3.0 20.0 -0.5 
035C: place_object $201[3] relative_to_car $198 with_offset 1.0 20.0 -0.5 
035C: place_object $201[4] relative_to_car $198 with_offset -1.0 20.0 -0.5 
035C: place_object $201[5] relative_to_car $198 with_offset -8.0 40.0 -0.5 
035C: place_object $201[6] relative_to_car $198 with_offset -6.0 40.0 -0.5 
035C: place_object $201[7] relative_to_car $198 with_offset -4.0 40.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset -2.0 40.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset 0.0 40.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset 7.0 60.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset 5.0 60.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset 3.0 60.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset 1.0 60.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset -1.0 60.0 -0.5 
0004: $200 = 0 

:DSKOOL_45146
00D6: if 
001A:   15 > $200 
004D: jump_if_false @DSKOOL_45260 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_45246 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z_at $282 $283 40.0 
0009: $284 += 0.4 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_45246
0008: $200 += 1 
0002: jump @DSKOOL_45146 

:DSKOOL_45260
00D6: if or
0038:   $247 == 8 
0038:   $247 == 9 
004D: jump_if_false @DSKOOL_45996 
0005: $285 = 8.0 
0005: $279 = 90.0 
0407: store_coords_to $280 $281 $284 from_car $198 with_offset -0.5 81.0 -0.5 
02CE: $284 = ground_z_at $280 $281 40.0 
0009: $284 += 0.4 

:DSKOOL_45360
02F6: $282 = sine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = cosine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
00D6: if 
0042:   $279 == 90.0 
004D: jump_if_false @DSKOOL_45443 
01BC: put_object $201[23] at $282 $283 $284 

:DSKOOL_45443
00D6: if 
0042:   $279 == 120.0 
004D: jump_if_false @DSKOOL_45478 
01BC: put_object $201[24] at $282 $283 $284 

:DSKOOL_45478
00D6: if 
0042:   $279 == 150.0 
004D: jump_if_false @DSKOOL_45513 
01BC: put_object $201[25] at $282 $283 $284 

:DSKOOL_45513
00D6: if 
0042:   $279 == 180.0 
004D: jump_if_false @DSKOOL_45548 
01BC: put_object $201[26] at $282 $283 $284 

:DSKOOL_45548
00D6: if 
0042:   $279 == 210.0 
004D: jump_if_false @DSKOOL_45583 
01BC: put_object $201[27] at $282 $283 $284 

:DSKOOL_45583
00D6: if 
0042:   $279 == 240.0 
004D: jump_if_false @DSKOOL_45618 
01BC: put_object $201[28] at $282 $283 $284 

:DSKOOL_45618
00D6: if 
0042:   $279 == 270.0 
004D: jump_if_false @DSKOOL_45653 
01BC: put_object $201[29] at $282 $283 $284 

:DSKOOL_45653
0009: $279 += 30.0 
00D6: if 
0022:   271.0 > $279 
004D: jump_if_false @DSKOOL_45691 
0002: jump @DSKOOL_45360 

:DSKOOL_45691
035C: place_object $201[15] relative_to_car $198 with_offset 0.0 80.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset -3.0 4.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset 3.0 4.0 -0.5 
035C: place_object $201[18] relative_to_car $198 with_offset -3.0 0.0 -0.5 
035C: place_object $201[19] relative_to_car $198 with_offset 3.0 0.0 -0.5 
035C: place_object $201[20] relative_to_car $198 with_offset -3.0 -4.0 -0.5 
035C: place_object $201[21] relative_to_car $198 with_offset 3.0 -4.0 -0.5 
035C: place_object $201[22] relative_to_car $198 with_offset 0.0 -4.0 -0.5 
0004: $200 = 15 

:DSKOOL_45882
00D6: if 
001A:   23 > $200 
004D: jump_if_false @DSKOOL_45996 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_45982 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z_at $282 $283 40.0 
0009: $284 += 0.4 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_45982
0008: $200 += 1 
0002: jump @DSKOOL_45882 

:DSKOOL_45996
0051: return 

:DSKOOL_45998
00D6: if 
0039:   61@ == 1 
004D: jump_if_false @DSKOOL_46091 
00D6: if 
001D:   86@ > 62@ // (int) 
004D: jump_if_false @DSKOOL_46063 
0050: gosub @DSKOOL_46259 
0050: gosub @DSKOOL_46366 
0050: gosub @DSKOOL_46520 
0002: jump @DSKOOL_46091 

:DSKOOL_46063
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @DSKOOL_46084 
0968: actor 91@ stop_mouth 

:DSKOOL_46084
0006: 61@ = 0 

:DSKOOL_46091
0051: return 

:DSKOOL_46093
00D6: if 
0039:   61@ == 1 
004D: jump_if_false @DSKOOL_46228 
05AA: 65@s = 'MEC_D1' // @s = 'short'  // ~z~Welcome to the Advanced Driving School.
05AA: 67@s = 'MEC_D2' // @s = 'short'  // ~z~To pass you must score BRONZE or higher in all 12 tests.
05AA: 69@s = 'MEC_D3' // @s = 'short'  // ~z~To view a demonstration of each test, please use the TV over there.
05AA: 71@s = 'MEC_D4' // @s = 'short'  // ~z~Passing a test will unlock the next test in the training program.
05AA: 73@s = 'MEC_D5' // @s = 'short'  // ~z~You can come back and check your scores or take new tests at any time.
04AF: 79@ = 26002 // = constant 
04AF: 80@ = 26003 // = constant 
04AF: 81@ = 26004 // = constant 
04AF: 82@ = 26005 // = constant 
04AF: 83@ = 26006 // = constant 
0006: 86@ = 5 

:DSKOOL_46228
0085: 89@ = 62@ // (int) 
0006: 87@ = 0 
0006: 88@ = 0 
0006: 90@ = 1 
0051: return 

:DSKOOL_46259
00D6: if 
001D:   86@ > 89@ // (int) 
004D: jump_if_false @DSKOOL_46364 
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @DSKOOL_46321 
03CF: load_wav 79@(89@,7i) as 1 
000A: 89@ += 1 
0006: 87@ = 1 

:DSKOOL_46321
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @DSKOOL_46364 
03CF: load_wav 79@(89@,7i) as 2 
000A: 89@ += 1 
0006: 88@ = 1 

:DSKOOL_46364
0051: return 

:DSKOOL_46366
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @DSKOOL_46442 
00D6: if 
0039:   87@ == 1 
004D: jump_if_false @DSKOOL_46442 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DSKOOL_46442 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 65@(62@,7s) time 4500 flag 1 
0006: 87@ = 2 

:DSKOOL_46442
00D6: if 
0039:   90@ == 2 
004D: jump_if_false @DSKOOL_46518 
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @DSKOOL_46518 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DSKOOL_46518 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 65@(62@,7s) time 4500 flag 1 
0006: 88@ = 2 

:DSKOOL_46518
0051: return 

:DSKOOL_46520
00D6: if 
0039:   87@ == 2 
004D: jump_if_false @DSKOOL_46583 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DSKOOL_46583 
03D5: remove_text 65@(62@,7s) 
000A: 62@ += 1 
0006: 90@ = 2 
0006: 87@ = 0 

:DSKOOL_46583
00D6: if 
0039:   88@ == 2 
004D: jump_if_false @DSKOOL_46646 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DSKOOL_46646 
03D5: remove_text 65@(62@,7s) 
000A: 62@ += 1 
0006: 90@ = 1 
0006: 88@ = 0 

:DSKOOL_46646
0051: return 

//-------------Mission 72---------------
// Originally: Air Raid

:ZERO1
0050: gosub @ZERO1_36 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @ZERO1_27 
0050: gosub @ZERO1_17267 

:ZERO1_27
0050: gosub @ZERO1_17506 
004E: end_thread 

:ZERO1_36
0004: $ONMISSION = 1 
08E7: disable_entrance_markers 1 
08F4: set_max_group_members 0 
0317: increment_mission_attempts 
03A4: name_thread 'ZERO1' 
01B4: set_player $PLAYER_CHAR can_move 0 
054C: use_GXT_table 'ZERO1' 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:ZERO1_97
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_121 
0001: wait 0 ms 
0002: jump @ZERO1_97 

:ZERO1_121
04BB: select_interior 6 
00A1: put_actor $PLAYER_ACTOR at -2214.436 123.9208 56.4219 
00BF: 359@ = current_time_hours, 360@ = current_time_minutes 
00D6: if or
0019:   359@ > 21 
001B:   4 > 359@ 
004D: jump_if_false @ZERO1_193 
0006: 359@ = 5 
00C0: set_current_time_hours_to 359@ minutes_to 360@ 

:ZERO1_193
02E4: load_cutscene_data 'ZERO_1' 
0247: load_model #FIRE_EX 

:ZERO1_209
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @ZERO1_233 
0001: wait 0 ms 
0002: jump @ZERO1_209 

:ZERO1_233
02E7: start_cutscene 
0001: wait 200 ms 
016A: fade 1 time 1000 

:ZERO1_247
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @ZERO1_271 
0001: wait 0 ms 
0002: jump @ZERO1_247 

:ZERO1_271
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:ZERO1_292
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_316 
0001: wait 0 ms 
0002: jump @ZERO1_292 

:ZERO1_316
02EA: end_cutscene 
04BB: select_interior 0 
01B6: set_weather 16 
0006: 361@ = 0 
0006: 363@ = 0 
0006: 362@ = 0 
0006: 364@ = 0 
0006: 166@ = 0 
0006: 147@ = 1 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 0 
0006: 165@ = 0 
0006: 177@ = 0 
0004: $7420 = 0 
0006: 160@ = 0 
0006: 161@ = 0 
0006: 162@ = 0 
0006: 163@ = 0 
0006: 164@ = 0 
0004: $7422 = 210000 
0007: 57@ = -2239.453 
0007: 58@ = 120.4904 
0007: 59@ = 56.6585 
0007: 143@ = 97.5 
0007: 144@ = 160.0 
0007: 145@ = 14.0 
0007: 146@ = 280.0 
0007: 60@ = -2321.496 
0007: 68@ = 211.349 
0007: 61@ = -2252.581 
0007: 69@ = 235.0999 
0007: 62@ = -2122.693 
0007: 70@ = 65.552 
0007: 63@ = -2233.54 
0007: 71@ = 16.5174 
0007: 64@ = -2508.457 
0007: 72@ = 181.6713 
0007: 65@ = -2502.908 
0007: 73@ = 184.0278 
0007: 66@ = -2508.368 
0007: 74@ = 183.8913 
0007: 67@ = -2504.021 
0007: 75@ = 187.1988 
0006: 330@ = 0 
0006: 331@ = 25 
0006: 332@ = 25 
0006: 333@ = 25 
0006: 334@ = 25 
0007: 77@ = -2237.24 
0007: 81@ = 143.33 
0007: 85@ = 57.0 
0007: 78@ = -2219.5 
0007: 82@ = 128.68 
0007: 86@ = 56.72 
0007: 79@ = -2224.5 
0007: 83@ = 149.05 
0007: 87@ = 59.01 
0007: 80@ = -2226.7 
0007: 84@ = 94.8 
0007: 88@ = 50.87 
008A: $7421 = 331@ // (int) 
005E: $7421 += 332@ // (int) 
005E: $7421 += 333@ // (int) 
005E: $7421 += 334@ // (int) 
01BD: 340@ = current_time_in_ms 
0004: $7421 = 100 
0006: 151@ = 0 
0006: 152@ = 1 
0006: 153@ = 1 
0006: 154@ = 1 
0006: 155@ = 1 
0006: 156@ = 1 
0006: 157@ = 1 
0006: 158@ = 1 
0006: 159@ = 1 
0006: 329@ = 0 
0006: 32@ = 0 
0006: 328@ = 0 
01EB: set_traffic_density_multiplier_to 3.0 
0107: 34@ = create_object #MINIGUN_BASE at 57@ 58@ 59@ 
0382: set_object 34@ collision_detection 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B4: set_player $PLAYER_CHAR can_move 0 
00A1: put_actor $PLAYER_ACTOR at -2214.436 123.9208 56.4219 
0177: set_object 34@ Z_angle_to 90.0 
03C3: set_timer_to $7422 type 1 GXT 'ZER1_26' // global_variable  // TIME:
03C4: set_status_text $7421 type 1 GXT 'ZER1_20' // global_variable  // SIGNAL:
01BD: 357@ = current_time_in_ms 
0006: 328@ = 0 

:ZERO1_1087
00D6: if 
001B:   4 > 328@ 
004D: jump_if_false @ZERO1_1152 
0107: 45@(328@,10i) = create_object #WONGS_ERECTION at 77@(328@,4f) 81@(328@,4f) 85@(328@,4f) 
000A: 328@ += 1 
0002: jump @ZERO1_1087 

:ZERO1_1152
00D6: if 
8248:   not model #FIRE_EX available 
004D: jump_if_false @ZERO1_1179 
0001: wait 0 ms 
0002: jump @ZERO1_1152 

:ZERO1_1179
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:ZERO1_1192
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @ZERO1_1218 
0001: wait 0 ms 
0002: jump @ZERO1_1192 

:ZERO1_1218
02A3: enable_widescreen 1 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -2261.838 118.3496 55.8344 position_to -2248.469 121.3517 60.4838 time 6800 smooth_transition 1 
0920: point_camera -2261.123 118.8753 55.3739 transverse_to -2247.61 121.8521 60.3731 time 6800 smooth_transition 1 
04ED: load_animation "ON_LOOKERS" 
0A0B: set_rendering_origin_at_3D_coord -2259.838 122.3496 40.8344 angle 290.0 

:ZERO1_1342
00D6: if 
84EE:   not animation "ON_LOOKERS" loaded 
004D: jump_if_false @ZERO1_1378 
0001: wait 0 ms 
0002: jump @ZERO1_1342 

:ZERO1_1378
0001: wait 1000 ms 
016A: fade 1 time 500 
0169: set_fade_color_RGB 0 0 0 

:ZERO1_1398
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_1422 
0001: wait 0 ms 
0002: jump @ZERO1_1398 

:ZERO1_1422
009A: 55@ = create_actor_pedtype 4 model #SPECIAL01 at -2214.29 125.49 56.5985 
0223: set_actor 55@ health_to 1000 
02AB: set_actor 55@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060A: create_decision_maker_type 0 store_to 335@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 335@ event 46 
0708: reset_decision_maker 335@ event 59 
0709: set_decision_maker 335@ on_event 59 taskID 604 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
060B: set_actor 55@ decision_maker_to 335@ 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1646 
0615: define_AS_pack_begin 369@ 
05D3: AS_actor -1 goto_point -2231.323 129.7854 56.5985 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 0.0 
0605: actor -1 perform_animation "LKUP_LOOP" IFP "ON_LOOKERS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 0 
0616: define_AS_pack_end 369@ 
0618: assign_actor 55@ to_AS_pack 369@ 
061B: remove_references_to_AS_pack 369@ 

:ZERO1_1646
0615: define_AS_pack_begin 369@ 
05D3: AS_actor -1 goto_point -2239.703 119.9904 56.5985 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 0.0 
0616: define_AS_pack_end 369@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 369@ 
061B: remove_references_to_AS_pack 369@ 
03CF: load_wav 44600 as 1 

:ZERO1_1710
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1736 
0001: wait 0 ms 
0002: jump @ZERO1_1710 

:ZERO1_1736
00BC: show_text_highpriority GXT 'ZER1_AA' time 10000 flag 1  // ~z~Berkley's launched a full-scale attack!
03D1: play_wav 1 

:ZERO1_1756
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1782 
0001: wait 0 ms 
0002: jump @ZERO1_1756 

:ZERO1_1782
03D5: remove_text 'ZER1_AA'  // ~z~Berkley's launched a full-scale attack!
0247: load_model #WONGS_ERECTION2 
0247: load_model #RCBARON 
0247: load_model #MINIGUN 
0247: load_model #RCBOMB 

:ZERO1_1813
00D6: if or
8248:   not model #WONGS_ERECTION2 available 
8248:   not model #RCBARON available 
8248:   not model #RCBOMB available 
8248:   not model #MINIGUN available 
004D: jump_if_false @ZERO1_1855 
0001: wait 0 ms 
0002: jump @ZERO1_1813 

:ZERO1_1855
0006: 328@ = 0 

:ZERO1_1862
00D6: if 
001B:   8 > 328@ 
004D: jump_if_false @ZERO1_1927 
018A: 178@(328@,10i) = create_checkpoint_at 0.0 0.0 0.0 
0164: disable_marker 178@(328@,10i) 
000A: 328@ += 1 
0002: jump @ZERO1_1862 

:ZERO1_1927
0001: wait 0 ms 
00D6: if 
0039:   147@ == 1 
004D: jump_if_false @ZERO1_1956 
0050: gosub @ZERO1_3231 

:ZERO1_1956
00D6: if 
0039:   148@ == 1 
004D: jump_if_false @ZERO1_1981 
0050: gosub @ZERO1_5321 

:ZERO1_1981
00D6: if 
0039:   149@ == 1 
004D: jump_if_false @ZERO1_2006 
0002: jump @ZERO1_17199 

:ZERO1_2006
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @ZERO1_2031 
0002: jump @ZERO1_17267 

:ZERO1_2031
0002: jump @ZERO1_1927 

:ZERO1_2038
0395: clear_area 1 at -2208.1 175.86 40.46 radius 25.0 
00D6: if 
001B:   4 > 328@ 
004D: jump_if_false @ZERO1_2594 
00A5: 35@(328@,10i) = create_car #RCBARON at 60@(330@,8f) 68@(330@,8f) 70.0 
039F: set_car 35@(328@,10i) race_to 77@(329@,4f) 81@(329@,4f) 
0224: set_car 35@(328@,10i) health_to 10 
03CC: enable_car 35@(328@,10i) stuck_check_distance_to 3.0 time_to 3000 
02AC: set_car 35@(328@,10i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0745: set_hydra 35@(328@,10i) thrust_to_horizontal 
04BA: set_car 35@(328@,10i) speed_to 14.0 
00D6: if 
875C:   not marker 178@(328@,10i) enabled 
004D: jump_if_false @ZERO1_2259 
0186: 178@(328@,10i) = create_marker_above_car 35@(328@,10i) 
018B: set_marker 178@(328@,10i) radar_mode 2 
0002: jump @ZERO1_2295 

:ZERO1_2259
0164: disable_marker 178@(328@,10i) 
0186: 178@(328@,10i) = create_marker_above_car 35@(328@,10i) 
018B: set_marker 178@(328@,10i) radar_mode 2 

:ZERO1_2295
03A2: set_car 35@(328@,10i) action 3 
0107: 188@(328@,10i) = create_object #RCBOMB at 60@(328@,8f) 68@(328@,8f) 130.0 
0681: attach_object 188@(328@,10i) to_car 35@(328@,10i) with_offset 0.0 0.0 -0.3 rotation 0.0 0.0 0.0 
035C: place_object 188@(328@,10i) relative_to_car 35@(328@,10i) with_offset 0.0 0.0 258@(328@,10f) 
0382: set_object 188@(328@,10i) collision_detection 0 
0392: make_object 188@(328@,10i) moveable 0 
0087: 76@ = 85@(329@,4f) // (float) 
000B: 76@ += 10.5 
04D2: set_plane 35@(328@,10i) fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 13.5 
0742: set_plane 35@(328@,10i) unknown_trajectory -0.8 
0006: 152@(328@,8i) = 0 
0006: 167@(328@,10i) = 0 
0006: 151@ = 1 
01BD: 336@(328@,10i) = current_time_in_ms 
000A: 330@ += 1 
00D6: if 
0019:   330@ > 3 
004D: jump_if_false @ZERO1_2580 
0006: 330@ = 0 

:ZERO1_2580
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03C7: set_sensitivity_to_crime 0.001 

:ZERO1_2594
0051: return 

:ZERO1_2596
00D6: if or
0019:   328@ > 4 
0039:   328@ == 4 
004D: jump_if_false @ZERO1_3229 
00A5: 35@(328@,10i) = create_car #RCBARON at 60@(328@,8f) 68@(328@,8f) 85.0 
039F: set_car 35@(328@,10i) race_to 77@(329@,4f) 81@(329@,4f) 
02AC: set_car 35@(328@,10i) immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0224: set_car 35@(328@,10i) health_to 10 
03CC: enable_car 35@(328@,10i) stuck_check_distance_to 3.0 time_to 10000 
00D6: if 
875C:   not marker 178@(328@,10i) enabled 
004D: jump_if_false @ZERO1_2777 
0186: 178@(328@,10i) = create_marker_above_car 35@(328@,10i) 
018B: set_marker 178@(328@,10i) radar_mode 2 
0002: jump @ZERO1_2813 

:ZERO1_2777
0164: disable_marker 178@(328@,10i) 
0186: 178@(328@,10i) = create_marker_above_car 35@(328@,10i) 
018B: set_marker 178@(328@,10i) radar_mode 2 

:ZERO1_2813
03A2: set_car 35@(328@,10i) action 3 
0175: set_car 35@(328@,10i) Z_angle_to 258.0 
0745: set_hydra 35@(328@,10i) thrust_to_horizontal 
04BA: set_car 35@(328@,10i) speed_to 14.0 
0006: 167@(328@,10i) = 0 
0006: 152@(328@,8i) = 0 
0107: 188@(328@,10i) = create_object #RCBOMB at 60@(328@,8f) 68@(328@,8f) 120.0 
0681: attach_object 188@(328@,10i) to_car 35@(328@,10i) with_offset 0.0 0.0 -0.3 rotation 0.0 0.0 0.0 
035C: place_object 188@(328@,10i) relative_to_car 35@(328@,10i) with_offset 0.0 0.0 258@(328@,10f) 
0382: set_object 188@(328@,10i) collision_detection 0 
0392: make_object 188@(328@,10i) moveable 0 
01BD: 336@(328@,10i) = current_time_in_ms 
0087: 76@ = 85@(329@,4f) // (float) 
000B: 76@ += 10.5 
04D2: set_plane 35@(328@,10i) fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 69.5 
0742: set_plane 35@(328@,10i) unknown_trajectory -0.8 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_3229 
00D6: if 
0039:   361@ == 0 
004D: jump_if_false @ZERO1_3229 
03CF: load_wav 44608 as 1 

:ZERO1_3139
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_3165 
0001: wait 0 ms 
0002: jump @ZERO1_3139 

:ZERO1_3165
00BC: show_text_highpriority GXT 'ZER1_BD' time 10000 flag 1  // ~z~RC Barons at 9 o'clock high, Carl!
03D1: play_wav 1 

:ZERO1_3185
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_3211 
0001: wait 0 ms 
0002: jump @ZERO1_3185 

:ZERO1_3211
03D5: remove_text 'ZER1_BD'  // ~z~RC Barons at 9 o'clock high, Carl!
0006: 361@ = 1 

:ZERO1_3229
0051: return 

:ZERO1_3231
0006: 32@ = 0 
00D6: if 
0038:   $7420 == 0 
004D: jump_if_false @ZERO1_5075 
0006: 177@ = 0 
0006: 33@ = 0 

:ZERO1_3270
00D6: if 
8039:   not  177@ == 10 
004D: jump_if_false @ZERO1_4640 
0001: wait 0 ms 
00D6: if 
0039:   177@ == 0 
004D: jump_if_false @ZERO1_3501 
03CF: load_wav 44601 as 1 

:ZERO1_3319
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_3345 
0001: wait 0 ms 
0002: jump @ZERO1_3319 

:ZERO1_3345
00BC: show_text_highpriority GXT 'ZER1_AB' time 10000 flag 1  // ~z~This is insanity!
03D1: play_wav 1 

:ZERO1_3365
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_3391 
0001: wait 0 ms 
0002: jump @ZERO1_3365 

:ZERO1_3391
03D5: remove_text 'ZER1_AC'  // ~z~All batteries commence fire!
03CF: load_wav 44602 as 1 

:ZERO1_3411
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_3437 
0001: wait 0 ms 
0002: jump @ZERO1_3411 

:ZERO1_3437
00BC: show_text_highpriority GXT 'ZER1_AC' time 10000 flag 1  // ~z~All batteries commence fire!
03D1: play_wav 1 

:ZERO1_3457
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_3483 
0001: wait 0 ms 
0002: jump @ZERO1_3457 

:ZERO1_3483
03D5: remove_text 'ZER1_AC'  // ~z~All batteries commence fire!
0006: 177@ = 1 

:ZERO1_3501
00D6: if 
0019:   33@ > 4500 
004D: jump_if_false @ZERO1_3708 
00D6: if 
0039:   177@ == 1 
004D: jump_if_false @ZERO1_3708 
0006: 177@ = 2 
0925: restore_camera_to_user_defined 
015F: set_camera_position -2240.485 119.5912 58.4997 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2239.875 120.376 58.6143 switchstyle 2 
0395: clear_area 1 at 57@ 58@ 59@ radius 1000.0 
03CF: load_wav 44605 as 1 

:ZERO1_3625
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_3651 
0001: wait 0 ms 
0002: jump @ZERO1_3625 

:ZERO1_3651
00BC: show_text_highpriority GXT 'ZER1_BA' time 10000 flag 1  // ~z~He's going for my transmitters!
03D1: play_wav 1 

:ZERO1_3671
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_3697 
0001: wait 0 ms 
0002: jump @ZERO1_3671 

:ZERO1_3697
03D5: remove_text 'ZER1_BA'  // ~z~He's going for my transmitters!

:ZERO1_3708
00D6: if 
0019:   33@ > 7500 
004D: jump_if_false @ZERO1_4023 
00D6: if 
0039:   177@ == 2 
004D: jump_if_false @ZERO1_4023 
0006: 177@ = 3 
015F: set_camera_position -2231.676 127.7127 57.9036 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2231.965 128.6361 58.1563 switchstyle 2 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_3863 
0605: actor 55@ perform_animation "POINTUP_IN" IFP "ON_LOOKERS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time 0 

:ZERO1_3863
03CF: load_wav 44606 as 1 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @ZERO1_3940 
0006: 328@ = 0 

:ZERO1_3897
00D6: if 
001B:   2 > 328@ 
004D: jump_if_false @ZERO1_3940 
0001: wait 0 ms 
0050: gosub @ZERO1_2038 
000A: 328@ += 1 
0002: jump @ZERO1_3897 

:ZERO1_3940
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_3966 
0001: wait 0 ms 
0002: jump @ZERO1_3940 

:ZERO1_3966
00BC: show_text_highpriority GXT 'ZER1_BB' time 10000 flag 1  // ~z~If he takes them out, I'll never be able to launch a counter attack!
03D1: play_wav 1 

:ZERO1_3986
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_4012 
0001: wait 0 ms 
0002: jump @ZERO1_3986 

:ZERO1_4012
03D5: remove_text 'ZER1_BB'  // ~z~If he takes them out, I'll never be able to launch a counter attack!

:ZERO1_4023
00D6: if 
0019:   33@ > 12000 
004D: jump_if_false @ZERO1_4347 
00D6: if 
0039:   177@ == 3 
004D: jump_if_false @ZERO1_4347 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @ZERO1_4347 
0407: store_coords_to 92@ 93@ 94@ from_car 36@ with_offset 2.0 1.5 -1.0 
015F: set_camera_position 92@ 93@ 94@ rotation 0.0 0.0 0.0 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_4156 
0159: camera_on_ped 55@ mode 15 switchstyle 2 

:ZERO1_4156
03CF: load_wav 44603 as 1 

:ZERO1_4165
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_4191 
0001: wait 0 ms 
0002: jump @ZERO1_4165 

:ZERO1_4191
00BC: show_text_highpriority GXT 'ZER1_AD' time 10000 flag 1  // ~z~No problem man, but they only toys.
03D1: play_wav 1 

:ZERO1_4211
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_4237 
0001: wait 0 ms 
0002: jump @ZERO1_4211 

:ZERO1_4237
03D5: remove_text 'ZER1_AD'  // ~z~No problem man, but they only toys.
03CF: load_wav 44604 as 1 

:ZERO1_4257
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_4283 
0001: wait 0 ms 
0002: jump @ZERO1_4257 

:ZERO1_4283
00BC: show_text_highpriority GXT 'ZER1_AE' time 10000 flag 1  // ~z~They're not toys! They're just smaller!
03D1: play_wav 1 

:ZERO1_4303
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_4329 
0001: wait 0 ms 
0002: jump @ZERO1_4303 

:ZERO1_4329
03D5: remove_text 'ZER1_AE'  // ~z~They're not toys! They're just smaller!
0006: 177@ = 4 

:ZERO1_4347
00D6: if 
0019:   33@ > 17000 
004D: jump_if_false @ZERO1_4515 
00D6: if 
0039:   177@ == 4 
004D: jump_if_false @ZERO1_4515 
0006: 177@ = 5 
00A1: put_actor $PLAYER_ACTOR at -2239.703 119.9904 56.5985 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
00D6: if 
03CA:   object 34@ exists 
004D: jump_if_false @ZERO1_4448 
0655: AS_actor $PLAYER_ACTOR look_at_object 34@ 3000 ms 

:ZERO1_4448
015F: set_camera_position -2239.688 122.1658 57.6384 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2239.237 121.2862 57.7886 switchstyle 2 
00BC: show_text_highpriority GXT 'ZER1_22' time 5000 flag 1  // ~s~Use the minigun to eliminate the enemy threat.

:ZERO1_4515
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @ZERO1_4607 
0006: 177@ = 10 
040D: unload_wav 1 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @ZERO1_4607 
0006: 328@ = 0 

:ZERO1_4564
00D6: if 
001B:   2 > 328@ 
004D: jump_if_false @ZERO1_4607 
0001: wait 0 ms 
0050: gosub @ZERO1_2038 
000A: 328@ += 1 
0002: jump @ZERO1_4564 

:ZERO1_4607
00D6: if 
0019:   33@ > 20000 
004D: jump_if_false @ZERO1_4633 
0006: 177@ = 10 

:ZERO1_4633
0002: jump @ZERO1_3270 

:ZERO1_4640
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @ZERO1_4701 
00AB: put_car 35@ at 60@ 68@ 95.0 
039F: set_car 35@ race_to 77@(329@,4f) 81@(329@,4f) 
04BA: set_car 35@ speed_to 10.0 

:ZERO1_4701
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @ZERO1_4762 
00AB: put_car 36@ at 61@ 69@ 95.0 
039F: set_car 36@ race_to 77@(329@,4f) 81@(329@,4f) 
04BA: set_car 36@ speed_to 10.0 

:ZERO1_4762
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 34@ offset_from_object_origin -0.25 -0.5 1.25 orientation 2 both_side_angle_limit 360.0 lock_weapon 38 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 38 
0114: set_actor $PLAYER_ACTOR weapon 38 add_ammo 200000 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 270.0 rotation_speed 300.0 
0687: clear_actor $PLAYER_ACTOR task 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0925: restore_camera_to_user_defined 
015A: restore_camera 
00D6: if 
03CA:   object 34@ exists 
004D: jump_if_false @ZERO1_4885 
0750: set_object 34@ visibility 0 

:ZERO1_4885
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_4911 
01B2: give_actor 55@ weapon 42 ammo 1000 // Load the weapon model before using this 

:ZERO1_4911
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
03E5: show_text_box 'ZER1_24'  // Press ~k~~PED_FIREWEAPON~ to fire the Minigun.
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_5045 
03CF: load_wav 44609 as 1 

:ZERO1_4962
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_4988 
0001: wait 0 ms 
0002: jump @ZERO1_4962 

:ZERO1_4988
00BC: show_text_highpriority GXT 'ZER1_BE' time 10000 flag 1  // ~z~CJ, bogies at 12 o'clock!
03D1: play_wav 1 

:ZERO1_5008
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_5034 
0001: wait 0 ms 
0002: jump @ZERO1_5008 

:ZERO1_5034
03D5: remove_text 'ZER1_BE'  // ~z~CJ, bogies at 12 o'clock!

:ZERO1_5045
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03C7: set_sensitivity_to_crime 0.001 
0006: 147@ = 0 
0006: 148@ = 1 
0051: return 

:ZERO1_5075
00D6: if 
0038:   $7420 == 1 
004D: jump_if_false @ZERO1_5298 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @ZERO1_5275 
0006: 328@ = 0 

:ZERO1_5118
00D6: if 
001B:   4 > 328@ 
004D: jump_if_false @ZERO1_5268 
0001: wait 0 ms 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_5200 
0224: set_car 35@(328@,10i) health_to 10 
00D6: if 
82CA:   not car 35@(328@,10i) bounding_sphere_visible 
004D: jump_if_false @ZERO1_5200 
00A6: destroy_car 35@(328@,10i) 

:ZERO1_5200
01C3: remove_references_to_car 35@(328@,10i) 
00D6: if 
075C:   marker 178@(328@,10i) enabled 
004D: jump_if_false @ZERO1_5238 
0164: disable_marker 178@(328@,10i) 

:ZERO1_5238
03CD: disable_car 35@(328@,10i) stuck_check 
0050: gosub @ZERO1_2038 
000A: 328@ += 1 
0002: jump @ZERO1_5118 

:ZERO1_5268
0006: 151@ = 1 

:ZERO1_5275
0006: 147@ = 0 
0006: 148@ = 1 
0006: 32@ = 0 
0051: return 

:ZERO1_5298
0006: 147@ = 0 
0006: 148@ = 1 
0006: 32@ = 0 
0051: return 

:ZERO1_5321
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @ZERO1_5370 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 1 
0006: 150@ = 0 
0051: return 

:ZERO1_5370
0050: gosub @ZERO1_13662 
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @ZERO1_5425 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 1 
0051: return 

:ZERO1_5425
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @ZERO1_5477 
0006: 148@ = 0 
0006: 150@ = 1 
040D: unload_wav 1 
00BC: show_text_highpriority GXT 'ZER1_25' time 5000 flag 1  // ~r~Zero's dead!
0051: return 

:ZERO1_5477
0006: 328@ = 0 

:ZERO1_5484
00D6: if 
001B:   8 > 328@ 
004D: jump_if_false @ZERO1_8884 
0001: wait 0 ms 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_8859 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_6048 
00D6: if 
0039:   165@ == 0 
004D: jump_if_false @ZERO1_5721 
00D6: if 
874F:   not actor 55@ ped_event == 59 
004D: jump_if_false @ZERO1_5721 
0615: define_AS_pack_begin 369@ 
0605: actor -1 perform_animation "SHOUT_01" IFP "ON_LOOKERS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time 0 
06BA: AS_actor -1 turn_to_and_look_at 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) 
0605: actor -1 perform_animation "LKUP_POINT" IFP "ON_LOOKERS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time 0 
05C8: AS_actor -1 look_around 
0616: define_AS_pack_end 369@ 
0618: assign_actor 55@ to_AS_pack 369@ 
061B: remove_references_to_AS_pack 369@ 
0006: 165@ = 1 

:ZERO1_5721
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @ZERO1_5775 
062E: get_actor 55@ task 1560 status_store_to 56@ // ret 7 if not found 
00D6: if 
04A4:   56@ == 7 // == constant 
004D: jump_if_false @ZERO1_5775 
0006: 165@ = 0 

:ZERO1_5775
00D6: if 
0039:   364@ == 1 
004D: jump_if_false @ZERO1_5882 
00D6: if 
031D:   actor 55@ hit_by_weapon 38 
004D: jump_if_false @ZERO1_5882 
0467: clear_actor 55@ last_weapon_damage 
040D: unload_wav 1 
03CF: load_wav 44620 as 1 

:ZERO1_5829
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_5855 
0001: wait 0 ms 
0002: jump @ZERO1_5829 

:ZERO1_5855
00BC: show_text_highpriority GXT 'ZER1_DB' time 5000 flag 1  // ~z~Will you watch it, you idiot!
03D1: play_wav 1 
0006: 364@ = 0 

:ZERO1_5882
00D6: if 
0039:   364@ == 0 
004D: jump_if_false @ZERO1_6041 
00D6: if 
031D:   actor 55@ hit_by_weapon 38 
004D: jump_if_false @ZERO1_6041 
0467: clear_actor 55@ last_weapon_damage 
040D: unload_wav 1 
03CF: load_wav 44619 as 1 

:ZERO1_5936
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_6014 
0001: wait 0 ms 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @ZERO1_6007 
0006: 148@ = 0 
0006: 150@ = 1 
040D: unload_wav 1 
00BC: show_text_highpriority GXT 'ZER1_25' time 5000 flag 1  // ~r~Zero's dead!
0051: return 

:ZERO1_6007
0002: jump @ZERO1_5936 

:ZERO1_6014
00BC: show_text_highpriority GXT 'ZER1_DA' time 5000 flag 1  // ~z~Hey, hey, hey! FRIENDLY FIRE! FRIENDLY FIRE!
03D1: play_wav 1 
0006: 364@ = 1 

:ZERO1_6041
0002: jump @ZERO1_6084 

:ZERO1_6048
0006: 148@ = 0 
0006: 150@ = 1 
040D: unload_wav 1 
00BC: show_text_highpriority GXT 'ZER1_25' time 5000 flag 1  // ~r~Zero's dead!
0051: return 

:ZERO1_6084
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_8841 
00D6: if 
0039:   152@(328@,8i) == 0 
004D: jump_if_false @ZERO1_6244 
01BD: 356@ = current_time_in_ms 
0085: 346@(328@,10i) = 356@ // (int) 
0062: 346@(328@,10i) -= 336@(328@,10i) // (int) 
00D6: if 
0019:   346@(328@,10i) > 45000 
004D: jump_if_false @ZERO1_6244 
020B: explode_car 35@(328@,10i) 
0006: 152@(328@,8i) = 1 
0006: 167@(328@,10i) = 0 
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_6244 
0108: destroy_object 188@(328@,10i) 

:ZERO1_6244
00D6: if 
0039:   152@(328@,8i) == 0 
004D: jump_if_false @ZERO1_6366 
00D6: if 
06FC:   car 35@(328@,10i) stuck_check_enabled 
004D: jump_if_false @ZERO1_6366 
00D6: if 
03CE:   car 35@(328@,10i) stuck 
004D: jump_if_false @ZERO1_6366 
020B: explode_car 35@(328@,10i) 
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_6344 
0108: destroy_object 188@(328@,10i) 

:ZERO1_6344
0006: 152@(328@,8i) = 1 
0006: 167@(328@,10i) = 0 

:ZERO1_6366
00D6: if 
0039:   152@(328@,8i) == 0 
004D: jump_if_false @ZERO1_6468 
00D6: if 
81F3:   not car 35@(328@,10i) in_air 
004D: jump_if_false @ZERO1_6468 
020B: explode_car 35@(328@,10i) 
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_6446 
0108: destroy_object 188@(328@,10i) 

:ZERO1_6446
0006: 152@(328@,8i) = 1 
0006: 167@(328@,10i) = 0 

:ZERO1_6468
00D6: if 
0039:   152@(328@,8i) == 0 
004D: jump_if_false @ZERO1_6574 
00D6: if 
031E:   car 35@(328@,10i) hit_by_weapon 38 
004D: jump_if_false @ZERO1_6574 
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_6541 
0108: destroy_object 188@(328@,10i) 

:ZERO1_6541
0224: set_car 35@(328@,10i) health_to 10 
0006: 152@(328@,8i) = 1 
0006: 167@(328@,10i) = 0 

:ZERO1_6574
00D6: if 
0039:   152@(328@,8i) == 0 
004D: jump_if_false @ZERO1_6714 
00D6: if 
0039:   167@(328@,10i) == 0 
004D: jump_if_false @ZERO1_6714 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_6707 
00D6: if 
01AF:   car 35@(328@,10i) sphere 0 in_sphere 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) radius 18.0 18.0 40.0 
004D: jump_if_false @ZERO1_6707 
0006: 167@(328@,10i) = 1 

:ZERO1_6707
0002: jump @ZERO1_6714 

:ZERO1_6714
00D6: if 
0039:   167@(328@,10i) == 1 
004D: jump_if_false @ZERO1_6791 
0050: gosub @ZERO1_10905 
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @ZERO1_6791 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 1 
0051: return 

:ZERO1_6791
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @ZERO1_6839 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 1 
0051: return 

:ZERO1_6839
00D6: if 
0019:   167@(328@,10i) > 2 
004D: jump_if_false @ZERO1_6989 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_6989 
00D6: if 
01AD:   car 35@(328@,10i) sphere 0 near_point 60@(328@,8f) 68@(328@,8f) radius 30.0 30.0 
004D: jump_if_false @ZERO1_6989 
00A6: destroy_car 35@(328@,10i) 
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_6965 
0108: destroy_object 188@(328@,10i) 

:ZERO1_6965
0006: 152@(328@,8i) = 1 
0006: 167@(328@,10i) = 0 
0051: return 

:ZERO1_6989
00D6: if 
0039:   167@(328@,10i) == 2 
004D: jump_if_false @ZERO1_7142 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_7142 
00D6: if 
01AD:   car 35@(328@,10i) sphere 0 near_point 95@(328@,8f) 103@(328@,8f) radius 7.0 7.0 
004D: jump_if_false @ZERO1_7142 
04D2: set_plane 35@(328@,10i) fly_autopilot_around_point 119@(328@,8f) 127@(328@,8f) 135@(328@,8f) altitude_between 5.0 and 0.5 
0742: set_plane 35@(328@,10i) unknown_trajectory -1.1 
0006: 167@(328@,10i) = 3 

:ZERO1_7142
00D6: if 
0039:   167@(328@,10i) == 3 
004D: jump_if_false @ZERO1_7291 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_7291 
00D6: if 
01AD:   car 35@(328@,10i) sphere 0 near_point 119@(328@,8f) 127@(328@,8f) radius 7.0 7.0 
004D: jump_if_false @ZERO1_7291 
04D2: set_plane 35@(328@,10i) fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between 3.0 and 0.0 
0742: set_plane 35@(328@,10i) unknown_trajectory -0.9 
0006: 167@(328@,10i) = 4 

:ZERO1_7291
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_8823 
00D6: if 
01AF:   car 35@(328@,10i) sphere 0 in_sphere 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) radius 4.0 4.0 11.0 
004D: jump_if_false @ZERO1_8816 
00AA: store_car 35@(328@,10i) position_to 89@ 90@ 91@ 
020B: explode_car 35@(328@,10i) 
00A6: destroy_car 35@(328@,10i) 
020C: create_explosion_with_radius 0 at 89@ 90@ 91@ 
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_7447 
0108: destroy_object 188@(328@,10i) 

:ZERO1_7447
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_7580 
00D6: if 
0039:   362@ == 0 
004D: jump_if_false @ZERO1_7580 
03CF: load_wav 44617 as 1 

:ZERO1_7490
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_7516 
0001: wait 0 ms 
0002: jump @ZERO1_7490 

:ZERO1_7516
00BC: show_text_highpriority GXT 'ZER1_BN' time 10000 flag 1  // ~z~I thought you said you could shoot, Carl!
03D1: play_wav 1 

:ZERO1_7536
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_7562 
0001: wait 0 ms 
0002: jump @ZERO1_7536 

:ZERO1_7562
03D5: remove_text 'ZER1_BN'  // ~z~I thought you said you could shoot, Carl!
0006: 362@ = 1 

:ZERO1_7580
0006: 152@(328@,8i) = 1 
0006: 167@(328@,10i) = 0 
00D6: if 
0039:   329@ == 3 
004D: jump_if_false @ZERO1_7956 
00D6: if 
0019:   334@ > 5 
004D: jump_if_false @ZERO1_7652 
000E: 334@ -= 5 
0002: jump @ZERO1_7956 

:ZERO1_7652
0006: 163@ = 1 
0108: destroy_object 45@(329@,10i) 
020C: create_explosion_with_radius 0 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
020C: create_explosion_with_radius 9 at 77@(329@,4f) 81@(329@,4f) 61.5 
0107: 45@(329@,10i) = create_object #WONGS_ERECTION2 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
0177: set_object 45@(329@,10i) Z_angle_to 143@(329@,4f) 
02CF: 365@(329@,4i) = create_fire_at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) propagation 5 size 3 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 150@ = 1 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_7928 
03CF: load_wav 44621 as 1 

:ZERO1_7845
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_7871 
0001: wait 0 ms 
0002: jump @ZERO1_7845 

:ZERO1_7871
00BC: show_text_highpriority GXT 'ZER1_EA' time 10000 flag 1  // ~z~Curse you, Berkley, CURSE YOOUUU!
03D1: play_wav 1 

:ZERO1_7891
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_7917 
0001: wait 0 ms 
0002: jump @ZERO1_7891 

:ZERO1_7917
03D5: remove_text 'ZER1_EA'  // ~z~Curse you, Berkley, CURSE YOOUUU!

:ZERO1_7928
0151: remove_status_text $7421 
014F: stop_timer $7422 
00BC: show_text_highpriority GXT 'ZER1_19' time 5000 flag 1  // ~r~All the transmitters were destroyed.
0051: return 

:ZERO1_7956
00D6: if 
0039:   329@ == 2 
004D: jump_if_false @ZERO1_8376 
00D6: if 
0019:   333@ > 5 
004D: jump_if_false @ZERO1_8006 
000E: 333@ -= 5 
0002: jump @ZERO1_8376 

:ZERO1_8006
0006: 162@ = 1 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_8376 
0050: gosub @ZERO1_14045 
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @ZERO1_8084 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 1 
0051: return 

:ZERO1_8084
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_8376 
03CF: load_wav 44614 as 1 

:ZERO1_8109
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_8135 
0001: wait 0 ms 
0002: jump @ZERO1_8109 

:ZERO1_8135
00BC: show_text_highpriority GXT 'ZER1_BK' time 10000 flag 1  // ~z~We can't lose another transmitter!
03D1: play_wav 1 

:ZERO1_8155
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_8181 
0001: wait 0 ms 
0002: jump @ZERO1_8155 

:ZERO1_8181
03D5: remove_text 'ZER1_BK'  // ~z~We can't lose another transmitter!
03CF: load_wav 44615 as 1 

:ZERO1_8201
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_8227 
0001: wait 0 ms 
0002: jump @ZERO1_8201 

:ZERO1_8227
00BC: show_text_highpriority GXT 'ZER1_BL' time 10000 flag 1  // ~z~Berkley's going for the last transmitter,
03D1: play_wav 1 

:ZERO1_8247
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_8273 
0001: wait 0 ms 
0002: jump @ZERO1_8247 

:ZERO1_8273
03D5: remove_text 'ZER1_BL'  // ~z~Berkley's going for the last transmitter,
03CF: load_wav 44616 as 1 

:ZERO1_8293
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_8319 
0001: wait 0 ms 
0002: jump @ZERO1_8293 

:ZERO1_8319
00BC: show_text_highpriority GXT 'ZER1_BM' time 10000 flag 1  // ~z~you've got to stop those planes, Carl!
03D1: play_wav 1 

:ZERO1_8339
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_8365 
0001: wait 0 ms 
0002: jump @ZERO1_8339 

:ZERO1_8365
03D5: remove_text 'ZER1_BM'  // ~z~you've got to stop those planes, Carl!

:ZERO1_8376
00D6: if 
0039:   329@ == 1 
004D: jump_if_false @ZERO1_8596 
00D6: if 
0019:   332@ > 5 
004D: jump_if_false @ZERO1_8426 
000E: 332@ -= 5 
0002: jump @ZERO1_8596 

:ZERO1_8426
0006: 161@ = 1 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_8596 
0050: gosub @ZERO1_14045 
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @ZERO1_8504 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 1 
0051: return 

:ZERO1_8504
03CF: load_wav 44613 as 1 

:ZERO1_8513
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_8539 
0001: wait 0 ms 
0002: jump @ZERO1_8513 

:ZERO1_8539
00BC: show_text_highpriority GXT 'ZER1_BJ' time 10000 flag 1  // ~z~Another blow to our war effort!
03D1: play_wav 1 

:ZERO1_8559
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_8585 
0001: wait 0 ms 
0002: jump @ZERO1_8559 

:ZERO1_8585
03D5: remove_text 'ZER1_BJ'  // ~z~Another blow to our war effort!

:ZERO1_8596
00D6: if 
0039:   329@ == 0 
004D: jump_if_false @ZERO1_8816 
00D6: if 
0019:   331@ > 5 
004D: jump_if_false @ZERO1_8646 
000E: 331@ -= 5 
0002: jump @ZERO1_8816 

:ZERO1_8646
0006: 160@ = 1 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_8816 
0050: gosub @ZERO1_14045 
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @ZERO1_8724 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 1 
0051: return 

:ZERO1_8724
03CF: load_wav 44611 as 1 

:ZERO1_8733
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_8759 
0001: wait 0 ms 
0002: jump @ZERO1_8733 

:ZERO1_8759
00BC: show_text_highpriority GXT 'ZER1_BG' time 10000 flag 1  // ~z~We've lost a transmitter!
03D1: play_wav 1 

:ZERO1_8779
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_8805 
0001: wait 0 ms 
0002: jump @ZERO1_8779 

:ZERO1_8805
03D5: remove_text 'ZER1_BG'  // ~z~We've lost a transmitter!

:ZERO1_8816
0002: jump @ZERO1_8834 

:ZERO1_8823
0006: 152@(328@,8i) = 1 

:ZERO1_8834
0002: jump @ZERO1_8852 

:ZERO1_8841
0006: 152@(328@,8i) = 1 

:ZERO1_8852
0002: jump @ZERO1_8870 

:ZERO1_8859
0006: 152@(328@,8i) = 1 

:ZERO1_8870
000A: 328@ += 1 
0002: jump @ZERO1_5484 

:ZERO1_8884
00D6: if 
001A:   1 > $7420 
004D: jump_if_false @ZERO1_9398 
0006: 328@ = 0 

:ZERO1_8909
00D6: if 
001B:   4 > 328@ 
004D: jump_if_false @ZERO1_9111 
00D6: if 
0039:   152@(328@,8i) == 1 
004D: jump_if_false @ZERO1_9097 
00D6: if 
075C:   marker 178@(328@,10i) enabled 
004D: jump_if_false @ZERO1_8978 
0164: disable_marker 178@(328@,10i) 

:ZERO1_8978
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_9007 
0108: destroy_object 188@(328@,10i) 

:ZERO1_9007
03CD: disable_car 35@(328@,10i) stuck_check 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_9081 
00D6: if 
02CA:   car 35@(328@,10i) bounding_sphere_visible 
004D: jump_if_false @ZERO1_9072 
01C3: remove_references_to_car 35@(328@,10i) 
0002: jump @ZERO1_9081 

:ZERO1_9072
00A6: destroy_car 35@(328@,10i) 

:ZERO1_9081
01C3: remove_references_to_car 35@(328@,10i) 
0008: $7420 += 1 

:ZERO1_9097
000A: 328@ += 1 
0002: jump @ZERO1_8909 

:ZERO1_9111
00D6: if 
0039:   152@ == 1 
004D: jump_if_false @ZERO1_9391 
00D6: if 
0039:   153@ == 1 
004D: jump_if_false @ZERO1_9391 
00D6: if 
0039:   154@ == 1 
004D: jump_if_false @ZERO1_9391 
00D6: if 
0039:   155@ == 1 
004D: jump_if_false @ZERO1_9391 
0008: $7420 += 1 
0006: 148@ = 0 
0006: 147@ = 1 
0006: 151@ = 0 
0008: $7420 += 1 
0164: disable_marker 178@ 
0164: disable_marker 179@ 
0164: disable_marker 180@ 
0164: disable_marker 181@ 
0006: 328@ = 0 

:ZERO1_9245
00D6: if 
001B:   4 > 328@ 
004D: jump_if_false @ZERO1_9391 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_9294 
0224: set_car 35@(328@,10i) health_to 20 

:ZERO1_9294
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_9359 
00D6: if 
02CA:   car 35@(328@,10i) bounding_sphere_visible 
004D: jump_if_false @ZERO1_9350 
01C3: remove_references_to_car 35@(328@,10i) 
0002: jump @ZERO1_9359 

:ZERO1_9350
00A6: destroy_car 35@(328@,10i) 

:ZERO1_9359
01C3: remove_references_to_car 35@(328@,10i) 
03CD: disable_car 35@(328@,10i) stuck_check 
000A: 328@ += 1 
0002: jump @ZERO1_9245 

:ZERO1_9391
0002: jump @ZERO1_10087 

:ZERO1_9398
0006: 328@ = 0 

:ZERO1_9405
00D6: if 
001B:   4 > 328@ 
004D: jump_if_false @ZERO1_10101 
00D6: if 
0039:   152@(328@,8i) == 1 
004D: jump_if_false @ZERO1_10087 
00D6: if 
075C:   marker 178@(328@,10i) enabled 
004D: jump_if_false @ZERO1_9474 
0164: disable_marker 178@(328@,10i) 

:ZERO1_9474
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_9503 
0108: destroy_object 188@(328@,10i) 

:ZERO1_9503
03CD: disable_car 35@(328@,10i) stuck_check 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_9577 
00D6: if 
02CA:   car 35@(328@,10i) bounding_sphere_visible 
004D: jump_if_false @ZERO1_9568 
01C3: remove_references_to_car 35@(328@,10i) 
0002: jump @ZERO1_9577 

:ZERO1_9568
00A6: destroy_car 35@(328@,10i) 

:ZERO1_9577
01C3: remove_references_to_car 35@(328@,10i) 
01BD: 356@ = current_time_in_ms 
0085: 358@ = 356@ // (int) 
0062: 358@ -= 357@ // (int) 
00D6: if and
001A:   210000 > $7422 
0018:   $7422 > 190000 
004D: jump_if_false @ZERO1_9671 
00D6: if 
0019:   33@ > 12000 
004D: jump_if_false @ZERO1_9671 
0050: gosub @ZERO1_2038 
0006: 33@ = 0 

:ZERO1_9671
00D6: if and
001A:   190000 > $7422 
0018:   $7422 > 120000 
004D: jump_if_false @ZERO1_9735 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @ZERO1_9735 
0050: gosub @ZERO1_2038 
0006: 33@ = 0 

:ZERO1_9735
00D6: if and
001A:   120000 > $7422 
0018:   $7422 > 0 
004D: jump_if_false @ZERO1_9796 
00D6: if 
0019:   33@ > 3500 
004D: jump_if_false @ZERO1_9796 
0050: gosub @ZERO1_2038 
0006: 33@ = 0 

:ZERO1_9796
00D6: if 
0039:   152@ == 1 
004D: jump_if_false @ZERO1_10087 
00D6: if 
0039:   153@ == 1 
004D: jump_if_false @ZERO1_10087 
00D6: if 
0039:   154@ == 1 
004D: jump_if_false @ZERO1_10087 
00D6: if 
0039:   155@ == 1 
004D: jump_if_false @ZERO1_10087 
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @ZERO1_10087 
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @ZERO1_10087 
00D6: if 
0039:   158@ == 1 
004D: jump_if_false @ZERO1_10087 
00D6: if 
0039:   159@ == 1 
004D: jump_if_false @ZERO1_10087 
0050: gosub @ZERO1_2038 
00D6: if 
0039:   363@ == 0 
004D: jump_if_false @ZERO1_10080 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_10080 
03CF: load_wav 44618 as 1 

:ZERO1_9990
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_10016 
0001: wait 0 ms 
0002: jump @ZERO1_9990 

:ZERO1_10016
00BC: show_text_highpriority GXT 'ZER1_CA' time 10000 flag 1  // ~z~Great, kid, don't get cocky!
03D1: play_wav 1 

:ZERO1_10036
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_10062 
0001: wait 0 ms 
0002: jump @ZERO1_10036 

:ZERO1_10062
03D5: remove_text 'ZER1_CA'  // ~z~Great, kid, don't get cocky!
0006: 363@ = 1 

:ZERO1_10080
0006: 33@ = 0 

:ZERO1_10087
000A: 328@ += 1 
0002: jump @ZERO1_9405 

:ZERO1_10101
00D6: if 
001A:   210000 > $7422 
004D: jump_if_false @ZERO1_10778 
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @ZERO1_10778 
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @ZERO1_10778 
00D6: if 
0039:   158@ == 1 
004D: jump_if_false @ZERO1_10778 
00D6: if 
0039:   159@ == 1 
004D: jump_if_false @ZERO1_10778 
00D6: if 
075C:   marker 182@ enabled 
004D: jump_if_false @ZERO1_10215 
0164: disable_marker 182@ 

:ZERO1_10215
00D6: if 
075C:   marker 183@ enabled 
004D: jump_if_false @ZERO1_10236 
0164: disable_marker 183@ 

:ZERO1_10236
00D6: if 
075C:   marker 184@ enabled 
004D: jump_if_false @ZERO1_10257 
0164: disable_marker 184@ 

:ZERO1_10257
00D6: if 
075C:   marker 185@ enabled 
004D: jump_if_false @ZERO1_10278 
0164: disable_marker 185@ 

:ZERO1_10278
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @ZERO1_10301 
0224: set_car 39@ health_to 10 

:ZERO1_10301
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @ZERO1_10324 
0224: set_car 40@ health_to 10 

:ZERO1_10324
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @ZERO1_10347 
0224: set_car 41@ health_to 10 

:ZERO1_10347
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @ZERO1_10370 
0224: set_car 42@ health_to 10 

:ZERO1_10370
00D6: if 
03CA:   object 192@ exists 
004D: jump_if_false @ZERO1_10391 
0108: destroy_object 192@ 

:ZERO1_10391
00D6: if 
03CA:   object 193@ exists 
004D: jump_if_false @ZERO1_10412 
0108: destroy_object 193@ 

:ZERO1_10412
00D6: if 
03CA:   object 194@ exists 
004D: jump_if_false @ZERO1_10433 
0108: destroy_object 194@ 

:ZERO1_10433
00D6: if 
03CA:   object 195@ exists 
004D: jump_if_false @ZERO1_10454 
0108: destroy_object 195@ 

:ZERO1_10454
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @ZERO1_10503 
00D6: if 
02CA:   car 39@ bounding_sphere_visible 
004D: jump_if_false @ZERO1_10498 
01C3: remove_references_to_car 39@ 
0002: jump @ZERO1_10503 

:ZERO1_10498
00A6: destroy_car 39@ 

:ZERO1_10503
01C3: remove_references_to_car 39@ 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @ZERO1_10557 
00D6: if 
02CA:   car 40@ bounding_sphere_visible 
004D: jump_if_false @ZERO1_10552 
01C3: remove_references_to_car 40@ 
0002: jump @ZERO1_10557 

:ZERO1_10552
00A6: destroy_car 40@ 

:ZERO1_10557
01C3: remove_references_to_car 40@ 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @ZERO1_10611 
00D6: if 
02CA:   car 41@ bounding_sphere_visible 
004D: jump_if_false @ZERO1_10606 
01C3: remove_references_to_car 41@ 
0002: jump @ZERO1_10611 

:ZERO1_10606
00A6: destroy_car 41@ 

:ZERO1_10611
01C3: remove_references_to_car 41@ 
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @ZERO1_10665 
00D6: if 
02CA:   car 42@ bounding_sphere_visible 
004D: jump_if_false @ZERO1_10660 
01C3: remove_references_to_car 42@ 
0002: jump @ZERO1_10665 

:ZERO1_10660
00A6: destroy_car 42@ 

:ZERO1_10665
01C3: remove_references_to_car 42@ 
03CD: disable_car 39@ stuck_check 
03CD: disable_car 40@ stuck_check 
03CD: disable_car 41@ stuck_check 
03CD: disable_car 42@ stuck_check 
01BD: 356@ = current_time_in_ms 
0085: 350@ = 356@ // (int) 
0062: 350@ -= 340@ // (int) 
00D6: if 
0019:   350@ > 45000 
004D: jump_if_false @ZERO1_10778 
0006: 328@ = 4 

:ZERO1_10739
00D6: if 
001B:   8 > 328@ 
004D: jump_if_false @ZERO1_10778 
0050: gosub @ZERO1_2596 
000A: 328@ += 1 
0002: jump @ZERO1_10739 

:ZERO1_10778
00D6: if 
002A:   1 >= $7422 
004D: jump_if_false @ZERO1_10903 
0006: 328@ = 0 

:ZERO1_10803
00D6: if 
001B:   8 > 328@ 
004D: jump_if_false @ZERO1_10873 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_10859 
020B: explode_car 35@(328@,10i) 
01C3: remove_references_to_car 35@(328@,10i) 

:ZERO1_10859
000A: 328@ += 1 
0002: jump @ZERO1_10803 

:ZERO1_10873
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 1 
0006: 150@ = 0 
0051: return 

:ZERO1_10903
0051: return 

:ZERO1_10905
0006: 248@(328@,10i) = 0 
00AA: store_car 35@(328@,10i) position_to 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) 
02CE: 318@(328@,10f) = ground_z_at 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) 
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_11273 
0087: 238@(328@,10f) = 288@(328@,10f) // (float) 
0063: 238@(328@,10f) -= 318@(328@,10f) // (float) 
00D6: if 
0021:   238@(328@,10f) > 0.5 
004D: jump_if_false @ZERO1_11157 
0363: create_static_object_at 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) radius 10.0 model #RCBOMB visibility 1 
007F: 258@(328@,10f) -= frame_delta_time * 0.05 // (float) 
00D6: if 
0023:   -0.5 > 258@(328@,10f) 
004D: jump_if_false @ZERO1_11150 
0007: 258@(328@,10f) = -0.5 
0006: 248@(328@,10i) = 1 

:ZERO1_11150
0002: jump @ZERO1_11273 

:ZERO1_11157
0087: 258@(328@,10f) = 238@(328@,10f) // (float) 
000F: 258@(328@,10f) -= 1.0 
0013: 258@(328@,10f) *= -1.0 
00D6: if 
0021:   258@(328@,10f) > 0.0 
004D: jump_if_false @ZERO1_11273 
0007: 258@(328@,10f) = 0.0 
0363: create_static_object_at 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) radius 10.0 model #RCBOMB visibility 0 

:ZERO1_11273
00D6: if 
0039:   167@(328@,10i) == 1 
004D: jump_if_false @ZERO1_11661 
01BD: 218@(328@,10i) = current_time_in_ms 
00D6: if 
001D:   218@(328@,10i) > 228@(328@,10i) // (int) 
004D: jump_if_false @ZERO1_11661 
00D6: if 
0039:   208@(328@,10i) == 0 
004D: jump_if_false @ZERO1_11601 
00D6: if 
0039:   248@(328@,10i) == 1 
004D: jump_if_false @ZERO1_11594 
000F: 258@(328@,10f) -= 0.5 
0682: detach_object 188@(328@,10i) 0.0 0.0 0.0 collision_detection 0 
0392: make_object 188@(328@,10i) moveable 1 
0382: set_object 188@(328@,10i) collision_detection 1 
038C: object 188@(328@,10i) scatter 0.0 0.0 0.0 
0085: 228@(328@,10i) = 218@(328@,10i) // (int) 
000A: 228@(328@,10i) += 2500 
0085: 198@(328@,10i) = 188@(328@,10i) // (int) 
0006: 188@(328@,10i) = -1 
04D9: object 198@(328@,10i) set_scripted_collision_check 1 
0085: 298@(328@,10i) = 218@(328@,10i) // (int) 
000A: 298@(328@,10i) += 250 
0085: 308@(328@,10i) = 218@(328@,10i) // (int) 
000A: 308@(328@,10i) += 3000 
0006: 208@(328@,10i) = 1 

:ZERO1_11594
0002: jump @ZERO1_11661 

:ZERO1_11601
00D6: if 
0039:   208@(328@,10i) == 2 
004D: jump_if_false @ZERO1_11661 
00D6: if 
001D:   218@(328@,10i) > 298@(328@,10i) // (int) 
004D: jump_if_false @ZERO1_11661 
0006: 208@(328@,10i) = 0 

:ZERO1_11661
00D6: if 
0039:   208@(328@,10i) == 1 
004D: jump_if_false @ZERO1_13660 
00D6: if 
03CA:   object 198@(328@,10i) exists 
004D: jump_if_false @ZERO1_13660 
01BB: store_object 198@(328@,10i) position_to 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) 
02CE: 318@(328@,10f) = ground_z_at 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) 
000B: 318@(328@,10f) += 0.5 
00D6: if 
0023:   6.0 > 318@(328@,10f) 
004D: jump_if_false @ZERO1_11816 
0007: 318@(328@,10f) = 6.0 

:ZERO1_11816
00D6: if or
04DA:   has_object 198@(328@,10i) collided 
001D:   218@(328@,10i) > 308@(328@,10i) // (int) 
04E7:   object 198@(328@,10i) in_water 
004D: jump_if_false @ZERO1_13660 
04D9: object 198@(328@,10i) set_scripted_collision_check 0 
020C: create_explosion_with_radius 0 at 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) 
01C4: remove_references_to_object 198@(328@,10i) // This object will now disappear when the player looks away 
0108: destroy_object 198@(328@,10i) 
0006: 198@(328@,10i) = -1 
0006: 208@(328@,10i) = 2 
0006: 167@(328@,10i) = 2 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_12081 
00D6: if 
0039:   166@ == 0 
004D: jump_if_false @ZERO1_12081 
03CF: load_wav 44607 as 1 

:ZERO1_11991
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_12017 
0001: wait 0 ms 
0002: jump @ZERO1_11991 

:ZERO1_12017
00BC: show_text_highpriority GXT 'ZER1_BC' time 10000 flag 1  // ~z~Kamikazes at 6 o'clock!
03D1: play_wav 1 

:ZERO1_12037
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_12063 
0001: wait 0 ms 
0002: jump @ZERO1_12037 

:ZERO1_12063
03D5: remove_text 'ZER1_BC'  // ~z~Kamikazes at 6 o'clock!
0006: 166@ = 1 

:ZERO1_12081
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_12361 
0087: 76@ = 85@(329@,4f) // (float) 
000B: 76@ += 4.0 
00D6: if 
01AD:   car 35@(328@,10i) sphere 0 near_point -2235.66 182.43 radius 50.0 50.0 
004D: jump_if_false @ZERO1_12217 
0407: store_coords_to 119@(328@,8f) 127@(328@,8f) 135@(328@,8f) from_car 35@(328@,10i) with_offset -25.0 0.0 5.0 
0002: jump @ZERO1_12262 

:ZERO1_12217
0407: store_coords_to 119@(328@,8f) 127@(328@,8f) 135@(328@,8f) from_car 35@(328@,10i) with_offset 25.0 0.0 5.0 

:ZERO1_12262
0407: store_coords_to 95@(328@,8f) 103@(328@,8f) 111@(328@,8f) from_car 35@(328@,10i) with_offset 0.0 20.0 4.0 
04D2: set_plane 35@(328@,10i) fly_autopilot_around_point 95@(328@,8f) 103@(328@,8f) 111@(328@,8f) altitude_between -1.0 and 0.5 
0742: set_plane 35@(328@,10i) unknown_trajectory -0.9 

:ZERO1_12361
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @ZERO1_12658 
00D6: if 
03CA:   object 45@ exists 
004D: jump_if_false @ZERO1_12658 
00D6: if 
04E6:   object 45@ near_point 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) radius 15.0 15.0 10.0 flag 0 
004D: jump_if_false @ZERO1_12658 
00D6: if 
0019:   331@ > 5 
004D: jump_if_false @ZERO1_12481 
000E: 331@ -= 5 
0002: jump @ZERO1_12658 

:ZERO1_12481
0006: 160@ = 1 
0050: gosub @ZERO1_14045 
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @ZERO1_12543 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 1 
0051: return 

:ZERO1_12543
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_12658 
03CF: load_wav 44611 as 1 

:ZERO1_12568
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_12594 
0001: wait 0 ms 
0002: jump @ZERO1_12568 

:ZERO1_12594
00BC: show_text_highpriority GXT 'ZER1_BG' time 10000 flag 1  // ~z~We've lost a transmitter!
03D1: play_wav 1 

:ZERO1_12614
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_12640 
0001: wait 0 ms 
0002: jump @ZERO1_12614 

:ZERO1_12640
03D5: remove_text 'ZER1_BG'  // ~z~We've lost a transmitter!
0006: 331@ = 0 

:ZERO1_12658
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @ZERO1_12955 
00D6: if 
03CA:   object 46@ exists 
004D: jump_if_false @ZERO1_12955 
00D6: if 
04E6:   object 46@ near_point 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) radius 15.0 15.0 10.0 flag 0 
004D: jump_if_false @ZERO1_12955 
00D6: if 
0019:   332@ > 5 
004D: jump_if_false @ZERO1_12778 
000E: 332@ -= 5 
0002: jump @ZERO1_12955 

:ZERO1_12778
0006: 161@ = 1 
0050: gosub @ZERO1_14045 
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @ZERO1_12840 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 1 
0051: return 

:ZERO1_12840
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_12955 
03CF: load_wav 44613 as 1 

:ZERO1_12865
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_12891 
0001: wait 0 ms 
0002: jump @ZERO1_12865 

:ZERO1_12891
00BC: show_text_highpriority GXT 'ZER1_BJ' time 10000 flag 1  // ~z~Another blow to our war effort!
03D1: play_wav 1 

:ZERO1_12911
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_12937 
0001: wait 0 ms 
0002: jump @ZERO1_12911 

:ZERO1_12937
03D5: remove_text 'ZER1_BJ'  // ~z~Another blow to our war effort!
0006: 332@ = 0 

:ZERO1_12955
00D6: if 
0039:   162@ == 0 
004D: jump_if_false @ZERO1_13252 
00D6: if 
03CA:   object 47@ exists 
004D: jump_if_false @ZERO1_13252 
00D6: if 
04E6:   object 47@ near_point 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) radius 15.0 15.0 10.0 flag 0 
004D: jump_if_false @ZERO1_13252 
00D6: if 
0019:   333@ > 5 
004D: jump_if_false @ZERO1_13075 
000E: 333@ -= 5 
0002: jump @ZERO1_13252 

:ZERO1_13075
0006: 162@ = 1 
0050: gosub @ZERO1_14045 
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @ZERO1_13137 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 1 
0051: return 

:ZERO1_13137
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_13252 
03CF: load_wav 44614 as 1 

:ZERO1_13162
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_13188 
0001: wait 0 ms 
0002: jump @ZERO1_13162 

:ZERO1_13188
00BC: show_text_highpriority GXT 'ZER1_BK' time 10000 flag 1  // ~z~We can't lose another transmitter!
03D1: play_wav 1 

:ZERO1_13208
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_13234 
0001: wait 0 ms 
0002: jump @ZERO1_13208 

:ZERO1_13234
03D5: remove_text 'ZER1_BK'  // ~z~We can't lose another transmitter!
0006: 333@ = 0 

:ZERO1_13252
00D6: if 
0039:   163@ == 0 
004D: jump_if_false @ZERO1_13660 
00D6: if 
03CA:   object 48@ exists 
004D: jump_if_false @ZERO1_13660 
00D6: if 
04E6:   object 48@ near_point 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) radius 15.0 15.0 10.0 flag 0 
004D: jump_if_false @ZERO1_13660 
00D6: if 
0019:   334@ > 5 
004D: jump_if_false @ZERO1_13372 
000E: 334@ -= 5 
0002: jump @ZERO1_13660 

:ZERO1_13372
0006: 163@ = 1 
0108: destroy_object 45@(329@,10i) 
020C: create_explosion_with_radius 0 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
0107: 45@(329@,10i) = create_object #WONGS_ERECTION2 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
0177: set_object 45@(329@,10i) Z_angle_to 143@(329@,4f) 
02CF: 365@(329@,4i) = create_fire_at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) propagation 5 size 3 
0006: 334@ = 0 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 150@ = 1 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_13632 
03CF: load_wav 44621 as 1 

:ZERO1_13549
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_13575 
0001: wait 0 ms 
0002: jump @ZERO1_13549 

:ZERO1_13575
00BC: show_text_highpriority GXT 'ZER1_EA' time 10000 flag 1  // ~z~Curse you, Berkley, CURSE YOOUUU!
03D1: play_wav 1 

:ZERO1_13595
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_13621 
0001: wait 0 ms 
0002: jump @ZERO1_13595 

:ZERO1_13621
03D5: remove_text 'ZER1_EA'  // ~z~Curse you, Berkley, CURSE YOOUUU!

:ZERO1_13632
0151: remove_status_text $7421 
014F: stop_timer $7422 
00BC: show_text_highpriority GXT 'ZER1_19' time 5000 flag 1  // ~r~All the transmitters were destroyed.
0051: return 

:ZERO1_13660
0051: return 

:ZERO1_13662
00D6: if or
0019:   329@ > 3 
002A:   5 >= $7421 
004D: jump_if_false @ZERO1_14011 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 150@ = 1 
00D6: if 
03CA:   object 45@(329@,10i) exists 
004D: jump_if_false @ZERO1_13868 
0108: destroy_object 45@(329@,10i) 
020C: create_explosion_with_radius 0 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
020C: create_explosion_with_radius 9 at 77@(329@,4f) 81@(329@,4f) 61.5 
0107: 45@(329@,10i) = create_object #WONGS_ERECTION2 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
0177: set_object 45@(329@,10i) Z_angle_to 143@(329@,4f) 
02CF: 365@(329@,4i) = create_fire_at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) propagation 5 size 3 

:ZERO1_13868
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_13976 
03CF: load_wav 44621 as 1 

:ZERO1_13893
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_13919 
0001: wait 0 ms 
0002: jump @ZERO1_13893 

:ZERO1_13919
00BC: show_text_highpriority GXT 'ZER1_EA' time 10000 flag 1  // ~z~Curse you, Berkley, CURSE YOOUUU!
03D1: play_wav 1 

:ZERO1_13939
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_13965 
0001: wait 0 ms 
0002: jump @ZERO1_13939 

:ZERO1_13965
03D5: remove_text 'ZER1_EA'  // ~z~Curse you, Berkley, CURSE YOOUUU!

:ZERO1_13976
0151: remove_status_text $7421 
014F: stop_timer $7422 
00BC: show_text_highpriority GXT 'ZER1_19' time 5000 flag 1  // ~r~All the transmitters were destroyed.
0051: return 
0002: jump @ZERO1_14043 

:ZERO1_14011
008A: $7421 = 331@ // (int) 
005E: $7421 += 332@ // (int) 
005E: $7421 += 333@ // (int) 
005E: $7421 += 334@ // (int) 

:ZERO1_14043
0051: return 

:ZERO1_14045
0108: destroy_object 45@(329@,10i) 
020C: create_explosion_with_radius 9 at 77@(329@,4f) 81@(329@,4f) 61.5 
020C: create_explosion_with_radius 0 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
0107: 45@(329@,10i) = create_object #WONGS_ERECTION2 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
0177: set_object 45@(329@,10i) Z_angle_to 143@(329@,4f) 
02CF: 365@(329@,4i) = create_fire_at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) propagation 5 size 3 
00D6: if and
001B:   4 > 329@ 
0029:   329@ >= 0 
004D: jump_if_false @ZERO1_15204 
000A: 329@ += 1 
00D6: if 
0039:   329@ == 1 
004D: jump_if_false @ZERO1_14395 
0007: 60@ = -2308.496 
0007: 68@ = 131.349 
0007: 61@ = -2080.581 
0007: 69@ = 122.0999 
0007: 62@ = -2308.693 
0007: 70@ = 190.552 
0007: 63@ = -2124.54 
0007: 71@ = 63.5174 
0007: 64@ = -2112.457 
0007: 72@ = 143.6713 
0007: 65@ = -2111.908 
0007: 73@ = 149.0278 
0007: 66@ = -2110.368 
0007: 74@ = 126.8913 
0007: 67@ = -2110.021 
0007: 75@ = 120.1988 

:ZERO1_14395
00D6: if 
0039:   329@ == 2 
004D: jump_if_false @ZERO1_14573 
0007: 60@ = -2308.496 
0007: 68@ = 131.349 
0007: 61@ = -2080.581 
0007: 69@ = 122.0999 
0007: 62@ = -2308.693 
0007: 70@ = 190.552 
0007: 63@ = -2124.54 
0007: 71@ = 63.5174 
0007: 64@ = -2112.457 
0007: 72@ = 143.6713 
0007: 65@ = -2111.908 
0007: 73@ = 149.0278 
0007: 66@ = -2110.368 
0007: 74@ = 126.8913 
0007: 67@ = -2110.021 
0007: 75@ = 120.1988 

:ZERO1_14573
00D6: if 
0039:   329@ == 3 
004D: jump_if_false @ZERO1_14758 
0708: reset_decision_maker 335@ event 59 
0007: 60@ = -2119.496 
0007: 68@ = 91.349 
0007: 61@ = -2258.581 
0007: 69@ = 169.0999 
0007: 62@ = -2278.693 
0007: 70@ = 66.552 
0007: 63@ = -2248.54 
0007: 71@ = 181.5174 
0007: 64@ = -2180.457 
0007: 72@ = 22.6713 
0007: 65@ = -2181.908 
0007: 73@ = 25.0278 
0007: 66@ = -2181.368 
0007: 74@ = 18.8913 
0007: 67@ = -2180.021 
0007: 75@ = 18.1988 

:ZERO1_14758
0087: 76@ = 85@(329@,4f) // (float) 
000B: 76@ += 10.0 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @ZERO1_14833 
04D2: set_plane 35@ fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 0.5 
01BD: 336@ = current_time_in_ms 

:ZERO1_14833
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @ZERO1_14886 
04D2: set_plane 36@ fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 0.5 
01BD: 337@ = current_time_in_ms 

:ZERO1_14886
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @ZERO1_14939 
04D2: set_plane 37@ fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 0.5 
01BD: 338@ = current_time_in_ms 

:ZERO1_14939
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @ZERO1_14992 
04D2: set_plane 38@ fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 0.5 
01BD: 339@ = current_time_in_ms 

:ZERO1_14992
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @ZERO1_15045 
04D2: set_plane 39@ fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 0.5 
01BD: 340@ = current_time_in_ms 

:ZERO1_15045
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @ZERO1_15098 
04D2: set_plane 40@ fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 0.5 
01BD: 341@ = current_time_in_ms 

:ZERO1_15098
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @ZERO1_15151 
04D2: set_plane 41@ fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 0.5 
01BD: 342@ = current_time_in_ms 

:ZERO1_15151
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @ZERO1_15204 
04D2: set_plane 42@ fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 0.5 
01BD: 343@ = current_time_in_ms 

:ZERO1_15204
0051: return 
0186: 178@(328@,10i) = create_marker_above_car 35@(328@,10i) 
018B: set_marker 178@(328@,10i) radar_mode 2 
0051: return 

:ZERO1_15235
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 
0110: clear_player $PLAYER_CHAR wanted_level 

:ZERO1_15255
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_15279 
0001: wait 0 ms 
0002: jump @ZERO1_15255 

:ZERO1_15279
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 270.0 rotation_speed 270.0 
04ED: load_animation "CASINO" 

:ZERO1_15315
00D6: if 
84EE:   not animation "CASINO" loaded 
004D: jump_if_false @ZERO1_15347 
0001: wait 0 ms 
0002: jump @ZERO1_15315 

:ZERO1_15347
04EF: release_animation "ON_LOOKERS" 
0708: reset_decision_maker 335@ event 59 
0668: AS_actor $PLAYER_ACTOR rotate_and_shoot_at -2237.22 170.55 58.45 3000 ms 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @ZERO1_15450 
009A: 55@ = create_actor_pedtype 4 model #SPECIAL01 at -2235.0 123.0 57.1 
0223: set_actor 55@ health_to 1000 
0173: set_actor 55@ Z_angle_to 160.0 

:ZERO1_15450
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_15659 
0687: clear_actor 55@ task 
00A1: put_actor 55@ at -2235.0 123.0 57.1 
0173: set_actor 55@ Z_angle_to 160.0 
0615: define_AS_pack_begin 369@ 
05D3: AS_actor -1 goto_point -2237.93 121.4 57.0 mode 6 time -1 ms // versionA 
0605: actor -1 perform_animation "MANWIND" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 2000 
05D4: AS_actor -1 rotate_angle 100.0 
05C8: AS_actor -1 look_around 
0677: AS_actor -1 chat_with_actor $PLAYER_ACTOR lead_speaker_flag 1 unknown_flag 1 
0616: define_AS_pack_end 369@ 
0618: assign_actor 55@ to_AS_pack 369@ 
061B: remove_references_to_AS_pack 369@ 
015F: set_camera_position -2242.837 130.3954 60.7181 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2242.324 129.5807 60.4482 switchstyle 2 

:ZERO1_15659
016A: fade 1 time 1000 
0169: set_fade_color_RGB 0 0 0 

:ZERO1_15674
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_15698 
0001: wait 0 ms 
0002: jump @ZERO1_15674 

:ZERO1_15698
03CF: load_wav 44624 as 1 

:ZERO1_15707
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_15733 
0001: wait 0 ms 
0002: jump @ZERO1_15707 

:ZERO1_15733
00BC: show_text_highpriority GXT 'ZER1_FA' time 10000 flag 1  // ~z~Ha ha ha ha Berkley!
03D1: play_wav 1 

:ZERO1_15753
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_15779 
0001: wait 0 ms 
0002: jump @ZERO1_15753 

:ZERO1_15779
03D5: remove_text 'ZER1_FA'  // ~z~Ha ha ha ha Berkley!
03CF: load_wav 44625 as 1 

:ZERO1_15799
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_15825 
0001: wait 0 ms 
0002: jump @ZERO1_15799 

:ZERO1_15825
00BC: show_text_highpriority GXT 'ZER1_FB' time 10000 flag 1  // ~z~As long as we have opposable thumbs, WE WILL FIGHT YOU!
03D1: play_wav 1 

:ZERO1_15845
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_15871 
0001: wait 0 ms 
0002: jump @ZERO1_15845 

:ZERO1_15871
03D5: remove_text 'ZER1_FB'  // ~z~As long as we have opposable thumbs, WE WILL FIGHT YOU!
0006: 177@ = 0 
0006: 33@ = 0 
0006: 32@ = 0 

:ZERO1_15903
00D6: if 
8039:   not  177@ == 10 
004D: jump_if_false @ZERO1_17016 
0001: wait 0 ms 
00D6: if 
0039:   177@ == 0 
004D: jump_if_false @ZERO1_16328 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @ZERO1_16328 
0006: 177@ = 1 
015F: set_camera_position -2238.853 124.0934 57.5797 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2238.476 123.2044 57.8399 switchstyle 2 
0006: 32@ = 0 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_16054 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 55@ 3500 ms 

:ZERO1_16054
03CF: load_wav 44626 as 1 

:ZERO1_16063
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_16089 
0001: wait 0 ms 
0002: jump @ZERO1_16063 

:ZERO1_16089
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_16113 
0967: actor 55@ move_mouth 10000 ms 

:ZERO1_16113
00BC: show_text_highpriority GXT 'ZER1_FC' time 10000 flag 1  // ~z~...Well done, Carl.
03D1: play_wav 1 

:ZERO1_16133
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_16159 
0001: wait 0 ms 
0002: jump @ZERO1_16133 

:ZERO1_16159
03D5: remove_text 'ZER1_FC'  // ~z~...Well done, Carl.
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_16191 
0968: actor 55@ stop_mouth 

:ZERO1_16191
03CF: load_wav 44627 as 1 

:ZERO1_16200
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_16226 
0001: wait 0 ms 
0002: jump @ZERO1_16200 

:ZERO1_16226
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_16250 
0967: actor 55@ move_mouth 10000 ms 

:ZERO1_16250
00BC: show_text_highpriority GXT 'ZER1_FD' time 10000 flag 1  // ~z~Now leave, I must prepare for the battles ahead!
03D1: play_wav 1 

:ZERO1_16270
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_16296 
0001: wait 0 ms 
0002: jump @ZERO1_16270 

:ZERO1_16296
03D5: remove_text 'ZER1_FD'  // ~z~Now leave, I must prepare for the battles ahead!
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_16328 
0968: actor 55@ stop_mouth 

:ZERO1_16328
00D6: if 
0039:   177@ == 1 
004D: jump_if_false @ZERO1_16434 
00D6: if 
0019:   32@ > 100 
004D: jump_if_false @ZERO1_16434 
0006: 177@ = 2 
0006: 32@ = 0 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
015F: set_camera_position -2237.975 122.7383 58.3408 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2238.193 121.7735 58.4879 switchstyle 2 

:ZERO1_16434
00D6: if 
0039:   177@ == 2 
004D: jump_if_false @ZERO1_16983 
00D6: if 
0019:   32@ > 200 
004D: jump_if_false @ZERO1_16983 
0006: 177@ = 3 
0006: 32@ = 0 
0615: define_AS_pack_begin 369@ 
05D4: AS_actor -1 rotate_angle 270.0 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_16526 
0677: AS_actor -1 chat_with_actor 55@ lead_speaker_flag 0 unknown_flag 1 

:ZERO1_16526
0616: define_AS_pack_end 369@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 369@ 
061B: remove_references_to_AS_pack 369@ 
03CF: load_wav 44628 as 1 

:ZERO1_16553
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_16579 
0001: wait 0 ms 
0002: jump @ZERO1_16553 

:ZERO1_16579
00BC: show_text_highpriority GXT 'ZER1_FE' time 10000 flag 1  // ~z~Never have so few owed so many...
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_16619 
0967: actor 55@ move_mouth 10000 ms 

:ZERO1_16619
03D1: play_wav 1 

:ZERO1_16623
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_16649 
0001: wait 0 ms 
0002: jump @ZERO1_16623 

:ZERO1_16649
03D5: remove_text 'ZER1_FE'  // ~z~Never have so few owed so many...
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_16681 
0968: actor 55@ stop_mouth 

:ZERO1_16681
03CF: load_wav 44630 as 1 

:ZERO1_16690
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_16716 
0001: wait 0 ms 
0002: jump @ZERO1_16690 

:ZERO1_16716
00BC: show_text_highpriority GXT 'ZER1_FG' time 10000 flag 1  // ~z~too little, three.. no that's not it, what is it?
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_16756 
0967: actor 55@ move_mouth 10000 ms 

:ZERO1_16756
03D1: play_wav 1 

:ZERO1_16760
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_16786 
0001: wait 0 ms 
0002: jump @ZERO1_16760 

:ZERO1_16786
03D5: remove_text 'ZER1_FG'  // ~z~too little, three.. no that's not it, what is it?
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_16818 
0968: actor 55@ stop_mouth 

:ZERO1_16818
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_16839 
05C8: AS_actor 55@ look_around 

:ZERO1_16839
03CF: load_wav 44629 as 1 

:ZERO1_16848
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_16874 
0001: wait 0 ms 
0002: jump @ZERO1_16848 

:ZERO1_16874
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_16898 
0967: actor 55@ move_mouth 10000 ms 

:ZERO1_16898
00BC: show_text_highpriority GXT 'ZER1_FF' time 10000 flag 1  // ~z~We will fight him on the beaches, well, rooftops...
03D1: play_wav 1 

:ZERO1_16918
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_16944 
0001: wait 0 ms 
0002: jump @ZERO1_16918 

:ZERO1_16944
03D5: remove_text 'ZER1_FF'  // ~z~We will fight him on the beaches, well, rooftops...
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_16976 
0968: actor 55@ stop_mouth 

:ZERO1_16976
0006: 177@ = 10 

:ZERO1_16983
00D6: if 
0019:   33@ > 14000 
004D: jump_if_false @ZERO1_17009 
0006: 177@ = 10 

:ZERO1_17009
0002: jump @ZERO1_15903 

:ZERO1_17016
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 500 

:ZERO1_17031
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_17055 
0001: wait 0 ms 
0002: jump @ZERO1_17031 

:ZERO1_17055
02A3: enable_widescreen 0 
0151: remove_status_text $7421 
014F: stop_timer $7422 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO1_17135 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 
05D4: AS_actor $PLAYER_ACTOR rotate_angle 90.0 

:ZERO1_17135
0001: wait 500 ms 
02EB: restore_camera_with_jumpcut 
0395: clear_area 1 at -2246.026 134.895 34.3047 radius 1000.0 
016A: fade 1 time 1000 

:ZERO1_17173
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_17197 
0001: wait 0 ms 
0002: jump @ZERO1_17173 

:ZERO1_17197
0051: return 

:ZERO1_17199
0050: gosub @ZERO1_15235 
01B4: set_player $PLAYER_CHAR can_move 1 
01E3: show_text_1number_styled GXT 'M_PASS' number 3000 time 100 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 3000 
0394: play_music 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'ZERO_1'  // Air Raid
0008: $ZERO_TOTAL_PASSED_MISSIONS += 1 
0051: return 

:ZERO1_17267
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0001: wait 5000 ms 
016A: fade 0 time 500 
0169: set_fade_color_RGB 0 0 0 

:ZERO1_17303
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_17327 
0001: wait 0 ms 
0002: jump @ZERO1_17303 

:ZERO1_17327
0151: remove_status_text $7421 
014F: stop_timer $7422 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
02A3: enable_widescreen 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO1_17407 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 
05D4: AS_actor $PLAYER_ACTOR rotate_angle 90.0 

:ZERO1_17407
03CB: set_rendering_origin_at -2246.026 134.895 34.3047 
02EB: restore_camera_with_jumpcut 
0395: clear_area 1 at -2246.026 134.895 34.3047 radius 1000.0 
016A: fade 1 time 1000 

:ZERO1_17457
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_17481 
0001: wait 0 ms 
0002: jump @ZERO1_17457 

:ZERO1_17481
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO1_17504 
01B4: set_player $PLAYER_CHAR can_move 1 

:ZERO1_17504
0051: return 

:ZERO1_17506
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
01B7: release_weather 
0169: set_fade_color_RGB 0 0 0 
031A: remove_all_fires 
0004: $ONMISSION = 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03C7: set_sensitivity_to_crime 1.0 
04DB: exit_RC_mode // on foot version 
01EB: set_traffic_density_multiplier_to 1.0 
0249: release_model #RCBARON 
0249: release_model #RCRAIDER 
0249: release_model #MINIGUN 
0249: release_model #WONGS_ERECTION 
0249: release_model #RCBOMB 
0249: release_model #WONGS_ERECTION2 
0249: release_model #MINIGUN_BASE 
0249: release_model #FIRE_EX 
0296: unload_special_actor 1 
0151: remove_status_text $7421 
014F: stop_timer $7422 
00A6: destroy_car 35@ 
00A6: destroy_car 36@ 
00A6: destroy_car 37@ 
00A6: destroy_car 38@ 
00A6: destroy_car 39@ 
00A6: destroy_car 40@ 
00A6: destroy_car 41@ 
00A6: destroy_car 42@ 
00A6: destroy_car 43@ 
00A6: destroy_car 44@ 
03EB: clear_small_messages_only 
0925: restore_camera_to_user_defined 
08E7: disable_entrance_markers 0 
0108: destroy_object 45@ 
0108: destroy_object 46@ 
0108: destroy_object 47@ 
0108: destroy_object 48@ 
0108: destroy_object 49@ 
0108: destroy_object 50@ 
0108: destroy_object 51@ 
0108: destroy_object 52@ 
0108: destroy_object 53@ 
0108: destroy_object 54@ 
0108: destroy_object 188@ 
0108: destroy_object 189@ 
0108: destroy_object 190@ 
0108: destroy_object 191@ 
0108: destroy_object 192@ 
0108: destroy_object 193@ 
0108: destroy_object 194@ 
0108: destroy_object 195@ 
0108: destroy_object 196@ 
0108: destroy_object 197@ 
0108: destroy_object 198@ 
0108: destroy_object 199@ 
0108: destroy_object 200@ 
0108: destroy_object 201@ 
0108: destroy_object 202@ 
0108: destroy_object 203@ 
0108: destroy_object 204@ 
0108: destroy_object 205@ 
0108: destroy_object 206@ 
0108: destroy_object 207@ 
0164: disable_marker 178@ 
0164: disable_marker 179@ 
0164: disable_marker 180@ 
0164: disable_marker 181@ 
0164: disable_marker 182@ 
0164: disable_marker 183@ 
0164: disable_marker 184@ 
0164: disable_marker 185@ 
0164: disable_marker 186@ 
0164: disable_marker 187@ 
03CD: disable_car 35@ stuck_check 
03CD: disable_car 36@ stuck_check 
03CD: disable_car 37@ stuck_check 
03CD: disable_car 38@ stuck_check 
03CD: disable_car 39@ stuck_check 
03CD: disable_car 40@ stuck_check 
03CD: disable_car 41@ stuck_check 
03CD: disable_car 42@ stuck_check 
03CD: disable_car 43@ stuck_check 
03CD: disable_car 44@ stuck_check 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
034F: destroy_actor_with_fade 55@ 
01C4: remove_references_to_object 34@ // This object will now disappear when the player looks away 
04EF: release_animation "CASINO" 
04EF: release_animation "ON_LOOKERS" 
00D8: mission_cleanup 
0051: return 

//-------------Mission 73---------------
// Originally: Supply Lines...

:ZERO2
0050: gosub @ZERO2_36 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @ZERO2_27 
0050: gosub @ZERO2_9413 

:ZERO2_27
0050: gosub @ZERO2_9415 
004E: end_thread 

:ZERO2_36
0006: 119@ = 0 
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
03A4: name_thread 'ZERO2' 
01B4: set_player $PLAYER_CHAR can_move 0 
054C: use_GXT_table 'ZERO2' 
09B9: show_entered_car_name 1 
0169: set_fade_color_RGB 0 0 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
04BB: select_interior 6 
01B4: set_player $PLAYER_CHAR can_move 0 
01B6: set_weather 15 
02E4: load_cutscene_data 'ZERO_2' 

:ZERO2_126
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @ZERO2_150 
0001: wait 0 ms 
0002: jump @ZERO2_126 

:ZERO2_150
02E7: start_cutscene 
016A: fade 1 time 1000 
01B4: set_player $PLAYER_CHAR can_move 0 

:ZERO2_166
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @ZERO2_190 
0001: wait 0 ms 
0002: jump @ZERO2_166 

:ZERO2_190
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:ZERO2_213
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_237 
0001: wait 0 ms 
0002: jump @ZERO2_213 

:ZERO2_237
02EA: end_cutscene 
04BB: select_interior 0 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 96@ = 1 
0006: 97@ = 0 
0006: 98@ = 0 
0006: 99@ = 0 
0006: 110@ = 0 
0006: 108@ = 0 
0006: 109@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
0006: 100@ = 0 
0006: 101@ = 0 
0006: 111@ = 0 
0006: 112@ = 0 
0006: 113@ = 0 
0006: 121@ = 0 
0007: 59@ = 390000.0 
0087: 60@ = 59@ // (float) 
0007: 63@ = -2006.77 
0007: 68@ = 365.69 
0007: 73@ = 34.35 
0007: 78@ = 0.0 
0007: 64@ = -2250.573 
0007: 69@ = 22.8303 
0007: 74@ = 34.4634 
0007: 79@ = 180.0 
0007: 65@ = -2266.27 
0007: 70@ = 53.1194 
0007: 75@ = 34.38 
0007: 80@ = 90.0 
0007: 66@ = -2441.424 
0007: 71@ = 41.963 
0007: 76@ = 33.004 
0007: 81@ = 90.0 
0007: 67@ = -1728.08 
0007: 72@ = 850.89 
0007: 77@ = 23.73 
0007: 82@ = 270.0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 122@ = 0 
0007: 83@ = -2205.44 
0007: 84@ = 128.99 
0007: 85@ = 57.33 
0007: 86@ = 90.0 
0007: 87@ = -2227.0 
0007: 88@ = 113.0 
0007: 89@ = 35.5 
0007: 61@ = 100.0 
0004: $7423 = 100 
0006: 32@ = 0 
0006: 129@ = 0 
08E7: disable_entrance_markers 1 
0247: load_model #RCBARON 
0247: load_model #TOPFUN 
0247: load_model #MICRO_UZI 
0247: load_model #MTBIKE 
0247: load_model #SANCHEZ 
023C: load_special_actor 'ZERO' as 1 // models 290-299 
038B: load_requested_models 

:ZERO2_760
00D6: if or
8248:   not model #RCBARON available 
8248:   not model #TOPFUN available 
8248:   not model #MICRO_UZI available 
8248:   not model #MTBIKE available 
8248:   not model #SANCHEZ available 
004D: jump_if_false @ZERO2_807 
0001: wait 0 ms 
0002: jump @ZERO2_760 

:ZERO2_807
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @ZERO2_833 
0001: wait 0 ms 
0002: jump @ZERO2_807 

:ZERO2_833
060A: create_decision_maker_type 0 store_to 56@ // decision\allowed\m_.ped files 

:ZERO2_840
0001: wait 0 ms 
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @ZERO2_869 
0050: gosub @ZERO2_951 

:ZERO2_869
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @ZERO2_894 
0050: gosub @ZERO2_7177 

:ZERO2_894
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @ZERO2_919 
0002: jump @ZERO2_9384 

:ZERO2_919
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @ZERO2_944 
0002: jump @ZERO2_9413 

:ZERO2_944
0002: jump @ZERO2_840 

:ZERO2_951
0395: clear_area 1 at 87@ 88@ 89@ radius 1000.0 
00A5: 35@ = create_car #TOPFUN at -2250.9 124.6 28.48 
0587: enable_car 35@ validate_position 0 
0519: set_car 35@ locked 1 
0657: car 35@ open_door 4 
0657: car 35@ open_door 5 
036A: put_actor $PLAYER_ACTOR in_car 35@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @ZERO2_1086 
01C8: 57@ = create_actor_pedtype 4 model #SPECIAL01 in_car 35@ passenger_seat 0 
0224: set_car 35@ health_to 10 
02AC: set_car 35@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:ZERO2_1086
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
046E: put_player $PLAYER_CHAR in_RC_mode_at 83@ 84@ 85@ angle 40.09 RC_model #RCBARON 
0484: 34@ = player $PLAYER_CHAR RC_car 
0175: set_car 34@ Z_angle_to 90.0 
04D6: enable_RC_car_detonation 0 
048A: set_RC_car_detonation 0 // or opcode 04D6 
0224: set_car 34@ health_to 1100 
02AC: set_car 34@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
01EC: make_car 34@ very_heavy 1 
0006: 129@ = 0 

:ZERO2_1171
00D6: if 
001B:   5 > 129@ 
004D: jump_if_false @ZERO2_1776 
0001: wait 0 ms 
0395: clear_area 1 at 63@(129@,5f) 68@(129@,5f) 73@(129@,5f) radius 1000.0 
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @ZERO2_1286 
00A5: 46@(129@,5i) = create_car #SANCHEZ at 63@(129@,5f) 68@(129@,5f) 73@(129@,5f) 
0224: set_car 46@(129@,5i) health_to 10 

:ZERO2_1286
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @ZERO2_1349 
00A5: 46@(129@,5i) = create_car #MTBIKE at 63@(129@,5f) 68@(129@,5f) 73@(129@,5f) 
0224: set_car 46@(129@,5i) health_to 10 

:ZERO2_1349
00D6: if 
0039:   129@ == 2 
004D: jump_if_false @ZERO2_1412 
00A5: 46@(129@,5i) = create_car #TOPFUN at 63@(129@,5f) 68@(129@,5f) 73@(129@,5f) 
0224: set_car 46@(129@,5i) health_to 10 

:ZERO2_1412
00D6: if 
0039:   129@ == 3 
004D: jump_if_false @ZERO2_1475 
00A5: 46@(129@,5i) = create_car #TOPFUN at 63@(129@,5f) 68@(129@,5f) 73@(129@,5f) 
0224: set_car 46@(129@,5i) health_to 10 

:ZERO2_1475
00D6: if 
0039:   129@ == 4 
004D: jump_if_false @ZERO2_1549 
00A5: 46@(129@,5i) = create_car #TOPFUN at 63@(129@,5f) 68@(129@,5f) 73@(129@,5f) 
0224: set_car 46@(129@,5i) health_to 10 
020A: set_car 46@(129@,5i) door_status_to 7 

:ZERO2_1549
0175: set_car 46@(129@,5i) Z_angle_to 78@(129@,5f) 
02AC: set_car 46@(129@,5i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0560: create_random_actor_in_car 46@(129@,5i) handle_as 36@(129@,5i) 
01B2: give_actor 36@(129@,5i) weapon 28 ammo 500 // Load the weapon model before using this 
02E2: set_actor 36@(129@,5i) weapon_accuracy_to 60 
0587: enable_car 46@(129@,5i) validate_position 0 
00D6: if or
0039:   129@ == 3 
0039:   129@ == 0 
004D: jump_if_false @ZERO2_1728 
0561: 51@(129@,5i) = create_passenger_in_car 46@(129@,5i) seat 0 
01B2: give_actor 51@(129@,5i) weapon 28 ammo 500 // Load the weapon model before using this 
02E2: set_actor 51@(129@,5i) weapon_accuracy_to 60 
060B: set_actor 51@(129@,5i) decision_maker_to 56@ 
060B: set_actor 36@(129@,5i) decision_maker_to 56@ 

:ZERO2_1728
05D2: AS_actor 36@(129@,5i) run_to_and_hijack_car 46@(129@,5i) max_search_radius 3.0 traffic_behavior 0 
0006: 103@(129@,5i) = 0 
000A: 129@ += 1 
0002: jump @ZERO2_1171 

:ZERO2_1776
0006: 33@ = 0 
015F: set_camera_position -2273.841 45.5794 37.0987 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2273.297 46.4174 37.1385 switchstyle 2 
01EB: set_traffic_density_multiplier_to 4.0 
03DE: set_pedestrians_density_multiplier_to 4.0 
0395: clear_area 1 at -2285.54 41.31 35.01 radius 1000.0 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -2273.841 45.5794 37.0987 position_to -2280.653 50.3058 35.7357 time 5000 smooth_transition 1 
0920: point_camera -2273.297 46.4174 37.1385 transverse_to -2280.054 51.104 35.6677 time 5000 smooth_transition 1 
02A3: enable_widescreen 1 
0006: 32@ = 0 
0006: 33@ = 0 
0A0B: set_rendering_origin_at_3D_coord -2273.841 45.5794 37.0987 angle 310.0 
0169: set_fade_color_RGB 0 0 0 
0001: wait 1000 ms 
016A: fade 1 time 1000 
0006: 120@ = 0 

:ZERO2_2023
00D6: if 
8039:   not  120@ == 10 
004D: jump_if_false @ZERO2_2460 
0001: wait 0 ms 
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @ZERO2_2169 
0006: 120@ = 1 
0707: start_scene_skip_to @ZERO2_2460 
03CF: load_wav 44801 as 1 

:ZERO2_2086
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_2112 
0001: wait 0 ms 
0002: jump @ZERO2_2086 

:ZERO2_2112
00BC: show_text_highpriority GXT 'ZER2_AB' time 10000 flag 1  // ~z~Berkley has his sycophantic lackeys do all his deliveries.
03D1: play_wav 1 

:ZERO2_2132
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_2158 
0001: wait 0 ms 
0002: jump @ZERO2_2132 

:ZERO2_2158
03D5: remove_text 'ZER2_AB'  // ~z~Berkley has his sycophantic lackeys do all his deliveries.

:ZERO2_2169
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @ZERO2_2286 
0006: 120@ = 2 
03CF: load_wav 44802 as 1 

:ZERO2_2203
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_2229 
0001: wait 0 ms 
0002: jump @ZERO2_2203 

:ZERO2_2229
00BC: show_text_highpriority GXT 'ZER2_AC' time 10000 flag 1  // ~z~Well, we shall hit him where it hurts the most!
03D1: play_wav 1 

:ZERO2_2249
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_2275 
0001: wait 0 ms 
0002: jump @ZERO2_2249 

:ZERO2_2275
03D5: remove_text 'ZER2_AC'  // ~z~Well, we shall hit him where it hurts the most!

:ZERO2_2286
00D6: if 
0039:   120@ == 2 
004D: jump_if_false @ZERO2_2403 
0006: 120@ = 3 
03CF: load_wav 44803 as 1 

:ZERO2_2320
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_2346 
0001: wait 0 ms 
0002: jump @ZERO2_2320 

:ZERO2_2346
00BC: show_text_highpriority GXT 'ZER2_AD' time 10000 flag 1  // ~z~Bring his mail order model business to its knees!
03D1: play_wav 1 

:ZERO2_2366
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_2392 
0001: wait 0 ms 
0002: jump @ZERO2_2366 

:ZERO2_2392
03D5: remove_text 'ZER2_AD'  // ~z~Bring his mail order model business to its knees!

:ZERO2_2403
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @ZERO2_2427 
040D: unload_wav 1 
0006: 120@ = 10 

:ZERO2_2427
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @ZERO2_2453 
0006: 120@ = 10 

:ZERO2_2453
0002: jump @ZERO2_2023 

:ZERO2_2460
0701: end_scene_skip 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:ZERO2_2477
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_2501 
0001: wait 0 ms 
0002: jump @ZERO2_2477 

:ZERO2_2501
0925: restore_camera_to_user_defined 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @ZERO2_2556 
00AB: put_car 35@ at -2233.9 122.6 700.48 
0175: set_car 35@ Z_angle_to 90.0 
0519: set_car 35@ locked 1 

:ZERO2_2556
041E: set_radio_station 6 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @ZERO2_2581 
0508: car 35@ close_all_doors 

:ZERO2_2581
02A3: enable_widescreen 0 
01EB: set_traffic_density_multiplier_to 3.0 
03DE: set_pedestrians_density_multiplier_to 3.0 
02EB: restore_camera_with_jumpcut 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_2641 
0158: camera_on_car 34@ mode 18 switchstyle 2 
0519: set_car 34@ locked 0 
0001: wait 0 ms 
032A: set_behind_camera_mode_to 1 

:ZERO2_2641
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:ZERO2_2656
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_2680 
0001: wait 0 ms 
0002: jump @ZERO2_2656 

:ZERO2_2680
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 129@ = 0 

:ZERO2_2694
00D6: if 
001B:   5 > 129@ 
004D: jump_if_false @ZERO2_2762 
00D6: if 
8118:   not actor 36@(129@,5i) dead 
004D: jump_if_false @ZERO2_2748 
0187: 123@(129@,5i) = create_marker_above_actor 36@(129@,5i) 

:ZERO2_2748
000A: 129@ += 1 
0002: jump @ZERO2_2694 

:ZERO2_2762
03C4: set_status_text $7423 type 1 GXT 'ZER2_28' // global_variable  // FUEL ~1~
040D: unload_wav 1 
03CF: load_wav 44800 as 1 

:ZERO2_2791
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_2817 
0001: wait 0 ms 
0002: jump @ZERO2_2791 

:ZERO2_2817
00BC: show_text_highpriority GXT 'ZER2_AA' time 10000 flag 1  // ~z~Launch the Red Baron!
03D1: play_wav 1 

:ZERO2_2837
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_2863 
0001: wait 0 ms 
0002: jump @ZERO2_2837 

:ZERO2_2863
03D5: remove_text 'ZER2_AA'  // ~z~Launch the Red Baron!
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_7019 

:ZERO2_2890
00D6: if 
8039:   not  110@ == 1 
004D: jump_if_false @ZERO2_7019 
0001: wait 0 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_3017 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @ZERO2_2989 
007F: 59@ -= frame_delta_time * 20.0 // (float) 
0087: 61@ = 59@ // (float) 
0073: 61@ /= 60@ // (float) 
0013: 61@ *= 100.0 
0090: $7423 = float 61@ to_integer 

:ZERO2_2989
00AA: store_car 34@ position_to 83@ 84@ 85@ 
07EF: get_town_number_from_point 83@ 84@ 85@ store_to 58@ 

:ZERO2_3017
00D6: if or
04A4:   58@ == 1 // == constant 
04A4:   58@ == 3 // == constant 
004D: jump_if_false @ZERO2_3052 
020B: explode_car 34@ 
020B: explode_car 34@ 

:ZERO2_3052
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @ZERO2_3095 
03E5: show_text_box 'ZER2_1'  // Press ~k~~VEHICLE_ACCELERATE~ to increase throttle. Press ~k~~VEHICLE_BRAKE~ to decrease throttle.
0006: 119@ = 1 
0006: 32@ = 0 

:ZERO2_3095
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @ZERO2_3159 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @ZERO2_3159 
03E6: remove_text_box 
03E5: show_text_box 'ZER2_2'  // Press ~k~~VEHICLE_LOOKLEFT~ to turn left and ~k~~VEHICLE_LOOKRIGHT~ to turn right using the rudder.
0006: 119@ = 2 
0006: 32@ = 0 

:ZERO2_3159
00D6: if 
0039:   119@ == 2 
004D: jump_if_false @ZERO2_3223 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @ZERO2_3223 
03E6: remove_text_box 
03E5: show_text_box 'ZER2_30'  // Press ~k~~VEHICLE_FIREWEAPON_ALT~ to fire Machine Guns.
0006: 119@ = 3 
0006: 32@ = 0 

:ZERO2_3223
00D6: if 
0039:   119@ == 3 
004D: jump_if_false @ZERO2_3285 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @ZERO2_3285 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'ZER2_14' time 10000 flag 1  // ~s~Destroy the~r~ couriers ~s~before they complete their deliveries.
0006: 119@ = 4 

:ZERO2_3285
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @ZERO2_3353 
0001: wait 0 ms 
0001: wait 0 ms 
0001: wait 0 ms 
0001: wait 0 ms 
0006: 96@ = 0 
0006: 97@ = 0 
0006: 98@ = 0 
0006: 100@ = 1 
0006: 101@ = 0 
0051: return 

:ZERO2_3353
00D6: if 
0039:   122@ == 0 
004D: jump_if_false @ZERO2_3488 
00D6: if 
002A:   50 >= $7423 
004D: jump_if_false @ZERO2_3488 
0006: 122@ = 1 
03CF: load_wav 44811 as 1 

:ZERO2_3405
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_3431 
0001: wait 0 ms 
0002: jump @ZERO2_3405 

:ZERO2_3431
00BC: show_text_highpriority GXT 'ZER2_DA' time 10000 flag 1  // ~z~Watch your fuel, Carl, only half a tank left!
03D1: play_wav 1 

:ZERO2_3451
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_3477 
0001: wait 0 ms 
0002: jump @ZERO2_3451 

:ZERO2_3477
03D5: remove_text 'ZER2_DA'  // ~z~Watch your fuel, Carl, only half a tank left!

:ZERO2_3488
00D6: if 
0039:   122@ == 1 
004D: jump_if_false @ZERO2_3623 
00D6: if 
002A:   10 >= $7423 
004D: jump_if_false @ZERO2_3623 
0006: 122@ = 2 
03CF: load_wav 44812 as 1 

:ZERO2_3540
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_3566 
0001: wait 0 ms 
0002: jump @ZERO2_3540 

:ZERO2_3566
00BC: show_text_highpriority GXT 'ZER2_DB' time 10000 flag 1  // ~z~You're nearly out of fuel, hurry up!
03D1: play_wav 1 

:ZERO2_3586
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_3612 
0001: wait 0 ms 
0002: jump @ZERO2_3586 

:ZERO2_3612
03D5: remove_text 'ZER2_DB'  // ~z~You're nearly out of fuel, hurry up!

:ZERO2_3623
00D6: if 
002A:   0 >= $7423 
004D: jump_if_false @ZERO2_4040 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_3671 
0918: set_car 34@ engine_operation 0 
01EC: make_car 34@ very_heavy 1 

:ZERO2_3671
0151: remove_status_text $7423 
0006: 32@ = 0 
0006: 96@ = 0 
0006: 97@ = 0 
0006: 98@ = 0 
0006: 99@ = 0 
0006: 100@ = 0 
0006: 101@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'ZER2_42' time 5000 flag 1  // ~r~You ran out of fuel!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
03CF: load_wav 44623 as 1 

:ZERO2_3773
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_3799 
0001: wait 0 ms 
0002: jump @ZERO2_3773 

:ZERO2_3799
03D1: play_wav 1 

:ZERO2_3803
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_3855 
0001: wait 0 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_3848 
04BA: set_car 34@ speed_to 0.0 

:ZERO2_3848
0002: jump @ZERO2_3803 

:ZERO2_3855
04DB: exit_RC_mode // on foot version 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO2_3946 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_3916 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0002: jump @ZERO2_3936 

:ZERO2_3916
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_3936
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_3946
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:ZERO2_3961
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_3985 
0001: wait 0 ms 
0002: jump @ZERO2_3961 

:ZERO2_3985
03CB: set_rendering_origin_at -2245.026 126.895 34.3047 
0001: wait 1000 ms 
016A: fade 1 time 1000 

:ZERO2_4014
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_4038 
0001: wait 0 ms 
0002: jump @ZERO2_4014 

:ZERO2_4038
0051: return 

:ZERO2_4040
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @ZERO2_4390 
0151: remove_status_text $7423 
0006: 101@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 96@ = 0 
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~The plane was destroyed!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
03CF: load_wav 44622 as 1 

:ZERO2_4123
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_4149 
0001: wait 0 ms 
0002: jump @ZERO2_4123 

:ZERO2_4149
03D1: play_wav 1 

:ZERO2_4153
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_4205 
0001: wait 0 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_4198 
04BA: set_car 34@ speed_to 0.0 

:ZERO2_4198
0002: jump @ZERO2_4153 

:ZERO2_4205
04DB: exit_RC_mode // on foot version 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO2_4296 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_4266 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0002: jump @ZERO2_4286 

:ZERO2_4266
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_4286
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_4296
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:ZERO2_4311
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_4335 
0001: wait 0 ms 
0002: jump @ZERO2_4311 

:ZERO2_4335
03CB: set_rendering_origin_at -2245.026 126.895 34.3047 
0001: wait 1000 ms 
016A: fade 1 time 1000 

:ZERO2_4364
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_4388 
0001: wait 0 ms 
0002: jump @ZERO2_4364 

:ZERO2_4388
0051: return 

:ZERO2_4390
0006: 129@ = 0 

:ZERO2_4397
00D6: if 
001B:   5 > 129@ 
004D: jump_if_false @ZERO2_6915 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_5037 
00AA: store_car 34@ position_to 83@ 84@ 85@ 
00D6: if 
0039:   111@(129@,5i) == 0 
004D: jump_if_false @ZERO2_5037 
00D6: if 
8118:   not actor 36@(129@,5i) dead 
004D: jump_if_false @ZERO2_4516 
00D6: if 
0039:   103@(129@,5i) == 1 
004D: jump_if_false @ZERO2_4509 

:ZERO2_4509
0002: jump @ZERO2_5037 

:ZERO2_4516
0006: 111@(129@,5i) = 1 
0164: disable_marker 123@(129@,5i) 
01C3: remove_references_to_car 46@(129@,5i) 
00D6: if or
0039:   129@ == 3 
0039:   129@ == 0 
004D: jump_if_false @ZERO2_4579 
01C2: remove_references_to_actor 51@(129@,5i) // Like turning an actor into a random pedestrian 

:ZERO2_4579
000A: 121@ += 1 
0006: 111@(129@,5i) = 1 
00D6: if 
0039:   121@ == 1 
004D: jump_if_false @ZERO2_4707 
03CF: load_wav 44806 as 1 

:ZERO2_4624
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_4650 
0001: wait 0 ms 
0002: jump @ZERO2_4624 

:ZERO2_4650
00BC: show_text_highpriority GXT 'ZER2_CA' time 10000 flag 1  // ~z~One down, four to go!
03D1: play_wav 1 

:ZERO2_4670
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_4696 
0001: wait 0 ms 
0002: jump @ZERO2_4670 

:ZERO2_4696
03D5: remove_text 'ZER2_CA'  // ~z~One down, four to go!

:ZERO2_4707
00D6: if 
0039:   121@ == 2 
004D: jump_if_false @ZERO2_4817 
03CF: load_wav 44808 as 1 

:ZERO2_4734
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_4760 
0001: wait 0 ms 
0002: jump @ZERO2_4734 

:ZERO2_4760
00BC: show_text_highpriority GXT 'ZER2_CC' time 10000 flag 1  // ~z~Ha ha, only three delivery boys left!
03D1: play_wav 1 

:ZERO2_4780
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_4806 
0001: wait 0 ms 
0002: jump @ZERO2_4780 

:ZERO2_4806
03D5: remove_text 'ZER2_CC'  // ~z~Ha ha, only three delivery boys left!

:ZERO2_4817
00D6: if 
0039:   121@ == 3 
004D: jump_if_false @ZERO2_4927 
03CF: load_wav 44809 as 1 

:ZERO2_4844
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_4870 
0001: wait 0 ms 
0002: jump @ZERO2_4844 

:ZERO2_4870
00BC: show_text_highpriority GXT 'ZER2_CD' time 10000 flag 1  // ~z~Only two left now, Carl - HUNT THEM DOWN!
03D1: play_wav 1 

:ZERO2_4890
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_4916 
0001: wait 0 ms 
0002: jump @ZERO2_4890 

:ZERO2_4916
03D5: remove_text 'ZER2_CD'  // ~z~Only two left now, Carl - HUNT THEM DOWN!

:ZERO2_4927
00D6: if 
0039:   121@ == 4 
004D: jump_if_false @ZERO2_5037 
03CF: load_wav 44810 as 1 

:ZERO2_4954
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_4980 
0001: wait 0 ms 
0002: jump @ZERO2_4954 

:ZERO2_4980
00BC: show_text_highpriority GXT 'ZER2_CE' time 10000 flag 1  // ~z~Just one more and Berkley's mail order department is finished!
03D1: play_wav 1 

:ZERO2_5000
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_5026 
0001: wait 0 ms 
0002: jump @ZERO2_5000 

:ZERO2_5026
03D5: remove_text 'ZER2_CE'  // ~z~Just one more and Berkley's mail order department is finished!

:ZERO2_5037
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_6567 
01BD: 95@ = current_time_in_ms 
00D6: if 
81AF:   not car 34@ sphere 0 in_sphere 91@ 92@ 93@ radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO2_5137 
00AA: store_car 34@ position_to 91@ 92@ 93@ 
0085: 94@ = 95@ // (int) 
000A: 94@ += 4000 
0006: 117@ = 0 

:ZERO2_5137
00D6: if 
01AF:   car 34@ sphere 0 in_sphere 91@ 92@ 93@ radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO2_5625 
00D6: if 
001D:   95@ > 94@ // (int) 
004D: jump_if_false @ZERO2_5625 
00D6: if 
0019:   119@ > 3 
004D: jump_if_false @ZERO2_5625 
00D6: if 
0039:   117@ == 0 
004D: jump_if_false @ZERO2_5252 
03E5: show_text_box 'ZER2_4'  // Press ~k~~PED_FIREWEAPON~ to self-destruct
0006: 117@ = 1 

:ZERO2_5252
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @ZERO2_5625 
0006: 96@ = 0 
0006: 97@ = 0 
0006: 98@ = 0 
0006: 99@ = 0 
0006: 100@ = 0 
0006: 101@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~The plane was destroyed!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0224: set_car 34@ health_to 1 
0151: remove_status_text $7423 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO2_5451 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_5421 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0002: jump @ZERO2_5441 

:ZERO2_5421
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_5441
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_5451
020C: create_explosion_with_radius 0 at 91@ 92@ 93@ 
03CF: load_wav 44623 as 1 

:ZERO2_5473
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_5499 
0001: wait 0 ms 
0002: jump @ZERO2_5473 

:ZERO2_5499
03D1: play_wav 1 

:ZERO2_5503
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_5529 
0001: wait 0 ms 
0002: jump @ZERO2_5503 

:ZERO2_5529
04DB: exit_RC_mode // on foot version 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:ZERO2_5546
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_5570 
0001: wait 0 ms 
0002: jump @ZERO2_5546 

:ZERO2_5570
03CB: set_rendering_origin_at -2245.026 126.895 34.3047 
0001: wait 1000 ms 
016A: fade 1 time 1000 

:ZERO2_5599
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_5623 
0001: wait 0 ms 
0002: jump @ZERO2_5599 

:ZERO2_5623
0051: return 

:ZERO2_5625
00D6: if 
8119:   not car 46@(129@,5i) wrecked 
004D: jump_if_false @ZERO2_6560 
00D6: if 
0039:   103@(129@,5i) == 0 
004D: jump_if_false @ZERO2_6313 
00D6: if or
051D:   car 46@(129@,5i) damaged_by_car 34@ 
031E:   car 46@(129@,5i) hit_by_weapon 31 
004D: jump_if_false @ZERO2_6313 
0006: 103@(129@,5i) = 1 
00D6: if or
0039:   129@ == 2 
0039:   129@ == 1 
004D: jump_if_false @ZERO2_6021 
00D6: if 
8118:   not actor 36@(129@,5i) dead 
004D: jump_if_false @ZERO2_6014 
05CF: AS_actor 36@(129@,5i) exit_car 46@(129@,5i) in_direction 83@ 84@ 85@ 
0672: AS_actor 36@(129@,5i) attack_car 34@ 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @ZERO2_5904 
03CF: load_wav 44805 as 1 

:ZERO2_5821
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_5847 
0001: wait 0 ms 
0002: jump @ZERO2_5821 

:ZERO2_5847
00BC: show_text_highpriority GXT 'ZER2_BB' time 10000 flag 1  // ~z~He's armed his lieutenants, be careful, Carl!
03D1: play_wav 1 

:ZERO2_5867
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_5893 
0001: wait 0 ms 
0002: jump @ZERO2_5867 

:ZERO2_5893
03D5: remove_text 'ZER2_BB'  // ~z~He's armed his lieutenants, be careful, Carl!

:ZERO2_5904
00D6: if 
0039:   129@ == 2 
004D: jump_if_false @ZERO2_6014 
03CF: load_wav 44804 as 1 

:ZERO2_5931
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_5957 
0001: wait 0 ms 
0002: jump @ZERO2_5931 

:ZERO2_5957
00BC: show_text_highpriority GXT 'ZER2_BA' time 10000 flag 1  // ~z~Don't let him get away, punish him for his war crimes!
03D1: play_wav 1 

:ZERO2_5977
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_6003 
0001: wait 0 ms 
0002: jump @ZERO2_5977 

:ZERO2_6003
03D5: remove_text 'ZER2_BA'  // ~z~Don't let him get away, punish him for his war crimes!

:ZERO2_6014
0002: jump @ZERO2_6102 

:ZERO2_6021
00D6: if 
8119:   not car 46@(129@,5i) wrecked 
004D: jump_if_false @ZERO2_6102 
00D6: if 
8118:   not actor 36@(129@,5i) dead 
004D: jump_if_false @ZERO2_6102 
00D6: if 
8039:   not  129@ == 4 
004D: jump_if_false @ZERO2_6102 
05D2: AS_actor 36@(129@,5i) run_to_and_hijack_car 46@(129@,5i) max_search_radius 12.0 traffic_behavior 3 

:ZERO2_6102
00D6: if or
0039:   129@ == 3 
0039:   129@ == 0 
004D: jump_if_false @ZERO2_6203 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_6203 
00D6: if 
8118:   not actor 51@(129@,5i) dead 
004D: jump_if_false @ZERO2_6203 
0713: actor 51@(129@,5i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 1000.0 8 0 firing_rate 100 

:ZERO2_6203
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @ZERO2_6313 
03CF: load_wav 44631 as 1 

:ZERO2_6230
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_6256 
0001: wait 0 ms 
0002: jump @ZERO2_6230 

:ZERO2_6256
00BC: show_text_highpriority GXT 'ZER1_FH' time 10000 flag 1  // ~z~Fight or die Carl, it's the only choice we have.
03D1: play_wav 1 

:ZERO2_6276
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_6302 
0001: wait 0 ms 
0002: jump @ZERO2_6276 

:ZERO2_6302
03D5: remove_text 'ZER1_FH'  // ~z~Fight or die Carl, it's the only choice we have.

:ZERO2_6313
00D6: if 
0039:   119@ == 4 
004D: jump_if_false @ZERO2_6560 
00D6: if 
8119:   not car 46@(129@,5i) wrecked 
004D: jump_if_false @ZERO2_6560 
00D6: if 
01AF:   car 46@(129@,5i) sphere 0 in_sphere 83@ 84@ 85@ radius 50.0 50.0 50.0 
004D: jump_if_false @ZERO2_6458 
00D6: if 
02CA:   car 46@(129@,5i) bounding_sphere_visible 
004D: jump_if_false @ZERO2_6458 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @ZERO2_6458 
00BB: show_text_lowpriority GXT 'ZER2_7' time 5000 flag 1  // ~s~Line up RC Baron behind the ~r~courier~s~.
0006: 98@ = 1 

:ZERO2_6458
00D6: if 
01AF:   car 46@(129@,5i) sphere 0 in_sphere 83@ 84@ 85@ radius 30.0 30.0 30.0 
004D: jump_if_false @ZERO2_6560 
00D6: if 
02CA:   car 46@(129@,5i) bounding_sphere_visible 
004D: jump_if_false @ZERO2_6560 
00D6: if 
0039:   98@ == 1 
004D: jump_if_false @ZERO2_6560 
03E5: show_text_box 'ZER2_30'  // Press ~k~~VEHICLE_FIREWEAPON_ALT~ to fire Machine Guns.
0006: 98@ = 2 

:ZERO2_6560
0002: jump @ZERO2_6901 

:ZERO2_6567
0006: 101@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 96@ = 0 
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~The plane was destroyed!
0151: remove_status_text $7423 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO2_6698 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_6668 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0002: jump @ZERO2_6688 

:ZERO2_6668
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_6688
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_6698
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
03CF: load_wav 44622 as 1 

:ZERO2_6723
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_6749 
0001: wait 0 ms 
0002: jump @ZERO2_6723 

:ZERO2_6749
03D1: play_wav 1 

:ZERO2_6753
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_6805 
0001: wait 0 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_6798 
04BA: set_car 34@ speed_to 0.0 

:ZERO2_6798
0002: jump @ZERO2_6753 

:ZERO2_6805
04DB: exit_RC_mode // on foot version 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:ZERO2_6822
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_6846 
0001: wait 0 ms 
0002: jump @ZERO2_6822 

:ZERO2_6846
03CB: set_rendering_origin_at -2245.026 126.895 34.3047 
0001: wait 1000 ms 
016A: fade 1 time 1000 

:ZERO2_6875
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_6899 
0001: wait 0 ms 
0002: jump @ZERO2_6875 

:ZERO2_6899
0051: return 

:ZERO2_6901
000A: 129@ += 1 
0002: jump @ZERO2_4397 

:ZERO2_6915
00D6: if 
0039:   111@ == 1 
004D: jump_if_false @ZERO2_7012 
00D6: if 
0039:   112@ == 1 
004D: jump_if_false @ZERO2_7012 
00D6: if 
0039:   113@ == 1 
004D: jump_if_false @ZERO2_7012 
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @ZERO2_7012 
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @ZERO2_7012 
0006: 110@ = 1 

:ZERO2_7012
0002: jump @ZERO2_2890 

:ZERO2_7019
0006: 96@ = 0 
0006: 100@ = 0 
0006: 116@ = 1 
0006: 108@ = 0 
018A: 128@ = create_checkpoint_at -2237.31 140.08 57.23 
03CF: load_wav 44816 as 1 

:ZERO2_7076
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_7102 
0001: wait 0 ms 
0002: jump @ZERO2_7076 

:ZERO2_7102
00BC: show_text_highpriority GXT 'ZER2_EB' time 10000 flag 1  // ~z~Now get her back home in one piece, before she runs out of fuel!
03D1: play_wav 1 

:ZERO2_7122
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_7148 
0001: wait 0 ms 
0002: jump @ZERO2_7122 

:ZERO2_7148
03D5: remove_text 'ZER2_EB'  // ~z~Now get her back home in one piece, before she runs out of fuel!
00BC: show_text_highpriority GXT 'ZER2_41' time 5000 flag 1  // ~s~Fly back to ~y~Zero's roof.
0051: return 

:ZERO2_7177
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_8352 
02E3: 62@ = car 34@ speed 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @ZERO2_7262 
007F: 59@ -= frame_delta_time * 20.0 // (float) 
0087: 61@ = 59@ // (float) 
0073: 61@ /= 60@ // (float) 
0013: 61@ *= 500.0 
0090: $7423 = float 61@ to_integer 

:ZERO2_7262
00D6: if or
04A4:   58@ == 1 // == constant 
04A4:   58@ == 3 // == constant 
004D: jump_if_false @ZERO2_7297 
020B: explode_car 34@ 
020B: explode_car 34@ 

:ZERO2_7297
01BD: 95@ = current_time_in_ms 
00D6: if 
81AF:   not car 34@ sphere 0 in_sphere 91@ 92@ 93@ radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO2_7381 
00AA: store_car 34@ position_to 91@ 92@ 93@ 
0085: 94@ = 95@ // (int) 
000A: 94@ += 4000 
0006: 117@ = 0 

:ZERO2_7381
00D6: if 
01AF:   car 34@ sphere 0 in_sphere 91@ 92@ 93@ radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO2_7889 
00D6: if 
001D:   95@ > 94@ // (int) 
004D: jump_if_false @ZERO2_7889 
00D6: if 
0019:   119@ > 3 
004D: jump_if_false @ZERO2_7889 
00D6: if 
0039:   117@ == 0 
004D: jump_if_false @ZERO2_7496 
03E5: show_text_box 'ZER2_4'  // Press ~k~~PED_FIREWEAPON~ to self-destruct
0006: 117@ = 1 

:ZERO2_7496
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @ZERO2_7889 
0006: 96@ = 0 
0006: 97@ = 0 
0006: 98@ = 0 
0006: 99@ = 0 
0006: 100@ = 0 
0006: 101@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~The plane was destroyed!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0224: set_car 34@ health_to 1 
0151: remove_status_text $7423 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO2_7695 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_7665 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0002: jump @ZERO2_7685 

:ZERO2_7665
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_7685
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_7695
020C: create_explosion_with_radius 0 at 91@ 92@ 93@ 
020B: explode_car 34@ 
020B: explode_car 34@ 
020B: explode_car 34@ 
020B: explode_car 34@ 
03CF: load_wav 44623 as 1 

:ZERO2_7737
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_7763 
0001: wait 0 ms 
0002: jump @ZERO2_7737 

:ZERO2_7763
03D1: play_wav 1 

:ZERO2_7767
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_7793 
0001: wait 0 ms 
0002: jump @ZERO2_7767 

:ZERO2_7793
04DB: exit_RC_mode // on foot version 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:ZERO2_7810
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_7834 
0001: wait 0 ms 
0002: jump @ZERO2_7810 

:ZERO2_7834
03CB: set_rendering_origin_at -2245.026 126.895 34.3047 
0001: wait 1000 ms 
016A: fade 1 time 1000 

:ZERO2_7863
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_7887 
0001: wait 0 ms 
0002: jump @ZERO2_7863 

:ZERO2_7887
0051: return 

:ZERO2_7889
00D6: if 
01AF:   car 34@ sphere 1 in_sphere -2237.31 140.08 57.23 radius 4.0 4.0 4.0 
004D: jump_if_false @ZERO2_8345 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 96@ = 0 
0006: 100@ = 1 
0006: 116@ = 0 
0006: 108@ = 0 
0918: set_car 34@ engine_operation 0 
01EC: make_car 34@ very_heavy 1 
01E3: show_text_1number_styled GXT 'M_PASS' number 5000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 850000 
0394: play_music 1 
03CF: load_wav 44818 as 1 

:ZERO2_8026
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_8052 
0001: wait 0 ms 
0002: jump @ZERO2_8026 

:ZERO2_8052
00BC: show_text_highpriority GXT 'ZER2_FB' time 10000 flag 1  // ~z~The smell, you know that ozone smell,
03D1: play_wav 1 

:ZERO2_8072
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_8098 
0001: wait 0 ms 
0002: jump @ZERO2_8072 

:ZERO2_8098
03D5: remove_text 'ZER2_FB'  // ~z~The smell, you know that ozone smell,
03CF: load_wav 44819 as 1 

:ZERO2_8118
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_8144 
0001: wait 0 ms 
0002: jump @ZERO2_8118 

:ZERO2_8144
00BC: show_text_highpriority GXT 'ZER2_FC' time 10000 flag 1  // ~z~smells like... victory!
03D1: play_wav 1 

:ZERO2_8164
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_8190 
0001: wait 0 ms 
0002: jump @ZERO2_8164 

:ZERO2_8190
03D5: remove_text 'ZER2_FC'  // ~z~smells like... victory!
04DB: exit_RC_mode // on foot version 
0151: remove_status_text $7423 
03CB: set_rendering_origin_at -2245.026 126.895 34.3047 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO2_8314 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_8284 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0002: jump @ZERO2_8304 

:ZERO2_8284
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_8304
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_8314
0001: wait 1200 ms 

:ZERO2_8319
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_8343 
0001: wait 0 ms 
0002: jump @ZERO2_8319 

:ZERO2_8343
0051: return 

:ZERO2_8345
0002: jump @ZERO2_8688 

:ZERO2_8352
0006: 101@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 96@ = 0 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0006: 32@ = 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO2_8485 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_8455 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0002: jump @ZERO2_8475 

:ZERO2_8455
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_8475
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_8485
03CF: load_wav 44622 as 1 

:ZERO2_8494
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_8520 
0001: wait 0 ms 
0002: jump @ZERO2_8494 

:ZERO2_8520
03D1: play_wav 1 

:ZERO2_8524
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_8576 
0001: wait 0 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_8569 
04BA: set_car 34@ speed_to 0.0 

:ZERO2_8569
0002: jump @ZERO2_8524 

:ZERO2_8576
04DB: exit_RC_mode // on foot version 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:ZERO2_8593
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_8617 
0001: wait 0 ms 
0002: jump @ZERO2_8593 

:ZERO2_8617
03CB: set_rendering_origin_at -2245.026 126.895 34.3047 
0001: wait 1000 ms 
016A: fade 1 time 1000 

:ZERO2_8646
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_8670 
0001: wait 0 ms 
0002: jump @ZERO2_8646 

:ZERO2_8670
00BC: show_text_highpriority GXT 'ZER2_8' time 10000 flag 1  // ~r~The plane was destroyed!
0051: return 

:ZERO2_8688
00D6: if 
0039:   122@ == 0 
004D: jump_if_false @ZERO2_8823 
00D6: if 
002A:   50 >= $7423 
004D: jump_if_false @ZERO2_8823 
0006: 122@ = 1 
03CF: load_wav 44811 as 1 

:ZERO2_8740
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_8766 
0001: wait 0 ms 
0002: jump @ZERO2_8740 

:ZERO2_8766
00BC: show_text_highpriority GXT 'ZER2_DA' time 10000 flag 1  // ~z~Watch your fuel, Carl, only half a tank left!
03D1: play_wav 1 

:ZERO2_8786
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_8812 
0001: wait 0 ms 
0002: jump @ZERO2_8786 

:ZERO2_8812
03D5: remove_text 'ZER2_DA'  // ~z~Watch your fuel, Carl, only half a tank left!

:ZERO2_8823
00D6: if 
0039:   122@ == 1 
004D: jump_if_false @ZERO2_8958 
00D6: if 
002A:   20 >= $7423 
004D: jump_if_false @ZERO2_8958 
0006: 122@ = 2 
03CF: load_wav 44812 as 1 

:ZERO2_8875
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_8901 
0001: wait 0 ms 
0002: jump @ZERO2_8875 

:ZERO2_8901
00BC: show_text_highpriority GXT 'ZER2_DB' time 10000 flag 1  // ~z~You're nearly out of fuel, hurry up!
03D1: play_wav 1 

:ZERO2_8921
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_8947 
0001: wait 0 ms 
0002: jump @ZERO2_8921 

:ZERO2_8947
03D5: remove_text 'ZER2_DB'  // ~z~You're nearly out of fuel, hurry up!

:ZERO2_8958
00D6: if 
002A:   0 >= $7423 
004D: jump_if_false @ZERO2_9382 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_9006 
0918: set_car 34@ engine_operation 0 
01EC: make_car 34@ very_heavy 1 

:ZERO2_9006
0006: 32@ = 0 
0006: 96@ = 0 
0006: 97@ = 0 
0006: 98@ = 0 
0006: 99@ = 0 
0006: 100@ = 0 
0006: 101@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'ZER2_42' time 5000 flag 1  // ~r~You ran out of fuel!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0006: 32@ = 0 
0151: remove_status_text $7423 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO2_9195 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_9165 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0002: jump @ZERO2_9185 

:ZERO2_9165
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_9185
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_9195
03CF: load_wav 44623 as 1 

:ZERO2_9204
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_9230 
0001: wait 0 ms 
0002: jump @ZERO2_9204 

:ZERO2_9230
03D1: play_wav 1 

:ZERO2_9234
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_9286 
0001: wait 0 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_9279 
04BA: set_car 34@ speed_to 0.0 

:ZERO2_9279
0002: jump @ZERO2_9234 

:ZERO2_9286
04DB: exit_RC_mode // on foot version 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:ZERO2_9303
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_9327 
0001: wait 0 ms 
0002: jump @ZERO2_9303 

:ZERO2_9327
03CB: set_rendering_origin_at -2245.026 126.895 34.3047 
0001: wait 1000 ms 
016A: fade 1 time 1000 

:ZERO2_9356
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_9380 
0001: wait 0 ms 
0002: jump @ZERO2_9356 

:ZERO2_9380
0051: return 

:ZERO2_9382
0051: return 

:ZERO2_9384
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'ZERO_2'  // Supply Lines...
030C: progress_made = 1 
0008: $ZERO_TOTAL_PASSED_MISSIONS += 1 
0051: return 

:ZERO2_9413
0051: return 

:ZERO2_9415
08E7: disable_entrance_markers 0 
0925: restore_camera_to_user_defined 
09B9: show_entered_car_name 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ZERO2_9494 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_9494 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_9494
0004: $ONMISSION = 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @ZERO2_9554 
0224: set_car 35@ health_to 300 
0587: enable_car 35@ validate_position 1 
02AC: set_car 35@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:ZERO2_9554
01C3: remove_references_to_car 35@ 
01B7: release_weather 
0164: disable_marker 128@ 
00A6: destroy_car 46@ 
00A6: destroy_car 47@ 
00A6: destroy_car 48@ 
00A6: destroy_car 49@ 
00A6: destroy_car 50@ 
009B: destroy_actor 51@ 
009B: destroy_actor 54@ 
0164: disable_marker 123@ 
0164: disable_marker 124@ 
0164: disable_marker 125@ 
0164: disable_marker 126@ 
0164: disable_marker 127@ 
04DB: exit_RC_mode // on foot version 
0249: release_model #TOPFUN 
0249: release_model #RCBARON 
0249: release_model #MICRO_UZI 
0249: release_model #MTBIKE 
0249: release_model #SANCHEZ 
0296: unload_special_actor 1 
034F: destroy_actor_with_fade 57@ 
0151: remove_status_text $7423 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00BE: text_clear_all 
00D8: mission_cleanup 
0051: return 

//-------------Mission 74---------------
// Originally: New Model Army

:ZERO4
03A4: name_thread 'ZERO4' 
0050: gosub @ZERO4_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @ZERO4_38 
0050: gosub @ZERO4_26437 

:ZERO4_38
0050: gosub @ZERO4_26462 
004E: end_thread 

:ZERO4_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 

:ZERO4_133
0001: wait 0 ms 
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @ZERO4_186 
000A: 66@ += 1 
00D6: if 
0019:   66@ > 8 
004D: jump_if_false @ZERO4_184 
0006: 66@ = 0 

:ZERO4_184
086A: NOP 

:ZERO4_186
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @ZERO4_396 
008A: $7424 = 34@ // (int) 
008A: $7425 = 35@ // (int) 
008A: $7426 = 62@ // (int) 
008A: $7427 = 64@ // (int) 
008A: $7428 = 63@ // (int) 
008A: $7429 = 65@ // (int) 
008A: $7430 = 32@ // (int) 
008A: $7431 = 33@ // (int) 
065D: NOP $7424 "M_STAGE" 
065D: NOP $7425 "M_GOALS" 
065D: NOP $7426 "DIALOGUE_FLAG" 
065D: NOP $7427 "DIALOGUE_TIMER" 
065D: NOP $7428 "HELP_FLAG" 
065D: NOP $7429 "HELP_TIMER" 
065D: NOP $7430 "TIMERA" 
065D: NOP $7431 "TIMERB" 

:ZERO4_396
00D6: if 
0039:   66@ == 2 
004D: jump_if_false @ZERO4_659 
008A: $7424 = 110@ // (int) 
008A: $7425 = 111@ // (int) 
008A: $7426 = 112@ // (int) 
008A: $7427 = 113@ // (int) 
008A: $7428 = 115@ // (int) 
008A: $7429 = 116@ // (int) 
008A: $7430 = 117@ // (int) 
008A: $7431 = 118@ // (int) 
065D: NOP $7424 "PCAR_PROGRESS" 
065D: NOP $7425 "PCAR_LIVES_LEFT" 
065D: NOP $7426 "FIRST_BRIDGE" 
065D: NOP $7427 "SECOND_BRIDGE" 
065D: NOP $7428 "FIRST_BRIDGE_LAID" 
065D: NOP $7429 "SECOND_BRIDGE_LAID" 
065D: NOP $7430 "FIRST_BRIDGE_PLANK" 
065D: NOP $7431 "SECOND_BRIDGE_PLANK" 

:ZERO4_659
00D6: if 
0039:   66@ == 3 
004D: jump_if_false @ZERO4_916 
008A: $7424 = 119@ // (int) 
008A: $7425 = 120@ // (int) 
008A: $7426 = 121@ // (int) 
008A: $7427 = 122@ // (int) 
008A: $7428 = 123@ // (int) 
008A: $7429 = 102@ // (int) 
008A: $7430 = 103@ // (int) 
008A: $7431 = 124@ // (int) 
065D: NOP $7424 "PCAR_IS_PAUSED" 
065D: NOP $7425 "PCAR_IS_OBSTRUCTED" 
065D: NOP $7426 "BOMB_IS_ARMED" 
065D: NOP $7427 "HELI_IS_CARRYING" 
065D: NOP $7428 "CIRCLE_IS_PRESSED" 
065D: NOP $7429 "RC_BOMB_TIMER" 
065D: NOP $7430 "PHELI_PICKUP_TIMER" 
065D: NOP $7431 "OHELI_FLAG" 

:ZERO4_916
00D6: if 
0039:   66@ == 4 
004D: jump_if_false @ZERO4_1153 
008A: $7424 = 125@ // (int) 
008A: $7425 = 126@ // (int) 
008A: $7426 = 127@ // (int) 
008A: $7427 = 128@ // (int) 
008A: $7428 = 129@ // (int) 
008A: $7429 = 130@ // (int) 
008A: $7430 = 134@ // (int) 
0084: $7431 = $ZERO4_CAR_HEALTH // (int) 
065D: NOP $7424 "OHELI_ROCK" 
065D: NOP $7425 "OHELI_GOTO" 
065D: NOP $7426 "PHELI_LIVES" 
065D: NOP $7427 "OTANK_FLAG[0]" 
065D: NOP $7428 "OTANK_FLAG[1]" 
065D: NOP $7429 "OTANK_FLAG[2]" 
065D: NOP $7430 "RESPAWNED_TANKS" 
065D: NOP $7431 "Z4_PCAR_HEALTH" 

:ZERO4_1153
00D6: if 
0039:   66@ == 5 
004D: jump_if_false @ZERO4_1397 
008A: $7424 = 131@ // (int) 
008A: $7425 = 132@ // (int) 
008A: $7426 = 133@ // (int) 
008A: $7427 = 135@ // (int) 
008A: $7428 = 136@ // (int) 
008A: $7429 = 107@ // (int) 
008A: $7430 = 137@ // (int) 
008A: $7431 = 138@ // (int) 
065D: NOP $7424 "OTANK_GOTO[0]" 
065D: NOP $7425 "OTANK_GOTO[1]" 
065D: NOP $7426 "OTANK_GOTO[2]" 
065D: NOP $7427 "LAST_HEALTH" 
065D: NOP $7428 "BANDIT_TAKING_DAMAGE" 
065D: NOP $7429 "PCAR_TIMER" 
065D: NOP $7430 "PCAR_HALTED" 
065D: NOP $7431 "PCAR_R3_PRESSED" 

:ZERO4_1397
00D6: if 
0039:   66@ == 6 
004D: jump_if_false @ZERO4_1610 
008A: $7424 = 139@ // (int) 
008A: $7425 = 140@ // (int) 
008A: $7426 = 141@ // (int) 
008A: $7427 = 142@ // (int) 
0084: $7428 = $ZERO4_TIME // (int) 
008A: $7429 = 155@ // (int) 
008A: $7430 = 156@ // (int) 
065D: NOP $7424 "OTANK_TARGET[0]" 
065D: NOP $7425 "OTANK_TARGET[1]" 
065D: NOP $7426 "OTANK_TARGET[2]" 
065D: NOP $7427 "CARRIED_OBJECT" 
065D: NOP $7428 "ZERO4_TIMER" 
065D: NOP $7429 "GET_PLANK1" 
065D: NOP $7430 "GET_PLANK2" 

:ZERO4_1610
00D6: if 
0039:   66@ == 7 
004D: jump_if_false @ZERO4_1891 
008A: $7424 = 159@ // (int) 
008A: $7425 = 160@ // (int) 
008A: $7426 = 161@ // (int) 
008A: $7427 = 162@ // (int) 
008A: $7428 = 163@ // (int) 
008A: $7429 = 164@ // (int) 
008A: $7430 = 165@ // (int) 
008A: $7431 = 166@ // (int) 
065D: NOP $7424 "FIRST_PICKUP_HELP" 
065D: NOP $7425 "FIRST_TIME_STUCK_AT_RIVER" 
065D: NOP $7426 "PLANK_BLIP" 
065D: NOP $7427 "STUCK_AT_RIVER_DIALOGUE" 
065D: NOP $7428 "OBSTRUCT_AUDIO1" 
065D: NOP $7429 "OBSTRUCT_AUDIO2" 
065D: NOP $7430 "PLAY_FIRST_TIME_BLOCKED_AUDIO" 
065D: NOP $7431 "BOMB_BLIP" 

:ZERO4_1891
00D6: if 
0039:   66@ == 8 
004D: jump_if_false @ZERO4_2083 
008A: $7424 = 167@ // (int) 
008A: $7425 = 168@ // (int) 
008A: $7426 = 169@ // (int) 
008A: $7427 = 170@ // (int) 
008A: $7428 = 171@ // (int) 
065D: NOP $7424 "FIRST_TIME_TAKING_DAMAGE_FROM_TANK" 
065D: NOP $7425 "BOMB_TANK_DIALOGUE" 
065D: NOP $7426 "DEAD_DIALOGUE" 
065D: NOP $7427 "NEARLY_DEAD_DIALOGUE" 
065D: NOP $7428 "STUCK_AT_RIVER" 

:ZERO4_2083
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @ZERO4_2105 
0006: 38@ = 1 

:ZERO4_2105
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @ZERO4_2134 
0050: gosub @ZERO4_24198 
0006: 36@ = 1 

:ZERO4_2134
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @ZERO4_2222 
00D6: if 
0039:   67@ == 0 
004D: jump_if_false @ZERO4_2197 
0006: 67@ = 1 
0662: printstring "LEVEL_PAUSED" 
0002: jump @ZERO4_2222 

:ZERO4_2197
0006: 67@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:ZERO4_2222
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @ZERO4_2247 
0002: jump @ZERO4_23828 

:ZERO4_2247
000A: 39@ += 1 
00D6: if 
0019:   39@ > 9 
004D: jump_if_false @ZERO4_2279 
0006: 39@ = 0 

:ZERO4_2279
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 64@ += 42@ // (int) 
005A: 65@ += 42@ // (int) 
005A: 102@ += 42@ // (int) 
005A: 103@ += 42@ // (int) 
005A: 104@ += 42@ // (int) 
005A: 105@ += 42@ // (int) 
005A: 106@ += 42@ // (int) 
005A: 107@ += 42@ // (int) 
005A: 108@ += 42@ // (int) 
005A: 109@ += 42@ // (int) 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @ZERO4_6793 
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @ZERO4_2701 
00A5: 68@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 69@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 70@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 75@ = create_car #PONY at 0.0 0.0 0.0 
0107: 77@ = create_object #BARREL2 at 0.0 0.0 0.0 
0107: 87@ = create_object #BARREL2 at 0.0 0.0 0.0 
0107: 92@ = create_object #BARREL2 at 0.0 0.0 0.0 
0107: 142@ = create_object #BARREL2 at 0.0 0.0 0.0 
0107: 93@ = create_object #BARREL2 at 0.0 0.0 0.0 
009A: 96@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
00A5: 76@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 543@ = create_car #PONY at 0.0 0.0 0.0 

:ZERO4_2701
0006: 110@ = 0 
0006: 111@ = 0 
0006: 112@ = 0 
0006: 113@ = 0 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = -1 
0006: 118@ = -1 
0006: 119@ = 0 
0006: 120@ = 0 
0006: 121@ = 0 
0006: 122@ = 0 
0006: 123@ = 0 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 127@ = 0 
0006: 128@ = 99 
0006: 129@ = 99 
0006: 130@ = 99 
0006: 131@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 134@ = 0 
0004: $ZERO4_CAR_HEALTH = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 
0006: 155@ = 0 
0006: 156@ = 0 
0006: 43@ = 0 

:ZERO4_2953
00D6: if 
001B:   12 > 43@ 
004D: jump_if_false @ZERO4_2996 
0006: 143@(43@,12i) = 0 
000A: 43@ += 1 
0002: jump @ZERO4_2953 

:ZERO4_2996
0006: 157@ = 0 
0006: 158@ = 0 
0006: 76@ = 0 
0006: 159@ = 0 
0006: 160@ = 0 
0006: 161@ = 0 
0006: 162@ = 0 
0006: 163@ = 0 
0006: 164@ = 0 
0006: 165@ = 0 
0006: 166@ = 0 
0006: 167@ = 0 
0006: 168@ = 0 
0006: 169@ = 0 
0006: 170@ = 0 
0006: 171@ = 0 
0006: 542@ = 0 
0006: 172@ = 0 
0007: 173@ = -1115.122 
0007: 175@ = 1029.26 
0007: 177@ = 1342.483 
0007: 174@ = -1106.916 
0007: 176@ = 1056.403 
0007: 178@ = 1342.053 
0007: 179@ = -1115.122 
0007: 181@ = 1029.26 
0007: 183@ = 1342.483 
0007: 180@ = -1098.931 
0007: 182@ = 1070.193 
0007: 184@ = 1341.467 
0007: 185@ = -1115.122 
0007: 187@ = 1029.26 
0007: 189@ = 342.4828 
0007: 186@ = -1098.257 
0007: 188@ = 1063.368 
0007: 190@ = 1341.791 
0007: 191@ = -975.6996 
0007: 308@ = 1061.162 
0007: 425@ = 1344.8 
0007: 192@ = -978.6938 
0007: 309@ = 1061.163 
0007: 426@ = 1344.554 
0007: 193@ = -981.6267 
0007: 310@ = 1061.594 
0007: 427@ = 1343.677 
0007: 194@ = -984.4323 
0007: 311@ = 1062.194 
0007: 428@ = 1342.66 
0007: 195@ = -987.3215 
0007: 312@ = 1063.042 
0007: 429@ = 1341.941 
0007: 196@ = -990.1523 
0007: 313@ = 1064.209 
0007: 430@ = 1341.847 
0007: 197@ = -992.064 
0007: 314@ = 1066.628 
0007: 431@ = 1341.692 
0007: 198@ = -994.1041 
0007: 315@ = 1068.89 
0007: 432@ = 1341.474 
0007: 199@ = -996.1589 
0007: 316@ = 1071.105 
0007: 433@ = 1341.261 
0007: 200@ = -998.0826 
0007: 317@ = 1073.413 
0007: 434@ = 1341.215 
0007: 201@ = -1000.138 
0007: 318@ = 1075.662 
0007: 435@ = 1341.332 
0007: 202@ = -1002.858 
0007: 319@ = 1076.918 
0007: 436@ = 1341.709 
0007: 203@ = -1005.518 
0007: 320@ = 1078.249 
0007: 437@ = 1342.229 
0007: 204@ = -1008.56 
0007: 321@ = 1078.889 
0007: 438@ = 1342.339 
0007: 205@ = -1011.59 
0007: 322@ = 1079.111 
0007: 439@ = 1342.346 
0007: 206@ = -1014.66 
0007: 323@ = 1079.339 
0007: 440@ = 1342.318 
0007: 207@ = -1017.696 
0007: 324@ = 1079.674 
0007: 441@ = 1342.458 
0007: 208@ = -1020.666 
0007: 325@ = 1080.433 
0007: 442@ = 1342.718 
0007: 209@ = -1023.609 
0007: 326@ = 1081.364 
0007: 443@ = 1342.59 
0007: 210@ = -1026.497 
0007: 327@ = 1082.288 
0007: 444@ = 1342.452 
0007: 211@ = -1029.534 
0007: 328@ = 1082.446 
0007: 445@ = 1342.314 
0007: 212@ = -1031.727 
0007: 329@ = 1080.38 
0007: 446@ = 1342.169 
0007: 213@ = -1031.45 
0007: 330@ = 1077.383 
0007: 447@ = 1342.259 
0007: 214@ = -1030.556 
0007: 331@ = 1074.519 
0007: 448@ = 1342.367 
0007: 215@ = -1028.476 
0007: 332@ = 1072.276 
0007: 449@ = 1342.547 
0007: 216@ = -1026.12 
0007: 333@ = 1070.452 
0007: 450@ = 1342.934 
0007: 217@ = -1023.345 
0007: 334@ = 1069.297 
0007: 451@ = 1342.862 
0007: 218@ = -1020.924 
0007: 335@ = 1067.455 
0007: 452@ = 1342.679 
0007: 219@ = -1019.808 
0007: 336@ = 1064.636 
0007: 453@ = 1342.367 
0007: 220@ = -1019.498 
0007: 337@ = 1061.604 
0007: 454@ = 1342.15 
0007: 221@ = -1020.352 
0007: 338@ = 1058.707 
0007: 455@ = 1342.003 
0007: 222@ = -1022.205 
0007: 339@ = 1056.248 
0007: 456@ = 1341.946 
0007: 223@ = -1024.654 
0007: 340@ = 1054.396 
0007: 457@ = 1342.029 
0007: 224@ = -1026.949 
0007: 341@ = 1052.463 
0007: 458@ = 1341.672 
0007: 225@ = -1029.535 
0007: 342@ = 1050.962 
0007: 459@ = 1341.421 
0007: 226@ = -1032.204 
0007: 343@ = 1049.539 
0007: 460@ = 1341.398 
0007: 227@ = -1035.146 
0007: 344@ = 1048.822 
0007: 461@ = 1341.167 
0007: 228@ = -1038.131 
0007: 345@ = 1048.269 
0007: 462@ = 1340.837 
0007: 229@ = -1040.29 
0007: 346@ = 1046.164 
0007: 463@ = 1340.975 
0007: 230@ = -1042.149 
0007: 347@ = 1043.761 
0007: 464@ = 1341.278 
0007: 231@ = -1043.827 
0007: 348@ = 1041.252 
0007: 465@ = 1341.398 
0007: 232@ = -1045.285 
0007: 349@ = 1038.573 
0007: 466@ = 1341.563 
0007: 233@ = -1047.242 
0007: 350@ = 1036.283 
0007: 467@ = 1341.951 
0007: 234@ = -1049.558 
0007: 351@ = 1034.348 
0007: 468@ = 1342.022 
0007: 235@ = -1052.581 
0007: 352@ = 1034.296 
0007: 469@ = 1342.218 
0007: 236@ = -1054.624 
0007: 353@ = 1036.551 
0007: 470@ = 1342.324 
0007: 237@ = -1055.726 
0007: 354@ = 1039.338 
0007: 471@ = 1342.655 
0007: 238@ = -1056.591 
0007: 355@ = 1042.222 
0007: 472@ = 1343.016 
0007: 239@ = -1057.64 
0007: 356@ = 1045.126 
0007: 473@ = 1343.071 
0007: 240@ = -1058.867 
0007: 357@ = 1047.883 
0007: 474@ = 1343.278 
0007: 241@ = -1059.966 
0007: 358@ = 1050.707 
0007: 475@ = 1343.335 
0007: 242@ = -1062.282 
0007: 359@ = 1052.656 
0007: 476@ = 1342.973 
0007: 243@ = -1065.312 
0007: 360@ = 1052.257 
0007: 477@ = 1342.987 
0007: 244@ = -1067.413 
0007: 361@ = 1050.103 
0007: 478@ = 1343.338 
0007: 245@ = -1069.68 
0007: 362@ = 1048.061 
0007: 479@ = 1343.303 
0007: 246@ = -1072.397 
0007: 363@ = 1046.49 
0007: 480@ = 1343.299 
0007: 247@ = -1074.844 
0007: 364@ = 1044.621 
0007: 481@ = 1343.278 
0007: 248@ = -1077.279 
0007: 365@ = 1042.863 
0007: 482@ = 1343.309 
0007: 249@ = -1080.09 
0007: 366@ = 1041.396 
0007: 483@ = 1343.312 
0007: 250@ = -1082.901 
0007: 367@ = 1039.968 
0007: 484@ = 1343.159 
0007: 251@ = -1085.723 
0007: 368@ = 1038.973 
0007: 485@ = 1342.747 
0007: 252@ = -1088.693 
0007: 369@ = 1038.244 
0007: 486@ = 1342.491 
0007: 253@ = -1091.744 
0007: 370@ = 1038.05 
0007: 487@ = 1342.389 
0007: 254@ = -1094.634 
0007: 371@ = 1038.856 
0007: 488@ = 1342.213 
0007: 255@ = -1096.468 
0007: 372@ = 1041.286 
0007: 489@ = 1342.353 
0007: 256@ = -1095.897 
0007: 373@ = 1044.239 
0007: 490@ = 1342.386 
0007: 257@ = -1094.407 
0007: 374@ = 1046.863 
0007: 491@ = 1342.303 
0007: 258@ = -1092.616 
0007: 375@ = 1049.353 
0007: 492@ = 1342.144 
0007: 259@ = -1090.795 
0007: 376@ = 1051.852 
0007: 493@ = 1342.036 
0007: 260@ = -1089.037 
0007: 377@ = 1054.289 
0007: 494@ = 1341.924 
0007: 261@ = -1087.131 
0007: 378@ = 1056.68 
0007: 495@ = 1341.963 
0007: 262@ = -1084.63 
0007: 379@ = 1058.476 
0007: 496@ = 1342.046 
0007: 263@ = -1082.026 
0007: 380@ = 1060.059 
0007: 497@ = 1342.07 
0007: 264@ = -1079.68 
0007: 381@ = 1061.984 
0007: 498@ = 1342.161 
0007: 265@ = -1077.382 
0007: 382@ = 1064.059 
0007: 499@ = 1342.054 
0007: 266@ = -1075.023 
0007: 383@ = 1066.061 
0007: 500@ = 1341.956 
0007: 267@ = -1072.544 
0007: 384@ = 1067.771 
0007: 501@ = 1341.676 
0007: 268@ = -1069.934 
0007: 385@ = 1069.4 
0007: 502@ = 1341.464 
0007: 269@ = -1067.392 
0007: 386@ = 1071.067 
0007: 503@ = 1340.94 
0007: 270@ = -1065.172 
0007: 387@ = 1073.217 
0007: 504@ = 1340.98 
0007: 271@ = -1063.084 
0007: 388@ = 1075.436 
0007: 505@ = 1341.265 
0007: 272@ = -1061.741 
0007: 389@ = 1078.158 
0007: 506@ = 1341.507 
0007: 273@ = -1060.928 
0007: 390@ = 1081.111 
0007: 507@ = 1341.705 
0007: 274@ = -1059.851 
0007: 391@ = 1083.965 
0007: 508@ = 1341.717 
0007: 275@ = -1059.096 
0007: 392@ = 1086.929 
0007: 509@ = 1341.773 
0007: 276@ = -1059.464 
0007: 393@ = 1089.908 
0007: 510@ = 1341.888 
0007: 277@ = -1061.656 
0007: 394@ = 1092.006 
0007: 511@ = 1342.118 
0007: 278@ = -1064.414 
0007: 395@ = 1093.172 
0007: 512@ = 1342.378 
0007: 279@ = -1067.396 
0007: 396@ = 1093.724 
0007: 513@ = 1342.255 
0007: 280@ = -1070.372 
0007: 397@ = 1094.422 
0007: 514@ = 1342.176 
0007: 281@ = -1073.385 
0007: 398@ = 1094.066 
0007: 515@ = 1342.039 
0007: 282@ = -1075.899 
0007: 399@ = 1092.264 
0007: 516@ = 1342.026 
0007: 283@ = -1078.33 
0007: 400@ = 1090.476 
0007: 517@ = 1341.883 
0007: 284@ = -1080.692 
0007: 401@ = 1088.514 
0007: 518@ = 1341.762 
0007: 285@ = -1082.786 
0007: 402@ = 1086.317 
0007: 519@ = 1341.725 
0007: 286@ = -1084.715 
0007: 403@ = 1083.926 
0007: 520@ = 1341.718 
0007: 287@ = -1086.711 
0007: 404@ = 1081.678 
0007: 521@ = 1341.657 
0007: 288@ = -1088.739 
0007: 405@ = 1079.458 
0007: 522@ = 1341.739 
0007: 289@ = -1090.599 
0007: 406@ = 1077.074 
0007: 523@ = 1341.737 
0007: 290@ = -1091.925 
0007: 407@ = 1074.311 
0007: 524@ = 1341.754 
0007: 291@ = -1093.073 
0007: 408@ = 1071.465 
0007: 525@ = 1341.751 
0007: 292@ = -1094.317 
0007: 409@ = 1068.679 
0007: 526@ = 1341.752 
0007: 293@ = -1095.859 
0007: 410@ = 1066.073 
0007: 527@ = 1341.752 
0007: 294@ = -1097.911 
0007: 411@ = 1063.855 
0007: 528@ = 1341.739 
0007: 295@ = -1100.731 
0007: 412@ = 1062.77 
0007: 529@ = 1341.786 
0007: 296@ = -1103.847 
0007: 413@ = 1062.781 
0007: 530@ = 1341.79 
0007: 297@ = -1106.772 
0007: 414@ = 1061.895 
0007: 531@ = 1341.79 
0007: 298@ = -1109.576 
0007: 415@ = 1060.658 
0007: 532@ = 1341.825 
0007: 299@ = -1112.578 
0007: 416@ = 1060.848 
0007: 533@ = 1341.9 
0007: 300@ = -1116.12 
0007: 417@ = 1059.64 
0007: 534@ = 1342.25 
0087: 301@ = 300@ // (float) 
0087: 418@ = 417@ // (float) 
0087: 535@ = 534@ // (float) 
0087: 302@ = 300@ // (float) 
0087: 419@ = 417@ // (float) 
0087: 536@ = 534@ // (float) 
0087: 303@ = 300@ // (float) 
0087: 420@ = 417@ // (float) 
0087: 537@ = 534@ // (float) 
0087: 304@ = 300@ // (float) 
0087: 421@ = 417@ // (float) 
0087: 538@ = 534@ // (float) 
0087: 305@ = 300@ // (float) 
0087: 422@ = 417@ // (float) 
0087: 539@ = 534@ // (float) 
0087: 306@ = 300@ // (float) 
0087: 423@ = 417@ // (float) 
0087: 540@ = 534@ // (float) 
0087: 307@ = 300@ // (float) 
0087: 424@ = 417@ // (float) 
0087: 541@ = 534@ // (float) 
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
0050: gosub @ZERO4_26379 

:ZERO4_6793
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @ZERO4_9245 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @ZERO4_8237 
054C: use_GXT_table 'ZERO4' 
04BB: select_interior 6 
02E4: load_cutscene_data 'ZERO_4' 

:ZERO4_6855
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @ZERO4_6879 
0001: wait 0 ms 
0002: jump @ZERO4_6855 

:ZERO4_6879
02E7: start_cutscene 
016A: fade 1 time 1000 

:ZERO4_6888
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @ZERO4_6912 
0001: wait 0 ms 
0002: jump @ZERO4_6888 

:ZERO4_6912
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:ZERO4_6927
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO4_6951 
0001: wait 0 ms 
0002: jump @ZERO4_6927 

:ZERO4_6951
04BB: select_interior 0 
01B4: set_player $PLAYER_CHAR can_move 0 
09AC: disable_map_icons 1 
09AD: set_vehicle_camera_mode 2 
0253: save_current_time 
01B6: set_weather 16 
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 0.1 
0247: load_model #RCBANDIT 
0247: load_model #RCGOBLIN 
0247: load_model #BMX 
0247: load_model #RCTIGER 
038B: load_requested_models 

:ZERO4_7010
00D6: if or
8248:   not model #RCBANDIT available 
8248:   not model #RCGOBLIN available 
8248:   not model #BMX available 
8248:   not model #RCTIGER available 
004D: jump_if_false @ZERO4_7052 
0001: wait 0 ms 
0002: jump @ZERO4_7010 

:ZERO4_7052
0860: link_actor $PLAYER_ACTOR to_interior 10 
0395: clear_area 1 at -1004.097 1000.789 1349.749 radius 300.0 
00A5: 69@ = create_car #BMX at -1004.097 1000.789 1349.749 
0519: set_car 69@ locked 1 
036A: put_actor $PLAYER_ACTOR in_car 69@ 
020A: set_car 69@ door_status_to 0 
0840: link_car 69@ to_interior 10 
00A5: 68@ = create_car #RCBANDIT at -975.6997 1061.162 1344.8 
0175: set_car 68@ Z_angle_to 90.0 
0840: link_car 68@ to_interior 10 
02AC: set_car 68@ immunities BP 1 FP 1 EP 1 CP 0 MP 0 
0224: set_car 68@ health_to 2000 
00A5: 70@ = create_car #RCGOBLIN at -973.759 1077.152 1350.399
02AC: set_car 70@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
0224: set_car 70@ health_to 2000
01EC: make_car 70@ very_heavy 1
0423: set_car 70@ improved_handling_to 1.5 // (float) 
0175: set_car 70@ Z_angle_to 90.0 
0840: link_car 70@ to_interior 10 
0107: 94@ = create_object #MINI_MAGNET at -973.759 1077.152 1344.399 
0681: attach_object 94@ to_car 70@ with_offset 0.0 0.0 -0.2 rotation 0.0 0.0 0.0 
0382: set_object 94@ collision_detection 1 
0519: set_car 70@ locked 1 
00AB: put_car 70@ at -973.759 1077.152 1346.399 
0825: set_helicopter 70@ instant_rotor_start 
04A2: set_heli 70@ fly_to -973.759 1077.152 1344.399 altitude_between 344.0 and 3.0 
00A5: 71@ = create_car #RCGOBLIN at -1131.694 1041.791 1350.141 
0175: set_car 71@ Z_angle_to 270.0 
0840: link_car 71@ to_interior 10 
0186: 98@ = create_marker_above_car 71@ 
07E0: set_marker 98@ type_to 0 
018B: set_marker 98@ radar_mode 2 
0168: set_marker 98@ size 2 
0107: 95@ = create_object #MINI_MAGNET at -973.759 1077.152 1344.399 
0681: attach_object 95@ to_car 71@ with_offset 0.0 0.0 -0.2 rotation 0.0 0.0 0.0 
0382: set_object 95@ collision_detection 1 
0825: set_helicopter 71@ instant_rotor_start 
04A2: set_heli 71@ fly_to -1131.694 1041.791 1344.141 altitude_between 344.0 and 3.0 
029B: 77@ = init_object #BARREL2 at -1007.213 1078.535 1342.682 
029B: 78@ = init_object #BARREL2 at -1093.137 1037.856 1342.732 
029B: 79@ = init_object #BARREL2 at -1073.466 1094.407 1342.322 
0453: set_object 77@ XYZ_rotation 0.0 90.0 0.0 
0453: set_object 78@ XYZ_rotation 0.0 90.0 0.0 
0453: set_object 79@ XYZ_rotation 0.0 90.0 0.0 
029B: 87@ = init_object #KMB_PLANK at -973.0 1064.0 1344.147 
029B: 88@ = init_object #KMB_PLANK at -973.0 1065.0 1344.146 
029B: 89@ = init_object #KMB_PLANK at -973.0 1066.0 1344.144 
029B: 90@ = init_object #KMB_PLANK at -973.0 1067.0 1344.143 
029B: 91@ = init_object #KMB_PLANK at -973.0 1068.0 1344.142 
0177: set_object 87@ Z_angle_to 270.0 
0177: set_object 88@ Z_angle_to 270.0 
0177: set_object 89@ Z_angle_to 270.0 
0177: set_object 90@ Z_angle_to 270.0 
0177: set_object 91@ Z_angle_to 270.0 
029B: 92@ = init_object #RCBOMB at -974.5125 1072.045 1344.298 
0177: set_object 92@ Z_angle_to 90.0 
00A5: 72@ = create_car #RCTIGER at -1076.873 1046.542 1343.365 
00A5: 73@ = create_car #RCTIGER at -1073.193 1070.426 1341.375 
00A5: 74@ = create_car #RCTIGER at -1106.479 1060.975 1341.864 
0175: set_car 72@ Z_angle_to 286.4071 
0175: set_car 73@ Z_angle_to 145.4881 
0175: set_car 74@ Z_angle_to 278.5302 
0186: 99@ = create_marker_above_car 72@ 
0186: 100@ = create_marker_above_car 73@ 
0186: 101@ = create_marker_above_car 74@ 
018B: set_marker 99@ radar_mode 2 
018B: set_marker 100@ radar_mode 2 
018B: set_marker 101@ radar_mode 2 
0840: link_car 72@ to_interior 10 
0840: link_car 73@ to_interior 10 
0840: link_car 74@ to_interior 10 
0168: set_marker 99@ size 2 
0168: set_marker 100@ size 2 
0168: set_marker 101@ size 2 
04BB: select_interior 10 
03DE: set_pedestrians_density_multiplier_to 3.0 
01EB: set_traffic_density_multiplier_to 4.0 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
0826: enable_hud 0 
0581: enable_radar 1 
075B: zoom_radar 100 
03CB: set_rendering_origin_at -975.6997 1061.162 344.7998 
02A3: enable_widescreen 1 
015F: set_camera_position -987.9526 1099.303 1352.45 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -987.5282 1098.519 1351.997 switchstyle 2 
016A: fade 1 time 500 

:ZERO4_8170
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO4_8194 
0001: wait 0 ms 
0002: jump @ZERO4_8170 

:ZERO4_8194
0006: 32@ = 0 
0006: 33@ = 0 
0006: 62@ = 0 
040D: unload_wav 1 
040D: unload_wav 2 
0004: $AUDIO_LINE_IS_ACTIVE = 0 
000A: 35@ += 1 

:ZERO4_8237
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @ZERO4_8728 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @ZERO4_8728 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @ZERO4_8728 
0871: init_jump_table 62@ total_jumps 6 default_jump 0 @ZERO4_8714 jumps 0 @ZERO4_8355 1 @ZERO4_8417 2 @ZERO4_8479 3 @ZERO4_8541 4 @ZERO4_8603 5 @ZERO4_8665 -1 @ZERO4_8714 

:ZERO4_8355
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_AA' // s$  // ~z~Behold, No Man's Land!
04AE: $ACTOR_SPEECH_WAV_FILE = 45200 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 0  
040D: unload_wav 2 
03CF: load_wav 45201 as 2 
0002: jump @ZERO4_8714 

:ZERO4_8417
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_AB' // s$  // ~z~Man, y'all take this shit seriously.
04AE: $ACTOR_SPEECH_WAV_FILE = 45201 // = constant 
004F: create_thread @AUDIOL -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 45202 as 1 
0002: jump @ZERO4_8714 

:ZERO4_8479
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_AC' // s$  // ~z~Berkley's HQ is across No Man's Land.
04AE: $ACTOR_SPEECH_WAV_FILE = 45202 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 45203 as 2 
0002: jump @ZERO4_8714 

:ZERO4_8541
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_AD' // s$  // ~z~I'll drive the Bandit, you fly the Goblin and help any way you can!
04AE: $ACTOR_SPEECH_WAV_FILE = 45203 // = constant 
004F: create_thread @AUDIOL -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 45204 as 1 
0002: jump @ZERO4_8714 

:ZERO4_8603
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_AE' // s$  // ~z~If I get the Bandit into Berkley's base, he must leave San Fierro for good!
04AE: $ACTOR_SPEECH_WAV_FILE = 45204 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 45205 as 2 
0002: jump @ZERO4_8714 

:ZERO4_8665
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_AF' // s$  // ~z~LET BATTLE COMMENCE!
04AE: $ACTOR_SPEECH_WAV_FILE = 45205 // = constant 
004F: create_thread @AUDIOL -1 0 1 2 1  
0002: jump @ZERO4_8714 

:ZERO4_8714
000A: 62@ += 1 
0006: 33@ = 0 

:ZERO4_8728
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @ZERO4_8840 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @ZERO4_8840 
0460: set_camera_transverse_delay 0.0 time 7000 
015F: set_camera_position -982.6354 1055.88 1348.926 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -981.919 1056.504 1348.614 switchstyle 2 
0006: 32@ = 0 
000A: 35@ += 1 

:ZERO4_8840
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @ZERO4_8952 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @ZERO4_8952 
0460: set_camera_transverse_delay 0.0 time 10000 
015F: set_camera_position -1137.938 1058.032 1355.257 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1136.989 1058.099 1354.947 switchstyle 1 
0006: 32@ = 0 
000A: 35@ += 1 

:ZERO4_8952
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @ZERO4_9002 
00D6: if and
0019:   62@ > 6 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @ZERO4_9002 
0006: 35@ = 99 

:ZERO4_9002
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @ZERO4_9044 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @ZERO4_9044 
0006: 35@ = 99 

:ZERO4_9044
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @ZERO4_9245 
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
0460: set_camera_transverse_delay 50.0 time 500 
00BE: text_clear_all 
015F: set_camera_position -968.2972 1077.413 1346.686 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -969.2341 1077.368 1346.339 switchstyle 2 
02A3: enable_widescreen 0 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_9207 
0519: set_car 70@ locked 0 
00AB: put_car 70@ at -973.759 1077.152 1349.399 
0175: set_car 70@ Z_angle_to 90.0 

:ZERO4_9207
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @ZERO4_9230 
0519: set_car 71@ locked 0 

:ZERO4_9230
0001: wait 0 ms 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0050: gosub @ZERO4_26379 

:ZERO4_9245
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @ZERO4_23828 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @ZERO4_9505 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_9319 
0186: 97@ = create_marker_above_car 68@ 
07E0: set_marker 97@ type_to 1 
0168: set_marker 97@ size 2 

:ZERO4_9319
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_9343 
0715: put_player $PLAYER_CHAR in_RC_mode_in_car 70@ // on foot version 

:ZERO4_9343
048A: set_RC_car_detonation 0 // or opcode 04D6 
04D6: enable_RC_car_detonation 0 
07C0: load_path 521 

:ZERO4_9356
00D6: if 
87C1:   not path 521 available 
004D: jump_if_false @ZERO4_9383 
0001: wait 0 ms 
0002: jump @ZERO4_9356 

:ZERO4_9383
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_9417 
05EB: assign_car 68@ to_path 521 
06FD: set_car 68@ speed_on_path_to 0.5 

:ZERO4_9417
0006: 110@ = 0 
0006: 111@ = 3 
0006: 127@ = 3 
0004: $ZERO4_TIME = 900000 
03C3: set_timer_to $ZERO4_TIME type 1 GXT 'Z4_M11' // global_variable  // Timer
04F7: status_text $ZERO4_CAR_HEALTH type 1 line 1 GXT 'Z4_M06' // global_variable  // Bandit
0006: 65@ = -1000 
0006: 64@ = 10000 
000A: 35@ += 1 

:ZERO4_9505
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @ZERO4_23803 
07DF: unknown_rectangle_cornerA -963.0789 1006.747 cornerB -1152.824 1105.155 
00D6: if 
87C1:   not path 521 available 
004D: jump_if_false @ZERO4_9573 
07C0: load_path 521 
0002: jump @ZERO4_23803 

:ZERO4_9573
00C0: set_current_time_hours_to 0 minutes_to 30 
0006: 43@ = 0 

:ZERO4_9586
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @ZERO4_9686 
00D6: if 
03CA:   object 77@(43@,10i) exists 
004D: jump_if_false @ZERO4_9672 
01BB: store_object 77@(43@,10i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0022:   1335.0 > $TEMPVAR_FLOAT_3 
004D: jump_if_false @ZERO4_9672 
0108: destroy_object 77@(43@,10i) 

:ZERO4_9672
000A: 43@ += 1 
0002: jump @ZERO4_9586 

:ZERO4_9686
0006: 43@ = 0 

:ZERO4_9693
00D6: if 
001B:   5 > 43@ 
004D: jump_if_false @ZERO4_9822 
00D6: if 
03CA:   object 87@(43@,5i) exists 
004D: jump_if_false @ZERO4_9808 
01BB: store_object 87@(43@,5i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0022:   1335.0 > $TEMPVAR_FLOAT_3 
004D: jump_if_false @ZERO4_9808 
01BC: put_object 87@(43@,5i) at -973.0 1064.0 1345.147 
0177: set_object 87@(43@,5i) Z_angle_to 270.0 

:ZERO4_9808
000A: 43@ += 1 
0002: jump @ZERO4_9693 

:ZERO4_9822
0006: 43@ = 0 

:ZERO4_9829
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @ZERO4_9949 
00D6: if 
056E:   car 72@(43@,3i) defined 
004D: jump_if_false @ZERO4_9935 
00D6: if 
8119:   not car 72@(43@,3i) wrecked 
004D: jump_if_false @ZERO4_9935 
00AA: store_car 72@(43@,3i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0022:   1335.0 > $TEMPVAR_FLOAT_3 
004D: jump_if_false @ZERO4_9935 
020B: explode_car 72@(43@,3i) 

:ZERO4_9935
000A: 43@ += 1 
0002: jump @ZERO4_9829 

:ZERO4_9949
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @ZERO4_10005 
01BB: store_object 92@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0022:   1335.0 > $TEMPVAR_FLOAT_3 
004D: jump_if_false @ZERO4_10005 
0108: destroy_object 92@ 

:ZERO4_10005
00D6: if and
0039:   159@ == 0 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @ZERO4_10450 
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_10450 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 70@ with_offset 0.0 0.0 -1.0 
0006: 43@ = 0 

:ZERO4_10079
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @ZERO4_10204 
00D6: if 
03CA:   object 77@(43@,10i) exists 
004D: jump_if_false @ZERO4_10190 
00D6: if 
04E6:   object 77@(43@,10i) near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 flag 0 
004D: jump_if_false @ZERO4_10190 
03E6: remove_text_box 
03E5: show_text_box 'Z4_H13'  // Press ~k~~PED_FIREWEAPON~ to pick up object.
000A: 159@ += 1 
0006: 43@ = 10 

:ZERO4_10190
000A: 43@ += 1 
0002: jump @ZERO4_10079 

:ZERO4_10204
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @ZERO4_10354 
0006: 43@ = 0 

:ZERO4_10229
00D6: if 
001B:   5 > 43@ 
004D: jump_if_false @ZERO4_10354 
00D6: if 
03CA:   object 87@(43@,5i) exists 
004D: jump_if_false @ZERO4_10340 
00D6: if 
04E6:   object 87@(43@,5i) near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 flag 0 
004D: jump_if_false @ZERO4_10340 
03E6: remove_text_box 
03E5: show_text_box 'Z4_H13'  // Press ~k~~PED_FIREWEAPON~ to pick up object.
000A: 159@ += 1 
0006: 43@ = 5 

:ZERO4_10340
000A: 43@ += 1 
0002: jump @ZERO4_10229 

:ZERO4_10354
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @ZERO4_10450 
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @ZERO4_10450 
00D6: if 
04E6:   object 92@ near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 flag 0 
004D: jump_if_false @ZERO4_10450 
03E6: remove_text_box 
03E5: show_text_box 'Z4_H13'  // Press ~k~~PED_FIREWEAPON~ to pick up object.
000A: 159@ += 1 

:ZERO4_10450
00D6: if and
0039:   159@ == 1 
876F:   not text_priority_displayed 
004D: jump_if_false @ZERO4_10506 
00D6: if 
8039:   not  142@ == 0 
004D: jump_if_false @ZERO4_10506 
000A: 159@ += 1 
03E5: show_text_box 'Z4_H14'  // Press ~k~~PED_FIREWEAPON~ to drop object.

:ZERO4_10506
00D6: if and
0039:   143@ == 0 
0019:   65@ > 1000 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @ZERO4_10561 
03E5: show_text_box 'Z4_H1'  // Your Goblin helicopter is fitted with a magnet which can pick up objects.
0006: 65@ = 0 
000A: 143@ += 1 

:ZERO4_10561
00D6: if and
0039:   143@ == 1 
0019:   65@ > 1000 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0019:   110@ > 18 
004D: jump_if_false @ZERO4_10623 
03E5: show_text_box 'Z4_H4'  // Berkley's ~r~Goblin~w~ will constantly try and block the path of your ~b~Bandit~w~.
0006: 65@ = 0 
000A: 143@ += 1 

:ZERO4_10623
00D6: if and
0019:   65@ > 1000 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @ZERO4_10901 
0871: init_jump_table 542@ total_jumps 6 default_jump 0 @ZERO4_10901 jumps 0 @ZERO4_10709 1 @ZERO4_10741 2 @ZERO4_10773 3 @ZERO4_10805 4 @ZERO4_10837 5 @ZERO4_10869 -1 @ZERO4_10901 

:ZERO4_10709
03E5: show_text_box 'Z4_H17'  // Press ~k~~VEHICLE_ACCELERATE~ to increase the rotor speed of the helicopter this will propel it upwards.
0006: 65@ = 0 
000A: 542@ += 1 
0002: jump @ZERO4_10901 

:ZERO4_10741
03E5: show_text_box 'Z4_H18'  // Use the steering controls to tilt the helicopter in the direction you wish to maneuver it.
0006: 65@ = 0 
000A: 542@ += 1 
0002: jump @ZERO4_10901 

:ZERO4_10773
03E5: show_text_box 'Z4_H19'  // Press ~k~~VEHICLE_LOOKLEFT~ to rotate the helicopter counter-clockwise.
0006: 65@ = 0 
000A: 542@ += 1 
0002: jump @ZERO4_10901 

:ZERO4_10805
03E5: show_text_box 'Z4_H20'  // Press ~k~~VEHICLE_LOOKRIGHT~ to rotate the helicopter clockwise.
0006: 65@ = 0 
000A: 542@ += 1 
0002: jump @ZERO4_10901 

:ZERO4_10837
03E5: show_text_box 'Z4_H21'  // Press ~k~~VEHICLE_BRAKE~ to decrease the rotor speed of the helicopter this will bring it down towards the ground.
0006: 65@ = 0 
000A: 542@ += 1 
0002: jump @ZERO4_10901 

:ZERO4_10869
03E5: show_text_box 'Z4_H22'  // Use the camera movement controls to look around the helicopter.
0006: 65@ = 0 
000A: 542@ += 1 
0002: jump @ZERO4_10901 

:ZERO4_10901
00D6: if 
8039:   not  120@ == 0 
004D: jump_if_false @ZERO4_10962 
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @ZERO4_10962 
00D6: if 
0039:   165@ == 0 
004D: jump_if_false @ZERO4_10962 
000A: 165@ += 1 

:ZERO4_10962
00D6: if and
0039:   165@ == 1 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @ZERO4_11406 
00D6: if 
0039:   165@ == 0 
004D: jump_if_false @ZERO4_11204 
00D6: if 
0019:   64@ > 1000 
004D: jump_if_false @ZERO4_11204 
0209: 163@ = random_int_in_ranges 0 3 
0209: 164@ = random_int_in_ranges 0 3 
00D6: if 
0039:   163@ == 0 
004D: jump_if_false @ZERO4_11088 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_BA' // s$  // ~z~Berkley's trying to stop my progress with obstacles!
04AE: $ACTOR_SPEECH_WAV_FILE = 45206 // = constant 

:ZERO4_11088
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @ZERO4_11130 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_BB' // s$  // ~z~Curse you and your blocking tactics, Berkley!
04AE: $ACTOR_SPEECH_WAV_FILE = 45207 // = constant 

:ZERO4_11130
00D6: if 
0039:   163@ == 2 
004D: jump_if_false @ZERO4_11172 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_BC' // s$  // ~z~My way is blocked! All will be lost!
04AE: $ACTOR_SPEECH_WAV_FILE = 45208 // = constant 

:ZERO4_11172
004F: create_thread @AUDIOL -1 0 1 1 0  
0006: 64@ = 0 
000A: 165@ += 1 

:ZERO4_11204
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @ZERO4_11406 
00D6: if 
0019:   64@ > 1000 
004D: jump_if_false @ZERO4_11406 
00D6: if 
0039:   163@ == 0 
004D: jump_if_false @ZERO4_11283 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_CA' // s$  // ~z~Carl, don't be an idiot, use the Goblin to move that barrel!
04AE: $ACTOR_SPEECH_WAV_FILE = 45209 // = constant 

:ZERO4_11283
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @ZERO4_11325 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_CB' // s$  // ~z~Move the barrel with the Goblin's magnet, Carl!
04AE: $ACTOR_SPEECH_WAV_FILE = 45210 // = constant 

:ZERO4_11325
00D6: if 
0039:   163@ == 2 
004D: jump_if_false @ZERO4_11367 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_CC' // s$  // ~z~Use the Goblin to remove the obstacle!
04AE: $ACTOR_SPEECH_WAV_FILE = 45211 // = constant 

:ZERO4_11367
004F: create_thread @AUDIOL -1 0 1 1 0  
0006: 64@ = 0 
000A: 165@ += 1 
0006: 163@ = 0 

:ZERO4_11406
00D6: if and
0039:   165@ == 2 
8039:   not  120@ == 0 
004D: jump_if_false @ZERO4_11490 
00D6: if 
0019:   64@ > 1000 
004D: jump_if_false @ZERO4_11490 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @ZERO4_11490 
03E5: show_text_box 'Z4_H5'  // You must remove any obstructions before your ~b~Bandit ~w~can continue.
000A: 165@ += 1 
0006: 64@ = 0 

:ZERO4_11490
00D6: if 
0039:   165@ == 3 
004D: jump_if_false @ZERO4_11838 
00D6: if and
0039:   120@ == 1 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0019:   64@ > 10000 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @ZERO4_11838 
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @ZERO4_11838 
000A: 163@ += 1 
00D6: if 
0019:   163@ > 4 
004D: jump_if_false @ZERO4_11595 
0006: 163@ = 0 

:ZERO4_11595
0871: init_jump_table 163@ total_jumps 5 default_jump 0 @ZERO4_11813 jumps 0 @ZERO4_11658 1 @ZERO4_11689 2 @ZERO4_11720 3 @ZERO4_11751 4 @ZERO4_11782 -1 @ZERO4_11813 -1 @ZERO4_11813 

:ZERO4_11658
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_DA' // s$  // ~z~Carl, move that obstruction!
04AE: $ACTOR_SPEECH_WAV_FILE = 45212 // = constant 
0002: jump @ZERO4_11813 

:ZERO4_11689
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_DB' // s$  // ~z~Carl, I'm blocked!
04AE: $ACTOR_SPEECH_WAV_FILE = 45213 // = constant 
0002: jump @ZERO4_11813 

:ZERO4_11720
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_DC' // s$  // ~z~There's another cursed barrel in the way!
04AE: $ACTOR_SPEECH_WAV_FILE = 45214 // = constant 
0002: jump @ZERO4_11813 

:ZERO4_11751
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_DD' // s$  // ~z~Move it, Carl, Berkley's blocked me again!
04AE: $ACTOR_SPEECH_WAV_FILE = 45215 // = constant 
0002: jump @ZERO4_11813 

:ZERO4_11782
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_DE' // s$  // ~z~Curse you, Berkley! Carl, move that barrel!
04AE: $ACTOR_SPEECH_WAV_FILE = 45216 // = constant 
0002: jump @ZERO4_11813 

:ZERO4_11813
004F: create_thread @AUDIOL -1 0 1 1 0  
0006: 64@ = 0 

:ZERO4_11838
00D6: if 
0039:   172@ == 0 
004D: jump_if_false @ZERO4_11889 
00D6: if and
0119:   car 72@ wrecked 
0119:   car 73@ wrecked 
0119:   car 74@ wrecked 
004D: jump_if_false @ZERO4_11889 
0006: 172@ = 1 

:ZERO4_11889
00D6: if 
0039:   172@ == 0 
004D: jump_if_false @ZERO4_12930 
00D6: if 
0019:   110@ > 42 
004D: jump_if_false @ZERO4_12040 
00D6: if 
0039:   167@ == 0 
004D: jump_if_false @ZERO4_12040 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @ZERO4_12040 
00D6: if 
0019:   64@ > 1000 
004D: jump_if_false @ZERO4_12040 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_EA' // s$  // ~z~Berkley's using tanks!
04AE: $ACTOR_SPEECH_WAV_FILE = 45217 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 0  
000A: 167@ += 1 
0006: 64@ = 0 

:ZERO4_12040
00D6: if 
0039:   167@ == 1 
004D: jump_if_false @ZERO4_12155 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @ZERO4_12155 
00D6: if 
0019:   64@ > 1000 
004D: jump_if_false @ZERO4_12155 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_EB' // s$  // ~z~Carl, grab a bomb and get rid of any tanks that threaten our progress!
04AE: $ACTOR_SPEECH_WAV_FILE = 45218 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 0  
000A: 167@ += 1 
0006: 64@ = 0 

:ZERO4_12155
00D6: if 
0039:   167@ == 2 
004D: jump_if_false @ZERO4_12296 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
0019:   64@ > 1000 
004D: jump_if_false @ZERO4_12296 
00D6: if 
0039:   549@ == 0 
004D: jump_if_false @ZERO4_12289 
00BC: show_text_highpriority GXT 'Z4_M26' time 7000 flag 1  // ~s~Pick up a ~g~Bomb~s~ from the base.
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @ZERO4_12282 
0188: 166@ = create_marker_above_object 92@ 
07E0: set_marker 166@ type_to 1 
000A: 167@ += 1 
0006: 64@ = 0 

:ZERO4_12282
0002: jump @ZERO4_12296 

:ZERO4_12289
000A: 167@ += 1 

:ZERO4_12296
00D6: if 
0039:   167@ == 3 
004D: jump_if_false @ZERO4_12406 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
0019:   64@ > 1000 
004D: jump_if_false @ZERO4_12406 
00D6: if 
8039:   not  549@ == 0 
004D: jump_if_false @ZERO4_12406 
00D6: if 
075C:   marker 166@ enabled 
004D: jump_if_false @ZERO4_12383 
0164: disable_marker 166@ 

:ZERO4_12383
00BC: show_text_highpriority GXT 'Z4_M27' time 7000 flag 1  // ~s~Now drop the bomb on ~r~Berkley's Tigers~s~!
000A: 167@ += 1 

:ZERO4_12406
00D6: if 
0039:   167@ == 4 
004D: jump_if_false @ZERO4_12471 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0039:   549@ == 0 
004D: jump_if_false @ZERO4_12471 
03E5: show_text_box 'Z4_H11'  // Other objects can also be dropped on ~r~Tigers ~w~which will cause them damage.
000A: 167@ += 1 
0006: 64@ = 0 

:ZERO4_12471
00D6: if 
0039:   167@ == 5 
004D: jump_if_false @ZERO4_12923 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0019:   64@ > 10000 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
0039:   545@ == 1 
004D: jump_if_false @ZERO4_12923 
000A: 168@ += 1 
00D6: if 
0019:   168@ > 5 
004D: jump_if_false @ZERO4_12558 
0006: 168@ = 0 

:ZERO4_12558
0006: 43@ = 0 

:ZERO4_12565
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @ZERO4_12624 
00D6: if 
8119:   not car 72@(43@,3i) wrecked 
004D: jump_if_false @ZERO4_12610 
0006: 43@ = 99 

:ZERO4_12610
000A: 43@ += 1 
0002: jump @ZERO4_12565 

:ZERO4_12624
00D6: if 
0039:   43@ == 99 
004D: jump_if_false @ZERO4_12916 
0871: init_jump_table 168@ total_jumps 6 default_jump 0 @ZERO4_12891 jumps 0 @ZERO4_12705 1 @ZERO4_12736 2 @ZERO4_12767 3 @ZERO4_12798 4 @ZERO4_12829 5 @ZERO4_12860 -1 @ZERO4_12891 

:ZERO4_12705
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_FA' // s$  // ~z~I'm taking hits, Carl, bomb Berkley's tanks!
04AE: $ACTOR_SPEECH_WAV_FILE = 45219 // = constant 
0002: jump @ZERO4_12891 

:ZERO4_12736
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_FB' // s$  // ~z~Bomb that tank, Carl!
04AE: $ACTOR_SPEECH_WAV_FILE = 45220 // = constant 
0002: jump @ZERO4_12891 

:ZERO4_12767
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_FC' // s$  // ~z~Carl, Berkley's tanks are tearing the Bandit to pieces!
04AE: $ACTOR_SPEECH_WAV_FILE = 45221 // = constant 
0002: jump @ZERO4_12891 

:ZERO4_12798
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_FD' // s$  // ~z~Argh! Where's my backup, Carl!
04AE: $ACTOR_SPEECH_WAV_FILE = 45222 // = constant 
0002: jump @ZERO4_12891 

:ZERO4_12829
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_FE' // s$  // ~z~Protect the Bandit, Carl, it's getting shot up!
04AE: $ACTOR_SPEECH_WAV_FILE = 45223 // = constant 
0002: jump @ZERO4_12891 

:ZERO4_12860
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_FF' // s$  // ~z~Bomb those tanks! Bomb them, Carl!
04AE: $ACTOR_SPEECH_WAV_FILE = 45224 // = constant 
0002: jump @ZERO4_12891 

:ZERO4_12891
004F: create_thread @AUDIOL -1 0 1 1 0  
0006: 64@ = 0 

:ZERO4_12916
0006: 545@ = 0 

:ZERO4_12923
0002: jump @ZERO4_12951 

:ZERO4_12930
00D6: if 
075C:   marker 166@ enabled 
004D: jump_if_false @ZERO4_12951 
0164: disable_marker 166@ 

:ZERO4_12951
00D6: if 
075C:   marker 166@ enabled 
004D: jump_if_false @ZERO4_12988 
00D6: if 
0685:   object 92@ attached 
004D: jump_if_false @ZERO4_12988 
0164: disable_marker 166@ 

:ZERO4_12988
00D6: if 
0039:   171@ == 1 
004D: jump_if_false @ZERO4_13110 
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @ZERO4_13110 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
0019:   64@ > 1000 
004D: jump_if_false @ZERO4_13110 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_GA' // s$  // ~z~Get a plank from our base and make a bridge across that gap!
04AE: $ACTOR_SPEECH_WAV_FILE = 45225 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 0  
000A: 160@ += 1 
0006: 64@ = 0 

:ZERO4_13110
00D6: if 
0039:   160@ == 1 
004D: jump_if_false @ZERO4_13248 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
0019:   64@ > 1000 
004D: jump_if_false @ZERO4_13248 
00D6: if 
0039:   171@ == 1 
004D: jump_if_false @ZERO4_13234 
00D6: if 
8039:   not  548@ == 1 
004D: jump_if_false @ZERO4_13234 
00BC: show_text_highpriority GXT 'Z4_M28' time 7000 flag 1  // ~s~Pick up a ~g~plank~s~ from the base.
00D6: if 
03CA:   object 89@ exists 
004D: jump_if_false @ZERO4_13234 
0188: 161@ = create_marker_above_object 89@ 

:ZERO4_13234
000A: 160@ += 1 
0006: 64@ = 0 

:ZERO4_13248
00D6: if 
0039:   160@ == 2 
004D: jump_if_false @ZERO4_13372 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
0019:   64@ > 1000 
0039:   548@ == 1 
004D: jump_if_false @ZERO4_13372 
00D6: if 
0039:   171@ == 1 
004D: jump_if_false @ZERO4_13337 
00BC: show_text_highpriority GXT 'Z4_M29' time 7000 flag 1  // ~s~Drop the plank at the river to bridge the gap.

:ZERO4_13337
00D6: if 
075C:   marker 161@ enabled 
004D: jump_if_false @ZERO4_13358 
0164: disable_marker 161@ 

:ZERO4_13358
000A: 160@ += 1 
0006: 64@ = 0 

:ZERO4_13372
00D6: if and
0039:   160@ == 3 
0039:   171@ == 1 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
0019:   64@ > 10000 
004D: jump_if_false @ZERO4_13640 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @ZERO4_13640 
000A: 162@ += 1 
00D6: if 
0019:   162@ > 2 
004D: jump_if_false @ZERO4_13459 
0006: 162@ = 0 

:ZERO4_13459
0871: init_jump_table 162@ total_jumps 3 default_jump 0 @ZERO4_13615 jumps 0 @ZERO4_13522 1 @ZERO4_13553 2 @ZERO4_13584 -1 @ZERO4_13615 -1 @ZERO4_13615 -1 @ZERO4_13615 -1 @ZERO4_13615 

:ZERO4_13522
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_HA' // s$  // ~z~Carl, I need a bridge, now!
04AE: $ACTOR_SPEECH_WAV_FILE = 45226 // = constant 
0002: jump @ZERO4_13615 

:ZERO4_13553
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_HB' // s$  // ~z~Get me a plank to cross that river!
04AE: $ACTOR_SPEECH_WAV_FILE = 45227 // = constant 
0002: jump @ZERO4_13615 

:ZERO4_13584
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_HC' // s$  // ~z~Carl, there's no bridge, there's no bridge!
04AE: $ACTOR_SPEECH_WAV_FILE = 45228 // = constant 
0002: jump @ZERO4_13615 

:ZERO4_13615
004F: create_thread @AUDIOL -1 0 1 1 0  
0006: 64@ = 0 

:ZERO4_13640
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_14137 
0227: 43@ = car 68@ health 
00D6: if 
001B:   1400 > 43@ 
004D: jump_if_false @ZERO4_14137 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0019:   64@ > 10000 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @ZERO4_14137 
00AA: store_car 68@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 56@ = $TEMPVAR_FLOAT_1 // (float) 
000F: 56@ -= 5.0 
0089: 57@ = $TEMPVAR_FLOAT_2 // (float) 
000F: 57@ -= 5.0 
0089: 58@ = $TEMPVAR_FLOAT_3 // (float) 
000F: 58@ -= 5.0 
0089: 59@ = $TEMPVAR_FLOAT_1 // (float) 
000B: 59@ += 5.0 
0089: 60@ = $TEMPVAR_FLOAT_2 // (float) 
000B: 60@ += 5.0 
0089: 61@ = $TEMPVAR_FLOAT_3 // (float) 
000B: 61@ += 5.0 
00D6: if 
8356:   not explosion_type 11 in_cube_cornerA 56@ 57@ 58@ cornerB 59@ 60@ 61@ 
004D: jump_if_false @ZERO4_14088 
000A: 170@ += 1 
00D6: if 
0019:   170@ > 2 
004D: jump_if_false @ZERO4_13900 
0006: 170@ = 0 

:ZERO4_13900
0871: init_jump_table 170@ total_jumps 3 default_jump 0 @ZERO4_14056 jumps 0 @ZERO4_13963 1 @ZERO4_13994 2 @ZERO4_14025 -1 @ZERO4_14056 -1 @ZERO4_14056 -1 @ZERO4_14056 -1 @ZERO4_14056 

:ZERO4_13963
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_KA' // s$  // ~z~Shite, Carl, this bandit's nearly had it!
04AE: $ACTOR_SPEECH_WAV_FILE = 45235 // = constant 
0002: jump @ZERO4_14056 

:ZERO4_13994
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_KB' // s$  // ~z~Shitskys! This bandit's nearly had it.
04AE: $ACTOR_SPEECH_WAV_FILE = 45236 // = constant 
0002: jump @ZERO4_14056 

:ZERO4_14025
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_KC' // s$  // ~z~Oh my God, Berkley's shot this bandit up pretty good!
04AE: $ACTOR_SPEECH_WAV_FILE = 45237 // = constant 
0002: jump @ZERO4_14056 

:ZERO4_14056
004F: create_thread @AUDIOL -1 0 1 1 0  
0006: 64@ = 0 
0002: jump @ZERO4_14137 

:ZERO4_14088
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_LC' // s$  // ~z~Carl, who's side are you on?
04AE: $ACTOR_SPEECH_WAV_FILE = 45240 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 0  
0006: 64@ = 0 

:ZERO4_14137
00D6: if and
0039:   149@ == 99 
0039:   150@ == 0 
004D: jump_if_false @ZERO4_14207 
00D6: if 
0039:   111@ == 3 
004D: jump_if_false @ZERO4_14207 
03E6: remove_text_box 
03E5: show_text_box 'Z4_H12'  // If the ~b~Bandit ~w~gets destroyed another will start from your base, be careful as you only have 3 ~b~Bandits~w~.
000A: 150@ += 1 
0006: 65@ = 0 

:ZERO4_14207
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @ZERO4_14232 
0006: 150@ = 99 

:ZERO4_14232
00D6: if 
0119:   car 70@ wrecked 
004D: jump_if_false @ZERO4_14546 
00D6: if 
0039:   122@ == 1 
004D: jump_if_false @ZERO4_14445 
00D6: if 
03CA:   object 142@ exists 
004D: jump_if_false @ZERO4_14379 
0682: detach_object 142@ 0.0 0.0 0.0 collision_detection 0 
0382: set_object 94@ collision_detection 1 
0006: 122@ = 0 
0006: 103@ = 0 
00D6: if 
003B:   142@ == 92@ // (int) 
004D: jump_if_false @ZERO4_14365 
0006: 121@ = 1 
04D9: object 92@ set_scripted_collision_check 1 
0006: 102@ = 0 

:ZERO4_14365
0006: 142@ = 0 
0002: jump @ZERO4_14445 

:ZERO4_14379
00D6: if 
056E:   car 76@ defined 
004D: jump_if_false @ZERO4_14445 
0684: detach_car 76@ 0.0 0.0 0.0 collision_detection 0 
0382: set_object 94@ collision_detection 1 
0006: 122@ = 0 
0006: 103@ = 0 
0006: 76@ = 0 

:ZERO4_14445
0001: wait 1000 ms 
0085: 543@ = 70@ // (int) 
01C3: remove_references_to_car 70@ 
000E: 127@ -= 1 
00D6: if 
0019:   127@ > 0 
004D: jump_if_false @ZERO4_14539 
015F: set_camera_position -968.2972 1077.413 1346.686 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -969.2341 1077.368 1346.339 switchstyle 2 

:ZERO4_14539
0006: 70@ = 0 

:ZERO4_14546
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_14621 
00D6: if 
0039:   544@ == 1 
004D: jump_if_false @ZERO4_14621 
00D6: if 
0019:   109@ > 10000 
004D: jump_if_false @ZERO4_14621 
02AC: set_car 70@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0006: 544@ = 0 

:ZERO4_14621
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @ZERO4_14968 
00D6: if 
8039:   not  127@ == 0 
004D: jump_if_false @ZERO4_14968 
015A: restore_camera 
0980: extinguish_all_fires_at -973.759 1077.152 1350.399 radius 200.0 
00A5: 70@ = create_car #RCGOBLIN at -973.759 1077.152 1350.399 
02AC: set_car 70@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
01EC: make_car 70@ very_heavy 1
0423: set_car 70@ improved_handling_to 1.5 // (float) 
0006: 544@ = 1 
0006: 109@ = 0 
0175: set_car 70@ Z_angle_to 90.0 
0825: set_helicopter 70@ instant_rotor_start 
0840: link_car 70@ to_interior 10 
0715: put_player $PLAYER_CHAR in_RC_mode_in_car 70@ // on foot version 
00D6: if 
0039:   127@ == 2 
004D: jump_if_false @ZERO4_14797 
00BC: show_text_highpriority GXT 'Z4_M14' time 5000 flag 1  // ~s~You have 2 Goblins remaining.

:ZERO4_14797
00D6: if 
0039:   127@ == 1 
004D: jump_if_false @ZERO4_14831 
00BC: show_text_highpriority GXT 'Z4_M23' time 5000 flag 1  // ~s~This is your last Goblin.

:ZERO4_14831
00D6: if 
83CA:   not object 94@ exists 
004D: jump_if_false @ZERO4_14870 
0107: 94@ = create_object #MINI_MAGNET at -973.759 1077.152 1344.399 

:ZERO4_14870
0681: attach_object 94@ to_car 70@ with_offset 0.0 0.0 -0.2 rotation 0.0 0.0 0.0 
0382: set_object 94@ collision_detection 1 
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @ZERO4_14947 
0338: set_car 70@ visibility 0 
0750: set_object 94@ visibility 0 

:ZERO4_14947
00D6: if 
056E:   car 543@ defined 
004D: jump_if_false @ZERO4_14968 
00A6: destroy_car 543@ 

:ZERO4_14968
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @ZERO4_15361 
00A5: 68@ = create_car #RCBANDIT at -975.6997 1061.162 1344.8 
0175: set_car 68@ Z_angle_to 90.0 
0840: link_car 68@ to_interior 10 
02AC: set_car 68@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05EB: assign_car 68@ to_path 521 
06FD: set_car 68@ speed_on_path_to 0.5 
0186: 97@ = create_marker_above_car 68@ 
07E0: set_marker 97@ type_to 1 
0224: set_car 68@ health_to 20000 
0168: set_marker 97@ size 2 
00D6: if 
0039:   111@ == 2 
004D: jump_if_false @ZERO4_15225 
0209: 43@ = random_int_in_ranges 0 2 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @ZERO4_15183 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_MA' // s$  // ~z~Ha, ha Berkley! I still have two bandits left!
04AE: $ACTOR_SPEECH_WAV_FILE = 45242 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 0  
0002: jump @ZERO4_15225 

:ZERO4_15183
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_MB' // s$  // ~z~Luckily we still have two bandits left!
04AE: $ACTOR_SPEECH_WAV_FILE = 45243 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 0  

:ZERO4_15225
00D6: if 
0039:   111@ == 1 
004D: jump_if_false @ZERO4_15361 
0209: 43@ = random_int_in_ranges 0 2 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @ZERO4_15319 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_MC' // s$  // ~z~Carl, we're down to our last bandit!
04AE: $ACTOR_SPEECH_WAV_FILE = 45244 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 0  
0002: jump @ZERO4_15361 

:ZERO4_15319
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_MD' // s$  // ~z~Only one Bandit left, Carl, protect it at all costs!
04AE: $ACTOR_SPEECH_WAV_FILE = 45245 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 0  

:ZERO4_15361
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_15928 
0227: 43@ = car 68@ health 
00D6: if 
001B:   1000 > 43@ 
004D: jump_if_false @ZERO4_15928 
00AA: store_car 68@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 56@ = $TEMPVAR_FLOAT_1 // (float) 
000F: 56@ -= 5.0 
0089: 57@ = $TEMPVAR_FLOAT_2 // (float) 
000F: 57@ -= 5.0 
0089: 58@ = $TEMPVAR_FLOAT_3 // (float) 
000F: 58@ -= 5.0 
0089: 59@ = $TEMPVAR_FLOAT_1 // (float) 
000B: 59@ += 5.0 
0089: 60@ = $TEMPVAR_FLOAT_2 // (float) 
000B: 60@ += 5.0 
0089: 61@ = $TEMPVAR_FLOAT_3 // (float) 
000B: 61@ += 5.0 
020B: explode_car 68@ 
00D6: if 
8356:   not explosion_type 11 in_cube_cornerA 56@ 57@ 58@ cornerB 59@ 60@ 61@ 
004D: jump_if_false @ZERO4_15810 
000A: 169@ += 1 
00D6: if 
0019:   169@ > 2 
004D: jump_if_false @ZERO4_15596 
0006: 169@ = 0 

:ZERO4_15596
0871: init_jump_table 169@ total_jumps 3 default_jump 0 @ZERO4_15752 jumps 0 @ZERO4_15659 1 @ZERO4_15690 2 @ZERO4_15721 -1 @ZERO4_15752 -1 @ZERO4_15752 -1 @ZERO4_15752 -1 @ZERO4_15752 

:ZERO4_15659
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_LA' // s$  // ~z~He nailed me, he nailed me.
04AE: $ACTOR_SPEECH_WAV_FILE = 45238 // = constant 
0002: jump @ZERO4_15752 

:ZERO4_15690
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_LB' // s$  // ~z~You let Berkley blow up my Bandit!
04AE: $ACTOR_SPEECH_WAV_FILE = 45239 // = constant 
0002: jump @ZERO4_15752 

:ZERO4_15721
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_LD' // s$  // ~z~Damn you Berkley! Damn you to hell!
04AE: $ACTOR_SPEECH_WAV_FILE = 45241 // = constant 
0002: jump @ZERO4_15752 

:ZERO4_15752
004F: create_thread @AUDIOL -1 0 1 1 0  
0001: wait 100 ms 

:ZERO4_15774
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 1 
004D: jump_if_false @ZERO4_15803 
0001: wait 0 ms 
0002: jump @ZERO4_15774 

:ZERO4_15803
0002: jump @ZERO4_15885 

:ZERO4_15810
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_LC' // s$  // ~z~Carl, who's side are you on?
04AE: $ACTOR_SPEECH_WAV_FILE = 45240 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 0  
0001: wait 100 ms 

:ZERO4_15856
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 1 
004D: jump_if_false @ZERO4_15885 
0001: wait 0 ms 
0002: jump @ZERO4_15856 

:ZERO4_15885
01C3: remove_references_to_car 68@ 
05EC: release_car 68@ from_path 
0164: disable_marker 97@ 
0006: 68@ = 0 
000E: 111@ -= 1 
0006: 110@ = 0 
0006: 137@ = 0 

:ZERO4_15928
00D6: if 
056E:   car 71@ defined 
004D: jump_if_false @ZERO4_16155 
00D6: if 
0119:   car 71@ wrecked 
004D: jump_if_false @ZERO4_16155 
00D6: if 
03CA:   object 95@ exists 
004D: jump_if_false @ZERO4_15981 
0108: destroy_object 95@ 

:ZERO4_15981
00D6: if 
03CA:   object 77@(125@,10i) exists 
004D: jump_if_false @ZERO4_16148 
00D6: if 
0685:   object 77@(125@,10i) attached 
004D: jump_if_false @ZERO4_16148 
0682: detach_object 77@(125@,10i) 0.0 0.0 0.0 collision_detection 0 
0382: set_object 77@(125@,10i) collision_detection 1 
00D6: if 
09FC:   anything_entered_objects_position 77@(125@,10i) 
004D: jump_if_false @ZERO4_16148 
01BB: store_object 77@(125@,10i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object 77@(125@,10i) Z_angle 
0009: $TEMPVAR_FLOAT_3 += 1.0 
01BC: put_object 77@(125@,10i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 77@(125@,10i) Z_angle_to $TEMPVAR_ANGLE 

:ZERO4_16148
0006: 71@ = 0 

:ZERO4_16155
00D6: if 
0039:   115@ == 0 
004D: jump_if_false @ZERO4_16397 
0006: 43@ = 0 

:ZERO4_16180
00D6: if 
001B:   5 > 43@ 
004D: jump_if_false @ZERO4_16397 
00D6: if 
03CA:   object 87@(43@,5i) exists 
004D: jump_if_false @ZERO4_16383 
00D6: if 
8685:   not object 87@(43@,5i) attached 
004D: jump_if_false @ZERO4_16383 
00D6: if 
04E6:   object 87@(43@,5i) near_point -1043.508 1041.38 1341.294 radius 1.0 1.0 1.0 flag 0 
004D: jump_if_false @ZERO4_16383 
01BC: put_object 87@(43@,5i) at -1043.508 1041.38 1341.294 
0453: set_object 87@(43@,5i) XYZ_rotation -2.77 -2.13 -38.12 
0550: keep_object 87@(43@,5i) in_memory 1 
097B: play_audio_at_object 87@(43@,5i) event 1009 
0006: 115@ = 1 
0085: 117@ = 43@ // (int) 
0006: 43@ = 5 

:ZERO4_16383
000A: 43@ += 1 
0002: jump @ZERO4_16180 

:ZERO4_16397
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @ZERO4_16480 
00D6: if 
03CA:   object 87@(117@,5i) exists 
004D: jump_if_false @ZERO4_16480 
00D6: if 
0685:   object 87@(117@,5i) attached 
004D: jump_if_false @ZERO4_16480 
0550: keep_object 87@(117@,5i) in_memory 0 
0006: 115@ = 0 
0006: 117@ = -1 

:ZERO4_16480
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_16698 
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @ZERO4_16613 
00D6: if 
0039:   115@ == 0 
004D: jump_if_false @ZERO4_16606 
00D6: if 
01AF:   car 68@ sphere 0 in_sphere -1041.83 1044.25 1341.42 radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO4_16606 
05ED: freeze_car 68@ while_on_path 
0006: 119@ = 1 
0006: 155@ = 1 
0006: 171@ = 1 

:ZERO4_16606
0002: jump @ZERO4_16698 

:ZERO4_16613
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @ZERO4_16698 
00D6: if 
01AF:   car 68@ sphere 0 in_sphere -1041.83 1044.25 1341.42 radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO4_16698 
05EE: unfreeze_car 68@ while_on_path 
0006: 119@ = 0 
0006: 171@ = 0 

:ZERO4_16698
00D6: if 
0039:   155@ == 1 
004D: jump_if_false @ZERO4_16757 
00D6: if 
0039:   147@ == 99 
004D: jump_if_false @ZERO4_16757 
00BC: show_text_highpriority GXT 'Z4_M20' time 7000 flag 1  // ~s~Get a plank from your base.
000A: 155@ += 1 

:ZERO4_16757
00D6: if 
0039:   155@ == 2 
004D: jump_if_false @ZERO4_16935 
00D6: if 
03CA:   object 142@ exists 
004D: jump_if_false @ZERO4_16935 
0006: 43@ = 0 
0006: 44@ = 0 

:ZERO4_16805
00D6: if 
001B:   5 > 43@ 
004D: jump_if_false @ZERO4_16894 
00D6: if 
03CA:   object 87@(43@,5i) exists 
004D: jump_if_false @ZERO4_16880 
00D6: if 
003B:   87@(43@,5i) == 142@ // (int) 
004D: jump_if_false @ZERO4_16880 
0006: 44@ = 1 
0006: 43@ = 5 

:ZERO4_16880
000A: 43@ += 1 
0002: jump @ZERO4_16805 

:ZERO4_16894
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @ZERO4_16935 
00BC: show_text_highpriority GXT 'Z4_M21' time 7000 flag 1  // ~s~Drop the plank at the river crossing.
000A: 155@ += 1 

:ZERO4_16935
00D6: if 
0039:   155@ == 3 
004D: jump_if_false @ZERO4_16980 
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @ZERO4_16980 
00BE: text_clear_all 
0006: 155@ = 99 

:ZERO4_16980
00D6: if 
0039:   116@ == 0 
004D: jump_if_false @ZERO4_17222 
0006: 43@ = 0 

:ZERO4_17005
00D6: if 
001B:   5 > 43@ 
004D: jump_if_false @ZERO4_17222 
00D6: if 
03CA:   object 87@(43@,5i) exists 
004D: jump_if_false @ZERO4_17208 
00D6: if 
8685:   not object 87@(43@,5i) attached 
004D: jump_if_false @ZERO4_17208 
00D6: if 
04E6:   object 87@(43@,5i) near_point -1062.833 1076.628 1341.23 radius 1.0 1.0 1.0 flag 0 
004D: jump_if_false @ZERO4_17208 
01BC: put_object 87@(43@,5i) at -1062.833 1076.628 1341.23 
0453: set_object 87@(43@,5i) XYZ_rotation 4.7 -4.77 -31.58 
0550: keep_object 87@(43@,5i) in_memory 1 
097B: play_audio_at_object 87@(43@,5i) event 1009 
0006: 116@ = 1 
0085: 118@ = 43@ // (int) 
0006: 43@ = 5 

:ZERO4_17208
000A: 43@ += 1 
0002: jump @ZERO4_17005 

:ZERO4_17222
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @ZERO4_17305 
00D6: if 
03CA:   object 87@(118@,5i) exists 
004D: jump_if_false @ZERO4_17305 
00D6: if 
0685:   object 87@(118@,5i) attached 
004D: jump_if_false @ZERO4_17305 
0550: keep_object 87@(118@,5i) in_memory 0 
0006: 116@ = 0 
0006: 118@ = -1 

:ZERO4_17305
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_17523 
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @ZERO4_17438 
00D6: if 
0039:   116@ == 0 
004D: jump_if_false @ZERO4_17431 
00D6: if 
01AF:   car 68@ sphere 0 in_sphere -1064.09 1074.37 1341.32 radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO4_17431 
05ED: freeze_car 68@ while_on_path 
0006: 171@ = 1 
0006: 119@ = 1 
0006: 156@ = 1 

:ZERO4_17431
0002: jump @ZERO4_17523 

:ZERO4_17438
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @ZERO4_17523 
00D6: if 
01AF:   car 68@ sphere 0 in_sphere -1064.09 1074.37 1341.32 radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO4_17523 
05EE: unfreeze_car 68@ while_on_path 
0006: 171@ = 0 
0006: 119@ = 0 

:ZERO4_17523
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @ZERO4_17564 
00BC: show_text_highpriority GXT 'Z4_M20' time 7000 flag 1  // ~s~Get a plank from your base.
000A: 156@ += 1 

:ZERO4_17564
00D6: if 
0039:   156@ == 2 
004D: jump_if_false @ZERO4_17742 
00D6: if 
03CA:   object 142@ exists 
004D: jump_if_false @ZERO4_17742 
0006: 43@ = 0 
0006: 44@ = 0 

:ZERO4_17612
00D6: if 
001B:   5 > 43@ 
004D: jump_if_false @ZERO4_17701 
00D6: if 
03CA:   object 87@(43@,5i) exists 
004D: jump_if_false @ZERO4_17687 
00D6: if 
003B:   87@(43@,5i) == 142@ // (int) 
004D: jump_if_false @ZERO4_17687 
0006: 44@ = 1 
0006: 43@ = 5 

:ZERO4_17687
000A: 43@ += 1 
0002: jump @ZERO4_17612 

:ZERO4_17701
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @ZERO4_17742 
00BC: show_text_highpriority GXT 'Z4_M21' time 7000 flag 1  // ~s~Drop the plank at the river crossing.
000A: 156@ += 1 

:ZERO4_17742
00D6: if 
0039:   156@ == 3 
004D: jump_if_false @ZERO4_17787 
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @ZERO4_17787 
00BE: text_clear_all 
0006: 156@ = 99 

:ZERO4_17787
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @ZERO4_19148 
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @ZERO4_18441 
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @ZERO4_18434 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_18434 
0006: 108@ = 0 
0006: 157@ = 0 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 68@ with_offset 0.0 2.0 0.0 
0006: 43@ = 0 

:ZERO4_17907
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @ZERO4_18094 
00D6: if 
03CA:   object 77@(43@,10i) exists 
004D: jump_if_false @ZERO4_18080 
00D6: if 
04E6:   object 77@(43@,10i) near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 flag 0 
004D: jump_if_false @ZERO4_18080 
01BB: store_object 77@(43@,10i) position_to 56@ 57@ 58@ 
0509: 46@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 56@ 57@ 
00D6: if 
0023:   0.8 > 46@ 
004D: jump_if_false @ZERO4_18080 
05ED: freeze_car 68@ while_on_path 
0006: 119@ = 1 
0006: 120@ = 1 
0006: 157@ = 1 
0002: jump @ZERO4_18434 

:ZERO4_18080
000A: 43@ += 1 
0002: jump @ZERO4_17907 

:ZERO4_18094
0006: 43@ = 0 

:ZERO4_18101
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @ZERO4_18324 
00D6: if 
056E:   car 72@(43@,3i) defined 
004D: jump_if_false @ZERO4_18310 
00D6: if 
8119:   not car 72@(43@,3i) wrecked 
004D: jump_if_false @ZERO4_18310 
00D6: if 
01AF:   car 72@(43@,3i) sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 2.0 2.0 2.0 
004D: jump_if_false @ZERO4_18310 
00AA: store_car 72@(43@,3i) position_to 56@ 57@ 58@ 
0509: 46@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 56@ 57@ 
00D6: if 
0023:   0.9 > 46@ 
004D: jump_if_false @ZERO4_18310 
05ED: freeze_car 68@ while_on_path 
0006: 119@ = 1 
0006: 120@ = 1 
0006: 157@ = 2 
00BC: show_text_highpriority GXT 'Z4_M18' time 5000 flag 1  // ~s~Your ~b~Bandit~s~ is obstructed by a barrel. Lift the barrel to allow the ~b~Bandit~s~ to continue.
0002: jump @ZERO4_18434 

:ZERO4_18310
000A: 43@ += 1 
0002: jump @ZERO4_18101 

:ZERO4_18324
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_18408 
00D6: if 
01AF:   car 70@ sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 
004D: jump_if_false @ZERO4_18408 
05ED: freeze_car 68@ while_on_path 
0006: 119@ = 1 
0006: 120@ = 1 
0002: jump @ZERO4_18434 

:ZERO4_18408
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @ZERO4_18434 
0006: 108@ = 30000 

:ZERO4_18434
0002: jump @ZERO4_19148 

:ZERO4_18441
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @ZERO4_19148 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_19148 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 68@ with_offset 0.0 2.0 0.0 
0006: 120@ = 0 
0006: 43@ = 0 

:ZERO4_18518
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @ZERO4_18693 
00D6: if 
03CA:   object 77@(43@,10i) exists 
004D: jump_if_false @ZERO4_18679 
00D6: if 
04E6:   object 77@(43@,10i) near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 2.0 2.0 2.0 flag 0 
004D: jump_if_false @ZERO4_18679 
01BB: store_object 77@(43@,10i) position_to 56@ 57@ 58@ 
0509: 46@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 56@ 57@ 
00D6: if 
0023:   0.9 > 46@ 
004D: jump_if_false @ZERO4_18679 
0006: 120@ = 1 
0006: 157@ = 1 
0002: jump @ZERO4_19148 

:ZERO4_18679
000A: 43@ += 1 
0002: jump @ZERO4_18518 

:ZERO4_18693
0006: 43@ = 0 

:ZERO4_18700
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @ZERO4_18895 
00D6: if 
056E:   car 72@(43@,3i) defined 
004D: jump_if_false @ZERO4_18881 
00D6: if 
8119:   not car 72@(43@,3i) wrecked 
004D: jump_if_false @ZERO4_18881 
00D6: if 
01AF:   car 72@(43@,3i) sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 
004D: jump_if_false @ZERO4_18881 
00AA: store_car 72@(43@,3i) position_to 56@ 57@ 58@ 
0509: 46@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 56@ 57@ 
00D6: if 
0023:   0.8 > 46@ 
004D: jump_if_false @ZERO4_18881 
0006: 120@ = 1 
0006: 157@ = 2 
0002: jump @ZERO4_19148 

:ZERO4_18881
000A: 43@ += 1 
0002: jump @ZERO4_18700 

:ZERO4_18895
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_18967 
00D6: if 
01AF:   car 70@ sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 
004D: jump_if_false @ZERO4_18967 
0006: 120@ = 1 
0002: jump @ZERO4_19148 

:ZERO4_18967
00D6: if and
0039:   120@ == 1 
0019:   108@ > 30000 
001B:   3 > 158@ 
004D: jump_if_false @ZERO4_19075 
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @ZERO4_19034 
00BB: show_text_lowpriority GXT 'Z4_M18' time 5000 flag 1  // ~s~Your ~b~Bandit~s~ is obstructed by a barrel. Lift the barrel to allow the ~b~Bandit~s~ to continue.

:ZERO4_19034
00D6: if 
0039:   157@ == 2 
004D: jump_if_false @ZERO4_19068 
00BB: show_text_lowpriority GXT 'Z4_M25' time 5000 flag 1  // ~s~Your Bandit is obstructed by a ~r~RC TIGER~s~. Destroy or lift the tank to allow the Bandit to continue.

:ZERO4_19068
0006: 108@ = 0 

:ZERO4_19075
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @ZERO4_19148 
05EE: unfreeze_car 68@ while_on_path 
0006: 119@ = 0 
0006: 157@ = 0 
00BE: text_clear_all 
00D6: if and
0019:   108@ > 1000 
001B:   30000 > 108@ 
004D: jump_if_false @ZERO4_19148 
000A: 158@ += 1 

:ZERO4_19148
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @ZERO4_19568 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_19568 
00D6: if 
031E:   car 68@ hit_by_weapon 28 
004D: jump_if_false @ZERO4_19212 
0006: 545@ = 1 
0468: clear_car 68@ last_weapon_damage 

:ZERO4_19212
0227: $ZERO4_CAR_HEALTH = car 68@ health 
0008: $ZERO4_CAR_HEALTH += -1000 
008F: 46@ = integer $ZERO4_CAR_HEALTH to_float 
0017: 46@ /= 1000.0 
0013: 46@ *= 100.0 
0090: $ZERO4_CAR_HEALTH = float 46@ to_integer 
00D6: if 
001F:   135@ > $ZERO4_CAR_HEALTH // (int) 
004D: jump_if_false @ZERO4_19297 
0006: 136@ = 1 
0006: 107@ = 0 

:ZERO4_19297
008B: 135@ = $ZERO4_CAR_HEALTH // (int) 
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @ZERO4_19393 
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @ZERO4_19353 
05EE: unfreeze_car 68@ while_on_path 
0006: 119@ = 0 

:ZERO4_19353
00D6: if 
060E:   car 68@ assigned_to_path 
004D: jump_if_false @ZERO4_19393 
06FD: set_car 68@ speed_on_path_to -0.2 
000A: 136@ += 1 
0006: 107@ = 0 

:ZERO4_19393
00D6: if 
0039:   136@ == 2 
004D: jump_if_false @ZERO4_19444 
00D6: if 
0019:   107@ > 4000 
004D: jump_if_false @ZERO4_19444 
000A: 136@ += 1 
0006: 107@ = 0 

:ZERO4_19444
00D6: if 
0039:   136@ == 3 
004D: jump_if_false @ZERO4_19498 
06FD: set_car 68@ speed_on_path_to 0.5 
05ED: freeze_car 68@ while_on_path 
0006: 119@ = 1 
0006: 107@ = 0 
000A: 136@ += 1 

:ZERO4_19498
00D6: if 
0039:   136@ == 4 
004D: jump_if_false @ZERO4_19568 
00D6: if 
0019:   107@ > 4000 
004D: jump_if_false @ZERO4_19568 
05EE: unfreeze_car 68@ while_on_path 
0006: 119@ = 0 
0006: 136@ = 0 
0006: 107@ = 0 
0006: 120@ = 0 

:ZERO4_19568
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_20518 
00D6: if 
0039:   546@ == 1 
004D: jump_if_false @ZERO4_20518 
00D6: if 
8039:   not  122@ == 0 
004D: jump_if_false @ZERO4_20511 
00D6: if 
0039:   548@ == 1 
004D: jump_if_false @ZERO4_20062 
00AA: store_car 70@ position_to 56@ 57@ 58@ 
02CE: 58@ = ground_z_at 56@ 57@ 58@ 
0006: 43@ = 0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 142@ with_offset 0.0 1.7 0.0 
0089: 46@ = $TEMPVAR_FLOAT_3 // (float) 
000B: 46@ += 0.5 
00D6: if 
0027:   58@ > $TEMPVAR_FLOAT_3 // (float) 
004D: jump_if_false @ZERO4_19746 
0006: 43@ = 1 

:ZERO4_19746
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 142@ with_offset 0.0 -1.7 0.0 
0089: 46@ = $TEMPVAR_FLOAT_3 // (float) 
000B: 46@ += 0.5 
00D6: if 
0027:   58@ > $TEMPVAR_FLOAT_3 // (float) 
004D: jump_if_false @ZERO4_19819 
0006: 43@ = 1 

:ZERO4_19819
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 142@ with_offset 0.2 0.0 0.0 
0089: 46@ = $TEMPVAR_FLOAT_3 // (float) 
000B: 46@ += 0.5 
00D6: if 
0027:   58@ > $TEMPVAR_FLOAT_3 // (float) 
004D: jump_if_false @ZERO4_19892 
0006: 43@ = 1 

:ZERO4_19892
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 142@ with_offset -0.2 0.0 0.0 
0089: 46@ = $TEMPVAR_FLOAT_3 // (float) 
000B: 46@ += 0.5 
00D6: if 
0027:   58@ > $TEMPVAR_FLOAT_3 // (float) 
004D: jump_if_false @ZERO4_19965 
0006: 43@ = 1 

:ZERO4_19965
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @ZERO4_20048 
0382: set_object 142@ collision_detection 0 
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_20041 
07D5: set_car 70@ velocity_in_direction_XYZ 0.0 0.0 0.005 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:ZERO4_20041
0002: jump @ZERO4_20062 

:ZERO4_20048
0382: set_object 142@ collision_detection 1 
0006: 546@ = 0 

:ZERO4_20062
00D6: if 
0039:   547@ == 1 
004D: jump_if_false @ZERO4_20504 
00AA: store_car 70@ position_to 56@ 57@ 58@ 
02CE: 58@ = ground_z_at 56@ 57@ 58@ 
0006: 43@ = 0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 142@ with_offset 0.0 1.0 0.0 
0089: 46@ = $TEMPVAR_FLOAT_3 // (float) 
000B: 46@ += 0.5 
00D6: if 
0027:   58@ > $TEMPVAR_FLOAT_3 // (float) 
004D: jump_if_false @ZERO4_20188 
0006: 43@ = 1 

:ZERO4_20188
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 142@ with_offset 0.0 -1.0 0.0 
0089: 46@ = $TEMPVAR_FLOAT_3 // (float) 
000B: 46@ += 0.5 
00D6: if 
0027:   58@ > $TEMPVAR_FLOAT_3 // (float) 
004D: jump_if_false @ZERO4_20261 
0006: 43@ = 1 

:ZERO4_20261
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 142@ with_offset 1.0 0.0 0.0 
0089: 46@ = $TEMPVAR_FLOAT_3 // (float) 
000B: 46@ += 0.5 
00D6: if 
0027:   58@ > $TEMPVAR_FLOAT_3 // (float) 
004D: jump_if_false @ZERO4_20334 
0006: 43@ = 1 

:ZERO4_20334
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 142@ with_offset -1.0 0.0 0.0 
0089: 46@ = $TEMPVAR_FLOAT_3 // (float) 
000B: 46@ += 0.5 
00D6: if 
0027:   58@ > $TEMPVAR_FLOAT_3 // (float) 
004D: jump_if_false @ZERO4_20407 
0006: 43@ = 1 

:ZERO4_20407
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @ZERO4_20490 
0382: set_object 142@ collision_detection 0 
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_20483 
07D5: set_car 70@ velocity_in_direction_XYZ 0.0 0.0 0.005 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:ZERO4_20483
0002: jump @ZERO4_20504 

:ZERO4_20490
0382: set_object 142@ collision_detection 1 
0006: 546@ = 0 

:ZERO4_20504
0002: jump @ZERO4_20518 

:ZERO4_20511
0006: 546@ = 0 

:ZERO4_20518
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_21716 
00D6: if 
0039:   122@ == 0 
004D: jump_if_false @ZERO4_21420 
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @ZERO4_21389 
00D6: if and
00E1:   player 0 pressed_key 17 
0019:   103@ > 1000 
004D: jump_if_false @ZERO4_21375 
0006: 123@ = 1 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 70@ with_offset 0.0 0.0 -1.0 
0006: 43@ = 0 

:ZERO4_20638
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @ZERO4_20924 
00D6: if 
03CA:   object 77@(43@,10i) exists 
004D: jump_if_false @ZERO4_20910 
00D6: if 
04E6:   object 77@(43@,10i) near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 flag 0 
004D: jump_if_false @ZERO4_20910 
0006: 44@ = 0 
00D6: if 
0685:   object 77@(43@,10i) attached 
004D: jump_if_false @ZERO4_20756 
0006: 44@ = 1 

:ZERO4_20756
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @ZERO4_20910 
0085: 142@ = 77@(43@,10i) // (int) 
0176: 46@ = object 77@(43@,10i) Z_angle 
0681: attach_object 142@ to_car 70@ with_offset 0.0 0.0 -1.2 rotation 0.0 90.0 0.0 
00D6: if 
03CA:   object 142@ exists 
004D: jump_if_false @ZERO4_20860 
097B: play_audio_at_object 142@ event 1009 

:ZERO4_20860
0382: set_object 94@ collision_detection 1 
050E: set_object 142@ no_collision_with_car 70@ 
0006: 43@ = 10 
0006: 122@ = 1 
0006: 547@ = 1 
0006: 546@ = 1 
0002: jump @ZERO4_21368 

:ZERO4_20910
000A: 43@ += 1 
0002: jump @ZERO4_20638 

:ZERO4_20924
0006: 43@ = 0 

:ZERO4_20931
00D6: if 
001B:   5 > 43@ 
004D: jump_if_false @ZERO4_21153 
00D6: if 
03CA:   object 87@(43@,5i) exists 
004D: jump_if_false @ZERO4_21139 
00D6: if 
04E6:   object 87@(43@,5i) near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 flag 0 
004D: jump_if_false @ZERO4_21139 
0085: 142@ = 87@(43@,5i) // (int) 
0681: attach_object 142@ to_car 70@ with_offset 0.0 0.0 -1.0 rotation 0.0 0.0 0.0 
00D6: if 
03CA:   object 142@ exists 
004D: jump_if_false @ZERO4_21089 
097B: play_audio_at_object 142@ event 1009 

:ZERO4_21089
0382: set_object 94@ collision_detection 1 
050E: set_object 142@ no_collision_with_car 70@ 
0006: 43@ = 6 
0006: 122@ = 1 
0006: 548@ = 1 
0006: 546@ = 1 
0002: jump @ZERO4_21368 

:ZERO4_21139
000A: 43@ += 1 
0002: jump @ZERO4_20931 

:ZERO4_21153
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @ZERO4_21368 
00D6: if 
04E6:   object 92@ near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 flag 0 
004D: jump_if_false @ZERO4_21368 
0085: 142@ = 92@ // (int) 
0681: attach_object 142@ to_car 70@ with_offset 0.0 0.0 -1.0 rotation 0.0 0.0 0.0 
00D6: if 
03CA:   object 142@ exists 
004D: jump_if_false @ZERO4_21332 
00D6: if 
09FC:   anything_entered_objects_position 142@ 
004D: jump_if_false @ZERO4_21324 
07D5: set_car 70@ velocity_in_direction_XYZ 0.0 0.0 0.1 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:ZERO4_21324
097B: play_audio_at_object 142@ event 1009 

:ZERO4_21332
0382: set_object 94@ collision_detection 1 
050E: set_object 142@ no_collision_with_car 70@ 
0006: 122@ = 1 
0006: 549@ = 1 
0002: jump @ZERO4_21368 

:ZERO4_21368
0002: jump @ZERO4_21382 

:ZERO4_21375
0006: 123@ = 0 

:ZERO4_21382
0002: jump @ZERO4_21413 

:ZERO4_21389
00D6: if 
80E1:   not player 0 pressed_key 17 
004D: jump_if_false @ZERO4_21413 
0006: 123@ = 0 

:ZERO4_21413
0002: jump @ZERO4_21716 

:ZERO4_21420
00D6: if 
0039:   123@ == 1 
004D: jump_if_false @ZERO4_21469 
00D6: if 
80E1:   not player 0 pressed_key 17 
004D: jump_if_false @ZERO4_21462 
0006: 123@ = 0 

:ZERO4_21462
0002: jump @ZERO4_21716 

:ZERO4_21469
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @ZERO4_21716 
00D6: if 
03CA:   object 142@ exists 
004D: jump_if_false @ZERO4_21643 
00D6: if 
89FC:   not anything_entered_objects_position 142@ 
004D: jump_if_false @ZERO4_21636 
0682: detach_object 142@ 0.0 0.0 0.0 collision_detection 0 
0382: set_object 94@ collision_detection 1 
0006: 122@ = 0 
0006: 103@ = 0 
00D6: if 
003B:   142@ == 92@ // (int) 
004D: jump_if_false @ZERO4_21601 
0006: 121@ = 1 
04D9: object 92@ set_scripted_collision_check 1 
0006: 102@ = 0 

:ZERO4_21601
0006: 142@ = 0 
0006: 123@ = 1 
0006: 549@ = 0 
0006: 548@ = 0 
0006: 547@ = 0 

:ZERO4_21636
0002: jump @ZERO4_21716 

:ZERO4_21643
00D6: if 
056E:   car 76@ defined 
004D: jump_if_false @ZERO4_21716 
0684: detach_car 76@ 0.0 0.0 0.0 collision_detection 0 
0382: set_object 94@ collision_detection 1 
0006: 122@ = 0 
0006: 103@ = 0 
0006: 76@ = 0 
0006: 123@ = 1 

:ZERO4_21716
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @ZERO4_21839 
00D6: if 
0039:   121@ == 1 
004D: jump_if_false @ZERO4_21832 
00D6: if or
04DA:   has_object 92@ collided 
0019:   102@ > 10000 
004D: jump_if_false @ZERO4_21832 
00D6: if 
0019:   102@ > 500 
004D: jump_if_false @ZERO4_21832 
01BB: store_object 92@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
020C: create_explosion_with_radius 11 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0108: destroy_object 92@ 
0006: 121@ = 0 

:ZERO4_21832
0002: jump @ZERO4_21879 

:ZERO4_21839
029B: 92@ = init_object #RCBOMB at -974.5125 1072.045 1344.298 
0177: set_object 92@ Z_angle_to 90.0 
0006: 121@ = 0 

:ZERO4_21879
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_22061 
0085: 43@ = 110@ // (int) 

:ZERO4_21903
00D6: if 
001B:   117 > 43@ 
004D: jump_if_false @ZERO4_22036 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_22015 
00D6: if 
01AD:   car 68@ sphere 0 near_point 191@(43@,117f) 308@(43@,117f) radius 1.0 1.0 
004D: jump_if_false @ZERO4_22001 
0085: 110@ = 43@ // (int) 
000A: 110@ += 1 
0002: jump @ZERO4_22008 

:ZERO4_22001
0006: 43@ = 117 

:ZERO4_22008
0002: jump @ZERO4_22022 

:ZERO4_22015
0006: 110@ = 0 

:ZERO4_22022
000A: 43@ += 1 
0002: jump @ZERO4_21903 

:ZERO4_22036
00D6: if 
0019:   110@ > 116 
004D: jump_if_false @ZERO4_22061 
0006: 110@ = 116 

:ZERO4_22061
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @ZERO4_23144 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @ZERO4_22423 
0006: 125@ = -1 
0006: 43@ = 3 

:ZERO4_22109
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @ZERO4_22176 
00D6: if 
83CA:   not object 77@(43@,10i) exists 
004D: jump_if_false @ZERO4_22162 
0085: 125@ = 43@ // (int) 
0006: 43@ = 10 

:ZERO4_22162
000A: 43@ += 1 
0002: jump @ZERO4_22109 

:ZERO4_22176
00D6: if 
0019:   125@ > -1 
004D: jump_if_false @ZERO4_22328 
0107: 77@(125@,10i) = create_object #BARREL2 at 0.0 0.0 0.0 
0681: attach_object 77@(125@,10i) to_car 71@ with_offset 0.0 0.0 -1.2 rotation 0.0 90.0 0.0 
00D6: if 
03CA:   object 77@(125@,10i) exists 
004D: jump_if_false @ZERO4_22295 
097B: play_audio_at_object 77@(125@,10i) event 1009 

:ZERO4_22295
0382: set_object 95@ collision_detection 0 
050E: set_object 77@(125@,10i) no_collision_with_car 71@ 
000A: 124@ += 1 
0002: jump @ZERO4_22423 

:ZERO4_22328
0006: 43@ = 3 

:ZERO4_22335
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @ZERO4_22423 
00D6: if 
03CA:   object 77@(43@,10i) exists 
004D: jump_if_false @ZERO4_22409 
00D6: if 
82CC:   not object 77@(43@,10i) bounding_sphere_visible 
004D: jump_if_false @ZERO4_22409 
0108: destroy_object 77@(43@,10i) 
0006: 43@ = 10 

:ZERO4_22409
000A: 43@ += 1 
0002: jump @ZERO4_22335 

:ZERO4_22423
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @ZERO4_22538 
0085: 126@ = 110@ // (int) 
000A: 126@ += 30 
00D6: if 
0019:   126@ > 114 
004D: jump_if_false @ZERO4_22481 
0006: 126@ = 114 

:ZERO4_22481
04DF: set_heli 71@ lean_and_thrust_limiter 0 
0853: unknown_heli 71@ flag 0 
04A2: set_heli 71@ fly_to 191@(126@,117f) 308@(126@,117f) 425@(126@,117f) altitude_between 5.0 and 352.0 
000A: 124@ += 1 

:ZERO4_22538
00D6: if 
0039:   124@ == 2 
004D: jump_if_false @ZERO4_22821 
00D6: if 
01AF:   car 71@ sphere 0 in_sphere 191@(126@,117f) 308@(126@,117f) 425@(126@,117f) radius 5.0 5.0 15.0 
004D: jump_if_false @ZERO4_22726 
00D6: if 
001D:   110@ > 126@ // (int) 
004D: jump_if_false @ZERO4_22712 
0085: 126@ = 110@ // (int) 
000A: 126@ += 10 
00D6: if 
0019:   126@ > 114 
004D: jump_if_false @ZERO4_22669 
0006: 126@ = 114 

:ZERO4_22669
04A2: set_heli 71@ fly_to 191@(126@,117f) 308@(126@,117f) 425@(126@,117f) altitude_between 5.0 and 352.0 
0002: jump @ZERO4_22719 

:ZERO4_22712
000A: 124@ += 1 

:ZERO4_22719
0002: jump @ZERO4_22821 

:ZERO4_22726
00D6: if 
001D:   110@ > 126@ // (int) 
004D: jump_if_false @ZERO4_22821 
0085: 126@ = 110@ // (int) 
000A: 126@ += 10 
00D6: if 
0019:   126@ > 114 
004D: jump_if_false @ZERO4_22785 
0006: 126@ = 114 

:ZERO4_22785
04A2: set_heli 71@ fly_to 191@(126@,117f) 308@(126@,117f) 425@(126@,117f) altitude_between 5.0 and 352.0 

:ZERO4_22821
00D6: if 
0039:   124@ == 3 
004D: jump_if_false @ZERO4_22882 
04A2: set_heli 71@ fly_to 191@(126@,117f) 308@(126@,117f) 425@(126@,117f) altitude_between 1.0 and 343.0 
000A: 124@ += 1 

:ZERO4_22882
00D6: if 
0039:   124@ == 4 
004D: jump_if_false @ZERO4_22961 
00D6: if 
01AF:   car 71@ sphere 0 in_sphere 191@(126@,117f) 308@(126@,117f) 425@(126@,117f) radius 1.5 1.5 5.0 
004D: jump_if_false @ZERO4_22961 
000A: 124@ += 1 

:ZERO4_22961
00D6: if 
0039:   124@ == 5 
004D: jump_if_false @ZERO4_23019 
0682: detach_object 77@(125@,10i) 0.0 0.0 0.0 collision_detection 0 
0382: set_object 95@ collision_detection 1 
000A: 124@ += 1 

:ZERO4_23019
00D6: if 
0039:   124@ == 6 
004D: jump_if_false @ZERO4_23074 
04A2: set_heli 71@ fly_to -1131.694 1041.791 1345.141 altitude_between 5.0 and 350.0 
000A: 124@ += 1 

:ZERO4_23074
00D6: if 
0039:   124@ == 7 
004D: jump_if_false @ZERO4_23137 
00D6: if 
01AD:   car 71@ sphere 0 near_point -1131.694 1041.791 radius 4.0 4.0 
004D: jump_if_false @ZERO4_23137 
0006: 124@ = 0 

:ZERO4_23137
0002: jump @ZERO4_23179 

:ZERO4_23144
00D6: if 
8039:   not  124@ == 99 
004D: jump_if_false @ZERO4_23179 
01C3: remove_references_to_car 71@ 
0164: disable_marker 98@ 
0006: 124@ = 99 

:ZERO4_23179
0006: 43@ = 0 

:ZERO4_23186
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @ZERO4_23498 
00D6: if 
8119:   not car 72@(43@,3i) wrecked 
004D: jump_if_false @ZERO4_23484 
0006: 44@ = 0 

:ZERO4_23231
00D6: if 
001B:   10 > 44@ 
004D: jump_if_false @ZERO4_23484 
00D6: if 
03CA:   object 77@(44@,10i) exists 
004D: jump_if_false @ZERO4_23470 
00D6: if 
0897:   car 72@(43@,3i) collided_with_object 77@(44@,10i) 
004D: jump_if_false @ZERO4_23470 
05A8: get_object 77@(44@,10i) speed_to 46@ 
00D6: if 
0021:   46@ > 5.0 
004D: jump_if_false @ZERO4_23386 
0227: 45@ = car 72@(43@,3i) health 
000A: 45@ += -200 
00D6: if 
002B:   0 >= 45@ 
004D: jump_if_false @ZERO4_23374 
0006: 45@ = 1 

:ZERO4_23374
0224: set_car 72@(43@,3i) health_to 45@ 

:ZERO4_23386
00D6: if 
0039:   122@ == 1 
004D: jump_if_false @ZERO4_23470 
00D6: if 
003B:   142@ == 77@(44@,10i) // (int) 
004D: jump_if_false @ZERO4_23470 
0682: detach_object 142@ 0.0 0.0 0.0 collision_detection 0 
0382: set_object 94@ collision_detection 1 
0006: 122@ = 0 
0006: 103@ = 0 

:ZERO4_23470
000A: 44@ += 1 
0002: jump @ZERO4_23231 

:ZERO4_23484
000A: 43@ += 1 
0002: jump @ZERO4_23186 

:ZERO4_23498
0006: 44@ = 0 

:ZERO4_23505
00D6: if 
001B:   3 > 44@ 
004D: jump_if_false @ZERO4_23552 
0085: 551@ = 44@ // (int) 
0050: gosub @ZERO4_24681 
000A: 44@ += 1 
0002: jump @ZERO4_23505 

:ZERO4_23552
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_23630 
00D6: if 
01AF:   car 68@ sphere 0 in_sphere -1131.6 1057.7 1345.7 radius 2.5 2.5 2.0 
004D: jump_if_false @ZERO4_23630 
0050: gosub @ZERO4_24198 
0006: 36@ = 1 

:ZERO4_23630
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @ZERO4_23659 
0050: gosub @ZERO4_23930 
0006: 37@ = 1 

:ZERO4_23659
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @ZERO4_23707 
0050: gosub @ZERO4_23930 
00BC: show_text_highpriority GXT 'Z4_M15' time 5000 flag 1  // ~r~All your Bandits have been destroyed.
0006: 37@ = 1 

:ZERO4_23707
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @ZERO4_23755 
0050: gosub @ZERO4_23930 
00BC: show_text_highpriority GXT 'Z4_M13' time 5000 flag 1  // ~r~All your Goblins are destroyed.
0006: 37@ = 1 

:ZERO4_23755
00D6: if 
002A:   0 >= $ZERO4_TIME 
004D: jump_if_false @ZERO4_23803 
0050: gosub @ZERO4_23930 
00BC: show_text_highpriority GXT 'Z4_M12' time 5000 flag 1  // ~r~You ran out of time.
0006: 37@ = 1 

:ZERO4_23803
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @ZERO4_23828 
0050: gosub @ZERO4_26379 

:ZERO4_23828
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @ZERO4_23928 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @ZERO4_23912 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @ZERO4_23896 
0002: jump @ZERO4_133 
0002: jump @ZERO4_23905 

:ZERO4_23896
0050: gosub @ZERO4_26460 
0051: return 

:ZERO4_23905
0002: jump @ZERO4_23921 

:ZERO4_23912
0050: gosub @ZERO4_26437 
0051: return 

:ZERO4_23921
0002: jump @ZERO4_23930 

:ZERO4_23928
0051: return 

:ZERO4_23930
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
03E6: remove_text_box 
014F: stop_timer $ZERO4_TIME 
0151: remove_status_text $ZERO4_CAR_HEALTH 
0001: wait 100 ms 
0209: 62@ = random_int_in_ranges 0 3 
0871: init_jump_table 62@ total_jumps 3 default_jump 0 @ZERO4_24129 jumps 0 @ZERO4_24036 1 @ZERO4_24067 2 @ZERO4_24098 -1 @ZERO4_24129 -1 @ZERO4_24129 -1 @ZERO4_24129 -1 @ZERO4_24129 

:ZERO4_24036
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_NA' // s$  // ~z~Failure... I only hope you are happy, Carl...I for one, am not.
04AE: $ACTOR_SPEECH_WAV_FILE = 45246 // = constant 
0002: jump @ZERO4_24129 

:ZERO4_24067
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_NB' // s$  // ~z~Berkley, this is not the end of this, DO YOU HEAR ME?
04AE: $ACTOR_SPEECH_WAV_FILE = 45247 // = constant 
0002: jump @ZERO4_24129 

:ZERO4_24098
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_NC' // s$  // ~z~It's always one lazy soldier who lets the whole side down...isn't it, Carl?
04AE: $ACTOR_SPEECH_WAV_FILE = 45248 // = constant 
0002: jump @ZERO4_24129 

:ZERO4_24129
004F: create_thread @AUDIOL -1 0 1 1 0  
0001: wait 100 ms 

:ZERO4_24151
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 1 
004D: jump_if_false @ZERO4_24180 
0001: wait 0 ms 
0002: jump @ZERO4_24151 

:ZERO4_24180
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
0051: return 

:ZERO4_24198
014F: stop_timer $ZERO4_TIME 
0151: remove_status_text $ZERO4_CAR_HEALTH 
0006: 62@ = 0 

:ZERO4_24215
00D6: if 
0039:   550@ == 0 
004D: jump_if_false @ZERO4_24679 
0001: wait 0 ms 
00D6: if and
0019:   33@ > 1000 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @ZERO4_24672 
0871: init_jump_table 62@ total_jumps 8 default_jump 0 @ZERO4_24622 jumps 0 @ZERO4_24391 1 @ZERO4_24422 2 @ZERO4_24453 3 @ZERO4_24484 4 @ZERO4_24515 5 @ZERO4_24546 6 @ZERO4_24577 
0872: jump_table_jumps 7 @ZERO4_24608 -1 @ZERO4_24622 -1 @ZERO4_24622 -1 @ZERO4_24622 -1 @ZERO4_24622 -1 @ZERO4_24622 -1 @ZERO4_24622 -1 @ZERO4_24622 -1 @ZERO4_24622 

:ZERO4_24391
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OA' // s$  // ~z~Ha ha! HA!
04AE: $ACTOR_SPEECH_WAV_FILE = 45249 // = constant 
0002: jump @ZERO4_24622 

:ZERO4_24422
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OB' // s$  // ~z~Berkley, you sir, are a loser.
04AE: $ACTOR_SPEECH_WAV_FILE = 45250 // = constant 
0002: jump @ZERO4_24622 

:ZERO4_24453
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OC' // s$  // ~z~Leave the field of battle in shame,
04AE: $ACTOR_SPEECH_WAV_FILE = 45251 // = constant 
0002: jump @ZERO4_24622 

:ZERO4_24484
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OD' // s$  // ~z~pack up your crummy mail order model business
04AE: $ACTOR_SPEECH_WAV_FILE = 45252 // = constant 
0002: jump @ZERO4_24622 

:ZERO4_24515
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OE' // s$  // ~z~and GET OUT OF MY TOWN!
04AE: $ACTOR_SPEECH_WAV_FILE = 45253 // = constant 
0002: jump @ZERO4_24622 

:ZERO4_24546
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OF' // s$  // ~z~Carl, you were all a duelist like me could want in a second.
04AE: $ACTOR_SPEECH_WAV_FILE = 45254 // = constant 
0002: jump @ZERO4_24622 

:ZERO4_24577
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OG' // s$  // ~z~Sir, I salute you!
04AE: $ACTOR_SPEECH_WAV_FILE = 45255 // = constant 
0002: jump @ZERO4_24622 

:ZERO4_24608
0006: 550@ = 1 
0002: jump @ZERO4_24622 

:ZERO4_24622
00D6: if 
0039:   550@ == 0 
004D: jump_if_false @ZERO4_24672 
004F: create_thread @AUDIOL -1 0 1 1 0  
0006: 33@ = 0 
000A: 62@ += 1 

:ZERO4_24672
0002: jump @ZERO4_24215 

:ZERO4_24679
0051: return 

:ZERO4_24681
00D6: if 
8119:   not car 72@(551@,3i) wrecked 
004D: jump_if_false @ZERO4_26328 
00D6: if 
0039:   139@(551@,3i) == 0 
004D: jump_if_false @ZERO4_25442 
00D6: if 
003B:   39@ == 551@ // (int) 
004D: jump_if_false @ZERO4_25435 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_24830 
00AA: store_car 68@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
01AF:   car 72@(551@,3i) sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 10.0 10.0 3.0 
004D: jump_if_false @ZERO4_24830 
0085: 139@(551@,3i) = 68@ // (int) 

:ZERO4_24830
00D6: if 
8039:   not  128@(551@,3i) == 99 
004D: jump_if_false @ZERO4_25435 
00D6: if 
0039:   139@(551@,3i) == 0 
004D: jump_if_false @ZERO4_25435 
00D6: if 
0039:   128@(551@,3i) == 0 
004D: jump_if_false @ZERO4_25063 
0085: 43@ = 131@(551@,3i) // (int) 
00D6: if 
0039:   551@ == 0 
004D: jump_if_false @ZERO4_24956 
02C2: car 72@(551@,3i) drive_to 173@(43@,2f) 175@(43@,2f) 177@(43@,2f) 

:ZERO4_24956
00D6: if 
0039:   551@ == 1 
004D: jump_if_false @ZERO4_25004 
02C2: car 72@(551@,3i) drive_to 179@(43@,2f) 181@(43@,2f) 183@(43@,2f) 

:ZERO4_25004
00D6: if 
0039:   551@ == 2 
004D: jump_if_false @ZERO4_25052 
02C2: car 72@(551@,3i) drive_to 185@(43@,2f) 187@(43@,2f) 189@(43@,2f) 

:ZERO4_25052
000A: 128@(551@,3i) += 1 

:ZERO4_25063
00D6: if 
0039:   128@(551@,3i) == 1 
004D: jump_if_false @ZERO4_25435 
0085: 43@ = 131@(551@,3i) // (int) 
00D6: if 
0039:   551@ == 0 
004D: jump_if_false @ZERO4_25195 
00D6: if 
01AF:   car 72@(551@,3i) sphere 0 in_sphere 173@(43@,2f) 175@(43@,2f) 177@(43@,2f) radius 2.0 2.0 1.0 
004D: jump_if_false @ZERO4_25195 
000A: 131@(551@,3i) += 1 
0006: 128@(551@,3i) = 0 

:ZERO4_25195
00D6: if 
0039:   551@ == 1 
004D: jump_if_false @ZERO4_25293 
00D6: if 
01AF:   car 72@(551@,3i) sphere 0 in_sphere 179@(43@,2f) 181@(43@,2f) 183@(43@,2f) radius 2.0 2.0 1.0 
004D: jump_if_false @ZERO4_25293 
000A: 131@(551@,3i) += 1 
0006: 128@(551@,3i) = 0 

:ZERO4_25293
00D6: if 
0039:   551@ == 2 
004D: jump_if_false @ZERO4_25391 
00D6: if 
01AF:   car 72@(551@,3i) sphere 0 in_sphere 185@(43@,2f) 187@(43@,2f) 189@(43@,2f) radius 2.0 2.0 1.0 
004D: jump_if_false @ZERO4_25391 
000A: 131@(551@,3i) += 1 
0006: 128@(551@,3i) = 0 

:ZERO4_25391
00D6: if 
0019:   131@(551@,3i) > 1 
004D: jump_if_false @ZERO4_25435 
0006: 128@(551@,3i) = 99 
0006: 131@(551@,3i) = 0 

:ZERO4_25435
0002: jump @ZERO4_26321 

:ZERO4_25442
00D6: if 
8119:   not car 139@(551@,3i) wrecked 
004D: jump_if_false @ZERO4_26310 
00AA: store_car 139@(551@,3i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
01AF:   car 72@(551@,3i) sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 10.0 10.0 3.0 
004D: jump_if_false @ZERO4_26292 
0174: 46@ = car 72@(551@,3i) Z_angle 
00AA: store_car 72@(551@,3i) position_to 56@ 57@ 58@ 
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 57@ // (float) 
0604: get_Z_angle_for_point 50@ 51@ store_to 47@ 
0087: 48@ = 47@ // (float) 
0063: 48@ -= 46@ // (float) 
00D6: if 
0021:   48@ > 180.0 
004D: jump_if_false @ZERO4_25646 
000B: 48@ += -360.0 

:ZERO4_25646
00D6: if 
0023:   -180.0 > 48@ 
004D: jump_if_false @ZERO4_25677 
000B: 48@ += 360.0 

:ZERO4_25677
0013: 48@ *= 0.1 
005B: 46@ += 48@ // (float) 
0175: set_car 72@(551@,3i) Z_angle_to 46@ 
00D6: if 
0019:   104@(551@,3i) > 500 
004D: jump_if_false @ZERO4_26285 
00AA: store_car 139@(551@,3i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00AA: store_car 72@(551@,3i) position_to 56@ 57@ 58@ 
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 57@ // (float) 
0089: 52@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 52@ -= 58@ // (float) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 72@(551@,3i) with_offset 0.0 1.0 0.0 
0089: 53@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 53@ -= 56@ // (float) 
0089: 54@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 54@ -= 57@ // (float) 
0089: 55@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 55@ -= 58@ // (float) 
05A4: get_angle_between_vectors_origin_to 50@ 51@ and_origin_to 53@ 54@ store_to 46@ 
00D6: if 
0023:   5.0 > 46@ 
004D: jump_if_false @ZERO4_26285 
05A4: get_angle_between_vectors_origin_to 1.0 52@ and_origin_to 1.0 0.0 store_to 46@ 
00D6: if 
0023:   45.0 > 46@ 
004D: jump_if_false @ZERO4_26285 
0407: store_coords_to 552@ 553@ 554@ from_car 72@(551@,3i) with_offset 0.0 1.5 0.35 
00AA: store_car 139@(551@,3i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 552@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 553@ // (float) 
0089: 52@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 52@ -= 554@ // (float) 
050A: 46@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 552@ 553@ 554@ 
0073: 50@ /= 46@ // (float) 
0073: 51@ /= 46@ // (float) 
0073: 52@ /= 46@ // (float) 
0013: 50@ *= 10.0 
0013: 51@ *= 10.0 
0013: 52@ *= 10.0 
0087: 555@ = 552@ // (float) 
005B: 555@ += 50@ // (float) 
0087: 556@ = 553@ // (float) 
005B: 556@ += 51@ // (float) 
0087: 557@ = 554@ // (float) 
005B: 557@ += 52@ // (float) 
00D6: if 
003B:   139@(551@,3i) == 68@ // (int) 
004D: jump_if_false @ZERO4_26240 
00BC: show_text_highpriority GXT 'Z4_M19' time 5000 flag 1  // ~s~Your ~b~Bandit~s~ is taking damage from a ~r~tank~s~! Use the bombs at your base to attack!

:ZERO4_26240
09F7: play_audio_at_car 72@(551@,3i) event 1157 
06BC: create_M4_shoot_from 552@ 553@ 554@ target 555@ 556@ 557@ energy 50 
0006: 104@(551@,3i) = 0 

:ZERO4_26285
0002: jump @ZERO4_26303 

:ZERO4_26292
0006: 139@(551@,3i) = 0 

:ZERO4_26303
0002: jump @ZERO4_26321 

:ZERO4_26310
0006: 139@(551@,3i) = 0 

:ZERO4_26321
0002: jump @ZERO4_26377 

:ZERO4_26328
00D6: if 
075C:   marker 99@(551@,3i) enabled 
004D: jump_if_false @ZERO4_26368 
0164: disable_marker 99@(551@,3i) 
0006: 104@(551@,3i) = 0 

:ZERO4_26368
01C3: remove_references_to_car 72@(551@,3i) 

:ZERO4_26377
0051: return 

:ZERO4_26379
000A: 34@ += 1 
0006: 35@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:ZERO4_26437
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0001: wait 5000 ms 
0051: return 

:ZERO4_26460
0051: return 

:ZERO4_26462
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:ZERO4_26476
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO4_26500 
0001: wait 0 ms 
0002: jump @ZERO4_26476 

:ZERO4_26500
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
03CB: set_rendering_origin_at -2246.983 136.9301 34.3125 
04E4: refresh_game_renderer_at -2246.983 136.9301 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04BB: select_interior 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2244.669 132.1672 34.3203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 92.111 

:ZERO4_26598
00D6: if 
04F0:   is_actor_waiting_for_world_collision $PLAYER_ACTOR 
004D: jump_if_false @ZERO4_26625 
0001: wait 0 ms 
0002: jump @ZERO4_26598 

:ZERO4_26625
00A1: put_actor $PLAYER_ACTOR at -2244.669 132.1672 34.3203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 92.111 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03CB: set_rendering_origin_at -2244.669 132.1672 34.3203 
057E: set_radar_grey 0 
09AC: disable_map_icons 0 
00A6: destroy_car 68@ 
00A6: destroy_car 69@ 
00A6: destroy_car 70@ 
00A6: destroy_car 71@ 
00A6: destroy_car 72@ 
00A6: destroy_car 73@ 
00A6: destroy_car 74@ 
0006: 43@ = 0 

:ZERO4_26726
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @ZERO4_26767 
0108: destroy_object 77@(43@,10i) 
000A: 43@ += 1 
0002: jump @ZERO4_26726 

:ZERO4_26767
0006: 43@ = 0 

:ZERO4_26774
00D6: if 
001B:   5 > 43@ 
004D: jump_if_false @ZERO4_26815 
0108: destroy_object 87@(43@,5i) 
000A: 43@ += 1 
0002: jump @ZERO4_26774 

:ZERO4_26815
0108: destroy_object 92@ 
0826: enable_hud 1 
014F: stop_timer $ZERO4_TIME 
0151: remove_status_text $ZERO4_CAR_HEALTH 
0249: release_model #RCBANDIT 
0249: release_model #RCTIGER 
0249: release_model #RCGOBLIN 
0249: release_model #BMX 
0164: disable_marker 97@ 
0164: disable_marker 98@ 
0164: disable_marker 99@ 
0164: disable_marker 100@ 
0164: disable_marker 101@ 
03DE: set_pedestrians_density_multiplier_to 4.0 
01EB: set_traffic_density_multiplier_to 4.0 
03C7: set_sensitivity_to_crime 1.0 
075B: zoom_radar 0 
0254: restore_current_time 
01B7: release_weather 
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @ZERO4_27224 
04A6: $1908 = create_asset_money_pickup_at -2243.007 136.9601 34.8203 money $1907 $1907 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 1 
016A: fade 0 time 500 

:ZERO4_26970
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO4_26994 
0001: wait 0 ms 
0002: jump @ZERO4_26970 

:ZERO4_26994
03CB: set_rendering_origin_at -2254.872 133.2548 38.7597 
015F: set_camera_position -2254.872 133.2548 38.7597 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2253.899 133.2602 38.527 switchstyle 2 
016A: fade 1 time 500 

:ZERO4_27069
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO4_27093 
0001: wait 0 ms 
0002: jump @ZERO4_27069 

:ZERO4_27093
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
0001: wait 5000 ms 
015F: set_camera_position -2246.787 136.6037 36.2636 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2245.825 136.601 35.9893 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1907 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
0001: wait 6000 ms 
016A: fade 0 time 500 

:ZERO4_27200
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO4_27224 
0001: wait 0 ms 
0002: jump @ZERO4_27200 

:ZERO4_27224
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
04DB: exit_RC_mode // on foot version 
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @ZERO4_27317 
01E3: show_text_1number_styled GXT 'M_PASS' number 7000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0318: set_latest_mission_passed 'ZERO_4'  // New Model Army
030C: progress_made = 1 
0109: player $PLAYER_CHAR money = 790000 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker $527 
0008: $ZERO_TOTAL_PASSED_MISSIONS += 1 

:ZERO4_27317
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01B4: set_player $PLAYER_CHAR can_move 1 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 75---------------
// Originally: Monster

:TORENO1
03A4: name_thread 'TORENO1' 
0050: gosub @TORENO1_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @TORENO1_38 
0050: gosub @TORENO1_14439 

:TORENO1_38
0050: gosub @TORENO1_14529 
004E: end_thread 

:TORENO1_47
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
0169: set_fade_color_RGB 0 0 0 
01B5: force_weather 14 
054C: use_GXT_table 'TORENO1' 
02E4: load_cutscene_data 'DESERT1' 

:TORENO1_90
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @TORENO1_114 
0001: wait 0 ms 
0002: jump @TORENO1_90 

:TORENO1_114
0395: clear_area 1 at -694.4335 964.9288 11.2431 radius 100.0 
02E7: start_cutscene 
016A: fade 1 time 1000 

:TORENO1_147
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @TORENO1_171 
0001: wait 0 ms 
0002: jump @TORENO1_147 

:TORENO1_171
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:TORENO1_184
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO1_208 
0001: wait 0 ms 
0002: jump @TORENO1_184 

:TORENO1_208
02EA: end_cutscene 
01B7: release_weather 
0001: wait 0 ms 
0006: 34@ = 0 
0006: 41@ = 0 
0006: 42@ = 0 
0006: 43@ = 0 
0006: 44@ = 0 
0006: 45@ = 0 
0006: 46@ = 0 
0006: 48@ = 0 
0006: 49@ = 0 
0006: 50@ = 0 
0006: 51@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
0006: 86@ = 0 
0006: 34@ = 0 
0006: 40@ = 0 
0006: 88@ = 0 
0006: 195@ = 33 
0006: 36@ = 35 
0006: 37@ = 0 
0007: 52@ = 582.7242 
0007: 59@ = 356.2812 
0007: 66@ = 60.2072 
0007: 73@ = 52.2072 
0007: 53@ = 581.7789 
0007: 60@ = 329.3647 
0007: 67@ = 0.5427 
0007: 74@ = 2.0841 
0007: 54@ = 569.0 
0007: 61@ = 323.5937 
0007: 68@ = 0.7585 
0007: 75@ = 3.8106 
0007: 55@ = 577.7526 
0007: 62@ = 335.6341 
0007: 69@ = 0.4929 
0007: 76@ = 1.8511 
0007: 56@ = 583.3384 
0007: 63@ = 355.0323 
0007: 70@ = 0.4993 
0007: 77@ = 2.637 
0007: 57@ = 582.7242 
0007: 64@ = 356.2812 
0007: 71@ = 64.2072 
0007: 78@ = 56.2072 
0007: 58@ = 582.7242 
0007: 65@ = 356.2812 
0007: 72@ = 66.2072 
0007: 79@ = 58.2072 
0007: 90@ = -824.7935 
0007: 125@ = 1078.275 
0007: 160@ = 34.9479 
0007: 91@ = -955.9566 
0007: 126@ = 1359.621 
0007: 161@ = 33.8826 
0007: 92@ = -1030.999 
0007: 127@ = 1446.298 
0007: 162@ = 38.34 
0007: 93@ = -1132.675 
0007: 128@ = 1759.152 
0007: 163@ = 35.3673 
0007: 94@ = -1088.92 
0007: 129@ = 1981.801 
0007: 164@ = 125.1471 
0007: 95@ = -990.0067 
0007: 130@ = 2014.025 
0007: 165@ = 113.5758 
0007: 96@ = -1028.137 
0007: 131@ = 2116.468 
0007: 166@ = 88.2456 
0007: 97@ = -1102.431 
0007: 132@ = 2369.945 
0007: 167@ = 84.0834 
0007: 98@ = -1130.04 
0007: 133@ = 2323.309 
0007: 168@ = 87.9125 
0007: 99@ = -1150.184 
0007: 134@ = 2261.943 
0007: 169@ = 96.1878 
0007: 100@ = -1293.377 
0007: 135@ = 2221.605 
0007: 170@ = 98.322 
0007: 101@ = -1349.91 
0007: 136@ = 2342.396 
0007: 171@ = 94.5565 
0007: 102@ = -1285.214 
0007: 137@ = 2441.422 
0007: 172@ = 88.557 
0007: 103@ = -1248.606 
0007: 138@ = 2596.99 
0007: 173@ = 89.817 
0007: 104@ = -1174.87 
0007: 139@ = 2304.589 
0007: 174@ = 113.1954 
0007: 105@ = -1094.353 
0007: 140@ = 2304.949 
0007: 175@ = 85.4543 
0007: 106@ = -1108.603 
0007: 141@ = 2491.693 
0007: 176@ = 79.8438 
0007: 107@ = -1224.763 
0007: 142@ = 2680.323 
0007: 177@ = 46.8193 
0007: 108@ = -1333.673 
0007: 143@ = 2660.205 
0007: 178@ = 49.0624 
0007: 109@ = -1622.432 
0007: 144@ = 2670.262 
0007: 179@ = 53.5027 
0007: 110@ = -1646.642 
0007: 145@ = 2478.291 
0007: 180@ = 85.833 
0007: 111@ = -1742.658 
0007: 146@ = 2458.663 
0007: 181@ = 71.4663 
0007: 112@ = -1687.3 
0007: 147@ = 2394.693 
0007: 182@ = 58.0739 
0007: 113@ = -1752.384 
0007: 148@ = 2299.294 
0007: 183@ = 37.9221 
0007: 114@ = -1687.584 
0007: 149@ = 2336.405 
0007: 184@ = 32.4859 
0007: 115@ = -1575.405 
0007: 150@ = 2275.412 
0007: 185@ = 55.2948 
0007: 116@ = -1508.816 
0007: 151@ = 1929.009 
0007: 186@ = 46.1035 
0007: 117@ = -1330.147 
0007: 152@ = 1888.01 
0007: 187@ = 46.2572 
0007: 118@ = -1147.85 
0007: 153@ = 1721.926 
0007: 188@ = 43.41 
0007: 119@ = -1036.475 
0007: 154@ = 1564.297 
0007: 189@ = 32.8195 
0007: 120@ = -995.6179 
0007: 155@ = 1395.26 
0007: 190@ = 40.9086 
0007: 121@ = -810.2653 
0007: 156@ = 1149.114 
0007: 191@ = 33.024 
0007: 122@ = -702.602 
0007: 157@ = 1118.19 
0007: 192@ = 35.5621 
0007: 123@ = -700.9643 
0007: 158@ = 955.246 
0007: 193@ = 12.7168 
0006: 34@ = 0 

:TORENO1_1670
00D6: if 
001B:   34 > 34@ 
004D: jump_if_false @TORENO1_1716 
000F: 160@(34@,35f) -= 1.0 
000A: 34@ += 1 
0002: jump @TORENO1_1670 

:TORENO1_1716
0006: 34@ = 0 
0006: 224@ = 0 
0006: 225@ = 1 
0006: 226@ = 2 
0006: 227@ = 0 
0006: 228@ = 0 
0006: 229@ = 0 
0006: 230@ = 0 
0006: 231@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
05A9: s$7444[1] = 'DES1_BA' // s$  // ~z~Here's the deal, this is all about speed and commitment.
05A9: s$7444[2] = 'DES1_BB' // s$  // ~z~You got a GPS in the cab. Get to each set of map coordinates as quick as you can.
05A9: s$7444[3] = 'DES1_BC' // s$  // ~z~Make it to all the coordinates then get the truck back here.
05A9: s$7444[4] = 'DES1_BD' // s$  // ~z~Lose the truck and you fail.
05A9: s$7444[5] = 'DES1_BE' // s$  // ~z~First, what's a GPS? Second, fail what?
05A9: s$7444[6] = 'DES1_BF' // s$  // ~z~Sorry, need-to-know basis only!
05A9: s$7444[7] = 'DES1_BG' // s$  // ~z~Oh, one more thing, this baby's got four-wheel steering instead of a handbrake.
05A9: s$7444[8] = 'DES1_BH' // s$  // ~z~Good luck!
05A9: s$7444[9] = 'DES1_CA' // s$  // ~z~OK, the boss was right about you!
05A9: s$7444[10] = 'DES1_CB' // s$  // ~z~Not bad at all, I'm semi-hard.
05A9: s$7444[11] = 'DES1_CC' // s$  // ~z~Boy, by the skin of your teeth.
05A9: s$7444[12] = 'DES1_CD' // s$  // ~z~The boss will be in touch.
05A9: s$7444[13] = 'DES1_CE' // s$  // ~z~Sorry pal, you're not what the boss is looking for.
05A9: s$7444[14] = 'DES1_CF' // s$  // ~z~Luck.
05A9: s$7444[15] = 'DES1_CG' // s$  // ~z~Pretty good for a ghetto boy...
05A9: s$7444[16] = 'DES1_BJ' // s$  // ~z~And third, who the fuck are you?
04AF: 208@ = 12817 // = constant 
04AF: 209@ = 12818 // = constant 
04AF: 210@ = 12819 // = constant 
04AF: 211@ = 12820 // = constant 
04AF: 212@ = 12821 // = constant 
04AF: 213@ = 12822 // = constant 
04AF: 214@ = 12823 // = constant 
04AF: 215@ = 12824 // = constant 
04AF: 216@ = 12826 // = constant 
04AF: 217@ = 12827 // = constant 
04AF: 218@ = 12828 // = constant 
04AF: 219@ = 12829 // = constant 
04AF: 220@ = 12830 // = constant 
04AF: 221@ = 12831 // = constant 
04AF: 222@ = 12832 // = constant 
04AF: 223@ = 12825 // = constant 
05A9: s$7434 = 'DES1_45' // s$  // BEDDOES
05A9: s$7436 = 'DES1_46' // s$  // MCMAHON
05A9: s$7438 = 'DES1_47' // s$  // BOLT
05A9: s$7440 = 'DES1_48' // s$  // TAYLOR
05A9: s$7442 = 'DES1_49' // s$  // WONG
0006: 200@ = 260 
0006: 201@ = 300 
0006: 202@ = 330 
0006: 203@ = 360 
0006: 204@ = 390 
0006: 205@ = 0 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
016A: fade 0 time 1500 

:TORENO1_2281
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO1_2305 
0001: wait 0 ms 
0002: jump @TORENO1_2281 

:TORENO1_2305
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0247: load_model #MONSTER 
0247: load_model #WBDYG2 
04ED: load_animation "GANGS" 

:TORENO1_2334
00D6: if or
8248:   not model #MONSTER available 
8248:   not model #WBDYG2 available 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @TORENO1_2374 
0001: wait 0 ms 
0002: jump @TORENO1_2334 

:TORENO1_2374
0395: clear_area 1 at -694.4335 964.9288 11.2431 radius 50.0 
00A5: 80@ = create_car #MONSTER at -694.4335 964.9288 11.2431 
0175: set_car 80@ Z_angle_to 85.85 
0519: set_car 80@ locked 1 
009A: 81@ = create_actor_pedtype 24 model #WBDYG2 at -698.2989 963.026 11.3035 
0173: set_actor 81@ Z_angle_to 211.0638 
0227: 39@ = car 80@ health 
00A1: put_actor $PLAYER_ACTOR at -697.7833 961.7714 11.2955 
0173: set_actor $PLAYER_ACTOR Z_angle_to 15.8778 
015F: set_camera_position -699.15 961.41 12.76 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -685.7 971.97 13.1 switchstyle 2 
09B9: show_entered_car_name 1 
09BA: show_entered_zone_name 1 
016A: fade 1 time 1500 

:TORENO1_2576
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO1_2600 
0001: wait 0 ms 
0002: jump @TORENO1_2576 

:TORENO1_2600
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_2632 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 81@ 20000 ms 
0687: clear_actor 81@ task 

:TORENO1_2632
0006: 224@ = 0 
0006: 225@ = 1 
0006: 226@ = 2 
0006: 227@ = 0 
0006: 233@ = 0 
0006: 228@ = 0 
0707: start_scene_skip_to @TORENO1_4801 

:TORENO1_2681
0001: wait 0 ms 
00D6: if 
0039:   228@ == 0 
004D: jump_if_false @TORENO1_4801 
00D6: if 
8039:   not  224@ == 0 
004D: jump_if_false @TORENO1_3068 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_2767 
00D6: if 
03D0:   wav 226@ loaded 
004D: jump_if_false @TORENO1_2760 
040D: unload_wav 226@ 

:TORENO1_2760
0006: 227@ = 1 

:TORENO1_2767
00D6: if 
0039:   227@ == 1 
004D: jump_if_false @TORENO1_2804 
03CF: load_wav 207@(224@,17i) as 225@ 
0006: 227@ = 2 

:TORENO1_2804
00D6: if 
0039:   227@ == 2 
004D: jump_if_false @TORENO1_2864 
00D6: if 
03D0:   wav 225@ loaded 
004D: jump_if_false @TORENO1_2864 
03D1: play_wav 225@ 
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
0006: 227@ = 3 

:TORENO1_2864
00D6: if 
0039:   227@ == 3 
004D: jump_if_false @TORENO1_3068 
00D6: if 
03D2:   wav 225@ ended 
004D: jump_if_false @TORENO1_3007 
03D5: remove_text $7444(224@,17s) 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_2928 
0968: actor 81@ stop_mouth 

:TORENO1_2928
0968: actor $PLAYER_ACTOR stop_mouth 
00D6: if 
0039:   225@ == 1 
004D: jump_if_false @TORENO1_2972 
0006: 225@ = 2 
0006: 226@ = 1 
0002: jump @TORENO1_2986 

:TORENO1_2972
0006: 225@ = 1 
0006: 226@ = 2 

:TORENO1_2986
0006: 224@ = 0 
0006: 227@ = 0 
0002: jump @TORENO1_3068 

:TORENO1_3007
00D6: if 
83D0:   not wav 226@ loaded 
004D: jump_if_false @TORENO1_3068 
00D6: if 
001B:   8 > 224@ 
004D: jump_if_false @TORENO1_3068 
0085: 233@ = 224@ // (int) 
000A: 233@ += 1 
03CF: load_wav 207@(233@,17i) as 226@ 

:TORENO1_3068
0871: init_jump_table 229@ total_jumps 9 default_jump 1 @TORENO1_4701 jumps 0 @TORENO1_3196 1 @TORENO1_3312 2 @TORENO1_3468 3 @TORENO1_3624 4 @TORENO1_3780 5 @TORENO1_4010 6 @TORENO1_4150 
0872: jump_table_jumps 7 @TORENO1_4311 8 @TORENO1_4531 -1 @TORENO1_4794 -1 @TORENO1_4794 -1 @TORENO1_4794 -1 @TORENO1_4794 -1 @TORENO1_4794 -1 @TORENO1_4794 -1 @TORENO1_4794 

:TORENO1_3196
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_3305 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_3286 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 ms 
0605: actor 81@ perform_animation "PRTIAL_GNGTLKA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:TORENO1_3286
0006: 224@ = 1 
0006: 229@ = 1 
01BD: 232@ = current_time_in_ms 

:TORENO1_3305
0002: jump @TORENO1_4794 

:TORENO1_3312
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
00D6: if 
0019:   230@ > 1000 
004D: jump_if_false @TORENO1_3461 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_3461 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_3442 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 ms 
0605: actor 81@ perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:TORENO1_3442
0006: 224@ = 2 
0006: 229@ = 2 
01BD: 232@ = current_time_in_ms 

:TORENO1_3461
0002: jump @TORENO1_4794 

:TORENO1_3468
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
00D6: if 
0019:   230@ > 1000 
004D: jump_if_false @TORENO1_3617 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_3617 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_3598 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 ms 
0605: actor 81@ perform_animation "PRTIAL_GNGTLKF" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:TORENO1_3598
0006: 224@ = 3 
0006: 229@ = 3 
01BD: 232@ = current_time_in_ms 

:TORENO1_3617
0002: jump @TORENO1_4794 

:TORENO1_3624
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
00D6: if 
0019:   230@ > 1000 
004D: jump_if_false @TORENO1_3773 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_3773 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_3754 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 ms 
0605: actor 81@ perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:TORENO1_3754
0006: 224@ = 4 
0006: 229@ = 4 
01BD: 232@ = current_time_in_ms 

:TORENO1_3773
0002: jump @TORENO1_4794 

:TORENO1_3780
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
00D6: if 
0019:   230@ > 1000 
004D: jump_if_false @TORENO1_4003 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_4003 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_3877 
0968: actor 81@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
0687: clear_actor 81@ task 
0687: clear_actor 81@ task 

:TORENO1_3877
0615: define_AS_pack_begin 87@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKF" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 87@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 87@ 
061B: remove_references_to_AS_pack 87@ 
0006: 224@ = 5 
0006: 229@ = 5 
01BD: 232@ = current_time_in_ms 

:TORENO1_4003
0002: jump @TORENO1_4794 

:TORENO1_4010
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
00D6: if 
0019:   230@ > 1000 
004D: jump_if_false @TORENO1_4143 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_4143 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
0605: actor $PLAYER_ACTOR perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 224@ = 16 
0006: 229@ = 6 
01BD: 232@ = current_time_in_ms 

:TORENO1_4143
0002: jump @TORENO1_4794 

:TORENO1_4150
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
00D6: if 
0019:   230@ > 1000 
004D: jump_if_false @TORENO1_4304 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_4304 
0687: clear_actor $PLAYER_ACTOR task 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_4285 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 81@ move_mouth 4000 ms 
0605: actor 81@ perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:TORENO1_4285
0006: 224@ = 6 
0006: 229@ = 7 
01BD: 232@ = current_time_in_ms 

:TORENO1_4304
0002: jump @TORENO1_4794 

:TORENO1_4311
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
00D6: if 
0019:   230@ > 1000 
004D: jump_if_false @TORENO1_4524 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_4524 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_4505 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 ms 
0615: define_AS_pack_begin 87@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKE" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 87@ 
0618: assign_actor 81@ to_AS_pack 87@ 
061B: remove_references_to_AS_pack 87@ 

:TORENO1_4505
0006: 224@ = 7 
0006: 229@ = 8 
01BD: 232@ = current_time_in_ms 

:TORENO1_4524
0002: jump @TORENO1_4794 

:TORENO1_4531
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
00D6: if 
0019:   230@ > 1000 
004D: jump_if_false @TORENO1_4694 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_4694 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_4646 
0687: clear_actor 81@ task 
0605: actor 81@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:TORENO1_4646
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_4675 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 ms 

:TORENO1_4675
0006: 224@ = 8 
0006: 229@ = 9 
01BD: 232@ = current_time_in_ms 

:TORENO1_4694
0002: jump @TORENO1_4794 

:TORENO1_4701
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
00D6: if 
0019:   230@ > 1000 
004D: jump_if_false @TORENO1_4787 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_4787 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_4780 
0968: actor 81@ stop_mouth 

:TORENO1_4780
0006: 228@ = 1 

:TORENO1_4787
0002: jump @TORENO1_4794 

:TORENO1_4794
0002: jump @TORENO1_2681 

:TORENO1_4801
0701: end_scene_skip 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_4824 
0968: actor 81@ stop_mouth 

:TORENO1_4824
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 225@ 
040D: unload_wav 226@ 
0687: clear_actor $PLAYER_ACTOR task 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_4865 
0687: clear_actor 81@ task 

:TORENO1_4865
00BE: text_clear_all 
0085: 48@ = 204@ // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 204@ // (int) 
0062: 49@ -= 35@ // (int) 
0707: start_scene_skip_to @TORENO1_5013 
00D6: if 
0019:   49@ > 9 
004D: jump_if_false @TORENO1_4967 
02FD: show_text_2numbers_lowpriority GXT 'DES1_69' numbers 48@ 49@ time 4000 flag 1  // ~s~You need to get a time better than ~1~:~1~.
0002: jump @TORENO1_4989 

:TORENO1_4967
02FD: show_text_2numbers_lowpriority GXT 'DES1_70' numbers 48@ 49@ time 4000 flag 1  // ~s~You need to get a time better than ~1~:0~1~.

:TORENO1_4989
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @TORENO1_5013 
0001: wait 0 ms 
0002: jump @TORENO1_4989 

:TORENO1_5013
0701: end_scene_skip 
00BE: text_clear_all 
016A: fade 0 time 1000 

:TORENO1_5024
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO1_5048 
0001: wait 0 ms 
0002: jump @TORENO1_5024 

:TORENO1_5048
009B: destroy_actor 81@ 
00A1: put_actor $PLAYER_ACTOR at -691.7533 960.2396 11.209 
0707: start_scene_skip_to @TORENO1_5084 
03F0: enable_text_draw 1 

:TORENO1_5084
0701: end_scene_skip 
00BE: text_clear_all 
08DA: remove_panel 206@ 
04EF: release_animation "GANGS" 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
02EB: restore_camera_with_jumpcut 
0687: clear_actor $PLAYER_ACTOR task 
00BB: show_text_lowpriority GXT 'DES1_10' time 10000 flag 1  // ~s~Get in the ~b~monster truck~s~.
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @TORENO1_5173 
0519: set_car 80@ locked 0 
009B: destroy_actor 81@ 
0186: 82@ = create_marker_above_car 80@ 
07E0: set_marker 82@ type_to 1 

:TORENO1_5173
00A1: put_actor $PLAYER_ACTOR at -697.7833 961.7714 11.2955 
0173: set_actor $PLAYER_ACTOR Z_angle_to 15.8778 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
016A: fade 1 time 1000 

:TORENO1_5216
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO1_5240 
0001: wait 0 ms 
0002: jump @TORENO1_5216 

:TORENO1_5240
01B4: set_player $PLAYER_CHAR can_move 1 

:TORENO1_5247
0001: wait 0 ms 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TORENO1_5563 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @TORENO1_5538 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 80@ 
004D: jump_if_false @TORENO1_5511 
00BE: text_clear_all 
0164: disable_marker 82@ 
018A: 82@ = create_checkpoint_at -719.5559 980.5707 11.1371 
08FB: set_checkpoint 82@ type_to 2 
06D5: 199@ = create_racing_checkpoint_at -719.5559 980.5707 11.1371 point_to 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) type 0 radius 6.0 
00BB: show_text_lowpriority GXT 'DES1_58' time 5000 flag 1  // ~s~Get to the first ~r~check-point~s~.
0293: 38@ = get_controller_mode 
00D6: if 
001B:   2 > 38@ 
004D: jump_if_false @TORENO1_5443 
0512: show_permanent_text_box 'DES1_59'  // Hold down ~k~~VEHICLE_HANDBRAKE~ to use 4-wheel steering.
0002: jump @TORENO1_5490 

:TORENO1_5443
00D6: if 
0039:   38@ == 2 
004D: jump_if_false @TORENO1_5479 
0512: show_permanent_text_box 'DES1_60'  // Hold down ~k~~VEHICLE_HANDBRAKE~ to use 4-wheel steering.
0002: jump @TORENO1_5490 

:TORENO1_5479
0512: show_permanent_text_box 'DES1_61'  // Hold down ~k~~VEHICLE_HANDBRAKE~ to use 4-wheel steering.

:TORENO1_5490
0006: 85@ = 1 
0006: 83@ = 1 
0002: jump @TORENO1_5531 

:TORENO1_5511
00BE: text_clear_all 
03E6: remove_text_box 
00BB: show_text_lowpriority GXT 'DES1_10' time 1000 flag 1  // ~s~Get in the ~b~monster truck~s~.

:TORENO1_5531
0002: jump @TORENO1_5563 

:TORENO1_5538
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_11' time 2000 flag 1  // ~r~How are you going to race without a truck!
0002: jump @TORENO1_14439 

:TORENO1_5563
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @TORENO1_6129 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @TORENO1_6104 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 80@ 
004D: jump_if_false @TORENO1_6027 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TORENO1_5827 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_58' time 5000 flag 1  // ~s~Get to the first ~r~check-point~s~.
0164: disable_marker 82@ 
018A: 82@ = create_checkpoint_at -719.5559 980.5707 11.1371 
06D5: 199@ = create_racing_checkpoint_at -719.5559 980.5707 11.1371 point_to 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) type 0 radius 6.0 
08FB: set_checkpoint 82@ type_to 2 
0293: 38@ = get_controller_mode 
00D6: if 
001B:   2 > 38@ 
004D: jump_if_false @TORENO1_5773 
0512: show_permanent_text_box 'DES1_59'  // Hold down ~k~~VEHICLE_HANDBRAKE~ to use 4-wheel steering.
0002: jump @TORENO1_5820 

:TORENO1_5773
00D6: if 
0039:   38@ == 2 
004D: jump_if_false @TORENO1_5809 
0512: show_permanent_text_box 'DES1_60'  // Hold down ~k~~VEHICLE_HANDBRAKE~ to use 4-wheel steering.
0002: jump @TORENO1_5820 

:TORENO1_5809
0512: show_permanent_text_box 'DES1_61'  // Hold down ~k~~VEHICLE_HANDBRAKE~ to use 4-wheel steering.

:TORENO1_5820
0006: 85@ = 1 

:TORENO1_5827
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere -719.5559 980.5707 11.1371 radius 8.0 8.0 8.5 sphere 0 in_car 
004D: jump_if_false @TORENO1_6020 
00BE: text_clear_all 
018C: play_sound 1058 at -719.5559 980.5707 11.1371 
0164: disable_marker 82@ 
06D6: disable_racing_checkpoint 199@ 
01BD: 43@ = current_time_in_ms 
0006: 89@ = 1 
06D5: 199@ = create_racing_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) point_to 90@(89@,35f) 125@(89@,35f) 160@(89@,35f) type 0 radius 6.0 
018A: 82@ = create_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) 
08FB: set_checkpoint 82@ type_to 2 
0006: 86@ = 1 
0006: 83@ = 2 

:TORENO1_6020
0002: jump @TORENO1_6097 

:TORENO1_6027
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @TORENO1_6081 
0164: disable_marker 82@ 
06D6: disable_racing_checkpoint 199@ 
0186: 82@ = create_marker_above_car 80@ 
07E0: set_marker 82@ type_to 1 
0006: 85@ = 0 
03E6: remove_text_box 
00BE: text_clear_all 

:TORENO1_6081
00BB: show_text_lowpriority GXT 'DES1_10' time 4000 flag 1  // ~s~Get in the ~b~monster truck~s~.

:TORENO1_6097
0002: jump @TORENO1_6129 

:TORENO1_6104
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_11' time 2000 flag 1  // ~r~How are you going to race without a truck!
0002: jump @TORENO1_14439 

:TORENO1_6129
00D6: if 
0039:   83@ == 2 
004D: jump_if_false @TORENO1_7669 
038E: draw_box_position 58@ 65@ size 72@ 79@ RGBA 0 0 0 255 
038E: draw_box_position 57@ 64@ size 71@ 78@ RGBA 180 180 180 255 
038E: draw_box_position 52@ 59@ size 66@ 73@ RGBA 0 0 0 255 
0085: 37@ = 89@ // (int) 
0050: gosub @TORENO1_14303 
033F: set_text_draw_letter_size 69@ 76@ 
0342: set_text_draw_centered 1 
00D6: if 
0039:   37@ == 11 
004D: jump_if_false @TORENO1_6268 
0348: enable_text_draw_proportional 0 

:TORENO1_6268
045B: draw_text_2numbers 583.7526 62@ GXT 'DES1_67' numbers 37@ 36@  // ~1~/~1~
0050: gosub @TORENO1_14303 
033F: set_text_draw_letter_size 69@ 76@ 
01BD: 44@ = current_time_in_ms 
0085: 47@ = 44@ // (int) 
0062: 47@ -= 43@ // (int) 
0016: 47@ /= 1000 
0050: gosub @TORENO1_14303 
00D6: if 
001D:   47@ > 204@ // (int) 
004D: jump_if_false @TORENO1_6375 
0340: set_text_draw_RGBA 180 0 0 255 

:TORENO1_6375
0085: 48@ = 47@ // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 47@ // (int) 
0062: 49@ -= 35@ // (int) 
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_size 70@ 77@ 
00D6: if or
0039:   49@ == 11 
0039:   48@ == 11 
004D: jump_if_false @TORENO1_6462 
0348: enable_text_draw_proportional 0 

:TORENO1_6462
00D6: if 
0019:   48@ > 99 
004D: jump_if_false @TORENO1_6505 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_28' time 4000 flag 1  // ~r~You're out of time!
0002: jump @TORENO1_14439 

:TORENO1_6505
00D6: if 
0019:   49@ > 9 
004D: jump_if_false @TORENO1_6553 
045B: draw_text_2numbers 56@ 63@ GXT 'DES1_65' numbers 48@ 49@  // ~1~:~1~
0002: jump @TORENO1_6576 

:TORENO1_6553
045B: draw_text_2numbers 56@ 63@ GXT 'DES1_66' numbers 48@ 49@  // ~1~:0~1~

:TORENO1_6576
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @TORENO1_7066 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 80@ 
004D: jump_if_false @TORENO1_6844 
00D6: if 
0039:   86@ == 1 
004D: jump_if_false @TORENO1_6673 
06D6: disable_racing_checkpoint 199@ 
0164: disable_marker 82@ 
0186: 82@ = create_marker_above_car 80@ 
07E0: set_marker 82@ type_to 1 
01BD: 50@ = current_time_in_ms 
0006: 86@ = 0 
0002: jump @TORENO1_6837 

:TORENO1_6673
01BD: 51@ = current_time_in_ms 
0085: 47@ = 51@ // (int) 
0062: 47@ -= 50@ // (int) 
0006: 49@ = 10000 
0062: 49@ -= 47@ // (int) 
0016: 49@ /= 1000 
00D6: if 
0019:   49@ > 0 
004D: jump_if_false @TORENO1_6812 
00BE: text_clear_all 
09C1: add_next_text_to_brief_history 0 
00D6: if 
001B:   2 > 49@ 
004D: jump_if_false @TORENO1_6786 
01E4: show_text_1number_lowpriority GXT 'DES1_26' number 49@ time 4000 flag 1  // ~s~You have ~1~ second ~n~ to get back in the ~b~truck~s~.
0002: jump @TORENO1_6805 

:TORENO1_6786
01E4: show_text_1number_lowpriority GXT 'DES1_25' number 49@ time 4000 flag 1  // ~s~You have ~1~ seconds ~n~ to get back in the ~b~truck~s~.

:TORENO1_6805
0002: jump @TORENO1_6837 

:TORENO1_6812
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_27' time 4000 flag 1  // ~r~You've been out of the truck for too long!
0002: jump @TORENO1_14439 

:TORENO1_6837
0002: jump @TORENO1_7059 

:TORENO1_6844
00D6: if 
0039:   86@ == 0 
004D: jump_if_false @TORENO1_7059 
0164: disable_marker 82@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_44' time 4000 flag 1  // ~s~Get to the next ~r~check-point~s~.
00D6: if 
002D:   195@ >= 89@ // (int) 
004D: jump_if_false @TORENO1_6965 
06D5: 199@ = create_racing_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) point_to 90@(89@,35f) 125@(89@,35f) 160@(89@,35f) type 0 radius 6.0 
0002: jump @TORENO1_7019 

:TORENO1_6965
06D5: 199@ = create_racing_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) point_to 90@(195@,35f) 125@(195@,35f) 160@(195@,35f) type 1 radius 6.0 

:TORENO1_7019
018A: 82@ = create_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) 
08FB: set_checkpoint 82@ type_to 2 
0006: 86@ = 1 

:TORENO1_7059
0002: jump @TORENO1_7091 

:TORENO1_7066
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_43' time 4000 flag 1  // ~r~You wrecked the truck!
0002: jump @TORENO1_14439 

:TORENO1_7091
00D6: if 
0039:   86@ == 1 
004D: jump_if_false @TORENO1_7669 
00D6: if 
001D:   195@ > 88@ // (int) 
004D: jump_if_false @TORENO1_7543 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) radius 8.0 8.0 8.0 sphere 0 in_car 
004D: jump_if_false @TORENO1_7536 
03E6: remove_text_box 
018C: play_sound 1058 at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) 
06D6: disable_racing_checkpoint 199@ 
0164: disable_marker 82@ 
000A: 88@ += 1 
0085: 89@ = 88@ // (int) 
000A: 89@ += 1 
00D6: if 
001D:   88@ > 195@ // (int) 
004D: jump_if_false @TORENO1_7269 
0085: 88@ = 195@ // (int) 

:TORENO1_7269
00D6: if 
002D:   195@ >= 89@ // (int) 
004D: jump_if_false @TORENO1_7382 
06D5: 199@ = create_racing_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) point_to 90@(89@,35f) 125@(89@,35f) 160@(89@,35f) type 0 radius 6.0 
018A: 82@ = create_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) 
08FB: set_checkpoint 82@ type_to 2 
0002: jump @TORENO1_7469 

:TORENO1_7382
06D5: 199@ = create_racing_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) point_to 90@(195@,35f) 125@(195@,35f) 160@(195@,35f) type 1 radius 6.0 
018A: 82@ = create_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) 
08FB: set_checkpoint 82@ type_to 2 

:TORENO1_7469
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @TORENO1_7536 
0227: 39@ = car 80@ health 
000A: 39@ += 200 
00D6: if 
0019:   39@ > 1000 
004D: jump_if_false @TORENO1_7528 
0006: 39@ = 1000 

:TORENO1_7528
0224: set_car 80@ health_to 39@ 

:TORENO1_7536
0002: jump @TORENO1_7669 

:TORENO1_7543
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 90@(195@,35f) 125@(195@,35f) 160@(195@,35f) radius 4.0 4.0 8.0 sphere 0 in_car 
004D: jump_if_false @TORENO1_7669 
06D6: disable_racing_checkpoint 199@ 
0164: disable_marker 82@ 
0050: gosub @TORENO1_7811 
00D6: if 
001B:   5 > 205@ 
004D: jump_if_false @TORENO1_7646 
0002: jump @TORENO1_14457 
0002: jump @TORENO1_7669 

:TORENO1_7646
00BC: show_text_highpriority GXT 'DES1_68' time 5000 flag 1  // ~r~You did not make it into the top five.
0002: jump @TORENO1_14439 

:TORENO1_7669
00D6: if 
0735:   is_keyboard_key_pressed 135 
004D: jump_if_false @TORENO1_7693 
000E: 43@ -= 1000 

:TORENO1_7693
00D6: if 
0735:   is_keyboard_key_pressed 97 
004D: jump_if_false @TORENO1_7736 
00A0: store_actor $PLAYER_ACTOR position_to 196@ 197@ 198@ 
00A1: put_actor $PLAYER_ACTOR at 196@ 197@ 198@ 

:TORENO1_7736
00D6: if 
0735:   is_keyboard_key_pressed 32 
004D: jump_if_false @TORENO1_7782 
0006: 45@ = 360000 
0006: 43@ = 0 
0050: gosub @TORENO1_7811 
0002: jump @TORENO1_14457 

:TORENO1_7782
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @TORENO1_7804 
0002: jump @TORENO1_14457 

:TORENO1_7804
0002: jump @TORENO1_5247 

:TORENO1_7811
01BD: 45@ = current_time_in_ms 
016A: fade 0 time 1000 
0247: load_model #WBDYG2 
04ED: load_animation "GANGS" 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 

:TORENO1_7847
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO1_7871 
0001: wait 0 ms 
0002: jump @TORENO1_7847 

:TORENO1_7871
00D6: if or
8248:   not model #WBDYG2 available 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @TORENO1_7906 
0001: wait 0 ms 
0002: jump @TORENO1_7871 

:TORENO1_7906
0395: clear_area 1 at -684.8021 948.1096 11.125 radius 100.0 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @TORENO1_7976 
00AB: put_car 80@ at -680.7953 953.2972 11.125 
0175: set_car 80@ Z_angle_to 238.0439 

:TORENO1_7976
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TORENO1_8019 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -684.8021 948.1096 11.125 
0002: jump @TORENO1_8039 

:TORENO1_8019
00A1: put_actor $PLAYER_ACTOR at -684.8021 948.1096 11.125 

:TORENO1_8039
0173: set_actor $PLAYER_ACTOR Z_angle_to 124.6699 
009A: 81@ = create_actor_pedtype 26 model #WBDYG2 at -687.6009 946.4823 12.0389 
0173: set_actor 81@ Z_angle_to 293.1942 
015F: set_camera_position -688.32 945.02 14.13 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -680.57 951.17 10.63 switchstyle 2 
0085: 46@ = 45@ // (int) 
0062: 46@ -= 43@ // (int) 
0016: 46@ /= 1000 
0085: 48@ = 46@ // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 46@ // (int) 
0062: 49@ -= 35@ // (int) 
00BE: text_clear_all 
016A: fade 1 time 1500 

:TORENO1_8213
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO1_8237 
0001: wait 0 ms 
0002: jump @TORENO1_8213 

:TORENO1_8237
00D6: if 
001B:   10 > 49@ 
004D: jump_if_false @TORENO1_8284 
02FD: show_text_2numbers_lowpriority GXT 'DES1_32' numbers 48@ 49@ time 4000 flag 1  // ~1~:0~1~ - Let's see how your time compares...
0002: jump @TORENO1_8306 

:TORENO1_8284
02FD: show_text_2numbers_lowpriority GXT 'DES1_33' numbers 48@ 49@ time 4000 flag 1  // ~1~:~1~ - Let's see how your time compares...

:TORENO1_8306
0006: 205@ = 5 
0006: 34@ = 0 

:TORENO1_8320
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @TORENO1_8382 
00D6: if 
001D:   200@(34@,5i) > 46@ // (int) 
004D: jump_if_false @TORENO1_8368 
000E: 205@ -= 1 

:TORENO1_8368
000A: 34@ += 1 
0002: jump @TORENO1_8320 

:TORENO1_8382
0871: init_jump_table 205@ total_jumps 5 default_jump 1 @TORENO1_12100 jumps 0 @TORENO1_8445 1 @TORENO1_9176 2 @TORENO1_9907 3 @TORENO1_10638 4 @TORENO1_11369 -1 @TORENO1_12744 -1 @TORENO1_12744 

:TORENO1_8445
08D4: 206@ = create_panel_with_title 'DES1_34' position 354.0 200.0 width 80.0 columns 3 interactive 0 background 1 alignment 0  // Monster
08DB: set_panel 206@ column 0 header 'DES1_52' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // RANK
08DB: set_panel 206@ column 1 header 'DES1_53' data 'DES1_50' s$7434 s$7436 s$7438 s$7440 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // NAME // CJ
08DB: set_panel 206@ column 2 header 'DES1_54' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // TIME
0006: 34@ = 0 

:TORENO1_8837
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @TORENO1_8906 
0085: 35@ = 34@ // (int) 
000A: 35@ += 1 
08EE: set_panel 206@ column 0 row 34@ text_1number GXT 'DES1_51' number 35@  // ~1~.
000A: 34@ += 1 
0002: jump @TORENO1_8837 

:TORENO1_8906
0006: 40@ = 0 
0006: 34@ = 0 

:TORENO1_8920
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @TORENO1_9169 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @TORENO1_9009 
0085: 48@ = 46@ // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 46@ // (int) 
0062: 49@ -= 35@ // (int) 
0002: jump @TORENO1_9080 

:TORENO1_9009
0085: 48@ = 200@(40@,5i) // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 200@(40@,5i) // (int) 
0062: 49@ -= 35@ // (int) 
08D9: set_panel 206@ row 34@ enable 0 
000A: 40@ += 1 

:TORENO1_9080
00D6: if 
001B:   10 > 49@ 
004D: jump_if_false @TORENO1_9130 
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_66' numbers 48@ 49@  // ~1~:0~1~
0002: jump @TORENO1_9155 

:TORENO1_9130
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_65' numbers 48@ 49@  // ~1~:~1~

:TORENO1_9155
000A: 34@ += 1 
0002: jump @TORENO1_8920 

:TORENO1_9169
0002: jump @TORENO1_12744 

:TORENO1_9176
08D4: 206@ = create_panel_with_title 'DES1_34' position 354.0 200.0 width 80.0 columns 3 interactive 0 background 1 alignment 0  // Monster
08DB: set_panel 206@ column 0 header 'DES1_52' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // RANK
08DB: set_panel 206@ column 1 header 'DES1_53' data s$7434 'DES1_50' s$7436 s$7438 s$7440 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // NAME // CJ
08DB: set_panel 206@ column 2 header 'DES1_54' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // TIME
0006: 34@ = 0 

:TORENO1_9568
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @TORENO1_9637 
0085: 35@ = 34@ // (int) 
000A: 35@ += 1 
08EE: set_panel 206@ column 0 row 34@ text_1number GXT 'DES1_51' number 35@  // ~1~.
000A: 34@ += 1 
0002: jump @TORENO1_9568 

:TORENO1_9637
0006: 34@ = 0 
0006: 40@ = 0 

:TORENO1_9651
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @TORENO1_9900 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TORENO1_9740 
0085: 48@ = 46@ // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 46@ // (int) 
0062: 49@ -= 35@ // (int) 
0002: jump @TORENO1_9811 

:TORENO1_9740
0085: 48@ = 200@(40@,5i) // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 200@(40@,5i) // (int) 
0062: 49@ -= 35@ // (int) 
08D9: set_panel 206@ row 34@ enable 0 
000A: 40@ += 1 

:TORENO1_9811
00D6: if 
001B:   10 > 49@ 
004D: jump_if_false @TORENO1_9861 
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_66' numbers 48@ 49@  // ~1~:0~1~
0002: jump @TORENO1_9886 

:TORENO1_9861
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_65' numbers 48@ 49@  // ~1~:~1~

:TORENO1_9886
000A: 34@ += 1 
0002: jump @TORENO1_9651 

:TORENO1_9900
0002: jump @TORENO1_12744 

:TORENO1_9907
08D4: 206@ = create_panel_with_title 'DES1_34' position 354.0 200.0 width 80.0 columns 3 interactive 0 background 1 alignment 0  // Monster
08DB: set_panel 206@ column 0 header 'DES1_52' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // RANK
08DB: set_panel 206@ column 1 header 'DES1_53' data s$7434 s$7436 'DES1_50' s$7438 s$7440 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // NAME // CJ
08DB: set_panel 206@ column 2 header 'DES1_54' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // TIME
0006: 34@ = 0 

:TORENO1_10299
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @TORENO1_10368 
0085: 35@ = 34@ // (int) 
000A: 35@ += 1 
08EE: set_panel 206@ column 0 row 34@ text_1number GXT 'DES1_51' number 35@  // ~1~.
000A: 34@ += 1 
0002: jump @TORENO1_10299 

:TORENO1_10368
0006: 40@ = 0 
0006: 34@ = 0 

:TORENO1_10382
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @TORENO1_10631 
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @TORENO1_10471 
0085: 48@ = 46@ // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 46@ // (int) 
0062: 49@ -= 35@ // (int) 
0002: jump @TORENO1_10542 

:TORENO1_10471
0085: 48@ = 200@(40@,5i) // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 200@(40@,5i) // (int) 
0062: 49@ -= 35@ // (int) 
08D9: set_panel 206@ row 34@ enable 0 
000A: 40@ += 1 

:TORENO1_10542
00D6: if 
001B:   10 > 49@ 
004D: jump_if_false @TORENO1_10592 
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_66' numbers 48@ 49@  // ~1~:0~1~
0002: jump @TORENO1_10617 

:TORENO1_10592
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_65' numbers 48@ 49@  // ~1~:~1~

:TORENO1_10617
000A: 34@ += 1 
0002: jump @TORENO1_10382 

:TORENO1_10631
0002: jump @TORENO1_12744 

:TORENO1_10638
08D4: 206@ = create_panel_with_title 'DES1_34' position 354.0 200.0 width 80.0 columns 3 interactive 0 background 1 alignment 0  // Monster
08DB: set_panel 206@ column 0 header 'DES1_52' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // RANK
08DB: set_panel 206@ column 1 header 'DES1_53' data s$7434 s$7436 s$7438 'DES1_50' s$7440 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // NAME // CJ
08DB: set_panel 206@ column 2 header 'DES1_54' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // TIME
0006: 34@ = 0 

:TORENO1_11030
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @TORENO1_11099 
0085: 35@ = 34@ // (int) 
000A: 35@ += 1 
08EE: set_panel 206@ column 0 row 34@ text_1number GXT 'DES1_51' number 35@  // ~1~.
000A: 34@ += 1 
0002: jump @TORENO1_11030 

:TORENO1_11099
0006: 34@ = 0 
0006: 40@ = 0 

:TORENO1_11113
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @TORENO1_11362 
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @TORENO1_11202 
0085: 48@ = 46@ // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 46@ // (int) 
0062: 49@ -= 35@ // (int) 
0002: jump @TORENO1_11273 

:TORENO1_11202
0085: 48@ = 200@(40@,5i) // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 200@(40@,5i) // (int) 
0062: 49@ -= 35@ // (int) 
08D9: set_panel 206@ row 34@ enable 0 
000A: 40@ += 1 

:TORENO1_11273
00D6: if 
001B:   10 > 49@ 
004D: jump_if_false @TORENO1_11323 
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_66' numbers 48@ 49@  // ~1~:0~1~
0002: jump @TORENO1_11348 

:TORENO1_11323
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_65' numbers 48@ 49@  // ~1~:~1~

:TORENO1_11348
000A: 34@ += 1 
0002: jump @TORENO1_11113 

:TORENO1_11362
0002: jump @TORENO1_12744 

:TORENO1_11369
08D4: 206@ = create_panel_with_title 'DES1_34' position 354.0 200.0 width 80.0 columns 3 interactive 0 background 1 alignment 0  // Monster
08DB: set_panel 206@ column 0 header 'DES1_52' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // RANK
08DB: set_panel 206@ column 1 header 'DES1_53' data s$7434 s$7436 s$7438 s$7440 'DES1_50' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // NAME // CJ
08DB: set_panel 206@ column 2 header 'DES1_54' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // TIME
0006: 34@ = 0 

:TORENO1_11761
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @TORENO1_11830 
0085: 35@ = 34@ // (int) 
000A: 35@ += 1 
08EE: set_panel 206@ column 0 row 34@ text_1number GXT 'DES1_51' number 35@  // ~1~.
000A: 34@ += 1 
0002: jump @TORENO1_11761 

:TORENO1_11830
0006: 34@ = 0 
0006: 40@ = 0 

:TORENO1_11844
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @TORENO1_12093 
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @TORENO1_11933 
0085: 48@ = 46@ // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 46@ // (int) 
0062: 49@ -= 35@ // (int) 
0002: jump @TORENO1_12004 

:TORENO1_11933
0085: 48@ = 200@(40@,5i) // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 200@(40@,5i) // (int) 
0062: 49@ -= 35@ // (int) 
08D9: set_panel 206@ row 34@ enable 0 
000A: 40@ += 1 

:TORENO1_12004
00D6: if 
001B:   10 > 49@ 
004D: jump_if_false @TORENO1_12054 
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_66' numbers 48@ 49@  // ~1~:0~1~
0002: jump @TORENO1_12079 

:TORENO1_12054
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_65' numbers 48@ 49@  // ~1~:~1~

:TORENO1_12079
000A: 34@ += 1 
0002: jump @TORENO1_11844 

:TORENO1_12093
0002: jump @TORENO1_12744 

:TORENO1_12100
08D4: 206@ = create_panel_with_title 'DES1_34' position 354.0 200.0 width 80.0 columns 3 interactive 0 background 1 alignment 0  // Monster
08DB: set_panel 206@ column 0 header 'DES1_52' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // RANK
08DB: set_panel 206@ column 1 header 'DES1_53' data s$7434 s$7436 s$7438 s$7440 s$7442 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // NAME
08DB: set_panel 206@ column 2 header 'DES1_54' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // TIME
0006: 34@ = 0 

:TORENO1_12486
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @TORENO1_12555 
0085: 35@ = 34@ // (int) 
000A: 35@ += 1 
08EE: set_panel 206@ column 0 row 34@ text_1number GXT 'DES1_51' number 35@  // ~1~.
000A: 34@ += 1 
0002: jump @TORENO1_12486 

:TORENO1_12555
0006: 34@ = 0 
0006: 40@ = 0 

:TORENO1_12569
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @TORENO1_12737 
0085: 48@ = 200@(40@,5i) // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 200@(40@,5i) // (int) 
0062: 49@ -= 35@ // (int) 
000A: 40@ += 1 
00D6: if 
001B:   10 > 49@ 
004D: jump_if_false @TORENO1_12698 
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_66' numbers 48@ 49@  // ~1~:0~1~
0002: jump @TORENO1_12723 

:TORENO1_12698
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_65' numbers 48@ 49@  // ~1~:~1~

:TORENO1_12723
000A: 34@ += 1 
0002: jump @TORENO1_12569 

:TORENO1_12737
0002: jump @TORENO1_12744 

:TORENO1_12744
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @TORENO1_12768 
0001: wait 0 ms 
0002: jump @TORENO1_12744 

:TORENO1_12768
0006: 224@ = 0 
0006: 225@ = 1 
0006: 226@ = 2 
0006: 227@ = 0 
0006: 233@ = 0 
0006: 228@ = 0 
0006: 229@ = 0 

:TORENO1_12817
0001: wait 0 ms 
00D6: if 
0039:   228@ == 0 
004D: jump_if_false @TORENO1_13642 
00D6: if 
8039:   not  224@ == 0 
004D: jump_if_false @TORENO1_13117 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_12903 
00D6: if 
03D0:   wav 226@ loaded 
004D: jump_if_false @TORENO1_12896 
040D: unload_wav 226@ 

:TORENO1_12896
0006: 227@ = 1 

:TORENO1_12903
00D6: if 
0039:   227@ == 1 
004D: jump_if_false @TORENO1_12940 
03CF: load_wav 207@(224@,17i) as 225@ 
0006: 227@ = 2 

:TORENO1_12940
00D6: if 
0039:   227@ == 2 
004D: jump_if_false @TORENO1_13000 
00D6: if 
03D0:   wav 225@ loaded 
004D: jump_if_false @TORENO1_13000 
03D1: play_wav 225@ 
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
0006: 227@ = 3 

:TORENO1_13000
00D6: if 
0039:   227@ == 3 
004D: jump_if_false @TORENO1_13117 
00D6: if 
03D2:   wav 225@ ended 
004D: jump_if_false @TORENO1_13117 
03D5: remove_text $7444(224@,17s) 
00D6: if 
0039:   225@ == 1 
004D: jump_if_false @TORENO1_13082 
0006: 225@ = 2 
0006: 226@ = 1 
0002: jump @TORENO1_13096 

:TORENO1_13082
0006: 225@ = 1 
0006: 226@ = 2 

:TORENO1_13096
0006: 224@ = 0 
0006: 227@ = 0 
0006: 228@ = 1 

:TORENO1_13117
00D6: if 
0039:   229@ == 0 
004D: jump_if_false @TORENO1_13635 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_13207 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 ms 
0605: actor 81@ perform_animation "PRTIAL_GNGTLKF" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:TORENO1_13207
0871: init_jump_table 205@ total_jumps 5 default_jump 1 @TORENO1_13575 jumps 0 @TORENO1_13270 1 @TORENO1_13331 2 @TORENO1_13392 3 @TORENO1_13453 4 @TORENO1_13514 -1 @TORENO1_13635 -1 @TORENO1_13635 

:TORENO1_13270
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_13302 
0006: 224@ = 9 
0006: 229@ = 1 

:TORENO1_13302
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
0006: 42@ = 5000 
0002: jump @TORENO1_13635 

:TORENO1_13331
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_13363 
0006: 224@ = 15 
0006: 229@ = 1 

:TORENO1_13363
0006: 42@ = 4000 
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
0002: jump @TORENO1_13635 

:TORENO1_13392
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_13424 
0006: 224@ = 10 
0006: 229@ = 1 

:TORENO1_13424
0006: 42@ = 3000 
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
0002: jump @TORENO1_13635 

:TORENO1_13453
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_13485 
0006: 224@ = 14 
0006: 229@ = 1 

:TORENO1_13485
0006: 42@ = 2000 
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
0002: jump @TORENO1_13635 

:TORENO1_13514
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_13546 
0006: 224@ = 11 
0006: 229@ = 1 

:TORENO1_13546
0006: 42@ = 1000 
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
0002: jump @TORENO1_13635 

:TORENO1_13575
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_13607 
0006: 224@ = 13 
0006: 229@ = 1 

:TORENO1_13607
0006: 42@ = 0 
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
0002: jump @TORENO1_13635 

:TORENO1_13635
0002: jump @TORENO1_12817 

:TORENO1_13642
08DA: remove_panel 206@ 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_13750 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 81@ 4000 ms 
0687: clear_actor 81@ task 
0615: define_AS_pack_begin 87@ 
05D3: AS_actor -1 goto_point -688.0 944.0 14.0 mode 4 time 20000 ms // versionA 
05D3: AS_actor -1 goto_point -688.0 938.0 14.0 mode 4 time 3000 ms // versionA 
0616: define_AS_pack_end 87@ 
0618: assign_actor 81@ to_AS_pack 87@ 
061B: remove_references_to_AS_pack 87@ 

:TORENO1_13750
015F: set_camera_position -685.08 949.38 12.36 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -688.21 938.04 14.72 switchstyle 2 
00BE: text_clear_all 
00D6: if 
001B:   5 > 205@ 
004D: jump_if_false @TORENO1_14171 
0006: 84@ = 0 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_13857 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 ms 

:TORENO1_13857
0006: 224@ = 12 

:TORENO1_13864
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @TORENO1_14171 
00D6: if 
8039:   not  224@ == 0 
004D: jump_if_false @TORENO1_14160 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_13946 
00D6: if 
03D0:   wav 226@ loaded 
004D: jump_if_false @TORENO1_13939 
040D: unload_wav 226@ 

:TORENO1_13939
0006: 227@ = 1 

:TORENO1_13946
00D6: if 
0039:   227@ == 1 
004D: jump_if_false @TORENO1_13983 
03CF: load_wav 207@(224@,17i) as 225@ 
0006: 227@ = 2 

:TORENO1_13983
00D6: if 
0039:   227@ == 2 
004D: jump_if_false @TORENO1_14043 
00D6: if 
03D0:   wav 225@ loaded 
004D: jump_if_false @TORENO1_14043 
03D1: play_wav 225@ 
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
0006: 227@ = 3 

:TORENO1_14043
00D6: if 
0039:   227@ == 3 
004D: jump_if_false @TORENO1_14160 
00D6: if 
03D2:   wav 225@ ended 
004D: jump_if_false @TORENO1_14160 
03D5: remove_text $7444(224@,17s) 
00D6: if 
0039:   225@ == 1 
004D: jump_if_false @TORENO1_14125 
0006: 225@ = 2 
0006: 226@ = 1 
0002: jump @TORENO1_14139 

:TORENO1_14125
0006: 225@ = 1 
0006: 226@ = 2 

:TORENO1_14139
0006: 224@ = 0 
0006: 227@ = 0 
0006: 84@ = 1 

:TORENO1_14160
0001: wait 0 ms 
0002: jump @TORENO1_13864 

:TORENO1_14171
0006: 84@ = 0 

:TORENO1_14178
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @TORENO1_14273 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_14255 
062E: get_actor 81@ task 1560 status_store_to 41@ // ret 7 if not found 
00D6: if 
04A4:   41@ == 7 // == constant 
004D: jump_if_false @TORENO1_14248 
0006: 84@ = 1 

:TORENO1_14248
0002: jump @TORENO1_14262 

:TORENO1_14255
0006: 84@ = 1 

:TORENO1_14262
0001: wait 0 ms 
0002: jump @TORENO1_14178 

:TORENO1_14273
0687: clear_actor $PLAYER_ACTOR task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
009B: destroy_actor 81@ 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0051: return 

:TORENO1_14303
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.6146 2.4961 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 2 rgba 0 0 0 180 
0051: return 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.6146 2.4961 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 2 rgba 0 0 0 180 
0051: return 

:TORENO1_14439
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:TORENO1_14457
01E3: show_text_1number_styled GXT 'M_PASS' number 42@ time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 42@ 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0629: change_integer_stat 320 to 1 
0318: set_latest_mission_passed 'DESERT1'  // Monster
030C: progress_made = 1 
0164: disable_marker $580 
0008: $TORENO_TOTAL_PASSED_MISSIONS += 1 
0051: return 

:TORENO1_14529
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
03F0: enable_text_draw 0 
01C3: remove_references_to_car 80@ 
08DA: remove_panel 206@ 
034F: destroy_actor_with_fade 81@ 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
0164: disable_marker 82@ 
06D6: disable_racing_checkpoint 199@ 
0249: release_model #MONSTER 
0249: release_model #WBDYG2 
0249: release_model #DESERT_EAGLE 
04EF: release_animation "ON_LOOKERS" 
04EF: release_animation "GANGS" 
01EB: set_traffic_density_multiplier_to 1.0 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 76---------------
// Originally: Highjack

:TORENO2
03A4: name_thread 'TORENO2' 
0050: gosub @TORENO2_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @TORENO2_38 
0050: gosub @TORENO2_10697 

:TORENO2_38
0050: gosub @TORENO2_10787 
004E: end_thread 

:TORENO2_47
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
054C: use_GXT_table 'TORENO2' 
00BE: text_clear_all 
0001: wait 0 ms 
0006: 41@ = 0 
0006: 42@ = 0 
0006: 43@ = 0 
0006: 44@ = 0 
0006: 75@ = 0 
0006: 58@ = 0 
0006: 59@ = 0 
0006: 60@ = 0 
0006: 61@ = 0 
0007: 111@ = 0.0 
0007: 112@ = 0.0 
0007: 113@ = 0.0 
0007: 114@ = 0.0 
0007: 115@ = 0.0 
0007: 116@ = 0.0 
0006: 45@ = 0 
0006: 46@ = 0 
0006: 47@ = 0 
0006: 48@ = 0 
0006: 49@ = 0 
0006: 50@ = 0 
0006: 51@ = 0 
0007: 52@ = 0.0 
0007: 53@ = 0.0 
0006: 54@ = 0 
0007: 117@ = 0.0 
0007: 118@ = 0.0 
0007: 119@ = 0.0 
0007: 120@ = 0.0 
0007: 121@ = 0.0 
0007: 122@ = 0.0 
0007: 123@ = 0.0 
0006: 55@ = 0 
0006: 56@ = 0 
0007: 124@ = 0.0 
0006: 73@ = 0 
0006: 74@ = 0 
0006: 75@ = 0 
0006: 100@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 108@ = 0 
0006: 109@ = 0 
0006: 110@ = 0 
0006: 57@ = 0 
0007: 62@ = 0.0 
0007: 63@ = 0.0 
0007: 64@ = 0.0 
0007: 65@ = 0.0 
0007: 66@ = 0.0 
0007: 67@ = 0.0 
0007: 68@ = 0.0 
0007: 69@ = 0.0 
0007: 70@ = 0.0 
0007: 71@ = 0.0 
0007: 72@ = 0.0 
0395: clear_area 1 at -685.1 922.0 10.9 radius 180.0 
0395: clear_area 1 at -692.2 948.0 11.2 radius 100.0 
01B6: set_weather 16 
08F5: save_player_group 
02E4: load_cutscene_data 'DESERT2' 

:TORENO2_646
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @TORENO2_670 
0001: wait 0 ms 
0002: jump @TORENO2_646 

:TORENO2_670
02E7: start_cutscene 
016A: fade 1 time 1000 

:TORENO2_679
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @TORENO2_703 
0001: wait 0 ms 
0002: jump @TORENO2_679 

:TORENO2_703
016A: fade 0 time 0 

:TORENO2_709
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_733 
0001: wait 0 ms 
0002: jump @TORENO2_709 

:TORENO2_733
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
08F6: restore_player_group 
01B7: release_weather 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
0247: load_model #PETRO 
0247: load_model #PCJ600 
0247: load_model #PETROTR 
0247: load_model #SAVANNA 
04ED: load_animation "BIKELEAP" 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
0606: create_forbidden_for_scripted_cars_cornerA -1695.1 587.6 cornerB -1771.3 -1310.0 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
038B: load_requested_models 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position -701.09 917.26 12.08 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -694.0 938.7 16.69 switchstyle 2 
0732: random_car_generator_disable_model #LINERUN 
0732: random_car_generator_disable_model #STRETCH 
0732: random_car_generator_disable_model #PONY 
0732: random_car_generator_disable_model #MULE 
0732: random_car_generator_disable_model #MOONBEAM 
0732: random_car_generator_disable_model #MRWHOOP 
0732: random_car_generator_disable_model #SECURICA 
0732: random_car_generator_disable_model #BUS 
0732: random_car_generator_disable_model #COACH 
0732: random_car_generator_disable_model #RUMPO 
0732: random_car_generator_disable_model #FLATBED 
0732: random_car_generator_disable_model #YANKEE 
0732: random_car_generator_disable_model #SOLAIR 
0732: random_car_generator_disable_model #BURRITO 
0732: random_car_generator_disable_model #CAMPER 
0732: random_car_generator_disable_model #RANCHER 
0732: random_car_generator_disable_model #BOXVILLE 
0732: random_car_generator_disable_model #BENSON 
0732: random_car_generator_disable_model #JOURNEY 
0732: random_car_generator_disable_model #CEMENT 
0732: random_car_generator_disable_model #TOWTRUCK 
0732: random_car_generator_disable_model #CADRONA 
0732: random_car_generator_disable_model #UTILITY 
0732: random_car_generator_disable_model #NEWSVAN 
0732: random_car_generator_disable_model #HOTDOG 
0732: random_car_generator_disable_model #PCJ600 
0732: random_car_generator_disable_model #FAGGIO 
0732: random_car_generator_disable_model #FREEWAY 
0732: random_car_generator_disable_model #SANCHEZ 
0732: random_car_generator_disable_model #BIKE 
0732: random_car_generator_disable_model #MTBIKE 
0732: random_car_generator_disable_model #FCR900 
0732: random_car_generator_disable_model #NRG500 
0732: random_car_generator_disable_model #BF400 
0732: random_car_generator_disable_model #WAYFARER 
0395: clear_area 1 at -693.6 924.5 11.3 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -693.6 924.5 11.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 71.2 
0395: clear_area 1 at -685.1 922.0 10.9 radius 180.0 
0395: clear_area 1 at -692.2 948.0 11.2 radius 100.0 
0674: set_car_model #PCJ600 numberplate "PREACHER" 
00A5: 36@ = create_car #PCJ600 at -712.5 943.5 10.8 
0175: set_car 36@ Z_angle_to 32.7 
0395: clear_area 1 at -709.0 952.0 11.2 radius 5.0 
0674: set_car_model #SAVANNA numberplate "_LVA4L__" 
00A5: 39@ = create_car #SAVANNA at -709.0 952.0 11.2 
0175: set_car 39@ Z_angle_to 240.7 
0229: set_car 39@ primary_color_to 3 secondary_color_to 3 
009A: $ACTOR_CESAR = create_actor_pedtype 24 model #SPECIAL01 at -703.7 932.4 11.4 
09F6: set_actor $ACTOR_CESAR unjackable_through_driver_seat 0 
0173: set_actor $ACTOR_CESAR Z_angle_to 214.6 
0568: set_actor $ACTOR_CESAR untargetable 1 
02A9: set_actor $ACTOR_CESAR immune_to_nonplayer 1 
039E: set_actor $ACTOR_CESAR locked 1 while_in_car 
07E5: copy_decision_maker 65542 to 126@ 
060B: set_actor $ACTOR_CESAR decision_maker_to 126@ 
07A1: set_walk_speed 4 
0615: define_AS_pack_begin 125@ 
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR timelimit 10000 approach_distance 3.0 approach_angle 0.0 
05B9: AS_actor -1 stay_idle 5300 ms 
05D3: AS_actor -1 goto_point -710.0 938.4 11.4 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 125@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 
07A1: set_walk_speed 4 
0615: define_AS_pack_begin 125@ 
06A8: AS_actor -1 run_to_and_look_at_actor $ACTOR_CESAR timelimit 10000 approach_distance 5.0 approach_angle 0.0 
05B9: AS_actor -1 stay_idle 5000 ms 
05D3: AS_actor -1 goto_point -708.0 937.9 11.4 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 125@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 
09F5: disable_player_mutal_activities 1 
0006: 43@ = 1 
0707: start_scene_skip_to @TORENO2_1800 
03CF: load_wav 19400 as 3 

:TORENO2_1576
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @TORENO2_1602 
0001: wait 0 ms 
0002: jump @TORENO2_1576 

:TORENO2_1602
0006: 33@ = 0 
016A: fade 1 time 500 

:TORENO2_1616
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @TORENO2_1642 
0002: jump @TORENO2_10715 

:TORENO2_1642
0050: gosub @TORENO2_10920 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @TORENO2_1674 
0002: jump @TORENO2_10697 

:TORENO2_1674
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @TORENO2_2182 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @TORENO2_1757 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @TORENO2_1757 
0006: 73@ = 1 
0006: 74@ = 0 
0050: gosub @TORENO2_15177 
0006: 42@ = 1 

:TORENO2_1757
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @TORENO2_2182 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TORENO2_2182 
0006: 43@ = 0 

:TORENO2_1800
0701: end_scene_skip 
0050: gosub @TORENO2_10920 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @TORENO2_1834 
0002: jump @TORENO2_10697 

:TORENO2_1834
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @TORENO2_1932 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 73@ = 0 
016A: fade 0 time 500 

:TORENO2_1876
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_1900 
0001: wait 0 ms 
0002: jump @TORENO2_1876 

:TORENO2_1900
0050: gosub @TORENO2_10920 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @TORENO2_1932 
0002: jump @TORENO2_10697 

:TORENO2_1932
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -710.0 938.4 11.4 
0173: set_actor $PLAYER_ACTOR Z_angle_to 47.9 
0792: disembark_instantly_actor $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at -708.0 937.9 11.4 
0173: set_actor $ACTOR_CESAR Z_angle_to 47.9 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CESAR in_group $PLAYER_GROUP 
0006: 46@ = 1 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07B3: set_group $PLAYER_GROUP give_command 1 
0186: 40@ = create_marker_above_car 36@ 
07E0: set_marker 40@ type_to 1 
00BC: show_text_highpriority GXT 'TOR1_01' time 7000 flag 1  // ~s~You need to use that ~b~bike~s~ in order to get Cesar close enough to the truck.
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @TORENO2_2168 
016A: fade 1 time 500 

:TORENO2_2112
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_2136 
0001: wait 0 ms 
0002: jump @TORENO2_2112 

:TORENO2_2136
0050: gosub @TORENO2_10920 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @TORENO2_2168 
0002: jump @TORENO2_10697 

:TORENO2_2168
0006: 42@ = 0 
0006: 41@ = 1 

:TORENO2_2182
00D6: if 
0039:   41@ == 1 
004D: jump_if_false @TORENO2_2486 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @TORENO2_2472 
00D6: if 
0039:   46@ == 1 
004D: jump_if_false @TORENO2_2472 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TORENO2_2472 
00A5: 34@ = create_car #PETRO at -1687.8 537.7 36.8 
0175: set_car 34@ Z_angle_to 137.0 
00A5: 37@ = create_car #PETROTR at -1679.5 545.9 36.9 
0175: set_car 37@ Z_angle_to 137.0 
0893: put_trailer 37@ on_cab 34@ 
053F: set_car 34@ tires_vulnerability 0 
020A: set_car 34@ door_status_to 3 
0560: create_random_actor_in_car 34@ handle_as 35@ 
02AA: set_car 34@ immune_to_nonplayer 1 
054A: set_actor 35@ can_be_shot_in_a_car 0 
00AD: set_car 34@ max_speed_to 0.0 
00AE: set_car 34@ traffic_behaviour_to 2 
0714: unknown_car 34@ flag 1 
01C3: remove_references_to_car 39@ 
0249: release_model #SAVANNA 
00BE: text_clear_all 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
0006: 73@ = 2 
0006: 74@ = 0 
0050: gosub @TORENO2_15177 
0164: disable_marker 40@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TORENO2_2458 
0186: 40@ = create_marker_above_car 34@ 

:TORENO2_2458
0006: 75@ = 0 
0006: 41@ = 2 

:TORENO2_2472
0050: gosub @TORENO2_11832 
0050: gosub @TORENO2_11512 

:TORENO2_2486
00D6: if 
0039:   41@ == 2 
004D: jump_if_false @TORENO2_5717 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TORENO2_2598 
00D6: if 
00DF:   actor $ACTOR_CESAR driving 
004D: jump_if_false @TORENO2_2598 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @TORENO2_2598 
03CB: set_rendering_origin_at -1641.0 586.5 38.5 
00A1: put_actor $PLAYER_ACTOR at -1641.0 586.5 38.5 
0175: set_car 36@ Z_angle_to 136.9 

:TORENO2_2598
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @TORENO2_2657 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TORENO2_2657 
00BC: show_text_highpriority GXT 'TOR1_04' time 7000 flag 1  // ~s~The ~r~truck~s~ is coming from Las Venturas and going to Foster Valley along the Garver Bridge.
0006: 75@ = 1 

:TORENO2_2657
00D6: if 
0039:   75@ == 1 
004D: jump_if_false @TORENO2_3140 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TORENO2_3140 
00D6: if 
00DB:   actor $ACTOR_CESAR in_car 36@ 
004D: jump_if_false @TORENO2_3140 
00D6: if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at -1042.5 1016.4 15.3 fur_corner_at -810.5 1300.7 50.0 angle 250.0 sphere 0 
004D: jump_if_false @TORENO2_2837 
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @TORENO2_2830 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TORENO2_2830 
0006: 73@ = 3 
0006: 74@ = 0 
0050: gosub @TORENO2_15177 
0006: 105@ = 1 

:TORENO2_2830
0002: jump @TORENO2_2844 

:TORENO2_2837
0006: 105@ = 0 

:TORENO2_2844
00D6: if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at -881.0 1029.0 50.9 fur_corner_at -970.2 955.7 33.0 angle -20.0 sphere 0 
004D: jump_if_false @TORENO2_2985 
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @TORENO2_2978 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TORENO2_2978 
0006: 73@ = 4 
0209: 74@ = random_int_in_ranges 0 3 
0085: 108@ = 74@ // (int) 
000A: 108@ += 1 
0050: gosub @TORENO2_15177 
0006: 106@ = 1 

:TORENO2_2978
0002: jump @TORENO2_2992 

:TORENO2_2985
0006: 106@ = 0 

:TORENO2_2992
00D6: if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at -774.9 1445.6 10.0 fur_corner_at -1187.0 1275.6 50.0 angle -250.0 sphere 0 
004D: jump_if_false @TORENO2_3133 
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @TORENO2_3126 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TORENO2_3126 
0006: 73@ = 5 
0209: 74@ = random_int_in_ranges 0 3 
0085: 108@ = 74@ // (int) 
000A: 108@ += 1 
0050: gosub @TORENO2_15177 
0006: 107@ = 1 

:TORENO2_3126
0002: jump @TORENO2_3140 

:TORENO2_3133
0006: 107@ = 0 

:TORENO2_3140
00D6: if 
001B:   2 > 75@ 
004D: jump_if_false @TORENO2_3264 
00D6: if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at -1143.8 1041.0 50.9 fur_corner_at -1393.7 797.3 33.0 angle -60.0 sphere 0 
004D: jump_if_false @TORENO2_3264 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TORENO2_3264 
0006: 73@ = 6 
0006: 74@ = 1 
0006: 108@ = 6 
0050: gosub @TORENO2_15177 
0006: 75@ = 3 

:TORENO2_3264
00D6: if 
0039:   75@ == 3 
004D: jump_if_false @TORENO2_3411 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TORENO2_3411 
00D6: if 
0204:   actor $PLAYER_ACTOR near_car 34@ radius 180.0 180.0 sphere 0 in_car 
004D: jump_if_false @TORENO2_3411 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TORENO2_3411 
00D6: if 
00DB:   actor $ACTOR_CESAR in_car 36@ 
004D: jump_if_false @TORENO2_3411 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0006: 73@ = 6 
0006: 74@ = 0 
0006: 108@ = 1 
0050: gosub @TORENO2_15177 
0006: 75@ = 4 

:TORENO2_3411
00D6: if 
0039:   75@ == 4 
004D: jump_if_false @TORENO2_3461 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TORENO2_3461 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0006: 75@ = 5 

:TORENO2_3461
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @TORENO2_3616 
00D6: if 
0204:   actor $PLAYER_ACTOR near_car 34@ radius 180.0 180.0 sphere 0 in_car 
004D: jump_if_false @TORENO2_3606 
04BA: set_car 34@ speed_to 35.0 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @TORENO2_3592 
0615: define_AS_pack_begin 125@ 
05D1: AS_actor -1 drive_car 34@ to -1914.6 -1187.7 30.0 speed 15.0 0 model #NULL 3 
0616: define_AS_pack_end 125@ 
0618: assign_actor 35@ to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 

:TORENO2_3592
0006: 42@ = 1 
0002: jump @TORENO2_3616 

:TORENO2_3606
0175: set_car 34@ Z_angle_to 137.0 

:TORENO2_3616
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @TORENO2_3722 
00D6: if 
0207:   actor $PLAYER_ACTOR near_car 34@ radius 20.0 20.0 20.0 flag 0 in_car 
004D: jump_if_false @TORENO2_3722 
00D6: if 
00DB:   actor $ACTOR_CESAR in_car 36@ 
004D: jump_if_false @TORENO2_3722 
00BC: show_text_highpriority GXT 'TOR1_10' time 11000 flag 1  // ~s~Pull up to the left hand side of the ~r~truck~s~ and hold the bike in position until Cesar is ready to jump.
00AD: set_car 34@ max_speed_to 37.0 
0006: 42@ = 2 

:TORENO2_3722
00D6: if 
0039:   42@ == 2 
004D: jump_if_false @TORENO2_5682 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TORENO2_5682 
00D6: if 
00DB:   actor $ACTOR_CESAR in_car 36@ 
004D: jump_if_false @TORENO2_5682 
0407: store_coords_to 111@ 112@ 113@ from_car 34@ with_offset -3.0 4.0 10.0 
0407: store_coords_to 114@ 115@ 116@ from_car 34@ with_offset -3.0 0.0 -10.0 
00D6: if 
05FE:   actor $PLAYER_ACTOR in_cube_fll_corner_at 111@ 112@ 113@ fur_corner_at 114@ 115@ 116@ depth 3.0 flag 0 in_car 
004D: jump_if_false @TORENO2_4178 
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @TORENO2_3966 
0605: actor $ACTOR_CESAR perform_animation "BK_RDY_IN" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 51@ = 2 
00BC: show_text_highpriority GXT 'HOLD_1' time 7000 flag 1  // Hold this position!
0006: 47@ = 1 

:TORENO2_3966
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @TORENO2_4171 
00D6: if 
0039:   61@ == 0 
004D: jump_if_false @TORENO2_4021 
01BD: 60@ = current_time_in_ms 
0006: 61@ = 1 
0002: jump @TORENO2_4171 

:TORENO2_4021
01BD: 59@ = current_time_in_ms 
0085: 58@ = 59@ // (int) 
0062: 58@ -= 60@ // (int) 
00D6: if 
0019:   58@ > 3500 
004D: jump_if_false @TORENO2_4127 
01B4: set_player $PLAYER_CHAR can_move 0 
0683: attach_car 36@ to_car 34@ with_offset -2.692 2.484 -1.0 rotation 0.0 0.0 0.0 
0006: 42@ = 0 
0006: 54@ = 0 
0006: 41@ = 3 

:TORENO2_4127
00D6: if 
0039:   54@ == 0 
004D: jump_if_false @TORENO2_4171 
00D6: if 
0019:   58@ > 1000 
004D: jump_if_false @TORENO2_4171 
0006: 54@ = 1 

:TORENO2_4171
0002: jump @TORENO2_4203 

:TORENO2_4178
03D5: remove_text 'HOLD_1'  // Hold this position!
0006: 61@ = 0 
0006: 47@ = 0 

:TORENO2_4203
0407: store_coords_to 111@ 112@ 113@ from_car 34@ with_offset -3.0 12.0 10.0 
0407: store_coords_to 114@ 115@ 116@ from_car 34@ with_offset -3.0 4.0 -10.0 
00D6: if 
05FE:   actor $PLAYER_ACTOR in_cube_fll_corner_at 111@ 112@ 113@ fur_corner_at 114@ 115@ 116@ depth 3.0 flag 0 in_car 
004D: jump_if_false @TORENO2_4653 
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @TORENO2_4646 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @TORENO2_4516 
00D6: if 
0611:   actor $ACTOR_CESAR performing_animation "BK_BLNCE_IN" 
004D: jump_if_false @TORENO2_4466 
0613: 52@ = actor $ACTOR_CESAR animation "BK_BLNCE_IN" time 
00D6: if 
0043:   52@ == 1.0 
004D: jump_if_false @TORENO2_4459 
0605: actor $ACTOR_CESAR perform_animation "BK_BLNCE_IN" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 51@ = 1 

:TORENO2_4459
0002: jump @TORENO2_4516 

:TORENO2_4466
0605: actor $ACTOR_CESAR perform_animation "BK_BLNCE_IN" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 51@ = 1 

:TORENO2_4516
00D6: if 
0039:   51@ == 2 
004D: jump_if_false @TORENO2_4583 
0605: actor $ACTOR_CESAR perform_animation "BK_RDY_OUT" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 51@ = 1 

:TORENO2_4583
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TORENO2_4639 
0006: 73@ = 10 
0209: 74@ = random_int_in_ranges 0 3 
0085: 108@ = 74@ // (int) 
000A: 108@ += 1 
0050: gosub @TORENO2_15177 

:TORENO2_4639
0006: 48@ = 1 

:TORENO2_4646
0002: jump @TORENO2_4660 

:TORENO2_4653
0006: 48@ = 0 

:TORENO2_4660
0407: store_coords_to 111@ 112@ 113@ from_car 34@ with_offset -6.0 8.0 10.0 
0407: store_coords_to 114@ 115@ 116@ from_car 34@ with_offset -6.0 -8.0 -10.0 
00D6: if 
05FE:   actor $PLAYER_ACTOR in_cube_fll_corner_at 111@ 112@ 113@ fur_corner_at 114@ 115@ 116@ depth 3.0 flag 0 in_car 
004D: jump_if_false @TORENO2_5110 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @TORENO2_5103 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @TORENO2_4973 
00D6: if 
0611:   actor $ACTOR_CESAR performing_animation "BK_BLNCE_IN" 
004D: jump_if_false @TORENO2_4923 
0613: 52@ = actor $ACTOR_CESAR animation "BK_BLNCE_IN" time 
00D6: if 
0043:   52@ == 1.0 
004D: jump_if_false @TORENO2_4916 
0605: actor $ACTOR_CESAR perform_animation "BK_BLNCE_IN" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 51@ = 1 

:TORENO2_4916
0002: jump @TORENO2_4973 

:TORENO2_4923
0605: actor $ACTOR_CESAR perform_animation "BK_BLNCE_IN" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 51@ = 1 

:TORENO2_4973
00D6: if 
0039:   51@ == 2 
004D: jump_if_false @TORENO2_5040 
0605: actor $ACTOR_CESAR perform_animation "BK_RDY_OUT" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 51@ = 1 

:TORENO2_5040
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TORENO2_5096 
0006: 73@ = 7 
0209: 74@ = random_int_in_ranges 0 3 
0085: 108@ = 74@ // (int) 
000A: 108@ += 1 
0050: gosub @TORENO2_15177 

:TORENO2_5096
0006: 49@ = 1 

:TORENO2_5103
0002: jump @TORENO2_5117 

:TORENO2_5110
0006: 49@ = 0 

:TORENO2_5117
0407: store_coords_to 111@ 112@ 113@ from_car 34@ with_offset -3.0 0.0 10.0 
0407: store_coords_to 114@ 115@ 116@ from_car 34@ with_offset -3.0 -8.0 -10.0 
00D6: if 
05FE:   actor $PLAYER_ACTOR in_cube_fll_corner_at 111@ 112@ 113@ fur_corner_at 114@ 115@ 116@ depth 3.0 flag 0 in_car 
004D: jump_if_false @TORENO2_5567 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @TORENO2_5560 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @TORENO2_5430 
00D6: if 
0611:   actor $ACTOR_CESAR performing_animation "BK_BLNCE_IN" 
004D: jump_if_false @TORENO2_5380 
0613: 52@ = actor $ACTOR_CESAR animation "BK_BLNCE_IN" time 
00D6: if 
0043:   52@ == 1.0 
004D: jump_if_false @TORENO2_5373 
0605: actor $ACTOR_CESAR perform_animation "BK_BLNCE_IN" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 51@ = 1 

:TORENO2_5373
0002: jump @TORENO2_5430 

:TORENO2_5380
0605: actor $ACTOR_CESAR perform_animation "BK_BLNCE_IN" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 51@ = 1 

:TORENO2_5430
00D6: if 
0039:   51@ == 2 
004D: jump_if_false @TORENO2_5497 
0605: actor $ACTOR_CESAR perform_animation "BK_RDY_OUT" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 51@ = 1 

:TORENO2_5497
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TORENO2_5553 
0006: 73@ = 9 
0209: 74@ = random_int_in_ranges 0 3 
0085: 108@ = 74@ // (int) 
000A: 108@ += 1 
0050: gosub @TORENO2_15177 

:TORENO2_5553
0006: 50@ = 1 

:TORENO2_5560
0002: jump @TORENO2_5574 

:TORENO2_5567
0006: 50@ = 0 

:TORENO2_5574
00D6: if and
0039:   47@ == 0 
0039:   48@ == 0 
0039:   49@ == 0 
0039:   50@ == 0 
004D: jump_if_false @TORENO2_5682 
00D6: if 
0019:   51@ > 0 
004D: jump_if_false @TORENO2_5682 
0605: actor $ACTOR_CESAR perform_animation "BK_BLNCE_OUT" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 51@ = 0 

:TORENO2_5682
0050: gosub @TORENO2_12035 
0050: gosub @TORENO2_11512 
0050: gosub @TORENO2_11832 
0050: gosub @TORENO2_12104 
0050: gosub @TORENO2_12228 

:TORENO2_5717
00D6: if 
0039:   41@ == 3 
004D: jump_if_false @TORENO2_8119 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @TORENO2_5803 
06C9: remove_actor $ACTOR_CESAR from_group 
0605: actor $ACTOR_CESAR perform_animation "BK_JMP" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 42@ = 1 

:TORENO2_5803
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @TORENO2_5889 
00D6: if 
0611:   actor $ACTOR_CESAR performing_animation "BK_JMP" 
004D: jump_if_false @TORENO2_5889 
0613: 52@ = actor $ACTOR_CESAR animation "BK_JMP" time 
00D6: if 
0043:   52@ == 1.0 
004D: jump_if_false @TORENO2_5889 
0006: 42@ = 2 

:TORENO2_5889
00D6: if 
0039:   42@ == 2 
004D: jump_if_false @TORENO2_6058 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @TORENO2_5931 
09C9: disembark_actor $ACTOR_CESAR from_car 36@ and_freeze_actor_position 

:TORENO2_5931
0464: put_actor $ACTOR_CESAR into_turret_on_car 34@ at_car_offset -1.0 0.0 0.0 position 3 shooting_angle_limit 360.0 with_weapon 0 
0605: actor $ACTOR_CESAR perform_animation "TRUCK_GETIN" IFP "BIKELEAP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @TORENO2_6044 
0684: detach_car 36@ 0.0 0.0 0.0 collision_detection 0 

:TORENO2_6044
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 42@ = 3 

:TORENO2_6058
00D6: if 
0019:   42@ > 3 
004D: jump_if_false @TORENO2_6092 
0174: 53@ = car 34@ Z_angle 
0173: set_actor $ACTOR_CESAR Z_angle_to 53@ 

:TORENO2_6092
00D6: if 
0039:   42@ == 3 
004D: jump_if_false @TORENO2_6195 
00D6: if 
0611:   actor $ACTOR_CESAR performing_animation "TRUCK_GETIN" 
004D: jump_if_false @TORENO2_6195 
0613: 52@ = actor $ACTOR_CESAR animation "TRUCK_GETIN" time 
00D6: if 
0021:   52@ > 0.41 
004D: jump_if_false @TORENO2_6195 
0006: 56@ = 1 
0006: 42@ = 4 

:TORENO2_6195
00D6: if 
0039:   42@ == 4 
004D: jump_if_false @TORENO2_6358 
00D6: if 
0611:   actor $ACTOR_CESAR performing_animation "TRUCK_GETIN" 
004D: jump_if_false @TORENO2_6358 
0613: 52@ = actor $ACTOR_CESAR animation "TRUCK_GETIN" time 
00D6: if 
0021:   52@ > 0.66 
004D: jump_if_false @TORENO2_6358 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @TORENO2_6358 
0605: actor 35@ perform_animation "TRUCK_DRIVER" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 54@ = 1 
0006: 42@ = 5 

:TORENO2_6358
00D6: if 
0039:   42@ == 5 
004D: jump_if_false @TORENO2_6593 
00D6: if 
0611:   actor $ACTOR_CESAR performing_animation "TRUCK_GETIN" 
004D: jump_if_false @TORENO2_6593 
0613: 52@ = actor $ACTOR_CESAR animation "TRUCK_GETIN" time 
00D6: if 
0043:   52@ == 1.0 
004D: jump_if_false @TORENO2_6593 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @TORENO2_6540 
0362: remove_actor 35@ from_car_and_place_at 0.0 0.0 0.0 
0430: put_actor 35@ into_car 34@ passenger_seat -1 
0605: actor 35@ perform_animation "STRUGGLE_DRIVER" IFP "BIKELEAP" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 

:TORENO2_6540
0605: actor $ACTOR_CESAR perform_animation "STRUGGLE_CESAR" IFP "BIKELEAP" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
0006: 42@ = 6 

:TORENO2_6593
00D6: if 
0039:   42@ == 6 
004D: jump_if_false @TORENO2_6692 
00D6: if 
0039:   54@ == 16 
004D: jump_if_false @TORENO2_6692 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @TORENO2_6692 
0687: clear_actor $ACTOR_CESAR task 
0687: clear_actor 35@ task 
0615: define_AS_pack_begin 125@ 
0622: AS_actor -1 bail_car 34@ 
0616: define_AS_pack_end 125@ 
0618: assign_actor 35@ to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 
0006: 42@ = 8 

:TORENO2_6692
00D6: if 
0039:   42@ == 8 
004D: jump_if_false @TORENO2_6884 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @TORENO2_6884 
00D6: if 
80DF:   not actor 35@ driving 
004D: jump_if_false @TORENO2_6884 
0477: set_car 34@ action 0 time -1 
02AA: set_car 34@ immune_to_nonplayer 0 
0762: AS_actor 35@ dies 
0465: remove_actor $ACTOR_CESAR from_turret_mode 
0430: put_actor $ACTOR_CESAR into_car 34@ passenger_seat -1 
0006: 45@ = 1 
020A: set_car 34@ door_status_to 1 
0249: release_model #PCJ600 
04EF: release_animation "BIKELEAP" 
0607: remove_forbidden_for_scripted_cars 
00BE: text_clear_all 
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 34@ 
07E0: set_marker 40@ type_to 1 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
00BC: show_text_highpriority GXT 'TOR1_11' time 4000 flag 1  // ~s~Get into the ~b~truck~s~ and drive it back to the garage.
0006: 42@ = 0 
0006: 73@ = 0 
0006: 75@ = 0 
0006: 41@ = 4 

:TORENO2_6884
00D6: if 
0039:   54@ == 1 
004D: jump_if_false @TORENO2_6943 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 7 time 200 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 2 

:TORENO2_6943
00D6: if 
0039:   54@ == 2 
004D: jump_if_false @TORENO2_7021 
00D6: if 
0019:   32@ > 200 
004D: jump_if_false @TORENO2_7021 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 9 time 300 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 3 

:TORENO2_7021
00D6: if 
0039:   54@ == 3 
004D: jump_if_false @TORENO2_7099 
00D6: if 
0019:   32@ > 300 
004D: jump_if_false @TORENO2_7099 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 8 time 200 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 4 

:TORENO2_7099
00D6: if 
0039:   54@ == 4 
004D: jump_if_false @TORENO2_7177 
00D6: if 
0019:   32@ > 200 
004D: jump_if_false @TORENO2_7177 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 9 time 500 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 5 

:TORENO2_7177
00D6: if 
0039:   54@ == 5 
004D: jump_if_false @TORENO2_7255 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @TORENO2_7255 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 7 time 500 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 6 

:TORENO2_7255
00D6: if 
0039:   54@ == 6 
004D: jump_if_false @TORENO2_7333 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @TORENO2_7333 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 9 time 1000 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 7 

:TORENO2_7333
00D6: if 
0039:   54@ == 7 
004D: jump_if_false @TORENO2_7411 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @TORENO2_7411 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 8 time 500 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 8 

:TORENO2_7411
00D6: if 
0039:   54@ == 8 
004D: jump_if_false @TORENO2_7489 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @TORENO2_7489 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 9 time 1000 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 9 

:TORENO2_7489
00D6: if 
0039:   54@ == 9 
004D: jump_if_false @TORENO2_7567 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @TORENO2_7567 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 7 time 500 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 10 

:TORENO2_7567
00D6: if 
0039:   54@ == 10 
004D: jump_if_false @TORENO2_7645 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @TORENO2_7645 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 9 time 1000 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 11 

:TORENO2_7645
00D6: if 
0039:   54@ == 11 
004D: jump_if_false @TORENO2_7723 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @TORENO2_7723 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 8 time 500 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 12 

:TORENO2_7723
00D6: if 
0039:   54@ == 12 
004D: jump_if_false @TORENO2_7801 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @TORENO2_7801 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 9 time 1000 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 13 

:TORENO2_7801
00D6: if 
0039:   54@ == 13 
004D: jump_if_false @TORENO2_7879 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @TORENO2_7879 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 7 time 500 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 14 

:TORENO2_7879
00D6: if 
0039:   54@ == 14 
004D: jump_if_false @TORENO2_7957 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @TORENO2_7957 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 9 time 1000 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 15 

:TORENO2_7957
00D6: if 
0039:   54@ == 15 
004D: jump_if_false @TORENO2_8035 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @TORENO2_8035 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 6 time 1000 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 16 

:TORENO2_8035
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @TORENO2_8105 
00D6: if 
88A7:   not car 34@ componentB 2 opened_or_not_present 
004D: jump_if_false @TORENO2_8098 
000B: 124@ += 0.1 
08A6: set_car 34@ door 2 rotation_to 124@ 
0002: jump @TORENO2_8105 

:TORENO2_8098
0006: 56@ = 2 

:TORENO2_8105
0050: gosub @TORENO2_12228 
0050: gosub @TORENO2_12035 

:TORENO2_8119
00D6: if 
0039:   41@ == 4 
004D: jump_if_false @TORENO2_8617 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TORENO2_8198 
00D6: if 
00DF:   actor $ACTOR_CESAR driving 
004D: jump_if_false @TORENO2_8198 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @TORENO2_8198 
0006: 42@ = 0 
0006: 41@ = 5 

:TORENO2_8198
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @TORENO2_8377 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_8377 
00D6: if 
07AB:   car 37@ has_attached_trailer 34@ 
004D: jump_if_false @TORENO2_8309 
0164: disable_marker 40@ 
018A: 40@ = create_checkpoint_at -2016.5 157.7 26.7 
00BB: show_text_lowpriority GXT 'TOR1_06' time 7000 flag 1  // ~s~Drive the truck back to the ~y~garage~s~.
0006: 55@ = 1 
0002: jump @TORENO2_8352 

:TORENO2_8309
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 37@ 
07E0: set_marker 40@ type_to 1 
00BB: show_text_lowpriority GXT 'TOR1_21' time 7000 flag 1  // ~s~Reconnect to the ~b~tanker~s~.
0006: 55@ = 0 

:TORENO2_8352
041E: set_radio_station 0 
0006: 45@ = 1 
0006: 42@ = 1 
0006: 33@ = 0 

:TORENO2_8377
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @TORENO2_8617 
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @TORENO2_8496 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @TORENO2_8496 
00D6: if 
0039:   55@ == 1 
004D: jump_if_false @TORENO2_8496 
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @TORENO2_8496 
0006: 73@ = 11 
0006: 74@ = 0 
0050: gosub @TORENO2_15177 
0006: 75@ = 1 

:TORENO2_8496
00D6: if 
07AB:   car 37@ has_attached_trailer 34@ 
004D: jump_if_false @TORENO2_8603 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_8603 
00D6: if 
01AF:   car 34@ sphere 1 in_sphere -2016.5 157.7 26.7 radius 4.0 4.0 4.0 
004D: jump_if_false @TORENO2_8603 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 42@ = 0 
0006: 41@ = 5 

:TORENO2_8603
0050: gosub @TORENO2_11122 
0050: gosub @TORENO2_11303 

:TORENO2_8617
00D6: if 
0039:   41@ == 5 
004D: jump_if_false @TORENO2_9737 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @TORENO2_8707 
01B4: set_player $PLAYER_CHAR can_move 0 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
00BE: text_clear_all 
016A: fade 0 time 500 

:TORENO2_8676
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_8700 
0001: wait 0 ms 
0002: jump @TORENO2_8676 

:TORENO2_8700
0006: 42@ = 1 

:TORENO2_8707
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @TORENO2_9379 
04ED: load_animation "POLICE" 

:TORENO2_8735
00D6: if 
84EE:   not animation "POLICE" loaded 
004D: jump_if_false @TORENO2_8767 
0001: wait 0 ms 
0002: jump @TORENO2_8735 

:TORENO2_8767
0360: open_garage 'HBGDSFS' 

:TORENO2_8778
00D6: if 
83B0:   not garage 'HBGDSFS' door_open 
004D: jump_if_false @TORENO2_8811 
0001: wait 0 ms 
0002: jump @TORENO2_8778 

:TORENO2_8811
0050: gosub @TORENO2_10920 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @TORENO2_8843 
0002: jump @TORENO2_10697 

:TORENO2_8843
04E4: refresh_game_renderer_at -1998.7 178.4 
0A0B: set_rendering_origin_at_3D_coord -1998.7 178.4 26.3 angle 270.0 
0395: clear_area 0 at -1998.7 178.4 26.3 radius 200.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @TORENO2_8988 
00D6: if 
07AB:   car 37@ has_attached_trailer 34@ 
004D: jump_if_false @TORENO2_8988 
07AC: detach_trailer 37@ from_cab 34@ 
00AB: put_car 37@ at -1998.7 178.4 26.3 
0175: set_car 37@ Z_angle_to 88.7 

:TORENO2_8988
00AB: put_car 34@ at -2006.7 178.4 26.3 
0175: set_car 34@ Z_angle_to 88.7 
0001: wait 0 ms 
0050: gosub @TORENO2_10920 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @TORENO2_9054 
0002: jump @TORENO2_10697 

:TORENO2_9054
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @TORENO2_9078 
0893: put_trailer 37@ on_cab 34@ 

:TORENO2_9078
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2035.3 180.5 27.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 277.5 
0615: define_AS_pack_begin 125@ 
0605: actor -1 perform_animation "COPTRAF_COME" IFP "POLICE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 125@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 
0792: disembark_instantly_actor $ACTOR_CESAR 
036A: put_actor $ACTOR_CESAR in_car 34@ 
05D1: AS_actor $ACTOR_CESAR drive_car 34@ to -2053.3 178.8 27.8 speed 10.0 0 model #NULL 3 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 73@ = 0 
09F5: disable_player_mutal_activities 1 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position -2038.0 182.8 29.2 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2001.0 166.2 31.2 switchstyle 2 
016A: fade 1 time 2000 

:TORENO2_9316
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_9340 
0001: wait 0 ms 
0002: jump @TORENO2_9316 

:TORENO2_9340
0050: gosub @TORENO2_10920 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @TORENO2_9372 
0002: jump @TORENO2_10697 

:TORENO2_9372
0006: 42@ = 2 

:TORENO2_9379
00D6: if 
0039:   42@ == 2 
004D: jump_if_false @TORENO2_9545 
062E: get_actor $PLAYER_ACTOR task 1541 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @TORENO2_9545 
0615: define_AS_pack_begin 125@ 
0605: actor -1 perform_animation "COPTRAF_COME" IFP "POLICE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "COPTRAF_LEFT" IFP "POLICE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 125@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 
0006: 32@ = 0 
0006: 42@ = 3 

:TORENO2_9545
00D6: if 
0039:   42@ == 3 
004D: jump_if_false @TORENO2_9737 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @TORENO2_9737 
016A: fade 0 time 500 

:TORENO2_9589
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_9613 
0001: wait 0 ms 
0002: jump @TORENO2_9589 

:TORENO2_9613
0296: unload_special_actor 1 
00A6: destroy_car 34@ 
00A6: destroy_car 37@ 
0361: close_garage 'HBGDSFS' 

:TORENO2_9638
00D6: if 
83B1:   not garage 'HBGDSFS' door_closed 
004D: jump_if_false @TORENO2_9671 
0001: wait 0 ms 
0002: jump @TORENO2_9638 

:TORENO2_9671
09F5: disable_player_mutal_activities 0 
016A: fade 1 time 500 
02A3: enable_widescreen 0 
08F6: restore_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:TORENO2_9706
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_9730 
0001: wait 0 ms 
0002: jump @TORENO2_9706 

:TORENO2_9730
0002: jump @TORENO2_10715 

:TORENO2_9737
00D6: if 
001B:   3 > 41@ 
004D: jump_if_false @TORENO2_9823 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @TORENO2_9823 
00D6: if 
01AD:   car 34@ sphere 0 near_point -1914.6 -1187.7 radius 5.0 5.0 
004D: jump_if_false @TORENO2_9823 
0006: 42@ = 0 
0006: 41@ = 6 

:TORENO2_9823
00D6: if 
0039:   41@ == 6 
004D: jump_if_false @TORENO2_10683 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @TORENO2_10561 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @TORENO2_10561 
00BE: text_clear_all 
016A: fade 0 time 500 

:TORENO2_9893
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_9917 
0001: wait 0 ms 
0002: jump @TORENO2_9893 

:TORENO2_9917
0050: gosub @TORENO2_10920 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @TORENO2_9949 
0002: jump @TORENO2_10697 

:TORENO2_9949
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 73@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position -1932.8 -991.8 31.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1959.7 -1019.9 43.1 switchstyle 2 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1915.0 -977.8 cornerB -2013.4 -1074.8 
004D: jump_if_false @TORENO2_10095 
00A1: put_actor $PLAYER_ACTOR at -1984.5 -1072.9 31.5 

:TORENO2_10095
00D6: if 
00A3:   actor $ACTOR_CESAR sphere 0 in_rectangle_cornerA -1915.0 -977.8 cornerB -2013.4 -1074.8 
004D: jump_if_false @TORENO2_10153 
00A1: put_actor $ACTOR_CESAR at -1984.5 -1074.9 31.5 

:TORENO2_10153
04E4: refresh_game_renderer_at -1984.3 -1045.7 
03CB: set_rendering_origin_at -1984.3 -1045.7 31.6 
0395: clear_area 1 at -1984.3 -1045.7 31.6 radius 25.0 
00AB: put_car 34@ at -1984.3 -1045.7 31.6 
0175: set_car 34@ Z_angle_to 0.0 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @TORENO2_10290 
00AB: put_car 37@ at -1984.3 -1055.7 31.6 
0175: set_car 37@ Z_angle_to 0.0 
0893: put_trailer 37@ on_cab 34@ 

:TORENO2_10290
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @TORENO2_10461 
0615: define_AS_pack_begin 125@ 
05D1: AS_actor -1 drive_car 34@ to -1984.8 -1022.1 31.6 speed 15.0 0 model #NULL 3 
05D1: AS_actor -1 drive_car 34@ to -1954.4 -1007.4 31.6 speed 15.0 0 model #NULL 3 
05D1: AS_actor -1 drive_car 34@ to -1943.6 -1040.1 31.6 speed 15.0 2 model #NULL 3 
05D1: AS_actor -1 drive_car 34@ to -1946.6 -1018.0 31.6 speed 15.0 2 model #NULL 3 
0616: define_AS_pack_end 125@ 
0618: assign_actor 35@ to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 

:TORENO2_10461
00BC: show_text_highpriority GXT 'TOR1_12' time 11000 flag 1  // ~r~You failed to steal the truck!
016A: fade 1 time 1000 

:TORENO2_10484
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_10515 
0001: wait 0 ms 
0050: gosub @TORENO2_12035 
0002: jump @TORENO2_10484 

:TORENO2_10515
0050: gosub @TORENO2_10920 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @TORENO2_10547 
0002: jump @TORENO2_10697 

:TORENO2_10547
0707: start_scene_skip_to @TORENO2_10624 
0006: 42@ = 1 

:TORENO2_10561
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @TORENO2_10683 
0050: gosub @TORENO2_12035 
00D6: if 
01AD:   car 34@ sphere 0 near_point -1943.6 -1040.1 radius 5.0 5.0 
004D: jump_if_false @TORENO2_10683 

:TORENO2_10624
0701: end_scene_skip 
0050: gosub @TORENO2_10920 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @TORENO2_10658 
0002: jump @TORENO2_10697 

:TORENO2_10658
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TOR1_12' time 4000 flag 1  // ~r~You failed to steal the truck!
0002: jump @TORENO2_10697 

:TORENO2_10683
0050: gosub @TORENO2_12933 
0002: jump @TORENO2_1616 

:TORENO2_10697
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:TORENO2_10715
0008: $TORENO_TOTAL_PASSED_MISSIONS += 1 
01E3: show_text_1number_styled GXT 'M_PASS' number 7000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 7000 
0629: change_integer_stat 326 to 1 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'DESERT2'  // Highjack
0164: disable_marker $580 
030C: progress_made = 1 
0051: return 

:TORENO2_10787
00D6: if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // s$ 
004D: jump_if_false @TORENO2_10805 
02EB: restore_camera_with_jumpcut 

:TORENO2_10805
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TORENO2_10828 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:TORENO2_10828
09F5: disable_player_mutal_activities 0 
0607: remove_forbidden_for_scripted_cars 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0249: release_model #PETRO 
0249: release_model #PCJ600 
0249: release_model #PETROTR 
0249: release_model #SAVANNA 
034F: destroy_actor_with_fade $ACTOR_CESAR 
0296: unload_special_actor 1 
04EF: release_animation "BIKELEAP" 
04EF: release_animation "POLICE" 
0164: disable_marker 40@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:TORENO2_10920
00D6: if 
001B:   3 > 41@ 
004D: jump_if_false @TORENO2_10979 
00D6: if 
0119:   car 36@ wrecked 
004D: jump_if_false @TORENO2_10979 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TOR1_02' time 4000 flag 1  // ~r~The bike has been destroyed.
0006: 44@ = 1 

:TORENO2_10979
00D6: if 
0019:   41@ > 1 
004D: jump_if_false @TORENO2_11079 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @TORENO2_11038 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TOR1_14' time 4000 flag 1  // ~r~The transport has been destroyed.
0006: 44@ = 1 

:TORENO2_11038
00D6: if 
0119:   car 37@ wrecked 
004D: jump_if_false @TORENO2_11079 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TOR1_14' time 4000 flag 1  // ~r~The transport has been destroyed.
0006: 44@ = 1 

:TORENO2_11079
00D6: if 
0118:   actor $ACTOR_CESAR dead 
004D: jump_if_false @TORENO2_11120 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TOR1_03' time 4000 flag 1  // ~r~Cesar has been killed.
0006: 44@ = 1 

:TORENO2_11120
0051: return 

:TORENO2_11122
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @TORENO2_11237 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_11237 
00D6: if 
87AB:   not car 37@ has_attached_trailer 34@ 
004D: jump_if_false @TORENO2_11205 
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 37@ 
07E0: set_marker 40@ type_to 1 
0002: jump @TORENO2_11230 

:TORENO2_11205
0164: disable_marker 40@ 
018A: 40@ = create_checkpoint_at -2016.5 157.7 26.7 

:TORENO2_11230
0006: 45@ = 1 

:TORENO2_11237
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @TORENO2_11301 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_11301 
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 34@ 
07E0: set_marker 40@ type_to 1 
0006: 45@ = 0 

:TORENO2_11301
0051: return 

:TORENO2_11303
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @TORENO2_11510 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @TORENO2_11510 
0224: set_car 37@ health_to 1000 
00D6: if 
0039:   55@ == 1 
004D: jump_if_false @TORENO2_11425 
00D6: if 
87AB:   not car 37@ has_attached_trailer 34@ 
004D: jump_if_false @TORENO2_11425 
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 37@ 
07E0: set_marker 40@ type_to 1 
00BC: show_text_highpriority GXT 'TOR1_21' time 4000 flag 1  // ~s~Reconnect to the ~b~tanker~s~.
0006: 55@ = 0 

:TORENO2_11425
00D6: if 
0039:   55@ == 0 
004D: jump_if_false @TORENO2_11510 
00D6: if 
07AB:   car 37@ has_attached_trailer 34@ 
004D: jump_if_false @TORENO2_11510 
0164: disable_marker 40@ 
018A: 40@ = create_checkpoint_at -2016.5 157.7 26.7 
00BB: show_text_lowpriority GXT 'TOR1_06' time 4000 flag 1  // ~s~Drive the truck back to the ~y~garage~s~.
0006: 55@ = 1 

:TORENO2_11510
0051: return 

:TORENO2_11512
00D6: if 
0039:   46@ == 1 
004D: jump_if_false @TORENO2_11830 
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @TORENO2_11700 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TORENO2_11700 
03D5: remove_text 76@(74@,8s) 
03D5: remove_text 'TOR1_20'  // ~s~Get on the ~b~bike~s~.
0164: disable_marker 40@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TORENO2_11616 
0186: 40@ = create_marker_above_car 34@ 

:TORENO2_11616
00D6: if 
0019:   33@ > 8000 
004D: jump_if_false @TORENO2_11693 
00D6: if 
00DB:   actor $ACTOR_CESAR in_car 36@ 
004D: jump_if_false @TORENO2_11677 
00BC: show_text_highpriority GXT 'TOR1_05' time 4000 flag 1  // ~s~Catch up to the ~r~truck~s~.
0002: jump @TORENO2_11693 

:TORENO2_11677
00BC: show_text_highpriority GXT 'TOR1_16' time 4000 flag 1  // ~s~Pick up Cesar then catch up to the ~r~truck~s~.

:TORENO2_11693
0006: 45@ = 1 

:TORENO2_11700
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @TORENO2_11830 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TORENO2_11830 
03D5: remove_text 76@(74@,8s) 
03D5: remove_text 'TOR1_10'  // ~s~Pull up to the left hand side of the ~r~truck~s~ and hold the bike in position until Cesar is ready to jump.
03D5: remove_text 'TOR1_16'  // ~s~Pick up Cesar then catch up to the ~r~truck~s~.
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 36@ 
07E0: set_marker 40@ type_to 1 
00D6: if 
0019:   33@ > 8000 
004D: jump_if_false @TORENO2_11823 
00BC: show_text_highpriority GXT 'TOR1_20' time 4000 flag 1  // ~s~Get on the ~b~bike~s~.

:TORENO2_11823
0006: 45@ = 0 

:TORENO2_11830
0051: return 

:TORENO2_11832
00D6: if 
0039:   46@ == 1 
004D: jump_if_false @TORENO2_11896 
00D6: if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @TORENO2_11896 
0164: disable_marker 40@ 
0187: 40@ = create_marker_above_actor $ACTOR_CESAR 
07E0: set_marker 40@ type_to 1 
0006: 46@ = 0 

:TORENO2_11896
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @TORENO2_12033 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @TORENO2_12033 
00D6: if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @TORENO2_11981 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CESAR in_group $PLAYER_GROUP 

:TORENO2_11981
0164: disable_marker 40@ 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TORENO2_12019 
0006: 45@ = 1 
0002: jump @TORENO2_12026 

:TORENO2_12019
0006: 45@ = 0 

:TORENO2_12026
0006: 46@ = 1 

:TORENO2_12033
0051: return 

:TORENO2_12035
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TORENO2_12102 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @TORENO2_12102 
0224: set_car 37@ health_to 1000 
00D6: if 
87AB:   not car 37@ has_attached_trailer 34@ 
004D: jump_if_false @TORENO2_12102 
0893: put_trailer 37@ on_cab 34@ 

:TORENO2_12102
0051: return 

:TORENO2_12104
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TORENO2_12226 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 34@ radius 20.0 20.0 sphere 0 
004D: jump_if_false @TORENO2_12168 
00AD: set_car 34@ max_speed_to 37.0 
0002: jump @TORENO2_12226 

:TORENO2_12168
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 34@ radius 40.0 40.0 sphere 0 
004D: jump_if_false @TORENO2_12216 
00AD: set_car 34@ max_speed_to 20.0 
0002: jump @TORENO2_12226 

:TORENO2_12216
00AD: set_car 34@ max_speed_to 15.0 

:TORENO2_12226
0051: return 

:TORENO2_12228
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TORENO2_12931 
0407: store_coords_to 120@ 121@ $TEMPVAR_FLOAT_3 from_car 34@ with_offset -3.0 2.0 0.0 
0407: store_coords_to 122@ 123@ $TEMPVAR_FLOAT_3 from_car 34@ with_offset 3.0 11.0 0.0 
053E: 38@ = get_random_car_with_model -1 in_rectangle_cornerA 120@ 121@ cornerB 122@ 123@ 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @TORENO2_12931 
00D6: if 
803B:   not  38@ == 36@ // (int) 
004D: jump_if_false @TORENO2_12931 
0227: 57@ = car 38@ health 
00D6: if 
0019:   57@ > 500 
004D: jump_if_false @TORENO2_12931 
02E3: 69@ = car 34@ speed 
0013: 69@ *= 0.02 
02F8: get_car 34@ Z_angle_sine_to 120@ 
02F9: get_car 34@ Z_angle_cosine_to 121@ 
0087: 122@ = 121@ // (float) 
0007: 123@ = -1.0 
006B: 123@ *= 120@ // (float) 
00AA: store_car 38@ position_to 65@ 66@ 67@ 
00AA: store_car 34@ position_to 62@ 63@ 64@ 
0063: 65@ -= 62@ // (float) 
0063: 66@ -= 63@ // (float) 
0087: 70@ = 122@ // (float) 
006B: 70@ *= 65@ // (float) 
0087: 71@ = 123@ // (float) 
006B: 71@ *= 66@ // (float) 
0087: 68@ = 70@ // (float) 
005B: 68@ += 71@ // (float) 
00D6: if 
0023:   2.5 > 68@ 
004D: jump_if_false @TORENO2_12921 
00D6: if 
0021:   68@ > -2.5 
004D: jump_if_false @TORENO2_12921 
00D6: if 
0021:   68@ > 0.0 
004D: jump_if_false @TORENO2_12615 
0007: 68@ = 1.0 
0002: jump @TORENO2_12625 

:TORENO2_12615
0007: 68@ = -1.0 

:TORENO2_12625
0087: 70@ = 120@ // (float) 
006B: 70@ *= 69@ // (float) 
0087: 71@ = 68@ // (float) 
006B: 71@ *= 122@ // (float) 
0013: 71@ *= 0.5 
0087: 72@ = 69@ // (float) 
006B: 72@ *= 71@ // (float) 
0087: 62@ = 70@ // (float) 
005B: 62@ += 72@ // (float) 
0087: 70@ = 121@ // (float) 
006B: 70@ *= 69@ // (float) 
0087: 71@ = 68@ // (float) 
006B: 71@ *= 123@ // (float) 
0013: 71@ *= 0.5 
0087: 72@ = 69@ // (float) 
006B: 72@ *= 71@ // (float) 
0087: 63@ = 70@ // (float) 
005B: 63@ += 72@ // (float) 
0087: 64@ = 69@ // (float) 
000B: 64@ += 0.008 
0013: 64@ *= 0.5 
0007: 65@ = -1.0 
006B: 65@ *= 68@ // (float) 
006B: 65@ *= 122@ // (float) 
006B: 65@ *= 69@ // (float) 
0007: 66@ = -1.0 
006B: 66@ *= 68@ // (float) 
006B: 66@ *= 123@ // (float) 
006B: 66@ *= 69@ // (float) 
0007: 67@ = 0.0 
03D1: play_wav 3 
03A2: set_car 38@ action 3 
07D5: set_car 38@ velocity_in_direction_XYZ 62@ 63@ 64@ rotation_velocitiesXY 65@ 66@ unk 67@ 
0224: set_car 38@ health_to 499 

:TORENO2_12921
054F: clear_car 38@ damage 
01C3: remove_references_to_car 38@ 

:TORENO2_12931
0051: return 

:TORENO2_12933
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @TORENO2_13005 
00D6: if 
001D:   100@ > 74@ // (int) 
004D: jump_if_false @TORENO2_12998 
0050: gosub @TORENO2_16465 
0050: gosub @TORENO2_16572 
0050: gosub @TORENO2_16726 
0002: jump @TORENO2_13005 

:TORENO2_12998
0006: 73@ = 0 

:TORENO2_13005
00D6: if or
0039:   41@ == 1 
0039:   41@ == 2 
004D: jump_if_false @TORENO2_14376 
00D6: if or
001B:   14 > 41@ 
0039:   41@ == 16 
004D: jump_if_false @TORENO2_14376 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @TORENO2_13789 
00D6: if 
0104:   actor $ACTOR_CESAR near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @TORENO2_13782 
00D6: if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $ACTOR_CESAR on_foot 
004D: jump_if_false @TORENO2_13285 
00D6: if or
0039:   73@ == 2 
0039:   73@ == 3 
0039:   73@ == 4 
0039:   73@ == 5 
0039:   73@ == 6 
004D: jump_if_false @TORENO2_13285 
00D6: if 
001D:   100@ > 74@ // (int) 
004D: jump_if_false @TORENO2_13278 
0050: gosub @TORENO2_16465 
0050: gosub @TORENO2_16572 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @TORENO2_13240 
0050: gosub @TORENO2_16726 
0002: jump @TORENO2_13271 

:TORENO2_13240
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 101@ = 0 
0006: 102@ = 0 

:TORENO2_13271
0002: jump @TORENO2_13285 

:TORENO2_13278
0006: 73@ = 0 

:TORENO2_13285
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $ACTOR_CESAR driving 
004D: jump_if_false @TORENO2_13460 
00D6: if or
0039:   73@ == 2 
0039:   73@ == 3 
0039:   73@ == 4 
0039:   73@ == 5 
0039:   73@ == 6 
004D: jump_if_false @TORENO2_13460 
00D6: if 
001D:   100@ > 74@ // (int) 
004D: jump_if_false @TORENO2_13453 
0050: gosub @TORENO2_16465 
0050: gosub @TORENO2_16572 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @TORENO2_13415 
0050: gosub @TORENO2_16726 
0002: jump @TORENO2_13446 

:TORENO2_13415
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 101@ = 0 
0006: 102@ = 0 

:TORENO2_13446
0002: jump @TORENO2_13460 

:TORENO2_13453
0006: 73@ = 0 

:TORENO2_13460
00D6: if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $ACTOR_CESAR on_foot 
004D: jump_if_false @TORENO2_13621 
00D6: if or
0039:   73@ == 7 
0039:   73@ == 9 
0039:   73@ == 10 
004D: jump_if_false @TORENO2_13621 
00D6: if 
001D:   100@ > 74@ // (int) 
004D: jump_if_false @TORENO2_13614 
0050: gosub @TORENO2_16465 
0050: gosub @TORENO2_16572 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @TORENO2_13576 
0050: gosub @TORENO2_16726 
0002: jump @TORENO2_13607 

:TORENO2_13576
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 101@ = 0 
0006: 102@ = 0 

:TORENO2_13607
0002: jump @TORENO2_13621 

:TORENO2_13614
0006: 73@ = 0 

:TORENO2_13621
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $ACTOR_CESAR driving 
004D: jump_if_false @TORENO2_13782 
00D6: if or
0039:   73@ == 7 
0039:   73@ == 9 
0039:   73@ == 10 
004D: jump_if_false @TORENO2_13782 
00D6: if 
001D:   100@ > 74@ // (int) 
004D: jump_if_false @TORENO2_13775 
0050: gosub @TORENO2_16465 
0050: gosub @TORENO2_16572 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @TORENO2_13737 
0050: gosub @TORENO2_16726 
0002: jump @TORENO2_13768 

:TORENO2_13737
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 101@ = 0 
0006: 102@ = 0 

:TORENO2_13768
0002: jump @TORENO2_13782 

:TORENO2_13775
0006: 73@ = 0 

:TORENO2_13782
0002: jump @TORENO2_13906 

:TORENO2_13789
00D6: if 
001B:   14 > 73@ 
004D: jump_if_false @TORENO2_13906 
00D6: if 
001D:   100@ > 74@ // (int) 
004D: jump_if_false @TORENO2_13833 
000A: 74@ += 1 

:TORENO2_13833
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
00BE: text_clear_all 
0085: 109@ = 73@ // (int) 
0085: 110@ = 74@ // (int) 
0006: 73@ = 14 
0209: 74@ = random_int_in_ranges 0 4 
0085: 108@ = 74@ // (int) 
000A: 108@ += 1 
0050: gosub @TORENO2_15177 

:TORENO2_13906
00D6: if 
0039:   73@ == 14 
004D: jump_if_false @TORENO2_14097 
00D6: if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @TORENO2_14074 
00D6: if 
001D:   100@ > 74@ // (int) 
004D: jump_if_false @TORENO2_14044 
0050: gosub @TORENO2_16465 
0050: gosub @TORENO2_16572 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @TORENO2_14006 
0050: gosub @TORENO2_16726 
0002: jump @TORENO2_14037 

:TORENO2_14006
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 101@ = 0 
0006: 102@ = 0 

:TORENO2_14037
0002: jump @TORENO2_14067 

:TORENO2_14044
00BB: show_text_lowpriority GXT 'TOR1_13' time 4000 flag 1  // ~s~You have left ~b~Cesar~s~ behind.
0006: 73@ = 15 

:TORENO2_14067
0002: jump @TORENO2_14097 

:TORENO2_14074
00BB: show_text_lowpriority GXT 'TOR1_13' time 4000 flag 1  // ~s~You have left ~b~Cesar~s~ behind.
0006: 73@ = 15 

:TORENO2_14097
00D6: if 
0039:   73@ == 15 
004D: jump_if_false @TORENO2_14150 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @TORENO2_14150 
0006: 73@ = 16 
0006: 74@ = 0 
00BE: text_clear_all 

:TORENO2_14150
00D6: if 
0039:   73@ == 16 
004D: jump_if_false @TORENO2_14376 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @TORENO2_14321 
0006: 33@ = 0 
0085: 73@ = 109@ // (int) 
0085: 74@ = 110@ // (int) 
0050: gosub @TORENO2_15177 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @TORENO2_14314 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TORENO2_14277 
00BB: show_text_lowpriority GXT 'TOR1_05' time 7000 flag 1  // ~s~Catch up to the ~r~truck~s~.
0002: jump @TORENO2_14293 

:TORENO2_14277
00BB: show_text_lowpriority GXT 'TOR1_20' time 4000 flag 1  // ~s~Get on the ~b~bike~s~.

:TORENO2_14293
0006: 33@ = 0 
0006: 74@ = 0 
0006: 73@ = 0 

:TORENO2_14314
0002: jump @TORENO2_14376 

:TORENO2_14321
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 73@ = 14 
0209: 74@ = random_int_in_ranges 0 4 
0085: 108@ = 74@ // (int) 
000A: 108@ += 1 
0050: gosub @TORENO2_15177 

:TORENO2_14376
00D6: if 
0039:   41@ == 4 
004D: jump_if_false @TORENO2_15175 
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @TORENO2_15175 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_14557 
00D6: if 
0039:   73@ == 11 
004D: jump_if_false @TORENO2_14557 
00D6: if 
001D:   100@ > 74@ // (int) 
004D: jump_if_false @TORENO2_14550 
0050: gosub @TORENO2_16465 
0050: gosub @TORENO2_16572 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @TORENO2_14512 
0050: gosub @TORENO2_16726 
0002: jump @TORENO2_14543 

:TORENO2_14512
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 101@ = 0 
0006: 102@ = 0 

:TORENO2_14543
0002: jump @TORENO2_14557 

:TORENO2_14550
0006: 73@ = 0 

:TORENO2_14557
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_14693 
00D6: if 
001B:   17 > 73@ 
004D: jump_if_false @TORENO2_14693 
00D6: if 
001D:   100@ > 74@ // (int) 
004D: jump_if_false @TORENO2_14620 
000A: 74@ += 1 

:TORENO2_14620
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
03D5: remove_text 76@(74@,8s) 
0085: 109@ = 73@ // (int) 
0085: 110@ = 74@ // (int) 
0006: 73@ = 17 
0209: 74@ = random_int_in_ranges 0 6 
0085: 108@ = 74@ // (int) 
000A: 108@ += 1 
0050: gosub @TORENO2_15177 

:TORENO2_14693
00D6: if 
0039:   73@ == 17 
004D: jump_if_false @TORENO2_14906 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_14854 
00D6: if 
001D:   100@ > 74@ // (int) 
004D: jump_if_false @TORENO2_14831 
0050: gosub @TORENO2_16465 
0050: gosub @TORENO2_16572 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @TORENO2_14793 
0050: gosub @TORENO2_16726 
0002: jump @TORENO2_14824 

:TORENO2_14793
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 101@ = 0 
0006: 102@ = 0 

:TORENO2_14824
0002: jump @TORENO2_14854 

:TORENO2_14831
00BB: show_text_lowpriority GXT 'TOR1_11' time 4000 flag 1  // ~s~Get into the ~b~truck~s~ and drive it back to the garage.
0006: 73@ = 18 

:TORENO2_14854
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_14906 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 73@ = 19 
0006: 74@ = 0 
00BE: text_clear_all 

:TORENO2_14906
00D6: if 
0039:   73@ == 18 
004D: jump_if_false @TORENO2_14959 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_14959 
0006: 73@ = 19 
0006: 74@ = 0 
00BE: text_clear_all 

:TORENO2_14959
00D6: if 
0039:   73@ == 19 
004D: jump_if_false @TORENO2_15175 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_15101 
0006: 33@ = 0 
0085: 73@ = 109@ // (int) 
0085: 74@ = 110@ // (int) 
0050: gosub @TORENO2_15177 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @TORENO2_15101 
00D6: if 
0039:   55@ == 1 
004D: jump_if_false @TORENO2_15085 
00BB: show_text_lowpriority GXT 'TOR1_06' time 4000 flag 1  // ~s~Drive the truck back to the ~y~garage~s~.
0002: jump @TORENO2_15101 

:TORENO2_15085
00BB: show_text_lowpriority GXT 'TOR1_21' time 4000 flag 1  // ~s~Reconnect to the ~b~tanker~s~.

:TORENO2_15101
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_15175 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 73@ = 17 
0209: 74@ = random_int_in_ranges 0 6 
0085: 108@ = 74@ // (int) 
000A: 108@ += 1 
0050: gosub @TORENO2_15177 

:TORENO2_15175
0051: return 

:TORENO2_15177
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @TORENO2_15334 
05AA: 76@s = 'DES2_AA' // @s = 'short'  // ~z~I got here as fast as I could, CJ.
05AA: 78@s = 'DES2_AB' // @s = 'short'  // ~z~Yeah, you sure did. How you know I needed help?
05AA: 80@s = 'DES2_AC' // @s = 'short'  // ~z~Man, you losing it, holmes.
05AA: 82@s = 'DES2_AD' // @s = 'short'  // ~z~You phoned me a half an hour ago, man!
05AA: 84@s = 'DES2_AE' // @s = 'short'  // ~z~I did? I mean, oh yeah, I did.
05AA: 86@s = 'DES2_AF' // @s = 'short'  // ~z~Sorry man, I got a whole lot on my mind.
04AF: 92@ = 13000 // = constant 
04AF: 93@ = 13001 // = constant 
04AF: 94@ = 13002 // = constant 
04AF: 95@ = 13003 // = constant 
04AF: 96@ = 13004 // = constant 
04AF: 97@ = 13005 // = constant 
0006: 100@ = 6 

:TORENO2_15334
00D6: if 
0039:   73@ == 2 
004D: jump_if_false @TORENO2_15403 
05AA: 76@s = 'DES2_BA' // @s = 'short'  // ~z~We need to 'jack a truck on the freeway.
05AA: 78@s = 'DES2_BB' // @s = 'short'  // ~z~It's headed to San Fierro.
04AF: 92@ = 13006 // = constant 
04AF: 93@ = 13007 // = constant 
0006: 100@ = 2 

:TORENO2_15403
00D6: if 
0039:   73@ == 3 
004D: jump_if_false @TORENO2_15450 
05AA: 76@s = 'DES2_BC' // @s = 'short'  // ~z~We can get on the freeway here, holmes.
04AF: 92@ = 13008 // = constant 
0006: 100@ = 1 

:TORENO2_15450
00D6: if 
0039:   73@ == 4 
004D: jump_if_false @TORENO2_15542 
05AA: 76@s = 'DES2_CA' // @s = 'short'  // ~z~Man, you crazy, this is the rail bridge!
05AA: 78@s = 'DES2_CB' // @s = 'short'  // ~z~The road bridge is over there!
05AA: 80@s = 'DES2_CC' // @s = 'short'  // ~z~We jacking a train, holmes?
04AF: 92@ = 13009 // = constant 
04AF: 93@ = 13010 // = constant 
04AF: 94@ = 13011 // = constant 
0085: 100@ = 108@ // (int) 

:TORENO2_15542
00D6: if 
0039:   73@ == 5 
004D: jump_if_false @TORENO2_15634 
05AA: 76@s = 'DES2_DA' // @s = 'short'  // ~z~You missed the turnpike, holmes!
05AA: 78@s = 'DES2_DB' // @s = 'short'  // ~z~The freeway's back there!
05AA: 80@s = 'DES2_DC' // @s = 'short'  // ~z~Dude, you missed the turn!
04AF: 92@ = 13012 // = constant 
04AF: 93@ = 13013 // = constant 
04AF: 94@ = 13014 // = constant 
0085: 100@ = 108@ // (int) 

:TORENO2_15634
00D6: if 
0039:   73@ == 6 
004D: jump_if_false @TORENO2_15792 
05AA: 76@s = 'DES2_EA' // @s = 'short'  // ~z~There's the rig up ahead!
05AA: 78@s = 'DES2_EB' // @s = 'short'  // ~z~What's the plan?
05AA: 80@s = 'DES2_EC' // @s = 'short'  // ~z~I'm gonna pull alongside and you're gonna hop on board!
05AA: 82@s = 'DES2_ED' // @s = 'short'  // ~z~Oh shit, you did not mention that on the phone.
05AA: 84@s = 'DES2_EE' // @s = 'short'  // ~z~It'll be a walk in the park!
05AA: 86@s = 'DES2_EF' // @s = 'short'  // ~z~Tell Kendl I love her!
04AF: 92@ = 13015 // = constant 
04AF: 93@ = 13016 // = constant 
04AF: 94@ = 13017 // = constant 
04AF: 95@ = 13018 // = constant 
04AF: 96@ = 13019 // = constant 
04AF: 97@ = 13020 // = constant 
0085: 100@ = 108@ // (int) 

:TORENO2_15792
00D6: if 
0039:   73@ == 7 
004D: jump_if_false @TORENO2_15884 
05AA: 76@s = 'DES2_FA' // @s = 'short'  // ~z~Closer, CJ, closer!
05AA: 78@s = 'DES2_FB' // @s = 'short'  // ~z~Just a little closer!
05AA: 80@s = 'DES2_FC' // @s = 'short'  // ~z~What do you think, I'm a Mexican jumping bean? Closer!
04AF: 92@ = 13021 // = constant 
04AF: 93@ = 13022 // = constant 
04AF: 94@ = 13023 // = constant 
0085: 100@ = 108@ // (int) 

:TORENO2_15884
00D6: if 
0039:   73@ == 9 
004D: jump_if_false @TORENO2_15976 
05AA: 76@s = 'DES2_HA' // @s = 'short'  // ~z~Speed up, CJ!
05AA: 78@s = 'DES2_HB' // @s = 'short'  // ~z~Match the truck's speed!
05AA: 80@s = 'DES2_HC' // @s = 'short'  // ~z~Keep level, CJ, keep it level!
04AF: 92@ = 13027 // = constant 
04AF: 93@ = 13028 // = constant 
04AF: 94@ = 13029 // = constant 
0085: 100@ = 108@ // (int) 

:TORENO2_15976
00D6: if 
0039:   73@ == 10 
004D: jump_if_false @TORENO2_16068 
05AA: 76@s = 'DES2_JA' // @s = 'short'  // ~z~Slow down, CJ!
05AA: 78@s = 'DES2_JB' // @s = 'short'  // ~z~Just a bit slower!
05AA: 80@s = 'DES2_JC' // @s = 'short'  // ~z~Calm it down, CJ, you're too fast!
04AF: 92@ = 13030 // = constant 
04AF: 93@ = 13031 // = constant 
04AF: 94@ = 13032 // = constant 
0085: 100@ = 108@ // (int) 

:TORENO2_16068
00D6: if 
0039:   73@ == 11 
004D: jump_if_false @TORENO2_16115 
05AA: 76@s = 'DES2_KA' // @s = 'short'  // ~z~OK, CJ, let's get this rig back to the garage!
04AF: 92@ = 13033 // = constant 
0006: 100@ = 1 

:TORENO2_16115
00D6: if 
0039:   73@ == 12 
004D: jump_if_false @TORENO2_16162 
05AA: 76@s = 'DES2_LA' // @s = 'short'  // ~z~See you later, holmes!
04AF: 92@ = 13038 // = constant 
0006: 100@ = 1 

:TORENO2_16162
00D6: if 
0039:   73@ == 14 
004D: jump_if_false @TORENO2_16276 
05AA: 76@s = 'CESX_BA' // @s = 'short'  // ~z~Wait up, CJ!
05AA: 78@s = 'CESX_BB' // @s = 'short'  // ~z~Hang ten, CJ!
05AA: 80@s = 'CESX_BC' // @s = 'short'  // ~z~Hold up!
05AA: 82@s = 'CESX_BD' // @s = 'short'  // ~z~Slow down, Carl!
04AF: 92@ = 10406 // = constant 
04AF: 93@ = 10407 // = constant 
04AF: 94@ = 10408 // = constant 
04AF: 95@ = 10409 // = constant 
0085: 100@ = 108@ // (int) 

:TORENO2_16276
00D6: if 
0039:   73@ == 17 
004D: jump_if_false @TORENO2_16434 
05AA: 76@s = 'CESX_AA' // @s = 'short'  // ~z~Get in, CJ, get in!
05AA: 78@s = 'CESX_AB' // @s = 'short'  // ~z~Hop in, holmes!
05AA: 80@s = 'CESX_AC' // @s = 'short'  // ~z~All aboard!
05AA: 82@s = 'CESX_AD' // @s = 'short'  // ~z~You got shotgun, CJ!
05AA: 84@s = 'CESX_AE' // @s = 'short'  // ~z~Get in the car, CJ!
05AA: 86@s = 'CESX_AF' // @s = 'short'  // ~z~Jump in, CJ, quick!
04AF: 92@ = 10400 // = constant 
04AF: 93@ = 10401 // = constant 
04AF: 94@ = 10402 // = constant 
04AF: 95@ = 10403 // = constant 
04AF: 96@ = 10404 // = constant 
04AF: 97@ = 10405 // = constant 
0085: 100@ = 108@ // (int) 

:TORENO2_16434
0085: 103@ = 74@ // (int) 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 104@ = 1 
0051: return 

:TORENO2_16465
00D6: if 
001D:   100@ > 103@ // (int) 
004D: jump_if_false @TORENO2_16570 
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @TORENO2_16527 
03CF: load_wav 92@(103@,8i) as 1 
000A: 103@ += 1 
0006: 101@ = 1 

:TORENO2_16527
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @TORENO2_16570 
03CF: load_wav 92@(103@,8i) as 2 
000A: 103@ += 1 
0006: 102@ = 1 

:TORENO2_16570
0051: return 

:TORENO2_16572
00D6: if 
0039:   104@ == 1 
004D: jump_if_false @TORENO2_16648 
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @TORENO2_16648 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TORENO2_16648 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 76@(74@,8s) time 4500 flag 1 
0006: 101@ = 2 

:TORENO2_16648
00D6: if 
0039:   104@ == 2 
004D: jump_if_false @TORENO2_16724 
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @TORENO2_16724 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @TORENO2_16724 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 76@(74@,8s) time 4500 flag 1 
0006: 102@ = 2 

:TORENO2_16724
0051: return 

:TORENO2_16726
00D6: if 
0039:   101@ == 2 
004D: jump_if_false @TORENO2_16789 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TORENO2_16789 
03D5: remove_text 76@(74@,8s) 
000A: 74@ += 1 
0006: 104@ = 2 
0006: 101@ = 0 

:TORENO2_16789
00D6: if 
0039:   102@ == 2 
004D: jump_if_false @TORENO2_16852 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @TORENO2_16852 
03D5: remove_text 76@(74@,8s) 
000A: 74@ += 1 
0006: 104@ = 1 
0006: 102@ = 0 

:TORENO2_16852
0051: return 

//-------------Mission 77---------------
// Originally: Interdiction

:DES3
03A4: name_thread 'DES3' 
0050: gosub @DES3_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DES3_38 
0050: gosub @DES3_26916 

:DES3_38
0050: gosub @DES3_27032 
004E: end_thread 

:DES3_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
060A: create_decision_maker_type 0 store_to 66@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 67@ // decision\allowed\m_.ped files 

:DES3_147
0001: wait 0 ms 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @DES3_173 
0006: 36@ = 1 

:DES3_173
000A: 39@ += 1 
00D6: if 
0019:   39@ > 10 
004D: jump_if_false @DES3_205 
0006: 39@ = 0 

:DES3_205
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 64@ += 42@ // (int) 
005A: 65@ += 42@ // (int) 
005A: 135@ += 42@ // (int) 
005A: 136@ += 42@ // (int) 
005A: 137@ += 42@ // (int) 
005A: 138@ += 42@ // (int) 
0062: 224@ -= 42@ // (int) 
005A: 139@ += 42@ // (int) 
0050: gosub @DES3_575 
0871: init_jump_table 34@ total_jumps 7 default_jump 0 @DES3_466 jumps 0 @DES3_368 1 @DES3_382 2 @DES3_396 3 @DES3_410 4 @DES3_424 5 @DES3_438 6 @DES3_452 

:DES3_368
0050: gosub @DES3_2306 
0002: jump @DES3_466 

:DES3_382
0050: gosub @DES3_2848 
0002: jump @DES3_466 

:DES3_396
0050: gosub @DES3_5177 
0002: jump @DES3_466 

:DES3_410
0050: gosub @DES3_5992 
0002: jump @DES3_466 

:DES3_424
0050: gosub @DES3_10729 
0002: jump @DES3_466 

:DES3_438
0050: gosub @DES3_12361 
0002: jump @DES3_466 

:DES3_452
0050: gosub @DES3_14045 
0002: jump @DES3_466 

:DES3_466
0050: gosub @DES3_16382 

:DES3_473
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @DES3_573 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @DES3_557 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @DES3_541 
0002: jump @DES3_147 
0002: jump @DES3_550 

:DES3_541
0050: gosub @DES3_26934 
0051: return 

:DES3_550
0002: jump @DES3_566 

:DES3_557
0050: gosub @DES3_26916 
0051: return 

:DES3_566
0002: jump @DES3_575 

:DES3_573
0051: return 

:DES3_575
00D6: if 
0736:   is_keyboard_key_just_pressed 88 
004D: jump_if_false @DES3_666 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @DES3_640 
0006: 68@ = 1 
0662: printstring "LEVEL_DEBUG_ON" 
0002: jump @DES3_666 

:DES3_640
0006: 68@ = 0 
0662: printstring "LEVEL_DEBUG_OFF" 

:DES3_666
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @DES3_2304 
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @DES3_733 
000A: 69@ += 1 
00D6: if 
0019:   69@ > 6 
004D: jump_if_false @DES3_731 
0006: 69@ = 0 

:DES3_731
086A: NOP 

:DES3_733
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @DES3_943 
008A: $7479 = 34@ // (int) 
008A: $7480 = 35@ // (int) 
008A: $7481 = 62@ // (int) 
008A: $7482 = 64@ // (int) 
008A: $7483 = 63@ // (int) 
008A: $7484 = 65@ // (int) 
008A: $7485 = 32@ // (int) 
008A: $7486 = 33@ // (int) 
065D: NOP $7479 "M_STAGE" 
065D: NOP $7480 "M_GOALS" 
065D: NOP $7481 "DIALOGUE_FLAG" 
065D: NOP $7482 "DIALOGUE_TIMER" 
065D: NOP $7483 "HELP_FLAG" 
065D: NOP $7484 "HELP_TIMER" 
065D: NOP $7485 "TIMERA" 
065D: NOP $7486 "TIMERB" 

:DES3_943
00D6: if 
0039:   69@ == 2 
004D: jump_if_false @DES3_1217 
008A: $7479 = 108@ // (int) 
008A: $7480 = 119@ // (int) 
008A: $7481 = 120@ // (int) 
008A: $7482 = 121@ // (int) 
008A: $7483 = 122@ // (int) 
008A: $7484 = 127@ // (int) 
008A: $7485 = 128@ // (int) 
008A: $7486 = 131@ // (int) 
065D: NOP $7479 "PHELI_PROGRESS" 
065D: NOP $7480 "BRAVO_PED_FLAG[0]" 
065D: NOP $7481 "BRAVO_PED_FLAG[1]" 
065D: NOP $7482 "BRAVO_PED_FLAG[2]" 
065D: NOP $7483 "BRAVO_PED_FLAG[3]" 
065D: NOP $7484 "ALPHA_HELIS_FUCKED" 
065D: NOP $7485 "BRAVO_HELIS_FUCKED" 
065D: NOP $7486 "TOTAL_FUCKED_HELIS" 

:DES3_1217
00D6: if 
0039:   69@ == 3 
004D: jump_if_false @DES3_1455 
008A: $7479 = 109@ // (int) 
008A: $7480 = 112@ // (int) 
008A: $7481 = 115@ // (int) 
008A: $7482 = 116@ // (int) 
008A: $7483 = 117@ // (int) 
008A: $7484 = 118@ // (int) 
008A: $7485 = 129@ // (int) 
065D: NOP $7479 "ALPHA_HELI_AI" 
065D: NOP $7480 "ALPHA_HELI_GOALS" 
065D: NOP $7481 "ALPHA_PED_FLAG[0]" 
065D: NOP $7482 "ALPHA_PED_FLAG[1]" 
065D: NOP $7483 "ALPHA_PED_FLAG[2]" 
065D: NOP $7484 "ALPHA_PED_FLAG[3]" 
065D: NOP $7485 "ALPHA_HELI_CONTROL" 

:DES3_1455
00D6: if 
0039:   69@ == 4 
004D: jump_if_false @DES3_1668 
008A: $7479 = 123@ // (int) 
008A: $7480 = 124@ // (int) 
008A: $7481 = 125@ // (int) 
008A: $7482 = 126@ // (int) 
0088: $7491 = 140@ // (float) 
008A: $7484 = 137@ // (int) 
065D: NOP $7479 "ALPHA_PED_ATTACHED[0]" 
065D: NOP $7480 "ALPHA_PED_ATTACHED[1]" 
065D: NOP $7481 "ALPHA_PED_ATTACHED[2]" 
065D: NOP $7482 "ALPHA_PED_ATTACHED[3]" 
065E: NOP $7491 "FED_DISTANCE" 
065D: NOP $7484 "FED_TIMER" 

:DES3_1668
00D6: if 
0039:   69@ == 5 
004D: jump_if_false @DES3_1915 
0088: $7487 = 199@ // (float) 
0088: $7488 = 202@ // (float) 
0088: $7489 = 205@ // (float) 
0088: $7490 = 208@ // (float) 
0088: $7491 = 211@ // (float) 
0088: $7492 = 221@ // (float) 
0088: $7493 = 222@ // (float) 
0088: $7494 = 223@ // (float) 
065E: NOP $7487 "SWING_SPEED_X" 
065E: NOP $7488 "SWING_ACCEL_X" 
065E: NOP $7489 "SWING_ROT_X" 
065E: NOP $7490 "SWING_DEST_X" 
065E: NOP $7491 "SWING_DIST_X" 
065E: NOP $7492 "SWING_ANGLE_FOR_XY" 
065E: NOP $7493 "SWING_DIRECT_DIST" 
065E: NOP $7494 "SWING_2D_DIST" 

:DES3_1915
00D6: if 
0039:   69@ == 6 
004D: jump_if_false @DES3_2169 
0088: $7487 = 220@ // (float) 
0088: $7488 = 213@ // (float) 
008A: $7481 = 110@ // (int) 
008A: $7482 = 113@ // (int) 
008A: $7483 = 83@ // (int) 
008A: $7484 = 76@ // (int) 
008A: $7485 = 133@ // (int) 
008A: $7486 = 130@ // (int) 
065E: NOP $7487 "SWING_ANGLE_FOR_Z" 
065E: NOP $7488 "SWING_DIST_Z" 
065D: NOP $7481 "BRAVO_HELI_AI" 
065D: NOP $7482 "BRAVO_HELI_GOALS" 
065D: NOP $7483 "BRAVO_PILOT" 
065D: NOP $7484 "BRAVO_HELI" 
065D: NOP $7485 "TOTAL_CREATED_HELIS" 
065D: NOP $7486 "BRAVO_HELI_CONTROL" 

:DES3_2169
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @DES3_2191 
0006: 38@ = 1 

:DES3_2191
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @DES3_2279 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @DES3_2254 
0006: 70@ = 1 
0662: printstring "LEVEL_PAUSED" 
0002: jump @DES3_2279 

:DES3_2254
0006: 70@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:DES3_2279
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @DES3_2304 
0002: jump @DES3_473 

:DES3_2304
0051: return 

:DES3_2306
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @DES3_2642 
00A5: 74@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 75@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 76@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 285@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 286@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 78@ = create_car #PONY at 0.0 0.0 0.0 
009A: 81@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: 82@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: 83@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: 84@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: 88@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
018A: 102@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 103@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 107@ = create_checkpoint_at 0.0 0.0 0.0 

:DES3_2642
0006: 108@ = 0 
04AF: 109@ = 0 // = constant 
04AF: 110@ = 0 // = constant 
0006: 111@ = 0 
0006: 112@ = 0 
0006: 113@ = 0 
0006: 114@ = 0 
0006: 43@ = 0 

:DES3_2698
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @DES3_2763 
0006: 115@(43@,4i) = 0 
0006: 119@(43@,4i) = 0 
0006: 123@(43@,4i) = 0 
000A: 43@ += 1 
0002: jump @DES3_2698 

:DES3_2763
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 130@ = 0 
0004: $7495 = 0 
0006: 131@ = 0 
0006: 132@ = 0 
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
054C: use_GXT_table 'DSERT3' 
0050: gosub @DES3_26858 
0051: return 

:DES3_2848
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DES3_3481 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:DES3_2880
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_2904 
0001: wait 0 ms 
0002: jump @DES3_2880 

:DES3_2904
0395: clear_area 1 at -691.0 941.0 13.0 radius 10.0 
02E4: load_cutscene_data 'DESERT3' 

:DES3_2939
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DES3_2963 
0001: wait 0 ms 
0002: jump @DES3_2939 

:DES3_2963
02E7: start_cutscene 
016A: fade 1 time 1000 

:DES3_2972
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DES3_2996 
0001: wait 0 ms 
0002: jump @DES3_2972 

:DES3_2996
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:DES3_3009
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_3033 
0001: wait 0 ms 
0002: jump @DES3_3009 

:DES3_3033
02EA: end_cutscene 
0395: clear_area 1 at -701.5853 965.8546 11.3768 radius 5.0 
0247: load_model #BFINJECT 

:DES3_3064
00D6: if 
8248:   not model #BFINJECT available 
004D: jump_if_false @DES3_3091 
0001: wait 0 ms 
0002: jump @DES3_3064 

:DES3_3091
00A5: $TEMPVAR_ACTOR_CAR = create_car #BFINJECT at -701.5853 965.8546 11.3768 
01EC: make_car $TEMPVAR_ACTOR_CAR very_heavy 1
0423: set_car $TEMPVAR_ACTOR_CAR improved_handling_to 1.5 // (float)
0224: set_car $TEMPVAR_ACTOR_CAR health_to 1000
02AC: set_car $TEMPVAR_ACTOR_CAR immunities BP 1 FP 1 EP 1 CP 1 MP 1
0175: set_car $TEMPVAR_ACTOR_CAR Z_angle_to 90.4785 
0249: release_model #BFINJECT 
041E: set_radio_station 10 
00D6: if 
0018:   $7478 > 0 
004D: jump_if_false @DES3_3173 
0950: set_trip_skip -426.8536 2213.783 41.4297 angle 9.9101 

:DES3_3173
00A1: put_actor $PLAYER_ACTOR at -688.7614 946.5271 12.0312 
0173: set_actor $PLAYER_ACTOR Z_angle_to 94.6779 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B5: force_weather 17 
018A: 101@ = create_checkpoint_at -429.025 2226.223 41.4297 
00BB: show_text_lowpriority GXT 'AIR1_13' time 5000 flag 1  // ~s~Go to ~y~El Castillo del Diablo~s~ in the desert.
0247: load_model #BANDITO 
0247: load_model #QUAD 
0247: load_model #SANCHEZ 
0247: load_model #HEATSEEK 
038B: load_requested_models 

:DES3_3269
00D6: if or
8248:   not model #BANDITO available 
8248:   not model #QUAD available 
8248:   not model #SANCHEZ available 
8248:   not model #HEATSEEK available 
004D: jump_if_false @DES3_3311 
0001: wait 0 ms 
0002: jump @DES3_3269 

:DES3_3311
016A: fade 1 time 500 

:DES3_3318
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_3342 
0001: wait 0 ms 
0002: jump @DES3_3318 

:DES3_3342
01B4: set_player $PLAYER_CHAR can_move 1 
00A5: 71@ = create_car #QUAD at -434.5365 2237.567 41.869 
01EC: make_car 71@ very_heavy 1
0423: set_car 71@ improved_handling_to 1.5 // (float)
0224: set_car 71@ health_to 1000
02AC: set_car 71@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
00A5: 72@ = create_car #SANCHEZ at -426.2288 2240.41 41.4297 
01EC: make_car 72@ very_heavy 1
0423: set_car 72@ improved_handling_to 1.5 // (float)
0224: set_car 72@ health_to 1000
02AC: set_car 72@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
00A5: 73@ = create_car #BANDITO at -428.1476 2235.207 42.3505 
01EC: make_car 73@ very_heavy 1
0423: set_car 73@ improved_handling_to 1.5 // (float)
0224: set_car 73@ health_to 1000
02AC: set_car 73@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
0175: set_car 71@ Z_angle_to 291.5598 
0175: set_car 72@ Z_angle_to 179.3694 
0175: set_car 73@ Z_angle_to 102.7597 
0249: release_model #QUAD 
0249: release_model #SANCHEZ 
0249: release_model #BANDITO 
040D: unload_wav 1 
03CF: load_wav 13200 as 1 
000A: 35@ += 1 

:DES3_3481
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DES3_3767 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @DES3_3554 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @DES3_3554 
00A1: put_actor $PLAYER_ACTOR at -424.6452 2207.541 41.4297 

:DES3_3554
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -429.025 2226.223 41.4297 radius 4.0 4.0 4.0 
004D: jump_if_false @DES3_3767 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DES3_3705 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if and
84A9:   not actor $PLAYER_ACTOR driving_heli 
84AB:   not actor $PLAYER_ACTOR driving_plane 
004D: jump_if_false @DES3_3684 
00D6: if 
09D0:   car $TEMPVAR_ACTOR_CAR on_wheels 
004D: jump_if_false @DES3_3677 
01B4: set_player $PLAYER_CHAR can_move 0 
000A: 35@ += 1 

:DES3_3677
0002: jump @DES3_3698 

:DES3_3684
01B4: set_player $PLAYER_CHAR can_move 0 
000A: 35@ += 1 

:DES3_3698
0002: jump @DES3_3767 

:DES3_3705
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere -429.025 2226.223 41.4297 radius 4.0 4.0 4.0 sphere 0 stopped_on_foot 
004D: jump_if_false @DES3_3767 
01B4: set_player $PLAYER_CHAR can_move 0 
000A: 35@ += 1 

:DES3_3767
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @DES3_3956 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DES3_3949 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if and
84A9:   not actor $PLAYER_ACTOR driving_heli 
84AB:   not actor $PLAYER_ACTOR driving_plane 
004D: jump_if_false @DES3_3860 
00D6: if 
01C1:   car $TEMPVAR_ACTOR_CAR stopped 
004D: jump_if_false @DES3_3853 
000A: 35@ += 1 

:DES3_3853
0002: jump @DES3_3942 

:DES3_3860
016A: fade 0 time 500 

:DES3_3867
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_3891 
0001: wait 0 ms 
0002: jump @DES3_3867 

:DES3_3891
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @DES3_3935 
00AB: put_car $TEMPVAR_ACTOR_CAR at -429.025 2226.223 41.4297 

:DES3_3935
000A: 35@ += 1 

:DES3_3942
0002: jump @DES3_3956 

:DES3_3949
000A: 35@ += 1 

:DES3_3956
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @DES3_4210 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DES3_4005 
0006: 134@ = 1 
0002: jump @DES3_4012 

:DES3_4005
0006: 134@ = 0 

:DES3_4012
0164: disable_marker 101@ 
0951: disable_trip_skip 
0395: clear_area 1 at -432.3058 2234.375 41.4697 radius 5.0 
015F: set_camera_position -433.342 2232.176 43.6323 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -432.7942 2232.997 43.4724 switchstyle 2 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -433.0047 2230.246 40.4297 
0173: set_actor $PLAYER_ACTOR Z_angle_to 341.959 
05D3: AS_actor $PLAYER_ACTOR goto_point -432.3058 2234.375 41.4697 mode 4 time 5000 ms // versionA 
016A: fade 1 time 500 

:DES3_4172
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_4196 
0001: wait 0 ms 
0002: jump @DES3_4172 

:DES3_4196
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_4210
00D6: if 
0019:   35@ > 3 
004D: jump_if_false @DES3_4309 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DES3_4284 
00D6: if 
0039:   134@ == 0 
004D: jump_if_false @DES3_4277 
0006: 35@ = 99 
0006: 134@ = 1 

:DES3_4277
0002: jump @DES3_4309 

:DES3_4284
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @DES3_4309 
0006: 134@ = 0 

:DES3_4309
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @DES3_4411 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @DES3_4411 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_AA' // s$  // ~z~Jesus, what took you?
04AE: $ACTOR_SPEECH_WAV_FILE = 13200 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 13201 as 2 
0006: 33@ = 0 
000A: 35@ += 1 

:DES3_4411
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @DES3_4591 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DES3_4591 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @DES3_4591 
015F: set_camera_position -433.6039 2235.21 43.11 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -432.6751 2234.851 43.0197 switchstyle 2 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_AB' // s$  // ~z~Toreno! Where you at?!
04AE: $ACTOR_SPEECH_WAV_FILE = 13201 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 13202 as 1 
05C9: AS_actor $PLAYER_ACTOR on_guard 2000 ms 
0006: 33@ = 0 
000A: 35@ += 1 

:DES3_4591
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @DES3_4785 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DES3_4785 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @DES3_4785 
015F: set_camera_position -430.2061 2236.695 42.8085 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -429.379 2237.234 42.9687 switchstyle 2 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_AC' // s$  // ~z~Miles away. No time for niceties, kid.
04AE: $ACTOR_SPEECH_WAV_FILE = 13202 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 13203 as 2 
0925: restore_camera_to_user_defined 
0931: lock_camera_zoom 1 
0922: set_camera_zoom_from 70.0 to 100.0 timelimit 10000 smooth_transition 1 
0006: 33@ = 0 
000A: 35@ += 1 

:DES3_4785
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @DES3_4905 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DES3_4905 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @DES3_4905 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_AD' // s$  // ~z~Choose a vehicle, grab the equipment I've provided,
04AE: $ACTOR_SPEECH_WAV_FILE = 13203 // = constant 
004F: create_thread @AUDIOL -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 13204 as 1 
0006: 33@ = 0 
000A: 35@ += 1 

:DES3_4905
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @DES3_5014 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DES3_5014 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @DES3_5014 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_AE' // s$  // ~z~get to that drop zone, and wait for that package
04AE: $ACTOR_SPEECH_WAV_FILE = 13204 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 1  
0006: 33@ = 0 
000A: 35@ += 1 

:DES3_5014
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @DES3_5076 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DES3_5076 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @DES3_5076 
0006: 35@ = 99 

:DES3_5076
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @DES3_5175 
0008: $7478 += 1 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -432.3058 2234.375 41.4697 
0173: set_actor $PLAYER_ACTOR Z_angle_to 341.959 
01C3: remove_references_to_car $TEMPVAR_ACTOR_CAR 
0925: restore_camera_to_user_defined 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0050: gosub @DES3_26858 

:DES3_5175
0051: return 

:DES3_5177
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DES3_5260 
032B: 97@ = create_weapon_pickup #ROCKETLA type 3 ammo 99999 at -431.3719 2240.132 42.6177 
03DC: 106@ = create_marker_above_pickup 97@ 
00BC: show_text_highpriority GXT 'AIR1_15' time 5000 flag 1  // ~s~Pick up the ~g~rockets~s~.
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_5260
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DES3_5429 
00D6: if or
0214:   pickup 97@ picked_up 
0019:   32@ > 7000 
004D: jump_if_false @DES3_5429 
0164: disable_marker 106@ 
0164: disable_marker 101@ 
018A: 101@ = create_checkpoint_at -804.5877 2377.843 151.7558 
00BC: show_text_highpriority GXT 'AIR1_16' time 7000 flag 1  // ~s~Take a suitable vehicle and go to the top of the ~y~mountain~s~.
04ED: load_animation "BOMBER" 

:DES3_5358
00D6: if 
84EE:   not animation "BOMBER" loaded 
004D: jump_if_false @DES3_5390 
0001: wait 0 ms 
0002: jump @DES3_5358 

:DES3_5390
0247: load_model #TEARGAS 

:DES3_5395
00D6: if 
8248:   not model #TEARGAS available 
004D: jump_if_false @DES3_5422 
0001: wait 0 ms 
0002: jump @DES3_5395 

:DES3_5422
000A: 35@ += 1 

:DES3_5429
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @DES3_5715 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @DES3_5502 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @DES3_5502 
00A1: put_actor $PLAYER_ACTOR at -798.1865 2419.41 155.9362 

:DES3_5502
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -804.5877 2377.843 151.7558 radius 4.0 4.0 4.0 
004D: jump_if_false @DES3_5715 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DES3_5653 
03C0: 80@ = actor $PLAYER_ACTOR car 
00D6: if and
84A9:   not actor $PLAYER_ACTOR driving_heli 
84AB:   not actor $PLAYER_ACTOR driving_plane 
004D: jump_if_false @DES3_5632 
00D6: if 
09D0:   car 80@ on_wheels 
004D: jump_if_false @DES3_5625 
01B4: set_player $PLAYER_CHAR can_move 0 
000A: 35@ += 1 

:DES3_5625
0002: jump @DES3_5646 

:DES3_5632
01B4: set_player $PLAYER_CHAR can_move 0 
000A: 35@ += 1 

:DES3_5646
0002: jump @DES3_5715 

:DES3_5653
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere -804.5877 2377.843 151.7558 radius 4.0 4.0 4.0 sphere 0 stopped_on_foot 
004D: jump_if_false @DES3_5715 
01B4: set_player $PLAYER_CHAR can_move 0 
000A: 35@ += 1 

:DES3_5715
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @DES3_5904 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DES3_5897 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if and
84A9:   not actor $PLAYER_ACTOR driving_heli 
84AB:   not actor $PLAYER_ACTOR driving_plane 
004D: jump_if_false @DES3_5808 
00D6: if 
01C1:   car $TEMPVAR_ACTOR_CAR stopped 
004D: jump_if_false @DES3_5801 
000A: 35@ += 1 

:DES3_5801
0002: jump @DES3_5890 

:DES3_5808
016A: fade 0 time 500 

:DES3_5815
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_5839 
0001: wait 0 ms 
0002: jump @DES3_5815 

:DES3_5839
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @DES3_5883 
00AB: put_car $TEMPVAR_ACTOR_CAR at -804.5877 2377.843 151.7558 

:DES3_5883
000A: 35@ += 1 

:DES3_5890
0002: jump @DES3_5904 

:DES3_5897
000A: 35@ += 1 

:DES3_5904
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @DES3_5965 
016A: fade 0 time 500 

:DES3_5929
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_5953 
0001: wait 0 ms 
0002: jump @DES3_5929 

:DES3_5953
0164: disable_marker 101@ 
0006: 35@ = 99 

:DES3_5965
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @DES3_5990 
0050: gosub @DES3_26858 

:DES3_5990
0051: return 

:DES3_5992
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DES3_6261 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DES3_6034 
0006: 134@ = 1 

:DES3_6034
0006: 100@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
0247: load_model #MAVERICK 
0247: load_model #WMOMIB 
0247: load_model #BMYMIB 
0247: load_model #WMYPLT 
0247: load_model #AK47 
0247: load_model #LEVIATHN 
04ED: load_animation "BOMBER" 
038B: load_requested_models 

:DES3_6089
00D6: if or
8248:   not model #MAVERICK available 
8248:   not model #WMOMIB available 
8248:   not model #BMYMIB available 
8248:   not model #WMYPLT available 
8248:   not model #AK47 available 
8248:   not model #LEVIATHN available 
004D: jump_if_false @DES3_6140 
0001: wait 0 ms 
0002: jump @DES3_6089 

:DES3_6140
00D6: if 
84EE:   not animation "BOMBER" loaded 
004D: jump_if_false @DES3_6172 
0001: wait 0 ms 
0002: jump @DES3_6140 

:DES3_6172
07C0: load_path 530 
07C0: load_path 531 
07C0: load_path 532 
07C0: load_path 533 
07C0: load_path 534 
07C0: load_path 535 

:DES3_6202
00D6: if or
87C1:   not path 530 available 
87C1:   not path 531 available 
87C1:   not path 532 available 
87C1:   not path 533 available 
87C1:   not path 534 available 
87C1:   not path 535 available 
004D: jump_if_false @DES3_6254 
0001: wait 0 ms 
0002: jump @DES3_6202 

:DES3_6254
000A: 35@ += 1 

:DES3_6261
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @DES3_6360 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DES3_6335 
00D6: if 
0039:   134@ == 0 
004D: jump_if_false @DES3_6328 
0006: 35@ = 99 
0006: 134@ = 1 

:DES3_6328
0002: jump @DES3_6360 

:DES3_6335
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @DES3_6360 
0006: 134@ = 0 

:DES3_6360
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DES3_6593 
0792: disembark_instantly_actor $PLAYER_ACTOR 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0395: clear_area 1 at -800.611 2404.788 155.168 radius 5.0 
0395: clear_area 1 at -800.8441 2408.354 155.4525 radius 5.0 
00A1: put_actor $PLAYER_ACTOR at -800.611 2404.788 155.168 
0173: set_actor $PLAYER_ACTOR Z_angle_to 342.2393 
05D3: AS_actor $PLAYER_ACTOR goto_point -800.8441 2408.354 155.4525 mode 4 time 10000 ms // versionA 
015F: set_camera_position -797.7917 2403.735 157.1193 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -798.3541 2404.542 156.9353 switchstyle 2 
02A3: enable_widescreen 1 
016A: fade 1 time 500 

:DES3_6555
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_6579 
0001: wait 0 ms 
0002: jump @DES3_6555 

:DES3_6579
000A: 35@ += 1 
0006: 32@ = 0 

:DES3_6593
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @DES3_6674 
00D6: if or
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -800.8441 2408.354 155.4525 radius 1.0 1.0 2.0 on_foot 
0019:   32@ > 5000 
004D: jump_if_false @DES3_6674 
000A: 35@ += 1 

:DES3_6674
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @DES3_6869 
0107: 94@ = create_object #TEARGAS at 0.0 0.0 0.0 
0615: define_AS_pack_begin 49@ 
070A: AS_actor -1 attach_to_object 94@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0605: actor -1 perform_animation "BOM_PLANT_IN" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 35@ += 1 

:DES3_6869
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @DES3_6977 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BOM_PLANT_LOOP" 
004D: jump_if_false @DES3_6977 
015F: set_camera_position -789.7653 2416.895 163.5839 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -790.3218 2416.124 163.2729 switchstyle 2 
000A: 35@ += 1 

:DES3_6977
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @DES3_7178 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @DES3_7178 
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 0 
0550: keep_object 94@ in_memory 1 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += 0.05 
01BC: put_object 94@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
066D: 100@ = attach_particle "SMOKE_FLARE" to_object 94@ with_offset 0.0 0.0 0.1 type 1 
064C: make_particle 100@ visible 
0687: clear_actor $PLAYER_ACTOR task 
0006: 32@ = 0 
040D: unload_wav 1 
03CF: load_wav 13205 as 1 
000A: 35@ += 1 

:DES3_7178
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @DES3_7222 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @DES3_7222 
000A: 35@ += 1 

:DES3_7222
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @DES3_7388 
015F: set_camera_position -779.9253 2418.338 157.8122 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -778.9708 2418.629 157.7476 switchstyle 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -786.2731 2416.113 156.0893 
0173: set_actor $PLAYER_ACTOR Z_angle_to 284.998 
05D3: AS_actor $PLAYER_ACTOR goto_point -782.2095 2417.027 156.1289 mode 4 time 5000 ms // versionA 
0925: restore_camera_to_user_defined 
0931: lock_camera_zoom 1 
0922: set_camera_zoom_from 70.0 to 100.0 timelimit 10000 smooth_transition 1 
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_7388
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @DES3_7515 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @DES3_7515 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BA' // s$  // ~z~That's our cargo arriving now!
04AE: $ACTOR_SPEECH_WAV_FILE = 13205 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 13206 as 2 
06A9: AS_actor $PLAYER_ACTOR look_at_point -809.4514 2426.515 158.8622 99999 ms 
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_7515
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @DES3_7636 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @DES3_7636 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @DES3_7636 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BB' // s$  // ~z~Jesus! Will you stop doing that?
04AE: $ACTOR_SPEECH_WAV_FILE = 13206 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 13207 as 1 
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_7636
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @DES3_7698 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @DES3_7698 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @DES3_7698 
000A: 35@ += 1 

:DES3_7698
00D6: if 
0039:   35@ == 11 
004D: jump_if_false @DES3_8436 
016A: fade 0 time 500 

:DES3_7723
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_7747 
0001: wait 0 ms 
0002: jump @DES3_7723 

:DES3_7747
051E: 196@ = get_current_radio_station 
041E: set_radio_station 11 
00D6: if 
056E:   car 71@ defined 
004D: jump_if_false @DES3_7824 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @DES3_7824 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 71@ radius 100.0 100.0 sphere 0 
004D: jump_if_false @DES3_7824 
01C3: remove_references_to_car 71@ 

:DES3_7824
00D6: if 
056E:   car 73@ defined 
004D: jump_if_false @DES3_7892 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @DES3_7892 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 73@ radius 100.0 100.0 sphere 0 
004D: jump_if_false @DES3_7892 
01C3: remove_references_to_car 73@ 

:DES3_7892
00D6: if 
056E:   car 72@ defined 
004D: jump_if_false @DES3_7960 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @DES3_7960 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 72@ radius 100.0 100.0 sphere 0 
004D: jump_if_false @DES3_7960 
01C3: remove_references_to_car 72@ 

:DES3_7960
0005: $TEMPVAR_FLOAT_1 = -778.9708 
0009: $TEMPVAR_FLOAT_1 += 779.9253 
0005: $TEMPVAR_FLOAT_2 = 2418.629 
000D: $TEMPVAR_FLOAT_2 -= 2418.338 
0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to $TEMPVAR_ANGLE 
0A0B: set_rendering_origin_at_3D_coord -1373.0 2004.0 108.0 angle $TEMPVAR_ANGLE 
0050: gosub @DES3_17557 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_8142 
05EB: assign_car 74@ to_path 530 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset 0.0 -20.0 0.0 
00A5: 77@ = create_car #LEVIATHN at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0825: set_helicopter 77@ instant_rotor_start 
05EB: assign_car 77@ to_path 531 
0338: set_car 77@ visibility 0 
02A3: enable_widescreen 1 
0430: put_actor $PLAYER_ACTOR into_car 74@ passenger_seat 0 

:DES3_8142
0006: 108@ = 0 
0006: 62@ = 0 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @DES3_8219 
0A1C: set_helicopter 77@ play_engine_sounds 1 
00AA: store_car 77@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 

:DES3_8219
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_8277 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset 5.0 -10.0 0.0 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 

:DES3_8277
016A: fade 1 time 500 

:DES3_8284
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_8422 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @DES3_8353 
00AA: store_car 77@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 

:DES3_8353
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_8411 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset 5.0 -10.0 0.0 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 

:DES3_8411
0001: wait 0 ms 
0002: jump @DES3_8284 

:DES3_8422
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_8436
00D6: if 
0039:   35@ == 12 
004D: jump_if_false @DES3_8608 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @DES3_8510 
00AA: store_car 77@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 

:DES3_8510
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_8568 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset 5.0 -10.0 0.0 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 

:DES3_8568
00D6: if 
0019:   32@ > 11700 
004D: jump_if_false @DES3_8608 
016A: fade 0 time 300 
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_8608
00D6: if 
0039:   35@ == 13 
004D: jump_if_false @DES3_8806 
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_8760 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @DES3_8695 
00AA: store_car 77@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 

:DES3_8695
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_8753 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset 5.0 -10.0 0.0 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 

:DES3_8753
0002: jump @DES3_8806 

:DES3_8760
015F: set_camera_position -1047.62 2164.925 88.4215 rotation 0.0 0.0 0.0 
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_8806
00D6: if 
0039:   35@ == 14 
004D: jump_if_false @DES3_9254 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_8861 
00D6: if 
060E:   car 74@ assigned_to_path 
004D: jump_if_false @DES3_8861 
05EC: release_car 74@ from_path 

:DES3_8861
0050: gosub @DES3_18288 
0050: gosub @DES3_23443 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_8904 
05EB: assign_car 75@ to_path 532 
05ED: freeze_car 75@ while_on_path 

:DES3_8904
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_8933 
05EB: assign_car 76@ to_path 533 
05ED: freeze_car 76@ while_on_path 

:DES3_8933
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_8962 
05EB: assign_car 74@ to_path 535 
05ED: freeze_car 74@ while_on_path 

:DES3_8962
015F: set_camera_position -798.5942 2436.184 172.1772 rotation 0.0 0.0 0.0 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_9039 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset -15.0 5.0 -3.0 

:DES3_9039
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord -778.0 2465.0 168.0 angle 45.0 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_9095 
05EE: unfreeze_car 75@ while_on_path 

:DES3_9095
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_9116 
05EE: unfreeze_car 76@ while_on_path 

:DES3_9116
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_9137 
05EE: unfreeze_car 74@ while_on_path 

:DES3_9137
016A: fade 1 time 300 

:DES3_9144
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_9226 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_9202 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset -15.0 5.0 -3.0 

:DES3_9202
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 
0001: wait 0 ms 
0002: jump @DES3_9144 

:DES3_9226
0006: 62@ = 0 
0006: 33@ = 0 
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_9254
00D6: if 
0039:   35@ == 15 
004D: jump_if_false @DES3_10273 
00D6: if 
8039:   not  62@ == 7 
004D: jump_if_false @DES3_10006 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_9335 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset -15.0 5.0 -3.0 

:DES3_9335
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DES3_9999 
0871: init_jump_table 62@ total_jumps 7 default_jump 0 @DES3_9999 jumps 0 @DES3_9430 1 @DES3_9520 2 @DES3_9610 3 @DES3_9700 4 @DES3_9790 5 @DES3_9881 6 @DES3_9960 

:DES3_9430
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @DES3_9513 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BC' // s$  // ~z~Hold up.
04AE: $ACTOR_SPEECH_WAV_FILE = 13207 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 13208 as 2 
0006: 33@ = 0 
000A: 62@ += 1 

:DES3_9513
0002: jump @DES3_9999 

:DES3_9520
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @DES3_9603 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BD' // s$  // ~z~Shit, pilot says he's got trouble,
04AE: $ACTOR_SPEECH_WAV_FILE = 13208 // = constant 
004F: create_thread @AUDIOL -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 13209 as 1 
0006: 33@ = 0 
000A: 62@ += 1 

:DES3_9603
0002: jump @DES3_9999 

:DES3_9610
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @DES3_9693 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BE' // s$  // ~z~two agency choppers coming in on an intercept.
04AE: $ACTOR_SPEECH_WAV_FILE = 13209 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 13210 as 2 
0006: 33@ = 0 
000A: 62@ += 1 

:DES3_9693
0002: jump @DES3_9999 

:DES3_9700
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @DES3_9783 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BF' // s$  // ~z~Can you see them?
04AE: $ACTOR_SPEECH_WAV_FILE = 13210 // = constant 
004F: create_thread @AUDIOL -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 13211 as 1 
0006: 33@ = 0 
000A: 62@ += 1 

:DES3_9783
0002: jump @DES3_9999 

:DES3_9790
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @DES3_9874 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BG' // s$  // ~z~Yeah.
04AE: $ACTOR_SPEECH_WAV_FILE = 13211 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 13212 as 2 
0006: 33@ = 0 
000A: 62@ += 1 

:DES3_9874
0002: jump @DES3_9999 

:DES3_9881
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @DES3_9953 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BH' // s$  // ~z~Shoot 'em down. Protect the cargo at all costs!
04AE: $ACTOR_SPEECH_WAV_FILE = 13212 // = constant 
004F: create_thread @AUDIOL -1 0 1 2 1  
0006: 33@ = 0 
000A: 62@ += 1 

:DES3_9953
0002: jump @DES3_9999 

:DES3_9960
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @DES3_9992 
0006: 33@ = 0 
000A: 62@ += 1 

:DES3_9992
0002: jump @DES3_9999 

:DES3_9999
0002: jump @DES3_10273 

:DES3_10006
00D6: if 
0019:   33@ > 2000 
004D: jump_if_false @DES3_10215 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_10070 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset -15.0 5.0 -3.0 

:DES3_10070
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_10120 
00D6: if 
060E:   car 75@ assigned_to_path 
004D: jump_if_false @DES3_10120 
05EC: release_car 75@ from_path 

:DES3_10120
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_10157 
00D6: if 
060E:   car 76@ assigned_to_path 
004D: jump_if_false @DES3_10157 
05EC: release_car 76@ from_path 

:DES3_10157
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_10194 
00D6: if 
060E:   car 74@ assigned_to_path 
004D: jump_if_false @DES3_10194 
05EC: release_car 74@ from_path 

:DES3_10194
016A: fade 0 time 150 
000A: 35@ += 1 
0002: jump @DES3_10273 

:DES3_10215
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_10260 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset -15.0 5.0 -3.0 

:DES3_10260
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 

:DES3_10273
00D6: if 
0039:   35@ == 16 
004D: jump_if_false @DES3_10376 
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_10369 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_10349 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset -15.0 5.0 -3.0 

:DES3_10349
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 
0002: jump @DES3_10376 

:DES3_10369
0006: 35@ = 99 

:DES3_10376
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @DES3_10727 
016A: fade 0 time 0 
00D6: if 
03CA:   object 94@ exists 
004D: jump_if_false @DES3_10510 
00D6: if 
0737:   actor $PLAYER_ACTOR lifting_object 94@ 
004D: jump_if_false @DES3_10442 
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 1 

:DES3_10442
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @DES3_10503 
066D: 100@ = attach_particle "SMOKE_FLARE" to_object 94@ with_offset 0.0 0.0 0.1 type 1 
064C: make_particle 100@ visible 

:DES3_10503
0002: jump @DES3_10624 

:DES3_10510
0005: $TEMPVAR_FLOAT_1 = -800.8441 
0005: $TEMPVAR_FLOAT_2 = 2408.354 
0005: $TEMPVAR_FLOAT_3 = 155.4525 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += 1.0 
0107: 94@ = create_object #TEARGAS at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
066D: 100@ = attach_particle "SMOKE_FLARE" to_object 94@ with_offset 0.0 0.0 0.1 type 1 
064C: make_particle 100@ visible 

:DES3_10624
0925: restore_camera_to_user_defined 
0792: disembark_instantly_actor $PLAYER_ACTOR 
03CB: set_rendering_origin_at -806.467 2420.75 155.9102 
00A1: put_actor $PLAYER_ACTOR at -806.467 2420.75 155.9102 
0173: set_actor $PLAYER_ACTOR Z_angle_to 190.8497 
00D6: if 
056E:   car 77@ defined 
004D: jump_if_false @DES3_10699 
00A6: destroy_car 77@ 

:DES3_10699
0050: gosub @DES3_17660 
0050: gosub @DES3_19147 
0050: gosub @DES3_24422 
0050: gosub @DES3_26858 

:DES3_10727
0051: return 

:DES3_10729
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DES3_11344 
0247: load_model #MAVERICK 
0247: load_model #WMOMIB 
0247: load_model #BMYMIB 
0247: load_model #WMYPLT 
0247: load_model #AK47 
0247: load_model #LEVIATHN 

:DES3_10776
00D6: if or
8248:   not model #MAVERICK available 
8248:   not model #WMOMIB available 
8248:   not model #BMYMIB available 
8248:   not model #WMYPLT available 
8248:   not model #AK47 available 
8248:   not model #LEVIATHN available 
004D: jump_if_false @DES3_10827 
0001: wait 0 ms 
0002: jump @DES3_10776 

:DES3_10827
0006: 133@ = 0 
0007: 231@ = -780.6791 
0007: 232@ = 2482.339 
0007: 233@ = 170.8723 
0007: 234@ = 151.9289 
0050: gosub @DES3_18288 
0007: 259@ = -750.933 
0007: 260@ = 2465.285 
0007: 261@ = 180.7247 
0007: 262@ = 144.1498 
0050: gosub @DES3_23443 
0007: 227@ = -772.2108 
0007: 228@ = 2419.843 
0007: 229@ = 174.0836 
0007: 230@ = 176.9396 
0050: gosub @DES3_17557 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -789.7678 2416.916 156.022 
0173: set_actor $PLAYER_ACTOR Z_angle_to 190.8497 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0006: 32@ = 0 
0006: 111@ = 0 
0006: 114@ = 0 
04AF: 109@ = 5 // = constant 
0006: 112@ = 0 
04AF: 110@ = 0 // = constant 
0006: 113@ = 0 
01B6: set_weather 16 
0004: $7495 = 50000 
00BC: show_text_highpriority GXT 'AIR1_06' time 7000 flag 1  // ~s~Protect the ~b~contraband helicopter~s~ from the ~r~spooks~s~.
03C4: set_status_text $7495 type 1 GXT 'AIR1_17' // global_variable  // Heli
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @DES3_11140 
08F2: set_car 71@ targettable_by_heatseeker 0 

:DES3_11140
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @DES3_11163 
08F2: set_car 72@ targettable_by_heatseeker 0 

:DES3_11163
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @DES3_11186 
08F2: set_car 73@ targettable_by_heatseeker 0 

:DES3_11186
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_11209 
08F2: set_car 74@ targettable_by_heatseeker 0 

:DES3_11209
0213: 98@ = create_pickup #HEALTH type 3 at -770.752 2423.63 157.0753 
032B: 99@ = create_weapon_pickup #ROCKETLA type 3 ammo 99999 at -808.1523 2430.788 156.9872 
0828: set_max_fire_generations 3 
03C7: set_sensitivity_to_crime 0.5 
01F0: set_max_wanted_level_to 2 
096A: enable_flying_helis 0 
0006: 197@ = 0 
0006: 129@ = 1 
0006: 130@ = 1 
041E: set_radio_station 196@ 
016A: fade 1 time 150 

:DES3_11313
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_11337 
0001: wait 0 ms 
0002: jump @DES3_11313 

:DES3_11337
000A: 35@ += 1 

:DES3_11344
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_11704 
00D6: if 
0019:   139@ > 50 
004D: jump_if_false @DES3_11660 
0227: 43@ = car 74@ health 
00D6: if 
0019:   43@ > 100 
004D: jump_if_false @DES3_11653 
0006: 43@ = 0 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_11490 
00AA: store_car 75@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
01AF:   car 74@ sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 40.0 40.0 40.0 
004D: jump_if_false @DES3_11490 
0006: 43@ = 1 

:DES3_11490
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @DES3_11587 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_11587 
00AA: store_car 76@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
01AF:   car 74@ sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 40.0 40.0 40.0 
004D: jump_if_false @DES3_11587 
0006: 43@ = 1 

:DES3_11587
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @DES3_11653 
0227: 43@ = car 74@ health 
000A: 43@ += -5 
00D6: if 
001B:   0 > 43@ 
004D: jump_if_false @DES3_11645 
0006: 43@ = 1 

:DES3_11645
0224: set_car 74@ health_to 43@ 

:DES3_11653
0006: 139@ = 0 

:DES3_11660
0227: 43@ = car 74@ health 
0093: 46@ = integer 43@ to_float 
0017: 46@ /= 5000.0 
0013: 46@ *= 100.0 
0090: $7495 = float 46@ to_integer 

:DES3_11704
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DES3_12253 
00D6: if 
0039:   133@ == 5 
004D: jump_if_false @DES3_11772 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @DES3_11772 
04AF: 109@ = 5 // = constant 
000A: 197@ += 1 

:DES3_11772
00D6: if 
001B:   5 > 133@ 
004D: jump_if_false @DES3_11901 
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @DES3_11901 
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @DES3_11901 
0007: 231@ = -344.9471 
0007: 232@ = 2724.421 
0007: 233@ = 186.0 
0007: 234@ = 110.0 
0050: gosub @DES3_18288 
04AF: 109@ = 0 // = constant 
0006: 112@ = 0 
000A: 129@ += 1 
0006: 32@ = 0 

:DES3_11901
00D6: if 
001B:   5 > 133@ 
004D: jump_if_false @DES3_12030 
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @DES3_12030 
00D6: if 
0039:   130@ == 0 
004D: jump_if_false @DES3_12030 
0007: 259@ = -324.9471 
0007: 260@ = 2704.421 
0007: 261@ = 186.0 
0007: 262@ = 110.0 
0050: gosub @DES3_23443 
04AF: 110@ = 0 // = constant 
0006: 113@ = 0 
000A: 130@ += 1 
0006: 33@ = 0 

:DES3_12030
00D6: if 
0019:   129@ > 0 
004D: jump_if_false @DES3_12094 
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @DES3_12094 
000A: 127@ += 1 
000A: 131@ += 1 
0006: 129@ = 0 
0006: 32@ = 0 

:DES3_12094
00D6: if 
0019:   130@ > 0 
004D: jump_if_false @DES3_12158 
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @DES3_12158 
000A: 128@ += 1 
000A: 131@ += 1 
0006: 130@ = 0 
0006: 33@ = 0 

:DES3_12158
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @DES3_12200 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @DES3_12200 
0006: 131@ = 5 

:DES3_12200
00D6: if 
0039:   131@ == 5 
004D: jump_if_false @DES3_12232 
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_12232
0050: gosub @DES3_17718 
0050: gosub @DES3_19279 
0050: gosub @DES3_24554 

:DES3_12253
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @DES3_12297 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @DES3_12297 
0006: 35@ = 99 

:DES3_12297
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @DES3_12359 
03C7: set_sensitivity_to_crime 1.0 
01F0: set_max_wanted_level_to 6 
0151: remove_status_text $7495 
0050: gosub @DES3_17660 
0050: gosub @DES3_19147 
0050: gosub @DES3_24422 
0050: gosub @DES3_26858 

:DES3_12359
0051: return 

:DES3_12361
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DES3_12673 
0247: load_model #LEVIATHN 
0247: load_model #WMYPLT 
0247: load_model #AK47 
0247: load_model #KMB_HOLDALL 
0247: load_model #KMB_PARACHUTE 
0247: load_model #JOURNEY 
0247: load_model #WMOPREA 
0247: load_model #SWFOPRO 
0247: load_model #BANDITO 

:DES3_12421
00D6: if or
8248:   not model #LEVIATHN available 
8248:   not model #WMYPLT available 
8248:   not model #AK47 available 
8248:   not model #KMB_HOLDALL available 
8248:   not model #KMB_PARACHUTE available 
004D: jump_if_false @DES3_12467 
0001: wait 0 ms 
0002: jump @DES3_12421 

:DES3_12467
00D6: if or
8248:   not model #JOURNEY available 
8248:   not model #BANDITO available 
004D: jump_if_false @DES3_12499 
0001: wait 0 ms 
0002: jump @DES3_12467 

:DES3_12499
07C0: load_path 536 
07C0: load_path 537 
07C0: load_path 538 

:DES3_12514
00D6: if or
87C1:   not path 536 available 
87C1:   not path 537 available 
87C1:   not path 538 available 
004D: jump_if_false @DES3_12551 
0001: wait 0 ms 
0002: jump @DES3_12514 

:DES3_12551
0050: gosub @DES3_17557 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_12582 
05EB: assign_car 74@ to_path 536 

:DES3_12582
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
04D7: set_actor $PLAYER_ACTOR locked 1 
02A3: enable_widescreen 1 
015F: set_camera_position -720.812 2476.182 171.2749 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -721.6284 2475.607 171.2184 switchstyle 2 
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_12673
00D6: if and
0019:   35@ > 0 
0019:   32@ > 3000 
004D: jump_if_false @DES3_12723 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DES3_12723 
0006: 35@ = 99 

:DES3_12723
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DES3_12900 
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @DES3_12825 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_12818 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset 3.0 -5.0 -2.0 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 

:DES3_12818
0002: jump @DES3_12900 

:DES3_12825
016A: fade 0 time 300 

:DES3_12832
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_12856 
0001: wait 0 ms 
0002: jump @DES3_12832 

:DES3_12856
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_12893 
00D6: if 
060E:   car 74@ assigned_to_path 
004D: jump_if_false @DES3_12893 
05EC: release_car 74@ from_path 

:DES3_12893
000A: 35@ += 1 

:DES3_12900
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @DES3_13189 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_13189 
016A: fade 1 time 300 
085E: assign_car 74@ to_looped_path 538 
015F: set_camera_position 247.7597 2515.937 82.7789 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 246.7721 2515.894 82.6276 switchstyle 2 
0706: advance_car 74@ further_along_path 100.0 
0107: 96@ = create_object #KMB_HOLDALL at 0.0 0.0 0.0 
0681: attach_object 96@ to_car 74@ with_offset 0.0 -2.0 -0.5 rotation 0.0 0.0 0.0 
0750: set_object 96@ visibility 0 
0107: 95@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0681: attach_object 95@ to_car 74@ with_offset 0.0 0.0 -2.5 rotation 0.0 0.0 0.0 
0750: set_object 95@ visibility 0 
0006: 32@ = 0 
0007: 142@ = 2.0 
0007: 143@ = -7.0 
0007: 144@ = 1.0 
000A: 35@ += 1 

:DES3_13189
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @DES3_13426 
00D6: if 
03CA:   object 95@ exists 
004D: jump_if_false @DES3_13246 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 95@ with_offset 142@ 143@ 144@ 

:DES3_13246
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 
00D6: if 
0019:   32@ > 7000 
004D: jump_if_false @DES3_13426 
015F: set_camera_position 296.2388 2480.553 97.5696 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 295.5632 2481.153 97.141 switchstyle 2 
00D6: if 
03CA:   object 96@ exists 
004D: jump_if_false @DES3_13367 
0682: detach_object 96@ 0.0 0.0 0.0 collision_detection 0 

:DES3_13367
0750: set_object 96@ visibility 1 
00D6: if 
03CA:   object 95@ exists 
004D: jump_if_false @DES3_13412 
0682: detach_object 95@ 0.0 0.0 0.0 collision_detection 0 

:DES3_13412
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_13426
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @DES3_13616 
00D6: if 
0019:   32@ > 1200 
004D: jump_if_false @DES3_13558 
0007: 208@ = 264.2501 
0007: 209@ = 2877.011 
0007: 210@ = 13.7096 
0050: gosub @DES3_16532 
00D6: if 
03CA:   object 96@ exists 
004D: jump_if_false @DES3_13544 
01BB: store_object 96@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
097A: play_audio_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 event 1039 

:DES3_13544
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_13558
00D6: if 
03CA:   object 95@ exists 
004D: jump_if_false @DES3_13616 
059F: get_object 95@ velocity_in_direction $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0011: $TEMPVAR_FLOAT_3 *= -0.1 
038C: object 95@ scatter 0.0 0.0 $TEMPVAR_FLOAT_3 

:DES3_13616
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @DES3_13725 
0050: gosub @DES3_16957 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @DES3_13667 
0006: 35@ = 99 

:DES3_13667
00D6: if 
03CA:   object 95@ exists 
004D: jump_if_false @DES3_13725 
059F: get_object 95@ velocity_in_direction $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0011: $TEMPVAR_FLOAT_3 *= -0.5 
038C: object 95@ scatter 0.0 0.0 $TEMPVAR_FLOAT_3 

:DES3_13725
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @DES3_14043 
016A: fade 1 time 0 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @DES3_13780 
0186: 107@ = create_marker_above_car 80@ 
0002: jump @DES3_13840 

:DES3_13780
01C3: remove_references_to_car 80@ 
0395: clear_area 1 at -804.5877 2377.843 151.7558 radius 5.0 
00A5: 80@ = create_car #BANDITO at -804.5877 2377.843 151.7558 
0186: 107@ = create_marker_above_car 80@ 

:DES3_13840
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 20.0 
07E0: set_marker 107@ type_to 1 
0249: release_model #BANDITO 
00A5: 79@ = create_car #JOURNEY at -680.7584 2466.081 114.9057 
0175: set_car 79@ Z_angle_to 75.939 
0129: 92@ = create_actor_pedtype 4 model #WMOPREA in_car 79@ driverseat 
01C8: 93@ = create_actor_pedtype 5 model #SWFOPRO in_car 79@ passenger_seat 0 
05D1: AS_actor 92@ drive_car 79@ to -726.9384 2357.388 125.5138 speed 10.0 0 model #CSPLAY 2 
0249: release_model #WMOPREA 
0249: release_model #SWFOPRO 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
04D7: set_actor $PLAYER_ACTOR locked 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0001: wait 0 ms 
0108: destroy_object 96@ 
0108: destroy_object 95@ 
0050: gosub @DES3_17660 
0050: gosub @DES3_26858 

:DES3_14043
0051: return 

:DES3_14045
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DES3_14308 
00BC: show_text_highpriority GXT 'AIR1_09' time 7000 flag 1  // ~s~Get the ~g~contraband~s~.
0247: load_model #MAVERICK 
0247: load_model #WMYPLT 
0247: load_model #AK47 
0247: load_model #KMB_HOLDALL 
0247: load_model #KMB_PARACHUTE 
0247: load_model #WMOMIB 
0247: load_model #BMYMIB 

:DES3_14113
00D6: if or
8248:   not model #MAVERICK available 
8248:   not model #WMYPLT available 
8248:   not model #AK47 available 
8248:   not model #KMB_HOLDALL available 
8248:   not model #WMOMIB available 
8248:   not model #BMYMIB available 
004D: jump_if_false @DES3_14164 
0001: wait 0 ms 
0002: jump @DES3_14113 

:DES3_14164
00D6: if 
8248:   not model #KMB_PARACHUTE available 
004D: jump_if_false @DES3_14191 
0001: wait 0 ms 
0002: jump @DES3_14164 

:DES3_14191
0007: 214@ = 216.9669 
0007: 215@ = 2689.149 
0007: 216@ = 90.0 
0007: 208@ = 264.2501 
0007: 209@ = 2877.011 
0007: 210@ = 13.7096 
00D6: if 
03CA:   object 96@ exists 
004D: jump_if_false @DES3_14272 
0108: destroy_object 96@ 

:DES3_14272
0050: gosub @DES3_16532 
0188: 105@ = create_marker_above_object 96@ 
08D2: object 96@ scale_model 0.3 
096A: enable_flying_helis 1 
000A: 35@ += 1 

:DES3_14308
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DES3_14516 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @DES3_14381 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @DES3_14381 
00A1: put_actor $PLAYER_ACTOR at 417.0 2493.0 27.83 

:DES3_14381
00D6: if 
0039:   226@ == 0 
004D: jump_if_false @DES3_14516 
00D6: if 
03CA:   object 96@ exists 
004D: jump_if_false @DES3_14516 
01BB: store_object 96@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.5 1.5 1.5 on_foot 
004D: jump_if_false @DES3_14516 
00D6: if 
075C:   marker 107@ enabled 
004D: jump_if_false @DES3_14492 
0164: disable_marker 107@ 

:DES3_14492
0108: destroy_object 96@ 
0164: disable_marker 105@ 
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_14516
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @DES3_14691 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 269.6016 2868.464 15.2584 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 269.2238 2869.373 15.0806 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 265.7708 2873.078 13.4336 
0173: set_actor $PLAYER_ACTOR Z_angle_to 266.1126 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_CA' // s$  // ~z~OK, get the package back to Las Brujas.
04AE: $ACTOR_SPEECH_WAV_FILE = 13213 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 0  
040D: unload_wav 2 
03CF: load_wav 13214 as 2 
0006: 33@ = 0 
000A: 35@ += 1 

:DES3_14691
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @DES3_14812 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DES3_14812 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @DES3_14812 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_CB' // s$  // ~z~Where are you?
04AE: $ACTOR_SPEECH_WAV_FILE = 13214 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 13215 as 1 
000A: 35@ += 1 
0006: 33@ = 0 

:DES3_14812
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @DES3_14933 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DES3_14933 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @DES3_14933 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_CC' // s$  // ~z~You givin' me the heebie jeebies, man!
04AE: $ACTOR_SPEECH_WAV_FILE = 13215 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 13216 as 2 
000A: 35@ += 1 
0006: 33@ = 0 

:DES3_14933
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @DES3_15042 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DES3_15042 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @DES3_15042 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_CD' // s$  // ~z~Carl, I will ALWAYS be watching...or listening...or both.
04AE: $ACTOR_SPEECH_WAV_FILE = 13216 // = constant 
004F: create_thread @AUDIOL -1 0 1 2 1  
000A: 35@ += 1 
0006: 33@ = 0 

:DES3_15042
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @DES3_15127 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DES3_15127 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @DES3_15127 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
040D: unload_wav 1 
040D: unload_wav 2 
000A: 35@ += 1 

:DES3_15127
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @DES3_15195 
00BC: show_text_highpriority GXT 'AIR1_10' time 7000 flag 1  // ~s~Deliver the contraband to the ~y~hideout~s~.
018A: 101@ = create_checkpoint_at -394.8462 2226.622 41.4259 
0006: 198@ = 0 
000A: 35@ += 1 

:DES3_15195
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @DES3_15594 
00D6: if 
0039:   198@ == 0 
004D: jump_if_false @DES3_15304 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -394.8462 2226.622 41.4259 radius 25.0 25.0 20.0 
004D: jump_if_false @DES3_15297 
0360: open_garage 'GHOSTDR' 
0006: 198@ = 1 

:DES3_15297
0002: jump @DES3_15370 

:DES3_15304
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -394.8462 2226.622 41.4259 radius 40.0 40.0 20.0 
004D: jump_if_false @DES3_15370 
0361: close_garage 'GHOSTDR' 
0006: 198@ = 0 

:DES3_15370
00D6: if 
075C:   marker 101@ enabled 
004D: jump_if_false @DES3_15550 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DES3_15488 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere -394.8462 2226.622 41.4259 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @DES3_15481 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
09D0:   car $TEMPVAR_ACTOR_CAR on_wheels 
004D: jump_if_false @DES3_15481 
000A: 35@ += 1 

:DES3_15481
0002: jump @DES3_15543 

:DES3_15488
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -394.8462 2226.622 41.4259 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @DES3_15543 
000A: 35@ += 1 

:DES3_15543
0002: jump @DES3_15594 

:DES3_15550
00D6: if 
0019:   32@ > 60000 
004D: jump_if_false @DES3_15594 
00BC: show_text_highpriority GXT 'AIR1_11' time 7000 flag 1  // ~s~Lose the ~r~feds~s~.
0006: 32@ = 0 

:DES3_15594
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @DES3_15740 
01B4: set_player $PLAYER_CHAR can_move 0 
0361: close_garage 'GHOSTDR' 
016A: fade 0 time 1000 

:DES3_15637
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_15661 
0001: wait 0 ms 
0002: jump @DES3_15637 

:DES3_15661
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -389.8034 2230.742 41.4297 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
03C8: set_camera_directly_before_player 
02EB: restore_camera_with_jumpcut 

:DES3_15700
00D6: if 
83B1:   not garage 'GHOSTDR' door_closed 
004D: jump_if_false @DES3_15733 
0001: wait 0 ms 
0002: jump @DES3_15700 

:DES3_15733
0006: 36@ = 1 

:DES3_15740
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @DES3_15906 
00D6: if 
056E:   car 75@ defined 
004D: jump_if_false @DES3_15906 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_15906 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
81AF:   not car 75@ sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 100.0 100.0 100.0 
004D: jump_if_false @DES3_15860 
07BB: set_heli 75@ horizontal_thrust_power 10 
0002: jump @DES3_15906 

:DES3_15860
0004: $7496 = 100 
03C4: set_status_text $7496 type 1 GXT 'AIR1_12' // global_variable  // Heat
0006: 132@ = 1 
00BC: show_text_highpriority GXT 'AIR1_11' time 7000 flag 1  // ~s~Lose the ~r~feds~s~.

:DES3_15906
00D6: if 
0039:   132@ == 1 
004D: jump_if_false @DES3_16230 
00D6: if 
056E:   car 75@ defined 
004D: jump_if_false @DES3_16230 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_16202 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00AA: store_car 75@ position_to 56@ 57@ 58@ 
050A: 140@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 56@ 57@ 58@ 
00D6: if 
0023:   175.0 > 140@ 
004D: jump_if_false @DES3_16085 
00D6: if 
001A:   100 > $7496 
004D: jump_if_false @DES3_16078 
00D6: if 
0019:   137@ > 100 
004D: jump_if_false @DES3_16078 
0008: $7496 += 1 
0006: 137@ = 0 

:DES3_16078
0002: jump @DES3_16135 

:DES3_16085
00D6: if 
0018:   $7496 > 0 
004D: jump_if_false @DES3_16135 
00D6: if 
0019:   137@ > 100 
004D: jump_if_false @DES3_16135 
0008: $7496 += -1 
0006: 137@ = 0 

:DES3_16135
00D6: if 
0038:   $7496 == 0 
004D: jump_if_false @DES3_16195 
04AF: 109@ = 99 // = constant 
0006: 112@ = 0 
00BC: show_text_highpriority GXT 'AIR1_10' time 7000 flag 1  // ~s~Deliver the contraband to the ~y~hideout~s~.
0006: 132@ = 2 
0151: remove_status_text $7496 

:DES3_16195
0002: jump @DES3_16230 

:DES3_16202
00BC: show_text_highpriority GXT 'AIR1_10' time 7000 flag 1  // ~s~Deliver the contraband to the ~y~hideout~s~.
0006: 132@ = 2 
0151: remove_status_text $7496 

:DES3_16230
00D6: if 
0019:   35@ > 1 
004D: jump_if_false @DES3_16332 
00D6: if 
075C:   marker 101@ enabled 
004D: jump_if_false @DES3_16294 
00D6: if 
0039:   132@ == 1 
004D: jump_if_false @DES3_16287 
0164: disable_marker 101@ 

:DES3_16287
0002: jump @DES3_16332 

:DES3_16294
00D6: if 
0039:   132@ == 2 
004D: jump_if_false @DES3_16332 
018A: 101@ = create_checkpoint_at -450.9301 2238.45 43.4409 

:DES3_16332
00D6: if 
0039:   39@ == 3 
004D: jump_if_false @DES3_16373 
00D6: if 
056E:   car 75@ defined 
004D: jump_if_false @DES3_16373 
0050: gosub @DES3_19279 

:DES3_16373
0050: gosub @DES3_16957 
0051: return 

:DES3_16382
00D6: if 
075C:   marker 107@ enabled 
004D: jump_if_false @DES3_16450 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @DES3_16445 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 80@ 
004D: jump_if_false @DES3_16438 
0164: disable_marker 107@ 

:DES3_16438
0002: jump @DES3_16450 

:DES3_16445
0164: disable_marker 107@ 

:DES3_16450
00D6: if 
056E:   car 74@ defined 
004D: jump_if_false @DES3_16505 
00D6: if 
0119:   car 74@ wrecked 
004D: jump_if_false @DES3_16505 
0006: 37@ = 1 
00BC: show_text_highpriority GXT 'AIR1_08' time 5000 flag 1  // ~r~The contraband helicopter is history.

:DES3_16505
00D6: if 
0039:   39@ == 7 
004D: jump_if_false @DES3_16530 
0050: gosub @DES3_26440 

:DES3_16530
0051: return 

:DES3_16532
00D6: if 
03CA:   object 96@ exists 
004D: jump_if_false @DES3_16577 
01BB: store_object 96@ position_to 214@ 215@ 216@ 
000B: 216@ += 6.679 
0108: destroy_object 96@ 

:DES3_16577
029B: 96@ = init_object #KMB_PARACHUTE at 214@ 215@ 216@ 
0382: set_object 96@ collision_detection 0 
0392: make_object 96@ moveable 0 
0007: 199@ = 1.0 
0007: 200@ = 0.5 
0007: 201@ = 0.0 
0007: 205@ = 0.0 
0007: 206@ = 0.0 
0007: 207@ = 0.0 
0006: 224@ = 80000 
0093: 225@ = integer 224@ to_float 
050A: 222@ = distance_between_XYZ 214@ 215@ 216@ and_XYZ 208@ 209@ 210@ 
0509: 223@ = distance_between_XY 214@ 215@ and_XY 208@ 209@ 
0087: 211@ = 214@ // (float) 
0063: 211@ -= 208@ // (float) 
0087: 212@ = 215@ // (float) 
0063: 212@ -= 209@ // (float) 
0087: 213@ = 216@ // (float) 
0063: 213@ -= 210@ // (float) 
0087: 217@ = 208@ // (float) 
0063: 217@ -= 214@ // (float) 
0087: 218@ = 209@ // (float) 
0063: 218@ -= 215@ // (float) 
0087: 219@ = 210@ // (float) 
0063: 219@ -= 216@ // (float) 
0073: 217@ /= 222@ // (float) 
0073: 218@ /= 222@ // (float) 
0073: 219@ /= 222@ // (float) 
0087: 50@ = 223@ // (float) 
0007: 51@ = 0.0 
0087: 53@ = 223@ // (float) 
0087: 54@ = 213@ // (float) 
05A4: get_angle_between_vectors_origin_to 50@ 51@ and_origin_to 53@ 54@ store_to 220@ 
0087: 50@ = 211@ // (float) 
0007: 51@ = 0.0 
0087: 53@ = 211@ // (float) 
0087: 54@ = 212@ // (float) 
05A4: get_angle_between_vectors_origin_to 50@ 51@ and_origin_to 53@ 54@ store_to 221@ 
0006: 226@ = 1 
0051: return 

:DES3_16957
00D6: if 
0039:   226@ == 1 
004D: jump_if_false @DES3_17555 
00D6: if 
0019:   224@ > 1000 
004D: jump_if_false @DES3_17424 
00D6: if 
03CA:   object 96@ exists 
004D: jump_if_false @DES3_17417 
00D6: if 
0021:   205@ > 180.0 
004D: jump_if_false @DES3_17041 
0007: 205@ = -180.0 

:DES3_17041
00D6: if 
0023:   -180.0 > 205@ 
004D: jump_if_false @DES3_17072 
0007: 205@ = 180.0 

:DES3_17072
00D6: if 
0031:   205@ >= 0.0 
004D: jump_if_false @DES3_17110 
0007: 202@ = -0.01 
0002: jump @DES3_17120 

:DES3_17110
0007: 202@ = 0.01 

:DES3_17120
007B: 199@ += frame_delta_time * 202@ // (float) 
00D6: if 
0021:   199@ > 1.0 
004D: jump_if_false @DES3_17159 
0007: 199@ = 1.0 

:DES3_17159
00D6: if 
0023:   -1.0 > 199@ 
004D: jump_if_false @DES3_17190 
0007: 199@ = -1.0 

:DES3_17190
007B: 205@ += frame_delta_time * 199@ // (float) 
0093: 46@ = integer 224@ to_float 
0087: 47@ = 225@ // (float) 
0063: 47@ -= 46@ // (float) 
0073: 47@ /= 225@ // (float) 
006B: 47@ *= 222@ // (float) 
0087: 50@ = 217@ // (float) 
006B: 50@ *= 47@ // (float) 
0087: 51@ = 218@ // (float) 
006B: 51@ *= 47@ // (float) 
0087: 52@ = 219@ // (float) 
006B: 52@ *= 47@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 214@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 50@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 215@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 51@ // (float) 
0088: $TEMPVAR_FLOAT_3 = 216@ // (float) 
005F: $TEMPVAR_FLOAT_3 += 52@ // (float) 
0089: 145@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 146@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 147@ = $TEMPVAR_FLOAT_3 // (float) 
00D6: if 
0025:   210@ > 147@ // (float) 
004D: jump_if_false @DES3_17385 
0087: 147@ = 210@ // (float) 

:DES3_17385
01BC: put_object 96@ at 145@ 146@ 147@ 
0453: set_object 96@ XYZ_rotation 205@ 0.0 90.0 

:DES3_17417
0002: jump @DES3_17555 

:DES3_17424
01BB: store_object 96@ position_to 145@ 146@ 147@ 
02CE: 147@ = ground_z_at 145@ 146@ 147@ 
000B: 147@ += 0.5 
00D6: if 
0025:   210@ > 147@ // (float) 
004D: jump_if_false @DES3_17489 
0087: 147@ = 210@ // (float) 

:DES3_17489
0108: destroy_object 96@ 
0164: disable_marker 105@ 
029B: 96@ = init_object #KMB_HOLDALL at 145@ 146@ 147@ 
08D2: object 96@ scale_model 0.3 
0188: 105@ = create_marker_above_object 96@ 
0550: keep_object 96@ in_memory 1 
0382: set_object 96@ collision_detection 0 
0006: 226@ = 0 

:DES3_17555
0051: return 

:DES3_17557
00A5: 74@ = create_car #LEVIATHN at 227@ 228@ 229@ 
0175: set_car 74@ Z_angle_to 230@ 
0825: set_helicopter 74@ instant_rotor_start 
04DF: set_heli 74@ lean_and_thrust_limiter 1 
0129: 81@ = create_actor_pedtype 24 model #WMYPLT in_car 74@ driverseat 
0224: set_car 74@ health_to 5000 
02AC: set_car 74@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
0423: set_car 74@ improved_handling_to 1.5 // (float)
01EC: make_car 74@ very_heavy 1 
0186: 104@ = create_marker_above_car 74@ 
07E0: set_marker 104@ type_to 1 
0587: enable_car 74@ validate_position 0 
02AA: set_car 74@ immune_to_nonplayer 1 
0051: return 

:DES3_17660
00D6: if 
056D:   actor 81@ defined 
004D: jump_if_false @DES3_17681 
009B: destroy_actor 81@ 

:DES3_17681
00D6: if 
056E:   car 74@ defined 
004D: jump_if_false @DES3_17702 
00A6: destroy_car 74@ 

:DES3_17702
0249: release_model #LEVIATHN 
0249: release_model #WMYPLT 
0164: disable_marker 104@ 
0051: return 

:DES3_17718
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_18286 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @DES3_18286 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @DES3_18069 
0007: 151@ = -784.6607 
0007: 166@ = 2442.231 
0007: 181@ = 180.0 
0007: 152@ = -804.959 
0007: 167@ = 2425.576 
0007: 182@ = 180.0 
0007: 153@ = -787.8075 
0007: 168@ = 2405.689 
0007: 183@ = 180.0 
0007: 154@ = -772.5547 
0007: 169@ = 2413.223 
0007: 184@ = 180.0 
0007: 155@ = -772.9753 
0007: 170@ = 2432.284 
0007: 185@ = 180.0 
0007: 156@ = -789.0908 
0007: 171@ = 2424.852 
0007: 186@ = 180.0 
0007: 157@ = -802.8 
0007: 172@ = 2431.09 
0007: 187@ = 180.0 
0007: 158@ = -772.5547 
0007: 173@ = 2413.223 
0007: 188@ = 180.0 
0006: 108@ = 0 
04A2: set_heli 74@ fly_to 151@(108@,15f) 166@(108@,15f) 181@(108@,15f) altitude_between 15.0 and 181@(108@,15f) 
07BB: set_heli 74@ horizontal_thrust_power 1 
000A: 114@ += 1 

:DES3_18069
00D6: if 
01AF:   car 74@ sphere 0 in_sphere 151@(108@,15f) 166@(108@,15f) 181@(108@,15f) radius 10.0 10.0 10.0 
004D: jump_if_false @DES3_18229 
0209: 43@ = random_int_in_ranges 0 8 
00D6: if 
003B:   43@ == 108@ // (int) 
004D: jump_if_false @DES3_18183 
000A: 43@ += 1 
00D6: if 
0019:   43@ > 7 
004D: jump_if_false @DES3_18183 
0006: 43@ = 0 

:DES3_18183
0085: 108@ = 43@ // (int) 
04A2: set_heli 74@ fly_to 151@(108@,15f) 166@(108@,15f) 181@(108@,15f) altitude_between 15.0 and 181@(108@,15f) 

:DES3_18229
0227: 43@ = car 74@ health 
00D6: if 
002B:   300 >= 43@ 
004D: jump_if_false @DES3_18286 
00D6: if 
8039:   not  111@ == 99 
004D: jump_if_false @DES3_18286 
0564: heli 74@ simulate_crash_landing 
0006: 111@ = 99 

:DES3_18286
0051: return 

:DES3_18288
00D6: if 
856E:   not car 75@ defined 
004D: jump_if_false @DES3_18341 
00A5: 75@ = create_car #MAVERICK at 0.0 0.0 0.0 
08F2: set_car 75@ targettable_by_heatseeker 1 
0587: enable_car 75@ validate_position 0 

:DES3_18341
00D6: if 
856D:   not actor 82@ defined 
004D: jump_if_false @DES3_18370 
0129: 82@ = create_actor_pedtype 25 model #BMYMIB in_car 75@ driverseat 

:DES3_18370
00D6: if 
856D:   not actor 84@ defined 
004D: jump_if_false @DES3_18411 
009A: 84@ = create_actor_pedtype 25 model #WMOMIB at 0.0 0.0 0.0 

:DES3_18411
00D6: if 
856D:   not actor 85@ defined 
004D: jump_if_false @DES3_18452 
009A: 85@ = create_actor_pedtype 25 model #BMYMIB at 0.0 0.0 0.0 

:DES3_18452
00D6: if 
856D:   not actor 86@ defined 
004D: jump_if_false @DES3_18493 
009A: 86@ = create_actor_pedtype 25 model #WMOMIB at 0.0 0.0 0.0 

:DES3_18493
00D6: if 
856D:   not actor 87@ defined 
004D: jump_if_false @DES3_18534 
009A: 87@ = create_actor_pedtype 25 model #BMYMIB at 0.0 0.0 0.0 

:DES3_18534
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_18607 
00AB: put_car 75@ at 231@ 232@ 233@ 
0175: set_car 75@ Z_angle_to 234@ 
0825: set_helicopter 75@ instant_rotor_start 
0229: set_car 75@ primary_color_to 0 secondary_color_to 0 
04DF: set_heli 75@ lean_and_thrust_limiter 1 
02AA: set_car 75@ immune_to_nonplayer 0
020B: explode_car 75@ 
020A: set_car 75@ door_status_to 0 

:DES3_18607
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DES3_18652 
054A: set_actor 82@ can_be_shot_in_a_car 0 
039E: set_actor 82@ locked 1 while_in_car 
054A: set_actor 82@ can_be_shot_in_a_car 0 
060B: set_actor 82@ decision_maker_to 66@ 

:DES3_18652
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_19079 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @DES3_18723 
0464: put_actor 84@ into_turret_on_car 75@ at_car_offset 1.0 1.25 -0.1 position 3 shooting_angle_limit 310.0 with_weapon 30 
0006: 123@ = 1 

:DES3_18723
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @DES3_18778 
0464: put_actor 85@ into_turret_on_car 75@ at_car_offset 1.1 -0.3 -0.1 position 3 shooting_angle_limit 310.0 with_weapon 30 
0006: 124@ = 1 

:DES3_18778
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @DES3_18833 
0464: put_actor 86@ into_turret_on_car 75@ at_car_offset -1.0 1.25 -0.1 position 1 shooting_angle_limit 50.0 with_weapon 30 
0006: 125@ = 1 

:DES3_18833
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DES3_18888 
0464: put_actor 87@ into_turret_on_car 75@ at_car_offset -1.1 -0.3 -0.1 position 1 shooting_angle_limit 50.0 with_weapon 30 
0006: 126@ = 1 

:DES3_18888
0006: 43@ = 0 

:DES3_18895
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @DES3_19079 
00D6: if 
8118:   not actor 84@(43@,4i) dead 
004D: jump_if_false @DES3_19065 
07DD: set_actor 84@(43@,4i) attack_rate 20 // previously known as temper_to 
02E2: set_actor 84@(43@,4i) weapon_accuracy_to 27 
00D6: if or
0039:   43@ == 0 
0039:   43@ == 2 
004D: jump_if_false @DES3_19009 
08AF: set_actor 84@(43@,4i) max_health_to 125 
0223: set_actor 84@(43@,4i) health_to 125 
0002: jump @DES3_19031 

:DES3_19009
08AF: set_actor 84@(43@,4i) max_health_to 100 
0223: set_actor 84@(43@,4i) health_to 100 

:DES3_19031
02A9: set_actor 84@(43@,4i) immune_to_nonplayer 0 
060B: set_actor 84@(43@,4i) decision_maker_to 66@ 
0006: 115@(43@,4i) = 0 

:DES3_19065
000A: 43@ += 1 
0002: jump @DES3_18895 

:DES3_19079
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_19124 
00D6: if 
075C:   marker 102@ enabled 
004D: jump_if_false @DES3_19116 
0164: disable_marker 102@ 

:DES3_19116
0186: 102@ = create_marker_above_car 75@ 

:DES3_19124
04AF: 109@ = 0 // = constant 
0006: 112@ = 0 
000A: 133@ += 1 
0051: return 

:DES3_19147
00D6: if 
056D:   actor 82@ defined 
004D: jump_if_false @DES3_19168 
009B: destroy_actor 82@ 

:DES3_19168
0006: 43@ = 0 

:DES3_19175
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @DES3_19236 
00D6: if 
056D:   actor 84@(43@,4i) defined 
004D: jump_if_false @DES3_19222 
009B: destroy_actor 84@(43@,4i) 

:DES3_19222
000A: 43@ += 1 
0002: jump @DES3_19175 

:DES3_19236
00D6: if 
056E:   car 75@ defined 
004D: jump_if_false @DES3_19257 
00A6: destroy_car 75@ 

:DES3_19257
0249: release_model #MAVERICK 
0249: release_model #WMOMIB 
0249: release_model #BMYMIB 
0249: release_model #AK47 
0051: return 

:DES3_19279
00D6: if 
0019:   32@ > 240000 
004D: jump_if_false @DES3_19333 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_19333 
020B: explode_car 75@ 
020B: explode_car 75@ 
0006: 32@ = 0 

:DES3_19333
0871: init_jump_table 109@ total_jumps 3 default_jump 0 @DES3_22132 jumps 0 @DES3_19396 4 @DES3_21962 5 @DES3_19903 -1 @DES3_22132 -1 @DES3_22132 -1 @DES3_22132 -1 @DES3_22132 

:DES3_19396
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_19896 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @DES3_19475 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_19475 
0726: heli 75@ follow_actor -1 follow_car 74@ radius 20.0 
000A: 112@ += 1 
0006: 135@ = 0 

:DES3_19475
00D6: if 
0039:   112@ == 1 
004D: jump_if_false @DES3_19845 
00D6: if 
001B:   10000 > 135@ 
004D: jump_if_false @DES3_19816 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_19809 
00AA: store_car 74@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset 10.0 -10.0 5.0 
00D6: if 
81AF:   not car 75@ sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 50.0 50.0 50.0 
004D: jump_if_false @DES3_19809 
00AA: store_car 75@ position_to 56@ 57@ 58@ 
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 57@ // (float) 
0089: 52@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 52@ -= 58@ // (float) 
050A: $DISTANCE_BETWEEN_POINTS = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 56@ 57@ 58@ 
00D6: if 
0020:   $DISTANCE_BETWEEN_POINTS > 0.01 
004D: jump_if_false @DES3_19802 
0077: 50@ /= $DISTANCE_BETWEEN_POINTS // (float) 
0077: 51@ /= $DISTANCE_BETWEEN_POINTS // (float) 
0077: 52@ /= $DISTANCE_BETWEEN_POINTS // (float) 
0013: 50@ *= 0.01 
0013: 51@ *= 0.01 
0013: 52@ *= 0.01 
07D5: set_car 75@ velocity_in_direction_XYZ 50@ 51@ 52@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:DES3_19802
0002: jump @DES3_19809 

:DES3_19809
0002: jump @DES3_19845 

:DES3_19816
0726: heli 75@ follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 
000A: 112@ += 1 
0006: 135@ = 0 

:DES3_19845
00D6: if 
0039:   112@ == 2 
004D: jump_if_false @DES3_19896 
00D6: if 
0019:   135@ > 25000 
004D: jump_if_false @DES3_19896 
0006: 112@ = 0 
0006: 135@ = 0 

:DES3_19896
0002: jump @DES3_22132 

:DES3_19903
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_21550 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @DES3_19992 
0780: heli 75@ hover_above actor $PLAYER_ACTOR car -1 altitude 15.0 170.0 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
0006: 118@ = 0 
000A: 112@ += 1 

:DES3_19992
00D6: if 
0039:   112@ == 1 
004D: jump_if_false @DES3_20206 
00D6: if 
0039:   39@ == 10 
004D: jump_if_false @DES3_20206 
00A0: store_actor $PLAYER_ACTOR position_to 56@ 57@ 58@ 
00D6: if 
01AD:   car 75@ sphere 0 near_point 56@ 57@ radius 20.0 20.0 
004D: jump_if_false @DES3_20206 
00AA: store_car 75@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
02CE: 46@ = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 47@ = 58@ // (float) 
0063: 47@ -= 46@ // (float) 
00D6: if 
0023:   5.0 > 47@ 
004D: jump_if_false @DES3_20206 
0089: 148@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 149@ = $TEMPVAR_FLOAT_2 // (float) 
0087: 150@ = 46@ // (float) 
000B: 150@ += 10.0 
04A2: set_heli 75@ fly_to 148@ 149@ 150@ altitude_between 10.0 and 0.0 
000A: 112@ += 1 

:DES3_20206
00D6: if 
0039:   112@ == 2 
004D: jump_if_false @DES3_20621 
00D6: if 
01AF:   car 75@ sphere 0 in_sphere 148@ 149@ 150@ radius 4.0 4.0 8.0 
004D: jump_if_false @DES3_20403 
02E3: 46@ = car 75@ speed 
00D6: if 
0021:   46@ > 1.0 
004D: jump_if_false @DES3_20375 
06A2: get_car 75@ velocity_in_direction_XYZ 50@ 51@ 52@ 
0013: 50@ *= -0.001 
0013: 51@ *= -0.001 
0013: 52@ *= -0.001 
07D5: set_car 75@ velocity_in_direction_XYZ 50@ 51@ 52@ rotation_velocitiesXY 0.0 0.0 unk 0.0 
0002: jump @DES3_20396 

:DES3_20375
0519: set_car 75@ locked 1 
0006: 135@ = 0 
000A: 112@ += 1 

:DES3_20396
0002: jump @DES3_20621 

:DES3_20403
02E3: 46@ = car 75@ speed 
00D6: if 
0023:   10.0 > 46@ 
004D: jump_if_false @DES3_20621 
00AA: store_car 75@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 50@ = 148@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 149@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
0087: 52@ = 150@ // (float) 
0065: 52@ -= $TEMPVAR_FLOAT_3 // (float) 
050A: $DISTANCE_BETWEEN_POINTS = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 148@ 149@ 150@ 
00D6: if 
0020:   $DISTANCE_BETWEEN_POINTS > 0.01 
004D: jump_if_false @DES3_20621 
0077: 50@ /= $DISTANCE_BETWEEN_POINTS // (float) 
0077: 51@ /= $DISTANCE_BETWEEN_POINTS // (float) 
0077: 52@ /= $DISTANCE_BETWEEN_POINTS // (float) 
0013: 50@ *= 0.01 
0013: 51@ *= 0.01 
0013: 52@ *= 0.01 
07D5: set_car 75@ velocity_in_direction_XYZ 50@ 51@ 52@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:DES3_20621
00D6: if 
0039:   112@ == 3 
004D: jump_if_false @DES3_20825 
00D6: if 
0019:   135@ > 1500 
004D: jump_if_false @DES3_20825 
0519: set_car 75@ locked 1 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @DES3_20811 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 75@ with_offset 1.0 1.25 -0.1 
009B: destroy_actor 84@ 
0503: create_actor_on_rope_with_pedtype 25 model #WMOMIB at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 handle_as 84@ 
07DD: set_actor 84@ attack_rate 30 // previously known as temper_to 
02E2: set_actor 84@ weapon_accuracy_to 27 
08AF: set_actor 84@ max_health_to 10 
0223: set_actor 84@ health_to 10 
02A9: set_actor 84@ immune_to_nonplayer 0 
060B: set_actor 84@ decision_maker_to 66@ 
01B2: give_actor 84@ weapon 30 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 84@ task_set 2000.0 // float 
0006: 123@ = 0 
0006: 115@ = 1 

:DES3_20811
0006: 135@ = 0 
000A: 112@ += 1 

:DES3_20825
00D6: if 
0039:   112@ == 4 
004D: jump_if_false @DES3_21014 
00D6: if 
0019:   135@ > 0 
004D: jump_if_false @DES3_21014 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @DES3_21000 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 75@ with_offset 1.1 -0.3 -0.1 
009B: destroy_actor 85@ 
0503: create_actor_on_rope_with_pedtype 25 model #BMYMIB at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 handle_as 85@ 
07DD: set_actor 85@ attack_rate 30 // previously known as temper_to 
02E2: set_actor 85@ weapon_accuracy_to 27 
0223: set_actor 85@ health_to 10 
02A9: set_actor 85@ immune_to_nonplayer 0 
060B: set_actor 85@ decision_maker_to 66@ 
01B2: give_actor 85@ weapon 30 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 85@ task_set 2000.0 // float 
0006: 124@ = 0 
0006: 116@ = 1 

:DES3_21000
0006: 135@ = 0 
000A: 112@ += 1 

:DES3_21014
00D6: if 
0039:   112@ == 5 
004D: jump_if_false @DES3_21211 
00D6: if 
0019:   135@ > 2000 
004D: jump_if_false @DES3_21211 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @DES3_21197 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 75@ with_offset -1.0 1.25 -0.1 
009B: destroy_actor 86@ 
0503: create_actor_on_rope_with_pedtype 25 model #WMOMIB at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 handle_as 86@ 
07DD: set_actor 86@ attack_rate 30 // previously known as temper_to 
02E2: set_actor 86@ weapon_accuracy_to 27 
08AF: set_actor 86@ max_health_to 10 
0223: set_actor 86@ health_to 10 
02A9: set_actor 86@ immune_to_nonplayer 0 
060B: set_actor 86@ decision_maker_to 66@ 
01B2: give_actor 86@ weapon 30 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 86@ task_set 2000.0 // float 
0006: 125@ = 0 
0006: 117@ = 1 

:DES3_21197
0006: 135@ = 0 
000A: 112@ += 1 

:DES3_21211
00D6: if 
0039:   112@ == 6 
004D: jump_if_false @DES3_21401 
00D6: if 
0019:   135@ > 500 
004D: jump_if_false @DES3_21401 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DES3_21387 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 75@ with_offset -1.1 -0.3 -0.1 
009B: destroy_actor 87@ 
0503: create_actor_on_rope_with_pedtype 25 model #WMOMIB at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 handle_as 87@ 
07DD: set_actor 87@ attack_rate 30 // previously known as temper_to 
02E2: set_actor 87@ weapon_accuracy_to 27 
0223: set_actor 87@ health_to 10 
02A9: set_actor 87@ immune_to_nonplayer 0 
060B: set_actor 87@ decision_maker_to 66@ 
01B2: give_actor 87@ weapon 30 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 87@ task_set 2000.0 // float 
0006: 126@ = 0 
0006: 118@ = 1 

:DES3_21387
0006: 135@ = 0 
000A: 112@ += 1 

:DES3_21401
00D6: if 
0039:   112@ == 7 
004D: jump_if_false @DES3_21525 
00D6: if or
0039:   115@ == 2 
0118:   actor 84@ dead 
004D: jump_if_false @DES3_21525 
00D6: if or
0039:   116@ == 2 
0118:   actor 85@ dead 
004D: jump_if_false @DES3_21525 
00D6: if or
0039:   117@ == 2 
0118:   actor 86@ dead 
004D: jump_if_false @DES3_21525 
00D6: if or
0039:   118@ == 2 
0118:   actor 87@ dead 
004D: jump_if_false @DES3_21525 
0006: 135@ = 0 
000A: 112@ += 1 

:DES3_21525
00D6: if 
0039:   112@ == 8 
004D: jump_if_false @DES3_21550 
0006: 109@ = 99 

:DES3_21550
0085: 43@ = 39@ // (int) 
000E: 43@ -= 5 
00D6: if and
001B:   4 > 43@ 
0019:   43@ > -1 
004D: jump_if_false @DES3_21955 
00D6: if 
056D:   actor 84@(43@,4i) defined 
004D: jump_if_false @DES3_21955 
00D6: if 
8118:   not actor 84@(43@,4i) dead 
004D: jump_if_false @DES3_21955 
00D6: if 
0039:   123@(43@,4i) == 0 
004D: jump_if_false @DES3_21955 
00D6: if 
0039:   115@(43@,4i) == 0 
004D: jump_if_false @DES3_21719 
062E: get_actor 84@(43@,4i) task 1506 status_store_to 44@ // ret 7 if not found 
00D6: if 
04A4:   44@ == 7 // == constant 
004D: jump_if_false @DES3_21719 
05E2: AS_actor 84@(43@,4i) kill_actor $PLAYER_ACTOR 

:DES3_21719
00D6: if 
0039:   115@(43@,4i) == 1 
004D: jump_if_false @DES3_21810 
062E: get_actor 84@(43@,4i) task 1283 status_store_to 44@ // ret 7 if not found 
00D6: if 
04A4:   44@ == 7 // == constant 
004D: jump_if_false @DES3_21810 
060B: set_actor 84@(43@,4i) decision_maker_to 67@ 
077A: set_actor 84@(43@,4i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
000A: 115@(43@,4i) += 1 

:DES3_21810
00D6: if 
0039:   115@(43@,4i) == 2 
004D: jump_if_false @DES3_21892 
0687: clear_actor 84@(43@,4i) task 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 115@(43@,4i) += 1 

:DES3_21892
00D6: if 
0039:   115@(43@,4i) == 3 
004D: jump_if_false @DES3_21955 
0085: 263@ = 84@(43@,4i) // (int) 
0050: gosub @DES3_26311 
0006: 84@(43@,4i) = 0 
0006: 115@(43@,4i) = 0 

:DES3_21955
0002: jump @DES3_22132 

:DES3_21962
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_22125 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @DES3_22023 
0780: heli 75@ hover_above actor $PLAYER_ACTOR car -1 altitude 25.0 15.0 
000A: 112@ += 1 

:DES3_22023
02E3: 46@ = car 75@ speed 
00D6: if 
0023:   5.0 > 46@ 
004D: jump_if_false @DES3_22125 
06A2: get_car 75@ velocity_in_direction_XYZ 50@ 51@ 52@ 
0013: 50@ *= 0.0001 
0013: 51@ *= 0.0001 
0013: 52@ *= 0.0001 
07D5: set_car 75@ velocity_in_direction_XYZ 50@ 51@ 52@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:DES3_22125
0002: jump @DES3_22132 

:DES3_22132
00D6: if 
0039:   109@ == 99 
004D: jump_if_false @DES3_22366 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_22366 
08F2: set_car 75@ targettable_by_heatseeker 0 
0519: set_car 75@ locked 0 
0227: 43@ = car 75@ health 
00D6: if 
002B:   300 >= 43@ 
004D: jump_if_false @DES3_22267 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DES3_22236 
060B: set_actor 82@ decision_maker_to 66@ 

:DES3_22236
0564: heli 75@ simulate_crash_landing 
01C3: remove_references_to_car 75@ 
0006: 75@ = 0 
0006: 82@ = 0 
0002: jump @DES3_22345 

:DES3_22267
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DES3_22296 
060B: set_actor 82@ decision_maker_to 66@ 

:DES3_22296
04A2: set_heli 75@ fly_to 204.0 2816.0 186.0 altitude_between 50.0 and 186.0 
01C3: remove_references_to_car 75@ 
0006: 75@ = 0 
0006: 82@ = 0 

:DES3_22345
00D6: if 
075C:   marker 102@ enabled 
004D: jump_if_false @DES3_22366 
0164: disable_marker 102@ 

:DES3_22366
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_22481 
00D6: if and
0039:   123@ == 1 
0118:   actor 84@ dead 
004D: jump_if_false @DES3_22481 
00D6: if and
0039:   124@ == 1 
0118:   actor 85@ dead 
004D: jump_if_false @DES3_22481 
00D6: if and
0039:   125@ == 1 
0118:   actor 86@ dead 
004D: jump_if_false @DES3_22481 
00D6: if and
0039:   126@ == 1 
0118:   actor 87@ dead 
004D: jump_if_false @DES3_22481 
0006: 109@ = 99 

:DES3_22481
0085: 43@ = 39@ // (int) 
000E: 43@ -= 5 
00D6: if and
001B:   4 > 43@ 
0019:   43@ > -1 
004D: jump_if_false @DES3_23063 
00D6: if 
056D:   actor 84@(43@,4i) defined 
004D: jump_if_false @DES3_23063 
00D6: if 
8118:   not actor 84@(43@,4i) dead 
004D: jump_if_false @DES3_23063 
00D6: if 
0039:   123@(43@,4i) == 1 
004D: jump_if_false @DES3_23063 
00D6: if 
0039:   115@(43@,4i) == 0 
004D: jump_if_false @DES3_22705 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @DES3_22694 
0687: clear_actor 84@(43@,4i) task 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 81@ 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 115@(43@,4i) += 1 
0002: jump @DES3_22705 

:DES3_22694
000A: 115@(43@,4i) += 1 

:DES3_22705
00D6: if 
0039:   115@(43@,4i) == 1 
004D: jump_if_false @DES3_22876 
00D6: if or
0039:   43@ == 1 
0039:   43@ == 3 
0039:   109@ == 4 
004D: jump_if_false @DES3_22876 
00D6: if 
0104:   actor 84@(43@,4i) near_actor $PLAYER_ACTOR radius 60.0 60.0 60.0 sphere 0 
004D: jump_if_false @DES3_22876 
0687: clear_actor 84@(43@,4i) task 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
07DD: set_actor 84@(43@,4i) attack_rate 100 // previously known as temper_to 
000A: 115@(43@,4i) += 1 

:DES3_22876
00D6: if 
0039:   115@(43@,4i) == 2 
004D: jump_if_false @DES3_23063 
00D6: if or
0039:   43@ == 1 
0039:   43@ == 3 
0039:   109@ == 4 
004D: jump_if_false @DES3_23063 
00D6: if 
8104:   not actor 84@(43@,4i) near_actor $PLAYER_ACTOR radius 80.0 80.0 80.0 sphere 0 
004D: jump_if_false @DES3_23063 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @DES3_23063 
0687: clear_actor 84@(43@,4i) task 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 81@ 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
07DD: set_actor 84@(43@,4i) attack_rate 20 // previously known as temper_to 
0006: 115@(43@,4i) = 1 

:DES3_23063
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_23131 
0227: 43@ = car 75@ health 
00D6: if 
002B:   300 >= 43@ 
004D: jump_if_false @DES3_23131 
00D6: if 
8039:   not  109@ == 99 
004D: jump_if_false @DES3_23131 
0006: 109@ = 99 

:DES3_23131
0006: 43@ = 0 

:DES3_23138
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @DES3_23260 
00D6: if 
056D:   actor 84@(43@,4i) defined 
004D: jump_if_false @DES3_23246 
00D6: if 
0118:   actor 84@(43@,4i) dead 
004D: jump_if_false @DES3_23246 
0465: remove_actor 84@(43@,4i) from_turret_mode 
0006: 115@(43@,4i) = 0 
0085: 263@ = 84@(43@,4i) // (int) 
0050: gosub @DES3_26311 
0006: 84@(43@,4i) = 0 

:DES3_23246
000A: 43@ += 1 
0002: jump @DES3_23138 

:DES3_23260
00D6: if and
0119:   car 75@ wrecked 
8039:   not  75@ == 0 
004D: jump_if_false @DES3_23441 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DES3_23312 
060B: set_actor 82@ decision_maker_to 66@ 

:DES3_23312
01C3: remove_references_to_car 75@ 
0006: 75@ = 0 
0006: 82@ = 0 
0006: 43@ = 0 

:DES3_23338
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @DES3_23420 
00D6: if 
056D:   actor 84@(43@,4i) defined 
004D: jump_if_false @DES3_23406 
0085: 263@ = 84@(43@,4i) // (int) 
0050: gosub @DES3_26311 
0006: 84@(43@,4i) = 0 

:DES3_23406
000A: 43@ += 1 
0002: jump @DES3_23338 

:DES3_23420
00D6: if 
075C:   marker 102@ enabled 
004D: jump_if_false @DES3_23441 
0164: disable_marker 102@ 

:DES3_23441
0051: return 

:DES3_23443
00D6: if 
056E:   car 76@ defined 
004D: jump_if_false @DES3_23471 
01C3: remove_references_to_car 76@ 
0006: 76@ = 0 

:DES3_23471
00D6: if 
856E:   not car 76@ defined 
004D: jump_if_false @DES3_23524 
00A5: 76@ = create_car #MAVERICK at 0.0 0.0 0.0 
08F2: set_car 76@ targettable_by_heatseeker 1 
0587: enable_car 76@ validate_position 0 

:DES3_23524
00D6: if 
056D:   actor 83@ defined 
004D: jump_if_false @DES3_23576 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DES3_23569 
060B: set_actor 83@ decision_maker_to 66@ 

:DES3_23569
0006: 83@ = 0 

:DES3_23576
00D6: if 
856D:   not actor 83@ defined 
004D: jump_if_false @DES3_23605 
0129: 83@ = create_actor_pedtype 25 model #BMYMIB in_car 76@ driverseat 

:DES3_23605
0006: 43@ = 0 

:DES3_23612
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @DES3_23684 
00D6: if 
056D:   actor 88@(43@,4i) defined 
004D: jump_if_false @DES3_23670 
01C2: remove_references_to_actor 88@(43@,4i) // Like turning an actor into a random pedestrian 
0006: 88@(43@,4i) = 0 

:DES3_23670
000A: 43@ += 1 
0002: jump @DES3_23612 

:DES3_23684
00D6: if 
856D:   not actor 88@ defined 
004D: jump_if_false @DES3_23725 
009A: 88@ = create_actor_pedtype 25 model #WMOMIB at 0.0 0.0 0.0 

:DES3_23725
00D6: if 
856D:   not actor 89@ defined 
004D: jump_if_false @DES3_23766 
009A: 89@ = create_actor_pedtype 25 model #BMYMIB at 0.0 0.0 0.0 

:DES3_23766
00D6: if 
856D:   not actor 90@ defined 
004D: jump_if_false @DES3_23807 
009A: 90@ = create_actor_pedtype 25 model #WMOMIB at 0.0 0.0 0.0 

:DES3_23807
00D6: if 
856D:   not actor 91@ defined 
004D: jump_if_false @DES3_23848 
009A: 91@ = create_actor_pedtype 25 model #BMYMIB at 0.0 0.0 0.0 

:DES3_23848
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_23921 
00AB: put_car 76@ at 259@ 260@ 261@ 
0175: set_car 76@ Z_angle_to 262@ 
0825: set_helicopter 76@ instant_rotor_start 
0229: set_car 76@ primary_color_to 0 secondary_color_to 0 
04DF: set_heli 76@ lean_and_thrust_limiter 1 
02AA: set_car 76@ immune_to_nonplayer 0 
020A: set_car 76@ door_status_to 0 

:DES3_23921
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DES3_23966 
054A: set_actor 83@ can_be_shot_in_a_car 0 
039E: set_actor 83@ locked 1 while_in_car 
054A: set_actor 83@ can_be_shot_in_a_car 0 
060B: set_actor 83@ decision_maker_to 66@ 

:DES3_23966
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_24354 
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @DES3_24030 
0464: put_actor 88@ into_turret_on_car 76@ at_car_offset 1.0 1.25 0.2 position 3 shooting_angle_limit 310.0 with_weapon 30 

:DES3_24030
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @DES3_24078 
0464: put_actor 89@ into_turret_on_car 76@ at_car_offset 1.1 -0.3 0.2 position 3 shooting_angle_limit 310.0 with_weapon 30 

:DES3_24078
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @DES3_24126 
0464: put_actor 90@ into_turret_on_car 76@ at_car_offset -1.0 1.25 0.2 position 1 shooting_angle_limit 50.0 with_weapon 30 

:DES3_24126
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @DES3_24174 
0464: put_actor 91@ into_turret_on_car 76@ at_car_offset -1.1 -0.3 0.2 position 1 shooting_angle_limit 50.0 with_weapon 30 

:DES3_24174
0006: 43@ = 0 

:DES3_24181
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @DES3_24354 
00D6: if 
8118:   not actor 88@(43@,4i) dead 
004D: jump_if_false @DES3_24340 
07DD: set_actor 88@(43@,4i) attack_rate 30 // previously known as temper_to 
02E2: set_actor 88@(43@,4i) weapon_accuracy_to 27 
00D6: if or
0039:   43@ == 0 
0039:   43@ == 2 
004D: jump_if_false @DES3_24295 
08AF: set_actor 88@(43@,4i) max_health_to 125 
0223: set_actor 88@(43@,4i) health_to 125 
0002: jump @DES3_24306 

:DES3_24295
0223: set_actor 88@(43@,4i) health_to 100 

:DES3_24306
02A9: set_actor 88@(43@,4i) immune_to_nonplayer 0 
060B: set_actor 88@(43@,4i) decision_maker_to 66@ 
0006: 119@(43@,4i) = 0 

:DES3_24340
000A: 43@ += 1 
0002: jump @DES3_24181 

:DES3_24354
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_24399 
00D6: if 
075C:   marker 103@ enabled 
004D: jump_if_false @DES3_24391 
0164: disable_marker 103@ 

:DES3_24391
0186: 103@ = create_marker_above_car 76@ 

:DES3_24399
0006: 110@ = 0 
0006: 113@ = 0 
000A: 133@ += 1 
0051: return 

:DES3_24422
00D6: if 
056D:   actor 83@ defined 
004D: jump_if_false @DES3_24443 
009B: destroy_actor 83@ 

:DES3_24443
0006: 43@ = 0 

:DES3_24450
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @DES3_24511 
00D6: if 
056D:   actor 88@(43@,4i) defined 
004D: jump_if_false @DES3_24497 
009B: destroy_actor 88@(43@,4i) 

:DES3_24497
000A: 43@ += 1 
0002: jump @DES3_24450 

:DES3_24511
00D6: if 
056E:   car 76@ defined 
004D: jump_if_false @DES3_24532 
00A6: destroy_car 76@ 

:DES3_24532
0249: release_model #MAVERICK 
0249: release_model #WMOMIB 
0249: release_model #BMYMIB 
0249: release_model #AK47 
0051: return 

:DES3_24554
00D6: if 
0019:   33@ > 240000 
004D: jump_if_false @DES3_24608 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_24608 
020B: explode_car 76@ 
020B: explode_car 76@ 
0006: 33@ = 0 

:DES3_24608
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_25318 
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @DES3_25107 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @DES3_24705 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_24705 
0726: heli 76@ follow_actor -1 follow_car 74@ radius 20.0 
000A: 113@ += 1 
0006: 136@ = 0 

:DES3_24705
00D6: if 
0039:   113@ == 1 
004D: jump_if_false @DES3_25054 
00D6: if 
001B:   15000 > 136@ 
004D: jump_if_false @DES3_25025 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_25018 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset -10.0 -10.0 0.0 
00D6: if 
81AF:   not car 76@ sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 50.0 50.0 50.0 
004D: jump_if_false @DES3_25018 
00AA: store_car 76@ position_to 56@ 57@ 58@ 
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 57@ // (float) 
0089: 52@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 52@ -= 58@ // (float) 
050A: $DISTANCE_BETWEEN_POINTS = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 56@ 57@ 58@ 
00D6: if 
0020:   $DISTANCE_BETWEEN_POINTS > 0.01 
004D: jump_if_false @DES3_25018 
0077: 50@ /= $DISTANCE_BETWEEN_POINTS // (float) 
0077: 51@ /= $DISTANCE_BETWEEN_POINTS // (float) 
0077: 52@ /= $DISTANCE_BETWEEN_POINTS // (float) 
0013: 50@ *= 0.01 
0013: 51@ *= 0.01 
0013: 52@ *= 0.01 
07D5: set_car 76@ velocity_in_direction_XYZ 50@ 51@ 52@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:DES3_25018
0002: jump @DES3_25054 

:DES3_25025
0726: heli 76@ follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 
000A: 113@ += 1 
0006: 136@ = 0 

:DES3_25054
00D6: if 
0039:   113@ == 2 
004D: jump_if_false @DES3_25107 
00D6: if 
0019:   136@ > 35000 
004D: jump_if_false @DES3_25107 
0006: 113@ = 0 
0006: 136@ = 0 

:DES3_25107
00D6: if 
0039:   110@ == 99 
004D: jump_if_false @DES3_25318 
0519: set_car 76@ locked 0 
0227: 43@ = car 76@ health 
00D6: if 
002B:   300 >= 43@ 
004D: jump_if_false @DES3_25219 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DES3_25188 
060B: set_actor 83@ decision_maker_to 66@ 

:DES3_25188
0564: heli 76@ simulate_crash_landing 
01C3: remove_references_to_car 76@ 
0006: 76@ = 0 
0006: 83@ = 0 
0002: jump @DES3_25297 

:DES3_25219
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DES3_25248 
060B: set_actor 83@ decision_maker_to 66@ 

:DES3_25248
04A2: set_heli 76@ fly_to 204.0 2816.0 186.0 altitude_between 50.0 and 186.0 
01C3: remove_references_to_car 76@ 
0006: 76@ = 0 
0006: 83@ = 0 

:DES3_25297
00D6: if 
075C:   marker 103@ enabled 
004D: jump_if_false @DES3_25318 
0164: disable_marker 103@ 

:DES3_25318
0085: 43@ = 39@ // (int) 
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @DES3_25832 
00D6: if 
056D:   actor 88@(43@,4i) defined 
004D: jump_if_false @DES3_25832 
00D6: if 
8118:   not actor 88@(43@,4i) dead 
004D: jump_if_false @DES3_25832 
00D6: if 
0039:   119@(43@,4i) == 0 
004D: jump_if_false @DES3_25488 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @DES3_25488 
0687: clear_actor 88@(43@,4i) task 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 81@ 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 119@(43@,4i) += 1 

:DES3_25488
00D6: if 
0039:   119@(43@,4i) == 1 
004D: jump_if_false @DES3_25652 
00D6: if or
0039:   43@ == 1 
0039:   43@ == 3 
004D: jump_if_false @DES3_25652 
00D6: if 
0104:   actor 88@(43@,4i) near_actor $PLAYER_ACTOR radius 60.0 60.0 60.0 sphere 0 
004D: jump_if_false @DES3_25652 
0687: clear_actor 88@(43@,4i) task 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
07DD: set_actor 88@(43@,4i) attack_rate 100 // previously known as temper_to 
000A: 119@(43@,4i) += 1 

:DES3_25652
00D6: if 
0039:   119@(43@,4i) == 2 
004D: jump_if_false @DES3_25832 
00D6: if or
0039:   43@ == 1 
0039:   43@ == 3 
004D: jump_if_false @DES3_25832 
00D6: if 
8104:   not actor 88@(43@,4i) near_actor $PLAYER_ACTOR radius 80.0 80.0 80.0 sphere 0 
004D: jump_if_false @DES3_25832 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @DES3_25832 
0687: clear_actor 88@(43@,4i) task 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 81@ 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
07DD: set_actor 88@(43@,4i) attack_rate 30 // previously known as temper_to 
0006: 119@(43@,4i) = 1 

:DES3_25832
00D6: if 
0039:   39@ == 4 
004D: jump_if_false @DES3_25937 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_25937 
00D6: if 
0118:   actor 88@ dead 
004D: jump_if_false @DES3_25937 
00D6: if 
0118:   actor 89@ dead 
004D: jump_if_false @DES3_25937 
00D6: if 
0118:   actor 90@ dead 
004D: jump_if_false @DES3_25937 
00D6: if 
0118:   actor 91@ dead 
004D: jump_if_false @DES3_25937 
0006: 110@ = 99 

:DES3_25937
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_26012 
0227: 43@ = car 76@ health 
00D6: if 
002B:   300 >= 43@ 
004D: jump_if_false @DES3_26012 
00D6: if 
8039:   not  110@ == 99 
004D: jump_if_false @DES3_26012 
0006: 110@ = 99 
08F2: set_car 76@ targettable_by_heatseeker 0 

:DES3_26012
0085: 43@ = 39@ // (int) 
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @DES3_26128 
00D6: if 
056D:   actor 88@(43@,4i) defined 
004D: jump_if_false @DES3_26128 
00D6: if 
0118:   actor 88@(43@,4i) dead 
004D: jump_if_false @DES3_26128 
0465: remove_actor 88@(43@,4i) from_turret_mode 
0006: 119@(43@,4i) = 0 
0085: 263@ = 88@(43@,4i) // (int) 
0050: gosub @DES3_26311 
0006: 88@(43@,4i) = 0 

:DES3_26128
00D6: if and
0119:   car 76@ wrecked 
8039:   not  76@ == 0 
004D: jump_if_false @DES3_26309 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DES3_26180 
060B: set_actor 83@ decision_maker_to 66@ 

:DES3_26180
01C3: remove_references_to_car 76@ 
0006: 76@ = 0 
0006: 83@ = 0 
0006: 43@ = 0 

:DES3_26206
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @DES3_26288 
00D6: if 
056D:   actor 88@(43@,4i) defined 
004D: jump_if_false @DES3_26274 
0085: 263@ = 88@(43@,4i) // (int) 
0050: gosub @DES3_26311 
0006: 88@(43@,4i) = 0 

:DES3_26274
000A: 43@ += 1 
0002: jump @DES3_26206 

:DES3_26288
00D6: if 
075C:   marker 103@ enabled 
004D: jump_if_false @DES3_26309 
0164: disable_marker 103@ 

:DES3_26309
0051: return 

:DES3_26311
0006: 264@ = 0 
00D6: if 
0039:   264@ == -1 
004D: jump_if_false @DES3_26360 
009A: 265@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 

:DES3_26360
00D6: if 
001B:   20 > 264@ 
004D: jump_if_false @DES3_26438 
00D6: if 
856D:   not actor 265@(264@,20i) defined 
004D: jump_if_false @DES3_26424 
0085: 265@(264@,20i) = 263@ // (int) 
0006: 264@ = 20 
0002: jump @DES3_26431 

:DES3_26424
000A: 264@ += 1 

:DES3_26431
0002: jump @DES3_26360 

:DES3_26438
0051: return 

:DES3_26440
0006: 264@ = 0 

:DES3_26447
00D6: if 
001B:   20 > 264@ 
004D: jump_if_false @DES3_26528 
00D6: if 
056D:   actor 265@(264@,20i) defined 
004D: jump_if_false @DES3_26514 
00D6: if 
0118:   actor 265@(264@,20i) dead 
004D: jump_if_false @DES3_26514 
034F: destroy_actor_with_fade 265@(264@,20i) 

:DES3_26514
000A: 264@ += 1 
0002: jump @DES3_26447 

:DES3_26528
0006: 264@ = 0 

:DES3_26535
00D6: if 
001B:   4 > 264@ 
004D: jump_if_false @DES3_26687 
00D6: if 
056D:   actor 84@(264@,4i) defined 
004D: jump_if_false @DES3_26613 
00D6: if 
0118:   actor 84@(264@,4i) dead 
004D: jump_if_false @DES3_26613 
034F: destroy_actor_with_fade 84@(264@,4i) 
0006: 84@(264@,4i) = 0 

:DES3_26613
00D6: if 
056D:   actor 88@(264@,4i) defined 
004D: jump_if_false @DES3_26673 
00D6: if 
0118:   actor 88@(264@,4i) dead 
004D: jump_if_false @DES3_26673 
034F: destroy_actor_with_fade 88@(264@,4i) 
0006: 88@(264@,4i) = 0 

:DES3_26673
000A: 264@ += 1 
0002: jump @DES3_26535 

:DES3_26687
0051: return 
00D6: if 
8119:   not car 286@ wrecked 
004D: jump_if_false @DES3_26719 
00AA: store_car 286@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:DES3_26719
00D6: if 
8119:   not car 285@ wrecked 
004D: jump_if_false @DES3_26856 
00AA: store_car 285@ position_to 56@ 57@ 58@ 
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 57@ // (float) 
0089: 52@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 52@ -= 58@ // (float) 
0013: 50@ *= -0.0001 
0013: 51@ *= -0.0001 
0013: 52@ *= -0.0001 
07D5: set_car 285@ velocity_in_direction_XYZ 50@ 51@ 52@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:DES3_26856
0051: return 

:DES3_26858
000A: 34@ += 1 
0006: 35@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:DES3_26916
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:DES3_26934
01E3: show_text_1number_styled GXT 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 1000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'DESERT3'  // Interdiction
030C: progress_made = 1 
0008: $TORENO_TOTAL_PASSED_MISSIONS += 1 
0629: change_integer_stat 330 to 1 
016A: fade 1 time 1000 

:DES3_27006
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_27030 
0001: wait 0 ms 
0002: jump @DES3_27006 

:DES3_27030
0051: return 

:DES3_27032
00D6: if 
83B1:   not garage 'GHOSTDR' door_closed 
004D: jump_if_false @DES3_27065 
0361: close_garage 'GHOSTDR' 

:DES3_27065
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
0249: release_model #BANDITO 
0249: release_model #QUAD 
0249: release_model #SANCHEZ 
0249: release_model #TEARGAS 
0249: release_model #HEATSEEK 
0249: release_model #WMOMIB 
0249: release_model #BMYMIB 
0249: release_model #WMYPLT 
0249: release_model #AK47 
0249: release_model #MAVERICK 
0249: release_model #KMB_HOLDALL 
0249: release_model #LEVIATHN 
0249: release_model #JOURNEY 
0249: release_model #KMB_PARACHUTE 
0249: release_model #WMOPREA 
0249: release_model #SWFOPRO 
0164: disable_marker 101@ 
0164: disable_marker 102@ 
0164: disable_marker 103@ 
0164: disable_marker 104@ 
0164: disable_marker 105@ 
0164: disable_marker 106@ 
0164: disable_marker 107@ 
04EF: release_animation "BOMBER" 
01B7: release_weather 
0151: remove_status_text $7495 
0151: remove_status_text $7496 
0215: destroy_pickup 97@ 
0215: destroy_pickup 98@ 
0215: destroy_pickup 99@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DES3_27253 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 

:DES3_27253
065C: release_decision_maker 66@ 
065C: release_decision_maker 67@ 
0650: destroy_particle 100@ 
01B4: set_player $PLAYER_CHAR can_move 1 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
096A: enable_flying_helis 1 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 78---------------
// Originally: Verdant Meadows

:DESERT4
03A4: name_thread 'DESERT4' 
0050: gosub @DESERT4_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DESERT4_38 
0050: gosub @DESERT4_292 

:DESERT4_38
0050: gosub @DESERT4_429 
004E: end_thread 

:DESERT4_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0001: wait 0 ms 
054C: use_GXT_table 'DSERT4' 
01B5: force_weather 17 
0395: clear_area 1 at -688.1717 937.9888 12.6328 radius 10.0 
02E4: load_cutscene_data 'DESERT4' 

:DESERT4_110
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DESERT4_134 
0001: wait 0 ms 
0002: jump @DESERT4_110 

:DESERT4_134
02E7: start_cutscene 
016A: fade 1 time 1000 

:DESERT4_143
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DESERT4_167 
0001: wait 0 ms 
0002: jump @DESERT4_143 

:DESERT4_167
016A: fade 0 time 0 

:DESERT4_173
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT4_197 
0001: wait 0 ms 
0002: jump @DESERT4_173 

:DESERT4_197
01B7: release_weather 
02EA: end_cutscene 
00A1: put_actor $PLAYER_ACTOR at -696.0359 948.1198 11.276 
0173: set_actor $PLAYER_ACTOR Z_angle_to 33.1992 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
03CB: set_rendering_origin_at -696.0359 948.1198 11.276 
016A: fade 1 time 1000 
0001: wait 1000 ms 
00BC: show_text_highpriority GXT 'BUY_AIR' time 10000 flag 1  // ~s~Go to the abandoned airstrip and buy it.
0002: jump @DESERT4_310 

:DESERT4_292
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:DESERT4_310
0008: $TORENO_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'DESERT4'  // Verdant Meadows
0164: disable_marker $580 
014C: set_parked_car_generator $5179 cars_to_generate_to 101 
014C: set_parked_car_generator $5180 cars_to_generate_to 101 
004F: create_thread @BUY3  
0164: disable_marker $55 
0570: $55 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[2] $Y_PROPERTY_TO_BUY[2] $Z_PROPERTY_TO_BUY[2] 
018B: set_marker $55 radar_mode 2 
0164: disable_marker $581 
02A7: $581 = create_icon_marker_and_sphere $ICON_AIRYARD at $666 $667 $668 
018B: set_marker $581 radar_mode 2 
0629: change_integer_stat 325 to 1 
01F0: set_max_wanted_level_to 6 
030C: progress_made = 1 
0051: return 

:DESERT4_429
0004: $ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 79---------------
// Originally: N.O.E.

:DESERT6
03A4: name_thread 'DESERT6' 
0050: gosub @DESERT6_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DESERT6_38 
0050: gosub @DESERT6_10307 

:DESERT6_38
0050: gosub @DESERT6_10519 
004E: end_thread 

:DESERT6_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 75@ = 0 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 39@ = 0 
0006: 40@ = 0 
0006: 45@ = 0 
0006: 46@ = 0 
0006: 47@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 78@ = 1 
0006: 79@ = 0 
0006: 80@ = 0 
0006: 81@ = 0 
0006: 82@ = -1 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 86@ = 0 
0006: 85@ = 0 
0006: 48@ = 0 

:DESERT6_231
0006: 87@(48@,3i) = 0 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @DESERT6_231 
0006: 48@ = 0 

:DESERT6_270
0006: 184@(48@,2i) = 0 
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @DESERT6_270 
0006: 167@ = 0 
0006: 168@ = 0 
0006: 169@ = 0 
0006: 170@ = 0 
0006: 171@ = 0 
0006: 179@ = 0 
0006: 180@ = 0 
0006: 181@ = 0 
0006: 182@ = 0 
0006: 183@ = 0 
00D6: if 
0039:   34@ == -99 
004D: jump_if_false @DESERT6_694 
0662: printstring "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: 125@ = create_car #RUSTLER at 0.0 0.0 0.0 
0006: 48@ = 0 

:DESERT6_463
00A5: 126@(48@,2i) = create_car #HYDRA at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @DESERT6_463 
0006: 48@ = 0 

:DESERT6_518
009A: 123@(48@,2i) = create_actor_pedtype 4 model #HMORI at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @DESERT6_518 
0006: 48@ = 0 

:DESERT6_574
0107: 128@(48@,4i) = create_object #AMMO_CAPSULE at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @DESERT6_574 
0186: 133@ = create_marker_above_car 125@ 
018A: 132@ = create_checkpoint_at 0.0 0.0 0.0 
0006: 48@ = 0 

:DESERT6_657
0186: 134@(48@,2i) = create_marker_above_car 126@(48@,2i) 
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @DESERT6_657 

:DESERT6_694
054C: use_GXT_table 'DSERT6' 
0050: gosub @DESERT6_9725 
060A: create_decision_maker_type 0 store_to 136@ // decision\allowed\m_.ped files 
0050: gosub @DESERT6_9939 

:DESERT6_726
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @DESERT6_759 
0006: 36@ = 1 
0002: jump @DESERT6_1014 

:DESERT6_759
0050: gosub @DESERT6_9057 
0050: gosub @DESERT6_9410 
00D6: if or
0039:   38@ == 1 
0039:   39@ == 1 
004D: jump_if_false @DESERT6_805 
0002: jump @DESERT6_1014 

:DESERT6_805
0050: gosub @DESERT6_9622 
0050: gosub @DESERT6_9656 
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT6_849 
0006: 37@ = 1 
0002: jump @DESERT6_1014 

:DESERT6_849
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DESERT6_907 
0662: printstring "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:DESERT6_907
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @DESERT6_932 
0050: gosub @DESERT6_1162 

:DESERT6_932
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @DESERT6_957 
0050: gosub @DESERT6_1336 

:DESERT6_957
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @DESERT6_982 
0050: gosub @DESERT6_2968 

:DESERT6_982
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @DESERT6_1007 
0006: 36@ = 1 

:DESERT6_1007
0050: gosub @DESERT6_6815 

:DESERT6_1014
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @DESERT6_1114 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @DESERT6_1098 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @DESERT6_1082 
0002: jump @DESERT6_726 
0002: jump @DESERT6_1091 

:DESERT6_1082
0050: gosub @DESERT6_10459 
0051: return 

:DESERT6_1091
0002: jump @DESERT6_1107 

:DESERT6_1098
0050: gosub @DESERT6_10307 
0051: return 

:DESERT6_1107
0002: jump @DESERT6_1116 

:DESERT6_1114
0051: return 

:DESERT6_1116
0662: printstring "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
0051: return 

:DESERT6_1162
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DESERT6_1228 
00BC: show_text_highpriority GXT 'DES6_00' time 7000 flag 1  // ~s~The ~b~plane~s~ is all loaded up and ready to go.
0050: gosub @DESERT6_6258 
0006: 81@ = 1 
0050: gosub @DESERT6_7633 
041E: set_radio_station 11 
000A: 35@ += 1 

:DESERT6_1228
00D6: if 
0119:   car 125@ wrecked 
004D: jump_if_false @DESERT6_1260 
0006: 37@ = 1 
0006: 45@ = 1 
0051: return 

:DESERT6_1260
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DESERT6_1309 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 125@ 
004D: jump_if_false @DESERT6_1309 
0164: disable_marker 133@ 
0006: 35@ = 99 

:DESERT6_1309
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @DESERT6_1334 
0050: gosub @DESERT6_9695 

:DESERT6_1334
0051: return 

:DESERT6_1336
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DESERT6_1620 
0006: 181@ = 0 
0085: 137@ = 46@ // (int) 
000A: 137@ += 2000 
0007: 159@ = -2135.59 
0007: 160@ = -2488.454 
0007: 161@ = 55.895 
018A: 132@ = create_checkpoint_at 159@ 160@ 161@ 
0087: 70@ = 160@ // (float) 
000B: 70@ += 1.0 
06D5: 152@ = create_racing_checkpoint_at 159@ 160@ 161@ point_to 159@ 70@ 161@ type 3 radius 25.0 
0004: $7497 = 0 
0006: 138@ = 0 
0006: 163@ = 0 
0006: 165@ = 0 
0006: 166@ = 0 
0006: 172@ = 0 
0004: $7499 = 10 
0010: $7499 *= 60000 
03C3: set_timer_to $7499 type 1 GXT 'DES6_51' // global_variable  // Timer
0819: 162@ = actor $PLAYER_ACTOR distance_from_ground 
0006: 48@ = 0 

:DESERT6_1559
0006: 177@(48@,2i) = 0 
0006: 150@(48@,2i) = 0 
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @DESERT6_1559 
03CF: load_wav 30600 as 3 
0A24: enable_military_zones_wanted_level 1 
000A: 35@ += 1 

:DESERT6_1620
00D6: if 
0119:   car 125@ wrecked 
004D: jump_if_false @DESERT6_1709 
0006: 48@ = 0 

:DESERT6_1643
00D6: if 
03CA:   object 128@(48@,4i) exists 
004D: jump_if_false @DESERT6_1672 
0108: destroy_object 128@(48@,4i) 

:DESERT6_1672
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @DESERT6_1643 
0006: 37@ = 1 
0006: 45@ = 1 
0051: return 

:DESERT6_1709
0050: gosub @DESERT6_4831 
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @DESERT6_1736 
0051: return 

:DESERT6_1736
00D6: if 
0038:   $7499 == 0 
004D: jump_if_false @DESERT6_1770 
0006: 37@ = 1 
0006: 45@ = 3 
0051: return 

:DESERT6_1770
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DESERT6_1867 
00D6: if 
001D:   46@ > 137@ // (int) 
004D: jump_if_false @DESERT6_1867 
0819: 70@ = actor $PLAYER_ACTOR distance_from_ground 
0063: 70@ -= 162@ // (float) 
00D6: if 
0021:   70@ > 2.0 
004D: jump_if_false @DESERT6_1867 
03C4: set_status_text $7497 type 1 GXT 'DES6_50' // global_variable  // Visibility
000A: 35@ += 1 

:DESERT6_1867
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @DESERT6_2061 
0087: 57@ = 159@ // (float) 
000F: 57@ -= 25.0 
0087: 58@ = 160@ // (float) 
000F: 58@ -= 2.0 
0087: 59@ = 161@ // (float) 
000F: 59@ -= 25.0 
0087: 60@ = 159@ // (float) 
000B: 60@ += 25.0 
0087: 61@ = 160@ // (float) 
000B: 61@ += 2.0 
0087: 62@ = 161@ // (float) 
000B: 62@ += 25.0 
00D6: if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 57@ 58@ 59@ cornerB 60@ 61@ 62@ 
00DB:   actor $PLAYER_ACTOR in_car 125@ 
004D: jump_if_false @DESERT6_2061 
0164: disable_marker 132@ 
06D6: disable_racing_checkpoint 152@ 
0050: gosub @DESERT6_6561 
0006: 35@ = 99 

:DESERT6_2061
0050: gosub @DESERT6_4188 
0050: gosub @DESERT6_5173 
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @DESERT6_2119 
00D6: if 
001D:   46@ > 140@ // (int) 
004D: jump_if_false @DESERT6_2119 
0006: 166@ = 1 

:DESERT6_2119
00D6: if 
0039:   166@ == 1 
004D: jump_if_false @DESERT6_2175 
0050: gosub @DESERT6_5600 
0006: 50@ = 30 
0012: 50@ *= 1000 
0085: 140@ = 46@ // (int) 
005A: 140@ += 50@ // (int) 

:DESERT6_2175
0050: gosub @DESERT6_6031 
00D6: if 
0039:   168@ == 0 
004D: jump_if_false @DESERT6_2331 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
050A: 72@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 159@ 160@ 161@ 
00D6: if 
0023:   500.0 > 72@ 
004D: jump_if_false @DESERT6_2331 
00D6: if 
00C2:   sphere_onscreen 159@ 160@ 161@ radius 5.0 
004D: jump_if_false @DESERT6_2331 
00BC: show_text_highpriority GXT 'DES6_09' time 7000 flag 1  // ~s~Fly into the ~y~corona~s~ to trigger the drop.
0006: 168@ = 1 
0006: 169@ = 1 
0085: 144@ = 46@ // (int) 
000A: 144@ += 7000 

:DESERT6_2331
00D6: if 
0039:   169@ == 1 
004D: jump_if_false @DESERT6_2375 
00D6: if 
001D:   46@ > 144@ // (int) 
004D: jump_if_false @DESERT6_2375 
0006: 169@ = 0 

:DESERT6_2375
00D6: if 
88B7:   not test 85@ bit 2 
004D: jump_if_false @DESERT6_2471 
00D6: if and
08B7:   test 85@ bit 1 
0039:   80@ == 0 
004D: jump_if_false @DESERT6_2439 
0006: 81@ = 2 
0050: gosub @DESERT6_7633 
0002: jump @DESERT6_2471 

:DESERT6_2439
00D6: if and
0039:   80@ == 1 
0028:   $7497 >= 40 
004D: jump_if_false @DESERT6_2471 
0050: gosub @DESERT6_7857 

:DESERT6_2471
00D6: if and
0039:   163@ == 1 
0039:   165@ == 0 
0039:   169@ == 0 
004D: jump_if_false @DESERT6_2549 
00D6: if and
88B7:   not test 85@ bit 2 
0039:   80@ == 2 
0039:   79@ == 1 
0028:   $7497 >= 40 
004D: jump_if_false @DESERT6_2549 
0050: gosub @DESERT6_7788 

:DESERT6_2549
00D6: if and
88B7:   not test 85@ bit 3 
08B7:   test 85@ bit 2 
0039:   80@ == 0 
004D: jump_if_false @DESERT6_2595 
0006: 81@ = 3 
0050: gosub @DESERT6_7633 

:DESERT6_2595
00D6: if and
0039:   165@ == 1 
88B7:   not test 85@ bit 3 
0039:   80@ == 3 
0039:   79@ == 1 
004D: jump_if_false @DESERT6_2641 
0050: gosub @DESERT6_7788 

:DESERT6_2641
00D6: if 
0039:   167@ == 0 
004D: jump_if_false @DESERT6_2707 
00D6: if and
08B7:   test 85@ bit 3 
8039:   not  79@ == 2 
004D: jump_if_false @DESERT6_2707 
00BC: show_text_highpriority GXT 'DES6_06' time 7000 flag 1  // ~s~Remain under the radar for a short time and they will lose you and give up the chase.
0006: 167@ = 1 

:DESERT6_2707
00D6: if 
0039:   180@ == 0 
004D: jump_if_false @DESERT6_2820 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -67.0004 1646.886 cornerB 423.298 2132.188 
004D: jump_if_false @DESERT6_2820 
00D6: if or
04AB:   actor $PLAYER_ACTOR driving_plane 
04A9:   actor $PLAYER_ACTOR driving_heli 
004D: jump_if_false @DESERT6_2820 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @DESERT6_2820 
00BC: show_text_highpriority GXT 'AREA51' time 7000 flag 1  // ~r~DANGER!~s~ Restricted air space!
0006: 180@ = 1 

:DESERT6_2820
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DESERT6_2887 
00D6: if 
001D:   46@ > 137@ // (int) 
004D: jump_if_false @DESERT6_2887 
0050: gosub @DESERT6_7788 
0085: 137@ = 46@ // (int) 
000A: 137@ += 5000 
0006: 181@ = 1 

:DESERT6_2887
00D6: if 
0039:   183@ == 0 
004D: jump_if_false @DESERT6_2941 
00D6: if 
08B7:   test 85@ bit 1 
004D: jump_if_false @DESERT6_2941 
03E5: show_text_box 'DES6_12'  // ~s~Keep an eye on your 'visibility bar' to stay under the radar.
0006: 183@ = 1 

:DESERT6_2941
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @DESERT6_2966 
0050: gosub @DESERT6_9695 

:DESERT6_2966
0051: return 

:DESERT6_2968
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DESERT6_3201 
00BC: show_text_highpriority GXT 'DES6_10' time 5000 flag 1  // ~s~Return to the ~y~airfield~s~ and land.
0085: 137@ = 46@ // (int) 
000A: 137@ += 5000 
0007: 153@ = -76.4228 
0007: 154@ = 2478.64 
0007: 155@ = 14.2844 
0007: 156@ = 433.6483 
0007: 157@ = 2525.658 
0007: 158@ = 18.6279 
0087: 159@ = 156@ // (float) 
0063: 159@ -= 153@ // (float) 
0017: 159@ /= 2.0 
005B: 159@ += 153@ // (float) 
0087: 160@ = 157@ // (float) 
0063: 160@ -= 154@ // (float) 
0017: 160@ /= 2.0 
005B: 160@ += 154@ // (float) 
0087: 161@ = 158@ // (float) 
0063: 161@ -= 155@ // (float) 
0017: 161@ /= 2.0 
005B: 161@ += 155@ // (float) 
018A: 132@ = create_checkpoint_at 159@ 160@ 161@ 
000A: 35@ += 1 

:DESERT6_3201
00D6: if 
0119:   car 125@ wrecked 
004D: jump_if_false @DESERT6_3233 
0006: 37@ = 1 
0006: 45@ = 1 
0051: return 

:DESERT6_3233
0050: gosub @DESERT6_4831 
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @DESERT6_3260 
0051: return 

:DESERT6_3260
00D6: if 
0038:   $7499 == 0 
004D: jump_if_false @DESERT6_3294 
0006: 37@ = 1 
0006: 45@ = 3 
0051: return 

:DESERT6_3294
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DESERT6_3437 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 159@ 160@ 161@ radius 10.0 10.0 10.0 
00D6: if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 153@ 154@ 155@ cornerB 156@ 157@ 158@ 
00DB:   actor $PLAYER_ACTOR in_car 125@ 
01C1:   car 125@ stopped 
81F3:   not car 125@ in_air 
004D: jump_if_false @DESERT6_3437 
0164: disable_marker 132@ 
0050: gosub @DESERT6_7788 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 165@ = 0 
0006: 141@ = 0 
000A: 35@ += 1 

:DESERT6_3437
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @DESERT6_3487 
00D6: if 
08B7:   test 85@ bit 4 
004D: jump_if_false @DESERT6_3487 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 35@ = 99 

:DESERT6_3487
0050: gosub @DESERT6_4188 
0050: gosub @DESERT6_5173 
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @DESERT6_3545 
00D6: if 
001D:   46@ > 140@ // (int) 
004D: jump_if_false @DESERT6_3545 
0006: 166@ = 1 

:DESERT6_3545
00D6: if 
0039:   166@ == 1 
004D: jump_if_false @DESERT6_3601 
0050: gosub @DESERT6_5600 
0006: 50@ = 30 
0012: 50@ *= 1000 
0085: 140@ = 46@ // (int) 
005A: 140@ += 50@ // (int) 

:DESERT6_3601
0050: gosub @DESERT6_6031 
00D6: if 
0039:   170@ == 0 
004D: jump_if_false @DESERT6_3730 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
050A: 72@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 159@ 160@ 161@ 
00D6: if 
0023:   500.0 > 72@ 
004D: jump_if_false @DESERT6_3730 
00BC: show_text_highpriority GXT 'DES6_11' time 7000 flag 1  // ~s~Bring the plane to a stop anywhere on the ~y~landing strip~s~.
0006: 170@ = 1 
0006: 171@ = 1 
0085: 145@ = 46@ // (int) 
000A: 145@ += 7000 

:DESERT6_3730
00D6: if 
0039:   171@ == 1 
004D: jump_if_false @DESERT6_3808 
00D6: if 
001D:   46@ > 145@ // (int) 
004D: jump_if_false @DESERT6_3792 
0006: 171@ = 0 
03D5: remove_text 'DES6_11'  // ~s~Bring the plane to a stop anywhere on the ~y~landing strip~s~.
0002: jump @DESERT6_3808 

:DESERT6_3792
00BC: show_text_highpriority GXT 'DES6_11' time 7000 flag 1  // ~s~Bring the plane to a stop anywhere on the ~y~landing strip~s~.

:DESERT6_3808
00D6: if 
0039:   172@ == 0 
004D: jump_if_false @DESERT6_3833 
0050: gosub @DESERT6_6621 

:DESERT6_3833
00D6: if and
0039:   170@ == 1 
8039:   not  80@ == 4 
88B7:   not test 85@ bit 4 
004D: jump_if_false @DESERT6_3963 
0871: init_jump_table 79@ total_jumps 2 default_jump 0 @DESERT6_3963 jumps 0 @DESERT6_3928 1 @DESERT6_3949 -1 @DESERT6_3963 -1 @DESERT6_3963 -1 @DESERT6_3963 -1 @DESERT6_3963 -1 @DESERT6_3963 

:DESERT6_3928
0006: 81@ = 4 
0050: gosub @DESERT6_7633 
0002: jump @DESERT6_3963 

:DESERT6_3949
0050: gosub @DESERT6_7857 
0002: jump @DESERT6_3963 

:DESERT6_3963
00D6: if 
0039:   180@ == 0 
004D: jump_if_false @DESERT6_4076 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -67.0004 1646.886 cornerB 423.298 2132.188 
004D: jump_if_false @DESERT6_4076 
00D6: if or
04AB:   actor $PLAYER_ACTOR driving_plane 
04A9:   actor $PLAYER_ACTOR driving_heli 
004D: jump_if_false @DESERT6_4076 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @DESERT6_4076 
00BC: show_text_highpriority GXT 'AREA51' time 7000 flag 1  // ~r~DANGER!~s~ Restricted air space!
0006: 180@ = 1 

:DESERT6_4076
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @DESERT6_4101 
0050: gosub @DESERT6_9695 

:DESERT6_4101
0051: return 

:DESERT6_4103
0007: 57@ = 323.5454 
0007: 58@ = 2540.254 
0007: 59@ = 15.8085 
0007: 63@ = 180.0 
0395: clear_area 1 at 57@ 58@ 59@ radius 15.0 
00A5: 125@ = create_car #RUSTLER at 57@ 58@ 59@ 
0175: set_car 125@ Z_angle_to 63@ 
0051: return 

:DESERT6_4188
00AA: store_car 125@ position_to 57@ 58@ 59@ 
02CE: 70@ = ground_z_at 57@ 58@ 59@ 
092E: get_water_height_at 57@ 58@ ignore_waves 0 store_to 71@ 
00D6: if 
0025:   71@ > 70@ // (float) 
004D: jump_if_false @DESERT6_4256 
0087: 70@ = 71@ // (float) 

:DESERT6_4256
0087: 71@ = 59@ // (float) 
0063: 71@ -= 70@ // (float) 
00D6: if 
0021:   71@ > 40.0 
004D: jump_if_false @DESERT6_4581 
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @DESERT6_4527 
00D6: if 
001D:   46@ > 138@ // (int) 
004D: jump_if_false @DESERT6_4454 
0008: $7497 += 1 
00D6: if 
0018:   $7497 > 100 
004D: jump_if_false @DESERT6_4362 
0004: $7497 = 100 

:DESERT6_4362
00D6: if and
0038:   $7497 == 100 
0039:   165@ == 0 
004D: jump_if_false @DESERT6_4439 
0006: 165@ = 1 
0006: 166@ = 0 
0006: 182@ = 0 
0006: 50@ = 3 
0012: 50@ *= 1000 
0085: 140@ = 46@ // (int) 
005A: 140@ += 50@ // (int) 

:DESERT6_4439
0085: 138@ = 46@ // (int) 
000A: 138@ += 80 

:DESERT6_4454
00D6: if and
0039:   165@ == 0 
0039:   169@ == 0 
0039:   179@ == 0 
004D: jump_if_false @DESERT6_4520 
00D6: if 
8039:   not  79@ == 2 
004D: jump_if_false @DESERT6_4520 
00BC: show_text_highpriority GXT 'DES6_07' time 1000 flag 1  // ~s~Above radar limit!

:DESERT6_4520
0002: jump @DESERT6_4574 

:DESERT6_4527
00D6: if 
0021:   71@ > 41.0 
004D: jump_if_false @DESERT6_4574 
0006: 163@ = 1 
0085: 138@ = 46@ // (int) 
000A: 138@ += 80 
03D1: play_wav 3 

:DESERT6_4574
0002: jump @DESERT6_4829 

:DESERT6_4581
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @DESERT6_4738 
0006: 163@ = 0 
00D6: if 
0018:   $7497 > 0 
004D: jump_if_false @DESERT6_4646 
0085: 138@ = 46@ // (int) 
000A: 138@ += 40 
0002: jump @DESERT6_4653 

:DESERT6_4646
0006: 138@ = 0 

:DESERT6_4653
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @DESERT6_4702 
0006: 50@ = 10 
0012: 50@ *= 1000 
0085: 141@ = 46@ // (int) 
005A: 141@ += 50@ // (int) 

:DESERT6_4702
0006: 165@ = 0 
0006: 140@ = 0 
03D5: remove_text 'DES6_07'  // ~s~Above radar limit!
040D: unload_wav 3 
0002: jump @DESERT6_4829 

:DESERT6_4738
00D6: if 
0018:   $7497 > 0 
004D: jump_if_false @DESERT6_4829 
00D6: if 
001D:   46@ > 138@ // (int) 
004D: jump_if_false @DESERT6_4829 
000C: $7497 -= 1 
00D6: if 
0038:   $7497 == 0 
004D: jump_if_false @DESERT6_4814 
0006: 138@ = 0 
0002: jump @DESERT6_4829 

:DESERT6_4814
0085: 138@ = 46@ // (int) 
000A: 138@ += 40 

:DESERT6_4829
0051: return 

:DESERT6_4831
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 125@ 
004D: jump_if_false @DESERT6_5111 
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @DESERT6_5027 
00D6: if 
001D:   46@ > 139@ // (int) 
004D: jump_if_false @DESERT6_5020 
00D6: if 
0038:   $7498 == 0 
004D: jump_if_false @DESERT6_4928 
0006: 37@ = 1 
0006: 45@ = 2 
0051: return 
0002: jump @DESERT6_5020 

:DESERT6_4928
000C: $7498 -= 1 
0085: 139@ = 46@ // (int) 
000A: 139@ += 1000 
03EB: clear_small_messages_only 
09C1: add_next_text_to_brief_history 0 
00D6: if 
0038:   $7498 == 1 
004D: jump_if_false @DESERT6_5001 
01E5: show_text_1number_highpriority GXT 'DES6_04' number $7498 time 1500 flag 1  // ~s~You have ~1~ second to get back in the ~b~plane~s~.
0002: jump @DESERT6_5020 

:DESERT6_5001
01E5: show_text_1number_highpriority GXT 'DES6_03' number $7498 time 1500 flag 1  // ~s~You have ~1~ seconds to get back in the ~b~plane~s~.

:DESERT6_5020
0002: jump @DESERT6_5104 

:DESERT6_5027
0004: $7498 = 30 
0085: 139@ = 46@ // (int) 
000A: 139@ += 1000 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'DES6_03' number $7498 time 1500 flag 1  // ~s~You have ~1~ seconds to get back in the ~b~plane~s~.
0164: disable_marker 132@ 
0186: 133@ = create_marker_above_car 125@ 
07E0: set_marker 133@ type_to 1 
040D: unload_wav 3 
0006: 164@ = 1 

:DESERT6_5104
0002: jump @DESERT6_5171 

:DESERT6_5111
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @DESERT6_5171 
0006: 164@ = 0 
0164: disable_marker 133@ 
018A: 132@ = create_checkpoint_at 159@ 160@ 161@ 
0006: 139@ = 0 
0004: $7498 = 0 
03EB: clear_small_messages_only 

:DESERT6_5171
0051: return 

:DESERT6_5173
0006: 179@ = 0 
0006: 48@ = 0 

:DESERT6_5187
0006: 73@ = 0 
00D6: if 
0039:   184@(48@,2i) == 1 
004D: jump_if_false @DESERT6_5577 
0006: 179@ = 1 
00D6: if or
0119:   car 126@(48@,2i) wrecked 
0118:   actor 123@(48@,2i) dead 
004D: jump_if_false @DESERT6_5259 
0006: 73@ = 1 

:DESERT6_5259
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @DESERT6_5304 
00D6: if 
02BF:   car 126@(48@,2i) sunk 
004D: jump_if_false @DESERT6_5304 
0006: 73@ = 1 

:DESERT6_5304
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @DESERT6_5485 
00D6: if 
0039:   177@(48@,2i) == 1 
004D: jump_if_false @DESERT6_5430 
00D6: if 
01F3:   car 126@(48@,2i) in_air 
004D: jump_if_false @DESERT6_5393 
0006: 177@(48@,2i) = 0 
0006: 150@(48@,2i) = 0 
0002: jump @DESERT6_5423 

:DESERT6_5393
00D6: if 
001D:   46@ > 150@(48@,2i) // (int) 
004D: jump_if_false @DESERT6_5423 
0006: 73@ = 1 

:DESERT6_5423
0002: jump @DESERT6_5485 

:DESERT6_5430
00D6: if 
81F3:   not car 126@(48@,2i) in_air 
004D: jump_if_false @DESERT6_5485 
0006: 177@(48@,2i) = 1 
0085: 150@(48@,2i) = 46@ // (int) 
000A: 150@(48@,2i) += 5000 

:DESERT6_5485
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @DESERT6_5577 
01C3: remove_references_to_car 126@(48@,2i) 
01C2: remove_references_to_actor 123@(48@,2i) // Like turning an actor into a random pedestrian 
0164: disable_marker 134@(48@,2i) 
0006: 184@(48@,2i) = 0 
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @DESERT6_5575 
0085: 140@ = 46@ // (int) 
000A: 140@ += 2000 

:DESERT6_5575
0051: return 

:DESERT6_5577
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @DESERT6_5187 
0051: return 

:DESERT6_5600
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
0006: 48@ = 0 

:DESERT6_5621
00D6: if 
0039:   184@(48@,2i) == 0 
004D: jump_if_false @DESERT6_6008 
0209: 50@ = random_int_in_ranges 150 200 
0093: 70@ = integer 50@ to_float 
0209: 51@ = random_int_in_ranges 0 2 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @DESERT6_5704 
005B: 57@ += 70@ // (float) 
0002: jump @DESERT6_5712 

:DESERT6_5704
0063: 57@ -= 70@ // (float) 

:DESERT6_5712
0209: 50@ = random_int_in_ranges 150 200 
0093: 70@ = integer 50@ to_float 
0209: 51@ = random_int_in_ranges 0 2 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @DESERT6_5773 
005B: 58@ += 70@ // (float) 
0002: jump @DESERT6_5781 

:DESERT6_5773
0063: 58@ -= 70@ // (float) 

:DESERT6_5781
02CE: 70@ = ground_z_at 57@ 58@ 59@ 
092E: get_water_height_at 57@ 58@ ignore_waves 0 store_to 71@ 
00D6: if 
0025:   71@ > 70@ // (float) 
004D: jump_if_false @DESERT6_5835 
0087: 70@ = 71@ // (float) 

:DESERT6_5835
0087: 59@ = 70@ // (float) 
000B: 59@ += 200.0 
00A5: 126@(48@,2i) = create_car #HYDRA at 57@ 58@ 59@ 
0745: set_hydra 126@(48@,2i) thrust_to_horizontal 
070E: hydra 126@(48@,2i) attack_player_car $PLAYER_CHAR radius 10.0 
0186: 134@(48@,2i) = create_marker_above_car 126@(48@,2i) 
018B: set_marker 134@(48@,2i) radar_mode 2 
0129: 123@(48@,2i) = create_actor_pedtype 4 model #HMORI in_car 126@(48@,2i) driverseat 
060B: set_actor 123@(48@,2i) decision_maker_to 136@ 
0006: 177@(48@,2i) = 0 
0006: 150@(48@,2i) = 0 
0006: 184@(48@,2i) = 1 
0006: 166@ = 0 
0006: 182@ = 1 
0051: return 

:DESERT6_6008
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @DESERT6_5621 
0051: return 

:DESERT6_6031
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @DESERT6_6051 
0051: return 

:DESERT6_6051
00D6: if 
001D:   141@ > 46@ // (int) 
004D: jump_if_false @DESERT6_6072 
0051: return 

:DESERT6_6072
00D6: if 
0039:   182@ == 0 
004D: jump_if_false @DESERT6_6092 
0051: return 

:DESERT6_6092
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
0006: 48@ = 0 

:DESERT6_6113
00D6: if 
0039:   184@(48@,2i) == 1 
004D: jump_if_false @DESERT6_6235 
00AA: store_car 126@(48@,2i) position_to 57@ 58@ 59@ 
050A: 70@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
00D6: if 
0021:   70@ > 250.0 
004D: jump_if_false @DESERT6_6235 
034F: destroy_actor_with_fade 123@(48@,2i) 
00A6: destroy_car 126@(48@,2i) 
0164: disable_marker 134@(48@,2i) 
0006: 184@(48@,2i) = 0 

:DESERT6_6235
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @DESERT6_6113 
0051: return 

:DESERT6_6258
00D6: if 
0119:   car 125@ wrecked 
004D: jump_if_false @DESERT6_6276 
0051: return 

:DESERT6_6276
0107: 128@ = create_object #AMMO_CAPSULE at 370.5 2498.75 25.5 
0107: 129@ = create_object #AMMO_CAPSULE at 371.25 2498.35 25.3 
0107: 130@ = create_object #AMMO_CAPSULE at 371.25 2499.15 25.7 
0107: 131@ = create_object #AMMO_CAPSULE at 372.0 2498.35 25.4 
0681: attach_object 128@ to_car 125@ with_offset -0.75 0.3 -1.05 rotation 88.0 0.0 0.0 
0681: attach_object 129@ to_car 125@ with_offset -0.25 0.3 -1.1 rotation 88.0 0.0 0.0 
0681: attach_object 130@ to_car 125@ with_offset 0.25 0.3 -1.1 rotation 88.0 0.0 0.0 
0681: attach_object 131@ to_car 125@ with_offset 0.75 0.3 -1.05 rotation 88.0 0.0 0.0 
0006: 48@ = 0 

:DESERT6_6527
0382: set_object 128@(48@,4i) collision_detection 0 
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @DESERT6_6527 
0051: return 

:DESERT6_6561
0006: 172@ = 0 
0006: 48@ = 0 

:DESERT6_6575
0085: 146@(48@,4i) = 46@ // (int) 
0006: 173@(48@,4i) = 0 
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @DESERT6_6575 
0051: return 

:DESERT6_6621
0006: 48@ = 0 

:DESERT6_6628
00D6: if 
0039:   173@(48@,4i) == 0 
004D: jump_if_false @DESERT6_6733 
00D6: if 
001D:   46@ > 146@(48@,4i) // (int) 
004D: jump_if_false @DESERT6_6733 
0682: detach_object 128@(48@,4i) 0.0 0.0 0.0 collision_detection 1 
0392: make_object 128@(48@,4i) moveable 1 
097B: play_audio_at_object 128@(48@,4i) event 1009 
0006: 173@(48@,4i) = 1 

:DESERT6_6733
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @DESERT6_6628 
0006: 48@ = 0 

:DESERT6_6761
00D6: if 
0039:   173@(48@,4i) == 0 
004D: jump_if_false @DESERT6_6785 
0051: return 

:DESERT6_6785
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @DESERT6_6761 
0006: 172@ = 1 
0051: return 

:DESERT6_6815
0871: init_jump_table 79@ total_jumps 5 default_jump 1 @DESERT6_6899 jumps 0 @DESERT6_6878 1 @DESERT6_6878 2 @DESERT6_6885 3 @DESERT6_6878 4 @DESERT6_6878 -1 @DESERT6_6935 -1 @DESERT6_6935 

:DESERT6_6878
0002: jump @DESERT6_6935 

:DESERT6_6885
0050: gosub @DESERT6_7075 
0002: jump @DESERT6_6935 

:DESERT6_6899
0662: printstring "UNKNOWN_CONVERSATION_STATUS_ID" 
0051: return 

:DESERT6_6935
0051: return 

:DESERT6_6937
00D6: if 
003B:   84@ == 83@ // (int) 
004D: jump_if_false @DESERT6_6958 
0051: return 

:DESERT6_6958
0006: 50@ = 1 
0006: 87@(50@,3i) = 1 
03CF: load_wav 90@(84@,11i) as 50@ 
000A: 84@ += 1 
00D6: if 
003B:   84@ == 83@ // (int) 
004D: jump_if_false @DESERT6_7016 
0051: return 

:DESERT6_7016
000A: 50@ += 1 
00D6: if 
0019:   50@ > 2 
004D: jump_if_false @DESERT6_7043 
0051: return 

:DESERT6_7043
0006: 87@(50@,3i) = 1 
03CF: load_wav 90@(84@,11i) as 50@ 
000A: 84@ += 1 
0051: return 

:DESERT6_7075
0050: gosub @DESERT6_8047 
00D6: if 
0039:   79@ == 3 
004D: jump_if_false @DESERT6_7109 
0050: gosub @DESERT6_7325 
0051: return 

:DESERT6_7109
0871: init_jump_table 87@(78@,3i) total_jumps 4 default_jump 1 @DESERT6_7292 jumps 0 @DESERT6_7176 1 @DESERT6_7185 2 @DESERT6_7221 3 @DESERT6_7260 -1 @DESERT6_7323 -1 @DESERT6_7323 -1 @DESERT6_7323 

:DESERT6_7176
0051: return 
0002: jump @DESERT6_7323 

:DESERT6_7185
00D6: if 
83D0:   not wav 78@ loaded 
004D: jump_if_false @DESERT6_7203 
0051: return 

:DESERT6_7203
0006: 87@(78@,3i) = 2 
0002: jump @DESERT6_7323 

:DESERT6_7221
03D1: play_wav 78@ 
00BC: show_text_highpriority GXT 101@(82@,11s) time 10000 flag 1 
0006: 87@(78@,3i) = 3 
0051: return 
0002: jump @DESERT6_7323 

:DESERT6_7260
00D6: if 
83D2:   not wav 78@ ended 
004D: jump_if_false @DESERT6_7278 
0051: return 

:DESERT6_7278
0050: gosub @DESERT6_7378 
0002: jump @DESERT6_7323 

:DESERT6_7292
0662: printstring "UNKNOWN_AUDIO_SLOT_STATUS" 
0051: return 

:DESERT6_7323
0051: return 

:DESERT6_7325
0006: 50@ = 1 

:DESERT6_7332
00D6: if 
002B:   2 >= 50@ 
004D: jump_if_false @DESERT6_7369 
040D: unload_wav 50@ 
000A: 50@ += 1 
0002: jump @DESERT6_7332 

:DESERT6_7369
0050: gosub @DESERT6_7507 
0051: return 

:DESERT6_7378
0006: 87@(78@,3i) = 0 
000A: 82@ += 1 
00D6: if 
003B:   82@ == 83@ // (int) 
004D: jump_if_false @DESERT6_7424 
0050: gosub @DESERT6_7507 
0051: return 

:DESERT6_7424
00D6: if 
001D:   83@ > 84@ // (int) 
004D: jump_if_false @DESERT6_7473 
0006: 87@(78@,3i) = 1 
03CF: load_wav 90@(84@,11i) as 78@ 
000A: 84@ += 1 

:DESERT6_7473
000A: 78@ += 1 
00D6: if 
0019:   78@ > 2 
004D: jump_if_false @DESERT6_7505 
0006: 78@ = 1 

:DESERT6_7505
0051: return 

:DESERT6_7507
08BF: set 85@ bit 80@ 
0006: 80@ = 0 
0006: 79@ = 0 
0006: 81@ = 0 
0006: 78@ = 1 
0006: 82@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 50@ = 1 

:DESERT6_7571
00D6: if 
001B:   2 > 50@ 
004D: jump_if_false @DESERT6_7614 
0006: 87@(50@,3i) = 0 
000A: 50@ += 1 
0002: jump @DESERT6_7571 

:DESERT6_7614
03EB: clear_small_messages_only 
0085: 86@ = 46@ // (int) 
000A: 86@ += 120 
0051: return 

:DESERT6_7633
00D6: if 
8039:   not  79@ == 0 
004D: jump_if_false @DESERT6_7658 
0050: gosub @DESERT6_7857 

:DESERT6_7658
00D6: if 
001D:   86@ > 46@ // (int) 
004D: jump_if_false @DESERT6_7679 
0051: return 

:DESERT6_7679
0006: 86@ = 0 
0085: 80@ = 81@ // (int) 
0006: 81@ = 0 
0006: 78@ = 1 
0006: 82@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 50@ = 1 

:DESERT6_7736
00D6: if 
001B:   2 > 50@ 
004D: jump_if_false @DESERT6_7779 
0006: 87@(50@,3i) = 0 
000A: 50@ += 1 
0002: jump @DESERT6_7736 

:DESERT6_7779
0050: gosub @DESERT6_7886 
0051: return 

:DESERT6_7788
00D6: if 
8039:   not  79@ == 1 
004D: jump_if_false @DESERT6_7848 
0662: printstring "A_CONVERSATION_HAS_NOT_BEEN_PREPARED" 
0051: return 

:DESERT6_7848
0006: 79@ = 2 
0051: return 

:DESERT6_7857
00D6: if 
0039:   79@ == 0 
004D: jump_if_false @DESERT6_7877 
0051: return 

:DESERT6_7877
0050: gosub @DESERT6_7325 
0051: return 

:DESERT6_7886
0871: init_jump_table 80@ total_jumps 4 default_jump 1 @DESERT6_8005 jumps 1 @DESERT6_7949 2 @DESERT6_7963 3 @DESERT6_7977 4 @DESERT6_7991 -1 @DESERT6_8031 -1 @DESERT6_8031 -1 @DESERT6_8031 

:DESERT6_7949
0050: gosub @DESERT6_8127 
0002: jump @DESERT6_8031 

:DESERT6_7963
0050: gosub @DESERT6_8600 
0002: jump @DESERT6_8031 

:DESERT6_7977
0050: gosub @DESERT6_8797 
0002: jump @DESERT6_8031 

:DESERT6_7991
0050: gosub @DESERT6_9011 
0002: jump @DESERT6_8031 

:DESERT6_8005
0662: printstring "UNKNOWN_CONVERSATION" 
0051: return 

:DESERT6_8031
0050: gosub @DESERT6_6937 
0006: 79@ = 1 
0051: return 

:DESERT6_8047
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT6_8072 
0006: 79@ = 3 
0051: return 

:DESERT6_8072
00D6: if 
0119:   car 125@ wrecked 
004D: jump_if_false @DESERT6_8097 
0006: 79@ = 3 
0051: return 

:DESERT6_8097
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 125@ 
004D: jump_if_false @DESERT6_8125 
0006: 79@ = 3 
0051: return 

:DESERT6_8125
0051: return 

:DESERT6_8127
0006: 50@ = 0 
04AF: 90@(50@,11i) = 13400 // = constant 
05AA: 101@(50@,11s) = 'DES6_AA' // @s = 'short'  // ~z~Hey Carl.
000A: 50@ += 1 
04AF: 90@(50@,11i) = 13401 // = constant 
05AA: 101@(50@,11s) = 'DES6_AB' // @s = 'short'  // ~z~You gotta stay nice and low on your approach or you'll pop up on the radar.
000A: 50@ += 1 
04AF: 90@(50@,11i) = 13402 // = constant 
05AA: 101@(50@,11s) = 'DES6_AD' // @s = 'short'  // ~z~Use the canyon as cover.
000A: 50@ += 1 
04AF: 90@(50@,11i) = 13403 // = constant 
05AA: 101@(50@,11s) = 'DES6_AE' // @s = 'short'  // ~z~You sure this thing's safe, I can see daylight through the floor?
000A: 50@ += 1 
04AF: 90@(50@,11i) = 13404 // = constant 
05AA: 101@(50@,11s) = 'DES6_AF' // @s = 'short'  // ~z~Hey, in that thing you look like an enthusiast.
000A: 50@ += 1 
04AF: 90@(50@,11i) = 13405 // = constant 
05AA: 101@(50@,11s) = 'DES6_AG' // @s = 'short'  // ~z~The US Air Force is less likely to shoot you down.
000A: 50@ += 1 
04AF: 90@(50@,11i) = 13406 // = constant 
05AA: 101@(50@,11s) = 'DES6_AH' // @s = 'short'  // ~z~Cool. What's the problem then?
000A: 50@ += 1 
04AF: 90@(50@,11i) = 13407 // = constant 
05AA: 101@(50@,11s) = 'DES6_AJ' // @s = 'short'  // ~z~I said less likely.
000A: 50@ += 1 
04AF: 90@(50@,11i) = 13408 // = constant 
05AA: 101@(50@,11s) = 'DES6_AK' // @s = 'short'  // ~z~If you did as many amphetamines as these guys do, you'd be lucky not to shoot anything that moves.
000A: 50@ += 1 
04AF: 90@(50@,11i) = 13409 // = constant 
05AA: 101@(50@,11s) = 'DES6_AM' // @s = 'short'  // ~z~Aw, shit.
000A: 50@ += 1 
04AF: 90@(50@,11i) = 13410 // = constant 
05AA: 101@(50@,11s) = 'DES6_AN' // @s = 'short'  // ~z~Hey, just stay low and you'll be fine.
000A: 50@ += 1 
00D6: if 
0019:   50@ > 11 
004D: jump_if_false @DESERT6_8590 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:DESERT6_8590
0085: 83@ = 50@ // (int) 
0051: return 

:DESERT6_8600
0209: 50@ = random_int_in_ranges 0 4 
0871: init_jump_table 50@ total_jumps 4 default_jump 0 @DESERT6_8788 jumps 0 @DESERT6_8672 1 @DESERT6_8701 2 @DESERT6_8730 3 @DESERT6_8759 -1 @DESERT6_8788 -1 @DESERT6_8788 -1 @DESERT6_8788 

:DESERT6_8672
04AF: 90@ = 13411 // = constant 
05AA: 101@s = 'DES6_BA' // @s = 'short'  // ~z~You're flying too high!
0002: jump @DESERT6_8788 

:DESERT6_8701
04AF: 90@ = 13412 // = constant 
05AA: 101@s = 'DES6_BB' // @s = 'short'  // ~z~Get below the radar!
0002: jump @DESERT6_8788 

:DESERT6_8730
04AF: 90@ = 13413 // = constant 
05AA: 101@s = 'DES6_BC' // @s = 'short'  // ~z~Stay low, Carl!
0002: jump @DESERT6_8788 

:DESERT6_8759
04AF: 90@ = 13414 // = constant 
05AA: 101@s = 'DES6_BD' // @s = 'short'  // ~z~Nap of the Earth, Carl, nap of the Earth!
0002: jump @DESERT6_8788 

:DESERT6_8788
0006: 83@ = 1 
0051: return 

:DESERT6_8797
0006: 50@ = 0 
04AF: 90@(50@,11i) = 13415 // = constant 
05AA: 101@(50@,11s) = 'DES6_CA' // @s = 'short'  // ~z~Shit, you've been spotted!
000A: 50@ += 1 
04AF: 90@(50@,11i) = 13416 // = constant 
05AA: 101@(50@,11s) = 'DES6_CB' // @s = 'short'  // ~z~What that mean?
000A: 50@ += 1 
04AF: 90@(50@,11i) = 13417 // = constant 
05AA: 101@(50@,11s) = 'DES6_CC' // @s = 'short'  // ~z~it means they'll send something in the area to go check you out!
000A: 50@ += 1 
04AF: 90@(50@,11i) = 13418 // = constant 
05AA: 101@(50@,11s) = 'DES6_CD' // @s = 'short'  // ~z~Watch your six!
000A: 50@ += 1 
00D6: if 
0019:   50@ > 11 
004D: jump_if_false @DESERT6_9001 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:DESERT6_9001
0085: 83@ = 50@ // (int) 
0051: return 

:DESERT6_9011
0006: 50@ = 0 
04AF: 90@(50@,11i) = 13419 // = constant 
05AA: 101@(50@,11s) = 'DES6_DA' // @s = 'short'  // ~z~Nice going Carl, really, you did good kid
0006: 83@ = 1 
0051: return 

:DESERT6_9057
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @DESERT6_9106 
000A: 47@ += 1 
00D6: if 
0019:   47@ > 2 
004D: jump_if_false @DESERT6_9104 
0006: 47@ = 0 

:DESERT6_9104
086A: NOP 

:DESERT6_9106
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @DESERT6_9280 
008A: $7500 = 34@ // (int) 
008A: $7501 = 35@ // (int) 
008A: $7502 = 46@ // (int) 
008A: $7503 = 80@ // (int) 
008A: $7504 = 85@ // (int) 
0004: $7505 = 0 
0004: $7506 = 0 
0004: $7507 = 0 
065D: NOP $7500 "M_STAGE" 
065D: NOP $7501 "M_GOALS" 
065D: NOP $7502 "M_MISSION_TIMER" 
065D: NOP $7503 "CONVERSATION" 
065D: NOP $7504 "CONVERSATIONSPLAYED" 

:DESERT6_9280
00D6: if 
0039:   47@ == 2 
004D: jump_if_false @DESERT6_9298 

:DESERT6_9298
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @DESERT6_9320 
0006: 38@ = 1 

:DESERT6_9320
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @DESERT6_9408 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @DESERT6_9383 
0006: 39@ = 1 
0662: printstring "LEVEL_PAUSED" 
0002: jump @DESERT6_9408 

:DESERT6_9383
0006: 39@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:DESERT6_9408
0051: return 

:DESERT6_9410
00D6: if 
8736:   not is_keyboard_key_just_pressed 74 
004D: jump_if_false @DESERT6_9427 
0051: return 

:DESERT6_9427
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @DESERT6_9548 
00D6: if 
001B:   2 > 35@ 
004D: jump_if_false @DESERT6_9531 
0395: clear_area 1 at -2246.706 -2539.1 30.7512 radius 25.0 
00A1: put_actor $PLAYER_ACTOR at -2246.706 -2539.1 30.7512 
0173: set_actor $PLAYER_ACTOR Z_angle_to 144.5365 
0006: 35@ = 2 
0002: jump @DESERT6_9548 

:DESERT6_9531
0164: disable_marker 132@ 
06D6: disable_racing_checkpoint 152@ 
0006: 35@ = 99 

:DESERT6_9548
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @DESERT6_9620 
0395: clear_area 1 at 384.4035 2449.35 15.4921 radius 25.0 
00A1: put_actor $PLAYER_ACTOR at 384.4035 2449.35 15.4921 
0173: set_actor $PLAYER_ACTOR Z_angle_to 7.1386 

:DESERT6_9620
0051: return 

:DESERT6_9622
000A: 41@ += 1 
00D6: if 
0019:   41@ > 9 
004D: jump_if_false @DESERT6_9654 
0006: 41@ = 0 

:DESERT6_9654
0051: return 

:DESERT6_9656
01BD: 42@ = current_time_in_ms 
0085: 44@ = 42@ // (int) 
0062: 44@ -= 43@ // (int) 
0085: 43@ = 42@ // (int) 
005A: 46@ += 44@ // (int) 
0051: return 

:DESERT6_9695
000A: 34@ += 1 
0006: 35@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:DESERT6_9725
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT6_9748 
01B4: set_player $PLAYER_CHAR can_move 0 

:DESERT6_9748
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:DESERT6_9763
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT6_9787 
0001: wait 0 ms 
0002: jump @DESERT6_9763 

:DESERT6_9787
0395: clear_area 1 at 335.0 2529.0 16.0 radius 20.0 
02E4: load_cutscene_data 'DESERT6' 

:DESERT6_9822
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DESERT6_9846 
0001: wait 0 ms 
0002: jump @DESERT6_9822 

:DESERT6_9846
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 
01B5: force_weather 17 

:DESERT6_9867
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DESERT6_9891 
0001: wait 0 ms 
0002: jump @DESERT6_9867 

:DESERT6_9891
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:DESERT6_9905
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT6_9929 
0001: wait 0 ms 
0002: jump @DESERT6_9905 

:DESERT6_9929
02EA: end_cutscene 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0051: return 

:DESERT6_9939
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @DESERT6_9966 
0001: wait 0 ms 
0002: jump @DESERT6_9939 

:DESERT6_9966
014C: set_parked_car_generator $PARKED_RUSTLER cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_STUNT cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_HUNTER cars_to_generate_to 101 
0395: clear_area 0 at 368.1973 2519.421 15.5961 radius 300.0 
0050: gosub @DESERT6_10197 
0050: gosub @DESERT6_10305 
0050: gosub @DESERT6_4103 
0186: 133@ = create_marker_above_car 125@ 
07E0: set_marker 133@ type_to 1 
0395: clear_area 0 at 331.9908 2533.767 15.8044 radius 0.5 
03CB: set_rendering_origin_at 331.9908 2533.767 15.8044 
00A1: put_actor $PLAYER_ACTOR at 331.9908 2533.767 15.8044 
0173: set_actor $PLAYER_ACTOR Z_angle_to 48.4743 
0373: set_camera_directly_behind_player 
01B6: set_weather 16 
0923: enable_air_traffic 0 
0001: wait 500 ms 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT6_10171 
01B4: set_player $PLAYER_CHAR can_move 1 

:DESERT6_10171
09FF: set_restart_closest_to 322.8019 2530.124 15.8089 
0050: gosub @DESERT6_9695 
0051: return 

:DESERT6_10197
0247: load_model #RUSTLER 
0247: load_model #HYDRA 
0247: load_model #HMORI 
0247: load_model #AMMO_CAPSULE 
038B: load_requested_models 

:DESERT6_10218
00D6: if or
8248:   not model #RUSTLER available 
8248:   not model #HYDRA available 
004D: jump_if_false @DESERT6_10250 
0001: wait 0 ms 
0002: jump @DESERT6_10218 

:DESERT6_10250
00D6: if 
8248:   not model #HMORI available 
004D: jump_if_false @DESERT6_10276 
0001: wait 0 ms 
0002: jump @DESERT6_10250 

:DESERT6_10276
00D6: if 
8248:   not model #AMMO_CAPSULE available 
004D: jump_if_false @DESERT6_10303 
0001: wait 0 ms 
0002: jump @DESERT6_10276 

:DESERT6_10303
0051: return 

:DESERT6_10305
0051: return 

:DESERT6_10307
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
03EB: clear_small_messages_only 
0871: init_jump_table 45@ total_jumps 3 default_jump 0 @DESERT6_10457 jumps 1 @DESERT6_10388 2 @DESERT6_10411 3 @DESERT6_10434 -1 @DESERT6_10457 -1 @DESERT6_10457 -1 @DESERT6_10457 -1 @DESERT6_10457 

:DESERT6_10388
00BC: show_text_highpriority GXT 'DES6_99' time 5000 flag 1  // ~r~The aircraft has been destroyed.
0002: jump @DESERT6_10457 

:DESERT6_10411
00BC: show_text_highpriority GXT 'DES6_98' time 5000 flag 1  // ~r~Not in aircraft.
0002: jump @DESERT6_10457 

:DESERT6_10434
00BC: show_text_highpriority GXT 'DES6_97' time 5000 flag 1  // ~r~Out of time.
0002: jump @DESERT6_10457 

:DESERT6_10457
0051: return 

:DESERT6_10459
01E3: show_text_1number_styled GXT 'M_PASS' number 15000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 15000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'DESERT6'  // N.O.E.
030C: progress_made = 1 
0008: $TORENO_TOTAL_PASSED_MISSIONS += 1 
0051: return 

:DESERT6_10519
01C3: remove_references_to_car 125@ 
0006: 48@ = 0 

:DESERT6_10531
01C3: remove_references_to_car 126@(48@,2i) 
01C2: remove_references_to_actor 123@(48@,2i) // Like turning an actor into a random pedestrian 
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @DESERT6_10531 
0006: 48@ = 0 

:DESERT6_10577
0108: destroy_object 128@(48@,4i) 
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @DESERT6_10577 
0164: disable_marker 133@ 
0164: disable_marker 132@ 
0006: 48@ = 0 

:DESERT6_10624
0164: disable_marker 134@(48@,2i) 
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @DESERT6_10624 
0151: remove_status_text $7497 
014F: stop_timer $7499 
06D6: disable_racing_checkpoint 152@ 
040D: unload_wav 3 
0249: release_model #RUSTLER 
0249: release_model #HYDRA 
0249: release_model #HMORI 
0249: release_model #AMMO_CAPSULE 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
0923: enable_air_traffic 1 
01B7: release_weather 
0A24: enable_military_zones_wanted_level 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D6: if 
0038:   $PARKED_RUSTLER_EXISTS == 1 
004D: jump_if_false @DESERT6_10753 
014C: set_parked_car_generator $PARKED_RUSTLER cars_to_generate_to 101 

:DESERT6_10753
00D6: if 
0038:   $PARKED_STUNT_EXISTS == 1 
004D: jump_if_false @DESERT6_10778 
014C: set_parked_car_generator $PARKED_STUNT cars_to_generate_to 101 

:DESERT6_10778
00D6: if 
0038:   $PARKED_HUNTER_EXISTS == 1 
004D: jump_if_false @DESERT6_10803 
014C: set_parked_car_generator $PARKED_HUNTER cars_to_generate_to 101 

:DESERT6_10803
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 80---------------
// Originally: Stowaway

:DESERT9
03A4: name_thread 'DESERT9' 
0050: gosub @DESERT9_49 

:DESERT9_18
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DESERT9_38 
0050: gosub @DESERT9_21846 

:DESERT9_38
0050: gosub @DESERT9_21954 

:DESERT9_45
00D8: mission_cleanup 
004E: end_thread 

:DESERT9_49
0317: increment_mission_attempts 
054C: use_GXT_table 'DSERT9' 
03C7: set_sensitivity_to_crime 0.0 
08F4: set_max_group_members 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0004: $ONMISSION = 1 
07FB: set_interior 'DESHOUS' access 0  // Abandoned AC tower
0007: 150@ = 100.0 
00D6: if 
0043:   150@ == 0.0 
004D: jump_if_false @DESERT9_372 
0107: 91@ = create_object #BARREL1 at 0.0 0.0 0.0 
0107: 225@ = create_object #BARREL1 at 0.0 0.0 0.0 
0107: 56@ = create_object #KB_BARREL at 0.0 0.0 0.0 
00A5: 35@ = create_car #PCJ600 at 426.6481 2535.713 15.5538 
0175: set_car 35@ Z_angle_to 107.0 
018A: 152@ = create_checkpoint_at 74@ 75@ 76@ 
0213: $PICKUP_PARACHUTE = create_pickup #GUN_PARA type 3 at 1797.602 -1308.881 133.8128 
0186: 153@ = create_marker_above_car 35@ 
0107: 49@ = create_object #CR_GUNCRATE at 365.0146 2500.676 15.492 
0107: 50@ = create_object #CR_CRATESTACK at 365.9573 2502.763 15.4921 
0107: 51@ = create_object #CR_CRATESTACK at 365.5524 2503.46 15.492 
0107: 52@ = create_object #CR_CRATESTACK at 364.5623 2503.406 15.4921 

:DESERT9_372
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @DESERT9_398 
0002: jump @DESERT9_21869 

:DESERT9_398
00D6: if 
0735:   is_keyboard_key_pressed 68 
004D: jump_if_false @DESERT9_468 

:DESERT9_413
00D6: if 
8248:   not model #GUN_PARA available 
004D: jump_if_false @DESERT9_445 
0247: load_model #GUN_PARA 
0001: wait 0 ms 
0002: jump @DESERT9_413 

:DESERT9_445
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
0006: 68@ = 0 
0006: 71@ = 0 

:DESERT9_468
0871: init_jump_table 68@ total_jumps 12 default_jump 0 @DESERT9_764 jumps 0 @DESERT9_596 2 @DESERT9_652 3 @DESERT9_666 4 @DESERT9_680 5 @DESERT9_694 6 @DESERT9_708 7 @DESERT9_722 
0872: jump_table_jumps 8 @DESERT9_736 9 @DESERT9_750 20 @DESERT9_610 21 @DESERT9_624 22 @DESERT9_638 -1 @DESERT9_764 -1 @DESERT9_764 -1 @DESERT9_764 -1 @DESERT9_764 

:DESERT9_596
0050: gosub @DESERT9_864 
0002: jump @DESERT9_764 

:DESERT9_610
0050: gosub @DESERT9_889 
0002: jump @DESERT9_764 

:DESERT9_624
0050: gosub @DESERT9_4350 
0002: jump @DESERT9_764 

:DESERT9_638
0050: gosub @DESERT9_4519 
0002: jump @DESERT9_764 

:DESERT9_652
0050: gosub @DESERT9_6284 
0002: jump @DESERT9_764 

:DESERT9_666
0050: gosub @DESERT9_7444 
0002: jump @DESERT9_764 

:DESERT9_680
0050: gosub @DESERT9_11098 
0002: jump @DESERT9_764 

:DESERT9_694
0050: gosub @DESERT9_12941 
0002: jump @DESERT9_764 

:DESERT9_708
0050: gosub @DESERT9_13168 
0002: jump @DESERT9_764 

:DESERT9_722
0050: gosub @DESERT9_13222 
0002: jump @DESERT9_764 

:DESERT9_736
0050: gosub @DESERT9_13784 
0002: jump @DESERT9_764 

:DESERT9_750
0050: gosub @DESERT9_14291 
0002: jump @DESERT9_764 

:DESERT9_764
0050: gosub @DESERT9_21693 
0050: gosub @DESERT9_792 
0050: gosub @DESERT9_20462 
0002: jump @DESERT9_372 

:DESERT9_792
0871: init_jump_table 68@ total_jumps 1 default_jump 0 @DESERT9_862 jumps 2 @DESERT9_855 -1 @DESERT9_862 -1 @DESERT9_862 -1 @DESERT9_862 -1 @DESERT9_862 -1 @DESERT9_862 -1 @DESERT9_862 

:DESERT9_855
0002: jump @DESERT9_862 

:DESERT9_862
0051: return 

:DESERT9_864
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 0 
0006: 68@ = 20 
0051: return 

:DESERT9_889
0169: set_fade_color_RGB 0 0 0 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @DESERT9_936 
0860: link_actor $PLAYER_ACTOR to_interior 0 
016A: fade 0 time 1000 
0006: 71@ = 1 

:DESERT9_936
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @DESERT9_1110 
00D6: if 
816B:   not fading 
004D: jump_if_false @DESERT9_1110 
0792: disembark_instantly_actor $PLAYER_ACTOR 
03BA: clear_cars_from_cube_cornerA -120.5297 2593.665 69.1939 cornerB 502.5016 2365.418 -1.2447 
042B: clear_peds_from_cube_cornerA -120.5297 2593.665 69.1939 cornerB 502.5016 2365.418 -1.2447 
0972: put_actor $PLAYER_ACTOR at 222.7755 2508.972 15.5214 no_offset 
0247: load_model #ANDROM 
0247: load_model #BOBCAT 
0247: load_model #WMOMIB 
0247: load_model #MICRO_UZI 
0247: load_model #BMYMIB 
07C0: load_path 450 
07C0: load_path 168 
07C0: load_path 452 
07C0: load_path 453 
038B: load_requested_models 
0006: 71@ = 1 

:DESERT9_1110
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @DESERT9_1607 
00D6: if and
0248:   model #ANDROM available 
0248:   model #BOBCAT available 
0248:   model #WMOMIB available 
0248:   model #MICRO_UZI available 
0248:   model #BMYMIB available 
004D: jump_if_false @DESERT9_1607 
00D6: if and
07C1:   path 450 available 
07C1:   path 168 available 
07C1:   path 452 available 
07C1:   path 453 available 
004D: jump_if_false @DESERT9_1607 
00A5: 34@ = create_car #ANDROM at 339.9034 2499.805 15.4884 
00A5: 36@ = create_car #BOBCAT at -22.1321 2504.942 15.2566 
00A5: 37@ = create_car #BOBCAT at -15.9009 2507.28 15.2543 
00A5: 38@ = create_car #BOBCAT at -17.3227 2501.011 15.252 
0229: set_car 36@ primary_color_to 0 secondary_color_to 0 
0229: set_car 37@ primary_color_to 0 secondary_color_to 0 
0229: set_car 38@ primary_color_to 0 secondary_color_to 0 
0175: set_car 36@ Z_angle_to 270.0 
0175: set_car 37@ Z_angle_to 270.0 
0175: set_car 38@ Z_angle_to 270.0 
0129: 40@ = create_actor_pedtype 24 model #BMYMIB in_car 36@ driverseat 
0129: 41@ = create_actor_pedtype 24 model #WMOMIB in_car 37@ driverseat 
0129: 42@ = create_actor_pedtype 24 model #WMOMIB in_car 38@ driverseat 
01C8: 43@ = create_actor_pedtype 24 model #WMOMIB in_car 36@ passenger_seat 0 
01C8: 44@ = create_actor_pedtype 24 model #BMYMIB in_car 37@ passenger_seat 0 
009A: 45@ = create_actor_pedtype 24 model #WMOMIB at -28.1475 2492.807 15.2513 
009A: 46@ = create_actor_pedtype 24 model #BMYMIB at -28.1475 2493.807 15.2513 
009A: 47@ = create_actor_pedtype 24 model #BMYMIB at -28.1475 2494.807 15.2513 
0464: put_actor 45@ into_turret_on_car 36@ at_car_offset 0.5 -1.0 0.4 position 0 shooting_angle_limit 10.0 with_weapon 28 
0464: put_actor 46@ into_turret_on_car 37@ at_car_offset -0.5 -1.0 0.4 position 0 shooting_angle_limit 10.0 with_weapon 28 
0464: put_actor 47@ into_turret_on_car 37@ at_car_offset 0.5 -1.0 0.4 position 0 shooting_angle_limit 10.0 with_weapon 28 
0085: 86@ = 32@ // (int) 
000A: 86@ += 1500 
0006: 71@ = 2 

:DESERT9_1607
00D6: if 
0039:   71@ == 2 
004D: jump_if_false @DESERT9_1914 
00D6: if 
001D:   86@ > 32@ // (int) 
004D: jump_if_false @DESERT9_1914 
00D6: if and
8119:   not car 36@ wrecked 
8119:   not car 37@ wrecked 
8119:   not car 38@ wrecked 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_1914 
00D6: if and
07C1:   path 450 available 
07C1:   path 168 available 
07C1:   path 452 available 
07C1:   path 453 available 
004D: jump_if_false @DESERT9_1894 
05EB: assign_car 36@ to_path 450 
05EB: assign_car 37@ to_path 453 
05EB: assign_car 38@ to_path 452 
05EB: assign_car 34@ to_path 168 
0918: set_car 34@ engine_operation 1 
06FD: set_car 36@ speed_on_path_to 0.8 
06FD: set_car 37@ speed_on_path_to 0.9 
06FD: set_car 38@ speed_on_path_to 0.8 
015F: set_camera_position -123.0824 2533.057 21.679 rotation 0.0 0.0 0.0 
0A0B: set_rendering_origin_at_3D_coord -123.0824 2533.057 21.679 angle 100.0 
04E4: refresh_game_renderer_at -123.0824 2533.057 
016A: fade 1 time 600 
0085: 86@ = 32@ // (int) 
000A: 86@ += 5000 
0085: 155@ = 32@ // (int) 
000A: 155@ += 1000 
0006: 71@ = 3 
0002: jump @DESERT9_1914 

:DESERT9_1894
07C0: load_path 450 
07C0: load_path 168 
07C0: load_path 452 
07C0: load_path 453 

:DESERT9_1914
00D6: if 
0039:   71@ == 3 
004D: jump_if_false @DESERT9_2227 
00D6: if and
8119:   not car 36@ wrecked 
8119:   not car 37@ wrecked 
8119:   not car 38@ wrecked 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_2227 
0007: 148@ = 0.0 
0007: 149@ = 0.0 
0007: 150@ = 0.0 
00AA: store_car 36@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
005D: 148@ += $TEMPVAR_FLOAT_1 // (float) 
005D: 149@ += $TEMPVAR_FLOAT_2 // (float) 
005D: 150@ += $TEMPVAR_FLOAT_3 // (float) 
00AA: store_car 37@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
005D: 148@ += $TEMPVAR_FLOAT_1 // (float) 
005D: 149@ += $TEMPVAR_FLOAT_2 // (float) 
005D: 150@ += $TEMPVAR_FLOAT_3 // (float) 
00AA: store_car 38@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
005D: 148@ += $TEMPVAR_FLOAT_1 // (float) 
005D: 149@ += $TEMPVAR_FLOAT_2 // (float) 
005D: 150@ += $TEMPVAR_FLOAT_3 // (float) 
0017: 148@ /= 3.0 
0017: 149@ /= 3.0 
0017: 150@ /= 3.0 
0160: set_camera_point_at 148@ 149@ 150@ switchstyle 2 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_2176 
0006: 71@ = 4 

:DESERT9_2176
00D6: if 
8039:   not  155@ == 0 
004D: jump_if_false @DESERT9_2227 
00D6: if 
001D:   32@ > 155@ // (int) 
004D: jump_if_false @DESERT9_2227 
0006: 626@ = 1 
0006: 155@ = 0 

:DESERT9_2227
00D6: if 
0039:   71@ == 4 
004D: jump_if_false @DESERT9_2700 
00D6: if and
8119:   not car 36@ wrecked 
8119:   not car 37@ wrecked 
8119:   not car 38@ wrecked 
004D: jump_if_false @DESERT9_2534 
00D6: if and
8118:   not actor 40@ dead 
8118:   not actor 41@ dead 
8118:   not actor 42@ dead 
004D: jump_if_false @DESERT9_2534 
05EC: release_car 36@ from_path 
05EC: release_car 37@ from_path 
05EC: release_car 38@ from_path 
00AB: put_car 36@ at 90.1321 2504.942 15.4766 
00AB: put_car 37@ at 83.9009 2510.28 15.4766 
00AB: put_car 38@ at 85.3227 2497.011 15.4766 
05D1: AS_actor 40@ drive_car 36@ to 400.2219 2504.942 15.4766 speed 12.0 2 model #NULL 3 
05D1: AS_actor 41@ drive_car 37@ to 400.2219 2510.28 15.4766 speed 12.0 2 model #NULL 3 
05D1: AS_actor 42@ drive_car 38@ to 400.2219 2497.011 15.4766 speed 12.0 2 model #NULL 3 
0175: set_car 36@ Z_angle_to 270.0 
0175: set_car 37@ Z_angle_to 270.0 
0175: set_car 38@ Z_angle_to 270.0 
04BA: set_car 36@ speed_to 12.0 
04BA: set_car 37@ speed_to 12.0 
04BA: set_car 38@ speed_to 12.0 

:DESERT9_2534
06FD: set_car 34@ speed_on_path_to 0.7 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0615: define_AS_pack_begin 66@ 
0605: actor -1 perform_animation "FLEE_LKAROUND_01" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 66@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 66@ 
061B: remove_references_to_AS_pack 66@ 
0006: 626@ = 2 
015F: set_camera_position 224.1743 2508.426 16.7184 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 223.194 2508.535 16.8827 switchstyle 2 
0006: 71@ = 5 
0085: 86@ = 32@ // (int) 
000A: 86@ += 1700 

:DESERT9_2700
00D6: if 
0039:   71@ == 5 
004D: jump_if_false @DESERT9_3194 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_3194 
00D6: if and
8119:   not car 36@ wrecked 
8119:   not car 37@ wrecked 
8119:   not car 38@ wrecked 
004D: jump_if_false @DESERT9_3011 
00D6: if and
8118:   not actor 40@ dead 
8118:   not actor 41@ dead 
8118:   not actor 42@ dead 
004D: jump_if_false @DESERT9_3011 
00AB: put_car 36@ at 90.1321 2504.942 15.4766 
00AB: put_car 37@ at 83.9009 2510.28 15.4766 
00AB: put_car 38@ at 85.3227 2497.011 15.4766 
05D1: AS_actor 40@ drive_car 36@ to 400.2219 2504.942 15.4766 speed 30.0 2 model #NULL 3 
05D1: AS_actor 41@ drive_car 37@ to 400.2219 2510.28 15.4766 speed 30.0 2 model #NULL 3 
05D1: AS_actor 42@ drive_car 38@ to 400.2219 2497.011 15.4766 speed 30.0 2 model #NULL 3 
0175: set_car 36@ Z_angle_to 270.0 
0175: set_car 37@ Z_angle_to 270.0 
0175: set_car 38@ Z_angle_to 270.0 
04BA: set_car 36@ speed_to 30.0 
04BA: set_car 37@ speed_to 30.0 
04BA: set_car 38@ speed_to 30.0 

:DESERT9_3011
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_3032 
05EC: release_car 34@ from_path 

:DESERT9_3032
015F: set_camera_position 125.3001 2504.329 15.5565 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 124.312 2504.361 15.7067 switchstyle 2 
0085: 86@ = 32@ // (int) 
000A: 86@ += 2700 
0006: 71@ = 6 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_3134 
0918: set_car 34@ engine_operation 1 
0825: set_helicopter 34@ instant_rotor_start 

:DESERT9_3134
00A1: put_actor $PLAYER_ACTOR at 412.6561 2530.908 15.617 
0173: set_actor $PLAYER_ACTOR Z_angle_to 136.0 
0007: 74@ = 25.6646 
0007: 75@ = 2504.646 
0007: 76@ = 29.1834 

:DESERT9_3194
00D6: if 
0039:   71@ == 6 
004D: jump_if_false @DESERT9_3485 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_3326 
0085: 115@ = 32@ // (int) 
0062: 115@ -= 86@ // (int) 
000A: 115@ += 2700 
0093: 156@ = integer 115@ to_float 
0017: 156@ /= 20.0 
0088: $TEMPVAR_FLOAT_1 = 74@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 156@ // (float) 
0017: 156@ /= 14.0 
0088: $TEMPVAR_FLOAT_3 = 76@ // (float) 
0067: $TEMPVAR_FLOAT_3 -= 156@ // (float) 
088C: put_car 34@ at $TEMPVAR_FLOAT_1 75@ $TEMPVAR_FLOAT_3 // versionB 

:DESERT9_3326
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_3485 
00A1: put_actor $PLAYER_ACTOR at 403.0466 2522.19 15.4843 
05D3: AS_actor $PLAYER_ACTOR goto_point 415.1068 2528.624 15.5375 mode 6 time -2 ms // versionA 
0A0B: set_rendering_origin_at_3D_coord 404.7372 2524.857 15.5671 angle 300.0 
015F: set_camera_position 404.7372 2524.857 15.5671 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 405.6275 2525.301 15.6661 switchstyle 2 
0085: 86@ = 32@ // (int) 
000A: 86@ += 2500 
0006: 71@ = 8 

:DESERT9_3485
00D6: if 
0039:   71@ == 7 
004D: jump_if_false @DESERT9_3881 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_3881 
0006: 71@ = 8 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_3881 
00AB: put_car 34@ at 380.6384 2503.927 15.4884 
00D6: if and
8119:   not car 36@ wrecked 
8119:   not car 37@ wrecked 
8119:   not car 38@ wrecked 
004D: jump_if_false @DESERT9_3779 
00D6: if and
8118:   not actor 40@ dead 
8118:   not actor 41@ dead 
8118:   not actor 42@ dead 
004D: jump_if_false @DESERT9_3779 
00AB: put_car 36@ at 331.2219 2504.942 15.4766 
00AB: put_car 37@ at 338.2219 2507.942 15.4766 
00AB: put_car 38@ at 325.2219 2501.942 15.4766 
05D1: AS_actor 40@ drive_car 36@ to 430.2219 2504.942 15.4766 speed 13.0 2 model #NULL 3 
05D1: AS_actor 41@ drive_car 37@ to 430.2219 2507.28 15.4766 speed 13.0 2 model #NULL 3 
05D1: AS_actor 42@ drive_car 38@ to 430.2219 2501.011 15.4766 speed 13.0 2 model #NULL 3 

:DESERT9_3779
0175: set_car 34@ Z_angle_to 270.0 
04BA: set_car 34@ speed_to 7.0 
0825: set_helicopter 34@ instant_rotor_start 
015F: set_camera_position 413.1315 2533.297 15.8551 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 412.508 2532.519 15.9255 switchstyle 2 
0007: 81@ = 0.0 
0085: 86@ = 32@ // (int) 
000A: 86@ += 4000 

:DESERT9_3881
00D6: if 
0039:   71@ == 8 
004D: jump_if_false @DESERT9_3953 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_3953 
016A: fade 0 time 800 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_3953 
05EC: release_car 34@ from_path 
0006: 71@ = 9 

:DESERT9_3953
00D6: if 
0039:   71@ == 9 
004D: jump_if_false @DESERT9_4238 
00D6: if 
816B:   not fading 
004D: jump_if_false @DESERT9_4238 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_4005 
05EC: release_car 34@ from_path 

:DESERT9_4005
00D6: if and
8119:   not car 36@ wrecked 
8119:   not car 37@ wrecked 
8119:   not car 38@ wrecked 
004D: jump_if_false @DESERT9_4046 
05EC: release_car 36@ from_path 
05EC: release_car 37@ from_path 
05EC: release_car 38@ from_path 

:DESERT9_4046
0249: release_model #ANDROM 
0249: release_model #BOBCAT 
0249: release_model #WMOMIB 
0249: release_model #MICRO_UZI 
0249: release_model #BMYMIB 
0873: release_path 450 
0873: release_path 168 
0873: release_path 452 
0873: release_path 453 
00A6: destroy_car 36@ 
00A6: destroy_car 37@ 
00A6: destroy_car 38@ 
009B: destroy_actor 40@ 
009B: destroy_actor 41@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_4192 
00AB: put_car 34@ at 394.6384 2497.927 15.4884 
0175: set_car 34@ Z_angle_to 90.0 

:DESERT9_4192
0006: 71@ = 0 
00D6: if 
0019:   157@ > 0 
004D: jump_if_false @DESERT9_4231 
0006: 68@ = 22 
0002: jump @DESERT9_4238 

:DESERT9_4231
0006: 68@ = 21 

:DESERT9_4238
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @DESERT9_4296 
00D6: if 
816B:   not fading 
004D: jump_if_false @DESERT9_4296 
00D6: if 
0039:   157@ == 0 
004D: jump_if_false @DESERT9_4296 
016A: fade 0 time 600 
0006: 157@ = 1 

:DESERT9_4296
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @DESERT9_4348 
00D6: if 
816B:   not fading 
004D: jump_if_false @DESERT9_4348 
0006: 629@ = 5 
0006: 157@ = 2 
0006: 71@ = 9 

:DESERT9_4348
0051: return 

:DESERT9_4350
02E4: load_cutscene_data 'DESERT9' 

:DESERT9_4361
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DESERT9_4385 
0001: wait 0 ms 
0002: jump @DESERT9_4361 

:DESERT9_4385
02E7: start_cutscene 
016A: fade 1 time 1000 

:DESERT9_4394
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DESERT9_4418 
0001: wait 0 ms 
0002: jump @DESERT9_4394 

:DESERT9_4418
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @DESERT9_4456 
00D6: if 
0039:   157@ == 0 
004D: jump_if_false @DESERT9_4456 
0006: 157@ = 2 

:DESERT9_4456
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
016A: fade 0 time 0 

:DESERT9_4473
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT9_4497 
0001: wait 0 ms 
0002: jump @DESERT9_4473 

:DESERT9_4497
02EA: end_cutscene 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 68@ = 22 
0051: return 

:DESERT9_4519
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @DESERT9_4626 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0247: load_model #ANDROM 
0247: load_model #BOBCAT 
0247: load_model #WMOMIB 
0247: load_model #MICRO_UZI 
0247: load_model #BMYMIB 
0247: load_model #PCJ600 
0247: load_model #SATCHEL 
0247: load_model #BOMB 
04ED: load_animation "AIRPORT" 
04ED: load_animation "CARRY" 
07C0: load_path 149 
07C0: load_path 135 
07C0: load_path 134 
0006: 71@ = 1 

:DESERT9_4626
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @DESERT9_4743 
00D6: if and
0248:   model #BOBCAT available 
0248:   model #WMOMIB available 
0248:   model #MICRO_UZI available 
0248:   model #BMYMIB available 
0248:   model #PCJ600 available 
07C1:   path 134 available 
004D: jump_if_false @DESERT9_4743 
00D6: if and
0248:   model #SATCHEL available 
0248:   model #BOMB available 
04EE:   animation "AIRPORT" loaded 
04EE:   animation "CARRY" loaded 
07C1:   path 149 available 
07C1:   path 135 available 
004D: jump_if_false @DESERT9_4743 
0006: 71@ = 2 

:DESERT9_4743
00D6: if 
0039:   71@ == 2 
004D: jump_if_false @DESERT9_5554 
00A5: 36@ = create_car #BOBCAT at 366.764 2512.655 15.5677 
00A5: 37@ = create_car #BOBCAT at 367.134 2490.174 15.4884 
00A5: 38@ = create_car #BOBCAT at 357.6567 2509.594 15.5221 
0229: set_car 36@ primary_color_to 0 secondary_color_to 0 
0229: set_car 37@ primary_color_to 0 secondary_color_to 0 
0229: set_car 38@ primary_color_to 0 secondary_color_to 0 
009A: 40@ = create_actor_pedtype 24 model #BMYMIB at 359.7588 2511.474 15.5501 
009A: 41@ = create_actor_pedtype 24 model #WMOMIB at 369.7111 2505.838 15.4921 
009A: 42@ = create_actor_pedtype 24 model #WMOMIB at 363.5374 2497.674 15.4921 
01C8: 43@ = create_actor_pedtype 24 model #WMOMIB in_car 36@ passenger_seat 0 
01C8: 44@ = create_actor_pedtype 24 model #BMYMIB in_car 37@ passenger_seat 0 
009A: 45@ = create_actor_pedtype 24 model #WMOMIB at 363.6662 2500.094 15.4921 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_5013 
0175: set_car 34@ Z_angle_to 90.0 

:DESERT9_5013
08A4: set_car 34@ extra_parts_angle_to 1.0 
01B2: give_actor 40@ weapon 28 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 41@ weapon 28 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 42@ weapon 28 ammo 9999 // Load the weapon model before using this 
0657: car 36@ open_door 2 
0657: car 36@ open_door 3 
0107: 49@ = create_object #CR_GUNCRATE at 365.0146 2500.676 15.492 
0107: 50@ = create_object #CR_CRATESTACK at 365.9573 2502.763 15.4921 
0107: 51@ = create_object #CR_CRATESTACK at 365.5524 2503.46 15.492 
0107: 52@ = create_object #CR_CRATESTACK at 364.5623 2503.406 15.4921 
0177: set_object 50@ Z_angle_to 245.0 
0395: clear_area 0 at 435.2751 2527.523 15.871 radius 10.0 
00A5: 35@ = create_car #PCJ600 at 435.2751 2527.523 15.871 
0175: set_car 35@ Z_angle_to 90.0 
053F: set_car 35@ tires_vulnerability 0 
0173: set_actor 40@ Z_angle_to 340.9066 
0173: set_actor 41@ Z_angle_to 309.4871 
0173: set_actor 42@ Z_angle_to 175.4073 
0605: actor 40@ perform_animation "IDLE_ARMED" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 0 
0605: actor 41@ perform_animation "IDLE_ARMED" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 0 
0605: actor 42@ perform_animation "IDLE_ARMED" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 0 
00A1: put_actor $PLAYER_ACTOR at 412.6561 2530.908 15.617 
0173: set_actor $PLAYER_ACTOR Z_angle_to 136.0 
0249: release_model #PCJ600 
0249: release_model #BOBCAT 
0249: release_model #WMOMIB 
0249: release_model #MICRO_UZI 
0249: release_model #COLT45 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_5463 
05EB: assign_car 34@ to_path 149 
06FD: set_car 34@ speed_on_path_to 0.0 

:DESERT9_5463
015F: set_camera_position 350.8692 2488.932 17.5906 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 351.4443 2489.747 17.52 switchstyle 2 
03CB: set_rendering_origin_at 367.134 2490.174 15.4884 
0006: 71@ = 3 
0085: 86@ = 32@ // (int) 
000A: 86@ += 1000 

:DESERT9_5554
00D6: if 
0039:   71@ == 3 
004D: jump_if_false @DESERT9_5745 
00D6: if 
001D:   86@ > 32@ // (int) 
004D: jump_if_false @DESERT9_5745 
00D6: if and
8118:   not actor 45@ dead 
03CA:   object 52@ exists 
004D: jump_if_false @DESERT9_5665 
0615: define_AS_pack_begin 66@ 
07C9: AS_actor -1 walk_to_object 52@ then_lift_and_hold_in_hands 
05D3: AS_actor -1 goto_point 360.2195 2500.023 15.4921 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 66@ 
0618: assign_actor 45@ to_AS_pack 66@ 
061B: remove_references_to_AS_pack 66@ 

:DESERT9_5665
016A: fade 1 time 1000 
00D6: if 
0039:   157@ == 0 
004D: jump_if_false @DESERT9_5713 
0085: 86@ = 32@ // (int) 
000A: 86@ += 4000 
0002: jump @DESERT9_5720 

:DESERT9_5713
0006: 86@ = 0 

:DESERT9_5720
0006: 71@ = 4 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_3' time 4000 flag 1  // ~s~Toreno needs you to plant a bomb in the plane. Stealth is out of the question so you'll need to move fast.

:DESERT9_5745
00D6: if 
0039:   71@ == 4 
004D: jump_if_false @DESERT9_5954 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_5954 
02A3: enable_widescreen 1 
015F: set_camera_position 438.18 2526.193 17.1554 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 437.2076 2526.339 16.9735 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 426.895 2529.479 15.6483 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_5883 
05CB: AS_actor $PLAYER_ACTOR enter_car 35@ as_driver -2 ms 

:DESERT9_5883
00BB: show_text_lowpriority GXT 'DES9_4' time 3000 flag 1  // ~s~Use this bike to get up the plane's ramp and plant the bomb inside.
00D6: if 
0039:   157@ == 0 
004D: jump_if_false @DESERT9_5940 
0085: 86@ = 32@ // (int) 
000A: 86@ += 3000 
0002: jump @DESERT9_5947 

:DESERT9_5940
0006: 86@ = 0 

:DESERT9_5947
0006: 71@ = 5 

:DESERT9_5954
00D6: if 
0039:   71@ == 5 
004D: jump_if_false @DESERT9_6209 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_6209 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_44' time 4000 flag 1  // ~s~Drive the bike up the plane's ramp before it takes off.
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_6054 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DESERT9_6054 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:DESERT9_6054
0107: 56@ = create_object #KB_BARREL at 0.0 0.0 0.0 
0382: set_object 56@ collision_detection 0 
0750: set_object 56@ visibility 0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_6145 
0681: attach_object 56@ to_car 34@ with_offset 0.0 -15.223 -1.489 rotation 0.0 0.0 0.0 

:DESERT9_6145
041A: 158@ = actor $PLAYER_ACTOR weapon 39 ammo 
00D6: if 
0039:   158@ == 0 
004D: jump_if_false @DESERT9_6182 
01B2: give_actor $PLAYER_ACTOR weapon 39 ammo 1 // Load the weapon model before using this 

:DESERT9_6182
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0085: 86@ = 32@ // (int) 
000A: 86@ += 3000 
0006: 71@ = 6 

:DESERT9_6209
00D6: if 
0039:   71@ == 6 
004D: jump_if_false @DESERT9_6282 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_6282 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_A4' time 4000 flag 1  // ~s~Go! Get up the plane's ~y~ramp~s~ now!
0006: 68@ = 2 

:DESERT9_6282
0051: return 

:DESERT9_6284
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
0019:   73@ > 0 
004D: jump_if_false @DESERT9_6407 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_6407 
00AA: store_car 34@ position_to 74@ 75@ 76@ 
0164: disable_marker 152@ 
018A: 152@ = create_checkpoint_at 74@ 75@ 76@ 
018B: set_marker 152@ radar_mode 2 
00D6: if 
0023:   -83.0 > 74@ 
004D: jump_if_false @DESERT9_6407 
0006: 68@ = 8 
0006: 71@ = 0 

:DESERT9_6407
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_6687 
00AA: store_car 35@ position_to 148@ 149@ 150@ 
0007: 154@ = 2499.7 
0063: 154@ -= 149@ // (float) 
0097: make 154@ absolute_float 
0017: 154@ /= 10.0 
00D6: if 
0021:   154@ > 2.0 
004D: jump_if_false @DESERT9_6501 
0007: 154@ = 2.0 

:DESERT9_6501
00D6: if 
0023:   0.2 > 154@ 
004D: jump_if_false @DESERT9_6532 
0007: 154@ = 0.2 

:DESERT9_6532
088B: set_car 35@ form_drag_multiplier_to 154@ 
000F: 154@ -= 2.0 
0097: make 154@ absolute_float 
0013: 154@ *= 50.0 
0087: 159@ = 74@ // (float) 
0063: 159@ -= 148@ // (float) 
0097: make 159@ absolute_float 
0087: 160@ = 159@ // (float) 
0017: 160@ /= 100.0 
00D6: if 
0021:   160@ > 1.0 
004D: jump_if_false @DESERT9_6635 
0007: 160@ = 1.0 

:DESERT9_6635
0007: 159@ = 1.0 
0063: 159@ -= 160@ // (float) 
006B: 159@ *= 154@ // (float) 
0092: 88@ = float 159@ to_integer 
0003: shake_camera 88@ 
000E: 88@ -= 256 
0095: make 88@ absolute_integer 

:DESERT9_6687
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @DESERT9_6792 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_6792 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 412.6561 2530.908 15.617 radius 5.0 5.0 5.0 
004D: jump_if_false @DESERT9_6792 
0085: 72@ = 32@ // (int) 
000A: 72@ += 8000 
0006: 73@ = 2 

:DESERT9_6792
00D6: if 
0039:   73@ == 2 
004D: jump_if_false @DESERT9_7010 
00D6: if or
00DF:   actor $PLAYER_ACTOR driving 
001D:   32@ > 72@ // (int) 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 354.8564 2500.152 18.3701 radius 50.0 50.0 50.0 
004D: jump_if_false @DESERT9_7010 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_7010 
0085: 72@ = 32@ // (int) 
000A: 72@ += 1350 
0006: 73@ = 3 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DESERT9_6934 
05E2: AS_actor 40@ kill_actor $PLAYER_ACTOR 

:DESERT9_6934
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @DESERT9_6965 
04EB: AS_actor 41@ crouch 1 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:DESERT9_6965
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DESERT9_6989 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 

:DESERT9_6989
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DESERT9_7010 
0792: disembark_instantly_actor 45@ 

:DESERT9_7010
00D6: if 
0039:   73@ == 3 
004D: jump_if_false @DESERT9_7064 
00D6: if 
001D:   32@ > 72@ // (int) 
004D: jump_if_false @DESERT9_7064 
06FD: set_car 34@ speed_on_path_to 1.0 
0006: 73@ = 4 

:DESERT9_7064
00D6: if 
0039:   73@ == 4 
004D: jump_if_false @DESERT9_7442 
01BB: store_object 56@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to 148@ 149@ 150@ 
0509: 146@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 148@ 149@ 
0007: 162@ = 200.0 
0073: 162@ /= 146@ // (float) 
00D6: if 
0021:   162@ > 1.0 
004D: jump_if_false @DESERT9_7176 
0007: 162@ = 1.0 

:DESERT9_7176
00D6: if 
0023:   0.3 > 162@ 
004D: jump_if_false @DESERT9_7207 
0007: 162@ = 0.3 

:DESERT9_7207
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_7231 
06FD: set_car 34@ speed_on_path_to 162@ 

:DESERT9_7231
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 15.0 15.0 5.0 
004D: jump_if_false @DESERT9_7312 
00D6: if 
001B:   2 > 163@ 
004D: jump_if_false @DESERT9_7305 
0050: gosub @DESERT9_16137 
0006: 163@ = 1 

:DESERT9_7305
0002: jump @DESERT9_7337 

:DESERT9_7312
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @DESERT9_7337 
0006: 163@ = 2 

:DESERT9_7337
00D6: if 
0474:   actor $PLAYER_ACTOR near_object_in_cube 56@ radius 4.0 1.0 1.0 sphere 0 
004D: jump_if_false @DESERT9_7442 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_7442 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @DESERT9_7442 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 1 
0164: disable_marker 152@ 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 71@ = 20 
0006: 68@ = 3 
041E: set_radio_station 11 

:DESERT9_7442
0051: return 

:DESERT9_7444
0006: 439@ = 1 
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @DESERT9_7542 
00D6: if 
001B:   11 > 71@ 
004D: jump_if_false @DESERT9_7496 
0006: 86@ = 0 
0006: 71@ = 11 

:DESERT9_7496
00D6: if and
0019:   71@ > 19 
001B:   23 > 71@ 
004D: jump_if_false @DESERT9_7542 
0006: 86@ = 0 
0006: 71@ = 24 
0006: 65@ = 1 

:DESERT9_7542
00D6: if 
0039:   71@ == 20 
004D: jump_if_false @DESERT9_7691 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_7691 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
060E:   car 34@ assigned_to_path 
004D: jump_if_false @DESERT9_7608 
05EC: release_car 34@ from_path 

:DESERT9_7608
05EB: assign_car 34@ to_path 135 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_7646 
0519: set_car 35@ locked 1 
0338: set_car 35@ visibility 0 

:DESERT9_7646
0337: set_actor $PLAYER_ACTOR visibility 0 
00A6: destroy_car 36@ 
00A6: destroy_car 37@ 
00A6: destroy_car 38@ 
0249: release_model #BOBCAT 
04ED: load_animation "AIRPORT" 
0006: 71@ = 21 

:DESERT9_7691
00D6: if 
0039:   71@ == 21 
004D: jump_if_false @DESERT9_7816 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 66.4737 2494.118 17.9816 position_to -43.8545 2492.902 19.8651 time 5500 smooth_transition 1 
0920: point_camera 67.4593 2494.287 17.9942 transverse_to -44.3218 2493.184 20.7031 time 5500 smooth_transition 1 
0006: 71@ = 22 
0085: 86@ = 32@ // (int) 
000A: 86@ += 4500 

:DESERT9_7816
00D6: if 
0039:   71@ == 22 
004D: jump_if_false @DESERT9_7867 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_7867 
016A: fade 0 time 1000 
0006: 71@ = 23 

:DESERT9_7867
00D6: if 
0039:   71@ == 23 
004D: jump_if_false @DESERT9_7905 
00D6: if 
816B:   not fading 
004D: jump_if_false @DESERT9_7905 
0006: 71@ = 0 

:DESERT9_7905
00D6: if 
0039:   71@ == 24 
004D: jump_if_false @DESERT9_7937 
016A: fade 0 time 1000 
0006: 71@ = 25 

:DESERT9_7937
00D6: if 
0039:   71@ == 25 
004D: jump_if_false @DESERT9_7982 
00D6: if 
816B:   not fading 
004D: jump_if_false @DESERT9_7982 
0006: 71@ = 0 
0006: 65@ = 1 

:DESERT9_7982
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @DESERT9_8581 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_8030 
0519: set_car 35@ locked 0 
0338: set_car 35@ visibility 1 

:DESERT9_8030
04BB: select_interior 9 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_8057 
0860: link_actor $PLAYER_ACTOR to_interior 9 

:DESERT9_8057
009B: destroy_actor 44@ 
009A: 44@ = create_actor_pedtype 26 model #WMOMIB at 316.0887 983.9927 1958.138 
0173: set_actor 44@ Z_angle_to 90.0 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_8120 
0860: link_actor 44@ to_interior 9 

:DESERT9_8120
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_8166 
00A1: put_actor 44@ at 317.081 979.907 1960.108 
0173: set_actor 44@ Z_angle_to 90.0 

:DESERT9_8166
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_8189 
0840: link_car 35@ to_interior 9 

:DESERT9_8189
0581: enable_radar 0 
0107: 85@ = create_object #D9_RUNWAY at 305.191 1030.752 1938.134 
07C0: load_path 150 
07C0: load_path 152 

:DESERT9_8226
00D6: if or
87C1:   not path 150 available 
87C1:   not path 152 available 
004D: jump_if_false @DESERT9_8258 
0001: wait 0 ms 
0002: jump @DESERT9_8226 

:DESERT9_8258
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_8374 
00AB: put_car 35@ at 331.8417 1038.314 1956.177 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DESERT9_8318 
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:DESERT9_8318
00BE: text_clear_all 
0860: link_actor $PLAYER_ACTOR to_interior 9 
0337: set_actor $PLAYER_ACTOR visibility 1 
05EB: assign_car 35@ to_path 150 
06C5: release_car 35@ from_path 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @DESERT9_8374 
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:DESERT9_8374
03CB: set_rendering_origin_at 331.8417 1038.314 1956.177 
04E4: refresh_game_renderer_at 331.8417 1038.314 
0001: wait 800 ms 
0925: restore_camera_to_user_defined 
015F: set_camera_position 320.1115 1035.373 1948.154 rotation 0.0 0.0 0.0 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 
0085: 168@ = 32@ // (int) 
0001: wait 500 ms 
0085: 86@ = 32@ // (int) 
000A: 86@ += 2200 
0247: load_model #GUN_PARA 

:DESERT9_8485
00D6: if 
8248:   not model #GUN_PARA available 
004D: jump_if_false @DESERT9_8512 
0001: wait 0 ms 
0002: jump @DESERT9_8485 

:DESERT9_8512
016A: fade 1 time 600 
00BB: show_text_lowpriority GXT 'DES9_A5' time 4000 flag 1  // ~S~You're trapped on the plane.
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @DESERT9_8574 
0006: 71@ = 11 
0006: 86@ = 0 
0002: jump @DESERT9_8581 

:DESERT9_8574
0006: 71@ = 1 

:DESERT9_8581
00D6: if and
0019:   71@ > 0 
001B:   20 > 71@ 
004D: jump_if_false @DESERT9_8613 
0050: gosub @DESERT9_17051 

:DESERT9_8613
00D6: if 
0039:   435@ == 0 
004D: jump_if_false @DESERT9_8657 
00D6: if 
001D:   32@ > 168@ // (int) 
004D: jump_if_false @DESERT9_8657 
0006: 435@ = 1 

:DESERT9_8657
00D6: if 
03CA:   object 85@ exists 
004D: jump_if_false @DESERT9_8697 
01BB: store_object 85@ position_to 164@ 165@ 166@ 
000B: 165@ += 0.05 

:DESERT9_8697
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @DESERT9_8762 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_8762 
0633: AS_actor $PLAYER_ACTOR exit_car 
0006: 71@ = 2 
0085: 86@ = 32@ // (int) 
000A: 86@ += 300 

:DESERT9_8762
00D6: if 
0039:   71@ == 2 
004D: jump_if_false @DESERT9_8894 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_8894 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_8820 
00A6: destroy_car 34@ 

:DESERT9_8820
015F: set_camera_position 317.7203 1027.301 1949.071 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 316.9413 1026.675 1949.027 switchstyle 2 
0085: 86@ = 32@ // (int) 
000A: 86@ += 1000 
0006: 71@ = 3 

:DESERT9_8894
00D6: if 
0039:   71@ == 3 
004D: jump_if_false @DESERT9_9043 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_9043 
0108: destroy_object 85@ 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 317.7203 1027.301 1949.071 position_to 317.7203 1027.301 1949.071 time 1000 smooth_transition 1 
0920: point_camera 316.9413 1026.675 1949.027 transverse_to 317.3408 1026.377 1949.13 time 1000 smooth_transition 1 
0006: 71@ = 4 
0085: 86@ = 32@ // (int) 
000A: 86@ += 1500 

:DESERT9_9043
00D6: if 
0039:   71@ == 4 
004D: jump_if_false @DESERT9_9402 
0085: 169@ = 86@ // (int) 
0062: 169@ -= 32@ // (int) 
0093: 170@ = integer 169@ to_float 
0017: 170@ /= 2000.0 
000F: 170@ -= 1.0 
0097: make 170@ absolute_float 
01BB: store_object 96@ position_to 292@ 312@ 332@ 
00D6: if 
0021:   312@ > 1020.214 
004D: jump_if_false @DESERT9_9294 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_9169 
05EB: assign_car 35@ to_path 152 

:DESERT9_9169
0673: AS_actor $PLAYER_ACTOR dive_to_offset 1.0 0.0 time_on_ground 1000 ms 
0006: 71@ = 6 
0085: 86@ = 32@ // (int) 
000A: 86@ += 2000 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 317.7203 1027.301 1949.071 position_to 317.7203 1027.301 1949.071 time 2000 smooth_transition 1 
0920: point_camera 317.3408 1026.377 1949.13 transverse_to 317.1811 1027.991 1948.589 time 2000 smooth_transition 1 

:DESERT9_9294
0087: 148@ = 292@ // (float) 
000F: 148@ -= 317.5107 
0087: 149@ = 312@ // (float) 
000F: 149@ -= 1024.815 
0087: 150@ = 332@ // (float) 
000F: 150@ -= 1949.35 
006B: 148@ *= 170@ // (float) 
006B: 149@ *= 170@ // (float) 
006B: 150@ *= 170@ // (float) 
000B: 148@ += 317.5107 
000B: 149@ += 1024.815 
000B: 150@ += 1949.35 

:DESERT9_9402
00D6: if 
0039:   71@ == 5 
004D: jump_if_false @DESERT9_9434 
01BB: store_object 96@ position_to 292@ 312@ 332@ 

:DESERT9_9434
00D6: if 
0039:   71@ == 6 
004D: jump_if_false @DESERT9_9494 
01BB: store_object 96@ position_to 292@ 312@ 332@ 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_9494 
0006: 71@ = 11 
00BE: text_clear_all 

:DESERT9_9494
00D6: if 
0039:   71@ == 7 
004D: jump_if_false @DESERT9_9667 
0925: restore_camera_to_user_defined 
015F: set_camera_position 316.0625 988.6853 1957.741 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 316.0338 987.7417 1958.07 switchstyle 2 
0006: 71@ = 8 
0085: 86@ = 32@ // (int) 
000A: 86@ += 2000 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_9667 
00A1: put_actor 44@ at 315.7535 983.4348 1958.265 
0173: set_actor 44@ Z_angle_to 0.0 
0605: actor 44@ perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 

:DESERT9_9667
00D6: if 
0039:   71@ == 8 
004D: jump_if_false @DESERT9_9891 
00D6: if 
0248:   model #GUN_PARA available 
004D: jump_if_false @DESERT9_9886 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_9879 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_45' time 4000 flag 1  // ~s~Use a satchel charge to destroy the plane.
015F: set_camera_position 317.5727 1024.791 1949.854 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 317.4102 1023.809 1949.95 switchstyle 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 317.9964 1023.477 1949.033 
0173: set_actor $PLAYER_ACTOR Z_angle_to 121.0 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_9856 
01B2: give_actor 44@ weapon 46 ammo 1 // Load the weapon model before using this 
0A27: set_actor 44@ death_pickups_persist 1 

:DESERT9_9856
0006: 71@ = 9 
0085: 86@ = 32@ // (int) 
000A: 86@ += 4000 

:DESERT9_9879
0002: jump @DESERT9_9891 

:DESERT9_9886
0247: load_model #GUN_PARA 

:DESERT9_9891
00D6: if 
0039:   71@ == 9 
004D: jump_if_false @DESERT9_10153 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_10153 
015F: set_camera_position 318.8293 975.9706 1960.759 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 318.3584 976.8294 1960.557 switchstyle 2 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_10114 
00A1: put_actor 44@ at 317.4929 981.1245 1958.806 
0173: set_actor 44@ Z_angle_to 90.0 

:DESERT9_10025
00D6: if 
84EE:   not animation "AIRPORT" loaded 
004D: jump_if_false @DESERT9_10069 
04ED: load_animation "AIRPORT" 
0001: wait 0 ms 
0002: jump @DESERT9_10025 

:DESERT9_10069
0605: actor 44@ perform_animation "THRW_BARL_THRW" IFP "AIRPORT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:DESERT9_10114
00BB: show_text_lowpriority GXT 'DES9_46' time 4000 flag 1  // ~s~Jump out the plane with this guard's parachute after detonating the bomb.
0006: 71@ = 10 
0085: 86@ = 32@ // (int) 
000A: 86@ += 1100 

:DESERT9_10153
00D6: if 
0039:   71@ == 10 
004D: jump_if_false @DESERT9_10220 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_10220 
0006: 435@ = 2 
0006: 71@ = 11 
0085: 86@ = 32@ // (int) 
000A: 86@ += 2900 

:DESERT9_10220
00D6: if 
0039:   71@ == 11 
004D: jump_if_false @DESERT9_11096 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_11096 
0247: load_model #GUN_PARA 

:DESERT9_10262
00D6: if 
8248:   not model #GUN_PARA available 
004D: jump_if_false @DESERT9_10289 
0001: wait 0 ms 
0002: jump @DESERT9_10262 

:DESERT9_10289
0925: restore_camera_to_user_defined 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DESERT9_10339 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 318.1163 1024.791 1948.729 
0002: jump @DESERT9_10359 

:DESERT9_10339
00A1: put_actor $PLAYER_ACTOR at 318.1163 1024.791 1948.729 

:DESERT9_10359
0173: set_actor $PLAYER_ACTOR Z_angle_to 121.0 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_10416 
00D6: if 
060E:   car 35@ assigned_to_path 
004D: jump_if_false @DESERT9_10406 
05EC: release_car 35@ from_path 

:DESERT9_10406
00A6: destroy_car 35@ 
0249: release_model #PCJ600 

:DESERT9_10416
0173: set_actor $PLAYER_ACTOR Z_angle_to 225.0 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_10462 
00A1: put_actor 44@ at 317.4565 980.5405 1958.935 

:DESERT9_10462
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_10499 
00D6: if 
060E:   car 35@ assigned_to_path 
004D: jump_if_false @DESERT9_10499 
05EC: release_car 35@ from_path 

:DESERT9_10499
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0108: destroy_object 85@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_10540 
00A6: destroy_car 34@ 

:DESERT9_10540
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DESERT9_10563 
06AF: set_player $PLAYER_CHAR sprint_mode 1 

:DESERT9_10563
064B: 174@ = create_particle "CLOUDFAST" at 315.2994 1028.151 1936.464 type 1 
064C: make_particle 174@ visible 
009B: destroy_actor 40@ 
009B: destroy_actor 41@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009A: 40@ = create_actor_pedtype 26 model #WMOMIB at 313.4011 1012.37 1951.588 
009A: 41@ = create_actor_pedtype 26 model #BMYMIB at 312.5008 1004.962 1953.297 
009A: 42@ = create_actor_pedtype 26 model #WMOMIB at 318.7976 988.7245 1957.044 
009A: 43@ = create_actor_pedtype 26 model #BMYMIB at 313.1324 991.6313 1956.374 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_10751 
0519: set_car 35@ locked 0 
0338: set_car 35@ visibility 1 

:DESERT9_10751
0337: set_actor $PLAYER_ACTOR visibility 1 
07DD: set_actor 40@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 41@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 42@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 43@ attack_rate 100 // previously known as temper_to 
081A: set_actor 40@ weapon_skill_to 2 
081A: set_actor 41@ weapon_skill_to 2 
081A: set_actor 42@ weapon_skill_to 2 
081A: set_actor 43@ weapon_skill_to 2 
081A: set_actor 44@ weapon_skill_to 2 
0173: set_actor 40@ Z_angle_to 288.4161 
0173: set_actor 41@ Z_angle_to 298.9878 
0173: set_actor 42@ Z_angle_to 85.3329 
0173: set_actor 43@ Z_angle_to 308.2083 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DESERT9_10884 
0860: link_actor 40@ to_interior 9 

:DESERT9_10884
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @DESERT9_10907 
0860: link_actor 41@ to_interior 9 

:DESERT9_10907
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DESERT9_10930 
0860: link_actor 42@ to_interior 9 

:DESERT9_10930
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DESERT9_10953 
0860: link_actor 43@ to_interior 9 

:DESERT9_10953
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_11030 
00A1: put_actor 44@ at 317.881 979.907 1960.108 
00D6: if 
8491:   not actor 44@ has_weapon 46 
004D: jump_if_false @DESERT9_11030 
01B2: give_actor 44@ weapon 46 ammo 1 // Load the weapon model before using this 
0A27: set_actor 44@ death_pickups_persist 1 
07DD: set_actor 44@ attack_rate 100 // previously known as temper_to 

:DESERT9_11030
0006: 68@ = 4 
0006: 178@ = 0 
0006: 439@ = 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_11082 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 1 EP 1 CP 0 MP 0 

:DESERT9_11082
0006: 171@ = 1 
0004: $1511 = 1 

:DESERT9_11096
0051: return 

:DESERT9_11098
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
0735:   is_keyboard_key_pressed 49 
004D: jump_if_false @DESERT9_11151 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_11151 
05E9: NOP 35@ 152 

:DESERT9_11151
00D6: if 
0735:   is_keyboard_key_pressed 50 
004D: jump_if_false @DESERT9_11203 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_11203 
00D6: if 
06AA:   NOP_false 35@ 
004D: jump_if_false @DESERT9_11203 
0752: NOP 35@ 

:DESERT9_11203
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @DESERT9_11495 
00D6: if or
0A3A:   player $PLAYER_CHAR last_model_shot #CARGO_TEST 
0A3A:   player $PLAYER_CHAR last_model_shot #CARGO_STUFF 
0A3A:   player $PLAYER_CHAR last_model_shot #CARGO_STORE 
004D: jump_if_false @DESERT9_11280 
0A3B: clear_player $PLAYER_CHAR last_model_shot 
020C: create_explosion_with_radius 7 at 316.0 1000.0 1954.6 

:DESERT9_11280
00D6: if 
0356:   explosion_type -1 in_cube_cornerA 325.0714 967.935 1971.838 cornerB 310.7184 1047.574 1939.683 
004D: jump_if_false @DESERT9_11495 
0006: 178@ = 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_11363 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DESERT9_11363
0007: 159@ = 972.5745 
0006: 88@ = 0 

:DESERT9_11380
00D6: if 
0033:   1050.574 >= 159@ 
004D: jump_if_false @DESERT9_11495 
0087: 160@ = 159@ // (float) 
000F: 160@ -= 5.0 
00D6: if 
0356:   explosion_type -1 in_cube_cornerA 325.0714 159@ 1971.838 cornerB 310.7184 160@ 1939.683 
004D: jump_if_false @DESERT9_11471 
0006: 462@(88@,15i) = 1 

:DESERT9_11471
000A: 88@ += 1 
000B: 159@ += 5.0 
0002: jump @DESERT9_11380 

:DESERT9_11495
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @DESERT9_11520 
0050: gosub @DESERT9_19937 

:DESERT9_11520
00D6: if 
0039:   173@ == 0 
004D: jump_if_false @DESERT9_11577 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @DESERT9_11577 
00BB: show_text_lowpriority GXT 'DES9_27' time 4000 flag 1  // ~s~Pick up the parachute.
0006: 173@ = 1 

:DESERT9_11577
00D6: if 
0039:   173@ == 1 
004D: jump_if_false @DESERT9_11702 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 46 
004D: jump_if_false @DESERT9_11702 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
00BE: text_clear_all 
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @DESERT9_11679 
00BB: show_text_lowpriority GXT 'DES9_A1' time 4000 flag 1  // ~s~You have the parachute.
00BB: show_text_lowpriority GXT 'DES9_A2' time 4000 flag 1  // ~s~Place a satchel charge on the plane then get out the back.
0002: jump @DESERT9_11695 

:DESERT9_11679
00BB: show_text_lowpriority GXT 'DES9_26' time 4000 flag 1  // ~s~You have the parachute, now get the hell out of there!

:DESERT9_11695
0006: 173@ = 2 

:DESERT9_11702
00D6: if 
0039:   180@ == 0 
004D: jump_if_false @DESERT9_11781 
00D6: if 
0022:   1942.27 > $TEMPVAR_Z_COORD 
004D: jump_if_false @DESERT9_11781 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_11772 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DESERT9_11772
0006: 180@ = 1 
09D9: detonate_all_satchel_charges 

:DESERT9_11781
00D6: if 
0039:   173@ == 2 
004D: jump_if_false @DESERT9_11946 
00D6: if 
0022:   1940.27 > $TEMPVAR_Z_COORD 
004D: jump_if_false @DESERT9_11946 
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @DESERT9_11894 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_11887 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
0650: destroy_particle 174@ 
0006: 68@ = 9 
0006: 71@ = 0 
0004: $1902 = 1 

:DESERT9_11887
0002: jump @DESERT9_11946 

:DESERT9_11894
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_39' time 4000 flag 1  // ~r~You were supposed to destroy the plane!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0050: gosub @DESERT9_21954 
04BB: select_interior 0 
0002: jump @DESERT9_45 

:DESERT9_11946
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_12166 
00A0: store_actor 44@ position_to 148@ 149@ 150@ 
00D6: if and
0023:   1940.0 > 150@ 
8818:   not actor $PLAYER_ACTOR in_air 
004D: jump_if_false @DESERT9_12166 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_29' time 5000 flag 1  // ~r~The guard with the parachute fell out the plane!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0215: destroy_pickup $PICKUP_PARACHUTE 
0001: wait 1000 ms 
016A: fade 0 time 1000 

:DESERT9_12053
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT9_12077 
0001: wait 0 ms 
0002: jump @DESERT9_12053 

:DESERT9_12077
04BB: select_interior 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 408.6996 2538.272 15.6057 
0173: set_actor $PLAYER_ACTOR Z_angle_to 139.0 
0050: gosub @DESERT9_21954 
0001: wait 1500 ms 
016A: fade 1 time 1000 

:DESERT9_12135
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT9_12159 
0001: wait 0 ms 
0002: jump @DESERT9_12135 

:DESERT9_12159
0002: jump @DESERT9_45 

:DESERT9_12166
00D6: if and
0022:   1938.0 > $TEMPVAR_Z_COORD 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_12896 
00BE: text_clear_all 
00D6: if 
001B:   2 > 173@ 
004D: jump_if_false @DESERT9_12896 
016A: fade 0 time 1000 

:DESERT9_12219
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT9_12243 
0001: wait 0 ms 
0002: jump @DESERT9_12219 

:DESERT9_12243
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
03CB: set_rendering_origin_at 125.1739 1074.067 12.0 
0247: load_model #ADMIRAL 
0247: load_model #WFYRI 
04ED: load_animation "PARACHUTE" 

:DESERT9_12293
00D6: if or
8248:   not model #ADMIRAL available 
8248:   not model #WFYRI available 
84EE:   not animation "PARACHUTE" loaded 
004D: jump_if_false @DESERT9_12337 
0001: wait 0 ms 
0002: jump @DESERT9_12293 

:DESERT9_12337
015F: set_camera_position 125.1739 1074.067 12.8138 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 124.591 1073.27 12.9688 switchstyle 2 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 122.3556 1069.892 99.6832 
00A5: 181@ = create_car #ADMIRAL at 119.3556 1069.892 13.665 
01C8: 182@ = create_actor_pedtype 4 model #WFYRI in_car 181@ passenger_seat 0 
0249: release_model #WFYRI 
0249: release_model #ADMIRAL 
0249: release_model #SATCHEL 
0249: release_model #BOMB 
0175: set_car 181@ Z_angle_to 180.0 
00A1: put_actor $PLAYER_ACTOR at 119.3 1070.47 189.3266 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 0.0 
016A: fade 1 time 1000 

:DESERT9_12537
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT9_12561 
0001: wait 0 ms 
0002: jump @DESERT9_12537 

:DESERT9_12561
00A1: put_actor $PLAYER_ACTOR at 119.3 1070.47 80.3266 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 0.0 

:DESERT9_12601
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_12883 
0819: 184@ = actor $PLAYER_ACTOR distance_from_ground 
00D6: if and
0023:   4.8 > 184@ 
0039:   183@ == 0 
004D: jump_if_false @DESERT9_12872 
0006: 183@ = 1 
0829: actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
00D6: if 
8119:   not car 181@ wrecked 
004D: jump_if_false @DESERT9_12872 
0689: set_car 181@ remove_door 2 removed_door_visible 1 
0689: set_car 181@ remove_door 4 removed_door_visible 1 
0689: set_car 181@ remove_door 3 removed_door_visible 1 
04FE: deflate_tire 0 on_car 181@ 
04FE: deflate_tire 2 on_car 181@ 
04FE: deflate_tire 1 on_car 181@ 
0730: car 181@ damage_door 4 
0730: car 181@ damage_door 0 
0730: car 181@ damage_door 6 
0730: car 181@ damage_door 6 
07D5: set_car 181@ velocity_in_direction_XYZ 0.0 0.0 -0.15 rotation_velocitiesXY 0.0 0.0 unk 0.0 
00D6: if 
8118:   not actor 182@ dead 
004D: jump_if_false @DESERT9_12872 
0687: clear_actor 182@ task 
05CF: AS_actor 182@ exit_car 181@ in_direction 119.3556 1069.892 13.665 

:DESERT9_12872
0001: wait 0 ms 
0002: jump @DESERT9_12601 

:DESERT9_12883
04EF: release_animation "PARACHUTE" 

:DESERT9_12896
00D6: if 
0020:   $TEMPVAR_Y_COORD > 1033.0 
004D: jump_if_false @DESERT9_12928 
0003: shake_camera 40 
0002: jump @DESERT9_12932 

:DESERT9_12928
0003: shake_camera 10 

:DESERT9_12932
0050: gosub @DESERT9_17051 
0051: return 

:DESERT9_12941
02A3: enable_widescreen 1 
0004: $1511 = 1 

:DESERT9_12952
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @DESERT9_13101 
04BB: select_interior 0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_12995 
00A6: destroy_car 34@ 

:DESERT9_12995
00A5: 34@ = create_car #ANDROM at 316.212 1003.495 1957.529 
05EB: assign_car 34@ to_path 134 
0175: set_car 34@ Z_angle_to 180.0 
067C: put_camera_on_actor $PLAYER_ACTOR offset 0.0 2.0 -2.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0085: 86@ = 32@ // (int) 
000A: 86@ += 4000 
0006: 185@ = 1 

:DESERT9_13101
00D6: if 
0039:   185@ == 1 
004D: jump_if_false @DESERT9_13155 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_13155 
0004: $1511 = 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0051: return 

:DESERT9_13155
0001: wait 0 ms 
0002: jump @DESERT9_12952 
0051: return 

:DESERT9_13168
04BB: select_interior 0 

:DESERT9_13172
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @DESERT9_13198 
0002: jump @DESERT9_21869 

:DESERT9_13198
00D6: if 
0735:   is_keyboard_key_pressed 84 
004D: jump_if_false @DESERT9_13213 

:DESERT9_13213
0002: jump @DESERT9_13172 
0051: return 

:DESERT9_13222
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @DESERT9_13304 
00A5: 186@ = create_car #ANDROM at 339.9034 2499.805 15.4884 
05EB: assign_car 186@ to_path 134 
06FD: set_car 186@ speed_on_path_to 1.0 
0085: 86@ = 32@ // (int) 
000A: 86@ += 1000 
0006: 71@ = 1 

:DESERT9_13304
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @DESERT9_13528 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_13528 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_42' time 5000 flag 1  // ~r~You were blown up in the plane.
0337: set_actor $PLAYER_ACTOR visibility 0 
04BB: select_interior 0 
00A5: 34@ = create_car #ANDROM at 339.9034 2499.805 15.4884 
02AC: set_car 34@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05EB: assign_car 34@ to_path 134 
0224: set_car 34@ health_to 350 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DESERT9_13487 
06FD: set_car 186@ speed_on_path_to 0.5 
067A: put_camera_on_car 186@ with_offset 15.0 15.0 10.0 point_to_car 34@ tilt 15.0 switchstyle 2 
0338: set_car 186@ visibility 0 

:DESERT9_13487
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 203@ = 1 
0006: 71@ = 3 
0085: 86@ = 32@ // (int) 
000A: 86@ += 5000 

:DESERT9_13528
00D6: if 
0039:   203@ == 1 
004D: jump_if_false @DESERT9_13671 
00D6: if 
001D:   32@ > 204@ // (int) 
004D: jump_if_false @DESERT9_13671 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_13671 
00AA: store_car 34@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
001B:   6 > 206@ 
004D: jump_if_false @DESERT9_13633 
020C: create_explosion_with_radius 7 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0002: jump @DESERT9_13646 

:DESERT9_13633
0565: create_soundless_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 7 

:DESERT9_13646
000A: 206@ += 1 
0209: 204@ = random_int_in_ranges 100 250 
005A: 204@ += 32@ // (int) 

:DESERT9_13671
00D6: if 
0039:   71@ == 3 
004D: jump_if_false @DESERT9_13738 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_13738 
0006: 71@ = 4 
016A: fade 0 time 1000 
0085: 86@ = 32@ // (int) 
000A: 86@ += 1000 

:DESERT9_13738
00D6: if 
0039:   71@ == 4 
004D: jump_if_false @DESERT9_13782 
00D6: if 
816B:   not fading 
004D: jump_if_false @DESERT9_13782 
0970: teleport_in_override_restart // 016Eh 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0002: jump @DESERT9_18 

:DESERT9_13782
0051: return 

:DESERT9_13784
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @DESERT9_14198 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_14198 
015F: set_camera_position -158.5012 2492.161 31.0353 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -157.5606 2492.445 31.2209 switchstyle 2 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
06FD: set_car 34@ speed_on_path_to 1.0 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @DESERT9_13930 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @DESERT9_13930 
00A6: destroy_car 36@ 

:DESERT9_13930
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DESERT9_13951 
00A6: destroy_car 186@ 

:DESERT9_13951
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @DESERT9_13991 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @DESERT9_13991 
00A6: destroy_car 37@ 

:DESERT9_13991
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @DESERT9_14031 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @DESERT9_14031 
00A6: destroy_car 38@ 

:DESERT9_14031
0006: 414@ = 0 

:DESERT9_14038
00D6: if 
001B:   8 > 414@ 
004D: jump_if_false @DESERT9_14079 
009B: destroy_actor 40@(414@,8i) 
000A: 414@ += 1 
0002: jump @DESERT9_14038 

:DESERT9_14079
0006: 414@ = 0 

:DESERT9_14086
00D6: if 
001B:   15 > 414@ 
004D: jump_if_false @DESERT9_14127 
0108: destroy_object 225@(414@,15i) 
000A: 414@ += 1 
0002: jump @DESERT9_14086 

:DESERT9_14127
0006: 414@ = 0 

:DESERT9_14134
00D6: if 
001B:   5 > 414@ 
004D: jump_if_false @DESERT9_14175 
0108: destroy_object 49@(414@,6i) 
000A: 414@ += 1 
0002: jump @DESERT9_14134 

:DESERT9_14175
0006: 71@ = 1 
0085: 86@ = 32@ // (int) 
000A: 86@ += 3000 

:DESERT9_14198
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @DESERT9_14289 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_14289 
00BB: show_text_lowpriority GXT 'DES9_32' time 4000 flag 1  // ~r~You failed to get on the plane.
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0002: jump @DESERT9_18 

:DESERT9_14289
0051: return 

:DESERT9_14291
008A: $7508 = 32@ // (int) 
0060: $7508 -= $7509 // (int) 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @DESERT9_14671 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_14356 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DESERT9_14356
008A: $7509 = 32@ // (int) 
008A: $7508 = 32@ // (int) 
0060: $7508 -= $7509 // (int) 
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A5: 186@ = create_car #ANDROM at 339.9034 2499.805 15.4884 
05EB: assign_car 186@ to_path 134 
06FD: set_car 186@ speed_on_path_to 0.5 
00A1: put_actor $PLAYER_ACTOR at 177.9967 1099.621 1977.491 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ $TEMPVAR_FLOAT_1 -30.0 $TEMPVAR_FLOAT_3 
0338: set_car 186@ visibility 1 
08A4: set_car 186@ extra_parts_angle_to 1.0 
04BB: select_interior 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0085: 86@ = 32@ // (int) 
000A: 86@ += 5300 
0007: 197@ = 175.5399 
0007: 198@ = 1097.84 
0007: 199@ = 1978.912 
0007: 200@ = 185.4931 
0007: 201@ = 1028.03 
0007: 202@ = 1763.16 
0007: 190@ = 175.0676 
0007: 191@ = 1097.025 
0007: 192@ = 1979.246 
0007: 193@ = 185.4931 
0007: 194@ = 1028.03 
0007: 195@ = 1763.16 
0006: 71@ = 999 
0006: 203@ = 1 

:DESERT9_14671
00D6: if 
0039:   203@ == 1 
004D: jump_if_false @DESERT9_14814 
00D6: if 
001D:   32@ > 204@ // (int) 
004D: jump_if_false @DESERT9_14814 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DESERT9_14814 
00AA: store_car 186@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
001B:   6 > 206@ 
004D: jump_if_false @DESERT9_14776 
020C: create_explosion_with_radius 7 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0002: jump @DESERT9_14789 

:DESERT9_14776
0565: create_soundless_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 7 

:DESERT9_14789
000A: 206@ += 1 
0209: 204@ = random_int_in_ranges 100 250 
005A: 204@ += 32@ // (int) 

:DESERT9_14814
00D6: if 
8039:   not  69@ == 1 
004D: jump_if_false @DESERT9_14883 
00D6: if 
0039:   205@ == 0 
004D: jump_if_false @DESERT9_14883 
00D6: if 
0018:   $7508 > 4070 
004D: jump_if_false @DESERT9_14883 
0050: gosub @DESERT9_21869 
0006: 205@ = 1 

:DESERT9_14883
00D6: if 
0018:   $7508 > 8070 
004D: jump_if_false @DESERT9_14924 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0002: jump @DESERT9_18 

:DESERT9_14924
00D6: if 
0039:   71@ == 999 
004D: jump_if_false @DESERT9_15196 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
008F: 196@ = integer $7508 to_float 
0017: 196@ /= 8070.0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 187@ = $TEMPVAR_FLOAT_1 // (float) 
0087: 189@ = 196@ // (float) 
0013: 189@ *= 7.5 
005D: 189@ += $TEMPVAR_FLOAT_3 // (float) 
000F: 189@ -= 2.5 
0089: 188@ = $TEMPVAR_FLOAT_2 // (float) 
000F: 188@ -= 5.0 
015F: set_camera_position 187@ 188@ 189@ rotation 0.0 0.0 0.0 
0087: 187@ = 200@ // (float) 
0063: 187@ -= 197@ // (float) 
0087: 188@ = 201@ // (float) 
0063: 188@ -= 198@ // (float) 
0087: 189@ = 202@ // (float) 
0063: 189@ -= 199@ // (float) 
008F: 196@ = integer $7508 to_float 
0017: 196@ /= 8070.0 
006B: 187@ *= 196@ // (float) 
006B: 188@ *= 196@ // (float) 
006B: 189@ *= 196@ // (float) 
005B: 187@ += 197@ // (float) 
005B: 188@ += 198@ // (float) 
005B: 189@ += 199@ // (float) 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 

:DESERT9_15196
00D6: if 
0039:   71@ == 40 
004D: jump_if_false @DESERT9_15229 
0085: 88@ = 32@ // (int) 
0006: 71@ = 41 

:DESERT9_15229
00D6: if 
8039:   not  69@ == 1 
004D: jump_if_false @DESERT9_15336 
00D6: if 
0039:   71@ == 41 
004D: jump_if_false @DESERT9_15336 
008A: $7510 = 32@ // (int) 
0066: $7510 -= 88@ // (int) 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_15336 
0006: 71@ = 42 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0050: gosub @DESERT9_21869 
0002: jump @DESERT9_18 

:DESERT9_15336
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @DESERT9_15571 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_15571 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_42' time 5000 flag 1  // ~r~You were blown up in the plane.
0337: set_actor $PLAYER_ACTOR visibility 0 
04BB: select_interior 0 
00A5: 34@ = create_car #ANDROM at 339.9034 2499.805 15.4884 
02AC: set_car 34@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05EB: assign_car 34@ to_path 134 
0224: set_car 34@ health_to 350 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DESERT9_15519 
06FD: set_car 186@ speed_on_path_to 0.5 
067A: put_camera_on_car 186@ with_offset 15.0 15.0 10.0 point_to_car 34@ tilt 15.0 switchstyle 2 
0338: set_car 186@ visibility 0 

:DESERT9_15519
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
020C: create_explosion_with_radius 7 at 179.0872 1127.109 1959.805 
0006: 71@ = 10 
0085: 86@ = 32@ // (int) 
000A: 86@ += 80 

:DESERT9_15571
00D6: if 
0039:   71@ == 10 
004D: jump_if_false @DESERT9_15630 
020C: create_explosion_with_radius 7 at 178.0018 1120.319 1963.485 
0085: 86@ = 32@ // (int) 
000A: 86@ += 80 
0006: 71@ = 11 

:DESERT9_15630
00D6: if 
0039:   71@ == 11 
004D: jump_if_false @DESERT9_15689 
020C: create_explosion_with_radius 7 at 177.9817 1114.131 1967.356 
0085: 86@ = 32@ // (int) 
000A: 86@ += 80 
0006: 71@ = 12 

:DESERT9_15689
00D6: if 
0039:   71@ == 12 
004D: jump_if_false @DESERT9_15749 
020C: create_explosion_with_radius 7 at 179.386 1109.919 1972.504 
0085: 86@ = 32@ // (int) 
000A: 86@ += 3760 
0006: 71@ = 3 

:DESERT9_15749
00D6: if 
0039:   71@ == 2 
004D: jump_if_false @DESERT9_15767 

:DESERT9_15767
00D6: if 
0039:   71@ == 3 
004D: jump_if_false @DESERT9_15827 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_15827 
0006: 71@ = 4 
0085: 86@ = 32@ // (int) 
000A: 86@ += 6000 

:DESERT9_15827
00D6: if 
0039:   71@ == 4 
004D: jump_if_false @DESERT9_15873 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_15873 
0970: teleport_in_override_restart // 016Eh 
0002: jump @DESERT9_18 

:DESERT9_15873
0051: return 
015F: set_camera_position -189.0987 2493.957 66.7341 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -188.1982 2494.105 66.3252 switchstyle 2 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_15953 

:DESERT9_15953
0085: 57@ = 32@ // (int) 
000A: 57@ += 4000 

:DESERT9_15969
0001: wait 0 ms 
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @DESERT9_16040 
00D6: if 
001D:   32@ > 57@ // (int) 
004D: jump_if_false @DESERT9_16040 
016A: fade 0 time 1000 
0085: 57@ = 32@ // (int) 
000A: 57@ += 1000 
0006: 58@ = 1 

:DESERT9_16040
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @DESERT9_16128 
00D6: if 
001D:   32@ > 57@ // (int) 
004D: jump_if_false @DESERT9_16128 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 0 
00BB: show_text_lowpriority GXT 'DES9_32' time 5000 flag 1  // ~r~You failed to get on the plane.
0050: gosub @DESERT9_21846 
0002: jump @DESERT9_18 

:DESERT9_16128
0002: jump @DESERT9_15969 
0051: return 

:DESERT9_16137
00D6: if 
0039:   207@ == 0 
004D: jump_if_false @DESERT9_16523 
0006: 208@ = 2000 
0006: 209@ = 2300 
0006: 210@ = 2600 
0006: 211@ = 4000 
0006: 212@ = 4300 
0006: 213@ = 4600 
0006: 214@ = 6000 
0006: 215@ = 6300 
0006: 216@ = 6600 
0006: 217@ = 8000 
0006: 218@ = 8300 
0006: 219@ = 8600 
0006: 220@ = 10000 
0006: 221@ = 10300 
0006: 222@ = 10600 
0006: 240@ = 1 
0006: 241@ = 1 
0006: 242@ = 1 
0006: 243@ = 1 
0006: 244@ = 1 
0006: 245@ = 1 
0006: 246@ = 1 
0006: 247@ = 1 
0006: 248@ = 0 
0006: 249@ = 1 
0006: 250@ = 1 
0006: 251@ = 1 
0006: 252@ = 1 
0006: 253@ = 1 
0006: 254@ = 1 
0006: 255@ = 0 

:DESERT9_16387
00D6: if 
001B:   15 > 255@ 
004D: jump_if_false @DESERT9_16516 
0209: 223@ = random_int_in_ranges -500 500 
005A: 208@(255@,15i) += 32@ // (int) 
005A: 208@(255@,15i) += 223@ // (int) 
000A: 255@ += 1 
005A: 208@(255@,15i) += 32@ // (int) 
005A: 208@(255@,15i) += 223@ // (int) 
000A: 255@ += 1 
005A: 208@(255@,15i) += 32@ // (int) 
005A: 208@(255@,15i) += 223@ // (int) 
000A: 255@ += 1 
0002: jump @DESERT9_16387 

:DESERT9_16516
0006: 207@ = 1 

:DESERT9_16523
00D6: if 
0039:   207@ == 1 
004D: jump_if_false @DESERT9_17049 
00D6: if 
001B:   15 > 224@ 
004D: jump_if_false @DESERT9_17049 
00D6: if 
001D:   32@ > 208@(224@,15i) // (int) 
004D: jump_if_false @DESERT9_17049 
0006: 277@ = 0 

:DESERT9_16589
00D6: if 
001B:   15 > 277@ 
004D: jump_if_false @DESERT9_16707 
00D6: if 
03CA:   object 225@(277@,15i) exists 
004D: jump_if_false @DESERT9_16693 
00D6: if 
82CC:   not object 225@(277@,15i) bounding_sphere_visible 
004D: jump_if_false @DESERT9_16693 
01BB: store_object 225@(277@,15i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0024:   $TEMPVAR_FLOAT_1 > $TEMPVAR_X_COORD // (float) 
004D: jump_if_false @DESERT9_16693 
0108: destroy_object 225@(277@,15i) 

:DESERT9_16693
000A: 277@ += 1 
0002: jump @DESERT9_16589 

:DESERT9_16707
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_16731 
02E3: 259@ = car 34@ speed 

:DESERT9_16731
0087: 257@ = 74@ // (float) 
000B: 257@ += 18.538 
0007: 258@ = 15.61 
0087: 260@ = 259@ // (float) 
000F: 260@ -= 18.0 
0013: 260@ *= -1.0 
00D6: if 
0039:   240@(224@,15i) == 1 
004D: jump_if_false @DESERT9_16965 
0208: 261@ = random_float_in_ranges -10.0 10.0 
0107: 225@(224@,15i) = create_object #KB_BARREL at 257@ 75@ 258@ 
0177: set_object 225@(224@,15i) Z_angle_to 90.0 
0392: make_object 225@(224@,15i) moveable 0 
0392: make_object 225@(224@,15i) moveable 1 
0381: throw_object 225@(224@,15i) velocity_in_direction 260@ 261@ 0.0 
0453: set_object 225@(224@,15i) XYZ_rotation 0.0 0.0 0.0 
0087: 151@ = 260@ // (float) 
0013: 151@ *= 2.0 
05A1: set_object 225@(224@,15i) rotation_velocity_about_an_axis 0.0 151@ 0.0 through_center_of_body 

:DESERT9_16965
00D6: if 
0039:   240@(224@,15i) == 2 
004D: jump_if_false @DESERT9_17042 
00A5: 256@ = create_car #BOBCAT at 257@ 75@ 258@ 
0175: set_car 256@ Z_angle_to 270.0 
04BA: set_car 256@ speed_to 260@ 
07DB: set_car 256@ rotation_velocity_XYZ 0.0 23.0 0.0 through_center_of_mass 

:DESERT9_17042
000A: 224@ += 1 

:DESERT9_17049
0051: return 

:DESERT9_17051
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @DESERT9_17517 
0006: 111@ = 1 
0085: 112@ = 32@ // (int) 
000A: 112@ += 1000 
0007: 278@ = 316.465 
0007: 282@ = 981.694 
0007: 286@ = 1958.96 
0007: 279@ = 315.248 
0007: 283@ = 981.694 
0007: 287@ = 1958.96 
0007: 280@ = 316.465 
0007: 284@ = 981.909 
0007: 288@ = 1959.92 
0007: 281@ = 315.248 
0007: 285@ = 981.909 
0007: 289@ = 1959.92 
0007: 290@ = -0.996 
0007: 291@ = 0.232 
0006: 352@ = 3 
0006: 353@ = 4 
0006: 354@ = 4 
0006: 355@ = 5 
0006: 356@ = 6 
0006: 357@ = 1 
0006: 358@ = 3 
0006: 359@ = 3 
0006: 360@ = 4 
0006: 361@ = 5 
0006: 362@ = 2 
0006: 363@ = 2 
0006: 364@ = 6 
0006: 365@ = 6 
0006: 366@ = 7 
0006: 367@ = 6 
0006: 368@ = 6 
0006: 369@ = 7 
0006: 370@ = 7 
0006: 371@ = 8 
0006: 372@ = 0 
0006: 373@ = 0 
0006: 374@ = 300 
0006: 375@ = 0 
0006: 376@ = 0 
0006: 377@ = 0 
0006: 378@ = 0 
0006: 379@ = 0 
0006: 380@ = 0 
0006: 381@ = 0 
0006: 382@ = 0 
0006: 383@ = 0 
0006: 384@ = 300 
0006: 385@ = 0 
0006: 386@ = 300 
0006: 387@ = 0 
0006: 388@ = 300 
0006: 389@ = 0 
0006: 390@ = 300 
0006: 391@ = 0 

:DESERT9_17517
00D6: if 
0039:   111@ == 1 
004D: jump_if_false @DESERT9_17837 
0006: 393@ = 0 
0006: 392@ = 0 

:DESERT9_17549
00D6: if 
001B:   4 > 392@ 
004D: jump_if_false @DESERT9_17830 
0007: 440@ = 0.0 

:DESERT9_17577
00D6: if 
0023:   5.0 > 440@ 
004D: jump_if_false @DESERT9_17816 
0087: 292@(393@,20f) = 278@(392@,4f) // (float) 
0087: 312@(393@,20f) = 440@ // (float) 
006B: 312@(393@,20f) *= 290@ // (float) 
005B: 312@(393@,20f) += 282@(392@,4f) // (float) 
0087: 332@(393@,20f) = 440@ // (float) 
006B: 332@(393@,20f) *= 291@ // (float) 
005B: 332@(393@,20f) += 286@(392@,4f) // (float) 
0107: 91@(393@,20i) = create_object #KB_BARREL at 292@(393@,20f) 312@(393@,20f) 332@(393@,20f) 
0085: 114@ = 32@ // (int) 
0453: set_object 91@(393@,20i) XYZ_rotation 0.0 13.0 90.0 
0392: make_object 91@(393@,20i) moveable 0 
0392: make_object 91@(393@,20i) moveable 1 
0550: keep_object 91@(393@,20i) in_memory 1 
000A: 393@ += 1 
000B: 440@ += 1.0 
0002: jump @DESERT9_17577 

:DESERT9_17816
000A: 392@ += 1 
0002: jump @DESERT9_17549 

:DESERT9_17830
0006: 111@ = 2 

:DESERT9_17837
00D6: if 
0039:   111@ == 2 
004D: jump_if_false @DESERT9_19935 
0006: 414@ = 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
0039:   439@ == 0 
004D: jump_if_false @DESERT9_17947 
00D6: if 
0032:   990.0 >= $TEMPVAR_Y_COORD 
004D: jump_if_false @DESERT9_17947 
0006: 439@ = 1 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_17947 
077A: set_actor 44@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:DESERT9_17947
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @DESERT9_18018 
00D6: if 
0022:   1021.0 > $TEMPVAR_Y_COORD 
004D: jump_if_false @DESERT9_18018 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DESERT9_18018 
077A: set_actor 40@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0006: 60@ = 1 

:DESERT9_18018
00D6: if 
0039:   61@ == 0 
004D: jump_if_false @DESERT9_18089 
00D6: if 
0022:   1011.0 > $TEMPVAR_Y_COORD 
004D: jump_if_false @DESERT9_18089 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @DESERT9_18089 
077A: set_actor 41@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0006: 61@ = 1 

:DESERT9_18089
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @DESERT9_18160 
00D6: if 
0022:   1000.0 > $TEMPVAR_Y_COORD 
004D: jump_if_false @DESERT9_18160 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DESERT9_18160 
077A: set_actor 42@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0006: 62@ = 1 

:DESERT9_18160
00D6: if 
0039:   63@ == 0 
004D: jump_if_false @DESERT9_18231 
00D6: if 
0022:   1000.0 > $TEMPVAR_Y_COORD 
004D: jump_if_false @DESERT9_18231 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DESERT9_18231 
077A: set_actor 43@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0006: 63@ = 1 

:DESERT9_18231
00D6: if 
0039:   439@ == 0 
004D: jump_if_false @DESERT9_18429 
00D6: if or
0022:   1021.0 > $TEMPVAR_Y_COORD 
0039:   435@ == 1 
004D: jump_if_false @DESERT9_18429 
00D6: if 
001D:   32@ > 436@ // (int) 
004D: jump_if_false @DESERT9_18429 
0085: 436@ = 32@ // (int) 
000A: 436@ += 6500 
0085: 437@ = 32@ // (int) 
000A: 435@ += 1 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_18429 
00D6: if 
04EE:   animation "AIRPORT" loaded 
004D: jump_if_false @DESERT9_18418 
0605: actor 44@ perform_animation "THRW_BARL_THRW" IFP "AIRPORT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0002: jump @DESERT9_18429 

:DESERT9_18418
04ED: load_animation "AIRPORT" 

:DESERT9_18429
00D6: if 
001B:   20 > 414@ 
004D: jump_if_false @DESERT9_19935 
00D6: if 
002D:   435@ >= 352@(414@,20i) // (int) 
004D: jump_if_false @DESERT9_19921 
00D6: if 
0039:   415@(414@,20i) == 0 
004D: jump_if_false @DESERT9_18591 
0085: 438@ = 437@ // (int) 
005A: 438@ += 372@(414@,20i) // (int) 
00D6: if 
001D:   32@ > 438@ // (int) 
004D: jump_if_false @DESERT9_18591 
0006: 415@(414@,20i) = 1 
00D6: if 
0039:   414@ == 5 
004D: jump_if_false @DESERT9_18591 
01BC: put_object 96@ at 315.1264 986.6496 1957.926 
0006: 415@(414@,20i) = 6 

:DESERT9_18591
00D6: if 
0039:   415@(414@,20i) == 1 
004D: jump_if_false @DESERT9_18671 
00D6: if 
001B:   10 > 414@ 
004D: jump_if_false @DESERT9_18649 
0006: 415@(414@,20i) = 2 
0002: jump @DESERT9_18660 

:DESERT9_18649
0006: 415@(414@,20i) = 3 

:DESERT9_18660
0382: set_object 91@(414@,20i) collision_detection 0 

:DESERT9_18671
00D6: if 
0039:   415@(414@,20i) == 2 
004D: jump_if_false @DESERT9_18758 
00D6: if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 981.691 1959.418 speed 0.0 0.183 0.0412 collision_check 0 
004D: jump_if_false @DESERT9_18758 
0006: 415@(414@,20i) = 4 

:DESERT9_18758
00D6: if 
0039:   415@(414@,20i) == 3 
004D: jump_if_false @DESERT9_18845 
00D6: if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 981.909 1960.339 speed 0.0 0.183 0.0412 collision_check 0 
004D: jump_if_false @DESERT9_18845 
0006: 415@(414@,20i) = 5 

:DESERT9_18845
00D6: if 
0039:   415@(414@,20i) == 4 
004D: jump_if_false @DESERT9_18932 
00D6: if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 984.242 1958.532 speed 0.0 0.287 0.1 collision_check 0 
004D: jump_if_false @DESERT9_18932 
0006: 415@(414@,20i) = 5 

:DESERT9_18932
00D6: if 
0039:   415@(414@,20i) == 5 
004D: jump_if_false @DESERT9_19019 
00D6: if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 984.242 1958.532 speed 0.0 0.21 0.162 collision_check 0 
004D: jump_if_false @DESERT9_19019 
0006: 415@(414@,20i) = 6 

:DESERT9_19019
00D6: if 
0039:   415@(414@,20i) == 6 
004D: jump_if_false @DESERT9_19106 
00D6: if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 1027.961 1948.424 speed 0.0 0.244 0.0564 collision_check 0 
004D: jump_if_false @DESERT9_19106 
0006: 415@(414@,20i) = 7 

:DESERT9_19106
00D6: if 
0039:   415@(414@,20i) == 7 
004D: jump_if_false @DESERT9_19193 
00D6: if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 1039.494 1942.693 speed 0.0 0.432 0.2145 collision_check 0 
004D: jump_if_false @DESERT9_19193 
0006: 415@(414@,20i) = 8 

:DESERT9_19193
00D6: if 
0039:   415@(414@,20i) == 8 
004D: jump_if_false @DESERT9_19280 
00D6: if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 1086.909 1908.631 speed 0.0 0.882 0.6645 collision_check 0 
004D: jump_if_false @DESERT9_19280 
0006: 415@(414@,20i) = 9 

:DESERT9_19280
00D6: if 
0039:   415@(414@,20i) == 9 
004D: jump_if_false @DESERT9_19324 
0750: set_object 91@(414@,20i) visibility 0 
0006: 415@(414@,20i) = 10 

:DESERT9_19324
00D6: if 
001D:   32@ > 113@ // (int) 
004D: jump_if_false @DESERT9_19558 
00D6: if and
801B:   not  2 > 415@(414@,20i) 
8029:   not  415@(414@,20i) >= 8 
004D: jump_if_false @DESERT9_19558 
01BB: store_object 91@(414@,20i) position_to 292@(414@,20f) 144@ 145@ 
0089: 148@ = $TEMPVAR_X_COORD // (float) 
0063: 148@ -= 292@(414@,20f) // (float) 
0089: 149@ = $TEMPVAR_Y_COORD // (float) 
0063: 149@ -= 144@ // (float) 
0089: 150@ = $TEMPVAR_Z_COORD // (float) 
0063: 150@ -= 145@ // (float) 
0097: make 148@ absolute_float 
00D6: if 
0023:   0.6 > 148@ 
004D: jump_if_false @DESERT9_19558 
00D6: if and
0023:   0.5 > 149@ 
0021:   149@ > 0.0 
004D: jump_if_false @DESERT9_19558 
00D6: if 
0023:   0.6 > 150@ 
004D: jump_if_false @DESERT9_19558 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05BB: AS_actor $PLAYER_ACTOR fall_down 0 time_on_ground 0 
0085: 113@ = 32@ // (int) 
000A: 113@ += 1500 

:DESERT9_19558
0006: 444@ = 0 

:DESERT9_19565
00D6: if 
001B:   4 > 444@ 
004D: jump_if_false @DESERT9_19842 
00D6: if 
8118:   not actor 40@(444@,8i) dead 
004D: jump_if_false @DESERT9_19828 
00D6: if and
801B:   not  2 > 415@(414@,20i) 
8029:   not  415@(414@,20i) >= 8 
004D: jump_if_false @DESERT9_19828 
00A0: store_actor 40@(444@,8i) position_to 441@ 442@ 443@ 
01BB: store_object 91@(414@,20i) position_to 292@(414@,20f) 144@ 145@ 
0087: 148@ = 441@ // (float) 
0063: 148@ -= 292@(414@,20f) // (float) 
0087: 149@ = 442@ // (float) 
0063: 149@ -= 144@ // (float) 
0087: 150@ = 443@ // (float) 
0063: 150@ -= 145@ // (float) 
0097: make 148@ absolute_float 
00D6: if 
0023:   0.6 > 148@ 
004D: jump_if_false @DESERT9_19828 
00D6: if and
0023:   0.5 > 149@ 
0021:   149@ > 0.0 
004D: jump_if_false @DESERT9_19828 
00D6: if 
0023:   0.6 > 150@ 
004D: jump_if_false @DESERT9_19828 
0792: disembark_instantly_actor 40@(444@,8i) 
05BB: AS_actor 40@(444@,8i) fall_down 0 time_on_ground 0 

:DESERT9_19828
000A: 444@ += 1 
0002: jump @DESERT9_19565 

:DESERT9_19842
000B: 116@(414@,20f) += 20.0 
0453: set_object 91@(414@,20i) XYZ_rotation 0.0 116@(414@,20f) 90.0 
00D6: if 
0043:   116@(414@,20f) == 360.0 
004D: jump_if_false @DESERT9_19921 
0007: 116@(414@,20f) = 0.0 

:DESERT9_19921
000A: 414@ += 1 
0002: jump @DESERT9_18429 

:DESERT9_19935
0051: return 

:DESERT9_19937
0006: 88@ = 0 

:DESERT9_19944
00D6: if 
001B:   15 > 88@ 
004D: jump_if_false @DESERT9_20401 
00D6: if 
0039:   462@(88@,15i) == 1 
004D: jump_if_false @DESERT9_20018 
0085: 447@(88@,15i) = 32@ // (int) 
000A: 447@(88@,15i) += 120 
0006: 462@(88@,15i) = 2 

:DESERT9_20018
00D6: if 
0039:   462@(88@,15i) == 2 
004D: jump_if_false @DESERT9_20387 
00D6: if 
001D:   32@ > 447@(88@,15i) // (int) 
004D: jump_if_false @DESERT9_20387 
0006: 462@(88@,15i) = 3 
0085: 89@ = 88@ // (int) 
000E: 89@ -= 1 
0085: 90@ = 88@ // (int) 
000A: 90@ += 1 
00D6: if 
001B:   0 > 89@ 
004D: jump_if_false @DESERT9_20129 
0006: 89@ = 0 

:DESERT9_20129
00D6: if 
0019:   90@ > 14 
004D: jump_if_false @DESERT9_20154 
0006: 90@ = 14 

:DESERT9_20154
00D6: if 
0039:   462@(89@,15i) == 0 
004D: jump_if_false @DESERT9_20187 
0006: 462@(89@,15i) = 1 

:DESERT9_20187
00D6: if 
0039:   462@(90@,15i) == 0 
004D: jump_if_false @DESERT9_20220 
0006: 462@(90@,15i) = 1 

:DESERT9_20220
0093: 161@ = integer 88@ to_float 
0007: 160@ = 5.0 
006B: 160@ *= 161@ // (float) 
0007: 159@ = 967.5745 
005B: 159@ += 160@ // (float) 
0087: 160@ = 159@ // (float) 
000B: 160@ += 5.0 
00D6: if and
0027:   160@ > $TEMPVAR_Y_COORD // (float) 
0026:   $TEMPVAR_Y_COORD > 159@ // (float) 
004D: jump_if_false @DESERT9_20334 
00D6: if 
0038:   $FREEFALL_STAGE == 0 
004D: jump_if_false @DESERT9_20334 
0006: 69@ = 1 

:DESERT9_20334
000B: 159@ += 2.25 
0087: 160@ = 161@ // (float) 
0013: 160@ *= -1.19 
000B: 160@ += 1962.38 
020C: create_explosion_with_radius 7 at 315.8258 159@ 160@ 

:DESERT9_20387
000A: 88@ += 1 
0002: jump @DESERT9_19944 

:DESERT9_20401
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @DESERT9_20460 
05BB: AS_actor $PLAYER_ACTOR fall_down 0 time_on_ground 0 
0006: 68@ = 7 
0006: 71@ = 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_42' time 4000 flag 1  // ~r~You were blown up in the plane.

:DESERT9_20460
0051: return 

:DESERT9_20462
00D6: if 
8039:   not  477@ == 0 
004D: jump_if_false @DESERT9_20662 
00D6: if 
0039:   478@ == 0 
004D: jump_if_false @DESERT9_20540 
0006: 478@ = 1 
0085: 479@ = 32@ // (int) 
0006: 480@ = 0 
0085: 682@ = 479@ // (int) 
005A: 682@ += 481@(480@,10i) // (int) 

:DESERT9_20540
00D6: if 
0039:   478@ == 1 
004D: jump_if_false @DESERT9_20662 
00D6: if 
001D:   32@ > 682@ // (int) 
004D: jump_if_false @DESERT9_20662 
0085: 626@ = 491@(480@,10i) // (int) 
000A: 480@ += 1 
000E: 501@ -= 1 
00D6: if 
0039:   501@ == 0 
004D: jump_if_false @DESERT9_20642 
0006: 477@ = 0 
0006: 478@ = 0 
0002: jump @DESERT9_20662 

:DESERT9_20642
0085: 682@ = 479@ // (int) 
005A: 682@ += 481@(480@,10i) // (int) 

:DESERT9_20662
0871: init_jump_table 629@ total_jumps 6 default_jump 0 @DESERT9_21691 jumps 0 @DESERT9_20725 1 @DESERT9_20833 2 @DESERT9_21362 3 @DESERT9_21438 4 @DESERT9_21496 5 @DESERT9_21610 -1 @DESERT9_21691 

:DESERT9_20725
05AA: 504@s = 'DES9_BA' // @s = 'short'  // ~z~Ah, what's Toreno up to now?
05AA: 506@s = 'DES9_BB' // @s = 'short'  // ~z~I'm feeling a little exposed here!
04AF: 583@ = 13802 // = constant 
04AF: 584@ = 13803 // = constant 
0006: 632@ = 0 
0006: 633@ = 0 
008B: 672@ = $PLAYER_ACTOR // (int) 
0006: 629@ = 1 
03CF: load_wav 583@ as 1 
03CF: load_wav 584@ as 2 
0006: 623@ = 1 
0006: 624@ = 2 
0002: jump @DESERT9_21691 

:DESERT9_20833
00D6: if 
8039:   not  626@ == 0 
004D: jump_if_false @DESERT9_21355 
00D6: if 
001D:   32@ > 630@ // (int) 
004D: jump_if_false @DESERT9_21355 
00D6: if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
004D: jump_if_false @DESERT9_21355 
00D6: if 
003B:   623@ == 626@ // (int) 
004D: jump_if_false @DESERT9_20922 
0006: 625@ = 1 
0002: jump @DESERT9_20985 

:DESERT9_20922
00D6: if 
003B:   624@ == 626@ // (int) 
004D: jump_if_false @DESERT9_20955 
0006: 625@ = 2 
0002: jump @DESERT9_20985 

:DESERT9_20955
0006: 625@ = 1 
0085: 623@ = 626@ // (int) 
040D: unload_wav 1 
03CF: load_wav 582@(626@,40i) as 1 

:DESERT9_20985
00D6: if 
03D0:   wav 625@ loaded 
004D: jump_if_false @DESERT9_21343 
00D6: if 
8039:   not  631@(626@,40i) == 0 
004D: jump_if_false @DESERT9_21116 
0085: 679@ = 631@(626@,40i) // (int) 
0085: 680@ = 671@(679@,7i) // (int) 
00D6: if 
8118:   not actor 680@ dead 
004D: jump_if_false @DESERT9_21116 
0949: link_wav 625@ to_actor 680@ 
00D6: if 
894D:   not actor 680@ mutally_active 
004D: jump_if_false @DESERT9_21109 
0006: 678@ = 1 
0967: actor 680@ move_mouth 15000 ms 
0002: jump @DESERT9_21116 

:DESERT9_21109
094E: set_actor 680@ mute_pain_audio 0 

:DESERT9_21116
00D6: if 
0039:   631@(626@,40i) == 0 
004D: jump_if_false @DESERT9_21145 
0006: 678@ = 1 

:DESERT9_21145
00D6: if 
0039:   678@ == 1 
004D: jump_if_false @DESERT9_21336 
03D1: play_wav 625@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 502@(626@,40s) time 10000 flag 1 
000A: 629@ += 1 
0006: 678@ = 0 
000A: 626@ += 1 
0085: 627@ = 626@ // (int) 
00D6: if 
8039:   not  582@(626@,40i) == 0 
004D: jump_if_false @DESERT9_21336 
00D6: if 
0039:   625@ == 1 
004D: jump_if_false @DESERT9_21298 
00D6: if 
803B:   not  624@ == 626@ // (int) 
004D: jump_if_false @DESERT9_21291 
03CF: load_wav 582@(626@,40i) as 2 
0085: 624@ = 626@ // (int) 

:DESERT9_21291
0002: jump @DESERT9_21336 

:DESERT9_21298
00D6: if 
803B:   not  623@ == 626@ // (int) 
004D: jump_if_false @DESERT9_21336 
03CF: load_wav 582@(626@,40i) as 1 
0085: 623@ = 626@ // (int) 

:DESERT9_21336
0002: jump @DESERT9_21355 

:DESERT9_21343
03CF: load_wav 582@(626@,40i) as 625@ 

:DESERT9_21355
0002: jump @DESERT9_21691 

:DESERT9_21362
00D6: if 
03D2:   wav 625@ ended 
004D: jump_if_false @DESERT9_21392 
000A: 629@ += 1 
0002: jump @DESERT9_21431 

:DESERT9_21392
00D6: if 
056D:   actor 680@ defined 
004D: jump_if_false @DESERT9_21431 
00D6: if 
0118:   actor 680@ dead 
004D: jump_if_false @DESERT9_21431 
000A: 629@ += 1 

:DESERT9_21431
0002: jump @DESERT9_21691 

:DESERT9_21438
040D: unload_wav 625@ 
0006: 622@(625@,3i) = 0 
00BE: text_clear_all 
00D6: if 
8118:   not actor 680@ dead 
004D: jump_if_false @DESERT9_21482 
0968: actor 680@ stop_mouth 
094F: enable_actor 680@ pain_audio 

:DESERT9_21482
000A: 629@ += 1 
0002: jump @DESERT9_21691 

:DESERT9_21496
000A: 626@ += 1 
00D6: if 
8039:   not  582@(626@,40i) == 0 
004D: jump_if_false @DESERT9_21549 
03CF: load_wav 582@(626@,40i) as 625@ 
0085: 622@(625@,3i) = 626@ // (int) 

:DESERT9_21549
000E: 628@ -= 1 
00D6: if 
8019:   not  628@ > 0 
004D: jump_if_false @DESERT9_21588 
0006: 626@ = 0 
0002: jump @DESERT9_21596 

:DESERT9_21588
0085: 626@ = 627@ // (int) 

:DESERT9_21596
0006: 629@ = 1 
0002: jump @DESERT9_21691 

:DESERT9_21610
0006: 629@ = 1 
0006: 626@ = 0 
0006: 628@ = 0 
0006: 477@ = 0 
0006: 501@ = 0 
040D: unload_wav 625@ 
0006: 622@(625@,3i) = 0 
00BE: text_clear_all 
00D6: if 
8118:   not actor 680@ dead 
004D: jump_if_false @DESERT9_21684 
094F: enable_actor 680@ pain_audio 

:DESERT9_21684
0002: jump @DESERT9_21691 

:DESERT9_21691
0051: return 

:DESERT9_21693
00D6: if 
0039:   171@ == 1 
004D: jump_if_false @DESERT9_21844 
00D6: if 
0039:   684@ == 0 
004D: jump_if_false @DESERT9_21768 
0085: 683@ = 32@ // (int) 
000A: 683@ += 5000 
00BB: show_text_lowpriority GXT 'DES9_A9' time 4000 flag 1  // ~s~The plane is packed with explosives! Be careful firing weapons onboard.
0006: 684@ = 1 

:DESERT9_21768
00D6: if 
0039:   684@ == 1 
004D: jump_if_false @DESERT9_21844 
00D6: if 
001D:   32@ > 683@ // (int) 
004D: jump_if_false @DESERT9_21844 
0085: 683@ = 32@ // (int) 
000A: 683@ += 4500 
00BB: show_text_lowpriority GXT 'DES9_A6' time 4500 flag 1  // ~s~You'll need a parachute to get off the plane. One of the crew members will have one.
0006: 684@ = 2 

:DESERT9_21844
0051: return 

:DESERT9_21846
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0215: destroy_pickup $PICKUP_PARACHUTE 
0051: return 

:DESERT9_21869
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 40 
004D: jump_if_false @DESERT9_21894 
0555: remove_weapon 40 from_actor $PLAYER_ACTOR 

:DESERT9_21894
0008: $TORENO_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'DESERT9'  // Stowaway
01E3: show_text_1number_styled GXT 'M_PASS' number 20000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 20000 
030C: progress_made = 1 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:DESERT9_21954
0004: $1902 = 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_21992 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DESERT9_21992
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_22033 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04BB: select_interior 0 
0337: set_actor $PLAYER_ACTOR visibility 1 

:DESERT9_22033
0925: restore_camera_to_user_defined 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_22080 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
04D7: set_actor $PLAYER_ACTOR locked 0 
06AF: set_player $PLAYER_CHAR sprint_mode 0 

:DESERT9_22080
07FB: set_interior 'DESHOUS' access 1  // Abandoned AC tower
0249: release_model #ADMIRAL 
0249: release_model #WFYRI 
0249: release_model #PCJ600 
0249: release_model #ANDROM 
0249: release_model #BOBCAT 
0249: release_model #WMOMIB 
0249: release_model #MICRO_UZI 
0249: release_model #COLT45 
0249: release_model #BMYMIB 
0249: release_model #BOMB 
0249: release_model #SATCHEL 
0249: release_model #GUN_PARA 
04EF: release_animation "AIRPORT" 
04EF: release_animation "CARRY" 
0249: release_model #KNIFECUR 
0873: release_path 150 
0873: release_path 152 
0873: release_path 149 
0873: release_path 167 
0873: release_path 168 
0296: unload_special_actor 1 
0873: release_path 149 
0006: 414@ = 0 

:DESERT9_22218
00D6: if 
001B:   8 > 414@ 
004D: jump_if_false @DESERT9_22279 
00D6: if 
8118:   not actor 40@(414@,8i) dead 
004D: jump_if_false @DESERT9_22265 
009B: destroy_actor 40@(414@,8i) 

:DESERT9_22265
000A: 414@ += 1 
0002: jump @DESERT9_22218 

:DESERT9_22279
0006: 414@ = 0 

:DESERT9_22286
00D6: if 
001B:   15 > 414@ 
004D: jump_if_false @DESERT9_22327 
0108: destroy_object 225@(414@,15i) 
000A: 414@ += 1 
0002: jump @DESERT9_22286 

:DESERT9_22327
031A: remove_all_fires 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @DESERT9_22369 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @DESERT9_22369 
00A6: destroy_car 36@ 

:DESERT9_22369
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DESERT9_22390 
00A6: destroy_car 186@ 

:DESERT9_22390
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @DESERT9_22430 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @DESERT9_22430 
00A6: destroy_car 37@ 

:DESERT9_22430
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @DESERT9_22470 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @DESERT9_22470 
00A6: destroy_car 38@ 

:DESERT9_22470
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_22491 
00A6: destroy_car 34@ 

:DESERT9_22491
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_22545 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @DESERT9_22545 
0840: link_car 35@ to_interior 0 
0338: set_car 35@ visibility 1 
01C3: remove_references_to_car 35@ 

:DESERT9_22545
00D6: if 
8039:   not  68@ == 9 
004D: jump_if_false @DESERT9_22591 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DESERT9_22584 
00A6: destroy_car 186@ 

:DESERT9_22584
0002: jump @DESERT9_22612 

:DESERT9_22591
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DESERT9_22612 
01C3: remove_references_to_car 186@ 

:DESERT9_22612
0650: destroy_particle 174@ 
0164: disable_marker 152@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DESERT9_22645 
06AF: set_player $PLAYER_CHAR sprint_mode 0 

:DESERT9_22645
08C6: set_actor $PLAYER_ACTOR stay_on_bike 0 
0164: disable_marker 152@ 
0164: disable_marker 153@ 
0581: enable_radar 1 
0004: $ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $1511 = 0 
0051: return 
0051: return 

//-------------Mission 81---------------
// Originally: Black Project

:MAF4
03A4: name_thread 'MAF4' 
0050: gosub @MAF4_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @MAF4_38 
0050: gosub @MAF4_29854 

:MAF4_38
0050: gosub @MAF4_30178 
004E: end_thread 

:MAF4_47
0317: increment_mission_attempts 
0001: wait 0 ms 
054C: use_GXT_table 'DSERT8' 
01B6: set_weather 16 
0652: 34@ = integer_stat 21 
00D6: if 
0019:   34@ > 600 
004D: jump_if_false @MAF4_326 
02E4: load_cutscene_data 'D8_ALT' 

:MAF4_105
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MAF4_129 
0001: wait 0 ms 
0002: jump @MAF4_105 

:MAF4_129
0395: clear_area 0 at 405.2136 2525.9 16.4918 radius 7.5 
02E7: start_cutscene 
016A: fade 1 time 1000 

:MAF4_162
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MAF4_186 
0001: wait 0 ms 
0002: jump @MAF4_162 

:MAF4_186
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:MAF4_199
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_223 
0001: wait 0 ms 
0002: jump @MAF4_199 

:MAF4_223
02EA: end_cutscene 
0395: clear_area 0 at 419.4488 2529.914 15.6219 radius 0.5 
03CB: set_rendering_origin_at 419.4488 2529.914 15.6219 
00A1: put_actor $PLAYER_ACTOR at 419.4488 2529.914 15.6219 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0373: set_camera_directly_behind_player 
016A: fade 1 time 1500 
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @MAF4_30178 
0002: jump @MAF4_451 

:MAF4_326
0395: clear_area 0 at $X_OLD_AIRPORT $Y_OLD_AIRPORT $Z_OLD_AIRPORT radius 100.0 
02E4: load_cutscene_data 'DESERT8' 

:MAF4_355
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MAF4_379 
0001: wait 0 ms 
0002: jump @MAF4_355 

:MAF4_379
02E7: start_cutscene 
016A: fade 1 time 1000 

:MAF4_388
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MAF4_412 
0001: wait 0 ms 
0002: jump @MAF4_388 

:MAF4_412
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:MAF4_427
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_451 
0001: wait 0 ms 
0002: jump @MAF4_427 

:MAF4_451
0007: 49@ = 108.51 
0007: 56@ = 1917.268 
0007: 63@ = 17.63 
0007: 70@ = 135.323 
0007: 77@ = 1917.776 
0007: 84@ = 18.71 
0007: 50@ = 180.018 
0007: 57@ = 1904.214 
0007: 64@ = 17.255 
0007: 71@ = 243.707 
0007: 78@ = 1903.543 
0007: 85@ = 18.639 
0007: 51@ = 239.0798 
0007: 58@ = 1904.087 
0007: 65@ = 16.899 
0007: 72@ = 188.371 
0007: 79@ = 1905.376 
0007: 86@ = 16.825 
0007: 52@ = 166.119 
0007: 59@ = 1857.384 
0007: 66@ = 16.764 
0007: 73@ = 276.669 
0007: 80@ = 1856.339 
0007: 87@ = 16.671 
0007: 53@ = 191.28 
0007: 60@ = 1822.46 
0007: 67@ = 16.83 
0007: 74@ = 252.37 
0007: 81@ = 1821.89 
0007: 88@ = 17.04 
0007: 54@ = 138.07 
0007: 61@ = 1823.01 
0007: 68@ = 16.88 
0007: 75@ = 105.1 
0007: 82@ = 1867.21 
0007: 89@ = 16.97 
0007: 55@ = 192.9 
0007: 62@ = 1809.56 
0007: 69@ = 16.8 
0007: 76@ = 144.2 
0007: 83@ = 1812.52 
0007: 90@ = 16.78 
0006: 163@ = 0 
0006: 164@ = 0 
0006: 165@ = 0 
0006: 166@ = 0 

:MAF4_899
00D6: if 
001B:   7 > 165@ 
004D: jump_if_false @MAF4_942 
0006: 167@(165@,7i) = 0 
000A: 165@ += 1 
0002: jump @MAF4_899 

:MAF4_942
0006: 174@ = 0 
0006: 175@ = 0 
0006: 163@ = 0 
0006: 164@ = 0 
0006: 165@ = 0 
0006: 166@ = 0 
0006: 174@ = 0 
0006: 175@ = 0 
0006: 176@ = 0 
0006: 177@ = 0 
0006: 178@ = 0 
0006: 179@ = 0 
0006: 180@ = 0 
0006: 181@ = 0 
0006: 182@ = 0 
0006: 183@ = 0 
0006: 184@ = 0 
0006: 185@ = 0 
0006: 186@ = 0 
0006: 187@ = 0 
0006: 188@ = 0 
0006: 189@ = 0 
0006: 190@ = 0 
0006: 191@ = 0 
0006: 192@ = 0 
0006: 193@ = 0 
0006: 194@ = 0 
0006: 195@ = 0 
0006: 196@ = 0 
0006: 197@ = 0 
0006: 199@ = 0 
0006: 200@ = 0 
0006: 201@ = 0 
0006: 202@ = 0 
0006: 198@ = 0 
0006: 203@ = 0 
0006: 204@ = 0 
03C7: set_sensitivity_to_crime 0.0 
0169: set_fade_color_RGB 0 0 0 
0001: wait 500 ms 
0247: load_model #ARMY 
0247: load_model #M4 
0247: load_model #A51_SPOTBULB 
0247: load_model #A51_SPOTHOUSING 
0247: load_model #A51_SPOTBASE 
0247: load_model #CAMPER 
023C: load_special_actor 'TRUTH' as 1 // models 290-299 
07C0: load_path 340 
07C0: load_path 341 
0247: load_model #KNIFECUR 
0247: load_model #SILENCED 
0247: load_model #SNIPER 
0247: load_model #IRGOGGLES 
03CF: load_wav 1809 as 3 
03CF: load_wav 41418 as 2 
03CF: load_wav 13642 as 1 
038B: load_requested_models 

:MAF4_1319
00D6: if or
8248:   not model #ARMY available 
8248:   not model #M4 available 
8248:   not model #A51_SPOTBULB available 
8248:   not model #A51_SPOTHOUSING available 
8248:   not model #A51_SPOTBASE available 
8248:   not model #CAMPER available 
004D: jump_if_false @MAF4_1371 
0001: wait 0 ms 
0002: jump @MAF4_1319 

:MAF4_1371
00D6: if or
823D:   not special_actor 1 loaded 
87C1:   not path 340 available 
87C1:   not path 341 available 
8248:   not model #KNIFECUR available 
8248:   not model #SILENCED available 
8248:   not model #SNIPER available 
004D: jump_if_false @MAF4_1422 
0001: wait 0 ms 
0002: jump @MAF4_1371 

:MAF4_1422
00D6: if or
83D0:   not wav 3 loaded 
83D0:   not wav 2 loaded 
8248:   not model #IRGOGGLES available 
83D0:   not wav 1 loaded 
004D: jump_if_false @MAF4_1461 
0001: wait 0 ms 
0002: jump @MAF4_1422 

:MAF4_1461
0A24: enable_military_zones_wanted_level 1 
0A0B: set_rendering_origin_at_3D_coord 49.8744 1900.289 17.7833 angle 99.0 
060A: create_decision_maker_type 4 store_to 160@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 159@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 3 store_to 161@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 162@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 26 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 26 
00A5: 107@ = create_car #CAMPER at 22.4045 1881.61 16.6484 
0175: set_car 107@ Z_angle_to 306.3276 
0229: set_car 107@ primary_color_to 1 secondary_color_to 1 
06ED: set_car 107@ paintjob 0 
01C8: 106@ = create_actor_pedtype 23 model #SPECIAL01 in_car 107@ passenger_seat 0 
060B: set_actor 106@ decision_maker_to 159@ 
036A: put_actor $PLAYER_ACTOR in_car 107@ 
015F: set_camera_position 49.8744 1900.289 17.7833 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 48.9571 1899.896 17.8444 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 36.09 1921.04 18.93 
0173: set_actor $PLAYER_ACTOR Z_angle_to 268.5112 
03CB: set_rendering_origin_at 106.9 -1923.21 18.35 
0395: clear_area 1 at 82.775 1917.325 17.733 radius 150.0 
01EB: set_traffic_density_multiplier_to 0.1 
03DE: set_pedestrians_density_multiplier_to 0.1 
075B: zoom_radar 75 
09D7: set_player $PLAYER_CHAR force_interior_lighting 1 
00C0: set_current_time_hours_to 23 minutes_to 30 
0006: 32@ = 0 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0489: set_actor $PLAYER_ACTOR muted 1 
016A: fade 1 time 1000 
0213: 146@ = create_pickup #BODYARMOUR type 3 at 108.48 1919.29 18.56 
0213: 147@ = create_pickup #HEALTH type 3 at 228.91 1858.65 14.8 
0213: 148@ = create_pickup #BODYARMOUR type 3 at 247.016 1859.22 14.08 
0213: 149@ = create_pickup #HEALTH type 3 at 273.61 1816.32 1.02 
0213: 150@ = create_pickup #BODYARMOUR type 3 at 255.36 1802.007 7.47 
0213: 151@ = create_pickup #BODYARMOUR type 3 at 292.46 1817.89 1.015 
09A6: enable_interior_radar_blips 1 
0108: destroy_object $OBJECT_M_A51_VENTCOVERB 
0395: clear_area 0 at 22.4045 1881.61 400.0 radius 400.0 
0110: clear_player $PLAYER_CHAR wanted_level 

:MAF4_1996
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @MAF4_2022 
0002: jump @MAF4_29924 

:MAF4_2022
00D6: if 
001B:   5 > 164@ 
004D: jump_if_false @MAF4_13441 
00D6: if 
0039:   164@ == 0 
004D: jump_if_false @MAF4_2116 
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_2116 
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @MAF4_2116 
05EB: assign_car 107@ to_path 340 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 106@ 10000 ms 
0006: 164@ = 1 

:MAF4_2116
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @MAF4_2217 
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_2217 
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @MAF4_2217 
00D6: if 
860E:   not car 107@ assigned_to_path 
004D: jump_if_false @MAF4_2217 
0006: 176@ = 0 
0006: 177@ = 0 
0707: start_scene_skip_to @MAF4_8236 
0006: 32@ = 0 
0006: 164@ = 2 

:MAF4_2217
00D6: if 
0039:   164@ == 2 
004D: jump_if_false @MAF4_2442 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @MAF4_2442 
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_2442 
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @MAF4_2442 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 107@ 
004D: jump_if_false @MAF4_2442 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DES8_LA' time 3000 flag 1  // ~z~Hey, Truth, do we have a plan here?

:MAF4_2325
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @MAF4_2351 
0001: wait 0 ms 
0002: jump @MAF4_2325 

:MAF4_2351
03CF: load_wav 13643 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'TRUX_AS' time 2500 flag 1  // ~z~Go, go, go!

:MAF4_2378
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @MAF4_2404 
0001: wait 0 ms 
0002: jump @MAF4_2378 

:MAF4_2404
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_2428 
05CD: AS_actor $PLAYER_ACTOR exit_car 107@ 

:MAF4_2428
0006: 32@ = 0 
0006: 164@ = 3 

:MAF4_2442
00D6: if 
0039:   164@ == 3 
004D: jump_if_false @MAF4_2684 
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_2684 
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @MAF4_2684 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 107@ 
004D: jump_if_false @MAF4_2684 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @MAF4_2684 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @MAF4_2684 
00D6: if 
00DB:   actor 106@ in_car 107@ 
004D: jump_if_false @MAF4_2568 
0676: AS_actor 106@ in_car 107@ move_from_passengerseat_to_driverseat 

:MAF4_2568
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_2595 
05C0: AS_actor $PLAYER_ACTOR look_at_car 107@ 5000 ms 

:MAF4_2595
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DES8_LC' time 2000 flag 1  // ~z~HEY! Hold up, dude!

:MAF4_2615
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @MAF4_2641 
0001: wait 0 ms 
0002: jump @MAF4_2615 

:MAF4_2641
0001: wait 350 ms 
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_2670 
05EB: assign_car 107@ to_path 341 

:MAF4_2670
0006: 32@ = 0 
0006: 164@ = 4 

:MAF4_2684
00D6: if 
0039:   164@ == 4 
004D: jump_if_false @MAF4_13441 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @MAF4_13441 
06B1: 35@ = create_searchlight_at 161.513 1932.982 35.391 radius 0.5 target 49@ 56@ 63@ radius 12.5 
029B: 42@ = init_object #A51_SPOTBULB at 103.946 1901.047 36.246 
029B: 92@ = init_object #A51_SPOTHOUSING at 103.946 1901.047 36.246 
029B: 93@ = init_object #A51_SPOTBASE at 103.946 1901.047 36.246 
06CA: attach_searchlight 35@ to_tower 93@ to_housing 92@ to_bulb 42@ with_offset 0.0 1.181 0.768 
071F: set_object 42@ health_to 5000 
0875: set_object 42@ immune_to_nonplayer 1 
066D: 136@ = attach_particle "SHOOTLIGHT" to_object 42@ with_offset 0.0 1.181 0.768 type 1 
06B1: 36@ = create_searchlight_at 233.067 1934.892 33.139 radius 0.5 target 50@ 57@ 64@ radius 10.5 
029B: 43@ = init_object #A51_SPOTBULB at 161.962 1933.043 36.246 
029B: 94@ = init_object #A51_SPOTHOUSING at 161.962 1933.043 36.246 
029B: 95@ = init_object #A51_SPOTBASE at 161.962 1933.043 36.246 
06CA: attach_searchlight 36@ to_tower 95@ to_housing 94@ to_bulb 43@ with_offset 0.0 1.181 0.768 
071F: set_object 43@ health_to 5000 
0875: set_object 43@ immune_to_nonplayer 1 
066D: 137@ = attach_particle "SHOOTLIGHT" to_object 43@ with_offset 0.0 1.181 0.768 type 1 
06B1: 37@ = create_searchlight_at 266.713 1894.979 34.139 radius 0.5 target 51@ 58@ 65@ radius 10.5 
029B: 44@ = init_object #A51_SPOTBULB at 233.486 1934.789 36.246 
029B: 96@ = init_object #A51_SPOTHOUSING at 233.486 1934.789 36.246 
029B: 97@ = init_object #A51_SPOTBASE at 233.486 1934.789 36.246 
06CA: attach_searchlight 37@ to_tower 97@ to_housing 96@ to_bulb 44@ with_offset 0.0 1.181 0.768 
071F: set_object 44@ health_to 5000 
0875: set_object 44@ immune_to_nonplayer 1 
066D: 138@ = attach_particle "SHOOTLIGHT" to_object 44@ with_offset 0.0 1.181 0.768 type 1 
06B1: 38@ = create_searchlight_at 261.97 1808.07 34.05 radius 0.5 target 52@ 59@ 66@ radius 10.5 
029B: 45@ = init_object #A51_SPOTBULB at 267.116 1895.241 36.246 
029B: 98@ = init_object #A51_SPOTHOUSING at 267.116 1895.241 36.246 
029B: 99@ = init_object #A51_SPOTBASE at 267.116 1895.241 36.246 
06CA: attach_searchlight 38@ to_tower 99@ to_housing 98@ to_bulb 45@ with_offset 0.0 1.181 0.768 
071F: set_object 45@ health_to 5000 
0875: set_object 45@ immune_to_nonplayer 1 
066D: 139@ = attach_particle "SHOOTLIGHT" to_object 45@ with_offset 0.0 1.181 0.768 type 1 
06B1: 39@ = create_searchlight_at 164.228 1837.892 34.05 radius 0.5 target 53@ 60@ 67@ radius 10.5 
029B: 46@ = init_object #A51_SPOTBULB at 262.145 1807.62 36.246 
029B: 100@ = init_object #A51_SPOTHOUSING at 262.145 1807.62 36.246 
029B: 101@ = init_object #A51_SPOTBASE at 262.145 1807.62 36.246 
06CA: attach_searchlight 39@ to_tower 101@ to_housing 100@ to_bulb 46@ with_offset 0.0 1.181 0.768 
071F: set_object 46@ health_to 5000 
0875: set_object 46@ immune_to_nonplayer 1 
066D: 140@ = attach_particle "SHOOTLIGHT" to_object 46@ with_offset 0.0 1.181 0.768 type 1 
06B1: 40@ = create_searchlight_at 103.887 1901.057 35.723 radius 0.5 target 54@ 61@ 68@ radius 10.5 
029B: 47@ = init_object #A51_SPOTBULB at 166.003 1849.937 36.246 
029B: 102@ = init_object #A51_SPOTHOUSING at 166.003 1849.937 36.246 
029B: 103@ = init_object #A51_SPOTBASE at 166.003 1849.937 36.246 
06CA: attach_searchlight 40@ to_tower 103@ to_housing 102@ to_bulb 47@ with_offset 0.0 1.181 0.768 
071F: set_object 47@ health_to 5000 
0875: set_object 47@ immune_to_nonplayer 1 
066D: 141@ = attach_particle "SHOOTLIGHT" to_object 47@ with_offset 0.0 1.181 0.768 type 1 
06B1: 41@ = create_searchlight_at 261.97 1808.07 36.05 radius 0.5 target 55@ 62@ 69@ radius 10.5 
029B: 48@ = init_object #A51_SPOTBULB at 113.439 1814.405 36.246 
029B: 104@ = init_object #A51_SPOTHOUSING at 113.439 1814.405 36.246 
029B: 105@ = init_object #A51_SPOTBASE at 113.439 1814.405 36.246 
06CA: attach_searchlight 41@ to_tower 105@ to_housing 104@ to_bulb 48@ with_offset 0.0 1.181 0.768 
071F: set_object 48@ health_to 5000 
0875: set_object 48@ immune_to_nonplayer 1 
066D: 142@ = attach_particle "SHOOTLIGHT" to_object 48@ with_offset 0.0 1.181 0.768 type 1 
0050: gosub @MAF4_29621 
0006: 178@ = 1 
009A: 109@ = create_actor_pedtype 24 model #ARMY at 112.39 1931.193 17.77 
060B: set_actor 109@ decision_maker_to 160@ 
01B2: give_actor 109@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 109@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 114.51 1914.793 18.8 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 112.39 1931.193 18.77 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 109@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 205@ = create_marker_above_actor 109@ 
07BF: set_marker 205@ tracking_blip 1 
018B: set_marker 205@ radar_mode 2 
074E: unknown_set_actor_threat_scanner_flags 109@ radius 20.0 peds_to_scan 1 
009A: 110@ = create_actor_pedtype 24 model #ARMY at 125.135 1916.59 17.9 
060B: set_actor 110@ decision_maker_to 160@ 
01B2: give_actor 110@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 110@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 124.716 1890.25 18.33 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 159.0 1887.9 19.5 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 161.32 1914.42 18.6 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 125.135 1916.59 18.9 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 110@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 206@ = create_marker_above_actor 110@ 
07BF: set_marker 206@ tracking_blip 1 
018B: set_marker 206@ radar_mode 2 
02E2: set_actor 110@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 110@ radius 30.0 peds_to_scan 1 
009A: 111@ = create_actor_pedtype 24 model #ARMY at 131.37 1821.139 16.6 
060B: set_actor 111@ decision_maker_to 160@ 
01B2: give_actor 111@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 111@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 130.62 1855.297 17.73 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 102.09 1858.6 17.7 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 102.94 1839.78 17.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 131.37 1821.139 17.6 animation "NONE" IFP_file "NONE" 
0817: assign_actor 111@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 207@ = create_marker_above_actor 111@ 
07BF: set_marker 207@ tracking_blip 1 
018B: set_marker 207@ radar_mode 2 
02E2: set_actor 111@ weapon_accuracy_to 80 
074E: unknown_set_actor_threat_scanner_flags 111@ radius 30.0 peds_to_scan 1 
009A: 112@ = create_actor_pedtype 24 model #ARMY at 163.458 1824.58 17.64 
0173: set_actor 112@ Z_angle_to 180.123 
060B: set_actor 112@ decision_maker_to 160@ 
01B2: give_actor 112@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 112@ task_set 200.0 // float 
0187: 208@ = create_marker_above_actor 112@ 
07BF: set_marker 208@ tracking_blip 1 
018B: set_marker 208@ radar_mode 2 
02E2: set_actor 112@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 112@ radius 30.0 peds_to_scan 1 
009A: 113@ = create_actor_pedtype 24 model #ARMY at 189.91 1916.399 16.64 
060B: set_actor 113@ decision_maker_to 160@ 
01B2: give_actor 113@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 113@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 168.0187 1916.279 18.37 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 189.91 1916.399 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 113@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 209@ = create_marker_above_actor 113@ 
07BF: set_marker 209@ tracking_blip 1 
018B: set_marker 209@ radar_mode 2 
02E2: set_actor 113@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 113@ radius 30.0 peds_to_scan 1 
009A: 114@ = create_actor_pedtype 24 model #ARMY at 191.535 1809.588 16.641 
060B: set_actor 114@ decision_maker_to 160@ 
01B2: give_actor 114@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 114@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 131.24 1811.194 17.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 191.535 1809.588 17.641 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 114@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 210@ = create_marker_above_actor 114@ 
07BF: set_marker 210@ tracking_blip 1 
018B: set_marker 210@ radar_mode 2 
02E2: set_actor 114@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 114@ radius 30.0 peds_to_scan 1 
009A: 115@ = create_actor_pedtype 24 model #ARMY at 195.36 1872.92 16.64 
060B: set_actor 115@ decision_maker_to 160@ 
01B2: give_actor 115@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 115@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 231.095 1872.9 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 195.36 1872.92 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 115@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 211@ = create_marker_above_actor 115@ 
07BF: set_marker 211@ tracking_blip 1 
018B: set_marker 211@ radar_mode 2 
02E2: set_actor 115@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 115@ radius 20.0 peds_to_scan 1 
009A: 116@ = create_actor_pedtype 24 model #ARMY at 108.673 1886.18 17.04 
060B: set_actor 116@ decision_maker_to 160@ 
01B2: give_actor 116@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 116@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 107.065 1865.8 17.78 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 126.78 1864.25 17.8 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 127.842 1885.04 18.027 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 108.673 1886.18 18.04 animation "NONE" IFP_file "NONE" 
0817: assign_actor 116@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 212@ = create_marker_above_actor 116@ 
07BF: set_marker 212@ tracking_blip 1 
018B: set_marker 212@ radar_mode 2 
02E2: set_actor 116@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 116@ radius 30.0 peds_to_scan 1 
009A: 117@ = create_actor_pedtype 24 model #ARMY at 173.671 1886.841 19.9 
060B: set_actor 117@ decision_maker_to 160@ 
01B2: give_actor 117@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 117@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 174.25 1866.51 20.7 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 173.671 1886.841 20.9 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 117@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 213@ = create_marker_above_actor 117@ 
07BF: set_marker 213@ tracking_blip 1 
018B: set_marker 213@ radar_mode 2 
02E2: set_actor 117@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 117@ radius 30.0 peds_to_scan 1 
009A: 118@ = create_actor_pedtype 24 model #ARMY at 249.99 1874.78 19.6 
060B: set_actor 118@ decision_maker_to 160@ 
01B2: give_actor 118@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 118@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 250.99 1906.56 20.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 249.99 1874.78 20.6 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 118@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 214@ = create_marker_above_actor 118@ 
07BF: set_marker 214@ tracking_blip 1 
018B: set_marker 214@ radar_mode 2 
02E2: set_actor 118@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 118@ radius 30.0 peds_to_scan 1 
009A: 119@ = create_actor_pedtype 24 model #ARMY at 224.26 1916.79 16.64 
060B: set_actor 119@ decision_maker_to 160@ 
01B2: give_actor 119@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 119@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 204.475 1915.9 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 204.628 1904.521 17.64 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 221.645 1905.13 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 224.26 1916.79 17.64 animation "NONE" IFP_file "NONE" 
0817: assign_actor 119@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 215@ = create_marker_above_actor 119@ 
07BF: set_marker 215@ tracking_blip 1 
018B: set_marker 215@ radar_mode 2 
02E2: set_actor 119@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 119@ radius 30.0 peds_to_scan 1 
009A: 120@ = create_actor_pedtype 24 model #ARMY at 209.07 1833.63 16.64 
0173: set_actor 120@ Z_angle_to 346.579 
060B: set_actor 120@ decision_maker_to 160@ 
01B2: give_actor 120@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 120@ task_set 200.0 // float 
0187: 216@ = create_marker_above_actor 120@ 
07BF: set_marker 216@ tracking_blip 1 
018B: set_marker 216@ radar_mode 2 
02E2: set_actor 120@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 120@ radius 30.0 peds_to_scan 1 
009A: 121@ = create_actor_pedtype 24 model #ARMY at 268.027 1862.269 17.64 
060B: set_actor 121@ decision_maker_to 160@ 
01B2: give_actor 121@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 121@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 266.9 1822.3 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 268.027 1862.269 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 121@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 217@ = create_marker_above_actor 121@ 
07BF: set_marker 217@ tracking_blip 1 
018B: set_marker 217@ radar_mode 2 
02E2: set_actor 121@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 121@ radius 30.0 peds_to_scan 1 
009A: 122@ = create_actor_pedtype 24 model #ARMY at 221.16 1858.28 20.63 
060B: set_actor 122@ decision_maker_to 160@ 
01B2: give_actor 122@ weapon 31 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 122@ weapon_accuracy_to 90 
0648: unknown_actor 122@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 198.711 1857.64 19.633 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 221.16 1858.28 20.63 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 122@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 218@ = create_marker_above_actor 122@ 
07BF: set_marker 218@ tracking_blip 1 
018B: set_marker 218@ radar_mode 2 
02E2: set_actor 122@ weapon_accuracy_to 90 
074E: unknown_set_actor_threat_scanner_flags 122@ radius 30.0 peds_to_scan 1 
009A: 123@ = create_actor_pedtype 24 model #ARMY at 218.45 1820.78 16.64 
060B: set_actor 123@ decision_maker_to 160@ 
01B2: give_actor 123@ weapon 31 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 123@ weapon_accuracy_to 90 
0648: unknown_actor 123@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 250.31 1821.924 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 218.45 1820.78 17.64 animation "NONE" IFP_file "NONE" 
0817: assign_actor 123@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 219@ = create_marker_above_actor 123@ 
07BF: set_marker 219@ tracking_blip 1 
018B: set_marker 219@ radar_mode 2 
02E2: set_actor 123@ weapon_accuracy_to 80 
074E: unknown_set_actor_threat_scanner_flags 123@ radius 30.0 peds_to_scan 1 
016A: fade 0 time 100 

:MAF4_6742
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_6766 
0001: wait 0 ms 
0002: jump @MAF4_6742 

:MAF4_6766
015F: set_camera_position 312.659 1806.521 26.272 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 311.7959 1807.022 26.2183 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord 312.659 1806.521 26.272 angle 60.2 
016A: fade 1 time 100 
00BC: show_text_highpriority GXT 'DST8_1' time 7000 flag 1  // ~s~The Truth wants you to gain entry to the Area 69 research lab and bring back to him the Black Project that is being developed inside.
00A1: put_actor $PLAYER_ACTOR at 69.91 1916.007 16.648 
0173: set_actor $PLAYER_ACTOR Z_angle_to 273.363 
0006: 32@ = 0 

:MAF4_6898
00D6: if 
001B:   7000 > 32@ 
004D: jump_if_false @MAF4_6928 
0001: wait 0 ms 
0002: jump @MAF4_6898 

:MAF4_6928
00BC: show_text_highpriority GXT 'DST8_18' time 8000 flag 1  // ~s~The easiest way into the Area 69 bunker complex is through the blast doors. To open these go to the ~y~control tower~s~.
015F: set_camera_position 232.5476 1911.022 34.7955 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 231.9904 1910.261 34.4617 switchstyle 2 
0006: 32@ = 0 

:MAF4_7002
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @MAF4_7032 
0001: wait 0 ms 
0002: jump @MAF4_7002 

:MAF4_7032
015F: set_camera_position 183.9385 1801.77 29.0751 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 184.8011 1802.215 28.8356 switchstyle 2 
0006: 32@ = 0 

:MAF4_7090
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @MAF4_7120 
0001: wait 0 ms 
0002: jump @MAF4_7090 

:MAF4_7120
015F: set_camera_position 120.4534 1943.522 29.8174 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 120.5729 1942.533 29.7278 switchstyle 2 
00BC: show_text_highpriority GXT 'DST8_19' time 4000 flag 1  // ~s~There are searchlights sweeping the area. Observe their routine and plan your route around them.
00BB: show_text_lowpriority GXT 'DST8_47' time 4000 flag 1  // ~s~If you stay in a searchlight for too long or shoot more than 2 out you will be spotted.
00BB: show_text_lowpriority GXT 'DST8_48' time 4000 flag 1  // ~s~The blast doors will go on lockdown, and an alternative route inside will then have to be found.
0006: 32@ = 0 

:MAF4_7226
00D6: if 
001B:   12000 > 32@ 
004D: jump_if_false @MAF4_7256 
0001: wait 0 ms 
0002: jump @MAF4_7226 

:MAF4_7256
009A: 124@ = create_actor_pedtype 26 model #ARMY at 103.9055 1900.535 24.4985 
060B: set_actor 124@ decision_maker_to 159@ 
0173: set_actor 124@ Z_angle_to 6.0802 
01B2: give_actor 124@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 124@ stay_put 1 
0223: set_actor 124@ health_to 10 
0187: 220@ = create_marker_above_actor 124@ 
07BF: set_marker 220@ tracking_blip 1 
018B: set_marker 220@ radar_mode 2 
060B: set_actor 124@ decision_maker_to 162@ 
009A: 125@ = create_actor_pedtype 26 model #ARMY at 113.3839 1814.261 24.4985 
060B: set_actor 125@ decision_maker_to 159@ 
0173: set_actor 125@ Z_angle_to 5.0273 
01B2: give_actor 125@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 125@ stay_put 1 
0223: set_actor 125@ health_to 10 
0187: 221@ = create_marker_above_actor 125@ 
07BF: set_marker 221@ tracking_blip 1 
018B: set_marker 221@ radar_mode 2 
060B: set_actor 125@ decision_maker_to 162@ 
009A: 126@ = create_actor_pedtype 26 model #ARMY at 165.6023 1850.07 24.4985 
060B: set_actor 126@ decision_maker_to 159@ 
0173: set_actor 126@ Z_angle_to 5.0273 
01B2: give_actor 126@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 126@ stay_put 1 
0223: set_actor 126@ health_to 10 
0187: 222@ = create_marker_above_actor 126@ 
07BF: set_marker 222@ tracking_blip 1 
018B: set_marker 222@ radar_mode 2 
060B: set_actor 126@ decision_maker_to 162@ 
009A: 127@ = create_actor_pedtype 26 model #ARMY at 261.8728 1807.938 24.4985 
060B: set_actor 127@ decision_maker_to 159@ 
0173: set_actor 127@ Z_angle_to 5.0273 
01B2: give_actor 127@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 127@ stay_put 1 
0223: set_actor 127@ health_to 10 
0187: 223@ = create_marker_above_actor 127@ 
07BF: set_marker 223@ tracking_blip 1 
018B: set_marker 223@ radar_mode 2 
060B: set_actor 127@ decision_maker_to 162@ 
009A: 128@ = create_actor_pedtype 26 model #ARMY at 267.1389 1895.485 24.4985 
060B: set_actor 128@ decision_maker_to 159@ 
0173: set_actor 128@ Z_angle_to 119.7683 
01B2: give_actor 128@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 128@ stay_put 1 
0223: set_actor 128@ health_to 10 
0187: 224@ = create_marker_above_actor 128@ 
07BF: set_marker 224@ tracking_blip 1 
018B: set_marker 224@ radar_mode 2 
060B: set_actor 128@ decision_maker_to 162@ 
009A: 129@ = create_actor_pedtype 26 model #ARMY at 161.9575 1933.342 24.4985 
060B: set_actor 129@ decision_maker_to 159@ 
0173: set_actor 129@ Z_angle_to 119.7683 
01B2: give_actor 129@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 129@ stay_put 1 
0223: set_actor 129@ health_to 10 
0187: 225@ = create_marker_above_actor 129@ 
07BF: set_marker 225@ tracking_blip 1 
018B: set_marker 225@ radar_mode 2 
060B: set_actor 129@ decision_maker_to 162@ 
009A: 130@ = create_actor_pedtype 26 model #ARMY at 233.6724 1934.623 24.4985 
060B: set_actor 130@ decision_maker_to 159@ 
0173: set_actor 130@ Z_angle_to 119.7683 
01B2: give_actor 130@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 130@ stay_put 1 
0223: set_actor 130@ health_to 10 
0187: 226@ = create_marker_above_actor 130@ 
07BF: set_marker 226@ tracking_blip 1 
018B: set_marker 226@ radar_mode 2 
060B: set_actor 130@ decision_maker_to 162@ 
015F: set_camera_position 113.0058 1934.089 18.245 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 113.0995 1933.112 18.4334 switchstyle 2 
00BC: show_text_highpriority GXT 'DST8_21' time 5000 flag 1  // ~s~There are also several military personnel patrolling the area. Use the thermal goggles that The Truth gave you to help you see them in the dark.
0006: 32@ = 0 

:MAF4_8009
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @MAF4_8039 
0001: wait 0 ms 
0002: jump @MAF4_8009 

:MAF4_8039
015F: set_camera_position 112.0028 1893.846 19.5192 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 111.2033 1894.447 19.5192 switchstyle 2 
0925: restore_camera_to_user_defined 
0930: lock_camera_position 1 
0936: set_camera 112.0028 1893.846 19.5192 position_to 112.0028 1893.846 35.5192 time 6000 smooth_transition 1 
00BC: show_text_highpriority GXT 'DST8_22' time 6500 flag 1  // You can use stealth to avoid patrols or climb to the top of a control tower and use your sniper rifle to take them out.
0006: 32@ = 0 

:MAF4_8156
00D6: if 
001B:   6500 > 32@ 
004D: jump_if_false @MAF4_8186 
0001: wait 0 ms 
0002: jump @MAF4_8156 

:MAF4_8186
0006: 177@ = 1 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 1 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 99999 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 45 ammo 1 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 99999 // Load the weapon model before using this 
0006: 176@ = 1 

:MAF4_8236
0701: end_scene_skip 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @MAF4_13283 
016A: fade 0 time 250 
00BE: text_clear_all 

:MAF4_8265
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_8289 
0001: wait 0 ms 
0002: jump @MAF4_8265 

:MAF4_8289
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_8326 
00D6: if 
060E:   car 107@ assigned_to_path 
004D: jump_if_false @MAF4_8326 
05EC: release_car 107@ from_path 

:MAF4_8326
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MAF4_8372 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 69.91 1916.007 16.648 
0173: set_actor $PLAYER_ACTOR Z_angle_to 273.363 

:MAF4_8372
00A1: put_actor $PLAYER_ACTOR at 69.91 1916.007 16.648 
0173: set_actor $PLAYER_ACTOR Z_angle_to 273.363 
009B: destroy_actor 106@ 
00A6: destroy_car 107@ 
0296: unload_special_actor 1 
0249: release_model #CAMPER 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
00D6: if 
0039:   177@ == 0 
004D: jump_if_false @MAF4_8492 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 1 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 99999 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 45 ammo 1 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 99999 // Load the weapon model before using this 

:MAF4_8492
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @MAF4_9840 
06B1: 35@ = create_searchlight_at 161.513 1932.982 35.391 radius 0.5 target 49@ 56@ 63@ radius 12.5 
029B: 42@ = init_object #A51_SPOTBULB at 103.946 1901.047 36.246 
029B: 92@ = init_object #A51_SPOTHOUSING at 103.946 1901.047 36.246 
029B: 93@ = init_object #A51_SPOTBASE at 103.946 1901.047 36.246 
06CA: attach_searchlight 35@ to_tower 93@ to_housing 92@ to_bulb 42@ with_offset 0.0 1.181 0.768 
071F: set_object 42@ health_to 5000 
0875: set_object 42@ immune_to_nonplayer 1 
066D: 136@ = attach_particle "SHOOTLIGHT" to_object 42@ with_offset 0.0 1.181 0.768 type 1 
06B1: 36@ = create_searchlight_at 233.067 1934.892 33.139 radius 0.5 target 50@ 57@ 64@ radius 10.5 
029B: 43@ = init_object #A51_SPOTBULB at 161.962 1933.043 36.246 
029B: 94@ = init_object #A51_SPOTHOUSING at 161.962 1933.043 36.246 
029B: 95@ = init_object #A51_SPOTBASE at 161.962 1933.043 36.246 
06CA: attach_searchlight 36@ to_tower 95@ to_housing 94@ to_bulb 43@ with_offset 0.0 1.181 0.768 
071F: set_object 43@ health_to 5000 
0875: set_object 43@ immune_to_nonplayer 1 
066D: 137@ = attach_particle "SHOOTLIGHT" to_object 43@ with_offset 0.0 1.181 0.768 type 1 
06B1: 37@ = create_searchlight_at 266.713 1894.979 34.139 radius 0.5 target 51@ 58@ 65@ radius 10.5 
029B: 44@ = init_object #A51_SPOTBULB at 233.486 1934.789 36.246 
029B: 96@ = init_object #A51_SPOTHOUSING at 233.486 1934.789 36.246 
029B: 97@ = init_object #A51_SPOTBASE at 233.486 1934.789 36.246 
06CA: attach_searchlight 37@ to_tower 97@ to_housing 96@ to_bulb 44@ with_offset 0.0 1.181 0.768 
071F: set_object 44@ health_to 5000 
0875: set_object 44@ immune_to_nonplayer 1 
066D: 138@ = attach_particle "SHOOTLIGHT" to_object 44@ with_offset 0.0 1.181 0.768 type 1 
06B1: 38@ = create_searchlight_at 261.97 1808.07 34.05 radius 0.5 target 52@ 59@ 66@ radius 10.5 
029B: 45@ = init_object #A51_SPOTBULB at 267.116 1895.241 36.246 
029B: 98@ = init_object #A51_SPOTHOUSING at 267.116 1895.241 36.246 
029B: 99@ = init_object #A51_SPOTBASE at 267.116 1895.241 36.246 
06CA: attach_searchlight 38@ to_tower 99@ to_housing 98@ to_bulb 45@ with_offset 0.0 1.181 0.768 
071F: set_object 45@ health_to 5000 
0875: set_object 45@ immune_to_nonplayer 1 
066D: 139@ = attach_particle "SHOOTLIGHT" to_object 45@ with_offset 0.0 1.181 0.768 type 1 
06B1: 39@ = create_searchlight_at 164.228 1837.892 34.05 radius 0.5 target 53@ 60@ 67@ radius 10.5 
029B: 46@ = init_object #A51_SPOTBULB at 262.145 1807.62 36.246 
029B: 100@ = init_object #A51_SPOTHOUSING at 262.145 1807.62 36.246 
029B: 101@ = init_object #A51_SPOTBASE at 262.145 1807.62 36.246 
06CA: attach_searchlight 39@ to_tower 101@ to_housing 100@ to_bulb 46@ with_offset 0.0 1.181 0.768 
071F: set_object 46@ health_to 5000 
0875: set_object 46@ immune_to_nonplayer 1 
066D: 140@ = attach_particle "SHOOTLIGHT" to_object 46@ with_offset 0.0 1.181 0.768 type 1 
06B1: 40@ = create_searchlight_at 103.887 1901.057 35.723 radius 0.5 target 54@ 61@ 68@ radius 10.5 
029B: 47@ = init_object #A51_SPOTBULB at 166.003 1849.937 36.246 
029B: 102@ = init_object #A51_SPOTHOUSING at 166.003 1849.937 36.246 
029B: 103@ = init_object #A51_SPOTBASE at 166.003 1849.937 36.246 
06CA: attach_searchlight 40@ to_tower 103@ to_housing 102@ to_bulb 47@ with_offset 0.0 1.181 0.768 
071F: set_object 47@ health_to 5000 
0875: set_object 47@ immune_to_nonplayer 1 
066D: 141@ = attach_particle "SHOOTLIGHT" to_object 47@ with_offset 0.0 1.181 0.768 type 1 
06B1: 41@ = create_searchlight_at 261.97 1808.07 36.05 radius 0.5 target 55@ 62@ 69@ radius 10.5 
029B: 48@ = init_object #A51_SPOTBULB at 113.439 1814.405 36.246 
029B: 104@ = init_object #A51_SPOTHOUSING at 113.439 1814.405 36.246 
029B: 105@ = init_object #A51_SPOTBASE at 113.439 1814.405 36.246 
06CA: attach_searchlight 41@ to_tower 105@ to_housing 104@ to_bulb 48@ with_offset 0.0 1.181 0.768 
071F: set_object 48@ health_to 5000 
0875: set_object 48@ immune_to_nonplayer 1 
066D: 142@ = attach_particle "SHOOTLIGHT" to_object 48@ with_offset 0.0 1.181 0.768 type 1 
0050: gosub @MAF4_29621 

:MAF4_9840
0006: 165@ = 0 

:MAF4_9847
00D6: if 
001B:   22 > 165@ 
004D: jump_if_false @MAF4_9897 
009B: destroy_actor 109@(165@,22i) 
0164: disable_marker 205@(165@,22i) 
000A: 165@ += 1 
0002: jump @MAF4_9847 

:MAF4_9897
009A: 109@ = create_actor_pedtype 24 model #ARMY at 112.39 1931.193 17.77 
060B: set_actor 109@ decision_maker_to 160@ 
01B2: give_actor 109@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 109@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 114.51 1914.793 18.8 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 112.39 1931.193 18.77 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 109@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 205@ = create_marker_above_actor 109@ 
07BF: set_marker 205@ tracking_blip 1 
018B: set_marker 205@ radar_mode 2 
074E: unknown_set_actor_threat_scanner_flags 109@ radius 20.0 peds_to_scan 1 
009A: 110@ = create_actor_pedtype 24 model #ARMY at 125.135 1916.59 17.9 
060B: set_actor 110@ decision_maker_to 160@ 
01B2: give_actor 110@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 110@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 124.716 1890.25 18.33 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 159.0 1887.9 19.5 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 161.32 1914.42 18.6 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 125.135 1916.59 18.9 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 110@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 206@ = create_marker_above_actor 110@ 
07BF: set_marker 206@ tracking_blip 1 
018B: set_marker 206@ radar_mode 2 
02E2: set_actor 110@ weapon_accuracy_to 80 
074E: unknown_set_actor_threat_scanner_flags 110@ radius 30.0 peds_to_scan 1 
009A: 111@ = create_actor_pedtype 24 model #ARMY at 131.37 1821.139 16.6 
060B: set_actor 111@ decision_maker_to 160@ 
01B2: give_actor 111@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 111@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 130.62 1855.297 17.73 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 102.09 1858.6 17.7 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 102.94 1839.78 17.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 131.37 1821.139 17.6 animation "NONE" IFP_file "NONE" 
0817: assign_actor 111@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 207@ = create_marker_above_actor 111@ 
07BF: set_marker 207@ tracking_blip 1 
018B: set_marker 207@ radar_mode 2 
02E2: set_actor 111@ weapon_accuracy_to 80 
074E: unknown_set_actor_threat_scanner_flags 111@ radius 30.0 peds_to_scan 1 
009A: 112@ = create_actor_pedtype 24 model #ARMY at 163.458 1824.58 17.64 
0173: set_actor 112@ Z_angle_to 180.123 
060B: set_actor 112@ decision_maker_to 160@ 
01B2: give_actor 112@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 112@ task_set 200.0 // float 
0187: 208@ = create_marker_above_actor 112@ 
07BF: set_marker 208@ tracking_blip 1 
018B: set_marker 208@ radar_mode 2 
02E2: set_actor 112@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 112@ radius 30.0 peds_to_scan 1 
009A: 113@ = create_actor_pedtype 24 model #ARMY at 189.91 1916.399 16.64 
060B: set_actor 113@ decision_maker_to 160@ 
01B2: give_actor 113@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 113@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 168.0187 1916.279 18.37 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 189.91 1916.399 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 113@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 209@ = create_marker_above_actor 113@ 
07BF: set_marker 209@ tracking_blip 1 
018B: set_marker 209@ radar_mode 2 
02E2: set_actor 113@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 113@ radius 30.0 peds_to_scan 1 
009A: 114@ = create_actor_pedtype 24 model #ARMY at 191.535 1809.588 16.641 
060B: set_actor 114@ decision_maker_to 160@ 
01B2: give_actor 114@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 114@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 131.24 1811.194 17.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 191.535 1809.588 17.641 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 114@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 210@ = create_marker_above_actor 114@ 
07BF: set_marker 210@ tracking_blip 1 
018B: set_marker 210@ radar_mode 2 
02E2: set_actor 114@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 114@ radius 30.0 peds_to_scan 1 
009A: 115@ = create_actor_pedtype 24 model #ARMY at 195.36 1872.92 16.64 
060B: set_actor 115@ decision_maker_to 160@ 
01B2: give_actor 115@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 115@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 231.095 1872.9 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 195.36 1872.92 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 115@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 211@ = create_marker_above_actor 115@ 
07BF: set_marker 211@ tracking_blip 1 
018B: set_marker 211@ radar_mode 2 
02E2: set_actor 115@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 115@ radius 20.0 peds_to_scan 1 
009A: 116@ = create_actor_pedtype 24 model #ARMY at 108.673 1886.18 17.04 
060B: set_actor 116@ decision_maker_to 160@ 
01B2: give_actor 116@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 116@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 107.065 1865.8 17.78 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 126.78 1864.25 17.8 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 127.842 1885.04 18.027 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 108.673 1886.18 18.04 animation "NONE" IFP_file "NONE" 
0817: assign_actor 116@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 212@ = create_marker_above_actor 116@ 
07BF: set_marker 212@ tracking_blip 1 
018B: set_marker 212@ radar_mode 2 
02E2: set_actor 116@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 116@ radius 30.0 peds_to_scan 1 
009A: 117@ = create_actor_pedtype 24 model #ARMY at 173.671 1886.841 19.9 
060B: set_actor 117@ decision_maker_to 160@ 
01B2: give_actor 117@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 117@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 174.25 1866.51 20.7 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 173.671 1886.841 20.9 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 117@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 213@ = create_marker_above_actor 117@ 
07BF: set_marker 213@ tracking_blip 1 
018B: set_marker 213@ radar_mode 2 
02E2: set_actor 117@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 117@ radius 30.0 peds_to_scan 1 
009A: 118@ = create_actor_pedtype 24 model #ARMY at 249.99 1874.78 19.6 
060B: set_actor 118@ decision_maker_to 160@ 
01B2: give_actor 118@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 118@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 250.99 1906.56 20.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 249.99 1874.78 20.6 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 118@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 214@ = create_marker_above_actor 118@ 
07BF: set_marker 214@ tracking_blip 1 
018B: set_marker 214@ radar_mode 2 
02E2: set_actor 118@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 118@ radius 30.0 peds_to_scan 1 
009A: 119@ = create_actor_pedtype 24 model #ARMY at 224.26 1916.79 16.64 
060B: set_actor 119@ decision_maker_to 160@ 
01B2: give_actor 119@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 119@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 204.475 1915.9 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 204.628 1904.521 17.64 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 221.645 1905.13 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 224.26 1916.79 17.64 animation "NONE" IFP_file "NONE" 
0817: assign_actor 119@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 215@ = create_marker_above_actor 119@ 
07BF: set_marker 215@ tracking_blip 1 
018B: set_marker 215@ radar_mode 2 
02E2: set_actor 119@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 119@ radius 30.0 peds_to_scan 1 
009A: 120@ = create_actor_pedtype 24 model #ARMY at 209.07 1833.63 16.64 
0173: set_actor 120@ Z_angle_to 346.579 
060B: set_actor 120@ decision_maker_to 160@ 
01B2: give_actor 120@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 120@ task_set 200.0 // float 
0187: 216@ = create_marker_above_actor 120@ 
07BF: set_marker 216@ tracking_blip 1 
018B: set_marker 216@ radar_mode 2 
02E2: set_actor 120@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 120@ radius 30.0 peds_to_scan 1 
009A: 121@ = create_actor_pedtype 24 model #ARMY at 268.027 1862.269 17.64 
060B: set_actor 121@ decision_maker_to 160@ 
01B2: give_actor 121@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 121@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 266.9 1822.3 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 268.027 1862.269 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 121@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 217@ = create_marker_above_actor 121@ 
07BF: set_marker 217@ tracking_blip 1 
018B: set_marker 217@ radar_mode 2 
02E2: set_actor 121@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 121@ radius 30.0 peds_to_scan 1 
009A: 122@ = create_actor_pedtype 24 model #ARMY at 221.16 1858.28 20.63 
060B: set_actor 122@ decision_maker_to 160@ 
01B2: give_actor 122@ weapon 31 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 122@ weapon_accuracy_to 90 
0648: unknown_actor 122@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 198.711 1857.64 19.633 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 221.16 1858.28 20.63 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 122@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 218@ = create_marker_above_actor 122@ 
07BF: set_marker 218@ tracking_blip 1 
018B: set_marker 218@ radar_mode 2 
02E2: set_actor 122@ weapon_accuracy_to 90 
074E: unknown_set_actor_threat_scanner_flags 122@ radius 30.0 peds_to_scan 1 
009A: 123@ = create_actor_pedtype 24 model #ARMY at 218.45 1820.78 16.64 
060B: set_actor 123@ decision_maker_to 160@ 
01B2: give_actor 123@ weapon 31 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 123@ weapon_accuracy_to 90 
0648: unknown_actor 123@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 250.31 1821.924 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 218.45 1820.78 17.64 animation "NONE" IFP_file "NONE" 
0817: assign_actor 123@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 219@ = create_marker_above_actor 123@ 
07BF: set_marker 219@ tracking_blip 1 
018B: set_marker 219@ radar_mode 2 
02E2: set_actor 123@ weapon_accuracy_to 80 
074E: unknown_set_actor_threat_scanner_flags 123@ radius 30.0 peds_to_scan 1 
009A: 124@ = create_actor_pedtype 26 model #ARMY at 103.9055 1900.535 24.4985 
060B: set_actor 124@ decision_maker_to 159@ 
0173: set_actor 124@ Z_angle_to 6.0802 
01B2: give_actor 124@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 124@ stay_put 1 
0223: set_actor 124@ health_to 10 
0187: 220@ = create_marker_above_actor 124@ 
07BF: set_marker 220@ tracking_blip 1 
018B: set_marker 220@ radar_mode 2 
060B: set_actor 124@ decision_maker_to 162@ 
009A: 125@ = create_actor_pedtype 26 model #ARMY at 113.3839 1814.261 24.4985 
060B: set_actor 125@ decision_maker_to 159@ 
0173: set_actor 125@ Z_angle_to 5.0273 
01B2: give_actor 125@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 125@ stay_put 1 
0223: set_actor 125@ health_to 10 
0187: 221@ = create_marker_above_actor 125@ 
07BF: set_marker 221@ tracking_blip 1 
018B: set_marker 221@ radar_mode 2 
060B: set_actor 125@ decision_maker_to 162@ 
009A: 126@ = create_actor_pedtype 26 model #ARMY at 165.6023 1850.07 24.4985 
060B: set_actor 126@ decision_maker_to 159@ 
0173: set_actor 126@ Z_angle_to 5.0273 
01B2: give_actor 126@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 126@ stay_put 1 
0223: set_actor 126@ health_to 10 
0187: 222@ = create_marker_above_actor 126@ 
07BF: set_marker 222@ tracking_blip 1 
018B: set_marker 222@ radar_mode 2 
060B: set_actor 126@ decision_maker_to 162@ 
009A: 127@ = create_actor_pedtype 26 model #ARMY at 261.8728 1807.938 24.4985 
060B: set_actor 127@ decision_maker_to 159@ 
0173: set_actor 127@ Z_angle_to 5.0273 
01B2: give_actor 127@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 127@ stay_put 1 
0223: set_actor 127@ health_to 10 
0187: 223@ = create_marker_above_actor 127@ 
07BF: set_marker 223@ tracking_blip 1 
018B: set_marker 223@ radar_mode 2 
060B: set_actor 127@ decision_maker_to 162@ 
009A: 128@ = create_actor_pedtype 26 model #ARMY at 267.1389 1895.485 24.4985 
060B: set_actor 128@ decision_maker_to 159@ 
0173: set_actor 128@ Z_angle_to 119.7683 
01B2: give_actor 128@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 128@ stay_put 1 
0223: set_actor 128@ health_to 10 
0187: 224@ = create_marker_above_actor 128@ 
07BF: set_marker 224@ tracking_blip 1 
018B: set_marker 224@ radar_mode 2 
060B: set_actor 128@ decision_maker_to 162@ 
009A: 129@ = create_actor_pedtype 26 model #ARMY at 161.9575 1933.342 24.4985 
060B: set_actor 129@ decision_maker_to 159@ 
0173: set_actor 129@ Z_angle_to 119.7683 
01B2: give_actor 129@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 129@ stay_put 1 
0223: set_actor 129@ health_to 10 
0187: 225@ = create_marker_above_actor 129@ 
07BF: set_marker 225@ tracking_blip 1 
018B: set_marker 225@ radar_mode 2 
060B: set_actor 129@ decision_maker_to 162@ 
009A: 130@ = create_actor_pedtype 26 model #ARMY at 233.6724 1934.623 24.4985 
060B: set_actor 130@ decision_maker_to 159@ 
0173: set_actor 130@ Z_angle_to 119.7683 
01B2: give_actor 130@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 130@ stay_put 1 
0223: set_actor 130@ health_to 10 
0187: 226@ = create_marker_above_actor 130@ 
07BF: set_marker 226@ tracking_blip 1 
018B: set_marker 226@ radar_mode 2 
060B: set_actor 130@ decision_maker_to 162@ 
0A0B: set_rendering_origin_at_3D_coord 69.91 1916.007 16.648 angle 273.4 
016A: fade 1 time 250 

:MAF4_13283
0792: disembark_instantly_actor $PLAYER_ACTOR 
00C0: set_current_time_hours_to 21 minutes_to 30 
00BE: text_clear_all 
0925: restore_camera_to_user_defined 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_13352 
00D6: if 
060E:   car 107@ assigned_to_path 
004D: jump_if_false @MAF4_13352 
05EC: release_car 107@ from_path 

:MAF4_13352
009B: destroy_actor 106@ 
00A6: destroy_car 107@ 
0296: unload_special_actor 1 
0249: release_model #CAMPER 
018A: 227@ = create_checkpoint_at 211.604 1811.091 20.8 
00BC: show_text_highpriority GXT 'DST8_38' time 5000 flag 1  // ~s~You must gain entry to the research labs before sunrise at 0530 hours.
00BB: show_text_lowpriority GXT 'DST8_7' time 5000 flag 1  // ~s~Open the blast doors by activating the switch in the ~y~control tower~s~.
040D: unload_wav 2 
03CF: load_wav 13600 as 2 
0006: 164@ = 5 

:MAF4_13441
00D6: if 
0039:   164@ == 5 
004D: jump_if_false @MAF4_19124 
00D6: if 
0039:   192@ == 0 
004D: jump_if_false @MAF4_13513 
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 45 
004D: jump_if_false @MAF4_13513 
03E5: show_text_box 'DST8_37'  // When goggles are selected, press ~k~~PED_FIREWEAPON~ to toggle thermal vision on and off.
0006: 192@ = 1 

:MAF4_13513
00D6: if 
0039:   195@ == 0 
004D: jump_if_false @MAF4_13706 
00BF: 134@ = current_time_hours, 135@ = current_time_minutes 
00D6: if 
0039:   134@ == 5 
004D: jump_if_false @MAF4_13706 
00D6: if 
0019:   135@ > 29 
004D: jump_if_false @MAF4_13706 
016A: fade 0 time 500 
0006: 193@ = 1 

:MAF4_13589
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_13613 
0001: wait 0 ms 
0002: jump @MAF4_13589 

:MAF4_13613
00A1: put_actor $PLAYER_ACTOR at 296.348 2474.277 15.477 
0173: set_actor $PLAYER_ACTOR Z_angle_to 359.722 
0373: set_camera_directly_behind_player 
016A: fade 1 time 500 
00BC: show_text_highpriority GXT 'DST8_41' time 5000 flag 1  // ~r~You had to break into the Area 69 research lab while undercover of night. Next time be quicker!

:MAF4_13668
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_13692 
0001: wait 0 ms 
0002: jump @MAF4_13668 

:MAF4_13692
0002: jump @MAF4_29854 
0006: 195@ = 1 

:MAF4_13706
00D6: if 
0039:   193@ == 0 
004D: jump_if_false @MAF4_14035 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @MAF4_13803 
00D6: if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 52.5 1952.11 cornerB 295.92 1775.93 
004D: jump_if_false @MAF4_13803 
00BC: show_text_highpriority GXT 'DST8_39' time 5000 flag 1  // ~s~You are venturing too far away from Area 69. If you go any further the mission will be failed!
0006: 194@ = 1 

:MAF4_13803
00D6: if 
0039:   194@ == 1 
004D: jump_if_false @MAF4_14035 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 52.5 1952.11 cornerB 295.92 1775.93 
004D: jump_if_false @MAF4_13873 
0006: 194@ = 0 
0002: jump @MAF4_14035 

:MAF4_13873
00D6: if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 36.9 1961.82 cornerB 319.56 1760.29 
004D: jump_if_false @MAF4_14035 
016A: fade 0 time 500 

:MAF4_13918
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_13942 
0001: wait 0 ms 
0002: jump @MAF4_13918 

:MAF4_13942
00A1: put_actor $PLAYER_ACTOR at 296.348 2474.277 15.477 
0173: set_actor $PLAYER_ACTOR Z_angle_to 359.722 
0373: set_camera_directly_behind_player 
016A: fade 1 time 500 
00BC: show_text_highpriority GXT 'DST8_40' time 5000 flag 1  // ~r~You are too far away from Area 69!

:MAF4_13997
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_14021 
0001: wait 0 ms 
0002: jump @MAF4_13997 

:MAF4_14021
0002: jump @MAF4_29854 
0006: 194@ = 2 

:MAF4_14035
00D6: if 
001B:   3 > 175@ 
004D: jump_if_false @MAF4_14878 
00D6: if 
001B:   2 > 175@ 
004D: jump_if_false @MAF4_14871 
00D6: if 
0039:   182@ == 0 
004D: jump_if_false @MAF4_14144 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere 211.604 1811.091 20.8 radius 3.0 3.0 3.0 sphere 1 stopped_on_foot 
004D: jump_if_false @MAF4_14144 
0006: 182@ = 1 

:MAF4_14144
00D6: if 
0039:   182@ == 1 
004D: jump_if_false @MAF4_14871 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @MAF4_14255 
0164: disable_marker 227@ 
018A: 227@ = create_checkpoint_at 214.0 1872.0 12.14 
00BC: show_text_highpriority GXT 'DST8_8' time 5000 flag 1  // ~s~The ~y~blast doors ~s~have been opened, you have limited amount of time to get through them before they shut again!
0006: 33@ = 0 
097A: play_audio_at 213.85 1874.68 14.12 event 1007 
0006: 179@ = 1 

:MAF4_14255
00D6: if 
0039:   179@ == 1 
004D: jump_if_false @MAF4_14419 
00D6: if 
0039:   180@ == 0 
004D: jump_if_false @MAF4_14346 
00D6: if 
034E: move_object $OBJECT_M_A51_BLASTDOORR to 219.941 1874.571 13.903 speed 0.1 0.0 0.0 collision_check 0 
004D: jump_if_false @MAF4_14346 
0006: 180@ = 1 

:MAF4_14346
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @MAF4_14419 
00D6: if 
034E: move_object $OBJECT_M_A51_BLASTDOORL to 207.842 1874.571 13.903 speed 0.1 0.0 0.0 collision_check 0 
004D: jump_if_false @MAF4_14419 
0006: 181@ = 1 

:MAF4_14419
00D6: if 
0039:   179@ == 1 
004D: jump_if_false @MAF4_14500 
00D6: if 
0039:   180@ == 1 
004D: jump_if_false @MAF4_14500 
00D6: if 
0039:   181@ == 1 
004D: jump_if_false @MAF4_14500 
097A: play_audio_at 213.85 1874.68 14.12 event 1008 
0006: 179@ = 2 

:MAF4_14500
00D6: if 
0039:   179@ == 2 
004D: jump_if_false @MAF4_14564 
00D6: if 
0019:   33@ > 30000 
004D: jump_if_false @MAF4_14564 
097A: play_audio_at 213.85 1874.68 14.12 event 1007 
0006: 179@ = 3 

:MAF4_14564
00D6: if 
0039:   179@ == 3 
004D: jump_if_false @MAF4_14728 
00D6: if 
0039:   180@ == 1 
004D: jump_if_false @MAF4_14655 
00D6: if 
034E: move_object $OBJECT_M_A51_BLASTDOORR to 215.941 1874.571 13.903 speed 0.1 0.0 0.0 collision_check 0 
004D: jump_if_false @MAF4_14655 
0006: 180@ = 0 

:MAF4_14655
00D6: if 
0039:   181@ == 1 
004D: jump_if_false @MAF4_14728 
00D6: if 
034E: move_object $OBJECT_M_A51_BLASTDOORL to 211.842 1874.571 13.903 speed 0.1 0.0 0.0 collision_check 0 
004D: jump_if_false @MAF4_14728 
0006: 181@ = 0 

:MAF4_14728
00D6: if 
0039:   179@ == 3 
004D: jump_if_false @MAF4_14871 
00D6: if 
0039:   180@ == 0 
004D: jump_if_false @MAF4_14871 
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @MAF4_14871 
097A: play_audio_at 213.85 1874.68 14.12 event 1008 
0164: disable_marker 227@ 
018A: 227@ = create_checkpoint_at 211.604 1811.091 20.8 
00BC: show_text_highpriority GXT 'DST8_9' time 5000 flag 1  // ~s~The blast doors have shut make your way back to the ~y~control tower ~s~to open them again.
0006: 179@ = 0 
0006: 180@ = 0 
0006: 180@ = 0 
0006: 182@ = 0 

:MAF4_14871
0002: jump @MAF4_15024 

:MAF4_14878
00D6: if 
0039:   180@ == 5 
004D: jump_if_false @MAF4_14951 
00D6: if 
034E: move_object $OBJECT_M_A51_BLASTDOORR to 215.941 1874.571 13.903 speed 0.1 0.0 0.0 collision_check 0 
004D: jump_if_false @MAF4_14951 
0006: 180@ = 6 

:MAF4_14951
00D6: if 
0039:   181@ == 5 
004D: jump_if_false @MAF4_15024 
00D6: if 
034E: move_object $OBJECT_M_A51_BLASTDOORL to 211.842 1874.571 13.903 speed 0.1 0.0 0.0 collision_check 0 
004D: jump_if_false @MAF4_15024 
0006: 181@ = 6 

:MAF4_15024
00D6: if 
0039:   191@ == 0 
004D: jump_if_false @MAF4_15167 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 254.37 1850.1 21.7 cornerB 207.08 1873.36 10.0 
004D: jump_if_false @MAF4_15167 
0006: 165@ = 0 

:MAF4_15097
00D6: if 
001B:   7 > 165@ 
004D: jump_if_false @MAF4_15160 
00D6: if 
06B3:   searchlight 35@(165@,7i) active 
004D: jump_if_false @MAF4_15146 
0A02: set_searchlight 35@(165@,7i) lights_through_obstacles 0 

:MAF4_15146
000A: 165@ += 1 
0002: jump @MAF4_15097 

:MAF4_15160
0006: 191@ = 1 

:MAF4_15167
00D6: if 
0039:   191@ == 1 
004D: jump_if_false @MAF4_15310 
00D6: if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 254.37 1850.1 21.7 cornerB 207.08 1873.36 10.0 
004D: jump_if_false @MAF4_15310 
0006: 165@ = 0 

:MAF4_15240
00D6: if 
001B:   7 > 165@ 
004D: jump_if_false @MAF4_15303 
00D6: if 
06B3:   searchlight 35@(165@,7i) active 
004D: jump_if_false @MAF4_15289 
0A02: set_searchlight 35@(165@,7i) lights_through_obstacles 1 

:MAF4_15289
000A: 165@ += 1 
0002: jump @MAF4_15240 

:MAF4_15303
0006: 191@ = 0 

:MAF4_15310
0006: 165@ = 0 

:MAF4_15317
00D6: if 
001B:   7 > 165@ 
004D: jump_if_false @MAF4_15478 
00D6: if 
0039:   167@(165@,7i) == 0 
004D: jump_if_false @MAF4_15464 
00D6: if 
03CA:   object 42@(165@,7i) exists 
004D: jump_if_false @MAF4_15464 
071E: get_object 42@(165@,7i) health_to 91@ 
00D6: if 
001B:   5000 > 91@ 
004D: jump_if_false @MAF4_15464 
00D6: if 
06B3:   searchlight 35@(165@,7i) active 
004D: jump_if_false @MAF4_15464 
06B2: destroy_searchlight 35@(165@,7i) 
064F: remove_references_to_particle 136@(165@,7i) 
000A: 174@ += 1 
0006: 167@(165@,7i) = 1 

:MAF4_15464
000A: 165@ += 1 
0002: jump @MAF4_15317 

:MAF4_15478
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @MAF4_15620 
0006: 165@ = 0 

:MAF4_15503
00D6: if and
001B:   7 > 165@ 
0039:   175@ == 0 
004D: jump_if_false @MAF4_15620 
00D6: if 
06B3:   searchlight 35@(165@,7i) active 
004D: jump_if_false @MAF4_15606 
00D6: if 
06B7:   searchlight 35@(165@,7i) spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @MAF4_15606 
0006: 198@ = 1 
0006: 199@ = 0 
0050: gosub @MAF4_29738 
0006: 32@ = 0 
0006: 175@ = 1 

:MAF4_15606
000A: 165@ += 1 
0002: jump @MAF4_15503 

:MAF4_15620
00D6: if 
0039:   175@ == 1 
004D: jump_if_false @MAF4_15792 
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @MAF4_15792 
0006: 165@ = 0 
0006: 175@ = 0 

:MAF4_15671
00D6: if 
001B:   7 > 165@ 
004D: jump_if_false @MAF4_15753 
00D6: if 
06B3:   searchlight 35@(165@,7i) active 
004D: jump_if_false @MAF4_15739 
00D6: if 
06B7:   searchlight 35@(165@,7i) spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @MAF4_15739 
0006: 175@ = 2 

:MAF4_15739
000A: 165@ += 1 
0002: jump @MAF4_15671 

:MAF4_15753
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @MAF4_15792 
0006: 198@ = 2 
0006: 201@ = 0 
0050: gosub @MAF4_29621 

:MAF4_15792
00D6: if and
0019:   174@ > 2 
001B:   2 > 175@ 
004D: jump_if_false @MAF4_15824 
0006: 175@ = 2 

:MAF4_15824
00D6: if 
0039:   175@ == 2 
004D: jump_if_false @MAF4_15987 
0164: disable_marker 227@ 
0006: 198@ = 3 
0006: 196@ = 0 
018A: 227@ = create_checkpoint_at 246.0 1862.64 19.89 
0006: 165@ = 15 

:MAF4_15888
00D6: if 
001B:   22 > 165@ 
004D: jump_if_false @MAF4_15959 
00D6: if 
8118:   not actor 109@(165@,22i) dead 
004D: jump_if_false @MAF4_15945 
0085: 153@ = 109@(165@,22i) // (int) 
0050: gosub @MAF4_29816 

:MAF4_15945
000A: 165@ += 1 
0002: jump @MAF4_15888 

:MAF4_15959
0050: gosub @MAF4_29738 
0006: 180@ = 5 
0006: 181@ = 5 
0006: 175@ = 3 

:MAF4_15987
0006: 165@ = 0 

:MAF4_15994
00D6: if 
001B:   22 > 165@ 
004D: jump_if_false @MAF4_16084 
00D6: if 
0118:   actor 109@(165@,22i) dead 
004D: jump_if_false @MAF4_16070 
00D6: if 
075C:   marker 205@(165@,22i) enabled 
004D: jump_if_false @MAF4_16070 
0164: disable_marker 205@(165@,22i) 
01C2: remove_references_to_actor 109@(165@,22i) // Like turning an actor into a random pedestrian 

:MAF4_16070
000A: 165@ += 1 
0002: jump @MAF4_15994 

:MAF4_16084
00D6: if 
0039:   175@ == 3 
004D: jump_if_false @MAF4_16183 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 246.0 1862.64 radius 5.0 5.0 
004D: jump_if_false @MAF4_16183 
03E5: show_text_box 'DST8_10'  // Damage the ~y~vent grate ~w~and drop into it to gain entry.
0164: disable_marker 227@ 
018A: 227@ = create_checkpoint_at 224.99 1859.18 12.31 
0006: 175@ = 4 

:MAF4_16183
0050: gosub @MAF4_29473 
00D6: if 
0039:   198@ == 1 
004D: jump_if_false @MAF4_16399 
00D6: if 
0039:   199@ == 0 
004D: jump_if_false @MAF4_16399 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_16399 
00D6: if 
0019:   200@ > 1 
004D: jump_if_false @MAF4_16291 
04AF: 156@ = 13604 // = constant 
05AA: 157@s = 'DES8_BD' // @s = 'short'  // ~z~Code Blue! Searchlights set to tracking mode!
0050: gosub @MAF4_29431 

:MAF4_16291
00D6: if 
0039:   200@ == 1 
004D: jump_if_false @MAF4_16345 
04AF: 156@ = 13602 // = constant 
05AA: 157@s = 'DES8_BB' // @s = 'short'  // ~z~Code Blue! Set the Searchlight perimeter to tracking mode!
0050: gosub @MAF4_29431 
000A: 200@ += 1 

:MAF4_16345
00D6: if 
0039:   200@ == 0 
004D: jump_if_false @MAF4_16399 
04AF: 156@ = 13601 // = constant 
05AA: 157@s = 'DES8_BA' // @s = 'short'  // ~z~Possible intruder sighted. Condition Blue! Set searchlights to tracking mode!
0050: gosub @MAF4_29431 
000A: 200@ += 1 

:MAF4_16399
00D6: if 
0039:   198@ == 2 
004D: jump_if_false @MAF4_16608 
00D6: if 
0039:   201@ == 0 
004D: jump_if_false @MAF4_16608 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_16608 
00D6: if 
0019:   202@ > 1 
004D: jump_if_false @MAF4_16500 
04AF: 156@ = 13607 // = constant 
05AA: 157@s = 'DES8_CC' // @s = 'short'  // ~z~Perimeter is secure. Standing down from Code Blue!
0050: gosub @MAF4_29431 

:MAF4_16500
00D6: if 
0039:   202@ == 1 
004D: jump_if_false @MAF4_16554 
04AF: 156@ = 13606 // = constant 
05AA: 157@s = 'DES8_CB' // @s = 'short'  // ~z~No further sign of intrusion. Stand down, repeat, stand down!
0050: gosub @MAF4_29431 
000A: 202@ += 1 

:MAF4_16554
00D6: if 
0039:   202@ == 0 
004D: jump_if_false @MAF4_16608 
04AF: 156@ = 13605 // = constant 
05AA: 157@s = 'DES8_CA' // @s = 'short'  // ~z~Sighting unconfirmed. Stand down from Condition Blue!
0050: gosub @MAF4_29431 
000A: 202@ += 1 

:MAF4_16608
00D6: if 
0039:   198@ == 3 
004D: jump_if_false @MAF4_16862 
00D6: if 
0039:   196@ == 0 
004D: jump_if_false @MAF4_16691 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_16691 
04AF: 156@ = 13611 // = constant 
05AA: 157@s = 'DES8_DC' // @s = 'short'  // ~z~This is a code red! All personnel adopt intruder protocols!
0050: gosub @MAF4_29431 

:MAF4_16691
00D6: if 
0039:   196@ == 1 
004D: jump_if_false @MAF4_16756 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_16756 
04AF: 156@ = 13617 // = constant 
05AA: 157@s = 'DES8_EE' // @s = 'short'  // ~z~All towers are cleared to use lethal force, repeat, lethal force!
0050: gosub @MAF4_29431 

:MAF4_16756
00D6: if 
0039:   196@ == 2 
004D: jump_if_false @MAF4_16821 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_16821 
04AF: 156@ = 13616 // = constant 
05AA: 157@s = 'DES8_ED' // @s = 'short'  // ~z~Lock down protocols initiated! Blast doors and security tower isolated!
0050: gosub @MAF4_29431 

:MAF4_16821
00D6: if 
0039:   196@ == 3 
004D: jump_if_false @MAF4_16862 
00BC: show_text_highpriority GXT 'DST8_14' time 7000 flag 1  // ~s~The control tower has been disabled you must now find another way in. There is a ~y~vent~s~ that goes into the Area 69 interior.
0006: 196@ = 4 

:MAF4_16862
00D6: if 
0039:   183@ == 0 
004D: jump_if_false @MAF4_19124 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 207.917 1874.33 10.0 cornerB 2224.917 1868.78 14.6 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 224.99 1859.18 12.31 radius 8.0 8.0 2.0 on_foot 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 201.99 1874.7 12.3 cornerB 225.47 1851.43 14.31 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 226.38 1872.33 12.93 radius 4.0 4.0 3.5 on_foot 
004D: jump_if_false @MAF4_19124 
016A: fade 0 time 250 
040D: unload_wav 1 
00BE: text_clear_all 

:MAF4_17052
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_17076 
0001: wait 0 ms 
0002: jump @MAF4_17052 

:MAF4_17076
0108: destroy_object $OBJECT_M_A51_VENTCOVERB 
0107: $OBJECT_M_A51_VENTCOVERB = create_object #A51_VENTCOVERB at 245.968 1862.843 19.49 
0453: set_object $OBJECT_M_A51_VENTCOVERB XYZ_rotation 0.0 0.0 -140.998 
01C7: remove_object_from_mission_cleanup_list $OBJECT_M_A51_VENTCOVERB 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0249: release_model #A51_SPOTBULB 
0249: release_model #A51_SPOTHOUSING 
0249: release_model #A51_SPOTBASE 
0249: release_model #CAMPER 
0296: unload_special_actor 1 
0873: release_path 340 
0873: release_path 341 
0249: release_model #KNIFECUR 
0249: release_model #SILENCED 
0247: load_model #TUG 
0247: load_model #WMOSCI 
0247: load_model #SANCHEZ 
038B: load_requested_models 

:MAF4_17199
00D6: if or
8248:   not model #TUG available 
8248:   not model #WMOSCI available 
8248:   not model #SANCHEZ available 
004D: jump_if_false @MAF4_17235 
0001: wait 0 ms 
0002: jump @MAF4_17199 

:MAF4_17235
00BE: text_clear_all 
0006: 165@ = 0 

:MAF4_17244
00D6: if 
001B:   7 > 165@ 
004D: jump_if_false @MAF4_17294 
06B2: destroy_searchlight 35@(165@,7i) 
0108: destroy_object 42@(165@,7i) 
000A: 165@ += 1 
0002: jump @MAF4_17244 

:MAF4_17294
0108: destroy_object 92@ 
0108: destroy_object 93@ 
0108: destroy_object 94@ 
0108: destroy_object 95@ 
0108: destroy_object 96@ 
0108: destroy_object 97@ 
0108: destroy_object 98@ 
0108: destroy_object 99@ 
0108: destroy_object 100@ 
0108: destroy_object 101@ 
0108: destroy_object 102@ 
0108: destroy_object 103@ 
0108: destroy_object 104@ 
0108: destroy_object 105@ 
0006: 165@ = 0 

:MAF4_17371
00D6: if 
001B:   22 > 165@ 
004D: jump_if_false @MAF4_17421 
009B: destroy_actor 109@(165@,22i) 
0164: disable_marker 205@(165@,22i) 
000A: 165@ += 1 
0002: jump @MAF4_17371 

:MAF4_17421
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 225.0 1859.0 radius 5.0 5.0 
004D: jump_if_false @MAF4_17496 
00A1: put_actor $PLAYER_ACTOR at 224.44 1859.34 12.14 
0173: set_actor $PLAYER_ACTOR Z_angle_to 6.82 
0002: jump @MAF4_17526 

:MAF4_17496
00A1: put_actor $PLAYER_ACTOR at 214.14 1872.388 12.14 
0173: set_actor $PLAYER_ACTOR Z_angle_to 267.68 

:MAF4_17526
0108: destroy_object $OBJECT_M_A51_BLASTDOORR 
0108: destroy_object $OBJECT_M_A51_BLASTDOORL 
029B: $OBJECT_M_A51_BLASTDOORR = init_object #A51_BLASTDOORR at 215.941 1874.571 13.903 
0177: set_object $OBJECT_M_A51_BLASTDOORR Z_angle_to 0.0 
029B: $OBJECT_M_A51_BLASTDOORL = init_object #A51_BLASTDOORL at 211.842 1874.571 13.903 
0177: set_object $OBJECT_M_A51_BLASTDOORL Z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $OBJECT_M_A51_BLASTDOORR 
01C7: remove_object_from_mission_cleanup_list $OBJECT_M_A51_BLASTDOORL 
0164: disable_marker 227@ 
009A: 110@ = create_actor_pedtype 24 model #ARMY at 248.128 1860.732 8.76 
0173: set_actor 110@ Z_angle_to 266.82 
060B: set_actor 110@ decision_maker_to 160@ 
01B2: give_actor 110@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 110@ task_set 5.0 // float 
0187: 206@ = create_marker_above_actor 110@ 
018B: set_marker 206@ radar_mode 2 
0605: actor 110@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
07BF: set_marker 206@ tracking_blip 1 
009A: 111@ = create_actor_pedtype 24 model #ARMY at 245.1791 1879.571 10.4609 
0173: set_actor 111@ Z_angle_to 266.1505 
060B: set_actor 111@ decision_maker_to 160@ 
01B2: give_actor 111@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 111@ task_set 5.0 // float 
02E2: set_actor 111@ weapon_accuracy_to 80 
0187: 207@ = create_marker_above_actor 111@ 
018B: set_marker 207@ radar_mode 2 
0605: actor 111@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
07BF: set_marker 207@ tracking_blip 1 
009A: 112@ = create_actor_pedtype 24 model #ARMY at 245.1999 1863.952 7.5618 
0173: set_actor 112@ Z_angle_to 175.5655 
060B: set_actor 112@ decision_maker_to 160@ 
01B2: give_actor 112@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 112@ task_set 5.0 // float 
0187: 208@ = create_marker_above_actor 112@ 
018B: set_marker 208@ radar_mode 2 
07BF: set_marker 208@ tracking_blip 1 
009A: 113@ = create_actor_pedtype 24 model #ARMY at 261.9116 1870.728 7.7578 
060B: set_actor 113@ decision_maker_to 160@ 
0173: set_actor 113@ Z_angle_to 186.0656 
01B2: give_actor 113@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 113@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 261.6897 1860.464 7.765 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 256.1913 1859.627 7.765 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 256.0048 1870.207 7.79 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 261.9116 1870.728 7.7578 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 113@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 209@ = create_marker_above_actor 113@ 
018B: set_marker 209@ radar_mode 2 
07BF: set_marker 209@ tracking_blip 1 
00A5: 132@ = create_car #TUG at 241.0877 1843.951 7.7578 
0175: set_car 132@ Z_angle_to 268.7216 
009A: 114@ = create_actor_pedtype 24 model #ARMY at 243.0288 1846.451 7.765 
060B: set_actor 114@ decision_maker_to 160@ 
0223: set_actor 114@ health_to 10 
0173: set_actor 114@ Z_angle_to 270.7867 
01B2: give_actor 114@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 114@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 255.3062 1846.276 7.7734 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 243.0288 1846.451 7.765 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 114@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 210@ = create_marker_above_actor 114@ 
018B: set_marker 210@ radar_mode 2 
07BF: set_marker 210@ tracking_blip 1 
018A: 228@ = create_checkpoint_at 267.015 1862.51 7.76 
07BF: set_marker 228@ tracking_blip 1 
09EB: remove_player_goggles $PLAYER_CHAR use_anim 0 
03CB: set_rendering_origin_at 248.83 1827.63 7.46 
0A0B: set_rendering_origin_at_3D_coord 282.28 1814.04 7.54 angle 326.0 
016A: fade 1 time 500 
075B: zoom_radar 100 
009A: 131@ = create_actor_pedtype 24 model #ARMY at 248.925 1832.315 6.55 
0173: set_actor 131@ Z_angle_to 1.5 
01B2: give_actor 131@ weapon 31 ammo 9999 // Load the weapon model before using this 
0605: actor 131@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 1000 
0707: start_scene_skip_to @MAF4_19024 
015F: set_camera_position 278.6251 1812.837 4.8301 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 279.2745 1813.558 5.0711 switchstyle 2 
00BC: show_text_highpriority GXT 'DST8_42' time 5000 flag 1  // ~s~Make your way through Area 69 to the research lab which will give you access to the black project.
0006: 32@ = 0 

:MAF4_18632
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @MAF4_18662 
0001: wait 0 ms 
0002: jump @MAF4_18632 

:MAF4_18662
0A0B: set_rendering_origin_at_3D_coord 255.93 1838.05 7.73 angle 142.0 
015F: set_camera_position 252.5037 1836.242 8.5554 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 252.0391 1835.363 8.4453 switchstyle 2 
00BC: show_text_highpriority GXT 'DST8_43' time 8000 flag 1  // ~s~There are several military personnel on patrol throughout the installation.
0006: 32@ = 0 

:MAF4_18758
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @MAF4_18788 
0001: wait 0 ms 
0002: jump @MAF4_18758 

:MAF4_18788
03CB: set_rendering_origin_at 249.6 1869.03 11.0 
015F: set_camera_position 262.0718 1869.727 13.162 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 261.4835 1868.997 12.8154 switchstyle 2 
0006: 32@ = 0 

:MAF4_18863
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @MAF4_18893 
0001: wait 0 ms 
0002: jump @MAF4_18863 

:MAF4_18893
0A0B: set_rendering_origin_at_3D_coord 223.75 1822.57 7.51 angle 68.0 
015F: set_camera_position 217.0121 1822.658 6.4205 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 216.015 1822.672 6.4959 switchstyle 2 
009B: destroy_actor 131@ 
00BC: show_text_highpriority GXT 'DST8_44' time 5000 flag 1  // ~s~The control room will allow you to deactivate some of Area 69's exterior defenses, which will aid your escape.
0006: 32@ = 0 

:MAF4_18994
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @MAF4_19024 
0001: wait 0 ms 
0002: jump @MAF4_18994 

:MAF4_19024
0701: end_scene_skip 
009B: destroy_actor 131@ 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BC: show_text_highpriority GXT 'DST8_45' time 5000 flag 1  // ~s~Go and find the ~g~'black project'~s~.
097A: play_audio_at 0.0 0.0 0.0 event 1005 
0006: 33@ = 0 
0006: 203@ = 1 
0006: 196@ = 0 
0006: 197@ = 0 
0006: 164@ = 6 
0006: 183@ = 1 

:MAF4_19124
00D6: if 
0039:   183@ == 1 
004D: jump_if_false @MAF4_26649 
00D6: if 
0039:   203@ == 1 
004D: jump_if_false @MAF4_19186 
00D6: if 
0019:   33@ > 5000 
004D: jump_if_false @MAF4_19186 
0006: 203@ = 2 

:MAF4_19186
00D6: if 
0039:   203@ == 2 
004D: jump_if_false @MAF4_20716 
0050: gosub @MAF4_29473 
00D6: if 
001B:   3 > 184@ 
004D: jump_if_false @MAF4_20549 
00D6: if 
0039:   196@ == 0 
004D: jump_if_false @MAF4_19294 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_19294 
04AF: 156@ = 13620 // = constant 
05AA: 157@s = 'DES8_FB' // @s = 'short'  // ~z~Installation personnel please be aware we are at Condition Red. This is not a drill!
0050: gosub @MAF4_29431 

:MAF4_19294
00D6: if 
0039:   196@ == 1 
004D: jump_if_false @MAF4_19366 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_19366 
04AF: 156@ = 13621 // = constant 
05AA: 157@s = 'DES8_FC' // @s = 'short'  // ~z~This facility has been breached, all security personnel head to the research labs now!
0050: gosub @MAF4_29431 
0006: 33@ = 0 

:MAF4_19366
00D6: if 
0019:   33@ > 10000 
004D: jump_if_false @MAF4_19457 
00D6: if 
0039:   196@ == 2 
004D: jump_if_false @MAF4_19457 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_19457 
04AF: 156@ = 13625 // = constant 
05AA: 157@s = 'DUMMY' // @s = 'short' 
0050: gosub @MAF4_29431 
0006: 33@ = 0 

:MAF4_19457
00D6: if 
0019:   33@ > 7500 
004D: jump_if_false @MAF4_19548 
00D6: if 
0039:   196@ == 3 
004D: jump_if_false @MAF4_19548 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_19548 
04AF: 156@ = 13626 // = constant 
05AA: 157@s = 'DUMMY' // @s = 'short' 
0050: gosub @MAF4_29431 
0006: 33@ = 0 

:MAF4_19548
00D6: if 
0019:   33@ > 5500 
004D: jump_if_false @MAF4_19639 
00D6: if 
0039:   196@ == 4 
004D: jump_if_false @MAF4_19639 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_19639 
04AF: 156@ = 13631 // = constant 
05AA: 157@s = 'DUMMY' // @s = 'short' 
0050: gosub @MAF4_29431 
0006: 33@ = 0 

:MAF4_19639
00D6: if 
0019:   33@ > 8000 
004D: jump_if_false @MAF4_19730 
00D6: if 
0039:   196@ == 5 
004D: jump_if_false @MAF4_19730 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_19730 
04AF: 156@ = 13622 // = constant 
05AA: 157@s = 'DUMMY' // @s = 'short' 
0050: gosub @MAF4_29431 
0006: 33@ = 0 

:MAF4_19730
00D6: if 
0019:   33@ > 12000 
004D: jump_if_false @MAF4_19821 
00D6: if 
0039:   196@ == 6 
004D: jump_if_false @MAF4_19821 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_19821 
04AF: 156@ = 13632 // = constant 
05AA: 157@s = 'DUMMY' // @s = 'short' 
0050: gosub @MAF4_29431 
0006: 33@ = 0 

:MAF4_19821
00D6: if 
0019:   33@ > 12500 
004D: jump_if_false @MAF4_19912 
00D6: if 
0039:   196@ == 7 
004D: jump_if_false @MAF4_19912 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_19912 
04AF: 156@ = 13628 // = constant 
05AA: 157@s = 'DUMMY' // @s = 'short' 
0050: gosub @MAF4_29431 
0006: 33@ = 0 

:MAF4_19912
00D6: if 
0019:   33@ > 12000 
004D: jump_if_false @MAF4_20003 
00D6: if 
0039:   196@ == 8 
004D: jump_if_false @MAF4_20003 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_20003 
04AF: 156@ = 13624 // = constant 
05AA: 157@s = 'DUMMY' // @s = 'short' 
0050: gosub @MAF4_29431 
0006: 33@ = 0 

:MAF4_20003
00D6: if 
0019:   33@ > 25000 
004D: jump_if_false @MAF4_20094 
00D6: if 
0039:   196@ == 9 
004D: jump_if_false @MAF4_20094 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_20094 
04AF: 156@ = 13633 // = constant 
05AA: 157@s = 'DUMMY' // @s = 'short' 
0050: gosub @MAF4_29431 
0006: 33@ = 0 

:MAF4_20094
00D6: if 
0019:   33@ > 15000 
004D: jump_if_false @MAF4_20185 
00D6: if 
0039:   196@ == 10 
004D: jump_if_false @MAF4_20185 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_20185 
04AF: 156@ = 13634 // = constant 
05AA: 157@s = 'DUMMY' // @s = 'short' 
0050: gosub @MAF4_29431 
0006: 33@ = 0 

:MAF4_20185
00D6: if 
0019:   33@ > 20000 
004D: jump_if_false @MAF4_20276 
00D6: if 
0039:   196@ == 11 
004D: jump_if_false @MAF4_20276 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_20276 
04AF: 156@ = 13627 // = constant 
05AA: 157@s = 'DUMMY' // @s = 'short' 
0050: gosub @MAF4_29431 
0006: 33@ = 0 

:MAF4_20276
00D6: if 
0019:   33@ > 15000 
004D: jump_if_false @MAF4_20367 
00D6: if 
0039:   196@ == 12 
004D: jump_if_false @MAF4_20367 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_20367 
04AF: 156@ = 13635 // = constant 
05AA: 157@s = 'DUMMY' // @s = 'short' 
0050: gosub @MAF4_29431 
0006: 33@ = 0 

:MAF4_20367
00D6: if 
0019:   33@ > 10000 
004D: jump_if_false @MAF4_20458 
00D6: if 
0039:   196@ == 13 
004D: jump_if_false @MAF4_20458 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_20458 
04AF: 156@ = 13623 // = constant 
05AA: 157@s = 'DUMMY' // @s = 'short' 
0050: gosub @MAF4_29431 
0006: 33@ = 0 

:MAF4_20458
00D6: if 
0019:   33@ > 12000 
004D: jump_if_false @MAF4_20549 
00D6: if 
0039:   196@ == 14 
004D: jump_if_false @MAF4_20549 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_20549 
04AF: 156@ = 13629 // = constant 
05AA: 157@s = 'DUMMY' // @s = 'short' 
0050: gosub @MAF4_29431 
0006: 33@ = 0 

:MAF4_20549
00D6: if 
0039:   187@ == 2 
004D: jump_if_false @MAF4_20716 
00D6: if 
0039:   196@ == 0 
004D: jump_if_false @MAF4_20651 
00D6: if 
0019:   33@ > 2000 
004D: jump_if_false @MAF4_20651 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_20651 
04AF: 156@ = 13636 // = constant 
05AA: 157@s = 'DST8_34' // @s = 'short'  // ~s~The ~g~Black Project ~s~is located at the bottom of the launch bay.
0050: gosub @MAF4_29431 

:MAF4_20651
00D6: if 
0039:   196@ == 1 
004D: jump_if_false @MAF4_20716 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_20716 
04AF: 156@ = 13637 // = constant 
05AA: 157@s = 'DES8_HB' // @s = 'short'  // ~z~Intruder has penetrated the project! All military personnel to the launch bay IMMEDIATELY!
0050: gosub @MAF4_29431 

:MAF4_20716
00D6: if 
0039:   184@ == 0 
004D: jump_if_false @MAF4_21878 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 266.53 1849.53 8.0 cornerB 237.01 1837.55 10.52 
004D: jump_if_false @MAF4_21878 
009A: 115@ = create_actor_pedtype 24 model #ARMY at 248.5208 1806.681 6.5619 
060B: set_actor 115@ decision_maker_to 160@ 
0173: set_actor 115@ Z_angle_to 359.2584 
01B2: give_actor 115@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 115@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 248.8298 1835.772 6.5471 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 248.5208 1809.681 6.5619 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 115@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 211@ = create_marker_above_actor 115@ 
018B: set_marker 211@ radar_mode 2 
02E2: set_actor 115@ weapon_accuracy_to 80 
07BF: set_marker 211@ tracking_blip 1 
009A: 116@ = create_actor_pedtype 24 model #ARMY at 254.1943 1835.365 3.7175 
0173: set_actor 116@ Z_angle_to 271.2598 
060B: set_actor 116@ decision_maker_to 160@ 
01B2: give_actor 116@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 116@ task_set 5.0 // float 
0187: 212@ = create_marker_above_actor 116@ 
018B: set_marker 212@ radar_mode 2 
0605: actor 116@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 6000 
07BF: set_marker 212@ tracking_blip 1 
02E2: set_actor 116@ weapon_accuracy_to 80 
009A: 117@ = create_actor_pedtype 24 model #ARMY at 249.41 1825.84 4.7 
060B: set_actor 117@ decision_maker_to 160@ 
0173: set_actor 117@ Z_angle_to 180.5658 
01B2: give_actor 117@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 117@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 249.63 1816.64 4.71 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 249.41 1825.84 4.7 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 117@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 213@ = create_marker_above_actor 117@ 
018B: set_marker 213@ radar_mode 2 
07BF: set_marker 213@ tracking_blip 1 
009A: 118@ = create_actor_pedtype 24 model #ARMY at 236.5669 1813.103 6.4213 
060B: set_actor 118@ decision_maker_to 160@ 
0173: set_actor 118@ Z_angle_to 167.7513 
01B2: give_actor 118@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 118@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 236.0416 1803.519 6.4219 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 243.165 1803.049 6.4219 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 236.0416 1803.519 6.4219 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 236.5669 1813.103 6.4213 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 118@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 214@ = create_marker_above_actor 118@ 
018B: set_marker 214@ radar_mode 2 
07BF: set_marker 214@ tracking_blip 1 
009A: 120@ = create_actor_pedtype 24 model #ARMY at 284.416 1816.59 3.8 
060B: set_actor 120@ decision_maker_to 160@ 
0173: set_actor 120@ Z_angle_to 83.92 
01B2: give_actor 120@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 120@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 265.829 1816.31 4.7 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 284.416 1816.59 4.72 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 120@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 216@ = create_marker_above_actor 120@ 
018B: set_marker 216@ radar_mode 2 
07BF: set_marker 216@ tracking_blip 1 
009A: 121@ = create_actor_pedtype 24 model #WMOSCI at 245.3671 1830.29 6.5547 
0173: set_actor 121@ Z_angle_to 178.5107 
060B: set_actor 121@ decision_maker_to 161@ 
0223: set_actor 121@ health_to 10 
0605: actor 121@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 122@ = create_actor_pedtype 24 model #WMOSCI at 213.3669 1825.511 5.4141 
0173: set_actor 122@ Z_angle_to 67.6565 
060B: set_actor 122@ decision_maker_to 161@ 
0223: set_actor 122@ health_to 10 
0605: actor 122@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 123@ = create_actor_pedtype 24 model #WMOSCI at 214.1768 1818.739 5.4216 
0173: set_actor 123@ Z_angle_to 113.5239 
060B: set_actor 123@ decision_maker_to 161@ 
0223: set_actor 123@ health_to 10 
0605: actor 123@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 184@ = 1 

:MAF4_21878
00D6: if 
0039:   184@ == 1 
004D: jump_if_false @MAF4_22763 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 301.6813 1821.801 7.1396 cornerB 272.5243 1826.948 10.3607 
004D: jump_if_false @MAF4_22763 
009A: 124@ = create_actor_pedtype 24 model #ARMY at 280.7216 1840.162 6.7266 
060B: set_actor 124@ decision_maker_to 160@ 
0173: set_actor 124@ Z_angle_to 262.0249 
01B2: give_actor 124@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 124@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 292.8436 1839.781 6.7266 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 280.7216 1840.162 6.7266 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 124@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 220@ = create_marker_above_actor 124@ 
018B: set_marker 220@ radar_mode 2 
02E2: set_actor 124@ weapon_accuracy_to 80 
07BF: set_marker 220@ tracking_blip 1 
009A: 125@ = create_actor_pedtype 24 model #ARMY at 301.3004 1839.902 6.7266 
060B: set_actor 125@ decision_maker_to 160@ 
0173: set_actor 125@ Z_angle_to 91.0904 
01B2: give_actor 125@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 125@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 328.527 1839.673 6.8281 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 301.3004 1839.902 6.7266 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 125@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 221@ = create_marker_above_actor 125@ 
02E2: set_actor 125@ weapon_accuracy_to 80 
018B: set_marker 221@ radar_mode 2 
07BF: set_marker 221@ tracking_blip 1 
009A: 126@ = create_actor_pedtype 24 model #ARMY at 329.3857 1855.295 6.8357 
060B: set_actor 126@ decision_maker_to 160@ 
0173: set_actor 126@ Z_angle_to 272.6715 
01B2: give_actor 126@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 126@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 317.411 1855.274 6.7341 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 329.3857 1855.295 6.8357 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 126@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 222@ = create_marker_above_actor 126@ 
018B: set_marker 222@ radar_mode 2 
02E2: set_actor 126@ weapon_accuracy_to 80 
07BF: set_marker 222@ tracking_blip 1 
009A: 127@ = create_actor_pedtype 24 model #ARMY at 298.3582 1856.054 6.8281 
060B: set_actor 127@ decision_maker_to 160@ 
0173: set_actor 127@ Z_angle_to 167.8933 
01B2: give_actor 127@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 127@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 297.3482 1868.002 7.7578 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 298.3582 1856.054 6.8281 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 127@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 223@ = create_marker_above_actor 127@ 
018B: set_marker 223@ radar_mode 2 
02E2: set_actor 127@ weapon_accuracy_to 80 
07BF: set_marker 223@ tracking_blip 1 
009A: 128@ = create_actor_pedtype 24 model #ARMY at 313.7065 1845.551 6.7341 
0173: set_actor 128@ Z_angle_to 2.8719 
060B: set_actor 128@ decision_maker_to 160@ 
01B2: give_actor 128@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 128@ task_set 5.0 // float 
0187: 224@ = create_marker_above_actor 128@ 
018B: set_marker 224@ radar_mode 2 
02E2: set_actor 128@ weapon_accuracy_to 80 
07BF: set_marker 224@ tracking_blip 1 
029B: 143@ = init_object #A51_LABDOOR at 268.66 1864.059 7.5 
01C7: remove_object_from_mission_cleanup_list 143@ 
09CA: set_object 143@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0006: 184@ = 2 

:MAF4_22763
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @MAF4_22891 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere 212.93 1822.82 5.41 radius 1.0 1.0 3.0 sphere 1 stopped_on_foot 
004D: jump_if_false @MAF4_22891 
0006: 32@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 92.24 
0605: actor $PLAYER_ACTOR perform_animation "ATM" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 500 
0006: 185@ = 1 

:MAF4_22891
00D6: if 
0039:   185@ == 1 
004D: jump_if_false @MAF4_22967 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @MAF4_22967 
0687: clear_actor $PLAYER_ACTOR task 
00BC: show_text_highpriority GXT 'DES8_21' time 4000 flag 1  // SAM site disabled
07A8: enable_area69_sam 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 185@ = 2 

:MAF4_22967
0006: 165@ = 0 

:MAF4_22974
00D6: if 
001B:   22 > 165@ 
004D: jump_if_false @MAF4_23064 
00D6: if 
0118:   actor 109@(165@,22i) dead 
004D: jump_if_false @MAF4_23050 
00D6: if 
075C:   marker 205@(165@,22i) enabled 
004D: jump_if_false @MAF4_23050 
0164: disable_marker 205@(165@,22i) 
01C2: remove_references_to_actor 109@(165@,22i) // Like turning an actor into a random pedestrian 

:MAF4_23050
000A: 165@ += 1 
0002: jump @MAF4_22974 

:MAF4_23064
00D6: if 
0039:   184@ == 2 
004D: jump_if_false @MAF4_23247 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 287.0 1870.0 9.0 radius 6.0 6.0 6.0 
004D: jump_if_false @MAF4_23247 
00BC: show_text_highpriority GXT 'DST8_46' time 5000 flag 1  // ~s~The ~y~door~s~ to the launch bay where the black project is being stored is locked. Find a keycard to access it.
009A: 133@ = create_actor_pedtype 24 model #WMOSCI at 276.57 1854.53 7.75 
0173: set_actor 133@ Z_angle_to 175.15 
060B: set_actor 133@ decision_maker_to 159@ 
0223: set_actor 133@ health_to 10 
0638: AS_actor 133@ stay_put 1 
0605: actor 133@ perform_animation "ATM" IFP "PED" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 0 time 1000 
0006: 186@ = 1 
0006: 184@ = 3 

:MAF4_23247
00D6: if 
0039:   186@ == 1 
004D: jump_if_false @MAF4_23537 
00D6: if 
8118:   not actor 133@ dead 
004D: jump_if_false @MAF4_23482 
00D6: if or
051A:   actor 133@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 133@ 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA 282.25 1852.36 cornerB 264.28 1863.69 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 282.25 1852.36 cornerB 264.28 1863.69 
004D: jump_if_false @MAF4_23475 
05C4: AS_actor 133@ hands_up 20000 ms 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @MAF4_23412 
0949: link_wav 2 to_actor 133@ 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'DES8_AA' time 2000 flag 1  // ~z~Please, no more violence! Take my pass card and go!

:MAF4_23412
0213: 145@ = create_pickup #KEYCARD type 3 at 276.57 1854.53 8.75 
060B: set_actor 133@ decision_maker_to 161@ 
03DC: 229@ = create_marker_above_pickup 145@ 
00BB: show_text_lowpriority GXT 'DST8_25' time 5000 flag 1  // ~s~Collect the ~g~keycard ~S~and open the ~y~door ~s~to the Black Project.
0006: 186@ = 2 

:MAF4_23475
0002: jump @MAF4_23537 

:MAF4_23482
0213: 145@ = create_pickup #KEYCARD type 3 at 276.57 1854.53 8.75 
03DC: 229@ = create_marker_above_pickup 145@ 
00BC: show_text_highpriority GXT 'DST8_25' time 5000 flag 1  // ~s~Collect the ~g~keycard ~S~and open the ~y~door ~s~to the Black Project.
0006: 186@ = 2 

:MAF4_23537
00D6: if 
0039:   186@ == 2 
004D: jump_if_false @MAF4_23639 
00D6: if 
0118:   actor 133@ dead 
004D: jump_if_false @MAF4_23611 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @MAF4_23611 
040D: unload_wav 2 
03D5: remove_text 'DST8_25'  // ~s~Collect the ~g~keycard ~S~and open the ~y~door ~s~to the Black Project.
0006: 204@ = 1 

:MAF4_23611
00D6: if 
0214:   pickup 145@ picked_up 
004D: jump_if_false @MAF4_23639 
0164: disable_marker 229@ 
0006: 186@ = 3 

:MAF4_23639
00D6: if 
0039:   184@ == 3 
004D: jump_if_false @MAF4_23808 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere 267.015 1862.51 7.76 radius 1.0 1.0 5.0 sphere 1 stopped_on_foot 
004D: jump_if_false @MAF4_23808 
00D6: if 
0039:   186@ == 3 
004D: jump_if_false @MAF4_23792 
0173: set_actor $PLAYER_ACTOR Z_angle_to 6.3 
0006: 32@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
0605: actor $PLAYER_ACTOR perform_animation "ATM" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 500 
0006: 184@ = 4 
0002: jump @MAF4_23808 

:MAF4_23792
00BC: show_text_highpriority GXT 'DST8_24' time 5000 flag 1  // ~s~You need to get a keycard to open this door.

:MAF4_23808
00D6: if 
0039:   184@ == 4 
004D: jump_if_false @MAF4_25042 
00D6: if 
03CA:   object 143@ exists 
004D: jump_if_false @MAF4_25042 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @MAF4_25042 
0006: 187@ = 1 
00D6: if 
03CA:   object 143@ exists 
004D: jump_if_false @MAF4_23892 
097B: play_audio_at_object 143@ event 1035 

:MAF4_23892
009B: destroy_actor 115@ 
009B: destroy_actor 118@ 
009B: destroy_actor 121@ 
009B: destroy_actor 122@ 
009B: destroy_actor 123@ 
009B: destroy_actor 110@ 
009B: destroy_actor 111@ 
009B: destroy_actor 112@ 
009B: destroy_actor 113@ 
009B: destroy_actor 114@ 
0687: clear_actor $PLAYER_ACTOR task 
01B4: set_player $PLAYER_CHAR can_move 1 
009A: 115@ = create_actor_pedtype 24 model #ARMY at 261.5664 1891.85 7.4446 
060B: set_actor 115@ decision_maker_to 159@ 
0173: set_actor 115@ Z_angle_to 212.7731 
01B2: give_actor 115@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 115@ stay_put 1 
0223: set_actor 115@ health_to 150 
02E2: set_actor 115@ weapon_accuracy_to 80 
0187: 211@ = create_marker_above_actor 115@ 
018B: set_marker 211@ radar_mode 2 
07BF: set_marker 211@ tracking_blip 1 
0085: 153@ = 115@ // (int) 
0050: gosub @MAF4_29816 
009A: 118@ = create_actor_pedtype 24 model #ARMY at 268.4905 1890.074 4.875 
060B: set_actor 118@ decision_maker_to 159@ 
0173: set_actor 118@ Z_angle_to 176.3921 
01B2: give_actor 118@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 118@ stay_put 1 
0223: set_actor 118@ health_to 150 
02E2: set_actor 118@ weapon_accuracy_to 30 
0187: 214@ = create_marker_above_actor 118@ 
018B: set_marker 214@ radar_mode 2 
07BF: set_marker 214@ tracking_blip 1 
0085: 153@ = 118@ // (int) 
0050: gosub @MAF4_29816 
009A: 122@ = create_actor_pedtype 24 model #ARMY at 274.3991 1880.725 -1.3518 
060B: set_actor 122@ decision_maker_to 159@ 
0173: set_actor 122@ Z_angle_to 65.8577 
01B2: give_actor 122@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 122@ stay_put 1 
0223: set_actor 122@ health_to 150 
02E2: set_actor 122@ weapon_accuracy_to 80 
0187: 218@ = create_marker_above_actor 122@ 
018B: set_marker 218@ radar_mode 2 
07BF: set_marker 218@ tracking_blip 1 
0085: 153@ = 122@ // (int) 
0050: gosub @MAF4_29816 
009A: 123@ = create_actor_pedtype 24 model #ARMY at 268.9641 1878.019 -4.5078 
060B: set_actor 123@ decision_maker_to 159@ 
0173: set_actor 123@ Z_angle_to 352.3847 
01B2: give_actor 123@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 123@ stay_put 1 
0223: set_actor 123@ health_to 150 
02E2: set_actor 123@ weapon_accuracy_to 40 
0187: 219@ = create_marker_above_actor 123@ 
018B: set_marker 219@ radar_mode 2 
07BF: set_marker 219@ tracking_blip 1 
0085: 153@ = 123@ // (int) 
0050: gosub @MAF4_29816 
009A: 110@ = create_actor_pedtype 24 model #ARMY at 262.9983 1883.624 -9.2031 
060B: set_actor 110@ decision_maker_to 159@ 
0173: set_actor 110@ Z_angle_to 259.5976 
01B2: give_actor 110@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 110@ stay_put 1 
0223: set_actor 110@ health_to 100 
02E2: set_actor 110@ weapon_accuracy_to 80 
0187: 206@ = create_marker_above_actor 110@ 
018B: set_marker 206@ radar_mode 2 
07BF: set_marker 206@ tracking_blip 1 
0085: 153@ = 110@ // (int) 
0050: gosub @MAF4_29816 
009A: 111@ = create_actor_pedtype 24 model #ARMY at 268.0892 1889.709 -13.8984 
060B: set_actor 111@ decision_maker_to 159@ 
0173: set_actor 111@ Z_angle_to 197.1955 
01B2: give_actor 111@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 111@ stay_put 1 
0223: set_actor 111@ health_to 150 
02E2: set_actor 111@ weapon_accuracy_to 25 
0187: 207@ = create_marker_above_actor 111@ 
018B: set_marker 207@ radar_mode 2 
07BF: set_marker 207@ tracking_blip 1 
0085: 153@ = 111@ // (int) 
0050: gosub @MAF4_29816 
009A: 112@ = create_actor_pedtype 24 model #ARMY at 274.8945 1884.525 -18.5859 
060B: set_actor 112@ decision_maker_to 159@ 
0173: set_actor 112@ Z_angle_to 117.7696 
01B2: give_actor 112@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 112@ stay_put 1 
0223: set_actor 112@ health_to 120 
02E2: set_actor 112@ weapon_accuracy_to 80 
0187: 208@ = create_marker_above_actor 112@ 
018B: set_marker 208@ radar_mode 2 
07BF: set_marker 208@ tracking_blip 1 
0085: 153@ = 112@ // (int) 
0050: gosub @MAF4_29816 
009A: 113@ = create_actor_pedtype 24 model #ARMY at 270.4637 1878.031 -22.7266 
060B: set_actor 113@ decision_maker_to 159@ 
0173: set_actor 113@ Z_angle_to 117.7696 
01B2: give_actor 113@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 113@ stay_put 1 
0223: set_actor 113@ health_to 150 
02E2: set_actor 113@ weapon_accuracy_to 85 
0187: 209@ = create_marker_above_actor 113@ 
018B: set_marker 209@ radar_mode 2 
07BF: set_marker 209@ tracking_blip 1 
0085: 153@ = 113@ // (int) 
0050: gosub @MAF4_29816 
009A: 114@ = create_actor_pedtype 24 model #ARMY at 262.6877 1883.484 -27.9766 
060B: set_actor 114@ decision_maker_to 159@ 
0173: set_actor 114@ Z_angle_to 117.7696 
01B2: give_actor 114@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 114@ stay_put 1 
0223: set_actor 114@ health_to 150 
02E2: set_actor 114@ weapon_accuracy_to 80 
0187: 210@ = create_marker_above_actor 114@ 
018B: set_marker 210@ radar_mode 2 
07BF: set_marker 210@ tracking_blip 1 
0085: 153@ = 114@ // (int) 
0050: gosub @MAF4_29816 
01C3: remove_references_to_car 132@ 
0249: release_model #TUG 
032B: 144@ = create_weapon_pickup #JETPACK type 3 ammo 0 at 268.7 1884.1 -30.085 
0164: disable_marker 228@ 
03DC: 228@ = create_marker_above_pickup 144@ 
07BF: set_marker 228@ tracking_blip 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DST8_34' time 5000 flag 1  // ~s~The ~g~Black Project ~s~is located at the bottom of the launch bay.
0006: 184@ = 5 

:MAF4_25042
00D6: if 
0039:   187@ == 1 
004D: jump_if_false @MAF4_25160 
00D6: if 
03CA:   object 143@ exists 
004D: jump_if_false @MAF4_25160 
00D6: if 
034E: move_object 143@ to 268.66 1864.059 12.2 speed 0.0 0.0 0.08 collision_check 0 
004D: jump_if_false @MAF4_25160 
097B: play_audio_at_object 143@ event 1036 
0006: 196@ = 0 
0006: 197@ = 0 
0006: 33@ = 0 
0006: 187@ = 2 

:MAF4_25160
00D6: if 
0039:   184@ == 5 
004D: jump_if_false @MAF4_26071 
00D6: if 
0214:   pickup 144@ picked_up 
004D: jump_if_false @MAF4_26071 
0164: disable_marker 228@ 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00C0: set_current_time_hours_to 9 minutes_to 0 
00A1: put_actor $PLAYER_ACTOR at 268.591 1884.469 -31.0869 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.99 
07A7: put_jetpack_on_actor $PLAYER_ACTOR 
015F: set_camera_position 268.5177 1886.297 -29.5611 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 268.5393 1885.316 -29.7523 switchstyle 2 
0460: set_camera_transverse_delay 0.0 time 3000 
0247: load_model #MICRO_UZI 
0247: load_model #CAMPER 
023C: load_special_actor 'TRUTH' as 1 // models 290-299 
00BC: show_text_highpriority GXT 'DST8_26' time 7000 flag 1  // ~s~You've found what The Truth wanted. You must escape by using the Jet pack to fly out of the ~y~launch bay ~s~directly above you.

:MAF4_25351
00D6: if or
8248:   not model #MICRO_UZI available 
8248:   not model #CAMPER available 
823D:   not special_actor 1 loaded 
004D: jump_if_false @MAF4_25387 
0001: wait 0 ms 
0002: jump @MAF4_25351 

:MAF4_25387
00A6: destroy_car 132@ 
0249: release_model #TUG 
0006: 165@ = 0 

:MAF4_25404
00D6: if 
001B:   22 > 165@ 
004D: jump_if_false @MAF4_25454 
009B: destroy_actor 109@(165@,22i) 
0164: disable_marker 205@(165@,22i) 
000A: 165@ += 1 
0002: jump @MAF4_25404 

:MAF4_25454
009A: 112@ = create_actor_pedtype 24 model #ARMY at 139.9523 1929.079 18.2062 
060B: set_actor 112@ decision_maker_to 159@ 
01B2: give_actor 112@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 112@ stay_put 1 
0223: set_actor 112@ health_to 50 
02E2: set_actor 112@ weapon_accuracy_to 30 
009A: 113@ = create_actor_pedtype 24 model #ARMY at 127.6658 1885.153 17.0346 
060B: set_actor 113@ decision_maker_to 159@ 
01B2: give_actor 113@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 113@ stay_put 1 
0223: set_actor 113@ health_to 50 
02E2: set_actor 113@ weapon_accuracy_to 30 
009A: 114@ = create_actor_pedtype 24 model #ARMY at 114.7912 1830.386 16.6406 
060B: set_actor 114@ decision_maker_to 159@ 
01B2: give_actor 114@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 114@ stay_put 1 
0223: set_actor 114@ health_to 50 
02E2: set_actor 114@ weapon_accuracy_to 40 
009A: 115@ = create_actor_pedtype 24 model #ARMY at 205.6079 1860.557 19.6406 
060B: set_actor 115@ decision_maker_to 159@ 
01B2: give_actor 115@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 115@ stay_put 1 
0223: set_actor 115@ health_to 50 
02E2: set_actor 115@ weapon_accuracy_to 30 
009A: 116@ = create_actor_pedtype 24 model #ARMY at 245.2025 1881.998 19.1052 
060B: set_actor 116@ decision_maker_to 159@ 
01B2: give_actor 116@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 116@ stay_put 1 
0223: set_actor 116@ health_to 50 
02E2: set_actor 116@ weapon_accuracy_to 40 
009A: 117@ = create_actor_pedtype 24 model #ARMY at 262.8257 1807.669 24.4985 
060B: set_actor 117@ decision_maker_to 159@ 
01B2: give_actor 117@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 117@ stay_put 1 
0223: set_actor 117@ health_to 50 
02E2: set_actor 117@ weapon_accuracy_to 30 
009A: 118@ = create_actor_pedtype 24 model #ARMY at 279.2588 1863.757 16.6406 
060B: set_actor 118@ decision_maker_to 159@ 
01B2: give_actor 118@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 118@ stay_put 1 
0223: set_actor 118@ health_to 50 
02E2: set_actor 118@ weapon_accuracy_to 30 
009A: 119@ = create_actor_pedtype 24 model #ARMY at 279.2344 1901.905 16.6406 
060B: set_actor 119@ decision_maker_to 159@ 
01B2: give_actor 119@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 119@ stay_put 1 
0223: set_actor 119@ health_to 50 
02E2: set_actor 119@ weapon_accuracy_to 40 
009A: 120@ = create_actor_pedtype 24 model #ARMY at 254.6844 1907.714 19.4742 
060B: set_actor 120@ decision_maker_to 159@ 
01B2: give_actor 120@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 120@ stay_put 1 
0223: set_actor 120@ health_to 50 
02E2: set_actor 120@ weapon_accuracy_to 30 
0108: destroy_object 143@ 
029B: 143@ = init_object #A51_LABDOOR at 268.66 1864.059 7.5 
0006: 32@ = 0 
0006: 184@ = 6 

:MAF4_26071
00D6: if 
0039:   189@ == 1 
004D: jump_if_false @MAF4_26160 
00D6: if 
03CA:   object $2670 exists 
004D: jump_if_false @MAF4_26160 
00D6: if 
034E: move_object $2670 to 276.14 1884.06 15.924 speed 0.05 0.0 0.0 collision_check 0 
004D: jump_if_false @MAF4_26160 
0006: 189@ = 2 

:MAF4_26160
00D6: if 
0039:   184@ == 6 
004D: jump_if_false @MAF4_26237 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @MAF4_26237 
0160: set_camera_point_at 268.5247 1886.084 -28.5841 switchstyle 1 
0006: 189@ = 1 
0006: 32@ = 0 
0006: 184@ = 7 

:MAF4_26237
00D6: if 
0039:   184@ == 7 
004D: jump_if_false @MAF4_26649 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @MAF4_26649 
01B6: set_weather 16 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 99999 // Load the weapon model before using this 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01BC: put_object $2670 at 276.14 1884.06 15.924 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
00BE: text_clear_all 
0164: disable_marker 228@ 
075B: zoom_radar 0 
018A: 228@ = create_checkpoint_at 268.9 1884.33 19.91 
009A: 109@ = create_actor_pedtype 24 model #ARMY at 271.62 1878.08 -2.32 
060B: set_actor 109@ decision_maker_to 159@ 
0173: set_actor 109@ Z_angle_to 212.7731 
01B2: give_actor 109@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 109@ stay_put 1 
0223: set_actor 109@ health_to 50 
02E2: set_actor 109@ weapon_accuracy_to 30 
0085: 153@ = 109@ // (int) 
0050: gosub @MAF4_29816 
009A: 110@ = create_actor_pedtype 24 model #ARMY at 266.112 1876.84 7.44 
060B: set_actor 110@ decision_maker_to 159@ 
0173: set_actor 110@ Z_angle_to 328.04 
01B2: give_actor 110@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 110@ stay_put 1 
0223: set_actor 110@ health_to 50 
02E2: set_actor 110@ weapon_accuracy_to 30 
0085: 153@ = 110@ // (int) 
0050: gosub @MAF4_29816 
009A: 111@ = create_actor_pedtype 24 model #ARMY at 274.432 1888.28 3.21 
060B: set_actor 111@ decision_maker_to 159@ 
0173: set_actor 111@ Z_angle_to 328.0 
01B2: give_actor 111@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 111@ stay_put 1 
0223: set_actor 111@ health_to 50 
02E2: set_actor 111@ weapon_accuracy_to 30 
0085: 153@ = 111@ // (int) 
0050: gosub @MAF4_29816 
0006: 183@ = 2 
0006: 188@ = 1 
0006: 184@ = 8 

:MAF4_26649
00D6: if 
0039:   183@ == 2 
004D: jump_if_false @MAF4_29424 
00D6: if 
0039:   187@ == 3 
004D: jump_if_false @MAF4_26887 
0050: gosub @MAF4_29473 
00D6: if 
0039:   196@ == 0 
004D: jump_if_false @MAF4_26757 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_26757 
04AF: 156@ = 13638 // = constant 
05AA: 157@s = 'DST8_35' // @s = 'short'  // ~s~Deliver the jetpack to a ~y~drop off point ~s~deep in the canyons.
0050: gosub @MAF4_29431 

:MAF4_26757
00D6: if 
0039:   196@ == 1 
004D: jump_if_false @MAF4_26822 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_26822 
04AF: 156@ = 13639 // = constant 
05AA: 157@s = 'DES8_JB' // @s = 'short'  // ~z~Take him out! That's a $60,000,000 project!
0050: gosub @MAF4_29431 

:MAF4_26822
00D6: if 
0039:   196@ == 2 
004D: jump_if_false @MAF4_26887 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_26887 
04AF: 156@ = 13640 // = constant 
05AA: 157@s = 'DES8_JC' // @s = 'short'  // ~z~Get the General Mills on the line!
0050: gosub @MAF4_29431 

:MAF4_26887
00D6: if 
001B:   8 > 188@ 
004D: jump_if_false @MAF4_27309 
00D6: if 
0039:   188@ == 1 
004D: jump_if_false @MAF4_26948 
03E5: show_text_box 'DST8_27'  // Press ~k~~PED_SPRINT~ to increase thrust - this will make you ascend.
0006: 33@ = 0 
0006: 188@ = 2 

:MAF4_26948
00D6: if 
0039:   188@ == 2 
004D: jump_if_false @MAF4_27010 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @MAF4_27010 
03E5: show_text_box 'DST8_28'  // To move in a direction with the jet pack use the movement controls while in the air.
0006: 33@ = 0 
0006: 188@ = 3 

:MAF4_27010
00D6: if 
0039:   188@ == 3 
004D: jump_if_false @MAF4_27072 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @MAF4_27072 
03E5: show_text_box 'DST8_29'  // To descend quickly press ~k~~PED_JUMPING~.
0006: 33@ = 0 
0006: 188@ = 4 

:MAF4_27072
00D6: if 
0039:   188@ == 4 
004D: jump_if_false @MAF4_27134 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @MAF4_27134 
03E5: show_text_box 'DST8_30'  // To strafe right while in the jetpack press ~k~~GO_RIGHT~.
0006: 33@ = 0 
0006: 188@ = 5 

:MAF4_27134
00D6: if 
0039:   188@ == 5 
004D: jump_if_false @MAF4_27196 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @MAF4_27196 
03E5: show_text_box 'DST8_31'  // To strafe left while in the jetpack press ~k~~GO_LEFT~.
0006: 33@ = 0 
0006: 188@ = 6 

:MAF4_27196
00D6: if 
0039:   188@ == 6 
004D: jump_if_false @MAF4_27258 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @MAF4_27258 
03E5: show_text_box 'DST8_33'  // You can fire a single-handed weapon as normal while piloting the jetpack.
0006: 33@ = 0 
0006: 188@ = 7 

:MAF4_27258
00D6: if 
0039:   188@ == 7 
004D: jump_if_false @MAF4_27309 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @MAF4_27309 
0006: 33@ = 0 
0006: 188@ = 8 

:MAF4_27309
00D6: if 
0039:   184@ == 8 
004D: jump_if_false @MAF4_28264 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 268.73 1883.96 17.85 radius 30.0 30.0 10.0 
004D: jump_if_false @MAF4_28264 
097A: play_audio_at 0.0 0.0 0.0 event 1006 
0006: 187@ = 3 
0006: 196@ = 0 
0006: 197@ = 0 
097A: play_audio_at 268.73 1883.96 17.85 event 1005 
029B: 42@ = init_object #A51_SPOTBULB at 103.946 1901.047 36.246 
029B: 92@ = init_object #A51_SPOTHOUSING at 103.946 1901.047 36.246 
029B: 93@ = init_object #A51_SPOTBASE at 103.946 1901.047 36.246 
071F: set_object 42@ health_to 5000 
0875: set_object 42@ immune_to_nonplayer 1 
029B: 43@ = init_object #A51_SPOTBULB at 161.962 1933.043 36.246 
029B: 94@ = init_object #A51_SPOTHOUSING at 161.962 1933.043 36.246 
029B: 95@ = init_object #A51_SPOTBASE at 161.962 1933.043 36.246 
071F: set_object 43@ health_to 5000 
0875: set_object 43@ immune_to_nonplayer 1 
029B: 44@ = init_object #A51_SPOTBULB at 233.486 1934.789 36.246 
029B: 96@ = init_object #A51_SPOTHOUSING at 233.486 1934.789 36.246 
029B: 97@ = init_object #A51_SPOTBASE at 233.486 1934.789 36.246 
071F: set_object 44@ health_to 5000 
0875: set_object 44@ immune_to_nonplayer 1 
029B: 45@ = init_object #A51_SPOTBULB at 267.116 1895.241 36.246 
029B: 98@ = init_object #A51_SPOTHOUSING at 267.116 1895.241 36.246 
029B: 99@ = init_object #A51_SPOTBASE at 267.116 1895.241 36.246 
071F: set_object 45@ health_to 5000 
0875: set_object 45@ immune_to_nonplayer 1 
029B: 46@ = init_object #A51_SPOTBULB at 262.145 1807.62 36.246 
029B: 100@ = init_object #A51_SPOTHOUSING at 262.145 1807.62 36.246 
029B: 101@ = init_object #A51_SPOTBASE at 262.145 1807.62 36.246 
071F: set_object 46@ health_to 5000 
0875: set_object 46@ immune_to_nonplayer 1 
029B: 47@ = init_object #A51_SPOTBULB at 166.003 1849.937 36.246 
029B: 102@ = init_object #A51_SPOTHOUSING at 166.003 1849.937 36.246 
029B: 103@ = init_object #A51_SPOTBASE at 166.003 1849.937 36.246 
071F: set_object 47@ health_to 5000 
0875: set_object 47@ immune_to_nonplayer 1 
029B: 48@ = init_object #A51_SPOTBULB at 113.439 1814.405 36.246 
029B: 104@ = init_object #A51_SPOTHOUSING at 113.439 1814.405 36.246 
029B: 105@ = init_object #A51_SPOTBASE at 113.439 1814.405 36.246 
071F: set_object 48@ health_to 5000 
0875: set_object 48@ immune_to_nonplayer 1 
0006: 165@ = 0 

:MAF4_28031
00D6: if 
001B:   22 > 165@ 
004D: jump_if_false @MAF4_28095 
00D6: if 
8118:   not actor 109@(165@,22i) dead 
004D: jump_if_false @MAF4_28081 
05E2: AS_actor 109@(165@,22i) kill_actor $PLAYER_ACTOR 

:MAF4_28081
000A: 165@ += 1 
0002: jump @MAF4_28031 

:MAF4_28095
0164: disable_marker 228@ 
018A: 228@ = create_checkpoint_at -794.8 2425.184 156.124 
00BC: show_text_highpriority GXT 'DST8_35' time 7000 flag 1  // ~s~Deliver the jetpack to a ~y~drop off point ~s~deep in the canyons.
00A5: 107@ = create_car #CAMPER at -783.169 2430.03 156.23 
0574: set_car 107@ keep_position 1 
0175: set_car 107@ Z_angle_to 171.04 
0229: set_car 107@ primary_color_to 1 secondary_color_to 1 
06ED: set_car 107@ paintjob 0 
0129: 106@ = create_actor_pedtype 23 model #SPECIAL01 in_car 107@ driverseat 
060B: set_actor 106@ decision_maker_to 159@ 
02AC: set_car 107@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 106@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
09B0: set_car 107@ accessible_for_player_using_controller 0 
0006: 190@ = 1 
0006: 184@ = 9 

:MAF4_28264
00D6: if 
0039:   184@ == 9 
004D: jump_if_false @MAF4_28385 
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 276.14 1884.06 radius 100.0 100.0 
004D: jump_if_false @MAF4_28385 
0006: 165@ = 0 

:MAF4_28327
00D6: if 
001B:   22 > 165@ 
004D: jump_if_false @MAF4_28378 
01C2: remove_references_to_actor 109@(165@,22i) // Like turning an actor into a random pedestrian 
0249: release_model #ARMY 
0249: release_model #M4 
000A: 165@ += 1 
0002: jump @MAF4_28327 

:MAF4_28378
0006: 184@ = 10 

:MAF4_28385
00D6: if 
0039:   190@ == 1 
004D: jump_if_false @MAF4_28533 
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @MAF4_28533 
00D6: if 
00F2:   actor 106@ near_actor $PLAYER_ACTOR radius 200.0 200.0 0 
004D: jump_if_false @MAF4_28533 
097A: play_audio_at 268.73 1883.96 17.85 event 1006 
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_28493 
0574: set_car 107@ keep_position 0 

:MAF4_28493
00A5: 108@ = create_car #SANCHEZ at -776.66 2426.41 156.11 
0175: set_car 108@ Z_angle_to 175.776 
0006: 190@ = 2 

:MAF4_28533
00D6: if 
0039:   190@ == 2 
004D: jump_if_false @MAF4_28761 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -791.14 2425.33 156.2 radius 3.0 3.0 3.0 
004D: jump_if_false @MAF4_28761 
0395: clear_area 1 at -810.94 2360.42 150.81 radius 200.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
016A: fade 0 time 500 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 41431 as 1 
03CF: load_wav 13644 as 2 

:MAF4_28665
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @MAF4_28695 
0001: wait 0 ms 
0002: jump @MAF4_28665 

:MAF4_28695
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_28719 
0001: wait 0 ms 
0002: jump @MAF4_28695 

:MAF4_28719
00A1: put_actor $PLAYER_ACTOR at -791.178 2425.34 156.16 
0173: set_actor $PLAYER_ACTOR Z_angle_to 256.615 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0006: 190@ = 3 

:MAF4_28761
00D6: if 
0039:   190@ == 3 
004D: jump_if_false @MAF4_29307 
015F: set_camera_position -785.0004 2435.679 157.5931 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -784.9536 2434.682 157.5342 switchstyle 2 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
016A: fade 1 time 250 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'TRUX_BH' time 2000 flag 1  // ~z~Carl, dude, man!

:MAF4_28864
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @MAF4_28890 
0001: wait 0 ms 
0002: jump @MAF4_28864 

:MAF4_28890
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 41432 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'DES8_MB' time 3000 flag 1  // ~z~Hey, here you go. You better stash it somewhere fast!
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:MAF4_28961
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @MAF4_28987 
0001: wait 0 ms 
0002: jump @MAF4_28961 

:MAF4_28987
0792: disembark_instantly_actor $PLAYER_ACTOR 
040D: unload_wav 2 
03CF: load_wav 13645 as 2 

:MAF4_29003
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @MAF4_29029 
0001: wait 0 ms 
0002: jump @MAF4_29003 

:MAF4_29029
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DES8_MC' time 3000 flag 1  // ~z~Far out, have a nice trip, dude!

:MAF4_29049
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @MAF4_29075 
0001: wait 0 ms 
0002: jump @MAF4_29049 

:MAF4_29075
040D: unload_wav 1 
03CF: load_wav 13646 as 1 
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_29136 
00A7: car 107@ drive_to -810.94 2360.42 150.81 
0006: 32@ = 0 
0006: 190@ = 4 

:MAF4_29136
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_29163 
05C0: AS_actor $PLAYER_ACTOR look_at_car 107@ 5000 ms 

:MAF4_29163
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @MAF4_29189 
0001: wait 0 ms 
0002: jump @MAF4_29163 

:MAF4_29189
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'DES8_MD' time 2000 flag 1  // ~z~Hey, wait a...

:MAF4_29209
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @MAF4_29235 
0001: wait 0 ms 
0002: jump @MAF4_29209 

:MAF4_29235
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @MAF4_29261 
0001: wait 0 ms 
0002: jump @MAF4_29235 

:MAF4_29261
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DES8_ME' time 2000 flag 1  // ~z~Ahh, was it too much to ask to get a lift into town?

:MAF4_29281
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @MAF4_29307 
0001: wait 0 ms 
0002: jump @MAF4_29281 

:MAF4_29307
00D6: if 
0039:   190@ == 4 
004D: jump_if_false @MAF4_29424 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @MAF4_29424 
016A: fade 0 time 500 

:MAF4_29351
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_29375 
0001: wait 0 ms 
0002: jump @MAF4_29351 

:MAF4_29375
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A6: destroy_car 107@ 
009B: destroy_actor 106@ 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
016A: fade 1 time 500 
0002: jump @MAF4_29924 
0006: 190@ = 5 

:MAF4_29424
0002: jump @MAF4_1996 

:MAF4_29431
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_29471 
03CF: load_wav 156@ as 1 
05AA: 154@s = 157@s // @s = 'short' 
0006: 197@ = 1 

:MAF4_29471
0051: return 

:MAF4_29473
00D6: if 
0039:   197@ == 1 
004D: jump_if_false @MAF4_29552 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @MAF4_29552 
00D6: if 
85AE:   not  154@s == 'DUMMY' // @s == 'short' 
004D: jump_if_false @MAF4_29541 
00BC: show_text_highpriority GXT 154@s time 4000 flag 1 

:MAF4_29541
03D1: play_wav 1 
0006: 197@ = 2 

:MAF4_29552
00D6: if 
0039:   197@ == 2 
004D: jump_if_false @MAF4_29619 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @MAF4_29619 
000A: 196@ += 1 
000A: 199@ += 1 
000A: 201@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 197@ = 0 

:MAF4_29619
0051: return 

:MAF4_29621
0006: 165@ = 0 

:MAF4_29628
00D6: if 
001B:   7 > 165@ 
004D: jump_if_false @MAF4_29736 
00D6: if 
06B3:   searchlight 35@(165@,7i) active 
004D: jump_if_false @MAF4_29722 
06B4: set_searchlight 35@(165@,7i) path_between 49@(165@,7f) 56@(165@,7f) 63@(165@,7f) and 70@(165@,7f) 77@(165@,7f) 84@(165@,7f) speed 0.3 

:MAF4_29722
000A: 165@ += 1 
0002: jump @MAF4_29628 

:MAF4_29736
0051: return 

:MAF4_29738
0006: 166@ = 0 

:MAF4_29745
00D6: if 
001B:   7 > 166@ 
004D: jump_if_false @MAF4_29814 
00D6: if 
06B3:   searchlight 35@(166@,7i) active 
004D: jump_if_false @MAF4_29800 
06B6: set_searchlight 35@(166@,7i) follow_actor $PLAYER_ACTOR speed 0.125 

:MAF4_29800
000A: 166@ += 1 
0002: jump @MAF4_29745 

:MAF4_29814
0051: return 

:MAF4_29816
0615: define_AS_pack_begin 152@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 152@ 
0618: assign_actor 153@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
0051: return 

:MAF4_29854
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0108: destroy_object $OBJECT_M_A51_VENTCOVERB 
0107: $OBJECT_M_A51_VENTCOVERB = create_object #A51_VENTCOVERB at 245.968 1862.843 19.49 
0453: set_object $OBJECT_M_A51_VENTCOVERB XYZ_rotation 0.0 0.0 -140.998 
01C7: remove_object_from_mission_cleanup_list $OBJECT_M_A51_VENTCOVERB 
0051: return 

:MAF4_29924
0008: $TORENO_TOTAL_PASSED_MISSIONS += 1 
0629: change_integer_stat 332 to 1 
032B: $3242 = create_weapon_pickup #SHOTGSPA type 15 ammo 99999 at 297.8289 1846.623 6.7266 
032B: $3243 = create_weapon_pickup #JETPACK type 15 ammo 0 at 268.7 1884.1 -30.085 
0213: $3343 = create_pickup #BODYARMOUR type 15 at 266.2813 1816.398 1.594 
032B: $3249 = create_weapon_pickup #IRGOGGLES type 3 ammo 1 at 212.8813 1811.005 21.4187 
032B: $3250 = create_weapon_pickup #IRGOGGLES type 3 ammo 1 at 1270.52 -795.5929 1084.254 
032B: $3251 = create_weapon_pickup #IRGOGGLES type 3 ammo 1 at -350.499 1608.437 75.642 
032B: $3252 = create_weapon_pickup #IRGOGGLES type 3 ammo 1 at -2224.68 129.1278 1035.62 
0164: disable_marker $581 
0318: set_latest_mission_passed 'DESERT8'  // Black Project
0394: play_music 1 
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSD' number 1 time 5000 style 1  // MISSION PASSED!
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker $581 
0051: return 

:MAF4_30178
0004: $ONMISSION = 0 
0249: release_model #ARMY 
0249: release_model #M4 
0249: release_model #A51_SPOTBULB 
0249: release_model #A51_SPOTHOUSING 
0249: release_model #A51_SPOTBASE 
0249: release_model #CAMPER 
0249: release_model #KNIFECUR 
0249: release_model #SILENCED 
0249: release_model #TUG 
0249: release_model #WMOSCI 
0249: release_model #SANCHEZ 
0249: release_model #MICRO_UZI 
0249: release_model #SNIPER 
0249: release_model #IRGOGGLES 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
075B: zoom_radar 0 
01B7: release_weather 
09D7: set_player $PLAYER_CHAR force_interior_lighting 0 
0A24: enable_military_zones_wanted_level 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MAF4_30315 
0489: set_actor $PLAYER_ACTOR muted 0 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 

:MAF4_30315
01C2: remove_references_to_actor 106@ // Like turning an actor into a random pedestrian 
0296: unload_special_actor 1 
0108: destroy_object 143@ 
0215: destroy_pickup 144@ 
0215: destroy_pickup 145@ 
0215: destroy_pickup 146@ 
0215: destroy_pickup 147@ 
0215: destroy_pickup 148@ 
0215: destroy_pickup 149@ 
0215: destroy_pickup 150@ 
0215: destroy_pickup 151@ 
09A6: enable_interior_radar_blips 0 
00D6: if 
03CA:   object $2670 exists 
004D: jump_if_false @MAF4_30409 
01BC: put_object $2670 at 268.664 1884.06 15.925 

:MAF4_30409
0108: destroy_object $OBJECT_M_A51_BLASTDOORR 
0108: destroy_object $OBJECT_M_A51_BLASTDOORL 
029B: $OBJECT_M_A51_BLASTDOORR = init_object #A51_BLASTDOORR at 215.941 1874.571 13.903 
0177: set_object $OBJECT_M_A51_BLASTDOORR Z_angle_to 0.0 
029B: $OBJECT_M_A51_BLASTDOORL = init_object #A51_BLASTDOORL at 211.842 1874.571 13.903 
0177: set_object $OBJECT_M_A51_BLASTDOORL Z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $OBJECT_M_A51_BLASTDOORR 
01C7: remove_object_from_mission_cleanup_list $OBJECT_M_A51_BLASTDOORL 
0006: 165@ = 0 

:MAF4_30500
00D6: if 
001B:   22 > 165@ 
004D: jump_if_false @MAF4_30541 
0164: disable_marker 205@(165@,22i) 
000A: 165@ += 1 
0002: jump @MAF4_30500 

:MAF4_30541
0164: disable_marker 227@ 
0164: disable_marker 228@ 
0164: disable_marker 229@ 
0006: 165@ = 0 

:MAF4_30563
00D6: if 
001B:   7 > 165@ 
004D: jump_if_false @MAF4_30613 
06B2: destroy_searchlight 35@(165@,7i) 
0108: destroy_object 42@(165@,7i) 
000A: 165@ += 1 
0002: jump @MAF4_30563 

:MAF4_30613
0108: destroy_object 92@ 
0108: destroy_object 93@ 
0108: destroy_object 94@ 
0108: destroy_object 95@ 
0108: destroy_object 96@ 
0108: destroy_object 97@ 
0108: destroy_object 98@ 
0108: destroy_object 99@ 
0108: destroy_object 100@ 
0108: destroy_object 101@ 
0108: destroy_object 102@ 
0108: destroy_object 103@ 
0108: destroy_object 104@ 
0108: destroy_object 105@ 
01B7: release_weather 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
07A8: enable_area69_sam 1 
03C7: set_sensitivity_to_crime 1.0 
01B7: release_weather 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 82---------------
// Originally: Green Goo

:DES10
0050: gosub @DES10_36 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DES10_27 
0050: gosub @DES10_4112 

:DES10_27
0050: gosub @DES10_4515 
004E: end_thread 

:DES10_36
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
03A4: name_thread 'DES10' 
0001: wait 0 ms 
054C: use_GXT_table 'DSERT10' 
01B6: set_weather 17 
08F5: save_player_group 
0652: 57@ = integer_stat 21 
00D6: if 
0019:   57@ > 600 
004D: jump_if_false @DES10_330 
02E4: load_cutscene_data 'D10_ALT' 

:DES10_114
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DES10_138 
0001: wait 0 ms 
0002: jump @DES10_114 

:DES10_138
0395: clear_area 0 at 405.2136 2525.9 16.4918 radius 7.5 
02E7: start_cutscene 
016A: fade 1 time 1000 

:DES10_171
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DES10_195 
0001: wait 0 ms 
0002: jump @DES10_171 

:DES10_195
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:DES10_208
00D6: if 
016B:   fading 
004D: jump_if_false @DES10_232 
0001: wait 0 ms 
0002: jump @DES10_208 

:DES10_232
02EA: end_cutscene 
0395: clear_area 0 at 419.4488 2529.914 15.6219 radius 0.5 
03CB: set_rendering_origin_at 419.4488 2529.914 15.6219 
00A1: put_actor $PLAYER_ACTOR at 419.4488 2529.914 15.6219 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0373: set_camera_directly_behind_player 
016A: fade 1 time 1500 
01B4: set_player $PLAYER_CHAR can_move 1 
0051: return 
0002: jump @DES10_461 

:DES10_330
02E4: load_cutscene_data 'DES_10A' 

:DES10_341
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DES10_365 
0001: wait 0 ms 
0002: jump @DES10_341 

:DES10_365
0395: clear_area 0 at 419.6919 2529.914 16.6612 radius 6.86 
02E7: start_cutscene 
016A: fade 1 time 1000 

:DES10_398
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DES10_422 
0001: wait 0 ms 
0002: jump @DES10_398 

:DES10_422
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:DES10_435
00D6: if 
016B:   fading 
004D: jump_if_false @DES10_459 
0001: wait 0 ms 
0002: jump @DES10_435 

:DES10_459
02EA: end_cutscene 

:DES10_461
01B7: release_weather 
0247: load_model #MICRO_UZI 
0247: load_model #FREIGHT 
0247: load_model #FREIFLAT 
0247: load_model #MP5LNG 
0247: load_model #RHINO 
0247: load_model #ARMY 
0247: load_model #JETPACK 
038B: load_requested_models 

:DES10_500
00D6: if or
8248:   not model #MICRO_UZI available 
8248:   not model #FREIGHT available 
8248:   not model #FREIFLAT available 
8248:   not model #MP5LNG available 
8248:   not model #RHINO available 
8248:   not model #ARMY available 
004D: jump_if_false @DES10_552 
0001: wait 0 ms 
0002: jump @DES10_500 

:DES10_552
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @DES10_579 
0001: wait 0 ms 
0002: jump @DES10_552 

:DES10_579
06D7: enable_train_traffic 0 
0395: clear_area 0 at 419.4488 2529.914 15.6219 radius 0.5 
03CB: set_rendering_origin_at 419.4488 2529.914 15.6219 
00A1: put_actor $PLAYER_ACTOR at 419.4488 2529.914 15.6219 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0373: set_camera_directly_behind_player 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
07A7: put_jetpack_on_actor $PLAYER_ACTOR 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 2000 // Load the weapon model before using this 

:DES10_678
00D6: if 
8248:   not model #JETPACK available 
004D: jump_if_false @DES10_705 
0001: wait 0 ms 
0002: jump @DES10_678 

:DES10_705
08F6: restore_player_group 
016A: fade 1 time 1500 
01B4: set_player $PLAYER_CHAR can_move 1 
06D8: 58@ = create_train_at 2120.257 2694.058 9.8359 type 13 direction 0 
020A: set_car 58@ door_status_to 2 
06DC: set_train 58@ acc 5.0 
06DD: set_train 58@ speed 5.0 
00BC: show_text_highpriority GXT 'DE10_01' time 5000 flag 1  // ~s~Fly the jet pack to the ~g~train~s~, and steal whatever they least want you to get.
00AA: store_car 58@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += 10.0 
0006: 44@ = 0 

:DES10_819
00D6: if 
001B:   12 > 44@ 
004D: jump_if_false @DES10_960 
009A: 66@(44@,12i) = create_actor_pedtype 4 model #ARMY at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0638: AS_actor 66@(44@,12i) stay_put 1 
02A9: set_actor 66@(44@,12i) immune_to_nonplayer 1 
01B2: give_actor 66@(44@,12i) weapon 29 ammo 9999 // Load the weapon model before using this 
05E2: AS_actor 66@(44@,12i) kill_actor $PLAYER_ACTOR 
077A: set_actor 66@(44@,12i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 66@(44@,12i) melee_accuracy_to 150.0 
0588: disable_actor 66@(44@,12i) validate_position 0 
000A: 44@ += 1 
0002: jump @DES10_819 

:DES10_960
0464: put_actor 66@ into_turret_on_car 58@ at_car_offset -0.0032 -8.3584 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 67@ into_turret_on_car 58@ at_car_offset 0.1129 6.521 1.9285 position 1 shooting_angle_limit 360.0 with_weapon 29 
078A: 59@ = get_train 58@ carriage 1 handle 
0464: put_actor 68@ into_turret_on_car 59@ at_car_offset -0.014 -7.179 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 69@ into_turret_on_car 59@ at_car_offset -1.0891 0.6968 -0.055 position 1 shooting_angle_limit 360.0 with_weapon 29 
029B: 78@ = init_object #KMILITARY_CRATE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 78@ to_car 59@ with_offset -0.0485 5.578 -1.0661 rotation 0.0 0.0 90.1967 
035D: set_object 78@ targetable 1 
071F: set_object 78@ health_to 180 
0188: 81@ = create_marker_above_object 78@ 
029B: 84@ = init_object #KMILITARY_BASE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 84@ to_car 59@ with_offset -0.0485 5.578 -1.0661 rotation 0.0 0.0 90.1967 
029B: 85@ = init_object #BLOCKPALLET at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 85@ to_car 59@ with_offset 0.2634 1.2508 -0.3321 rotation 0.0 0.0 90.1967 
029B: 86@ = init_object #TEMP_CRATE1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 86@ to_car 59@ with_offset 1.1025 -7.3122 -1.0766 rotation 0.0 0.0 90.1967 
029B: 87@ = init_object #TEMP_CRATE1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 87@ to_car 59@ with_offset 0.8835 -6.5365 -1.1047 rotation 0.0 0.0 93.7464 
029B: 88@ = init_object #TEMP_CRATE1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 88@ to_car 59@ with_offset 1.1395 -5.6969 -1.0827 rotation 0.0 0.0 83.6459 
029B: 89@ = init_object #K_SMASHBOXES at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 89@ to_car 59@ with_offset 0.4817 -1.5356 -1.0651 rotation 0.0 0.0 93.1856 
078A: 60@ = get_train 58@ carriage 2 handle 
0464: put_actor 70@ into_turret_on_car 60@ at_car_offset -0.014 -7.179 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 71@ into_turret_on_car 60@ at_car_offset -1.0891 0.6968 -0.055 position 1 shooting_angle_limit 360.0 with_weapon 29 
078A: 61@ = get_train 58@ carriage 3 handle 
0464: put_actor 72@ into_turret_on_car 61@ at_car_offset 0.3372 -1.3877 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 73@ into_turret_on_car 61@ at_car_offset -0.0956 2.1291 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
029B: 79@ = init_object #KMILITARY_CRATE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 79@ to_car 61@ with_offset -0.0403 4.0293 -1.0661 rotation 0.0 0.0 90.1967 
035D: set_object 79@ targetable 1 
071F: set_object 79@ health_to 180 
0188: 82@ = create_marker_above_object 79@ 
029B: 90@ = init_object #KMILITARY_BASE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 90@ to_car 61@ with_offset -0.0403 4.0293 -1.0661 rotation 0.0 0.0 2.7605 
029B: 91@ = init_object #K_CARGO1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 91@ to_car 61@ with_offset -0.0177 0.6971 -1.0662 rotation 0.0 0.0 91.0 
029B: 92@ = init_object #K_SMASHBOXES at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 92@ to_car 61@ with_offset -0.0228 -2.9213 -1.0651 rotation 0.0 0.0 87.9095 
029B: 93@ = init_object #K_SMASHBOXES at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 93@ to_car 61@ with_offset 0.1054 6.4364 -1.0651 rotation 0.0 0.0 89.7187 
029B: 96@ = init_object #K_CARGO4 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 96@ to_car 61@ with_offset 0.4192 -6.0624 -1.0628 rotation 0.0 0.0 2.7605 
078A: 62@ = get_train 58@ carriage 4 handle 
0464: put_actor 74@ into_turret_on_car 62@ at_car_offset -0.516 7.4724 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
00A5: 103@ = create_car #RHINO at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
020A: set_car 103@ door_status_to 2 
0683: attach_car 103@ to_car 62@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
078A: 63@ = get_train 58@ carriage 5 handle 
0464: put_actor 75@ into_turret_on_car 63@ at_car_offset 0.2861 -5.3712 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 76@ into_turret_on_car 63@ at_car_offset -0.2277 7.3808 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 77@ into_turret_on_car 63@ at_car_offset 0.6604 3.8015 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
029B: 80@ = init_object #KMILITARY_CRATE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 80@ to_car 63@ with_offset 0.0853 5.9501 -1.0583 rotation 0.0 0.0 90.1967 
035D: set_object 80@ targetable 1 
071F: set_object 80@ health_to 180 
0188: 83@ = create_marker_above_object 80@ 
029B: 97@ = init_object #KMILITARY_BASE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 97@ to_car 63@ with_offset 0.0853 5.9501 -1.0583 rotation 0.0 0.0 92.239 
029B: 98@ = init_object #K_CARGO4 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 98@ to_car 63@ with_offset -0.8464 -6.5879 -1.0628 rotation 0.0 0.0 0.12 
029B: 100@ = init_object #K_CARGO1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 100@ to_car 63@ with_offset 0.8877 0.1707 -1.0564 rotation 0.0 0.0 177.5167 
029B: 101@ = init_object #K_CARGO1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 101@ to_car 63@ with_offset -0.6907 0.205 -1.0662 rotation 0.0 0.0 179.6863 
029B: 102@ = init_object #K_CARGO1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0681: attach_object 102@ to_car 63@ with_offset 0.0036 2.2326 -1.0644 rotation 0.0 0.0 267.6086 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 108@ = 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 36@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 36@ += 600000 
0006: 35@ = 0 
0006: 109@ = 0 
03CF: load_wav 40600 as 3 

:DES10_2651
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @DES10_2682 
0002: jump @DES10_4130 

:DES10_2682
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @DES10_2708 
06DD: set_train 58@ speed 10.0 

:DES10_2708
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @DES10_2780 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 58@ radius 150.0 150.0 sphere 0 
004D: jump_if_false @DES10_2780 
00BC: show_text_highpriority GXT 'DE10_06' time 5000 flag 1  // ~s~Shoot the ~g~crates~s~ on the train to find the jar of green goo.
000A: 109@ += 1 

:DES10_2780
0006: 44@ = 0 

:DES10_2787
00D6: if 
001B:   3 > 44@ 
004D: jump_if_false @DES10_3998 
00D6: if 
0039:   104@(44@,3i) == 0 
004D: jump_if_false @DES10_2865 
00D6: if 
03CA:   object 78@(44@,3i) exists 
004D: jump_if_false @DES10_2865 
000A: 107@ += 1 
000A: 104@(44@,3i) += 1 

:DES10_2865
00D6: if 
0039:   104@(44@,3i) == 1 
004D: jump_if_false @DES10_2934 
00D6: if 
0366:   object 78@(44@,3i) damaged 
004D: jump_if_false @DES10_2934 
0164: disable_marker 81@(44@,3i) 
000A: 108@ += 1 
000A: 104@(44@,3i) += 1 

:DES10_2934
00D6: if 
0039:   104@(44@,3i) == 2 
004D: jump_if_false @DES10_3393 
00D6: if 
003B:   108@ == 107@ // (int) 
004D: jump_if_false @DES10_3357 
01BB: store_object 78@(44@,3i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += 1.0 
0108: destroy_object 78@(44@,3i) 
029B: 78@(44@,3i) = init_object #GREEN_GLOOP at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @DES10_3116 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @DES10_3109 
0681: attach_object 78@(44@,3i) to_car 59@ with_offset -0.0485 5.578 -0.0661 rotation 0.0 0.0 90.1967 

:DES10_3109
0002: jump @DES10_3257 

:DES10_3116
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @DES10_3199 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DES10_3192 
0681: attach_object 78@(44@,3i) to_car 61@ with_offset -0.0485 5.578 -0.0661 rotation 0.0 0.0 90.1967 

:DES10_3192
0002: jump @DES10_3257 

:DES10_3199
00D6: if 
8119:   not car 63@ wrecked 
004D: jump_if_false @DES10_3257 
0681: attach_object 78@(44@,3i) to_car 63@ with_offset -0.0485 5.578 -0.0661 rotation 0.0 0.0 90.1967 

:DES10_3257
0382: set_object 78@(44@,3i) collision_detection 0 
0188: 81@(44@,3i) = create_marker_above_object 78@(44@,3i) 
00BC: show_text_highpriority GXT 'DE10_02' time 5000 flag 1  // ~s~That's the right one! Grab the ~g~jar of green goo.
03CF: load_wav 40600 as 3 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @DES10_3339 
097C: attach_wav 3 to_object 78@(44@,3i) 
03D1: play_wav 3 

:DES10_3339
0006: 104@(44@,3i) = 4 
0002: jump @DES10_3393 

:DES10_3357
01C4: remove_references_to_object 78@(44@,3i) // This object will now disappear when the player looks away 
00BC: show_text_highpriority GXT 'DE10_03' time 5000 flag 1  // ~s~The ~g~crate~s~ is empty, try another.
000A: 104@(44@,3i) += 1 

:DES10_3393
00D6: if 
0039:   104@(44@,3i) == 4 
004D: jump_if_false @DES10_3660 
01BB: store_object 78@(44@,3i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
005B: 110@ += 111@ // (float) 
00D6: if 
0021:   110@ > 0.2 
004D: jump_if_false @DES10_3472 
0007: 111@ = -0.01 

:DES10_3472
00D6: if 
0023:   0.0 > 110@ 
004D: jump_if_false @DES10_3513 
0007: 110@ = 0.0 
0007: 111@ = 0.01 

:DES10_3513
04D5: create_corona_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 110@ type 2 flare 2 RGB 0 255 0 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.5 1.5 1.5 
004D: jump_if_false @DES10_3660 
0108: destroy_object 78@(44@,3i) 
040D: unload_wav 3 
00BC: show_text_highpriority GXT 'DE10_04' time 5000 flag 1  // ~s~You have the jar of green goo. Take it to ~y~The Truth.
0164: disable_marker 81@(44@,3i) 
018A: 81@(44@,3i) = create_checkpoint_at 408.7383 2515.838 15.4918 
000A: 104@(44@,3i) += 1 
000A: 35@ += 1 

:DES10_3660
00D6: if 
0039:   104@(44@,3i) == 5 
004D: jump_if_false @DES10_3984 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 408.7383 2515.838 15.4918 radius 1.5 1.5 1.5 
004D: jump_if_false @DES10_3984 
016A: fade 0 time 1000 

:DES10_3737
00D6: if 
016B:   fading 
004D: jump_if_false @DES10_3761 
0001: wait 0 ms 
0002: jump @DES10_3737 

:DES10_3761
0792: disembark_instantly_actor $PLAYER_ACTOR 
02E4: load_cutscene_data 'DES_10B' 

:DES10_3777
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DES10_3801 
0001: wait 0 ms 
0002: jump @DES10_3777 

:DES10_3801
0395: clear_area 0 at 398.7038 2529.735 16.563 radius 7.35 
02E7: start_cutscene 
016A: fade 1 time 1000 

:DES10_3834
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DES10_3858 
0001: wait 0 ms 
0002: jump @DES10_3834 

:DES10_3858
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:DES10_3871
00D6: if 
016B:   fading 
004D: jump_if_false @DES10_3895 
0001: wait 0 ms 
0002: jump @DES10_3871 

:DES10_3895
02EA: end_cutscene 
0395: clear_area 0 at 402.8737 2531.582 15.5558 radius 0.5 
03CB: set_rendering_origin_at 402.8737 2531.582 15.5558 
00A1: put_actor $PLAYER_ACTOR at 402.8737 2531.582 15.5558 
0173: set_actor $PLAYER_ACTOR Z_angle_to 224.0 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @DES10_4130 

:DES10_3984
000A: 44@ += 1 
0002: jump @DES10_2787 

:DES10_3998
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DES10_4105 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @DES10_4105 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 36@ // (int) 
004D: jump_if_false @DES10_4105 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 58@ radius 300.0 300.0 sphere 0 
004D: jump_if_false @DES10_4105 
00BC: show_text_highpriority GXT 'DE10_05' time 5000 flag 1  // ~r~You failed to get the green goo in time.
0002: jump @DES10_4112 

:DES10_4105
0002: jump @DES10_2651 

:DES10_4112
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:DES10_4130
0004: $7511 = 10000 
0213: 112@ = create_pickup #JETPACK type 15 at 431.045 2537.78 16.2463 
04A6: $7512 = create_asset_money_pickup_at 420.5204 2532.687 16.0869 money $7511 $7511 
01B4: set_player $PLAYER_CHAR can_move 0 
0001: wait 0 ms 
02A3: enable_widescreen 1 
03CB: set_rendering_origin_at 407.8369 2515.65 18.9138 
015F: set_camera_position 407.8369 2515.65 18.9138 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 408.3296 2516.52 18.9449 switchstyle 2 
016A: fade 1 time 500 

:DES10_4279
00D6: if 
016B:   fading 
004D: jump_if_false @DES10_4303 
0001: wait 0 ms 
0002: jump @DES10_4279 

:DES10_4303
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
0001: wait 5000 ms 
015F: set_camera_position 419.7284 2526.546 16.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 419.897 2527.531 16.8356 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $7511 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
0001: wait 6000 ms 
016A: fade 0 time 500 

:DES10_4410
00D6: if 
016B:   fading 
004D: jump_if_false @DES10_4434 
0001: wait 0 ms 
0002: jump @DES10_4410 

:DES10_4434
016A: fade 1 time 500 
0629: change_integer_stat 333 to 1 
02EB: restore_camera_with_jumpcut 
0008: $TORENO_TOTAL_PASSED_MISSIONS += 1 
01E3: show_text_1number_styled GXT 'M_PASS' number 20000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 20000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'DESER10'  // Green Goo
030C: progress_made = 1 
0164: disable_marker $581 
0051: return 

:DES10_4515
00D6: if 
003B:   108@ == 107@ // (int) 
004D: jump_if_false @DES10_4538 
040D: unload_wav 3 

:DES10_4538
0164: disable_marker 81@ 
0164: disable_marker 82@ 
0164: disable_marker 83@ 
0249: release_model #MICRO_UZI 
0249: release_model #FREIGHT 
0249: release_model #FREIFLAT 
0249: release_model #MP5LNG 
0249: release_model #RHINO 
0249: release_model #ARMY 
0249: release_model #JETPACK 
06D7: enable_train_traffic 1 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 83---------------
// Originally: Learning to Fly

:DESERT5
03A4: name_thread 'DESERT5' 
0050: gosub @DESERT5_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DESERT5_38 
0050: gosub @DESERT5_29947 

:DESERT5_38
0050: gosub @DESERT5_30139 
004E: end_thread 

:DESERT5_47
03D5: remove_text 'M_FAIL'  // ~r~MISSION FAILED!
0004: $ONMISSION = 1 
00D6: if 
8038:   not  $MISSION_LEARNING_TO_FLY_PASSED == 1 
004D: jump_if_false @DESERT5_85 
0317: increment_mission_attempts 

:DESERT5_85
054C: use_GXT_table 'DSERT5' 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
016A: fade 0 time 500 

:DESERT5_115
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_139 
0001: wait 0 ms 
0002: jump @DESERT5_115 

:DESERT5_139
0005: $327 = 415.55 
0005: $328 = 2533.57 
0005: $329 = 19.18 
0006: 230@ = 0 
0006: 226@ = 0 
0006: 227@ = 0 
0006: 229@ = 0 
0006: 228@ = 0 
0006: 231@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0006: 237@ = 0 
0006: 238@ = 0 
0007: 44@ = -81.36 
0007: 45@ = 2476.0 
0007: 46@ = 435.92 
0007: 47@ = 2528.62 
0087: 48@ = 44@ // (float) 
005B: 48@ += 46@ // (float) 
0017: 48@ /= 2.0 
0087: 49@ = 45@ // (float) 
005B: 49@ += 47@ // (float) 
0017: 49@ /= 2.0 
0007: 50@ = 321.52 
0087: 51@ = 49@ // (float) 
0007: 52@ = 17.16 
0007: 73@ = -383.79 
0087: 76@ = 49@ // (float) 
0007: 79@ = 147.09 
0087: 74@ = 73@ // (float) 
000F: 74@ -= 300.0 
0087: 77@ = 76@ // (float) 
0087: 80@ = 79@ // (float) 
000F: 80@ -= 20.0 
0087: 75@ = 73@ // (float) 
000F: 75@ -= 650.0 
0087: 78@ = 76@ // (float) 
0087: 81@ = 79@ // (float) 
000B: 81@ += 10.0 
0007: 53@ = -383.79 
0087: 54@ = 49@ // (float) 
0007: 55@ = 85.09 
0087: 82@ = 44@ // (float) 
0087: 83@ = 49@ // (float) 
0007: 84@ = 33.3 
0087: 109@ = 50@ // (float) 
000F: 109@ -= 500.0 
0087: 110@ = 51@ // (float) 
0087: 111@ = 52@ // (float) 
000B: 111@ += 120.0 
0007: 56@ = 308.0 
0087: 57@ = 49@ // (float) 
0007: 58@ = 17.07 
0006: 63@ = 3 
0006: 66@ = 2 
0087: 112@ = 48@ // (float) 
0087: 113@ = 49@ // (float) 
0007: 114@ = 80.0 
0087: 115@ = 112@ // (float) 
000B: 115@ += 200.0 
0007: 129@ = 15.0 
0087: 136@ = 48@ // (float) 
0087: 137@ = 49@ // (float) 
0007: 138@ = 15.53 
0087: 139@ = 136@ // (float) 
000B: 139@ += 350.0 
0087: 140@ = 137@ // (float) 
0007: 141@ = 900.0 
0004: $7523 = 0 
0004: $7524 = 0 
0004: $7525 = 0 
0006: 159@ = 0 
0006: 160@ = 0 
0006: 177@ = 0 
0006: 178@ = 0 
0006: 215@ = 0 
0006: 216@ = 0 
0006: 218@ = 0 
0006: 219@ = 0 
00D6: if 
0039:   219@ == 1 
004D: jump_if_false @DESERT5_954 
00A5: 35@ = create_car #RUSTLER at 0.0 0.0 -100.0 
009A: 70@ = create_actor_pedtype 24 model #NULL at 0.0 0.0 -100.0 
0006: 156@ = 0 

:DESERT5_894
00D6: if 
001D:   63@ > 156@ // (int) 
004D: jump_if_false @DESERT5_954 
00A5: 60@(156@,3i) = create_car #PETRO at 0.0 0.0 -100.0 
000A: 156@ += 1 
0002: jump @DESERT5_894 

:DESERT5_954
0A0E: disable_text_with_style 1 
03BA: clear_cars_from_cube_cornerA 44@ 45@ 0.0 cornerB 46@ 47@ 50.0 
08F8: display_stat_update_box 1 
07A8: enable_area69_sam 0 
096A: enable_flying_helis 0 
050F: get_max_wanted_level_to 239@ 
01F0: set_max_wanted_level_to 0 
0247: load_model #RUSTLER 
0247: load_model #HUNTER 
0247: load_model #PETRO 
0247: load_model #LANDSTAL 
0247: load_model #STUNT 
08A9: load_external_script 1 (PARACHUTE) 
038B: load_requested_models 

:DESERT5_1034
00D6: if or
8248:   not model #RUSTLER available 
8248:   not model #HUNTER available 
8248:   not model #PETRO available 
8248:   not model #LANDSTAL available 
8248:   not model #STUNT available 
004D: jump_if_false @DESERT5_1081 
0001: wait 0 ms 
0002: jump @DESERT5_1034 

:DESERT5_1081
00D6: if 
88AB:   not external_script 1 (PARACHUTE) loaded 
004D: jump_if_false @DESERT5_1107 
0001: wait 0 ms 
0002: jump @DESERT5_1081 

:DESERT5_1107
0390: load_txd_dictionary 'LD_DRV' 
038F: load_texture "BRFLY" as 1 // Load dictionary with 0390 first 
038F: load_texture "SILFLY" as 2 // Load dictionary with 0390 first 
038F: load_texture "GOLFLY" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIBB" as 4 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 5 // Load dictionary with 0390 first 
038F: load_texture "NAWARD" as 6 // Load dictionary with 0390 first 
038F: load_texture "RIBBW" as 7 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 8 // Load dictionary with 0390 first 
038F: load_texture "TVBASE" as 9 // Load dictionary with 0390 first 
038F: load_texture "NAWTXT" as 10 // Load dictionary with 0390 first 
08A8: set_markers_to_long_distance 1 
00D6: if 
0038:   $FLIGHT_SCHOOL_BRIEF_PLAYED == 0 
004D: jump_if_false @DESERT5_2570 
0395: clear_area 0 at $327 $328 $329 radius 50.0 
00A1: put_actor $PLAYER_ACTOR at 414.8 2534.2 18.18 
0173: set_actor $PLAYER_ACTOR Z_angle_to 200.0 
05AA: 179@s = 'MTOR04A' // @s = 'short'  // ~z~Hey Carl! So what do you think of our new base of operations?
05AA: 181@s = 'MTOR04B' // @s = 'short'  // ~z~It's missing something.
05AA: 183@s = 'MTOR04C' // @s = 'short'  // ~z~Maybe a tennis court and a pool would help motivate me better.
05AA: 185@s = 'MTOR04D' // @s = 'short'  // ~z~Very nice Carl, very cute.
05AA: 187@s = 'MTOR04E' // @s = 'short'  // ~z~Now listen, you're going to have to learn how to fly.
05AA: 189@s = 'MTOR04F' // @s = 'short'  // ~z~No I ain't.
05AA: 191@s = 'MTOR04G' // @s = 'short'  // ~z~Yes, actually, you are.
05AA: 193@s = 'MTOR04H' // @s = 'short'  // ~z~I've set out a series of tests for you. You can access them on that TV.
05AA: 195@s = 'MTOR04J' // @s = 'short'  // ~z~You're going to have to prove to me you can fly
05AA: 197@s = 'MTOR04K' // @s = 'short'  // ~z~if you're going to continue working towards your brother's freedom.
05AA: 199@s = 'MTOR04L' // @s = 'short'  // ~z~Shit. Whatever, man....
05AA: 201@s = 'MTOR04M' // @s = 'short'  // ~z~Very nice.
04AF: 203@ = 29618 // = constant 
04AF: 204@ = 29619 // = constant 
04AF: 205@ = 29620 // = constant 
04AF: 206@ = 29621 // = constant 
04AF: 207@ = 29622 // = constant 
04AF: 208@ = 29623 // = constant 
04AF: 209@ = 29624 // = constant 
04AF: 210@ = 29625 // = constant 
04AF: 211@ = 29626 // = constant 
04AF: 212@ = 29627 // = constant 
04AF: 213@ = 29628 // = constant 
04AF: 214@ = 29629 // = constant 
0006: 217@ = 12 
0006: 215@ = 0 
0006: 218@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 1 
0247: load_model #CELLPHONE 
03CF: load_wav 23000 as 3 

:DESERT5_1616
00D6: if or
8248:   not model #CELLPHONE available 
83D0:   not wav 3 loaded 
004D: jump_if_false @DESERT5_1647 
0001: wait 0 ms 
0002: jump @DESERT5_1616 

:DESERT5_1647
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
03D1: play_wav 3 
015F: set_camera_position 415.83 2532.94 19.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 415.28 2533.65 19.5 switchstyle 2 
016A: fade 1 time 1000 

:DESERT5_1716
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_1740 
0001: wait 0 ms 
0002: jump @DESERT5_1716 

:DESERT5_1740
0006: 240@ = 1 
0707: start_scene_skip_to @DESERT5_2377 
0001: wait 600 ms 
040D: unload_wav 3 
0001: wait 1000 ms 
0006: 216@ = 0 

:DESERT5_1775
00D6: if 
001B:   1 > 216@ 
004D: jump_if_false @DESERT5_1811 
0001: wait 0 ms 
0050: gosub @DESERT5_29716 
0002: jump @DESERT5_1775 

:DESERT5_1811
00D6: if 
001B:   2 > 216@ 
004D: jump_if_false @DESERT5_1887 
0001: wait 0 ms 
0050: gosub @DESERT5_29716 
00D6: if and
0039:   215@ == 2 
8039:   not  218@ == 1 
004D: jump_if_false @DESERT5_1880 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
0006: 218@ = 1 

:DESERT5_1880
0002: jump @DESERT5_1811 

:DESERT5_1887
0968: actor $PLAYER_ACTOR stop_mouth 

:DESERT5_1892
00D6: if 
001B:   3 > 216@ 
004D: jump_if_false @DESERT5_1968 
0001: wait 0 ms 
0050: gosub @DESERT5_29716 
00D6: if and
0039:   215@ == 2 
8039:   not  218@ == 1 
004D: jump_if_false @DESERT5_1961 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
0006: 218@ = 1 

:DESERT5_1961
0002: jump @DESERT5_1892 

:DESERT5_1968
0968: actor $PLAYER_ACTOR stop_mouth 

:DESERT5_1973
00D6: if 
001B:   5 > 216@ 
004D: jump_if_false @DESERT5_2009 
0001: wait 0 ms 
0050: gosub @DESERT5_29716 
0002: jump @DESERT5_1973 

:DESERT5_2009
00D6: if 
001B:   6 > 216@ 
004D: jump_if_false @DESERT5_2085 
0001: wait 0 ms 
0050: gosub @DESERT5_29716 
00D6: if and
0039:   215@ == 2 
8039:   not  218@ == 1 
004D: jump_if_false @DESERT5_2078 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
0006: 218@ = 1 

:DESERT5_2078
0002: jump @DESERT5_2009 

:DESERT5_2085
0968: actor $PLAYER_ACTOR stop_mouth 

:DESERT5_2090
00D6: if 
001B:   8 > 216@ 
004D: jump_if_false @DESERT5_2216 
0001: wait 0 ms 
0050: gosub @DESERT5_29716 
00D6: if and
0039:   215@ == 2 
0039:   216@ == 7 
8039:   not  218@ == 1 
004D: jump_if_false @DESERT5_2209 
015F: set_camera_position 414.83 2532.13 19.43 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 415.01 2533.11 19.42 switchstyle 2 
0006: 218@ = 1 

:DESERT5_2209
0002: jump @DESERT5_2090 

:DESERT5_2216
00D6: if 
001B:   10 > 216@ 
004D: jump_if_false @DESERT5_2252 
0001: wait 0 ms 
0050: gosub @DESERT5_29716 
0002: jump @DESERT5_2216 

:DESERT5_2252
00D6: if 
001B:   11 > 216@ 
004D: jump_if_false @DESERT5_2328 
0001: wait 0 ms 
0050: gosub @DESERT5_29716 
00D6: if and
0039:   215@ == 2 
8039:   not  218@ == 1 
004D: jump_if_false @DESERT5_2321 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
0006: 218@ = 1 

:DESERT5_2321
0002: jump @DESERT5_2252 

:DESERT5_2328
0968: actor $PLAYER_ACTOR stop_mouth 

:DESERT5_2333
00D6: if 
001D:   217@ > 216@ // (int) 
004D: jump_if_false @DESERT5_2370 
0001: wait 0 ms 
0050: gosub @DESERT5_29716 
0002: jump @DESERT5_2333 

:DESERT5_2370
0006: 240@ = 0 

:DESERT5_2377
0701: end_scene_skip 
00D6: if 
8039:   not  240@ == 1 
004D: jump_if_false @DESERT5_2404 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:DESERT5_2404
016A: fade 0 time 1000 

:DESERT5_2411
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_2435 
0001: wait 0 ms 
0002: jump @DESERT5_2411 

:DESERT5_2435
00D6: if 
0039:   240@ == 1 
004D: jump_if_false @DESERT5_2460 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:DESERT5_2460
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 3 
040D: unload_wav 1 
00BE: text_clear_all 
00A1: put_actor $PLAYER_ACTOR at 413.94 $328 18.18 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0006: 178@ = 1 
0004: $FLIGHT_SCHOOL_BRIEF_PLAYED = 1 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 1000 

:DESERT5_2539
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_2563 
0001: wait 0 ms 
0002: jump @DESERT5_2539 

:DESERT5_2563
0002: jump @DESERT5_29947 

:DESERT5_2570
00A1: put_actor $PLAYER_ACTOR at 412.38 2533.65 18.18 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:DESERT5_2600
01B4: set_player $PLAYER_CHAR can_move 0 
03E6: remove_text_box 
00BE: text_clear_all 
01EB: set_traffic_density_multiplier_to 4.0 
03DE: set_pedestrians_density_multiplier_to 4.0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0006: 238@ = 0 
0006: 231@ = 0 
0006: 230@ = 0 
03F0: enable_text_draw 1 
0006: 227@ = 255 
0006: 226@ = 2 
008B: 34@ = $FLIGHT_SCHOOL_CURRENT_CONTEST // (int) 
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @DESERT5_2726 
0006: 34@ = 4 

:DESERT5_2726
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @DESERT5_2751 
0006: 34@ = 6 

:DESERT5_2751
0826: enable_hud 0 
0581: enable_radar 0 
03CF: load_wav 3800 as 3 

:DESERT5_2766
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @DESERT5_2792 
0001: wait 0 ms 
0002: jump @DESERT5_2766 

:DESERT5_2792
016A: fade 1 time 1000 
0050: gosub @DESERT5_20476 

:DESERT5_2806
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_2837 
0001: wait 0 ms 
0050: gosub @DESERT5_20476 
0002: jump @DESERT5_2806 

:DESERT5_2837
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @DESERT5_2863 
0002: jump @DESERT5_29990 

:DESERT5_2863
0050: gosub @DESERT5_20476 
00D6: if 
0039:   230@ == 0 
004D: jump_if_false @DESERT5_3392 
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
00D6: if or
001A:   -100 > $MOVE_AXIS_X 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @DESERT5_3035 
000E: 34@ -= 1 
000C: $FLIGHT_SCHOOL_CURRENT_CONTEST -= 1 
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @DESERT5_2967 
0006: 34@ = 2 

:DESERT5_2967
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @DESERT5_2992 
0006: 34@ = 4 

:DESERT5_2992
00D6: if 
0018:   $FLIGHT_SCHOOL_CONTESTS_PASSED > 1 
004D: jump_if_false @DESERT5_3035 
00D6: if 
001B:   4 > 231@ 
004D: jump_if_false @DESERT5_3035 
0006: 231@ = 3 

:DESERT5_3035
00D6: if or
0018:   $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @DESERT5_3166 
000A: 34@ += 1 
0008: $FLIGHT_SCHOOL_CURRENT_CONTEST += 1 
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @DESERT5_3098 
0006: 34@ = 4 

:DESERT5_3098
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @DESERT5_3123 
0006: 34@ = 6 

:DESERT5_3123
00D6: if 
0018:   $FLIGHT_SCHOOL_CONTESTS_PASSED > 1 
004D: jump_if_false @DESERT5_3166 
00D6: if 
001B:   4 > 231@ 
004D: jump_if_false @DESERT5_3166 
0006: 231@ = 3 

:DESERT5_3166
00D6: if 
001B:   1 > 34@ 
004D: jump_if_false @DESERT5_3200 
008B: 34@ = $FLIGHT_SCHOOL_CONTESTS_PASSED // (int) 
0084: $FLIGHT_SCHOOL_CURRENT_CONTEST = $FLIGHT_SCHOOL_CONTESTS_PASSED // (int) 

:DESERT5_3200
00D6: if 
001F:   34@ > $FLIGHT_SCHOOL_CONTESTS_PASSED // (int) 
004D: jump_if_false @DESERT5_3233 
0006: 34@ = 1 
0004: $FLIGHT_SCHOOL_CURRENT_CONTEST = 1 

:DESERT5_3233
00D6: if or
001A:   -100 > $MOVE_AXIS_X 
0018:   $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 10 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @DESERT5_3304 
0001: wait 0 ms 
0050: gosub @DESERT5_20476 
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
0002: jump @DESERT5_3233 

:DESERT5_3304
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DESERT5_3392 
00D6: if or
0039:   34@ == 4 
0039:   34@ == 6 
004D: jump_if_false @DESERT5_3360 
0006: 230@ = 1 
0002: jump @DESERT5_3392 

:DESERT5_3360
00D6: if 
001B:   4 > 231@ 
004D: jump_if_false @DESERT5_3385 
0006: 231@ = 3 

:DESERT5_3385
0002: jump @DESERT5_3793 

:DESERT5_3392
00D6: if 
0039:   230@ == 1 
004D: jump_if_false @DESERT5_3722 
00D6: if 
001B:   4 > 231@ 
004D: jump_if_false @DESERT5_3435 
0006: 231@ = 3 

:DESERT5_3435
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @DESERT5_3460 
0006: 231@ = 5 

:DESERT5_3460
0050: gosub @DESERT5_24729 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 320.0 140.0 GXT 'DES5_FH'  // Which course?
0050: gosub @DESERT5_24729 
0342: set_text_draw_centered 0 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 182.0 185.0 GXT 'DES5_FI'  // ~k~~GO_LEFT~ Counterclockwise
0050: gosub @DESERT5_24729 
0342: set_text_draw_centered 0 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 182.0 211.0 GXT 'DES5_FJ'  // ~k~~GO_RIGHT~ Clockwise
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
00D6: if or
001A:   -100 > $MOVE_AXIS_X 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @DESERT5_3641 
0002: jump @DESERT5_3793 

:DESERT5_3641
00D6: if or
0018:   $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @DESERT5_3722 
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @DESERT5_3690 
0006: 34@ = 3 

:DESERT5_3690
00D6: if 
0039:   34@ == 6 
004D: jump_if_false @DESERT5_3715 
0006: 34@ = 5 

:DESERT5_3715
0002: jump @DESERT5_3793 

:DESERT5_3722
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @DESERT5_3751 
0004: $FLIGHT_SCHOOL_CONTESTS_PASSED = 12 
0004: $MISSION_LEARNING_TO_FLY_PASSED = 1 

:DESERT5_3751
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_3775 
0002: jump @DESERT5_29947 

:DESERT5_3775
01B6: set_weather 17 
0050: gosub @DESERT5_23134 
0002: jump @DESERT5_2837 

:DESERT5_3793
016A: fade 0 time 500 

:DESERT5_3800
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_3831 
0001: wait 0 ms 
0050: gosub @DESERT5_20476 
0002: jump @DESERT5_3800 

:DESERT5_3831
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_3852 
05EC: release_car 35@ from_path 

:DESERT5_3852
00A6: destroy_car 35@ 
02EB: restore_camera_with_jumpcut 
009B: destroy_actor 70@ 
0006: 156@ = 0 

:DESERT5_3871
00D6: if 
001D:   63@ > 156@ // (int) 
004D: jump_if_false @DESERT5_3913 
00A6: destroy_car 60@(156@,3i) 
000A: 156@ += 1 
0002: jump @DESERT5_3871 

:DESERT5_3913
040D: unload_wav 3 
0395: clear_area 1 at $327 $328 $329 radius 500.0 
014F: stop_timer $253 
0396: pause_timer 0 
0006: 231@ = 5 
0826: enable_hud 1 
0581: enable_radar 1 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @DESERT5_5468 

:DESERT5_3977
0050: gosub @DESERT5_24907 

:DESERT5_3984
0004: $253 = 0 
0006: 238@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0004: $7523 = 0 
0004: $7524 = 0 
0006: 157@ = 0 
00A5: 35@ = create_car #RUSTLER at 50@ 51@ 52@ 
0175: set_car 35@ Z_angle_to 90.0 
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @DESERT5_4135 
015F: set_camera_position 172.6 2466.14 17.05 rotation 0.0 0.0 0.0 
0158: camera_on_car 35@ mode 15 switchstyle 2 
0051: return 

:DESERT5_4135
0001: wait 500 ms 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_1A' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate along the runway.
0050: gosub @DESERT5_24944 

:DESERT5_4165
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_4204 
0006: 232@ = 2 
0002: jump @DESERT5_5415 

:DESERT5_4204
0050: gosub @DESERT5_25097 
00D6: if 
0039:   232@ == 1 
004D: jump_if_false @DESERT5_4273 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_4266 
0006: 232@ = 2 
0002: jump @DESERT5_5415 
0002: jump @DESERT5_4273 

:DESERT5_4266
0002: jump @DESERT5_29947 

:DESERT5_4273
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @DESERT5_4355 
00BC: show_text_highpriority GXT 'DES5_1A' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate along the runway.
0050: gosub @DESERT5_25173 
00D6: if 
0039:   233@ == 1 
004D: jump_if_false @DESERT5_4348 
00BC: show_text_highpriority GXT 'DES5_1B' time 10000 flag 4  // ~s~When the plane's tail rises, push ~k~~VEHICLE_STEERDOWN~ to lift the nose and take off.

:DESERT5_4348
0002: jump @DESERT5_5461 

:DESERT5_4355
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_5461 
00D6: if 
8038:   not  $7524 == 1 
004D: jump_if_false @DESERT5_4561 
00D6: if 
8038:   not  $7523 == 1 
004D: jump_if_false @DESERT5_4459 
077D: $7513 = car 35@ x_angle 
00D6: if 
0032:   5.0 >= $7513 
004D: jump_if_false @DESERT5_4459 
0004: $7523 = 1 
00BC: show_text_highpriority GXT 'DES5_1C' time 10000 flag 4  // ~s~Push ~k~~VEHICLE_STEERDOWN~ now.

:DESERT5_4459
00AA: store_car 35@ position_to 37@ 38@ 39@ 
00D6: if 
0031:   39@ >= 25.0 
004D: jump_if_false @DESERT5_4524 
0004: $7524 = 1 
00BC: show_text_highpriority GXT 'DES5_1I' time 10000 flag 4  // ~s~Press ~k~~TOGGLE_SUBMISSIONS~ to retract the landing gear.
0002: jump @DESERT5_4561 

:DESERT5_4524
00D6: if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ 
004D: jump_if_false @DESERT5_4561 
0006: 236@ = 1 

:DESERT5_4561
00D6: if 
0038:   $7524 == 1 
004D: jump_if_false @DESERT5_4986 
00D6: if 
8039:   not  157@ == 1 
004D: jump_if_false @DESERT5_4725 
091F: get_plane 35@ landing_gear_status_to 151@ 
00D6: if 
0021:   151@ > 0.0 
004D: jump_if_false @DESERT5_4718 
0006: 157@ = 1 
018A: 220@ = create_checkpoint_at 73@ 76@ 79@ 
06D5: 118@ = create_racing_checkpoint_at 73@ 76@ 79@ point_to 0.0 76@ 79@ type 3 radius 129@ 
0006: 116@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_1F' time 7000 flag 4  // ~s~Head for the first ~y~corona.
00BB: show_text_lowpriority GXT 'DES5_1J' time 10000 flag 4  // ~s~As the plane climbs and falls, the altitude meter to the left of the radar will rise and fall respectively.

:DESERT5_4718
0002: jump @DESERT5_4986 

:DESERT5_4725
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 73@(116@,3f) 76@(116@,3f) 79@(116@,3f) radius 129@ 129@ 129@ sphere 0 in_car 
004D: jump_if_false @DESERT5_4986 
0164: disable_marker 220@ 
06D6: disable_racing_checkpoint 118@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
000A: 116@ += 1 
00D6: if 
001B:   3 > 116@ 
004D: jump_if_false @DESERT5_4979 
018A: 220@ = create_checkpoint_at 73@(116@,3f) 76@(116@,3f) 79@(116@,3f) 
06D5: 118@ = create_racing_checkpoint_at 73@(116@,3f) 76@(116@,3f) 79@(116@,3f) point_to 0.0 76@(116@,3f) 79@(116@,3f) type 3 radius 129@ 
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @DESERT5_4938 
00BC: show_text_highpriority GXT 'DES5_1G' time 10000 flag 4  // ~s~Push ~k~~VEHICLE_STEERUP~ to descend to the next ~y~corona.

:DESERT5_4938
00D6: if 
0039:   116@ == 2 
004D: jump_if_false @DESERT5_4972 
00BC: show_text_highpriority GXT 'DES5_1H' time 10000 flag 4  // ~s~Push ~k~~VEHICLE_STEERDOWN~ and press and hold ~k~~VEHICLE_ACCELERATE~ to climb back up to the final ~y~corona.

:DESERT5_4972
0002: jump @DESERT5_4986 

:DESERT5_4979
0006: 235@ = 1 

:DESERT5_4986
00D6: if 
0038:   $7524 == 1 
004D: jump_if_false @DESERT5_5027 
00D6: if 
81F3:   not car 35@ in_air 
004D: jump_if_false @DESERT5_5027 
0006: 236@ = 1 

:DESERT5_5027
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_5070 
0006: 236@ = 1 

:DESERT5_5070
00D6: if or
0039:   235@ == 1 
0039:   236@ == 1 
004D: jump_if_false @DESERT5_5461 
0050: gosub @DESERT5_25367 
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @DESERT5_5169 
0050: gosub @DESERT5_25988 
0050: gosub @DESERT5_26721 
0006: 147@ = 30 
0006: 148@ = 45 
0050: gosub @DESERT5_26882 
0050: gosub @DESERT5_27044 
0002: jump @DESERT5_5197 

:DESERT5_5169
0004: $301 = 0 
0004: $267 = 0 
0006: 145@ = 0 
0004: $CURRENT_FLIGHT_RECORD = 0 

:DESERT5_5197
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[0] // (int) 
004D: jump_if_false @DESERT5_5246 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[0] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[0] = $CURRENT_FLIGHT_RECORD // (int) 
0006: 238@ = 1 
0050: gosub @DESERT5_25412 

:DESERT5_5246
00D6: if 
0038:   $FLIGHT_SCHOOL_CONTESTS_PASSED == 1 
004D: jump_if_false @DESERT5_5317 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @DESERT5_5317 
0623: add 60 to_integer_stat 223 
0006: 238@ = 2 
0004: $FLIGHT_SCHOOL_CONTESTS_PASSED = 2 
0004: $FLIGHT_SCHOOL_CURRENT_CONTEST = 2 
0006: 232@ = 2 

:DESERT5_5317
0050: gosub @DESERT5_27620 

:DESERT5_5324
00D6: if 
0039:   219@ == 0 
004D: jump_if_false @DESERT5_5415 
0001: wait 0 ms 
0050: gosub @DESERT5_29325 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_5384 
0006: 232@ = 2 
0002: jump @DESERT5_5415 

:DESERT5_5384
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DESERT5_5408 
0002: jump @DESERT5_5415 

:DESERT5_5408
0002: jump @DESERT5_5324 

:DESERT5_5415
0050: gosub @DESERT5_27200 
00D6: if 
0039:   232@ == 2 
004D: jump_if_false @DESERT5_5454 
0002: jump @DESERT5_2600 
0002: jump @DESERT5_5461 

:DESERT5_5454
0002: jump @DESERT5_3977 

:DESERT5_5461
0002: jump @DESERT5_4165 

:DESERT5_5468
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @DESERT5_6924 

:DESERT5_5486
0050: gosub @DESERT5_24907 

:DESERT5_5493
0004: $253 = 0 
0006: 238@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0006: 159@ = 0 
0006: 160@ = 0 
0006: 158@ = 0 
00A5: 35@ = create_car #RUSTLER at 53@ 54@ 55@ 
0175: set_car 35@ Z_angle_to 270.0 
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @DESERT5_5644 
015F: set_camera_position 27.29 2466.31 16.76 rotation 0.0 0.0 0.0 
0158: camera_on_car 35@ mode 15 switchstyle 2 
0051: return 

:DESERT5_5644
08E6: set_plane 35@ landing_gear 1 
0519: set_car 35@ locked 1 
0001: wait 500 ms 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_2J' time 5000 flag 4  // ~s~Press ~k~~TOGGLE_SUBMISSIONS~ to extend the landing gear.
0050: gosub @DESERT5_24944 

:DESERT5_5688
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_5727 
0006: 232@ = 2 
0002: jump @DESERT5_6871 

:DESERT5_5727
0050: gosub @DESERT5_25097 
00D6: if 
0039:   232@ == 1 
004D: jump_if_false @DESERT5_5796 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_5789 
0006: 232@ = 2 
0002: jump @DESERT5_6871 
0002: jump @DESERT5_5796 

:DESERT5_5789
0002: jump @DESERT5_29947 

:DESERT5_5796
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @DESERT5_5937 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_5930 
0519: set_car 35@ locked 0 
04BA: set_car 35@ speed_to 30.0 
018A: 220@ = create_checkpoint_at 82@ 83@ 84@ 
06D5: 118@ = create_racing_checkpoint_at 82@ 83@ 84@ point_to -200.0 83@ 84@ type 3 radius 129@ 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_2J' time 5000 flag 4  // ~s~Press ~k~~TOGGLE_SUBMISSIONS~ to extend the landing gear.
0006: 233@ = 1 

:DESERT5_5930
0002: jump @DESERT5_6917 

:DESERT5_5937
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_6917 
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @DESERT5_6171 
00D6: if 
8039:   not  158@ == 1 
004D: jump_if_false @DESERT5_6041 
091F: get_plane 35@ landing_gear_status_to 151@ 
00D6: if 
0023:   1.0 > 151@ 
004D: jump_if_false @DESERT5_6041 
0006: 158@ = 1 
00BC: show_text_highpriority GXT 'DES5_2C' time 5000 flag 4  // ~s~Head for the first ~y~corona.

:DESERT5_6041
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 82@ 83@ 84@ radius 129@ 129@ 129@ sphere 0 in_car 
004D: jump_if_false @DESERT5_6164 
0164: disable_marker 220@ 
06D6: disable_racing_checkpoint 118@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
0006: 159@ = 1 
018A: 220@ = create_checkpoint_at 308.0 49@ 52@ 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_2I' time 5000 flag 4  // ~s~Hold ~k~~VEHICLE_BRAKE~ to lower your speed until the plane slowly descends.
00BB: show_text_lowpriority GXT 'DES5_2D' time 7000 flag 4  // ~s~Push ~k~~VEHICLE_STEERDOWN~ to reduce the rate of descent.

:DESERT5_6164
0002: jump @DESERT5_6368 

:DESERT5_6171
01AC:   car 35@ sphere 1 in_cube_cornerA 288.0 45@ 16.0 cornerB 328.0 47@ 18.0 stopped 
00D6: if 
8039:   not  160@ == 1 
004D: jump_if_false @DESERT5_6321 
00AA: store_car 35@ position_to 37@ 38@ 39@ 
00D6: if 
0033:   17.66 >= 39@ 
004D: jump_if_false @DESERT5_6314 
0006: 160@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_2E' time 7000 flag 4  // ~s~Push and hold ~k~~VEHICLE_STEERUP~ to keep the plane's nose down.
00BB: show_text_lowpriority GXT 'DES5_2F' time 7000 flag 4  // ~s~Taxi along the runway and stop in the ~y~target zone ~s~for extra points.
00BB: show_text_lowpriority GXT 'DES5_2G' time 7000 flag 4  // ~s~Press ~k~~VEHICLE_LOOKLEFT~ to turn left and ~k~~VEHICLE_LOOKRIGHT~ to turn right using the rudder.

:DESERT5_6314
0002: jump @DESERT5_6368 

:DESERT5_6321
00D6: if and
01AB:   car 35@ sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ stopped 
81F3:   not car 35@ in_air 
81F4:   not car 35@ flipped 
004D: jump_if_false @DESERT5_6368 
0006: 235@ = 1 

:DESERT5_6368
00D6: if 
81F3:   not car 35@ in_air 
004D: jump_if_false @DESERT5_6483 
00D6: if 
8039:   not  159@ == 1 
004D: jump_if_false @DESERT5_6416 
0006: 236@ = 1 
0002: jump @DESERT5_6483 

:DESERT5_6416
00D6: if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ 
004D: jump_if_false @DESERT5_6460 
0006: 236@ = 1 
0002: jump @DESERT5_6483 

:DESERT5_6460
00D6: if 
01F4:   car 35@ flipped 
004D: jump_if_false @DESERT5_6483 
0006: 236@ = 1 

:DESERT5_6483
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_6526 
0006: 236@ = 1 

:DESERT5_6526
00D6: if or
0039:   235@ == 1 
0039:   236@ == 1 
004D: jump_if_false @DESERT5_6917 
0050: gosub @DESERT5_25367 
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @DESERT5_6625 
0050: gosub @DESERT5_25988 
0050: gosub @DESERT5_26721 
0006: 147@ = 25 
0006: 148@ = 40 
0050: gosub @DESERT5_26882 
0050: gosub @DESERT5_27044 
0002: jump @DESERT5_6653 

:DESERT5_6625
0004: $301 = 0 
0004: $267 = 0 
0006: 145@ = 0 
0004: $CURRENT_FLIGHT_RECORD = 0 

:DESERT5_6653
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[1] // (int) 
004D: jump_if_false @DESERT5_6702 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[1] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[1] = $CURRENT_FLIGHT_RECORD // (int) 
0006: 238@ = 1 
0050: gosub @DESERT5_25412 

:DESERT5_6702
00D6: if 
0038:   $FLIGHT_SCHOOL_CONTESTS_PASSED == 2 
004D: jump_if_false @DESERT5_6773 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @DESERT5_6773 
0623: add 60 to_integer_stat 223 
0006: 238@ = 2 
0004: $FLIGHT_SCHOOL_CONTESTS_PASSED = 4 
0004: $FLIGHT_SCHOOL_CURRENT_CONTEST = 4 
0006: 232@ = 2 

:DESERT5_6773
0050: gosub @DESERT5_27620 

:DESERT5_6780
00D6: if 
0039:   219@ == 0 
004D: jump_if_false @DESERT5_6871 
0001: wait 0 ms 
0050: gosub @DESERT5_29325 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_6840 
0006: 232@ = 2 
0002: jump @DESERT5_6871 

:DESERT5_6840
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DESERT5_6864 
0002: jump @DESERT5_6871 

:DESERT5_6864
0002: jump @DESERT5_6780 

:DESERT5_6871
0050: gosub @DESERT5_27200 
00D6: if 
0039:   232@ == 2 
004D: jump_if_false @DESERT5_6910 
0002: jump @DESERT5_2600 
0002: jump @DESERT5_6917 

:DESERT5_6910
0002: jump @DESERT5_5486 

:DESERT5_6917
0002: jump @DESERT5_5688 

:DESERT5_6924
00D6: if or
0039:   34@ == 3 
0039:   34@ == 4 
004D: jump_if_false @DESERT5_8503 

:DESERT5_6949
0050: gosub @DESERT5_24907 

:DESERT5_6956
0050: gosub @DESERT5_19958 
0004: $253 = 0 
0006: 238@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0004: $7524 = 0 
0006: 116@ = 0 
00A5: 35@ = create_car #RUSTLER at 50@ 51@ 52@ 
0175: set_car 35@ Z_angle_to 90.0 
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @DESERT5_7114 
08E6: set_plane 35@ landing_gear 1 
015F: set_camera_position -1251.02 2301.32 140.44 rotation 0.0 0.0 0.0 
0158: camera_on_car 35@ mode 15 switchstyle 2 
0051: return 

:DESERT5_7114
0001: wait 500 ms 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_1A' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate along the runway.
0050: gosub @DESERT5_24944 

:DESERT5_7144
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_7183 
0006: 232@ = 2 
0002: jump @DESERT5_8402 

:DESERT5_7183
0050: gosub @DESERT5_25097 
00D6: if 
0039:   232@ == 1 
004D: jump_if_false @DESERT5_7252 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_7245 
0006: 232@ = 2 
0002: jump @DESERT5_8402 
0002: jump @DESERT5_7252 

:DESERT5_7245
0002: jump @DESERT5_29947 

:DESERT5_7252
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @DESERT5_7445 
00BC: show_text_highpriority GXT 'DES5_1A' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate along the runway.
0050: gosub @DESERT5_25173 
00D6: if 
0039:   233@ == 1 
004D: jump_if_false @DESERT5_7438 
0006: 116@ = 0 
018A: 220@ = create_checkpoint_at 85@ 93@ 101@ 
06D5: 119@ = create_racing_checkpoint_at 85@ 93@ 101@ point_to 0.0 93@ 101@ type 3 radius 129@ 
06D5: 120@ = create_racing_checkpoint_at 86@ 94@ 102@ point_to 85@ 93@ 101@ type 3 radius 129@ 
00BC: show_text_highpriority GXT 'DES5_3B' time 10000 flag 4  // ~s~Take off and climb steadily until you reach the first ~y~corona.
00BB: show_text_lowpriority GXT 'DES5_3C' time 7000 flag 4  // ~s~Press ~k~~VEHICLE_LOOKLEFT~ to turn left and ~k~~VEHICLE_LOOKRIGHT~ to turn right using the rudder.
00BB: show_text_lowpriority GXT 'DES5_3D' time 10000 flag 4  // ~s~You can use the rudder to turn more quickly while banking.

:DESERT5_7438
0002: jump @DESERT5_8496 

:DESERT5_7445
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_8496 
00D6: if 
8038:   not  $7524 == 1 
004D: jump_if_false @DESERT5_7521 
00AA: store_car 35@ position_to 37@ 38@ 39@ 
00D6: if 
0031:   39@ >= 25.0 
004D: jump_if_false @DESERT5_7521 
0004: $7524 = 1 

:DESERT5_7521
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) radius 129@ 129@ 129@ sphere 0 in_car 
004D: jump_if_false @DESERT5_7973 
0164: disable_marker 220@ 
06D6: disable_racing_checkpoint 119@(116@,8i) 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
000A: 116@ += 1 
00D6: if 
001B:   8 > 116@ 
004D: jump_if_false @DESERT5_7966 
018A: 220@ = create_checkpoint_at 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) 
0085: 117@ = 116@ // (int) 
000A: 117@ += 1 
00D6: if 
001B:   8 > 117@ 
004D: jump_if_false @DESERT5_7743 
06D5: 119@(117@,8i) = create_racing_checkpoint_at 85@(117@,8f) 93@(117@,8f) 101@(117@,8f) point_to 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) type 3 radius 129@ 

:DESERT5_7743
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @DESERT5_7818 
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @DESERT5_7802 
00BC: show_text_highpriority GXT 'DES5_3F' time 10000 flag 4  // ~s~Hold ~k~~VEHICLE_STEERDOWN~ and ~k~~VEHICLE_STEERRIGHT~ to bank round and head for the next ~y~corona.
0002: jump @DESERT5_7818 

:DESERT5_7802
00BC: show_text_highpriority GXT 'DES5_3E' time 10000 flag 4  // ~s~Hold ~k~~VEHICLE_STEERDOWN~ and ~k~~VEHICLE_STEERLEFT~ to bank round and head for the next ~y~corona.

:DESERT5_7818
00D6: if 
0039:   116@ == 2 
004D: jump_if_false @DESERT5_7893 
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @DESERT5_7877 
00BC: show_text_highpriority GXT 'DES5_3G' time 10000 flag 4  // ~s~Bank left and fly through the next ~y~corona.
0002: jump @DESERT5_7893 

:DESERT5_7877
00BC: show_text_highpriority GXT 'DES5_3H' time 10000 flag 4  // ~s~Bank right and fly through the next ~y~corona.

:DESERT5_7893
00D6: if 
0039:   116@ == 3 
004D: jump_if_false @DESERT5_7959 
00BC: show_text_highpriority GXT 'DES5_3K' time 10000 flag 4  // ~s~Keep banking round and follow the ~y~coronas.
00BB: show_text_lowpriority GXT 'DES5_3L' time 7000 flag 4  // ~s~The artificial horizon on the radar displays the plane's attitude.
00BB: show_text_lowpriority GXT 'DES5_3M' time 10000 flag 4  // ~s~As the plane banks and pitches, the artificial horizon changes appropriately.

:DESERT5_7959
0002: jump @DESERT5_7973 

:DESERT5_7966
0006: 235@ = 1 

:DESERT5_7973
00D6: if 
0038:   $7524 == 1 
004D: jump_if_false @DESERT5_8014 
00D6: if 
81F3:   not car 35@ in_air 
004D: jump_if_false @DESERT5_8014 
0006: 236@ = 1 

:DESERT5_8014
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_8057 
0006: 236@ = 1 

:DESERT5_8057
00D6: if or
0039:   235@ == 1 
0039:   236@ == 1 
004D: jump_if_false @DESERT5_8496 
0050: gosub @DESERT5_25367 
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @DESERT5_8156 
0050: gosub @DESERT5_25988 
0050: gosub @DESERT5_26721 
0006: 147@ = 60 
0006: 148@ = 75 
0050: gosub @DESERT5_26882 
0050: gosub @DESERT5_27044 
0002: jump @DESERT5_8184 

:DESERT5_8156
0004: $301 = 0 
0004: $267 = 0 
0006: 145@ = 0 
0004: $CURRENT_FLIGHT_RECORD = 0 

:DESERT5_8184
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[2] // (int) 
004D: jump_if_false @DESERT5_8233 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[2] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[2] = $CURRENT_FLIGHT_RECORD // (int) 
0006: 238@ = 1 
0050: gosub @DESERT5_25412 

:DESERT5_8233
00D6: if 
0038:   $FLIGHT_SCHOOL_CONTESTS_PASSED == 4 
004D: jump_if_false @DESERT5_8304 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @DESERT5_8304 
0623: add 60 to_integer_stat 223 
0006: 238@ = 2 
0004: $FLIGHT_SCHOOL_CONTESTS_PASSED = 6 
0004: $FLIGHT_SCHOOL_CURRENT_CONTEST = 6 
0006: 232@ = 2 

:DESERT5_8304
0050: gosub @DESERT5_27620 

:DESERT5_8311
00D6: if 
0039:   219@ == 0 
004D: jump_if_false @DESERT5_8402 
0001: wait 0 ms 
0050: gosub @DESERT5_29325 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_8371 
0006: 232@ = 2 
0002: jump @DESERT5_8402 

:DESERT5_8371
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DESERT5_8395 
0002: jump @DESERT5_8402 

:DESERT5_8395
0002: jump @DESERT5_8311 

:DESERT5_8402
0050: gosub @DESERT5_27200 
0006: 156@ = 0 

:DESERT5_8416
00D6: if 
001B:   8 > 156@ 
004D: jump_if_false @DESERT5_8457 
06D6: disable_racing_checkpoint 119@(156@,8i) 
000A: 156@ += 1 
0002: jump @DESERT5_8416 

:DESERT5_8457
00D6: if 
0039:   232@ == 2 
004D: jump_if_false @DESERT5_8489 
0002: jump @DESERT5_2600 
0002: jump @DESERT5_8496 

:DESERT5_8489
0002: jump @DESERT5_6949 

:DESERT5_8496
0002: jump @DESERT5_7144 

:DESERT5_8503
00D6: if or
0039:   34@ == 5 
0039:   34@ == 6 
004D: jump_if_false @DESERT5_10300 

:DESERT5_8528
0050: gosub @DESERT5_24907 

:DESERT5_8535
0050: gosub @DESERT5_19958 
0004: $253 = 0 
0006: 238@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0004: $7524 = 0 
0006: 116@ = 0 
0006: 161@ = 0 
00A5: 35@ = create_car #RUSTLER at 50@ 51@ 52@ 
0175: set_car 35@ Z_angle_to 90.0 
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @DESERT5_8700 
08E6: set_plane 35@ landing_gear 1 
015F: set_camera_position -394.09 2601.47 134.89 rotation 0.0 0.0 0.0 
0158: camera_on_car 35@ mode 15 switchstyle 2 
0051: return 

:DESERT5_8700
0001: wait 500 ms 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_1A' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate along the runway.
0050: gosub @DESERT5_24944 

:DESERT5_8730
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_8769 
0006: 232@ = 2 
0002: jump @DESERT5_10199 

:DESERT5_8769
0050: gosub @DESERT5_25097 
00D6: if 
0039:   232@ == 1 
004D: jump_if_false @DESERT5_8838 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_8831 
0006: 232@ = 2 
0002: jump @DESERT5_10199 
0002: jump @DESERT5_8838 

:DESERT5_8831
0002: jump @DESERT5_29947 

:DESERT5_8838
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @DESERT5_8999 
00BC: show_text_highpriority GXT 'DES5_1A' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate along the runway.
0050: gosub @DESERT5_25173 
00D6: if 
0039:   233@ == 1 
004D: jump_if_false @DESERT5_8992 
0006: 116@ = 0 
018A: 220@ = create_checkpoint_at 85@ 93@ 101@ 
06D5: 119@ = create_racing_checkpoint_at 85@ 93@ 101@ point_to 0.0 93@ 101@ type 3 radius 129@ 
06D5: 120@ = create_racing_checkpoint_at 86@ 94@ 102@ point_to 85@ 93@ 101@ type 3 radius 129@ 
00BC: show_text_highpriority GXT 'DES5_3B' time 10000 flag 4  // ~s~Take off and climb steadily until you reach the first ~y~corona.

:DESERT5_8992
0002: jump @DESERT5_10293 

:DESERT5_8999
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_10293 
00D6: if 
8038:   not  $7524 == 1 
004D: jump_if_false @DESERT5_9075 
00AA: store_car 35@ position_to 37@ 38@ 39@ 
00D6: if 
0031:   39@ >= 25.0 
004D: jump_if_false @DESERT5_9075 
0004: $7524 = 1 

:DESERT5_9075
00D6: if 
8039:   not  161@ == 1 
004D: jump_if_false @DESERT5_9609 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) radius 129@ 129@ 129@ sphere 0 in_car 
004D: jump_if_false @DESERT5_9602 
0164: disable_marker 220@ 
06D6: disable_racing_checkpoint 119@(116@,8i) 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
000A: 116@ += 1 
00D6: if 
001B:   8 > 116@ 
004D: jump_if_false @DESERT5_9506 
018A: 220@ = create_checkpoint_at 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) 
0085: 117@ = 116@ // (int) 
000A: 117@ += 1 
00D6: if 
001B:   8 > 117@ 
004D: jump_if_false @DESERT5_9315 
06D5: 119@(117@,8i) = create_racing_checkpoint_at 85@(117@,8f) 93@(117@,8f) 101@(117@,8f) point_to 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) type 3 radius 129@ 

:DESERT5_9315
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @DESERT5_9390 
00D6: if 
0039:   34@ == 6 
004D: jump_if_false @DESERT5_9374 
00BC: show_text_highpriority GXT 'DES5_3H' time 10000 flag 4  // ~s~Bank right and fly through the next ~y~corona.
0002: jump @DESERT5_9390 

:DESERT5_9374
00BC: show_text_highpriority GXT 'DES5_3G' time 10000 flag 4  // ~s~Bank left and fly through the next ~y~corona.

:DESERT5_9390
00D6: if 
0039:   116@ == 2 
004D: jump_if_false @DESERT5_9465 
00D6: if 
0039:   34@ == 6 
004D: jump_if_false @DESERT5_9449 
00BC: show_text_highpriority GXT 'DES5_3G' time 10000 flag 4  // ~s~Bank left and fly through the next ~y~corona.
0002: jump @DESERT5_9465 

:DESERT5_9449
00BC: show_text_highpriority GXT 'DES5_3H' time 10000 flag 4  // ~s~Bank right and fly through the next ~y~corona.

:DESERT5_9465
00D6: if 
0039:   116@ == 3 
004D: jump_if_false @DESERT5_9499 
00BC: show_text_highpriority GXT 'DES5_3K' time 10000 flag 4  // ~s~Keep banking round and follow the ~y~coronas.

:DESERT5_9499
0002: jump @DESERT5_9602 

:DESERT5_9506
0006: 161@ = 1 
018A: 220@ = create_checkpoint_at 308.0 45@ 52@ 
00D6: if 
0039:   34@ == 6 
004D: jump_if_false @DESERT5_9570 
00BC: show_text_highpriority GXT 'DES5_5I' time 10000 flag 4  // ~s~Bank right and land on the runway.
0002: jump @DESERT5_9586 

:DESERT5_9570
00BC: show_text_highpriority GXT 'DES5_5H' time 10000 flag 4  // ~s~Bank left and land on the runway.

:DESERT5_9586
00BB: show_text_lowpriority GXT 'DES5_5J' time 10000 flag 4  // ~s~Stop in the ~y~target zone ~s~for extra points.

:DESERT5_9602
0002: jump @DESERT5_9689 

:DESERT5_9609
01AC:   car 35@ sphere 1 in_cube_cornerA 288.0 45@ 16.0 cornerB 328.0 47@ 18.0 stopped 
00D6: if and
01AB:   car 35@ sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ stopped 
81F3:   not car 35@ in_air 
81F4:   not car 35@ flipped 
004D: jump_if_false @DESERT5_9689 
0006: 235@ = 1 

:DESERT5_9689
00D6: if and
0038:   $7524 == 1 
81F3:   not car 35@ in_air 
004D: jump_if_false @DESERT5_9811 
00D6: if 
8039:   not  161@ == 1 
004D: jump_if_false @DESERT5_9744 
0006: 236@ = 1 
0002: jump @DESERT5_9811 

:DESERT5_9744
00D6: if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ 
004D: jump_if_false @DESERT5_9788 
0006: 236@ = 1 
0002: jump @DESERT5_9811 

:DESERT5_9788
00D6: if 
01F4:   car 35@ flipped 
004D: jump_if_false @DESERT5_9811 
0006: 236@ = 1 

:DESERT5_9811
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_9854 
0006: 236@ = 1 

:DESERT5_9854
00D6: if or
0039:   235@ == 1 
0039:   236@ == 1 
004D: jump_if_false @DESERT5_10293 
0050: gosub @DESERT5_25367 
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @DESERT5_9953 
0050: gosub @DESERT5_25988 
0050: gosub @DESERT5_26721 
0006: 147@ = 80 
0006: 148@ = 95 
0050: gosub @DESERT5_26882 
0050: gosub @DESERT5_27044 
0002: jump @DESERT5_9981 

:DESERT5_9953
0004: $301 = 0 
0004: $267 = 0 
0006: 145@ = 0 
0004: $CURRENT_FLIGHT_RECORD = 0 

:DESERT5_9981
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[3] // (int) 
004D: jump_if_false @DESERT5_10030 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[3] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[3] = $CURRENT_FLIGHT_RECORD // (int) 
0006: 238@ = 1 
0050: gosub @DESERT5_25412 

:DESERT5_10030
00D6: if 
0038:   $FLIGHT_SCHOOL_CONTESTS_PASSED == 6 
004D: jump_if_false @DESERT5_10101 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @DESERT5_10101 
0623: add 60 to_integer_stat 223 
0006: 238@ = 2 
0004: $FLIGHT_SCHOOL_CONTESTS_PASSED = 7 
0004: $FLIGHT_SCHOOL_CURRENT_CONTEST = 7 
0006: 232@ = 2 

:DESERT5_10101
0050: gosub @DESERT5_27620 

:DESERT5_10108
00D6: if 
0039:   219@ == 0 
004D: jump_if_false @DESERT5_10199 
0001: wait 0 ms 
0050: gosub @DESERT5_29325 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_10168 
0006: 232@ = 2 
0002: jump @DESERT5_10199 

:DESERT5_10168
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DESERT5_10192 
0002: jump @DESERT5_10199 

:DESERT5_10192
0002: jump @DESERT5_10108 

:DESERT5_10199
0050: gosub @DESERT5_27200 
0006: 156@ = 0 

:DESERT5_10213
00D6: if 
001B:   8 > 156@ 
004D: jump_if_false @DESERT5_10254 
06D6: disable_racing_checkpoint 119@(156@,8i) 
000A: 156@ += 1 
0002: jump @DESERT5_10213 

:DESERT5_10254
00D6: if 
0039:   232@ == 2 
004D: jump_if_false @DESERT5_10286 
0002: jump @DESERT5_2600 
0002: jump @DESERT5_10293 

:DESERT5_10286
0002: jump @DESERT5_8528 

:DESERT5_10293
0002: jump @DESERT5_8730 

:DESERT5_10300
00D6: if 
0039:   34@ == 7 
004D: jump_if_false @DESERT5_11736 

:DESERT5_10318
0050: gosub @DESERT5_24907 

:DESERT5_10325
0004: $253 = 0 
0006: 238@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0004: $7524 = 0 
0004: $7525 = 0 
0087: 132@ = 111@ // (float) 
0006: 234@ = 0 
00A5: 35@ = create_car #HUNTER at 50@ 51@ 15.07 
0175: set_car 35@ Z_angle_to 270.0 
00A9: set_car 35@ to_normal_driver 
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @DESERT5_10491 
015F: set_camera_position 323.02 2446.81 117.65 rotation 0.0 0.0 0.0 
0158: camera_on_car 35@ mode 15 switchstyle 2 
0051: return 

:DESERT5_10491
0006: 241@ = 1 

:DESERT5_10498
00D6: if 
0039:   241@ == 1 
004D: jump_if_false @DESERT5_10566 
0001: wait 0 ms 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_10559 
00D6: if 
01C1:   car 35@ stopped 
004D: jump_if_false @DESERT5_10559 
0006: 241@ = 0 

:DESERT5_10559
0002: jump @DESERT5_10498 

:DESERT5_10566
0001: wait 500 ms 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_7A' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate upward.
0050: gosub @DESERT5_24944 

:DESERT5_10596
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_10635 
0006: 232@ = 2 
0002: jump @DESERT5_11683 

:DESERT5_10635
0050: gosub @DESERT5_25097 
00D6: if 
0039:   232@ == 1 
004D: jump_if_false @DESERT5_10704 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_10697 
0006: 232@ = 2 
0002: jump @DESERT5_11683 
0002: jump @DESERT5_10704 

:DESERT5_10697
0002: jump @DESERT5_29947 

:DESERT5_10704
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @DESERT5_10816 
00BC: show_text_highpriority GXT 'DES5_7A' time 10000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate upward.
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_10809 
00D6: if 
01F3:   car 35@ in_air 
004D: jump_if_false @DESERT5_10809 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_7B' time 10000 flag 4  // ~s~Keep gaining height.
0006: 233@ = 1 

:DESERT5_10809
0002: jump @DESERT5_11729 

:DESERT5_10816
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_11729 
00D6: if 
8038:   not  $7525 == 1 
004D: jump_if_false @DESERT5_10922 
00AA: store_car 35@ position_to 37@ 38@ 39@ 
00D6: if 
0035:   39@ >= 132@ // (float) 
004D: jump_if_false @DESERT5_10922 
0004: $7525 = 1 
00BC: show_text_highpriority GXT 'DES5_7C' time 5000 flag 4  // ~s~Release ~k~~VEHICLE_ACCELERATE~ to stop rising and level off.
00BB: show_text_lowpriority GXT 'DES5_7D' time 10000 flag 4  // ~s~Rotate the helicopter 180 degrees by using ~k~~VEHICLE_LOOKLEFT~ and ~k~~VEHICLE_LOOKRIGHT~ to turn left and right.

:DESERT5_10922
00D6: if 
0038:   $7525 == 1 
004D: jump_if_false @DESERT5_11194 
00D6: if 
8039:   not  234@ == 1 
004D: jump_if_false @DESERT5_11121 
0174: 40@ = car 35@ Z_angle 
00D6: if and
0031:   40@ >= 80.0 
0033:   100.0 >= 40@ 
004D: jump_if_false @DESERT5_11114 
0006: 234@ = 1 
018A: 220@ = create_checkpoint_at 109@ 110@ 111@ 
06D5: 118@ = create_racing_checkpoint_at 109@ 110@ 111@ point_to 0.0 110@ 111@ type 3 radius 129@ 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_7F' time 10000 flag 4  // ~s~Push and hold ~k~~VEHICLE_STEERUP~ to tilt the helicopter at 45 degrees.
00BB: show_text_lowpriority GXT 'DES5_7G' time 10000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to go forward and head for the ~y~corona.
00BB: show_text_lowpriority GXT 'DES5_7H' time 10000 flag 4  // ~s~If you need to bank, hold ~k~~VEHICLE_STEERDOWN~ and steer either left or right.
00BB: show_text_lowpriority GXT 'DES5_7I' time 10000 flag 4  // ~s~If you need to descend, hold ~k~~VEHICLE_BRAKE~.

:DESERT5_11114
0002: jump @DESERT5_11194 

:DESERT5_11121
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 109@ 110@ 111@ radius 129@ 129@ 129@ sphere 0 in_car 
004D: jump_if_false @DESERT5_11194 
0164: disable_marker 220@ 
06D6: disable_racing_checkpoint 118@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
0006: 235@ = 1 

:DESERT5_11194
00D6: if 
8038:   not  $7524 == 1 
004D: jump_if_false @DESERT5_11254 
00AA: store_car 35@ position_to 37@ 38@ 39@ 
00D6: if 
0031:   39@ >= 25.0 
004D: jump_if_false @DESERT5_11254 
0004: $7524 = 1 

:DESERT5_11254
00D6: if 
0038:   $7524 == 1 
004D: jump_if_false @DESERT5_11295 
00D6: if 
81F3:   not car 35@ in_air 
004D: jump_if_false @DESERT5_11295 
0006: 236@ = 1 

:DESERT5_11295
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_11338 
0006: 236@ = 1 

:DESERT5_11338
00D6: if or
0039:   235@ == 1 
0039:   236@ == 1 
004D: jump_if_false @DESERT5_11729 
0050: gosub @DESERT5_25367 
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @DESERT5_11437 
0050: gosub @DESERT5_25988 
0050: gosub @DESERT5_26721 
0006: 147@ = 45 
0006: 148@ = 60 
0050: gosub @DESERT5_26882 
0050: gosub @DESERT5_27044 
0002: jump @DESERT5_11465 

:DESERT5_11437
0004: $301 = 0 
0004: $267 = 0 
0006: 145@ = 0 
0004: $CURRENT_FLIGHT_RECORD = 0 

:DESERT5_11465
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[4] // (int) 
004D: jump_if_false @DESERT5_11514 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[4] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[4] = $CURRENT_FLIGHT_RECORD // (int) 
0006: 238@ = 1 
0050: gosub @DESERT5_25412 

:DESERT5_11514
00D6: if 
0038:   $FLIGHT_SCHOOL_CONTESTS_PASSED == 7 
004D: jump_if_false @DESERT5_11585 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @DESERT5_11585 
0623: add 60 to_integer_stat 223 
0006: 238@ = 2 
0004: $FLIGHT_SCHOOL_CONTESTS_PASSED = 8 
0004: $FLIGHT_SCHOOL_CURRENT_CONTEST = 8 
0006: 232@ = 2 

:DESERT5_11585
0050: gosub @DESERT5_27620 

:DESERT5_11592
00D6: if 
0039:   219@ == 0 
004D: jump_if_false @DESERT5_11683 
0001: wait 0 ms 
0050: gosub @DESERT5_29325 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_11652 
0006: 232@ = 2 
0002: jump @DESERT5_11683 

:DESERT5_11652
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DESERT5_11676 
0002: jump @DESERT5_11683 

:DESERT5_11676
0002: jump @DESERT5_11592 

:DESERT5_11683
0050: gosub @DESERT5_27200 
00D6: if 
0039:   232@ == 2 
004D: jump_if_false @DESERT5_11722 
0002: jump @DESERT5_2600 
0002: jump @DESERT5_11729 

:DESERT5_11722
0002: jump @DESERT5_10318 

:DESERT5_11729
0002: jump @DESERT5_10596 

:DESERT5_11736
00D6: if 
0039:   34@ == 8 
004D: jump_if_false @DESERT5_12955 

:DESERT5_11754
0050: gosub @DESERT5_24907 

:DESERT5_11761
0004: $253 = 0 
0006: 238@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0006: 162@ = 0 
00A5: 35@ = create_car #HUNTER at 53@ 54@ 55@ 
0175: set_car 35@ Z_angle_to 270.0 
0825: set_helicopter 35@ instant_rotor_start 
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @DESERT5_11903 
015F: set_camera_position 301.56 2455.21 55.82 rotation 0.0 0.0 0.0 
0158: camera_on_car 35@ mode 15 switchstyle 2 
0051: return 

:DESERT5_11903
0519: set_car 35@ locked 1 
0001: wait 500 ms 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_8A' time 5000 flag 4  // ~s~Push ~k~~VEHICLE_STEERUP~ and press ~k~~VEHICLE_ACCELERATE~ to maintain your forward speed.
0050: gosub @DESERT5_24944 

:DESERT5_11940
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_11979 
0006: 232@ = 2 
0002: jump @DESERT5_12902 

:DESERT5_11979
0050: gosub @DESERT5_25097 
00D6: if 
0039:   232@ == 1 
004D: jump_if_false @DESERT5_12048 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_12041 
0006: 232@ = 2 
0002: jump @DESERT5_12902 
0002: jump @DESERT5_12048 

:DESERT5_12041
0002: jump @DESERT5_29947 

:DESERT5_12048
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @DESERT5_12175 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_12168 
0519: set_car 35@ locked 0 
04BA: set_car 35@ speed_to 15.0 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_8A' time 10000 flag 4  // ~s~Push ~k~~VEHICLE_STEERUP~ and press ~k~~VEHICLE_ACCELERATE~ to maintain your forward speed.
00BB: show_text_lowpriority GXT 'DES5_8B' time 10000 flag 4  // ~s~Head for the far end of the runway and maintain your height.
018A: 220@ = create_checkpoint_at 56@ 57@ 58@ 
0006: 233@ = 1 

:DESERT5_12168
0002: jump @DESERT5_12948 

:DESERT5_12175
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_12948 
00D6: if 
8039:   not  162@ == 1 
004D: jump_if_false @DESERT5_12321 
00D6: if 
00EE:   actor $PLAYER_ACTOR sphere 0 near_point 56@ 57@ radius 300.0 300.0 in_car 
004D: jump_if_false @DESERT5_12314 
0006: 162@ = 1 
00BC: show_text_highpriority GXT 'DES5_8G' time 4000 flag 4  // ~s~Release ~k~~VEHICLE_ACCELERATE~ now.
00BB: show_text_lowpriority GXT 'DES5_8C' time 10000 flag 4  // ~s~Slow down and hover over the ~y~target zone~s~ by holding ~k~~VEHICLE_HORN~~s~ to auto-level the helicopter.
00BB: show_text_lowpriority GXT 'DES5_8D' time 10000 flag 4  // ~s~Hold ~k~~VEHICLE_BRAKE~ to descend slowly and land.~N~Land in the ~y~target area ~s~for extra points.
00BB: show_text_lowpriority GXT 'DES5_8E' time 10000 flag 4  // ~s~If you start to descend too quickly, release ~k~~VEHICLE_BRAKE~ and hold ~k~~VEHICLE_ACCELERATE~ to slow your descent.

:DESERT5_12314
0002: jump @DESERT5_12399 

:DESERT5_12321
01B0:   car 35@ sphere 1 in_sphere 56@ 57@ 58@ radius 26.31 26.31 26.31 stopped 
00D6: if and
01AB:   car 35@ sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ stopped 
81F3:   not car 35@ in_air 
81F4:   not car 35@ flipped 
004D: jump_if_false @DESERT5_12399 
0006: 235@ = 1 

:DESERT5_12399
00D6: if 
81F3:   not car 35@ in_air 
004D: jump_if_false @DESERT5_12514 
00D6: if 
8039:   not  162@ == 1 
004D: jump_if_false @DESERT5_12447 
0006: 236@ = 1 
0002: jump @DESERT5_12514 

:DESERT5_12447
00D6: if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ 
004D: jump_if_false @DESERT5_12491 
0006: 236@ = 1 
0002: jump @DESERT5_12514 

:DESERT5_12491
00D6: if 
01F4:   car 35@ flipped 
004D: jump_if_false @DESERT5_12514 
0006: 236@ = 1 

:DESERT5_12514
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_12557 
0006: 236@ = 1 

:DESERT5_12557
00D6: if or
0039:   235@ == 1 
0039:   236@ == 1 
004D: jump_if_false @DESERT5_12948 
0050: gosub @DESERT5_25367 
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @DESERT5_12656 
0050: gosub @DESERT5_25988 
0050: gosub @DESERT5_26721 
0006: 147@ = 30 
0006: 148@ = 45 
0050: gosub @DESERT5_26882 
0050: gosub @DESERT5_27044 
0002: jump @DESERT5_12684 

:DESERT5_12656
0004: $301 = 0 
0004: $267 = 0 
0006: 145@ = 0 
0004: $CURRENT_FLIGHT_RECORD = 0 

:DESERT5_12684
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[5] // (int) 
004D: jump_if_false @DESERT5_12733 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[5] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[5] = $CURRENT_FLIGHT_RECORD // (int) 
0006: 238@ = 1 
0050: gosub @DESERT5_25412 

:DESERT5_12733
00D6: if 
0038:   $FLIGHT_SCHOOL_CONTESTS_PASSED == 8 
004D: jump_if_false @DESERT5_12804 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @DESERT5_12804 
0623: add 60 to_integer_stat 223 
0006: 238@ = 2 
0004: $FLIGHT_SCHOOL_CONTESTS_PASSED = 9 
0004: $FLIGHT_SCHOOL_CURRENT_CONTEST = 9 
0006: 232@ = 2 

:DESERT5_12804
0050: gosub @DESERT5_27620 

:DESERT5_12811
00D6: if 
0039:   219@ == 0 
004D: jump_if_false @DESERT5_12902 
0001: wait 0 ms 
0050: gosub @DESERT5_29325 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_12871 
0006: 232@ = 2 
0002: jump @DESERT5_12902 

:DESERT5_12871
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DESERT5_12895 
0002: jump @DESERT5_12902 

:DESERT5_12895
0002: jump @DESERT5_12811 

:DESERT5_12902
0050: gosub @DESERT5_27200 
00D6: if 
0039:   232@ == 2 
004D: jump_if_false @DESERT5_12941 
0002: jump @DESERT5_2600 
0002: jump @DESERT5_12948 

:DESERT5_12941
0002: jump @DESERT5_11754 

:DESERT5_12948
0002: jump @DESERT5_11940 

:DESERT5_12955
00D6: if 
0039:   34@ == 9 
004D: jump_if_false @DESERT5_15284 

:DESERT5_12973
0050: gosub @DESERT5_24907 

:DESERT5_12980
0004: $253 = 0 
0006: 238@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0006: 169@ = 0 
00A5: 35@ = create_car #HUNTER at 53@ 54@ 55@ 
0175: set_car 35@ Z_angle_to 270.0 
0825: set_helicopter 35@ instant_rotor_start 
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @DESERT5_13233 
015F: set_camera_position 365.5 2339.25 63.23 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 363.09 2473.76 33.46 switchstyle 2 
0007: 69@ = 418.5 
0006: 156@ = 0 

:DESERT5_13147
00D6: if 
001D:   63@ > 156@ // (int) 
004D: jump_if_false @DESERT5_13224 
00A5: 60@(156@,3i) = create_car #PETRO at 69@ 49@ 17.1 
000F: 69@ -= 40.0 
0006: 170@(156@,3i) = 0 
000A: 156@ += 1 
0002: jump @DESERT5_13147 

:DESERT5_13224
0006: 33@ = 0 
0051: return 

:DESERT5_13233
0519: set_car 35@ locked 1 
0001: wait 500 ms 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_9A' time 5000 flag 4  // ~s~Destroy the three ~r~trucks ~s~at the end of the runway.
0050: gosub @DESERT5_24944 

:DESERT5_13270
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_13305 
0006: 232@ = 2 
0002: jump @DESERT5_15096 

:DESERT5_13305
0050: gosub @DESERT5_25097 
00D6: if 
0039:   232@ == 1 
004D: jump_if_false @DESERT5_13374 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_13367 
0006: 232@ = 2 
0002: jump @DESERT5_15096 
0002: jump @DESERT5_13374 

:DESERT5_13367
0002: jump @DESERT5_29947 

:DESERT5_13374
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @DESERT5_13604 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_13597 
0519: set_car 35@ locked 0 
04BA: set_car 35@ speed_to 15.0 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_9A' time 10000 flag 4  // ~s~Destroy the three ~r~trucks ~s~at the end of the runway.
00BB: show_text_lowpriority GXT 'DES5_9B' time 10000 flag 4  // ~s~Press ~k~~VEHICLE_FIREWEAPON_ALT~ to fire the guns and ~k~~PED_FIREWEAPON~ to fire rockets.
0007: 69@ = 418.5 
0006: 156@ = 0 

:DESERT5_13490
00D6: if 
001D:   63@ > 156@ // (int) 
004D: jump_if_false @DESERT5_13583 
00A5: 60@(156@,3i) = create_car #PETRO at 69@ 49@ 17.1 
0186: 221@(156@,3i) = create_marker_above_car 60@(156@,3i) 
0006: 163@(156@,3i) = 1 
000F: 69@ -= 40.0 
000A: 156@ += 1 
0002: jump @DESERT5_13490 

:DESERT5_13583
0006: 59@ = 0 
0006: 233@ = 1 

:DESERT5_13597
0002: jump @DESERT5_15277 

:DESERT5_13604
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_15277 
00D6: if 
8039:   not  169@ == 1 
004D: jump_if_false @DESERT5_14515 
0006: 168@ = 1 
0871: init_jump_table 59@ total_jumps 2 default_jump 1 @DESERT5_14494 jumps 0 @DESERT5_13708 1 @DESERT5_14293 -1 @DESERT5_14508 -1 @DESERT5_14508 -1 @DESERT5_14508 -1 @DESERT5_14508 -1 @DESERT5_14508 

:DESERT5_13708
0006: 156@ = 0 

:DESERT5_13715
00D6: if 
001D:   63@ > 156@ // (int) 
004D: jump_if_false @DESERT5_13824 
00D6: if 
0119:   car 60@(156@,3i) wrecked 
004D: jump_if_false @DESERT5_13803 
00D6: if 
0039:   163@(156@,3i) == 1 
004D: jump_if_false @DESERT5_13796 
0164: disable_marker 221@(156@,3i) 
0006: 163@(156@,3i) = 0 

:DESERT5_13796
0002: jump @DESERT5_13810 

:DESERT5_13803
0006: 168@ = 0 

:DESERT5_13810
000A: 156@ += 1 
0002: jump @DESERT5_13715 

:DESERT5_13824
00D6: if 
0039:   168@ == 1 
004D: jump_if_false @DESERT5_14286 
0006: 59@ = 1 
00A5: 64@ = create_car #LANDSTAL at 22.61 2322.06 22.35 
00A5: 65@ = create_car #LANDSTAL at 74.58 2375.99 16.52 
0129: 67@ = create_actor_pedtype 24 model #MALE01 in_car 64@ driverseat 
0129: 68@ = create_actor_pedtype 24 model #MALE01 in_car 65@ driverseat 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 76.44 2327.46 20.63 
05D7: add_point_to_scmpath 74.58 2375.99 16.52 
05D7: add_point_to_scmpath 19.12 2370.77 18.97 
05D7: add_point_to_scmpath 22.61 2322.06 22.35 
0615: define_AS_pack_begin 71@ 
06BB: set_actor -1 drive_car 64@ speed 10.0 along_SCM_path 
0643: set_AS_pack 71@ loop 1 
0616: define_AS_pack_end 71@ 
0618: assign_actor 67@ to_AS_pack 71@ 
061B: remove_references_to_AS_pack 71@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 19.12 2370.77 18.97 
05D7: add_point_to_scmpath 22.61 2322.06 22.35 
05D7: add_point_to_scmpath 76.44 2327.46 20.63 
05D7: add_point_to_scmpath 74.58 2375.99 16.52 
0615: define_AS_pack_begin 72@ 
06BB: set_actor -1 drive_car 65@ speed 10.0 along_SCM_path 
0643: set_AS_pack 72@ loop 1 
0616: define_AS_pack_end 72@ 
0618: assign_actor 68@ to_AS_pack 72@ 
061B: remove_references_to_AS_pack 72@ 
0006: 156@ = 0 

:DESERT5_14150
00D6: if 
001D:   66@ > 156@ // (int) 
004D: jump_if_false @DESERT5_14221 
020A: set_car 64@(156@,2i) door_status_to 2 
0186: 224@(156@,2i) = create_marker_above_car 64@(156@,2i) 
0006: 166@(156@,2i) = 1 
000A: 156@ += 1 
0002: jump @DESERT5_14150 

:DESERT5_14221
00BC: show_text_highpriority GXT 'DES5_9D' time 10000 flag 4  // ~s~Now destroy the two moving ~r~cars ~s~to the south-west of the runway.
0006: 156@ = 0 

:DESERT5_14244
00D6: if 
001D:   63@ > 156@ // (int) 
004D: jump_if_false @DESERT5_14286 
01C3: remove_references_to_car 60@(156@,3i) 
000A: 156@ += 1 
0002: jump @DESERT5_14244 

:DESERT5_14286
0002: jump @DESERT5_14508 

:DESERT5_14293
0006: 156@ = 0 

:DESERT5_14300
00D6: if 
001D:   66@ > 156@ // (int) 
004D: jump_if_false @DESERT5_14409 
00D6: if 
0119:   car 64@(156@,2i) wrecked 
004D: jump_if_false @DESERT5_14388 
00D6: if 
0039:   166@(156@,2i) == 1 
004D: jump_if_false @DESERT5_14381 
0164: disable_marker 224@(156@,2i) 
0006: 166@(156@,2i) = 0 

:DESERT5_14381
0002: jump @DESERT5_14395 

:DESERT5_14388
0006: 168@ = 0 

:DESERT5_14395
000A: 156@ += 1 
0002: jump @DESERT5_14300 

:DESERT5_14409
00D6: if 
0039:   168@ == 1 
004D: jump_if_false @DESERT5_14487 
0006: 59@ = -1 
018A: 220@ = create_checkpoint_at 56@ 57@ 58@ 
00BC: show_text_highpriority GXT 'DES5_9E' time 10000 flag 4  // ~s~Land on the runway.
00BB: show_text_lowpriority GXT 'DES5_5J' time 10000 flag 4  // ~s~Stop in the ~y~target zone ~s~for extra points.
0006: 169@ = 1 

:DESERT5_14487
0002: jump @DESERT5_14508 

:DESERT5_14494
0006: 169@ = 1 
0002: jump @DESERT5_14508 

:DESERT5_14508
0002: jump @DESERT5_14593 

:DESERT5_14515
01B0:   car 35@ sphere 1 in_sphere 56@ 57@ 58@ radius 26.31 26.31 26.31 stopped 
00D6: if and
01AB:   car 35@ sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ stopped 
81F3:   not car 35@ in_air 
81F4:   not car 35@ flipped 
004D: jump_if_false @DESERT5_14593 
0006: 235@ = 1 

:DESERT5_14593
00D6: if 
81F3:   not car 35@ in_air 
004D: jump_if_false @DESERT5_14708 
00D6: if 
8039:   not  169@ == 1 
004D: jump_if_false @DESERT5_14641 
0006: 236@ = 1 
0002: jump @DESERT5_14708 

:DESERT5_14641
00D6: if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ 
004D: jump_if_false @DESERT5_14685 
0006: 236@ = 1 
0002: jump @DESERT5_14708 

:DESERT5_14685
00D6: if 
01F4:   car 35@ flipped 
004D: jump_if_false @DESERT5_14708 
0006: 236@ = 1 

:DESERT5_14708
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_14751 
0006: 236@ = 1 

:DESERT5_14751
00D6: if or
0039:   235@ == 1 
0039:   236@ == 1 
004D: jump_if_false @DESERT5_15277 
0050: gosub @DESERT5_25367 
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @DESERT5_14850 
0050: gosub @DESERT5_25988 
0050: gosub @DESERT5_26721 
0006: 147@ = 80 
0006: 148@ = 105 
0050: gosub @DESERT5_26882 
0050: gosub @DESERT5_27044 
0002: jump @DESERT5_14878 

:DESERT5_14850
0004: $301 = 0 
0004: $267 = 0 
0006: 145@ = 0 
0004: $CURRENT_FLIGHT_RECORD = 0 

:DESERT5_14878
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[6] // (int) 
004D: jump_if_false @DESERT5_14927 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[6] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[6] = $CURRENT_FLIGHT_RECORD // (int) 
0006: 238@ = 1 
0050: gosub @DESERT5_25412 

:DESERT5_14927
00D6: if 
0038:   $FLIGHT_SCHOOL_CONTESTS_PASSED == 9 
004D: jump_if_false @DESERT5_14998 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @DESERT5_14998 
0623: add 60 to_integer_stat 223 
0006: 238@ = 2 
0004: $FLIGHT_SCHOOL_CONTESTS_PASSED = 10 
0004: $FLIGHT_SCHOOL_CURRENT_CONTEST = 10 
0006: 232@ = 2 

:DESERT5_14998
0050: gosub @DESERT5_27620 

:DESERT5_15005
00D6: if 
0039:   219@ == 0 
004D: jump_if_false @DESERT5_15096 
0001: wait 0 ms 
0050: gosub @DESERT5_29325 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_15065 
0006: 232@ = 2 
0002: jump @DESERT5_15096 

:DESERT5_15065
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DESERT5_15089 
0002: jump @DESERT5_15096 

:DESERT5_15089
0002: jump @DESERT5_15005 

:DESERT5_15096
0050: gosub @DESERT5_27200 
061B: remove_references_to_AS_pack 71@ 
061B: remove_references_to_AS_pack 72@ 
0006: 156@ = 0 

:DESERT5_15120
00D6: if 
001D:   63@ > 156@ // (int) 
004D: jump_if_false @DESERT5_15171 
00A6: destroy_car 60@(156@,3i) 
0164: disable_marker 221@(156@,3i) 
000A: 156@ += 1 
0002: jump @DESERT5_15120 

:DESERT5_15171
0006: 156@ = 0 

:DESERT5_15178
00D6: if 
001D:   66@ > 156@ // (int) 
004D: jump_if_false @DESERT5_15238 
009B: destroy_actor 67@(156@,2i) 
00A6: destroy_car 64@(156@,2i) 
0164: disable_marker 224@(156@,2i) 
000A: 156@ += 1 
0002: jump @DESERT5_15178 

:DESERT5_15238
00D6: if 
0039:   232@ == 2 
004D: jump_if_false @DESERT5_15270 
0002: jump @DESERT5_2600 
0002: jump @DESERT5_15277 

:DESERT5_15270
0002: jump @DESERT5_12973 

:DESERT5_15277
0002: jump @DESERT5_13270 

:DESERT5_15284
00D6: if 
0039:   34@ == 10 
004D: jump_if_false @DESERT5_16962 

:DESERT5_15302
0050: gosub @DESERT5_24907 

:DESERT5_15309
0004: $253 = 0 
0006: 238@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0006: 173@ = 0 
0006: 174@ = 0 
00A5: 35@ = create_car #STUNT at 53@ 113@ 114@ 
0175: set_car 35@ Z_angle_to 270.0 
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @DESERT5_15453 
015F: set_camera_position 269.53 2445.3 88.46 rotation 0.0 0.0 0.0 
0158: camera_on_car 35@ mode 15 switchstyle 2 
0051: return 

:DESERT5_15453
0519: set_car 35@ locked 1 
0001: wait 500 ms 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_AA' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to maintain your height, keep the plane level and head for the first ~y~corona.
0050: gosub @DESERT5_24944 

:DESERT5_15490
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_15529 
0006: 232@ = 2 
0002: jump @DESERT5_16899 

:DESERT5_15529
0050: gosub @DESERT5_25097 
00D6: if 
0039:   232@ == 1 
004D: jump_if_false @DESERT5_15598 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_15591 
0006: 232@ = 2 
0002: jump @DESERT5_16899 
0002: jump @DESERT5_15598 

:DESERT5_15591
0002: jump @DESERT5_29947 

:DESERT5_15598
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @DESERT5_15785 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_15778 
0519: set_car 35@ locked 0 
04BA: set_car 35@ speed_to 20.0 
0006: 233@ = 1 
018A: 220@ = create_checkpoint_at 112@ 113@ 114@ 
06D5: 127@ = create_racing_checkpoint_at 112@ 113@ 114@ point_to 0.0 113@ 114@ type 3 radius 129@ 
06D5: 128@ = create_racing_checkpoint_at 115@ 113@ 114@ point_to 0.0 113@ 114@ type 3 radius 129@ 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_AA' time 7000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to maintain your height, keep the plane level and head for the first ~y~corona.
00BB: show_text_lowpriority GXT 'DES5_AB' time 10000 flag 4  // ~s~As soon as you hit the corona, use ~k~~VEHICLE_STEERDOWN~ to pull up quickly and hold to do a loop-the-loop.

:DESERT5_15778
0002: jump @DESERT5_16955 

:DESERT5_15785
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_16955 
00D6: if 
8039:   not  173@ == 1 
004D: jump_if_false @DESERT5_15943 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 112@ 113@ 114@ radius 129@ 129@ 129@ sphere 0 in_car 
004D: jump_if_false @DESERT5_15936 
0164: disable_marker 220@ 
06D6: disable_racing_checkpoint 127@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
0006: 173@ = 1 
00BC: show_text_highpriority GXT 'DES5_AC' time 5000 flag 4  // ~s~Push ~k~~VEHICLE_STEERDOWN~ now.
077D: $7514 = car 35@ x_angle 
0005: $7516 = 0.0 
0005: $7521 = 0.0 

:DESERT5_15936
0002: jump @DESERT5_16488 

:DESERT5_15943
00D6: if 
8039:   not  174@ == 1 
004D: jump_if_false @DESERT5_16415 
06BE: $7517 = car 35@ y_angle 
00D6: if 
0022:   0.0 > $7517 
004D: jump_if_false @DESERT5_16000 
0009: $7517 += 360.0 

:DESERT5_16000
083F: get_car 35@ vertical_deviation_to $7522 
00D6: if 
0030:   $7522 >= 0.0 
004D: jump_if_false @DESERT5_16074 
00D6: if and
0030:   $7517 >= 20.0 
0032:   340.0 >= $7517 
004D: jump_if_false @DESERT5_16067 
0006: 236@ = 1 

:DESERT5_16067
0002: jump @DESERT5_16112 

:DESERT5_16074
00D6: if or
0032:   160.0 >= $7517 
0030:   $7517 >= 200.0 
004D: jump_if_false @DESERT5_16112 
0006: 236@ = 1 

:DESERT5_16112
077D: $7513 = car 35@ x_angle 
0086: $7515 = $7513 // (float) 
0061: $7515 -= $7514 // (float) 
0086: $7514 = $7513 // (float) 
00D6: if 
0020:   $7515 > 180.0 
004D: jump_if_false @DESERT5_16175 
000D: $7515 -= 360.0 

:DESERT5_16175
00D6: if 
0022:   -180.0 > $7515 
004D: jump_if_false @DESERT5_16206 
0009: $7515 += 360.0 

:DESERT5_16206
00D6: if 
0022:   0.0 > $7515 
004D: jump_if_false @DESERT5_16242 
0059: $7521 += $7515 // (float) 
0002: jump @DESERT5_16304 

:DESERT5_16242
00D6: if 
0022:   0.0 > $7521 
004D: jump_if_false @DESERT5_16278 
0059: $7521 += $7515 // (float) 
0002: jump @DESERT5_16304 

:DESERT5_16278
0059: $7516 += $7521 // (float) 
0005: $7521 = 0.0 
0059: $7516 += $7515 // (float) 

:DESERT5_16304
00D6: if 
0022:   -20.0 > $7521 
004D: jump_if_false @DESERT5_16332 
0006: 236@ = 1 

:DESERT5_16332
00D6: if 
8039:   not  236@ == 1 
004D: jump_if_false @DESERT5_16408 
00D6: if 
0030:   $7516 >= 360.0 
004D: jump_if_false @DESERT5_16408 
0006: 174@ = 1 
018A: 220@ = create_checkpoint_at 115@ 113@ 114@ 
00BC: show_text_highpriority GXT 'DES5_AD' time 10000 flag 4  // ~s~Fly through the final ~y~corona.

:DESERT5_16408
0002: jump @DESERT5_16488 

:DESERT5_16415
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 115@ 113@ 114@ radius 129@ 129@ 129@ sphere 0 in_car 
004D: jump_if_false @DESERT5_16488 
0164: disable_marker 220@ 
06D6: disable_racing_checkpoint 128@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
0006: 235@ = 1 

:DESERT5_16488
00D6: if 
81F3:   not car 35@ in_air 
004D: jump_if_false @DESERT5_16511 
0006: 236@ = 1 

:DESERT5_16511
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_16554 
0006: 236@ = 1 

:DESERT5_16554
00D6: if or
0039:   235@ == 1 
0039:   236@ == 1 
004D: jump_if_false @DESERT5_16955 
0050: gosub @DESERT5_25367 
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @DESERT5_16653 
0050: gosub @DESERT5_25988 
0050: gosub @DESERT5_26721 
0006: 147@ = 21 
0006: 148@ = 27 
0050: gosub @DESERT5_26882 
0050: gosub @DESERT5_27044 
0002: jump @DESERT5_16681 

:DESERT5_16653
0004: $301 = 0 
0004: $267 = 0 
0006: 145@ = 0 
0004: $CURRENT_FLIGHT_RECORD = 0 

:DESERT5_16681
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[7] // (int) 
004D: jump_if_false @DESERT5_16730 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[7] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[7] = $CURRENT_FLIGHT_RECORD // (int) 
0006: 238@ = 1 
0050: gosub @DESERT5_25412 

:DESERT5_16730
00D6: if 
0038:   $FLIGHT_SCHOOL_CONTESTS_PASSED == 10 
004D: jump_if_false @DESERT5_16801 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @DESERT5_16801 
0623: add 60 to_integer_stat 223 
0006: 238@ = 2 
0004: $FLIGHT_SCHOOL_CONTESTS_PASSED = 11 
0004: $FLIGHT_SCHOOL_CURRENT_CONTEST = 11 
0006: 232@ = 2 

:DESERT5_16801
0050: gosub @DESERT5_27620 

:DESERT5_16808
00D6: if 
0039:   219@ == 0 
004D: jump_if_false @DESERT5_16899 
0001: wait 0 ms 
0050: gosub @DESERT5_29325 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_16868 
0006: 232@ = 2 
0002: jump @DESERT5_16899 

:DESERT5_16868
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DESERT5_16892 
0002: jump @DESERT5_16899 

:DESERT5_16892
0002: jump @DESERT5_16808 

:DESERT5_16899
0050: gosub @DESERT5_27200 
06D6: disable_racing_checkpoint 127@ 
06D6: disable_racing_checkpoint 128@ 
00D6: if 
0039:   232@ == 2 
004D: jump_if_false @DESERT5_16948 
0002: jump @DESERT5_2600 
0002: jump @DESERT5_16955 

:DESERT5_16948
0002: jump @DESERT5_15302 

:DESERT5_16955
0002: jump @DESERT5_15490 

:DESERT5_16962
00D6: if 
0039:   34@ == 11 
004D: jump_if_false @DESERT5_18542 

:DESERT5_16980
0050: gosub @DESERT5_24907 

:DESERT5_16987
0004: $253 = 0 
0006: 238@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0006: 173@ = 0 
0006: 174@ = 0 
00A5: 35@ = create_car #STUNT at 53@ 113@ 114@ 
0175: set_car 35@ Z_angle_to 270.0 
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @DESERT5_17131 
015F: set_camera_position 292.95 2445.3 93.46 rotation 0.0 0.0 0.0 
0158: camera_on_car 35@ mode 15 switchstyle 2 
0051: return 

:DESERT5_17131
0519: set_car 35@ locked 1 
0001: wait 500 ms 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_AA' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to maintain your height, keep the plane level and head for the first ~y~corona.
0050: gosub @DESERT5_24944 

:DESERT5_17168
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_17207 
0006: 232@ = 2 
0002: jump @DESERT5_18479 

:DESERT5_17207
0050: gosub @DESERT5_25097 
00D6: if 
0039:   232@ == 1 
004D: jump_if_false @DESERT5_17276 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_17269 
0006: 232@ = 2 
0002: jump @DESERT5_18479 
0002: jump @DESERT5_17276 

:DESERT5_17269
0002: jump @DESERT5_29947 

:DESERT5_17276
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @DESERT5_17463 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_17456 
0519: set_car 35@ locked 0 
04BA: set_car 35@ speed_to 20.0 
0006: 233@ = 1 
018A: 220@ = create_checkpoint_at 112@ 113@ 114@ 
06D5: 127@ = create_racing_checkpoint_at 112@ 113@ 114@ point_to 0.0 113@ 114@ type 3 radius 129@ 
06D5: 128@ = create_racing_checkpoint_at 115@ 113@ 114@ point_to 0.0 113@ 114@ type 3 radius 129@ 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_AA' time 7000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to maintain your height, keep the plane level and head for the first ~y~corona.
00BB: show_text_lowpriority GXT 'DES5_BB' time 10000 flag 4  // ~s~As soon as you hit the corona, hold ~k~~VEHICLE_STEERLEFT~ to do a barrel roll.

:DESERT5_17456
0002: jump @DESERT5_18535 

:DESERT5_17463
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_18535 
00D6: if 
8039:   not  173@ == 1 
004D: jump_if_false @DESERT5_17654 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 112@ 113@ 114@ radius 129@ 129@ 129@ sphere 0 in_car 
004D: jump_if_false @DESERT5_17647 
0164: disable_marker 220@ 
06D6: disable_racing_checkpoint 127@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
0006: 173@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_BC' time 5000 flag 4  // ~s~Push and hold ~k~~VEHICLE_STEERLEFT~ now.
06BE: $7518 = car 35@ y_angle 
00D6: if 
0022:   0.0 > $7518 
004D: jump_if_false @DESERT5_17627 
0009: $7518 += 360.0 

:DESERT5_17627
0005: $7520 = 0.0 
0005: $7521 = 0.0 

:DESERT5_17647
0002: jump @DESERT5_18068 

:DESERT5_17654
00D6: if 
8039:   not  174@ == 1 
004D: jump_if_false @DESERT5_17995 
06BE: $7517 = car 35@ y_angle 
00D6: if 
0022:   0.0 > $7517 
004D: jump_if_false @DESERT5_17711 
0009: $7517 += 360.0 

:DESERT5_17711
0086: $7519 = $7517 // (float) 
0061: $7519 -= $7518 // (float) 
0086: $7518 = $7517 // (float) 
00D6: if 
0020:   $7519 > 180.0 
004D: jump_if_false @DESERT5_17766 
000D: $7519 -= 360.0 

:DESERT5_17766
00D6: if 
0022:   -180.0 > $7519 
004D: jump_if_false @DESERT5_17797 
0009: $7519 += 360.0 

:DESERT5_17797
00D6: if 
0022:   0.0 > $7519 
004D: jump_if_false @DESERT5_17833 
0059: $7521 += $7519 // (float) 
0002: jump @DESERT5_17895 

:DESERT5_17833
00D6: if 
0022:   0.0 > $7521 
004D: jump_if_false @DESERT5_17869 
0059: $7521 += $7519 // (float) 
0002: jump @DESERT5_17895 

:DESERT5_17869
0059: $7520 += $7521 // (float) 
0005: $7521 = 0.0 
0059: $7520 += $7519 // (float) 

:DESERT5_17895
00D6: if 
0022:   -20.0 > $7521 
004D: jump_if_false @DESERT5_17930 
0006: 236@ = 1 
0002: jump @DESERT5_17988 

:DESERT5_17930
00D6: if 
0030:   $7520 >= 360.0 
004D: jump_if_false @DESERT5_17988 
0006: 174@ = 1 
018A: 220@ = create_checkpoint_at 115@ 113@ 114@ 
00BC: show_text_highpriority GXT 'DES5_AD' time 10000 flag 4  // ~s~Fly through the final ~y~corona.

:DESERT5_17988
0002: jump @DESERT5_18068 

:DESERT5_17995
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 115@ 113@ 114@ radius 129@ 129@ 129@ sphere 0 in_car 
004D: jump_if_false @DESERT5_18068 
0164: disable_marker 220@ 
06D6: disable_racing_checkpoint 128@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
0006: 235@ = 1 

:DESERT5_18068
00D6: if 
81F3:   not car 35@ in_air 
004D: jump_if_false @DESERT5_18091 
0006: 236@ = 1 

:DESERT5_18091
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_18134 
0006: 236@ = 1 

:DESERT5_18134
00D6: if or
0039:   235@ == 1 
0039:   236@ == 1 
004D: jump_if_false @DESERT5_18535 
0050: gosub @DESERT5_25367 
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @DESERT5_18233 
0050: gosub @DESERT5_25988 
0050: gosub @DESERT5_26721 
0006: 147@ = 18 
0006: 148@ = 23 
0050: gosub @DESERT5_26882 
0050: gosub @DESERT5_27044 
0002: jump @DESERT5_18261 

:DESERT5_18233
0004: $301 = 0 
0004: $267 = 0 
0006: 145@ = 0 
0004: $CURRENT_FLIGHT_RECORD = 0 

:DESERT5_18261
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[8] // (int) 
004D: jump_if_false @DESERT5_18310 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[8] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[8] = $CURRENT_FLIGHT_RECORD // (int) 
0006: 238@ = 1 
0050: gosub @DESERT5_25412 

:DESERT5_18310
00D6: if 
0038:   $FLIGHT_SCHOOL_CONTESTS_PASSED == 11 
004D: jump_if_false @DESERT5_18381 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @DESERT5_18381 
0623: add 60 to_integer_stat 223 
0006: 238@ = 2 
0004: $FLIGHT_SCHOOL_CONTESTS_PASSED = 12 
0004: $FLIGHT_SCHOOL_CURRENT_CONTEST = 12 
0006: 232@ = 2 

:DESERT5_18381
0050: gosub @DESERT5_27620 

:DESERT5_18388
00D6: if 
0039:   219@ == 0 
004D: jump_if_false @DESERT5_18479 
0001: wait 0 ms 
0050: gosub @DESERT5_29325 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_18448 
0006: 232@ = 2 
0002: jump @DESERT5_18479 

:DESERT5_18448
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DESERT5_18472 
0002: jump @DESERT5_18479 

:DESERT5_18472
0002: jump @DESERT5_18388 

:DESERT5_18479
0050: gosub @DESERT5_27200 
06D6: disable_racing_checkpoint 127@ 
06D6: disable_racing_checkpoint 128@ 
00D6: if 
0039:   232@ == 2 
004D: jump_if_false @DESERT5_18528 
0002: jump @DESERT5_2600 
0002: jump @DESERT5_18535 

:DESERT5_18528
0002: jump @DESERT5_16980 

:DESERT5_18535
0002: jump @DESERT5_17168 

:DESERT5_18542
00D6: if 
0039:   34@ == 12 
004D: jump_if_false @DESERT5_19958 

:DESERT5_18560
0050: gosub @DESERT5_24907 

:DESERT5_18567
0004: $253 = 0 
0006: 238@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0006: 175@ = 0 
0006: 176@ = 0 
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @DESERT5_18780 
009A: 70@ = create_actor_pedtype 24 model #NULL at 46@ 49@ 250.0 
0173: set_actor 70@ Z_angle_to 90.0 
04D7: set_actor 70@ locked 1 
0088: $8271 = 136@ // (float) 
0088: $8272 = 137@ // (float) 
0088: $8273 = 138@ // (float) 
0913: run_external_script 1 (PARACHUTE) -1 -10.0 10.0 -5.0 -2.0 10.0 12.0 1 70@  
08A9: load_external_script 1 (PARACHUTE) 
067E: put_camera_on_actor 70@ offset 0.0 -5.0 4.0 target_actor 70@ tilt 0.0 switchstyle 2 
0051: return 

:DESERT5_18780
00A1: put_actor $PLAYER_ACTOR at 139@ 140@ 141@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0247: load_model #GUN_PARA 

:DESERT5_18809
00D6: if 
8248:   not model #GUN_PARA available 
004D: jump_if_false @DESERT5_18836 
0001: wait 0 ms 
0002: jump @DESERT5_18809 

:DESERT5_18836
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
0005: $1500 = 5.0 
0005: $1501 = -5.0 
0005: $1502 = 8.5 
0005: $1503 = -1.5 
0005: $1504 = -30.0 
0005: $1505 = 15.0 
0004: $1510 = 0 

:DESERT5_18912
00D6: if 
001A:   2 > $PARACHUTE_CREATION_STAGE 
004D: jump_if_false @DESERT5_18941 
0001: wait 0 ms 
0002: jump @DESERT5_18912 

:DESERT5_18941
0107: 135@ = create_object #BASEJUMP_TARGET at 136@ 137@ 138@ 
0177: set_object 135@ Z_angle_to 90.0 
06D5: 143@ = create_racing_checkpoint_at 136@ 137@ 138@ point_to 136@ 137@ 900.0 type 3 radius 6.5 
0001: wait 500 ms 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_CA' time 7000 flag 4  // ~s~While freefalling, push ~k~~GO_FORWARD~ to dive forward.
00BB: show_text_lowpriority GXT 'DES5_CI' time 10000 flag 4  // ~s~Use ~k~~GO_BACK~ to slow your descent and push ~k~~GO_LEFT~ and ~k~~GO_RIGHT~ to rotate.
0050: gosub @DESERT5_24944 

:DESERT5_19046
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_19085 
0006: 232@ = 2 
0002: jump @DESERT5_19842 

:DESERT5_19085
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @DESERT5_19147 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
018A: 220@ = create_checkpoint_at 136@ 137@ 138@ 
0006: 233@ = 1 
0002: jump @DESERT5_19951 

:DESERT5_19147
00D6: if 
8039:   not  176@ == 1 
004D: jump_if_false @DESERT5_19331 
00D6: if 
8039:   not  175@ == 1 
004D: jump_if_false @DESERT5_19241 
00A0: store_actor $PLAYER_ACTOR position_to 41@ 42@ 43@ 
00D6: if 
0033:   300.0 >= 43@ 
004D: jump_if_false @DESERT5_19241 
0006: 175@ = 1 
00BC: show_text_highpriority GXT 'DES5_CC' time 10000 flag 4  // ~s~Press ~k~~PED_FIREWEAPON~ to open the parachute now.

:DESERT5_19241
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @DESERT5_19331 
0006: 176@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_CD' time 7000 flag 4  // ~s~Land on the ~y~target.~s~~N~Land closer to the centre for extra points.
00BB: show_text_lowpriority GXT 'DES5_CF' time 7000 flag 4  // ~s~Push ~k~~GO_BACK~ to lift your legs up and move forward.
00BB: show_text_lowpriority GXT 'DES5_CH' time 7000 flag 4  // When you move forward, this will also slow your rate of descent.
00BB: show_text_lowpriority GXT 'DES5_CE' time 7000 flag 4  // ~s~Use ~k~~GO_LEFT~ and ~k~~GO_RIGHT~ to guide the parachute left and right.

:DESERT5_19331
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @DESERT5_19440 
00D6: if 
0038:   $1498 == 1 
004D: jump_if_false @DESERT5_19440 
00A0: store_actor $PLAYER_ACTOR position_to 41@ 42@ 43@ 
0509: 142@ = distance_between_XY 41@ 42@ and_XY 136@ 137@ 
00D6: if 
0033:   10.0 >= 142@ 
004D: jump_if_false @DESERT5_19433 
0006: 235@ = 1 
0002: jump @DESERT5_19440 

:DESERT5_19433
0006: 236@ = 1 

:DESERT5_19440
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_19483 
0006: 236@ = 1 

:DESERT5_19483
00D6: if or
0039:   235@ == 1 
0039:   236@ == 1 
004D: jump_if_false @DESERT5_19951 
0050: gosub @DESERT5_25367 
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @DESERT5_19582 
0050: gosub @DESERT5_25988 
0050: gosub @DESERT5_26721 
0006: 147@ = 55 
0006: 148@ = 70 
0050: gosub @DESERT5_26882 
0050: gosub @DESERT5_27044 
0002: jump @DESERT5_19610 

:DESERT5_19582
0004: $301 = 0 
0004: $267 = 0 
0006: 145@ = 0 
0004: $CURRENT_FLIGHT_RECORD = 0 

:DESERT5_19610
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[9] // (int) 
004D: jump_if_false @DESERT5_19659 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[9] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[9] = $CURRENT_FLIGHT_RECORD // (int) 
0006: 238@ = 1 
0050: gosub @DESERT5_25412 

:DESERT5_19659
00D6: if 
8038:   not  $MISSION_LEARNING_TO_FLY_PASSED == 1 
004D: jump_if_false @DESERT5_19744 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @DESERT5_19744 
0006: 238@ = 2 
0004: $FLIGHT_SCHOOL_CONTESTS_PASSED = 12 
0004: $FLIGHT_SCHOOL_CURRENT_CONTEST = 12 
0006: 232@ = 2 
0623: add 60 to_integer_stat 223 
0004: $MISSION_LEARNING_TO_FLY_PASSED = 1 
0006: 177@ = 1 

:DESERT5_19744
0050: gosub @DESERT5_27620 

:DESERT5_19751
00D6: if 
0039:   219@ == 0 
004D: jump_if_false @DESERT5_19842 
0001: wait 0 ms 
0050: gosub @DESERT5_29325 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_19811 
0006: 232@ = 2 
0002: jump @DESERT5_19842 

:DESERT5_19811
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DESERT5_19835 
0002: jump @DESERT5_19842 

:DESERT5_19835
0002: jump @DESERT5_19751 

:DESERT5_19842
0050: gosub @DESERT5_27200 
04D7: set_actor $PLAYER_ACTOR locked 0 
00D6: if 
0039:   177@ == 1 
004D: jump_if_false @DESERT5_19912 
016A: fade 1 time 500 

:DESERT5_19881
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_19905 
0001: wait 0 ms 
0002: jump @DESERT5_19881 

:DESERT5_19905
0002: jump @DESERT5_29990 

:DESERT5_19912
00D6: if 
0039:   232@ == 2 
004D: jump_if_false @DESERT5_19944 
0002: jump @DESERT5_2600 
0002: jump @DESERT5_19951 

:DESERT5_19944
0002: jump @DESERT5_18560 

:DESERT5_19951
0002: jump @DESERT5_19046 

:DESERT5_19958
0007: 85@ = -383.79 
0087: 93@ = 49@ // (float) 
0007: 101@ = 147.09 
0087: 86@ = 85@ // (float) 
000F: 86@ -= 300.0 
0087: 91@ = 85@ // (float) 
000F: 91@ -= 300.0 
00D6: if or
0039:   34@ == 3 
0039:   34@ == 5 
004D: jump_if_false @DESERT5_20090 
0087: 94@ = 93@ // (float) 
000F: 94@ -= 300.0 
0087: 99@ = 93@ // (float) 
000B: 99@ += 300.0 
0002: jump @DESERT5_20126 

:DESERT5_20090
0087: 94@ = 93@ // (float) 
000B: 94@ += 300.0 
0087: 99@ = 93@ // (float) 
000F: 99@ -= 300.0 

:DESERT5_20126
0087: 102@ = 101@ // (float) 
0087: 107@ = 101@ // (float) 
0007: 130@ = 350.0 
00D6: if or
0039:   34@ == 3 
0039:   34@ == 5 
004D: jump_if_false @DESERT5_20194 
0007: 131@ = 270.0 
0002: jump @DESERT5_20204 

:DESERT5_20194
0007: 131@ = 90.0 

:DESERT5_20204
0087: 133@ = 85@ // (float) 
000F: 133@ -= 600.0 
0087: 134@ = 93@ // (float) 
0006: 156@ = 2 

:DESERT5_20237
00D6: if 
002B:   5 >= 156@ 
004D: jump_if_false @DESERT5_20405 
02F7: 85@(156@,8f) = cosine 131@ // (float) 
02F6: 93@(156@,8f) = sine 131@ // (float) 
006B: 85@(156@,8f) *= 130@ // (float) 
006B: 93@(156@,8f) *= 130@ // (float) 
005B: 85@(156@,8f) += 133@ // (float) 
005B: 93@(156@,8f) += 134@ // (float) 
0087: 101@(156@,8f) = 101@ // (float) 
00D6: if or
0039:   34@ == 3 
0039:   34@ == 5 
004D: jump_if_false @DESERT5_20381 
000F: 131@ -= 60.0 
0002: jump @DESERT5_20391 

:DESERT5_20381
000B: 131@ += 60.0 

:DESERT5_20391
000A: 156@ += 1 
0002: jump @DESERT5_20237 

:DESERT5_20405
0087: 92@ = 85@ // (float) 
0087: 100@ = 93@ // (float) 
0087: 108@ = 101@ // (float) 
00D6: if or
0039:   34@ == 5 
0039:   34@ == 6 
004D: jump_if_false @DESERT5_20474 
000B: 92@ += 20.0 
000F: 108@ -= 30.0 

:DESERT5_20474
0051: return 

:DESERT5_20476
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 225.0 size 612.0 438.0 RGBA 0 0 0 227@ 
00D6: if 
0039:   226@ == 1 
004D: jump_if_false @DESERT5_20598 
00D6: if 
001B:   255 > 227@ 
004D: jump_if_false @DESERT5_20591 
000A: 227@ += 5 
00D6: if 
0019:   227@ > 255 
004D: jump_if_false @DESERT5_20584 
0006: 227@ = 255 

:DESERT5_20584
0002: jump @DESERT5_20598 

:DESERT5_20591
0006: 226@ = 2 

:DESERT5_20598
00D6: if 
0039:   226@ == 3 
004D: jump_if_false @DESERT5_20680 
00D6: if 
0019:   227@ > 0 
004D: jump_if_false @DESERT5_20673 
000E: 227@ -= 5 
00D6: if 
001B:   0 > 227@ 
004D: jump_if_false @DESERT5_20666 
0006: 227@ = 0 

:DESERT5_20666
0002: jump @DESERT5_20680 

:DESERT5_20673
0006: 226@ = 0 

:DESERT5_20680
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 0.0 size 640.0 197.0 RGBA 0 0 0 255 
0050: gosub @DESERT5_24787 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @DESERT5_20792 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MA'  // Takeoff
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[0] // (int) 
0050: gosub @DESERT5_22125 

:DESERT5_20792
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @DESERT5_20846 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MB'  // Land plane
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[1] // (int) 
0050: gosub @DESERT5_22125 

:DESERT5_20846
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @DESERT5_20900 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MC'  // Circle airstrip
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[2] // (int) 
0050: gosub @DESERT5_22125 

:DESERT5_20900
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @DESERT5_20954 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MC'  // Circle airstrip
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[2] // (int) 
0050: gosub @DESERT5_22125 

:DESERT5_20954
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @DESERT5_21008 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MD'  // Circle airstrip and land
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[3] // (int) 
0050: gosub @DESERT5_22125 

:DESERT5_21008
00D6: if 
0039:   34@ == 6 
004D: jump_if_false @DESERT5_21062 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MD'  // Circle airstrip and land
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[3] // (int) 
0050: gosub @DESERT5_22125 

:DESERT5_21062
00D6: if 
0039:   34@ == 7 
004D: jump_if_false @DESERT5_21116 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_ME'  // Helicopter takeoff
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[4] // (int) 
0050: gosub @DESERT5_22125 

:DESERT5_21116
00D6: if 
0039:   34@ == 8 
004D: jump_if_false @DESERT5_21170 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MF'  // Land helicopter
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[5] // (int) 
0050: gosub @DESERT5_22125 

:DESERT5_21170
00D6: if 
0039:   34@ == 9 
004D: jump_if_false @DESERT5_21224 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MG'  // Destroy targets
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[6] // (int) 
0050: gosub @DESERT5_22125 

:DESERT5_21224
00D6: if 
0039:   34@ == 10 
004D: jump_if_false @DESERT5_21278 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MH'  // Loop-the-loop
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[7] // (int) 
0050: gosub @DESERT5_22125 

:DESERT5_21278
00D6: if 
0039:   34@ == 11 
004D: jump_if_false @DESERT5_21332 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MI'  // Barrel roll
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[8] // (int) 
0050: gosub @DESERT5_22125 

:DESERT5_21332
00D6: if 
0039:   34@ == 12 
004D: jump_if_false @DESERT5_21386 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MJ'  // Parachute onto target
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[9] // (int) 
0050: gosub @DESERT5_22125 

:DESERT5_21386
0050: gosub @DESERT5_24667 
0904: get_interface 6 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'DES5_FO'  // Exit
00D6: if 
8039:   not  230@ == 1 
004D: jump_if_false @DESERT5_21655 
0050: gosub @DESERT5_24667 
0904: get_interface 6 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'DES5_FP'  // Start
0050: gosub @DESERT5_24667 
00D6: if 
8038:   not  $FLIGHT_SCHOOL_CONTESTS_PASSED == 1 
004D: jump_if_false @DESERT5_21592 
0904: get_interface 6 color_RGBA_to 152@ 153@ 154@ 155@ 
0002: jump @DESERT5_21608 

:DESERT5_21592
0904: get_interface 8 color_RGBA_to 152@ 153@ 154@ 155@ 

:DESERT5_21608
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'DES5_FN'  // Navigate

:DESERT5_21655
0050: gosub @DESERT5_24667 
0904: get_interface 4 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 150.0 360.0 GXT 'DES5_FL'  // ~k~~VEHICLE_ENTER_EXIT~
00D6: if 
8039:   not  230@ == 1 
004D: jump_if_false @DESERT5_21883 
0050: gosub @DESERT5_24667 
0904: get_interface 4 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 150.0 340.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
0050: gosub @DESERT5_24667 
0904: get_interface 4 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'DES5_FK'  // ~<~~>~

:DESERT5_21883
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 317.0 size 320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 317.0 size -320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 160.0 435.0 size 320.0 17.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 480.0 435.0 size -320.0 17.0 RGBA 150 150 150 255 
0051: return 

:DESERT5_22125
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 430.0 size 640.0 250.0 RGBA 0 0 0 255 
00D6: if 
001B:   70 > 228@ 
004D: jump_if_false @DESERT5_22187 
0006: 229@ = 1 

:DESERT5_22187
00D6: if 
0019:   228@ > 69 
004D: jump_if_false @DESERT5_22230 
00D6: if 
001B:   85 > 228@ 
004D: jump_if_false @DESERT5_22230 
0006: 229@ = 2 

:DESERT5_22230
00D6: if 
0019:   228@ > 84 
004D: jump_if_false @DESERT5_22273 
00D6: if 
001B:   100 > 228@ 
004D: jump_if_false @DESERT5_22273 
0006: 229@ = 3 

:DESERT5_22273
00D6: if 
0039:   228@ == 100 
004D: jump_if_false @DESERT5_22298 
0006: 229@ = 4 

:DESERT5_22298
0050: gosub @DESERT5_24667 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
0904: get_interface 3 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
00D6: if 
0019:   229@ > 1 
004D: jump_if_false @DESERT5_22392 
045A: draw_text_1number 320.0 75.0 GXT 'DES5_FQ' number 228@  // Record: ~1~%
0002: jump @DESERT5_22413 

:DESERT5_22392
033E: set_draw_text_position 320.0 75.0 GXT 'DES5_FR'  // Get 70% or above to pass

:DESERT5_22413
00D6: if 
0019:   229@ > 1 
004D: jump_if_false @DESERT5_22518 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 
0002: jump @DESERT5_22598 

:DESERT5_22518
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 

:DESERT5_22598
03E3: set_texture_to_be_drawn_antialiased 1 
00D6: if 
0039:   229@ == 1 
004D: jump_if_false @DESERT5_22784 
09FB: 242@ = current_language 
00D6: if 
04A4:   242@ == 0 // == constant 
004D: jump_if_false @DESERT5_22686 
038D: draw_texture 6 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0002: jump @DESERT5_22722 

:DESERT5_22686
038D: draw_texture 10 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 

:DESERT5_22722
0050: gosub @DESERT5_24667 
0342: set_text_draw_centered 1 
0904: get_interface 3 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033E: set_draw_text_position 320.0 375.0 GXT 'DES5_FS'  // No award

:DESERT5_22784
00D6: if 
0039:   229@ == 2 
004D: jump_if_false @DESERT5_22900 
038D: draw_texture 1 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @DESERT5_24667 
0342: set_text_draw_centered 1 
0904: get_interface 3 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033E: set_draw_text_position 320.0 375.0 GXT 'DES5_FF'  // BRONZE

:DESERT5_22900
00D6: if 
0039:   229@ == 3 
004D: jump_if_false @DESERT5_23016 
038D: draw_texture 2 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @DESERT5_24667 
0342: set_text_draw_centered 1 
0904: get_interface 3 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033E: set_draw_text_position 320.0 375.0 GXT 'DES5_FE'  // SILVER

:DESERT5_23016
00D6: if 
0039:   229@ == 4 
004D: jump_if_false @DESERT5_23132 
038D: draw_texture 3 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @DESERT5_24667 
0342: set_text_draw_centered 1 
0904: get_interface 3 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033E: set_draw_text_position 320.0 375.0 GXT 'DES5_FD'  // GOLD

:DESERT5_23132
0051: return 

:DESERT5_23134
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @DESERT5_23413 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @DESERT5_23177 
0050: gosub @DESERT5_3984 

:DESERT5_23177
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @DESERT5_23202 
0050: gosub @DESERT5_5493 

:DESERT5_23202
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @DESERT5_23227 
0050: gosub @DESERT5_6956 

:DESERT5_23227
00D6: if 
0039:   34@ == 6 
004D: jump_if_false @DESERT5_23252 
0050: gosub @DESERT5_8535 

:DESERT5_23252
00D6: if 
0039:   34@ == 7 
004D: jump_if_false @DESERT5_23277 
0050: gosub @DESERT5_10325 

:DESERT5_23277
00D6: if 
0039:   34@ == 8 
004D: jump_if_false @DESERT5_23302 
0050: gosub @DESERT5_11761 

:DESERT5_23302
00D6: if 
0039:   34@ == 9 
004D: jump_if_false @DESERT5_23327 
0050: gosub @DESERT5_12980 

:DESERT5_23327
00D6: if 
0039:   34@ == 10 
004D: jump_if_false @DESERT5_23352 
0050: gosub @DESERT5_15309 

:DESERT5_23352
00D6: if 
0039:   34@ == 11 
004D: jump_if_false @DESERT5_23377 
0050: gosub @DESERT5_16987 

:DESERT5_23377
00D6: if 
0039:   34@ == 12 
004D: jump_if_false @DESERT5_23402 
0050: gosub @DESERT5_18567 

:DESERT5_23402
03D1: play_wav 3 
0006: 231@ = 1 

:DESERT5_23413
00D6: if 
0039:   231@ == 1 
004D: jump_if_false @DESERT5_23711 
00D6: if 
8039:   not  34@ == 12 
004D: jump_if_false @DESERT5_23616 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_23595 
0006: 150@ = 589 
005A: 150@ += 34@ // (int) 
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @DESERT5_23506 
000E: 150@ -= 1 

:DESERT5_23506
00D6: if 
0029:   34@ >= 6 
004D: jump_if_false @DESERT5_23531 
000E: 150@ -= 2 

:DESERT5_23531
00D6: if 
87C1:   not path 150@ available 
004D: jump_if_false @DESERT5_23559 
07C0: load_path 150@ 
0002: jump @DESERT5_23588 

:DESERT5_23559
05EB: assign_car 35@ to_path 150@ 
0050: gosub @DESERT5_24311 
0006: 226@ = 3 
0006: 231@ = 2 

:DESERT5_23588
0002: jump @DESERT5_23609 

:DESERT5_23595
0006: 226@ = 3 
0006: 231@ = 2 

:DESERT5_23609
0002: jump @DESERT5_23711 

:DESERT5_23616
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @DESERT5_23697 
00D6: if 
0611:   actor 70@ performing_animation "FALL_SKYDIVE" 
004D: jump_if_false @DESERT5_23690 
04D7: set_actor 70@ locked 0 
0006: 33@ = 0 
0006: 226@ = 3 
0006: 231@ = 2 

:DESERT5_23690
0002: jump @DESERT5_23711 

:DESERT5_23697
0006: 226@ = 3 
0006: 231@ = 2 

:DESERT5_23711
00D6: if 
0039:   231@ == 2 
004D: jump_if_false @DESERT5_24069 
00D6: if 
8039:   not  34@ == 12 
004D: jump_if_false @DESERT5_23992 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_23971 
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @DESERT5_23807 
0519: set_car 35@ locked 1 
0006: 226@ = 1 
0006: 231@ = 4 
0002: jump @DESERT5_23964 

:DESERT5_23807
0825: set_helicopter 35@ instant_rotor_start 
00D6: if 
0039:   34@ == 9 
004D: jump_if_false @DESERT5_23964 
0541: car 35@ enable_guns_sound 
00D6: if and
8039:   not  172@ == 1 
8119:   not car 62@ wrecked 
0019:   33@ > 3000 
004D: jump_if_false @DESERT5_23878 
070C: explode_car_without_radius_damage 62@ 
0006: 172@ = 1 

:DESERT5_23878
00D6: if and
8039:   not  171@ == 1 
8119:   not car 61@ wrecked 
0019:   33@ > 4500 
004D: jump_if_false @DESERT5_23921 
070C: explode_car_without_radius_damage 61@ 
0006: 171@ = 1 

:DESERT5_23921
00D6: if and
8039:   not  170@ == 1 
8119:   not car 60@ wrecked 
0019:   33@ > 6000 
004D: jump_if_false @DESERT5_23964 
070C: explode_car_without_radius_damage 60@ 
0006: 170@ = 1 

:DESERT5_23964
0002: jump @DESERT5_23985 

:DESERT5_23971
0006: 226@ = 1 
0006: 231@ = 4 

:DESERT5_23985
0002: jump @DESERT5_24069 

:DESERT5_23992
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @DESERT5_24055 
00D6: if 
0019:   33@ > 15000 
004D: jump_if_false @DESERT5_24048 
04D7: set_actor 70@ locked 1 
0006: 226@ = 1 
0006: 231@ = 4 

:DESERT5_24048
0002: jump @DESERT5_24069 

:DESERT5_24055
0006: 226@ = 1 
0006: 231@ = 4 

:DESERT5_24069
00D6: if 
0039:   231@ == 3 
004D: jump_if_false @DESERT5_24124 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_24110 
0519: set_car 35@ locked 1 

:DESERT5_24110
0006: 226@ = 1 
0006: 231@ = 4 

:DESERT5_24124
00D6: if 
0039:   231@ == 4 
004D: jump_if_false @DESERT5_24309 
00D6: if 
0039:   226@ == 2 
004D: jump_if_false @DESERT5_24309 
05EC: release_car 35@ from_path 
02EB: restore_camera_with_jumpcut 
009B: destroy_actor 70@ 
00A6: destroy_car 35@ 
0006: 156@ = 0 

:DESERT5_24184
00D6: if 
001D:   63@ > 156@ // (int) 
004D: jump_if_false @DESERT5_24226 
00A6: destroy_car 60@(156@,3i) 
000A: 156@ += 1 
0002: jump @DESERT5_24184 

:DESERT5_24226
0873: release_path 590 
0873: release_path 591 
0873: release_path 592 
0873: release_path 593 
0873: release_path 594 
0873: release_path 595 
0873: release_path 596 
0873: release_path 597 
0873: release_path 598 
040D: unload_wav 3 
0395: clear_area 1 at $327 $328 $329 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
0006: 231@ = 0 

:DESERT5_24309
0051: return 

:DESERT5_24311
0871: init_jump_table 34@ total_jumps 10 default_jump 1 @DESERT5_24636 jumps 1 @DESERT5_24439 2 @DESERT5_24463 3 @DESERT5_24487 4 @DESERT5_24487 5 @DESERT5_24516 6 @DESERT5_24516 7 @DESERT5_24540 
0872: jump_table_jumps 9 @DESERT5_24564 10 @DESERT5_24588 11 @DESERT5_24612 -1 @DESERT5_24643 -1 @DESERT5_24643 -1 @DESERT5_24643 -1 @DESERT5_24643 -1 @DESERT5_24643 -1 @DESERT5_24643 

:DESERT5_24439
03CB: set_rendering_origin_at 172.6 2466.14 17.05 
0002: jump @DESERT5_24643 

:DESERT5_24463
03CB: set_rendering_origin_at 27.29 2466.31 16.76 
0002: jump @DESERT5_24643 

:DESERT5_24487
0A0B: set_rendering_origin_at_3D_coord -1251.02 2301.32 120.44 angle 60.0 
0002: jump @DESERT5_24643 

:DESERT5_24516
03CB: set_rendering_origin_at -394.09 2601.47 134.89 
0002: jump @DESERT5_24643 

:DESERT5_24540
03CB: set_rendering_origin_at 323.02 2446.81 117.65 
0002: jump @DESERT5_24643 

:DESERT5_24564
03CB: set_rendering_origin_at 365.5 2339.25 63.23 
0002: jump @DESERT5_24643 

:DESERT5_24588
03CB: set_rendering_origin_at 269.53 2445.3 88.46 
0002: jump @DESERT5_24643 

:DESERT5_24612
03CB: set_rendering_origin_at 292.95 2445.3 93.46 
0002: jump @DESERT5_24643 

:DESERT5_24636
0002: jump @DESERT5_24643 

:DESERT5_24643
0A0B: set_rendering_origin_at_3D_coord 412.38 2533.65 18.18 angle 90.0 
0051: return 

:DESERT5_24667
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
0051: return 

:DESERT5_24729
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.8 2.6 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0051: return 

:DESERT5_24787
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.2 4.0 
060D: draw_text_shadow 3 rgba 0 0 0 255 
0349: set_text_draw_font 3 
0051: return 

:DESERT5_24849
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.0 3.4 
060D: draw_text_shadow 3 rgba 0 0 0 255 
0349: set_text_draw_font 3 
0051: return 

:DESERT5_24907
016A: fade 0 time 500 

:DESERT5_24914
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_24938 
0001: wait 0 ms 
0002: jump @DESERT5_24914 

:DESERT5_24938
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0051: return 

:DESERT5_24944
00D6: if 
8039:   not  34@ == 12 
004D: jump_if_false @DESERT5_24986 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_24986 
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:DESERT5_24986
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
04E4: refresh_game_renderer_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
03CB: set_rendering_origin_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0001: wait 0 ms 
00D6: if 
8039:   not  34@ == 9 
004D: jump_if_false @DESERT5_25045 
01B6: set_weather 17 

:DESERT5_25045
0826: enable_hud 1 
0581: enable_radar 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 500 

:DESERT5_25064
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_25088 
0001: wait 0 ms 
0002: jump @DESERT5_25064 

:DESERT5_25088
01B4: set_player $PLAYER_CHAR can_move 1 
0051: return 

:DESERT5_25097
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_25164 
00D6: if 
0039:   233@ == 1 
004D: jump_if_false @DESERT5_25157 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @DESERT5_25157 
0006: 232@ = 1 

:DESERT5_25157
0002: jump @DESERT5_25171 

:DESERT5_25164
0006: 232@ = 1 

:DESERT5_25171
0051: return 

:DESERT5_25173
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_25216 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @DESERT5_25216 
02E3: $7526 = car 35@ speed 

:DESERT5_25216
00D6: if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @DESERT5_25331 
00D6: if 
0020:   $7526 > 0.1 
004D: jump_if_false @DESERT5_25331 
00BE: text_clear_all 
00D6: if or
0039:   34@ == 1 
0039:   34@ == 3 
0039:   34@ == 4 
0039:   34@ == 5 
0039:   34@ == 6 
004D: jump_if_false @DESERT5_25324 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~

:DESERT5_25324
0006: 233@ = 1 

:DESERT5_25331
0051: return 
00D6: if 
0038:   $253 == 0 
004D: jump_if_false @DESERT5_25365 
01B4: set_player $PLAYER_CHAR can_move 0 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 

:DESERT5_25365
0051: return 

:DESERT5_25367
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
8039:   not  34@ == 12 
004D: jump_if_false @DESERT5_25399 
0002: jump @DESERT5_25406 

:DESERT5_25399
04D7: set_actor $PLAYER_ACTOR locked 1 

:DESERT5_25406
0396: pause_timer 1 
0051: return 

:DESERT5_25412
0006: 229@ = 0 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @DESERT5_25501 
00D6: if 
001A:   85 > $CURRENT_FLIGHT_RECORD 
004D: jump_if_false @DESERT5_25501 
00D6: if and
0019:   237@ > 69 
001B:   85 > 237@ 
004D: jump_if_false @DESERT5_25494 
0006: 229@ = 0 
0002: jump @DESERT5_25501 

:DESERT5_25494
0006: 229@ = 2 

:DESERT5_25501
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 84 
004D: jump_if_false @DESERT5_25583 
00D6: if 
001A:   100 > $CURRENT_FLIGHT_RECORD 
004D: jump_if_false @DESERT5_25583 
00D6: if and
0019:   237@ > 84 
001B:   100 > 237@ 
004D: jump_if_false @DESERT5_25576 
0006: 229@ = 0 
0002: jump @DESERT5_25583 

:DESERT5_25576
0006: 229@ = 3 

:DESERT5_25583
00D6: if 
0038:   $CURRENT_FLIGHT_RECORD == 100 
004D: jump_if_false @DESERT5_25640 
00D6: if 
0039:   237@ == 100 
004D: jump_if_false @DESERT5_25633 
0006: 229@ = 0 
0002: jump @DESERT5_25640 

:DESERT5_25633
0006: 229@ = 4 

:DESERT5_25640
0006: 243@ = 1 
0006: 244@ = 1 
0006: 245@ = 1 
0006: 156@ = 0 

:DESERT5_25668
00D6: if 
001B:   10 > 156@ 
004D: jump_if_false @DESERT5_25862 
00D6: if 
8038:   not  $PARKED_RUSTLER_EXISTS == 1 
004D: jump_if_false @DESERT5_25740 
00D6: if and
001A:   70 > $FLIGHT_SCHOOL_RECORDS(156@,10i) 
0039:   243@ == 1 
004D: jump_if_false @DESERT5_25740 
0006: 243@ = 0 

:DESERT5_25740
00D6: if 
8038:   not  $PARKED_STUNT_EXISTS == 1 
004D: jump_if_false @DESERT5_25794 
00D6: if and
001A:   85 > $FLIGHT_SCHOOL_RECORDS(156@,10i) 
0039:   244@ == 1 
004D: jump_if_false @DESERT5_25794 
0006: 244@ = 0 

:DESERT5_25794
00D6: if 
8038:   not  $PARKED_HUNTER_EXISTS == 1 
004D: jump_if_false @DESERT5_25848 
00D6: if and
001A:   100 > $FLIGHT_SCHOOL_RECORDS(156@,10i) 
0039:   245@ == 1 
004D: jump_if_false @DESERT5_25848 
0006: 245@ = 0 

:DESERT5_25848
000A: 156@ += 1 
0002: jump @DESERT5_25668 

:DESERT5_25862
00D6: if and
8038:   not  $PARKED_RUSTLER_EXISTS == 1 
0039:   243@ == 1 
004D: jump_if_false @DESERT5_25901 
014C: set_parked_car_generator $PARKED_RUSTLER cars_to_generate_to 101 
0004: $PARKED_RUSTLER_EXISTS = 1 

:DESERT5_25901
00D6: if and
8038:   not  $PARKED_STUNT_EXISTS == 1 
0039:   244@ == 1 
004D: jump_if_false @DESERT5_25940 
014C: set_parked_car_generator $PARKED_STUNT cars_to_generate_to 101 
0004: $PARKED_STUNT_EXISTS = 1 

:DESERT5_25940
00D6: if and
8038:   not  $PARKED_HUNTER_EXISTS == 1 
0039:   245@ == 1 
004D: jump_if_false @DESERT5_25986 
014C: set_parked_car_generator $PARKED_HUNTER cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[25] cars_to_generate_to 101 
0004: $PARKED_HUNTER_EXISTS = 1 

:DESERT5_25986
0051: return 

:DESERT5_25988
00D6: if or
0039:   34@ == 1 
0039:   34@ == 3 
0039:   34@ == 4 
0039:   34@ == 7 
0039:   34@ == 10 
0039:   34@ == 11 
004D: jump_if_false @DESERT5_26055 
0004: $267 = 100 
0002: jump @DESERT5_26669 

:DESERT5_26055
00D6: if 
8039:   not  34@ == 12 
004D: jump_if_false @DESERT5_26487 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_26473 
0004: $267 = 100 
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @DESERT5_26165 
00D6: if 
81AC:   not car 35@ sphere 0 in_cube_cornerA 288.0 45@ 16.0 cornerB 328.0 47@ 18.0 stopped 
004D: jump_if_false @DESERT5_26165 
000C: $267 -= 50 

:DESERT5_26165
00D6: if or
0039:   34@ == 5 
0039:   34@ == 6 
004D: jump_if_false @DESERT5_26241 
00D6: if 
81AC:   not car 35@ sphere 1 in_cube_cornerA 288.0 45@ 16.0 cornerB 328.0 47@ 18.0 stopped 
004D: jump_if_false @DESERT5_26241 
000C: $267 -= 50 

:DESERT5_26241
00D6: if 
0039:   34@ == 8 
004D: jump_if_false @DESERT5_26308 
00D6: if 
81B0:   not car 35@ sphere 1 in_sphere 56@ 57@ 58@ radius 26.31 26.31 26.31 stopped 
004D: jump_if_false @DESERT5_26308 
000C: $267 -= 50 

:DESERT5_26308
00D6: if 
0039:   34@ == 9 
004D: jump_if_false @DESERT5_26375 
00D6: if 
81B0:   not car 35@ sphere 1 in_sphere 56@ 57@ 58@ radius 26.31 26.31 26.31 stopped 
004D: jump_if_false @DESERT5_26375 
000C: $267 -= 50 

:DESERT5_26375
0174: 40@ = car 35@ Z_angle 
00D6: if or
8031:   not  40@ >= 260.0 
8033:   not  280.0 >= 40@ 
004D: jump_if_false @DESERT5_26466 
00D6: if and
0031:   40@ >= 181.0 
0033:   359.0 >= 40@ 
004D: jump_if_false @DESERT5_26459 
000C: $267 -= 10 
0002: jump @DESERT5_26466 

:DESERT5_26459
000C: $267 -= 25 

:DESERT5_26466
0002: jump @DESERT5_26480 

:DESERT5_26473
0004: $267 = 0 

:DESERT5_26480
0002: jump @DESERT5_26669 

:DESERT5_26487
00D6: if 
0033:   0.8 >= 142@ 
004D: jump_if_false @DESERT5_26522 
0004: $267 = 100 
0002: jump @DESERT5_26669 

:DESERT5_26522
00D6: if 
0033:   2.1 >= 142@ 
004D: jump_if_false @DESERT5_26557 
0004: $267 = 85 
0002: jump @DESERT5_26669 

:DESERT5_26557
00D6: if 
0033:   4.0 >= 142@ 
004D: jump_if_false @DESERT5_26592 
0004: $267 = 75 
0002: jump @DESERT5_26669 

:DESERT5_26592
00D6: if 
0033:   6.0 >= 142@ 
004D: jump_if_false @DESERT5_26627 
0004: $267 = 70 
0002: jump @DESERT5_26669 

:DESERT5_26627
00D6: if 
0033:   10.0 >= 142@ 
004D: jump_if_false @DESERT5_26662 
0004: $267 = 35 
0002: jump @DESERT5_26669 

:DESERT5_26662
0004: $267 = 0 

:DESERT5_26669
00D6: if 
001A:   0 > $267 
004D: jump_if_false @DESERT5_26694 
0004: $267 = 0 

:DESERT5_26694
00D6: if 
0018:   $267 > 100 
004D: jump_if_false @DESERT5_26719 
0004: $267 = 100 

:DESERT5_26719
0051: return 

:DESERT5_26721
00D6: if 
8039:   not  34@ == 12 
004D: jump_if_false @DESERT5_26873 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_26859 
0227: 36@ = car 35@ health 
0004: $268 = 1000 
0060: $268 -= $260 // (int) 
0006: 145@ = 1000 
0062: 145@ -= 36@ // (int) 
0016: 145@ /= 10 
00D6: if 
001B:   0 > 145@ 
004D: jump_if_false @DESERT5_26827 
0006: 145@ = 0 

:DESERT5_26827
00D6: if 
0019:   145@ > 100 
004D: jump_if_false @DESERT5_26852 
0006: 145@ = 100 

:DESERT5_26852
0002: jump @DESERT5_26866 

:DESERT5_26859
0006: 145@ = 100 

:DESERT5_26866
0002: jump @DESERT5_26880 

:DESERT5_26873
0006: 145@ = 0 

:DESERT5_26880
0051: return 

:DESERT5_26882
0084: $301 = $253 // (int) 
0014: $301 /= 1000 
00D6: if 
002F:   147@ >= $301 // (int) 
004D: jump_if_false @DESERT5_26931 
0006: 146@ = 100 
0002: jump @DESERT5_27042 

:DESERT5_26931
008B: 146@ = $301 // (int) 
0062: 146@ -= 147@ // (int) 
0012: 146@ *= 30 
0085: 149@ = 148@ // (int) 
0062: 149@ -= 147@ // (int) 
0072: 146@ /= 149@ // (int) 
0012: 146@ *= -1 
000A: 146@ += 100 
00D6: if 
001B:   0 > 146@ 
004D: jump_if_false @DESERT5_27017 
0006: 146@ = 0 

:DESERT5_27017
00D6: if 
0019:   146@ > 100 
004D: jump_if_false @DESERT5_27042 
0006: 146@ = 100 

:DESERT5_27042
0051: return 

:DESERT5_27044
008A: $CURRENT_FLIGHT_RECORD = 146@ // (int) 
00D6: if or
0039:   34@ == 2 
0039:   34@ == 5 
0039:   34@ == 6 
0039:   34@ == 8 
0039:   34@ == 9 
0039:   34@ == 12 
004D: jump_if_false @DESERT5_27120 
0058: $CURRENT_FLIGHT_RECORD += $267 // (int) 
0014: $CURRENT_FLIGHT_RECORD /= 2 

:DESERT5_27120
00D6: if 
8039:   not  34@ == 12 
004D: jump_if_false @DESERT5_27146 
0066: $CURRENT_FLIGHT_RECORD -= 145@ // (int) 

:DESERT5_27146
00D6: if 
001A:   0 > $CURRENT_FLIGHT_RECORD 
004D: jump_if_false @DESERT5_27171 
0004: $CURRENT_FLIGHT_RECORD = 0 

:DESERT5_27171
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 100 
004D: jump_if_false @DESERT5_27196 
0004: $CURRENT_FLIGHT_RECORD = 100 

:DESERT5_27196
00BE: text_clear_all 
0051: return 

:DESERT5_27200
01B4: set_player $PLAYER_CHAR can_move 0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1188 
016A: fade 0 time 500 

:DESERT5_27234
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_27265 
0001: wait 0 ms 
0050: gosub @DESERT5_29325 
0002: jump @DESERT5_27234 

:DESERT5_27265
08DA: remove_panel 144@ 
03E6: remove_text_box 
00BE: text_clear_all 
03D6: remove_styled_text 'DES5_SA'  // new certificate awarded
03D6: remove_styled_text 'DES5_SB'  // new record
033F: set_text_draw_letter_size 1.0 1.0 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
00D6: if 
0039:   34@ == 12 
004D: jump_if_false @DESERT5_27350 
0108: destroy_object 135@ 
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 
0249: release_model #GUN_PARA 

:DESERT5_27350
02EB: restore_camera_with_jumpcut 
009B: destroy_actor 70@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0164: disable_marker 220@ 
06D6: disable_racing_checkpoint 118@ 
06D6: disable_racing_checkpoint 143@ 
00D6: if 
0039:   232@ == 2 
004D: jump_if_false @DESERT5_27397 
00BE: text_clear_all 

:DESERT5_27397
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_27439 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @DESERT5_27439 
0519: set_car 35@ locked 1 

:DESERT5_27439
04D7: set_actor $PLAYER_ACTOR locked 1 
0001: wait 0 ms 
04E4: refresh_game_renderer_at 412.38 2533.65 
03CB: set_rendering_origin_at 412.38 2533.65 18.18 
0395: clear_area 1 at $327 $328 $329 radius 300.0 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_27520 
0519: set_car 35@ locked 0 

:DESERT5_27520
04D7: set_actor $PLAYER_ACTOR locked 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DESERT5_27570 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 412.38 2533.65 18.18 
0002: jump @DESERT5_27590 

:DESERT5_27570
00A1: put_actor $PLAYER_ACTOR at 412.38 2533.65 18.18 

:DESERT5_27590
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
00A6: destroy_car 35@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
014F: stop_timer $253 
0396: pause_timer 0 
0051: return 

:DESERT5_27620
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 200 

:DESERT5_27634
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_27658 
0001: wait 0 ms 
0002: jump @DESERT5_27634 

:DESERT5_27658
03E6: remove_text_box 
00BE: text_clear_all 
014F: stop_timer $253 
0164: disable_marker 220@ 
06D6: disable_racing_checkpoint 118@ 
00D6: if or
0039:   34@ == 3 
0039:   34@ == 4 
0039:   34@ == 5 
0039:   34@ == 6 
004D: jump_if_false @DESERT5_27764 
0006: 156@ = 0 

:DESERT5_27723
00D6: if 
001B:   8 > 156@ 
004D: jump_if_false @DESERT5_27764 
06D6: disable_racing_checkpoint 119@(156@,8i) 
000A: 156@ += 1 
0002: jump @DESERT5_27723 

:DESERT5_27764
00D6: if 
0039:   34@ == 9 
004D: jump_if_false @DESERT5_27880 
0006: 156@ = 0 

:DESERT5_27789
00D6: if 
001D:   63@ > 156@ // (int) 
004D: jump_if_false @DESERT5_27831 
0164: disable_marker 221@(156@,3i) 
000A: 156@ += 1 
0002: jump @DESERT5_27789 

:DESERT5_27831
0006: 156@ = 0 

:DESERT5_27838
00D6: if 
001D:   66@ > 156@ // (int) 
004D: jump_if_false @DESERT5_27880 
0164: disable_marker 224@(156@,2i) 
000A: 156@ += 1 
0002: jump @DESERT5_27838 

:DESERT5_27880
00D6: if or
0039:   34@ == 10 
0039:   34@ == 11 
004D: jump_if_false @DESERT5_27915 
06D6: disable_racing_checkpoint 127@ 
06D6: disable_racing_checkpoint 128@ 

:DESERT5_27915
00D6: if 
0039:   34@ == 12 
004D: jump_if_false @DESERT5_27960 
0108: destroy_object 135@ 
06D6: disable_racing_checkpoint 143@ 
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 
0249: release_model #GUN_PARA 
0792: disembark_instantly_actor $PLAYER_ACTOR 

:DESERT5_27960
02EB: restore_camera_with_jumpcut 
009B: destroy_actor 70@ 
00D6: if 
0039:   232@ == 2 
004D: jump_if_false @DESERT5_27987 
00BE: text_clear_all 

:DESERT5_27987
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_28029 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @DESERT5_28029 
0519: set_car 35@ locked 1 

:DESERT5_28029
04D7: set_actor $PLAYER_ACTOR locked 1 
0001: wait 0 ms 
04E4: refresh_game_renderer_at 412.38 2533.65 
03CB: set_rendering_origin_at 300.0 2501.94 19.65 
0395: clear_area 1 at $327 $328 $329 radius 300.0 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_28110 
0519: set_car 35@ locked 0 

:DESERT5_28110
04D7: set_actor $PLAYER_ACTOR locked 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DESERT5_28160 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 412.38 2533.65 18.18 
0002: jump @DESERT5_28180 

:DESERT5_28160
00A1: put_actor $PLAYER_ACTOR at 412.38 2533.65 18.18 

:DESERT5_28180
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
00A6: destroy_car 35@ 
0826: enable_hud 0 
0581: enable_radar 0 
015F: set_camera_position 370.0 2501.94 19.65 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 320.0 2501.94 19.65 switchstyle 2 
08D4: 144@ = create_panel_with_title 'DUMMY' position 184.0 200.0 width 128.0 columns 2 interactive 0 background 1 alignment 0 
08DB: set_panel 144@ column 1 header 'DUMMY' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08D6: set_panel 144@ column 0 alignment 1 
08D6: set_panel 144@ column 1 alignment 0 
09DB: set_panel 144@ column 0 width 192 
09DB: set_panel 144@ column 1 width 64 
0006: 270@ = 0 
00D6: if and
0019:   238@ > 0 
0019:   229@ > 0 
004D: jump_if_false @DESERT5_28509 
05AA: 246@(270@,12s) = 'DUMMY' // @s = 'short' 
000A: 270@ += 1 

:DESERT5_28509
05AA: 246@(270@,12s) = 'DES5_S3' // @s = 'short'  // Time:
08EE: set_panel 144@ column 1 row 270@ text_1number GXT 'DES5_SC' number $301  // ~1~s
000A: 270@ += 1 
00D6: if or
0039:   34@ == 2 
0039:   34@ == 5 
0039:   34@ == 6 
0039:   34@ == 8 
0039:   34@ == 9 
0039:   34@ == 12 
004D: jump_if_false @DESERT5_28656 
05AA: 246@(270@,12s) = 'DES5_S5' // @s = 'short'  // Position score:
08EE: set_panel 144@ column 1 row 270@ text_1number GXT 'DES5_SD' number $267  // ~1~%
000A: 270@ += 1 

:DESERT5_28656
00D6: if 
8039:   not  34@ == 12 
004D: jump_if_false @DESERT5_28721 
05AA: 246@(270@,12s) = 'DES5_S6' // @s = 'short'  // Damage penalty:
08EE: set_panel 144@ column 1 row 270@ text_1number GXT 'DES5_SD' number 145@  // ~1~%
000A: 270@ += 1 

:DESERT5_28721
05AA: 246@(270@,12s) = 'DES5_S7' // @s = 'short'  // Overall score:
08EE: set_panel 144@ column 1 row 270@ text_1number GXT 'DES5_SD' number $CURRENT_FLIGHT_RECORD  // ~1~%
000A: 270@ += 1 
00D6: if 
0039:   238@ == 2 
004D: jump_if_false @DESERT5_29045 
05AA: 246@(270@,12s) = 'DUMMY' // @s = 'short' 
000A: 270@ += 1 
05AA: 246@(270@,12s) = 'DES5_SF' // @s = 'short'  // Flying skill upgraded.
000A: 270@ += 1 
00D6: if 
8038:   not  $PILOT_LICENSE_OBTAINED == 1 
004D: jump_if_false @DESERT5_29045 
0652: 271@ = integer_stat 223 
00D6: if 
0029:   271@ >= 180 
004D: jump_if_false @DESERT5_29045 
0004: $PILOT_LICENSE_OBTAINED = 1 
0006: 156@ = 0 

:DESERT5_28895
00D6: if 
002B:   24 >= 156@ 
004D: jump_if_false @DESERT5_28963 
00D6: if and
8039:   not  156@ == 8 
8039:   not  156@ == 9 
004D: jump_if_false @DESERT5_28949 
014C: set_parked_car_generator $PARKED_PLANES(156@,28i) cars_to_generate_to 101 

:DESERT5_28949
000A: 156@ += 1 
0002: jump @DESERT5_28895 

:DESERT5_28963
014C: set_parked_car_generator $PARKED_PLANES[27] cars_to_generate_to 101 
0006: 156@ = 0 

:DESERT5_28977
00D6: if 
002B:   11 >= 156@ 
004D: jump_if_false @DESERT5_29020 
014C: set_parked_car_generator $PARKED_SF_PLANES(156@,12i) cars_to_generate_to 101 
000A: 156@ += 1 
0002: jump @DESERT5_28977 

:DESERT5_29020
05AA: 246@(270@,12s) = 'DES5_SG' // @s = 'short'  // Pilot's license now obtained!
000A: 270@ += 1 

:DESERT5_29045
05AA: 246@(270@,12s) = 'DUMMY' // @s = 'short' 
000A: 270@ += 1 
00D6: if 
0039:   238@ == 2 
004D: jump_if_false @DESERT5_29113 
05AA: 246@(270@,12s) = 'DES5_S8' // @s = 'short'  // ~k~~PED_SPRINT~ Continue
0002: jump @DESERT5_29131 

:DESERT5_29113
05AA: 246@(270@,12s) = 'DES5_SE' // @s = 'short'  // ~k~~PED_SPRINT~ Retry

:DESERT5_29131
000A: 270@ += 1 
05AA: 246@(270@,12s) = 'DES5_S9' // @s = 'short'  // ~k~~VEHICLE_ENTER_EXIT~ Exit
000A: 270@ += 1 

:DESERT5_29163
00D6: if 
001B:   12 > 270@ 
004D: jump_if_false @DESERT5_29213 
05AA: 246@(270@,12s) = 'DUMMY' // @s = 'short' 
000A: 270@ += 1 
0002: jump @DESERT5_29163 

:DESERT5_29213
08DB: set_panel 144@ column 0 header 'DUMMY' data 246@s 248@s 250@s 252@s 254@s 256@s 258@s 260@s 262@s 264@s 266@s 268@s 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1187 
016A: fade 1 time 500 

:DESERT5_29292
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_29323 
0001: wait 0 ms 
0050: gosub @DESERT5_29325 
0002: jump @DESERT5_29292 

:DESERT5_29323
0051: return 

:DESERT5_29325
00D6: if or
0039:   238@ == 1 
0039:   238@ == 2 
004D: jump_if_false @DESERT5_29714 
0050: gosub @DESERT5_24849 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 320.0 120.0 GXT 'DES5_SB'  // new record
00D6: if 
0019:   229@ > 0 
004D: jump_if_false @DESERT5_29714 
0050: gosub @DESERT5_24849 
0904: get_interface 6 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033E: set_draw_text_position 320.0 85.0 GXT 'DES5_SA'  // new certificate awarded
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 261.7 200.0 size -50.0 50.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 378.3 200.0 size 50.0 50.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
00D6: if 
0039:   229@ == 2 
004D: jump_if_false @DESERT5_29606 
038D: draw_texture 1 position 320.0 200.0 size 91.7 79.2 RGBA 160 160 160 255 

:DESERT5_29606
00D6: if 
0039:   229@ == 3 
004D: jump_if_false @DESERT5_29660 
038D: draw_texture 2 position 320.0 200.0 size 91.7 79.2 RGBA 160 160 160 255 

:DESERT5_29660
00D6: if 
0039:   229@ == 4 
004D: jump_if_false @DESERT5_29714 
038D: draw_texture 3 position 320.0 200.0 size 91.7 79.2 RGBA 160 160 160 255 

:DESERT5_29714
0051: return 

:DESERT5_29716
00D6: if or
0039:   215@ == 0 
0039:   215@ == 1 
004D: jump_if_false @DESERT5_29786 
00D6: if 
001D:   217@ > 216@ // (int) 
004D: jump_if_false @DESERT5_29786 
00D6: if 
0019:   33@ > 200 
004D: jump_if_false @DESERT5_29786 
0050: gosub @DESERT5_29851 

:DESERT5_29786
00D6: if 
0039:   215@ == 2 
004D: jump_if_false @DESERT5_29849 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DESERT5_29849 
0006: 215@ = 0 
000A: 216@ += 1 
0006: 218@ = 0 
00BE: text_clear_all 
0006: 33@ = 0 

:DESERT5_29849
0051: return 

:DESERT5_29851
00D6: if 
0039:   215@ == 0 
004D: jump_if_false @DESERT5_29887 
03CF: load_wav 203@(216@,12i) as 1 
0006: 215@ = 1 

:DESERT5_29887
00D6: if 
0039:   215@ == 1 
004D: jump_if_false @DESERT5_29945 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DESERT5_29945 
00BC: show_text_highpriority GXT 179@(216@,12s) time 10000 flag 1 
03D1: play_wav 1 
0006: 215@ = 2 

:DESERT5_29945
0051: return 

:DESERT5_29947
00BE: text_clear_all 
00D6: if or
0039:   232@ == 1 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @DESERT5_29988 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!

:DESERT5_29988
0051: return 

:DESERT5_29990
00D6: if 
8038:   not  $MISSION_LEARNING_TO_FLY_PASSED == 1 
004D: jump_if_false @DESERT5_30015 
0004: $MISSION_LEARNING_TO_FLY_PASSED = 1 

:DESERT5_30015
00D6: if 
0038:   $MISSION_LEARNING_TO_FLY_PASSED == 1 
004D: jump_if_false @DESERT5_30137 
0318: set_latest_mission_passed 'DESERT5'  // Learning to Fly
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0629: change_integer_stat 331 to 1 
0998: add_respect 5 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0164: disable_marker $MARKER_PILOT_SCHOOL 
0570: $MARKER_PILOT_SCHOOL = create_asset_radar_marker_with_icon $ICON_SCHOOL at $666 $667 $668 
0164: disable_marker $581 
02A7: $581 = create_icon_marker_and_sphere $ICON_AIRYARD at $X_OLD_AIRPORT $Y_OLD_AIRPORT $Z_OLD_AIRPORT 
0008: $TORENO_TOTAL_PASSED_MISSIONS += 1 

:DESERT5_30137
0051: return 

:DESERT5_30139
0249: release_model #RUSTLER 
0249: release_model #HUNTER 
0249: release_model #PETRO 
0249: release_model #LANDSTAL 
0249: release_model #STUNT 
0249: release_model #GUN_PARA 
0249: release_model #CELLPHONE 
090F: end_external_script 1 (PARACHUTE) 
0391: release_textures 
0164: disable_marker 220@ 
06D6: disable_racing_checkpoint 118@ 
0006: 156@ = 0 

:DESERT5_30197
00D6: if 
001B:   8 > 156@ 
004D: jump_if_false @DESERT5_30238 
06D6: disable_racing_checkpoint 119@(156@,8i) 
000A: 156@ += 1 
0002: jump @DESERT5_30197 

:DESERT5_30238
06D6: disable_racing_checkpoint 127@ 
06D6: disable_racing_checkpoint 128@ 
06D6: disable_racing_checkpoint 143@ 
0006: 156@ = 0 

:DESERT5_30260
00D6: if 
001D:   63@ > 156@ // (int) 
004D: jump_if_false @DESERT5_30302 
0164: disable_marker 221@(156@,3i) 
000A: 156@ += 1 
0002: jump @DESERT5_30260 

:DESERT5_30302
0006: 156@ = 0 

:DESERT5_30309
00D6: if 
001D:   66@ > 156@ // (int) 
004D: jump_if_false @DESERT5_30351 
0164: disable_marker 224@(156@,2i) 
000A: 156@ += 1 
0002: jump @DESERT5_30309 

:DESERT5_30351
03E6: remove_text_box 
03D6: remove_styled_text 'DES5_SA'  // new certificate awarded
03D6: remove_styled_text 'DES5_SB'  // new record
061B: remove_references_to_AS_pack 71@ 
061B: remove_references_to_AS_pack 72@ 
08A8: set_markers_to_long_distance 0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
03F0: enable_text_draw 0 
08DA: remove_panel 144@ 
0108: destroy_object 135@ 
0004: $1510 = 1 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_30445 
05EC: release_car 35@ from_path 

:DESERT5_30445
00A6: destroy_car 35@ 
0006: 156@ = 0 

:DESERT5_30457
00D6: if 
001D:   63@ > 156@ // (int) 
004D: jump_if_false @DESERT5_30499 
00A6: destroy_car 60@(156@,3i) 
000A: 156@ += 1 
0002: jump @DESERT5_30457 

:DESERT5_30499
0873: release_path 590 
0873: release_path 591 
0873: release_path 592 
0873: release_path 593 
0873: release_path 594 
0873: release_path 595 
0873: release_path 596 
0873: release_path 597 
0873: release_path 598 
040D: unload_wav 3 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1188 
014F: stop_timer $253 
0396: pause_timer 0 
01B7: release_weather 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
07A8: enable_area69_sam 1 
096A: enable_flying_helis 1 
01F0: set_max_wanted_level_to 239@ 
00D6: if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // s$ 
004D: jump_if_false @DESERT5_30618 
02EB: restore_camera_with_jumpcut 

:DESERT5_30618
009B: destroy_actor 70@ 
0373: set_camera_directly_behind_player 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 84---------------
// Originally: Fender Ketchup

:CASINO1
03A4: name_thread 'CASINO1' 
0050: gosub @CASINO1_484 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CASINO1_38 
0050: gosub @CASINO1_19524 

:CASINO1_38
0050: gosub @CASINO1_19606 
004E: end_thread 

:CASINO1_47
03CB: set_rendering_origin_at 326@ 327@ 328@ 
023C: load_special_actor 'SINDACO' as 1 // models 290-299 
0247: load_model #FELTZER 
04ED: load_animation "CAR" 
038B: load_requested_models 

:CASINO1_85
00D6: if or
8248:   not model #FELTZER available 
823D:   not special_actor 1 loaded 
84EE:   not animation "CAR" loaded 
004D: jump_if_false @CASINO1_123 
0001: wait 0 ms 
0002: jump @CASINO1_85 

:CASINO1_123
0051: return 

:CASINO1_125
0007: 326@ = 1903.857 
0007: 327@ = 974.1888 
0007: 328@ = 9.8127 
0007: 329@ = 177.4801 
041E: set_radio_station 1 
00A5: 322@ = create_car #FELTZER at 326@ 327@ 328@ 
0175: set_car 322@ Z_angle_to 329@ 
053F: set_car 322@ tires_vulnerability 0 
009A: 324@ = create_actor_pedtype 23 model #SPECIAL01 at 0.0 0.0 0.0 
0464: put_actor 324@ into_turret_on_car 322@ at_car_offset 0.0 1.266 0.391 position 0 shooting_angle_limit 0.0 with_weapon 0 
0223: set_actor 324@ health_to 300 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
060A: create_decision_maker_type 0 store_to 320@ // decision\allowed\m_.ped files 
060B: set_actor 324@ decision_maker_to 320@ 
0708: reset_decision_maker 320@ event 12 
0708: reset_decision_maker 320@ event 13 
0708: reset_decision_maker 320@ event 56 
0224: set_car 322@ health_to 1000 
0051: return 
0186: 323@ = create_marker_above_car 322@ 
018A: 50@ = create_checkpoint_at 79@ 80@ 81@ 

:CASINO1_372
0249: release_model #FELTZER 
0051: return 

:CASINO1_379
0247: load_model #TRIADB 

:CASINO1_383
00D6: if 
8248:   not model #TRIADB available 
004D: jump_if_false @CASINO1_409 
0001: wait 0 ms 
0002: jump @CASINO1_383 

:CASINO1_409
0007: 337@ = 1911.024 
0007: 338@ = 956.8084 
0007: 339@ = 9.8203 
0007: 340@ = 95.5462 
009A: 334@ = create_actor_pedtype 4 model #TRIADB at 337@ 338@ 339@ 
0173: set_actor 334@ Z_angle_to 340@ 
0051: return 

:CASINO1_477
009B: destroy_actor 334@ 
0051: return 

:CASINO1_484
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0001: wait 0 ms 
0006: 34@ = -1 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 98@ = 0 
0004: $7529 = 0 
0006: 47@ = 0 
0006: 48@ = 0 
0006: 39@ = 0 
0006: 40@ = 0 
0006: 41@ = 0 
0006: 42@ = 0 
0006: 43@ = 0 
0006: 44@ = 0 
0006: 45@ = 0 
0006: 95@ = 0 
0006: 38@ = 0 
0006: 49@ = 0 
0004: $7528 = 0 
0006: 58@ = 0 
0006: 59@ = 0 
0006: 57@ = 0 
0006: 335@ = 1 
0007: 70@ = 0.1 
0007: 79@ = 1904.75 
0007: 80@ = 960.74 
0007: 81@ = 9.36 
0007: 308@ = 1427.4 
0007: 312@ = 2666.4 
0007: 316@ = 13.01 
0006: 303@ = 1 
0006: 304@ = 2 
0006: 305@ = 0 
0006: 306@ = 1 
0006: 307@ = 0 
05AA: 104@s = 'CAS1_AA' // @s = 'short'  // ~z~You, you you your fu--, your crazy! You're a dead man! You're a dead man!
05AA: 106@s = 'CAS1_AB' // @s = 'short'  // ~z~You're ain't in no position to make no threats.
05AA: 108@s = 'CAS1_AC' // @s = 'short'  // ~z~Who are you?
05AA: 110@s = 'CAS1_AD' // @s = 'short'  // ~z~Fuck you man, you know who I man!
05AA: 112@s = 'CAS1_AE' // @s = 'short'  // ~z~Have it your way.
05AA: 114@s = 'CAS1_BA' // @s = 'short'  // ~z~You are messing with the wrong people!
05AA: 116@s = 'CAS1_BB' // @s = 'short'  // ~z~You are so dead, do you hear me? DEAD! D-E-A-D pal!
05AA: 118@s = 'CAS1_BC' // @s = 'short'  // ~z~You've signed your own death warrant! Ha ha ha!
05AA: 120@s = 'CAS1_BD' // @s = 'short'  // ~z~You think this is scaring me, huh?
05AA: 122@s = 'CAS1_BE' // @s = 'short'  // ~z~Takes a little more than a drive to get me chirpin' pal!
05AA: 124@s = 'CAS1_CA' // @s = 'short'  // ~z~Hey, l-look, uh, w-we can come to some arrangement, okay?
05AA: 126@s = 'CAS1_CB' // @s = 'short'  // ~z~OK, I can see you're serious!
05AA: 128@s = 'CAS1_CC' // @s = 'short'  // ~z~Hey look pal, this ain't funny anymore.
05AA: 130@s = 'CAS1_CD' // @s = 'short'  // ~z~Hey! Stop this insanity RIGHT NOW!
05AA: 132@s = 'CAS1_CE' // @s = 'short'  // ~z~Oh my God, you're nuts!
05AA: 134@s = 'CAS1_DA' // @s = 'short'  // ~z~Aargh! Oh, I don't wanna die, c'mon I don't wanna die!
05AA: 136@s = 'CAS1_DB' // @s = 'short'  // ~z~FUCK YOU! FUCK YOU-HOO-hooooo!
05AA: 138@s = 'CAS1_DC' // @s = 'short'  // ~z~Oh my God, I just shit myself!
05AA: 140@s = 'CAS1_DD' // @s = 'short'  // ~z~Oh Mother Mary, I've had enough, oh God...
05AA: 142@s = 'CAS1_DE' // @s = 'short'  // ~z~Alright, alright! You made your point, please no more! NO MORE!
05AA: 144@s = 'CAS1_EA' // @s = 'short'  // ~z~Oh man, this is too faaaaast!
05AA: 146@s = 'CAS1_EB' // @s = 'short'  // ~z~Oh! Slow down, slow down for Godsakes!
05AA: 148@s = 'CAS1_EC' // @s = 'short'  // ~z~Oh, this is too fast! TOO FAAAAAAST!
05AA: 150@s = 'CAS1_ED' // @s = 'short'  // ~z~Whoooooooa! Holy fuck!
05AA: 152@s = 'CAS1_EE' // @s = 'short'  // ~z~Whoooa, geez no!
05AA: 154@s = 'CAS1_EF' // @s = 'short'  // ~z~Oh Christ! Ooooooooh!
05AA: 156@s = 'CAS1_EG' // @s = 'short'  // ~z~Oh my God, oh-my-God!
05AA: 158@s = 'CAS1_EH' // @s = 'short'  // ~z~Hey, whatcha doing?
05AA: 160@s = 'CAS1_EI' // @s = 'short'  // ~z~Hey, you think you're smart, but you're not, you're not!
05AA: 162@s = 'CAS1_EJ' // @s = 'short'  // ~z~Ha, this shit don't scare me asshole!
05AA: 164@s = 'CAS1_EK' // @s = 'short'  // ~z~Whadaya doin' now?
05AA: 166@s = 'CAS1_EL' // @s = 'short'  // ~z~Somebody, anybody, HELP!
05AA: 168@s = 'CAS1_EM' // @s = 'short'  // ~z~Hey, watch the pedestrians, pal!
05AA: 170@s = 'CAS1_EN' // @s = 'short'  // ~z~Jesus Christ that was close!
05AA: 172@s = 'CAS1_EO' // @s = 'short'  // ~z~What are you trying to fuck both of us?
05AA: 174@s = 'CAS1_EP' // @s = 'short'  // ~z~Mother Mary, that was lucky!
05AA: 176@s = 'CAS1_EQ' // @s = 'short'  // ~z~You're gonna kill us both! Oh God, I'm still alive!
05AA: 180@s = 'CAS1_ES' // @s = 'short'  // ~z~Thank you! Thank God! Thank God!
05AA: 182@s = 'CAS1_ET' // @s = 'short'  // ~z~Jesus! JESUS!
05AA: 184@s = 'CAS1_EU' // @s = 'short'  // ~z~What are you TRYING to hit things?! You're crazy!
05AA: 186@s = 'CAS1_EV' // @s = 'short'  // ~z~Oh...jesus....fuck you...
05AA: 190@s = 'CAS1_EX' // @s = 'short'  // ~z~Oh mama, come for me! Ohhhh.
05AA: 192@s = 'CAS1_EY' // @s = 'short'  // ~z~Holy fuck! My legs! They're on fire!
05AA: 194@s = 'CAS1_EZ' // @s = 'short'  // ~z~Shit! My balls! My balls!
05AA: 196@s = 'CAS1_FA' // @s = 'short'  // ~z~Oh mama! I'm on fire!
05AA: 198@s = 'CAS1_FB' // @s = 'short'  // ~z~FIRE! FIRE!
05AA: 200@s = 'CAS1_GA' // @s = 'short'  // ~z~The family will make you pay for this!
05AA: 202@s = 'CAS1_GB' // @s = 'short'  // ~z~Which family?
05AA: 204@s = 'CAS1_GC' // @s = 'short'  // ~z~The Sindacco Family, ya idiot!
05AA: 206@s = 'CAS1_GD' // @s = 'short'  // ~z~That's all I wanted to hear!
05AA: 208@s = 'CAS1_GE' // @s = 'short'  // ~z~What the-? Oh shit...
05AA: 210@s = 'CAS1_HA' // @s = 'short'  // ~z~Oh God, thank God...
05AA: 212@s = 'CAS1_HB' // @s = 'short'  // ~z~Though I walk through the shadow of the valley of death...
05AA: 214@s = 'CAS1_HC' // @s = 'short'  // ~z~Mummy... mummy...
05AA: 216@s = 'CAS1_HD' // @s = 'short'  // ~z~(whimpering)
05AA: 218@s = 'CAS1_HE' // @s = 'short'  // ~z~I've lead such a sinful life, I'm sorry, so sorry...
05AA: 220@s = 'CAS1_JA' // @s = 'short'  // ~z~CJ, ha, I think he messed himself.
05AA: 222@s = 'CAS1_JB' // @s = 'short'  // ~z~I guess he willing to talk now!
05AA: 224@s = 'CAS1B00' // @s = 'short'  // ~z~Hey, hey, who the fuck - who are you? Untie me, huh?
05AA: 226@s = 'CAS1B02' // @s = 'short'  // ~z~You know what? I thing we're gonna take a little drive.
05AA: 228@s = 'CAS1B03' // @s = 'short'  // ~z~What are you, fucking stupid? I'm not joking here - untie me, motherfucker.
05AA: 230@s = 'CAS1B04' // @s = 'short'  // ~z~No, I think I'm gonna leave you right where you are.
05AA: 232@s = 'CAS1B05' // @s = 'short'  // ~z~You got any idea in that pea brain head of yours who the fuck I am?
05AA: 234@s = 'CAS1B06' // @s = 'short'  // ~z~No, but I think I'm going to find out.
04AF: 237@ = 7007 // = constant 
04AF: 238@ = 7008 // = constant 
04AF: 239@ = 7009 // = constant 
04AF: 240@ = 7010 // = constant 
04AF: 241@ = 7011 // = constant 
04AF: 242@ = 7012 // = constant 
04AF: 243@ = 7013 // = constant 
04AF: 244@ = 7014 // = constant 
04AF: 245@ = 7015 // = constant 
04AF: 246@ = 7016 // = constant 
04AF: 247@ = 7017 // = constant 
04AF: 248@ = 7018 // = constant 
04AF: 249@ = 7019 // = constant 
04AF: 250@ = 7020 // = constant 
04AF: 251@ = 7021 // = constant 
04AF: 252@ = 7022 // = constant 
04AF: 253@ = 7023 // = constant 
04AF: 254@ = 7024 // = constant 
04AF: 255@ = 7025 // = constant 
04AF: 256@ = 7026 // = constant 
04AF: 257@ = 7027 // = constant 
04AF: 258@ = 7028 // = constant 
04AF: 259@ = 7029 // = constant 
04AF: 260@ = 7030 // = constant 
04AF: 261@ = 7031 // = constant 
04AF: 262@ = 7032 // = constant 
04AF: 263@ = 7033 // = constant 
04AF: 264@ = 7034 // = constant 
04AF: 265@ = 7035 // = constant 
04AF: 266@ = 7036 // = constant 
04AF: 267@ = 7037 // = constant 
04AF: 268@ = 7038 // = constant 
04AF: 269@ = 7039 // = constant 
04AF: 270@ = 7040 // = constant 
04AF: 271@ = 7041 // = constant 
04AF: 272@ = 7042 // = constant 
04AF: 273@ = 7043 // = constant 
04AF: 275@ = 7044 // = constant 
04AF: 276@ = 7045 // = constant 
04AF: 277@ = 7046 // = constant 
04AF: 278@ = 7047 // = constant 
04AF: 280@ = 7049 // = constant 
04AF: 281@ = 7050 // = constant 
04AF: 282@ = 7051 // = constant 
04AF: 283@ = 7052 // = constant 
04AF: 284@ = 7053 // = constant 
04AF: 285@ = 7055 // = constant 
04AF: 286@ = 7056 // = constant 
04AF: 287@ = 7057 // = constant 
04AF: 288@ = 7058 // = constant 
04AF: 289@ = 7059 // = constant 
04AF: 290@ = 7060 // = constant 
04AF: 291@ = 7061 // = constant 
04AF: 292@ = 7062 // = constant 
04AF: 293@ = 7063 // = constant 
04AF: 294@ = 7064 // = constant 
04AF: 295@ = 7065 // = constant 
04AF: 296@ = 7066 // = constant 
04AF: 297@ = 7000 // = constant 
04AF: 298@ = 7002 // = constant 
04AF: 299@ = 7003 // = constant 
04AF: 300@ = 7004 // = constant 
04AF: 301@ = 7005 // = constant 
04AF: 302@ = 7006 // = constant 
054C: use_GXT_table 'CASINO1' 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
016A: fade 0 time 500 

:CASINO1_2189
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO1_2213 
0001: wait 0 ms 
0002: jump @CASINO1_2189 

:CASINO1_2213
04BB: select_interior 11 
02E4: load_cutscene_data 'CAS_1A' 

:CASINO1_2228
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO1_2252 
0001: wait 0 ms 
0002: jump @CASINO1_2228 

:CASINO1_2252
02E7: start_cutscene 
016A: fade 1 time 1000 

:CASINO1_2261
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO1_2285 
0001: wait 0 ms 
0002: jump @CASINO1_2261 

:CASINO1_2285
016A: fade 0 time 0 

:CASINO1_2291
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO1_2315 
0001: wait 0 ms 
0002: jump @CASINO1_2291 

:CASINO1_2315
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
04BB: select_interior 0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
0822: enable_camera_bumper_view 0 
015F: set_camera_position 1908.156 977.3071 10.2294 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1907.488 976.5921 10.4377 switchstyle 2 
0395: clear_area 1 at 1903.27 955.95 9.8203 radius 30.0 
00A1: put_actor $PLAYER_ACTOR at 1909.826 977.4828 9.8127 
0173: set_actor $PLAYER_ACTOR Z_angle_to 136.9741 
0247: load_model #TRDCSGRGDOOR_LVS 
038B: load_requested_models 

:CASINO1_2470
00D6: if 
8248:   not model #TRDCSGRGDOOR_LVS available 
004D: jump_if_false @CASINO1_2496 
0001: wait 0 ms 
0002: jump @CASINO1_2470 

:CASINO1_2496
0050: gosub @CASINO1_47 
0050: gosub @CASINO1_125 
0A0B: set_rendering_origin_at_3D_coord 1908.156 977.3071 10.2294 angle 136.9741 
02A3: enable_widescreen 1 
0001: wait 150 ms 
016A: fade 1 time 1500 

:CASINO1_2548
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO1_2572 
0001: wait 0 ms 
0002: jump @CASINO1_2548 

:CASINO1_2572
00D6: if 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_2601 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 324@ 100000 ms 

:CASINO1_2601
0001: wait 0 ms 
00D6: if 
8039:   not  305@ == 0 
004D: jump_if_false @CASINO1_3234 
00D6: if 
0039:   307@ == 0 
004D: jump_if_false @CASINO1_2669 
00D6: if 
03D0:   wav 304@ loaded 
004D: jump_if_false @CASINO1_2662 
040D: unload_wav 304@ 

:CASINO1_2662
0006: 307@ = 1 

:CASINO1_2669
00D6: if 
0039:   307@ == 1 
004D: jump_if_false @CASINO1_2706 
03CF: load_wav 236@(305@,67i) as 303@ 
0006: 307@ = 2 

:CASINO1_2706
00D6: if 
0039:   307@ == 2 
004D: jump_if_false @CASINO1_2864 
00D6: if 
03D0:   wav 303@ loaded 
004D: jump_if_false @CASINO1_2864 
00D6: if or
0039:   305@ == 61 
0039:   305@ == 63 
004D: jump_if_false @CASINO1_2789 
00D6: if 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_2789 
0967: actor 324@ move_mouth 10000 ms 

:CASINO1_2789
00D6: if or
0039:   305@ == 62 
0039:   305@ == 64 
004D: jump_if_false @CASINO1_2838 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO1_2838 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:CASINO1_2838
03D1: play_wav 303@ 
00BC: show_text_highpriority GXT 102@(305@,67s) time 10000 flag 1 
0006: 307@ = 3 

:CASINO1_2864
00D6: if 
0039:   307@ == 3 
004D: jump_if_false @CASINO1_3234 
00D6: if 
03D2:   wav 303@ ended 
004D: jump_if_false @CASINO1_3173 
03D5: remove_text 102@(305@,67s) 
00D6: if or
0039:   305@ == 61 
0039:   305@ == 63 
004D: jump_if_false @CASINO1_2953 
00D6: if 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_2953 
0968: actor 324@ stop_mouth 

:CASINO1_2953
00D6: if or
0039:   305@ == 62 
0039:   305@ == 64 
004D: jump_if_false @CASINO1_2999 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO1_2999 
0968: actor $PLAYER_ACTOR stop_mouth 

:CASINO1_2999
00D6: if 
0039:   303@ == 1 
004D: jump_if_false @CASINO1_3038 
0006: 303@ = 2 
0006: 304@ = 1 
0002: jump @CASINO1_3052 

:CASINO1_3038
0006: 303@ = 1 
0006: 304@ = 2 

:CASINO1_3052
0006: 305@ = 0 
0006: 307@ = 0 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CASINO1_3091 
0006: 35@ = 1 

:CASINO1_3091
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CASINO1_3116 
0006: 35@ = 5 

:CASINO1_3116
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @CASINO1_3141 
0006: 35@ = 4 

:CASINO1_3141
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @CASINO1_3166 
0006: 35@ = 8 

:CASINO1_3166
0002: jump @CASINO1_3234 

:CASINO1_3173
00D6: if 
83D0:   not wav 304@ loaded 
004D: jump_if_false @CASINO1_3234 
00D6: if 
001B:   66 > 305@ 
004D: jump_if_false @CASINO1_3234 
0085: 306@ = 305@ // (int) 
000A: 306@ += 1 
03CF: load_wav 236@(306@,67i) as 304@ 

:CASINO1_3234
00D6: if 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_3359 
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_LOW" 
004D: jump_if_false @CASINO1_3359 
0613: 96@ = actor 324@ animation "TYD2CAR_LOW" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_3359 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_3359
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @CASINO1_3401 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO1_3401 
0006: 35@ = 10 

:CASINO1_3401
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CASINO1_3451 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_3451 
0006: 305@ = 61 

:CASINO1_3451
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CASINO1_3500 
05D3: AS_actor $PLAYER_ACTOR goto_point 1905.45 973.9371 9.8127 mode 4 time -2 ms // versionA 
0006: 35@ = 2 

:CASINO1_3500
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CASINO1_3629 
062E: get_actor $PLAYER_ACTOR task 1491 status_store_to 97@ // ret 7 if not found 
00D6: if 
04A4:   97@ == 7 // == constant 
004D: jump_if_false @CASINO1_3629 
00D6: if 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_3629 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 324@ 
015F: set_camera_position 1903.005 974.7813 11.1887 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1903.732 974.0975 11.2553 switchstyle 2 
0006: 35@ = 3 

:CASINO1_3629
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @CASINO1_3679 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_3679 
0006: 305@ = 62 

:CASINO1_3679
00D6: if or
0039:   35@ == 4 
0039:   35@ == 5 
004D: jump_if_false @CASINO1_3741 
034E: move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.1 collision_check 0 

:CASINO1_3741
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @CASINO1_3796 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.05 collision_check 0 

:CASINO1_3796
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CASINO1_3846 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_3846 
0006: 305@ = 63 

:CASINO1_3846
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @CASINO1_3897 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @CASINO1_3897 
05CB: AS_actor $PLAYER_ACTOR enter_car 322@ as_driver -2 ms 
0006: 35@ = 6 

:CASINO1_3897
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @CASINO1_4039 
062E: get_actor $PLAYER_ACTOR task 1483 status_store_to 97@ // ret 7 if not found 
00D6: if 
04A4:   97@ == 7 // == constant 
004D: jump_if_false @CASINO1_4039 
015F: set_camera_position 1906.528 970.1409 10.433 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1905.823 970.8365 10.5694 switchstyle 2 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.1 collision_check 0 
0006: 35@ = 7 

:CASINO1_4039
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @CASINO1_4089 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_4089 
0006: 305@ = 64 

:CASINO1_4089
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @CASINO1_4164 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @CASINO1_4164 
05D1: AS_actor $PLAYER_ACTOR drive_car 322@ to 1903.27 955.95 9.8203 speed 10.0 1 model #NULL 2 
0006: 35@ = 9 

:CASINO1_4164
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @CASINO1_4218 
062E: get_actor $PLAYER_ACTOR task 1489 status_store_to 97@ // ret 7 if not found 
00D6: if 
04A4:   97@ == 7 // == constant 
004D: jump_if_false @CASINO1_4218 
0006: 35@ = 10 

:CASINO1_4218
00D6: if 
8039:   not  35@ == 10 
004D: jump_if_false @CASINO1_4243 
0002: jump @CASINO1_2601 

:CASINO1_4243
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @CASINO1_4356 
01BC: put_object $2658 at 1903.383 967.82 11.438 
00AB: put_car 322@ at 1903.27 955.95 9.8203 
0175: set_car 322@ Z_angle_to 180.7793 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 322@ 
004D: jump_if_false @CASINO1_4348 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1903.27 955.95 9.8203 

:CASINO1_4348
036A: put_actor $PLAYER_ACTOR in_car 322@ 

:CASINO1_4356
0249: release_model #TRDCSGRGDOOR_LVS 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 35@ = 0 

:CASINO1_4387
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CASINO1_4413 
0002: jump @CASINO1_19542 

:CASINO1_4413
00D6: if 
0735:   is_keyboard_key_pressed 32 
004D: jump_if_false @CASINO1_4435 
0004: $7528 = 100 

:CASINO1_4435
00D6: if 
8039:   not  305@ == 0 
004D: jump_if_false @CASINO1_4774 
00D6: if 
0039:   307@ == 0 
004D: jump_if_false @CASINO1_4499 
00D6: if 
03D0:   wav 304@ loaded 
004D: jump_if_false @CASINO1_4492 
040D: unload_wav 304@ 

:CASINO1_4492
0006: 307@ = 1 

:CASINO1_4499
00D6: if 
0039:   307@ == 1 
004D: jump_if_false @CASINO1_4536 
03CF: load_wav 236@(305@,67i) as 303@ 
0006: 307@ = 2 

:CASINO1_4536
00D6: if 
0039:   307@ == 2 
004D: jump_if_false @CASINO1_4596 
00D6: if 
03D0:   wav 303@ loaded 
004D: jump_if_false @CASINO1_4596 
03D1: play_wav 303@ 
00BC: show_text_highpriority GXT 102@(305@,67s) time 10000 flag 1 
0006: 307@ = 3 

:CASINO1_4596
00D6: if 
0039:   307@ == 3 
004D: jump_if_false @CASINO1_4774 
00D6: if 
03D2:   wav 303@ ended 
004D: jump_if_false @CASINO1_4713 
03D5: remove_text 102@(305@,67s) 
00D6: if 
0039:   303@ == 1 
004D: jump_if_false @CASINO1_4678 
0006: 303@ = 2 
0006: 304@ = 1 
0002: jump @CASINO1_4692 

:CASINO1_4678
0006: 303@ = 1 
0006: 304@ = 2 

:CASINO1_4692
0006: 305@ = 0 
0006: 307@ = 0 
0002: jump @CASINO1_4774 

:CASINO1_4713
00D6: if 
83D0:   not wav 304@ loaded 
004D: jump_if_false @CASINO1_4774 
00D6: if 
001B:   66 > 305@ 
004D: jump_if_false @CASINO1_4774 
0085: 306@ = 305@ // (int) 
000A: 306@ += 1 
03CF: load_wav 236@(306@,67i) as 304@ 

:CASINO1_4774
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'PINT'  // Pilson Intersection
0154:   actor $PLAYER_ACTOR in_zone 'BINT'  // Blackfield Intersection
0154:   actor $PLAYER_ACTOR in_zone 'JTN'  // Julius Thruway North
0154:   actor $PLAYER_ACTOR in_zone 'JTS'  // Julius Thruway South
0154:   actor $PLAYER_ACTOR in_zone 'JTW'  // Julius Thruway West
0154:   actor $PLAYER_ACTOR in_zone 'JTE'  // Julius Thruway East
004D: jump_if_false @CASINO1_4967 
00D6: if and
0039:   98@ == 0 
0039:   38@ == 0 
004D: jump_if_false @CASINO1_4924 
00BB: show_text_lowpriority GXT 'CAS1_10' time 5000 flag 1  // ~s~Keep off the freeway!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
0006: 38@ = 1 

:CASINO1_4924
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @CASINO1_4967 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 2 
004D: jump_if_false @CASINO1_4967 
0006: 38@ = 0 

:CASINO1_4967
00D6: if 
0039:   34@ == -1 
004D: jump_if_false @CASINO1_5335 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.05 collision_check 0 
00D6: if 
0038:   $2200 == 0 
004D: jump_if_false @CASINO1_5308 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 322@ wrecked 
004D: jump_if_false @CASINO1_5301 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 322@ 
004D: jump_if_false @CASINO1_5301 
00D6: if 
0038:   $7529 == 0 
004D: jump_if_false @CASINO1_5187 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_5142 
0006: 305@ = 65 
0008: $7529 += 1 
01BD: 101@ = current_time_in_ms 

:CASINO1_5142
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_5187 
01BD: 101@ = current_time_in_ms 

:CASINO1_5187
00D6: if 
0038:   $7529 == 1 
004D: jump_if_false @CASINO1_5301 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_5256 
0006: 305@ = 66 
0008: $7529 += 1 
0006: 34@ = 0 
01BD: 101@ = current_time_in_ms 

:CASINO1_5256
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_5301 
01BD: 101@ = current_time_in_ms 

:CASINO1_5301
0002: jump @CASINO1_5335 

:CASINO1_5308
01BC: put_object $2658 at 1903.383 967.82 11.438 
0006: 34@ = 0 

:CASINO1_5335
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @CASINO1_5473 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 322@ wrecked 
004D: jump_if_false @CASINO1_5473 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 322@ 
004D: jump_if_false @CASINO1_5473 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_5473 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS1_11' time 5000 flag 1  // ~s~Scare him, but remember head-on collisions will kill him.
00BB: show_text_lowpriority GXT 'CAS1_12' time 5000 flag 1  // ~s~And stay off the highway, you don't need any police attention.
0006: 98@ = 2 
0006: 34@ = 2 
0006: 36@ = 1 

:CASINO1_5473
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @CASINO1_5794 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 322@ wrecked 
004D: jump_if_false @CASINO1_5794 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CASINO1_5655 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 322@ 
004D: jump_if_false @CASINO1_5655 
00BE: text_clear_all 
0822: enable_camera_bumper_view 0 
01BD: 101@ = current_time_in_ms 
0164: disable_marker 323@ 
0164: disable_marker 50@ 
00D6: if and
0019:   34@ > 0 
001B:   4 > 34@ 
004D: jump_if_false @CASINO1_5616 
0151: remove_status_text $7528 
03C4: set_status_text $7528 type 1 GXT 'CAS1_05' // global_variable  // Scare-O-Meter

:CASINO1_5616
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @CASINO1_5648 
018A: 50@ = create_checkpoint_at 79@ 80@ 81@ 

:CASINO1_5648
0006: 36@ = 1 

:CASINO1_5655
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CASINO1_5794 
00D6: if 
8448:   not actor $PLAYER_ACTOR in_car 322@ 
004D: jump_if_false @CASINO1_5794 
00BE: text_clear_all 
0822: enable_camera_bumper_view 1 
0164: disable_marker 323@ 
0186: 323@ = create_marker_above_car 322@ 
07E0: set_marker 323@ type_to 1 
00D6: if and
0019:   34@ > 0 
001B:   4 > 34@ 
004D: jump_if_false @CASINO1_5748 
0151: remove_status_text $7528 

:CASINO1_5748
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @CASINO1_5771 
0164: disable_marker 50@ 

:CASINO1_5771
00BC: show_text_highpriority GXT 'CAS1_01' time 7500 flag 2  // ~s~Get back in the ~b~car~s~.
0006: 36@ = 0 

:CASINO1_5794
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @CASINO1_6007 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_6007 
03C4: set_status_text $7528 type 1 GXT 'CAS1_05' // global_variable  // Scare-O-Meter
0209: 37@ = random_int_in_ranges 0 4 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @CASINO1_5894 
03E5: show_text_box 'CAS1_06'  // High speeds are sure to scare him.
0006: 34@ = 3 

:CASINO1_5894
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @CASINO1_5930 
03E5: show_text_box 'CAS1_07'  // Try some hand-brake turns.
0006: 34@ = 3 

:CASINO1_5930
00D6: if 
0039:   37@ == 2 
004D: jump_if_false @CASINO1_5966 
03E5: show_text_box 'CAS1_08'  // Insane stunts will get him shook up.
0006: 34@ = 3 

:CASINO1_5966
00D6: if 
0039:   37@ == 3 
004D: jump_if_false @CASINO1_6002 
03E5: show_text_box 'CAS1_09'  // Driving on the wrong side of the road will unsettle him.
0006: 34@ = 3 

:CASINO1_6002
01BD: 74@ = current_time_in_ms 

:CASINO1_6007
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @CASINO1_15346 
00D6: if and
8119:   not car 322@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_15346 
00D6: if 
0039:   335@ == 0 
004D: jump_if_false @CASINO1_6163 
00D6: if 
8118:   not actor 334@ dead 
004D: jump_if_false @CASINO1_6163 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1910.75 960.74 10.86 radius 15.0 15.0 15.0 
004D: jump_if_false @CASINO1_6163 
00D6: if 
82CB:   not actor 334@ bounding_sphere_visible 
004D: jump_if_false @CASINO1_6163 
0050: gosub @CASINO1_477 
0006: 335@ = 1 

:CASINO1_6163
00D6: if 
09BB:   car 322@ has_visible_damage_on_component 0 
004D: jump_if_false @CASINO1_6214 
05BE: AS_actor 324@ die 
0465: remove_actor 324@ from_turret_mode 
00BC: show_text_highpriority GXT 'CAS1_04' time 5000 flag 1  // ~r~You killed him!
0002: jump @CASINO1_19524 

:CASINO1_6214
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 322@ 
004D: jump_if_false @CASINO1_15346 
00D6: if 
001B:   8 > 49@ 
004D: jump_if_false @CASINO1_6443 
01BD: 73@ = current_time_in_ms 
0085: 72@ = 73@ // (int) 
0062: 72@ -= 74@ // (int) 
00D6: if 
0019:   72@ > 30000 
004D: jump_if_false @CASINO1_6443 
0209: 37@ = random_int_in_ranges 0 4 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @CASINO1_6334 
03E5: show_text_box 'CAS1_06'  // High speeds are sure to scare him.
01BD: 74@ = current_time_in_ms 

:CASINO1_6334
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @CASINO1_6368 
03E5: show_text_box 'CAS1_07'  // Try some hand-brake turns.
01BD: 74@ = current_time_in_ms 

:CASINO1_6368
00D6: if 
0039:   37@ == 2 
004D: jump_if_false @CASINO1_6402 
03E5: show_text_box 'CAS1_08'  // Insane stunts will get him shook up.
01BD: 74@ = current_time_in_ms 

:CASINO1_6402
00D6: if 
0039:   37@ == 3 
004D: jump_if_false @CASINO1_6436 
03E5: show_text_box 'CAS1_09'  // Driving on the wrong side of the road will unsettle him.
01BD: 74@ = current_time_in_ms 

:CASINO1_6436
000A: 49@ += 1 

:CASINO1_6443
00D6: if 
0018:   $7528 > 100 
004D: jump_if_false @CASINO1_6506 
0004: $7528 = 100 
0004: $7529 = 0 
0151: remove_status_text $7528 
018A: 50@ = create_checkpoint_at 79@ 80@ 81@ 
01BD: 62@ = current_time_in_ms 
0006: 34@ = 4 

:CASINO1_6506
00D6: if and
0039:   39@ == 0 
0039:   41@ == 0 
0039:   40@ == 0 
004D: jump_if_false @CASINO1_6601 
00D6: if 
0021:   71@ > 15.0 
004D: jump_if_false @CASINO1_6601 
00D6: if 
00E1:   player 0 pressed_key 6 
004D: jump_if_false @CASINO1_6601 
0174: 331@ = car 322@ Z_angle 
0007: 333@ = 0.0 
0006: 39@ = 1 

:CASINO1_6601
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @CASINO1_6835 
00D6: if 
00E1:   player 0 pressed_key 6 
004D: jump_if_false @CASINO1_6676 
0174: 332@ = car 322@ Z_angle 
0087: 330@ = 332@ // (float) 
0063: 330@ -= 331@ // (float) 
005B: 333@ += 330@ // (float) 
0174: 331@ = car 322@ Z_angle 

:CASINO1_6676
00D6: if 
80E1:   not player 0 pressed_key 6 
004D: jump_if_false @CASINO1_6835 
00D6: if 
0023:   0.0 > 333@ 
004D: jump_if_false @CASINO1_6724 
000B: 333@ += 360.0 

:CASINO1_6724
00D6: if 
0021:   333@ > 0.0 
004D: jump_if_false @CASINO1_6828 
00D6: if and
0021:   333@ > 14.0 
0023:   210.0 > 333@ 
004D: jump_if_false @CASINO1_6790 
0008: $7528 += 7 
0002: jump @CASINO1_6828 

:CASINO1_6790
00D6: if and
0021:   333@ > 90.0 
0023:   270.0 > 333@ 
004D: jump_if_false @CASINO1_6828 
0008: $7528 += 3 

:CASINO1_6828
0006: 39@ = 0 

:CASINO1_6835
00D6: if and
0039:   40@ == 0 
0039:   39@ == 0 
0039:   41@ == 0 
004D: jump_if_false @CASINO1_6895 
00D6: if 
01F3:   car 322@ in_air 
004D: jump_if_false @CASINO1_6895 
01BD: 53@ = current_time_in_ms 
0006: 40@ = 1 

:CASINO1_6895
00D6: if 
0039:   40@ == 1 
004D: jump_if_false @CASINO1_6973 
00D6: if 
81F3:   not car 322@ in_air 
004D: jump_if_false @CASINO1_6973 
01BD: 52@ = current_time_in_ms 
0085: 51@ = 52@ // (int) 
0062: 51@ -= 53@ // (int) 
0016: 51@ /= 250 
005E: $7528 += 51@ // (int) 
0006: 40@ = 0 

:CASINO1_6973
00D6: if and
0039:   41@ == 0 
0039:   39@ == 0 
0039:   40@ == 0 
001B:   20 > 59@ 
004D: jump_if_false @CASINO1_7123 
00D6: if 
0023:   1.0 > 71@ 
004D: jump_if_false @CASINO1_7123 
00D6: if and
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @CASINO1_7123 
01BD: 52@ = current_time_in_ms 
0085: 51@ = 52@ // (int) 
0062: 51@ -= 53@ // (int) 
00D6: if 
0019:   51@ > 3000 
004D: jump_if_false @CASINO1_7123 
0007: 69@ = 0.0 
0007: 70@ = 0.15 
0006: 41@ = 1 

:CASINO1_7123
00D6: if 
0039:   41@ == 1 
004D: jump_if_false @CASINO1_7333 
0494: get_joystick 0 direction_offset_to 91@ 92@ 93@ 94@ 
00D6: if 
80E1:   not player 0 pressed_key 14 
004D: jump_if_false @CASINO1_7181 
0006: 41@ = 0 

:CASINO1_7181
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @CASINO1_7205 
0006: 41@ = 0 

:CASINO1_7205
00D6: if and
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @CASINO1_7333 
00D6: if 
803B:   not  91@ == 95@ // (int) 
004D: jump_if_false @CASINO1_7333 
00D6: if and
0031:   69@ >= 0.0 
0031:   70@ >= 0.0 
004D: jump_if_false @CASINO1_7333 
01BD: 53@ = current_time_in_ms 
005B: 69@ += 70@ // (float) 
000F: 70@ -= 0.025 
0092: 54@ = float 69@ to_integer 
005E: $7528 += 54@ // (int) 
005A: 59@ += 54@ // (int) 
0085: 95@ = 91@ // (int) 

:CASINO1_7333
02E3: 71@ = car 322@ speed 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @CASINO1_7410 
00D6: if 
0021:   71@ > 30.0 
004D: jump_if_false @CASINO1_7410 
00D6: if 
001B:   40 > 58@ 
004D: jump_if_false @CASINO1_7410 
01BD: 65@ = current_time_in_ms 
0006: 42@ = 1 

:CASINO1_7410
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASINO1_7515 
01BD: 64@ = current_time_in_ms 
0085: 63@ = 64@ // (int) 
0062: 63@ -= 65@ // (int) 
00D6: if 
0019:   63@ > 600 
004D: jump_if_false @CASINO1_7487 
01BD: 65@ = current_time_in_ms 
000A: 58@ += 1 
0008: $7528 += 1 

:CASINO1_7487
00D6: if 
0023:   30.0 > 71@ 
004D: jump_if_false @CASINO1_7515 
0006: 42@ = 0 

:CASINO1_7515
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @CASINO1_7581 
00D6: if 
0018:   $HJ_STUNT_BONUS_MULT > 0 
004D: jump_if_false @CASINO1_7581 
008B: 55@ = $HJ_STUNT_BONUS // (int) 
0016: 55@ /= 5 
005E: $7528 += 55@ // (int) 
0006: 43@ = 1 

:CASINO1_7581
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @CASINO1_7624 
00D6: if 
0038:   $HJ_STUNT_BONUS_MULT == 0 
004D: jump_if_false @CASINO1_7624 
0006: 43@ = 0 

:CASINO1_7624
00D6: if and
0039:   44@ == 0 
0039:   46@ == 0 
004D: jump_if_false @CASINO1_8338 
00D6: if 
0021:   71@ > 15.0 
004D: jump_if_false @CASINO1_8324 
0494: get_joystick 0 direction_offset_to 91@ 92@ 93@ 94@ 
00D6: if 
8039:   not  91@ == 0 
004D: jump_if_false @CASINO1_8303 
000A: 56@ += 1 
00D6: if 
0019:   56@ > 20 
004D: jump_if_false @CASINO1_8296 
00D6: if or
0019:   91@ > 96 
001B:   -96 > 91@ 
004D: jump_if_false @CASINO1_8296 
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @CASINO1_8296 
00D6: if 
001B:   20 > 57@ 
004D: jump_if_false @CASINO1_7804 
0008: $7528 += 1 
000A: 57@ += 1 

:CASINO1_7804
00D6: if 
0019:   91@ > 0 
004D: jump_if_false @CASINO1_8050 
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_TURNL" 
004D: jump_if_false @CASINO1_7965 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNL" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_7958 
0812: AS_actor 324@ perform_animation "TYD2CAR_TURNR" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0004: $7527 = 1 
0006: 56@ = 0 
0006: 45@ = 1 

:CASINO1_7958
0002: jump @CASINO1_8050 

:CASINO1_7965
00D6: if 
8611:   not actor 324@ performing_animation "TYD2CAR_TURNR" 
004D: jump_if_false @CASINO1_8050 
0812: AS_actor 324@ perform_animation "TYD2CAR_TURNR" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0006: 56@ = 0 
0006: 45@ = 1 

:CASINO1_8050
00D6: if 
001B:   0 > 91@ 
004D: jump_if_false @CASINO1_8296 
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_TURNR" 
004D: jump_if_false @CASINO1_8211 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNR" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_8204 
0812: AS_actor 324@ perform_animation "TYD2CAR_TURNL" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0004: $7527 = 1 
0006: 56@ = 0 
0006: 45@ = 1 

:CASINO1_8204
0002: jump @CASINO1_8296 

:CASINO1_8211
00D6: if 
8611:   not actor 324@ performing_animation "TYD2CAR_TURNL" 
004D: jump_if_false @CASINO1_8296 
0812: AS_actor 324@ perform_animation "TYD2CAR_TURNL" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0006: 56@ = 0 
0006: 45@ = 1 

:CASINO1_8296
0002: jump @CASINO1_8317 

:CASINO1_8303
0006: 45@ = 0 
0006: 56@ = 0 

:CASINO1_8317
0002: jump @CASINO1_8338 

:CASINO1_8324
0006: 45@ = 0 
0006: 56@ = 0 

:CASINO1_8338
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @CASINO1_8424 
00D6: if 
0021:   71@ > 15.0 
004D: jump_if_false @CASINO1_8424 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @CASINO1_8424 
00D6: if or
00E1:   player 0 pressed_key 14 
00E1:   player 0 pressed_key 6 
004D: jump_if_false @CASINO1_8424 
0006: 46@ = 1 

:CASINO1_8424
00D6: if 
0039:   46@ == 1 
004D: jump_if_false @CASINO1_8558 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @CASINO1_8558 
00D6: if or
00E1:   player 0 pressed_key 14 
00E1:   player 0 pressed_key 6 
004D: jump_if_false @CASINO1_8558 
000A: 78@ += 1 
00D6: if 
0019:   78@ > 12 
004D: jump_if_false @CASINO1_8558 
0812: AS_actor 324@ perform_animation "TYD2CAR_BUMP" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
01BD: 77@ = current_time_in_ms 
0006: 46@ = 2 

:CASINO1_8558
00D6: if 
0039:   46@ == 2 
004D: jump_if_false @CASINO1_8710 
01BD: 76@ = current_time_in_ms 
0085: 75@ = 76@ // (int) 
0062: 75@ -= 77@ // (int) 
00D6: if 
0019:   75@ > 1000 
004D: jump_if_false @CASINO1_8710 
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_BUMP" 
004D: jump_if_false @CASINO1_8710 
0613: 96@ = actor 324@ animation "TYD2CAR_BUMP" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_8710 
0008: $7528 += 1 
0006: 78@ = 0 
0006: 46@ = 0 

:CASINO1_8710
00D6: if 
0021:   71@ > 30.0 
004D: jump_if_false @CASINO1_9065 
0407: store_coords_to 88@ 89@ 90@ from_car 322@ with_offset 0.0 4.0 0.0 
0087: 82@ = 88@ // (float) 
000F: 82@ -= 0.1 
0087: 83@ = 89@ // (float) 
000F: 83@ -= 0.1 
0087: 84@ = 90@ // (float) 
000F: 84@ -= 0.1 
0087: 85@ = 88@ // (float) 
000B: 85@ += 0.1 
0087: 86@ = 89@ // (float) 
000B: 86@ += 0.1 
0087: 87@ = 90@ // (float) 
000B: 87@ += 0.1 
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @CASINO1_8939 
00D6: if 
0339:   anything_in_cube_cornerA 82@ 83@ 84@ cornerB 85@ 86@ 87@ solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @CASINO1_8939 
01BD: 68@ = current_time_in_ms 
0006: 48@ = 1 

:CASINO1_8939
00D6: if 
0039:   48@ == 1 
004D: jump_if_false @CASINO1_9065 
01BD: 67@ = current_time_in_ms 
0085: 66@ = 67@ // (int) 
0062: 66@ -= 68@ // (int) 
00D6: if 
0019:   66@ > 50 
004D: jump_if_false @CASINO1_9065 
00D6: if 
0339:   anything_in_cube_cornerA 82@ 83@ 84@ cornerB 85@ 86@ 87@ solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @CASINO1_9058 
0008: $7528 += 1 
0006: 48@ = 0 
0002: jump @CASINO1_9065 

:CASINO1_9058
0006: 48@ = 0 

:CASINO1_9065
00D6: if or
0039:   40@ == 1 
0039:   39@ == 1 
0039:   41@ == 1 
0039:   45@ == 1 
004D: jump_if_false @CASINO1_9241 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @CASINO1_9241 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 5000 
004D: jump_if_false @CASINO1_9241 
0209: $7529 = random_int_in_ranges 0 6 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 
00D6: if 
003A:   $7529 == $7530 // (int) 
004D: jump_if_false @CASINO1_9241 
00D6: if 
001A:   6 > $7529 
004D: jump_if_false @CASINO1_9234 
0008: $7529 += 1 
0002: jump @CASINO1_9241 

:CASINO1_9234
000C: $7529 -= 1 

:CASINO1_9241
00D6: if 
0039:   98@ == 1 
004D: jump_if_false @CASINO1_13989 
00D6: if 
0038:   $7529 == 0 
004D: jump_if_false @CASINO1_9369 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_9309 
0006: 305@ = 27 

:CASINO1_9309
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_9369 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_9369
00D6: if 
0038:   $7529 == 1 
004D: jump_if_false @CASINO1_9479 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_9419 
0006: 305@ = 28 

:CASINO1_9419
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_9479 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_9479
00D6: if 
0038:   $7529 == 2 
004D: jump_if_false @CASINO1_9589 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_9529 
0006: 305@ = 29 

:CASINO1_9529
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_9589 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_9589
00D6: if 
0038:   $7529 == 3 
004D: jump_if_false @CASINO1_9699 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_9639 
0006: 305@ = 30 

:CASINO1_9639
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_9699 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_9699
00D6: if 
0038:   $7529 == 4 
004D: jump_if_false @CASINO1_9809 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_9749 
0006: 305@ = 31 

:CASINO1_9749
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_9809 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_9809
00D6: if 
0038:   $7529 == 5 
004D: jump_if_false @CASINO1_9919 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_9859 
0006: 305@ = 32 

:CASINO1_9859
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_9919 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_9919
00D6: if 
0038:   $7529 == 6 
004D: jump_if_false @CASINO1_10029 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_9969 
0006: 305@ = 33 

:CASINO1_9969
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_10029 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_10029
00D6: if 
0038:   $7529 == 7 
004D: jump_if_false @CASINO1_10139 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_10079 
0006: 305@ = 21 

:CASINO1_10079
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_10139 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_10139
00D6: if 
0038:   $7529 == 8 
004D: jump_if_false @CASINO1_10249 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_10189 
0006: 305@ = 22 

:CASINO1_10189
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_10249 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_10249
00D6: if 
0038:   $7529 == 9 
004D: jump_if_false @CASINO1_10359 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_10299 
0006: 305@ = 23 

:CASINO1_10299
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_10359 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_10359
00D6: if 
0038:   $7529 == 10 
004D: jump_if_false @CASINO1_10469 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_10409 
0006: 305@ = 45 

:CASINO1_10409
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_10469 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_10469
00D6: if 
0038:   $7529 == 11 
004D: jump_if_false @CASINO1_10579 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_10519 
0006: 305@ = 46 

:CASINO1_10519
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_10579 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_10579
00D6: if 
0038:   $7529 == 12 
004D: jump_if_false @CASINO1_10689 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_10629 
0006: 305@ = 47 

:CASINO1_10629
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_10689 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_10689
00D6: if 
0038:   $7529 == 13 
004D: jump_if_false @CASINO1_10799 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_10739 
0006: 305@ = 48 

:CASINO1_10739
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_10799 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_10799
00D6: if 
0038:   $7529 == 14 
004D: jump_if_false @CASINO1_10909 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_10849 
0006: 305@ = 24 

:CASINO1_10849
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_10909 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_10909
00D6: if 
0038:   $7529 == 15 
004D: jump_if_false @CASINO1_11019 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_10959 
0006: 305@ = 25 

:CASINO1_10959
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_11019 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_11019
00D6: if 
0038:   $7529 == 16 
004D: jump_if_false @CASINO1_11129 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_11069 
0006: 305@ = 26 

:CASINO1_11069
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_11129 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_11129
00D6: if 
0038:   $7529 == 17 
004D: jump_if_false @CASINO1_11239 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_11179 
0006: 305@ = 34 

:CASINO1_11179
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_11239 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_11239
00D6: if 
0038:   $7529 == 18 
004D: jump_if_false @CASINO1_11349 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_11289 
0006: 305@ = 35 

:CASINO1_11289
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_11349 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_11349
00D6: if 
0038:   $7529 == 19 
004D: jump_if_false @CASINO1_11459 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_11399 
0006: 305@ = 36 

:CASINO1_11399
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_11459 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_11459
00D6: if 
0038:   $7529 == 20 
004D: jump_if_false @CASINO1_11569 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_11509 
0006: 305@ = 37 

:CASINO1_11509
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_11569 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_11569
00D6: if 
0038:   $7529 == 21 
004D: jump_if_false @CASINO1_11679 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_11619 
0006: 305@ = 40 

:CASINO1_11619
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_11679 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_11679
00D6: if 
0038:   $7529 == 22 
004D: jump_if_false @CASINO1_11789 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_11729 
0006: 305@ = 39 

:CASINO1_11729
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_11789 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_11789
00D6: if 
0038:   $7529 == 23 
004D: jump_if_false @CASINO1_11899 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_11839 
0006: 305@ = 40 

:CASINO1_11839
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_11899 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_11899
00D6: if 
0038:   $7529 == 24 
004D: jump_if_false @CASINO1_12009 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_11949 
0006: 305@ = 41 

:CASINO1_11949
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_12009 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_12009
00D6: if 
0038:   $7529 == 25 
004D: jump_if_false @CASINO1_12119 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_12059 
0006: 305@ = 42 

:CASINO1_12059
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_12119 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_12119
00D6: if 
0038:   $7529 == 26 
004D: jump_if_false @CASINO1_12229 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_12169 
0006: 305@ = 44 

:CASINO1_12169
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_12229 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_12229
00D6: if 
0038:   $7529 == 27 
004D: jump_if_false @CASINO1_12339 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_12279 
0006: 305@ = 44 

:CASINO1_12279
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_12339 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_12339
00D6: if 
0038:   $7529 == 28 
004D: jump_if_false @CASINO1_12449 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_12389 
0006: 305@ = 6 

:CASINO1_12389
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_12449 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_12449
00D6: if 
0038:   $7529 == 29 
004D: jump_if_false @CASINO1_12559 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_12499 
0006: 305@ = 7 

:CASINO1_12499
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_12559 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_12559
00D6: if 
0038:   $7529 == 30 
004D: jump_if_false @CASINO1_12669 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_12609 
0006: 305@ = 8 

:CASINO1_12609
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_12669 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_12669
00D6: if 
0038:   $7529 == 31 
004D: jump_if_false @CASINO1_12779 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_12719 
0006: 305@ = 9 

:CASINO1_12719
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_12779 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_12779
00D6: if 
0038:   $7529 == 32 
004D: jump_if_false @CASINO1_12889 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_12829 
0006: 305@ = 10 

:CASINO1_12829
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_12889 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_12889
00D6: if 
0038:   $7529 == 33 
004D: jump_if_false @CASINO1_12999 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_12939 
0006: 305@ = 11 

:CASINO1_12939
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_12999 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_12999
00D6: if 
0038:   $7529 == 34 
004D: jump_if_false @CASINO1_13109 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_13049 
0006: 305@ = 12 

:CASINO1_13049
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_13109 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_13109
00D6: if 
0038:   $7529 == 35 
004D: jump_if_false @CASINO1_13219 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_13159 
0006: 305@ = 13 

:CASINO1_13159
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_13219 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_13219
00D6: if 
0038:   $7529 == 36 
004D: jump_if_false @CASINO1_13329 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_13269 
0006: 305@ = 14 

:CASINO1_13269
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_13329 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_13329
00D6: if 
0038:   $7529 == 37 
004D: jump_if_false @CASINO1_13439 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_13379 
0006: 305@ = 15 

:CASINO1_13379
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_13439 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_13439
00D6: if 
0038:   $7529 == 38 
004D: jump_if_false @CASINO1_13549 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_13489 
0006: 305@ = 16 

:CASINO1_13489
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_13549 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_13549
00D6: if 
0038:   $7529 == 39 
004D: jump_if_false @CASINO1_13659 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_13599 
0006: 305@ = 17 

:CASINO1_13599
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_13659 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_13659
00D6: if 
0038:   $7529 == 40 
004D: jump_if_false @CASINO1_13769 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_13709 
0006: 305@ = 18 

:CASINO1_13709
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_13769 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_13769
00D6: if 
0038:   $7529 == 41 
004D: jump_if_false @CASINO1_13879 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_13819 
0006: 305@ = 19 

:CASINO1_13819
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_13879 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_13879
00D6: if 
0038:   $7529 == 42 
004D: jump_if_false @CASINO1_13989 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_13929 
0006: 305@ = 20 

:CASINO1_13929
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_13989 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_13989
00D6: if 
0039:   98@ == 2 
004D: jump_if_false @CASINO1_14054 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_14054 
0006: 98@ = 0 

:CASINO1_14054
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @CASINO1_14478 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 10000 
004D: jump_if_false @CASINO1_14478 
00D6: if and
0028:   $7528 >= 0 
001A:   34 > $7528 
004D: jump_if_false @CASINO1_14234 
0209: $7529 = random_int_in_ranges 28 32 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 
00D6: if 
003A:   $7529 == $7530 // (int) 
004D: jump_if_false @CASINO1_14234 
00D6: if 
001A:   32 > $7529 
004D: jump_if_false @CASINO1_14209 
0008: $7529 += 1 
0002: jump @CASINO1_14234 

:CASINO1_14209
00D6: if 
0018:   $7529 > 28 
004D: jump_if_false @CASINO1_14234 
000C: $7529 -= 1 

:CASINO1_14234
00D6: if and
0018:   $7528 > 33 
001A:   67 > $7528 
004D: jump_if_false @CASINO1_14356 
0209: $7529 = random_int_in_ranges 33 37 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 
00D6: if 
003A:   $7529 == $7530 // (int) 
004D: jump_if_false @CASINO1_14356 
00D6: if 
001A:   37 > $7529 
004D: jump_if_false @CASINO1_14331 
0008: $7529 += 1 
0002: jump @CASINO1_14356 

:CASINO1_14331
00D6: if 
0018:   $7529 > 33 
004D: jump_if_false @CASINO1_14356 
000C: $7529 -= 1 

:CASINO1_14356
00D6: if and
0018:   $7528 > 66 
001A:   100 > $7528 
004D: jump_if_false @CASINO1_14478 
0209: $7529 = random_int_in_ranges 38 42 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 
00D6: if 
003A:   $7529 == $7530 // (int) 
004D: jump_if_false @CASINO1_14478 
00D6: if 
001A:   42 > $7529 
004D: jump_if_false @CASINO1_14453 
0008: $7529 += 1 
0002: jump @CASINO1_14478 

:CASINO1_14453
00D6: if 
0018:   $7529 > 38 
004D: jump_if_false @CASINO1_14478 
000C: $7529 -= 1 

:CASINO1_14478
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASINO1_14651 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @CASINO1_14651 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 5000 
004D: jump_if_false @CASINO1_14651 
0209: $7529 = random_int_in_ranges 7 9 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 
00D6: if 
003A:   $7529 == $7530 // (int) 
004D: jump_if_false @CASINO1_14651 
00D6: if 
001A:   9 > $7529 
004D: jump_if_false @CASINO1_14626 
0008: $7529 += 1 
0002: jump @CASINO1_14651 

:CASINO1_14626
00D6: if 
0018:   $7529 > 7 
004D: jump_if_false @CASINO1_14651 
000C: $7529 -= 1 

:CASINO1_14651
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @CASINO1_14824 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @CASINO1_14824 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 5000 
004D: jump_if_false @CASINO1_14824 
0209: $7529 = random_int_in_ranges 14 16 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 
00D6: if 
003A:   $7529 == $7530 // (int) 
004D: jump_if_false @CASINO1_14824 
00D6: if 
001A:   16 > $7529 
004D: jump_if_false @CASINO1_14799 
0008: $7529 += 1 
0002: jump @CASINO1_14824 

:CASINO1_14799
00D6: if 
0018:   $7529 > 14 
004D: jump_if_false @CASINO1_14824 
000C: $7529 -= 1 

:CASINO1_14824
00D6: if or
0039:   46@ == 2 
0039:   48@ == 1 
004D: jump_if_false @CASINO1_15004 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @CASINO1_15004 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 5000 
004D: jump_if_false @CASINO1_15004 
0209: $7529 = random_int_in_ranges 17 24 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 
00D6: if 
003A:   $7529 == $7530 // (int) 
004D: jump_if_false @CASINO1_15004 
00D6: if 
001A:   24 > $7529 
004D: jump_if_false @CASINO1_14979 
0008: $7529 += 1 
0002: jump @CASINO1_15004 

:CASINO1_14979
00D6: if 
0018:   $7529 > 17 
004D: jump_if_false @CASINO1_15004 
000C: $7529 -= 1 

:CASINO1_15004
00D6: if 
0495:   car 322@ burning 
004D: jump_if_false @CASINO1_15175 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @CASINO1_15175 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 5000 
004D: jump_if_false @CASINO1_15175 
0209: $7529 = random_int_in_ranges 10 13 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 
00D6: if 
003A:   $7529 == $7530 // (int) 
004D: jump_if_false @CASINO1_15175 
00D6: if 
001A:   13 > $7529 
004D: jump_if_false @CASINO1_15150 
0008: $7529 += 1 
0002: jump @CASINO1_15175 

:CASINO1_15150
00D6: if 
0018:   $7529 > 10 
004D: jump_if_false @CASINO1_15175 
000C: $7529 -= 1 

:CASINO1_15175
00D6: if 
01F4:   car 322@ flipped 
004D: jump_if_false @CASINO1_15346 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @CASINO1_15346 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 5000 
004D: jump_if_false @CASINO1_15346 
0209: $7529 = random_int_in_ranges 25 27 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 
00D6: if 
003A:   $7529 == $7530 // (int) 
004D: jump_if_false @CASINO1_15346 
00D6: if 
001A:   27 > $7529 
004D: jump_if_false @CASINO1_15321 
0008: $7529 += 1 
0002: jump @CASINO1_15346 

:CASINO1_15321
00D6: if 
0018:   $7529 > 25 
004D: jump_if_false @CASINO1_15346 
000C: $7529 -= 1 

:CASINO1_15346
00D6: if 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_17351 
00D6: if and
0028:   $7528 >= 0 
001A:   34 > $7528 
004D: jump_if_false @CASINO1_15988 
00D6: if and
0039:   45@ == 0 
0039:   46@ == 0 
004D: jump_if_false @CASINO1_15988 
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_LOW" 
004D: jump_if_false @CASINO1_15535 
0613: 96@ = actor 324@ animation "TYD2CAR_LOW" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_15528 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0004: $7527 = 1 

:CASINO1_15528
0002: jump @CASINO1_15988 

:CASINO1_15535
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_TURNR" 
004D: jump_if_false @CASINO1_15648 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNR" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_15648 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_15648
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_TURNL" 
004D: jump_if_false @CASINO1_15761 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNL" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_15761 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_15761
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_BUMP" 
004D: jump_if_false @CASINO1_15872 
0613: 96@ = actor 324@ animation "TYD2CAR_BUMP" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_15872 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_15872
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_MED" 
004D: jump_if_false @CASINO1_15988 
0613: 96@ = actor 324@ animation "TYD2CAR_MED" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_15988 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0004: $7527 = 2 

:CASINO1_15988
00D6: if and
0018:   $7528 > 33 
001A:   67 > $7528 
004D: jump_if_false @CASINO1_16718 
00D6: if and
0039:   45@ == 0 
0039:   46@ == 0 
004D: jump_if_false @CASINO1_16718 
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_MED" 
004D: jump_if_false @CASINO1_16161 
0613: 96@ = actor 324@ animation "TYD2CAR_MED" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_16154 
0812: AS_actor 324@ perform_animation "TYD2CAR_MED" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0004: $7527 = 2 

:CASINO1_16154
0002: jump @CASINO1_16718 

:CASINO1_16161
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_TURNR" 
004D: jump_if_false @CASINO1_16274 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNR" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_16274 
0812: AS_actor 324@ perform_animation "TYD2CAR_MED" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_16274
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_TURNL" 
004D: jump_if_false @CASINO1_16387 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNL" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_16387 
0812: AS_actor 324@ perform_animation "TYD2CAR_MED" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_16387
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_BUMP" 
004D: jump_if_false @CASINO1_16498 
0613: 96@ = actor 324@ animation "TYD2CAR_BUMP" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_16498 
0812: AS_actor 324@ perform_animation "TYD2CAR_MED" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_16498
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_HIGH" 
004D: jump_if_false @CASINO1_16609 
0613: 96@ = actor 324@ animation "TYD2CAR_HIGH" time 
00D6: if 
0021:   96@ > 1.0 
004D: jump_if_false @CASINO1_16609 
0812: AS_actor 324@ perform_animation "TYD2CAR_MED" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_16609
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_LOW" 
004D: jump_if_false @CASINO1_16718 
0613: 96@ = actor 324@ animation "TYD2CAR_LOW" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_16718 
0812: AS_actor 324@ perform_animation "TYD2CAR_MED" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_16718
00D6: if and
0018:   $7528 > 66 
001A:   100 > $7528 
004D: jump_if_false @CASINO1_17351 
00D6: if and
0039:   45@ == 0 
0039:   46@ == 0 
004D: jump_if_false @CASINO1_17351 
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_HIGH" 
004D: jump_if_false @CASINO1_16894 
0613: 96@ = actor 324@ animation "TYD2CAR_HIGH" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_16887 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0004: $7527 = 3 

:CASINO1_16887
0002: jump @CASINO1_17351 

:CASINO1_16894
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_TURNR" 
004D: jump_if_false @CASINO1_17008 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNR" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_17008 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_17008
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_TURNL" 
004D: jump_if_false @CASINO1_17122 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNL" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_17122 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_17122
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_BUMP" 
004D: jump_if_false @CASINO1_17234 
0613: 96@ = actor 324@ animation "TYD2CAR_BUMP" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_17234 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_17234
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_MED" 
004D: jump_if_false @CASINO1_17351 
0613: 96@ = actor 324@ animation "TYD2CAR_MED" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_17351 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0004: $7527 = 2 

:CASINO1_17351
00D6: if 
0019:   34@ > 3 
004D: jump_if_false @CASINO1_17570 
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @CASINO1_17433 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0006: 47@ = 1 

:CASINO1_17433
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @CASINO1_17570 
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_HIGH" 
004D: jump_if_false @CASINO1_17570 
0613: 96@ = actor 324@ animation "TYD2CAR_HIGH" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_17570 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0004: $7527 = 2 

:CASINO1_17570
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @CASINO1_18500 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 322@ wrecked 
004D: jump_if_false @CASINO1_18500 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 322@ 
004D: jump_if_false @CASINO1_18229 
00D6: if 
0038:   $7529 == 0 
004D: jump_if_false @CASINO1_17735 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_17690 
0006: 305@ = 49 
0008: $7529 += 1 
01BD: 101@ = current_time_in_ms 

:CASINO1_17690
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_17735 
01BD: 101@ = current_time_in_ms 

:CASINO1_17735
00D6: if 
0038:   $7529 == 1 
004D: jump_if_false @CASINO1_17842 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_17797 
0006: 305@ = 50 
0008: $7529 += 1 
01BD: 101@ = current_time_in_ms 

:CASINO1_17797
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_17842 
01BD: 101@ = current_time_in_ms 

:CASINO1_17842
00D6: if 
0038:   $7529 == 2 
004D: jump_if_false @CASINO1_17949 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_17904 
0006: 305@ = 51 
0008: $7529 += 1 
01BD: 101@ = current_time_in_ms 

:CASINO1_17904
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_17949 
01BD: 101@ = current_time_in_ms 

:CASINO1_17949
00D6: if 
0038:   $7529 == 3 
004D: jump_if_false @CASINO1_18056 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_18011 
0006: 305@ = 52 
0008: $7529 += 1 
01BD: 101@ = current_time_in_ms 

:CASINO1_18011
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_18056 
01BD: 101@ = current_time_in_ms 

:CASINO1_18056
00D6: if 
0038:   $7529 == 4 
004D: jump_if_false @CASINO1_18163 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_18118 
0006: 305@ = 53 
0008: $7529 += 1 
01BD: 101@ = current_time_in_ms 

:CASINO1_18118
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_18163 
01BD: 101@ = current_time_in_ms 

:CASINO1_18163
00D6: if 
0038:   $7529 == 5 
004D: jump_if_false @CASINO1_18229 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_18229 
00BB: show_text_lowpriority GXT 'CAS1_03' time 7000 flag 1  // ~s~Take him back to the ~y~casino~s~.
0008: $7529 += 1 

:CASINO1_18229
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 322@ 
004D: jump_if_false @CASINO1_18500 
00D6: if 
0039:   335@ == 1 
004D: jump_if_false @CASINO1_18321 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1910.75 960.74 10.86 radius 100.0 100.0 100.0 
004D: jump_if_false @CASINO1_18321 
0006: 335@ = 2 

:CASINO1_18321
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 79@ 80@ 81@ radius 4.0 4.0 4.0 
004D: jump_if_false @CASINO1_18500 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO1_18500 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 
00D6: if and
8118:   not actor 324@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO1_18500 
016A: fade 0 time 300 

:CASINO1_18437
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO1_18461 
0001: wait 0 ms 
0002: jump @CASINO1_18437 

:CASINO1_18461
0395: clear_area 1 at 79@ 80@ 81@ radius 35.0 
0050: gosub @CASINO1_379 
0006: 34@ = 5 
0006: 35@ = 0 

:CASINO1_18500
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @CASINO1_19367 
00D6: if and
0019:   35@ > 0 
001B:   3 > 35@ 
004D: jump_if_false @CASINO1_18580 
034E: move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.1 collision_check 0 

:CASINO1_18580
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CASINO1_18824 
00D6: if and
8119:   not car 322@ wrecked 
8118:   not actor 334@ dead 
004D: jump_if_false @CASINO1_18824 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1907.11 953.0226 10.9148 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1906.713 953.9378 10.9839 switchstyle 2 
07C0: load_path 179 

:CASINO1_18686
00D6: if 
87C1:   not path 179 available 
004D: jump_if_false @CASINO1_18713 
0001: wait 0 ms 
0002: jump @CASINO1_18686 

:CASINO1_18713
00D6: if and
8119:   not car 322@ wrecked 
8118:   not actor 334@ dead 
004D: jump_if_false @CASINO1_18824 
05EB: assign_car 322@ to_path 179 
05ED: freeze_car 322@ while_on_path 
016A: fade 1 time 300 

:CASINO1_18754
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO1_18778 
0001: wait 0 ms 
0002: jump @CASINO1_18754 

:CASINO1_18778
00D6: if and
8119:   not car 322@ wrecked 
8118:   not actor 334@ dead 
004D: jump_if_false @CASINO1_18824 
05CD: AS_actor $PLAYER_ACTOR exit_car 322@ 
05CB: AS_actor 334@ enter_car 322@ as_driver -1 ms 
0006: 35@ = 1 

:CASINO1_18824
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CASINO1_19131 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.05 collision_check 0 
004D: jump_if_false @CASINO1_18890 

:CASINO1_18890
00D6: if and
8119:   not car 322@ wrecked 
8118:   not actor 334@ dead 
004D: jump_if_false @CASINO1_19131 
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @CASINO1_18974 
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 97@ // ret 7 if not found 
00D6: if 
04A4:   97@ == 7 // == constant 
004D: jump_if_false @CASINO1_18974 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 334@ 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 334@ -2 ms 

:CASINO1_18974
00D6: if 
00DB:   actor 334@ in_car 322@ 
004D: jump_if_false @CASINO1_19092 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05D3: AS_actor $PLAYER_ACTOR goto_point 1900.727 951.1921 9.8203 mode 4 time -2 ms // versionA 
015F: set_camera_position 1901.262 961.8007 11.2363 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1901.62 960.8673 11.2165 switchstyle 2 
05EE: unfreeze_car 322@ while_on_path 
0006: 35@ = 2 
0002: jump @CASINO1_19131 

:CASINO1_19092
062E: get_actor 334@ task 1483 status_store_to 336@ // ret 7 if not found 
00D6: if 
04A4:   336@ == 7 // == constant 
004D: jump_if_false @CASINO1_19131 
05CB: AS_actor 334@ enter_car 322@ as_driver -1 ms 

:CASINO1_19131
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CASINO1_19193 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @CASINO1_19193 
00D6: if 
860E:   not car 322@ assigned_to_path 
004D: jump_if_false @CASINO1_19193 
01BD: 53@ = current_time_in_ms 
0006: 35@ = 3 

:CASINO1_19193
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @CASINO1_19295 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.2 collision_check 0 
01BD: 52@ = current_time_in_ms 
0085: 51@ = 52@ // (int) 
0062: 51@ -= 53@ // (int) 
00D6: if 
0019:   51@ > 1250 
004D: jump_if_false @CASINO1_19295 
0006: 35@ = 4 

:CASINO1_19295
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CASINO1_19367 
01BC: put_object $2658 at 1903.383 967.82 11.438 
0792: disembark_instantly_actor $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0006: 35@ = 5 
0002: jump @CASINO1_19542 

:CASINO1_19367
00D6: if 
0019:   34@ > -2 
004D: jump_if_false @CASINO1_19517 
00D6: if 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_19460 
0226: 325@ = actor 324@ health 
00D6: if 
0039:   325@ == 0 
004D: jump_if_false @CASINO1_19460 
05BE: AS_actor 324@ die 
0465: remove_actor 324@ from_turret_mode 
00BC: show_text_highpriority GXT 'CAS1_04' time 5000 flag 1  // ~r~You killed him!
0002: jump @CASINO1_19524 

:CASINO1_19460
00D6: if 
02BF:   car 322@ sunk 
004D: jump_if_false @CASINO1_19517 
0004: $7527 = 999 
05BE: AS_actor 324@ die 
0465: remove_actor 324@ from_turret_mode 
00BC: show_text_highpriority GXT 'CAS1_04' time 5000 flag 1  // ~r~You killed him!
0002: jump @CASINO1_19524 

:CASINO1_19517
0002: jump @CASINO1_4387 

:CASINO1_19524
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:CASINO1_19542
0008: $CASINO_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'CASINO1'  // Fender Ketchup
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 5000 
0998: add_respect 10 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:CASINO1_19606
0050: gosub @CASINO1_372 
00D6: if 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_19637 
06A5: AS_actor 324@ jump_forward stay_on_ground 10000 ms and_stands_back 

:CASINO1_19637
01BC: put_object $2658 at 1903.383 967.62 11.438 
0164: disable_marker 323@ 
0164: disable_marker 50@ 
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @CASINO1_19700 
009B: destroy_actor 334@ 
009B: destroy_actor 324@ 
00A6: destroy_car 322@ 

:CASINO1_19700
0249: release_model #FELTZER 
0249: release_model #TRIADB 
0296: unload_special_actor 1 
04EF: release_animation "CAR" 
065C: release_decision_maker 320@ 
0822: enable_camera_bumper_view 1 
0151: remove_status_text $7528 
00D6: if 
0038:   $2200 == 0 
004D: jump_if_false @CASINO1_19759 
0004: $2200 = 1 

:CASINO1_19759
0004: $ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 85---------------
// Originally: Explosive Situation

:CASINO2
03A4: name_thread 'CASINO2' 
0050: gosub @CASINO2_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CASINO2_38 
0050: gosub @CASINO2_16369 

:CASINO2_38
0050: gosub @CASINO2_16536 
004E: end_thread 

:CASINO2_47
054C: use_GXT_table 'CASINO2' 
0004: $10493 = 1 
0004: $7531 = 0 
0004: $7532 = 0 
0169: set_fade_color_RGB 0 0 0 
0007: 138@ = 542.6064 
0007: 144@ = 880.7817 
0007: 150@ = -36.4105 
0007: 139@ = 585.3983 
0007: 145@ = 870.3217 
0007: 151@ = -38.6206 
0007: 140@ = 518.1696 
0007: 146@ = 814.9295 
0007: 152@ = -9.7489 
0007: 141@ = 484.6667 
0007: 147@ = 937.2839 
0007: 153@ = -16.6201 
0007: 142@ = 438.5849 
0007: 148@ = 870.4443 
0007: 154@ = -4.264 
0007: 143@ = 455.1732 
0007: 149@ = 803.1501 
0007: 155@ = 5.3843 
0007: 156@ = 561.1495 
0007: 162@ = 875.8472 
0007: 168@ = -37.2976 
0007: 157@ = 585.9339 
0007: 163@ = 851.1839 
0007: 169@ = -36.1799 
0007: 158@ = 464.2791 
0007: 164@ = 860.6772 
0007: 170@ = -17.3952 
0007: 159@ = 443.1031 
0007: 165@ = 902.137 
0007: 171@ = -7.5636 
0007: 160@ = 429.2553 
0007: 166@ = 923.7551 
0007: 172@ = 0.5245 
0007: 161@ = 476.2539 
0007: 167@ = 779.3841 
0007: 173@ = 8.0929 
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
060A: create_decision_maker_type 3 store_to 53@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 127@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 1 store_to 252@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 78@ // decision\allowed\m_.ped files 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 24 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 24 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 25 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:CASINO2_547
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO2_571 
0001: wait 0 ms 
0002: jump @CASINO2_547 

:CASINO2_571
02E4: load_cutscene_data 'CAS_2' 

:CASINO2_582
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO2_606 
0001: wait 0 ms 
0002: jump @CASINO2_582 

:CASINO2_606
04BB: select_interior 11 
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:CASINO2_627
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO2_651 
0001: wait 0 ms 
0002: jump @CASINO2_627 

:CASINO2_651
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:CASINO2_665
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO2_689 
0001: wait 0 ms 
0002: jump @CASINO2_665 

:CASINO2_689
02EA: end_cutscene 
04BB: select_interior 0 
0732: random_car_generator_disable_model #DUMPER 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_814 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
03CB: set_rendering_origin_at 2028.932 1023.292 9.8127 
0395: clear_area 1 at 2028.932 1023.292 9.8127 radius 20.0 
00A1: put_actor $PLAYER_ACTOR at 2028.932 1023.292 9.8127 
0173: set_actor $PLAYER_ACTOR Z_angle_to 278.4092 
0373: set_camera_directly_behind_player 
0001: wait 500 ms 

:CASINO2_814
0247: load_model #BMYCON 

:CASINO2_819
00D6: if 
8248:   not model #BMYCON available 
004D: jump_if_false @CASINO2_846 
0001: wait 0 ms 
0002: jump @CASINO2_819 

:CASINO2_846
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 
01B4: set_player $PLAYER_CHAR can_move 1 
009A: 182@ = create_actor_pedtype 4 model #BMYCON at 819.707 857.8054 11.0547 
0173: set_actor 182@ Z_angle_to 204.1414 
060B: set_actor 182@ decision_maker_to 53@ 
0107: 60@ = create_object #DES_QUARRYGATE2 at 806.5 846.9 8.6822 
0177: set_object 60@ Z_angle_to 0.0 
0107: 61@ = create_object #DES_QUARRYGATE at 810.3 838.6 8.6822 
0177: set_object 61@ Z_angle_to 45.0 
018A: 186@ = create_checkpoint_at 811.1817 843.9733 8.9859 
00BC: show_text_highpriority GXT 'PD_16' time 8000 flag 1  // ~s~Go to the ~y~Quarry~s~.
0107: 191@ = create_object #GUNBOX at 600.8789 826.5641 -44.2392 
0177: set_object 191@ Z_angle_to 131.8763 
0107: 191@ = create_object #GUNBOX at 599.4742 827.0499 -44.2844 
0177: set_object 191@ Z_angle_to 129.5516 
0107: 191@ = create_object #GUNBOX at 600.8787 828.1313 -44.271 
0177: set_object 191@ Z_angle_to 72.6773 
0107: 191@ = create_object #GUNBOX at 671.1311 816.2497 -43.9456 
0177: set_object 191@ Z_angle_to 280.6081 
0107: 191@ = create_object #GUNBOX at 672.9714 817.7601 -43.9456 
0177: set_object 191@ Z_angle_to 295.8181 
0107: 191@ = create_object #GUNBOX at 673.1854 817.8634 -43.9456 
0177: set_object 191@ Z_angle_to 295.8181 
03C7: set_sensitivity_to_crime 0.0 

:CASINO2_1218
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_1413 
0001: wait 0 ms 
0050: gosub @CASINO2_18096 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CASINO2_1267 
0002: jump @CASINO2_16387 

:CASINO2_1267
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 811.1817 843.9733 8.9859 radius 4.0 4.0 4.0 
004D: jump_if_false @CASINO2_1406 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:CASINO2_1329
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO2_1353 
0001: wait 0 ms 
0002: jump @CASINO2_1329 

:CASINO2_1353
0164: disable_marker 186@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO2_1399 
00D9: 83@ = actor $PLAYER_ACTOR car // add to mission cleanup 
03A2: set_car 83@ action 3 
0477: set_car 83@ action 5 time 1500 

:CASINO2_1399
0002: jump @CASINO2_1425 

:CASINO2_1406
0002: jump @CASINO2_1218 

:CASINO2_1413
0001: wait 1000 ms 
0002: jump @CASINO2_16369 

:CASINO2_1425
0007: 84@ = 662.1465 
0007: 88@ = 917.9582 
0007: 92@ = -41.8491 
0007: 96@ = 318.2808 
0007: 85@ = 583.0025 
0007: 89@ = 934.0627 
0007: 93@ = -43.9531 
0007: 97@ = 114.8609 
0007: 86@ = 552.9266 
0007: 90@ = 846.8138 
0007: 94@ = -42.8758 
0007: 98@ = 197.0568 
0007: 87@ = 640.8603 
0007: 91@ = 810.404 
0007: 95@ = -43.9531 
0007: 99@ = 250.0977 
0006: 246@ = 2 
0006: 262@ = 2 
0247: load_model #CELLPHONE 
0247: load_model #WMYCONB 
0247: load_model #WMYSGRD 
0247: load_model #BMYCON 
0247: load_model #COLT45 
0247: load_model #SHOVEL 
0247: load_model #FORKLIFT 
0247: load_model #DUMPER 

:CASINO2_1638
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @CASINO2_1665 
0001: wait 0 ms 
0002: jump @CASINO2_1638 

:CASINO2_1665
00D6: if or
8248:   not model #WMYCONB available 
8248:   not model #WMYSGRD available 
8248:   not model #BMYCON available 
8248:   not model #COLT45 available 
004D: jump_if_false @CASINO2_1706 
0001: wait 0 ms 
0002: jump @CASINO2_1665 

:CASINO2_1706
00D6: if or
8248:   not model #SHOVEL available 
8248:   not model #FORKLIFT available 
8248:   not model #DUMPER available 
004D: jump_if_false @CASINO2_1743 
0001: wait 0 ms 
0002: jump @CASINO2_1706 

:CASINO2_1743
00A5: 254@ = create_car #DUMPER at 684.158 899.4011 -41.382 
0175: set_car 254@ Z_angle_to 50.0 
0615: define_AS_pack_begin 250@ 
0603: AS_actor -1 goto_point_any_means 661.397 917.1706 -41.4059 mode 4 use_car -1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 250@ loop 1 
0616: define_AS_pack_end 250@ 
0615: define_AS_pack_begin 251@ 
0603: AS_actor -1 goto_point_any_means 662.605 916.313 -41.4059 mode 4 use_car -1 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 251@ loop 1 
0616: define_AS_pack_end 251@ 
0615: define_AS_pack_begin 215@ 
0603: AS_actor -1 goto_point_any_means 661.397 917.1706 -41.4059 mode 4 use_car -1 
0643: set_AS_pack 215@ loop 1 
0616: define_AS_pack_end 215@ 
0615: define_AS_pack_begin 212@ 
0603: AS_actor -1 goto_point_any_means 590.1505 875.5482 -43.4973 mode 4 use_car -1 
05C9: AS_actor -1 on_guard 40000 ms 
0643: set_AS_pack 212@ loop 1 
0616: define_AS_pack_end 212@ 
0615: define_AS_pack_begin 72@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 72@ 
0615: define_AS_pack_begin 59@ 
0603: AS_actor -1 goto_point_any_means 416.7344 894.5847 1.64 mode 6 use_car -1 
0616: define_AS_pack_end 59@ 
0615: define_AS_pack_begin 185@ 
0603: AS_actor -1 goto_point_any_means 811.1705 840.3314 8.8556 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 835.0692 854.228 11.5339 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 831.1895 869.6328 11.7659 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 812.9305 865.5474 11.2512 mode 4 use_car -1 
0616: define_AS_pack_end 185@ 
0615: define_AS_pack_begin 217@ 
0638: AS_actor -1 stay_put 1 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0643: set_AS_pack 217@ loop 1 
0616: define_AS_pack_end 217@ 
0615: define_AS_pack_begin 206@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 652.6294 920.1244 -41.6245 
05D7: add_point_to_scmpath 643.2743 944.6199 -36.1984 
05D7: add_point_to_scmpath 650.2857 948.2803 -35.9383 
05D7: add_point_to_scmpath 676.3673 939.0834 -31.2018 
05D7: add_point_to_scmpath 695.1881 918.9306 -31.3478 
05D7: add_point_to_scmpath 709.0739 891.5104 -28.7325 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 728.9528 889.2318 -27.4689 
05D7: add_point_to_scmpath 718.7523 918.5203 -19.886 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
05D6: clear_scmpath 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 206@ 
0615: define_AS_pack_begin 55@ 
05BA: AS_actor -1 move_mouth 4000 ms 
05C8: AS_actor -1 look_around 
05C9: AS_actor -1 on_guard 4000 ms 
0643: set_AS_pack 55@ loop 1 
0616: define_AS_pack_end 55@ 
0615: define_AS_pack_begin 56@ 
0603: AS_actor -1 goto_point_any_means 625.9337 831.7066 -43.9531 mode 4 use_car -1 
05C9: AS_actor -1 on_guard 2000 ms 
0603: AS_actor -1 goto_point_any_means 629.7086 863.9051 -43.9456 mode 4 use_car -1 
05C9: AS_actor -1 on_guard 2000 ms 
0603: AS_actor -1 goto_point_any_means 633.362 899.4764 -43.8397 mode 4 use_car -1 
05C9: AS_actor -1 on_guard 2000 ms 
0643: set_AS_pack 56@ loop 1 
0616: define_AS_pack_end 56@ 
0615: define_AS_pack_begin 57@ 
0603: AS_actor -1 goto_point_any_means 531.6239 860.3109 -43.6083 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 536.4184 852.4755 -43.4897 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 548.7656 858.6099 -43.83 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 544.7462 868.412 -43.0847 mode 4 use_car -1 
0643: set_AS_pack 57@ loop 1 
0616: define_AS_pack_end 57@ 
0615: define_AS_pack_begin 58@ 
0603: AS_actor -1 goto_point_any_means 580.5311 830.0402 -30.9456 mode 4 use_car -1 
05C9: AS_actor -1 on_guard 2000 ms 
0603: AS_actor -1 goto_point_any_means 570.5531 828.2956 -26.8808 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 561.6993 826.1243 -23.1406 mode 4 use_car -1 
05C9: AS_actor -1 on_guard 2000 ms 
0643: set_AS_pack 58@ loop 1 
0616: define_AS_pack_end 58@ 
0615: define_AS_pack_begin 205@ 
0603: AS_actor -1 goto_point_any_means 576.2826 880.9235 -44.6488 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 575.4687 871.9396 -44.6139 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 577.0265 862.7321 -44.0826 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 584.0759 844.0593 -43.4072 mode 4 use_car -1 
0643: set_AS_pack 205@ loop 1 
0616: define_AS_pack_end 205@ 
0615: define_AS_pack_begin 211@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 473.5352 916.5417 -19.6808 
05D7: add_point_to_scmpath 467.0137 925.6787 -19.4363 
05D7: add_point_to_scmpath 476.3217 939.0852 -17.1781 
05D7: add_point_to_scmpath 493.3413 945.0632 -16.4974 
05D7: add_point_to_scmpath 508.5752 956.9808 -15.2792 
05D7: add_point_to_scmpath 493.3413 945.0632 -16.4974 
05D7: add_point_to_scmpath 476.3217 939.0852 -17.1781 
05D7: add_point_to_scmpath 467.0137 925.6787 -19.4363 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D6: clear_scmpath 
0643: set_AS_pack 211@ loop 1 
0616: define_AS_pack_end 211@ 
0615: define_AS_pack_begin 221@ 
0603: AS_actor -1 goto_point_any_means 420.7673 866.2073 5.7531 mode 6 use_car -1 
0638: AS_actor -1 stay_put 1 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0616: define_AS_pack_end 221@ 
0615: define_AS_pack_begin 222@ 
0603: AS_actor -1 goto_point_any_means 413.9022 863.8785 7.0415 mode 6 use_car -1 
0638: AS_actor -1 stay_put 1 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0616: define_AS_pack_end 222@ 
009A: 198@ = create_actor_pedtype 24 model #WMYCONB at 590.366 876.7747 -43.4973 
0173: set_actor 198@ Z_angle_to 177.7406 
060B: set_actor 198@ decision_maker_to 252@ 
01B2: give_actor 198@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 198@ armed_weapon_to 22 
0223: set_actor 198@ health_to 200 
08AF: set_actor 198@ max_health_to 200 
0638: AS_actor 198@ stay_put 1 
0729: AS_actor 198@ hold_cellphone 1 
0107: 197@ = create_object #CJ_DYN_PLUNGE_1 at 591.2704 876.7986 -43.4973 
0177: set_object 197@ Z_angle_to 270.0 
00A5: 187@ = create_car #FORKLIFT at 640.8603 810.404 -43.9531 
0175: set_car 187@ Z_angle_to 250.0977 
08A4: set_car 187@ extra_parts_angle_to 0.5 
0615: define_AS_pack_begin 190@ 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @CASINO2_3477 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 667.7962 819.8148 -43.9456 
05D7: add_point_to_scmpath 655.5785 831.1092 -43.9456 
05D7: add_point_to_scmpath 643.8084 819.2715 -43.9456 
05D7: add_point_to_scmpath 605.1934 820.2333 -44.0023 
07E7: AS_assign_scmpath_to_actor -1 in_car 187@ speed 10.0 flags 2 0 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 608.6918 819.8881 -43.9456 
05D7: add_point_to_scmpath 643.8084 819.2715 -43.9456 
05D7: add_point_to_scmpath 655.5785 831.1092 -43.9456 
05D7: add_point_to_scmpath 667.7962 819.8148 -43.9456 
07E7: AS_assign_scmpath_to_actor -1 in_car 187@ speed 10.0 flags 2 0 2 
05D6: clear_scmpath 
0643: set_AS_pack 190@ loop 1 

:CASINO2_3477
0616: define_AS_pack_end 190@ 
009A: 43@ = create_actor_pedtype 24 model #BMYCON at 625.9337 831.7066 -43.9531 
0173: set_actor 43@ Z_angle_to 156.9796 
060B: set_actor 43@ decision_maker_to 53@ 
0618: assign_actor 43@ to_AS_pack 56@ 
009A: 44@ = create_actor_pedtype 25 model #BMYCON at 531.6239 860.3109 -43.6083 
0173: set_actor 44@ Z_angle_to 156.9796 
060B: set_actor 44@ decision_maker_to 78@ 
01B2: give_actor 44@ weapon 6 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 44@ armed_weapon_to 6 
0618: assign_actor 44@ to_AS_pack 57@ 
009A: 45@ = create_actor_pedtype 24 model #BMYCON at 637.8237 825.2736 -41.2744 
0173: set_actor 45@ Z_angle_to 309.4228 
060B: set_actor 45@ decision_maker_to 53@ 
009A: 46@ = create_actor_pedtype 24 model #BMYCON at 638.5316 826.1287 -41.2291 
0173: set_actor 46@ Z_angle_to 144.6359 
060B: set_actor 46@ decision_maker_to 53@ 
009A: 47@ = create_actor_pedtype 24 model #BMYCON at 583.0614 849.4081 -43.5974 
0173: set_actor 47@ Z_angle_to 26.0656 
060B: set_actor 47@ decision_maker_to 53@ 
0618: assign_actor 47@ to_AS_pack 205@ 
009A: 49@ = create_actor_pedtype 25 model #WMYSGRD at 491.5784 940.8132 -17.1478 
01B2: give_actor 49@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 49@ armed_weapon_to 22 
0173: set_actor 49@ Z_angle_to 279.9455 
060B: set_actor 49@ decision_maker_to 78@ 
0618: assign_actor 49@ to_AS_pack 211@ 
009A: 50@ = create_actor_pedtype 25 model #WMYSGRD at 590.1505 875.5482 -43.4973 
0173: set_actor 50@ Z_angle_to 278.2997 
060B: set_actor 50@ decision_maker_to 78@ 
01B2: give_actor 50@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 50@ armed_weapon_to 22 
0618: assign_actor 50@ to_AS_pack 212@ 
009A: 51@ = create_actor_pedtype 24 model #BMYCON at 655.8689 904.3282 -42.0397 
0173: set_actor 51@ Z_angle_to 330.4476 
060B: set_actor 51@ decision_maker_to 53@ 
009A: 52@ = create_actor_pedtype 24 model #BMYCON at 654.8843 906.4748 -42.0822 
0173: set_actor 52@ Z_angle_to 324.192 
01B2: give_actor 52@ weapon 6 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 52@ armed_weapon_to 6 
060B: set_actor 52@ decision_maker_to 53@ 
0006: 35@ = 0 

:CASINO2_3982
00D6: if 
8118:   not actor 43@(35@,10i) dead 
004D: jump_if_false @CASINO2_4016 
060F: set_actor 43@(35@,10i) melee_accuracy_to 15.0 

:CASINO2_4016
000A: 35@ += 1 
0029:   35@ >= 10 
004D: jump_if_false @CASINO2_3982 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @CASINO2_4082 
0129: 183@ = create_actor_pedtype 24 model #BMYCON in_car 187@ driverseat 
060B: set_actor 183@ decision_maker_to 53@ 
0618: assign_actor 183@ to_AS_pack 190@ 

:CASINO2_4082
0373: set_camera_directly_behind_player 
0006: 35@ = 0 

:CASINO2_4091
029B: 109@(35@,4i) = init_object #DYNAMITE at 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) 
09CA: set_object 109@(35@,4i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 
029B: 121@(35@,4i) = init_object #DYNO_BOX_A at 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) 
0382: set_object 109@(35@,4i) collision_detection 0 
0177: set_object 121@(35@,4i) Z_angle_to 96@(35@,4f) 
029B: 113@(35@,4i) = init_object #DYNO_BOX_B at 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) 
0177: set_object 113@(35@,4i) Z_angle_to 96@(35@,4f) 
0188: 101@(35@,4i) = create_marker_above_object 109@(35@,4i) 
018B: set_marker 101@(35@,4i) radar_mode 3 
035D: set_object 113@(35@,4i) targetable 0 
035D: set_object 109@(35@,4i) targetable 0 
035D: set_object 121@(35@,4i) targetable 0 
071F: set_object 113@(35@,4i) health_to 1000 
000A: 35@ += 1 
0029:   35@ >= 4 
004D: jump_if_false @CASINO2_4091 
069A: attach_object 112@ to_object 116@ with_offset 0.0 0.0 0.4 rotation 0.0 0.0 0.0 
069A: attach_object 124@ to_object 116@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0681: attach_object 116@ to_car 187@ with_offset 0.0 0.8 -0.3 rotation 0.0 0.0 0.0 
0107: 77@ = create_object #PRIVATESIGN3 at 470.3749 965.7881 4.5134 
0177: set_object 77@ Z_angle_to 311.2527 
0107: 76@ = create_object #PRIVATESIGN1 at 546.1226 879.7054 -42.1212 
0177: set_object 76@ Z_angle_to 76.924 
018A: 132@ = create_checkpoint_at 542.6064 880.7817 -36.3928 
018B: set_marker 132@ radar_mode 0 
018A: 133@ = create_checkpoint_at 585.3983 870.3217 -39.4206 
018B: set_marker 133@ radar_mode 0 
018A: 134@ = create_checkpoint_at 518.1917 814.9812 -9.7609 
018B: set_marker 134@ radar_mode 0 
018A: 135@ = create_checkpoint_at 479.1757 930.0793 -16.6475 
018B: set_marker 135@ radar_mode 0 
018A: 136@ = create_checkpoint_at 437.9441 869.2394 -4.0196 
018B: set_marker 136@ radar_mode 0 
018A: 137@ = create_checkpoint_at 455.1732 803.1501 5.3872 
018B: set_marker 137@ radar_mode 0 
018A: 204@ = create_checkpoint_at 1030.157 744.3469 9.7922 
018B: set_marker 204@ radar_mode 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_4771 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO2_4771 
00D9: 83@ = actor $PLAYER_ACTOR car // add to mission cleanup 
03A2: set_car 83@ action 3 
0477: set_car 83@ action 5 time 1500 

:CASINO2_4771
0050: gosub @CASINO2_17980 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_4921 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO2_4867 
00AB: put_car 83@ at 777.9584 838.6478 4.861 
0175: set_car 83@ Z_angle_to 0.0 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 774.3173 835.658 4.8819 
0002: jump @CASINO2_4887 

:CASINO2_4867
00A1: put_actor $PLAYER_ACTOR at 775.5965 834.8624 4.8713 

:CASINO2_4887
0603: AS_actor $PLAYER_ACTOR goto_point_any_means 771.6103 836.6703 4.8969 mode 4 use_car -1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 87.4579 

:CASINO2_4921
0A0B: set_rendering_origin_at_3D_coord 773.9383 834.7843 4.8835 angle 74.4105 
015F: set_camera_position 776.3613 837.3477 7.3533 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 775.4211 837.4819 7.0403 switchstyle 2 
0001: wait 500 ms 
0050: gosub @CASINO2_18063 
00BC: show_text_highpriority GXT 'PD_01' time 4500 flag 1  // Enter the Quarry and steal the dynamite.
0006: 32@ = 0 

:CASINO2_5029
00D6: if 
001B:   4500 > 32@ 
004D: jump_if_false @CASINO2_5083 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_5076 
0002: jump @CASINO2_5639 

:CASINO2_5076
0002: jump @CASINO2_5029 

:CASINO2_5083
0A0B: set_rendering_origin_at_3D_coord 610.9529 869.6495 -40.7211 angle 77.0 
015F: set_camera_position 610.9529 869.6495 -40.7211 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 610.0316 870.0207 -40.8371 switchstyle 2 
00BC: show_text_highpriority GXT 'PD_20' time 5000 flag 1  // The dynamite is rigged to blow!
0006: 32@ = 0 

:CASINO2_5179
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @CASINO2_5233 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_5226 
0002: jump @CASINO2_5639 

:CASINO2_5226
0002: jump @CASINO2_5179 

:CASINO2_5233
00D6: if and
8118:   not actor 51@ dead 
8118:   not actor 52@ dead 
004D: jump_if_false @CASINO2_5270 
0618: assign_actor 51@ to_AS_pack 251@ 
0618: assign_actor 52@ to_AS_pack 250@ 

:CASINO2_5270
0006: 32@ = 0 

:CASINO2_5277
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @CASINO2_5331 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_5324 
0002: jump @CASINO2_5639 

:CASINO2_5324
0002: jump @CASINO2_5277 

:CASINO2_5331
015F: set_camera_position 664.9276 918.5754 -40.8955 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 663.9788 918.2599 -40.9078 switchstyle 2 
00BC: show_text_highpriority GXT 'PD_21' time 4000 flag 1  // Get it before the workers destroy it.
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @CASINO2_5450 
0605: actor 46@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:CASINO2_5450
0006: 32@ = 0 

:CASINO2_5457
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @CASINO2_5511 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_5504 
0002: jump @CASINO2_5639 

:CASINO2_5504
0002: jump @CASINO2_5457 

:CASINO2_5511
015F: set_camera_position 661.5589 921.2776 -40.5538 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 661.9819 920.3747 -40.6291 switchstyle 2 
00BC: show_text_highpriority GXT 'PD_27' time 6000 flag 1  // You'll need something heavy to smash those crates.
0006: 32@ = 0 

:CASINO2_5585
00D6: if 
001B:   6000 > 32@ 
004D: jump_if_false @CASINO2_5639 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_5632 
0002: jump @CASINO2_5639 

:CASINO2_5632
0002: jump @CASINO2_5585 

:CASINO2_5639
00D6: if and
8118:   not actor 51@ dead 
8118:   not actor 52@ dead 
004D: jump_if_false @CASINO2_5676 
0618: assign_actor 51@ to_AS_pack 251@ 
0618: assign_actor 52@ to_AS_pack 250@ 

:CASINO2_5676
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @CASINO2_5728 
0605: actor 46@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:CASINO2_5728
0050: gosub @CASINO2_18028 
0050: gosub @CASINO2_18002 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_5793 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 775.4108 834.5572 4.8721 
0173: set_actor $PLAYER_ACTOR Z_angle_to 93.2533 

:CASINO2_5793
0050: gosub @CASINO2_18063 
00BE: text_clear_all 
0004: $7531 = 150000 
03C3: set_timer_to $7531 type 1 GXT 'PD_25' // global_variable  // Detonation
0002: jump @CASINO2_8497 

:CASINO2_5835
0247: load_model #TRIADA 
0247: load_model #MANANA 
04ED: load_animation "CARRY" 

:CASINO2_5853
00D6: if or
8248:   not model #TRIADA available 
8248:   not model #MANANA available 
84EE:   not animation "CARRY" loaded 
004D: jump_if_false @CASINO2_5893 
0001: wait 0 ms 
0002: jump @CASINO2_5853 

:CASINO2_5893
009A: 48@ = create_actor_pedtype 25 model #WMYSGRD at 580.5311 830.0402 -30.9456 
0173: set_actor 48@ Z_angle_to 57.3299 
060B: set_actor 48@ decision_maker_to 78@ 
01B2: give_actor 48@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 48@ armed_weapon_to 22 
0618: assign_actor 48@ to_AS_pack 58@ 
0395: clear_area 1 at 1032.678 741.7072 9.8044 radius 10.0 
00A5: 223@ = create_car #MANANA at 1032.678 741.7072 9.8044 
020A: set_car 223@ door_status_to 2 
0519: set_car 223@ locked 1 
04E1: open_and_freeze_car_trunk 223@ 
0175: set_car 223@ Z_angle_to 292.6477 
009A: 224@ = create_actor_pedtype 4 model #TRIADA at 1029.173 740.8435 9.8018 
0173: set_actor 224@ Z_angle_to 63.6493 
0446: set_actor 224@ dismemberment_possible 0 
0568: set_actor 224@ untargetable 1 
02A9: set_actor 224@ immune_to_nonplayer 1 
060B: set_actor 224@ decision_maker_to 127@ 
0247: load_model #SECURICA 
0247: load_model #CHROMEGUN 

:CASINO2_6109
00D6: if or
8248:   not model #SECURICA available 
8248:   not model #CHROMEGUN available 
004D: jump_if_false @CASINO2_6141 
0001: wait 0 ms 
0002: jump @CASINO2_6109 

:CASINO2_6141
0395: clear_area 1 at 812.6123 845.2352 9.1419 radius 20.0 
00A5: 73@ = create_car #SECURICA at 812.6123 845.2352 9.1419 
0175: set_car 73@ Z_angle_to 101.1888 
00A5: 74@ = create_car #SECURICA at 812.4752 840.8808 8.9765 
0175: set_car 74@ Z_angle_to 101.8471 
00A5: 75@ = create_car #SECURICA at 422.5194 856.283 6.1078 
0175: set_car 75@ Z_angle_to 33.0215 
0129: 62@ = create_actor_pedtype 25 model #WMYSGRD in_car 73@ driverseat 
01C8: 63@ = create_actor_pedtype 25 model #WMYSGRD in_car 73@ passenger_seat 0 
0129: 64@ = create_actor_pedtype 25 model #WMYSGRD in_car 74@ driverseat 
01C8: 65@ = create_actor_pedtype 25 model #WMYSGRD in_car 74@ passenger_seat 0 
0006: 35@ = 0 

:CASINO2_6323
01B2: give_actor 62@(35@,10i) weapon 25 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 62@(35@,10i) armed_weapon_to 25 
060B: set_actor 62@(35@,10i) decision_maker_to 78@ 
000A: 35@ += 1 
0029:   35@ >= 4 
004D: jump_if_false @CASINO2_6323 
0395: clear_area 1 at 783.6387 841.395 4.8177 radius 20.0 
05D1: AS_actor 62@ drive_car 73@ to 783.6387 841.395 4.8177 speed 20.0 2 model #NULL 2 
05D1: AS_actor 64@ drive_car 74@ to 781.6849 833.6969 4.8296 speed 20.0 2 model #NULL 2 
0006: 131@ = 1 
00BE: text_clear_all 
0050: gosub @CASINO2_18028 
0006: 35@ = 0 

:CASINO2_6496
00D6: if and
8039:   not  35@ == 5 
8039:   not  35@ == 6 
8039:   not  35@ == 7 
004D: jump_if_false @CASINO2_6557 
00D6: if 
8118:   not actor 43@(35@,10i) dead 
004D: jump_if_false @CASINO2_6557 
009B: destroy_actor 43@(35@,10i) 

:CASINO2_6557
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @CASINO2_6616 
00D6: if 
8118:   not actor 43@(35@,10i) dead 
004D: jump_if_false @CASINO2_6616 
0792: disembark_instantly_actor 43@(35@,10i) 
05E2: AS_actor 43@(35@,10i) kill_actor $PLAYER_ACTOR 

:CASINO2_6616
000A: 35@ += 1 
0029:   35@ >= 10 
004D: jump_if_false @CASINO2_6496 
00D6: if 
8118:   not actor 182@ dead 
004D: jump_if_false @CASINO2_6658 
009B: destroy_actor 182@ 

:CASINO2_6658
00D6: if 
8118:   not actor 183@ dead 
004D: jump_if_false @CASINO2_6679 
009B: destroy_actor 183@ 

:CASINO2_6679
00D6: if 
8118:   not actor 198@ dead 
004D: jump_if_false @CASINO2_6700 
009B: destroy_actor 198@ 

:CASINO2_6700
0247: load_model #SANCHEZ 

:CASINO2_6705
00D6: if 
8248:   not model #SANCHEZ available 
004D: jump_if_false @CASINO2_6732 
0001: wait 0 ms 
0002: jump @CASINO2_6705 

:CASINO2_6732
00A5: 82@ = create_car #SANCHEZ at 583.0051 881.9482 -45.0648 
053F: set_car 82@ tires_vulnerability 0 
0175: set_car 82@ Z_angle_to 93.6785 
0395: clear_area 1 at 583.0051 881.9482 -45.0648 radius 10.0 
0395: clear_area 1 at 583.0051 881.9482 -45.0648 radius 10.0 
0186: 192@ = create_marker_above_car 82@ 
07E0: set_marker 192@ type_to 1 
0050: gosub @CASINO2_17980 
01B6: set_weather 19 
015F: set_camera_position 772.3265 828.7196 5.8497 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 773.1074 829.3431 5.8867 switchstyle 2 
0050: gosub @CASINO2_18063 
0006: 32@ = 0 

:CASINO2_6911
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @CASINO2_6965 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_6958 
0002: jump @CASINO2_7851 

:CASINO2_6958
0002: jump @CASINO2_6911 

:CASINO2_6965
015F: set_camera_position 772.3265 828.7196 5.8497 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 773.1074 829.3431 5.8867 switchstyle 2 
00BC: show_text_highpriority GXT 'PD_10' time 3500 flag 1  // Security is blocking the exit.
0006: 32@ = 0 

:CASINO2_7039
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @CASINO2_7093 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_7086 
0002: jump @CASINO2_7851 

:CASINO2_7086
0002: jump @CASINO2_7039 

:CASINO2_7093
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @CASINO2_7114 
068B: set_car 74@ all_disembark 

:CASINO2_7114
0006: 32@ = 0 

:CASINO2_7121
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @CASINO2_7175 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_7168 
0002: jump @CASINO2_7851 

:CASINO2_7168
0002: jump @CASINO2_7121 

:CASINO2_7175
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @CASINO2_7196 
068B: set_car 73@ all_disembark 

:CASINO2_7196
0006: 32@ = 0 

:CASINO2_7203
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @CASINO2_7257 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_7250 
0002: jump @CASINO2_7851 

:CASINO2_7250
0002: jump @CASINO2_7203 

:CASINO2_7257
015F: set_camera_position 587.0494 883.9788 -44.1279 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 586.0945 883.6844 -44.1663 switchstyle 2 
00BC: show_text_highpriority GXT 'PD_11' time 4000 flag 1  // ~s~Use the ~b~dirt bike ~s~and find another way out!
0006: 32@ = 0 

:CASINO2_7331
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @CASINO2_7385 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_7378 
0002: jump @CASINO2_7851 

:CASINO2_7378
0002: jump @CASINO2_7331 

:CASINO2_7385
015F: set_camera_position 560.5041 888.881 -42.2954 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 559.5857 888.5298 -42.1132 switchstyle 2 
0006: 32@ = 0 

:CASINO2_7443
00D6: if 
001B:   100 > 32@ 
004D: jump_if_false @CASINO2_7496 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_7489 
0002: jump @CASINO2_7851 

:CASINO2_7489
0002: jump @CASINO2_7443 

:CASINO2_7496
0460: set_camera_transverse_delay 0.0 time 5000 
015F: set_camera_position 560.5041 888.881 -42.2954 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 561.1447 888.1351 -42.1132 switchstyle 1 
0006: 32@ = 0 

:CASINO2_7564
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @CASINO2_7618 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_7611 
0002: jump @CASINO2_7851 

:CASINO2_7611
0002: jump @CASINO2_7564 

:CASINO2_7618
015F: set_camera_position 584.2947 833.9013 -23.7385 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 583.8419 833.3374 -24.4291 switchstyle 2 
0006: 32@ = 0 

:CASINO2_7676
00D6: if 
001B:   100 > 32@ 
004D: jump_if_false @CASINO2_7729 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_7722 
0002: jump @CASINO2_7851 

:CASINO2_7722
0002: jump @CASINO2_7676 

:CASINO2_7729
0460: set_camera_transverse_delay 0.0 time 4000 
015F: set_camera_position 584.2947 833.9013 -23.7385 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 583.3537 833.6394 -23.5241 switchstyle 1 
0006: 32@ = 0 

:CASINO2_7797
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @CASINO2_7851 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_7844 
0002: jump @CASINO2_7851 

:CASINO2_7844
0002: jump @CASINO2_7797 

:CASINO2_7851
0050: gosub @CASINO2_18028 
00BE: text_clear_all 
0050: gosub @CASINO2_18002 
0050: gosub @CASINO2_18063 
0177: set_object 60@ Z_angle_to 115.0 
0177: set_object 61@ Z_angle_to -65.0 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @CASINO2_7930 
00AB: put_car 73@ at 783.6387 841.395 4.8177 

:CASINO2_7930
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @CASINO2_7966 
00AB: put_car 74@ at 781.6849 833.6969 4.8296 

:CASINO2_7966
0006: 131@ = 1 
029B: 125@ = init_object #BARRIER_4ANDY at 783.3699 847.4722 4.8193 
0177: set_object 125@ Z_angle_to 10.654 
029B: 125@ = init_object #BARRIER_4ANDY at 778.0906 847.8346 4.8515 
0177: set_object 125@ Z_angle_to 10.5331 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @CASINO2_8138 
00D6: if 
80DF:   not actor 62@ driving 
004D: jump_if_false @CASINO2_8108 
00A1: put_actor 62@ at 781.9483 848.7029 4.828 
0173: set_actor 62@ Z_angle_to 20.7251 
0002: jump @CASINO2_8138 

:CASINO2_8108
0362: remove_actor 62@ from_car_and_place_at 781.9483 848.7029 4.828 
0173: set_actor 62@ Z_angle_to 20.7251 

:CASINO2_8138
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @CASINO2_8237 
00D6: if 
80DF:   not actor 63@ driving 
004D: jump_if_false @CASINO2_8207 
00A1: put_actor 63@ at 777.5142 849.4856 4.8551 
0173: set_actor 63@ Z_angle_to 22.0536 
0002: jump @CASINO2_8237 

:CASINO2_8207
0362: remove_actor 63@ from_car_and_place_at 777.5142 849.4856 4.8551 
0173: set_actor 63@ Z_angle_to 22.0536 

:CASINO2_8237
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @CASINO2_8336 
00D6: if 
80DF:   not actor 64@ driving 
004D: jump_if_false @CASINO2_8306 
00A1: put_actor 64@ at 773.2135 821.8822 4.3934 
0173: set_actor 64@ Z_angle_to 168.8133 
0002: jump @CASINO2_8336 

:CASINO2_8306
0362: remove_actor 64@ from_car_and_place_at 773.2135 821.8822 4.3934 
0173: set_actor 64@ Z_angle_to 168.8133 

:CASINO2_8336
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @CASINO2_8435 
00D6: if 
80DF:   not actor 65@ driving 
004D: jump_if_false @CASINO2_8405 
00A1: put_actor 65@ at 778.8481 819.9525 4.3237 
0173: set_actor 65@ Z_angle_to 156.0701 
0002: jump @CASINO2_8435 

:CASINO2_8405
0362: remove_actor 65@ from_car_and_place_at 778.8481 819.9525 4.3237 
0173: set_actor 65@ Z_angle_to 156.0701 

:CASINO2_8435
0006: 35@ = 0 

:CASINO2_8442
00D6: if 
8118:   not actor 62@(35@,10i) dead 
004D: jump_if_false @CASINO2_8474 
0618: assign_actor 62@(35@,10i) to_AS_pack 72@ 

:CASINO2_8474
000A: 35@ += 1 
0029:   35@ >= 4 
004D: jump_if_false @CASINO2_8442 
0051: return 

:CASINO2_8497
0006: 33@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PD_26' time 7000 flag 1  // ~s~Get the ~g~Dynamite ~s~before the timer runs out and it's detonated.

:CASINO2_8522
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_15940 
0001: wait 0 ms 
000A: 256@ += 1 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @CASINO2_8571 
0002: jump @CASINO2_16387 

:CASINO2_8571
0050: gosub @CASINO2_18096 
0050: gosub @CASINO2_20290 
0050: gosub @CASINO2_20418 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_8622 
00A0: store_actor $PLAYER_ACTOR position_to 218@ 219@ 220@ 

:CASINO2_8622
0050: gosub @CASINO2_17840 
00D6: if and
002A:   22000 >= $7531 
0039:   234@ == 0 
004D: jump_if_false @CASINO2_8680 
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @CASINO2_8673 

:CASINO2_8673
0006: 234@ = 1 

:CASINO2_8680
00D6: if and
002A:   20000 >= $7531 
0039:   234@ == 1 
004D: jump_if_false @CASINO2_8760 
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @CASINO2_8753 
05AA: 264@s = 'CAS2_BA' // @s = 'short'  // ~z~ALL PERSONNEL CLEAR!
04AF: 247@ = 7415 // = constant 
0050: gosub @CASINO2_20270 

:CASINO2_8753
0006: 234@ = 2 

:CASINO2_8760
00D6: if and
002A:   6000 >= $7531 
0039:   234@ == 2 
004D: jump_if_false @CASINO2_8840 
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @CASINO2_8833 
05AA: 264@s = 'CAS2_BB' // @s = 'short'  // ~z~FIVE SECONDS TO DETONATION!
04AF: 247@ = 7416 // = constant 
0050: gosub @CASINO2_20270 

:CASINO2_8833
0006: 234@ = 3 

:CASINO2_8840
00D6: if and
002A:   3800 >= $7531 
0039:   234@ == 3 
004D: jump_if_false @CASINO2_8920 
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @CASINO2_8913 
05AA: 264@s = 'CAS2_BC' // @s = 'short'  // ~z~THREE...
04AF: 247@ = 7417 // = constant 
0050: gosub @CASINO2_20270 

:CASINO2_8913
0006: 234@ = 4 

:CASINO2_8920
00D6: if and
002A:   2800 >= $7531 
0039:   234@ == 4 
004D: jump_if_false @CASINO2_9000 
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @CASINO2_8993 
05AA: 264@s = 'CAS2_BD' // @s = 'short'  // ~z~TWO...
04AF: 247@ = 7418 // = constant 
0050: gosub @CASINO2_20270 

:CASINO2_8993
0006: 234@ = 5 

:CASINO2_9000
00D6: if and
0119:   car 254@ wrecked 
0039:   81@ == 0 
004D: jump_if_false @CASINO2_9046 
00BC: show_text_highpriority GXT 'PD_33' time 4000 flag 1  // ~r~The dumper truck has been destroyed - it was the only way to break the crates!
0002: jump @CASINO2_16369 

:CASINO2_9046
00D6: if and
8118:   not actor 198@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_9109 
00D6: if and
02E0:   actor 198@ firing_weapon 
0039:   259@ == 0 
004D: jump_if_false @CASINO2_9109 
0792: disembark_instantly_actor 198@ 
0729: AS_actor 198@ hold_cellphone 0 
0006: 259@ = 1 

:CASINO2_9109
00D6: if and
002A:   1800 >= $7531 
8118:   not actor 198@ dead 
004D: jump_if_false @CASINO2_9535 
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @CASINO2_9512 
0050: gosub @CASINO2_17980 
03E6: remove_text_box 
00BE: text_clear_all 
015F: set_camera_position 586.0814 876.6778 -41.6123 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 587.0665 876.6669 -41.7839 switchstyle 2 
040D: unload_wav 1 
03CF: load_wav 7419 as 1 
04ED: load_animation "MISC" 

:CASINO2_9232
00D6: if or
83D0:   not wav 1 loaded 
84EE:   not animation "MISC" loaded 
004D: jump_if_false @CASINO2_9266 
0001: wait 0 ms 
0002: jump @CASINO2_9232 

:CASINO2_9266
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'CAS2_BE' time 2000 flag 1  // ~z~ONE...
0001: wait 1000 ms 
0006: 32@ = 0 

:CASINO2_9298
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @CASINO2_9352 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_9345 
0002: jump @CASINO2_9490 

:CASINO2_9345
0002: jump @CASINO2_9298 

:CASINO2_9352
00D6: if 
8118:   not actor 198@ dead 
004D: jump_if_false @CASINO2_9429 
0792: disembark_instantly_actor 198@ 
060B: set_actor 198@ decision_maker_to 53@ 
0173: set_actor 198@ Z_angle_to 270.0 
0605: actor 198@ perform_animation "PLUNGER_01" IFP "MISC" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:CASINO2_9429
0006: 32@ = 0 

:CASINO2_9436
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @CASINO2_9490 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_9483 
0002: jump @CASINO2_9490 

:CASINO2_9483
0002: jump @CASINO2_9436 

:CASINO2_9490
04EF: release_animation "MISC" 
0050: gosub @CASINO2_17015 
0050: gosub @CASINO2_18002 

:CASINO2_9512
00BC: show_text_highpriority GXT 'PD_19' time 4000 flag 1  // ~r~The dynamite has been destroyed!
0002: jump @CASINO2_16369 

:CASINO2_9535
00D6: if and
0118:   actor 198@ dead 
0039:   189@ == 0 
004D: jump_if_false @CASINO2_9570 
014F: stop_timer $7531 
0006: 189@ = 1 

:CASINO2_9570
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_9610 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO2_9610 
00D9: 193@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:CASINO2_9610
00D6: if and
8119:   not car 193@ wrecked 
8119:   not car 187@ wrecked 
0039:   196@ == 1 
004D: jump_if_false @CASINO2_9966 
00D6: if and
051D:   car 187@ damaged_by_car 193@ 
0039:   194@ == 0 
004D: jump_if_false @CASINO2_9966 
0006: 194@ = 1 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @CASINO2_9801 
00D6: if 
03CA:   object 124@ exists 
004D: jump_if_false @CASINO2_9710 
0382: set_object 124@ collision_detection 0 

:CASINO2_9710
00D6: if 
03CA:   object 112@ exists 
004D: jump_if_false @CASINO2_9778 
0382: set_object 112@ collision_detection 0 
0682: detach_object 112@ 0.0 0.0 0.0 collision_detection 0 
035C: place_object 112@ relative_to_car 187@ with_offset 0.0 1.8 -0.4 

:CASINO2_9778
00D6: if 
03CA:   object 116@ exists 
004D: jump_if_false @CASINO2_9801 
0382: set_object 116@ collision_detection 0 

:CASINO2_9801
0723: break_object 116@ intensity 1 
0108: destroy_object 124@ 
0087: 100@ = 95@ // (float) 
000B: 100@ += 0.3 
0165: set_marker 104@ color_to 0 
064B: 213@ = create_particle "EXPLOSION_CRATE" at 87@ 91@ 95@ type 1 
097B: play_audio_at_object 116@ event 1159 
064F: remove_references_to_particle 213@ 
0006: 120@ = 1 
0006: 36@ = 2 
000A: 126@ += 1 
00D6: if and
8118:   not actor 183@ dead 
8119:   not car 187@ wrecked 
004D: jump_if_false @CASINO2_9966 
00D6: if and
00DB:   actor 183@ in_car 187@ 
8119:   not car 187@ wrecked 
004D: jump_if_false @CASINO2_9966 
05CD: AS_actor 183@ exit_car 187@ 
05E2: AS_actor 183@ kill_actor $PLAYER_ACTOR 

:CASINO2_9966
00D6: if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 429.469 916.0814 0.9027 radius 20.0 20.0 20.0 
0039:   227@ == 0 
004D: jump_if_false @CASINO2_10146 
009A: 66@ = create_actor_pedtype 25 model #WMYSGRD at 416.5302 862.1686 6.7328 
0173: set_actor 66@ Z_angle_to 357.0781 
01B2: give_actor 66@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 66@ armed_weapon_to 22 
0618: assign_actor 66@ to_AS_pack 217@ 
009A: 67@ = create_actor_pedtype 25 model #WMYSGRD at 423.9201 861.7891 5.5413 
0173: set_actor 67@ Z_angle_to 352.4637 
01B2: give_actor 67@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 67@ armed_weapon_to 22 
0618: assign_actor 67@ to_AS_pack 217@ 
0006: 227@ = 1 

:CASINO2_10146
00D6: if 
03CA:   object 112@ exists 
004D: jump_if_false @CASINO2_10176 
01BB: store_object 112@ position_to 87@ 91@ 95@ 

:CASINO2_10176
00D6: if and
00DD:   actor $PLAYER_ACTOR driving_car_with_model #FORKLIFT 
8039:   not  188@ == 2 
8039:   not  120@ == 1 
004D: jump_if_false @CASINO2_10283 
0512: show_permanent_text_box 'PD_17'  // ~s~Push ~k~~VEHICLE_TURRETUP~ to lower the crate.
00D9: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car // add to mission cleanup 
00D6: if 
03CA:   object 124@ exists 
004D: jump_if_false @CASINO2_10244 

:CASINO2_10244
00D6: if 
03CA:   object 112@ exists 
004D: jump_if_false @CASINO2_10260 

:CASINO2_10260
00D6: if 
03CA:   object 116@ exists 
004D: jump_if_false @CASINO2_10276 

:CASINO2_10276
0002: jump @CASINO2_10351 

:CASINO2_10283
00D6: if 
03CA:   object 124@ exists 
004D: jump_if_false @CASINO2_10299 

:CASINO2_10299
00D6: if 
03CA:   object 112@ exists 
004D: jump_if_false @CASINO2_10315 

:CASINO2_10315
00D6: if 
03CA:   object 116@ exists 
004D: jump_if_false @CASINO2_10331 

:CASINO2_10331
00D6: if 
8039:   not  79@ == 4 
004D: jump_if_false @CASINO2_10351 
03E6: remove_text_box 

:CASINO2_10351
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model #DUMPER 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #DOZER 
004D: jump_if_false @CASINO2_10482 
0006: 35@ = 0 

:CASINO2_10385
00D6: if 
03CA:   object 113@(35@,4i) exists 
004D: jump_if_false @CASINO2_10416 
0382: set_object 113@(35@,4i) collision_detection 0 

:CASINO2_10416
00D6: if 
03CA:   object 121@(35@,4i) exists 
004D: jump_if_false @CASINO2_10447 
0382: set_object 121@(35@,4i) collision_detection 0 

:CASINO2_10447
000A: 35@ += 1 
0029:   35@ >= 4 
004D: jump_if_false @CASINO2_10385 
0006: 196@ = 1 
0002: jump @CASINO2_10579 

:CASINO2_10482
0006: 35@ = 0 

:CASINO2_10489
00D6: if 
03CA:   object 113@(35@,4i) exists 
004D: jump_if_false @CASINO2_10520 
0382: set_object 113@(35@,4i) collision_detection 1 

:CASINO2_10520
00D6: if 
03CA:   object 121@(35@,4i) exists 
004D: jump_if_false @CASINO2_10551 
0382: set_object 121@(35@,4i) collision_detection 1 

:CASINO2_10551
000A: 35@ += 1 
0029:   35@ >= 4 
004D: jump_if_false @CASINO2_10489 
0006: 196@ = 0 

:CASINO2_10579
0006: 35@ = 0 

:CASINO2_10586
00D6: if 
8118:   not actor 43@(35@,10i) dead 
004D: jump_if_false @CASINO2_11098 
00A0: store_actor 43@(35@,10i) position_to 231@ 232@ 233@ 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 231@ 232@ 233@ radius 15.0 15.0 3.0 
004D: jump_if_false @CASINO2_11098 
00D6: if and
0039:   129@ == 0 
0019:   256@ > 300 
0039:   131@ == 0 
004D: jump_if_false @CASINO2_11073 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO2_11073 
0006: 249@ = 0 

:CASINO2_10719
0209: 130@ = random_int_in_ranges 0 6 
00D6: if 
003B:   130@ == 248@ // (int) 
004D: jump_if_false @CASINO2_10779 
000A: 249@ += 1 
00D6: if 
001B:   5 > 249@ 
004D: jump_if_false @CASINO2_10779 
0002: jump @CASINO2_10719 

:CASINO2_10779
0871: init_jump_table 130@ total_jumps 6 default_jump 0 @CASINO2_11058 jumps 0 @CASINO2_10842 1 @CASINO2_10878 2 @CASINO2_10914 3 @CASINO2_10950 4 @CASINO2_10986 5 @CASINO2_11022 -1 @CASINO2_11058 

:CASINO2_10842
05AA: 264@s = 'CAS2_AA' // @s = 'short'  // ~z~Hey you can't come down here!
04AF: 247@ = 7400 // = constant 
0050: gosub @CASINO2_20270 
0002: jump @CASINO2_11058 

:CASINO2_10878
05AA: 264@s = 'CAS2_AB' // @s = 'short'  // ~z~Where's your safety gear?
04AF: 247@ = 7401 // = constant 
0050: gosub @CASINO2_20270 
0002: jump @CASINO2_11058 

:CASINO2_10914
05AA: 264@s = 'CAS2_AC' // @s = 'short'  // ~z~You don't have clearance for this area!
04AF: 247@ = 7402 // = constant 
0050: gosub @CASINO2_20270 
0002: jump @CASINO2_11058 

:CASINO2_10950
05AA: 264@s = 'CAS2_AJ' // @s = 'short'  // ~z~Who's this asshole?
04AF: 247@ = 7409 // = constant 
0050: gosub @CASINO2_20270 
0002: jump @CASINO2_11058 

:CASINO2_10986
05AA: 264@s = 'CAS2_AK' // @s = 'short'  // ~z~Someone call security!
04AF: 247@ = 7410 // = constant 
0050: gosub @CASINO2_20270 
0002: jump @CASINO2_11058 

:CASINO2_11022
05AA: 264@s = 'CAS2_AL' // @s = 'short'  // ~z~What do you think you're doing?
04AF: 247@ = 7411 // = constant 
0050: gosub @CASINO2_20270 
0002: jump @CASINO2_11058 

:CASINO2_11058
0085: 248@ = 130@ // (int) 
0006: 256@ = 0 

:CASINO2_11073
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @CASINO2_11098 
0006: 128@ = 1 

:CASINO2_11098
000A: 35@ += 1 
0029:   35@ >= 10 
004D: jump_if_false @CASINO2_10586 
0006: 35@ = 0 

:CASINO2_11126
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) radius 5.0 5.0 5.0 
0039:   128@ == 1 
0039:   36@ == 2 
004D: jump_if_false @CASINO2_11371 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO2_11371 
0209: 130@ = random_int_in_ranges 0 3 
00D6: if 
0039:   130@ == 0 
004D: jump_if_false @CASINO2_11263 
05AA: 264@s = 'CAS2_AD' // @s = 'short'  // ~z~Get away from that dynamite!
04AF: 247@ = 7403 // = constant 
0050: gosub @CASINO2_20270 

:CASINO2_11263
00D6: if 
0039:   130@ == 1 
004D: jump_if_false @CASINO2_11310 
05AA: 264@s = 'CAS2_AE' // @s = 'short'  // ~z~Hey, that's dangerous!
04AF: 247@ = 7404 // = constant 
0050: gosub @CASINO2_20270 

:CASINO2_11310
00D6: if 
0039:   130@ == 2 
004D: jump_if_false @CASINO2_11357 
05AA: 264@s = 'CAS2_AF' // @s = 'short'  // ~z~Stay away from that stuff!
04AF: 247@ = 7405 // = constant 
0050: gosub @CASINO2_20270 

:CASINO2_11357
0006: 128@ = 2 
0006: 33@ = 0 

:CASINO2_11371
00D6: if 
0039:   117@(35@,4i) == 0 
004D: jump_if_false @CASINO2_12001 
00D6: if 
03CA:   object 112@ exists 
004D: jump_if_false @CASINO2_11423 
01BB: store_object 112@ position_to 87@ 91@ 95@ 

:CASINO2_11423
00D6: if and
0100:   actor $PLAYER_ACTOR in_sphere 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) radius 3.0 3.0 3.0 sphere 0 in_car 
0039:   117@(35@,4i) == 0 
004D: jump_if_false @CASINO2_11890 
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model #DUMPER 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #DOZER 
004D: jump_if_false @CASINO2_11890 
00D6: if and
0039:   35@ == 3 
8119:   not car 187@ wrecked 
8118:   not actor 183@ dead 
004D: jump_if_false @CASINO2_11570 
00D6: if 
00DB:   actor 183@ in_car 187@ 
004D: jump_if_false @CASINO2_11570 
05CD: AS_actor 183@ exit_car 187@ 

:CASINO2_11570
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CASINO2_11656 
00D6: if and
8118:   not actor 51@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_11622 
0792: disembark_instantly_actor 51@ 
0618: assign_actor 51@ to_AS_pack 206@ 

:CASINO2_11622
00D6: if and
8118:   not actor 52@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_11656 
0792: disembark_instantly_actor 52@ 
0618: assign_actor 52@ to_AS_pack 206@ 

:CASINO2_11656
00D6: if 
0039:   225@ == 0 
004D: jump_if_false @CASINO2_11697 
00BC: show_text_highpriority GXT 'PD_29' time 4000 flag 1  // ~s~Pick up the ~r~Dynamite~s~.
0006: 225@ = 1 

:CASINO2_11697
015B: shake_player_controller 0 time 300 intensity 200 
0723: break_object 113@(35@,4i) intensity 1 
0087: 100@ = 92@(35@,4f) // (float) 
000B: 100@ += 0.3 
035D: set_object 113@(35@,4i) targetable 0 
01BC: put_object 109@(35@,4i) at 84@(35@,4f) 88@(35@,4f) 100@ 
0165: set_marker 101@(35@,4i) color_to 0 
064B: 37@(35@,4i) = create_particle "EXPLOSION_CRATE" at 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) type 1 
064F: remove_references_to_particle 37@(35@,4i) 
097B: play_audio_at_object 113@(35@,4i) event 1140 
0006: 117@(35@,4i) = 1 
0006: 36@ = 2 
000A: 126@ += 1 
0050: gosub @CASINO2_16275 

:CASINO2_11890
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) radius 2.0 2.0 2.0 
0039:   36@ == 0 
004D: jump_if_false @CASINO2_12001 
00D6: if and
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #DUMPER 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #DOZER 
004D: jump_if_false @CASINO2_12001 
00BC: show_text_highpriority GXT 'PD_02' time 4000 flag 1  // You'll need something heavy to smash this dynamite crate.
0006: 36@ = 1 

:CASINO2_12001
00D6: if and
0039:   105@(35@,4i) == 0 
0039:   117@(35@,4i) == 1 
004D: jump_if_false @CASINO2_12232 
0087: 100@ = 92@(35@,4f) // (float) 
000B: 100@ += 0.3 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) radius 1.5 1.5 1.5 
004D: jump_if_false @CASINO2_12232 
0006: 80@ = 0 
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model #DUMPER 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #DOZER 
004D: jump_if_false @CASINO2_12151 
0006: 80@ = 1 

:CASINO2_12151
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @CASINO2_12232 
0164: disable_marker 101@(35@,4i) 
0006: 105@(35@,4i) = 1 
0382: set_object 109@(35@,4i) collision_detection 0 
0108: destroy_object 109@(35@,4i) 
015B: shake_player_controller 0 time 200 intensity 100 
0050: gosub @CASINO2_16008 
0006: 126@ = 5 

:CASINO2_12232
000A: 35@ += 1 
0029:   35@ >= 4 
004D: jump_if_false @CASINO2_11126 
00D6: if 
0039:   126@ == 4 
004D: jump_if_false @CASINO2_12330 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @CASINO2_12300 
0792: disembark_instantly_actor 50@ 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:CASINO2_12300
00BC: show_text_highpriority GXT 'PD_12' time 4000 flag 1  // ~s~Now collect the ~r~Dynamite~s~!
0006: 81@ = 1 
0006: 126@ = 5 

:CASINO2_12330
00D6: if and
0039:   79@ == 3 
0039:   235@ == 0 
004D: jump_if_false @CASINO2_13897 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CASINO2_12457 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 82@ 
0039:   203@ == 0 
004D: jump_if_false @CASINO2_12457 
018B: set_marker 132@ radar_mode 2 
06D5: 174@ = create_racing_checkpoint_at 138@ 144@ 150@ point_to 156@ 162@ 168@ type 0 radius 4.0 
00BC: show_text_highpriority GXT 'PD_23' time 4000 flag 1  // ~s~Follow the ~y~arrows ~s~to escape.
0006: 203@ = 1 

:CASINO2_12457
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CASINO2_12789 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @CASINO2_12524 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO2_12517 
0006: 255@ = 1 

:CASINO2_12517
0002: jump @CASINO2_12565 

:CASINO2_12524
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO2_12565 
00BC: show_text_highpriority GXT 'PD_X' time 4000 flag 1  // ~s~Get back on the ~b~bike~s~!
0006: 255@ = 0 

:CASINO2_12565
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @CASINO2_12719 
00D6: if 
0039:   216@ == 0 
004D: jump_if_false @CASINO2_12712 
00D6: if 
001A:   6 > $7532 
004D: jump_if_false @CASINO2_12698 
018B: set_marker 132@($7532,6i) radar_mode 2 
06D6: disable_racing_checkpoint 174@($7532,6i) 
06D5: 174@($7532,6i) = create_racing_checkpoint_at 138@($7532,6f) 144@($7532,6f) 150@($7532,6f) point_to 156@($7532,6f) 162@($7532,6f) 168@($7532,6f) type 0 radius 4.0 

:CASINO2_12698
018B: set_marker 192@ radar_mode 0 
0006: 216@ = 1 

:CASINO2_12712
0002: jump @CASINO2_12789 

:CASINO2_12719
00D6: if 
0039:   216@ == 1 
004D: jump_if_false @CASINO2_12789 
00D6: if 
001A:   6 > $7532 
004D: jump_if_false @CASINO2_12775 
018B: set_marker 132@($7532,6i) radar_mode 0 
06D6: disable_racing_checkpoint 174@($7532,6i) 

:CASINO2_12775
018B: set_marker 192@ radar_mode 3 
0006: 216@ = 0 

:CASINO2_12789
00D6: if 
0039:   216@ == 1 
004D: jump_if_false @CASINO2_13534 
00D6: if and
0023:   -4.0 > 220@ 
0018:   $7532 > 4 
004D: jump_if_false @CASINO2_12924 
00D6: if 
001A:   6 > $7532 
004D: jump_if_false @CASINO2_12873 
018B: set_marker 132@($7532,6i) radar_mode 0 
06D6: disable_racing_checkpoint 174@($7532,6i) 

:CASINO2_12873
018B: set_marker 136@ radar_mode 2 
06D5: 178@ = create_racing_checkpoint_at 142@ 148@ 154@ point_to 160@ 166@ 172@ type 0 radius 4.0 
018B: set_marker 204@ radar_mode 0 
0004: $7532 = 4 

:CASINO2_12924
00D6: if and
0023:   -16.0 > 220@ 
0018:   $7532 > 3 
004D: jump_if_false @CASINO2_13041 
00D6: if 
001A:   6 > $7532 
004D: jump_if_false @CASINO2_12990 
018B: set_marker 132@($7532,6i) radar_mode 0 
06D6: disable_racing_checkpoint 174@($7532,6i) 

:CASINO2_12990
018B: set_marker 135@ radar_mode 2 
06D5: 177@ = create_racing_checkpoint_at 141@ 147@ 153@ point_to 159@ 165@ 171@ type 0 radius 4.0 
018B: set_marker 204@ radar_mode 0 
0004: $7532 = 3 

:CASINO2_13041
00D6: if and
0023:   -30.0 > 220@ 
0018:   $7532 > 2 
004D: jump_if_false @CASINO2_13158 
00D6: if 
001A:   6 > $7532 
004D: jump_if_false @CASINO2_13107 
018B: set_marker 132@($7532,6i) radar_mode 0 
06D6: disable_racing_checkpoint 174@($7532,6i) 

:CASINO2_13107
018B: set_marker 134@ radar_mode 2 
06D5: 176@ = create_racing_checkpoint_at 140@ 146@ 152@ point_to 158@ 164@ 170@ type 0 radius 4.0 
018B: set_marker 204@ radar_mode 0 
0004: $7532 = 2 

:CASINO2_13158
00D6: if and
0023:   -40.0 > 220@ 
8038:   not  $7532 == 0 
004D: jump_if_false @CASINO2_13275 
00D6: if 
001A:   6 > $7532 
004D: jump_if_false @CASINO2_13224 
018B: set_marker 132@($7532,6i) radar_mode 0 
06D6: disable_racing_checkpoint 174@($7532,6i) 

:CASINO2_13224
018B: set_marker 132@ radar_mode 2 
06D5: 174@ = create_racing_checkpoint_at 138@ 144@ 150@ point_to 156@ 162@ 168@ type 0 radius 4.0 
018B: set_marker 204@ radar_mode 0 
0004: $7532 = 0 

:CASINO2_13275
00D6: if 
001A:   6 > $7532 
004D: jump_if_false @CASINO2_13534 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 138@($7532,6f) 144@($7532,6f) 150@($7532,6f) radius 3.0 3.0 3.0 
0039:   216@ == 1 
004D: jump_if_false @CASINO2_13534 
018B: set_marker 132@($7532,6i) radar_mode 0 
06D6: disable_racing_checkpoint 174@($7532,6i) 
0008: $7532 += 1 
00D6: if 
001A:   6 > $7532 
004D: jump_if_false @CASINO2_13468 
06D5: 174@($7532,6i) = create_racing_checkpoint_at 138@($7532,6f) 144@($7532,6f) 150@($7532,6f) point_to 156@($7532,6f) 162@($7532,6f) 168@($7532,6f) type 0 radius 4.0 
018B: set_marker 132@($7532,6i) radar_mode 2 

:CASINO2_13468
00D6: if 
0038:   $7532 == 6 
004D: jump_if_false @CASINO2_13534 
018B: set_marker 204@ radar_mode 3 
00D6: if 
0039:   226@ == 0 
004D: jump_if_false @CASINO2_13534 
00BC: show_text_highpriority GXT 'PD_28' time 7000 flag 1  // ~s~Now deliver the dynamite to the ~y~drop point~s~.
0006: 226@ = 1 

:CASINO2_13534
00D6: if and
0119:   car 82@ wrecked 
0039:   235@ == 0 
004D: jump_if_false @CASINO2_13814 
01C3: remove_references_to_car 82@ 
00D6: if 
075C:   marker 192@ enabled 
004D: jump_if_false @CASINO2_13583 
0164: disable_marker 192@ 

:CASINO2_13583
00D6: if 
0039:   260@ == 0 
004D: jump_if_false @CASINO2_13694 
0395: clear_area 1 at 639.3412 850.4575 -43.9534 radius 15.0 
00A5: 82@ = create_car #SANCHEZ at 639.3412 850.4575 -43.9534 
053F: set_car 82@ tires_vulnerability 0 
0175: set_car 82@ Z_angle_to 90.0 
0186: 192@ = create_marker_above_car 82@ 
07E0: set_marker 192@ type_to 1 
0006: 260@ = 1 
0002: jump @CASINO2_13780 

:CASINO2_13694
0395: clear_area 1 at 583.0051 881.9482 -45.0648 radius 15.0 
00A5: 82@ = create_car #SANCHEZ at 583.0051 881.9482 -45.0648 
053F: set_car 82@ tires_vulnerability 0 
0175: set_car 82@ Z_angle_to 93.6785 
0186: 192@ = create_marker_above_car 82@ 
07E0: set_marker 192@ type_to 1 
0006: 260@ = 0 

:CASINO2_13780
00D6: if 
0039:   258@ == 0 
004D: jump_if_false @CASINO2_13814 
00BC: show_text_highpriority GXT 'PD_34' time 4000 flag 1  // ~s~Find another ~b~bike ~s~and escape!

:CASINO2_13814
00D6: if and
8119:   not car 82@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_13897 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00AA: store_car 82@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 266@ 
000F: 266@ -= 6.0 
00D6: if 
0027:   266@ > $TEMPVAR_FLOAT_3 // (float) 
004D: jump_if_false @CASINO2_13897 
020B: explode_car 82@ 

:CASINO2_13897
00D6: if 
0019:   79@ > 0 
004D: jump_if_false @CASINO2_15548 
00D6: if and
0019:   32@ > 3000 
0039:   79@ == 1 
004D: jump_if_false @CASINO2_13964 
00BC: show_text_highpriority GXT 'PD_22' time 4000 flag 1  // ~s~Get back home with the dynamite.
0006: 79@ = 2 

:CASINO2_13964
00D6: if and
0019:   32@ > 7000 
0039:   79@ == 2 
004D: jump_if_false @CASINO2_14004 
0050: gosub @CASINO2_5835 
0006: 79@ = 3 

:CASINO2_14004
00D6: if 
0039:   79@ == 3 
004D: jump_if_false @CASINO2_14100 
00D6: if 
0119:   car 223@ wrecked 
004D: jump_if_false @CASINO2_14061 
00BC: show_text_highpriority GXT 'PD_30' time 4000 flag 1  // ~r~You idiot you blew up the couriers car!
0002: jump @CASINO2_16369 

:CASINO2_14061
00D6: if 
0118:   actor 224@ dead 
004D: jump_if_false @CASINO2_14100 
00BC: show_text_highpriority GXT 'PD_31' time 4000 flag 1  // ~r~You idiot you killed the courier!
0002: jump @CASINO2_16369 

:CASINO2_14100
00D6: if 
8039:   not  79@ == 4 
004D: jump_if_false @CASINO2_15548 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1030.157 744.3469 9.7922 radius 2.0 2.0 2.0 
004D: jump_if_false @CASINO2_15548 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
075C:   marker 204@ enabled 
004D: jump_if_false @CASINO2_14194 
0164: disable_marker 204@ 

:CASINO2_14194
0006: 35@ = 0 

:CASINO2_14201
00D6: if 
075C:   marker 132@(35@,6i) enabled 
004D: jump_if_false @CASINO2_14230 
0164: disable_marker 132@(35@,6i) 

:CASINO2_14230
000A: 35@ += 1 
0029:   35@ >= 5 
004D: jump_if_false @CASINO2_14201 
00BE: text_clear_all 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_15523 
0050: gosub @CASINO2_18028 
0395: clear_area 1 at 1023.937 738.5938 9.808 radius 30.0 
00D6: if 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_14323 
0519: set_car 223@ locked 0 

:CASINO2_14323
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_14440 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO2_14420 
00D9: 269@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00AB: put_car 269@ at 1025.296 746.0016 9.8302 
0175: set_car 269@ Z_angle_to 300.0064 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1028.168 741.3518 9.7989 
0002: jump @CASINO2_14440 

:CASINO2_14420
00A1: put_actor $PLAYER_ACTOR at 1028.168 741.3518 9.7989 

:CASINO2_14440
00D6: if 
8118:   not actor 224@ dead 
004D: jump_if_false @CASINO2_14491 
0792: disembark_instantly_actor 224@ 
00A1: put_actor 224@ at 1029.173 740.8435 9.8018 
0173: set_actor 224@ Z_angle_to 63.6493 

:CASINO2_14491
0173: set_actor $PLAYER_ACTOR Z_angle_to 232.6414 
0107: 228@ = create_object #DYNAMITE at 1028.935 741.1799 9.8005 
0177: set_object 228@ Z_angle_to 90.0 
0382: set_object 228@ collision_detection 0 
0107: 229@ = create_object #DYNAMITE at 1028.935 741.0 9.8005 
0382: set_object 229@ collision_detection 0 
0107: 230@ = create_object #DYNAMITE at 1028.935 741.0 9.8005 
0382: set_object 230@ collision_detection 0 
069A: attach_object 229@ to_object 228@ with_offset 0.2 0.0 -0.2 rotation 0.0 90.0 40.0 
069A: attach_object 230@ to_object 228@ with_offset 0.3 0.0 0.0 rotation 0.0 45.0 60.0 
00D6: if 
8118:   not actor 224@ dead 
004D: jump_if_false @CASINO2_14701 
07C9: AS_actor 224@ walk_to_object 228@ then_lift_and_hold_in_hands 

:CASINO2_14701
0050: gosub @CASINO2_17980 
03CB: set_rendering_origin_at 1028.935 741.1799 9.8005 
015F: set_camera_position 1026.36 737.9733 11.3745 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1026.991 738.7281 11.1933 switchstyle 2 
0050: gosub @CASINO2_18063 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_14835 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:CASINO2_14835
00BC: show_text_highpriority GXT 'CAS2_CA' time 4000 flag 1  // ~z~Delivery for Woozie.
040D: unload_wav 1 
03CF: load_wav 7420 as 1 

:CASINO2_14862
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CASINO2_14888 
0001: wait 0 ms 
0002: jump @CASINO2_14862 

:CASINO2_14888
03D1: play_wav 1 
0006: 33@ = 0 

:CASINO2_14899
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CASINO2_14925 
0001: wait 0 ms 
0002: jump @CASINO2_14899 

:CASINO2_14925
00BC: show_text_highpriority GXT 'CAS2_CB' time 4000 flag 1  // ~z~Hey, you be careful with that...
040D: unload_wav 1 
03CF: load_wav 7421 as 1 

:CASINO2_14952
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CASINO2_14978 
0001: wait 0 ms 
0002: jump @CASINO2_14952 

:CASINO2_14978
03D1: play_wav 1 
0006: 33@ = 0 

:CASINO2_14989
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CASINO2_15015 
0001: wait 0 ms 
0002: jump @CASINO2_14989 

:CASINO2_15015
0006: 32@ = 0 

:CASINO2_15022
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @CASINO2_15076 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_15069 
0002: jump @CASINO2_15390 

:CASINO2_15069
0002: jump @CASINO2_15022 

:CASINO2_15076
0050: gosub @CASINO2_18028 
00D6: if 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_15104 
00A6: destroy_car 223@ 

:CASINO2_15104
00A5: 223@ = create_car #MANANA at 1032.678 741.7072 9.8044 
015F: set_camera_position 1020.499 740.7717 14.7072 rotation 0.0 0.0 0.0 
00D6: if 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_15184 
0158: camera_on_car 223@ mode 15 switchstyle 2 

:CASINO2_15184
00D6: if or
8118:   not actor 224@ dead 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_15262 
0108: destroy_object 229@ 
0108: destroy_object 230@ 
0108: destroy_object 228@ 
036A: put_actor 224@ in_car 223@ 
05D1: AS_actor 224@ drive_car 223@ to 1052.568 754.0004 9.8094 speed 25.0 2 model #NULL 3 

:CASINO2_15262
0006: 32@ = 0 

:CASINO2_15269
00D6: if 
001B:   10 > 32@ 
004D: jump_if_false @CASINO2_15322 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_15315 
0002: jump @CASINO2_15390 

:CASINO2_15315
0002: jump @CASINO2_15269 

:CASINO2_15322
0050: gosub @CASINO2_18063 
0006: 32@ = 0 

:CASINO2_15336
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @CASINO2_15390 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_15383 
0002: jump @CASINO2_15390 

:CASINO2_15383
0002: jump @CASINO2_15336 

:CASINO2_15390
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_15411 
0792: disembark_instantly_actor $PLAYER_ACTOR 

:CASINO2_15411
00D6: if 
03CA:   object 228@ exists 
004D: jump_if_false @CASINO2_15432 
0108: destroy_object 228@ 

:CASINO2_15432
00D6: if 
03CA:   object 229@ exists 
004D: jump_if_false @CASINO2_15453 
0108: destroy_object 229@ 

:CASINO2_15453
00D6: if 
03CA:   object 230@ exists 
004D: jump_if_false @CASINO2_15474 
0108: destroy_object 230@ 

:CASINO2_15474
00D6: if 
8118:   not actor 224@ dead 
004D: jump_if_false @CASINO2_15495 
009B: destroy_actor 224@ 

:CASINO2_15495
00D6: if 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_15516 
00A6: destroy_car 223@ 

:CASINO2_15516
0050: gosub @CASINO2_18002 

:CASINO2_15523
03E5: show_text_box 'PD_32'  // Visit the quarry to access the Quarry sub-missions.
0006: 79@ = 4 
0006: 32@ = 0 

:CASINO2_15548
00D6: if and
0039:   79@ == 4 
0019:   32@ > 4000 
004D: jump_if_false @CASINO2_15581 
0002: jump @CASINO2_16387 

:CASINO2_15581
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 454.5292 804.0931 5.3702 radius 2.0 2.0 2.0 
004D: jump_if_false @CASINO2_15636 
0006: 258@ = 1 

:CASINO2_15636
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 447.3409 811.1259 5.4896 radius 2.0 2.0 2.0 
004D: jump_if_false @CASINO2_15691 
0006: 258@ = 0 

:CASINO2_15691
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 562.4489 871.3499 -17.0245 radius 250.0 250.0 250.0 
004D: jump_if_false @CASINO2_15753 
0006: 257@ = 0 
0002: jump @CASINO2_15760 

:CASINO2_15753
0006: 257@ = 1 

:CASINO2_15760
00D6: if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 562.4489 871.3499 -17.0245 radius 250.0 250.0 250.0 
0039:   79@ == 3 
001A:   6 > $7532 
004D: jump_if_false @CASINO2_15933 
00D6: if 
0039:   235@ == 0 
004D: jump_if_false @CASINO2_15933 
018B: set_marker 132@($7532,6i) radar_mode 0 
018B: set_marker 192@($7532,1i) radar_mode 0 
06D6: disable_racing_checkpoint 174@($7532,6i) 
0004: $7532 = 6 
018B: set_marker 204@ radar_mode 3 
00D6: if 
0039:   226@ == 0 
004D: jump_if_false @CASINO2_15926 
00BC: show_text_highpriority GXT 'PD_28' time 4000 flag 1  // ~s~Now deliver the dynamite to the ~y~drop point~s~.
0006: 226@ = 1 

:CASINO2_15926
0006: 235@ = 1 

:CASINO2_15933
0002: jump @CASINO2_8522 

:CASINO2_15940
0002: jump @CASINO2_16369 

:CASINO2_15947
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @CASINO2_15999 
00D6: if 
0039:   41@ == 1 
004D: jump_if_false @CASINO2_15999 
00BB: show_text_lowpriority GXT 'CAS4_AD' time 4000 flag 1 

:CASINO2_15999
0006: 42@ = 1 
0051: return 

:CASINO2_16008
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @CASINO2_16073 
0050: gosub @CASINO2_15947 
00BB: show_text_lowpriority GXT 'PD_05' time 4000 flag 1  // 1 stick of 4
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_16073 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1150 

:CASINO2_16073
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @CASINO2_16131 
00BC: show_text_highpriority GXT 'PD_06' time 4000 flag 1  // 2 sticks of 4
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_16131 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1150 

:CASINO2_16131
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @CASINO2_16189 
00BC: show_text_highpriority GXT 'PD_07' time 4000 flag 1  // 3 sticks of 4
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_16189 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1150 

:CASINO2_16189
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @CASINO2_16266 
00BC: show_text_highpriority GXT 'PD_08' time 4000 flag 1  // 4 sticks of 4
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_16247 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1150 

:CASINO2_16247
0006: 32@ = 0 
0006: 79@ = 1 
014F: stop_timer $7531 

:CASINO2_16266
000A: 34@ += 1 
0051: return 

:CASINO2_16275
00D6: if 
0039:   54@ == 0 
004D: jump_if_false @CASINO2_16301 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 

:CASINO2_16301
0051: return 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @CASINO2_16328 
0006: 41@ = 1 

:CASINO2_16328
0051: return 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 'PD_09' time 4000 flag 1  // ~r~You blew up the dynamite.
0001: wait 4000 ms 
0051: return 

:CASINO2_16369
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:CASINO2_16387
004F: create_thread @HEIST  
004F: create_thread @QUARRYS  
0164: disable_marker $595 
02A7: $595 = create_icon_marker_and_sphere $ICON_CASH at $X_THE_FOUR_DRAGONS_CASINO_2 $Y_THE_FOUR_DRAGONS_CASINO_2 $Z_THE_FOUR_DRAGONS_CASINO_2 
08DC: create_interior_marker $595 at 2024.39 1008.62 radius 20.0 
0008: $CASINO_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'CASEEN2'  // Explosive Situation
01E3: show_text_1number_styled GXT 'M_PASSS' number 7000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 7000 
0998: add_respect 15 
030C: progress_made = 1 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
01B7: release_weather 
01B5: force_weather 1 
0164: disable_marker $MARKER_QUARRY_MISSION 
0570: $MARKER_QUARRY_MISSION = create_asset_radar_marker_with_icon 11 at $2352 $2353 $2354 
0051: return 

:CASINO2_16536
00D6: if 
0018:   $FREEFALL_STAGE > 0 
004D: jump_if_false @CASINO2_16561 
0004: $FREEFALL_STAGE = 6 

:CASINO2_16561
0004: $10493 = 0 
014F: stop_timer $7531 
0006: 35@ = 0 

:CASINO2_16580
00D6: if 
075C:   marker 101@(35@,4i) enabled 
004D: jump_if_false @CASINO2_16609 
0164: disable_marker 101@(35@,4i) 

:CASINO2_16609
000A: 35@ += 1 
0029:   35@ >= 4 
004D: jump_if_false @CASINO2_16580 
0006: 35@ = 0 

:CASINO2_16637
00D6: if 
075C:   marker 132@(35@,6i) enabled 
004D: jump_if_false @CASINO2_16666 
0164: disable_marker 132@(35@,6i) 

:CASINO2_16666
000A: 35@ += 1 
0029:   35@ >= 5 
004D: jump_if_false @CASINO2_16637 
00D6: if 
075C:   marker 204@ enabled 
004D: jump_if_false @CASINO2_16708 
0164: disable_marker 204@ 

:CASINO2_16708
00D6: if 
075C:   marker 192@ enabled 
004D: jump_if_false @CASINO2_16729 
0164: disable_marker 192@ 

:CASINO2_16729
00D6: if 
075C:   marker 186@ enabled 
004D: jump_if_false @CASINO2_16750 
0164: disable_marker 186@ 

:CASINO2_16750
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @CASINO2_16771 
00A6: destroy_car 73@ 

:CASINO2_16771
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @CASINO2_16792 
00A6: destroy_car 74@ 

:CASINO2_16792
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @CASINO2_16813 
00A6: destroy_car 75@ 

:CASINO2_16813
00D6: if 
03CA:   object 60@ exists 
004D: jump_if_false @CASINO2_16839 
0177: set_object 60@ Z_angle_to 0.0 

:CASINO2_16839
00D6: if 
03CA:   object 61@ exists 
004D: jump_if_false @CASINO2_16865 
0177: set_object 61@ Z_angle_to 15.0 

:CASINO2_16865
00D6: if 
03CA:   object 77@ exists 
004D: jump_if_false @CASINO2_16886 
0108: destroy_object 77@ 

:CASINO2_16886
00D6: if 
03CA:   object 76@ exists 
004D: jump_if_false @CASINO2_16907 
0108: destroy_object 76@ 

:CASINO2_16907
0249: release_model #BMYCON 
0249: release_model #CELLPHONE 
0249: release_model #WMYCONB 
0249: release_model #WMYSGRD 
0249: release_model #COLT45 
0249: release_model #SHOVEL 
0249: release_model #FORKLIFT 
0249: release_model #TRIADA 
0249: release_model #MANANA 
0249: release_model #SECURICA 
0249: release_model #CHROMEGUN 
0249: release_model #SANCHEZ 
0249: release_model #DUMPER 
04EF: release_animation "CARRY" 
04EF: release_animation "MISC" 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0110: clear_player $PLAYER_CHAR wanted_level 
0733: random_car_generator_enable_model #DUMPER 
01B7: release_weather 
00D8: mission_cleanup 
0004: $ONMISSION = 0 
0051: return 

:CASINO2_17015
0006: 35@ = 0 

:CASINO2_17022
00D6: if 
03CA:   object 109@(35@,4i) exists 
004D: jump_if_false @CASINO2_17817 
0871: init_jump_table 35@ total_jumps 4 default_jump 0 @CASINO2_17648 jumps 0 @CASINO2_17105 1 @CASINO2_17205 2 @CASINO2_17263 3 @CASINO2_17321 -1 @CASINO2_17648 -1 @CASINO2_17648 -1 @CASINO2_17648 

:CASINO2_17105
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @CASINO2_17126 
009B: destroy_actor 51@ 

:CASINO2_17126
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @CASINO2_17147 
009B: destroy_actor 52@ 

:CASINO2_17147
015F: set_camera_position 656.9689 914.2382 -38.7741 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 657.7072 914.8211 -39.1131 switchstyle 2 
0002: jump @CASINO2_17648 

:CASINO2_17205
015F: set_camera_position 578.0302 926.3607 -39.6861 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 578.5041 927.1686 -40.0363 switchstyle 2 
0002: jump @CASINO2_17648 

:CASINO2_17263
015F: set_camera_position 543.1476 853.9489 -38.0164 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 543.9039 853.3993 -38.3712 switchstyle 2 
0002: jump @CASINO2_17648 

:CASINO2_17321
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_17582 
00D6: if and
8119:   not car 187@ wrecked 
0039:   188@ == 0 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #FORKLIFT 
004D: jump_if_false @CASINO2_17582 
00D6: if 
03CA:   object 124@ exists 
004D: jump_if_false @CASINO2_17429 
0682: detach_object 124@ 0.0 0.0 0.0 collision_detection 0 
035C: place_object 124@ relative_to_car 187@ with_offset 0.0 1.8 -0.6 

:CASINO2_17429
00D6: if 
03CA:   object 112@ exists 
004D: jump_if_false @CASINO2_17490 
0682: detach_object 112@ 0.0 0.0 0.0 collision_detection 0 
035C: place_object 112@ relative_to_car 187@ with_offset 0.0 1.8 -0.6 

:CASINO2_17490
00D6: if 
03CA:   object 116@ exists 
004D: jump_if_false @CASINO2_17551 
0682: detach_object 116@ 0.0 0.0 0.0 collision_detection 0 
035C: place_object 116@ relative_to_car 187@ with_offset 0.0 1.8 -0.6 

:CASINO2_17551
00D6: if 
8118:   not actor 183@ dead 
004D: jump_if_false @CASINO2_17577 
0792: disembark_instantly_actor 183@ 
009B: destroy_actor 183@ 

:CASINO2_17577
00A6: destroy_car 187@ 

:CASINO2_17582
01BB: store_object 112@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
015F: set_camera_position 635.8651 827.8486 -34.5451 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 
0002: jump @CASINO2_17648 

:CASINO2_17648
00D6: if 
03CA:   object 121@(35@,4i) exists 
004D: jump_if_false @CASINO2_17679 
0550: keep_object 121@(35@,4i) in_memory 1 

:CASINO2_17679
01BB: store_object 109@(35@,4i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 11 camera_shake 5.0 
064B: 199@(35@,4i) = create_particle "EXPLOSION_SMALL" at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 1 
064F: remove_references_to_particle 199@(35@,4i) 
0108: destroy_object 109@(35@,4i) 
00D6: if 
0039:   117@(35@,4i) == 0 
004D: jump_if_false @CASINO2_17803 
0723: break_object 113@(35@,4i) intensity 1 

:CASINO2_17803
0001: wait 2000 ms 
0650: destroy_particle 199@(35@,4i) 

:CASINO2_17817
000A: 35@ += 1 
0029:   35@ >= 4 
004D: jump_if_false @CASINO2_17022 
0051: return 

:CASINO2_17840
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @CASINO2_17909 
00D6: if 
00FE:   actor 51@ sphere 0 in_sphere 718.7523 918.5203 -19.886 radius 3.0 3.0 3.0 
004D: jump_if_false @CASINO2_17909 
034F: destroy_actor_with_fade 51@ 

:CASINO2_17909
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @CASINO2_17978 
00D6: if 
00FE:   actor 52@ sphere 0 in_sphere 718.7523 918.5203 -19.886 radius 3.0 3.0 3.0 
004D: jump_if_false @CASINO2_17978 
034F: destroy_actor_with_fade 52@ 

:CASINO2_17978
0051: return 

:CASINO2_17980
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0051: return 

:CASINO2_18002
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0051: return 

:CASINO2_18028
016A: fade 0 time 500 

:CASINO2_18035
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO2_18059 
0001: wait 0 ms 
0002: jump @CASINO2_18035 

:CASINO2_18059
00BE: text_clear_all 
0051: return 

:CASINO2_18063
016A: fade 1 time 500 

:CASINO2_18070
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO2_18094 
0001: wait 0 ms 
0002: jump @CASINO2_18070 

:CASINO2_18094
0051: return 

:CASINO2_18096
00D6: if 
0736:   is_keyboard_key_just_pressed 81 
004D: jump_if_false @CASINO2_18241 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @CASINO2_18241 
0681: attach_object 124@ to_car 187@ with_offset -0.4 0.0 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 112@ to_car 187@ with_offset 0.0 0.0 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 116@ to_car 187@ with_offset -0.4 0.0 0.0 rotation 0.0 90.0 90.0 

:CASINO2_18241
00D6: if 
0736:   is_keyboard_key_just_pressed 66 
004D: jump_if_false @CASINO2_18520 
0247: load_model #TRIADA 
0247: load_model #MANANA 
04ED: load_animation "CARRY" 

:CASINO2_18274
00D6: if or
8248:   not model #TRIADA available 
8248:   not model #MANANA available 
84EE:   not animation "CARRY" loaded 
004D: jump_if_false @CASINO2_18314 
0001: wait 0 ms 
0002: jump @CASINO2_18274 

:CASINO2_18314
0395: clear_area 1 at 1032.678 741.7072 9.8044 radius 10.0 
00A5: 223@ = create_car #MANANA at 1032.678 741.7072 9.8044 
020A: set_car 223@ door_status_to 2 
0519: set_car 223@ locked 1 
04E1: open_and_freeze_car_trunk 223@ 
0175: set_car 223@ Z_angle_to 292.6477 
009A: 224@ = create_actor_pedtype 4 model #TRIADA at 1029.173 740.8435 9.8018 
0173: set_actor 224@ Z_angle_to 63.6493 
0446: set_actor 224@ dismemberment_possible 0 
0568: set_actor 224@ untargetable 1 
02A9: set_actor 224@ immune_to_nonplayer 1 
060B: set_actor 224@ decision_maker_to 127@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_18520 
00A1: put_actor $PLAYER_ACTOR at 1010.221 736.1201 9.8047 
0173: set_actor $PLAYER_ACTOR Z_angle_to 275.6392 
0006: 79@ = 3 
0004: $7532 = 6 
0006: 235@ = 1 

:CASINO2_18520
00D6: if 
0736:   is_keyboard_key_just_pressed 87 
004D: jump_if_false @CASINO2_18665 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @CASINO2_18665 
0681: attach_object 124@ to_car 187@ with_offset -0.6 0.0 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 112@ to_car 187@ with_offset 0.0 0.5 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 116@ to_car 187@ with_offset -0.6 0.0 0.0 rotation 0.0 90.0 90.0 

:CASINO2_18665
00D6: if 
0736:   is_keyboard_key_just_pressed 69 
004D: jump_if_false @CASINO2_18810 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @CASINO2_18810 
0681: attach_object 124@ to_car 187@ with_offset -1.0 0.0 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 112@ to_car 187@ with_offset 0.0 -1.0 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 116@ to_car 187@ with_offset -1.0 0.0 0.0 rotation 0.0 90.0 90.0 

:CASINO2_18810
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @CASINO2_18833 
0004: $7531 = 25000 

:CASINO2_18833
00D6: if 
0736:   is_keyboard_key_just_pressed 89 
004D: jump_if_false @CASINO2_18898 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_18898 
00BE: text_clear_all 
00A1: put_actor $PLAYER_ACTOR at 820.8088 847.8527 10.0376 
0173: set_actor $PLAYER_ACTOR Z_angle_to 114.6715 
0373: set_camera_directly_behind_player 

:CASINO2_18898
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @CASINO2_18985 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_18985 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO2_18985 
00D9: 270@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00AB: put_car 270@ at 495.8263 820.5667 -9.8729 
0175: set_car 270@ Z_angle_to 30.4329 
0373: set_camera_directly_behind_player 

:CASINO2_18985
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @CASINO2_19068 
00A5: 75@ = create_car #SECURICA at 428.4801 840.5771 5.5835 
0175: set_car 75@ Z_angle_to 28.5847 
0249: release_model #SECURICA 
0129: 66@ = create_actor_pedtype 25 model #WMYSGRD in_car 75@ driverseat 
01C8: 67@ = create_actor_pedtype 25 model #WMYSGRD in_car 75@ passenger_seat 0 
0249: release_model #WMYSGRD 

:CASINO2_19068
00D6: if 
0736:   is_keyboard_key_just_pressed 75 
004D: jump_if_false @CASINO2_19153 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_19133 
00BE: text_clear_all 
00A1: put_actor $PLAYER_ACTOR at 658.134 947.6506 -35.8939 
0173: set_actor $PLAYER_ACTOR Z_angle_to 194.3468 
0373: set_camera_directly_behind_player 

:CASINO2_19133
018C: play_sound 1058 at 0.0 0.0 0.0 

:CASINO2_19153
00D6: if 
0736:   is_keyboard_key_just_pressed 72 
004D: jump_if_false @CASINO2_20268 
0247: load_model #TRIADA 
0247: load_model #MANANA 

:CASINO2_19177
00D6: if or
8248:   not model #TRIADA available 
8248:   not model #MANANA available 
004D: jump_if_false @CASINO2_19208 
0001: wait 0 ms 
0002: jump @CASINO2_19177 

:CASINO2_19208
0395: clear_area 1 at 1032.678 741.7072 9.8044 radius 10.0 
00A5: 223@ = create_car #MANANA at 1032.678 741.7072 9.8044 
020A: set_car 223@ door_status_to 2 
04E1: open_and_freeze_car_trunk 223@ 
0175: set_car 223@ Z_angle_to 292.6477 
009A: 224@ = create_actor_pedtype 4 model #TRIADA at 1029.173 740.8435 9.8018 
0173: set_actor 224@ Z_angle_to 63.6493 
0050: gosub @CASINO2_18028 
0395: clear_area 1 at 1032.678 741.7072 9.8044 radius 10.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO2_19385 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1028.168 741.3518 9.7989 
0002: jump @CASINO2_19405 

:CASINO2_19385
00A1: put_actor $PLAYER_ACTOR at 1028.168 741.3518 9.7989 

:CASINO2_19405
00D6: if 
8118:   not actor 224@ dead 
004D: jump_if_false @CASINO2_19451 
00A1: put_actor 224@ at 1029.173 740.8435 9.8018 
0173: set_actor 224@ Z_angle_to 63.6493 

:CASINO2_19451
0173: set_actor $PLAYER_ACTOR Z_angle_to 232.6414 
04ED: load_animation "CARRY" 

:CASINO2_19470
00D6: if 
84EE:   not animation "CARRY" loaded 
004D: jump_if_false @CASINO2_19501 
0001: wait 0 ms 
0002: jump @CASINO2_19470 

:CASINO2_19501
0107: 228@ = create_object #DYNAMITE at 1028.935 741.1799 9.8005 
0177: set_object 228@ Z_angle_to 90.0 
0382: set_object 228@ collision_detection 0 
0107: 229@ = create_object #DYNAMITE at 1028.935 741.0 9.8005 
0382: set_object 229@ collision_detection 0 
0107: 230@ = create_object #DYNAMITE at 1028.935 741.0 9.8005 
0382: set_object 230@ collision_detection 0 
069A: attach_object 229@ to_object 228@ with_offset 0.2 0.0 -0.2 rotation 0.0 90.0 40.0 
069A: attach_object 230@ to_object 228@ with_offset 0.3 0.0 0.0 rotation 0.0 45.0 60.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8118:   not actor 224@ dead 
004D: jump_if_false @CASINO2_19706 
07C9: AS_actor 224@ walk_to_object 228@ then_lift_and_hold_in_hands 

:CASINO2_19706
0050: gosub @CASINO2_17980 
015F: set_camera_position 1026.36 737.9733 11.3745 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1026.991 738.7281 11.1933 switchstyle 2 
0050: gosub @CASINO2_18063 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_19823 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:CASINO2_19823
00BC: show_text_highpriority GXT 'PD_32' time 4000 flag 1  // Visit the quarry to access the Quarry sub-missions.
0001: wait 1000 ms 
0006: 32@ = 0 

:CASINO2_19851
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @CASINO2_19905 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_19898 
0002: jump @CASINO2_20219 

:CASINO2_19898
0002: jump @CASINO2_19851 

:CASINO2_19905
0050: gosub @CASINO2_18028 
00D6: if 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_19933 
00A6: destroy_car 223@ 

:CASINO2_19933
00A5: 223@ = create_car #MANANA at 1032.678 741.7072 9.8044 
015F: set_camera_position 1020.499 740.7717 14.7072 rotation 0.0 0.0 0.0 
00D6: if 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_20013 
0158: camera_on_car 223@ mode 15 switchstyle 2 

:CASINO2_20013
00D6: if or
8118:   not actor 224@ dead 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_20091 
0108: destroy_object 228@ 
0108: destroy_object 229@ 
0108: destroy_object 230@ 
036A: put_actor 224@ in_car 223@ 
05D1: AS_actor 224@ drive_car 223@ to 1065.901 775.0016 9.8227 speed 25.0 2 model #NULL 3 

:CASINO2_20091
0006: 32@ = 0 

:CASINO2_20098
00D6: if 
001B:   10 > 32@ 
004D: jump_if_false @CASINO2_20151 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_20144 
0002: jump @CASINO2_15390 

:CASINO2_20144
0002: jump @CASINO2_20098 

:CASINO2_20151
0050: gosub @CASINO2_18063 
0006: 32@ = 0 

:CASINO2_20165
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @CASINO2_20219 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_20212 
0002: jump @CASINO2_15390 

:CASINO2_20212
0002: jump @CASINO2_20165 

:CASINO2_20219
00D6: if 
8118:   not actor 224@ dead 
004D: jump_if_false @CASINO2_20240 
009B: destroy_actor 224@ 

:CASINO2_20240
00D6: if 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_20261 
00A6: destroy_car 223@ 

:CASINO2_20261
0050: gosub @CASINO2_18002 

:CASINO2_20268
0051: return 

:CASINO2_20270
040D: unload_wav 1 
03CF: load_wav 247@ as 1 
0006: 246@ = 0 
0051: return 

:CASINO2_20290
00D6: if and
03D0:   wav 1 loaded 
0039:   246@ == 0 
004D: jump_if_false @CASINO2_20358 
03D1: play_wav 1 
00D6: if 
85AE:   not  264@s == 'DUMMY' // @s == 'short' 
004D: jump_if_false @CASINO2_20351 
00BC: show_text_highpriority GXT 264@s time 10000 flag 1 

:CASINO2_20351
0006: 246@ = 1 

:CASINO2_20358
00D6: if and
03D2:   wav 1 ended 
0039:   246@ == 1 
004D: jump_if_false @CASINO2_20396 
040D: unload_wav 1 
03D5: remove_text 264@s 
0006: 246@ = 2 

:CASINO2_20396
0051: return 
040D: unload_wav 3 
03CF: load_wav 261@ as 3 
0006: 262@ = 0 
0051: return 

:CASINO2_20418
00D6: if and
03D0:   wav 3 loaded 
0039:   262@ == 0 
004D: jump_if_false @CASINO2_20470 
03D7: set_wav 3 location 591.091 877.4084 -43.4973 
03D1: play_wav 3 
0006: 262@ = 1 

:CASINO2_20470
00D6: if and
03D2:   wav 3 ended 
0039:   262@ == 1 
004D: jump_if_false @CASINO2_20503 
040D: unload_wav 3 
0006: 262@ = 2 

:CASINO2_20503
0051: return 

//-------------Mission 86---------------
// Originally: You've Had Your Chips

:CASINO3
03A4: name_thread 'CASINO3' 
0050: gosub @CASINO3_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CASINO3_38 
0050: gosub @CASINO3_14111 

:CASINO3_38
0050: gosub @CASINO3_14221 
004E: end_thread 

:CASINO3_47
0317: increment_mission_attempts 
054C: use_GXT_table 'CASINO3' 
0004: $ONMISSION = 1 
0001: wait 0 ms 
04BB: select_interior 11 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
00A1: put_actor $PLAYER_ACTOR at 2027.391 1008.087 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 297.1696 
02E4: load_cutscene_data 'CAS_3' 

:CASINO3_136
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO3_160 
0001: wait 0 ms 
0002: jump @CASINO3_136 

:CASINO3_160
02E7: start_cutscene 
016A: fade 1 time 1000 

:CASINO3_169
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO3_193 
0001: wait 0 ms 
0002: jump @CASINO3_169 

:CASINO3_193
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CASINO3_206
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO3_230 
0001: wait 0 ms 
0002: jump @CASINO3_206 

:CASINO3_230
02EA: end_cutscene 
04BB: select_interior 0 
060A: create_decision_maker_type 0 store_to 73@ // decision\allowed\m_.ped files 
0001: wait 0 ms 
0169: set_fade_color_RGB 0 0 0 
0247: load_model #BRAVURA 
0247: load_model #ADMIRAL 
0247: load_model #WMYMECH 
0247: load_model #WMYMECH 
0247: load_model #BAT 
0247: load_model #COLT45 
0247: load_model #SHOTGSPA 
0247: load_model #MICRO_UZI 
0247: load_model #VMAFF1 
0247: load_model #VMAFF2 
0247: load_model #VMAFF3 
0247: load_model #VMAFF4 
0247: load_model #FORKLIFT 
038B: load_requested_models 

:CASINO3_316
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #BRAVURA available 
004D: jump_if_false @CASINO3_348 
0001: wait 0 ms 
0002: jump @CASINO3_316 

:CASINO3_348
00D6: if or
8248:   not model #WMYMECH available 
8248:   not model #VMAFF1 available 
8248:   not model #VMAFF2 available 
8248:   not model #SHOTGSPA available 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @CASINO3_392 
0001: wait 0 ms 
0002: jump @CASINO3_348 

:CASINO3_392
00D6: if or
8248:   not model #FORKLIFT available 
8248:   not model #VMAFF4 available 
8248:   not model #VMAFF4 available 
004D: jump_if_false @CASINO3_427 
0001: wait 0 ms 
0002: jump @CASINO3_392 

:CASINO3_427
00D6: if or
8248:   not model #WMYMECH available 
8248:   not model #BAT available 
8248:   not model #ADMIRAL available 
004D: jump_if_false @CASINO3_463 
0001: wait 0 ms 
0002: jump @CASINO3_427 

:CASINO3_463
03CB: set_rendering_origin_at 2031.168 1030.918 9.813 
0006: 51@ = 99 
0006: 186@ = 0 
0006: 187@ = 0 
0006: 36@ = 0 
0006: 53@ = 5 
0006: 54@ = 0 
0006: 55@ = 0 
0006: 117@ = 0 
0006: 142@ = 0 
0006: 143@ = 0 
0006: 56@ = 0 
0006: 144@ = 0 
0006: 145@ = 0 
0006: 146@ = 0 
0006: 147@ = 1 
0006: 141@ = 0 
0006: 91@ = 0 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 118@ = 0 
0006: 149@ = 0 
0006: 151@ = 0 
0006: 152@ = 0 
0006: 153@ = 0 
0006: 155@ = 0 
0006: 154@ = 0 
0006: 156@ = 0 
0006: 36@ = 0 
0006: 157@ = 0 
0006: 122@ = 0 
0006: 124@ = 0 
0006: 169@ = 0 
0006: 170@ = 0 
0006: 247@ = 0 
0006: 171@ = 1 
0006: 238@ = 1 
0006: 239@ = 2 
0006: 240@ = 0 
0006: 241@ = 1 
0006: 242@ = 0 
0006: 243@ = 0 
05AA: 195@s = 'CAS3_AA' // @s = 'short'  // ~z~Hey, who's this character? He looks like a cop to me.
05AA: 197@s = 'CAS3_AB' // @s = 'short'  // ~z~We better go warn the boss.
05AA: 199@s = 'CAS3_AC' // @s = 'short'  // ~z~Hey, watch the car, I just got this baby detailed!
05AA: 201@s = 'CAS3_AD' // @s = 'short'  // ~z~What? He must be a fed! Let's give him a proper Sindacco welcome!
05AA: 203@s = 'CAS3_BA' // @s = 'short'  // ~z~Hey, what's going on?
05AA: 205@s = 'CAS3_BB' // @s = 'short'  // ~z~Someone's got a fucking deathwish if they're starting trouble 'round here!
05AA: 207@s = 'CAS3_BC' // @s = 'short'  // ~z~Get the boys ready! Production line's gotta keep rolling!
05AA: 209@s = 'CAS3_BD' // @s = 'short'  // ~z~Hey, who's this prick?
05AA: 211@s = 'CAS3_BE' // @s = 'short'  // ~z~Somebody take care of this joker!
05AA: 213@s = 'CAS3_CA' // @s = 'short'  // ~z~Hey, Carl, how'd it go?
05AA: 215@s = 'CAS3_CB' // @s = 'short'  // ~z~Tell Woozie, we'll be getting no more trouble with them.
05AA: 217@s = 'CAS3_CC' // @s = 'short'  // ~z~counterfeit chips
04AF: 224@ = 7600 // = constant 
04AF: 225@ = 7601 // = constant 
04AF: 226@ = 7602 // = constant 
04AF: 227@ = 7603 // = constant 
04AF: 228@ = 7604 // = constant 
04AF: 229@ = 7605 // = constant 
04AF: 230@ = 7606 // = constant 
04AF: 231@ = 7607 // = constant 
04AF: 232@ = 7608 // = constant 
04AF: 233@ = 7609 // = constant 
04AF: 234@ = 7610 // = constant 
04AF: 235@ = 7611 // = constant 
050F: get_max_wanted_level_to 34@ 
00D6: if 
0039:   55@ == -13 
004D: jump_if_false @CASINO3_1077 
00A5: 179@ = create_car #ADMIRAL at 1029.856 2142.858 9.813 

:CASINO3_1077
0382: set_object $2658 collision_detection 1 
00A5: 57@ = create_car #BRAVURA at 2014.72 1035.238 9.8127 
0175: set_car 57@ Z_angle_to 1.0755 
0229: set_car 57@ primary_color_to 10 secondary_color_to 2 
00A5: 58@ = create_car #ADMIRAL at 1044.271 2096.714 9.813 
02AC: set_car 58@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0175: set_car 58@ Z_angle_to 27.1148 
0229: set_car 58@ primary_color_to 2 secondary_color_to 1 
00A5: 60@ = create_car #FORKLIFT at 1063.887 2134.724 9.8203 
0175: set_car 60@ Z_angle_to 252.0755 
00A5: 61@ = create_car #FORKLIFT at 1060.146 2083.986 9.8203 
0175: set_car 61@ Z_angle_to 233.609 
0129: 76@ = create_actor_pedtype 4 model #WMYMECH in_car 61@ driverseat 
01B2: give_actor 76@ weapon 28 ammo 2000 // Load the weapon model before using this 
054A: set_actor 76@ can_be_shot_in_a_car 1 
0249: release_model #BRAVURA 
0249: release_model #FORKLIFT 
0129: 71@ = create_actor_pedtype 24 model #VMAFF1 in_car 58@ driverseat 
01B2: give_actor 71@ weapon 22 ammo 2000 // Load the weapon model before using this 
0173: set_actor 71@ Z_angle_to 56.724 
060B: set_actor 71@ decision_maker_to 73@ 
054A: set_actor 71@ can_be_shot_in_a_car 0 
01C8: 72@ = create_actor_pedtype 24 model #VMAFF2 in_car 58@ passenger_seat 0 
01B2: give_actor 72@ weapon 22 ammo 2000 // Load the weapon model before using this 
0173: set_actor 72@ Z_angle_to 148.026 
060B: set_actor 72@ decision_maker_to 73@ 
054A: set_actor 72@ can_be_shot_in_a_car 0 
009A: 81@ = create_actor_pedtype 24 model #VMAFF4 at 1064.213 2140.694 9.8203 
01B2: give_actor 81@ weapon 28 ammo 2000 // Load the weapon model before using this 
0173: set_actor 81@ Z_angle_to 156.0958 
060B: set_actor 81@ decision_maker_to 73@ 
009A: 82@ = create_actor_pedtype 24 model #VMAFF2 at 1093.068 2107.341 9.8203 
01B2: give_actor 82@ weapon 22 ammo 2000 // Load the weapon model before using this 
0173: set_actor 82@ Z_angle_to 115.2591 
060B: set_actor 82@ decision_maker_to 73@ 
009A: 83@ = create_actor_pedtype 24 model #VMAFF1 at 1092.082 2116.792 14.3504 
01B2: give_actor 83@ weapon 22 ammo 2000 // Load the weapon model before using this 
0173: set_actor 83@ Z_angle_to 115.409 
060B: set_actor 83@ decision_maker_to 73@ 
009A: 80@ = create_actor_pedtype 24 model #VMAFF3 at 1083.688 2121.599 14.3504 
01B2: give_actor 80@ weapon 27 ammo 2000 // Load the weapon model before using this 
060B: set_actor 80@ decision_maker_to 73@ 
035F: actor 80@ armour += 50 
0173: set_actor 80@ Z_angle_to 115.6952 
009A: 74@ = create_actor_pedtype 24 model #WMYMECH at 1056.655 2108.551 9.8203 
0173: set_actor 74@ Z_angle_to 186.9465 
060B: set_actor 74@ decision_maker_to 73@ 
054A: set_actor 74@ can_be_shot_in_a_car 1 
009A: 75@ = create_actor_pedtype 24 model #WMYMECH at 1092.607 2116.912 9.8203 
0173: set_actor 75@ Z_angle_to 116.0465 
060B: set_actor 75@ decision_maker_to 73@ 
054A: set_actor 75@ can_be_shot_in_a_car 1 
029B: 257@ = init_object #CJ_CHIP_MAKER_BITS at 1074.903 2139.611 10.7203 
09CA: set_object 257@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 266@ = init_object #CJ_CHIP_MAKER at 1074.903 2139.611 10.7203 
0382: set_object 257@ collision_detection 1 
0453: set_object 257@ XYZ_rotation 0.0 0.0 180.0 
0453: set_object 266@ XYZ_rotation 0.0 0.0 180.0 
029B: 258@ = init_object #CJ_CHIP_MAKER_BITS at 1069.485 2139.611 10.7203 
09CA: set_object 258@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 267@ = init_object #CJ_CHIP_MAKER at 1069.485 2139.611 10.7203 
0382: set_object 258@ collision_detection 1 
0453: set_object 258@ XYZ_rotation 0.0 0.0 180.0 
0453: set_object 267@ XYZ_rotation 0.0 0.0 180.0 
029B: 259@ = init_object #CJ_CHIP_MAKER_BITS at 1062.456 2139.611 10.7203 
09CA: set_object 259@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 268@ = init_object #CJ_CHIP_MAKER at 1062.456 2139.611 10.7203 
0382: set_object 259@ collision_detection 1 
0453: set_object 259@ XYZ_rotation 0.0 0.0 180.0 
0453: set_object 268@ XYZ_rotation 0.0 0.0 180.0 
029B: 260@ = init_object #CJ_CHIP_MAKER_BITS at 1081.268 2123.686 10.7203 
09CA: set_object 260@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 269@ = init_object #CJ_CHIP_MAKER at 1081.268 2123.686 10.7203 
0453: set_object 260@ XYZ_rotation 0.0 0.0 90.0 
0453: set_object 269@ XYZ_rotation 0.0 0.0 90.0 
0382: set_object 260@ collision_detection 1 
029B: 261@ = init_object #CJ_CHIP_MAKER_BITS at 1081.236 2130.681 10.7203 
09CA: set_object 261@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 270@ = init_object #CJ_CHIP_MAKER at 1081.236 2130.681 10.7203 
0453: set_object 261@ XYZ_rotation 0.0 0.0 90.0 
0453: set_object 270@ XYZ_rotation 0.0 0.0 90.0 
0382: set_object 261@ collision_detection 1 
029B: 262@ = init_object #CJ_CHIP_MAKER_BITS at 1086.855 2077.532 10.7203 
09CA: set_object 262@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 271@ = init_object #CJ_CHIP_MAKER at 1086.855 2077.532 10.7203 
0382: set_object 262@ collision_detection 1 
029B: 263@ = init_object #CJ_CHIP_MAKER_BITS at 1091.818 2121.257 10.7203 
09CA: set_object 263@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 272@ = init_object #CJ_CHIP_MAKER at 1091.818 2121.257 10.7203 
0453: set_object 263@ XYZ_rotation 0.0 0.0 180.0 
0453: set_object 272@ XYZ_rotation 0.0 0.0 180.0 
0382: set_object 263@ collision_detection 1 
029B: 264@ = init_object #CJ_CHIP_MAKER_BITS at 1094.163 2102.352 10.7203 
09CA: set_object 264@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 273@ = init_object #CJ_CHIP_MAKER at 1094.163 2102.352 10.7203 
0453: set_object 264@ XYZ_rotation 0.0 0.0 90.0 
0453: set_object 273@ XYZ_rotation 0.0 0.0 90.0 
0382: set_object 264@ collision_detection 1 
029B: 265@ = init_object #CJ_CHIP_MAKER_BITS at 1094.163 2092.352 10.7203 
09CA: set_object 265@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 274@ = init_object #CJ_CHIP_MAKER at 1094.163 2092.352 10.7203 
0453: set_object 265@ XYZ_rotation 0.0 0.0 90.0 
0453: set_object 274@ XYZ_rotation 0.0 0.0 90.0 
0382: set_object 265@ collision_detection 1 
0006: 284@ = 0 

:CASINO3_2636
00D6: if 
001B:   9 > 284@ 
004D: jump_if_false @CASINO3_2691 
0006: 275@(284@,9i) = 0 
071F: set_object 257@(284@,9i) health_to 1000 
000A: 284@ += 1 
0002: jump @CASINO3_2636 

:CASINO3_2691
029B: 106@ = init_object #KMB_CONTAINER_RED at 1023.181 2106.604 14.7301 
0453: set_object 106@ XYZ_rotation 0.0 0.0 0.0 
029B: 107@ = init_object #KMB_CONTAINER_RED at 1077.014 2070.743 14.7635 
0453: set_object 107@ XYZ_rotation 0.0 0.0 0.0 
0007: 139@ = 0.0 
0007: 140@ = 0.0 
018A: 37@ = create_checkpoint_at 1057.636 2089.694 9.8203 
03CB: set_rendering_origin_at 2031.168 1030.918 9.813 
04E4: refresh_game_renderer_at 2031.168 1030.918 
09BA: show_entered_zone_name 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0001: wait 1000 ms 
016A: fade 1 time 1000 

:CASINO3_2866
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO3_2890 
0001: wait 0 ms 
0002: jump @CASINO3_2866 

:CASINO3_2890
00BC: show_text_highpriority GXT 'CA3_1' time 10000 flag 1  // ~s~Head towards the ~y~factory unit~s~ on the outskirts of town. You're going to disturb their operation.
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
09BA: show_entered_zone_name 1 

:CASINO3_2921
0001: wait 0 ms 
00D6: if 
03CA:   object $2664 exists 
004D: jump_if_false @CASINO3_2961 
01BC: put_object $2664 at 1055.629 2087.67 0.299 

:CASINO3_2961
00D6: if 
8039:   not  240@ == 0 
004D: jump_if_false @CASINO3_3314 
00D6: if 
0039:   242@ == 0 
004D: jump_if_false @CASINO3_3032 
00D6: if 
03D0:   wav 239@ loaded 
004D: jump_if_false @CASINO3_3018 
040D: unload_wav 239@ 

:CASINO3_3018
0006: 242@ = 1 
0006: 243@ = 1 

:CASINO3_3032
00D6: if 
0039:   242@ == 1 
004D: jump_if_false @CASINO3_3069 
03CF: load_wav 223@(240@,15i) as 238@ 
0006: 242@ = 2 

:CASINO3_3069
00D6: if 
0039:   242@ == 2 
004D: jump_if_false @CASINO3_3129 
00D6: if 
03D0:   wav 238@ loaded 
004D: jump_if_false @CASINO3_3129 
03D1: play_wav 238@ 
00BC: show_text_highpriority GXT 193@(240@,15s) time 10000 flag 1 
0006: 242@ = 3 

:CASINO3_3129
00D6: if 
0039:   242@ == 3 
004D: jump_if_false @CASINO3_3314 
00D6: if 
03D2:   wav 238@ ended 
004D: jump_if_false @CASINO3_3253 
03D5: remove_text 193@(240@,15s) 
00D6: if 
0039:   238@ == 1 
004D: jump_if_false @CASINO3_3211 
0006: 238@ = 2 
0006: 239@ = 1 
0002: jump @CASINO3_3225 

:CASINO3_3211
0006: 238@ = 1 
0006: 239@ = 2 

:CASINO3_3225
0006: 240@ = 0 
0006: 242@ = 0 
0006: 243@ = 0 
0002: jump @CASINO3_3314 

:CASINO3_3253
00D6: if 
83D0:   not wav 239@ loaded 
004D: jump_if_false @CASINO3_3314 
00D6: if 
001B:   10 > 240@ 
004D: jump_if_false @CASINO3_3314 
0085: 241@ = 240@ // (int) 
000A: 241@ += 1 
03CF: load_wav 223@(241@,15i) as 239@ 

:CASINO3_3314
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CASINO3_3336 
0002: jump @CASINO3_14129 

:CASINO3_3336
0453: set_object 106@ XYZ_rotation 0.0 0.0 139@ 
00D6: if 
8039:   not  36@ == 1 
004D: jump_if_false @CASINO3_3382 
000B: 139@ += 0.2 

:CASINO3_3382
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CASINO3_3410 
000B: 139@ += 0.4 

:CASINO3_3410
00D6: if 
0021:   139@ > 359.0 
004D: jump_if_false @CASINO3_3441 
0007: 139@ = 0.0 

:CASINO3_3441
0453: set_object 107@ XYZ_rotation 0.0 0.0 140@ 
000B: 140@ += 0.25 
00D6: if 
0021:   140@ > 359.0 
004D: jump_if_false @CASINO3_3500 
0007: 140@ = 0.0 

:CASINO3_3500
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CASINO3_3595 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO3_3595 

:CASINO3_3535
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO3_3563 
0001: wait 0 ms 
0002: jump @CASINO3_3535 

:CASINO3_3563
00D6: if 
0019:   150@ > 1 
004D: jump_if_false @CASINO3_3595 
0006: 150@ = 10 
0006: 36@ = 0 

:CASINO3_3595
00D6: if 
0735:   is_keyboard_key_pressed 87 
004D: jump_if_false @CASINO3_3642 
00A1: put_actor $PLAYER_ACTOR at 1002.171 2079.443 9.8203 
0373: set_camera_directly_behind_player 
01B2: give_actor $PLAYER_ACTOR weapon 27 ammo 99999 // Load the weapon model before using this 

:CASINO3_3642
00D6: if 
0039:   155@ == 1 
004D: jump_if_false @CASINO3_3719 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO3_3719 

:CASINO3_3677
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO3_3705 
0001: wait 0 ms 
0002: jump @CASINO3_3677 

:CASINO3_3705
0006: 153@ = 5 
0006: 155@ = 0 

:CASINO3_3719
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @CASINO3_3796 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO3_3796 

:CASINO3_3754
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO3_3782 
0001: wait 0 ms 
0002: jump @CASINO3_3754 

:CASINO3_3782
0006: 154@ = 5 
0006: 156@ = 0 

:CASINO3_3796
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @CASINO3_3873 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO3_3873 

:CASINO3_3831
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO3_3859 
0001: wait 0 ms 
0002: jump @CASINO3_3831 

:CASINO3_3859
0006: 55@ = 40 
0006: 157@ = 0 

:CASINO3_3873
00D6: if 
0039:   171@ == 1 
004D: jump_if_false @CASINO3_3938 
00D6: if 
0038:   $2001 == 1 
004D: jump_if_false @CASINO3_3938 
0950: set_trip_skip 1009.683 1987.64 9.6796 angle 1.816 
0006: 171@ = 0 

:CASINO3_3938
00D6: if 
0039:   53@ == 5 
004D: jump_if_false @CASINO3_4110 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_4053 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 71@ radius 100.0 100.0 0 
004D: jump_if_false @CASINO3_4053 
0951: disable_trip_skip 
0006: 171@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CA3_2' time 6000 flag 1  // ~s~Those mobsters have some guards watching the main goods entrance. Try and get into the ~y~factory~s~ unnoticed.
0006: 53@ = 10 
050F: get_max_wanted_level_to 34@ 
01F0: set_max_wanted_level_to 0 
0004: $2001 = 1 

:CASINO3_4053
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1009.683 1987.64 9.6796 radius 25.0 25.0 5.0 
004D: jump_if_false @CASINO3_4110 
0951: disable_trip_skip 
0006: 171@ = 0 

:CASINO3_4110
00D6: if 
0039:   53@ == 10 
004D: jump_if_false @CASINO3_4358 
00D6: if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 1048.428 2093.521 lr_corner_at 1048.822 2081.844 angle 15.0 sphere 0 
004D: jump_if_false @CASINO3_4185 
0006: 55@ = 1 
0006: 53@ = 99 

:CASINO3_4185
00D6: if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 1055.174 2064.71 lr_corner_at 1054.835 21099.81 angle 15.0 sphere 0 
004D: jump_if_false @CASINO3_4258 
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @CASINO3_4258 
0006: 170@ = 1 
0006: 33@ = 0 

:CASINO3_4258
00D6: if 
056D:   actor 76@ defined 
004D: jump_if_false @CASINO3_4307 
00D6: if 
051A:   actor 76@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO3_4307 
0006: 55@ = 1 
0006: 53@ = 99 

:CASINO3_4307
00D6: if 
0039:   170@ == 1 
004D: jump_if_false @CASINO3_4358 
00D6: if 
0019:   33@ > 500 
004D: jump_if_false @CASINO3_4358 
0006: 55@ = 1 
0006: 53@ = 99 

:CASINO3_4358
00D6: if 
0039:   55@ == 0 
004D: jump_if_false @CASINO3_4729 
00D6: if 
001B:   0 > 53@ 
004D: jump_if_false @CASINO3_4729 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @CASINO3_4485 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_4485 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_4485 
05D1: AS_actor 76@ drive_car 61@ to 1030.442 2106.319 9.8203 speed 10.0 2 model #NULL 2 
0006: 151@ = 1 

:CASINO3_4485
00D6: if 
0039:   151@ == 1 
004D: jump_if_false @CASINO3_4624 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_4624 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_4624 
00D6: if 
01AF:   car 61@ sphere 0 in_sphere 1030.442 2106.319 9.8203 radius 3.0 3.0 3.0 
004D: jump_if_false @CASINO3_4624 
0006: 151@ = 2 
05D1: AS_actor 76@ drive_car 61@ to 1060.146 2084.986 9.8203 speed 10.0 2 model #NULL 2 

:CASINO3_4624
00D6: if 
0039:   151@ == 2 
004D: jump_if_false @CASINO3_4729 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_4729 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_4729 
00D6: if 
01AF:   car 61@ sphere 0 in_sphere 1060.146 2084.986 9.8203 radius 5.0 5.0 3.0 
004D: jump_if_false @CASINO3_4729 
0006: 151@ = 0 

:CASINO3_4729
00D6: if 
0039:   55@ == 1 
004D: jump_if_false @CASINO3_6971 
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @CASINO3_5875 
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @CASINO3_5210 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
016A: fade 0 time 500 

:CASINO3_4804
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO3_4828 
0001: wait 0 ms 
0002: jump @CASINO3_4804 

:CASINO3_4828
009A: 89@ = create_actor_pedtype 24 model #VMAFF4 at 1083.01 2099.131 14.3504 
0173: set_actor 89@ Z_angle_to 186.4201 
01B2: give_actor 89@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 89@ decision_maker_to 73@ 
009A: 87@ = create_actor_pedtype 24 model #VMAFF1 at 1084.281 2097.948 14.3504 
0173: set_actor 87@ Z_angle_to 153.4201 
01B2: give_actor 87@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 87@ decision_maker_to 73@ 
00A1: put_actor $PLAYER_ACTOR at 1050.532 2087.933 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 282.0 
02A3: enable_widescreen 1 
015F: set_camera_position 1088.848 2094.239 17.2308 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1087.869 2094.222 17.0277 switchstyle 2 
016A: fade 1 time 500 

:CASINO3_5024
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO3_5048 
0001: wait 0 ms 
0002: jump @CASINO3_5024 

:CASINO3_5048
0006: 32@ = 0 
0006: 153@ = 1 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CASINO3_5106 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1083.361 2093.45 14.3504 
05D8: AS_assign_scmpath to_actor 89@ flags 4 0 

:CASINO3_5106
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CASINO3_5150 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1084.752 2093.208 14.3504 
05D8: AS_assign_scmpath to_actor 87@ flags 4 0 

:CASINO3_5150
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO3_5210 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO3_5210 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1057.532 2087.933 9.8203 
05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 4 0 

:CASINO3_5210
00D6: if 
0039:   153@ == 1 
004D: jump_if_false @CASINO3_5360 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @CASINO3_5254 
0006: 155@ = 1 

:CASINO3_5254
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @CASINO3_5360 
0006: 240@ = 8 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CASINO3_5309 
0687: clear_actor 89@ task 
0639: AS_actor 89@ rotate_to_actor $PLAYER_ACTOR 

:CASINO3_5309
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CASINO3_5353 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1082.375 2090.25 14.35044 
05D8: AS_assign_scmpath to_actor 87@ flags 4 0 

:CASINO3_5353
0006: 153@ = 2 

:CASINO3_5360
00D6: if 
0039:   153@ == 2 
004D: jump_if_false @CASINO3_5565 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @CASINO3_5565 
0006: 240@ = 9 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CASINO3_5453 
0687: clear_actor 89@ task 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1088.526 2112.616 14.3504 
05D8: AS_assign_scmpath to_actor 89@ flags 6 0 

:CASINO3_5453
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_5519 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_5519 
05D1: AS_actor 76@ drive_car 61@ to 1076.809 2080.526 9.8203 speed 9.0 2 model #NULL 2 

:CASINO3_5519
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CASINO3_5551 
0687: clear_actor 87@ task 
0635: AS_actor 87@ aim_at_actor $PLAYER_ACTOR 4000 ms 

:CASINO3_5551
0006: 153@ = 3 
0006: 32@ = 0 

:CASINO3_5565
00D6: if 
0039:   153@ == 3 
004D: jump_if_false @CASINO3_5687 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @CASINO3_5687 
0006: 153@ = 5 
0006: 155@ = 0 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_5687 
0687: clear_actor 76@ task 
0615: define_AS_pack_begin 167@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1088.783 2077.573 9.8203 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 167@ 
0618: assign_actor 76@ to_AS_pack 167@ 
061B: remove_references_to_AS_pack 167@ 

:CASINO3_5687
00D6: if 
0039:   153@ == 5 
004D: jump_if_false @CASINO3_5875 
02A3: enable_widescreen 0 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_5761 
00D6: if 
0449:   actor 76@ in_a_car 
004D: jump_if_false @CASINO3_5761 
0362: remove_actor 76@ from_car_and_place_at 1088.783 2077.573 9.8203 

:CASINO3_5761
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_5807 
00AB: put_car 61@ at 1076.809 2080.526 9.8203 
0175: set_car 61@ Z_angle_to 273.0 

:CASINO3_5807
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0687: clear_actor $PLAYER_ACTOR task 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @CASINO3_5847 
02AC: set_car 58@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:CASINO3_5847
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0006: 55@ = 2 
0006: 141@ = 1 

:CASINO3_5875
00D6: if 
0019:   149@ > 0 
004D: jump_if_false @CASINO3_6971 
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @CASINO3_6264 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:CASINO3_5932
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO3_5956 
0001: wait 0 ms 
0002: jump @CASINO3_5932 

:CASINO3_5956
00A1: put_actor $PLAYER_ACTOR at 1050.532 2087.933 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 282.0 
009A: 89@ = create_actor_pedtype 24 model #VMAFF4 at 1086.869 2078.61 14.3504 
0173: set_actor 89@ Z_angle_to 86.4201 
01B2: give_actor 89@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 89@ decision_maker_to 73@ 
009A: 87@ = create_actor_pedtype 24 model #VMAFF1 at 1086.42 2077.292 14.3504 
0173: set_actor 87@ Z_angle_to 74.4201 
01B2: give_actor 87@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 87@ decision_maker_to 73@ 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1075.725 2094.545 18.0271 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1074.852 2094.529 17.5392 switchstyle 2 
016A: fade 1 time 500 

:CASINO3_6159
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO3_6183 
0001: wait 0 ms 
0002: jump @CASINO3_6159 

:CASINO3_6183
0006: 32@ = 0 
0006: 154@ = 1 
0006: 240@ = 7 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO3_6264 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO3_6264 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1057.532 2087.933 9.8203 
05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 4 0 

:CASINO3_6264
00D6: if 
0039:   154@ == 1 
004D: jump_if_false @CASINO3_6620 
00D6: if 
0019:   32@ > 300 
004D: jump_if_false @CASINO3_6580 
00D6: if 
0039:   169@ == 0 
004D: jump_if_false @CASINO3_6580 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CASINO3_6390 
0687: clear_actor 87@ task 
06C2: AS_actor 87@ goto 1079.871 2079.303 14.3516 mode 4 turn_radius 0.5 stop_radius 0.5 actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 

:CASINO3_6390
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_6456 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_6456 
05D1: AS_actor 76@ drive_car 61@ to 1076.809 2080.526 9.8203 speed 9.0 2 model #NULL 2 

:CASINO3_6456
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_6536 
0687: clear_actor 71@ task 
0615: define_AS_pack_begin 168@ 
05D3: AS_actor -1 goto_point 1064.677 2094.79 13.6896 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 168@ 
0618: assign_actor 71@ to_AS_pack 168@ 
061B: remove_references_to_AS_pack 168@ 
0638: AS_actor 71@ stay_put 1 

:CASINO3_6536
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO3_6566 
04EB: AS_actor 72@ crouch 1 
0638: AS_actor 72@ stay_put 1 

:CASINO3_6566
0006: 156@ = 1 
0006: 169@ = 1 

:CASINO3_6580
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @CASINO3_6620 
0006: 240@ = 6 
0006: 154@ = 3 
0006: 32@ = 0 

:CASINO3_6620
00D6: if 
0039:   154@ == 3 
004D: jump_if_false @CASINO3_6742 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @CASINO3_6742 
0006: 154@ = 5 
0006: 156@ = 0 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_6742 
0687: clear_actor 76@ task 
0615: define_AS_pack_begin 167@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1088.783 2077.573 9.8203 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 167@ 
0618: assign_actor 76@ to_AS_pack 167@ 
061B: remove_references_to_AS_pack 167@ 

:CASINO3_6742
00D6: if 
0039:   154@ == 5 
004D: jump_if_false @CASINO3_6971 
02A3: enable_widescreen 0 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CASINO3_6805 
0687: clear_actor 87@ task 
00A1: put_actor 87@ at 1079.871 2079.303 14.3516 

:CASINO3_6805
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_6857 
00D6: if 
0449:   actor 76@ in_a_car 
004D: jump_if_false @CASINO3_6857 
0362: remove_actor 76@ from_car_and_place_at 1088.783 2077.573 9.8203 

:CASINO3_6857
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_6903 
00AB: put_car 61@ at 1076.809 2080.526 9.8203 
0175: set_car 61@ Z_angle_to 273.0 

:CASINO3_6903
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0687: clear_actor $PLAYER_ACTOR task 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @CASINO3_6943 
02AC: set_car 58@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:CASINO3_6943
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0006: 55@ = 2 
0006: 141@ = 1 

:CASINO3_6971
00D6: if 
0039:   55@ == 2 
004D: jump_if_false @CASINO3_7231 
0164: disable_marker 37@ 
0006: 284@ = 0 

:CASINO3_7001
00D6: if 
001B:   9 > 284@ 
004D: jump_if_false @CASINO3_7113 
0006: 275@(284@,9i) = 0 
0188: 40@(284@,11i) = create_marker_above_object 257@(284@,9i) 
09CA: set_object 257@(284@,9i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0168: set_marker 40@(284@,11i) size 2 
071F: set_object 257@(284@,9i) health_to 1000 
035D: set_object 257@(284@,9i) targetable 1 
000A: 284@ += 1 
0002: jump @CASINO3_7001 

:CASINO3_7113
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CA3_7' time 6000 flag 1  // ~s~Destroy every one of those injection molding ~g~machines~s~ now!
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_7160 
0687: clear_actor 76@ task 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 

:CASINO3_7160
00D6: if 
0019:   149@ > 0 
004D: jump_if_false @CASINO3_7192 
0050: gosub @CASINO3_13413 
0006: 55@ = 4 

:CASINO3_7192
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @CASINO3_7224 
0050: gosub @CASINO3_12849 
0006: 55@ = 4 

:CASINO3_7224
0050: gosub @CASINO3_14056 

:CASINO3_7231
00D6: if 
0039:   55@ == 8 
004D: jump_if_false @CASINO3_7360 
00BC: show_text_highpriority GXT 'CA3_23' time 6000 flag 1  // ~s~Great work, the job's done! Get back to ~y~Woozie's casino~s~ in one piece!
01F0: set_max_wanted_level_to 34@ 
018A: 39@ = create_checkpoint_at 1918.59 958.3391 9.8203 
0165: set_marker 39@ color_to 4 
0249: release_model #VMAFF3 
0249: release_model #WMYMECH 
0247: load_model #TRIADA 
0247: load_model #TRIADB 
0247: load_model #WASHING 
0006: 55@ = 9 

:CASINO3_7325
00D6: if or
8248:   not model #TRIADA available 
8248:   not model #WASHING available 
8248:   not model #TRIADB available 
004D: jump_if_false @CASINO3_7360 
0001: wait 0 ms 
0002: jump @CASINO3_7325 

:CASINO3_7360
00D6: if 
0039:   55@ == 9 
004D: jump_if_false @CASINO3_7704 
077E: get_active_interior_to 35@ 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CASINO3_7421 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @CASINO3_7421 
01B4: set_player $PLAYER_CHAR can_move 1 

:CASINO3_7421
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1918.59 958.3391 9.8203 radius 4.0 4.0 2.0 
004D: jump_if_false @CASINO3_7704 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO3_7606 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
02A0:   actor $PLAYER_ACTOR stopped 
004D: jump_if_false @CASINO3_7599 
00A5: 69@ = create_car #WASHING at 1902.168 974.9742 9.8203 
0175: set_car 69@ Z_angle_to 197.2609 
0229: set_car 69@ primary_color_to 4 secondary_color_to 2 
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @CASINO3_7592 
0129: 68@ = create_actor_pedtype 25 model #TRIADA in_car 69@ driverseat 
01C8: 67@ = create_actor_pedtype 25 model #TRIADB in_car 69@ passenger_seat 1 

:CASINO3_7592
0006: 55@ = 15 

:CASINO3_7599
0002: jump @CASINO3_7704 

:CASINO3_7606
01B4: set_player $PLAYER_CHAR can_move 0 
00A5: 69@ = create_car #WASHING at 1902.168 974.9742 9.8203 
0175: set_car 69@ Z_angle_to 197.2609 
0229: set_car 69@ primary_color_to 4 secondary_color_to 2 
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @CASINO3_7697 
0129: 68@ = create_actor_pedtype 25 model #TRIADA in_car 69@ driverseat 
01C8: 67@ = create_actor_pedtype 25 model #TRIADB in_car 69@ passenger_seat 1 

:CASINO3_7697
0006: 55@ = 15 

:CASINO3_7704
00D6: if 
0039:   55@ == 15 
004D: jump_if_false @CASINO3_7989 
01C3: remove_references_to_car 179@ 
01C3: remove_references_to_car 58@ 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
00BE: text_clear_all 
0395: clear_area 1 at 1913.682 962.0125 9.8203 radius 20.0 
0395: clear_area 1 at 1903.468 967.1692 9.8127 radius 20.0 
02A3: enable_widescreen 1 
015F: set_camera_position 1922.234 951.8628 12.2282 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1921.715 952.7101 12.1171 switchstyle 2 
0006: 55@ = 17 
0006: 32@ = 0 
0687: clear_actor $PLAYER_ACTOR task 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO3_7943 
0615: define_AS_pack_begin 166@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1913.682 962.0125 9.8203 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 166@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 166@ 
061B: remove_references_to_AS_pack 166@ 
0002: jump @CASINO3_7989 

:CASINO3_7943
0615: define_AS_pack_begin 166@ 
05D3: AS_actor -1 goto_point 1913.682 962.0125 9.8203 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 166@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 166@ 
061B: remove_references_to_AS_pack 166@ 

:CASINO3_7989
00D6: if 
0039:   55@ == 17 
004D: jump_if_false @CASINO3_8053 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @CASINO3_8053 
0006: 55@ = 20 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1035 

:CASINO3_8053
00D6: if 
0039:   55@ == 20 
004D: jump_if_false @CASINO3_8356 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.02 collision_check 0 
004D: jump_if_false @CASINO3_8156 
034E: move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.02 collision_check 0 

:CASINO3_8156
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @CASINO3_8356 
0006: 55@ = 30 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @CASINO3_8356 
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @CASINO3_8356 
05D1: AS_actor 68@ drive_car 69@ to 1909.04 959.7415 9.8203 speed 7.0 2 model #NULL 2 
015F: set_camera_position 1914.831 962.6716 11.3214 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1913.837 962.5726 11.2813 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 1913.682 962.0125 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 100.3 
0006: 32@ = 0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1036 

:CASINO3_8356
00D6: if 
0039:   55@ == 30 
004D: jump_if_false @CASINO3_8548 
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @CASINO3_8548 
00D6: if 
01AD:   car 69@ sphere 0 near_point 1909.04 959.7415 radius 3.0 3.0 
004D: jump_if_false @CASINO3_8495 
0006: 55@ = 35 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @CASINO3_8461 
05BF: AS_actor 67@ look_at_actor $PLAYER_ACTOR -1 ms 

:CASINO3_8461
0006: 240@ = 10 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1035 
0006: 32@ = 0 

:CASINO3_8495
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @CASINO3_8548 
0006: 55@ = 35 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1035 
0006: 32@ = 0 

:CASINO3_8548
00D6: if 
0039:   55@ == 35 
004D: jump_if_false @CASINO3_8711 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 collision_check 0 
004D: jump_if_false @CASINO3_8651 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 collision_check 0 

:CASINO3_8651
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @CASINO3_8711 
0006: 55@ = 36 
0006: 32@ = 0 
0006: 247@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1036 

:CASINO3_8711
00D6: if 
0019:   247@ > 0 
004D: jump_if_false @CASINO3_8852 
00D6: if 
0039:   243@ == 0 
004D: jump_if_false @CASINO3_8852 
0871: init_jump_table 247@ total_jumps 2 default_jump 0 @CASINO3_8852 jumps 1 @CASINO3_8810 2 @CASINO3_8831 -1 @CASINO3_8852 -1 @CASINO3_8852 -1 @CASINO3_8852 -1 @CASINO3_8852 -1 @CASINO3_8852 

:CASINO3_8810
0006: 240@ = 11 
0006: 247@ = 2 
0002: jump @CASINO3_8852 

:CASINO3_8831
0006: 240@ = 12 
0006: 247@ = 0 
0002: jump @CASINO3_8852 

:CASINO3_8852
00D6: if 
0039:   55@ == 36 
004D: jump_if_false @CASINO3_9104 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 collision_check 0 
004D: jump_if_false @CASINO3_8955 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 collision_check 0 

:CASINO3_8955
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @CASINO3_9104 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @CASINO3_9104 
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @CASINO3_9104 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @CASINO3_9104 
0687: clear_actor 68@ task 
0006: 55@ = 37 
05D1: AS_actor 68@ drive_car 69@ to 1915.04 940.7415 9.8203 speed 10.0 2 model #NULL 2 
0006: 32@ = 0 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @CASINO3_9104 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 67@ -1 ms 

:CASINO3_9104
00D6: if 
0039:   55@ == 37 
004D: jump_if_false @CASINO3_9233 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 collision_check 0 
004D: jump_if_false @CASINO3_9207 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 collision_check 0 

:CASINO3_9207
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @CASINO3_9233 
0006: 55@ = 40 

:CASINO3_9233
00D6: if 
0039:   55@ == 40 
004D: jump_if_false @CASINO3_9473 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 collision_check 0 
004D: jump_if_false @CASINO3_9336 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 collision_check 0 

:CASINO3_9336
0006: 157@ = 0 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @CASINO3_9369 
0792: disembark_instantly_actor 67@ 
009B: destroy_actor 67@ 

:CASINO3_9369
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @CASINO3_9395 
0792: disembark_instantly_actor 68@ 
009B: destroy_actor 68@ 

:CASINO3_9395
00A6: destroy_car 69@ 
02A3: enable_widescreen 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01BC: put_object $2658 at 1903.383 967.82 11.438 
0177: set_object $2658 Z_angle_to 0.0 
0006: 55@ = 45 
00BE: text_clear_all 
0002: jump @CASINO3_14129 

:CASINO3_9473
00D6: if 
001B:   1 > 55@ 
004D: jump_if_false @CASINO3_10031 
00D6: if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 1030.105 2095.715 lr_corner_at 1054.818 2098.778 angle 30.0 sphere 0 
004D: jump_if_false @CASINO3_9668 
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @CASINO3_9601 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_9601 
00D6: if 
09ED:   actor 71@ is_within_field_of_view_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO3_9601 
0006: 149@ = 1 
0006: 150@ = 1 

:CASINO3_9601
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @CASINO3_9668 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO3_9668 
00D6: if 
09ED:   actor 72@ is_within_field_of_view_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO3_9668 
0006: 149@ = 1 
0006: 150@ = 1 

:CASINO3_9668
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @CASINO3_9735 
00D6: if 
056D:   actor 71@ defined 
004D: jump_if_false @CASINO3_9735 
00D6: if 
051A:   actor 71@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO3_9735 
0006: 149@ = 1 
0006: 150@ = 1 

:CASINO3_9735
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @CASINO3_9802 
00D6: if 
056D:   actor 72@ defined 
004D: jump_if_false @CASINO3_9802 
00D6: if 
051A:   actor 72@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO3_9802 
0006: 149@ = 1 
0006: 150@ = 1 

:CASINO3_9802
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @CASINO3_9869 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @CASINO3_9869 
00D6: if 
051C:   car 58@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO3_9869 
0006: 149@ = 1 
0006: 150@ = 1 

:CASINO3_9869
00D6: if 
0039:   149@ == 3 
004D: jump_if_false @CASINO3_9950 
00D6: if 
056D:   actor 71@ defined 
004D: jump_if_false @CASINO3_9950 
00D6: if 
051A:   actor 71@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO3_9950 
0006: 149@ = 4 
0050: gosub @CASINO3_12691 
0006: 55@ = 1 
0006: 53@ = 99 

:CASINO3_9950
00D6: if 
0039:   149@ == 3 
004D: jump_if_false @CASINO3_10031 
00D6: if 
056D:   actor 72@ defined 
004D: jump_if_false @CASINO3_10031 
00D6: if 
051A:   actor 72@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO3_10031 
0006: 149@ = 4 
0050: gosub @CASINO3_12691 
0006: 55@ = 1 
0006: 53@ = 99 

:CASINO3_10031
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @CASINO3_10247 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1039.3 2100.435 12.2503 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1040.13 2099.906 12.0705 switchstyle 2 
0006: 240@ = 1 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_10160 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO3_10160 
05BF: AS_actor 71@ look_at_actor 72@ -1 ms 

:CASINO3_10160
0006: 240@ = 1 
0006: 33@ = 0 
0006: 150@ = 3 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_10247 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_10247 
05D1: AS_actor 76@ drive_car 61@ to 1076.804 2080.491 9.8203 speed 9.0 2 model #NULL 2 

:CASINO3_10247
00D6: if 
0039:   150@ == 3 
004D: jump_if_false @CASINO3_10331 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @CASINO3_10291 
0006: 36@ = 1 

:CASINO3_10291
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @CASINO3_10331 
0006: 150@ = 5 
0006: 240@ = 2 
0006: 33@ = 0 

:CASINO3_10331
00D6: if 
0039:   150@ == 5 
004D: jump_if_false @CASINO3_10451 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @CASINO3_10451 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_10437 
0687: clear_actor 71@ task 
0615: define_AS_pack_begin 137@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1062.345 2087.318 9.8203 mode 6 time 10000 ms // versionA 
0616: define_AS_pack_end 137@ 
0618: assign_actor 71@ to_AS_pack 137@ 
061B: remove_references_to_AS_pack 137@ 

:CASINO3_10437
0006: 150@ = 6 
0006: 33@ = 0 

:CASINO3_10451
00D6: if 
0039:   150@ == 6 
004D: jump_if_false @CASINO3_10590 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @CASINO3_10590 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @CASINO3_10590 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO3_10576 
0687: clear_actor 72@ task 
0615: define_AS_pack_begin 138@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1056.874 2084.136 9.8203 mode 6 time 10000 ms // versionA 
0616: define_AS_pack_end 138@ 
0618: assign_actor 72@ to_AS_pack 138@ 
061B: remove_references_to_AS_pack 138@ 

:CASINO3_10576
0006: 33@ = 0 
0006: 150@ = 8 

:CASINO3_10590
00D6: if 
0039:   150@ == 8 
004D: jump_if_false @CASINO3_10634 
00D6: if 
0019:   33@ > 3700 
004D: jump_if_false @CASINO3_10634 
0006: 150@ = 10 

:CASINO3_10634
00D6: if 
0039:   150@ == 10 
004D: jump_if_false @CASINO3_10854 
02A3: enable_widescreen 0 
0006: 36@ = 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 228.0 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_10724 
0792: disembark_instantly_actor 71@ 
00A1: put_actor 71@ at 1073.558 2094.413 13.6896 
0173: set_actor 71@ Z_angle_to 83.0 

:CASINO3_10724
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO3_10775 
0792: disembark_instantly_actor 72@ 
00A1: put_actor 72@ at 1066.096 2098.85 13.7429 
0173: set_actor 72@ Z_angle_to 132.0 

:CASINO3_10775
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_10811 
00AB: put_car 61@ at 1076.804 2080.491 9.8203 

:CASINO3_10811
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CA3_8' time 6000 flag 1  // ~s~They're expecting visitors now! Get into the ~y~factory~s~ quickly!
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 150@ = 99 
0006: 149@ = 99 

:CASINO3_10854
00D6: if 
0039:   141@ == 1 
004D: jump_if_false @CASINO3_11401 
0006: 284@ = 0 

:CASINO3_10879
00D6: if 
001B:   9 > 284@ 
004D: jump_if_false @CASINO3_11232 
00D6: if 
0039:   275@(284@,9i) == 0 
004D: jump_if_false @CASINO3_11218 
071E: get_object 257@(284@,9i) health_to 52@ 
00D6: if 
08FF:   object 257@(284@,9i) received_damage_type 27 
004D: jump_if_false @CASINO3_10960 
0006: 52@ = 0 

:CASINO3_10960
00D6: if 
08FF:   object 257@(284@,9i) received_damage_type 25 
004D: jump_if_false @CASINO3_10989 
0006: 52@ = 0 

:CASINO3_10989
00D6: if 
08FF:   object 257@(284@,9i) received_damage_type 26 
004D: jump_if_false @CASINO3_11018 
0006: 52@ = 0 

:CASINO3_11018
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @CASINO3_11218 
01BB: store_object 257@(284@,9i) position_to 125@ 126@ 127@ 
064B: 248@(284@,9i) = create_particle "OVERHEAT_CAR_ELECTRIC" at 125@ 126@ 127@ type 1 
000B: 127@ += 1.0 
0948: create_explosion_at 125@ 126@ 127@ type 11 camera_shake 1.0 
0723: break_object 257@(284@,9i) intensity 1 
0164: disable_marker 40@(284@,11i) 
035D: set_object 257@(284@,9i) targetable 0 
00D6: if 
8039:   not  51@ == 99 
004D: jump_if_false @CASINO3_11183 
0650: destroy_particle 248@(51@,9i) 

:CASINO3_11183
064C: make_particle 248@(284@,9i) visible 
0085: 51@ = 284@ // (int) 
000A: 275@(284@,9i) += 1 
000A: 117@ += 1 

:CASINO3_11218
000A: 284@ += 1 
0002: jump @CASINO3_10879 

:CASINO3_11232
00D6: if 
0039:   148@ == 0 
004D: jump_if_false @CASINO3_11369 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @CASINO3_11369 
00D6: if 
00FE:   actor 81@ sphere 0 in_sphere 1067.581 2122.251 9.8203 radius 1.5 1.5 3.0 
004D: jump_if_false @CASINO3_11369 
0687: clear_actor 81@ task 
0615: define_AS_pack_begin 129@ 
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 5000 chance_of_action 60 
0616: define_AS_pack_end 129@ 
0618: assign_actor 81@ to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 
0006: 148@ = 1 

:CASINO3_11369
00D6: if 
0039:   117@ == 9 
004D: jump_if_false @CASINO3_11401 
0006: 55@ = 8 
0006: 141@ = 99 

:CASINO3_11401
00D6: if 
0039:   186@ == 0 
004D: jump_if_false @CASINO3_11846 
00D6: if 
0039:   117@ == 3 
004D: jump_if_false @CASINO3_11846 
009A: 172@ = create_actor_pedtype 24 model #WMYMECH at 1020.017 2082.9 17.9296 
01B2: give_actor 172@ weapon 27 ammo 2000 // Load the weapon model before using this 
0173: set_actor 172@ Z_angle_to 269.9465 
060B: set_actor 172@ decision_maker_to 73@ 
00D6: if 
8118:   not actor 172@ dead 
004D: jump_if_false @CASINO3_11575 
0687: clear_actor 172@ task 
0615: define_AS_pack_begin 175@ 
05D3: AS_actor -1 goto_point 1038.717 2082.798 13.9297 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 175@ 
0618: assign_actor 172@ to_AS_pack 175@ 
061B: remove_references_to_AS_pack 175@ 

:CASINO3_11575
009A: 173@ = create_actor_pedtype 24 model #WMYMECH at 1020.263 2097.185 13.9297 
01B2: give_actor 173@ weapon 22 ammo 2000 // Load the weapon model before using this 
0173: set_actor 173@ Z_angle_to 274.9465 
060B: set_actor 173@ decision_maker_to 73@ 
00D6: if 
8118:   not actor 173@ dead 
004D: jump_if_false @CASINO3_11701 
0687: clear_actor 173@ task 
0615: define_AS_pack_begin 176@ 
05D3: AS_actor -1 goto_point 1038.426 2098.644 9.8203 mode 6 time -2 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 176@ 
0618: assign_actor 173@ to_AS_pack 176@ 
061B: remove_references_to_AS_pack 176@ 

:CASINO3_11701
009A: 174@ = create_actor_pedtype 24 model #WMYMECH at 1019.671 2078.126 13.9297 
01B2: give_actor 174@ weapon 28 ammo 2000 // Load the weapon model before using this 
0173: set_actor 174@ Z_angle_to 267.9465 
060B: set_actor 174@ decision_maker_to 73@ 
00D6: if 
8118:   not actor 174@ dead 
004D: jump_if_false @CASINO3_11839 
0687: clear_actor 174@ task 
0615: define_AS_pack_begin 177@ 
05D3: AS_actor -1 goto_point 1068.708 2085.24 9.8203 mode 6 time -2 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 177@ 
0618: assign_actor 174@ to_AS_pack 177@ 
061B: remove_references_to_AS_pack 177@ 

:CASINO3_11839
0006: 186@ = 1 

:CASINO3_11846
00D6: if 
0039:   187@ == 0 
004D: jump_if_false @CASINO3_11982 
00D6: if 
0019:   117@ > 5 
004D: jump_if_false @CASINO3_11982 
0674: set_car_model #ADMIRAL numberplate "G1RUYHUN" 
00A5: 179@ = create_car #ADMIRAL at 1029.856 2142.858 9.813 
0175: set_car 179@ Z_angle_to 205.1437 
0229: set_car 179@ primary_color_to 123 secondary_color_to 10 
02AC: set_car 179@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
020A: set_car 179@ door_status_to 3 
0519: set_car 179@ locked 1 
053F: set_car 179@ tires_vulnerability 0 
0006: 187@ = 1 

:CASINO3_11982
00D6: if 
0039:   187@ == 1 
004D: jump_if_false @CASINO3_12269 
00D6: if 
0019:   117@ > 5 
004D: jump_if_false @CASINO3_12269 
00D6: if 
8119:   not car 179@ wrecked 
004D: jump_if_false @CASINO3_12269 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 179@ radius 25.0 25.0 sphere 0 
004D: jump_if_false @CASINO3_12269 
0129: 178@ = create_actor_pedtype 24 model #VMAFF1 in_car 179@ driverseat 
060B: set_actor 178@ decision_maker_to 73@ 
01B2: give_actor 178@ weapon 28 ammo 2000 // Load the weapon model before using this 
01C8: 180@ = create_actor_pedtype 24 model #VMAFF2 in_car 179@ passenger_seat 1 
060B: set_actor 180@ decision_maker_to 73@ 
01B2: give_actor 180@ weapon 28 ammo 2000 // Load the weapon model before using this 
0713: actor 180@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 90 
01C8: 181@ = create_actor_pedtype 24 model #VMAFF4 in_car 179@ passenger_seat 2 
060B: set_actor 181@ decision_maker_to 73@ 
01B2: give_actor 181@ weapon 28 ammo 2000 // Load the weapon model before using this 
0713: actor 181@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 90 
0519: set_car 179@ locked 0 
0477: set_car 179@ action 9 time 5500 
020A: set_car 179@ door_status_to 1 
0006: 187@ = 2 
0006: 33@ = 0 

:CASINO3_12269
00D6: if 
0039:   187@ == 2 
004D: jump_if_false @CASINO3_12422 
00D6: if 
0019:   33@ > 6500 
004D: jump_if_false @CASINO3_12422 
00D6: if 
8119:   not car 179@ wrecked 
004D: jump_if_false @CASINO3_12422 
00D6: if 
8118:   not actor 178@ dead 
004D: jump_if_false @CASINO3_12422 
00D6: if 
01C1:   car 179@ stopped 
004D: jump_if_false @CASINO3_12422 
02AC: set_car 179@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0687: clear_actor 178@ task 
0615: define_AS_pack_begin 182@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 182@ 
0618: assign_actor 178@ to_AS_pack 182@ 
061B: remove_references_to_AS_pack 182@ 
0006: 187@ = 3 
0006: 33@ = 0 

:CASINO3_12422
00D6: if 
0039:   187@ == 3 
004D: jump_if_false @CASINO3_12553 
00D6: if 
0019:   33@ > 15000 
004D: jump_if_false @CASINO3_12553 
00D6: if 
8119:   not car 179@ wrecked 
004D: jump_if_false @CASINO3_12553 
00D6: if 
8118:   not actor 181@ dead 
004D: jump_if_false @CASINO3_12553 
00D6: if 
01C1:   car 179@ stopped 
004D: jump_if_false @CASINO3_12553 
0687: clear_actor 181@ task 
0615: define_AS_pack_begin 184@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 184@ 
0618: assign_actor 181@ to_AS_pack 184@ 
061B: remove_references_to_AS_pack 184@ 
0006: 187@ = 4 

:CASINO3_12553
00D6: if 
0039:   187@ == 4 
004D: jump_if_false @CASINO3_12684 
00D6: if 
0019:   33@ > 25000 
004D: jump_if_false @CASINO3_12684 
00D6: if 
8119:   not car 179@ wrecked 
004D: jump_if_false @CASINO3_12684 
00D6: if 
8118:   not actor 180@ dead 
004D: jump_if_false @CASINO3_12684 
00D6: if 
01C1:   car 179@ stopped 
004D: jump_if_false @CASINO3_12684 
0687: clear_actor 180@ task 
0615: define_AS_pack_begin 183@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 183@ 
0618: assign_actor 180@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 
0006: 187@ = 5 

:CASINO3_12684
0002: jump @CASINO3_2921 

:CASINO3_12691
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_12715 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 

:CASINO3_12715
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO3_12739 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 

:CASINO3_12739
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO3_12795 
00A1: put_actor 74@ at 1084.126 2107.637 14.3504 
0173: set_actor 74@ Z_angle_to 111.4468 
01B2: give_actor 74@ weapon 22 ammo 2000 // Load the weapon model before using this 

:CASINO3_12795
009A: 88@ = create_actor_pedtype 24 model #VMAFF1 at 1084.71 2116.736 14.3504 
0173: set_actor 88@ Z_angle_to 94.4201 
01B2: give_actor 88@ weapon 28 ammo 2000 // Load the weapon model before using this 
060B: set_actor 88@ decision_maker_to 73@ 
0051: return 

:CASINO3_12849
00D6: if 
0039:   144@ == 0 
004D: jump_if_false @CASINO3_13411 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CASINO3_12924 
0687: clear_actor 87@ task 
0615: define_AS_pack_begin 135@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 135@ 
0618: assign_actor 87@ to_AS_pack 135@ 
061B: remove_references_to_AS_pack 135@ 

:CASINO3_12924
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @CASINO3_12999 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 1067.581 2122.251 9.8203 mode 6 time -2 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 129@ 
0618: assign_actor 81@ to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 

:CASINO3_12999
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @CASINO3_13085 
0615: define_AS_pack_begin 128@ 
0637: AS_actor -1 goto 1085.596 2106.83 9.8203 mode 6 turn_radius 100.0 stop_radius 2.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 128@ 
0618: assign_actor 82@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 

:CASINO3_13085
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @CASINO3_13178 
0615: define_AS_pack_begin 130@ 
0637: AS_actor -1 goto 1082.391 2091.13 14.3504 mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0616: define_AS_pack_end 130@ 
0618: assign_actor 83@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:CASINO3_13178
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CASINO3_13214 
0687: clear_actor 89@ task 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 89@ stay_put 1 

:CASINO3_13214
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO3_13253 
0687: clear_actor 74@ task 
01B2: give_actor 74@ weapon 22 ammo 2000 // Load the weapon model before using this 
05E2: AS_actor 74@ kill_actor $PLAYER_ACTOR 

:CASINO3_13253
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO3_13356 
0687: clear_actor 75@ task 
01B2: give_actor 75@ weapon 22 ammo 2000 // Load the weapon model before using this 
00A1: put_actor 75@ at 1057.055 2122.319 13.6896 
0173: set_actor 75@ Z_angle_to 279.0 
0615: define_AS_pack_begin 79@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 79@ 
0618: assign_actor 75@ to_AS_pack 79@ 
061B: remove_references_to_AS_pack 79@ 

:CASINO3_13356
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_13380 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 

:CASINO3_13380
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO3_13404 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 

:CASINO3_13404
0006: 144@ = 1 

:CASINO3_13411
0051: return 

:CASINO3_13413
00D6: if 
0039:   144@ == 0 
004D: jump_if_false @CASINO3_14054 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CASINO3_13488 
0687: clear_actor 87@ task 
0615: define_AS_pack_begin 135@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 135@ 
0618: assign_actor 87@ to_AS_pack 135@ 
061B: remove_references_to_AS_pack 135@ 

:CASINO3_13488
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @CASINO3_13545 
0687: clear_actor 88@ task 
0615: define_AS_pack_begin 136@ 
05BC: AS_actor -1 jump 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 136@ 
0618: assign_actor 88@ to_AS_pack 136@ 
061B: remove_references_to_AS_pack 136@ 

:CASINO3_13545
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO3_13612 
01B2: give_actor 74@ weapon 22 ammo 2000 // Load the weapon model before using this 
0687: clear_actor 74@ task 
0615: define_AS_pack_begin 78@ 
05BC: AS_actor -1 jump 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 78@ 
0618: assign_actor 74@ to_AS_pack 78@ 
061B: remove_references_to_AS_pack 78@ 

:CASINO3_13612
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO3_13715 
01B2: give_actor 75@ weapon 28 ammo 2000 // Load the weapon model before using this 
0687: clear_actor 75@ task 
00A1: put_actor 75@ at 1057.055 2122.319 13.6896 
0173: set_actor 75@ Z_angle_to 279.0 
0615: define_AS_pack_begin 79@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 79@ 
0618: assign_actor 75@ to_AS_pack 79@ 
061B: remove_references_to_AS_pack 79@ 

:CASINO3_13715
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @CASINO3_13790 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 1067.581 2122.251 9.8203 mode 6 time -2 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 129@ 
0618: assign_actor 81@ to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 

:CASINO3_13790
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @CASINO3_13870 
0615: define_AS_pack_begin 128@ 
0637: AS_actor -1 goto 1085.596 2106.83 9.8203 mode 6 turn_radius 100.0 stop_radius 2.0 look_at_actor $PLAYER_ACTOR 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 128@ 
0618: assign_actor 82@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 

:CASINO3_13870
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @CASINO3_13963 
0615: define_AS_pack_begin 130@ 
0637: AS_actor -1 goto 1082.391 2091.13 14.3504 mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0616: define_AS_pack_end 130@ 
0618: assign_actor 83@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:CASINO3_13963
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CASINO3_13999 
0687: clear_actor 89@ task 
0638: AS_actor 89@ stay_put 1 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 

:CASINO3_13999
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_14023 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 

:CASINO3_14023
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO3_14047 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 

:CASINO3_14047
0006: 144@ = 1 

:CASINO3_14054
0051: return 

:CASINO3_14056
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @CASINO3_14109 
0615: define_AS_pack_begin 131@ 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0616: define_AS_pack_end 131@ 
0618: assign_actor 80@ to_AS_pack 131@ 
061B: remove_references_to_AS_pack 131@ 

:CASINO3_14109
0051: return 

:CASINO3_14111
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:CASINO3_14129
0008: $CASINO_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'CASINO3'  // You've had your Chips
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0998: add_respect 20 
0109: player $PLAYER_CHAR money = 10000 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker $582 
02A7: $582 = create_icon_marker_and_sphere $ICON_TRIADS_CASINO at 2026.603 1007.735 9.8127 
0051: return 

:CASINO3_14221
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @CASINO3_14252 
02AC: set_car 58@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:CASINO3_14252
00D6: if 
8119:   not car 179@ wrecked 
004D: jump_if_false @CASINO3_14283 
02AC: set_car 179@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:CASINO3_14283
00D6: if 
03CA:   object $2658 exists 
004D: jump_if_false @CASINO3_14329 
01BC: put_object $2658 at 1903.383 967.62 11.438 
0177: set_object $2658 Z_angle_to 0.0 

:CASINO3_14329
01F0: set_max_wanted_level_to 34@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
03CA:   object $2664 exists 
004D: jump_if_false @CASINO3_14380 
01BC: put_object $2664 at 1055.629 2087.67 12.469 

:CASINO3_14380
0164: disable_marker 37@ 
0164: disable_marker 39@ 
0006: 284@ = 0 

:CASINO3_14397
00D6: if 
001B:   9 > 284@ 
004D: jump_if_false @CASINO3_14438 
0164: disable_marker 40@(284@,11i) 
000A: 284@ += 1 
0002: jump @CASINO3_14397 

:CASINO3_14438
00D6: if 
8039:   not  51@ == 99 
004D: jump_if_false @CASINO3_14465 
0650: destroy_particle 248@(51@,9i) 

:CASINO3_14465
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0249: release_model #TRIADA 
0249: release_model #TRIADB 
0249: release_model #WASHING 
0249: release_model #WMYMECH 
0249: release_model #SHOTGSPA 
0249: release_model #COLT45 
0249: release_model #BAT 
0249: release_model #MICRO_UZI 
0249: release_model #ADMIRAL 
0249: release_model #BRAVURA 
0249: release_model #FORKLIFT 
031A: remove_all_fires 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 87---------------
// Originally: Fish in a Barrel

:CASINO7
03A4: name_thread 'CASINO7' 
0050: gosub @CASINO7_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CASINO7_38 
0050: gosub @CASINO7_301 

:CASINO7_38
0050: gosub @CASINO7_360 
004E: end_thread 

:CASINO7_47
054C: use_GXT_table 'CASINO7' 
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0001: wait 0 ms 
04BB: select_interior 11 
02E4: load_cutscene_data 'CAS_7B' 

:CASINO7_86
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO7_110 
0001: wait 0 ms 
0002: jump @CASINO7_86 

:CASINO7_110
02E7: start_cutscene 
016A: fade 1 time 1000 

:CASINO7_119
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO7_143 
0001: wait 0 ms 
0002: jump @CASINO7_119 

:CASINO7_143
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CASINO7_156
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO7_180 
0001: wait 0 ms 
0002: jump @CASINO7_156 

:CASINO7_180
02EA: end_cutscene 
04BB: select_interior 0 
0169: set_fade_color_RGB 0 0 0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
04E4: refresh_game_renderer_at 2025.8 1007.87 
0A0B: set_rendering_origin_at_3D_coord 2025.8 1007.87 9.81 angle 279.83 
00A1: put_actor $PLAYER_ACTOR at 2025.8 1007.87 9.81 
0173: set_actor $PLAYER_ACTOR Z_angle_to 279.83 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 2000 
0002: jump @CASINO7_319 

:CASINO7_301
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:CASINO7_319
0164: disable_marker $582 
0008: $CASINO_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'CASINO7'  // Fish in a Barrel
0629: change_integer_stat 306 to 1 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: progress_made = 1 
0051: return 

:CASINO7_360
0004: $ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 88---------------
// Originally: Don Peyote

:CASINO4
03A4: name_thread 'CASINO4' 
0050: gosub @CASINO4_86 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CASINO4_38 
0050: gosub @CASINO4_45862 

:CASINO4_38
0050: gosub @CASINO4_45947 
004E: end_thread 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 2000 

:CASINO4_62
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_86 
0001: wait 0 ms 
0002: jump @CASINO4_62 

:CASINO4_86
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
01B5: force_weather 10 
054C: use_GXT_table 'CASINO4' 
02E4: load_cutscene_data 'CAS_4A' 

:CASINO4_121
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO4_145 
0001: wait 0 ms 
0002: jump @CASINO4_121 

:CASINO4_145
0395: clear_area 1 at 2027.359 1007.738 9.8127 radius 10.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 265.5486 
01BD: 294@ = current_time_in_ms 
0006: 295@ = 0 
00D6: if 
0039:   295@ == 99 
004D: jump_if_false @CASINO4_316 
00A5: 289@ = create_car 291@ at 2044.621 1110.198 9.6719 
0560: create_random_actor_in_car 289@ handle_as 290@ 
0560: create_random_actor_in_car 289@ handle_as 73@ 
0560: create_random_actor_in_car 289@ handle_as 75@ 
0560: create_random_actor_in_car 289@ handle_as 74@ 
0560: create_random_actor_in_car 289@ handle_as 76@ 
064B: 136@ = create_particle "PUKE" at 95@ 96@ 97@ type 1 
064B: 137@ = create_particle "PUKE" at 95@ 96@ 97@ type 1 

:CASINO4_316
08F5: save_player_group 
02E7: start_cutscene 
016A: fade 1 time 1000 
0006: 32@ = 0 

:CASINO4_334
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO4_857 
01BD: 293@ = current_time_in_ms 
0085: 296@ = 293@ // (int) 
0062: 296@ -= 294@ // (int) 
00D6: if 
0019:   296@ > 15000 
004D: jump_if_false @CASINO4_846 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @CASINO4_846 
0871: init_jump_table 295@ total_jumps 4 default_jump 1 @CASINO4_832 jumps 0 @CASINO4_469 1 @CASINO4_574 2 @CASINO4_647 3 @CASINO4_752 -1 @CASINO4_839 -1 @CASINO4_839 -1 @CASINO4_839 

:CASINO4_469
09B2: get_random_available_car_unk 1 model_to 291@ class_to 292@ 
00D6: if 
8039:   not  291@ == -1 
004D: jump_if_false @CASINO4_560 
00A5: 289@ = create_car 291@ at 2051.544 1100.511 9.6719 
0594: unknown_car 289@ flag 0 
0175: set_car 289@ Z_angle_to 183.2183 
0560: create_random_actor_in_car 289@ handle_as 290@ 
00A8: set_car 289@ to_psycho_driver 
01C2: remove_references_to_actor 290@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 289@ 

:CASINO4_560
000A: 295@ += 1 
0002: jump @CASINO4_839 

:CASINO4_574
0376: 290@ = create_random_actor_at 2034.814 993.6725 9.813 
0173: set_actor 290@ Z_angle_to 357.2051 
05F5: AS_actor 290@ goto_point_using_paths 2033.856 1051.804 9.8203 mode 4 time -2 
01C2: remove_references_to_actor 290@ // Like turning an actor into a random pedestrian 
000A: 295@ += 1 
0002: jump @CASINO4_839 

:CASINO4_647
09B2: get_random_available_car_unk 1 model_to 291@ class_to 292@ 
00D6: if 
8039:   not  291@ == -1 
004D: jump_if_false @CASINO4_738 
00A5: 289@ = create_car 291@ at 2051.544 1100.511 9.6719 
0594: unknown_car 289@ flag 0 
0175: set_car 289@ Z_angle_to 183.2183 
0560: create_random_actor_in_car 289@ handle_as 290@ 
00A8: set_car 289@ to_psycho_driver 
01C2: remove_references_to_actor 290@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 289@ 

:CASINO4_738
000A: 295@ += 1 
0002: jump @CASINO4_839 

:CASINO4_752
0376: 290@ = create_random_actor_at 2033.856 1041.804 9.8203 
0173: set_actor 290@ Z_angle_to 181.0345 
05F5: AS_actor 290@ goto_point_using_paths 2032.257 986.0109 9.813 mode 4 time -2 
01C2: remove_references_to_actor 290@ // Like turning an actor into a random pedestrian 
0006: 295@ = 0 
0002: jump @CASINO4_839 
0006: 295@ = 0 

:CASINO4_832
0002: jump @CASINO4_839 

:CASINO4_839
0006: 32@ = 0 

:CASINO4_846
0001: wait 0 ms 
0002: jump @CASINO4_334 

:CASINO4_857
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CASINO4_870
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_894 
0001: wait 0 ms 
0002: jump @CASINO4_870 

:CASINO4_894
02EA: end_cutscene 
08F6: restore_player_group 
01B7: release_weather 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
06AE: create_group_decision_maker_type 0 store_to 39@ // decision\allowed\mission.grp 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 39@ 
060A: create_decision_maker_type 2 store_to 37@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 38@ // decision\allowed\m_.ped files 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1500 

:CASINO4_957
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_981 
0001: wait 0 ms 
0002: jump @CASINO4_957 

:CASINO4_981
01C2: remove_references_to_actor 290@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 289@ 
0001: wait 0 ms 
023C: load_special_actor 'MACCER' as 1 // models 290-299 
023C: load_special_actor 'PAUL' as 2 // models 290-299 
038B: load_requested_models 

:CASINO4_1023
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
004D: jump_if_false @CASINO4_1053 
0001: wait 0 ms 
0002: jump @CASINO4_1023 

:CASINO4_1053
02A3: enable_widescreen 0 
0006: 44@ = 0 
0006: 45@ = 0 
0006: 46@ = 0 
0006: 47@ = 0 
0006: 48@ = 0 
0006: 49@ = 0 
0006: 50@ = 0 
0006: 51@ = 0 
0006: 52@ = 0 
0006: 53@ = 0 
0006: 55@ = 0 
0006: 54@ = 0 
0006: 56@ = 0 
0006: 57@ = 0 
0006: 58@ = 0 
0006: 59@ = 0 
0006: 60@ = 0 
0006: 61@ = 0 
0006: 62@ = 0 
0006: 98@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0007: 91@ = 0.0 
0007: 92@ = 0.0 
0007: 93@ = 0.0 
0007: 95@ = 0.0 
0007: 96@ = 0.0 
0007: 97@ = 0.0 
0006: 99@ = 0 
0006: 100@ = 0 

:CASINO4_1292
00D6: if 
001B:   4 > 99@ 
004D: jump_if_false @CASINO4_1335 
0006: 101@(99@,4i) = 0 
000A: 99@ += 1 
0002: jump @CASINO4_1292 

:CASINO4_1335
0006: 119@ = 0 
0006: 120@ = 0 
0006: 135@ = 0 
0006: 121@ = 0 
0006: 122@ = 0 
0006: 123@ = 0 
0006: 133@ = 0 
0006: 134@ = 0 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 130@ = 0 
0006: 131@ = 0 
0006: 132@ = 99999 
0007: 94@ = 0.0 
0006: 262@ = 0 
0006: 263@ = 0 
0006: 264@ = 0 
0006: 265@ = 0 
0006: 266@ = 0 
0006: 267@ = 0 
0006: 268@ = 0 
0006: 269@ = 0 
0006: 270@ = 0 
0006: 271@ = 0 
0006: 272@ = 0 
0006: 273@ = 0 
0006: 274@ = 0 
0006: 275@ = 0 
0006: 276@ = 0 
0006: 277@ = 0 
0006: 282@ = 0 
0006: 278@ = 0 
0006: 279@ = 0 
0006: 280@ = 0 
0006: 281@ = 0 
0006: 127@ = 0 
0006: 128@ = 0 
05A9: s$7533[7] = 'CAS4_BA' // s$  // ~z~Me legs are fucked and me head's fuckin' poundin'!
05A9: s$7533[8] = 'CAS4_BB' // s$  // ~z~We can't walk back, son, look at the state of us.
05A9: s$7533[9] = 'CAS4_CA' // s$  // ~z~Your turn in the boot, kid!
05A9: s$7533[10] = 'CAS4_CB' // s$  // ~z~Oooo, this is comfy!
05A9: s$7533[11] = 'CAS4_CC' // s$  // ~z~I'm the manager, I get the front seat!
05A9: s$7533[12] = 'CAS4_CD' // s$  // ~z~Oi! That's my seat!
05A9: s$7533[13] = 'CAS4_CE' // s$  // ~z~Leave him, he'll be fine!
05A9: s$7533[14] = 'CAS4_CF' // s$  // ~z~We'll come back for you, I promise!
05A9: s$7533[15] = 'CAS4_CG' // s$  // ~z~Oh no you don't, I remember Preston Guild Hall!
05A9: s$7533[16] = 'CAS4_CH' // s$  // ~z~I'm the manager, what I say, goes!
05A9: s$7533[17] = 'CAS4_CJ' // s$  // ~z~Don't make me slap you, sunshine!
05A9: s$7533[18] = 'CAS4_CK' // s$  // ~z~Don't make me sack you, P.!
05A9: s$7533[19] = 'CAS4_CL' // s$  // ~z~You're my manager this is all your fault!
05A9: s$7533[20] = 'CAS4_DA' // s$  // ~z~So where's the rest of the band, guys?
05A9: s$7533[21] = 'CAS4_DB' // s$  // ~z~Maccer, where are the boys?
05A9: s$7533[22] = 'CAS4_DC' // s$  // ~z~I don't fuckin' know, do I.
05A9: s$7533[23] = 'CAS4_DD' // s$  // ~z~I remember snakes, lots of snakes...
05A9: s$7533[24] = 'CAS4_DE' // s$  // ~z~It's a snake farm not too far from here, we can go check it out.
05A9: s$7533[25] = 'CAS4_EA' // s$  // ~z~I don't recognize this part of Manchester, kiddo, are we in Chorlton?
05A9: s$7533[26] = 'CAS4_EB' // s$  // ~z~How many times do I have to tell you, we're in America!
05A9: s$7533[27] = 'CAS4_EC' // s$  // ~z~America? Wait 'til I tell me ma about this!
05A9: s$7533[28] = 'CAS4_ED' // s$  // ~z~He's like a fucking stuck record. He'll ask about Las Venturas next.
05A9: s$7533[29] = 'CAS4_EE' // s$  // ~z~Las Venturas? Always wanted to go there, great tits.
05A9: s$7533[30] = 'CAS4_EF' // s$  // ~z~Don't start, not in this confined space.
05A9: s$7533[31] = 'CAS4_EG' // s$  // ~z~Bouncy, wobbling, massive, great tits!
05A9: s$7533[32] = 'CAS4_EH' // s$  // ~z~Leave yourself alone, for crying out loud!
05A9: s$7533[33] = 'CAS4_FA' // s$  // ~z~Here we are, look familiar?
05A9: s$7533[34] = 'CAS4_FB' // s$  // ~z~Looks just like Salford to me...
05A9: s$7533[35] = 'CAS4_FC' // s$  // ~z~What are you talking about?
05A9: s$7533[36] = 'CAS4_GA' // s$  // ~z~Oh, no! Run like fuck!
05A9: s$7533[37] = 'CAS4_GB' // s$  // ~z~Everybody in the car!
05A9: s$7533[38] = 'CAS4_HA' // s$  // ~z~Wait, kiddo, wait!
05A9: s$7533[39] = 'CAS4_HB' // s$  // ~z~I want to come too!
05A9: s$7533[40] = 'CAS4_HC' // s$  // ~z~Oi, wait for me, sunshine!
05A9: s$7533[41] = 'CAS4_HD' // s$  // ~z~Don't leave me in their evil clutches!
05A9: s$7533[42] = 'CAS4_JA' // s$  // ~z~I think we lost 'em.
05A9: s$7533[43] = 'CAS4_JB' // s$  // ~z~I can't see those snake farmers no more!
05A9: s$7533[44] = 'CAS4_JC' // s$  // ~z~Shut up, you two!
05A9: s$7533[45] = 'CAS4_JD' // s$  // ~z~Quit squabbling!
05A9: s$7533[46] = 'CAS4_KA' // s$  // ~z~Seems you boys had a good time.
05A9: s$7533[47] = 'CAS4_KB' // s$  // ~z~Hey, what about the band?
05A9: s$7533[48] = 'CAS4_KC' // s$  // ~z~We'll just have to pray they've made it to civilization.
05A9: s$7533[49] = 'CAS4_KD' // s$  // ~z~Keyboardists and drummers are ten-a-penny anyway.
05A9: s$7533[50] = 'CAS4_KE' // s$  // ~z~Hey, man, I really need to piss!
05A9: s$7533[51] = 'CAS4_KF' // s$  // ~z~Oh fuck, we're screwed!
05A9: s$7533[52] = 'CAS4_KG' // s$  // ~z~Hey, can't it wait?
05A9: s$7533[53] = 'CAS4_KH' // s$  // ~z~I'm about to burst man!
05A9: s$7533[54] = 'CAS4_KJ' // s$  // ~z~You've gotta pull over, he's got a condition - he's priapic. It'll go everywhere!
05A9: s$7533[55] = 'CAS4_LA' // s$  // ~z~I can't hold it any longer!
05A9: s$7533[56] = 'CAS4_LB' // s$  // ~z~Oh, fuck! It's in me eye!
05A9: s$7533[57] = 'CAS4_LC' // s$  // ~z~Hey, c'mon, man!
05A9: s$7533[58] = 'CAS4_LD' // s$  // ~z~Argh! Stop it!
05A9: s$7533[59] = 'CAS4_LE' // s$  // ~z~Point it out the fucking window, will you?
05A9: s$7533[60] = 'CAS4_MA' // s$  // ~z~Oh fuck me, that is so gooood.
05A9: s$7533[61] = 'CAS4_NA' // s$  // ~z~Oh, fuck- now I've got the shakes.
05A9: s$7533[62] = 'CAS4_NB' // s$  // ~z~You look as pale as a drowned baby, man!
05A9: s$7533[63] = 'CAS4_NC' // s$  // ~z~Oh God, I think I'm going to chuck!
05A9: s$7533[64] = 'CAS4_ND' // s$  // ~z~P. what you need is some food down ya.
05A9: s$7533[65] = 'CAS4_NE' // s$  // ~z~(Paul nearly vomits)
05A9: s$7533[66] = 'CAS4_NF' // s$  // ~z~A fried egg sanger with mayonnaise will sort it.
05A9: s$7533[67] = 'CAS4_NG' // s$  // ~z~(Paul nearly vomits again)
05A9: s$7533[68] = 'CAS4_NH' // s$  // ~z~Or what about a pickled egg?
05A9: s$7533[69] = 'CAS4_NJ' // s$  // ~z~Pull over, NOW!
05A9: s$7533[70] = 'CAS4_OA' // s$  // ~z~Shhi- huuuurghhh -hit!
05A9: s$7533[71] = 'CAS4_OB' // s$  // ~z~I've go- huuurrrgghh!
05A9: s$7533[72] = 'CAS4_OC' // s$  // ~z~Got the- Hhhuurrgghh!
05A9: s$7533[73] = 'CAS4_OD' // s$  // ~z~Dry- hurgh!
05A9: s$7533[74] = 'CAS4_OE' // s$  // ~z~Dry- hurgh!
05A9: s$7533[75] = 'CAS4_OF' // s$  // ~z~Dry heavies... Oh...
05A9: s$7533[76] = 'CAS4_OG' // s$  // ~z~Oh, I think it... I think it's passed.
05A9: s$7533[77] = 'CAS4_OH' // s$  // ~z~How about a pint of cod liver oil, that'll well sort ya.
05A9: s$7533[78] = 'CAS4_OJ' // s$  // ~z~(Paul vomiting violently)
05A9: s$7533[79] = 'CAS4_OK' // s$  // ~z~Leave him alone, man!
05A9: s$7533[80] = 'CAS4_OL' // s$  // ~z~Hey, hey, the good doctor was just tryin' to help!
05A9: s$7533[81] = 'CAS4_OM' // s$  // ~z~Fuh-huh-Fuck off!
05A9: s$7533[82] = 'CAS4_PA' // s$  // ~z~What kind of tits does this Rosie have?
05A9: s$7533[83] = 'CAS4_PB' // s$  // ~z~Big, floppy sausage tits?
05A9: s$7533[85] = 'CAS4_PD' // s$  // ~z~Empty saddlebags? Or bee stings?
05A9: s$7533[86] = 'CAS4_PE' // s$  // ~z~Rosie's a man!
05A9: s$7533[87] = 'CAS4_PF' // s$  // ~z~And stop touching yourself!
05A9: s$7533[88] = 'CAS4_PG' // s$  // ~z~It's just for comfort Pablo, this is a stressful situation, man.
05A9: s$7533[89] = 'CAS4_PH' // s$  // ~z~You're fucking telling me it is!
05A9: s$7533[90] = 'CAS4_PJ' // s$  // ~z~Aw, can it you two!
05A9: s$7533[91] = 'CAS4_PK' // s$  // ~z~Hey, he started it!
05A9: s$7533[92] = 'CAS4_QA' // s$  // ~z~Which Casino is it?
05A9: s$7533[93] = 'CAS4_QB' // s$  // ~z~It's called Caligula's. It's on the strip somewhere, I think.
05A9: s$7533[94] = 'CAS4_RA' // s$  // ~z~Shit! Here come them snake farmers!
05A9: s$7533[95] = 'CAS4_RB' // s$  // ~z~Alright, I've had enough. Let's finish this!
05A9: s$7533[97] = 'CAS4_RD' // s$  // ~z~Oh, I'm gonna grab some big tits, man!
05A9: s$7533[98] = 'CAS4_RE' // s$  // ~z~Oh, bollox. In for a penny, in for a pound.
05A9: s$7533[99] = 'CAS4_SA' // s$  // ~z~Come on then, let's go in and see Rosie.
05A9: s$7533[100] = 'CAS4_TA' // s$  // ~z~Hey Woozie.
05A9: s$7533[101] = 'CAS4_TB' // s$  // ~z~I think I found a way to scope Caligula's without causing too much suspicion.
05A9: s$7533[102] = 'CAS4_TC' // s$  // ~z~We can talk later.
05A9: s$7533[103] = 'CAS4_FD' // s$  // ~z~Take a gander at 'em fellas, is that 'em?
05A9: s$7533[104] = 'CAS4_FE' // s$  // ~z~That there city boy has gone and been with my prize hog!
05A9: s$7533[105] = 'CAS4_FF' // s$  // ~z~Now I don't even get no sugar from her!
05A9: s$7533[106] = 'CAS4_FG' // s$  // ~z~And that one done screwed my sis!
05A9: s$7533[107] = 'CAS4_FH' // s$  // ~z~I've had a terr'ble aching in my grinds ever since!
05A9: s$7533[108] = 'CAS4_FJ' // s$  // ~z~I'm gonna slap you silly for giving me and my fella the red bumpies!
05A9: s$7533[109] = 'CAS4_FK' // s$  // ~z~What'n tarnation?
05A9: s$7533[110] = 'CAS4_FL' // s$  // ~z~I'm a fixing to give ya a whoopin' for what you gone and done to my young'uns!
05A9: s$7533[111] = 'MACX_AF' // s$  // ~z~So now you know how it really is.
05A9: s$7533[112] = 'MACX_AG' // s$  // ~z~Yeah, that's how we do it in Salford
05A9: s$7533[113] = 'MACX_AI' // s$  // ~z~He's only gone and died.
04AF: 145@ = 7800 // = constant 
04AF: 146@ = 7801 // = constant 
04AF: 147@ = 7802 // = constant 
04AF: 148@ = 7803 // = constant 
04AF: 149@ = 7804 // = constant 
04AF: 150@ = 7805 // = constant 
04AF: 151@ = 7806 // = constant 
04AF: 152@ = 7807 // = constant 
04AF: 153@ = 7808 // = constant 
04AF: 154@ = 7809 // = constant 
04AF: 155@ = 7810 // = constant 
04AF: 156@ = 7811 // = constant 
04AF: 157@ = 7812 // = constant 
04AF: 158@ = 7813 // = constant 
04AF: 159@ = 7814 // = constant 
04AF: 160@ = 7815 // = constant 
04AF: 161@ = 7816 // = constant 
04AF: 162@ = 7817 // = constant 
04AF: 163@ = 7818 // = constant 
04AF: 164@ = 7819 // = constant 
04AF: 165@ = 7820 // = constant 
04AF: 166@ = 7821 // = constant 
04AF: 167@ = 7822 // = constant 
04AF: 168@ = 7823 // = constant 
04AF: 169@ = 7824 // = constant 
04AF: 170@ = 7825 // = constant 
04AF: 171@ = 7826 // = constant 
04AF: 172@ = 7827 // = constant 
04AF: 173@ = 7828 // = constant 
04AF: 174@ = 7837 // = constant 
04AF: 175@ = 7838 // = constant 
04AF: 176@ = 7839 // = constant 
04AF: 177@ = 7840 // = constant 
04AF: 178@ = 7841 // = constant 
04AF: 179@ = 7842 // = constant 
04AF: 180@ = 7843 // = constant 
04AF: 181@ = 7844 // = constant 
04AF: 182@ = 7845 // = constant 
04AF: 183@ = 7846 // = constant 
04AF: 184@ = 7847 // = constant 
04AF: 185@ = 7848 // = constant 
04AF: 186@ = 7849 // = constant 
04AF: 187@ = 7850 // = constant 
04AF: 188@ = 7851 // = constant 
04AF: 189@ = 7852 // = constant 
04AF: 190@ = 7853 // = constant 
04AF: 191@ = 7854 // = constant 
04AF: 192@ = 7855 // = constant 
04AF: 193@ = 7856 // = constant 
04AF: 194@ = 7857 // = constant 
04AF: 195@ = 7858 // = constant 
04AF: 196@ = 7859 // = constant 
04AF: 197@ = 7860 // = constant 
04AF: 198@ = 7861 // = constant 
04AF: 199@ = 7862 // = constant 
04AF: 200@ = 7863 // = constant 
04AF: 201@ = 7864 // = constant 
04AF: 202@ = 7865 // = constant 
04AF: 203@ = 7866 // = constant 
04AF: 204@ = 7867 // = constant 
04AF: 205@ = 7868 // = constant 
04AF: 206@ = 7869 // = constant 
04AF: 207@ = 7870 // = constant 
04AF: 208@ = 7871 // = constant 
04AF: 209@ = 7872 // = constant 
04AF: 210@ = 7873 // = constant 
04AF: 211@ = 7874 // = constant 
04AF: 212@ = 7875 // = constant 
04AF: 213@ = 7876 // = constant 
04AF: 214@ = 7877 // = constant 
04AF: 215@ = 7878 // = constant 
04AF: 216@ = 7879 // = constant 
04AF: 217@ = 7880 // = constant 
04AF: 218@ = 7881 // = constant 
04AF: 219@ = 7882 // = constant 
04AF: 220@ = 7883 // = constant 
04AF: 221@ = 7884 // = constant 
04AF: 223@ = 7885 // = constant 
04AF: 224@ = 7886 // = constant 
04AF: 225@ = 7887 // = constant 
04AF: 226@ = 7888 // = constant 
04AF: 227@ = 7889 // = constant 
04AF: 228@ = 7890 // = constant 
04AF: 229@ = 7891 // = constant 
04AF: 230@ = 7892 // = constant 
04AF: 231@ = 7893 // = constant 
04AF: 232@ = 7894 // = constant 
04AF: 233@ = 7895 // = constant 
04AF: 235@ = 7896 // = constant 
04AF: 236@ = 7897 // = constant 
04AF: 237@ = 7898 // = constant 
04AF: 238@ = 7900 // = constant 
04AF: 239@ = 7901 // = constant 
04AF: 240@ = 7902 // = constant 
04AF: 241@ = 7829 // = constant 
04AF: 242@ = 7830 // = constant 
04AF: 243@ = 7831 // = constant 
04AF: 244@ = 7832 // = constant 
04AF: 245@ = 7833 // = constant 
04AF: 246@ = 7834 // = constant 
04AF: 247@ = 7835 // = constant 
04AF: 248@ = 7836 // = constant 
04AF: 249@ = 23205 // = constant 
04AF: 250@ = 23206 // = constant 
04AF: 251@ = 23208 // = constant 
04AF: 286@ = 14200 // = constant 
0006: 252@ = 0 
0006: 253@ = 1 
0006: 254@ = 2 
0006: 255@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 287@ = 0 
0006: 288@ = 0 
0006: 283@ = 0 
0006: 284@ = 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 1 
09DD: unknown_player_group 2 
0001: wait 1000 ms 

:CASINO4_4043
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 49 
004D: jump_if_false @CASINO4_4082 
00A1: put_actor $PLAYER_ACTOR at -725.0 2392.69 128.0 

:CASINO4_4082
00D6: if 
0735:   is_keyboard_key_pressed 50 
004D: jump_if_false @CASINO4_4117 
00A1: put_actor $PLAYER_ACTOR at -45.0 2322.0 23.0 

:CASINO4_4117
00D6: if 
0735:   is_keyboard_key_pressed 51 
004D: jump_if_false @CASINO4_4152 
00A1: put_actor $PLAYER_ACTOR at 2062.0 1362.0 10.7 

:CASINO4_4152
00D6: if 
0735:   is_keyboard_key_pressed 71 
004D: jump_if_false @CASINO4_4175 
0006: 32@ = 27000 

:CASINO4_4175
00D6: if 
0735:   is_keyboard_key_pressed 99 
004D: jump_if_false @CASINO4_4249 
0006: 122@ = 0 
0006: 123@ = 0 
0006: 134@ = 0 
0006: 133@ = 0 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0007: 94@ = 0.0 

:CASINO4_4249
00D6: if 
0735:   is_keyboard_key_pressed 32 
004D: jump_if_false @CASINO4_4821 
0006: 252@ = 103 
0006: 253@ = 1 
0006: 254@ = 2 
0006: 255@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_4343 
0006: 252@ = 103 
0006: 257@ = 103 
01BD: 260@ = current_time_in_ms 

:CASINO4_4343
0001: wait 0 ms 
00D6: if 
0039:   256@ == 0 
004D: jump_if_false @CASINO4_4821 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_4704 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_4429 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_4422 
040D: unload_wav 254@ 

:CASINO4_4422
0006: 255@ = 1 

:CASINO4_4429
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_4466 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_4466
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_4526 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_4526 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
0006: 255@ = 3 

:CASINO4_4526
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_4704 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_4643 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_4608 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_4622 

:CASINO4_4608
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_4622
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_4704 

:CASINO4_4643
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_4704 
00D6: if 
001B:   102 > 252@ 
004D: jump_if_false @CASINO4_4704 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_4704
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_4814 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_4814 
00D6: if 
001B:   110 > 257@ 
004D: jump_if_false @CASINO4_4807 
000A: 257@ += 1 
0085: 252@ = 257@ // (int) 
01BD: 260@ = current_time_in_ms 
0002: jump @CASINO4_4814 

:CASINO4_4807
0006: 256@ = 1 

:CASINO4_4814
0002: jump @CASINO4_4343 

:CASINO4_4821
00D6: if 
0735:   is_keyboard_key_pressed 48 
004D: jump_if_false @CASINO4_4852 
0006: 32@ = 27000 
0006: 33@ = 27000 

:CASINO4_4852
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CASINO4_4874 
0002: jump @CASINO4_45880 

:CASINO4_4874
00D6: if and
0039:   47@ == 0 
0039:   48@ == 0 
004D: jump_if_false @CASINO4_5063 

:CASINO4_4899
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_4923 
0001: wait 0 ms 
0002: jump @CASINO4_4899 

:CASINO4_4923
018A: 66@ = create_checkpoint_at -735.0 2398.69 126.0 
08FB: set_checkpoint 66@ type_to 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 265.5486 
0373: set_camera_directly_behind_player 
00BB: show_text_lowpriority GXT 'CAS4_01' time 10000 flag 1  // ~s~Go find ~b~Paul ~s~and ~b~Maccer~s~.
0006: 48@ = 1 
016A: fade 1 time 1500 

:CASINO4_4992
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_5016 
0001: wait 0 ms 
0002: jump @CASINO4_4992 

:CASINO4_5016
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0038:   $2878 == 1 
004D: jump_if_false @CASINO4_5063 
0950: set_trip_skip -698.0 2398.0 131.0 angle 60.0 

:CASINO4_5063
00D6: if and
0039:   47@ == 0 
0039:   48@ == 1 
004D: jump_if_false @CASINO4_5645 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_5112 
00D9: 77@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:CASINO4_5112
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -735.0 2398.69 126.0 radius 4.0 4.0 2.0 
004D: jump_if_false @CASINO4_5179 
0164: disable_marker 66@ 
0006: 47@ = 1 
0002: jump @CASINO4_5645 

:CASINO4_5179
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @CASINO4_5645 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -735.0 2398.69 126.0 radius 100.0 100.0 100.0 
004D: jump_if_false @CASINO4_5645 
00D6: if 
0038:   $2878 == 0 
004D: jump_if_false @CASINO4_5270 
0004: $2878 = 1 

:CASINO4_5270
04ED: load_animation "SUNBATHE" 

:CASINO4_5282
00D6: if 
84EE:   not animation "SUNBATHE" loaded 
004D: jump_if_false @CASINO4_5316 
0001: wait 0 ms 
0002: jump @CASINO4_5282 

:CASINO4_5316
009A: 71@ = create_actor_pedtype 23 model #SPECIAL01 at -751.1198 2395.199 128.2378 
0173: set_actor 71@ Z_angle_to 246.0 
060B: set_actor 71@ decision_maker_to 38@ 
0568: set_actor 71@ untargetable 1 
0446: set_actor 71@ dismemberment_possible 0 
009A: 72@ = create_actor_pedtype 23 model #SPECIAL02 at -752.2823 2391.054 127.8083 
0173: set_actor 72@ Z_angle_to 220.2451 
060B: set_actor 72@ decision_maker_to 38@ 
02AB: set_actor 71@ immunities BP 0 FP 0 EP 0 CP 0 MP 1 
02AB: set_actor 72@ immunities BP 0 FP 0 EP 0 CP 0 MP 1 
0568: set_actor 72@ untargetable 1 
0446: set_actor 72@ dismemberment_possible 0 
0615: define_AS_pack_begin 81@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -1 ms 
0605: actor -1 perform_animation "SBATHE_F_LIEB2SIT" IFP "SUNBATHE" framedelta 60000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 81@ 
0618: assign_actor 72@ to_AS_pack 81@ 
061B: remove_references_to_AS_pack 81@ 
0615: define_AS_pack_begin 80@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -1 ms 
0605: actor -1 perform_animation "SBATHE_F_LIEB2SIT" IFP "SUNBATHE" framedelta 60000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 80@ 
0618: assign_actor 71@ to_AS_pack 80@ 
061B: remove_references_to_AS_pack 80@ 
077A: set_actor 71@ acquaintance 0 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 72@ acquaintance 0 to_actors_pedtype 0 // see ped.dat 
0006: 44@ = 1 

:CASINO4_5645
00D6: if and
0039:   47@ == 1 
0039:   49@ == 0 
004D: jump_if_false @CASINO4_6625 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:CASINO4_5684
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_5708 
0001: wait 0 ms 
0002: jump @CASINO4_5684 

:CASINO4_5708
02A3: enable_widescreen 1 
08F5: save_player_group 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 
01B5: force_weather 18 
009B: destroy_actor 71@ 
009B: destroy_actor 72@ 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
04EF: release_animation "SUNBATHE" 

:CASINO4_5765
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_5789 
0001: wait 0 ms 
0002: jump @CASINO4_5765 

:CASINO4_5789
0395: clear_area 1 at -738.0978 2391.592 127.9015 radius 100.0 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_5897 
00D6: if 
01AF:   car 77@ sphere 0 in_sphere -738.0 2391.0 127.0 radius 10.0 10.0 5.0 
004D: jump_if_false @CASINO4_5897 
00AB: put_car 77@ at -735.0 2398.69 126.0 

:CASINO4_5897
03EF: player $PLAYER_CHAR make_safe 
02E4: load_cutscene_data 'CAS_4B' 

:CASINO4_5913
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO4_5937 
0001: wait 0 ms 
0002: jump @CASINO4_5913 

:CASINO4_5937
02E7: start_cutscene 
016A: fade 1 time 1000 

:CASINO4_5946
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO4_5970 
0001: wait 0 ms 
0002: jump @CASINO4_5946 

:CASINO4_5970
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CASINO4_5985
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_6009 
0001: wait 0 ms 
0002: jump @CASINO4_5985 

:CASINO4_6009
01B7: release_weather 
0709: set_decision_maker 38@ on_event 79 taskID 706 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 0 // see *.ped files 
009A: 71@ = create_actor_pedtype 23 model #SPECIAL01 at -751.1198 2395.199 128.2378 
060B: set_actor 71@ decision_maker_to 38@ 
0568: set_actor 71@ untargetable 1 
0446: set_actor 71@ dismemberment_possible 0 
009A: 72@ = create_actor_pedtype 23 model #SPECIAL02 at -752.2823 2391.054 127.8083 
060B: set_actor 72@ decision_maker_to 38@ 
02AB: set_actor 71@ immunities BP 0 FP 0 EP 0 CP 0 MP 1 
02AB: set_actor 72@ immunities BP 0 FP 0 EP 0 CP 0 MP 1 
0568: set_actor 72@ untargetable 1 
0446: set_actor 72@ dismemberment_possible 0 
077A: set_actor 71@ acquaintance 0 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 72@ acquaintance 0 to_actors_pedtype 0 // see ped.dat 
08AF: set_actor 72@ max_health_to 200 
0223: set_actor 72@ health_to 200 
08AF: set_actor 71@ max_health_to 200 
0223: set_actor 71@ health_to 200 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_6300 
00A1: put_actor 72@ at -738.0978 2385.592 124.9015 
0173: set_actor 72@ Z_angle_to 0.0 
00A1: put_actor 71@ at -736.8244 2385.102 125.0871 
0173: set_actor 71@ Z_angle_to 0.0 

:CASINO4_6300
0247: load_model #WALTON 
0247: load_model #DWMOLC1 
0247: load_model #DWMYLC1 
04ED: load_animation "SMOKING" 
0247: load_model #COLT45 
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_6395 
0687: clear_actor $PLAYER_ACTOR task 
0687: clear_actor 72@ task 
0687: clear_actor 71@ task 
0187: 68@ = create_marker_above_actor 71@ 
07E0: set_marker 68@ type_to 1 
0187: 67@ = create_marker_above_actor 72@ 
07E0: set_marker 67@ type_to 1 

:CASINO4_6395
00D6: if or
8248:   not model #WALTON available 
8248:   not model #DWMOLC1 available 
8248:   not model #DWMYLC1 available 
84EE:   not animation "SMOKING" loaded 
84EE:   not animation "COLT45" loaded 
004D: jump_if_false @CASINO4_6451 
0001: wait 0 ms 
0002: jump @CASINO4_6395 

:CASINO4_6451
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_6494 
00A1: put_actor $PLAYER_ACTOR at -738.0603 2388.346 125.1527 
0002: jump @CASINO4_6514 

:CASINO4_6494
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -738.0603 2388.346 125.1527 

:CASINO4_6514
0173: set_actor $PLAYER_ACTOR Z_angle_to 176.0 
04ED: load_animation "PAULNMAC" 

:CASINO4_6536
00D6: if 
84EE:   not animation "PAULNMAC" loaded 
004D: jump_if_false @CASINO4_6570 
0001: wait 0 ms 
0002: jump @CASINO4_6536 

:CASINO4_6570
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
08F6: restore_player_group 
016A: fade 1 time 1500 

:CASINO4_6585
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_6609 
0001: wait 0 ms 
0002: jump @CASINO4_6585 

:CASINO4_6609
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
0006: 49@ = 1 

:CASINO4_6625
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @CASINO4_6772 
00D6: if or
0118:   actor 72@ dead 
0118:   actor 71@ dead 
004D: jump_if_false @CASINO4_6772 
00BE: text_clear_all 
00D6: if and
0118:   actor 71@ dead 
0118:   actor 72@ dead 
004D: jump_if_false @CASINO4_6710 
00BB: show_text_lowpriority GXT 'CAS4_47' time 3000 flag 1  // ~r~Paul and Maccer have been killed!
0002: jump @CASINO4_6765 

:CASINO4_6710
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @CASINO4_6749 
00BB: show_text_lowpriority GXT 'CAS4_05' time 3000 flag 1  // ~r~Maccer's snuffed it, the music scene will never be same!
0002: jump @CASINO4_6765 

:CASINO4_6749
00BB: show_text_lowpriority GXT 'CAS4_04' time 3000 flag 1  // ~r~Paul's literally wasted!

:CASINO4_6765
0002: jump @CASINO4_45862 

:CASINO4_6772
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @CASINO4_22506 
00D6: if 
0039:   49@ == 1 
004D: jump_if_false @CASINO4_22506 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @CASINO4_6897 
00D9: 77@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01EA: 135@ = car 77@ max_passengers 
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @CASINO4_6865 
000E: 135@ -= 1 

:CASINO4_6865
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @CASINO4_6890 
000E: 135@ -= 1 

:CASINO4_6890
0002: jump @CASINO4_7234 

:CASINO4_6897
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_7063 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_7063 
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @CASINO4_7006 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_7006 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_6984 
0633: AS_actor 72@ exit_car 

:CASINO4_6984
0187: 67@ = create_marker_above_actor 72@ 
07E0: set_marker 67@ type_to 1 
0006: 119@ = 0 

:CASINO4_7006
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_7063 
062E: get_actor 72@ task 1587 status_store_to 90@ // ret 7 if not found 
00D6: if and
84A4:   not  90@ == 1 // == constant 
84A4:   not  90@ == 0 // == constant 
004D: jump_if_false @CASINO4_7063 
0633: AS_actor 72@ exit_car 

:CASINO4_7063
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_7213 
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @CASINO4_7156 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_7156 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_7134 
0633: AS_actor 71@ exit_car 

:CASINO4_7134
0187: 68@ = create_marker_above_actor 71@ 
07E0: set_marker 68@ type_to 1 
0006: 120@ = 0 

:CASINO4_7156
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_7213 
062E: get_actor 71@ task 1587 status_store_to 90@ // ret 7 if not found 
00D6: if and
84A4:   not  90@ == 1 // == constant 
84A4:   not  90@ == 0 // == constant 
004D: jump_if_false @CASINO4_7213 
0633: AS_actor 71@ exit_car 

:CASINO4_7213
0006: 130@ = 0 
0006: 131@ = 0 
0006: 135@ = 0 

:CASINO4_7234
00D6: if 
0019:   121@ > 0 
004D: jump_if_false @CASINO4_7336 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_7336 
00D6: if 
0019:   135@ > 1 
004D: jump_if_false @CASINO4_7336 
0687: clear_actor 72@ task 
0687: clear_actor 71@ task 
0006: 274@ = 0 
0006: 275@ = 0 
0006: 276@ = 0 
0006: 277@ = 0 
0006: 121@ = 0 

:CASINO4_7336
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @CASINO4_8643 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_8636 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_7994 
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @CASINO4_7908 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 72@ radius 8.0 8.0 5.0 0 in_car 
004D: jump_if_false @CASINO4_7860 
00D6: if 
0019:   135@ > 0 
004D: jump_if_false @CASINO4_7616 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_7609 
00D6: if 
0448:   actor 72@ in_car 77@ 
004D: jump_if_false @CASINO4_7519 
0164: disable_marker 67@ 
000E: 135@ -= 1 
0006: 119@ = 1 
0002: jump @CASINO4_7609 

:CASINO4_7519
00D6: if 
0039:   130@ == 0 
004D: jump_if_false @CASINO4_7563 
05CA: AS_actor 72@ enter_car 77@ passenger_seat -1 time -2 
0006: 130@ = 1 
0002: jump @CASINO4_7609 

:CASINO4_7563
062E: get_actor 72@ task 1482 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_7609 
0687: clear_actor 72@ task 
05CA: AS_actor 72@ enter_car 77@ passenger_seat -1 time -2 

:CASINO4_7609
0002: jump @CASINO4_7853 

:CASINO4_7616
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @CASINO4_7853 
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @CASINO4_7853 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_7688 
0187: 68@ = create_marker_above_actor 71@ 
07E0: set_marker 68@ type_to 1 
0006: 120@ = 0 

:CASINO4_7688
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @CASINO4_7853 
0615: define_AS_pack_begin 89@ 
05D9: AS_actor -1 run_to_actor 71@ timelimit -1 stop_within_radius 2.0 
0639: AS_actor -1 rotate_to_actor 71@ 
0616: define_AS_pack_end 89@ 
0618: assign_actor 72@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
0615: define_AS_pack_begin 89@ 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_7775 
0633: AS_actor -1 exit_car 

:CASINO4_7775
05D9: AS_actor -1 run_to_actor 72@ timelimit -1 stop_within_radius 2.0 
0639: AS_actor -1 rotate_to_actor 72@ 
0616: define_AS_pack_end 89@ 
0618: assign_actor 71@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_44' time 10000 flag 1  // ~s~They're going to keep on fighting until you find a car with enough seats for the both of them.
0006: 282@ = 1 
0006: 132@ = 6 
0006: 121@ = 1 

:CASINO4_7853
0002: jump @CASINO4_7901 

:CASINO4_7860
062E: get_actor 72@ task 1482 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 1 // == constant 
004D: jump_if_false @CASINO4_7894 
0687: clear_actor 72@ task 

:CASINO4_7894
0006: 130@ = 0 

:CASINO4_7901
0002: jump @CASINO4_7994 

:CASINO4_7908
00D6: if 
8106:   not actor $PLAYER_ACTOR near_actor 72@ radius 10.0 10.0 5.0 0 in_car 
004D: jump_if_false @CASINO4_7994 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_7965 
0633: AS_actor 72@ exit_car 

:CASINO4_7965
0187: 67@ = create_marker_above_actor 72@ 
07E0: set_marker 67@ type_to 1 
0006: 130@ = 0 
0006: 119@ = 0 

:CASINO4_7994
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @CASINO4_8636 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_8636 
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @CASINO4_8550 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 71@ radius 8.0 8.0 5.0 0 in_car 
004D: jump_if_false @CASINO4_8502 
00D6: if 
0019:   135@ > 0 
004D: jump_if_false @CASINO4_8258 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_8251 
00D6: if 
0448:   actor 71@ in_car 77@ 
004D: jump_if_false @CASINO4_8161 
0164: disable_marker 68@ 
000E: 135@ -= 1 
0006: 120@ = 1 
0002: jump @CASINO4_8251 

:CASINO4_8161
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @CASINO4_8205 
05CA: AS_actor 71@ enter_car 77@ passenger_seat -1 time -2 
0006: 131@ = 1 
0002: jump @CASINO4_8251 

:CASINO4_8205
062E: get_actor 71@ task 1482 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_8251 
0687: clear_actor 71@ task 
05CA: AS_actor 71@ enter_car 77@ passenger_seat -1 time -2 

:CASINO4_8251
0002: jump @CASINO4_8495 

:CASINO4_8258
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @CASINO4_8495 
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @CASINO4_8495 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_8330 
0187: 67@ = create_marker_above_actor 72@ 
07E0: set_marker 67@ type_to 1 
0006: 119@ = 0 

:CASINO4_8330
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @CASINO4_8495 
0615: define_AS_pack_begin 89@ 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_8373 
0633: AS_actor -1 exit_car 

:CASINO4_8373
05D9: AS_actor -1 run_to_actor 71@ timelimit -1 stop_within_radius 2.0 
0639: AS_actor -1 rotate_to_actor 71@ 
0616: define_AS_pack_end 89@ 
0618: assign_actor 72@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
0615: define_AS_pack_begin 89@ 
05D9: AS_actor -1 run_to_actor 72@ timelimit -1 stop_within_radius 2.0 
0639: AS_actor -1 rotate_to_actor 72@ 
0616: define_AS_pack_end 89@ 
0618: assign_actor 71@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_44' time 10000 flag 1  // ~s~They're going to keep on fighting until you find a car with enough seats for the both of them.
0006: 282@ = 2 
0006: 132@ = 6 
0006: 121@ = 1 

:CASINO4_8495
0002: jump @CASINO4_8543 

:CASINO4_8502
062E: get_actor 71@ task 1482 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 1 // == constant 
004D: jump_if_false @CASINO4_8543 
0687: clear_actor 71@ task 
0006: 131@ = 0 

:CASINO4_8543
0002: jump @CASINO4_8636 

:CASINO4_8550
00D6: if 
8106:   not actor $PLAYER_ACTOR near_actor 71@ radius 10.0 10.0 5.0 0 in_car 
004D: jump_if_false @CASINO4_8636 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_8607 
0633: AS_actor 71@ exit_car 

:CASINO4_8607
0187: 68@ = create_marker_above_actor 71@ 
07E0: set_marker 68@ type_to 1 
0006: 131@ = 0 
0006: 120@ = 0 

:CASINO4_8636
0002: jump @CASINO4_10220 

:CASINO4_8643
00D6: if 
0039:   121@ == 1 
004D: jump_if_false @CASINO4_8812 
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_8805 
062E: get_actor 71@ task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_8805 
062E: get_actor 72@ task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_8805 
04C4: store_coords_to 40@ 41@ 42@ from_actor 71@ with_offset 0.0 1.5 0.0 
07CD: AS_actor 72@ walk_to 40@ 41@ 42@ stop_with_angle 43@ within_radius 0.5 
0050: gosub @CASINO4_38638 
0006: 121@ = 2 

:CASINO4_8805
0002: jump @CASINO4_10220 

:CASINO4_8812
00D6: if 
0039:   121@ == 2 
004D: jump_if_false @CASINO4_10220 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_9169 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_8894 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_8887 
040D: unload_wav 254@ 

:CASINO4_8887
0006: 255@ = 1 

:CASINO4_8894
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_8931 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_8931
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_8991 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_8991 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
0006: 255@ = 3 

:CASINO4_8991
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_9169 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_9108 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_9073 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_9087 

:CASINO4_9073
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_9087
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_9169 

:CASINO4_9108
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_9169 
00D6: if 
001B:   110 > 252@ 
004D: jump_if_false @CASINO4_9169 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_9169
00D6: if 
0039:   282@ == 1 
004D: jump_if_false @CASINO4_9740 
00D6: if 
0039:   275@ == 0 
004D: jump_if_false @CASINO4_9733 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_9733 
0871: init_jump_table 274@ total_jumps 5 default_jump 1 @CASINO4_9661 jumps 0 @CASINO4_9281 1 @CASINO4_9325 2 @CASINO4_9409 3 @CASINO4_9493 4 @CASINO4_9577 -1 @CASINO4_9733 -1 @CASINO4_9733 

:CASINO4_9281
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_9318 
0006: 252@ = 9 
0006: 274@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_9318
0002: jump @CASINO4_9733 

:CASINO4_9325
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_9402 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_9402 
0006: 252@ = 10 
0006: 274@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_9402
0002: jump @CASINO4_9733 

:CASINO4_9409
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_9486 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_9486 
0006: 252@ = 11 
0006: 274@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_9486
0002: jump @CASINO4_9733 

:CASINO4_9493
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_9570 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_9570 
0006: 252@ = 12 
0006: 274@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_9570
0002: jump @CASINO4_9733 

:CASINO4_9577
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_9654 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_9654 
0006: 252@ = 19 
0006: 274@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_9654
0002: jump @CASINO4_9733 

:CASINO4_9661
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_9726 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_9726 
0006: 275@ = 1 

:CASINO4_9726
0002: jump @CASINO4_9733 

:CASINO4_9733
0002: jump @CASINO4_10220 

:CASINO4_9740
00D6: if 
0039:   282@ == 2 
004D: jump_if_false @CASINO4_10220 
00D6: if 
0039:   277@ == 0 
004D: jump_if_false @CASINO4_10220 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_10220 
0871: init_jump_table 276@ total_jumps 4 default_jump 1 @CASINO4_10148 jumps 0 @CASINO4_9852 1 @CASINO4_9896 2 @CASINO4_9980 3 @CASINO4_10064 -1 @CASINO4_10220 -1 @CASINO4_10220 -1 @CASINO4_10220 

:CASINO4_9852
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_9889 
0006: 252@ = 13 
0006: 276@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_9889
0002: jump @CASINO4_10220 

:CASINO4_9896
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_9973 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_9973 
0006: 252@ = 14 
0006: 276@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_9973
0002: jump @CASINO4_10220 

:CASINO4_9980
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_10057 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_10057 
0006: 252@ = 15 
0006: 276@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_10057
0002: jump @CASINO4_10220 

:CASINO4_10064
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_10141 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_10141 
0006: 252@ = 16 
0006: 276@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_10141
0002: jump @CASINO4_10220 

:CASINO4_10148
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_10213 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_10213 
0006: 277@ = 1 

:CASINO4_10213
0002: jump @CASINO4_10220 

:CASINO4_10220
00D6: if or
0118:   actor 72@ dead 
0118:   actor 71@ dead 
004D: jump_if_false @CASINO4_10349 
00BE: text_clear_all 
00D6: if and
0118:   actor 71@ dead 
0118:   actor 72@ dead 
004D: jump_if_false @CASINO4_10287 
00BB: show_text_lowpriority GXT 'CAS4_47' time 3000 flag 1  // ~r~Paul and Maccer have been killed!
0002: jump @CASINO4_10342 

:CASINO4_10287
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @CASINO4_10326 
00BB: show_text_lowpriority GXT 'CAS4_05' time 3000 flag 1  // ~r~Maccer's snuffed it, the music scene will never be same!
0002: jump @CASINO4_10342 

:CASINO4_10326
00BB: show_text_lowpriority GXT 'CAS4_04' time 3000 flag 1  // ~r~Paul's literally wasted!

:CASINO4_10342
0002: jump @CASINO4_45862 

:CASINO4_10349
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @CASINO4_11039 
00D6: if and
0039:   119@ == 0 
0039:   120@ == 0 
004D: jump_if_false @CASINO4_10591 
00D6: if 
0019:   135@ > 1 
004D: jump_if_false @CASINO4_10504 
00D6: if 
8039:   not  132@ == 0 
004D: jump_if_false @CASINO4_10497 
03D5: remove_text 'CAS4_19'  // ~s~You need to find a vehicle with at least two passenger seats.
03D5: remove_text 'CAS4_03'  // ~s~Go back and pick up ~b~Maccer~s~!
03D5: remove_text 'CAS4_02'  // ~s~Go back and get ~b~Paul~s~!
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_10497 
00BB: show_text_lowpriority GXT 'CAS4_37' time 7000 flag 1  // ~s~Go and pick up ~b~Paul ~s~and ~b~Maccer~s~.
0006: 132@ = 0 

:CASINO4_10497
0002: jump @CASINO4_10591 

:CASINO4_10504
00D6: if 
8039:   not  132@ == 1 
004D: jump_if_false @CASINO4_10591 
03D5: remove_text 'CAS4_37'  // ~s~Go and pick up ~b~Paul ~s~and ~b~Maccer~s~.
03D5: remove_text 'CAS4_03'  // ~s~Go back and pick up ~b~Maccer~s~!
03D5: remove_text 'CAS4_02'  // ~s~Go back and get ~b~Paul~s~!
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_10591 
00BB: show_text_lowpriority GXT 'CAS4_19' time 7000 flag 1  // ~s~You need to find a vehicle with at least two passenger seats.
0006: 132@ = 1 

:CASINO4_10591
00D6: if and
0039:   119@ == 1 
0039:   120@ == 0 
004D: jump_if_false @CASINO4_10815 
00D6: if 
0019:   135@ > 0 
004D: jump_if_false @CASINO4_10728 
00D6: if 
8039:   not  132@ == 2 
004D: jump_if_false @CASINO4_10721 
03D5: remove_text 'CAS4_19'  // ~s~You need to find a vehicle with at least two passenger seats.
03D5: remove_text 'CAS4_37'  // ~s~Go and pick up ~b~Paul ~s~and ~b~Maccer~s~.
03D5: remove_text 'CAS4_02'  // ~s~Go back and get ~b~Paul~s~!
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_10721 
00BB: show_text_lowpriority GXT 'CAS4_03' time 7000 flag 1  // ~s~Go back and pick up ~b~Maccer~s~!
0006: 132@ = 2 

:CASINO4_10721
0002: jump @CASINO4_10815 

:CASINO4_10728
00D6: if 
8039:   not  132@ == 3 
004D: jump_if_false @CASINO4_10815 
03D5: remove_text 'CAS4_37'  // ~s~Go and pick up ~b~Paul ~s~and ~b~Maccer~s~.
03D5: remove_text 'CAS4_03'  // ~s~Go back and pick up ~b~Maccer~s~!
03D5: remove_text 'CAS4_02'  // ~s~Go back and get ~b~Paul~s~!
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_10815 
00BB: show_text_lowpriority GXT 'CAS4_19' time 7000 flag 1  // ~s~You need to find a vehicle with at least two passenger seats.
0006: 132@ = 3 

:CASINO4_10815
00D6: if and
0039:   119@ == 0 
0039:   120@ == 1 
004D: jump_if_false @CASINO4_11039 
00D6: if 
0019:   135@ > 0 
004D: jump_if_false @CASINO4_10952 
00D6: if 
8039:   not  132@ == 4 
004D: jump_if_false @CASINO4_10945 
03D5: remove_text 'CAS4_19'  // ~s~You need to find a vehicle with at least two passenger seats.
03D5: remove_text 'CAS4_03'  // ~s~Go back and pick up ~b~Maccer~s~!
03D5: remove_text 'CAS4_37'  // ~s~Go and pick up ~b~Paul ~s~and ~b~Maccer~s~.
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_10945 
00BB: show_text_lowpriority GXT 'CAS4_02' time 7000 flag 1  // ~s~Go back and get ~b~Paul~s~!
0006: 132@ = 4 

:CASINO4_10945
0002: jump @CASINO4_11039 

:CASINO4_10952
00D6: if 
8039:   not  132@ == 5 
004D: jump_if_false @CASINO4_11039 
03D5: remove_text 'CAS4_37'  // ~s~Go and pick up ~b~Paul ~s~and ~b~Maccer~s~.
03D5: remove_text 'CAS4_03'  // ~s~Go back and pick up ~b~Maccer~s~!
03D5: remove_text 'CAS4_02'  // ~s~Go back and get ~b~Paul~s~!
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_11039 
00BB: show_text_lowpriority GXT 'CAS4_19' time 7000 flag 1  // ~s~You need to find a vehicle with at least two passenger seats.
0006: 132@ = 5 

:CASINO4_11039
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @CASINO4_18462 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @CASINO4_18271 
00D6: if 
0019:   32@ > 30000 
004D: jump_if_false @CASINO4_18264 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_11487 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_11158 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_11151 
040D: unload_wav 254@ 

:CASINO4_11151
0006: 255@ = 1 

:CASINO4_11158
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_11195 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_11195
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_11309 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_11309 
03D1: play_wav 253@ 
00D6: if 
8039:   not  252@ == 65 
004D: jump_if_false @CASINO4_11302 
00D6: if 
8039:   not  252@ == 67 
004D: jump_if_false @CASINO4_11302 
00D6: if 
8039:   not  252@ == 78 
004D: jump_if_false @CASINO4_11302 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 

:CASINO4_11302
0006: 255@ = 3 

:CASINO4_11309
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_11487 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_11426 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_11391 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_11405 

:CASINO4_11391
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_11405
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_11487 

:CASINO4_11426
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_11487 
00D6: if 
001B:   110 > 252@ 
004D: jump_if_false @CASINO4_11487 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_11487
00D6: if 
8039:   not  287@ == 0 
004D: jump_if_false @CASINO4_11721 
00D6: if 
0039:   288@ == 0 
004D: jump_if_false @CASINO4_11549 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @CASINO4_11542 
040D: unload_wav 3 

:CASINO4_11542
0006: 288@ = 1 

:CASINO4_11549
00D6: if 
0039:   288@ == 1 
004D: jump_if_false @CASINO4_11585 
03CF: load_wav 285@(287@,2i) as 3 
0006: 288@ = 2 

:CASINO4_11585
00D6: if 
0039:   288@ == 2 
004D: jump_if_false @CASINO4_11670 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @CASINO4_11670 
00D6: if 
0039:   287@ == 1 
004D: jump_if_false @CASINO4_11659 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_11659 
0949: link_wav 3 to_actor 71@ 

:CASINO4_11659
03D1: play_wav 3 
0006: 288@ = 3 

:CASINO4_11670
00D6: if 
0039:   288@ == 3 
004D: jump_if_false @CASINO4_11721 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @CASINO4_11721 
040D: unload_wav 3 
0006: 287@ = 0 
0006: 288@ = 0 

:CASINO4_11721
00D6: if 
001B:   5 > 122@ 
004D: jump_if_false @CASINO4_15662 
00D6: if and
8118:   not actor 72@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_15655 
00D6: if 
0039:   122@ == 0 
004D: jump_if_false @CASINO4_12691 
00D6: if 
0039:   263@ == 1 
004D: jump_if_false @CASINO4_12684 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_12684 
0871: init_jump_table 280@ total_jumps 8 default_jump 1 @CASINO4_12583 jumps 0 @CASINO4_11937 1 @CASINO4_11995 2 @CASINO4_12079 3 @CASINO4_12163 4 @CASINO4_12247 5 @CASINO4_12331 6 @CASINO4_12415 
0872: jump_table_jumps 7 @CASINO4_12499 -1 @CASINO4_12684 -1 @CASINO4_12684 -1 @CASINO4_12684 -1 @CASINO4_12684 -1 @CASINO4_12684 -1 @CASINO4_12684 -1 @CASINO4_12684 -1 @CASINO4_12684 

:CASINO4_11937
0A09: set_actor 72@ muted 1 // versionB 
0A09: set_actor 71@ muted 1 // versionB 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_11988 
0006: 252@ = 62 
0006: 280@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_11988
0002: jump @CASINO4_12684 

:CASINO4_11995
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_12072 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_12072 
0006: 252@ = 63 
0006: 280@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_12072
0002: jump @CASINO4_12684 

:CASINO4_12079
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_12156 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_12156 
0006: 252@ = 64 
0006: 280@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_12156
0002: jump @CASINO4_12684 

:CASINO4_12163
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_12240 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_12240 
0006: 252@ = 65 
0006: 280@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_12240
0002: jump @CASINO4_12684 

:CASINO4_12247
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_12324 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_12324 
0006: 252@ = 66 
0006: 280@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_12324
0002: jump @CASINO4_12684 

:CASINO4_12331
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_12408 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_12408 
0006: 252@ = 67 
0006: 280@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_12408
0002: jump @CASINO4_12684 

:CASINO4_12415
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_12492 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_12492 
0006: 252@ = 68 
0006: 280@ = 7 
01BD: 260@ = current_time_in_ms 

:CASINO4_12492
0002: jump @CASINO4_12684 

:CASINO4_12499
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_12576 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_12576 
0006: 252@ = 69 
0006: 280@ = 8 
01BD: 260@ = current_time_in_ms 

:CASINO4_12576
0002: jump @CASINO4_12684 

:CASINO4_12583
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_12677 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_12677 
0006: 132@ = 99 
04ED: load_animation "FOOD" 
0006: 33@ = 0 
0006: 280@ = 0 
0006: 122@ = 1 

:CASINO4_12677
0002: jump @CASINO4_12684 

:CASINO4_12684
0002: jump @CASINO4_15655 

:CASINO4_12691
00D6: if 
0039:   122@ == 1 
004D: jump_if_false @CASINO4_14093 
00D6: if 
0019:   33@ > 5000 
004D: jump_if_false @CASINO4_13925 
0871: init_jump_table 280@ total_jumps 12 default_jump 1 @CASINO4_13824 jumps 0 @CASINO4_12856 1 @CASINO4_12900 2 @CASINO4_12984 3 @CASINO4_13068 4 @CASINO4_13152 5 @CASINO4_13236 6 @CASINO4_13320 
0872: jump_table_jumps 7 @CASINO4_13404 8 @CASINO4_13488 9 @CASINO4_13572 10 @CASINO4_13656 11 @CASINO4_13740 -1 @CASINO4_13918 -1 @CASINO4_13918 -1 @CASINO4_13918 -1 @CASINO4_13918 

:CASINO4_12856
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_12893 
0006: 252@ = 70 
0006: 280@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_12893
0002: jump @CASINO4_13918 

:CASINO4_12900
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_12977 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_12977 
0006: 252@ = 71 
0006: 280@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_12977
0002: jump @CASINO4_13918 

:CASINO4_12984
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_13061 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_13061 
0006: 252@ = 72 
0006: 280@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_13061
0002: jump @CASINO4_13918 

:CASINO4_13068
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_13145 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_13145 
0006: 252@ = 73 
0006: 280@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_13145
0002: jump @CASINO4_13918 

:CASINO4_13152
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_13229 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_13229 
0006: 252@ = 74 
0006: 280@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_13229
0002: jump @CASINO4_13918 

:CASINO4_13236
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_13313 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_13313 
0006: 252@ = 75 
0006: 280@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_13313
0002: jump @CASINO4_13918 

:CASINO4_13320
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_13397 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_13397 
0006: 252@ = 76 
0006: 280@ = 7 
01BD: 260@ = current_time_in_ms 

:CASINO4_13397
0002: jump @CASINO4_13918 

:CASINO4_13404
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_13481 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_13481 
0006: 252@ = 77 
0006: 280@ = 8 
01BD: 260@ = current_time_in_ms 

:CASINO4_13481
0002: jump @CASINO4_13918 

:CASINO4_13488
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_13565 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_13565 
0006: 252@ = 78 
0006: 280@ = 9 
01BD: 260@ = current_time_in_ms 

:CASINO4_13565
0002: jump @CASINO4_13918 

:CASINO4_13572
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_13649 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_13649 
0006: 252@ = 79 
0006: 280@ = 10 
01BD: 260@ = current_time_in_ms 

:CASINO4_13649
0002: jump @CASINO4_13918 

:CASINO4_13656
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_13733 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_13733 
0006: 252@ = 80 
0006: 280@ = 11 
01BD: 260@ = current_time_in_ms 

:CASINO4_13733
0002: jump @CASINO4_13918 

:CASINO4_13740
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_13817 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_13817 
0006: 252@ = 81 
0006: 280@ = 12 
01BD: 260@ = current_time_in_ms 

:CASINO4_13817
0002: jump @CASINO4_13918 

:CASINO4_13824
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_13911 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_13911 
0006: 32@ = 0 
0006: 124@ = 0 
0006: 128@ = 1 
0006: 122@ = 9999 

:CASINO4_13911
0002: jump @CASINO4_13918 

:CASINO4_13918
0002: jump @CASINO4_14086 

:CASINO4_13925
00D6: if and
04EE:   animation "FOOD" loaded 
01C1:   car 77@ stopped 
004D: jump_if_false @CASINO4_14086 
0407: store_coords_to 95@ 96@ 97@ from_car 77@ with_offset 4.0 2.0 0.0 
0615: define_AS_pack_begin 89@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 95@ 96@ 97@ mode 7 time 5000 ms // versionA 
0605: actor -1 perform_animation "EAT_VOMIT_P" IFP "FOOD" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05CA: AS_actor -1 enter_car 77@ passenger_seat -1 time -2 
0616: define_AS_pack_end 89@ 
0618: assign_actor 72@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
0006: 122@ = 2 
0006: 124@ = 1 

:CASINO4_14086
0002: jump @CASINO4_15655 

:CASINO4_14093
00D6: if 
8039:   not  122@ == 3 
004D: jump_if_false @CASINO4_14961 
00D6: if 
001B:   3 > 122@ 
004D: jump_if_false @CASINO4_14961 
0871: init_jump_table 280@ total_jumps 8 default_jump 1 @CASINO4_14889 jumps 0 @CASINO4_14257 1 @CASINO4_14301 2 @CASINO4_14385 3 @CASINO4_14469 4 @CASINO4_14553 5 @CASINO4_14637 6 @CASINO4_14721 
0872: jump_table_jumps 7 @CASINO4_14805 -1 @CASINO4_14961 -1 @CASINO4_14961 -1 @CASINO4_14961 -1 @CASINO4_14961 -1 @CASINO4_14961 -1 @CASINO4_14961 -1 @CASINO4_14961 -1 @CASINO4_14961 

:CASINO4_14257
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_14294 
0006: 252@ = 70 
0006: 280@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_14294
0002: jump @CASINO4_14961 

:CASINO4_14301
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_14378 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_14378 
0006: 252@ = 71 
0006: 280@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_14378
0002: jump @CASINO4_14961 

:CASINO4_14385
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_14462 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_14462 
0006: 252@ = 72 
0006: 280@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_14462
0002: jump @CASINO4_14961 

:CASINO4_14469
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_14546 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_14546 
0006: 252@ = 73 
0006: 280@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_14546
0002: jump @CASINO4_14961 

:CASINO4_14553
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_14630 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_14630 
0006: 252@ = 74 
0006: 280@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_14630
0002: jump @CASINO4_14961 

:CASINO4_14637
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_14714 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_14714 
0006: 252@ = 75 
0006: 280@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_14714
0002: jump @CASINO4_14961 

:CASINO4_14721
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_14798 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_14798 
0006: 252@ = 76 
0006: 280@ = 7 
01BD: 260@ = current_time_in_ms 

:CASINO4_14798
0002: jump @CASINO4_14961 

:CASINO4_14805
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_14882 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_14882 
0006: 252@ = 77 
0006: 280@ = 8 
01BD: 260@ = current_time_in_ms 

:CASINO4_14882
0002: jump @CASINO4_14961 

:CASINO4_14889
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_14954 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_14954 
0006: 281@ = 1 

:CASINO4_14954
0002: jump @CASINO4_14961 

:CASINO4_14961
00D6: if 
0039:   122@ == 2 
004D: jump_if_false @CASINO4_15183 
062E: get_actor 72@ task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_15051 
04EF: release_animation "FOOD" 
0006: 122@ = 5 
0006: 128@ = 1 
0006: 124@ = 0 
0006: 32@ = 0 
0002: jump @CASINO4_15176 

:CASINO4_15051
00D6: if 
0611:   actor 72@ performing_animation "EAT_VOMIT_P" 
004D: jump_if_false @CASINO4_15176 
04C4: store_coords_to 95@ 96@ 97@ from_actor 72@ with_offset 0.355 -0.116 0.048 
0613: 94@ = actor 72@ animation "EAT_VOMIT_P" time 
064B: 136@ = create_particle "PUKE" at 95@ 96@ 97@ type 1 
0006: 134@ = 0 
0007: 94@ = 0.0 
0006: 122@ = 3 

:CASINO4_15176
0002: jump @CASINO4_15655 

:CASINO4_15183
00D6: if 
0039:   122@ == 3 
004D: jump_if_false @CASINO4_15555 
062E: get_actor 72@ task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_15301 
04EF: release_animation "FOOD" 
0006: 122@ = 5 
0006: 128@ = 1 
0006: 124@ = 0 
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @CASINO4_15294 
064E: stop_particle 136@ 
0650: destroy_particle 136@ 
0006: 134@ = 0 

:CASINO4_15294
0006: 32@ = 0 

:CASINO4_15301
00D6: if 
8043:   not  94@ == 1.0 
004D: jump_if_false @CASINO4_15510 
00D6: if 
0039:   134@ == 0 
004D: jump_if_false @CASINO4_15403 
00D6: if 
0031:   94@ >= 0.42 
004D: jump_if_false @CASINO4_15403 
064C: make_particle 136@ visible 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_15396 
0006: 252@ = 78 
01BD: 260@ = current_time_in_ms 

:CASINO4_15396
0006: 134@ = 1 

:CASINO4_15403
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_15493 
00D6: if 
0611:   actor 72@ performing_animation "EAT_VOMIT_P" 
004D: jump_if_false @CASINO4_15476 
0613: 94@ = actor 72@ animation "EAT_VOMIT_P" time 
0002: jump @CASINO4_15486 

:CASINO4_15476
0007: 94@ = 1.0 

:CASINO4_15486
0002: jump @CASINO4_15503 

:CASINO4_15493
0007: 94@ = 1.0 

:CASINO4_15503
0002: jump @CASINO4_15548 

:CASINO4_15510
064E: stop_particle 136@ 
0650: destroy_particle 136@ 
0006: 32@ = 0 
0006: 134@ = 0 
0006: 124@ = 0 
0006: 122@ = 4 

:CASINO4_15548
0002: jump @CASINO4_15655 

:CASINO4_15555
062E: get_actor 72@ task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_15655 
04EF: release_animation "FOOD" 
0006: 122@ = 5 
0006: 128@ = 1 
0006: 124@ = 0 
0006: 32@ = 0 
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @CASINO4_15655 
064E: stop_particle 136@ 
0650: destroy_particle 136@ 
0006: 134@ = 0 

:CASINO4_15655
0002: jump @CASINO4_18264 

:CASINO4_15662
00D6: if 
001B:   5 > 123@ 
004D: jump_if_false @CASINO4_18208 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_18201 
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @CASINO4_16308 
00D6: if 
0039:   265@ == 1 
004D: jump_if_false @CASINO4_16294 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_16294 
0871: init_jump_table 278@ total_jumps 5 default_jump 1 @CASINO4_16193 jumps 0 @CASINO4_15813 1 @CASINO4_15857 2 @CASINO4_15941 3 @CASINO4_16025 4 @CASINO4_16109 -1 @CASINO4_16294 -1 @CASINO4_16294 

:CASINO4_15813
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_15850 
0006: 252@ = 50 
0006: 278@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_15850
0002: jump @CASINO4_16294 

:CASINO4_15857
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_15934 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_15934 
0006: 252@ = 51 
0006: 278@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_15934
0002: jump @CASINO4_16294 

:CASINO4_15941
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_16018 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_16018 
0006: 252@ = 52 
0006: 278@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_16018
0002: jump @CASINO4_16294 

:CASINO4_16025
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_16102 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_16102 
0006: 252@ = 53 
0006: 278@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_16102
0002: jump @CASINO4_16294 

:CASINO4_16109
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_16186 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_16186 
0006: 252@ = 54 
0006: 278@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_16186
0002: jump @CASINO4_16294 

:CASINO4_16193
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_16287 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_16287 
0006: 132@ = 99 
04ED: load_animation "FOOD" 
0006: 33@ = 0 
0006: 278@ = 0 
0006: 123@ = 1 

:CASINO4_16287
0002: jump @CASINO4_16294 

:CASINO4_16294
0006: 279@ = 0 
0002: jump @CASINO4_18201 

:CASINO4_16308
00D6: if 
0039:   123@ == 1 
004D: jump_if_false @CASINO4_17262 
00D6: if 
0019:   33@ > 5000 
004D: jump_if_false @CASINO4_17011 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_17004 
0871: init_jump_table 278@ total_jumps 6 default_jump 1 @CASINO4_16892 jumps 0 @CASINO4_16421 1 @CASINO4_16465 2 @CASINO4_16549 3 @CASINO4_16640 4 @CASINO4_16724 5 @CASINO4_16808 -1 @CASINO4_17004 

:CASINO4_16421
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_16458 
0006: 252@ = 55 
0006: 278@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_16458
0002: jump @CASINO4_17004 

:CASINO4_16465
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_16542 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_16542 
0006: 252@ = 56 
0006: 278@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_16542
0002: jump @CASINO4_17004 

:CASINO4_16549
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_16633 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_16633 
0006: 252@ = 57 
0006: 278@ = 5 
0006: 287@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_16633
0002: jump @CASINO4_17004 

:CASINO4_16640
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_16717 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_16717 
0006: 252@ = 58 
0006: 278@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_16717
0002: jump @CASINO4_17004 

:CASINO4_16724
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_16801 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_16801 
0006: 252@ = 58 
0006: 278@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_16801
0002: jump @CASINO4_17004 

:CASINO4_16808
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_16885 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_16885 
0006: 252@ = 59 
0006: 278@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_16885
0002: jump @CASINO4_17004 

:CASINO4_16892
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_16997 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_16997 
0006: 132@ = 99 
0006: 32@ = 0 
040D: unload_wav 3 
0006: 287@ = 0 
0006: 288@ = 0 
0006: 125@ = 0 
0006: 123@ = 9999 

:CASINO4_16997
0002: jump @CASINO4_17004 

:CASINO4_17004
0002: jump @CASINO4_17255 

:CASINO4_17011
00D6: if and
04EE:   animation "PAULNMAC" loaded 
01C1:   car 77@ stopped 
004D: jump_if_false @CASINO4_17255 
0407: store_coords_to 95@ 96@ 97@ from_car 77@ with_offset 4.0 2.0 0.0 
0615: define_AS_pack_begin 89@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 95@ 96@ 97@ mode 7 time 5000 ms // versionA 
0605: actor -1 perform_animation "PISS_IN" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PISS_LOOP" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PISS_OUT" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05CA: AS_actor -1 enter_car 77@ passenger_seat -1 time -2 
0616: define_AS_pack_end 89@ 
0618: assign_actor 71@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
0006: 123@ = 2 
0006: 125@ = 1 

:CASINO4_17255
0002: jump @CASINO4_18201 

:CASINO4_17262
00D6: if 
0039:   123@ == 2 
004D: jump_if_false @CASINO4_17570 
062E: get_actor 71@ task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_17330 
0006: 123@ = 5 
0006: 125@ = 0 
0002: jump @CASINO4_17563 

:CASINO4_17330
00D6: if 
04A4:   90@ == 1 // == constant 
004D: jump_if_false @CASINO4_17413 
0646: unknown_get_actor 71@ task_1560_status_store_to 90@ // similar to 062E 
00D6: if 
0019:   90@ > 4 
004D: jump_if_false @CASINO4_17413 
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @CASINO4_17413 
064E: stop_particle 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
0006: 133@ = 0 

:CASINO4_17413
00D6: if 
0611:   actor 71@ performing_animation "PISS_IN" 
004D: jump_if_false @CASINO4_17563 
04C4: store_coords_to 95@ 96@ 97@ from_actor 71@ with_offset 0.0 0.0 -0.2 
0613: 94@ = actor 71@ animation "PISS_IN" time 
066A: 137@ = attach_particle "PETROLCAN" to_actor 71@ with_offset 0.0 0.116 0.048 rotation 95@ 96@ 97@ type 1 
0883: attach_particle 137@ to_actor 71@ mode 1 
0007: 94@ = 0.0 
0006: 123@ = 3 
0006: 133@ = 0 

:CASINO4_17563
0002: jump @CASINO4_18201 

:CASINO4_17570
00D6: if 
0039:   123@ == 3 
004D: jump_if_false @CASINO4_17925 
062E: get_actor 71@ task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_17677 
0006: 123@ = 5 
0006: 125@ = 0 
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @CASINO4_17670 
064E: stop_particle 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
0006: 133@ = 0 

:CASINO4_17670
0002: jump @CASINO4_17760 

:CASINO4_17677
00D6: if 
04A4:   90@ == 1 // == constant 
004D: jump_if_false @CASINO4_17760 
0646: unknown_get_actor 71@ task_1560_status_store_to 90@ // similar to 062E 
00D6: if 
0019:   90@ > 4 
004D: jump_if_false @CASINO4_17760 
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @CASINO4_17760 
064E: stop_particle 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
0006: 133@ = 0 

:CASINO4_17760
00D6: if 
0611:   actor 71@ performing_animation "PISS_IN" 
004D: jump_if_false @CASINO4_17918 
0613: 94@ = actor 71@ animation "PISS_IN" time 
00D6: if 
8043:   not  94@ == 1.0 
004D: jump_if_false @CASINO4_17918 
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @CASINO4_17918 
00D6: if 
0031:   94@ >= 0.6 
004D: jump_if_false @CASINO4_17918 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_17892 
0006: 252@ = 60 
01BD: 260@ = current_time_in_ms 

:CASINO4_17892
064C: make_particle 137@ visible 
0006: 287@ = 1 
0006: 133@ = 1 
0006: 123@ = 4 

:CASINO4_17918
0002: jump @CASINO4_18201 

:CASINO4_17925
062E: get_actor 71@ task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_18014 
0006: 123@ = 5 
0006: 125@ = 0 
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @CASINO4_18007 
064E: stop_particle 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
0006: 133@ = 0 

:CASINO4_18007
0002: jump @CASINO4_18097 

:CASINO4_18014
00D6: if 
04A4:   90@ == 1 // == constant 
004D: jump_if_false @CASINO4_18097 
0646: unknown_get_actor 71@ task_1560_status_store_to 90@ // similar to 062E 
00D6: if 
0019:   90@ > 4 
004D: jump_if_false @CASINO4_18097 
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @CASINO4_18097 
064E: stop_particle 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
0006: 133@ = 0 

:CASINO4_18097
00D6: if 
0611:   actor 71@ performing_animation "PISS_OUT" 
004D: jump_if_false @CASINO4_18201 
0613: 94@ = actor 71@ animation "PISS_OUT" time 
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @CASINO4_18201 
00D6: if 
0031:   94@ >= 0.42 
004D: jump_if_false @CASINO4_18201 
064E: stop_particle 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
0006: 133@ = 0 

:CASINO4_18201
0002: jump @CASINO4_18264 

:CASINO4_18208
0006: 125@ = 0 
0006: 126@ = 1 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_18264 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor 72@ muted 0 // versionB 
0A09: set_actor 71@ muted 0 // versionB 

:CASINO4_18264
0002: jump @CASINO4_18455 

:CASINO4_18271
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @CASINO4_18359 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_18317 
0687: clear_actor 71@ task 
0A09: set_actor 71@ muted 0 // versionB 

:CASINO4_18317
064E: stop_particle 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
0006: 123@ = 5 
0006: 125@ = 0 
0006: 133@ = 0 
0006: 126@ = 1 

:CASINO4_18359
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @CASINO4_18455 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_18405 
0687: clear_actor 72@ task 
0A09: set_actor 72@ muted 0 // versionB 

:CASINO4_18405
064E: stop_particle 136@ 
0650: destroy_particle 136@ 
040D: unload_wav 3 
04EF: release_animation "FOOD" 
0006: 122@ = 5 
0006: 128@ = 1 
0006: 124@ = 0 
0006: 134@ = 0 

:CASINO4_18455
0002: jump @CASINO4_18532 

:CASINO4_18462
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @CASINO4_18497 
064E: stop_particle 137@ 
0650: destroy_particle 137@ 
0006: 133@ = 0 

:CASINO4_18497
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @CASINO4_18532 
064E: stop_particle 136@ 
0650: destroy_particle 136@ 
0006: 134@ = 0 

:CASINO4_18532
00D6: if and
0039:   120@ == 1 
0039:   119@ == 1 
004D: jump_if_false @CASINO4_18733 
0006: 129@ = 1 
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @CASINO4_18726 
00D6: if and
0039:   124@ == 0 
0039:   125@ == 0 
004D: jump_if_false @CASINO4_18726 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_18726 
00D6: if and
0448:   actor 72@ in_car 77@ 
0448:   actor 71@ in_car 77@ 
004D: jump_if_false @CASINO4_18726 
0006: 32@ = 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_16' time 8000 flag 1  // ~s~Take Paul and Maccer to the ~y~snake farm~s~.
018A: 70@ = create_checkpoint_at -24.0 2331.0 24.0 
0006: 52@ = 1 
0006: 272@ = 0 
0006: 273@ = 0 

:CASINO4_18726
0002: jump @CASINO4_20438 

:CASINO4_18733
0006: 129@ = 0 
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @CASINO4_18770 
0164: disable_marker 70@ 
0006: 52@ = 0 

:CASINO4_18770
00D6: if 
0039:   272@ == 0 
004D: jump_if_false @CASINO4_19152 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_19152 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_18852 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_18845 
040D: unload_wav 254@ 

:CASINO4_18845
0006: 255@ = 1 

:CASINO4_18852
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_18889 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_18889
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_18974 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_18974 
03D1: play_wav 253@ 
00D6: if or
0039:   252@ == 7 
0039:   252@ == 8 
004D: jump_if_false @CASINO4_18967 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 

:CASINO4_18967
0006: 255@ = 3 

:CASINO4_18974
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_19152 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_19091 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_19056 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_19070 

:CASINO4_19056
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_19070
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_19152 

:CASINO4_19091
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_19152 
00D6: if 
001B:   110 > 252@ 
004D: jump_if_false @CASINO4_19152 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_19152
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_20438 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_20438 
00D6: if or
0104:   actor $PLAYER_ACTOR near_actor 72@ radius 10.0 10.0 5.0 sphere 0 
0104:   actor $PLAYER_ACTOR near_actor 71@ radius 10.0 10.0 5.0 sphere 0 
004D: jump_if_false @CASINO4_20410 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_20007 
0006: 284@ = 0 
0006: 283@ = 1 
00D6: if 
0039:   272@ == 0 
004D: jump_if_false @CASINO4_20000 
00D6: if and
0039:   120@ == 1 
0039:   119@ == 0 
004D: jump_if_false @CASINO4_19542 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 72@ radius 10.0 10.0 5.0 sphere 0 
004D: jump_if_false @CASINO4_19542 
0871: init_jump_table 273@ total_jumps 1 default_jump 1 @CASINO4_19463 jumps 0 @CASINO4_19419 -1 @CASINO4_19542 -1 @CASINO4_19542 -1 @CASINO4_19542 -1 @CASINO4_19542 -1 @CASINO4_19542 -1 @CASINO4_19542 

:CASINO4_19419
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_19456 
0006: 252@ = 40 
0006: 273@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_19456
0002: jump @CASINO4_19542 

:CASINO4_19463
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_19535 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_19535 
0006: 273@ = 0 
0006: 272@ = 1 

:CASINO4_19535
0002: jump @CASINO4_19542 

:CASINO4_19542
00D6: if and
0039:   120@ == 0 
0039:   119@ == 1 
004D: jump_if_false @CASINO4_19789 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 71@ radius 10.0 10.0 5.0 sphere 0 
004D: jump_if_false @CASINO4_19789 
0871: init_jump_table 273@ total_jumps 1 default_jump 1 @CASINO4_19710 jumps 0 @CASINO4_19666 -1 @CASINO4_19789 -1 @CASINO4_19789 -1 @CASINO4_19789 -1 @CASINO4_19789 -1 @CASINO4_19789 -1 @CASINO4_19789 

:CASINO4_19666
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_19703 
0006: 252@ = 39 
0006: 273@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_19703
0002: jump @CASINO4_19789 

:CASINO4_19710
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_19782 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_19782 
0006: 273@ = 0 
0006: 272@ = 1 

:CASINO4_19782
0002: jump @CASINO4_19789 

:CASINO4_19789
00D6: if and
0039:   120@ == 0 
0039:   119@ == 0 
004D: jump_if_false @CASINO4_20000 
0871: init_jump_table 273@ total_jumps 1 default_jump 1 @CASINO4_19921 jumps 0 @CASINO4_19877 -1 @CASINO4_20000 -1 @CASINO4_20000 -1 @CASINO4_20000 -1 @CASINO4_20000 -1 @CASINO4_20000 -1 @CASINO4_20000 

:CASINO4_19877
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_19914 
0006: 252@ = 38 
0006: 273@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_19914
0002: jump @CASINO4_20000 

:CASINO4_19921
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_19993 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_19993 
0006: 273@ = 0 
0006: 272@ = 1 

:CASINO4_19993
0002: jump @CASINO4_20000 

:CASINO4_20000
0002: jump @CASINO4_20403 

:CASINO4_20007
0006: 272@ = 0 
0006: 273@ = 0 
00D6: if 
0039:   284@ == 0 
004D: jump_if_false @CASINO4_20403 
0871: init_jump_table 283@ total_jumps 2 default_jump 1 @CASINO4_20293 jumps 0 @CASINO4_20102 1 @CASINO4_20175 -1 @CASINO4_20403 -1 @CASINO4_20403 -1 @CASINO4_20403 -1 @CASINO4_20403 -1 @CASINO4_20403 

:CASINO4_20102
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_20168 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_20149 
0968: actor 71@ stop_mouth 
0967: actor 71@ move_mouth 3000 ms 

:CASINO4_20149
0006: 252@ = 7 
0006: 283@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_20168
0002: jump @CASINO4_20403 

:CASINO4_20175
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_20286 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_20286 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_20267 
0968: actor 71@ stop_mouth 
0967: actor 72@ move_mouth 3000 ms 

:CASINO4_20267
0006: 252@ = 8 
0006: 283@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_20286
0002: jump @CASINO4_20403 

:CASINO4_20293
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_20396 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_20396 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_20382 
0968: actor 71@ stop_mouth 
0968: actor 72@ stop_mouth 

:CASINO4_20382
0006: 283@ = 0 
0006: 284@ = 1 

:CASINO4_20396
0002: jump @CASINO4_20403 

:CASINO4_20403
0002: jump @CASINO4_20438 

:CASINO4_20410
0006: 272@ = 0 
0006: 273@ = 0 
0006: 284@ = 0 
0006: 283@ = 1 

:CASINO4_20438
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @CASINO4_22506 
00D6: if and
0039:   124@ == 0 
0039:   125@ == 0 
004D: jump_if_false @CASINO4_22476 
00D6: if 
0039:   265@ == 0 
004D: jump_if_false @CASINO4_22469 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_20838 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_20563 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_20556 
040D: unload_wav 254@ 

:CASINO4_20556
0006: 255@ = 1 

:CASINO4_20563
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_20600 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_20600
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_20660 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_20660 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
0006: 255@ = 3 

:CASINO4_20660
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_20838 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_20777 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_20742 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_20756 

:CASINO4_20742
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_20756
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_20838 

:CASINO4_20777
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_20838 
00D6: if 
001B:   110 > 252@ 
004D: jump_if_false @CASINO4_20838 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_20838
00D6: if 
0039:   263@ == 0 
004D: jump_if_false @CASINO4_21502 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_21495 
0871: init_jump_table 262@ total_jumps 5 default_jump 1 @CASINO4_21354 jumps 0 @CASINO4_20932 1 @CASINO4_21018 2 @CASINO4_21102 3 @CASINO4_21186 4 @CASINO4_21270 -1 @CASINO4_21495 -1 @CASINO4_21495 

:CASINO4_20932
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_21011 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_20992 
0A09: set_actor 72@ muted 1 // versionB 
0A09: set_actor 71@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:CASINO4_20992
0006: 252@ = 20 
0006: 262@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_21011
0002: jump @CASINO4_21495 

:CASINO4_21018
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_21095 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_21095 
0006: 252@ = 21 
0006: 262@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_21095
0002: jump @CASINO4_21495 

:CASINO4_21102
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_21179 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_21179 
0006: 252@ = 22 
0006: 262@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_21179
0002: jump @CASINO4_21495 

:CASINO4_21186
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_21263 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_21263 
0006: 252@ = 23 
0006: 262@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_21263
0002: jump @CASINO4_21495 

:CASINO4_21270
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_21347 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_21347 
0006: 252@ = 24 
0006: 262@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_21347
0002: jump @CASINO4_21495 

:CASINO4_21354
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_21488 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_21488 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_21454 
0A09: set_actor 72@ muted 0 // versionB 
0A09: set_actor 71@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:CASINO4_21454
0006: 263@ = 1 
00D6: if 
0019:   32@ > 25000 
004D: jump_if_false @CASINO4_21488 
0006: 32@ = 25000 

:CASINO4_21488
0002: jump @CASINO4_21495 

:CASINO4_21495
0002: jump @CASINO4_22469 

:CASINO4_21502
00D6: if and
0039:   265@ == 0 
0039:   128@ == 1 
004D: jump_if_false @CASINO4_22469 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_22469 
0871: init_jump_table 264@ total_jumps 8 default_jump 1 @CASINO4_22335 jumps 0 @CASINO4_21668 1 @CASINO4_21747 2 @CASINO4_21831 3 @CASINO4_21915 4 @CASINO4_21999 5 @CASINO4_22083 6 @CASINO4_22167 
0872: jump_table_jumps 7 @CASINO4_22251 -1 @CASINO4_22469 -1 @CASINO4_22469 -1 @CASINO4_22469 -1 @CASINO4_22469 -1 @CASINO4_22469 -1 @CASINO4_22469 -1 @CASINO4_22469 -1 @CASINO4_22469 

:CASINO4_21668
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_21740 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_21721 
0A09: set_actor 72@ muted 1 // versionB 
0A09: set_actor 71@ muted 1 // versionB 

:CASINO4_21721
0006: 252@ = 25 
0006: 264@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_21740
0002: jump @CASINO4_22469 

:CASINO4_21747
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_21824 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_21824 
0006: 252@ = 26 
0006: 264@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_21824
0002: jump @CASINO4_22469 

:CASINO4_21831
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_21908 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_21908 
0006: 252@ = 27 
0006: 264@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_21908
0002: jump @CASINO4_22469 

:CASINO4_21915
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_21992 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_21992 
0006: 252@ = 28 
0006: 264@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_21992
0002: jump @CASINO4_22469 

:CASINO4_21999
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_22076 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_22076 
0006: 252@ = 29 
0006: 264@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_22076
0002: jump @CASINO4_22469 

:CASINO4_22083
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_22160 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_22160 
0006: 252@ = 30 
0006: 264@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_22160
0002: jump @CASINO4_22469 

:CASINO4_22167
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_22244 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_22244 
0006: 252@ = 31 
0006: 264@ = 7 
01BD: 260@ = current_time_in_ms 

:CASINO4_22244
0002: jump @CASINO4_22469 

:CASINO4_22251
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_22328 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_22328 
0006: 252@ = 32 
0006: 264@ = 8 
01BD: 260@ = current_time_in_ms 

:CASINO4_22328
0002: jump @CASINO4_22469 

:CASINO4_22335
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_22462 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_22462 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_22428 
0A09: set_actor 72@ muted 0 // versionB 
0A09: set_actor 71@ muted 0 // versionB 

:CASINO4_22428
0006: 265@ = 1 
00D6: if 
0019:   32@ > 25000 
004D: jump_if_false @CASINO4_22462 
0006: 32@ = 25000 

:CASINO4_22462
0002: jump @CASINO4_22469 

:CASINO4_22469
0002: jump @CASINO4_22506 

:CASINO4_22476
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @CASINO4_22506 
0164: disable_marker 70@ 
0006: 52@ = 0 

:CASINO4_22506
00D6: if and
0039:   49@ == 1 
0039:   60@ == 0 
004D: jump_if_false @CASINO4_22724 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -32.0 2337.0 24.0 radius 100.0 100.0 20.0 
004D: jump_if_false @CASINO4_22724 
0674: set_car_model #WALTON numberplate "__TIM___" 
00A5: 78@ = create_car #WALTON at -50.0 2358.0 24.0 
020A: set_car 78@ door_status_to 3 
03F5: set_car 78@ apply_damage_rules 0 
0175: set_car 78@ Z_angle_to 188.0 
0519: set_car 78@ locked 1 
0674: set_car_model #WALTON numberplate "_TAMMY__" 
00A5: 79@ = create_car #WALTON at -46.0 2355.0 24.0 
020A: set_car 79@ door_status_to 3 
0175: set_car 79@ Z_angle_to 188.0 
0519: set_car 79@ locked 1 
03F5: set_car 79@ apply_damage_rules 0 
0006: 60@ = 1 

:CASINO4_22724
00D6: if and
0039:   52@ == 1 
0039:   51@ == 0 
0039:   49@ == 1 
004D: jump_if_false @CASINO4_29660 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_29660 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -24.0 2331.0 24.0 radius 4.0 4.0 2.0 
00FE:   actor 72@ sphere 0 in_sphere -24.0 2331.0 24.0 radius 4.0 4.0 2.0 
00FE:   actor 71@ sphere 0 in_sphere -24.0 2331.0 24.0 radius 4.0 4.0 2.0 
004D: jump_if_false @CASINO4_29660 
0164: disable_marker 70@ 
00BE: text_clear_all 
015F: set_camera_position -21.46 2335.33 23.52 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -49.14 2356.75 26.09 switchstyle 2 
08F5: save_player_group 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
0395: clear_area 1 at -24.0 2331.0 24.0 radius 50.0 
04EF: release_animation "PAULNMAC" 
04EF: release_animation "FOOD" 
04ED: load_animation "SMOKING" 
0247: load_model #COLT45 

:CASINO4_23037
00D6: if or
84EE:   not animation "SMOKING" loaded 
8248:   not model #COLT45 available 
004D: jump_if_false @CASINO4_23075 
0001: wait 0 ms 
0002: jump @CASINO4_23037 

:CASINO4_23075
009A: 73@ = create_actor_pedtype 25 model #DWMOLC1 at -32.3702 2348.239 23.1328 
0173: set_actor 73@ Z_angle_to 180.1098 
0770: set_actor 73@ target_priority 1 
01B2: give_actor 73@ weapon 22 ammo 3000 // Load the weapon model before using this 
0615: define_AS_pack_begin 109@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 109@ 
0618: assign_actor 73@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
009A: 74@ = create_actor_pedtype 25 model #DWMYLC1 at -34.288 2350.204 23.1328 
0173: set_actor 74@ Z_angle_to 177.5823 
0770: set_actor 74@ target_priority 1 
01B2: give_actor 74@ weapon 22 ammo 3000 // Load the weapon model before using this 
0615: define_AS_pack_begin 109@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 109@ 
0618: assign_actor 74@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
015F: set_camera_position -21.46 2335.33 23.52 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -49.14 2356.75 26.09 switchstyle 2 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_23661 
0395: clear_area 1 at -25.7433 2334.629 23.1328 radius 100.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_23485 
00D9: 77@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00AF: set_car 77@ driver_behaviour_to 10 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -25.7433 2334.629 23.1328 
00AB: put_car 77@ at -24.0 2331.0 24.0 
0002: jump @CASINO4_23505 

:CASINO4_23485
00A1: put_actor $PLAYER_ACTOR at -25.7433 2334.629 23.1328 

:CASINO4_23505
0173: set_actor $PLAYER_ACTOR Z_angle_to 35.8419 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_23558 
0362: remove_actor 72@ from_car_and_place_at -23.6752 2335.531 23.1328 
0002: jump @CASINO4_23578 

:CASINO4_23558
00A1: put_actor 72@ at -23.6752 2334.531 23.1328 

:CASINO4_23578
0173: set_actor 72@ Z_angle_to 35.8419 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_23631 
0362: remove_actor 71@ from_car_and_place_at -27.9403 2335.105 23.1328 
0002: jump @CASINO4_23651 

:CASINO4_23631
00A1: put_actor 71@ at -27.9403 2334.105 23.1328 

:CASINO4_23651
0173: set_actor 71@ Z_angle_to 35.8419 

:CASINO4_23661
0615: define_AS_pack_begin 82@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_23686 
0633: AS_actor -1 exit_car 

:CASINO4_23686
05D3: AS_actor -1 goto_point -31.7411 2342.68 23.125 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 35.5196 
0616: define_AS_pack_end 82@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 82@ 
061B: remove_references_to_AS_pack 82@ 
0708: reset_decision_maker 38@ event 13 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_23862 
02AB: set_actor 71@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
06C9: remove_actor 71@ from_group 
0615: define_AS_pack_begin 80@ 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_23804 
0633: AS_actor -1 exit_car 

:CASINO4_23804
05D3: AS_actor -1 goto_point -33.0398 2342.354 23.125 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 37.553 
0616: define_AS_pack_end 80@ 
0618: assign_actor 71@ to_AS_pack 80@ 
061B: remove_references_to_AS_pack 80@ 
060B: set_actor 71@ decision_maker_to 38@ 

:CASINO4_23862
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_23981 
02AB: set_actor 72@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
06C9: remove_actor 72@ from_group 
0615: define_AS_pack_begin 81@ 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_23923 
0633: AS_actor -1 exit_car 

:CASINO4_23923
05D3: AS_actor -1 goto_point -30.0669 2344.002 23.125 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 19.556 
0616: define_AS_pack_end 81@ 
0618: assign_actor 72@ to_AS_pack 81@ 
061B: remove_references_to_AS_pack 81@ 
060B: set_actor 72@ decision_maker_to 38@ 

:CASINO4_23981
0006: 252@ = 0 
0006: 253@ = 1 
0006: 254@ = 2 
0006: 255@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 33@ = 0 

:CASINO4_24058
0001: wait 0 ms 
00D6: if 
0039:   256@ == 0 
004D: jump_if_false @CASINO4_24877 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_24419 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_24144 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_24137 
040D: unload_wav 254@ 

:CASINO4_24137
0006: 255@ = 1 

:CASINO4_24144
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_24181 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_24181
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_24241 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_24241 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
0006: 255@ = 3 

:CASINO4_24241
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_24419 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_24358 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_24323 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_24337 

:CASINO4_24323
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_24337
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_24419 

:CASINO4_24358
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_24419 
00D6: if 
001B:   110 > 252@ 
004D: jump_if_false @CASINO4_24419 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_24419
0871: init_jump_table 257@ total_jumps 3 default_jump 1 @CASINO4_24777 jumps 0 @CASINO4_24482 1 @CASINO4_24539 2 @CASINO4_24659 -1 @CASINO4_24870 -1 @CASINO4_24870 -1 @CASINO4_24870 -1 @CASINO4_24870 

:CASINO4_24482
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_24532 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0006: 252@ = 33 
0006: 257@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_24532
0002: jump @CASINO4_24870 

:CASINO4_24539
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_24652 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_24652 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_24626 
0968: actor 71@ stop_mouth 
0967: actor 71@ move_mouth 3000 ms 

:CASINO4_24626
0006: 252@ = 34 
0006: 257@ = 2 
0707: start_scene_skip_to @CASINO4_27883 
01BD: 260@ = current_time_in_ms 

:CASINO4_24652
0002: jump @CASINO4_24870 

:CASINO4_24659
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_24770 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_24770 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_24751 
0968: actor 71@ stop_mouth 
0967: actor 72@ move_mouth 3000 ms 

:CASINO4_24751
0006: 252@ = 35 
0006: 257@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_24770
0002: jump @CASINO4_24870 

:CASINO4_24777
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_24863 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_24863 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_24856 
0968: actor 72@ stop_mouth 

:CASINO4_24856
0006: 256@ = 1 

:CASINO4_24863
0002: jump @CASINO4_24870 

:CASINO4_24870
0002: jump @CASINO4_24058 

:CASINO4_24877
0006: 53@ = 0 

:CASINO4_24884
00D6: if 
0039:   53@ == 0 
004D: jump_if_false @CASINO4_24976 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -31.7411 2342.68 23.125 radius 3.0 3.0 3.0 
0019:   33@ > 10000 
004D: jump_if_false @CASINO4_24965 
0006: 53@ = 1 

:CASINO4_24965
0001: wait 0 ms 
0002: jump @CASINO4_24884 

:CASINO4_24976
00A1: put_actor $PLAYER_ACTOR at -31.7411 2342.68 23.125 
0173: set_actor $PLAYER_ACTOR Z_angle_to 37.553 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_25057 
0687: clear_actor 72@ task 
00A1: put_actor 72@ at -30.0669 2344.002 23.125 
0173: set_actor 72@ Z_angle_to 19.556 

:CASINO4_25057
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_25108 
0687: clear_actor 71@ task 
00A1: put_actor 71@ at -33.0398 2342.354 23.125 
0173: set_actor 71@ Z_angle_to 37.553 

:CASINO4_25108
015F: set_camera_position -29.85 2341.05 23.81 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -48.53 2366.47 31.65 switchstyle 2 
0247: load_model #DWFOLC 
0247: load_model #DWMOLC2 
04ED: load_animation "MISC" 
00D6: if and
8118:   not actor 73@ dead 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO4_25239 
0615: define_AS_pack_begin 82@ 
05BF: AS_actor -1 look_at_actor 73@ 3000 ms 
05BF: AS_actor -1 look_at_actor 74@ 3000 ms 
0616: define_AS_pack_end 82@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 82@ 
061B: remove_references_to_AS_pack 82@ 

:CASINO4_25239
0006: 252@ = 0 
0006: 253@ = 1 
0006: 254@ = 2 
0006: 255@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 

:CASINO4_25309
0001: wait 0 ms 
00D6: if 
0039:   256@ == 0 
004D: jump_if_false @CASINO4_27883 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_25754 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_25395 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_25388 
040D: unload_wav 254@ 

:CASINO4_25388
0006: 255@ = 1 

:CASINO4_25395
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_25432 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_25432
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_25492 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_25492 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
0006: 255@ = 3 

:CASINO4_25492
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_25754 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_25693 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_25574 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_25588 

:CASINO4_25574
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_25588
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO4_25609 
0968: actor 75@ stop_mouth 

:CASINO4_25609
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASINO4_25630 
0968: actor 73@ stop_mouth 

:CASINO4_25630
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO4_25651 
0968: actor 76@ stop_mouth 

:CASINO4_25651
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO4_25672 
0968: actor 74@ stop_mouth 

:CASINO4_25672
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_25754 

:CASINO4_25693
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_25754 
00D6: if 
001B:   110 > 252@ 
004D: jump_if_false @CASINO4_25754 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_25754
0871: init_jump_table 257@ total_jumps 8 default_jump 1 @CASINO4_27804 jumps 0 @CASINO4_25882 1 @CASINO4_25950 2 @CASINO4_26183 3 @CASINO4_26291 4 @CASINO4_26966 5 @CASINO4_27074 6 @CASINO4_27296 
0872: jump_table_jumps 7 @CASINO4_27570 -1 @CASINO4_27876 -1 @CASINO4_27876 -1 @CASINO4_27876 -1 @CASINO4_27876 -1 @CASINO4_27876 -1 @CASINO4_27876 -1 @CASINO4_27876 -1 @CASINO4_27876 

:CASINO4_25882
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_25943 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASINO4_25924 
0967: actor 73@ move_mouth 10000 ms 

:CASINO4_25924
0006: 252@ = 103 
0006: 257@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_25943
0002: jump @CASINO4_27876 

:CASINO4_25950
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_26176 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_26176 
00D6: if 
04EE:   animation "MISC" loaded 
004D: jump_if_false @CASINO4_26168 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_26118 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 71@ 6000 ms 
05BF: AS_actor 72@ look_at_actor 71@ 6000 ms 
0615: define_AS_pack_begin 82@ 
05BF: AS_actor -1 look_at_actor 72@ 3000 ms 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 3000 ms 
0616: define_AS_pack_end 82@ 
0618: assign_actor 71@ to_AS_pack 82@ 
061B: remove_references_to_AS_pack 82@ 

:CASINO4_26118
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO4_26142 
0967: actor 74@ move_mouth 10000 ms 

:CASINO4_26142
0006: 252@ = 104 
0006: 257@ = 2 
01BD: 260@ = current_time_in_ms 
0002: jump @CASINO4_26176 

:CASINO4_26168
04ED: load_animation "MISC" 

:CASINO4_26176
0002: jump @CASINO4_27876 

:CASINO4_26183
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_26284 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_26284 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO4_26265 
0967: actor 74@ move_mouth 10000 ms 

:CASINO4_26265
0006: 252@ = 105 
0006: 257@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_26284
0002: jump @CASINO4_27876 

:CASINO4_26291
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_26959 
00D6: if or
8248:   not model #DWFOLC available 
8248:   not model #DWMOLC2 available 
004D: jump_if_false @CASINO4_26365 
0247: load_model #DWFOLC 
0247: load_model #DWMOLC2 
0002: jump @CASINO4_26959 

:CASINO4_26365
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_26959 
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_26419 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0647: AS_actor 72@ clear_look_task 
0647: AS_actor 71@ clear_look_task 

:CASINO4_26419
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_26554 
0615: define_AS_pack_begin 82@ 
05BA: AS_actor -1 move_mouth 2000 ms 
0605: actor -1 perform_animation "PLYR_SHKHEAD" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 82@ 
0618: assign_actor 71@ to_AS_pack 82@ 
061B: remove_references_to_AS_pack 82@ 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 71@ 6000 ms 
0615: define_AS_pack_begin 82@ 
05BA: AS_actor -1 move_mouth 3000 ms 
05C8: AS_actor -1 look_around 
0616: define_AS_pack_end 82@ 
0618: assign_actor 72@ to_AS_pack 82@ 
061B: remove_references_to_AS_pack 82@ 

:CASINO4_26554
0647: AS_actor $PLAYER_ACTOR clear_look_task 
009A: 76@ = create_actor_pedtype 25 model #DWFOLC at -45.2021 2350.32 23.125 
0173: set_actor 76@ Z_angle_to 176.976 
0245: set_actor 76@ walk_style_to "SEXYWOMAN" 
0770: set_actor 76@ target_priority 1 
060B: set_actor 76@ decision_maker_to 38@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -44.052 2348.615 23.125 
05D7: add_point_to_scmpath -39.8254 2346.733 23.125 
05D7: add_point_to_scmpath -36.6941 2346.5 23.125 
0615: define_AS_pack_begin 109@ 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 109@ 
0618: assign_actor 76@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
009A: 75@ = create_actor_pedtype 25 model #DWMOLC2 at -46.1256 2351.387 23.125 
0173: set_actor 75@ Z_angle_to 176.976 
060B: set_actor 75@ decision_maker_to 38@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -44.052 2348.615 23.125 
05D7: add_point_to_scmpath -39.8254 2346.733 23.125 
05D7: add_point_to_scmpath -38.286 2346.675 23.125 
05D7: add_point_to_scmpath -36.1799 2348.412 23.125 
0615: define_AS_pack_begin 109@ 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 109@ 
0618: assign_actor 75@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
015F: set_camera_position -36.34 2345.19 24.52 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -50.23 2366.32 23.72 switchstyle 2 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO4_26940 
0967: actor 75@ move_mouth 10000 ms 

:CASINO4_26940
0006: 252@ = 106 
0006: 257@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_26959
0002: jump @CASINO4_27876 

:CASINO4_26966
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_27067 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_27067 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO4_27048 
0967: actor 75@ move_mouth 10000 ms 

:CASINO4_27048
0006: 252@ = 107 
0006: 257@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_27067
0002: jump @CASINO4_27876 

:CASINO4_27074
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_27289 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_27289 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO4_27270 
062E: get_actor 76@ task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_27263 
0605: actor 76@ perform_animation "SCRATCHBALLS_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 252@ = 108 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO4_27251 
0967: actor 76@ move_mouth 10000 ms 

:CASINO4_27251
0006: 257@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_27263
0002: jump @CASINO4_27289 

:CASINO4_27270
0006: 252@ = 108 
0006: 257@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_27289
0002: jump @CASINO4_27876 

:CASINO4_27296
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_27563 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_27563 
015F: set_camera_position -30.33 2342.29 24.71 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -41.67 2352.5 23.55 switchstyle 2 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO4_27464 
0605: actor 75@ perform_animation "SCRATCHBALLS_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:CASINO4_27464
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASINO4_27520 
0605: actor 73@ perform_animation "M_SMK_OUT" IFP "SMOKING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:CASINO4_27520
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASINO4_27544 
0967: actor 73@ move_mouth 10000 ms 

:CASINO4_27544
0006: 252@ = 109 
0006: 257@ = 7 
01BD: 260@ = current_time_in_ms 

:CASINO4_27563
0002: jump @CASINO4_27876 

:CASINO4_27570
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_27797 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_27797 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASINO4_27754 
0615: define_AS_pack_begin 109@ 
0605: actor -1 perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "COLT45_RELOAD" IFP "COLT45" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 6000 ms 
0616: define_AS_pack_end 109@ 
0618: assign_actor 73@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_27754
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASINO4_27778 
0967: actor 73@ move_mouth 10000 ms 

:CASINO4_27778
0006: 252@ = 110 
0006: 257@ = 8 
01BD: 260@ = current_time_in_ms 

:CASINO4_27797
0002: jump @CASINO4_27876 

:CASINO4_27804
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_27869 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_27869 
0006: 256@ = 1 

:CASINO4_27869
0002: jump @CASINO4_27876 

:CASINO4_27876
0002: jump @CASINO4_25309 

:CASINO4_27883
0701: end_scene_skip 
08F6: restore_player_group 
040D: unload_wav 253@ 
040D: unload_wav 254@ 
0709: set_decision_maker 38@ on_event 13 taskID 917 respect 100.0 hate 0.0 like 0.0 dislike 100.0 in_car 1 on_foot 0 // see *.ped files 

:CASINO4_27931
00D6: if or
8248:   not model #DWMOLC1 available 
8248:   not model #DWMYLC1 available 
8248:   not model #DWFOLC available 
8248:   not model #DWMOLC2 available 
8248:   not model #COLT45 available 
004D: jump_if_false @CASINO4_27991 
0001: wait 0 ms 
0247: load_model #DWMYLC1 
0247: load_model #DWFOLC 
0247: load_model #DWMOLC2 
0247: load_model #COLT45 
0002: jump @CASINO4_27931 

:CASINO4_27991
009B: destroy_actor 73@ 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
009A: 73@ = create_actor_pedtype 25 model #DWMOLC1 at -32.3702 2348.239 23.125 
0173: set_actor 73@ Z_angle_to 180.1098 
0770: set_actor 73@ target_priority 1 
01B2: give_actor 73@ weapon 22 ammo 3000 // Load the weapon model before using this 
009B: destroy_actor 74@ 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
009A: 74@ = create_actor_pedtype 25 model #DWMYLC1 at -34.288 2350.204 23.125 
0173: set_actor 74@ Z_angle_to 177.5823 
0770: set_actor 74@ target_priority 1 
01B2: give_actor 74@ weapon 22 ammo 3000 // Load the weapon model before using this 
009B: destroy_actor 76@ 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
009A: 76@ = create_actor_pedtype 25 model #DWFOLC at -36.6941 2346.5 23.125 
0173: set_actor 76@ Z_angle_to 259.6481 
0245: set_actor 76@ walk_style_to "SEXYWOMAN" 
0770: set_actor 76@ target_priority 1 
009B: destroy_actor 75@ 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
009A: 75@ = create_actor_pedtype 25 model #DWMOLC2 at -36.1799 2348.412 23.125 
0173: set_actor 75@ Z_angle_to 265.8938 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_28267 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -31.7411 2342.68 23.125 
0002: jump @CASINO4_28287 

:CASINO4_28267
00A1: put_actor $PLAYER_ACTOR at -31.7411 2342.68 23.125 

:CASINO4_28287
0173: set_actor $PLAYER_ACTOR Z_angle_to 37.553 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_28391 
0687: clear_actor 72@ task 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_28361 
0362: remove_actor 72@ from_car_and_place_at -30.0669 2344.002 23.125 
0002: jump @CASINO4_28381 

:CASINO4_28361
00A1: put_actor 72@ at -30.0669 2344.002 23.125 

:CASINO4_28381
0173: set_actor 72@ Z_angle_to 19.556 

:CASINO4_28391
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_28485 
0687: clear_actor 71@ task 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_28455 
0362: remove_actor 71@ from_car_and_place_at -33.0398 2342.354 23.125 
0002: jump @CASINO4_28475 

:CASINO4_28455
00A1: put_actor 71@ at -33.0398 2342.354 23.125 

:CASINO4_28475
0173: set_actor 71@ Z_angle_to 37.553 

:CASINO4_28485
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_28520 
04EB: AS_actor 71@ crouch 1 
04EB: AS_actor 72@ crouch 1 

:CASINO4_28520
00A0: store_actor $PLAYER_ACTOR position_to 34@ 35@ 36@ 
00D6: if and
8118:   not actor 73@ dead 
8119:   not car 79@ wrecked 
004D: jump_if_false @CASINO4_28679 
0519: set_car 79@ locked 0 
0615: define_AS_pack_begin 83@ 
0668: AS_actor -1 rotate_and_shoot_at 34@ 35@ 36@ 5000 ms 
05D3: AS_actor -1 goto_point -46.3592 2346.977 23.1348 mode 6 time 10000 ms // versionA 
05CA: AS_actor -1 enter_car 79@ passenger_seat 0 time 3000 
0713: actor -1 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 10.0 8 1 firing_rate 50 
0616: define_AS_pack_end 83@ 
0618: assign_actor 73@ to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 
0002: jump @CASINO4_28724 

:CASINO4_28679
00D6: if or
0119:   car 79@ wrecked 
0118:   actor 76@ dead 
004D: jump_if_false @CASINO4_28724 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASINO4_28724 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 

:CASINO4_28724
00D6: if and
8118:   not actor 74@ dead 
8119:   not car 78@ wrecked 
004D: jump_if_false @CASINO4_28869 
0519: set_car 78@ locked 0 
0615: define_AS_pack_begin 84@ 
0668: AS_actor -1 rotate_and_shoot_at 34@ 35@ 36@ 5000 ms 
05D3: AS_actor -1 goto_point -44.9959 2346.381 23.1348 mode 6 time 10000 ms // versionA 
05CA: AS_actor -1 enter_car 78@ passenger_seat 0 time 3000 
0713: actor -1 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 10.0 8 1 firing_rate 50 
0616: define_AS_pack_end 84@ 
0618: assign_actor 74@ to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 
0002: jump @CASINO4_28914 

:CASINO4_28869
00D6: if or
0119:   car 78@ wrecked 
0118:   actor 75@ dead 
004D: jump_if_false @CASINO4_28914 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO4_28914 
05E2: AS_actor 74@ kill_actor $PLAYER_ACTOR 

:CASINO4_28914
00D6: if and
8118:   not actor 75@ dead 
8119:   not car 78@ wrecked 
004D: jump_if_false @CASINO4_29022 
0519: set_car 78@ locked 0 
0615: define_AS_pack_begin 86@ 
0668: AS_actor -1 rotate_and_shoot_at 34@ 35@ 36@ 5000 ms 
05D3: AS_actor -1 goto_point -44.9959 2346.381 23.1348 mode 6 time 10000 ms // versionA 
05CB: AS_actor -1 enter_car 78@ as_driver 3000 ms 
0616: define_AS_pack_end 86@ 
0618: assign_actor 75@ to_AS_pack 86@ 
061B: remove_references_to_AS_pack 86@ 
0002: jump @CASINO4_29051 

:CASINO4_29022
00D6: if and
0119:   car 78@ wrecked 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO4_29051 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 

:CASINO4_29051
00D6: if and
8118:   not actor 76@ dead 
8119:   not car 79@ wrecked 
004D: jump_if_false @CASINO4_29159 
0519: set_car 79@ locked 0 
0615: define_AS_pack_begin 85@ 
0668: AS_actor -1 rotate_and_shoot_at 34@ 35@ 36@ 5000 ms 
05D3: AS_actor -1 goto_point -46.3592 2346.977 23.1348 mode 6 time 10000 ms // versionA 
05CB: AS_actor -1 enter_car 79@ as_driver 3000 ms 
0616: define_AS_pack_end 85@ 
0618: assign_actor 76@ to_AS_pack 85@ 
061B: remove_references_to_AS_pack 85@ 
0002: jump @CASINO4_29188 

:CASINO4_29159
00D6: if and
0119:   car 79@ wrecked 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO4_29188 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 

:CASINO4_29188
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @CASINO4_29225 
03F5: set_car 78@ apply_damage_rules 1 
02AA: set_car 78@ immune_to_nonplayer 1 

:CASINO4_29225
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CASINO4_29255 
03F5: set_car 79@ apply_damage_rules 1 
02AA: set_car 79@ immune_to_nonplayer 1 

:CASINO4_29255
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_29306 
0687: clear_actor $PLAYER_ACTOR task 
0687: clear_actor 72@ task 
0687: clear_actor 71@ task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0647: AS_actor 72@ clear_look_task 
0647: AS_actor 71@ clear_look_task 

:CASINO4_29306
04EF: release_animation "SMOKING" 
04EF: release_animation "MISC" 
0708: reset_decision_maker 38@ event 49 
0708: reset_decision_maker 38@ event 15 
0709: set_decision_maker 38@ on_event 49 taskID 311 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 38@ on_event 15 taskID 415 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0749: reset_group_decision_maker 39@ event 9 
074A: set_group_decision_maker 39@ on_event 15 taskID 1510 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_29523 
00D6: if 
86EE:   not actor 72@ in_group $PLAYER_GROUP 
004D: jump_if_false @CASINO4_29496 
0631: put_actor 72@ in_group $PLAYER_GROUP 

:CASINO4_29496
00D6: if 
86EE:   not actor 71@ in_group $PLAYER_GROUP 
004D: jump_if_false @CASINO4_29523 
0631: put_actor 71@ in_group $PLAYER_GROUP 

:CASINO4_29523
0085: 113@ = 73@ // (int) 
0085: 114@ = 76@ // (int) 
0085: 115@ = 75@ // (int) 
0085: 116@ = 74@ // (int) 
0006: 272@ = 0 
0006: 273@ = 0 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @CASINO4_29643 
018A: 69@ = create_checkpoint_at 2175.21 1679.37 9.85 
00BC: show_text_highpriority GXT 'CAS4_06' time 8000 flag 1  // ~s~Get them back to ~y~Rosie's casino~s~ in Las Venturas!
0006: 46@ = 1 

:CASINO4_29643
0006: 51@ = 1 
0006: 132@ = 9999999 

:CASINO4_29660
00D6: if 
0019:   51@ > 0 
004D: jump_if_false @CASINO4_33651 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_29916 
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @CASINO4_29846 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 71@ radius 20.0 20.0 0 
004D: jump_if_false @CASINO4_29839 
06C9: remove_actor 71@ from_group 
00D6: if 
80DF:   not actor 71@ driving 
004D: jump_if_false @CASINO4_29781 
05BD: AS_actor 71@ tired 60000 ms 
0002: jump @CASINO4_29817 

:CASINO4_29781
0615: define_AS_pack_begin 80@ 
0633: AS_actor -1 exit_car 
05BD: AS_actor -1 tired 60000 ms 
0616: define_AS_pack_end 80@ 
0618: assign_actor 71@ to_AS_pack 80@ 
061B: remove_references_to_AS_pack 80@ 

:CASINO4_29817
0187: 68@ = create_marker_above_actor 71@ 
07E0: set_marker 68@ type_to 1 
0006: 120@ = 0 

:CASINO4_29839
0002: jump @CASINO4_29916 

:CASINO4_29846
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 71@ radius 5.0 5.0 0 
004D: jump_if_false @CASINO4_29916 
00D6: if 
86EE:   not actor 71@ in_group $PLAYER_GROUP 
004D: jump_if_false @CASINO4_29904 
0631: put_actor 71@ in_group $PLAYER_GROUP 

:CASINO4_29904
0164: disable_marker 68@ 
0006: 120@ = 1 

:CASINO4_29916
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_30154 
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @CASINO4_30084 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 72@ radius 20.0 20.0 0 
004D: jump_if_false @CASINO4_30077 
06C9: remove_actor 72@ from_group 
00D6: if 
80DF:   not actor 72@ driving 
004D: jump_if_false @CASINO4_30019 
05BD: AS_actor 72@ tired 60000 ms 
0002: jump @CASINO4_30055 

:CASINO4_30019
0615: define_AS_pack_begin 80@ 
0633: AS_actor -1 exit_car 
05BD: AS_actor -1 tired 60000 ms 
0616: define_AS_pack_end 80@ 
0618: assign_actor 72@ to_AS_pack 80@ 
061B: remove_references_to_AS_pack 80@ 

:CASINO4_30055
0187: 67@ = create_marker_above_actor 72@ 
07E0: set_marker 67@ type_to 1 
0006: 119@ = 0 

:CASINO4_30077
0002: jump @CASINO4_30154 

:CASINO4_30084
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 72@ radius 5.0 5.0 0 
004D: jump_if_false @CASINO4_30154 
00D6: if 
86EE:   not actor 72@ in_group $PLAYER_GROUP 
004D: jump_if_false @CASINO4_30142 
0631: put_actor 72@ in_group $PLAYER_GROUP 

:CASINO4_30142
0164: disable_marker 67@ 
0006: 119@ = 1 

:CASINO4_30154
00D6: if and
0039:   119@ == 1 
0039:   120@ == 1 
004D: jump_if_false @CASINO4_32764 
00D6: if 
0039:   269@ == 0 
004D: jump_if_false @CASINO4_32687 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_30536 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_30261 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_30254 
040D: unload_wav 254@ 

:CASINO4_30254
0006: 255@ = 1 

:CASINO4_30261
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_30298 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_30298
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_30358 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_30358 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
0006: 255@ = 3 

:CASINO4_30358
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_30536 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_30475 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_30440 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_30454 

:CASINO4_30440
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_30454
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_30536 

:CASINO4_30475
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_30536 
00D6: if 
001B:   110 > 252@ 
004D: jump_if_false @CASINO4_30536 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_30536
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_32687 
00D6: if 
0039:   267@ == 0 
004D: jump_if_false @CASINO4_31607 
00D6: if 
0039:   271@ == 0 
004D: jump_if_false @CASINO4_30862 
0871: init_jump_table 270@ total_jumps 2 default_jump 1 @CASINO4_30776 jumps 0 @CASINO4_30648 1 @CASINO4_30692 -1 @CASINO4_30855 -1 @CASINO4_30855 -1 @CASINO4_30855 -1 @CASINO4_30855 -1 @CASINO4_30855 

:CASINO4_30648
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_30685 
0006: 252@ = 36 
0006: 270@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_30685
0002: jump @CASINO4_30855 

:CASINO4_30692
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_30769 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_30769 
0006: 252@ = 37 
0006: 270@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_30769
0002: jump @CASINO4_30855 

:CASINO4_30776
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_30848 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_30848 
0006: 271@ = 1 
0006: 33@ = 0 

:CASINO4_30848
0002: jump @CASINO4_30855 

:CASINO4_30855
0002: jump @CASINO4_31600 

:CASINO4_30862
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_31600 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_31600 
00D6: if 
0019:   33@ > 10000 
004D: jump_if_false @CASINO4_31600 
0871: init_jump_table 266@ total_jumps 6 default_jump 1 @CASINO4_31479 jumps 0 @CASINO4_30973 1 @CASINO4_31059 2 @CASINO4_31143 3 @CASINO4_31227 4 @CASINO4_31311 5 @CASINO4_31395 -1 @CASINO4_31600 

:CASINO4_30973
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_31052 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_31033 
0A09: set_actor 72@ muted 1 // versionB 
0A09: set_actor 71@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:CASINO4_31033
0006: 252@ = 46 
0006: 266@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_31052
0002: jump @CASINO4_31600 

:CASINO4_31059
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_31136 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_31136 
0006: 252@ = 47 
0006: 266@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_31136
0002: jump @CASINO4_31600 

:CASINO4_31143
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_31220 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_31220 
0006: 252@ = 48 
0006: 266@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_31220
0002: jump @CASINO4_31600 

:CASINO4_31227
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_31304 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_31304 
0006: 252@ = 49 
0006: 266@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_31304
0002: jump @CASINO4_31600 

:CASINO4_31311
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_31388 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_31388 
0006: 252@ = 92 
0006: 266@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_31388
0002: jump @CASINO4_31600 

:CASINO4_31395
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_31472 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_31472 
0006: 252@ = 93 
0006: 266@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_31472
0002: jump @CASINO4_31600 

:CASINO4_31479
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_31593 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_31593 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_31579 
0A09: set_actor 72@ muted 0 // versionB 
0A09: set_actor 71@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:CASINO4_31579
0006: 267@ = 1 
0006: 33@ = 0 

:CASINO4_31593
0002: jump @CASINO4_31600 

:CASINO4_31600
0002: jump @CASINO4_32687 

:CASINO4_31607
00D6: if 
0039:   269@ == 0 
004D: jump_if_false @CASINO4_32687 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_32687 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_32687 
00D6: if 
0019:   33@ > 10000 
004D: jump_if_false @CASINO4_32687 
0871: init_jump_table 268@ total_jumps 10 default_jump 1 @CASINO4_32573 jumps 0 @CASINO4_31801 1 @CASINO4_31887 2 @CASINO4_31971 3 @CASINO4_31985 4 @CASINO4_32069 5 @CASINO4_32153 6 @CASINO4_32237 
0872: jump_table_jumps 7 @CASINO4_32321 8 @CASINO4_32405 9 @CASINO4_32489 -1 @CASINO4_32687 -1 @CASINO4_32687 -1 @CASINO4_32687 -1 @CASINO4_32687 -1 @CASINO4_32687 -1 @CASINO4_32687 

:CASINO4_31801
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_31880 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_31861 
0A09: set_actor 72@ muted 1 // versionB 
0A09: set_actor 71@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:CASINO4_31861
0006: 252@ = 82 
0006: 268@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_31880
0002: jump @CASINO4_32687 

:CASINO4_31887
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_31964 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_31964 
0006: 252@ = 83 
0006: 268@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_31964
0002: jump @CASINO4_32687 

:CASINO4_31971
0006: 268@ = 3 
0002: jump @CASINO4_32687 

:CASINO4_31985
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_32062 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_32062 
0006: 252@ = 85 
0006: 268@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_32062
0002: jump @CASINO4_32687 

:CASINO4_32069
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_32146 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_32146 
0006: 252@ = 86 
0006: 268@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_32146
0002: jump @CASINO4_32687 

:CASINO4_32153
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_32230 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_32230 
0006: 252@ = 87 
0006: 268@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_32230
0002: jump @CASINO4_32687 

:CASINO4_32237
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_32314 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_32314 
0006: 252@ = 88 
0006: 268@ = 7 
01BD: 260@ = current_time_in_ms 

:CASINO4_32314
0002: jump @CASINO4_32687 

:CASINO4_32321
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_32398 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_32398 
0006: 252@ = 89 
0006: 268@ = 8 
01BD: 260@ = current_time_in_ms 

:CASINO4_32398
0002: jump @CASINO4_32687 

:CASINO4_32405
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_32482 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_32482 
0006: 252@ = 90 
0006: 268@ = 9 
01BD: 260@ = current_time_in_ms 

:CASINO4_32482
0002: jump @CASINO4_32687 

:CASINO4_32489
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_32566 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_32566 
0006: 252@ = 91 
0006: 268@ = 10 
01BD: 260@ = current_time_in_ms 

:CASINO4_32566
0002: jump @CASINO4_32687 

:CASINO4_32573
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_32680 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_32680 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_32673 
0A09: set_actor 72@ muted 0 // versionB 
0A09: set_actor 71@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:CASINO4_32673
0006: 269@ = 1 

:CASINO4_32680
0002: jump @CASINO4_32687 

:CASINO4_32687
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @CASINO4_32757 
0006: 272@ = 0 
018A: 69@ = create_checkpoint_at 2175.21 1679.37 9.85 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_06' time 8000 flag 1  // ~s~Get them back to ~y~Rosie's casino~s~ in Las Venturas!
0006: 46@ = 1 

:CASINO4_32757
0002: jump @CASINO4_33651 

:CASINO4_32764
00D6: if 
0039:   46@ == 1 
004D: jump_if_false @CASINO4_32794 
0164: disable_marker 69@ 
0006: 46@ = 0 

:CASINO4_32794
00D6: if and
0039:   119@ == 0 
0039:   120@ == 0 
004D: jump_if_false @CASINO4_32862 
00D6: if 
8039:   not  132@ == 0 
004D: jump_if_false @CASINO4_32862 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_37' time 7000 flag 1  // ~s~Go and pick up ~b~Paul ~s~and ~b~Maccer~s~.
0006: 132@ = 0 

:CASINO4_32862
00D6: if and
0039:   119@ == 1 
0039:   120@ == 0 
004D: jump_if_false @CASINO4_32930 
00D6: if 
8039:   not  132@ == 1 
004D: jump_if_false @CASINO4_32930 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_03' time 7000 flag 1  // ~s~Go back and pick up ~b~Maccer~s~!
0006: 132@ = 1 

:CASINO4_32930
00D6: if and
0039:   119@ == 0 
0039:   120@ == 1 
004D: jump_if_false @CASINO4_32998 
00D6: if 
8039:   not  132@ == 2 
004D: jump_if_false @CASINO4_32998 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_02' time 7000 flag 1  // ~s~Go back and get ~b~Paul~s~!
0006: 132@ = 2 

:CASINO4_32998
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_33651 
00D6: if 
0039:   272@ == 0 
004D: jump_if_false @CASINO4_33651 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_33368 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_33093 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_33086 
040D: unload_wav 254@ 

:CASINO4_33086
0006: 255@ = 1 

:CASINO4_33093
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_33130 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_33130
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_33190 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_33190 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
0006: 255@ = 3 

:CASINO4_33190
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_33368 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_33307 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_33272 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_33286 

:CASINO4_33272
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_33286
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_33368 

:CASINO4_33307
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_33368 
00D6: if 
001B:   110 > 252@ 
004D: jump_if_false @CASINO4_33368 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_33368
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_33651 
0871: init_jump_table 273@ total_jumps 2 default_jump 1 @CASINO4_33572 jumps 0 @CASINO4_33444 1 @CASINO4_33488 -1 @CASINO4_33651 -1 @CASINO4_33651 -1 @CASINO4_33651 -1 @CASINO4_33651 -1 @CASINO4_33651 

:CASINO4_33444
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_33481 
0006: 252@ = 40 
0006: 273@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_33481
0002: jump @CASINO4_33651 

:CASINO4_33488
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_33565 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_33565 
0006: 252@ = 41 
0006: 273@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_33565
0002: jump @CASINO4_33651 

:CASINO4_33572
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_33644 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_33644 
0006: 273@ = 0 
0006: 272@ = 1 

:CASINO4_33644
0002: jump @CASINO4_33651 

:CASINO4_33651
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @CASINO4_34178 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_33693 
00D9: 77@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:CASINO4_33693
00D6: if and
8118:   not actor 73@ dead 
8119:   not car 79@ wrecked 
004D: jump_if_false @CASINO4_33747 
00D6: if 
00DB:   actor 73@ in_car 79@ 
004D: jump_if_false @CASINO4_33740 
0006: 55@ = 1 

:CASINO4_33740
0002: jump @CASINO4_33754 

:CASINO4_33747
0006: 55@ = 1 

:CASINO4_33754
00D6: if and
0039:   55@ == 1 
0039:   64@ == 0 
004D: jump_if_false @CASINO4_33887 
00D6: if and
8118:   not actor 76@ dead 
8119:   not car 79@ wrecked 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_33887 
0615: define_AS_pack_begin 87@ 
05D1: AS_actor -1 drive_car 79@ to -44.86 2345.23 23.16 speed 30.0 2 model #NULL 3 
06E1: AS_actor -1 using_car 79@ target_car 77@ with_order 3 max_speed 35.0 traffic_flag 2 
0616: define_AS_pack_end 87@ 
0618: assign_actor 76@ to_AS_pack 87@ 
061B: remove_references_to_AS_pack 87@ 
0006: 64@ = 1 

:CASINO4_33887
00D6: if and
8118:   not actor 74@ dead 
8119:   not car 78@ wrecked 
004D: jump_if_false @CASINO4_33941 
00D6: if 
00DB:   actor 74@ in_car 78@ 
004D: jump_if_false @CASINO4_33934 
0006: 54@ = 1 

:CASINO4_33934
0002: jump @CASINO4_33948 

:CASINO4_33941
0006: 54@ = 1 

:CASINO4_33948
00D6: if and
0039:   54@ == 1 
0039:   65@ == 0 
004D: jump_if_false @CASINO4_34081 
00D6: if and
8118:   not actor 75@ dead 
8119:   not car 78@ wrecked 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_34081 
0615: define_AS_pack_begin 88@ 
05D1: AS_actor -1 drive_car 78@ to -50.86 2349.23 23.16 speed 30.0 2 model #NULL 3 
06E1: AS_actor -1 using_car 78@ target_car 77@ with_order 3 max_speed 35.0 traffic_flag 2 
0616: define_AS_pack_end 88@ 
0618: assign_actor 75@ to_AS_pack 88@ 
061B: remove_references_to_AS_pack 88@ 
0006: 65@ = 1 

:CASINO4_34081
00D6: if and
0039:   54@ == 1 
0039:   55@ == 1 
004D: jump_if_false @CASINO4_34178 
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_34157 
02AB: set_actor 72@ immunities BP 0 FP 0 EP 0 CP 0 MP 1 
02AB: set_actor 71@ immunities BP 0 FP 0 EP 0 CP 0 MP 1 

:CASINO4_34157
0708: reset_decision_maker 38@ event 49 
0708: reset_decision_maker 38@ event 15 
0006: 51@ = 2 

:CASINO4_34178
00D6: if and
0039:   51@ == 2 
0039:   98@ == 0 
004D: jump_if_false @CASINO4_35557 
00D6: if 
0118:   actor 76@ dead 
004D: jump_if_false @CASINO4_34233 
0006: 61@ = 0 
0002: jump @CASINO4_34289 

:CASINO4_34233
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CASINO4_34289 
00D6: if 
00DB:   actor 76@ in_car 79@ 
004D: jump_if_false @CASINO4_34282 
0006: 61@ = 1 
0002: jump @CASINO4_34289 

:CASINO4_34282
0006: 61@ = 0 

:CASINO4_34289
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @CASINO4_34319 
0006: 62@ = 0 
0002: jump @CASINO4_34389 

:CASINO4_34319
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @CASINO4_34382 
00D6: if 
00DB:   actor 75@ in_car 78@ 
004D: jump_if_false @CASINO4_34368 
0006: 62@ = 1 
0002: jump @CASINO4_34375 

:CASINO4_34368
0006: 62@ = 0 

:CASINO4_34375
0002: jump @CASINO4_34389 

:CASINO4_34382
0006: 62@ = 0 

:CASINO4_34389
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASINO4_34563 
00D6: if or
0119:   car 79@ wrecked 
80DF:   not actor 73@ driving 
0039:   61@ == 0 
004D: jump_if_false @CASINO4_34563 
062E: get_actor 73@ task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_34563 
062E: get_actor 73@ task 1506 status_store_to 90@ // ret 7 if not found 
00D6: if and
84A4:   not  90@ == 0 // == constant 
84A4:   not  90@ == 1 // == constant 
004D: jump_if_false @CASINO4_34538 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @CASINO4_34531 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
0006: 56@ = 1 

:CASINO4_34531
0002: jump @CASINO4_34563 

:CASINO4_34538
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_34563 
0006: 56@ = 0 

:CASINO4_34563
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO4_34732 
00D6: if or
0119:   car 79@ wrecked 
0039:   61@ == 0 
004D: jump_if_false @CASINO4_34732 
062E: get_actor 76@ task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_34732 
062E: get_actor 76@ task 1506 status_store_to 90@ // ret 7 if not found 
00D6: if and
84A4:   not  90@ == 0 // == constant 
84A4:   not  90@ == 1 // == constant 
004D: jump_if_false @CASINO4_34707 
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @CASINO4_34700 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 
0006: 58@ = 1 

:CASINO4_34700
0002: jump @CASINO4_34732 

:CASINO4_34707
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_34732 
0006: 58@ = 0 

:CASINO4_34732
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO4_34906 
00D6: if or
0119:   car 78@ wrecked 
80DF:   not actor 74@ driving 
0039:   62@ == 0 
004D: jump_if_false @CASINO4_34906 
062E: get_actor 74@ task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_34906 
062E: get_actor 74@ task 1506 status_store_to 90@ // ret 7 if not found 
00D6: if and
84A4:   not  90@ == 0 // == constant 
84A4:   not  90@ == 1 // == constant 
004D: jump_if_false @CASINO4_34881 
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @CASINO4_34874 
05E2: AS_actor 74@ kill_actor $PLAYER_ACTOR 
0006: 59@ = 1 

:CASINO4_34874
0002: jump @CASINO4_34906 

:CASINO4_34881
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_34906 
0006: 59@ = 0 

:CASINO4_34906
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO4_35075 
00D6: if or
0119:   car 78@ wrecked 
0039:   62@ == 0 
004D: jump_if_false @CASINO4_35075 
062E: get_actor 75@ task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_35075 
062E: get_actor 75@ task 1506 status_store_to 90@ // ret 7 if not found 
00D6: if and
84A4:   not  90@ == 0 // == constant 
84A4:   not  90@ == 1 // == constant 
004D: jump_if_false @CASINO4_35050 
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @CASINO4_35043 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 
0006: 57@ = 1 

:CASINO4_35043
0002: jump @CASINO4_35075 

:CASINO4_35050
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_35075 
0006: 57@ = 0 

:CASINO4_35075
00D6: if and
8118:   not actor 76@ dead 
8119:   not car 79@ wrecked 
004D: jump_if_false @CASINO4_35316 
00D6: if 
00DB:   actor 76@ in_car 79@ 
004D: jump_if_false @CASINO4_35316 
00AD: set_car 79@ max_speed_to 35.0 
00D6: if and
80F2:   not actor $PLAYER_ACTOR near_actor 76@ radius 100.0 100.0 0 
82CA:   not car 79@ bounding_sphere_visible 
004D: jump_if_false @CASINO4_35316 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @CASINO4_35316 
00A0: store_actor $PLAYER_ACTOR position_to 91@ 92@ 93@ 
04C4: store_coords_to 95@ 96@ 97@ from_actor $PLAYER_ACTOR with_offset -10.0 -10.0 0.0 
00D6: if 
838A:   not any_car_in_cube_cornerA 95@ 96@ 97@ cornerB 4.0 4.0 3.0 
004D: jump_if_false @CASINO4_35316 
00D6: if 
80C2:   not sphere_onscreen 95@ 96@ 97@ radius 4.0 
004D: jump_if_false @CASINO4_35316 
00AB: put_car 79@ at 95@ 96@ 97@ 
039F: set_car 79@ race_to 91@ 92@ 
00AF: set_car 79@ driver_behaviour_to 3 

:CASINO4_35316
00D6: if and
8118:   not actor 75@ dead 
8119:   not car 78@ wrecked 
004D: jump_if_false @CASINO4_35557 
00D6: if 
00DB:   actor 75@ in_car 78@ 
004D: jump_if_false @CASINO4_35557 
00AD: set_car 78@ max_speed_to 35.0 
00D6: if and
80F2:   not actor $PLAYER_ACTOR near_actor 75@ radius 100.0 100.0 0 
82CA:   not car 78@ bounding_sphere_visible 
004D: jump_if_false @CASINO4_35557 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @CASINO4_35557 
00A0: store_actor $PLAYER_ACTOR position_to 91@ 92@ 93@ 
04C4: store_coords_to 95@ 96@ 97@ from_actor $PLAYER_ACTOR with_offset -13.0 -13.0 0.0 
00D6: if 
838A:   not any_car_in_cube_cornerA 95@ 96@ 97@ cornerB 4.0 4.0 3.0 
004D: jump_if_false @CASINO4_35557 
00D6: if 
80C2:   not sphere_onscreen 95@ 96@ 97@ radius 4.0 
004D: jump_if_false @CASINO4_35557 
00AB: put_car 78@ at 95@ 96@ 97@ 
039F: set_car 78@ race_to 91@ 92@ 
00AF: set_car 78@ driver_behaviour_to 3 

:CASINO4_35557
0006: 99@ = 0 
0006: 100@ = 0 

:CASINO4_35571
00D6: if 
001B:   4 > 99@ 
004D: jump_if_false @CASINO4_35659 
00D6: if 
0118:   actor 113@(99@,4i) dead 
004D: jump_if_false @CASINO4_35627 
0006: 101@(99@,4i) = 1 
0002: jump @CASINO4_35645 

:CASINO4_35627
0006: 101@(99@,4i) = 0 
000A: 100@ += 1 

:CASINO4_35645
000A: 99@ += 1 
0002: jump @CASINO4_35571 

:CASINO4_35659
00D6: if or
0039:   46@ == 1 
0039:   45@ == 1 
004D: jump_if_false @CASINO4_38631 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_38631 
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @CASINO4_35967 
00D6: if and
0019:   100@ > 0 
0039:   98@ == 0 
004D: jump_if_false @CASINO4_35824 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2175.21 1679.37 9.85 radius 4.0 4.0 2.0 
004D: jump_if_false @CASINO4_35817 
0050: gosub @CASINO4_39181 
0006: 98@ = 1 
0006: 45@ = 1 

:CASINO4_35817
0002: jump @CASINO4_35960 

:CASINO4_35824
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2175.21 1679.37 9.85 radius 4.0 4.0 2.0 
00FE:   actor 72@ sphere 0 in_sphere 2175.21 1679.37 9.85 radius 6.0 6.0 2.0 
00FE:   actor 71@ sphere 0 in_sphere 2175.21 1679.37 9.85 radius 6.0 6.0 2.0 
004D: jump_if_false @CASINO4_35960 
0164: disable_marker 69@ 
0006: 45@ = 1 
00BE: text_clear_all 

:CASINO4_35960
0002: jump @CASINO4_38631 

:CASINO4_35967
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_38631 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1500 

:CASINO4_36004
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_36028 
0001: wait 0 ms 
0002: jump @CASINO4_36004 

:CASINO4_36028
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 79@ 
01C3: remove_references_to_car 78@ 
02A3: enable_widescreen 1 
015F: set_camera_position 2188.26 1678.0 11.19 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2153.54 1692.94 12.04 switchstyle 2 
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_36470 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_36177 
0362: remove_actor 71@ from_car_and_place_at 2179.708 1680.568 10.0469 
0002: jump @CASINO4_36197 

:CASINO4_36177
00A1: put_actor 71@ at 2179.708 1680.568 10.0469 

:CASINO4_36197
0173: set_actor 71@ Z_angle_to 266.3517 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_36250 
0362: remove_actor 72@ from_car_and_place_at 2179.708 1677.568 10.0469 
0002: jump @CASINO4_36270 

:CASINO4_36250
00A1: put_actor 72@ at 2179.708 1677.568 10.0469 

:CASINO4_36270
0173: set_actor 72@ Z_angle_to 266.3517 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_36323 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2179.759 1678.957 10.0469 
0002: jump @CASINO4_36343 

:CASINO4_36323
00A1: put_actor $PLAYER_ACTOR at 2179.759 1678.957 10.0469 

:CASINO4_36343
0173: set_actor $PLAYER_ACTOR Z_angle_to 269.249 
065C: release_decision_maker 38@ 
060A: create_decision_maker_type 0 store_to 38@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 38@ event 13 
060B: set_actor 71@ decision_maker_to 38@ 
060B: set_actor 72@ decision_maker_to 38@ 
05D3: AS_actor $PLAYER_ACTOR goto_point 2187.0 1680.0 11.4 mode 4 time -1 ms // versionA 
06C9: remove_actor 71@ from_group 
05D3: AS_actor 71@ goto_point 2187.0 1680.0 11.4 mode 4 time -1 ms // versionA 
06C9: remove_actor 72@ from_group 
05D3: AS_actor 72@ goto_point 2187.0 1680.0 11.4 mode 4 time -1 ms // versionA 

:CASINO4_36470
016A: fade 1 time 1000 

:CASINO4_36477
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_36501 
0001: wait 0 ms 
0002: jump @CASINO4_36477 

:CASINO4_36501
0006: 32@ = 0 
0006: 252@ = 0 
0006: 253@ = 1 
0006: 254@ = 2 
0006: 255@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 

:CASINO4_36578
0001: wait 0 ms 
00D6: if 
0039:   256@ == 0 
004D: jump_if_false @CASINO4_37175 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_36939 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_36664 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_36657 
040D: unload_wav 254@ 

:CASINO4_36657
0006: 255@ = 1 

:CASINO4_36664
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_36701 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_36701
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_36761 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_36761 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
0006: 255@ = 3 

:CASINO4_36761
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_36939 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_36878 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_36843 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_36857 

:CASINO4_36843
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_36857
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_36939 

:CASINO4_36878
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_36939 
00D6: if 
001B:   110 > 252@ 
004D: jump_if_false @CASINO4_36939 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_36939
0871: init_jump_table 257@ total_jumps 1 default_jump 1 @CASINO4_37075 jumps 0 @CASINO4_37002 -1 @CASINO4_37168 -1 @CASINO4_37168 -1 @CASINO4_37168 -1 @CASINO4_37168 -1 @CASINO4_37168 -1 @CASINO4_37168 

:CASINO4_37002
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_37068 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_37049 
0968: actor 72@ stop_mouth 
0967: actor 72@ move_mouth 3000 ms 

:CASINO4_37049
0006: 252@ = 99 
0006: 257@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_37068
0002: jump @CASINO4_37168 

:CASINO4_37075
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_37161 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_37161 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_37154 
0968: actor 72@ stop_mouth 

:CASINO4_37154
0006: 256@ = 1 

:CASINO4_37161
0002: jump @CASINO4_37168 

:CASINO4_37168
0002: jump @CASINO4_36578 

:CASINO4_37175
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @CASINO4_37338 
0001: wait 0 ms 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2187.0 1680.0 radius 2.0 2.0 
004D: jump_if_false @CASINO4_37242 
0006: 50@ = 1 

:CASINO4_37242
00D6: if 
0019:   32@ > 15000 
004D: jump_if_false @CASINO4_37331 
00D6: if 
838A:   not any_car_in_cube_cornerA 2195.35 1680.058 11.4 cornerB 1.5 1.5 3.0 
004D: jump_if_false @CASINO4_37324 
00A1: put_actor $PLAYER_ACTOR at 2187.0 1680.0 11.4 

:CASINO4_37324
0006: 50@ = 1 

:CASINO4_37331
0002: jump @CASINO4_37175 

:CASINO4_37338
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:CASINO4_37353
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_37377 
0001: wait 0 ms 
0002: jump @CASINO4_37353 

:CASINO4_37377
01B5: force_weather 10 
01C3: remove_references_to_car 77@ 
01C3: remove_references_to_car 78@ 
01C3: remove_references_to_car 79@ 
01C3: remove_references_to_car 289@ 
034F: destroy_actor_with_fade 72@ 
034F: destroy_actor_with_fade 71@ 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
0249: release_model #WALTON 
0249: release_model #DWFOLC 
0249: release_model #DWMOLC1 
0249: release_model #DWMOLC2 
0249: release_model #DWMYLC1 
0249: release_model #DWMYLC1 
0249: release_model #COLT45 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
03EF: player $PLAYER_CHAR make_safe 
04BB: select_interior 2 
02E4: load_cutscene_data 'CAS_4C' 

:CASINO4_37489
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO4_37513 
0001: wait 0 ms 
0002: jump @CASINO4_37489 

:CASINO4_37513
02E7: start_cutscene 
016A: fade 1 time 1000 

:CASINO4_37522
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO4_37546 
0001: wait 0 ms 
0002: jump @CASINO4_37522 

:CASINO4_37546
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CASINO4_37561
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_37585 
0001: wait 0 ms 
0002: jump @CASINO4_37561 

:CASINO4_37585
04BB: select_interior 0 
01B7: release_weather 
02EB: restore_camera_with_jumpcut 
009B: destroy_actor 72@ 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
009B: destroy_actor 71@ 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
00A1: put_actor $PLAYER_ACTOR at 2187.0 1680.0 10.106 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
03CB: set_rendering_origin_at 2187.0 1680.0 10.106 
0247: load_model #CELLPHONE 

:CASINO4_37665
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @CASINO4_37692 
0001: wait 0 ms 
0002: jump @CASINO4_37665 

:CASINO4_37692
015F: set_camera_position 2186.524 1679.363 11.6094 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2186.983 1680.246 11.7063 switchstyle 2 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
016A: fade 1 time 1500 

:CASINO4_37763
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_37787 
0001: wait 0 ms 
0002: jump @CASINO4_37763 

:CASINO4_37787
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0001: wait 2000 ms 
0006: 252@ = 0 
0006: 253@ = 1 
0006: 254@ = 2 
0006: 255@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0707: start_scene_skip_to @CASINO4_38542 

:CASINO4_37876
0001: wait 0 ms 
00D6: if 
0039:   256@ == 0 
004D: jump_if_false @CASINO4_38542 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_38237 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_37962 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_37955 
040D: unload_wav 254@ 

:CASINO4_37955
0006: 255@ = 1 

:CASINO4_37962
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_37999 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_37999
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_38059 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_38059 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
0006: 255@ = 3 

:CASINO4_38059
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_38237 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_38176 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_38141 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_38155 

:CASINO4_38141
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_38155
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_38237 

:CASINO4_38176
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_38237 
00D6: if 
001B:   110 > 252@ 
004D: jump_if_false @CASINO4_38237 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_38237
0871: init_jump_table 257@ total_jumps 3 default_jump 1 @CASINO4_38458 jumps 0 @CASINO4_38300 1 @CASINO4_38357 2 @CASINO4_38414 -1 @CASINO4_38535 -1 @CASINO4_38535 -1 @CASINO4_38535 -1 @CASINO4_38535 

:CASINO4_38300
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_38350 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0006: 252@ = 100 
0006: 257@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_38350
0002: jump @CASINO4_38535 

:CASINO4_38357
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_38407 
0006: 252@ = 101 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0006: 257@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_38407
0002: jump @CASINO4_38535 

:CASINO4_38414
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_38451 
0006: 252@ = 102 
0006: 257@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_38451
0002: jump @CASINO4_38535 

:CASINO4_38458
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_38528 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_38528 
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 256@ = 1 

:CASINO4_38528
0002: jump @CASINO4_38535 

:CASINO4_38535
0002: jump @CASINO4_37876 

:CASINO4_38542
0701: end_scene_skip 
08F6: restore_player_group 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 253@ 
040D: unload_wav 254@ 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to 90@ // ret 7 if not found 
00D6: if 
84A4:   not  90@ == 7 // == constant 
004D: jump_if_false @CASINO4_38597 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:CASINO4_38597
0249: release_model #CELLPHONE 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @CASINO4_45880 
0006: 49@ = 1 

:CASINO4_38631
0002: jump @CASINO4_4043 

:CASINO4_38638
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_39179 
0615: define_AS_pack_begin 89@ 
05D9: AS_actor -1 run_to_actor 71@ timelimit -1 stop_within_radius 1.2 
0639: AS_actor -1 rotate_to_actor 71@ 
0605: actor -1 perform_animation "PNM_LOOP_A" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PNM_ARGUE2_A" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PNM_LOOP_A" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PNM_ARGUE1_A" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PNM_LOOP_A" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 89@ loop 1 
0616: define_AS_pack_end 89@ 
0618: assign_actor 72@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
0615: define_AS_pack_begin 89@ 
05D9: AS_actor -1 run_to_actor 72@ timelimit -1 stop_within_radius 1.2 
0639: AS_actor -1 rotate_to_actor 72@ 
0605: actor -1 perform_animation "PNM_LOOP_B" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PNM_ARGUE2_B" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PNM_LOOP_B" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PNM_ARGUE1_B" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PNM_LOOP_B" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 89@ loop 1 
0616: define_AS_pack_end 89@ 
0618: assign_actor 71@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 

:CASINO4_39179
0051: return 

:CASINO4_39181
06AD: set_group $PLAYER_GROUP group_decision_maker_to -1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03C7: set_sensitivity_to_crime 0.0 
0085: 113@ = 73@ // (int) 
0085: 114@ = 76@ // (int) 
0085: 115@ = 75@ // (int) 
0085: 116@ = 74@ // (int) 
0006: 99@ = 0 
0006: 100@ = 0 

:CASINO4_39248
00D6: if 
001B:   4 > 99@ 
004D: jump_if_false @CASINO4_39356 
00D6: if 
0118:   actor 113@(99@,4i) dead 
004D: jump_if_false @CASINO4_39304 
0006: 101@(99@,4i) = 1 
0002: jump @CASINO4_39342 

:CASINO4_39304
0687: clear_actor 113@(99@,4i) task 
01B9: set_actor 113@(99@,4i) armed_weapon_to 0 
0006: 101@(99@,4i) = 0 
000A: 100@ += 1 

:CASINO4_39342
000A: 99@ += 1 
0002: jump @CASINO4_39248 

:CASINO4_39356
00D6: if 
0019:   100@ > 0 
004D: jump_if_false @CASINO4_45860 
0164: disable_marker 69@ 
0006: 46@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0395: clear_area 1 at 2165.612 1680.619 9.8047 radius 50.0 
00BE: text_clear_all 
015F: set_camera_position 2171.91 1669.08 10.32 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2164.93 1708.54 16.85 switchstyle 2 
04ED: load_animation "MISC" 
04ED: load_animation "GANGS" 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @CASINO4_39620 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO4_39620 
00D6: if 
00DB:   actor 75@ in_car 78@ 
004D: jump_if_false @CASINO4_39620 
00AB: put_car 78@ at 2096.136 1643.952 9.7768 
0175: set_car 78@ Z_angle_to 270.9418 
05D1: AS_actor 75@ drive_car 78@ to 2158.518 1681.402 9.8047 speed 30.0 1 model #NULL 1 

:CASINO4_39620
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CASINO4_39735 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO4_39735 
00D6: if 
00DB:   actor 76@ in_car 79@ 
004D: jump_if_false @CASINO4_39735 
00AB: put_car 79@ at 2080.934 1643.649 9.6757 
0175: set_car 79@ Z_angle_to 271.0448 
05D1: AS_actor 76@ drive_car 79@ to 2154.275 1664.964 9.8125 speed 30.0 1 model #NULL 1 

:CASINO4_39735
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_40162 
00D9: 77@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_40155 
00AF: set_car 77@ driver_behaviour_to 11 
0006: 53@ = 0 
0006: 33@ = 0 

:CASINO4_39796
00D6: if 
0039:   53@ == 0 
004D: jump_if_false @CASINO4_40155 
00D6: if 
0039:   63@ == 0 
004D: jump_if_false @CASINO4_40118 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_40118 
00D6: if 
01C1:   car 77@ stopped 
004D: jump_if_false @CASINO4_40118 
0615: define_AS_pack_begin 109@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_39889 
0633: AS_actor -1 exit_car 

:CASINO4_39889
05D3: AS_actor -1 goto_point 2171.0 1671.0 11.0 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 109@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_40017 
06C9: remove_actor 71@ from_group 
0615: define_AS_pack_begin 109@ 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_39976 
0633: AS_actor -1 exit_car 

:CASINO4_39976
05D3: AS_actor -1 goto_point 2172.0 1669.0 10.8125 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 109@ 
0618: assign_actor 71@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_40017
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_40104 
06C9: remove_actor 72@ from_group 
0615: define_AS_pack_begin 109@ 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_40063 
0633: AS_actor -1 exit_car 

:CASINO4_40063
05D3: AS_actor -1 goto_point 2170.0 1673.0 10.8203 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 109@ 
0618: assign_actor 72@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_40104
0006: 53@ = 1 
0006: 63@ = 1 

:CASINO4_40118
00D6: if 
0019:   33@ > 20000 
004D: jump_if_false @CASINO4_40144 
0006: 53@ = 1 

:CASINO4_40144
0001: wait 0 ms 
0002: jump @CASINO4_39796 

:CASINO4_40155
0002: jump @CASINO4_40392 

:CASINO4_40162
0615: define_AS_pack_begin 109@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_40187 
0633: AS_actor -1 exit_car 

:CASINO4_40187
05D3: AS_actor -1 goto_point 2165.612 1680.619 9.8047 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 109@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_40310 
0615: define_AS_pack_begin 109@ 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_40269 
0633: AS_actor -1 exit_car 

:CASINO4_40269
05D3: AS_actor -1 goto_point 2166.443 1678.606 9.8125 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 109@ 
0618: assign_actor 71@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_40310
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_40392 
0615: define_AS_pack_begin 109@ 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_40351 
0633: AS_actor -1 exit_car 

:CASINO4_40351
05D3: AS_actor -1 goto_point 2166.706 1683.291 9.8203 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 109@ 
0618: assign_actor 72@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_40392
0006: 252@ = 0 
0006: 253@ = 1 
0006: 254@ = 2 
0006: 255@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 53@ = 0 
0006: 300@ = 0 
0006: 301@ = 0 
0006: 302@ = 0 
0006: 33@ = 0 

:CASINO4_40497
0001: wait 0 ms 
00D6: if 
0039:   256@ == 0 
004D: jump_if_false @CASINO4_41575 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_40863 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_40583 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_40576 
040D: unload_wav 254@ 

:CASINO4_40576
0006: 255@ = 1 

:CASINO4_40583
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_40620 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_40620
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_40680 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_40680 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
0006: 255@ = 3 

:CASINO4_40680
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_40863 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_40802 
0968: actor $PLAYER_ACTOR stop_mouth 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_40767 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_40781 

:CASINO4_40767
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_40781
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_40863 

:CASINO4_40802
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_40863 
00D6: if 
001B:   110 > 252@ 
004D: jump_if_false @CASINO4_40863 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_40863
0871: init_jump_table 257@ total_jumps 2 default_jump 1 @CASINO4_41070 jumps 0 @CASINO4_40926 1 @CASINO4_40978 -1 @CASINO4_41196 -1 @CASINO4_41196 -1 @CASINO4_41196 -1 @CASINO4_41196 -1 @CASINO4_41196 

:CASINO4_40926
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_40971 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0006: 252@ = 94 
0006: 257@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_40971
0002: jump @CASINO4_41196 

:CASINO4_40978
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_41063 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_41063 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0006: 252@ = 95 
0006: 257@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_41063
0002: jump @CASINO4_41196 

:CASINO4_41070
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_41189 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_41189 
00D6: if 
0039:   300@ == 1 
004D: jump_if_false @CASINO4_41189 
00D6: if 
0039:   301@ == 1 
004D: jump_if_false @CASINO4_41189 
00D6: if 
0039:   302@ == 1 
004D: jump_if_false @CASINO4_41189 
0006: 256@ = 1 

:CASINO4_41189
0002: jump @CASINO4_41196 

:CASINO4_41196
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_41232 
0006: 300@ = 1 

:CASINO4_41232
00D6: if 
0039:   301@ == 0 
004D: jump_if_false @CASINO4_41387 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CASINO4_41380 
046C: 303@ = car 79@ driver 
00D6: if 
8039:   not  303@ == -1 
004D: jump_if_false @CASINO4_41366 
00D6: if 
01AF:   car 79@ sphere 0 in_sphere 2154.275 1664.964 9.8125 radius 4.0 4.0 3.0 
004D: jump_if_false @CASINO4_41359 
00AF: set_car 79@ driver_behaviour_to 11 
068B: set_car 79@ all_disembark 
0006: 301@ = 1 

:CASINO4_41359
0002: jump @CASINO4_41373 

:CASINO4_41366
0006: 301@ = 1 

:CASINO4_41373
0002: jump @CASINO4_41387 

:CASINO4_41380
0006: 301@ = 1 

:CASINO4_41387
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CASINO4_41542 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @CASINO4_41535 
046C: 303@ = car 78@ driver 
00D6: if 
8039:   not  303@ == -1 
004D: jump_if_false @CASINO4_41521 
00D6: if 
01AF:   car 78@ sphere 0 in_sphere 2158.518 1681.402 9.8047 radius 4.0 4.0 3.0 
004D: jump_if_false @CASINO4_41514 
00AF: set_car 78@ driver_behaviour_to 11 
068B: set_car 78@ all_disembark 
0006: 302@ = 1 

:CASINO4_41514
0002: jump @CASINO4_41528 

:CASINO4_41521
0006: 300@ = 1 

:CASINO4_41528
0002: jump @CASINO4_41542 

:CASINO4_41535
0006: 302@ = 1 

:CASINO4_41542
00D6: if 
0019:   33@ > 20000 
004D: jump_if_false @CASINO4_41568 
0006: 256@ = 1 

:CASINO4_41568
0002: jump @CASINO4_40497 

:CASINO4_41575
01C3: remove_references_to_car 78@ 
01C3: remove_references_to_car 79@ 
0249: release_model #WALTON 

:CASINO4_41590
00D6: if or
84EE:   not animation "GANGS" loaded 
84EE:   not animation "MISC" loaded 
004D: jump_if_false @CASINO4_41646 
04ED: load_animation "GANGS" 
04ED: load_animation "MISC" 
0001: wait 0 ms 
0002: jump @CASINO4_41590 

:CASINO4_41646
0395: clear_area 1 at 2175.21 1679.37 9.85 radius 50.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_41718 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2171.0 1671.0 9.8125 
0002: jump @CASINO4_41738 

:CASINO4_41718
00A1: put_actor $PLAYER_ACTOR at 2171.0 1671.0 9.8125 

:CASINO4_41738
0173: set_actor $PLAYER_ACTOR Z_angle_to 109.2628 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_41857 
060B: set_actor 72@ decision_maker_to 37@ 
0006: 119@ = 0 
0792: disembark_instantly_actor 72@ 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_41827 
0362: remove_actor 72@ from_car_and_place_at 2170.0 1673.0 9.8125 
0002: jump @CASINO4_41847 

:CASINO4_41827
00A1: put_actor 72@ at 2170.0 1673.0 9.8125 

:CASINO4_41847
0173: set_actor 72@ Z_angle_to 153.2628 

:CASINO4_41857
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_41966 
060B: set_actor 71@ decision_maker_to 38@ 
0006: 120@ = 0 
0792: disembark_instantly_actor 71@ 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_41936 
0362: remove_actor 71@ from_car_and_place_at 2172.0 1669.0 9.8125 
0002: jump @CASINO4_41956 

:CASINO4_41936
00A1: put_actor 71@ at 2172.0 1669.0 9.8125 

:CASINO4_41956
0173: set_actor 71@ Z_angle_to 133.2628 

:CASINO4_41966
00A0: store_actor $PLAYER_ACTOR position_to 91@ 92@ 93@ 
00D6: if 
8118:   not actor 113@ dead 
004D: jump_if_false @CASINO4_42141 
00D6: if 
00DF:   actor 113@ driving 
004D: jump_if_false @CASINO4_42039 
0362: remove_actor 113@ from_car_and_place_at 2163.43 1660.721 9.8203 
0002: jump @CASINO4_42059 

:CASINO4_42039
00A1: put_actor 113@ at 2163.43 1660.721 9.8203 

:CASINO4_42059
0173: set_actor 113@ Z_angle_to 327.8448 
0615: define_AS_pack_begin 109@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "SCRATCHBALLS_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 109@ 
0618: assign_actor 113@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_42141
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @CASINO4_42302 
00D6: if 
00DF:   actor 114@ driving 
004D: jump_if_false @CASINO4_42200 
0362: remove_actor 114@ from_car_and_place_at 2162.691 1664.223 9.8203 
0002: jump @CASINO4_42220 

:CASINO4_42200
00A1: put_actor 114@ at 2162.691 1664.223 9.8203 

:CASINO4_42220
0173: set_actor 114@ Z_angle_to 355.144 
0615: define_AS_pack_begin 109@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "SCRATCHBALLS_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 109@ 
0618: assign_actor 114@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_42302
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @CASINO4_42463 
00D6: if 
00DF:   actor 115@ driving 
004D: jump_if_false @CASINO4_42361 
0362: remove_actor 115@ from_car_and_place_at 2166.566 1661.498 9.8203 
0002: jump @CASINO4_42381 

:CASINO4_42361
00A1: put_actor 115@ at 2166.566 1661.498 9.8203 

:CASINO4_42381
0173: set_actor 115@ Z_angle_to 343.0 
0615: define_AS_pack_begin 109@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "SCRATCHBALLS_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 109@ 
0618: assign_actor 115@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_42463
00D6: if 
8118:   not actor 116@ dead 
004D: jump_if_false @CASINO4_42624 
00D6: if 
00DF:   actor 116@ driving 
004D: jump_if_false @CASINO4_42522 
0362: remove_actor 116@ from_car_and_place_at 2160.908 1664.875 9.8047 
0002: jump @CASINO4_42542 

:CASINO4_42522
00A1: put_actor 116@ at 2160.908 1664.875 9.8047 

:CASINO4_42542
0173: set_actor 116@ Z_angle_to 315.7 
0615: define_AS_pack_begin 109@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "SCRATCHBALLS_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 109@ 
0618: assign_actor 116@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_42624
015F: set_camera_position 2171.65 1673.89 11.12 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2158.4 1649.68 11.08 switchstyle 2 
08F5: save_player_group 
0006: 252@ = 0 
0006: 253@ = 1 
0006: 254@ = 2 
0006: 255@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0707: start_scene_skip_to @CASINO4_43736 

:CASINO4_42754
0001: wait 0 ms 
00D6: if 
0039:   256@ == 0 
004D: jump_if_false @CASINO4_43736 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_43115 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_42840 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_42833 
040D: unload_wav 254@ 

:CASINO4_42833
0006: 255@ = 1 

:CASINO4_42840
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_42877 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_42877
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_42937 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_42937 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
0006: 255@ = 3 

:CASINO4_42937
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_43115 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_43054 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_43019 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_43033 

:CASINO4_43019
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_43033
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_43115 

:CASINO4_43054
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_43115 
00D6: if 
001B:   110 > 252@ 
004D: jump_if_false @CASINO4_43115 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_43115
0871: init_jump_table 257@ total_jumps 3 default_jump 1 @CASINO4_43636 jumps 0 @CASINO4_43178 1 @CASINO4_43280 2 @CASINO4_43507 -1 @CASINO4_43729 -1 @CASINO4_43729 -1 @CASINO4_43729 -1 @CASINO4_43729 

:CASINO4_43178
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_43273 
0006: 257@ = 1 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_43257 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_43246 
05BF: AS_actor 71@ look_at_actor 72@ 10000 ms 

:CASINO4_43246
05BF: AS_actor $PLAYER_ACTOR look_at_actor 72@ 10000 ms 

:CASINO4_43257
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_43273 

:CASINO4_43273
0002: jump @CASINO4_43729 

:CASINO4_43280
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_43500 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_43500 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_43362 
0967: actor 71@ move_mouth 3000 ms 

:CASINO4_43362
0006: 252@ = 97 
0006: 257@ = 2 
0006: 299@ = 0 

:CASINO4_43383
00D6: if 
001B:   4 > 299@ 
004D: jump_if_false @CASINO4_43463 
00D6: if 
8118:   not actor 113@(299@,4i) dead 
004D: jump_if_false @CASINO4_43449 
05D3: AS_actor 113@(299@,4i) goto_point 2167.999 1666.121 9.8203 mode 4 time -1 ms // versionA 

:CASINO4_43449
000A: 299@ += 1 
0002: jump @CASINO4_43383 

:CASINO4_43463
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_43479 

:CASINO4_43479
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_43495 

:CASINO4_43495
01BD: 260@ = current_time_in_ms 

:CASINO4_43500
0002: jump @CASINO4_43729 

:CASINO4_43507
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_43629 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_43629 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_43586 
0968: actor 71@ stop_mouth 

:CASINO4_43586
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_43610 
0967: actor 72@ move_mouth 3000 ms 

:CASINO4_43610
0006: 252@ = 98 
0006: 257@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_43629
0002: jump @CASINO4_43729 

:CASINO4_43636
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_43722 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_43722 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_43715 
0968: actor 72@ stop_mouth 

:CASINO4_43715
0006: 256@ = 1 

:CASINO4_43722
0002: jump @CASINO4_43729 

:CASINO4_43729
0002: jump @CASINO4_42754 

:CASINO4_43736
0701: end_scene_skip 
08F6: restore_player_group 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_43761 
0968: actor 71@ stop_mouth 

:CASINO4_43761
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_43782 
0968: actor 72@ stop_mouth 

:CASINO4_43782
040D: unload_wav 253@ 
040D: unload_wav 254@ 
0006: 99@ = 3 

:CASINO4_43799
00D6: if 
0019:   99@ > -1 
004D: jump_if_false @CASINO4_43934 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_43920 
00D6: if 
8118:   not actor 113@(99@,4i) dead 
004D: jump_if_false @CASINO4_43920 
0647: AS_actor 71@ clear_look_task 
05E2: AS_actor 71@ kill_actor 113@(99@,4i) 
0085: 298@ = 113@(99@,4i) // (int) 
077A: set_actor 71@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
0187: 117@ = create_marker_above_actor 71@ 
07E0: set_marker 117@ type_to 1 
0168: set_marker 117@ size 2 
0006: 99@ = -1 

:CASINO4_43920
000E: 99@ -= 1 
0002: jump @CASINO4_43799 

:CASINO4_43934
0006: 99@ = 0 

:CASINO4_43941
00D6: if 
001B:   4 > 99@ 
004D: jump_if_false @CASINO4_44076 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_44062 
00D6: if 
8118:   not actor 113@(99@,4i) dead 
004D: jump_if_false @CASINO4_44062 
0647: AS_actor 72@ clear_look_task 
05E2: AS_actor 72@ kill_actor 113@(99@,4i) 
0085: 297@ = 113@(99@,4i) // (int) 
077A: set_actor 72@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
0187: 118@ = create_marker_above_actor 72@ 
07E0: set_marker 118@ type_to 1 
0168: set_marker 118@ size 2 
0006: 99@ = 4 

:CASINO4_44062
000A: 99@ += 1 
0002: jump @CASINO4_43941 

:CASINO4_44076
0006: 99@ = 0 

:CASINO4_44083
00D6: if 
001B:   4 > 99@ 
004D: jump_if_false @CASINO4_44280 
00D6: if 
8118:   not actor 113@(99@,4i) dead 
004D: jump_if_false @CASINO4_44266 
0187: 105@(99@,4i) = create_marker_above_actor 113@(99@,4i) 
018B: set_marker 105@(99@,4i) radar_mode 2 
0168: set_marker 105@(99@,4i) size 2 
077A: set_actor 113@(99@,4i) acquaintance 4 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 113@(99@,4i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
00D6: if 
001B:   2 > 99@ 
004D: jump_if_false @CASINO4_44238 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_44231 
05E2: AS_actor 113@(99@,4i) kill_actor 72@ 

:CASINO4_44231
0002: jump @CASINO4_44266 

:CASINO4_44238
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_44266 
05E2: AS_actor 113@(99@,4i) kill_actor 71@ 

:CASINO4_44266
000A: 99@ += 1 
0002: jump @CASINO4_44083 

:CASINO4_44280
02EB: restore_camera_with_jumpcut 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0687: clear_actor $PLAYER_ACTOR task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
0006: 252@ = 0 
0006: 253@ = 1 
0006: 254@ = 2 
0006: 255@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 33@ = 0 
0006: 53@ = 0 

:CASINO4_44418
00D6: if 
0039:   53@ == 0 
004D: jump_if_false @CASINO4_45785 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_44831 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_44500 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_44493 
040D: unload_wav 254@ 

:CASINO4_44493
0006: 255@ = 1 

:CASINO4_44500
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_44537 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_44537
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_44597 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_44597 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
0006: 255@ = 3 

:CASINO4_44597
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_44831 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_44770 
03D5: remove_text $7533(252@,114s) 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_44668 
0968: actor 71@ stop_mouth 
0A09: set_actor 71@ muted 0 // versionB 

:CASINO4_44668
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_44696 
0968: actor 72@ stop_mouth 
0A09: set_actor 72@ muted 0 // versionB 

:CASINO4_44696
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_44735 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_44749 

:CASINO4_44735
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_44749
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_44831 

:CASINO4_44770
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_44831 
00D6: if 
001B:   110 > 252@ 
004D: jump_if_false @CASINO4_44831 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_44831
0871: init_jump_table 257@ total_jumps 3 default_jump 1 @CASINO4_45218 jumps 0 @CASINO4_44894 1 @CASINO4_44988 2 @CASINO4_45103 -1 @CASINO4_45290 -1 @CASINO4_45290 -1 @CASINO4_45290 -1 @CASINO4_45290 

:CASINO4_44894
00D6: if 
0019:   33@ > 5000 
004D: jump_if_false @CASINO4_44981 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_44981 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_44962 
0A09: set_actor 71@ muted 1 // versionB 
0967: actor 71@ move_mouth 3000 ms 

:CASINO4_44962
0006: 252@ = 112 
0006: 257@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_44981
0002: jump @CASINO4_45290 

:CASINO4_44988
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 7000 
004D: jump_if_false @CASINO4_45096 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_45096 
0006: 252@ = 17 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_45084 
0A09: set_actor 72@ muted 1 // versionB 
0967: actor 72@ move_mouth 3000 ms 

:CASINO4_45084
0006: 257@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_45096
0002: jump @CASINO4_45290 

:CASINO4_45103
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 7000 
004D: jump_if_false @CASINO4_45211 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_45211 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_45192 
0A09: set_actor 71@ muted 1 // versionB 
0967: actor 71@ move_mouth 3000 ms 

:CASINO4_45192
0006: 252@ = 111 
0006: 257@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_45211
0002: jump @CASINO4_45290 

:CASINO4_45218
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_45283 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_45283 
0006: 256@ = 1 

:CASINO4_45283
0002: jump @CASINO4_45290 

:CASINO4_45290
0006: 99@ = 0 

:CASINO4_45297
00D6: if 
001B:   4 > 99@ 
004D: jump_if_false @CASINO4_45665 
00D6: if 
0039:   101@(99@,4i) == 0 
004D: jump_if_false @CASINO4_45651 
00D6: if 
0118:   actor 113@(99@,4i) dead 
004D: jump_if_false @CASINO4_45651 
00D6: if 
003B:   298@ == 113@(99@,4i) // (int) 
004D: jump_if_false @CASINO4_45486 
0006: 299@ = 3 

:CASINO4_45387
00D6: if 
0019:   299@ > -1 
004D: jump_if_false @CASINO4_45486 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_45472 
00D6: if 
8118:   not actor 113@(299@,4i) dead 
004D: jump_if_false @CASINO4_45472 
05E2: AS_actor 71@ kill_actor 113@(299@,4i) 
0085: 298@ = 113@(299@,4i) // (int) 
0006: 299@ = -1 

:CASINO4_45472
000E: 299@ -= 1 
0002: jump @CASINO4_45387 

:CASINO4_45486
00D6: if 
003B:   297@ == 113@(99@,4i) // (int) 
004D: jump_if_false @CASINO4_45615 
0006: 299@ = 0 

:CASINO4_45516
00D6: if 
001B:   4 > 299@ 
004D: jump_if_false @CASINO4_45615 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_45601 
00D6: if 
8118:   not actor 113@(299@,4i) dead 
004D: jump_if_false @CASINO4_45601 
05E2: AS_actor 72@ kill_actor 113@(299@,4i) 
0085: 297@ = 113@(299@,4i) // (int) 
0006: 299@ = 4 

:CASINO4_45601
000A: 299@ += 1 
0002: jump @CASINO4_45516 

:CASINO4_45615
0164: disable_marker 105@(99@,4i) 
01C2: remove_references_to_actor 113@(99@,4i) // Like turning an actor into a random pedestrian 
0006: 101@(99@,4i) = 1 
000E: 100@ -= 1 

:CASINO4_45651
000A: 99@ += 1 
0002: jump @CASINO4_45297 

:CASINO4_45665
00D6: if 
001B:   1 > 100@ 
004D: jump_if_false @CASINO4_45744 
0006: 53@ = 1 
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @CASINO4_45744 
01C3: remove_references_to_car 77@ 
0395: clear_area 1 at 2175.21 1679.37 9.85 radius 10.0 
0006: 46@ = 1 

:CASINO4_45744
00D6: if or
0118:   actor 72@ dead 
0118:   actor 71@ dead 
004D: jump_if_false @CASINO4_45774 
00BE: text_clear_all 
0006: 53@ = 1 

:CASINO4_45774
0001: wait 0 ms 
0002: jump @CASINO4_44418 

:CASINO4_45785
040D: unload_wav 254@ 
040D: unload_wav 253@ 
03C7: set_sensitivity_to_crime 1.0 
0164: disable_marker 118@ 
0164: disable_marker 117@ 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_45860 
0968: actor 71@ stop_mouth 
0968: actor 72@ stop_mouth 
0792: disembark_instantly_actor 72@ 
0792: disembark_instantly_actor 71@ 
07B3: set_group $PLAYER_GROUP give_command 0 

:CASINO4_45860
0051: return 

:CASINO4_45862
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:CASINO4_45880
0008: $CASINO_TOTAL_PASSED_MISSIONS += 1 
0629: change_integer_stat 317 to 1 
0318: set_latest_mission_passed 'CASINO4'  // Don Peyote
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0394: play_music 1 
0998: add_respect 5 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: progress_made = 1 
0164: disable_marker $582 
0051: return 

:CASINO4_45947
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASINO4_45982 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:CASINO4_45982
0650: destroy_particle 136@ 
0650: destroy_particle 137@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0164: disable_marker 69@ 
0164: disable_marker 68@ 
0164: disable_marker 67@ 
0164: disable_marker 70@ 
0164: disable_marker 66@ 
0164: disable_marker 105@ 
0164: disable_marker 106@ 
0164: disable_marker 107@ 
0164: disable_marker 108@ 
0164: disable_marker 117@ 
0164: disable_marker 118@ 
01C3: remove_references_to_car 77@ 
01C3: remove_references_to_car 78@ 
01C3: remove_references_to_car 79@ 
01C3: remove_references_to_car 289@ 
034F: destroy_actor_with_fade 72@ 
034F: destroy_actor_with_fade 71@ 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 303@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 113@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 114@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 115@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 116@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 290@ // Like turning an actor into a random pedestrian 
0249: release_model #WALTON 
0249: release_model #CELLPHONE 
0249: release_model #DWFOLC 
0249: release_model #DWMOLC1 
0249: release_model #DWMOLC2 
0249: release_model #DWMYLC1 
0249: release_model #DWMYLC1 
0249: release_model #COLT45 
04EF: release_animation "SUNBATHE" 
04EF: release_animation "PAULNMAC" 
04EF: release_animation "FOOD" 
04EF: release_animation "SMOKING" 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
065C: release_decision_maker 37@ 
065C: release_decision_maker 38@ 
065C: release_decision_maker 39@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0004: $ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 89---------------
// Originally: Intensive Care

:CASINO5
03A4: name_thread 'CASINO5' 
0050: gosub @CASINO5_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CASINO5_38 
0050: gosub @CASINO5_12932 

:CASINO5_38
0050: gosub @CASINO5_12978 
004E: end_thread 

:CASINO5_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
054C: use_GXT_table 'CASINO5' 
00A1: put_actor $PLAYER_ACTOR at 2175.412 1681.548 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2233.5 1712.8 radius 9.8203 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
0004: $PLAYER_IN_INTERIOR = 1 
04BB: select_interior 2 
02E4: load_cutscene_data 'CAS_5A' 

:CASINO5_150
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO5_174 
0001: wait 0 ms 
0002: jump @CASINO5_150 

:CASINO5_174
02E7: start_cutscene 
016A: fade 1 time 1000 

:CASINO5_183
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO5_207 
0001: wait 0 ms 
0002: jump @CASINO5_183 

:CASINO5_207
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CASINO5_222
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO5_246 
0001: wait 0 ms 
0002: jump @CASINO5_222 

:CASINO5_246
04BB: select_interior 0 
08F4: set_max_group_members 99 
004F: create_thread @A_CONT  
03CB: set_rendering_origin_at 2175.412 1681.548 9.8203 
0247: load_model #AMBULAN 
0247: load_model #PATRIOT 
0247: load_model #LVEMT1 
0247: load_model #VMAFF1 
0247: load_model #VMAFF2 
023C: load_special_actor 'SINDACO' as 1 // models 290-299 
0247: load_model #MP5LNG 
04ED: load_animation "GANGS" 

:CASINO5_329
00D6: if or
8248:   not model #AMBULAN available 
8248:   not model #PATRIOT available 
8248:   not model #LVEMT1 available 
8248:   not model #VMAFF1 available 
8248:   not model #VMAFF2 available 
004D: jump_if_false @CASINO5_374 
0001: wait 0 ms 
0002: jump @CASINO5_329 

:CASINO5_374
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #MP5LNG available 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @CASINO5_414 
0001: wait 0 ms 
0002: jump @CASINO5_374 

:CASINO5_414
060A: create_decision_maker_type 2 store_to 47@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 1 store_to 49@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 48@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0006: 54@ = 0 
00D6: if 
0039:   54@ == 1 
004D: jump_if_false @CASINO5_547 
009A: 72@ = create_actor_pedtype 24 model #VMAFF1 at 0.0 0.0 0.0 
009A: 99@(40@,2i) = create_actor_pedtype 24 model #VMAFF1 at 0.0 0.0 0.0 
00A5: 97@(40@,2i) = create_car #AMBULAN at 0.0 0.0 0.0 

:CASINO5_547
0169: set_fade_color_RGB 0 0 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
016A: fade 1 time 0 
00BC: show_text_highpriority GXT 'CAS5_00' time 8000 flag 1  // ~s~Find a ride and go pick up Johnny Sindacco from the ~y~hospital~s~.
018A: 44@ = create_checkpoint_at 1604.158 1838.765 9.828 
05AA: 140@s = 'CAS5_AA' // @s = 'short'  // ~z~So here I am, about to try and rescue some guy I've scared half to death.
04AF: 124@ = 8000 // = constant 
05AA: 142@s = 'CAS5_AB' // @s = 'short'  // ~z~If he wake up through all of this, I'm screwed...
04AF: 125@ = 8001 // = constant 
05AA: 144@s = 'CAS5_BA' // @s = 'short'  // ~z~Hello, Sir, can I help you?
04AF: 126@ = 8002 // = constant 
05AA: 146@s = 'CAS5_BB' // @s = 'short'  // ~z~Yeah, I'm here to pick up Mr. Sindacco.
04AF: 127@ = 8003 // = constant 
05AA: 148@s = 'CAS5_BC' // @s = 'short'  // ~z~Mr. Sindacco? There must be some mistake.
04AF: 128@ = 8004 // = constant 
05AA: 150@s = 'CAS5_BD' // @s = 'short'  // ~z~An ambulance just picked him up.
04AF: 129@ = 8005 // = constant 
05AA: 152@s = 'CAS5_BE' // @s = 'short'  // ~z~Oh, OK. Thank you for your help.
04AF: 130@ = 8006 // = constant 
05AA: 154@s = 'CAS5_CA' // @s = 'short'  // ~z~Hey mother, mother is that you?
04AF: 131@ = 8007 // = constant 
05AA: 156@s = 'CAS5_CB' // @s = 'short'  // ~z~I see the light!
04AF: 132@ = 8008 // = constant 
05AA: 158@s = 'CAS5_CC' // @s = 'short'  // ~z~Uggh, never...never ever gonna talk like that again.
04AF: 133@ = 8009 // = constant 
05AA: 160@s = 'CAS5_CD' // @s = 'short'  // ~z~Fuck you, fuck you! Fuck fuck you!
04AF: 134@ = 8010 // = constant 
05AA: 162@s = 'CAS5_CE' // @s = 'short'  // ~z~Oh my God, where am I?
04AF: 135@ = 8011 // = constant 
05AA: 164@s = 'CAS5_CF' // @s = 'short'  // ~z~Nurse, hey nurse!
04AF: 136@ = 8012 // = constant 
05AA: 166@s = 'CAS5_CG' // @s = 'short'  // ~z~I need my bag emptied!
04AF: 137@ = 8013 // = constant 
05AA: 168@s = 'CAS5_DA' // @s = 'short'  // ~z~Hey, Johnny, how you feelin'?
04AF: 138@ = 8014 // = constant 
05AA: 170@s = 'CAS5_DB' // @s = 'short'  // ~z~I didn't think he was going to be discharged 'til tomorrow!
04AF: 139@ = 8015 // = constant 
0085: 122@ = 123@ // (int) 
0006: 33@ = 0 

:CASINO5_979
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CASINO5_1005 
0002: jump @CASINO5_12838 

:CASINO5_1005
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @CASINO5_1186 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1604.158 1838.765 9.828 radius 120.0 120.0 120.0 
004D: jump_if_false @CASINO5_1186 
0395: clear_area 1 at 1604.158 1838.765 9.828 radius 30.0 
0732: random_car_generator_disable_model #PATRIOT 
0674: set_car_model #PATRIOT numberplate "H_CARMAN" 
0395: clear_area 1 at 1624.598 1850.607 9.828 radius 8.0 
00A5: 55@ = create_car #PATRIOT at 1624.598 1850.607 9.828 
0175: set_car 55@ Z_angle_to 180.0 
03AB: set_car 55@ strong 1 
000A: 56@ += 1 

:CASINO5_1186
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1604.158 1838.765 9.828 radius 4.0 4.0 4.0 
004D: jump_if_false @CASINO5_1325 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO5_1309 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 400 

:CASINO5_1266
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO5_1290 
0001: wait 0 ms 
0002: jump @CASINO5_1266 

:CASINO5_1290
0164: disable_marker 44@ 
0002: jump @CASINO5_1339 
0002: jump @CASINO5_1325 

:CASINO5_1309
00BC: show_text_highpriority GXT 'CAS5_01' time 4000 flag 1  // ~s~You need a vehicle to pick up Johnny.

:CASINO5_1325
0050: gosub @CASINO5_10202 
0002: jump @CASINO5_979 

:CASINO5_1339
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1595.199 1838.316 12.4095 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1596.18 1838.252 12.2269 switchstyle 2 
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @CASINO5_1426 
0004: $1285[0] = -2 

:CASINO5_1426
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @CASINO5_1451 
0004: $1285[1] = -2 

:CASINO5_1451
00D9: 50@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0224: set_car 50@ health_to 2000 
0395: clear_area 1 at 1604.158 1838.765 9.828 radius 15.0 
016A: fade 1 time 0 
0615: define_AS_pack_begin 42@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1606.106 1825.065 9.828 mode 6 time -1 ms // versionA 
05BA: AS_actor -1 move_mouth 100 ms 
0616: define_AS_pack_end 42@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
0006: 43@ = 0 
0006: 46@ = 0 

:CASINO5_1567
00D6: if 
001B:   2 > 43@ 
004D: jump_if_false @CASINO5_1604 
0001: wait 0 ms 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 43@ // similar to 062E 
0002: jump @CASINO5_1567 

:CASINO5_1604
0707: start_scene_skip_to @CASINO5_1831 
0006: 123@ = 4 

:CASINO5_1618
00D6: if 
001B:   7 > 122@ 
004D: jump_if_false @CASINO5_1654 
0001: wait 0 ms 
0050: gosub @CASINO5_10202 
0002: jump @CASINO5_1618 

:CASINO5_1654
0615: define_AS_pack_begin 42@ 
05BA: AS_actor -1 move_mouth 3800 ms 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @CASINO5_1691 
05CB: AS_actor -1 enter_car 50@ as_driver -1 ms 

:CASINO5_1691
0616: define_AS_pack_end 42@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
0006: 40@ = 0 

:CASINO5_1716
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @CASINO5_1787 
0001: wait 0 ms 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @CASINO5_1780 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 50@ 
004D: jump_if_false @CASINO5_1780 
0006: 40@ = 1 

:CASINO5_1780
0002: jump @CASINO5_1716 

:CASINO5_1787
0006: 46@ = 1 
0006: 32@ = 0 

:CASINO5_1801
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @CASINO5_1831 
0001: wait 0 ms 
0002: jump @CASINO5_1801 

:CASINO5_1831
0701: end_scene_skip 
00BE: text_clear_all 
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @CASINO5_1860 
0004: $1285[0] = -2 

:CASINO5_1860
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @CASINO5_1885 
0004: $1285[1] = -2 

:CASINO5_1885
00D6: if or
89DE:   not actor $PLAYER_ACTOR entering_car 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO5_1935 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @CASINO5_1935 
036A: put_actor $PLAYER_ACTOR in_car 50@ 

:CASINO5_1935
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BC: show_text_highpriority GXT 'CAS5_03' time 8000 flag 1  // ~s~It must have been the Mafia that took Johnny, find the ~r~ambulance~s~ that contains Johnny.
0994: unknown_create_escape_at 2066.25 956.0 9.125 
0994: unknown_create_escape_at 2048.625 953.8749 9.125 
0994: unknown_create_escape_at 2032.5 973.25 9.5 
0994: unknown_create_escape_at 2027.25 1093.125 9.625 
0994: unknown_create_escape_at 2030.125 1273.0 9.625 
0994: unknown_create_escape_at 2029.0 1453.25 9.625 
0994: unknown_create_escape_at 2033.75 1713.125 9.625 
0994: unknown_create_escape_at 2112.125 1863.125 9.75 
0994: unknown_create_escape_at 2104.0 1969.125 9.75 
0994: unknown_create_escape_at 2108.25 2022.0 9.625 
0994: unknown_create_escape_at 2107.625 2113.125 9.625 
0994: unknown_create_escape_at 2091.25 2283.125 9.625 
0994: unknown_create_escape_at 2005.625 2393.25 9.625 
0994: unknown_create_escape_at 1605.375 2589.75 9.625 
0994: unknown_create_escape_at 1477.375 2563.125 9.625 
0994: unknown_create_escape_at 1385.625 2575.0 9.625 
0994: unknown_create_escape_at 1293.875 2574.625 9.625 
0994: unknown_create_escape_at 1528.125 2773.125 9.625 
0994: unknown_create_escape_at 2127.375 2792.875 9.625 
0994: unknown_create_escape_at 2397.375 2713.125 9.625 
0994: unknown_create_escape_at 2404.625 2513.125 9.625 
0994: unknown_create_escape_at 2628.625 2301.75 9.625 
0994: unknown_create_escape_at 2787.25 2303.5 9.625 
0994: unknown_create_escape_at 2860.125 2293.0 9.625 
0994: unknown_create_escape_at 2796.125 2135.375 9.75 
0994: unknown_create_escape_at 2796.125 2090.875 9.625 
0994: unknown_create_escape_at 2638.375 2135.375 9.625 
0994: unknown_create_escape_at 2638.375 2090.875 9.75 
0994: unknown_create_escape_at 2621.625 1473.125 9.625 
0994: unknown_create_escape_at 2645.375 1313.125 9.75 
0994: unknown_create_escape_at 2547.25 923.125 9.625 
0994: unknown_create_escape_at 2287.25 957.8749 9.625 
0994: unknown_create_escape_at 2147.25 963.2499 9.625 
0395: clear_area 1 at 2152.029 1912.456 9.6797 radius 10.0 
00A5: 57@ = create_car #AMBULAN at 2152.029 1912.456 9.6797 
0175: set_car 57@ Z_angle_to 0.0 
0224: set_car 57@ health_to 2000 
0186: 60@ = create_marker_above_car 57@ 
020A: set_car 57@ door_status_to 3 
0587: enable_car 57@ validate_position 0 
0129: 66@ = create_actor_pedtype 24 model #LVEMT1 in_car 57@ driverseat 
039E: set_actor 66@ locked 1 while_in_car 
060B: set_actor 66@ decision_maker_to 48@ 
01C8: 69@ = create_actor_pedtype 24 model #LVEMT1 in_car 57@ passenger_seat 0 
039E: set_actor 69@ locked 1 while_in_car 
060B: set_actor 69@ decision_maker_to 48@ 
05D2: AS_actor 66@ run_to_and_hijack_car 57@ max_search_radius 15.0 traffic_behavior 0 
0006: 63@ = 0 
0006: 93@ = 0 
0395: clear_area 1 at 2050.291 1358.516 9.6719 radius 10.0 
00A5: 58@ = create_car #AMBULAN at 2050.291 1358.516 9.6719 
0175: set_car 58@ Z_angle_to 180.0 
0224: set_car 58@ health_to 2000 
0186: 61@ = create_marker_above_car 58@ 
020A: set_car 58@ door_status_to 3 
0587: enable_car 58@ validate_position 0 
0129: 67@ = create_actor_pedtype 24 model #LVEMT1 in_car 58@ driverseat 
039E: set_actor 67@ locked 1 while_in_car 
060B: set_actor 67@ decision_maker_to 48@ 
01C8: 70@ = create_actor_pedtype 24 model #LVEMT1 in_car 58@ passenger_seat 0 
039E: set_actor 70@ locked 1 while_in_car 
060B: set_actor 70@ decision_maker_to 48@ 
05D2: AS_actor 67@ run_to_and_hijack_car 58@ max_search_radius 15.0 traffic_behavior 0 
0006: 64@ = 0 
0006: 94@ = 0 
0395: clear_area 1 at 2544.98 1395.797 9.78 radius 10.0 
00A5: 59@ = create_car #AMBULAN at 2544.98 1395.797 9.78 
0175: set_car 59@ Z_angle_to 180.0 
0224: set_car 59@ health_to 2000 
0186: 62@ = create_marker_above_car 59@ 
020A: set_car 59@ door_status_to 3 
0587: enable_car 59@ validate_position 0 
0129: 68@ = create_actor_pedtype 24 model #LVEMT1 in_car 59@ driverseat 
039E: set_actor 68@ locked 1 while_in_car 
060B: set_actor 68@ decision_maker_to 48@ 
01C8: 71@ = create_actor_pedtype 24 model #LVEMT1 in_car 59@ passenger_seat 0 
039E: set_actor 71@ locked 1 while_in_car 
060B: set_actor 71@ decision_maker_to 48@ 
05D2: AS_actor 68@ run_to_and_hijack_car 59@ max_search_radius 15.0 traffic_behavior 0 
0006: 65@ = 0 
0006: 95@ = 0 
0006: 73@ = 0 
0006: 74@ = -1 
0006: 76@ = 0 
0006: 80@ = 0 

:CASINO5_3077
0001: wait 0 ms 
0006: 40@ = 0 

:CASINO5_3088
00D6: if 
001B:   3 > 40@ 
004D: jump_if_false @CASINO5_7042 
00D6: if and
8119:   not car 57@(40@,3i) wrecked 
001B:   6 > 63@(40@,3i) 
004D: jump_if_false @CASINO5_7028 
0871: init_jump_table 63@(40@,3i) total_jumps 6 default_jump 0 @CASINO5_7028 jumps 0 @CASINO5_3204 1 @CASINO5_4019 2 @CASINO5_4588 3 @CASINO5_5080 4 @CASINO5_5177 5 @CASINO5_5731 -1 @CASINO5_7028 

:CASINO5_3204
00D6: if or
0118:   actor 66@(40@,3i) dead 
0118:   actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_3272 
0006: 77@ = 0 
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @CASINO5_3265 
0050: gosub @CASINO5_7432 

:CASINO5_3265
0002: jump @CASINO5_3426 

:CASINO5_3272
00D6: if 
051C:   car 57@(40@,3i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO5_3334 
0006: 77@ = 1 
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @CASINO5_3327 
0050: gosub @CASINO5_7432 

:CASINO5_3327
0002: jump @CASINO5_3426 

:CASINO5_3334
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @CASINO5_3419 
00D6: if and
0202:   actor $PLAYER_ACTOR near_car 57@(40@,3i) radius 40.0 40.0 sphere 0 
02CA:   car 57@(40@,3i) bounding_sphere_visible 
004D: jump_if_false @CASINO5_3419 
00BC: show_text_highpriority GXT 'CAS5_04' time 8000 flag 1  // ~s~Ram the ~r~ambulance~s~ and see how the driver reacts.
0006: 78@ = 1 

:CASINO5_3419
0002: jump @CASINO5_7028 

:CASINO5_3426
00D6: if 
0039:   77@ == 0 
004D: jump_if_false @CASINO5_3508 
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @CASINO5_3485 
00BC: show_text_highpriority GXT 'CAS5_07' time 8000 flag 1  // ~s~You have just killed an innocent medic, Johnny must be in one of the other ~r~ambulances~s~.
0002: jump @CASINO5_3501 

:CASINO5_3485
00BC: show_text_highpriority GXT 'CAS5_08' time 8000 flag 1  // ~s~You have just killed an innocent medic, Johnny must be in the other ~r~ambulance~s~.

:CASINO5_3501
0002: jump @CASINO5_3565 

:CASINO5_3508
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @CASINO5_3549 
00BC: show_text_highpriority GXT 'CAS5_05' time 8000 flag 1  // ~s~Johnny must be in one of the other ~r~ambulances,~s~ this one's the real deal.
0002: jump @CASINO5_3565 

:CASINO5_3549
00BC: show_text_highpriority GXT 'CAS5_06' time 8000 flag 1  // ~s~Johnny must be in the other ~r~ambulance~s~, this one's the real deal.

:CASINO5_3565
0164: disable_marker 60@(40@,3i) 
000A: 76@ += 1 
0006: 81@(40@,3i) = 0 
0477: set_car 57@(40@,3i) action 6 time 5000 
00D6: if 
8118:   not actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_3787 
0687: clear_actor 66@(40@,3i) task 
0615: define_AS_pack_begin 42@ 
0633: AS_actor -1 exit_car 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 1500 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time 2000 
0605: actor -1 perform_animation "PRTIAL_GNGTLKG" IFP "GANGS" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time 2000 
05BA: AS_actor -1 move_mouth 5000 ms 
0616: define_AS_pack_end 42@ 
0618: assign_actor 66@(40@,3i) to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
000A: 81@(40@,3i) += 1 

:CASINO5_3787
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_3968 
0687: clear_actor 69@(40@,3i) task 
0615: define_AS_pack_begin 42@ 
0633: AS_actor -1 exit_car 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 1500 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time 2000 
0605: actor -1 perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time 2000 
05BA: AS_actor -1 move_mouth 5000 ms 
0616: define_AS_pack_end 42@ 
0618: assign_actor 69@(40@,3i) to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
000A: 81@(40@,3i) += 2 

:CASINO5_3968
00D6: if 
0039:   81@(40@,3i) == 0 
004D: jump_if_false @CASINO5_4008 
0006: 63@(40@,3i) = 3 
0002: jump @CASINO5_7028 

:CASINO5_4008
000A: 63@(40@,3i) += 1 

:CASINO5_4019
00D6: if or
0039:   81@(40@,3i) == 1 
0039:   81@(40@,3i) == 3 
004D: jump_if_false @CASINO5_4202 
00D6: if 
8118:   not actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_4158 
00D6: if 
80DF:   not actor 66@(40@,3i) driving 
004D: jump_if_false @CASINO5_4151 
0646: unknown_get_actor 66@(40@,3i) task_1560_status_store_to 43@ // similar to 062E 
00D6: if 
0039:   43@ == 5 
004D: jump_if_false @CASINO5_4151 
05CB: AS_actor 66@(40@,3i) enter_car 57@(40@,3i) as_driver -2 ms 
000E: 81@(40@,3i) -= 1 

:CASINO5_4151
0002: jump @CASINO5_4202 

:CASINO5_4158
00D6: if or
0039:   81@(40@,3i) == 1 
0039:   81@(40@,3i) == 3 
004D: jump_if_false @CASINO5_4202 
000E: 81@(40@,3i) -= 1 

:CASINO5_4202
00D6: if or
0039:   81@(40@,3i) == 2 
0039:   81@(40@,3i) == 3 
004D: jump_if_false @CASINO5_4432 
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_4388 
00D6: if 
80DF:   not actor 69@(40@,3i) driving 
004D: jump_if_false @CASINO5_4381 
0646: unknown_get_actor 69@(40@,3i) task_1560_status_store_to 43@ // similar to 062E 
00D6: if 
0039:   43@ == 5 
004D: jump_if_false @CASINO5_4381 
00D6: if 
0118:   actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_4350 
05CB: AS_actor 69@(40@,3i) enter_car 57@(40@,3i) as_driver -2 ms 
0002: jump @CASINO5_4370 

:CASINO5_4350
05CA: AS_actor 69@(40@,3i) enter_car 57@(40@,3i) passenger_seat 0 time -2 

:CASINO5_4370
000E: 81@(40@,3i) -= 2 

:CASINO5_4381
0002: jump @CASINO5_4432 

:CASINO5_4388
00D6: if or
0039:   81@(40@,3i) == 2 
0039:   81@(40@,3i) == 3 
004D: jump_if_false @CASINO5_4432 
000E: 81@(40@,3i) -= 2 

:CASINO5_4432
00D6: if 
0039:   81@(40@,3i) == 0 
004D: jump_if_false @CASINO5_4581 
00D6: if 
8118:   not actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_4485 
000A: 81@(40@,3i) += 1 

:CASINO5_4485
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_4516 
000A: 81@(40@,3i) += 2 

:CASINO5_4516
00D6: if 
0039:   81@(40@,3i) == 0 
004D: jump_if_false @CASINO5_4563 
0006: 63@(40@,3i) = 3 
0002: jump @CASINO5_7028 
0002: jump @CASINO5_4574 

:CASINO5_4563
000A: 63@(40@,3i) += 1 

:CASINO5_4574
0002: jump @CASINO5_4588 

:CASINO5_4581
0002: jump @CASINO5_7028 

:CASINO5_4588
00D6: if or
0039:   81@(40@,3i) == 1 
0039:   81@(40@,3i) == 3 
004D: jump_if_false @CASINO5_4730 
00D6: if 
8118:   not actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_4686 
00D6: if 
00DB:   actor 66@(40@,3i) in_car 57@(40@,3i) 
004D: jump_if_false @CASINO5_4679 
000E: 81@(40@,3i) -= 1 

:CASINO5_4679
0002: jump @CASINO5_4730 

:CASINO5_4686
00D6: if or
0039:   81@(40@,3i) == 1 
0039:   81@(40@,3i) == 3 
004D: jump_if_false @CASINO5_4730 
000E: 81@(40@,3i) -= 1 

:CASINO5_4730
00D6: if or
0039:   81@(40@,3i) == 2 
0039:   81@(40@,3i) == 3 
004D: jump_if_false @CASINO5_4872 
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_4828 
00D6: if 
00DB:   actor 69@(40@,3i) in_car 57@(40@,3i) 
004D: jump_if_false @CASINO5_4821 
000E: 81@(40@,3i) -= 2 

:CASINO5_4821
0002: jump @CASINO5_4872 

:CASINO5_4828
00D6: if or
0039:   81@(40@,3i) == 2 
0039:   81@(40@,3i) == 3 
004D: jump_if_false @CASINO5_4872 
000E: 81@(40@,3i) -= 2 

:CASINO5_4872
00D6: if 
0039:   81@(40@,3i) == 0 
004D: jump_if_false @CASINO5_5073 
00D6: if 
8118:   not actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_4944 
05D2: AS_actor 66@(40@,3i) run_to_and_hijack_car 57@(40@,3i) max_search_radius 15.0 traffic_behavior 0 
0002: jump @CASINO5_5055 

:CASINO5_4944
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_5055 
046C: 87@ = car 57@(40@,3i) driver 
0615: define_AS_pack_begin 42@ 
00D6: if 
803B:   not  87@ == 69@(40@,3i) // (int) 
004D: jump_if_false @CASINO5_5015 
0676: AS_actor -1 in_car 57@(40@,3i) move_from_passengerseat_to_driverseat 

:CASINO5_5015
05D2: AS_actor -1 run_to_and_hijack_car 57@(40@,3i) max_search_radius 15.0 traffic_behavior 0 
0616: define_AS_pack_end 42@ 
0618: assign_actor 69@(40@,3i) to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 

:CASINO5_5055
000A: 63@(40@,3i) += 1 
0002: jump @CASINO5_5080 

:CASINO5_5073
0002: jump @CASINO5_7028 

:CASINO5_5080
00D6: if or
0202:   actor $PLAYER_ACTOR near_car 57@(40@,3i) radius 50.0 50.0 sphere 0 
02CA:   car 57@(40@,3i) bounding_sphere_visible 
004D: jump_if_false @CASINO5_5131 
0002: jump @CASINO5_7028 

:CASINO5_5131
01C3: remove_references_to_car 57@(40@,3i) 
01C2: remove_references_to_actor 66@(40@,3i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@(40@,3i) // Like turning an actor into a random pedestrian 
0006: 63@(40@,3i) = 10000 
0002: jump @CASINO5_7028 

:CASINO5_5177
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO5_5703 
00D6: if or
0118:   actor 66@(40@,3i) dead 
0118:   actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_5256 
00BC: show_text_highpriority GXT 'CAS5_10' time 8000 flag 1  // ~s~You have alerted the Mafia to your presence, smash up the ~r~ambulance~s~ a bit and show them you mean business.
0006: 63@(40@,3i) = 5 
0002: jump @CASINO5_5696 

:CASINO5_5256
00D6: if 
051C:   car 57@(40@,3i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO5_5313 
00BC: show_text_highpriority GXT 'CAS5_09' time 8000 flag 1  // ~s~Looks like this is the ~r~ambulance~s~ that took Johnny, smash it up a bit and show the Mafia you mean business.
0006: 63@(40@,3i) = 5 
0002: jump @CASINO5_5696 

:CASINO5_5313
00D6: if 
0019:   32@ > 120000 
004D: jump_if_false @CASINO5_5574 
00D6: if or
0202:   actor $PLAYER_ACTOR near_car 57@(40@,3i) radius 60.0 60.0 sphere 0 
02CA:   car 57@(40@,3i) bounding_sphere_visible 
004D: jump_if_false @CASINO5_5422 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 57@(40@,3i) 
004D: jump_if_false @CASINO5_5408 
0006: 89@ = 1 

:CASINO5_5408
0002: jump @CASINO5_7028 
0002: jump @CASINO5_5567 

:CASINO5_5422
0164: disable_marker 60@(40@,3i) 
00D6: if 
056D:   actor 72@ defined 
004D: jump_if_false @CASINO5_5452 
009B: destroy_actor 72@ 

:CASINO5_5452
00D6: if 
056D:   actor 66@(40@,3i) defined 
004D: jump_if_false @CASINO5_5481 
009B: destroy_actor 66@(40@,3i) 

:CASINO5_5481
00D6: if 
056D:   actor 69@(40@,3i) defined 
004D: jump_if_false @CASINO5_5510 
009B: destroy_actor 69@(40@,3i) 

:CASINO5_5510
00D6: if 
056E:   car 57@(40@,3i) defined 
004D: jump_if_false @CASINO5_5539 
00A6: destroy_car 57@(40@,3i) 

:CASINO5_5539
0006: 51@ = 1 
05AA: 52@s = 'CAS5_32' // @s = 'short'  // ~r~The Mafia have escaped with Johnny.
0002: jump @CASINO5_12932 

:CASINO5_5567
0002: jump @CASINO5_5696 

:CASINO5_5574
00D6: if 
001B:   2 > 79@ 
004D: jump_if_false @CASINO5_5689 
00D6: if 
0039:   79@ == 0 
004D: jump_if_false @CASINO5_5653 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO5_5646 
00BC: show_text_highpriority GXT 'CAS5_30' time 8000 flag 1  // ~s~The Mafia have been alerted by a distress call from the ambulance you just hit.
000A: 79@ += 1 

:CASINO5_5646
0002: jump @CASINO5_5689 

:CASINO5_5653
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO5_5689 
00BC: show_text_highpriority GXT 'CAS5_31' time 8000 flag 1  // ~s~Find the actual ~r~ambulance~s~ that the Mafia have taken before they escape!
000A: 79@ += 1 

:CASINO5_5689
0002: jump @CASINO5_7028 

:CASINO5_5696
0002: jump @CASINO5_5731 

:CASINO5_5703
0006: 51@ = 1 
05AA: 52@s = 'CAS5_17' // @s = 'short'  // ~r~Johnny Sindacco was killed.
0002: jump @CASINO5_12932 

:CASINO5_5731
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO5_6993 
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @CASINO5_6171 
0006: 41@ = 0 

:CASINO5_5772
00D6: if 
001B:   3 > 41@ 
004D: jump_if_false @CASINO5_5865 
00D6: if 
803B:   not  40@ == 41@ // (int) 
004D: jump_if_false @CASINO5_5851 
0164: disable_marker 60@(41@,3i) 
00D6: if 
001B:   3 > 63@(41@,3i) 
004D: jump_if_false @CASINO5_5851 
0006: 63@(41@,3i) = 3 

:CASINO5_5851
000A: 41@ += 1 
0002: jump @CASINO5_5772 

:CASINO5_5865
0249: release_model #LVEMT1 
04EF: release_animation "GANGS" 
0247: load_model #SENTINEL 
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @CASINO5_6120 
00D6: if 
8118:   not actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_6028 
0687: clear_actor 66@(40@,3i) task 
05D2: AS_actor 66@(40@,3i) run_to_and_hijack_car 57@(40@,3i) max_search_radius 25.0 traffic_behavior 2 
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_6014 
0713: actor 69@(40@,3i) driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 300.0 1 1 firing_rate 35 

:CASINO5_6014
0006: 88@ = 0 
0002: jump @CASINO5_6120 

:CASINO5_6028
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_6120 
0687: clear_actor 69@(40@,3i) task 
0615: define_AS_pack_begin 42@ 
0676: AS_actor -1 in_car 57@(40@,3i) move_from_passengerseat_to_driverseat 
05D2: AS_actor -1 run_to_and_hijack_car 57@(40@,3i) max_search_radius 25.0 traffic_behavior 2 
0616: define_AS_pack_end 42@ 
0618: assign_actor 69@(40@,3i) to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
0006: 88@ = 1 

:CASINO5_6120
0397: enable_car 57@(40@,3i) siren 1 
0224: set_car 57@(40@,3i) health_to 96@ 
0006: 80@ = 1 
0006: 92@ = 0 
0006: 112@ = 0 
0002: jump @CASINO5_6986 

:CASINO5_6171
0227: 90@ = car 57@(40@,3i) health 
00D6: if 
051C:   car 57@(40@,3i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO5_6298 
0085: 91@ = 96@ // (int) 
0062: 91@ -= 90@ // (int) 
00D6: if 
031E:   car 57@(40@,3i) hit_by_weapon 57 
004D: jump_if_false @CASINO5_6283 
0016: 91@ /= 20 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @CASINO5_6276 
0006: 91@ = 1 

:CASINO5_6276
0002: jump @CASINO5_6290 

:CASINO5_6283
0012: 91@ *= 2 

:CASINO5_6290
005A: 92@ += 91@ // (int) 

:CASINO5_6298
0224: set_car 57@(40@,3i) health_to 96@ 
054F: clear_car 57@(40@,3i) damage 
00D6: if 
001B:   200 > 92@ 
004D: jump_if_false @CASINO5_6526 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 57@(40@,3i) 
004D: jump_if_false @CASINO5_6519 
00D6: if 
0118:   actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_6505 
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_6498 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @CASINO5_6491 
0687: clear_actor 69@(40@,3i) task 
0615: define_AS_pack_begin 42@ 
0676: AS_actor -1 in_car 57@(40@,3i) move_from_passengerseat_to_driverseat 
05D2: AS_actor -1 run_to_and_hijack_car 57@(40@,3i) max_search_radius 25.0 traffic_behavior 2 
0616: define_AS_pack_end 42@ 
0618: assign_actor 69@(40@,3i) to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
0006: 88@ = 1 

:CASINO5_6491
0002: jump @CASINO5_7028 

:CASINO5_6498
0002: jump @CASINO5_6512 

:CASINO5_6505
0002: jump @CASINO5_7028 

:CASINO5_6512
0002: jump @CASINO5_6526 

:CASINO5_6519
0006: 89@ = 1 

:CASINO5_6526
0224: set_car 57@(40@,3i) health_to 3000 
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @CASINO5_6570 
0477: set_car 57@(40@,3i) action 6 time 5000 

:CASINO5_6570
00D6: if 
8118:   not actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_6657 
0687: clear_actor 66@(40@,3i) task 
0615: define_AS_pack_begin 42@ 
05CD: AS_actor -1 exit_car 57@(40@,3i) 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 42@ 
0618: assign_actor 66@(40@,3i) to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
0002: jump @CASINO5_6657 

:CASINO5_6657
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_6744 
0687: clear_actor 69@(40@,3i) task 
0615: define_AS_pack_begin 42@ 
05CD: AS_actor -1 exit_car 57@(40@,3i) 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 42@ 
0618: assign_actor 69@(40@,3i) to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
0002: jump @CASINO5_6744 

:CASINO5_6744
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @CASINO5_6884 
0164: disable_marker 60@(40@,3i) 
0186: 60@(40@,3i) = create_marker_above_car 57@(40@,3i) 
07E0: set_marker 60@(40@,3i) type_to 1 
020A: set_car 57@(40@,3i) door_status_to 1 
00D6: if or
8118:   not actor 66@(40@,3i) dead 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_6861 
00BC: show_text_highpriority GXT 'CAS5_11' time 8000 flag 1  // ~s~Quick get in the ~b~ambulance~s~ before any backup arrives.
0002: jump @CASINO5_6877 

:CASINO5_6861
00BC: show_text_highpriority GXT 'CAS5_12' time 8000 flag 1  // ~s~Quick get in the ~b~ambulance~s~ the driver might have called for backup before he was killed.

:CASINO5_6877
0002: jump @CASINO5_6893 

:CASINO5_6884
0164: disable_marker 60@(40@,3i) 

:CASINO5_6893
01EB: set_traffic_density_multiplier_to 0.6 
03DE: set_pedestrians_density_multiplier_to 0.6 
0995: unknown_remove_escapes 
0007: 109@ = 100.0 
0006: 106@ = 0 
0006: 101@ = -1 
0006: 102@ = -1 
0007: 107@ = -10.0 
0007: 108@ = -10.0 
0006: 77@ = 0 
0224: set_car 57@(40@,3i) health_to 1250 
0002: jump @CASINO5_8780 

:CASINO5_6986
0002: jump @CASINO5_7021 

:CASINO5_6993
0006: 51@ = 1 
05AA: 52@s = 'CAS5_17' // @s = 'short'  // ~r~Johnny Sindacco was killed.
0002: jump @CASINO5_12932 

:CASINO5_7021
0002: jump @CASINO5_7028 

:CASINO5_7028
000A: 40@ += 1 
0002: jump @CASINO5_3088 

:CASINO5_7042
0050: gosub @CASINO5_7056 
0002: jump @CASINO5_3077 

:CASINO5_7056
00D6: if 
0019:   33@ > 500 
004D: jump_if_false @CASINO5_7430 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0006: 40@ = 0 

:CASINO5_7096
00D6: if 
001B:   3 > 40@ 
004D: jump_if_false @CASINO5_7423 
00D6: if 
8119:   not car 57@(40@,3i) wrecked 
004D: jump_if_false @CASINO5_7409 
00D6: if 
0039:   63@(40@,3i) == 0 
004D: jump_if_false @CASINO5_7365 
00AA: store_car 57@(40@,3i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
0871: init_jump_table 93@(40@,3i) total_jumps 2 default_jump 0 @CASINO5_7358 jumps 0 @CASINO5_7258 1 @CASINO5_7308 -1 @CASINO5_7358 -1 @CASINO5_7358 -1 @CASINO5_7358 -1 @CASINO5_7358 -1 @CASINO5_7358 

:CASINO5_7258
00D6: if 
0022:   120.0 > $DISTANCE_BETWEEN_POINTS 
004D: jump_if_false @CASINO5_7301 
0587: enable_car 57@(40@,3i) validate_position 1 
000A: 93@(40@,3i) += 1 

:CASINO5_7301
0002: jump @CASINO5_7358 

:CASINO5_7308
00D6: if 
0020:   $DISTANCE_BETWEEN_POINTS > 140.0 
004D: jump_if_false @CASINO5_7351 
0587: enable_car 57@(40@,3i) validate_position 0 
000E: 93@(40@,3i) -= 1 

:CASINO5_7351
0002: jump @CASINO5_7358 

:CASINO5_7358
0002: jump @CASINO5_7409 

:CASINO5_7365
00D6: if 
0039:   93@(40@,3i) == 0 
004D: jump_if_false @CASINO5_7409 
0587: enable_car 57@(40@,3i) validate_position 1 
0006: 93@(40@,3i) = 1 

:CASINO5_7409
000A: 40@ += 1 
0002: jump @CASINO5_7096 

:CASINO5_7423
0006: 33@ = 0 

:CASINO5_7430
0051: return 

:CASINO5_7432
0209: 45@ = random_int_in_ranges 0 2 
0871: init_jump_table 40@ total_jumps 3 default_jump 0 @CASINO5_7642 jumps 0 @CASINO5_7504 1 @CASINO5_7550 2 @CASINO5_7596 -1 @CASINO5_7642 -1 @CASINO5_7642 -1 @CASINO5_7642 -1 @CASINO5_7642 

:CASINO5_7504
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @CASINO5_7536 
0006: 74@ = 1 
0002: jump @CASINO5_7543 

:CASINO5_7536
0006: 74@ = 2 

:CASINO5_7543
0002: jump @CASINO5_7642 

:CASINO5_7550
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @CASINO5_7582 
0006: 74@ = 0 
0002: jump @CASINO5_7589 

:CASINO5_7582
0006: 74@ = 2 

:CASINO5_7589
0002: jump @CASINO5_7642 

:CASINO5_7596
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @CASINO5_7628 
0006: 74@ = 0 
0002: jump @CASINO5_7635 

:CASINO5_7628
0006: 74@ = 1 

:CASINO5_7635
0002: jump @CASINO5_7642 

:CASINO5_7642
00D6: if 
8119:   not car 57@(74@,3i) wrecked 
004D: jump_if_false @CASINO5_7980 
0006: 96@ = 5000 
0224: set_car 57@(74@,3i) health_to 96@ 
053F: set_car 57@(74@,3i) tires_vulnerability 0 
00D6: if 
8118:   not actor 66@(74@,3i) dead 
004D: jump_if_false @CASINO5_7731 
0687: clear_actor 66@(74@,3i) task 
009B: destroy_actor 66@(74@,3i) 

:CASINO5_7731
0129: 66@(74@,3i) = create_actor_pedtype 24 model #VMAFF1 in_car 57@(74@,3i) driverseat 
039E: set_actor 66@(74@,3i) locked 1 while_in_car 
01B2: give_actor 66@(74@,3i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 66@(74@,3i) armed_weapon_to 29 
060B: set_actor 66@(74@,3i) decision_maker_to 47@ 
00D6: if 
8118:   not actor 69@(74@,3i) dead 
004D: jump_if_false @CASINO5_7837 
0687: clear_actor 69@(74@,3i) task 
009B: destroy_actor 69@(74@,3i) 

:CASINO5_7837
01C8: 69@(74@,3i) = create_actor_pedtype 24 model #VMAFF2 in_car 57@(74@,3i) passenger_seat 0 
039E: set_actor 69@(74@,3i) locked 1 while_in_car 
01B2: give_actor 69@(74@,3i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 69@(74@,3i) armed_weapon_to 29 
060B: set_actor 69@(74@,3i) decision_maker_to 47@ 
01C8: 72@ = create_actor_pedtype 23 model #SPECIAL01 in_car 57@(74@,3i) passenger_seat 1 
0526: set_actor 72@ stay_in_car_when_jacked 1 
0982: set_actor 72@ stay_in_car_when_dead 1 
060B: set_actor 72@ decision_maker_to 48@ 
09F6: set_actor 72@ unjackable_through_driver_seat 0 
0006: 32@ = 0 
0006: 79@ = 0 
0006: 63@(74@,3i) = 4 

:CASINO5_7980
0051: return 

:CASINO5_7982
0006: 105@ = 0 

:CASINO5_7989
00D6: if 
001B:   2 > 105@ 
004D: jump_if_false @CASINO5_8778 
00D6: if and
8118:   not actor 99@(105@,2i) dead 
8119:   not car 97@(105@,2i) wrecked 
004D: jump_if_false @CASINO5_8416 
0871: init_jump_table 101@(105@,2i) total_jumps 2 default_jump 0 @CASINO5_8409 jumps 1 @CASINO5_8103 2 @CASINO5_8332 -1 @CASINO5_8409 -1 @CASINO5_8409 -1 @CASINO5_8409 -1 @CASINO5_8409 -1 @CASINO5_8409 

:CASINO5_8103
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @CASINO5_8135 
0050: gosub @CASINO5_9852 
0002: jump @CASINO5_8325 

:CASINO5_8135
00AA: store_car 97@(105@,2i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $TEMPVAR_FLOAT_3 = distance_between_XY 1074.461 2392.227 and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY 1010.673 1487.184 and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
0687: clear_actor 99@(105@,2i) task 
00D6: if 
0024:   $DISTANCE_BETWEEN_POINTS > $TEMPVAR_FLOAT_3 // (float) 
004D: jump_if_false @CASINO5_8272 
05D1: AS_actor 99@(105@,2i) drive_car 97@(105@,2i) to 1074.461 2392.227 9.6796 speed 25.0 0 model #NULL 2 
0002: jump @CASINO5_8314 

:CASINO5_8272
05D1: AS_actor 99@(105@,2i) drive_car 97@(105@,2i) to 1010.673 1487.184 9.6797 speed 25.0 0 model #NULL 2 

:CASINO5_8314
0006: 101@(105@,2i) = 2 

:CASINO5_8325
0002: jump @CASINO5_8409 

:CASINO5_8332
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @CASINO5_8402 
0006: 101@(105@,2i) = 1 
0687: clear_actor 99@(105@,2i) task 
06E1: AS_actor 99@(105@,2i) using_car 97@(105@,2i) target_car 57@(74@,3i) with_order 3 max_speed 32.0 traffic_flag 2 

:CASINO5_8402
0002: jump @CASINO5_8409 

:CASINO5_8409
0002: jump @CASINO5_8764 

:CASINO5_8416
0871: init_jump_table 101@(105@,2i) total_jumps 2 default_jump 1 @CASINO5_8483 jumps -1 @CASINO5_8519 0 @CASINO5_8526 -1 @CASINO5_8764 -1 @CASINO5_8764 -1 @CASINO5_8764 -1 @CASINO5_8764 -1 @CASINO5_8764 

:CASINO5_8483
01C2: remove_references_to_actor 99@(105@,2i) // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 97@(105@,2i) 
0006: 101@(105@,2i) = -1 
0002: jump @CASINO5_8764 

:CASINO5_8519
0002: jump @CASINO5_8764 

:CASINO5_8526
00D6: if 
0019:   103@(105@,2i) > 9000 
004D: jump_if_false @CASINO5_8757 
00D6: if 
0248:   model #SENTINEL available 
004D: jump_if_false @CASINO5_8757 
0050: gosub @CASINO5_10001 
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @CASINO5_8757 
00A5: 97@(105@,2i) = create_car #SENTINEL at 118@ 119@ 120@ 
0175: set_car 97@(105@,2i) Z_angle_to 121@ 
020A: set_car 97@(105@,2i) door_status_to 3 
0852: set_car 97@(105@,2i) damages_visible 0 
0224: set_car 97@(105@,2i) health_to 5000 
0129: 99@(105@,2i) = create_actor_pedtype 24 model #VMAFF2 in_car 97@(105@,2i) driverseat 
01B2: give_actor 99@(105@,2i) weapon 29 ammo 30000 // Load the weapon model before using this 
060B: set_actor 99@(105@,2i) decision_maker_to 48@ 
039E: set_actor 99@(105@,2i) locked 1 while_in_car 
06E1: AS_actor 99@(105@,2i) using_car 97@(105@,2i) target_car 57@(74@,3i) with_order 3 max_speed 32.0 traffic_flag 2 
0006: 101@(105@,2i) = 1 

:CASINO5_8757
0002: jump @CASINO5_8764 

:CASINO5_8764
000A: 105@ += 1 
0002: jump @CASINO5_7989 

:CASINO5_8778
0051: return 

:CASINO5_8780
0001: wait 0 ms 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO5_9817 
00D6: if 
8119:   not car 57@(74@,3i) wrecked 
004D: jump_if_false @CASINO5_9810 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 57@(74@,3i) 
004D: jump_if_false @CASINO5_9197 
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @CASINO5_8999 
0164: disable_marker 60@(74@,3i) 
018A: 44@ = create_checkpoint_at 981.4241 2132.469 9.8203 
00D6: if 
0039:   77@ == 0 
004D: jump_if_false @CASINO5_8976 
00BC: show_text_highpriority GXT 'CAS5_13' time 8000 flag 1  // ~s~Drive Johnny back to the ~y~meat factory~s~.
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 77@ = 1 
01C3: remove_references_to_car 55@ 
0249: release_model #PATRIOT 
0002: jump @CASINO5_8992 

:CASINO5_8976
00BC: show_text_highpriority GXT 'CAS5_14' time 8000 flag 1  // ~s~Take Johnny back to the ~y~meat factory~s~.

:CASINO5_8992
0006: 110@ = 1 

:CASINO5_8999
00D6: if 
00EE:   actor $PLAYER_ACTOR sphere 0 near_point 981.4241 2132.469 radius 109@ 109@ in_car 
004D: jump_if_false @CASINO5_9130 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 981.4241 2132.469 9.8203 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @CASINO5_9088 
0002: jump @CASINO5_10933 

:CASINO5_9088
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @CASINO5_9123 
0007: 109@ = 120.0 
0006: 106@ = 1 

:CASINO5_9123
0002: jump @CASINO5_9165 

:CASINO5_9130
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @CASINO5_9165 
0007: 109@ = 100.0 
0006: 106@ = 0 

:CASINO5_9165
00D6: if 
0039:   112@ == 1 
004D: jump_if_false @CASINO5_9190 
0050: gosub @CASINO5_10202 

:CASINO5_9190
0002: jump @CASINO5_9550 

:CASINO5_9197
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @CASINO5_9270 
0164: disable_marker 44@ 
0186: 60@(74@,3i) = create_marker_above_car 57@(74@,3i) 
07E0: set_marker 60@(74@,3i) type_to 1 
00BC: show_text_highpriority GXT 'CAS5_15' time 8000 flag 1  // ~s~Get back in the ~b~ambulance~s~.
0006: 110@ = 0 

:CASINO5_9270
00D6: if 
001B:   2 > 111@ 
004D: jump_if_false @CASINO5_9550 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @CASINO5_9415 
00D6: if 
8118:   not actor 66@(74@,3i) dead 
004D: jump_if_false @CASINO5_9401 
00D6: if 
80DF:   not actor 66@(74@,3i) driving 
004D: jump_if_false @CASINO5_9394 
04AE: $1276 = 8016 // = constant 
05A9: s$1281 = 'CAS5_EA' // s$  // ~z~Alright, who's messing with Forelli business?
004F: create_thread @A_ALAP 2 100 66@(74@,3i)  
000A: 111@ += 1 

:CASINO5_9394
0002: jump @CASINO5_9408 

:CASINO5_9401
000A: 111@ += 1 

:CASINO5_9408
0002: jump @CASINO5_9550 

:CASINO5_9415
00D6: if 
8118:   not actor 69@(74@,3i) dead 
004D: jump_if_false @CASINO5_9543 
00D6: if 
80DF:   not actor 69@(74@,3i) driving 
004D: jump_if_false @CASINO5_9536 
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @CASINO5_9536 
0004: $1285($1288,2i) = -4 
04AE: $1276 = 8017 // = constant 
05A9: s$1281 = 'CAS5_EB' // s$  // ~z~Yeah, who's got a death wish?
004F: create_thread @A_ALAP 2 100 69@(74@,3i)  
000A: 111@ += 1 

:CASINO5_9536
0002: jump @CASINO5_9550 

:CASINO5_9543
000A: 111@ += 1 

:CASINO5_9550
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @CASINO5_9758 
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @CASINO5_9638 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 97@ radius 10.0 10.0 sphere 0 
004D: jump_if_false @CASINO5_9638 
00BC: show_text_highpriority GXT 'CAS5_16' time 8000 flag 1  // ~s~Looks like some backup has arrived, get Johnny back to the ~y~meat factory~s~.
0006: 112@ = 1 

:CASINO5_9638
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @CASINO5_9726 
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @CASINO5_9726 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 98@ radius 10.0 10.0 sphere 0 
004D: jump_if_false @CASINO5_9726 
00BC: show_text_highpriority GXT 'CAS5_16' time 8000 flag 1  // ~s~Looks like some backup has arrived, get Johnny back to the ~y~meat factory~s~.
0006: 112@ = 1 

:CASINO5_9726
00D6: if 
0039:   112@ == 1 
004D: jump_if_false @CASINO5_9758 
0006: 33@ = 0 
0006: 123@ = 7 

:CASINO5_9758
01BD: 37@ = current_time_in_ms 
0085: 39@ = 37@ // (int) 
0062: 39@ -= 38@ // (int) 
0085: 38@ = 37@ // (int) 
005A: 103@ += 39@ // (int) 
005A: 104@ += 39@ // (int) 
0050: gosub @CASINO5_7982 

:CASINO5_9810
0002: jump @CASINO5_9845 

:CASINO5_9817
0006: 51@ = 1 
05AA: 52@s = 'CAS5_17' // @s = 'short'  // ~r~Johnny Sindacco was killed.
0002: jump @CASINO5_12932 

:CASINO5_9845
0002: jump @CASINO5_8780 

:CASINO5_9852
00D6: if 
0019:   103@(105@,2i) > 500 
004D: jump_if_false @CASINO5_9999 
00D6: if and
8202:   not actor $PLAYER_ACTOR near_car 97@(105@,2i) radius 75.0 75.0 sphere 0 
82CA:   not car 97@(105@,2i) bounding_sphere_visible 
004D: jump_if_false @CASINO5_9988 
0050: gosub @CASINO5_10001 
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @CASINO5_9988 
00AB: put_car 97@(105@,2i) at 118@ 119@ 120@ 
0175: set_car 97@(105@,2i) Z_angle_to 121@ 
04BA: set_car 97@(105@,2i) speed_to 32.0 

:CASINO5_9988
0006: 103@(105@,2i) = 0 

:CASINO5_9999
0051: return 

:CASINO5_10001
0006: 113@ = 1 
0006: 114@ = 0 

:CASINO5_10015
00D6: if and
001B:   10 > 113@ 
0039:   114@ == 0 
004D: jump_if_false @CASINO5_10200 
04C4: store_coords_to 115@ 116@ 117@ from_actor $PLAYER_ACTOR with_offset 0.0 107@(105@,2f) 0.0 
06F8: get_nearest_route_for 115@ 116@ 117@ in_direction 113@ store_to 118@ 119@ 120@ Z_angle_to 121@ 
00D6: if 
838A:   not any_car_in_cube_cornerA 118@ 119@ 120@ cornerB 5.0 5.0 5.0 
004D: jump_if_false @CASINO5_10186 
00D6: if 
80C2:   not sphere_onscreen 118@ 119@ 120@ radius 5.0 
004D: jump_if_false @CASINO5_10186 
0395: clear_area 1 at 118@ 119@ 120@ radius 5.0 
0006: 114@ = 1 

:CASINO5_10186
000A: 113@ += 1 
0002: jump @CASINO5_10015 

:CASINO5_10200
0051: return 

:CASINO5_10202
0871: init_jump_table 123@ total_jumps 9 default_jump 0 @CASINO5_10931 jumps 0 @CASINO5_10330 1 @CASINO5_10363 2 @CASINO5_10452 4 @CASINO5_10499 5 @CASINO5_10588 7 @CASINO5_10635 8 @CASINO5_10677 
0872: jump_table_jumps 9 @CASINO5_10813 10 @CASINO5_10898 -1 @CASINO5_10931 -1 @CASINO5_10931 -1 @CASINO5_10931 -1 @CASINO5_10931 -1 @CASINO5_10931 -1 @CASINO5_10931 -1 @CASINO5_10931 

:CASINO5_10330
00D6: if 
0019:   33@ > 8500 
004D: jump_if_false @CASINO5_10356 
000A: 123@ += 1 

:CASINO5_10356
0002: jump @CASINO5_10931 

:CASINO5_10363
00D6: if 
001B:   2 > 122@ 
004D: jump_if_false @CASINO5_10438 
008A: $1276 = 124@(122@,16i) // (int) 
05A9: s$1281 = 140@(122@,16s) // s$ 
004F: create_thread @A_ALAP 0 100  
000A: 122@ += 1 
000A: 123@ += 1 
0002: jump @CASINO5_10452 

:CASINO5_10438
0006: 123@ = 3 
0002: jump @CASINO5_10931 

:CASINO5_10452
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @CASINO5_10492 
0006: 123@ = 1 
0004: $1285($1288,2i) = -4 

:CASINO5_10492
0002: jump @CASINO5_10931 

:CASINO5_10499
00D6: if 
001B:   7 > 122@ 
004D: jump_if_false @CASINO5_10574 
008A: $1276 = 124@(122@,16i) // (int) 
05A9: s$1281 = 140@(122@,16s) // s$ 
004F: create_thread @A_ALAP 0 100  
000A: 122@ += 1 
000A: 123@ += 1 
0002: jump @CASINO5_10588 

:CASINO5_10574
0006: 123@ = 6 
0002: jump @CASINO5_10931 

:CASINO5_10588
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @CASINO5_10628 
0006: 123@ = 4 
0004: $1285($1288,2i) = -4 

:CASINO5_10628
0002: jump @CASINO5_10931 

:CASINO5_10635
00D6: if 
0019:   33@ > 8500 
004D: jump_if_false @CASINO5_10670 
0209: 122@ = random_int_in_ranges 7 14 
000A: 123@ += 1 

:CASINO5_10670
0002: jump @CASINO5_10931 

:CASINO5_10677
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @CASINO5_10728 
00D6: if 
051D:   car 57@(74@,3i) damaged_by_car 97@ 
004D: jump_if_false @CASINO5_10723 
0006: 123@ = 9 

:CASINO5_10723
054F: clear_car 97@ damage 

:CASINO5_10728
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @CASINO5_10797 
00D6: if 
8039:   not  123@ == 9 
004D: jump_if_false @CASINO5_10792 
00D6: if 
051D:   car 57@(74@,3i) damaged_by_car 98@ 
004D: jump_if_false @CASINO5_10792 
0006: 123@ = 9 

:CASINO5_10792
054F: clear_car 98@ damage 

:CASINO5_10797
054F: clear_car 57@(74@,3i) damage 
0002: jump @CASINO5_10931 

:CASINO5_10813
008A: $1276 = 124@(122@,16i) // (int) 
05A9: s$1281 = 140@(122@,16s) // s$ 
004F: create_thread @A_ALAP 2 100 72@  
0006: 123@ = 10 
000A: 122@ += 1 
00D6: if 
0039:   122@ == 14 
004D: jump_if_false @CASINO5_10891 
0006: 122@ = 7 

:CASINO5_10891
0006: 33@ = 0 

:CASINO5_10898
00D6: if 
0019:   33@ > 10000 
004D: jump_if_false @CASINO5_10924 
0006: 123@ = 8 

:CASINO5_10924
0002: jump @CASINO5_10931 

:CASINO5_10931
0051: return 

:CASINO5_10933
016A: fade 0 time 0 

:CASINO5_10939
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO5_10963 
0001: wait 0 ms 
0002: jump @CASINO5_10939 

:CASINO5_10963
00BE: text_clear_all 
0395: clear_area 1 at 979.7058 2137.247 9.8203 radius 200.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00D6: if 
8119:   not car 57@(74@,3i) wrecked 
004D: jump_if_false @CASINO5_11032 
0224: set_car 57@(74@,3i) health_to 3000 

:CASINO5_11032
0247: load_model #VMAFF3 
0247: load_model #VMAFF4 
0247: load_model #CJ_WHEELCHAIR1 

:CASINO5_11045
00D6: if or
8248:   not model #VMAFF3 available 
8248:   not model #VMAFF4 available 
8248:   not model #CJ_WHEELCHAIR1 available 
004D: jump_if_false @CASINO5_11080 
0001: wait 0 ms 
0002: jump @CASINO5_11045 

:CASINO5_11080
00D6: if 
8119:   not car 57@(74@,3i) wrecked 
004D: jump_if_false @CASINO5_11182 
00AB: put_car 57@(74@,3i) at 979.7058 2137.247 9.8203 
0175: set_car 57@(74@,3i) Z_angle_to 237.8897 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 998.5278 2118.589 9.8203 
0129: 172@ = create_actor_pedtype 24 model #VMAFF3 in_car 57@(74@,3i) driverseat 
060B: set_actor 172@ decision_maker_to 48@ 

:CASINO5_11182
015F: set_camera_position 972.8329 2141.334 11.0496 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 973.6994 2140.839 11.1103 switchstyle 2 
016A: fade 1 time 500 

:CASINO5_11240
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO5_11264 
0001: wait 0 ms 
0002: jump @CASINO5_11240 

:CASINO5_11264
00D6: if and
8119:   not car 57@(74@,3i) wrecked 
8118:   not actor 172@ dead 
004D: jump_if_false @CASINO5_11351 
0615: define_AS_pack_begin 42@ 
06C7: AS_actor -1 driver_of_car 57@(74@,3i) perform_action 22 timelimit 500 
06C7: AS_actor -1 driver_of_car 57@(74@,3i) perform_action 6 timelimit 300 
05BA: AS_actor -1 move_mouth 8000 ms 
0616: define_AS_pack_end 42@ 
0618: assign_actor 172@ to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 

:CASINO5_11351
0006: 46@ = 0 

:CASINO5_11358
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @CASINO5_11436 
0001: wait 0 ms 
00D6: if 
8118:   not actor 172@ dead 
004D: jump_if_false @CASINO5_11429 
0646: unknown_get_actor 172@ task_1560_status_store_to 43@ // similar to 062E 
00D6: if 
0019:   43@ > 0 
004D: jump_if_false @CASINO5_11429 
0006: 46@ = 1 

:CASINO5_11429
0002: jump @CASINO5_11358 

:CASINO5_11436
00D6: if and
8118:   not actor 172@ dead 
8119:   not car 57@(74@,3i) wrecked 
004D: jump_if_false @CASINO5_11696 
0362: remove_actor 172@ from_car_and_place_at 971.7789 2137.288 9.8203 
0173: set_actor 172@ Z_angle_to 316.6316 
0792: disembark_instantly_actor 172@ 
0615: define_AS_pack_begin 42@ 
05D3: AS_actor -1 goto_point 974.2065 2140.108 9.8203 mode 4 time -2 ms // versionA 
05C0: AS_actor -1 look_at_car 57@(74@,3i) 8000 ms 
05BA: AS_actor -1 move_mouth 8000 ms 
0616: define_AS_pack_end 42@ 
0618: assign_actor 172@ to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO5_11591 
036A: put_actor $PLAYER_ACTOR in_car 57@(74@,3i) 

:CASINO5_11591
009A: 173@ = create_actor_pedtype 24 model #VMAFF4 at 975.8311 2144.959 9.8203 
0173: set_actor 173@ Z_angle_to 162.2693 
060B: set_actor 173@ decision_maker_to 48@ 
0615: define_AS_pack_begin 42@ 
05D3: AS_actor -1 goto_point 975.0208 2141.366 9.8203 mode 4 time -2 ms // versionA 
05BF: AS_actor -1 look_at_actor 173@ 8000 ms 
05BA: AS_actor -1 move_mouth 8000 ms 
0616: define_AS_pack_end 42@ 
0618: assign_actor 173@ to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 

:CASINO5_11696
0006: 46@ = 0 

:CASINO5_11703
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @CASINO5_11781 
0001: wait 0 ms 
00D6: if 
8118:   not actor 172@ dead 
004D: jump_if_false @CASINO5_11774 
0646: unknown_get_actor 172@ task_1560_status_store_to 43@ // similar to 062E 
00D6: if 
0019:   43@ > 0 
004D: jump_if_false @CASINO5_11774 
0006: 46@ = 1 

:CASINO5_11774
0002: jump @CASINO5_11703 

:CASINO5_11781
04AE: $1276 = 8014 // = constant 
05A9: s$1281 = 'CAS5_DA' // s$  // ~z~Hey, Johnny, how you feelin'?
004F: create_thread @A_ALAP 2 200 172@  
0006: 46@ = 0 

:CASINO5_11826
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @CASINO5_11904 
0001: wait 0 ms 
00D6: if 
8118:   not actor 173@ dead 
004D: jump_if_false @CASINO5_11897 
0646: unknown_get_actor 173@ task_1560_status_store_to 43@ // similar to 062E 
00D6: if 
0019:   43@ > 0 
004D: jump_if_false @CASINO5_11897 
0006: 46@ = 1 

:CASINO5_11897
0002: jump @CASINO5_11826 

:CASINO5_11904
00D6: if 
8038:   not  $1285($1288,2i) == -3 
004D: jump_if_false @CASINO5_11937 
0001: wait 0 ms 
0002: jump @CASINO5_11904 

:CASINO5_11937
04AE: $1276 = 8015 // = constant 
05A9: s$1281 = 'CAS5_DB' // s$  // ~z~I didn't think he was going to be discharged 'til tomorrow!
004F: create_thread @A_ALAP 2 200 173@  
0006: 32@ = 0 

:CASINO5_11982
00D6: if 
001B:   4500 > 32@ 
004D: jump_if_false @CASINO5_12012 
0001: wait 0 ms 
0002: jump @CASINO5_11982 

:CASINO5_12012
016A: fade 0 time 0 

:CASINO5_12018
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO5_12042 
0001: wait 0 ms 
0002: jump @CASINO5_12018 

:CASINO5_12042
0107: 174@ = create_object #CJ_WHEELCHAIR1 at 971.5 2140.5 9.8203 
0177: set_object 174@ Z_angle_to 180.0 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO5_12179 
0362: remove_actor 72@ from_car_and_place_at 0.0 0.0 0.0 
04F4: put_actor 72@ into_turret_on_object 174@ offset_from_object_origin 0.0 -0.575 0.525 orientation 2 both_side_angle_limit 0.0 lock_weapon 0 
0605: actor 72@ perform_animation "SEAT_DOWN" IFP "PED" framedelta 9.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:CASINO5_12179
00D6: if 
8118:   not actor 172@ dead 
004D: jump_if_false @CASINO5_12225 
00A1: put_actor 172@ at 972.5 2140.5 9.8203 
0173: set_actor 172@ Z_angle_to 0.0 

:CASINO5_12225
00D6: if 
8118:   not actor 173@ dead 
004D: jump_if_false @CASINO5_12271 
00A1: put_actor 173@ at 971.5 2139.5 9.8203 
0173: set_actor 173@ Z_angle_to 0.0 

:CASINO5_12271
0006: 46@ = 0 

:CASINO5_12278
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @CASINO5_12378 
0001: wait 0 ms 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO5_12371 
00D6: if 
0611:   actor 72@ performing_animation "SEAT_DOWN" 
004D: jump_if_false @CASINO5_12371 
0614: set_actor 72@ animation "SEAT_DOWN" progress_to 1.0 // 0.0 to 1.0 
0006: 46@ = 1 

:CASINO5_12371
0002: jump @CASINO5_12278 

:CASINO5_12378
015F: set_camera_position 971.4178 2146.135 14.0976 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 971.5663 2145.275 13.6106 switchstyle 2 
0006: 32@ = 0 

:CASINO5_12436
00D6: if 
001B:   200 > 32@ 
004D: jump_if_false @CASINO5_12466 
0001: wait 0 ms 
0002: jump @CASINO5_12436 

:CASINO5_12466
00D6: if 
8118:   not actor 172@ dead 
004D: jump_if_false @CASINO5_12487 
0687: clear_actor 172@ task 

:CASINO5_12487
016A: fade 1 time 500 

:CASINO5_12494
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO5_12518 
0001: wait 0 ms 
0002: jump @CASINO5_12494 

:CASINO5_12518
00D6: if 
8118:   not actor 172@ dead 
004D: jump_if_false @CASINO5_12558 
05D3: AS_actor 172@ goto_point 972.8889 2148.039 9.8203 mode 4 time -2 ms // versionA 

:CASINO5_12558
00D6: if 
8119:   not car 57@(74@,3i) wrecked 
004D: jump_if_false @CASINO5_12616 
05D1: AS_actor $PLAYER_ACTOR drive_car 57@(74@,3i) to 991.3741 2136.312 9.8203 speed 5.0 0 model #NULL 0 

:CASINO5_12616
0006: 32@ = 0 

:CASINO5_12623
00D6: if 
001B:   1700 > 32@ 
004D: jump_if_false @CASINO5_12653 
0001: wait 0 ms 
0002: jump @CASINO5_12623 

:CASINO5_12653
016A: fade 0 time 1000 

:CASINO5_12660
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO5_12684 
0001: wait 0 ms 
0002: jump @CASINO5_12660 

:CASINO5_12684
00D6: if 
8119:   not car 57@(74@,3i) wrecked 
004D: jump_if_false @CASINO5_12750 
04BA: set_car 57@(74@,3i) speed_to 0.0 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 0.0 0.0 0.0 
036A: put_actor $PLAYER_ACTOR in_car 57@(74@,3i) 

:CASINO5_12750
0465: remove_actor 72@ from_turret_mode 
009B: destroy_actor 72@ 
009B: destroy_actor 172@ 
009B: destroy_actor 173@ 
0108: destroy_object 174@ 
0687: clear_actor $PLAYER_ACTOR task 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 1 
0006: 32@ = 0 

:CASINO5_12802
00D6: if 
001B:   200 > 32@ 
004D: jump_if_false @CASINO5_12832 
0001: wait 0 ms 
0002: jump @CASINO5_12802 

:CASINO5_12832
016A: fade 1 time 0 

:CASINO5_12838
0008: $CASINO_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'CASINO5'  // Intensive Care
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 5000 
0998: add_respect 5 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0164: disable_marker $583 
02A7: $583 = create_icon_marker_and_sphere $ICON_CRASH at $X_PRICKLE_PINE_LV $Y_PRICKLE_PINE_LV $Z_PRICKLE_PINE_LV 
004F: create_thread @VCRASH  
0051: return 

:CASINO5_12932
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @CASINO5_12976 
00BC: show_text_highpriority GXT 52@s time 5000 flag 1 

:CASINO5_12976
0051: return 

:CASINO5_12978
004F: create_thread @A_TERM  
0995: unknown_remove_escapes 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASINO5_13015 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 

:CASINO5_13015
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0164: disable_marker 44@ 
0164: disable_marker 60@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 99@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 100@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 55@ 
01C3: remove_references_to_car 57@ 
01C3: remove_references_to_car 58@ 
01C3: remove_references_to_car 59@ 
01C3: remove_references_to_car 97@ 
01C3: remove_references_to_car 98@ 
0733: random_car_generator_enable_model #PATRIOT 
0296: unload_special_actor 1 
0249: release_model #LVEMT1 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0249: release_model #PATRIOT 
0249: release_model #AMBULAN 
0249: release_model #SENTINEL 
0249: release_model #MP5LNG 
0249: release_model #CJ_WHEELCHAIR1 
04EF: release_animation "GANGS" 
0004: $ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 90---------------
// Originally: The Meat Business

:CASINO6
03A4: name_thread 'CASINO6' 
0050: gosub @CASINO6_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CASINO6_38 
0050: gosub @CASINO6_31431 

:CASINO6_38
0050: gosub @CASINO6_32179 
004E: end_thread 

:CASINO6_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir
054C: use_GXT_table 'CASINO6' 
00A1: put_actor $PLAYER_ACTOR at 2179.934 1684.148 10.0533 
0173: set_actor $PLAYER_ACTOR Z_angle_to 108.0825 
04D7: set_actor $PLAYER_ACTOR locked 1 
01B4: set_player $PLAYER_CHAR can_move 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
0004: $PLAYER_IN_INTERIOR = 1 
04BB: select_interior 2 
02E4: load_cutscene_data 'CAS_6A' 

:CASINO6_157
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO6_181 
0001: wait 0 ms 
0002: jump @CASINO6_157 

:CASINO6_181
02E7: start_cutscene 
016A: fade 1 time 1000 

:CASINO6_190
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO6_214 
0001: wait 0 ms 
0002: jump @CASINO6_190 

:CASINO6_214
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CASINO6_227
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_251 
0001: wait 0 ms 
0002: jump @CASINO6_227 

:CASINO6_251
02EA: end_cutscene 
04BB: select_interior 0 
08F4: set_max_group_members 99 
00D6: if 
0039:   230@ == 1 
004D: jump_if_false @CASINO6_342 
00A5: 316@ = create_car #SENTINEL at 0.0 0.0 0.0 
018A: 218@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 40@ = create_checkpoint_at 0.0 0.0 0.0 

:CASINO6_342
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
004F: create_thread @A_CONT  
0860: link_actor $PLAYER_ACTOR to_interior 0 
0A0B: set_rendering_origin_at_3D_coord 2179.934 1684.148 10.0533 angle 108.0825 
060A: create_decision_maker_type 0 store_to 34@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 35@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 23 to_actors_pedtype 25 
0746: set_acquaintance 0 of_actors_pedtype 23 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 23 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
07AF: 310@ = player $PLAYER_CHAR group 
07B3: set_group 310@ give_command 1 
023C: load_special_actor 'ROSE' as 1 // models 290-299 

:CASINO6_460
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @CASINO6_486 
0001: wait 0 ms 
0002: jump @CASINO6_460 

:CASINO6_486
009A: 39@ = create_actor_pedtype 23 model #SPECIAL01 at 2181.372 1680.926 10.0636 
0173: set_actor 39@ Z_angle_to 71.6745 
0860: link_actor 39@ to_interior 0 
0164: disable_marker 40@ 
0187: 40@ = create_marker_above_actor 39@ 
018B: set_marker 40@ radar_mode 2 
07E0: set_marker 40@ type_to 1 
060B: set_actor 39@ decision_maker_to 34@ 
0568: set_actor 39@ untargetable 1 
0446: set_actor 39@ dismemberment_possible 0 
0223: set_actor 39@ health_to 300 
087F: set_actor 39@ never_leave_group 1 
0631: put_actor 39@ in_group 310@ 
07DD: set_actor 39@ attack_rate 100 // previously known as temper_to 
018A: 218@ = create_checkpoint_at 967.3132 2161.154 9.8203 
00BC: show_text_highpriority GXT 'CAS6_10' time 8000 flag 1  // ~s~Take ~b~Rosenberg~s~ to the ~y~abattoir~s~.
04D7: set_actor $PLAYER_ACTOR locked 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0213: 231@ = create_pickup #HEALTH type 3 at 958.9762 2096.836 1011.1 
016A: fade 1 time 500 

:CASINO6_689
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_713 
0001: wait 0 ms 
0002: jump @CASINO6_689 

:CASINO6_713
05AA: 366@s = 'CAS6_AA' // @s = 'short'  // ~z~OK, boss man, where to?
04AF: 320@ = 8200 // = constant 
008B: 343@ = $PLAYER_ACTOR // (int) 
05AA: 368@s = 'CAS6_AB' // @s = 'short'  // ~z~We're going to pay the Sindacco's a visit.
04AF: 321@ = 8201 // = constant 
0085: 344@ = 39@ // (int) 
05AA: 370@s = 'CAS6_AC' // @s = 'short'  // ~z~See how Johnny is,
04AF: 322@ = 8202 // = constant 
0085: 345@ = 39@ // (int) 
05AA: 372@s = 'CAS6_AD' // @s = 'short'  // ~z~win him over with some (sniff) kind words during his convalescence.
04AF: 323@ = 8203 // = constant 
0085: 346@ = 39@ // (int) 
05AA: 374@s = 'CAS6_AE' // @s = 'short'  // ~z~Well, yeah, sure. I could take you by there.
04AF: 324@ = 8204 // = constant 
008B: 347@ = $PLAYER_ACTOR // (int) 
05AA: 376@s = 'CAS6_AF' // @s = 'short'  // ~z~OK great! (sniff) We need a car!
04AF: 325@ = 8205 // = constant 
0085: 348@ = 39@ // (int) 
05AA: 378@s = 'CAS6_BA' // @s = 'short'  // ~z~I've gotta get out of this game.
04AF: 326@ = 8206 // = constant 
0085: 349@ = 39@ // (int) 
05AA: 380@s = 'CAS6_BB' // @s = 'short'  // ~z~Shit, my nose is pissing like a race horse (sniff).
04AF: 327@ = 8207 // = constant 
0085: 350@ = 39@ // (int) 
05AA: 382@s = 'CAS6_BC' // @s = 'short'  // ~z~That is really good stuff. Hey drive faster, would you please? C'mon, c'mon, c'mon, what are you, an old lady?
04AF: 328@ = 8208 // = constant 
0085: 351@ = 39@ // (int) 
05AA: 384@s = 'CAS6_BD' // @s = 'short'  // ~z~So you trying to get out?
04AF: 329@ = 8209 // = constant 
008B: 352@ = $PLAYER_ACTOR // (int) 
05AA: 386@s = 'CAS6_BE' // @s = 'short'  // ~z~Yes. God, yes.
04AF: 330@ = 8210 // = constant 
0085: 353@ = 39@ // (int) 
05AA: 388@s = 'CAS6_BF' // @s = 'short'  // ~z~I want to do something safe and legal and boring, with people that like me.
04AF: 331@ = 8211 // = constant 
0085: 354@ = 39@ // (int) 
05AA: 390@s = 'CAS6_BH' // @s = 'short'  // ~z~And have a wife and some kids and get divorced and fight for weekend access, like everybody else.
04AF: 332@ = 8212 // = constant 
0085: 355@ = 39@ // (int) 
05AA: 392@s = 'CAS6_BK' // @s = 'short'  // ~z~Listen. I'll see what I can do.
04AF: 333@ = 8213 // = constant 
008B: 356@ = $PLAYER_ACTOR // (int) 
05AA: 394@s = 'CAS6_BL' // @s = 'short'  // ~z~Thanks, I'm just so tired of all this life or death bullshit.
04AF: 334@ = 8214 // = constant 
0085: 357@ = 39@ // (int) 
05AA: 396@s = 'CAS6_BM' // @s = 'short'  // ~z~(sniff) Oh, shit, shit's all down my (sniff) damned shirt, and everything,
04AF: 335@ = 8215 // = constant 
0085: 358@ = 39@ // (int) 
05AA: 398@s = 'CAS6_BN' // @s = 'short'  // ~z~ah, that's my best shirt too, doesn't this shirt look good on me?
04AF: 336@ = 8216 // = constant 
0085: 359@ = 39@ // (int) 
05AA: 400@s = 'CAS6_CA' // @s = 'short'  // ~z~OK, let's get this over with.
04AF: 337@ = 8217 // = constant 
0085: 360@ = 39@ // (int) 
05AA: 402@s = 'CAS6_CB' // @s = 'short'  // ~z~I'm the boss, I am the boss! I'm the boss, I am the boss! Yeah,(sniff) yeah...
04AF: 338@ = 8218 // = constant 
0085: 361@ = 39@ // (int) 
0006: 33@ = 0 

:CASINO6_1290
0001: wait 0 ms 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_1739 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CASINO6_1381 
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir
0004: $1012 = 0 
0004: $1013 = 0 
05A9: s$1014 = 'ABATOIR' // s$  // Sindacco Abattoir
004F: create_thread @ENTEXT  
0002: jump @CASINO6_31283 

:CASINO6_1381
077E: get_active_interior_to 286@ 
00D6: if 
8039:   not  286@ == 0 
004D: jump_if_false @CASINO6_1502 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 967.3132 2161.154 radius 5.0 5.0 
004D: jump_if_false @CASINO6_1466 
0002: jump @CASINO6_2758 
0002: jump @CASINO6_1502 

:CASINO6_1466
04D7: set_actor 39@ locked 1 
0164: disable_marker 218@ 
0164: disable_marker 40@ 
06C9: remove_actor 39@ from_group 
0006: 315@ = 0 
0002: jump @CASINO6_1774 

:CASINO6_1502
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 967.3132 2161.154 radius 30.0 30.0 
004D: jump_if_false @CASINO6_1711 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 39@ radius 30.0 30.0 0 
004D: jump_if_false @CASINO6_1641 
00D6: if 
001B:   2 > 317@ 
004D: jump_if_false @CASINO6_1596 
0006: 317@ = 2 

:CASINO6_1596
00D6: if 
0039:   232@ == 0 
004D: jump_if_false @CASINO6_1634 
07FB: set_interior 'ABATOIR' access 0  // Sindacco Abattoir
0006: 232@ = 1 

:CASINO6_1634
0002: jump @CASINO6_1711 

:CASINO6_1641
00D6: if 
001B:   5 > 319@ 
004D: jump_if_false @CASINO6_1673 
0006: 318@ = 17 
0006: 319@ = 5 

:CASINO6_1673
00D6: if 
0039:   232@ == 1 
004D: jump_if_false @CASINO6_1711 
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir
0006: 232@ = 0 

:CASINO6_1711
0050: gosub @CASINO6_29738 
0050: gosub @CASINO6_2522 
0050: gosub @CASINO6_1949 
0002: jump @CASINO6_1767 

:CASINO6_1739
0006: 227@ = 1 
05AA: 228@s = 'CAS6_F0' // @s = 'short'  // ~r~Rosenberg was killed.
0002: jump @CASINO6_31431 

:CASINO6_1767
0002: jump @CASINO6_1290 

:CASINO6_1774
0001: wait 0 ms 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_1914 
077E: get_active_interior_to 286@ 
00D6: if 
0039:   286@ == 0 
004D: jump_if_false @CASINO6_1907 
04D7: set_actor 39@ locked 0 
087F: set_actor 39@ never_leave_group 1 
0631: put_actor 39@ in_group 310@ 
0164: disable_marker 40@ 
0187: 40@ = create_marker_above_actor 39@ 
07E0: set_marker 40@ type_to 1 
018B: set_marker 40@ radar_mode 2 
018A: 218@ = create_checkpoint_at 967.3132 2161.154 9.8203 
0006: 32@ = 0 
0006: 317@ = 3 
0002: jump @CASINO6_1290 

:CASINO6_1907
0002: jump @CASINO6_1942 

:CASINO6_1914
0006: 227@ = 1 
05AA: 228@s = 'CAS6_F0' // @s = 'short'  // ~r~Rosenberg was killed.
0002: jump @CASINO6_31431 

:CASINO6_1942
0002: jump @CASINO6_1774 

:CASINO6_1949
0871: init_jump_table 319@ total_jumps 7 default_jump 0 @CASINO6_2520 jumps 0 @CASINO6_2012 1 @CASINO6_2045 2 @CASINO6_2172 3 @CASINO6_2258 4 @CASINO6_2351 5 @CASINO6_2398 6 @CASINO6_2473 

:CASINO6_2012
00D6: if 
0019:   33@ > 8000 
004D: jump_if_false @CASINO6_2038 
000A: 319@ += 1 

:CASINO6_2038
0002: jump @CASINO6_2520 

:CASINO6_2045
00D6: if 
001B:   6 > 318@ 
004D: jump_if_false @CASINO6_2158 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 39@ radius 20.0 20.0 0 
004D: jump_if_false @CASINO6_2151 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) // s$ 
004F: create_thread @A_ALAP 2 100 343@(318@,23i)  
000A: 318@ += 1 
000A: 319@ += 1 

:CASINO6_2151
0002: jump @CASINO6_2172 

:CASINO6_2158
0006: 319@ = 3 
0002: jump @CASINO6_2520 

:CASINO6_2172
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @CASINO6_2251 
00D6: if 
0039:   315@ == 1 
004D: jump_if_false @CASINO6_2233 
0006: 318@ = 6 
0006: 319@ = 3 
0002: jump @CASINO6_2240 

:CASINO6_2233
0006: 319@ = 1 

:CASINO6_2240
0004: $1285($1288,2i) = -4 

:CASINO6_2251
0002: jump @CASINO6_2520 

:CASINO6_2258
00D6: if 
0039:   315@ == 1 
004D: jump_if_false @CASINO6_2351 
00D6: if 
001B:   17 > 318@ 
004D: jump_if_false @CASINO6_2351 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) // s$ 
004F: create_thread @A_ALAP 1 100 343@(318@,23i)  
000A: 318@ += 1 
000A: 319@ += 1 

:CASINO6_2351
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @CASINO6_2391 
0006: 319@ = 3 
0004: $1285($1288,2i) = -4 

:CASINO6_2391
0002: jump @CASINO6_2520 

:CASINO6_2398
00D6: if 
001B:   19 > 318@ 
004D: jump_if_false @CASINO6_2473 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) // s$ 
004F: create_thread @A_ALAP 2 100 343@(318@,23i)  
000A: 318@ += 1 
000A: 319@ += 1 

:CASINO6_2473
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @CASINO6_2513 
0006: 319@ = 5 
0004: $1285($1288,2i) = -4 

:CASINO6_2513
0002: jump @CASINO6_2520 

:CASINO6_2520
0051: return 

:CASINO6_2522
0871: init_jump_table 317@ total_jumps 4 default_jump 0 @CASINO6_2756 jumps 0 @CASINO6_2585 1 @CASINO6_2653 2 @CASINO6_2686 3 @CASINO6_2723 -1 @CASINO6_2756 -1 @CASINO6_2756 -1 @CASINO6_2756 

:CASINO6_2585
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 39@ radius 60.0 60.0 0 
004D: jump_if_false @CASINO6_2646 
00BC: show_text_highpriority GXT 'CAS6_11' time 8000 flag 1  // ~s~Don't leave ~b~Rosenberg~s~ behind you need to take him to the ~y~abattoir~s~.
0006: 32@ = 0 
000A: 317@ += 1 

:CASINO6_2646
0002: jump @CASINO6_2756 

:CASINO6_2653
00D6: if 
0019:   32@ > 20000 
004D: jump_if_false @CASINO6_2679 
000E: 317@ -= 1 

:CASINO6_2679
0002: jump @CASINO6_2756 

:CASINO6_2686
00BC: show_text_highpriority GXT 'CAS6_12' time 8000 flag 1  // ~s~You need to take ~b~Rosenberg~s~ to the ~y~abattoir~s~.
0006: 32@ = 0 
000A: 317@ += 1 
0002: jump @CASINO6_2756 

:CASINO6_2723
00D6: if 
0019:   32@ > 20000 
004D: jump_if_false @CASINO6_2749 
0006: 317@ = 0 

:CASINO6_2749
0002: jump @CASINO6_2756 

:CASINO6_2756
0051: return 

:CASINO6_2758
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
8119:   not car 316@ wrecked 
004D: jump_if_false @CASINO6_3064 
00D6: if 
00B0:   car 316@ sphere 0 in_rectangle_cornerA 960.4431 2087.975 cornerB 996.5055 2182.153 
004D: jump_if_false @CASINO6_3054 
00D6: if 
81F4:   not car 316@ flipped 
004D: jump_if_false @CASINO6_3054 
0006: 233@ = 1 
00AA: store_car 316@ position_to 241@ 242@ 243@ 
0174: 244@ = car 316@ Z_angle 
0441: 234@ = car 316@ model 
03F3: get_car 316@ primary_color_to 235@ secondary_color_to 236@ 
0A12: get_car 316@ tertiary_color_to 237@ quaternary_color_to 238@ 
0006: 216@ = 0 

:CASINO6_2899
00D6: if 
001B:   4 > 216@ 
004D: jump_if_false @CASINO6_2958 
00D6: if 
0496:   tire 216@ on_car 316@ deflated 
004D: jump_if_false @CASINO6_2944 
08BF: set 239@ bit 216@ 

:CASINO6_2944
000A: 216@ += 1 
0002: jump @CASINO6_2899 

:CASINO6_2958
00D6: if 
0A01:   model 234@ car 
004D: jump_if_false @CASINO6_3047 
0006: 216@ = 0 

:CASINO6_2981
00D6: if 
001B:   6 > 216@ 
004D: jump_if_false @CASINO6_3040 
00D6: if 
09BB:   car 316@ has_visible_damage_on_component 216@ 
004D: jump_if_false @CASINO6_3026 
08BF: set 240@ bit 216@ 

:CASINO6_3026
000A: 216@ += 1 
0002: jump @CASINO6_2981 

:CASINO6_3040
0002: jump @CASINO6_3054 

:CASINO6_3047
0006: 240@ = -1 

:CASINO6_3054
0A30: repair_car 316@ 
0249: release_model 234@ 

:CASINO6_3064
0006: 286@ = 0 

:CASINO6_3071
00D6: if 
0039:   286@ == 0 
004D: jump_if_false @CASINO6_3108 
0001: wait 0 ms 
09E8: 286@ = actor $PLAYER_ACTOR active_interior 
0002: jump @CASINO6_3071 

:CASINO6_3108
016A: fade 0 time 0 

:CASINO6_3114
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_3138 
0001: wait 0 ms 
0002: jump @CASINO6_3114 

:CASINO6_3138
08C7: put_actor $PLAYER_ACTOR at 963.7808 2165.35 1010.031 dont_warp_gang 
01B4: set_player $PLAYER_CHAR can_move 0 
06AF: set_player $PLAYER_CHAR sprint_mode 1 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_3268 
00D6: if 
80DF:   not actor 39@ driving 
004D: jump_if_false @CASINO6_3231 
00A1: put_actor 39@ at 963.8596 2162.615 1010.031 
0002: jump @CASINO6_3251 

:CASINO6_3231
0362: remove_actor 39@ from_car_and_place_at 963.8596 2162.615 1010.031 

:CASINO6_3251
04D7: set_actor 39@ locked 1 
0164: disable_marker 40@ 
06C9: remove_actor 39@ from_group 

:CASINO6_3268
0164: disable_marker 218@ 
00D6: if 
8119:   not car 316@ wrecked 
004D: jump_if_false @CASINO6_3294 
00A6: destroy_car 316@ 

:CASINO6_3294
0006: 319@ = 0 
0006: 318@ = 0 
042B: clear_peds_from_cube_cornerA 930.0 2178.0 1008.0 cornerB 964.0 2095.0 1014.0 
03EF: player $PLAYER_CHAR make_safe 
04BB: select_interior 1 
02E4: load_cutscene_data 'CAS6B_1' 

:CASINO6_3360
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO6_3384 
0001: wait 0 ms 
0002: jump @CASINO6_3360 

:CASINO6_3384
02E7: start_cutscene 
016A: fade 1 time 1000 

:CASINO6_3393
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO6_3417 
0001: wait 0 ms 
0002: jump @CASINO6_3393 

:CASINO6_3417
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CASINO6_3432
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_3456 
0001: wait 0 ms 
0002: jump @CASINO6_3432 

:CASINO6_3456
00D6: if 
856A:   not cutscene_skipped 
004D: jump_if_false @CASINO6_3576 
02E4: load_cutscene_data 'CAS6B_2' 

:CASINO6_3480
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO6_3504 
0001: wait 0 ms 
0002: jump @CASINO6_3480 

:CASINO6_3504
02E7: start_cutscene 
016A: fade 1 time 1000 

:CASINO6_3513
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO6_3537 
0001: wait 0 ms 
0002: jump @CASINO6_3513 

:CASINO6_3537
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CASINO6_3552
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_3576 
0001: wait 0 ms 
0002: jump @CASINO6_3552 

:CASINO6_3576
02A3: enable_widescreen 1 
03CB: set_rendering_origin_at 942.8142 2111.484 1010.031 
04E4: refresh_game_renderer_at 942.8142 2111.484 
00A1: put_actor $PLAYER_ACTOR at 961.4175 2111.39 1010.03 
0173: set_actor $PLAYER_ACTOR Z_angle_to 100.0 
04D7: set_actor $PLAYER_ACTOR locked 0 
0006: 36@ = 0 
0247: load_model #VMAFF1 
0247: load_model #VMAFF2 
0247: load_model #VMAFF3 
0247: load_model #VMAFF4 
0247: load_model #MOLOTOV 
0247: load_model #MP5LNG 
0247: load_model #CHNSAW 
0247: load_model #BAT 
0247: load_model #FIRE_EX 
0247: load_model #BODYARMOUR 
0247: load_model #AB_CARCASS 
0247: load_model #AB_HOOK 
0247: load_model #FREEZER_DOOR 
0247: load_model #SEC_KEYPAD 
0247: load_model #CARDBOARDBOX2 
0247: load_model #CJ_MEAT_BAG_1 
0247: load_model #CJ_MEAT_1 
0247: load_model #CJ_MEAT_2 
03CF: load_wav 1812 as 3 

:CASINO6_3745
00D6: if or
8248:   not model #VMAFF1 available 
8248:   not model #VMAFF2 available 
8248:   not model #VMAFF3 available 
8248:   not model #VMAFF4 available 
8248:   not model #MOLOTOV available 
004D: jump_if_false @CASINO6_3788 
0001: wait 0 ms 
0002: jump @CASINO6_3745 

:CASINO6_3788
00D6: if or
8248:   not model #MP5LNG available 
8248:   not model #CHNSAW available 
8248:   not model #BAT available 
8248:   not model #FIRE_EX available 
8248:   not model #BODYARMOUR available 
004D: jump_if_false @CASINO6_3834 
0001: wait 0 ms 
0002: jump @CASINO6_3788 

:CASINO6_3834
00D6: if or
8248:   not model #AB_CARCASS available 
8248:   not model #AB_HOOK available 
8248:   not model #FREEZER_DOOR available 
8248:   not model #SEC_KEYPAD available 
8248:   not model #CARDBOARDBOX2 available 
8248:   not model #CJ_MEAT_BAG_1 available 
004D: jump_if_false @CASINO6_3886 
0001: wait 0 ms 
0002: jump @CASINO6_3834 

:CASINO6_3886
00D6: if or
8248:   not model #CJ_MEAT_1 available 
8248:   not model #CJ_MEAT_2 available 
83D0:   not wav 3 loaded 
004D: jump_if_false @CASINO6_3922 
0001: wait 0 ms 
0002: jump @CASINO6_3886 

:CASINO6_3922
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon 220@ ammo 230@ model 230@ 
00D6: if 
04A4:   220@ == 9 // == constant 
004D: jump_if_false @CASINO6_3975 
04AF: 220@ = 5 // = constant 
0249: release_model #CHNSAW 
0002: jump @CASINO6_3982 

:CASINO6_3975
04AF: 220@ = 9 // = constant 

:CASINO6_3982
0828: set_max_fire_generations 0 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_4109 
00A1: put_actor 39@ at 959.7906 2108.67 1010.03 
0173: set_actor 39@ Z_angle_to 51.5 
0860: link_actor 39@ to_interior 1 
04D7: set_actor 39@ locked 0 
0164: disable_marker 40@ 
0187: 40@ = create_marker_above_actor 39@ 
018B: set_marker 40@ radar_mode 2 
08DC: create_interior_marker 40@ at 968.3954 2160.965 radius 1.0 
07E0: set_marker 40@ type_to 1 
060B: set_actor 39@ decision_maker_to 34@ 
0223: set_actor 39@ health_to 300 

:CASINO6_4109
03C4: set_status_text $7761 type 1 GXT 'CAS6_C0' // global_variable  // Rosie
0006: 41@ = 0 
0006: 42@ = 0 
0006: 44@ = 0 
0006: 51@ = 0 
0213: 37@ = create_pickup #FIRE_EX type 3 at 962.9547 2101.918 1011.0 
029B: 43@ = init_object #FIRE_EX at 959.9 2098.1 1010.6 
0453: set_object 43@ XYZ_rotation 0.0 45.0 90.0 
0213: 38@ = create_pickup #BODYARMOUR type 3 at 958.4733 2144.251 1011.0 
075B: zoom_radar 95 
0006: 287@ = 0 
0006: 227@ = 0 
0006: 309@ = 0 
0006: 305@ = 0 
0006: 306@ = 0 
0007: 180@ = 1.062 
0087: 178@ = 180@ // (float) 
0013: 178@ *= 2.0 
0013: 178@ *= 3.141593 
0017: 178@ /= 360.0 
0007: 176@ = 0.0 
0007: 177@ = -0.0001 
0006: 162@ = 1 
0006: 161@ = 0 
0006: 163@ = 0 
0007: 181@ = 945.725 
0007: 189@ = 2175.24 
0007: 182@ = 946.787 
0007: 190@ = 2174.185 
0007: 183@ = 946.787 
0007: 191@ = 2118.155 
0007: 184@ = 945.725 
0007: 192@ = 2117.069 
0007: 185@ = 938.357 
0007: 193@ = 2117.069 
0007: 186@ = 937.262 
0007: 194@ = 2118.155 
0007: 187@ = 937.262 
0007: 195@ = 2174.185 
0007: 188@ = 938.357 
0007: 196@ = 2175.24 
0007: 197@ = 1016.288 
029B: 160@ = init_object #SEC_KEYPAD at 946.35 2113.55 1011.522 
0382: set_object 160@ collision_detection 0 
0550: keep_object 160@ in_memory 1 
029B: 154@ = init_object #CARDBOARDBOX2 at 937.262 2126.155 197@ 
0392: make_object 154@ moveable 0 
0382: set_object 154@ collision_detection 0 
0750: set_object 154@ visibility 0 
0006: 148@ = 6 
0007: 164@ = 0.0 
0007: 170@ = 0.0 
029B: 142@ = init_object #AB_CARCASS at 937.228 2121.157 197@ 
069A: attach_object 142@ to_object 154@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
029B: 155@ = init_object #CARDBOARDBOX2 at 940.356 2175.24 197@ 
0392: make_object 155@ moveable 0 
0382: set_object 155@ collision_detection 0 
0750: set_object 155@ visibility 0 
0006: 149@ = 0 
0007: 165@ = 90.0 
0007: 171@ = 0.0 
029B: 143@ = init_object #AB_CARCASS at 940.356 2175.264 197@ 
069A: attach_object 143@ to_object 155@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
029B: 156@ = init_object #CARDBOARDBOX2 at 946.846 2135.264 197@ 
0392: make_object 156@ moveable 0 
0382: set_object 156@ collision_detection 0 
0750: set_object 156@ visibility 0 
0006: 150@ = 2 
0007: 166@ = 0.0 
0007: 172@ = 0.0 
029B: 144@ = init_object #AB_CARCASS at 946.846 2135.264 197@ 
069A: attach_object 144@ to_object 156@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
029B: 157@ = init_object #AB_HOOK at 941.727 2117.076 197@ 
0006: 151@ = 4 
0007: 167@ = 90.0 
0007: 173@ = 45.0 
0453: set_object 157@ XYZ_rotation 0.0 0.0 173@ 
029B: 158@ = init_object #AB_HOOK at 937.228 2162.24 197@ 
0006: 152@ = 6 
0007: 168@ = 0.0 
0007: 174@ = -45.0 
0453: set_object 158@ XYZ_rotation 0.0 0.0 174@ 
029B: 159@ = init_object #AB_HOOK at 946.846 2172.24 197@ 
0006: 153@ = 2 
0007: 169@ = 0.0 
0007: 175@ = 135.0 
0453: set_object 159@ XYZ_rotation 0.0 0.0 175@ 
029B: 245@ = init_object #CJ_MEAT_BAG_1 at 933.6226 2118.948 1012.313 
0177: set_object 245@ Z_angle_to 65.0793 
029B: 246@ = init_object #CJ_MEAT_BAG_1 at 933.1715 2133.366 1012.767 
0177: set_object 246@ Z_angle_to 65.0783 
029B: 247@ = init_object #CJ_MEAT_BAG_1 at 942.9017 2155.644 1013.479 
0177: set_object 247@ Z_angle_to 64.6149 
029B: 248@ = init_object #CJ_MEAT_BAG_1 at 950.8132 2166.67 1012.296 
0177: set_object 248@ Z_angle_to 88.701 
029B: 249@ = init_object #CJ_MEAT_2 at 942.7145 2154.633 1011.213 
0177: set_object 249@ Z_angle_to 73.973 
029B: 250@ = init_object #CJ_MEAT_2 at 950.4804 2155.572 1011.902 
0177: set_object 250@ Z_angle_to 131.2515 
029B: 251@ = init_object #CJ_MEAT_2 at 942.3651 2118.868 1011.241 
0177: set_object 251@ Z_angle_to 64.6148 
029B: 252@ = init_object #CJ_MEAT_2 at 950.6234 2132.096 1011.947 
0177: set_object 252@ Z_angle_to 24.2141 
029B: 253@ = init_object #CJ_MEAT_2 at 934.5715 2171.173 1011.266 
0177: set_object 253@ Z_angle_to 354.6342 
029B: 202@ = init_object #FREEZER_DOOR at 951.859 2121.648 1012.094 
09CA: set_object 202@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 203@ = init_object #SEC_KEYPAD at 950.9305 2114.348 1011.522 
0177: set_object 203@ Z_angle_to 180.0 
0550: keep_object 203@ in_memory 1 
0382: set_object 203@ collision_detection 0 
0006: 204@ = 0 
0007: 214@ = 0.0 
0007: 215@ = 0.001 
0006: 289@ = -1 
0615: define_AS_pack_begin 206@ 
05D4: AS_actor -1 rotate_angle 180.0 
05BA: AS_actor -1 move_mouth 800 ms 
0616: define_AS_pack_end 206@ 
029B: 208@ = init_object #AB_CARCASS at 962.4035 2119.817 197@ 
029B: 209@ = init_object #AB_CARCASS at 962.4035 2121.641 197@ 
029B: 210@ = init_object #AB_CARCASS at 962.4035 2124.842 197@ 
029B: 211@ = init_object #AB_CARCASS at 955.9693 2128.817 197@ 
029B: 212@ = init_object #AB_CARCASS at 955.9693 2131.641 197@ 
029B: 213@ = init_object #AB_CARCASS at 955.9693 2134.842 197@ 
0006: 140@ = 29 
0006: 141@ = 0 
0006: 216@ = 0 

:CASINO6_5751
00D6: if 
001D:   140@ > 216@ // (int) 
004D: jump_if_false @CASINO6_5795 
0006: 111@(216@,29i) = -1 
000A: 216@ += 1 
0002: jump @CASINO6_5751 

:CASINO6_5795
009A: 53@ = create_actor_pedtype 25 model #VMAFF3 at 937.3484 2112.078 1010.031 
0173: set_actor 53@ Z_angle_to 264.0 
0223: set_actor 53@ health_to 200 
08AF: set_actor 53@ max_health_to 200 
0187: 82@ = create_marker_above_actor 53@ 
018B: set_marker 82@ radar_mode 2 
08DC: create_interior_marker 82@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 53@ stay_put 1 
01B2: give_actor 53@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 53@ armed_weapon_to 29 
02E2: set_actor 53@ weapon_accuracy_to 30 
060B: set_actor 53@ decision_maker_to 34@ 
0006: 111@ = 0 
009A: 54@ = create_actor_pedtype 25 model #VMAFF4 at 937.135 2108.94 1010.031 
0173: set_actor 54@ Z_angle_to 271.5 
0223: set_actor 54@ health_to 200 
08AF: set_actor 54@ max_health_to 200 
0187: 83@ = create_marker_above_actor 54@ 
018B: set_marker 83@ radar_mode 2 
08DC: create_interior_marker 83@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 54@ stay_put 1 
01B2: give_actor 54@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 54@ armed_weapon_to 29 
02E2: set_actor 54@ weapon_accuracy_to 30 
060B: set_actor 54@ decision_maker_to 34@ 
0006: 112@ = 0 
009A: 55@ = create_actor_pedtype 25 model #VMAFF1 at 939.319 2124.888 1010.031 
0173: set_actor 55@ Z_angle_to 195.0 
0223: set_actor 53@ health_to 200 
08AF: set_actor 53@ max_health_to 200 
0187: 84@ = create_marker_above_actor 55@ 
018B: set_marker 84@ radar_mode 2 
08DC: create_interior_marker 84@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 55@ weapon 220@ ammo 0 // Load the weapon model before using this 
01B9: set_actor 55@ armed_weapon_to 220@ 
0006: 113@ = 0 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05BA: AS_actor -1 move_mouth 800 ms 
0638: AS_actor -1 stay_put 0 
05D3: AS_actor -1 goto_point 940.5833 2116.169 1010.031 mode 6 time -1 ms // versionA 
05BC: AS_actor -1 jump 1 
05E2: AS_actor -1 kill_actor 39@ 
07BC: set_actor -1 decision_maker_to 35@ // AS_pack_version 
0616: define_AS_pack_end 290@ 
0618: assign_actor 55@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
009A: 56@ = create_actor_pedtype 25 model #VMAFF2 at 937.819 2137.487 1010.03 
0173: set_actor 56@ Z_angle_to 188.0 
0223: set_actor 53@ health_to 200 
08AF: set_actor 53@ max_health_to 200 
0187: 85@ = create_marker_above_actor 56@ 
018B: set_marker 85@ radar_mode 2 
08DC: create_interior_marker 85@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 56@ weapon 5 ammo 0 // Load the weapon model before using this 
01B9: set_actor 56@ armed_weapon_to 5 
02E2: set_actor 56@ weapon_accuracy_to 35 
0006: 114@ = 0 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05BA: AS_actor -1 move_mouth 800 ms 
0638: AS_actor -1 stay_put 0 
05D3: AS_actor -1 goto_point 940.5833 2116.169 1010.031 mode 6 time -1 ms // versionA 
05BC: AS_actor -1 jump 1 
05E2: AS_actor -1 kill_actor 39@ 
07BC: set_actor -1 decision_maker_to 35@ // AS_pack_version 
0616: define_AS_pack_end 290@ 
0618: assign_actor 56@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
009A: 57@ = create_actor_pedtype 25 model #VMAFF4 at 948.0 2124.0 1010.031 
0173: set_actor 57@ Z_angle_to 135.0 
0223: set_actor 57@ health_to 200 
08AF: set_actor 57@ max_health_to 200 
0187: 86@ = create_marker_above_actor 57@ 
018B: set_marker 86@ radar_mode 2 
08DC: create_interior_marker 86@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 57@ stay_put 1 
02E2: set_actor 57@ weapon_accuracy_to 30 
0006: 115@ = 0 
029B: 254@ = init_object #MOLOTOV at 948.0 2124.0 1010.031 
0392: make_object 254@ moveable 0 
0382: set_object 254@ collision_detection 0 
070A: AS_actor 57@ attach_to_object 254@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
066D: 256@ = attach_particle "FIRE" to_object 254@ with_offset 0.0 0.0 0.6 type 1 
0615: define_AS_pack_begin 290@ 
05BA: AS_actor -1 move_mouth 200 ms 
0605: actor -1 perform_animation "UZI_RELOAD" IFP "UZI" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 300 
0605: actor -1 perform_animation "WEAPON_START_THROW" IFP "GRENADE" framedelta 10.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "WEAPON_THROW" IFP "GRENADE" framedelta 10.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 500 ms 
0603: AS_actor -1 goto_point_any_means 944.032 2119.907 1010.031 mode 6 use_car -1 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 290@ 
0618: assign_actor 57@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
009A: 58@ = create_actor_pedtype 25 model #VMAFF2 at 940.7016 2138.933 1010.031 
0173: set_actor 58@ Z_angle_to 180.0 
0223: set_actor 58@ health_to 200 
08AF: set_actor 58@ max_health_to 200 
0187: 87@ = create_marker_above_actor 58@ 
018B: set_marker 87@ radar_mode 2 
08DC: create_interior_marker 87@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 58@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 58@ armed_weapon_to 29 
02E2: set_actor 58@ weapon_accuracy_to 30 
0006: 116@ = 0 
0085: 291@ = 58@ // (int) 
0006: 292@ = 0 
0006: 293@ = 1 
0007: 295@ = 940.8504 
0007: 296@ = 2120.21 
0007: 297@ = 1010.031 
0007: 298@ = 184.0 
0050: gosub @CASINO6_21012 
009A: 59@ = create_actor_pedtype 25 model #VMAFF1 at 938.9517 2132.403 1010.031 
0173: set_actor 59@ Z_angle_to 170.0 
0223: set_actor 59@ health_to 200 
08AF: set_actor 59@ max_health_to 200 
0187: 88@ = create_marker_above_actor 59@ 
018B: set_marker 88@ radar_mode 2 
08DC: create_interior_marker 88@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 59@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 59@ armed_weapon_to 29 
02E2: set_actor 59@ weapon_accuracy_to 30 
0006: 117@ = 0 
0085: 291@ = 59@ // (int) 
0006: 292@ = 0 
0006: 293@ = 1 
0007: 295@ = 933.7762 
0007: 296@ = 2120.589 
0007: 297@ = 1010.031 
0007: 298@ = 230.0 
0050: gosub @CASINO6_21012 
009A: 60@ = create_actor_pedtype 25 model #VMAFF3 at 942.4279 2129.262 1011.228 
0173: set_actor 60@ Z_angle_to 180.0 
0223: set_actor 60@ health_to 200 
08AF: set_actor 60@ max_health_to 200 
0187: 89@ = create_marker_above_actor 60@ 
018B: set_marker 89@ radar_mode 2 
08DC: create_interior_marker 89@ at 968.3954 2160.965 radius 1.0 
04EB: AS_actor 60@ crouch 1 
0638: AS_actor 60@ stay_put 1 
01B2: give_actor 60@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 60@ armed_weapon_to 29 
02E2: set_actor 60@ weapon_accuracy_to 30 
0006: 118@ = 0 
009A: 61@ = create_actor_pedtype 25 model #VMAFF2 at 941.8554 2141.05 1010.03 
0173: set_actor 61@ Z_angle_to 198.3264 
0223: set_actor 61@ health_to 200 
08AF: set_actor 61@ max_health_to 200 
0187: 90@ = create_marker_above_actor 61@ 
018B: set_marker 90@ radar_mode 2 
08DC: create_interior_marker 90@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 61@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 61@ armed_weapon_to 29 
02E2: set_actor 61@ weapon_accuracy_to 30 
0006: 119@ = 0 
0085: 291@ = 61@ // (int) 
0006: 292@ = 0 
0006: 293@ = 1 
0007: 295@ = 950.5577 
0007: 296@ = 2126.734 
0007: 297@ = 1010.031 
0007: 298@ = 150.0 
0050: gosub @CASINO6_21012 
015F: set_camera_position 946.2746 2122.199 1011.263 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 947.4866 2124.386 1011.263 switchstyle 2 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 0 
0006: 219@ = 0 
0001: wait 0 ms 
0007: 280@ = 0.2 
015D: set_gamespeed 280@ 
0006: 32@ = 0 

:CASINO6_7669
00D6: if 
001B:   100 > 32@ 
004D: jump_if_false @CASINO6_7698 
0001: wait 0 ms 
0002: jump @CASINO6_7669 

:CASINO6_7698
016A: fade 1 time 0 
0707: start_scene_skip_to @CASINO6_9497 
0007: 274@ = 0.25 
006B: 274@ *= 280@ // (float) 
0007: 276@ = -0.0001 
006B: 276@ *= 280@ // (float) 
0007: 278@ = 0.4 
006B: 278@ *= 280@ // (float) 
0007: 275@ = 0.2 
006B: 275@ *= 280@ // (float) 
0007: 277@ = -0.05 
006B: 277@ *= 280@ // (float) 
006B: 277@ *= 280@ // (float) 
0007: 279@ = 0.0 

:CASINO6_7819
00D6: if 
0039:   281@ == 0 
004D: jump_if_false @CASINO6_7913 
0001: wait 0 ms 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @CASINO6_7899 
00D6: if 
0611:   actor 57@ performing_animation "UZI_RELOAD" 
004D: jump_if_false @CASINO6_7892 
0006: 281@ = 1 

:CASINO6_7892
0002: jump @CASINO6_7906 

:CASINO6_7899
0006: 281@ = 1 

:CASINO6_7906
0002: jump @CASINO6_7819 

:CASINO6_7913
064C: make_particle 256@ visible 

:CASINO6_7918
00D6: if 
0039:   281@ == 0 
004D: jump_if_false @CASINO6_8014 
0001: wait 0 ms 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @CASINO6_8000 
00D6: if 
0611:   actor 57@ performing_animation "WEAPON_THROW" 
004D: jump_if_false @CASINO6_7993 
0006: 281@ = 1 

:CASINO6_7993
0002: jump @CASINO6_8007 

:CASINO6_8000
0006: 281@ = 1 

:CASINO6_8007
0002: jump @CASINO6_7918 

:CASINO6_8014
0006: 281@ = 0 

:CASINO6_8021
00D6: if 
0039:   281@ == 0 
004D: jump_if_false @CASINO6_8160 
0001: wait 0 ms 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @CASINO6_8146 
00D6: if 
0611:   actor 57@ performing_animation "WEAPON_THROW" 
004D: jump_if_false @CASINO6_8139 
0613: 282@ = actor 57@ animation "WEAPON_THROW" time 
00D6: if 
0031:   282@ >= 0.3 
004D: jump_if_false @CASINO6_8139 
0006: 281@ = 1 

:CASINO6_8139
0002: jump @CASINO6_8153 

:CASINO6_8146
0006: 281@ = 1 

:CASINO6_8153
0002: jump @CASINO6_8021 

:CASINO6_8160
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @CASINO6_8297 
01BB: store_object 254@ position_to 268@ 269@ 270@ 
070B: set_actor 57@ onbone_attached_object_operation 0 
0650: destroy_particle 256@ 
0108: destroy_object 254@ 
0006: 219@ = 1 
029B: 255@ = init_object #MOLOTOV at 268@ 269@ 270@ 
066D: 257@ = attach_particle "FIRE" to_object 255@ with_offset 0.0 0.0 0.6 type 1 
064C: make_particle 257@ visible 
0007: 271@ = 0.0 
0007: 272@ = 0.0 
0007: 273@ = 0.0 

:CASINO6_8297
02F7: 198@ = cosine 241.0 // (float) 
02F6: 199@ = sine 241.0 // (float) 
0005: $TEMPVAR_FLOAT_3 = 5000.0 

:CASINO6_8327
00D6: if 
8032:   not  1010.031 >= $TEMPVAR_FLOAT_3 
004D: jump_if_false @CASINO6_8760 
0001: wait 0 ms 
005B: 274@ += 276@ // (float) 
005B: 278@ += 274@ // (float) 
0087: 200@ = 278@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 278@ // (float) 
006B: 201@ *= 199@ // (float) 
007B: 275@ += frame_delta_time * 277@ // (float) 
007B: 279@ += frame_delta_time * 275@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 268@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 200@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 269@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 201@ // (float) 
0088: $TEMPVAR_FLOAT_3 = 270@ // (float) 
005F: $TEMPVAR_FLOAT_3 += 279@ // (float) 
01BC: put_object 255@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0079: 271@ += frame_delta_time * 1.0 // (float) 
0079: 272@ += frame_delta_time * 1.0 // (float) 
0079: 273@ += frame_delta_time * 1.0 // (float) 
0453: set_object 255@ XYZ_rotation 271@ 272@ 273@ 
0087: 283@ = 278@ // (float) 
000B: 283@ += 1.5 
0087: 284@ = 278@ // (float) 
000F: 284@ -= 1.0 
0087: 200@ = 283@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 283@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 268@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 200@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 269@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 201@ // (float) 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 270@ rotation 0.0 0.0 0.0 
0087: 200@ = 284@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 284@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 268@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 200@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 269@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 201@ // (float) 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 270@ switchstyle 2 
00D6: if 
0032:   1010.5 >= $TEMPVAR_FLOAT_3 
004D: jump_if_false @CASINO6_8753 
0550: keep_object 255@ in_memory 1 

:CASINO6_8753
0002: jump @CASINO6_8327 

:CASINO6_8760
0650: destroy_particle 257@ 
0108: destroy_object 255@ 
0249: release_model #MOLOTOV 
0006: 219@ = 2 
064B: 258@ = create_particle "EXPLOSION_MOLOTOV" at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 1010.0 type 1 
064F: remove_references_to_particle 258@ 
08FD: enable_heat_visuals 1 
02CF: 259@ = create_fire_at 940.35 2114.0 1010.03 propagation 0 size 2 
0006: 219@ = 3 
02CF: 260@ = create_fire_at 941.1 2114.0 1010.03 propagation 0 size 1 
0006: 219@ = 4 
02CF: 261@ = create_fire_at 941.5 2114.0 1010.03 propagation 0 size 1 
0006: 219@ = 5 
02CF: 262@ = create_fire_at 942.3 2114.0 1010.03 propagation 0 size 1 
0006: 219@ = 6 
02CF: 263@ = create_fire_at 942.9 2114.0 1010.03 propagation 0 size 1 
0006: 219@ = 7 
02CF: 264@ = create_fire_at 943.65 2114.0 1010.03 propagation 0 size 2 
0006: 219@ = 8 
0006: 32@ = 0 

:CASINO6_9021
00D6: if 
001B:   220 > 32@ 
004D: jump_if_false @CASINO6_9262 
0001: wait 0 ms 
005B: 278@ += 274@ // (float) 
0087: 283@ = 278@ // (float) 
000B: 283@ += 1.5 
0087: 284@ = 278@ // (float) 
000F: 284@ -= 1.0 
0087: 200@ = 283@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 283@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 268@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 200@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 269@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 201@ // (float) 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 270@ rotation 0.0 0.0 0.0 
0087: 200@ = 284@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 284@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 268@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 200@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 269@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 201@ // (float) 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 270@ switchstyle 2 
0002: jump @CASINO6_9021 

:CASINO6_9262
0007: 285@ = 61.0 
068D: get_camera_position_to 224@ 225@ 226@ 
0006: 32@ = 0 

:CASINO6_9290
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @CASINO6_9320 
0001: wait 0 ms 
0002: jump @CASINO6_9290 

:CASINO6_9320
0006: 32@ = 0 

:CASINO6_9327
00D6: if 
001B:   700 > 32@ 
004D: jump_if_false @CASINO6_9460 
0001: wait 0 ms 
02F7: 198@ = cosine 285@ // (float) 
02F6: 199@ = sine 285@ // (float) 
0087: 200@ = 284@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 284@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 224@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 200@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 225@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 201@ // (float) 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 270@ switchstyle 2 
000F: 285@ -= 0.25 
0002: jump @CASINO6_9327 

:CASINO6_9460
0006: 32@ = 0 

:CASINO6_9467
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @CASINO6_9497 
0001: wait 0 ms 
0002: jump @CASINO6_9467 

:CASINO6_9497
0701: end_scene_skip 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0871: init_jump_table 219@ total_jumps 8 default_jump 0 @CASINO6_9836 jumps 0 @CASINO6_9637 1 @CASINO6_9670 2 @CASINO6_9685 3 @CASINO6_9709 4 @CASINO6_9733 5 @CASINO6_9757 6 @CASINO6_9781 
0872: jump_table_jumps 7 @CASINO6_9805 -1 @CASINO6_9836 -1 @CASINO6_9836 -1 @CASINO6_9836 -1 @CASINO6_9836 -1 @CASINO6_9836 -1 @CASINO6_9836 -1 @CASINO6_9836 -1 @CASINO6_9836 

:CASINO6_9637
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @CASINO6_9660 
070B: set_actor 57@ onbone_attached_object_operation 0 

:CASINO6_9660
0650: destroy_particle 256@ 
0108: destroy_object 254@ 

:CASINO6_9670
0650: destroy_particle 257@ 
0108: destroy_object 255@ 
0249: release_model #MOLOTOV 

:CASINO6_9685
02CF: 259@ = create_fire_at 940.35 2114.0 1010.03 propagation 0 size 2 

:CASINO6_9709
02CF: 260@ = create_fire_at 941.1 2114.0 1010.03 propagation 0 size 1 

:CASINO6_9733
02CF: 261@ = create_fire_at 941.5 2114.0 1010.03 propagation 0 size 1 

:CASINO6_9757
02CF: 262@ = create_fire_at 942.3 2114.0 1010.03 propagation 0 size 1 

:CASINO6_9781
02CF: 263@ = create_fire_at 942.9 2114.0 1010.03 propagation 0 size 1 

:CASINO6_9805
02CF: 264@ = create_fire_at 943.65 2114.0 1010.03 propagation 0 size 2 
0002: jump @CASINO6_9836 

:CASINO6_9836
0650: destroy_particle 258@ 
03E6: remove_text_box 
03E5: show_text_box 'CAS6_G0'  // ~s~Protect ~b~Rosenberg~s~ and kill all the ~r~witnesses~s~.
0006: 32@ = 0 
08FD: enable_heat_visuals 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
07FB: set_interior 'ABATOIR' access 0  // Sindacco Abattoir
0006: 265@ = 0 
0006: 266@ = 0 
0006: 267@ = 0 
015D: set_gamespeed 1.0 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @CASINO6_10004 
0006: 111@ = 0 
0085: 291@ = 53@ // (int) 
0006: 292@ = 0 
0007: 295@ = 945.2795 
0007: 296@ = 2108.657 
0007: 297@ = 1010.031 
008B: 294@ = $PLAYER_ACTOR // (int) 
0050: gosub @CASINO6_21242 

:CASINO6_10004
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @CASINO6_10087 
0006: 112@ = 0 
0085: 291@ = 54@ // (int) 
0006: 292@ = 0 
0007: 295@ = 937.135 
0007: 296@ = 2108.94 
0007: 297@ = 1010.031 
008B: 294@ = $PLAYER_ACTOR // (int) 
0050: gosub @CASINO6_21242 

:CASINO6_10087
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @CASINO6_10162 
0687: clear_actor 55@ task 
00A1: put_actor 55@ at 941.481 2111.887 1010.031 
0173: set_actor 55@ Z_angle_to 260.0 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_10162 
05E2: AS_actor 55@ kill_actor 39@ 

:CASINO6_10162
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @CASINO6_10321 
0687: clear_actor 56@ task 
00A1: put_actor 56@ at 939.6515 2123.306 1010.031 
0173: set_actor 56@ Z_angle_to 187.5 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05BA: AS_actor -1 move_mouth 800 ms 
0638: AS_actor -1 stay_put 0 
05D3: AS_actor -1 goto_point 940.5833 2116.169 1010.031 mode 6 time -1 ms // versionA 
05BC: AS_actor -1 jump 1 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_10296 
05E2: AS_actor -1 kill_actor 39@ 

:CASINO6_10296
07BC: set_actor -1 decision_maker_to 35@ // AS_pack_version 
0616: define_AS_pack_end 290@ 
0618: assign_actor 56@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 

:CASINO6_10321
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @CASINO6_10411 
0687: clear_actor 57@ task 
00A1: put_actor 57@ at 944.032 2119.907 1010.031 
0173: set_actor 57@ Z_angle_to 160.0 
04EB: AS_actor 57@ crouch 1 
0638: AS_actor 57@ stay_put 1 
01B2: give_actor 57@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 57@ armed_weapon_to 29 
05E2: AS_actor 57@ kill_actor $PLAYER_ACTOR 

:CASINO6_10411
00D6: if 
8118:   not actor 60@ dead 
004D: jump_if_false @CASINO6_10435 
05E2: AS_actor 60@ kill_actor $PLAYER_ACTOR 

:CASINO6_10435
05AA: 366@s = 'CAS6_EP' // @s = 'short'  // ~z~Shit, they've started a fire to keep us back!
04AF: 320@ = 8235 // = constant 
008B: 343@ = $PLAYER_ACTOR // (int) 
05AA: 368@s = 'CAS6_EQ' // @s = 'short'  // ~z~There must be an extinguisher here somewhere, find it!
04AF: 321@ = 8236 // = constant 
008B: 344@ = $PLAYER_ACTOR // (int) 
05AA: 370@s = 'CAS6_ED' // @s = 'short'  // ~z~Carl, leave no witnesses or we're dead meat!
04AF: 322@ = 8224 // = constant 
0085: 345@ = 39@ // (int) 
05AA: 372@s = 'CAS6_DA' // @s = 'short'  // ~z~What did I say? What did I do?
04AF: 323@ = 8219 // = constant 
0085: 346@ = 39@ // (int) 
05AA: 374@s = 'CAS6_DB' // @s = 'short'  // ~z~Nothing. My bad. Now take cover.
04AF: 324@ = 8220 // = constant 
008B: 347@ = $PLAYER_ACTOR // (int) 
05AA: 376@s = 'CAS6_ET' // @s = 'short'  // ~z~This is so exciting, Tommy, it's like old times!
04AF: 325@ = 8239 // = constant 
0085: 348@ = 39@ // (int) 
05AA: 378@s = 'CAS6_EU' // @s = 'short'  // ~z~Who the fuck is Tommy?
04AF: 326@ = 8240 // = constant 
008B: 349@ = $PLAYER_ACTOR // (int) 
05AA: 380@s = 'CAS6_EA' // @s = 'short'  // ~z~Holy fuck, what is it about my luck?
04AF: 327@ = 8221 // = constant 
0085: 350@ = 39@ // (int) 
05AA: 382@s = 'CAS6_EB' // @s = 'short'  // ~z~I'm screwed!
04AF: 328@ = 8222 // = constant 
0085: 351@ = 39@ // (int) 
05AA: 384@s = 'CAS6_EC' // @s = 'short'  // ~z~We gotta do something!
04AF: 329@ = 8223 // = constant 
0085: 352@ = 39@ // (int) 
05AA: 386@s = 'CAS6_GH' // @s = 'short'  // ~z~Well done, CJ!
04AF: 330@ = 8250 // = constant 
0085: 353@ = 39@ // (int) 
05AA: 388@s = 'CAS6_GJ' // @s = 'short'  // ~z~Shit, this is insane!
04AF: 331@ = 8251 // = constant 
0085: 354@ = 39@ // (int) 
05AA: 390@s = 'CAS6_GK' // @s = 'short'  // ~z~I'm never doin' drugs again, never ever, ever ever!
04AF: 332@ = 8252 // = constant 
0085: 355@ = 39@ // (int) 
05AA: 392@s = 'CAS6_FM' // @s = 'short'  // ~z~The exit's through the stock house!
04AF: 333@ = 8245 // = constant 
0085: 356@ = 39@ // (int) 
01BD: 222@ = current_time_in_ms 

:CASINO6_10860
0001: wait 0 ms 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_11364 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CASINO6_10951 
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir
0004: $1012 = 0 
0004: $1013 = 0 
05A9: s$1014 = 'ABATOIR' // s$  // Sindacco Abattoir
004F: create_thread @ENTEXT  
0002: jump @CASINO6_31283 

:CASINO6_10951
00D6: if 
0039:   227@ == 2 
004D: jump_if_false @CASINO6_10976 
0002: jump @CASINO6_31431 

:CASINO6_10976
01BD: 221@ = current_time_in_ms 
0085: 223@ = 221@ // (int) 
0062: 223@ -= 222@ // (int) 
0085: 222@ = 221@ // (int) 
005A: 42@ += 223@ // (int) 
005A: 51@ += 223@ // (int) 
005A: 163@ += 223@ // (int) 
005A: 207@ += 223@ // (int) 
005A: 306@ += 223@ // (int) 
0050: gosub @CASINO6_11417 
0050: gosub @CASINO6_15444 
0050: gosub @CASINO6_20395 
0050: gosub @CASINO6_21452 
0050: gosub @CASINO6_23635 
00D6: if 
8039:   not  302@ == 2 
004D: jump_if_false @CASINO6_11105 
0050: gosub @CASINO6_25377 

:CASINO6_11105
0226: 216@ = actor 39@ health 
008A: $7761 = 216@ // (int) 
0014: $7761 /= 3 
00D6: if 
803B:   not  141@ == 140@ // (int) 
004D: jump_if_false @CASINO6_11299 
0006: 216@ = 0 

:CASINO6_11154
00D6: if 
001D:   140@ > 216@ // (int) 
004D: jump_if_false @CASINO6_11292 
00D6: if 
8039:   not  111@(216@,29i) == -1 
004D: jump_if_false @CASINO6_11278 
00D6: if 
0118:   actor 53@(216@,29i) dead 
004D: jump_if_false @CASINO6_11278 
01C2: remove_references_to_actor 53@(216@,29i) // Like turning an actor into a random pedestrian 
0164: disable_marker 82@(216@,29i) 
0006: 111@(216@,29i) = -1 
000A: 141@ += 1 
00D6: if 
003B:   141@ == 140@ // (int) 
004D: jump_if_false @CASINO6_11278 
060B: set_actor 39@ decision_maker_to 34@ 

:CASINO6_11278
000A: 216@ += 1 
0002: jump @CASINO6_11154 

:CASINO6_11292
0002: jump @CASINO6_11336 

:CASINO6_11299
0050: gosub @CASINO6_27225 
077E: get_active_interior_to 286@ 
00D6: if 
0039:   286@ == 0 
004D: jump_if_false @CASINO6_11336 
0002: jump @CASINO6_28003 

:CASINO6_11336
0050: gosub @CASINO6_25554 
0050: gosub @CASINO6_25126 
0050: gosub @CASINO6_26515 
0002: jump @CASINO6_11410 

:CASINO6_11364
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @CASINO6_11403 
0006: 227@ = 1 
05AA: 228@s = 'CAS6_F0' // @s = 'short'  // ~r~Rosenberg was killed.

:CASINO6_11403
0002: jump @CASINO6_31431 

:CASINO6_11410
0002: jump @CASINO6_10860 

:CASINO6_11417
0871: init_jump_table 287@ total_jumps 5 default_jump 0 @CASINO6_15442 jumps 0 @CASINO6_11480 1 @CASINO6_12819 2 @CASINO6_13891 3 @CASINO6_15168 4 @CASINO6_15305 -1 @CASINO6_15442 -1 @CASINO6_15442 

:CASINO6_11480
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 935.0 2114.0 cornerB 947.0 2116.0 
004D: jump_if_false @CASINO6_12812 
000A: 287@ += 1 
009A: 62@ = create_actor_pedtype 25 model #VMAFF1 at 944.947 2146.821 1010.03 
0173: set_actor 62@ Z_angle_to 180.0 
0223: set_actor 62@ health_to 200 
08AF: set_actor 62@ max_health_to 200 
0187: 91@ = create_marker_above_actor 62@ 
018B: set_marker 91@ radar_mode 2 
08DC: create_interior_marker 91@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 62@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 62@ armed_weapon_to 29 
02E2: set_actor 62@ weapon_accuracy_to 35 
0006: 120@ = 0 
0085: 291@ = 62@ // (int) 
0006: 292@ = 0 
0006: 293@ = 0 
0007: 295@ = 950.4513 
0007: 296@ = 2133.938 
0007: 297@ = 1010.03 
0007: 298@ = 156.0 
0050: gosub @CASINO6_21012 
009A: 63@ = create_actor_pedtype 25 model #VMAFF2 at 938.7369 2146.927 1010.031 
0173: set_actor 63@ Z_angle_to 180.0 
0223: set_actor 63@ health_to 200 
08AF: set_actor 63@ max_health_to 200 
0187: 92@ = create_marker_above_actor 63@ 
018B: set_marker 92@ radar_mode 2 
08DC: create_interior_marker 92@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 63@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 63@ armed_weapon_to 29 
02E2: set_actor 63@ weapon_accuracy_to 40 
0006: 121@ = 0 
0085: 291@ = 63@ // (int) 
0006: 292@ = 0 
0006: 293@ = 0 
0007: 295@ = 935.2033 
0007: 296@ = 2135.923 
0007: 297@ = 1010.031 
0007: 298@ = 195.0 
0050: gosub @CASINO6_21012 
009A: 64@ = create_actor_pedtype 25 model #VMAFF3 at 938.8906 2150.719 1010.031 
0173: set_actor 64@ Z_angle_to 222.0 
0223: set_actor 64@ health_to 200 
08AF: set_actor 64@ max_health_to 200 
0187: 93@ = create_marker_above_actor 64@ 
018B: set_marker 93@ radar_mode 2 
08DC: create_interior_marker 93@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 64@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 64@ armed_weapon_to 29 
02E2: set_actor 64@ weapon_accuracy_to 35 
0006: 122@ = 0 
0085: 291@ = 64@ // (int) 
0006: 292@ = 0 
0007: 295@ = 941.6102 
0007: 296@ = 2144.133 
0007: 297@ = 1010.03 
008B: 294@ = $PLAYER_ACTOR // (int) 
0050: gosub @CASINO6_21242 
009A: 65@ = create_actor_pedtype 25 model #VMAFF2 at 951.4207 2146.367 1010.03 
0173: set_actor 65@ Z_angle_to 148.0 
0187: 94@ = create_marker_above_actor 65@ 
018B: set_marker 94@ radar_mode 2 
08DC: create_interior_marker 94@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 65@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 65@ armed_weapon_to 29 
02E2: set_actor 65@ weapon_accuracy_to 40 
07DD: set_actor 65@ attack_rate 60 // previously known as temper_to 
0006: 123@ = 0 
0085: 291@ = 65@ // (int) 
0006: 292@ = 0 
0006: 293@ = 0 
0007: 295@ = 946.5566 
0007: 296@ = 2141.394 
0007: 297@ = 1010.031 
0007: 298@ = 180.0 
0050: gosub @CASINO6_21012 
009A: 66@ = create_actor_pedtype 25 model #VMAFF3 at 932.7236 2146.784 1010.031 
0173: set_actor 66@ Z_angle_to 220.0 
0223: set_actor 66@ health_to 150 
08AF: set_actor 66@ max_health_to 150 
0187: 95@ = create_marker_above_actor 66@ 
018B: set_marker 95@ radar_mode 2 
08DC: create_interior_marker 95@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 66@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 66@ armed_weapon_to 29 
02E2: set_actor 66@ weapon_accuracy_to 35 
0006: 124@ = 0 
0085: 291@ = 66@ // (int) 
0006: 292@ = 0 
0006: 293@ = 0 
0007: 295@ = 937.0684 
0007: 296@ = 2141.996 
0007: 297@ = 1010.031 
0007: 298@ = 180.0 
0050: gosub @CASINO6_21012 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @CASINO6_12587 
00D6: if 
001B:   2 > 41@ 
004D: jump_if_false @CASINO6_12513 
0007: 295@ = 940.4404 
0007: 296@ = 2111.781 
0007: 297@ = 1010.031 
0007: 298@ = 350.3034 
0002: jump @CASINO6_12553 

:CASINO6_12513
0007: 295@ = 959.418 
0007: 296@ = 2104.867 
0007: 297@ = 1010.03 
0007: 298@ = 167.1333 

:CASINO6_12553
0085: 291@ = 53@ // (int) 
0006: 292@ = 0 
0006: 293@ = 1 
0687: clear_actor 53@ task 
0050: gosub @CASINO6_21127 

:CASINO6_12587
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @CASINO6_12812 
00D6: if 
001B:   2 > 41@ 
004D: jump_if_false @CASINO6_12668 
0007: 295@ = 943.3311 
0007: 296@ = 2111.713 
0007: 297@ = 1010.031 
0007: 298@ = 0.2979 
0002: jump @CASINO6_12812 

:CASINO6_12668
0085: 291@ = 54@ // (int) 
0006: 292@ = 0 
0006: 293@ = 1 
0687: clear_actor 54@ task 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @CASINO6_12765 
0007: 295@ = 943.3311 
0007: 296@ = 2111.713 
0007: 297@ = 1010.031 
0007: 298@ = 0.2979 
0050: gosub @CASINO6_21012 
0002: jump @CASINO6_12812 

:CASINO6_12765
0007: 295@ = 959.418 
0007: 296@ = 2104.867 
0007: 297@ = 1010.03 
0007: 298@ = 167.1333 
0050: gosub @CASINO6_21127 

:CASINO6_12812
0002: jump @CASINO6_15442 

:CASINO6_12819
00D6: if or
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 930.0 2120.0 cornerB 952.25 2125.0 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 952.25 2140.0 cornerB 967.0 2147.0 
004D: jump_if_false @CASINO6_13884 
000A: 287@ += 1 
009A: 67@ = create_actor_pedtype 25 model #VMAFF1 at 951.3571 2143.16 1010.031 
0173: set_actor 67@ Z_angle_to 90.0 
0223: set_actor 67@ health_to 200 
08AF: set_actor 67@ max_health_to 200 
0187: 96@ = create_marker_above_actor 67@ 
018B: set_marker 96@ radar_mode 2 
08DC: create_interior_marker 96@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 67@ weapon 5 ammo 3000 // Load the weapon model before using this 
0006: 125@ = 0 
0085: 291@ = 67@ // (int) 
0006: 292@ = 0 
0007: 295@ = 943.5978 
0007: 296@ = 2138.572 
0007: 297@ = 1010.031 
008B: 294@ = $PLAYER_ACTOR // (int) 
0050: gosub @CASINO6_21242 
009A: 68@ = create_actor_pedtype 25 model #VMAFF4 at 932.6479 2144.118 1010.031 
0173: set_actor 68@ Z_angle_to 270.0 
0223: set_actor 68@ health_to 200 
08AF: set_actor 68@ max_health_to 200 
0187: 97@ = create_marker_above_actor 68@ 
018B: set_marker 97@ radar_mode 2 
08DC: create_interior_marker 97@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 68@ weapon 5 ammo 3000 // Load the weapon model before using this 
0006: 126@ = 0 
0085: 291@ = 68@ // (int) 
0006: 292@ = 0 
0007: 295@ = 940.223 
0007: 296@ = 2139.419 
0007: 297@ = 1010.031 
008B: 294@ = $PLAYER_ACTOR // (int) 
0050: gosub @CASINO6_21242 
009A: 69@ = create_actor_pedtype 25 model #VMAFF3 at 950.7346 2156.716 1010.03 
0173: set_actor 69@ Z_angle_to 135.0 
0223: set_actor 69@ health_to 150 
08AF: set_actor 69@ max_health_to 150 
0187: 98@ = create_marker_above_actor 69@ 
018B: set_marker 98@ radar_mode 2 
08DC: create_interior_marker 98@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 69@ stay_put 1 
01B2: give_actor 69@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 69@ armed_weapon_to 29 
02E2: set_actor 69@ weapon_accuracy_to 35 
060B: set_actor 69@ decision_maker_to 35@ 
05E2: AS_actor 69@ kill_actor $PLAYER_ACTOR 
0006: 127@ = 0 
009A: 70@ = create_actor_pedtype 25 model #VMAFF2 at 933.3263 2160.188 1010.031 
0173: set_actor 70@ Z_angle_to 214.0 
0187: 99@ = create_marker_above_actor 70@ 
018B: set_marker 99@ radar_mode 2 
08DC: create_interior_marker 99@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 70@ stay_put 1 
01B2: give_actor 70@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 70@ armed_weapon_to 29 
02E2: set_actor 70@ weapon_accuracy_to 40 
060B: set_actor 70@ decision_maker_to 35@ 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 
0006: 128@ = 0 
009A: 71@ = create_actor_pedtype 25 model #VMAFF1 at 942.5138 2165.1 1011.228 
0173: set_actor 71@ Z_angle_to 180.0 
0223: set_actor 71@ health_to 150 
08AF: set_actor 71@ max_health_to 150 
0187: 100@ = create_marker_above_actor 71@ 
018B: set_marker 100@ radar_mode 2 
08DC: create_interior_marker 100@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 71@ stay_put 1 
01B2: give_actor 71@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 71@ armed_weapon_to 29 
02E2: set_actor 71@ weapon_accuracy_to 35 
07DD: set_actor 71@ attack_rate 60 // previously known as temper_to 
04EB: AS_actor 71@ crouch 1 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 
0006: 129@ = 0 
009A: 72@ = create_actor_pedtype 25 model #VMAFF2 at 950.2886 2172.38 1010.03 
0173: set_actor 72@ Z_angle_to 163.5 
0187: 101@ = create_marker_above_actor 72@ 
018B: set_marker 101@ radar_mode 2 
08DC: create_interior_marker 101@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 72@ stay_put 1 
01B2: give_actor 72@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 72@ armed_weapon_to 29 
02E2: set_actor 72@ weapon_accuracy_to 40 
060B: set_actor 72@ decision_maker_to 35@ 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 
0006: 130@ = 0 
009A: 73@ = create_actor_pedtype 25 model #VMAFF3 at 934.5824 2172.318 1010.03 
0173: set_actor 73@ Z_angle_to 197.0 
0223: set_actor 73@ health_to 150 
08AF: set_actor 73@ max_health_to 150 
0187: 102@ = create_marker_above_actor 73@ 
018B: set_marker 102@ radar_mode 2 
08DC: create_interior_marker 102@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 73@ stay_put 1 
01B2: give_actor 73@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 73@ armed_weapon_to 29 
02E2: set_actor 73@ weapon_accuracy_to 35 
060B: set_actor 73@ decision_maker_to 35@ 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
0006: 131@ = 0 

:CASINO6_13884
0002: jump @CASINO6_15442 

:CASINO6_13891
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 951.5627 2146.944 cornerB 932.642 2141.283 
004D: jump_if_false @CASINO6_15161 
000A: 287@ += 1 
009A: 74@ = create_actor_pedtype 25 model #VMAFF4 at 954.0464 2157.825 1010.031 
0173: set_actor 74@ Z_angle_to 30.0 
0223: set_actor 74@ health_to 150 
08AF: set_actor 74@ max_health_to 150 
0187: 103@ = create_marker_above_actor 74@ 
018B: set_marker 103@ radar_mode 2 
08DC: create_interior_marker 103@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 74@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 74@ armed_weapon_to 29 
02E2: set_actor 74@ weapon_accuracy_to 40 
0006: 132@ = 0 
0085: 291@ = 74@ // (int) 
0006: 292@ = 0 
0007: 295@ = 944.0997 
0007: 296@ = 2173.731 
0007: 297@ = 1010.03 
008B: 294@ = $PLAYER_ACTOR // (int) 
0050: gosub @CASINO6_21242 
009A: 75@ = create_actor_pedtype 25 model #VMAFF1 at 952.8911 2165.843 1010.031 
0173: set_actor 75@ Z_angle_to 180.0 
0223: set_actor 75@ health_to 150 
08AF: set_actor 75@ max_health_to 150 
0187: 104@ = create_marker_above_actor 75@ 
018B: set_marker 104@ radar_mode 2 
08DC: create_interior_marker 104@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 75@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 75@ armed_weapon_to 29 
02E2: set_actor 75@ weapon_accuracy_to 35 
07DD: set_actor 75@ attack_rate 70 // previously known as temper_to 
0006: 133@ = 0 
0085: 291@ = 75@ // (int) 
0006: 292@ = 0 
0007: 295@ = 949.5583 
0007: 296@ = 2159.848 
0007: 297@ = 1010.031 
008B: 294@ = $PLAYER_ACTOR // (int) 
0050: gosub @CASINO6_21242 
009A: 76@ = create_actor_pedtype 25 model #VMAFF3 at 953.709 2167.353 1010.031 
0173: set_actor 76@ Z_angle_to 180.0 
0223: set_actor 76@ health_to 150 
08AF: set_actor 76@ max_health_to 150 
0187: 105@ = create_marker_above_actor 76@ 
018B: set_marker 105@ radar_mode 2 
08DC: create_interior_marker 105@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 76@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 76@ armed_weapon_to 29 
02E2: set_actor 76@ weapon_accuracy_to 40 
0006: 134@ = 0 
0085: 291@ = 76@ // (int) 
0006: 292@ = 0 
0007: 295@ = 947.7441 
0007: 296@ = 2162.758 
0007: 297@ = 1010.031 
008B: 294@ = $PLAYER_ACTOR // (int) 
0050: gosub @CASINO6_21242 
009A: 77@ = create_actor_pedtype 25 model #VMAFF4 at 955.1686 2155.968 1013.643 
0173: set_actor 77@ Z_angle_to 25.0 
0223: set_actor 77@ health_to 150 
08AF: set_actor 77@ max_health_to 150 
0187: 106@ = create_marker_above_actor 77@ 
018B: set_marker 106@ radar_mode 2 
08DC: create_interior_marker 106@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 77@ stay_put 1 
01B2: give_actor 77@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 77@ armed_weapon_to 29 
02E2: set_actor 77@ weapon_accuracy_to 35 
04EB: AS_actor 77@ crouch 1 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 
0006: 135@ = 0 
009A: 78@ = create_actor_pedtype 25 model #VMAFF1 at 957.3302 2172.359 1011.832 
0173: set_actor 78@ Z_angle_to 88.0 
0223: set_actor 78@ health_to 150 
08AF: set_actor 78@ max_health_to 150 
0187: 107@ = create_marker_above_actor 78@ 
018B: set_marker 107@ radar_mode 2 
08DC: create_interior_marker 107@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 78@ stay_put 1 
01B2: give_actor 78@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 78@ armed_weapon_to 29 
02E2: set_actor 78@ weapon_accuracy_to 40 
04EB: AS_actor 78@ crouch 1 
05E2: AS_actor 78@ kill_actor $PLAYER_ACTOR 
0006: 136@ = 0 
009A: 79@ = create_actor_pedtype 25 model #VMAFF3 at 955.526 2175.984 1010.031 
0173: set_actor 79@ Z_angle_to 169.0 
0223: set_actor 79@ health_to 150 
08AF: set_actor 79@ max_health_to 150 
0187: 108@ = create_marker_above_actor 79@ 
018B: set_marker 108@ radar_mode 2 
08DC: create_interior_marker 108@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 79@ stay_put 1 
01B2: give_actor 79@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 79@ armed_weapon_to 29 
02E2: set_actor 79@ weapon_accuracy_to 35 
04EB: AS_actor 79@ crouch 1 
05E2: AS_actor 79@ kill_actor $PLAYER_ACTOR 
0006: 137@ = 0 
009A: 80@ = create_actor_pedtype 25 model #VMAFF2 at 959.0216 2172.0 1010.031 
0173: set_actor 80@ Z_angle_to 283.0 
0223: set_actor 80@ health_to 150 
08AF: set_actor 80@ max_health_to 150 
0187: 109@ = create_marker_above_actor 80@ 
018B: set_marker 109@ radar_mode 2 
08DC: create_interior_marker 109@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 80@ stay_put 1 
01B2: give_actor 80@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 80@ armed_weapon_to 29 
02E2: set_actor 80@ weapon_accuracy_to 40 
04EB: AS_actor 80@ crouch 1 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 
0006: 138@ = 0 
009A: 81@ = create_actor_pedtype 25 model #VMAFF3 at 958.8845 2152.117 1011.832 
0173: set_actor 81@ Z_angle_to 0.0 
0223: set_actor 81@ health_to 150 
08AF: set_actor 81@ max_health_to 150 
0187: 110@ = create_marker_above_actor 81@ 
018B: set_marker 110@ radar_mode 2 
08DC: create_interior_marker 110@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 81@ stay_put 1 
01B2: give_actor 81@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 81@ armed_weapon_to 29 
02E2: set_actor 81@ weapon_accuracy_to 35 
04EB: AS_actor 81@ crouch 1 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
0006: 139@ = 0 

:CASINO6_15161
0002: jump @CASINO6_15442 

:CASINO6_15168
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 952.7594 2156.425 cornerB 955.3043 2166.761 
004D: jump_if_false @CASINO6_15298 
000A: 287@ += 1 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @CASINO6_15298 
0085: 291@ = 79@ // (int) 
0006: 292@ = 0 
0006: 293@ = 0 
0007: 295@ = 960.9915 
0007: 296@ = 2177.387 
0007: 297@ = 1010.031 
0007: 298@ = 107.0 
0050: gosub @CASINO6_21012 

:CASINO6_15298
0002: jump @CASINO6_15442 

:CASINO6_15305
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 961.765 2174.899 cornerB 965.3094 2171.588 
004D: jump_if_false @CASINO6_15435 
000A: 287@ += 1 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @CASINO6_15435 
0085: 291@ = 80@ // (int) 
0006: 292@ = 0 
0006: 293@ = 0 
0007: 295@ = 958.909 
0007: 296@ = 2158.502 
0007: 297@ = 1010.031 
0007: 298@ = 0.0 
0050: gosub @CASINO6_21012 

:CASINO6_15435
0002: jump @CASINO6_15442 

:CASINO6_15442
0051: return 

:CASINO6_15444
0871: init_jump_table 41@ total_jumps 23 default_jump 0 @CASINO6_20393 jumps 0 @CASINO6_15637 1 @CASINO6_15665 2 @CASINO6_16043 3 @CASINO6_16474 4 @CASINO6_16807 5 @CASINO6_17074 6 @CASINO6_17217 
0872: jump_table_jumps 7 @CASINO6_17502 8 @CASINO6_17552 9 @CASINO6_17671 10 @CASINO6_17721 11 @CASINO6_17811 12 @CASINO6_17872 13 @CASINO6_18328 14 @CASINO6_18447 15 @CASINO6_18634 
0872: jump_table_jumps 16 @CASINO6_18756 17 @CASINO6_18924 18 @CASINO6_19444 19 @CASINO6_19548 20 @CASINO6_19899 21 @CASINO6_20032 22 @CASINO6_20118 -1 @CASINO6_20393 -1 @CASINO6_20393 

:CASINO6_15637
0638: AS_actor 39@ stay_put 1 
04EB: AS_actor 39@ crouch 1 
000A: 41@ += 1 
0002: jump @CASINO6_20393 

:CASINO6_15665
00D6: if and
0118:   actor 55@ dead 
0118:   actor 56@ dead 
004D: jump_if_false @CASINO6_15793 
0615: define_AS_pack_begin 290@ 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 959.2689 2098.59 1010.03 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 255.0 
04EB: AS_actor -1 crouch 1 
05BA: AS_actor -1 move_mouth 300 ms 
05BA: AS_actor -1 move_mouth 300 ms 
04EB: AS_actor -1 crouch 0 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
000A: 41@ += 1 
0002: jump @CASINO6_16036 

:CASINO6_15793
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CASINO6_15918 
0615: define_AS_pack_begin 290@ 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 959.2689 2098.59 1010.03 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 255.0 
04EB: AS_actor -1 crouch 1 
05BA: AS_actor -1 move_mouth 300 ms 
05BA: AS_actor -1 move_mouth 300 ms 
04EB: AS_actor -1 crouch 0 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
000A: 41@ += 1 
0002: jump @CASINO6_16036 

:CASINO6_15918
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @CASINO6_16036 
0209: 52@ = random_int_in_ranges 0 101 
00D6: if 
001B:   50 > 52@ 
004D: jump_if_false @CASINO6_15992 
04AE: $1276 = 8227 // = constant 
05A9: s$1281 = 'CAS6_EG' // s$  // ~z~Typical end for me, shot, beaten and then barbeque!
0002: jump @CASINO6_16014 

:CASINO6_15992
04AE: $1276 = 8225 // = constant 
05A9: s$1281 = 'CAS6_EE' // s$  // ~z~Anybody needs me, they can find me in here!

:CASINO6_16014
004F: create_thread @A_ALAP 2 50 39@  
0006: 45@ = 1 

:CASINO6_16036
0002: jump @CASINO6_20393 

:CASINO6_16043
0646: unknown_get_actor 39@ task_1560_status_store_to 288@ // similar to 062E 
00D6: if 
0039:   288@ == 6 
004D: jump_if_false @CASINO6_16467 
01B2: give_actor 39@ weapon 42 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 39@ armed_weapon_to 42 
0108: destroy_object 43@ 
04AE: $1276 = 8228 // = constant 
05A9: s$1281 = 'CAS6_EH' // s$  // ~z~Got the extinguisher, I got the extinguisher!
004F: create_thread @A_ALAP 2 100 39@  
0006: 51@ = 0 
00D6: if and
0118:   actor 53@ dead 
0118:   actor 54@ dead 
004D: jump_if_false @CASINO6_16268 
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 946.1957 2112.372 1010.031 mode 6 use_car -1 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 79.1071 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
0006: 51@ = 0 
0006: 41@ = 4 
0002: jump @CASINO6_16467 

:CASINO6_16268
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CASINO6_16391 
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 946.1957 2112.372 1010.031 mode 6 use_car -1 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 79.1071 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
0006: 41@ = 4 
0002: jump @CASINO6_16467 

:CASINO6_16391
0085: 291@ = 39@ // (int) 
0006: 292@ = 0 
0006: 293@ = 0 
0007: 295@ = 957.9808 
0007: 296@ = 2100.714 
0007: 297@ = 1010.031 
0007: 298@ = 346.0 
0050: gosub @CASINO6_21344 
000A: 41@ += 1 

:CASINO6_16467
0002: jump @CASINO6_20393 

:CASINO6_16474
00D6: if and
0118:   actor 53@ dead 
0118:   actor 54@ dead 
004D: jump_if_false @CASINO6_16600 
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 945.1309 2112.711 1010.031 mode 6 use_car -1 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 79.1071 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
000A: 41@ += 1 
0002: jump @CASINO6_16800 

:CASINO6_16600
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CASINO6_16730 
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 945.1309 2112.711 1010.031 mode 6 use_car -1 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 79.1071 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
000A: 41@ += 1 
0006: 51@ = 0 
0002: jump @CASINO6_16800 

:CASINO6_16730
00D6: if and
0039:   46@ == 0 
0019:   51@ > 500 
004D: jump_if_false @CASINO6_16800 
04AE: $1276 = 8226 // = constant 
05A9: s$1281 = 'CAS6_EF' // s$  // ~z~I ain't coming out until it's safe!
004F: create_thread @A_ALAP 2 100 39@  
0006: 46@ = 1 

:CASINO6_16800
0002: jump @CASINO6_20393 

:CASINO6_16807
00D6: if 
00ED:   actor 39@ sphere 0 near_point 945.1309 2112.711 radius 1.5 1.5 on_foot 
004D: jump_if_false @CASINO6_16958 
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @CASINO6_16877 
0006: 41@ = 21 
0002: jump @CASINO6_16951 

:CASINO6_16877
00D6: if 
0019:   287@ > 0 
004D: jump_if_false @CASINO6_16909 
0006: 41@ = 6 
0002: jump @CASINO6_16951 

:CASINO6_16909
00D6: if and
0118:   actor 57@ dead 
0118:   actor 58@ dead 
004D: jump_if_false @CASINO6_16944 
0006: 41@ = 6 
0002: jump @CASINO6_16951 

:CASINO6_16944
000A: 41@ += 1 

:CASINO6_16951
0002: jump @CASINO6_17067 

:CASINO6_16958
00D6: if and
0039:   47@ == 0 
0019:   51@ > 2500 
004D: jump_if_false @CASINO6_17067 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CASINO6_17067 
00D6: if or
8118:   not actor 57@ dead 
8118:   not actor 58@ dead 
004D: jump_if_false @CASINO6_17067 
04AE: $1276 = 8229 // = constant 
05A9: s$1281 = 'CAS6_EJ' // s$  // ~z~Take those guys out and I'll put out the flames!
004F: create_thread @A_ALAP 2 101 39@  
0006: 47@ = 1 

:CASINO6_17067
0002: jump @CASINO6_20393 

:CASINO6_17074
00D6: if 
0019:   287@ > 0 
004D: jump_if_false @CASINO6_17106 
000A: 41@ += 1 
0002: jump @CASINO6_17210 

:CASINO6_17106
00D6: if and
0118:   actor 57@ dead 
0118:   actor 58@ dead 
004D: jump_if_false @CASINO6_17210 
00D6: if 
80ED:   not actor 39@ sphere 0 near_point 945.1309 2112.711 radius 1.5 1.5 on_foot 
004D: jump_if_false @CASINO6_17203 
0603: AS_actor 39@ goto_point_any_means 945.1309 2112.711 1010.031 mode 6 use_car -1 
000E: 41@ -= 1 
0002: jump @CASINO6_17210 

:CASINO6_17203
000A: 41@ += 1 

:CASINO6_17210
0002: jump @CASINO6_20393 

:CASINO6_17217
00D6: if 
803B:   not  141@ == 140@ // (int) 
004D: jump_if_false @CASINO6_17383 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CASINO6_17383 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 930.0 2114.0 1010.0 cornerB 966.0 2095.0 1012.0 
004D: jump_if_false @CASINO6_17346 
04AE: $1276 = 8230 // = constant 
05A9: s$1281 = 'CAS6_EK' // s$  // ~z~Stand back, I'm gonna blast theses flames!
004F: create_thread @A_ALAP 2 101 39@  
0002: jump @CASINO6_17383 

:CASINO6_17346
04AE: $1276 = 8231 // = constant 
05A9: s$1281 = 'CAS6_EL' // s$  // ~z~Hey, CJ, wait for me! Wait! Wait!
004F: create_thread @A_ALAP 2 101 39@  

:CASINO6_17383
0687: clear_actor 39@ task 
0006: 42@ = 0 
00D6: if or
82D0:   not fire 264@ extinguished 
82D0:   not fire 263@ extinguished 
004D: jump_if_false @CASINO6_17480 
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
0668: AS_actor -1 rotate_and_shoot_at 943.2 2114.0 1011.0 3000 ms 
05BA: AS_actor -1 move_mouth 500 ms 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
0002: jump @CASINO6_17488 

:CASINO6_17480
0006: 42@ = 10000 

:CASINO6_17488
000A: 41@ += 1 
0002: jump @CASINO6_20393 

:CASINO6_17502
00D6: if 
0019:   42@ > 2850 
004D: jump_if_false @CASINO6_17545 
02D1: remove_fire 264@ 
02D1: remove_fire 263@ 
0006: 265@ = 1 
000A: 41@ += 1 

:CASINO6_17545
0002: jump @CASINO6_20393 

:CASINO6_17552
0687: clear_actor 39@ task 
0006: 42@ = 0 
00D6: if or
82D0:   not fire 262@ extinguished 
82D0:   not fire 261@ extinguished 
004D: jump_if_false @CASINO6_17649 
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
0668: AS_actor -1 rotate_and_shoot_at 941.9 2114.0 1011.0 2000 ms 
05BA: AS_actor -1 move_mouth 500 ms 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
0002: jump @CASINO6_17657 

:CASINO6_17649
0006: 42@ = 10000 

:CASINO6_17657
000A: 41@ += 1 
0002: jump @CASINO6_20393 

:CASINO6_17671
00D6: if 
0019:   42@ > 1250 
004D: jump_if_false @CASINO6_17714 
02D1: remove_fire 262@ 
02D1: remove_fire 261@ 
0006: 266@ = 1 
000A: 41@ += 1 

:CASINO6_17714
0002: jump @CASINO6_20393 

:CASINO6_17721
0687: clear_actor 39@ task 
0006: 42@ = 0 
00D6: if or
82D0:   not fire 260@ extinguished 
82D0:   not fire 259@ extinguished 
004D: jump_if_false @CASINO6_17789 
0687: clear_actor 39@ task 
0668: AS_actor 39@ rotate_and_shoot_at 940.7 2114.0 1011.0 3000 ms 
0002: jump @CASINO6_17797 

:CASINO6_17789
0006: 42@ = 10000 

:CASINO6_17797
000A: 41@ += 1 
0002: jump @CASINO6_20393 

:CASINO6_17811
00D6: if 
0019:   42@ > 2850 
004D: jump_if_false @CASINO6_17865 
02D1: remove_fire 260@ 
02D1: remove_fire 259@ 
0006: 267@ = 1 
0006: 302@ = 2 
08FD: enable_heat_visuals 0 
000A: 41@ += 1 

:CASINO6_17865
0002: jump @CASINO6_20393 

:CASINO6_17872
00D6: if 
0019:   287@ > 0 
004D: jump_if_false @CASINO6_18196 
00D6: if 
0039:   287@ == 1 
004D: jump_if_false @CASINO6_17990 
00D6: if or
0039:   204@ == 0 
0039:   204@ == 3 
004D: jump_if_false @CASINO6_17976 
0687: clear_actor 39@ task 
0603: AS_actor 39@ goto_point_any_means 960.0 2110.0 1010.031 mode 6 use_car -1 
0006: 41@ = 15 
0002: jump @CASINO6_17983 

:CASINO6_17976
0006: 41@ = 13 

:CASINO6_17983
0002: jump @CASINO6_18127 

:CASINO6_17990
00D6: if 
0039:   287@ == 2 
004D: jump_if_false @CASINO6_18090 
00D6: if or
0039:   204@ == 0 
0039:   204@ == 3 
004D: jump_if_false @CASINO6_18076 
0687: clear_actor 39@ task 
0603: AS_actor 39@ goto_point_any_means 960.0 2110.0 1010.031 mode 6 use_car -1 
0006: 41@ = 15 
0002: jump @CASINO6_18083 

:CASINO6_18076
0006: 41@ = 13 

:CASINO6_18083
0002: jump @CASINO6_18127 

:CASINO6_18090
00D6: if 
0019:   287@ > 2 
004D: jump_if_false @CASINO6_18127 
0687: clear_actor 39@ task 
0006: 41@ = 19 
0002: jump @CASINO6_20393 

:CASINO6_18127
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CASINO6_18189 
04AE: $1276 = 8241 // = constant 
05A9: s$1281 = 'CAS6_FA' // s$  // ~z~Screw this, I'm going to hide in the freezer!
004F: create_thread @A_ALAP 2 100 39@  
0006: 51@ = 0 

:CASINO6_18189
0002: jump @CASINO6_18321 

:CASINO6_18196
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @CASINO6_18321 
0209: 52@ = random_int_in_ranges 0 101 
00D6: if 
001B:   50 > 52@ 
004D: jump_if_false @CASINO6_18270 
04AE: $1276 = 8232 // = constant 
05A9: s$1281 = 'CAS6_EM' // s$  // ~z~Well what are you waiting for?
0002: jump @CASINO6_18292 

:CASINO6_18270
04AE: $1276 = 8233 // = constant 
05A9: s$1281 = 'CAS6_EN' // s$  // ~z~I ain't leading the way!

:CASINO6_18292
004F: create_thread @A_ALAP 2 100 39@  
0006: 48@ = 1 
0006: 51@ = 0 

:CASINO6_18321
0002: jump @CASINO6_20393 

:CASINO6_18328
061D: create_AS_origin_at 950.9462 2114.972 1011.5 Z_angle 180.0 unknown_angle 15.0 AS_pack 206@ handle_as 205@ 
0680: unknown_assign_AS_origin 205@ to_actors_pedtype 24 
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
0603: AS_actor -1 goto_point_any_means 950.2319 2115.927 1010.031 mode 6 use_car -1 
074C: AS_actor -1 goto_AS_origin 205@ 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
000A: 41@ += 1 
0002: jump @CASINO6_20393 

:CASINO6_18447
00D6: if 
0642:   actor 39@ at_AS_origin 205@ 
004D: jump_if_false @CASINO6_18627 
00D6: if or
0039:   204@ == 1 
0039:   204@ == 2 
004D: jump_if_false @CASINO6_18518 
0007: 214@ = 0.0 
0007: 215@ = 0.0005 
0006: 204@ = 3 

:CASINO6_18518
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CASINO6_18543 
0006: 51@ = 0 

:CASINO6_18543
02AB: set_actor 39@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0603: AS_actor 39@ goto_point_any_means 963.4875 2119.283 1010.031 mode 6 use_car -1 
061E: remove_references_to_AS_origin 205@ 
00D6: if 
803B:   not  141@ == 140@ // (int) 
004D: jump_if_false @CASINO6_18620 
000A: 41@ += 1 
0002: jump @CASINO6_18627 

:CASINO6_18620
0006: 41@ = 19 

:CASINO6_18627
0002: jump @CASINO6_20393 

:CASINO6_18634
00D6: if 
00A4:   actor 39@ sphere 0 in_cube_cornerA 952.25 2147.0 1010.0 cornerB 967.0 2114.0 1012.0 
004D: jump_if_false @CASINO6_18696 
000A: 41@ += 1 
0002: jump @CASINO6_18749 

:CASINO6_18696
062E: get_actor 39@ task 1539 status_store_to 288@ // ret 7 if not found 
00D6: if 
04A4:   288@ == 7 // == constant 
004D: jump_if_false @CASINO6_18749 
0603: AS_actor 39@ goto_point_any_means 963.4875 2119.283 1010.031 mode 6 use_car -1 

:CASINO6_18749
0002: jump @CASINO6_20393 

:CASINO6_18756
062E: get_actor 39@ task 1539 status_store_to 288@ // ret 7 if not found 
00D6: if 
04A4:   288@ == 7 // == constant 
004D: jump_if_false @CASINO6_18917 
00D6: if 
00ED:   actor 39@ sphere 0 near_point 963.4875 2119.283 radius 1.2 1.2 on_foot 
004D: jump_if_false @CASINO6_18893 
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
05D4: AS_actor -1 rotate_angle 104.0 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 35@ // AS_pack_version 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
000A: 41@ += 1 
0002: jump @CASINO6_18917 

:CASINO6_18893
0603: AS_actor 39@ goto_point_any_means 963.4875 2119.283 1010.031 mode 6 use_car -1 

:CASINO6_18917
0002: jump @CASINO6_20393 

:CASINO6_18924
00D6: if or
0039:   204@ == 0 
0039:   204@ == 3 
004D: jump_if_false @CASINO6_19430 
00D6: if 
0029:   287@ >= 2 
004D: jump_if_false @CASINO6_19423 
00D6: if or
8118:   not actor 67@ dead 
8118:   not actor 68@ dead 
004D: jump_if_false @CASINO6_19002 
0002: jump @CASINO6_20393 
0002: jump @CASINO6_19423 

:CASINO6_19002
00D6: if or
8118:   not actor 57@ dead 
8118:   not actor 58@ dead 
8118:   not actor 59@ dead 
8118:   not actor 60@ dead 
8118:   not actor 61@ dead 
8118:   not actor 62@ dead 
004D: jump_if_false @CASINO6_19057 
0002: jump @CASINO6_20393 
0002: jump @CASINO6_19423 

:CASINO6_19057
00D6: if or
8118:   not actor 63@ dead 
8118:   not actor 64@ dead 
8118:   not actor 54@ dead 
004D: jump_if_false @CASINO6_19097 
0002: jump @CASINO6_20393 
0002: jump @CASINO6_19423 

:CASINO6_19097
0085: 291@ = 39@ // (int) 
0006: 292@ = 0 
0006: 293@ = 1 
00D6: if or
8118:   not actor 65@ dead 
8118:   not actor 66@ dead 
004D: jump_if_false @CASINO6_19194 
0007: 295@ = 942.1362 
0007: 296@ = 2116.977 
0007: 297@ = 1010.031 
0007: 298@ = 310.9558 
0006: 41@ = 18 
0002: jump @CASINO6_19241 

:CASINO6_19194
0007: 295@ = 944.9211 
0007: 296@ = 2138.566 
0007: 297@ = 1010.031 
0007: 298@ = 49.7997 
0006: 41@ = 19 

:CASINO6_19241
0050: gosub @CASINO6_21344 
00D6: if 
803B:   not  141@ == 140@ // (int) 
004D: jump_if_false @CASINO6_19322 
00D6: if 
0039:   300@ == 1 
004D: jump_if_false @CASINO6_19322 
04AE: $1276 = 8238 // = constant 
05A9: s$1281 = 'CAS6_ES' // s$  // ~z~OK, it's clear!
004F: create_thread @A_ALAP 1 100 $PLAYER_ACTOR  

:CASINO6_19322
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @CASINO6_19416 
0209: 52@ = random_int_in_ranges 0 101 
00D6: if 
001B:   50 > 52@ 
004D: jump_if_false @CASINO6_19388 
0006: 319@ = 2 
0006: 318@ = 3 
0002: jump @CASINO6_19402 

:CASINO6_19388
0006: 319@ = 4 
0006: 318@ = 5 

:CASINO6_19402
0006: 32@ = 0 
0006: 49@ = 1 

:CASINO6_19416
0006: 51@ = 0 

:CASINO6_19423
0002: jump @CASINO6_19437 

:CASINO6_19430
0050: gosub @CASINO6_26367 

:CASINO6_19437
0002: jump @CASINO6_20393 

:CASINO6_19444
00D6: if and
0118:   actor 65@ dead 
0118:   actor 66@ dead 
004D: jump_if_false @CASINO6_19541 
0085: 291@ = 39@ // (int) 
0006: 292@ = 0 
0006: 293@ = 1 
0007: 295@ = 944.9211 
0007: 296@ = 2138.566 
0007: 297@ = 1010.031 
0007: 298@ = 49.7997 
0050: gosub @CASINO6_21344 
000A: 41@ += 1 

:CASINO6_19541
0002: jump @CASINO6_20393 

:CASINO6_19548
00D6: if 
0019:   287@ > 2 
004D: jump_if_false @CASINO6_19892 
00D6: if or
8118:   not actor 69@ dead 
8118:   not actor 70@ dead 
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
8118:   not actor 73@ dead 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO6_19621 
0002: jump @CASINO6_20393 
0002: jump @CASINO6_19892 

:CASINO6_19621
00D6: if or
8118:   not actor 75@ dead 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO6_19656 
0002: jump @CASINO6_20393 
0002: jump @CASINO6_19892 

:CASINO6_19656
0085: 291@ = 39@ // (int) 
0006: 292@ = 0 
00D6: if or
8118:   not actor 77@ dead 
8118:   not actor 78@ dead 
8118:   not actor 79@ dead 
8118:   not actor 80@ dead 
8118:   not actor 81@ dead 
004D: jump_if_false @CASINO6_19768 
0006: 293@ = 1 
0007: 295@ = 949.2078 
0007: 296@ = 2153.648 
0007: 297@ = 1010.03 
0007: 298@ = 0.0 
0006: 41@ = 20 
0002: jump @CASINO6_19822 

:CASINO6_19768
0006: 293@ = 0 
0007: 295@ = 965.2232 
0007: 296@ = 2156.294 
0007: 297@ = 1010.031 
0007: 298@ = 22.0 
0006: 41@ = 30 

:CASINO6_19822
0050: gosub @CASINO6_21344 
00D6: if 
803B:   not  141@ == 140@ // (int) 
004D: jump_if_false @CASINO6_19885 
04AE: $1276 = 8238 // = constant 
05A9: s$1281 = 'CAS6_ES' // s$  // ~z~OK, it's clear!
004F: create_thread @A_ALAP 1 100 $PLAYER_ACTOR  

:CASINO6_19885
0006: 51@ = 0 

:CASINO6_19892
0002: jump @CASINO6_20393 

:CASINO6_19899
00D6: if or
8118:   not actor 77@ dead 
8118:   not actor 78@ dead 
8118:   not actor 79@ dead 
8118:   not actor 80@ dead 
8118:   not actor 81@ dead 
004D: jump_if_false @CASINO6_19949 
0002: jump @CASINO6_20393 
0002: jump @CASINO6_20025 

:CASINO6_19949
0085: 291@ = 39@ // (int) 
0006: 292@ = 0 
0006: 293@ = 0 
0007: 295@ = 965.2232 
0007: 296@ = 2156.294 
0007: 297@ = 1010.031 
0007: 298@ = 22.0 
0050: gosub @CASINO6_21344 
0006: 41@ = 30 

:CASINO6_20025
0002: jump @CASINO6_20393 

:CASINO6_20032
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05D4: AS_actor -1 rotate_angle 0.0 
05BA: AS_actor -1 move_mouth 500 ms 
05D4: AS_actor -1 rotate_angle 90.0 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
000A: 41@ += 1 
0002: jump @CASINO6_20393 

:CASINO6_20118
0646: unknown_get_actor 39@ task_1560_status_store_to 288@ // similar to 062E 
00D6: if 
0039:   288@ == 3 
004D: jump_if_false @CASINO6_20386 
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @CASINO6_20379 
0007: 177@ = 0.0001 
0006: 161@ = 1 
0006: 163@ = 0 
097A: play_audio_at 941.9891 2144.288 1016.206 event 1081 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CASINO6_20379 
00D6: if 
803B:   not  141@ == 140@ // (int) 
004D: jump_if_false @CASINO6_20372 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 930.0 2114.25 1010.0 cornerB 966.0 2095.0 1012.0 
004D: jump_if_false @CASINO6_20335 
04AE: $1276 = 8234 // = constant 
05A9: s$1281 = 'CAS6_EO' // s$  // ~z~I'm gonna start up the meat track!
004F: create_thread @A_ALAP 2 100 39@  
0002: jump @CASINO6_20372 

:CASINO6_20335
04AE: $1276 = 8237 // = constant 
05A9: s$1281 = 'CAS6_ER' // s$  // ~z~Aw, what you do that for?
004F: create_thread @A_ALAP 1 100 $PLAYER_ACTOR  

:CASINO6_20372
0006: 51@ = 0 

:CASINO6_20379
0006: 41@ = 4 

:CASINO6_20386
0002: jump @CASINO6_20393 

:CASINO6_20393
0051: return 

:CASINO6_20395
00D6: if 
8039:   not  289@ == -2 
004D: jump_if_false @CASINO6_20541 
00D6: if 
0029:   287@ >= 2 
004D: jump_if_false @CASINO6_20541 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @CASINO6_20541 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 952.25 2147.0 1010.0 cornerB 967.0 2114.0 1012.0 
00A4:   actor 39@ sphere 0 in_cube_cornerA 952.25 2147.0 1010.0 cornerB 967.0 2114.0 1012.0 
004D: jump_if_false @CASINO6_20541 
0050: gosub @CASINO6_20543 

:CASINO6_20541
0051: return 

:CASINO6_20543
00D6: if 
0039:   289@ == -1 
004D: jump_if_false @CASINO6_20798 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @CASINO6_20591 
0006: 289@ = 14 
0002: jump @CASINO6_20628 

:CASINO6_20591
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @CASINO6_20621 
0006: 289@ = 15 
0002: jump @CASINO6_20628 

:CASINO6_20621
0006: 289@ = -2 

:CASINO6_20628
00D6: if 
8039:   not  289@ == -2 
004D: jump_if_false @CASINO6_20791 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @CASINO6_20784 
061D: create_AS_origin_at 950.9462 2114.972 1011.5 Z_angle 180.0 unknown_angle 15.0 AS_pack 206@ handle_as 205@ 
0680: unknown_assign_AS_origin 205@ to_actors_pedtype 25 
0687: clear_actor 53@(289@,29i) task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
0603: AS_actor -1 goto_point_any_means 950.2319 2115.927 1010.031 mode 6 use_car -1 
074C: AS_actor -1 goto_AS_origin 205@ 
0616: define_AS_pack_end 290@ 
0618: assign_actor 53@(289@,29i) to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
0002: jump @CASINO6_20791 

:CASINO6_20784
0006: 289@ = -1 

:CASINO6_20791
0002: jump @CASINO6_21010 

:CASINO6_20798
00D6: if 
0118:   actor 53@(289@,29i) dead 
004D: jump_if_false @CASINO6_20837 
061E: remove_references_to_AS_origin 205@ 
0006: 289@ = -1 
0002: jump @CASINO6_21010 

:CASINO6_20837
00D6: if 
0642:   actor 53@(289@,29i) at_AS_origin 205@ 
004D: jump_if_false @CASINO6_20952 
00D6: if or
0039:   204@ == 0 
0039:   204@ == 3 
004D: jump_if_false @CASINO6_20912 
0007: 214@ = 0.0 
0007: 215@ = -0.0005 
0006: 204@ = 1 

:CASINO6_20912
0687: clear_actor 53@(289@,29i) task 
060B: set_actor 53@(289@,29i) decision_maker_to 35@ 
061E: remove_references_to_AS_origin 205@ 
0006: 289@ = -1 
0002: jump @CASINO6_21010 

:CASINO6_20952
00D6: if or
0039:   204@ == 1 
0039:   204@ == 2 
004D: jump_if_false @CASINO6_21010 
0687: clear_actor 53@(289@,29i) task 
060B: set_actor 53@(289@,29i) decision_maker_to 35@ 
061E: remove_references_to_AS_origin 205@ 
0006: 289@ = -1 

:CASINO6_21010
0051: return 

:CASINO6_21012
0687: clear_actor 291@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 295@ 296@ 297@ mode 6 use_car -1 
04EB: AS_actor -1 crouch 293@ 
0638: AS_actor -1 stay_put 1 
00D6: if 
8043:   not  298@ == -1.0 
004D: jump_if_false @CASINO6_21093 
05D4: AS_actor -1 rotate_angle 298@ 

:CASINO6_21093
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
07BC: set_actor -1 decision_maker_to 35@ // AS_pack_version 
0616: define_AS_pack_end 290@ 
0618: assign_actor 291@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
0051: return 

:CASINO6_21127
0687: clear_actor 291@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 295@ 296@ 297@ mode 6 use_car -1 
04EB: AS_actor -1 crouch 293@ 
0638: AS_actor -1 stay_put 1 
00D6: if 
8043:   not  298@ == -1.0 
004D: jump_if_false @CASINO6_21208 
05D4: AS_actor -1 rotate_angle 298@ 

:CASINO6_21208
05E2: AS_actor -1 kill_actor 39@ 
07BC: set_actor -1 decision_maker_to 35@ // AS_pack_version 
0616: define_AS_pack_end 290@ 
0618: assign_actor 291@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
0051: return 

:CASINO6_21242
0687: clear_actor 291@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 292@ 
0638: AS_actor -1 stay_put 0 
00D6: if 
8043:   not  295@ == -1.0 
004D: jump_if_false @CASINO6_21310 
0603: AS_actor -1 goto_point_any_means 295@ 296@ 297@ mode 6 use_car -1 

:CASINO6_21310
05E2: AS_actor -1 kill_actor 294@ 
07BC: set_actor -1 decision_maker_to 35@ // AS_pack_version 
0616: define_AS_pack_end 290@ 
0618: assign_actor 291@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
0051: return 

:CASINO6_21344
0687: clear_actor 291@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 295@ 296@ 297@ mode 6 use_car -1 
04EB: AS_actor -1 crouch 293@ 
0638: AS_actor -1 stay_put 1 
00D6: if 
8043:   not  298@ == -1.0 
004D: jump_if_false @CASINO6_21425 
05D4: AS_actor -1 rotate_angle 298@ 

:CASINO6_21425
07BC: set_actor -1 decision_maker_to 35@ // AS_pack_version 
0616: define_AS_pack_end 290@ 
0618: assign_actor 291@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
0051: return 

:CASINO6_21452
00D6: if 
0735:   is_keyboard_key_pressed 49 
004D: jump_if_false @CASINO6_21484 
0007: 177@ = 0.0001 
0002: jump @CASINO6_21509 

:CASINO6_21484
00D6: if 
0735:   is_keyboard_key_pressed 50 
004D: jump_if_false @CASINO6_21509 
0007: 177@ = -0.0001 

:CASINO6_21509
007B: 176@ += frame_delta_time * 177@ // (float) 
00D6: if 
0021:   176@ > 0.06 
004D: jump_if_false @CASINO6_21555 
0007: 176@ = 0.06 
0002: jump @CASINO6_21586 

:CASINO6_21555
00D6: if 
0023:   0.0 > 176@ 
004D: jump_if_false @CASINO6_21586 
0007: 176@ = 0.0 

:CASINO6_21586
00D6: if or
0039:   161@ == 1 
0021:   176@ > 0.0 
004D: jump_if_false @CASINO6_23453 
0006: 216@ = 0 

:CASINO6_21621
00D6: if 
001B:   6 > 216@ 
004D: jump_if_false @CASINO6_23453 
01BB: store_object 154@(216@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0085: 217@ = 148@(216@,6i) // (int) 
0871: init_jump_table 217@ total_jumps 8 default_jump 0 @CASINO6_23421 jumps 0 @CASINO6_21797 1 @CASINO6_21853 2 @CASINO6_22203 3 @CASINO6_22259 4 @CASINO6_22609 5 @CASINO6_22665 6 @CASINO6_23015 
0872: jump_table_jumps 7 @CASINO6_23071 -1 @CASINO6_23421 -1 @CASINO6_23421 -1 @CASINO6_23421 -1 @CASINO6_23421 -1 @CASINO6_23421 -1 @CASINO6_23421 -1 @CASINO6_23421 -1 @CASINO6_23421 

:CASINO6_21797
00D6: if 
0036:   $TEMPVAR_FLOAT_1 >= 181@(217@,8f) // (float) 
004D: jump_if_false @CASINO6_21838 
000A: 148@(216@,6i) += 1 
0002: jump @CASINO6_21853 

:CASINO6_21838
005F: $TEMPVAR_FLOAT_1 += 176@ // (float) 
0002: jump @CASINO6_23421 

:CASINO6_21853
00D6: if 
0031:   164@(216@,6f) >= 180.0 
004D: jump_if_false @CASINO6_21918 
0007: 164@(216@,6f) = 0.0 
0067: $TEMPVAR_FLOAT_2 -= 176@ // (float) 
000A: 148@(216@,6i) += 1 
0002: jump @CASINO6_22196 

:CASINO6_21918
0087: 179@ = 176@ // (float) 
0073: 179@ /= 178@ // (float) 
005B: 164@(216@,6f) += 179@ // (float) 
00D6: if 
0031:   164@(216@,6f) >= 180.0 
004D: jump_if_false @CASINO6_21985 
0007: 164@(216@,6f) = 180.0 

:CASINO6_21985
0063: 170@(216@,6f) -= 179@ // (float) 
00D6: if 
0033:   -180.0 >= 170@(216@,6f) 
004D: jump_if_false @CASINO6_22043 
000B: 170@(216@,6f) += 360.0 
0002: jump @CASINO6_22082 

:CASINO6_22043
00D6: if 
0031:   170@(216@,6f) >= 180.0 
004D: jump_if_false @CASINO6_22082 
000B: 170@(216@,6f) += -360.0 

:CASINO6_22082
0453: set_object 154@(216@,6i) XYZ_rotation 0.0 0.0 170@(216@,6f) 
02F7: 198@ = cosine 164@(216@,6f) // (float) 
02F6: 199@ = sine 164@(216@,6f) // (float) 
0087: 200@ = 180@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 180@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 181@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 200@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 190@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 201@ // (float) 

:CASINO6_22196
0002: jump @CASINO6_23421 

:CASINO6_22203
00D6: if 
0037:   189@(217@,8f) >= $TEMPVAR_FLOAT_2 // (float) 
004D: jump_if_false @CASINO6_22244 
000A: 148@(216@,6i) += 1 
0002: jump @CASINO6_22259 

:CASINO6_22244
0067: $TEMPVAR_FLOAT_2 -= 176@ // (float) 
0002: jump @CASINO6_23421 

:CASINO6_22259
00D6: if 
0033:   -90.0 >= 164@(216@,6f) 
004D: jump_if_false @CASINO6_22324 
0007: 164@(216@,6f) = 90.0 
0067: $TEMPVAR_FLOAT_1 -= 176@ // (float) 
000A: 148@(216@,6i) += 1 
0002: jump @CASINO6_22602 

:CASINO6_22324
0087: 179@ = 176@ // (float) 
0073: 179@ /= 178@ // (float) 
0063: 164@(216@,6f) -= 179@ // (float) 
00D6: if 
0033:   -90.0 >= 164@(216@,6f) 
004D: jump_if_false @CASINO6_22391 
0007: 164@(216@,6f) = -90.0 

:CASINO6_22391
0063: 170@(216@,6f) -= 179@ // (float) 
00D6: if 
0033:   -180.0 >= 170@(216@,6f) 
004D: jump_if_false @CASINO6_22449 
000B: 170@(216@,6f) += 360.0 
0002: jump @CASINO6_22488 

:CASINO6_22449
00D6: if 
0031:   170@(216@,6f) >= 180.0 
004D: jump_if_false @CASINO6_22488 
000B: 170@(216@,6f) += -360.0 

:CASINO6_22488
0453: set_object 154@(216@,6i) XYZ_rotation 0.0 0.0 170@(216@,6f) 
02F7: 198@ = cosine 164@(216@,6f) // (float) 
02F6: 199@ = sine 164@(216@,6f) // (float) 
0087: 200@ = 180@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 180@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 184@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 200@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 191@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 201@ // (float) 

:CASINO6_22602
0002: jump @CASINO6_23421 

:CASINO6_22609
00D6: if 
0037:   181@(217@,8f) >= $TEMPVAR_FLOAT_1 // (float) 
004D: jump_if_false @CASINO6_22650 
000A: 148@(216@,6i) += 1 
0002: jump @CASINO6_22665 

:CASINO6_22650
0067: $TEMPVAR_FLOAT_1 -= 176@ // (float) 
0002: jump @CASINO6_23421 

:CASINO6_22665
00D6: if 
0031:   164@(216@,6f) >= 180.0 
004D: jump_if_false @CASINO6_22730 
0007: 164@(216@,6f) = 0.0 
005F: $TEMPVAR_FLOAT_2 += 176@ // (float) 
000A: 148@(216@,6i) += 1 
0002: jump @CASINO6_23008 

:CASINO6_22730
0087: 179@ = 176@ // (float) 
0073: 179@ /= 178@ // (float) 
005B: 164@(216@,6f) += 179@ // (float) 
00D6: if 
0031:   164@(216@,6f) >= 180.0 
004D: jump_if_false @CASINO6_22797 
0007: 164@(216@,6f) = 180.0 

:CASINO6_22797
0063: 170@(216@,6f) -= 179@ // (float) 
00D6: if 
0033:   -180.0 >= 170@(216@,6f) 
004D: jump_if_false @CASINO6_22855 
000B: 170@(216@,6f) += 360.0 
0002: jump @CASINO6_22894 

:CASINO6_22855
00D6: if 
0031:   170@(216@,6f) >= 180.0 
004D: jump_if_false @CASINO6_22894 
000B: 170@(216@,6f) += -360.0 

:CASINO6_22894
0453: set_object 154@(216@,6i) XYZ_rotation 0.0 0.0 170@(216@,6f) 
02F7: 198@ = cosine 164@(216@,6f) // (float) 
02F6: 199@ = sine 164@(216@,6f) // (float) 
0087: 200@ = 180@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 180@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 185@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 200@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 194@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 201@ // (float) 

:CASINO6_23008
0002: jump @CASINO6_23421 

:CASINO6_23015
00D6: if 
0036:   $TEMPVAR_FLOAT_2 >= 189@(217@,8f) // (float) 
004D: jump_if_false @CASINO6_23056 
000A: 148@(216@,6i) += 1 
0002: jump @CASINO6_23071 

:CASINO6_23056
005F: $TEMPVAR_FLOAT_2 += 176@ // (float) 
0002: jump @CASINO6_23421 

:CASINO6_23071
00D6: if 
0033:   -90.0 >= 164@(216@,6f) 
004D: jump_if_false @CASINO6_23136 
0007: 164@(216@,6f) = 90.0 
005F: $TEMPVAR_FLOAT_1 += 176@ // (float) 
0006: 148@(216@,6i) = 0 
0002: jump @CASINO6_23414 

:CASINO6_23136
0087: 179@ = 176@ // (float) 
0073: 179@ /= 178@ // (float) 
0063: 164@(216@,6f) -= 179@ // (float) 
00D6: if 
0033:   -90.0 >= 164@(216@,6f) 
004D: jump_if_false @CASINO6_23203 
0007: 164@(216@,6f) = -90.0 

:CASINO6_23203
0063: 170@(216@,6f) -= 179@ // (float) 
00D6: if 
0033:   -180.0 >= 170@(216@,6f) 
004D: jump_if_false @CASINO6_23261 
000B: 170@(216@,6f) += 360.0 
0002: jump @CASINO6_23300 

:CASINO6_23261
00D6: if 
0031:   170@(216@,6f) >= 180.0 
004D: jump_if_false @CASINO6_23300 
000B: 170@(216@,6f) += -360.0 

:CASINO6_23300
0453: set_object 154@(216@,6i) XYZ_rotation 0.0 0.0 170@(216@,6f) 
02F7: 198@ = cosine 164@(216@,6f) // (float) 
02F6: 199@ = sine 164@(216@,6f) // (float) 
0087: 200@ = 180@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 180@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 188@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 200@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 195@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 201@ // (float) 

:CASINO6_23414
0002: jump @CASINO6_23421 

:CASINO6_23421
0815: put_object 154@(216@,6i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
000A: 216@ += 1 
0002: jump @CASINO6_21621 

:CASINO6_23453
00D6: if 
0019:   163@ > 500 
004D: jump_if_false @CASINO6_23633 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CASINO6_23633 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 945.7303 2113.197 cornerB 947.412 2112.319 
004D: jump_if_false @CASINO6_23633 
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @CASINO6_23589 
0007: 177@ = 0.0001 
0006: 161@ = 1 
097A: play_audio_at 941.9891 2144.288 1016.206 event 1081 
0002: jump @CASINO6_23626 

:CASINO6_23589
0007: 177@ = -0.0001 
0006: 161@ = 0 
097A: play_audio_at 941.9891 2144.288 1016.206 event 1082 

:CASINO6_23626
0006: 163@ = 0 

:CASINO6_23633
0051: return 

:CASINO6_23635
0871: init_jump_table 204@ total_jumps 4 default_jump 0 @CASINO6_25124 jumps 0 @CASINO6_23698 1 @CASINO6_23787 2 @CASINO6_24411 3 @CASINO6_24942 -1 @CASINO6_25124 -1 @CASINO6_25124 -1 @CASINO6_25124 

:CASINO6_23698
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CASINO6_23780 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 951.954 2115.744 cornerB 949.9608 2114.699 
004D: jump_if_false @CASINO6_23780 
0007: 214@ = 0.0 
0007: 215@ = -0.0005 
000A: 204@ += 1 

:CASINO6_23780
0002: jump @CASINO6_25124 

:CASINO6_23787
00D6: if 
0039:   299@ == 0 
004D: jump_if_false @CASINO6_23820 
097B: play_audio_at_object 202@ event 1079 
0006: 299@ = 1 

:CASINO6_23820
01BB: store_object 202@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 301@ = $TEMPVAR_FLOAT_2 // (float) 
000F: 301@ -= 2.5 
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 1 near_point $TEMPVAR_FLOAT_1 301@ radius 0.8 0.8 on_foot 
004D: jump_if_false @CASINO6_23893 
0002: jump @CASINO6_25124 

:CASINO6_23893
005B: 214@ += 215@ // (float) 
00D6: if 
0023:   -0.4 > 214@ 
004D: jump_if_false @CASINO6_23932 
0007: 214@ = -0.4 

:CASINO6_23932
005F: $TEMPVAR_FLOAT_2 += 214@ // (float) 
00D6: if 
0032:   2117.448 >= $TEMPVAR_FLOAT_2 
004D: jump_if_false @CASINO6_24390 
0005: $TEMPVAR_FLOAT_2 = 2117.448 
000A: 204@ += 1 
097B: play_audio_at_object 202@ event 1080 
0006: 299@ = 0 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 952.25 2147.0 1010.0 cornerB 967.0 2114.0 1012.0 
004D: jump_if_false @CASINO6_24062 
0006: 36@ = 1 
0006: 207@ = 0 
0002: jump @CASINO6_24069 

:CASINO6_24062
0006: 36@ = 0 

:CASINO6_24069
00D6: if 
00A4:   actor 39@ sphere 0 in_cube_cornerA 952.25 2147.0 1010.0 cornerB 967.0 2114.0 1012.0 
004D: jump_if_false @CASINO6_24242 
0006: 44@ = 1 
0006: 207@ = 0 
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CASINO6_24177 
0006: 227@ = 2 
05AA: 228@s = 'CAS6_F2' // @s = 'short'  // ~r~You and Rosenberg got trapped in the freezer.
0002: jump @CASINO6_24235 

:CASINO6_24177
04AE: $1276 = 8242 // = constant 
05A9: s$1281 = 'CAS6_FC' // s$  // ~z~CJ, some guy's locked me in the freezer!
004F: create_thread @A_ALAP 2 102 39@  
0006: 51@ = 0 
0006: 303@ = 1 
0006: 33@ = 0 

:CASINO6_24235
0002: jump @CASINO6_24383 

:CASINO6_24242
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CASINO6_24351 
04AE: $1276 = 8248 // = constant 
05A9: s$1281 = 'CAS6_FP' // s$  // ~z~Get me out of this freezer, Rosie!
004F: create_thread @A_ALAP 1 102 $PLAYER_ACTOR  
0006: 51@ = 0 
02AB: set_actor 39@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
0029:   41@ >= 15 
004D: jump_if_false @CASINO6_24344 
0006: 41@ = 13 

:CASINO6_24344
0002: jump @CASINO6_24376 

:CASINO6_24351
00D6: if 
0039:   41@ == 15 
004D: jump_if_false @CASINO6_24376 
0006: 41@ = 13 

:CASINO6_24376
0006: 44@ = 0 

:CASINO6_24383
0002: jump @CASINO6_24390 

:CASINO6_24390
0815: put_object 202@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
0002: jump @CASINO6_25124 

:CASINO6_24411
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CASINO6_24935 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 951.954 2115.744 cornerB 949.9608 2114.699 
004D: jump_if_false @CASINO6_24935 
0007: 214@ = 0.0 
0007: 215@ = 0.0005 
000A: 204@ += 1 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @CASINO6_24921 
00D6: if or
8118:   not actor 67@ dead 
8118:   not actor 68@ dead 
004D: jump_if_false @CASINO6_24590 
04AE: $1276 = 8278 // = constant 
05A9: s$1281 = 'CAS6_LD' // s$  // ~z~Okay, stay in there while I finish off these assholes!
004F: create_thread @A_ALAP 1 102 $PLAYER_ACTOR  
0006: 300@ = 1 
0006: 51@ = 0 
0002: jump @CASINO6_24921 

:CASINO6_24590
00D6: if or
8118:   not actor 57@ dead 
8118:   not actor 58@ dead 
8118:   not actor 59@ dead 
8118:   not actor 60@ dead 
8118:   not actor 61@ dead 
8118:   not actor 62@ dead 
004D: jump_if_false @CASINO6_24689 
04AE: $1276 = 8278 // = constant 
05A9: s$1281 = 'CAS6_LD' // s$  // ~z~Okay, stay in there while I finish off these assholes!
004F: create_thread @A_ALAP 1 102 $PLAYER_ACTOR  
0006: 300@ = 1 
0006: 51@ = 0 
0002: jump @CASINO6_24921 

:CASINO6_24689
00D6: if or
8118:   not actor 63@ dead 
8118:   not actor 64@ dead 
8118:   not actor 54@ dead 
004D: jump_if_false @CASINO6_24773 
04AE: $1276 = 8278 // = constant 
05A9: s$1281 = 'CAS6_LD' // s$  // ~z~Okay, stay in there while I finish off these assholes!
004F: create_thread @A_ALAP 1 102 $PLAYER_ACTOR  
0006: 300@ = 1 
0006: 51@ = 0 
0002: jump @CASINO6_24921 

:CASINO6_24773
0209: 52@ = random_int_in_ranges 0 151 
00D6: if 
001B:   50 > 52@ 
004D: jump_if_false @CASINO6_24830 
04AE: $1276 = 8277 // = constant 
05A9: s$1281 = 'CAS6_LC' // s$  // ~z~How'd you get locked in there, dude?
0002: jump @CASINO6_24899 

:CASINO6_24830
00D6: if 
0019:   52@ > 100 
004D: jump_if_false @CASINO6_24877 
04AE: $1276 = 8244 // = constant 
05A9: s$1281 = 'CAS6_FK' // s$  // ~z~Thank you, man, I thought I was a popsicle for sure!
0002: jump @CASINO6_24899 

:CASINO6_24877
04AE: $1276 = 8276 // = constant 
05A9: s$1281 = 'CAS6_LB' // s$  // ~z~Rosenberg, is that you in there?

:CASINO6_24899
004F: create_thread @A_ALAP 2 102 39@  
0006: 51@ = 0 

:CASINO6_24921
0006: 36@ = 0 
0006: 44@ = 0 

:CASINO6_24935
0002: jump @CASINO6_25124 

:CASINO6_24942
00D6: if 
0039:   299@ == 0 
004D: jump_if_false @CASINO6_24975 
097B: play_audio_at_object 202@ event 1079 
0006: 299@ = 1 

:CASINO6_24975
01BB: store_object 202@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
005B: 214@ += 215@ // (float) 
00D6: if 
0021:   214@ > 0.4 
004D: jump_if_false @CASINO6_25028 
0007: 214@ = 0.4 

:CASINO6_25028
005F: $TEMPVAR_FLOAT_2 += 214@ // (float) 
00D6: if 
0030:   $TEMPVAR_FLOAT_2 >= 2121.648 
004D: jump_if_false @CASINO6_25089 
0005: $TEMPVAR_FLOAT_2 = 2121.648 
0006: 204@ = 0 
097B: play_audio_at_object 202@ event 1080 
0006: 299@ = 0 

:CASINO6_25089
0815: put_object 202@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
0006: 36@ = 0 
0006: 44@ = 0 
0002: jump @CASINO6_25124 

:CASINO6_25124
0051: return 

:CASINO6_25126
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CASINO6_25254 
00D6: if 
0019:   207@ > 1500 
004D: jump_if_false @CASINO6_25247 
0226: 216@ = actor $PLAYER_ACTOR health 
000E: 216@ -= 3 
00D6: if 
002B:   0 >= 216@ 
004D: jump_if_false @CASINO6_25231 
0006: 227@ = 1 
05AA: 228@s = 'CAS6_F3' // @s = 'short' 
0223: set_actor $PLAYER_ACTOR health_to 0 
0002: jump @CASINO6_25240 

:CASINO6_25231
0851: set_actor $PLAYER_ACTOR decrease_health_by 3 affect_armour 0 

:CASINO6_25240
0006: 207@ = 0 

:CASINO6_25247
0002: jump @CASINO6_25375 

:CASINO6_25254
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @CASINO6_25375 
00D6: if 
0019:   207@ > 1500 
004D: jump_if_false @CASINO6_25375 
0226: 216@ = actor 39@ health 
000E: 216@ -= 6 
00D6: if 
002B:   0 >= 216@ 
004D: jump_if_false @CASINO6_25359 
0006: 227@ = 1 
05AA: 228@s = 'CAS6_F1' // @s = 'short'  // ~r~Rosenberg froze to death.
0223: set_actor 39@ health_to 0 
0002: jump @CASINO6_25368 

:CASINO6_25359
0851: set_actor 39@ decrease_health_by 6 affect_armour 0 

:CASINO6_25368
0006: 207@ = 0 

:CASINO6_25375
0051: return 

:CASINO6_25377
0871: init_jump_table 302@ total_jumps 2 default_jump 0 @CASINO6_25552 jumps 0 @CASINO6_25440 1 @CASINO6_25496 -1 @CASINO6_25552 -1 @CASINO6_25552 -1 @CASINO6_25552 -1 @CASINO6_25552 -1 @CASINO6_25552 

:CASINO6_25440
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 941.5 2114.0 radius 9.0 9.0 on_foot 
004D: jump_if_false @CASINO6_25489 
08FD: enable_heat_visuals 1 
000A: 302@ += 1 

:CASINO6_25489
0002: jump @CASINO6_25552 

:CASINO6_25496
00D6: if 
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point 941.5 2114.0 radius 11.0 11.0 on_foot 
004D: jump_if_false @CASINO6_25545 
08FD: enable_heat_visuals 0 
000E: 302@ -= 1 

:CASINO6_25545
0002: jump @CASINO6_25552 

:CASINO6_25552
0051: return 

:CASINO6_25554
0871: init_jump_table 319@ total_jumps 9 default_jump 0 @CASINO6_26365 jumps 0 @CASINO6_25682 1 @CASINO6_25757 2 @CASINO6_25804 3 @CASINO6_25926 4 @CASINO6_25973 5 @CASINO6_26095 6 @CASINO6_26142 
0872: jump_table_jumps 7 @CASINO6_26243 8 @CASINO6_26290 -1 @CASINO6_26365 -1 @CASINO6_26365 -1 @CASINO6_26365 -1 @CASINO6_26365 -1 @CASINO6_26365 -1 @CASINO6_26365 -1 @CASINO6_26365 

:CASINO6_25682
00D6: if 
001B:   3 > 318@ 
004D: jump_if_false @CASINO6_25757 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) // s$ 
004F: create_thread @A_ALAP 2 70 343@(318@,23i)  
000A: 318@ += 1 
000A: 319@ += 1 

:CASINO6_25757
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @CASINO6_25797 
0006: 319@ = 0 
0004: $1285($1288,2i) = -4 

:CASINO6_25797
0002: jump @CASINO6_26365 

:CASINO6_25804
00D6: if 
001B:   5 > 318@ 
004D: jump_if_false @CASINO6_25905 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @CASINO6_25898 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) // s$ 
004F: create_thread @A_ALAP 2 70 343@(318@,23i)  
000A: 318@ += 1 
000A: 319@ += 1 

:CASINO6_25898
0002: jump @CASINO6_25926 

:CASINO6_25905
0006: 32@ = 0 
0006: 319@ = 6 
0006: 318@ = 7 

:CASINO6_25926
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @CASINO6_25966 
0006: 319@ = 2 
0004: $1285($1288,2i) = -4 

:CASINO6_25966
0002: jump @CASINO6_26365 

:CASINO6_25973
00D6: if 
001B:   7 > 318@ 
004D: jump_if_false @CASINO6_26074 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @CASINO6_26067 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) // s$ 
004F: create_thread @A_ALAP 2 70 343@(318@,23i)  
000A: 318@ += 1 
000A: 319@ += 1 

:CASINO6_26067
0002: jump @CASINO6_26095 

:CASINO6_26074
0006: 32@ = 0 
0006: 319@ = 6 
0006: 318@ = 7 

:CASINO6_26095
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @CASINO6_26135 
0006: 319@ = 4 
0004: $1285($1288,2i) = -4 

:CASINO6_26135
0002: jump @CASINO6_26365 

:CASINO6_26142
00D6: if 
001B:   13 > 318@ 
004D: jump_if_false @CASINO6_26243 
00D6: if 
0019:   32@ > 7000 
004D: jump_if_false @CASINO6_26243 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) // s$ 
004F: create_thread @A_ALAP 2 70 343@(318@,23i)  
000A: 318@ += 1 
000A: 319@ += 1 
0006: 32@ = 0 

:CASINO6_26243
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @CASINO6_26283 
0006: 319@ = 6 
0004: $1285($1288,2i) = -4 

:CASINO6_26283
0002: jump @CASINO6_26365 

:CASINO6_26290
00D6: if 
0019:   32@ > 9000 
004D: jump_if_false @CASINO6_26365 
008A: $1276 = 333@ // (int) 
05A9: s$1281 = 392@s // s$ 
004F: create_thread @A_ALAP 2 70 343@(318@,23i)  
000A: 318@ += 1 
000A: 319@ += 1 
0006: 32@ = 0 

:CASINO6_26365
0051: return 

:CASINO6_26367
00D6: if and
0039:   303@ == 1 
0019:   33@ > 20000 
004D: jump_if_false @CASINO6_26513 
00D6: if 
0039:   304@ == 0 
004D: jump_if_false @CASINO6_26462 
04AE: $1276 = 8243 // = constant 
05A9: s$1281 = 'CAS6_FF' // s$  // ~z~CJ? CJ! Get me out of here!
004F: create_thread @A_ALAP 2 75 39@  
0006: 304@ = 1 
0002: jump @CASINO6_26506 

:CASINO6_26462
04AE: $1276 = 8275 // = constant 
05A9: s$1281 = 'CAS6_LA' // s$  // ~z~Rosie, where you go?
004F: create_thread @A_ALAP 2 75 $PLAYER_ACTOR  
0006: 304@ = 0 

:CASINO6_26506
0006: 33@ = 0 

:CASINO6_26513
0051: return 

:CASINO6_26515
0871: init_jump_table 305@ total_jumps 5 default_jump 0 @CASINO6_27223 jumps 0 @CASINO6_26578 1 @CASINO6_26662 2 @CASINO6_26738 3 @CASINO6_26913 4 @CASINO6_26994 -1 @CASINO6_27223 -1 @CASINO6_27223 

:CASINO6_26578
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 950.4901 2113.204 cornerB 940.3504 2103.84 
004D: jump_if_false @CASINO6_26655 
0512: show_permanent_text_box 'CAS6_H0'  // Press ~k~~VEHICLE_ENTER_EXIT~ when stood in front of switches to operate them.
0006: 306@ = 0 
0006: 307@ = 0 
0006: 308@ = 0 
000A: 305@ += 1 

:CASINO6_26655
0002: jump @CASINO6_27223 

:CASINO6_26662
00D6: if 
0019:   306@ > 8000 
004D: jump_if_false @CASINO6_26697 
03E6: remove_text_box 
000A: 305@ += 1 
0002: jump @CASINO6_26731 

:CASINO6_26697
00D6: if or
0039:   36@ == 1 
0039:   44@ == 1 
004D: jump_if_false @CASINO6_26731 
03E6: remove_text_box 
000A: 305@ += 1 

:CASINO6_26731
0002: jump @CASINO6_27223 

:CASINO6_26738
00D6: if and
0039:   36@ == 1 
0039:   307@ == 0 
004D: jump_if_false @CASINO6_26813 
00D6: if 
8039:   not  44@ == 1 
004D: jump_if_false @CASINO6_26806 
0512: show_permanent_text_box 'CAS6_H3'  // You are trapped in the freezer, your health will slowly decrease until Rosenberg gets you out.
0006: 306@ = 0 
0006: 305@ = 3 

:CASINO6_26806
0002: jump @CASINO6_26906 

:CASINO6_26813
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @CASINO6_26906 
00D6: if 
0039:   308@ == 0 
004D: jump_if_false @CASINO6_26881 
0512: show_permanent_text_box 'CAS6_H1'  // Press ~k~~VEHICLE_ENTER_EXIT~ when stood in front of the freezer switch to operate the door.
0006: 306@ = 0 
0006: 305@ = 4 
0002: jump @CASINO6_26906 

:CASINO6_26881
00D6: if 
0039:   308@ == 1 
004D: jump_if_false @CASINO6_26906 
0006: 305@ = 4 

:CASINO6_26906
0002: jump @CASINO6_27223 

:CASINO6_26913
00D6: if or
0019:   306@ > 8000 
0039:   36@ == 0 
004D: jump_if_false @CASINO6_26987 
03E6: remove_text_box 
0006: 307@ = 1 
00D6: if 
0039:   308@ == 3 
004D: jump_if_false @CASINO6_26980 
0006: 305@ = -1 
0002: jump @CASINO6_26987 

:CASINO6_26980
0006: 305@ = 2 

:CASINO6_26987
0002: jump @CASINO6_27223 

:CASINO6_26994
00D6: if 
0039:   308@ == 0 
004D: jump_if_false @CASINO6_27106 
00D6: if 
0019:   306@ > 8000 
004D: jump_if_false @CASINO6_27065 
03E6: remove_text_box 
0512: show_permanent_text_box 'CAS6_H2'  // While Rosenberg is trapped his health will slowly decrease.
0006: 306@ = 0 
0006: 308@ = 2 
0002: jump @CASINO6_27099 

:CASINO6_27065
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @CASINO6_27099 
03E6: remove_text_box 
0006: 308@ = 1 
0006: 305@ = 2 

:CASINO6_27099
0002: jump @CASINO6_27216 

:CASINO6_27106
00D6: if 
0039:   308@ == 1 
004D: jump_if_false @CASINO6_27156 
0512: show_permanent_text_box 'CAS6_H2'  // While Rosenberg is trapped his health will slowly decrease.
0006: 306@ = 0 
0006: 308@ = 2 
0002: jump @CASINO6_27216 

:CASINO6_27156
00D6: if 
0039:   308@ == 2 
004D: jump_if_false @CASINO6_27216 
00D6: if or
0019:   306@ > 8000 
0039:   44@ == 0 
004D: jump_if_false @CASINO6_27216 
03E6: remove_text_box 
0006: 308@ = 3 
0006: 305@ = 2 

:CASINO6_27216
0002: jump @CASINO6_27223 

:CASINO6_27223
0051: return 

:CASINO6_27225
0871: init_jump_table 309@ total_jumps 4 default_jump 0 @CASINO6_27813 jumps 0 @CASINO6_27288 1 @CASINO6_27522 2 @CASINO6_27639 3 @CASINO6_27756 -1 @CASINO6_27813 -1 @CASINO6_27813 -1 @CASINO6_27813 

:CASINO6_27288
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @CASINO6_27336 
00BC: show_text_highpriority GXT 'CAS6_G2' time 8000 flag 1  // ~s~All the witnesses are dead but ~b~Rosenberg~s~ is locked in the freezer you will have to let him out before you can leave.
0006: 309@ = 1 
0002: jump @CASINO6_27515 

:CASINO6_27336
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CASINO6_27492 
00BC: show_text_highpriority GXT 'CAS6_G1' time 8000 flag 1  // ~s~All the witnesses are dead head for the ~y~exit~s~.
00D6: if 
875C:   not marker 218@ enabled 
004D: jump_if_false @CASINO6_27426 
018A: 218@ = create_checkpoint_at 964.788 2159.504 1011.055 
08DC: create_interior_marker 218@ at 964.788 2159.504 radius 4.0 

:CASINO6_27426
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir
0006: 309@ = 3 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @CASINO6_27485 
0006: 319@ = 8 
0006: 32@ = 0 
0006: 50@ = 1 

:CASINO6_27485
0002: jump @CASINO6_27515 

:CASINO6_27492
00BC: show_text_highpriority GXT 'CAS6_G3' time 8000 flag 1  // ~s~All the witnesses are dead but you will have to wait until ~b~Rosenberg~s~ lets you out before you can leave.
0006: 309@ = 2 

:CASINO6_27515
0002: jump @CASINO6_27813 

:CASINO6_27522
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @CASINO6_27632 
00BC: show_text_highpriority GXT 'CAS6_G4' time 8000 flag 1  // ~s~Head for the ~y~exit~s~.
00D6: if 
875C:   not marker 218@ enabled 
004D: jump_if_false @CASINO6_27612 
018A: 218@ = create_checkpoint_at 964.788 2159.504 1011.055 
08DC: create_interior_marker 218@ at 964.788 2159.504 radius 4.0 

:CASINO6_27612
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir
0006: 309@ = 3 

:CASINO6_27632
0002: jump @CASINO6_27813 

:CASINO6_27639
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CASINO6_27749 
00BC: show_text_highpriority GXT 'CAS6_G4' time 8000 flag 1  // ~s~Head for the ~y~exit~s~.
00D6: if 
875C:   not marker 218@ enabled 
004D: jump_if_false @CASINO6_27729 
018A: 218@ = create_checkpoint_at 964.788 2159.504 1011.055 
08DC: create_interior_marker 218@ at 964.788 2159.504 radius 4.0 

:CASINO6_27729
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir
0006: 309@ = 3 

:CASINO6_27749
0002: jump @CASINO6_27813 

:CASINO6_27756
00D6: if or
0039:   36@ == 1 
0039:   44@ == 1 
004D: jump_if_false @CASINO6_27806 
0164: disable_marker 218@ 
07FB: set_interior 'ABATOIR' access 0  // Sindacco Abattoir
0006: 309@ = 0 

:CASINO6_27806
0002: jump @CASINO6_27813 

:CASINO6_27813
0051: return 

:CASINO6_27815
0006: 216@ = 0 

:CASINO6_27822
00D6: if 
001B:   6 > 216@ 
004D: jump_if_false @CASINO6_27881 
01C4: remove_references_to_object 154@(216@,6i) // This object will now disappear when the player looks away 
01C4: remove_references_to_object 142@(216@,6i) // This object will now disappear when the player looks away 
01C4: remove_references_to_object 208@(216@,6i) // This object will now disappear when the player looks away 
000A: 216@ += 1 
0002: jump @CASINO6_27822 

:CASINO6_27881
0215: destroy_pickup 37@ 
0215: destroy_pickup 38@ 
01C4: remove_references_to_object 43@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 160@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 202@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 203@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 254@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 255@ // This object will now disappear when the player looks away 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0249: release_model #AB_CARCASS 
0249: release_model #AB_HOOK 
0249: release_model #FREEZER_DOOR 
0249: release_model #SEC_KEYPAD 
0249: release_model #CARDBOARDBOX2 
0249: release_model #MP5LNG 
0249: release_model #BAT 
0249: release_model #CHNSAW 
0249: release_model #FIRE_EX 
0249: release_model #BODYARMOUR 
0249: release_model #CJ_MEAT_BAG_1 
0249: release_model #CJ_MEAT_1 
0249: release_model #CJ_MEAT_2 
0051: return 

:CASINO6_28003
0006: 286@ = 1 

:CASINO6_28010
00D6: if 
0039:   286@ == 1 
004D: jump_if_false @CASINO6_28047 
0001: wait 0 ms 
09E8: 286@ = actor $PLAYER_ACTOR active_interior 
0002: jump @CASINO6_28010 

:CASINO6_28047
016A: fade 0 time 0 

:CASINO6_28053
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_28077 
0001: wait 0 ms 
0002: jump @CASINO6_28053 

:CASINO6_28077
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0151: remove_status_text $7761 
0164: disable_marker 40@ 
03E6: remove_text_box 
075B: zoom_radar 0 
0050: gosub @CASINO6_27815 
07FB: set_interior 'ABATOIR' access 0  // Sindacco Abattoir
0164: disable_marker 218@ 
018A: 218@ = create_checkpoint_at 2165.185 1692.317 9.8203 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_28248 
00A1: put_actor 39@ at 970.7965 2155.644 9.8203 
0173: set_actor 39@ Z_angle_to 295.3334 
0792: disembark_instantly_actor 39@ 
0860: link_actor 39@ to_interior 0 
087F: set_actor 39@ never_leave_group 1 
0631: put_actor 39@ in_group 310@ 
048F: actor 39@ remove_weapons 
0164: disable_marker 40@ 
0187: 40@ = create_marker_above_actor 39@ 
07E0: set_marker 40@ type_to 1 

:CASINO6_28248
00D6: if 
0039:   233@ == 1 
004D: jump_if_false @CASINO6_28503 
0247: load_model 234@ 

:CASINO6_28271
00D6: if 
8248:   not model 234@ available 
004D: jump_if_false @CASINO6_28298 
0001: wait 0 ms 
0002: jump @CASINO6_28271 

:CASINO6_28298
00A5: 316@ = create_car 234@ at 977.1431 2164.063 9.8203 
0175: set_car 316@ Z_angle_to 194.2554 
0229: set_car 316@ primary_color_to 235@ secondary_color_to 236@ 
0A11: set_car 316@ tertiary_color_to 237@ quaternary_color_to 238@ 
0006: 216@ = 0 

:CASINO6_28360
00D6: if 
001B:   4 > 216@ 
004D: jump_if_false @CASINO6_28419 
00D6: if 
08B9:   test 239@ bit 216@ 
004D: jump_if_false @CASINO6_28405 
04FE: deflate_tire 216@ on_car 316@ 

:CASINO6_28405
000A: 216@ += 1 
0002: jump @CASINO6_28360 

:CASINO6_28419
00D6: if 
8039:   not  240@ == -1 
004D: jump_if_false @CASINO6_28503 
0006: 216@ = 0 

:CASINO6_28444
00D6: if 
001B:   6 > 216@ 
004D: jump_if_false @CASINO6_28503 
00D6: if 
08B9:   test 240@ bit 216@ 
004D: jump_if_false @CASINO6_28489 
073C: car 316@ damage_componentB 216@ 

:CASINO6_28489
000A: 216@ += 1 
0002: jump @CASINO6_28444 

:CASINO6_28503
016A: fade 1 time 500 
00BC: show_text_highpriority GXT 'CAS6_G5' time 8000 flag 1  // ~s~Drive ~b~Rosenberg~s~ back to the ~y~Casino~s~.
0006: 317@ = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 6 
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @CASINO6_28567 
0004: $1285[0] = -2 

:CASINO6_28567
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @CASINO6_28592 
0004: $1285[1] = -2 

:CASINO6_28592
05AA: 366@s = 'CAS6_HA' // @s = 'short'  // ~z~Shit, we gotta get the fuck out of here!
04AF: 320@ = 8253 // = constant 
0085: 343@ = 39@ // (int) 
05AA: 368@s = 'CAS6_HB' // @s = 'short'  // ~z~We need some wheels!
04AF: 321@ = 8254 // = constant 
0085: 344@ = 39@ // (int) 
05AA: 370@s = 'CAS6_HC' // @s = 'short'  // ~z~Get me back to Caligula's!
04AF: 322@ = 8255 // = constant 
0085: 345@ = 39@ // (int) 
05AA: 372@s = 'CAS6_HD' // @s = 'short'  // ~z~You calm down, and follow my lead.
04AF: 323@ = 8256 // = constant 
008B: 346@ = $PLAYER_ACTOR // (int) 
05AA: 374@s = 'CAS6_JA' // @s = 'short'  // ~z~Holy fuck, man, we work well as a team together, huh, CJ?
04AF: 324@ = 8257 // = constant 
0085: 347@ = 39@ // (int) 
05AA: 376@s = 'CAS6_JB' // @s = 'short'  // ~z~You and me, tearing this town up.
04AF: 325@ = 8258 // = constant 
0085: 348@ = 39@ // (int) 
05AA: 378@s = 'CAS6_JC' // @s = 'short'  // ~z~Nobody can stop us, nobody in the world!
04AF: 326@ = 8259 // = constant 
0085: 349@ = 39@ // (int) 
05AA: 380@s = 'CAS6_JD' // @s = 'short'  // ~z~Johnny's a done deal. And so is his gang.
04AF: 327@ = 8260 // = constant 
008B: 350@ = $PLAYER_ACTOR // (int) 
05AA: 382@s = 'CAS6_JE' // @s = 'short'  // ~z~Too fucking right they are, dumb pussies!
04AF: 328@ = 8261 // = constant 
0085: 351@ = 39@ // (int) 
05AA: 384@s = 'CAS6_JF' // @s = 'short'  // ~z~Oh fuck! I'm screwed! I'm fucking screwed!
04AF: 329@ = 8262 // = constant 
0085: 352@ = 39@ // (int) 
05AA: 386@s = 'CAS6_JG' // @s = 'short'  // ~z~What the fuck am I going to do? Shit, shit, SHIIIIT....
04AF: 330@ = 8263 // = constant 
0085: 353@ = 39@ // (int) 
05AA: 388@s = 'CAS6_JJ' // @s = 'short'  // ~z~You just got to hang in there.
04AF: 331@ = 8264 // = constant 
008B: 354@ = $PLAYER_ACTOR // (int) 
05AA: 390@s = 'CAS6_JK' // @s = 'short'  // ~z~Play it dumb.
04AF: 332@ = 8265 // = constant 
008B: 355@ = $PLAYER_ACTOR // (int) 
05AA: 392@s = 'CAS6_JL' // @s = 'short'  // ~z~I'll figure out a way to get you out of this.
04AF: 333@ = 8266 // = constant 
008B: 356@ = $PLAYER_ACTOR // (int) 
05AA: 394@s = 'CAS6_JM' // @s = 'short'  // ~z~Just drop me at the airport!
04AF: 334@ = 8267 // = constant 
0085: 357@ = 39@ // (int) 
05AA: 396@s = 'CAS6_JN' // @s = 'short'  // ~z~Nah man, they gotta think you dead.
04AF: 335@ = 8268 // = constant 
008B: 358@ = $PLAYER_ACTOR // (int) 
05AA: 398@s = 'CAS6_JO' // @s = 'short'  // ~z~I'll think of something, I promise.
04AF: 336@ = 8269 // = constant 
008B: 359@ = $PLAYER_ACTOR // (int) 
05AA: 400@s = 'CAS6_KA' // @s = 'short'  // ~z~Get in there, and be cool. Like you been out for a relaxing drive or something.
04AF: 337@ = 8270 // = constant 
008B: 360@ = $PLAYER_ACTOR // (int) 
05AA: 402@s = 'CAS6_KB' // @s = 'short'  // ~z~Calm, yeah, calm.
04AF: 338@ = 8271 // = constant 
0085: 361@ = 39@ // (int) 
05AA: 404@s = 'CAS6_KC' // @s = 'short'  // ~z~I'm calm.
04AF: 339@ = 8272 // = constant 
0085: 362@ = 39@ // (int) 
05AA: 406@s = 'CAS6_KD' // @s = 'short'  // ~z~REAL FUCKING calm!
04AF: 340@ = 8273 // = constant 
0085: 363@ = 39@ // (int) 
05AA: 408@s = 'CAS6_KE' // @s = 'short'  // ~z~I'm calm, Mr. Calm, Mr. Calm, that's me, Mr. Calm.
04AF: 341@ = 8274 // = constant 
0085: 364@ = 39@ // (int) 
0006: 318@ = 0 
0006: 319@ = 0 
0006: 33@ = 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 

:CASINO6_29280
0001: wait 0 ms 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_29528 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2165.185 1692.317 9.8203 radius 4.0 4.0 4.0 
004D: jump_if_false @CASINO6_29439 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 39@ radius 15.0 15.0 0 
004D: jump_if_false @CASINO6_29393 
0002: jump @CASINO6_30652 
0002: jump @CASINO6_29432 

:CASINO6_29393
00D6: if 
001B:   2 > 317@ 
004D: jump_if_false @CASINO6_29418 
0006: 317@ = 2 

:CASINO6_29418
0050: gosub @CASINO6_29922 
0050: gosub @CASINO6_30158 

:CASINO6_29432
0002: jump @CASINO6_29460 

:CASINO6_29439
0050: gosub @CASINO6_29738 
0050: gosub @CASINO6_29922 
0050: gosub @CASINO6_30158 

:CASINO6_29460
077E: get_active_interior_to 286@ 
00D6: if 
8039:   not  286@ == 0 
004D: jump_if_false @CASINO6_29521 
00BE: text_clear_all 
04D7: set_actor 39@ locked 1 
0164: disable_marker 218@ 
0164: disable_marker 40@ 
06C9: remove_actor 39@ from_group 
0006: 315@ = 0 
0002: jump @CASINO6_29563 

:CASINO6_29521
0002: jump @CASINO6_29556 

:CASINO6_29528
0006: 227@ = 1 
05AA: 228@s = 'CAS6_F0' // @s = 'short'  // ~r~Rosenberg was killed.
0002: jump @CASINO6_31431 

:CASINO6_29556
0002: jump @CASINO6_29280 

:CASINO6_29563
0001: wait 0 ms 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_29703 
077E: get_active_interior_to 286@ 
00D6: if 
0039:   286@ == 0 
004D: jump_if_false @CASINO6_29696 
04D7: set_actor 39@ locked 0 
087F: set_actor 39@ never_leave_group 1 
0631: put_actor 39@ in_group 310@ 
0164: disable_marker 40@ 
0187: 40@ = create_marker_above_actor 39@ 
07E0: set_marker 40@ type_to 1 
018B: set_marker 40@ radar_mode 2 
018A: 218@ = create_checkpoint_at 2165.185 1692.317 9.8203 
0006: 32@ = 0 
0006: 317@ = 3 
0002: jump @CASINO6_29280 

:CASINO6_29696
0002: jump @CASINO6_29731 

:CASINO6_29703
0006: 227@ = 1 
05AA: 228@s = 'CAS6_F0' // @s = 'short'  // ~r~Rosenberg was killed.
0002: jump @CASINO6_31431 

:CASINO6_29731
0002: jump @CASINO6_29563 

:CASINO6_29738
0871: init_jump_table 315@ total_jumps 2 default_jump 0 @CASINO6_29920 jumps 0 @CASINO6_29801 1 @CASINO6_29863 -1 @CASINO6_29920 -1 @CASINO6_29920 -1 @CASINO6_29920 -1 @CASINO6_29920 -1 @CASINO6_29920 

:CASINO6_29801
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO6_29856 
0811: 316@ = actor $PLAYER_ACTOR used_car 
00D6: if 
00DB:   actor 39@ in_car 316@ 
004D: jump_if_false @CASINO6_29856 
0164: disable_marker 40@ 
000A: 315@ += 1 

:CASINO6_29856
0002: jump @CASINO6_29920 

:CASINO6_29863
00D6: if 
80DF:   not actor 39@ driving 
004D: jump_if_false @CASINO6_29913 
0164: disable_marker 40@ 
0187: 40@ = create_marker_above_actor 39@ 
07E0: set_marker 40@ type_to 1 
018B: set_marker 40@ radar_mode 2 
000E: 315@ -= 1 

:CASINO6_29913
0002: jump @CASINO6_29920 

:CASINO6_29920
0051: return 

:CASINO6_29922
0871: init_jump_table 317@ total_jumps 4 default_jump 0 @CASINO6_30156 jumps 0 @CASINO6_29985 1 @CASINO6_30053 2 @CASINO6_30086 3 @CASINO6_30123 -1 @CASINO6_30156 -1 @CASINO6_30156 -1 @CASINO6_30156 

:CASINO6_29985
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 39@ radius 60.0 60.0 0 
004D: jump_if_false @CASINO6_30046 
00BC: show_text_highpriority GXT 'CAS6_G6' time 8000 flag 1  // ~s~Don't leave ~b~Rosenberg~s~ behind you need to take him to the ~y~casino~s~.
0006: 32@ = 0 
000A: 317@ += 1 

:CASINO6_30046
0002: jump @CASINO6_30156 

:CASINO6_30053
00D6: if 
0019:   32@ > 20000 
004D: jump_if_false @CASINO6_30079 
000E: 317@ -= 1 

:CASINO6_30079
0002: jump @CASINO6_30156 

:CASINO6_30086
00BC: show_text_highpriority GXT 'CAS6_G7' time 8000 flag 1  // ~s~You need to bring ~b~Rosenberg~s~ to the ~y~casino~s~.
0006: 32@ = 0 
000A: 317@ += 1 
0002: jump @CASINO6_30156 

:CASINO6_30123
00D6: if 
0019:   32@ > 20000 
004D: jump_if_false @CASINO6_30149 
0006: 317@ = 0 

:CASINO6_30149
0002: jump @CASINO6_30156 

:CASINO6_30156
0051: return 

:CASINO6_30158
0871: init_jump_table 319@ total_jumps 5 default_jump 0 @CASINO6_30650 jumps 0 @CASINO6_30221 1 @CASINO6_30254 2 @CASINO6_30381 3 @CASINO6_30428 4 @CASINO6_30603 -1 @CASINO6_30650 -1 @CASINO6_30650 

:CASINO6_30221
00D6: if 
0019:   33@ > 8000 
004D: jump_if_false @CASINO6_30247 
000A: 319@ += 1 

:CASINO6_30247
0002: jump @CASINO6_30650 

:CASINO6_30254
00D6: if 
001B:   4 > 318@ 
004D: jump_if_false @CASINO6_30367 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 39@ radius 15.0 15.0 0 
004D: jump_if_false @CASINO6_30360 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) // s$ 
004F: create_thread @A_ALAP 2 100 343@(318@,23i)  
000A: 318@ += 1 
000A: 319@ += 1 

:CASINO6_30360
0002: jump @CASINO6_30381 

:CASINO6_30367
0006: 319@ = 3 
0002: jump @CASINO6_30650 

:CASINO6_30381
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @CASINO6_30421 
0006: 319@ = 1 
0004: $1285($1288,2i) = -4 

:CASINO6_30421
0002: jump @CASINO6_30650 

:CASINO6_30428
00D6: if 
0039:   315@ == 1 
004D: jump_if_false @CASINO6_30528 
00D6: if 
001B:   17 > 318@ 
004D: jump_if_false @CASINO6_30521 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) // s$ 
004F: create_thread @A_ALAP 1 100 343@(318@,23i)  
000A: 318@ += 1 
000A: 319@ += 1 

:CASINO6_30521
0002: jump @CASINO6_30603 

:CASINO6_30528
00D6: if 
8039:   not  318@ == 4 
004D: jump_if_false @CASINO6_30596 
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @CASINO6_30571 
0004: $1285[0] = -2 

:CASINO6_30571
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @CASINO6_30596 
0004: $1285[1] = -2 

:CASINO6_30596
0002: jump @CASINO6_30650 

:CASINO6_30603
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @CASINO6_30643 
0006: 319@ = 3 
0004: $1285($1288,2i) = -4 

:CASINO6_30643
0002: jump @CASINO6_30650 

:CASINO6_30650
0051: return 

:CASINO6_30652
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @CASINO6_30684 
0004: $1285[0] = -2 

:CASINO6_30684
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @CASINO6_30709 
0004: $1285[1] = -2 

:CASINO6_30709
016A: fade 0 time 500 

:CASINO6_30716
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_30740 
0001: wait 0 ms 
0002: jump @CASINO6_30716 

:CASINO6_30740
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO6_30783 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2171.511 1687.368 9.8203 
0002: jump @CASINO6_30803 

:CASINO6_30783
00A1: put_actor $PLAYER_ACTOR at 2171.511 1687.368 9.8203 

:CASINO6_30803
0173: set_actor $PLAYER_ACTOR Z_angle_to 352.2379 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_30902 
00D6: if 
00DF:   actor 39@ driving 
004D: jump_if_false @CASINO6_30872 
0362: remove_actor 39@ from_car_and_place_at 2171.519 1688.526 9.8203 
0002: jump @CASINO6_30892 

:CASINO6_30872
00A1: put_actor 39@ at 2171.519 1688.526 9.8203 

:CASINO6_30892
0173: set_actor 39@ Z_angle_to 194.051 

:CASINO6_30902
015F: set_camera_position 2172.856 1688.255 11.0927 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2171.891 1688.013 11.1875 switchstyle 2 
0395: clear_area 1 at 2171.511 1687.368 9.8203 radius 60.0 
00A6: destroy_car 316@ 
0006: 318@ = 17 
02A3: enable_widescreen 1 
016A: fade 1 time 500 
0707: start_scene_skip_to @CASINO6_31197 

:CASINO6_31007
00D6: if 
001B:   22 > 318@ 
004D: jump_if_false @CASINO6_31126 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) // s$ 
004F: create_thread @A_ALAP 2 100 343@(318@,23i)  

:CASINO6_31068
00D6: if 
8038:   not  $1285($1288,2i) == -3 
004D: jump_if_false @CASINO6_31101 
0001: wait 0 ms 
0002: jump @CASINO6_31068 

:CASINO6_31101
0004: $1285($1288,2i) = -4 
000A: 318@ += 1 
0002: jump @CASINO6_31007 

:CASINO6_31126
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_31173 
05D3: AS_actor 39@ goto_point 2178.015 1689.698 9.8203 mode 4 time -2 ms // versionA 
016A: fade 0 time 2500 

:CASINO6_31173
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_31197 
0001: wait 0 ms 
0002: jump @CASINO6_31173 

:CASINO6_31197
0701: end_scene_skip 
016A: fade 0 time 0 

:CASINO6_31205
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_31229 
0001: wait 0 ms 
0002: jump @CASINO6_31205 

:CASINO6_31229
00BE: text_clear_all 
0173: set_actor $PLAYER_ACTOR Z_angle_to 95.0 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_31262 
009B: destroy_actor 39@ 

:CASINO6_31262
016A: fade 1 time 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:CASINO6_31283
0008: $CASINO_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'CASINO6'  // The Meat Business
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 8000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 8000 
0998: add_respect 25 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0629: change_integer_stat 328 to 1 
004F: create_thread @DOC  
0164: disable_marker $584 
02A7: $584 = create_icon_marker_and_sphere $ICON_MADDOG at $X_ROYAL_CASINO $Y_ROYAL_CASINO $Z_ROYAL_CASINO 
0164: disable_marker $585 
0164: disable_marker $582 
02A7: $582 = create_icon_marker_and_sphere $ICON_TRIADS_CASINO at $X_THE_FOUR_DRAGONS_CASINO $Y_THE_FOUR_DRAGONS_CASINO $Z_THE_FOUR_DRAGONS_CASINO 
08DC: create_interior_marker $582 at 2026.603 1007.735 radius 20.0 
0051: return 

:CASINO6_31431
0871: init_jump_table 227@ total_jumps 3 default_jump 0 @CASINO6_32141 jumps 0 @CASINO6_31542 1 @CASINO6_31494 2 @CASINO6_31565 -1 @CASINO6_32141 -1 @CASINO6_32141 -1 @CASINO6_32141 -1 @CASINO6_32141 

:CASINO6_31494
00BC: show_text_highpriority GXT 228@s time 5000 flag 1 
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CASINO6_31542 
01BC: put_object 202@ at 951.859 2121.648 1012.094 

:CASINO6_31542
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0002: jump @CASINO6_32141 

:CASINO6_31565
016A: fade 0 time 0 

:CASINO6_31571
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_31595 
0001: wait 0 ms 
0002: jump @CASINO6_31571 

:CASINO6_31595
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 963.9219 2124.63 1013.85 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 963.0831 2124.185 1013.536 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 955.6613 2116.203 1010.03 
0173: set_actor $PLAYER_ACTOR Z_angle_to 72.8077 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_31753 
0792: disembark_instantly_actor 39@ 
04EB: AS_actor 39@ crouch 0 
060B: set_actor 39@ decision_maker_to 34@ 
00A1: put_actor 39@ at 955.32 2119.472 1010.031 
0173: set_actor 39@ Z_angle_to 113.9337 

:CASINO6_31753
0006: 216@ = 0 

:CASINO6_31760
00D6: if 
001D:   140@ > 216@ // (int) 
004D: jump_if_false @CASINO6_31874 
00D6: if 
8118:   not actor 53@(216@,29i) dead 
004D: jump_if_false @CASINO6_31860 
00D6: if 
00A4:   actor 53@(216@,29i) sphere 0 in_cube_cornerA 952.25 2147.0 1010.0 cornerB 967.0 2114.0 1012.0 
004D: jump_if_false @CASINO6_31860 
009B: destroy_actor 53@(216@,29i) 

:CASINO6_31860
000A: 216@ += 1 
0002: jump @CASINO6_31760 

:CASINO6_31874
0006: 32@ = 0 

:CASINO6_31881
00D6: if 
001B:   400 > 32@ 
004D: jump_if_false @CASINO6_31911 
0001: wait 0 ms 
0002: jump @CASINO6_31881 

:CASINO6_31911
016A: fade 1 time 1000 

:CASINO6_31918
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_31942 
0001: wait 0 ms 
0002: jump @CASINO6_31918 

:CASINO6_31942
00BA: show_text_styled GXT 'M_FAIL' time 4000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 228@s time 4000 flag 1 
0006: 32@ = 0 

:CASINO6_31975
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @CASINO6_32005 
0001: wait 0 ms 
0002: jump @CASINO6_31975 

:CASINO6_32005
016A: fade 0 time 500 

:CASINO6_32012
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_32036 
0001: wait 0 ms 
0002: jump @CASINO6_32012 

:CASINO6_32036
03CB: set_rendering_origin_at 1578.446 1770.682 9.828 
04E4: refresh_game_renderer_at 1578.446 1770.682 
0972: put_actor $PLAYER_ACTOR at 1578.446 1770.682 9.828 no_offset 
0173: set_actor $PLAYER_ACTOR Z_angle_to 99.7567 
0974: emulate_wasted_busted // 12 hours and clear weapons 
0006: 32@ = 0 

:CASINO6_32104
00D6: if 
001B:   400 > 32@ 
004D: jump_if_false @CASINO6_32134 
0001: wait 0 ms 
0002: jump @CASINO6_32104 

:CASINO6_32134
0002: jump @CASINO6_32141 

:CASINO6_32141
077E: get_active_interior_to 286@ 
00D6: if 
8039:   not  286@ == 0 
004D: jump_if_false @CASINO6_32177 
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir

:CASINO6_32177
0051: return 

:CASINO6_32179
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASINO6_32206 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 

:CASINO6_32206
004F: create_thread @A_TERM  
0004: $1012 = 0 
0004: $1013 = 0 
05A9: s$1014 = 'ABATOIR' // s$  // Sindacco Abattoir
004F: create_thread @ENTEXT  
01F0: set_max_wanted_level_to 6 
0151: remove_status_text $7761 
0164: disable_marker 218@ 
03E6: remove_text_box 
08FD: enable_heat_visuals 0 
075B: zoom_radar 0 
00D6: if 
0039:   265@ == 0 
004D: jump_if_false @CASINO6_32302 
02D1: remove_fire 264@ 
02D1: remove_fire 263@ 

:CASINO6_32302
00D6: if 
0039:   266@ == 0 
004D: jump_if_false @CASINO6_32330 
02D1: remove_fire 262@ 
02D1: remove_fire 261@ 

:CASINO6_32330
00D6: if 
0039:   267@ == 0 
004D: jump_if_false @CASINO6_32358 
02D1: remove_fire 260@ 
02D1: remove_fire 259@ 

:CASINO6_32358
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASINO6_32485 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0006: 216@ = 0 

:CASINO6_32388
00D6: if 
001D:   140@ > 216@ // (int) 
004D: jump_if_false @CASINO6_32485 
00D6: if 
8118:   not actor 53@(216@,29i) dead 
004D: jump_if_false @CASINO6_32462 
060B: set_actor 53@(216@,29i) decision_maker_to 34@ 
05E2: AS_actor 53@(216@,29i) kill_actor $PLAYER_ACTOR 
0961: set_actor 53@(216@,29i) keep_tasks_after_cleanup 1 

:CASINO6_32462
0164: disable_marker 82@(216@,29i) 
000A: 216@ += 1 
0002: jump @CASINO6_32388 

:CASINO6_32485
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0164: disable_marker 40@ 
0006: 216@ = 0 

:CASINO6_32502
00D6: if 
001B:   6 > 216@ 
004D: jump_if_false @CASINO6_32561 
01C4: remove_references_to_object 154@(216@,6i) // This object will now disappear when the player looks away 
01C4: remove_references_to_object 142@(216@,6i) // This object will now disappear when the player looks away 
01C4: remove_references_to_object 208@(216@,6i) // This object will now disappear when the player looks away 
000A: 216@ += 1 
0002: jump @CASINO6_32502 

:CASINO6_32561
0006: 216@ = 0 

:CASINO6_32568
00D6: if 
001B:   6 > 216@ 
004D: jump_if_false @CASINO6_32609 
01C4: remove_references_to_object 245@(216@,9i) // This object will now disappear when the player looks away 
000A: 216@ += 1 
0002: jump @CASINO6_32568 

:CASINO6_32609
0215: destroy_pickup 37@ 
0215: destroy_pickup 38@ 
01C3: remove_references_to_car 316@ 
01C4: remove_references_to_object 43@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 160@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 202@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 203@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 254@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 255@ // This object will now disappear when the player looks away 
0650: destroy_particle 256@ 
0650: destroy_particle 257@ 
0296: unload_special_actor 1 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0249: release_model #MOLOTOV 
0249: release_model #MP5LNG 
0249: release_model #CHNSAW 
0249: release_model #BAT 
0249: release_model #FIRE_EX 
0249: release_model #BODYARMOUR 
0249: release_model #AB_CARCASS 
0249: release_model #AB_HOOK 
0249: release_model #FREEZER_DOOR 
0249: release_model #SEC_KEYPAD 
0249: release_model #CARDBOARDBOX2 
0249: release_model #CJ_MEAT_BAG_1 
0249: release_model #CJ_MEAT_1 
0249: release_model #CJ_MEAT_2 
0249: release_model 234@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D6: if 
0039:   227@ == 2 
004D: jump_if_false @CASINO6_32792 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 time 1000 

:CASINO6_32792
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 91---------------
// Originally: Freefall

:CASINO9
03A4: name_thread 'CASINO9' 
0050: gosub @CASINO9_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CASINO9_38 
0050: gosub @CASINO9_12205 

:CASINO9_38
0050: gosub @CASINO9_12509 
004E: end_thread 

:CASINO9_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
054C: use_GXT_table 'CASINO9' 
00A1: put_actor $PLAYER_ACTOR at 2175.412 1681.548 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2233.5 1712.8 radius 10.0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
0004: $PLAYER_IN_INTERIOR = 1 
04BB: select_interior 2 
02E4: load_cutscene_data 'CAS_9A1' 

:CASINO9_150
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO9_174 
0001: wait 0 ms 
0002: jump @CASINO9_150 

:CASINO9_174
02E7: start_cutscene 
016A: fade 1 time 1000 

:CASINO9_183
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO9_207 
0001: wait 0 ms 
0002: jump @CASINO9_183 

:CASINO9_207
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CASINO9_222
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_246 
0001: wait 0 ms 
0002: jump @CASINO9_222 

:CASINO9_246
00D6: if 
856A:   not cutscene_skipped 
004D: jump_if_false @CASINO9_366 
02E4: load_cutscene_data 'CAS_9A2' 

:CASINO9_270
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO9_294 
0001: wait 0 ms 
0002: jump @CASINO9_270 

:CASINO9_294
02E7: start_cutscene 
016A: fade 1 time 1000 

:CASINO9_303
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO9_327 
0001: wait 0 ms 
0002: jump @CASINO9_303 

:CASINO9_327
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CASINO9_342
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_366 
0001: wait 0 ms 
0002: jump @CASINO9_342 

:CASINO9_366
04BB: select_interior 0 
08F4: set_max_group_members 99 
004F: create_thread @A_CONT  
03CB: set_rendering_origin_at 2175.412 1681.548 9.8203 
0247: load_model #DODO 
0247: load_model #FCR900 

:CASINO9_409
00D6: if or
8248:   not model #DODO available 
8248:   not model #FCR900 available 
004D: jump_if_false @CASINO9_441 
0001: wait 0 ms 
0002: jump @CASINO9_409 

:CASINO9_441
01B6: set_weather 10 
0006: 68@ = 0 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @CASINO9_501 
00A5: 34@ = create_car #DODO at 0.0 0.0 0.0 
0186: 35@ = create_marker_above_car 34@ 

:CASINO9_501
0006: 36@ = 0 
0373: set_camera_directly_behind_player 
0923: enable_air_traffic 0 
00A5: 37@ = create_car #FCR900 at 2163.249 1679.976 9.8125 
0175: set_car 37@ Z_angle_to 350.0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
09FF: set_restart_closest_to 1581.374 1768.996 9.8203 
016A: fade 1 time 500 
00BC: show_text_highpriority GXT 'CAS9_08' time 8500 flag 1  // ~s~Get to the ~y~airport~s~.
018A: 43@ = create_checkpoint_at 1707.828 1606.639 9.055 
0006: 50@ = 0 
0006: 36@ = 0 
0006: 39@ = 0 
0006: 47@ = 0 
0007: 53@ = 1465.0 
0007: 54@ = 5200.0 
0007: 55@ = 200.0 
0007: 59@ = 1465.0 
0007: 60@ = 5220.0 
0007: 61@ = 215.0 

:CASINO9_710
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CASINO9_736 
0002: jump @CASINO9_12440 

:CASINO9_736
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @CASINO9_875 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1707.828 1606.639 radius 4.0 4.0 
004D: jump_if_false @CASINO9_868 
0164: disable_marker 43@ 
00A5: 34@ = create_car #DODO at 1279.625 1361.605 9.8203 
0175: set_car 34@ Z_angle_to 270.0 
0186: 35@ = create_marker_above_car 34@ 
07E0: set_marker 35@ type_to 1 
00BC: show_text_highpriority GXT 'CAS9_09' time 6000 flag 1  // ~s~Steal the ~b~plane~s~ in the hangar.
000A: 47@ += 1 

:CASINO9_868
0002: jump @CASINO9_1739 

:CASINO9_875
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @CASINO9_1711 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @CASINO9_1652 
00D6: if 
075C:   marker 35@ enabled 
004D: jump_if_false @CASINO9_988 
0164: disable_marker 35@ 
018A: 43@ = create_checkpoint_at 53@ 54@ 55@ 
00BE: text_clear_all 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CASINO9_988 
00BC: show_text_highpriority GXT 'CAS9_50' time 8000 flag 1  // ~s~The hitmen's flight is due to land soon, intercept the ~y~plane~s~ before it gets to Las Venturas.
000A: 36@ += 1 

:CASINO9_988
00AA: store_car 34@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 53@ 54@ 
0871: init_jump_table 39@ total_jumps 4 default_jump 0 @CASINO9_1645 jumps 0 @CASINO9_1082 1 @CASINO9_1136 2 @CASINO9_1260 3 @CASINO9_1377 -1 @CASINO9_1645 -1 @CASINO9_1645 -1 @CASINO9_1645 

:CASINO9_1082
00D6: if 
0020:   $DISTANCE_BETWEEN_POINTS > 4400.0 
004D: jump_if_false @CASINO9_1110 
0002: jump @CASINO9_1645 

:CASINO9_1110
0247: load_model #SHAMAL 
0247: load_model #WMYPLT 
0249: release_model #FCR900 
01C3: remove_references_to_car 37@ 
000A: 39@ += 1 

:CASINO9_1136
00D6: if or
0020:   $DISTANCE_BETWEEN_POINTS > 600.0 
8248:   not model #SHAMAL available 
8248:   not model #WMYPLT available 
004D: jump_if_false @CASINO9_1173 
0002: jump @CASINO9_1645 

:CASINO9_1173
0164: disable_marker 43@ 
00A5: 38@ = create_car #SHAMAL at 53@ 54@ 55@ 
0175: set_car 38@ Z_angle_to 180.0 
08E6: set_plane 38@ landing_gear 1 
0519: set_car 38@ locked 1 
0129: 40@ = create_actor_pedtype 24 model #WMYPLT in_car 38@ driverseat 
0186: 43@ = create_marker_above_car 38@ 
018B: set_marker 43@ radar_mode 2 
0165: set_marker 43@ color_to 4 
000A: 39@ += 1 

:CASINO9_1260
00D6: if 
0020:   $DISTANCE_BETWEEN_POINTS > 300.0 
004D: jump_if_false @CASINO9_1288 
0002: jump @CASINO9_1645 

:CASINO9_1288
0087: 60@ = 54@ // (float) 
000B: 60@ += 20.0 
0088: $TEMPVAR_FLOAT_2 = 60@ // (float) 
000D: $TEMPVAR_FLOAT_2 -= 1.0 
06D5: 48@ = create_racing_checkpoint_at 59@ 60@ 61@ point_to 59@ $TEMPVAR_FLOAT_2 61@ type 3 radius 3.0 
00BC: show_text_highpriority GXT 'CAS9_51' time 8000 flag 1  // ~s~Get behind the ~y~plane~s~ and fly into the ~r~corona~s~.
000A: 39@ += 1 

:CASINO9_1377
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @CASINO9_1638 
007F: 54@ -= frame_delta_time * 0.75 // (float) 
088C: put_car 38@ at 53@ 54@ 55@ // versionB 
0087: 60@ = 54@ // (float) 
000B: 60@ += 20.0 
07F3: move_racing_checkpoint 48@ to 59@ 60@ 61@ 
0088: $TEMPVAR_FLOAT_3 = 61@ // (float) 
000D: $TEMPVAR_FLOAT_3 -= 3.0 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 59@ 60@ $TEMPVAR_FLOAT_3 radius 4.0 4.0 4.0 sphere 0 in_car 
004D: jump_if_false @CASINO9_1562 
0174: $TEMPVAR_ANGLE = car 34@ Z_angle 
00D6: if and
0022:   240.0 > $TEMPVAR_ANGLE 
0020:   $TEMPVAR_ANGLE > 120.0 
004D: jump_if_false @CASINO9_1555 
0002: jump @CASINO9_1746 

:CASINO9_1555
0002: jump @CASINO9_1569 

:CASINO9_1562
0006: 32@ = 0 

:CASINO9_1569
00D6: if 
0033:   3000.0 >= 54@ 
004D: jump_if_false @CASINO9_1638 
070F: plane 38@ fly_direction 180.0 altitude_between 200.0 and 200.0 
0006: 50@ = 1 
05AA: 51@s = 'CAS9_52' // @s = 'short'  // ~r~The hitmen's plane reached Las Venturas.
0002: jump @CASINO9_12205 

:CASINO9_1638
0002: jump @CASINO9_1645 

:CASINO9_1645
0002: jump @CASINO9_1704 

:CASINO9_1652
00D6: if 
875C:   not marker 35@ enabled 
004D: jump_if_false @CASINO9_1704 
00BC: show_text_highpriority GXT 'CAS9_04' time 8000 flag 1  // ~s~Get back in the ~b~plane~s~ you need to catch the hitmen.
0186: 35@ = create_marker_above_car 34@ 
07E0: set_marker 35@ type_to 1 
0164: disable_marker 43@ 

:CASINO9_1704
0002: jump @CASINO9_1739 

:CASINO9_1711
0006: 50@ = 1 
05AA: 51@s = 'CAS9_F1' // @s = 'short'  // ~r~You destroyed the plane.
0002: jump @CASINO9_12205 

:CASINO9_1739
0002: jump @CASINO9_710 

:CASINO9_1746
016A: fade 0 time 0 

:CASINO9_1752
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_1776 
0001: wait 0 ms 
0002: jump @CASINO9_1752 

:CASINO9_1776
09BA: show_entered_zone_name 1 
0006: 72@ = 1 
03CF: load_wav 16200 as 3 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @CASINO9_1834 
0175: set_car 38@ Z_angle_to 0.0 
08E6: set_plane 38@ landing_gear 1 

:CASINO9_1834
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @CASINO9_1960 
0087: 56@ = 53@ // (float) 
0087: 57@ = 54@ // (float) 
000F: 57@ -= 25.0 
0087: 58@ = 55@ // (float) 
000B: 58@ += 20.0 
00AB: put_car 34@ at 56@ 57@ 58@ 
0175: set_car 34@ Z_angle_to 0.0 
0519: set_car 34@ locked 1 
0224: set_car 34@ health_to 4000 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @CASINO9_1960 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:CASINO9_1960
06D6: disable_racing_checkpoint 48@ 
04ED: load_animation "MISC" 

:CASINO9_1973
00D6: if 
84EE:   not animation "MISC" loaded 
004D: jump_if_false @CASINO9_2003 
0001: wait 0 ms 
0002: jump @CASINO9_1973 

:CASINO9_2003
0007: 62@ = -3.0 
0007: 63@ = -4.0 
0007: 64@ = 0.0 
0007: 65@ = -1.0 
0007: 66@ = 0.0 
0007: 67@ = 0.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @CASINO9_2109 
0679: put_camera_on_car 34@ with_offset 62@ 63@ 64@ rotation 65@ 66@ 67@ tilt 2.0 switchstyle 2 

:CASINO9_2109
0006: 71@ = 0 
016A: fade 1 time 400 
02A3: enable_widescreen 1 
0006: 32@ = 0 
0006: 33@ = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 0 
0707: start_scene_skip_to @CASINO9_2970 

:CASINO9_2157
0001: wait 0 ms 
00D6: if and
8119:   not car 38@ wrecked 
8119:   not car 34@ wrecked 
004D: jump_if_false @CASINO9_3841 
0003: shake_camera 20 
0079: 57@ += frame_delta_time * 1.0 // (float) 
00AB: put_car 34@ at 56@ 57@ 58@ 
0079: 54@ += frame_delta_time * 1.0 // (float) 
00AB: put_car 38@ at 53@ 54@ 55@ 
0871: init_jump_table 71@ total_jumps 6 default_jump 0 @CASINO9_3841 jumps 0 @CASINO9_2297 1 @CASINO9_2623 2 @CASINO9_2703 3 @CASINO9_2757 4 @CASINO9_2858 5 @CASINO9_3535 -1 @CASINO9_3841 

:CASINO9_2297
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @CASINO9_2323 
0002: jump @CASINO9_3841 

:CASINO9_2323
0464: put_actor $PLAYER_ACTOR into_turret_on_car 34@ at_car_offset 0.0 0.0 0.0 position 0 shooting_angle_limit 0.0 with_weapon 0 
0605: actor $PLAYER_ACTOR perform_animation "PLANE_EXIT" IFP "MISC" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0006: 75@ = 741 
0007: 90@ = 0.0 
0006: 76@ = 794 
0007: 91@ = 0.33 
0006: 77@ = 847 
0007: 92@ = 0.71 
0006: 78@ = 953 
0007: 93@ = 1.0 
0006: 79@ = 1006 
0007: 94@ = 0.87 
0006: 80@ = 1059 
0007: 95@ = 0.83 
0006: 81@ = 1165 
0007: 96@ = 0.81 
0006: 82@ = 2118 
0007: 97@ = 0.81 
0006: 83@ = 2277 
0007: 98@ = 0.78 
0006: 84@ = 3336 
0007: 99@ = 0.78 
0006: 85@ = 4000 
0007: 100@ = 0.78 
0006: 88@ = 0 
0007: 101@ = 0.0 
0085: 89@ = 34@ // (int) 
000A: 71@ += 1 

:CASINO9_2623
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @CASINO9_2649 
0002: jump @CASINO9_3841 

:CASINO9_2649
00D6: if 
001B:   1500 > 33@ 
004D: jump_if_false @CASINO9_2689 
0050: gosub @CASINO9_3848 
0002: jump @CASINO9_3841 
0002: jump @CASINO9_2703 

:CASINO9_2689
0006: 32@ = 0 
000A: 71@ += 1 

:CASINO9_2703
0050: gosub @CASINO9_3848 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @CASINO9_2750 
0A16: link_wav 3 to_car 34@ 
03D1: play_wav 3 
000A: 71@ += 1 
0002: jump @CASINO9_2757 

:CASINO9_2750
0002: jump @CASINO9_3841 

:CASINO9_2757
00D6: if 
001B:   5000 > 33@ 
004D: jump_if_false @CASINO9_2851 
00D6: if 
0023:   -1.4 > 63@ 
004D: jump_if_false @CASINO9_2837 
0079: 63@ += frame_delta_time * 0.1 // (float) 
0679: put_camera_on_car 34@ with_offset 62@ 63@ 64@ rotation 65@ 66@ 67@ tilt 2.0 switchstyle 2 

:CASINO9_2837
0050: gosub @CASINO9_3848 
0002: jump @CASINO9_3841 

:CASINO9_2851
000A: 71@ += 1 

:CASINO9_2858
00D6: if 
0021:   62@ > -7.0 
004D: jump_if_false @CASINO9_2929 
007F: 62@ -= frame_delta_time * 0.1 // (float) 
007F: 64@ -= frame_delta_time * 0.045 // (float) 
0679: put_camera_on_car 34@ with_offset 62@ 63@ 64@ rotation 65@ 66@ 67@ tilt 2.0 switchstyle 2 

:CASINO9_2929
0613: 74@ = actor $PLAYER_ACTOR animation "PLANE_EXIT" time 
00D6: if 
0021:   74@ > 0.95 
004D: jump_if_false @CASINO9_3521 

:CASINO9_2970
0701: end_scene_skip 
016A: fade 0 time 0 

:CASINO9_2978
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_3002 
0001: wait 0 ms 
0002: jump @CASINO9_2978 

:CASINO9_3002
0792: disembark_instantly_actor $PLAYER_ACTOR 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04D7: set_actor $PLAYER_ACTOR locked 1 

:CASINO9_3019
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "PLANE_EXIT" 
004D: jump_if_false @CASINO9_3058 
0001: wait 0 ms 
0002: jump @CASINO9_3019 

:CASINO9_3058
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @CASINO9_3106 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 38@ at_car_offset 0.0 0.0 0.0 position 0 shooting_angle_limit 360.0 with_weapon 0 

:CASINO9_3106
0001: wait 0 ms 
016A: fade 1 time 50 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLANE_HIJACK" IFP "MISC" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0006: 75@ = 3229 
0007: 90@ = 0.0 
0006: 76@ = 3282 
0007: 91@ = 0.04 
0006: 77@ = 3335 
0007: 92@ = 0.09 
0006: 78@ = 3388 
0007: 93@ = 0.14 
0006: 79@ = 3440 
0007: 94@ = 0.19 
0006: 80@ = 3493 
0007: 95@ = 0.22 
0006: 81@ = 5028 
0007: 96@ = 0.22 
0006: 82@ = 5081 
0007: 97@ = 0.15 
0006: 83@ = 5134 
0007: 98@ = 0.08 
0006: 84@ = 5187 
0007: 99@ = 0.01 
0006: 85@ = 5240 
0007: 100@ = 0.0 
0006: 88@ = 0 
0007: 101@ = 0.0 
0085: 89@ = 38@ // (int) 
0007: 62@ = -3.0 
0007: 63@ = 6.0 
0007: 64@ = -0.5 
0007: 65@ = -2.0 
0007: 66@ = -8.0 
0007: 67@ = 1.0 
099C: jiggle_camera type 1 timelimit 20000.0 intensity 3.0 
0006: 32@ = 0 
0006: 33@ = 0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @CASINO9_3490 
0519: set_car 34@ locked 0 

:CASINO9_3490
0007: 73@ = 0.0 
0707: start_scene_skip_to @CASINO9_3653 
0006: 71@ = 5 
0002: jump @CASINO9_3535 

:CASINO9_3521
0050: gosub @CASINO9_3848 
0002: jump @CASINO9_3841 

:CASINO9_3535
00D6: if 
001B:   7000 > 33@ 
004D: jump_if_false @CASINO9_3653 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @CASINO9_3632 
007F: 73@ -= frame_delta_time * 3.0 // (float) 
007F: 56@ -= frame_delta_time * 0.3 // (float) 
0079: 57@ += frame_delta_time * 0.3 // (float) 
007F: 58@ -= frame_delta_time * 0.3 // (float) 
00AB: put_car 34@ at 56@ 57@ 58@ 
0731: set_car 34@ y_angle_to 73@ 

:CASINO9_3632
0050: gosub @CASINO9_3848 
0050: gosub @CASINO9_4222 
0002: jump @CASINO9_3841 

:CASINO9_3653
0701: end_scene_skip 
016A: fade 0 time 0 

:CASINO9_3661
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_3685 
0001: wait 0 ms 
0002: jump @CASINO9_3661 

:CASINO9_3685
0925: restore_camera_to_user_defined 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04D7: set_actor $PLAYER_ACTOR locked 1 

:CASINO9_3704
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "PLANE_HIJACK" 
004D: jump_if_false @CASINO9_3745 
0001: wait 0 ms 
0002: jump @CASINO9_3704 

:CASINO9_3745
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 34@ 
01C3: remove_references_to_car 38@ 
0249: release_model #WMYPLT 
0249: release_model #DODO 
0249: release_model #SHAMAL 
04EF: release_animation "MISC" 
04BB: select_interior 1 
00A1: put_actor $PLAYER_ACTOR at 1.6127 34.7411 1199.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
04D7: set_actor $PLAYER_ACTOR locked 0 
0860: link_actor $PLAYER_ACTOR to_interior 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0002: jump @CASINO9_4375 

:CASINO9_3841
0002: jump @CASINO9_2157 

:CASINO9_3848
00D6: if 
001B:   11 > 88@ 
004D: jump_if_false @CASINO9_4194 
00D6: if 
001D:   75@(88@,11i) > 32@ // (int) 
004D: jump_if_false @CASINO9_4071 
005B: 102@ += 101@ // (float) 
00D6: if 
0023:   0.0 > 102@ 
004D: jump_if_false @CASINO9_3935 
0007: 102@ = 0.0 
0002: jump @CASINO9_3966 

:CASINO9_3935
00D6: if 
0021:   102@ > 1.0 
004D: jump_if_false @CASINO9_3966 
0007: 102@ = 1.0 

:CASINO9_3966
00D6: if 
0031:   101@ >= 0.0 
004D: jump_if_false @CASINO9_4029 
00D6: if 
0025:   102@ > 90@(88@,11f) // (float) 
004D: jump_if_false @CASINO9_4022 
0087: 102@ = 90@(88@,11f) // (float) 

:CASINO9_4022
0002: jump @CASINO9_4064 

:CASINO9_4029
00D6: if 
0025:   90@(88@,11f) > 102@ // (float) 
004D: jump_if_false @CASINO9_4064 
0087: 102@ = 90@(88@,11f) // (float) 

:CASINO9_4064
0002: jump @CASINO9_4194 

:CASINO9_4071
0093: 103@ = integer 75@(88@,11i) to_float 
0087: 105@ = 90@(88@,11f) // (float) 
000A: 88@ += 1 
00D6: if 
0019:   88@ > 10 
004D: jump_if_false @CASINO9_4122 
0051: return 

:CASINO9_4122
0093: 104@ = integer 75@(88@,11i) to_float 
0087: 106@ = 90@(88@,11f) // (float) 
0063: 104@ -= 103@ // (float) 
0063: 106@ -= 105@ // (float) 
0073: 106@ /= 104@ // (float) 
0087: 101@ = 106@ // (float) 
006B: 101@ *= 104@ // (float) 
005B: 102@ += 101@ // (float) 

:CASINO9_4194
00D6: if 
8119:   not car 89@ wrecked 
004D: jump_if_false @CASINO9_4220 
08A6: set_car 89@ door 2 rotation_to 102@ 

:CASINO9_4220
0051: return 

:CASINO9_4222
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @CASINO9_4373 
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @CASINO9_4373 
00D6: if 
0033:   -4.0 >= 62@ 
004D: jump_if_false @CASINO9_4293 
0006: 107@ = 1 
0051: return 
0002: jump @CASINO9_4343 

:CASINO9_4293
0079: 62@ += frame_delta_time * -0.02 // (float) 
0079: 63@ += frame_delta_time * 0.02 // (float) 
0079: 64@ += frame_delta_time * -0.01 // (float) 
0079: 66@ += frame_delta_time * 0.23 // (float) 
0079: 67@ += frame_delta_time * -0.02 // (float) 

:CASINO9_4343
0679: put_camera_on_car 38@ with_offset 62@ 63@ 64@ rotation 65@ 66@ 67@ tilt 0.0 switchstyle 2 

:CASINO9_4373
0051: return 

:CASINO9_4375
0006: 72@ = 0 
0247: load_model #VMAFF1 
0247: load_model #VMAFF2 
0247: load_model #VMAFF3 
0247: load_model #VMAFF4 
0247: load_model #COLT45 
0247: load_model #JET_BAGGAGE_DOOR 
0247: load_model #CARDBOARDBOX2 
0247: load_model #JET_INTERIOR 

:CASINO9_4418
00D6: if or
8248:   not model #VMAFF1 available 
8248:   not model #VMAFF2 available 
8248:   not model #VMAFF3 available 
8248:   not model #VMAFF4 available 
8248:   not model #COLT45 available 
8248:   not model #JET_BAGGAGE_DOOR available 
004D: jump_if_false @CASINO9_4466 
0001: wait 0 ms 
0002: jump @CASINO9_4418 

:CASINO9_4466
00D6: if or
8248:   not model #CARDBOARDBOX2 available 
8248:   not model #JET_INTERIOR available 
004D: jump_if_false @CASINO9_4498 
0001: wait 0 ms 
0002: jump @CASINO9_4466 

:CASINO9_4498
060A: create_decision_maker_type 0 store_to 49@ // decision\allowed\m_.ped files 
0A0B: set_rendering_origin_at_3D_coord 2.3947 32.9835 1198.594 angle 155.9863 
0007: 165@ = 2.9 
0007: 166@ = 32.4 
0007: 167@ = 1198.75 
0006: 163@ = 0 
0107: 164@ = create_object #CARDBOARDBOX2 at 165@ 166@ 167@ 
0566: link_object 164@ to_interior 1 
0392: make_object 164@ moveable 0 
0382: set_object 164@ collision_detection 0 
0750: set_object 164@ visibility 0 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 164@ offset_from_object_origin 0.0 0.0 0.5 orientation 2 both_side_angle_limit 85.0 lock_weapon 22 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 30.0 rotation_speed 30.0 
04D7: set_actor $PLAYER_ACTOR locked 1 
0581: enable_radar 0 
009A: 108@ = create_actor_pedtype 24 model #VMAFF1 at 2.9739 28.7207 1198.594 
0860: link_actor 108@ to_interior 1 
0173: set_actor 108@ Z_angle_to 0.0 
0223: set_actor 108@ health_to 150 
01B2: give_actor 108@ weapon 22 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 108@ armed_weapon_to 22 
060B: set_actor 108@ decision_maker_to 49@ 
0568: set_actor 108@ untargetable 1 
0638: AS_actor 108@ stay_put 1 
06B0: AS_actor 108@ sit_down 80000 ms 
087E: set_actor 108@ weapon_droppable 0 
07DD: set_actor 108@ attack_rate 90 // previously known as temper_to 
02E2: set_actor 108@ weapon_accuracy_to 0 
0006: 132@ = 2 
0007: 146@ = 197.6 
0007: 150@ = 214.0 
0007: 154@ = 1199.851 
0007: 158@ = 1200.366 
009A: 109@ = create_actor_pedtype 24 model #VMAFF2 at 0.5102 27.6804 1198.594 
0860: link_actor 109@ to_interior 1 
0173: set_actor 109@ Z_angle_to 0.0 
0223: set_actor 109@ health_to 150 
01B2: give_actor 109@ weapon 22 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 109@ armed_weapon_to 22 
060B: set_actor 109@ decision_maker_to 49@ 
0568: set_actor 109@ untargetable 1 
0638: AS_actor 109@ stay_put 1 
06B0: AS_actor 109@ sit_down 80000 ms 
087E: set_actor 109@ weapon_droppable 0 
07DD: set_actor 109@ attack_rate 90 // previously known as temper_to 
02E2: set_actor 109@ weapon_accuracy_to 0 
0006: 133@ = 3 
0007: 147@ = 158.7 
0007: 151@ = 170.2 
0007: 155@ = 1199.972 
0007: 159@ = 1200.34 
009A: 110@ = create_actor_pedtype 24 model #VMAFF3 at 2.8831 26.4404 1198.601 
0860: link_actor 110@ to_interior 1 
0173: set_actor 110@ Z_angle_to 0.0 
0223: set_actor 110@ health_to 150 
01B2: give_actor 110@ weapon 22 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 110@ armed_weapon_to 22 
060B: set_actor 110@ decision_maker_to 49@ 
0568: set_actor 110@ untargetable 1 
0638: AS_actor 110@ stay_put 1 
06B0: AS_actor 110@ sit_down 80000 ms 
087E: set_actor 110@ weapon_droppable 0 
07DD: set_actor 110@ attack_rate 90 // previously known as temper_to 
02E2: set_actor 110@ weapon_accuracy_to 0 
0006: 134@ = 0 
0007: 148@ = 189.4 
0007: 152@ = 196.9 
0007: 156@ = 200.1145 
0007: 160@ = 200.3232 
009A: 111@ = create_actor_pedtype 24 model #VMAFF4 at 0.5068 25.3824 1198.601 
0860: link_actor 111@ to_interior 1 
0173: set_actor 111@ Z_angle_to 0.0 
0223: set_actor 111@ health_to 150 
01B2: give_actor 111@ weapon 22 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 111@ armed_weapon_to 22 
060B: set_actor 111@ decision_maker_to 49@ 
0568: set_actor 111@ untargetable 1 
0638: AS_actor 111@ stay_put 1 
06B0: AS_actor 111@ sit_down 80000 ms 
087E: set_actor 111@ weapon_droppable 0 
07DD: set_actor 111@ attack_rate 90 // previously known as temper_to 
02E2: set_actor 111@ weapon_accuracy_to 0 
0006: 135@ = 1 
0007: 149@ = 167.51 
0007: 153@ = 174.11 
0007: 157@ = 1200.148 
0007: 161@ = 1200.328 
05AA: 208@s = 'CAS9_AA' // @s = 'short'  // ~z~Hey, what's going on!
04AF: 184@ = 8400 // = constant 
0085: 188@ = 108@ // (int) 
05AA: 210@s = 'CAS9_AB' // @s = 'short'  // ~z~Shit, how the fuck did HE get in here?
04AF: 185@ = 8401 // = constant 
0085: 189@ = 109@ // (int) 
05AA: 212@s = 'CAS9_AC' // @s = 'short'  // ~z~Who cares?
04AF: 186@ = 8402 // = constant 
0085: 190@ = 110@ // (int) 
05AA: 214@s = 'CAS9_AD' // @s = 'short'  // ~z~Waste him!
04AF: 187@ = 8403 // = constant 
0085: 191@ = 110@ // (int) 
05AA: 216@s = 'CAS9_BA' // @s = 'short'  // ~z~You picked the wrong plane to hijack!
04AF: 192@ = 8404 // = constant 
05AA: 218@s = 'CAS9_BB' // @s = 'short'  // ~z~I'm gonna give you the full trolley service, asshole!
04AF: 193@ = 8405 // = constant 
05AA: 220@s = 'CAS9_BC' // @s = 'short'  // ~z~We're gonna dump your body over the desert!
04AF: 194@ = 8406 // = constant 
05AA: 222@s = 'CAS9_BD' // @s = 'short'  // ~z~Who is this nut job, anyway?
04AF: 195@ = 8407 // = constant 
05AA: 224@s = 'CAS9_CA' // @s = 'short'  // ~z~Come out, you chicken shit asshole!
04AF: 196@ = 8408 // = constant 
05AA: 226@s = 'CAS9_CB' // @s = 'short'  // ~z~Heh yeah - yeah, what's the matter, you lost your nerve?
04AF: 197@ = 8409 // = constant 
05AA: 228@s = 'CAS9_CC' // @s = 'short'  // ~z~Ah, the 'ickle boy is hiding, ain't dat cute?
04AF: 198@ = 8410 // = constant 
05AA: 230@s = 'CAS9_CD' // @s = 'short'  // ~z~Hey, come out and play, asshole!
04AF: 199@ = 8411 // = constant 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 
0006: 162@ = 0 
0006: 112@ = 0 
0006: 113@ = 0 
0006: 114@ = 0 
0006: 115@ = 0 
0006: 138@ = 4 
0006: 139@ = -1 
0006: 137@ = -1 
029B: 168@ = init_object #JET_BAGGAGE_DOOR at 0.752 25.518 1201.15 
029B: 169@ = init_object #JET_BAGGAGE_DOOR at 0.752 28.024 1201.15 
029B: 170@ = init_object #JET_BAGGAGE_DOOR at 0.752 30.403 1201.15 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 1 
0006: 32@ = 0 

:CASINO9_5784
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @CASINO9_5814 
0001: wait 0 ms 
0002: jump @CASINO9_5784 

:CASINO9_5814
016A: fade 1 time 500 
00D6: if 
0A4B:   controls_set_to_joystick 
004D: jump_if_false @CASINO9_5852 
0512: show_permanent_text_box 'CAS9_H2'  // Use ~k~~PED_CYCLE_WEAPON_LEFT~ and ~k~~PED_CYCLE_WEAPON_RIGHT~ to take cover.
0002: jump @CASINO9_5863 

:CASINO9_5852
0512: show_permanent_text_box 'CAS9_H4'  // Move left and right to take cover.

:CASINO9_5863
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_5887 
0001: wait 0 ms 
0002: jump @CASINO9_5863 

:CASINO9_5887
0006: 32@ = 0 

:CASINO9_5894
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @CASINO9_5924 
0001: wait 0 ms 
0002: jump @CASINO9_5894 

:CASINO9_5924
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
02A3: enable_widescreen 0 
0006: 178@ = 0 
01BD: 172@ = current_time_in_ms 

:CASINO9_5947
0001: wait 0 ms 
01BD: 171@ = current_time_in_ms 
0085: 173@ = 171@ // (int) 
0062: 173@ -= 172@ // (int) 
0085: 172@ = 171@ // (int) 
005A: 120@ += 173@ // (int) 
005A: 121@ += 173@ // (int) 
005A: 122@ += 173@ // (int) 
005A: 123@ += 173@ // (int) 
005A: 178@ += 173@ // (int) 
0050: gosub @CASINO9_9113 
0050: gosub @CASINO9_10095 
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @CASINO9_6315 
00D6: if or
0039:   162@ == 0 
00E1:   player 0 pressed_key 17 
00E1:   player 0 pressed_key 4 
004D: jump_if_false @CASINO9_6308 
00D6: if and
8118:   not actor 108@ dead 
8118:   not actor 109@ dead 
8118:   not actor 110@ dead 
8118:   not actor 111@ dead 
004D: jump_if_false @CASINO9_6308 
0687: clear_actor 108@ task 
0637: AS_actor 108@ goto 3.0228 29.7474 1198.594 mode 6 turn_radius 20.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0006: 112@ = -1 
0687: clear_actor 109@ task 
0637: AS_actor 109@ goto 0.739 28.6978 1198.594 mode 6 turn_radius 20.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0006: 113@ = -1 
0687: clear_actor 110@ task 
0637: AS_actor 110@ goto 2.9224 27.2966 1198.601 mode 6 turn_radius 20.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0006: 114@ = -1 
0687: clear_actor 111@ task 
0637: AS_actor 111@ goto 0.5596 26.2475 1198.601 mode 6 turn_radius 20.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0006: 115@ = -1 
0006: 175@ = 1 

:CASINO9_6308
0002: jump @CASINO9_7421 

:CASINO9_6315
00D6: if 
8039:   not  181@ == 2 
004D: jump_if_false @CASINO9_6340 
0050: gosub @CASINO9_10327 

:CASINO9_6340
00D6: if 
8039:   not  138@ == 0 
004D: jump_if_false @CASINO9_7414 
0209: 174@ = random_int_in_ranges 0 24 
0871: init_jump_table 174@ total_jumps 24 default_jump 0 @CASINO9_7400 jumps 0 @CASINO9_6560 1 @CASINO9_6595 2 @CASINO9_6630 3 @CASINO9_6665 4 @CASINO9_6700 5 @CASINO9_6735 6 @CASINO9_6770 
0872: jump_table_jumps 7 @CASINO9_6805 8 @CASINO9_6840 9 @CASINO9_6875 10 @CASINO9_6910 11 @CASINO9_6945 12 @CASINO9_6980 13 @CASINO9_7015 14 @CASINO9_7050 15 @CASINO9_7085 
0872: jump_table_jumps 16 @CASINO9_7120 17 @CASINO9_7155 18 @CASINO9_7190 19 @CASINO9_7225 20 @CASINO9_7260 21 @CASINO9_7295 22 @CASINO9_7330 23 @CASINO9_7365 -1 @CASINO9_7400 

:CASINO9_6560
0006: 141@ = 0 
0006: 142@ = 1 
0006: 143@ = 2 
0006: 144@ = 3 
0002: jump @CASINO9_7400 

:CASINO9_6595
0006: 141@ = 0 
0006: 142@ = 1 
0006: 143@ = 3 
0006: 144@ = 2 
0002: jump @CASINO9_7400 

:CASINO9_6630
0006: 141@ = 0 
0006: 142@ = 2 
0006: 143@ = 1 
0006: 144@ = 3 
0002: jump @CASINO9_7400 

:CASINO9_6665
0006: 141@ = 0 
0006: 142@ = 2 
0006: 143@ = 3 
0006: 144@ = 1 
0002: jump @CASINO9_7400 

:CASINO9_6700
0006: 141@ = 0 
0006: 142@ = 3 
0006: 143@ = 1 
0006: 144@ = 2 
0002: jump @CASINO9_7400 

:CASINO9_6735
0006: 141@ = 0 
0006: 142@ = 3 
0006: 143@ = 2 
0006: 144@ = 1 
0002: jump @CASINO9_7400 

:CASINO9_6770
0006: 141@ = 1 
0006: 142@ = 0 
0006: 143@ = 2 
0006: 144@ = 3 
0002: jump @CASINO9_7400 

:CASINO9_6805
0006: 141@ = 1 
0006: 142@ = 0 
0006: 143@ = 3 
0006: 144@ = 2 
0002: jump @CASINO9_7400 

:CASINO9_6840
0006: 141@ = 1 
0006: 142@ = 2 
0006: 143@ = 0 
0006: 144@ = 3 
0002: jump @CASINO9_7400 

:CASINO9_6875
0006: 141@ = 1 
0006: 142@ = 2 
0006: 143@ = 3 
0006: 144@ = 0 
0002: jump @CASINO9_7400 

:CASINO9_6910
0006: 141@ = 1 
0006: 142@ = 3 
0006: 143@ = 0 
0006: 144@ = 2 
0002: jump @CASINO9_7400 

:CASINO9_6945
0006: 141@ = 1 
0006: 142@ = 3 
0006: 143@ = 2 
0006: 144@ = 0 
0002: jump @CASINO9_7400 

:CASINO9_6980
0006: 141@ = 2 
0006: 142@ = 0 
0006: 143@ = 1 
0006: 144@ = 3 
0002: jump @CASINO9_7400 

:CASINO9_7015
0006: 141@ = 2 
0006: 142@ = 0 
0006: 143@ = 3 
0006: 144@ = 1 
0002: jump @CASINO9_7400 

:CASINO9_7050
0006: 141@ = 2 
0006: 142@ = 1 
0006: 143@ = 0 
0006: 144@ = 3 
0002: jump @CASINO9_7400 

:CASINO9_7085
0006: 141@ = 2 
0006: 142@ = 1 
0006: 143@ = 3 
0006: 144@ = 0 
0002: jump @CASINO9_7400 

:CASINO9_7120
0006: 141@ = 2 
0006: 142@ = 3 
0006: 143@ = 0 
0006: 144@ = 1 
0002: jump @CASINO9_7400 

:CASINO9_7155
0006: 141@ = 2 
0006: 142@ = 3 
0006: 143@ = 1 
0006: 144@ = 0 
0002: jump @CASINO9_7400 

:CASINO9_7190
0006: 141@ = 3 
0006: 142@ = 0 
0006: 143@ = 1 
0006: 144@ = 2 
0002: jump @CASINO9_7400 

:CASINO9_7225
0006: 141@ = 3 
0006: 142@ = 0 
0006: 143@ = 2 
0006: 144@ = 1 
0002: jump @CASINO9_7400 

:CASINO9_7260
0006: 141@ = 3 
0006: 142@ = 1 
0006: 143@ = 0 
0006: 144@ = 2 
0002: jump @CASINO9_7400 

:CASINO9_7295
0006: 141@ = 3 
0006: 142@ = 1 
0006: 143@ = 2 
0006: 144@ = 0 
0002: jump @CASINO9_7400 

:CASINO9_7330
0006: 141@ = 3 
0006: 142@ = 2 
0006: 143@ = 0 
0006: 144@ = 1 
0002: jump @CASINO9_7400 

:CASINO9_7365
0006: 141@ = 3 
0006: 142@ = 2 
0006: 143@ = 1 
0006: 144@ = 0 
0002: jump @CASINO9_7400 

:CASINO9_7400
0050: gosub @CASINO9_7428 
0002: jump @CASINO9_7421 

:CASINO9_7414
0002: jump @CASINO9_10542 

:CASINO9_7421
0002: jump @CASINO9_5947 

:CASINO9_7428
0006: 41@ = 0 

:CASINO9_7435
00D6: if 
001B:   4 > 41@ 
004D: jump_if_false @CASINO9_9111 
0085: 145@ = 141@(41@,4i) // (int) 
00D6: if 
8118:   not actor 108@(145@,4i) dead 
004D: jump_if_false @CASINO9_9023 
0871: init_jump_table 112@(145@,4i) total_jumps 6 default_jump 0 @CASINO9_9016 jumps -1 @CASINO9_7552 0 @CASINO9_7629 1 @CASINO9_8007 2 @CASINO9_8597 3 @CASINO9_8893 4 @CASINO9_8964 -1 @CASINO9_9016 

:CASINO9_7552
062E: get_actor 108@(145@,4i) task 1591 status_store_to 46@ // ret 7 if not found 
00D6: if 
04A4:   46@ == 7 // == constant 
004D: jump_if_false @CASINO9_7629 
04D7: set_actor 108@(145@,4i) locked 1 
04EB: AS_actor 108@(145@,4i) crouch 1 
02E2: set_actor 108@(145@,4i) weapon_accuracy_to 65 
0006: 112@(145@,4i) = 0 

:CASINO9_7629
00D6: if 
0039:   137@ == -1 
004D: jump_if_false @CASINO9_8000 
062E: get_actor 108@(145@,4i) task 1259 status_store_to 46@ // ret 7 if not found 
00D6: if 
04A4:   46@ == 7 // == constant 
004D: jump_if_false @CASINO9_7805 
0085: 42@ = 132@(145@,4i) // (int) 
00D6: if 
803B:   not  139@ == 42@ // (int) 
004D: jump_if_false @CASINO9_7726 
0085: 137@ = 145@ // (int) 
0002: jump @CASINO9_7805 

:CASINO9_7726
00D6: if 
0039:   138@ == 1 
004D: jump_if_false @CASINO9_7759 
0085: 137@ = 145@ // (int) 
0002: jump @CASINO9_7805 

:CASINO9_7759
00D6: if 
0039:   138@ == 2 
004D: jump_if_false @CASINO9_7805 
00D6: if 
8118:   not actor 108@(42@,4i) dead 
004D: jump_if_false @CASINO9_7805 
0085: 137@ = 145@ // (int) 

:CASINO9_7805
00D6: if 
003B:   137@ == 145@ // (int) 
004D: jump_if_false @CASINO9_8000 
0006: 112@(145@,4i) = 4 
0006: 116@(145@,4i) = 0 
0006: 120@(145@,4i) = 0 
0226: 140@ = actor 108@(145@,4i) health 
0085: 124@(145@,4i) = 140@ // (int) 
0012: 124@(145@,4i) *= 15 
00D6: if 
001B:   2000 > 124@(145@,4i) 
004D: jump_if_false @CASINO9_7934 
0006: 124@(145@,4i) = 2000 
0002: jump @CASINO9_7969 

:CASINO9_7934
00D6: if 
0019:   124@(145@,4i) > 5000 
004D: jump_if_false @CASINO9_7969 
0006: 124@(145@,4i) = 5000 

:CASINO9_7969
0687: clear_actor 108@(145@,4i) task 
04EB: AS_actor 108@(145@,4i) crouch 0 
0856: set_actor 108@(145@,4i) enable_crouch 0 

:CASINO9_8000
0002: jump @CASINO9_9016 

:CASINO9_8007
00D6: if 
003B:   137@ == 145@ // (int) 
004D: jump_if_false @CASINO9_8590 
00D6: if 
8039:   not  138@ == 1 
004D: jump_if_false @CASINO9_8249 
00D6: if 
002D:   120@(145@,4i) >= 124@(145@,4i) // (int) 
004D: jump_if_false @CASINO9_8119 
0006: 112@(145@,4i) = 2 
0006: 120@(145@,4i) = 0 
0006: 124@(145@,4i) = 500 
0002: jump @CASINO9_9016 
0002: jump @CASINO9_8249 

:CASINO9_8119
0172: $TEMPVAR_ANGLE = actor $PLAYER_ACTOR Z_angle 
00D6: if and
0036:   $TEMPVAR_ANGLE >= 146@(145@,4f) // (float) 
0037:   150@(145@,4f) >= $TEMPVAR_ANGLE // (float) 
004D: jump_if_false @CASINO9_8249 
068E: get_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if and
0036:   $TEMPVAR_FLOAT_3 >= 154@(145@,4f) // (float) 
0037:   158@(145@,4f) >= $TEMPVAR_FLOAT_3 // (float) 
004D: jump_if_false @CASINO9_8249 
0006: 112@(145@,4i) = 2 
0006: 120@(145@,4i) = 0 
0006: 124@(145@,4i) = 700 
0002: jump @CASINO9_9016 

:CASINO9_8249
00D6: if 
0039:   162@ == 0 
004D: jump_if_false @CASINO9_8425 
00D6: if 
8039:   not  116@(145@,4i) == 1 
004D: jump_if_false @CASINO9_8321 
0006: 116@(145@,4i) = 1 
0687: clear_actor 108@(145@,4i) task 
05E2: AS_actor 108@(145@,4i) kill_actor $PLAYER_ACTOR 

:CASINO9_8321
00D6: if and
0039:   183@ == 1 
0039:   200@(145@,4i) == 0 
004D: jump_if_false @CASINO9_8418 
008A: $1276 = 192@(145@,4i) // (int) 
05A9: s$1281 = 216@(145@,4s) // s$ 
004F: create_thread @A_ALAP 2 100 108@(145@,4i)  
0006: 183@ = 0 
0006: 33@ = 0 
000A: 200@(145@,4i) += 1 

:CASINO9_8418
0002: jump @CASINO9_8590 

:CASINO9_8425
00D6: if and
0039:   183@ == 2 
0039:   204@(145@,4i) == 0 
004D: jump_if_false @CASINO9_8522 
008A: $1276 = 196@(145@,4i) // (int) 
05A9: s$1281 = 224@(145@,4s) // s$ 
004F: create_thread @A_ALAP 2 100 108@(145@,4i)  
0006: 183@ = 0 
0006: 33@ = 0 
000A: 204@(145@,4i) += 1 

:CASINO9_8522
00D6: if 
8039:   not  116@(145@,4i) == 2 
004D: jump_if_false @CASINO9_8590 
0006: 116@(145@,4i) = 2 
0687: clear_actor 108@(145@,4i) task 
0668: AS_actor 108@(145@,4i) rotate_and_shoot_at 1.8121 37.2617 1200.396 -1 ms 

:CASINO9_8590
0002: jump @CASINO9_9016 

:CASINO9_8597
00D6: if 
002D:   120@(145@,4i) >= 124@(145@,4i) // (int) 
004D: jump_if_false @CASINO9_8739 
0006: 112@(145@,4i) = 0 
0687: clear_actor 108@(145@,4i) task 
0856: set_actor 108@(145@,4i) enable_crouch 1 
062E: get_actor 108@(145@,4i) task 1259 status_store_to 46@ // ret 7 if not found 
00D6: if 
04A4:   46@ == 7 // == constant 
004D: jump_if_false @CASINO9_8706 
04EB: AS_actor 108@(145@,4i) crouch 1 
0002: jump @CASINO9_8717 

:CASINO9_8706
0006: 112@(145@,4i) = 3 

:CASINO9_8717
0085: 139@ = 145@ // (int) 
0006: 137@ = -1 
0002: jump @CASINO9_8886 

:CASINO9_8739
00D6: if 
0039:   162@ == 0 
004D: jump_if_false @CASINO9_8818 
00D6: if 
8039:   not  116@(145@,4i) == 1 
004D: jump_if_false @CASINO9_8811 
0006: 116@(145@,4i) = 1 
0687: clear_actor 108@(145@,4i) task 
05E2: AS_actor 108@(145@,4i) kill_actor $PLAYER_ACTOR 

:CASINO9_8811
0002: jump @CASINO9_8886 

:CASINO9_8818
00D6: if 
8039:   not  116@(145@,4i) == 2 
004D: jump_if_false @CASINO9_8886 
0006: 116@(145@,4i) = 2 
0687: clear_actor 108@(145@,4i) task 
0668: AS_actor 108@(145@,4i) rotate_and_shoot_at 1.8121 37.2617 1200.396 -1 ms 

:CASINO9_8886
0002: jump @CASINO9_9016 

:CASINO9_8893
062E: get_actor 108@(145@,4i) task 1259 status_store_to 46@ // ret 7 if not found 
00D6: if 
04A4:   46@ == 7 // == constant 
004D: jump_if_false @CASINO9_8957 
0687: clear_actor 108@(145@,4i) task 
04EB: AS_actor 108@(145@,4i) crouch 1 
0006: 112@(145@,4i) = 0 

:CASINO9_8957
0002: jump @CASINO9_9016 

:CASINO9_8964
00D6: if 
0029:   120@(145@,4i) >= 200 
004D: jump_if_false @CASINO9_9009 
0006: 120@(145@,4i) = 0 
0006: 112@(145@,4i) = 1 

:CASINO9_9009
0002: jump @CASINO9_9016 

:CASINO9_9016
0002: jump @CASINO9_9097 

:CASINO9_9023
00D6: if 
8039:   not  112@(145@,4i) == -2 
004D: jump_if_false @CASINO9_9097 
0006: 112@(145@,4i) = -2 
000E: 138@ -= 1 
00D6: if 
003B:   137@ == 145@ // (int) 
004D: jump_if_false @CASINO9_9097 
0085: 139@ = 145@ // (int) 
0006: 137@ = -1 

:CASINO9_9097
000A: 41@ += 1 
0002: jump @CASINO9_7435 

:CASINO9_9111
0051: return 

:CASINO9_9113
01BB: store_object 164@ position_to 165@ 166@ 167@ 
00D6: if or
0021:   165@ > 2.6 
0023:   0.2 > 165@ 
004D: jump_if_false @CASINO9_9248 
00D6: if 
0039:   162@ == 0 
004D: jump_if_false @CASINO9_9197 
0006: 162@ = 1 
0006: 33@ = 0 
0002: jump @CASINO9_9241 

:CASINO9_9197
00D6: if 
0019:   33@ > 9000 
004D: jump_if_false @CASINO9_9241 
00D6: if 
0039:   181@ == 2 
004D: jump_if_false @CASINO9_9241 
0006: 183@ = 2 

:CASINO9_9241
0002: jump @CASINO9_9331 

:CASINO9_9248
00D6: if 
0039:   162@ == 1 
004D: jump_if_false @CASINO9_9287 
0006: 162@ = 0 
0006: 33@ = 0 
0002: jump @CASINO9_9331 

:CASINO9_9287
00D6: if 
0019:   33@ > 9000 
004D: jump_if_false @CASINO9_9331 
00D6: if 
0039:   181@ == 2 
004D: jump_if_false @CASINO9_9331 
0006: 183@ = 1 

:CASINO9_9331
00D6: if or
00E1:   player 0 pressed_key 2 
00E1:   player 0 pressed_key 3 
004D: jump_if_false @CASINO9_9368 
0006: 180@ = 1 
0002: jump @CASINO9_9375 

:CASINO9_9368
0006: 180@ = 0 

:CASINO9_9375
00D6: if 
0A4B:   controls_set_to_joystick 
004D: jump_if_false @CASINO9_9800 
00D6: if and
80E1:   not player 0 pressed_key 5 
80E1:   not player 0 pressed_key 7 
004D: jump_if_false @CASINO9_9494 
034E: move_object 164@ to 1.7 166@ 167@ speed 0.09 0.0 0.0 collision_check 0 
00D6: if and
8043:   not  165@ == 1.7 
0039:   180@ == 0 
004D: jump_if_false @CASINO9_9487 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 90.0 rotation_speed 9.0 

:CASINO9_9487
0002: jump @CASINO9_9793 

:CASINO9_9494
00D6: if and
00E1:   player 0 pressed_key 5 
00E1:   player 0 pressed_key 7 
004D: jump_if_false @CASINO9_9600 
034E: move_object 164@ to 1.7 166@ 167@ speed 0.09 0.0 0.0 collision_check 0 
00D6: if and
8043:   not  165@ == 1.7 
0039:   180@ == 0 
004D: jump_if_false @CASINO9_9593 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 90.0 rotation_speed 9.0 

:CASINO9_9593
0002: jump @CASINO9_9793 

:CASINO9_9600
00D6: if 
00E1:   player 0 pressed_key 5 
004D: jump_if_false @CASINO9_9700 
034E: move_object 164@ to 2.9 166@ 167@ speed 0.09 0.0 0.0 collision_check 0 
00D6: if and
0023:   2.9 > 165@ 
0039:   180@ == 0 
004D: jump_if_false @CASINO9_9693 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 30.0 rotation_speed 9.0 

:CASINO9_9693
0002: jump @CASINO9_9793 

:CASINO9_9700
00D6: if 
00E1:   player 0 pressed_key 7 
004D: jump_if_false @CASINO9_9793 
034E: move_object 164@ to 0.5 166@ 167@ speed 0.09 0.0 0.0 collision_check 0 
00D6: if and
0021:   165@ > 0.5 
0039:   180@ == 0 
004D: jump_if_false @CASINO9_9793 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 150.0 rotation_speed 9.0 

:CASINO9_9793
0002: jump @CASINO9_10093 

:CASINO9_9800
00D6: if 
80E1:   not player 0 pressed_key 0 
004D: jump_if_false @CASINO9_9900 
034E: move_object 164@ to 1.7 166@ 167@ speed 0.09 0.0 0.0 collision_check 0 
00D6: if and
8043:   not  165@ == 1.7 
0039:   180@ == 0 
004D: jump_if_false @CASINO9_9893 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 90.0 rotation_speed 9.0 

:CASINO9_9893
0002: jump @CASINO9_10093 

:CASINO9_9900
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
00D6: if 
001A:   0 > $MOVE_AXIS_X 
004D: jump_if_false @CASINO9_10017 
034E: move_object 164@ to 2.9 166@ 167@ speed 0.09 0.0 0.0 collision_check 0 
00D6: if and
0023:   2.9 > 165@ 
0039:   180@ == 0 
004D: jump_if_false @CASINO9_10010 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 30.0 rotation_speed 9.0 

:CASINO9_10010
0002: jump @CASINO9_10093 

:CASINO9_10017
034E: move_object 164@ to 0.5 166@ 167@ speed 0.09 0.0 0.0 collision_check 0 
00D6: if and
0021:   165@ > 0.5 
0039:   180@ == 0 
004D: jump_if_false @CASINO9_10093 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 150.0 rotation_speed 9.0 

:CASINO9_10093
0051: return 

:CASINO9_10095
0871: init_jump_table 179@ total_jumps 3 default_jump 0 @CASINO9_10325 jumps 0 @CASINO9_10158 1 @CASINO9_10200 2 @CASINO9_10283 -1 @CASINO9_10325 -1 @CASINO9_10325 -1 @CASINO9_10325 -1 @CASINO9_10325 

:CASINO9_10158
00D6: if 
0029:   178@ >= 6000 
004D: jump_if_false @CASINO9_10193 
03E6: remove_text_box 
000A: 179@ += 1 
0006: 178@ = 0 

:CASINO9_10193
0002: jump @CASINO9_10325 

:CASINO9_10200
00D6: if 
0039:   162@ == 0 
004D: jump_if_false @CASINO9_10269 
00D6: if 
0019:   178@ > 20000 
004D: jump_if_false @CASINO9_10262 
0512: show_permanent_text_box 'CAS9_H2'  // Use ~k~~PED_CYCLE_WEAPON_LEFT~ and ~k~~PED_CYCLE_WEAPON_RIGHT~ to take cover.
000A: 179@ += 1 
0006: 178@ = 0 

:CASINO9_10262
0002: jump @CASINO9_10276 

:CASINO9_10269
0006: 178@ = 0 

:CASINO9_10276
0002: jump @CASINO9_10325 

:CASINO9_10283
00D6: if 
0019:   178@ > 6000 
004D: jump_if_false @CASINO9_10318 
03E6: remove_text_box 
000E: 179@ -= 1 
0006: 178@ = 0 

:CASINO9_10318
0002: jump @CASINO9_10325 

:CASINO9_10325
0051: return 

:CASINO9_10327
0871: init_jump_table 181@ total_jumps 2 default_jump 0 @CASINO9_10540 jumps 0 @CASINO9_10390 1 @CASINO9_10493 -1 @CASINO9_10540 -1 @CASINO9_10540 -1 @CASINO9_10540 -1 @CASINO9_10540 -1 @CASINO9_10540 

:CASINO9_10390
00D6: if 
001B:   4 > 182@ 
004D: jump_if_false @CASINO9_10472 
008A: $1276 = 184@(182@,4i) // (int) 
05A9: s$1281 = 208@(182@,4s) // s$ 
004F: create_thread @A_ALAP 2 100 188@(182@,4i)  
000A: 182@ += 1 
000A: 181@ += 1 
0002: jump @CASINO9_10493 

:CASINO9_10472
0006: 33@ = 0 
0006: 181@ = 2 
0002: jump @CASINO9_10540 

:CASINO9_10493
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @CASINO9_10533 
000E: 181@ -= 1 
0004: $1285($1288,2i) = -4 

:CASINO9_10533
0002: jump @CASINO9_10540 

:CASINO9_10540
0051: return 

:CASINO9_10542
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @CASINO9_10567 
0004: $1285[0] = -2 

:CASINO9_10567
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @CASINO9_10592 
0004: $1285[1] = -2 

:CASINO9_10592
00BE: text_clear_all 
03E6: remove_text_box 
0247: load_model #WMYPLT 

:CASINO9_10600
00D6: if 
8248:   not model #WMYPLT available 
004D: jump_if_false @CASINO9_10626 
0001: wait 0 ms 
0002: jump @CASINO9_10600 

:CASINO9_10626
0006: 32@ = 0 

:CASINO9_10633
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @CASINO9_10663 
0001: wait 0 ms 
0002: jump @CASINO9_10633 

:CASINO9_10663
016A: fade 0 time 500 

:CASINO9_10670
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_10694 
0001: wait 0 ms 
0002: jump @CASINO9_10670 

:CASINO9_10694
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
04D7: set_actor $PLAYER_ACTOR locked 0 
015F: set_camera_position 2.7271 24.965 1201.535 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2.422 25.7162 1200.95 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 1.8227 31.0635 1198.609 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
01BC: put_object 164@ at 1.7 26.8 1198.75 
0615: define_AS_pack_begin 44@ 
04EB: AS_actor -1 crouch 1 
05BA: AS_actor -1 move_mouth 1000 ms 
05D3: AS_actor -1 goto_point 1.7221 26.7679 1198.602 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 44@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 44@ 
061B: remove_references_to_AS_pack 44@ 
016A: fade 1 time 500 
0006: 32@ = 0 

:CASINO9_10891
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @CASINO9_10921 
0001: wait 0 ms 
0002: jump @CASINO9_10891 

:CASINO9_10921
009A: 40@ = create_actor_pedtype 24 model #WMYPLT at 1.881 34.9202 1198.602 
0173: set_actor 40@ Z_angle_to 180.0 
01B2: give_actor 40@ weapon 22 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 40@ armed_weapon_to 22 
087E: set_actor 40@ weapon_droppable 0 
07DD: set_actor 40@ attack_rate 70 // previously known as temper_to 
02E2: set_actor 40@ weapon_accuracy_to 65 
060B: set_actor 40@ decision_maker_to 49@ 
0568: set_actor 40@ untargetable 1 
0638: AS_actor 40@ stay_put 1 
0603: AS_actor 40@ goto_point_any_means 1.7462 32.3896 1198.602 mode 4 use_car -1 
0006: 32@ = 0 

:CASINO9_11046
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @CASINO9_11076 
0001: wait 0 ms 
0002: jump @CASINO9_11046 

:CASINO9_11076
016A: fade 0 time 500 

:CASINO9_11083
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_11107 
0001: wait 0 ms 
0002: jump @CASINO9_11083 

:CASINO9_11107
015A: restore_camera 
04EB: AS_actor $PLAYER_ACTOR crouch 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 164@ offset_from_object_origin 0.0 0.0 0.5 orientation 0 both_side_angle_limit 85.0 lock_weapon 22 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 270.0 rotation_speed 270.0 
04D7: set_actor $PLAYER_ACTOR locked 1 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
016A: fade 1 time 0 
0006: 232@ = 0 
04AE: $1276 = 8412 // = constant 
05A9: s$1281 = 'CAS9_DA' // s$  // ~z~I ain't going down without a fight!
004F: create_thread @A_ALAP 2 100 40@  
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @CASINO9_11260 
05E2: AS_actor 40@ kill_actor $PLAYER_ACTOR 

:CASINO9_11260
0001: wait 0 ms 
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @CASINO9_11287 
0002: jump @CASINO9_11294 

:CASINO9_11287
0002: jump @CASINO9_11260 

:CASINO9_11294
0247: load_model #SHAMAL 

:CASINO9_11299
00D6: if 
8248:   not model #SHAMAL available 
004D: jump_if_false @CASINO9_11326 
0001: wait 0 ms 
0002: jump @CASINO9_11299 

:CASINO9_11326
0006: 32@ = 0 

:CASINO9_11333
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @CASINO9_11363 
0001: wait 0 ms 
0002: jump @CASINO9_11333 

:CASINO9_11363
016A: fade 0 time 500 

:CASINO9_11370
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_11394 
0001: wait 0 ms 
0002: jump @CASINO9_11370 

:CASINO9_11394
04D7: set_actor $PLAYER_ACTOR locked 0 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0581: enable_radar 1 
015F: set_camera_position 3.0968 36.596 1200.369 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2.4708 35.9141 1199.991 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 1.7462 32.3896 1198.602 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0615: define_AS_pack_begin 44@ 
05BA: AS_actor -1 move_mouth 550 ms 
0603: AS_actor -1 goto_point_any_means 1.7037 34.9246 1198.602 mode 4 use_car -1 
0616: define_AS_pack_end 44@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 44@ 
061B: remove_references_to_AS_pack 44@ 
016A: fade 1 time 500 
0006: 32@ = 0 

:CASINO9_11569
00D6: if 
001B:   2500 > 32@ 
004D: jump_if_false @CASINO9_11599 
0001: wait 0 ms 
0002: jump @CASINO9_11569 

:CASINO9_11599
016A: fade 0 time 500 

:CASINO9_11606
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_11630 
0001: wait 0 ms 
0002: jump @CASINO9_11606 

:CASINO9_11630
01C2: remove_references_to_actor 108@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 109@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 110@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 111@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0249: release_model #WMYPLT 
0249: release_model #JET_INTERIOR 
0108: destroy_object 164@ 
0108: destroy_object 168@ 
0108: destroy_object 169@ 
0108: destroy_object 170@ 
0249: release_model #JET_BAGGAGE_DOOR 
0249: release_model #CARDBOARDBOX2 
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
03CB: set_rendering_origin_at 1405.0 6000.0 210.0 
04E4: refresh_game_renderer_at 1405.0 6000.0 
00A5: 38@ = create_car #SHAMAL at 1405.0 6000.0 210.0 
0175: set_car 38@ Z_angle_to 210.0 
0840: link_car 38@ to_interior 0 
036A: put_actor $PLAYER_ACTOR in_car 38@ 
04BA: set_car 38@ speed_to 45.0 
08E6: set_plane 38@ landing_gear 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
09BA: show_entered_zone_name 1 
016A: fade 1 time 100 
018A: 43@ = create_checkpoint_at 1476.219 1463.623 9.8203 
0006: 233@ = 1 
0006: 234@ = 1 
01F0: set_max_wanted_level_to 6 
00BC: show_text_highpriority GXT 'CAS9_41' time 8000 flag 1  // ~s~Fly the plane back to the ~y~airport~s~.

:CASINO9_11894
0001: wait 0 ms 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @CASINO9_12170 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @CASINO9_12008 
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @CASINO9_12001 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CAS9_41' time 8000 flag 1  // ~s~Fly the plane back to the ~y~airport~s~.
0164: disable_marker 43@ 
018A: 43@ = create_checkpoint_at 1476.219 1463.623 9.8203 
0006: 233@ = 1 

:CASINO9_12001
0002: jump @CASINO9_12071 

:CASINO9_12008
00D6: if 
0039:   233@ == 1 
004D: jump_if_false @CASINO9_12071 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'IN_VEH' time 8000 flag 1  // ~s~Hey! Get back in the ~b~vehicle~s~!
0164: disable_marker 43@ 
0186: 43@ = create_marker_above_car 38@ 
07E0: set_marker 43@ type_to 1 
0006: 233@ = 0 

:CASINO9_12071
00D6: if and
01AC:   car 38@ sphere 0 in_cube_cornerA 1636.319 1144.478 7.0 cornerB 1261.411 1780.672 14.0 stopped 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1636.319 1144.478 7.0 cornerB 1261.411 1780.672 14.0 
004D: jump_if_false @CASINO9_12163 
0002: jump @CASINO9_12440 

:CASINO9_12163
0002: jump @CASINO9_12198 

:CASINO9_12170
0006: 50@ = 1 
05AA: 51@s = 'CAS9_F1' // @s = 'short'  // ~r~You destroyed the plane.
0002: jump @CASINO9_12205 

:CASINO9_12198
0002: jump @CASINO9_11894 

:CASINO9_12205
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04D7: set_actor $PLAYER_ACTOR locked 0 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if 
0039:   50@ == 1 
004D: jump_if_false @CASINO9_12261 
00BC: show_text_highpriority GXT 51@s time 6000 flag 1 

:CASINO9_12261
0006: 236@ = 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO9_12322 
03C0: 235@ = actor $PLAYER_ACTOR car 
00D6: if 
02BF:   car 235@ sunk 
004D: jump_if_false @CASINO9_12315 
0006: 236@ = 1 

:CASINO9_12315
0002: jump @CASINO9_12398 

:CASINO9_12322
00D6: if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @CASINO9_12398 
00D6: if 
04AD:   actor $PLAYER_ACTOR in_water 
004D: jump_if_false @CASINO9_12368 
0006: 236@ = 1 
0002: jump @CASINO9_12398 

:CASINO9_12368
00D6: if and
0818:   actor $PLAYER_ACTOR in_air 
002A:   0 >= $FREEFALL_STAGE 
004D: jump_if_false @CASINO9_12398 
0006: 236@ = 1 

:CASINO9_12398
00D6: if 
0039:   236@ == 1 
004D: jump_if_false @CASINO9_12438 
09AF: set_trip_skip_after_mission 2097.009 1728.285 9.8203 angle 169.1748 

:CASINO9_12438
0051: return 

:CASINO9_12440
0008: $CASINO_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'CASINO9'  // Freefall
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 15000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 15000 
0998: add_respect 30 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0164: disable_marker $582 
0051: return 

:CASINO9_12509
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @CASINO9_12534 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
02EB: restore_camera_with_jumpcut 

:CASINO9_12534
09BA: show_entered_zone_name 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASINO9_12565 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 

:CASINO9_12565
004F: create_thread @A_TERM  
04EF: release_animation "MISC" 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0249: release_model #WMYPLT 
0249: release_model #FCR900 
0249: release_model #DODO 
0249: release_model #SHAMAL 
0249: release_model #COLT45 
0249: release_model #SMLPLANE_DOOR 
0249: release_model #JET_DOOR 
0249: release_model #JET_BAGGAGE_DOOR 
0249: release_model #CARDBOARDBOX2 
0249: release_model #JET_INTERIOR 
01C2: remove_references_to_actor 108@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 109@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 110@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 111@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 34@ 
01C3: remove_references_to_car 38@ 
01C4: remove_references_to_object 168@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 169@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 170@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 164@ // This object will now disappear when the player looks away 
01F0: set_max_wanted_level_to 6 
0923: enable_air_traffic 1 
0164: disable_marker 35@ 
0164: disable_marker 43@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 92---------------
// Originally: Saint Mark's Bistro

:CASIN10
03A4: name_thread 'CASIN10' 
0050: gosub @CASIN10_294 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CASIN10_38 
0050: gosub @CASIN10_15190 

:CASIN10_38
0050: gosub @CASIN10_15491 
004E: end_thread 

:CASIN10_47
0871: init_jump_table 134@ total_jumps 2 default_jump 0 @CASIN10_292 jumps 0 @CASIN10_110 1 @CASIN10_212 -1 @CASIN10_292 -1 @CASIN10_292 -1 @CASIN10_292 -1 @CASIN10_292 -1 @CASIN10_292 

:CASIN10_110
05A9: s$7762[0] = 'CAS11BA' // s$  // ~z~This is private flight CJ101 on approach to Liberty, over.
05A9: s$7762[1] = 'CAS11BB' // s$  // ~z~Flight CJ101, we have you on our scope.
05A9: s$7762[2] = 'CAS11BC' // s$  // ~z~Stay on current heading and await final approach instructions...
05A9: s$7762[3] = 'CAS11CA' // s$  // ~z~Welcome to Liberty City, CJ101...
04AF: 135@ = 7204 // = constant 
04AF: 136@ = 7205 // = constant 
04AF: 137@ = 7206 // = constant 
04AF: 138@ = 7207 // = constant 
0004: $DIALOG_ARRAY_SIZE = 3 
0002: jump @CASIN10_292 

:CASIN10_212
05A9: s$7762[0] = 'CAS11GA' // s$  // ~z~This is flight CJ101 out of Liberty City,
05A9: s$7762[1] = 'CAS11GB' // s$  // ~z~requesting final approach to Las Venturas International, over.
05A9: s$7762[2] = 'CAS11GC' // s$  // ~z~Flight CJ101, you are clear for landing on runway 3.
04AF: 135@ = 7218 // = constant 
04AF: 136@ = 7219 // = constant 
04AF: 137@ = 7220 // = constant 
0004: $DIALOG_ARRAY_SIZE = 2 
0002: jump @CASIN10_292 

:CASIN10_292
0051: return 

:CASIN10_294
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 36@ = 0 
0006: 43@ = 0 
0006: 42@ = 0 
0006: 44@ = 0 
0006: 45@ = 0 
0006: 46@ = 1000 
0006: 48@ = 0 
0006: 49@ = 0 
0006: 51@ = 0 
0006: 52@ = 0 
0006: 54@ = 0 
0006: 55@ = 0 
0006: 57@ = 0 
0006: 58@ = 0 
0006: 60@ = 0 
0006: 61@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 66@ = 0 
0006: 68@ = 0 
0006: 70@ = 0 
0006: 72@ = 0 
0007: 99@ = 0.0 
0006: 83@ = 0 
0006: 83@ = 0 
0006: 88@ = 0 
0006: 89@ = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 114@ = 0 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
0006: 118@ = 0 
0006: 119@ = 0 
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 76@ = 0 
0006: 74@ = 0 
0006: 80@ = 0 
0006: 78@ = 0 
0006: 82@ = 0 
0006: 85@ = 0 
0006: 152@ = 0 
0006: 153@ = 0 
0006: 155@ = 0 
0006: 157@ = 0 
0006: 154@ = 0 
0006: 156@ = 0 
0006: 158@ = 0 
0006: 159@ = 0 
054C: use_GXT_table 'CASIN10' 
0001: wait 0 ms 
0395: clear_area 1 at 2163.589 1682.247 9.86 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2163.589 1682.247 9.86 
0173: set_actor $PLAYER_ACTOR Z_angle_to 80.0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0004: $PLAYER_IN_INTERIOR = 1 
04BB: select_interior 2 
02E4: load_cutscene_data 'CAS_11A' 

:CASIN10_783
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASIN10_807 
0001: wait 0 ms 
0002: jump @CASIN10_783 

:CASIN10_807
02E7: start_cutscene 
016A: fade 1 time 1000 

:CASIN10_816
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASIN10_840 
0001: wait 0 ms 
0002: jump @CASIN10_816 

:CASIN10_840
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CASIN10_853
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_877 
0001: wait 0 ms 
0002: jump @CASIN10_853 

:CASIN10_877
02EA: end_cutscene 
04BB: select_interior 0 
0004: $PLAYER_IN_INTERIOR = 0 
03C7: set_sensitivity_to_crime 0.5 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2233.5 1712.8 radius 10.0 
0001: wait 1000 ms 
0247: load_model #SHAMAL 
0247: load_model #SENTINEL 
023C: load_special_actor 'MACCER' as 1 // models 290-299 
023C: load_special_actor 'PAUL' as 2 // models 290-299 
023C: load_special_actor 'ROSE' as 3 // models 290-299 
03CF: load_wav 7200 as 1 
03CF: load_wav 7201 as 2 
0002: jump @CASIN10_1146 
0615: define_AS_pack_begin 96@ 
0638: AS_actor -1 stay_put 0 
0616: define_AS_pack_end 96@ 
0615: define_AS_pack_begin 97@ 
0638: AS_actor -1 stay_put 0 
0616: define_AS_pack_end 97@ 
0615: define_AS_pack_begin 98@ 
0638: AS_actor -1 stay_put 0 
0616: define_AS_pack_end 98@ 
0615: define_AS_pack_begin 38@ 
0638: AS_actor -1 stay_put 0 
0616: define_AS_pack_end 38@ 
0615: define_AS_pack_begin 39@ 
0638: AS_actor -1 stay_put 0 
0616: define_AS_pack_end 39@ 
00A5: 123@ = create_car #SENTINEL at 0.0 0.0 0.0 
00A6: destroy_car 123@ 
018A: 113@ = create_checkpoint_at 0.0 0.0 0.0 
0164: disable_marker 113@ 

:CASIN10_1146
060A: create_decision_maker_type 2 store_to 105@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 106@ // decision\allowed\m_.ped files 
0709: set_decision_maker 106@ on_event 49 taskID 311 respect 0.0 hate 100.0 like 100.0 dislike 100.0 in_car 0 on_foot 1 // see *.ped files 
060A: create_decision_maker_type 0 store_to 110@ // decision\allowed\m_.ped files 
038B: load_requested_models 

:CASIN10_1203
00D6: if or
8248:   not model #SHAMAL available 
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #SENTINEL available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @CASIN10_1251 
0001: wait 0 ms 
0002: jump @CASIN10_1203 

:CASIN10_1251
00D6: if 
823D:   not special_actor 3 loaded 
004D: jump_if_false @CASIN10_1277 
0001: wait 0 ms 
0002: jump @CASIN10_1251 

:CASIN10_1277
0395: clear_area 1 at 2163.589 1682.247 9.86 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2163.589 1682.247 9.86 
0173: set_actor $PLAYER_ACTOR Z_angle_to 80.0 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
03CB: set_rendering_origin_at 2163.589 1682.247 9.86 
01E8: create_forbidden_for_cars_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
022B: create_forbidden_for_peds_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
009A: 107@ = create_actor_pedtype 24 model #SPECIAL01 at 2162.213 1682.752 9.86 
060B: set_actor 107@ decision_maker_to 110@ 
0173: set_actor 107@ Z_angle_to 280.0 
02A9: set_actor 107@ immune_to_nonplayer 1 
0639: AS_actor 107@ rotate_to_actor $PLAYER_ACTOR 
02AB: set_actor 107@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0A09: set_actor 107@ muted 1 // versionB 
0395: clear_area 1 at 2160.582 1682.103 9.735 radius 4.0 
00A5: 111@ = create_car #SENTINEL at 2160.582 1682.103 9.735 
0175: set_car 111@ Z_angle_to 0.0 
02AA: set_car 111@ immune_to_nonplayer 1 
02AC: set_car 111@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C8: 109@ = create_actor_pedtype 24 model #SPECIAL03 in_car 111@ passenger_seat 1 
060B: set_actor 109@ decision_maker_to 110@ 
02A9: set_actor 109@ immune_to_nonplayer 1 
02AB: set_actor 109@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0A09: set_actor 109@ muted 1 // versionB 
0129: 108@ = create_actor_pedtype 24 model #SPECIAL02 in_car 111@ driverseat 
060B: set_actor 108@ decision_maker_to 110@ 
02A9: set_actor 108@ immune_to_nonplayer 1 
02AB: set_actor 108@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0A09: set_actor 108@ muted 1 // versionB 
00A9: set_car 111@ to_normal_driver 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2165.228 1680.256 9.9643 position_to 2164.975 1684.109 11.4927 time 14500 smooth_transition 1 
0920: point_camera 2162.274 1682.247 11.86 transverse_to 2160.582 1682.103 11.0 time 14500 smooth_transition 1 
0169: set_fade_color_RGB 0 0 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
016A: fade 1 time 2000 
0395: clear_area 1 at 2162.274 1682.247 9.86 radius 120.0 

:CASIN10_1814
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_1838 
0001: wait 0 ms 
0002: jump @CASIN10_1814 

:CASIN10_1838
0707: start_scene_skip_to @CASIN10_3929 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASIN10_1934 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'CAS11AA' time 10000 flag 1  // ~z~Alright, you guys better get out of Las Venturas, fast!
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0002: jump @CASIN10_1953 

:CASIN10_1934
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AA'  // ~z~Alright, you guys better get out of Las Venturas, fast!

:CASIN10_1953
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CASIN10_2182 
0001: wait 0 ms 
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @CASIN10_2018 
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
0002: jump @CASIN10_15190 
0002: jump @CASIN10_2023 

:CASIN10_2018
0687: clear_actor 107@ task 

:CASIN10_2023
00D6: if 
0118:   actor 108@ dead 
004D: jump_if_false @CASIN10_2062 
00BC: show_text_highpriority GXT 'CM10_12' time 8000 flag 1  // ~r~Paul is dead!
0002: jump @CASIN10_15190 

:CASIN10_2062
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @CASIN10_2101 
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg is dead!
0002: jump @CASIN10_15190 

:CASIN10_2101
00D6: if 
0119:   car 111@ wrecked 
004D: jump_if_false @CASIN10_2140 
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~The car has been destroyed!
0002: jump @CASIN10_15190 

:CASIN10_2140
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CASIN10_2175 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AA'  // ~z~Alright, you guys better get out of Las Venturas, fast!

:CASIN10_2175
0002: jump @CASIN10_1953 

:CASIN10_2182
040D: unload_wav 1 
03D5: remove_text 'CAS11AA'  // ~z~Alright, you guys better get out of Las Venturas, fast!
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 7202 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'CAS11AB' time 10000 flag 1  // ~z~I'll be in touch.
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 

:CASIN10_2239
00D6: if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
004D: jump_if_false @CASIN10_2472 
0001: wait 0 ms 
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @CASIN10_2308 
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
0002: jump @CASIN10_15190 
0002: jump @CASIN10_2313 

:CASIN10_2308
0687: clear_actor 107@ task 

:CASIN10_2313
00D6: if 
0118:   actor 108@ dead 
004D: jump_if_false @CASIN10_2352 
00BC: show_text_highpriority GXT 'CM10_12' time 8000 flag 1  // ~r~Paul is dead!
0002: jump @CASIN10_15190 

:CASIN10_2352
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @CASIN10_2391 
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg is dead!
0002: jump @CASIN10_15190 

:CASIN10_2391
00D6: if 
0119:   car 111@ wrecked 
004D: jump_if_false @CASIN10_2430 
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~The car has been destroyed!
0002: jump @CASIN10_15190 

:CASIN10_2430
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CASIN10_2465 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AB'  // ~z~I'll be in touch.

:CASIN10_2465
0002: jump @CASIN10_2239 

:CASIN10_2472
0687: clear_actor $PLAYER_ACTOR task 
040D: unload_wav 2 
03D5: remove_text 'CAS11AB'  // ~z~I'll be in touch.
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 7203 as 2 
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @CASIN10_2593 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'CAS11AC' time 10000 flag 1  // ~z~What about your backup, man, will you be a'right without us?
0967: actor 107@ move_mouth 999999 ms 
0812: AS_actor 107@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0002: jump @CASIN10_2616 

:CASIN10_2593
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
0002: jump @CASIN10_15190 

:CASIN10_2616
00D6: if or
83D2:   not wav 1 ended 
83D0:   not wav 2 loaded 
004D: jump_if_false @CASIN10_2821 
0001: wait 0 ms 
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @CASIN10_2697 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AC'  // ~z~What about your backup, man, will you be a'right without us?
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
0002: jump @CASIN10_15190 

:CASIN10_2697
00D6: if 
0118:   actor 108@ dead 
004D: jump_if_false @CASIN10_2736 
00BC: show_text_highpriority GXT 'CM10_12' time 8000 flag 1  // ~r~Paul is dead!
0002: jump @CASIN10_15190 

:CASIN10_2736
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @CASIN10_2775 
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg is dead!
0002: jump @CASIN10_15190 

:CASIN10_2775
00D6: if 
0119:   car 111@ wrecked 
004D: jump_if_false @CASIN10_2814 
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~The car has been destroyed!
0002: jump @CASIN10_15190 

:CASIN10_2814
0002: jump @CASIN10_2616 

:CASIN10_2821
040D: unload_wav 1 
03D5: remove_text 'CAS11AC'  // ~z~What about your backup, man, will you be a'right without us?
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @CASIN10_2869 
0968: actor 107@ stop_mouth 
0687: clear_actor 107@ task 
0002: jump @CASIN10_2892 

:CASIN10_2869
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
0002: jump @CASIN10_15190 

:CASIN10_2892
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @CASIN10_2955 
05BF: AS_actor 109@ look_at_actor $PLAYER_ACTOR -2 ms 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'CAS11AD' time 10000 flag 1  // ~z~Of course he will, you fucking moron, come on!
0967: actor 109@ move_mouth 999999 ms 
0002: jump @CASIN10_2997 

:CASIN10_2955
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg is dead!
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AD'  // ~z~Of course he will, you fucking moron, come on!
0002: jump @CASIN10_15190 

:CASIN10_2997
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @CASIN10_3198 
0001: wait 0 ms 
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @CASIN10_3055 
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
0002: jump @CASIN10_15190 

:CASIN10_3055
00D6: if 
0118:   actor 108@ dead 
004D: jump_if_false @CASIN10_3094 
00BC: show_text_highpriority GXT 'CM10_12' time 8000 flag 1  // ~r~Paul is dead!
0002: jump @CASIN10_15190 

:CASIN10_3094
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @CASIN10_3152 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AC'  // ~z~What about your backup, man, will you be a'right without us?
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg is dead!
0002: jump @CASIN10_15190 

:CASIN10_3152
00D6: if 
0119:   car 111@ wrecked 
004D: jump_if_false @CASIN10_3191 
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~The car has been destroyed!
0002: jump @CASIN10_15190 

:CASIN10_3191
0002: jump @CASIN10_2997 

:CASIN10_3198
040D: unload_wav 2 
03D5: remove_text 'CAS11AD'  // ~z~Of course he will, you fucking moron, come on!
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @CASIN10_3246 
0968: actor 109@ stop_mouth 
0647: AS_actor 109@ clear_look_task 
0002: jump @CASIN10_3269 

:CASIN10_3246
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg is dead!
0002: jump @CASIN10_15190 

:CASIN10_3269
00D6: if 
8119:   not car 111@ wrecked 
004D: jump_if_false @CASIN10_3468 
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @CASIN10_3321 
05CA: AS_actor 107@ enter_car 111@ passenger_seat 0 time 10000 
0002: jump @CASIN10_3344 

:CASIN10_3321
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
0002: jump @CASIN10_15190 

:CASIN10_3344
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @CASIN10_3383 
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
0002: jump @CASIN10_15190 

:CASIN10_3383
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @CASIN10_3422 
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg is dead!
0002: jump @CASIN10_15190 

:CASIN10_3422
00D6: if 
0118:   actor 108@ dead 
004D: jump_if_false @CASIN10_3461 
00BC: show_text_highpriority GXT 'CM10_12' time 8000 flag 1  // ~r~Paul is dead!
0002: jump @CASIN10_15190 

:CASIN10_3461
0002: jump @CASIN10_3491 

:CASIN10_3468
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~The car has been destroyed!
0002: jump @CASIN10_15190 

:CASIN10_3491
00D6: if or
80DB:   not actor 107@ in_car 111@ 
80DB:   not actor 108@ in_car 111@ 
80DB:   not actor 109@ in_car 111@ 
004D: jump_if_false @CASIN10_3693 
0001: wait 0 ms 
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @CASIN10_3569 
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
0002: jump @CASIN10_15190 

:CASIN10_3569
00D6: if 
0118:   actor 108@ dead 
004D: jump_if_false @CASIN10_3608 
00BC: show_text_highpriority GXT 'CM10_12' time 8000 flag 1  // ~r~Paul is dead!
0002: jump @CASIN10_15190 

:CASIN10_3608
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @CASIN10_3647 
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg is dead!
0002: jump @CASIN10_15190 

:CASIN10_3647
00D6: if 
0119:   car 111@ wrecked 
004D: jump_if_false @CASIN10_3686 
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~The car has been destroyed!
0002: jump @CASIN10_15190 

:CASIN10_3686
0002: jump @CASIN10_3491 

:CASIN10_3693
00D6: if 
8119:   not car 111@ wrecked 
004D: jump_if_false @CASIN10_3753 
00A7: car 111@ drive_to 2148.048 1703.466 9.727 
00AE: set_car 111@ traffic_behaviour_to 2 
00AD: set_car 111@ max_speed_to 30.0 
0002: jump @CASIN10_3776 

:CASIN10_3753
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~The car has been destroyed!
0002: jump @CASIN10_15190 

:CASIN10_3776
0001: wait 2000 ms 
009B: destroy_actor 107@ 
009B: destroy_actor 108@ 
009B: destroy_actor 109@ 
00A6: destroy_car 111@ 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0249: release_model #SENTINEL 
02A3: enable_widescreen 0 
08F6: restore_player_group 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
091D: remove_forbidden_for_boats_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
091E: create_forbidden_for_boats_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
0006: 114@ = 1 

:CASIN10_3929
0701: end_scene_skip 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @CASIN10_4237 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:CASIN10_3974
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_3998 
0001: wait 0 ms 
0002: jump @CASIN10_3974 

:CASIN10_3998
08F6: restore_player_group 
0395: clear_area 1 at 2163.589 1682.247 9.86 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2163.589 1682.247 9.86 
0173: set_actor $PLAYER_ACTOR Z_angle_to 80.0 
009B: destroy_actor 107@ 
009B: destroy_actor 108@ 
009B: destroy_actor 109@ 
00A6: destroy_car 111@ 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0249: release_model #SENTINEL 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
02A3: enable_widescreen 0 
0925: restore_camera_to_user_defined 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color_RGB 0 0 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
091D: remove_forbidden_for_boats_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
091E: create_forbidden_for_boats_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
016A: fade 1 time 1000 

:CASIN10_4192
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_4216 
0001: wait 0 ms 
0002: jump @CASIN10_4192 

:CASIN10_4216
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 

:CASIN10_4237
00BC: show_text_highpriority GXT 'CM10_1' time 10000 flag 1  // ~s~Get to the ~y~airport~s~.
018A: 35@ = create_checkpoint_at 1707.828 1606.639 9.055 
0395: clear_area 0 at 1707.828 1606.639 9.055 radius 2.0 

:CASIN10_4297
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1707.828 1606.639 9.055 radius 4.0 4.0 3.0 
004D: jump_if_false @CASIN10_4378 
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CASIN10_4371 
0002: jump @CASIN10_15339 

:CASIN10_4371
0002: jump @CASIN10_4297 

:CASIN10_4378
0164: disable_marker 35@ 
00BC: show_text_highpriority GXT 'CM10_10' time 10000 flag 1  // ~s~The ~b~jet ~s~is at the end of the runway, get into it and fly to Liberty City.
0395: clear_area 1 at 1479.714 1758.306 12.098 radius 2.0 
00A5: 112@ = create_car #SHAMAL at 1479.714 1758.306 12.098 
02AA: set_car 112@ immune_to_nonplayer 1 
0175: set_car 112@ Z_angle_to 180.0 
0186: 34@ = create_marker_above_car 112@ 
07E0: set_marker 34@ type_to 1 

:CASIN10_4478
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 112@ 
004D: jump_if_false @CASIN10_4552 
0001: wait 0 ms 
00D6: if 
0119:   car 112@ wrecked 
004D: jump_if_false @CASIN10_4545 
00BC: show_text_highpriority GXT 'CM10_17' time 8000 flag 1  // ~r~You have destroyed the jet!
0164: disable_marker 34@ 
0002: jump @CASIN10_15190 

:CASIN10_4545
0002: jump @CASIN10_4478 

:CASIN10_4552
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @CASIN10_4582 
02AA: set_car 112@ immune_to_nonplayer 0 
0002: jump @CASIN10_4610 

:CASIN10_4582
00BC: show_text_highpriority GXT 'CM10_17' time 8000 flag 1  // ~r~You have destroyed the jet!
0164: disable_marker 34@ 
0002: jump @CASIN10_15190 

:CASIN10_4610
0164: disable_marker 34@ 
00BC: show_text_highpriority GXT 'CM10_18' time 8000 flag 1  // ~s~Fly to ~y~Liberty City~s~.
018A: 126@ = create_checkpoint_at 7500.0 2478.34 200.0 
0006: 32@ = 0 

:CASIN10_4658
00D6: if or
8100:   not actor $PLAYER_ACTOR in_sphere 7500.0 2478.34 200.0 radius 100.0 100.0 200.0 sphere 0 in_car 
8448:   not actor $PLAYER_ACTOR in_car 112@ 
004D: jump_if_false @CASIN10_4995 
0001: wait 0 ms 
00D6: if 
0119:   car 112@ wrecked 
004D: jump_if_false @CASIN10_4764 
00BC: show_text_highpriority GXT 'CM10_17' time 8000 flag 1  // ~r~You have destroyed the jet!
0002: jump @CASIN10_15190 
0002: jump @CASIN10_4988 

:CASIN10_4764
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 112@ 
004D: jump_if_false @CASIN10_4920 
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @CASIN10_4840 
00D6: if 
0019:   32@ > 40000 
004D: jump_if_false @CASIN10_4840 
03E5: show_text_box 'CM10_99'  // Press ~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ to change camera modes.
0006: 159@ = 1 

:CASIN10_4840
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @CASIN10_4913 
00BC: show_text_highpriority GXT 'CM10_18' time 8000 flag 1  // ~s~Fly to ~y~Liberty City~s~.
018A: 126@ = create_checkpoint_at 7500.0 2478.34 200.0 
0164: disable_marker 34@ 
0004: $127 = 1 
0006: 129@ = 0 

:CASIN10_4913
0002: jump @CASIN10_4988 

:CASIN10_4920
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @CASIN10_4988 
0164: disable_marker 126@ 
0186: 34@ = create_marker_above_car 112@ 
07E0: set_marker 34@ type_to 1 
00BC: show_text_highpriority GXT 'IN_VEH' time 5000 flag 1  // ~s~Hey! Get back in the ~b~vehicle~s~!
0004: $127 = 0 
0006: 129@ = 1 

:CASIN10_4988
0002: jump @CASIN10_4658 

:CASIN10_4995
0164: disable_marker 126@ 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 500 

:CASIN10_5015
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_5039 
0001: wait 0 ms 
0002: jump @CASIN10_5015 

:CASIN10_5039
0A19: display_zone_text 'MARKS'  // Saint Mark's
08F5: save_player_group 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 0 
09FF: set_restart_closest_to 1578.446 1770.682 9.8358 
01B6: set_weather 5 
0247: load_model #VMAFF1 
0247: load_model #COLT45 
0247: load_model #TAXI 
0247: load_model #SENTINEL 
07C0: load_path 602 
07C0: load_path 603 
0247: load_model #BMYBU 
0247: load_model #WFYBU 
038B: load_requested_models 

:CASIN10_5143
00D6: if or
8248:   not model #VMAFF1 available 
8248:   not model #COLT45 available 
8248:   not model #TAXI available 
8248:   not model #SENTINEL available 
87C1:   not path 602 available 
87C1:   not path 603 available 
004D: jump_if_false @CASIN10_5194 
0001: wait 0 ms 
0002: jump @CASIN10_5143 

:CASIN10_5194
00D6: if or
8248:   not model #BMYBU available 
8248:   not model #WFYBU available 
004D: jump_if_false @CASIN10_5225 
0001: wait 0 ms 
0002: jump @CASIN10_5194 

:CASIN10_5225
04BB: select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
04E4: refresh_game_renderer_at -811.999 457.027 
0A0B: set_rendering_origin_at_3D_coord -811.999 457.027 1356.622 angle 82.0 
038B: load_requested_models 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASIN10_5335 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -813.833 459.11 998.989 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0002: jump @CASIN10_5375 

:CASIN10_5335
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -813.833 459.11 998.989 

:CASIN10_5375
0373: set_camera_directly_behind_player 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
00A6: destroy_car 112@ 
0249: release_model #SHAMAL 
00A5: 161@ = create_car #TAXI at -811.999 457.027 1356.622 
0175: set_car 161@ Z_angle_to 270.0 
0840: link_car 161@ to_interior 1 
02AA: set_car 161@ immune_to_nonplayer 1 
0129: 160@ = create_actor_pedtype 4 model #VMAFF1 in_car 161@ driverseat 
0860: link_actor 160@ to_interior 1 
00A9: set_car 161@ to_normal_driver 
0430: put_actor $PLAYER_ACTOR into_car 161@ passenger_seat 1 
00A5: 163@ = create_car #SENTINEL at -729.2895 514.4813 1370.969 
0175: set_car 163@ Z_angle_to 161.5196 
0840: link_car 163@ to_interior 1 
02AA: set_car 163@ immune_to_nonplayer 1 
0129: 164@ = create_actor_pedtype 4 model #VMAFF1 in_car 163@ driverseat 
0860: link_actor 164@ to_interior 1 
00A9: set_car 163@ to_normal_driver 

:CASIN10_5553
00D6: if 
84F1:   not is_car_waiting_for_world_collision 161@ 
004D: jump_if_false @CASIN10_5612 
0001: wait 0 ms 
00D6: if 
0119:   car 161@ wrecked 
004D: jump_if_false @CASIN10_5589 

:CASIN10_5589
00D6: if 
0119:   car 163@ wrecked 
004D: jump_if_false @CASIN10_5605 

:CASIN10_5605
0002: jump @CASIN10_5553 

:CASIN10_5612
009A: 165@ = create_actor_pedtype 4 model #BMYBU at -864.653 451.569 1348.584 
05DE: AS_actor 165@ walk_around_ped_path 
009A: 166@ = create_actor_pedtype 5 model #WFYBU at -884.251 466.693 1346.577 
05DE: AS_actor 166@ walk_around_ped_path 
009A: 167@ = create_actor_pedtype 4 model #BMYBU at -857.588 467.419 1349.29 
05DE: AS_actor 167@ walk_around_ped_path 
009A: 168@ = create_actor_pedtype 5 model #WFYBU at -814.46 466.873 1356.137 
05DE: AS_actor 168@ walk_around_ped_path 
009A: 169@ = create_actor_pedtype 4 model #BMYBU at -781.615 468.628 1363.266 
05DE: AS_actor 169@ walk_around_ped_path 
009A: 170@ = create_actor_pedtype 5 model #WFYBU at -737.431 503.6 1370.968 
05DE: AS_actor 170@ walk_around_ped_path 
009A: 171@ = create_actor_pedtype 4 model #BMYBU at -738.769 476.826 1370.306 
05DE: AS_actor 171@ walk_around_ped_path 
009A: 172@ = create_actor_pedtype 5 model #WFYBU at -771.993 456.237 1364.445 
05DE: AS_actor 172@ walk_around_ped_path 
009A: 173@ = create_actor_pedtype 4 model #BMYBU at -799.539 453.03 1359.074 
05DE: AS_actor 173@ walk_around_ped_path 
009A: 174@ = create_actor_pedtype 5 model #WFYBU at -753.076 484.357 1369.885 
05DE: AS_actor 174@ walk_around_ped_path 
015F: set_camera_position -751.2452 449.8578 1370.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -752.1519 450.2614 1370.378 switchstyle 2 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @CASIN10_5992 
05EB: assign_car 161@ to_path 602 
06FD: set_car 161@ speed_on_path_to 1.1 

:CASIN10_5992
00D6: if 
8119:   not car 163@ wrecked 
004D: jump_if_false @CASIN10_6026 
05EB: assign_car 163@ to_path 603 
06FD: set_car 163@ speed_on_path_to 1.1 

:CASIN10_6026
0001: wait 800 ms 
00D6: if 
0119:   car 161@ wrecked 
004D: jump_if_false @CASIN10_6052 
05EC: release_car 161@ from_path 

:CASIN10_6052
00D6: if 
0119:   car 163@ wrecked 
004D: jump_if_false @CASIN10_6073 
05EC: release_car 163@ from_path 

:CASIN10_6073
0169: set_fade_color_RGB 0 0 0 
02A3: enable_widescreen 1 
016A: fade 1 time 2000 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -751.2452 449.8578 1370.5 position_to -730.0718 483.3791 1373.472 time 8600 smooth_transition 1 
0920: point_camera -752.1519 450.2614 1370.378 transverse_to -730.9146 483.9166 1373.496 time 8600 smooth_transition 1 

:CASIN10_6176
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_6200 
0001: wait 0 ms 
0002: jump @CASIN10_6176 

:CASIN10_6200
057E: set_radar_grey 1 
09AC: disable_map_icons 1 
00D6: if 
0119:   car 161@ wrecked 
004D: jump_if_false @CASIN10_6229 
05EC: release_car 161@ from_path 

:CASIN10_6229
00D6: if 
0119:   car 163@ wrecked 
004D: jump_if_false @CASIN10_6250 
05EC: release_car 163@ from_path 

:CASIN10_6250
0707: start_scene_skip_to @CASIN10_6465 

:CASIN10_6257
00D6: if 
060E:   car 161@ assigned_to_path 
004D: jump_if_false @CASIN10_6326 
0001: wait 0 ms 
00D6: if 
0119:   car 161@ wrecked 
004D: jump_if_false @CASIN10_6298 
05EC: release_car 161@ from_path 

:CASIN10_6298
00D6: if 
0119:   car 163@ wrecked 
004D: jump_if_false @CASIN10_6319 
05EC: release_car 163@ from_path 

:CASIN10_6319
0002: jump @CASIN10_6257 

:CASIN10_6326
0615: define_AS_pack_begin 162@ 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @CASIN10_6354 
05CD: AS_actor -1 exit_car 161@ 

:CASIN10_6354
05D3: AS_actor -1 goto_point -760.2046 492.1819 1370.677 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 162@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 162@ 
061B: remove_references_to_AS_pack 162@ 
0006: 32@ = 0 

:CASIN10_6403
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @CASIN10_6465 
0001: wait 0 ms 
00D6: if 
0119:   car 161@ wrecked 
004D: jump_if_false @CASIN10_6442 

:CASIN10_6442
00D6: if 
0119:   car 163@ wrecked 
004D: jump_if_false @CASIN10_6458 

:CASIN10_6458
0002: jump @CASIN10_6403 

:CASIN10_6465
0701: end_scene_skip 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:CASIN10_6482
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_6506 
0001: wait 0 ms 
0002: jump @CASIN10_6482 

:CASIN10_6506
0915: sync_weather_with_time_and_location_instantly 
0792: disembark_instantly_actor $PLAYER_ACTOR 
061B: remove_references_to_AS_pack 162@ 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @CASIN10_6669 
05EC: release_car 161@ from_path 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 161@ 
004D: jump_if_false @CASIN10_6669 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -760.2046 492.1819 1370.677 

:CASIN10_6578
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASIN10_6669 
0001: wait 0 ms 
00D6: if 
0119:   car 161@ wrecked 
004D: jump_if_false @CASIN10_6614 

:CASIN10_6614
00D6: if 
0119:   car 163@ wrecked 
004D: jump_if_false @CASIN10_6630 

:CASIN10_6630
00D6: if 
0118:   actor 160@ dead 
004D: jump_if_false @CASIN10_6646 

:CASIN10_6646
00D6: if 
0118:   actor 164@ dead 
004D: jump_if_false @CASIN10_6662 

:CASIN10_6662
0002: jump @CASIN10_6578 

:CASIN10_6669
00D6: if 
8119:   not car 163@ wrecked 
004D: jump_if_false @CASIN10_6690 
05EC: release_car 163@ from_path 

:CASIN10_6690
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @CASIN10_6731 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 22 
0002: jump @CASIN10_6738 

:CASIN10_6731
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 22 

:CASIN10_6738
0873: release_path 602 
0873: release_path 603 
0925: restore_camera_to_user_defined 
00A6: destroy_car 161@ 
009B: destroy_actor 160@ 
00A6: destroy_car 163@ 
009B: destroy_actor 164@ 
009B: destroy_actor 165@ 
009B: destroy_actor 166@ 
009B: destroy_actor 167@ 
009B: destroy_actor 168@ 
009B: destroy_actor 169@ 
009B: destroy_actor 170@ 
009B: destroy_actor 171@ 
009B: destroy_actor 172@ 
009B: destroy_actor 173@ 
009B: destroy_actor 174@ 
0249: release_model #BMYBU 
0249: release_model #WFYBU 
0249: release_model #TAXI 
0247: load_model #VMAFF1 
0247: load_model #VMAFF2 
0247: load_model #VMAFF3 
0247: load_model #CHROMEGUN 
0247: load_model #MICRO_UZI 
0247: load_model #COLT45 
04ED: load_animation "SWAT" 
0247: load_model #SENTINEL 
023C: load_special_actor 'FORELLI' as 1 // models 290-299 
03CF: load_wav 7208 as 1 
03CF: load_wav 7209 as 2 
038B: load_requested_models 

:CASIN10_6903
00D6: if or
8248:   not model #VMAFF1 available 
8248:   not model #VMAFF2 available 
84EE:   not animation "SWAT" loaded 
8248:   not model #CHROMEGUN available 
8248:   not model #MICRO_UZI available 
823D:   not special_actor 1 loaded 
004D: jump_if_false @CASIN10_6955 
0001: wait 0 ms 
0002: jump @CASIN10_6903 

:CASIN10_6955
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #VMAFF3 available 
8248:   not model #SENTINEL available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @CASIN10_6999 
0001: wait 0 ms 
0002: jump @CASIN10_6955 

:CASIN10_6999
009A: 40@ = create_actor_pedtype 24 model #SPECIAL01 at -783.62 505.055 1370.788 
0856: set_actor 40@ enable_crouch 0 
01B2: give_actor 40@ weapon 28 ammo 30000 // Load the weapon model before using this 
081A: set_actor 40@ weapon_skill_to 2 
0946: set_actor 40@ actions_uninterupted_by_weapon_fire 1 
0173: set_actor 40@ Z_angle_to 348.44 
0187: 41@ = create_marker_above_actor 40@ 
060B: set_actor 40@ decision_maker_to 110@ 
0446: set_actor 40@ dismemberment_possible 0 
08AF: set_actor 40@ max_health_to 1000 
0223: set_actor 40@ health_to 1000 
02E2: set_actor 40@ weapon_accuracy_to 80 
07DD: set_actor 40@ attack_rate 50 // previously known as temper_to 
009A: 47@ = create_actor_pedtype 24 model #VMAFF1 at -783.223 497.549 1370.78 
0856: set_actor 47@ enable_crouch 0 
01B2: give_actor 47@ weapon 25 ammo 30000 // Load the weapon model before using this 
0173: set_actor 47@ Z_angle_to 348.44 
060B: set_actor 47@ decision_maker_to 106@ 
02E2: set_actor 47@ weapon_accuracy_to 65 
07DD: set_actor 47@ attack_rate 40 // previously known as temper_to 
009A: 50@ = create_actor_pedtype 24 model #VMAFF2 at -788.965 497.522 1370.78 
0856: set_actor 50@ enable_crouch 0 
01B2: give_actor 50@ weapon 25 ammo 30000 // Load the weapon model before using this 
0173: set_actor 50@ Z_angle_to 348.44 
060B: set_actor 50@ decision_maker_to 106@ 
02E2: set_actor 50@ weapon_accuracy_to 65 
07DD: set_actor 50@ attack_rate 45 // previously known as temper_to 
009A: 53@ = create_actor_pedtype 24 model #VMAFF3 at -791.034 500.973 1370.78 
0856: set_actor 53@ enable_crouch 0 
01B2: give_actor 53@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 53@ Z_angle_to 5.1 
060B: set_actor 53@ decision_maker_to 105@ 
02E2: set_actor 53@ weapon_accuracy_to 70 
07DD: set_actor 53@ attack_rate 50 // previously known as temper_to 
009A: 56@ = create_actor_pedtype 24 model #VMAFF1 at -780.395 500.947 1370.78 
0856: set_actor 56@ enable_crouch 0 
01B2: give_actor 56@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 56@ Z_angle_to 5.1 
060B: set_actor 56@ decision_maker_to 105@ 
02E2: set_actor 56@ weapon_accuracy_to 40 
07DD: set_actor 56@ attack_rate 60 // previously known as temper_to 
009A: 59@ = create_actor_pedtype 24 model #VMAFF2 at -794.945 507.819 1370.788 
0856: set_actor 59@ enable_crouch 0 
01B2: give_actor 59@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 59@ Z_angle_to 174.837 
060B: set_actor 59@ decision_maker_to 105@ 
02E2: set_actor 59@ weapon_accuracy_to 70 
07DD: set_actor 59@ attack_rate 45 // previously known as temper_to 
009A: 62@ = create_actor_pedtype 24 model #VMAFF3 at -793.0 506.434 1370.788 
0856: set_actor 62@ enable_crouch 0 
01B2: give_actor 62@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 62@ Z_angle_to 113.867 
060B: set_actor 62@ decision_maker_to 105@ 
02E2: set_actor 62@ weapon_accuracy_to 65 
07DD: set_actor 62@ attack_rate 40 // previously known as temper_to 
009A: 65@ = create_actor_pedtype 24 model #VMAFF2 at -785.853 508.372 1370.774 
0856: set_actor 65@ enable_crouch 0 
01B2: give_actor 65@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 65@ Z_angle_to 212.0 
060B: set_actor 65@ decision_maker_to 105@ 
02E2: set_actor 65@ weapon_accuracy_to 65 
07DD: set_actor 65@ attack_rate 40 // previously known as temper_to 
009A: 69@ = create_actor_pedtype 24 model #VMAFF1 at -792.191 508.908 1370.788 
0856: set_actor 69@ enable_crouch 0 
01B2: give_actor 69@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 69@ Z_angle_to 188.0 
060B: set_actor 69@ decision_maker_to 105@ 
02E2: set_actor 69@ weapon_accuracy_to 70 
07DD: set_actor 69@ attack_rate 40 // previously known as temper_to 
009A: 73@ = create_actor_pedtype 24 model #VMAFF3 at -783.975 498.564 1375.195 
0856: set_actor 73@ enable_crouch 0 
01B2: give_actor 73@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 73@ Z_angle_to 172.352 
060B: set_actor 73@ decision_maker_to 105@ 
02E2: set_actor 73@ weapon_accuracy_to 65 
07DD: set_actor 73@ attack_rate 40 // previously known as temper_to 
009A: 77@ = create_actor_pedtype 24 model #VMAFF1 at -792.542 494.229 1375.235 
0856: set_actor 77@ enable_crouch 0 
01B2: give_actor 77@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 77@ Z_angle_to 279.542 
060B: set_actor 77@ decision_maker_to 105@ 
02E2: set_actor 77@ weapon_accuracy_to 70 
07DD: set_actor 77@ attack_rate 50 // previously known as temper_to 
009A: 81@ = create_actor_pedtype 24 model #VMAFF2 at -786.142 491.815 1375.235 
0856: set_actor 81@ enable_crouch 0 
01B2: give_actor 81@ weapon 25 ammo 30000 // Load the weapon model before using this 
0173: set_actor 81@ Z_angle_to 270.0 
060B: set_actor 81@ decision_maker_to 110@ 
02E2: set_actor 81@ weapon_accuracy_to 75 
07DD: set_actor 81@ attack_rate 40 // previously known as temper_to 
009A: 84@ = create_actor_pedtype 24 model #VMAFF1 at -793.7 494.999 1375.243 
0856: set_actor 84@ enable_crouch 0 
01B2: give_actor 84@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 84@ Z_angle_to 270.0 
060B: set_actor 84@ decision_maker_to 110@ 
02E2: set_actor 84@ weapon_accuracy_to 65 
07DD: set_actor 84@ attack_rate 40 // previously known as temper_to 
009A: 87@ = create_actor_pedtype 24 model #VMAFF1 at -781.141 494.625 1367.571 
0856: set_actor 87@ enable_crouch 0 
01B2: give_actor 87@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 87@ Z_angle_to 90.0 
060B: set_actor 87@ decision_maker_to 105@ 
02E2: set_actor 87@ weapon_accuracy_to 65 
07DD: set_actor 87@ attack_rate 40 // previously known as temper_to 
009A: 90@ = create_actor_pedtype 24 model #VMAFF3 at -786.705 501.671 1366.414 
0856: set_actor 90@ enable_crouch 0 
01B2: give_actor 90@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 90@ Z_angle_to 270.0 
060B: set_actor 90@ decision_maker_to 105@ 
02E2: set_actor 90@ weapon_accuracy_to 65 
07DD: set_actor 90@ attack_rate 40 // previously known as temper_to 
009A: 93@ = create_actor_pedtype 24 model #VMAFF2 at -790.646 505.521 1366.414 
0856: set_actor 93@ enable_crouch 0 
01B2: give_actor 93@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 93@ Z_angle_to 231.0 
060B: set_actor 93@ decision_maker_to 106@ 
02E2: set_actor 93@ weapon_accuracy_to 65 
07DD: set_actor 93@ attack_rate 50 // previously known as temper_to 
0002: jump @CASIN10_8307 
009A: 120@ = create_actor_pedtype 24 model #VMAFF3 at -816.005 493.329 1358.293 
009B: destroy_actor 120@ 
009A: 121@ = create_actor_pedtype 24 model #VMAFF1 at -821.268 508.167 1358.273 
009B: destroy_actor 121@ 
009A: 122@ = create_actor_pedtype 24 model #VMAFF2 at -828.77 510.594 1357.307 
009B: destroy_actor 122@ 

:CASIN10_8307
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -783.104 490.814 1375.235 
0173: set_actor $PLAYER_ACTOR Z_angle_to 8.832 
0A0B: set_rendering_origin_at_3D_coord -783.104 490.814 1375.235 angle 8.832 
015F: set_camera_position -787.9748 493.9206 1375.796 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -787.056 494.3102 1375.859 switchstyle 2 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:CASIN10_8430
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_8454 
0001: wait 0 ms 
0002: jump @CASIN10_8430 

:CASIN10_8454
0006: 116@ = 1 
0707: start_scene_skip_to @CASIN10_9952 
05D3: AS_actor $PLAYER_ACTOR goto_point -783.153 495.215 1375.227 mode 4 time -1 ms // versionA 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASIN10_8525 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 73@ -1 ms 
0002: jump @CASIN10_8557 

:CASIN10_8525
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @CASIN10_8557 
000A: 152@ += 1 
0006: 74@ = 1 

:CASIN10_8557
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @CASIN10_8590 
05BF: AS_actor 77@ look_at_actor $PLAYER_ACTOR -1 ms 
0002: jump @CASIN10_8622 

:CASIN10_8590
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @CASIN10_8622 
000A: 152@ += 1 
0006: 78@ = 1 

:CASIN10_8622
0615: define_AS_pack_begin 75@ 
05F5: AS_actor -1 goto_point_using_paths -783.336 496.837 1375.235 mode 4 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -1 ms 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 15000 ms 
0616: define_AS_pack_end 75@ 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASIN10_8717 
0618: assign_actor 73@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 
0002: jump @CASIN10_8749 

:CASIN10_8717
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @CASIN10_8749 
000A: 152@ += 1 
0006: 74@ = 1 

:CASIN10_8749
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASIN10_8809 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'CAS11DA' time 10000 flag 1  // ~z~Private function, invitation only!
0967: actor 73@ move_mouth 999999 ms 
0A09: set_actor 73@ muted 1 // versionB 
0002: jump @CASIN10_8845 

:CASIN10_8809
040D: unload_wav 1 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @CASIN10_8845 
000A: 152@ += 1 
0006: 74@ = 1 

:CASIN10_8845
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CASIN10_8930 
0001: wait 0 ms 
0050: gosub @CASIN10_15776 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @CASIN10_8923 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @CASIN10_8923 
040D: unload_wav 1 
000A: 152@ += 1 
0006: 74@ = 1 

:CASIN10_8923
0002: jump @CASIN10_8845 

:CASIN10_8930
03D5: remove_text 'CAS11DA'  // ~z~Private function, invitation only!
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASIN10_8983 
0968: actor 73@ stop_mouth 
0A09: set_actor 73@ muted 0 // versionB 
0638: AS_actor $PLAYER_ACTOR stay_put 1 
0002: jump @CASIN10_9015 

:CASIN10_8983
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @CASIN10_9015 
000A: 152@ += 1 
0006: 74@ = 1 

:CASIN10_9015
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'CAS11DB' time 4000 flag 1  // ~z~Oh yeah? Well Mr. Leone says otherwise!
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
015F: set_camera_position -785.9136 497.3071 1375.579 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -785.0042 496.9065 1375.69 switchstyle 2 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASIN10_9170 
04EB: AS_actor 73@ crouch 1 
02E2: set_actor 73@ weapon_accuracy_to 5 
0668: AS_actor 73@ rotate_and_shoot_at -781.079 495.708 1376.195 10000 ms 
07DD: set_actor 73@ attack_rate 80 // previously known as temper_to 
0002: jump @CASIN10_9202 

:CASIN10_9170
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @CASIN10_9202 
000A: 152@ += 1 
0006: 74@ = 1 

:CASIN10_9202
0615: define_AS_pack_begin 37@ 
05D4: AS_actor -1 rotate_angle 270.0 
0812: AS_actor -1 perform_animation "JMP_WALL1M_180" IFP "SWAT" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0007: 99@ = 0.0 
0616: define_AS_pack_end 37@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 37@ 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "JMP_WALL1M_180" 
004D: jump_if_false @CASIN10_9336 
0613: 99@ = actor $PLAYER_ACTOR animation "JMP_WALL1M_180" time 

:CASIN10_9336
00D6: if 
8043:   not  99@ == 1.0 
004D: jump_if_false @CASIN10_9431 
0001: wait 0 ms 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "JMP_WALL1M_180" 
004D: jump_if_false @CASIN10_9417 
0613: 99@ = actor $PLAYER_ACTOR animation "JMP_WALL1M_180" time 

:CASIN10_9417
0050: gosub @CASIN10_15776 
0002: jump @CASIN10_9336 

:CASIN10_9431
0615: define_AS_pack_begin 67@ 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point_using_paths -781.563 505.346 1370.782 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 67@ 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @CASIN10_9519 
0618: assign_actor 65@ to_AS_pack 67@ 
061B: remove_references_to_AS_pack 67@ 
0002: jump @CASIN10_9551 

:CASIN10_9519
00D6: if 
0039:   66@ == 0 
004D: jump_if_false @CASIN10_9551 
000A: 152@ += 1 
0006: 66@ = 1 

:CASIN10_9551
0615: define_AS_pack_begin 71@ 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point_using_paths -786.511 505.073 1370.782 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 71@ 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @CASIN10_9639 
0618: assign_actor 69@ to_AS_pack 71@ 
061B: remove_references_to_AS_pack 71@ 
0002: jump @CASIN10_9671 

:CASIN10_9639
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @CASIN10_9671 
000A: 152@ += 1 
0006: 70@ = 1 

:CASIN10_9671
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @CASIN10_9724 
0001: wait 0 ms 
0050: gosub @CASIN10_15776 
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASIN10_9717 
040D: unload_wav 2 

:CASIN10_9717
0002: jump @CASIN10_9671 

:CASIN10_9724
03D5: remove_text 'CAS11DB'  // ~z~Oh yeah? Well Mr. Leone says otherwise!
0968: actor $PLAYER_ACTOR stop_mouth 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0615: define_AS_pack_begin 79@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 79@ 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @CASIN10_9812 
0618: assign_actor 77@ to_AS_pack 79@ 
061B: remove_references_to_AS_pack 79@ 
0002: jump @CASIN10_9844 

:CASIN10_9812
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @CASIN10_9844 
000A: 152@ += 1 
0006: 78@ = 1 

:CASIN10_9844
040D: unload_wav 1 
040D: unload_wav 2 
02A3: enable_widescreen 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -780.806 495.717 1375.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 100.0 
04EB: AS_actor $PLAYER_ACTOR crouch 1 
0812: AS_actor $PLAYER_ACTOR perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
02EB: restore_camera_with_jumpcut 
061B: remove_references_to_AS_pack 37@ 
0006: 36@ = 1 

:CASIN10_9952
0701: end_scene_skip 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CASIN10_10266 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0615: define_AS_pack_begin 67@ 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point_using_paths -781.563 505.346 1370.782 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 67@ 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @CASIN10_10077 
0618: assign_actor 65@ to_AS_pack 67@ 
061B: remove_references_to_AS_pack 67@ 
0002: jump @CASIN10_10109 

:CASIN10_10077
00D6: if 
0039:   66@ == 0 
004D: jump_if_false @CASIN10_10109 
000A: 152@ += 1 
0006: 66@ = 1 

:CASIN10_10109
0615: define_AS_pack_begin 71@ 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point_using_paths -786.511 505.073 1370.782 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 71@ 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @CASIN10_10197 
0618: assign_actor 69@ to_AS_pack 71@ 
061B: remove_references_to_AS_pack 71@ 
0002: jump @CASIN10_10229 

:CASIN10_10197
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @CASIN10_10229 
000A: 152@ += 1 
0006: 70@ = 1 

:CASIN10_10229
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -780.806 495.717 1375.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 100.0 
02EB: restore_camera_with_jumpcut 

:CASIN10_10266
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASIN10_10387 
02E2: set_actor 73@ weapon_accuracy_to 40 
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @CASIN10_10380 
07DD: set_actor 73@ attack_rate 40 // previously known as temper_to 
0638: AS_actor 73@ stay_put 0 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
0006: 76@ = 1 

:CASIN10_10380
0002: jump @CASIN10_10419 

:CASIN10_10387
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @CASIN10_10419 
000A: 152@ += 1 
0006: 74@ = 1 

:CASIN10_10419
08F6: restore_player_group 
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @CASIN10_10884 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -778.0 486.0 1370.0 cornerB -797.0 500.0 1380.0 
004D: jump_if_false @CASIN10_10684 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @CASIN10_10550 
00D6: if 
0039:   61@ == 0 
004D: jump_if_false @CASIN10_10543 
0085: 101@ = 59@ // (int) 
0050: gosub @CASIN10_18943 
0006: 61@ = 1 

:CASIN10_10543
0002: jump @CASIN10_10582 

:CASIN10_10550
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @CASIN10_10582 
000A: 152@ += 1 
0006: 60@ = 1 

:CASIN10_10582
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @CASIN10_10645 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @CASIN10_10638 
0085: 102@ = 62@ // (int) 
0050: gosub @CASIN10_19026 
0006: 64@ = 1 

:CASIN10_10638
0002: jump @CASIN10_10677 

:CASIN10_10645
00D6: if 
0039:   63@ == 0 
004D: jump_if_false @CASIN10_10677 
000A: 152@ += 1 
0006: 63@ = 1 

:CASIN10_10677
0002: jump @CASIN10_10884 

:CASIN10_10684
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @CASIN10_10752 
00D6: if 
0039:   61@ == 0 
004D: jump_if_false @CASIN10_10745 
0687: clear_actor 59@ task 
0638: AS_actor 59@ stay_put 0 
05E2: AS_actor 59@ kill_actor $PLAYER_ACTOR 
0006: 61@ = 1 

:CASIN10_10745
0002: jump @CASIN10_10784 

:CASIN10_10752
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @CASIN10_10784 
000A: 152@ += 1 
0006: 60@ = 1 

:CASIN10_10784
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @CASIN10_10852 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @CASIN10_10845 
0687: clear_actor 62@ task 
0638: AS_actor 62@ stay_put 0 
05E2: AS_actor 62@ kill_actor $PLAYER_ACTOR 
0006: 64@ = 1 

:CASIN10_10845
0002: jump @CASIN10_10884 

:CASIN10_10852
00D6: if 
0039:   63@ == 0 
004D: jump_if_false @CASIN10_10884 
000A: 152@ += 1 
0006: 63@ = 1 

:CASIN10_10884
00BC: show_text_highpriority GXT 'CM10_2' time 10000 flag 1  // ~s~Kill ~r~Forelli~s~ and all his bodyguards.

:CASIN10_10900
00D6: if 
8039:   not  152@ == 19 
004D: jump_if_false @CASIN10_13775 
0001: wait 0 ms 
00D6: if 
0039:   118@ == 0 
004D: jump_if_false @CASIN10_11020 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -777.097 501.709 1365.0 cornerB -784.992 497.66 1370.0 
004D: jump_if_false @CASIN10_11020 
0050: gosub @CASIN10_19307 
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @CASIN10_11020 
0050: gosub @CASIN10_19952 

:CASIN10_11020
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @CASIN10_11045 
0050: gosub @CASIN10_20515 

:CASIN10_11045
0050: gosub @CASIN10_15776 
00D6: if 
0039:   55@ == 0 
004D: jump_if_false @CASIN10_11302 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -778.0 486.0 1370.0 cornerB -797.0 500.0 1380.0 
004D: jump_if_false @CASIN10_11220 
00D6: if 
0039:   60@ == 1 
004D: jump_if_false @CASIN10_11213 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @CASIN10_11181 
0085: 101@ = 53@ // (int) 
0050: gosub @CASIN10_18943 
0006: 55@ = 1 
0002: jump @CASIN10_11213 

:CASIN10_11181
00D6: if 
0039:   54@ == 0 
004D: jump_if_false @CASIN10_11213 
000A: 152@ += 1 
0006: 54@ = 1 

:CASIN10_11213
0002: jump @CASIN10_11302 

:CASIN10_11220
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @CASIN10_11270 
0687: clear_actor 53@ task 
0638: AS_actor 53@ stay_put 0 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 
0006: 55@ = 2 
0002: jump @CASIN10_11302 

:CASIN10_11270
00D6: if 
0039:   54@ == 0 
004D: jump_if_false @CASIN10_11302 
000A: 152@ += 1 
0006: 54@ = 1 

:CASIN10_11302
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @CASIN10_11552 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -778.0 486.0 1370.0 cornerB -797.0 500.0 1380.0 
004D: jump_if_false @CASIN10_11470 
00D6: if 
0039:   63@ == 1 
004D: jump_if_false @CASIN10_11463 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @CASIN10_11431 
0085: 102@ = 56@ // (int) 
0050: gosub @CASIN10_19026 
0006: 58@ = 1 
0002: jump @CASIN10_11463 

:CASIN10_11431
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @CASIN10_11463 
000A: 152@ += 1 
0006: 57@ = 1 

:CASIN10_11463
0002: jump @CASIN10_11552 

:CASIN10_11470
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @CASIN10_11520 
0687: clear_actor 56@ task 
0638: AS_actor 56@ stay_put 0 
05E2: AS_actor 56@ kill_actor $PLAYER_ACTOR 
0006: 58@ = 2 
0002: jump @CASIN10_11552 

:CASIN10_11520
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @CASIN10_11552 
000A: 152@ += 1 
0006: 57@ = 1 

:CASIN10_11552
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @CASIN10_11695 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CASIN10_11663 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -792.344 489.644 1370.782 cornerB -783.436 493.662 1366.0 
004D: jump_if_false @CASIN10_11656 
0085: 103@ = 87@ // (int) 
0050: gosub @CASIN10_19109 
0006: 89@ = 1 

:CASIN10_11656
0002: jump @CASIN10_11695 

:CASIN10_11663
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @CASIN10_11695 
000A: 152@ += 1 
0006: 88@ = 1 

:CASIN10_11695
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @CASIN10_11838 
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @CASIN10_11806 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -777.097 501.709 1365.0 cornerB -784.992 497.66 1370.0 
004D: jump_if_false @CASIN10_11799 
0085: 104@ = 90@ // (int) 
0050: gosub @CASIN10_19208 
0006: 92@ = 1 

:CASIN10_11799
0002: jump @CASIN10_11838 

:CASIN10_11806
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @CASIN10_11838 
000A: 152@ += 1 
0006: 91@ = 1 

:CASIN10_11838
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @CASIN10_11986 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @CASIN10_11954 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -777.097 501.709 1365.0 cornerB -784.992 497.66 1370.0 
004D: jump_if_false @CASIN10_11947 
0687: clear_actor 93@ task 
0638: AS_actor 93@ stay_put 1 
05E2: AS_actor 93@ kill_actor $PLAYER_ACTOR 
0006: 95@ = 1 

:CASIN10_11947
0002: jump @CASIN10_11986 

:CASIN10_11954
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @CASIN10_11986 
000A: 152@ += 1 
0006: 94@ = 1 

:CASIN10_11986
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASIN10_12016 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 

:CASIN10_12016
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @CASIN10_13768 
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @CASIN10_12076 
0164: disable_marker 41@ 
000A: 152@ += 1 
0006: 42@ = 1 
0002: jump @CASIN10_13768 

:CASIN10_12076
0226: 46@ = actor 40@ health 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @CASIN10_12148 
077B: clear_actor 40@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0792: disembark_instantly_actor 40@ 
05F5: AS_actor 40@ goto_point_using_paths -781.09 497.79 1370.782 mode 6 time 10000 
0006: 43@ = 1 

:CASIN10_12148
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @CASIN10_12246 
00D6: if 
00FF:   actor 40@ sphere 0 in_sphere -781.09 497.79 1370.782 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @CASIN10_12246 
05F5: AS_actor 40@ goto_point_using_paths -791.749 491.447 1370.782 mode 6 time 10000 
0006: 43@ = 2 

:CASIN10_12246
00D6: if 
0039:   43@ == 2 
004D: jump_if_false @CASIN10_12531 
00D6: if 
01A6:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -777.827 510.0 1369.0 cornerB -797.0 494.0 1373.0 on_foot 
004D: jump_if_false @CASIN10_12319 
0006: 117@ = 1 

:CASIN10_12319
00D6: if 
00FF:   actor 40@ sphere 0 in_sphere -791.749 491.447 1370.782 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @CASIN10_12531 
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @CASIN10_12424 
0173: set_actor 40@ Z_angle_to 0.0 
0638: AS_actor 40@ stay_put 1 
05E2: AS_actor 40@ kill_actor $PLAYER_ACTOR 
0006: 33@ = 0 
0006: 44@ = 1 

:CASIN10_12424
00D6: if 
0039:   117@ == 1 
004D: jump_if_false @CASIN10_12531 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @CASIN10_12531 
00D6: if or
0029:   33@ >= 6000 
002B:   800 >= 46@ 
004D: jump_if_false @CASIN10_12531 
0687: clear_actor 40@ task 
0638: AS_actor 40@ stay_put 0 
05F5: AS_actor 40@ goto_point_using_paths -779.844 492.67 1367.616 mode 6 time 10000 
0006: 43@ = 3 

:CASIN10_12531
00D6: if 
0039:   43@ == 3 
004D: jump_if_false @CASIN10_12629 
00D6: if 
00FF:   actor 40@ sphere 0 in_sphere -779.844 492.67 1367.616 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @CASIN10_12629 
05F5: AS_actor 40@ goto_point_using_paths -779.844 499.811 1367.571 mode 6 time 10000 
0006: 43@ = 4 

:CASIN10_12629
00D6: if 
0039:   43@ == 4 
004D: jump_if_false @CASIN10_12752 
00D6: if 
00FF:   actor 40@ sphere 0 in_sphere -779.844 499.811 1367.571 radius 0.75 0.75 2.0 on_foot 
004D: jump_if_false @CASIN10_12752 
00D6: if 
0019:   46@ > 99 
004D: jump_if_false @CASIN10_12720 
0223: set_actor 40@ health_to 100 

:CASIN10_12720
05F5: AS_actor 40@ goto_point_using_paths -787.237 499.939 1366.414 mode 6 time 10000 
0006: 43@ = 5 

:CASIN10_12752
00D6: if 
0039:   43@ == 5 
004D: jump_if_false @CASIN10_12850 
00D6: if 
00FF:   actor 40@ sphere 0 in_sphere -787.237 499.939 1366.414 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @CASIN10_12850 
05F5: AS_actor 40@ goto_point_using_paths -787.543 508.034 1366.414 mode 6 time 10000 
0006: 43@ = 6 

:CASIN10_12850
00D6: if 
0039:   43@ == 6 
004D: jump_if_false @CASIN10_12948 
00D6: if 
00FF:   actor 40@ sphere 0 in_sphere -787.543 508.034 1366.414 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @CASIN10_12948 
05F5: AS_actor 40@ goto_point_using_paths -791.552 507.859 1366.414 mode 6 time 10000 
0006: 43@ = 7 

:CASIN10_12948
00D6: if 
0039:   43@ == 7 
004D: jump_if_false @CASIN10_13046 
00D6: if 
00FF:   actor 40@ sphere 0 in_sphere -791.552 507.859 1366.414 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @CASIN10_13046 
05F5: AS_actor 40@ goto_point_using_paths -791.045 498.883 1366.414 mode 6 time 10000 
0006: 43@ = 8 

:CASIN10_13046
00D6: if 
0039:   43@ == 8 
004D: jump_if_false @CASIN10_13144 
00D6: if 
00FF:   actor 40@ sphere 0 in_sphere -791.045 498.883 1366.414 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @CASIN10_13144 
05F5: AS_actor 40@ goto_point_using_paths -791.81 492.473 1366.414 mode 6 time 10000 
0006: 43@ = 9 

:CASIN10_13144
00D6: if 
0039:   43@ == 9 
004D: jump_if_false @CASIN10_13242 
00D6: if 
00FF:   actor 40@ sphere 0 in_sphere -791.81 492.473 1366.414 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @CASIN10_13242 
05F5: AS_actor 40@ goto_point_using_paths -798.194 492.462 1366.274 mode 6 time 10000 
0006: 43@ = 10 

:CASIN10_13242
00D6: if 
0039:   43@ == 10 
004D: jump_if_false @CASIN10_13340 
00D6: if 
00FF:   actor 40@ sphere 0 in_sphere -798.194 492.462 1366.274 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @CASIN10_13340 
05F5: AS_actor 40@ goto_point_using_paths -799.081 503.71 1361.913 mode 6 time 10000 
0006: 43@ = 11 

:CASIN10_13340
00D6: if 
0039:   43@ == 11 
004D: jump_if_false @CASIN10_13438 
00D6: if 
00FF:   actor 40@ sphere 0 in_sphere -799.081 503.71 1361.913 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @CASIN10_13438 
05F5: AS_actor 40@ goto_point_using_paths -821.412 504.901 1357.35 mode 6 time 10000 
0006: 43@ = 12 

:CASIN10_13438
00D6: if 
0039:   43@ == 12 
004D: jump_if_false @CASIN10_13631 
00D6: if 
00FF:   actor 40@ sphere 0 in_sphere -821.412 504.901 1357.358 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @CASIN10_13631 
0615: define_AS_pack_begin 124@ 
05F5: AS_actor -1 goto_point_using_paths -830.889 501.107 1357.374 mode 6 time -1 
05F5: AS_actor -1 goto_point_using_paths -830.711 498.369 1357.385 mode 6 time -1 
05D4: AS_actor -1 rotate_angle 260.984 
0616: define_AS_pack_end 124@ 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @CASIN10_13612 
0618: assign_actor 40@ to_AS_pack 124@ 
061B: remove_references_to_AS_pack 124@ 
0006: 43@ = 13 
0002: jump @CASIN10_13631 

:CASIN10_13612
0164: disable_marker 41@ 
000A: 152@ += 1 
0006: 42@ = 1 

:CASIN10_13631
00D6: if 
0039:   43@ == 13 
004D: jump_if_false @CASIN10_13768 
00D6: if 
00FF:   actor 40@ sphere 0 in_sphere -830.711 498.369 1357.385 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @CASIN10_13768 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @CASIN10_13749 
0638: AS_actor 40@ stay_put 1 
04EB: AS_actor 40@ crouch 1 
05E2: AS_actor 40@ kill_actor $PLAYER_ACTOR 
0006: 43@ = 14 
0002: jump @CASIN10_13768 

:CASIN10_13749
0164: disable_marker 41@ 
000A: 152@ += 1 
0006: 42@ = 1 

:CASIN10_13768
0002: jump @CASIN10_10900 

:CASIN10_13775
0001: wait 3000 ms 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:CASIN10_13816
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_13840 
0001: wait 0 ms 
0002: jump @CASIN10_13816 

:CASIN10_13840
08F5: save_player_group 
00D6: if 
0039:   118@ == 0 
004D: jump_if_false @CASIN10_13867 
0050: gosub @CASIN10_19307 

:CASIN10_13867
009B: destroy_actor 87@ 
009B: destroy_actor 90@ 
009B: destroy_actor 93@ 
009B: destroy_actor 120@ 
009B: destroy_actor 121@ 
009B: destroy_actor 122@ 
00A6: destroy_car 123@ 
0249: release_model #SENTINEL 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #CHROMEGUN 
0249: release_model #MICRO_UZI 
0249: release_model #COLT45 
0249: release_model #TAXI 
0249: release_model #BMYBU 
0249: release_model #WFYBU 
04EF: release_animation "SWAT" 
034F: destroy_actor_with_fade 40@ 
0296: unload_special_actor 1 
0247: load_model #SHAMAL 
07C0: load_path 601 
038B: load_requested_models 

:CASIN10_13977
00D6: if or
8248:   not model #SHAMAL available 
87C1:   not path 601 available 
004D: jump_if_false @CASIN10_14009 
0001: wait 0 ms 
0002: jump @CASIN10_13977 

:CASIN10_14009
04BB: select_interior 0 
057E: set_radar_grey 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
03E6: remove_text_box 
00BE: text_clear_all 
00A5: 112@ = create_car #SHAMAL at 7500.0 2478.34 200.0 
0745: set_hydra 112@ thrust_to_horizontal 
02AA: set_car 112@ immune_to_nonplayer 1 
02AC: set_car 112@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0175: set_car 112@ Z_angle_to 110.0 
08E6: set_plane 112@ landing_gear 1 
036A: put_actor $PLAYER_ACTOR in_car 112@ 
05EB: assign_car 112@ to_path 601 
015F: set_camera_position 8867.637 1581.89 193.188 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 8867.605 1582.883 193.0727 switchstyle 2 
02A3: enable_widescreen 1 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:CASIN10_14181
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_14205 
0001: wait 0 ms 
0002: jump @CASIN10_14181 

:CASIN10_14205
0707: start_scene_skip_to @CASIN10_14288 
0006: 32@ = 0 

:CASIN10_14219
00D6: if 
001B:   2800 > 32@ 
004D: jump_if_false @CASIN10_14288 
0001: wait 0 ms 
00D6: if 
0119:   car 112@ wrecked 
004D: jump_if_false @CASIN10_14281 
00BC: show_text_highpriority GXT 'CM10_17' time 8000 flag 1  // ~r~You have destroyed the jet!
0002: jump @CASIN10_15190 

:CASIN10_14281
0002: jump @CASIN10_14219 

:CASIN10_14288
0701: end_scene_skip 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 500 

:CASIN10_14305
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_14329 
0001: wait 0 ms 
0002: jump @CASIN10_14305 

:CASIN10_14329
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @CASIN10_14366 
00D6: if 
060E:   car 112@ assigned_to_path 
004D: jump_if_false @CASIN10_14366 
05EC: release_car 112@ from_path 

:CASIN10_14366
0873: release_path 601 
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @CASIN10_14458 
00AB: put_car 112@ at 7500.0 2478.34 200.0 
0519: set_car 112@ locked 1 
0745: set_hydra 112@ thrust_to_horizontal 
02AA: set_car 112@ immune_to_nonplayer 0 
02AC: set_car 112@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0175: set_car 112@ Z_angle_to 110.0 
08E6: set_plane 112@ landing_gear 1 

:CASIN10_14458
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
09AC: disable_map_icons 0 
01F0: set_max_wanted_level_to 6 
016A: fade 1 time 500 
02A3: enable_widescreen 0 

:CASIN10_14491
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_14515 
0001: wait 0 ms 
0002: jump @CASIN10_14491 

:CASIN10_14515
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @CASIN10_14576 
0519: set_car 112@ locked 0 
04BA: set_car 112@ speed_to 30.0 
0002: jump @CASIN10_14599 

:CASIN10_14576
00BC: show_text_highpriority GXT 'CM10_17' time 8000 flag 1  // ~r~You have destroyed the jet!
0002: jump @CASIN10_15190 

:CASIN10_14599
00BC: show_text_highpriority GXT 'CM10_19' time 8000 flag 1  // ~s~Fly back to ~y~Las Venturas Airport~s~.
018A: 130@ = create_checkpoint_at 1477.225 1640.364 9.86 
08A8: set_markers_to_long_distance 1 
0006: 131@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 134@ = 1 
0050: gosub @CASIN10_47 
0006: 129@ = 0 

:CASIN10_14681
00D6: if or
81AC:   not car 112@ sphere 0 in_cube_cornerA 1636.319 1144.478 7.0 cornerB 1261.411 1780.672 14.0 stopped 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1636.319 1144.478 7.0 cornerB 1261.411 1780.672 14.0 
004D: jump_if_false @CASIN10_15159 
0001: wait 0 ms 
00D6: if 
0119:   car 112@ wrecked 
004D: jump_if_false @CASIN10_14826 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CM10_17' time 8000 flag 1  // ~r~You have destroyed the jet!
0002: jump @CASIN10_15190 
0002: jump @CASIN10_15152 

:CASIN10_14826
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 112@ 
004D: jump_if_false @CASIN10_15028 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 1477.225 1640.364 9.86 radius 350.0 350.0 500.0 sphere 0 in_car 
004D: jump_if_false @CASIN10_14900 
0050: gosub @CASIN10_20310 

:CASIN10_14900
00D6: if 
81AC:   not car 112@ sphere 0 in_cube_cornerA 1636.319 1144.478 7.0 cornerB 1261.411 1780.672 14.0 stopped 
004D: jump_if_false @CASIN10_15021 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @CASIN10_15021 
00BC: show_text_highpriority GXT 'CM10_19' time 8000 flag 1  // ~s~Fly back to ~y~Las Venturas Airport~s~.
018A: 130@ = create_checkpoint_at 1477.225 1640.364 9.86 
0164: disable_marker 113@ 
0004: $127 = 1 
0006: 129@ = 0 

:CASIN10_15021
0002: jump @CASIN10_15152 

:CASIN10_15028
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
81AC:   not car 112@ sphere 0 in_cube_cornerA 1636.319 1144.478 7.0 cornerB 1261.411 1780.672 14.0 stopped 
004D: jump_if_false @CASIN10_15152 
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @CASIN10_15152 
0164: disable_marker 130@ 
0186: 113@ = create_marker_above_car 112@ 
07E0: set_marker 34@ type_to 1 
00BC: show_text_highpriority GXT 'IN_VEH' time 5000 flag 1  // ~s~Hey! Get back in the ~b~vehicle~s~!
0004: $127 = 0 
0006: 129@ = 1 

:CASIN10_15152
0002: jump @CASIN10_14681 

:CASIN10_15159
0164: disable_marker 130@ 
0164: disable_marker 113@ 
08A8: set_markers_to_long_distance 0 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0002: jump @CASIN10_15339 

:CASIN10_15190
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if or
04AD:   actor $PLAYER_ACTOR in_water 
02BF:   car 112@ sunk 
004D: jump_if_false @CASIN10_15249 
09AF: set_trip_skip_after_mission 2149.609 1681.117 9.82 angle 90.0 

:CASIN10_15249
00D6: if 
0818:   actor $PLAYER_ACTOR in_air 
004D: jump_if_false @CASIN10_15337 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @CASIN10_15337 
00D6: if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @CASIN10_15337 
00D6: if 
8018:   not  $FREEFALL_STAGE > 0 
004D: jump_if_false @CASIN10_15337 
09AF: set_trip_skip_after_mission 2149.609 1681.117 9.82 angle 90.0 

:CASIN10_15337
0051: return 

:CASIN10_15339
0008: $CASINO_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'CASIN10'  // Saint Mark's Bistro
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 20000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 20000 
0998: add_respect 35 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0164: disable_marker $585 
004F: create_thread @MANSION  
0164: disable_marker $582 
02A7: $582 = create_icon_marker_and_sphere $ICON_TRIADS_CASINO at $X_THE_FOUR_DRAGONS_CASINO $Y_THE_FOUR_DRAGONS_CASINO $Z_THE_FOUR_DRAGONS_CASINO 
08DC: create_interior_marker $582 at 2026.603 1007.735 radius 20.0 
0459: end_thread_named 'MOBLA2' 
004F: create_thread @MOB_LA2  
0629: change_integer_stat 329 to 1 
0051: return 

:CASIN10_15491
01F0: set_max_wanted_level_to 6 
03C7: set_sensitivity_to_crime 1.0 
034F: destroy_actor_with_fade 40@ 
0004: $ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
091D: remove_forbidden_for_boats_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
091E: create_forbidden_for_boats_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
061B: remove_references_to_AS_pack 75@ 
061B: remove_references_to_AS_pack 79@ 
061B: remove_references_to_AS_pack 97@ 
061B: remove_references_to_AS_pack 98@ 
061B: remove_references_to_AS_pack 96@ 
061B: remove_references_to_AS_pack 162@ 
061B: remove_references_to_AS_pack 67@ 
061B: remove_references_to_AS_pack 71@ 
061B: remove_references_to_AS_pack 38@ 
061B: remove_references_to_AS_pack 39@ 
061B: remove_references_to_AS_pack 124@ 
0164: disable_marker 41@ 
0164: disable_marker 34@ 
0164: disable_marker 35@ 
0164: disable_marker 126@ 
0164: disable_marker 113@ 
0164: disable_marker 130@ 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #CHROMEGUN 
0249: release_model #MICRO_UZI 
0249: release_model #COLT45 
0249: release_model #SHAMAL 
0249: release_model #SENTINEL 
0249: release_model #TAXI 
0249: release_model #BMYBU 
0249: release_model #WFYBU 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
065C: release_decision_maker 105@ 
065C: release_decision_maker 110@ 
0873: release_path 601 
0873: release_path 602 
0873: release_path 603 
04EF: release_animation "SWAT" 
08A8: set_markers_to_long_distance 0 
057E: set_radar_grey 0 
00D8: mission_cleanup 
0051: return 

:CASIN10_15776
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @CASIN10_15829 
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @CASIN10_15829 
0164: disable_marker 41@ 
000A: 152@ += 1 
0006: 42@ = 1 

:CASIN10_15829
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @CASIN10_16104 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @CASIN10_15884 
000A: 152@ += 1 
0006: 48@ = 1 
0002: jump @CASIN10_16104 

:CASIN10_15884
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @CASIN10_16104 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @CASIN10_16020 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @CASIN10_16013 
00D6: if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -796.172 488.58 1370.0 cornerB -777.902 498.668 1378.235 
004D: jump_if_false @CASIN10_16013 
0687: clear_actor 47@ task 
0638: AS_actor 47@ stay_put 1 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 
0006: 49@ = 1 

:CASIN10_16013
0002: jump @CASIN10_16104 

:CASIN10_16020
00D6: if 
0039:   49@ == 1 
004D: jump_if_false @CASIN10_16059 
0638: AS_actor 47@ stay_put 0 
0006: 49@ = 2 
0002: jump @CASIN10_16104 

:CASIN10_16059
00D6: if 
8039:   not  49@ == 2 
004D: jump_if_false @CASIN10_16104 
0687: clear_actor 47@ task 
0638: AS_actor 47@ stay_put 0 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 
0006: 49@ = 2 

:CASIN10_16104
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @CASIN10_16379 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @CASIN10_16159 
000A: 152@ += 1 
0006: 51@ = 1 
0002: jump @CASIN10_16379 

:CASIN10_16159
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @CASIN10_16379 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @CASIN10_16295 
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @CASIN10_16288 
00D6: if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -796.172 488.58 1370.0 cornerB -777.902 498.668 1378.235 
004D: jump_if_false @CASIN10_16288 
0687: clear_actor 50@ task 
0638: AS_actor 50@ stay_put 1 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 
0006: 52@ = 1 

:CASIN10_16288
0002: jump @CASIN10_16379 

:CASIN10_16295
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @CASIN10_16334 
0638: AS_actor 50@ stay_put 0 
0006: 52@ = 2 
0002: jump @CASIN10_16379 

:CASIN10_16334
00D6: if 
8039:   not  52@ == 2 
004D: jump_if_false @CASIN10_16379 
0687: clear_actor 50@ task 
0638: AS_actor 50@ stay_put 0 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 
0006: 52@ = 2 

:CASIN10_16379
00D6: if 
0039:   54@ == 0 
004D: jump_if_false @CASIN10_16484 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @CASIN10_16434 
000A: 152@ += 1 
0006: 54@ = 1 
0002: jump @CASIN10_16484 

:CASIN10_16434
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASIN10_16484 
00D6: if 
001B:   2 > 55@ 
004D: jump_if_false @CASIN10_16484 
0638: AS_actor 53@ stay_put 0 
0006: 55@ = 2 

:CASIN10_16484
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @CASIN10_16589 
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @CASIN10_16539 
000A: 152@ += 1 
0006: 57@ = 1 
0002: jump @CASIN10_16589 

:CASIN10_16539
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASIN10_16589 
00D6: if 
001B:   2 > 58@ 
004D: jump_if_false @CASIN10_16589 
0638: AS_actor 56@ stay_put 0 
0006: 58@ = 2 

:CASIN10_16589
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @CASIN10_16746 
00D6: if 
0118:   actor 59@ dead 
004D: jump_if_false @CASIN10_16644 
000A: 152@ += 1 
0006: 60@ = 1 
0002: jump @CASIN10_16746 

:CASIN10_16644
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASIN10_16746 
00D6: if 
0039:   61@ == 0 
004D: jump_if_false @CASIN10_16714 
0687: clear_actor 59@ task 
0638: AS_actor 59@ stay_put 0 
05E2: AS_actor 59@ kill_actor $PLAYER_ACTOR 
0006: 61@ = 1 
0002: jump @CASIN10_16746 

:CASIN10_16714
00D6: if 
001B:   2 > 61@ 
004D: jump_if_false @CASIN10_16746 
0638: AS_actor 59@ stay_put 0 
0006: 61@ = 2 

:CASIN10_16746
00D6: if 
0039:   63@ == 0 
004D: jump_if_false @CASIN10_16903 
00D6: if 
0118:   actor 62@ dead 
004D: jump_if_false @CASIN10_16801 
000A: 152@ += 1 
0006: 63@ = 1 
0002: jump @CASIN10_16903 

:CASIN10_16801
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASIN10_16903 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @CASIN10_16871 
0687: clear_actor 62@ task 
0638: AS_actor 62@ stay_put 0 
05E2: AS_actor 62@ kill_actor $PLAYER_ACTOR 
0006: 64@ = 1 
0002: jump @CASIN10_16903 

:CASIN10_16871
00D6: if 
001B:   2 > 64@ 
004D: jump_if_false @CASIN10_16903 
0638: AS_actor 62@ stay_put 0 
0006: 64@ = 2 

:CASIN10_16903
00D6: if 
0039:   66@ == 0 
004D: jump_if_false @CASIN10_17008 
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @CASIN10_16958 
000A: 152@ += 1 
0006: 66@ = 1 
0002: jump @CASIN10_17008 

:CASIN10_16958
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASIN10_17008 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @CASIN10_17008 
0638: AS_actor 65@ stay_put 0 
0006: 68@ = 1 

:CASIN10_17008
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @CASIN10_17113 
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @CASIN10_17063 
000A: 152@ += 1 
0006: 70@ = 1 
0002: jump @CASIN10_17113 

:CASIN10_17063
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASIN10_17113 
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @CASIN10_17113 
0638: AS_actor 69@ stay_put 0 
0006: 72@ = 1 

:CASIN10_17113
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @CASIN10_17231 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @CASIN10_17168 
000A: 152@ += 1 
0006: 74@ = 1 
0002: jump @CASIN10_17231 

:CASIN10_17168
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASIN10_17231 
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @CASIN10_17231 
0687: clear_actor 73@ task 
0638: AS_actor 73@ stay_put 0 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
0006: 76@ = 1 

:CASIN10_17231
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @CASIN10_17467 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @CASIN10_17286 
000A: 152@ += 1 
0006: 78@ = 1 
0002: jump @CASIN10_17467 

:CASIN10_17286
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @CASIN10_17467 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @CASIN10_17422 
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @CASIN10_17415 
00D6: if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -778.0 486.0 1370.0 cornerB -797.0 500.0 1380.0 
004D: jump_if_false @CASIN10_17415 
0687: clear_actor 77@ task 
0638: AS_actor 77@ stay_put 0 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 
0006: 80@ = 1 

:CASIN10_17415
0002: jump @CASIN10_17467 

:CASIN10_17422
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @CASIN10_17467 
0687: clear_actor 77@ task 
0638: AS_actor 77@ stay_put 0 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 
0006: 80@ = 1 

:CASIN10_17467
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @CASIN10_17831 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @CASIN10_17522 
000A: 152@ += 1 
0006: 82@ = 1 
0002: jump @CASIN10_17831 

:CASIN10_17522
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @CASIN10_17831 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @CASIN10_17786 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -781.646 498.659 1374.0 cornerB -780.146 487.315 1378.0 
004D: jump_if_false @CASIN10_17734 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @CASIN10_17646 
0085: 100@ = 81@ // (int) 
0050: gosub @CASIN10_18719 
0006: 83@ = 1 

:CASIN10_17646
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @CASIN10_17727 
00D6: if 
031D:   actor 81@ hit_by_weapon 57 
004D: jump_if_false @CASIN10_17727 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @CASIN10_17727 
0687: clear_actor 81@ task 
0638: AS_actor 81@ stay_put 0 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
0006: 83@ = 2 

:CASIN10_17727
0002: jump @CASIN10_17779 

:CASIN10_17734
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @CASIN10_17779 
0687: clear_actor 81@ task 
0638: AS_actor 81@ stay_put 0 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
0006: 83@ = 2 

:CASIN10_17779
0002: jump @CASIN10_17831 

:CASIN10_17786
00D6: if 
8039:   not  83@ == 2 
004D: jump_if_false @CASIN10_17831 
0687: clear_actor 81@ task 
0638: AS_actor 81@ stay_put 0 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
0006: 83@ = 2 

:CASIN10_17831
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @CASIN10_18246 
00D6: if 
0118:   actor 84@ dead 
004D: jump_if_false @CASIN10_17886 
000A: 152@ += 1 
0006: 85@ = 1 
0002: jump @CASIN10_18246 

:CASIN10_17886
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @CASIN10_18246 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @CASIN10_18201 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -781.646 498.659 1374.0 cornerB -780.146 487.315 1378.0 
004D: jump_if_false @CASIN10_18149 
00D6: if 
0039:   86@ == 0 
004D: jump_if_false @CASIN10_18002 
0006: 32@ = 0 
0006: 86@ = 1 

:CASIN10_18002
00D6: if 
0039:   86@ == 1 
004D: jump_if_false @CASIN10_18061 
00D6: if 
0029:   32@ >= 800 
004D: jump_if_false @CASIN10_18061 
0085: 100@ = 84@ // (int) 
0050: gosub @CASIN10_18719 
0006: 86@ = 2 

:CASIN10_18061
00D6: if 
0039:   86@ == 1 
004D: jump_if_false @CASIN10_18142 
00D6: if 
031D:   actor 84@ hit_by_weapon 57 
004D: jump_if_false @CASIN10_18142 
00D6: if 
001B:   3 > 86@ 
004D: jump_if_false @CASIN10_18142 
0687: clear_actor 84@ task 
0638: AS_actor 84@ stay_put 0 
05E2: AS_actor 84@ kill_actor $PLAYER_ACTOR 
0006: 86@ = 3 

:CASIN10_18142
0002: jump @CASIN10_18194 

:CASIN10_18149
00D6: if 
0039:   86@ == 2 
004D: jump_if_false @CASIN10_18194 
0687: clear_actor 84@ task 
0638: AS_actor 84@ stay_put 0 
05E2: AS_actor 84@ kill_actor $PLAYER_ACTOR 
0006: 86@ = 3 

:CASIN10_18194
0002: jump @CASIN10_18246 

:CASIN10_18201
00D6: if 
001B:   3 > 86@ 
004D: jump_if_false @CASIN10_18246 
0687: clear_actor 84@ task 
0638: AS_actor 84@ stay_put 0 
05E2: AS_actor 84@ kill_actor $PLAYER_ACTOR 
0006: 86@ = 3 

:CASIN10_18246
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @CASIN10_18403 
00D6: if 
0118:   actor 87@ dead 
004D: jump_if_false @CASIN10_18301 
000A: 152@ += 1 
0006: 88@ = 1 
0002: jump @CASIN10_18403 

:CASIN10_18301
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASIN10_18403 
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @CASIN10_18371 
0687: clear_actor 87@ task 
0638: AS_actor 87@ stay_put 0 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 
0006: 89@ = 1 
0002: jump @CASIN10_18403 

:CASIN10_18371
00D6: if 
001B:   2 > 89@ 
004D: jump_if_false @CASIN10_18403 
0638: AS_actor 87@ stay_put 0 
0006: 89@ = 2 

:CASIN10_18403
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @CASIN10_18560 
00D6: if 
0118:   actor 90@ dead 
004D: jump_if_false @CASIN10_18458 
000A: 152@ += 1 
0006: 91@ = 1 
0002: jump @CASIN10_18560 

:CASIN10_18458
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASIN10_18560 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @CASIN10_18528 
0687: clear_actor 90@ task 
0638: AS_actor 90@ stay_put 0 
05E2: AS_actor 90@ kill_actor $PLAYER_ACTOR 
0006: 92@ = 1 
0002: jump @CASIN10_18560 

:CASIN10_18528
00D6: if 
001B:   2 > 92@ 
004D: jump_if_false @CASIN10_18560 
0638: AS_actor 90@ stay_put 0 
0006: 92@ = 2 

:CASIN10_18560
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @CASIN10_18717 
00D6: if 
0118:   actor 93@ dead 
004D: jump_if_false @CASIN10_18615 
000A: 152@ += 1 
0006: 94@ = 1 
0002: jump @CASIN10_18717 

:CASIN10_18615
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASIN10_18717 
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @CASIN10_18685 
0687: clear_actor 93@ task 
0638: AS_actor 93@ stay_put 0 
05E2: AS_actor 93@ kill_actor $PLAYER_ACTOR 
0006: 95@ = 1 
0002: jump @CASIN10_18717 

:CASIN10_18685
00D6: if 
001B:   2 > 95@ 
004D: jump_if_false @CASIN10_18717 
0638: AS_actor 93@ stay_put 0 
0006: 95@ = 2 

:CASIN10_18717
0051: return 

:CASIN10_18719
0615: define_AS_pack_begin 96@ 
0605: actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 1500 
0638: AS_actor -1 stay_put 0 
0605: actor -1 perform_animation "SWT_WLLSHOOT_OUT_R" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0605: actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 96@ loop 1 
0616: define_AS_pack_end 96@ 
0618: assign_actor 100@ to_AS_pack 96@ 
061B: remove_references_to_AS_pack 96@ 
0051: return 

:CASIN10_18943
0615: define_AS_pack_begin 97@ 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point_using_paths -788.611 497.731 1375.227 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 97@ 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @CASIN10_19019 
0618: assign_actor 101@ to_AS_pack 97@ 

:CASIN10_19019
061B: remove_references_to_AS_pack 97@ 
0051: return 

:CASIN10_19026
0615: define_AS_pack_begin 98@ 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point_using_paths -789.542 495.862 1376.235 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 98@ 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @CASIN10_19102 
0618: assign_actor 102@ to_AS_pack 98@ 

:CASIN10_19102
061B: remove_references_to_AS_pack 98@ 
0051: return 

:CASIN10_19109
0615: define_AS_pack_begin 38@ 
0605: actor -1 perform_animation "CROUCH_ROLL_L" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 38@ 
00D6: if 
8118:   not actor 103@ dead 
004D: jump_if_false @CASIN10_19201 
0618: assign_actor 103@ to_AS_pack 38@ 

:CASIN10_19201
061B: remove_references_to_AS_pack 38@ 
0051: return 

:CASIN10_19208
0615: define_AS_pack_begin 39@ 
0605: actor -1 perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 39@ 
00D6: if 
8118:   not actor 104@ dead 
004D: jump_if_false @CASIN10_19300 
0618: assign_actor 104@ to_AS_pack 39@ 

:CASIN10_19300
061B: remove_references_to_AS_pack 39@ 
0051: return 

:CASIN10_19307
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @CASIN10_19360 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @CASIN10_19360 
009B: destroy_actor 47@ 
000A: 152@ += 1 
0006: 48@ = 1 

:CASIN10_19360
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @CASIN10_19413 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @CASIN10_19413 
009B: destroy_actor 50@ 
000A: 152@ += 1 
0006: 51@ = 1 

:CASIN10_19413
00D6: if 
0039:   54@ == 0 
004D: jump_if_false @CASIN10_19466 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @CASIN10_19466 
009B: destroy_actor 53@ 
000A: 152@ += 1 
0006: 54@ = 1 

:CASIN10_19466
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @CASIN10_19519 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @CASIN10_19519 
009B: destroy_actor 56@ 
000A: 152@ += 1 
0006: 57@ = 1 

:CASIN10_19519
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @CASIN10_19572 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @CASIN10_19572 
009B: destroy_actor 59@ 
000A: 152@ += 1 
0006: 60@ = 1 

:CASIN10_19572
00D6: if 
0039:   63@ == 0 
004D: jump_if_false @CASIN10_19625 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @CASIN10_19625 
009B: destroy_actor 62@ 
000A: 152@ += 1 
0006: 63@ = 1 

:CASIN10_19625
00D6: if 
0039:   66@ == 0 
004D: jump_if_false @CASIN10_19678 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @CASIN10_19678 
009B: destroy_actor 65@ 
000A: 152@ += 1 
0006: 66@ = 1 

:CASIN10_19678
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @CASIN10_19731 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @CASIN10_19731 
009B: destroy_actor 69@ 
000A: 152@ += 1 
0006: 70@ = 1 

:CASIN10_19731
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @CASIN10_19784 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASIN10_19784 
009B: destroy_actor 73@ 
000A: 152@ += 1 
0006: 74@ = 1 

:CASIN10_19784
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @CASIN10_19837 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @CASIN10_19837 
009B: destroy_actor 77@ 
000A: 152@ += 1 
0006: 78@ = 1 

:CASIN10_19837
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @CASIN10_19890 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @CASIN10_19890 
009B: destroy_actor 81@ 
000A: 152@ += 1 
0006: 82@ = 0 

:CASIN10_19890
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @CASIN10_19943 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @CASIN10_19943 
009B: destroy_actor 84@ 
000A: 152@ += 1 
0006: 85@ = 1 

:CASIN10_19943
0006: 118@ = 1 
0051: return 

:CASIN10_19952
0674: set_car_model #SENTINEL numberplate "_4GEDIT_" 
00A5: 123@ = create_car #SENTINEL at -831.107 503.678 1357.348 
0229: set_car 123@ primary_color_to 24 secondary_color_to 24 
0175: set_car 123@ Z_angle_to 292.606 
020A: set_car 123@ door_status_to 2 
0840: link_car 123@ to_interior 1 
009A: 120@ = create_actor_pedtype 24 model #VMAFF3 at -816.005 493.329 1358.293 
0856: set_actor 120@ enable_crouch 0 
01B2: give_actor 120@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 120@ Z_angle_to 302.139 
060B: set_actor 120@ decision_maker_to 106@ 
0638: AS_actor 120@ stay_put 1 
05E2: AS_actor 120@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 120@ weapon_accuracy_to 80 
07DD: set_actor 120@ attack_rate 50 // previously known as temper_to 
009A: 121@ = create_actor_pedtype 24 model #VMAFF1 at -821.268 508.167 1358.273 
0856: set_actor 121@ enable_crouch 0 
01B2: give_actor 121@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 121@ Z_angle_to 234.012 
060B: set_actor 121@ decision_maker_to 106@ 
04EB: AS_actor 121@ crouch 1 
0638: AS_actor 121@ stay_put 1 
05E2: AS_actor 121@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 121@ weapon_accuracy_to 50 
07DD: set_actor 121@ attack_rate 80 // previously known as temper_to 
009A: 122@ = create_actor_pedtype 24 model #VMAFF2 at -828.77 510.594 1357.307 
0856: set_actor 122@ enable_crouch 0 
01B2: give_actor 122@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 122@ Z_angle_to 241.767 
060B: set_actor 122@ decision_maker_to 106@ 
04EB: AS_actor 122@ crouch 1 
0638: AS_actor 122@ stay_put 1 
05E2: AS_actor 122@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 122@ weapon_accuracy_to 75 
07DD: set_actor 122@ attack_rate 50 // previously known as temper_to 
0006: 119@ = 1 
0051: return 

:CASIN10_20310
00D6: if or
0039:   132@ == 0 
0039:   132@ == 1 
004D: jump_if_false @CASIN10_20361 
00D6: if 
002E:   $DIALOG_ARRAY_SIZE >= 131@ // (int) 
004D: jump_if_false @CASIN10_20361 
0050: gosub @CASIN10_20419 

:CASIN10_20361
00D6: if 
0039:   132@ == 2 
004D: jump_if_false @CASIN10_20417 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @CASIN10_20417 
0006: 132@ = 0 
000A: 131@ += 1 
0006: 133@ = 0 
00BE: text_clear_all 

:CASIN10_20417
0051: return 

:CASIN10_20419
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @CASIN10_20455 
03CF: load_wav 135@(131@,17i) as 1 
0006: 132@ = 1 

:CASIN10_20455
00D6: if 
0039:   132@ == 1 
004D: jump_if_false @CASIN10_20513 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @CASIN10_20513 
00BC: show_text_highpriority GXT $7762(131@,17s) time 4000 flag 1 
03D1: play_wav 1 
0006: 132@ = 2 

:CASIN10_20513
0051: return 

:CASIN10_20515
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @CASIN10_20620 
00D6: if 
0118:   actor 120@ dead 
004D: jump_if_false @CASIN10_20570 
000A: 152@ += 1 
0006: 153@ = 1 
0002: jump @CASIN10_20620 

:CASIN10_20570
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASIN10_20620 
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @CASIN10_20620 
0350: set_actor 120@ maintain_position_when_attacked 0 
0006: 154@ = 1 

:CASIN10_20620
00D6: if 
0039:   155@ == 0 
004D: jump_if_false @CASIN10_20725 
00D6: if 
0118:   actor 121@ dead 
004D: jump_if_false @CASIN10_20675 
000A: 152@ += 1 
0006: 155@ = 1 
0002: jump @CASIN10_20725 

:CASIN10_20675
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASIN10_20725 
00D6: if 
0039:   156@ == 0 
004D: jump_if_false @CASIN10_20725 
0350: set_actor 121@ maintain_position_when_attacked 0 
0006: 156@ = 1 

:CASIN10_20725
00D6: if 
0039:   157@ == 0 
004D: jump_if_false @CASIN10_20830 
00D6: if 
0118:   actor 122@ dead 
004D: jump_if_false @CASIN10_20780 
000A: 152@ += 1 
0006: 157@ = 1 
0002: jump @CASIN10_20830 

:CASIN10_20780
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASIN10_20830 
00D6: if 
0039:   158@ == 0 
004D: jump_if_false @CASIN10_20830 
0350: set_actor 122@ maintain_position_when_attacked 0 
0006: 158@ = 1 

:CASIN10_20830
0051: return 

//-------------Mission 93---------------
// Originally: Misappropriation

:VCRASH1
0050: gosub @VCRASH1_36 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @VCRASH1_27 
0050: gosub @VCRASH1_7873 

:VCRASH1_27
0050: gosub @VCRASH1_8041 
004E: end_thread 

:VCRASH1_36
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
03A4: name_thread 'VCRASH1' 
0001: wait 0 ms 
054C: use_GXT_table 'VCR1' 
08F5: save_player_group 
02E4: load_cutscene_data 'CRASHV1' 

:VCRASH1_84
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @VCRASH1_108 
0001: wait 0 ms 
0002: jump @VCRASH1_84 

:VCRASH1_108
01B6: set_weather 11 
02E7: start_cutscene 
0395: clear_area 0 at 1653.347 2668.373 10.8203 radius 10.0 
016A: fade 1 time 1000 

:VCRASH1_145
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @VCRASH1_169 
0001: wait 0 ms 
0002: jump @VCRASH1_145 

:VCRASH1_169
016A: fade 0 time 0 

:VCRASH1_175
00D6: if 
016B:   fading 
004D: jump_if_false @VCRASH1_199 
0001: wait 0 ms 
0002: jump @VCRASH1_175 

:VCRASH1_199
02EA: end_cutscene 

:VCRASH1_201
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @VCRASH1_228 
0001: wait 0 ms 
0002: jump @VCRASH1_201 

:VCRASH1_228
0395: clear_area 0 at 1599.09 2667.725 9.8203 radius 0.5 
03CB: set_rendering_origin_at 1599.09 2667.725 9.8203 
00A1: put_actor $PLAYER_ACTOR at 1599.09 2667.725 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0373: set_camera_directly_behind_player 
01B7: release_weather 
08F6: restore_player_group 
016A: fade 1 time 1000 

:VCRASH1_312
00D6: if 
016B:   fading 
004D: jump_if_false @VCRASH1_336 
0001: wait 0 ms 
0002: jump @VCRASH1_312 

:VCRASH1_336
09FF: set_restart_closest_to 1599.09 2667.725 9.8203 
00BC: show_text_highpriority GXT 'VCR1__1' time 15000 flag 1  // ~s~Kill the ~r~target ~s~and grab the evidence dossier.
018A: 34@ = create_checkpoint_at -1306.191 2532.48 86.7332 
0165: set_marker 34@ color_to 0 
0006: 59@ = 0 
0006: 60@ = 0 
0006: 61@ = 0 
0006: 49@ = 0 

:VCRASH1_424
00D6: if 
001B:   10 > 49@ 
004D: jump_if_false @VCRASH1_467 
0006: 62@(49@,10i) = 0 
000A: 49@ += 1 
0002: jump @VCRASH1_424 

:VCRASH1_467
0006: 36@ = 0 
0006: 72@ = 0 
0006: 73@ = 0 
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @VCRASH1_525 
0213: 106@ = create_pickup #BRIEFCASE type 3 at 103@ 104@ 105@ 

:VCRASH1_525
077A: set_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 
00D6: if 
0038:   $2879 == 1 
004D: jump_if_false @VCRASH1_574 
0950: set_trip_skip -1346.614 2304.482 93.539 angle 4.8156 

:VCRASH1_574
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @VCRASH1_601 
0002: jump @VCRASH1_574 

:VCRASH1_601
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @VCRASH1_623 
0002: jump @VCRASH1_7980 

:VCRASH1_623
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2511.364 2388.914 6.2421 radius 38.6 26.4 3.4 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1306.191 2532.48 radius 200.0 200.0 
004D: jump_if_false @VCRASH1_710 
010D: set_player $PLAYER_CHAR wanted_level_to 0 

:VCRASH1_710
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @VCRASH1_3167 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1306.191 2532.48 radius 250.0 250.0 
004D: jump_if_false @VCRASH1_3167 
0006: 44@ = 0 
00D6: if 
8248:   not model #MAVERICK available 
004D: jump_if_false @VCRASH1_801 
0247: load_model #MAVERICK 
0002: jump @VCRASH1_808 

:VCRASH1_801
000A: 44@ += 1 

:VCRASH1_808
00D6: if 
8248:   not model #MESA available 
004D: jump_if_false @VCRASH1_836 
0247: load_model #MESA 
0002: jump @VCRASH1_843 

:VCRASH1_836
000A: 44@ += 1 

:VCRASH1_843
00D6: if 
8248:   not model #FBIRANCH available 
004D: jump_if_false @VCRASH1_871 
0247: load_model #FBIRANCH 
0002: jump @VCRASH1_878 

:VCRASH1_871
000A: 44@ += 1 

:VCRASH1_878
00D6: if 
8248:   not model #SANCHEZ available 
004D: jump_if_false @VCRASH1_906 
0247: load_model #SANCHEZ 
0002: jump @VCRASH1_913 

:VCRASH1_906
000A: 44@ += 1 

:VCRASH1_913
00D6: if 
8248:   not model #BUFFALO available 
004D: jump_if_false @VCRASH1_941 
0247: load_model #BUFFALO 
0002: jump @VCRASH1_948 

:VCRASH1_941
000A: 44@ += 1 

:VCRASH1_948
00D6: if 
8248:   not model #AK47 available 
004D: jump_if_false @VCRASH1_976 
0247: load_model #AK47 
0002: jump @VCRASH1_983 

:VCRASH1_976
000A: 44@ += 1 

:VCRASH1_983
00D6: if 
8248:   not model #FBI available 
004D: jump_if_false @VCRASH1_1011 
0247: load_model #FBI 
0002: jump @VCRASH1_1018 

:VCRASH1_1011
000A: 44@ += 1 

:VCRASH1_1018
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @VCRASH1_1046 
0247: load_model #WMYBU 
0002: jump @VCRASH1_1053 

:VCRASH1_1046
000A: 44@ += 1 

:VCRASH1_1053
00D6: if 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @VCRASH1_1081 
0247: load_model #MICRO_UZI 
0002: jump @VCRASH1_1088 

:VCRASH1_1081
000A: 44@ += 1 

:VCRASH1_1088
00D6: if 
87C1:   not path 114 available 
004D: jump_if_false @VCRASH1_1114 
07C0: load_path 114 
0002: jump @VCRASH1_1121 

:VCRASH1_1114
000A: 44@ += 1 

:VCRASH1_1121
00D6: if 
87C1:   not path 109 available 
004D: jump_if_false @VCRASH1_1147 
07C0: load_path 109 
0002: jump @VCRASH1_1154 

:VCRASH1_1147
000A: 44@ += 1 

:VCRASH1_1154
00D6: if 
0039:   44@ == 11 
004D: jump_if_false @VCRASH1_3167 
0004: $2879 = 1 
00A5: 74@ = create_car #MAVERICK at -1325.514 2559.87 87.6329 
0175: set_car 74@ Z_angle_to 90.0 
020A: set_car 74@ door_status_to 3 
0224: set_car 74@ health_to 50000 
02AC: set_car 74@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05EB: assign_car 74@ to_path 114 
06FD: set_car 74@ speed_on_path_to 0.0 
0825: set_helicopter 74@ instant_rotor_start 
00A5: 75@ = create_car #MAVERICK at -1343.22 2538.337 87.0107 
0175: set_car 75@ Z_angle_to 10.304 
02AC: set_car 75@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0249: release_model #MAVERICK 
00A5: 76@ = create_car #MESA at -1304.416 2498.821 87.0571 
0249: release_model #MESA 
0175: set_car 76@ Z_angle_to 240.0877 
00A5: 77@ = create_car #FBIRANCH at -1291.948 2497.782 87.1105 
0249: release_model #FBIRANCH 
0175: set_car 77@ Z_angle_to 107.4866 
00A5: 78@ = create_car #SANCHEZ at -1311.13 2512.169 86.7085 
0175: set_car 78@ Z_angle_to 177.3181 
00A5: 79@ = create_car #SANCHEZ at -1308.107 2542.577 87.4072 
0249: release_model #SANCHEZ 
0175: set_car 79@ Z_angle_to 179.8761 
009A: 80@ = create_actor_pedtype 24 model #WMYBU at -1312.009 2549.6 86.7332 
0173: set_actor 80@ Z_angle_to 259.3965 
01B2: give_actor 80@ weapon 28 ammo 9999 // Load the weapon model before using this 
074E: unknown_set_actor_threat_scanner_flags 80@ radius 30.0 peds_to_scan 5 
0164: disable_marker 34@ 
0187: 34@ = create_marker_above_actor 80@ 
02A9: set_actor 80@ immune_to_nonplayer 1 
0223: set_actor 80@ health_to 200 
07E5: copy_decision_maker -1 to 90@ 
0708: reset_decision_maker 90@ event 31 
060B: set_actor 80@ decision_maker_to 90@ 
0006: 91@ = 0 
009A: 81@ = create_actor_pedtype 24 model #FBI at -1302.715 2534.374 86.7332 
0173: set_actor 81@ Z_angle_to 183.0002 
01B2: give_actor 81@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 81@ unknown_toggle_ped_threat_scanner 0 0 1 
074E: unknown_set_actor_threat_scanner_flags 81@ radius 30.0 peds_to_scan 8 
077A: set_actor 81@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 81@ melee_accuracy_to 70.0 
0961: set_actor 81@ keep_tasks_after_cleanup 1 
009A: 82@ = create_actor_pedtype 24 model #FBI at -1325.868 2525.353 89.2044 
0173: set_actor 82@ Z_angle_to 226.106 
01B2: give_actor 82@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 82@ unknown_toggle_ped_threat_scanner 0 0 1 
074E: unknown_set_actor_threat_scanner_flags 82@ radius 30.0 peds_to_scan 8 
077A: set_actor 82@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 82@ melee_accuracy_to 70.0 
0961: set_actor 82@ keep_tasks_after_cleanup 1 
009A: 83@ = create_actor_pedtype 24 model #FBI at -1303.204 2530.197 86.6889 
0173: set_actor 83@ Z_angle_to 4.8042 
01B2: give_actor 83@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 83@ unknown_toggle_ped_threat_scanner 0 0 1 
074E: unknown_set_actor_threat_scanner_flags 83@ radius 30.0 peds_to_scan 8 
077A: set_actor 83@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 83@ melee_accuracy_to 70.0 
0961: set_actor 83@ keep_tasks_after_cleanup 1 
009A: 84@ = create_actor_pedtype 24 model #FBI at -1315.783 2502.167 88.8673 
0173: set_actor 84@ Z_angle_to 242.7848 
01B2: give_actor 84@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 84@ unknown_toggle_ped_threat_scanner 0 0 1 
074E: unknown_set_actor_threat_scanner_flags 84@ radius 30.0 peds_to_scan 8 
077A: set_actor 84@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 84@ melee_accuracy_to 70.0 
0961: set_actor 84@ keep_tasks_after_cleanup 1 
009A: 85@ = create_actor_pedtype 24 model #FBI at -1299.54 2555.919 86.5877 
01B2: give_actor 85@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 85@ unknown_toggle_ped_threat_scanner 0 0 1 
074E: unknown_set_actor_threat_scanner_flags 85@ radius 30.0 peds_to_scan 8 
077A: set_actor 85@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 85@ melee_accuracy_to 70.0 
0961: set_actor 85@ keep_tasks_after_cleanup 1 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1299.54 2555.919 86.5877 
05D7: add_point_to_scmpath -1310.96 2556.232 86.7332 
05D7: add_point_to_scmpath -1311.968 2538.963 86.7332 
05D7: add_point_to_scmpath -1321.357 2531.076 86.6104 
05D7: add_point_to_scmpath -1321.043 2522.5 86.285 
05D7: add_point_to_scmpath -1314.539 2513.364 86.0349 
05D7: add_point_to_scmpath -1309.208 2508.24 86.0349 
05D7: add_point_to_scmpath -1296.686 2524.012 86.4456 
05D8: AS_assign_scmpath to_actor 85@ flags 4 3 
009A: 86@ = create_actor_pedtype 24 model #FBI at -1328.974 2533.529 86.409 
01B2: give_actor 86@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 86@ unknown_toggle_ped_threat_scanner 0 0 1 
074E: unknown_set_actor_threat_scanner_flags 86@ radius 30.0 peds_to_scan 8 
077A: set_actor 86@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 86@ melee_accuracy_to 70.0 
0961: set_actor 86@ keep_tasks_after_cleanup 1 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1328.974 2533.529 86.409 
05D7: add_point_to_scmpath -1329.293 2521.88 86.0349 
05D7: add_point_to_scmpath -1309.195 2521.418 86.3435 
05D7: add_point_to_scmpath -1308.755 2535.446 86.7332 
05D8: AS_assign_scmpath to_actor 86@ flags 4 3 
009A: 87@ = create_actor_pedtype 24 model #FBI at -1288.024 2516.431 86.1473 
01B2: give_actor 87@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 87@ unknown_toggle_ped_threat_scanner 0 0 1 
074E: unknown_set_actor_threat_scanner_flags 87@ radius 30.0 peds_to_scan 8 
077A: set_actor 87@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 87@ melee_accuracy_to 70.0 
0961: set_actor 87@ keep_tasks_after_cleanup 1 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1288.024 2516.431 86.1473 
05D7: add_point_to_scmpath -1287.43 2508.769 86.0176 
05D7: add_point_to_scmpath -1295.208 2506.548 85.9726 
05D7: add_point_to_scmpath -1310.584 2517.543 86.191 
05D7: add_point_to_scmpath -1311.336 2524.432 86.4621 
05D7: add_point_to_scmpath -1305.55 2521.813 86.359 
05D7: add_point_to_scmpath -1300.198 2521.183 86.3342 
05D7: add_point_to_scmpath -1296.416 2525.185 86.4917 
05D8: AS_assign_scmpath to_actor 87@ flags 4 2 
009A: 88@ = create_actor_pedtype 24 model #FBI at -1294.97 2499.619 85.9347 
0173: set_actor 88@ Z_angle_to 102.9169 
01B2: give_actor 88@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 88@ unknown_toggle_ped_threat_scanner 0 0 1 
074E: unknown_set_actor_threat_scanner_flags 88@ radius 30.0 peds_to_scan 8 
077A: set_actor 88@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 88@ melee_accuracy_to 70.0 
0961: set_actor 88@ keep_tasks_after_cleanup 1 
009A: 89@ = create_actor_pedtype 24 model #FBI at -1296.548 2499.436 85.9413 
0173: set_actor 89@ Z_angle_to 281.057 
01B2: give_actor 89@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 89@ unknown_toggle_ped_threat_scanner 0 0 1 
0677: AS_actor 88@ chat_with_actor 89@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 89@ chat_with_actor 88@ lead_speaker_flag 0 unknown_flag 1 
074E: unknown_set_actor_threat_scanner_flags 89@ radius 30.0 peds_to_scan 12 
077A: set_actor 89@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 89@ melee_accuracy_to 70.0 
0961: set_actor 89@ keep_tasks_after_cleanup 1 
00A5: 92@ = create_car #BUFFALO at 2077.761 2420.901 48.5234 
0175: set_car 92@ Z_angle_to 90.0 
05EB: assign_car 92@ to_path 109 
06FD: set_car 92@ speed_on_path_to 0.0 
02AC: set_car 92@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0224: set_car 92@ health_to 50000 
020A: set_car 92@ door_status_to 3 
00A5: 93@ = create_car #BUFFALO at 2077.761 2416.901 48.5234 
0175: set_car 93@ Z_angle_to 90.0 
0224: set_car 93@ health_to 1750 
020A: set_car 93@ door_status_to 3 
0615: define_AS_pack_begin 94@ 
05D3: AS_actor -1 goto_point -1324.902 2554.654 87.8548 mode 7 time -2 ms // versionA 
05CB: AS_actor -1 enter_car 74@ as_driver 20000 ms 
0616: define_AS_pack_end 94@ 
0615: define_AS_pack_begin 95@ 
0633: AS_actor -1 exit_car 
0637: AS_actor -1 goto 2112.607 2422.873 59.8223 mode 7 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2097.288 2436.618 59.8223 mode 7 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2096.757 2440.394 59.8151 mode 7 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2074.036 2440.098 48.5176 mode 7 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2078.0 2427.004 48.5244 mode 7 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
05CB: AS_actor -1 enter_car 92@ as_driver 20000 ms 
0616: define_AS_pack_end 95@ 
000A: 36@ += 1 

:VCRASH1_3167
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @VCRASH1_3253 
00D6: if 
0039:   62@(91@,10i) == 2 
004D: jump_if_false @VCRASH1_3253 
00BC: show_text_highpriority GXT 'VCR1__7' time 8000 flag 1  // ~s~The ~r~target ~s~is escaping in a helicopter.
014C: set_parked_car_generator $PARKED_PLANES[7] cars_to_generate_to 101 
008B: 37@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 37@ += 8000 
000A: 72@ += 1 

:VCRASH1_3253
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @VCRASH1_3401 
00D6: if 
001B:   1 > 61@ 
004D: jump_if_false @VCRASH1_3401 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 37@ // (int) 
004D: jump_if_false @VCRASH1_3401 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @VCRASH1_3378 
00D6: if 
84A9:   not actor $PLAYER_ACTOR driving_heli 
004D: jump_if_false @VCRASH1_3378 
00BC: show_text_highpriority GXT 'VCR1__9' time 6000 flag 1  // ~s~Follow the target using the remaining ~b~helicopter.
0186: 35@ = create_marker_above_car 75@ 
07E0: set_marker 35@ type_to 1 
018B: set_marker 34@ radar_mode 1 

:VCRASH1_3378
008B: 37@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 37@ += 6000 
000A: 72@ += 1 

:VCRASH1_3401
00D6: if 
0039:   72@ == 2 
004D: jump_if_false @VCRASH1_3583 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 37@ // (int) 
004D: jump_if_false @VCRASH1_3583 
00D6: if 
04A9:   actor $PLAYER_ACTOR driving_heli 
004D: jump_if_false @VCRASH1_3551 
00BC: show_text_highpriority GXT 'VCR1_10' time 5000 flag 1  // ~s~Don't let the ~r~target ~s~get away!
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @VCRASH1_3501 
02AC: set_car 74@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:VCRASH1_3501
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @VCRASH1_3532 
02AC: set_car 75@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:VCRASH1_3532
018B: set_marker 34@ radar_mode 3 
0164: disable_marker 35@ 
000A: 72@ += 1 

:VCRASH1_3551
00D6: if 
0118:   actor 80@(91@,10i) dead 
004D: jump_if_false @VCRASH1_3583 
0164: disable_marker 35@ 
000A: 72@ += 1 

:VCRASH1_3583
00D6: if 
0019:   36@ > 0 
004D: jump_if_false @VCRASH1_6883 
0006: 49@ = 0 

:VCRASH1_3608
00D6: if 
001B:   10 > 49@ 
004D: jump_if_false @VCRASH1_6883 
00D6: if 
003B:   49@ == 91@ // (int) 
004D: jump_if_false @VCRASH1_6189 
00D6: if 
8118:   not actor 80@(49@,10i) dead 
004D: jump_if_false @VCRASH1_5884 
00D6: if 
0039:   62@(91@,10i) == 0 
004D: jump_if_false @VCRASH1_3732 
00D6: if 
0019:   59@ > 0 
004D: jump_if_false @VCRASH1_3732 
0618: assign_actor 80@(91@,10i) to_AS_pack 94@ 
07A8: enable_area69_sam 0 
000A: 62@(91@,10i) += 1 

:VCRASH1_3732
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @VCRASH1_4114 
00D6: if 
0039:   62@(91@,10i) == 1 
004D: jump_if_false @VCRASH1_3827 
00D6: if 
00DB:   actor 80@(91@,10i) in_car 74@ 
004D: jump_if_false @VCRASH1_3827 
0224: set_car 74@ health_to 1750 
02AC: set_car 74@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
000A: 62@(91@,10i) += 1 

:VCRASH1_3827
00D6: if 
0039:   62@(91@,10i) == 2 
004D: jump_if_false @VCRASH1_4114 
00AA: store_car 74@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to 51@ 52@ 53@ 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 51@ 52@ 
0007: 96@ = 7000.0 
0077: 96@ /= $DISTANCE_BETWEEN_POINTS // (float) 
0017: 96@ /= 100.0 
00D6: if 
0021:   96@ > 2.0 
004D: jump_if_false @VCRASH1_3953 
0007: 96@ = 2.0 

:VCRASH1_3953
00D6: if 
0023:   0.3 > 96@ 
004D: jump_if_false @VCRASH1_3984 
0007: 96@ = 0.3 

:VCRASH1_3984
06FD: set_car 74@ speed_on_path_to 96@ 
00D6: if 
860E:   not car 74@ assigned_to_path 
004D: jump_if_false @VCRASH1_4114 
00D6: if 
8119:   not car 93@ wrecked 
004D: jump_if_false @VCRASH1_4031 
020A: set_car 93@ door_status_to 1 

:VCRASH1_4031
0618: assign_actor 80@(91@,10i) to_AS_pack 95@ 
00BC: show_text_highpriority GXT 'VCR1__8' time 5000 flag 1  // ~s~The ~r~target ~s~has abandoned the helicopter.
0164: disable_marker 35@ 
018B: set_marker 34@ radar_mode 3 
01E8: create_forbidden_for_cars_cube_cornerA 2475.428 2345.007 2.7255 cornerB 2517.416 2398.874 12.369 
000A: 62@(91@,10i) += 1 

:VCRASH1_4114
00D6: if 
8119:   not car 92@ wrecked 
004D: jump_if_false @VCRASH1_4555 
00D6: if 
0039:   62@(91@,10i) == 3 
004D: jump_if_false @VCRASH1_4306 
00D6: if 
00DB:   actor 80@(91@,10i) in_car 92@ 
004D: jump_if_false @VCRASH1_4306 
0224: set_car 92@ health_to 1750 
02AC: set_car 92@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01C3: remove_references_to_car 74@ 
01C3: remove_references_to_car 75@ 
01C3: remove_references_to_car 76@ 
01C3: remove_references_to_car 77@ 
01C3: remove_references_to_car 78@ 
01C3: remove_references_to_car 79@ 
0006: 42@ = 0 

:VCRASH1_4235
00D6: if 
001B:   10 > 42@ 
004D: jump_if_false @VCRASH1_4295 
00D6: if 
803B:   not  42@ == 91@ // (int) 
004D: jump_if_false @VCRASH1_4281 
01C2: remove_references_to_actor 80@(42@,10i) // Like turning an actor into a random pedestrian 

:VCRASH1_4281
000A: 42@ += 1 
0002: jump @VCRASH1_4235 

:VCRASH1_4295
000A: 62@(91@,10i) += 1 

:VCRASH1_4306
00D6: if 
0039:   62@(91@,10i) == 4 
004D: jump_if_false @VCRASH1_4555 
00D6: if 
060E:   car 92@ assigned_to_path 
004D: jump_if_false @VCRASH1_4500 
00AA: store_car 92@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to 51@ 52@ 53@ 
050A: $DISTANCE_BETWEEN_POINTS = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 51@ 52@ 53@ 
0007: 96@ = 5000.0 
0077: 96@ /= $DISTANCE_BETWEEN_POINTS // (float) 
0017: 96@ /= 100.0 
00D6: if 
0021:   96@ > 1.1 
004D: jump_if_false @VCRASH1_4454 
0007: 96@ = 1.1 

:VCRASH1_4454
00D6: if 
0023:   0.6 > 96@ 
004D: jump_if_false @VCRASH1_4485 
0007: 96@ = 0.6 

:VCRASH1_4485
06FD: set_car 92@ speed_on_path_to 96@ 
0002: jump @VCRASH1_4555 

:VCRASH1_4500
05D1: AS_actor 80@(91@,10i) drive_car -1 to 2538.067 2389.819 3.22 speed 100.0 0 model #CSPLAY 2 
04E0: car 92@ abandon_path_radius 1 
000A: 62@(91@,10i) += 1 

:VCRASH1_4555
00D6: if 
0039:   62@(91@,10i) == 5 
004D: jump_if_false @VCRASH1_5588 
00D6: if 
00DF:   actor 80@(91@,10i) driving 
004D: jump_if_false @VCRASH1_5577 
03C0: 97@ = actor 80@(91@,10i) car 
00AE: set_car 97@ traffic_behaviour_to 2 
04E0: car 97@ abandon_path_radius 1 
00AA: store_car 97@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor $PLAYER_ACTOR position_to 51@ 52@ 53@ 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 51@ 52@ 
0007: 57@ = 3000.0 
0077: 57@ /= $DISTANCE_BETWEEN_POINTS // (float) 
00D6: if 
0100:   actor 80@(91@,10i) in_sphere 2506.65 2355.857 10.8203 radius 29.9399 15.57 2.0 sphere 0 in_car 
004D: jump_if_false @VCRASH1_4748 
0007: 57@ = 20.0 

:VCRASH1_4748
00D6: if 
0021:   57@ > 100.0 
004D: jump_if_false @VCRASH1_4779 
0007: 57@ = 100.0 

:VCRASH1_4779
00D6: if 
0023:   15.0 > 57@ 
004D: jump_if_false @VCRASH1_4810 
0007: 57@ = 15.0 

:VCRASH1_4810
00AD: set_car 97@ max_speed_to 57@ 
0227: 40@ = car 97@ health 
00D6: if 
001B:   251 > 40@ 
004D: jump_if_false @VCRASH1_4910 
0477: set_car 97@ action 4 time 5000 
00A0: store_actor 80@(91@,10i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
05DA: AS_actor 80@(91@,10i) run_away_in_panic_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 away_radius 15.0 timelimit 1500 
000A: 62@(91@,10i) += 1 

:VCRASH1_4910
00D6: if and
01F4:   car 97@ flipped 
01C1:   car 97@ stopped 
004D: jump_if_false @VCRASH1_5170 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 97@ radius 90.0 90.0 sphere 0 
004D: jump_if_false @VCRASH1_5031 
03ED: set_car 97@ disable_flipped_explosion_when_empty 0 
00A0: store_actor 80@(91@,10i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
05DA: AS_actor 80@(91@,10i) run_away_in_panic_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 away_radius 15.0 timelimit 1500 
000A: 62@(91@,10i) += 1 
0002: jump @VCRASH1_5170 

:VCRASH1_5031
00D6: if 
838A:   not any_car_in_cube_cornerA $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 cornerB 4.0 4.0 4.0 
004D: jump_if_false @VCRASH1_5170 
00D6: if 
82CA:   not car 97@ bounding_sphere_visible 
004D: jump_if_false @VCRASH1_5170 
00AA: store_car 97@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
03D3: get_route_nearest_for $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 Z_angle_to $TEMPVAR_ANGLE 
00D6: if 
80C2:   not sphere_onscreen $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 4.0 
004D: jump_if_false @VCRASH1_5170 
00AB: put_car 97@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0175: set_car 97@ Z_angle_to $TEMPVAR_ANGLE 

:VCRASH1_5170
00D6: if 
01AF:   car 97@ sphere 0 in_sphere 98@ 99@ 100@ radius 4.0 4.0 4.0 
004D: jump_if_false @VCRASH1_5477 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 101@ // (int) 
004D: jump_if_false @VCRASH1_5470 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 97@ radius 90.0 90.0 sphere 0 
004D: jump_if_false @VCRASH1_5331 
03ED: set_car 97@ disable_flipped_explosion_when_empty 0 
00A0: store_actor 80@(91@,10i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
05DA: AS_actor 80@(91@,10i) run_away_in_panic_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 away_radius 15.0 timelimit 500 
000A: 62@(91@,10i) += 1 
0002: jump @VCRASH1_5470 

:VCRASH1_5331
00D6: if 
82CA:   not car 97@ bounding_sphere_visible 
004D: jump_if_false @VCRASH1_5470 
00AA: store_car 97@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
03D3: get_route_nearest_for $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 Z_angle_to $TEMPVAR_ANGLE 
00D6: if 
838A:   not any_car_in_cube_cornerA $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 cornerB 4.0 4.0 4.0 
004D: jump_if_false @VCRASH1_5470 
00D6: if 
80C2:   not sphere_onscreen $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 4.0 
004D: jump_if_false @VCRASH1_5470 
00AB: put_car 97@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0175: set_car 97@ Z_angle_to $TEMPVAR_ANGLE 

:VCRASH1_5470
0002: jump @VCRASH1_5507 

:VCRASH1_5477
00AA: store_car 97@ position_to 98@ 99@ 100@ 
008B: 101@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 101@ += 5000 

:VCRASH1_5507
00D6: if 
0100:   actor 80@(91@,10i) in_sphere 2538.067 2389.819 3.22 radius 5.0 5.0 2.0 sphere 0 in_car 
004D: jump_if_false @VCRASH1_5570 
0006: 62@(91@,10i) = 7 

:VCRASH1_5570
0002: jump @VCRASH1_5588 

:VCRASH1_5577
000A: 62@(91@,10i) += 1 

:VCRASH1_5588
00D6: if 
0039:   62@(91@,10i) == 6 
004D: jump_if_false @VCRASH1_5733 
062E: get_actor 80@(91@,10i) task 1498 status_store_to $416 // ret 7 if not found 
062E: get_actor 80@(91@,10i) task 1489 status_store_to 102@ // ret 7 if not found 
00D6: if or
04A3:   $416 == 7 // == constant 
00DF:   actor 80@(91@,10i) driving 
004D: jump_if_false @VCRASH1_5733 
00D6: if 
04A4:   102@ == 7 // == constant 
004D: jump_if_false @VCRASH1_5733 
05D1: AS_actor 80@(91@,10i) drive_car -1 to 2538.067 2389.819 3.22 speed 100.0 0 model #CSPLAY 2 
000E: 62@(91@,10i) -= 1 

:VCRASH1_5733
00D6: if 
00DF:   actor 80@(91@,10i) driving 
004D: jump_if_false @VCRASH1_5785 
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @VCRASH1_5778 
0006: 60@ = 1 

:VCRASH1_5778
0002: jump @VCRASH1_5810 

:VCRASH1_5785
00D6: if 
0039:   60@ == 1 
004D: jump_if_false @VCRASH1_5810 
0006: 60@ = 0 

:VCRASH1_5810
00D6: if 
0039:   62@(91@,10i) == 7 
004D: jump_if_false @VCRASH1_5877 
062E: get_actor 80@(91@,10i) task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @VCRASH1_5877 
05E2: AS_actor 80@(91@,10i) kill_actor $PLAYER_ACTOR 

:VCRASH1_5877
0002: jump @VCRASH1_6182 

:VCRASH1_5884
00D6: if 
0039:   62@(91@,10i) == 2 
004D: jump_if_false @VCRASH1_5959 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @VCRASH1_5959 
00D6: if 
060E:   car 74@ assigned_to_path 
004D: jump_if_false @VCRASH1_5943 
05EC: release_car 74@ from_path 

:VCRASH1_5943
0564: heli 74@ simulate_crash_landing 
0006: 62@(91@,10i) = 90 

:VCRASH1_5959
00D6: if 
056D:   actor 80@(91@,10i) defined 
004D: jump_if_false @VCRASH1_6134 
00D6: if 
84AD:   not actor 80@(91@,10i) in_water 
004D: jump_if_false @VCRASH1_6104 
00D6: if 
0039:   61@ == 0 
004D: jump_if_false @VCRASH1_6097 
0164: disable_marker 34@ 
04A5: get_dead_actor_pickup_coords 80@(91@,10i) store_to 103@ 104@ 105@ 
0213: 106@ = create_pickup #BRIEFCASE type 3 at 103@ 104@ 105@ 
03DC: 34@ = create_marker_above_pickup 106@ 
00BC: show_text_highpriority GXT 'VCR1__3' time 5000 flag 1  // ~s~The target is dead and has dropped the ~g~evidence dossier~s~, grab it before anyone else does.
0006: 60@ = 2 
0006: 61@ = 1 

:VCRASH1_6097
0002: jump @VCRASH1_6127 

:VCRASH1_6104
00BC: show_text_highpriority GXT 'VCR1__4' time 5000 flag 1  // ~r~The evidence dossier is at the bottom of the sea!
0002: jump @VCRASH1_7873 

:VCRASH1_6127
0002: jump @VCRASH1_6157 

:VCRASH1_6134
00BC: show_text_highpriority GXT 'VCR1__5' time 5000 flag 1  // ~r~You destroyed the evidence dossier in the explosion!
0002: jump @VCRASH1_7873 

:VCRASH1_6157
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @VCRASH1_6182 
0006: 59@ = 1 

:VCRASH1_6182
0002: jump @VCRASH1_6765 

:VCRASH1_6189
00D6: if 
8118:   not actor 80@(49@,10i) dead 
004D: jump_if_false @VCRASH1_6729 
00D6: if 
001B:   3 > 62@(91@,10i) 
004D: jump_if_false @VCRASH1_6722 
00D6: if 
0039:   62@(49@,10i) == 0 
004D: jump_if_false @VCRASH1_6463 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @VCRASH1_6316 
062E: get_actor 80@(49@,10i) task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @VCRASH1_6316 
05E2: AS_actor 80@(49@,10i) kill_actor $PLAYER_ACTOR 

:VCRASH1_6316
00D6: if 
001B:   2 > 62@(49@,10i) 
004D: jump_if_false @VCRASH1_6463 
00D6: if 
0039:   61@ == 1 
004D: jump_if_false @VCRASH1_6463 
00D6: if 
00ED:   actor 80@(49@,10i) sphere 0 near_point 103@ 104@ radius 65.0 65.0 on_foot 
004D: jump_if_false @VCRASH1_6463 
01B2: give_actor 80@(49@,10i) weapon 28 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 80@(49@,10i) armed_weapon_to 28 
0637: AS_actor 80@(49@,10i) goto 103@ 104@ 105@ mode 6 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
000A: 62@(49@,10i) += 1 

:VCRASH1_6463
00D6: if 
0039:   62@(49@,10i) == 1 
004D: jump_if_false @VCRASH1_6722 
00D6: if 
0039:   61@ == 1 
004D: jump_if_false @VCRASH1_6711 
062E: get_actor 80@(49@,10i) task 1591 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @VCRASH1_6704 
00D6: if 
00ED:   actor 80@(49@,10i) sphere 0 near_point 103@ 104@ radius 2.0 2.0 on_foot 
004D: jump_if_false @VCRASH1_6704 
01C2: remove_references_to_actor 80@(91@,10i) // Like turning an actor into a random pedestrian 
0006: 80@(91@,10i) = -1 
0085: 91@ = 49@ // (int) 
0164: disable_marker 34@ 
0215: destroy_pickup 106@ 
0187: 34@ = create_marker_above_actor 80@(91@,10i) 
02A9: set_actor 80@(91@,10i) immune_to_nonplayer 1 
00D6: if 
8457:   not player $PLAYER_CHAR aiming_at_actor 80@(91@,10i) 
004D: jump_if_false @VCRASH1_6670 
0223: set_actor 80@(91@,10i) health_to 200 

:VCRASH1_6670
0006: 62@(91@,10i) = 0 
00BC: show_text_highpriority GXT 'VCR1__2' time 5000 flag 1  // ~s~You were too slow. One of the guards has grabbed the stuff.
0006: 61@ = 0 

:VCRASH1_6704
0002: jump @VCRASH1_6722 

:VCRASH1_6711
000E: 62@(49@,10i) -= 1 

:VCRASH1_6722
0002: jump @VCRASH1_6765 

:VCRASH1_6729
01C2: remove_references_to_actor 80@(49@,10i) // Like turning an actor into a random pedestrian 
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @VCRASH1_6765 
0951: disable_trip_skip 
0006: 59@ = 1 

:VCRASH1_6765
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @VCRASH1_6869 
00D6: if or
074F:   actor 80@(49@,10i) ped_event == 36 
074F:   actor 80@(49@,10i) ped_event == 12 
074F:   actor 80@(49@,10i) ped_event == 15 
074F:   actor 80@(49@,10i) ped_event == 11 
074F:   actor 80@(49@,10i) ped_event == 49 
074F:   actor 80@(49@,10i) ped_event == 30 
004D: jump_if_false @VCRASH1_6869 
0951: disable_trip_skip 
0006: 59@ = 1 

:VCRASH1_6869
000A: 49@ += 1 
0002: jump @VCRASH1_3608 

:VCRASH1_6883
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @VCRASH1_6958 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1308.928 2527.466 92.816 radius 26.85 38.6399 8.9 
004D: jump_if_false @VCRASH1_6958 
0951: disable_trip_skip 
000A: 73@ += 1 

:VCRASH1_6958
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @VCRASH1_7001 
00BC: show_text_highpriority GXT 'VCR1_11' time 5000 flag 1  // ~s~They have spotted you! The ~r~target ~s~will try to escape, don't let him get away.
0951: disable_trip_skip 
000A: 59@ += 1 

:VCRASH1_7001
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @VCRASH1_7541 
00D6: if 
0019:   62@(91@,10i) > 2 
004D: jump_if_false @VCRASH1_7541 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2511.364 2388.914 6.2421 radius 38.6 26.4 3.4 
004D: jump_if_false @VCRASH1_7541 
00A5: 107@ = create_car #BUFFALO at 2522.211 2383.629 4.0162 
0175: set_car 107@ Z_angle_to 339.2576 
00A5: 108@ = create_car #BUFFALO at 2518.511 2393.821 4.0104 
0175: set_car 108@ Z_angle_to 168.2849 
00A5: 109@ = create_car #BUFFALO at 2510.336 2380.583 4.0139 
0175: set_car 109@ Z_angle_to 110.7153 
0007: 110@ = 2524.221 
0007: 120@ = 2385.007 
0007: 111@ = 2520.053 
0007: 121@ = 2392.282 
0007: 112@ = 2513.938 
0007: 122@ = 2381.334 
0007: 113@ = 2513.91 
0007: 123@ = 2385.471 
0007: 114@ = 2511.99 
0007: 124@ = 2392.347 
0007: 115@ = 2519.308 
0007: 125@ = 2399.535 
0007: 116@ = 2530.169 
0007: 126@ = 2388.519 
0007: 117@ = 2504.144 
0007: 127@ = 2382.468 
0007: 118@ = 2504.832 
0007: 128@ = 2397.616 
0007: 119@ = 2506.832 
0007: 129@ = 2397.616 
0006: 43@ = 0 

:VCRASH1_7395
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @VCRASH1_7518 
00D6: if 
803B:   not  43@ == 91@ // (int) 
004D: jump_if_false @VCRASH1_7504 
009A: 80@(43@,10i) = create_actor_pedtype 24 model #FBI at 110@(43@,10f) 120@(43@,10f) 3.2262 
0173: set_actor 80@(43@,10i) Z_angle_to 91.4967 
01B2: give_actor 80@(43@,10i) weapon 28 ammo 9999 // Load the weapon model before using this 
0961: set_actor 80@(43@,10i) keep_tasks_after_cleanup 1 

:VCRASH1_7504
000A: 43@ += 1 
0002: jump @VCRASH1_7395 

:VCRASH1_7518
008B: 37@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 37@ += 3000 
000A: 36@ += 1 

:VCRASH1_7541
00D6: if 
0039:   36@ == 2 
004D: jump_if_false @VCRASH1_7689 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 37@ // (int) 
004D: jump_if_false @VCRASH1_7689 
0006: 43@ = 0 

:VCRASH1_7585
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @VCRASH1_7666 
00D6: if 
8118:   not actor 80@(43@,10i) dead 
004D: jump_if_false @VCRASH1_7652 
074E: unknown_set_actor_threat_scanner_flags 80@(43@,10i) radius 50.0 peds_to_scan 8 
077A: set_actor 80@(43@,10i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:VCRASH1_7652
000A: 43@ += 1 
0002: jump @VCRASH1_7585 

:VCRASH1_7666
008B: 37@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 37@ += 3000 
000A: 36@ += 1 

:VCRASH1_7689
00D6: if 
0039:   36@ == 3 
004D: jump_if_false @VCRASH1_7804 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 37@ // (int) 
004D: jump_if_false @VCRASH1_7804 
0006: 43@ = 0 

:VCRASH1_7733
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @VCRASH1_7797 
00D6: if 
8118:   not actor 80@(43@,10i) dead 
004D: jump_if_false @VCRASH1_7783 
05E2: AS_actor 80@(43@,10i) kill_actor $PLAYER_ACTOR 

:VCRASH1_7783
000A: 43@ += 1 
0002: jump @VCRASH1_7733 

:VCRASH1_7797
000A: 36@ += 1 

:VCRASH1_7804
00D6: if 
0039:   61@ == 1 
004D: jump_if_false @VCRASH1_7866 
00D6: if 
0214:   pickup 106@ picked_up 
004D: jump_if_false @VCRASH1_7866 
0164: disable_marker 34@ 
00BC: show_text_highpriority GXT 'VCR1__6' time 5000 flag 1  // ~s~Congratulations, you have the evidence dossier.
0002: jump @VCRASH1_7980 

:VCRASH1_7866
0002: jump @VCRASH1_574 

:VCRASH1_7873
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if 
8118:   not actor 80@(91@,10i) dead 
004D: jump_if_false @VCRASH1_7978 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @VCRASH1_7978 
00D6: if 
00DB:   actor 80@(91@,10i) in_car 74@ 
004D: jump_if_false @VCRASH1_7978 
04A2: set_heli 74@ fly_to 0.0 0.0 0.0 altitude_between 20.0 and 40.0 

:VCRASH1_7978
0051: return 

:VCRASH1_7980
0008: $598 += 1 
00BA: show_text_styled GXT 'M_PASSD' time 5000 style 1  // MISSION PASSED!
0109: player $PLAYER_CHAR money = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'VCRASH1'  // Misappropriation
030C: progress_made = 1 
0164: disable_marker $583 
0051: return 

:VCRASH1_8041
0164: disable_marker 34@ 
0164: disable_marker 35@ 
07A8: enable_area69_sam 1 
0215: destroy_pickup 106@ 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @VCRASH1_8091 
02AC: set_car 75@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:VCRASH1_8091
01E7: remove_forbidden_for_cars_cube_cornerA 2475.428 2345.007 2.7255 cornerB 2517.416 2398.874 12.369 
00D6: if 
0038:   $PILOT_LICENSE_OBTAINED == 1 
004D: jump_if_false @VCRASH1_8148 
014C: set_parked_car_generator $PARKED_PLANES[7] cars_to_generate_to 101 

:VCRASH1_8148
0249: release_model #MAVERICK 
0249: release_model #MESA 
0249: release_model #FBIRANCH 
0249: release_model #SANCHEZ 
0249: release_model #BUFFALO 
0249: release_model #AK47 
0249: release_model #FBI 
0249: release_model #WMYBU 
0249: release_model #MICRO_UZI 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VCRASH1_8218 
077B: clear_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 

:VCRASH1_8218
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 94---------------
// Originally: High Noon

:VCR2
0050: gosub @VCR2_36 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @VCR2_27 
0050: gosub @VCR2_5040 

:VCR2_27
0050: gosub @VCR2_5126 
004E: end_thread 

:VCR2_36
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
03A4: name_thread 'VCR2' 
0001: wait 0 ms 
054C: use_GXT_table 'VCR2' 
08F5: save_player_group 
02E4: load_cutscene_data 'CRASV2A' 

:VCR2_84
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @VCR2_108 
0001: wait 0 ms 
0002: jump @VCR2_84 

:VCR2_108
01B6: set_weather 17 
0395: clear_area 0 at -359.5421 2225.525 42.4562 radius 30.9 
02E7: start_cutscene 
016A: fade 1 time 1000 

:VCR2_145
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @VCR2_169 
0001: wait 0 ms 
0002: jump @VCR2_145 

:VCR2_169
016A: fade 0 time 0 

:VCR2_175
00D6: if 
016B:   fading 
004D: jump_if_false @VCR2_199 
0001: wait 0 ms 
0002: jump @VCR2_175 

:VCR2_199
02EA: end_cutscene 
00D6: if 
856A:   not cutscene_skipped 
004D: jump_if_false @VCR2_342 
02E4: load_cutscene_data 'CRASV2B' 

:VCR2_225
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @VCR2_249 
0001: wait 0 ms 
0002: jump @VCR2_225 

:VCR2_249
01B6: set_weather 17 
0395: clear_area 0 at -359.5421 2225.525 42.4562 radius 30.9 
02E7: start_cutscene 
016A: fade 1 time 1000 

:VCR2_286
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @VCR2_310 
0001: wait 0 ms 
0002: jump @VCR2_286 

:VCR2_310
016A: fade 0 time 0 

:VCR2_316
00D6: if 
016B:   fading 
004D: jump_if_false @VCR2_340 
0001: wait 0 ms 
0002: jump @VCR2_316 

:VCR2_340
02EA: end_cutscene 

:VCR2_342
023C: load_special_actor 'PULASKI' as 1 // models 290-299 
0247: load_model #BANDITO 
0247: load_model #BUFFALO 
0247: load_model #DESERT_EAGLE 
038B: load_requested_models 

:VCR2_372
00D6: if or
8248:   not model #BANDITO available 
8248:   not model #BUFFALO available 
8248:   not model #DESERT_EAGLE available 
823D:   not special_actor 1 loaded 
004D: jump_if_false @VCR2_413 
0001: wait 0 ms 
0002: jump @VCR2_372 

:VCR2_413
05AA: 48@s = 'VCR2_AA' // @s = 'short'  // ~z~Hey Eddie! You know Tenpenny gonna rub you out too!
05AA: 50@s = 'VCR2_AB' // @s = 'short'  // ~z~Carl, you got it all wrong, pal!
05AA: 52@s = 'VCR2_AC' // @s = 'short'  // ~z~Tenpenny was the one saving your ass!
05AA: 54@s = 'VCR2_AD' // @s = 'short'  // ~z~Every time I wanted to get rid of you he'd find some excuse to keep you alive!
05AA: 56@s = 'VCR2_AE' // @s = 'short'  // ~z~Well, now it's up to me, and I ain't such a fucking soft touch!
05AA: 58@s = 'VCR2_BA' // @s = 'short'  // ~z~So how's your sister?
05AA: 60@s = 'VCR2_BB' // @s = 'short'  // ~z~I always had a thing for her.
05AA: 62@s = 'VCR2_BC' // @s = 'short'  // ~z~Tenpenny and I got some great shots of her and her varrio boyfriend going at it like a couple of horny Chihuahuas.
05AA: 64@s = 'VCR2_BE' // @s = 'short'  // ~z~Man, does she put out like a pro!
05AA: 66@s = 'VCR2_BF' // @s = 'short'  // ~z~Screw you Pulaski!
05AA: 68@s = 'VCR2_BG' // @s = 'short'  // ~z~I know what you're trying to do, and you ain't gonna crawl inside my head.
05AA: 70@s = 'VCR2_BH' // @s = 'short'  // ~z~I ain't kidding!
05AA: 72@s = 'VCR2_BJ' // @s = 'short'  // ~z~It's the best stake-out I ever done!
05AA: 74@s = 'VCR2_CA' // @s = 'short'  // ~z~Carl, you should have seen your moms before she was buried.
05AA: 76@s = 'VCR2_CB' // @s = 'short'  // ~z~She was a real mess - most her face was hanging off!
05AA: 78@s = 'VCR2_CC' // @s = 'short'  // ~z~Don't fucking talk about my Moms!
05AA: 80@s = 'VCR2_CD' // @s = 'short'  // ~z~The boys, you know, they fooled around with her at the scene, you know...
05AA: 82@s = 'VCR2_CE' // @s = 'short'  // ~z~... touching her, joking around and shit.
05AA: 84@s = 'VCR2_CF' // @s = 'short'  // ~z~Fuck you, Pulaski, FUCK YOU!
05AA: 86@s = 'VCR2_CG' // @s = 'short'  // ~z~Heh heh heh!
04AF: 88@ = 42400 // = constant 
04AF: 89@ = 42401 // = constant 
04AF: 90@ = 42402 // = constant 
04AF: 91@ = 42403 // = constant 
04AF: 92@ = 42404 // = constant 
04AF: 93@ = 42405 // = constant 
04AF: 94@ = 42406 // = constant 
04AF: 95@ = 42407 // = constant 
04AF: 96@ = 42408 // = constant 
04AF: 97@ = 42409 // = constant 
04AF: 98@ = 42410 // = constant 
04AF: 99@ = 42411 // = constant 
04AF: 100@ = 42412 // = constant 
04AF: 101@ = 42413 // = constant 
04AF: 102@ = 42414 // = constant 
04AF: 103@ = 42415 // = constant 
04AF: 104@ = 42416 // = constant 
04AF: 105@ = 42417 // = constant 
04AF: 106@ = 42418 // = constant 
04AF: 107@ = 42419 // = constant 
0006: 109@ = 0 
0006: 110@ = 1 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 111@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 111@ += 6000 
0674: set_car_model #BUFFALO numberplate "PULASKI" 
00A5: 112@ = create_car #BUFFALO at -371.0292 2209.82 41.4921 
0175: set_car 112@ Z_angle_to 159.2268 
0229: set_car 112@ primary_color_to 8 secondary_color_to 0 
09C4: set_car 112@ gas_tank_explosion_enabled 0 
02AA: set_car 112@ immune_to_nonplayer 1 
073B: unknown_car 112@ flag 1 
02AC: set_car 112@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0224: set_car 112@ health_to 2250 
009A: 113@ = create_actor_pedtype 24 model #SPECIAL01 at -335.4141 2218.942 41.4921 
077A: set_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0173: set_actor 113@ Z_angle_to 104.108 
02A9: set_actor 113@ immune_to_nonplayer 1 
08AF: set_actor 113@ max_health_to 500 
0223: set_actor 113@ health_to 500 
0446: set_actor 113@ dismemberment_possible 0 
0946: set_actor 113@ actions_uninterupted_by_weapon_fire 1 
02E2: set_actor 113@ weapon_accuracy_to 80 
02AB: set_actor 113@ immunities BP 1 FP 1 EP 1 CP 0 MP 0 
0615: define_AS_pack_begin 37@ 
05D3: AS_actor -1 goto_point -346.4254 2216.427 41.4921 mode 6 time -2 ms // versionA 
05CB: AS_actor -1 enter_car 112@ as_driver -2 ms 
05D1: AS_actor -1 drive_car 112@ to -472.778 1958.194 83.5515 speed 40.0 0 model #CSPLAY 2 
0616: define_AS_pack_end 37@ 
0618: assign_actor 113@ to_AS_pack 37@ 
061B: remove_references_to_AS_pack 37@ 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0001: wait 0 ms 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
015F: set_camera_position -341.3325 2213.11 42.837 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -340.718 2213.898 42.8258 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord -341.3325 2213.11 42.837 angle 327.4725 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 0 at -334.1724 2214.62 40.4911 radius 30.0 
03CB: set_rendering_origin_at -334.1724 2214.62 40.4911 
00A1: put_actor $PLAYER_ACTOR at -334.1724 2214.62 40.4911 
0173: set_actor $PLAYER_ACTOR Z_angle_to 232.082 
0373: set_camera_directly_behind_player 
00A5: 114@ = create_car #BANDITO at -342.2552 2221.39 41.4911 
0175: set_car 114@ Z_angle_to 168.7771 
016A: fade 1 time 500 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 35@ += 1500 
0006: 47@ = 0 
0006: 115@ = 0 
01B7: release_weather 

:VCR2_1480
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @VCR2_1511 
0002: jump @VCR2_5058 

:VCR2_1511
00D6: if 
0118:   actor 113@ dead 
004D: jump_if_false @VCR2_1568 
00D6: if 
001B:   9 > 47@ 
004D: jump_if_false @VCR2_1568 
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 35@ += 2000 
0006: 47@ = 9 

:VCR2_1568
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @VCR2_1653 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // (int) 
004D: jump_if_false @VCR2_1653 
05D3: AS_actor $PLAYER_ACTOR goto_point -337.9653 2218.594 41.4911 mode 6 time 2000 ms // versionA 
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 35@ += 1500 
000A: 47@ += 1 

:VCR2_1653
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @VCR2_1832 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // (int) 
004D: jump_if_false @VCR2_1832 
00A1: put_actor $PLAYER_ACTOR at -337.9653 2218.594 41.4911 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
00A1: put_actor 113@ at -359.3949 2213.404 41.4911 
0173: set_actor 113@ Z_angle_to 90.0 
01B4: set_player $PLAYER_CHAR can_move 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0187: 34@ = create_marker_above_actor 113@ 
00BC: show_text_highpriority GXT 'VCR2__1' time 15000 flag 1  // ~s~Kill ~r~Pulaski!
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 35@ += 26000 
000A: 47@ += 1 

:VCR2_1832
00D6: if 
0039:   47@ == 2 
004D: jump_if_false @VCR2_2019 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // (int) 
004D: jump_if_false @VCR2_2019 
05D2: AS_actor 113@ run_to_and_hijack_car -1 max_search_radius 40.0 traffic_behavior 2 
01B2: give_actor 113@ weapon 24 ammo 9999 // Load the weapon model before using this 
077A: set_actor 113@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02AB: set_actor 113@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
00D6: if 
0039:   115@ == 0 
004D: jump_if_false @VCR2_1994 
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @VCR2_1987 
02AC: set_car 112@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
072F: enable_car 112@ stuck_check_distance 4.0 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 0 to_path -1 // extended 03CC 

:VCR2_1987
0006: 115@ = 1 

:VCR2_1994
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 35@ += 240000 
000A: 47@ += 1 

:VCR2_2019
00D6: if 
0039:   47@ == 3 
004D: jump_if_false @VCR2_2782 
00D6: if 
00EC:   actor 113@ sphere 0 near_point 184.0797 1715.949 radius 40.6 1108.668 
004D: jump_if_false @VCR2_2160 
062E: get_actor 113@ task 1489 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @VCR2_2160 
05D1: AS_actor 113@ drive_car -1 to -2466.309 2244.328 3.8078 speed 40.0 0 model #CSPLAY 2 
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 35@ += 10000 
0006: 47@ = 2 

:VCR2_2160
00D6: if 
00EC:   actor 113@ sphere 0 near_point -2747.482 2334.301 radius 36.34 5.86 
004D: jump_if_false @VCR2_2283 
062E: get_actor 113@ task 1489 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @VCR2_2283 
05D1: AS_actor 113@ drive_car -1 to -1446.225 2670.991 54.9682 speed 40.0 0 model #CSPLAY 2 
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 35@ += 10000 
0006: 47@ = 2 

:VCR2_2283
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 113@ radius 200.0 200.0 0 
004D: jump_if_false @VCR2_2375 
008B: 116@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 116@ += 8000 
00D6: if 
875C:   not marker 34@ enabled 
004D: jump_if_false @VCR2_2368 
05D2: AS_actor 113@ run_to_and_hijack_car -1 max_search_radius 50.0 traffic_behavior 2 
0187: 34@ = create_marker_above_actor 113@ 

:VCR2_2368
0002: jump @VCR2_2468 

:VCR2_2375
00D6: if 
075C:   marker 34@ enabled 
004D: jump_if_false @VCR2_2426 
05D2: AS_actor 113@ run_to_and_hijack_car -1 max_search_radius 28.0 traffic_behavior 2 
00BC: show_text_highpriority GXT 'VCR2__2' time 5000 flag 1  // ~r~Pulaski is getting away!
0164: disable_marker 34@ 

:VCR2_2426
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 116@ // (int) 
004D: jump_if_false @VCR2_2468 
00BC: show_text_highpriority GXT 'VCR2__3' time 5000 flag 1  // ~r~Pulaski got away!
0002: jump @VCR2_5040 

:VCR2_2468
00D6: if 
001B:   20 > 109@ 
004D: jump_if_false @VCR2_2695 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 113@ radius 30.0 30.0 0 
004D: jump_if_false @VCR2_2695 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 111@ // (int) 
004D: jump_if_false @VCR2_2695 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @VCR2_2695 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 48@(109@,20s) // s$ 
008A: $ACTOR_SPEECH_WAV_FILE = 88@(109@,21i) // (int) 
004F: create_thread @AUDIOL -1 0 1 110@ 109@  
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @VCR2_2630 
0006: 110@ = 2 
0002: jump @VCR2_2637 

:VCR2_2630
0006: 110@ = 1 

:VCR2_2637
008B: 111@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 111@ += 500 
000A: 109@ += 1 
00D6: if 
001B:   20 > 109@ 
004D: jump_if_false @VCR2_2695 
040D: unload_wav 110@ 
03CF: load_wav 88@(109@,21i) as 110@ 

:VCR2_2695
00D6: if 
80DF:   not actor 113@ driving 
004D: jump_if_false @VCR2_2782 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 113@ radius 20.0 20.0 0 
004D: jump_if_false @VCR2_2782 
062E: get_actor 113@ task 1957 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @VCR2_2782 
07A5: AS_actor 113@ attack_actor $PLAYER_ACTOR time 4000 

:VCR2_2782
00D6: if 
0039:   47@ == 9 
004D: jump_if_false @VCR2_2863 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // (int) 
004D: jump_if_false @VCR2_2863 
00D6: if 
04AD:   actor 113@ in_water 
004D: jump_if_false @VCR2_2849 
0002: jump @VCR2_5058 
0002: jump @VCR2_2863 

:VCR2_2849
016A: fade 0 time 500 
000A: 47@ += 1 

:VCR2_2863
00D6: if 
0039:   47@ == 10 
004D: jump_if_false @VCR2_3045 
04ED: load_animation "SWAT" 
00D6: if 
816B:   not fading 
004D: jump_if_false @VCR2_3045 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A6: destroy_car 112@ 
0889: store_actor 113@ center_of_body_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
009B: destroy_actor 113@ 
02C1: store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 car_path_coords_closest_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 100.0 
0674: set_car_model #BUFFALO numberplate "PULASKI" 
00A5: 112@ = create_car #BUFFALO at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0229: set_car 112@ primary_color_to 8 secondary_color_to 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 35@ += 100 
000A: 47@ += 1 

:VCR2_3045
00D6: if 
0039:   47@ == 11 
004D: jump_if_false @VCR2_3649 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // (int) 
004D: jump_if_false @VCR2_3649 
00D6: if 
04EE:   animation "SWAT" loaded 
004D: jump_if_false @VCR2_3649 
00D6: if 
0119:   car 112@ wrecked 
004D: jump_if_false @VCR2_3131 
016A: fade 1 time 500 
0002: jump @VCR2_5058 

:VCR2_3131
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ with_offset 1.6 -1.0 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
009A: 117@ = create_actor_pedtype 24 model #SPECIAL01 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0174: $TEMPVAR_ANGLE = car 112@ Z_angle 
0009: $TEMPVAR_ANGLE += -90.0 
0173: set_actor 117@ Z_angle_to $TEMPVAR_ANGLE 
0332: set_actor 117@ bleeding 1 
0812: AS_actor 117@ perform_animation "GNSTWALL_INJURD" IFP "SWAT" framedelta 9999.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ with_offset 3.0 -1.0 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0174: $TEMPVAR_ANGLE = car 112@ Z_angle 
0009: $TEMPVAR_ANGLE += 90.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to $TEMPVAR_ANGLE 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ with_offset 3.3455 -1.6234 1.1443 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ with_offset 2.5461 -1.3539 0.6073 
0159: camera_on_ped 117@ mode 15 switchstyle 2 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ with_offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 20000 ms 
040D: unload_wav 1 
03CF: load_wav 42420 as 1 
016A: fade 1 time 500 
00D6: if 
8119:   not car 114@ wrecked 
004D: jump_if_false @VCR2_3621 
00AA: store_car 112@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
01AD:   car 114@ sphere 0 near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 radius 6.0 6.0 
004D: jump_if_false @VCR2_3614 
00A6: destroy_car 114@ 

:VCR2_3614
0002: jump @VCR2_3626 

:VCR2_3621
00A6: destroy_car 114@ 

:VCR2_3626
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 35@ += 400 
000A: 47@ += 1 

:VCR2_3649
00D6: if 
0039:   47@ == 12 
004D: jump_if_false @VCR2_3839 
00D6: if 
816B:   not fading 
004D: jump_if_false @VCR2_3839 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @VCR2_3839 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VCR2_DA' // s$  // ~z~Not feeling so fucking full of yourself now, huh?
04AE: $ACTOR_SPEECH_WAV_FILE = 42420 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 42421 as 2 
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @VCR2_3816 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ with_offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 20000 ms 

:VCR2_3816
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 35@ += 500 
000A: 47@ += 1 

:VCR2_3839
00D6: if 
0039:   47@ == 13 
004D: jump_if_false @VCR2_4035 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // (int) 
004D: jump_if_false @VCR2_4035 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @VCR2_4035 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VCR2_DB' // s$  // ~z~Yeah, well them's the breaks... fuck...
04AE: $ACTOR_SPEECH_WAV_FILE = 42421 // = constant 
004F: create_thread @AUDIOL 117@ 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 42422 as 1 
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @VCR2_4012 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ with_offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 20000 ms 

:VCR2_4012
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 35@ += 500 
000A: 47@ += 1 

:VCR2_4035
00D6: if 
0039:   47@ == 14 
004D: jump_if_false @VCR2_4231 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // (int) 
004D: jump_if_false @VCR2_4231 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @VCR2_4231 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VCR2_DC' // s$  // ~z~Any last requests?
04AE: $ACTOR_SPEECH_WAV_FILE = 42422 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 42423 as 2 
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @VCR2_4208 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ with_offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 20000 ms 

:VCR2_4208
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 35@ += 500 
000A: 47@ += 1 

:VCR2_4231
00D6: if 
0039:   47@ == 15 
004D: jump_if_false @VCR2_4427 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // (int) 
004D: jump_if_false @VCR2_4427 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @VCR2_4427 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VCR2_DD' // s$  // ~z~Yeah... can I fuck your sister?
04AE: $ACTOR_SPEECH_WAV_FILE = 42423 // = constant 
004F: create_thread @AUDIOL 117@ 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 42424 as 1 
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @VCR2_4404 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ with_offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 20000 ms 

:VCR2_4404
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 35@ += 500 
000A: 47@ += 1 

:VCR2_4427
00D6: if 
0039:   47@ == 16 
004D: jump_if_false @VCR2_4685 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // (int) 
004D: jump_if_false @VCR2_4685 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @VCR2_4685 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VCR2_DE' // s$  // ~z~You a asshole to the end. Punk motherfucker!
04AE: $ACTOR_SPEECH_WAV_FILE = 42424 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1  
041D: set_camera_near_clip 0.1 
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @VCR2_4662 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ with_offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 20000 ms 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ with_offset 2.1414 -0.908 0.2244 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 

:VCR2_4662
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 35@ += 500 
000A: 47@ += 1 

:VCR2_4685
00D6: if 
0039:   47@ == 17 
004D: jump_if_false @VCR2_4782 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // (int) 
004D: jump_if_false @VCR2_4782 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @VCR2_4782 
0605: actor $PLAYER_ACTOR perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 47@ += 1 

:VCR2_4782
00D6: if 
0039:   47@ == 18 
004D: jump_if_false @VCR2_4939 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "FIGHTA_G" 
004D: jump_if_false @VCR2_4939 
0613: 118@ = actor $PLAYER_ACTOR animation "FIGHTA_G" time 
00D6: if 
0021:   118@ > 0.351 
004D: jump_if_false @VCR2_4939 
097A: play_audio_at 0.0 0.0 0.0 event 1136 
043C: disable_sounds_after_fadeout 0 
016A: fade 0 time 0 
00D6: if 
8118:   not actor 117@ dead 
004D: jump_if_false @VCR2_4916 
05BE: AS_actor 117@ die 

:VCR2_4916
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 35@ += 1000 
000A: 47@ += 1 

:VCR2_4939
00D6: if 
0039:   47@ == 19 
004D: jump_if_false @VCR2_5033 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // (int) 
004D: jump_if_false @VCR2_5033 
016A: fade 1 time 500 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01B4: set_player $PLAYER_CHAR can_move 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0002: jump @VCR2_5058 

:VCR2_5033
0002: jump @VCR2_1480 

:VCR2_5040
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:VCR2_5058
00BA: show_text_styled GXT 'M_PASSD' time 5000 style 1  // MISSION PASSED!
0109: player $PLAYER_CHAR money = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'VCRASH2'  // High Noon
030C: progress_made = 1 
0164: disable_marker $583 
0629: change_integer_stat 339 to 1 
0008: $598 += 1 
0051: return 

:VCR2_5126
0164: disable_marker 34@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0296: unload_special_actor 1 
0249: release_model #BANDITO 
0249: release_model #BUFFALO 
0249: release_model #DESERT_EAGLE 
043C: disable_sounds_after_fadeout 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VCR2_5184 
077B: clear_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 

:VCR2_5184
04EF: release_animation "SWAT" 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 95---------------
// Originally: Madd Dogg

:DOC2
03A4: name_thread 'DOC2' 
0050: gosub @DOC2_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DOC2_38 
0050: gosub @DOC2_13046 

:DOC2_38
0050: gosub @DOC2_13757 
004E: end_thread 

:DOC2_47
0006: 131@ = 0 
0004: $7799 = 40 
0004: $7800 = 0 
0004: $7796 = 0 
0004: $7797 = 0 
0004: $7798 = 0 
060A: create_decision_maker_type 3 store_to 99@ // decision\allowed\m_.ped files 
0169: set_fade_color_RGB 0 0 0 
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
054C: use_GXT_table 'DOC2' 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:DOC2_137
00D6: if 
016B:   fading 
004D: jump_if_false @DOC2_161 
0001: wait 0 ms 
0002: jump @DOC2_137 

:DOC2_161
02E4: load_cutscene_data 'DOC_2' 

:DOC2_172
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DOC2_196 
0001: wait 0 ms 
0002: jump @DOC2_172 

:DOC2_196
0395: clear_area 1 at 2159.899 1443.042 9.8203 radius 40.0 
02E7: start_cutscene 
016A: fade 1 time 1000 

:DOC2_229
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DOC2_253 
0001: wait 0 ms 
0002: jump @DOC2_229 

:DOC2_253
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:DOC2_274
00D6: if 
016B:   fading 
004D: jump_if_false @DOC2_298 
0001: wait 0 ms 
0002: jump @DOC2_274 

:DOC2_298
02EA: end_cutscene 
0247: load_model #VBMYELV 
0247: load_model #VWFYPRO 
0247: load_model #WMOTR1 
0247: load_model #WMOPREA 
0247: load_model #CELLPHONE 
0247: load_model #HECK1 
0247: load_model #HECK2 
04ED: load_animation "ON_LOOKERS" 
023C: load_special_actor 'MADDOGG' as 1 // models 290-299 

:DOC2_358
00D6: if or
8248:   not model #VBMYELV available 
8248:   not model #VWFYPRO available 
8248:   not model #WMOTR1 available 
004D: jump_if_false @DOC2_392 
0001: wait 0 ms 
0002: jump @DOC2_358 

:DOC2_392
00D6: if or
8248:   not model #WMOPREA available 
8248:   not model #CELLPHONE available 
8248:   not model #HECK1 available 
004D: jump_if_false @DOC2_428 
0001: wait 0 ms 
0002: jump @DOC2_392 

:DOC2_428
00D6: if or
8248:   not model #HECK2 available 
84EE:   not animation "ON_LOOKERS" loaded 
823D:   not special_actor 1 loaded 
004D: jump_if_false @DOC2_473 
0001: wait 0 ms 
0002: jump @DOC2_428 

:DOC2_473
01E8: create_forbidden_for_cars_cube_cornerA 2090.981 1388.51 8.8203 cornerB 2234.686 1517.077 10.8203 
022B: create_forbidden_for_peds_cube_cornerA 2090.981 1388.51 8.8203 cornerB 2234.686 1517.077 10.8203 
0007: 105@ = 2163.638 
0007: 106@ = 1443.663 
0007: 107@ = 9.8203 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 1 at 2161.34 1442.504 9.8203 radius 20.0 
0395: clear_area 1 at 2107.19 1409.153 9.8203 radius 10.0 
009A: 95@ = create_actor_pedtype 4 model #SPECIAL01 at 2162.62 1451.475 23.1719 
0245: set_actor 95@ walk_style_to "DRUNKMAN" 
0173: set_actor 95@ Z_angle_to 180.0 
0223: set_actor 95@ health_to 1 
0615: define_AS_pack_begin 73@ 
05D3: AS_actor -1 goto_point 2154.192 1437.948 9.8203 mode 4 time 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 95@ 
0605: actor -1 perform_animation "LKAROUND_IN" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "LKAROUND_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "LKAROUND_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "LKAROUND_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "LKAROUND_OUT" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 73@ loop 1 
0616: define_AS_pack_end 73@ 
0615: define_AS_pack_begin 74@ 
05D3: AS_actor -1 goto_point 2164.596 1435.169 9.8203 mode 4 time 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 95@ 
0605: actor -1 perform_animation "POINTUP_IN" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "POINTUP_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "POINTUP_SHOUT" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "POINTUP_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "POINTUP_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 74@ loop 1 
0616: define_AS_pack_end 74@ 
0615: define_AS_pack_begin 75@ 
05D3: AS_actor -1 goto_point 2160.696 1435.38 9.8203 mode 4 time 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 95@ 
05B9: AS_actor -1 stay_idle 100 ms 
0605: actor -1 perform_animation "POINTUP_IN" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "POINTUP_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "POINTUP_SHOUT" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "POINTUP_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "POINTUP_OUT" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 75@ loop 1 
0616: define_AS_pack_end 75@ 
0615: define_AS_pack_begin 76@ 
05D3: AS_actor -1 goto_point 2169.263 1435.927 9.8203 mode 4 time 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 95@ 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_02" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_01" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 76@ loop 1 
0616: define_AS_pack_end 76@ 
0615: define_AS_pack_begin 77@ 
05D3: AS_actor -1 goto_point 2155.42 1436.42 9.8203 mode 4 time 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 95@ 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_01" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_01" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 77@ loop 1 
0616: define_AS_pack_end 77@ 
0615: define_AS_pack_begin 78@ 
05D3: AS_actor -1 goto_point 2168.29 1436.191 9.8203 mode 4 time 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 95@ 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_02" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_01" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 78@ loop 1 
0616: define_AS_pack_end 78@ 
0615: define_AS_pack_begin 79@ 
05D3: AS_actor -1 goto_point 2159.253 1435.312 9.8203 mode 4 time 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 95@ 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation "LKUP_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "LKUP_POINT" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "LKUP_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "LKUP_POINT" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "LKUP_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 79@ loop 1 
0616: define_AS_pack_end 79@ 
0615: define_AS_pack_begin 96@ 
05D3: AS_actor -1 goto_point 2165.651 1452.0 23.1721 mode 4 time 8000 ms // versionA 
05D3: AS_actor -1 goto_point 2160.56 1452.0 23.1719 mode 4 time 8000 ms // versionA 
0643: set_AS_pack 96@ loop 1 
0616: define_AS_pack_end 96@ 
0615: define_AS_pack_begin 97@ 
05BC: AS_actor -1 jump 0 
0616: define_AS_pack_end 97@ 
0615: define_AS_pack_begin 98@ 
05C5: AS_actor -1 cower -1 ms 
0643: set_AS_pack 98@ loop 1 
0616: define_AS_pack_end 98@ 
0615: define_AS_pack_begin 116@ 
0605: actor -1 perform_animation "LKAROUND_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 116@ loop 1 
0616: define_AS_pack_end 116@ 
0615: define_AS_pack_begin 110@ 
0605: actor -1 perform_animation "WAVE_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 110@ 
0615: define_AS_pack_begin 111@ 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 111@ 
029B: 100@ = init_object #SMASH_BOX_STAY at 2156.719 1482.352 19.1794 
029B: 101@ = init_object #SMASH_BOX_BRK at 2156.719 1482.352 19.1794 
0004: $7796 = 100 
0568: set_actor 95@ untargetable 1 
018A: 92@ = create_checkpoint_at 105@ 106@ 107@ 
018A: 93@ = create_checkpoint_at 1878.546 2240.82 9.813 
018B: set_marker 92@ radar_mode 0 
018B: set_marker 93@ radar_mode 0 
0209: $7797 = random_int_in_ranges 0 5 
0871: init_jump_table $7797 total_jumps 5 default_jump 0 @DOC2_3089 jumps 0 @DOC2_3014 1 @DOC2_3029 2 @DOC2_3044 3 @DOC2_3059 4 @DOC2_3074 -1 @DOC2_3089 -1 @DOC2_3089 

:DOC2_3014
0004: $7797 = 16000 
0002: jump @DOC2_3089 

:DOC2_3029
0004: $7797 = 18000 
0002: jump @DOC2_3089 

:DOC2_3044
0004: $7797 = 20000 
0002: jump @DOC2_3089 

:DOC2_3059
0004: $7797 = 22000 
0002: jump @DOC2_3089 

:DOC2_3074
0004: $7797 = 24000 
0002: jump @DOC2_3089 

:DOC2_3089
0615: define_AS_pack_begin 88@ 
0639: AS_actor -1 rotate_to_actor 95@ 
05C8: AS_actor -1 look_around 
05C9: AS_actor -1 on_guard 4000 ms 
05B9: AS_actor -1 stay_idle 1000 ms 
0643: set_AS_pack 88@ loop 1 
0616: define_AS_pack_end 88@ 
0006: 39@ = 0 
0004: $7798 = 0 
009A: 43@ = create_actor_pedtype 4 model #WMOTR1 at 2154.192 1437.948 9.8203 
0173: set_actor 43@ Z_angle_to 341.9008 
060B: set_actor 43@ decision_maker_to 99@ 
0618: assign_actor 43@ to_AS_pack 73@ 
009A: 44@ = create_actor_pedtype 4 model #VBMYELV at 2164.596 1435.169 9.8203 
0173: set_actor 44@ Z_angle_to 8.2163 
060B: set_actor 44@ decision_maker_to 99@ 
0618: assign_actor 44@ to_AS_pack 74@ 
009A: 45@ = create_actor_pedtype 4 model #HECK2 at 2160.696 1435.38 9.8203 
0173: set_actor 45@ Z_angle_to 8.2163 
060B: set_actor 45@ decision_maker_to 99@ 
0618: assign_actor 45@ to_AS_pack 75@ 
009A: 46@ = create_actor_pedtype 4 model #WMOTR1 at 2169.263 1435.927 9.8203 
0173: set_actor 46@ Z_angle_to 8.2163 
060B: set_actor 46@ decision_maker_to 99@ 
0618: assign_actor 46@ to_AS_pack 76@ 
009A: 47@ = create_actor_pedtype 4 model #VWFYPRO at 2155.42 1436.42 9.8203 
0173: set_actor 47@ Z_angle_to 8.2163 
060B: set_actor 47@ decision_maker_to 99@ 
0618: assign_actor 47@ to_AS_pack 77@ 
009A: 48@ = create_actor_pedtype 4 model #WMOPREA at 2168.29 1436.191 9.8203 
0173: set_actor 48@ Z_angle_to 8.2163 
060B: set_actor 48@ decision_maker_to 99@ 
0618: assign_actor 48@ to_AS_pack 78@ 
009A: 49@ = create_actor_pedtype 4 model #HECK1 at 2159.253 1435.312 9.8203 
0173: set_actor 49@ Z_angle_to 2.018 
060B: set_actor 49@ decision_maker_to 99@ 
0618: assign_actor 49@ to_AS_pack 79@ 
0247: load_model #WALTON 
0247: load_model #WMYMECH 
0247: load_model #SMASHBOXPILE 

:DOC2_3511
00D6: if or
8248:   not model #WALTON available 
8248:   not model #WMYMECH available 
8248:   not model #SMASHBOXPILE available 
004D: jump_if_false @DOC2_3547 
0001: wait 0 ms 
0002: jump @DOC2_3511 

:DOC2_3547
0107: 102@ = create_object #SMASHBOXPILE at 2112.753 1403.973 10.1484 
0177: set_object 102@ Z_angle_to 86.7997 
0249: release_model #SMASHBOXPILE 
0506: set_car_model #WALTON next_variation 4 4 // first param is useless 
00A5: 34@ = create_car #WALTON at 2107.19 1409.153 9.8203 
0249: release_model #WALTON 
0175: set_car 34@ Z_angle_to 180.0 
0229: set_car 34@ primary_color_to 1 secondary_color_to 1 
0186: 35@ = create_marker_above_car 34@ 
07E0: set_marker 35@ type_to 1 
018B: set_marker 35@ radar_mode 3 
0007: 109@ = 0.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_3761 
0681: attach_object 100@ to_car 34@ with_offset -0.3 -1.0 109@ rotation 0.0 0.0 0.0 
0681: attach_object 101@ to_car 34@ with_offset -0.3 -1.0 109@ rotation 0.0 0.0 0.0 

:DOC2_3761
009A: 114@ = create_actor_pedtype 4 model #WMYMECH at 2109.793 1407.857 9.8203 
0249: release_model #WMYMECH 
0173: set_actor 114@ Z_angle_to 180.0 
0729: AS_actor 114@ hold_cellphone 1 
0050: gosub @DOC2_14005 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_3864 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2162.498 1434.396 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 358.0 

:DOC2_3864
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_3893 
0792: disembark_instantly_actor 95@ 
0618: assign_actor 95@ to_AS_pack 116@ 

:DOC2_3893
0395: clear_area 1 at 2162.705 1430.309 9.8203 radius 10.0 
015F: set_camera_position 2162.541 1423.84 9.9728 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2162.558 1424.803 10.2424 switchstyle 2 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 0 
0006: 130@ = 2 
0006: 135@ = 2 
0001: wait 1000 ms 
00BC: show_text_highpriority GXT 'DOC2_X' time 5000 flag 1  // ~s~Find a way to save Madd Dogg before he jumps!
0006: 33@ = 0 

:DOC2_4024
00D6: if 
001B:   2000 > 33@ 
004D: jump_if_false @DOC2_4078 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_4071 
0002: jump @DOC2_4170 

:DOC2_4071
0002: jump @DOC2_4024 

:DOC2_4078
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_4109 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05D4: AS_actor $PLAYER_ACTOR rotate_angle 172.0 

:DOC2_4109
0006: 33@ = 0 

:DOC2_4116
00D6: if 
001B:   2000 > 33@ 
004D: jump_if_false @DOC2_4170 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_4163 
0002: jump @DOC2_4170 

:DOC2_4163
0002: jump @DOC2_4116 

:DOC2_4170
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_4201 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0173: set_actor $PLAYER_ACTOR Z_angle_to 172.0 

:DOC2_4201
00BE: text_clear_all 
0050: gosub @DOC2_14020 
0373: set_camera_directly_behind_player 
00BC: show_text_highpriority GXT 'DOC2_01' time 7000 flag 1  // ~s~Use the ~b~pickup truck~s~ around the corner to rescue Madd Dogg!

:DOC2_4228
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 34@ wrecked 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_13032 
0001: wait 0 ms 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @DOC2_4280 
0002: jump @DOC2_13233 

:DOC2_4280
000A: 131@ += 1 
0050: gosub @DOC2_14105 
0050: gosub @DOC2_14907 
00D6: if 
001B:   4 > 91@ 
004D: jump_if_false @DOC2_5044 
00D6: if and
0019:   131@ > 200 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2154.192 1437.948 9.8203 radius 20.0 20.0 20.0 
876F:   not text_priority_displayed 
004D: jump_if_false @DOC2_5044 

:DOC2_4377
0209: $7798 = random_int_in_ranges 0 9 
00D6: if and
003C:   $7798 == 132@ // (int) 
001B:   3 > 133@ 
004D: jump_if_false @DOC2_4426 
0002: jump @DOC2_4377 
000A: 133@ += 1 

:DOC2_4426
008B: 132@ = $7798 // (int) 
0006: 133@ = 0 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DOC2_4685 
00D6: if and
00FE:   actor 43@ sphere 0 in_sphere 2154.192 1437.948 9.8203 radius 2.0 2.0 2.0 
876F:   not text_priority_displayed 
0039:   126@ == 0 
004D: jump_if_false @DOC2_4685 
0871: init_jump_table $7798 total_jumps 3 default_jump 0 @DOC2_4685 jumps 0 @DOC2_4577 1 @DOC2_4613 2 @DOC2_4649 -1 @DOC2_4685 -1 @DOC2_4685 -1 @DOC2_4685 -1 @DOC2_4685 

:DOC2_4577
05AA: 127@s = 'DC2_AA' // @s = 'short'  // ~z~Can I get your sneakers?
04AF: 129@ = 12400 // = constant 
0050: gosub @DOC2_14887 
0002: jump @DOC2_4685 

:DOC2_4613
05AA: 127@s = 'DC2_AB' // @s = 'short'  // ~z~You won't be needing those fancy clothes.
04AF: 129@ = 12401 // = constant 
0050: gosub @DOC2_14887 
0002: jump @DOC2_4685 

:DOC2_4649
05AA: 127@s = 'DC2_AC' // @s = 'short'  // ~z~Don't take your clothes with y'!
04AF: 129@ = 12402 // = constant 
0050: gosub @DOC2_14887 
0002: jump @DOC2_4685 

:DOC2_4685
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DOC2_5037 
00D6: if and
00FE:   actor 44@ sphere 0 in_sphere 2164.596 1435.169 9.8203 radius 2.0 2.0 2.0 
876F:   not text_priority_displayed 
0039:   126@ == 0 
004D: jump_if_false @DOC2_5037 
0871: init_jump_table $7798 total_jumps 6 default_jump 0 @DOC2_5037 jumps 3 @DOC2_4821 4 @DOC2_4857 5 @DOC2_4893 6 @DOC2_4929 7 @DOC2_4965 8 @DOC2_5001 -1 @DOC2_5037 

:DOC2_4821
05AA: 127@s = 'DC2_AD' // @s = 'short'  // ~z~A little more action!
04AF: 129@ = 12403 // = constant 
0050: gosub @DOC2_14887 
0002: jump @DOC2_5037 

:DOC2_4857
05AA: 127@s = 'DC2_AE' // @s = 'short'  // ~z~The show must go on!
04AF: 129@ = 12404 // = constant 
0050: gosub @DOC2_14887 
0002: jump @DOC2_5037 

:DOC2_4893
05AA: 127@s = 'DC2_AF' // @s = 'short'  // ~z~He's gonna be pavement pizza!
04AF: 129@ = 12405 // = constant 
0050: gosub @DOC2_14887 
0002: jump @DOC2_5037 

:DOC2_4929
05AA: 127@s = 'DC2_AJ' // @s = 'short'  // ~z~Jump! Look what dying did for my career!
04AF: 129@ = 12409 // = constant 
0050: gosub @DOC2_14887 
0002: jump @DOC2_5037 

:DOC2_4965
05AA: 127@s = 'DC2_AK' // @s = 'short'  // ~z~JUMP! You fool!
04AF: 129@ = 12410 // = constant 
0050: gosub @DOC2_14887 
0002: jump @DOC2_5037 

:DOC2_5001
05AA: 127@s = 'DC2_AL' // @s = 'short'  // ~z~Jump! It'll save your career!
04AF: 129@ = 12411 // = constant 
0050: gosub @DOC2_14887 
0002: jump @DOC2_5037 

:DOC2_5037
0006: 131@ = 0 

:DOC2_5044
00D6: if and
8119:   not car 34@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_6975 
0006: 39@ = 0 

:DOC2_5077
00D6: if 
8118:   not actor 43@(39@,15i) dead 
004D: jump_if_false @DOC2_5272 
00D6: if and
051A:   actor 43@(39@,15i) damaged_by_actor $PLAYER_ACTOR 
0039:   58@(39@,15i) == 0 
004D: jump_if_false @DOC2_5180 
0687: clear_actor 43@(39@,15i) task 
05D3: AS_actor 43@(39@,15i) goto_point 2082.005 1415.909 9.8047 mode 7 time 20000 ms // versionA 
0006: 58@(39@,15i) = 1 

:DOC2_5180
00D6: if and
00FE:   actor 43@(39@,15i) sphere 0 in_sphere 2082.381 1416.636 9.8047 radius 10.0 10.0 10.0 
8039:   not  58@(39@,15i) == 3 
004D: jump_if_false @DOC2_5272 
0687: clear_actor 43@(39@,15i) task 
05DE: AS_actor 43@(39@,15i) walk_around_ped_path 
0006: 58@(39@,15i) = 3 

:DOC2_5272
000A: 39@ += 1 
0029:   39@ >= 7 
004D: jump_if_false @DOC2_5077 
00D6: if or
0039:   91@ == 1 
0039:   91@ == 0 
004D: jump_if_false @DOC2_5748 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DOC2_5588 
00D6: if and
8118:   not actor 114@ dead 
0039:   113@ == 0 
004D: jump_if_false @DOC2_5560 
0792: disembark_instantly_actor 114@ 
05E2: AS_actor 114@ kill_actor $PLAYER_ACTOR 
0209: $7798 = random_int_in_ranges 0 2 
0871: init_jump_table $7798 total_jumps 3 default_jump 0 @DOC2_5553 jumps 0 @DOC2_5445 1 @DOC2_5481 2 @DOC2_5517 -1 @DOC2_5553 -1 @DOC2_5553 -1 @DOC2_5553 -1 @DOC2_5553 

:DOC2_5445
05AA: 127@s = 'DOGG_GA' // @s = 'short'  // ~z~Hey, that's my truck!
04AF: 129@ = 14039 // = constant 
0050: gosub @DOC2_14887 
0002: jump @DOC2_5553 

:DOC2_5481
05AA: 127@s = 'DOGG_GB' // @s = 'short'  // ~z~What the fuck you doing?
04AF: 129@ = 14040 // = constant 
0050: gosub @DOC2_14887 
0002: jump @DOC2_5553 

:DOC2_5517
05AA: 127@s = 'DOGG_GC' // @s = 'short'  // ~z~Hey! HEY!
04AF: 129@ = 14041 // = constant 
0050: gosub @DOC2_14887 
0002: jump @DOC2_5553 

:DOC2_5553
0006: 113@ = 1 

:DOC2_5560
018B: set_marker 35@ radar_mode 0 
018B: set_marker 92@ radar_mode 3 
0006: 91@ = 1 
0002: jump @DOC2_5609 

:DOC2_5588
018B: set_marker 35@ radar_mode 3 
018B: set_marker 92@ radar_mode 0 
0006: 91@ = 0 

:DOC2_5609
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @DOC2_5748 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 105@ 106@ 107@ radius 4.0 4.0 4.0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_5748 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 91@ = 2 
0172: 108@ = actor $PLAYER_ACTOR Z_angle 
00D6: if and
0021:   108@ > 45.0 
0023:   145.0 > 108@ 
004D: jump_if_false @DOC2_5741 
0006: 125@ = 0 
0002: jump @DOC2_5748 

:DOC2_5741
0006: 125@ = 1 

:DOC2_5748
00D6: if 
0039:   91@ == 2 
004D: jump_if_false @DOC2_6975 
0050: gosub @DOC2_14005 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_5830 
0792: disembark_instantly_actor 95@ 
0605: actor 95@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:DOC2_5830
015F: set_camera_position 2162.62 1450.208 25.1198 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2162.62 1451.192 24.9414 switchstyle 2 
0209: $7798 = random_int_in_ranges 0 3 
0871: init_jump_table $7798 total_jumps 3 default_jump 0 @DOC2_6217 jumps 0 @DOC2_5953 1 @DOC2_6041 2 @DOC2_6129 -1 @DOC2_6217 -1 @DOC2_6217 -1 @DOC2_6217 -1 @DOC2_6217 

:DOC2_5953
040D: unload_wav 1 
03CF: load_wav 14000 as 1 

:DOC2_5964
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_5990 
0001: wait 0 ms 
0002: jump @DOC2_5964 

:DOC2_5990
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_6014 
0967: actor 95@ move_mouth 2000 ms 

:DOC2_6014
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_AA' time 3000 flag 1  // ~z~Stay back!
0002: jump @DOC2_6217 

:DOC2_6041
040D: unload_wav 1 
03CF: load_wav 14002 as 1 

:DOC2_6052
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_6078 
0001: wait 0 ms 
0002: jump @DOC2_6052 

:DOC2_6078
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_6102 
0967: actor 95@ move_mouth 2000 ms 

:DOC2_6102
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_AC' time 3000 flag 1  // ~z~I warn y'all, I'll jump!
0002: jump @DOC2_6217 

:DOC2_6129
040D: unload_wav 1 
03CF: load_wav 14006 as 1 

:DOC2_6140
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_6166 
0001: wait 0 ms 
0002: jump @DOC2_6140 

:DOC2_6166
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_6190 
0967: actor 95@ move_mouth 2000 ms 

:DOC2_6190
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_AG' time 3000 flag 1  // ~z~Brandy, Goddamn it, get the brandy!
0002: jump @DOC2_6217 

:DOC2_6217
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @DOC2_6238 
034F: destroy_actor_with_fade 114@ 

:DOC2_6238
0249: release_model #CELLPHONE 
0249: release_model #WMYMECH 
0001: wait 1000 ms 
0006: 33@ = 0 

:DOC2_6259
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DOC2_6316 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_6309 
0006: 134@ = 1 
0002: jump @DOC2_6747 

:DOC2_6309
0002: jump @DOC2_6259 

:DOC2_6316
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_6337 
0968: actor 95@ stop_mouth 

:DOC2_6337
0006: 33@ = 0 

:DOC2_6344
00D6: if 
001B:   2000 > 33@ 
004D: jump_if_false @DOC2_6405 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_6398 
0006: 134@ = 1 
0002: jump @DOC2_6747 

:DOC2_6398
0002: jump @DOC2_6344 

:DOC2_6405
0460: set_camera_transverse_delay 0.0 time 2000 
015F: set_camera_position 2162.62 1450.208 25.1198 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2162.62 1450.499 24.1631 switchstyle 1 
0006: 33@ = 0 

:DOC2_6473
00D6: if 
001B:   2000 > 33@ 
004D: jump_if_false @DOC2_6534 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_6527 
0006: 134@ = 1 
0002: jump @DOC2_6747 

:DOC2_6527
0002: jump @DOC2_6473 

:DOC2_6534
0460: set_camera_transverse_delay 0.0 time 2000 
015F: set_camera_position 2162.62 1445.077 13.6736 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2162.62 1445.815 14.7476 switchstyle 1 
0006: 33@ = 0 

:DOC2_6602
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @DOC2_6663 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_6656 
0006: 134@ = 1 
0002: jump @DOC2_6747 

:DOC2_6656
0002: jump @DOC2_6602 

:DOC2_6663
00BC: show_text_highpriority GXT 'DOC2_05' time 3000 flag 1  // ~s~Catch ~b~Madd Dogg ~s~when he jumps.
0006: 33@ = 0 

:DOC2_6686
00D6: if 
001B:   3000 > 33@ 
004D: jump_if_false @DOC2_6747 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_6740 
0006: 134@ = 1 
0002: jump @DOC2_6747 

:DOC2_6740
0002: jump @DOC2_6686 

:DOC2_6747
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @DOC2_6781 
00BC: show_text_highpriority GXT 'DOC2_05' time 3000 flag 1  // ~s~Catch ~b~Madd Dogg ~s~when he jumps.

:DOC2_6781
00BE: text_clear_all 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_6807 
0618: assign_actor 95@ to_AS_pack 96@ 

:DOC2_6807
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @DOC2_6878 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_6871 
00AB: put_car 34@ at 2163.888 1444.0 9.8203 
0175: set_car 34@ Z_angle_to 90.0 

:DOC2_6871
0002: jump @DOC2_6924 

:DOC2_6878
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_6924 
00AB: put_car 34@ at 2163.888 1444.0 9.8203 
0175: set_car 34@ Z_angle_to 270.0 

:DOC2_6924
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
00D6: if 
075C:   marker 92@ enabled 
004D: jump_if_false @DOC2_6954 
08FB: set_checkpoint 92@ type_to 1 

:DOC2_6954
0050: gosub @DOC2_14020 
0006: 91@ = 3 
0006: 32@ = 0 

:DOC2_6975
00D6: if and
8119:   not car 34@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_12980 
00D6: if 
0039:   91@ == 3 
004D: jump_if_false @DOC2_9058 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2149.407 1431.497 9.8203 radius 100.0 100.0 100.0 
004D: jump_if_false @DOC2_7090 
00BC: show_text_highpriority GXT 'DOC2_10' time 4000 flag 1  // ~r~You let Madd Dogg die.
0002: jump @DOC2_13046 

:DOC2_7090
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DOC2_7155 
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @DOC2_7148 
018B: set_marker 35@ radar_mode 0 
018B: set_marker 92@ radar_mode 3 
0006: 89@ = 1 

:DOC2_7148
0002: jump @DOC2_7210 

:DOC2_7155
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @DOC2_7210 
00BC: show_text_highpriority GXT 'DOC2_19' time 4000 flag 1  // ~s~Get back in the ~b~truck~s~!
018B: set_marker 35@ radar_mode 3 
018B: set_marker 92@ radar_mode 0 
0006: 89@ = 0 

:DOC2_7210
00D6: if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 105@ 106@ 107@ radius 12.0 12.0 12.0 
0039:   112@ == 1 
004D: jump_if_false @DOC2_7275 
0006: 33@ = 0 
02EB: restore_camera_with_jumpcut 
0006: 112@ = 2 

:DOC2_7275
00D6: if and
0019:   33@ > 1000 
0039:   112@ == 2 
004D: jump_if_false @DOC2_7324 
00BC: show_text_highpriority GXT 'DOC2_11' time 4000 flag 1  // ~s~Go back and rescue ~b~Madd Dogg~s~!
0006: 112@ = 0 

:DOC2_7324
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 105@ 106@ 107@ radius 12.0 12.0 12.0 
004D: jump_if_false @DOC2_9058 
0006: 112@ = 1 
00D6: if 
001B:   40000 > 32@ 
004D: jump_if_false @DOC2_7445 
015F: set_camera_position 2163.702 1435.87 37.0031 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2163.699 1436.447 36.1861 switchstyle 2 

:DOC2_7445
00D6: if and
0019:   32@ > 10000 
001B:   11000 > 32@ 
004D: jump_if_false @DOC2_7761 
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @DOC2_7761 
0209: $7798 = random_int_in_ranges 0 3 
0871: init_jump_table $7798 total_jumps 3 default_jump 0 @DOC2_7754 jumps 0 @DOC2_7562 1 @DOC2_7626 2 @DOC2_7690 -1 @DOC2_7754 -1 @DOC2_7754 -1 @DOC2_7754 -1 @DOC2_7754 

:DOC2_7562
040D: unload_wav 1 
03CF: load_wav 14010 as 1 

:DOC2_7573
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_7599 
0001: wait 0 ms 
0002: jump @DOC2_7573 

:DOC2_7599
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_BA' time 4000 flag 1  // ~z~This is it! This is the end! I'm out!
0002: jump @DOC2_7754 

:DOC2_7626
040D: unload_wav 1 
03CF: load_wav 14011 as 1 

:DOC2_7637
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_7663 
0001: wait 0 ms 
0002: jump @DOC2_7637 

:DOC2_7663
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_BB' time 4000 flag 1  // ~z~It's time, I'm going to do it!
0002: jump @DOC2_7754 

:DOC2_7690
040D: unload_wav 1 
03CF: load_wav 14012 as 1 

:DOC2_7701
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_7727 
0001: wait 0 ms 
0002: jump @DOC2_7701 

:DOC2_7727
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_BC' time 4000 flag 1  // ~z~Goodbye cruel world!
0002: jump @DOC2_7754 

:DOC2_7754
0006: 126@ = 1 

:DOC2_7761
00D6: if 
001F:   32@ > $7797 // (int) 
004D: jump_if_false @DOC2_9058 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_7818 
0792: disembark_instantly_actor 95@ 
0173: set_actor 95@ Z_angle_to 177.7059 

:DOC2_7818
015D: set_gamespeed 0.4 
015F: set_camera_position 2163.22 1454.533 35.0248 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2163.227 1454.063 34.1425 switchstyle 2 
0001: wait 500 ms 
0382: set_object 100@ collision_detection 0 
0382: set_object 101@ collision_detection 0 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_7919 
0618: assign_actor 95@ to_AS_pack 97@ 

:DOC2_7919
0006: 33@ = 0 
0006: 91@ = 4 
040D: unload_wav 3 
03CF: load_wav 23400 as 3 

:DOC2_7944
00D6: if 
8019:   not  33@ > 2000 
004D: jump_if_false @DOC2_8558 
0001: wait 0 ms 
00D6: if and
0019:   33@ > 500 
0039:   103@ == 0 
004D: jump_if_false @DOC2_8021 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_8014 
0687: clear_actor 95@ task 

:DOC2_8014
0006: 103@ = 1 

:DOC2_8021
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_8117 
00A0: store_actor 95@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if and
0022:   12.0 > $TEMPVAR_FLOAT_3 
0019:   32@ > 10 
004D: jump_if_false @DOC2_8117 
0006: 32@ = 0 
09B8: create_blood_gush_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 with_offset 0.0 0.0 2.0 density 40 on_actor 95@ 

:DOC2_8117
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DOC2_8201 
0050: gosub @DOC2_14005 
015F: set_camera_position 2172.002 1441.702 10.2111 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2171.076 1442.003 10.4368 switchstyle 2 
01B4: set_player $PLAYER_CHAR can_move 0 

:DOC2_8201
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_8551 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_8551 
00D6: if 
8039:   not  91@ == 5 
004D: jump_if_false @DOC2_8551 
0407: store_coords_to 40@ 41@ 42@ from_car 34@ with_offset 0.0 -1.5 0.5 
00D6: if 
00FE:   actor 95@ sphere 0 in_sphere 40@ 41@ 42@ radius 1.3 1.3 1.0 
004D: jump_if_false @DOC2_8551 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @DOC2_8341 
03D1: play_wav 3 

:DOC2_8341
0007: 109@ = -0.1 
0723: break_object 101@ intensity 1 
0619: enable_actor 95@ collision_detection 0 
0223: set_actor 95@ health_to 100 
0792: disembark_instantly_actor 95@ 
0812: AS_actor 95@ perform_animation "KO_SHOT_FRONT" IFP "PED" framedelta 2.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0464: put_actor 95@ into_turret_on_car 34@ at_car_offset 0.0 -2.0 1.0 position 0 shooting_angle_limit 0.0 with_weapon 0 
0006: 91@ = 5 
00D6: if and
8118:   not actor 95@ dead 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_8551 
064B: 90@ = create_particle "EXPLOSION_BARREL" at 40@ 41@ 42@ type 1 
064F: remove_references_to_particle 90@ 
015B: shake_player_controller 0 time 500 intensity 200 
01EB: set_traffic_density_multiplier_to 2.0 
0223: set_actor 95@ health_to 100 
0826: enable_hud 1 
0050: gosub @DOC2_13316 

:DOC2_8551
0002: jump @DOC2_7944 

:DOC2_8558
0006: 32@ = 0 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @DOC2_8584 
040D: unload_wav 3 

:DOC2_8584
015D: set_gamespeed 1.0 
0050: gosub @DOC2_14020 
00D6: if and
8118:   not actor 95@ dead 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_8656 
0465: remove_actor 95@ from_turret_mode 
0464: put_actor 95@ into_turret_on_car 34@ at_car_offset 0.0 -2.5 1.0 position 0 shooting_angle_limit 0.0 with_weapon 0 

:DOC2_8656
00D6: if 
0039:   91@ == 4 
004D: jump_if_false @DOC2_8747 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_8740 
00A0: store_actor 95@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
09B8: create_blood_gush_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 with_offset 0.0 0.0 10.0 density 100 on_actor 95@ 
05BE: AS_actor 95@ die 

:DOC2_8740
0002: jump @DOC2_9058 

:DOC2_8747
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_8793 
01EB: set_traffic_density_multiplier_to 2.0 
0227: 36@ = car 34@ health 
02AC: set_car 34@ immunities BP 1 FP 0 EP 0 CP 0 MP 1 

:DOC2_8793
0085: 37@ = 36@ // (int) 
03C4: set_status_text $7799 type 1 GXT 'DOC2_07' // global_variable  // Madd Dogg
018B: set_marker 93@ radar_mode 3 
018B: set_marker 92@ radar_mode 0 
0006: 39@ = 0 

:DOC2_8838
00D6: if 
8118:   not actor 43@(39@,15i) dead 
004D: jump_if_false @DOC2_8995 
0792: disembark_instantly_actor 43@(39@,15i) 
0209: $7798 = random_int_in_ranges 0 2 
00D6: if 
0038:   $7798 == 0 
004D: jump_if_false @DOC2_8948 
0209: $7798 = random_int_in_ranges 10 200 
0001: wait $7798 ms 
00D6: if 
8118:   not actor 43@(39@,15i) dead 
004D: jump_if_false @DOC2_8941 
0618: assign_actor 43@(39@,15i) to_AS_pack 110@ 

:DOC2_8941
0002: jump @DOC2_8995 

:DOC2_8948
0209: $7798 = random_int_in_ranges 10 200 
0001: wait $7798 ms 
00D6: if 
8118:   not actor 43@(39@,15i) dead 
004D: jump_if_false @DOC2_8995 
0618: assign_actor 43@(39@,15i) to_AS_pack 111@ 

:DOC2_8995
000A: 39@ += 1 
0029:   39@ >= 7 
004D: jump_if_false @DOC2_8838 
04EF: release_animation "ON_LOOKERS" 
0001: wait 1000 ms 
00BC: show_text_highpriority GXT 'DOC2_06' time 5000 flag 1  // ~s~Drive Madd Dogg to ~y~hospital ~s~CAREFULLY. Each bump reduces his chance of survival.
0006: 32@ = 0 

:DOC2_9058
00D6: if and
8119:   not car 34@ wrecked 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_12980 
00D6: if 
0039:   91@ == 5 
004D: jump_if_false @DOC2_12980 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @DOC2_9482 
00D6: if and
0039:   130@ == 2 
0039:   124@ == 0 
004D: jump_if_false @DOC2_9177 
05AA: 127@s = 'DOGG_CA' // @s = 'short'  // ~z~Time to take your sorry ass to rehab you drunken idiot.
04AF: 129@ = 14013 // = constant 
0050: gosub @DOC2_14887 
0006: 124@ = 1 

:DOC2_9177
00D6: if and
0039:   130@ == 2 
0039:   124@ == 1 
004D: jump_if_false @DOC2_9238 
05AA: 127@s = 'DOGG_CB' // @s = 'short'  // ~z~Am I still the top rapper, dude?
04AF: 129@ = 14014 // = constant 
0050: gosub @DOC2_14887 
0006: 124@ = 2 

:DOC2_9238
00D6: if and
0039:   130@ == 2 
0039:   124@ == 2 
004D: jump_if_false @DOC2_9299 
05AA: 127@s = 'DOGG_CC' // @s = 'short'  // ~z~Best there ever was.
04AF: 129@ = 14015 // = constant 
0050: gosub @DOC2_14887 
0006: 124@ = 3 

:DOC2_9299
00D6: if and
0039:   130@ == 2 
0039:   124@ == 3 
004D: jump_if_false @DOC2_9360 
05AA: 127@s = 'DOGG_CD' // @s = 'short'  // ~z~Second to nobody else, homeboy.
04AF: 129@ = 14016 // = constant 
0050: gosub @DOC2_14887 
0006: 124@ = 4 

:DOC2_9360
00D6: if and
0039:   130@ == 2 
0039:   124@ == 4 
004D: jump_if_false @DOC2_9421 
05AA: 127@s = 'DOGG_CE' // @s = 'short'  // ~z~And the name's Carl.
04AF: 129@ = 14017 // = constant 
0050: gosub @DOC2_14887 
0006: 124@ = 5 

:DOC2_9421
00D6: if and
0039:   130@ == 2 
0039:   124@ == 5 
004D: jump_if_false @DOC2_9482 
05AA: 127@s = 'DOGG_CF' // @s = 'short'  // ~z~Thanks, Carl...
04AF: 129@ = 14018 // = constant 
0050: gosub @DOC2_14887 
0006: 124@ = 6 

:DOC2_9482
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_9618 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DOC2_9577 
00D6: if 
0039:   117@ == 0 
004D: jump_if_false @DOC2_9570 
0006: 124@ = 6 
00BC: show_text_highpriority GXT 'DOC2_19' time 4000 flag 1  // ~s~Get back in the ~b~truck~s~!
0006: 117@ = 1 

:DOC2_9570
0002: jump @DOC2_9618 

:DOC2_9577
00D6: if 
0039:   117@ == 1 
004D: jump_if_false @DOC2_9618 
00BC: show_text_highpriority GXT 'DOC2_20' time 4000 flag 1  // ~s~Drive Madd Dogg to the ~y~Hospital~s~!
0006: 117@ = 0 

:DOC2_9618
0085: 37@ = 36@ // (int) 
0227: 36@ = car 34@ health 
00D6: if and
8118:   not actor 95@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_9700 
00D6: if 
051A:   actor 95@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DOC2_9700 
00D6: if 
003B:   36@ == 37@ // (int) 
004D: jump_if_false @DOC2_9700 
000E: 36@ -= 50 

:DOC2_9700
00D6: if 
001D:   37@ > 36@ // (int) 
004D: jump_if_false @DOC2_10835 
0085: 38@ = 37@ // (int) 
0062: 38@ -= 36@ // (int) 
0066: $7799 -= 38@ // (int) 
00D6: if 
001A:   0 > $7799 
004D: jump_if_false @DOC2_10022 
0004: $7799 = 0 
00BE: text_clear_all 
0209: $7798 = random_int_in_ranges 0 3 
0871: init_jump_table $7798 total_jumps 3 default_jump 0 @DOC2_9950 jumps 0 @DOC2_9842 1 @DOC2_9878 2 @DOC2_9914 -1 @DOC2_9950 -1 @DOC2_9950 -1 @DOC2_9950 -1 @DOC2_9950 

:DOC2_9842
05AA: 127@s = 'DOGG_EA' // @s = 'short'  // ~z~It's the end! Oh, you non-driving asshole... Uurruuggh...
04AF: 129@ = 14029 // = constant 
0050: gosub @DOC2_14887 
0002: jump @DOC2_9950 

:DOC2_9878
05AA: 127@s = 'DOGG_EB' // @s = 'short'  // ~z~Uuaaghh, you tried, man... Ooh, ugh... but it wasn't good enough ... I'm out.
04AF: 129@ = 14030 // = constant 
0050: gosub @DOC2_14887 
0002: jump @DOC2_9950 

:DOC2_9914
05AA: 127@s = 'DOGG_EC' // @s = 'short'  // ~z~Momma, 's'at you? Uugh!
04AF: 129@ = 14031 // = constant 
0050: gosub @DOC2_14887 
0002: jump @DOC2_9950 

:DOC2_9950
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_9980 
0006: 91@ = 6 
0002: jump @DOC2_9992 

:DOC2_9980
034F: destroy_actor_with_fade 95@ 
0002: jump @DOC2_13046 

:DOC2_9992
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_10015 
0332: set_actor 95@ bleeding 0 

:DOC2_10015
0006: 33@ = 0 

:DOC2_10022
00D6: if and
0039:   94@ == 0 
8039:   not  91@ == 6 
004D: jump_if_false @DOC2_10835 
00BE: text_clear_all 
0006: 124@ = 4 
0006: 94@ = 1 
0006: 33@ = 0 
0332: set_actor 95@ bleeding 1 
00D6: if or
0039:   137@ == 0 
0039:   137@ == 1 
004D: jump_if_false @DOC2_10118 
0209: $7798 = random_int_in_ranges 0 3 
0002: jump @DOC2_10127 

:DOC2_10118
0209: $7798 = random_int_in_ranges 0 2 

:DOC2_10127
0871: init_jump_table 137@ total_jumps 4 default_jump 0 @DOC2_10796 jumps 0 @DOC2_10190 1 @DOC2_10338 2 @DOC2_10486 3 @DOC2_10641 -1 @DOC2_10796 -1 @DOC2_10796 -1 @DOC2_10796 

:DOC2_10190
00D6: if 
0038:   $7798 == 0 
004D: jump_if_false @DOC2_10237 
05AA: 127@s = 'DOGG_DC' // @s = 'short'  // ~z~Momma, is that you?
04AF: 129@ = 14021 // = constant 
0050: gosub @DOC2_14887 

:DOC2_10237
00D6: if 
0038:   $7798 == 1 
004D: jump_if_false @DOC2_10284 
05AA: 127@s = 'DOGG_DD' // @s = 'short'  // ~z~Brandy! I need more brandy...
04AF: 129@ = 14022 // = constant 
0050: gosub @DOC2_14887 

:DOC2_10284
00D6: if 
0038:   $7798 == 2 
004D: jump_if_false @DOC2_10331 
05AA: 127@s = 'DOGG_DI' // @s = 'short'  // ~z~OG Loc, you're a dead man. Dead, man!
04AF: 129@ = 14027 // = constant 
0050: gosub @DOC2_14887 

:DOC2_10331
0002: jump @DOC2_10796 

:DOC2_10338
00D6: if 
0038:   $7798 == 0 
004D: jump_if_false @DOC2_10385 
05AA: 127@s = 'DOGG_DJ' // @s = 'short'  // ~z~Where're all my bitches..? My bitches!
04AF: 129@ = 14028 // = constant 
0050: gosub @DOC2_14887 

:DOC2_10385
00D6: if 
0038:   $7798 == 1 
004D: jump_if_false @DOC2_10432 
05AA: 127@s = 'DOGG_DE' // @s = 'short'  // ~z~I'm a ghetto superstar!
04AF: 129@ = 14023 // = constant 
0050: gosub @DOC2_14887 

:DOC2_10432
00D6: if 
0038:   $7798 == 2 
004D: jump_if_false @DOC2_10479 
05AA: 127@s = 'DOGG_DF' // @s = 'short'  // ~z~Loc! LOC! I'm gonna kill you!
04AF: 129@ = 14024 // = constant 
0050: gosub @DOC2_14887 

:DOC2_10479
0002: jump @DOC2_10796 

:DOC2_10486
00D6: if 
0038:   $7798 == 0 
004D: jump_if_false @DOC2_10533 
05AA: 127@s = 'DOGG_DG' // @s = 'short'  // ~z~Wha-? Where am I? Why's it so dark?
04AF: 129@ = 14025 // = constant 
0050: gosub @DOC2_14887 

:DOC2_10533
00D6: if 
0038:   $7798 == 1 
004D: jump_if_false @DOC2_10634 
00D6: if 
0039:   124@ == 6 
004D: jump_if_false @DOC2_10605 
05AA: 127@s = 'DOGG_DH' // @s = 'short'  // ~z~I'm cold, Carl - damn, man, I'm cold!
04AF: 129@ = 14026 // = constant 
0050: gosub @DOC2_14887 
0002: jump @DOC2_10634 

:DOC2_10605
05AA: 127@s = 'DOGG_DG' // @s = 'short'  // ~z~Wha-? Where am I? Why's it so dark?
04AF: 129@ = 14025 // = constant 
0050: gosub @DOC2_14887 

:DOC2_10634
0002: jump @DOC2_10796 

:DOC2_10641
00D6: if 
0038:   $7798 == 0 
004D: jump_if_false @DOC2_10688 
05AA: 127@s = 'DOGG_DA' // @s = 'short'  // ~z~Oh, man, I'm gonna die!
04AF: 129@ = 14019 // = constant 
0050: gosub @DOC2_14887 

:DOC2_10688
00D6: if 
0038:   $7798 == 1 
004D: jump_if_false @DOC2_10789 
00D6: if 
0039:   124@ == 6 
004D: jump_if_false @DOC2_10760 
05AA: 127@s = 'DOGG_DB' // @s = 'short'  // ~z~I'm slipping away, Carl!
04AF: 129@ = 14020 // = constant 
0050: gosub @DOC2_14887 
0002: jump @DOC2_10789 

:DOC2_10760
05AA: 127@s = 'DOGG_DA' // @s = 'short'  // ~z~Oh, man, I'm gonna die!
04AF: 129@ = 14019 // = constant 
0050: gosub @DOC2_14887 

:DOC2_10789
0002: jump @DOC2_10796 

:DOC2_10796
000A: 137@ += 1 
00D6: if 
0039:   137@ == 4 
004D: jump_if_false @DOC2_10828 
0006: 137@ = 0 

:DOC2_10828
0006: 124@ = 6 

:DOC2_10835
00D6: if and
0039:   94@ == 1 
0019:   33@ > 4000 
004D: jump_if_false @DOC2_10875 
0332: set_actor 95@ bleeding 0 
0006: 94@ = 0 

:DOC2_10875
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DOC2_10915 
018B: set_marker 35@ radar_mode 0 
018B: set_marker 93@ radar_mode 3 
0002: jump @DOC2_10929 

:DOC2_10915
018B: set_marker 35@ radar_mode 3 
018B: set_marker 93@ radar_mode 0 

:DOC2_10929
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_12980 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DOC2_12980 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1878.546 2240.82 9.813 radius 4.0 4.0 4.0 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_12980 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_12947 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
0050: gosub @DOC2_14005 
0172: 108@ = actor $PLAYER_ACTOR Z_angle 
00D6: if and
0021:   108@ > 0.0 
0023:   180.0 > 108@ 
004D: jump_if_false @DOC2_11107 
0006: 115@ = 0 
0002: jump @DOC2_11114 

:DOC2_11107
0006: 115@ = 1 

:DOC2_11114
0395: clear_area 1 at 1878.546 2240.82 9.813 radius 10.0 
0465: remove_actor 95@ from_turret_mode 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_11189 
00A1: put_actor 95@ at 1876.335 2236.9 10.125 
0173: set_actor 95@ Z_angle_to 242.5344 

:DOC2_11189
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_11270 
00AB: put_car 34@ at 1878.546 2240.82 9.813 
00D6: if 
0039:   115@ == 0 
004D: jump_if_false @DOC2_11260 
0175: set_car 34@ Z_angle_to 90.0 
0002: jump @DOC2_11270 

:DOC2_11260
0175: set_car 34@ Z_angle_to 270.0 

:DOC2_11270
015F: set_camera_position 1854.521 2272.75 11.9889 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1854.83 2271.8 11.9363 switchstyle 2 
0001: wait 1000 ms 
0006: 33@ = 0 

:DOC2_11333
00D6: if 
001B:   2000 > 33@ 
004D: jump_if_false @DOC2_11387 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_11380 
0002: jump @DOC2_12813 

:DOC2_11380
0002: jump @DOC2_11333 

:DOC2_11387
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_11456 
0615: define_AS_pack_begin 139@ 
0603: AS_actor -1 goto_point_any_means 1878.493 2235.108 10.125 mode 6 use_car -1 
0639: AS_actor -1 rotate_to_actor 95@ 
05B9: AS_actor -1 stay_idle 2000 ms 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 139@ 

:DOC2_11456
009A: 120@ = create_actor_pedtype 4 model #LAEMT1 at 1875.337 2235.227 10.125 
0173: set_actor 120@ Z_angle_to 329.5542 
04EB: AS_actor 120@ crouch 1 
009A: 121@ = create_actor_pedtype 4 model #LAEMT1 at 1886.007 2235.067 10.125 
0173: set_actor 121@ Z_angle_to 84.1029 
0618: assign_actor 121@ to_AS_pack 139@ 
015F: set_camera_position 1872.495 2243.844 14.0672 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1873.321 2243.282 14.1094 switchstyle 2 
0001: wait 100 ms 
040D: unload_wav 1 
03CF: load_wav 14032 as 1 

:DOC2_11607
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_11633 
0001: wait 0 ms 
0002: jump @DOC2_11607 

:DOC2_11633
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FA' time 3000 flag 1  // ~z~Hey, get yourself straightened out,
0460: set_camera_transverse_delay 0.0 time 6000 
015F: set_camera_position 1872.495 2243.844 14.0672 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1872.971 2243.143 13.5352 switchstyle 1 
0006: 33@ = 0 

:DOC2_11721
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DOC2_11771 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_11764 
0002: jump @DOC2_12813 

:DOC2_11764
0002: jump @DOC2_11721 

:DOC2_11771
040D: unload_wav 1 
03CF: load_wav 14033 as 1 

:DOC2_11782
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_11808 
0001: wait 0 ms 
0002: jump @DOC2_11782 

:DOC2_11808
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FB' time 3000 flag 1  // ~z~then we can get you back in the studio.
0006: 33@ = 0 

:DOC2_11835
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DOC2_11885 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_11878 
0002: jump @DOC2_12813 

:DOC2_11878
0002: jump @DOC2_11835 

:DOC2_11885
0006: 33@ = 0 

:DOC2_11892
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @DOC2_11946 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_11939 
0002: jump @DOC2_12813 

:DOC2_11939
0002: jump @DOC2_11892 

:DOC2_11946
040D: unload_wav 1 
03CF: load_wav 14034 as 1 

:DOC2_11957
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_11983 
0001: wait 0 ms 
0002: jump @DOC2_11957 

:DOC2_11983
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FC' time 3000 flag 1  // ~z~Carl.
0006: 33@ = 0 

:DOC2_12010
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DOC2_12060 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_12053 
0002: jump @DOC2_12813 

:DOC2_12053
0002: jump @DOC2_12010 

:DOC2_12060
040D: unload_wav 1 
03CF: load_wav 14035 as 1 

:DOC2_12071
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_12097 
0001: wait 0 ms 
0002: jump @DOC2_12071 

:DOC2_12097
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FD' time 3000 flag 1  // ~z~What?
0006: 33@ = 0 

:DOC2_12124
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DOC2_12174 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_12167 
0002: jump @DOC2_12813 

:DOC2_12167
0002: jump @DOC2_12124 

:DOC2_12174
0006: 33@ = 0 

:DOC2_12181
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @DOC2_12235 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_12228 
0002: jump @DOC2_12813 

:DOC2_12228
0002: jump @DOC2_12181 

:DOC2_12235
040D: unload_wav 1 
03CF: load_wav 14036 as 1 

:DOC2_12246
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_12272 
0001: wait 0 ms 
0002: jump @DOC2_12246 

:DOC2_12272
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FE' time 3000 flag 1  // ~z~When I get clean I'm gonna need a new manager.
0006: 33@ = 0 

:DOC2_12299
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DOC2_12349 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_12342 
0002: jump @DOC2_12813 

:DOC2_12342
0002: jump @DOC2_12299 

:DOC2_12349
040D: unload_wav 1 
03CF: load_wav 14037 as 1 

:DOC2_12360
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_12386 
0001: wait 0 ms 
0002: jump @DOC2_12360 

:DOC2_12386
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FF' time 2000 flag 1  // ~z~Thought I might look you up.
0006: 33@ = 0 

:DOC2_12413
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DOC2_12463 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_12456 
0002: jump @DOC2_12813 

:DOC2_12456
0002: jump @DOC2_12413 

:DOC2_12463
0006: 33@ = 0 

:DOC2_12470
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @DOC2_12524 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_12517 
0002: jump @DOC2_12813 

:DOC2_12517
0002: jump @DOC2_12470 

:DOC2_12524
00D6: if and
8119:   not car 34@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_12638 
00D6: if 
0039:   115@ == 0 
004D: jump_if_false @DOC2_12604 
05D1: AS_actor $PLAYER_ACTOR drive_car 34@ to 1853.302 2239.55 9.8203 speed 10.0 2 model #NULL 2 
0002: jump @DOC2_12638 

:DOC2_12604
05D1: AS_actor $PLAYER_ACTOR drive_car 34@ to 1902.168 2238.136 9.8203 speed 10.0 2 model #NULL 2 

:DOC2_12638
040D: unload_wav 1 
03CF: load_wav 14038 as 1 

:DOC2_12649
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_12675 
0001: wait 0 ms 
0002: jump @DOC2_12649 

:DOC2_12675
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FG' time 3000 flag 1  // ~z~You do that, homie.
0006: 33@ = 0 

:DOC2_12702
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DOC2_12752 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_12745 
0002: jump @DOC2_12813 

:DOC2_12745
0002: jump @DOC2_12702 

:DOC2_12752
0006: 33@ = 0 

:DOC2_12759
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @DOC2_12813 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_12806 
0002: jump @DOC2_12813 

:DOC2_12806
0002: jump @DOC2_12759 

:DOC2_12813
0050: gosub @DOC2_13671 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_12928 
03A2: set_car 34@ action 0 
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @DOC2_12898 
00AB: put_car 34@ at 1913.238 2240.401 9.8203 
0175: set_car 34@ Z_angle_to 270.0 
0002: jump @DOC2_12928 

:DOC2_12898
00AB: put_car 34@ at 1867.3 2260.574 9.8203 
0175: set_car 34@ Z_angle_to 0.0 

:DOC2_12928
0151: remove_status_text $7796 
0050: gosub @DOC2_14020 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 

:DOC2_12947
009B: destroy_actor 95@ 
00D6: if 
075C:   marker 93@ enabled 
004D: jump_if_false @DOC2_12973 
0164: disable_marker 93@ 

:DOC2_12973
0002: jump @DOC2_13233 

:DOC2_12980
00D6: if and
0039:   91@ == 6 
0019:   33@ > 3000 
004D: jump_if_false @DOC2_13025 
0332: set_actor 95@ bleeding 0 
034F: destroy_actor_with_fade 95@ 
0002: jump @DOC2_13046 

:DOC2_13025
0002: jump @DOC2_4228 

:DOC2_13032
0050: gosub @DOC2_14020 
0002: jump @DOC2_13046 

:DOC2_13046
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @DOC2_13231 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if 
0039:   91@ == 5 
004D: jump_if_false @DOC2_13103 
0151: remove_status_text $7799 

:DOC2_13103
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @DOC2_13192 
00D6: if 
001B:   5 > 91@ 
004D: jump_if_false @DOC2_13160 
00BC: show_text_highpriority GXT 'DOC2_09' time 4000 flag 1  // ~r~You won't be able to catch Madd Dogg now.
0002: jump @DOC2_13176 

:DOC2_13160
00BC: show_text_highpriority GXT 'DOC2_10' time 4000 flag 1  // ~r~You let Madd Dogg die.

:DOC2_13176
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_13192 

:DOC2_13192
00D6: if or
0118:   actor 95@ dead 
0038:   $7799 == 0 
004D: jump_if_false @DOC2_13231 
00BC: show_text_highpriority GXT 'DOC2_10' time 4000 flag 1  // ~r~You let Madd Dogg die.

:DOC2_13231
0051: return 

:DOC2_13233
0006: 104@ = 1 
00D6: if 
075C:   marker $584 enabled 
004D: jump_if_false @DOC2_13261 
0164: disable_marker $584 

:DOC2_13261
0008: $599 += 1 
0318: set_latest_mission_passed 'DOC_2'  // Madd Dogg
030C: progress_made = 1 
0394: play_music 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 10 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:DOC2_13316
0247: load_model #LAEMT1 
0247: load_model #AMBULAN 

:DOC2_13326
00D6: if or
8248:   not model #LAEMT1 available 
8248:   not model #AMBULAN available 
004D: jump_if_false @DOC2_13358 
0001: wait 0 ms 
0002: jump @DOC2_13326 

:DOC2_13358
009A: 118@ = create_actor_pedtype 4 model #LAEMT1 at 1853.996 2264.554 9.9245 
0173: set_actor 118@ Z_angle_to 261.1915 
009A: 119@ = create_actor_pedtype 4 model #LAEMT1 at 1855.156 2264.286 9.8885 
0173: set_actor 119@ Z_angle_to 62.9217 
00A5: 122@ = create_car #AMBULAN at 1889.046 2256.128 9.8203 
0175: set_car 122@ Z_angle_to 359.5048 
00A5: 123@ = create_car #AMBULAN at 1896.493 2256.069 9.8203 
0175: set_car 123@ Z_angle_to 2.7445 
0615: define_AS_pack_begin 142@ 
0603: AS_actor -1 goto_point_any_means 1853.996 2264.554 9.9245 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 242.922 
00D6: if 
8118:   not actor 119@ dead 
004D: jump_if_false @DOC2_13582 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:DOC2_13582
0643: set_AS_pack 142@ loop 1 
0616: define_AS_pack_end 142@ 
0618: assign_actor 118@ to_AS_pack 142@ 
061B: remove_references_to_AS_pack 142@ 
0615: define_AS_pack_begin 142@ 
0603: AS_actor -1 goto_point_any_means 1855.156 2264.286 9.8885 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 62.9217 
0643: set_AS_pack 142@ loop 1 
0616: define_AS_pack_end 142@ 
0618: assign_actor 119@ to_AS_pack 142@ 
0249: release_model #AMBULAN 
0051: return 

:DOC2_13671
00D6: if 
8118:   not actor 118@ dead 
004D: jump_if_false @DOC2_13692 
034F: destroy_actor_with_fade 118@ 

:DOC2_13692
00D6: if 
8118:   not actor 119@ dead 
004D: jump_if_false @DOC2_13713 
034F: destroy_actor_with_fade 119@ 

:DOC2_13713
00D6: if 
8118:   not actor 120@ dead 
004D: jump_if_false @DOC2_13734 
034F: destroy_actor_with_fade 120@ 

:DOC2_13734
00D6: if 
8118:   not actor 121@ dead 
004D: jump_if_false @DOC2_13755 
034F: destroy_actor_with_fade 121@ 

:DOC2_13755
0051: return 

:DOC2_13757
0004: $ONMISSION = 0 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_13785 
034F: destroy_actor_with_fade 95@ 

:DOC2_13785
00D6: if 
075C:   marker 92@ enabled 
004D: jump_if_false @DOC2_13806 
0164: disable_marker 92@ 

:DOC2_13806
00D6: if 
075C:   marker 93@ enabled 
004D: jump_if_false @DOC2_13827 
0164: disable_marker 93@ 

:DOC2_13827
00D6: if 
075C:   marker 35@ enabled 
004D: jump_if_false @DOC2_13848 
0164: disable_marker 35@ 

:DOC2_13848
0151: remove_status_text $7799 
0650: destroy_particle 90@ 
091D: remove_forbidden_for_boats_cube_cornerA 2090.981 1388.51 8.8203 cornerB 2234.686 1517.077 10.8203 
091E: create_forbidden_for_boats_cube_cornerA 2090.981 1388.51 8.8203 cornerB 2234.686 1517.077 10.8203 
0249: release_model #WALTON 
0249: release_model #WMYCON 
0249: release_model #VBMYELV 
0249: release_model #VWFYPRO 
0249: release_model #WMOTR1 
0249: release_model #LAEMT1 
0249: release_model #AMBULAN 
0249: release_model #HECK1 
0249: release_model #HECK2 
0249: release_model #WMOPREA 
0249: release_model #WMYMECH 
0249: release_model #CELLPHONE 
0296: unload_special_actor 1 
04EF: release_animation "ON_LOOKERS" 
01B7: release_weather 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:DOC2_14005
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0051: return 

:DOC2_14020
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0051: return 
016A: fade 0 time 500 

:DOC2_14046
00D6: if 
016B:   fading 
004D: jump_if_false @DOC2_14070 
0001: wait 0 ms 
0002: jump @DOC2_14046 

:DOC2_14070
0051: return 
016A: fade 1 time 500 

:DOC2_14079
00D6: if 
016B:   fading 
004D: jump_if_false @DOC2_14103 
0001: wait 0 ms 
0002: jump @DOC2_14079 

:DOC2_14103
0051: return 

:DOC2_14105
00D6: if 
0736:   is_keyboard_key_just_pressed 87 
004D: jump_if_false @DOC2_14175 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_14175 
0605: actor $PLAYER_ACTOR perform_animation "KO_SHOT_FACE" IFP "PED" framedelta 2.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:DOC2_14175
00D6: if 
0736:   is_keyboard_key_just_pressed 67 
004D: jump_if_false @DOC2_14246 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_14246 
0605: actor $PLAYER_ACTOR perform_animation "KO_SHOT_FRONT" IFP "PED" framedelta 2.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:DOC2_14246
00D6: if 
0736:   is_keyboard_key_just_pressed 69 
004D: jump_if_false @DOC2_14316 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_14316 
0605: actor $PLAYER_ACTOR perform_animation "KO_SHOT_STOM" IFP "PED" framedelta 2.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:DOC2_14316
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @DOC2_14401 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_14401 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DOC2_14401 
00D9: 143@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00AB: put_car 143@ at 1893.958 2240.108 9.8203 
0175: set_car 143@ Z_angle_to 77.6686 

:DOC2_14401
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @DOC2_14431 
065D: NOP $7797 "DOC2_RND" 

:DOC2_14431
00D6: if 
0736:   is_keyboard_key_just_pressed 66 
004D: jump_if_false @DOC2_14530 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_14491 
0407: store_coords_to 40@ 41@ 42@ from_car 34@ with_offset 0.0 -1.5 0.5 

:DOC2_14491
064B: 90@ = create_particle "EXPLOSION_BARREL" at 40@ 41@ 42@ type 1 
064C: make_particle 90@ visible 

:DOC2_14530
00D6: if 
0736:   is_keyboard_key_just_pressed 75 
004D: jump_if_false @DOC2_14566 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_14566 
05BE: AS_actor $PLAYER_ACTOR die 

:DOC2_14566
00D6: if 
0736:   is_keyboard_key_just_pressed 81 
004D: jump_if_false @DOC2_14642 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_14642 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
09B8: create_blood_gush_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 with_offset 0.0 0.0 2.0 density 40 on_actor $PLAYER_ACTOR 

:DOC2_14642
00D6: if 
0736:   is_keyboard_key_just_pressed 72 
004D: jump_if_false @DOC2_14687 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_14687 
035F: actor $PLAYER_ACTOR armour += 100 
055E: set_player $PLAYER_CHAR max_health += 100 

:DOC2_14687
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @DOC2_14851 
00D6: if and
8118:   not actor 95@ dead 
8119:   not car 34@ wrecked 
8039:   not  91@ == 5 
004D: jump_if_false @DOC2_14851 
0723: break_object 101@ intensity 1 
0792: disembark_instantly_actor 95@ 
0812: AS_actor 95@ perform_animation "KO_SHOT_FRONT" IFP "PED" framedelta 2.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0464: put_actor 95@ into_turret_on_car 34@ at_car_offset 0.0 -2.5 1.0 position 0 shooting_angle_limit 0.0 with_weapon 0 
0006: 91@ = 5 
03C4: set_status_text $7796 type 1 GXT 'DOC2_07' // global_variable  // Madd Dogg
018B: set_marker 93@ radar_mode 3 
018B: set_marker 92@ radar_mode 0 

:DOC2_14851
00D6: if 
0736:   is_keyboard_key_just_pressed 90 
004D: jump_if_false @DOC2_14870 
01B6: set_weather 16 

:DOC2_14870
00D6: if 
0736:   is_keyboard_key_just_pressed 85 
004D: jump_if_false @DOC2_14885 

:DOC2_14885
0051: return 

:DOC2_14887
040D: unload_wav 1 
03CF: load_wav 129@ as 1 
0006: 130@ = 0 
0051: return 

:DOC2_14907
00D6: if and
03D0:   wav 1 loaded 
0039:   130@ == 0 
004D: jump_if_false @DOC2_14950 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 127@s time 10000 flag 1 
0006: 130@ = 1 

:DOC2_14950
00D6: if and
03D2:   wav 1 ended 
0039:   130@ == 1 
004D: jump_if_false @DOC2_14988 
040D: unload_wav 1 
03D5: remove_text 127@s 
0006: 130@ = 2 

:DOC2_14988
0051: return 

//-------------Mission 96---------------
// Originally: Architectural Espionage

:HEIST1
03A4: name_thread 'HEIST1' 
0050: gosub @HEIST1_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @HEIST1_38 
0050: gosub @HEIST1_23658 

:HEIST1_38
0050: gosub @HEIST1_23756 
004E: end_thread 

:HEIST1_47
0317: increment_mission_attempts 
054C: use_GXT_table 'HEIST1' 
0004: $ONMISSION = 1 
0004: $CARMOD_DISABLED_FLAG = 1 
0006: 318@ = 0 
0001: wait 0 ms 
04BB: select_interior 10 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
00A1: put_actor $PLAYER_ACTOR at 2026.225 1007.423 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 307.0 
00BF: 322@ = current_time_hours, 323@ = current_time_minutes 
00C0: set_current_time_hours_to 0 minutes_to 0 
0924: enable_screen_darkness 1 with_value -1 
0006: 318@ = 0 
02E4: load_cutscene_data 'HEIST1A' 

:HEIST1_177
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @HEIST1_201 
0001: wait 0 ms 
0002: jump @HEIST1_177 

:HEIST1_201
0004: $129 = 0 
01B6: set_weather 16 
02E7: start_cutscene 
016A: fade 1 time 1000 

:HEIST1_221
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @HEIST1_372 
0001: wait 0 ms 
02E8: $129 = cutscenetime 
00D6: if 
0039:   318@ == 0 
004D: jump_if_false @HEIST1_303 
00D6: if 
0018:   $129 > 12666 
004D: jump_if_false @HEIST1_303 
0006: 318@ = 1 
01B6: set_weather 11 
00C0: set_current_time_hours_to 12 minutes_to 0 
0924: enable_screen_darkness 0 with_value -1 

:HEIST1_303
00D6: if 
0039:   318@ == 1 
004D: jump_if_false @HEIST1_365 
00D6: if 
0018:   $129 > 46000 
004D: jump_if_false @HEIST1_365 
0006: 318@ = 99 
01B6: set_weather 16 
00C0: set_current_time_hours_to 0 minutes_to 0 
0924: enable_screen_darkness 1 with_value -1 

:HEIST1_365
0002: jump @HEIST1_221 

:HEIST1_372
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:HEIST1_385
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_409 
0001: wait 0 ms 
0002: jump @HEIST1_385 

:HEIST1_409
02EA: end_cutscene 
01B6: set_weather 12 
01B7: release_weather 
0924: enable_screen_darkness 0 with_value -1 
04BB: select_interior 0 
03CB: set_rendering_origin_at 2031.168 1030.918 9.813 
0001: wait 0 ms 
0169: set_fade_color_RGB 0 0 0 
00C0: set_current_time_hours_to 322@ minutes_to 323@ 
0924: enable_screen_darkness 0 with_value -1 
01B7: release_weather 
0247: load_model #CAMERA 
0247: load_model #COLT45 
0247: load_model #CHROMEGUN 
0247: load_model #OMYRI 
0247: load_model #BFYRI 
0247: load_model #OFOST 
0247: load_model #WMOSCI 
0247: load_model #WMYBU 
0247: load_model #BMYBU 
0247: load_model #WMYSGRD 
0247: load_model #OMORI 
0247: load_model #OMOST 
04ED: load_animation "CAMERA" 
038B: load_requested_models 

:HEIST1_536
00D6: if or
8248:   not model #OMYRI available 
8248:   not model #BFYRI available 
8248:   not model #OFOST available 
004D: jump_if_false @HEIST1_570 
0001: wait 0 ms 
0002: jump @HEIST1_536 

:HEIST1_570
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #CHROMEGUN available 
8248:   not model #CAMERA available 
004D: jump_if_false @HEIST1_607 
0001: wait 0 ms 
0002: jump @HEIST1_570 

:HEIST1_607
00D6: if or
8248:   not model #WMOSCI available 
8248:   not model #WMYBU available 
8248:   not model #BMYBU available 
8248:   not model #WMYSGRD available 
004D: jump_if_false @HEIST1_646 
0001: wait 0 ms 
0002: jump @HEIST1_607 

:HEIST1_646
00D6: if or
8248:   not model #OMOST available 
8248:   not model #OMORI available 
84EE:   not animation "CAMERA" loaded 
004D: jump_if_false @HEIST1_686 
0001: wait 0 ms 
0002: jump @HEIST1_646 

:HEIST1_686
060A: create_decision_maker_type 3 store_to 102@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 103@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 104@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 3 store_to 105@ // decision\allowed\m_.ped files 
03CB: set_rendering_origin_at 2031.168 1030.918 9.813 
04E4: refresh_game_renderer_at 2031.168 1030.918 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0001: wait 2000 ms 
016A: fade 1 time 1000 

:HEIST1_759
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_783 
0001: wait 0 ms 
0002: jump @HEIST1_759 

:HEIST1_783
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 41@ = 0 
0006: 226@ = 0 
0006: 227@ = 0 
0006: 228@ = 0 
0006: 113@ = 0 
0006: 177@ = 0 
0006: 175@ = 0 
0006: 174@ = 0 
0006: 180@ = 0 
0006: 179@ = 0 
0006: 181@ = 0 
0006: 182@ = 0 
0006: 183@ = 0 
0006: 184@ = 0 
0006: 185@ = 0 
0006: 186@ = 0 
0006: 188@ = 0 
0006: 189@ = 0 
0006: 190@ = 0 
0006: 191@ = 0 
0006: 192@ = 0 
0006: 193@ = 0 
0006: 194@ = 0 
0006: 195@ = 0 
0006: 196@ = 0 
0006: 197@ = 0 
0006: 198@ = 0 
0006: 176@ = 0 
0006: 173@ = 0 
0006: 199@ = 0 
0006: 211@ = 0 
0006: 216@ = 0 
0006: 215@ = 0 
0006: 218@ = 0 
0006: 219@ = 0 
0006: 151@ = 0 
0006: 220@ = 0 
0006: 222@ = 0 
0006: 223@ = 0 
0006: 224@ = 0 
0006: 225@ = 0 
0006: 221@ = 0 
0006: 324@ = 0 
0006: 306@ = 1 
0006: 307@ = 2 
0006: 308@ = 0 
0006: 309@ = 1 
0006: 310@ = 0 
0006: 311@ = 0 
0006: 315@ = 0 
0006: 316@ = 0 
05AA: 236@s = 'HE1_AG' // @s = 'short'  // ~z~What's your beef, man?
05AA: 238@s = 'HE1_AH' // @s = 'short'  // ~z~Why are you persecuting us?
05AA: 240@s = 'HE1_AI' // @s = 'short'  // ~z~You some crazy idiot or something?
05AA: 242@s = 'HE1_AJ' // @s = 'short'  // ~z~We'll see what the cops have to say!
05AA: 244@s = 'HE1_AK' // @s = 'short'  // ~z~I'm going straight to the cops!
05AA: 246@s = 'HE1_AL' // @s = 'short'  // ~z~The cops won't let you get away with this!
05AA: 248@s = 'HE1_ZA' // @s = 'short'  // ~z~Put that weapon away sir! This is a public building!
05AA: 250@s = 'HE1_ZB' // @s = 'short'  // ~z~Thank you for your cooperation, sir.
05AA: 252@s = 'HE1_ZC' // @s = 'short'  // ~z~This is your final warning, sir, put the weapon away!
05AA: 254@s = 'HE1_ZD' // @s = 'short'  // ~z~I'm sorry, sir, cameras are prohibited in this area.
05AA: 256@s = 'HE1_ZE' // @s = 'short'  // ~z~You are not allowed to make any copies of plans, sir!
05AA: 258@s = 'HEX2B' // @s = 'short'  // ~z~Does sir understand?
05AA: 260@s = 'HE1_ZG' // @s = 'short'  // ~z~Everybody out, this is not a drill!
05AA: 262@s = 'HE1_ZH' // @s = 'short'  // ~z~That includes you, sir!
05AA: 264@s = 'HE1_ZJ' // @s = 'short'  // ~z~Where are those damn firemen?
05AA: 266@s = 'HE1_ZK' // @s = 'short'  // ~z~Hey you, stop right there!
05AA: 268@s = 'HE1_ZL' // @s = 'short'  // ~z~This is security, don't make me shoot!
05AA: 270@s = 'HE1_ZM' // @s = 'short'  // ~z~I have a visual on the suspect, get to my position!
05AA: 272@s = 'HE1_XA' // @s = 'short'  // ~z~Get this film developed for Woozie.
05AA: 274@s = 'HE1_XB' // @s = 'short'  // ~z~You got it, CJ! Good work!
05AA: 276@s = 'HEX3' // @s = 'short'  // ~z~Seeing as you're walking away, sir I take it you don't want to talk anymore.
04AF: 283@ = 18006 // = constant 
04AF: 284@ = 18007 // = constant 
04AF: 285@ = 18008 // = constant 
04AF: 286@ = 18009 // = constant 
04AF: 287@ = 18010 // = constant 
04AF: 288@ = 18011 // = constant 
04AF: 289@ = 18014 // = constant 
04AF: 290@ = 18015 // = constant 
04AF: 291@ = 18016 // = constant 
04AF: 292@ = 18017 // = constant 
04AF: 293@ = 18018 // = constant 
04AF: 294@ = 19216 // = constant 
04AF: 295@ = 18020 // = constant 
04AF: 296@ = 18021 // = constant 
04AF: 297@ = 18022 // = constant 
04AF: 298@ = 18023 // = constant 
04AF: 299@ = 18024 // = constant 
04AF: 300@ = 18025 // = constant 
04AF: 301@ = 18012 // = constant 
04AF: 302@ = 18013 // = constant 
04AF: 303@ = 19219 // = constant 
0107: 107@ = create_object #ST_ARCH_PLAN at 346.7 164.98 1026.8 
0453: set_object 107@ XYZ_rotation 90.0 0.0 0.0 
0382: set_object $2658 collision_detection 1 
009A: 35@ = create_actor_pedtype 24 model #OMOST at 2024.26 1525.787 9.8203 
060B: set_actor 35@ decision_maker_to 102@ 
0708: reset_decision_maker 102@ event 9 
0173: set_actor 35@ Z_angle_to 287.789 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @HEIST1_1728 

:HEIST1_1728
009A: 36@ = create_actor_pedtype 24 model #OMORI at 2022.34 1529.559 9.8196 
060B: set_actor 36@ decision_maker_to 102@ 
0173: set_actor 36@ Z_angle_to 223.9212 
009A: 37@ = create_actor_pedtype 24 model #OMYRI at 2026.092 1530.428 9.8203 
060B: set_actor 37@ decision_maker_to 102@ 
0856: set_actor 37@ enable_crouch 0 
0173: set_actor 37@ Z_angle_to 129.789 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_1867 
01B2: give_actor 37@ weapon 43 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 37@ kill_actor 35@ 
087E: set_actor 37@ weapon_droppable 0 
04D8: set_actor 37@ drowns_in_water 0 

:HEIST1_1867
009A: 38@ = create_actor_pedtype 24 model #OMORI at 2017.924 1536.108 9.8228 
060B: set_actor 38@ decision_maker_to 102@ 
0856: set_actor 37@ enable_crouch 0 
0173: set_actor 38@ Z_angle_to 170.9212 
009A: 39@ = create_actor_pedtype 24 model #OMYRI at 2017.708 1535.127 9.825 
060B: set_actor 39@ decision_maker_to 102@ 
0173: set_actor 39@ Z_angle_to 11.9212 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @HEIST1_2028 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @HEIST1_2028 
094E: set_actor 38@ mute_pain_audio 0 
094E: set_actor 39@ mute_pain_audio 0 
0677: AS_actor 38@ chat_with_actor 39@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 39@ chat_with_actor 38@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_2028
0249: release_model #OMOST 
0249: release_model #OMYRI 
0249: release_model #OMORI 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @HEIST1_2126 
0187: 168@ = create_marker_above_actor 35@ 
0168: set_marker 168@ size 1 
0187: 169@ = create_marker_above_actor 36@ 
0168: set_marker 169@ size 1 
0187: 170@ = create_marker_above_actor 37@ 
0187: 171@ = create_marker_above_actor 38@ 
0168: set_marker 171@ size 1 
0187: 172@ = create_marker_above_actor 39@ 
0168: set_marker 172@ size 1 

:HEIST1_2126
0006: 151@ = 1 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @HEIST1_2167 
00BC: show_text_highpriority GXT 'HEI1_41' time 10000 flag 1  // ~s~You need a camera to get a copy of those casino blueprints. Grab one from some ~r~tourists~s~ at the strip.

:HEIST1_2167
029B: 109@ = init_object #GEN_DOORINT01 at 371.2516 166.6324 1007.359 
0453: set_object 109@ XYZ_rotation 0.0 0.0 0.0 
0550: keep_object 109@ in_memory 1 
0107: 110@ = create_object #KMB_LOCKEDDOOR at 370.8048 179.0889 1018.958 
0177: set_object 110@ Z_angle_to 88.5679 
0107: 111@ = create_object #GEN_DOORINT01 at 368.8954 161.5299 1013.274 
0453: set_object 111@ XYZ_rotation 0.0 0.0 90.0 
0905: set_door 111@ lock 1 
0828: set_max_fire_generations 1 
0006: 177@ = 1 

:HEIST1_2311
0001: wait 0 ms 
00D6: if 
0039:   316@ == 1 
004D: jump_if_false @HEIST1_2351 
040D: unload_wav 3 
03CF: load_wav 3401 as 3 
0006: 316@ = 2 

:HEIST1_2351
00D6: if 
0039:   316@ == 2 
004D: jump_if_false @HEIST1_2395 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST1_2395 
03D1: play_wav 3 
0006: 316@ = 3 

:HEIST1_2395
00D6: if 
8039:   not  308@ == 0 
004D: jump_if_false @HEIST1_2748 
00D6: if 
0039:   310@ == 0 
004D: jump_if_false @HEIST1_2466 
00D6: if 
03D0:   wav 307@ loaded 
004D: jump_if_false @HEIST1_2452 
040D: unload_wav 307@ 

:HEIST1_2452
0006: 310@ = 1 
0006: 311@ = 1 

:HEIST1_2466
00D6: if 
0039:   310@ == 1 
004D: jump_if_false @HEIST1_2503 
03CF: load_wav 282@(308@,24i) as 306@ 
0006: 310@ = 2 

:HEIST1_2503
00D6: if 
0039:   310@ == 2 
004D: jump_if_false @HEIST1_2563 
00D6: if 
03D0:   wav 306@ loaded 
004D: jump_if_false @HEIST1_2563 
03D1: play_wav 306@ 
00BC: show_text_highpriority GXT 234@(308@,24s) time 10000 flag 1 
0006: 310@ = 3 

:HEIST1_2563
00D6: if 
0039:   310@ == 3 
004D: jump_if_false @HEIST1_2748 
00D6: if 
03D2:   wav 306@ ended 
004D: jump_if_false @HEIST1_2687 
03D5: remove_text 234@(308@,24s) 
00D6: if 
0039:   306@ == 1 
004D: jump_if_false @HEIST1_2645 
0006: 306@ = 2 
0006: 307@ = 1 
0002: jump @HEIST1_2659 

:HEIST1_2645
0006: 306@ = 1 
0006: 307@ = 2 

:HEIST1_2659
0006: 308@ = 0 
0006: 310@ = 0 
0006: 311@ = 0 
0002: jump @HEIST1_2748 

:HEIST1_2687
00D6: if 
83D0:   not wav 307@ loaded 
004D: jump_if_false @HEIST1_2748 
00D6: if 
001B:   18 > 308@ 
004D: jump_if_false @HEIST1_2748 
0085: 309@ = 308@ // (int) 
000A: 309@ += 1 
03CF: load_wav 282@(309@,24i) as 307@ 

:HEIST1_2748
00D6: if 
001B:   35 > 177@ 
004D: jump_if_false @HEIST1_2790 
0395: clear_area 0 at 362.2167 174.5354 1007.398 radius 1000.0 

:HEIST1_2790
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @HEIST1_2812 
0002: jump @HEIST1_23694 

:HEIST1_2812
00D6: if 
0735:   is_keyboard_key_pressed 67 
004D: jump_if_false @HEIST1_2862 
0006: 216@ = 9 
0006: 184@ = 11 
0006: 177@ = -13 
0006: 180@ = -13 
0006: 179@ = -13 

:HEIST1_2862
00D6: if 
0735:   is_keyboard_key_pressed 79 
004D: jump_if_false @HEIST1_2950 
0395: clear_area 0 at 2419.827 1120.785 9.8203 radius 0.5 
03CB: set_rendering_origin_at 2419.827 1120.785 9.8203 
00A1: put_actor $PLAYER_ACTOR at 2419.827 1120.785 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 

:HEIST1_2950
00D6: if 
0039:   185@ == 1 
004D: jump_if_false @HEIST1_2992 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST1_2992 
0006: 177@ = 55 

:HEIST1_2992
00D6: if 
0039:   186@ == 1 
004D: jump_if_false @HEIST1_3034 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST1_3034 
0006: 184@ = 5 

:HEIST1_3034
00D6: if 
0039:   187@ == 1 
004D: jump_if_false @HEIST1_3076 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST1_3076 
0006: 188@ = 4 

:HEIST1_3076
00D6: if 
0039:   215@ == 1 
004D: jump_if_false @HEIST1_3153 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST1_3153 

:HEIST1_3111
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST1_3139 
0001: wait 0 ms 
0002: jump @HEIST1_3111 

:HEIST1_3139
0006: 216@ = 40 
0006: 215@ = 0 

:HEIST1_3153
00D6: if 
0039:   177@ == 1 
004D: jump_if_false @HEIST1_5293 
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @HEIST1_4029 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @HEIST1_3210 
0164: disable_marker 168@ 

:HEIST1_3210
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @HEIST1_3231 
0164: disable_marker 172@ 

:HEIST1_3231
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @HEIST1_3252 
0164: disable_marker 172@ 

:HEIST1_3252
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @HEIST1_3377 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @HEIST1_3377 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @HEIST1_3377 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_3377 
00D6: if 
84AD:   not actor 37@ in_water 
004D: jump_if_false @HEIST1_3377 
0687: clear_actor 37@ task 
0687: clear_actor 35@ task 
0639: AS_actor 37@ rotate_to_actor 35@ 
0639: AS_actor 35@ rotate_to_actor 37@ 
0006: 32@ = 0 
0006: 40@ = 1 

:HEIST1_3377
00D6: if 
0039:   40@ == 1 
004D: jump_if_false @HEIST1_3535 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @HEIST1_3535 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_3535 
00D6: if 
84AD:   not actor 37@ in_water 
004D: jump_if_false @HEIST1_3535 
0687: clear_actor 37@ task 
0605: actor 37@ perform_animation "PICSTND_TAKE" IFP "CAMERA" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
00A0: store_actor 37@ position_to 42@ 43@ 44@ 
097A: play_audio_at 42@ 43@ 44@ event 1132 
0006: 32@ = 0 
0006: 40@ = 2 

:HEIST1_3535
00D6: if 
0039:   40@ == 2 
004D: jump_if_false @HEIST1_3660 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @HEIST1_3660 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @HEIST1_3660 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_3660 
00D6: if 
84AD:   not actor 37@ in_water 
004D: jump_if_false @HEIST1_3660 
0687: clear_actor 37@ task 
0687: clear_actor 36@ task 
0639: AS_actor 36@ rotate_to_actor 37@ 
0639: AS_actor 37@ rotate_to_actor 36@ 
0006: 32@ = 0 
0006: 40@ = 3 

:HEIST1_3660
00D6: if 
0039:   40@ == 3 
004D: jump_if_false @HEIST1_3818 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @HEIST1_3818 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_3818 
00D6: if 
84AD:   not actor 37@ in_water 
004D: jump_if_false @HEIST1_3818 
0687: clear_actor 37@ task 
0605: actor 37@ perform_animation "PICCRCH_TAKE" IFP "CAMERA" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
00A0: store_actor 37@ position_to 42@ 43@ 44@ 
097A: play_audio_at 42@ 43@ 44@ event 1132 
0006: 32@ = 0 
0006: 40@ = 0 

:HEIST1_3818
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @HEIST1_3942 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @HEIST1_3942 
062E: get_actor 38@ task 1655 status_store_to 206@ // ret 7 if not found 
00D6: if 
04A4:   206@ == 7 // == constant 
004D: jump_if_false @HEIST1_3942 
062E: get_actor 39@ task 1655 status_store_to 206@ // ret 7 if not found 
00D6: if 
04A4:   206@ == 7 // == constant 
004D: jump_if_false @HEIST1_3942 
0687: clear_actor 38@ task 
0687: clear_actor 39@ task 
0677: AS_actor 38@ chat_with_actor 39@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 39@ chat_with_actor 38@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_3942
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @HEIST1_4029 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @HEIST1_4029 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_4029 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @HEIST1_4029 
0687: clear_actor 36@ task 
0639: AS_actor 36@ rotate_to_actor 37@ 
0006: 33@ = 0 

:HEIST1_4029
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @HEIST1_4132 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_4132 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 37@ radius 5.0 5.0 0 
004D: jump_if_false @HEIST1_4132 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @HEIST1_4132 
0687: clear_actor 36@ task 
05BF: AS_actor 36@ look_at_actor $PLAYER_ACTOR 5 ms 
0006: 174@ = 99 

:HEIST1_4132
00D6: if 
0039:   220@ == 0 
004D: jump_if_false @HEIST1_4206 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_4206 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 37@ radius 35.0 35.0 0 
004D: jump_if_false @HEIST1_4206 
00BE: text_clear_all 
0006: 220@ = 99 

:HEIST1_4206
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @HEIST1_4275 
00D6: if 
056D:   actor 37@ defined 
004D: jump_if_false @HEIST1_4275 
00D6: if 
051A:   actor 37@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_4275 
00BE: text_clear_all 
0006: 308@ = 1 
0006: 175@ = 1 

:HEIST1_4275
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @HEIST1_4342 
00D6: if 
056D:   actor 36@ defined 
004D: jump_if_false @HEIST1_4342 
00D6: if 
051A:   actor 36@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_4342 
0006: 308@ = 2 
0006: 175@ = 1 

:HEIST1_4342
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @HEIST1_4411 
00D6: if 
056D:   actor 35@ defined 
004D: jump_if_false @HEIST1_4411 
00D6: if 
051A:   actor 35@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_4411 
00BE: text_clear_all 
0006: 308@ = 3 
0006: 175@ = 1 

:HEIST1_4411
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @HEIST1_4480 
00D6: if 
056D:   actor 38@ defined 
004D: jump_if_false @HEIST1_4480 
00D6: if 
051A:   actor 38@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_4480 
00BE: text_clear_all 
0006: 308@ = 4 
0006: 175@ = 1 

:HEIST1_4480
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @HEIST1_4549 
00D6: if 
056D:   actor 39@ defined 
004D: jump_if_false @HEIST1_4549 
00D6: if 
051A:   actor 39@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_4549 
00BE: text_clear_all 
0006: 308@ = 6 
0006: 175@ = 1 

:HEIST1_4549
00D6: if 
0039:   175@ == 1 
004D: jump_if_false @HEIST1_4876 
0006: 174@ = 99 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @HEIST1_4595 
0164: disable_marker 168@ 

:HEIST1_4595
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @HEIST1_4616 
0164: disable_marker 169@ 

:HEIST1_4616
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @HEIST1_4637 
0164: disable_marker 171@ 

:HEIST1_4637
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @HEIST1_4658 
0164: disable_marker 172@ 

:HEIST1_4658
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_4701 
0687: clear_actor 37@ task 
0638: AS_actor 37@ stay_put 0 
05DD: AS_actor 37@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST1_4701
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @HEIST1_4737 
0687: clear_actor 36@ task 
05DD: AS_actor 36@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST1_4737
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @HEIST1_4773 
0687: clear_actor 35@ task 
05DD: AS_actor 35@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST1_4773
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @HEIST1_4816 
0687: clear_actor 38@ task 
094E: set_actor 38@ mute_pain_audio 1 
05DD: AS_actor 38@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST1_4816
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @HEIST1_4859 
0687: clear_actor 39@ task 
094E: set_actor 39@ mute_pain_audio 1 
05DD: AS_actor 39@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST1_4859
04EF: release_animation "CAMERA" 
0006: 175@ = 2 

:HEIST1_4876
00D6: if 
0039:   175@ == 2 
004D: jump_if_false @HEIST1_5168 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @HEIST1_4915 
0164: disable_marker 168@ 

:HEIST1_4915
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @HEIST1_4936 
0164: disable_marker 169@ 

:HEIST1_4936
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @HEIST1_4957 
0164: disable_marker 172@ 

:HEIST1_4957
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @HEIST1_4978 
0164: disable_marker 171@ 

:HEIST1_4978
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @HEIST1_5168 
00D6: if 
0039:   311@ == 0 
004D: jump_if_false @HEIST1_5168 
0006: 151@ = 1 

:HEIST1_5019
00D6: if 
001B:   6 > 151@ 
004D: jump_if_false @HEIST1_5060 
0164: disable_marker 167@(151@,6i) 
000A: 151@ += 1 
0002: jump @HEIST1_5019 

:HEIST1_5060
00BE: text_clear_all 
04A5: get_dead_actor_pickup_coords 37@ store_to 202@ 203@ 204@ 
032B: 154@ = create_weapon_pickup #CAMERA type 3 ammo 99999 at 202@ 203@ 204@ 
03DC: 155@ = create_marker_above_pickup 154@ 
0165: set_marker 155@ color_to 1 
0006: 308@ = 0 
00BE: text_clear_all 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
0006: 311@ = 0 
0006: 310@ = 0 
00BC: show_text_highpriority GXT 'HEI1_39' time 6000 flag 1  // ~s~Good! Get that ~g~camera~s~ picked up.
0006: 175@ = 3 

:HEIST1_5168
00D6: if 
0214:   pickup 154@ picked_up 
004D: jump_if_false @HEIST1_5293 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @HEIST1_5293 
0164: disable_marker 155@ 
0006: 199@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_40' time 6000 flag 1  // ~s~You've got a camera, now head to the ~y~planning department~s~ building.
0006: 177@ = 5 
0006: 205@ = 1 
0006: 33@ = 0 
018A: 156@ = create_checkpoint_at 2414.812 1124.435 9.813 
0165: set_marker 156@ color_to 4 
07FB: set_interior 'PAPER' access 1  // Planning Department

:HEIST1_5293
00D6: if 
0039:   205@ == 1 
004D: jump_if_false @HEIST1_5355 
00D6: if 
0019:   33@ > 12000 
004D: jump_if_false @HEIST1_5355 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI1_1' time 6000 flag 1  // ~s~Security's strict in the ~y~planning department~s~. Don't start trouble!
0006: 205@ = 2 

:HEIST1_5355
00D6: if 
0039:   199@ == 1 
004D: jump_if_false @HEIST1_5525 
00D6: if 
0039:   184@ == 0 
004D: jump_if_false @HEIST1_5525 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @HEIST1_5525 
00BC: show_text_highpriority GXT 'HEI1_11' time 6000 flag 1  // ~s~If you need another ~r~camera~s~ or film, head back to the casino area and persuade a tourist to part with theirs!
009A: 82@(201@,20i) = create_actor_pedtype 4 model #OMYRI at 2030.703 1489.388 9.8203 
05DE: AS_actor 82@(201@,20i) walk_around_ped_path 
0187: 164@ = create_marker_above_actor 82@(201@,20i) 
0165: set_marker 164@ color_to 0 
01B2: give_actor 82@(201@,20i) weapon 43 ammo 30000 // Load the weapon model before using this 
087E: set_actor 82@(201@,20i) weapon_droppable 0 
060B: set_actor 82@(201@,20i) decision_maker_to 102@ 
0006: 199@ = 2 

:HEIST1_5525
00D6: if 
0039:   199@ == 2 
004D: jump_if_false @HEIST1_5797 
00D6: if 
0039:   184@ == 0 
004D: jump_if_false @HEIST1_5797 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @HEIST1_5706 
00D6: if 
0118:   actor 82@(201@,20i) dead 
004D: jump_if_false @HEIST1_5706 
0164: disable_marker 164@ 
04A5: get_dead_actor_pickup_coords 82@(201@,20i) store_to 202@ 203@ 204@ 
032B: 154@ = create_weapon_pickup #CAMERA type 3 ammo 99999 at 202@ 203@ 204@ 
03DC: 164@ = create_marker_above_pickup 154@ 
0165: set_marker 164@ color_to 1 
01C2: remove_references_to_actor 82@(201@,20i) // Like turning an actor into a random pedestrian 
00D6: if 
001B:   19 > 201@ 
004D: jump_if_false @HEIST1_5699 
000A: 201@ += 1 
0006: 227@ = 0 

:HEIST1_5699
0006: 199@ = 3 

:HEIST1_5706
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @HEIST1_5797 
00D6: if 
056D:   actor 82@(201@,20i) defined 
004D: jump_if_false @HEIST1_5785 
01C2: remove_references_to_actor 82@(201@,20i) // Like turning an actor into a random pedestrian 
00D6: if 
001B:   19 > 201@ 
004D: jump_if_false @HEIST1_5785 
000A: 201@ += 1 
0006: 227@ = 0 

:HEIST1_5785
0164: disable_marker 164@ 
0006: 199@ = 1 

:HEIST1_5797
00D6: if 
0039:   199@ == 3 
004D: jump_if_false @HEIST1_5861 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @HEIST1_5861 
00D6: if 
0214:   pickup 154@ picked_up 
004D: jump_if_false @HEIST1_5861 
0164: disable_marker 164@ 
0006: 199@ = 1 

:HEIST1_5861
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @HEIST1_5957 
00D6: if 
056D:   actor 82@(201@,20i) defined 
004D: jump_if_false @HEIST1_5957 
00D6: if 
051A:   actor 82@(201@,20i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_5957 
0687: clear_actor 82@(201@,20i) task 
05DD: AS_actor 82@(201@,20i) flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
0006: 227@ = 1 

:HEIST1_5957
00D6: if 
0019:   199@ > 0 
004D: jump_if_false @HEIST1_6053 
00D6: if 
0039:   184@ == 0 
004D: jump_if_false @HEIST1_6053 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @HEIST1_6053 
041A: 200@ = actor $PLAYER_ACTOR weapon 43 ammo 
00D6: if 
0039:   200@ == 0 
004D: jump_if_false @HEIST1_6053 
0555: remove_weapon 43 from_actor $PLAYER_ACTOR 
0006: 199@ = 1 

:HEIST1_6053
00D6: if 
0039:   177@ == 5 
004D: jump_if_false @HEIST1_7852 
00D6: if 
0039:   218@ == 0 
004D: jump_if_false @HEIST1_7663 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2414.812 1124.435 9.813 radius 50.0 50.0 20.0 
004D: jump_if_false @HEIST1_7663 
009A: 65@ = create_actor_pedtype 4 model #WMYBU at 366.2195 178.2328 1007.398 
094E: set_actor 65@ mute_pain_audio 0 
060B: set_actor 65@ decision_maker_to 102@ 
0173: set_actor 65@ Z_angle_to 256.0 
08AD: link_actor 65@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 66@ = create_actor_pedtype 4 model #BMYBU at 367.4051 178.2571 1007.397 
060B: set_actor 66@ decision_maker_to 102@ 
094E: set_actor 66@ mute_pain_audio 0 
0173: set_actor 66@ Z_angle_to 75.0 
08AD: link_actor 66@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 67@ = create_actor_pedtype 4 model #BMYBU at 336.205 173.5649 1018.984 
060B: set_actor 67@ decision_maker_to 102@ 
094E: set_actor 67@ mute_pain_audio 0 
0173: set_actor 67@ Z_angle_to 21.0 
08AD: link_actor 67@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 68@ = create_actor_pedtype 4 model #WMYBU at 335.1483 175.8309 1018.984 
060B: set_actor 68@ decision_maker_to 102@ 
094E: set_actor 68@ mute_pain_audio 0 
0173: set_actor 68@ Z_angle_to 200.0 
08AD: link_actor 68@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 69@ = create_actor_pedtype 4 model #BMYBU at 347.6199 171.2935 1018.991 
060B: set_actor 69@ decision_maker_to 102@ 
094E: set_actor 69@ mute_pain_audio 0 
0173: set_actor 69@ Z_angle_to 89.0 
08AD: link_actor 69@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 70@ = create_actor_pedtype 4 model #WMYBU at 347.7367 172.3383 1018.991 
060B: set_actor 70@ decision_maker_to 102@ 
094E: set_actor 70@ mute_pain_audio 0 
0173: set_actor 70@ Z_angle_to 270.0 
08AD: link_actor 70@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 71@ = create_actor_pedtype 4 model #WMYBU at 360.7583 175.1333 1018.984 
060B: set_actor 71@ decision_maker_to 102@ 
094E: set_actor 71@ mute_pain_audio 0 
0173: set_actor 71@ Z_angle_to 162.0 
08AD: link_actor 71@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 72@ = create_actor_pedtype 5 model #BFYRI at 361.4531 176.2417 1018.984 
060B: set_actor 72@ decision_maker_to 102@ 
0173: set_actor 72@ Z_angle_to 0.0 
094E: set_actor 72@ mute_pain_audio 0 
08AD: link_actor 72@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 73@ = create_actor_pedtype 4 model #BMYBU at 359.5063 177.6107 1018.984 
060B: set_actor 73@ decision_maker_to 102@ 
0173: set_actor 73@ Z_angle_to 184.0 
094E: set_actor 73@ mute_pain_audio 0 
08AD: link_actor 73@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
06B0: AS_actor 73@ sit_down 500000 ms 
009A: 45@ = create_actor_pedtype 5 model #BFYRI at 359.7724 173.5793 1007.389 
08AD: link_actor 45@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0173: set_actor 45@ Z_angle_to 261.0 
060B: set_actor 45@ decision_maker_to 103@ 
0568: set_actor 45@ untargetable 1 
009A: 52@ = create_actor_pedtype 24 model #WMYSGRD at 365.3421 188.8672 1007.391 
0173: set_actor 52@ Z_angle_to 172.9746 
060B: set_actor 52@ decision_maker_to 103@ 
01B2: give_actor 52@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 52@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 53@ = create_actor_pedtype 24 model #WMYSGRD at 376.3221 170.1705 1007.398 
0173: set_actor 53@ Z_angle_to 314.7879 
060B: set_actor 53@ decision_maker_to 103@ 
01B2: give_actor 53@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 53@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 54@ = create_actor_pedtype 24 model #WMYSGRD at 351.8366 163.8015 1024.786 
0173: set_actor 54@ Z_angle_to 239.6 
060B: set_actor 54@ decision_maker_to 103@ 
01B2: give_actor 54@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 54@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 47@ = create_actor_pedtype 24 model #WMYBU at 355.1732 172.5407 1024.781 
0173: set_actor 47@ Z_angle_to 259.56 
060B: set_actor 47@ decision_maker_to 102@ 
08AD: link_actor 47@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 48@ = create_actor_pedtype 24 model #BMYBU at 355.8736 172.4779 1024.781 
0173: set_actor 48@ Z_angle_to 80.67 
060B: set_actor 48@ decision_maker_to 102@ 
08AD: link_actor 48@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 49@ = create_actor_pedtype 24 model #WMYBU at 362.339 155.2859 1024.781 
0173: set_actor 49@ Z_angle_to 178.989 
060B: set_actor 49@ decision_maker_to 102@ 
05C8: AS_actor 49@ look_around 
08AD: link_actor 49@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 50@ = create_actor_pedtype 24 model #BMYBU at 362.7949 156.2016 1024.781 
0173: set_actor 50@ Z_angle_to 20.989 
060B: set_actor 50@ decision_maker_to 102@ 
05C8: AS_actor 50@ look_around 
08AD: link_actor 50@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @HEIST1_7383 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @HEIST1_7383 
0687: clear_actor 65@ task 
0687: clear_actor 66@ task 
0677: AS_actor 65@ chat_with_actor 66@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 66@ chat_with_actor 65@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_7383
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @HEIST1_7449 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST1_7449 
0687: clear_actor 67@ task 
0687: clear_actor 68@ task 
0677: AS_actor 67@ chat_with_actor 68@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 68@ chat_with_actor 67@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_7449
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @HEIST1_7515 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST1_7515 
0687: clear_actor 69@ task 
0687: clear_actor 70@ task 
0677: AS_actor 69@ chat_with_actor 70@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 70@ chat_with_actor 69@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_7515
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST1_7581 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @HEIST1_7581 
0687: clear_actor 47@ task 
0687: clear_actor 48@ task 
0677: AS_actor 47@ chat_with_actor 48@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 48@ chat_with_actor 47@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_7581
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @HEIST1_7647 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @HEIST1_7647 
0687: clear_actor 49@ task 
0687: clear_actor 50@ task 
0677: AS_actor 49@ chat_with_actor 50@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 50@ chat_with_actor 49@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_7647
0249: release_model #WMYBU 
0249: release_model #BMYBU 
0006: 218@ = 1 

:HEIST1_7663
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 387.278 173.576 1007.391 radius 5.0 5.0 2.0 
004D: jump_if_false @HEIST1_7852 
0006: 177@ = 10 
0006: 32@ = 0 
0006: 33@ = 0 
00BC: show_text_highpriority GXT 'HEI1_9' time 4000 flag 1  // ~s~This is a civic building. No visible guns or you'll be ejected from the premises
0006: 180@ = 1 
0006: 179@ = 1 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2415.348 1123.942 radius 10.0 
075B: zoom_radar 95 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_7852 
08AD: link_actor 45@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
06B0: AS_actor 45@ sit_down 500000 ms 
0164: disable_marker 156@ 
0187: 157@ = create_marker_above_actor 45@ 
0165: set_marker 157@ color_to 2 

:HEIST1_7852
00D6: if 
0019:   177@ > 5 
004D: jump_if_false @HEIST1_8237 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @HEIST1_8070 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 387.278 173.576 1007.391 radius 5.0 5.0 2.0 
004D: jump_if_false @HEIST1_8070 
0395: clear_area 0 at 362.2167 174.5354 1007.398 radius 1000.0 
0006: 179@ = 1 
075B: zoom_radar 95 
00D6: if 
0019:   316@ > 1 
004D: jump_if_false @HEIST1_7996 
0006: 316@ = 1 

:HEIST1_7996
00D6: if 
001B:   25 > 177@ 
004D: jump_if_false @HEIST1_8070 
0164: disable_marker 156@ 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_8070 
08AD: link_actor 45@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0187: 157@ = create_marker_above_actor 45@ 
0165: set_marker 157@ color_to 2 

:HEIST1_8070
00D6: if 
0039:   179@ == 1 
004D: jump_if_false @HEIST1_8237 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2415.6 1123.24 9.813 radius 5.0 5.0 2.0 
004D: jump_if_false @HEIST1_8237 
0006: 181@ = 0 
00BE: text_clear_all 
0006: 179@ = 0 
075B: zoom_radar 0 
00D6: if 
001B:   25 > 177@ 
004D: jump_if_false @HEIST1_8215 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_8215 
0164: disable_marker 157@ 
018A: 156@ = create_checkpoint_at 2414.812 1124.435 9.813 

:HEIST1_8215
00D6: if 
0019:   316@ > 1 
004D: jump_if_false @HEIST1_8237 
040D: unload_wav 3 

:HEIST1_8237
00D6: if 
0039:   177@ == 10 
004D: jump_if_false @HEIST1_8499 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_8499 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 45@ radius 4.0 4.0 0 
004D: jump_if_false @HEIST1_8499 
0687: clear_actor 45@ task 
0639: AS_actor 45@ rotate_to_actor $PLAYER_ACTOR 
0717: assign_actor 45@ to_dialogue_mode 
0A18: set_dialogue_classA_question_GXT 'HEQ1' answer_yes_GXT 'HEQ2' answer_no_GXT 'HEX1B' question_WAV 19200 answer_yes_WAV 19202 answer_no_WAV 19201  // ~z~Can I help you sir? // ~z~OK sir. Are you aware that reproduction of such plans is prohibited? // ~z~Come to me if you change your mind.
0A3C: set_dialogue_classA_end_GXT 'HEX1B' WAV 19214  // ~z~Come to me if you change your mind.
0A18: set_dialogue_classA_question_GXT 'HEQ2' answer_yes_GXT 'HEQ4' answer_no_GXT 'HEX2' question_WAV 19203 answer_yes_WAV 19205 answer_no_WAV 19204  // ~z~OK sir. Are you aware that reproduction of such plans is prohibited? // ~z~You'll find the plans on the top floor. // ~z~Well, we don't want to be party to preparation of a daring raid on the count room!
0A3C: set_dialogue_classA_end_GXT 'HEQ4' WAV 19207  // ~z~You'll find the plans on the top floor.
0A18: set_dialogue_classA_question_GXT 'HEX2' answer_yes_GXT 'HEQ4C' answer_no_GXT 'HEQ5' question_WAV 19215 answer_yes_WAV 19218 answer_no_WAV 19217  // ~z~Well, we don't want to be party to preparation of a daring raid on the count room! // ~z~I will buzz open the door. It's directly by the main entrance... // ~z~I'm very sorry sir, I can't make it any clearer.
0A3C: set_dialogue_classA_end_GXT 'HEQ4C' WAV 19209  // ~z~I will buzz open the door. It's directly by the main entrance...
0A3C: set_dialogue_classA_end_GXT 'HEQ5' WAV 19210  // ~z~I'm very sorry sir, I can't make it any clearer.
0719: enable_dialogue_mode 
0006: 177@ = 15 

:HEIST1_8499
00D6: if 
0039:   177@ == 15 
004D: jump_if_false @HEIST1_8583 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_8583 
00D6: if 
071A:   actor 45@ current_dialogue_text == 'HEQ1'  // ~z~Can I help you sir?
004D: jump_if_false @HEIST1_8583 
03E6: remove_text_box 
0164: disable_marker 157@ 
0512: show_permanent_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
0006: 177@ = 20 

:HEIST1_8583
00D6: if 
0039:   177@ == 20 
004D: jump_if_false @HEIST1_9272 
00D6: if or
00E1:   player 0 pressed_key 10 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @HEIST1_8626 
03E6: remove_text_box 

:HEIST1_8626
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_9272 
00D6: if 
071A:   actor 45@ current_dialogue_text == 'HEQ4'  // ~z~You'll find the plans on the top floor.
004D: jump_if_false @HEIST1_8693 
03E6: remove_text_box 
0164: disable_marker 157@ 
0164: disable_marker 156@ 
0006: 177@ = 24 
0006: 228@ = 0 

:HEIST1_8693
00D6: if 
071A:   actor 45@ current_dialogue_text == 'HEQ4C'  // ~z~I will buzz open the door. It's directly by the main entrance...
004D: jump_if_false @HEIST1_8744 
03E6: remove_text_box 
0164: disable_marker 157@ 
0164: disable_marker 156@ 
0006: 228@ = 0 
0006: 177@ = 24 

:HEIST1_8744
00D6: if 
071A:   actor 45@ current_dialogue_text == 'HEX1B'  // ~z~Come to me if you change your mind.
004D: jump_if_false @HEIST1_8845 
0512: show_permanent_text_box 'HEIH9'  // Move close to the receptionist and press ~k~~PED_ANSWER_PHONE~ to restart conversation.
0006: 183@ = 1 
0006: 177@ = 22 
0006: 228@ = 0 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_8845 
0687: clear_actor 45@ task 
06B0: AS_actor 45@ sit_down 10000 ms 
0187: 157@ = create_marker_above_actor 45@ 
0165: set_marker 157@ color_to 2 

:HEIST1_8845
00D6: if 
071A:   actor 45@ current_dialogue_text == 'HEQ5'  // ~z~I'm very sorry sir, I can't make it any clearer.
004D: jump_if_false @HEIST1_8946 
0512: show_permanent_text_box 'HEIH9'  // Move close to the receptionist and press ~k~~PED_ANSWER_PHONE~ to restart conversation.
0006: 183@ = 1 
0006: 177@ = 22 
0006: 228@ = 0 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_8946 
0687: clear_actor 45@ task 
06B0: AS_actor 45@ sit_down 10000 ms 
0187: 157@ = create_marker_above_actor 45@ 
0165: set_marker 157@ color_to 2 

:HEIST1_8946
00D6: if 
071A:   actor 45@ current_dialogue_text == 'HEX1'  // ~z~I'm rather busy sir.
004D: jump_if_false @HEIST1_9047 
0512: show_permanent_text_box 'HEIH9'  // Move close to the receptionist and press ~k~~PED_ANSWER_PHONE~ to restart conversation.
0006: 183@ = 1 
0006: 177@ = 22 
0006: 228@ = 0 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_9047 
0687: clear_actor 45@ task 
06B0: AS_actor 45@ sit_down 10000 ms 
0187: 157@ = create_marker_above_actor 45@ 
0165: set_marker 157@ color_to 2 

:HEIST1_9047
00D6: if 
0039:   228@ == 0 
004D: jump_if_false @HEIST1_9104 
00D6: if 
071A:   actor 45@ current_dialogue_text == 'HEX2'  // ~z~Well, we don't want to be party to preparation of a daring raid on the count room!
004D: jump_if_false @HEIST1_9104 
0006: 32@ = 0 
0006: 228@ = 1 

:HEIST1_9104
00D6: if 
0039:   228@ == 1 
004D: jump_if_false @HEIST1_9157 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @HEIST1_9157 
00BE: text_clear_all 
0006: 308@ = 12 
0006: 228@ = 2 

:HEIST1_9157
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 45@ radius 5.0 5.0 0 
004D: jump_if_false @HEIST1_9272 
0006: 183@ = 1 
0006: 177@ = 22 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_9272 
0687: clear_actor 45@ task 
06B0: AS_actor 45@ sit_down 10000 ms 
00BE: text_clear_all 
03E6: remove_text_box 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 308@ = 21 
0187: 157@ = create_marker_above_actor 45@ 
0165: set_marker 157@ color_to 2 
0006: 228@ = 0 

:HEIST1_9272
00D6: if 
0039:   177@ == 22 
004D: jump_if_false @HEIST1_9325 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_9311 
08ED: remove_actor 45@ from_dialogue_mode 

:HEIST1_9311
0006: 228@ = 0 
0006: 177@ = 23 

:HEIST1_9325
00D6: if 
0039:   177@ == 23 
004D: jump_if_false @HEIST1_9483 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_9483 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 45@ radius 10.0 10.0 0 
004D: jump_if_false @HEIST1_9450 
0512: show_permanent_text_box 'HEIH9'  // Move close to the receptionist and press ~k~~PED_ANSWER_PHONE~ to restart conversation.
00D6: if 
0039:   183@ == 1 
004D: jump_if_false @HEIST1_9450 
00D6: if 
00E1:   player 0 pressed_key 4 
004D: jump_if_false @HEIST1_9450 
0006: 177@ = 10 
0006: 183@ = 0 

:HEIST1_9450
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 45@ radius 10.0 10.0 0 
004D: jump_if_false @HEIST1_9483 
03E6: remove_text_box 

:HEIST1_9483
00D6: if 
0039:   177@ == 24 
004D: jump_if_false @HEIST1_9583 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_9529 
0006: 228@ = 0 
08ED: remove_actor 45@ from_dialogue_mode 

:HEIST1_9529
018A: 166@ = create_checkpoint_at 372.253 164.4298 1007.398 
08DC: create_interior_marker 166@ at 2415.348 1123.942 radius 10.0 
0006: 177@ = 25 
0006: 183@ = 0 

:HEIST1_9583
00D6: if 
0039:   177@ == 25 
004D: jump_if_false @HEIST1_9781 
03E6: remove_text_box 
0006: 189@ = 1 
0550: keep_object 109@ in_memory 0 
0107: 114@ = create_object #DYN_AIRCON at 349.3042 189.4448 1018.984 
0453: set_object 114@ XYZ_rotation 0.0 0.0 90.0 
071F: set_object 114@ health_to 450 
0107: 116@ = create_object #DYN_AIRCON at 349.3042 189.4448 1019.784 
035D: set_object 116@ targetable 1 
0453: set_object 116@ XYZ_rotation 0.0 0.0 90.0 
071F: set_object 116@ health_to 450 
071E: get_object 116@ health_to 117@ 
0907: get_object 116@ mass_to 118@ // float 
0006: 177@ = 27 
0006: 173@ = 1 
0006: 32@ = 0 
040D: unload_wav 3 
03CF: load_wav 3400 as 3 
0006: 315@ = 1 

:HEIST1_9781
00D6: if 
0039:   315@ == 1 
004D: jump_if_false @HEIST1_9848 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST1_9848 
00D6: if 
03CA:   object 116@ exists 
004D: jump_if_false @HEIST1_9848 
097C: attach_wav 3 to_object 116@ 
03D1: play_wav 3 
0006: 315@ = 2 

:HEIST1_9848
00D6: if 
0039:   177@ == 27 
004D: jump_if_false @HEIST1_10060 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @HEIST1_9928 
00D6: if 
0039:   173@ == 1 
004D: jump_if_false @HEIST1_9928 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_33' time 4000 flag 1  // ~s~The ~y~stairwell~s~ is now accessible. Climb up to get to the location of the blueprints.
0006: 173@ = 0 

:HEIST1_9928
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 372.253 164.4298 1007.398 radius 1.0 1.0 1.5 
004D: jump_if_false @HEIST1_10060 
0164: disable_marker 166@ 
0006: 173@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_34' time 6000 flag 1  // ~s~The ~y~blueprints~s~ you need to photograph are in the far room on the top floor.
018A: 158@ = create_checkpoint_at 346.9205 165.9382 1024.781 
08DC: create_interior_marker 158@ at 2415.348 1123.942 radius 10.0 
0165: set_marker 158@ color_to 4 
0006: 177@ = 30 

:HEIST1_10060
00D6: if 
0039:   180@ == 1 
004D: jump_if_false @HEIST1_14667 
00D6: if 
0039:   179@ == 1 
004D: jump_if_false @HEIST1_14667 
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @HEIST1_14667 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @HEIST1_10680 
00D6: if 
001B:   40 > 177@ 
004D: jump_if_false @HEIST1_10306 
00D6: if 
0039:   173@ == 0 
004D: jump_if_false @HEIST1_10306 
00D6: if 
0039:   228@ == 0 
004D: jump_if_false @HEIST1_10306 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @HEIST1_10306 
00D6: if 
0039:   207@ == 0 
004D: jump_if_false @HEIST1_10306 
0792: disembark_instantly_actor 52@ 
0639: AS_actor 52@ rotate_to_actor $PLAYER_ACTOR 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @HEIST1_10306 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST1_10306 
0792: disembark_instantly_actor 53@ 
0792: disembark_instantly_actor 54@ 
0639: AS_actor 53@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor 54@ rotate_to_actor $PLAYER_ACTOR 
0006: 32@ = 0 
0006: 113@ = 1 

:HEIST1_10306
00D6: if 
051A:   actor 52@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_10368 
0687: clear_actor 52@ task 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_23626 
0002: jump @HEIST1_23658 

:HEIST1_10368
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @HEIST1_10614 
00D6: if 
0364:   actor 52@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_10614 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
004D: jump_if_false @HEIST1_10614 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 43 
004D: jump_if_false @HEIST1_10614 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 1 
004D: jump_if_false @HEIST1_10614 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 14 
004D: jump_if_false @HEIST1_10614 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 10 
004D: jump_if_false @HEIST1_10614 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 11 
004D: jump_if_false @HEIST1_10614 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 12 
004D: jump_if_false @HEIST1_10614 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 13 
004D: jump_if_false @HEIST1_10614 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 46 
004D: jump_if_false @HEIST1_10614 
00BE: text_clear_all 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
0006: 311@ = 0 
0006: 310@ = 0 
0006: 308@ = 7 
0006: 33@ = 0 
0006: 181@ = 1 

:HEIST1_10614
00D6: if 
0039:   207@ == 1 
004D: jump_if_false @HEIST1_10680 
00D6: if 
0039:   208@ == 0 
004D: jump_if_false @HEIST1_10680 
0792: disembark_instantly_actor 52@ 
0638: AS_actor 52@ stay_put 1 
0635: AS_actor 52@ aim_at_actor $PLAYER_ACTOR 5000 ms 
0006: 208@ = 1 

:HEIST1_10680
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @HEIST1_11070 
00D6: if 
051A:   actor 53@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_10758 
0687: clear_actor 53@ task 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_23626 
0002: jump @HEIST1_23658 

:HEIST1_10758
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @HEIST1_11004 
00D6: if 
0364:   actor 53@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_11004 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
004D: jump_if_false @HEIST1_11004 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 43 
004D: jump_if_false @HEIST1_11004 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 1 
004D: jump_if_false @HEIST1_11004 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 14 
004D: jump_if_false @HEIST1_11004 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 10 
004D: jump_if_false @HEIST1_11004 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 11 
004D: jump_if_false @HEIST1_11004 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 12 
004D: jump_if_false @HEIST1_11004 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 13 
004D: jump_if_false @HEIST1_11004 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 46 
004D: jump_if_false @HEIST1_11004 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 
0006: 310@ = 0 
0006: 308@ = 7 
0006: 33@ = 0 
0006: 181@ = 1 

:HEIST1_11004
00D6: if 
0039:   207@ == 1 
004D: jump_if_false @HEIST1_11070 
00D6: if 
0039:   209@ == 0 
004D: jump_if_false @HEIST1_11070 
0792: disembark_instantly_actor 53@ 
0638: AS_actor 53@ stay_put 1 
0635: AS_actor 53@ aim_at_actor $PLAYER_ACTOR 5000 ms 
0006: 209@ = 1 

:HEIST1_11070
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST1_12142 
00D6: if 
051A:   actor 54@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_11148 
0687: clear_actor 54@ task 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_23626 
0002: jump @HEIST1_23658 

:HEIST1_11148
00D6: if 
0039:   189@ == 1 
004D: jump_if_false @HEIST1_11257 
00D6: if 
0039:   188@ == 0 
004D: jump_if_false @HEIST1_11257 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 367.6113 162.3746 1024.781 radius 3.5 3.5 1.5 
004D: jump_if_false @HEIST1_11257 
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @HEIST1_11257 
0006: 188@ = 1 

:HEIST1_11257
00D6: if 
0833:   object 107@ photographed 
004D: jump_if_false @HEIST1_11305 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_52' time 4000 flag 1  // ~r~That's just great! We should have distracted the guard before taking any photographs!
0050: gosub @HEIST1_23626 
0002: jump @HEIST1_23658 

:HEIST1_11305
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @HEIST1_11589 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 54@ radius 10.0 10.0 2.0 sphere 0 
004D: jump_if_false @HEIST1_11589 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
004D: jump_if_false @HEIST1_11589 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 1 
004D: jump_if_false @HEIST1_11589 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 14 
004D: jump_if_false @HEIST1_11589 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 10 
004D: jump_if_false @HEIST1_11589 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 11 
004D: jump_if_false @HEIST1_11589 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 12 
004D: jump_if_false @HEIST1_11589 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 13 
004D: jump_if_false @HEIST1_11589 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 46 
004D: jump_if_false @HEIST1_11589 
00BE: text_clear_all 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
0006: 311@ = 0 
0006: 310@ = 0 
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 43 
004D: jump_if_false @HEIST1_11561 
0006: 308@ = 10 
0002: jump @HEIST1_11568 

:HEIST1_11561
0006: 308@ = 7 

:HEIST1_11568
0006: 33@ = 0 
0006: 181@ = 1 
0006: 211@ = 1 

:HEIST1_11589
00D6: if 
0039:   207@ == 1 
004D: jump_if_false @HEIST1_11655 
00D6: if 
0039:   210@ == 0 
004D: jump_if_false @HEIST1_11655 
0792: disembark_instantly_actor 54@ 
0638: AS_actor 54@ stay_put 1 
0635: AS_actor 54@ aim_at_actor $PLAYER_ACTOR 5000 ms 
0006: 210@ = 1 

:HEIST1_11655
00D6: if 
0039:   189@ == 1 
004D: jump_if_false @HEIST1_12142 
00D6: if 
0039:   188@ == 1 
004D: jump_if_false @HEIST1_11878 
01B4: set_player $PLAYER_CHAR can_move 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
0006: 311@ = 0 
0006: 310@ = 0 
0006: 308@ = 0 
016A: fade 0 time 500 

:HEIST1_11736
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_11760 
0001: wait 0 ms 
0002: jump @HEIST1_11736 

:HEIST1_11760
00BE: text_clear_all 
02A3: enable_widescreen 1 
015F: set_camera_position 345.0205 163.0617 1026.826 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 345.8946 163.5473 1026.817 switchstyle 2 
016A: fade 1 time 500 

:HEIST1_11824
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_11848 
0001: wait 0 ms 
0002: jump @HEIST1_11824 

:HEIST1_11848
0006: 188@ = 2 
00BC: show_text_highpriority GXT 'HEI1_6' time 4000 flag 1  // ~s~You can't photo the casino blueprints with the guard around! You need to divert his attention.
0006: 33@ = 0 

:HEIST1_11878
00D6: if 
0039:   188@ == 2 
004D: jump_if_false @HEIST1_11957 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @HEIST1_11922 
0006: 187@ = 1 

:HEIST1_11922
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @HEIST1_11957 
00BE: text_clear_all 
0006: 188@ = 4 
0006: 33@ = 0 

:HEIST1_11957
00D6: if 
0039:   188@ == 4 
004D: jump_if_false @HEIST1_12142 
0006: 187@ = 0 
016A: fade 0 time 500 
00BE: text_clear_all 

:HEIST1_11991
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_12015 
0001: wait 0 ms 
0002: jump @HEIST1_11991 

:HEIST1_12015
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
016A: fade 1 time 500 

:HEIST1_12030
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_12054 
0001: wait 0 ms 
0002: jump @HEIST1_12030 

:HEIST1_12054
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
0164: disable_marker 158@ 
018A: 160@ = create_checkpoint_at 357.3549 193.415 1018.984 
08DC: create_interior_marker 160@ at 2415.348 1123.942 radius 10.0 
0165: set_marker 160@ color_to 4 
0006: 188@ = 99 
00BC: show_text_highpriority GXT 'HEI1_7' time 6000 flag 1  // ~s~There's a ~y~document depository~s~ downstairs. Head down to see if you can cause a distraction

:HEIST1_12142
00D6: if 
0039:   181@ == 1 
004D: jump_if_false @HEIST1_13225 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @HEIST1_12273 
00D6: if 
0039:   207@ == 0 
004D: jump_if_false @HEIST1_12273 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
004D: jump_if_false @HEIST1_12273 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 
0006: 310@ = 0 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 43 
004D: jump_if_false @HEIST1_12266 
0006: 308@ = 9 

:HEIST1_12266
0006: 207@ = 1 

:HEIST1_12273
00D6: if 
0019:   33@ > 12000 
004D: jump_if_false @HEIST1_12324 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_50' time 6000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_23626 
0002: jump @HEIST1_23658 

:HEIST1_12324
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 0 
004D: jump_if_false @HEIST1_12417 
0006: 181@ = 0 
0006: 207@ = 0 
0006: 208@ = 0 
0006: 209@ = 0 
0006: 210@ = 0 
0006: 211@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 
0006: 310@ = 0 
0006: 308@ = 8 

:HEIST1_12417
00D6: if 
8039:   not  211@ == 1 
004D: jump_if_false @HEIST1_12528 
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 43 
004D: jump_if_false @HEIST1_12528 
0006: 181@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 
0006: 310@ = 0 
0006: 308@ = 8 
0006: 207@ = 0 
0006: 208@ = 0 
0006: 209@ = 0 
0006: 210@ = 0 
0006: 211@ = 0 

:HEIST1_12528
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 1 
004D: jump_if_false @HEIST1_12621 
0006: 181@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 
0006: 310@ = 0 
0006: 308@ = 8 
0006: 207@ = 0 
0006: 208@ = 0 
0006: 209@ = 0 
0006: 210@ = 0 
0006: 211@ = 0 

:HEIST1_12621
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 14 
004D: jump_if_false @HEIST1_12714 
0006: 181@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 
0006: 310@ = 0 
0006: 308@ = 8 
0006: 207@ = 0 
0006: 208@ = 0 
0006: 209@ = 0 
0006: 210@ = 0 
0006: 211@ = 0 

:HEIST1_12714
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 10 
004D: jump_if_false @HEIST1_12807 
0006: 181@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 
0006: 310@ = 0 
0006: 308@ = 8 
0006: 207@ = 0 
0006: 208@ = 0 
0006: 209@ = 0 
0006: 210@ = 0 
0006: 211@ = 0 

:HEIST1_12807
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 11 
004D: jump_if_false @HEIST1_12900 
0006: 181@ = 0 
0006: 207@ = 0 
0006: 208@ = 0 
0006: 209@ = 0 
0006: 210@ = 0 
0006: 211@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 
0006: 310@ = 0 
0006: 308@ = 8 

:HEIST1_12900
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 12 
004D: jump_if_false @HEIST1_12993 
0006: 181@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 
0006: 310@ = 0 
0006: 308@ = 8 
0006: 207@ = 0 
0006: 208@ = 0 
0006: 209@ = 0 
0006: 210@ = 0 
0006: 211@ = 0 

:HEIST1_12993
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 13 
004D: jump_if_false @HEIST1_13086 
0006: 181@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 
0006: 310@ = 0 
0006: 308@ = 8 
0006: 207@ = 0 
0006: 208@ = 0 
0006: 209@ = 0 
0006: 210@ = 0 
0006: 211@ = 0 

:HEIST1_13086
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 46 
004D: jump_if_false @HEIST1_13179 
0006: 181@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 
0006: 310@ = 0 
0006: 308@ = 8 
0006: 207@ = 0 
0006: 208@ = 0 
0006: 209@ = 0 
0006: 210@ = 0 
0006: 211@ = 0 

:HEIST1_13179
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @HEIST1_13225 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_23626 
0002: jump @HEIST1_23658 

:HEIST1_13225
00D6: if 
056D:   actor 65@ defined 
004D: jump_if_false @HEIST1_13326 
00D6: if 
051A:   actor 65@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_13326 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @HEIST1_13326 
0687: clear_actor 65@ task 
05DD: AS_actor 65@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_23626 
0002: jump @HEIST1_23658 

:HEIST1_13326
00D6: if 
056D:   actor 66@ defined 
004D: jump_if_false @HEIST1_13427 
00D6: if 
051A:   actor 66@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_13427 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @HEIST1_13427 
0687: clear_actor 66@ task 
05DD: AS_actor 66@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_23626 
0002: jump @HEIST1_23658 

:HEIST1_13427
00D6: if 
056D:   actor 67@ defined 
004D: jump_if_false @HEIST1_13528 
00D6: if 
051A:   actor 67@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_13528 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @HEIST1_13528 
0687: clear_actor 67@ task 
05DD: AS_actor 67@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_23626 
0002: jump @HEIST1_23658 

:HEIST1_13528
00D6: if 
056D:   actor 68@ defined 
004D: jump_if_false @HEIST1_13629 
00D6: if 
051A:   actor 68@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_13629 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST1_13629 
0687: clear_actor 68@ task 
05DD: AS_actor 68@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_23626 
0002: jump @HEIST1_23658 

:HEIST1_13629
00D6: if 
056D:   actor 69@ defined 
004D: jump_if_false @HEIST1_13730 
00D6: if 
051A:   actor 69@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_13730 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @HEIST1_13730 
0687: clear_actor 69@ task 
05DD: AS_actor 69@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_23626 
0002: jump @HEIST1_23658 

:HEIST1_13730
00D6: if 
056D:   actor 70@ defined 
004D: jump_if_false @HEIST1_13831 
00D6: if 
051A:   actor 70@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_13831 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST1_13831 
0687: clear_actor 70@ task 
05DD: AS_actor 70@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_23626 
0002: jump @HEIST1_23658 

:HEIST1_13831
00D6: if 
056D:   actor 71@ defined 
004D: jump_if_false @HEIST1_13932 
00D6: if 
051A:   actor 71@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_13932 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @HEIST1_13932 
0687: clear_actor 71@ task 
05DD: AS_actor 71@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_23626 
0002: jump @HEIST1_23658 

:HEIST1_13932
00D6: if 
056D:   actor 72@ defined 
004D: jump_if_false @HEIST1_14033 
00D6: if 
051A:   actor 72@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_14033 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @HEIST1_14033 
0687: clear_actor 72@ task 
05DD: AS_actor 72@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_23626 
0002: jump @HEIST1_23658 

:HEIST1_14033
00D6: if 
056D:   actor 73@ defined 
004D: jump_if_false @HEIST1_14134 
00D6: if 
051A:   actor 73@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_14134 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @HEIST1_14134 
0687: clear_actor 73@ task 
05DD: AS_actor 73@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_23626 
0002: jump @HEIST1_23658 

:HEIST1_14134
00D6: if 
056D:   actor 45@ defined 
004D: jump_if_false @HEIST1_14235 
00D6: if 
051A:   actor 45@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_14235 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_14235 
0687: clear_actor 45@ task 
05DD: AS_actor 45@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_23626 
0002: jump @HEIST1_23658 

:HEIST1_14235
00D6: if 
056D:   actor 47@ defined 
004D: jump_if_false @HEIST1_14343 
00D6: if 
051A:   actor 47@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_14343 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST1_14343 
0687: clear_actor 47@ task 
05DD: AS_actor 47@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
0050: gosub @HEIST1_23595 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_23626 
0002: jump @HEIST1_23658 

:HEIST1_14343
00D6: if 
056D:   actor 48@ defined 
004D: jump_if_false @HEIST1_14451 
00D6: if 
051A:   actor 48@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_14451 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @HEIST1_14451 
0687: clear_actor 48@ task 
05DD: AS_actor 48@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
0050: gosub @HEIST1_23595 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_23626 
0002: jump @HEIST1_23658 

:HEIST1_14451
00D6: if 
056D:   actor 49@ defined 
004D: jump_if_false @HEIST1_14559 
00D6: if 
051A:   actor 49@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_14559 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @HEIST1_14559 
0687: clear_actor 49@ task 
05DD: AS_actor 49@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
0050: gosub @HEIST1_23595 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_23626 
0002: jump @HEIST1_23658 

:HEIST1_14559
00D6: if 
056D:   actor 50@ defined 
004D: jump_if_false @HEIST1_14667 
00D6: if 
051A:   actor 50@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_14667 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @HEIST1_14667 
0687: clear_actor 50@ task 
05DD: AS_actor 50@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
0050: gosub @HEIST1_23595 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_23626 
0002: jump @HEIST1_23658 

:HEIST1_14667
00D6: if 
0039:   177@ == 30 
004D: jump_if_false @HEIST1_15261 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 364.4255 188.2647 1018.984 radius 2.0 2.0 2.0 
004D: jump_if_false @HEIST1_14827 
00D6: if 
0019:   188@ > 1 
004D: jump_if_false @HEIST1_14827 
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @HEIST1_14827 
0164: disable_marker 160@ 
0188: 163@ = create_marker_above_object 114@ 
08DC: create_interior_marker 163@ at 2415.348 1123.942 radius 10.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_10' time 6000 flag 1  // ~s~Those old ~g~air con units~s~ are decrepit. Destroy them anyway you can.
0006: 221@ = 1 

:HEIST1_14827
00D6: if 
0039:   191@ == 0 
004D: jump_if_false @HEIST1_14910 
00D6: if 
0366:   object 114@ damaged 
004D: jump_if_false @HEIST1_14910 
0209: 151@ = random_int_in_ranges 1 4 
0723: break_object 114@ intensity 1 
0164: disable_marker 163@ 
000A: 190@ += 1 
0006: 191@ = 1 
0006: 190@ = 2 
035D: set_object 114@ targetable 0 

:HEIST1_14910
00D6: if 
0039:   192@ == 0 
004D: jump_if_false @HEIST1_15018 
00D6: if 
001B:   2 > 190@ 
004D: jump_if_false @HEIST1_15018 
00D6: if 
0366:   object 116@ damaged 
004D: jump_if_false @HEIST1_15018 
0209: 151@ = random_int_in_ranges 1 4 
0723: break_object 116@ intensity 1 
0164: disable_marker 163@ 
000A: 190@ += 1 
0006: 192@ = 1 
0006: 190@ = 2 
035D: set_object 116@ targetable 0 
0006: 32@ = 0 

:HEIST1_15018
00D6: if 
0039:   190@ == 2 
004D: jump_if_false @HEIST1_15098 
040D: unload_wav 3 
0006: 315@ = 99 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @HEIST1_15098 
02CF: 148@ = create_fire_at 350.8387 190.3284 1019.0 propagation 1 size 151@ 
0006: 190@ = 3 

:HEIST1_15098
00D6: if 
0039:   190@ == 3 
004D: jump_if_false @HEIST1_15261 
0006: 177@ = 40 
064B: 141@ = create_particle "TEARGAS" at 350.6574 189.2716 1019.0 type 1 
064B: 142@ = create_particle "TEARGAS" at 350.6574 189.2716 1020.0 type 1 
064B: 143@ = create_particle "TEARGAS" at 350.8387 190.3284 1019.0 type 1 
064C: make_particle 141@ visible 
064C: make_particle 142@ visible 
064C: make_particle 143@ visible 
0006: 32@ = 0 
00BC: show_text_highpriority GXT 'HEI1_20' time 4000 flag 1  // ~s~That's it! That fire alarm ought to occupy those guards.
0006: 316@ = 1 

:HEIST1_15261
00D6: if 
0039:   177@ == 40 
004D: jump_if_false @HEIST1_15319 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @HEIST1_15319 
0006: 180@ = 0 
0006: 178@ = 1 
0006: 177@ = 45 

:HEIST1_15319
00D6: if 
0019:   177@ > 9 
004D: jump_if_false @HEIST1_15876 
00D6: if 
0039:   113@ == 1 
004D: jump_if_false @HEIST1_15876 
00D6: if 
001B:   45 > 177@ 
004D: jump_if_false @HEIST1_15876 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @HEIST1_15497 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @HEIST1_15497 
062E: get_actor 65@ task 1655 status_store_to 206@ // ret 7 if not found 
00D6: if 
04A4:   206@ == 7 // == constant 
004D: jump_if_false @HEIST1_15497 
062E: get_actor 66@ task 1655 status_store_to 206@ // ret 7 if not found 
00D6: if 
04A4:   206@ == 7 // == constant 
004D: jump_if_false @HEIST1_15497 
0687: clear_actor 65@ task 
0687: clear_actor 66@ task 
0677: AS_actor 65@ chat_with_actor 66@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 66@ chat_with_actor 65@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_15497
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @HEIST1_15621 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST1_15621 
062E: get_actor 67@ task 1655 status_store_to 206@ // ret 7 if not found 
00D6: if 
04A4:   206@ == 7 // == constant 
004D: jump_if_false @HEIST1_15621 
062E: get_actor 68@ task 1655 status_store_to 206@ // ret 7 if not found 
00D6: if 
04A4:   206@ == 7 // == constant 
004D: jump_if_false @HEIST1_15621 
0687: clear_actor 67@ task 
0687: clear_actor 68@ task 
0677: AS_actor 67@ chat_with_actor 68@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 68@ chat_with_actor 67@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_15621
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @HEIST1_15745 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST1_15745 
062E: get_actor 69@ task 1655 status_store_to 206@ // ret 7 if not found 
00D6: if 
04A4:   206@ == 7 // == constant 
004D: jump_if_false @HEIST1_15745 
062E: get_actor 70@ task 1655 status_store_to 206@ // ret 7 if not found 
00D6: if 
04A4:   206@ == 7 // == constant 
004D: jump_if_false @HEIST1_15745 
0687: clear_actor 69@ task 
0687: clear_actor 70@ task 
0677: AS_actor 69@ chat_with_actor 70@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 70@ chat_with_actor 69@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_15745
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @HEIST1_15869 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @HEIST1_15869 
062E: get_actor 71@ task 1655 status_store_to 206@ // ret 7 if not found 
00D6: if 
04A4:   206@ == 7 // == constant 
004D: jump_if_false @HEIST1_15869 
062E: get_actor 72@ task 1655 status_store_to 206@ // ret 7 if not found 
00D6: if 
04A4:   206@ == 7 // == constant 
004D: jump_if_false @HEIST1_15869 
0687: clear_actor 71@ task 
0687: clear_actor 72@ task 
0677: AS_actor 71@ chat_with_actor 72@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 72@ chat_with_actor 71@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_15869
0006: 113@ = 0 

:HEIST1_15876
00D6: if 
0039:   177@ == 45 
004D: jump_if_false @HEIST1_16917 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @HEIST1_15939 
0687: clear_actor 67@ task 
05F5: AS_actor 67@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_15939
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @HEIST1_15984 
0687: clear_actor 69@ task 
05F5: AS_actor 69@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_15984
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST1_16029 
0687: clear_actor 68@ task 
05F5: AS_actor 68@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_16029
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST1_16074 
0687: clear_actor 70@ task 
05F5: AS_actor 70@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_16074
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @HEIST1_16119 
0687: clear_actor 71@ task 
05F5: AS_actor 71@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_16119
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @HEIST1_16164 
0687: clear_actor 72@ task 
05F5: AS_actor 72@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_16164
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @HEIST1_16209 
0687: clear_actor 73@ task 
05F5: AS_actor 73@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_16209
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @HEIST1_16258 
0687: clear_actor 50@ task 
060B: set_actor 50@ decision_maker_to 103@ 
00A1: put_actor 50@ at 377.7027 153.2545 1022.774 

:HEIST1_16258
016A: fade 0 time 500 

:HEIST1_16265
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_16289 
0001: wait 0 ms 
0002: jump @HEIST1_16265 

:HEIST1_16289
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
02D1: remove_fire 148@ 
015F: set_camera_position 350.4867 162.1073 1026.989 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 351.4692 162.1195 1026.804 switchstyle 2 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST1_16424 
0638: AS_actor 54@ stay_put 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 353.4759 161.9657 1024.781 
05D7: add_point_to_scmpath 365.8191 162.2179 1024.781 
05D8: AS_assign_scmpath to_actor 54@ flags 4 0 

:HEIST1_16424
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST1_16565 
060B: set_actor 47@ decision_maker_to 103@ 
0687: clear_actor 47@ task 
00A1: put_actor 47@ at 353.9879 164.0512 1024.781 
0173: set_actor 47@ Z_angle_to 224.0 
0687: clear_actor 47@ task 
060B: set_actor 47@ decision_maker_to 103@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 355.5494 162.7226 1024.774 
05D7: add_point_to_scmpath 368.749 162.4855 1024.774 
05D7: add_point_to_scmpath 378.824 162.5327 1024.774 
05D8: AS_assign_scmpath to_actor 47@ flags 4 0 
0006: 194@ = 1 

:HEIST1_16565
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @HEIST1_16706 
060B: set_actor 48@ decision_maker_to 103@ 
0687: clear_actor 48@ task 
00A1: put_actor 48@ at 354.1077 160.163 1024.781 
0173: set_actor 48@ Z_angle_to 302.0 
0687: clear_actor 48@ task 
060B: set_actor 48@ decision_maker_to 103@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 355.5494 162.7226 1024.774 
05D7: add_point_to_scmpath 368.749 162.4855 1024.774 
05D7: add_point_to_scmpath 378.824 162.5327 1024.774 
05D8: AS_assign_scmpath to_actor 48@ flags 4 0 
0006: 195@ = 2 

:HEIST1_16706
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @HEIST1_16830 
060B: set_actor 49@ decision_maker_to 103@ 
0687: clear_actor 49@ task 
00A1: put_actor 49@ at 364.2849 160.2124 1024.789 
0173: set_actor 49@ Z_angle_to 294.5 
0687: clear_actor 49@ task 
060B: set_actor 49@ decision_maker_to 103@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 369.2587 162.4347 1024.774 
05D7: add_point_to_scmpath 377.2099 163.5096 1024.781 
05D8: AS_assign_scmpath to_actor 49@ flags 4 0 
0006: 196@ = 1 

:HEIST1_16830
00BE: text_clear_all 
016A: fade 1 time 500 

:HEIST1_16839
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_16863 
0001: wait 0 ms 
0002: jump @HEIST1_16839 

:HEIST1_16863
0006: 177@ = 50 
0006: 33@ = 0 
0006: 185@ = 1 
00BE: text_clear_all 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
0006: 311@ = 0 
0006: 310@ = 0 
0006: 308@ = 13 

:HEIST1_16917
00D6: if 
0039:   177@ == 50 
004D: jump_if_false @HEIST1_16961 
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @HEIST1_16961 
0006: 177@ = 55 

:HEIST1_16961
00D6: if 
0039:   177@ == 55 
004D: jump_if_false @HEIST1_17606 
0006: 185@ = 0 
016A: fade 0 time 500 

:HEIST1_16993
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_17017 
0001: wait 0 ms 
0002: jump @HEIST1_16993 

:HEIST1_17017
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0687: clear_actor $PLAYER_ACTOR task 
02A3: enable_widescreen 0 
016A: fade 1 time 500 
0687: clear_actor $PLAYER_ACTOR task 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 151@ = 3 
02CF: 147@ = create_fire_at 350.6574 189.5716 1019.0 propagation 1 size 151@ 
02CF: 148@ = create_fire_at 350.8387 190.3284 1019.0 propagation 1 size 2 
0006: 177@ = 60 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST1_17156 
060B: set_actor 54@ decision_maker_to 104@ 
00A1: put_actor 54@ at 2419.994 1153.71 9.8047 

:HEIST1_17156
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @HEIST1_17200 
060B: set_actor 53@ decision_maker_to 104@ 
00A1: put_actor 53@ at 2419.994 1145.71 9.8047 

:HEIST1_17200
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @HEIST1_17244 
060B: set_actor 52@ decision_maker_to 104@ 
00A1: put_actor 52@ at 2417.655 1154.085 9.8047 

:HEIST1_17244
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_17290 
00A1: put_actor 45@ at 2419.363 1132.672 9.8047 
0173: set_actor 45@ Z_angle_to 135.0 

:HEIST1_17290
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @HEIST1_17311 
009B: destroy_actor 65@ 

:HEIST1_17311
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @HEIST1_17332 
009B: destroy_actor 66@ 

:HEIST1_17332
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST1_17383 
0687: clear_actor 47@ task 
00A1: put_actor 47@ at 372.0212 163.0494 1024.773 
0173: set_actor 47@ Z_angle_to 276.1 

:HEIST1_17383
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @HEIST1_17434 
0687: clear_actor 48@ task 
00A1: put_actor 48@ at 375.6833 163.8624 1024.773 
0173: set_actor 48@ Z_angle_to 266.1 

:HEIST1_17434
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @HEIST1_17485 
0687: clear_actor 49@ task 
00A1: put_actor 49@ at 378.0436 162.5748 1024.775 
0173: set_actor 49@ Z_angle_to 168.1 

:HEIST1_17485
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @HEIST1_17536 
0687: clear_actor 50@ task 
00A1: put_actor 50@ at 377.7027 153.2545 1022.774 
0173: set_actor 50@ Z_angle_to 101.1 

:HEIST1_17536
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_22' time 6000 flag 1  // ~s~Okay! They're busy with the evacuation just now. Get upstairs and photograph those ~y~blueprints~s~ pinned to the wall.
0164: disable_marker 158@ 
018A: 158@ = create_checkpoint_at 346.9205 165.9382 1024.781 
08DC: create_interior_marker 158@ at 2415.348 1123.942 radius 10.0 
0165: set_marker 158@ color_to 4 

:HEIST1_17606
00D6: if 
0039:   177@ == 60 
004D: jump_if_false @HEIST1_18682 
00D6: if 
0039:   219@ == 0 
004D: jump_if_false @HEIST1_17877 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 371.0459 161.5409 1018.984 radius 1.5 1.5 2.0 
004D: jump_if_false @HEIST1_17877 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @HEIST1_17735 
0687: clear_actor 50@ task 
05F5: AS_actor 50@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_17735
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @HEIST1_17780 
0687: clear_actor 49@ task 
05F5: AS_actor 49@ goto_point_using_paths 379.2716 173.4771 1007.397 mode 4 time -2 

:HEIST1_17780
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @HEIST1_17825 
0687: clear_actor 48@ task 
05F5: AS_actor 48@ goto_point_using_paths 370.9119 175.3713 1007.397 mode 4 time -2 

:HEIST1_17825
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST1_17870 
0687: clear_actor 47@ task 
05F5: AS_actor 47@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_17870
0006: 219@ = 1 

:HEIST1_17877
00D6: if 
0039:   219@ == 1 
004D: jump_if_false @HEIST1_18215 
00D6: if 
0039:   225@ == 0 
004D: jump_if_false @HEIST1_17975 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @HEIST1_17975 
00D6: if 
051A:   actor 50@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_17975 
0687: clear_actor 50@ task 
05DD: AS_actor 50@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
0006: 225@ = 1 

:HEIST1_17975
00D6: if 
0039:   224@ == 0 
004D: jump_if_false @HEIST1_18055 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @HEIST1_18055 
00D6: if 
051A:   actor 49@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_18055 
0687: clear_actor 49@ task 
05DD: AS_actor 49@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
0006: 224@ = 1 

:HEIST1_18055
00D6: if 
0039:   223@ == 0 
004D: jump_if_false @HEIST1_18135 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @HEIST1_18135 
00D6: if 
051A:   actor 48@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_18135 
0687: clear_actor 48@ task 
05DD: AS_actor 48@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
0006: 223@ = 1 

:HEIST1_18135
00D6: if 
0039:   222@ == 0 
004D: jump_if_false @HEIST1_18215 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST1_18215 
00D6: if 
051A:   actor 47@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_18215 
0687: clear_actor 47@ task 
05DD: AS_actor 47@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
0006: 222@ = 1 

:HEIST1_18215
00D6: if 
0833:   object 107@ photographed 
004D: jump_if_false @HEIST1_18682 
0006: 184@ = 1 
0164: disable_marker 158@ 
00BE: text_clear_all 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'HEI1_25' time 6000 flag 1  // ~s~Great! You've photographed the casino blueprints! Get out of the ~y~building~s~ before you're caught.
018A: 161@ = create_checkpoint_at 2418.682 1123.352 9.8047 
0165: set_marker 161@ color_to 4 
0650: destroy_particle 141@ 
0650: destroy_particle 142@ 
0650: destroy_particle 143@ 
064B: 138@ = create_particle "TEARGAS" at 369.2483 162.346 1026.774 type 1 
064B: 139@ = create_particle "TEARGAS" at 373.3976 162.6828 1026.774 type 1 
064B: 140@ = create_particle "TEARGAS" at 378.9187 163.1306 1026.774 type 1 
064C: make_particle 138@ visible 
064C: make_particle 139@ visible 
064C: make_particle 140@ visible 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST1_18434 
009B: destroy_actor 47@ 

:HEIST1_18434
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @HEIST1_18455 
009B: destroy_actor 48@ 

:HEIST1_18455
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @HEIST1_18476 
009B: destroy_actor 49@ 

:HEIST1_18476
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @HEIST1_18497 
009B: destroy_actor 50@ 

:HEIST1_18497
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @HEIST1_18518 
009B: destroy_actor 67@ 

:HEIST1_18518
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST1_18539 
009B: destroy_actor 68@ 

:HEIST1_18539
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @HEIST1_18560 
009B: destroy_actor 69@ 

:HEIST1_18560
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST1_18581 
009B: destroy_actor 70@ 

:HEIST1_18581
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @HEIST1_18602 
009B: destroy_actor 71@ 

:HEIST1_18602
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @HEIST1_18623 
009B: destroy_actor 72@ 

:HEIST1_18623
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @HEIST1_18644 
009B: destroy_actor 73@ 

:HEIST1_18644
0006: 198@ = 1 
0006: 32@ = 0 
0006: 177@ = 99 
03CB: set_rendering_origin_at 376.9717 192.0647 1013.18 

:HEIST1_18682
00D6: if 
0039:   184@ == 1 
004D: jump_if_false @HEIST1_18990 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @HEIST1_18990 
0247: load_model #LVEMT1 
0247: load_model #LVPD1 
0247: load_model #WMYBU 

:HEIST1_18734
00D6: if or
8248:   not model #LVEMT1 available 
8248:   not model #LVPD1 available 
8248:   not model #WMYBU available 
004D: jump_if_false @HEIST1_18771 
0001: wait 0 ms 
0002: jump @HEIST1_18734 

:HEIST1_18771
009A: 78@ = create_actor_pedtype 24 model #WMYBU at 376.9717 192.0647 1013.18 
0173: set_actor 78@ Z_angle_to 266.7879 
060B: set_actor 78@ decision_maker_to 105@ 
08AD: link_actor 78@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 79@ = create_actor_pedtype 24 model #LVPD1 at 377.2169 190.7318 1013.18 
0173: set_actor 79@ Z_angle_to 5.7879 
060B: set_actor 79@ decision_maker_to 105@ 
01B2: give_actor 79@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 79@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0639: AS_actor 78@ rotate_to_actor 79@ 
009A: 80@ = create_actor_pedtype 24 model #LVPD1 at 377.9352 192.4556 1013.18 
0173: set_actor 80@ Z_angle_to 124.31 
060B: set_actor 80@ decision_maker_to 105@ 
08AD: link_actor 80@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0249: release_model #LVEMT1 
0006: 184@ = 2 

:HEIST1_18990
00D6: if 
0039:   184@ == 2 
004D: jump_if_false @HEIST1_19174 
00BE: text_clear_all 
016A: fade 0 time 1000 
01B4: set_player $PLAYER_CHAR can_move 0 

:HEIST1_19024
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_19048 
0001: wait 0 ms 
0002: jump @HEIST1_19024 

:HEIST1_19048
00BE: text_clear_all 
02A3: enable_widescreen 1 
03CB: set_rendering_origin_at 376.9717 192.0647 1013.18 
015F: set_camera_position 374.0174 190.0682 1014.494 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 374.8688 190.5916 1014.458 switchstyle 2 
016A: fade 1 time 2000 

:HEIST1_19129
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_19153 
0001: wait 0 ms 
0002: jump @HEIST1_19129 

:HEIST1_19153
0006: 184@ = 3 
0006: 186@ = 1 
0006: 32@ = 0 

:HEIST1_19174
00D6: if 
0039:   184@ == 3 
004D: jump_if_false @HEIST1_19268 
00BE: text_clear_all 
0006: 308@ = 15 
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @HEIST1_19254 
0605: actor 78@ perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:HEIST1_19254
0006: 184@ = 4 
0006: 32@ = 0 

:HEIST1_19268
00D6: if 
0039:   184@ == 4 
004D: jump_if_false @HEIST1_19319 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @HEIST1_19319 
0006: 184@ = 5 
0006: 32@ = 0 

:HEIST1_19319
00D6: if 
0039:   184@ == 5 
004D: jump_if_false @HEIST1_20904 
0006: 186@ = 0 
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @HEIST1_19386 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @HEIST1_19386 
0687: clear_actor 78@ task 
0687: clear_actor 79@ task 

:HEIST1_19386
016A: fade 0 time 500 

:HEIST1_19393
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_19417 
0001: wait 0 ms 
0002: jump @HEIST1_19393 

:HEIST1_19417
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
016A: fade 1 time 500 

:HEIST1_19439
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_19463 
0001: wait 0 ms 
0002: jump @HEIST1_19439 

:HEIST1_19463
0006: 184@ = 10 
009B: destroy_actor 78@ 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST1_19562 
00A1: put_actor 54@ at 378.2106 154.386 1022.782 
0173: set_actor 54@ Z_angle_to 312.89 
0687: clear_actor 54@ task 
0615: define_AS_pack_begin 76@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 76@ 
0618: assign_actor 54@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 

:HEIST1_19562
009A: 56@ = create_actor_pedtype 24 model #LVPD1 at 371.6575 153.1287 1020.796 
0173: set_actor 56@ Z_angle_to 264.7879 
07DD: set_actor 56@ attack_rate 60 // previously known as temper_to 
060B: set_actor 56@ decision_maker_to 103@ 
01B2: give_actor 56@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 56@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 76@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 76@ 
0618: assign_actor 56@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
009A: 57@ = create_actor_pedtype 24 model #LVPD1 at 378.6946 163.6932 1018.984 
0173: set_actor 57@ Z_angle_to 91.89 
060B: set_actor 57@ decision_maker_to 103@ 
01B2: give_actor 57@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 57@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 76@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 76@ 
0618: assign_actor 57@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
009A: 58@ = create_actor_pedtype 24 model #LVPD1 at 371.9029 164.5795 1013.18 
0173: set_actor 58@ Z_angle_to 195.89 
060B: set_actor 58@ decision_maker_to 103@ 
01B2: give_actor 58@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 58@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 76@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0616: define_AS_pack_end 76@ 
0618: assign_actor 58@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
009A: 59@ = create_actor_pedtype 24 model #LVPD1 at 371.2767 154.0267 1014.984 
0173: set_actor 59@ Z_angle_to 195.89 
07DD: set_actor 59@ attack_rate 60 // previously known as temper_to 
060B: set_actor 59@ decision_maker_to 103@ 
01B2: give_actor 59@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 59@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 76@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0616: define_AS_pack_end 76@ 
0618: assign_actor 59@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
009A: 60@ = create_actor_pedtype 24 model #LVPD1 at 378.0627 152.9613 1011.195 
0173: set_actor 60@ Z_angle_to 285.89 
060B: set_actor 60@ decision_maker_to 103@ 
01B2: give_actor 60@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 60@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 76@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 0 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0616: define_AS_pack_end 76@ 
0618: assign_actor 60@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
009A: 61@ = create_actor_pedtype 24 model #LVPD1 at 372.2917 162.8527 1007.389 
0173: set_actor 61@ Z_angle_to 195.89 
060B: set_actor 61@ decision_maker_to 103@ 
01B2: give_actor 61@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 61@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 76@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0616: define_AS_pack_end 76@ 
0618: assign_actor 61@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
009A: 64@ = create_actor_pedtype 24 model #LVPD1 at 379.1144 153.0811 1011.195 
0173: set_actor 64@ Z_angle_to 4.89 
060B: set_actor 64@ decision_maker_to 103@ 
04EB: AS_actor 64@ crouch 1 
07DD: set_actor 64@ attack_rate 50 // previously known as temper_to 
0223: set_actor 64@ health_to 120 
01B2: give_actor 64@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 64@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 76@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 76@ 
0618: assign_actor 64@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
009A: 63@ = create_actor_pedtype 24 model #LVPD1 at 369.8178 162.4074 1018.977 
0173: set_actor 63@ Z_angle_to 217.89 
07DD: set_actor 63@ attack_rate 50 // previously known as temper_to 
0223: set_actor 63@ health_to 120 
060B: set_actor 63@ decision_maker_to 103@ 
01B2: give_actor 63@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 63@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 76@ 
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 70 
0616: define_AS_pack_end 76@ 
0618: assign_actor 63@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
009A: 62@ = create_actor_pedtype 24 model #LVPD1 at 370.1607 179.6097 1007.391 
0173: set_actor 62@ Z_angle_to 170.89 
07DD: set_actor 62@ attack_rate 50 // previously known as temper_to 
0223: set_actor 62@ health_to 120 
060B: set_actor 62@ decision_maker_to 103@ 
04EB: AS_actor 62@ crouch 1 
01B2: give_actor 62@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 62@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 76@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 76@ 
0618: assign_actor 62@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @HEIST1_20714 
0687: clear_actor 53@ task 
00A1: put_actor 53@ at 375.0372 177.4968 1007.391 
0173: set_actor 53@ Z_angle_to 193.0 
0638: AS_actor 53@ stay_put 1 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 

:HEIST1_20714
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @HEIST1_20780 
0687: clear_actor 52@ task 
00A1: put_actor 52@ at 385.5123 174.311 1007.389 
0173: set_actor 52@ Z_angle_to 82.0 
085B: AS_actor 52@ set_kinda_stay_in_same_place 1 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 

:HEIST1_20780
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @HEIST1_20809 
0687: clear_actor 79@ task 
05E2: AS_actor 79@ kill_actor $PLAYER_ACTOR 

:HEIST1_20809
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_46' time 6000 flag 1  // ~s~The cops can't shut the bottom doors due to the fire! Use your weapons if you need to.
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0247: load_model #BRAVURA 

:HEIST1_20839
00D6: if 
8248:   not model #BRAVURA available 
004D: jump_if_false @HEIST1_20866 
0001: wait 0 ms 
0002: jump @HEIST1_20839 

:HEIST1_20866
00A5: 106@ = create_car #BRAVURA at 2423.733 1120.273 9.6719 
0175: set_car 106@ Z_angle_to 179.4729 
0249: release_model #BRAVURA 

:HEIST1_20904
00D6: if 
0039:   198@ == 1 
004D: jump_if_false @HEIST1_21347 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 369.2483 162.346 1024.774 radius 2.0 2.0 2.0 
004D: jump_if_false @HEIST1_21347 
0669: 129@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 2.0 type 1 
0669: 130@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 2.0 1.8 type 1 
0669: 131@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 -2.0 2.0 type 1 
0669: 132@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 1.0 5.0 1.5 type 1 
0669: 133@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -1.0 8.0 1.8 type 1 
0669: 134@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 2.0 0.0 1.5 type 1 
0669: 135@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -2.0 0.0 1.5 type 1 
0669: 136@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -2.0 2.0 1.5 type 1 
0669: 137@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 2.0 2.0 1.5 type 1 
08FD: enable_heat_visuals 1 
064C: make_particle 129@ visible 
064C: make_particle 130@ visible 
064C: make_particle 131@ visible 
064C: make_particle 132@ visible 
064C: make_particle 133@ visible 
064C: make_particle 134@ visible 
064C: make_particle 135@ visible 
064C: make_particle 136@ visible 
064C: make_particle 137@ visible 
0650: destroy_particle 138@ 
0650: destroy_particle 139@ 
0650: destroy_particle 140@ 
0006: 198@ = 2 

:HEIST1_21347
00D6: if 
0039:   184@ == 10 
004D: jump_if_false @HEIST1_21556 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2418.682 1123.352 9.8047 radius 5.0 5.0 5.0 
004D: jump_if_false @HEIST1_21556 
08FD: enable_heat_visuals 0 
0650: destroy_particle 138@ 
0650: destroy_particle 139@ 
0650: destroy_particle 140@ 
0650: destroy_particle 129@ 
0650: destroy_particle 130@ 
0650: destroy_particle 131@ 
0650: destroy_particle 132@ 
0650: destroy_particle 133@ 
0650: destroy_particle 134@ 
0650: destroy_particle 135@ 
0650: destroy_particle 136@ 
0650: destroy_particle 137@ 
0006: 184@ = 11 
0164: disable_marker 161@ 
018A: 165@ = create_checkpoint_at 1918.59 958.3391 9.8203 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_29' time 6000 flag 1  // ~s~Take the camera film to the back entrance of the ~y~Four Dragons Casino~s~.
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 324@ = 1 
0006: 33@ = 0 
0249: release_model #WMYSGRD 
0249: release_model #OFOST 

:HEIST1_21556
00D6: if 
0039:   324@ == 1 
004D: jump_if_false @HEIST1_21607 
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @HEIST1_21607 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 
0006: 324@ = 2 

:HEIST1_21607
00D6: if 
0039:   184@ == 11 
004D: jump_if_false @HEIST1_21687 
0247: load_model #TRIADA 
0247: load_model #WASHING 
0247: load_model #TRIADB 

:HEIST1_21638
00D6: if or
8248:   not model #TRIADB available 
8248:   not model #TRIADA available 
8248:   not model #WASHING available 
004D: jump_if_false @HEIST1_21673 
0001: wait 0 ms 
0002: jump @HEIST1_21638 

:HEIST1_21673
0006: 184@ = 13 
0006: 216@ = 9 

:HEIST1_21687
00D6: if 
0039:   216@ == 9 
004D: jump_if_false @HEIST1_22031 
077E: get_active_interior_to 34@ 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @HEIST1_21748 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @HEIST1_21748 
01B4: set_player $PLAYER_CHAR can_move 1 

:HEIST1_21748
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1918.59 958.3391 9.8203 radius 4.0 4.0 2.0 
004D: jump_if_false @HEIST1_22031 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST1_21933 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
02A0:   actor $PLAYER_ACTOR stopped 
004D: jump_if_false @HEIST1_21926 
00A5: 213@ = create_car #WASHING at 1902.168 974.9742 9.8203 
0175: set_car 213@ Z_angle_to 197.2609 
0229: set_car 213@ primary_color_to 4 secondary_color_to 2 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @HEIST1_21919 
0129: 214@ = create_actor_pedtype 25 model #TRIADA in_car 213@ driverseat 
01C8: 212@ = create_actor_pedtype 25 model #TRIADB in_car 213@ passenger_seat 1 

:HEIST1_21919
0006: 216@ = 15 

:HEIST1_21926
0002: jump @HEIST1_22031 

:HEIST1_21933
01B4: set_player $PLAYER_CHAR can_move 0 
00A5: 213@ = create_car #WASHING at 1902.168 974.9742 9.8203 
0175: set_car 213@ Z_angle_to 197.2609 
0229: set_car 213@ primary_color_to 4 secondary_color_to 2 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @HEIST1_22024 
0129: 214@ = create_actor_pedtype 25 model #TRIADA in_car 213@ driverseat 
01C8: 212@ = create_actor_pedtype 25 model #TRIADB in_car 213@ passenger_seat 1 

:HEIST1_22024
0006: 216@ = 15 

:HEIST1_22031
00D6: if 
0039:   216@ == 15 
004D: jump_if_false @HEIST1_22373 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
016A: fade 0 time 1000 

:HEIST1_22070
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_22094 
0001: wait 0 ms 
0002: jump @HEIST1_22070 

:HEIST1_22094
00BE: text_clear_all 
01C3: remove_references_to_car 106@ 
0395: clear_area 1 at 1913.682 962.0125 9.8203 radius 60.0 
0395: clear_area 1 at 1903.468 967.1692 9.8127 radius 60.0 
02A3: enable_widescreen 1 
015F: set_camera_position 1922.234 951.8628 12.2282 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1921.715 952.7101 12.1171 switchstyle 2 
016A: fade 1 time 1000 

:HEIST1_22211
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_22235 
0001: wait 0 ms 
0002: jump @HEIST1_22211 

:HEIST1_22235
0006: 216@ = 17 
0006: 32@ = 0 
0687: clear_actor $PLAYER_ACTOR task 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST1_22327 
0615: define_AS_pack_begin 217@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1913.682 962.0125 9.8203 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 217@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 217@ 
061B: remove_references_to_AS_pack 217@ 
0002: jump @HEIST1_22373 

:HEIST1_22327
0615: define_AS_pack_begin 217@ 
05D3: AS_actor -1 goto_point 1913.682 962.0125 9.8203 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 217@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 217@ 
061B: remove_references_to_AS_pack 217@ 

:HEIST1_22373
00D6: if 
0039:   216@ == 17 
004D: jump_if_false @HEIST1_22437 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @HEIST1_22437 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1035 
0006: 216@ = 20 

:HEIST1_22437
00D6: if 
0039:   216@ == 20 
004D: jump_if_false @HEIST1_22769 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.02 collision_check 0 
004D: jump_if_false @HEIST1_22540 
034E: move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.02 collision_check 0 

:HEIST1_22540
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @HEIST1_22769 
0006: 216@ = 30 
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @HEIST1_22769 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @HEIST1_22769 
05D1: AS_actor 214@ drive_car 213@ to 1909.04 959.7415 9.8203 speed 7.0 2 model #NULL 2 
015F: set_camera_position 1901.587 965.5023 11.8636 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1902.538 965.246 11.6931 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 1913.682 962.0125 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 100.3 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1036 
0687: clear_actor $PLAYER_ACTOR task 
05D3: AS_actor $PLAYER_ACTOR goto_point 1909.887 962.3391 9.8203 mode 4 time -1 ms // versionA 
0006: 32@ = 0 

:HEIST1_22769
00D6: if 
0039:   216@ == 30 
004D: jump_if_false @HEIST1_22929 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @HEIST1_22929 
00D6: if 
01AD:   car 213@ sphere 0 near_point 1909.04 959.7415 radius 3.0 3.0 
004D: jump_if_false @HEIST1_22888 
0006: 216@ = 35 
00D6: if 
8118:   not actor 212@ dead 
004D: jump_if_false @HEIST1_22874 
05BF: AS_actor 212@ look_at_actor $PLAYER_ACTOR -1 ms 

:HEIST1_22874
0006: 308@ = 19 
0006: 32@ = 0 

:HEIST1_22888
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @HEIST1_22929 
0006: 216@ = 35 
0662: printstring "TEST" 
0006: 32@ = 0 

:HEIST1_22929
00D6: if 
0039:   216@ == 35 
004D: jump_if_false @HEIST1_22987 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @HEIST1_22987 
0006: 308@ = 20 
0006: 216@ = 36 
0006: 32@ = 0 

:HEIST1_22987
00D6: if 
0039:   216@ == 36 
004D: jump_if_false @HEIST1_23135 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @HEIST1_23135 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @HEIST1_23135 
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @HEIST1_23135 
0687: clear_actor 214@ task 
0006: 216@ = 37 
05D1: AS_actor 214@ drive_car 213@ to 1905.279 934.162 9.8352 speed 10.0 2 model #NULL 2 
0006: 32@ = 0 
00D6: if 
8118:   not actor 212@ dead 
004D: jump_if_false @HEIST1_23135 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 212@ -1 ms 

:HEIST1_23135
00D6: if 
0039:   216@ == 37 
004D: jump_if_false @HEIST1_23328 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @HEIST1_23302 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.04 collision_check 0 
004D: jump_if_false @HEIST1_23257 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.04 collision_check 0 

:HEIST1_23257
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @HEIST1_23302 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1035 
0006: 41@ = 1 

:HEIST1_23302
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @HEIST1_23328 
0006: 216@ = 40 

:HEIST1_23328
00D6: if 
0039:   216@ == 40 
004D: jump_if_false @HEIST1_23588 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.04 collision_check 0 
004D: jump_if_false @HEIST1_23431 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.04 collision_check 0 

:HEIST1_23431
0006: 215@ = 0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1036 
00D6: if 
8118:   not actor 212@ dead 
004D: jump_if_false @HEIST1_23484 
0792: disembark_instantly_actor 212@ 
009B: destroy_actor 212@ 

:HEIST1_23484
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @HEIST1_23510 
0792: disembark_instantly_actor 214@ 
009B: destroy_actor 214@ 

:HEIST1_23510
00A6: destroy_car 213@ 
02A3: enable_widescreen 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01BC: put_object $2658 at 1903.383 967.82 11.438 
0177: set_object $2658 Z_angle_to 0.0 
0006: 216@ = 45 
00BE: text_clear_all 
0002: jump @HEIST1_23694 

:HEIST1_23588
0002: jump @HEIST1_2311 

:HEIST1_23595
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST1_23624 
0687: clear_actor 54@ task 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 

:HEIST1_23624
0051: return 

:HEIST1_23626
0006: 226@ = 1 
00BA: show_text_styled GXT 'M_FAIL' time 8000 style 1  // ~r~MISSION FAILED!
0006: 33@ = 0 
0051: return 

:HEIST1_23658
00D6: if 
8039:   not  226@ == 1 
004D: jump_if_false @HEIST1_23692 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!

:HEIST1_23692
0051: return 

:HEIST1_23694
0008: $HEIST_TOTAL_PASSED_MISSIONS += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 10 
0318: set_latest_mission_passed 'HEIST_1'  // Architectural Espionage
030C: progress_made = 1 
0629: change_integer_stat 312 to 1 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:HEIST1_23756
07FB: set_interior 'PAPER' access 0  // Planning Department
0004: $CARMOD_DISABLED_FLAG = 0 
040D: unload_wav 3 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST1_23801 
0687: clear_actor $PLAYER_ACTOR task 

:HEIST1_23801
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
03CA:   object $2658 exists 
004D: jump_if_false @HEIST1_23852 
01BC: put_object $2658 at 1903.383 967.62 11.438 
0177: set_object $2658 Z_angle_to 0.0 

:HEIST1_23852
075B: zoom_radar 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST1_23872 

:HEIST1_23872
0164: disable_marker 155@ 
0164: disable_marker 156@ 
0164: disable_marker 157@ 
0164: disable_marker 158@ 
0164: disable_marker 160@ 
0164: disable_marker 163@ 
0164: disable_marker 161@ 
0164: disable_marker 164@ 
0164: disable_marker 165@ 
0164: disable_marker 166@ 
0006: 151@ = 1 

:HEIST1_23929
00D6: if 
001B:   6 > 151@ 
004D: jump_if_false @HEIST1_23970 
0164: disable_marker 167@(151@,6i) 
000A: 151@ += 1 
0002: jump @HEIST1_23929 

:HEIST1_23970
0215: destroy_pickup 154@ 
031A: remove_all_fires 
0650: destroy_particle 138@ 
0650: destroy_particle 139@ 
0650: destroy_particle 140@ 
0650: destroy_particle 141@ 
0650: destroy_particle 142@ 
0650: destroy_particle 143@ 
0650: destroy_particle 129@ 
0650: destroy_particle 130@ 
0650: destroy_particle 131@ 
0650: destroy_particle 132@ 
0650: destroy_particle 133@ 
0650: destroy_particle 134@ 
0650: destroy_particle 135@ 
0650: destroy_particle 136@ 
0650: destroy_particle 137@ 
08FD: enable_heat_visuals 0 
0249: release_model #OMORI 
0249: release_model #OMOST 
0249: release_model #CAMERA 
0249: release_model #COLT45 
0249: release_model #CHROMEGUN 
0249: release_model #BFYRI 
0249: release_model #OMYRI 
0249: release_model #OFOST 
0249: release_model #BRAVURA 
0249: release_model #WMYSGRD 
0249: release_model #WMOSCI 
0249: release_model #WMYBU 
0249: release_model #BMYBU 
0249: release_model #LVPD1 
0249: release_model #LVEMT1 
0249: release_model #TRIADA 
0249: release_model #TRIADB 
0249: release_model #WASHING 
04EF: release_animation "CAMERA" 
00D6: if 
0039:   226@ == 1 
004D: jump_if_false @HEIST1_24188 
016E: override_next_restart at 2337.083 2453.802 13.9765 angle 90.7643 
0970: teleport_in_override_restart // 016Eh 

:HEIST1_24188
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 97---------------
// Originally: Key To Her Heart

:HEIST3
03A4: name_thread 'HEIST3' 
0050: gosub @HEIST3_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @HEIST3_38 
0050: gosub @HEIST3_22985 

:HEIST3_38
0050: gosub @HEIST3_23065 
004E: end_thread 

:HEIST3_47
0317: increment_mission_attempts 
0169: set_fade_color_RGB 0 0 0 
0004: $ONMISSION = 1 
016A: fade 0 time 2000 

:HEIST3_71
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_95 
0001: wait 0 ms 
0002: jump @HEIST3_71 

:HEIST3_95
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_138 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:HEIST3_138
0793: save_player_clothes 
01B5: force_weather 10 
04BB: select_interior 10 
054C: use_GXT_table 'HEIST3' 
02E4: load_cutscene_data 'HEIST2A' 

:HEIST3_170
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @HEIST3_194 
0001: wait 0 ms 
0002: jump @HEIST3_170 

:HEIST3_194
02E7: start_cutscene 
016A: fade 1 time 1000 

:HEIST3_203
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @HEIST3_227 
0001: wait 0 ms 
0002: jump @HEIST3_203 

:HEIST3_227
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:HEIST3_240
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_264 
0001: wait 0 ms 
0002: jump @HEIST3_240 

:HEIST3_264
02EA: end_cutscene 
04BB: select_interior 0 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:HEIST3_284
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_308 
0001: wait 0 ms 
0002: jump @HEIST3_284 

:HEIST3_308
01B7: release_weather 
03CB: set_rendering_origin_at 2030.103 1020.79 9.8203 
0001: wait 0 ms 
04E4: refresh_game_renderer_at 2030.103 1020.79 
03CB: set_rendering_origin_at 2030.103 1020.79 9.8203 
00A1: put_actor $PLAYER_ACTOR at 2030.103 1020.79 9.813 
0173: set_actor $PLAYER_ACTOR Z_angle_to 277.5123 
04BB: select_interior 0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
060A: create_decision_maker_type 0 store_to 42@ // decision\allowed\m_.ped files 
0006: 47@ = 0 
0006: 48@ = 0 
0006: 49@ = 0 
0006: 50@ = 0 
0006: 51@ = 0 
0006: 52@ = 0 
0006: 53@ = 0 
0006: 54@ = 0 
0006: 55@ = 0 
0007: 44@ = 0.0 
0007: 46@ = 0.0 
0006: 36@ = 0 
0004: $7801 = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 39@ = 0 
0007: 77@ = 2090.0 
0007: 78@ = 2074.0 
0007: 79@ = 11.0 
0007: 86@ = 2036.929 
0007: 87@ = 2721.449 
0007: 88@ = 10.5469 
0006: 133@ = 0 
0006: 134@ = 1 
0006: 135@ = 2 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 
05A9: s$7802[1] = 'HE3_AA' // s$  // ~z~Luckily, there's always one guaranteed weak link in any security set up.
05A9: s$7802[2] = 'HE3_BA' // s$  // ~z~Another shift over! See you tomorrow!
05A9: s$7802[3] = 'HE3_BB' // s$  // ~z~That was a long shift! See you tomorrow!
05A9: s$7802[4] = 'HE3_CA' // s$  // ~z~Wow, it's nice and tight!
05A9: s$7802[5] = 'HE3_CB' // s$  // ~z~I'm sure you'll squeeze in just fine!
05A9: s$7802[6] = 'HE3_CC' // s$  // ~z~Let's have a look.
05A9: s$7802[7] = 'HE3_CD' // s$  // ~z~Perfect!
05A9: s$7802[8] = 'HE3_CE' // s$  // ~z~Oh hi, Benny...
05A9: s$7802[9] = 'HE3_CF' // s$  // ~z~Yes, master, I'm just trying it on.
05A9: s$7802[10] = 'HE3_CG' // s$  // ~z~You got yours?
05A9: s$7802[11] = 'HE3_CH' // s$  // ~z~Cool, I'll see you at my house in a short while.
05A9: s$7802[12] = 'HE3_DA' // s$  // ~z~The door's open, Master!
05A9: s$7802[13] = 'HE3_DB' // s$  // ~z~Come on in, I'm ready for you!
05A9: s$7802[14] = 'HE3_DC' // s$  // ~z~You've been a naughty girl!
05A9: s$7802[15] = 'HE3_DD' // s$  // ~z~Oh I know! I know!
05A9: s$7802[16] = 'HE3_DE' // s$  // ~z~Hey baby, I'm a need that security card and entry code for Caligula's.
05A9: s$7802[17] = 'HE3_DF' // s$  // ~z~Oh Benny, you minx!
05A9: s$7802[18] = 'HE3_DG' // s$  // ~z~I'll never tell, you wicked man, never, NEVER!
05A9: s$7802[19] = 'HE3_EA' // s$  // ~z~Where's the keycard?
05A9: s$7802[20] = 'HE3_EB' // s$  // ~z~Confess!
05A9: s$7802[21] = 'HE3_EC' // s$  // ~z~You'll never break me!
05A9: s$7802[22] = 'HE3_FA' // s$  // ~z~Enough, master!
05A9: s$7802[23] = 'HE3_FB' // s$  // ~z~The card's in my car outside!
05A9: s$7802[24] = 'HE3_FC' // s$  // ~z~And now, gimme the code!
05A9: s$7802[25] = 'HE3_FD' // s$  // ~z~Spit it out, filthy worm!
05A9: s$7802[26] = 'HE3_FE' // s$  // ~z~Hey, if you good, I'll punish you more.
05A9: s$7802[27] = 'HE3_FF' // s$  // ~z~I can take it!
05A9: s$7802[28] = 'HE3_FG' // s$  // ~z~Do your worst!
05A9: s$7802[29] = 'HE3_GA' // s$  // ~z~No more! You've broken me!
05A9: s$7802[30] = 'HE3_GB' // s$  // ~z~Gimme the code, you worthless trash!
05A9: s$7802[31] = 'HE3_GC' // s$  // ~z~God, you're good at this!
05A9: s$7802[32] = 'HE3_GD' // s$  // ~z~I know you're not Benny!
05A9: s$7802[33] = 'HE3_GE' // s$  // ~z~Give me your number I have to see you again.
05A9: s$7802[34] = 'HE3_HA' // s$  // ~z~ENTRY CODE NOW!
05A9: s$7802[35] = 'HE3_HB' // s$  // ~z~Oh! It's...
05A9: s$7802[36] = 'HE3_HC' // s$  // ~z~A.
05A9: s$7802[37] = 'HE3_HD' // s$  // ~z~B.
05A9: s$7802[38] = 'HE3_HE' // s$  // ~z~C.
05A9: s$7802[39] = 'HE3_HF' // s$  // ~z~D.
05A9: s$7802[40] = 'HE3_HG' // s$  // ~z~E.
05A9: s$7802[41] = 'HE3_HH' // s$  // ~z~F.
05A9: s$7802[42] = 'HE3_HJ' // s$  // ~z~I'll call you, master, I promise!
05A9: s$7802[43] = 'HE3_AB' // s$  // ~z~The human heart.
04AF: 90@ = 18400 // = constant 
04AF: 91@ = 18402 // = constant 
04AF: 92@ = 18403 // = constant 
04AF: 93@ = 18404 // = constant 
04AF: 94@ = 18405 // = constant 
04AF: 95@ = 18406 // = constant 
04AF: 96@ = 18407 // = constant 
04AF: 97@ = 18408 // = constant 
04AF: 98@ = 18409 // = constant 
04AF: 99@ = 18410 // = constant 
04AF: 100@ = 18411 // = constant 
04AF: 101@ = 18412 // = constant 
04AF: 102@ = 18413 // = constant 
04AF: 103@ = 18414 // = constant 
04AF: 104@ = 18415 // = constant 
04AF: 105@ = 18416 // = constant 
04AF: 106@ = 18417 // = constant 
04AF: 107@ = 18418 // = constant 
04AF: 108@ = 18419 // = constant 
04AF: 109@ = 18420 // = constant 
04AF: 110@ = 18421 // = constant 
04AF: 111@ = 18422 // = constant 
04AF: 112@ = 18423 // = constant 
04AF: 113@ = 18424 // = constant 
04AF: 114@ = 18425 // = constant 
04AF: 115@ = 18426 // = constant 
04AF: 116@ = 18427 // = constant 
04AF: 117@ = 18428 // = constant 
04AF: 118@ = 18429 // = constant 
04AF: 119@ = 18430 // = constant 
04AF: 120@ = 18431 // = constant 
04AF: 121@ = 18432 // = constant 
04AF: 122@ = 18433 // = constant 
04AF: 123@ = 18434 // = constant 
04AF: 124@ = 65535 // = constant 
04AF: 125@ = 65535 // = constant 
04AF: 126@ = 65535 // = constant 
04AF: 127@ = 65535 // = constant 
04AF: 128@ = 65535 // = constant 
04AF: 129@ = 65535 // = constant 
04AF: 130@ = 65535 // = constant 
04AF: 131@ = 65535 // = constant 
04AF: 132@ = 18401 // = constant 
04AF: 144@ = 20803 // = constant 
04AF: 145@ = 20801 // = constant 
04AF: 146@ = 20802 // = constant 
04AF: 147@ = 20804 // = constant 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 0 
018A: 72@ = create_checkpoint_at 2169.0 1662.0 11.0 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 1 
03CB: set_rendering_origin_at 2030.103 1020.79 9.8203 
016A: fade 1 time 1000 

:HEIST3_1734
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_1758 
0001: wait 0 ms 
0002: jump @HEIST3_1734 

:HEIST3_1758
0707: start_scene_skip_to @HEIST3_2328 

:HEIST3_1765
0001: wait 0 ms 
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @HEIST3_2328 
00D6: if 
8039:   not  133@ == 0 
004D: jump_if_false @HEIST3_2058 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_1851 
00D6: if 
03D0:   wav 135@ loaded 
004D: jump_if_false @HEIST3_1844 
040D: unload_wav 135@ 

:HEIST3_1844
0006: 136@ = 1 

:HEIST3_1851
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @HEIST3_1888 
03CF: load_wav 89@(133@,44i) as 134@ 
0006: 136@ = 2 

:HEIST3_1888
00D6: if 
0039:   136@ == 2 
004D: jump_if_false @HEIST3_1948 
00D6: if 
03D0:   wav 134@ loaded 
004D: jump_if_false @HEIST3_1948 
03D1: play_wav 134@ 
00BC: show_text_highpriority GXT $7802(133@,44s) time 10000 flag 1 
0006: 136@ = 3 

:HEIST3_1948
00D6: if 
0039:   136@ == 3 
004D: jump_if_false @HEIST3_2058 
00D6: if 
03D2:   wav 134@ ended 
004D: jump_if_false @HEIST3_2058 
03D5: remove_text $7802(133@,44s) 
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @HEIST3_2030 
0006: 134@ = 2 
0006: 135@ = 1 
0002: jump @HEIST3_2044 

:HEIST3_2030
0006: 134@ = 1 
0006: 135@ = 2 

:HEIST3_2044
0006: 133@ = 0 
0006: 136@ = 0 

:HEIST3_2058
0871: init_jump_table 138@ total_jumps 2 default_jump 1 @HEIST3_2249 jumps 0 @HEIST3_2121 1 @HEIST3_2165 -1 @HEIST3_2321 -1 @HEIST3_2321 -1 @HEIST3_2321 -1 @HEIST3_2321 -1 @HEIST3_2321 

:HEIST3_2121
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2158 
0006: 133@ = 1 
0006: 138@ = 1 
01BD: 141@ = current_time_in_ms 

:HEIST3_2158
0002: jump @HEIST3_2321 

:HEIST3_2165
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_2242 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2242 
0006: 133@ = 43 
0006: 138@ = 2 
01BD: 141@ = current_time_in_ms 

:HEIST3_2242
0002: jump @HEIST3_2321 

:HEIST3_2249
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_2314 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2314 
0006: 137@ = 1 

:HEIST3_2314
0002: jump @HEIST3_2321 

:HEIST3_2321
0002: jump @HEIST3_1765 

:HEIST3_2328
0701: end_scene_skip 
00D6: if 
03D0:   wav 134@ loaded 
004D: jump_if_false @HEIST3_2351 
040D: unload_wav 134@ 

:HEIST3_2351
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00BB: show_text_lowpriority GXT 'HEI3_33' time 5000 flag 1  // ~s~Get to ~y~Caligula's Palace casino~s~.

:HEIST3_2380
0001: wait 0 ms 
00D6: if 
0039:   48@ == 99999 
004D: jump_if_false @HEIST3_2606 
018A: 68@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 71@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 69@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 70@ = create_checkpoint_at 0.0 0.0 0.0 
009A: 56@ = create_actor_pedtype 24 model #CROGRL3 at 2191.0 1679.0 11.0 
00A5: 65@ = create_car #CLUB at 2175.181 1695.522 9.8203 
009A: 57@ = create_actor_pedtype 24 model #CROGRL3 at 2191.0 1679.0 11.0 
00A5: 66@ = create_car #FELTZER at 2175.181 1695.522 9.8203 
009A: 58@ = create_actor_pedtype 24 model #CROGRL3 at 2191.0 1679.0 11.0 

:HEIST3_2606
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @HEIST3_2635 
08BA: set $GIRLS_GIFTS_BITMASK bit 5 
0002: jump @HEIST3_23003 

:HEIST3_2635
00D6: if 
0735:   is_keyboard_key_pressed 32 
004D: jump_if_false @HEIST3_2739 

:HEIST3_2650
00D6: if or
8248:   not model #WINDSOR available 
8248:   not model #CROGRL3 available 
8248:   not model #CLUB available 
004D: jump_if_false @HEIST3_2732 
0247: load_model #CLUB 
0247: load_model #CROGRL3 
0247: load_model #WINDSOR 
087B: set_player $PLAYER_CHAR clothes_texture "GIMPLEG" model "GIMPLEG" body_part 17 
070D: rebuild_player $PLAYER_CHAR 
0001: wait 0 ms 
0002: jump @HEIST3_2650 

:HEIST3_2732
0006: 47@ = 5 

:HEIST3_2739
00D6: if 
0735:   is_keyboard_key_pressed 49 
004D: jump_if_false @HEIST3_2774 
00A1: put_actor $PLAYER_ACTOR at 2152.774 1653.351 10.0469 

:HEIST3_2774
00D6: if 
0735:   is_keyboard_key_pressed 57 
004D: jump_if_false @HEIST3_2896 
0247: load_model #GUN_DILDO1 

:HEIST3_2794
00D6: if 
8248:   not model #GUN_DILDO1 available 
004D: jump_if_false @HEIST3_2821 
0001: wait 0 ms 
0002: jump @HEIST3_2794 

:HEIST3_2821
0164: disable_marker 72@ 
0164: disable_marker 69@ 
0164: disable_marker 68@ 
009B: destroy_actor 57@ 
00A6: destroy_car 66@ 
009B: destroy_actor 56@ 
00A6: destroy_car 65@ 
00A1: put_actor $PLAYER_ACTOR at 86@ 87@ 88@ 
0164: disable_marker 71@ 
018A: 71@ = create_checkpoint_at 86@ 87@ 88@ 
0006: 47@ = 9 

:HEIST3_2896
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @HEIST3_3476 
00D6: if 
0101:   actor $PLAYER_ACTOR in_sphere 2169.0 1662.0 11.0 radius 4.0 4.0 4.0 sphere 1 stopped 
004D: jump_if_false @HEIST3_3476 
0164: disable_marker 72@ 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1500 

:HEIST3_2981
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_3005 
0001: wait 0 ms 
0002: jump @HEIST3_2981 

:HEIST3_3005
022B: create_forbidden_for_peds_cube_cornerA 2096.335 1656.397 8.0 cornerB 2161.659 1728.287 10.0 
01E8: create_forbidden_for_cars_cube_cornerA 2096.335 1656.397 8.0 cornerB 2161.659 1728.287 10.0 
0247: load_model #CROGRL3 
0247: load_model #CLUB 
0247: load_model #MAFFA 

:HEIST3_3083
00D6: if or
8248:   not model #CROGRL3 available 
8248:   not model #MAFFA available 
8248:   not model #CLUB available 
004D: jump_if_false @HEIST3_3119 
0001: wait 0 ms 
0002: jump @HEIST3_3083 

:HEIST3_3119
0395: clear_area 1 at 2175.181 1695.522 9.8203 radius 30.0 
0674: set_car_model #CLUB numberplate "_SPANK__" 
00A5: 65@ = create_car #CLUB at 2175.181 1695.522 9.8203 
0229: set_car 65@ primary_color_to 126 secondary_color_to 126 
053F: set_car 65@ tires_vulnerability 0 
020A: set_car 65@ door_status_to 3 
0175: set_car 65@ Z_angle_to 66.1016 
009A: 56@ = create_actor_pedtype 24 model #CROGRL3 at 2191.0 1679.0 11.0 
060B: set_actor 56@ decision_maker_to 42@ 
0245: set_actor 56@ walk_style_to "SEXYWOMAN" 
0187: 68@ = create_marker_above_actor 56@ 
0173: set_actor 56@ Z_angle_to 76.0 
009A: 58@ = create_actor_pedtype 25 model #MAFFA at 2188.1 1686.4 10.0 
0173: set_actor 58@ Z_angle_to 78.0 
060B: set_actor 58@ decision_maker_to 42@ 
02A3: enable_widescreen 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST3_3388 
00D9: 67@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00AB: put_car 67@ at 2174.0 1662.0 9.8203 
0175: set_car 67@ Z_angle_to 27.0 
0002: jump @HEIST3_3418 

:HEIST3_3388
00A1: put_actor $PLAYER_ACTOR at 2174.0 1662.0 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 27.0 

:HEIST3_3418
015F: set_camera_position 2191.4 1677.08 12.48 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2182.17 1688.45 8.05 switchstyle 2 
0006: 47@ = 1 

:HEIST3_3476
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @HEIST3_5104 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_5104 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_5104 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2336.219 1891.09 9.7792 
05D7: add_point_to_scmpath 2355.281 2114.817 9.6719 
05D7: add_point_to_scmpath 2171.746 2149.146 9.6794 
05D7: add_point_to_scmpath 2123.564 2134.417 9.6797 
0615: define_AS_pack_begin 75@ 
05D3: AS_actor -1 goto_point 2175.093 1692.705 9.8203 mode 4 time 30000 ms // versionA 
07A1: set_walk_speed 4 
05CB: AS_actor -1 enter_car 65@ as_driver 20000 ms 
07E7: AS_assign_scmpath_to_actor -1 in_car 65@ speed 20.0 flags 0 0 5 
05D1: AS_actor -1 drive_car 65@ to 2130.536 2061.717 9.6875 speed 20.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car 65@ to 2116.264 2044.594 9.8125 speed 20.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car 65@ to 2101.0 2040.0 9.8203 speed 20.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car 65@ to 2096.0 2073.0 9.8203 speed 20.0 2 model #NULL 5 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 
016A: fade 1 time 1500 

:HEIST3_3814
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_3838 
0001: wait 0 ms 
0002: jump @HEIST3_3814 

:HEIST3_3838
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_01' time 7000 flag 1  // ~s~The ~r~Croupier ~s~has a keycard and knows the code, follow her.
0006: 133@ = 0 
0006: 134@ = 1 
0006: 135@ = 2 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 
0006: 48@ = 0 
0006: 35@ = 0 
0006: 32@ = 0 

:HEIST3_3947
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_5033 
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @HEIST3_4357 
00D6: if 
8039:   not  133@ == 0 
004D: jump_if_false @HEIST3_4290 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_4047 
00D6: if 
03D0:   wav 135@ loaded 
004D: jump_if_false @HEIST3_4040 
040D: unload_wav 135@ 

:HEIST3_4040
0006: 136@ = 1 

:HEIST3_4047
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @HEIST3_4084 
03CF: load_wav 89@(133@,44i) as 134@ 
0006: 136@ = 2 

:HEIST3_4084
00D6: if 
0039:   136@ == 2 
004D: jump_if_false @HEIST3_4144 
00D6: if 
03D0:   wav 134@ loaded 
004D: jump_if_false @HEIST3_4144 
03D1: play_wav 134@ 
00BC: show_text_highpriority GXT $7802(133@,44s) time 10000 flag 1 
0006: 136@ = 3 

:HEIST3_4144
00D6: if 
0039:   136@ == 3 
004D: jump_if_false @HEIST3_4290 
00D6: if 
03D2:   wav 134@ ended 
004D: jump_if_false @HEIST3_4290 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_4207 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_4207
03D5: remove_text $7802(133@,44s) 
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @HEIST3_4255 
0006: 134@ = 2 
0006: 135@ = 1 
0002: jump @HEIST3_4269 

:HEIST3_4255
0006: 134@ = 1 
0006: 135@ = 2 

:HEIST3_4269
0006: 133@ = 0 
0006: 136@ = 0 
0006: 137@ = 1 

:HEIST3_4290
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @HEIST3_4357 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_4357 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_4350 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_4350
0006: 133@ = 2 

:HEIST3_4357
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST3_4701 
0006: 48@ = 1 
00D6: if and
8118:   not actor 56@ dead 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_4701 
00D6: if 
80DB:   not actor 56@ in_car 65@ 
004D: jump_if_false @HEIST3_4429 
036A: put_actor 56@ in_car 65@ 

:HEIST3_4429
0508: car 65@ close_all_doors 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2336.219 1891.09 9.7792 
05D7: add_point_to_scmpath 2355.281 2114.817 9.6719 
05D7: add_point_to_scmpath 2171.746 2149.146 9.6794 
05D7: add_point_to_scmpath 2128.564 2134.417 9.6797 
0615: define_AS_pack_begin 75@ 
07E7: AS_assign_scmpath_to_actor -1 in_car 65@ speed 20.0 flags 0 0 5 
05D1: AS_actor -1 drive_car 65@ to 2130.536 2061.717 9.6875 speed 20.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car 65@ to 2116.264 2044.594 9.8125 speed 20.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car 65@ to 2101.0 2040.0 9.8203 speed 20.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car 65@ to 2096.0 2073.0 9.8203 speed 20.0 2 model #NULL 5 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 
0395: clear_area 1 at 2175.181 1695.522 9.8203 radius 30.0 

:HEIST3_4701
00D6: if and
8118:   not actor 56@ dead 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_5015 
062E: get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 1 // == constant 
004D: jump_if_false @HEIST3_5008 
0646: unknown_get_actor 56@ task_1560_status_store_to 34@ // similar to 062E 
00D6: if 
0205:   actor 56@ near_car 65@ radius 7.0 7.0 5.0 flag 0 
004D: jump_if_false @HEIST3_4933 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @HEIST3_4933 
00BB: show_text_lowpriority GXT 'HEI3_02' time 5000 flag 1  // ~s~If you get too close you'll spook her, but if she gets too far ahead you'll lose her.
015F: set_camera_position 2182.17 1694.54 11.72 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2108.69 1674.08 -4.6 switchstyle 2 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @HEIST3_4926 
0687: clear_actor 58@ task 
05D3: AS_actor 58@ goto_point 2196.62 1684.18 12.41 mode 4 time 30000 ms // versionA 

:HEIST3_4926
0006: 35@ = 1 

:HEIST3_4933
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @HEIST3_5008 
0001: wait 1000 ms 
0395: clear_area 1 at 2175.181 1695.522 9.8203 radius 30.0 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_5001 
0508: car 65@ close_all_doors 

:HEIST3_5001
0006: 48@ = 1 

:HEIST3_5008
0002: jump @HEIST3_5022 

:HEIST3_5015
0006: 48@ = 1 

:HEIST3_5022
0001: wait 0 ms 
0002: jump @HEIST3_3947 

:HEIST3_5033
00BE: text_clear_all 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
034F: destroy_actor_with_fade 58@ 
0249: release_model #MAFFA 
01C3: remove_references_to_car 67@ 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
03C4: set_status_text $7801 type 1 GXT 'HEI3_94' // global_variable  // SPOOK-O-METER
0006: 33@ = 0 
0006: 32@ = 0 
0006: 47@ = 2 

:HEIST3_5104
00D6: if 
0039:   47@ == 2 
004D: jump_if_false @HEIST3_6977 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_6847 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_6710 
062E: get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HEIST3_5739 
0395: clear_area 1 at 2096.0 2073.0 9.8203 radius 20.0 
0151: remove_status_text $7801 
0050: gosub @ENTEXT_63 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @HEIST3_5609 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
00AB: put_car 65@ at 2095.913 2074.081 9.8203 
0175: set_car 65@ Z_angle_to 4.4441 
015F: set_camera_position 2098.45 2081.99 9.88 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2056.37 2043.26 26.3 switchstyle 2 
0707: start_scene_skip_to @HEIST3_5607 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST3_5432 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2088.0 2076.0 11.0 radius 5.0 5.0 3.0 
004D: jump_if_false @HEIST3_5432 
00A1: put_actor $PLAYER_ACTOR at 2092.0 2063.0 11.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 

:HEIST3_5432
0615: define_AS_pack_begin 75@ 
00D6: if 
00DF:   actor 56@ driving 
004D: jump_if_false @HEIST3_5457 
0633: AS_actor -1 exit_car 

:HEIST3_5457
05D3: AS_actor -1 goto_point 2085.721 2074.76 10.0579 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 
0006: 48@ = 0 
0006: 32@ = 0 

:HEIST3_5512
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_5607 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_5589 
062E: get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HEIST3_5582 
0006: 48@ = 1 

:HEIST3_5582
0002: jump @HEIST3_5596 

:HEIST3_5589
0006: 48@ = 1 

:HEIST3_5596
0001: wait 0 ms 
0002: jump @HEIST3_5512 

:HEIST3_5607
0701: end_scene_skip 

:HEIST3_5609
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_5660 
00AB: put_car 65@ at 2095.913 2074.081 9.8203 
0175: set_car 65@ Z_angle_to 4.4441 
0508: car 65@ close_all_doors 

:HEIST3_5660
02EB: restore_camera_with_jumpcut 
0164: disable_marker 68@ 
018A: 70@ = create_checkpoint_at 77@ 78@ 79@ 
009B: destroy_actor 56@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00BB: show_text_lowpriority GXT 'HEI3_03' time 5000 flag 1  // ~s~She's gone into the ~y~sex shop~s~, follow her inside.
0006: 35@ = 0 
0006: 47@ = 3 
0002: jump @HEIST3_6703 

:HEIST3_5739
00A0: store_actor $PLAYER_ACTOR position_to 80@ 81@ 82@ 
00A0: store_actor 56@ position_to 83@ 84@ 85@ 
050A: 46@ = distance_between_XYZ 80@ 81@ 82@ and_XYZ 83@ 84@ 85@ 
0092: 36@ = float 46@ to_integer 
00D6: if 
04A4:   34@ == 1 // == constant 
004D: jump_if_false @HEIST3_6703 
0646: unknown_get_actor 56@ task_1560_status_store_to 34@ // similar to 062E 
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @HEIST3_6703 
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @HEIST3_6223 
00D6: if 
0019:   36@ > 140 
004D: jump_if_false @HEIST3_6090 
00BE: text_clear_all 
00D6: if 
0019:   36@ > 168 
004D: jump_if_false @HEIST3_6074 
00D6: if 
82CB:   not actor 56@ bounding_sphere_visible 
004D: jump_if_false @HEIST3_6051 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_6021 
016A: fade 0 time 1000 

:HEIST3_5950
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_5974 
0001: wait 0 ms 
0002: jump @HEIST3_5950 

:HEIST3_5974
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_5997
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_6021 
0001: wait 0 ms 
0002: jump @HEIST3_5997 

:HEIST3_6021
00BB: show_text_lowpriority GXT 'HEI3_16' time 5000 flag 1  // ~r~You lost her!
0002: jump @HEIST3_22985 
0002: jump @HEIST3_6067 

:HEIST3_6051
00BB: show_text_lowpriority GXT 'HEI3_10' time 1000 flag 1  // ~s~The ~r~Croupier~s~ is almost out of sight, you need to get closer!

:HEIST3_6067
0002: jump @HEIST3_6090 

:HEIST3_6074
00BB: show_text_lowpriority GXT 'HEI3_10' time 1000 flag 1  // ~s~The ~r~Croupier~s~ is almost out of sight, you need to get closer!

:HEIST3_6090
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 56@ radius 22.5 22.5 20.0 sphere 0 
004D: jump_if_false @HEIST3_6165 
00D6: if 
0019:   32@ > 64 
004D: jump_if_false @HEIST3_6158 
0008: $7801 += 1 
0006: 32@ = 0 

:HEIST3_6158
0002: jump @HEIST3_6216 

:HEIST3_6165
00D6: if 
0019:   32@ > 150 
004D: jump_if_false @HEIST3_6216 
00D6: if 
0018:   $7801 > 0 
004D: jump_if_false @HEIST3_6209 
000C: $7801 -= 1 

:HEIST3_6209
0006: 32@ = 0 

:HEIST3_6216
0002: jump @HEIST3_6267 

:HEIST3_6223
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @HEIST3_6267 
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @HEIST3_6267 
0006: 51@ = 1 

:HEIST3_6267
00D6: if 
001A:   0 > $7801 
004D: jump_if_false @HEIST3_6299 
0004: $7801 = 0 
0002: jump @HEIST3_6324 

:HEIST3_6299
00D6: if 
0018:   $7801 > 100 
004D: jump_if_false @HEIST3_6324 
0004: $7801 = 100 

:HEIST3_6324
00D6: if 
0018:   $7801 > 10 
004D: jump_if_false @HEIST3_6383 
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @HEIST3_6383 
00BC: show_text_highpriority GXT 'HEI3_11' time 5000 flag 1  // ~s~You're too close, back off before you spook her!
0006: 52@ = 1 

:HEIST3_6383
00D6: if 
0038:   $7801 == 100 
004D: jump_if_false @HEIST3_6531 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_6508 
00BE: text_clear_all 
016A: fade 0 time 1000 

:HEIST3_6437
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_6461 
0001: wait 0 ms 
0002: jump @HEIST3_6437 

:HEIST3_6461
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_6484
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_6508 
0001: wait 0 ms 
0002: jump @HEIST3_6484 

:HEIST3_6508
00BC: show_text_highpriority GXT 'HEI3_17' time 5000 flag 1  // ~r~You got too close!
0002: jump @HEIST3_22985 

:HEIST3_6531
00D6: if or
80DB:   not actor 56@ in_car 65@ 
0547:   actor $PLAYER_ACTOR colliding_with_car 65@ 
051C:   car 65@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST3_6703 
0004: $7801 = 100 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_6680 
00BE: text_clear_all 
016A: fade 0 time 1000 

:HEIST3_6609
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_6633 
0001: wait 0 ms 
0002: jump @HEIST3_6609 

:HEIST3_6633
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_6656
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_6680 
0001: wait 0 ms 
0002: jump @HEIST3_6656 

:HEIST3_6680
00BC: show_text_highpriority GXT 'HEI3_31' time 5000 flag 1  // ~r~Something's spooked the Croupier!
0002: jump @HEIST3_22985 

:HEIST3_6703
0002: jump @HEIST3_6840 

:HEIST3_6710
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_6817 
016A: fade 0 time 1000 

:HEIST3_6746
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_6770 
0001: wait 0 ms 
0002: jump @HEIST3_6746 

:HEIST3_6770
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_6793
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_6817 
0001: wait 0 ms 
0002: jump @HEIST3_6793 

:HEIST3_6817
00BB: show_text_lowpriority GXT 'HEI3_18' time 5000 flag 1  // ~r~You destroyed her car, she's not going to help you now!
0002: jump @HEIST3_22985 

:HEIST3_6840
0002: jump @HEIST3_6977 

:HEIST3_6847
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_6954 
016A: fade 0 time 1000 

:HEIST3_6883
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_6907 
0001: wait 0 ms 
0002: jump @HEIST3_6883 

:HEIST3_6907
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_6930
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_6954 
0001: wait 0 ms 
0002: jump @HEIST3_6930 

:HEIST3_6954
00BB: show_text_lowpriority GXT 'HEI3_14' time 5000 flag 1  // ~r~You killed the croupier!
0002: jump @HEIST3_22985 

:HEIST3_6977
00D6: if 
0039:   47@ == 3 
004D: jump_if_false @HEIST3_13413 
00D6: if 
0119:   car 65@ wrecked 
004D: jump_if_false @HEIST3_7141 
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_7118 
016A: fade 0 time 1000 

:HEIST3_7047
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_7071 
0001: wait 0 ms 
0002: jump @HEIST3_7047 

:HEIST3_7071
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_7094
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_7118 
0001: wait 0 ms 
0002: jump @HEIST3_7094 

:HEIST3_7118
00BB: show_text_lowpriority GXT 'HEI3_18' time 5000 flag 1  // ~r~You destroyed her car, she's not going to help you now!
0002: jump @HEIST3_22985 

:HEIST3_7141
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @HEIST3_7926 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2086.726 2074.352 10.0579 radius 2.0 2.0 3.0 on_foot 
004D: jump_if_false @HEIST3_7926 
0006: 35@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:HEIST3_7228
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_7252 
0001: wait 0 ms 
0002: jump @HEIST3_7228 

:HEIST3_7252
00BE: text_clear_all 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2086.726 2074.352 radius 5.0579 
04BB: select_interior 3 
04E4: refresh_game_renderer_at -100.432 -23.1933 
03CB: set_rendering_origin_at -100.432 -23.1933 999.7261 
00A1: put_actor $PLAYER_ACTOR at -100.432 -23.1933 999.7261 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
023C: load_special_actor 'CROGRL2' as 1 // models 290-299 
0247: load_model #CELLPHONE 
0247: load_model #BMYPIMP 
0247: load_model #WFYSEX 
0247: load_model #BMOCHIL 
0247: load_model #WMYST 

:HEIST3_7374
00D6: if or
8248:   not model #CELLPHONE available 
823D:   not special_actor 1 loaded 
004D: jump_if_false @HEIST3_7405 
0001: wait 0 ms 
0002: jump @HEIST3_7374 

:HEIST3_7405
00D6: if or
8248:   not model #BMYPIMP available 
8248:   not model #WFYSEX available 
8248:   not model #BMOCHIL available 
8248:   not model #WMYST available 
004D: jump_if_false @HEIST3_7446 
0001: wait 0 ms 
0002: jump @HEIST3_7405 

:HEIST3_7446
009A: 59@ = create_actor_pedtype 24 model #BMOCHIL at -100.6538 -17.633 999.7188 
0173: set_actor 59@ Z_angle_to 93.7683 
009A: 60@ = create_actor_pedtype 24 model #WMYST at -108.0798 -18.0669 999.7261 
0173: set_actor 60@ Z_angle_to 89.3157 
009A: 61@ = create_actor_pedtype 24 model #BMYPIMP at -105.6009 -13.6508 999.7261 
0173: set_actor 61@ Z_angle_to 176.841 
009A: 62@ = create_actor_pedtype 24 model #WFYSEX at -103.7278 -24.3711 999.7261 
0173: set_actor 62@ Z_angle_to 349.7995 
009A: 63@ = create_actor_pedtype 24 model #WFYSEX at -104.715 -8.9155 999.7188 
0173: set_actor 63@ Z_angle_to 179.3188 
009A: 56@ = create_actor_pedtype 23 model #SPECIAL01 at -113.9837 -8.3695 999.7812 
0568: set_actor 56@ untargetable 1 
0223: set_actor 56@ health_to 200 
0446: set_actor 56@ dismemberment_possible 0 
060B: set_actor 56@ decision_maker_to 42@ 
0245: set_actor 56@ walk_style_to "SEXYWOMAN" 
0173: set_actor 56@ Z_angle_to 183.0375 
00D6: if 
04EE:   animation "CLOTHES" loaded 
004D: jump_if_false @HEIST3_7768 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_TORSO" IFP "CLOTHES" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:HEIST3_7768
0164: disable_marker 70@ 
0164: disable_marker 68@ 
009A: 58@ = create_actor_pedtype 24 model #WFYSEX at -115.8863 -12.0374 999.7886 
0245: set_actor 58@ walk_style_to "SEXYWOMAN" 
060B: set_actor 58@ decision_maker_to 42@ 
0173: set_actor 58@ Z_angle_to 297.3894 
00A1: put_actor $PLAYER_ACTOR at -100.432 -23.1933 999.7261 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0001: wait 1000 ms 
016A: fade 1 time 1000 

:HEIST3_7879
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_7903 
0001: wait 0 ms 
0002: jump @HEIST3_7879 

:HEIST3_7903
01B4: set_player $PLAYER_CHAR can_move 1 
00BB: show_text_lowpriority GXT 'HEI3_29' time 5000 flag 1  // ~s~The Croupier is in here somewhere, find her.

:HEIST3_7926
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @HEIST3_13413 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -107.1254 -12.2446 1000.821 radius 15.2999 15.0999 35.2997 
004D: jump_if_false @HEIST3_13283 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @HEIST3_8060 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 62@ radius 3.0 3.0 3.0 sphere 0 
004D: jump_if_false @HEIST3_8060 
09D5: play_sound_of_actor 62@ soundslot 88 unknown_flags 1 0 0 as 43@ // extended 0947 

:HEIST3_8060
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST3_8128 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 63@ radius 3.0 3.0 3.0 sphere 0 
004D: jump_if_false @HEIST3_8128 
09D5: play_sound_of_actor 63@ soundslot 109 unknown_flags 1 0 0 as 43@ // extended 0947 

:HEIST3_8128
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_13146 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @HEIST3_13009 
00D6: if or
051A:   actor 56@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 58@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST3_8410 
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_8294 
016A: fade 0 time 1000 

:HEIST3_8223
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_8247 
0001: wait 0 ms 
0002: jump @HEIST3_8223 

:HEIST3_8247
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_8270
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_8294 
0001: wait 0 ms 
0002: jump @HEIST3_8270 

:HEIST3_8294
00D6: if and
8118:   not actor 56@ dead 
89A8:   not actor 56@ headshoted 
004D: jump_if_false @HEIST3_8387 
0226: 35@ = actor 56@ health 
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @HEIST3_8364 
00BB: show_text_lowpriority GXT 'HEI3_31' time 5000 flag 1  // ~r~Something's spooked the Croupier!
0002: jump @HEIST3_8380 

:HEIST3_8364
00BB: show_text_lowpriority GXT 'HEI3_14' time 5000 flag 1  // ~r~You killed the croupier!

:HEIST3_8380
0002: jump @HEIST3_8403 

:HEIST3_8387
00BB: show_text_lowpriority GXT 'HEI3_14' time 5000 flag 1  // ~r~You killed the croupier!

:HEIST3_8403
0002: jump @HEIST3_22985 

:HEIST3_8410
00D6: if 
0101:   actor $PLAYER_ACTOR in_sphere -109.7757 -12.6704 999.7188 radius 1.2 1.2 3.1 sphere 1 stopped 
004D: jump_if_false @HEIST3_13002 
0395: clear_area 1 at -107.7856 -12.4046 999.7812 radius 50.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
015F: set_camera_position -113.08 -12.39 1000.76 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -119.54 -8.15 1001.83 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at -109.7757 -12.6704 999.7188 
0173: set_actor $PLAYER_ACTOR Z_angle_to 59.7399 
0707: start_scene_skip_to @HEIST3_12821 
0006: 133@ = 0 
0006: 134@ = 1 
0006: 135@ = 2 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 

:HEIST3_8653
0001: wait 0 ms 
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @HEIST3_9463 
00D6: if 
8039:   not  133@ == 0 
004D: jump_if_false @HEIST3_9014 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_8739 
00D6: if 
03D0:   wav 135@ loaded 
004D: jump_if_false @HEIST3_8732 
040D: unload_wav 135@ 

:HEIST3_8732
0006: 136@ = 1 

:HEIST3_8739
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @HEIST3_8776 
03CF: load_wav 89@(133@,44i) as 134@ 
0006: 136@ = 2 

:HEIST3_8776
00D6: if 
0039:   136@ == 2 
004D: jump_if_false @HEIST3_8836 
00D6: if 
03D0:   wav 134@ loaded 
004D: jump_if_false @HEIST3_8836 
03D1: play_wav 134@ 
00BC: show_text_highpriority GXT $7802(133@,44s) time 10000 flag 1 
0006: 136@ = 3 

:HEIST3_8836
00D6: if 
0039:   136@ == 3 
004D: jump_if_false @HEIST3_9014 
00D6: if 
03D2:   wav 134@ ended 
004D: jump_if_false @HEIST3_8953 
03D5: remove_text $7802(133@,44s) 
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @HEIST3_8918 
0006: 134@ = 2 
0006: 135@ = 1 
0002: jump @HEIST3_8932 

:HEIST3_8918
0006: 134@ = 1 
0006: 135@ = 2 

:HEIST3_8932
0006: 133@ = 0 
0006: 136@ = 0 
0002: jump @HEIST3_9014 

:HEIST3_8953
00D6: if 
83D0:   not wav 135@ loaded 
004D: jump_if_false @HEIST3_9014 
00D6: if 
001B:   8 > 133@ 
004D: jump_if_false @HEIST3_9014 
0085: 142@ = 133@ // (int) 
000A: 142@ += 1 
03CF: load_wav 89@(142@,44i) as 135@ 

:HEIST3_9014
0871: init_jump_table 138@ total_jumps 3 default_jump 1 @HEIST3_9363 jumps 0 @HEIST3_9077 1 @HEIST3_9150 2 @HEIST3_9279 -1 @HEIST3_9456 -1 @HEIST3_9456 -1 @HEIST3_9456 -1 @HEIST3_9456 

:HEIST3_9077
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_9143 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_9124 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_9124
0006: 133@ = 4 
0006: 138@ = 1 
01BD: 141@ = current_time_in_ms 

:HEIST3_9143
0002: jump @HEIST3_9456 

:HEIST3_9150
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_9272 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_9272 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_9229 
0968: actor 56@ stop_mouth 

:HEIST3_9229
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @HEIST3_9253 
0967: actor 58@ move_mouth 3000 ms 

:HEIST3_9253
0006: 133@ = 5 
0006: 138@ = 2 
01BD: 141@ = current_time_in_ms 

:HEIST3_9272
0002: jump @HEIST3_9456 

:HEIST3_9279
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_9356 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_9356 
0006: 133@ = 6 
0006: 138@ = 3 
01BD: 141@ = current_time_in_ms 

:HEIST3_9356
0002: jump @HEIST3_9456 

:HEIST3_9363
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_9449 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_9449 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @HEIST3_9442 
0968: actor 58@ stop_mouth 

:HEIST3_9442
0006: 137@ = 1 

:HEIST3_9449
0002: jump @HEIST3_9456 

:HEIST3_9456
0002: jump @HEIST3_8653 

:HEIST3_9463
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_9571 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @HEIST3_9571 
0615: define_AS_pack_begin 75@ 
05D3: AS_actor -1 goto_point -113.8582 -9.7549 999.7812 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -114.2882 -11.5372 999.7886 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor 58@ 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_9571
0006: 133@ = 0 
0006: 134@ = 1 
0006: 135@ = 2 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 
0006: 48@ = 0 
0006: 35@ = 0 
0006: 32@ = 0 

:HEIST3_9662
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_10222 
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @HEIST3_9997 
00D6: if 
8039:   not  133@ == 0 
004D: jump_if_false @HEIST3_9997 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_9762 
00D6: if 
03D0:   wav 135@ loaded 
004D: jump_if_false @HEIST3_9755 
040D: unload_wav 135@ 

:HEIST3_9755
0006: 136@ = 1 

:HEIST3_9762
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @HEIST3_9799 
03CF: load_wav 89@(133@,44i) as 134@ 
0006: 136@ = 2 

:HEIST3_9799
00D6: if 
0039:   136@ == 2 
004D: jump_if_false @HEIST3_9859 
00D6: if 
03D0:   wav 134@ loaded 
004D: jump_if_false @HEIST3_9859 
03D1: play_wav 134@ 
00BC: show_text_highpriority GXT $7802(133@,44s) time 10000 flag 1 
0006: 136@ = 3 

:HEIST3_9859
00D6: if 
0039:   136@ == 3 
004D: jump_if_false @HEIST3_9997 
00D6: if 
03D2:   wav 134@ ended 
004D: jump_if_false @HEIST3_9997 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_9914 
0968: actor 56@ stop_mouth 

:HEIST3_9914
03D5: remove_text $7802(133@,44s) 
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @HEIST3_9962 
0006: 134@ = 2 
0006: 135@ = 1 
0002: jump @HEIST3_9976 

:HEIST3_9962
0006: 134@ = 1 
0006: 135@ = 2 

:HEIST3_9976
0006: 133@ = 0 
0006: 136@ = 0 
0006: 137@ = 1 

:HEIST3_9997
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_10204 
062E: get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HEIST3_10074 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_10067 
0006: 48@ = 1 

:HEIST3_10067
0002: jump @HEIST3_10197 

:HEIST3_10074
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @HEIST3_10197 
00D6: if 
04A4:   34@ == 1 // == constant 
004D: jump_if_false @HEIST3_10197 
0646: unknown_get_actor 56@ task_1560_status_store_to 34@ // similar to 062E 
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @HEIST3_10197 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_10197 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_10183 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 2000 ms 

:HEIST3_10183
0006: 133@ = 7 
0006: 35@ = 1 

:HEIST3_10197
0002: jump @HEIST3_10211 

:HEIST3_10204
0006: 48@ = 1 

:HEIST3_10211
0001: wait 0 ms 
0002: jump @HEIST3_9662 

:HEIST3_10222
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @HEIST3_10246 
0001: wait 0 ms 
0002: jump @HEIST3_10222 

:HEIST3_10246
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_10317 
0615: define_AS_pack_begin 75@ 
05D3: AS_actor -1 goto_point -112.6415 -12.4015 999.7812 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 247.0 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_10317
015F: set_camera_position -112.15 -11.94 1001.16 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -123.84 -14.32 1002.43 switchstyle 2 
0006: 48@ = 0 
0006: 35@ = 0 
0006: 32@ = 0 

:HEIST3_10389
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_10724 
00D6: if 
8039:   not  148@ == 0 
004D: jump_if_false @HEIST3_10603 
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @HEIST3_10469 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST3_10462 
040D: unload_wav 3 

:HEIST3_10462
0006: 149@ = 1 

:HEIST3_10469
00D6: if 
0039:   149@ == 1 
004D: jump_if_false @HEIST3_10505 
03CF: load_wav 143@(148@,5i) as 3 
0006: 149@ = 2 

:HEIST3_10505
00D6: if 
0039:   149@ == 2 
004D: jump_if_false @HEIST3_10549 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST3_10549 
03D1: play_wav 3 
0006: 149@ = 3 

:HEIST3_10549
00D6: if 
0039:   149@ == 3 
004D: jump_if_false @HEIST3_10603 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @HEIST3_10603 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 32@ = 0 

:HEIST3_10603
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @HEIST3_10647 
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @HEIST3_10647 
0006: 148@ = 4 

:HEIST3_10647
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_10706 
062E: get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HEIST3_10699 
0006: 48@ = 1 

:HEIST3_10699
0002: jump @HEIST3_10713 

:HEIST3_10706
0006: 48@ = 1 

:HEIST3_10713
0001: wait 0 ms 
0002: jump @HEIST3_10389 

:HEIST3_10724
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_10756 
040D: unload_wav 3 
0729: AS_actor 56@ hold_cellphone 1 
0001: wait 2000 ms 

:HEIST3_10756
0006: 133@ = 0 
0006: 134@ = 1 
0006: 135@ = 2 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 

:HEIST3_10826
0001: wait 0 ms 
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @HEIST3_11747 
00D6: if 
8039:   not  133@ == 0 
004D: jump_if_false @HEIST3_11208 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_10912 
00D6: if 
03D0:   wav 135@ loaded 
004D: jump_if_false @HEIST3_10905 
040D: unload_wav 135@ 

:HEIST3_10905
0006: 136@ = 1 

:HEIST3_10912
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @HEIST3_10949 
03CF: load_wav 89@(133@,44i) as 134@ 
0006: 136@ = 2 

:HEIST3_10949
00D6: if 
0039:   136@ == 2 
004D: jump_if_false @HEIST3_11009 
00D6: if 
03D0:   wav 134@ loaded 
004D: jump_if_false @HEIST3_11009 
03D1: play_wav 134@ 
00BC: show_text_highpriority GXT $7802(133@,44s) time 10000 flag 1 
0006: 136@ = 3 

:HEIST3_11009
00D6: if 
0039:   136@ == 3 
004D: jump_if_false @HEIST3_11208 
00D6: if 
03D2:   wav 134@ ended 
004D: jump_if_false @HEIST3_11147 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_11064 
0968: actor 56@ stop_mouth 

:HEIST3_11064
03D5: remove_text $7802(133@,44s) 
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @HEIST3_11112 
0006: 134@ = 2 
0006: 135@ = 1 
0002: jump @HEIST3_11126 

:HEIST3_11112
0006: 134@ = 1 
0006: 135@ = 2 

:HEIST3_11126
0006: 133@ = 0 
0006: 136@ = 0 
0002: jump @HEIST3_11208 

:HEIST3_11147
00D6: if 
83D0:   not wav 135@ loaded 
004D: jump_if_false @HEIST3_11208 
00D6: if 
001B:   8 > 133@ 
004D: jump_if_false @HEIST3_11208 
0085: 142@ = 133@ // (int) 
000A: 142@ += 1 
03CF: load_wav 89@(142@,44i) as 135@ 

:HEIST3_11208
0871: init_jump_table 138@ total_jumps 4 default_jump 1 @HEIST3_11668 jumps 0 @HEIST3_11271 1 @HEIST3_11344 2 @HEIST3_11452 3 @HEIST3_11560 -1 @HEIST3_11740 -1 @HEIST3_11740 -1 @HEIST3_11740 

:HEIST3_11271
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_11337 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_11318 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_11318
0006: 133@ = 8 
0006: 138@ = 1 
01BD: 141@ = current_time_in_ms 

:HEIST3_11337
0002: jump @HEIST3_11740 

:HEIST3_11344
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_11445 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_11445 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_11426 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_11426
0006: 133@ = 9 
0006: 138@ = 2 
01BD: 141@ = current_time_in_ms 

:HEIST3_11445
0002: jump @HEIST3_11740 

:HEIST3_11452
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_11553 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_11553 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_11534 
0967: actor 56@ move_mouth 2000 ms 

:HEIST3_11534
0006: 133@ = 10 
0006: 138@ = 3 
01BD: 141@ = current_time_in_ms 

:HEIST3_11553
0002: jump @HEIST3_11740 

:HEIST3_11560
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_11661 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_11661 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_11642 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_11642
0006: 133@ = 11 
0006: 138@ = 4 
01BD: 141@ = current_time_in_ms 

:HEIST3_11661
0002: jump @HEIST3_11740 

:HEIST3_11668
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_11733 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_11733 
0006: 137@ = 1 

:HEIST3_11733
0002: jump @HEIST3_11740 

:HEIST3_11740
0002: jump @HEIST3_10826 

:HEIST3_11747
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_11804 
062E: get_actor 56@ task 1833 status_store_to 34@ // ret 7 if not found 
00D6: if 
84A4:   not  34@ == 7 // == constant 
004D: jump_if_false @HEIST3_11799 
0729: AS_actor 56@ hold_cellphone 0 

:HEIST3_11799
0249: release_model #CELLPHONE 

:HEIST3_11804
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_11921 
0615: define_AS_pack_begin 75@ 
05D4: AS_actor -1 rotate_angle 87.0 
05D3: AS_actor -1 goto_point -114.2882 -11.5372 999.7886 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -113.8582 -9.7549 999.7812 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -113.9837 -8.3695 999.7812 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_11921
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @HEIST3_11990 
0615: define_AS_pack_begin 75@ 
05BA: AS_actor -1 move_mouth 3000 ms 
05D3: AS_actor -1 goto_point -102.0 -12.0 1001.0 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 75@ 
0618: assign_actor 58@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_11990
015F: set_camera_position -106.63 -11.88 1001.28 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -120.22 -11.77 1000.71 switchstyle 2 
0006: 48@ = 0 
0006: 35@ = 0 
0006: 32@ = 0 

:HEIST3_12062
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_12215 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_12197 
062E: get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HEIST3_12139 
0006: 48@ = 1 
0002: jump @HEIST3_12190 

:HEIST3_12139
00D6: if 
04A4:   34@ == 1 // == constant 
004D: jump_if_false @HEIST3_12190 
0646: unknown_get_actor 56@ task_1560_status_store_to 34@ // similar to 062E 
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @HEIST3_12190 
0006: 48@ = 1 

:HEIST3_12190
0002: jump @HEIST3_12204 

:HEIST3_12197
0006: 48@ = 1 

:HEIST3_12204
0001: wait 0 ms 
0002: jump @HEIST3_12062 

:HEIST3_12215
0006: 48@ = 0 
0006: 148@ = 3 
0006: 149@ = 0 

:HEIST3_12236
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_12461 
00D6: if 
8039:   not  148@ == 0 
004D: jump_if_false @HEIST3_12450 
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @HEIST3_12316 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST3_12309 
040D: unload_wav 3 

:HEIST3_12309
0006: 149@ = 1 

:HEIST3_12316
00D6: if 
0039:   149@ == 1 
004D: jump_if_false @HEIST3_12352 
03CF: load_wav 143@(148@,5i) as 3 
0006: 149@ = 2 

:HEIST3_12352
00D6: if 
0039:   149@ == 2 
004D: jump_if_false @HEIST3_12396 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST3_12396 
03D1: play_wav 3 
0006: 149@ = 3 

:HEIST3_12396
00D6: if 
0039:   149@ == 3 
004D: jump_if_false @HEIST3_12450 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @HEIST3_12450 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 48@ = 1 

:HEIST3_12450
0001: wait 0 ms 
0002: jump @HEIST3_12236 

:HEIST3_12461
016A: fade 0 time 1500 

:HEIST3_12468
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_12492 
0001: wait 0 ms 
0002: jump @HEIST3_12468 

:HEIST3_12492
009B: destroy_actor 56@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
009A: 56@ = create_actor_pedtype 24 model #CROGRL3 at -100.3376 -20.1905 999.7812 
060B: set_actor 56@ decision_maker_to 42@ 
0245: set_actor 56@ walk_style_to "SEXYWOMAN" 
0173: set_actor 56@ Z_angle_to 183.4416 
015F: set_camera_position -101.69 -20.2 1000.67 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -84.83 -44.52 1005.63 switchstyle 2 
016A: fade 1 time 1500 

:HEIST3_12619
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_12643 
0001: wait 0 ms 
0002: jump @HEIST3_12619 

:HEIST3_12643
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_12705 
0615: define_AS_pack_begin 75@ 
05D3: AS_actor -1 goto_point -100.2427 -24.2149 999.7886 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_12705
0006: 48@ = 0 
0006: 35@ = 0 
0006: 32@ = 0 

:HEIST3_12726
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_12821 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_12803 
062E: get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HEIST3_12796 
0006: 48@ = 1 

:HEIST3_12796
0002: jump @HEIST3_12810 

:HEIST3_12803
0006: 48@ = 1 

:HEIST3_12810
0001: wait 0 ms 
0002: jump @HEIST3_12726 

:HEIST3_12821
0701: end_scene_skip 
040D: unload_wav 134@ 
040D: unload_wav 135@ 
00BE: text_clear_all 
040D: unload_wav 3 
016A: fade 1 time 500 

:HEIST3_12846
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_12870 
0001: wait 0 ms 
0002: jump @HEIST3_12846 

:HEIST3_12870
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0213: 64@ = create_pickup #CLOTHESP type 3 at -114.6156 -8.6308 1000.713 
03DC: 73@ = create_marker_above_pickup 64@ 
08DC: create_interior_marker 73@ at 2090.0 2074.0 radius 10.0 
00BB: show_text_lowpriority GXT 'HEI3_04' time 5000 flag 1  // ~s~Go and get a ~g~gimp suit~s~.
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
0249: release_model #CELLPHONE 
0296: unload_special_actor 1 
009B: destroy_actor 58@ 
009B: destroy_actor 56@ 
0247: load_model #WINDSOR 
0006: 35@ = 0 
0006: 47@ = 4 

:HEIST3_13002
0002: jump @HEIST3_13139 

:HEIST3_13009
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_13116 
016A: fade 0 time 1000 

:HEIST3_13045
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_13069 
0001: wait 0 ms 
0002: jump @HEIST3_13045 

:HEIST3_13069
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_13092
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_13116 
0001: wait 0 ms 
0002: jump @HEIST3_13092 

:HEIST3_13116
00BB: show_text_lowpriority GXT 'HEI3_31' time 5000 flag 1  // ~r~Something's spooked the Croupier!
0002: jump @HEIST3_22985 

:HEIST3_13139
0002: jump @HEIST3_13276 

:HEIST3_13146
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_13253 
016A: fade 0 time 1000 

:HEIST3_13182
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_13206 
0001: wait 0 ms 
0002: jump @HEIST3_13182 

:HEIST3_13206
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_13229
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_13253 
0001: wait 0 ms 
0002: jump @HEIST3_13229 

:HEIST3_13253
00BB: show_text_lowpriority GXT 'HEI3_14' time 5000 flag 1  // ~r~You killed the croupier!
0002: jump @HEIST3_22985 

:HEIST3_13276
0002: jump @HEIST3_13413 

:HEIST3_13283
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_13390 
016A: fade 0 time 1000 

:HEIST3_13319
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_13343 
0001: wait 0 ms 
0002: jump @HEIST3_13319 

:HEIST3_13343
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_13366
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_13390 
0001: wait 0 ms 
0002: jump @HEIST3_13366 

:HEIST3_13390
00BB: show_text_lowpriority GXT 'HEI3_16' time 5000 flag 1  // ~r~You lost her!
0002: jump @HEIST3_22985 

:HEIST3_13413
00D6: if 
0039:   47@ == 4 
004D: jump_if_false @HEIST3_14396 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @HEIST3_14311 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @HEIST3_13478 
08E7: disable_entrance_markers 1 
0006: 35@ = 1 

:HEIST3_13478
00D6: if 
0214:   pickup 64@ picked_up 
004D: jump_if_false @HEIST3_14304 
0215: destroy_pickup 64@ 
00BE: text_clear_all 
010B: $SHOPS_PLAYER_CASH = player $PLAYER_CHAR money 
00D6: if 
0028:   $SHOPS_PLAYER_CASH >= 200 
004D: jump_if_false @HEIST3_13543 
0109: player $PLAYER_CHAR money = -200 
0002: jump @HEIST3_13576 

:HEIST3_13543
00D6: if 
0018:   $SHOPS_PLAYER_CASH > 0 
004D: jump_if_false @HEIST3_13576 
0010: $SHOPS_PLAYER_CASH *= -1 
0109: player $PLAYER_CHAR money = $SHOPS_PLAYER_CASH 

:HEIST3_13576
01B4: set_player $PLAYER_CHAR can_move 0 
043C: disable_sounds_after_fadeout 0 
016A: fade 0 time 1500 

:HEIST3_13594
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_13618 
0001: wait 0 ms 
0002: jump @HEIST3_13594 

:HEIST3_13618
02A3: enable_widescreen 1 
0164: disable_marker 73@ 
0793: save_player_clothes 
0006: 53@ = 1 
087B: set_player $PLAYER_CHAR clothes_texture "GIMPLEG" model "GIMPLEG" body_part 17 
070D: rebuild_player $PLAYER_CHAR 
0006: 48@ = 0 
0006: 148@ = 1 
0006: 149@ = 0 

:HEIST3_13687
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_13912 
00D6: if 
8039:   not  148@ == 0 
004D: jump_if_false @HEIST3_13901 
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @HEIST3_13767 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST3_13760 
040D: unload_wav 3 

:HEIST3_13760
0006: 149@ = 1 

:HEIST3_13767
00D6: if 
0039:   149@ == 1 
004D: jump_if_false @HEIST3_13803 
03CF: load_wav 143@(148@,5i) as 3 
0006: 149@ = 2 

:HEIST3_13803
00D6: if 
0039:   149@ == 2 
004D: jump_if_false @HEIST3_13847 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST3_13847 
03D1: play_wav 3 
0006: 149@ = 3 

:HEIST3_13847
00D6: if 
0039:   149@ == 3 
004D: jump_if_false @HEIST3_13901 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @HEIST3_13901 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 48@ = 1 

:HEIST3_13901
0001: wait 0 ms 
0002: jump @HEIST3_13687 

:HEIST3_13912
015F: set_camera_position -111.19 -12.67 1002.69 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -124.89 -3.78 997.61 switchstyle 2 
0395: clear_area 1 at -113.9837 -8.3695 999.7812 radius 20.0 
00A1: put_actor $PLAYER_ACTOR at -113.9837 -8.3695 999.7812 
0173: set_actor $PLAYER_ACTOR Z_angle_to 183.0 
016A: fade 1 time 1000 

:HEIST3_14024
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_14048 
0001: wait 0 ms 
0002: jump @HEIST3_14024 

:HEIST3_14048
043C: disable_sounds_after_fadeout 1 
0615: define_AS_pack_begin 74@ 
05BA: AS_actor -1 move_mouth 1000 ms 
05D3: AS_actor -1 goto_point -113.8582 -9.7549 999.7812 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -114.2882 -11.5372 999.7886 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 252.0 
05C8: AS_actor -1 look_around 
0616: define_AS_pack_end 74@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 74@ 
061B: remove_references_to_AS_pack 74@ 
0006: 48@ = 0 

:HEIST3_14148
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_14243 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST3_14225 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HEIST3_14218 
0006: 48@ = 1 

:HEIST3_14218
0002: jump @HEIST3_14232 

:HEIST3_14225
0006: 48@ = 1 

:HEIST3_14232
0001: wait 0 ms 
0002: jump @HEIST3_14148 

:HEIST3_14243
08E7: disable_entrance_markers 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00BB: show_text_lowpriority GXT 'HEI3_30' time 5000 flag 1  // ~s~Leave the shop and go after the Croupier.
0164: disable_marker 70@ 
018A: 70@ = create_checkpoint_at 77@ 78@ 79@ 
0006: 50@ = 1 

:HEIST3_14304
0002: jump @HEIST3_14396 

:HEIST3_14311
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -100.5496 -24.1101 999.7886 radius 1.3 1.3 50.0 
004D: jump_if_false @HEIST3_14366 
0006: 47@ = 5 

:HEIST3_14366
077E: get_active_interior_to 35@ 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @HEIST3_14396 
0006: 47@ = 5 

:HEIST3_14396
00D6: if 
0039:   47@ == 5 
004D: jump_if_false @HEIST3_16063 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:HEIST3_14428
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_14452 
0001: wait 0 ms 
0002: jump @HEIST3_14428 

:HEIST3_14452
0164: disable_marker 70@ 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
0249: release_model #BMYPIMP 
0249: release_model #WFYSEX 
0249: release_model #BMOCHIL 
0249: release_model #WMYST 
04BB: select_interior 0 
0247: load_model #CWMYHB1 
0247: load_model #GUN_DILDO1 
0247: load_model #WINDSOR 

:HEIST3_14525
00D6: if or
8248:   not model #CWMYHB1 available 
8248:   not model #GUN_DILDO1 available 
8248:   not model #WINDSOR available 
004D: jump_if_false @HEIST3_14562 
0001: wait 0 ms 
0002: jump @HEIST3_14525 

:HEIST3_14562
03CB: set_rendering_origin_at 2085.12 2077.086 15.8434 
0395: clear_area 1 at 2105.957 2039.186 9.8203 radius 6.0 
0395: clear_area 1 at 2093.913 2047.081 9.8203 radius 6.0 
0395: clear_area 1 at 2093.913 2055.081 9.8203 radius 6.0 
0395: clear_area 1 at 2093.913 2060.081 9.8203 radius 6.0 
0395: clear_area 1 at 2093.913 2065.081 9.8203 radius 6.0 
0395: clear_area 1 at 2093.913 2070.081 9.8203 radius 6.0 
0395: clear_area 1 at 2088.827 2076.001 9.8203 radius 12.0 
00A5: 67@ = create_car #WINDSOR at 2103.957 2073.186 9.8203 
0175: set_car 67@ Z_angle_to 270.8618 
01C3: remove_references_to_car 67@ 
0249: release_model #WINDSOR 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at -100.3132 -25.1503 radius 20.0 
00A1: put_actor $PLAYER_ACTOR at 2085.12 2077.086 15.8434 
0173: set_actor $PLAYER_ACTOR Z_angle_to 268.8011 
04BB: select_interior 0 
009A: 56@ = create_actor_pedtype 24 model #CROGRL3 at 2085.721 2074.76 10.0579 
060B: set_actor 56@ decision_maker_to 42@ 
0245: set_actor 56@ walk_style_to "SEXYWOMAN" 
0187: 68@ = create_marker_above_actor 56@ 
0173: set_actor 56@ Z_angle_to 271.0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2037.671 2743.196 9.6875 
00A6: destroy_car 65@ 
01C3: remove_references_to_car 65@ 
0674: set_car_model #CLUB numberplate "_SPANK__" 
00A5: 65@ = create_car #CLUB at 2095.913 2074.081 9.8203 
0229: set_car 65@ primary_color_to 126 secondary_color_to 126 
053F: set_car 65@ tires_vulnerability 0 
020A: set_car 65@ door_status_to 3 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_15115 
00AB: put_car 65@ at 2095.913 2074.081 9.8203 
0175: set_car 65@ Z_angle_to 4.444 
0224: set_car 65@ health_to 1000 
0615: define_AS_pack_begin 75@ 
05D3: AS_actor -1 goto_point 2093.418 2073.646 9.8203 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CB: AS_actor -1 enter_car 65@ as_driver 20000 ms 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_15115
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_09' time 5000 flag 1  // ~s~The ~r~Croupier~s~ has left the shop. Follow her but remember not to get too close.
015F: set_camera_position 2098.5 2076.12 11.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2075.2 2067.39 7.26 switchstyle 2 
02A3: enable_widescreen 1 
016A: fade 1 time 1500 

:HEIST3_15195
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_15219 
0001: wait 0 ms 
0002: jump @HEIST3_15195 

:HEIST3_15219
0006: 49@ = 0 
0006: 48@ = 0 
0006: 35@ = 0 
0006: 32@ = 0 

:HEIST3_15247
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_15378 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST3_15296 
0006: 48@ = 1 
0006: 49@ = 1 

:HEIST3_15296
00D6: if and
8118:   not actor 56@ dead 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_15360 
062E: get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HEIST3_15353 
0006: 48@ = 1 

:HEIST3_15353
0002: jump @HEIST3_15367 

:HEIST3_15360
0006: 48@ = 1 

:HEIST3_15367
0001: wait 0 ms 
0002: jump @HEIST3_15247 

:HEIST3_15378
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @HEIST3_15631 
07C0: load_path 803 

:HEIST3_15401
00D6: if 
87C1:   not path 803 available 
004D: jump_if_false @HEIST3_15428 
0001: wait 0 ms 
0002: jump @HEIST3_15401 

:HEIST3_15428
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_15452 
05EB: assign_car 65@ to_path 803 

:HEIST3_15452
0A0B: set_rendering_origin_at_3D_coord 2084.08 2068.62 11.22 angle 206.8418 
015F: set_camera_position 2088.506 2079.985 10.6126 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2088.675 2079.0 10.5742 switchstyle 2 
0006: 48@ = 0 

:HEIST3_15532
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_15631 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST3_15581 
0006: 49@ = 1 
0006: 48@ = 1 

:HEIST3_15581
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_15620 
00D6: if 
860E:   not car 65@ assigned_to_path 
004D: jump_if_false @HEIST3_15620 
0006: 48@ = 1 

:HEIST3_15620
0001: wait 0 ms 
0002: jump @HEIST3_15532 

:HEIST3_15631
0873: release_path 803 
00BE: text_clear_all 
00D6: if 
0039:   49@ == 1 
004D: jump_if_false @HEIST3_15734 
00D6: if and
8119:   not car 65@ wrecked 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_15734 
00D6: if 
80DB:   not actor 56@ in_car 65@ 
004D: jump_if_false @HEIST3_15704 
036A: put_actor 56@ in_car 65@ 

:HEIST3_15704
00AB: put_car 65@ at 2109.004 2039.756 9.8125 
0175: set_car 65@ Z_angle_to 269.4456 

:HEIST3_15734
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_15769 
0508: car 65@ close_all_doors 
020A: set_car 65@ door_status_to 6 
020A: set_car 65@ door_status_to 3 

:HEIST3_15769
00A1: put_actor $PLAYER_ACTOR at 2089.653 2083.562 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 223.4858 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0004: $7801 = 0 
03C4: set_status_text $7801 type 1 GXT 'HEI3_94' // global_variable  // SPOOK-O-METER
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2123.365 2030.273 9.6719 
05D7: add_point_to_scmpath 2038.803 2023.952 9.6875 
05D7: add_point_to_scmpath 1929.384 2175.129 9.7972 
05D7: add_point_to_scmpath 1931.512 2385.797 9.6719 
05D7: add_point_to_scmpath 2029.426 2417.225 9.7143 
05D7: add_point_to_scmpath 2045.03 2745.491 9.6719 
05D7: add_point_to_scmpath 2035.317 2737.322 9.6719 
05D7: add_point_to_scmpath 2035.338 2726.573 9.8281 
00D6: if and
8119:   not car 65@ wrecked 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_16035 
0615: define_AS_pack_begin 75@ 
07E7: AS_assign_scmpath_to_actor -1 in_car 65@ speed 20.0 flags 0 0 5 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_16035
0006: 32@ = 0 
0006: 33@ = 0 
0006: 51@ = 0 
0006: 47@ = 6 

:HEIST3_16063
00D6: if 
0039:   47@ == 6 
004D: jump_if_false @HEIST3_18150 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_18020 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_17883 
062E: get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
0039:   55@ == 0 
004D: jump_if_false @HEIST3_17229 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2037.891 2749.534 9.8125 radius 40.0 40.0 4.0 
004D: jump_if_false @HEIST3_16227 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2037.891 2749.534 9.8125 radius 4.0 4.0 4.0 

:HEIST3_16227
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HEIST3_16302 
0164: disable_marker 68@ 
018A: 68@ = create_checkpoint_at 2038.836 2749.803 9.8203 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_96' time 5000 flag 1  // ~s~Park up outside the ~y~Croupier's house~s~.
0006: 55@ = 1 
0002: jump @HEIST3_17222 

:HEIST3_16302
00A0: store_actor $PLAYER_ACTOR position_to 80@ 81@ 82@ 
00A0: store_actor 56@ position_to 83@ 84@ 85@ 
050A: 46@ = distance_between_XYZ 80@ 81@ 82@ and_XYZ 83@ 84@ 85@ 
0092: 36@ = float 46@ to_integer 
00D6: if 
0019:   36@ > 140 
004D: jump_if_false @HEIST3_16591 
00BE: text_clear_all 
00D6: if 
0019:   36@ > 168 
004D: jump_if_false @HEIST3_16575 
00D6: if 
82CB:   not actor 56@ bounding_sphere_visible 
004D: jump_if_false @HEIST3_16552 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_16522 
016A: fade 0 time 1000 

:HEIST3_16451
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_16475 
0001: wait 0 ms 
0002: jump @HEIST3_16451 

:HEIST3_16475
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_16498
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_16522 
0001: wait 0 ms 
0002: jump @HEIST3_16498 

:HEIST3_16522
00BB: show_text_lowpriority GXT 'HEI3_16' time 5000 flag 1  // ~r~You lost her!
0002: jump @HEIST3_22985 
0002: jump @HEIST3_16568 

:HEIST3_16552
00BB: show_text_lowpriority GXT 'HEI3_10' time 1000 flag 1  // ~s~The ~r~Croupier~s~ is almost out of sight, you need to get closer!

:HEIST3_16568
0002: jump @HEIST3_16591 

:HEIST3_16575
00BB: show_text_lowpriority GXT 'HEI3_10' time 1000 flag 1  // ~s~The ~r~Croupier~s~ is almost out of sight, you need to get closer!

:HEIST3_16591
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @HEIST3_16742 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 56@ radius 22.5 22.5 2.0 sphere 0 
004D: jump_if_false @HEIST3_16684 
00D6: if 
0019:   32@ > 64 
004D: jump_if_false @HEIST3_16677 
0008: $7801 += 1 
0006: 32@ = 0 

:HEIST3_16677
0002: jump @HEIST3_16735 

:HEIST3_16684
00D6: if 
0019:   32@ > 150 
004D: jump_if_false @HEIST3_16735 
00D6: if 
0018:   $7801 > 0 
004D: jump_if_false @HEIST3_16728 
000C: $7801 -= 1 

:HEIST3_16728
0006: 32@ = 0 

:HEIST3_16735
0002: jump @HEIST3_16786 

:HEIST3_16742
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @HEIST3_16786 
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @HEIST3_16786 
0006: 51@ = 1 

:HEIST3_16786
00D6: if 
001A:   0 > $7801 
004D: jump_if_false @HEIST3_16818 
0004: $7801 = 0 
0002: jump @HEIST3_16843 

:HEIST3_16818
00D6: if 
0018:   $7801 > 100 
004D: jump_if_false @HEIST3_16843 
0004: $7801 = 100 

:HEIST3_16843
00D6: if 
0018:   $7801 > 10 
004D: jump_if_false @HEIST3_16902 
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @HEIST3_16902 
00BC: show_text_highpriority GXT 'HEI3_11' time 5000 flag 1  // ~s~You're too close, back off before you spook her!
0006: 52@ = 1 

:HEIST3_16902
00D6: if 
0038:   $7801 == 100 
004D: jump_if_false @HEIST3_17050 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_17027 
00BE: text_clear_all 
016A: fade 0 time 1000 

:HEIST3_16956
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_16980 
0001: wait 0 ms 
0002: jump @HEIST3_16956 

:HEIST3_16980
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_17003
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_17027 
0001: wait 0 ms 
0002: jump @HEIST3_17003 

:HEIST3_17027
00BC: show_text_highpriority GXT 'HEI3_17' time 5000 flag 1  // ~r~You got too close!
0002: jump @HEIST3_22985 

:HEIST3_17050
00D6: if or
80DB:   not actor 56@ in_car 65@ 
0547:   actor $PLAYER_ACTOR colliding_with_car 65@ 
051C:   car 65@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST3_17222 
0004: $7801 = 100 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_17199 
00BE: text_clear_all 
016A: fade 0 time 1000 

:HEIST3_17128
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_17152 
0001: wait 0 ms 
0002: jump @HEIST3_17128 

:HEIST3_17152
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_17175
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_17199 
0001: wait 0 ms 
0002: jump @HEIST3_17175 

:HEIST3_17199
00BC: show_text_highpriority GXT 'HEI3_31' time 5000 flag 1  // ~r~Something's spooked the Croupier!
0002: jump @HEIST3_22985 

:HEIST3_17222
0002: jump @HEIST3_17876 

:HEIST3_17229
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2037.891 2749.534 9.8125 radius 4.0 4.0 4.0 
004D: jump_if_false @HEIST3_17876 
0164: disable_marker 68@ 
0395: clear_area 1 at 2034.794 2724.465 9.8281 radius 20.0 
0151: remove_status_text $7801 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
00AB: put_car 65@ at 2035.01 2725.36 9.8281 
0175: set_car 65@ Z_angle_to 184.0343 
015F: set_camera_position 2041.206 2753.339 11.9601 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2040.648 2752.515 11.8569 switchstyle 2 
0707: start_scene_skip_to @HEIST3_17626 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_17517 
0615: define_AS_pack_begin 75@ 
00D6: if 
00DF:   actor 56@ driving 
004D: jump_if_false @HEIST3_17453 
0633: AS_actor -1 exit_car 

:HEIST3_17453
05D3: AS_actor -1 goto_point 2037.468 2724.142 9.8281 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2037.378 2721.449 10.5469 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_17517
0006: 48@ = 0 
0006: 32@ = 0 

:HEIST3_17531
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_17626 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_17608 
062E: get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HEIST3_17601 
0006: 48@ = 1 

:HEIST3_17601
0002: jump @HEIST3_17615 

:HEIST3_17608
0006: 48@ = 1 

:HEIST3_17615
0001: wait 0 ms 
0002: jump @HEIST3_17531 

:HEIST3_17626
0701: end_scene_skip 
0395: clear_area 1 at 1936.196 2734.011 9.8203 radius 2.0 
009A: 57@ = create_actor_pedtype 25 model #CWMYHB1 at 1999.788 2733.692 9.8203 
0173: set_actor 57@ Z_angle_to 354.8084 
01B2: give_actor 57@ weapon 10 ammo 0 // Load the weapon model before using this 
01B9: set_actor 57@ armed_weapon_to 10 
0615: define_AS_pack_begin 76@ 
05D3: AS_actor -1 goto_point 2021.594 2734.576 9.8203 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2029.786 2730.539 9.8281 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2038.505 2729.846 9.8281 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2037.28 2722.567 9.8281 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 76@ 
0618: assign_actor 57@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
02EB: restore_camera_with_jumpcut 
009B: destroy_actor 56@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
0249: release_model #CROGRL3 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_08' time 8000 flag 1  // ~s~The gimp will be arriving shortly, wait around and make sure he doesn't make it to the Croupier's house.
01BD: 37@ = current_time_in_ms 
0006: 47@ = 8 

:HEIST3_17876
0002: jump @HEIST3_18013 

:HEIST3_17883
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_17990 
016A: fade 0 time 1000 

:HEIST3_17919
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_17943 
0001: wait 0 ms 
0002: jump @HEIST3_17919 

:HEIST3_17943
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_17966
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_17990 
0001: wait 0 ms 
0002: jump @HEIST3_17966 

:HEIST3_17990
00BB: show_text_lowpriority GXT 'HEI3_18' time 5000 flag 1  // ~r~You destroyed her car, she's not going to help you now!
0002: jump @HEIST3_22985 

:HEIST3_18013
0002: jump @HEIST3_18150 

:HEIST3_18020
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_18127 
016A: fade 0 time 1000 

:HEIST3_18056
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_18080 
0001: wait 0 ms 
0002: jump @HEIST3_18056 

:HEIST3_18080
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_18103
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_18127 
0001: wait 0 ms 
0002: jump @HEIST3_18103 

:HEIST3_18127
00BB: show_text_lowpriority GXT 'HEI3_14' time 5000 flag 1  // ~r~You killed the croupier!
0002: jump @HEIST3_22985 

:HEIST3_18150
00D6: if 
0039:   47@ == 8 
004D: jump_if_false @HEIST3_18675 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST3_18631 
00D6: if 
00FE:   actor 57@ sphere 0 in_sphere 2037.312 2722.288 10.8281 radius 1.2 1.6 3.0 
004D: jump_if_false @HEIST3_18367 
00BE: text_clear_all 
034F: destroy_actor_with_fade 57@ 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_18344 
016A: fade 0 time 1000 

:HEIST3_18273
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_18297 
0001: wait 0 ms 
0002: jump @HEIST3_18273 

:HEIST3_18297
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_18320
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_18344 
0001: wait 0 ms 
0002: jump @HEIST3_18320 

:HEIST3_18344
00BB: show_text_lowpriority GXT 'HEI3_92' time 5000 flag 1  // ~r~The gimp has reached the house!
0002: jump @HEIST3_22985 

:HEIST3_18367
062E: get_actor 57@ task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 1 // == constant 
004D: jump_if_false @HEIST3_18447 
0646: unknown_get_actor 57@ task_1560_status_store_to 34@ // similar to 062E 
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @HEIST3_18440 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_93' time 5000 flag 1  // ~s~The gimp has nearly reached the house!

:HEIST3_18440
0002: jump @HEIST3_18624 

:HEIST3_18447
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HEIST3_18624 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 57@ radius 100.0 100.0 20.0 sphere 0 
004D: jump_if_false @HEIST3_18624 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_18624 
016A: fade 0 time 1000 

:HEIST3_18535
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_18559 
0001: wait 0 ms 
0002: jump @HEIST3_18535 

:HEIST3_18559
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_18582
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_18606 
0001: wait 0 ms 
0002: jump @HEIST3_18582 

:HEIST3_18606
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_15' time 5000 flag 1  // ~r~The gimp got away!

:HEIST3_18624
0002: jump @HEIST3_18675 

:HEIST3_18631
0164: disable_marker 69@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_22' time 5000 flag 1  // ~s~Now that the gimp's out of the way go and ring the ~y~doorbell~s~.
018A: 71@ = create_checkpoint_at 86@ 87@ 88@ 
0006: 47@ = 9 

:HEIST3_18675
00D6: if 
0039:   47@ == 9 
004D: jump_if_false @HEIST3_19967 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere 2037.307 2722.106 10.2989 radius 1.2 1.2 3.0 sphere 1 stopped_on_foot 
004D: jump_if_false @HEIST3_19967 
00BE: text_clear_all 
0164: disable_marker 71@ 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00A1: put_actor $PLAYER_ACTOR at 2037.165 2721.895 10.2989 
0173: set_actor $PLAYER_ACTOR Z_angle_to 174.4355 
015F: set_camera_position 2035.66 2722.75 11.84 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2039.39 2717.31 12.2 switchstyle 2 
0006: 133@ = 0 
0006: 134@ = 1 
0006: 135@ = 2 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 
0006: 148@ = 2 
0006: 149@ = 0 
0006: 150@ = 0 

:HEIST3_18931
0001: wait 0 ms 
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @HEIST3_19534 
00D6: if 
8039:   not  148@ == 0 
004D: jump_if_false @HEIST3_19156 
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @HEIST3_19015 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST3_19008 
040D: unload_wav 3 

:HEIST3_19008
0006: 149@ = 1 

:HEIST3_19015
00D6: if 
0039:   149@ == 1 
004D: jump_if_false @HEIST3_19051 
03CF: load_wav 143@(148@,5i) as 3 
0006: 149@ = 2 

:HEIST3_19051
00D6: if 
0039:   149@ == 2 
004D: jump_if_false @HEIST3_19095 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST3_19095 
03D1: play_wav 3 
0006: 149@ = 3 

:HEIST3_19095
00D6: if 
0039:   149@ == 3 
004D: jump_if_false @HEIST3_19156 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @HEIST3_19156 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 48@ = 1 
0006: 32@ = 0 

:HEIST3_19156
00D6: if 
8039:   not  133@ == 0 
004D: jump_if_false @HEIST3_19455 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_19220 
00D6: if 
03D0:   wav 135@ loaded 
004D: jump_if_false @HEIST3_19213 
040D: unload_wav 135@ 

:HEIST3_19213
0006: 136@ = 1 

:HEIST3_19220
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @HEIST3_19257 
03CF: load_wav 89@(133@,44i) as 134@ 
0006: 136@ = 2 

:HEIST3_19257
00D6: if 
0039:   136@ == 2 
004D: jump_if_false @HEIST3_19317 
00D6: if 
03D0:   wav 134@ loaded 
004D: jump_if_false @HEIST3_19317 
03D1: play_wav 134@ 
00BC: show_text_highpriority GXT $7802(133@,44s) time 10000 flag 1 
0006: 136@ = 3 

:HEIST3_19317
00D6: if 
0039:   136@ == 3 
004D: jump_if_false @HEIST3_19455 
00D6: if 
03D2:   wav 134@ ended 
004D: jump_if_false @HEIST3_19455 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_19372 
0968: actor 56@ stop_mouth 

:HEIST3_19372
03D5: remove_text $7802(133@,44s) 
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @HEIST3_19420 
0006: 134@ = 2 
0006: 135@ = 1 
0002: jump @HEIST3_19434 

:HEIST3_19420
0006: 134@ = 1 
0006: 135@ = 2 

:HEIST3_19434
0006: 133@ = 0 
0006: 136@ = 0 
0006: 137@ = 1 

:HEIST3_19455
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_19527 
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @HEIST3_19527 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_19520 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_19520
0006: 133@ = 12 

:HEIST3_19527
0002: jump @HEIST3_18931 

:HEIST3_19534
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @HEIST3_19558 
0001: wait 0 ms 
0002: jump @HEIST3_19534 

:HEIST3_19558
016A: fade 0 time 1000 

:HEIST3_19565
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_19589 
0001: wait 0 ms 
0002: jump @HEIST3_19565 

:HEIST3_19589
04BB: select_interior 6 
023C: load_special_actor 'CROGRL2' as 1 // models 290-299 

:HEIST3_19606
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @HEIST3_19632 
0001: wait 0 ms 
0002: jump @HEIST3_19606 

:HEIST3_19632
04E4: refresh_game_renderer_at 344.8872 305.4298 
03CB: set_rendering_origin_at 344.8872 305.4298 998.2638 
0581: enable_radar 0 
00A1: put_actor $PLAYER_ACTOR at 344.412 305.033 998.1484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 296.283 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 66@ 
01C3: remove_references_to_car 65@ 
0249: release_model #CWMYHB1 
0249: release_model #ELEGANT 
0249: release_model #CLUB 
0687: clear_actor $PLAYER_ACTOR task 
00BE: text_clear_all 
009A: 56@ = create_actor_pedtype 23 model #SPECIAL01 at 349.1921 308.5705 998.1484 
060B: set_actor 56@ decision_maker_to 42@ 
0860: link_actor 56@ to_interior 6 
0860: link_actor $PLAYER_ACTOR to_interior 6 
0245: set_actor 56@ walk_style_to "SEXYWOMAN" 
0173: set_actor 56@ Z_angle_to 147.245 
015F: set_camera_position 348.8104 310.0784 999.4993 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 348.6377 309.0935 999.5004 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 344.412 305.033 998.1484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 296.283 
00A1: put_actor 56@ at 349.1921 308.5705 998.1484 
0173: set_actor 56@ Z_angle_to 147.245 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 56@ 
0001: wait 1000 ms 
016A: fade 1 time 1000 

:HEIST3_19936
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_19960 
0001: wait 0 ms 
0002: jump @HEIST3_19936 

:HEIST3_19960
0006: 47@ = 10 

:HEIST3_19967
00D6: if and
0029:   47@ >= 5 
001B:   9 > 47@ 
004D: jump_if_false @HEIST3_20065 
077E: get_active_interior_to 35@ 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @HEIST3_20065 
00D6: if 
8500:   not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_20065 
00BB: show_text_lowpriority GXT 'HEI3_34' time 5000 flag 1  // ~r~You no longer have the gimp suit.
0002: jump @HEIST3_22985 

:HEIST3_20065
00D6: if 
0039:   47@ == 10 
004D: jump_if_false @HEIST3_22141 
0707: start_scene_skip_to @HEIST3_22078 
00BE: text_clear_all 
0006: 133@ = 0 
0006: 134@ = 1 
0006: 135@ = 2 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 

:HEIST3_20162
0001: wait 0 ms 
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @HEIST3_22078 
00D6: if 
8039:   not  133@ == 0 
004D: jump_if_false @HEIST3_20523 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_20248 
00D6: if 
03D0:   wav 135@ loaded 
004D: jump_if_false @HEIST3_20241 
040D: unload_wav 135@ 

:HEIST3_20241
0006: 136@ = 1 

:HEIST3_20248
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @HEIST3_20285 
03CF: load_wav 89@(133@,44i) as 134@ 
0006: 136@ = 2 

:HEIST3_20285
00D6: if 
0039:   136@ == 2 
004D: jump_if_false @HEIST3_20345 
00D6: if 
03D0:   wav 134@ loaded 
004D: jump_if_false @HEIST3_20345 
03D1: play_wav 134@ 
00BC: show_text_highpriority GXT $7802(133@,44s) time 10000 flag 1 
0006: 136@ = 3 

:HEIST3_20345
00D6: if 
0039:   136@ == 3 
004D: jump_if_false @HEIST3_20523 
00D6: if 
03D2:   wav 134@ ended 
004D: jump_if_false @HEIST3_20462 
03D5: remove_text $7802(133@,44s) 
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @HEIST3_20427 
0006: 134@ = 2 
0006: 135@ = 1 
0002: jump @HEIST3_20441 

:HEIST3_20427
0006: 134@ = 1 
0006: 135@ = 2 

:HEIST3_20441
0006: 133@ = 0 
0006: 136@ = 0 
0002: jump @HEIST3_20523 

:HEIST3_20462
00D6: if 
83D0:   not wav 135@ loaded 
004D: jump_if_false @HEIST3_20523 
00D6: if 
001B:   8 > 133@ 
004D: jump_if_false @HEIST3_20523 
0085: 142@ = 133@ // (int) 
000A: 142@ += 1 
03CF: load_wav 89@(142@,44i) as 135@ 

:HEIST3_20523
0871: init_jump_table 138@ total_jumps 7 default_jump 1 @HEIST3_21978 jumps 0 @HEIST3_20586 1 @HEIST3_20659 2 @HEIST3_20874 3 @HEIST3_20987 4 @HEIST3_21229 5 @HEIST3_21413 6 @HEIST3_21789 

:HEIST3_20586
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_20652 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_20633 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_20633
0006: 133@ = 13 
0006: 138@ = 1 
01BD: 141@ = current_time_in_ms 

:HEIST3_20652
0002: jump @HEIST3_22071 

:HEIST3_20659
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_20867 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_20867 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_20819 
0615: define_AS_pack_begin 74@ 
05BF: AS_actor -1 look_at_actor 56@ 20000 ms 
05D3: AS_actor -1 goto_point 347.0207 306.2751 998.2088 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 348.2744 307.7908 998.204 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor 56@ 
0616: define_AS_pack_end 74@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 74@ 
061B: remove_references_to_AS_pack 74@ 

:HEIST3_20819
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_20848 
0968: actor 56@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 

:HEIST3_20848
0006: 133@ = 14 
0006: 138@ = 2 
01BD: 141@ = current_time_in_ms 

:HEIST3_20867
0002: jump @HEIST3_22071 

:HEIST3_20874
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_20980 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_20980 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_20961 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_20961
0006: 133@ = 15 
0006: 138@ = 3 
01BD: 141@ = current_time_in_ms 

:HEIST3_20980
0002: jump @HEIST3_22071 

:HEIST3_20987
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_21222 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_21222 
0006: 48@ = 0 
0006: 35@ = 0 
0006: 32@ = 0 

:HEIST3_21066
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_21174 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_21156 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HEIST3_21149 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @HEIST3_21149 
0006: 48@ = 1 

:HEIST3_21149
0002: jump @HEIST3_21163 

:HEIST3_21156
0006: 48@ = 1 

:HEIST3_21163
0001: wait 0 ms 
0002: jump @HEIST3_21066 

:HEIST3_21174
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_21203 
0968: actor 56@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 

:HEIST3_21203
0006: 133@ = 25 
0006: 138@ = 4 
01BD: 141@ = current_time_in_ms 

:HEIST3_21222
0002: jump @HEIST3_22071 

:HEIST3_21229
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_21406 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_21406 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_21316 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_21316
0006: 133@ = 21 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_21394 
0615: define_AS_pack_begin 75@ 
05D3: AS_actor -1 goto_point 344.6502 307.6453 998.1963 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 245.3258 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_21394
0006: 138@ = 5 
01BD: 141@ = current_time_in_ms 

:HEIST3_21406
0002: jump @HEIST3_22071 

:HEIST3_21413
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_21782 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_21782 
0006: 48@ = 0 
0006: 35@ = 0 

:HEIST3_21485
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_21734 
0001: wait 0 ms 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_21720 
062E: get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HEIST3_21577 
05BF: AS_actor 56@ look_at_actor $PLAYER_ACTOR 10000 ms 
0006: 48@ = 1 
0002: jump @HEIST3_21713 

:HEIST3_21577
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @HEIST3_21713 
015F: set_camera_position 347.32 308.43 999.52 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 339.91 301.08 998.31 switchstyle 2 
0615: define_AS_pack_begin 74@ 
0639: AS_actor -1 rotate_to_actor 56@ 
05D3: AS_actor -1 goto_point 345.7446 304.2489 998.1641 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor 56@ 
0616: define_AS_pack_end 74@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 74@ 
061B: remove_references_to_AS_pack 74@ 
0006: 35@ = 1 

:HEIST3_21713
0002: jump @HEIST3_21727 

:HEIST3_21720
0006: 48@ = 1 

:HEIST3_21727
0002: jump @HEIST3_21485 

:HEIST3_21734
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_21763 
0968: actor 56@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 

:HEIST3_21763
0006: 133@ = 26 
0006: 138@ = 6 
01BD: 141@ = current_time_in_ms 

:HEIST3_21782
0002: jump @HEIST3_22071 

:HEIST3_21789
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_21971 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_21971 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_21923 
0615: define_AS_pack_begin 75@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05D3: AS_actor -1 goto_point 345.3145 305.0605 998.1641 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_21923
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_21952 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_21952
0006: 133@ = 17 
0006: 138@ = 7 
01BD: 141@ = current_time_in_ms 

:HEIST3_21971
0002: jump @HEIST3_22071 

:HEIST3_21978
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_22064 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_22064 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_22057 
0968: actor 56@ stop_mouth 

:HEIST3_22057
0006: 137@ = 1 

:HEIST3_22064
0002: jump @HEIST3_22071 

:HEIST3_22071
0002: jump @HEIST3_20162 

:HEIST3_22078
0701: end_scene_skip 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_22106 
0968: actor 56@ stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST3_22106
00BE: text_clear_all 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0006: 49@ = 0 
0006: 40@ = 5 
0006: 41@ = 1 
0006: 47@ = 11 

:HEIST3_22141
00D6: if 
0039:   47@ == 11 
004D: jump_if_false @HEIST3_22363 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @HEIST3_22295 
0926: $SCRIPT_STATUS = external_script_status 26 (GF_SEX) 
00D6: if 
0038:   $SCRIPT_STATUS == 0 
004D: jump_if_false @HEIST3_22295 
08A9: load_external_script 26 (GF_SEX) 
00D6: if 
08AB:   external_script 26 (GF_SEX) loaded 
004D: jump_if_false @HEIST3_22295 
0004: $390 = 0 
08BA: set $390 bit 5 
08E7: disable_entrance_markers 1 
0913: run_external_script 26 (GF_SEX) 40@ 41@ 0 2037.651 2723.871 9.8352 0.0702  
016A: fade 0 time 0 
009B: destroy_actor 56@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
0006: 49@ = 1 

:HEIST3_22295
00D6: if 
0039:   49@ == 1 
004D: jump_if_false @HEIST3_22363 
00D6: if 
08B4:   test $390 bit 4 
004D: jump_if_false @HEIST3_22338 
0006: 54@ = 1 

:HEIST3_22338
00D6: if 
88B4:   not test $390 bit 5 
004D: jump_if_false @HEIST3_22363 
0006: 47@ = 12 

:HEIST3_22363
00D6: if 
0039:   47@ == 12 
004D: jump_if_false @HEIST3_22978 
015F: set_camera_position 2033.274 2719.888 10.2275 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2033.727 2720.774 10.3282 switchstyle 2 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
08E7: disable_entrance_markers 0 
0707: start_scene_skip_to @HEIST3_22757 
0615: define_AS_pack_begin 74@ 
05D3: AS_actor -1 goto_point 2036.875 2734.282 9.8203 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2029.545 2735.628 9.8203 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 74@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 74@ 
061B: remove_references_to_AS_pack 74@ 
00D6: if 
0039:   54@ == 1 
004D: jump_if_false @HEIST3_22624 
03E6: remove_text_box 
0512: show_permanent_text_box 'HEI3_95'  // You have another girlfriend. You will have to wine and dine her before she will give you the keycard.
0006: 133@ = 0 
0006: 134@ = 1 
0006: 135@ = 2 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 

:HEIST3_22624
0006: 48@ = 0 
0006: 32@ = 0 

:HEIST3_22638
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_22757 
00D6: if 
0039:   54@ == 1 
004D: jump_if_false @HEIST3_22720 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @HEIST3_22713 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @HEIST3_22713 
0006: 48@ = 1 

:HEIST3_22713
0002: jump @HEIST3_22746 

:HEIST3_22720
00D6: if 
0019:   32@ > 7000 
004D: jump_if_false @HEIST3_22746 
0006: 48@ = 1 

:HEIST3_22746
0001: wait 0 ms 
0002: jump @HEIST3_22638 

:HEIST3_22757
0701: end_scene_skip 
0687: clear_actor $PLAYER_ACTOR task 
00A1: put_actor $PLAYER_ACTOR at 2029.545 2735.628 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 68.4474 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03E6: remove_text_box 
00D6: if 
0039:   54@ == 1 
004D: jump_if_false @HEIST3_22848 
08BA: set $GIRLS_GIFTS_BITMASK bit 5 
0002: jump @HEIST3_23003 
0002: jump @HEIST3_22978 

:HEIST3_22848
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_22955 
016A: fade 0 time 1000 

:HEIST3_22884
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_22908 
0001: wait 0 ms 
0002: jump @HEIST3_22884 

:HEIST3_22908
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_22931
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_22955 
0001: wait 0 ms 
0002: jump @HEIST3_22931 

:HEIST3_22955
00BB: show_text_lowpriority GXT 'HEI3_24' time 5000 flag 1  // ~r~You failed to excite her.
0002: jump @HEIST3_22985 

:HEIST3_22978
0002: jump @HEIST3_2380 

:HEIST3_22985
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:HEIST3_23003
0008: $HEIST_TOTAL_PASSED_MISSIONS += 1 
0004: $GIMP_SUIT_AVAILABLE = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 15 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 15 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'HEIST_3'  // Key to her Heart
030C: progress_made = 1 
0051: return 

:HEIST3_23065
091E: create_forbidden_for_boats_cube_cornerA 2096.335 1656.397 8.0 cornerB 2161.659 1728.287 10.0 
091D: remove_forbidden_for_boats_cube_cornerA 2096.335 1656.397 8.0 cornerB 2161.659 1728.287 10.0 
090F: end_external_script 26 (GF_SEX) 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0151: remove_status_text $7801 
0581: enable_radar 1 
08E7: disable_entrance_markers 0 
0249: release_model #BMYPIMP 
0249: release_model #WFYSEX 
0249: release_model #BMOCHIL 
0249: release_model #WMYST 
0249: release_model #CROGRL3 
0249: release_model #CLUB 
0249: release_model #CWMYHB1 
0249: release_model #MAFFA 
0249: release_model #WINDSOR 
0249: release_model #CELLPHONE 
0249: release_model #GUN_DILDO1 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_23227 
020A: set_car 65@ door_status_to 1 

:HEIST3_23227
01C3: remove_references_to_car 65@ 
01C3: remove_references_to_car 67@ 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
034F: destroy_actor_with_fade 56@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
0215: destroy_pickup 64@ 
0164: disable_marker 68@ 
0164: disable_marker 70@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0873: release_path 803 
0296: unload_special_actor 1 
065C: release_decision_maker 42@ 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 98---------------
// Originally: Dam And Blast

:HEIST2
03A4: name_thread 'HEIST2' 
0050: gosub @HEIST2_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @HEIST2_38 
0050: gosub @HEIST2_18795 

:HEIST2_38
0050: gosub @HEIST2_18863 
004E: end_thread 

:HEIST2_47
054C: use_GXT_table 'HEIST2' 
0317: increment_mission_attempts 
0169: set_fade_color_RGB 0 0 0 
0004: $ONMISSION = 1 
016A: fade 0 time 2000 

:HEIST2_82
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_106 
0001: wait 0 ms 
0002: jump @HEIST2_82 

:HEIST2_106
04BB: select_interior 10 
01B5: force_weather 10 
02E4: load_cutscene_data 'HEIST4A' 

:HEIST2_125
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @HEIST2_149 
0001: wait 0 ms 
0002: jump @HEIST2_125 

:HEIST2_149
02E7: start_cutscene 
016A: fade 1 time 1000 

:HEIST2_158
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @HEIST2_182 
0001: wait 0 ms 
0002: jump @HEIST2_158 

:HEIST2_182
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 
03CB: set_rendering_origin_at 2030.103 1020.79 9.8203 

:HEIST2_212
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_236 
0001: wait 0 ms 
0002: jump @HEIST2_212 

:HEIST2_236
02EA: end_cutscene 
01B7: release_weather 
04BB: select_interior 0 
0001: wait 0 ms 
04E4: refresh_game_renderer_at 2030.103 1020.79 
03CB: set_rendering_origin_at 2030.103 1020.79 9.8203 
00A1: put_actor $PLAYER_ACTOR at 2030.103 1020.79 9.813 
0173: set_actor $PLAYER_ACTOR Z_angle_to 277.5123 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
018A: 152@ = create_checkpoint_at 1717.017 1602.497 9.3368 
07E0: set_marker 152@ type_to 1 
04ED: load_animation "BOMBER" 

:HEIST2_368
00D6: if 
84EE:   not animation "BOMBER" loaded 
004D: jump_if_false @HEIST2_400 
0001: wait 0 ms 
0002: jump @HEIST2_368 

:HEIST2_400
0169: set_fade_color_RGB 0 0 0 
02A3: enable_widescreen 0 
060A: create_decision_maker_type 4 store_to 38@ // decision\allowed\m_.ped files 
03CB: set_rendering_origin_at 2030.103 1020.79 9.8203 
016A: fade 1 time 1500 

:HEIST2_443
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_467 
0001: wait 0 ms 
0002: jump @HEIST2_443 

:HEIST2_467
01B4: set_player $PLAYER_CHAR can_move 1 
00BB: show_text_lowpriority GXT 'HEI2_90' time 10000 flag 1  // ~s~Go to the ~y~airport~s~. You're going to need a plane to parachute onto the dam quay.
0006: 105@ = 0 
0006: 107@ = 0 
0006: 106@ = 0 
0006: 119@ = 0 
0006: 121@ = 0 
0006: 122@ = 0 
0006: 124@ = 0 
0006: 132@ = 0 
0006: 125@ = 0 
0006: 133@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 136@ = 0 
0006: 139@ = 0 
0006: 123@ = 0 
0006: 36@ = 0 

:HEIST2_602
00D6: if 
001B:   6 > 36@ 
004D: jump_if_false @HEIST2_674 
0006: 113@(36@,6i) = 0 
00D6: if 
001B:   5 > 36@ 
004D: jump_if_false @HEIST2_660 
0006: 108@(36@,5i) = 0 

:HEIST2_660
000A: 36@ += 1 
0002: jump @HEIST2_602 

:HEIST2_674
0006: 34@ = 0 
0006: 120@ = 0 
0006: 35@ = 1 
0006: 36@ = 0 
0006: 37@ = 0 
0007: 47@ = -955.7253 
0007: 53@ = 1920.637 
0007: 59@ = 8.0078 
0007: 65@ = 294.0869 
0007: 48@ = -959.8978 
0007: 54@ = 1861.884 
0007: 60@ = 8.0078 
0007: 66@ = 87.9045 
0007: 49@ = -945.822 
0007: 55@ = 1868.03 
0007: 61@ = 4.0051 
0007: 67@ = 177.415 
0007: 50@ = -945.5732 
0007: 56@ = 1911.255 
0007: 62@ = 4.0 
0007: 68@ = 183.0188 
0007: 51@ = -959.6175 
0007: 57@ = 1858.156 
0007: 63@ = 8.0078 
0007: 69@ = 180.4759 
0007: 52@ = -959.7453 
0007: 58@ = 1914.674 
0007: 64@ = 8.0078 
0007: 70@ = 185.4313 
0007: 71@ = -955.7253 
0007: 77@ = 1920.637 
0007: 83@ = 8.0078 
0007: 72@ = -959.8978 
0007: 78@ = 1861.884 
0007: 84@ = 8.0078 
0007: 73@ = -943.7589 
0007: 79@ = 1888.943 
0007: 85@ = 4.0051 
0007: 74@ = -943.0214 
0007: 80@ = 1932.352 
0007: 86@ = 4.0 
0007: 75@ = -959.4366 
0007: 81@ = 1900.022 
0007: 87@ = 8.0078 
0007: 76@ = -959.496 
0007: 82@ = 1936.925 
0007: 88@ = 8.0061 
0007: 89@ = -952.56 
0007: 94@ = 1943.52 
0007: 99@ = 8.0 
0007: 90@ = -952.56 
0007: 95@ = 1922.07 
0007: 100@ = 8.0 
0007: 91@ = -952.56 
0007: 96@ = 1900.44 
0007: 101@ = 8.0 
0007: 92@ = -952.56 
0007: 97@ = 1878.16 
0007: 102@ = 8.0 
0007: 93@ = -952.56 
0007: 98@ = 1857.7 
0007: 103@ = 8.0 
0006: 185@ = 0 
0006: 209@ = 0 
0006: 210@ = 1 
0006: 211@ = 2 
0006: 212@ = 0 
0006: 213@ = 0 
0006: 214@ = 0 
0006: 215@ = 0 
0006: 216@ = 0 
0006: 217@ = 0 
0006: 218@ = 0 
0006: 42@ = 0 
04AF: 221@ = 11200 // = constant 
0006: 222@ = 0 
0006: 223@ = 0 
0006: 224@ = 0 
05A9: s$7891[1] = 'HE2_AA' // s$  // ~z~Hey, I found him, he's over here!
05A9: s$7891[2] = 'HE2_AB' // s$  // ~z~He's in there somewhere, start looking!
05A9: s$7891[3] = 'HE2_AC' // s$  // ~z~The cops are on the way, this thrill seeker ain't gonna escape!
05A9: s$7891[4] = 'HE2_AD' // s$  // ~z~We got a light saying there's been a break in!
05A9: s$7891[5] = 'HE2_AE' // s$  // ~z~That's the guy, arrest him!
05A9: s$7891[6] = 'HE2_AF' // s$  // ~z~We need more men in here!
05A9: s$7891[7] = 'HE2_AG' // s$  // ~z~Stop him, for chrisakes!
05A9: s$7891[8] = 'HE2_AH' // s$  // ~z~Always get the nut jobs on my shift!
05A9: s$7891[9] = 'HE2_AJ' // s$  // ~z~Must be seeing things. I thought that coffee tasted a bit odd!
05A9: s$7891[10] = 'HE2_AK' // s$  // ~z~Finally, some action around here!
05A9: s$7891[11] = 'HE2_AL' // s$  // ~z~Where the hell did he go?
05A9: s$7891[12] = 'HE2_BA' // s$  // ~z~Any sign of him yet?
05A9: s$7891[13] = 'HE2_BB' // s$  // ~z~Not yet, but we've locked the quay entrance and the cops are on the way.
05A9: s$7891[14] = 'HE2_CA' // s$  // ~z~What the f-Aw shit, somebody done locked the hatch!
05A9: s$7891[15] = 'HE2_CB' // s$  // ~z~Aw shit! The hatch locked behind me!
05A9: s$7891[16] = 'HE2_DA' // s$  // ~z~Shit, they must have took a wrong turn someplace!
05A9: s$7891[17] = 'HE2_DB' // s$  // ~z~We've got him trapped, there's no way off that ledge!
04AF: 192@ = 18200 // = constant 
04AF: 193@ = 18201 // = constant 
04AF: 194@ = 18202 // = constant 
04AF: 195@ = 18203 // = constant 
04AF: 196@ = 18204 // = constant 
04AF: 197@ = 18205 // = constant 
04AF: 198@ = 18206 // = constant 
04AF: 199@ = 18207 // = constant 
04AF: 200@ = 18208 // = constant 
04AF: 201@ = 18209 // = constant 
04AF: 202@ = 18210 // = constant 
04AF: 203@ = 18211 // = constant 
04AF: 204@ = 18212 // = constant 
04AF: 205@ = 18213 // = constant 
04AF: 206@ = 18214 // = constant 
04AF: 207@ = 18215 // = constant 
04AF: 208@ = 18216 // = constant 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 25 
07FB: set_interior 'DAMIN' access 0  // Generator Hall
07FB: set_interior 'DAMOUT' access 0 
0001: wait 1000 ms 

:HEIST2_1813
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 49 
004D: jump_if_false @HEIST2_1852 
00A1: put_actor $PLAYER_ACTOR at -585.0 2026.0 60.0 

:HEIST2_1852
00D6: if 
0735:   is_keyboard_key_pressed 50 
004D: jump_if_false @HEIST2_1887 
00A1: put_actor $PLAYER_ACTOR at 1423.657 1643.182 9.8359 

:HEIST2_1887
00D6: if 
0735:   is_keyboard_key_pressed 51 
004D: jump_if_false @HEIST2_1922 
00A1: put_actor $PLAYER_ACTOR at -828.64 1971.644 6.0 

:HEIST2_1922
00D6: if 
0735:   is_keyboard_key_pressed 52 
004D: jump_if_false @HEIST2_1957 
00A1: put_actor $PLAYER_ACTOR at -693.98 1806.81 800.0 

:HEIST2_1957
00D6: if 
0735:   is_keyboard_key_pressed 97 
004D: jump_if_false @HEIST2_1993 
0006: 119@ = 0 
0006: 125@ = 0 
0050: gosub @HEIST2_14813 

:HEIST2_1993
00D6: if 
0735:   is_keyboard_key_pressed 54 
004D: jump_if_false @HEIST2_2015 
0006: 107@ = 6 

:HEIST2_2015
00D6: if 
0735:   is_keyboard_key_pressed 55 
004D: jump_if_false @HEIST2_2037 
0006: 123@ = 6 

:HEIST2_2037
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @HEIST2_2059 
0002: jump @HEIST2_18813 

:HEIST2_2059
00D6: if 
0039:   107@ == 99999 
004D: jump_if_false @HEIST2_2120 
018A: 154@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 155@ = create_checkpoint_at 0.0 0.0 0.0 

:HEIST2_2120
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @HEIST2_2168 
00BB: show_text_lowpriority GXT 'HEI2_90' time 7000 flag 1  // ~s~Go to the ~y~airport~s~. You're going to need a plane to parachute onto the dam quay.
0006: 107@ = 1 
0006: 123@ = 1 

:HEIST2_2168
00D6: if 
001B:   12 > 123@ 
004D: jump_if_false @HEIST2_9195 
00D6: if 
001B:   4 > 123@ 
004D: jump_if_false @HEIST2_2907 
00D6: if 
0039:   123@ == 1 
004D: jump_if_false @HEIST2_2400 
00D6: if or
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1477.401 1677.399 radius 250.0 250.0 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1717.017 1602.497 radius 20.0 20.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1477.178 1639.083 10.9203 radius 79.499 143.0963 4.9 
004D: jump_if_false @HEIST2_2400 
0247: load_model #NEVADA 

:HEIST2_2329
00D6: if 
8248:   not model #NEVADA available 
004D: jump_if_false @HEIST2_2356 
0001: wait 0 ms 
0002: jump @HEIST2_2329 

:HEIST2_2356
07A8: enable_area69_sam 0 
00A5: 168@ = create_car #NEVADA at 1477.401 1677.399 9.8425 
0175: set_car 168@ Z_angle_to 180.049 
0006: 123@ = 2 

:HEIST2_2400
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST2_2554 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1477.178 1639.083 10.9203 radius 79.499 143.0963 4.9 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1717.017 1602.497 radius 20.0 20.0 
004D: jump_if_false @HEIST2_2554 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_2554 
0164: disable_marker 152@ 
0186: 152@ = create_marker_above_car 168@ 
07E0: set_marker 152@ type_to 1 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_57' time 7000 flag 1  // ~s~Get in the ~b~plane~s~ on the end of the runway.
0006: 136@ = 1 

:HEIST2_2554
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1717.017 1602.497 9.3368 radius 10.0 10.0 5.0 
004D: jump_if_false @HEIST2_2602 

:HEIST2_2602
00D6: if 
0019:   123@ > 1 
004D: jump_if_false @HEIST2_2679 
00D6: if 
001B:   4 > 123@ 
004D: jump_if_false @HEIST2_2679 
00D6: if 
0119:   car 168@ wrecked 
004D: jump_if_false @HEIST2_2679 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_25' time 5000 flag 1  // ~r~The plane has been destroyed!
0002: jump @HEIST2_18795 

:HEIST2_2679
00D6: if 
0039:   123@ == 2 
004D: jump_if_false @HEIST2_2900 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_2900 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 168@ 
004D: jump_if_false @HEIST2_2900 
020A: set_car 168@ door_status_to 4 
0006: 137@ = 1 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_26' time 10000 flag 1  // ~s~Fly the aircraft to the ~y~jump point~s~ over the dam.
0164: disable_marker 152@ 
018A: 152@ = create_checkpoint_at -592.42 1555.88 750.0 
06D5: 153@ = create_racing_checkpoint_at -592.42 1555.88 750.0 point_to -592.42 1555.88 750.0 type 3 radius 25.0 
0247: load_model #GUN_PARA 

:HEIST2_2838
00D6: if 
8248:   not model #GUN_PARA available 
004D: jump_if_false @HEIST2_2870 
0247: load_model #GUN_PARA 
0001: wait 0 ms 
0002: jump @HEIST2_2838 

:HEIST2_2870
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
0004: $1510 = 0 
0006: 123@ = 3 

:HEIST2_2900
0002: jump @HEIST2_2907 

:HEIST2_2907
00D6: if 
0039:   123@ == 3 
004D: jump_if_false @HEIST2_4819 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_4819 
00D6: if or
0448:   actor $PLAYER_ACTOR in_car 168@ 
0039:   138@ == 1 
004D: jump_if_false @HEIST2_4639 
00D6: if 
0039:   132@ == 1 
004D: jump_if_false @HEIST2_3075 
0164: disable_marker 152@ 
018A: 152@ = create_checkpoint_at -592.42 1555.88 750.0 
06D5: 153@ = create_racing_checkpoint_at -592.42 1555.88 750.0 point_to -592.42 1555.88 750.0 type 3 radius 25.0 
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
0006: 132@ = 0 

:HEIST2_3075
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere -592.42 1555.88 750.0 radius 50.0 50.0 25.0 sphere 0 in_car 
004D: jump_if_false @HEIST2_4458 
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @HEIST2_3186 
020A: set_car 168@ door_status_to 1 
03E6: remove_text_box 
0512: show_permanent_text_box 'HEI2_50'  // ~s~Press ~k~~VEHICLE_ENTER_EXIT~ to jump from the plane.
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_15' time 10000 flag 1  // ~s~GO!
0006: 137@ = 0 

:HEIST2_3186
00D6: if 
0039:   138@ == 1 
004D: jump_if_false @HEIST2_4451 
03E6: remove_text_box 
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
06D6: disable_racing_checkpoint 153@ 
0519: set_car 168@ locked 1 
00AB: put_car 168@ at -592.42 1555.88 750.0 
0175: set_car 168@ Z_angle_to 180.0 
0825: set_helicopter 168@ instant_rotor_start 
0006: 32@ = 0 
0004: $1511 = 1 
07C0: load_path 805 
0006: 32@ = 0 
0006: 106@ = 0 

:HEIST2_3301
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @HEIST2_3366 
00D6: if and
07C1:   path 805 available 
0019:   32@ > 3000 
004D: jump_if_false @HEIST2_3355 
0006: 106@ = 1 
07C0: load_path 805 

:HEIST2_3355
0001: wait 0 ms 
0002: jump @HEIST2_3301 

:HEIST2_3366
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_3453 
05EB: assign_car 168@ to_path 805 
015F: set_camera_position -590.9276 1546.75 735.8972 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -591.0876 1546.227 735.0595 switchstyle 2 
0337: set_actor $PLAYER_ACTOR visibility 0 
01BD: 186@ = current_time_in_ms 

:HEIST2_3453
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_3476 
0519: set_car 168@ locked 0 

:HEIST2_3476
0707: start_scene_skip_to @HEIST2_4313 
0005: $1504 = 0.0 
0006: 106@ = 0 
0006: 41@ = 0 

:HEIST2_3507
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @HEIST2_3900 
0005: $1504 = 0.0 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_3889 
00D6: if 
860E:   not car 168@ assigned_to_path 
004D: jump_if_false @HEIST2_3581 
0006: 106@ = 1 
0002: jump @HEIST2_3889 

:HEIST2_3581
01BD: 187@ = current_time_in_ms 
0085: 188@ = 187@ // (int) 
0062: 188@ -= 186@ // (int) 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @HEIST2_3889 
00D6: if 
0019:   188@ > 6000 
004D: jump_if_false @HEIST2_3889 
016A: fade 0 time 1000 

:HEIST2_3646
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_3670 
0001: wait 0 ms 
0002: jump @HEIST2_3646 

:HEIST2_3670
0247: load_model #SW_BIT_09 

:HEIST2_3675
00D6: if 
8248:   not model #SW_BIT_09 available 
004D: jump_if_false @HEIST2_3702 
0001: wait 0 ms 
0002: jump @HEIST2_3675 

:HEIST2_3702
015F: set_camera_position -781.9676 1163.64 28.421 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -781.364 1164.077 29.0876 switchstyle 2 
03CB: set_rendering_origin_at -781.364 1164.077 29.0876 
04E4: refresh_game_renderer_at -781.364 1164.077 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_3829 
00D6: if 
060E:   car 168@ assigned_to_path 
004D: jump_if_false @HEIST2_3824 
0706: advance_car 168@ further_along_path 80.0 

:HEIST2_3824
0825: set_helicopter 168@ instant_rotor_start 

:HEIST2_3829
0A0B: set_rendering_origin_at_3D_coord -781.364 1164.077 29.0876 angle 270.0 
016A: fade 1 time 1000 

:HEIST2_3858
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_3882 
0001: wait 0 ms 
0002: jump @HEIST2_3858 

:HEIST2_3882
0006: 41@ = 1 

:HEIST2_3889
0001: wait 0 ms 
0002: jump @HEIST2_3507 

:HEIST2_3900
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_3921 
0825: set_helicopter 168@ instant_rotor_start 

:HEIST2_3921
064B: 189@ = create_particle "SMOKE50LIT" at -761.2061 1174.616 39.0387 type 1 
064B: 190@ = create_particle "EXPLOSION_SMALL" at -761.2061 1174.616 38.5387 type 1 
00D6: if 
0039:   189@ == -1 
004D: jump_if_false @HEIST2_4019 
0002: jump @HEIST2_4034 

:HEIST2_4019
0001: wait 300 ms 
064C: make_particle 190@ visible 
064C: make_particle 189@ visible 

:HEIST2_4034
020C: create_explosion_with_radius 1 at -761.2062 1175.616 39.5387 
020C: create_explosion_with_radius 1 at -761.206 1173.616 39.5387 
020C: create_explosion_with_radius 1 at -761.2061 1174.616 39.5387 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_4112 
020B: explode_car 168@ 

:HEIST2_4112
0006: 32@ = 0 

:HEIST2_4119
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @HEIST2_4313 
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @HEIST2_4183 
020C: create_explosion_with_radius 2 at -761.2062 1175.616 39.5387 
0002: jump @HEIST2_4273 

:HEIST2_4183
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @HEIST2_4209 
0002: jump @HEIST2_4273 

:HEIST2_4209
00D6: if 
001B:   1500 > 32@ 
004D: jump_if_false @HEIST2_4254 
020C: create_explosion_with_radius 0 at -761.206 1173.616 39.5387 
0002: jump @HEIST2_4273 

:HEIST2_4254
020C: create_explosion_with_radius 7 at -761.2061 1174.616 39.5387 

:HEIST2_4273
00D6: if or
0118:   actor $PLAYER_ACTOR dead 
0119:   car 168@ wrecked 
004D: jump_if_false @HEIST2_4302 
0006: 32@ = 2000 

:HEIST2_4302
0001: wait 0 ms 
0002: jump @HEIST2_4119 

:HEIST2_4313
0701: end_scene_skip 
0249: release_model #SW_BIT_09 
016A: fade 1 time 500 

:HEIST2_4327
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_4351 
0001: wait 0 ms 
0002: jump @HEIST2_4327 

:HEIST2_4351
0873: release_path 805 
0650: destroy_particle 189@ 
0650: destroy_particle 190@ 
0337: set_actor $PLAYER_ACTOR visibility 1 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0004: $1511 = 0 
0005: $1504 = -30.0 
02EB: restore_camera_with_jumpcut 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_4439 
00AB: put_car 168@ at -761.2061 1174.616 39.5387 

:HEIST2_4439
01C3: remove_references_to_car 168@ 
0006: 123@ = 4 

:HEIST2_4451
0002: jump @HEIST2_4632 

:HEIST2_4458
03E6: remove_text_box 
03D5: remove_text 'HEI2_15'  // ~s~GO!
0819: $7890 = actor $PLAYER_ACTOR distance_from_ground 
00D6: if 
0022:   5.0 > $7890 
004D: jump_if_false @HEIST2_4539 
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @HEIST2_4532 
020A: set_car 168@ door_status_to 1 
0006: 137@ = 0 

:HEIST2_4532
0002: jump @HEIST2_4571 

:HEIST2_4539
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @HEIST2_4571 
020A: set_car 168@ door_status_to 4 
0006: 137@ = 1 

:HEIST2_4571
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere -592.42 1555.88 750.0 radius 400.0 400.0 300.0 sphere 0 in_car 
004D: jump_if_false @HEIST2_4632 
0512: show_permanent_text_box 'HEI2_88'  // When you reach the corona press ~k~~VEHICLE_ENTER_EXIT~ to jump from the plane.
00BE: text_clear_all 

:HEIST2_4632
0002: jump @HEIST2_4819 

:HEIST2_4639
00D6: if 
0039:   138@ == 0 
004D: jump_if_false @HEIST2_4819 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -592.42 1555.88 750.0 radius 100.0 100.0 100.0 
004D: jump_if_false @HEIST2_4719 
0006: 138@ = 1 
0002: jump @HEIST2_4819 

:HEIST2_4719
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_28' time 1000 flag 1  // ~s~Get back in the ~b~plane~s~!
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @HEIST2_4787 
0164: disable_marker 152@ 
06D6: disable_racing_checkpoint 153@ 
0186: 152@ = create_marker_above_car 168@ 
07E0: set_marker 152@ type_to 1 
0006: 132@ = 1 

:HEIST2_4787
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @HEIST2_4819 
020A: set_car 168@ door_status_to 1 
0006: 137@ = 0 

:HEIST2_4819
00D6: if 
0039:   123@ == 4 
004D: jump_if_false @HEIST2_5584 
06D5: 153@ = create_racing_checkpoint_at -811.07 1816.08 7.0 point_to -811.07 1816.08 200.0 type 2 radius 6.0 
0164: disable_marker 152@ 
018A: 152@ = create_checkpoint_at -811.07 1816.08 7.0 
01C3: remove_references_to_car 168@ 
0249: release_model #NEVADA 
0247: load_model #SMASHBOXPILE 
0247: load_model #K_CARGO1 
0247: load_model #KMB_CONTAINER_RED 
0247: load_model #K_CARGO4 
0247: load_model #WMYSGRD 
0247: load_model #NITESTICK 
038B: load_requested_models 

:HEIST2_4945
00D6: if or
8248:   not model #K_CARGO4 available 
8248:   not model #SMASHBOXPILE available 
8248:   not model #K_CARGO1 available 
8248:   not model #KMB_CONTAINER_RED available 
8248:   not model #WMYSGRD available 
8248:   not model #NITESTICK available 
004D: jump_if_false @HEIST2_4996 
0001: wait 0 ms 
0002: jump @HEIST2_4945 

:HEIST2_4996
029B: 174@ = init_object #SMASHBOXPILE at -829.8794 1957.827 6.4364 
0177: set_object 174@ Z_angle_to 7.1004 
029B: 175@ = init_object #SMASHBOXPILE at -824.9033 1958.443 6.5048 
0177: set_object 175@ Z_angle_to 9.1604 
029B: 176@ = init_object #K_CARGO1 at -828.3333 1952.527 5.9651 
0177: set_object 176@ Z_angle_to 102.0394 
029B: 177@ = init_object #K_CARGO1 at -825.9227 1953.171 5.9651 
0177: set_object 177@ Z_angle_to 100.9489 
029B: 178@ = init_object #K_CARGO4 at -827.6044 1958.276 5.9873 
0177: set_object 178@ Z_angle_to 101.9089 
029B: 179@ = init_object #KMB_CONTAINER_RED at -820.3694 1933.666 7.3952 
0177: set_object 179@ Z_angle_to 11.8154 
029B: 180@ = init_object #KMB_CONTAINER_RED at -822.3879 1945.519 7.4836 
0177: set_object 180@ Z_angle_to 11.8154 
009A: 163@ = create_actor_pedtype 24 model #WMYSGRD at -826.3729 1946.988 6.0692 
01B2: give_actor 163@ weapon 3 ammo 3000 // Load the weapon model before using this 
087E: set_actor 163@ weapon_droppable 0 
0173: set_actor 163@ Z_angle_to 0.0 
060F: set_actor 163@ melee_accuracy_to 10.0 
009A: 164@ = create_actor_pedtype 24 model #WMYSGRD at -823.3655 1956.276 6.04 
01B2: give_actor 164@ weapon 3 ammo 3000 // Load the weapon model before using this 
087E: set_actor 164@ weapon_droppable 0 
0173: set_actor 164@ Z_angle_to 301.2606 
060F: set_actor 164@ melee_accuracy_to 10.0 
060B: set_actor 163@ decision_maker_to 38@ 
060B: set_actor 164@ decision_maker_to 38@ 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord -825.4943 1938.904 6.0 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord -823.3667 1933.54 6.0 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord -825.4943 1938.904 6.0 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord -826.9571 1947.569 6.0 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 163@ to_animation_path_with_walk_mode 4 route_mode 2 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord -828.9601 1955.366 6.0 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord -823.2458 1957.016 6.007 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 164@ to_animation_path_with_walk_mode 4 route_mode 2 
0006: 123@ = 5 

:HEIST2_5584
00D6: if and
0019:   123@ > 4 
001B:   12 > 123@ 
004D: jump_if_false @HEIST2_7025 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_5656 
00D6: if 
82CA:   not car 168@ bounding_sphere_visible 
004D: jump_if_false @HEIST2_5656 
01C3: remove_references_to_car 168@ 
0249: release_model #NEVADA 
00A6: destroy_car 168@ 

:HEIST2_5656
00D6: if 
8039:   not  209@ == 0 
004D: jump_if_false @HEIST2_5927 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_5720 
00D6: if 
03D0:   wav 211@ loaded 
004D: jump_if_false @HEIST2_5713 
040D: unload_wav 211@ 

:HEIST2_5713
0006: 212@ = 1 

:HEIST2_5720
00D6: if 
0039:   212@ == 1 
004D: jump_if_false @HEIST2_5757 
03CF: load_wav 191@(209@,18i) as 210@ 
0006: 212@ = 2 

:HEIST2_5757
00D6: if 
0039:   212@ == 2 
004D: jump_if_false @HEIST2_5817 
00D6: if 
03D0:   wav 210@ loaded 
004D: jump_if_false @HEIST2_5817 
03D1: play_wav 210@ 
00BC: show_text_highpriority GXT $7891(209@,18s) time 10000 flag 1 
0006: 212@ = 3 

:HEIST2_5817
00D6: if 
0039:   212@ == 3 
004D: jump_if_false @HEIST2_5927 
00D6: if 
03D2:   wav 210@ ended 
004D: jump_if_false @HEIST2_5927 
03D5: remove_text $7891(209@,18s) 
00D6: if 
0039:   210@ == 1 
004D: jump_if_false @HEIST2_5899 
0006: 210@ = 2 
0006: 211@ = 1 
0002: jump @HEIST2_5913 

:HEIST2_5899
0006: 210@ = 1 
0006: 211@ = 2 

:HEIST2_5913
0006: 209@ = 0 
0006: 212@ = 0 

:HEIST2_5927
0006: 36@ = 0 

:HEIST2_5934
00D6: if 
001B:   2 > 36@ 
004D: jump_if_false @HEIST2_6966 
00D6: if 
8118:   not actor 163@(36@,2i) dead 
004D: jump_if_false @HEIST2_6910 
00D6: if 
0039:   126@(36@,6i) == 0 
004D: jump_if_false @HEIST2_6173 
00D6: if or
074F:   actor 163@(36@,2i) ped_event == 62 
074F:   actor 163@(36@,2i) ped_event == 63 
004D: jump_if_false @HEIST2_6173 
00D6: if 
874F:   not actor 163@(36@,2i) ped_event == 36 
004D: jump_if_false @HEIST2_6173 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_6147 
0209: 41@ = random_int_in_ranges 0 4 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @HEIST2_6108 
0006: 209@ = 1 
0002: jump @HEIST2_6147 

:HEIST2_6108
00D6: if 
0039:   41@ == 1 
004D: jump_if_false @HEIST2_6140 
0006: 209@ = 8 
0002: jump @HEIST2_6147 

:HEIST2_6140
0006: 209@ = 12 

:HEIST2_6147
0006: 126@(36@,6i) = 1 
0947: actor 163@(36@,2i) speak_from_audio_table 204 store_spoken_phrase_id_to 219@ 

:HEIST2_6173
00D6: if 
0039:   126@(36@,6i) == 1 
004D: jump_if_false @HEIST2_6395 
00D6: if and
874F:   not actor 163@(36@,2i) ped_event == 62 
874F:   not actor 163@(36@,2i) ped_event == 63 
874F:   not actor 163@(36@,2i) ped_event == 36 
874F:   not actor 163@(36@,2i) ped_event == 15 
874F:   not actor 163@(36@,2i) ped_event == 9 
874F:   not actor 163@(36@,2i) ped_event == 31 
004D: jump_if_false @HEIST2_6395 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_6370 
0209: 41@ = random_int_in_ranges 0 3 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @HEIST2_6331 
0006: 209@ = 6 
0002: jump @HEIST2_6370 

:HEIST2_6331
00D6: if 
0039:   41@ == 1 
004D: jump_if_false @HEIST2_6363 
0006: 209@ = 3 
0002: jump @HEIST2_6370 

:HEIST2_6363
0006: 209@ = 2 

:HEIST2_6370
0947: actor 163@(36@,2i) speak_from_audio_table 13 store_spoken_phrase_id_to 219@ 
0006: 126@(36@,6i) = 0 

:HEIST2_6395
00D6: if or
0039:   126@(36@,6i) == 0 
0039:   126@(36@,6i) == 1 
004D: jump_if_false @HEIST2_6712 
00D6: if or
074F:   actor 163@(36@,2i) ped_event == 36 
074F:   actor 163@(36@,2i) ped_event == 15 
074F:   actor 163@(36@,2i) ped_event == 9 
074F:   actor 163@(36@,2i) ped_event == 31 
004D: jump_if_false @HEIST2_6712 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_6613 
0209: 41@ = random_int_in_ranges 0 4 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @HEIST2_6542 
0006: 209@ = 1 
0002: jump @HEIST2_6613 

:HEIST2_6542
00D6: if 
0039:   41@ == 5 
004D: jump_if_false @HEIST2_6574 
0006: 209@ = 8 
0002: jump @HEIST2_6613 

:HEIST2_6574
00D6: if 
0039:   41@ == 2 
004D: jump_if_false @HEIST2_6606 
0006: 209@ = 7 
0002: jump @HEIST2_6613 

:HEIST2_6606
0006: 209@ = 10 

:HEIST2_6613
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @HEIST2_6686 
00D6: if 
8118:   not actor 163@ dead 
004D: jump_if_false @HEIST2_6655 
05E2: AS_actor 163@ kill_actor $PLAYER_ACTOR 

:HEIST2_6655
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @HEIST2_6679 
05E2: AS_actor 164@ kill_actor $PLAYER_ACTOR 

:HEIST2_6679
0006: 105@ = 1 

:HEIST2_6686
0947: actor 163@(36@,2i) speak_from_audio_table 205 store_spoken_phrase_id_to 219@ 
0006: 126@(36@,6i) = 2 

:HEIST2_6712
00D6: if 
0039:   126@(36@,6i) == 2 
004D: jump_if_false @HEIST2_6903 
00D6: if and
874F:   not actor 163@(36@,2i) ped_event == 62 
874F:   not actor 163@(36@,2i) ped_event == 63 
874F:   not actor 163@(36@,2i) ped_event == 36 
874F:   not actor 163@(36@,2i) ped_event == 15 
874F:   not actor 163@(36@,2i) ped_event == 9 
874F:   not actor 163@(36@,2i) ped_event == 31 
004D: jump_if_false @HEIST2_6903 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_6877 
0209: 41@ = random_int_in_ranges 0 2 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @HEIST2_6870 
0006: 209@ = 11 
0002: jump @HEIST2_6877 

:HEIST2_6870
0006: 209@ = 9 

:HEIST2_6877
0947: actor 163@(36@,2i) speak_from_audio_table 206 store_spoken_phrase_id_to 219@ 
0006: 126@(36@,6i) = 0 

:HEIST2_6903
0002: jump @HEIST2_6952 

:HEIST2_6910
00D6: if 
0039:   113@(36@,6i) == 1 
004D: jump_if_false @HEIST2_6952 
0164: disable_marker 154@(36@,2i) 
0006: 113@(36@,6i) = 0 

:HEIST2_6952
000A: 36@ += 1 
0002: jump @HEIST2_5934 

:HEIST2_6966
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_7025 
00D6: if 
803B:   not  42@ == 209@ // (int) 
004D: jump_if_false @HEIST2_7018 
0085: 42@ = 209@ // (int) 
0002: jump @HEIST2_7025 

:HEIST2_7018
0006: 209@ = 0 

:HEIST2_7025
00D6: if 
0039:   123@ == 5 
004D: jump_if_false @HEIST2_8465 
00D6: if or
0611:   actor $PLAYER_ACTOR performing_animation "PARA_OPEN" 
0611:   actor $PLAYER_ACTOR performing_animation "PARA_FLOAT" 
004D: jump_if_false @HEIST2_7089 
03E6: remove_text_box 

:HEIST2_7089
00D6: if or
0038:   $1498 == 2 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -811.07 1816.08 7.0 radius 6.0 6.0 3.0 
004D: jump_if_false @HEIST2_8399 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B2: give_actor $PLAYER_ACTOR weapon 0 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06D6: disable_racing_checkpoint 153@ 
0164: disable_marker 152@ 
00BE: text_clear_all 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1500 

:HEIST2_7195
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_7219 
0001: wait 0 ms 
0002: jump @HEIST2_7195 

:HEIST2_7219
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST2_7240 
0633: AS_actor $PLAYER_ACTOR exit_car 

:HEIST2_7240
0249: release_model #GUN_PARA 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -828.4104 1945.76 7.04 radius 13.1 19.2998 4.5 
004D: jump_if_false @HEIST2_7323 
00A1: put_actor $PLAYER_ACTOR at -820.3474 1939.728 6.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 295.9757 

:HEIST2_7323
02A3: enable_widescreen 1 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at -830.94 1983.23 9.0 
0459: end_thread_named 'PARACH' 
0004: $1498 = 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
02EB: restore_camera_with_jumpcut 
075B: zoom_radar 90 
0247: load_model #KNIFECUR 

:HEIST2_7381
00D6: if 
8248:   not model #KNIFECUR available 
004D: jump_if_false @HEIST2_7408 
0001: wait 0 ms 
0002: jump @HEIST2_7381 

:HEIST2_7408
0213: 104@ = create_pickup #KNIFECUR type 3 at -819.0 1929.0 7.0 
03DC: 156@ = create_marker_above_pickup 104@ 
018B: set_marker 156@ radar_mode 2 
009B: destroy_actor 163@ 
01C2: remove_references_to_actor 163@ // Like turning an actor into a random pedestrian 
009B: destroy_actor 164@ 
01C2: remove_references_to_actor 164@ // Like turning an actor into a random pedestrian 
009A: 163@ = create_actor_pedtype 24 model #WMYSGRD at -826.3729 1946.988 6.0692 
01B2: give_actor 163@ weapon 3 ammo 3000 // Load the weapon model before using this 
087E: set_actor 163@ weapon_droppable 0 
0173: set_actor 163@ Z_angle_to 0.0 
060F: set_actor 163@ melee_accuracy_to 10.0 
009A: 164@ = create_actor_pedtype 24 model #WMYSGRD at -823.3655 1956.276 6.04 
01B2: give_actor 164@ weapon 3 ammo 3000 // Load the weapon model before using this 
087E: set_actor 164@ weapon_droppable 0 
0173: set_actor 164@ Z_angle_to 301.2606 
060F: set_actor 164@ melee_accuracy_to 10.0 
060B: set_actor 163@ decision_maker_to 38@ 
060B: set_actor 164@ decision_maker_to 38@ 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord -823.3667 1933.54 6.0 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord -825.4943 1938.904 6.0 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord -826.9571 1947.569 6.0 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 163@ to_animation_path_with_walk_mode 4 route_mode 2 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord -828.9601 1955.366 6.0 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord -823.2458 1957.016 6.007 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 164@ to_animation_path_with_walk_mode 4 route_mode 2 
015F: set_camera_position -794.19 1856.16 8.89 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -833.48 1914.18 3.2 switchstyle 2 
016A: fade 1 time 1500 

:HEIST2_7847
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_7871 
0001: wait 0 ms 
0002: jump @HEIST2_7847 

:HEIST2_7871
00BB: show_text_lowpriority GXT 'HEI2_52' time 6000 flag 1  // ~s~Make your way to the end of the dam quay.
0707: start_scene_skip_to @HEIST2_8191 

:HEIST2_7894
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @HEIST2_7918 
0001: wait 0 ms 
0002: jump @HEIST2_7894 

:HEIST2_7918
015F: set_camera_position -821.12 1953.34 7.52 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -842.66 1973.89 3.84 switchstyle 2 
00BB: show_text_lowpriority GXT 'HEI2_52' time 6000 flag 1  // ~s~Make your way to the end of the dam quay.

:HEIST2_7985
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @HEIST2_8009 
0001: wait 0 ms 
0002: jump @HEIST2_7985 

:HEIST2_8009
015F: set_camera_position -828.18 1949.82 6.79 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -807.1 1918.51 8.91 switchstyle 2 
00BB: show_text_lowpriority GXT 'HEI2_53' time 6000 flag 1  // ~s~Avoid getting spotted by the guards patrolling in the area

:HEIST2_8076
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @HEIST2_8100 
0001: wait 0 ms 
0002: jump @HEIST2_8076 

:HEIST2_8100
00BB: show_text_lowpriority GXT 'HEI2_46' time 6000 flag 1  // ~s~There's a ~g~knife ~s~stashed near one of the containers which you may find useful.
015F: set_camera_position -823.48 1924.82 6.71 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -808.71 1959.51 9.43 switchstyle 2 

:HEIST2_8167
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @HEIST2_8191 
0001: wait 0 ms 
0002: jump @HEIST2_8167 

:HEIST2_8191
0701: end_scene_skip 
00BE: text_clear_all 
00D6: if 
8118:   not actor 163@ dead 
004D: jump_if_false @HEIST2_8233 
0187: 154@ = create_marker_above_actor 163@ 
018B: set_marker 154@ radar_mode 2 
0006: 113@ = 1 

:HEIST2_8233
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @HEIST2_8271 
0187: 155@ = create_marker_above_actor 164@ 
018B: set_marker 155@ radar_mode 2 
0006: 114@ = 1 

:HEIST2_8271
02A3: enable_widescreen 0 
00BB: show_text_lowpriority GXT 'HEI2_60' time 5000 flag 1  // ~s~Go and pick up the ~g~knife~s~.
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8118:   not actor 163@ dead 
004D: jump_if_false @HEIST2_8337 
077A: set_actor 163@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
074E: unknown_set_actor_threat_scanner_flags 163@ radius 30.0 peds_to_scan 10 

:HEIST2_8337
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @HEIST2_8374 
077A: set_actor 164@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
074E: unknown_set_actor_threat_scanner_flags 164@ radius 30.0 peds_to_scan 10 

:HEIST2_8374
03E5: show_text_box 'HEI2_89'  // Remember to crouch to make less noise.
0006: 123@ = 7 
0002: jump @HEIST2_8465 

:HEIST2_8399
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 46 
004D: jump_if_false @HEIST2_8465 
00D6: if 
0039:   139@ == 0 
004D: jump_if_false @HEIST2_8465 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B2: give_actor $PLAYER_ACTOR weapon 0 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0006: 139@ = 1 

:HEIST2_8465
00D6: if 
0039:   123@ == 7 
004D: jump_if_false @HEIST2_8696 
00D6: if 
04AD:   actor $PLAYER_ACTOR in_water 
004D: jump_if_false @HEIST2_8578 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @HEIST2_8571 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_40' time 7000 flag 1  // ~s~Get back on the ~y~dam quay~s~.
0164: disable_marker 152@ 
018A: 152@ = create_checkpoint_at -799.5823 1813.156 2.0061 
075B: zoom_radar 0 
0006: 124@ = 1 

:HEIST2_8571
0002: jump @HEIST2_8630 

:HEIST2_8578
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @HEIST2_8630 
0164: disable_marker 152@ 
0006: 124@ = 0 
00BE: text_clear_all 
075B: zoom_radar 90 
00BB: show_text_lowpriority GXT 'HEI2_60' time 5000 flag 1  // ~s~Go and pick up the ~g~knife~s~.

:HEIST2_8630
00D6: if 
0214:   pickup 104@ picked_up 
004D: jump_if_false @HEIST2_8696 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_34' time 7000 flag 1  // ~s~Get past the ~r~guards~s~ and find the ~y~entrance~s~ to the generator room
0164: disable_marker 152@ 
018A: 152@ = create_checkpoint_at -830.94 1983.23 9.0 
0006: 123@ = 8 

:HEIST2_8696
00D6: if 
0039:   123@ == 8 
004D: jump_if_false @HEIST2_9195 
00D6: if 
0118:   actor 163@ dead 
004D: jump_if_false @HEIST2_8735 
0164: disable_marker 154@ 

:HEIST2_8735
00D6: if 
0118:   actor 164@ dead 
004D: jump_if_false @HEIST2_8756 
0164: disable_marker 155@ 

:HEIST2_8756
00D6: if 
04AD:   actor $PLAYER_ACTOR in_water 
004D: jump_if_false @HEIST2_8851 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @HEIST2_8844 
00BE: text_clear_all 
0164: disable_marker 152@ 
00BB: show_text_lowpriority GXT 'HEI2_40' time 7000 flag 1  // ~s~Get back on the ~y~dam quay~s~.
018A: 152@ = create_checkpoint_at -799.5823 1813.156 2.0061 
075B: zoom_radar 0 
0006: 124@ = 1 

:HEIST2_8844
0002: jump @HEIST2_9195 

:HEIST2_8851
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @HEIST2_8923 
0006: 124@ = 0 
00BE: text_clear_all 
0164: disable_marker 152@ 
018A: 152@ = create_checkpoint_at -830.94 1983.23 9.0 
075B: zoom_radar 90 
00BB: show_text_lowpriority GXT 'HEI2_34' time 7000 flag 1  // ~s~Get past the ~r~guards~s~ and find the ~y~entrance~s~ to the generator room

:HEIST2_8923
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -830.2665 1982.124 8.25 radius 1.2 1.2 3.0 on_foot 
004D: jump_if_false @HEIST2_9195 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:HEIST2_8987
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_9011 
0001: wait 0 ms 
0002: jump @HEIST2_8987 

:HEIST2_9011
00A1: put_actor $PLAYER_ACTOR at -942.0 1847.0 4.0 
04BB: select_interior 17 
03CB: set_rendering_origin_at -942.0 1847.0 4.0 
04E4: refresh_game_renderer_at -942.0 1847.0 
04F9: set_sky_color 1 fade 0 
00BE: text_clear_all 
0164: disable_marker 152@ 
01C2: remove_references_to_actor 163@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 164@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 174@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 175@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 176@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 177@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 178@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 179@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 180@ // This object will now disappear when the player looks away 
0164: disable_marker 154@ 
0164: disable_marker 155@ 
0249: release_model #SMASHBOXPILE 
0249: release_model #K_CARGO1 
0249: release_model #KMB_CONTAINER_RED 
0249: release_model #K_CARGO4 
0249: release_model #KNIFECUR 
0215: destroy_pickup 104@ 
0164: disable_marker 156@ 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0006: 107@ = 2 
0006: 123@ = 12 

:HEIST2_9195
00D6: if 
0019:   123@ > 11 
004D: jump_if_false @HEIST2_14806 
00D6: if 
0039:   107@ == 2 
004D: jump_if_false @HEIST2_10118 
0247: load_model #SATCHEL 
0247: load_model #WMYMECH 
0247: load_model #COLT45 
0247: load_model #CELLPHONE 

:HEIST2_9250
00D6: if or
8248:   not model #SATCHEL available 
8248:   not model #WMYMECH available 
8248:   not model #COLT45 available 
8248:   not model #CELLPHONE available 
004D: jump_if_false @HEIST2_9291 
0001: wait 0 ms 
0002: jump @HEIST2_9250 

:HEIST2_9291
0213: 104@ = create_pickup #KNIFECUR type 15 at -938.3901 1901.649 4.3 
009A: 166@ = create_actor_pedtype 25 model #WMYSGRD at -960.0 1927.0 8.04 
0173: set_actor 166@ Z_angle_to 81.0 
0729: AS_actor 166@ hold_cellphone 1 
0006: 113@ = 0 
0006: 114@ = 0 
0006: 105@ = 0 
0006: 36@ = 0 

:HEIST2_9385
00D6: if 
001B:   6 > 36@ 
004D: jump_if_false @HEIST2_10111 
00D6: if 
0019:   36@ > 1 
004D: jump_if_false @HEIST2_9790 
009A: 157@(36@,6i) = create_actor_pedtype 25 model #WMYSGRD at 47@(36@,6f) 53@(36@,6f) 59@(36@,6f) 
0648: unknown_actor 157@(36@,6i) task_set 1.0 // float 
060F: set_actor 157@(36@,6i) melee_accuracy_to 10.0 
02E2: set_actor 157@(36@,6i) weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 157@(36@,6i) radius 20.0 peds_to_scan 1 
00D6: if or
0039:   36@ == 2 
0039:   36@ == 4 
004D: jump_if_false @HEIST2_9578 
01B2: give_actor 157@(36@,6i) weapon 3 ammo 3000 // Load the weapon model before using this 
07DD: set_actor 157@(36@,6i) attack_rate 70 // previously known as temper_to 
081A: set_actor 157@(36@,6i) weapon_skill_to 2 
0002: jump @HEIST2_9614 

:HEIST2_9578
01B2: give_actor 157@(36@,6i) weapon 22 ammo 3000 // Load the weapon model before using this 
07DD: set_actor 157@(36@,6i) attack_rate 60 // previously known as temper_to 
081A: set_actor 157@(36@,6i) weapon_skill_to 1 

:HEIST2_9614
087E: set_actor 157@(36@,6i) weapon_droppable 0 
0173: set_actor 157@(36@,6i) Z_angle_to 65@(36@,6f) 
0187: 146@(36@,6i) = create_marker_above_actor 157@(36@,6i) 
018B: set_marker 146@(36@,6i) radar_mode 2 
0006: 113@(36@,6i) = 1 
0006: 126@(36@,6i) = 0 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 71@(36@,6f) 77@(36@,6f) 83@(36@,6f) animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 47@(36@,6f) 53@(36@,6f) 59@(36@,6f) animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 157@(36@,6i) to_animation_path_with_walk_mode 4 route_mode 2 
0002: jump @HEIST2_10097 

:HEIST2_9790
009A: 157@(36@,6i) = create_actor_pedtype 25 model #WMYMECH at 47@(36@,6f) 53@(36@,6f) 59@(36@,6f) 
0648: unknown_actor 157@(36@,6i) task_set 1.0 // float 
060F: set_actor 157@(36@,6i) melee_accuracy_to 10.0 
02E2: set_actor 157@(36@,6i) weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 157@(36@,6i) radius 20.0 peds_to_scan 1 
0173: set_actor 157@(36@,6i) Z_angle_to 65@(36@,6f) 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @HEIST2_9924 
05C5: AS_actor 157@(36@,6i) cower -2 ms 

:HEIST2_9924
0187: 146@(36@,6i) = create_marker_above_actor 157@(36@,6i) 
018B: set_marker 146@(36@,6i) radar_mode 2 
0006: 113@(36@,6i) = 1 
0006: 126@(36@,6i) = 0 
0615: define_AS_pack_begin 184@ 
05F5: AS_actor -1 goto_point_using_paths 47@(36@,6f) 53@(36@,6f) 59@(36@,6f) mode 4 time -2 
05D4: AS_actor -1 rotate_angle 65@(36@,6f) 
05C5: AS_actor -1 cower 5000 ms 
05C8: AS_actor -1 look_around 
0605: actor -1 perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05C7: AS_actor -1 use_atm 
05C8: AS_actor -1 look_around 
0643: set_AS_pack 184@ loop 1 
0616: define_AS_pack_end 184@ 
0618: assign_actor 157@(36@,6i) to_AS_pack 184@ 
061B: remove_references_to_AS_pack 184@ 

:HEIST2_10097
000A: 36@ += 1 
0002: jump @HEIST2_9385 

:HEIST2_10111
0006: 107@ = 3 

:HEIST2_10118
00D6: if 
0039:   107@ == 3 
004D: jump_if_false @HEIST2_11565 
0006: 120@ = 1 
00D6: if or
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -942.0 1847.0 5.0 radius 2.0 2.0 2.0 on_foot 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -960.0 1952.0 9.0 radius 2.0 2.0 2.0 on_foot 
004D: jump_if_false @HEIST2_11565 
015F: set_camera_position -940.3428 1845.949 5.4312 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -940.8073 1846.819 5.5962 switchstyle 2 
02A3: enable_widescreen 1 
00BE: text_clear_all 
03E6: remove_text_box 
016A: fade 1 time 1500 

:HEIST2_10294
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_10318 
0001: wait 0 ms 
0002: jump @HEIST2_10294 

:HEIST2_10318
00BB: show_text_lowpriority GXT 'HEI2_20' time 6000 flag 1  // ~s~This is all about stealth, if you get spotted or make too much noise the whole building will be alerted.
0707: start_scene_skip_to @HEIST2_11281 

:HEIST2_10341
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @HEIST2_10365 
0001: wait 0 ms 
0002: jump @HEIST2_10341 

:HEIST2_10365
015F: set_camera_position -959.851 1925.822 8.6787 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -959.1008 1925.218 8.9476 switchstyle 2 
00D6: if 
8118:   not actor 162@ dead 
004D: jump_if_false @HEIST2_10439 
04D7: set_actor 162@ locked 1 

:HEIST2_10439
00BB: show_text_lowpriority GXT 'HEI2_2' time 6000 flag 1  // ~s~When close to a ~y~generator~s~ press ~k~~VEHICLE_ENTER_EXIT~ to plant the charges. You need one on each ~y~generator~s~.

:HEIST2_10455
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @HEIST2_10479 
0001: wait 0 ms 
0002: jump @HEIST2_10455 

:HEIST2_10479
015F: set_camera_position -960.33 1925.24 9.12 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -938.79 1959.11 15.19 switchstyle 2 
0006: 209@ = 0 
0006: 210@ = 1 
0006: 211@ = 2 
0006: 212@ = 0 
0006: 213@ = 0 
0006: 214@ = 0 
0006: 215@ = 0 
0006: 216@ = 0 
0006: 217@ = 0 
0006: 218@ = 0 

:HEIST2_10600
0001: wait 0 ms 
00D6: if 
0039:   213@ == 0 
004D: jump_if_false @HEIST2_11281 
00D6: if 
8039:   not  209@ == 0 
004D: jump_if_false @HEIST2_10961 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_10686 
00D6: if 
03D0:   wav 211@ loaded 
004D: jump_if_false @HEIST2_10679 
040D: unload_wav 211@ 

:HEIST2_10679
0006: 212@ = 1 

:HEIST2_10686
00D6: if 
0039:   212@ == 1 
004D: jump_if_false @HEIST2_10723 
03CF: load_wav 191@(209@,18i) as 210@ 
0006: 212@ = 2 

:HEIST2_10723
00D6: if 
0039:   212@ == 2 
004D: jump_if_false @HEIST2_10783 
00D6: if 
03D0:   wav 210@ loaded 
004D: jump_if_false @HEIST2_10783 
03D1: play_wav 210@ 
00BC: show_text_highpriority GXT $7891(209@,18s) time 10000 flag 1 
0006: 212@ = 3 

:HEIST2_10783
00D6: if 
0039:   212@ == 3 
004D: jump_if_false @HEIST2_10961 
00D6: if 
03D2:   wav 210@ ended 
004D: jump_if_false @HEIST2_10900 
03D5: remove_text $7891(209@,18s) 
00D6: if 
0039:   210@ == 1 
004D: jump_if_false @HEIST2_10865 
0006: 210@ = 2 
0006: 211@ = 1 
0002: jump @HEIST2_10879 

:HEIST2_10865
0006: 210@ = 1 
0006: 211@ = 2 

:HEIST2_10879
0006: 209@ = 0 
0006: 212@ = 0 
0002: jump @HEIST2_10961 

:HEIST2_10900
00D6: if 
83D0:   not wav 211@ loaded 
004D: jump_if_false @HEIST2_10961 
00D6: if 
001B:   8 > 209@ 
004D: jump_if_false @HEIST2_10961 
0085: 218@ = 209@ // (int) 
000A: 218@ += 1 
03CF: load_wav 191@(218@,18i) as 211@ 

:HEIST2_10961
0871: init_jump_table 214@ total_jumps 2 default_jump 1 @HEIST2_11202 jumps 0 @HEIST2_11024 1 @HEIST2_11097 -1 @HEIST2_11274 -1 @HEIST2_11274 -1 @HEIST2_11274 -1 @HEIST2_11274 -1 @HEIST2_11274 

:HEIST2_11024
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_11090 
00D6: if 
8118:   not actor 166@ dead 
004D: jump_if_false @HEIST2_11071 
0968: actor 166@ stop_mouth 
0967: actor 166@ move_mouth 4000 ms 

:HEIST2_11071
0006: 209@ = 12 
0006: 214@ = 1 
01BD: 217@ = current_time_in_ms 

:HEIST2_11090
0002: jump @HEIST2_11274 

:HEIST2_11097
01BD: 216@ = current_time_in_ms 
0085: 215@ = 216@ // (int) 
0062: 215@ -= 217@ // (int) 
00D6: if 
0019:   215@ > 1000 
004D: jump_if_false @HEIST2_11195 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_11195 
00D6: if 
8118:   not actor 166@ dead 
004D: jump_if_false @HEIST2_11176 
0968: actor 166@ stop_mouth 

:HEIST2_11176
0006: 209@ = 13 
0006: 214@ = 2 
01BD: 217@ = current_time_in_ms 

:HEIST2_11195
0002: jump @HEIST2_11274 

:HEIST2_11202
01BD: 216@ = current_time_in_ms 
0085: 215@ = 216@ // (int) 
0062: 215@ -= 217@ // (int) 
00D6: if 
0019:   215@ > 1000 
004D: jump_if_false @HEIST2_11267 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_11267 
0006: 213@ = 1 

:HEIST2_11267
0002: jump @HEIST2_11274 

:HEIST2_11274
0002: jump @HEIST2_10600 

:HEIST2_11281
0701: end_scene_skip 
00D6: if 
8118:   not actor 162@ dead 
004D: jump_if_false @HEIST2_11306 
04D7: set_actor 162@ locked 0 

:HEIST2_11306
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_2' time 4000 flag 1  // ~s~When close to a ~y~generator~s~ press ~k~~VEHICLE_ENTER_EXIT~ to plant the charges. You need one on each ~y~generator~s~.
02EB: restore_camera_with_jumpcut 
00D6: if 
8118:   not actor 166@ dead 
004D: jump_if_false @HEIST2_11383 
062E: get_actor 166@ task 1833 status_store_to 39@ // ret 7 if not found 
00D6: if 
84A4:   not  39@ == 7 // == constant 
004D: jump_if_false @HEIST2_11378 
0729: AS_actor 166@ hold_cellphone 0 

:HEIST2_11378
0249: release_model #CELLPHONE 

:HEIST2_11383
009B: destroy_actor 166@ 
01C2: remove_references_to_actor 166@ // Like turning an actor into a random pedestrian 
075B: zoom_radar 90 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0006: 37@ = 0 

:HEIST2_11417
00D6: if 
001B:   6 > 37@ 
004D: jump_if_false @HEIST2_11558 
00D6: if 
001B:   5 > 37@ 
004D: jump_if_false @HEIST2_11483 
018A: 140@(37@,5i) = create_checkpoint_at 89@(37@,5f) 94@(37@,5f) 99@(37@,5f) 

:HEIST2_11483
00D6: if 
8118:   not actor 157@(37@,6i) dead 
004D: jump_if_false @HEIST2_11544 
077A: set_actor 157@(37@,6i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 157@(37@,6i) decision_maker_to 38@ 
074E: unknown_set_actor_threat_scanner_flags 157@(37@,6i) radius 40.0 peds_to_scan 10 

:HEIST2_11544
000A: 37@ += 1 
0002: jump @HEIST2_11417 

:HEIST2_11558
0006: 107@ = 4 

:HEIST2_11565
00D6: if 
001B:   6 > 107@ 
004D: jump_if_false @HEIST2_11709 
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @HEIST2_11702 
0006: 36@ = 0 

:HEIST2_11608
00D6: if 
001B:   6 > 36@ 
004D: jump_if_false @HEIST2_11702 
00D6: if 
0118:   actor 157@(36@,6i) dead 
004D: jump_if_false @HEIST2_11688 
00D6: if 
0039:   113@(36@,6i) == 1 
004D: jump_if_false @HEIST2_11688 
0164: disable_marker 146@(36@,6i) 
0006: 113@(36@,6i) = 0 

:HEIST2_11688
000A: 36@ += 1 
0002: jump @HEIST2_11608 

:HEIST2_11702
0002: jump @HEIST2_11808 

:HEIST2_11709
00D6: if 
0039:   107@ == 6 
004D: jump_if_false @HEIST2_11808 
0006: 36@ = 0 

:HEIST2_11734
00D6: if 
001B:   6 > 36@ 
004D: jump_if_false @HEIST2_11808 
00D6: if 
0039:   113@(36@,6i) == 1 
004D: jump_if_false @HEIST2_11794 
0164: disable_marker 146@(36@,6i) 
0006: 113@(36@,6i) = 0 

:HEIST2_11794
000A: 36@ += 1 
0002: jump @HEIST2_11734 

:HEIST2_11808
00D6: if and
0019:   107@ > 2 
0039:   185@ == 0 
004D: jump_if_false @HEIST2_13330 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_11880 
00D6: if 
82CA:   not car 168@ bounding_sphere_visible 
004D: jump_if_false @HEIST2_11880 
01C3: remove_references_to_car 168@ 
0249: release_model #NEVADA 
00A6: destroy_car 168@ 

:HEIST2_11880
00D6: if 
8039:   not  209@ == 0 
004D: jump_if_false @HEIST2_12151 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_11944 
00D6: if 
03D0:   wav 211@ loaded 
004D: jump_if_false @HEIST2_11937 
040D: unload_wav 211@ 

:HEIST2_11937
0006: 212@ = 1 

:HEIST2_11944
00D6: if 
0039:   212@ == 1 
004D: jump_if_false @HEIST2_11981 
03CF: load_wav 191@(209@,18i) as 210@ 
0006: 212@ = 2 

:HEIST2_11981
00D6: if 
0039:   212@ == 2 
004D: jump_if_false @HEIST2_12041 
00D6: if 
03D0:   wav 210@ loaded 
004D: jump_if_false @HEIST2_12041 
03D1: play_wav 210@ 
00BC: show_text_highpriority GXT $7891(209@,18s) time 10000 flag 1 
0006: 212@ = 3 

:HEIST2_12041
00D6: if 
0039:   212@ == 3 
004D: jump_if_false @HEIST2_12151 
00D6: if 
03D2:   wav 210@ ended 
004D: jump_if_false @HEIST2_12151 
03D5: remove_text $7891(209@,18s) 
00D6: if 
0039:   210@ == 1 
004D: jump_if_false @HEIST2_12123 
0006: 210@ = 2 
0006: 211@ = 1 
0002: jump @HEIST2_12137 

:HEIST2_12123
0006: 210@ = 1 
0006: 211@ = 2 

:HEIST2_12137
0006: 209@ = 0 
0006: 212@ = 0 

:HEIST2_12151
0006: 36@ = 0 

:HEIST2_12158
00D6: if 
001B:   6 > 36@ 
004D: jump_if_false @HEIST2_13203 
00D6: if 
8118:   not actor 157@(36@,6i) dead 
004D: jump_if_false @HEIST2_13189 
00D6: if 
0039:   126@(36@,6i) == 0 
004D: jump_if_false @HEIST2_12421 
00D6: if or
074F:   actor 157@(36@,6i) ped_event == 62 
074F:   actor 157@(36@,6i) ped_event == 63 
004D: jump_if_false @HEIST2_12421 
00D6: if 
874F:   not actor 157@(36@,6i) ped_event == 36 
004D: jump_if_false @HEIST2_12421 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_12389 
00D6: if 
0019:   36@ > 1 
004D: jump_if_false @HEIST2_12389 
0209: 41@ = random_int_in_ranges 0 3 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @HEIST2_12350 
0006: 209@ = 6 
0002: jump @HEIST2_12389 

:HEIST2_12350
00D6: if 
0039:   41@ == 1 
004D: jump_if_false @HEIST2_12382 
0006: 209@ = 3 
0002: jump @HEIST2_12389 

:HEIST2_12382
0006: 209@ = 2 

:HEIST2_12389
09D5: play_sound_of_actor 157@(36@,6i) soundslot 204 unknown_flags 1 0 0 as 219@ // extended 0947 
0006: 126@(36@,6i) = 1 

:HEIST2_12421
00D6: if 
0039:   126@(36@,6i) == 1 
004D: jump_if_false @HEIST2_12635 
00D6: if and
874F:   not actor 157@(36@,6i) ped_event == 62 
874F:   not actor 157@(36@,6i) ped_event == 63 
874F:   not actor 157@(36@,6i) ped_event == 36 
874F:   not actor 157@(36@,6i) ped_event == 15 
874F:   not actor 157@(36@,6i) ped_event == 9 
874F:   not actor 157@(36@,6i) ped_event == 31 
004D: jump_if_false @HEIST2_12635 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_12604 
00D6: if 
0019:   36@ > 1 
004D: jump_if_false @HEIST2_12604 
0209: 41@ = random_int_in_ranges 0 2 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @HEIST2_12597 
0006: 209@ = 11 
0002: jump @HEIST2_12604 

:HEIST2_12597
0006: 209@ = 9 

:HEIST2_12604
09D5: play_sound_of_actor 157@(36@,6i) soundslot 13 unknown_flags 1 0 0 as 219@ // extended 0947 
0006: 126@(36@,6i) = 0 

:HEIST2_12635
00D6: if or
0039:   126@(36@,6i) == 0 
0039:   126@(36@,6i) == 1 
004D: jump_if_false @HEIST2_12910 
00D6: if or
074F:   actor 157@(36@,6i) ped_event == 36 
074F:   actor 157@(36@,6i) ped_event == 15 
074F:   actor 157@(36@,6i) ped_event == 9 
074F:   actor 157@(36@,6i) ped_event == 31 
004D: jump_if_false @HEIST2_12910 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_12871 
00D6: if 
0019:   36@ > 1 
004D: jump_if_false @HEIST2_12871 
0209: 41@ = random_int_in_ranges 0 4 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @HEIST2_12800 
0006: 209@ = 1 
0002: jump @HEIST2_12871 

:HEIST2_12800
00D6: if 
0039:   41@ == 1 
004D: jump_if_false @HEIST2_12832 
0006: 209@ = 8 
0002: jump @HEIST2_12871 

:HEIST2_12832
00D6: if 
0039:   41@ == 2 
004D: jump_if_false @HEIST2_12864 
0006: 209@ = 4 
0002: jump @HEIST2_12871 

:HEIST2_12864
0006: 209@ = 12 

:HEIST2_12871
09D5: play_sound_of_actor 157@(36@,6i) soundslot 205 unknown_flags 1 0 0 as 219@ // extended 0947 
0006: 105@ = 1 
0006: 126@(36@,6i) = 2 

:HEIST2_12910
00D6: if 
0039:   126@(36@,6i) == 2 
004D: jump_if_false @HEIST2_13189 
00D6: if and
874F:   not actor 157@(36@,6i) ped_event == 62 
874F:   not actor 157@(36@,6i) ped_event == 63 
874F:   not actor 157@(36@,6i) ped_event == 36 
874F:   not actor 157@(36@,6i) ped_event == 15 
874F:   not actor 157@(36@,6i) ped_event == 9 
874F:   not actor 157@(36@,6i) ped_event == 31 
004D: jump_if_false @HEIST2_13189 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_13157 
00D6: if 
0019:   36@ > 1 
004D: jump_if_false @HEIST2_13157 
0209: 41@ = random_int_in_ranges 0 4 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @HEIST2_13086 
0006: 209@ = 1 
0002: jump @HEIST2_13157 

:HEIST2_13086
00D6: if 
0039:   41@ == 5 
004D: jump_if_false @HEIST2_13118 
0006: 209@ = 8 
0002: jump @HEIST2_13157 

:HEIST2_13118
00D6: if 
0039:   41@ == 2 
004D: jump_if_false @HEIST2_13150 
0006: 209@ = 7 
0002: jump @HEIST2_13157 

:HEIST2_13150
0006: 209@ = 10 

:HEIST2_13157
09D5: play_sound_of_actor 157@(36@,6i) soundslot 206 unknown_flags 1 0 0 as 219@ // extended 0947 
0006: 126@(36@,6i) = 0 

:HEIST2_13189
000A: 36@ += 1 
0002: jump @HEIST2_12158 

:HEIST2_13203
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @HEIST2_13271 
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @HEIST2_13271 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_13271 
0006: 133@ = 1 
0006: 209@ = 4 

:HEIST2_13271
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_13330 
00D6: if 
803B:   not  42@ == 209@ // (int) 
004D: jump_if_false @HEIST2_13323 
0085: 42@ = 209@ // (int) 
0002: jump @HEIST2_13330 

:HEIST2_13323
0006: 209@ = 0 

:HEIST2_13330
00D6: if 
0039:   107@ == 4 
004D: jump_if_false @HEIST2_14449 
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @HEIST2_14386 
0006: 122@ = 0 
0006: 37@ = 0 

:HEIST2_13380
00D6: if 
001B:   5 > 37@ 
004D: jump_if_false @HEIST2_14359 
00D6: if 
0039:   108@(37@,5i) == 0 
004D: jump_if_false @HEIST2_14345 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 89@(37@,5f) 94@(37@,5f) 99@(37@,5f) radius 4.0 4.0 3.0 on_foot 
004D: jump_if_false @HEIST2_14345 
0006: 122@ = 1 
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @HEIST2_13517 
0006: 121@ = 1 
03E5: show_text_box 'HEI2_6'  // ~k~~VEHICLE_ENTER_EXIT~ Plant Explosives

:HEIST2_13517
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @HEIST2_14345 
03E6: remove_text_box 
0006: 121@ = 0 
000A: 34@ += 1 
0164: disable_marker 140@(37@,5i) 
00D6: if 
0597:   actor $PLAYER_ACTOR crouching 
004D: jump_if_false @HEIST2_13589 
0006: 134@ = 1 
0002: jump @HEIST2_13596 

:HEIST2_13589
0006: 134@ = 0 

:HEIST2_13596
01B4: set_player $PLAYER_CHAR can_move 0 
0615: define_AS_pack_begin 182@ 
00D6: if 
0039:   134@ == 0 
004D: jump_if_false @HEIST2_13699 
06BA: AS_actor -1 turn_to_and_look_at 89@(37@,5f) 94@(37@,5f) 99@(37@,5f) 
0605: actor -1 perform_animation "BOM_PLANT_IN" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @HEIST2_13747 

:HEIST2_13699
0605: actor -1 perform_animation "BOM_PLANT_CROUCH_IN" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:HEIST2_13747
0605: actor -1 perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @HEIST2_13913 
0605: actor -1 perform_animation "BOM_PLANT_CROUCH_OUT" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
04EB: AS_actor -1 crouch 1 
0002: jump @HEIST2_13957 

:HEIST2_13913
0605: actor -1 perform_animation "BOM_PLANT_2IDLE" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:HEIST2_13957
0616: define_AS_pack_end 182@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 182@ 
061B: remove_references_to_AS_pack 182@ 
0006: 32@ = 0 
0006: 106@ = 0 

:HEIST2_13989
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @HEIST2_14311 
00D6: if 
0039:   134@ == 0 
004D: jump_if_false @HEIST2_14168 
00D6: if or
0611:   actor $PLAYER_ACTOR performing_animation "BOM_PLANT_2IDLE" 
0019:   32@ > 6000 
004D: jump_if_false @HEIST2_14161 
04C4: store_coords_to 89@(37@,5f) 94@(37@,5f) 99@(37@,5f) from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 
0107: 169@(37@,5i) = create_object #SATCHEL at 89@(37@,5f) 94@(37@,5f) 99@(37@,5f) 
0177: set_object 169@(37@,5i) Z_angle_to 100.0 
0006: 106@ = 1 

:HEIST2_14161
0002: jump @HEIST2_14300 

:HEIST2_14168
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 39@ // ret 7 if not found 
00D6: if or
04A4:   39@ == 7 // == constant 
0019:   32@ > 6000 
004D: jump_if_false @HEIST2_14300 
04C4: store_coords_to 89@(37@,5f) 94@(37@,5f) 99@(37@,5f) from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 
0107: 169@(37@,5i) = create_object #SATCHEL at 89@(37@,5f) 94@(37@,5f) 99@(37@,5f) 
0177: set_object 169@(37@,5i) Z_angle_to 100.0 
0006: 106@ = 1 

:HEIST2_14300
0001: wait 0 ms 
0002: jump @HEIST2_13989 

:HEIST2_14311
00BC: show_text_highpriority GXT 'HEI2_58' time 4000 flag 1  // ~s~Charge placed.
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 108@(37@,5i) = 1 

:HEIST2_14345
000A: 37@ += 1 
0002: jump @HEIST2_13380 

:HEIST2_14359
00D6: if 
0039:   122@ == 0 
004D: jump_if_false @HEIST2_14386 
03E6: remove_text_box 
0006: 121@ = 0 

:HEIST2_14386
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @HEIST2_14449 
00BE: text_clear_all 
018A: 145@ = create_checkpoint_at -959.5947 1953.122 8.0078 
00BB: show_text_lowpriority GXT 'HEI2_5' time 10000 flag 1  // ~s~All the generators have been rigged, get to the ~y~exit~s~.
0006: 107@ = 5 

:HEIST2_14449
00D6: if 
0039:   107@ == 5 
004D: jump_if_false @HEIST2_14806 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 35@ in_sphere -959.5947 1953.122 8.0078 radius 2.0 2.0 2.0 on_foot 
004D: jump_if_false @HEIST2_14799 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
016A: fade 0 time 1500 

:HEIST2_14534
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_14558 
0001: wait 0 ms 
0002: jump @HEIST2_14534 

:HEIST2_14558
0006: 185@ = 1 
0006: 35@ = 0 
0164: disable_marker 145@ 
0215: destroy_pickup 104@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0108: destroy_object 169@ 
0108: destroy_object 170@ 
0108: destroy_object 171@ 
0108: destroy_object 172@ 
0108: destroy_object 173@ 
009B: destroy_actor 157@ 
009B: destroy_actor 158@ 
009B: destroy_actor 159@ 
009B: destroy_actor 160@ 
009B: destroy_actor 161@ 
009B: destroy_actor 162@ 
01C4: remove_references_to_object 169@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 170@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 171@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 172@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 173@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 157@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 158@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 159@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 160@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 161@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 162@ // Like turning an actor into a random pedestrian 
0249: release_model #SATCHEL 
0247: load_model #REEFER 

:HEIST2_14716
00D6: if 
8248:   not model #REEFER available 
004D: jump_if_false @HEIST2_14743 
0001: wait 0 ms 
0002: jump @HEIST2_14716 

:HEIST2_14743
00A5: 167@ = create_car #REEFER at -638.0 1955.0 1.0 
0175: set_car 167@ Z_angle_to 180.0 
0050: gosub @HEIST2_14813 
00BE: text_clear_all 
0002: jump @HEIST2_18813 
0002: jump @HEIST2_14806 

:HEIST2_14799
0006: 35@ = 1 

:HEIST2_14806
0002: jump @HEIST2_1813 

:HEIST2_14813
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @HEIST2_18793 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 46 
004D: jump_if_false @HEIST2_14869 
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 

:HEIST2_14869
04ED: load_animation "DAM_JUMP" 
04ED: load_animation "BD_FIRE" 
04ED: load_animation "BOMBER" 
0247: load_model #ENFORCER 
0247: load_model #COPCARRU 
04BB: select_interior 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 

:HEIST2_14930
00D6: if or
84EE:   not animation "DAM_JUMP" loaded 
84EE:   not animation "BD_FIRE" loaded 
84EE:   not animation "BOMBER" loaded 
8248:   not model #COPCARRU available 
8248:   not model #ENFORCER available 
004D: jump_if_false @HEIST2_14995 
0001: wait 0 ms 
0002: jump @HEIST2_14930 

:HEIST2_14995
04FA: reset_sky_colors_with_fade 0 
00A1: put_actor $PLAYER_ACTOR at -596.3235 2015.608 75.9845 
0173: set_actor $PLAYER_ACTOR Z_angle_to 330.0 
03CB: set_rendering_origin_at -594.9886 2018.639 76.8829 
04E4: refresh_game_renderer_at -594.9886 2018.639 
015F: set_camera_position -595.73 2001.92 78.66 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -601.02 2033.63 73.91 switchstyle 2 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 1 at -683.0 2053.0 59.1719 radius 50.0 
0395: clear_area 1 at -488.0 2001.0 59.4028 radius 50.0 
00A5: 225@ = create_car #COPCARRU at -683.0 2053.0 59.1719 
0175: set_car 225@ Z_angle_to 268.7848 
073B: unknown_car 225@ flag 1 
0397: enable_car 225@ siren 1 
00A5: 226@ = create_car #COPCARRU at -486.0 2006.0 59.4028 
0175: set_car 226@ Z_angle_to 130.7071 
073B: unknown_car 226@ flag 1 
0397: enable_car 226@ siren 1 
00A5: 227@ = create_car #ENFORCER at -694.0 2055.0 59.1719 
0175: set_car 227@ Z_angle_to 268.7848 
073B: unknown_car 227@ flag 1 
0397: enable_car 227@ siren 1 
00A5: 228@ = create_car #ENFORCER at -491.0 1997.0 59.4028 
0175: set_car 228@ Z_angle_to 126.7071 
073B: unknown_car 228@ flag 1 
0397: enable_car 228@ siren 1 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
016A: fade 1 time 1500 

:HEIST2_15373
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_15397 
0001: wait 0 ms 
0002: jump @HEIST2_15373 

:HEIST2_15397
0006: 33@ = 0 
0687: clear_actor $PLAYER_ACTOR task 
0707: start_scene_skip_to @HEIST2_18583 
0006: 209@ = 0 
0006: 210@ = 1 
0006: 211@ = 2 
0006: 212@ = 0 
0006: 213@ = 0 
0006: 214@ = 0 
0006: 215@ = 0 
0006: 216@ = 0 
0006: 217@ = 0 
0006: 218@ = 0 
0006: 222@ = 0 
0006: 224@ = 0 
0006: 223@ = 0 

:HEIST2_15507
0001: wait 0 ms 
00D6: if 
8039:   not  209@ == 0 
004D: jump_if_false @HEIST2_15782 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_15575 
00D6: if 
03D0:   wav 211@ loaded 
004D: jump_if_false @HEIST2_15568 
040D: unload_wav 211@ 

:HEIST2_15568
0006: 212@ = 1 

:HEIST2_15575
00D6: if 
0039:   212@ == 1 
004D: jump_if_false @HEIST2_15612 
03CF: load_wav 191@(209@,18i) as 210@ 
0006: 212@ = 2 

:HEIST2_15612
00D6: if 
0039:   212@ == 2 
004D: jump_if_false @HEIST2_15672 
00D6: if 
03D0:   wav 210@ loaded 
004D: jump_if_false @HEIST2_15672 
03D1: play_wav 210@ 
00BC: show_text_highpriority GXT $7891(209@,18s) time 10000 flag 1 
0006: 212@ = 3 

:HEIST2_15672
00D6: if 
0039:   212@ == 3 
004D: jump_if_false @HEIST2_15782 
00D6: if 
03D2:   wav 210@ ended 
004D: jump_if_false @HEIST2_15782 
03D5: remove_text $7891(209@,18s) 
00D6: if 
0039:   210@ == 1 
004D: jump_if_false @HEIST2_15754 
0006: 210@ = 2 
0006: 211@ = 1 
0002: jump @HEIST2_15768 

:HEIST2_15754
0006: 210@ = 1 
0006: 211@ = 2 

:HEIST2_15768
0006: 209@ = 0 
0006: 212@ = 0 

:HEIST2_15782
00D6: if 
8039:   not  222@ == 0 
004D: jump_if_false @HEIST2_15971 
00D6: if 
0039:   223@ == 0 
004D: jump_if_false @HEIST2_15844 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST2_15837 
040D: unload_wav 3 

:HEIST2_15837
0006: 223@ = 1 

:HEIST2_15844
00D6: if 
0039:   223@ == 1 
004D: jump_if_false @HEIST2_15880 
03CF: load_wav 220@(222@,2i) as 3 
0006: 223@ = 2 

:HEIST2_15880
00D6: if 
0039:   223@ == 2 
004D: jump_if_false @HEIST2_15924 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST2_15924 
03D1: play_wav 3 
0006: 223@ = 3 

:HEIST2_15924
00D6: if 
0039:   223@ == 3 
004D: jump_if_false @HEIST2_15971 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @HEIST2_15971 
0006: 222@ = 0 
0006: 223@ = 0 

:HEIST2_15971
0871: init_jump_table 214@ total_jumps 2 default_jump 1 @HEIST2_16475 jumps 0 @HEIST2_16034 1 @HEIST2_16096 -1 @HEIST2_16560 -1 @HEIST2_16560 -1 @HEIST2_16560 -1 @HEIST2_16560 -1 @HEIST2_16560 

:HEIST2_16034
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_16089 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
0006: 209@ = 16 
05C8: AS_actor $PLAYER_ACTOR look_around 
0006: 214@ = 1 
01BD: 217@ = current_time_in_ms 

:HEIST2_16089
0002: jump @HEIST2_16560 

:HEIST2_16096
01BD: 216@ = current_time_in_ms 
0085: 215@ = 216@ // (int) 
0062: 215@ -= 217@ // (int) 
00D6: if 
0019:   215@ > 2000 
004D: jump_if_false @HEIST2_16468 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_16468 
00D6: if 
0039:   224@ == 1 
004D: jump_if_false @HEIST2_16436 
00D6: if 
0039:   223@ == 0 
004D: jump_if_false @HEIST2_16429 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
0006: 209@ = 14 
0006: 214@ = 2 
01BD: 217@ = current_time_in_ms 
015F: set_camera_position -596.53 2013.11 76.53 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -598.08 2045.39 79.93 switchstyle 2 
0687: clear_actor $PLAYER_ACTOR task 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "BOM_PLANT_IN" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "BOM_PLANT_2IDLE" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 183@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:HEIST2_16429
0002: jump @HEIST2_16468 

:HEIST2_16436
00D6: if 
0039:   224@ == 0 
004D: jump_if_false @HEIST2_16468 
0006: 222@ = 1 
0006: 224@ = 1 

:HEIST2_16468
0002: jump @HEIST2_16560 

:HEIST2_16475
01BD: 216@ = current_time_in_ms 
0085: 215@ = 216@ // (int) 
0062: 215@ -= 217@ // (int) 
00D6: if 
0019:   215@ > 1000 
004D: jump_if_false @HEIST2_16553 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_16553 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
0006: 213@ = 1 

:HEIST2_16553
0002: jump @HEIST2_16560 

:HEIST2_16560
00D6: if 
0039:   213@ == 0 
004D: jump_if_false @HEIST2_16585 
0002: jump @HEIST2_15507 

:HEIST2_16585
0006: 106@ = 0 
0006: 32@ = 0 

:HEIST2_16599
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @HEIST2_16664 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 39@ // ret 7 if not found 
00D6: if 
04A4:   39@ == 7 // == constant 
004D: jump_if_false @HEIST2_16653 
0006: 106@ = 1 

:HEIST2_16653
0001: wait 0 ms 
0002: jump @HEIST2_16599 

:HEIST2_16664
0687: clear_actor $PLAYER_ACTOR task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0615: define_AS_pack_begin 183@ 
0603: AS_actor -1 goto_point_any_means -598.5344 2017.53 75.9845 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 70.0 
0812: AS_actor -1 perform_animation "BD_PANIC_02" IFP "BD_FIRE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 183@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 
0006: 209@ = 17 
0006: 210@ = 1 
0006: 211@ = 2 
0006: 212@ = 0 
0006: 213@ = 0 
0006: 214@ = 0 
0006: 215@ = 0 
0006: 216@ = 0 
0006: 217@ = 0 
0006: 218@ = 0 
0006: 106@ = 0 
0006: 32@ = 0 

:HEIST2_16854
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @HEIST2_17404 
00D6: if 
8039:   not  209@ == 0 
004D: jump_if_false @HEIST2_17143 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_16936 
00D6: if 
03D0:   wav 211@ loaded 
004D: jump_if_false @HEIST2_16929 
040D: unload_wav 211@ 

:HEIST2_16929
0006: 212@ = 1 

:HEIST2_16936
00D6: if 
0039:   212@ == 1 
004D: jump_if_false @HEIST2_16973 
03CF: load_wav 191@(209@,18i) as 210@ 
0006: 212@ = 2 

:HEIST2_16973
00D6: if 
0039:   212@ == 2 
004D: jump_if_false @HEIST2_17033 
00D6: if 
03D0:   wav 210@ loaded 
004D: jump_if_false @HEIST2_17033 
03D1: play_wav 210@ 
00BC: show_text_highpriority GXT $7891(209@,18s) time 10000 flag 1 
0006: 212@ = 3 

:HEIST2_17033
00D6: if 
0039:   212@ == 3 
004D: jump_if_false @HEIST2_17143 
00D6: if 
03D2:   wav 210@ ended 
004D: jump_if_false @HEIST2_17143 
03D5: remove_text $7891(209@,18s) 
00D6: if 
0039:   210@ == 1 
004D: jump_if_false @HEIST2_17115 
0006: 210@ = 2 
0006: 211@ = 1 
0002: jump @HEIST2_17129 

:HEIST2_17115
0006: 210@ = 1 
0006: 211@ = 2 

:HEIST2_17129
0006: 209@ = 0 
0006: 212@ = 0 

:HEIST2_17143
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 39@ // ret 7 if not found 
00D6: if 
04A4:   39@ == 7 // == constant 
004D: jump_if_false @HEIST2_17186 
0006: 106@ = 1 
0002: jump @HEIST2_17393 

:HEIST2_17186
00D6: if 
04A4:   39@ == 1 // == constant 
004D: jump_if_false @HEIST2_17393 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 39@ // similar to 062E 
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @HEIST2_17393 
00D6: if 
8119:   not car 225@ wrecked 
004D: jump_if_false @HEIST2_17286 
04BA: set_car 225@ speed_to 20.0 
00AD: set_car 225@ max_speed_to 40.0 
00A7: car 225@ drive_to -591.4136 2024.863 59.1719 

:HEIST2_17286
00D6: if 
8119:   not car 227@ wrecked 
004D: jump_if_false @HEIST2_17342 
04BA: set_car 227@ speed_to 20.0 
00AD: set_car 227@ max_speed_to 40.0 
00A7: car 227@ drive_to -591.4136 2024.863 59.1719 

:HEIST2_17342
015F: set_camera_position -597.14 2017.04 78.03 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -637.05 2036.76 64.61 switchstyle 2 

:HEIST2_17393
0001: wait 0 ms 
0002: jump @HEIST2_16854 

:HEIST2_17404
00A1: put_actor $PLAYER_ACTOR at -598.5344 2017.53 75.9845 
0173: set_actor $PLAYER_ACTOR Z_angle_to 70.0 
015F: set_camera_position -601.69 2017.41 78.85 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -576.19 2014.02 68.86 switchstyle 2 
0615: define_AS_pack_begin 183@ 
0812: AS_actor -1 perform_animation "BD_PANIC_04" IFP "BD_FIRE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0603: AS_actor -1 goto_point_any_means -596.3235 2015.608 75.9845 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 148.5634 
0616: define_AS_pack_end 183@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 
0006: 106@ = 0 
0006: 32@ = 0 

:HEIST2_17595
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @HEIST2_17823 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 39@ // ret 7 if not found 
00D6: if 
04A4:   39@ == 7 // == constant 
004D: jump_if_false @HEIST2_17656 
0006: 106@ = 1 
0002: jump @HEIST2_17812 

:HEIST2_17656
00D6: if 
04A4:   39@ == 1 // == constant 
004D: jump_if_false @HEIST2_17812 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 39@ // similar to 062E 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @HEIST2_17812 
00D6: if 
8119:   not car 226@ wrecked 
004D: jump_if_false @HEIST2_17756 
04BA: set_car 226@ speed_to 20.0 
00AD: set_car 226@ max_speed_to 40.0 
00A7: car 226@ drive_to -587.4136 2036.863 59.1719 

:HEIST2_17756
00D6: if 
8119:   not car 228@ wrecked 
004D: jump_if_false @HEIST2_17812 
04BA: set_car 228@ speed_to 20.0 
00AD: set_car 228@ max_speed_to 40.0 
00A7: car 228@ drive_to -587.4136 2036.863 59.1719 

:HEIST2_17812
0001: wait 0 ms 
0002: jump @HEIST2_17595 

:HEIST2_17823
015F: set_camera_position -596.51 2000.5 79.7 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -600.79 2009.02 75.31 switchstyle 2 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0687: clear_actor $PLAYER_ACTOR task 
00A1: put_actor $PLAYER_ACTOR at -596.3235 2015.608 75.9845 
0173: set_actor $PLAYER_ACTOR Z_angle_to 148.5634 
0812: AS_actor $PLAYER_ACTOR perform_animation "DAM_LAUNCH" IFP "DAM_JUMP" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 106@ = 0 

:HEIST2_17963
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @HEIST2_18053 
062E: get_actor $PLAYER_ACTOR task 2066 status_store_to 39@ // ret 7 if not found 
00D6: if 
04A4:   39@ == 7 // == constant 
004D: jump_if_false @HEIST2_18042 
00A1: put_actor $PLAYER_ACTOR at -613.74 1980.77 52.13 
0001: wait 200 ms 
0006: 106@ = 1 

:HEIST2_18042
0001: wait 0 ms 
0002: jump @HEIST2_17963 

:HEIST2_18053
015F: set_camera_position -607.52 1963.5 41.26 rotation 0.0 0.0 0.0 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 
00A6: destroy_car 225@ 
00A6: destroy_car 226@ 
00A6: destroy_car 227@ 
00A6: destroy_car 228@ 
0812: AS_actor $PLAYER_ACTOR perform_animation "DAM_DIVE_LOOP" IFP "DAM_JUMP" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 106@ = 0 

:HEIST2_18166
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @HEIST2_18250 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -613.74 1980.77 10.824 radius 50.0 50.0 1.0 
004D: jump_if_false @HEIST2_18239 
0006: 106@ = 1 

:HEIST2_18239
0001: wait 0 ms 
0002: jump @HEIST2_18166 

:HEIST2_18250
015F: set_camera_position -620.95 1970.46 4.58 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -610.92 1984.83 -2.79 switchstyle 2 
0812: AS_actor $PLAYER_ACTOR perform_animation "DAM_LAND" IFP "DAM_JUMP" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0006: 106@ = 0 
0006: 125@ = 0 

:HEIST2_18355
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @HEIST2_18583 
062E: get_actor $PLAYER_ACTOR task 2066 status_store_to 39@ // ret 7 if not found 
00D6: if 
04A4:   39@ == 7 // == constant 
004D: jump_if_false @HEIST2_18416 
0006: 106@ = 1 
0002: jump @HEIST2_18572 

:HEIST2_18416
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @HEIST2_18572 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "DAM_LAND" 
004D: jump_if_false @HEIST2_18572 
0613: 46@ = actor $PLAYER_ACTOR animation "DAM_LAND" time 
00D6: if 
0021:   46@ > 0.115 
004D: jump_if_false @HEIST2_18572 
064B: 40@ = create_particle "WATER_SPLASH" at -613.74 1980.77 -0.8 type 1 
00D6: if 
0039:   40@ == -1 
004D: jump_if_false @HEIST2_18560 
0002: jump @HEIST2_18572 

:HEIST2_18560
064F: remove_references_to_particle 40@ 
0006: 125@ = 1 

:HEIST2_18572
0001: wait 0 ms 
0002: jump @HEIST2_18355 

:HEIST2_18583
0701: end_scene_skip 
040D: unload_wav 210@ 
040D: unload_wav 211@ 
00BE: text_clear_all 
016A: fade 0 time 1000 

:HEIST2_18604
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_18628 
0001: wait 0 ms 
0002: jump @HEIST2_18604 

:HEIST2_18628
0972: put_actor $PLAYER_ACTOR at -613.74 1980.77 -0.5 no_offset 
0173: set_actor $PLAYER_ACTOR Z_angle_to 148.5634 
04EF: release_animation "DAM_JUMP" 
04EF: release_animation "BOMBER" 
04EF: release_animation "BD_FIRE" 
01C3: remove_references_to_car 225@ 
01C3: remove_references_to_car 226@ 
01C3: remove_references_to_car 227@ 
01C3: remove_references_to_car 228@ 
0249: release_model #COPCARRU 
0249: release_model #ENFORCER 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
02EB: restore_camera_with_jumpcut 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
016A: fade 1 time 1500 

:HEIST2_18755
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_18779 
0001: wait 0 ms 
0002: jump @HEIST2_18755 

:HEIST2_18779
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 119@ = 1 

:HEIST2_18793
0051: return 

:HEIST2_18795
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:HEIST2_18813
0008: $HEIST_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'HEIST_2'  // Dam and Blast
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0394: play_music 1 
0998: add_respect 5 
0051: return 

:HEIST2_18863
0004: $1510 = 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0581: enable_radar 1 
01B7: release_weather 
075B: zoom_radar 0 
07FB: set_interior 'DAMIN' access 1  // Generator Hall
07FB: set_interior 'DAMOUT' access 1 
0873: release_path 805 
00D6: if 
0039:   135@ == 1 
004D: jump_if_false @HEIST2_18957 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HEIST2_18957 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 

:HEIST2_18957
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
07A8: enable_area69_sam 1 
0164: disable_marker 140@ 
0164: disable_marker 141@ 
0164: disable_marker 142@ 
0164: disable_marker 143@ 
0164: disable_marker 144@ 
0164: disable_marker 154@ 
0164: disable_marker 155@ 
0164: disable_marker 145@ 
0164: disable_marker 152@ 
0164: disable_marker 156@ 
0006: 36@ = 0 

:HEIST2_19032
00D6: if 
001B:   6 > 36@ 
004D: jump_if_false @HEIST2_19073 
0164: disable_marker 146@(36@,6i) 
000A: 36@ += 1 
0002: jump @HEIST2_19032 

:HEIST2_19073
06D6: disable_racing_checkpoint 153@ 
01C4: remove_references_to_object 169@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 170@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 171@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 172@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 173@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 174@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 175@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 176@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 177@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 178@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 179@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 180@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 163@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 164@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 157@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 158@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 159@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 160@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 161@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 162@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 165@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 165@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 167@ 
01C3: remove_references_to_car 225@ 
01C3: remove_references_to_car 226@ 
01C3: remove_references_to_car 227@ 
01C3: remove_references_to_car 228@ 
0249: release_model #ENFORCER 
0249: release_model #COPCARRU 
0249: release_model #SMASHBOXPILE 
0249: release_model #K_CARGO1 
0249: release_model #KMB_CONTAINER_RED 
0249: release_model #K_CARGO4 
0249: release_model #GUN_PARA 
0249: release_model #WMYSGRD 
0249: release_model #WMYMECH 
0249: release_model #NITESTICK 
0249: release_model #COLT45 
0249: release_model #KNIFECUR 
0249: release_model #SATCHEL 
0249: release_model #REEFER 
0249: release_model #KNIFECUR 
020A: set_car 168@ door_status_to 1 
01C3: remove_references_to_car 168@ 
0249: release_model #NEVADA 
0249: release_model #SW_BIT_09 
0215: destroy_pickup 104@ 
04EF: release_animation "BOMBER" 
04EF: release_animation "DAM_JUMP" 
04EF: release_animation "BD_FIRE" 
065C: release_decision_maker 38@ 
0004: $ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 99---------------
// Originally: Cop Wheels

:HEIST4
03A4: name_thread 'HEIST4' 
0050: gosub @HEIST4_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @HEIST4_38 
0050: gosub @HEIST4_13162 

:HEIST4_38
0050: gosub @HEIST4_13235 
004E: end_thread 

:HEIST4_47
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
054C: use_GXT_table 'HEIST4' 
0001: wait 0 ms 
04BB: select_interior 10 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
00A1: put_actor $PLAYER_ACTOR at 2033.974 1017.29 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 288.0 
07AF: 34@ = player $PLAYER_CHAR group 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0940: set_group 34@ enters_leaders_vehicle 0 
0A31: set_player $PLAYER_CHAR group_to_follow_never 1 
02E4: load_cutscene_data 'HEIST5A' 

:HEIST4_165
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @HEIST4_189 
0001: wait 0 ms 
0002: jump @HEIST4_165 

:HEIST4_189
02E7: start_cutscene 
016A: fade 1 time 1000 

:HEIST4_198
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @HEIST4_222 
0001: wait 0 ms 
0002: jump @HEIST4_198 

:HEIST4_222
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:HEIST4_235
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST4_259 
0001: wait 0 ms 
0002: jump @HEIST4_235 

:HEIST4_259
02EA: end_cutscene 
072C: generate_police_bikes 0 
03CB: set_rendering_origin_at 2031.168 1030.918 9.813 
04E4: refresh_game_renderer_at 2031.168 1030.918 
04BB: select_interior 0 
0001: wait 0 ms 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 104@ = 0 
0006: 194@ = 1 
0006: 195@ = 2 
0006: 196@ = 0 
0006: 197@ = 1 
0006: 198@ = 0 
0006: 199@ = 0 
05AA: 139@s = 'HE4_AA' // @s = 'short'  // ~z~Okay, that should do us.
05AA: 141@s = 'HE4_AB' // @s = 'short'  // ~z~Take care of those bikes.
05AA: 143@s = 'HE4_AC' // @s = 'short'  // ~z~Now get out of here!
05AA: 145@s = 'HE4_BA' // @s = 'short'  // ~z~Come in control; I was doing a walk-the-line on some drunk at the pizza place
05AA: 147@s = 'HE4_BB' // @s = 'short'  // ~z~and my bike's been stolen!
05AA: 149@s = 'HE4_BC' // @s = 'short'  // ~z~Larry, some prick's trying your bike for size!
05AA: 151@s = 'HE4_BD' // @s = 'short'  // ~z~Get him!
05AA: 153@s = 'HE4_BE' // @s = 'short' 
05AA: 155@s = 'HE4_BF' // @s = 'short'  // ~z~I'm at the hospital and, well, some joker's stolen my bike!
05AA: 157@s = 'HE4_BG' // @s = 'short'  // ~z~All units, this is an APB for a serial patrol bike thief.
05AA: 159@s = 'HE4_BH' // @s = 'short' 
05AA: 161@s = 'HE4_BJ' // @s = 'short'  // ~z~Suspect is black male, about six feet tall, and light build,
05AA: 163@s = 'HE4_BK' // @s = 'short'  // ~z~Suspect is black male, about six feet tall, and medium build,
05AA: 165@s = 'HE4_BL' // @s = 'short'  // ~z~Suspect is black male, about six feet tall, and heavy build,
05AA: 167@s = 'HE4_BM' // @s = 'short'  // ~z~Oh, and a stupid haircut!
05AA: 169@s = 'HE4_CA' // @s = 'short'  // ~z~You get the Packer, hit the Julius Thruway and keep moving.
05AA: 171@s = 'HE4_CB' // @s = 'short'  // ~z~I'll steal the bikes and get them to you.
04AF: 176@ = 18600 // = constant 
04AF: 177@ = 18601 // = constant 
04AF: 178@ = 18602 // = constant 
04AF: 179@ = 18603 // = constant 
04AF: 180@ = 18604 // = constant 
04AF: 181@ = 18605 // = constant 
04AF: 182@ = 18606 // = constant 
04AF: 183@ = 18607 // = constant 
04AF: 184@ = 18608 // = constant 
04AF: 185@ = 18609 // = constant 
04AF: 186@ = 18610 // = constant 
04AF: 187@ = 18611 // = constant 
04AF: 188@ = 18612 // = constant 
04AF: 189@ = 18613 // = constant 
04AF: 190@ = 18614 // = constant 
04AF: 191@ = 18615 // = constant 
04AF: 192@ = 18616 // = constant 
0247: load_model #PACKER 
0247: load_model #COPBIKE 
0247: load_model #LAPDM1 
0247: load_model #COLT45 
0247: load_model #COPCARVG 
0247: load_model #DWMOLC1 
0247: load_model #FREEWAY 
0247: load_model #DWMYLC1 
0247: load_model #DWMOLC2 
0247: load_model #WMYMECH 
0247: load_model #TRIADA 
04ED: load_animation "SMOKING" 
04ED: load_animation "MISC" 
0173: set_actor $PLAYER_ACTOR Z_angle_to 342.8127 
038B: load_requested_models 

:HEIST4_813
00D6: if or
8248:   not model #PACKER available 
8248:   not model #COPBIKE available 
8248:   not model #LAPDM1 available 
8248:   not model #COLT45 available 
8248:   not model #DWMOLC1 available 
004D: jump_if_false @HEIST4_859 
0001: wait 0 ms 
0002: jump @HEIST4_813 

:HEIST4_859
00D6: if or
84EE:   not animation "SMOKING" loaded 
8248:   not model #COPCARVG available 
84EE:   not animation "MISC" loaded 
8248:   not model #FREEWAY available 
004D: jump_if_false @HEIST4_910 
0001: wait 0 ms 
0002: jump @HEIST4_859 

:HEIST4_910
00D6: if or
8248:   not model #WMYMECH available 
8248:   not model #DWMOLC2 available 
8248:   not model #DWMYLC1 available 
8248:   not model #TRIADA available 
004D: jump_if_false @HEIST4_948 
0001: wait 0 ms 
0002: jump @HEIST4_910 

:HEIST4_948
03CB: set_rendering_origin_at 2031.168 1030.918 9.813 
060A: create_decision_maker_type 0 store_to 61@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 62@ // decision\allowed\m_.ped files 
00A0: store_actor $PLAYER_ACTOR position_to 111@ 112@ 113@ 
0395: clear_area 0 at 111@ 112@ 113@ radius 1000.0 

:HEIST4_1011
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HEIST4_1038 
0001: wait 0 ms 
0002: jump @HEIST4_1011 

:HEIST4_1038
0007: 204@ = 2710.623 
0007: 224@ = 1397.883 
0007: 205@ = 2711.071 
0007: 225@ = 1175.003 
0007: 206@ = 2590.812 
0007: 226@ = 898.2437 
0007: 207@ = 2203.896 
0007: 227@ = 849.0437 
0007: 208@ = 1833.473 
0007: 228@ = 850.4182 
0007: 209@ = 1541.602 
0007: 229@ = 848.788 
0007: 210@ = 1288.89 
0007: 230@ = 901.789 
0007: 211@ = 1224.975 
0007: 231@ = 1240.59 
0007: 212@ = 1224.064 
0007: 232@ = 1744.703 
0007: 213@ = 1224.173 
0007: 233@ = 2071.703 
0007: 214@ = 1279.245 
0007: 234@ = 2398.683 
0007: 215@ = 1566.816 
0007: 235@ = 2457.233 
0007: 216@ = 1931.45 
0007: 236@ = 2521.858 
0007: 217@ = 2442.573 
0007: 237@ = 2609.429 
0007: 218@ = 2704.658 
0007: 238@ = 2343.654 
0007: 219@ = 2710.891 
0007: 239@ = 2065.317 
0007: 220@ = 2711.892 
0007: 240@ = 1830.5 
0395: clear_area 0 at 2710.525 1567.009 100.0 radius 100.0 
0674: set_car_model #PACKER numberplate "CFC_1888" 
00A5: 244@ = create_car #PACKER at 2711.326 1567.045 6.2 
0175: set_car 244@ Z_angle_to 175.1379 
0229: set_car 244@ primary_color_to 16 secondary_color_to 16 
03ED: set_car 244@ disable_flipped_explosion_when_empty 1 
0224: set_car 244@ health_to 2500 
0190: add_car 244@ to_flipped_check // 6 max 
03CC: enable_car 244@ stuck_check_distance_to 4.0 time_to 3000 
0657: car 244@ open_door 3 
0466: unknown_car 244@ flag 1 
02AA: set_car 244@ immune_to_nonplayer 1 
020A: set_car 244@ door_status_to 2 
073B: unknown_car 244@ flag 0 
0129: 245@ = create_actor_pedtype 24 model #TRIADA in_car 244@ driverseat 
009A: 115@ = create_actor_pedtype 24 model #WMYMECH at 2715.326 1569.045 7.2 
02AB: set_actor 115@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0568: set_actor 115@ untargetable 1 
0464: put_actor 115@ into_turret_on_car 244@ at_car_offset 1.0 3.1 0.4 position 2 shooting_angle_limit 0.0 with_weapon 0 
0588: disable_actor 115@ validate_position 0 
060B: set_actor 245@ decision_maker_to 61@ 
060B: set_actor 115@ decision_maker_to 61@ 
0588: disable_actor 245@ validate_position 0 
054A: set_actor 245@ can_be_shot_in_a_car 0 
039E: set_actor 245@ locked 1 while_in_car 
0526: set_actor 245@ stay_in_car_when_jacked 1 
0446: set_actor 245@ dismemberment_possible 0 
09F6: set_actor 245@ unjackable_through_driver_seat 0 
0587: enable_car 244@ validate_position 0 
0249: release_model #PACKER 
0007: 246@ = 2770.213 
0007: 250@ = 1433.86 
0007: 254@ = 9.3804 
0007: 258@ = 257.0 
0007: 247@ = 2620.683 
0007: 251@ = 2333.686 
0007: 255@ = 9.8203 
0007: 259@ = 174.5638 
0007: 248@ = 2316.935 
0007: 252@ = 2457.006 
0007: 256@ = 9.8203 
0007: 260@ = 140.3 
0007: 249@ = 1610.588 
0007: 253@ = 1845.602 
0007: 257@ = 9.828 
0007: 261@ = 235.7296 
0006: 60@ = 99 
0004: $7927 = 720000 
0006: 66@ = 0 
0006: 72@ = 0 
0006: 80@ = 0 
0006: 85@ = 0 
0006: 88@ = 0 
0006: 67@ = 0 
0006: 73@ = 0 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 108@ = 0 
0006: 109@ = 0 
0006: 110@ = 0 
0006: 114@ = 0 
0006: 131@ = 0 
0006: 48@ = 0 
00D6: if 
0039:   48@ == -1 
004D: jump_if_false @HEIST4_2102 
00A5: 279@(48@,4i) = create_car #COPBIKE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 35@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
009A: 63@ = create_actor_pedtype 24 model #LAPDM1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
009A: 70@ = create_actor_pedtype 24 model #LAPDM1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:HEIST4_2102
00D6: if 
001B:   4 > 48@ 
004D: jump_if_false @HEIST4_2197 
018A: 283@(48@,4i) = create_checkpoint_at 246@(48@,4f) 250@(48@,4f) 254@(48@,4f) 
0165: set_marker 283@(48@,4i) color_to 1 
0006: 262@(48@,4i) = 0 
0006: 266@(48@,4i) = 0 
000A: 48@ += 1 
0002: jump @HEIST4_2102 

:HEIST4_2197
0007: 270@ = 0.6 
0007: 271@ = 0.0 
0007: 272@ = 1.9 
0006: 273@ = 0 
0007: 274@ = 15.0 
0006: 47@ = 0 
0006: 275@ = 0 
009A: 76@ = create_actor_pedtype 24 model #LAPDM1 at 2311.019 2438.368 9.8203 
060B: set_actor 76@ decision_maker_to 61@ 
0173: set_actor 76@ Z_angle_to 297.0 
01B2: give_actor 76@ weapon 22 ammo 2000 // Load the weapon model before using this 
009A: 77@ = create_actor_pedtype 24 model #LAPDM1 at 2311.85 2439.375 9.8203 
060B: set_actor 77@ decision_maker_to 61@ 
0173: set_actor 77@ Z_angle_to 115.0 
01B2: give_actor 77@ weapon 22 ammo 2000 // Load the weapon model before using this 
009A: 82@ = create_actor_pedtype 24 model #LAPDM1 at 1612.244 1845.855 9.828 
060B: set_actor 82@ decision_maker_to 61@ 
0173: set_actor 82@ Z_angle_to 110.0 
01B2: give_actor 82@ weapon 22 ammo 2000 // Load the weapon model before using this 
08C6: set_actor 82@ stay_on_bike 3 
009A: 63@ = create_actor_pedtype 24 model #LAPDM1 at 2768.797 1431.239 9.487 
01B2: give_actor 63@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 63@ decision_maker_to 61@ 
0173: set_actor 63@ Z_angle_to 111.0 
0249: release_model #LAPDM1 
009A: 68@ = create_actor_pedtype 24 model #DWMYLC1 at 2767.537 1424.877 9.2195 
0245: set_actor 68@ walk_style_to "DRUNKMAN" 
060B: set_actor 68@ decision_maker_to 61@ 
0173: set_actor 68@ Z_angle_to 347.0 
009A: 70@ = create_actor_pedtype 24 model #LAPDM1 at 2619.858 2339.256 10.0081 
08C6: set_actor 70@ stay_on_bike 3 
01B2: give_actor 70@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 70@ decision_maker_to 61@ 
0173: set_actor 70@ Z_angle_to 300.0 
00A5: 92@ = create_car #FREEWAY at 2634.011 2343.212 9.6797 
0175: set_car 92@ Z_angle_to 120.0386 
0587: enable_car 92@ validate_position 0 
00A5: 93@ = create_car #FREEWAY at 2625.69 2336.85 9.6875 
0175: set_car 93@ Z_angle_to 183.0386 
0587: enable_car 93@ validate_position 0 
00A5: 94@ = create_car #FREEWAY at 2637.847 2347.576 9.6797 
0175: set_car 94@ Z_angle_to 126.0963 
0587: enable_car 94@ validate_position 0 
0129: 95@ = create_actor_pedtype 24 model #DWMYLC1 in_car 92@ driverseat 
060B: set_actor 95@ decision_maker_to 61@ 
0129: 96@ = create_actor_pedtype 24 model #DWMOLC1 in_car 93@ driverseat 
060B: set_actor 96@ decision_maker_to 61@ 
0129: 97@ = create_actor_pedtype 24 model #DWMOLC2 in_car 94@ driverseat 
060B: set_actor 97@ decision_maker_to 61@ 
0249: release_model #DWMYLC1 
0249: release_model #DWMOLC1 
0249: release_model #DWMOLC2 
0249: release_model #FREEWAY 
0677: AS_actor 77@ chat_with_actor 76@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 76@ chat_with_actor 77@ lead_speaker_flag 0 unknown_flag 1 
0605: actor 82@ perform_animation "M_SMKSTND_LOOP" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
072C: generate_police_bikes 0 
0006: 32@ = 0 
0006: 33@ = 0 
01EB: set_traffic_density_multiplier_to 1.5 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @HEIST4_2996 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @HEIST4_2996 
0687: clear_actor 245@ task 
0395: clear_area 0 at 2710.525 1731.009 100.0 radius 100.0 
0006: 47@ = 0 
05D1: AS_actor 245@ drive_car 244@ to 204@(47@,20f) 224@(47@,20f) 6.0 speed 15.0 0 model #NULL 1 

:HEIST4_2996
0006: 116@ = 0 
0006: 203@ = 0 
009A: 276@ = create_actor_pedtype 24 model #TRIADA at 2029.561 1006.041 9.8203 
0173: set_actor 276@ Z_angle_to 280.0 
060B: set_actor 276@ decision_maker_to 61@ 
0249: release_model #TRIADA 
0249: release_model #WMYMECH 
00A1: put_actor $PLAYER_ACTOR at 2028.875 1006.87 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 265.0 
0395: clear_area 0 at 2033.974 1017.29 9.8203 radius 1000.0 
0001: wait 1000 ms 
02A3: enable_widescreen 1 
015F: set_camera_position 2025.905 1003.544 12.1278 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2026.726 1004.074 11.9155 switchstyle 2 
00D6: if 
8118:   not actor 276@ dead 
004D: jump_if_false @HEIST4_3206 
0639: AS_actor 276@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 276@ 

:HEIST4_3206
016A: fade 1 time 1000 

:HEIST4_3213
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST4_3237 
0001: wait 0 ms 
0002: jump @HEIST4_3213 

:HEIST4_3237
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 275@ = 1 
0006: 32@ = 0 

:HEIST4_3287
00D6: if 
0039:   104@ == 1 
004D: jump_if_false @HEIST4_3392 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST4_3392 

:HEIST4_3322
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST4_3350 
0001: wait 0 ms 
0002: jump @HEIST4_3322 

:HEIST4_3350
00D6: if 
0019:   275@ > 1 
004D: jump_if_false @HEIST4_3392 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 275@ = 5 
0006: 104@ = 0 

:HEIST4_3392
00D6: if 
0039:   275@ == 1 
004D: jump_if_false @HEIST4_3431 
0006: 196@ = 16 
0006: 275@ = 2 
0006: 32@ = 0 

:HEIST4_3431
00D6: if 
0039:   275@ == 2 
004D: jump_if_false @HEIST4_3591 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @HEIST4_3591 
0006: 104@ = 1 
0006: 196@ = 17 
0006: 275@ = 3 
0006: 32@ = 0 
0687: clear_actor $PLAYER_ACTOR task 
0605: actor $PLAYER_ACTOR perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
00D6: if 
8118:   not actor 276@ dead 
004D: jump_if_false @HEIST4_3591 
0605: actor 276@ perform_animation "ENDCHAT_03" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:HEIST4_3591
00D6: if 
0039:   275@ == 3 
004D: jump_if_false @HEIST4_3692 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @HEIST4_3692 
00D6: if 
8118:   not actor 276@ dead 
004D: jump_if_false @HEIST4_3692 
0687: clear_actor $PLAYER_ACTOR task 
0687: clear_actor 276@ task 
05D3: AS_actor 276@ goto_point 2030.431 984.6912 9.8131 mode 6 time -2 ms // versionA 
0006: 275@ = 4 
0006: 32@ = 0 

:HEIST4_3692
00D6: if 
0039:   275@ == 4 
004D: jump_if_false @HEIST4_3736 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @HEIST4_3736 
0006: 275@ = 5 

:HEIST4_3736
00D6: if 
0039:   275@ == 5 
004D: jump_if_false @HEIST4_3857 
0006: 104@ = 0 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0687: clear_actor $PLAYER_ACTOR task 
0173: set_actor $PLAYER_ACTOR Z_angle_to 305.0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
094F: enable_actor $PLAYER_ACTOR pain_audio 
009B: destroy_actor 276@ 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI4_01' time 8000 flag 1  // ~s~We need to steal four ~g~police bikes~s~ and get them safely onto the back of a Packer truck.
0006: 32@ = 0 
0006: 33@ = 0 
0006: 60@ = 2 
0006: 275@ = -99 

:HEIST4_3857
00D6: if 
0039:   203@ == 0 
004D: jump_if_false @HEIST4_3889 
03CF: load_wav 1096 as 3 
0006: 203@ = 1 

:HEIST4_3889
00D6: if 
0039:   203@ == 1 
004D: jump_if_false @HEIST4_3929 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST4_3929 
0006: 203@ = 2 

:HEIST4_3929
00D6: if 
8039:   not  196@ == 0 
004D: jump_if_false @HEIST4_4282 
00D6: if 
0039:   198@ == 0 
004D: jump_if_false @HEIST4_4000 
00D6: if 
03D0:   wav 195@ loaded 
004D: jump_if_false @HEIST4_3986 
040D: unload_wav 195@ 

:HEIST4_3986
0006: 198@ = 1 
0006: 199@ = 1 

:HEIST4_4000
00D6: if 
0039:   198@ == 1 
004D: jump_if_false @HEIST4_4037 
03CF: load_wav 175@(196@,19i) as 194@ 
0006: 198@ = 2 

:HEIST4_4037
00D6: if 
0039:   198@ == 2 
004D: jump_if_false @HEIST4_4097 
00D6: if 
03D0:   wav 194@ loaded 
004D: jump_if_false @HEIST4_4097 
03D1: play_wav 194@ 
00BB: show_text_lowpriority GXT 137@(196@,19s) time 10000 flag 1 
0006: 198@ = 3 

:HEIST4_4097
00D6: if 
0039:   198@ == 3 
004D: jump_if_false @HEIST4_4282 
00D6: if 
03D2:   wav 194@ ended 
004D: jump_if_false @HEIST4_4221 
03D5: remove_text 137@(196@,19s) 
00D6: if 
0039:   194@ == 1 
004D: jump_if_false @HEIST4_4179 
0006: 194@ = 2 
0006: 195@ = 1 
0002: jump @HEIST4_4193 

:HEIST4_4179
0006: 194@ = 1 
0006: 195@ = 2 

:HEIST4_4193
0006: 196@ = 0 
0006: 198@ = 0 
0006: 199@ = 0 
0002: jump @HEIST4_4282 

:HEIST4_4221
00D6: if 
83D0:   not wav 195@ loaded 
004D: jump_if_false @HEIST4_4282 
00D6: if 
001B:   15 > 196@ 
004D: jump_if_false @HEIST4_4282 
0085: 197@ = 196@ // (int) 
000A: 197@ += 1 
03CF: load_wav 175@(197@,19i) as 195@ 

:HEIST4_4282
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @HEIST4_4383 
0407: store_coords_to 121@ 122@ 123@ from_car 244@ with_offset -1.3 -40.0 -2.0 
0407: store_coords_to 124@ 125@ 126@ from_car 244@ with_offset 1.3 0.0 2.0 
053E: 129@ = get_random_car_with_model -1 in_rectangle_cornerA 121@ 122@ cornerB 124@ 125@ 
02E3: 127@ = car 244@ speed 

:HEIST4_4383
00D6: if 
8119:   not car 129@ wrecked 
004D: jump_if_false @HEIST4_4425 
0087: 128@ = 127@ // (float) 
000F: 128@ -= 4.0 
00AD: set_car 129@ max_speed_to 128@ 

:HEIST4_4425
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @HEIST4_4504 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @HEIST4_4504 
00D6: if 
80DB:   not actor 245@ in_car 244@ 
004D: jump_if_false @HEIST4_4504 
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @HEIST4_4497 
0465: remove_actor 115@ from_turret_mode 

:HEIST4_4497
0002: jump @HEIST4_13162 

:HEIST4_4504
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @HEIST4_4598 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @HEIST4_4598 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @HEIST4_4598 
00AA: store_car 244@ position_to 118@ 119@ 120@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1095 
0006: 114@ = 2 

:HEIST4_4598
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @HEIST4_4728 
00D6: if 
0019:   33@ > 1500 
004D: jump_if_false @HEIST4_4728 
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @HEIST4_4721 
00D6: if 
8611:   not actor 115@ performing_animation "HIKER_POSE_L" 
004D: jump_if_false @HEIST4_4721 
0605: actor 115@ perform_animation "HIKER_POSE_L" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:HEIST4_4721
0006: 114@ = 3 

:HEIST4_4728
00D6: if 
0039:   114@ == 3 
004D: jump_if_false @HEIST4_4772 
00D6: if 
0019:   33@ > 2000 
004D: jump_if_false @HEIST4_4772 
0006: 114@ = 4 

:HEIST4_4772
00D6: if 
0039:   114@ == 4 
004D: jump_if_false @HEIST4_4988 
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @HEIST4_4988 
0687: clear_actor $PLAYER_ACTOR task 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   273@ == 4 
004D: jump_if_false @HEIST4_4845 
00BE: text_clear_all 

:HEIST4_4845
00D6: if 
0039:   273@ == 1 
004D: jump_if_false @HEIST4_4881 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI4_06' time 5000 flag 1  // ~s~Get another ~g~police bike~s~ for the job.

:HEIST4_4881
00D6: if 
0039:   273@ == 2 
004D: jump_if_false @HEIST4_4917 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI4_08' time 5000 flag 1  // ~s~Two more ~g~bikes~s~ to go.

:HEIST4_4917
00D6: if 
0039:   273@ == 3 
004D: jump_if_false @HEIST4_4960 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI4_09' time 5000 flag 1  // ~s~One more ~g~bike~s~ to go.
0006: 32@ = 0 

:HEIST4_4960
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @HEIST4_4981 
0687: clear_actor 115@ task 

:HEIST4_4981
0006: 114@ = 0 

:HEIST4_4988
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @HEIST4_5010 
0002: jump @HEIST4_13180 

:HEIST4_5010
00D6: if 
0735:   is_keyboard_key_pressed 87 
004D: jump_if_false @HEIST4_5035 
0008: $7927 += 60000 

:HEIST4_5035
00D6: if 
0735:   is_keyboard_key_pressed 80 
004D: jump_if_false @HEIST4_5057 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:HEIST4_5057
00D6: if 
0735:   is_keyboard_key_pressed 79 
004D: jump_if_false @HEIST4_5079 
010D: set_player $PLAYER_CHAR wanted_level_to 0 

:HEIST4_5079
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @HEIST4_5124 
00A1: put_actor $PLAYER_ACTOR at 2608.193 2315.54 9.6719 
0173: set_actor $PLAYER_ACTOR Z_angle_to 354.7109 

:HEIST4_5124
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @HEIST4_5201 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST4_5201 

:HEIST4_5159
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST4_5187 
0001: wait 0 ms 
0002: jump @HEIST4_5159 

:HEIST4_5187
0006: 102@ = 50 
0006: 103@ = 0 

:HEIST4_5201
0001: wait 0 ms 
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @HEIST4_5272 
00D6: if 
8119:   not car 280@ wrecked 
004D: jump_if_false @HEIST4_5272 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 280@ 
004D: jump_if_false @HEIST4_5272 
0397: enable_car 280@ siren 0 
0006: 101@ = 1 

:HEIST4_5272
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @HEIST4_5423 
00D6: if 
0019:   33@ > 5000 
004D: jump_if_false @HEIST4_5423 
0249: release_model #COPCARVG 
0247: load_model #POLMAV 

:HEIST4_5319
00D6: if 
8248:   not model #POLMAV available 
004D: jump_if_false @HEIST4_5346 
0001: wait 0 ms 
0002: jump @HEIST4_5319 

:HEIST4_5346
00A5: 86@ = create_car #POLMAV at 1589.198 1850.619 9.8358 
0175: set_car 86@ Z_angle_to 51.0 
0657: car 86@ open_door 2 
0129: 87@ = create_actor_pedtype 24 model #LAPDM1 in_car 86@ driverseat 
0588: disable_actor 87@ validate_position 0 
0825: set_helicopter 86@ instant_rotor_start 
0249: release_model #POLMAV 
0006: 89@ = 1 

:HEIST4_5423
00D6: if 
0039:   60@ == 2 
004D: jump_if_false @HEIST4_5544 
00D6: if 
0019:   32@ > 12000 
004D: jump_if_false @HEIST4_5544 
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @HEIST4_5544 
00BE: text_clear_all 
03D5: remove_text 'HEI4_01'  // ~s~We need to steal four ~g~police bikes~s~ and get them safely onto the back of a Packer truck.
00BC: show_text_highpriority GXT 'HEI4_11' time 8000 flag 1  // ~s~The Packer's circling the outskirts of town but you'll have to be quick, it leaves soon.
03C3: set_timer_to $7927 type 1 GXT 'HEI4_12' // global_variable  // time
0006: 131@ = 1 
0006: 60@ = 3 
0006: 32@ = 0 

:HEIST4_5544
00D6: if 
0039:   60@ == 3 
004D: jump_if_false @HEIST4_5588 
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @HEIST4_5588 
0006: 60@ = 4 

:HEIST4_5588
00D6: if 
001A:   1 > $7927 
004D: jump_if_false @HEIST4_5631 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI4_10' time 8000 flag 1  // ~r~Out of time! The Packer truck has left!
0002: jump @HEIST4_13162 

:HEIST4_5631
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @HEIST4_7632 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @HEIST4_7588 
00D6: if 
01AD:   car 244@ sphere 0 near_point 204@(47@,20f) 224@(47@,20f) radius 15.0 15.0 
004D: jump_if_false @HEIST4_5798 
000A: 47@ += 1 
00D6: if 
0039:   47@ == 17 
004D: jump_if_false @HEIST4_5739 
0006: 47@ = 0 

:HEIST4_5739
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @HEIST4_5798 
0687: clear_actor 245@ task 
05D1: AS_actor 245@ drive_car 244@ to 204@(47@,20f) 224@(47@,20f) 8.0 speed 15.0 0 model #NULL 1 

:HEIST4_5798
0006: 48@ = 0 

:HEIST4_5805
00D6: if 
001B:   4 > 48@ 
004D: jump_if_false @HEIST4_7391 
00D6: if 
001B:   2 > 266@(48@,4i) 
004D: jump_if_false @HEIST4_7377 
00D6: if 
8119:   not car 279@(48@,4i) wrecked 
004D: jump_if_false @HEIST4_7119 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 279@(48@,4i) 
004D: jump_if_false @HEIST4_6819 
00D6: if 
0039:   266@(48@,4i) == 0 
004D: jump_if_false @HEIST4_6030 
0006: 43@ = 0 

:HEIST4_5917
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @HEIST4_5958 
0164: disable_marker 283@(43@,4i) 
000A: 43@ += 1 
0002: jump @HEIST4_5917 

:HEIST4_5958
0164: disable_marker 35@ 
0186: 35@ = create_marker_above_car 244@ 
07E0: set_marker 35@ type_to 1 
00D6: if 
8039:   not  273@ == 4 
004D: jump_if_false @HEIST4_6012 
00BC: show_text_highpriority GXT 'HEI4_02' time 8000 flag 1  // ~s~Drive the bike onto the ~b~Packer~s~ truck.

:HEIST4_6012
0006: 266@(48@,4i) = 1 
0050: gosub @HEIST4_11600 

:HEIST4_6030
00D6: if 
0039:   266@(48@,4i) == 1 
004D: jump_if_false @HEIST4_6812 
00D6: if 
001B:   2 > 273@ 
004D: jump_if_false @HEIST4_6128 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ with_offset -1.3 -3.2 -0.8 
0407: store_coords_to 52@ 53@ 54@ from_car 244@ with_offset 1.3 -3.2 2.6 

:HEIST4_6128
00D6: if 
0019:   273@ > 1 
004D: jump_if_false @HEIST4_6204 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ with_offset -1.3 -8.2 -0.8 
0407: store_coords_to 52@ 53@ 54@ from_car 244@ with_offset 1.3 -8.2 2.6 

:HEIST4_6204
00D6: if 
0204:   actor $PLAYER_ACTOR near_car 244@ radius 30.0 30.0 sphere 0 in_car 
004D: jump_if_false @HEIST4_6251 
00BC: show_text_highpriority GXT 'HEI4_13' time 8000 flag 1  // ~s~There's the ~b~Packer~s~ up ahead. Drive up the ramp at a steady speed so it can be attached.

:HEIST4_6251
00D6: if 
05FE:   actor $PLAYER_ACTOR in_cube_fll_corner_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 fur_corner_at 52@ 53@ 54@ depth 4.8 flag 0 in_car 
004D: jump_if_false @HEIST4_6812 
02E3: 277@ = car 244@ speed 
02E3: 278@ = car 279@(48@,4i) speed 
000B: 277@ += 10.0 
00D6: if 
0025:   277@ > 278@ // (float) 
004D: jump_if_false @HEIST4_6812 
000F: 277@ -= 10.0 
00D6: if 
0025:   278@ > 277@ // (float) 
004D: jump_if_false @HEIST4_6812 
0683: attach_car 279@(48@,4i) to_car 244@ with_offset 270@ 271@ 272@ rotation 16.0 0.0 0.0 
0519: set_car 279@(48@,4i) locked 1 
00D6: if or
0039:   273@ == 1 
0039:   273@ == 3 
004D: jump_if_false @HEIST4_6462 
000F: 271@ -= 2.5 
000F: 272@ -= 0.7 

:HEIST4_6462
00D6: if 
0043:   270@ == 0.6 
004D: jump_if_false @HEIST4_6500 
0007: 270@ = -0.6 
0002: jump @HEIST4_6510 

:HEIST4_6500
0007: 270@ = 0.6 

:HEIST4_6510
000A: 273@ += 1 
00D6: if 
001B:   4 > 273@ 
004D: jump_if_false @HEIST4_6588 
067A: put_camera_on_car 244@ with_offset 3.0 5.0 2.2 point_to_car 244@ tilt 0.0 switchstyle 2 
0006: 114@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
0006: 33@ = 0 

:HEIST4_6588
000B: 274@ += 10.0 
0006: 266@(48@,4i) = 2 
0164: disable_marker 35@ 
03D5: remove_text 'HEI4_02'  // ~s~Drive the bike onto the ~b~Packer~s~ truck.
0006: 43@ = 0 

:HEIST4_6632
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @HEIST4_6812 
00D6: if 
001B:   2 > 266@(43@,4i) 
004D: jump_if_false @HEIST4_6798 
00D6: if 
0039:   262@(43@,4i) == 1 
004D: jump_if_false @HEIST4_6757 
0164: disable_marker 283@(43@,4i) 
00D6: if 
8119:   not car 279@(43@,4i) wrecked 
004D: jump_if_false @HEIST4_6750 
0186: 283@(43@,4i) = create_marker_above_car 279@(43@,4i) 
0165: set_marker 283@(43@,4i) color_to 1 

:HEIST4_6750
0002: jump @HEIST4_6787 

:HEIST4_6757
018A: 283@(43@,4i) = create_checkpoint_at 246@(43@,4f) 250@(43@,4f) 254@(43@,4f) 

:HEIST4_6787
0165: set_marker 283@(43@,4i) color_to 1 

:HEIST4_6798
000A: 43@ += 1 
0002: jump @HEIST4_6632 

:HEIST4_6812
0002: jump @HEIST4_7112 

:HEIST4_6819
00D6: if 
0039:   266@(48@,4i) == 1 
004D: jump_if_false @HEIST4_7112 
0006: 43@ = 0 

:HEIST4_6848
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @HEIST4_7112 
00D6: if 
0039:   266@(43@,4i) == 1 
004D: jump_if_false @HEIST4_6899 
0006: 266@(43@,4i) = 0 

:HEIST4_6899
00D6: if 
001B:   2 > 266@(43@,4i) 
004D: jump_if_false @HEIST4_7098 
0164: disable_marker 283@(43@,4i) 
00D6: if 
0039:   262@(43@,4i) == 1 
004D: jump_if_false @HEIST4_7036 
00D6: if 
8119:   not car 279@(43@,4i) wrecked 
004D: jump_if_false @HEIST4_7006 
0186: 283@(43@,4i) = create_marker_above_car 279@(43@,4i) 
0165: set_marker 283@(43@,4i) color_to 1 
0002: jump @HEIST4_7029 

:HEIST4_7006
00BC: show_text_highpriority GXT 'HEI4_04' time 8000 flag 1  // ~r~We needed all those bikes in good working order!
0002: jump @HEIST4_13162 

:HEIST4_7029
0002: jump @HEIST4_7066 

:HEIST4_7036
018A: 283@(43@,4i) = create_checkpoint_at 246@(43@,4f) 250@(43@,4f) 254@(43@,4f) 

:HEIST4_7066
0164: disable_marker 35@ 
0165: set_marker 283@(43@,4i) color_to 1 
00BC: show_text_highpriority GXT 'HEI4_03' time 5000 flag 1  // ~s~Get back on the ~g~bike~s~.

:HEIST4_7098
000A: 43@ += 1 
0002: jump @HEIST4_6848 

:HEIST4_7112
0002: jump @HEIST4_7377 

:HEIST4_7119
00D6: if 
0039:   262@(48@,4i) == 0 
004D: jump_if_false @HEIST4_7354 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 246@(48@,4f) 250@(48@,4f) radius 200.0 200.0 
004D: jump_if_false @HEIST4_7347 
0395: clear_area 0 at 246@(48@,4f) 250@(48@,4f) 254@(48@,4f) radius 40.0 
00A5: 279@(48@,4i) = create_car #COPBIKE at 246@(48@,4f) 250@(48@,4f) 254@(48@,4f) 
0175: set_car 279@(48@,4i) Z_angle_to 258@(48@,4f) 
053F: set_car 279@(48@,4i) tires_vulnerability 0 
0587: enable_car 279@(48@,4i) validate_position 0 
00D6: if 
875C:   not marker 35@ enabled 
004D: jump_if_false @HEIST4_7336 
0164: disable_marker 283@(48@,4i) 
0186: 283@(48@,4i) = create_marker_above_car 279@(48@,4i) 
0165: set_marker 283@(48@,4i) color_to 1 

:HEIST4_7336
0006: 262@(48@,4i) = 1 

:HEIST4_7347
0002: jump @HEIST4_7377 

:HEIST4_7354
00BC: show_text_highpriority GXT 'HEI4_04' time 5000 flag 1  // ~r~We needed all those bikes in good working order!
0002: jump @HEIST4_13162 

:HEIST4_7377
000A: 48@ += 1 
0002: jump @HEIST4_5805 

:HEIST4_7391
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 244@ radius 120.0 120.0 sphere 0 
004D: jump_if_false @HEIST4_7437 
00AD: set_car 244@ max_speed_to 274@ 
0002: jump @HEIST4_7447 

:HEIST4_7437
00AD: set_car 244@ max_speed_to 15.0 

:HEIST4_7447
00D6: if or
018F:   car 244@ flipped_for_2_seconds 
03CE:   car 244@ stuck 
004D: jump_if_false @HEIST4_7581 
00D6: if 
82CA:   not car 244@ bounding_sphere_visible 
004D: jump_if_false @HEIST4_7581 
00D6: if 
80C2:   not sphere_onscreen 204@(47@,20f) 224@(47@,20f) 6.0 radius 4.0 
004D: jump_if_false @HEIST4_7581 
0395: clear_area 0 at 204@(47@,20f) 224@(47@,20f) 7.0 radius 10.0 
00AB: put_car 244@ at 204@(47@,20f) 224@(47@,20f) 10.0 
0175: set_car 244@ Z_angle_to $TEMPVAR_ANGLE 

:HEIST4_7581
0002: jump @HEIST4_7632 

:HEIST4_7588
00BC: show_text_highpriority GXT 'HEI4_05' time 5000 flag 1  // ~r~The Packer is destroyed! How are we going to deliver the bikes now?
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @HEIST4_7625 
009B: destroy_actor 115@ 

:HEIST4_7625
0002: jump @HEIST4_13162 

:HEIST4_7632
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @HEIST4_7680 
00D6: if 
0039:   273@ == 4 
004D: jump_if_false @HEIST4_7680 
014F: stop_timer $7927 
0006: 102@ = 1 

:HEIST4_7680
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @HEIST4_8118 
016A: fade 0 time 1000 
00BE: text_clear_all 
014F: stop_timer $7927 
01B4: set_player $PLAYER_CHAR can_move 0 
0110: clear_player $PLAYER_CHAR wanted_level 

:HEIST4_7724
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST4_7748 
0001: wait 0 ms 
0002: jump @HEIST4_7724 

:HEIST4_7748
05BC: AS_actor $PLAYER_ACTOR jump 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0A0B: set_rendering_origin_at_3D_coord 1009.781 1929.377 9.6719 angle 122.0 
0001: wait 0 ms 
02A3: enable_widescreen 1 
0006: 102@ = 10 
015F: set_camera_position 1022.831 1899.513 18.6192 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1021.961 1899.518 18.126 switchstyle 2 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @HEIST4_8015 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @HEIST4_8015 
0687: clear_actor 245@ task 
0395: clear_area 0 at 1009.994 1880.02 150.0 radius 150.0 
00AB: put_car 244@ at 1009.994 1870.02 9.6797 
0175: set_car 244@ Z_angle_to 2.3 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 244@ at_car_offset 0.5 -10.0 -0.3 position 2 shooting_angle_limit 10.0 with_weapon 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 300.0 
05D1: AS_actor 245@ drive_car 244@ to 1009.781 1900.377 9.6719 speed 15.0 0 model #NULL 1 

:HEIST4_8015
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
016A: fade 1 time 500 

:HEIST4_8046
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST4_8094 
0001: wait 0 ms 
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
0002: jump @HEIST4_8046 

:HEIST4_8094
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 

:HEIST4_8118
00D6: if 
0039:   102@ == 10 
004D: jump_if_false @HEIST4_8294 
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @HEIST4_8294 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @HEIST4_8294 
00D6: if 
01C1:   car 244@ stopped 
004D: jump_if_false @HEIST4_8294 
0006: 102@ = 20 
0006: 103@ = 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0615: define_AS_pack_begin 105@ 
05BC: AS_actor -1 jump 1 
05D3: AS_actor -1 goto_point 1014.013 1902.325 9.8125 mode 6 time 10000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 245@ 
0616: define_AS_pack_end 105@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 105@ 
061B: remove_references_to_AS_pack 105@ 
0006: 32@ = 0 

:HEIST4_8294
00D6: if 
0019:   201@ > 0 
004D: jump_if_false @HEIST4_8477 
00D6: if 
0039:   199@ == 0 
004D: jump_if_false @HEIST4_8477 
0871: init_jump_table 201@ total_jumps 4 default_jump 0 @HEIST4_8477 jumps 1 @HEIST4_8393 2 @HEIST4_8414 3 @HEIST4_8435 4 @HEIST4_8456 -1 @HEIST4_8477 -1 @HEIST4_8477 -1 @HEIST4_8477 

:HEIST4_8393
0006: 196@ = 1 
0006: 201@ = 2 
0002: jump @HEIST4_8477 

:HEIST4_8414
0006: 196@ = 2 
0006: 201@ = 3 
0002: jump @HEIST4_8477 

:HEIST4_8435
0006: 196@ = 3 
0006: 201@ = 4 
0002: jump @HEIST4_8477 

:HEIST4_8456
0006: 196@ = 0 
0006: 201@ = 0 
0002: jump @HEIST4_8477 

:HEIST4_8477
00D6: if 
0039:   102@ == 20 
004D: jump_if_false @HEIST4_8559 
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @HEIST4_8559 
0006: 201@ = 1 
0006: 102@ = 30 
0006: 32@ = 0 

:HEIST4_8559
00D6: if 
0039:   102@ == 30 
004D: jump_if_false @HEIST4_8700 
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @HEIST4_8700 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @HEIST4_8700 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @HEIST4_8700 
0006: 102@ = 40 
05D1: AS_actor 245@ drive_car 244@ to 1009.781 2000.377 9.6719 speed 15.0 0 model #NULL 1 
0006: 32@ = 0 

:HEIST4_8700
00D6: if 
0039:   102@ == 40 
004D: jump_if_false @HEIST4_8801 
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @HEIST4_8801 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @HEIST4_8801 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 245@ -2 ms 
0006: 102@ = 45 
0006: 32@ = 0 

:HEIST4_8801
00D6: if 
0039:   102@ == 45 
004D: jump_if_false @HEIST4_8869 
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @HEIST4_8869 
0006: 102@ = 50 

:HEIST4_8869
00D6: if 
0039:   102@ == 50 
004D: jump_if_false @HEIST4_8988 
0006: 103@ = 0 
00A6: destroy_car 279@ 
00A6: destroy_car 280@ 
00A6: destroy_car 281@ 
00A6: destroy_car 282@ 
00A6: destroy_car 244@ 
009B: destroy_actor 245@ 
009B: destroy_actor 115@ 
02A3: enable_widescreen 0 
0687: clear_actor $PLAYER_ACTOR task 
00A1: put_actor $PLAYER_ACTOR at 1014.013 1902.325 9.8125 
0173: set_actor $PLAYER_ACTOR Z_angle_to 59.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
0002: jump @HEIST4_13180 

:HEIST4_8988
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @HEIST4_9110 
0006: 90@ = 0 

:HEIST4_9013
00D6: if 
001B:   4 > 90@ 
004D: jump_if_false @HEIST4_9110 
00D6: if 
0039:   266@(90@,4i) == 2 
004D: jump_if_false @HEIST4_9096 
00D6: if 
0119:   car 279@(90@,4i) wrecked 
004D: jump_if_false @HEIST4_9096 
00BC: show_text_highpriority GXT 'HEI4_04' time 5000 flag 1  // ~r~We needed all those bikes in good working order!
0002: jump @HEIST4_13162 

:HEIST4_9096
000A: 90@ += 1 
0002: jump @HEIST4_9013 

:HEIST4_9110
00D6: if 
0039:   66@ == 0 
004D: jump_if_false @HEIST4_9397 
00D6: if 
056D:   actor 63@ defined 
004D: jump_if_false @HEIST4_9288 
00D6: if 
051A:   actor 63@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_9234 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0050: gosub @HEIST4_12511 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST4_9213 
0006: 66@ = 1 
0687: clear_actor 63@ task 
05E2: AS_actor 63@ kill_actor $PLAYER_ACTOR 

:HEIST4_9213
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST4_9234 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 

:HEIST4_9234
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST4_9288 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 63@ radius 25.0 25.0 0 
004D: jump_if_false @HEIST4_9288 
0050: gosub @HEIST4_12511 

:HEIST4_9288
00D6: if 
056D:   actor 68@ defined 
004D: jump_if_false @HEIST4_9397 
00D6: if 
051A:   actor 68@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_9397 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST4_9361 
05DD: AS_actor 68@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST4_9361
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST4_9397 
0006: 66@ = 1 
0687: clear_actor 63@ task 
05E2: AS_actor 63@ kill_actor $PLAYER_ACTOR 

:HEIST4_9397
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @HEIST4_10019 
00D6: if 
056D:   actor 70@ defined 
004D: jump_if_false @HEIST4_9617 
00D6: if 
051A:   actor 70@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_9563 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 
0050: gosub @HEIST4_12657 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST4_9500 
0006: 72@ = 1 
0687: clear_actor 70@ task 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 

:HEIST4_9500
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @HEIST4_9521 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 

:HEIST4_9521
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @HEIST4_9542 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 

:HEIST4_9542
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST4_9563 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 

:HEIST4_9563
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST4_9617 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 70@ radius 30.0 30.0 0 
004D: jump_if_false @HEIST4_9617 
0050: gosub @HEIST4_12657 

:HEIST4_9617
00D6: if 
056D:   actor 95@ defined 
004D: jump_if_false @HEIST4_9751 
00D6: if 
051A:   actor 95@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_9751 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST4_9688 
0006: 72@ = 1 
0687: clear_actor 70@ task 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 

:HEIST4_9688
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @HEIST4_9709 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 

:HEIST4_9709
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @HEIST4_9730 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 

:HEIST4_9730
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST4_9751 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 

:HEIST4_9751
00D6: if 
056D:   actor 96@ defined 
004D: jump_if_false @HEIST4_9885 
00D6: if 
051A:   actor 96@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_9885 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST4_9822 
0006: 72@ = 1 
0687: clear_actor 70@ task 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 

:HEIST4_9822
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @HEIST4_9843 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 

:HEIST4_9843
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @HEIST4_9864 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 

:HEIST4_9864
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST4_9885 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 

:HEIST4_9885
00D6: if 
056D:   actor 97@ defined 
004D: jump_if_false @HEIST4_10019 
00D6: if 
051A:   actor 97@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_10019 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST4_9956 
0006: 72@ = 1 
0687: clear_actor 70@ task 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 

:HEIST4_9956
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @HEIST4_9977 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 

:HEIST4_9977
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @HEIST4_9998 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 

:HEIST4_9998
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST4_10019 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 

:HEIST4_10019
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @HEIST4_10135 
00D6: if 
056D:   actor 77@ defined 
004D: jump_if_false @HEIST4_10086 
00D6: if 
051A:   actor 77@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_10086 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0050: gosub @HEIST4_12209 

:HEIST4_10086
00D6: if 
056D:   actor 76@ defined 
004D: jump_if_false @HEIST4_10135 
00D6: if 
051A:   actor 76@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_10135 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0050: gosub @HEIST4_12209 

:HEIST4_10135
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @HEIST4_10292 
00D6: if 
056D:   actor 82@ defined 
004D: jump_if_false @HEIST4_10292 
00D6: if 
051A:   actor 82@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_10238 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0050: gosub @HEIST4_12283 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @HEIST4_10238 
0006: 85@ = 1 
0687: clear_actor 82@ task 
05E2: AS_actor 82@ kill_actor $PLAYER_ACTOR 

:HEIST4_10238
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @HEIST4_10292 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 82@ radius 35.0 35.0 0 
004D: jump_if_false @HEIST4_10292 
0050: gosub @HEIST4_12283 

:HEIST4_10292
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @HEIST4_10359 
00D6: if 
056D:   actor 82@ defined 
004D: jump_if_false @HEIST4_10359 
00D6: if 
051A:   actor 82@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_10359 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 106@ = 1 

:HEIST4_10359
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @HEIST4_10426 
00D6: if 
056D:   actor 70@ defined 
004D: jump_if_false @HEIST4_10426 
00D6: if 
051A:   actor 70@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_10426 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 107@ = 1 

:HEIST4_10426
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @HEIST4_10493 
00D6: if 
056D:   actor 63@ defined 
004D: jump_if_false @HEIST4_10493 
00D6: if 
051A:   actor 63@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_10493 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 108@ = 1 

:HEIST4_10493
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @HEIST4_10560 
00D6: if 
056D:   actor 76@ defined 
004D: jump_if_false @HEIST4_10560 
00D6: if 
051A:   actor 76@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_10560 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 109@ = 1 

:HEIST4_10560
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @HEIST4_10627 
00D6: if 
056D:   actor 77@ defined 
004D: jump_if_false @HEIST4_10627 
00D6: if 
051A:   actor 77@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_10627 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 110@ = 1 

:HEIST4_10627
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @HEIST4_10714 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @HEIST4_10714 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 86@ radius 200.0 200.0 200.0 flag 0 
004D: jump_if_false @HEIST4_10714 
0006: 88@ = 2 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 86@ 

:HEIST4_10714
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @HEIST4_10787 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 82@ radius 120.0 120.0 120.0 sphere 0 
004D: jump_if_false @HEIST4_10780 
0575: set_actor 82@ keep_position 0 
0002: jump @HEIST4_10787 

:HEIST4_10780
0575: set_actor 82@ keep_position 1 

:HEIST4_10787
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST4_10860 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 70@ radius 120.0 120.0 120.0 sphere 0 
004D: jump_if_false @HEIST4_10853 
0575: set_actor 70@ keep_position 0 
0002: jump @HEIST4_10860 

:HEIST4_10853
0575: set_actor 70@ keep_position 1 

:HEIST4_10860
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @HEIST4_11097 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @HEIST4_10951 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 95@ radius 150.0 150.0 150.0 sphere 0 
004D: jump_if_false @HEIST4_10944 
0575: set_actor 95@ keep_position 0 
0002: jump @HEIST4_10951 

:HEIST4_10944
0575: set_actor 95@ keep_position 1 

:HEIST4_10951
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @HEIST4_11024 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 96@ radius 150.0 150.0 150.0 sphere 0 
004D: jump_if_false @HEIST4_11017 
0575: set_actor 96@ keep_position 0 
0002: jump @HEIST4_11024 

:HEIST4_11017
0575: set_actor 96@ keep_position 1 

:HEIST4_11024
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST4_11097 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 97@ radius 150.0 150.0 150.0 sphere 0 
004D: jump_if_false @HEIST4_11090 
0575: set_actor 97@ keep_position 0 
0002: jump @HEIST4_11097 

:HEIST4_11090
0575: set_actor 97@ keep_position 1 

:HEIST4_11097
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @HEIST4_11301 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @HEIST4_11177 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 95@ radius 120.0 120.0 150.0 sphere 0 
004D: jump_if_false @HEIST4_11177 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 92@ 

:HEIST4_11177
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @HEIST4_11239 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 96@ radius 120.0 120.0 150.0 sphere 0 
004D: jump_if_false @HEIST4_11239 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 93@ 

:HEIST4_11239
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST4_11301 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 97@ radius 120.0 120.0 150.0 sphere 0 
004D: jump_if_false @HEIST4_11301 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 94@ 

:HEIST4_11301
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @HEIST4_11374 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 77@ radius 120.0 120.0 120.0 sphere 0 
004D: jump_if_false @HEIST4_11367 
0575: set_actor 77@ keep_position 0 
0002: jump @HEIST4_11374 

:HEIST4_11367
0575: set_actor 77@ keep_position 1 

:HEIST4_11374
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @HEIST4_11447 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 76@ radius 120.0 120.0 120.0 sphere 0 
004D: jump_if_false @HEIST4_11440 
0575: set_actor 76@ keep_position 0 
0002: jump @HEIST4_11447 

:HEIST4_11440
0575: set_actor 76@ keep_position 1 

:HEIST4_11447
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST4_11520 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 63@ radius 120.0 120.0 120.0 sphere 0 
004D: jump_if_false @HEIST4_11513 
0575: set_actor 63@ keep_position 0 
0002: jump @HEIST4_11520 

:HEIST4_11513
0575: set_actor 63@ keep_position 1 

:HEIST4_11520
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST4_11593 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 68@ radius 120.0 120.0 120.0 sphere 0 
004D: jump_if_false @HEIST4_11586 
0575: set_actor 68@ keep_position 0 
0002: jump @HEIST4_11593 

:HEIST4_11586
0575: set_actor 68@ keep_position 1 

:HEIST4_11593
0002: jump @HEIST4_3287 

:HEIST4_11600
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST4_11766 
00D6: if 
0039:   66@ == 0 
004D: jump_if_false @HEIST4_11766 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST4_11711 
0687: clear_actor 63@ task 
0615: define_AS_pack_begin 65@ 
05D3: AS_actor -1 goto_point 2785.789 1439.454 9.5579 mode 6 time 10000 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 65@ 
0618: assign_actor 63@ to_AS_pack 65@ 
061B: remove_references_to_AS_pack 65@ 

:HEIST4_11711
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST4_11752 
0687: clear_actor 68@ task 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
05DD: AS_actor 68@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST4_11752
0006: 66@ = 1 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:HEIST4_11766
00D6: if 
0039:   48@ == 1 
004D: jump_if_false @HEIST4_11906 
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @HEIST4_11906 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST4_11877 
0687: clear_actor 70@ task 
0615: define_AS_pack_begin 71@ 
05D3: AS_actor -1 goto_point 2646.582 2348.17 9.6797 mode 6 time 10000 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 71@ 
0618: assign_actor 70@ to_AS_pack 71@ 
061B: remove_references_to_AS_pack 71@ 

:HEIST4_11877
0006: 72@ = 1 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 
01C3: remove_references_to_car 92@ 
01C3: remove_references_to_car 93@ 
01C3: remove_references_to_car 94@ 

:HEIST4_11906
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @HEIST4_12082 
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @HEIST4_12082 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @HEIST4_11993 
0687: clear_actor 77@ task 
0615: define_AS_pack_begin 79@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 79@ 
0618: assign_actor 77@ to_AS_pack 79@ 
061B: remove_references_to_AS_pack 79@ 

:HEIST4_11993
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @HEIST4_12068 
0687: clear_actor 76@ task 
0615: define_AS_pack_begin 78@ 
05D3: AS_actor -1 goto_point 2311.004 2436.764 9.8203 mode 6 time 10000 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 78@ 
0618: assign_actor 76@ to_AS_pack 78@ 
061B: remove_references_to_AS_pack 78@ 

:HEIST4_12068
0006: 80@ = 1 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:HEIST4_12082
00D6: if 
0039:   48@ == 3 
004D: jump_if_false @HEIST4_12207 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @HEIST4_12207 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @HEIST4_12193 
0687: clear_actor 82@ task 
0615: define_AS_pack_begin 83@ 
05D3: AS_actor -1 goto_point 1593.289 1836.808 9.8281 mode 6 time 10000 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 83@ 
0618: assign_actor 82@ to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 

:HEIST4_12193
0006: 85@ = 1 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:HEIST4_12207
0051: return 

:HEIST4_12209
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @HEIST4_12238 
0687: clear_actor 77@ task 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 

:HEIST4_12238
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @HEIST4_12267 
0687: clear_actor 76@ task 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 

:HEIST4_12267
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 
0006: 80@ = 1 
0051: return 

:HEIST4_12283
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @HEIST4_12509 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @HEIST4_12378 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @HEIST4_12378 
00AD: set_car 86@ max_speed_to 100.0 
0508: car 86@ close_all_doors 
04A2: set_heli 86@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 

:HEIST4_12378
00D6: if 
8119:   not car 282@ wrecked 
004D: jump_if_false @HEIST4_12502 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @HEIST4_12502 
0687: clear_actor 82@ task 
0615: define_AS_pack_begin 84@ 
05CB: AS_actor -1 enter_car 282@ as_driver 6000 ms 
05D1: AS_actor -1 drive_car 282@ to 1570.712 1834.135 9.6969 speed 15.0 0 model #NULL 2 
05D2: AS_actor -1 run_to_and_hijack_car 282@ max_search_radius 15.0 traffic_behavior 2 
0616: define_AS_pack_end 84@ 
0618: assign_actor 82@ to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 
08C6: set_actor 82@ stay_on_bike 3 

:HEIST4_12502
0006: 88@ = 1 

:HEIST4_12509
0051: return 

:HEIST4_12511
00D6: if 
0039:   67@ == 0 
004D: jump_if_false @HEIST4_12655 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST4_12648 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST4_12648 
0687: clear_actor 68@ task 
0615: define_AS_pack_begin 69@ 
0643: set_AS_pack 69@ loop 1 
05D3: AS_actor -1 goto_point 2762.117 1432.399 9.5325 mode 4 time 30000 ms // versionA 
05BB: AS_actor -1 fall_down 0 time_on_ground 3000 
05D3: AS_actor -1 goto_point 2767.537 1424.877 9.2195 mode 4 time 30000 ms // versionA 
0616: define_AS_pack_end 69@ 
0618: assign_actor 68@ to_AS_pack 69@ 

:HEIST4_12648
0006: 67@ = 1 

:HEIST4_12655
0051: return 

:HEIST4_12657
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @HEIST4_13160 
00D6: if 
0039:   203@ == 2 
004D: jump_if_false @HEIST4_12697 
03D1: play_wav 3 

:HEIST4_12697
00D6: if 
8119:   not car 92@ wrecked 
004D: jump_if_false @HEIST4_12804 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @HEIST4_12804 
0687: clear_actor 95@ task 
0615: define_AS_pack_begin 98@ 
05D1: AS_actor -1 drive_car 92@ to 2648.744 2293.42 9.6875 speed 25.0 0 model #NULL 2 
05D2: AS_actor -1 run_to_and_hijack_car 92@ max_search_radius 25.0 traffic_behavior 2 
0616: define_AS_pack_end 98@ 
0618: assign_actor 95@ to_AS_pack 98@ 
061B: remove_references_to_AS_pack 98@ 

:HEIST4_12804
00D6: if 
8119:   not car 93@ wrecked 
004D: jump_if_false @HEIST4_12911 
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @HEIST4_12911 
0687: clear_actor 96@ task 
0615: define_AS_pack_begin 99@ 
05D1: AS_actor -1 drive_car 93@ to 2650.566 2290.315 9.6875 speed 26.0 0 model #NULL 2 
05D2: AS_actor -1 run_to_and_hijack_car 93@ max_search_radius 25.0 traffic_behavior 2 
0616: define_AS_pack_end 99@ 
0618: assign_actor 96@ to_AS_pack 99@ 
061B: remove_references_to_AS_pack 99@ 

:HEIST4_12911
00D6: if 
8119:   not car 94@ wrecked 
004D: jump_if_false @HEIST4_13018 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST4_13018 
0687: clear_actor 97@ task 
0615: define_AS_pack_begin 100@ 
05D1: AS_actor -1 drive_car 94@ to 2651.681 2294.87 9.6875 speed 25.0 0 model #NULL 2 
05D2: AS_actor -1 run_to_and_hijack_car 94@ max_search_radius 25.0 traffic_behavior 2 
0616: define_AS_pack_end 100@ 
0618: assign_actor 97@ to_AS_pack 100@ 
061B: remove_references_to_AS_pack 100@ 

:HEIST4_13018
00D6: if 
8119:   not car 280@ wrecked 
004D: jump_if_false @HEIST4_13153 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST4_13142 
0687: clear_actor 70@ task 
0615: define_AS_pack_begin 71@ 
05CB: AS_actor -1 enter_car 280@ as_driver 10000 ms 
05D1: AS_actor -1 drive_car 280@ to 2647.941 2293.222 9.6875 speed 21.0 0 model #NULL 2 
05D2: AS_actor -1 run_to_and_hijack_car 280@ max_search_radius 17.0 traffic_behavior 2 
0616: define_AS_pack_end 71@ 
0618: assign_actor 70@ to_AS_pack 71@ 
061B: remove_references_to_AS_pack 71@ 
08C6: set_actor 70@ stay_on_bike 3 

:HEIST4_13142
0397: enable_car 280@ siren 1 
040D: unload_wav 3 

:HEIST4_13153
0006: 73@ = 1 

:HEIST4_13160
0051: return 

:HEIST4_13162
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:HEIST4_13180
0008: $HEIST_TOTAL_PASSED_MISSIONS += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 20 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 20 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'HEIST_4'  // Cop Wheels
030C: progress_made = 1 
0051: return 

:HEIST4_13235
01B4: set_player $PLAYER_CHAR can_move 1 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
0940: set_group 34@ enters_leaders_vehicle 1 
0A31: set_player $PLAYER_CHAR group_to_follow_never 0 
01EB: set_traffic_density_multiplier_to 1.0 
040D: unload_wav 3 
01B7: release_weather 
072C: generate_police_bikes 1 
0164: disable_marker 35@ 
0164: disable_marker 283@ 
0164: disable_marker 284@ 
0164: disable_marker 285@ 
0164: disable_marker 286@ 
0249: release_model #PACKER 
0249: release_model #COPBIKE 
0249: release_model #COLT45 
0249: release_model #LAPDM1 
0249: release_model #COPCARVG 
0249: release_model #POLMAV 
0249: release_model #FREEWAY 
0249: release_model #DWMOLC2 
0249: release_model #DWMYLC1 
0249: release_model #WMYMECH 
0249: release_model #TRIADA 
0249: release_model #DWMOLC1 
04EF: release_animation "SMOKING" 
04EF: release_animation "MISC" 
014F: stop_timer $7927 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 100---------------
// Originally: Up, Up and Away!

:HEIST5
03A4: name_thread 'HEIST5' 
0050: gosub @HEIST5_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @HEIST5_38 
0050: gosub @HEIST5_13717 

:HEIST5_38
0050: gosub @HEIST5_13820 
004E: end_thread 

:HEIST5_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0007: 39@ = 406.989 
0007: 40@ = 2516.901 
0007: 41@ = 15.4918 
0006: 36@ = 0 
0006: 104@ = 0 
0006: 100@ = 0 
0006: 99@ = 0 
0006: 89@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 62@ = 0 
0006: 64@ = 0 
0006: 66@ = 0 
0006: 49@ = 0 
0006: 50@ = 0 
0006: 51@ = 0 
0006: 52@ = 0 
0006: 53@ = 0 
0006: 54@ = 0 
0006: 55@ = 0 
0006: 68@ = 0 
0006: 70@ = 0 
0006: 72@ = 0 
0006: 74@ = 0 
0006: 76@ = 0 
0006: 78@ = 0 
0006: 80@ = 0 
0006: 98@ = 0 
0006: 82@ = 0 
0006: 84@ = 0 
0006: 86@ = 0 
0006: 88@ = 0 
0006: 112@ = 0 
0006: 113@ = 0 
0007: 133@ = 0.0 
0007: 134@ = 0.0 
0007: 135@ = 0.0 
0007: 136@ = 0.0 
0007: 137@ = 0.0 
0007: 138@ = 0.0 
0006: 111@ = 0 
0006: 125@ = 0 
0004: $7928 = 1000 
0006: 124@ = 0 
0006: 126@ = 0 
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 139@ = 0 
0005: $7929 = 0.0 
0007: 108@ = 0.0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 
0006: 90@ = 0 
0006: 143@ = 0 
0007: 145@ = 365.356 
0007: 146@ = 2538.113 
0007: 147@ = 15.712 
0004: $7932 = 0 
0006: 150@ = 0 
0006: 151@ = 0 
0006: 152@ = 0 
0006: 153@ = 0 
0006: 154@ = 0 
0006: 155@ = 0 
0006: 159@ = 0 
0007: 160@ = 0.0 
0007: 161@ = 0.0 
0007: 162@ = 0.0 
0006: 163@ = 0 
0006: 164@ = 0 
054C: use_GXT_table 'HEIST5' 
0001: wait 0 ms 
0395: clear_area 0 at 2030.108 1007.929 9.852 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2030.108 1007.929 9.852 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0004: $PLAYER_IN_INTERIOR = 1 
04BB: select_interior 10 
02E4: load_cutscene_data 'HEIST6A' 

:HEIST5_710
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @HEIST5_734 
0001: wait 0 ms 
0002: jump @HEIST5_710 

:HEIST5_734
02E7: start_cutscene 
016A: fade 1 time 1000 

:HEIST5_743
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @HEIST5_767 
0001: wait 0 ms 
0002: jump @HEIST5_743 

:HEIST5_767
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:HEIST5_780
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST5_804 
0001: wait 0 ms 
0002: jump @HEIST5_780 

:HEIST5_804
02EA: end_cutscene 
04BB: select_interior 0 
0004: $PLAYER_IN_INTERIOR = 0 
014C: set_parked_car_generator $PARKED_RUSTLER cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_STUNT cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_HUNTER cars_to_generate_to 101 
0923: enable_air_traffic 0 
096A: enable_flying_helis 0 
041A: 155@ = actor $PLAYER_ACTOR weapon 16 ammo 
00D6: if 
001B:   5 > 155@ 
004D: jump_if_false @HEIST5_899 
0213: 156@ = create_pickup #GRENADE type 3 at 2550.967 2824.343 10.6 

:HEIST5_899
0213: 157@ = create_pickup #BODYARMOUR type 3 at 2557.337 2817.809 10.82 
0213: 158@ = create_pickup #HEALTH type 3 at 2573.734 2814.91 10.82 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
03CB: set_rendering_origin_at 2030.108 1007.929 9.852 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0615: define_AS_pack_begin 59@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 59@ 
0615: define_AS_pack_begin 60@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 60@ 
0615: define_AS_pack_begin 91@ 
05F5: AS_actor -1 goto_point_using_paths 2604.0 2837.0 9.86 mode 6 time 10000 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 91@ 
0615: define_AS_pack_begin 92@ 
05F5: AS_actor -1 goto_point_using_paths 2608.0 2827.0 9.86 mode 6 time 10000 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 92@ 
0615: define_AS_pack_begin 93@ 
05F5: AS_actor -1 goto_point_using_paths 2585.0 2815.0 18.999 mode 6 time 10000 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 93@ 
0615: define_AS_pack_begin 94@ 
05F5: AS_actor -1 goto_point_using_paths 2593.0 2835.0 18.999 mode 6 time 10000 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 94@ 
0615: define_AS_pack_begin 95@ 
05F5: AS_actor -1 goto_point_using_paths 2585.0 2809.0 18.999 mode 6 time 10000 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 95@ 
0615: define_AS_pack_begin 96@ 
05F5: AS_actor -1 goto_point_using_paths 2575.0 2833.0 18.999 mode 6 time 10000 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 96@ 
060A: create_decision_maker_type 2 store_to 57@ // decision\allowed\m_.ped files 
0709: set_decision_maker 57@ on_event 49 taskID 311 respect 0.0 hate 100.0 like 100.0 dislike 100.0 in_car 0 on_foot 1 // see *.ped files 
060A: create_decision_maker_type 2 store_to 58@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 56@ // decision\allowed\m_.ped files 
0247: load_model #LEVIATHN 
0247: load_model #ARMY 
0247: load_model #M4 
0247: load_model #ROCKETLA 
0247: load_model #HUNTER 
0247: load_model #MINIGUN_BASE 
0247: load_model #MINIGUN 
0247: load_model #SECURICA 
0247: load_model #PATRIOT 
03CF: load_wav 41800 as 3 
038B: load_requested_models 

:HEIST5_1422
00D6: if or
8248:   not model #LEVIATHN available 
8248:   not model #ARMY available 
8248:   not model #M4 available 
8248:   not model #ROCKETLA available 
8248:   not model #PATRIOT available 
004D: jump_if_false @HEIST5_1469 
0001: wait 0 ms 
0002: jump @HEIST5_1422 

:HEIST5_1469
00D6: if or
8248:   not model #HUNTER available 
8248:   not model #MINIGUN_BASE available 
8248:   not model #MINIGUN available 
8248:   not model #SECURICA available 
83D0:   not wav 3 loaded 
004D: jump_if_false @HEIST5_1515 
0001: wait 0 ms 
0002: jump @HEIST5_1469 

:HEIST5_1515
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1500 

:HEIST5_1530
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST5_1554 
0001: wait 0 ms 
0002: jump @HEIST5_1530 

:HEIST5_1554
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'HM5_1' time 5000 flag 1  // ~s~Steal the helicopter from the ~y~military fuel dump,~s~ the gates will open for a military vehicle.
018A: 38@ = create_checkpoint_at 2616.408 2721.367 35.563 
07E0: set_marker 38@ type_to 1 
0107: 109@ = create_object #MINIGUN_BASE at 2595.549 2758.04 22.832 
0177: set_object 109@ Z_angle_to 180.0 
03CF: load_wav 18804 as 1 
03CF: load_wav 18807 as 2 

:HEIST5_1651
00D6: if or
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2502.702 2778.55 9.868 radius 200.0 200.0 400.0 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @HEIST5_1740 
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @HEIST5_1733 
0002: jump @HEIST5_13735 

:HEIST5_1733
0002: jump @HEIST5_1651 

:HEIST5_1740
00A5: 34@ = create_car #LEVIATHN at 2614.603 2720.745 35.563 
0175: set_car 34@ Z_angle_to 90.0 
0788: enable_heli 34@ magnet 1 
020A: set_car 34@ door_status_to 2 
02AC: set_car 34@ immunities BP 1 FP 1 EP 1 CP 1 MP 0 
0519: set_car 34@ locked 1 
0006: 104@ = 1 
009A: 97@ = create_actor_pedtype 24 model #ARMY at 2502.702 2778.55 9.868 
01B2: give_actor 97@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 97@ Z_angle_to 90.0 
02E2: set_actor 97@ weapon_accuracy_to 70 
07DD: set_actor 97@ attack_rate 40 // previously known as temper_to 
060B: set_actor 97@ decision_maker_to 56@ 
009A: 67@ = create_actor_pedtype 24 model #ARMY at 2615.0 2835.0 9.86 
01B2: give_actor 67@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 67@ Z_angle_to 105.0 
060B: set_actor 67@ decision_maker_to 57@ 
077C: clear_actor 67@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 67@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 67@ weapon_accuracy_to 70 
07DD: set_actor 67@ attack_rate 40 // previously known as temper_to 
009A: 69@ = create_actor_pedtype 24 model #ARMY at 2615.0 2817.0 9.86 
01B2: give_actor 69@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 69@ Z_angle_to 105.0 
060B: set_actor 69@ decision_maker_to 57@ 
077C: clear_actor 69@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 69@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 69@ weapon_accuracy_to 70 
07DD: set_actor 69@ attack_rate 40 // previously known as temper_to 
009A: 71@ = create_actor_pedtype 24 model #ARMY at 2585.927 2837.06 9.82 
01B2: give_actor 71@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 71@ Z_angle_to 127.0 
060B: set_actor 71@ decision_maker_to 57@ 
077C: clear_actor 71@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 71@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 71@ weapon_accuracy_to 70 
07DD: set_actor 71@ attack_rate 50 // previously known as temper_to 
0605: actor 71@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 73@ = create_actor_pedtype 24 model #ARMY at 2568.0 2821.0 9.86 
01B2: give_actor 73@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 73@ Z_angle_to 80.0 
060B: set_actor 73@ decision_maker_to 57@ 
077C: clear_actor 73@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 73@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 73@ weapon_accuracy_to 70 
07DD: set_actor 73@ attack_rate 40 // previously known as temper_to 
009A: 75@ = create_actor_pedtype 24 model #ARMY at 2562.0 2818.0 9.86 
01B2: give_actor 75@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 75@ Z_angle_to 96.0 
060B: set_actor 75@ decision_maker_to 57@ 
077C: clear_actor 75@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 75@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 75@ weapon_accuracy_to 70 
07DD: set_actor 75@ attack_rate 45 // previously known as temper_to 
0605: actor 75@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 77@ = create_actor_pedtype 24 model #ARMY at 2571.933 2831.912 9.82 
01B2: give_actor 77@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 77@ Z_angle_to 70.0 
060B: set_actor 77@ decision_maker_to 57@ 
077C: clear_actor 77@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 77@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 77@ weapon_accuracy_to 70 
07DD: set_actor 77@ attack_rate 40 // previously known as temper_to 
0605: actor 77@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 79@ = create_actor_pedtype 24 model #ARMY at 2595.0 2840.0 9.86 
01B2: give_actor 79@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 79@ Z_angle_to 96.0 
060B: set_actor 79@ decision_maker_to 57@ 
077C: clear_actor 79@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 79@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 79@ weapon_accuracy_to 70 
07DD: set_actor 79@ attack_rate 50 // previously known as temper_to 
009A: 81@ = create_actor_pedtype 24 model #ARMY at 2613.0 2806.0 18.999 
01B2: give_actor 81@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 81@ Z_angle_to 96.0 
0223: set_actor 81@ health_to 100 
060B: set_actor 81@ decision_maker_to 58@ 
077C: clear_actor 81@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 81@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 81@ weapon_accuracy_to 70 
07DD: set_actor 81@ attack_rate 45 // previously known as temper_to 
009A: 83@ = create_actor_pedtype 24 model #ARMY at 2614.0 2848.0 18.999 
01B2: give_actor 83@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 83@ Z_angle_to 96.0 
0223: set_actor 83@ health_to 100 
060B: set_actor 83@ decision_maker_to 58@ 
077C: clear_actor 83@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 83@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 83@ weapon_accuracy_to 70 
07DD: set_actor 83@ attack_rate 40 // previously known as temper_to 
009A: 85@ = create_actor_pedtype 24 model #ARMY at 2545.0 2806.0 18.999 
01B2: give_actor 85@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 85@ Z_angle_to 274.0 
0223: set_actor 85@ health_to 100 
060B: set_actor 85@ decision_maker_to 58@ 
077C: clear_actor 85@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 85@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 85@ weapon_accuracy_to 70 
07DD: set_actor 85@ attack_rate 45 // previously known as temper_to 
009A: 87@ = create_actor_pedtype 24 model #ARMY at 2563.0 2848.0 18.999 
01B2: give_actor 87@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 87@ Z_angle_to 274.0 
0223: set_actor 87@ health_to 100 
060B: set_actor 87@ decision_maker_to 58@ 
077C: clear_actor 87@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 87@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 87@ weapon_accuracy_to 70 
07DD: set_actor 87@ attack_rate 40 // previously known as temper_to 
009A: 42@ = create_actor_pedtype 24 model #ARMY at 2621.0 2804.0 9.86 
060B: set_actor 42@ decision_maker_to 58@ 
01B2: give_actor 42@ weapon 31 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 42@ weapon_accuracy_to 70 
07DD: set_actor 42@ attack_rate 50 // previously known as temper_to 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2629.0 2795.0 9.86 
05D7: add_point_to_scmpath 2642.0 2788.0 9.86 
05D7: add_point_to_scmpath 2659.0 2786.0 9.86 
05D7: add_point_to_scmpath 2621.0 2804.0 9.86 
05D8: AS_assign_scmpath to_actor 42@ flags 4 3 
009A: 43@ = create_actor_pedtype 24 model #ARMY at 2649.0 2768.0 18.375 
060B: set_actor 43@ decision_maker_to 58@ 
01B2: give_actor 43@ weapon 31 ammo 30000 // Load the weapon model before using this 
0350: set_actor 43@ maintain_position_when_attacked 1 
0173: set_actor 43@ Z_angle_to 330.0 
02E2: set_actor 43@ weapon_accuracy_to 70 
07DD: set_actor 43@ attack_rate 40 // previously known as temper_to 
0605: actor 43@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 44@ = create_actor_pedtype 24 model #ARMY at 2626.37 2800.007 9.82 
060B: set_actor 44@ decision_maker_to 58@ 
0173: set_actor 44@ Z_angle_to 14.7 
01B2: give_actor 44@ weapon 31 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 44@ weapon_accuracy_to 70 
07DD: set_actor 44@ attack_rate 45 // previously known as temper_to 
04EB: AS_actor 44@ crouch 1 
0350: set_actor 44@ maintain_position_when_attacked 1 
009A: 61@ = create_actor_pedtype 24 model #ARMY at 2504.0 2763.0 9.86 
01B2: give_actor 61@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 61@ Z_angle_to 364.0 
060B: set_actor 61@ decision_maker_to 58@ 
02E2: set_actor 61@ weapon_accuracy_to 70 
07DD: set_actor 61@ attack_rate 45 // previously known as temper_to 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2504.0 2753.0 9.86 
05D7: add_point_to_scmpath 2504.0 2737.0 9.86 
05D7: add_point_to_scmpath 2505.0 2711.0 9.86 
05D7: add_point_to_scmpath 2504.0 2737.0 9.86 
05D7: add_point_to_scmpath 2504.0 2753.0 9.86 
05D7: add_point_to_scmpath 2504.0 2763.0 9.86 
05D8: AS_assign_scmpath to_actor 61@ flags 4 3 
009A: 63@ = create_actor_pedtype 24 model #ARMY at 2509.0 2791.0 9.86 
01B2: give_actor 63@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 63@ Z_angle_to 90.0 
060B: set_actor 63@ decision_maker_to 58@ 
02E2: set_actor 63@ weapon_accuracy_to 70 
07DD: set_actor 63@ attack_rate 40 // previously known as temper_to 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2511.0 2809.0 9.86 
05D7: add_point_to_scmpath 2511.0 2833.0 9.86 
05D7: add_point_to_scmpath 2511.0 2844.0 9.86 
05D7: add_point_to_scmpath 2527.0 2844.0 9.86 
05D7: add_point_to_scmpath 2511.0 2844.0 9.86 
05D7: add_point_to_scmpath 2511.0 2833.0 9.86 
05D7: add_point_to_scmpath 2511.0 2809.0 9.86 
05D7: add_point_to_scmpath 2509.0 2791.0 9.86 
05D8: AS_assign_scmpath to_actor 63@ flags 4 3 
009A: 65@ = create_actor_pedtype 24 model #ARMY at 2583.0 2801.0 9.86 
01B2: give_actor 65@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 65@ Z_angle_to 184.0 
060B: set_actor 65@ decision_maker_to 58@ 
02E2: set_actor 65@ weapon_accuracy_to 70 
07DD: set_actor 65@ attack_rate 50 // previously known as temper_to 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2568.0 2801.0 9.86 
05D7: add_point_to_scmpath 2551.0 2801.0 9.86 
05D7: add_point_to_scmpath 2538.0 2801.0 9.845 
05D7: add_point_to_scmpath 2551.0 2801.0 9.845 
05D7: add_point_to_scmpath 2568.0 2801.0 9.855 
05D7: add_point_to_scmpath 2583.0 2801.0 9.845 
05D8: AS_assign_scmpath to_actor 65@ flags 4 3 
009A: 45@ = create_actor_pedtype 24 model #ARMY at 2606.119 2733.683 35.563 
060B: set_actor 45@ decision_maker_to 58@ 
01B2: give_actor 45@ weapon 31 ammo 30000 // Load the weapon model before using this 
0350: set_actor 45@ maintain_position_when_attacked 1 
02E2: set_actor 45@ weapon_accuracy_to 70 
07DD: set_actor 45@ attack_rate 50 // previously known as temper_to 
009A: 46@ = create_actor_pedtype 24 model #ARMY at 2628.508 2733.41 35.564 
060B: set_actor 46@ decision_maker_to 58@ 
01B2: give_actor 46@ weapon 31 ammo 30000 // Load the weapon model before using this 
0350: set_actor 46@ maintain_position_when_attacked 1 
02E2: set_actor 46@ weapon_accuracy_to 70 
07DD: set_actor 46@ attack_rate 40 // previously known as temper_to 
009A: 47@ = create_actor_pedtype 24 model #ARMY at 2595.279 2755.393 22.822 
0173: set_actor 47@ Z_angle_to 80.0 
060B: set_actor 47@ decision_maker_to 58@ 
01B2: give_actor 47@ weapon 31 ammo 30000 // Load the weapon model before using this 
0350: set_actor 47@ maintain_position_when_attacked 1 
02E2: set_actor 47@ weapon_accuracy_to 70 
07DD: set_actor 47@ attack_rate 45 // previously known as temper_to 
009A: 48@ = create_actor_pedtype 24 model #ARMY at 2658.506 2784.133 14.93 
0173: set_actor 48@ Z_angle_to 54.818 
060B: set_actor 48@ decision_maker_to 58@ 
01B2: give_actor 48@ weapon 31 ammo 30000 // Load the weapon model before using this 
0350: set_actor 48@ maintain_position_when_attacked 1 
02E2: set_actor 48@ weapon_accuracy_to 70 
07DD: set_actor 48@ attack_rate 50 // previously known as temper_to 
00A5: $7931 = create_car #PATRIOT at 2520.737 2769.963 9.816 
0175: set_car $7931 Z_angle_to 0.563 
0129: $7930 = create_actor_pedtype 24 model #ARMY in_car $7931 driverseat 
060B: set_actor $7930 decision_maker_to 56@ 
01B2: give_actor $7930 weapon 31 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $7930 weapon_accuracy_to 70 
07DD: set_actor $7930 attack_rate 40 // previously known as temper_to 
00A9: set_car $7931 to_normal_driver 

:HEIST5_4208
00D6: if 
8039:   not  112@ == 2 
004D: jump_if_false @HEIST5_7625 
0001: wait 0 ms 
00D6: if 
0029:   100@ >= 1 
004D: jump_if_false @HEIST5_4347 
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @HEIST5_4296 
03D7: set_wav 3 location 2502.943 2778.928 10.82 
03D1: play_wav 3 
0006: 159@ = 1 

:HEIST5_4296
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @HEIST5_4347 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @HEIST5_4347 
03D5: remove_text 'HE5_BD'  // ~z~I WILL open fire!
0006: 103@ = 2 

:HEIST5_4347
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @HEIST5_5816 
00D6: if 
0038:   $7932 == 0 
004D: jump_if_false @HEIST5_4684 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2502.702 2778.55 9.868 radius 80.0 80.0 80.0 
0039:   99@ == 1 
0039:   100@ == 1 
004D: jump_if_false @HEIST5_4684 
00D6: if 
8119:   not car $7931 wrecked 
004D: jump_if_false @HEIST5_4684 
00D6: if 
8118:   not actor $7930 dead 
004D: jump_if_false @HEIST5_4684 
00D6: if 
00DB:   actor $7930 in_car $7931 
004D: jump_if_false @HEIST5_4644 
00D6: if 
0029:   100@ >= 1 
004D: jump_if_false @HEIST5_4554 
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @HEIST5_4554 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
0004: $1521 = 0 
0006: 154@ = 1 

:HEIST5_4554
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @HEIST5_4637 
05D1: AS_actor $7930 drive_car $7931 to 2506.34 2772.69 9.8203 speed 10.0 1 model #NULL 3 
0395: clear_area 0 at 2501.494 2775.199 9.8203 radius 3.0 
0004: $7932 = 1 

:HEIST5_4637
0002: jump @HEIST5_4684 

:HEIST5_4644
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @HEIST5_4684 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
0004: $1521 = 0 
0006: 154@ = 1 

:HEIST5_4684
00D6: if 
0038:   $7932 == 1 
004D: jump_if_false @HEIST5_4945 
00D6: if 
8119:   not car $7931 wrecked 
004D: jump_if_false @HEIST5_4945 
00D6: if 
8118:   not actor $7930 dead 
004D: jump_if_false @HEIST5_4945 
00D6: if 
00DB:   actor $7930 in_car $7931 
004D: jump_if_false @HEIST5_4905 
00D6: if 
0029:   100@ >= 1 
004D: jump_if_false @HEIST5_4811 
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @HEIST5_4811 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
0004: $1521 = 0 
0006: 154@ = 1 

:HEIST5_4811
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @HEIST5_4898 
00D6: if 
01AF:   car $7931 sphere 0 in_sphere 2506.34 2772.69 9.8203 radius 2.0 2.0 2.0 
004D: jump_if_false @HEIST5_4898 
0004: $709 = 1 
0004: $1521 = 1 
0004: $7932 = 2 

:HEIST5_4898
0002: jump @HEIST5_4945 

:HEIST5_4905
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @HEIST5_4945 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
0004: $1521 = 0 
0006: 154@ = 1 

:HEIST5_4945
00D6: if 
0038:   $7932 == 2 
004D: jump_if_false @HEIST5_5344 
00D6: if 
8119:   not car $7931 wrecked 
004D: jump_if_false @HEIST5_5313 
00D6: if 
80B1:   not car $7931 sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 60.0 
004D: jump_if_false @HEIST5_5058 
0395: clear_area 0 at 2497.289 2772.606 9.8262 radius 5.0 
0004: $1521 = 0 

:HEIST5_5058
00D6: if 
8118:   not actor $7930 dead 
004D: jump_if_false @HEIST5_5306 
00D6: if 
00DB:   actor $7930 in_car $7931 
004D: jump_if_false @HEIST5_5266 
00D6: if 
0038:   $709 == 3 
004D: jump_if_false @HEIST5_5201 
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @HEIST5_5194 
05D1: AS_actor $7930 drive_car $7931 to 2472.188 2775.916 9.7097 speed 20.0 1 model #NULL 2 
0395: clear_area 0 at 2472.188 2775.916 9.7097 radius 3.0 
0004: $7932 = 3 

:HEIST5_5194
0002: jump @HEIST5_5259 

:HEIST5_5201
00D6: if 
0029:   100@ >= 1 
004D: jump_if_false @HEIST5_5259 
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @HEIST5_5259 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
0004: $1521 = 0 
0006: 154@ = 1 

:HEIST5_5259
0002: jump @HEIST5_5306 

:HEIST5_5266
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @HEIST5_5306 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
0004: $1521 = 0 
0006: 154@ = 1 

:HEIST5_5306
0002: jump @HEIST5_5344 

:HEIST5_5313
0395: clear_area 0 at 2497.289 2772.606 9.8262 radius 5.0 
0004: $1521 = 0 

:HEIST5_5344
00D6: if 
0038:   $7932 == 3 
004D: jump_if_false @HEIST5_5647 
00D6: if 
8119:   not car $7931 wrecked 
004D: jump_if_false @HEIST5_5616 
00D6: if 
80B1:   not car $7931 sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 60.0 
004D: jump_if_false @HEIST5_5457 
0395: clear_area 0 at 2497.289 2772.606 9.8262 radius 5.0 
0004: $1521 = 0 

:HEIST5_5457
00D6: if 
8118:   not actor $7930 dead 
004D: jump_if_false @HEIST5_5609 
00D6: if 
00DB:   actor $7930 in_car $7931 
004D: jump_if_false @HEIST5_5569 
00D6: if 
01AF:   car $7931 sphere 0 in_sphere 2472.188 2775.916 9.7097 radius 2.0 2.0 2.0 
004D: jump_if_false @HEIST5_5562 
05D2: AS_actor $7930 run_to_and_hijack_car $7931 max_search_radius 30.0 traffic_behavior 2 
0004: $7932 = 4 

:HEIST5_5562
0002: jump @HEIST5_5609 

:HEIST5_5569
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @HEIST5_5609 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
0004: $1521 = 0 
0006: 154@ = 1 

:HEIST5_5609
0002: jump @HEIST5_5647 

:HEIST5_5616
0395: clear_area 0 at 2497.289 2772.606 9.8262 radius 5.0 
0004: $1521 = 0 

:HEIST5_5647
00D6: if 
0038:   $1521 == 1 
004D: jump_if_false @HEIST5_5816 
00D6: if 
002A:   4 >= $7932 
004D: jump_if_false @HEIST5_5816 
00D6: if 
8119:   not car $7931 wrecked 
004D: jump_if_false @HEIST5_5785 
00D6: if 
80B1:   not car $7931 sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 60.0 
004D: jump_if_false @HEIST5_5778 
0395: clear_area 0 at 2497.289 2772.606 9.8262 radius 5.0 
0004: $1521 = 0 

:HEIST5_5778
0002: jump @HEIST5_5816 

:HEIST5_5785
0395: clear_area 0 at 2497.289 2772.606 9.8262 radius 5.0 
0004: $1521 = 0 

:HEIST5_5816
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @HEIST5_5977 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 100.0 
004D: jump_if_false @HEIST5_5977 
0164: disable_marker 38@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @HEIST5_5925 
0186: 35@ = create_marker_above_car 34@ 
07E0: set_marker 35@ type_to 1 
0002: jump @HEIST5_5958 

:HEIST5_5925
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_13717 

:HEIST5_5958
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 0.0 
0006: 99@ = 1 

:HEIST5_5977
0050: gosub @HEIST5_19771 
0050: gosub @HEIST5_16767 
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_6080 
0050: gosub @HEIST5_15416 
0050: gosub @HEIST5_14162 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @HEIST5_6080 
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @HEIST5_6073 
0050: gosub @HEIST5_14491 
0002: jump @HEIST5_6080 

:HEIST5_6073
0050: gosub @HEIST5_14889 

:HEIST5_6080
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_6119 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_13717 

:HEIST5_6119
00D6: if 
01A6:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2656.523 2782.107 17.0 cornerB 2594.178 2695.773 60.0 on_foot 
004D: jump_if_false @HEIST5_6199 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @HEIST5_6199 
0050: gosub @HEIST5_20271 
0006: 113@ = 1 

:HEIST5_6199
00D6: if 
0039:   113@ == 1 
004D: jump_if_false @HEIST5_6272 
00D6: if 
01A6:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2646.055 2782.106 21.0 cornerB 2594.268 2724.261 60.0 on_foot 
004D: jump_if_false @HEIST5_6272 
0006: 113@ = 2 

:HEIST5_6272
00D6: if 
0039:   113@ == 2 
004D: jump_if_false @HEIST5_7137 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @HEIST5_6580 
00A5: 114@ = create_car #HUNTER at 2253.509 2806.941 15.0 
0186: 115@ = create_marker_above_car 114@ 
0224: set_car 114@ health_to 4000 
0129: 117@ = create_actor_pedtype 24 model #ARMY in_car 114@ driverseat 
04BA: set_car 114@ speed_to 20.0 
0841: flying_vehicle 114@ use_secondary_gun 1 
0724: heli 114@ follow_and_attack_player $PLAYER_CHAR radius 50.0 
03CC: enable_car 114@ stuck_check_distance_to 2.0 time_to 5000 
00A5: 118@ = create_car #HUNTER at 2306.756 2806.941 15.0 
0186: 119@ = create_marker_above_car 118@ 
0224: set_car 118@ health_to 4000 
0129: 121@ = create_actor_pedtype 24 model #ARMY in_car 118@ driverseat 
04BA: set_car 118@ speed_to 20.0 
0841: flying_vehicle 118@ use_secondary_gun 1 
0724: heli 118@ follow_and_attack_player $PLAYER_CHAR radius 50.0 
03CC: enable_car 118@ stuck_check_distance_to 2.0 time_to 5000 
00BC: show_text_highpriority GXT 'HM5_6' time 12000 flag 1  // ~s~They have sent two ~r~gunships~s~ to intercept you, use the ~y~gun emplacement~s~ to destroy them.
018A: 110@ = create_checkpoint_at 2595.549 2758.04 22.832 
03BC: 149@ = create_sphere_at 2596.589 2758.158 22.862 radius 1.0 
0006: 33@ = 0 
0006: 153@ = 1 
0006: 111@ = 1 

:HEIST5_6580
00D6: if 
0039:   111@ == 1 
004D: jump_if_false @HEIST5_6809 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2596.589 2758.158 22.862 radius 1.0 1.0 3.0 on_foot 
004D: jump_if_false @HEIST5_6800 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @HEIST5_6682 
03E5: show_text_box 'HM5_20'  // Press ~k~~VEHICLE_ENTER_EXIT~ to use the gun.
0006: 151@ = 1 

:HEIST5_6682
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @HEIST5_6793 
00D6: if 
0039:   152@ == 0 
004D: jump_if_false @HEIST5_6793 
03D5: remove_text 'HM5_20'  // Press ~k~~VEHICLE_ENTER_EXIT~ to use the gun.
03E6: remove_text_box 
0164: disable_marker 110@ 
03BD: destroy_sphere 149@ 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 109@ offset_from_object_origin 0.0 0.0 2.0 orientation 1 both_side_angle_limit 360.0 lock_weapon 38 
0750: set_object 109@ visibility 0 
0006: 111@ = 2 
0006: 152@ = 1 

:HEIST5_6793
0002: jump @HEIST5_6809 

:HEIST5_6800
03E6: remove_text_box 
0006: 151@ = 0 

:HEIST5_6809
00D6: if 
0039:   111@ == 2 
004D: jump_if_false @HEIST5_6851 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @HEIST5_6851 
0006: 111@ = 3 

:HEIST5_6851
00D6: if 
0039:   111@ == 3 
004D: jump_if_false @HEIST5_6929 
00D6: if 
0039:   150@ == 0 
004D: jump_if_false @HEIST5_6905 
03E5: show_text_box 'HM5_21'  // Use the camera movement controls to move the crosshair.~N~Press ~k~~PED_FIREWEAPON~ to fire.~n~Press ~k~~VEHICLE_ENTER_EXIT~ to Quit.
0006: 150@ = 1 

:HEIST5_6905
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @HEIST5_6929 
0006: 111@ = 4 

:HEIST5_6929
00D6: if 
0039:   111@ == 4 
004D: jump_if_false @HEIST5_7137 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @HEIST5_7137 
00D6: if 
0039:   152@ == 1 
004D: jump_if_false @HEIST5_7137 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0395: clear_area 0 at 2596.129 2757.112 22.862 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2596.129 2757.112 22.862 
0173: set_actor $PLAYER_ACTOR Z_angle_to 217.0 
0750: set_object 109@ visibility 1 
03D5: remove_text 'HM5_21'  // Use the camera movement controls to move the crosshair.~N~Press ~k~~PED_FIREWEAPON~ to fire.~n~Press ~k~~VEHICLE_ENTER_EXIT~ to Quit.
03E6: remove_text_box 
0164: disable_marker 110@ 
03BD: destroy_sphere 149@ 
018A: 110@ = create_checkpoint_at 2595.549 2758.04 22.832 
03BC: 149@ = create_sphere_at 2596.589 2758.158 22.862 radius 1.0 
0006: 150@ = 0 
0006: 111@ = 1 
0006: 152@ = 0 

:HEIST5_7137
00D6: if 
0039:   153@ == 1 
004D: jump_if_false @HEIST5_7471 
00D6: if 
0039:   116@ == 0 
004D: jump_if_false @HEIST5_7313 
00D6: if 
0119:   car 114@ wrecked 
004D: jump_if_false @HEIST5_7215 
0164: disable_marker 115@ 
000A: 112@ += 1 
0006: 116@ = 1 
0002: jump @HEIST5_7313 

:HEIST5_7215
00D6: if 
03CE:   car 114@ stuck 
004D: jump_if_false @HEIST5_7313 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0089: 133@ = $TEMPVAR_X_COORD // (float) 
000B: 133@ += 80.0 
0089: 134@ = $TEMPVAR_Y_COORD // (float) 
000B: 134@ += 80.0 
0089: 135@ = $TEMPVAR_Z_COORD // (float) 
000B: 135@ += 50.0 
00AB: put_car 114@ at 133@ 134@ 135@ 

:HEIST5_7313
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @HEIST5_7471 
00D6: if 
0119:   car 118@ wrecked 
004D: jump_if_false @HEIST5_7373 
0164: disable_marker 119@ 
000A: 112@ += 1 
0006: 120@ = 1 
0002: jump @HEIST5_7471 

:HEIST5_7373
00D6: if 
03CE:   car 118@ stuck 
004D: jump_if_false @HEIST5_7471 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0089: 136@ = $TEMPVAR_X_COORD // (float) 
000B: 136@ += 90.0 
0089: 137@ = $TEMPVAR_Y_COORD // (float) 
000B: 137@ += 90.0 
0089: 138@ = $TEMPVAR_Z_COORD // (float) 
000B: 138@ += 60.0 
00AB: put_car 118@ at 136@ 137@ 138@ 

:HEIST5_7471
00D6: if 
0019:   33@ > 240000 
004D: jump_if_false @HEIST5_7618 
00D6: if 
0039:   116@ == 0 
004D: jump_if_false @HEIST5_7555 
00D6: if 
8119:   not car 114@ wrecked 
004D: jump_if_false @HEIST5_7555 
020B: explode_car 114@ 
020B: explode_car 114@ 
0164: disable_marker 115@ 
000A: 112@ += 1 
0006: 116@ = 1 

:HEIST5_7555
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @HEIST5_7618 
00D6: if 
8119:   not car 118@ wrecked 
004D: jump_if_false @HEIST5_7618 
020B: explode_car 118@ 
020B: explode_car 118@ 
0164: disable_marker 119@ 
000A: 112@ += 1 
0006: 120@ = 1 

:HEIST5_7618
0002: jump @HEIST5_4208 

:HEIST5_7625
0004: $1521 = 0 
03D5: remove_text 'HM5_20'  // Press ~k~~VEHICLE_ENTER_EXIT~ to use the gun.
03D5: remove_text 'HM5_21'  // Use the camera movement controls to move the crosshair.~N~Press ~k~~PED_FIREWEAPON~ to fire.~n~Press ~k~~VEHICLE_ENTER_EXIT~ to Quit.
03E6: remove_text_box 
03BD: destroy_sphere 149@ 
0164: disable_marker 38@ 
0164: disable_marker 110@ 
0164: disable_marker 115@ 
0164: disable_marker 119@ 
0249: release_model #HUNTER 
0249: release_model #MINIGUN 
00D6: if 
0039:   152@ == 1 
004D: jump_if_false @HEIST5_7768 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0395: clear_area 0 at 2596.129 2757.112 22.862 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2596.129 2757.112 22.862 
0173: set_actor $PLAYER_ACTOR Z_angle_to 217.0 

:HEIST5_7768
00D6: if 
03CA:   object 109@ exists 
004D: jump_if_false @HEIST5_7791 
0750: set_object 109@ visibility 1 

:HEIST5_7791
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @HEIST5_7843 
020A: set_car 34@ door_status_to 1 
02AC: set_car 34@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0519: set_car 34@ locked 0 
0002: jump @HEIST5_7866 

:HEIST5_7843
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_13717 

:HEIST5_7866
00BC: show_text_highpriority GXT 'HM5_7' time 8000 flag 1  // ~s~The gunships have been destroyed, get to the ~b~chopper~s~ and get out of there.

:HEIST5_7882
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @HEIST5_8124 
0001: wait 0 ms 
0050: gosub @HEIST5_19771 
0050: gosub @HEIST5_16767 
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_7994 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @HEIST5_7994 
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @HEIST5_7987 
0050: gosub @HEIST5_14491 
0002: jump @HEIST5_7994 

:HEIST5_7987
0050: gosub @HEIST5_14889 

:HEIST5_7994
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_8040 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_13717 
0002: jump @HEIST5_8117 

:HEIST5_8040
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2614.603 2720.745 35.563 radius 4.0 4.0 4.0 on_foot 
004D: jump_if_false @HEIST5_8117 
020A: set_car 34@ door_status_to 1 
02AC: set_car 34@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0519: set_car 34@ locked 0 

:HEIST5_8117
0002: jump @HEIST5_7882 

:HEIST5_8124
00D6: if 
0039:   159@ == 1 
004D: jump_if_false @HEIST5_8153 
040D: unload_wav 3 
0006: 159@ = 0 

:HEIST5_8153
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker 35@ 
0249: release_model #ROCKETLA 
00A5: 122@ = create_car #SECURICA at 2847.391 904.2733 9.75 
03ED: set_car 122@ disable_flipped_explosion_when_empty 1 
020A: set_car 122@ door_status_to 2 
0175: set_car 122@ Z_angle_to 353.511 
0186: 123@ = create_marker_above_car 122@ 
07E0: set_marker 123@ type_to 1 
083F: get_car 122@ vertical_deviation_to $7929 
0006: 129@ = 1 
00BC: show_text_highpriority GXT 'HM5_8' time 8000 flag 1  // ~s~Go to the depot and pick up the ~b~bank van~s~ using the helicopters winch.
0006: 32@ = 0 

:HEIST5_8268
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @HEIST5_8921 
0001: wait 0 ms 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @HEIST5_8414 
00D6: if 
0119:   car 122@ wrecked 
004D: jump_if_false @HEIST5_8391 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @HEIST5_8354 
0164: disable_marker 123@ 
0006: 129@ = 0 

:HEIST5_8354
00BC: show_text_highpriority GXT 'HM5_9' time 8000 flag 1  // ~r~You destroyed the van.
0002: jump @HEIST5_13717 
0006: 124@ = 1 
0002: jump @HEIST5_8414 

:HEIST5_8391
0227: $7928 = car 122@ health 
0014: $7928 /= 10 
083F: get_car 122@ vertical_deviation_to $7929 

:HEIST5_8414
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_8460 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_13717 
0002: jump @HEIST5_8914 

:HEIST5_8460
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @HEIST5_8805 
00D6: if 
0039:   163@ == 0 
004D: jump_if_false @HEIST5_8545 
00D6: if 
0029:   32@ >= 5000 
004D: jump_if_false @HEIST5_8545 
03D5: remove_text 'HM5_8'  // ~s~Go to the depot and pick up the ~b~bank van~s~ using the helicopters winch.
03E5: show_text_box 'WINCH_V'  // Use ~k~~VEHICLE_TURRETUP~ and ~k~~VEHICLE_TURRETDOWN~ to move the winch close to a vehicle. ~N~Press ~k~~PED_FIREWEAPON~ to release.
0006: 163@ = 1 

:HEIST5_8545
00D6: if 
0039:   90@ == 0 
004D: jump_if_false @HEIST5_8618 
00D6: if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 80.0 
004D: jump_if_false @HEIST5_8618 
0050: gosub @HEIST5_20964 

:HEIST5_8618
078B: 126@ = get_heli 34@ attached_car_handle actor_handle_to 127@ object_handle_to 128@ 
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @HEIST5_8689 
00D6: if 
003B:   126@ == 122@ // (int) 
004D: jump_if_false @HEIST5_8689 
0227: $7928 = car 122@ health 
0014: $7928 /= 10 
0006: 125@ = 1 

:HEIST5_8689
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @HEIST5_8798 
0004: $127 = 1 
0164: disable_marker 35@ 
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @HEIST5_8791 
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @HEIST5_8791 
0186: 123@ = create_marker_above_car 122@ 
07E0: set_marker 123@ type_to 1 
00BC: show_text_highpriority GXT 'HM5_10' time 8000 flag 1  // ~s~Pick up the ~b~bank van~s~.
0006: 129@ = 1 

:HEIST5_8791
0006: 36@ = 0 

:HEIST5_8798
0002: jump @HEIST5_8914 

:HEIST5_8805
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @HEIST5_8914 
0004: $127 = 0 
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @HEIST5_8876 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @HEIST5_8876 
0164: disable_marker 123@ 
0006: 129@ = 0 

:HEIST5_8876
0186: 35@ = create_marker_above_car 34@ 
07E0: set_marker 35@ type_to 1 
00BC: show_text_highpriority GXT 'IN_VEH' time 5000 flag 1  // ~s~Hey! Get back in the ~b~vehicle~s~!
0006: 36@ = 1 

:HEIST5_8914
0002: jump @HEIST5_8268 

:HEIST5_8921
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @HEIST5_8989 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @HEIST5_8982 
0164: disable_marker 123@ 
02AC: set_car 122@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0006: 129@ = 0 

:HEIST5_8982
0002: jump @HEIST5_9049 

:HEIST5_8989
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @HEIST5_9019 
0164: disable_marker 123@ 
0006: 129@ = 0 

:HEIST5_9019
00BC: show_text_highpriority GXT 'HM5_9' time 8000 flag 1  // ~r~You destroyed the van.
0002: jump @HEIST5_13717 
0006: 124@ = 1 

:HEIST5_9049
0249: release_model #ARMY 
0247: load_model #TRIADA 
00BC: show_text_highpriority GXT 'HM5_2' time 5000 flag 1  // ~s~Take the bank van to the ~y~Aircraft Graveyard~s~ in the desert.
018A: 37@ = create_checkpoint_at 39@ 40@ 41@ 
0006: 139@ = 1 
0006: 36@ = 0 
0006: 129@ = 0 
0004: $127 = 1 

:HEIST5_9116
00D6: if or
8039:   not  142@ == 1 
81B0:   not car 122@ sphere $127 in_sphere 39@ 40@ 41@ radius 6.0 6.0 5.0 stopped 
8248:   not model #TRIADA available 
004D: jump_if_false @HEIST5_10600 
0001: wait 0 ms 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @HEIST5_9538 
00D6: if 
0119:   car 122@ wrecked 
004D: jump_if_false @HEIST5_9275 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @HEIST5_9238 
0164: disable_marker 123@ 
0006: 129@ = 0 

:HEIST5_9238
00BC: show_text_highpriority GXT 'HM5_9' time 8000 flag 1  // ~r~You destroyed the van.
0002: jump @HEIST5_13717 
0006: 124@ = 1 
0002: jump @HEIST5_9538 

:HEIST5_9275
0227: $7928 = car 122@ health 
0014: $7928 /= 10 
083F: get_car 122@ vertical_deviation_to $7929 
00D6: if 
01B0:   car 122@ sphere 0 in_sphere 39@ 40@ 41@ radius 6.0 6.0 5.0 stopped 
004D: jump_if_false @HEIST5_9531 
00D6: if 
0039:   140@ == 0 
004D: jump_if_false @HEIST5_9495 
00D6: if and
0032:   1.0 >= $7929 
0020:   $7929 > 0.8 
004D: jump_if_false @HEIST5_9440 
00D6: if 
81F3:   not car 122@ in_air 
004D: jump_if_false @HEIST5_9426 
08A5: set_car 122@ attractive_to_magnet 0 
0006: 142@ = 1 
0002: jump @HEIST5_9433 

:HEIST5_9426
0006: 142@ = 0 

:HEIST5_9433
0002: jump @HEIST5_9447 

:HEIST5_9440
0006: 142@ = 0 

:HEIST5_9447
00D6: if 
0039:   142@ == 0 
004D: jump_if_false @HEIST5_9488 
00BC: show_text_highpriority GXT 'HM5_12' time 8000 flag 1  // ~s~The van has to be on its wheels!
0006: 140@ = 1 

:HEIST5_9488
0002: jump @HEIST5_9524 

:HEIST5_9495
00D6: if 
0039:   142@ == 1 
004D: jump_if_false @HEIST5_9524 
03D5: remove_text 'HM5_12'  // ~s~The van has to be on its wheels!

:HEIST5_9524
0002: jump @HEIST5_9538 

:HEIST5_9531
0006: 140@ = 0 

:HEIST5_9538
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_9584 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_13717 
0002: jump @HEIST5_10593 

:HEIST5_9584
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @HEIST5_10465 
078B: 126@ = get_heli 34@ attached_car_handle actor_handle_to 127@ object_handle_to 128@ 
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @HEIST5_10078 
00D6: if 
003B:   126@ == 122@ // (int) 
004D: jump_if_false @HEIST5_9785 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @HEIST5_9697 
0164: disable_marker 123@ 
0227: $7928 = car 122@ health 
0014: $7928 /= 10 
0006: 129@ = 0 

:HEIST5_9697
00D6: if 
0039:   139@ == 0 
004D: jump_if_false @HEIST5_9764 
0164: disable_marker 37@ 
018A: 37@ = create_checkpoint_at 39@ 40@ 41@ 
00BC: show_text_highpriority GXT 'HM5_2' time 5000 flag 1  // ~s~Take the bank van to the ~y~Aircraft Graveyard~s~ in the desert.
0004: $127 = 1 
0006: 139@ = 1 

:HEIST5_9764
0006: 141@ = 0 
0006: 125@ = 1 
0002: jump @HEIST5_10078 

:HEIST5_9785
00AA: store_car 122@ position_to 130@ 131@ 132@ 
00AA: store_car 34@ position_to 105@ 106@ 107@ 
0509: 108@ = distance_between_XY 105@ 106@ and_XY 130@ 131@ 
00D6: if 
0023:   10.0 > 108@ 
004D: jump_if_false @HEIST5_9973 
00D6: if 
86BD:   not no_obstacles_between 105@ 106@ 107@ and 130@ 131@ 132@ solid 1 car 0 actor 0 object 0 particle 0 
004D: jump_if_false @HEIST5_9973 
00D6: if 
0039:   141@ == 0 
004D: jump_if_false @HEIST5_9931 
0006: 32@ = 0 
0006: 141@ = 1 
0002: jump @HEIST5_9973 

:HEIST5_9931
00D6: if 
0029:   32@ >= 10000 
004D: jump_if_false @HEIST5_9973 
00BC: show_text_highpriority GXT 'HM5_14' time 8000 flag 1  // ~r~The van is stuck in an area the winch cannot get to!
0002: jump @HEIST5_13717 

:HEIST5_9973
0006: 125@ = 0 
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @HEIST5_10010 
0164: disable_marker 37@ 
0006: 139@ = 0 

:HEIST5_10010
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @HEIST5_10078 
0164: disable_marker 123@ 
0186: 123@ = create_marker_above_car 122@ 
07E0: set_marker 123@ type_to 1 
00BC: show_text_highpriority GXT 'HM5_10' time 8000 flag 1  // ~s~Pick up the ~b~bank van~s~.
0004: $127 = 0 
0006: 129@ = 1 

:HEIST5_10078
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @HEIST5_10458 
0164: disable_marker 35@ 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @HEIST5_10200 
00D6: if 
0039:   139@ == 0 
004D: jump_if_false @HEIST5_10163 
0164: disable_marker 37@ 
018A: 37@ = create_checkpoint_at 39@ 40@ 41@ 
0006: 139@ = 1 

:HEIST5_10163
00BC: show_text_highpriority GXT 'HM5_2' time 5000 flag 1  // ~s~Take the bank van to the ~y~Aircraft Graveyard~s~ in the desert.
0004: $127 = 1 
0006: 36@ = 0 
0002: jump @HEIST5_10458 

:HEIST5_10200
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @HEIST5_10451 
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @HEIST5_10451 
0164: disable_marker 123@ 
0186: 123@ = create_marker_above_car 122@ 
07E0: set_marker 123@ type_to 1 
00BC: show_text_highpriority GXT 'HM5_10' time 8000 flag 1  // ~s~Pick up the ~b~bank van~s~.
0004: $127 = 0 
00AA: store_car 122@ position_to 130@ 131@ 132@ 
00AA: store_car 34@ position_to 105@ 106@ 107@ 
0509: 108@ = distance_between_XY 105@ 106@ and_XY 130@ 131@ 
00D6: if 
86BD:   not no_obstacles_between 105@ 106@ 107@ and 130@ 131@ 132@ solid 1 car 0 actor 0 object 0 particle 0 
004D: jump_if_false @HEIST5_10444 
00D6: if 
0039:   141@ == 0 
004D: jump_if_false @HEIST5_10402 
0006: 32@ = 0 
0006: 141@ = 1 
0002: jump @HEIST5_10444 

:HEIST5_10402
00D6: if 
0029:   32@ >= 10000 
004D: jump_if_false @HEIST5_10444 
00BC: show_text_highpriority GXT 'HM5_14' time 8000 flag 1  // ~r~The van is stuck in an area the winch cannot get to!
0002: jump @HEIST5_13717 

:HEIST5_10444
0006: 129@ = 1 

:HEIST5_10451
0006: 36@ = 0 

:HEIST5_10458
0002: jump @HEIST5_10593 

:HEIST5_10465
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @HEIST5_10593 
0004: $127 = 0 
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @HEIST5_10520 
0164: disable_marker 37@ 
0006: 139@ = 0 

:HEIST5_10520
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @HEIST5_10550 
0164: disable_marker 123@ 
0006: 129@ = 0 

:HEIST5_10550
0164: disable_marker 35@ 
0186: 35@ = create_marker_above_car 34@ 
07E0: set_marker 35@ type_to 1 
00BC: show_text_highpriority GXT 'IN_VEH' time 5000 flag 1  // ~s~Hey! Get back in the ~b~vehicle~s~!
0006: 36@ = 1 

:HEIST5_10593
0002: jump @HEIST5_9116 

:HEIST5_10600
03D5: remove_text 'HM5_12'  // ~s~The van has to be on its wheels!
0164: disable_marker 37@ 
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @HEIST5_10695 
0164: disable_marker 123@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @HEIST5_10665 
0789: set_heli 34@ release_stuff_from_magnet 
0002: jump @HEIST5_10688 

:HEIST5_10665
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_13717 

:HEIST5_10688
0002: jump @HEIST5_10723 

:HEIST5_10695
0164: disable_marker 123@ 
00BC: show_text_highpriority GXT 'HM5_9' time 8000 flag 1  // ~r~You destroyed the van.
0002: jump @HEIST5_13717 

:HEIST5_10723
00BC: show_text_highpriority GXT 'HM5_13' time 8000 flag 1  // ~s~Land the helicopter in the ~y~indicated zone~s~.
018A: 144@ = create_checkpoint_at 145@ 146@ 147@ 
0006: 36@ = 0 
0004: $127 = 1 
03CF: load_wav 18800 as 1 
03CF: load_wav 18801 as 2 

:HEIST5_10781
00D6: if or
81B0:   not car 34@ sphere $127 in_sphere 145@ 146@ 147@ radius 20.0 20.0 4.0 stopped 
8448:   not actor $PLAYER_ACTOR in_car 34@ 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @HEIST5_11102 
0001: wait 0 ms 
00D6: if 
0119:   car 122@ wrecked 
004D: jump_if_false @HEIST5_10888 
0164: disable_marker 123@ 
00BC: show_text_highpriority GXT 'HM5_9' time 8000 flag 1  // ~r~You destroyed the van.
0002: jump @HEIST5_13717 

:HEIST5_10888
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_10934 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_13717 
0002: jump @HEIST5_11095 

:HEIST5_10934
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @HEIST5_11027 
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @HEIST5_11020 
0164: disable_marker 35@ 
00BC: show_text_highpriority GXT 'HM5_13' time 8000 flag 1  // ~s~Land the helicopter in the ~y~indicated zone~s~.
018A: 144@ = create_checkpoint_at 145@ 146@ 147@ 
0004: $127 = 1 
0006: 36@ = 0 

:HEIST5_11020
0002: jump @HEIST5_11095 

:HEIST5_11027
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @HEIST5_11095 
0164: disable_marker 144@ 
0186: 35@ = create_marker_above_car 34@ 
07E0: set_marker 35@ type_to 1 
00BC: show_text_highpriority GXT 'IN_VEH' time 5000 flag 1  // ~s~Hey! Get back in the ~b~vehicle~s~!
0004: $127 = 0 
0006: 36@ = 1 

:HEIST5_11095
0002: jump @HEIST5_10781 

:HEIST5_11102
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 144@ 
0164: disable_marker 35@ 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
00A6: destroy_car 122@ 
0249: release_model #SECURICA 
08F5: save_player_group 
0007: 145@ = 365.87 
0007: 146@ = 2537.868 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @HEIST5_11231 
00AB: put_car 34@ at 145@ 146@ 147@ 
0175: set_car 34@ Z_angle_to 214.0 
02AC: set_car 34@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0002: jump @HEIST5_11254 

:HEIST5_11231
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_13717 

:HEIST5_11254
015F: set_camera_position 371.7336 2544.856 16.6086 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 371.3514 2543.944 16.7564 switchstyle 2 
0001: wait 2000 ms 
0707: start_scene_skip_to @HEIST5_13377 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @HEIST5_11362 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
05CD: AS_actor $PLAYER_ACTOR exit_car 34@ 
0002: jump @HEIST5_11385 

:HEIST5_11362
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_13717 

:HEIST5_11385
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST5_11451 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_11444 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_13717 

:HEIST5_11444
0002: jump @HEIST5_11385 

:HEIST5_11451
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
009A: 148@ = create_actor_pedtype 4 model #TRIADA at 375.081 2535.866 15.64 
060B: set_actor 148@ decision_maker_to 56@ 
02A9: set_actor 148@ immune_to_nonplayer 1 
02AB: set_actor 148@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0A09: set_actor 148@ muted 1 // versionB 
05D3: AS_actor $PLAYER_ACTOR goto_point 370.364 2538.753 15.643 mode 4 time -1 ms // versionA 

:HEIST5_11543
00D6: if 
8102:   not actor $PLAYER_ACTOR in_sphere 370.364 2538.753 15.643 radius 1.0 1.0 2.0 sphere 0 stopped_on_foot 
004D: jump_if_false @HEIST5_11680 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_11634 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_13717 

:HEIST5_11634
00D6: if 
0118:   actor 148@ dead 
004D: jump_if_false @HEIST5_11673 
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_13717 

:HEIST5_11673
0002: jump @HEIST5_11543 

:HEIST5_11680
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @HEIST5_11792 
05D9: AS_actor 148@ run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 1.3 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'HE5_AA' time 10000 flag 1  // ~z~Heeey, CJ, you never cease to amaze me!
0967: actor 148@ move_mouth 999999 ms 
0812: AS_actor 148@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 148@ 
0002: jump @HEIST5_11815 

:HEIST5_11792
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_13717 

:HEIST5_11815
0006: 32@ = 0 

:HEIST5_11822
00D6: if or
8105:   not actor 148@ near_actor $PLAYER_ACTOR radius 1.2 1.2 2.0 sphere 0 on_foot 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST5_12016 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_11924 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AA'  // ~z~Heeey, CJ, you never cease to amaze me!
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_13717 

:HEIST5_11924
00D6: if 
0118:   actor 148@ dead 
004D: jump_if_false @HEIST5_11970 
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_13717 
0002: jump @HEIST5_12009 

:HEIST5_11970
00D6: if 
0029:   32@ >= 15000 
004D: jump_if_false @HEIST5_12009 
00A1: put_actor 148@ at 371.364 2538.753 15.643 

:HEIST5_12009
0002: jump @HEIST5_11822 

:HEIST5_12016
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @HEIST5_12044 
0687: clear_actor 148@ task 
0002: jump @HEIST5_12067 

:HEIST5_12044
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_13717 

:HEIST5_12067
040D: unload_wav 1 
03D5: remove_text 'HE5_AA'  // ~z~Heeey, CJ, you never cease to amaze me!
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @HEIST5_12110 
0968: actor 148@ stop_mouth 
0002: jump @HEIST5_12133 

:HEIST5_12110
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_13717 

:HEIST5_12133
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HEIST5_12276 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'HE5_AB' time 10000 flag 1  // ~z~Heh heh, good lookin, where's Woozie?
0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @HEIST5_12246 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 148@ 
0002: jump @HEIST5_12269 

:HEIST5_12246
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_13717 

:HEIST5_12269
0002: jump @HEIST5_12295 

:HEIST5_12276
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AB'  // ~z~Heh heh, good lookin, where's Woozie?

:HEIST5_12295
03CF: load_wav 18802 as 1 

:HEIST5_12302
00D6: if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST5_12445 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_12364 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_13717 

:HEIST5_12364
00D6: if 
0118:   actor 148@ dead 
004D: jump_if_false @HEIST5_12403 
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_13717 

:HEIST5_12403
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HEIST5_12438 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AB'  // ~z~Heh heh, good lookin, where's Woozie?

:HEIST5_12438
0002: jump @HEIST5_12302 

:HEIST5_12445
040D: unload_wav 2 
03D5: remove_text 'HE5_AB'  // ~z~Heh heh, good lookin, where's Woozie?
0687: clear_actor $PLAYER_ACTOR task 
0968: actor $PLAYER_ACTOR stop_mouth 
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @HEIST5_12559 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'HE5_AC' time 10000 flag 1  // ~z~I don't know. He insisted on driving here himself. He could be anywhere.
0967: actor 148@ move_mouth 999999 ms 
0812: AS_actor 148@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0002: jump @HEIST5_12601 

:HEIST5_12559
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AC'  // ~z~I don't know. He insisted on driving here himself. He could be anywhere.
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_13717 

:HEIST5_12601
03CF: load_wav 18803 as 2 

:HEIST5_12608
00D6: if or
83D2:   not wav 1 ended 
83D0:   not wav 2 loaded 
004D: jump_if_false @HEIST5_12735 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_12670 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_13717 

:HEIST5_12670
00D6: if 
0118:   actor 148@ dead 
004D: jump_if_false @HEIST5_12728 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AC'  // ~z~I don't know. He insisted on driving here himself. He could be anywhere.
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_13717 

:HEIST5_12728
0002: jump @HEIST5_12608 

:HEIST5_12735
040D: unload_wav 1 
03D5: remove_text 'HE5_AC'  // ~z~I don't know. He insisted on driving here himself. He could be anywhere.
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @HEIST5_12778 
0968: actor 148@ stop_mouth 
0002: jump @HEIST5_12801 

:HEIST5_12778
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_13717 

:HEIST5_12801
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @HEIST5_12829 
0687: clear_actor 148@ task 
0002: jump @HEIST5_12852 

:HEIST5_12829
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_13717 

:HEIST5_12852
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HEIST5_12941 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'HE5_AD' time 10000 flag 1  // ~z~Ha ha, yeah I guess. Alright, dude, I'm outta here. I'll see y'all later.
0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
0002: jump @HEIST5_12960 

:HEIST5_12941
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AD'  // ~z~Ha ha, yeah I guess. Alright, dude, I'm outta here. I'll see y'all later.

:HEIST5_12960
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @HEIST5_13099 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_13018 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_13717 

:HEIST5_13018
00D6: if 
0118:   actor 148@ dead 
004D: jump_if_false @HEIST5_13057 
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_13717 

:HEIST5_13057
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HEIST5_13092 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AD'  // ~z~Ha ha, yeah I guess. Alright, dude, I'm outta here. I'll see y'all later.

:HEIST5_13092
0002: jump @HEIST5_12960 

:HEIST5_13099
040D: unload_wav 2 
03D5: remove_text 'HE5_AD'  // ~z~Ha ha, yeah I guess. Alright, dude, I'm outta here. I'll see y'all later.
0687: clear_actor $PLAYER_ACTOR task 
0968: actor $PLAYER_ACTOR stop_mouth 
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @HEIST5_13171 
05D3: AS_actor 148@ goto_point 378.998 2534.098 15.624 mode 4 time -1 ms // versionA 
0002: jump @HEIST5_13194 

:HEIST5_13171
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_13717 

:HEIST5_13194
0001: wait 1200 ms 
05D3: AS_actor $PLAYER_ACTOR goto_point 379.998 2534.098 15.624 mode 4 time -1 ms // versionA 
0006: 32@ = 0 

:HEIST5_13230
00D6: if 
002B:   3000 >= 32@ 
004D: jump_if_false @HEIST5_13338 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_13292 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_13717 

:HEIST5_13292
00D6: if 
0118:   actor 148@ dead 
004D: jump_if_false @HEIST5_13331 
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_13717 

:HEIST5_13331
0002: jump @HEIST5_13230 

:HEIST5_13338
00A6: destroy_car 34@ 
009B: destroy_actor 148@ 
00A1: put_actor $PLAYER_ACTOR at 388.007 2532.546 15.594 
0373: set_camera_directly_behind_player 
0006: 164@ = 1 

:HEIST5_13377
0701: end_scene_skip 
00D6: if 
0039:   164@ == 0 
004D: jump_if_false @HEIST5_13679 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:HEIST5_13412
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST5_13436 
0001: wait 0 ms 
0002: jump @HEIST5_13412 

:HEIST5_13436
040D: unload_wav 1 
040D: unload_wav 2 
03E6: remove_text_box 
00BE: text_clear_all 
02A3: enable_widescreen 0 
0395: clear_area 1 at 388.007 2532.546 15.594 radius 5.0 
00D6: if 
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @HEIST5_13596 
00D9: 165@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 388.007 2532.546 15.594 

:HEIST5_13520
00D6: if 
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @HEIST5_13579 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_13556 

:HEIST5_13556
00D6: if 
0118:   actor 148@ dead 
004D: jump_if_false @HEIST5_13572 

:HEIST5_13572
0002: jump @HEIST5_13520 

:HEIST5_13579
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0002: jump @HEIST5_13626 

:HEIST5_13596
00A1: put_actor $PLAYER_ACTOR at 388.007 2532.546 15.594 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 

:HEIST5_13626
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00A6: destroy_car 34@ 
009B: destroy_actor 148@ 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:HEIST5_13655
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST5_13679 
0001: wait 0 ms 
0002: jump @HEIST5_13655 

:HEIST5_13679
08F6: restore_player_group 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0002: jump @HEIST5_13735 

:HEIST5_13717
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:HEIST5_13735
0008: $HEIST_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'HEIST_5'  // Up, Up and Away!
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 0 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 25 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
0038:   $1384 == 0 
004D: jump_if_false @HEIST5_13807 
0164: disable_marker $595 

:HEIST5_13807
014C: set_parked_car_generator $LEVIATHAN_PARKED cars_to_generate_to 101 
0394: play_music 1 
0051: return 

:HEIST5_13820
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
03C7: set_sensitivity_to_crime 1.0 
00D6: if 
0038:   $PARKED_RUSTLER_EXISTS == 1 
004D: jump_if_false @HEIST5_13857 
014C: set_parked_car_generator $PARKED_RUSTLER cars_to_generate_to 101 

:HEIST5_13857
00D6: if 
0038:   $PARKED_STUNT_EXISTS == 1 
004D: jump_if_false @HEIST5_13882 
014C: set_parked_car_generator $PARKED_STUNT cars_to_generate_to 101 

:HEIST5_13882
00D6: if 
0038:   $PARKED_HUNTER_EXISTS == 1 
004D: jump_if_false @HEIST5_13907 
014C: set_parked_car_generator $PARKED_HUNTER cars_to_generate_to 101 

:HEIST5_13907
00D6: if 
8214:   not pickup 156@ picked_up 
004D: jump_if_false @HEIST5_13928 
0215: destroy_pickup 156@ 

:HEIST5_13928
00D6: if 
8214:   not pickup 157@ picked_up 
004D: jump_if_false @HEIST5_13949 
0215: destroy_pickup 157@ 

:HEIST5_13949
00D6: if 
8214:   not pickup 158@ picked_up 
004D: jump_if_false @HEIST5_13970 
0215: destroy_pickup 158@ 

:HEIST5_13970
0004: $1521 = 0 
0923: enable_air_traffic 1 
096A: enable_flying_helis 1 
0004: $ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
03BD: destroy_sphere 149@ 
0249: release_model #LEVIATHN 
0249: release_model #ARMY 
0249: release_model #M4 
0249: release_model #ROCKETLA 
0249: release_model #HUNTER 
0249: release_model #MINIGUN_BASE 
0249: release_model #MINIGUN 
0249: release_model #SECURICA 
0249: release_model #PATRIOT 
0249: release_model #TRIADA 
065C: release_decision_maker 57@ 
065C: release_decision_maker 58@ 
065C: release_decision_maker 56@ 
0164: disable_marker 35@ 
0164: disable_marker 37@ 
0164: disable_marker 38@ 
0164: disable_marker 144@ 
0164: disable_marker 110@ 
0164: disable_marker 115@ 
0164: disable_marker 119@ 
0164: disable_marker 123@ 
061B: remove_references_to_AS_pack 59@ 
061B: remove_references_to_AS_pack 60@ 
061B: remove_references_to_AS_pack 91@ 
061B: remove_references_to_AS_pack 92@ 
061B: remove_references_to_AS_pack 93@ 
061B: remove_references_to_AS_pack 94@ 
061B: remove_references_to_AS_pack 95@ 
061B: remove_references_to_AS_pack 96@ 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
00D8: mission_cleanup 
0051: return 

:HEIST5_14162
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST5_14271 
00D6: if or
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
0A0C:   player $PLAYER_CHAR on_jetpack 
0018:   $FREEFALL_STAGE > 0 
004D: jump_if_false @HEIST5_14242 
048F: actor 45@ remove_weapons 
01B2: give_actor 45@ weapon 35 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 45@ weapon_accuracy_to 85 
07DD: set_actor 45@ attack_rate 40 // previously known as temper_to 
0002: jump @HEIST5_14271 

:HEIST5_14242
048F: actor 45@ remove_weapons 
01B2: give_actor 45@ weapon 31 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 45@ weapon_accuracy_to 70 
07DD: set_actor 45@ attack_rate 40 // previously known as temper_to 

:HEIST5_14271
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @HEIST5_14380 
00D6: if or
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
0A0C:   player $PLAYER_CHAR on_jetpack 
0018:   $FREEFALL_STAGE > 0 
004D: jump_if_false @HEIST5_14351 
048F: actor 46@ remove_weapons 
01B2: give_actor 46@ weapon 35 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 46@ weapon_accuracy_to 85 
07DD: set_actor 46@ attack_rate 40 // previously known as temper_to 
0002: jump @HEIST5_14380 

:HEIST5_14351
048F: actor 46@ remove_weapons 
01B2: give_actor 46@ weapon 31 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 46@ weapon_accuracy_to 70 
07DD: set_actor 46@ attack_rate 45 // previously known as temper_to 

:HEIST5_14380
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST5_14489 
00D6: if or
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
0A0C:   player $PLAYER_CHAR on_jetpack 
0018:   $FREEFALL_STAGE > 0 
004D: jump_if_false @HEIST5_14460 
048F: actor 47@ remove_weapons 
01B2: give_actor 47@ weapon 35 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 47@ weapon_accuracy_to 85 
07DD: set_actor 47@ attack_rate 40 // previously known as temper_to 
0002: jump @HEIST5_14489 

:HEIST5_14460
048F: actor 47@ remove_weapons 
01B2: give_actor 47@ weapon 31 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 47@ weapon_accuracy_to 70 
07DD: set_actor 47@ attack_rate 50 // previously known as temper_to 

:HEIST5_14489
0051: return 

:HEIST5_14491
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @HEIST5_14887 
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @HEIST5_14533 
05E2: AS_actor 61@ kill_actor $PLAYER_ACTOR 

:HEIST5_14533
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST5_14557 
05E2: AS_actor 63@ kill_actor $PLAYER_ACTOR 

:HEIST5_14557
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @HEIST5_14581 
05E2: AS_actor 65@ kill_actor $PLAYER_ACTOR 

:HEIST5_14581
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @HEIST5_14605 
0618: assign_actor 67@ to_AS_pack 91@ 

:HEIST5_14605
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @HEIST5_14629 
0618: assign_actor 69@ to_AS_pack 92@ 

:HEIST5_14629
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @HEIST5_14660 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 
0350: set_actor 71@ maintain_position_when_attacked 1 

:HEIST5_14660
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @HEIST5_14691 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
0350: set_actor 73@ maintain_position_when_attacked 1 

:HEIST5_14691
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HEIST5_14722 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 
0350: set_actor 75@ maintain_position_when_attacked 1 

:HEIST5_14722
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @HEIST5_14753 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 
0350: set_actor 77@ maintain_position_when_attacked 1 

:HEIST5_14753
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @HEIST5_14784 
05E2: AS_actor 79@ kill_actor $PLAYER_ACTOR 
0350: set_actor 79@ maintain_position_when_attacked 1 

:HEIST5_14784
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @HEIST5_14808 
0618: assign_actor 81@ to_AS_pack 93@ 

:HEIST5_14808
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @HEIST5_14832 
0618: assign_actor 83@ to_AS_pack 94@ 

:HEIST5_14832
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @HEIST5_14856 
0618: assign_actor 85@ to_AS_pack 95@ 

:HEIST5_14856
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @HEIST5_14880 
0618: assign_actor 87@ to_AS_pack 96@ 

:HEIST5_14880
0006: 89@ = 1 

:HEIST5_14887
0051: return 

:HEIST5_14889
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @HEIST5_14964 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 67@ radius 3.0 3.0 2.0 sphere 0 on_foot 
004D: jump_if_false @HEIST5_14956 
060B: set_actor 67@ decision_maker_to 58@ 
0002: jump @HEIST5_14964 

:HEIST5_14956
060B: set_actor 67@ decision_maker_to 57@ 

:HEIST5_14964
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @HEIST5_15039 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 69@ radius 3.0 3.0 2.0 sphere 0 on_foot 
004D: jump_if_false @HEIST5_15031 
060B: set_actor 69@ decision_maker_to 58@ 
0002: jump @HEIST5_15039 

:HEIST5_15031
060B: set_actor 69@ decision_maker_to 57@ 

:HEIST5_15039
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @HEIST5_15114 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 71@ radius 3.0 3.0 2.0 sphere 0 on_foot 
004D: jump_if_false @HEIST5_15106 
060B: set_actor 71@ decision_maker_to 58@ 
0002: jump @HEIST5_15114 

:HEIST5_15106
060B: set_actor 71@ decision_maker_to 57@ 

:HEIST5_15114
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @HEIST5_15189 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 73@ radius 3.0 3.0 2.0 sphere 0 on_foot 
004D: jump_if_false @HEIST5_15181 
060B: set_actor 73@ decision_maker_to 58@ 
0002: jump @HEIST5_15189 

:HEIST5_15181
060B: set_actor 73@ decision_maker_to 57@ 

:HEIST5_15189
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HEIST5_15264 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 75@ radius 3.0 3.0 2.0 sphere 0 on_foot 
004D: jump_if_false @HEIST5_15256 
060B: set_actor 75@ decision_maker_to 58@ 
0002: jump @HEIST5_15264 

:HEIST5_15256
060B: set_actor 75@ decision_maker_to 57@ 

:HEIST5_15264
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @HEIST5_15339 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 77@ radius 3.0 3.0 2.0 sphere 0 on_foot 
004D: jump_if_false @HEIST5_15331 
060B: set_actor 77@ decision_maker_to 58@ 
0002: jump @HEIST5_15339 

:HEIST5_15331
060B: set_actor 77@ decision_maker_to 57@ 

:HEIST5_15339
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @HEIST5_15414 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 79@ radius 3.0 3.0 2.0 sphere 0 on_foot 
004D: jump_if_false @HEIST5_15406 
060B: set_actor 79@ decision_maker_to 58@ 
0002: jump @HEIST5_15414 

:HEIST5_15406
060B: set_actor 79@ decision_maker_to 57@ 

:HEIST5_15414
0051: return 

:HEIST5_15416
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST5_16703 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_16546 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 97@ 
031D:   actor 97@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_15483 
0006: 100@ = 1 

:HEIST5_15483
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @HEIST5_16532 
00D6: if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @HEIST5_16518 
00D6: if 
0038:   $FREEFALL_STAGE == 0 
004D: jump_if_false @HEIST5_16504 
00D6: if or
0364:   actor 97@ spotted_actor $PLAYER_ACTOR 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 60.0 
004D: jump_if_false @HEIST5_16497 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @HEIST5_15750 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 97@ radius 8.0 8.0 8.0 sphere 0 on_foot 
004D: jump_if_false @HEIST5_15673 
00BC: show_text_highpriority GXT 'HE5_BA' time 8000 flag 1  // ~z~This is a restricted area!

:HEIST5_15673
00A0: store_actor 97@ position_to 160@ 161@ 162@ 
03D7: set_wav 1 location 160@ 161@ 162@ 
03D1: play_wav 1 
0967: actor 97@ move_mouth 999999 ms 
0A09: set_actor 97@ muted 1 // versionB 
0006: 33@ = 0 
05D9: AS_actor 97@ run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 2.0 
0006: 101@ = 1 

:HEIST5_15750
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @HEIST5_15804 
062E: get_actor 97@ task 1497 status_store_to 102@ // ret 7 if not found 
00D6: if 
04A4:   102@ == 7 // == constant 
004D: jump_if_false @HEIST5_15804 
0006: 101@ = 2 

:HEIST5_15804
00D6: if 
0029:   101@ >= 1 
004D: jump_if_false @HEIST5_16497 

:HEIST5_15822
00D6: if 
001B:   3000 > 33@ 
004D: jump_if_false @HEIST5_16190 
0001: wait 0 ms 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @HEIST5_15913 
03D5: remove_text 'HE5_BA'  // ~z~This is a restricted area!
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST5_15906 
0968: actor 97@ stop_mouth 
0A09: set_actor 97@ muted 0 // versionB 
0002: jump @HEIST5_15913 

:HEIST5_15906
0006: 98@ = 1 

:HEIST5_15913
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @HEIST5_16065 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST5_16003 
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @HEIST5_15996 
077C: clear_actor 97@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 97@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
05E2: AS_actor 97@ kill_actor $PLAYER_ACTOR 
0006: 103@ = 1 

:HEIST5_15996
0002: jump @HEIST5_16058 

:HEIST5_16003
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @HEIST5_16058 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_BA'  // ~z~This is a restricted area!
03D5: remove_text 'HE5_BB'  // ~z~Please leave now!
0006: 98@ = 1 

:HEIST5_16058
0002: jump @HEIST5_16183 

:HEIST5_16065
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @HEIST5_16183 
00D6: if 
0118:   actor 97@ dead 
004D: jump_if_false @HEIST5_16150 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_BA'  // ~z~This is a restricted area!
03D5: remove_text 'HE5_BB'  // ~z~Please leave now!
0006: 100@ = 1 
0006: 98@ = 1 
0002: jump @HEIST5_16183 

:HEIST5_16150
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 97@ 
031D:   actor 97@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_16183 
0006: 100@ = 1 

:HEIST5_16183
0002: jump @HEIST5_15822 

:HEIST5_16190
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 60.0 
004D: jump_if_false @HEIST5_16497 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST5_16435 
00D6: if 
0029:   100@ >= 0 
004D: jump_if_false @HEIST5_16372 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 97@ radius 8.0 8.0 8.0 sphere 0 on_foot 
004D: jump_if_false @HEIST5_16324 
00BC: show_text_highpriority GXT 'HE5_BD' time 8000 flag 1  // ~z~I WILL open fire!

:HEIST5_16324
0967: actor 97@ move_mouth 999999 ms 
0A09: set_actor 97@ muted 1 // versionB 
00A0: store_actor 97@ position_to 160@ 161@ 162@ 
03D7: set_wav 2 location 160@ 161@ 162@ 
03D1: play_wav 2 

:HEIST5_16372
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @HEIST5_16421 
077C: clear_actor 97@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 97@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
05E2: AS_actor 97@ kill_actor $PLAYER_ACTOR 
0006: 103@ = 1 

:HEIST5_16421
0006: 100@ = 1 
0002: jump @HEIST5_16497 

:HEIST5_16435
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @HEIST5_16490 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_BA'  // ~z~This is a restricted area!
03D5: remove_text 'HE5_BB'  // ~z~Please leave now!
0006: 98@ = 1 

:HEIST5_16490
0006: 100@ = 1 

:HEIST5_16497
0002: jump @HEIST5_16511 

:HEIST5_16504
0006: 100@ = 1 

:HEIST5_16511
0002: jump @HEIST5_16525 

:HEIST5_16518
0006: 100@ = 1 

:HEIST5_16525
0002: jump @HEIST5_16539 

:HEIST5_16532
0006: 100@ = 1 

:HEIST5_16539
0002: jump @HEIST5_16696 

:HEIST5_16546
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST5_16634 
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @HEIST5_16627 
077C: clear_actor 97@ acquaintance 4 to_all_pedtypes // see ped.dat 
077C: clear_actor 97@ acquaintance 1 to_all_pedtypes // see ped.dat 
077A: set_actor 97@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 97@ acquaintance 1 to_actors_pedtype 24 // see ped.dat 
05E2: AS_actor 97@ kill_actor $PLAYER_ACTOR 
0006: 103@ = 1 

:HEIST5_16627
0002: jump @HEIST5_16696 

:HEIST5_16634
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @HEIST5_16689 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_BA'  // ~z~This is a restricted area!
03D5: remove_text 'HE5_BB'  // ~z~Please leave now!
0006: 98@ = 1 

:HEIST5_16689
0006: 100@ = 1 

:HEIST5_16696
0002: jump @HEIST5_16765 

:HEIST5_16703
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @HEIST5_16758 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_BA'  // ~z~This is a restricted area!
03D5: remove_text 'HE5_BB'  // ~z~Please leave now!
0006: 98@ = 1 

:HEIST5_16758
0006: 100@ = 1 

:HEIST5_16765
0051: return 

:HEIST5_16767
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @HEIST5_16954 
00D6: if 
0118:   actor 61@ dead 
004D: jump_if_false @HEIST5_16822 
0006: 100@ = 1 
0006: 62@ = 1 
0002: jump @HEIST5_16954 

:HEIST5_16822
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_16954 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_16954 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 61@ 
031D:   actor 61@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_16891 
0006: 100@ = 1 

:HEIST5_16891
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_16954 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_16954 
00D6: if 
0364:   actor 61@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_16954 
0006: 100@ = 1 

:HEIST5_16954
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @HEIST5_17141 
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @HEIST5_17009 
0006: 100@ = 1 
0006: 64@ = 1 
0002: jump @HEIST5_17141 

:HEIST5_17009
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_17141 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_17141 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 63@ 
031D:   actor 63@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_17078 
0006: 100@ = 1 

:HEIST5_17078
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_17141 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_17141 
00D6: if 
0364:   actor 63@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_17141 
0006: 100@ = 1 

:HEIST5_17141
00D6: if 
0039:   66@ == 0 
004D: jump_if_false @HEIST5_17328 
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @HEIST5_17196 
0006: 100@ = 1 
0006: 66@ = 1 
0002: jump @HEIST5_17328 

:HEIST5_17196
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_17328 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_17328 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 65@ 
031D:   actor 65@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_17265 
0006: 100@ = 1 

:HEIST5_17265
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_17328 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_17328 
00D6: if 
0364:   actor 65@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_17328 
0006: 100@ = 1 

:HEIST5_17328
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @HEIST5_17515 
00D6: if 
0118:   actor 67@ dead 
004D: jump_if_false @HEIST5_17383 
0006: 100@ = 1 
0006: 68@ = 1 
0002: jump @HEIST5_17515 

:HEIST5_17383
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_17515 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_17515 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 67@ 
031D:   actor 67@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_17452 
0006: 100@ = 1 

:HEIST5_17452
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_17515 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_17515 
00D6: if 
0364:   actor 67@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_17515 
0006: 100@ = 1 

:HEIST5_17515
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @HEIST5_17702 
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @HEIST5_17570 
0006: 100@ = 1 
0006: 70@ = 1 
0002: jump @HEIST5_17702 

:HEIST5_17570
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_17702 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_17702 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 69@ 
031D:   actor 69@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_17639 
0006: 100@ = 1 

:HEIST5_17639
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_17702 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_17702 
00D6: if 
0364:   actor 69@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_17702 
0006: 100@ = 1 

:HEIST5_17702
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @HEIST5_17889 
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @HEIST5_17757 
0006: 100@ = 1 
0006: 72@ = 1 
0002: jump @HEIST5_17889 

:HEIST5_17757
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_17889 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_17889 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 71@ 
031D:   actor 71@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_17826 
0006: 100@ = 1 

:HEIST5_17826
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_17889 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_17889 
00D6: if 
0364:   actor 71@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_17889 
0006: 100@ = 1 

:HEIST5_17889
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @HEIST5_18076 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @HEIST5_17944 
0006: 100@ = 1 
0006: 74@ = 1 
0002: jump @HEIST5_18076 

:HEIST5_17944
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_18076 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_18076 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 73@ 
031D:   actor 73@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_18013 
0006: 100@ = 1 

:HEIST5_18013
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_18076 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_18076 
00D6: if 
0364:   actor 73@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_18076 
0006: 100@ = 1 

:HEIST5_18076
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @HEIST5_18263 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @HEIST5_18131 
0006: 100@ = 1 
0006: 76@ = 1 
0002: jump @HEIST5_18263 

:HEIST5_18131
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_18263 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_18263 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 75@ 
031D:   actor 75@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_18200 
0006: 100@ = 1 

:HEIST5_18200
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_18263 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_18263 
00D6: if 
0364:   actor 75@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_18263 
0006: 100@ = 1 

:HEIST5_18263
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @HEIST5_18450 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @HEIST5_18318 
0006: 100@ = 1 
0006: 78@ = 1 
0002: jump @HEIST5_18450 

:HEIST5_18318
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_18450 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_18450 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 77@ 
031D:   actor 77@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_18387 
0006: 100@ = 1 

:HEIST5_18387
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_18450 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_18450 
00D6: if 
0364:   actor 77@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_18450 
0006: 100@ = 1 

:HEIST5_18450
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @HEIST5_18637 
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @HEIST5_18505 
0006: 100@ = 1 
0006: 80@ = 1 
0002: jump @HEIST5_18637 

:HEIST5_18505
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_18637 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_18637 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 79@ 
031D:   actor 79@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_18574 
0006: 100@ = 1 

:HEIST5_18574
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_18637 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_18637 
00D6: if 
0364:   actor 79@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_18637 
0006: 100@ = 1 

:HEIST5_18637
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @HEIST5_18824 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @HEIST5_18692 
0006: 100@ = 1 
0006: 82@ = 1 
0002: jump @HEIST5_18824 

:HEIST5_18692
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_18824 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_18824 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 81@ 
031D:   actor 81@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_18761 
0006: 100@ = 1 

:HEIST5_18761
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_18824 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_18824 
00D6: if 
0364:   actor 81@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_18824 
0006: 100@ = 1 

:HEIST5_18824
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @HEIST5_19011 
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @HEIST5_18879 
0006: 100@ = 1 
0006: 84@ = 1 
0002: jump @HEIST5_19011 

:HEIST5_18879
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_19011 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_19011 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 83@ 
031D:   actor 83@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_18948 
0006: 100@ = 1 

:HEIST5_18948
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_19011 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_19011 
00D6: if 
0364:   actor 83@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_19011 
0006: 100@ = 1 

:HEIST5_19011
00D6: if 
0039:   86@ == 0 
004D: jump_if_false @HEIST5_19198 
00D6: if 
0118:   actor 85@ dead 
004D: jump_if_false @HEIST5_19066 
0006: 100@ = 1 
0006: 86@ = 1 
0002: jump @HEIST5_19198 

:HEIST5_19066
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_19198 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_19198 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 85@ 
031D:   actor 85@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_19135 
0006: 100@ = 1 

:HEIST5_19135
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_19198 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_19198 
00D6: if 
0364:   actor 85@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_19198 
0006: 100@ = 1 

:HEIST5_19198
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @HEIST5_19385 
00D6: if 
0118:   actor 87@ dead 
004D: jump_if_false @HEIST5_19253 
0006: 100@ = 1 
0006: 88@ = 1 
0002: jump @HEIST5_19385 

:HEIST5_19253
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_19385 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_19385 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 87@ 
031D:   actor 87@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_19322 
0006: 100@ = 1 

:HEIST5_19322
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_19385 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_19385 
00D6: if 
0364:   actor 87@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_19385 
0006: 100@ = 1 

:HEIST5_19385
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @HEIST5_19433 
00D6: if 
0118:   actor 97@ dead 
004D: jump_if_false @HEIST5_19433 
0006: 100@ = 1 
0006: 98@ = 1 

:HEIST5_19433
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @HEIST5_19481 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @HEIST5_19481 
0006: 100@ = 1 
0006: 49@ = 1 

:HEIST5_19481
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @HEIST5_19529 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @HEIST5_19529 
0006: 100@ = 1 
0006: 50@ = 1 

:HEIST5_19529
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @HEIST5_19577 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @HEIST5_19577 
0006: 100@ = 1 
0006: 51@ = 1 

:HEIST5_19577
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @HEIST5_19625 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @HEIST5_19625 
0006: 100@ = 1 
0006: 52@ = 1 

:HEIST5_19625
00D6: if 
0039:   53@ == 0 
004D: jump_if_false @HEIST5_19673 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @HEIST5_19673 
0006: 100@ = 1 
0006: 53@ = 1 

:HEIST5_19673
00D6: if 
0039:   54@ == 0 
004D: jump_if_false @HEIST5_19721 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @HEIST5_19721 
0006: 100@ = 1 
0006: 54@ = 1 

:HEIST5_19721
00D6: if 
0039:   55@ == 0 
004D: jump_if_false @HEIST5_19769 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @HEIST5_19769 
0006: 100@ = 1 
0006: 55@ = 1 

:HEIST5_19769
0051: return 

:HEIST5_19771
0006: 166@ = 0 

:HEIST5_19778
00D6: if 
001B:   7 > 166@ 
004D: jump_if_false @HEIST5_20269 
0001: wait 0 ms 
0050: gosub @HEIST5_16767 
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_20025 
0050: gosub @HEIST5_15416 
0050: gosub @HEIST5_14162 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @HEIST5_19896 
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @HEIST5_19889 
0050: gosub @HEIST5_14491 
0002: jump @HEIST5_19896 

:HEIST5_19889
0050: gosub @HEIST5_14889 

:HEIST5_19896
00D6: if 
0029:   100@ >= 1 
004D: jump_if_false @HEIST5_20025 
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @HEIST5_20025 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @HEIST5_20025 
03D5: remove_text 'HE5_BD'  // ~z~I WILL open fire!
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @HEIST5_20018 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST5_20011 
0968: actor 97@ stop_mouth 
0A09: set_actor 97@ muted 0 // versionB 
0002: jump @HEIST5_20018 

:HEIST5_20011
0006: 98@ = 1 

:HEIST5_20018
0006: 103@ = 2 

:HEIST5_20025
00D6: if 
8118:   not actor 42@(166@,7i) dead 
004D: jump_if_false @HEIST5_20248 
062E: get_actor 42@(166@,7i) task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @HEIST5_20241 
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_20241 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_20229 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 42@(166@,7i) 
031D:   actor 42@(166@,7i) hit_by_weapon 57 
004D: jump_if_false @HEIST5_20155 
0006: 100@ = 1 

:HEIST5_20155
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_20222 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_20222 
00D6: if 
0364:   actor 42@(166@,7i) spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_20222 
0006: 100@ = 1 

:HEIST5_20222
0002: jump @HEIST5_20241 

:HEIST5_20229
05E2: AS_actor 42@(166@,7i) kill_actor $PLAYER_ACTOR 

:HEIST5_20241
0002: jump @HEIST5_20255 

:HEIST5_20248
0006: 100@ = 1 

:HEIST5_20255
000A: 166@ += 1 
0002: jump @HEIST5_19778 

:HEIST5_20269
0051: return 

:HEIST5_20271
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @HEIST5_20317 
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @HEIST5_20317 
009B: destroy_actor 61@ 
0006: 62@ = 1 

:HEIST5_20317
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @HEIST5_20363 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST5_20363 
009B: destroy_actor 63@ 
0006: 64@ = 1 

:HEIST5_20363
00D6: if 
0039:   66@ == 0 
004D: jump_if_false @HEIST5_20409 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @HEIST5_20409 
009B: destroy_actor 65@ 
0006: 66@ = 1 

:HEIST5_20409
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @HEIST5_20455 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @HEIST5_20455 
009B: destroy_actor 67@ 
0006: 68@ = 1 

:HEIST5_20455
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @HEIST5_20501 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @HEIST5_20501 
009B: destroy_actor 69@ 
0006: 70@ = 1 

:HEIST5_20501
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @HEIST5_20547 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @HEIST5_20547 
009B: destroy_actor 71@ 
0006: 72@ = 1 

:HEIST5_20547
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @HEIST5_20593 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @HEIST5_20593 
009B: destroy_actor 73@ 
0006: 74@ = 1 

:HEIST5_20593
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @HEIST5_20639 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HEIST5_20639 
009B: destroy_actor 75@ 
0006: 76@ = 1 

:HEIST5_20639
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @HEIST5_20685 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @HEIST5_20685 
009B: destroy_actor 77@ 
0006: 78@ = 1 

:HEIST5_20685
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @HEIST5_20731 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @HEIST5_20731 
009B: destroy_actor 79@ 
0006: 80@ = 1 

:HEIST5_20731
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @HEIST5_20777 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @HEIST5_20777 
009B: destroy_actor 81@ 
0006: 82@ = 1 

:HEIST5_20777
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @HEIST5_20823 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @HEIST5_20823 
009B: destroy_actor 83@ 
0006: 84@ = 1 

:HEIST5_20823
00D6: if 
0039:   86@ == 0 
004D: jump_if_false @HEIST5_20869 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @HEIST5_20869 
009B: destroy_actor 85@ 
0006: 86@ = 1 

:HEIST5_20869
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @HEIST5_20915 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @HEIST5_20915 
009B: destroy_actor 87@ 
0006: 88@ = 1 

:HEIST5_20915
00D6: if 
8118:   not actor $7930 dead 
004D: jump_if_false @HEIST5_20936 
009B: destroy_actor $7930 

:HEIST5_20936
00D6: if 
8119:   not car $7931 wrecked 
004D: jump_if_false @HEIST5_20957 
00A6: destroy_car $7931 

:HEIST5_20957
0249: release_model #PATRIOT 
0051: return 

:HEIST5_20964
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @HEIST5_21010 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST5_21010 
009B: destroy_actor 97@ 
0006: 98@ = 1 

:HEIST5_21010
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @HEIST5_21056 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @HEIST5_21056 
009B: destroy_actor 42@ 
0006: 49@ = 1 

:HEIST5_21056
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @HEIST5_21102 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HEIST5_21102 
009B: destroy_actor 43@ 
0006: 50@ = 1 

:HEIST5_21102
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @HEIST5_21148 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @HEIST5_21148 
009B: destroy_actor 44@ 
0006: 51@ = 1 

:HEIST5_21148
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @HEIST5_21194 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST5_21194 
009B: destroy_actor 45@ 
0006: 52@ = 1 

:HEIST5_21194
00D6: if 
0039:   53@ == 0 
004D: jump_if_false @HEIST5_21240 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @HEIST5_21240 
009B: destroy_actor 46@ 
0006: 53@ = 1 

:HEIST5_21240
00D6: if 
0039:   54@ == 0 
004D: jump_if_false @HEIST5_21286 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST5_21286 
009B: destroy_actor 47@ 
0006: 54@ = 1 

:HEIST5_21286
00D6: if 
0039:   55@ == 0 
004D: jump_if_false @HEIST5_21332 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @HEIST5_21332 
009B: destroy_actor 48@ 
0006: 55@ = 1 

:HEIST5_21332
0006: 90@ = 1 
0051: return 

//-------------Mission 101---------------
// Originally: Breaking the Bank at Caligula's

:HEIST9
03A4: name_thread 'HEIST9' 
0050: gosub @HEIST9_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @HEIST9_38 
0050: gosub @HEIST9_44468 

:HEIST9_38
0050: gosub @HEIST9_44948 
004E: end_thread 

:HEIST9_47
00D6: if 
0038:   $PARKED_RUSTLER_EXISTS == 1 
004D: jump_if_false @HEIST9_72 
014C: set_parked_car_generator $PARKED_RUSTLER cars_to_generate_to 101 

:HEIST9_72
00D6: if 
0038:   $PARKED_STUNT_EXISTS == 1 
004D: jump_if_false @HEIST9_97 
014C: set_parked_car_generator $PARKED_STUNT cars_to_generate_to 101 

:HEIST9_97
00D6: if 
0038:   $PARKED_HUNTER_EXISTS == 1 
004D: jump_if_false @HEIST9_122 
014C: set_parked_car_generator $PARKED_HUNTER cars_to_generate_to 101 

:HEIST9_122
09B7: set_zone 'MEAD' disable_footcops 1  // Verdant Meadows
054C: use_GXT_table 'HEIST9' 
0004: $7933 = 0 
0005: $7937 = 0.0 
0005: $7936 = 0.0 
0005: $7938 = 0.0 
0005: $7939 = 0.0 
0004: $7940 = 0 
0004: $7941 = 0 
0169: set_fade_color_RGB 0 0 0 
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0004: $9470 = 0 
0006: 231@ = 2 
0004: $CARMOD_DISABLED_FLAG = 1 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_340 
0793: save_player_clothes 
087B: set_player $PLAYER_CHAR clothes_texture "CROUPIER" model "VALET" body_part 17 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 1 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 13 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 15 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 16 
070D: rebuild_player $PLAYER_CHAR 

:HEIST9_340
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:HEIST9_355
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST9_379 
0001: wait 0 ms 
0002: jump @HEIST9_355 

:HEIST9_379
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_490 
04BB: select_interior 0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
03CB: set_rendering_origin_at 2028.932 1023.292 9.813 
0395: clear_area 1 at 2028.932 1023.292 9.813 radius 20.0 
08C7: put_actor $PLAYER_ACTOR at 2028.932 1023.292 9.813 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 278.4092 

:HEIST9_490
04BB: select_interior 0 
02E4: load_cutscene_data 'HEIST8A' 

:HEIST9_505
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @HEIST9_529 
0001: wait 0 ms 
0002: jump @HEIST9_505 

:HEIST9_529
0395: clear_area 1 at 1908.433 957.3687 9.8203 radius 40.0 
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:HEIST9_570
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @HEIST9_594 
0001: wait 0 ms 
0002: jump @HEIST9_570 

:HEIST9_594
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:HEIST9_608
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST9_632 
0001: wait 0 ms 
0002: jump @HEIST9_608 

:HEIST9_632
02EA: end_cutscene 
018A: 39@ = create_checkpoint_at 2196.715 1677.198 11.375 
060A: create_decision_maker_type 3 store_to 217@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 1 store_to 89@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 120@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 245@ // decision\allowed\m_.ped files 
0746: set_acquaintance 1 of_actors_pedtype 26 to_actors_pedtype 26 
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 0 
0709: set_decision_maker 89@ on_event 37 taskID 300 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 245@ on_event 37 taskID 300 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0247: load_model #SILENCED 
0247: load_model #TEARGAS 
0247: load_model #NVGOGGLES 
0247: load_model #BODYARMOUR 
0247: load_model #MP5LNG 
0247: load_model #KNIFECUR 
0247: load_model #COLT45 
04ED: load_animation "HEIST9" 

:HEIST9_834
00D6: if or
8248:   not model #SILENCED available 
8248:   not model #TEARGAS available 
8248:   not model #NVGOGGLES available 
8248:   not model #BODYARMOUR available 
004D: jump_if_false @HEIST9_875 
0001: wait 0 ms 
0002: jump @HEIST9_834 

:HEIST9_875
00D6: if or
8248:   not model #MP5LNG available 
8248:   not model #KNIFECUR available 
84EE:   not animation "HEIST9" loaded 
8248:   not model #COLT45 available 
004D: jump_if_false @HEIST9_922 
0001: wait 0 ms 
0002: jump @HEIST9_875 

:HEIST9_922
0004: $7934 = 240000 
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 0.0 
01B4: set_player $PLAYER_CHAR can_move 1 
0107: 171@ = create_object #GENERATOR_BIG at 2145.05 1613.49 999.9764 
0566: link_object 171@ to_interior 1 
0177: set_object 171@ Z_angle_to 1.2043 
0107: 172@ = create_object #GENERATOR_BIG at 2148.8 1613.49 999.9764 
0566: link_object 172@ to_interior 1 
0177: set_object 172@ Z_angle_to 354.0372 
0615: define_AS_pack_begin 212@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP "HEIST9" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "HEIST9" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 2000 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_R" IFP "HEIST9" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "HEIST9" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 212@ loop 1 
0616: define_AS_pack_end 212@ 
0615: define_AS_pack_begin 213@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP "HEIST9" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "HEIST9" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 2000 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_L" IFP "HEIST9" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "HEIST9" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 213@ loop 1 
0616: define_AS_pack_end 213@ 
06F0: set_group $PLAYER_GROUP distance_limit_to 300.0 
07B3: set_group $PLAYER_GROUP give_command 0 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 99999 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 17 ammo 99999 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 29 ammo 99999 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 44 ammo 300 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 300 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 17 
0249: release_model #KNIFECUR 
0249: release_model #SILENCED 
0249: release_model #NVGOGGLES 
0249: release_model #TEARGAS 
029B: 41@ = init_object #AB_CASDORLOK at 2148.56 1604.609 1006.5 
0566: link_object 41@ to_interior 1 
0177: set_object 41@ Z_angle_to 180.0 
029B: 48@ = init_object #AB_CASDORLOK at 2177.16 1594.322 1000.4 
0566: link_object 48@ to_interior 1 
0177: set_object 48@ Z_angle_to 180.0 
029B: 49@ = init_object #WAREHOUSE_DOOR2B at 2220.188 1571.763 1001.6 
0566: link_object 49@ to_interior 1 
0177: set_object 49@ Z_angle_to 270.0 
07F7: set_object 49@ destructible 0 
029B: 196@ = init_object #WAREHOUSE_DOOR2B at 2220.188 1571.7 1005.8 
0566: link_object 196@ to_interior 1 
0177: set_object 196@ Z_angle_to 270.0 
0382: set_object 196@ collision_detection 0 
07F7: set_object 49@ destructible 0 
029B: 42@ = init_object #WAREHOUSE_DOOR2B at 2203.2 1551.743 1009.0 
0566: link_object 42@ to_interior 1 
0177: set_object 42@ Z_angle_to 0.0 
07F7: set_object 42@ destructible 0 
0007: 34@ = 1001.4 
029B: 60@ = init_object #AB_VAULTDOOR at 2144.18 1626.947 994.28 
0177: set_object 60@ Z_angle_to 180.0 
0566: link_object 60@ to_interior 1 
029B: 96@ = init_object #SEC_KEYPAD at 2168.5 1617.335 1000.4 
0566: link_object 96@ to_interior 1 
0177: set_object 96@ Z_angle_to 270.0 
0382: set_object 96@ collision_detection 0 
0213: $7933 = create_pickup #BODYARMOUR type 3 at 2176.471 1597.394 1000.0 
0213: 285@ = create_pickup #BODYARMOUR type 3 at 2144.339 1640.666 993.5 
0002: jump @HEIST9_2362 

:HEIST9_1936
0247: load_model #TRIADA 
0247: load_model #SECURICA 
023C: load_special_actor 'WUZIMU' as 2 // models 290-299 
023C: load_special_actor 'JANITOR' as 3 // models 290-299 

:HEIST9_1971
00D6: if or
8248:   not model #TRIADA available 
8248:   not model #SECURICA available 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
004D: jump_if_false @HEIST9_2010 
0001: wait 0 ms 
0002: jump @HEIST9_1971 

:HEIST9_2010
00A5: 51@ = create_car #SECURICA at 2220.344 1551.767 1003.719 
0840: link_car 51@ to_interior 1 
0175: set_car 51@ Z_angle_to 176.7739 
07EE: car 51@ enable_tire_marks 0 
020A: set_car 51@ door_status_to 3 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 0 
0129: 54@ = create_actor_pedtype 25 model #SPECIAL02 in_car 51@ driverseat 
0860: link_actor 54@ to_interior 1 
01C8: 55@ = create_actor_pedtype 25 model #TRIADA in_car 51@ passenger_seat 2 
0860: link_actor 55@ to_interior 1 
01C8: 56@ = create_actor_pedtype 25 model #TRIADA in_car 51@ passenger_seat 1 
0860: link_actor 56@ to_interior 1 
01C8: 57@ = create_actor_pedtype 25 model #SPECIAL03 in_car 51@ passenger_seat 0 
0860: link_actor 57@ to_interior 1 
0245: set_actor 54@ walk_style_to "BLINDMAN" 
0006: 58@ = 0 

:HEIST9_2194
0648: unknown_actor 54@(58@,4i) task_set 2.0 // float 
01B2: give_actor 54@(58@,4i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 54@(58@,4i) armed_weapon_to 29 
060B: set_actor 54@(58@,4i) decision_maker_to 120@ 
0568: set_actor 54@(58@,4i) untargetable 1 
02AB: set_actor 54@(58@,4i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
0446: set_actor 54@(58@,4i) dismemberment_possible 0 
08AF: set_actor 54@(58@,4i) max_health_to 500 
0223: set_actor 54@(58@,4i) health_to 500 
02E2: set_actor 54@(58@,4i) weapon_accuracy_to 60 
09B5: set_actor 54@(58@,4i) signal_after_kill 0 
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2194 
0006: 250@ = 1 
0051: return 

:HEIST9_2362
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2390 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0373: set_camera_directly_behind_player 

:HEIST9_2390
0050: gosub @HEIST9_46358 
0006: 215@ = 1 
0006: 231@ = 2 
0006: 38@ = 1 
0006: 107@ = 0 
0006: 33@ = 0 
07FB: set_interior 'JUMP1' access 0  // Caligula's Roof
07FB: set_interior 'JUMP2' access 0  // Caligula's Roof
07FB: set_interior 'MAFCAS2' access 0  // Penthouse Suites
0006: 290@ = 1 
029B: 308@ = init_object #TMP_BIN at 2188.845 1619.136 999.3 
0566: link_object 308@ to_interior 1 
0177: set_object 308@ Z_angle_to 270.0 
029B: 310@ = init_object #K_SMASHBOXES at 2139.343 1617.604 992.5 
0566: link_object 310@ to_interior 1 
0177: set_object 310@ Z_angle_to 0.1132 
029B: 311@ = init_object #K_SMASHBOXES at 2148.0 1622.107 992.5 
0566: link_object 311@ to_interior 1 
0177: set_object 311@ Z_angle_to 179.6736 

:HEIST9_2598
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_43649 
0001: wait 0 ms 
0050: gosub @HEIST9_46391 
0050: gosub @HEIST9_50668 
077E: get_active_interior_to $7942 
00D6: if 
002A:   0 >= $7934 
004D: jump_if_false @HEIST9_2690 
0050: gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_1B' time 4000 flag 1  // ~r~You ran out of time.
0002: jump @HEIST9_44468 
014F: stop_timer $7934 

:HEIST9_2690
00D6: if 
8039:   not  290@ == 0 
004D: jump_if_false @HEIST9_3136 
00D6: if and
0039:   231@ == 2 
0039:   290@ == 1 
004D: jump_if_false @HEIST9_2792 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2756 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:HEIST9_2756
05AA: 288@s = 'HE8_AA' // @s = 'short'  // ~z~Carl, can you hear me OK?
04AF: 232@ = 19000 // = constant 
0050: gosub @HEIST9_50648 
0006: 290@ = 2 

:HEIST9_2792
00D6: if and
0039:   231@ == 2 
0039:   290@ == 2 
004D: jump_if_false @HEIST9_2877 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2841 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_2841
05AA: 288@s = 'HE8_AB' // @s = 'short'  // ~z~Loud and clear!
04AF: 232@ = 19001 // = constant 
0050: gosub @HEIST9_50648 
0006: 290@ = 3 

:HEIST9_2877
00D6: if and
0039:   231@ == 2 
0039:   290@ == 3 
004D: jump_if_false @HEIST9_2959 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2923 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_2923
05AA: 288@s = 'HE8_AC' // @s = 'short'  // ~z~OK, we're en route in the armored truck.
04AF: 232@ = 19002 // = constant 
0050: gosub @HEIST9_50648 
0006: 290@ = 4 

:HEIST9_2959
00D6: if and
0039:   231@ == 2 
0039:   290@ == 4 
004D: jump_if_false @HEIST9_3044 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_3008 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_3008
05AA: 288@s = 'HE8_AD' // @s = 'short'  // ~z~OK, I'm gonna get a move on!
04AF: 232@ = 19003 // = constant 
0050: gosub @HEIST9_50648 
0006: 290@ = 5 

:HEIST9_3044
00D6: if and
0039:   231@ == 2 
0039:   290@ == 5 
004D: jump_if_false @HEIST9_3136 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_3090 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_3090
00BC: show_text_highpriority GXT 'HM9_28' time 9000 flag 1  // ~s~Enter the ~y~Mafia Casino~s~!
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_3129 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_3129
0006: 290@ = 6 

:HEIST9_3136
077E: get_active_interior_to $7941 
00D6: if 
0038:   $7941 == 0 
004D: jump_if_false @HEIST9_3207 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_3200 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0004: $9470 = 0 
0004: $7935 = 0 
075B: zoom_radar 0 

:HEIST9_3200
0002: jump @HEIST9_3234 

:HEIST9_3207
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_3234 
06AF: set_player $PLAYER_CHAR sprint_mode 1 
075B: zoom_radar 100 

:HEIST9_3234
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2233.91 1712.599 1010.877 radius 50.0 50.0 50.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2265.79 1619.58 1089.445 radius 50.0 50.0 50.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2267.056 1675.385 1089.445 radius 50.0 50.0 50.0 
004D: jump_if_false @HEIST9_3367 
075B: zoom_radar 100 
0004: $7935 = 1 

:HEIST9_3367
00D6: if and
0039:   303@ == 0 
0038:   $7935 == 1 
004D: jump_if_false @HEIST9_3506 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_3506 
00D6: if and
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
82D8:   not actor $PLAYER_ACTOR current_weapon == 44 
82D8:   not actor $PLAYER_ACTOR current_weapon == 17 
82D8:   not actor $PLAYER_ACTOR current_weapon == 1 
82D8:   not actor $PLAYER_ACTOR current_weapon == 4 
004D: jump_if_false @HEIST9_3491 
0746: set_acquaintance 4 of_actors_pedtype 4 to_actors_pedtype 0 
00BC: show_text_highpriority GXT 'HM9_99' time 100 flag 1  // ~s~Holster your weapon until you are past the staff door!
0006: 300@ = 1 
0002: jump @HEIST9_3506 

:HEIST9_3491
0746: set_acquaintance 1 of_actors_pedtype 4 to_actors_pedtype 0 
0006: 300@ = 0 

:HEIST9_3506
00D6: if 
8500:   not player $PLAYER_CHAR skin == "CROUPIER" on_bodypart 17 
004D: jump_if_false @HEIST9_3557 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~You blew your disguise, scrub the mission!
0002: jump @HEIST9_44468 

:HEIST9_3557
00D6: if and
0038:   $9470 == 1 
0039:   106@ == 0 
0038:   $7935 == 1 
004D: jump_if_false @HEIST9_3619 
0050: gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~You blew your disguise, scrub the mission!
0002: jump @HEIST9_44468 

:HEIST9_3619
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_3713 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2180.981 1677.813 10.0609 radius 30.0 30.0 30.0 
0039:   243@ == 0 
004D: jump_if_false @HEIST9_3713 
00BC: show_text_highpriority GXT 'HM9_54' time 7000 flag 1  // Avoid attracting attention in the casino or you'll blow your cover
0006: 243@ = 1 

:HEIST9_3713
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @HEIST9_3735 
0002: jump @HEIST9_44516 

:HEIST9_3735
00D6: if and
002B:   2 >= 38@ 
8118:   not actor $PLAYER_ACTOR dead 
0039:   284@ == 0 
004D: jump_if_false @HEIST9_3814 
041A: 175@ = actor $PLAYER_ACTOR weapon 17 ammo 
00D6: if and
002B:   0 >= 175@ 
002B:   2 >= 38@ 
004D: jump_if_false @HEIST9_3814 
0006: 284@ = 1 
0006: 32@ = 0 

:HEIST9_3814
00D6: if and
0019:   32@ > 2000 
0039:   284@ == 1 
0039:   173@ == 0 
004D: jump_if_false @HEIST9_3934 
00D6: if or
0038:   $7935 == 1 
0038:   $7941 == 0 
004D: jump_if_false @HEIST9_3934 
00D6: if 
0038:   $7935 == 1 
004D: jump_if_false @HEIST9_3904 
0050: gosub @HEIST9_50388 
0002: jump @HEIST9_3911 

:HEIST9_3904
0050: gosub @HEIST9_50602 

:HEIST9_3911
00BC: show_text_highpriority GXT 'HM9_48' time 4000 flag 1  // ~r~You idiot you wasted all the grenades!
0002: jump @HEIST9_44468 

:HEIST9_3934
00D6: if and
0119:   car 51@ wrecked 
0039:   174@ == 0 
0039:   250@ == 1 
004D: jump_if_false @HEIST9_3994 
0050: gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_15' time 4000 flag 1  // ~r~The van is gone, there is no way to transport the money.
0002: jump @HEIST9_44468 

:HEIST9_3994
0008: $7940 += 1 
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @HEIST9_4398 
00D6: if 
0038:   $7935 == 1 
004D: jump_if_false @HEIST9_4398 
00D6: if 
075C:   marker 39@ enabled 
004D: jump_if_false @HEIST9_4058 
0164: disable_marker 39@ 

:HEIST9_4058
00BE: text_clear_all 
0006: 38@ = 2 
0006: 215@ = 1 
0006: 33@ = 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
018A: 44@ = create_checkpoint_at 2148.995 1605.08 1005.172 
08DC: create_interior_marker 44@ at 2196.635 1676.841 radius 10.0 
0247: load_model #BMYBOUN 
0247: load_model #WMYBOUN 

:HEIST9_4138
00D6: if or
8248:   not model #BMYBOUN available 
8248:   not model #WMYBOUN available 
004D: jump_if_false @HEIST9_4170 
0001: wait 0 ms 
0002: jump @HEIST9_4138 

:HEIST9_4170
009A: 109@ = create_actor_pedtype 24 model #BMYBOUN at 2146.58 1622.228 992.6882 
0860: link_actor 109@ to_interior 1 
0173: set_actor 109@ Z_angle_to 83.607 
009A: 110@ = create_actor_pedtype 24 model #BMYBOUN at 2141.41 1626.068 992.6882 
0860: link_actor 110@ to_interior 1 
0173: set_actor 110@ Z_angle_to 188.011 
009A: 111@ = create_actor_pedtype 4 model #WMYBOUN at 2151.187 1605.832 1005.188 
0860: link_actor 111@ to_interior 1 
0173: set_actor 111@ Z_angle_to 359.346 
060B: set_actor 111@ decision_maker_to 120@ 
0638: AS_actor 111@ stay_put 1 
0006: 58@ = 0 

:HEIST9_4318
01B2: give_actor 109@(58@,5i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 109@(58@,5i) armed_weapon_to 29 
035F: actor 109@(58@,5i) armour += 200 
0638: AS_actor 109@(58@,5i) stay_put 1 
0568: set_actor 109@(58@,5i) untargetable 1 
000A: 58@ += 1 
0029:   58@ >= 2 
004D: jump_if_false @HEIST9_4318 

:HEIST9_4398
00D6: if 
0039:   38@ == 2 
004D: jump_if_false @HEIST9_10444 
00D6: if 
8118:   not actor 111@ dead 
004D: jump_if_false @HEIST9_4481 
00D6: if 
051A:   actor 111@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST9_4481 
0050: gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~You blew your disguise, scrub the mission!
0002: jump @HEIST9_44468 

:HEIST9_4481
00D6: if and
0118:   actor 111@ dead 
0039:   106@ == 0 
004D: jump_if_false @HEIST9_4534 
0050: gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~You blew your disguise, scrub the mission!
0002: jump @HEIST9_44468 

:HEIST9_4534
00D6: if 
8039:   not  215@ == 0 
004D: jump_if_false @HEIST9_5179 
00D6: if 
0039:   215@ == 1 
004D: jump_if_false @HEIST9_4628 
0004: $7934 = 240000 
03C3: set_timer_to $7934 type 1 GXT 'HM9_1A' // global_variable  // TIME
01E5: show_text_1number_highpriority GXT 'HM9_1D' number 4 time 5000 flag 1  // ~s~You have ~1~ minutes to get the team inside!
0006: 33@ = 0 
0006: 215@ = 2 

:HEIST9_4628
00D6: if and
0019:   33@ > 4000 
0039:   215@ == 2 
004D: jump_if_false @HEIST9_4713 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_4677 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:HEIST9_4677
05AA: 288@s = 'HE8_BA' // @s = 'short'  // ~z~OK, this is it. Play it cool, Carl, play it cool.
04AF: 232@ = 19004 // = constant 
0050: gosub @HEIST9_50648 
0006: 215@ = 3 

:HEIST9_4713
00D6: if and
0039:   231@ == 2 
0039:   215@ == 3 
004D: jump_if_false @HEIST9_4798 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_4762 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_4762
05AA: 288@s = 'HE8_BB' // @s = 'short'  // ~z~Hey, I'm cool!
04AF: 232@ = 19005 // = constant 
0050: gosub @HEIST9_50648 
0006: 215@ = 4 

:HEIST9_4798
00D6: if and
0039:   231@ == 2 
0039:   215@ == 4 
004D: jump_if_false @HEIST9_4880 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_4844 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_4844
05AA: 288@s = 'HE8_BC' // @s = 'short'  // ~z~Are you sure? You sound kind of edgy to me!
04AF: 232@ = 19006 // = constant 
0050: gosub @HEIST9_50648 
0006: 215@ = 5 

:HEIST9_4880
00D6: if and
0039:   231@ == 2 
0039:   215@ == 5 
004D: jump_if_false @HEIST9_4965 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_4929 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_4929
05AA: 288@s = 'HE8_BD' // @s = 'short'  // ~z~I'm cool, OK?
04AF: 232@ = 19007 // = constant 
0050: gosub @HEIST9_50648 
0006: 215@ = 6 

:HEIST9_4965
00D6: if and
0039:   231@ == 2 
0039:   215@ == 6 
004D: jump_if_false @HEIST9_5047 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_5011 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_5011
05AA: 288@s = 'HE8_BE' // @s = 'short'  // ~z~OK, OK!
04AF: 232@ = 19008 // = constant 
0050: gosub @HEIST9_50648 
0006: 215@ = 7 

:HEIST9_5047
00D6: if and
0039:   231@ == 2 
0039:   215@ == 7 
004D: jump_if_false @HEIST9_5108 
05AA: 288@s = 'HE8_BF' // @s = 'short'  // ~z~Now, make your way to the staff door.
04AF: 232@ = 19009 // = constant 
0050: gosub @HEIST9_50648 
0006: 215@ = 8 

:HEIST9_5108
00D6: if and
0039:   231@ == 2 
0039:   215@ == 8 
004D: jump_if_false @HEIST9_5179 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_5156 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_5156
00BC: show_text_highpriority GXT 'HM9_2' time 7000 flag 1  // ~s~Find and open the ~y~swipecard door~s~!
0006: 215@ = 0 

:HEIST9_5179
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2147.756 1605.401 1005.17 radius 3.0 3.0 3.0 
0039:   216@ == 0 
004D: jump_if_false @HEIST9_6325 
00D6: if 
0039:   300@ == 1 
004D: jump_if_false @HEIST9_5282 
0050: gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~You blew your disguise, scrub the mission!
0002: jump @HEIST9_44468 

:HEIST9_5282
0050: gosub @HEIST9_46289 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 111@ dead 
004D: jump_if_false @HEIST9_5363 
08C7: put_actor $PLAYER_ACTOR at 2147.675 1607.399 1005.188 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 188.6317 
01B4: set_player $PLAYER_CHAR can_move 0 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 111@ 
0639: AS_actor 111@ rotate_to_actor $PLAYER_ACTOR 

:HEIST9_5363
00D6: if 
8118:   not actor 111@ dead 
004D: jump_if_false @HEIST9_5409 
08C7: put_actor 111@ at 2151.187 1605.832 1005.188 dont_warp_gang 
0173: set_actor 111@ Z_angle_to 359.346 

:HEIST9_5409
015F: set_camera_position 2152.125 1606.502 1006.716 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2151.135 1606.365 1006.719 switchstyle 2 
00BC: show_text_highpriority GXT 'HE8_CA' time 4000 flag 1  // ~z~Ain't seen you 'round here before. You new?
040D: unload_wav 1 
03CF: load_wav 19010 as 1 

:HEIST9_5487
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_5513 
0001: wait 0 ms 
0002: jump @HEIST9_5487 

:HEIST9_5513
03D1: play_wav 1 
0001: wait 1000 ms 
0006: 33@ = 0 

:HEIST9_5529
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_5579 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_5572 
0002: jump @HEIST9_6254 

:HEIST9_5572
0002: jump @HEIST9_5529 

:HEIST9_5579
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_5631 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:HEIST9_5631
00BC: show_text_highpriority GXT 'HE8_CB' time 4000 flag 1  // ~z~Yeah, I'm, eerr standing in for Jerry, he's ill.
040D: unload_wav 1 
03CF: load_wav 19011 as 1 

:HEIST9_5658
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_5684 
0001: wait 0 ms 
0002: jump @HEIST9_5658 

:HEIST9_5684
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_5695
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_5745 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_5738 
0002: jump @HEIST9_6254 

:HEIST9_5738
0002: jump @HEIST9_5695 

:HEIST9_5745
00BC: show_text_highpriority GXT 'HE8_CC' time 4000 flag 1  // ~z~Who's Jerry?
040D: unload_wav 1 
03CF: load_wav 19012 as 1 

:HEIST9_5772
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_5798 
0001: wait 0 ms 
0002: jump @HEIST9_5772 

:HEIST9_5798
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_5809
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_5859 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_5852 
0002: jump @HEIST9_6254 

:HEIST9_5852
0002: jump @HEIST9_5809 

:HEIST9_5859
00BC: show_text_highpriority GXT 'HE8_CD' time 2000 flag 1  // ~z~Shut up.
040D: unload_wav 1 
03CF: load_wav 19013 as 1 

:HEIST9_5886
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_5912 
0001: wait 0 ms 
0002: jump @HEIST9_5886 

:HEIST9_5912
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_5923
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_5973 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_5966 
0002: jump @HEIST9_6254 

:HEIST9_5966
0002: jump @HEIST9_5923 

:HEIST9_5973
00BC: show_text_highpriority GXT 'HE8_CE' time 2000 flag 1  // ~z~What?
040D: unload_wav 1 
03CF: load_wav 19014 as 1 

:HEIST9_6000
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_6026 
0001: wait 0 ms 
0002: jump @HEIST9_6000 

:HEIST9_6026
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_6037
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_6087 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_6080 
0002: jump @HEIST9_6254 

:HEIST9_6080
0002: jump @HEIST9_6037 

:HEIST9_6087
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_6140 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_TIRED" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:HEIST9_6140
00BC: show_text_highpriority GXT 'HE8_CF' time 3000 flag 1  // ~z~I... I think I got Jerry's cough
040D: unload_wav 1 
03CF: load_wav 19015 as 1 

:HEIST9_6167
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_6193 
0001: wait 0 ms 
0002: jump @HEIST9_6167 

:HEIST9_6193
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_6204
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_6254 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_6247 
0002: jump @HEIST9_6254 

:HEIST9_6247
0002: jump @HEIST9_6204 

:HEIST9_6254
040D: unload_wav 1 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 111@ dead 
004D: jump_if_false @HEIST9_6304 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0173: set_actor 111@ Z_angle_to 3.8184 
0173: set_actor $PLAYER_ACTOR Z_angle_to 207.6449 

:HEIST9_6304
0050: gosub @HEIST9_46306 
0006: 215@ = 0 
0006: 216@ = 1 

:HEIST9_6325
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2149.008 1605.299 1005.172 radius 2.0 2.0 2.0 
0039:   36@ == 0 
004D: jump_if_false @HEIST9_6642 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @HEIST9_6404 
0512: show_permanent_text_box 'HM9_29'  // ~k~~VEHICLE_ENTER_EXIT~ Use Swipecard.

:HEIST9_6404
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @HEIST9_6635 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8117:   not player $PLAYER_CHAR wasted 
004D: jump_if_false @HEIST9_6527 
01B4: set_player $PLAYER_CHAR can_move 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 2149.008 1605.299 1005.172 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 188.7539 
0605: actor $PLAYER_ACTOR perform_animation "USE_SWIPECARD" IFP "HEIST9" framedelta 2.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:HEIST9_6527
0001: wait 500 ms 
040D: unload_wav 3 
03CF: load_wav 6400 as 3 

:HEIST9_6543
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @HEIST9_6569 
0001: wait 0 ms 
0002: jump @HEIST9_6543 

:HEIST9_6569
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST9_6588 
03D1: play_wav 3 

:HEIST9_6588
0001: wait 1000 ms 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8117:   not player $PLAYER_CHAR wasted 
004D: jump_if_false @HEIST9_6621 
01B4: set_player $PLAYER_CHAR can_move 1 

:HEIST9_6621
0006: 303@ = 1 
0006: 36@ = 1 

:HEIST9_6635
0002: jump @HEIST9_6644 

:HEIST9_6642
03E6: remove_text_box 

:HEIST9_6644
00D6: if and
0039:   36@ == 1 
0039:   107@ == 0 
004D: jump_if_false @HEIST9_7355 
03E6: remove_text_box 
0247: load_model #VBFYCRP 
0247: load_model #VWFYCRP 

:HEIST9_6680
00D6: if or
8248:   not model #VWFYCRP available 
8248:   not model #VBFYCRP available 
004D: jump_if_false @HEIST9_6711 
0001: wait 0 ms 
0002: jump @HEIST9_6680 

:HEIST9_6711
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.01 1603.086 1000.968 
05D7: add_point_to_scmpath 2163.409 1602.779 998.9785 
05D7: add_point_to_scmpath 2158.457 1602.36 998.9719 
05D7: add_point_to_scmpath 2158.192 1597.875 998.9711 
05D7: add_point_to_scmpath 2157.961 1612.835 998.9677 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2158.395 1618.554 998.9647 
05D7: add_point_to_scmpath 2157.961 1612.835 998.9677 
05D7: add_point_to_scmpath 2158.192 1597.875 998.9711 
05D7: add_point_to_scmpath 2158.457 1602.36 998.9719 
05D7: add_point_to_scmpath 2163.409 1602.779 998.9785 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D6: clear_scmpath 
0643: set_AS_pack 53@ loop 1 
0616: define_AS_pack_end 53@ 
009A: 218@ = create_actor_pedtype 26 model #VWFYCRP at 2144.01 1603.086 1000.968 
0860: link_actor 218@ to_interior 1 
060B: set_actor 218@ decision_maker_to 89@ 
0618: assign_actor 218@ to_AS_pack 53@ 
009A: 219@ = create_actor_pedtype 26 model #VBFYCRP at 2148.394 1596.737 998.768 
0860: link_actor 219@ to_interior 1 
060B: set_actor 219@ decision_maker_to 89@ 
009A: 220@ = create_actor_pedtype 26 model #VWFYCRP at 2149.355 1597.133 998.768 
0860: link_actor 220@ to_interior 1 
060B: set_actor 220@ decision_maker_to 89@ 
009A: 222@ = create_actor_pedtype 26 model #BMYBOUN at 2146.831 1603.942 1000.968 
0173: set_actor 222@ Z_angle_to 187.4626 
0860: link_actor 222@ to_interior 1 
01B2: give_actor 222@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 222@ armed_weapon_to 22 
060B: set_actor 222@ decision_maker_to 245@ 
0638: AS_actor 222@ stay_put 1 
009A: 223@ = create_actor_pedtype 26 model #VWFYCRP at 2170.674 1603.371 998.9696 
0860: link_actor 223@ to_interior 1 
060B: set_actor 223@ decision_maker_to 89@ 
009A: 224@ = create_actor_pedtype 26 model #VWFYCRP at 2169.843 1605.299 998.9706 
0860: link_actor 224@ to_interior 1 
060B: set_actor 224@ decision_maker_to 89@ 
0677: AS_actor 219@ chat_with_actor 220@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 220@ chat_with_actor 219@ lead_speaker_flag 0 unknown_flag 1 
0677: AS_actor 223@ chat_with_actor 224@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 224@ chat_with_actor 223@ lead_speaker_flag 0 unknown_flag 1 
0006: 117@ = 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_7277 
0792: disembark_instantly_actor $PLAYER_ACTOR 

:HEIST9_7277
061B: remove_references_to_AS_pack 53@ 
0164: disable_marker 44@ 
0006: 35@ = 1 
018A: 108@ = create_checkpoint_at 2143.046 1620.661 999.968 
08DC: create_interior_marker 108@ at 2196.635 1676.841 radius 10.0 
0006: 107@ = 1 
0006: 302@ = 2 
0006: 32@ = 0 

:HEIST9_7355
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2147.863 1599.649 1003.534 radius 2.0 2.0 2.0 
0039:   106@ == 0 
004D: jump_if_false @HEIST9_7460 
0006: 106@ = 1 
0395: clear_area 1 at 2192.605 1601.92 1004.063 radius 100.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
009B: destroy_actor 111@ 
0006: 33@ = 0 

:HEIST9_7460
00D6: if and
0039:   231@ == 2 
0039:   302@ == 2 
0019:   32@ > 1000 
004D: jump_if_false @HEIST9_7552 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_7516 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:HEIST9_7516
05AA: 288@s = 'HE8_DB' // @s = 'short'  // ~z~Great. Next stop, the backup generator room.
04AF: 232@ = 19017 // = constant 
0050: gosub @HEIST9_50648 
0006: 302@ = 3 

:HEIST9_7552
00D6: if and
0039:   231@ == 2 
0039:   302@ == 3 
004D: jump_if_false @HEIST9_7613 
05AA: 288@s = 'HE8_DD' // @s = 'short'  // ~z~It's down one level.
04AF: 232@ = 19019 // = constant 
0050: gosub @HEIST9_50648 
0006: 302@ = 0 

:HEIST9_7613
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2148.252 1605.901 1000.114 radius 1.2 1.2 1.2 
0039:   244@ == 0 
004D: jump_if_false @HEIST9_7682 
0006: 244@ = 1 
0006: 302@ = 0 

:HEIST9_7682
00D6: if and
0039:   231@ == 2 
0039:   244@ == 1 
004D: jump_if_false @HEIST9_7774 
0006: 303@ = 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_7738 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_7738
05AA: 288@s = 'HE8_EA' // @s = 'short'  // ~z~All right, I'm in the Generator Room.
04AF: 232@ = 19020 // = constant 
0050: gosub @HEIST9_50648 
0006: 244@ = 2 

:HEIST9_7774
00D6: if and
0039:   231@ == 2 
0039:   244@ == 2 
004D: jump_if_false @HEIST9_7856 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_7820 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_7820
05AA: 288@s = 'HE8_EB' // @s = 'short'  // ~z~OK, the ventilation grills are on the back wall.
04AF: 232@ = 19021 // = constant 
0050: gosub @HEIST9_50648 
0006: 244@ = 3 

:HEIST9_7856
00D6: if and
0039:   231@ == 2 
0039:   244@ == 3 
004D: jump_if_false @HEIST9_7917 
05AA: 288@s = 'HE8_EC' // @s = 'short'  // ~z~Throw the gas down one of these.
04AF: 232@ = 19022 // = constant 
0050: gosub @HEIST9_50648 
0006: 244@ = 4 

:HEIST9_7917
00D6: if and
0039:   231@ == 2 
0039:   244@ == 4 
004D: jump_if_false @HEIST9_8001 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_7965 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_7965
05AA: 288@s = 'HE8_ED' // @s = 'short'  // ~z~You got it.
04AF: 232@ = 19023 // = constant 
0050: gosub @HEIST9_50648 
0006: 244@ = 5 

:HEIST9_8001
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2254.543 1706.5 1.1746 radius 1.2 1.2 1.2 
004D: jump_if_false @HEIST9_8065 
00BC: show_text_highpriority GXT 'HM9_36' time 1000 flag 1  // Gas the guards first!

:HEIST9_8065
00D6: if and
001B:   45 > 106@ 
8039:   not  106@ == 0 
004D: jump_if_false @HEIST9_8114 
034D: rotate_object 41@ from_angle 180.0 to_angle 2.0 flag 0 
000A: 106@ += 1 

:HEIST9_8114
00D6: if and
001B:   45 > 117@ 
8039:   not  117@ == 0 
004D: jump_if_false @HEIST9_8163 
034D: rotate_object 41@ from_angle 270.0 to_angle 2.0 flag 0 
000A: 117@ += 1 

:HEIST9_8163
0006: 58@ = 0 

:HEIST9_8170
00D6: if 
8118:   not actor 109@(58@,5i) dead 
004D: jump_if_false @HEIST9_8349 
00D6: if 
051A:   actor 109@(58@,5i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST9_8243 
0050: gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~You blew your disguise, scrub the mission!
0002: jump @HEIST9_44468 

:HEIST9_8243
00D6: if 
051A:   actor $PLAYER_ACTOR damaged_by_actor 109@(58@,5i) 
004D: jump_if_false @HEIST9_8296 
0050: gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~You blew your disguise, scrub the mission!
0002: jump @HEIST9_44468 

:HEIST9_8296
00D6: if 
0364:   actor 109@(58@,5i) spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST9_8349 
0050: gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_37' time 4000 flag 1  // ~r~The guards saw you and raised the alarm.
0002: jump @HEIST9_44468 

:HEIST9_8349
000A: 58@ += 1 
0029:   58@ >= 2 
004D: jump_if_false @HEIST9_8170 
00D6: if and
02EE:   projectile_in_cube_cornerA 2144.464 1621.26 1002.136 cornerB 2136.209 1626.877 997.7474 
0039:   173@ == 0 
004D: jump_if_false @HEIST9_8475 
0006: 173@ = 1 
0006: 302@ = 0 
0006: 244@ = 0 
0A46: set_external_scripts_triggers_type 1 enabled 0 
0004: $PLAYER_IN_INTERIOR = 1 
0006: 32@ = 0 
0050: gosub @HEIST9_46325 
0050: gosub @HEIST9_1936 

:HEIST9_8475
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2145.79 1613.851 999.968 radius 5.0 5.0 5.0 
0039:   114@ == 0 
0039:   173@ == 0 
004D: jump_if_false @HEIST9_8625 
0006: 114@ = 1 
0395: clear_area 1 at 2144.323 1622.684 992.5681 radius 30.0 
0006: 58@ = 0 

:HEIST9_8575
00D6: if 
8118:   not actor 109@(58@,5i) dead 
004D: jump_if_false @HEIST9_8604 
0792: disembark_instantly_actor 109@(58@,5i) 

:HEIST9_8604
000A: 58@ += 1 
0029:   58@ >= 2 
004D: jump_if_false @HEIST9_8575 

:HEIST9_8625
00D6: if 
0039:   173@ == 1 
004D: jump_if_false @HEIST9_10412 
0006: 303@ = 1 
00BE: text_clear_all 
07FB: set_interior 'MAFCAS' access 0  // Caligula's Casino
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_8688 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_8688
0050: gosub @HEIST9_46289 
015F: set_camera_position 2139.85 1609.236 995.7649 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2140.229 1610.145 995.5919 switchstyle 2 
0247: load_model #TEARGAS 

:HEIST9_8751
00D6: if 
8248:   not model #TEARGAS available 
004D: jump_if_false @HEIST9_8778 
0001: wait 0 ms 
0002: jump @HEIST9_8751 

:HEIST9_8778
0395: clear_area 1 at 2144.323 1622.684 997.0 radius 10.0 
0395: clear_area 1 at 2143.266 1618.145 999.9764 radius 10.0 
0107: 314@ = create_object #TEARGAS at 2144.323 1622.684 997.0 
0050: gosub @HEIST9_46358 
01BB: store_object 314@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 313@ 

:HEIST9_8870
00D6: if 
0021:   313@ > 992.6 
004D: jump_if_false @HEIST9_8940 
0001: wait 20 ms 
01BB: store_object 314@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 313@ 
000F: 313@ -= 0.3 
01BC: put_object 314@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 313@ 
0002: jump @HEIST9_8870 

:HEIST9_8940
064B: 139@ = create_particle "TEARGASAD" at 2144.323 1622.684 992.5681 type 1 
064C: make_particle 139@ visible 
0001: wait 1500 ms 
0006: 58@ = 0 

:HEIST9_8990
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_9014 
0002: jump @HEIST9_10100 

:HEIST9_9014
00D6: if 
8118:   not actor 109@(58@,5i) dead 
004D: jump_if_false @HEIST9_9189 
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @HEIST9_9112 
0792: disembark_instantly_actor 109@(58@,5i) 
0605: actor 109@(58@,5i) perform_animation "CAS_G2_GASKO" IFP "HEIST9" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0001: wait 200 ms 

:HEIST9_9112
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @HEIST9_9189 
0792: disembark_instantly_actor 109@(58@,5i) 
0605: actor 109@(58@,5i) perform_animation "CAS_G2_GASKO" IFP "HEIST9" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0001: wait 100 ms 

:HEIST9_9189
00D6: if 
8118:   not actor 109@(58@,5i) dead 
004D: jump_if_false @HEIST9_9220 
0619: enable_actor 109@(58@,5i) collision_detection 0 

:HEIST9_9220
000A: 58@ += 1 
0029:   58@ >= 2 
004D: jump_if_false @HEIST9_8990 
0006: 33@ = 0 

:HEIST9_9248
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @HEIST9_9302 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_9295 
0002: jump @HEIST9_10100 

:HEIST9_9295
0002: jump @HEIST9_9248 

:HEIST9_9302
040D: unload_wav 1 
03CF: load_wav 19024 as 1 

:HEIST9_9313
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_9339 
0001: wait 0 ms 
0002: jump @HEIST9_9313 

:HEIST9_9339
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_9350
00D6: if 
001B:   1500 > 33@ 
004D: jump_if_false @HEIST9_9404 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_9397 
0002: jump @HEIST9_10100 

:HEIST9_9397
0002: jump @HEIST9_9350 

:HEIST9_9404
00D6: if 
8118:   not actor 110@ dead 
004D: jump_if_false @HEIST9_9428 
09F1: play_audio_at_actor 110@ event 1163 

:HEIST9_9428
0006: 33@ = 0 

:HEIST9_9435
00D6: if 
001B:   500 > 33@ 
004D: jump_if_false @HEIST9_9489 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_9482 
0002: jump @HEIST9_10100 

:HEIST9_9482
0002: jump @HEIST9_9435 

:HEIST9_9489
00BC: show_text_highpriority GXT 'HE8_FB' time 2000 flag 1  // ~z~We won't know if that worked until we get down there!
040D: unload_wav 1 
03CF: load_wav 19025 as 1 

:HEIST9_9516
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_9542 
0001: wait 0 ms 
0002: jump @HEIST9_9516 

:HEIST9_9542
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_9553
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_9603 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_9596 
0002: jump @HEIST9_10100 

:HEIST9_9596
0002: jump @HEIST9_9553 

:HEIST9_9603
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_9649 
08C7: put_actor $PLAYER_ACTOR at 2143.376 1619.655 999.9764 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 182.7419 

:HEIST9_9649
064E: stop_particle 139@ 
0976: destroy_particle 139@ 
0395: clear_area 1 at 2144.323 1622.684 997.0 radius 10.0 
0395: clear_area 1 at 2143.266 1618.145 999.9764 radius 10.0 
015F: set_camera_position 2142.75 1617.836 1001.143 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2142.997 1618.803 1001.197 switchstyle 2 
00BC: show_text_highpriority GXT 'HE8_FC' time 2000 flag 1  // ~z~Yeah, well, don't worry about it.
040D: unload_wav 1 
03CF: load_wav 19026 as 1 

:HEIST9_9785
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_9811 
0001: wait 0 ms 
0002: jump @HEIST9_9785 

:HEIST9_9811
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_9822
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_9872 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_9865 
0002: jump @HEIST9_10100 

:HEIST9_9865
0002: jump @HEIST9_9822 

:HEIST9_9872
00BC: show_text_highpriority GXT 'HE8_FD' time 2000 flag 1  // ~z~Right now we got a schedule to stick to!
040D: unload_wav 1 
03CF: load_wav 19027 as 1 

:HEIST9_9899
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_9925 
0001: wait 0 ms 
0002: jump @HEIST9_9899 

:HEIST9_9925
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_9936
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_9986 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_9979 
0002: jump @HEIST9_10100 

:HEIST9_9979
0002: jump @HEIST9_9936 

:HEIST9_9986
00BC: show_text_highpriority GXT 'HE8_FE' time 2000 flag 1  // ~z~Head to the security door and use Millie's swipe card!
040D: unload_wav 1 
03CF: load_wav 19028 as 1 

:HEIST9_10013
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_10039 
0001: wait 0 ms 
0002: jump @HEIST9_10013 

:HEIST9_10039
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_10050
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_10100 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_10093 
0002: jump @HEIST9_10100 

:HEIST9_10093
0002: jump @HEIST9_10050 

:HEIST9_10100
0108: destroy_object 314@ 
0249: release_model #TEARGAS 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_10156 
08C7: put_actor $PLAYER_ACTOR at 2143.22 1618.372 999.9688 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 175.5027 

:HEIST9_10156
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @HEIST9_10238 
0792: disembark_instantly_actor 109@ 
0812: AS_actor 109@ perform_animation "CAS_G2_GASKO" IFP "HEIST9" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0688: AS_actor 109@ unknown_toggle_ped_threat_scanner 0 0 0 
060B: set_actor 109@ decision_maker_to 120@ 

:HEIST9_10238
00D6: if 
8118:   not actor 110@ dead 
004D: jump_if_false @HEIST9_10320 
0792: disembark_instantly_actor 110@ 
0812: AS_actor 110@ perform_animation "CAS_G2_GASKO" IFP "HEIST9" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0688: AS_actor 110@ unknown_toggle_ped_threat_scanner 0 0 0 
060B: set_actor 110@ decision_maker_to 120@ 

:HEIST9_10320
0050: gosub @HEIST9_46306 
064E: stop_particle 139@ 
0976: destroy_particle 139@ 

:HEIST9_10337
00BC: show_text_highpriority GXT 'HM9_12' time 5000 flag 1  // ~s~Find the ~y~swipecard door ~s~and open it.
0164: disable_marker 108@ 
018A: 45@ = create_checkpoint_at 2168.173 1616.986 998.97 
08DC: create_interior_marker 45@ at 2196.635 1676.841 radius 10.0 
0006: 38@ = 3 
0006: 246@ = 1 

:HEIST9_10412
00D6: if 
0039:   116@ == 4 
004D: jump_if_false @HEIST9_10444 
0006: 116@ = 5 
0002: jump @HEIST9_10337 

:HEIST9_10444
00D6: if and
876F:   not text_priority_displayed 
8039:   not  246@ == 12 
8039:   not  246@ == 0 
004D: jump_if_false @HEIST9_11312 
00D6: if and
0039:   231@ == 2 
0039:   246@ == 1 
004D: jump_if_false @HEIST9_10555 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_10519 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:HEIST9_10519
05AA: 288@s = 'HE8_GB' // @s = 'short'  // ~z~OK good, I've hacked their emergency lighting protocols.
04AF: 232@ = 19030 // = constant 
0050: gosub @HEIST9_50648 
0006: 246@ = 2 

:HEIST9_10555
00D6: if and
0039:   231@ == 2 
0039:   246@ == 2 
004D: jump_if_false @HEIST9_10616 
05AA: 288@s = 'HE8_GC' // @s = 'short'  // ~z~I'm going to blow the charges you placed at the dam.
04AF: 232@ = 19031 // = constant 
0050: gosub @HEIST9_50648 
0006: 246@ = 3 

:HEIST9_10616
00D6: if and
0039:   231@ == 2 
0039:   246@ == 3 
004D: jump_if_false @HEIST9_10677 
05AA: 288@s = 'HE8_GD' // @s = 'short'  // ~z~Here goes nothing...
04AF: 232@ = 19032 // = constant 
0050: gosub @HEIST9_50648 
0006: 246@ = 4 

:HEIST9_10677
00D6: if and
0039:   231@ == 2 
0039:   246@ == 4 
004D: jump_if_false @HEIST9_10982 
0924: enable_screen_darkness 1 with_value 220 
040D: unload_wav 3 
03CF: load_wav 6402 as 3 

:HEIST9_10720
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @HEIST9_10746 
0001: wait 0 ms 
0002: jump @HEIST9_10720 

:HEIST9_10746
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST9_10765 
03D1: play_wav 3 

:HEIST9_10765
0001: wait 100 ms 
05AA: 288@s = 'HE8_GE' // @s = 'short'  // ~z~Wow! I didn't think that was going to work!
04AF: 232@ = 19033 // = constant 
0050: gosub @HEIST9_50648 
0615: define_AS_pack_begin 53@ 
05F5: AS_actor -1 goto_point_using_paths 2157.597 1597.863 998.9694 mode 6 time -1 
06A9: AS_actor -1 look_at_point 2155.781 1598.063 998.9686 -2 ms 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
05B9: AS_actor -1 stay_idle 1000 ms 
0643: set_AS_pack 53@ loop 1 
0616: define_AS_pack_end 53@ 
0006: 58@ = 0 

:HEIST9_10908
00D6: if 
8118:   not actor 218@(58@,10i) dead 
004D: jump_if_false @HEIST9_10949 
0792: disembark_instantly_actor 218@(58@,10i) 
0618: assign_actor 218@(58@,10i) to_AS_pack 53@ 

:HEIST9_10949
000A: 58@ += 1 
0029:   58@ >= 7 
004D: jump_if_false @HEIST9_10908 
061B: remove_references_to_AS_pack 53@ 
0006: 246@ = 5 

:HEIST9_10982
00D6: if and
0039:   231@ == 2 
0039:   246@ == 5 
004D: jump_if_false @HEIST9_11080 
00D6: if 
899D:   not night_vision_enabled 
004D: jump_if_false @HEIST9_11073 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_11044 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_11044
05AA: 288@s = 'HE8_GF' // @s = 'short'  // ~z~I can't see jack!
04AF: 232@ = 19034 // = constant 
0050: gosub @HEIST9_50648 

:HEIST9_11073
0006: 246@ = 9 

:HEIST9_11080
00D6: if and
0039:   231@ == 2 
0039:   246@ == 9 
004D: jump_if_false @HEIST9_11156 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_11126 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_11126
00BC: show_text_highpriority GXT 'HM9_49' time 5000 flag 1  // ~s~Select the night-vision goggles and press ~k~~PED_FIREWEAPON~ to activate.
0006: 246@ = 10 
0006: 33@ = 0 

:HEIST9_11156
00D6: if and
0019:   33@ > 5000 
0039:   249@ == 0 
004D: jump_if_false @HEIST9_11312 
00D6: if and
0039:   38@ == 5 
0039:   231@ == 2 
0039:   246@ == 10 
004D: jump_if_false @HEIST9_11221 
0006: 246@ = 11 

:HEIST9_11221
00D6: if and
0039:   38@ == 5 
0039:   231@ == 2 
0039:   246@ == 11 
004D: jump_if_false @HEIST9_11312 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_11276 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_11276
05AA: 288@s = 'HE8_HB' // @s = 'short'  // ~z~Head down to the service bay!
04AF: 232@ = 19038 // = constant 
0050: gosub @HEIST9_50648 
0006: 246@ = 12 

:HEIST9_11312
00D6: if 
0039:   38@ == 3 
004D: jump_if_false @HEIST9_11712 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2167.599 1617.412 998.9715 radius 2.0 2.0 2.0 
004D: jump_if_false @HEIST9_11710 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @HEIST9_11402 
0512: show_permanent_text_box 'HM9_29'  // ~k~~VEHICLE_ENTER_EXIT~ Use Swipecard.

:HEIST9_11402
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @HEIST9_11703 
0006: 58@ = 0 

:HEIST9_11426
009B: destroy_actor 218@(58@,10i) 
000A: 58@ += 1 
0029:   58@ >= 7 
004D: jump_if_false @HEIST9_11426 
040D: unload_wav 3 
03CF: load_wav 6400 as 3 

:HEIST9_11467
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @HEIST9_11493 
0001: wait 0 ms 
0002: jump @HEIST9_11467 

:HEIST9_11493
0249: release_model #VWFYCRP 
0249: release_model #WMYBOUN 
0249: release_model #VWFYWAI 
0164: disable_marker 45@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 2167.599 1617.287 998.9715 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0605: actor $PLAYER_ACTOR perform_animation "USE_SWIPECARD" IFP "HEIST9" framedelta 2.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0001: wait 500 ms 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST9_11615 
03D1: play_wav 3 

:HEIST9_11615
0001: wait 500 ms 
0006: 58@ = 0 

:HEIST9_11627
00D6: if 
8039:   not  58@ == 33 
004D: jump_if_false @HEIST9_11680 
0001: wait 0 ms 
034D: rotate_object $2703 from_angle 180.0 to_angle 3.0 flag 0 
000A: 58@ += 1 
0002: jump @HEIST9_11627 

:HEIST9_11680
0006: 38@ = 5 
03E6: remove_text_box 
0006: 215@ = 0 
0006: 32@ = 0 

:HEIST9_11703
0002: jump @HEIST9_11712 

:HEIST9_11710
03E6: remove_text_box 

:HEIST9_11712
00D6: if 
0039:   38@ == 5 
004D: jump_if_false @HEIST9_12426 
00D6: if and
0039:   231@ == 2 
0039:   215@ == 0 
004D: jump_if_false @HEIST9_11913 
0247: load_model #FORKLIFT 

:HEIST9_11760
00D6: if 
8248:   not model #FORKLIFT available 
004D: jump_if_false @HEIST9_11787 
0001: wait 0 ms 
0002: jump @HEIST9_11760 

:HEIST9_11787
00A5: 46@ = create_car #FORKLIFT at 2173.621 1585.964 998.9722 
0840: link_car 46@ to_interior 1 
0175: set_car 46@ Z_angle_to 270.0 
0229: set_car 46@ primary_color_to 6 secondary_color_to 6 
0006: 209@ = 1 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_11866 
0840: link_car 46@ to_interior 1 

:HEIST9_11866
018A: 90@ = create_checkpoint_at 2220.543 1572.625 998.9531 
08DC: create_interior_marker 90@ at 2196.635 1676.841 radius 10.0 
0006: 215@ = 1 

:HEIST9_11913
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2224.452 1595.435 998.9753 radius 1.2 1.2 1.2 
0039:   249@ == 0 
004D: jump_if_false @HEIST9_11975 
0006: 249@ = 1 

:HEIST9_11975
00D6: if and
0039:   231@ == 2 
0039:   249@ == 1 
004D: jump_if_false @HEIST9_12036 
05AA: 288@s = 'HE8_JA' // @s = 'short'  // ~z~OK, we've got the power down, which means the gate's unlocked.
04AF: 232@ = 19039 // = constant 
0050: gosub @HEIST9_50648 
0006: 249@ = 2 

:HEIST9_12036
00D6: if and
0039:   231@ == 2 
0039:   249@ == 2 
004D: jump_if_false @HEIST9_12097 
05AA: 288@s = 'HE8_JB' // @s = 'short'  // ~z~But now you're going to have to raise it yourself.
04AF: 232@ = 19040 // = constant 
0050: gosub @HEIST9_50648 
0006: 249@ = 3 

:HEIST9_12097
00D6: if and
0039:   231@ == 2 
0039:   249@ == 3 
004D: jump_if_false @HEIST9_12201 
00D6: if 
075C:   marker 90@ enabled 
004D: jump_if_false @HEIST9_12143 
0164: disable_marker 90@ 

:HEIST9_12143
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_12194 
0186: 47@ = create_marker_above_car 46@ 
08DC: create_interior_marker 47@ at 2196.635 1676.841 radius 10.0 
07E0: set_marker 47@ type_to 1 

:HEIST9_12194
0006: 249@ = 4 

:HEIST9_12201
00D6: if and
0039:   231@ == 2 
0039:   249@ == 4 
004D: jump_if_false @HEIST9_12249 
00BC: show_text_highpriority GXT 'HM9_51' time 7000 flag 1  // ~s~You'll need something big to lift this door up.
0006: 249@ = 5 

:HEIST9_12249
00D6: if 
0039:   209@ == 1 
004D: jump_if_false @HEIST9_12426 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_12426 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 46@ 
004D: jump_if_false @HEIST9_12426 
00D6: if and
0039:   50@ == 0 
00DB:   actor $PLAYER_ACTOR in_car 46@ 
004D: jump_if_false @HEIST9_12426 
00BC: show_text_highpriority GXT 'HM9_5' time 5000 flag 1  // ~s~Use the forklift to open the ~y~roller door~s~.
0006: 50@ = 1 
0006: 38@ = 6 
0006: 211@ = 1 
00D6: if 
075C:   marker 90@ enabled 
004D: jump_if_false @HEIST9_12386 
0164: disable_marker 90@ 

:HEIST9_12386
018A: 90@ = create_checkpoint_at 2220.543 1572.625 998.9531 
08DC: create_interior_marker 90@ at 2196.635 1676.841 radius 10.0 

:HEIST9_12426
00D6: if and
0119:   car 46@ wrecked 
001B:   7 > 38@ 
0039:   209@ == 1 
004D: jump_if_false @HEIST9_12486 
0050: gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_13' time 4000 flag 1  // ~r~You idiot you have destroyed the forklift, the only way to open the roller door!
0002: jump @HEIST9_44468 

:HEIST9_12486
00D6: if 
0039:   38@ == 6 
004D: jump_if_false @HEIST9_17984 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_12630 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 46@ 
0039:   95@ == 0 
004D: jump_if_false @HEIST9_12567 
018B: set_marker 47@ radar_mode 0 
018B: set_marker 90@ radar_mode 3 
0006: 95@ = 1 

:HEIST9_12567
00D6: if and
80DB:   not actor $PLAYER_ACTOR in_car 46@ 
0039:   95@ == 1 
004D: jump_if_false @HEIST9_12630 
00BC: show_text_highpriority GXT 'HM9_23' time 3000 flag 1  // ~s~Get back in the ~b~Forklift~s~!
018B: set_marker 47@ radar_mode 3 
018B: set_marker 90@ radar_mode 0 
0006: 95@ = 0 

:HEIST9_12630
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_13014 
098D: get_car 46@ extra_parts_angle $7936 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 46@ 
004D: jump_if_false @HEIST9_13014 
00D6: if 
0101:   actor $PLAYER_ACTOR in_sphere 2220.543 1573.141 998.9672 radius 6.0 6.0 6.0 sphere 0 stopped 
004D: jump_if_false @HEIST9_12739 
0512: show_permanent_text_box 'HM9_53'  // Push ~k~~VEHICLE_TURRETDOWN~ to lift the door
0002: jump @HEIST9_12741 

:HEIST9_12739
03E6: remove_text_box 

:HEIST9_12741
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0172: 287@ = actor $PLAYER_ACTOR Z_angle 
0086: $7938 = $7936 // (float) 
0009: $7938 += 1001.6 
0059: $7936 += $TEMPVAR_FLOAT_3 // (float) 
00D6: if and
0021:   287@ > 140.0 
0023:   220.0 > 287@ 
004D: jump_if_false @HEIST9_13014 
00D6: if and
0020:   $TEMPVAR_FLOAT_2 > 1572.8 
0022:   1573.8 > $TEMPVAR_FLOAT_2 
004D: jump_if_false @HEIST9_13014 
00D6: if 
00E1:   player 0 pressed_key 3 
004D: jump_if_false @HEIST9_12981 
01BB: store_object 49@ position_to 177@ 178@ $7937 
0004: $SPECIAL_AXIS_Y = 0 
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
0086: $7937 = $7938 // (float) 
000D: $7937 -= 0.1 
01BC: put_object 49@ at 2220.188 1571.763 $7937 
00D6: if 
0039:   305@ == 0 
004D: jump_if_false @HEIST9_12974 
097B: play_audio_at_object 49@ event 1165 
0006: 305@ = 1 

:HEIST9_12974
0002: jump @HEIST9_13014 

:HEIST9_12981
00D6: if 
0039:   305@ == 1 
004D: jump_if_false @HEIST9_13014 
097B: play_audio_at_object 49@ event 1166 
0006: 305@ = 0 

:HEIST9_13014
00D6: if and
0030:   $7937 >= 1002.8 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_17984 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #FORKLIFT 
004D: jump_if_false @HEIST9_17968 
032B: 214@ = create_weapon_pickup #SATCHEL type 3 ammo 99999 at 2146.487 1622.805 993.5 
00D6: if 
8118:   not actor 225@ dead 
004D: jump_if_false @HEIST9_13107 
009B: destroy_actor 225@ 

:HEIST9_13107
00D6: if 
8118:   not actor 226@ dead 
004D: jump_if_false @HEIST9_13128 
009B: destroy_actor 226@ 

:HEIST9_13128
00D6: if 
8118:   not actor 227@ dead 
004D: jump_if_false @HEIST9_13149 
009B: destroy_actor 227@ 

:HEIST9_13149
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_13172 
01B4: set_player $PLAYER_CHAR can_move 0 

:HEIST9_13172
0164: disable_marker 90@ 
03E6: remove_text_box 
07C0: load_path 499 
07C0: load_path 487 

:HEIST9_13189
00D6: if or
87C1:   not path 499 available 
87C1:   not path 487 available 
004D: jump_if_false @HEIST9_13221 
0001: wait 0 ms 
0002: jump @HEIST9_13189 

:HEIST9_13221
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_13251 
0840: link_car 51@ to_interior 1 
0397: enable_car 51@ siren 1 

:HEIST9_13251
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_13297 
00AB: put_car 46@ at 2220.543 1573.141 998.9672 
0175: set_car 46@ Z_angle_to 180.0 

:HEIST9_13297
0050: gosub @HEIST9_46289 
015F: set_camera_position 2224.694 1577.632 1002.633 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2224.199 1576.857 1002.241 switchstyle 2 
00D6: if and
07C1:   path 487 available 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_13384 
05EB: assign_car 46@ to_path 487 

:HEIST9_13384
097B: play_audio_at_object 49@ event 1035 
00D6: if 
03CA:   object 49@ exists 
004D: jump_if_false @HEIST9_13422 
01BB: store_object 49@ position_to 177@ 178@ $7937 

:HEIST9_13422
00D6: if 
8020:   not  $7937 > 1005.4 
004D: jump_if_false @HEIST9_13482 
0001: wait 50 ms 
0009: $7937 += 0.1 
01BC: put_object 49@ at 2220.188 1571.763 $7937 
0002: jump @HEIST9_13422 

:HEIST9_13482
097B: play_audio_at_object 49@ event 1036 
00D6: if and
07C1:   path 499 available 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_13519 
05EB: assign_car 51@ to_path 499 

:HEIST9_13519
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_13586 
00D6: if 
060E:   car 46@ assigned_to_path 
004D: jump_if_false @HEIST9_13556 
05EC: release_car 46@ from_path 

:HEIST9_13556
00AB: put_car 46@ at 2218.039 1592.232 998.9783 
0175: set_car 46@ Z_angle_to 26.1233 

:HEIST9_13586
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_13675 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST9_13645 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2217.115 1589.683 998.9709 
0002: jump @HEIST9_13665 

:HEIST9_13645
08C7: put_actor $PLAYER_ACTOR at 2217.115 1589.683 998.9709 dont_warp_gang 

:HEIST9_13665
0173: set_actor $PLAYER_ACTOR Z_angle_to 209.5064 

:HEIST9_13675
0006: 58@ = 0 

:HEIST9_13682
00D6: if 
8118:   not actor 218@(58@,10i) dead 
004D: jump_if_false @HEIST9_13711 
009B: destroy_actor 218@(58@,10i) 

:HEIST9_13711
000A: 58@ += 1 
0029:   58@ >= 7 
004D: jump_if_false @HEIST9_13682 
0247: load_model #SATCHEL 
0247: load_model #BOMB 
0247: load_model #MP5LNG 
0247: load_model #WMYBOUN 

:HEIST9_13752
00D6: if or
8248:   not model #SATCHEL available 
8248:   not model #BOMB available 
8248:   not model #MP5LNG available 
8248:   not model #WMYBOUN available 
004D: jump_if_false @HEIST9_13794 
0001: wait 0 ms 
0002: jump @HEIST9_13752 

:HEIST9_13794
015F: set_camera_position 2217.37 1580.595 1000.582 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2217.663 1579.639 1000.559 switchstyle 2 
0006: 33@ = 0 

:HEIST9_13852
00D6: if 
001B:   3000 > 33@ 
004D: jump_if_false @HEIST9_13906 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_13899 
0002: jump @HEIST9_15911 

:HEIST9_13899
0002: jump @HEIST9_13852 

:HEIST9_13906
015F: set_camera_position 2215.132 1594.248 1002.778 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2215.409 1593.319 1002.531 switchstyle 2 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_13980 
0519: set_car 51@ locked 1 

:HEIST9_13980
00BC: show_text_highpriority GXT 'HE8_KA' time 4000 flag 1  // ~z~Well done, Carl.
040D: unload_wav 1 
03CF: load_wav 19042 as 1 

:HEIST9_14007
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_14033 
0001: wait 0 ms 
0002: jump @HEIST9_14007 

:HEIST9_14033
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_14044
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_14094 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_14087 
0002: jump @HEIST9_15911 

:HEIST9_14087
0002: jump @HEIST9_14044 

:HEIST9_14094
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_14557 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 500 ms 
05CD: AS_actor -1 exit_car 51@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2224.155 1579.691 998.9739 
05D7: add_point_to_scmpath 2223.636 1585.549 998.9675 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 53@ 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_14239 
0618: assign_actor 54@ to_AS_pack 53@ 

:HEIST9_14239
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05CD: AS_actor -1 exit_car 51@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2220.033 1584.614 998.9719 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
06BA: AS_actor -1 turn_to_and_look_at 2216.44 1589.13 998.979 
0616: define_AS_pack_end 53@ 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_14333 
0618: assign_actor 55@ to_AS_pack 53@ 

:HEIST9_14333
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 500 ms 
05CD: AS_actor -1 exit_car 51@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2221.495 1584.948 998.9701 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
06BA: AS_actor -1 turn_to_and_look_at 2216.44 1589.13 998.979 
0616: define_AS_pack_end 53@ 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST9_14434 
0618: assign_actor 56@ to_AS_pack 53@ 

:HEIST9_14434
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05CD: AS_actor -1 exit_car 51@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2216.699 1578.363 998.9761 
05D7: add_point_to_scmpath 2217.538 1583.64 998.9749 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
06BA: AS_actor -1 turn_to_and_look_at 2216.44 1589.13 998.979 
0616: define_AS_pack_end 53@ 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_14552 
0618: assign_actor 57@ to_AS_pack 53@ 

:HEIST9_14552
061B: remove_references_to_AS_pack 53@ 

:HEIST9_14557
00BC: show_text_highpriority GXT 'HE8_KB' time 4000 flag 1  // ~z~Now it's time for us to do our part!
040D: unload_wav 1 
03CF: load_wav 19043 as 1 

:HEIST9_14584
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_14610 
0001: wait 0 ms 
0002: jump @HEIST9_14584 

:HEIST9_14610
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_14621
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_14671 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_14664 
0002: jump @HEIST9_15911 

:HEIST9_14664
0002: jump @HEIST9_14621 

:HEIST9_14671
00BC: show_text_highpriority GXT 'HE8_KC' time 4000 flag 1  // ~z~Try to stay close!
040D: unload_wav 1 
03CF: load_wav 19044 as 1 

:HEIST9_14698
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_14724 
0001: wait 0 ms 
0002: jump @HEIST9_14698 

:HEIST9_14724
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_14735
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_14785 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_14778 
0002: jump @HEIST9_15911 

:HEIST9_14778
0002: jump @HEIST9_14735 

:HEIST9_14785
00BC: show_text_highpriority GXT 'HE8_KD' time 4000 flag 1  // ~z~OK team, I've gone over the layout to this place so I know it back to front.
040D: unload_wav 1 
03CF: load_wav 19045 as 1 

:HEIST9_14812
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_14838 
0001: wait 0 ms 
0002: jump @HEIST9_14812 

:HEIST9_14838
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_14849
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_14899 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_14892 
0002: jump @HEIST9_15911 

:HEIST9_14892
0002: jump @HEIST9_14849 

:HEIST9_14899
015F: set_camera_position 2219.653 1584.915 1001.211 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2220.18 1585.746 1001.034 switchstyle 2 
00BC: show_text_highpriority GXT 'HE8_KE' time 4000 flag 1  // ~z~Everybody follow me!
040D: unload_wav 1 
03CF: load_wav 19046 as 1 

:HEIST9_14977
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_15003 
0001: wait 0 ms 
0002: jump @HEIST9_14977 

:HEIST9_15003
03D1: play_wav 1 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_15151 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2224.192 1589.193 998.9668 
05D7: add_point_to_scmpath 2225.465 1592.997 998.9677 
05D7: add_point_to_scmpath 2226.739 1597.796 998.9755 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0605: actor -1 perform_animation "GETUP_FRONT" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 53@ 
0792: disembark_instantly_actor 54@ 
0618: assign_actor 54@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:HEIST9_15151
0006: 33@ = 0 

:HEIST9_15158
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_15208 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_15201 
0002: jump @HEIST9_15911 

:HEIST9_15201
0002: jump @HEIST9_15158 

:HEIST9_15208
0006: 33@ = 0 

:HEIST9_15215
00D6: if 
001B:   2500 > 33@ 
004D: jump_if_false @HEIST9_15269 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_15262 
0002: jump @HEIST9_15911 

:HEIST9_15262
0002: jump @HEIST9_15215 

:HEIST9_15269
0003: shake_camera 30 
0006: 33@ = 0 

:HEIST9_15280
00D6: if 
001B:   1500 > 33@ 
004D: jump_if_false @HEIST9_15334 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_15327 
0002: jump @HEIST9_15911 

:HEIST9_15327
0002: jump @HEIST9_15280 

:HEIST9_15334
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_15484 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_15379 
0687: clear_actor 55@ task 
0639: AS_actor 55@ rotate_to_actor 54@ 

:HEIST9_15379
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST9_15408 
0687: clear_actor 56@ task 
0639: AS_actor 56@ rotate_to_actor 54@ 

:HEIST9_15408
0001: wait 100 ms 
00D6: if and
8118:   not actor 57@ dead 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_15446 
0687: clear_actor 57@ task 
0639: AS_actor 57@ rotate_to_actor 54@ 

:HEIST9_15446
0001: wait 100 ms 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_15484 
0687: clear_actor $PLAYER_ACTOR task 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 54@ 

:HEIST9_15484
00BC: show_text_highpriority GXT 'HE8_KF' time 4000 flag 1  // ~z~Damn! The devious bastards have changed the layout!
040D: unload_wav 1 
03CF: load_wav 19047 as 1 

:HEIST9_15511
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_15537 
0001: wait 0 ms 
0002: jump @HEIST9_15511 

:HEIST9_15537
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_15548
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_15598 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_15591 
0002: jump @HEIST9_15911 

:HEIST9_15591
0002: jump @HEIST9_15548 

:HEIST9_15598
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_15632 
0687: clear_actor 54@ task 
0639: AS_actor 54@ rotate_to_actor $PLAYER_ACTOR 

:HEIST9_15632
015F: set_camera_position 2216.963 1581.526 1000.579 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2217.403 1582.416 1000.465 switchstyle 2 
00BC: show_text_highpriority GXT 'HE8_KG' time 4000 flag 1  // ~z~Don't worry, I'll take the lead, boss.
040D: unload_wav 1 
03CF: load_wav 19048 as 1 

:HEIST9_15710
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_15736 
0001: wait 0 ms 
0002: jump @HEIST9_15710 

:HEIST9_15736
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_15747
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_15797 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_15790 
0002: jump @HEIST9_15911 

:HEIST9_15790
0002: jump @HEIST9_15747 

:HEIST9_15797
00BC: show_text_highpriority GXT 'HE8_KH' time 4000 flag 1  // ~z~Good idea, everybody follow him!
040D: unload_wav 1 
03CF: load_wav 19049 as 1 

:HEIST9_15824
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_15850 
0001: wait 0 ms 
0002: jump @HEIST9_15824 

:HEIST9_15850
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_15861
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_15911 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_15904 
0002: jump @HEIST9_15911 

:HEIST9_15904
0002: jump @HEIST9_15861 

:HEIST9_15911
009A: 315@ = create_actor_pedtype 24 model #BMYBOUN at 2201.126 1617.877 998.9827 
0860: link_actor 315@ to_interior 1 
0173: set_actor 315@ Z_angle_to 267.4834 
04EB: AS_actor 315@ crouch 1 
009A: 316@ = create_actor_pedtype 24 model #WMYBOUN at 2196.083 1618.684 998.9766 
0860: link_actor 316@ to_interior 1 
0173: set_actor 316@ Z_angle_to 263.4616 
009A: 317@ = create_actor_pedtype 24 model #BMYBOUN at 2207.917 1620.372 998.9827 
0860: link_actor 317@ to_interior 1 
0173: set_actor 317@ Z_angle_to 267.4754 
04EB: AS_actor 317@ crouch 1 
02A9: set_actor 317@ immune_to_nonplayer 1 
0006: 58@ = 0 

:HEIST9_16065
03FE: set_actor 315@(58@,5i) money 0 
00D6: if 
8039:   not  58@ == 2 
004D: jump_if_false @HEIST9_16118 
0223: set_actor 315@(58@,5i) health_to 200 
08AF: set_actor 315@(58@,5i) max_health_to 200 

:HEIST9_16118
0187: 320@(58@,15i) = create_marker_above_actor 315@(58@,5i) 
08DC: create_interior_marker 320@(58@,15i) at 2196.635 1676.841 radius 10.0 
018B: set_marker 320@(58@,15i) radar_mode 2 
01B2: give_actor 315@(58@,5i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 315@(58@,5i) armed_weapon_to 29 
02E2: set_actor 315@(58@,5i) weapon_accuracy_to 20 
07DD: set_actor 315@(58@,5i) attack_rate 20 // previously known as temper_to 
060B: set_actor 315@(58@,5i) decision_maker_to 245@ 
0638: AS_actor 315@(58@,5i) stay_put 1 
000A: 58@ += 1 
0029:   58@ >= 3 
004D: jump_if_false @HEIST9_16065 
009A: 335@ = create_actor_pedtype 24 model #BMYBOUN at 2180.075 1611.573 998.9766 
0860: link_actor 335@ to_interior 1 
0173: set_actor 335@ Z_angle_to 273.7555 
02A9: set_actor 335@ immune_to_nonplayer 1 
009A: 336@ = create_actor_pedtype 24 model #WMYBOUN at 2186.142 1612.398 998.9777 
0860: link_actor 336@ to_interior 1 
0173: set_actor 336@ Z_angle_to 306.4445 
04EB: AS_actor 336@ crouch 1 
009A: 337@ = create_actor_pedtype 24 model #BMYBOUN at 2183.521 1615.246 998.9766 
0860: link_actor 337@ to_interior 1 
0173: set_actor 337@ Z_angle_to 294.2185 
009A: 338@ = create_actor_pedtype 24 model #WMYBOUN at 2182.612 1623.697 998.9742 
0860: link_actor 338@ to_interior 1 
0173: set_actor 338@ Z_angle_to 248.6147 
04EB: AS_actor 338@ crouch 1 
009A: 339@ = create_actor_pedtype 24 model #WMYBOUN at 2179.681 1622.404 998.9764 
0860: link_actor 339@ to_interior 1 
0173: set_actor 339@ Z_angle_to 268.7008 
02A9: set_actor 339@ immune_to_nonplayer 1 
009A: 340@ = create_actor_pedtype 24 model #BMYBOUN at 2178.853 1625.603 998.9709 
0860: link_actor 340@ to_interior 1 
0173: set_actor 340@ Z_angle_to 250.7106 
009A: 341@ = create_actor_pedtype 24 model #BMYBOUN at 2176.363 1606.599 998.9827 
0860: link_actor 341@ to_interior 1 
0173: set_actor 341@ Z_angle_to 0.8709 
060F: set_actor 341@ melee_accuracy_to 5.0 
04EB: AS_actor 341@ crouch 1 
009A: 342@ = create_actor_pedtype 24 model #WMYBOUN at 2176.491 1600.897 998.9827 
0860: link_actor 342@ to_interior 1 
060F: set_actor 342@ melee_accuracy_to 5.0 
0173: set_actor 342@ Z_angle_to 352.937 
009A: 343@ = create_actor_pedtype 24 model #BMYBOUN at 2169.117 1618.626 998.9766 
0860: link_actor 343@ to_interior 1 
0173: set_actor 343@ Z_angle_to 272.9878 
009A: 344@ = create_actor_pedtype 24 model #BMYBOUN at 2161.208 1602.776 998.9812 
0860: link_actor 344@ to_interior 1 
0173: set_actor 344@ Z_angle_to 4.2093 
009A: 345@ = create_actor_pedtype 24 model #WMYBOUN at 2156.54 1605.252 998.9725 
0860: link_actor 345@ to_interior 1 
0173: set_actor 345@ Z_angle_to 353.705 
0006: 58@ = 0 

:HEIST9_16784
03FE: set_actor 335@(58@,15i) money 0 
00D6: if and
8039:   not  58@ == 0 
8039:   not  58@ == 4 
004D: jump_if_false @HEIST9_16844 
0223: set_actor 335@(58@,15i) health_to 200 
08AF: set_actor 335@(58@,15i) max_health_to 200 

:HEIST9_16844
0187: 350@(58@,15i) = create_marker_above_actor 335@(58@,15i) 
08DC: create_interior_marker 350@(58@,15i) at 2196.635 1676.841 radius 10.0 
018B: set_marker 350@(58@,15i) radar_mode 2 
01B2: give_actor 335@(58@,15i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 335@(58@,15i) armed_weapon_to 29 
07DD: set_actor 335@(58@,15i) attack_rate 20 // previously known as temper_to 
02E2: set_actor 335@(58@,15i) weapon_accuracy_to 20 
060B: set_actor 335@(58@,15i) decision_maker_to 245@ 
0638: AS_actor 335@(58@,15i) stay_put 1 
000A: 58@ += 1 
0029:   58@ >= 11 
004D: jump_if_false @HEIST9_16784 
0004: $7934 = 420000 
014F: stop_timer $7934 
03C3: set_timer_to $7934 type 1 GXT 'HM9_1A' // global_variable  // TIME
0050: gosub @HEIST9_46306 
0108: destroy_object 49@ 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_17101 
00D6: if 
060E:   car 51@ assigned_to_path 
004D: jump_if_false @HEIST9_17066 
05EC: release_car 51@ from_path 

:HEIST9_17066
00AB: put_car 51@ at 2220.39 1577.623 998.967 
0175: set_car 51@ Z_angle_to 179.9804 
06C5: release_car 51@ from_path 

:HEIST9_17101
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_17850 
00D6: if and
8118:   not actor 54@ dead 
8118:   not actor 55@ dead 
8118:   not actor 56@ dead 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_17850 
0615: define_AS_pack_begin 286@ 
05B9: AS_actor -1 stay_idle 10 ms 
00D6: if 
8118:   not actor 315@ dead 
004D: jump_if_false @HEIST9_17182 
05E2: AS_actor -1 kill_actor 315@ 

:HEIST9_17182
00D6: if 
8118:   not actor 316@ dead 
004D: jump_if_false @HEIST9_17205 
05E2: AS_actor -1 kill_actor 316@ 

:HEIST9_17205
00D6: if 
8118:   not actor 317@ dead 
004D: jump_if_false @HEIST9_17228 
05E2: AS_actor -1 kill_actor 317@ 

:HEIST9_17228
0616: define_AS_pack_end 286@ 
0615: define_AS_pack_begin 365@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2221.952 1586.563 998.9695 
05D7: add_point_to_scmpath 2223.39 1591.61 998.9678 
05D7: add_point_to_scmpath 2224.253 1597.906 998.9766 
05D7: add_point_to_scmpath 2224.359 1599.682 998.983 
04EB: AS_actor -1 crouch 0 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 365@ 
0615: define_AS_pack_begin 366@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2224.593 1602.669 998.9816 
05D7: add_point_to_scmpath 2224.79 1609.521 998.975 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 366@ 
0615: define_AS_pack_begin 53@ 
00D6: if 
00DB:   actor 55@ in_car 51@ 
004D: jump_if_false @HEIST9_17422 
05CD: AS_actor -1 exit_car 51@ 

:HEIST9_17422
0618: assign_actor -1 to_AS_pack 365@ 
0618: assign_actor -1 to_AS_pack 366@ 
05F5: AS_actor -1 goto_point_using_paths 2222.452 1617.022 998.9678 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 286@ 
0616: define_AS_pack_end 53@ 
0687: clear_actor 55@ task 
0618: assign_actor 55@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 500 ms 
00D6: if 
00DB:   actor 56@ in_car 51@ 
004D: jump_if_false @HEIST9_17533 
05CD: AS_actor -1 exit_car 51@ 

:HEIST9_17533
0618: assign_actor -1 to_AS_pack 365@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0618: assign_actor -1 to_AS_pack 366@ 
05F5: AS_actor -1 goto_point_using_paths 2222.943 1620.636 998.9709 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 286@ 
0616: define_AS_pack_end 53@ 
0687: clear_actor 56@ task 
0618: assign_actor 56@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 1500 ms 
00D6: if 
00DB:   actor 57@ in_car 51@ 
004D: jump_if_false @HEIST9_17651 
05CD: AS_actor -1 exit_car 51@ 

:HEIST9_17651
0618: assign_actor -1 to_AS_pack 365@ 
05B9: AS_actor -1 stay_idle 3000 ms 
0618: assign_actor -1 to_AS_pack 366@ 
05F5: AS_actor -1 goto_point_using_paths 2223.133 1610.966 998.9728 mode 4 time -1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 53@ 
0687: clear_actor 57@ task 
0618: assign_actor 57@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 2000 ms 
00D6: if 
00DB:   actor 54@ in_car 51@ 
004D: jump_if_false @HEIST9_17762 
05CD: AS_actor -1 exit_car 51@ 

:HEIST9_17762
0618: assign_actor -1 to_AS_pack 365@ 
05B9: AS_actor -1 stay_idle 2500 ms 
0618: assign_actor -1 to_AS_pack 366@ 
05F5: AS_actor -1 goto_point_using_paths 2223.133 1610.966 998.9728 mode 4 time -1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 53@ 
0687: clear_actor 54@ task 
0618: assign_actor 54@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 286@ 
061B: remove_references_to_AS_pack 53@ 
061B: remove_references_to_AS_pack 365@ 
061B: remove_references_to_AS_pack 366@ 

:HEIST9_17850
0006: 58@ = 0 

:HEIST9_17857
00D6: if and
8118:   not actor 54@(58@,4i) dead 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_17933 
0187: 91@(58@,4i) = create_marker_above_actor 54@(58@,4i) 
08DC: create_interior_marker 91@(58@,4i) at 2196.635 1676.841 radius 10.0 
07E0: set_marker 91@(58@,4i) type_to 1 

:HEIST9_17933
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_17857 
0006: 38@ = 7 
0002: jump @HEIST9_17984 

:HEIST9_17968
00BC: show_text_highpriority GXT 'HM9_14' time 5000 flag 1  // ~s~Open the ~y~roller door~s~.

:HEIST9_17984
00D6: if 
0039:   38@ == 7 
004D: jump_if_false @HEIST9_18058 
04ED: load_animation "BOMBER" 

:HEIST9_18012
00D6: if 
84EE:   not animation "BOMBER" loaded 
004D: jump_if_false @HEIST9_18044 
0001: wait 0 ms 
0002: jump @HEIST9_18012 

:HEIST9_18044
0006: 38@ = 8 
0006: 32@ = 0 

:HEIST9_18058
00D6: if 
0039:   38@ == 8 
004D: jump_if_false @HEIST9_24146 
0006: 58@ = 0 

:HEIST9_18083
00D6: if and
0118:   actor 315@(58@,5i) dead 
8039:   not  320@(58@,15i) == 0 
004D: jump_if_false @HEIST9_18163 
00D6: if 
075C:   marker 320@(58@,15i) enabled 
004D: jump_if_false @HEIST9_18163 
0164: disable_marker 320@(58@,15i) 
0006: 320@(58@,15i) = 0 
01C2: remove_references_to_actor 315@(58@,5i) // Like turning an actor into a random pedestrian 

:HEIST9_18163
000A: 58@ += 1 
0029:   58@ >= 3 
004D: jump_if_false @HEIST9_18083 
0006: 58@ = 0 

:HEIST9_18191
00D6: if and
0118:   actor 335@(58@,15i) dead 
8039:   not  350@(58@,15i) == 0 
004D: jump_if_false @HEIST9_18271 
00D6: if 
075C:   marker 350@(58@,15i) enabled 
004D: jump_if_false @HEIST9_18271 
0164: disable_marker 350@(58@,15i) 
0006: 350@(58@,15i) = 0 
01C2: remove_references_to_actor 335@(58@,15i) // Like turning an actor into a random pedestrian 

:HEIST9_18271
000A: 58@ += 1 
0029:   58@ >= 11 
004D: jump_if_false @HEIST9_18191 
00D6: if and
0118:   actor 315@ dead 
0118:   actor 316@ dead 
0118:   actor 317@ dead 
0039:   257@ == 0 
004D: jump_if_false @HEIST9_19157 
00D6: if and
8118:   not actor 54@ dead 
8118:   not actor 55@ dead 
8118:   not actor 56@ dead 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_19150 
0615: define_AS_pack_begin 286@ 
05B9: AS_actor -1 stay_idle 1 ms 
00D6: if 
8118:   not actor 335@ dead 
004D: jump_if_false @HEIST9_18390 
05E2: AS_actor -1 kill_actor 335@ 

:HEIST9_18390
00D6: if 
8118:   not actor 337@ dead 
004D: jump_if_false @HEIST9_18413 
05E2: AS_actor -1 kill_actor 337@ 

:HEIST9_18413
00D6: if 
8118:   not actor 336@ dead 
004D: jump_if_false @HEIST9_18436 
05E2: AS_actor -1 kill_actor 336@ 

:HEIST9_18436
00D6: if 
8118:   not actor 341@ dead 
004D: jump_if_false @HEIST9_18459 
05E2: AS_actor -1 kill_actor 341@ 

:HEIST9_18459
00D6: if 
8118:   not actor 342@ dead 
004D: jump_if_false @HEIST9_18482 
05E2: AS_actor -1 kill_actor 342@ 

:HEIST9_18482
0616: define_AS_pack_end 286@ 
0615: define_AS_pack_begin 365@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2217.468 1619.031 998.9766 
05D7: add_point_to_scmpath 2209.887 1618.989 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2203.74 1619.167 998.9827 
05D7: add_point_to_scmpath 2199.119 1618.858 998.9827 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 365@ 
0615: define_AS_pack_begin 53@ 
0618: assign_actor -1 to_AS_pack 365@ 
05F5: AS_actor -1 goto_point_using_paths 2196.144 1618.719 998.9766 mode 6 time -1 
05F5: AS_actor -1 goto_point_using_paths 2192.726 1618.628 998.9766 mode 6 time -1 
05F5: AS_actor -1 goto_point_using_paths 2190.531 1617.373 998.9766 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 286@ 
0616: define_AS_pack_end 53@ 
0687: clear_actor 55@ task 
0618: assign_actor 55@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 286@ 
0615: define_AS_pack_begin 286@ 
05B9: AS_actor -1 stay_idle 1 ms 
00D6: if 
8118:   not actor 338@ dead 
004D: jump_if_false @HEIST9_18750 
05E2: AS_actor -1 kill_actor 338@ 

:HEIST9_18750
00D6: if 
8118:   not actor 339@ dead 
004D: jump_if_false @HEIST9_18773 
05E2: AS_actor -1 kill_actor 339@ 

:HEIST9_18773
00D6: if 
8118:   not actor 340@ dead 
004D: jump_if_false @HEIST9_18796 
05E2: AS_actor -1 kill_actor 340@ 

:HEIST9_18796
00D6: if 
8118:   not actor 341@ dead 
004D: jump_if_false @HEIST9_18819 
05E2: AS_actor -1 kill_actor 341@ 

:HEIST9_18819
00D6: if 
8118:   not actor 342@ dead 
004D: jump_if_false @HEIST9_18842 
05E2: AS_actor -1 kill_actor 342@ 

:HEIST9_18842
0616: define_AS_pack_end 286@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
0618: assign_actor -1 to_AS_pack 365@ 
05F5: AS_actor -1 goto_point_using_paths 2196.144 1618.719 998.9766 mode 6 time -1 
05F5: AS_actor -1 goto_point_using_paths 2191.214 1620.229 998.9802 mode 6 time -1 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 286@ 
0616: define_AS_pack_end 53@ 
0687: clear_actor 56@ task 
0618: assign_actor 56@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 500 ms 
05F5: AS_actor -1 goto_point_using_paths 2223.391 1619.15 998.9672 mode 6 time -1 
0618: assign_actor -1 to_AS_pack 365@ 
05F5: AS_actor -1 goto_point_using_paths 2198.942 1617.974 998.9766 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 53@ 
0687: clear_actor 57@ task 
0618: assign_actor 57@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 500 ms 
05F5: AS_actor -1 goto_point_using_paths 2223.391 1619.15 998.9672 mode 6 time -1 
0618: assign_actor -1 to_AS_pack 365@ 
05F5: AS_actor -1 goto_point_using_paths 2197.816 1617.827 998.9766 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 53@ 
0687: clear_actor 54@ task 
0618: assign_actor 54@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 286@ 
061B: remove_references_to_AS_pack 53@ 
061B: remove_references_to_AS_pack 365@ 

:HEIST9_19150
0006: 257@ = 1 

:HEIST9_19157
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2158.438 1618.74 998.965 radius 4.0 4.0 4.0 
0039:   37@ == 0 
004D: jump_if_false @HEIST9_19248 
00D6: if 
8118:   not actor 344@ dead 
004D: jump_if_false @HEIST9_19241 
0687: clear_actor 344@ task 
0618: assign_actor 344@ to_AS_pack 212@ 

:HEIST9_19241
0006: 37@ = 1 

:HEIST9_19248
00D6: if and
0118:   actor 335@ dead 
0118:   actor 336@ dead 
0118:   actor 337@ dead 
0118:   actor 338@ dead 
0039:   258@ == 0 
004D: jump_if_false @HEIST9_19839 
00D6: if and
0118:   actor 339@ dead 
0118:   actor 340@ dead 
0039:   257@ == 1 
004D: jump_if_false @HEIST9_19839 
00D6: if and
8118:   not actor 54@ dead 
8118:   not actor 55@ dead 
8118:   not actor 56@ dead 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_19839 
0615: define_AS_pack_begin 286@ 
05B9: AS_actor -1 stay_idle 1 ms 
00D6: if 
8118:   not actor 343@ dead 
004D: jump_if_false @HEIST9_19379 
05E2: AS_actor -1 kill_actor 343@ 

:HEIST9_19379
00D6: if 
8118:   not actor 341@ dead 
004D: jump_if_false @HEIST9_19402 
05E2: AS_actor -1 kill_actor 341@ 

:HEIST9_19402
00D6: if 
8118:   not actor 342@ dead 
004D: jump_if_false @HEIST9_19425 
05E2: AS_actor -1 kill_actor 342@ 

:HEIST9_19425
0616: define_AS_pack_end 286@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2188.958 1615.043 998.9766 
05D7: add_point_to_scmpath 2184.968 1614.836 998.9766 
05D7: add_point_to_scmpath 2181.061 1612.783 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 286@ 
0616: define_AS_pack_end 53@ 
0687: clear_actor 55@ task 
0618: assign_actor 55@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2187.532 1623.486 998.9746 
05D7: add_point_to_scmpath 2182.643 1624.14 998.9734 
05D7: add_point_to_scmpath 2180.778 1624.237 998.9733 
05D7: add_point_to_scmpath 2178.494 1623.014 998.9754 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 286@ 
0616: define_AS_pack_end 53@ 
0687: clear_actor 56@ task 
0618: assign_actor 56@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2195.998 1618.965 998.9766 
05D7: add_point_to_scmpath 2190.157 1620.457 998.9797 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 53@ 
0687: clear_actor 57@ task 
0618: assign_actor 57@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2195.998 1618.965 998.9766 
05D7: add_point_to_scmpath 2190.435 1616.811 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 53@ 
0687: clear_actor 54@ task 
0618: assign_actor 54@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
061B: remove_references_to_AS_pack 286@ 
0006: 258@ = 1 

:HEIST9_19839
00D6: if and
0118:   actor 341@ dead 
0118:   actor 342@ dead 
0118:   actor 343@ dead 
0039:   258@ == 1 
004D: jump_if_false @HEIST9_20545 
00D6: if and
8118:   not actor 54@ dead 
8118:   not actor 55@ dead 
8118:   not actor 56@ dead 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_20545 
0615: define_AS_pack_begin 286@ 
05B9: AS_actor -1 stay_idle 1 ms 
00D6: if 
8118:   not actor 345@ dead 
004D: jump_if_false @HEIST9_19937 
05E2: AS_actor -1 kill_actor 345@ 

:HEIST9_19937
00D6: if 
8118:   not actor 344@ dead 
004D: jump_if_false @HEIST9_19960 
05E2: AS_actor -1 kill_actor 344@ 

:HEIST9_19960
0616: define_AS_pack_end 286@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2177.684 1614.631 998.9766 
05D7: add_point_to_scmpath 2173.296 1618.374 998.9766 
05D7: add_point_to_scmpath 2169.075 1618.589 998.9766 
05D7: add_point_to_scmpath 2165.563 1618.568 998.9752 
05D7: add_point_to_scmpath 2159.532 1617.056 998.9662 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 286@ 
0616: define_AS_pack_end 53@ 
0687: clear_actor 55@ task 
0618: assign_actor 55@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2174.709 1621.068 998.978 
05D7: add_point_to_scmpath 2169.154 1618.646 998.9766 
05D7: add_point_to_scmpath 2161.401 1619.628 998.9706 
05D7: add_point_to_scmpath 2155.982 1619.06 998.9666 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05D4: AS_actor -1 rotate_angle 180.0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 286@ 
0616: define_AS_pack_end 53@ 
0687: clear_actor 56@ task 
0618: assign_actor 56@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2190.003 1622.425 998.9764 
05D7: add_point_to_scmpath 2186.135 1623.306 998.9749 
05D7: add_point_to_scmpath 2182.44 1624.333 998.9731 
05D7: add_point_to_scmpath 2178.639 1623.895 998.9739 
05D7: add_point_to_scmpath 2174.756 1622.692 998.976 
05D7: add_point_to_scmpath 2169.405 1620.61 998.9795 
05D4: AS_actor -1 rotate_angle 172.0 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 53@ 
0687: clear_actor 57@ task 
0618: assign_actor 57@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2188.537 1615.527 998.9766 
05D7: add_point_to_scmpath 2184.411 1614.467 998.9766 
05D7: add_point_to_scmpath 2180.224 1614.09 998.9766 
05D7: add_point_to_scmpath 2175.855 1615.655 998.9766 
05D7: add_point_to_scmpath 2169.48 1617.185 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 53@ 
0687: clear_actor 54@ task 
0618: assign_actor 54@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
061B: remove_references_to_AS_pack 286@ 
0006: 258@ = 2 

:HEIST9_20545
00D6: if and
0118:   actor 344@ dead 
0118:   actor 345@ dead 
0039:   258@ == 2 
004D: jump_if_false @HEIST9_20730 
0615: define_AS_pack_begin 53@ 
04EB: AS_actor -1 crouch 0 
05F5: AS_actor -1 goto_point_using_paths 2157.872 1603.249 998.973 mode 6 time -1 
05F5: AS_actor -1 goto_point_using_paths 2144.301 1610.444 992.6882 mode 6 time -1 
0616: define_AS_pack_end 53@ 
0006: 58@ = 0 

:HEIST9_20642
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_20683 
0687: clear_actor 54@(58@,4i) task 
0618: assign_actor 54@(58@,4i) to_AS_pack 53@ 

:HEIST9_20683
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_20642 
061B: remove_references_to_AS_pack 53@ 
0006: 367@ = 1 
0006: 33@ = 0 
0006: 258@ = 3 

:HEIST9_20730
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2195.041 1618.905 998.9766 radius 2.0 2.0 2.0 
004D: jump_if_false @HEIST9_21072 
00D6: if and
8119:   not car 46@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_20828 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 46@ 
004D: jump_if_false @HEIST9_20828 
00A6: destroy_car 46@ 
0249: release_model #FORKLIFT 

:HEIST9_20828
00D6: if 
0039:   304@ == 0 
004D: jump_if_false @HEIST9_21072 
00D6: if 
8118:   not actor 341@ dead 
004D: jump_if_false @HEIST9_20953 
0615: define_AS_pack_begin 53@ 
0638: AS_actor -1 stay_put 0 
05B9: AS_actor -1 stay_idle 3000 ms 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2176.628 1610.473 998.9766 
05D7: add_point_to_scmpath 2173.56 1623.915 998.9739 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05D4: AS_actor -1 rotate_angle 270.0 
0616: define_AS_pack_end 53@ 
0618: assign_actor 341@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:HEIST9_20953
00D6: if 
8118:   not actor 342@ dead 
004D: jump_if_false @HEIST9_21065 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
0638: AS_actor -1 stay_put 0 
05B9: AS_actor -1 stay_idle 3000 ms 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2176.628 1610.473 998.9766 
05D7: add_point_to_scmpath 2175.972 1613.853 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05D4: AS_actor -1 rotate_angle 270.0 
0616: define_AS_pack_end 53@ 
0618: assign_actor 342@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:HEIST9_21065
0006: 304@ = 1 

:HEIST9_21072
00D6: if 
0039:   251@ == 0 
004D: jump_if_false @HEIST9_21252 
00D6: if and
0039:   231@ == 2 
0039:   105@ == 0 
004D: jump_if_false @HEIST9_21147 
01E5: show_text_1number_highpriority GXT 'HM9_1C' number 7 time 5000 flag 1  // ~s~You have ~1~ minutes to get the money and back!
0006: 105@ = 1 
0006: 33@ = 0 

:HEIST9_21147
00D6: if and
0019:   33@ > 5000 
0039:   105@ == 1 
004D: jump_if_false @HEIST9_21203 
00BC: show_text_highpriority GXT 'HM9_21' time 6000 flag 1  // ~s~Clear the corridors of ~r~security ~s~so the team can reach the vault.
0006: 105@ = 2 
0006: 33@ = 0 

:HEIST9_21203
00D6: if and
0019:   33@ > 6000 
0039:   105@ == 2 
004D: jump_if_false @HEIST9_21252 
00BC: show_text_highpriority GXT 'HM9_1G' time 7000 flag 1  // ~s~Remember to stay close to the team
0006: 105@ = 3 

:HEIST9_21252
00D6: if 
8039:   not  367@ == 0 
004D: jump_if_false @HEIST9_21722 
00D6: if 
0039:   367@ == 1 
004D: jump_if_false @HEIST9_21355 
0006: 58@ = 0 

:HEIST9_21295
009B: destroy_actor 315@(58@,5i) 
000A: 58@ += 1 
0029:   58@ >= 3 
004D: jump_if_false @HEIST9_21295 
00BC: show_text_highpriority GXT 'HM9_1E' time 5000 flag 1  // ~s~Follow the ~b~team ~s~down to the vault.
0006: 367@ = 2 
0006: 32@ = 0 

:HEIST9_21355
00D6: if and
0019:   32@ > 4000 
0039:   367@ == 2 
004D: jump_if_false @HEIST9_21417 
05AA: 288@s = 'HE8_LA' // @s = 'short'  // ~z~Not far now, keep alert.
04AF: 232@ = 19050 // = constant 
0050: gosub @HEIST9_50648 
0006: 367@ = 3 

:HEIST9_21417
00D6: if and
0039:   231@ == 2 
0039:   367@ == 3 
004D: jump_if_false @HEIST9_21478 
05AA: 288@s = 'HE8_LB' // @s = 'short'  // ~z~Hey, I was just about to say that!
04AF: 232@ = 19051 // = constant 
0050: gosub @HEIST9_50648 
0006: 367@ = 4 

:HEIST9_21478
00D6: if and
0039:   231@ == 2 
0039:   367@ == 4 
004D: jump_if_false @HEIST9_21539 
05AA: 288@s = 'HE8_LC' // @s = 'short'  // ~z~Sorry boss!
04AF: 232@ = 19052 // = constant 
0050: gosub @HEIST9_50648 
0006: 367@ = 5 

:HEIST9_21539
00D6: if and
0039:   231@ == 2 
0039:   367@ == 5 
004D: jump_if_false @HEIST9_21600 
05AA: 288@s = 'HE8_LD' // @s = 'short'  // ~z~Not far now, everybody!
04AF: 232@ = 19053 // = constant 
0050: gosub @HEIST9_50648 
0006: 367@ = 6 

:HEIST9_21600
00D6: if and
0039:   231@ == 2 
0039:   367@ == 6 
004D: jump_if_false @HEIST9_21661 
05AA: 288@s = 'HE8_LE' // @s = 'short'  // ~z~Stay alert!
04AF: 232@ = 19054 // = constant 
0050: gosub @HEIST9_50648 
0006: 367@ = 7 

:HEIST9_21661
00D6: if and
0039:   231@ == 2 
0039:   367@ == 7 
004D: jump_if_false @HEIST9_21722 
05AA: 288@s = 'HE8_LF' // @s = 'short'  // ~z~Oh yeah, stay alert!
04AF: 232@ = 19055 // = constant 
0050: gosub @HEIST9_50648 
0006: 367@ = 0 

:HEIST9_21722
0006: 234@ = 0 
00D6: if and
0019:   251@ > 1 
0039:   252@ == 1 
004D: jump_if_false @HEIST9_22816 
00D6: if and
0039:   231@ == 2 
0039:   105@ == 0 
004D: jump_if_false @HEIST9_21899 
0006: 58@ = 0 

:HEIST9_21786
009B: destroy_actor 335@(58@,15i) 
000A: 58@ += 1 
0029:   58@ >= 11 
004D: jump_if_false @HEIST9_21786 
018A: 233@ = create_checkpoint_at 2144.101 1623.453 993.5677 
08DC: create_interior_marker 233@ at 2196.635 1676.841 radius 10.0 
018B: set_marker 233@ radar_mode 0 
05AA: 288@s = 'HE8_MA' // @s = 'short'  // ~z~OK, we'll set the charges while you watch the door!
04AF: 232@ = 19056 // = constant 
0050: gosub @HEIST9_50648 
0006: 105@ = 1 

:HEIST9_21899
00D6: if and
0039:   231@ == 2 
0039:   105@ == 1 
004D: jump_if_false @HEIST9_21960 
05AA: 288@s = 'HE8_MB' // @s = 'short'  // ~z~OK, boss!
04AF: 232@ = 19057 // = constant 
0050: gosub @HEIST9_50648 
0006: 105@ = 2 

:HEIST9_21960
00D6: if and
0039:   231@ == 2 
0039:   105@ == 2 
004D: jump_if_false @HEIST9_22028 
05AA: 288@s = 'HE8_MC' // @s = 'short'  // ~z~Hey, I'm on it!
04AF: 232@ = 19058 // = constant 
0050: gosub @HEIST9_50648 
0006: 105@ = 3 
0006: 32@ = 0 

:HEIST9_22028
00D6: if and
0039:   231@ == 2 
0039:   105@ == 3 
004D: jump_if_false @HEIST9_22089 
05AA: 288@s = 'HE8_NA' // @s = 'short'  // ~z~Hurry it up gentlemen, they know something's wrong.
04AF: 232@ = 19059 // = constant 
0050: gosub @HEIST9_50648 
0006: 105@ = 4 

:HEIST9_22089
00D6: if and
0039:   231@ == 2 
0039:   105@ == 4 
004D: jump_if_false @HEIST9_22150 
05AA: 288@s = 'HE8_NB' // @s = 'short'  // ~z~Someone else is in the system!
04AF: 232@ = 19060 // = constant 
0050: gosub @HEIST9_50648 
0006: 105@ = 5 

:HEIST9_22150
00D6: if and
0039:   231@ == 2 
0039:   105@ == 5 
004D: jump_if_false @HEIST9_22218 
05AA: 288@s = 'HE8_NC' // @s = 'short'  // ~z~Hey what's the problem?
04AF: 232@ = 19061 // = constant 
0050: gosub @HEIST9_50648 
0006: 105@ = 6 
0006: 32@ = 0 

:HEIST9_22218
00D6: if and
0039:   231@ == 2 
0039:   105@ == 6 
004D: jump_if_false @HEIST9_22279 
05AA: 288@s = 'HE8_ND' // @s = 'short'  // ~z~Somebody's trying to bring the emergency generators back up!
04AF: 232@ = 19062 // = constant 
0050: gosub @HEIST9_50648 
0006: 105@ = 7 

:HEIST9_22279
00D6: if and
0039:   231@ == 2 
0039:   105@ == 7 
004D: jump_if_false @HEIST9_22347 
05AA: 288@s = 'HE8_NE' // @s = 'short'  // ~z~I'll head back up to the generator room and shut them down for good!
04AF: 232@ = 19063 // = constant 
0050: gosub @HEIST9_50648 
0006: 105@ = 8 
0006: 32@ = 0 

:HEIST9_22347
00D6: if and
0039:   231@ == 2 
0039:   105@ == 8 
004D: jump_if_false @HEIST9_22816 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 39 
004D: jump_if_false @HEIST9_22758 
0247: load_model #BMYBOUN 

:HEIST9_22395
00D6: if 
8248:   not model #BMYBOUN available 
004D: jump_if_false @HEIST9_22422 
0001: wait 0 ms 
0002: jump @HEIST9_22395 

:HEIST9_22422
009A: 295@ = create_actor_pedtype 24 model #WMYBOUN at 2146.665 1611.452 999.9764 
0860: link_actor 295@ to_interior 1 
0173: set_actor 295@ Z_angle_to 189.8734 
060B: set_actor 295@ decision_maker_to 89@ 
01B2: give_actor 295@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 295@ armed_weapon_to 29 
0638: AS_actor 295@ stay_put 1 
03FE: set_actor 295@ money 0 
009A: 296@ = create_actor_pedtype 24 model #BMYBOUN at 2147.982 1605.254 1000.752 
0860: link_actor 296@ to_interior 1 
0173: set_actor 296@ Z_angle_to 191.7168 
01B2: give_actor 296@ weapon 29 ammo 30000 // Load the weapon model before using this 
060B: set_actor 296@ decision_maker_to 89@ 
01B9: set_actor 296@ armed_weapon_to 29 
0638: AS_actor 296@ stay_put 1 
03FE: set_actor 296@ money 0 
00D6: if 
075C:   marker 233@ enabled 
004D: jump_if_false @HEIST9_22605 
0164: disable_marker 233@ 

:HEIST9_22605
0006: 58@ = 0 

:HEIST9_22612
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_22651 
02AB: set_actor 54@(58@,4i) immunities BP 0 FP 1 EP 1 CP 1 MP 0 

:HEIST9_22651
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_22612 
00BC: show_text_highpriority GXT 'HM9_22' time 4000 flag 1  // ~s~Destroy the back up ~g~generators~s~!
0006: 38@ = 13 
0188: 228@ = create_marker_above_object 171@ 
08DC: create_interior_marker 228@ at 2196.635 1676.841 radius 10.0 
0188: 229@ = create_marker_above_object 172@ 
08DC: create_interior_marker 229@ at 2196.635 1676.841 radius 10.0 
0002: jump @HEIST9_22802 

:HEIST9_22758
00BC: show_text_highpriority GXT 'HM9_PK' time 4000 flag 1  // ~s~Pick-up the ~g~satchel charge~s~!
03DC: 299@ = create_marker_above_pickup 214@ 
08DC: create_interior_marker 299@ at 2196.635 1676.841 radius 10.0 

:HEIST9_22802
0006: 105@ = 101 
0006: 32@ = 0 

:HEIST9_22816
00D6: if and
0491:   actor $PLAYER_ACTOR has_weapon 39 
0039:   105@ == 101 
8039:   not  38@ == 13 
004D: jump_if_false @HEIST9_23216 
0247: load_model #BMYBOUN 

:HEIST9_22853
00D6: if 
8248:   not model #BMYBOUN available 
004D: jump_if_false @HEIST9_22880 
0001: wait 0 ms 
0002: jump @HEIST9_22853 

:HEIST9_22880
009A: 295@ = create_actor_pedtype 24 model #WMYBOUN at 2146.665 1611.452 999.9764 
0860: link_actor 295@ to_interior 1 
0173: set_actor 295@ Z_angle_to 189.8734 
060B: set_actor 295@ decision_maker_to 89@ 
01B2: give_actor 295@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 295@ armed_weapon_to 29 
0638: AS_actor 295@ stay_put 1 
009A: 296@ = create_actor_pedtype 24 model #BMYBOUN at 2147.982 1605.254 1000.752 
0860: link_actor 296@ to_interior 1 
0173: set_actor 296@ Z_angle_to 191.7168 
01B2: give_actor 296@ weapon 29 ammo 30000 // Load the weapon model before using this 
060B: set_actor 296@ decision_maker_to 89@ 
01B9: set_actor 296@ armed_weapon_to 29 
0638: AS_actor 296@ stay_put 1 
00D6: if 
075C:   marker 233@ enabled 
004D: jump_if_false @HEIST9_23049 
0164: disable_marker 233@ 

:HEIST9_23049
0006: 58@ = 0 

:HEIST9_23056
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_23095 
02AB: set_actor 54@(58@,4i) immunities BP 0 FP 1 EP 1 CP 1 MP 0 

:HEIST9_23095
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_23056 
00D6: if 
075C:   marker 299@ enabled 
004D: jump_if_false @HEIST9_23137 
0164: disable_marker 299@ 

:HEIST9_23137
00BC: show_text_highpriority GXT 'HM9_22' time 4000 flag 1  // ~s~Destroy the back up ~g~generators~s~!
0006: 38@ = 13 
0188: 228@ = create_marker_above_object 171@ 
08DC: create_interior_marker 228@ at 2196.635 1676.841 radius 10.0 
0188: 229@ = create_marker_above_object 172@ 
08DC: create_interior_marker 229@ at 2196.635 1676.841 radius 10.0 

:HEIST9_23216
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2144.393 1616.653 992.5681 radius 20.0 20.0 2.0 
004D: jump_if_false @HEIST9_23333 
00D6: if and
8039:   not  105@ == 0 
8039:   not  105@ == 9 
0019:   251@ > 1 
004D: jump_if_false @HEIST9_23319 
00D6: if 
075C:   marker 233@ enabled 
004D: jump_if_false @HEIST9_23319 
018B: set_marker 233@ radar_mode 0 

:HEIST9_23319
0006: 252@ = 1 
0002: jump @HEIST9_23411 

:HEIST9_23333
00D6: if and
8039:   not  105@ == 0 
8039:   not  105@ == 9 
0019:   251@ > 1 
004D: jump_if_false @HEIST9_23404 
00D6: if 
075C:   marker 233@ enabled 
004D: jump_if_false @HEIST9_23388 
018B: set_marker 233@ radar_mode 3 

:HEIST9_23388
00BC: show_text_highpriority GXT 'HM9_56' time 1000 flag 1  // ~s~The team needs you at the ~y~Safe~s~.

:HEIST9_23404
0006: 252@ = 0 

:HEIST9_23411
0006: 58@ = 0 

:HEIST9_23418
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_24125 
00D6: if and
00FE:   actor 54@(58@,4i) sphere 0 in_sphere 2143.693 1610.628 992.6882 radius 4.0 4.0 2.0 
0039:   239@(58@,4i) == 0 
004D: jump_if_false @HEIST9_24125 
00D6: if and
0039:   58@ == 0 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_23669 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.202 1618.696 992.6882 
05D7: add_point_to_scmpath 2143.036 1626.497 992.5681 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
06BA: AS_actor -1 turn_to_and_look_at 2144.231 1629.507 992.5703 
0638: AS_actor -1 stay_put 1 
0605: actor -1 perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
0643: set_AS_pack 53@ loop 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 54@ to_AS_pack 53@ 

:HEIST9_23669
00D6: if and
0039:   58@ == 1 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_23831 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.202 1618.696 992.6882 
05D7: add_point_to_scmpath 2145.696 1626.496 992.5681 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
06BA: AS_actor -1 turn_to_and_look_at 2144.231 1629.507 992.5703 
0638: AS_actor -1 stay_put 1 
0605: actor -1 perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 53@ loop 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 55@ to_AS_pack 53@ 

:HEIST9_23831
00D6: if and
0039:   58@ == 2 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST9_23943 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.202 1618.696 992.6882 
05D7: add_point_to_scmpath 2147.744 1620.447 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0638: AS_actor -1 stay_put 1 
06BA: AS_actor -1 turn_to_and_look_at 2144.231 1629.507 992.5703 
0616: define_AS_pack_end 53@ 
0618: assign_actor 56@ to_AS_pack 53@ 

:HEIST9_23943
00D6: if and
0039:   58@ == 3 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_24055 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.202 1618.696 992.6882 
05D7: add_point_to_scmpath 2136.254 1621.628 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0638: AS_actor -1 stay_put 1 
06BA: AS_actor -1 turn_to_and_look_at 2144.231 1629.507 992.5703 
0616: define_AS_pack_end 53@ 
0618: assign_actor 57@ to_AS_pack 53@ 

:HEIST9_24055
061B: remove_references_to_AS_pack 53@ 
02A9: set_actor 54@(58@,4i) immune_to_nonplayer 0 
018B: set_marker 91@(58@,4i) radar_mode 0 
0006: 239@(58@,4i) = 1 
00D6: if 
0039:   251@ == 0 
004D: jump_if_false @HEIST9_24118 
0006: 105@ = 0 

:HEIST9_24118
000A: 251@ += 1 

:HEIST9_24125
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_23418 

:HEIST9_24146
00D6: if and
0039:   38@ == 13 
0019:   32@ > 5000 
004D: jump_if_false @HEIST9_31401 
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @HEIST9_24617 
00D6: if and
0039:   231@ == 2 
0039:   105@ == 0 
004D: jump_if_false @HEIST9_24251 
05AA: 288@s = 'HE8_OA' // @s = 'short'  // ~z~Wait a second, it's Berkley! It's him, I know it!
04AF: 232@ = 19064 // = constant 
0050: gosub @HEIST9_50648 
0006: 105@ = 1 

:HEIST9_24251
00D6: if and
0039:   231@ == 2 
0039:   105@ == 1 
004D: jump_if_false @HEIST9_24312 
05AA: 288@s = 'HE8_OB' // @s = 'short'  // ~z~What?
04AF: 232@ = 19065 // = constant 
0050: gosub @HEIST9_50648 
0006: 105@ = 2 

:HEIST9_24312
00D6: if and
0039:   231@ == 2 
0039:   105@ == 2 
004D: jump_if_false @HEIST9_24373 
05AA: 288@s = 'HE8_OC' // @s = 'short'  // ~z~Carl, I know the tactics of my arch rival!
04AF: 232@ = 19066 // = constant 
0050: gosub @HEIST9_50648 
0006: 105@ = 3 

:HEIST9_24373
00D6: if and
0039:   231@ == 2 
0039:   105@ == 3 
004D: jump_if_false @HEIST9_24434 
05AA: 288@s = 'HE8_OD' // @s = 'short'  // ~z~BERKLEY YOU BASTARD!
04AF: 232@ = 19067 // = constant 
0050: gosub @HEIST9_50648 
0006: 105@ = 4 

:HEIST9_24434
00D6: if and
0039:   231@ == 2 
0039:   105@ == 4 
004D: jump_if_false @HEIST9_24495 
05AA: 288@s = 'HE8_OE' // @s = 'short'  // ~z~Quit shouting in my ear!
04AF: 232@ = 19068 // = constant 
0050: gosub @HEIST9_50648 
0006: 105@ = 5 

:HEIST9_24495
00D6: if and
0039:   231@ == 2 
0039:   105@ == 5 
004D: jump_if_false @HEIST9_24556 
05AA: 288@s = 'HE8_OF' // @s = 'short'  // ~z~Sorry.
04AF: 232@ = 19069 // = constant 
0050: gosub @HEIST9_50648 
0006: 105@ = 8 

:HEIST9_24556
00D6: if and
0039:   231@ == 2 
0039:   105@ == 8 
004D: jump_if_false @HEIST9_24617 
05AA: 288@s = 'HE8_OJ' // @s = 'short'  // ~z~Aw, whatever, man, just deal with that fool!
04AF: 232@ = 19072 // = constant 
0050: gosub @HEIST9_50648 
0006: 105@ = 9 

:HEIST9_24617
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_24643 
041A: 175@ = actor $PLAYER_ACTOR weapon 39 ammo 

:HEIST9_24643
00D6: if 
848C:   not pickup_at 2146.487 1622.805 993.0 available_to_be_picked_up 
004D: jump_if_false @HEIST9_24739 
00D6: if and
002B:   0 >= 175@ 
0039:   119@ == 0 
004D: jump_if_false @HEIST9_24739 
00D6: if 
89D1:   not pickup 214@ created 
004D: jump_if_false @HEIST9_24739 
032B: 214@ = create_weapon_pickup #SATCHEL type 3 ammo 99999 at 2146.487 1622.805 993.0 

:HEIST9_24739
00D6: if or
0356:   explosion_type 0 in_cube_cornerA 2150.966 1618.857 999.9688 cornerB 2142.472 1608.066 1003.0 
0356:   explosion_type 1 in_cube_cornerA 2150.966 1618.857 999.9688 cornerB 2142.472 1608.066 1003.0 
0356:   explosion_type 3 in_cube_cornerA 2150.966 1618.857 999.9688 cornerB 2142.472 1608.066 1003.0 
0356:   explosion_type 2 in_cube_cornerA 2150.966 1618.857 999.9688 cornerB 2142.472 1608.066 1003.0 
004D: jump_if_false @HEIST9_25621 
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @HEIST9_25621 
029B: 312@ = init_object #WAREHOUSE_DOOR2B at 2195.769 1585.199 1002.0 
0566: link_object 312@ to_interior 1 
0177: set_object 312@ Z_angle_to 180.0 
07F7: set_object 312@ destructible 0 
0050: gosub @HEIST9_46289 
07F7: set_object 60@ destructible 1 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2146.146 1613.818 999.968 radius 7.0 7.0 2.0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_25023 
05BE: AS_actor $PLAYER_ACTOR die 

:HEIST9_25023
00D6: if 
075C:   marker 228@ enabled 
004D: jump_if_false @HEIST9_25044 
0164: disable_marker 228@ 

:HEIST9_25044
00D6: if 
075C:   marker 229@ enabled 
004D: jump_if_false @HEIST9_25065 
0164: disable_marker 229@ 

:HEIST9_25065
015F: set_camera_position 2141.361 1619.829 1000.669 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2141.925 1619.005 1000.723 switchstyle 2 
0050: gosub @HEIST9_43886 
0108: destroy_object 171@ 
0108: destroy_object 172@ 
0249: release_model #GENERATOR_BIG 
0107: 171@ = create_object #GENERATOR_BIG_D at 2145.05 1613.49 999.9764 
0177: set_object 171@ Z_angle_to 1.2043 
0107: 172@ = create_object #GENERATOR_BIG_D at 2148.8 1613.49 999.9764 
0177: set_object 172@ Z_angle_to 354.0372 
0006: 368@ = 0 

:HEIST9_25211
020C: create_explosion_with_radius 11 at 2143.107 1611.332 1000.5 
064B: 201@ = create_particle "EXPLOSION_SMALL" at 2143.107 1611.332 1000.5 type 1 
064C: make_particle 201@ visible 
0001: wait 150 ms 
020C: create_explosion_with_radius 11 at 2149.51 1614.586 1000.5 
064B: 202@ = create_particle "EXPLOSION_SMALL" at 2149.51 1614.586 1000.5 type 1 
064C: make_particle 202@ visible 
0001: wait 10 ms 
0006: 58@ = 0 

:HEIST9_25353
064E: stop_particle 201@(58@,6i) 
0650: destroy_particle 201@(58@,6i) 
000A: 58@ += 1 
0029:   58@ >= 6 
004D: jump_if_false @HEIST9_25353 
000A: 368@ += 1 
0029:   368@ >= 3 
004D: jump_if_false @HEIST9_25211 
0001: wait 2000 ms 
0006: 58@ = 0 

:HEIST9_25425
018B: set_marker 91@(58@,4i) radar_mode 3 
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_25486 
0638: AS_actor 54@(58@,4i) stay_put 0 
02AB: set_actor 54@(58@,4i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 

:HEIST9_25486
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_25425 
0006: 105@ = 6 
0050: gosub @HEIST9_46306 
0050: gosub @HEIST9_43955 
0006: 32@ = 0 
0006: 119@ = 1 
03E6: remove_text_box 
0006: 58@ = 0 

:HEIST9_25551
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_25551 
00D6: if 
048C:   pickup_at 2146.487 1622.805 993.0 available_to_be_picked_up 
004D: jump_if_false @HEIST9_25605 
0215: destroy_pickup 214@ 

:HEIST9_25605
00BC: show_text_highpriority GXT 'HM9_40' time 5000 flag 1  // ~s~Head downstairs and check on the ~b~team~s~!

:HEIST9_25621
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @HEIST9_25700 
00D6: if and
0039:   231@ == 2 
0039:   105@ == 0 
004D: jump_if_false @HEIST9_25700 
05AA: 288@s = 'HE8_OK' // @s = 'short'  // ~z~OK - I'll head back up to the generator room and shut them down for good!
04AF: 232@ = 19073 // = constant 
0050: gosub @HEIST9_50648 
0006: 105@ = 10 

:HEIST9_25700
00D6: if and
0039:   121@ == 0 
0039:   119@ == 1 
004D: jump_if_false @HEIST9_27722 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2143.975 1624.443 992.5681 radius 20.0 20.0 2.0 
004D: jump_if_false @HEIST9_27722 
0006: 105@ = 10 
0006: 121@ = 1 
0006: 58@ = 0 

:HEIST9_25794
018B: set_marker 91@(58@,4i) radar_mode 0 
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_25794 
0050: gosub @HEIST9_46289 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST9_25879 
08C7: put_actor 56@ at 2147.744 1620.447 992.6882 dont_warp_gang 
0173: set_actor 56@ Z_angle_to 346.8824 

:HEIST9_25879
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_25925 
08C7: put_actor 57@ at 2136.254 1621.628 992.6882 dont_warp_gang 
0173: set_actor 57@ Z_angle_to 358.8987 

:HEIST9_25925
015F: set_camera_position 2140.489 1617.689 993.7817 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2140.831 1618.629 993.7844 switchstyle 2 
0001: wait 1000 ms 
00BC: show_text_highpriority GXT 'HE8_QA' time 4000 flag 1  // ~z~Everybody take cover!
040D: unload_wav 1 
03CF: load_wav 19083 as 1 

:HEIST9_26008
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_26034 
0001: wait 0 ms 
0002: jump @HEIST9_26008 

:HEIST9_26034
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_26045
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_26088 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_26081 

:HEIST9_26081
0002: jump @HEIST9_26045 

:HEIST9_26088
00BC: show_text_highpriority GXT 'HE8_QC' time 4000 flag 1  // ~z~Oh shit! Where do I go? Where do I go?
040D: unload_wav 1 
03CF: load_wav 19085 as 1 

:HEIST9_26115
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_26141 
0001: wait 0 ms 
0002: jump @HEIST9_26115 

:HEIST9_26141
03D1: play_wav 1 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_26211 
05B9: AS_actor 54@ stay_idle 1000 ms 
0792: disembark_instantly_actor 54@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2135.497 1625.518 992.5681 
04EB: AS_actor 54@ crouch 1 
05D8: AS_assign_scmpath to_actor 54@ flags 6 0 
05D6: clear_scmpath 

:HEIST9_26211
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_26269 
0792: disembark_instantly_actor 55@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2152.954 1625.076 992.5681 
04EB: AS_actor 55@ crouch 1 
05D8: AS_assign_scmpath to_actor 55@ flags 6 0 
05D6: clear_scmpath 

:HEIST9_26269
0006: 33@ = 0 

:HEIST9_26276
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_26319 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_26312 

:HEIST9_26312
0002: jump @HEIST9_26276 

:HEIST9_26319
00BC: show_text_highpriority GXT 'HE8_QB' time 4000 flag 1  // ~z~Fire in the hole!
040D: unload_wav 1 
03CF: load_wav 19084 as 1 

:HEIST9_26346
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_26372 
0001: wait 0 ms 
0002: jump @HEIST9_26346 

:HEIST9_26372
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_26383
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_26426 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_26419 

:HEIST9_26419
0002: jump @HEIST9_26383 

:HEIST9_26426
0006: 58@ = 0 

:HEIST9_26433
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_26473 
0792: disembark_instantly_actor 54@(58@,4i) 
04EB: AS_actor 54@(58@,4i) crouch 1 

:HEIST9_26473
018B: set_marker 91@(58@,4i) radar_mode 3 
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_26433 
020C: create_explosion_with_radius 11 at 2144.533 1626.747 992.707 
064B: 369@ = create_particle "EXPLOSION_SMALL" at 2144.533 1626.747 992.707 type 1 
064F: remove_references_to_particle 369@ 
020C: create_explosion_with_radius 11 at 2144.533 1626.747 994.0 
0001: wait 500 ms 
064B: 370@ = create_particle "EXPLOSION_SMALL" at 2144.533 1626.747 994.0 type 1 
064F: remove_references_to_particle 370@ 
020C: create_explosion_with_radius 11 at 2144.533 1626.747 996.0 
0108: destroy_object 60@ 
0001: wait 500 ms 
064B: 371@ = create_particle "EXPLOSION_SMALL" at 2144.533 1626.747 996.0 type 1 
064F: remove_references_to_particle 371@ 
00BC: show_text_highpriority GXT 'HE8_RA' time 4000 flag 1  // ~z~OK people, load up the cash!
040D: unload_wav 1 
03CF: load_wav 19086 as 1 

:HEIST9_26736
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_26762 
0001: wait 0 ms 
0002: jump @HEIST9_26736 

:HEIST9_26762
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_26773
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_26816 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_26809 

:HEIST9_26809
0002: jump @HEIST9_26773 

:HEIST9_26816
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_26862 
08C7: put_actor $PLAYER_ACTOR at 2144.266 1610.649 992.5681 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 359.3881 

:HEIST9_26862
0050: gosub @HEIST9_46306 
00BC: show_text_highpriority GXT 'HM9_58' time 7000 flag 1  // ~s~Enter the ~y~Safe~s~.
0107: 61@ = create_object #CJ_MONEY_BAG at 2146.27 1636.314 992.5683 
0566: link_object 61@ to_interior 1 
0177: set_object 61@ Z_angle_to 268.4277 
0382: set_object 61@ collision_detection 0 
0107: 62@ = create_object #CJ_MONEY_BAG at 2146.137 1632.404 992.5683 
0566: link_object 62@ to_interior 1 
0177: set_object 62@ Z_angle_to 89.5044 
0382: set_object 62@ collision_detection 0 
0107: 63@ = create_object #CJ_MONEY_BAG at 2142.148 1632.426 992.5683 
0566: link_object 63@ to_interior 1 
0177: set_object 63@ Z_angle_to 97.3067 
0382: set_object 63@ collision_detection 0 
0107: 64@ = create_object #CJ_MONEY_BAG at 2142.07 1636.137 992.5683 
0566: link_object 64@ to_interior 1 
0177: set_object 64@ Z_angle_to 51.5319 
0382: set_object 64@ collision_detection 0 
00D6: if and
8118:   not actor 54@ dead 
8118:   not actor 55@ dead 
8118:   not actor 56@ dead 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_27722 
0615: define_AS_pack_begin 373@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05B9: AS_actor -1 stay_idle 500 ms 
0643: set_AS_pack 373@ loop 1 
0616: define_AS_pack_end 373@ 
0615: define_AS_pack_begin 53@ 
04EB: AS_actor -1 crouch 1 
05B9: AS_actor -1 stay_idle 3000 ms 
05F5: AS_actor -1 goto_point_using_paths 2146.27 1636.314 992.5683 mode 6 time -1 
070A: AS_actor -1 attach_to_object 61@ offset 0.0 0.0 -0.5 on_bone 6 1 perform_animation "NULL" IFP_file "NULL" time 0 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 373@ 
0616: define_AS_pack_end 53@ 
0792: disembark_instantly_actor 54@ 
04EB: AS_actor 54@ crouch 0 
0618: assign_actor 54@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 100 ms 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point_using_paths 2146.137 1632.404 992.5683 mode 6 time -1 
070A: AS_actor -1 attach_to_object 62@ offset 0.0 0.0 -0.5 on_bone 6 1 perform_animation "NULL" IFP_file "NULL" time 0 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 373@ 
0616: define_AS_pack_end 53@ 
0792: disembark_instantly_actor 55@ 
04EB: AS_actor 55@ crouch 0 
0618: assign_actor 55@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 200 ms 
04EB: AS_actor -1 crouch 1 
05B9: AS_actor -1 stay_idle 2000 ms 
05F5: AS_actor -1 goto_point_using_paths 2142.148 1632.426 992.5683 mode 6 time -1 
070A: AS_actor -1 attach_to_object 63@ offset 0.0 0.0 -0.5 on_bone 6 1 perform_animation "NULL" IFP_file "NULL" time 0 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 373@ 
0616: define_AS_pack_end 53@ 
0792: disembark_instantly_actor 56@ 
04EB: AS_actor 56@ crouch 0 
0618: assign_actor 56@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 100 ms 
04EB: AS_actor -1 crouch 1 
05B9: AS_actor -1 stay_idle 3000 ms 
05F5: AS_actor -1 goto_point_using_paths 2142.07 1636.137 992.5683 mode 6 time -1 
070A: AS_actor -1 attach_to_object 64@ offset 0.0 0.0 -0.5 on_bone 6 1 perform_animation "NULL" IFP_file "NULL" time 0 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 373@ 
0616: define_AS_pack_end 53@ 
0792: disembark_instantly_actor 57@ 
04EB: AS_actor 57@ crouch 0 
0618: assign_actor 57@ to_AS_pack 53@ 
04EF: release_animation "BOMBER" 
018A: 372@ = create_checkpoint_at 2144.152 1636.462 992.5703 
08DC: create_interior_marker 372@ at 2196.635 1676.841 radius 10.0 
061B: remove_references_to_AS_pack 373@ 
061B: remove_references_to_AS_pack 53@ 

:HEIST9_27722
00D6: if 
0039:   121@ == 1 
004D: jump_if_false @HEIST9_27915 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2144.152 1636.462 992.5703 radius 10.0 10.0 2.0 
075C:   marker 372@ enabled 
004D: jump_if_false @HEIST9_27915 
00D6: if 
075C:   marker 372@ enabled 
004D: jump_if_false @HEIST9_27814 
0164: disable_marker 372@ 

:HEIST9_27814
0006: 140@ = 1 
0006: 121@ = 2 
0006: 33@ = 0 
0006: 58@ = 0 

:HEIST9_27842
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_27894 
0226: 142@(58@,5i) = actor 54@(58@,4i) health 
0085: 148@(58@,5i) = 142@(58@,5i) // (int) 

:HEIST9_27894
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_27842 

:HEIST9_27915
00D6: if and
0039:   231@ == 2 
0039:   140@ == 1 
004D: jump_if_false @HEIST9_27976 
05AA: 288@s = 'HE8_RB' // @s = 'short'  // ~z~Carl, you've got Mafia gorillas coming down to the vault and-
04AF: 232@ = 19087 // = constant 
0050: gosub @HEIST9_50648 
0006: 140@ = 2 

:HEIST9_27976
00D6: if and
0039:   231@ == 2 
0039:   140@ == 2 
004D: jump_if_false @HEIST9_28044 
05AA: 288@s = 'HE8_RC' // @s = 'short'  // ~z~CURSE YOU BERKLEY, CURSE YOU!
04AF: 232@ = 19088 // = constant 
0050: gosub @HEIST9_50648 
0006: 32@ = 0 
0006: 140@ = 3 

:HEIST9_28044
00D6: if and
0039:   231@ == 2 
0039:   140@ == 3 
0019:   32@ > 3000 
004D: jump_if_false @HEIST9_29538 
0050: gosub @HEIST9_46325 
0050: gosub @HEIST9_46289 
0006: 131@ = 4 
0006: 58@ = 0 

:HEIST9_28105
00D6: if 
8118:   not actor 335@(58@,15i) dead 
004D: jump_if_false @HEIST9_28134 
009B: destroy_actor 335@(58@,15i) 

:HEIST9_28134
000A: 58@ += 1 
0029:   58@ >= 11 
004D: jump_if_false @HEIST9_28105 
0006: 58@ = 0 

:HEIST9_28162
009B: destroy_actor 109@(58@,5i) 
000A: 58@ += 1 
0029:   58@ >= 3 
004D: jump_if_false @HEIST9_28162 
009B: destroy_actor 295@ 
009B: destroy_actor 296@ 
0249: release_model #BMYBOUN 
0249: release_model #WMYBOUN 
0247: load_model #VMAFF1 
0247: load_model #VMAFF2 

:HEIST9_28220
00D6: if or
8248:   not model #VMAFF1 available 
8248:   not model #VMAFF2 available 
004D: jump_if_false @HEIST9_28250 
0001: wait 0 ms 
0002: jump @HEIST9_28220 

:HEIST9_28250
009A: 335@ = create_actor_pedtype 24 model #VMAFF1 at 2150.831 1611.033 992.6882 
0860: link_actor 335@ to_interior 1 
0173: set_actor 335@ Z_angle_to 353.2278 
02A9: set_actor 335@ immune_to_nonplayer 1 
009A: 336@ = create_actor_pedtype 24 model #VMAFF1 at 2135.702 1611.064 992.6882 
0860: link_actor 336@ to_interior 1 
0173: set_actor 336@ Z_angle_to 354.2745 
0615: define_AS_pack_begin 374@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.14 1610.015 992.6882 
05D7: add_point_to_scmpath 2146.085 1611.896 992.6882 
04EB: AS_actor -1 crouch 1 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D4: AS_actor -1 rotate_angle 6.3138 
05BA: AS_actor -1 move_mouth 1 ms 
05D6: clear_scmpath 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_28434 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 

:HEIST9_28434
0616: define_AS_pack_end 374@ 
009A: 337@ = create_actor_pedtype 24 model #VMAFF2 at 2144.029 1605.352 992.5684 
0860: link_actor 337@ to_interior 1 
0173: set_actor 337@ Z_angle_to 356.695 
0618: assign_actor 337@ to_AS_pack 374@ 
061B: remove_references_to_AS_pack 374@ 
0615: define_AS_pack_begin 374@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.14 1610.015 992.6882 
05D7: add_point_to_scmpath 2139.815 1615.471 992.6882 
04EB: AS_actor -1 crouch 1 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
04EB: AS_actor -1 crouch 0 
05D4: AS_actor -1 rotate_angle 335.8946 
05BA: AS_actor -1 move_mouth 1 ms 
05D6: clear_scmpath 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_28594 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 

:HEIST9_28594
0616: define_AS_pack_end 374@ 
009A: 338@ = create_actor_pedtype 24 model #VMAFF1 at 2144.22 1601.963 992.5684 
0860: link_actor 338@ to_interior 1 
0173: set_actor 338@ Z_angle_to 358.3628 
0618: assign_actor 338@ to_AS_pack 374@ 
009A: 339@ = create_actor_pedtype 24 model #VMAFF2 at 2146.605 1597.785 994.5676 
0860: link_actor 339@ to_interior 1 
0173: set_actor 339@ Z_angle_to 89.7654 
02A9: set_actor 339@ immune_to_nonplayer 1 
0638: AS_actor 339@ stay_put 1 
060F: set_actor 339@ melee_accuracy_to 5.0 
009A: 340@ = create_actor_pedtype 24 model #VMAFF2 at 2147.77 1596.479 994.5676 
0860: link_actor 340@ to_interior 1 
0173: set_actor 340@ Z_angle_to 78.7631 
0638: AS_actor 340@ stay_put 1 
060F: set_actor 340@ melee_accuracy_to 5.0 
009A: 341@ = create_actor_pedtype 24 model #VMAFF1 at 2148.627 1602.235 996.7766 
0860: link_actor 341@ to_interior 1 
0173: set_actor 341@ Z_angle_to 170.4726 
0638: AS_actor 341@ stay_put 1 
060F: set_actor 341@ melee_accuracy_to 5.0 
009A: 342@ = create_actor_pedtype 24 model #VMAFF2 at 2148.358 1603.734 996.7766 
0860: link_actor 342@ to_interior 1 
0173: set_actor 342@ Z_angle_to 158.879 
0638: AS_actor 342@ stay_put 1 
060F: set_actor 342@ melee_accuracy_to 5.0 
061B: remove_references_to_AS_pack 374@ 
0006: 58@ = 0 

:HEIST9_28899
0961: set_actor 335@(58@,15i) keep_tasks_after_cleanup 1 
03FE: set_actor 335@(58@,15i) money 0 
00D6: if and
8039:   not  58@ == 0 
8039:   not  58@ == 4 
004D: jump_if_false @HEIST9_28970 
0223: set_actor 335@(58@,15i) health_to 200 
08AF: set_actor 335@(58@,15i) max_health_to 200 

:HEIST9_28970
00D6: if or
0039:   58@ == 3 
0039:   58@ == 4 
0039:   58@ == 7 
004D: jump_if_false @HEIST9_29034 
081A: set_actor 335@(58@,15i) weapon_skill_to 2 
01B2: give_actor 335@(58@,15i) weapon 22 ammo 9999 // Load the weapon model before using this 
0002: jump @HEIST9_29059 

:HEIST9_29034
01B2: give_actor 335@(58@,15i) weapon 29 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 335@(58@,15i) armed_weapon_to 29 

:HEIST9_29059
0187: 350@(58@,15i) = create_marker_above_actor 335@(58@,15i) 
08DC: create_interior_marker 350@(58@,15i) at 2196.635 1676.841 radius 10.0 
018B: set_marker 350@(58@,15i) radar_mode 2 
07DD: set_actor 335@(58@,15i) attack_rate 30 // previously known as temper_to 
02E2: set_actor 335@(58@,15i) weapon_accuracy_to 20 
060B: set_actor 335@(58@,15i) decision_maker_to 245@ 
000A: 58@ += 1 
0029:   58@ >= 8 
004D: jump_if_false @HEIST9_28899 
015F: set_camera_position 2142.248 1611.113 993.2602 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2142.669 1610.211 993.3487 switchstyle 2 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_29262 
08C7: put_actor $PLAYER_ACTOR at 2144.048 1627.986 992.5703 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 181.8141 

:HEIST9_29262
0050: gosub @HEIST9_46358 
00BC: show_text_highpriority GXT 'HM9_57' time 5000 flag 1  // ~s~Kill the ~r~Mafia ~s~whilst the team gets the cash.
0001: wait 2000 ms 
015F: set_camera_position 2140.785 1619.831 993.4654 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2141.078 1618.876 993.4291 switchstyle 2 
00D6: if 
8118:   not actor 338@ dead 
004D: jump_if_false @HEIST9_29399 
0687: clear_actor 338@ task 
04EB: AS_actor 338@ crouch 1 
08C7: put_actor 338@ at 2140.249 1615.12 992.6882 dont_warp_gang 
0173: set_actor 338@ Z_angle_to 340.6346 

:HEIST9_29399
0001: wait 3000 ms 
00D6: if 
8118:   not actor 335@ dead 
004D: jump_if_false @HEIST9_29428 
0618: assign_actor 335@ to_AS_pack 212@ 

:HEIST9_29428
00D6: if 
8118:   not actor 336@ dead 
004D: jump_if_false @HEIST9_29452 
0618: assign_actor 336@ to_AS_pack 213@ 

:HEIST9_29452
00D6: if 
03CA:   object 308@ exists 
004D: jump_if_false @HEIST9_29488 
01BC: put_object 308@ at 2173.867 1619.415 999.3 

:HEIST9_29488
0050: gosub @HEIST9_46306 
05AA: 288@s = 'HE8_RD' // @s = 'short'  // ~z~OK, then, we about to have some company!
04AF: 232@ = 19089 // = constant 
0050: gosub @HEIST9_50648 
0006: 140@ = 4 
0006: 32@ = 0 

:HEIST9_29538
00D6: if 
0039:   140@ == 4 
004D: jump_if_false @HEIST9_30079 
00D6: if and
0118:   actor 335@ dead 
0118:   actor 336@ dead 
0118:   actor 337@ dead 
0118:   actor 338@ dead 
0039:   375@ == 0 
004D: jump_if_false @HEIST9_29760 
061B: remove_references_to_AS_pack 374@ 
0615: define_AS_pack_begin 374@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2143.927 1597.674 994.5676 
05D7: add_point_to_scmpath 2144.14 1603.111 992.5684 
05D7: add_point_to_scmpath 2142.907 1614.151 992.6882 
05D7: add_point_to_scmpath 2143.105 1621.571 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 374@ 
00D6: if 
8118:   not actor 339@ dead 
004D: jump_if_false @HEIST9_29724 
0687: clear_actor 339@ task 
0618: assign_actor 339@ to_AS_pack 374@ 

:HEIST9_29724
00D6: if 
8118:   not actor 340@ dead 
004D: jump_if_false @HEIST9_29753 
0687: clear_actor 340@ task 
0618: assign_actor 340@ to_AS_pack 374@ 

:HEIST9_29753
0006: 375@ = 1 

:HEIST9_29760
00D6: if and
0118:   actor 339@ dead 
0118:   actor 340@ dead 
0039:   375@ == 1 
004D: jump_if_false @HEIST9_29971 
061B: remove_references_to_AS_pack 374@ 
0615: define_AS_pack_begin 374@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2147.772 1597.552 994.5676 
05D7: add_point_to_scmpath 2144.127 1597.792 994.5676 
05D7: add_point_to_scmpath 2144.378 1603.689 992.5684 
05D7: add_point_to_scmpath 2143.987 1609.467 992.6882 
05D7: add_point_to_scmpath 2143.722 1618.05 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 374@ 
00D6: if 
8118:   not actor 341@ dead 
004D: jump_if_false @HEIST9_29935 
0687: clear_actor 341@ task 
0618: assign_actor 341@ to_AS_pack 374@ 

:HEIST9_29935
00D6: if 
8118:   not actor 342@ dead 
004D: jump_if_false @HEIST9_29964 
0687: clear_actor 342@ task 
0618: assign_actor 342@ to_AS_pack 374@ 

:HEIST9_29964
0006: 375@ = 2 

:HEIST9_29971
0006: 58@ = 0 

:HEIST9_29978
00D6: if and
0118:   actor 335@(58@,15i) dead 
8039:   not  350@(58@,15i) == 0 
004D: jump_if_false @HEIST9_30058 
00D6: if 
075C:   marker 350@(58@,15i) enabled 
004D: jump_if_false @HEIST9_30058 
0164: disable_marker 350@(58@,15i) 
0006: 350@(58@,15i) = 0 
01C2: remove_references_to_actor 335@(58@,15i) // Like turning an actor into a random pedestrian 

:HEIST9_30058
000A: 58@ += 1 
0029:   58@ >= 8 
004D: jump_if_false @HEIST9_29978 

:HEIST9_30079
00D6: if and
0019:   140@ > 3 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2144.245 1606.821 992.6882 radius 3.0 3.0 3.0 
0039:   256@ == 0 
004D: jump_if_false @HEIST9_30490 
061B: remove_references_to_AS_pack 374@ 
0615: define_AS_pack_begin 374@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2143.927 1597.674 994.5676 
05D7: add_point_to_scmpath 2144.14 1603.111 992.5684 
05D7: add_point_to_scmpath 2142.907 1614.151 992.6882 
05D7: add_point_to_scmpath 2143.105 1621.571 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 374@ 
00D6: if 
8118:   not actor 339@ dead 
004D: jump_if_false @HEIST9_30271 
0687: clear_actor 339@ task 
0618: assign_actor 339@ to_AS_pack 374@ 

:HEIST9_30271
00D6: if 
8118:   not actor 340@ dead 
004D: jump_if_false @HEIST9_30300 
0687: clear_actor 340@ task 
0618: assign_actor 340@ to_AS_pack 374@ 

:HEIST9_30300
061B: remove_references_to_AS_pack 374@ 
0615: define_AS_pack_begin 374@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2147.772 1597.552 994.5676 
05D7: add_point_to_scmpath 2144.127 1597.792 994.5676 
05D7: add_point_to_scmpath 2144.378 1603.689 992.5684 
05D7: add_point_to_scmpath 2143.987 1609.467 992.6882 
05D7: add_point_to_scmpath 2143.722 1618.05 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 374@ 
00D6: if 
8118:   not actor 341@ dead 
004D: jump_if_false @HEIST9_30447 
0687: clear_actor 341@ task 
0618: assign_actor 341@ to_AS_pack 374@ 

:HEIST9_30447
00D6: if 
8118:   not actor 342@ dead 
004D: jump_if_false @HEIST9_30476 
0687: clear_actor 342@ task 
0618: assign_actor 342@ to_AS_pack 374@ 

:HEIST9_30476
0006: 375@ = 2 
0006: 256@ = 1 

:HEIST9_30490
00D6: if 
0039:   121@ == 2 
004D: jump_if_false @HEIST9_30631 
0006: 58@ = 0 

:HEIST9_30515
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_30610 
0085: 148@(58@,5i) = 142@(58@,5i) // (int) 
0226: 142@(58@,5i) = actor 54@(58@,4i) health 
00D6: if 
803B:   not  148@(58@,5i) == 142@(58@,5i) // (int) 
004D: jump_if_false @HEIST9_30610 
00BC: show_text_highpriority GXT 'HM9_44' time 4000 flag 1  // The team is under attack, you're supposed to be protecting them!

:HEIST9_30610
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_30515 

:HEIST9_30631
00D6: if 
0039:   121@ == 2 
004D: jump_if_false @HEIST9_30681 
00D6: if and
0039:   140@ == 4 
0039:   52@ == 0 
004D: jump_if_false @HEIST9_30681 
0050: gosub @HEIST9_44024 

:HEIST9_30681
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2146.329 1597.409 998.7676 radius 4.0 4.0 4.0 
0039:   52@ == 1 
004D: jump_if_false @HEIST9_31401 
0006: 58@ = 0 

:HEIST9_30743
009B: destroy_actor 335@(58@,15i) 
000A: 58@ += 1 
0029:   58@ >= 8 
004D: jump_if_false @HEIST9_30743 
009A: 335@ = create_actor_pedtype 24 model #VMAFF1 at 2152.015 1602.51 1000.971 
0860: link_actor 335@ to_interior 1 
0173: set_actor 335@ Z_angle_to 270.0812 
0638: AS_actor 335@ stay_put 1 
009A: 336@ = create_actor_pedtype 24 model #VMAFF2 at 2160.985 1616.689 998.9657 
0860: link_actor 336@ to_interior 1 
0173: set_actor 336@ Z_angle_to 178.5078 
0618: assign_actor 336@ to_AS_pack 213@ 
009A: 337@ = create_actor_pedtype 24 model #VMAFF1 at 2181.32 1625.335 998.9714 
0860: link_actor 337@ to_interior 1 
0173: set_actor 337@ Z_angle_to 117.5403 
0638: AS_actor 337@ stay_put 1 
04EB: AS_actor 337@ crouch 1 
009A: 338@ = create_actor_pedtype 24 model #VMAFF1 at 2183.653 1623.66 998.9743 
0860: link_actor 338@ to_interior 1 
0173: set_actor 338@ Z_angle_to 98.1814 
0638: AS_actor 338@ stay_put 1 
009A: 339@ = create_actor_pedtype 24 model #VMAFF2 at 2182.494 1611.846 998.9766 
0860: link_actor 339@ to_interior 1 
0173: set_actor 339@ Z_angle_to 57.0007 
0638: AS_actor 339@ stay_put 1 
009A: 340@ = create_actor_pedtype 24 model #VMAFF2 at 2191.278 1619.051 998.9766 
0860: link_actor 340@ to_interior 1 
0173: set_actor 340@ Z_angle_to 85.6714 
009A: 341@ = create_actor_pedtype 24 model #VMAFF1 at 2222.654 1616.012 998.9688 
0860: link_actor 341@ to_interior 1 
0173: set_actor 341@ Z_angle_to 97.3112 
0618: assign_actor 341@ to_AS_pack 213@ 
009A: 342@ = create_actor_pedtype 24 model #VMAFF2 at 2210.106 1620.387 998.9766 
0860: link_actor 342@ to_interior 1 
0173: set_actor 342@ Z_angle_to 90.3344 
04EB: AS_actor 342@ crouch 1 
0638: AS_actor 342@ stay_put 1 
009A: 343@ = create_actor_pedtype 24 model #VMAFF1 at 2224.578 1619.114 998.9679 
0860: link_actor 343@ to_interior 1 
0173: set_actor 343@ Z_angle_to 86.7328 
04EB: AS_actor 343@ crouch 1 
0638: AS_actor 343@ stay_put 1 
0006: 58@ = 0 

:HEIST9_31228
03FE: set_actor 335@(58@,15i) money 0 
0187: 350@(58@,15i) = create_marker_above_actor 335@(58@,15i) 
08DC: create_interior_marker 350@(58@,15i) at 2196.635 1676.841 radius 10.0 
018B: set_marker 350@(58@,15i) radar_mode 2 
0223: set_actor 335@(58@,15i) health_to 200 
08AF: set_actor 335@(58@,15i) max_health_to 200 
01B2: give_actor 335@(58@,15i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 335@(58@,15i) armed_weapon_to 29 
07DD: set_actor 335@(58@,15i) attack_rate 30 // previously known as temper_to 
02E2: set_actor 335@(58@,15i) weapon_accuracy_to 20 
060B: set_actor 335@(58@,15i) decision_maker_to 245@ 
000A: 58@ += 1 
0029:   58@ >= 9 
004D: jump_if_false @HEIST9_31228 
0006: 38@ = 15 

:HEIST9_31401
00D6: if 
0039:   38@ == 15 
004D: jump_if_false @HEIST9_35092 
0006: 58@ = 0 

:HEIST9_31426
00D6: if and
0118:   actor 335@(58@,15i) dead 
8039:   not  350@(58@,15i) == 0 
004D: jump_if_false @HEIST9_31506 
00D6: if 
075C:   marker 350@(58@,15i) enabled 
004D: jump_if_false @HEIST9_31506 
0164: disable_marker 350@(58@,15i) 
0006: 350@(58@,15i) = 0 
01C2: remove_references_to_actor 335@(58@,15i) // Like turning an actor into a random pedestrian 

:HEIST9_31506
000A: 58@ += 1 
0029:   58@ >= 9 
004D: jump_if_false @HEIST9_31426 
00D6: if and
0019:   33@ > 7000 
0039:   278@ == 1 
004D: jump_if_false @HEIST9_31589 
05AA: 288@s = 'HE8_TA' // @s = 'short'  // ~z~OK team, just how we practiced, two by two.
04AF: 232@ = 19093 // = constant 
0050: gosub @HEIST9_50648 
0006: 278@ = 2 

:HEIST9_31589
00D6: if and
0039:   231@ == 2 
0039:   278@ == 2 
004D: jump_if_false @HEIST9_31650 
05AA: 288@s = 'HE8_TB' // @s = 'short'  // ~z~Ow, fuck!
04AF: 232@ = 19094 // = constant 
0050: gosub @HEIST9_50648 
0006: 278@ = 3 

:HEIST9_31650
00D6: if and
0039:   231@ == 2 
0039:   278@ == 3 
004D: jump_if_false @HEIST9_31711 
05AA: 288@s = 'HE8_TC' // @s = 'short'  // ~z~Scratch that! Everybody follow Carl!
04AF: 232@ = 19095 // = constant 
0050: gosub @HEIST9_50648 
0006: 278@ = 0 

:HEIST9_31711
00D6: if and
0118:   actor 335@ dead 
0039:   257@ == 0 
004D: jump_if_false @HEIST9_31844 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05F5: AS_actor -1 goto_point_using_paths 2157.629 1602.604 998.9766 mode 6 time -1 
0616: define_AS_pack_end 53@ 
0006: 58@ = 0 

:HEIST9_31779
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_31811 
0618: assign_actor 54@(58@,4i) to_AS_pack 53@ 

:HEIST9_31811
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_31779 
061B: remove_references_to_AS_pack 53@ 
0006: 257@ = 1 

:HEIST9_31844
00D6: if and
0118:   actor 336@ dead 
0039:   257@ == 1 
004D: jump_if_false @HEIST9_31972 
0615: define_AS_pack_begin 53@ 
05F5: AS_actor -1 goto_point_using_paths 2165.423 1618.386 998.9747 mode 6 time -1 
0616: define_AS_pack_end 53@ 
0006: 58@ = 0 

:HEIST9_31907
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_31939 
0618: assign_actor 54@(58@,4i) to_AS_pack 53@ 

:HEIST9_31939
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_31907 
061B: remove_references_to_AS_pack 53@ 
0006: 257@ = 2 

:HEIST9_31972
00D6: if and
0118:   actor 337@ dead 
0118:   actor 338@ dead 
0118:   actor 339@ dead 
0118:   actor 340@ dead 
0039:   257@ == 2 
004D: jump_if_false @HEIST9_32388 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2169.045 1618.73 998.9766 
05D7: add_point_to_scmpath 2171.097 1618.622 998.9766 
05D7: add_point_to_scmpath 2172.748 1621.935 998.9772 
05D7: add_point_to_scmpath 2179.594 1623.489 998.9745 
05D7: add_point_to_scmpath 2184.2 1623.908 998.9739 
05D7: add_point_to_scmpath 2187.764 1622.788 998.9758 
05D7: add_point_to_scmpath 2190.13 1618.664 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 53@ 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_32175 
0618: assign_actor 54@ to_AS_pack 53@ 

:HEIST9_32175
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_32199 
0618: assign_actor 55@ to_AS_pack 53@ 

:HEIST9_32199
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2169.019 1618.764 998.9766 
05D7: add_point_to_scmpath 2171.71 1618.252 998.9766 
05D7: add_point_to_scmpath 2174.539 1615.005 998.9766 
05D7: add_point_to_scmpath 2180.379 1614.246 998.9766 
05D7: add_point_to_scmpath 2185.445 1614.739 998.9766 
05D7: add_point_to_scmpath 2190.13 1618.664 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 53@ 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST9_32352 
0618: assign_actor 56@ to_AS_pack 53@ 

:HEIST9_32352
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_32376 
0618: assign_actor 57@ to_AS_pack 53@ 

:HEIST9_32376
061B: remove_references_to_AS_pack 53@ 
0006: 257@ = 3 

:HEIST9_32388
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @HEIST9_32698 
0247: load_model #COPBIKE 
0247: load_model #LAPDM1 
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:HEIST9_32429
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #COPBIKE available 
8248:   not model #LAPDM1 available 
004D: jump_if_false @HEIST9_32465 
0001: wait 0 ms 
0002: jump @HEIST9_32429 

:HEIST9_32465
07C0: load_path 494 
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:HEIST9_32483
00D6: if 
87C1:   not path 494 available 
004D: jump_if_false @HEIST9_32510 
0001: wait 0 ms 
0002: jump @HEIST9_32483 

:HEIST9_32510
0395: clear_area 1 at 2220.34 1582.068 998.9764 radius 10.0 
009A: 97@ = create_actor_pedtype 25 model #SPECIAL01 at 2220.34 1582.068 998.9764 
0860: link_actor 97@ to_interior 1 
0173: set_actor 97@ Z_angle_to 350.4443 
0568: set_actor 97@ untargetable 1 
00A5: 279@ = create_car #COPBIKE at 2223.699 1582.78 998.0 
0840: link_car 279@ to_interior 1 
0175: set_car 279@ Z_angle_to 175.8434 
020A: set_car 279@ door_status_to 3 
0519: set_car 279@ locked 1 
00A5: 280@ = create_car #COPBIKE at 2217.549 1583.667 998.0 
0840: link_car 280@ to_interior 1 
0175: set_car 280@ Z_angle_to 175.3717 
020A: set_car 280@ door_status_to 3 
0519: set_car 280@ locked 1 
0006: 257@ = 4 

:HEIST9_32698
00D6: if and
0118:   actor 341@ dead 
0118:   actor 342@ dead 
0118:   actor 343@ dead 
0039:   257@ == 4 
004D: jump_if_false @HEIST9_32859 
0615: define_AS_pack_begin 53@ 
05F5: AS_actor -1 goto_point_using_paths 2222.995 1618.726 998.9672 mode 6 time -1 
05F5: AS_actor -1 goto_point_using_paths 2220.908 1585.695 998.9708 mode 6 time -1 
0616: define_AS_pack_end 53@ 
0006: 58@ = 0 

:HEIST9_32794
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_32826 
0618: assign_actor 54@(58@,4i) to_AS_pack 53@ 

:HEIST9_32826
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_32794 
061B: remove_references_to_AS_pack 53@ 
0006: 257@ = 5 

:HEIST9_32859
00D6: if 
0029:   257@ >= 4 
004D: jump_if_false @HEIST9_33015 
00D6: if 
0118:   actor 97@ dead 
004D: jump_if_false @HEIST9_32923 
0050: gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_63' time 4000 flag 1  // ~r~Zero has been killed
0002: jump @HEIST9_44468 

:HEIST9_32923
00D6: if 
0119:   car 279@ wrecked 
004D: jump_if_false @HEIST9_32969 
0050: gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_60' time 4000 flag 1  // ~r~You destroyed the police bike!
0002: jump @HEIST9_44468 

:HEIST9_32969
00D6: if 
0119:   car 280@ wrecked 
004D: jump_if_false @HEIST9_33015 
0050: gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_60' time 4000 flag 1  // ~r~You destroyed the police bike!
0002: jump @HEIST9_44468 

:HEIST9_33015
0006: 58@ = 0 

:HEIST9_33022
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_33117 
0085: 148@(58@,5i) = 142@(58@,5i) // (int) 
0226: 142@(58@,5i) = actor 54@(58@,4i) health 
00D6: if 
803B:   not  148@(58@,5i) == 142@(58@,5i) // (int) 
004D: jump_if_false @HEIST9_33117 
00BC: show_text_highpriority GXT 'HM9_44' time 5000 flag 1  // The team is under attack, you're supposed to be protecting them!

:HEIST9_33117
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_33022 
0006: 58@ = 0 

:HEIST9_33145
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_33246 
00D6: if and
00FE:   actor 54@(58@,4i) sphere 0 in_sphere 2220.205 1585.422 998.9717 radius 5.0 5.0 5.0 
0039:   78@(58@,4i) == 0 
004D: jump_if_false @HEIST9_33246 
000A: 82@ += 1 
0006: 78@(58@,4i) = 1 

:HEIST9_33246
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_33145 
00D6: if 
8039:   not  257@ == 5 
004D: jump_if_false @HEIST9_33349 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2220.205 1585.422 998.9717 radius 10.0 10.0 10.0 
004D: jump_if_false @HEIST9_33349 
00BC: show_text_highpriority GXT 'HM9_1F' time 4000 flag 1  // ~s~Go back and kill any remaining ~r~security~s~.

:HEIST9_33349
00D6: if and
0039:   257@ == 5 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2220.205 1585.422 998.9717 radius 10.0 10.0 10.0 
004D: jump_if_false @HEIST9_35092 
00BE: text_clear_all 
0050: gosub @HEIST9_46325 
00D6: if 
075C:   marker 90@ enabled 
004D: jump_if_false @HEIST9_33434 
0164: disable_marker 90@ 

:HEIST9_33434
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_33485 
0792: disembark_instantly_actor 54@ 
08C7: put_actor 54@ at 2224.042 1589.367 998.967 dont_warp_gang 
0173: set_actor 54@ Z_angle_to 165.2519 

:HEIST9_33485
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_33536 
0792: disembark_instantly_actor 55@ 
08C7: put_actor 55@ at 2222.893 1589.583 998.9684 dont_warp_gang 
0173: set_actor 55@ Z_angle_to 173.9364 

:HEIST9_33536
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST9_33587 
0792: disembark_instantly_actor 56@ 
08C7: put_actor 56@ at 2221.866 1589.245 998.9696 dont_warp_gang 
0173: set_actor 56@ Z_angle_to 177.0563 

:HEIST9_33587
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_33638 
0792: disembark_instantly_actor 57@ 
08C7: put_actor 57@ at 2220.723 1589.224 998.971 dont_warp_gang 
0173: set_actor 57@ Z_angle_to 171.7417 

:HEIST9_33638
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST9_33684 
08C7: put_actor 97@ at 2220.34 1582.068 998.9764 dont_warp_gang 
0173: set_actor 97@ Z_angle_to 350.4443 

:HEIST9_33684
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_33773 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST9_33743 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2225.541 1586.834 998.9651 
0002: jump @HEIST9_33763 

:HEIST9_33743
08C7: put_actor $PLAYER_ACTOR at 2225.541 1586.834 998.9651 dont_warp_gang 

:HEIST9_33763
0173: set_actor $PLAYER_ACTOR Z_angle_to 124.4066 

:HEIST9_33773
00D6: if 
8119:   not car 279@ wrecked 
004D: jump_if_false @HEIST9_33796 
0519: set_car 279@ locked 0 

:HEIST9_33796
00D6: if 
8119:   not car 280@ wrecked 
004D: jump_if_false @HEIST9_33819 
0519: set_car 280@ locked 0 

:HEIST9_33819
014F: stop_timer $7934 
0050: gosub @HEIST9_46289 
015F: set_camera_position 2216.721 1579.81 1000.833 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2217.382 1580.538 1000.654 switchstyle 2 
0050: gosub @HEIST9_46358 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST9_33946 
0687: clear_actor 97@ task 
0605: actor 97@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:HEIST9_33946
00BC: show_text_highpriority GXT 'HE8_UA' time 4000 flag 1  // ~z~I've unloaded the police bikes.
040D: unload_wav 1 
03CF: load_wav 19104 as 1 

:HEIST9_33973
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_33999 
0001: wait 0 ms 
0002: jump @HEIST9_33973 

:HEIST9_33999
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_34010
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_34060 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_34053 
0002: jump @HEIST9_34841 

:HEIST9_34053
0002: jump @HEIST9_34010 

:HEIST9_34060
00BC: show_text_highpriority GXT 'HE8_UB' time 4000 flag 1  // ~z~Everybody in! You two, change into your police uniforms!
040D: unload_wav 1 
03CF: load_wav 19105 as 1 

:HEIST9_34087
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_34113 
0001: wait 0 ms 
0002: jump @HEIST9_34087 

:HEIST9_34113
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_34124
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_34174 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_34167 
0002: jump @HEIST9_34841 

:HEIST9_34167
0002: jump @HEIST9_34124 

:HEIST9_34174
009B: destroy_actor 97@ 
009B: destroy_actor 56@ 
009B: destroy_actor 57@ 
015F: set_camera_position 2216.914 1571.622 999.7229 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2217.27 1572.557 999.7267 switchstyle 2 
009A: 281@ = create_actor_pedtype 25 model #LAPDM1 at 2220.8 1581.163 998.9764 
0173: set_actor 281@ Z_angle_to 196.0524 
0860: link_actor 281@ to_interior 1 
009A: 282@ = create_actor_pedtype 25 model #LAPDM1 at 2220.019 1581.179 998.9772 
0173: set_actor 282@ Z_angle_to 74.4668 
0860: link_actor 282@ to_interior 1 
00D6: if and
8119:   not car 51@ wrecked 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_34356 
05CB: AS_actor 54@ enter_car 51@ as_driver 8000 ms 

:HEIST9_34356
00D6: if and
8119:   not car 51@ wrecked 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_34390 
05CA: AS_actor 55@ enter_car 51@ passenger_seat 0 time 8000 

:HEIST9_34390
00D6: if and
8119:   not car 279@ wrecked 
8118:   not actor 281@ dead 
004D: jump_if_false @HEIST9_34422 
05CB: AS_actor 281@ enter_car 279@ as_driver 8000 ms 

:HEIST9_34422
00D6: if and
8119:   not car 280@ wrecked 
8118:   not actor 282@ dead 
004D: jump_if_false @HEIST9_34454 
05CB: AS_actor 282@ enter_car 280@ as_driver 8000 ms 

:HEIST9_34454
0006: 33@ = 0 

:HEIST9_34461
00D6: if 
001B:   8000 > 33@ 
004D: jump_if_false @HEIST9_34515 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_34508 
0002: jump @HEIST9_34841 

:HEIST9_34508
0002: jump @HEIST9_34461 

:HEIST9_34515
015F: set_camera_position 2223.85 1572.014 1001.623 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2223.371 1572.844 1001.336 switchstyle 2 
00D6: if and
07C1:   path 494 available 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_34595 
05EB: assign_car 51@ to_path 494 

:HEIST9_34595
0006: 33@ = 0 

:HEIST9_34602
00D6: if 
001B:   500 > 33@ 
004D: jump_if_false @HEIST9_34656 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_34649 
0002: jump @HEIST9_34841 

:HEIST9_34649
0002: jump @HEIST9_34602 

:HEIST9_34656
00D6: if and
8119:   not car 279@ wrecked 
8118:   not actor 281@ dead 
004D: jump_if_false @HEIST9_34718 
0397: enable_car 279@ siren 1 
05D1: AS_actor 281@ drive_car 279@ to 2223.455 1564.892 1000.873 speed 10.0 2 model #NULL 3 

:HEIST9_34718
00D6: if and
8119:   not car 280@ wrecked 
8118:   not actor 282@ dead 
004D: jump_if_false @HEIST9_34780 
0397: enable_car 280@ siren 1 
05D1: AS_actor 282@ drive_car 280@ to 2217.319 1566.6 1000.3 speed 10.0 2 model #NULL 3 

:HEIST9_34780
0006: 33@ = 0 

:HEIST9_34787
00D6: if 
001B:   2000 > 33@ 
004D: jump_if_false @HEIST9_34841 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_34834 
0002: jump @HEIST9_34841 

:HEIST9_34834
0002: jump @HEIST9_34787 

:HEIST9_34841
0006: 58@ = 0 

:HEIST9_34848
00D6: if 
075C:   marker 91@(58@,4i) enabled 
004D: jump_if_false @HEIST9_34886 
0164: disable_marker 91@(58@,4i) 
009B: destroy_actor 54@(58@,4i) 

:HEIST9_34886
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_34848 
0050: gosub @HEIST9_46306 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST9_34935 
009B: destroy_actor 97@ 

:HEIST9_34935
00D6: if 
8118:   not actor 281@ dead 
004D: jump_if_false @HEIST9_34956 
009B: destroy_actor 281@ 

:HEIST9_34956
00D6: if 
8118:   not actor 282@ dead 
004D: jump_if_false @HEIST9_34977 
009B: destroy_actor 282@ 

:HEIST9_34977
00D6: if 
8119:   not car 279@ wrecked 
004D: jump_if_false @HEIST9_34998 
00A6: destroy_car 279@ 

:HEIST9_34998
00D6: if 
8119:   not car 280@ wrecked 
004D: jump_if_false @HEIST9_35019 
00A6: destroy_car 280@ 

:HEIST9_35019
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_35040 
00A6: destroy_car 51@ 

:HEIST9_35040
0249: release_model #TRIADA 
0249: release_model #LAPDM1 
0249: release_model #COPBIKE 
0249: release_model #SECURICA 
0296: unload_special_actor 3 
0296: unload_special_actor 2 
0296: unload_special_actor 1 
0006: 174@ = 1 
0006: 38@ = 16 
0006: 32@ = 0 

:HEIST9_35092
00D6: if 
0039:   38@ == 16 
004D: jump_if_false @HEIST9_35852 
0006: 58@ = 0 

:HEIST9_35117
009B: destroy_actor 335@(58@,15i) 
000A: 58@ += 1 
0029:   58@ >= 9 
004D: jump_if_false @HEIST9_35117 
0249: release_model #VMAFF2 
0249: release_model #VMAFF1 
0247: load_model #VMAFF3 
0247: load_model #VMAFF4 

:HEIST9_35163
00D6: if or
8248:   not model #VMAFF3 available 
8248:   not model #VMAFF4 available 
004D: jump_if_false @HEIST9_35193 
0001: wait 0 ms 
0002: jump @HEIST9_35163 

:HEIST9_35193
009A: 335@ = create_actor_pedtype 24 model #VMAFF4 at 2221.34 1616.971 998.9719 
0860: link_actor 335@ to_interior 1 
0173: set_actor 335@ Z_angle_to 173.3951 
0638: AS_actor 335@ stay_put 1 
0618: assign_actor 335@ to_AS_pack 212@ 
009A: 336@ = create_actor_pedtype 24 model #VMAFF3 at 2204.911 1615.991 998.982 
0860: link_actor 336@ to_interior 1 
0173: set_actor 336@ Z_angle_to 266.9222 
0638: AS_actor 336@ stay_put 1 
009A: 337@ = create_actor_pedtype 24 model #VMAFF4 at 2196.664 1618.759 998.9766 
0860: link_actor 337@ to_interior 1 
0173: set_actor 337@ Z_angle_to 266.9185 
009A: 338@ = create_actor_pedtype 24 model #VMAFF3 at 2172.996 1616.329 998.9766 
0860: link_actor 338@ to_interior 1 
0173: set_actor 338@ Z_angle_to 263.6073 
009A: 339@ = create_actor_pedtype 24 model #VMAFF4 at 2173.003 1622.626 998.9761 
0860: link_actor 339@ to_interior 1 
0173: set_actor 339@ Z_angle_to 261.2549 
009A: 340@ = create_actor_pedtype 24 model #VMAFF3 at 2179.727 1611.811 998.9766 
0860: link_actor 340@ to_interior 1 
0173: set_actor 340@ Z_angle_to 263.1769 
04EB: AS_actor 340@ crouch 1 
0638: AS_actor 340@ stay_put 1 
009A: 341@ = create_actor_pedtype 24 model #VMAFF3 at 2181.543 1622.657 998.976 
0860: link_actor 341@ to_interior 1 
0173: set_actor 341@ Z_angle_to 263.6053 
04EB: AS_actor 341@ crouch 1 
0638: AS_actor 341@ stay_put 1 
009A: 342@ = create_actor_pedtype 24 model #VMAFF3 at 2151.578 1602.322 1000.971 
0860: link_actor 342@ to_interior 1 
0173: set_actor 342@ Z_angle_to 264.2166 
0638: AS_actor 342@ stay_put 1 
0006: 58@ = 0 

:HEIST9_35585
0006: 350@(58@,15i) = 1 
03FE: set_actor 335@(58@,15i) money 0 
0223: set_actor 335@(58@,15i) health_to 200 
08AF: set_actor 335@(58@,15i) max_health_to 200 
00D6: if or
0039:   58@ == 3 
0039:   58@ == 4 
0039:   58@ == 7 
004D: jump_if_false @HEIST9_35695 
081A: set_actor 335@(58@,15i) weapon_skill_to 2 
01B2: give_actor 335@(58@,15i) weapon 22 ammo 9999 // Load the weapon model before using this 
0002: jump @HEIST9_35720 

:HEIST9_35695
01B2: give_actor 335@(58@,15i) weapon 29 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 335@(58@,15i) armed_weapon_to 29 

:HEIST9_35720
07DD: set_actor 335@(58@,15i) attack_rate 30 // previously known as temper_to 
02E2: set_actor 335@(58@,15i) weapon_accuracy_to 30 
060B: set_actor 335@(58@,15i) decision_maker_to 245@ 
000A: 58@ += 1 
0029:   58@ >= 8 
004D: jump_if_false @HEIST9_35585 
00BC: show_text_highpriority GXT 'HM9_10' time 7000 flag 1  // ~s~Get to the ~y~service elevator~s~ - remember, you are the decoy!
018A: 84@ = create_checkpoint_at 2156.188 1597.98 998.9766 
08DC: create_interior_marker 84@ at 2196.635 1676.841 radius 10.0 
0006: 38@ = 17 
0006: 255@ = 1 
0006: 32@ = 0 

:HEIST9_35852
00D6: if 
0039:   38@ == 17 
004D: jump_if_false @HEIST9_37681 
0006: 58@ = 0 

:HEIST9_35877
00D6: if and
0118:   actor 335@(58@,15i) dead 
8039:   not  350@(58@,15i) == 0 
004D: jump_if_false @HEIST9_35928 
0006: 350@(58@,15i) = 0 
01C2: remove_references_to_actor 335@(58@,15i) // Like turning an actor into a random pedestrian 

:HEIST9_35928
000A: 58@ += 1 
0029:   58@ >= 8 
004D: jump_if_false @HEIST9_35877 
00D6: if and
8118:   not actor 336@ dead 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2208.021 1619.125 998.9827 radius 5.0 5.0 5.0 
004D: jump_if_false @HEIST9_36073 
00D6: if 
0039:   351@ == 1 
004D: jump_if_false @HEIST9_36073 
0792: disembark_instantly_actor 336@ 
0615: define_AS_pack_begin 53@ 
04EB: AS_actor -1 crouch 1 
06E3: AS_actor -1 roll_sideways 0 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 336@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0006: 351@ = 2 

:HEIST9_36073
00D6: if and
8118:   not actor 337@ dead 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2224.02 1618.927 998.9655 radius 5.0 5.0 5.0 
004D: jump_if_false @HEIST9_36186 
00D6: if 
0039:   352@ == 1 
004D: jump_if_false @HEIST9_36186 
0792: disembark_instantly_actor 337@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2224.02 1618.927 998.9655 
05D8: AS_assign_scmpath to_actor 337@ flags 6 0 
05D6: clear_scmpath 
0006: 352@ = 2 

:HEIST9_36186
00D6: if and
8118:   not actor 340@ dead 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2183.907 1613.572 998.9766 radius 5.0 5.0 5.0 
004D: jump_if_false @HEIST9_36329 
00D6: if 
0039:   355@ == 1 
004D: jump_if_false @HEIST9_36329 
04EB: AS_actor 340@ crouch 0 
0006: 355@ = 2 
00D6: if 
8118:   not actor 338@ dead 
004D: jump_if_false @HEIST9_36329 
0792: disembark_instantly_actor 338@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2183.907 1613.572 998.9766 
04EB: AS_actor 338@ crouch 1 
05D8: AS_assign_scmpath to_actor 338@ flags 6 0 
05D6: clear_scmpath 

:HEIST9_36329
00D6: if and
8118:   not actor 341@ dead 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2185.579 1624.431 998.973 radius 5.0 5.0 5.0 
004D: jump_if_false @HEIST9_36511 
00D6: if 
0039:   356@ == 1 
004D: jump_if_false @HEIST9_36511 
0792: disembark_instantly_actor 341@ 
0615: define_AS_pack_begin 53@ 
04EB: AS_actor -1 crouch 1 
06E3: AS_actor -1 roll_sideways 0 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 341@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0006: 356@ = 2 
00D6: if 
8118:   not actor 339@ dead 
004D: jump_if_false @HEIST9_36511 
0792: disembark_instantly_actor 339@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2185.579 1624.431 998.973 
04EB: AS_actor 339@ crouch 1 
05D8: AS_assign_scmpath to_actor 339@ flags 6 0 
05D6: clear_scmpath 

:HEIST9_36511
00D6: if and
8118:   not actor 342@ dead 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2160.279 1618.668 998.9676 radius 5.0 5.0 5.0 
004D: jump_if_false @HEIST9_36641 
00D6: if 
0039:   357@ == 1 
004D: jump_if_false @HEIST9_36641 
0792: disembark_instantly_actor 342@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2157.58 1601.944 998.9766 
05D7: add_point_to_scmpath 2157.832 1616.024 998.9669 
05D8: AS_assign_scmpath to_actor 342@ flags 6 0 
05D6: clear_scmpath 
0006: 357@ = 2 

:HEIST9_36641
00D6: if and
0019:   32@ > 7000 
0039:   255@ == 1 
004D: jump_if_false @HEIST9_36703 
05AA: 288@s = 'HE8_VA' // @s = 'short'  // ~z~OK, CJ, you're on your own now!
04AF: 232@ = 19112 // = constant 
0050: gosub @HEIST9_50648 
0006: 255@ = 2 

:HEIST9_36703
00D6: if and
0039:   231@ == 2 
0039:   255@ == 2 
004D: jump_if_false @HEIST9_36764 
05AA: 288@s = 'HE8_VB' // @s = 'short'  // ~z~Time to show these motherfuckers what's happening!
04AF: 232@ = 19113 // = constant 
0050: gosub @HEIST9_50648 
0006: 255@ = 3 

:HEIST9_36764
00D6: if and
0039:   231@ == 2 
0039:   255@ == 3 
004D: jump_if_false @HEIST9_36825 
05AA: 288@s = 'HE8_VC' // @s = 'short'  // ~z~Carl, would you like me to talk you through to the roof?
04AF: 232@ = 19114 // = constant 
0050: gosub @HEIST9_50648 
0006: 255@ = 4 

:HEIST9_36825
00D6: if and
0039:   231@ == 2 
0039:   255@ == 4 
004D: jump_if_false @HEIST9_36886 
05AA: 288@s = 'HE8_VD' // @s = 'short'  // ~z~Anything that helps, man!
04AF: 232@ = 19115 // = constant 
0050: gosub @HEIST9_50648 
0006: 255@ = 101 

:HEIST9_36886
00D6: if and
0039:   255@ == 101 
0039:   254@ == 0 
004D: jump_if_false @HEIST9_36977 
0924: enable_screen_darkness 0 with_value 0 
07FB: set_interior 'JUMP1' access 1  // Caligula's Roof
07FB: set_interior 'JUMP2' access 0  // Caligula's Roof
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_36966 
09EB: remove_player_goggles $PLAYER_CHAR use_anim 1 

:HEIST9_36966
08B1: enable_night_vision 0 
0006: 254@ = 1 

:HEIST9_36977
00D6: if and
8039:   not  254@ == 0 
8039:   not  254@ == 7 
004D: jump_if_false @HEIST9_37352 
00D6: if and
0039:   231@ == 2 
0039:   254@ == 1 
004D: jump_if_false @HEIST9_37063 
05AA: 288@s = 'HE8_WA' // @s = 'short'  // ~z~Oh, what happened?
04AF: 232@ = 19116 // = constant 
0050: gosub @HEIST9_50648 
0006: 254@ = 2 

:HEIST9_37063
00D6: if and
0039:   231@ == 2 
0039:   254@ == 2 
004D: jump_if_false @HEIST9_37124 
05AA: 288@s = 'HE8_WB' // @s = 'short'  // ~z~Damn you Berkley, damn you!
04AF: 232@ = 19117 // = constant 
0050: gosub @HEIST9_50648 
0006: 254@ = 3 

:HEIST9_37124
00D6: if and
0039:   231@ == 2 
0039:   254@ == 3 
004D: jump_if_false @HEIST9_37209 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_37173 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_37173
05AA: 288@s = 'HE8_WC' // @s = 'short'  // ~z~Ah c'mon, man, talk to me!
04AF: 232@ = 19118 // = constant 
0050: gosub @HEIST9_50648 
0006: 254@ = 4 

:HEIST9_37209
00D6: if and
0039:   231@ == 2 
0039:   254@ == 4 
004D: jump_if_false @HEIST9_37291 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_37255 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_37255
05AA: 288@s = 'HE8_WE' // @s = 'short'  // ~z~Now head through the casino to the elevators on the far side.
04AF: 232@ = 19120 // = constant 
0050: gosub @HEIST9_50648 
0006: 254@ = 5 

:HEIST9_37291
00D6: if and
0039:   231@ == 2 
0039:   254@ == 5 
004D: jump_if_false @HEIST9_37352 
05AA: 288@s = 'HE8_WF' // @s = 'short'  // ~z~Take the elevator all the way to the roof.
04AF: 232@ = 19121 // = constant 
0050: gosub @HEIST9_50648 
0006: 254@ = 7 

:HEIST9_37352
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2156.188 1597.98 998.9766 radius 1.2 1.2 2.0 
0039:   153@ == 0 
004D: jump_if_false @HEIST9_37681 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_37430 
01B4: set_player $PLAYER_CHAR can_move 0 

:HEIST9_37430
0050: gosub @HEIST9_46325 
00D6: if 
075C:   marker 84@ enabled 
004D: jump_if_false @HEIST9_37458 
0164: disable_marker 84@ 

:HEIST9_37458
03CB: set_rendering_origin_at 2266.511 1647.517 1083.241 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_37525 
08C7: put_actor $PLAYER_ACTOR at 2266.511 1647.517 1083.241 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 268.927 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:HEIST9_37525
018A: 376@ = create_checkpoint_at 2266.225 1619.766 1089.445 
08DC: create_interior_marker 376@ at 2196.635 1676.841 radius 10.0 
0050: gosub @HEIST9_44781 
040D: unload_wav 3 
03CF: load_wav 6401 as 3 

:HEIST9_37583
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @HEIST9_37609 
0001: wait 0 ms 
0002: jump @HEIST9_37583 

:HEIST9_37609
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST9_37628 
03D1: play_wav 3 

:HEIST9_37628
0050: gosub @HEIST9_46358 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_37658 
01B4: set_player $PLAYER_CHAR can_move 1 

:HEIST9_37658
00BC: show_text_highpriority GXT 'HM9_45' time 4000 flag 1  // ~s~Get onto the ~y~roof~s~!
0006: 153@ = 1 

:HEIST9_37681
00D6: if or
0039:   38@ == 17 
0039:   38@ == 18 
004D: jump_if_false @HEIST9_40679 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2266.598 1647.378 1083.241 radius 1.2 1.2 2.0 
0039:   294@ == 0 
004D: jump_if_false @HEIST9_38136 
0006: 58@ = 0 

:HEIST9_37768
009B: destroy_actor 335@(58@,15i) 
000A: 58@ += 1 
0029:   58@ >= 8 
004D: jump_if_false @HEIST9_37768 
0247: load_model #GUN_PARA 

:HEIST9_37803
00D6: if 
8248:   not model #GUN_PARA available 
004D: jump_if_false @HEIST9_37830 
0001: wait 0 ms 
0002: jump @HEIST9_37803 

:HEIST9_37830
0213: 298@ = create_pickup #GUN_PARA type 3 at 2267.989 1699.668 101.4 
0005: $1504 = -6.0 
0005: $1505 = 35.0 
009A: 292@ = create_actor_pedtype 24 model #VMAFF3 at 2269.732 1620.345 1085.25 
0860: link_actor 292@ to_interior 1 
0173: set_actor 292@ Z_angle_to 0.7663 
01B2: give_actor 292@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 292@ armed_weapon_to 29 
02E2: set_actor 292@ weapon_accuracy_to 80 
060B: set_actor 292@ decision_maker_to 89@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2269.577 1624.246 1083.258 
05D7: add_point_to_scmpath 2269.986 1628.803 1083.245 
05D7: add_point_to_scmpath 2268.948 1641.64 1083.234 
05D8: AS_assign_scmpath to_actor 292@ flags 6 0 
05D6: clear_scmpath 
03FE: set_actor 292@ money 0 
009A: 293@ = create_actor_pedtype 24 model #VMAFF4 at 2265.832 1624.938 1087.448 
0860: link_actor 293@ to_interior 1 
0173: set_actor 293@ Z_angle_to 178.1353 
01B2: give_actor 293@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 293@ armed_weapon_to 29 
02E2: set_actor 293@ weapon_accuracy_to 80 
060B: set_actor 293@ decision_maker_to 89@ 
04EB: AS_actor 293@ crouch 1 
0638: AS_actor 293@ stay_put 1 
03FE: set_actor 293@ money 0 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0006: 294@ = 1 

:HEIST9_38136
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST9_39553 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2269.068 1624.648 93.922 radius 10.0 10.0 10.0 
0039:   100@ == 0 
004D: jump_if_false @HEIST9_39553 
075B: zoom_radar 0 
03C7: set_sensitivity_to_crime 1.0 
016A: fade 0 time 0 
00C0: set_current_time_hours_to 0 minutes_to 0 
0050: gosub @HEIST9_46289 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_38285 
08C7: put_actor $PLAYER_ACTOR at 2268.666 1620.91 93.922 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 

:HEIST9_38285
03CB: set_rendering_origin_at 2269.811 1625.442 93.922 
0A0B: set_rendering_origin_at_3D_coord 2270.095 1692.939 101.2986 angle 129.3904 
0247: load_model #POLMAV 

:HEIST9_38329
00D6: if 
8248:   not model #POLMAV available 
004D: jump_if_false @HEIST9_38356 
0001: wait 0 ms 
0002: jump @HEIST9_38329 

:HEIST9_38356
00A5: 198@ = create_car #POLMAV at 2295.622 1839.804 38.2713 
0175: set_car 198@ Z_angle_to 191.5123 
0247: load_model #SWAT 
07C0: load_path 484 

:HEIST9_38399
00D6: if or
8248:   not model #SWAT available 
87C1:   not path 484 available 
004D: jump_if_false @HEIST9_38431 
0001: wait 0 ms 
0002: jump @HEIST9_38399 

:HEIST9_38431
00A5: 377@ = create_car #POLMAV at 2253.068 1626.562 87.9584 
0129: 378@ = create_actor_pedtype 27 model #SWAT in_car 377@ driverseat 
054A: set_actor 378@ can_be_shot_in_a_car 0 
020A: set_car 377@ door_status_to 2 
039E: set_actor 378@ locked 1 while_in_car 
0825: set_helicopter 377@ instant_rotor_start 
04BA: set_car 377@ speed_to 10.0 
009A: 380@ = create_actor_pedtype 24 model #SWAT at 2253.068 1626.562 87.9584 
060B: set_actor 380@ decision_maker_to 245@ 
009A: 381@ = create_actor_pedtype 24 model #SWAT at 2253.068 1626.562 87.9584 
060B: set_actor 381@ decision_maker_to 245@ 
009A: 382@ = create_actor_pedtype 24 model #SWAT at 2253.068 1626.562 87.9584 
060B: set_actor 382@ decision_maker_to 245@ 
009A: 383@ = create_actor_pedtype 24 model #SWAT at 2253.068 1626.562 87.9584 
060B: set_actor 383@ decision_maker_to 245@ 
0464: put_actor 380@ into_turret_on_car 377@ at_car_offset 1.4 1.3 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 29 
0464: put_actor 381@ into_turret_on_car 377@ at_car_offset 1.4 -0.8 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 29 
0464: put_actor 382@ into_turret_on_car 377@ at_car_offset -1.4 1.3 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 29 
0464: put_actor 383@ into_turret_on_car 377@ at_car_offset -1.4 -0.8 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 29 
0006: 58@ = 0 

:HEIST9_38770
03FE: set_actor 380@(58@,4i) money 0 
0223: set_actor 380@(58@,4i) health_to 150 
07DD: set_actor 380@(58@,4i) attack_rate 40 // previously known as temper_to 
02E2: set_actor 380@(58@,4i) weapon_accuracy_to 40 
0638: AS_actor 380@(58@,4i) stay_put 1 
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_38770 
06C1: create_searchlight 379@ on_car 377@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2269.456 1625.442 93.922 radius 5.0 
06B6: set_searchlight 379@ follow_actor $PLAYER_ACTOR speed 10.0 
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @HEIST9_38953 
00D6: if 
07C1:   path 484 available 
004D: jump_if_false @HEIST9_38953 
05EB: assign_car 377@ to_path 484 
05ED: freeze_car 377@ while_on_path 

:HEIST9_38953
009A: 335@ = create_actor_pedtype 24 model #SWAT at 2293.68 1837.016 38.2713 
0173: set_actor 335@ Z_angle_to 164.9221 
05BA: AS_actor 335@ move_mouth 1 ms 
009A: 336@ = create_actor_pedtype 24 model #SWAT at 2298.492 1836.946 38.2713 
0173: set_actor 336@ Z_angle_to 170.0207 
05BA: AS_actor 336@ move_mouth 1 ms 
04EB: AS_actor 336@ crouch 1 
0006: 58@ = 0 

:HEIST9_39051
0006: 350@(58@,15i) = 1 
0223: set_actor 335@(58@,15i) health_to 200 
08AF: set_actor 335@(58@,15i) max_health_to 200 
01B2: give_actor 335@(58@,15i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 335@(58@,15i) armed_weapon_to 29 
07DD: set_actor 335@(58@,15i) attack_rate 30 // previously known as temper_to 
02E2: set_actor 335@(58@,15i) weapon_accuracy_to 20 
060B: set_actor 335@(58@,15i) decision_maker_to 245@ 
000A: 58@ += 1 
0029:   58@ >= 2 
004D: jump_if_false @HEIST9_39051 
07FB: set_interior 'JUMP1' access 0  // Caligula's Roof
07FB: set_interior 'JUMP2' access 0  // Caligula's Roof
0395: clear_area 1 at 2270.021 1623.486 93.922 radius 20.0 
00D6: if 
075C:   marker 84@ enabled 
004D: jump_if_false @HEIST9_39237 
0164: disable_marker 84@ 

:HEIST9_39237
00D6: if 
075C:   marker 376@ enabled 
004D: jump_if_false @HEIST9_39258 
0164: disable_marker 376@ 

:HEIST9_39258
03DC: 384@ = create_marker_above_pickup 298@ 
01EB: set_traffic_density_multiplier_to 1.0 
015F: set_camera_position 2305.338 1721.1 126.2864 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2304.813 1720.407 125.7915 switchstyle 2 
0050: gosub @HEIST9_46358 
0460: set_camera_transverse_delay 0.0 time 8000 
015F: set_camera_position 2307.409 1599.532 118.4341 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2306.749 1600.164 118.0293 switchstyle 1 
00BC: show_text_highpriority GXT 'HM9_25' time 8000 flag 1  // ~s~Follow the rooftops and collect the ~g~parachute~s~.
0001: wait 3000 ms 
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @HEIST9_39450 
00D6: if 
07C1:   path 484 available 
004D: jump_if_false @HEIST9_39450 
05EE: unfreeze_car 377@ while_on_path 

:HEIST9_39450
0001: wait 5000 ms 
0050: gosub @HEIST9_46306 
0213: 385@ = create_pickup #BODYARMOUR type 3 at 2265.825 1617.069 94.5 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_39539 
0687: clear_actor $PLAYER_ACTOR task 
08C7: put_actor $PLAYER_ACTOR at 2269.139 1622.576 93.922 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 

:HEIST9_39539
0006: 100@ = 1 
0006: 33@ = 0 

:HEIST9_39553
00D6: if 
0119:   car 377@ wrecked 
004D: jump_if_false @HEIST9_39590 
00D6: if 
06B3:   searchlight 379@ active 
004D: jump_if_false @HEIST9_39590 
06B2: destroy_searchlight 379@ 

:HEIST9_39590
00D6: if and
0039:   100@ == 1 
0019:   33@ > 10800 
8119:   not car 377@ wrecked 
004D: jump_if_false @HEIST9_40122 
00D6: if 
060E:   car 377@ assigned_to_path 
004D: jump_if_false @HEIST9_39642 
05ED: freeze_car 377@ while_on_path 

:HEIST9_39642
0006: 58@ = 0 

:HEIST9_39649
00D6: if 
8118:   not actor 380@(58@,4i) dead 
004D: jump_if_false @HEIST9_39778 
00A0: store_actor 380@(58@,4i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
009B: destroy_actor 380@(58@,4i) 
0503: create_actor_on_rope_with_pedtype 24 model #SWAT at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 handle_as 380@(58@,4i) 
07DD: set_actor 380@(58@,4i) attack_rate 70 // previously known as temper_to 
060B: set_actor 380@(58@,4i) decision_maker_to 245@ 
01B2: give_actor 380@(58@,4i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 380@(58@,4i) armed_weapon_to 29 
0638: AS_actor 380@(58@,4i) stay_put 1 

:HEIST9_39778
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_39649 
0615: define_AS_pack_begin 53@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 170.7766 
04EB: AS_actor -1 crouch 0 
05B9: AS_actor -1 stay_idle 3000 ms 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0616: define_AS_pack_end 53@ 
00D6: if 
8118:   not actor 380@ dead 
004D: jump_if_false @HEIST9_39876 
0618: assign_actor 380@ to_AS_pack 53@ 

:HEIST9_39876
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 170.7766 
05B9: AS_actor -1 stay_idle 3000 ms 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0616: define_AS_pack_end 53@ 
00D6: if 
8118:   not actor 381@ dead 
004D: jump_if_false @HEIST9_39952 
0618: assign_actor 381@ to_AS_pack 53@ 

:HEIST9_39952
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 170.7766 
04EB: AS_actor -1 crouch 0 
05B9: AS_actor -1 stay_idle 3000 ms 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0616: define_AS_pack_end 53@ 
00D6: if 
8118:   not actor 382@ dead 
004D: jump_if_false @HEIST9_40034 
0618: assign_actor 382@ to_AS_pack 53@ 

:HEIST9_40034
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 170.7766 
05B9: AS_actor -1 stay_idle 3000 ms 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0616: define_AS_pack_end 53@ 
00D6: if 
8118:   not actor 383@ dead 
004D: jump_if_false @HEIST9_40110 
0618: assign_actor 383@ to_AS_pack 53@ 

:HEIST9_40110
061B: remove_references_to_AS_pack 53@ 
0006: 100@ = 2 

:HEIST9_40122
00D6: if and
0039:   100@ == 2 
0019:   33@ > 18000 
8119:   not car 377@ wrecked 
004D: jump_if_false @HEIST9_40181 
00D6: if 
060E:   car 377@ assigned_to_path 
004D: jump_if_false @HEIST9_40174 
05EE: unfreeze_car 377@ while_on_path 

:HEIST9_40174
0006: 100@ = 3 

:HEIST9_40181
00D6: if 
0039:   294@ == 1 
004D: jump_if_false @HEIST9_40540 
00D6: if 
0214:   pickup 298@ picked_up 
004D: jump_if_false @HEIST9_40540 
00D6: if 
075C:   marker 384@ enabled 
004D: jump_if_false @HEIST9_40236 
0164: disable_marker 384@ 

:HEIST9_40236
00D6: if 
8119:   not car 198@ wrecked 
004D: jump_if_false @HEIST9_40267 
0186: 247@ = create_marker_above_car 198@ 
07E0: set_marker 247@ type_to 1 

:HEIST9_40267
0006: 38@ = 18 
0006: 99@ = 2 
00D6: if 
8119:   not car 198@ wrecked 
004D: jump_if_false @HEIST9_40471 
0050: gosub @HEIST9_46289 
015F: set_camera_position 2267.88 1692.82 111.0014 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2267.876 1693.396 110.1835 switchstyle 2 
0001: wait 100 ms 
0460: set_camera_transverse_delay 0.0 time 6000 
015F: set_camera_position 2293.709 1832.279 41.1442 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2294.057 1833.15 40.7979 switchstyle 1 
00BC: show_text_highpriority GXT 'HM9_24' time 6000 flag 1  // ~s~Press ~k~~PED_FIREWEAPON~ when falling to open the parachute.
0001: wait 6000 ms 
0050: gosub @HEIST9_46306 
00BC: show_text_highpriority GXT 'HM9_1H' time 6000 flag 1  // ~s~Parachute off and escape in the ~b~helicopter~s~.
0002: jump @HEIST9_40507 

:HEIST9_40471
018A: 102@ = create_checkpoint_at 365.5647 2536.76 15.6637 
00BC: show_text_highpriority GXT 'HM9_X' time 6000 flag 1  // ~s~Parachute off and escape to the ~y~safe house~s~.

:HEIST9_40507
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_40533 
0173: set_actor $PLAYER_ACTOR Z_angle_to 353.9519 

:HEIST9_40533
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 

:HEIST9_40540
00D6: if and
0119:   car 198@ wrecked 
075C:   marker 247@ enabled 
004D: jump_if_false @HEIST9_40618 
00D6: if 
875C:   not marker 102@ enabled 
004D: jump_if_false @HEIST9_40613 
018A: 102@ = create_checkpoint_at 365.5647 2536.76 15.6637 
00BC: show_text_highpriority GXT 'HM9_1J' time 6000 flag 1  // ~s~Escape to the ~y~safe house~s~.

:HEIST9_40613
0164: disable_marker 247@ 

:HEIST9_40618
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @HEIST9_40679 
00D6: if and
860E:   not car 377@ assigned_to_path 
0039:   40@ == 0 
004D: jump_if_false @HEIST9_40679 
0727: set_heli 377@ behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 
0006: 40@ = 1 

:HEIST9_40679
00D6: if 
0039:   38@ == 18 
004D: jump_if_false @HEIST9_43350 
00D6: if and
0119:   car 198@ wrecked 
075C:   marker 247@ enabled 
004D: jump_if_false @HEIST9_40723 
0164: disable_marker 247@ 

:HEIST9_40723
00D6: if and
8119:   not car 198@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_40825 
00D6: if and
075C:   marker 247@ enabled 
00DB:   actor $PLAYER_ACTOR in_car 198@ 
004D: jump_if_false @HEIST9_40825 
00D6: if 
875C:   not marker 102@ enabled 
004D: jump_if_false @HEIST9_40820 
018A: 102@ = create_checkpoint_at 365.5647 2536.76 15.6637 
00BC: show_text_highpriority GXT 'HM9_1J' time 6000 flag 1  // ~s~Escape to the ~y~safe house~s~.

:HEIST9_40820
0164: disable_marker 247@ 

:HEIST9_40825
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
075C:   marker 384@ enabled 
004D: jump_if_false @HEIST9_40909 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0022:   90.0 > $TEMPVAR_FLOAT_3 
004D: jump_if_false @HEIST9_40909 
00D6: if and
075C:   marker 384@ enabled 
0038:   $7941 == 0 
004D: jump_if_false @HEIST9_40909 
0164: disable_marker 384@ 

:HEIST9_40909
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
075C:   marker 247@ enabled 
004D: jump_if_false @HEIST9_41059 
00D6: if 
8119:   not car 198@ wrecked 
004D: jump_if_false @HEIST9_41059 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0022:   36.0 > $TEMPVAR_FLOAT_3 
004D: jump_if_false @HEIST9_41059 
00D6: if and
075C:   marker 247@ enabled 
0038:   $7941 == 0 
0039:   307@ == 0 
004D: jump_if_false @HEIST9_41059 
0164: disable_marker 247@ 
018A: 102@ = create_checkpoint_at 365.5647 2536.76 15.6637 
00BC: show_text_highpriority GXT 'HM9_1J' time 6000 flag 1  // ~s~Escape to the ~y~safe house~s~.
0006: 307@ = 1 

:HEIST9_41059
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 365.5647 2536.76 15.6637 radius 4.0 4.0 4.0 
004D: jump_if_false @HEIST9_43350 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_41130 
01B4: set_player $PLAYER_CHAR can_move 0 

:HEIST9_41130
0006: 43@ = 1 
0164: disable_marker 102@ 
0050: gosub @HEIST9_46325 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_41189 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST9_41189 
00D9: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car // add to mission cleanup 

:HEIST9_41189
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_41278 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST9_41248 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 345.389 2539.21 15.7622 
0002: jump @HEIST9_41268 

:HEIST9_41248
08C7: put_actor $PLAYER_ACTOR at 345.389 2539.21 15.7622 dont_warp_gang 

:HEIST9_41268
0173: set_actor $PLAYER_ACTOR Z_angle_to 300.8022 

:HEIST9_41278
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @HEIST9_41299 
00A6: destroy_car 377@ 

:HEIST9_41299
00D6: if 
8119:   not car 198@ wrecked 
004D: jump_if_false @HEIST9_41320 
00A6: destroy_car 198@ 

:HEIST9_41320
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @HEIST9_41341 
00A6: destroy_car $TEMPVAR_ACTOR_CAR 

:HEIST9_41341
0247: load_model #SECURICA 
0247: load_model #COPBIKE 
0247: load_model #LAPDM1 
023C: load_special_actor 'ZERO' as 1 // models 290-299 
023C: load_special_actor 'WUZIMU' as 2 // models 290-299 

:HEIST9_41382
00D6: if or
8248:   not model #SECURICA available 
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #COPBIKE available 
8248:   not model #LAPDM1 available 
004D: jump_if_false @HEIST9_41427 
0001: wait 0 ms 
0002: jump @HEIST9_41382 

:HEIST9_41427
0107: 61@ = create_object #CJ_MONEY_BAG at 344.9779 2545.213 15.7642 
0107: 62@ = create_object #CJ_MONEY_BAG at 347.936 2543.972 15.7498 
0107: 63@ = create_object #CJ_MONEY_BAG at 348.9375 2545.841 15.7383 
0107: 64@ = create_object #CJ_MONEY_BAG at 343.8135 2545.722 15.7699 
0395: clear_area 1 at 345.2756 2546.824 15.7628 radius 50.0 
00A5: 51@ = create_car #SECURICA at 345.2756 2546.824 15.7628 
0175: set_car 51@ Z_angle_to 58.9413 
020A: set_car 51@ door_status_to 3 
0519: set_car 51@ locked 1 
009A: 54@ = create_actor_pedtype 25 model #SPECIAL02 at 343.7633 2545.022 15.7702 
0173: set_actor 54@ Z_angle_to 202.9705 
0245: set_actor 54@ walk_style_to "BLINDMAN" 
0638: AS_actor 54@ stay_put 1 
060B: set_actor 54@ decision_maker_to 120@ 
0568: set_actor 54@ untargetable 1 
02A9: set_actor 54@ immune_to_nonplayer 1 
0395: clear_area 1 at 344.5244 2540.563 15.7743 radius 200.0 
0395: clear_area 1 at 346.5559 2548.027 15.7244 radius 2.0 
009A: 97@ = create_actor_pedtype 25 model #SPECIAL01 at 346.5559 2548.027 15.7244 
0173: set_actor 97@ Z_angle_to 242.1164 
0568: set_actor 97@ untargetable 1 
0638: AS_actor 97@ stay_put 1 
060B: set_actor 97@ decision_maker_to 120@ 
0568: set_actor 97@ untargetable 1 
02A9: set_actor 97@ immune_to_nonplayer 1 
00A5: 279@ = create_car #COPBIKE at 360.2574 2547.46 15.5491 
0175: set_car 279@ Z_angle_to 107.4242 
00A5: 280@ = create_car #COPBIKE at 362.587 2542.715 15.618 
0175: set_car 280@ Z_angle_to 95.499 
0129: 281@ = create_actor_pedtype 25 model #LAPDM1 in_car 279@ driverseat 
0129: 282@ = create_actor_pedtype 25 model #LAPDM1 in_car 280@ driverseat 
0110: clear_player $PLAYER_CHAR wanted_level 
0A0B: set_rendering_origin_at_3D_coord 345.6064 2536.51 15.7612 angle 4.4301 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_41953 
08C7: put_actor 54@ at 342.5135 2545.147 15.7763 dont_warp_gang 
0173: set_actor 54@ Z_angle_to 215.4312 

:HEIST9_41953
0050: gosub @HEIST9_46289 
04ED: load_animation "FIGHT_B" 

:HEIST9_41971
00D6: if 
84EE:   not animation "FIGHT_B" loaded 
004D: jump_if_false @HEIST9_42004 
0001: wait 0 ms 
0002: jump @HEIST9_41971 

:HEIST9_42004
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 97@ dead 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_42154 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 53@ 
0603: AS_actor -1 goto_point_any_means 347.2988 2541.483 15.7529 mode 4 use_car -1 
0639: AS_actor -1 rotate_to_actor 97@ 
05B9: AS_actor -1 stay_idle 4500 ms 
0639: AS_actor -1 rotate_to_actor 97@ 
0605: actor -1 perform_animation "FIGHTB_M" IFP "FIGHT_B" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05B9: AS_actor -1 stay_idle 3000 ms 
0639: AS_actor -1 rotate_to_actor 54@ 
0616: define_AS_pack_end 53@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:HEIST9_42154
015F: set_camera_position 346.245 2537.94 16.7555 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 346.7908 2538.778 16.7555 switchstyle 2 
00D6: if and
8119:   not car 279@ wrecked 
8119:   not car 280@ wrecked 
8118:   not actor 281@ dead 
8118:   not actor 282@ dead 
004D: jump_if_false @HEIST9_42397 
0615: define_AS_pack_begin 53@ 
05D1: AS_actor -1 drive_car 279@ to 351.2343 2544.125 15.7337 speed 5.0 2 model #NULL 3 
05B9: AS_actor -1 stay_idle 2000 ms 
05CD: AS_actor -1 exit_car 279@ 
0397: enable_car 279@ siren 0 
0616: define_AS_pack_end 53@ 
0618: assign_actor 281@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05D1: AS_actor -1 drive_car 280@ to 351.4331 2542.753 15.7337 speed 5.0 2 model #NULL 3 
05B9: AS_actor -1 stay_idle 2000 ms 
05CD: AS_actor -1 exit_car 280@ 
0397: enable_car 280@ siren 0 
0616: define_AS_pack_end 53@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0618: assign_actor 282@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:HEIST9_42397
00D6: if and
8119:   not car 279@ wrecked 
8118:   not actor 281@ dead 
004D: jump_if_false @HEIST9_42425 
0397: enable_car 279@ siren 1 

:HEIST9_42425
00D6: if and
8119:   not car 280@ wrecked 
8118:   not actor 282@ dead 
004D: jump_if_false @HEIST9_42453 
0397: enable_car 280@ siren 1 

:HEIST9_42453
0050: gosub @HEIST9_46358 
00BC: show_text_highpriority GXT 'HE8_ZA' time 4000 flag 1  // ~z~Zero, where you hiding?
040D: unload_wav 1 
03CF: load_wav 19128 as 1 

:HEIST9_42487
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_42513 
0001: wait 0 ms 
0002: jump @HEIST9_42487 

:HEIST9_42513
03D1: play_wav 1 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST9_42597 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 350.6611 2546.735 15.6957 
05D7: add_point_to_scmpath 348.9894 2543.476 15.7446 
05D7: add_point_to_scmpath 347.4687 2541.793 15.7521 
05D8: AS_assign_scmpath to_actor 97@ flags 6 0 
05D6: clear_scmpath 

:HEIST9_42597
0006: 33@ = 0 

:HEIST9_42604
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_42630 
0001: wait 0 ms 
0002: jump @HEIST9_42604 

:HEIST9_42630
00BC: show_text_highpriority GXT 'HE8_ZB' time 4000 flag 1  // ~z~I didn't mean to tell Berkley, it just kinda came out...is all.
040D: unload_wav 1 
03CF: load_wav 19129 as 1 

:HEIST9_42657
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_42683 
0001: wait 0 ms 
0002: jump @HEIST9_42657 

:HEIST9_42683
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_42694
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_42720 
0001: wait 0 ms 
0002: jump @HEIST9_42694 

:HEIST9_42720
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST9_42775 
0605: actor 97@ perform_animation "KO_SHOT_FACE" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:HEIST9_42775
00BC: show_text_highpriority GXT 'ZER1_DB' time 4000 flag 1  // ~z~Will you watch it, you idiot!
040D: unload_wav 1 
03CF: load_wav 44620 as 1 

:HEIST9_42804
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_42830 
0001: wait 0 ms 
0002: jump @HEIST9_42804 

:HEIST9_42830
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_42841
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_42867 
0001: wait 0 ms 
0002: jump @HEIST9_42841 

:HEIST9_42867
0001: wait 500 ms 
0460: set_camera_transverse_delay 0.0 time 3000 
015F: set_camera_position 348.9764 2538.029 16.6197 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 348.743 2539.001 16.6362 switchstyle 1 
00BC: show_text_highpriority GXT 'WUZX_BR' time 4000 flag 1  // ~z~Hey, CJ, calm down!
040D: unload_wav 1 
03CF: load_wav 44443 as 1 

:HEIST9_42962
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_42988 
0001: wait 0 ms 
0002: jump @HEIST9_42962 

:HEIST9_42988
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_42999
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_43025 
0001: wait 0 ms 
0002: jump @HEIST9_42999 

:HEIST9_43025
0001: wait 1000 ms 
00BC: show_text_highpriority GXT 'WUZX_AK' time 4000 flag 1  // ~z~You better take me home, CJ!
040D: unload_wav 1 
03CF: load_wav 44410 as 1 

:HEIST9_43059
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_43085 
0001: wait 0 ms 
0002: jump @HEIST9_43059 

:HEIST9_43085
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_43096
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_43122 
0001: wait 0 ms 
0002: jump @HEIST9_43096 

:HEIST9_43122
0050: gosub @HEIST9_46325 
009B: destroy_actor 54@ 
009B: destroy_actor 97@ 
009B: destroy_actor 281@ 
009B: destroy_actor 282@ 
00A6: destroy_car 279@ 
00A6: destroy_car 280@ 
00A6: destroy_car 51@ 
04EF: release_animation "FIGHT_B" 
0108: destroy_object 61@ 
0108: destroy_object 62@ 
0108: destroy_object 63@ 
0108: destroy_object 64@ 
0006: 230@ = 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_43225 
0794: restore_player_clothes 
070D: rebuild_player $PLAYER_CHAR 

:HEIST9_43225
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_43324 
03CB: set_rendering_origin_at 2023.783 1007.845 9.8203 
0395: clear_area 1 at 2023.783 1007.845 9.8203 radius 20.0 
04E4: refresh_game_renderer_at 2023.783 1007.845 
08C7: put_actor $PLAYER_ACTOR at 2023.783 1007.845 9.813 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.9639 

:HEIST9_43324
0050: gosub @HEIST9_46306 
0001: wait 500 ms 
0050: gosub @HEIST9_46358 
0002: jump @HEIST9_44516 

:HEIST9_43350
00D6: if and
001B:   16 > 38@ 
0039:   174@ == 0 
0039:   250@ == 1 
004D: jump_if_false @HEIST9_43642 
0006: 58@ = 0 

:HEIST9_43389
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_43439 
00A0: store_actor 54@(58@,4i) position_to 180@(58@,4f) 184@(58@,4f) 188@(58@,4f) 

:HEIST9_43439
00D6: if 
0118:   actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_43621 
00D6: if 
075C:   marker 91@(58@,4i) enabled 
004D: jump_if_false @HEIST9_43488 
0164: disable_marker 91@(58@,4i) 

:HEIST9_43488
0050: gosub @HEIST9_46289 
000B: 188@(58@,4f) += 2.5 
015F: set_camera_position 180@(58@,4f) 184@(58@,4f) 188@(58@,4f) rotation 0.0 0.0 0.0 
000F: 188@(58@,4f) -= 2.5 
0160: set_camera_point_at 180@(58@,4f) 184@(58@,4f) 188@(58@,4f) switchstyle 2 
0001: wait 4000 ms 
0050: gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_9' time 4000 flag 1  // ~r~You failed to protect the guys!
0002: jump @HEIST9_44468 

:HEIST9_43621
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_43389 

:HEIST9_43642
0002: jump @HEIST9_2598 

:HEIST9_43649
0002: jump @HEIST9_44468 
00A6: destroy_car 46@ 
0249: release_model #FORKLIFT 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_43724 
0792: disembark_instantly_actor 54@ 
08C7: put_actor 54@ at 2145.146 1626.464 992.5681 dont_warp_gang 
0173: set_actor 54@ Z_angle_to 11.1673 
05C5: AS_actor 54@ cower -1 ms 

:HEIST9_43724
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_43782 
0792: disembark_instantly_actor 55@ 
08C7: put_actor 55@ at 2143.25 1626.482 992.5681 dont_warp_gang 
0173: set_actor 55@ Z_angle_to 3.4561 
05C5: AS_actor 55@ cower -1 ms 

:HEIST9_43782
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST9_43833 
0792: disembark_instantly_actor 56@ 
08C7: put_actor 56@ at 2140.753 1616.249 992.5681 dont_warp_gang 
0173: set_actor 56@ Z_angle_to 342.9477 

:HEIST9_43833
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_43884 
0792: disembark_instantly_actor 57@ 
08C7: put_actor 57@ at 2147.739 1616.703 992.5681 dont_warp_gang 
0173: set_actor 57@ Z_angle_to 33.9273 

:HEIST9_43884
0051: return 

:HEIST9_43886
0006: 58@ = 0 

:HEIST9_43893
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_43932 
02AB: set_actor 54@(58@,4i) immunities BP 0 FP 0 EP 1 CP 1 MP 0 

:HEIST9_43932
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_43893 
0051: return 

:HEIST9_43955
0006: 58@ = 0 

:HEIST9_43962
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_44001 
02AB: set_actor 54@(58@,4i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 

:HEIST9_44001
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_43962 
0051: return 

:HEIST9_44024
00D6: if and
0118:   actor 335@ dead 
0118:   actor 336@ dead 
0118:   actor 337@ dead 
0118:   actor 338@ dead 
0118:   actor 339@ dead 
004D: jump_if_false @HEIST9_44466 
00D6: if and
0118:   actor 340@ dead 
0118:   actor 341@ dead 
0118:   actor 342@ dead 
004D: jump_if_false @HEIST9_44466 
0615: define_AS_pack_begin 53@ 
05F5: AS_actor -1 goto_point_using_paths 2148.017 1597.457 998.7676 mode 6 time -1 
0616: define_AS_pack_end 53@ 
0006: 58@ = 0 

:HEIST9_44126
0006: 266@(58@,4i) = 0 
0006: 270@(58@,4i) = 0 
00D6: if and
8118:   not actor 54@(58@,4i) dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_44194 
0792: disembark_instantly_actor 54@(58@,4i) 
0618: assign_actor 54@(58@,4i) to_AS_pack 53@ 

:HEIST9_44194
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_44289 
0085: 148@(58@,5i) = 142@(58@,5i) // (int) 
0226: 142@(58@,5i) = actor 54@(58@,4i) health 
00D6: if 
803B:   not  148@(58@,5i) == 142@(58@,5i) // (int) 
004D: jump_if_false @HEIST9_44289 
00BC: show_text_highpriority GXT 'HM9_44' time 5000 flag 1  // The team is under attack, you're supposed to be protecting them!

:HEIST9_44289
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_44126 
061B: remove_references_to_AS_pack 53@ 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 278@ = 1 
0006: 33@ = 0 
0006: 58@ = 0 

:HEIST9_44350
018B: set_marker 91@(58@,4i) radar_mode 3 
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_44350 
00D6: if 
075C:   marker 90@ enabled 
004D: jump_if_false @HEIST9_44403 
0164: disable_marker 90@ 

:HEIST9_44403
018A: 90@ = create_checkpoint_at 2220.543 1572.625 998.9531 
08DC: create_interior_marker 90@ at 2196.635 1676.841 radius 10.0 
00BC: show_text_highpriority GXT 'HM9_8' time 7000 flag 1  // ~s~Lead the ~b~team ~s~safely back to the van.
0006: 52@ = 1 

:HEIST9_44466
0051: return 

:HEIST9_44468
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_44498 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_44498
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:HEIST9_44516
032B: $3253 = create_weapon_pickup #NVGOGGLES type 15 ammo 1 at 102.7728 1899.192 33.1572 
032B: $3254 = create_weapon_pickup #NVGOGGLES type 15 ammo 1 at 1274.301 -825.7809 1085.079 
032B: $3255 = create_weapon_pickup #NVGOGGLES type 15 ammo 1 at -948.3487 1858.023 8.3237 
032B: $3256 = create_weapon_pickup #NVGOGGLES type 15 ammo 1 at -1956.274 -853.7687 31.873 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_44654 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_44654
00D6: if 
075C:   marker $595 enabled 
004D: jump_if_false @HEIST9_44675 
0164: disable_marker $595 

:HEIST9_44675
0008: $HEIST_TOTAL_PASSED_MISSIONS += 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'HEIST_9'  // Breaking the Bank at Caligula's
01E3: show_text_1number_styled GXT 'M_PASSS' number 100000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 100000 
0998: add_respect 100 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0395: clear_area 1 at 2444.772 655.0391 10.3874 radius 30.0 
0004: $CROUPIER_UNIFORM_AVAILABLE = 1 
0629: change_integer_stat 307 to 1 
0051: return 

:HEIST9_44781
0249: release_model #FORKLIFT 
0249: release_model #SECURICA 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0249: release_model #SILENCED 
0249: release_model #TEARGAS 
0249: release_model #BMYBOUN 
0249: release_model #GENERATOR_BIG 
0249: release_model #SATCHEL 
0249: release_model #NVGOGGLES 
0249: release_model #CJ_MONEY_BAG 
0249: release_model #GENERATOR_BIG_D 
0249: release_model #WMYBOUN 
0249: release_model #TRIADA 
0249: release_model #COPBIKE 
0249: release_model #LAPDM1 
0249: release_model #BODYARMOUR 
0249: release_model #BOMB 
0249: release_model #CELLPHONE 
0249: release_model #VBFYCRP 
0249: release_model #VWFYCRP 
0249: release_model #POLMAV 
0249: release_model #GUN_PARA 
0249: release_model #KNIFECUR 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
04EF: release_animation "BOMBER" 
0873: release_path 499 
0873: release_path 487 
0873: release_path 494 
0873: release_path 484 
0051: return 

:HEIST9_44948
0004: $CARMOD_DISABLED_FLAG = 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_44976 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_44976
03C7: set_sensitivity_to_crime 1.0 
075B: zoom_radar 0 
0006: 58@ = 0 

:HEIST9_44994
00D6: if 
075C:   marker 350@(58@,15i) enabled 
004D: jump_if_false @HEIST9_45023 
0164: disable_marker 350@(58@,15i) 

:HEIST9_45023
00D6: if 
075C:   marker 320@(58@,15i) enabled 
004D: jump_if_false @HEIST9_45052 
0164: disable_marker 320@(58@,15i) 

:HEIST9_45052
000A: 58@ += 1 
0029:   58@ >= 11 
004D: jump_if_false @HEIST9_44994 
00D6: if 
0038:   $PARKED_RUSTLER_EXISTS == 1 
004D: jump_if_false @HEIST9_45098 
014C: set_parked_car_generator $PARKED_RUSTLER cars_to_generate_to 101 

:HEIST9_45098
00D6: if 
0038:   $PARKED_STUNT_EXISTS == 1 
004D: jump_if_false @HEIST9_45123 
014C: set_parked_car_generator $PARKED_STUNT cars_to_generate_to 101 

:HEIST9_45123
00D6: if 
0038:   $PARKED_HUNTER_EXISTS == 1 
004D: jump_if_false @HEIST9_45148 
014C: set_parked_car_generator $PARKED_HUNTER cars_to_generate_to 101 

:HEIST9_45148
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST9_45169 
034F: destroy_actor_with_fade 97@ 

:HEIST9_45169
00D6: if 
8118:   not actor 281@ dead 
004D: jump_if_false @HEIST9_45190 
034F: destroy_actor_with_fade 281@ 

:HEIST9_45190
00D6: if 
8118:   not actor 282@ dead 
004D: jump_if_false @HEIST9_45211 
034F: destroy_actor_with_fade 282@ 

:HEIST9_45211
09B7: set_zone 'MEAD' disable_footcops 0  // Verdant Meadows
014F: stop_timer $7934 
00D6: if 
0018:   $FREEFALL_STAGE > 0 
004D: jump_if_false @HEIST9_45254 
0004: $FREEFALL_STAGE = 6 

:HEIST9_45254
0005: $1500 = 5.0 
0005: $1502 = 8.5 
0005: $1504 = -30.0 
0005: $1505 = 32.0 
0004: $PLAYER_IN_INTERIOR = 0 
0A46: set_external_scripts_triggers_type 1 enabled 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_45337 
0555: remove_weapon 44 from_actor $PLAYER_ACTOR 
0555: remove_weapon 17 from_actor $PLAYER_ACTOR 

:HEIST9_45337
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_45367 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_45367
0177: set_object $2703 Z_angle_to 270.0 
07FB: set_interior 'MAFCAS' access 1  // Caligula's Casino
07FB: set_interior 'MAFCAS2' access 1  // Penthouse Suites
07FB: set_interior 'JUMP1' access 1  // Caligula's Roof
07FB: set_interior 'JUMP2' access 1  // Caligula's Roof
0924: enable_screen_darkness 0 with_value 0 
08B1: enable_night_vision 0 
0004: $ONMISSION = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
0108: destroy_object 41@ 
0006: 58@ = 0 

:HEIST9_45463
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_45492 
034F: destroy_actor_with_fade 54@(58@,4i) 

:HEIST9_45492
00D6: if 
8118:   not actor 109@(58@,5i) dead 
004D: jump_if_false @HEIST9_45521 
01C2: remove_references_to_actor 109@(58@,5i) // Like turning an actor into a random pedestrian 

:HEIST9_45521
00D6: if 
075C:   marker 91@(58@,4i) enabled 
004D: jump_if_false @HEIST9_45550 
0164: disable_marker 91@(58@,4i) 

:HEIST9_45550
00D6: if 
03CA:   object 61@(58@,4i) exists 
004D: jump_if_false @HEIST9_45579 
0108: destroy_object 61@(58@,4i) 

:HEIST9_45579
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_45463 
00D6: if 
075C:   marker 299@ enabled 
004D: jump_if_false @HEIST9_45621 
0164: disable_marker 299@ 

:HEIST9_45621
00D6: if 
075C:   marker 233@ enabled 
004D: jump_if_false @HEIST9_45642 
0164: disable_marker 233@ 

:HEIST9_45642
00D6: if 
075C:   marker 45@ enabled 
004D: jump_if_false @HEIST9_45663 
0164: disable_marker 45@ 

:HEIST9_45663
00D6: if 
075C:   marker 108@ enabled 
004D: jump_if_false @HEIST9_45684 
0164: disable_marker 108@ 

:HEIST9_45684
00D6: if 
075C:   marker 39@ enabled 
004D: jump_if_false @HEIST9_45705 
0164: disable_marker 39@ 

:HEIST9_45705
00D6: if 
075C:   marker 44@ enabled 
004D: jump_if_false @HEIST9_45726 
0164: disable_marker 44@ 

:HEIST9_45726
00D6: if 
075C:   marker 47@ enabled 
004D: jump_if_false @HEIST9_45747 
0164: disable_marker 47@ 

:HEIST9_45747
00D6: if 
075C:   marker 90@ enabled 
004D: jump_if_false @HEIST9_45768 
0164: disable_marker 90@ 

:HEIST9_45768
00D6: if 
075C:   marker 384@ enabled 
004D: jump_if_false @HEIST9_45789 
0164: disable_marker 384@ 

:HEIST9_45789
00D6: if 
075C:   marker 376@ enabled 
004D: jump_if_false @HEIST9_45810 
0164: disable_marker 376@ 

:HEIST9_45810
00D6: if 
075C:   marker 84@ enabled 
004D: jump_if_false @HEIST9_45831 
0164: disable_marker 84@ 

:HEIST9_45831
00D6: if 
075C:   marker 102@ enabled 
004D: jump_if_false @HEIST9_45852 
0164: disable_marker 102@ 

:HEIST9_45852
00D6: if 
075C:   marker 372@ enabled 
004D: jump_if_false @HEIST9_45873 
0164: disable_marker 372@ 

:HEIST9_45873
00D6: if 
075C:   marker 228@ enabled 
004D: jump_if_false @HEIST9_45894 
0164: disable_marker 228@ 

:HEIST9_45894
00D6: if 
075C:   marker 229@ enabled 
004D: jump_if_false @HEIST9_45915 
0164: disable_marker 229@ 

:HEIST9_45915
00D6: if 
048C:   pickup_at 2176.471 1597.394 1000.0 available_to_be_picked_up 
004D: jump_if_false @HEIST9_45948 
0215: destroy_pickup $7933 

:HEIST9_45948
00D6: if 
048C:   pickup_at 2144.339 1640.666 993.5 available_to_be_picked_up 
004D: jump_if_false @HEIST9_45981 
0215: destroy_pickup 285@ 

:HEIST9_45981
00D6: if 
048C:   pickup_at 2146.487 1622.805 993.0 available_to_be_picked_up 
004D: jump_if_false @HEIST9_46014 
0215: destroy_pickup 214@ 

:HEIST9_46014
00D6: if 
048C:   pickup_at 2267.989 1699.668 101.4 available_to_be_picked_up 
004D: jump_if_false @HEIST9_46047 
0215: destroy_pickup 298@ 

:HEIST9_46047
00D6: if 
048C:   pickup_at 2265.825 1617.069 94.5 available_to_be_picked_up 
004D: jump_if_false @HEIST9_46080 
0215: destroy_pickup 385@ 

:HEIST9_46080
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0249: release_model #FORKLIFT 
0249: release_model #SECURICA 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0249: release_model #PARA_PACK 
0249: release_model #SILENCED 
0249: release_model #TEARGAS 
0249: release_model #WMYBOUN 
0249: release_model #BMYBOUN 
0249: release_model #GENERATOR_BIG 
0249: release_model #SATCHEL 
0249: release_model #NVGOGGLES 
0249: release_model #CJ_MONEY_BAG 
0249: release_model #POLMAV 
0249: release_model #GENERATOR_BIG_D 
0249: release_model #COLT45 
0249: release_model #TRIADA 
0249: release_model #COPBIKE 
0249: release_model #LAPDM1 
0249: release_model #BODYARMOUR 
0249: release_model #BOMB 
0249: release_model #CELLPHONE 
0249: release_model #VBFYCRP 
0249: release_model #VWFYCRP 
0249: release_model #MP5LNG 
0249: release_model #KNIFECUR 
0249: release_model #SWAT 
0249: release_model #GUN_PARA 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
04EF: release_animation "HEIST9" 
04EF: release_animation "BOMBER" 
04EF: release_animation "FIGHT_B" 
00D8: mission_cleanup 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0051: return 

:HEIST9_46289
00BE: text_clear_all 
03E6: remove_text_box 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0051: return 

:HEIST9_46306
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0051: return 

:HEIST9_46325
016A: fade 0 time 500 

:HEIST9_46332
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST9_46356 
0001: wait 0 ms 
0002: jump @HEIST9_46332 

:HEIST9_46356
0051: return 

:HEIST9_46358
016A: fade 1 time 500 

:HEIST9_46365
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST9_46389 
0001: wait 0 ms 
0002: jump @HEIST9_46365 

:HEIST9_46389
0051: return 

:HEIST9_46391
00D6: if 
0736:   is_keyboard_key_just_pressed 89 
004D: jump_if_false @HEIST9_46482 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_46482 
08C7: put_actor $PLAYER_ACTOR at 2179.354 1673.18 10.0469 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 285.6208 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_46475 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_46475
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_46482
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @HEIST9_46543 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_46543 
08C7: put_actor $PLAYER_ACTOR at 2176.583 1600.462 998.9749 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 179.7799 

:HEIST9_46543
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @HEIST9_46746 
0050: gosub @HEIST9_46289 
015F: set_camera_position 2144.677 1614.061 1001.469 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2144.413 1615.016 1001.331 switchstyle 2 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_46710 
0792: disembark_instantly_actor $PLAYER_ACTOR 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 0.0 
08C7: put_actor $PLAYER_ACTOR at 2142.664 1617.397 999.968 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 352.2108 
0668: AS_actor $PLAYER_ACTOR rotate_and_shoot_at 2142.664 1620.397 1003.0 1000 ms 

:HEIST9_46710
0001: wait 4000 ms 
0395: clear_area 1 at 2143.124 1618.427 999.968 radius 10.0 
0050: gosub @HEIST9_46306 

:HEIST9_46746
00D6: if 
0736:   is_keyboard_key_just_pressed 66 
004D: jump_if_false @HEIST9_46830 
04BB: select_interior 1 
03CB: set_rendering_origin_at 2147.778 1611.972 1005.188 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_46830 
08C7: put_actor $PLAYER_ACTOR at 2147.778 1611.972 1005.188 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 182.1343 
0373: set_camera_directly_behind_player 

:HEIST9_46830
00D6: if 
0736:   is_keyboard_key_just_pressed 75 
004D: jump_if_false @HEIST9_47095 
0050: gosub @HEIST9_46325 
0050: gosub @HEIST9_46289 
0247: load_model #CELLPHONE 
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:HEIST9_46877
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #CELLPHONE available 
004D: jump_if_false @HEIST9_46908 
0001: wait 0 ms 
0002: jump @HEIST9_46877 

:HEIST9_46908
08B1: enable_night_vision 0 
0924: enable_screen_darkness 1 with_value 220 
015F: set_camera_position 2219.456 1587.37 999.1768 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2219.68 1586.409 999.3383 switchstyle 2 
009A: 97@ = create_actor_pedtype 23 model #SPECIAL01 at 2221.122 1582.974 998.9675 
0860: link_actor 97@ to_interior 1 
0173: set_actor 97@ Z_angle_to 4.8671 
0729: AS_actor 97@ hold_cellphone 1 
0050: gosub @HEIST9_46358 
00BC: show_text_highpriority GXT 'HM9_46' time 4000 flag 1 
0001: wait 2000 ms 
0924: enable_screen_darkness 0 with_value 0 
0001: wait 2000 ms 
0050: gosub @HEIST9_46306 
00BC: show_text_highpriority GXT 'HM9_8' time 5000 flag 1  // ~s~Lead the ~b~team ~s~safely back to the van.
0006: 105@ = 1 
0006: 200@ = 1 

:HEIST9_47095
00D6: if 
0736:   is_keyboard_key_just_pressed 67 
004D: jump_if_false @HEIST9_47156 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_47156 
08C7: put_actor $PLAYER_ACTOR at 2144.021 1612.867 992.5681 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 

:HEIST9_47156
00D6: if 
0736:   is_keyboard_key_just_pressed 69 
004D: jump_if_false @HEIST9_47194 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_47194 
0794: restore_player_clothes 
070D: rebuild_player $PLAYER_CHAR 

:HEIST9_47194
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @HEIST9_47367 
0006: 38@ = 6 
00A5: 46@ = create_car #FORKLIFT at 2173.621 1585.964 998.9722 
0840: link_car 46@ to_interior 1 
0175: set_car 46@ Z_angle_to 270.0 
0229: set_car 46@ primary_color_to 6 secondary_color_to 6 
0249: release_model #FORKLIFT 
0006: 209@ = 1 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_47300 
0840: link_car 46@ to_interior 1 

:HEIST9_47300
04BB: select_interior 1 
03CB: set_rendering_origin_at 2256.551 1704.762 1.1747 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_47367 
08C7: put_actor $PLAYER_ACTOR at 2220.37 1574.484 998.9695 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 

:HEIST9_47367
00D6: if 
0736:   is_keyboard_key_just_pressed 76 
004D: jump_if_false @HEIST9_47428 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_47428 
08C7: put_actor $PLAYER_ACTOR at 1962.841 1060.633 993.4688 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 346.1133 

:HEIST9_47428
00D6: if 
0736:   is_keyboard_key_just_pressed 85 
004D: jump_if_false @HEIST9_47496 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_47489 
08C7: put_actor $PLAYER_ACTOR at 362.6579 2525.248 15.6336 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 11.8402 

:HEIST9_47489
0006: 38@ = 18 

:HEIST9_47496
00D6: if 
0736:   is_keyboard_key_just_pressed 90 
004D: jump_if_false @HEIST9_48136 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_47557 
08C7: put_actor $PLAYER_ACTOR at 346.9504 2539.025 15.7546 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 2.8895 

:HEIST9_47557
0050: gosub @HEIST9_46289 
015F: set_camera_position 350.102 2536.995 16.9325 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 349.5165 2537.801 16.844 switchstyle 2 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_47667 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:HEIST9_47667
00BC: show_text_highpriority GXT 'HE8_ZA' time 4000 flag 1  // ~z~Zero, where you hiding?
040D: unload_wav 1 
03CF: load_wav 19128 as 1 

:HEIST9_47694
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_47720 
0001: wait 0 ms 
0002: jump @HEIST9_47694 

:HEIST9_47720
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_47731
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_47757 
0001: wait 0 ms 
0002: jump @HEIST9_47731 

:HEIST9_47757
00BC: show_text_highpriority GXT 'HE8_ZB' time 4000 flag 1  // ~z~I didn't mean to tell Berkley, it just kinda came out...is all.
040D: unload_wav 1 
03CF: load_wav 19129 as 1 

:HEIST9_47784
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_47810 
0001: wait 0 ms 
0002: jump @HEIST9_47784 

:HEIST9_47810
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_47821
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_47847 
0001: wait 0 ms 
0002: jump @HEIST9_47821 

:HEIST9_47847
00BC: show_text_highpriority GXT 'HE8_ZC' time 4000 flag 1  // ~z~Hey, it doesn't matter, we pulled it off, Caligula's has been emptied!
040D: unload_wav 1 
03CF: load_wav 65535 as 1 

:HEIST9_47876
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_47902 
0001: wait 0 ms 
0002: jump @HEIST9_47876 

:HEIST9_47902
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_47913
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_47939 
0001: wait 0 ms 
0002: jump @HEIST9_47913 

:HEIST9_47939
00BC: show_text_highpriority GXT 'HE8_ZD' time 4000 flag 1  // ~z~Yeah, I'll drink to that!
040D: unload_wav 1 
03CF: load_wav 19130 as 1 

:HEIST9_47966
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_47992 
0001: wait 0 ms 
0002: jump @HEIST9_47966 

:HEIST9_47992
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_48003
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_48029 
0001: wait 0 ms 
0002: jump @HEIST9_48003 

:HEIST9_48029
0050: gosub @HEIST9_46325 
009B: destroy_actor 54@ 
009B: destroy_actor 97@ 
00A6: destroy_car 51@ 
0108: destroy_object 61@ 
0108: destroy_object 62@ 
0108: destroy_object 63@ 
0108: destroy_object 64@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_48122 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 347.167 2538.484 15.7535 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 191.987 

:HEIST9_48122
0050: gosub @HEIST9_46306 
0050: gosub @HEIST9_46358 

:HEIST9_48136
00D6: if 
0736:   is_keyboard_key_just_pressed 79 
004D: jump_if_false @HEIST9_48155 
075B: zoom_radar 0 

:HEIST9_48155
00D6: if 
0736:   is_keyboard_key_just_pressed 82 
004D: jump_if_false @HEIST9_48174 
075B: zoom_radar 100 

:HEIST9_48174
00D6: if 
0736:   is_keyboard_key_just_pressed 84 
004D: jump_if_false @HEIST9_49689 
0247: load_model #TRIADA 
0247: load_model #TRIBOSS 
0247: load_model #SECURICA 
0247: load_model #COPBIKE 
0247: load_model #LAPDM1 
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:HEIST9_48225
00D6: if or
8248:   not model #TRIADA available 
8248:   not model #TRIBOSS available 
8248:   not model #SECURICA available 
823D:   not special_actor 1 loaded 
8248:   not model #COPBIKE available 
8248:   not model #LAPDM1 available 
004D: jump_if_false @HEIST9_48274 
0001: wait 0 ms 
0002: jump @HEIST9_48225 

:HEIST9_48274
07C0: load_path 494 

:HEIST9_48279
00D6: if 
87C1:   not path 494 available 
004D: jump_if_false @HEIST9_48306 
0001: wait 0 ms 
0002: jump @HEIST9_48279 

:HEIST9_48306
0108: destroy_object 49@ 
00A5: 387@ = create_car #SECURICA at 2220.389 1577.623 998.0 
0840: link_car 387@ to_interior 1 
0175: set_car 387@ Z_angle_to 179.9804 
009A: 54@ = create_actor_pedtype 25 model #TRIADA at 2224.042 1589.367 998.967 
0860: link_actor 54@ to_interior 1 
0173: set_actor 54@ Z_angle_to 165.2519 
009A: 55@ = create_actor_pedtype 25 model #TRIBOSS at 2222.893 1589.583 998.9684 
0860: link_actor 55@ to_interior 1 
0173: set_actor 55@ Z_angle_to 173.9364 
009A: 56@ = create_actor_pedtype 25 model #TRIBOSS at 2221.866 1589.245 998.9696 
0860: link_actor 56@ to_interior 1 
0173: set_actor 56@ Z_angle_to 177.0563 
009A: 57@ = create_actor_pedtype 25 model #TRIBOSS at 2220.723 1589.224 998.971 
0860: link_actor 57@ to_interior 1 
0173: set_actor 57@ Z_angle_to 171.7417 
0050: gosub @HEIST9_46289 
015F: set_camera_position 2216.721 1579.81 1000.833 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2217.382 1580.538 1000.654 switchstyle 2 
00BC: show_text_highpriority GXT 'HE8_UA' time 4000 flag 1  // ~z~I've unloaded the police bikes.
040D: unload_wav 1 
03CF: load_wav 19104 as 1 

:HEIST9_48600
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_48626 
0001: wait 0 ms 
0002: jump @HEIST9_48600 

:HEIST9_48626
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_48637
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_48687 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_48680 
0002: jump @HEIST9_49515 

:HEIST9_48680
0002: jump @HEIST9_48637 

:HEIST9_48687
00BC: show_text_highpriority GXT 'HE8_UB' time 4000 flag 1  // ~z~Everybody in! You two, change into your police uniforms!
040D: unload_wav 1 
03CF: load_wav 19105 as 1 

:HEIST9_48714
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_48740 
0001: wait 0 ms 
0002: jump @HEIST9_48714 

:HEIST9_48740
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_48751
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_48801 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_48794 
0002: jump @HEIST9_49515 

:HEIST9_48794
0002: jump @HEIST9_48751 

:HEIST9_48801
009B: destroy_actor 97@ 
009B: destroy_actor 56@ 
009B: destroy_actor 57@ 
015F: set_camera_position 2216.914 1571.622 999.7229 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2217.27 1572.557 999.7267 switchstyle 2 
009A: 281@ = create_actor_pedtype 25 model #LAPDM1 at 2220.8 1581.163 998.9764 
0173: set_actor 281@ Z_angle_to 196.0524 
0860: link_actor 281@ to_interior 1 
009A: 282@ = create_actor_pedtype 25 model #LAPDM1 at 2220.019 1581.179 998.9772 
0173: set_actor 282@ Z_angle_to 74.4668 
0860: link_actor 282@ to_interior 1 
00D6: if and
8119:   not car 387@ wrecked 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_48983 
05CB: AS_actor 54@ enter_car 387@ as_driver 8000 ms 

:HEIST9_48983
00D6: if and
8119:   not car 387@ wrecked 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_49017 
05CA: AS_actor 55@ enter_car 387@ passenger_seat 0 time 8000 

:HEIST9_49017
0006: 33@ = 0 

:HEIST9_49024
00D6: if 
001B:   4000 > 33@ 
004D: jump_if_false @HEIST9_49078 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_49071 
0002: jump @HEIST9_49515 

:HEIST9_49071
0002: jump @HEIST9_49024 

:HEIST9_49078
00D6: if and
8119:   not car 279@ wrecked 
8118:   not actor 281@ dead 
004D: jump_if_false @HEIST9_49110 
05CB: AS_actor 281@ enter_car 279@ as_driver 4000 ms 

:HEIST9_49110
00D6: if and
8119:   not car 280@ wrecked 
8118:   not actor 282@ dead 
004D: jump_if_false @HEIST9_49142 
05CB: AS_actor 282@ enter_car 280@ as_driver 4000 ms 

:HEIST9_49142
0006: 33@ = 0 

:HEIST9_49149
00D6: if 
001B:   4000 > 33@ 
004D: jump_if_false @HEIST9_49203 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_49196 
0002: jump @HEIST9_49515 

:HEIST9_49196
0002: jump @HEIST9_49149 

:HEIST9_49203
015F: set_camera_position 2223.85 1572.014 1001.623 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2223.371 1572.844 1001.336 switchstyle 2 
00D6: if and
07C1:   path 494 available 
8119:   not car 387@ wrecked 
004D: jump_if_false @HEIST9_49283 
05EB: assign_car 387@ to_path 494 

:HEIST9_49283
0006: 33@ = 0 

:HEIST9_49290
00D6: if 
001B:   500 > 33@ 
004D: jump_if_false @HEIST9_49344 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_49337 
0002: jump @HEIST9_49515 

:HEIST9_49337
0002: jump @HEIST9_49290 

:HEIST9_49344
00D6: if and
8119:   not car 279@ wrecked 
8118:   not actor 281@ dead 
004D: jump_if_false @HEIST9_49399 
05D1: AS_actor 281@ drive_car 279@ to 2223.486 1564.463 1001.016 speed 10.0 2 model #NULL 3 

:HEIST9_49399
00D6: if and
8119:   not car 280@ wrecked 
8118:   not actor 282@ dead 
004D: jump_if_false @HEIST9_49454 
05D1: AS_actor 282@ drive_car 280@ to 2217.319 1566.6 1000.3 speed 10.0 2 model #NULL 3 

:HEIST9_49454
0006: 33@ = 0 

:HEIST9_49461
00D6: if 
001B:   2000 > 33@ 
004D: jump_if_false @HEIST9_49515 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_49508 
0002: jump @HEIST9_49515 

:HEIST9_49508
0002: jump @HEIST9_49461 

:HEIST9_49515
0006: 58@ = 0 

:HEIST9_49522
00D6: if 
075C:   marker 91@(58@,4i) enabled 
004D: jump_if_false @HEIST9_49560 
0164: disable_marker 91@(58@,4i) 
009B: destroy_actor 54@(58@,4i) 

:HEIST9_49560
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_49522 
00D6: if 
8119:   not car 387@ wrecked 
004D: jump_if_false @HEIST9_49602 
00A6: destroy_car 387@ 

:HEIST9_49602
00D6: if 
8119:   not car 279@ wrecked 
004D: jump_if_false @HEIST9_49623 
00A6: destroy_car 279@ 

:HEIST9_49623
00D6: if 
8119:   not car 280@ wrecked 
004D: jump_if_false @HEIST9_49644 
00A6: destroy_car 280@ 

:HEIST9_49644
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST9_49665 
009B: destroy_actor 97@ 

:HEIST9_49665
0050: gosub @HEIST9_46306 
0249: release_model #TRIADA 
0249: release_model #TRIBOSS 
0249: release_model #SWAT 
0296: unload_special_actor 2 

:HEIST9_49689
00D6: if 
0736:   is_keyboard_key_just_pressed 73 
004D: jump_if_false @HEIST9_49727 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_49727 
09EB: remove_player_goggles $PLAYER_CHAR use_anim 1 

:HEIST9_49727
00D6: if 
0736:   is_keyboard_key_just_pressed 87 
004D: jump_if_false @HEIST9_49785 
0006: 38@ = 18 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_49785 
08C7: put_actor $PLAYER_ACTOR at 338.0 2540.563 15.7743 dont_warp_gang 

:HEIST9_49785
00D6: if 
0736:   is_keyboard_key_just_pressed 74 
004D: jump_if_false @HEIST9_50386 
0247: load_model #COPBIKE 
0247: load_model #LAPDM1 
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:HEIST9_49823
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #COPBIKE available 
8248:   not model #LAPDM1 available 
8248:   not model #LAPDM1 available 
004D: jump_if_false @HEIST9_49864 
0001: wait 0 ms 
0002: jump @HEIST9_49823 

:HEIST9_49864
07C0: load_path 494 
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:HEIST9_49882
00D6: if 
87C1:   not path 494 available 
004D: jump_if_false @HEIST9_49909 
0001: wait 0 ms 
0002: jump @HEIST9_49882 

:HEIST9_49909
07FB: set_interior 'JUMP1' access 1  // Caligula's Roof
07FB: set_interior 'JUMP2' access 0  // Caligula's Roof
0006: 106@ = 1 
0395: clear_area 1 at 2220.34 1582.068 998.9764 radius 10.0 
009A: 97@ = create_actor_pedtype 25 model #SPECIAL01 at 2220.34 1582.068 998.9764 
0860: link_actor 97@ to_interior 1 
0173: set_actor 97@ Z_angle_to 350.4443 
00A5: 279@ = create_car #COPBIKE at 2223.699 1582.78 998.0 
0840: link_car 279@ to_interior 1 
0175: set_car 279@ Z_angle_to 175.8434 
020A: set_car 279@ door_status_to 3 
0519: set_car 279@ locked 1 
00A5: 280@ = create_car #COPBIKE at 2217.549 1583.667 998.0 
0840: link_car 280@ to_interior 1 
0175: set_car 280@ Z_angle_to 175.3717 
020A: set_car 280@ door_status_to 3 
0519: set_car 280@ locked 1 
0050: gosub @HEIST9_1936 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_50169 
00AB: put_car 51@ at 2220.294 1578.07 998.9756 
0175: set_car 51@ Z_angle_to 177.9097 

:HEIST9_50169
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_50215 
08C7: put_actor $PLAYER_ACTOR at 2216.031 1618.646 998.9766 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 269.4771 

:HEIST9_50215
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_50256 
0362: remove_actor 54@ from_car_and_place_at 2219.758 1585.285 998.9722 
0792: disembark_instantly_actor 54@ 

:HEIST9_50256
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_50297 
0362: remove_actor 55@ from_car_and_place_at 2221.883 1584.261 998.9696 
0792: disembark_instantly_actor 55@ 

:HEIST9_50297
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST9_50338 
0362: remove_actor 56@ from_car_and_place_at 2222.705 1586.266 998.9686 
0792: disembark_instantly_actor 56@ 

:HEIST9_50338
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_50379 
0362: remove_actor 57@ from_car_and_place_at 2220.302 1586.568 998.9716 
0792: disembark_instantly_actor 57@ 

:HEIST9_50379
0006: 38@ = 14 

:HEIST9_50386
0051: return 

:HEIST9_50388
077E: get_active_interior_to 388@ 
0050: gosub @HEIST9_46325 
08B1: enable_night_vision 0 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @HEIST9_50563 
04BB: select_interior 0 
03CB: set_rendering_origin_at 2185.739 1677.396 10.0946 
0395: clear_area 1 at 2185.739 1677.396 10.0946 radius 10.0 
04E4: refresh_game_renderer_at 2185.739 1677.396 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST9_50522 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2185.739 1677.396 10.0946 
0002: jump @HEIST9_50542 

:HEIST9_50522
08C7: put_actor $PLAYER_ACTOR at 2185.739 1677.396 10.0946 dont_warp_gang 

:HEIST9_50542
0173: set_actor $PLAYER_ACTOR Z_angle_to 88.4776 
0860: link_actor $PLAYER_ACTOR to_interior 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:HEIST9_50563
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_50593 
0794: restore_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
0006: 230@ = 1 

:HEIST9_50593
0050: gosub @HEIST9_46358 
0051: return 

:HEIST9_50602
0050: gosub @HEIST9_46325 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_50639 
0794: restore_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
0006: 230@ = 1 

:HEIST9_50639
0050: gosub @HEIST9_46358 
0051: return 

:HEIST9_50648
040D: unload_wav 1 
03CF: load_wav 232@ as 1 
0006: 231@ = 0 
0051: return 

:HEIST9_50668
00D6: if and
03D0:   wav 1 loaded 
0039:   231@ == 0 
004D: jump_if_false @HEIST9_50711 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 288@s time 20000 flag 1 
0006: 231@ = 1 

:HEIST9_50711
00D6: if and
03D2:   wav 1 ended 
0039:   231@ == 1 
004D: jump_if_false @HEIST9_50749 
040D: unload_wav 1 
03D5: remove_text 288@s 
0006: 231@ = 2 

:HEIST9_50749
0051: return 

//-------------Mission 102---------------
// Originally: A Home In The Hills

:MANSIO1
03A4: name_thread 'MANSIO1' 
0050: gosub @MANSIO1_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @MANSIO1_38 
0050: gosub @MANSIO1_38488 

:MANSIO1_38
0050: gosub @MANSIO1_39063 
004E: end_thread 

:MANSIO1_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
00A1: put_actor $PLAYER_ACTOR at 2175.412 1681.548 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2233.5 1712.8 radius 10.0 
054C: use_GXT_table 'MAN_1' 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
0004: $PLAYER_IN_INTERIOR = 1 
04BB: select_interior 11 
02E4: load_cutscene_data 'BHILL1' 

:MANSIO1_150
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MANSIO1_174 
0001: wait 0 ms 
0002: jump @MANSIO1_150 

:MANSIO1_174
02E7: start_cutscene 
016A: fade 1 time 1000 

:MANSIO1_183
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MANSIO1_207 
0001: wait 0 ms 
0002: jump @MANSIO1_183 

:MANSIO1_207
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:MANSIO1_222
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_246 
0001: wait 0 ms 
0002: jump @MANSIO1_222 

:MANSIO1_246
04BB: select_interior 0 
09BA: show_entered_zone_name 1 
08F4: set_max_group_members 99 
004F: create_thread @A_CONT  
0A0B: set_rendering_origin_at_3D_coord 2171.137 1269.357 32.8078 angle 0.0 
0247: load_model #ANDROM 

:MANSIO1_293
00D6: if 
8248:   not model #ANDROM available 
004D: jump_if_false @MANSIO1_320 
0001: wait 0 ms 
0002: jump @MANSIO1_293 

:MANSIO1_320
0860: link_actor $PLAYER_ACTOR to_interior 0 
00A5: 96@ = create_car #ANDROM at 2144.0 1600.0 50.0 
0175: set_car 96@ Z_angle_to 180.0 
041E: set_radio_station 11 
08E6: set_plane 96@ landing_gear 1 
0519: set_car 96@ locked 1 
0840: link_car 96@ to_interior 0 
036A: put_actor $PLAYER_ACTOR in_car 96@ 
0006: 49@ = 0 
01B6: set_weather 17 
00C0: set_current_time_hours_to 6 minutes_to 0 
015F: set_camera_position 2171.137 1269.357 32.8078 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2170.998 1270.331 32.9838 switchstyle 2 
09FF: set_restart_closest_to 1581.374 1768.996 9.8203 
02A3: enable_widescreen 1 
08FD: enable_heat_visuals 1 
0006: 32@ = 0 

:MANSIO1_493
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @MANSIO1_523 
0001: wait 0 ms 
0002: jump @MANSIO1_493 

:MANSIO1_523
0707: start_scene_skip_to @MANSIO1_703 
0007: 97@ = 1600.0 
016A: fade 1 time 1000 

:MANSIO1_547
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_615 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @MANSIO1_604 
000F: 97@ -= 1.5 
00AB: put_car 96@ at 2144.0 97@ 50.0 

:MANSIO1_604
0001: wait 0 ms 
0002: jump @MANSIO1_547 

:MANSIO1_615
0006: 32@ = 0 

:MANSIO1_622
00D6: if 
001B:   9000 > 32@ 
004D: jump_if_false @MANSIO1_696 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @MANSIO1_685 
000F: 97@ -= 1.5 
00AB: put_car 96@ at 2144.0 97@ 50.0 

:MANSIO1_685
0001: wait 0 ms 
0002: jump @MANSIO1_622 

:MANSIO1_696
0006: 49@ = 1 

:MANSIO1_703
0701: end_scene_skip 
016A: fade 0 time 1000 

:MANSIO1_712
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_780 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @MANSIO1_769 
000F: 97@ -= 1.5 
00AB: put_car 96@ at 2144.0 97@ 50.0 

:MANSIO1_769
0001: wait 0 ms 
0002: jump @MANSIO1_712 

:MANSIO1_780
08FD: enable_heat_visuals 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO1_827 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1598.951 -785.327 350.1654 
0002: jump @MANSIO1_847 

:MANSIO1_827
00A1: put_actor $PLAYER_ACTOR at 1598.951 -785.327 350.1654 

:MANSIO1_847
04D7: set_actor $PLAYER_ACTOR locked 1 
0249: release_model #ANDROM 
01C3: remove_references_to_car 96@ 
0247: load_model #TRIADA 
0247: load_model #TRIADB 
0247: load_model #LSV1 
0247: load_model #LSV2 
0247: load_model #M4 
0247: load_model #MP5LNG 
0247: load_model #CARGO_REAR 
0247: load_model #D9_RAMP 
0247: load_model #CELLPHONE 
0247: load_model #PARACHUTE 
0247: load_model #PARA_PACK 
04ED: load_animation "PARACHUTE" 
08A9: load_external_script 1 (PARACHUTE) 

:MANSIO1_932
00D6: if or
8248:   not model #TRIADA available 
8248:   not model #TRIADB available 
8248:   not model #LSV1 available 
8248:   not model #LSV2 available 
8248:   not model #M4 available 
8248:   not model #MP5LNG available 
004D: jump_if_false @MANSIO1_980 
0001: wait 0 ms 
0002: jump @MANSIO1_932 

:MANSIO1_980
00D6: if or
8248:   not model #CARGO_REAR available 
8248:   not model #D9_RAMP available 
8248:   not model #CELLPHONE available 
8248:   not model #PARACHUTE available 
8248:   not model #PARA_PACK available 
84EE:   not animation "PARACHUTE" loaded 
004D: jump_if_false @MANSIO1_1040 
0001: wait 0 ms 
0002: jump @MANSIO1_980 

:MANSIO1_1040
00D6: if 
88AB:   not external_script 1 (PARACHUTE) loaded 
004D: jump_if_false @MANSIO1_1066 
0001: wait 0 ms 
0002: jump @MANSIO1_1040 

:MANSIO1_1066
0006: 52@ = 0 
060A: create_decision_maker_type 0 store_to 34@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 35@ // decision\allowed\m_.ped files 
0709: set_decision_maker 35@ on_event 36 taskID 1024 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 35@ on_event 36 taskID 1700 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 35@ on_event 9 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
060A: create_decision_maker_type 0 store_to 36@ // decision\allowed\m_.ped files 
0709: set_decision_maker 36@ on_event 36 taskID 1024 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 36@ on_event 36 taskID 1700 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 36@ on_event 9 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 36@ on_event 15 taskID 300 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 36@ on_event 65 taskID 300 respect 10.0 hate 10.0 like 10.0 dislike 10.0 in_car 0 on_foot 1 // see *.ped files 
060A: create_decision_maker_type 0 store_to 37@ // decision\allowed\m_.ped files 
0709: set_decision_maker 37@ on_event 36 taskID 927 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 37@ on_event 37 taskID 927 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 37@ on_event 9 taskID 911 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
06AE: create_group_decision_maker_type 0 store_to 39@ // decision\allowed\mission.grp 
0749: reset_group_decision_maker 39@ event 9 
074A: set_group_decision_maker 39@ on_event 9 taskID 1502 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 24 
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 25 
07AF: 44@ = player $PLAYER_CHAR group 
07B3: set_group 44@ give_command 0 
06AD: set_group 44@ group_decision_maker_to 39@ 
0006: 98@ = 0 
00D6: if 
0039:   98@ == 1 
004D: jump_if_false @MANSIO1_1842 
009A: 143@(431@,3i) = create_actor_pedtype 4 model #TRIADA at 0.0 0.0 0.0 
009A: 159@ = create_actor_pedtype 4 model #TRIADA at 0.0 0.0 0.0 
009A: 170@(43@,6i) = create_actor_pedtype 4 model #TRIADA at 0.0 0.0 0.0 
009A: 286@(43@,10i) = create_actor_pedtype 4 model #TRIADA at 0.0 0.0 0.0 
009A: 474@(43@,3i) = create_actor_pedtype 4 model #TRIADA at 0.0 0.0 0.0 
009A: 316@(43@,4i) = create_actor_pedtype 4 model #TRIADA at 0.0 0.0 0.0 
0107: 194@(43@,6i) = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0187: 146@(43@,3i) = create_marker_above_actor 143@(43@,3i) 

:MANSIO1_1842
0923: enable_air_traffic 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
01B6: set_weather 1 
00C0: set_current_time_hours_to 3 minutes_to 0 
029B: 127@ = init_object #CARGO_REAR at 1595.0 -785.0 350.0 
0177: set_object 127@ Z_angle_to 90.0 
0550: keep_object 127@ in_memory 1 
029B: 128@ = init_object #D9_RAMP at 1595.03 -784.98 348.758 
0177: set_object 128@ Z_angle_to 90.0 
0550: keep_object 128@ in_memory 1 
04D7: set_actor $PLAYER_ACTOR locked 0 
00A1: put_actor $PLAYER_ACTOR at 1594.393 -784.7317 349.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 36.9506 
009A: 131@ = create_actor_pedtype 24 model #TRIADA at 1595.303 -783.4741 349.0 
0173: set_actor 131@ Z_angle_to 205.0 
0860: link_actor 131@ to_interior 0 
01B2: give_actor 131@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 131@ armed_weapon_to 31 
0568: set_actor 131@ untargetable 1 
060B: set_actor 131@ decision_maker_to 34@ 
09B5: set_actor 131@ signal_after_kill 0 
0107: 152@ = create_object #PARA_PACK at 1595.303 -783.4741 349.0 
070A: AS_actor 131@ attach_to_object 152@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 
02AB: set_actor 131@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0006: 139@ = 0 
0006: 135@ = 0 
009A: 132@ = create_actor_pedtype 24 model #TRIADB at 1596.97 -786.8875 349.0 
0173: set_actor 132@ Z_angle_to 2.0 
0860: link_actor 132@ to_interior 0 
01B2: give_actor 132@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 132@ armed_weapon_to 31 
0568: set_actor 132@ untargetable 1 
060B: set_actor 132@ decision_maker_to 34@ 
09B5: set_actor 132@ signal_after_kill 0 
0107: 153@ = create_object #PARA_PACK at 1596.97 -786.8875 349.0 
070A: AS_actor 132@ attach_to_object 153@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 
02AB: set_actor 132@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0006: 140@ = 1500 
0006: 136@ = 0 
009A: 133@ = create_actor_pedtype 24 model #TRIADB at 1598.448 -782.9297 349.0 
0173: set_actor 133@ Z_angle_to 175.0 
0860: link_actor 133@ to_interior 0 
01B2: give_actor 133@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 133@ armed_weapon_to 31 
0568: set_actor 133@ untargetable 1 
060B: set_actor 133@ decision_maker_to 34@ 
09B5: set_actor 133@ signal_after_kill 0 
0107: 154@ = create_object #PARA_PACK at 1598.448 -782.9297 349.0 
070A: AS_actor 133@ attach_to_object 154@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 
02AB: set_actor 133@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0006: 141@ = 3000 
0006: 137@ = 0 
009A: 134@ = create_actor_pedtype 24 model #TRIADA at 1599.034 -786.9792 349.0 
0173: set_actor 134@ Z_angle_to 347.0 
0860: link_actor 134@ to_interior 0 
01B2: give_actor 134@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 134@ armed_weapon_to 31 
0568: set_actor 134@ untargetable 1 
060B: set_actor 134@ decision_maker_to 34@ 
09B5: set_actor 134@ signal_after_kill 0 
0107: 155@ = create_object #PARA_PACK at 1599.034 -786.9792 349.0 
070A: AS_actor 134@ attach_to_object 155@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 
02AB: set_actor 134@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0006: 142@ = 5000 
0006: 138@ = 0 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @MANSIO1_2700 
0002: jump @MANSIO1_5657 

:MANSIO1_2700
0006: 49@ = 0 
03CB: set_rendering_origin_at 1597.615 -784.5765 350.0 
015F: set_camera_position 1598.951 -785.327 350.1654 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1598.351 -784.5302 350.089 switchstyle 2 
0006: 32@ = 0 

:MANSIO1_2782
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @MANSIO1_2812 
0001: wait 0 ms 
0002: jump @MANSIO1_2782 

:MANSIO1_2812
099C: jiggle_camera type 1 timelimit 50000.0 intensity 3.0 
0470: 109@ = actor $PLAYER_ACTOR current_weapon 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 1 
004D: jump_if_false @MANSIO1_2905 
0555: remove_weapon 1 from_actor $PLAYER_ACTOR 
0006: 110@ = 1 
0247: load_model #BRASSKNUCKLE 

:MANSIO1_2871
00D6: if 
8248:   not model #BRASSKNUCKLE available 
004D: jump_if_false @MANSIO1_2898 
0001: wait 0 ms 
0002: jump @MANSIO1_2871 

:MANSIO1_2898
0002: jump @MANSIO1_2912 

:MANSIO1_2905
0006: 110@ = 0 

:MANSIO1_2912
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
016A: fade 1 time 500 

:MANSIO1_2926
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_2950 
0001: wait 0 ms 
0002: jump @MANSIO1_2926 

:MANSIO1_2950
0707: start_scene_skip_to @MANSIO1_4063 
0615: define_AS_pack_begin 45@ 
05BA: AS_actor -1 move_mouth 1500 ms 
05D3: AS_actor -1 goto_point 1598.05 -784.5205 349.0 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 257.9061 
0638: AS_actor -1 stay_put 1 
0729: AS_actor -1 hold_cellphone 1 
0616: define_AS_pack_end 45@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
05AA: 76@s = 'MKND02A' // @s = 'short'  // ~z~Hello.
04AF: 55@ = 27009 // = constant 
008B: 65@ = $PLAYER_ACTOR // (int) 
05AA: 78@s = 'MKND02B' // @s = 'short'  // ~z~Hey, what's up, Carl?
04AF: 56@ = 27010 // = constant 
0006: 66@ = -1 
05AA: 80@s = 'MKND02C' // @s = 'short'  // ~z~Hey Kendl, wassup?
04AF: 57@ = 27011 // = constant 
008B: 67@ = $PLAYER_ACTOR // (int) 
05AA: 82@s = 'MKND02D' // @s = 'short'  // ~z~Nothing - just thought I'd wish you luck.
04AF: 58@ = 27012 // = constant 
0006: 68@ = -1 
05AA: 84@s = 'MKND02E' // @s = 'short'  // ~z~We're gonna drive back to uh San Fierro first,
04AF: 59@ = 27013 // = constant 
0006: 69@ = -1 
05AA: 86@s = 'MKND02F' // @s = 'short'  // ~z~Wanna check things out there before we hook up with you guys in Los Santos.
04AF: 60@ = 27014 // = constant 
0006: 70@ = -1 
05AA: 88@s = 'MKND02G' // @s = 'short'  // ~z~Alright cool, you be careful.
04AF: 61@ = 27015 // = constant 
008B: 71@ = $PLAYER_ACTOR // (int) 
05AA: 90@s = 'MKND02H' // @s = 'short'  // ~z~I'll be fine, I got Cesar and Madd Dogg to keep me safe.
04AF: 62@ = 27016 // = constant 
0006: 72@ = -1 
05AA: 92@s = 'MKND02J' // @s = 'short'  // ~z~You be careful.
04AF: 63@ = 27017 // = constant 
0006: 73@ = -1 
05AA: 94@s = 'MKND02K' // @s = 'short'  // ~z~I will. I'll see you in Los Santos.
04AF: 64@ = 27018 // = constant 
008B: 74@ = $PLAYER_ACTOR // (int) 
0006: 75@ = 0 

:MANSIO1_3332
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @MANSIO1_3369 
0001: wait 0 ms 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 46@ // similar to 062E 
0002: jump @MANSIO1_3332 

:MANSIO1_3369
04AE: $1276 = 20804 // = constant 
05A9: s$1281 = 'MOBRING' // s$  // ~z~(Phone ringing)
004F: create_thread @A_ALAP 0 99  

:MANSIO1_3403
00D6: if 
8038:   not  $1285($1288,2i) == -3 
004D: jump_if_false @MANSIO1_3436 
0001: wait 0 ms 
0002: jump @MANSIO1_3403 

:MANSIO1_3436
0004: $1285($1288,2i) = -4 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 46@ // similar to 062E 

:MANSIO1_3455
00D6: if 
8039:   not  46@ == 4 
004D: jump_if_false @MANSIO1_3492 
0001: wait 0 ms 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 46@ // similar to 062E 
0002: jump @MANSIO1_3455 

:MANSIO1_3492
0001: wait 2250 ms 

:MANSIO1_3497
00D6: if 
001B:   10 > 75@ 
004D: jump_if_false @MANSIO1_3657 
008A: $1276 = 55@(75@,10i) // (int) 
05A9: s$1281 = 76@(75@,10s) // s$ 
00D6: if 
8039:   not  65@(75@,10i) == -1 
004D: jump_if_false @MANSIO1_3587 
004F: create_thread @A_ALAP 2 100 65@(75@,10i)  
0002: jump @MANSIO1_3599 

:MANSIO1_3587
004F: create_thread @A_ALAP 0 100  

:MANSIO1_3599
00D6: if 
8038:   not  $1285($1288,2i) == -3 
004D: jump_if_false @MANSIO1_3632 
0001: wait 0 ms 
0002: jump @MANSIO1_3599 

:MANSIO1_3632
0004: $1285($1288,2i) = -4 
000A: 75@ += 1 
0002: jump @MANSIO1_3497 

:MANSIO1_3657
00D6: if or
8038:   not  $1285($1287,2i) == -4 
8038:   not  $1285($1288,2i) == -4 
004D: jump_if_false @MANSIO1_3701 
0001: wait 0 ms 
0002: jump @MANSIO1_3657 

:MANSIO1_3701
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0001: wait 2000 ms 
00D6: if 
8118:   not actor 133@ dead 
004D: jump_if_false @MANSIO1_3745 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 133@ 
0639: AS_actor 133@ rotate_to_actor $PLAYER_ACTOR 

:MANSIO1_3745
04AE: $1276 = 23808 // = constant 
05A9: s$1281 = 'MAN1_CA' // s$  // ~z~Me and you gonna go in to clear the place out.
004F: create_thread @A_ALAP 1 100 $PLAYER_ACTOR  

:MANSIO1_3782
00D6: if 
8038:   not  $1285($1288,2i) == -3 
004D: jump_if_false @MANSIO1_3815 
0001: wait 0 ms 
0002: jump @MANSIO1_3782 

:MANSIO1_3815
0004: $1285($1288,2i) = -4 
04AE: $1276 = 23809 // = constant 
05A9: s$1281 = 'MAN1_CB' // s$  // ~z~Good idea - the element of surprise.
004F: create_thread @A_ALAP 2 100 133@  

:MANSIO1_3863
00D6: if 
8038:   not  $1285($1288,2i) == -3 
004D: jump_if_false @MANSIO1_3896 
0001: wait 0 ms 
0002: jump @MANSIO1_3863 

:MANSIO1_3896
0004: $1285($1288,2i) = -4 
04AE: $1276 = 23810 // = constant 
05A9: s$1281 = 'MAN1_CC' // s$  // ~z~So the rest of the crew can move in in peace.
004F: create_thread @A_ALAP 1 100 $PLAYER_ACTOR  

:MANSIO1_3944
00D6: if or
8038:   not  $1285($1287,2i) == -4 
8038:   not  $1285($1288,2i) == -4 
004D: jump_if_false @MANSIO1_3988 
0001: wait 0 ms 
0002: jump @MANSIO1_3944 

:MANSIO1_3988
0006: 32@ = 0 

:MANSIO1_3995
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @MANSIO1_4025 
0001: wait 0 ms 
0002: jump @MANSIO1_3995 

:MANSIO1_4025
016A: fade 0 time 500 

:MANSIO1_4032
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_4056 
0001: wait 0 ms 
0002: jump @MANSIO1_4032 

:MANSIO1_4056
0006: 49@ = 1 

:MANSIO1_4063
0701: end_scene_skip 
00BE: text_clear_all 
016A: fade 0 time 0 

:MANSIO1_4073
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_4097 
0001: wait 0 ms 
0002: jump @MANSIO1_4073 

:MANSIO1_4097
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @MANSIO1_4129 
01B2: give_actor $PLAYER_ACTOR weapon 1 ammo 1 // Load the weapon model before using this 
0249: release_model #BRASSKNUCKLE 

:MANSIO1_4129
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 109@ 
0925: restore_camera_to_user_defined 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0249: release_model #CELLPHONE 
00D6: if 
0028:   $1285[0] >= 0 
004D: jump_if_false @MANSIO1_4174 
0004: $1285[0] = -2 

:MANSIO1_4174
00D6: if 
0028:   $1285[0] >= 0 
004D: jump_if_false @MANSIO1_4199 
0004: $1285[1] = -2 

:MANSIO1_4199
00A1: put_actor $PLAYER_ACTOR at 1096.562 -825.7372 85.9453 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @MANSIO1_4244 
0002: jump @MANSIO1_5657 

:MANSIO1_4244
0006: 49@ = 0 
0005: $8271 = 1347.407 
0005: $8272 = -811.7421 
0005: $8273 = 96.9707 
015F: set_camera_position 1385.568 -810.5753 78.1164 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1385.498 -809.579 78.0669 switchstyle 2 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 108@ = 0 
03CB: set_rendering_origin_at 1385.568 -810.5753 78.1164 
0006: 32@ = 0 

:MANSIO1_4398
00D6: if 
001B:   800 > 32@ 
004D: jump_if_false @MANSIO1_4428 
0001: wait 0 ms 
0002: jump @MANSIO1_4398 

:MANSIO1_4428
016A: fade 1 time 500 
009A: 99@ = create_actor_pedtype 24 model #TRIADA at 1485.536 -818.0389 130.0 
0173: set_actor 99@ Z_angle_to 90.0 
0860: link_actor 99@ to_interior 0 
0913: run_external_script 1 (PARACHUTE) -1 -25.0 10.0 -3.0 -1.0 5.0 6.5 1 99@  
08A9: load_external_script 1 (PARACHUTE) 
0707: start_scene_skip_to @MANSIO1_4864 
0006: 32@ = 0 

:MANSIO1_4536
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @MANSIO1_4572 
0001: wait 0 ms 
00C0: set_current_time_hours_to 3 minutes_to 0 
0002: jump @MANSIO1_4536 

:MANSIO1_4572
0006: 32@ = 0 
0006: 111@ = 0 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1385.568 -810.5753 78.1164 position_to 1368.495 -855.6013 75.1238 time 12000 smooth_transition 1 
0920: point_camera 1385.498 -809.579 78.0669 transverse_to 1369.012 -854.7825 75.3725 time 12000 smooth_transition 1 

:MANSIO1_4670
00D6: if 
001B:   14000 > 32@ 
004D: jump_if_false @MANSIO1_4826 
0001: wait 0 ms 
00D6: if and
0039:   111@ == 0 
0019:   32@ > 3000 
004D: jump_if_false @MANSIO1_4813 
009A: 100@ = create_actor_pedtype 24 model #TRIADB at 1485.536 -818.0389 130.0 
0173: set_actor 100@ Z_angle_to 90.0 
0860: link_actor 100@ to_interior 0 
0913: run_external_script 1 (PARACHUTE) -1 -25.0 10.0 -3.0 -1.0 5.0 6.5 1 100@  
08A9: load_external_script 1 (PARACHUTE) 
0006: 111@ = 1 

:MANSIO1_4813
00C0: set_current_time_hours_to 3 minutes_to 0 
0002: jump @MANSIO1_4670 

:MANSIO1_4826
016A: fade 0 time 1000 

:MANSIO1_4833
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_4857 
0001: wait 0 ms 
0002: jump @MANSIO1_4833 

:MANSIO1_4857
0006: 49@ = 1 

:MANSIO1_4864
0701: end_scene_skip 
016A: fade 0 time 0 

:MANSIO1_4872
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_4896 
0001: wait 0 ms 
0002: jump @MANSIO1_4872 

:MANSIO1_4896
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @MANSIO1_4925 
0002: jump @MANSIO1_5657 

:MANSIO1_4925
0006: 49@ = 0 
0007: 115@ = 35.0 
0007: 116@ = 20.0 
0007: 114@ = 100.2 
0005: $8271 = 1291.266 
0005: $8272 = -788.1172 
0005: $8273 = 96.7736 
0007: 117@ = 1291.153 
0007: 118@ = -788.1339 
0007: 119@ = 95.0 
0A0B: set_rendering_origin_at_3D_coord 1291.266 -788.1172 96.7736 angle 122.0 
0247: load_model #OPMANS01_CUNTE 
0247: load_model #CEHOLLYHIL06 
0247: load_model #SUNSET22_LAWN 

:MANSIO1_5059
00D6: if or
8248:   not model #OPMANS01_CUNTE available 
8248:   not model #CEHOLLYHIL06 available 
8248:   not model #SUNSET22_LAWN available 
004D: jump_if_false @MANSIO1_5096 
0001: wait 0 ms 
0002: jump @MANSIO1_5059 

:MANSIO1_5096
0006: 167@ = 2 
0006: 32@ = 0 

:MANSIO1_5110
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @MANSIO1_5147 
0001: wait 0 ms 
0050: gosub @MANSIO1_10537 
0002: jump @MANSIO1_5110 

:MANSIO1_5147
064B: 124@ = create_particle "SMOKE_FLARE" at 1291.454 -775.3071 95.5 type 1 
064B: 125@ = create_particle "SMOKE_FLARE" at 1303.211 -788.2426 95.5 type 1 
064B: 126@ = create_particle "SMOKE_FLARE" at 1291.159 -800.4006 95.5 type 1 
009A: 101@ = create_actor_pedtype 24 model #TRIADB at 1323.17 -783.7548 117.0 
0173: set_actor 101@ Z_angle_to 90.0 
0860: link_actor 101@ to_interior 0 
01B2: give_actor 101@ weapon 31 ammo 30000 // Load the weapon model before using this 
0913: run_external_script 1 (PARACHUTE) -1 -2.0 1.0 -3.0 -1.0 1.5 3.2 1 101@  
08A9: load_external_script 1 (PARACHUTE) 
083C: set_actor 101@ velocity_in_direction_XYZ 0.0 0.0 2.0 
060B: set_actor 101@ decision_maker_to 34@ 
009A: 102@ = create_actor_pedtype 24 model #TRIADA at 1323.442 -798.6427 120.0 
0173: set_actor 102@ Z_angle_to 90.0 
0860: link_actor 102@ to_interior 0 
01B2: give_actor 102@ weapon 31 ammo 30000 // Load the weapon model before using this 
0913: run_external_script 1 (PARACHUTE) -1 -2.0 1.0 -3.0 -1.0 1.0 2.5 1 102@  
08A9: load_external_script 1 (PARACHUTE) 
083C: set_actor 102@ velocity_in_direction_XYZ 0.0 0.0 2.0 
060B: set_actor 102@ decision_maker_to 34@ 
016A: fade 1 time 1000 

:MANSIO1_5509
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_5547 
0001: wait 0 ms 
0050: gosub @MANSIO1_10537 
0050: gosub @MANSIO1_18623 
0002: jump @MANSIO1_5509 

:MANSIO1_5547
0707: start_scene_skip_to @MANSIO1_5655 
0006: 32@ = 0 

:MANSIO1_5561
00D6: if 
001B:   8 > 107@ 
004D: jump_if_false @MANSIO1_5624 
0001: wait 0 ms 
0050: gosub @MANSIO1_9333 
0050: gosub @MANSIO1_10132 
00C0: set_current_time_hours_to 3 minutes_to 0 
0050: gosub @MANSIO1_10537 
0050: gosub @MANSIO1_18623 
0002: jump @MANSIO1_5561 

:MANSIO1_5624
016A: fade 0 time 500 

:MANSIO1_5631
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_5655 
0001: wait 0 ms 
0002: jump @MANSIO1_5631 

:MANSIO1_5655
0701: end_scene_skip 

:MANSIO1_5657
016A: fade 0 time 0 

:MANSIO1_5663
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_5687 
0001: wait 0 ms 
0002: jump @MANSIO1_5663 

:MANSIO1_5687
0249: release_model #OPMANS01_CUNTE 
0249: release_model #CEHOLLYHIL06 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
064C: make_particle 124@ visible 
064C: make_particle 125@ visible 
064C: make_particle 126@ visible 
0005: $8271 = 1291.266 
0005: $8272 = -788.1172 
0005: $8273 = 96.7736 
0247: load_model #GUN_PARA 
0247: load_model #CARDBOARDBOX2 
03CF: load_wav 1818 as 3 

:MANSIO1_5763
00D6: if or
8248:   not model #GUN_PARA available 
8248:   not model #CARDBOARDBOX2 available 
83D0:   not wav 3 loaded 
004D: jump_if_false @MANSIO1_5813 
0001: wait 0 ms 
0006: 167@ = 4 
0050: gosub @MANSIO1_10537 
0002: jump @MANSIO1_5763 

:MANSIO1_5813
05AA: 76@s = 'MAN1_DA' // @s = 'short'  // ~z~You ever jumped before?
04AF: 55@ = 23811 // = constant 
0085: 65@ = 131@ // (int) 
05AA: 78@s = 'MAN1_DB' // @s = 'short'  // ~z~Nah. You?
04AF: 56@ = 23812 // = constant 
0085: 66@ = 132@ // (int) 
05AA: 80@s = 'MAN1_DC' // @s = 'short'  // ~z~Nah.
04AF: 57@ = 23813 // = constant 
0085: 67@ = 131@ // (int) 
05AA: 82@s = 'MAN1_DD' // @s = 'short'  // ~z~When we land, we're going feel invincible!
04AF: 58@ = 23814 // = constant 
0085: 68@ = 132@ // (int) 
05AA: 84@s = 'MAN1_DE' // @s = 'short'  // ~z~I AM INVINCIBLE!
04AF: 59@ = 23815 // = constant 
0085: 69@ = 131@ // (int) 
05AA: 86@s = 'MAN1_DF' // @s = 'short'  // ~z~Hey, wait up!
04AF: 60@ = 23816 // = constant 
0085: 70@ = 132@ // (int) 
05AA: 88@s = 'MAN1_DG' // @s = 'short'  // ~z~WhaaaHOOOOOO!
04AF: 61@ = 23817 // = constant 
0085: 71@ = 132@ // (int) 
05AA: 90@s = 'MAN1_DH' // @s = 'short'  // ~z~WhaaaHEEEEEE!
04AF: 62@ = 23818 // = constant 
0085: 72@ = 133@ // (int) 
05AA: 92@s = 'MAN1_DJ' // @s = 'short'  // ~z~WhoooHOOOOOO!
04AF: 63@ = 23819 // = constant 
0085: 73@ = 134@ // (int) 
029B: 129@ = init_object #CARDBOARDBOX2 at 1601.759 -785.1198 349.95 
0177: set_object 129@ Z_angle_to 90.0 
0550: keep_object 129@ in_memory 1 
0750: set_object 129@ visibility 0 
0382: set_object 129@ collision_detection 0 
02EB: restore_camera_with_jumpcut 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 129@ offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 40.0 lock_weapon 0 
0006: 157@ = 0 
03CB: set_rendering_origin_at 1601.759 -785.1198 351.0 
01C2: remove_references_to_actor 159@ // Like turning an actor into a random pedestrian 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 
0901: enable_player $PLAYER_CHAR jump_key 0 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
02A3: enable_widescreen 0 
0581: enable_radar 0 
0826: enable_hud 0 
0006: 222@ = 2000 
0006: 221@ = 0 
0007: 220@ = 0.0 
0006: 32@ = 0 

:MANSIO1_6265
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @MANSIO1_6302 
0001: wait 0 ms 
0050: gosub @MANSIO1_10537 
0002: jump @MANSIO1_6265 

:MANSIO1_6302
01B6: set_weather 0 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 500 

:MANSIO1_6320
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_6351 
0001: wait 0 ms 
0050: gosub @MANSIO1_10537 
0002: jump @MANSIO1_6320 

:MANSIO1_6351
0006: 32@ = 0 
0006: 156@ = 0 
0006: 75@ = 0 

:MANSIO1_6372
00D6: if 
001B:   5 > 75@ 
004D: jump_if_false @MANSIO1_6627 
0001: wait 0 ms 
0050: gosub @MANSIO1_10537 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @MANSIO1_6427 
0050: gosub @MANSIO1_18875 

:MANSIO1_6427
0871: init_jump_table 156@ total_jumps 3 default_jump 0 @MANSIO1_6620 jumps 0 @MANSIO1_6490 1 @MANSIO1_6516 2 @MANSIO1_6566 -1 @MANSIO1_6620 -1 @MANSIO1_6620 -1 @MANSIO1_6620 -1 @MANSIO1_6620 

:MANSIO1_6490
00D6: if 
8019:   not  32@ > 800 
004D: jump_if_false @MANSIO1_6516 
0002: jump @MANSIO1_6620 

:MANSIO1_6516
008A: $1276 = 55@(75@,10i) // (int) 
05A9: s$1281 = 76@(75@,10s) // s$ 
004F: create_thread @A_ALAP 2 100 65@(75@,10i)  
0006: 156@ = 2 

:MANSIO1_6566
00D6: if 
8038:   not  $1285($1288,2i) == -3 
004D: jump_if_false @MANSIO1_6595 
0002: jump @MANSIO1_6620 

:MANSIO1_6595
0004: $1285($1288,2i) = -4 
000A: 75@ += 1 
0006: 156@ = 1 

:MANSIO1_6620
0002: jump @MANSIO1_6372 

:MANSIO1_6627
0006: 32@ = 0 
01BD: 41@ = current_time_in_ms 

:MANSIO1_6639
0001: wait 0 ms 
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 158@ += 42@ // (int) 
0006: 43@ = 0 

:MANSIO1_6687
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @MANSIO1_6731 
005A: 160@(43@,4i) += 42@ // (int) 
000A: 43@ += 1 
0002: jump @MANSIO1_6687 

:MANSIO1_6731
0050: gosub @MANSIO1_7365 
0050: gosub @MANSIO1_10822 
0050: gosub @MANSIO1_10537 
00D6: if 
001B:   4 > 157@ 
004D: jump_if_false @MANSIO1_6783 
00C0: set_current_time_hours_to 3 minutes_to 0 
0002: jump @MANSIO1_6847 

:MANSIO1_6783
0006: 157@ = 0 
07FB: set_interior 'MADDOGS' access 0  // Madd Dogg's Crib
07FB: set_interior 'MDDOGS' access 0  // Madd Dogg's Crib
0213: 51@ = create_pickup #BODYARMOUR type 3 at 1292.7 -769.0 95.8 
0002: jump @MANSIO1_6854 

:MANSIO1_6847
0002: jump @MANSIO1_6639 

:MANSIO1_6854
0006: 168@ = 4 
04AF: 182@ = 108 // = constant 
04AF: 183@ = 109 // = constant 
04AF: 184@ = 108 // = constant 
04AF: 185@ = 109 // = constant 

:MANSIO1_6889
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @MANSIO1_6915 
0002: jump @MANSIO1_38560 

:MANSIO1_6915
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @MANSIO1_6940 
0002: jump @MANSIO1_38488 

:MANSIO1_6940
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 158@ += 42@ // (int) 
0006: 43@ = 0 

:MANSIO1_6984
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @MANSIO1_7040 
005A: 160@(43@,4i) += 42@ // (int) 
005A: 164@(43@,3i) += 42@ // (int) 
000A: 43@ += 1 
0002: jump @MANSIO1_6984 

:MANSIO1_7040
005A: 163@ += 42@ // (int) 
0006: 43@ = 0 

:MANSIO1_7055
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @MANSIO1_7099 
005A: 188@(43@,6i) += 42@ // (int) 
000A: 43@ += 1 
0002: jump @MANSIO1_7055 

:MANSIO1_7099
0050: gosub @MANSIO1_7776 
0050: gosub @MANSIO1_10822 
00D6: if 
0019:   157@ > 5 
004D: jump_if_false @MANSIO1_7138 
0050: gosub @MANSIO1_12648 

:MANSIO1_7138
00D6: if 
001B:   2 > 206@ 
004D: jump_if_false @MANSIO1_7170 
0050: gosub @MANSIO1_16769 
0002: jump @MANSIO1_7177 

:MANSIO1_7170
0050: gosub @MANSIO1_14197 

:MANSIO1_7177
0006: 211@ = 0 
077E: get_active_interior_to 48@ 
00D6: if 
8039:   not  48@ == 0 
004D: jump_if_false @MANSIO1_7358 
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1257.995 -785.4104 radius 5.0 5.0 on_foot 
004D: jump_if_false @MANSIO1_7358 
0006: 48@ = 0 

:MANSIO1_7252
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @MANSIO1_7289 
09E8: 48@ = actor $PLAYER_ACTOR active_interior 
0001: wait 0 ms 
0002: jump @MANSIO1_7252 

:MANSIO1_7289
016A: fade 0 time 0 

:MANSIO1_7295
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_7319 
0001: wait 0 ms 
0002: jump @MANSIO1_7295 

:MANSIO1_7319
042B: clear_peds_from_cube_cornerA 1288.0 -772.0 1080.0 cornerB 1260.5 -787.5 1100.0 
0002: jump @MANSIO1_19435 

:MANSIO1_7358
0002: jump @MANSIO1_6889 

:MANSIO1_7365
0871: init_jump_table 157@ total_jumps 4 default_jump 0 @MANSIO1_7774 jumps 0 @MANSIO1_7428 1 @MANSIO1_7538 2 @MANSIO1_7556 3 @MANSIO1_7633 -1 @MANSIO1_7774 -1 @MANSIO1_7774 -1 @MANSIO1_7774 

:MANSIO1_7428
00D6: if 
0019:   32@ > 8300 
004D: jump_if_false @MANSIO1_7531 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
01B4: set_player $PLAYER_CHAR can_move 0 
0603: AS_actor $PLAYER_ACTOR goto_point_any_means 1584.292 -784.9141 347.0 mode 7 use_car -1 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 46 
004D: jump_if_false @MANSIO1_7510 
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 

:MANSIO1_7510
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
0006: 221@ = 2 
000A: 157@ += 1 

:MANSIO1_7531
0002: jump @MANSIO1_7774 

:MANSIO1_7538
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
000A: 157@ += 1 
0002: jump @MANSIO1_7774 

:MANSIO1_7556
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1584.292 -784.9141 radius 2.75 2.75 on_foot 
004D: jump_if_false @MANSIO1_7626 
05BC: AS_actor $PLAYER_ACTOR jump 1 
0006: 158@ = 0 
0006: 221@ = 3 
0003: shake_camera 0 
000A: 157@ += 1 

:MANSIO1_7626
0002: jump @MANSIO1_7774 

:MANSIO1_7633
00D6: if 
0019:   158@ > 700 
004D: jump_if_false @MANSIO1_7767 
0006: 158@ = 0 
09BA: show_entered_zone_name 1 
0108: destroy_object 127@ 
0108: destroy_object 128@ 
0108: destroy_object 129@ 
0249: release_model #CARGO_REAR 
0249: release_model #D9_RAMP 
01B4: set_player $PLAYER_CHAR can_move 1 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 1 
0901: enable_player $PLAYER_CHAR jump_key 1 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
0581: enable_radar 1 
0826: enable_hud 1 
00BC: show_text_highpriority GXT 'MAN1_03' time 8000 flag 1  // ~s~Try to land on the ~y~mansion roof~s~ with the Triads.
018A: 47@ = create_checkpoint_at 1290.491 -788.3314 95.4531 
000A: 157@ += 1 

:MANSIO1_7767
0002: jump @MANSIO1_7774 

:MANSIO1_7774
0051: return 

:MANSIO1_7776
0871: init_jump_table 157@ total_jumps 11 default_jump 0 @MANSIO1_9331 jumps 0 @MANSIO1_7904 1 @MANSIO1_7968 2 @MANSIO1_7998 3 @MANSIO1_8216 4 @MANSIO1_8262 5 @MANSIO1_8315 6 @MANSIO1_8964 
0872: jump_table_jumps 7 @MANSIO1_9081 8 @MANSIO1_9150 9 @MANSIO1_9211 10 @MANSIO1_9271 -1 @MANSIO1_9331 -1 @MANSIO1_9331 -1 @MANSIO1_9331 -1 @MANSIO1_9331 -1 @MANSIO1_9331 

:MANSIO1_7904
00D6: if 
0038:   $1498 == 2 
004D: jump_if_false @MANSIO1_7936 
0006: 157@ = 2 
0002: jump @MANSIO1_7961 

:MANSIO1_7936
00D6: if 
0038:   $1498 == 3 
004D: jump_if_false @MANSIO1_7961 
000A: 157@ += 1 

:MANSIO1_7961
0002: jump @MANSIO1_9331 

:MANSIO1_7968
00D6: if 
8818:   not actor $PLAYER_ACTOR in_air 
004D: jump_if_false @MANSIO1_7991 
000A: 157@ += 1 

:MANSIO1_7991
0002: jump @MANSIO1_9331 

:MANSIO1_7998
0006: 208@ = 0 
0050: gosub @MANSIO1_17063 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO1_8131 
00D6: if 
8039:   not  210@ == -1 
004D: jump_if_false @MANSIO1_8108 
00D6: if 
001B:   6 > 210@ 
004D: jump_if_false @MANSIO1_8078 
0006: 157@ = 5 
0002: jump @MANSIO1_8101 

:MANSIO1_8078
00BC: show_text_highpriority GXT 'MAN1_04' time 8000 flag 1  // ~s~Get to the ~y~mansion roof~s~ and help the Triads.
0006: 157@ = 4 

:MANSIO1_8101
0002: jump @MANSIO1_8131 

:MANSIO1_8108
00BC: show_text_highpriority GXT 'MAN1_04' time 8000 flag 1  // ~s~Get to the ~y~mansion roof~s~ and help the Triads.
0006: 157@ = 3 

:MANSIO1_8131
0006: 43@ = 0 

:MANSIO1_8138
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @MANSIO1_8209 
00D6: if 
8118:   not actor 170@(43@,6i) dead 
004D: jump_if_false @MANSIO1_8195 
02AB: set_actor 170@(43@,6i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSIO1_8195
000A: 43@ += 1 
0002: jump @MANSIO1_8138 

:MANSIO1_8209
0002: jump @MANSIO1_9331 

:MANSIO1_8216
0006: 208@ = 0 
0050: gosub @MANSIO1_17063 
00D6: if 
8039:   not  210@ == -1 
004D: jump_if_false @MANSIO1_8255 
000A: 157@ += 1 

:MANSIO1_8255
0002: jump @MANSIO1_9331 

:MANSIO1_8262
0006: 208@ = 0 
0050: gosub @MANSIO1_17063 
00D6: if and
8039:   not  210@ == -1 
001B:   6 > 210@ 
004D: jump_if_false @MANSIO1_8308 
000A: 157@ += 1 

:MANSIO1_8308
0002: jump @MANSIO1_9331 

:MANSIO1_8315
0164: disable_marker 47@ 
00D6: if 
0039:   168@ == 0 
004D: jump_if_false @MANSIO1_8361 
00BC: show_text_highpriority GXT 'MAN1_06' time 8000 flag 1  // ~s~You will have to keep the roof clear until the ~b~Triads~s~ arrive.
0002: jump @MANSIO1_8377 

:MANSIO1_8361
00BC: show_text_highpriority GXT 'MAN1_05' time 8000 flag 1  // ~s~Help keep the roof clear until the ~b~Triads~s~ arrive.

:MANSIO1_8377
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 0 
009A: 143@ = create_actor_pedtype 24 model #TRIADA at 1000.0 -785.0 200.0 
0173: set_actor 143@ Z_angle_to 270.0 
0860: link_actor 143@ to_interior 0 
0187: 146@ = create_marker_above_actor 143@ 
018B: set_marker 146@ radar_mode 2 
07E0: set_marker 146@ type_to 1 
01B2: give_actor 143@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 143@ armed_weapon_to 31 
0568: set_actor 143@ untargetable 1 
060B: set_actor 143@ decision_maker_to 34@ 
0006: 149@ = 0 
0006: 164@ = 0 
0913: run_external_script 1 (PARACHUTE) -1 -26.0 14.0 -3.0 -1.0 5.25 6.75 1 143@  
08A9: load_external_script 1 (PARACHUTE) 
009A: 144@ = create_actor_pedtype 24 model #TRIADB at 1000.0 -770.0 200.0 
0173: set_actor 144@ Z_angle_to 270.0 
0860: link_actor 144@ to_interior 0 
0187: 147@ = create_marker_above_actor 144@ 
018B: set_marker 147@ radar_mode 2 
07E0: set_marker 147@ type_to 1 
01B2: give_actor 144@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 144@ armed_weapon_to 31 
0568: set_actor 144@ untargetable 1 
060B: set_actor 144@ decision_maker_to 34@ 
0006: 150@ = 0 
0006: 165@ = 0 
0913: run_external_script 1 (PARACHUTE) -1 -26.0 14.0 -3.0 -1.0 5.25 6.75 1 144@  
08A9: load_external_script 1 (PARACHUTE) 
009A: 145@ = create_actor_pedtype 24 model #TRIADA at 1000.0 -800.0 200.0 
0173: set_actor 145@ Z_angle_to 270.0 
0860: link_actor 145@ to_interior 0 
0187: 148@ = create_marker_above_actor 145@ 
018B: set_marker 148@ radar_mode 2 
07E0: set_marker 148@ type_to 1 
01B2: give_actor 145@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 145@ armed_weapon_to 31 
0568: set_actor 145@ untargetable 1 
060B: set_actor 145@ decision_maker_to 34@ 
0006: 151@ = 0 
0006: 166@ = 0 
0913: run_external_script 1 (PARACHUTE) -1 -26.0 14.0 -3.0 -1.0 5.25 6.75 1 145@  
08A9: load_external_script 1 (PARACHUTE) 
0006: 169@ = 0 
00D6: if 
8118:   not actor 131@ dead 
004D: jump_if_false @MANSIO1_8881 
0223: set_actor 131@ health_to 20 

:MANSIO1_8881
00D6: if 
8118:   not actor 132@ dead 
004D: jump_if_false @MANSIO1_8904 
0223: set_actor 132@ health_to 40 

:MANSIO1_8904
00D6: if 
8118:   not actor 133@ dead 
004D: jump_if_false @MANSIO1_8927 
0223: set_actor 133@ health_to 30 

:MANSIO1_8927
00D6: if 
8118:   not actor 134@ dead 
004D: jump_if_false @MANSIO1_8950 
0223: set_actor 134@ health_to 25 

:MANSIO1_8950
000A: 157@ += 1 
0002: jump @MANSIO1_9331 

:MANSIO1_8964
00D6: if 
0039:   169@ == 3 
004D: jump_if_false @MANSIO1_9074 
0006: 208@ = 0 
0050: gosub @MANSIO1_17063 
00D6: if and
001B:   6 > 210@ 
8039:   not  210@ == -1 
004D: jump_if_false @MANSIO1_9051 
00BC: show_text_highpriority GXT 'MAN1_09' time 8000 flag 1  // ~s~Take the ~b~Triads~s~ inside the ~y~mansion~s~.
0006: 157@ = 8 
0002: jump @MANSIO1_9074 

:MANSIO1_9051
00BC: show_text_highpriority GXT 'MAN1_10' time 8000 flag 1  // ~s~The ~b~Triads~s~ have arrived, go to the roof and collect them.
0006: 157@ = 7 

:MANSIO1_9074
0002: jump @MANSIO1_9331 

:MANSIO1_9081
0006: 208@ = 0 
0050: gosub @MANSIO1_17063 
00D6: if and
001B:   6 > 210@ 
8039:   not  210@ == -1 
004D: jump_if_false @MANSIO1_9143 
00BC: show_text_highpriority GXT 'MAN1_09' time 8000 flag 1  // ~s~Take the ~b~Triads~s~ inside the ~y~mansion~s~.
0006: 157@ = 8 

:MANSIO1_9143
0002: jump @MANSIO1_9331 

:MANSIO1_9150
0050: gosub @MANSIO1_13336 
0006: 206@ = 3 
018A: 47@ = create_checkpoint_at 1257.995 -785.4104 91.0302 
07FB: set_interior 'MADDOGS' access 1  // Madd Dogg's Crib
000A: 157@ += 1 
0002: jump @MANSIO1_9331 

:MANSIO1_9211
0006: 208@ = 0 
0050: gosub @MANSIO1_17063 
00D6: if or
0039:   210@ == -1 
0019:   210@ > 10 
004D: jump_if_false @MANSIO1_9264 
0050: gosub @MANSIO1_13440 
000A: 157@ += 1 

:MANSIO1_9264
0002: jump @MANSIO1_9331 

:MANSIO1_9271
0006: 208@ = 0 
0050: gosub @MANSIO1_17063 
00D6: if and
8039:   not  210@ == -1 
002B:   10 >= 210@ 
004D: jump_if_false @MANSIO1_9324 
0050: gosub @MANSIO1_13336 
000E: 157@ -= 1 

:MANSIO1_9324
0002: jump @MANSIO1_9331 

:MANSIO1_9331
0051: return 

:MANSIO1_9333
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @MANSIO1_10118 
0871: init_jump_table 107@ total_jumps 8 default_jump 0 @MANSIO1_10111 jumps 0 @MANSIO1_9477 1 @MANSIO1_9574 2 @MANSIO1_9713 3 @MANSIO1_9765 4 @MANSIO1_9887 5 @MANSIO1_9929 6 @MANSIO1_10025 
0872: jump_table_jumps 7 @MANSIO1_10078 -1 @MANSIO1_10111 -1 @MANSIO1_10111 -1 @MANSIO1_10111 -1 @MANSIO1_10111 -1 @MANSIO1_10111 -1 @MANSIO1_10111 -1 @MANSIO1_10111 -1 @MANSIO1_10111 

:MANSIO1_9477
00D6: if 
0611:   actor 101@ performing_animation "PARA_LAND" 
004D: jump_if_false @MANSIO1_9525 
0006: 105@ = 1 
000A: 107@ += 1 
0002: jump @MANSIO1_9567 

:MANSIO1_9525
00A0: store_actor 101@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0022:   99.0 > $TEMPVAR_FLOAT_3 
004D: jump_if_false @MANSIO1_9567 
0006: 218@ = 1 

:MANSIO1_9567
0002: jump @MANSIO1_10111 

:MANSIO1_9574
00D6: if 
8611:   not actor 101@ performing_animation "PARA_LAND" 
004D: jump_if_false @MANSIO1_9706 
0615: define_AS_pack_begin 45@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 1291.519 -776.0716 95.4531 mode 6 time -1 ms // versionA 
05BA: AS_actor -1 move_mouth 400 ms 
05BA: AS_actor -1 move_mouth 400 ms 
05D3: AS_actor -1 goto_point 1280.995 -780.3347 95.461 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 110.0 
0616: define_AS_pack_end 45@ 
0618: assign_actor 101@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
000A: 107@ += 1 

:MANSIO1_9706
0002: jump @MANSIO1_10111 

:MANSIO1_9713
0646: unknown_get_actor 101@ task_1560_status_store_to 46@ // similar to 062E 
00D6: if 
0039:   46@ == 4 
004D: jump_if_false @MANSIO1_9758 
064C: make_particle 124@ visible 
0006: 32@ = 0 
000A: 107@ += 1 

:MANSIO1_9758
0002: jump @MANSIO1_10111 

:MANSIO1_9765
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @MANSIO1_9880 
000A: 107@ += 1 
009A: 159@ = create_actor_pedtype 25 model #LSV1 at 1281.413 -785.8877 91.0302 
0173: set_actor 159@ Z_angle_to 90.0 
0860: link_actor 159@ to_interior 0 
05D3: AS_actor 159@ goto_point 1268.337 -785.9549 94.9688 mode 4 time -1 ms // versionA 
060B: set_actor 159@ decision_maker_to 34@ 
01B2: give_actor 159@ weapon 29 ammo 1 // Load the weapon model before using this 
01B9: set_actor 159@ armed_weapon_to 29 

:MANSIO1_9880
0002: jump @MANSIO1_10111 

:MANSIO1_9887
00D6: if 
0023:   190.0 > 115@ 
004D: jump_if_false @MANSIO1_9915 
0002: jump @MANSIO1_10111 

:MANSIO1_9915
0006: 32@ = 0 
000A: 107@ += 1 

:MANSIO1_9929
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @MANSIO1_10018 
00D6: if 
8118:   not actor 159@ dead 
004D: jump_if_false @MANSIO1_9978 
00A0: store_actor 159@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:MANSIO1_9978
0009: $TEMPVAR_FLOAT_3 += 1.0 
0668: AS_actor 101@ rotate_and_shoot_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 100 ms 
0006: 32@ = 0 
000A: 107@ += 1 

:MANSIO1_10018
0002: jump @MANSIO1_10111 

:MANSIO1_10025
00D6: if 
0019:   32@ > 50 
004D: jump_if_false @MANSIO1_10071 
00D6: if 
8118:   not actor 159@ dead 
004D: jump_if_false @MANSIO1_10064 
0321: AS_actor 159@ die_headshotted 

:MANSIO1_10064
000A: 107@ += 1 

:MANSIO1_10071
0002: jump @MANSIO1_10111 

:MANSIO1_10078
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @MANSIO1_10104 
000A: 107@ += 1 

:MANSIO1_10104
0002: jump @MANSIO1_10111 

:MANSIO1_10111
0002: jump @MANSIO1_10130 

:MANSIO1_10118
01C2: remove_references_to_actor 101@ // Like turning an actor into a random pedestrian 
0006: 107@ = -1 

:MANSIO1_10130
0051: return 

:MANSIO1_10132
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @MANSIO1_10523 
0871: init_jump_table 108@ total_jumps 4 default_jump 0 @MANSIO1_10516 jumps 0 @MANSIO1_10211 1 @MANSIO1_10259 2 @MANSIO1_10426 3 @MANSIO1_10471 -1 @MANSIO1_10516 -1 @MANSIO1_10516 -1 @MANSIO1_10516 

:MANSIO1_10211
00D6: if 
0611:   actor 102@ performing_animation "PARA_LAND" 
004D: jump_if_false @MANSIO1_10252 
0006: 106@ = 1 
000A: 108@ += 1 

:MANSIO1_10252
0002: jump @MANSIO1_10516 

:MANSIO1_10259
00D6: if 
8611:   not actor 102@ performing_animation "PARA_LAND" 
004D: jump_if_false @MANSIO1_10419 
0615: define_AS_pack_begin 45@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 1291.213 -799.4603 95.4531 mode 6 time -1 ms // versionA 
05BA: AS_actor -1 move_mouth 400 ms 
05BA: AS_actor -1 move_mouth 400 ms 
05D3: AS_actor -1 goto_point 1302.196 -788.2992 95.4531 mode 6 time -1 ms // versionA 
05BA: AS_actor -1 move_mouth 400 ms 
05BA: AS_actor -1 move_mouth 400 ms 
05D3: AS_actor -1 goto_point 1292.383 -787.4926 95.4476 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 45@ 
0618: assign_actor 102@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
000A: 108@ += 1 

:MANSIO1_10419
0002: jump @MANSIO1_10516 

:MANSIO1_10426
0646: unknown_get_actor 102@ task_1560_status_store_to 46@ // similar to 062E 
00D6: if 
0039:   46@ == 3 
004D: jump_if_false @MANSIO1_10464 
064C: make_particle 126@ visible 
000A: 108@ += 1 

:MANSIO1_10464
0002: jump @MANSIO1_10516 

:MANSIO1_10471
0646: unknown_get_actor 102@ task_1560_status_store_to 46@ // similar to 062E 
00D6: if 
0039:   46@ == 6 
004D: jump_if_false @MANSIO1_10509 
064C: make_particle 125@ visible 
000A: 108@ += 1 

:MANSIO1_10509
0002: jump @MANSIO1_10516 

:MANSIO1_10516
0002: jump @MANSIO1_10535 

:MANSIO1_10523
01C2: remove_references_to_actor 102@ // Like turning an actor into a random pedestrian 
0006: 108@ = -1 

:MANSIO1_10535
0051: return 

:MANSIO1_10537
0006: 43@ = 0 

:MANSIO1_10544
00D6: if 
001D:   167@ > 43@ // (int) 
004D: jump_if_false @MANSIO1_10820 
00D6: if 
8039:   not  103@(43@,4i) == -1 
004D: jump_if_false @MANSIO1_10806 
00D6: if 
8118:   not actor 99@(43@,4i) dead 
004D: jump_if_false @MANSIO1_10786 
0871: init_jump_table 103@(43@,4i) total_jumps 2 default_jump 0 @MANSIO1_10779 jumps 0 @MANSIO1_10672 1 @MANSIO1_10721 -1 @MANSIO1_10779 -1 @MANSIO1_10779 -1 @MANSIO1_10779 -1 @MANSIO1_10779 -1 @MANSIO1_10779 

:MANSIO1_10672
00D6: if 
0611:   actor 99@(43@,4i) performing_animation "PARA_LAND" 
004D: jump_if_false @MANSIO1_10714 
000A: 103@(43@,4i) += 1 

:MANSIO1_10714
0002: jump @MANSIO1_10779 

:MANSIO1_10721
00D6: if 
8611:   not actor 99@(43@,4i) performing_animation "PARA_LAND" 
004D: jump_if_false @MANSIO1_10772 
05BE: AS_actor 99@(43@,4i) die 
000A: 103@(43@,4i) += 1 

:MANSIO1_10772
0002: jump @MANSIO1_10779 

:MANSIO1_10779
0002: jump @MANSIO1_10806 

:MANSIO1_10786
01C2: remove_references_to_actor 99@(43@,4i) // Like turning an actor into a random pedestrian 
0006: 103@(43@,4i) = -1 

:MANSIO1_10806
000A: 43@ += 1 
0002: jump @MANSIO1_10544 

:MANSIO1_10820
0051: return 

:MANSIO1_10822
0006: 43@ = 0 

:MANSIO1_10829
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @MANSIO1_11979 
00D6: if 
8039:   not  135@(43@,4i) == -1 
004D: jump_if_false @MANSIO1_11965 
00D6: if 
8118:   not actor 131@(43@,4i) dead 
004D: jump_if_false @MANSIO1_11938 
0871: init_jump_table 135@(43@,4i) total_jumps 11 default_jump 0 @MANSIO1_11931 jumps 0 @MANSIO1_11021 1 @MANSIO1_11209 2 @MANSIO1_11223 3 @MANSIO1_11293 4 @MANSIO1_11320 5 @MANSIO1_11388 6 @MANSIO1_11437 
0872: jump_table_jumps 7 @MANSIO1_11549 8 @MANSIO1_11648 9 @MANSIO1_11740 10 @MANSIO1_11839 -1 @MANSIO1_11931 -1 @MANSIO1_11931 -1 @MANSIO1_11931 -1 @MANSIO1_11931 -1 @MANSIO1_11931 

:MANSIO1_11021
00D6: if 
001D:   32@ > 139@(43@,4i) // (int) 
004D: jump_if_false @MANSIO1_11202 
00D6: if or
0039:   43@ == 0 
0039:   43@ == 2 
004D: jump_if_false @MANSIO1_11104 
0603: AS_actor 131@(43@,4i) goto_point_any_means 1585.293 -786.5728 347.0 mode 6 use_car -1 
0002: jump @MANSIO1_11191 

:MANSIO1_11104
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @MANSIO1_11163 
04AE: $1276 = 23816 // = constant 
05A9: s$1281 = 'MAN1_DF' // s$  // ~z~Hey, wait up!
004F: create_thread @A_ALAP 2 100 65@(75@,10i)  

:MANSIO1_11163
0603: AS_actor 131@(43@,4i) goto_point_any_means 1585.323 -783.2303 347.0 mode 6 use_car -1 

:MANSIO1_11191
000A: 135@(43@,4i) += 1 

:MANSIO1_11202
0002: jump @MANSIO1_11931 

:MANSIO1_11209
0050: gosub @MANSIO1_11981 
0002: jump @MANSIO1_11931 

:MANSIO1_11223
00D6: if 
0019:   160@(43@,4i) > 1200 
004D: jump_if_false @MANSIO1_11286 
070B: set_actor 131@(43@,4i) onbone_attached_object_operation 0 
0006: 160@(43@,4i) = 0 
0050: gosub @MANSIO1_12371 
000A: 135@(43@,4i) += 1 

:MANSIO1_11286
0002: jump @MANSIO1_11931 

:MANSIO1_11293
0108: destroy_object 152@(43@,4i) 
000A: 135@(43@,4i) += 1 
0002: jump @MANSIO1_11931 

:MANSIO1_11320
00D6: if 
0029:   160@(43@,4i) >= 40000 
004D: jump_if_false @MANSIO1_11381 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @MANSIO1_11370 
0050: gosub @MANSIO1_13530 

:MANSIO1_11370
000A: 135@(43@,4i) += 1 

:MANSIO1_11381
0002: jump @MANSIO1_11931 

:MANSIO1_11388
00D6: if 
0611:   actor 131@(43@,4i) performing_animation "PARA_LAND" 
004D: jump_if_false @MANSIO1_11430 
000A: 135@(43@,4i) += 1 

:MANSIO1_11430
0002: jump @MANSIO1_11931 

:MANSIO1_11437
00D6: if 
8611:   not actor 131@(43@,4i) performing_animation "PARA_LAND" 
004D: jump_if_false @MANSIO1_11542 
00D6: if 
001B:   2 > 206@ 
004D: jump_if_false @MANSIO1_11500 
0006: 206@ = 2 
0050: gosub @MANSIO1_14039 

:MANSIO1_11500
02AB: set_actor 131@(43@,4i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0085: 135@(43@,4i) = 43@ // (int) 
000A: 135@(43@,4i) += 7 

:MANSIO1_11542
0002: jump @MANSIO1_11931 

:MANSIO1_11549
0856: set_actor 131@ enable_crouch 0 
0615: define_AS_pack_begin 45@ 
0603: AS_actor -1 goto_point_any_means 1289.698 -771.6924 94.954 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 100.0 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 131@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0006: 135@(43@,4i) = 11 
0002: jump @MANSIO1_11931 

:MANSIO1_11648
0615: define_AS_pack_begin 45@ 
0603: AS_actor -1 goto_point_any_means 1285.824 -772.1167 94.953 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 115.0 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 132@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0006: 135@(43@,4i) = 11 
0002: jump @MANSIO1_11931 

:MANSIO1_11740
0856: set_actor 133@ enable_crouch 0 
0615: define_AS_pack_begin 45@ 
0603: AS_actor -1 goto_point_any_means 1277.87 -789.9062 95.4531 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 90.0 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 133@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0006: 135@(43@,4i) = 11 
0002: jump @MANSIO1_11931 

:MANSIO1_11839
0615: define_AS_pack_begin 45@ 
0603: AS_actor -1 goto_point_any_means 1278.609 -783.3164 95.4531 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 95.0 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 134@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0006: 135@(43@,4i) = 11 
0002: jump @MANSIO1_11931 

:MANSIO1_11931
0002: jump @MANSIO1_11965 

:MANSIO1_11938
01C2: remove_references_to_actor 131@(43@,4i) // Like turning an actor into a random pedestrian 
000E: 168@ -= 1 
0006: 135@(43@,4i) = -1 

:MANSIO1_11965
000A: 43@ += 1 
0002: jump @MANSIO1_10829 

:MANSIO1_11979
0051: return 

:MANSIO1_11981
0871: init_jump_table 43@ total_jumps 4 default_jump 0 @MANSIO1_12369 jumps 0 @MANSIO1_12044 1 @MANSIO1_12192 2 @MANSIO1_12044 3 @MANSIO1_12192 -1 @MANSIO1_12369 -1 @MANSIO1_12369 -1 @MANSIO1_12369 

:MANSIO1_12044
00D6: if 
80ED:   not actor 131@(43@,4i) sphere 0 near_point 1585.293 -786.5728 radius 1.2 1.2 on_foot 
004D: jump_if_false @MANSIO1_12093 
0002: jump @MANSIO1_12369 

:MANSIO1_12093
00D6: if 
0039:   43@ == 2 
004D: jump_if_false @MANSIO1_12152 
04AE: $1276 = 23818 // = constant 
05A9: s$1281 = 'MAN1_DH' // s$  // ~z~WhaaaHEEEEEE!
004F: create_thread @A_ALAP 2 100 131@(43@,4i)  

:MANSIO1_12152
05BC: AS_actor 131@(43@,4i) jump 1 
0006: 160@(43@,4i) = 0 
000A: 135@(43@,4i) += 1 
0002: jump @MANSIO1_12369 

:MANSIO1_12192
00D6: if 
80ED:   not actor 131@(43@,4i) sphere 0 near_point 1585.323 -783.2303 radius 1.2 1.2 on_foot 
004D: jump_if_false @MANSIO1_12241 
0002: jump @MANSIO1_12369 

:MANSIO1_12241
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @MANSIO1_12288 
04AE: $1276 = 23817 // = constant 
05A9: s$1281 = 'MAN1_DG' // s$  // ~z~WhaaaHOOOOOO!
0002: jump @MANSIO1_12310 

:MANSIO1_12288
04AE: $1276 = 23819 // = constant 
05A9: s$1281 = 'MAN1_DJ' // s$  // ~z~WhoooHOOOOOO!

:MANSIO1_12310
004F: create_thread @A_ALAP 2 100 131@(43@,4i)  
05BC: AS_actor 131@(43@,4i) jump 1 
0006: 160@(43@,4i) = 0 
000A: 135@(43@,4i) += 1 
0002: jump @MANSIO1_12369 

:MANSIO1_12369
0051: return 

:MANSIO1_12371
0871: init_jump_table 43@ total_jumps 4 default_jump 0 @MANSIO1_12646 jumps 0 @MANSIO1_12434 1 @MANSIO1_12487 2 @MANSIO1_12540 3 @MANSIO1_12593 -1 @MANSIO1_12646 -1 @MANSIO1_12646 -1 @MANSIO1_12646 

:MANSIO1_12434
0913: run_external_script 1 (PARACHUTE) -1 -29.0 14.0 -3.0 -1.0 5.25 6.75 1 131@  
08A9: load_external_script 1 (PARACHUTE) 
0002: jump @MANSIO1_12646 

:MANSIO1_12487
0913: run_external_script 1 (PARACHUTE) -1 -28.0 14.0 -3.0 -1.0 5.25 6.75 1 132@  
08A9: load_external_script 1 (PARACHUTE) 
0002: jump @MANSIO1_12646 

:MANSIO1_12540
0913: run_external_script 1 (PARACHUTE) -1 -27.0 14.0 -3.0 -1.0 5.25 6.75 1 133@  
08A9: load_external_script 1 (PARACHUTE) 
0002: jump @MANSIO1_12646 

:MANSIO1_12593
0913: run_external_script 1 (PARACHUTE) -1 -26.0 14.0 -3.0 -1.0 5.25 6.75 1 134@  
08A9: load_external_script 1 (PARACHUTE) 
0002: jump @MANSIO1_12646 

:MANSIO1_12646
0051: return 

:MANSIO1_12648
0006: 43@ = 0 

:MANSIO1_12655
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @MANSIO1_13334 
00D6: if 
8118:   not actor 143@(43@,3i) dead 
004D: jump_if_false @MANSIO1_13299 
0871: init_jump_table 149@(43@,3i) total_jumps 6 default_jump 0 @MANSIO1_13292 jumps 0 @MANSIO1_12760 1 @MANSIO1_12899 2 @MANSIO1_12948 3 @MANSIO1_13016 4 @MANSIO1_13108 5 @MANSIO1_13200 -1 @MANSIO1_13292 

:MANSIO1_12760
00D6: if 
0029:   164@(43@,3i) >= 35000 
004D: jump_if_false @MANSIO1_12892 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @MANSIO1_12881 
0006: 208@ = 0 
0050: gosub @MANSIO1_17063 
00D6: if and
001B:   6 > 210@ 
8039:   not  210@ == -1 
004D: jump_if_false @MANSIO1_12865 
00BC: show_text_highpriority GXT 'MAN1_07' time 8000 flag 1  // ~s~The ~b~Triads~s~ have nearly arrived, don't let any of them die once they land.
0002: jump @MANSIO1_12881 

:MANSIO1_12865
00BC: show_text_highpriority GXT 'MAN1_08' time 8000 flag 1  // ~s~Get back to the roof the ~b~Triads~s~ have nearly arrived, don't let any of them die once they land.

:MANSIO1_12881
000A: 149@(43@,3i) += 1 

:MANSIO1_12892
0002: jump @MANSIO1_13292 

:MANSIO1_12899
00D6: if 
0611:   actor 143@(43@,3i) performing_animation "PARA_LAND" 
004D: jump_if_false @MANSIO1_12941 
000A: 149@(43@,3i) += 1 

:MANSIO1_12941
0002: jump @MANSIO1_13292 

:MANSIO1_12948
00D6: if 
8611:   not actor 143@(43@,3i) performing_animation "PARA_LAND" 
004D: jump_if_false @MANSIO1_13009 
000A: 169@ += 1 
0085: 149@(43@,3i) = 43@ // (int) 
000A: 149@(43@,3i) += 3 

:MANSIO1_13009
0002: jump @MANSIO1_13292 

:MANSIO1_13016
0615: define_AS_pack_begin 45@ 
0603: AS_actor -1 goto_point_any_means 1279.681 -786.5801 95.4531 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 86.7391 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 143@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0006: 149@(43@,3i) = 6 
0002: jump @MANSIO1_13292 

:MANSIO1_13108
0615: define_AS_pack_begin 45@ 
0603: AS_actor -1 goto_point_any_means 1289.565 -775.1545 95.4476 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 76.697 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 144@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0006: 149@(43@,3i) = 6 
0002: jump @MANSIO1_13292 

:MANSIO1_13200
0615: define_AS_pack_begin 45@ 
0603: AS_actor -1 goto_point_any_means 1281.683 -779.4835 95.4531 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 84.4451 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 145@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0006: 149@(43@,3i) = 6 
0002: jump @MANSIO1_13292 

:MANSIO1_13292
0002: jump @MANSIO1_13320 

:MANSIO1_13299
0006: 52@ = 1 
05AA: 53@s = 'MAN1_11' // @s = 'short'  // ~r~You failed to protect the Triads.

:MANSIO1_13320
000A: 43@ += 1 
0002: jump @MANSIO1_12655 

:MANSIO1_13334
0051: return 

:MANSIO1_13336
0006: 43@ = 0 

:MANSIO1_13343
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @MANSIO1_13438 
00D6: if 
8118:   not actor 143@(43@,3i) dead 
004D: jump_if_false @MANSIO1_13424 
0792: disembark_instantly_actor 143@(43@,3i) 
0638: AS_actor 143@(43@,3i) stay_put 0 
0631: put_actor 143@(43@,3i) in_group 44@ 
087F: set_actor 143@(43@,3i) never_leave_group 1 

:MANSIO1_13424
000A: 43@ += 1 
0002: jump @MANSIO1_13343 

:MANSIO1_13438
0051: return 

:MANSIO1_13440
0006: 43@ = 0 

:MANSIO1_13447
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @MANSIO1_13528 
00D6: if 
8118:   not actor 143@(43@,3i) dead 
004D: jump_if_false @MANSIO1_13514 
0687: clear_actor 143@(43@,3i) task 
0638: AS_actor 143@(43@,3i) stay_put 0 
06C9: remove_actor 143@(43@,3i) from_group 

:MANSIO1_13514
000A: 43@ += 1 
0002: jump @MANSIO1_13447 

:MANSIO1_13528
0051: return 

:MANSIO1_13530
009A: 170@ = create_actor_pedtype 25 model #LSV1 at 1268.069 -783.494 94.961 
0173: set_actor 170@ Z_angle_to 275.8136 
0223: set_actor 170@ health_to 200 
08AF: set_actor 170@ max_health_to 200 
060B: set_actor 170@ decision_maker_to 34@ 
01B2: give_actor 170@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 170@ armed_weapon_to 29 
02AB: set_actor 170@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0770: set_actor 170@ target_priority 1 
09B5: set_actor 170@ signal_after_kill 0 
0006: 176@ = -2 
009A: 171@ = create_actor_pedtype 25 model #LSV2 at 1271.156 -780.8453 94.9663 
0173: set_actor 171@ Z_angle_to 254.8986 
0223: set_actor 171@ health_to 200 
08AF: set_actor 171@ max_health_to 200 
060B: set_actor 171@ decision_maker_to 34@ 
01B2: give_actor 171@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 171@ armed_weapon_to 29 
02AB: set_actor 171@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0770: set_actor 171@ target_priority 1 
09B5: set_actor 171@ signal_after_kill 0 
0006: 177@ = -2 
009A: 172@ = create_actor_pedtype 25 model #LSV1 at 1267.737 -777.1963 94.9577 
0173: set_actor 172@ Z_angle_to 302.1641 
0223: set_actor 172@ health_to 200 
08AF: set_actor 172@ max_health_to 200 
060B: set_actor 172@ decision_maker_to 34@ 
01B2: give_actor 172@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 172@ armed_weapon_to 29 
0770: set_actor 172@ target_priority 1 
09B5: set_actor 172@ signal_after_kill 0 
0006: 178@ = -2 
009A: 173@ = create_actor_pedtype 25 model #LSV2 at 1272.534 -774.9141 94.9466 
0173: set_actor 173@ Z_angle_to 249.014 
0223: set_actor 173@ health_to 200 
08AF: set_actor 173@ max_health_to 200 
060B: set_actor 173@ decision_maker_to 34@ 
01B2: give_actor 173@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 173@ armed_weapon_to 29 
0770: set_actor 173@ target_priority 1 
09B5: set_actor 173@ signal_after_kill 0 
0006: 179@ = -2 
00D6: if 
001B:   2 > 157@ 
004D: jump_if_false @MANSIO1_14022 
02AB: set_actor 170@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor 171@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor 172@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor 173@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 

:MANSIO1_14022
0006: 33@ = 3000 
0006: 206@ = 1 
0051: return 

:MANSIO1_14039
00D6: if 
8118:   not actor 170@ dead 
004D: jump_if_false @MANSIO1_14078 
060B: set_actor 170@ decision_maker_to 36@ 
02AB: set_actor 170@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSIO1_14078
00D6: if 
8118:   not actor 171@ dead 
004D: jump_if_false @MANSIO1_14117 
060B: set_actor 171@ decision_maker_to 36@ 
02AB: set_actor 171@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSIO1_14117
00D6: if 
8118:   not actor 172@ dead 
004D: jump_if_false @MANSIO1_14156 
060B: set_actor 172@ decision_maker_to 36@ 
02AB: set_actor 172@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSIO1_14156
00D6: if 
8118:   not actor 173@ dead 
004D: jump_if_false @MANSIO1_14195 
060B: set_actor 173@ decision_maker_to 36@ 
02AB: set_actor 173@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSIO1_14195
0051: return 

:MANSIO1_14197
0006: 43@ = 0 

:MANSIO1_14204
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @MANSIO1_15096 
00D6: if 
8118:   not actor 170@(43@,6i) dead 
004D: jump_if_false @MANSIO1_14449 
0871: init_jump_table 176@(43@,6i) total_jumps 3 default_jump 0 @MANSIO1_14442 jumps 0 @MANSIO1_14309 1 @MANSIO1_14358 2 @MANSIO1_14406 -1 @MANSIO1_14442 -1 @MANSIO1_14442 -1 @MANSIO1_14442 -1 @MANSIO1_14442 

:MANSIO1_14309
00D6: if 
0019:   188@(43@,6i) > 100 
004D: jump_if_false @MANSIO1_14351 
0108: destroy_object 194@(43@,6i) 
000A: 176@(43@,6i) += 1 

:MANSIO1_14351
0002: jump @MANSIO1_14442 

:MANSIO1_14358
0646: unknown_get_actor 170@(43@,6i) task_1560_status_store_to 46@ // similar to 062E 
00D6: if 
0029:   46@ >= 2 
004D: jump_if_false @MANSIO1_14399 
000A: 176@(43@,6i) += 1 

:MANSIO1_14399
0002: jump @MANSIO1_14442 

:MANSIO1_14406
00A0: store_actor 170@(43@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
000A: 176@(43@,6i) += 1 
0002: jump @MANSIO1_14442 

:MANSIO1_14442
0002: jump @MANSIO1_15082 

:MANSIO1_14449
00D6: if 
8039:   not  176@(43@,6i) == -1 
004D: jump_if_false @MANSIO1_14500 
0006: 188@(43@,6i) = 0 
0006: 176@(43@,6i) = -1 
0002: jump @MANSIO1_15082 

:MANSIO1_14500
00D6: if 
0019:   188@(43@,6i) > 2000 
004D: jump_if_false @MANSIO1_15082 
034F: destroy_actor_with_fade 170@(43@,6i) 
00D6: if 
001B:   3 > 206@ 
004D: jump_if_false @MANSIO1_15082 
0006: 208@ = 0 
0050: gosub @MANSIO1_17063 
00D6: if or
8039:   not  210@ == -1 
8039:   not  212@ == 0 
004D: jump_if_false @MANSIO1_15082 
0085: 205@ = 43@ // (int) 
00D6: if 
0039:   210@ == -1 
004D: jump_if_false @MANSIO1_14647 
00D6: if 
8039:   not  212@ == 0 
004D: jump_if_false @MANSIO1_14640 
0050: gosub @MANSIO1_15445 

:MANSIO1_14640
0002: jump @MANSIO1_14654 

:MANSIO1_14647
0050: gosub @MANSIO1_15098 

:MANSIO1_14654
0107: 194@(43@,6i) = create_object #CARDBOARDBOX2 at 200@ 201@ 93.0 
0392: make_object 194@(43@,6i) moveable 0 
0750: set_object 194@(43@,6i) visibility 0 
0550: keep_object 194@(43@,6i) in_memory 1 
009A: 170@(43@,6i) = create_actor_pedtype 25 model 182@(43@,6i) at 200@ 201@ 202@ 
0770: set_actor 170@(43@,6i) target_priority 1 
0223: set_actor 170@(43@,6i) health_to 200 
08AF: set_actor 170@(43@,6i) max_health_to 200 
0173: set_actor 170@(43@,6i) Z_angle_to 203@ 
060B: set_actor 170@(43@,6i) decision_maker_to 34@ 
01B2: give_actor 170@(43@,6i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 170@(43@,6i) armed_weapon_to 29 
02E2: set_actor 170@(43@,6i) weapon_accuracy_to 70 
07DD: set_actor 170@(43@,6i) attack_rate 55 // previously known as temper_to 
09B5: set_actor 170@(43@,6i) signal_after_kill 0 
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @MANSIO1_15082 
00D6: if or
8039:   not  210@ == -1 
0019:   212@ > 0 
004D: jump_if_false @MANSIO1_15030 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 170@(43@,6i) with_offset 0.0 3.5 0.0 
0615: define_AS_pack_begin 45@ 
078F: AS_actor -1 climb 1 
04EB: AS_actor -1 crouch 1 
0603: AS_actor -1 goto_point_any_means $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 94.95 mode 6 use_car -1 
0638: AS_actor -1 stay_put 0 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 170@(43@,6i) to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0006: 188@(43@,6i) = 0 
0006: 176@(43@,6i) = 0 
0002: jump @MANSIO1_15075 

:MANSIO1_15030
0638: AS_actor 170@(43@,6i) stay_put 1 
07BC: set_actor 170@(43@,6i) decision_maker_to 36@ // AS_pack_version 
0006: 188@(43@,6i) = 0 
0006: 176@(43@,6i) = 3 

:MANSIO1_15075
0002: jump @MANSIO1_15082 

:MANSIO1_15082
000A: 43@ += 1 
0002: jump @MANSIO1_14204 

:MANSIO1_15096
0051: return 

:MANSIO1_15098
0871: init_jump_table 210@ total_jumps 11 default_jump 1 @MANSIO1_15347 jumps 0 @MANSIO1_15226 1 @MANSIO1_15242 2 @MANSIO1_15258 3 @MANSIO1_15274 4 @MANSIO1_15290 5 @MANSIO1_15306 6 @MANSIO1_15274 
0872: jump_table_jumps 7 @MANSIO1_15290 8 @MANSIO1_15306 9 @MANSIO1_15258 10 @MANSIO1_15242 -1 @MANSIO1_15361 -1 @MANSIO1_15361 -1 @MANSIO1_15361 -1 @MANSIO1_15361 -1 @MANSIO1_15361 

:MANSIO1_15226
0209: 204@ = random_int_in_ranges 0 5 
0002: jump @MANSIO1_15361 

:MANSIO1_15242
0209: 204@ = random_int_in_ranges 2 5 
0002: jump @MANSIO1_15361 

:MANSIO1_15258
0209: 204@ = random_int_in_ranges 3 5 
0002: jump @MANSIO1_15361 

:MANSIO1_15274
0209: 204@ = random_int_in_ranges 0 3 
0002: jump @MANSIO1_15361 

:MANSIO1_15290
0209: 204@ = random_int_in_ranges 0 2 
0002: jump @MANSIO1_15361 

:MANSIO1_15306
0209: 204@ = random_int_in_ranges 0 4 
00D6: if 
0019:   204@ > 1 
004D: jump_if_false @MANSIO1_15340 
000A: 204@ += 1 

:MANSIO1_15340
0002: jump @MANSIO1_15361 

:MANSIO1_15347
0006: 204@ = 5 
0002: jump @MANSIO1_15361 

:MANSIO1_15361
00D6: if 
001B:   5 > 204@ 
004D: jump_if_false @MANSIO1_15411 
0012: 205@ *= 5 
005A: 204@ += 205@ // (int) 
0007: 202@ = 94.0 
0002: jump @MANSIO1_15436 

:MANSIO1_15411
0012: 204@ *= 4 
005A: 204@ += 205@ // (int) 
0007: 202@ = 95.0 

:MANSIO1_15436
0050: gosub @MANSIO1_15686 
0051: return 

:MANSIO1_15445
0871: init_jump_table 212@ total_jumps 6 default_jump 0 @MANSIO1_15602 jumps -1 @MANSIO1_15588 1 @MANSIO1_15508 2 @MANSIO1_15524 3 @MANSIO1_15540 4 @MANSIO1_15556 5 @MANSIO1_15572 -1 @MANSIO1_15602 

:MANSIO1_15508
0209: 204@ = random_int_in_ranges 0 5 
0002: jump @MANSIO1_15602 

:MANSIO1_15524
0209: 204@ = random_int_in_ranges 3 5 
0002: jump @MANSIO1_15602 

:MANSIO1_15540
0209: 204@ = random_int_in_ranges 2 5 
0002: jump @MANSIO1_15602 

:MANSIO1_15556
0209: 204@ = random_int_in_ranges 0 2 
0002: jump @MANSIO1_15602 

:MANSIO1_15572
0209: 204@ = random_int_in_ranges 0 3 
0002: jump @MANSIO1_15602 

:MANSIO1_15588
0006: 204@ = 5 
0002: jump @MANSIO1_15602 

:MANSIO1_15602
00D6: if 
001B:   5 > 204@ 
004D: jump_if_false @MANSIO1_15652 
0012: 205@ *= 5 
005A: 204@ += 205@ // (int) 
0007: 202@ = 94.0 
0002: jump @MANSIO1_15677 

:MANSIO1_15652
0012: 204@ *= 4 
005A: 204@ += 205@ // (int) 
0007: 202@ = 95.0 

:MANSIO1_15677
0050: gosub @MANSIO1_15686 
0051: return 

:MANSIO1_15686
0871: init_jump_table 204@ total_jumps 24 default_jump 0 @MANSIO1_16767 jumps 0 @MANSIO1_15879 1 @MANSIO1_15916 2 @MANSIO1_15953 3 @MANSIO1_15990 4 @MANSIO1_16027 5 @MANSIO1_16064 6 @MANSIO1_16101 
0872: jump_table_jumps 7 @MANSIO1_16138 8 @MANSIO1_16175 9 @MANSIO1_16212 10 @MANSIO1_16249 11 @MANSIO1_16286 12 @MANSIO1_16323 13 @MANSIO1_16360 14 @MANSIO1_16397 15 @MANSIO1_16434 
0872: jump_table_jumps 16 @MANSIO1_16471 17 @MANSIO1_16508 18 @MANSIO1_16545 19 @MANSIO1_16582 20 @MANSIO1_16619 21 @MANSIO1_16656 22 @MANSIO1_16693 23 @MANSIO1_16730 -1 @MANSIO1_16767 

:MANSIO1_15879
0007: 200@ = 1262.0 
0007: 201@ = -770.5 
0007: 203@ = 180.0 
0002: jump @MANSIO1_16767 

:MANSIO1_15916
0007: 200@ = 1266.0 
0007: 201@ = -770.5 
0007: 203@ = 180.0 
0002: jump @MANSIO1_16767 

:MANSIO1_15953
0007: 200@ = 1257.0 
0007: 201@ = -784.0 
0007: 203@ = 270.0 
0002: jump @MANSIO1_16767 

:MANSIO1_15990
0007: 200@ = 1269.0 
0007: 201@ = -789.5 
0007: 203@ = 0.0 
0002: jump @MANSIO1_16767 

:MANSIO1_16027
0007: 200@ = 1265.0 
0007: 201@ = -789.5 
0007: 203@ = 0.0 
0002: jump @MANSIO1_16767 

:MANSIO1_16064
0007: 200@ = 1267.0 
0007: 201@ = -770.5 
0007: 203@ = 180.0 
0002: jump @MANSIO1_16767 

:MANSIO1_16101
0007: 200@ = 1263.0 
0007: 201@ = -770.5 
0007: 203@ = 180.0 
0002: jump @MANSIO1_16767 

:MANSIO1_16138
0007: 200@ = 1257.0 
0007: 201@ = -781.0 
0007: 203@ = 270.0 
0002: jump @MANSIO1_16767 

:MANSIO1_16175
0007: 200@ = 1264.0 
0007: 201@ = -789.5 
0007: 203@ = 0.0 
0002: jump @MANSIO1_16767 

:MANSIO1_16212
0007: 200@ = 1268.0 
0007: 201@ = -789.5 
0007: 203@ = 0.0 
0002: jump @MANSIO1_16767 

:MANSIO1_16249
0007: 200@ = 1264.0 
0007: 201@ = -770.5 
0007: 203@ = 180.0 
0002: jump @MANSIO1_16767 

:MANSIO1_16286
0007: 200@ = 1268.0 
0007: 201@ = -770.5 
0007: 203@ = 180.0 
0002: jump @MANSIO1_16767 

:MANSIO1_16323
0007: 200@ = 1257.0 
0007: 201@ = -778.0 
0007: 203@ = 270.0 
0002: jump @MANSIO1_16767 

:MANSIO1_16360
0007: 200@ = 1267.0 
0007: 201@ = -789.5 
0007: 203@ = 0.0 
0002: jump @MANSIO1_16767 

:MANSIO1_16397
0007: 200@ = 1263.0 
0007: 201@ = -789.5 
0007: 203@ = 0.0 
0002: jump @MANSIO1_16767 

:MANSIO1_16434
0007: 200@ = 1269.0 
0007: 201@ = -770.5 
0007: 203@ = 180.0 
0002: jump @MANSIO1_16767 

:MANSIO1_16471
0007: 200@ = 1265.0 
0007: 201@ = -770.5 
0007: 203@ = 180.0 
0002: jump @MANSIO1_16767 

:MANSIO1_16508
0007: 200@ = 1257.0 
0007: 201@ = -775.0 
0007: 203@ = 270.0 
0002: jump @MANSIO1_16767 

:MANSIO1_16545
0007: 200@ = 1262.0 
0007: 201@ = -789.5 
0007: 203@ = 0.0 
0002: jump @MANSIO1_16767 

:MANSIO1_16582
0007: 200@ = 1266.0 
0007: 201@ = -789.5 
0007: 203@ = 0.0 
0002: jump @MANSIO1_16767 

:MANSIO1_16619
0007: 200@ = 1268.069 
0007: 201@ = -783.494 
0007: 203@ = 270.0 
0002: jump @MANSIO1_16767 

:MANSIO1_16656
0007: 200@ = 1271.156 
0007: 201@ = -780.8453 
0007: 203@ = 270.0 
0002: jump @MANSIO1_16767 

:MANSIO1_16693
0007: 200@ = 1267.737 
0007: 201@ = -777.1963 
0007: 203@ = 270.0 
0002: jump @MANSIO1_16767 

:MANSIO1_16730
0007: 200@ = 1272.534 
0007: 201@ = -774.9141 
0007: 203@ = 270.0 
0002: jump @MANSIO1_16767 

:MANSIO1_16767
0051: return 

:MANSIO1_16769
00D6: if 
0019:   33@ > 700 
004D: jump_if_false @MANSIO1_17061 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY 1269.668 -778.8566 and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
00D6: if and
0020:   $TEMPVAR_Z_COORD > 105.0 
0020:   $DISTANCE_BETWEEN_POINTS > 65.0 
0022:   130.0 > $DISTANCE_BETWEEN_POINTS 
004D: jump_if_false @MANSIO1_17043 
0208: $TEMPVAR_FLOAT_1 = random_float_in_ranges -6.0 6.1 
00D6: if 
0020:   $TEMPVAR_FLOAT_1 > 0.0 
004D: jump_if_false @MANSIO1_16917 
0009: $TEMPVAR_FLOAT_1 += 1.5 
0002: jump @MANSIO1_16927 

:MANSIO1_16917
000D: $TEMPVAR_FLOAT_1 -= 1.5 

:MANSIO1_16927
0208: $TEMPVAR_FLOAT_3 = random_float_in_ranges -6.0 6.1 
00D6: if 
0020:   $TEMPVAR_FLOAT_3 > 0.0 
004D: jump_if_false @MANSIO1_16980 
0009: $TEMPVAR_FLOAT_3 += 1.5 
0002: jump @MANSIO1_16990 

:MANSIO1_16980
000D: $TEMPVAR_FLOAT_3 -= 1.5 

:MANSIO1_16990
04C4: store_coords_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD from_actor $PLAYER_ACTOR with_offset $TEMPVAR_FLOAT_1 -10.0 $TEMPVAR_FLOAT_3 
06BC: create_M4_shoot_from 1269.668 -778.8566 94.9557 target $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD energy 0 

:MANSIO1_17043
0209: 204@ = random_int_in_ranges 100 401 
0085: 33@ = 204@ // (int) 

:MANSIO1_17061
0051: return 

:MANSIO1_17063
00D6: if 
0039:   208@ == 0 
004D: jump_if_false @MANSIO1_17143 
00D6: if 
0039:   211@ == 0 
004D: jump_if_false @MANSIO1_17134 
0006: 210@ = -1 
0006: 212@ = 0 
00A0: store_actor $PLAYER_ACTOR position_to 215@ 216@ 217@ 
0002: jump @MANSIO1_17136 

:MANSIO1_17134
0051: return 

:MANSIO1_17136
0002: jump @MANSIO1_17168 

:MANSIO1_17143
0006: 213@ = -1 
00A0: store_actor 170@(214@,6i) position_to 215@ 216@ 217@ 

:MANSIO1_17168
00D6: if 
0021:   217@ > 94.5 
004D: jump_if_false @MANSIO1_17203 
0006: 209@ = 0 
0002: jump @MANSIO1_17280 

:MANSIO1_17203
00D6: if 
0021:   217@ > 90.5 
004D: jump_if_false @MANSIO1_17238 
0006: 209@ = 1 
0002: jump @MANSIO1_17280 

:MANSIO1_17238
00D6: if 
0021:   217@ > 86.0 
004D: jump_if_false @MANSIO1_17273 
0006: 209@ = 2 
0002: jump @MANSIO1_17280 

:MANSIO1_17273
0006: 209@ = 3 

:MANSIO1_17280
0871: init_jump_table 209@ total_jumps 4 default_jump 0 @MANSIO1_18429 jumps 0 @MANSIO1_17343 1 @MANSIO1_17597 2 @MANSIO1_17816 3 @MANSIO1_18175 -1 @MANSIO1_18429 -1 @MANSIO1_18429 -1 @MANSIO1_18429 

:MANSIO1_17343
00D6: if and
0021:   216@ > -802.2 
0023:   -766.75 > 216@ 
0021:   215@ > 1257.9 
0023:   1304.4 > 215@ 
004D: jump_if_false @MANSIO1_17583 
00D6: if 
0021:   216@ > -774.2 
004D: jump_if_false @MANSIO1_17464 
00D6: if 
0023:   1262.7 > 215@ 
004D: jump_if_false @MANSIO1_17450 
0006: 207@ = 2 
0002: jump @MANSIO1_17457 

:MANSIO1_17450
0006: 207@ = 1 

:MANSIO1_17457
0002: jump @MANSIO1_17576 

:MANSIO1_17464
00D6: if 
0023:   -785.85 > 216@ 
004D: jump_if_false @MANSIO1_17534 
00D6: if 
0023:   1262.7 > 215@ 
004D: jump_if_false @MANSIO1_17520 
0006: 207@ = 4 
0002: jump @MANSIO1_17527 

:MANSIO1_17520
0006: 207@ = 3 

:MANSIO1_17527
0002: jump @MANSIO1_17576 

:MANSIO1_17534
00D6: if 
0023:   1262.7 > 215@ 
004D: jump_if_false @MANSIO1_17569 
0006: 207@ = 5 
0002: jump @MANSIO1_17576 

:MANSIO1_17569
0006: 207@ = 0 

:MANSIO1_17576
0002: jump @MANSIO1_17590 

:MANSIO1_17583
0006: 207@ = -1 

:MANSIO1_17590
0002: jump @MANSIO1_18429 

:MANSIO1_17597
00D6: if and
0021:   216@ > -793.0 
0023:   -767.6 > 216@ 
0021:   215@ > 1251.4 
0023:   1295.7 > 215@ 
004D: jump_if_false @MANSIO1_17802 
00D6: if 
0021:   216@ > -776.25 
004D: jump_if_false @MANSIO1_17718 
00D6: if 
0023:   1265.9 > 215@ 
004D: jump_if_false @MANSIO1_17704 
0006: 207@ = 9 
0002: jump @MANSIO1_17711 

:MANSIO1_17704
0006: 207@ = 10 

:MANSIO1_17711
0002: jump @MANSIO1_17795 

:MANSIO1_17718
00D6: if 
0023:   -783.5 > 216@ 
004D: jump_if_false @MANSIO1_17788 
00D6: if 
0023:   1265.9 > 215@ 
004D: jump_if_false @MANSIO1_17774 
0006: 207@ = 7 
0002: jump @MANSIO1_17781 

:MANSIO1_17774
0006: 207@ = 6 

:MANSIO1_17781
0002: jump @MANSIO1_17795 

:MANSIO1_17788
0006: 207@ = 8 

:MANSIO1_17795
0002: jump @MANSIO1_17809 

:MANSIO1_17802
0006: 207@ = -1 

:MANSIO1_17809
0002: jump @MANSIO1_18429 

:MANSIO1_17816
00D6: if and
0021:   216@ > -814.0 
0023:   -785.0 > 216@ 
0021:   215@ > 1251.8 
0023:   1303.5 > 215@ 
004D: jump_if_false @MANSIO1_18161 
00D6: if 
0021:   216@ > -793.6 
004D: jump_if_false @MANSIO1_17972 
00D6: if 
0021:   215@ > 1298.8 
004D: jump_if_false @MANSIO1_17923 
0006: 207@ = 13 
0002: jump @MANSIO1_17965 

:MANSIO1_17923
00D6: if 
0021:   215@ > 1259.4 
004D: jump_if_false @MANSIO1_17958 
0006: 207@ = 12 
0002: jump @MANSIO1_17965 

:MANSIO1_17958
0006: 207@ = 11 

:MANSIO1_17965
0002: jump @MANSIO1_18154 

:MANSIO1_17972
00D6: if 
0021:   216@ > -807.1 
004D: jump_if_false @MANSIO1_18077 
00D6: if 
0021:   215@ > 1298.8 
004D: jump_if_false @MANSIO1_18028 
0006: 207@ = 16 
0002: jump @MANSIO1_18070 

:MANSIO1_18028
00D6: if 
0021:   215@ > 1259.4 
004D: jump_if_false @MANSIO1_18063 
0006: 207@ = 15 
0002: jump @MANSIO1_18070 

:MANSIO1_18063
0006: 207@ = 14 

:MANSIO1_18070
0002: jump @MANSIO1_18154 

:MANSIO1_18077
00D6: if 
0021:   215@ > 1298.8 
004D: jump_if_false @MANSIO1_18112 
0006: 207@ = 19 
0002: jump @MANSIO1_18154 

:MANSIO1_18112
00D6: if 
0021:   215@ > 1259.4 
004D: jump_if_false @MANSIO1_18147 
0006: 207@ = 18 
0002: jump @MANSIO1_18154 

:MANSIO1_18147
0006: 207@ = 17 

:MANSIO1_18154
0002: jump @MANSIO1_18168 

:MANSIO1_18161
0006: 207@ = -1 

:MANSIO1_18168
0002: jump @MANSIO1_18429 

:MANSIO1_18175
00D6: if and
0021:   216@ > -834.35 
0023:   -787.3 > 216@ 
0021:   215@ > 1239.9 
0023:   1308.4 > 215@ 
004D: jump_if_false @MANSIO1_18415 
00D6: if 
0023:   -804.2511 > 216@ 
004D: jump_if_false @MANSIO1_18331 
00D6: if 
0023:   1254.75 > 215@ 
004D: jump_if_false @MANSIO1_18282 
0006: 207@ = 23 
0002: jump @MANSIO1_18324 

:MANSIO1_18282
00D6: if 
0023:   1298.6 > 215@ 
004D: jump_if_false @MANSIO1_18317 
0006: 207@ = 24 
0002: jump @MANSIO1_18324 

:MANSIO1_18317
0006: 207@ = 25 

:MANSIO1_18324
0002: jump @MANSIO1_18408 

:MANSIO1_18331
00D6: if 
0023:   1254.75 > 215@ 
004D: jump_if_false @MANSIO1_18366 
0006: 207@ = 20 
0002: jump @MANSIO1_18408 

:MANSIO1_18366
00D6: if 
0023:   1298.6 > 215@ 
004D: jump_if_false @MANSIO1_18401 
0006: 207@ = 21 
0002: jump @MANSIO1_18408 

:MANSIO1_18401
0006: 207@ = 22 

:MANSIO1_18408
0002: jump @MANSIO1_18422 

:MANSIO1_18415
0006: 207@ = -1 

:MANSIO1_18422
0002: jump @MANSIO1_18429 

:MANSIO1_18429
00D6: if 
0039:   207@ == -1 
004D: jump_if_false @MANSIO1_18573 
00D6: if 
0021:   217@ > 91.5 
004D: jump_if_false @MANSIO1_18566 
0006: 212@ = 0 
00D6: if 
0021:   215@ > 1279.351 
004D: jump_if_false @MANSIO1_18503 
000A: 212@ += 1 

:MANSIO1_18503
00D6: if 
0021:   216@ > -766.75 
004D: jump_if_false @MANSIO1_18531 
000A: 212@ += 2 

:MANSIO1_18531
00D6: if 
0023:   -802.2 > 216@ 
004D: jump_if_false @MANSIO1_18559 
000A: 212@ += 4 

:MANSIO1_18559
0002: jump @MANSIO1_18573 

:MANSIO1_18566
0006: 212@ = -1 

:MANSIO1_18573
00D6: if 
0039:   208@ == 0 
004D: jump_if_false @MANSIO1_18613 
0085: 210@ = 207@ // (int) 
0006: 211@ = 1 
0002: jump @MANSIO1_18621 

:MANSIO1_18613
0085: 213@ = 207@ // (int) 

:MANSIO1_18621
0051: return 

:MANSIO1_18623
0871: init_jump_table 218@ total_jumps 1 default_jump 0 @MANSIO1_18754 jumps 1 @MANSIO1_18686 -1 @MANSIO1_18754 -1 @MANSIO1_18754 -1 @MANSIO1_18754 -1 @MANSIO1_18754 -1 @MANSIO1_18754 -1 @MANSIO1_18754 

:MANSIO1_18686
00D6: if 
0023:   190.0 > 115@ 
004D: jump_if_false @MANSIO1_18747 
000B: 115@ += 0.34 
000F: 114@ -= 0.006 
000B: 118@ += 0.01 
000B: 116@ += 0.01 

:MANSIO1_18747
0002: jump @MANSIO1_18754 

:MANSIO1_18754
02F7: 122@ = cosine 115@ // (float) 
02F6: 123@ = sine 115@ // (float) 
0087: 120@ = 116@ // (float) 
006B: 120@ *= 122@ // (float) 
0087: 121@ = 116@ // (float) 
006B: 121@ *= 123@ // (float) 
0087: 112@ = 117@ // (float) 
005B: 112@ += 120@ // (float) 
0087: 113@ = 118@ // (float) 
005B: 113@ += 121@ // (float) 
015F: set_camera_position 112@ 113@ 114@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 117@ 118@ 119@ switchstyle 2 
0051: return 

:MANSIO1_18875
0871: init_jump_table 219@ total_jumps 2 default_jump 0 @MANSIO1_19024 jumps 0 @MANSIO1_18938 1 @MANSIO1_18953 -1 @MANSIO1_19024 -1 @MANSIO1_19024 -1 @MANSIO1_19024 -1 @MANSIO1_19024 -1 @MANSIO1_19024 

:MANSIO1_18938
097B: play_audio_at_object 128@ event 1108 
000A: 219@ += 1 

:MANSIO1_18953
00D6: if 
0021:   220@ > -20.0 
004D: jump_if_false @MANSIO1_19009 
000B: 220@ += -0.1 
0453: set_object 128@ XYZ_rotation 220@ 0.0 90.0 
0002: jump @MANSIO1_19024 

:MANSIO1_19009
097B: play_audio_at_object 128@ event 1109 
000A: 219@ += 1 

:MANSIO1_19024
0051: return 
0871: init_jump_table 221@ total_jumps 3 default_jump 0 @MANSIO1_19272 jumps 0 @MANSIO1_19089 1 @MANSIO1_19152 2 @MANSIO1_19261 -1 @MANSIO1_19272 -1 @MANSIO1_19272 -1 @MANSIO1_19272 -1 @MANSIO1_19272 

:MANSIO1_19089
00D6: if 
002D:   33@ >= 222@ // (int) 
004D: jump_if_false @MANSIO1_19140 
0209: 223@ = random_int_in_ranges 4000 6001 
0006: 33@ = 0 
000A: 221@ += 1 
0002: jump @MANSIO1_19145 

:MANSIO1_19140
0003: shake_camera 224@ 

:MANSIO1_19145
0002: jump @MANSIO1_19272 

:MANSIO1_19152
00D6: if 
002D:   33@ >= 223@ // (int) 
004D: jump_if_false @MANSIO1_19250 
0209: 224@ = random_int_in_ranges 40 51 
0003: shake_camera 224@ 
0209: 222@ = random_int_in_ranges 2500 5001 
0085: 225@ = 224@ // (int) 
0012: 225@ *= 2 
000A: 225@ += 150 
015B: shake_player_controller 0 time 222@ intensity 225@ 
0006: 33@ = 0 
000E: 221@ -= 1 
0002: jump @MANSIO1_19254 

:MANSIO1_19250
0003: shake_camera 5 

:MANSIO1_19254
0002: jump @MANSIO1_19272 

:MANSIO1_19261
0003: shake_camera 20 
0002: jump @MANSIO1_19272 

:MANSIO1_19272
0051: return 

:MANSIO1_19274
0650: destroy_particle 124@ 
0650: destroy_particle 125@ 
0650: destroy_particle 126@ 
0164: disable_marker 47@ 
0164: disable_marker 146@ 
0164: disable_marker 147@ 
0164: disable_marker 148@ 
0215: destroy_pickup 51@ 
0006: 43@ = 0 

:MANSIO1_19321
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @MANSIO1_19380 
01C2: remove_references_to_actor 99@(43@,4i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 131@(43@,4i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 170@(43@,6i) // Like turning an actor into a random pedestrian 
000A: 43@ += 1 
0002: jump @MANSIO1_19321 

:MANSIO1_19380
01C2: remove_references_to_actor 159@ // Like turning an actor into a random pedestrian 
0249: release_model #PARACHUTE 
0249: release_model #PARA_PACK 
0249: release_model #GUN_PARA 
04EF: release_animation "PARACHUTE" 
0249: release_model #CARGO_REAR 
0249: release_model #D9_RAMP 
0249: release_model #CARDBOARDBOX2 
0249: release_model #CELLPHONE 
0051: return 

:MANSIO1_19435
0050: gosub @MANSIO1_13440 
0050: gosub @MANSIO1_19274 
065C: release_decision_maker 39@ 
08E7: disable_entrance_markers 1 
03CB: set_rendering_origin_at 1267.429 -781.5715 1090.891 
060A: create_decision_maker_type 0 store_to 38@ // decision\allowed\m_.ped files 
0709: set_decision_maker 38@ on_event 9 taskID 911 respect 0.0 hate 100.0 like 100.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 38@ on_event 15 taskID 415 respect 0.0 hate 100.0 like 100.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 38@ on_event 31 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0247: load_model #LSV3 
0247: load_model #BFYST 
0247: load_model #GANGRL3 

:MANSIO1_19597
00D6: if or
8248:   not model #LSV3 available 
8248:   not model #BFYST available 
8248:   not model #GANGRL3 available 
004D: jump_if_false @MANSIO1_19632 
0001: wait 0 ms 
0002: jump @MANSIO1_19597 

:MANSIO1_19632
0213: 51@ = create_pickup #HEALTH type 3 at 1278.88 -810.5082 1086.0 
015F: set_camera_position 1266.807 -782.0668 1092.602 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1267.786 -781.8895 1092.5 switchstyle 2 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00A1: put_actor $PLAYER_ACTOR at 1267.785 -781.2607 1090.898 
0173: set_actor $PLAYER_ACTOR Z_angle_to 185.363 
0006: 157@ = 0 
00D6: if 
8118:   not actor 143@ dead 
004D: jump_if_false @MANSIO1_19804 
00A1: put_actor 143@ at 1263.087 -782.9864 1090.898 
0164: disable_marker 146@ 
0002: jump @MANSIO1_19852 

:MANSIO1_19804
009A: 143@ = create_actor_pedtype 24 model #TRIADA at 1263.087 -782.9864 1090.898 
01B2: give_actor 143@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 143@ armed_weapon_to 31 
0568: set_actor 143@ untargetable 1 

:MANSIO1_19852
0173: set_actor 143@ Z_angle_to 269.9343 
0223: set_actor 143@ health_to 300 
0860: link_actor 143@ to_interior 5 
060B: set_actor 143@ decision_maker_to 34@ 
09B5: set_actor 143@ signal_after_kill 0 
02E2: set_actor 143@ weapon_accuracy_to 75 
07DD: set_actor 143@ attack_rate 60 // previously known as temper_to 
04AF: 428@ = 117 // = constant 
0006: 149@ = 0 
00D6: if 
8118:   not actor 144@ dead 
004D: jump_if_false @MANSIO1_19968 
00A1: put_actor 144@ at 1261.967 -778.3527 1090.898 
0164: disable_marker 147@ 
0002: jump @MANSIO1_20016 

:MANSIO1_19968
009A: 144@ = create_actor_pedtype 24 model #TRIADB at 1261.967 -778.3527 1090.898 
01B2: give_actor 144@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 144@ armed_weapon_to 31 
0568: set_actor 144@ untargetable 1 

:MANSIO1_20016
0173: set_actor 144@ Z_angle_to 258.1764 
0223: set_actor 144@ health_to 300 
0860: link_actor 144@ to_interior 5 
060B: set_actor 144@ decision_maker_to 34@ 
09B5: set_actor 144@ signal_after_kill 0 
02E2: set_actor 144@ weapon_accuracy_to 75 
07DD: set_actor 144@ attack_rate 60 // previously known as temper_to 
0006: 150@ = 1 
04AF: 429@ = 118 // = constant 
00D6: if 
8118:   not actor 145@ dead 
004D: jump_if_false @MANSIO1_20132 
00A1: put_actor 145@ at 1267.936 -782.3963 1090.938 
0164: disable_marker 148@ 
0002: jump @MANSIO1_20180 

:MANSIO1_20132
009A: 145@ = create_actor_pedtype 24 model #TRIADB at 1267.936 -782.3963 1090.938 
01B2: give_actor 145@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 145@ armed_weapon_to 31 
0568: set_actor 145@ untargetable 1 

:MANSIO1_20180
0173: set_actor 145@ Z_angle_to 7.0205 
0223: set_actor 145@ health_to 300 
0860: link_actor 145@ to_interior 5 
060B: set_actor 145@ decision_maker_to 34@ 
0006: 43@ = 0 

:MANSIO1_20220
00D6: if 
001B:   20 > 43@ 
004D: jump_if_false @MANSIO1_20263 
0006: 246@(43@,20i) = -2 
000A: 43@ += 1 
0002: jump @MANSIO1_20220 

:MANSIO1_20263
0006: 43@ = 0 

:MANSIO1_20270
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @MANSIO1_20313 
0006: 296@(43@,10i) = -2 
000A: 43@ += 1 
0002: jump @MANSIO1_20270 

:MANSIO1_20313
0006: 320@ = -2 
0006: 321@ = -2 
0006: 322@ = -2 
0006: 323@ = -2 
0007: 346@ = 1282.481 
0007: 362@ = -783.0235 
0007: 378@ = 1088.93 
0007: 394@ = 178.1922 
0007: 347@ = 1283.504 
0007: 363@ = -782.3303 
0007: 379@ = 1088.93 
0007: 395@ = 179.0122 
0006: 344@ = 2 
0007: 348@ = 1280.705 
0007: 364@ = -789.9243 
0007: 380@ = 1088.93 
0007: 396@ = 86.8595 
0007: 349@ = 1283.79 
0007: 365@ = -798.3011 
0007: 381@ = 1088.93 
0007: 397@ = 282.0571 
0007: 350@ = 1280.78 
0007: 366@ = -801.7443 
0007: 382@ = 1088.93 
0007: 398@ = 94.8903 
0007: 351@ = 1283.531 
0007: 367@ = -810.207 
0007: 383@ = 1088.93 
0007: 399@ = 277.6203 
0007: 352@ = 1280.724 
0007: 368@ = -813.7949 
0007: 384@ = 1088.93 
0007: 400@ = 92.4805 
0007: 353@ = 1283.641 
0007: 369@ = -822.3738 
0007: 385@ = 1088.93 
0007: 401@ = 281.8632 
0006: 345@ = 8 
0007: 354@ = 1283.491 
0007: 370@ = -785.184 
0007: 386@ = 1088.93 
0007: 402@ = 178.5884 
0007: 355@ = 1281.049 
0007: 371@ = -792.4401 
0007: 387@ = 1088.93 
0007: 403@ = 182.731 
0007: 356@ = 1283.697 
0007: 372@ = -799.8134 
0007: 388@ = 1088.93 
0007: 404@ = 177.1231 
0007: 357@ = 1280.901 
0007: 373@ = -804.8507 
0007: 389@ = 1088.93 
0007: 405@ = 184.0353 
0007: 358@ = 1283.5 
0007: 374@ = -812.0164 
0007: 390@ = 1088.93 
0007: 406@ = 175.55 
0007: 359@ = 1280.848 
0007: 375@ = -816.8154 
0007: 391@ = 1088.93 
0007: 407@ = 188.1912 
0007: 360@ = 1283.654 
0007: 376@ = -831.0235 
0007: 392@ = 1088.93 
0007: 408@ = 71.1923 
0007: 361@ = 1282.427 
0007: 377@ = -834.7235 
0007: 393@ = 1088.93 
0007: 409@ = 92.1225 
0209: 452@ = random_int_in_ranges 0 4 
04AF: 444@ = 23824 // = constant 
05AA: 453@s = 'MAN1_FC' // @s = 'short'  // ~z~Room clear!
04AF: 445@ = 23825 // = constant 
05AA: 455@s = 'MAN1_FD' // @s = 'short'  // ~z~This one's clear!
04AF: 446@ = 23826 // = constant 
05AA: 457@s = 'MAN1_FE' // @s = 'short'  // ~z~CLEAR!
04AF: 447@ = 23827 // = constant 
05AA: 459@s = 'MAN1_FF' // @s = 'short'  // ~z~OK, it's clear!
04AF: 448@ = 23831 // = constant 
05AA: 461@s = 'MAN1_FK' // @s = 'short'  // ~z~Room clear!
04AF: 449@ = 23832 // = constant 
05AA: 463@s = 'MAN1_FL' // @s = 'short'  // ~z~This room's clean!
04AF: 450@ = 23833 // = constant 
05AA: 465@s = 'MAN1_FM' // @s = 'short'  // ~z~No one in there!
04AF: 451@ = 23834 // = constant 
05AA: 467@s = 'MAN1_FN' // @s = 'short'  // ~z~No one left in here!
009A: 226@ = create_actor_pedtype 25 model #LSV1 at 1275.64 -776.5879 1089.711 
0173: set_actor 226@ Z_angle_to 127.9642 
0223: set_actor 226@ health_to 200 
08AF: set_actor 226@ max_health_to 200 
0860: link_actor 226@ to_interior 5 
01B2: give_actor 226@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 226@ armed_weapon_to 29 
02E2: set_actor 226@ weapon_accuracy_to 35 
07DD: set_actor 226@ attack_rate 50 // previously known as temper_to 
04EB: AS_actor 226@ crouch 1 
060B: set_actor 226@ decision_maker_to 34@ 
0006: 246@ = 0 
009A: 227@ = create_actor_pedtype 25 model #LSV3 at 1281.108 -776.7111 1089.704 
0173: set_actor 227@ Z_angle_to 99.357 
0223: set_actor 227@ health_to 200 
08AF: set_actor 227@ max_health_to 200 
0860: link_actor 227@ to_interior 5 
01B2: give_actor 227@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 227@ armed_weapon_to 29 
02E2: set_actor 227@ weapon_accuracy_to 35 
07DD: set_actor 227@ attack_rate 60 // previously known as temper_to 
04EB: AS_actor 227@ crouch 1 
060B: set_actor 227@ decision_maker_to 34@ 
0006: 247@ = 0 
009A: 228@ = create_actor_pedtype 25 model #LSV1 at 1281.617 -784.6133 1088.93 
0173: set_actor 228@ Z_angle_to 90.0 
0223: set_actor 228@ health_to 200 
08AF: set_actor 228@ max_health_to 200 
0860: link_actor 228@ to_interior 5 
01B2: give_actor 228@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 228@ armed_weapon_to 29 
02E2: set_actor 228@ weapon_accuracy_to 35 
07DD: set_actor 228@ attack_rate 70 // previously known as temper_to 
060B: set_actor 228@ decision_maker_to 34@ 
0006: 248@ = 0 
009A: 229@ = create_actor_pedtype 25 model #LSV3 at 1283.19 -786.4687 1088.93 
0173: set_actor 229@ Z_angle_to 0.0 
0223: set_actor 229@ health_to 200 
08AF: set_actor 229@ max_health_to 200 
0860: link_actor 229@ to_interior 5 
01B2: give_actor 229@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 229@ armed_weapon_to 29 
02E2: set_actor 229@ weapon_accuracy_to 35 
07DD: set_actor 229@ attack_rate 50 // previously known as temper_to 
060B: set_actor 229@ decision_maker_to 34@ 
0006: 249@ = 0 
0006: 487@ = -1 
0007: 490@ = 1275.382 
0007: 496@ = -782.1158 
0007: 502@ = 1088.93 
0007: 508@ = 270.0 
0007: 491@ = 1290.621 
0007: 497@ = -797.5714 
0007: 503@ = 1088.93 
0007: 509@ = 90.0 
0007: 492@ = 1276.333 
0007: 498@ = -813.5852 
0007: 504@ = 1088.93 
0007: 510@ = 270.0 
0007: 493@ = 1274.861 
0007: 499@ = -825.8968 
0007: 505@ = 1088.93 
0007: 511@ = 270.0 
0007: 494@ = 1226.309 
0007: 500@ = -832.0841 
0007: 506@ = 1083.008 
0007: 512@ = 180.0 
0007: 495@ = 1288.024 
0007: 501@ = -821.6524 
0007: 507@ = 1088.93 
0007: 513@ = 90.0 
04AF: 331@ = 23800 // = constant 
05AA: 336@s = 'MAN1_AA' // @s = 'short'  // ~z~Die motherfuckers, none of you are leaving this house alive!
04AF: 332@ = 23801 // = constant 
05AA: 338@s = 'MAN1_AB' // @s = 'short'  // ~z~Who are you to break into this place, eh?
04AF: 333@ = 23802 // = constant 
05AA: 340@s = 'MAN1_AC' // @s = 'short'  // ~z~All you fools are gonna die!
04AF: 334@ = 23803 // = constant 
05AA: 342@s = 'MAN1_AD' // @s = 'short'  // ~z~Ain't nobody gonna hear from you again!
0006: 335@ = 0 
0006: 330@ = 0 
0917: audio_zone 'MADDOGL' enable_sound 1 
0968: actor $PLAYER_ACTOR stop_mouth 
016A: fade 1 time 1000 

:MANSIO1_21980
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_22004 
0001: wait 0 ms 
0002: jump @MANSIO1_21980 

:MANSIO1_22004
0006: 32@ = 0 
0006: 49@ = 0 
04AE: $1276 = 23820 // = constant 
05A9: s$1281 = 'MAN1_EA' // s$  // ~z~We're heavily outnumbered, but if we all keep our heads, we should kick ass!
004F: create_thread @A_ALAP 2 100 145@  
0707: start_scene_skip_to @MANSIO1_22313 

:MANSIO1_22062
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @MANSIO1_22092 
0001: wait 0 ms 
0002: jump @MANSIO1_22062 

:MANSIO1_22092
00D6: if 
8118:   not actor 226@ dead 
004D: jump_if_false @MANSIO1_22122 
04EB: AS_actor 226@ crouch 0 
0006: 49@ = 1 

:MANSIO1_22122
00D6: if 
001B:   4400 > 32@ 
004D: jump_if_false @MANSIO1_22152 
0001: wait 0 ms 
0002: jump @MANSIO1_22122 

:MANSIO1_22152
00D6: if 
8118:   not actor 226@ dead 
004D: jump_if_false @MANSIO1_22198 
0668: AS_actor 226@ rotate_and_shoot_at 1267.728 -782.9617 1092.689 300 ms 
0006: 49@ = 2 

:MANSIO1_22198
00D6: if 
001B:   4700 > 32@ 
004D: jump_if_false @MANSIO1_22228 
0001: wait 0 ms 
0002: jump @MANSIO1_22198 

:MANSIO1_22228
00D6: if and
8118:   not actor 226@ dead 
8118:   not actor 145@ dead 
004D: jump_if_false @MANSIO1_22273 
0687: clear_actor 226@ task 
04EB: AS_actor 226@ crouch 1 
0321: AS_actor 145@ die_headshotted 
0006: 49@ = 3 

:MANSIO1_22273
05D4: AS_actor $PLAYER_ACTOR rotate_angle 270.0 

:MANSIO1_22283
00D6: if 
001B:   5400 > 32@ 
004D: jump_if_false @MANSIO1_22313 
0001: wait 0 ms 
0002: jump @MANSIO1_22283 

:MANSIO1_22313
0701: end_scene_skip 
0871: init_jump_table 49@ total_jumps 3 default_jump 0 @MANSIO1_22450 jumps 0 @MANSIO1_22422 1 @MANSIO1_22399 2 @MANSIO1_22378 -1 @MANSIO1_22450 -1 @MANSIO1_22450 -1 @MANSIO1_22450 -1 @MANSIO1_22450 

:MANSIO1_22378
00D6: if 
8118:   not actor 226@ dead 
004D: jump_if_false @MANSIO1_22399 
0687: clear_actor 226@ task 

:MANSIO1_22399
00D6: if 
8118:   not actor 226@ dead 
004D: jump_if_false @MANSIO1_22422 
04EB: AS_actor 226@ crouch 1 

:MANSIO1_22422
00D6: if 
8118:   not actor 145@ dead 
004D: jump_if_false @MANSIO1_22443 
0321: AS_actor 145@ die_headshotted 

:MANSIO1_22443
0002: jump @MANSIO1_22450 

:MANSIO1_22450
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
04AE: $1276 = 23821 // = constant 
05A9: s$1281 = 'MAN1_EB' // s$  // ~z~Bastards! LET'S HIT'EM!
004F: create_thread @A_ALAP 2 101 143@  
0006: 33@ = 0 
0006: 415@ = 1 
0006: 411@ = 1 
0006: 416@ = -1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor 143@ dead 
004D: jump_if_false @MANSIO1_22630 
0615: define_AS_pack_begin 45@ 
05D3: AS_actor -1 goto_point 1266.858 -782.4518 1090.898 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 270.5538 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 143@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 

:MANSIO1_22630
00D6: if 
8118:   not actor 144@ dead 
004D: jump_if_false @MANSIO1_22720 
0615: define_AS_pack_begin 45@ 
05D3: AS_actor -1 goto_point 1268.02 -779.9092 1090.898 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 267.5782 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 144@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 

:MANSIO1_22720
00D6: if 
8118:   not actor 226@ dead 
004D: jump_if_false @MANSIO1_22744 
060B: set_actor 226@ decision_maker_to 36@ 

:MANSIO1_22744
00D6: if 
8118:   not actor 227@ dead 
004D: jump_if_false @MANSIO1_22768 
060B: set_actor 227@ decision_maker_to 36@ 

:MANSIO1_22768
00D6: if 
8118:   not actor 228@ dead 
004D: jump_if_false @MANSIO1_22827 
0615: define_AS_pack_begin 45@ 
05BA: AS_actor -1 move_mouth 1000 ms 
06E3: AS_actor -1 roll_sideways 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 228@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 

:MANSIO1_22827
00D6: if 
8118:   not actor 229@ dead 
004D: jump_if_false @MANSIO1_22918 
0615: define_AS_pack_begin 45@ 
05BA: AS_actor -1 move_mouth 500 ms 
05D3: AS_actor -1 goto_point 1283.221 -779.912 1088.93 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
04EB: AS_actor -1 crouch 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 229@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 

:MANSIO1_22918
01BD: 41@ = current_time_in_ms 
0006: 157@ = 0 

:MANSIO1_22930
0001: wait 0 ms 
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 164@ += 42@ // (int) 
005A: 165@ += 42@ // (int) 
0006: 43@ = 0 

:MANSIO1_22986
00D6: if 
001B:   20 > 43@ 
004D: jump_if_false @MANSIO1_23030 
005A: 266@(43@,20i) += 42@ // (int) 
000A: 43@ += 1 
0002: jump @MANSIO1_22986 

:MANSIO1_23030
0006: 43@ = 0 

:MANSIO1_23037
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @MANSIO1_23081 
005A: 306@(43@,10i) += 42@ // (int) 
000A: 43@ += 1 
0002: jump @MANSIO1_23037 

:MANSIO1_23081
005A: 480@ += 42@ // (int) 
005A: 481@ += 42@ // (int) 
005A: 482@ += 42@ // (int) 
005A: 324@ += 42@ // (int) 
005A: 325@ += 42@ // (int) 
005A: 326@ += 42@ // (int) 
005A: 327@ += 42@ // (int) 
0050: gosub @MANSIO1_23279 
0050: gosub @MANSIO1_29184 
0050: gosub @MANSIO1_32862 
0050: gosub @MANSIO1_28155 
00D6: if 
0019:   157@ > 0 
004D: jump_if_false @MANSIO1_23190 
0050: gosub @MANSIO1_34284 

:MANSIO1_23190
00D6: if 
0039:   330@ == 1 
004D: jump_if_false @MANSIO1_23215 
0050: gosub @MANSIO1_35151 

:MANSIO1_23215
00D6: if 
8039:   not  521@ == 0 
004D: jump_if_false @MANSIO1_23240 
0050: gosub @MANSIO1_35745 

:MANSIO1_23240
00D6: if 
0039:   514@ == 2 
004D: jump_if_false @MANSIO1_23265 
0002: jump @MANSIO1_36517 

:MANSIO1_23265
0006: 471@ = 0 
0002: jump @MANSIO1_22930 

:MANSIO1_23279
0871: init_jump_table 157@ total_jumps 12 default_jump 0 @MANSIO1_28153 jumps 0 @MANSIO1_23407 1 @MANSIO1_24472 2 @MANSIO1_24838 3 @MANSIO1_24986 4 @MANSIO1_25838 5 @MANSIO1_26532 6 @MANSIO1_26757 
0872: jump_table_jumps 7 @MANSIO1_26929 8 @MANSIO1_27158 9 @MANSIO1_27387 10 @MANSIO1_27654 11 @MANSIO1_27883 -1 @MANSIO1_28153 -1 @MANSIO1_28153 -1 @MANSIO1_28153 -1 @MANSIO1_28153 

:MANSIO1_23407
00D6: if or
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1285.937 -783.2331 cornerB 1279.36 -779.1484 
0039:   149@ == 6 
0039:   150@ == 7 
004D: jump_if_false @MANSIO1_24465 
009A: 286@ = create_actor_pedtype 25 model #LSV1 at 1271.954 -786.6414 1088.928 
0173: set_actor 286@ Z_angle_to 248.455 
0860: link_actor 286@ to_interior 5 
01B2: give_actor 286@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 286@ armed_weapon_to 29 
02E2: set_actor 286@ weapon_accuracy_to 45 
07DD: set_actor 286@ attack_rate 35 // previously known as temper_to 
0638: AS_actor 286@ stay_put 1 
060B: set_actor 286@ decision_maker_to 36@ 
0006: 296@ = 0 
009A: 287@ = create_actor_pedtype 25 model #LSV3 at 1272.165 -790.5964 1088.928 
0173: set_actor 287@ Z_angle_to 277.2843 
0860: link_actor 287@ to_interior 5 
01B2: give_actor 287@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 287@ armed_weapon_to 29 
02E2: set_actor 287@ weapon_accuracy_to 45 
07DD: set_actor 287@ attack_rate 35 // previously known as temper_to 
0638: AS_actor 287@ stay_put 1 
060B: set_actor 287@ decision_maker_to 36@ 
0006: 297@ = 0 
009A: 288@ = create_actor_pedtype 25 model #LSV3 at 1287.489 -788.2037 1088.93 
0173: set_actor 288@ Z_angle_to 176.3381 
0860: link_actor 288@ to_interior 5 
01B2: give_actor 288@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 288@ armed_weapon_to 29 
02E2: set_actor 288@ weapon_accuracy_to 50 
07DD: set_actor 288@ attack_rate 35 // previously known as temper_to 
0638: AS_actor 288@ stay_put 1 
060B: set_actor 288@ decision_maker_to 36@ 
0006: 298@ = 0 
009A: 289@ = create_actor_pedtype 25 model #LSV1 at 1292.456 -788.2022 1088.93 
0173: set_actor 289@ Z_angle_to 145.1614 
0860: link_actor 289@ to_interior 5 
01B2: give_actor 289@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 289@ armed_weapon_to 29 
02E2: set_actor 289@ weapon_accuracy_to 50 
07DD: set_actor 289@ attack_rate 35 // previously known as temper_to 
0638: AS_actor 289@ stay_put 1 
060B: set_actor 289@ decision_maker_to 36@ 
0006: 299@ = 0 
009A: 290@ = create_actor_pedtype 25 model #LSV1 at 1271.389 -800.9039 1088.927 
0173: set_actor 290@ Z_angle_to 263.9924 
0860: link_actor 290@ to_interior 5 
01B2: give_actor 290@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 290@ armed_weapon_to 29 
02E2: set_actor 290@ weapon_accuracy_to 50 
07DD: set_actor 290@ attack_rate 35 // previously known as temper_to 
0638: AS_actor 290@ stay_put 1 
060B: set_actor 290@ decision_maker_to 36@ 
0006: 300@ = 0 
009A: 291@ = create_actor_pedtype 25 model #LSV1 at 1291.748 -810.5742 1088.93 
0173: set_actor 291@ Z_angle_to 87.4676 
0860: link_actor 291@ to_interior 5 
01B2: give_actor 291@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 291@ armed_weapon_to 29 
02E2: set_actor 291@ weapon_accuracy_to 50 
07DD: set_actor 291@ attack_rate 35 // previously known as temper_to 
0638: AS_actor 291@ stay_put 1 
060B: set_actor 291@ decision_maker_to 36@ 
0006: 301@ = 0 
009A: 292@ = create_actor_pedtype 25 model #LSV3 at 1289.562 -801.537 1088.93 
0173: set_actor 292@ Z_angle_to 155.5354 
0860: link_actor 292@ to_interior 5 
01B2: give_actor 292@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 292@ armed_weapon_to 29 
02E2: set_actor 292@ weapon_accuracy_to 50 
07DD: set_actor 292@ attack_rate 35 // previously known as temper_to 
0638: AS_actor 292@ stay_put 1 
060B: set_actor 292@ decision_maker_to 36@ 
0006: 302@ = 0 
009A: 293@ = create_actor_pedtype 25 model #LSV3 at 1272.797 -812.8729 1088.93 
0173: set_actor 293@ Z_angle_to 263.3181 
0860: link_actor 293@ to_interior 5 
01B2: give_actor 293@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 293@ armed_weapon_to 29 
02E2: set_actor 293@ weapon_accuracy_to 60 
07DD: set_actor 293@ attack_rate 45 // previously known as temper_to 
0638: AS_actor 293@ stay_put 1 
060B: set_actor 293@ decision_maker_to 36@ 
0006: 303@ = 0 
009A: 294@ = create_actor_pedtype 25 model #LSV3 at 1292.816 -821.3403 1088.93 
0173: set_actor 294@ Z_angle_to 96.7033 
0860: link_actor 294@ to_interior 5 
01B2: give_actor 294@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 294@ armed_weapon_to 29 
02E2: set_actor 294@ weapon_accuracy_to 60 
07DD: set_actor 294@ attack_rate 45 // previously known as temper_to 
0638: AS_actor 294@ stay_put 1 
060B: set_actor 294@ decision_maker_to 36@ 
0006: 304@ = 0 
009A: 295@ = create_actor_pedtype 25 model #LSV1 at 1292.17 -814.6696 1088.93 
0173: set_actor 295@ Z_angle_to 136.5314 
0860: link_actor 295@ to_interior 5 
01B2: give_actor 295@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 295@ armed_weapon_to 29 
02E2: set_actor 295@ weapon_accuracy_to 60 
07DD: set_actor 295@ attack_rate 45 // previously known as temper_to 
0638: AS_actor 295@ stay_put 1 
060B: set_actor 295@ decision_maker_to 36@ 
0006: 305@ = 0 
0006: 477@ = -1 
0006: 478@ = -1 
0006: 479@ = -1 
0006: 480@ = 8000 
0006: 481@ = 4000 
0006: 482@ = 0 
0006: 472@ = 1 
0006: 488@ = 8000 
000A: 157@ += 1 

:MANSIO1_24465
0002: jump @MANSIO1_28153 

:MANSIO1_24472
0007: 418@ = 1280.15 
0007: 419@ = -791.93 
0007: 420@ = 1284.45 
0007: 421@ = -795.42 
0050: gosub @MANSIO1_29026 
00D6: if 
0039:   417@ == 0 
004D: jump_if_false @MANSIO1_24544 
0002: jump @MANSIO1_28153 

:MANSIO1_24544
01C2: remove_references_to_actor 145@ // Like turning an actor into a random pedestrian 
0209: 410@ = random_int_in_ranges 0 2 
00D6: if 
0039:   410@ == 0 
004D: jump_if_false @MANSIO1_24632 
009A: 230@ = create_actor_pedtype 25 model #LSV1 at 1278.607 -801.3676 1088.93 
009A: 316@ = create_actor_pedtype 26 model #GANGRL3 at 1286.281 -809.3582 1088.93 
0002: jump @MANSIO1_24681 

:MANSIO1_24632
009A: 230@ = create_actor_pedtype 25 model #LSV1 at 1286.281 -809.3582 1088.93 
009A: 316@ = create_actor_pedtype 26 model #GANGRL3 at 1278.607 -801.3676 1088.93 

:MANSIO1_24681
0173: set_actor 230@ Z_angle_to 0.0 
0223: set_actor 230@ health_to 200 
08AF: set_actor 230@ max_health_to 200 
0860: link_actor 230@ to_interior 5 
01B2: give_actor 230@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 230@ armed_weapon_to 29 
02E2: set_actor 230@ weapon_accuracy_to 70 
07DD: set_actor 230@ attack_rate 60 // previously known as temper_to 
060B: set_actor 230@ decision_maker_to 36@ 
00D6: if 
0039:   410@ == 0 
004D: jump_if_false @MANSIO1_24785 
06E3: AS_actor 230@ roll_sideways 1 
0002: jump @MANSIO1_24792 

:MANSIO1_24785
06E3: AS_actor 230@ roll_sideways 0 

:MANSIO1_24792
0006: 250@ = 0 
0173: set_actor 316@ Z_angle_to 0.0 
0860: link_actor 316@ to_interior 5 
060B: set_actor 316@ decision_maker_to 37@ 
0006: 320@ = 0 
000A: 157@ += 1 

:MANSIO1_24838
0007: 418@ = 1284.939 
0007: 419@ = -799.527 
0007: 420@ = 1279.67 
0007: 421@ = -803.5135 
0050: gosub @MANSIO1_29026 
00D6: if 
0039:   417@ == 0 
004D: jump_if_false @MANSIO1_24910 
0002: jump @MANSIO1_28153 

:MANSIO1_24910
0006: 413@ = 1 
018A: 47@ = create_checkpoint_at 1227.226 -834.4195 1083.008 
08DC: create_interior_marker 47@ at 1258.338 -785.4264 radius 91.0313 
08FB: set_checkpoint 47@ type_to 2 
0006: 472@ = 0 
0006: 488@ = 10000 
000A: 157@ += 1 

:MANSIO1_24986
0007: 418@ = 1284.94 
0007: 419@ = -823.43 
0007: 420@ = 1280.15 
0007: 421@ = -818.35 
0050: gosub @MANSIO1_29026 
00D6: if 
0039:   417@ == 0 
004D: jump_if_false @MANSIO1_25058 
0002: jump @MANSIO1_28153 

:MANSIO1_25058
009A: 231@ = create_actor_pedtype 25 model #LSV3 at 1267.936 -836.5694 1084.633 
0173: set_actor 231@ Z_angle_to 312.4274 
0223: set_actor 231@ health_to 200 
08AF: set_actor 231@ max_health_to 200 
0860: link_actor 231@ to_interior 5 
01B2: give_actor 231@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 231@ armed_weapon_to 29 
02E2: set_actor 231@ weapon_accuracy_to 60 
07DD: set_actor 231@ attack_rate 60 // previously known as temper_to 
04EB: AS_actor 231@ crouch 1 
060B: set_actor 231@ decision_maker_to 36@ 
0006: 251@ = 0 
009A: 232@ = create_actor_pedtype 25 model #LSV1 at 1272.94 -837.6696 1084.633 
0173: set_actor 232@ Z_angle_to 325.2802 
0223: set_actor 232@ health_to 200 
08AF: set_actor 232@ max_health_to 200 
0860: link_actor 232@ to_interior 5 
01B2: give_actor 232@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 232@ armed_weapon_to 29 
02E2: set_actor 232@ weapon_accuracy_to 60 
07DD: set_actor 232@ attack_rate 60 // previously known as temper_to 
04EB: AS_actor 232@ crouch 1 
060B: set_actor 232@ decision_maker_to 36@ 
0006: 252@ = 0 
009A: 233@ = create_actor_pedtype 25 model #LSV3 at 1278.936 -837.8117 1084.633 
0173: set_actor 233@ Z_angle_to 354.8666 
0223: set_actor 233@ health_to 200 
08AF: set_actor 233@ max_health_to 200 
0860: link_actor 233@ to_interior 5 
01B2: give_actor 233@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 233@ armed_weapon_to 29 
02E2: set_actor 233@ weapon_accuracy_to 60 
07DD: set_actor 233@ attack_rate 60 // previously known as temper_to 
04EB: AS_actor 233@ crouch 1 
060B: set_actor 233@ decision_maker_to 36@ 
0006: 253@ = 0 
009A: 234@ = create_actor_pedtype 25 model #LSV1 at 1293.434 -837.4308 1084.633 
0173: set_actor 234@ Z_angle_to 84.6034 
0223: set_actor 234@ health_to 200 
08AF: set_actor 234@ max_health_to 200 
0860: link_actor 234@ to_interior 5 
01B2: give_actor 234@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 234@ armed_weapon_to 29 
02E2: set_actor 234@ weapon_accuracy_to 60 
07DD: set_actor 234@ attack_rate 60 // previously known as temper_to 
04EB: AS_actor 234@ crouch 1 
060B: set_actor 234@ decision_maker_to 36@ 
0006: 254@ = 0 
009A: 235@ = create_actor_pedtype 25 model #LSV3 at 1288.788 -832.1437 1084.633 
0173: set_actor 235@ Z_angle_to 93.3971 
0223: set_actor 235@ health_to 200 
08AF: set_actor 235@ max_health_to 200 
0860: link_actor 235@ to_interior 5 
01B2: give_actor 235@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 235@ armed_weapon_to 29 
02E2: set_actor 235@ weapon_accuracy_to 60 
07DD: set_actor 235@ attack_rate 60 // previously known as temper_to 
04EB: AS_actor 235@ crouch 1 
060B: set_actor 235@ decision_maker_to 36@ 
0006: 255@ = 0 
009A: 236@ = create_actor_pedtype 25 model #LSV1 at 1279.452 -818.7137 1084.633 
0173: set_actor 236@ Z_angle_to 169.7489 
0223: set_actor 236@ health_to 200 
08AF: set_actor 236@ max_health_to 200 
0860: link_actor 236@ to_interior 5 
01B2: give_actor 236@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 236@ armed_weapon_to 29 
02E2: set_actor 236@ weapon_accuracy_to 30 
07DD: set_actor 236@ attack_rate 50 // previously known as temper_to 
04EB: AS_actor 236@ crouch 1 
060B: set_actor 236@ decision_maker_to 36@ 
0006: 256@ = 0 
009A: 317@ = create_actor_pedtype 26 model #BFYST at 1292.736 -832.9896 1084.633 
0173: set_actor 317@ Z_angle_to 90.0 
0860: link_actor 317@ to_interior 5 
060B: set_actor 317@ decision_maker_to 37@ 
0006: 321@ = 0 
009A: 318@ = create_actor_pedtype 26 model #GANGRL3 at 1277.984 -813.5414 1084.64 
0173: set_actor 318@ Z_angle_to 180.0 
0860: link_actor 318@ to_interior 5 
060B: set_actor 318@ decision_maker_to 37@ 
0006: 322@ = 0 
000A: 157@ += 1 

:MANSIO1_25838
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1266.533 -831.5337 cornerB 1261.282 -838.8454 
004D: jump_if_false @MANSIO1_26532 
009A: 237@ = create_actor_pedtype 25 model #LSV3 at 1253.758 -826.5505 1083.008 
0173: set_actor 237@ Z_angle_to 197.3586 
0223: set_actor 237@ health_to 200 
08AF: set_actor 237@ max_health_to 200 
0860: link_actor 237@ to_interior 5 
01B2: give_actor 237@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 237@ armed_weapon_to 29 
02E2: set_actor 237@ weapon_accuracy_to 60 
07DD: set_actor 237@ attack_rate 70 // previously known as temper_to 
04EB: AS_actor 237@ crouch 1 
060B: set_actor 237@ decision_maker_to 36@ 
05D3: AS_actor 237@ goto_point 1255.499 -831.5446 1083.008 mode 6 time -1 ms // versionA 
0006: 257@ = 0 
009A: 238@ = create_actor_pedtype 25 model #LSV1 at 1233.705 -827.7943 1083.008 
0173: set_actor 238@ Z_angle_to 180.0 
0223: set_actor 238@ health_to 200 
08AF: set_actor 238@ max_health_to 200 
0860: link_actor 238@ to_interior 5 
01B2: give_actor 238@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 238@ armed_weapon_to 29 
02E2: set_actor 238@ weapon_accuracy_to 60 
07DD: set_actor 238@ attack_rate 70 // previously known as temper_to 
060B: set_actor 238@ decision_maker_to 34@ 
0006: 258@ = 0 
0615: define_AS_pack_begin 45@ 
05D3: AS_actor -1 goto_point 1234.104 -832.2075 1083.008 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 1238.847 -833.2389 1083.008 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 238@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
009A: 328@ = create_actor_pedtype 25 model #LSV2 at 1227.226 -834.4195 1083.008 
0173: set_actor 328@ Z_angle_to 270.0 
02AB: set_actor 328@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 328@ decision_maker_to 34@ 
0568: set_actor 328@ untargetable 1 
0164: disable_marker 47@ 
0187: 329@ = create_marker_above_actor 328@ 
08DC: create_interior_marker 329@ at 1258.338 -785.4264 radius 91.0313 
018B: set_marker 329@ radar_mode 1 
0007: 516@ = 1227.315 
0007: 517@ = -831.5784 
0615: define_AS_pack_begin 45@ 
06E3: AS_actor -1 roll_sideways 1 
05BA: AS_actor -1 move_mouth 2000 ms 
05D3: AS_actor -1 goto_point 516@ 517@ 1083.008 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 45@ 
0618: assign_actor 328@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0007: 518@ = 1225.194 
0007: 519@ = -816.5573 
0007: 520@ = 270.0 
0006: 514@ = 0 
04AE: $1276 = 23804 // = constant 
05A9: s$1281 = 'MAN1_BA' // s$  // ~z~You chose the wrong house to rob, fool!
004F: create_thread @A_ALAP 2 200 328@  
0006: 330@ = 1 
0006: 415@ = -1 
009A: 319@ = create_actor_pedtype 26 model #BFYST at 1240.835 -826.6857 1082.156 
0173: set_actor 319@ Z_angle_to 143.0862 
0860: link_actor 319@ to_interior 5 
060B: set_actor 319@ decision_maker_to 37@ 
0006: 323@ = 0 
000A: 157@ += 1 

:MANSIO1_26532
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1229.934 -835.5339 1082.5 cornerB 1224.882 -838.8135 1085.5 
004D: jump_if_false @MANSIO1_26750 
00D6: if 
0039:   515@ == 0 
004D: jump_if_false @MANSIO1_26621 
00BC: show_text_highpriority GXT 'MAN1_21' time 8000 flag 1  // ~r~Big Poppa~s~ is making a run for it, chase after him!
0006: 515@ = 1 

:MANSIO1_26621
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_26743 
0792: disembark_instantly_actor 328@ 
00A1: put_actor 328@ at 518@ 519@ 1083.01 
0173: set_actor 328@ Z_angle_to 520@ 
0007: 516@ = 1231.282 
0007: 517@ = -816.6354 
05D3: AS_actor 328@ goto_point 516@ 517@ 1083.015 mode 6 time -1 ms // versionA 
0007: 518@ = 1256.583 
0007: 519@ = -812.8542 
0007: 520@ = 270.0 
0006: 514@ = 0 

:MANSIO1_26743
000A: 157@ += 1 

:MANSIO1_26750
0002: jump @MANSIO1_28153 

:MANSIO1_26757
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1228.68 -829.9222 1082.5 cornerB 1224.883 -825.2996 1085.5 
004D: jump_if_false @MANSIO1_26922 
009A: 239@ = create_actor_pedtype 25 model #LSV1 at 1228.808 -812.9333 1083.008 
0173: set_actor 239@ Z_angle_to 180.0 
0223: set_actor 239@ health_to 200 
08AF: set_actor 239@ max_health_to 200 
0860: link_actor 239@ to_interior 5 
01B2: give_actor 239@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 239@ armed_weapon_to 29 
02E2: set_actor 239@ weapon_accuracy_to 60 
07DD: set_actor 239@ attack_rate 70 // previously known as temper_to 
060B: set_actor 239@ decision_maker_to 36@ 
06E3: AS_actor 239@ roll_sideways 1 
0006: 259@ = 0 
000A: 157@ += 1 

:MANSIO1_26922
0002: jump @MANSIO1_28153 

:MANSIO1_26929
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1229.799 -810.6401 1082.5 cornerB 1224.884 -819.0158 1085.5 
004D: jump_if_false @MANSIO1_27151 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_27144 
0792: disembark_instantly_actor 328@ 
00A1: put_actor 328@ at 518@ 519@ 1083.01 
0173: set_actor 328@ Z_angle_to 520@ 
0007: 516@ = 1262.628 
0007: 517@ = -805.6454 
0615: define_AS_pack_begin 45@ 
05D3: AS_actor -1 goto_point 1261.444 -812.2836 1083.015 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 516@ 517@ 1083.015 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 45@ 
0618: assign_actor 328@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0007: 518@ = 1266.928 
0007: 519@ = -801.9423 
0007: 520@ = 270.0 
0006: 514@ = 0 

:MANSIO1_27144
000A: 157@ += 1 

:MANSIO1_27151
0002: jump @MANSIO1_28153 

:MANSIO1_27158
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1254.281 -810.6465 1082.5 cornerB 1264.045 -813.9205 1085.5 
004D: jump_if_false @MANSIO1_27380 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_27366 
0792: disembark_instantly_actor 328@ 
00A1: put_actor 328@ at 518@ 519@ 1083.01 
0173: set_actor 328@ Z_angle_to 520@ 
0007: 516@ = 1274.634 
0007: 517@ = -801.9045 
05D3: AS_actor 328@ goto_point 516@ 517@ 1083.015 mode 6 time -1 ms // versionA 
0007: 518@ = 1257.388 
0007: 519@ = -789.8594 
0007: 520@ = 90.0 
0006: 514@ = 0 
04AE: $1276 = 23805 // = constant 
05A9: s$1281 = 'MAN1_BB' // s$  // ~z~You don't know who you're fucking with, do you?
004F: create_thread @A_ALAP 2 200 328@  

:MANSIO1_27366
000A: 157@ += 1 
0050: gosub @MANSIO1_35546 

:MANSIO1_27380
0002: jump @MANSIO1_28153 

:MANSIO1_27387
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1278.469 -791.9025 1082.5 cornerB 1285.187 -786.7327 1085.5 
004D: jump_if_false @MANSIO1_27647 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_27640 
0792: disembark_instantly_actor 328@ 
00A1: put_actor 328@ at 518@ 519@ 1083.01 
0173: set_actor 328@ Z_angle_to 520@ 
0007: 516@ = 1249.665 
0007: 517@ = -782.4513 
0615: define_AS_pack_begin 45@ 
05D3: AS_actor -1 goto_point 1250.071 -788.768 1083.015 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 516@ 517@ 1083.015 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 45@ 
0618: assign_actor 328@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0007: 518@ = 1265.614 
0007: 519@ = -769.7585 
0007: 520@ = 270.0 
0006: 514@ = 0 
04AE: $1276 = 23806 // = constant 
05A9: s$1281 = 'MAN1_BC' // s$  // ~z~You trying to fuck with my house, with my shit?
004F: create_thread @A_ALAP 2 200 328@  

:MANSIO1_27640
000A: 157@ += 1 

:MANSIO1_27647
0002: jump @MANSIO1_28153 

:MANSIO1_27654
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1251.285 -775.3042 1082.5 cornerB 1247.005 -765.7498 1085.5 
004D: jump_if_false @MANSIO1_27876 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_27869 
0792: disembark_instantly_actor 328@ 
00A1: put_actor 328@ at 518@ 519@ 1083.01 
0173: set_actor 328@ Z_angle_to 520@ 
0007: 516@ = 1269.674 
0007: 517@ = -774.7773 
0615: define_AS_pack_begin 45@ 
05D3: AS_actor -1 goto_point 1269.4 -769.4953 1083.015 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 516@ 517@ 1083.015 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 45@ 
0618: assign_actor 328@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0007: 518@ = 1280.115 
0007: 519@ = -781.6223 
0007: 520@ = 270.0 
0006: 514@ = 0 

:MANSIO1_27869
000A: 157@ += 1 

:MANSIO1_27876
0002: jump @MANSIO1_28153 

:MANSIO1_27883
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1260.289 -765.4207 1082.5 cornerB 1267.524 -774.8633 1085.5 
004D: jump_if_false @MANSIO1_28146 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_28139 
0792: disembark_instantly_actor 328@ 
00A1: put_actor 328@ at 518@ 519@ 1083.01 
0173: set_actor 328@ Z_angle_to 520@ 
0007: 516@ = 1301.081 
0007: 517@ = -786.3077 
0615: define_AS_pack_begin 45@ 
05D3: AS_actor -1 goto_point 1288.806 -780.5795 1083.015 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 1300.839 -781.0582 1083.015 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 516@ 517@ 1083.015 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 45@ 
0618: assign_actor 328@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0007: 518@ = -1.0 
0006: 514@ = 0 
04AE: $1276 = 23807 // = constant 
05A9: s$1281 = 'MAN1_BD' // s$  // ~z~I'm a fuck with YOU!
004F: create_thread @A_ALAP 2 200 328@  

:MANSIO1_28139
000A: 157@ += 1 

:MANSIO1_28146
0002: jump @MANSIO1_28153 

:MANSIO1_28153
0051: return 

:MANSIO1_28155
00D6: if 
0039:   415@ == 0 
004D: jump_if_false @MANSIO1_28951 
0006: 43@ = 0 

:MANSIO1_28180
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @MANSIO1_28944 
00D6: if 
0039:   411@(43@,4i) == 1 
004D: jump_if_false @MANSIO1_28930 
0871: init_jump_table 43@ total_jumps 4 default_jump 0 @MANSIO1_28930 jumps 0 @MANSIO1_28283 1 @MANSIO1_28335 2 @MANSIO1_28610 3 @MANSIO1_28662 -1 @MANSIO1_28930 -1 @MANSIO1_28930 -1 @MANSIO1_28930 

:MANSIO1_28283
00BC: show_text_highpriority GXT 'MAN1_13' time 8000 flag 1  // ~s~Search the mansion for Big Poppa and kill anyone who gets in your way.
0006: 415@ = 1 
0085: 416@ = 43@ // (int) 
0006: 33@ = 0 
0006: 43@ = 4 
0002: jump @MANSIO1_28930 

:MANSIO1_28335
00D6: if 
8118:   not actor 143@ dead 
004D: jump_if_false @MANSIO1_28483 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 143@ radius 35.0 35.0 4.0 sphere 0 on_foot 
004D: jump_if_false @MANSIO1_28469 
00D6: if 
8118:   not actor 144@ dead 
004D: jump_if_false @MANSIO1_28432 
04AE: $1276 = 23822 // = constant 
05A9: s$1281 = 'MAN1_FA' // s$  // ~z~CJ, clear the corridor and we'll clear each room!
0002: jump @MANSIO1_28454 

:MANSIO1_28432
04AE: $1276 = 23823 // = constant 
05A9: s$1281 = 'MAN1_FB' // s$  // ~z~CJ, clear the corridor and I'll check each room!

:MANSIO1_28454
004F: create_thread @A_ALAP 2 100 143@  

:MANSIO1_28469
0006: 415@ = 1 
0002: jump @MANSIO1_28563 

:MANSIO1_28483
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 144@ radius 35.0 35.0 4.0 sphere 0 on_foot 
004D: jump_if_false @MANSIO1_28556 
04AE: $1276 = 23830 // = constant 
05A9: s$1281 = 'MAN1_FJ' // s$  // ~z~Clear that corridor and I'll take each room!
004F: create_thread @A_ALAP 2 100 144@  

:MANSIO1_28556
0006: 415@ = 1 

:MANSIO1_28563
00D6: if 
0039:   415@ == 1 
004D: jump_if_false @MANSIO1_28603 
0085: 416@ = 43@ // (int) 
0006: 33@ = 0 
0006: 43@ = 4 

:MANSIO1_28603
0002: jump @MANSIO1_28930 

:MANSIO1_28610
00BC: show_text_highpriority GXT 'MAN1_20' time 8000 flag 1  // ~r~Big Poppa~s~ is downstairs, take him out.
0006: 415@ = 1 
0085: 416@ = 43@ // (int) 
0006: 33@ = 0 
0006: 43@ = 4 
0002: jump @MANSIO1_28930 

:MANSIO1_28662
00D6: if 
8118:   not actor 143@ dead 
004D: jump_if_false @MANSIO1_28810 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 143@ radius 35.0 35.0 4.0 sphere 0 on_foot 
004D: jump_if_false @MANSIO1_28796 
00D6: if 
8118:   not actor 144@ dead 
004D: jump_if_false @MANSIO1_28759 
04AE: $1276 = 23828 // = constant 
05A9: s$1281 = 'MAN1_FG' // s$  // ~z~You go ahead, CJ, we'll hold the balcony!
0002: jump @MANSIO1_28781 

:MANSIO1_28759
04AE: $1276 = 23829 // = constant 
05A9: s$1281 = 'MAN1_FH' // s$  // ~z~You go ahead, CJ, I'll stay and hold the balcony!

:MANSIO1_28781
004F: create_thread @A_ALAP 2 100 143@  

:MANSIO1_28796
0006: 415@ = 1 
0002: jump @MANSIO1_28890 

:MANSIO1_28810
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 144@ radius 35.0 35.0 4.0 sphere 0 on_foot 
004D: jump_if_false @MANSIO1_28883 
04AE: $1276 = 23835 // = constant 
05A9: s$1281 = 'MAN1_FO' // s$  // ~z~Go ahead, CJ, I'll hold this balcony!
004F: create_thread @A_ALAP 2 100 144@  

:MANSIO1_28883
0006: 415@ = 1 

:MANSIO1_28890
00D6: if 
0039:   415@ == 1 
004D: jump_if_false @MANSIO1_28930 
0085: 416@ = 43@ // (int) 
0006: 33@ = 0 
0006: 43@ = 4 

:MANSIO1_28930
000A: 43@ += 1 
0002: jump @MANSIO1_28180 

:MANSIO1_28944
0002: jump @MANSIO1_29024 

:MANSIO1_28951
00D6: if 
0039:   415@ == 1 
004D: jump_if_false @MANSIO1_29024 
00D6: if 
0019:   33@ > 8000 
004D: jump_if_false @MANSIO1_29024 
00D6: if 
8039:   not  416@ == -1 
004D: jump_if_false @MANSIO1_29017 
0006: 411@(416@,4i) = -1 

:MANSIO1_29017
0006: 415@ = 0 

:MANSIO1_29024
0051: return 

:MANSIO1_29026
0006: 417@ = 0 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 418@ 419@ cornerB 420@ 421@ 
004D: jump_if_false @MANSIO1_29072 
0006: 417@ = 1 
0051: return 

:MANSIO1_29072
00D6: if 
8118:   not actor 143@ dead 
004D: jump_if_false @MANSIO1_29127 
00D6: if 
00A3:   actor 143@ sphere 0 in_rectangle_cornerA 418@ 419@ cornerB 420@ 421@ 
004D: jump_if_false @MANSIO1_29127 
0006: 417@ = 1 
0051: return 

:MANSIO1_29127
00D6: if 
8118:   not actor 144@ dead 
004D: jump_if_false @MANSIO1_29182 
00D6: if 
00A3:   actor 144@ sphere 0 in_rectangle_cornerA 418@ 419@ cornerB 420@ 421@ 
004D: jump_if_false @MANSIO1_29182 
0006: 417@ = 1 
0051: return 

:MANSIO1_29182
0051: return 

:MANSIO1_29184
0006: 430@ = 0 
0006: 431@ = 1 

:MANSIO1_29198
00D6: if 
001B:   2 > 430@ 
004D: jump_if_false @MANSIO1_30961 
00D6: if 
8118:   not actor 143@(430@,3i) dead 
004D: jump_if_false @MANSIO1_30763 
0871: init_jump_table 149@(430@,3i) total_jumps 18 default_jump 0 @MANSIO1_30756 jumps 0 @MANSIO1_29433 1 @MANSIO1_29433 2 @MANSIO1_29497 3 @MANSIO1_29497 4 @MANSIO1_29559 5 @MANSIO1_29559 6 @MANSIO1_29684 
0872: jump_table_jumps 7 @MANSIO1_29684 8 @MANSIO1_29752 9 @MANSIO1_29854 10 @MANSIO1_29907 11 @MANSIO1_29983 12 @MANSIO1_30089 13 @MANSIO1_30199 14 @MANSIO1_30266 15 @MANSIO1_30361 
0872: jump_table_jumps 16 @MANSIO1_30550 17 @MANSIO1_30618 -1 @MANSIO1_30756 -1 @MANSIO1_30756 -1 @MANSIO1_30756 -1 @MANSIO1_30756 -1 @MANSIO1_30756 -1 @MANSIO1_30756 -1 @MANSIO1_30756 

:MANSIO1_29433
00D6: if or
8039:   not  246@ == -1 
8039:   not  247@ == -1 
8039:   not  248@ == -1 
8039:   not  249@ == -1 
004D: jump_if_false @MANSIO1_29479 
0002: jump @MANSIO1_30756 

:MANSIO1_29479
000A: 149@(430@,3i) += 2 
0002: jump @MANSIO1_30756 

:MANSIO1_29497
0687: clear_actor 143@(430@,3i) task 
060B: set_actor 143@(430@,3i) decision_maker_to 35@ 
0006: 422@(430@,2i) = -1 
0085: 424@(430@,2i) = 430@ // (int) 
000A: 149@(430@,3i) += 2 
0002: jump @MANSIO1_30756 

:MANSIO1_29559
00D6: if 
8039:   not  422@(430@,2i) == 3 
004D: jump_if_false @MANSIO1_29595 
0050: gosub @MANSIO1_30963 
0002: jump @MANSIO1_29677 

:MANSIO1_29595
0687: clear_actor 143@(430@,3i) task 
060B: set_actor 143@(430@,3i) decision_maker_to 36@ 
04EB: AS_actor 143@(430@,3i) crouch 1 
0085: 433@ = 424@(430@,2i) // (int) 
05D4: AS_actor 143@(430@,3i) rotate_angle 394@(433@,16f) 
0006: 422@(430@,2i) = -1 
000A: 149@(430@,3i) += 2 

:MANSIO1_29677
0002: jump @MANSIO1_30756 

:MANSIO1_29684
00D6: if 
0019:   157@ > 0 
004D: jump_if_false @MANSIO1_29745 
000A: 149@(430@,3i) += 2 
00D6: if 
0039:   432@ == 0 
004D: jump_if_false @MANSIO1_29745 
0006: 412@ = 1 
0006: 432@ = 1 

:MANSIO1_29745
0002: jump @MANSIO1_30756 

:MANSIO1_29752
00D6: if 
8118:   not actor 143@(431@,3i) dead 
004D: jump_if_false @MANSIO1_29801 
00D6: if 
8039:   not  149@(431@,3i) == 13 
004D: jump_if_false @MANSIO1_29801 
0002: jump @MANSIO1_30756 

:MANSIO1_29801
060B: set_actor 143@(430@,3i) decision_maker_to 35@ 
0006: 422@(430@,2i) = -1 
0085: 424@(430@,2i) = 344@ // (int) 
000A: 149@(430@,3i) += 2 
0002: jump @MANSIO1_30756 

:MANSIO1_29854
060B: set_actor 143@(430@,3i) decision_maker_to 35@ 
0006: 422@(430@,2i) = -1 
0085: 424@(430@,2i) = 345@ // (int) 
000A: 149@(430@,3i) += 2 
0002: jump @MANSIO1_30756 

:MANSIO1_29907
00D6: if 
8039:   not  422@(430@,2i) == 3 
004D: jump_if_false @MANSIO1_29943 
0050: gosub @MANSIO1_30963 
0002: jump @MANSIO1_29976 

:MANSIO1_29943
0006: 426@(430@,2i) = 1 
0006: 422@(430@,2i) = -1 
000A: 149@(430@,3i) += 2 

:MANSIO1_29976
0002: jump @MANSIO1_30756 

:MANSIO1_29983
00D6: if 
8039:   not  422@(430@,2i) == 3 
004D: jump_if_false @MANSIO1_30019 
0050: gosub @MANSIO1_30963 
0002: jump @MANSIO1_30082 

:MANSIO1_30019
060B: set_actor 143@(430@,3i) decision_maker_to 36@ 
0638: AS_actor 143@(430@,3i) stay_put 1 
04EB: AS_actor 143@(430@,3i) crouch 1 
0006: 422@(430@,2i) = -1 
000A: 345@ += 1 
000A: 149@(430@,3i) += 2 

:MANSIO1_30082
0002: jump @MANSIO1_30756 

:MANSIO1_30089
00D6: if 
8039:   not  422@(430@,2i) == 3 
004D: jump_if_false @MANSIO1_30125 
0050: gosub @MANSIO1_30963 
0002: jump @MANSIO1_30192 

:MANSIO1_30125
060B: set_actor 143@(430@,3i) decision_maker_to 36@ 
0638: AS_actor 143@(430@,3i) stay_put 1 
04EB: AS_actor 143@(430@,3i) crouch 1 
0006: 422@(430@,2i) = -1 
0006: 437@(430@,2i) = -1 
000A: 149@(430@,3i) += 2 

:MANSIO1_30192
0002: jump @MANSIO1_30756 

:MANSIO1_30199
00D6: if 
8118:   not actor 143@(431@,3i) dead 
004D: jump_if_false @MANSIO1_30248 
00D6: if 
8039:   not  149@(431@,3i) == 11 
004D: jump_if_false @MANSIO1_30248 
0002: jump @MANSIO1_30756 

:MANSIO1_30248
000E: 149@(430@,3i) -= 5 
0002: jump @MANSIO1_30756 

:MANSIO1_30266
0050: gosub @MANSIO1_31608 
00D6: if 
0039:   439@ == 1 
004D: jump_if_false @MANSIO1_30354 
0006: 439@ = 0 
060B: set_actor 143@(430@,3i) decision_maker_to 35@ 
04EB: AS_actor 143@(430@,3i) crouch 0 
0006: 426@(430@,2i) = 0 
0006: 422@(430@,2i) = -1 
000A: 149@(430@,3i) += 1 

:MANSIO1_30354
0002: jump @MANSIO1_30756 

:MANSIO1_30361
00D6: if 
8039:   not  422@(430@,2i) == 3 
004D: jump_if_false @MANSIO1_30397 
0050: gosub @MANSIO1_30963 
0002: jump @MANSIO1_30543 

:MANSIO1_30397
00D6: if 
0039:   344@ == 8 
004D: jump_if_false @MANSIO1_30471 
0006: 149@(430@,3i) = 16 
00D6: if 
8118:   not actor 143@(431@,3i) dead 
004D: jump_if_false @MANSIO1_30457 
0006: 149@(431@,3i) = 16 

:MANSIO1_30457
0006: 414@ = 1 
0002: jump @MANSIO1_30543 

:MANSIO1_30471
0006: 422@(430@,2i) = -1 
00D6: if 
8118:   not actor 143@(431@,3i) dead 
004D: jump_if_false @MANSIO1_30532 
0085: 424@(430@,2i) = 345@ // (int) 
000E: 149@(430@,3i) -= 4 
0002: jump @MANSIO1_30543 

:MANSIO1_30532
000E: 149@(430@,3i) -= 7 

:MANSIO1_30543
0002: jump @MANSIO1_30756 

:MANSIO1_30550
060B: set_actor 143@(430@,3i) decision_maker_to 35@ 
0006: 422@(430@,2i) = -1 
0006: 433@ = 14 
005A: 433@ += 430@ // (int) 
0085: 424@(430@,2i) = 433@ // (int) 
000A: 149@(430@,3i) += 1 
0002: jump @MANSIO1_30756 

:MANSIO1_30618
00D6: if 
8039:   not  422@(430@,2i) == 3 
004D: jump_if_false @MANSIO1_30654 
0050: gosub @MANSIO1_30963 
0002: jump @MANSIO1_30749 

:MANSIO1_30654
060B: set_actor 143@(430@,3i) decision_maker_to 36@ 
0638: AS_actor 143@(430@,3i) stay_put 1 
00D6: if 
0039:   424@(430@,2i) == 14 
004D: jump_if_false @MANSIO1_30710 
04EB: AS_actor 143@(430@,3i) crouch 1 

:MANSIO1_30710
0085: 433@ = 424@(430@,2i) // (int) 
05D4: AS_actor 143@(430@,3i) rotate_angle 394@(433@,16f) 
000A: 149@(430@,3i) += 1 

:MANSIO1_30749
0002: jump @MANSIO1_30756 

:MANSIO1_30756
0002: jump @MANSIO1_30940 

:MANSIO1_30763
00D6: if 
8039:   not  149@(430@,3i) == -2 
004D: jump_if_false @MANSIO1_30940 
0871: init_jump_table 149@(430@,3i) total_jumps 1 default_jump 1 @MANSIO1_30852 jumps -1 @MANSIO1_30881 -1 @MANSIO1_30940 -1 @MANSIO1_30940 -1 @MANSIO1_30940 -1 @MANSIO1_30940 -1 @MANSIO1_30940 -1 @MANSIO1_30940 

:MANSIO1_30852
0006: 164@(430@,3i) = 0 
0006: 149@(430@,3i) = -1 
0002: jump @MANSIO1_30940 

:MANSIO1_30881
00D6: if 
001B:   10000 > 164@(430@,3i) 
004D: jump_if_false @MANSIO1_30911 
0002: jump @MANSIO1_30940 

:MANSIO1_30911
034F: destroy_actor_with_fade 143@(430@,3i) 
0249: release_model 428@(430@,2i) 
000E: 149@(430@,3i) -= 1 

:MANSIO1_30940
000A: 430@ += 1 
000E: 431@ -= 1 
0002: jump @MANSIO1_29198 

:MANSIO1_30961
0051: return 

:MANSIO1_30963
0085: 433@ = 424@(430@,2i) // (int) 
0087: 434@ = 346@(433@,16f) // (float) 
0087: 435@ = 362@(433@,16f) // (float) 
0087: 436@ = 378@(433@,16f) // (float) 
00D6: if 
0039:   426@(430@,2i) == 1 
004D: jump_if_false @MANSIO1_31130 
0871: init_jump_table 344@ total_jumps 6 default_jump 0 @MANSIO1_31130 jumps 2 @MANSIO1_31096 3 @MANSIO1_31113 4 @MANSIO1_31096 5 @MANSIO1_31113 6 @MANSIO1_31096 7 @MANSIO1_31113 -1 @MANSIO1_31130 

:MANSIO1_31096
000F: 434@ -= 3.5 
0002: jump @MANSIO1_31130 

:MANSIO1_31113
000B: 434@ += 3.5 
0002: jump @MANSIO1_31130 

:MANSIO1_31130
0871: init_jump_table 422@(430@,2i) total_jumps 4 default_jump 0 @MANSIO1_31606 jumps -1 @MANSIO1_31197 0 @MANSIO1_31310 1 @MANSIO1_31361 2 @MANSIO1_31525 -1 @MANSIO1_31606 -1 @MANSIO1_31606 -1 @MANSIO1_31606 

:MANSIO1_31197
00D6: if 
074F:   actor 143@(430@,3i) ped_event == -1 
004D: jump_if_false @MANSIO1_31248 
0638: AS_actor 143@(430@,3i) stay_put 1 
0006: 422@(430@,2i) = 0 
0002: jump @MANSIO1_31303 

:MANSIO1_31248
0638: AS_actor 143@(430@,3i) stay_put 0 
04EB: AS_actor 143@(430@,3i) crouch 0 
05D3: AS_actor 143@(430@,3i) goto_point 434@ 435@ 436@ mode 6 time -2 ms // versionA 
0006: 422@(430@,2i) = 1 

:MANSIO1_31303
0002: jump @MANSIO1_31606 

:MANSIO1_31310
00D6: if 
874F:   not actor 143@(430@,3i) ped_event == -1 
004D: jump_if_false @MANSIO1_31354 
0006: 164@(430@,3i) = 0 
0006: 422@(430@,2i) = 2 

:MANSIO1_31354
0002: jump @MANSIO1_31606 

:MANSIO1_31361
00D6: if 
074F:   actor 143@(430@,3i) ped_event == -1 
004D: jump_if_false @MANSIO1_31401 
0006: 422@(430@,2i) = -1 
0002: jump @MANSIO1_31518 

:MANSIO1_31401
00D6: if 
00FF:   actor 143@(430@,3i) sphere 0 in_sphere 434@ 435@ 436@ radius 1.2 1.2 1.5 on_foot 
004D: jump_if_false @MANSIO1_31465 
0006: 422@(430@,2i) = 3 
0002: jump @MANSIO1_31518 

:MANSIO1_31465
062E: get_actor 143@(430@,3i) task 1491 status_store_to 50@ // ret 7 if not found 
00D6: if 
04A4:   50@ == 7 // == constant 
004D: jump_if_false @MANSIO1_31518 
0687: clear_actor 143@(430@,3i) task 
0006: 422@(430@,2i) = -1 

:MANSIO1_31518
0002: jump @MANSIO1_31606 

:MANSIO1_31525
00D6: if 
074F:   actor 143@(430@,3i) ped_event == -1 
004D: jump_if_false @MANSIO1_31565 
0006: 422@(430@,2i) = 0 
0002: jump @MANSIO1_31599 

:MANSIO1_31565
00D6: if 
0019:   164@(430@,3i) > 500 
004D: jump_if_false @MANSIO1_31599 
0006: 422@(430@,2i) = -1 

:MANSIO1_31599
0002: jump @MANSIO1_31606 

:MANSIO1_31606
0051: return 

:MANSIO1_31608
0871: init_jump_table 437@(430@,2i) total_jumps 3 default_jump 0 @MANSIO1_31862 jumps -1 @MANSIO1_31675 0 @MANSIO1_31726 1 @MANSIO1_31807 -1 @MANSIO1_31862 -1 @MANSIO1_31862 -1 @MANSIO1_31862 -1 @MANSIO1_31862 

:MANSIO1_31675
00D6: if 
874F:   not actor 143@(430@,3i) ped_event == -1 
004D: jump_if_false @MANSIO1_31719 
0006: 164@(430@,3i) = 0 
000A: 437@(430@,2i) += 1 

:MANSIO1_31719
0002: jump @MANSIO1_31862 

:MANSIO1_31726
00D6: if 
074F:   actor 143@(430@,3i) ped_event == -1 
004D: jump_if_false @MANSIO1_31766 
000E: 437@(430@,2i) -= 1 
0002: jump @MANSIO1_31800 

:MANSIO1_31766
00D6: if 
0019:   164@(430@,3i) > 300 
004D: jump_if_false @MANSIO1_31800 
000A: 437@(430@,2i) += 1 

:MANSIO1_31800
0002: jump @MANSIO1_31862 

:MANSIO1_31807
0050: gosub @MANSIO1_31864 
00D6: if 
0039:   439@ == 0 
004D: jump_if_false @MANSIO1_31855 
0006: 164@(430@,3i) = 150 
000E: 437@(430@,2i) -= 1 

:MANSIO1_31855
0002: jump @MANSIO1_31862 

:MANSIO1_31862
0051: return 

:MANSIO1_31864
0006: 439@ = 0 
0871: init_jump_table 344@ total_jumps 6 default_jump 0 @MANSIO1_32394 jumps 2 @MANSIO1_31934 3 @MANSIO1_32013 4 @MANSIO1_32092 5 @MANSIO1_32164 6 @MANSIO1_32243 7 @MANSIO1_32315 -1 @MANSIO1_32394 

:MANSIO1_31934
00D6: if and
0039:   296@ == -1 
0039:   297@ == -1 
004D: jump_if_false @MANSIO1_32006 
0006: 439@ = 1 
0007: 440@ = 1271.341 
0007: 441@ = -785.5189 
0007: 442@ = 1278.642 
0007: 443@ = -798.1946 

:MANSIO1_32006
0002: jump @MANSIO1_32394 

:MANSIO1_32013
00D6: if and
0039:   298@ == -1 
0039:   299@ == -1 
004D: jump_if_false @MANSIO1_32085 
0006: 439@ = 1 
0007: 440@ = 1285.97 
0007: 441@ = -785.5347 
0007: 442@ = 1293.101 
0007: 443@ = -799.4673 

:MANSIO1_32085
0002: jump @MANSIO1_32394 

:MANSIO1_32092
00D6: if 
0039:   300@ == -1 
004D: jump_if_false @MANSIO1_32157 
0006: 439@ = 1 
0007: 440@ = 1271.417 
0007: 441@ = -799.7592 
0007: 442@ = 1278.639 
0007: 443@ = -810.0243 

:MANSIO1_32157
0002: jump @MANSIO1_32394 

:MANSIO1_32164
00D6: if and
0039:   301@ == -1 
0039:   302@ == -1 
004D: jump_if_false @MANSIO1_32236 
0006: 439@ = 1 
0007: 440@ = 1285.959 
0007: 441@ = -800.8917 
0007: 442@ = 1293.121 
0007: 443@ = -811.5349 

:MANSIO1_32236
0002: jump @MANSIO1_32394 

:MANSIO1_32243
00D6: if 
0039:   303@ == -1 
004D: jump_if_false @MANSIO1_32308 
0006: 439@ = 1 
0007: 440@ = 1271.434 
0007: 441@ = -811.7203 
0007: 442@ = 1278.597 
0007: 443@ = -822.8848 

:MANSIO1_32308
0002: jump @MANSIO1_32394 

:MANSIO1_32315
00D6: if and
0039:   304@ == -1 
0039:   305@ == -1 
004D: jump_if_false @MANSIO1_32387 
0006: 439@ = 1 
0007: 440@ = 1285.944 
0007: 441@ = -812.8881 
0007: 442@ = 1293.238 
0007: 443@ = -823.5223 

:MANSIO1_32387
0002: jump @MANSIO1_32394 

:MANSIO1_32394
00D6: if 
0039:   439@ == 1 
004D: jump_if_false @MANSIO1_32519 
0006: 43@ = 0 

:MANSIO1_32419
00D6: if 
001B:   20 > 43@ 
004D: jump_if_false @MANSIO1_32519 
00D6: if 
8118:   not actor 226@(43@,20i) dead 
004D: jump_if_false @MANSIO1_32505 
00D6: if 
00A3:   actor 226@(43@,20i) sphere 0 in_rectangle_cornerA 440@ 441@ cornerB 442@ 443@ 
004D: jump_if_false @MANSIO1_32505 
0006: 439@ = 0 
0006: 43@ = 20 

:MANSIO1_32505
000A: 43@ += 1 
0002: jump @MANSIO1_32419 

:MANSIO1_32519
00D6: if 
0039:   439@ == 1 
004D: jump_if_false @MANSIO1_32644 
0006: 43@ = 0 

:MANSIO1_32544
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @MANSIO1_32644 
00D6: if 
8118:   not actor 474@(43@,3i) dead 
004D: jump_if_false @MANSIO1_32630 
00D6: if 
00A3:   actor 474@(43@,3i) sphere 0 in_rectangle_cornerA 440@ 441@ cornerB 442@ 443@ 
004D: jump_if_false @MANSIO1_32630 
0006: 439@ = 0 
0006: 43@ = 2 

:MANSIO1_32630
000A: 43@ += 1 
0002: jump @MANSIO1_32544 

:MANSIO1_32644
00D6: if 
0039:   439@ == 1 
004D: jump_if_false @MANSIO1_32860 
000A: 344@ += 1 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @MANSIO1_32860 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 143@(430@,3i) radius 35.0 35.0 4.0 sphere 0 on_foot 
004D: jump_if_false @MANSIO1_32860 
00D6: if 
0039:   430@ == 0 
004D: jump_if_false @MANSIO1_32771 
008A: $1276 = 444@(452@,8i) // (int) 
05A9: s$1281 = 453@(452@,8s) // s$ 
0002: jump @MANSIO1_32809 

:MANSIO1_32771
000A: 452@ += 4 
008A: $1276 = 444@(452@,8i) // (int) 
05A9: s$1281 = 453@(452@,8s) // s$ 
000E: 452@ -= 4 

:MANSIO1_32809
004F: create_thread @A_ALAP 2 100 143@(430@,3i)  
000A: 452@ += 1 
00D6: if 
0039:   452@ == 4 
004D: jump_if_false @MANSIO1_32860 
0006: 452@ = 0 

:MANSIO1_32860
0051: return 

:MANSIO1_32862
0006: 43@ = 0 

:MANSIO1_32869
00D6: if 
001B:   20 > 43@ 
004D: jump_if_false @MANSIO1_33074 
0871: init_jump_table 246@(43@,20i) total_jumps 2 default_jump 0 @MANSIO1_33060 jumps 0 @MANSIO1_32954 1 @MANSIO1_33010 -1 @MANSIO1_33060 -1 @MANSIO1_33060 -1 @MANSIO1_33060 -1 @MANSIO1_33060 -1 @MANSIO1_33060 

:MANSIO1_32954
00D6: if 
8118:   not actor 226@(43@,20i) dead 
004D: jump_if_false @MANSIO1_32988 
0002: jump @MANSIO1_33060 
0002: jump @MANSIO1_33010 

:MANSIO1_32988
0006: 266@(43@,20i) = 0 
0006: 246@(43@,20i) = 1 

:MANSIO1_33010
00D6: if 
0019:   266@(43@,20i) > 2500 
004D: jump_if_false @MANSIO1_33053 
01C2: remove_references_to_actor 226@(43@,20i) // Like turning an actor into a random pedestrian 
0006: 246@(43@,20i) = -1 

:MANSIO1_33053
0002: jump @MANSIO1_33060 

:MANSIO1_33060
000A: 43@ += 1 
0002: jump @MANSIO1_32869 

:MANSIO1_33074
0006: 43@ = 0 

:MANSIO1_33081
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @MANSIO1_33286 
0871: init_jump_table 296@(43@,10i) total_jumps 2 default_jump 0 @MANSIO1_33272 jumps 0 @MANSIO1_33166 1 @MANSIO1_33222 -1 @MANSIO1_33272 -1 @MANSIO1_33272 -1 @MANSIO1_33272 -1 @MANSIO1_33272 -1 @MANSIO1_33272 

:MANSIO1_33166
00D6: if 
8118:   not actor 286@(43@,10i) dead 
004D: jump_if_false @MANSIO1_33200 
0002: jump @MANSIO1_33272 
0002: jump @MANSIO1_33222 

:MANSIO1_33200
0006: 306@(43@,10i) = 0 
0006: 296@(43@,10i) = 1 

:MANSIO1_33222
00D6: if 
0019:   306@(43@,10i) > 1800 
004D: jump_if_false @MANSIO1_33265 
01C2: remove_references_to_actor 286@(43@,10i) // Like turning an actor into a random pedestrian 
0006: 296@(43@,10i) = -1 

:MANSIO1_33265
0002: jump @MANSIO1_33272 

:MANSIO1_33272
000A: 43@ += 1 
0002: jump @MANSIO1_33081 

:MANSIO1_33286
0006: 43@ = 0 

:MANSIO1_33293
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @MANSIO1_33498 
0871: init_jump_table 320@(43@,4i) total_jumps 2 default_jump 0 @MANSIO1_33484 jumps 0 @MANSIO1_33378 1 @MANSIO1_33434 -1 @MANSIO1_33484 -1 @MANSIO1_33484 -1 @MANSIO1_33484 -1 @MANSIO1_33484 -1 @MANSIO1_33484 

:MANSIO1_33378
00D6: if 
8118:   not actor 316@(43@,4i) dead 
004D: jump_if_false @MANSIO1_33412 
0002: jump @MANSIO1_33484 
0002: jump @MANSIO1_33434 

:MANSIO1_33412
0006: 324@(43@,4i) = 0 
0006: 320@(43@,4i) = 1 

:MANSIO1_33434
00D6: if 
0019:   324@(43@,4i) > 1800 
004D: jump_if_false @MANSIO1_33477 
01C2: remove_references_to_actor 316@(43@,4i) // Like turning an actor into a random pedestrian 
0006: 320@(43@,4i) = -1 

:MANSIO1_33477
0002: jump @MANSIO1_33484 

:MANSIO1_33484
000A: 43@ += 1 
0002: jump @MANSIO1_33293 

:MANSIO1_33498
0051: return 

:MANSIO1_33500
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0020:   $TEMPVAR_FLOAT_3 > 1089.0 
004D: jump_if_false @MANSIO1_33909 
00D6: if 
0020:   $TEMPVAR_FLOAT_2 > -784.0 
004D: jump_if_false @MANSIO1_33570 
0006: 469@ = 0 
0002: jump @MANSIO1_33902 

:MANSIO1_33570
00D6: if or
0022:   1271.0 > $TEMPVAR_FLOAT_1 
0020:   $TEMPVAR_FLOAT_1 > 1294.0 
004D: jump_if_false @MANSIO1_33615 
0006: 469@ = 0 
0002: jump @MANSIO1_33902 

:MANSIO1_33615
00D6: if 
0020:   $TEMPVAR_FLOAT_2 > -824.0 
004D: jump_if_false @MANSIO1_33895 
00D6: if 
0022:   1279.0 > $TEMPVAR_FLOAT_1 
004D: jump_if_false @MANSIO1_33741 
00D6: if 
0020:   $TEMPVAR_FLOAT_2 > -799.0 
004D: jump_if_false @MANSIO1_33692 
0006: 469@ = 1 
0002: jump @MANSIO1_33734 

:MANSIO1_33692
00D6: if 
0020:   $TEMPVAR_FLOAT_2 > -811.0 
004D: jump_if_false @MANSIO1_33727 
0006: 469@ = 3 
0002: jump @MANSIO1_33734 

:MANSIO1_33727
0006: 469@ = 5 

:MANSIO1_33734
0002: jump @MANSIO1_33888 

:MANSIO1_33741
00D6: if 
0020:   $TEMPVAR_FLOAT_1 > 1285.0 
004D: jump_if_false @MANSIO1_33846 
00D6: if 
0020:   $TEMPVAR_FLOAT_2 > -800.0 
004D: jump_if_false @MANSIO1_33797 
0006: 469@ = 2 
0002: jump @MANSIO1_33839 

:MANSIO1_33797
00D6: if 
0020:   $TEMPVAR_FLOAT_2 > -812.0 
004D: jump_if_false @MANSIO1_33832 
0006: 469@ = 4 
0002: jump @MANSIO1_33839 

:MANSIO1_33832
0006: 469@ = 6 

:MANSIO1_33839
0002: jump @MANSIO1_33888 

:MANSIO1_33846
00D6: if 
0020:   $TEMPVAR_FLOAT_2 > -806.0 
004D: jump_if_false @MANSIO1_33881 
0006: 469@ = 7 
0002: jump @MANSIO1_33888 

:MANSIO1_33881
0006: 469@ = 8 

:MANSIO1_33888
0002: jump @MANSIO1_33902 

:MANSIO1_33895
0006: 469@ = 9 

:MANSIO1_33902
0002: jump @MANSIO1_33923 

:MANSIO1_33909
0006: 489@ = 1 
0006: 469@ = 10 

:MANSIO1_33923
00D6: if 
0039:   472@ == 1 
004D: jump_if_false @MANSIO1_33957 
0209: 473@ = random_int_in_ranges 0 2 
0002: jump @MANSIO1_33964 

:MANSIO1_33957
0006: 473@ = 0 

:MANSIO1_33964
0006: 470@ = 0 
00D6: if 
8039:   not  489@ == 1 
004D: jump_if_false @MANSIO1_34275 
0871: init_jump_table 469@ total_jumps 11 default_jump 0 @MANSIO1_34275 jumps 0 @MANSIO1_34117 1 @MANSIO1_34138 2 @MANSIO1_34138 3 @MANSIO1_34138 4 @MANSIO1_34191 5 @MANSIO1_34191 6 @MANSIO1_34212 
0872: jump_table_jumps 7 @MANSIO1_34138 8 @MANSIO1_34233 9 @MANSIO1_34233 10 @MANSIO1_34254 -1 @MANSIO1_34275 -1 @MANSIO1_34275 -1 @MANSIO1_34275 -1 @MANSIO1_34275 -1 @MANSIO1_34275 

:MANSIO1_34117
08BD: set 470@ bit 1 
08BD: set 470@ bit 2 
0002: jump @MANSIO1_34275 

:MANSIO1_34138
00D6: if 
0039:   473@ == 0 
004D: jump_if_false @MANSIO1_34170 
08BD: set 470@ bit 2 
0002: jump @MANSIO1_34177 

:MANSIO1_34170
08BD: set 470@ bit 5 

:MANSIO1_34177
08BD: set 470@ bit 3 
0002: jump @MANSIO1_34275 

:MANSIO1_34191
08BD: set 470@ bit 1 
08BD: set 470@ bit 3 
0002: jump @MANSIO1_34275 

:MANSIO1_34212
08BD: set 470@ bit 1 
08BD: set 470@ bit 0 
0002: jump @MANSIO1_34275 

:MANSIO1_34233
08BD: set 470@ bit 0 
08BD: set 470@ bit 4 
0002: jump @MANSIO1_34275 

:MANSIO1_34254
08BD: set 470@ bit 2 
08BD: set 470@ bit 4 
0002: jump @MANSIO1_34275 

:MANSIO1_34275
0006: 471@ = 1 
0051: return 

:MANSIO1_34284
0006: 486@ = 0 

:MANSIO1_34291
00D6: if 
001B:   3 > 486@ 
004D: jump_if_false @MANSIO1_35149 
00D6: if 
8118:   not actor 474@(486@,3i) dead 
004D: jump_if_false @MANSIO1_34537 
0871: init_jump_table 477@(486@,3i) total_jumps 1 default_jump 0 @MANSIO1_34530 jumps 1 @MANSIO1_34396 -1 @MANSIO1_34530 -1 @MANSIO1_34530 -1 @MANSIO1_34530 -1 @MANSIO1_34530 -1 @MANSIO1_34530 -1 @MANSIO1_34530 

:MANSIO1_34396
00D6: if 
001B:   4 > 335@ 
004D: jump_if_false @MANSIO1_34523 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @MANSIO1_34523 
00D6: if 
00F2:   actor 474@(486@,3i) near_actor $PLAYER_ACTOR radius 15.0 15.0 0 
004D: jump_if_false @MANSIO1_34523 
008A: $1276 = 331@(335@,4i) // (int) 
05A9: s$1281 = 336@(335@,4s) // s$ 
004F: create_thread @A_ALAP 2 50 474@(486@,3i)  
0006: 477@(486@,3i) = 0 
000A: 335@ += 1 

:MANSIO1_34523
0002: jump @MANSIO1_34530 

:MANSIO1_34530
0002: jump @MANSIO1_35135 

:MANSIO1_34537
0871: init_jump_table 477@(486@,3i) total_jumps 2 default_jump 1 @MANSIO1_35113 jumps -2 @MANSIO1_34708 -1 @MANSIO1_34604 -1 @MANSIO1_35135 -1 @MANSIO1_35135 -1 @MANSIO1_35135 -1 @MANSIO1_35135 -1 @MANSIO1_35135 

:MANSIO1_34604
00D6: if 
001D:   488@ > 480@(486@,3i) // (int) 
004D: jump_if_false @MANSIO1_34634 
0002: jump @MANSIO1_35135 

:MANSIO1_34634
034F: destroy_actor_with_fade 474@(486@,3i) 
00D6: if 
0039:   486@ == 2 
004D: jump_if_false @MANSIO1_34708 
00D6: if 
0039:   472@ == 0 
004D: jump_if_false @MANSIO1_34697 
000A: 477@(486@,3i) += 1 
0002: jump @MANSIO1_34708 

:MANSIO1_34697
000E: 477@(486@,3i) -= 1 

:MANSIO1_34708
00D6: if 
8039:   not  489@ == 1 
004D: jump_if_false @MANSIO1_35092 
00D6: if 
0039:   471@ == 0 
004D: jump_if_false @MANSIO1_34751 
0050: gosub @MANSIO1_33500 

:MANSIO1_34751
0006: 43@ = 0 

:MANSIO1_34758
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @MANSIO1_35106 
00D6: if 
08B9:   test 470@ bit 43@ 
004D: jump_if_false @MANSIO1_35092 
00D6: if 
803B:   not  43@ == 487@ // (int) 
004D: jump_if_false @MANSIO1_35092 
00D6: if 
838A:   not any_car_in_cube_cornerA 490@(43@,6f) 496@(43@,6f) 502@(43@,6f) cornerB 1.5 1.5 0.0 
004D: jump_if_false @MANSIO1_35092 
009A: 474@(486@,3i) = create_actor_pedtype 25 model #LSV1 at 490@(43@,6f) 496@(43@,6f) 502@(43@,6f) 
0223: set_actor 474@(486@,3i) health_to 200 
08AF: set_actor 474@(486@,3i) max_health_to 200 
0173: set_actor 474@(486@,3i) Z_angle_to 508@(43@,6f) 
0860: link_actor 474@(486@,3i) to_interior 5 
01B2: give_actor 474@(486@,3i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 474@(486@,3i) armed_weapon_to 29 
060B: set_actor 474@(486@,3i) decision_maker_to 36@ 
087E: set_actor 474@(486@,3i) weapon_droppable 0 
05E2: AS_actor 474@(486@,3i) kill_actor $PLAYER_ACTOR 
02E2: set_actor 474@(486@,3i) weapon_accuracy_to 50 
07DD: set_actor 474@(486@,3i) attack_rate 60 // previously known as temper_to 
00D6: if 
0039:   486@ == 0 
004D: jump_if_false @MANSIO1_35066 
0006: 477@(486@,3i) = 1 
0002: jump @MANSIO1_35077 

:MANSIO1_35066
0006: 477@(486@,3i) = 0 

:MANSIO1_35077
0085: 487@ = 43@ // (int) 
0006: 43@ = 5 

:MANSIO1_35092
000A: 43@ += 1 
0002: jump @MANSIO1_34758 

:MANSIO1_35106
0002: jump @MANSIO1_35135 

:MANSIO1_35113
0006: 480@(486@,3i) = 0 
0006: 477@(486@,3i) = -1 

:MANSIO1_35135
000A: 486@ += 1 
0002: jump @MANSIO1_34291 

:MANSIO1_35149
0051: return 

:MANSIO1_35151
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_35544 
0871: init_jump_table 514@ total_jumps 2 default_jump 0 @MANSIO1_35544 jumps 0 @MANSIO1_35230 1 @MANSIO1_35514 -1 @MANSIO1_35544 -1 @MANSIO1_35544 -1 @MANSIO1_35544 -1 @MANSIO1_35544 -1 @MANSIO1_35544 

:MANSIO1_35230
00D6: if 
80ED:   not actor 328@ sphere 0 near_point 516@ 517@ radius 1.0 1.0 on_foot 
004D: jump_if_false @MANSIO1_35271 
0002: jump @MANSIO1_35544 

:MANSIO1_35271
00D6: if 
8043:   not  518@ == -1.0 
004D: jump_if_false @MANSIO1_35369 
00D6: if 
0039:   515@ == 0 
004D: jump_if_false @MANSIO1_35333 
00BC: show_text_highpriority GXT 'MAN1_21' time 8000 flag 1  // ~r~Big Poppa~s~ is making a run for it, chase after him!
0006: 515@ = 1 

:MANSIO1_35333
0792: disembark_instantly_actor 328@ 
00A1: put_actor 328@ at 518@ 519@ 1083.01 
0173: set_actor 328@ Z_angle_to 520@ 
0002: jump @MANSIO1_35500 

:MANSIO1_35369
08E7: disable_entrance_markers 0 
07FB: set_interior 'MDDOGS' access 1  // Madd Dogg's Crib
018A: 47@ = create_checkpoint_at 1298.74 -795.9946 1083.008 
08DC: create_interior_marker 47@ at 1258.338 -785.4264 radius 91.0313 
00BC: show_text_highpriority GXT 'MAN1_22' time 8000 flag 1  // ~r~Big Poppa~s~ has left the ~y~mansion~s~, follow him.
00A1: put_actor 328@ at 1261.031 -815.666 83.1484 
0173: set_actor 328@ Z_angle_to 65.0097 
0860: link_actor 328@ to_interior 0 
0575: set_actor 328@ keep_position 1 
0006: 514@ = 1 
0002: jump @MANSIO1_35544 

:MANSIO1_35500
0006: 514@ = -1 
0002: jump @MANSIO1_35544 

:MANSIO1_35514
077E: get_active_interior_to 48@ 
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @MANSIO1_35544 
0006: 514@ = 2 

:MANSIO1_35544
0051: return 

:MANSIO1_35546
009B: destroy_actor 143@ 
009B: destroy_actor 144@ 
0249: release_model #TRIADA 
0249: release_model #TRIADB 
0249: release_model #M4 
0006: 43@ = 0 

:MANSIO1_35576
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @MANSIO1_35617 
009B: destroy_actor 286@(43@,10i) 
000A: 43@ += 1 
0002: jump @MANSIO1_35576 

:MANSIO1_35617
0006: 43@ = 0 

:MANSIO1_35624
00D6: if 
001B:   13 > 43@ 
004D: jump_if_false @MANSIO1_35665 
01C2: remove_references_to_actor 226@(43@,20i) // Like turning an actor into a random pedestrian 
000A: 43@ += 1 
0002: jump @MANSIO1_35624 

:MANSIO1_35665
01C2: remove_references_to_actor 474@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 475@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 476@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 316@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 317@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 318@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 319@ // Like turning an actor into a random pedestrian 
0249: release_model #BFYST 
0249: release_model #GANGRL3 
065C: release_decision_maker 37@ 
065C: release_decision_maker 35@ 
0247: load_model #BMYBE 
0247: load_model #BMYDJ 
0247: load_model #BFYPRO 
0247: load_model #BFYBE 
0006: 521@ = 1 
0051: return 

:MANSIO1_35745
0871: init_jump_table 521@ total_jumps 2 default_jump 0 @MANSIO1_36515 jumps 1 @MANSIO1_35808 2 @MANSIO1_36227 -1 @MANSIO1_36515 -1 @MANSIO1_36515 -1 @MANSIO1_36515 -1 @MANSIO1_36515 -1 @MANSIO1_36515 

:MANSIO1_35808
009A: 240@ = create_actor_pedtype 25 model #LSV3 at 1260.064 -793.2798 1083.241 
0173: set_actor 240@ Z_angle_to 290.4863 
0223: set_actor 240@ health_to 200 
08AF: set_actor 240@ max_health_to 200 
0860: link_actor 240@ to_interior 5 
01B2: give_actor 240@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 240@ armed_weapon_to 29 
02E2: set_actor 240@ weapon_accuracy_to 80 
07DD: set_actor 240@ attack_rate 60 // previously known as temper_to 
060B: set_actor 240@ decision_maker_to 36@ 
0006: 260@ = 0 
009A: 241@ = create_actor_pedtype 25 model #LSV3 at 1257.702 -767.9689 1083.008 
0173: set_actor 241@ Z_angle_to 119.2357 
0223: set_actor 241@ health_to 200 
08AF: set_actor 241@ max_health_to 200 
0860: link_actor 241@ to_interior 5 
01B2: give_actor 241@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 241@ armed_weapon_to 29 
02E2: set_actor 241@ weapon_accuracy_to 70 
07DD: set_actor 241@ attack_rate 50 // previously known as temper_to 
060B: set_actor 241@ decision_maker_to 36@ 
0006: 261@ = 0 
009A: 242@ = create_actor_pedtype 25 model #LSV3 at 1289.814 -778.2963 1083.008 
0173: set_actor 242@ Z_angle_to 67.6874 
0223: set_actor 242@ health_to 200 
08AF: set_actor 242@ max_health_to 200 
0860: link_actor 242@ to_interior 5 
01B2: give_actor 242@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 242@ armed_weapon_to 29 
02E2: set_actor 242@ weapon_accuracy_to 70 
07DD: set_actor 242@ attack_rate 60 // previously known as temper_to 
060B: set_actor 242@ decision_maker_to 36@ 
0006: 262@ = 0 
009A: 243@ = create_actor_pedtype 25 model #LSV3 at 1282.886 -779.3019 1083.015 
0173: set_actor 243@ Z_angle_to 57.042 
0223: set_actor 243@ health_to 200 
08AF: set_actor 243@ max_health_to 200 
0860: link_actor 243@ to_interior 5 
01B2: give_actor 243@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 243@ armed_weapon_to 29 
02E2: set_actor 243@ weapon_accuracy_to 70 
07DD: set_actor 243@ attack_rate 60 // previously known as temper_to 
060B: set_actor 243@ decision_maker_to 36@ 
0006: 263@ = 0 
000A: 521@ += 1 

:MANSIO1_36227
00D6: if or
8248:   not model #BMYBE available 
8248:   not model #BMYDJ available 
8248:   not model #BFYPRO available 
8248:   not model #BFYBE available 
004D: jump_if_false @MANSIO1_36262 
0002: jump @MANSIO1_36515 

:MANSIO1_36262
009A: 522@ = create_actor_pedtype 26 model #BMYDJ at 1275.155 -788.5061 1083.008 
0173: set_actor 522@ Z_angle_to 152.55 
0860: link_actor 522@ to_interior 5 
060B: set_actor 522@ decision_maker_to 38@ 
009A: 523@ = create_actor_pedtype 26 model #BFYPRO at 1274.54 -790.0915 1083.008 
0173: set_actor 523@ Z_angle_to 349.0896 
0860: link_actor 523@ to_interior 5 
060B: set_actor 523@ decision_maker_to 38@ 
009A: 524@ = create_actor_pedtype 26 model #BMYBE at 1273.279 -788.6833 1083.008 
0173: set_actor 524@ Z_angle_to 221.2157 
0860: link_actor 524@ to_interior 5 
060B: set_actor 524@ decision_maker_to 38@ 
009A: 525@ = create_actor_pedtype 26 model #BFYBE at 1261.499 -788.9477 1083.015 
0173: set_actor 525@ Z_angle_to 154.0331 
0860: link_actor 525@ to_interior 5 
060B: set_actor 525@ decision_maker_to 38@ 
009A: 526@ = create_actor_pedtype 26 model #BMYBE at 1260.887 -790.43 1083.015 
0173: set_actor 526@ Z_angle_to 332.9453 
0860: link_actor 526@ to_interior 5 
060B: set_actor 526@ decision_maker_to 38@ 
0006: 521@ = 0 

:MANSIO1_36515
0051: return 

:MANSIO1_36517
00BE: text_clear_all 
0006: 48@ = 5 

:MANSIO1_36526
00D6: if 
0039:   48@ == 5 
004D: jump_if_false @MANSIO1_36563 
0001: wait 0 ms 
09E8: 48@ = actor $PLAYER_ACTOR active_interior 
0002: jump @MANSIO1_36526 

:MANSIO1_36563
0917: audio_zone 'MADDOGL' enable_sound 0 
016A: fade 0 time 0 

:MANSIO1_36582
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_36606 
0001: wait 0 ms 
0002: jump @MANSIO1_36582 

:MANSIO1_36606
07FB: set_interior 'MADDOGS' access 0  // Madd Dogg's Crib
07FB: set_interior 'MDDOGS' access 0  // Madd Dogg's Crib
03BA: clear_cars_from_cube_cornerA 1239.904 -800.9069 80.0 cornerB 1261.751 -817.216 90.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0050: gosub @MANSIO1_38446 
01EB: set_traffic_density_multiplier_to 0.5 
0247: load_model #PHOENIX 
0247: load_model #WINDSOR 
07C0: load_path 708 

:MANSIO1_36704
00D6: if or
8248:   not model #PHOENIX available 
8248:   not model #WINDSOR available 
87C1:   not path 708 available 
004D: jump_if_false @MANSIO1_36741 
0001: wait 0 ms 
0002: jump @MANSIO1_36704 

:MANSIO1_36741
03CB: set_rendering_origin_at 1265.009 -816.3813 83.6305 
00A5: 527@ = create_car #PHOENIX at 1250.519 -812.1237 83.1484 
0175: set_car 527@ Z_angle_to 162.4757 
0674: set_car_model #WINDSOR numberplate "J_LOMAX" 
0506: set_car_model #WINDSOR next_variation 1 1 // first param is useless 
00A5: 528@ = create_car #WINDSOR at 1244.026 -808.5705 83.1484 
0175: set_car 528@ Z_angle_to 177.4448 
0229: set_car 528@ primary_color_to 126 secondary_color_to 0 
041E: set_radio_station 3 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_36938 
0792: disembark_instantly_actor 328@ 
060B: set_actor 328@ decision_maker_to 34@ 
0575: set_actor 328@ keep_position 0 
0860: link_actor 328@ to_interior 0 
00A1: put_actor 328@ at 1268.7 -813.0891 83.1484 
0173: set_actor 328@ Z_angle_to 90.0 
0164: disable_marker 329@ 

:MANSIO1_36938
00A1: put_actor $PLAYER_ACTOR at 1268.7 -813.0891 83.1484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0925: restore_camera_to_user_defined 
099C: jiggle_camera type 1 timelimit 50000.0 intensity 0.5 
015F: set_camera_position 1265.009 -816.3813 83.6305 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1264.046 -816.1189 83.6842 switchstyle 2 
016A: fade 1 time 500 

:MANSIO1_37042
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_37066 
0001: wait 0 ms 
0002: jump @MANSIO1_37042 

:MANSIO1_37066
00D6: if and
8118:   not actor 328@ dead 
8119:   not car 527@ wrecked 
004D: jump_if_false @MANSIO1_37177 
0615: define_AS_pack_begin 45@ 
05BA: AS_actor -1 move_mouth 1500 ms 
05CB: AS_actor -1 enter_car 527@ as_driver 9999 ms 
0616: define_AS_pack_end 45@ 
0618: assign_actor 328@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0615: define_AS_pack_begin 45@ 
05BA: AS_actor -1 move_mouth 7000 ms 
05D3: AS_actor -1 goto_point 1251.697 -812.287 83.1484 mode 6 time -2 ms // versionA 
05BF: AS_actor -1 look_at_actor 328@ 1500 ms 
0616: define_AS_pack_end 45@ 

:MANSIO1_37177
0618: assign_actor $PLAYER_ACTOR to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0006: 32@ = 0 

:MANSIO1_37197
00D6: if 
001B:   1500 > 32@ 
004D: jump_if_false @MANSIO1_37227 
0001: wait 0 ms 
0002: jump @MANSIO1_37197 

:MANSIO1_37227
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1265.009 -816.3813 83.6305 position_to 1253.448 -815.4342 83.4116 time 7500 smooth_transition 1 
0920: point_camera 1264.046 -816.1189 83.6842 transverse_to 1252.86 -814.6353 83.5422 time 7500 smooth_transition 1 
0006: 49@ = 0 

:MANSIO1_37316
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @MANSIO1_37384 
0001: wait 0 ms 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_37377 
00D6: if 
00DF:   actor 328@ driving 
004D: jump_if_false @MANSIO1_37377 
0006: 49@ = 1 

:MANSIO1_37377
0002: jump @MANSIO1_37316 

:MANSIO1_37384
00D6: if 
8119:   not car 527@ wrecked 
004D: jump_if_false @MANSIO1_37456 
05EB: assign_car 527@ to_path 708 
04BA: set_car 527@ speed_to 40.0 
020A: set_car 527@ door_status_to 2 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_37456 
02AB: set_actor 328@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSIO1_37456
0006: 32@ = 0 

:MANSIO1_37463
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @MANSIO1_37493 
0001: wait 0 ms 
0002: jump @MANSIO1_37463 

:MANSIO1_37493
00D6: if 
8119:   not car 527@ wrecked 
004D: jump_if_false @MANSIO1_37517 
0186: 329@ = create_marker_above_car 527@ 

:MANSIO1_37517
00BC: show_text_highpriority GXT 'MAN1_23' time 8000 flag 1  // ~s~Chase down ~r~Big Poppa~s~ and run him off the road!
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01F0: set_max_wanted_level_to 6 
01EB: set_traffic_density_multiplier_to 0.5 

:MANSIO1_37561
0001: wait 0 ms 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_37678 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 328@ radius 250.0 250.0 0 
004D: jump_if_false @MANSIO1_37640 
0006: 52@ = 1 
05AA: 53@s = 'MAN1_24' // @s = 'short'  // ~r~You lost Big Poppa.
0002: jump @MANSIO1_38488 

:MANSIO1_37640
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO1_37664 
03C0: 530@ = actor $PLAYER_ACTOR car 

:MANSIO1_37664
0050: gosub @MANSIO1_38303 
0002: jump @MANSIO1_38296 

:MANSIO1_37678
0164: disable_marker 329@ 
0006: 32@ = 0 

:MANSIO1_37690
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @MANSIO1_37720 
0001: wait 0 ms 
0002: jump @MANSIO1_37690 

:MANSIO1_37720
016A: fade 0 time 0 

:MANSIO1_37726
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_37750 
0001: wait 0 ms 
0002: jump @MANSIO1_37726 

:MANSIO1_37750
051E: 529@ = get_current_radio_station 
041E: set_radio_station 11 
01B4: set_player $PLAYER_CHAR can_move 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0110: clear_player $PLAYER_CHAR wanted_level 
02A3: enable_widescreen 1 
00D6: if 
8119:   not car 530@ wrecked 
004D: jump_if_false @MANSIO1_37851 
0227: 531@ = car 530@ health 
00D6: if 
001B:   500 > 531@ 
004D: jump_if_false @MANSIO1_37841 
0224: set_car 530@ health_to 500 

:MANSIO1_37841
04BA: set_car 530@ speed_to 0.0 

:MANSIO1_37851
0247: load_model #DRG_NU_EXT 

:MANSIO1_37856
00D6: if 
8248:   not model #DRG_NU_EXT available 
004D: jump_if_false @MANSIO1_37883 
0001: wait 0 ms 
0002: jump @MANSIO1_37856 

:MANSIO1_37883
015F: set_camera_position 1221.787 -856.6817 99.5425 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1222.33 -855.9062 99.2196 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord 1248.908 -804.626 87.535 angle 297.0012 
0006: 32@ = 0 

:MANSIO1_37963
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @MANSIO1_37993 
0001: wait 0 ms 
0002: jump @MANSIO1_37963 

:MANSIO1_37993
016A: fade 1 time 500 

:MANSIO1_38000
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_38024 
0001: wait 0 ms 
0002: jump @MANSIO1_38000 

:MANSIO1_38024
0707: start_scene_skip_to @MANSIO1_38115 
00BC: show_text_highpriority GXT 'MAN1_30' time 7000 flag 1  // You have taken back Madd Dogg's mansion.
0006: 32@ = 0 

:MANSIO1_38054
00D6: if 
001B:   7000 > 32@ 
004D: jump_if_false @MANSIO1_38084 
0001: wait 0 ms 
0002: jump @MANSIO1_38054 

:MANSIO1_38084
016A: fade 0 time 500 

:MANSIO1_38091
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_38115 
0001: wait 0 ms 
0002: jump @MANSIO1_38091 

:MANSIO1_38115
0701: end_scene_skip 
016A: fade 0 time 0 

:MANSIO1_38123
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_38147 
0001: wait 0 ms 
0002: jump @MANSIO1_38123 

:MANSIO1_38147
0249: release_model #DRG_NU_EXT 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0172: $TEMPVAR_ANGLE = actor $PLAYER_ACTOR Z_angle 
0A0B: set_rendering_origin_at_3D_coord $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD angle $TEMPVAR_ANGLE 
0006: 32@ = 0 

:MANSIO1_38208
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @MANSIO1_38238 
0001: wait 0 ms 
0002: jump @MANSIO1_38208 

:MANSIO1_38238
041E: set_radio_station 529@ 
016A: fade 1 time 500 

:MANSIO1_38250
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_38274 
0001: wait 0 ms 
0002: jump @MANSIO1_38250 

:MANSIO1_38274
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0002: jump @MANSIO1_38560 

:MANSIO1_38296
0002: jump @MANSIO1_37561 

:MANSIO1_38303
00D6: if 
8119:   not car 527@ wrecked 
004D: jump_if_false @MANSIO1_38444 
0871: init_jump_table 532@ total_jumps 1 default_jump 0 @MANSIO1_38444 jumps 0 @MANSIO1_38382 -1 @MANSIO1_38444 -1 @MANSIO1_38444 -1 @MANSIO1_38444 -1 @MANSIO1_38444 -1 @MANSIO1_38444 -1 @MANSIO1_38444 

:MANSIO1_38382
00D6: if 
060E:   car 527@ assigned_to_path 
004D: jump_if_false @MANSIO1_38405 
0002: jump @MANSIO1_38444 

:MANSIO1_38405
00AD: set_car 527@ max_speed_to 25.0 
05D2: AS_actor 328@ run_to_and_hijack_car 527@ max_search_radius 25.0 traffic_behavior 2 
000A: 532@ += 1 
0002: jump @MANSIO1_38444 

:MANSIO1_38444
0051: return 

:MANSIO1_38446
0164: disable_marker 47@ 
0249: release_model #LSV1 
0249: release_model #LSV3 
0249: release_model #BMYBE 
0249: release_model #BMYDJ 
0249: release_model #BFYPRO 
0249: release_model #BFYBE 
0249: release_model #MP5LNG 
065C: release_decision_maker 36@ 
0051: return 

:MANSIO1_38488
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
07FB: set_interior 'MADDOGS' access 0  // Madd Dogg's Crib
07FB: set_interior 'MDDOGS' access 0  // Madd Dogg's Crib
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @MANSIO1_38558 
00BC: show_text_highpriority GXT 53@s time 8000 flag 1 

:MANSIO1_38558
0051: return 

:MANSIO1_38560
0006: 43@ = 0 

:MANSIO1_38567
00D6: if 
001B:   16 > 43@ 
004D: jump_if_false @MANSIO1_38700 
00D6: if 
8118:   not actor 226@(43@,20i) dead 
004D: jump_if_false @MANSIO1_38677 
0687: clear_actor 226@(43@,20i) task 
02E2: set_actor 226@(43@,20i) weapon_accuracy_to 20 
07DD: set_actor 226@(43@,20i) attack_rate 25 // previously known as temper_to 
0638: AS_actor 226@(43@,20i) stay_put 1 
05E2: AS_actor 226@(43@,20i) kill_actor $PLAYER_ACTOR 
0961: set_actor 226@(43@,20i) keep_tasks_after_cleanup 1 
0002: jump @MANSIO1_38686 

:MANSIO1_38677
01C2: remove_references_to_actor 226@(43@,20i) // Like turning an actor into a random pedestrian 

:MANSIO1_38686
000A: 43@ += 1 
0002: jump @MANSIO1_38567 

:MANSIO1_38700
0006: 43@ = 0 

:MANSIO1_38707
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @MANSIO1_38840 
00D6: if 
8118:   not actor 286@(43@,10i) dead 
004D: jump_if_false @MANSIO1_38817 
0687: clear_actor 286@(43@,10i) task 
02E2: set_actor 226@(43@,20i) weapon_accuracy_to 20 
07DD: set_actor 226@(43@,20i) attack_rate 25 // previously known as temper_to 
0638: AS_actor 286@(43@,10i) stay_put 1 
05E2: AS_actor 286@(43@,10i) kill_actor $PLAYER_ACTOR 
0961: set_actor 286@(43@,10i) keep_tasks_after_cleanup 1 
0002: jump @MANSIO1_38826 

:MANSIO1_38817
01C2: remove_references_to_actor 286@(43@,10i) // Like turning an actor into a random pedestrian 

:MANSIO1_38826
000A: 43@ += 1 
0002: jump @MANSIO1_38707 

:MANSIO1_38840
0006: 43@ = 0 

:MANSIO1_38847
00D6: if 
001B:   2 > 43@ 
004D: jump_if_false @MANSIO1_38947 
00D6: if 
8118:   not actor 474@(43@,3i) dead 
004D: jump_if_false @MANSIO1_38924 
0687: clear_actor 474@(43@,3i) task 
05E2: AS_actor 474@(43@,3i) kill_actor $PLAYER_ACTOR 
0961: set_actor 474@(43@,3i) keep_tasks_after_cleanup 1 
0002: jump @MANSIO1_38933 

:MANSIO1_38924
01C2: remove_references_to_actor 474@(43@,3i) // Like turning an actor into a random pedestrian 

:MANSIO1_38933
000A: 43@ += 1 
0002: jump @MANSIO1_38847 

:MANSIO1_38947
07FB: set_interior 'MADDOGS' access 1  // Madd Dogg's Crib
07FB: set_interior 'MDDOGS' access 1  // Madd Dogg's Crib
0008: $MANSION_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'MAN_1'  // A Home In The Hills
030C: progress_made = 1 
014C: set_parked_car_generator $5269 cars_to_generate_to 101 
01E3: show_text_1number_styled GXT 'M_PASSR' number 4 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 40 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0164: disable_marker $582 
0570: $1718 = create_asset_radar_marker_with_icon 35 at $SAVE_PICKUPS_X[1] $SAVE_PICKUPS_Y[1] $SAVE_PICKUPS_Z[1] 
018B: set_marker $1718 radar_mode 2 
0051: return 

:MANSIO1_39063
09BA: show_entered_zone_name 1 
0917: audio_zone 'MADDOGL' enable_sound 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MANSIO1_39107 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 

:MANSIO1_39107
004F: create_thread @A_TERM  
0164: disable_marker 47@ 
0164: disable_marker 329@ 
08E7: disable_entrance_markers 0 
0923: enable_air_traffic 1 
01F0: set_max_wanted_level_to 6 
01EB: set_traffic_density_multiplier_to 1.0 
0004: $1512 = 0 
0650: destroy_particle 124@ 
0650: destroy_particle 125@ 
0650: destroy_particle 126@ 
0164: disable_marker 47@ 
0006: 43@ = 0 

:MANSIO1_39178
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @MANSIO1_39237 
01C2: remove_references_to_actor 99@(43@,4i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 131@(43@,4i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 170@(43@,6i) // Like turning an actor into a random pedestrian 
000A: 43@ += 1 
0002: jump @MANSIO1_39178 

:MANSIO1_39237
0006: 43@ = 0 

:MANSIO1_39244
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @MANSIO1_39294 
01C2: remove_references_to_actor 143@(43@,3i) // Like turning an actor into a random pedestrian 
0164: disable_marker 146@(43@,3i) 
000A: 43@ += 1 
0002: jump @MANSIO1_39244 

:MANSIO1_39294
01C2: remove_references_to_actor 159@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 328@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 527@ 
01C3: remove_references_to_car 528@ 
0249: release_model #TRIADA 
0249: release_model #TRIADB 
0249: release_model #LSV1 
0249: release_model #LSV2 
0249: release_model #LSV3 
0249: release_model #BFYST 
0249: release_model #GANGRL3 
0249: release_model #BMYBE 
0249: release_model #BMYDJ 
0249: release_model #BFYPRO 
0249: release_model #BFYBE 
0249: release_model #WINDSOR 
0249: release_model #PHOENIX 
0249: release_model #M4 
0249: release_model #MP5LNG 
0249: release_model #PARACHUTE 
0249: release_model #PARA_PACK 
0249: release_model #GUN_PARA 
0249: release_model #CARGO_REAR 
0249: release_model #D9_RAMP 
0249: release_model #CARDBOARDBOX2 
0249: release_model #CELLPHONE 
0249: release_model #DRG_NU_EXT 
090F: end_external_script 1 (PARACHUTE) 
04EF: release_animation "PARACHUTE" 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 103---------------
// Originally: Vertical Bird

:MANSIO2
03A4: name_thread 'MANSIO2' 
0050: gosub @MANSIO2_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @MANSIO2_38 
0050: gosub @MANSIO2_52168 

:MANSIO2_38
0050: gosub @MANSIO2_52634 
004E: end_thread 

:MANSIO2_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 75@ = 0 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 39@ = 0 
0006: 40@ = 0 
0006: 45@ = 0 
0006: 46@ = 0 
0006: 47@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 78@ = 1 
0006: 79@ = 0 
0006: 80@ = 0 
0006: 81@ = 0 
0006: 82@ = -1 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 86@ = 0 
0006: 85@ = 0 
0006: 87@ = 1 
0006: 48@ = 0 

:MANSIO2_238
0006: 88@(48@,3i) = 0 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_238 
0006: 223@ = 0 
0006: 224@ = 0 
0006: 225@ = 0 
0006: 226@ = 0 
0006: 227@ = 0 
0006: 228@ = 0 
0006: 229@ = 0 
0006: 230@ = 0 
0006: 231@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 234@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0006: 237@ = 0 
0006: 238@ = 0 
0006: 246@ = 0 
0006: 247@ = 0 
0006: 248@ = 0 
0006: 249@ = 0 
0006: 250@ = 0 
0006: 251@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 261@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 
0006: 264@ = 0 
0006: 265@ = 0 
0006: 266@ = 0 
0006: 267@ = 0 
0006: 268@ = 0 
0006: 283@ = 0 
0006: 284@ = 0 
0006: 285@ = 0 
0006: 286@ = 0 
0006: 287@ = 0 
0006: 288@ = 0 
0006: 289@ = 0 
0006: 290@ = 0 
0006: 291@ = 0 
0006: 292@ = 0 
0006: 293@ = 0 
0006: 294@ = 0 
0006: 295@ = 0 
0006: 296@ = 0 
0006: 297@ = 0 
00D6: if 
0039:   34@ == -99 
004D: jump_if_false @MANSIO2_1399 
0662: printstring "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: 139@ = create_car #WASHING at 0.0 0.0 0.0 
00A5: 140@ = create_car #SQUALO at 0.0 0.0 0.0 
00A5: 145@ = create_car #HYDRA at 0.0 0.0 0.0 
00A5: 153@ = create_car #LAUNCH at 0.0 0.0 0.0 
0006: 48@ = 0 

:MANSIO2_780
00A5: 141@(48@,4i) = create_car #HYDRA at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @MANSIO2_780 
0006: 48@ = 0 

:MANSIO2_835
00A5: 146@(48@,3i) = create_car #HYDRA at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_835 
0006: 48@ = 0 

:MANSIO2_890
00A5: 149@(48@,4i) = create_car #TROPIC at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @MANSIO2_890 
0006: 48@ = 0 

:MANSIO2_945
00A5: 154@(48@,3i) = create_car #FORKLIFT at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_945 
009A: 130@ = create_actor_pedtype 24 model #SPECIAL01 at 0.0 0.0 0.0 
0006: 48@ = 0 

:MANSIO2_1025
009A: 131@(48@,6i) = create_actor_pedtype 25 model #ARMY at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @MANSIO2_1025 
0006: 48@ = 0 

:MANSIO2_1082
009A: 137@(48@,2i) = create_actor_pedtype 24 model #WMYMECH at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @MANSIO2_1082 
029B: 157@ = init_object #CARRIER_LIFT1_SFSE at 0.0 0.0 0.0 
029B: 158@ = init_object #CARRIER_LIFT2_SFSE at 0.0 0.0 0.0 
029B: 159@ = init_object #CARRIER_DOOR_SFSE at 0.0 0.0 0.0 
0107: 160@ = create_object #MISSILE_07_SFXR at 0.0 0.0 0.0 
0006: 48@ = 0 

:MANSIO2_1227
0107: 161@(48@,3i) = create_object #KMB_KEYPAD at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_1227 
0186: 164@ = create_marker_above_car 140@ 
0186: 179@ = create_marker_above_car 145@ 
018A: 165@ = create_checkpoint_at 0.0 0.0 0.0 
0006: 48@ = 0 

:MANSIO2_1318
0186: 166@(48@,3i) = create_marker_above_car 146@(48@,3i) 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_1318 
0006: 48@ = 0 

:MANSIO2_1362
0186: 169@(48@,4i) = create_marker_above_car 149@(48@,4i) 
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @MANSIO2_1362 

:MANSIO2_1399
054C: use_GXT_table 'MAN_2' 
01B6: set_weather 16 
0050: gosub @MANSIO2_51244 
060A: create_decision_maker_type 0 store_to 180@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 4 store_to 181@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 182@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 181@ event 62 
0050: gosub @MANSIO2_51416 

:MANSIO2_1456
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @MANSIO2_1489 
0006: 36@ = 1 
0002: jump @MANSIO2_1884 

:MANSIO2_1489
0050: gosub @MANSIO2_50589 
0050: gosub @MANSIO2_50895 
00D6: if or
0039:   38@ == 1 
0039:   39@ == 1 
004D: jump_if_false @MANSIO2_1535 
0002: jump @MANSIO2_1884 

:MANSIO2_1535
0050: gosub @MANSIO2_51141 
0050: gosub @MANSIO2_51175 
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO2_1579 
0006: 37@ = 1 
0002: jump @MANSIO2_1884 

:MANSIO2_1579
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @MANSIO2_1637 
0662: printstring "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:MANSIO2_1637
0871: init_jump_table 34@ total_jumps 8 default_jump 0 @MANSIO2_1877 jumps 1 @MANSIO2_1765 2 @MANSIO2_1779 3 @MANSIO2_1793 4 @MANSIO2_1807 5 @MANSIO2_1821 6 @MANSIO2_1835 7 @MANSIO2_1849 
0872: jump_table_jumps 8 @MANSIO2_1863 -1 @MANSIO2_1877 -1 @MANSIO2_1877 -1 @MANSIO2_1877 -1 @MANSIO2_1877 -1 @MANSIO2_1877 -1 @MANSIO2_1877 -1 @MANSIO2_1877 -1 @MANSIO2_1877 

:MANSIO2_1765
0050: gosub @MANSIO2_2032 
0002: jump @MANSIO2_1877 

:MANSIO2_1779
0050: gosub @MANSIO2_4061 
0002: jump @MANSIO2_1877 

:MANSIO2_1793
0050: gosub @MANSIO2_6174 
0002: jump @MANSIO2_1877 

:MANSIO2_1807
0050: gosub @MANSIO2_8624 
0002: jump @MANSIO2_1877 

:MANSIO2_1821
0050: gosub @MANSIO2_12006 
0002: jump @MANSIO2_1877 

:MANSIO2_1835
0050: gosub @MANSIO2_17063 
0002: jump @MANSIO2_1877 

:MANSIO2_1849
0050: gosub @MANSIO2_21732 
0002: jump @MANSIO2_1877 

:MANSIO2_1863
0006: 36@ = 1 
0002: jump @MANSIO2_1877 

:MANSIO2_1877
0050: gosub @MANSIO2_47201 

:MANSIO2_1884
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @MANSIO2_1984 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @MANSIO2_1968 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @MANSIO2_1952 
0002: jump @MANSIO2_1456 
0002: jump @MANSIO2_1961 

:MANSIO2_1952
0050: gosub @MANSIO2_52419 
0051: return 

:MANSIO2_1961
0002: jump @MANSIO2_1977 

:MANSIO2_1968
0050: gosub @MANSIO2_52168 
0051: return 

:MANSIO2_1977
0002: jump @MANSIO2_1986 

:MANSIO2_1984
0051: return 

:MANSIO2_1986
0662: printstring "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
0051: return 

:MANSIO2_2032
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @MANSIO2_2334 
0674: set_car_model #WASHING numberplate "_OMEGA__" 
00A5: 139@ = create_car #WASHING at 1248.681 -815.9187 83.1484 
0229: set_car 139@ primary_color_to 84 secondary_color_to 84 
0175: set_car 139@ Z_angle_to 180.0 
041E: set_radio_station 1 
009A: 130@ = create_actor_pedtype 24 model #SPECIAL01 at 1250.896 -802.7902 83.1484 
0173: set_actor 130@ Z_angle_to 180.0 
07A1: set_walk_speed 4 
05CB: AS_actor 130@ enter_car 139@ as_driver 10000 ms 
07A1: set_walk_speed 4 
05CA: AS_actor $PLAYER_ACTOR enter_car 139@ passenger_seat 0 time 10000 
015F: set_camera_position 1246.497 -822.7375 84.7111 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1246.785 -821.78 84.6972 switchstyle 2 
0006: 81@ = 1 
0050: gosub @MANSIO2_48037 
01EB: set_traffic_density_multiplier_to 0.0 
016A: fade 1 time 1000 
0006: 223@ = 0 
0006: 292@ = 0 
0006: 293@ = 0 
0006: 294@ = 0 
0006: 295@ = 1 
0006: 207@ = 0 
0006: 208@ = 0 
0006: 75@ = 1 
0006: 76@ = 0 
0006: 77@ = 0 
000A: 35@ += 1 

:MANSIO2_2334
00D6: if 
0119:   car 139@ wrecked 
004D: jump_if_false @MANSIO2_2366 
0006: 37@ = 1 
0006: 45@ = 1 
0051: return 

:MANSIO2_2366
00D6: if 
0118:   actor 130@ dead 
004D: jump_if_false @MANSIO2_2398 
0006: 37@ = 1 
0006: 45@ = 2 
0051: return 

:MANSIO2_2398
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @MANSIO2_2512 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2448 
000A: 35@ += 1 
0002: jump @MANSIO2_2512 

:MANSIO2_2448
00D6: if 
8039:   not  80@ == 1 
004D: jump_if_false @MANSIO2_2480 
0006: 81@ = 1 
0050: gosub @MANSIO2_48037 

:MANSIO2_2480
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @MANSIO2_2512 
0050: gosub @MANSIO2_48192 
000A: 35@ += 1 

:MANSIO2_2512
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @MANSIO2_2781 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2562 
000A: 35@ += 1 
0002: jump @MANSIO2_2781 

:MANSIO2_2562
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 139@ 
00DB:   actor 130@ in_car 139@ 
004D: jump_if_false @MANSIO2_2781 
05EB: assign_car 139@ to_path 208 
0006: 223@ = 1 
0A0B: set_rendering_origin_at_3D_coord 1239.286 -836.2535 83.1477 angle 27.7504 
015F: set_camera_position 1250.188 -849.5969 93.6161 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1249.69 -848.7883 93.3037 switchstyle 2 
00D6: if 
0039:   293@ == 1 
004D: jump_if_false @MANSIO2_2714 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0006: 293@ = 0 
0006: 207@ = 0 

:MANSIO2_2714
00D6: if 
0039:   294@ == 1 
004D: jump_if_false @MANSIO2_2751 
0647: AS_actor 130@ clear_look_task 
0006: 294@ = 0 
0006: 208@ = 0 

:MANSIO2_2751
0006: 295@ = 0 
0085: 194@ = 46@ // (int) 
000A: 194@ += 1000 
000A: 35@ += 1 

:MANSIO2_2781
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @MANSIO2_2880 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2831 
000A: 35@ += 1 
0002: jump @MANSIO2_2880 

:MANSIO2_2831
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2880 
016A: fade 0 time 2000 
0085: 194@ = 46@ // (int) 
000A: 194@ += 2000 
000A: 35@ += 1 

:MANSIO2_2880
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @MANSIO2_2977 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2930 
0006: 35@ = 50 
0002: jump @MANSIO2_2977 

:MANSIO2_2930
00D6: if and
001D:   46@ > 194@ // (int) 
816B:   not fading 
004D: jump_if_false @MANSIO2_2977 
05EC: release_car 139@ from_path 
0006: 223@ = 0 
0006: 75@ = 0 
000A: 35@ += 1 

:MANSIO2_2977
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @MANSIO2_3156 
0873: release_path 208 
0395: clear_area 0 at -610.7587 176.8072 18.946 radius 20.0 
00AB: put_car 139@ at -610.7587 176.8072 18.946 
0175: set_car 139@ Z_angle_to 40.0 
0A0B: set_rendering_origin_at_3D_coord -709.131 232.466 4.698 angle 250.0 
00C0: set_current_time_hours_to 20 minutes_to 0 
015F: set_camera_position -710.0532 232.8524 4.6799 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -709.131 232.466 4.698 switchstyle 2 
0085: 194@ = 46@ // (int) 
000A: 194@ += 1500 
000A: 35@ += 1 

:MANSIO2_3156
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @MANSIO2_3200 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_3200 
0006: 35@ = 99 

:MANSIO2_3200
00D6: if and
0039:   75@ == 1 
08D0:   should_skip_cutscene 
0039:   77@ == 0 
004D: jump_if_false @MANSIO2_3234 
0006: 77@ = 1 

:MANSIO2_3234
00D6: if 
0039:   35@ == 50 
004D: jump_if_false @MANSIO2_3289 
016A: fade 0 time 500 
0085: 194@ = 46@ // (int) 
000A: 194@ += 500 
0006: 76@ = 1 
000A: 35@ += 1 

:MANSIO2_3289
00D6: if 
0039:   35@ == 51 
004D: jump_if_false @MANSIO2_3534 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_3534 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 139@ 
004D: jump_if_false @MANSIO2_3355 
0430: put_actor $PLAYER_ACTOR into_car 139@ passenger_seat 0 

:MANSIO2_3355
00D6: if 
80DB:   not actor 130@ in_car 139@ 
004D: jump_if_false @MANSIO2_3382 
072A: put_actor 130@ into_car 139@ driverseat 

:MANSIO2_3382
00D6: if 
0039:   223@ == 1 
004D: jump_if_false @MANSIO2_3405 
05EC: release_car 139@ from_path 

:MANSIO2_3405
00D6: if 
88B7:   not test 85@ bit 1 
004D: jump_if_false @MANSIO2_3430 
0050: gosub @MANSIO2_48221 

:MANSIO2_3430
00D6: if 
0039:   293@ == 1 
004D: jump_if_false @MANSIO2_3467 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0006: 293@ = 0 
0006: 207@ = 0 

:MANSIO2_3467
00D6: if 
0039:   294@ == 1 
004D: jump_if_false @MANSIO2_3504 
0647: AS_actor 130@ clear_look_task 
0006: 294@ = 0 
0006: 208@ = 0 

:MANSIO2_3504
0006: 295@ = 0 
0085: 194@ = 46@ // (int) 
000A: 194@ += 200 
000A: 35@ += 1 

:MANSIO2_3534
00D6: if 
0039:   35@ == 52 
004D: jump_if_false @MANSIO2_3599 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_3599 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 75@ = 0 
0006: 35@ = 5 

:MANSIO2_3599
00D6: if 
0039:   295@ == 1 
004D: jump_if_false @MANSIO2_3980 
00D6: if 
0039:   207@ == 0 
004D: jump_if_false @MANSIO2_3669 
0209: 50@ = random_int_in_ranges 2000 3000 
0085: 207@ = 46@ // (int) 
005A: 207@ += 50@ // (int) 
0002: jump @MANSIO2_3749 

:MANSIO2_3669
00D6: if 
001D:   46@ > 207@ // (int) 
004D: jump_if_false @MANSIO2_3749 
00D6: if 
0039:   293@ == 1 
004D: jump_if_false @MANSIO2_3725 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0006: 293@ = 0 
0002: jump @MANSIO2_3742 

:MANSIO2_3725
05BF: AS_actor $PLAYER_ACTOR look_at_actor 130@ -2 ms 
0006: 293@ = 1 

:MANSIO2_3742
0006: 207@ = 0 

:MANSIO2_3749
00D6: if 
0039:   208@ == 0 
004D: jump_if_false @MANSIO2_3801 
0209: 50@ = random_int_in_ranges 1000 4000 
0085: 208@ = 46@ // (int) 
005A: 208@ += 50@ // (int) 
0002: jump @MANSIO2_3881 

:MANSIO2_3801
00D6: if 
001D:   46@ > 208@ // (int) 
004D: jump_if_false @MANSIO2_3881 
00D6: if 
0039:   294@ == 1 
004D: jump_if_false @MANSIO2_3857 
0647: AS_actor 130@ clear_look_task 
0006: 294@ = 0 
0002: jump @MANSIO2_3874 

:MANSIO2_3857
05BF: AS_actor 130@ look_at_actor $PLAYER_ACTOR -2 ms 
0006: 294@ = 1 

:MANSIO2_3874
0006: 208@ = 0 

:MANSIO2_3881
00D6: if 
08B7:   test 85@ bit 1 
004D: jump_if_false @MANSIO2_3980 
00D6: if 
0039:   293@ == 1 
004D: jump_if_false @MANSIO2_3936 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0006: 293@ = 0 
0006: 207@ = 0 

:MANSIO2_3936
00D6: if 
0039:   294@ == 1 
004D: jump_if_false @MANSIO2_3973 
0647: AS_actor 130@ clear_look_task 
0006: 294@ = 0 
0006: 208@ = 0 

:MANSIO2_3973
0006: 295@ = 0 

:MANSIO2_3980
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 139@ 
004D: jump_if_false @MANSIO2_4034 
00D6: if 
0039:   293@ == 0 
004D: jump_if_false @MANSIO2_4034 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 130@ -2 ms 
0006: 293@ = 1 

:MANSIO2_4034
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @MANSIO2_4059 
0050: gosub @MANSIO2_51214 

:MANSIO2_4059
0051: return 

:MANSIO2_4061
00D6: if 
0039:   292@ == 0 
004D: jump_if_false @MANSIO2_4143 
00D6: if 
0119:   car 139@ wrecked 
004D: jump_if_false @MANSIO2_4111 
0006: 37@ = 1 
0006: 45@ = 1 
0051: return 

:MANSIO2_4111
00D6: if 
0118:   actor 130@ dead 
004D: jump_if_false @MANSIO2_4143 
0006: 37@ = 1 
0006: 45@ = 2 
0051: return 

:MANSIO2_4143
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @MANSIO2_4360 
0395: clear_area 1 at -760.8 243.1655 -6.6249 radius 20.0 
00A5: 140@ = create_car #SQUALO at -759.4562 240.346 -2.0951 
0175: set_car 140@ Z_angle_to 121.0 
0323: enable_boat 140@ anchor 1 
05D1: AS_actor 130@ drive_car 139@ to -731.1018 223.2893 1.3815 speed 12.0 0 model #WASHING 3 
016A: fade 1 time 1500 
0006: 81@ = 2 
0050: gosub @MANSIO2_48037 
0006: 293@ = 0 
0006: 294@ = 0 
0006: 295@ = 0 
0006: 207@ = 0 
0006: 208@ = 0 
0085: 194@ = 46@ // (int) 
000A: 194@ += 5000 
0006: 75@ = 1 
0006: 76@ = 0 
0006: 77@ = 0 
000A: 35@ += 1 

:MANSIO2_4360
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @MANSIO2_4498 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_4410 
000A: 35@ += 1 
0002: jump @MANSIO2_4498 

:MANSIO2_4410
00D6: if 
8039:   not  80@ == 2 
004D: jump_if_false @MANSIO2_4442 
0006: 81@ = 2 
0050: gosub @MANSIO2_48037 

:MANSIO2_4442
00D6: if and
0039:   80@ == 2 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_4498 
0050: gosub @MANSIO2_48192 
0085: 194@ = 46@ // (int) 
000A: 194@ += 6200 
000A: 35@ += 1 

:MANSIO2_4498
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @MANSIO2_4632 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_4548 
000A: 35@ += 1 
0002: jump @MANSIO2_4632 

:MANSIO2_4548
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_4632 
015F: set_camera_position -738.98 227.2293 3.4204 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -738.0241 226.939 3.375 switchstyle 2 
0006: 295@ = 1 
000A: 35@ += 1 

:MANSIO2_4632
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @MANSIO2_4753 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_4682 
000A: 35@ += 1 
0002: jump @MANSIO2_4753 

:MANSIO2_4682
00D6: if 
01B0:   car 139@ sphere 0 in_sphere -731.1018 223.2893 1.3815 radius 5.0 5.0 5.0 stopped 
004D: jump_if_false @MANSIO2_4753 
0085: 194@ = 46@ // (int) 
000A: 194@ += 4600 
000A: 35@ += 1 

:MANSIO2_4753
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @MANSIO2_4880 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_4803 
000A: 35@ += 1 
0002: jump @MANSIO2_4880 

:MANSIO2_4803
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_4880 
015F: set_camera_position -725.9466 218.6036 4.4433 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -726.7355 219.1785 4.2265 switchstyle 2 
000A: 35@ += 1 

:MANSIO2_4880
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @MANSIO2_5085 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_4930 
000A: 35@ += 1 
0002: jump @MANSIO2_5085 

:MANSIO2_4930
00D6: if 
08B7:   test 85@ bit 2 
004D: jump_if_false @MANSIO2_5085 
00D6: if 
0039:   293@ == 1 
004D: jump_if_false @MANSIO2_4985 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0006: 293@ = 0 
0006: 207@ = 0 

:MANSIO2_4985
00D6: if 
0039:   294@ == 1 
004D: jump_if_false @MANSIO2_5022 
0647: AS_actor 130@ clear_look_task 
0006: 294@ = 0 
0006: 208@ = 0 

:MANSIO2_5022
0006: 295@ = 0 
05CD: AS_actor $PLAYER_ACTOR exit_car 139@ 
05D3: AS_actor $PLAYER_ACTOR goto_point -732.8385 225.4091 1.718 mode 4 time 10000 ms // versionA 
0085: 194@ = 46@ // (int) 
000A: 194@ += 1500 
000A: 35@ += 1 

:MANSIO2_5085
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @MANSIO2_5212 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_5135 
000A: 35@ += 1 
0002: jump @MANSIO2_5212 

:MANSIO2_5135
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_5212 
05D1: AS_actor 130@ drive_car 139@ to -751.1168 113.9648 13.2849 speed 15.0 0 model #WASHING 3 
0085: 194@ = 46@ // (int) 
000A: 194@ += 500 
000A: 35@ += 1 

:MANSIO2_5212
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @MANSIO2_5336 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_5262 
0006: 35@ = 50 
0002: jump @MANSIO2_5336 

:MANSIO2_5262
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_5336 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
009B: destroy_actor 130@ 
00A6: destroy_car 139@ 
0296: unload_special_actor 1 
0249: release_model #WASHING 
0006: 292@ = 1 
0006: 75@ = 0 
000A: 35@ += 1 

:MANSIO2_5336
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @MANSIO2_5361 
0006: 35@ = 99 

:MANSIO2_5361
00D6: if and
0039:   75@ == 1 
08D0:   should_skip_cutscene 
0039:   77@ == 0 
004D: jump_if_false @MANSIO2_5395 
0006: 77@ = 1 

:MANSIO2_5395
00D6: if 
0039:   35@ == 50 
004D: jump_if_false @MANSIO2_5450 
016A: fade 0 time 500 
0085: 194@ = 46@ // (int) 
000A: 194@ += 500 
0006: 76@ = 1 
000A: 35@ += 1 

:MANSIO2_5450
00D6: if 
0039:   35@ == 51 
004D: jump_if_false @MANSIO2_5733 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_5733 
00D6: if 
88B7:   not test 85@ bit 2 
004D: jump_if_false @MANSIO2_5512 
0050: gosub @MANSIO2_48221 

:MANSIO2_5512
00D6: if 
0039:   293@ == 1 
004D: jump_if_false @MANSIO2_5549 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0006: 293@ = 0 
0006: 207@ = 0 

:MANSIO2_5549
00D6: if 
0039:   294@ == 1 
004D: jump_if_false @MANSIO2_5586 
0647: AS_actor 130@ clear_look_task 
0006: 294@ = 0 
0006: 208@ = 0 

:MANSIO2_5586
0006: 295@ = 0 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 139@ 
004D: jump_if_false @MANSIO2_5639 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -732.8385 225.4091 1.718 
0002: jump @MANSIO2_5659 

:MANSIO2_5639
00A1: put_actor $PLAYER_ACTOR at -732.8385 225.4091 1.718 

:MANSIO2_5659
0173: set_actor $PLAYER_ACTOR Z_angle_to 83.9578 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
009B: destroy_actor 130@ 
00A6: destroy_car 139@ 
0296: unload_special_actor 1 
0249: release_model #WASHING 
0006: 292@ = 1 
0085: 194@ = 46@ // (int) 
000A: 194@ += 2000 
000A: 35@ += 1 

:MANSIO2_5733
00D6: if 
0039:   35@ == 52 
004D: jump_if_false @MANSIO2_5800 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_5800 
016A: fade 1 time 1500 
0085: 194@ = 46@ // (int) 
000A: 194@ += 1500 
000A: 35@ += 1 

:MANSIO2_5800
00D6: if 
0039:   35@ == 53 
004D: jump_if_false @MANSIO2_5865 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_5865 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 75@ = 0 
0006: 35@ = 8 

:MANSIO2_5865
00D6: if 
0039:   295@ == 1 
004D: jump_if_false @MANSIO2_6147 
00D6: if 
0039:   207@ == 0 
004D: jump_if_false @MANSIO2_5935 
0209: 50@ = random_int_in_ranges 2000 3000 
0085: 207@ = 46@ // (int) 
005A: 207@ += 50@ // (int) 
0002: jump @MANSIO2_6015 

:MANSIO2_5935
00D6: if 
001D:   46@ > 207@ // (int) 
004D: jump_if_false @MANSIO2_6015 
00D6: if 
0039:   293@ == 1 
004D: jump_if_false @MANSIO2_5991 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0006: 293@ = 0 
0002: jump @MANSIO2_6008 

:MANSIO2_5991
05BF: AS_actor $PLAYER_ACTOR look_at_actor 130@ -2 ms 
0006: 293@ = 1 

:MANSIO2_6008
0006: 207@ = 0 

:MANSIO2_6015
00D6: if 
0039:   208@ == 0 
004D: jump_if_false @MANSIO2_6067 
0209: 50@ = random_int_in_ranges 1000 4000 
0085: 208@ = 46@ // (int) 
005A: 208@ += 50@ // (int) 
0002: jump @MANSIO2_6147 

:MANSIO2_6067
00D6: if 
001D:   46@ > 208@ // (int) 
004D: jump_if_false @MANSIO2_6147 
00D6: if 
0039:   294@ == 1 
004D: jump_if_false @MANSIO2_6123 
0647: AS_actor 130@ clear_look_task 
0006: 294@ = 0 
0002: jump @MANSIO2_6140 

:MANSIO2_6123
05BF: AS_actor 130@ look_at_actor $PLAYER_ACTOR -2 ms 
0006: 294@ = 1 

:MANSIO2_6140
0006: 208@ = 0 

:MANSIO2_6147
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @MANSIO2_6172 
0050: gosub @MANSIO2_51214 

:MANSIO2_6172
0051: return 

:MANSIO2_6174
0006: 224@ = 1 
00D6: if 
0119:   car 140@ wrecked 
004D: jump_if_false @MANSIO2_6204 
0006: 224@ = 0 

:MANSIO2_6204
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @MANSIO2_6841 
029B: 157@ = init_object #CARRIER_LIFT1_SFSE at -1456.719 501.297 9.914 
029B: 158@ = init_object #CARRIER_LIFT2_SFSE at -1414.453 516.453 16.688 
029B: 159@ = init_object #CARRIER_DOOR_SFSE at -1465.797 501.289 1.145 
0186: 164@ = create_marker_above_car 140@ 
07E0: set_marker 164@ type_to 1 
0395: clear_area 1 at -1519.843 590.923 0.0 radius 20.0 
00A5: 153@ = create_car #LAUNCH at -1519.843 590.923 0.0 
0175: set_car 153@ Z_angle_to 202.1246 
0323: enable_boat 153@ anchor 1 
0006: 50@ = 0 
0129: 131@(50@,6i) = create_actor_pedtype 25 model #ARMY in_car 153@ driverseat 
060B: set_actor 131@(50@,6i) decision_maker_to 180@ 
01B2: give_actor 131@(50@,6i) weapon 31 ammo 300 // Load the weapon model before using this 
01B9: set_actor 131@(50@,6i) armed_weapon_to 31 
0770: set_actor 131@(50@,6i) target_priority 1 
0006: 50@ = 1 
009A: 131@(50@,6i) = create_actor_pedtype 25 model #ARMY at -1429.354 497.0963 2.039 
060B: set_actor 131@(50@,6i) decision_maker_to 180@ 
0464: put_actor 131@(50@,6i) into_turret_on_car 153@ at_car_offset 0.0 -3.5 1.3 position 0 shooting_angle_limit 0.0 with_weapon 31 
01B2: give_actor 131@(50@,6i) weapon 31 ammo 300 // Load the weapon model before using this 
01B9: set_actor 131@(50@,6i) armed_weapon_to 31 
0770: set_actor 131@(50@,6i) target_priority 1 
0006: 50@ = 2 
009A: 131@(50@,6i) = create_actor_pedtype 25 model #ARMY at -1428.723 500.472 2.0391 
060B: set_actor 131@(50@,6i) decision_maker_to 180@ 
0464: put_actor 131@(50@,6i) into_turret_on_car 153@ at_car_offset 0.0 4.0 1.3 position 0 shooting_angle_limit 0.0 with_weapon 31 
01B2: give_actor 131@(50@,6i) weapon 31 ammo 300 // Load the weapon model before using this 
01B9: set_actor 131@(50@,6i) armed_weapon_to 31 
0770: set_actor 131@(50@,6i) target_priority 1 
0006: 191@ = 0 
0007: 220@ = -1459.143 
0007: 221@ = 501.0938 
0007: 222@ = 2.7322 
00BC: show_text_highpriority GXT 'MAN2_20' time 7000 flag 1  // ~s~There's a silenced pistol and a knife in the ~b~speedboat~s~.
01EB: set_traffic_density_multiplier_to 1.0 
0006: 243@ = 0 
03CF: load_wav 1824 as 3 
0A24: enable_military_zones_wanted_level 1 
0006: 225@ = 0 
0006: 226@ = 0 
0006: 227@ = 0 
0006: 228@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 195@ = 0 
0006: 75@ = 0 
0006: 76@ = 0 
0006: 77@ = 0 
000A: 35@ += 1 

:MANSIO2_6841
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @MANSIO2_7052 
00D6: if or
0039:   226@ == 1 
0039:   227@ == 1 
004D: jump_if_false @MANSIO2_7052 
0006: 81@ = 4 
0050: gosub @MANSIO2_48037 
0006: 227@ = 1 
0395: clear_area 0 at -1357.0 502.0 10.0 radius 300.0 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position -1513.614 559.4036 22.2746 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1513.076 558.6777 21.8463 switchstyle 2 
0006: 258@ = 1 
00D6: if 
0039:   286@ == 0 
004D: jump_if_false @MANSIO2_7031 
097B: play_audio_at_object 159@ event 1128 
0006: 286@ = 1 

:MANSIO2_7031
0006: 183@ = 0 
0006: 75@ = 1 
000A: 35@ += 1 

:MANSIO2_7052
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @MANSIO2_7182 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_7102 
000A: 35@ += 1 
0002: jump @MANSIO2_7182 

:MANSIO2_7102
00D6: if 
8039:   not  80@ == 4 
004D: jump_if_false @MANSIO2_7134 
0006: 81@ = 4 
0050: gosub @MANSIO2_48037 

:MANSIO2_7134
00D6: if 
0039:   80@ == 4 
004D: jump_if_false @MANSIO2_7182 
0050: gosub @MANSIO2_48192 
0085: 194@ = 46@ // (int) 
000A: 194@ += 6800 
000A: 35@ += 1 

:MANSIO2_7182
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @MANSIO2_7325 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_7232 
000A: 35@ += 1 
0002: jump @MANSIO2_7325 

:MANSIO2_7232
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_7325 
015F: set_camera_position -1474.739 526.7202 16.2159 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1474.991 525.8577 15.7775 switchstyle 2 
0085: 194@ = 46@ // (int) 
000A: 194@ += 3700 
000A: 35@ += 1 

:MANSIO2_7325
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @MANSIO2_7441 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_7375 
0006: 35@ = 50 
0002: jump @MANSIO2_7441 

:MANSIO2_7375
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_7441 
00D6: if 
08B7:   test 85@ bit 4 
004D: jump_if_false @MANSIO2_7441 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0006: 75@ = 0 
000A: 35@ += 1 

:MANSIO2_7441
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @MANSIO2_7482 
00BC: show_text_highpriority GXT 'MAN2_32' time 8000 flag 1  // ~s~Get inside the ~y~ship~s~ before the rear door closes. Swimming will help avoid detection by the guards.
0006: 35@ = 99 

:MANSIO2_7482
00D6: if and
0039:   75@ == 1 
08D0:   should_skip_cutscene 
0039:   77@ == 0 
004D: jump_if_false @MANSIO2_7516 
0006: 77@ = 1 

:MANSIO2_7516
00D6: if 
0039:   35@ == 50 
004D: jump_if_false @MANSIO2_7571 
016A: fade 0 time 500 
0085: 194@ = 46@ // (int) 
000A: 194@ += 500 
0006: 76@ = 1 
000A: 35@ += 1 

:MANSIO2_7571
00D6: if 
0039:   35@ == 51 
004D: jump_if_false @MANSIO2_7785 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_7785 
00D6: if 
88B7:   not test 85@ bit 4 
004D: jump_if_false @MANSIO2_7633 
0050: gosub @MANSIO2_48221 

:MANSIO2_7633
01BC: put_object 159@ at -1468.492 501.289 11.109 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @MANSIO2_7699 
00AB: put_car 153@ at -1446.218 491.9281 0.0 
0175: set_car 153@ Z_angle_to 270.0 

:MANSIO2_7699
00D6: if 
8118:   not actor 131@ dead 
004D: jump_if_false @MANSIO2_7740 
00D6: if 
8039:   not  183@ == 3 
004D: jump_if_false @MANSIO2_7740 
0006: 183@ = 2 

:MANSIO2_7740
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 time 1500 
0085: 194@ = 46@ // (int) 
000A: 194@ += 1500 
000A: 35@ += 1 

:MANSIO2_7785
00D6: if 
0039:   35@ == 52 
004D: jump_if_false @MANSIO2_7850 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_7850 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 75@ = 0 
0006: 35@ = 5 

:MANSIO2_7850
00D6: if 
0039:   226@ == 0 
004D: jump_if_false @MANSIO2_8147 
00D6: if 
0039:   224@ == 1 
004D: jump_if_false @MANSIO2_8112 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1397.0 552.0 17.0 radius 150.0 110.0 25.0 
004D: jump_if_false @MANSIO2_8008 
00D6: if 
875C:   not marker 165@ enabled 
004D: jump_if_false @MANSIO2_7964 
018A: 165@ = create_checkpoint_at 220@ 221@ 222@ 

:MANSIO2_7964
0164: disable_marker 164@ 
00D6: if 
88B7:   not test 85@ bit 3 
004D: jump_if_false @MANSIO2_7994 
08BD: set 85@ bit 3 

:MANSIO2_7994
0006: 226@ = 1 
0002: jump @MANSIO2_8105 

:MANSIO2_8008
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 140@ 
004D: jump_if_false @MANSIO2_8069 
00D6: if 
875C:   not marker 165@ enabled 
004D: jump_if_false @MANSIO2_8057 
018A: 165@ = create_checkpoint_at 220@ 221@ 222@ 

:MANSIO2_8057
0164: disable_marker 164@ 
0002: jump @MANSIO2_8105 

:MANSIO2_8069
00D6: if 
875C:   not marker 164@ enabled 
004D: jump_if_false @MANSIO2_8100 
0186: 164@ = create_marker_above_car 140@ 
07E0: set_marker 164@ type_to 1 

:MANSIO2_8100
0164: disable_marker 165@ 

:MANSIO2_8105
0002: jump @MANSIO2_8147 

:MANSIO2_8112
0164: disable_marker 164@ 
00D6: if 
875C:   not marker 165@ enabled 
004D: jump_if_false @MANSIO2_8147 
018A: 165@ = create_checkpoint_at 220@ 221@ 222@ 

:MANSIO2_8147
00D6: if 
0039:   225@ == 0 
004D: jump_if_false @MANSIO2_8255 
00D6: if 
0039:   224@ == 1 
004D: jump_if_false @MANSIO2_8255 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 140@ 
004D: jump_if_false @MANSIO2_8255 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 99999 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 0 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 23 
0006: 81@ = 3 
0050: gosub @MANSIO2_48037 
0050: gosub @MANSIO2_48192 
0006: 225@ = 1 

:MANSIO2_8255
00D6: if 
0039:   228@ == 0 
004D: jump_if_false @MANSIO2_8348 
00D6: if 
0039:   226@ == 0 
004D: jump_if_false @MANSIO2_8348 
00D6: if 
075C:   marker 165@ enabled 
004D: jump_if_false @MANSIO2_8348 
00D6: if 
08B7:   test 85@ bit 3 
004D: jump_if_false @MANSIO2_8348 
00BC: show_text_highpriority GXT 'MAN2_21' time 7000 flag 1  // ~s~Head for the ~y~ship~s~.
0006: 228@ = 1 

:MANSIO2_8348
00D6: if 
0039:   258@ == 1 
004D: jump_if_false @MANSIO2_8454 
00D6: if 
034E: move_object 159@ to -1468.492 501.289 11.109 speed 0.04 0.04 0.05 collision_check 0 
004D: jump_if_false @MANSIO2_8454 
0006: 258@ = 0 
00D6: if 
0039:   286@ == 1 
004D: jump_if_false @MANSIO2_8454 
097B: play_audio_at_object 159@ event 1129 
0006: 286@ = 0 

:MANSIO2_8454
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @MANSIO2_8576 
00D6: if 
0119:   car 153@ wrecked 
004D: jump_if_false @MANSIO2_8495 
0006: 227@ = 1 

:MANSIO2_8495
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @MANSIO2_8576 
00AA: store_car 153@ position_to 57@ 58@ 59@ 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 57@ 58@ 59@ radius 100.0 100.0 30.0 
004D: jump_if_false @MANSIO2_8576 
0006: 227@ = 1 

:MANSIO2_8576
0050: gosub @MANSIO2_22723 
0050: gosub @MANSIO2_36622 
0050: gosub @MANSIO2_46199 
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @MANSIO2_8622 
0050: gosub @MANSIO2_51214 

:MANSIO2_8622
0051: return 

:MANSIO2_8624
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @MANSIO2_8719 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 263@ = 0 
0006: 291@ = 0 
00D6: if 
8119:   not car 142@ wrecked 
004D: jump_if_false @MANSIO2_8691 
00A6: destroy_car 142@ 

:MANSIO2_8691
0006: 75@ = 0 
0006: 76@ = 0 
0006: 77@ = 0 
000A: 35@ += 1 

:MANSIO2_8719
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @MANSIO2_8916 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 220@ 221@ 222@ radius 4.0 13.5 5.0 
004D: jump_if_false @MANSIO2_8916 
0164: disable_marker 165@ 
0164: disable_marker 164@ 
0006: 263@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
09D7: set_player $PLAYER_CHAR force_interior_lighting 1 
094E: set_actor $PLAYER_ACTOR mute_pain_audio 0 
0006: 195@ = 0 
0006: 259@ = 1 
0006: 260@ = 1 
00D6: if 
0039:   286@ == 0 
004D: jump_if_false @MANSIO2_8871 
097B: play_audio_at_object 159@ event 1128 
0006: 286@ = 1 

:MANSIO2_8871
0006: 246@ = 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 200 
0085: 194@ = 46@ // (int) 
000A: 194@ += 400 
000A: 35@ += 1 

:MANSIO2_8916
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @MANSIO2_9244 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_9244 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0A0B: set_rendering_origin_at_3D_coord -1439.546 489.3506 3.8546 angle 300.0 
075B: zoom_radar 90 
09A6: enable_interior_radar_blips 1 
0007: 220@ = -1288.084 
0007: 221@ = 490.5533 
0007: 222@ = 10.2026 
018A: 165@ = create_checkpoint_at 220@ 221@ 222@ 
00A1: put_actor $PLAYER_ACTOR at -1327.957 507.4273 0.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 84.8851 
0006: 50@ = 0 
00A5: 141@(50@,4i) = create_car #HYDRA at -1423.62 497.13 10.19 
0175: set_car 141@(50@,4i) Z_angle_to 62.12 
0006: 242@(50@,4i) = 1 
0006: 50@ = 2 
00A5: 141@(50@,4i) = create_car #HYDRA at -1416.47 518.36 16.91 
0175: set_car 141@(50@,4i) Z_angle_to 270.0 
0006: 242@(50@,4i) = 1 
0129: 135@ = create_actor_pedtype 25 model #ARMY in_car 141@(50@,4i) driverseat 
060B: set_actor 135@ decision_maker_to 180@ 
0770: set_actor 135@ target_priority 1 
0085: 194@ = 46@ // (int) 
000A: 194@ += 2000 
0006: 75@ = 1 
000A: 35@ += 1 

:MANSIO2_9244
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @MANSIO2_9414 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_9294 
000A: 35@ += 1 
0002: jump @MANSIO2_9414 

:MANSIO2_9294
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_9414 
02A3: enable_widescreen 1 
015F: set_camera_position -1304.926 489.9207 11.6599 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1304.047 490.3978 11.6435 switchstyle 2 
00BC: show_text_highpriority GXT 'MAN2_22' time 6000 flag 1  // ~s~Find the ~y~control room~s~ to switch off the SAM sites.
0085: 194@ = 46@ // (int) 
000A: 194@ += 4000 
016A: fade 1 time 500 
000A: 35@ += 1 

:MANSIO2_9414
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @MANSIO2_9577 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_9464 
000A: 35@ += 1 
0002: jump @MANSIO2_9577 

:MANSIO2_9464
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 220@ 221@ 222@ radius 1.0 1.0 2.0 on_foot 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_9577 
0006: 246@ = 1 
00D6: if 
0039:   288@ == 0 
004D: jump_if_false @MANSIO2_9554 
097B: play_audio_at_object 158@ event 1128 
0006: 288@ = 1 

:MANSIO2_9554
0085: 194@ = 46@ // (int) 
000A: 194@ += 1800 
000A: 35@ += 1 

:MANSIO2_9577
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @MANSIO2_10017 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_9627 
000A: 35@ += 1 
0002: jump @MANSIO2_10017 

:MANSIO2_9627
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 220@ 221@ 222@ radius 1.0 1.0 2.0 on_foot 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_10017 
015F: set_camera_position -1400.167 517.7336 11.9235 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1401.079 518.1353 12.0041 switchstyle 2 
00BC: show_text_highpriority GXT 'MAN2_25' time 5000 flag 1  // ~s~Steal one of the military jets.
0085: 194@ = 46@ // (int) 
000A: 194@ += 3800 
0085: 202@ = 46@ // (int) 
000A: 202@ += 2500 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO2_9867 
00A1: put_actor $PLAYER_ACTOR at -1446.333 506.7063 -2.089 
0173: set_actor $PLAYER_ACTOR Z_angle_to 256.1819 
00D6: if 
04A7:   actor $PLAYER_ACTOR driving_boat 
004D: jump_if_false @MANSIO2_9853 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
0323: enable_boat $TEMPVAR_ACTOR_CAR anchor 1 

:MANSIO2_9853
0006: 291@ = 1 
0002: jump @MANSIO2_10010 

:MANSIO2_9867
00A1: put_actor $PLAYER_ACTOR at -1455.558 497.0678 -2.089 
0173: set_actor $PLAYER_ACTOR Z_angle_to 256.1819 
00D6: if 
8119:   not car 140@ wrecked 
004D: jump_if_false @MANSIO2_10010 
00D6: if 
00B1:   car 140@ sphere 0 in_cube_cornerA -1466.083 490.7395 -2.0 cornerB -1434.139 511.856 3.0 
004D: jump_if_false @MANSIO2_10005 
00AB: put_car 140@ at -1446.333 506.7063 -2.089 
0175: set_car 140@ Z_angle_to 256.1819 
0006: 291@ = 1 
0002: jump @MANSIO2_10010 

:MANSIO2_10005
00A6: destroy_car 140@ 

:MANSIO2_10010
000A: 35@ += 1 

:MANSIO2_10017
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @MANSIO2_10229 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_10067 
000A: 35@ += 1 
0002: jump @MANSIO2_10229 

:MANSIO2_10067
00D6: if and
001D:   46@ > 202@ // (int) 
8039:   not  202@ == 0 
004D: jump_if_false @MANSIO2_10107 
0006: 187@ = 5 
0006: 202@ = 0 

:MANSIO2_10107
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_10229 
0006: 50@ = 1 
00D6: if 
8039:   not  183@(50@,6i) == -2 
004D: jump_if_false @MANSIO2_10166 
0006: 183@(50@,6i) = 6 

:MANSIO2_10166
0006: 50@ = 2 
00D6: if 
8039:   not  183@(50@,6i) == -2 
004D: jump_if_false @MANSIO2_10206 
0006: 183@(50@,6i) = 6 

:MANSIO2_10206
0085: 194@ = 46@ // (int) 
000A: 194@ += 1000 
000A: 35@ += 1 

:MANSIO2_10229
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @MANSIO2_10392 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_10279 
000A: 35@ += 1 
0002: jump @MANSIO2_10392 

:MANSIO2_10279
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_10392 
015F: set_camera_position -1395.611 493.0729 5.3645 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1394.977 493.8029 5.109 switchstyle 2 
01B6: set_weather 5 
00BC: show_text_highpriority GXT 'MAN2_23' time 6000 flag 1  // ~s~Try not to alert the ~r~guards~s~.
0085: 194@ = 46@ // (int) 
000A: 194@ += 5800 
000A: 35@ += 1 

:MANSIO2_10392
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @MANSIO2_10500 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_10442 
0006: 35@ = 50 
0002: jump @MANSIO2_10500 

:MANSIO2_10442
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_10500 
0173: set_actor $PLAYER_ACTOR Z_angle_to 256.1819 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 75@ = 0 
000A: 35@ += 1 

:MANSIO2_10500
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @MANSIO2_10887 
0006: 188@ = 5 
0006: 274@ = 1 
0006: 48@ = 0 

:MANSIO2_10539
00D6: if and
8039:   not  183@(48@,6i) == -2 
8039:   not  183@(48@,6i) == -1 
8118:   not actor 131@(48@,6i) dead 
004D: jump_if_false @MANSIO2_10637 
00D6: if 
8039:   not  48@ == 4 
004D: jump_if_false @MANSIO2_10637 
0187: 173@(48@,6i) = create_marker_above_actor 131@(48@,6i) 
018B: set_marker 173@(48@,6i) radar_mode 2 
07BF: set_marker 173@(48@,6i) tracking_blip 1 

:MANSIO2_10637
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @MANSIO2_10539 
0006: 187@ = 18 
00D6: if 
0039:   291@ == 1 
004D: jump_if_false @MANSIO2_10793 
0006: 213@ = 1 
0006: 50@ = 0 
00D6: if 
8039:   not  183@(50@,6i) == -2 
004D: jump_if_false @MANSIO2_10730 
0006: 183@(50@,6i) = 24 

:MANSIO2_10730
0006: 50@ = 1 
00D6: if 
8039:   not  189@(50@,2i) == -2 
004D: jump_if_false @MANSIO2_10770 
0006: 189@(50@,2i) = 12 

:MANSIO2_10770
00BC: show_text_highpriority GXT 'MAN2_46' time 5000 flag 1  // ~s~You've made too much noise entering the Aircraft Carrier.
0002: jump @MANSIO2_10873 

:MANSIO2_10793
0006: 50@ = 0 
00D6: if 
8039:   not  183@(50@,6i) == -2 
004D: jump_if_false @MANSIO2_10833 
0006: 183@(50@,6i) = 8 

:MANSIO2_10833
0006: 50@ = 1 
00D6: if 
8039:   not  189@(50@,2i) == -2 
004D: jump_if_false @MANSIO2_10873 
0006: 189@(50@,2i) = 6 

:MANSIO2_10873
0006: 283@ = 1 
0006: 35@ = 99 

:MANSIO2_10887
00D6: if and
0039:   75@ == 1 
08D0:   should_skip_cutscene 
0039:   77@ == 0 
004D: jump_if_false @MANSIO2_10921 
0006: 77@ = 1 

:MANSIO2_10921
00D6: if 
0039:   35@ == 50 
004D: jump_if_false @MANSIO2_10976 
016A: fade 0 time 500 
0085: 194@ = 46@ // (int) 
000A: 194@ += 500 
0006: 76@ = 1 
000A: 35@ += 1 

:MANSIO2_10976
00D6: if 
0039:   35@ == 51 
004D: jump_if_false @MANSIO2_11441 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_11441 
0006: 246@ = 1 
00D6: if 
0039:   288@ == 0 
004D: jump_if_false @MANSIO2_11053 
097B: play_audio_at_object 158@ event 1128 
0006: 288@ = 1 

:MANSIO2_11053
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO2_11144 
00A1: put_actor $PLAYER_ACTOR at -1446.333 506.7063 -2.089 
0173: set_actor $PLAYER_ACTOR Z_angle_to 256.1819 
00D6: if 
04A7:   actor $PLAYER_ACTOR driving_boat 
004D: jump_if_false @MANSIO2_11130 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
0323: enable_boat $TEMPVAR_ACTOR_CAR anchor 1 

:MANSIO2_11130
0006: 291@ = 1 
0002: jump @MANSIO2_11287 

:MANSIO2_11144
00A1: put_actor $PLAYER_ACTOR at -1455.558 497.0678 -2.089 
0173: set_actor $PLAYER_ACTOR Z_angle_to 256.1819 
00D6: if 
8119:   not car 140@ wrecked 
004D: jump_if_false @MANSIO2_11287 
00D6: if 
00B1:   car 140@ sphere 0 in_cube_cornerA -1466.083 490.7395 -2.0 cornerB -1434.139 511.856 3.0 
004D: jump_if_false @MANSIO2_11282 
00AB: put_car 140@ at -1446.333 506.7063 -2.089 
0175: set_car 140@ Z_angle_to 256.1819 
0006: 291@ = 1 
0002: jump @MANSIO2_11287 

:MANSIO2_11282
00A6: destroy_car 140@ 

:MANSIO2_11287
0006: 50@ = 1 
00D6: if 
8039:   not  183@(50@,6i) == -2 
004D: jump_if_false @MANSIO2_11327 
0006: 183@(50@,6i) = 6 

:MANSIO2_11327
0006: 50@ = 2 
00D6: if 
8039:   not  183@(50@,6i) == -2 
004D: jump_if_false @MANSIO2_11367 
0006: 183@(50@,6i) = 6 

:MANSIO2_11367
00D6: if 
0039:   187@ == -1 
004D: jump_if_false @MANSIO2_11392 
0006: 187@ = 5 

:MANSIO2_11392
01B6: set_weather 5 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 1500 
0085: 194@ = 46@ // (int) 
000A: 194@ += 1500 
000A: 35@ += 1 

:MANSIO2_11441
00D6: if 
0039:   35@ == 52 
004D: jump_if_false @MANSIO2_11506 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_11506 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 75@ = 0 
0006: 35@ = 9 

:MANSIO2_11506
00D6: if 
0039:   246@ == 1 
004D: jump_if_false @MANSIO2_11612 
00D6: if 
034E: move_object 158@ to -1414.453 516.453 9.648 speed 0.05 0.05 0.05 collision_check 0 
004D: jump_if_false @MANSIO2_11612 
0006: 246@ = 0 
00D6: if 
0039:   288@ == 1 
004D: jump_if_false @MANSIO2_11612 
097B: play_audio_at_object 158@ event 1129 
0006: 288@ = 0 

:MANSIO2_11612
00D6: if 
0039:   259@ == 1 
004D: jump_if_false @MANSIO2_11865 
00D6: if 
0039:   260@ == 1 
004D: jump_if_false @MANSIO2_11743 
00D6: if 
034E: move_object 159@ to -1465.797 501.289 1.145 speed 0.04 0.04 0.3 collision_check 0 
004D: jump_if_false @MANSIO2_11736 
0006: 259@ = 0 
00D6: if 
0039:   286@ == 1 
004D: jump_if_false @MANSIO2_11736 
097B: play_audio_at_object 159@ event 1129 
0006: 286@ = 0 

:MANSIO2_11736
0002: jump @MANSIO2_11865 

:MANSIO2_11743
00D6: if 
034E: move_object 159@ to -1465.797 501.289 1.145 speed 0.04 0.04 0.05 collision_check 0 
004D: jump_if_false @MANSIO2_11865 
0006: 259@ = 0 
00D6: if 
0039:   286@ == 1 
004D: jump_if_false @MANSIO2_11831 
097B: play_audio_at_object 159@ event 1129 
0006: 286@ = 0 

:MANSIO2_11831
00D6: if 
0039:   263@ == 0 
004D: jump_if_false @MANSIO2_11865 
0006: 37@ = 1 
0006: 45@ = 5 
0051: return 

:MANSIO2_11865
0050: gosub @MANSIO2_22723 
0050: gosub @MANSIO2_36622 
00D6: if 
8039:   not  195@ == 0 
004D: jump_if_false @MANSIO2_11979 
00D6: if 
001D:   46@ > 195@ // (int) 
004D: jump_if_false @MANSIO2_11979 
0006: 195@ = 0 
0006: 259@ = 1 
00D6: if 
0039:   286@ == 0 
004D: jump_if_false @MANSIO2_11963 
097B: play_audio_at_object 159@ event 1128 
0006: 286@ = 1 

:MANSIO2_11963
00BC: show_text_highpriority GXT 'MAN2_31' time 7000 flag 1  // ~s~The Carrier's rear door is closing.

:MANSIO2_11979
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @MANSIO2_12004 
0050: gosub @MANSIO2_51214 

:MANSIO2_12004
0051: return 

:MANSIO2_12006
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @MANSIO2_12354 
0006: 238@ = 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0923: enable_air_traffic 0 
0006: 50@ = 3 
00A5: 141@(50@,4i) = create_car #HYDRA at -1333.231 507.6329 17.2266 
0175: set_car 141@(50@,4i) Z_angle_to 270.0 
0006: 242@(50@,4i) = 1 
0006: 50@ = 0 
0107: 161@(50@,3i) = create_object #KMB_KEYPAD at -1414.55 514.4193 2.9391 
0177: set_object 161@(50@,3i) Z_angle_to 180.0 
0006: 50@ = 1 
0107: 161@(50@,3i) = create_object #KMB_KEYPAD at -1313.173 488.3687 11.1026 
0006: 50@ = 2 
0107: 161@(50@,3i) = create_object #KMB_KEYPAD at -1412.198 488.3644 11.1026 
041E: set_radio_station 11 
0006: 230@ = 0 
0006: 231@ = 0 
0006: 229@ = 0 
0006: 248@ = 0 
0006: 249@ = 0 
0006: 250@ = 0 
0006: 261@ = 0 
0006: 264@ = 0 
0006: 265@ = 0 
0006: 284@ = 0 
0006: 285@ = 0 
0006: 296@ = 0 
0006: 192@ = -1 
0006: 193@ = -1 
0006: 75@ = 0 
0006: 76@ = 0 
0006: 77@ = 0 
000A: 35@ += 1 

:MANSIO2_12354
0006: 73@ = 0 
0006: 48@ = 0 

:MANSIO2_12368
00D6: if 
0039:   242@(48@,4i) == 1 
004D: jump_if_false @MANSIO2_12417 
00D6: if 
8119:   not car 141@(48@,4i) wrecked 
004D: jump_if_false @MANSIO2_12417 
0006: 73@ = 1 

:MANSIO2_12417
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @MANSIO2_12368 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO2_12472 
0006: 37@ = 1 
0006: 45@ = 3 
0051: return 

:MANSIO2_12472
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #HYDRA 
004D: jump_if_false @MANSIO2_12599 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
00D6: if or
0023:   484.0 > 58@ 
0021:   58@ > 523.0 
004D: jump_if_false @MANSIO2_12552 
0006: 37@ = 1 
0006: 45@ = 6 
0051: return 

:MANSIO2_12552
00D6: if or
0023:   -1471.0 > 57@ 
0021:   57@ > -1246.0 
004D: jump_if_false @MANSIO2_12599 
0006: 37@ = 1 
0006: 45@ = 6 
0051: return 

:MANSIO2_12599
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @MANSIO2_12822 
00D6: if 
0039:   238@ == 1 
004D: jump_if_false @MANSIO2_12797 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position -1291.578 491.3468 13.2852 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1290.686 491.105 12.9042 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 220@ 221@ 222@ 
05D4: AS_actor $PLAYER_ACTOR rotate_angle 270.0 
0085: 194@ = 46@ // (int) 
000A: 194@ += 200 
0164: disable_marker 165@ 
018A: 165@ = create_checkpoint_at -1432.482 506.5725 10.1953 
0006: 229@ = 1 
0006: 75@ = 1 
000A: 35@ += 1 

:MANSIO2_12797
00D6: if 
0039:   248@ == 1 
004D: jump_if_false @MANSIO2_12822 
0006: 35@ = 6 

:MANSIO2_12822
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @MANSIO2_12972 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_12872 
000A: 35@ += 1 
0002: jump @MANSIO2_12972 

:MANSIO2_12872
062E: get_actor $PLAYER_ACTOR task 1492 status_store_to 40@ // ret 7 if not found 
00D6: if and
84A4:   not  40@ == 1 // == constant 
84A4:   not  40@ == 0 // == constant 
004D: jump_if_false @MANSIO2_12972 
0605: actor $PLAYER_ACTOR perform_animation "SLOT_BET_02" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0085: 194@ = 46@ // (int) 
000A: 194@ += 250 
000A: 35@ += 1 

:MANSIO2_12972
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @MANSIO2_13144 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_13022 
000A: 35@ += 1 
0002: jump @MANSIO2_13144 

:MANSIO2_13022
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_13144 
00D6: if 
8611:   not actor $PLAYER_ACTOR performing_animation "SLOT_BET_02" 
004D: jump_if_false @MANSIO2_13144 
015F: set_camera_position -1391.305 490.2552 18.2899 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1392.138 490.5674 18.7452 switchstyle 2 
0085: 194@ = 46@ // (int) 
000A: 194@ += 2000 
000A: 35@ += 1 

:MANSIO2_13144
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @MANSIO2_13240 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_13194 
000A: 35@ += 1 
0002: jump @MANSIO2_13240 

:MANSIO2_13194
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_13240 
09E4: enable_aircraftcarrier_sam 0 
0085: 194@ = 46@ // (int) 
000A: 194@ += 1500 
000A: 35@ += 1 

:MANSIO2_13240
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @MANSIO2_13361 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_13290 
0006: 35@ = 50 
0002: jump @MANSIO2_13361 

:MANSIO2_13290
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_13361 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BC: show_text_highpriority GXT 'MAN2_25' time 15000 flag 1  // ~s~Steal one of the military jets.
000A: 35@ += 1 

:MANSIO2_13361
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @MANSIO2_13475 
00D6: if 
0039:   248@ == 1 
004D: jump_if_false @MANSIO2_13475 
00D6: if or
0039:   249@ == 1 
0039:   250@ == 1 
004D: jump_if_false @MANSIO2_13426 
0373: set_camera_directly_behind_player 
015A: restore_camera 

:MANSIO2_13426
0164: disable_marker 165@ 
0006: 48@ = 0 

:MANSIO2_13438
0164: disable_marker 173@(48@,6i) 
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @MANSIO2_13438 
0006: 35@ = 99 

:MANSIO2_13475
00D6: if and
0039:   75@ == 1 
08D0:   should_skip_cutscene 
0039:   77@ == 0 
004D: jump_if_false @MANSIO2_13509 
0006: 77@ = 1 

:MANSIO2_13509
00D6: if 
0039:   35@ == 50 
004D: jump_if_false @MANSIO2_13564 
016A: fade 0 time 500 
0085: 194@ = 46@ // (int) 
000A: 194@ += 500 
0006: 76@ = 1 
000A: 35@ += 1 

:MANSIO2_13564
00D6: if 
0039:   35@ == 51 
004D: jump_if_false @MANSIO2_13664 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_13664 
09E4: enable_aircraftcarrier_sam 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 1500 
0085: 194@ = 46@ // (int) 
000A: 194@ += 1500 
000A: 35@ += 1 

:MANSIO2_13664
00D6: if 
0039:   35@ == 52 
004D: jump_if_false @MANSIO2_13745 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_13745 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 75@ = 0 
00BC: show_text_highpriority GXT 'MAN2_25' time 15000 flag 1  // ~s~Steal one of the military jets.
0006: 35@ = 6 

:MANSIO2_13745
00D6: if 
0039:   238@ == 0 
004D: jump_if_false @MANSIO2_13812 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 220@ 221@ 222@ radius 1.0 1.0 2.0 on_foot 
004D: jump_if_false @MANSIO2_13812 
0006: 238@ = 1 

:MANSIO2_13812
00D6: if 
0039:   229@ == 0 
004D: jump_if_false @MANSIO2_13872 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #HYDRA 
004D: jump_if_false @MANSIO2_13872 
00BC: show_text_highpriority GXT 'MAN2_24' time 5000 flag 1  // ~s~The SAM sites are still active.
0006: 229@ = 1 

:MANSIO2_13872
00D6: if 
0039:   230@ == 0 
004D: jump_if_false @MANSIO2_13950 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #HYDRA 
004D: jump_if_false @MANSIO2_13950 
0512: show_permanent_text_box 'MAN2_70'  // Use ~k~~VEHICLE_TURRETUP~ and ~k~~VEHICLE_TURRETDOWN~ to control the attitude of the thruster nozzles between down (for take off and landing) and back (for forward thrust).
0006: 230@ = 1 
0006: 231@ = 0 
0085: 206@ = 46@ // (int) 
000A: 206@ += 15000 

:MANSIO2_13950
00D6: if 
0039:   230@ == 1 
004D: jump_if_false @MANSIO2_14041 
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @MANSIO2_14041 
00D6: if 
001D:   46@ > 206@ // (int) 
004D: jump_if_false @MANSIO2_14041 
03E6: remove_text_box 
0512: show_permanent_text_box 'MAN2_99'  // Using ~k~~TOGGLE_SUBMISSIONS~ raises and lowers the landing gear.
0006: 231@ = 1 
0085: 206@ = 46@ // (int) 
000A: 206@ += 10000 

:MANSIO2_14041
00D6: if 
0039:   231@ == 1 
004D: jump_if_false @MANSIO2_14105 
00D6: if 
8039:   not  206@ == 0 
004D: jump_if_false @MANSIO2_14105 
00D6: if 
001D:   46@ > 206@ // (int) 
004D: jump_if_false @MANSIO2_14105 
0006: 206@ = 0 
03E6: remove_text_box 

:MANSIO2_14105
00D6: if 
0039:   264@ == 0 
004D: jump_if_false @MANSIO2_14322 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #HYDRA 
004D: jump_if_false @MANSIO2_14204 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 144@ 
004D: jump_if_false @MANSIO2_14175 
0006: 264@ = 1 
0002: jump @MANSIO2_14197 

:MANSIO2_14175
05EB: assign_car 144@ to_path 209 
0006: 192@ = 0 
0006: 264@ = 1 

:MANSIO2_14197
0002: jump @MANSIO2_14322 

:MANSIO2_14204
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1347.692 499.5881 17.2266 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_14281 
05EB: assign_car 144@ to_path 209 
0006: 192@ = 0 
0006: 264@ = 1 
0002: jump @MANSIO2_14322 

:MANSIO2_14281
00D6: if 
0179:   actor $PLAYER_ACTOR colliding_with_object 158@ 
004D: jump_if_false @MANSIO2_14322 
05EB: assign_car 144@ to_path 209 
0006: 192@ = 0 
0006: 264@ = 1 

:MANSIO2_14322
00D6: if 
0039:   265@ == 0 
004D: jump_if_false @MANSIO2_14427 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1368.303 496.5314 10.1854 radius 5.0 5.0 4.0 
004D: jump_if_false @MANSIO2_14427 
0006: 193@ = 0 
0006: 265@ = 1 
00D6: if 
0039:   279@ == 0 
004D: jump_if_false @MANSIO2_14427 
0006: 187@ = 11 

:MANSIO2_14427
00D6: if 
8119:   not car 143@ wrecked 
004D: jump_if_false @MANSIO2_14677 
0006: 73@ = 0 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 143@ 
004D: jump_if_false @MANSIO2_14531 
00D6: if 
034E: move_object 158@ to -1414.453 516.453 16.688 speed 0.05 0.05 0.05 collision_check 0 
004D: jump_if_false @MANSIO2_14524 
0006: 73@ = 1 

:MANSIO2_14524
0002: jump @MANSIO2_14586 

:MANSIO2_14531
00D6: if 
034E: move_object 158@ to -1414.453 516.453 9.648 speed 0.05 0.05 0.05 collision_check 0 
004D: jump_if_false @MANSIO2_14586 
0006: 73@ = 1 

:MANSIO2_14586
00D6: if 
0039:   288@ == 0 
004D: jump_if_false @MANSIO2_14644 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO2_14637 
097B: play_audio_at_object 158@ event 1128 
0006: 288@ = 1 

:MANSIO2_14637
0002: jump @MANSIO2_14677 

:MANSIO2_14644
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_14677 
097B: play_audio_at_object 158@ event 1129 
0006: 288@ = 0 

:MANSIO2_14677
00D6: if 
8119:   not car 142@ wrecked 
004D: jump_if_false @MANSIO2_14927 
0006: 73@ = 0 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 142@ 
004D: jump_if_false @MANSIO2_14781 
00D6: if 
034E: move_object 157@ to -1456.719 501.297 16.953 speed 0.05 0.05 0.05 collision_check 0 
004D: jump_if_false @MANSIO2_14774 
0006: 73@ = 1 

:MANSIO2_14774
0002: jump @MANSIO2_14836 

:MANSIO2_14781
00D6: if 
034E: move_object 157@ to -1456.719 501.297 9.914 speed 0.05 0.05 0.05 collision_check 0 
004D: jump_if_false @MANSIO2_14836 
0006: 73@ = 1 

:MANSIO2_14836
00D6: if 
0039:   287@ == 0 
004D: jump_if_false @MANSIO2_14894 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO2_14887 
097B: play_audio_at_object 157@ event 1128 
0006: 287@ = 1 

:MANSIO2_14887
0002: jump @MANSIO2_14927 

:MANSIO2_14894
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_14927 
097B: play_audio_at_object 157@ event 1129 
0006: 287@ = 0 

:MANSIO2_14927
00D6: if 
0039:   249@ == 0 
004D: jump_if_false @MANSIO2_15120 
00D6: if 
8119:   not car 143@ wrecked 
004D: jump_if_false @MANSIO2_15113 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 143@ 
004D: jump_if_false @MANSIO2_15113 
00AA: store_car 143@ position_to 57@ 58@ 59@ 
01BB: store_object 158@ position_to 60@ 61@ 62@ 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
00D6: if or
0031:   70@ >= 0.0 
0033:   3.0 >= 70@ 
004D: jump_if_false @MANSIO2_15113 
015F: set_camera_position -1427.408 516.3539 20.8899 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1426.435 516.2787 20.6742 switchstyle 1 
0006: 249@ = 1 

:MANSIO2_15113
0002: jump @MANSIO2_15184 

:MANSIO2_15120
00D6: if 
0119:   car 143@ wrecked 
004D: jump_if_false @MANSIO2_15154 
0373: set_camera_directly_behind_player 
015A: restore_camera 
0006: 249@ = 0 
0002: jump @MANSIO2_15184 

:MANSIO2_15154
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 143@ 
004D: jump_if_false @MANSIO2_15184 
0373: set_camera_directly_behind_player 
015A: restore_camera 
0006: 249@ = 0 

:MANSIO2_15184
00D6: if 
0039:   250@ == 0 
004D: jump_if_false @MANSIO2_15377 
00D6: if 
8119:   not car 142@ wrecked 
004D: jump_if_false @MANSIO2_15370 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 142@ 
004D: jump_if_false @MANSIO2_15370 
00AA: store_car 142@ position_to 57@ 58@ 59@ 
01BB: store_object 157@ position_to 60@ 61@ 62@ 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
00D6: if or
0031:   70@ >= 0.0 
0033:   3.0 >= 70@ 
004D: jump_if_false @MANSIO2_15370 
015F: set_camera_position -1439.283 507.3634 28.9545 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1440.069 507.1481 28.3752 switchstyle 1 
0006: 250@ = 1 

:MANSIO2_15370
0002: jump @MANSIO2_15441 

:MANSIO2_15377
00D6: if 
0119:   car 142@ wrecked 
004D: jump_if_false @MANSIO2_15411 
0373: set_camera_directly_behind_player 
015A: restore_camera 
0006: 250@ = 0 
0002: jump @MANSIO2_15441 

:MANSIO2_15411
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 142@ 
004D: jump_if_false @MANSIO2_15441 
0373: set_camera_directly_behind_player 
015A: restore_camera 
0006: 250@ = 0 

:MANSIO2_15441
0006: 48@ = 0 

:MANSIO2_15448
00D6: if 
8119:   not car 141@(48@,4i) wrecked 
004D: jump_if_false @MANSIO2_15830 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 141@(48@,4i) 
004D: jump_if_false @MANSIO2_15830 
0871: init_jump_table 48@ total_jumps 3 default_jump 1 @MANSIO2_15803 jumps 0 @MANSIO2_15740 1 @MANSIO2_15647 2 @MANSIO2_15554 -1 @MANSIO2_15830 -1 @MANSIO2_15830 -1 @MANSIO2_15830 -1 @MANSIO2_15830 

:MANSIO2_15554
00AA: store_car 141@(48@,4i) position_to 57@ 58@ 59@ 
01BB: store_object 158@ position_to 60@ 61@ 62@ 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
00D6: if or
0023:   0.0 > 70@ 
0021:   70@ > 3.0 
004D: jump_if_false @MANSIO2_15640 
0006: 248@ = 1 

:MANSIO2_15640
0002: jump @MANSIO2_15830 

:MANSIO2_15647
00AA: store_car 141@(48@,4i) position_to 57@ 58@ 59@ 
01BB: store_object 157@ position_to 60@ 61@ 62@ 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
00D6: if or
0023:   0.0 > 70@ 
0021:   70@ > 3.0 
004D: jump_if_false @MANSIO2_15733 
0006: 248@ = 1 

:MANSIO2_15733
0002: jump @MANSIO2_15830 

:MANSIO2_15740
00AA: store_car 141@(48@,4i) position_to 57@ 58@ 59@ 
00D6: if or
0021:   59@ > 20.0 
0023:   5.0 > 59@ 
004D: jump_if_false @MANSIO2_15796 
0006: 248@ = 1 

:MANSIO2_15796
0002: jump @MANSIO2_15830 

:MANSIO2_15803
00D6: if 
01F3:   car 141@(48@,4i) in_air 
004D: jump_if_false @MANSIO2_15830 
0006: 248@ = 1 

:MANSIO2_15830
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @MANSIO2_15448 
00D6: if and
0039:   248@ == 1 
0039:   261@ == 0 
004D: jump_if_false @MANSIO2_16281 
0006: 48@ = 0 

:MANSIO2_15883
0006: 239@(48@,3i) = 0 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_15883 
0006: 50@ = 0 
0006: 48@ = 0 

:MANSIO2_15929
00D6: if 
0039:   48@ == 3 
004D: jump_if_false @MANSIO2_16028 
00D6: if 
8119:   not car 141@(48@,4i) wrecked 
004D: jump_if_false @MANSIO2_16028 
00D6: if 
060E:   car 141@(48@,4i) assigned_to_path 
004D: jump_if_false @MANSIO2_15996 
05EC: release_car 141@(48@,4i) from_path 

:MANSIO2_15996
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 141@(48@,4i) 
004D: jump_if_false @MANSIO2_16028 
00A6: destroy_car 141@(48@,4i) 

:MANSIO2_16028
00D6: if 
0039:   48@ == 1 
004D: jump_if_false @MANSIO2_16161 
00D6: if 
8119:   not car 141@(48@,4i) wrecked 
004D: jump_if_false @MANSIO2_16161 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 141@(48@,4i) 
004D: jump_if_false @MANSIO2_16161 
00D6: if 
8039:   not  193@ == -1 
004D: jump_if_false @MANSIO2_16161 
05EC: release_car 141@(48@,4i) from_path 
00AB: put_car 141@(48@,4i) at -1457.627 502.2539 9.0078 
0175: set_car 141@(48@,4i) Z_angle_to 185.069 
0006: 193@ = -1 

:MANSIO2_16161
00D6: if 
8119:   not car 141@(48@,4i) wrecked 
004D: jump_if_false @MANSIO2_16253 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 141@(48@,4i) 
004D: jump_if_false @MANSIO2_16219 
00D9: 145@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0002: jump @MANSIO2_16253 

:MANSIO2_16219
0085: 146@(50@,3i) = 141@(48@,4i) // (int) 
0006: 239@(50@,3i) = 1 
000A: 50@ += 1 

:MANSIO2_16253
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @MANSIO2_15929 
0006: 261@ = 1 

:MANSIO2_16281
0050: gosub @MANSIO2_22639 
0050: gosub @MANSIO2_22723 
0050: gosub @MANSIO2_36622 
0006: 48@ = 0 

:MANSIO2_16309
00D6: if 
8118:   not actor 131@(48@,6i) dead 
004D: jump_if_false @MANSIO2_16338 
0467: clear_actor 131@(48@,6i) last_weapon_damage 

:MANSIO2_16338
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @MANSIO2_16309 
0006: 48@ = 0 

:MANSIO2_16366
00D6: if 
8118:   not actor 137@(48@,2i) dead 
004D: jump_if_false @MANSIO2_16395 
0467: clear_actor 137@(48@,2i) last_weapon_damage 

:MANSIO2_16395
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @MANSIO2_16366 
0006: 48@ = 0 

:MANSIO2_16423
00D6: if 
8119:   not car 154@(48@,3i) wrecked 
004D: jump_if_false @MANSIO2_16452 
0468: clear_car 154@(48@,3i) last_weapon_damage 

:MANSIO2_16452
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_16423 
0050: gosub @MANSIO2_46556 
0050: gosub @MANSIO2_46828 
00D6: if 
0039:   268@ == 0 
004D: jump_if_false @MANSIO2_16758 
00D6: if 
0039:   267@ == 1 
004D: jump_if_false @MANSIO2_16758 
0871: init_jump_table 213@ total_jumps 6 default_jump 0 @MANSIO2_16724 jumps 1 @MANSIO2_16586 2 @MANSIO2_16609 3 @MANSIO2_16632 4 @MANSIO2_16655 5 @MANSIO2_16678 6 @MANSIO2_16701 -1 @MANSIO2_16724 

:MANSIO2_16586
00BC: show_text_highpriority GXT 'MAN2_47' time 7000 flag 1  // ~s~The ~r~guards~s~ are now on alert.
0002: jump @MANSIO2_16724 

:MANSIO2_16609
00BC: show_text_highpriority GXT 'MAN2_49' time 7000 flag 1  // ~s~A mechanic has triggered the alarm. The aircraft carrier is now on alert.
0002: jump @MANSIO2_16724 

:MANSIO2_16632
00BC: show_text_highpriority GXT 'MAN2_40' time 7000 flag 1  // ~s~You've been detected by the ~r~guards~s~. The Aircraft Carrier is now on alert.
0002: jump @MANSIO2_16724 

:MANSIO2_16655
00BC: show_text_highpriority GXT 'MAN2_41' time 7000 flag 1  // ~s~A mechanic found a dead body. The Aircraft Carrier is now on alert.
0002: jump @MANSIO2_16724 

:MANSIO2_16678
00BC: show_text_highpriority GXT 'MAN2_42' time 7000 flag 1  // ~s~The ~r~guards~s~ have found a dead body. The Aircraft Carrier is now on alert.
0002: jump @MANSIO2_16724 

:MANSIO2_16701
00BC: show_text_highpriority GXT 'MAN2_43' time 7000 flag 1  // ~s~There has been an explosion. The Aircraft Carrier is now on alert.
0002: jump @MANSIO2_16724 

:MANSIO2_16724
097A: play_audio_at 0.0 0.0 0.0 event 1161 
0006: 289@ = 1 
0006: 268@ = 1 

:MANSIO2_16758
00D6: if 
0039:   267@ == 0 
004D: jump_if_false @MANSIO2_16843 
0786: get_number_of_fires_within_cube_cornerA -1471.0 484.0 0.0 cornerB -1246.0 523.0 40.0 store_to 50@ 
00D6: if 
0019:   50@ > 0 
004D: jump_if_false @MANSIO2_16843 
0006: 213@ = 6 
0006: 267@ = 1 

:MANSIO2_16843
00D6: if 
0039:   238@ == 1 
004D: jump_if_false @MANSIO2_16955 
00D6: if 
0039:   296@ == 0 
004D: jump_if_false @MANSIO2_16955 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1466.973 488.6672 7.1953 cornerB -1393.22 521.52 11.3953 
004D: jump_if_false @MANSIO2_16955 
0164: disable_marker 165@ 
00BC: show_text_highpriority GXT 'MAN2_25' time 5000 flag 1  // ~s~Steal one of the military jets.
0006: 296@ = 1 

:MANSIO2_16955
00D6: if 
0039:   297@ == 1 
004D: jump_if_false @MANSIO2_17010 
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #FORKLIFT 
004D: jump_if_false @MANSIO2_17003 
041E: set_radio_station 11 
0006: 297@ = 0 

:MANSIO2_17003
0002: jump @MANSIO2_17036 

:MANSIO2_17010
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #FORKLIFT 
004D: jump_if_false @MANSIO2_17036 
0006: 297@ = 1 

:MANSIO2_17036
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @MANSIO2_17061 
0050: gosub @MANSIO2_51214 

:MANSIO2_17061
0051: return 

:MANSIO2_17063
00D6: if 
0119:   car 145@ wrecked 
004D: jump_if_false @MANSIO2_17095 
0006: 37@ = 1 
0006: 45@ = 4 
0051: return 

:MANSIO2_17095
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @MANSIO2_17926 
0006: 50@ = 0 
0395: clear_area 1 at -1178.22 2775.04 40.0 radius 20.0 
00A5: 149@(50@,4i) = create_car #TROPIC at -1178.22 2775.04 40.0 
0224: set_car 149@(50@,4i) health_to 500 
0175: set_car 149@(50@,4i) Z_angle_to 327.1833 
0323: enable_boat 149@(50@,4i) anchor 1 
0574: set_car 149@(50@,4i) keep_position 1 
0186: 169@(50@,4i) = create_marker_above_car 149@(50@,4i) 
0165: set_marker 169@(50@,4i) color_to 4 
0006: 252@(50@,4i) = 1 
000A: 50@ += 1 
0395: clear_area 1 at -1168.919 2795.99 40.0 radius 20.0 
00A5: 149@(50@,4i) = create_car #TROPIC at -1168.919 2795.99 40.0 
0224: set_car 149@(50@,4i) health_to 500 
0175: set_car 149@(50@,4i) Z_angle_to 171.1833 
0323: enable_boat 149@(50@,4i) anchor 1 
0574: set_car 149@(50@,4i) keep_position 1 
0186: 169@(50@,4i) = create_marker_above_car 149@(50@,4i) 
0165: set_marker 169@(50@,4i) color_to 4 
0006: 252@(50@,4i) = 1 
000A: 50@ += 1 
0395: clear_area 1 at -930.1593 2641.605 40.0 radius 20.0 
00A5: 149@(50@,4i) = create_car #TROPIC at -930.1593 2641.605 40.0 
0224: set_car 149@(50@,4i) health_to 500 
0175: set_car 149@(50@,4i) Z_angle_to 124.0961 
0323: enable_boat 149@(50@,4i) anchor 1 
0574: set_car 149@(50@,4i) keep_position 1 
0186: 169@(50@,4i) = create_marker_above_car 149@(50@,4i) 
0165: set_marker 169@(50@,4i) color_to 4 
0006: 252@(50@,4i) = 1 
000A: 50@ += 1 
0395: clear_area 1 at -973.0267 2484.021 40.0 radius 20.0 
00A5: 149@(50@,4i) = create_car #TROPIC at -973.0267 2484.021 40.0 
0224: set_car 149@(50@,4i) health_to 500 
0175: set_car 149@(50@,4i) Z_angle_to 171.8058 
0323: enable_boat 149@(50@,4i) anchor 1 
0574: set_car 149@(50@,4i) keep_position 1 
0186: 169@(50@,4i) = create_marker_above_car 149@(50@,4i) 
0165: set_marker 169@(50@,4i) color_to 4 
0006: 252@(50@,4i) = 1 
0006: 247@ = 1 
0006: 251@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 290@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 234@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0006: 236@ = 0 
00D6: if 
0039:   288@ == 0 
004D: jump_if_false @MANSIO2_17799 
097B: play_audio_at_object 158@ event 1128 
0006: 288@ = 1 

:MANSIO2_17799
00D6: if 
0039:   287@ == 0 
004D: jump_if_false @MANSIO2_17832 
097B: play_audio_at_object 157@ event 1128 
0006: 287@ = 1 

:MANSIO2_17832
00D6: if 
0039:   289@ == 1 
004D: jump_if_false @MANSIO2_17877 
097A: play_audio_at 0.0 0.0 0.0 event 1162 
0006: 289@ = 0 

:MANSIO2_17877
0227: 50@ = car 145@ health 
000A: 50@ += 1000 
0224: set_car 145@ health_to 50@ 
0006: 81@ = 5 
0050: gosub @MANSIO2_48037 
075B: zoom_radar 0 
000A: 35@ += 1 

:MANSIO2_17926
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @MANSIO2_18098 
00D6: if 
8039:   not  80@ == 5 
004D: jump_if_false @MANSIO2_17976 
0006: 81@ = 5 
0050: gosub @MANSIO2_48037 

:MANSIO2_17976
00D6: if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1343.5 504.1 30.0 radius 250.0 250.0 200.0 
0039:   80@ == 5 
004D: jump_if_false @MANSIO2_18098 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 145@ 
004D: jump_if_false @MANSIO2_18082 
0050: gosub @MANSIO2_48192 
0006: 290@ = 1 
0A24: enable_military_zones_wanted_level 0 
000A: 35@ += 1 
0002: jump @MANSIO2_18098 

:MANSIO2_18082
0006: 37@ = 1 
0006: 45@ = 6 
0051: return 

:MANSIO2_18098
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @MANSIO2_18155 
00D6: if 
08B7:   test 85@ bit 5 
004D: jump_if_false @MANSIO2_18155 
0006: 81@ = 6 
0050: gosub @MANSIO2_48037 
000A: 35@ += 1 

:MANSIO2_18155
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @MANSIO2_18916 
00D6: if 
8039:   not  80@ == 6 
004D: jump_if_false @MANSIO2_18205 
0006: 81@ = 6 
0050: gosub @MANSIO2_48037 

:MANSIO2_18205
00D6: if 
0039:   80@ == 6 
004D: jump_if_false @MANSIO2_18916 
0006: 73@ = 0 
0006: 48@ = 0 

:MANSIO2_18237
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO2_18322 
00D6: if 
0039:   239@(48@,3i) == 0 
004D: jump_if_false @MANSIO2_18322 
00A5: 146@(48@,3i) = create_car #HYDRA at -1333.231 507.6329 17.2266 
0006: 239@(48@,3i) = 1 
0006: 73@ = 1 

:MANSIO2_18322
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_18237 
0006: 50@ = 0 
00D6: if 
0039:   239@(50@,3i) == 1 
004D: jump_if_false @MANSIO2_18524 
00D6: if 
8119:   not car 146@(50@,3i) wrecked 
004D: jump_if_false @MANSIO2_18524 
00AB: put_car 146@(50@,3i) at -1293.86 481.91 81.18 
0175: set_car 146@(50@,3i) Z_angle_to 0.0 
03A2: set_car 146@(50@,3i) action 3 
04BA: set_car 146@(50@,3i) speed_to 30.0 
0742: set_plane 146@(50@,3i) unknown_trajectory 1.5 
0745: set_hydra 146@(50@,3i) thrust_to_horizontal 
0710: plane 146@(50@,3i) follow_actor $PLAYER_ACTOR follow_car -1 radius 70.0 
0186: 166@(50@,3i) = create_marker_above_car 146@(50@,3i) 
018B: set_marker 166@(50@,3i) radar_mode 2 

:MANSIO2_18524
000A: 50@ += 1 
00D6: if 
0039:   239@(50@,3i) == 1 
004D: jump_if_false @MANSIO2_18705 
00D6: if 
8119:   not car 146@(50@,3i) wrecked 
004D: jump_if_false @MANSIO2_18705 
00AB: put_car 146@(50@,3i) at -1273.86 481.91 81.18 
0175: set_car 146@(50@,3i) Z_angle_to 0.0 
03A2: set_car 146@(50@,3i) action 3 
04BA: set_car 146@(50@,3i) speed_to 30.0 
0742: set_plane 146@(50@,3i) unknown_trajectory 1.5 
0745: set_hydra 146@(50@,3i) thrust_to_horizontal 
0710: plane 146@(50@,3i) follow_actor $PLAYER_ACTOR follow_car -1 radius 70.0 
0186: 166@(50@,3i) = create_marker_above_car 146@(50@,3i) 
018B: set_marker 166@(50@,3i) radar_mode 2 

:MANSIO2_18705
000A: 50@ += 1 
00D6: if 
0039:   239@(50@,3i) == 1 
004D: jump_if_false @MANSIO2_18886 
00D6: if 
8119:   not car 146@(50@,3i) wrecked 
004D: jump_if_false @MANSIO2_18886 
00AB: put_car 146@(50@,3i) at -1253.86 481.91 81.18 
0175: set_car 146@(50@,3i) Z_angle_to 0.0 
03A2: set_car 146@(50@,3i) action 3 
04BA: set_car 146@(50@,3i) speed_to 30.0 
0742: set_plane 146@(50@,3i) unknown_trajectory 1.5 
0745: set_hydra 146@(50@,3i) thrust_to_horizontal 
0710: plane 146@(50@,3i) follow_actor $PLAYER_ACTOR follow_car -1 radius 70.0 
0186: 166@(50@,3i) = create_marker_above_car 146@(50@,3i) 
018B: set_marker 166@(50@,3i) radar_mode 2 

:MANSIO2_18886
0006: 251@ = 1 
0085: 194@ = 46@ // (int) 
000A: 194@ += 1000 
000A: 35@ += 1 

:MANSIO2_18916
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @MANSIO2_19174 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_19174 
0006: 50@ = -1 
00D6: if 
0039:   239@ == 1 
004D: jump_if_false @MANSIO2_19001 
00D6: if 
8119:   not car 146@ wrecked 
004D: jump_if_false @MANSIO2_19001 
0006: 50@ = 0 

:MANSIO2_19001
00D6: if 
0039:   50@ == -1 
004D: jump_if_false @MANSIO2_19060 
00D6: if 
0039:   240@ == 1 
004D: jump_if_false @MANSIO2_19060 
00D6: if 
8119:   not car 147@ wrecked 
004D: jump_if_false @MANSIO2_19060 
0006: 50@ = 1 

:MANSIO2_19060
00D6: if 
8039:   not  50@ == -1 
004D: jump_if_false @MANSIO2_19160 
015F: set_camera_position -1297.633 489.9132 74.9315 rotation 0.0 0.0 0.0 
0158: camera_on_car 146@(50@,3i) mode 15 switchstyle 2 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 145@ 
004D: jump_if_false @MANSIO2_19149 
0519: set_car 145@ locked 1 

:MANSIO2_19149
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:MANSIO2_19160
0050: gosub @MANSIO2_48192 
000A: 35@ += 1 

:MANSIO2_19174
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @MANSIO2_19231 
00D6: if 
08B7:   test 85@ bit 6 
004D: jump_if_false @MANSIO2_19231 
0006: 81@ = 7 
0050: gosub @MANSIO2_48037 
000A: 35@ += 1 

:MANSIO2_19231
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @MANSIO2_19383 
00D6: if 
8039:   not  80@ == 7 
004D: jump_if_false @MANSIO2_19281 
0006: 81@ = 7 
0050: gosub @MANSIO2_48037 

:MANSIO2_19281
00D6: if 
0039:   80@ == 7 
004D: jump_if_false @MANSIO2_19383 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 145@ 
004D: jump_if_false @MANSIO2_19360 
0519: set_car 145@ locked 0 
04BA: set_car 145@ speed_to 30.0 
0742: set_plane 145@ unknown_trajectory 1.0 

:MANSIO2_19360
0085: 194@ = 46@ // (int) 
000A: 194@ += 500 
000A: 35@ += 1 

:MANSIO2_19383
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @MANSIO2_19434 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_19434 
0050: gosub @MANSIO2_48192 
000A: 35@ += 1 

:MANSIO2_19434
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @MANSIO2_19527 
00D6: if 
08B7:   test 85@ bit 7 
004D: jump_if_false @MANSIO2_19527 
0512: show_permanent_text_box 'MAN2_71'  // Press and hold ~k~~VEHICLE_HANDBRAKE~ to target an enemy. When the target changes to red it is locked on. Press ~k~~VEHICLE_FIREWEAPON_ALT~ to fire homing missiles.
0006: 232@ = 1 
0085: 206@ = 46@ // (int) 
000A: 206@ += 15000 
0085: 194@ = 46@ // (int) 
000A: 194@ += 5000 
000A: 35@ += 1 

:MANSIO2_19527
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @MANSIO2_19761 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_19761 
0006: 50@ = 0 
0006: 48@ = 0 

:MANSIO2_19578
00D6: if 
0039:   239@(48@,3i) == 1 
004D: jump_if_false @MANSIO2_19658 
00D6: if 
8119:   not car 146@(48@,3i) wrecked 
004D: jump_if_false @MANSIO2_19658 
0742: set_plane 146@(48@,3i) unknown_trajectory 0.5 
08A2: set_hydra 146@(48@,3i) attack_with_rockets_car_of_player $PLAYER_CHAR radius 30.0 
000A: 50@ += 1 

:MANSIO2_19658
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_19578 
00D6: if 
0019:   50@ > 0 
004D: jump_if_false @MANSIO2_19754 
00D6: if 
0039:   50@ == 1 
004D: jump_if_false @MANSIO2_19738 
00BC: show_text_highpriority GXT 'MAN2_36' time 7000 flag 1  // ~s~There is a ~r~military jet~s~ after you. Take it out!
0002: jump @MANSIO2_19754 

:MANSIO2_19738
00BC: show_text_highpriority GXT 'MAN2_35' time 7000 flag 1  // ~s~There are ~r~military jets~s~ on your tail. Take them out!

:MANSIO2_19754
000A: 35@ += 1 

:MANSIO2_19761
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @MANSIO2_19811 
00D6: if and
0039:   256@ == 1 
0039:   257@ == 1 
004D: jump_if_false @MANSIO2_19811 
0006: 35@ = 99 

:MANSIO2_19811
0006: 73@ = 0 
0006: 50@ = 0 
0006: 48@ = 0 

:MANSIO2_19832
00D6: if 
0039:   252@(48@,4i) == 1 
004D: jump_if_false @MANSIO2_19915 
00D6: if 
0119:   car 149@(48@,4i) wrecked 
004D: jump_if_false @MANSIO2_19908 
0006: 252@(48@,4i) = 0 
0164: disable_marker 169@(48@,4i) 
0006: 73@ = 1 
0002: jump @MANSIO2_19915 

:MANSIO2_19908
000A: 50@ += 1 

:MANSIO2_19915
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @MANSIO2_19832 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_20115 
00D6: if 
0019:   50@ > 0 
004D: jump_if_false @MANSIO2_20042 
00D6: if 
0039:   50@ == 1 
004D: jump_if_false @MANSIO2_20016 
01E5: show_text_1number_highpriority GXT 'MAN2_30' number 50@ time 5000 flag 1  // ~s~Spy ship destroyed. ~1~ ship remains.
0002: jump @MANSIO2_20035 

:MANSIO2_20016
01E5: show_text_1number_highpriority GXT 'MAN2_29' number 50@ time 5000 flag 1  // ~s~Spy ship destroyed. ~1~ ships remain.

:MANSIO2_20035
0002: jump @MANSIO2_20076 

:MANSIO2_20042
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @MANSIO2_20076 
00BC: show_text_highpriority GXT 'MAN2_44' time 5000 flag 1  // ~s~All spy ships destroyed. Now take out the remaining ~r~jets~s~.

:MANSIO2_20076
00D6: if 
0039:   235@ == 0 
004D: jump_if_false @MANSIO2_20115 
0006: 235@ = 1 
0006: 236@ = 1 
0006: 236@ = 1 

:MANSIO2_20115
0006: 256@ = 1 
0006: 48@ = 0 

:MANSIO2_20129
00D6: if 
0039:   252@(48@,4i) == 1 
004D: jump_if_false @MANSIO2_20158 
0006: 256@ = 0 

:MANSIO2_20158
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @MANSIO2_20129 
0006: 73@ = 0 
0006: 50@ = 0 
0006: 48@ = 0 

:MANSIO2_20200
00D6: if 
0039:   239@(48@,3i) == 1 
004D: jump_if_false @MANSIO2_20310 
00D6: if 
0119:   car 146@(48@,3i) wrecked 
004D: jump_if_false @MANSIO2_20303 
0006: 239@(48@,3i) = 0 
01C3: remove_references_to_car 146@(48@,3i) 
0164: disable_marker 166@(48@,3i) 
00D6: if 
0039:   251@ == 1 
004D: jump_if_false @MANSIO2_20296 
0006: 73@ = 1 

:MANSIO2_20296
0002: jump @MANSIO2_20310 

:MANSIO2_20303
000A: 50@ += 1 

:MANSIO2_20310
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_20200 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_20441 
00D6: if 
0019:   50@ > 0 
004D: jump_if_false @MANSIO2_20393 
01E5: show_text_1number_highpriority GXT 'MAN2_27' number 50@ time 5000 flag 1  // ~s~Enemy jet destroyed. ~1~ still active.
0002: jump @MANSIO2_20441 

:MANSIO2_20393
0006: 257@ = 1 
00D6: if 
0039:   256@ == 0 
004D: jump_if_false @MANSIO2_20441 
00BC: show_text_highpriority GXT 'MAN2_28' time 5000 flag 1  // ~s~All enemy jets destroyed. Now destroy the ~y~spy ships~s~.
0006: 234@ = 1 

:MANSIO2_20441
00D6: if 
0039:   247@ == 1 
004D: jump_if_false @MANSIO2_20617 
00D6: if and
034E: move_object 158@ to -1414.453 516.453 16.688 speed 0.05 0.05 0.05 collision_check 0 
034E: move_object 157@ to -1456.719 501.297 16.953 speed 0.05 0.05 0.05 collision_check 0 
004D: jump_if_false @MANSIO2_20617 
0006: 247@ = 0 
00D6: if 
0039:   288@ == 1 
004D: jump_if_false @MANSIO2_20584 
097B: play_audio_at_object 158@ event 1129 
0006: 288@ = 0 

:MANSIO2_20584
00D6: if 
0039:   287@ == 1 
004D: jump_if_false @MANSIO2_20617 
097B: play_audio_at_object 157@ event 1129 
0006: 287@ = 0 

:MANSIO2_20617
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 145@ 
004D: jump_if_false @MANSIO2_20872 
00D6: if 
875C:   not marker 179@ enabled 
004D: jump_if_false @MANSIO2_20690 
00BC: show_text_highpriority GXT 'MAN2_37' time 5000 flag 1  // ~s~Get back in your ~b~jet~s~.
0186: 179@ = create_marker_above_car 145@ 
07E0: set_marker 179@ type_to 1 
0002: jump @MANSIO2_20865 

:MANSIO2_20690
00D6: if 
0039:   290@ == 0 
004D: jump_if_false @MANSIO2_20865 
0006: 73@ = 0 
0006: 48@ = 0 

:MANSIO2_20722
00D6: if 
0039:   239@(48@,3i) == 1 
004D: jump_if_false @MANSIO2_20844 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO2_20844 
00D6: if 
8119:   not car 146@(48@,3i) wrecked 
004D: jump_if_false @MANSIO2_20844 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 146@(48@,3i) 
004D: jump_if_false @MANSIO2_20844 
008A: $TEMPVAR_ACTOR_CAR = 146@(48@,3i) // (int) 
0085: 146@(48@,3i) = 145@ // (int) 
008B: 145@ = $TEMPVAR_ACTOR_CAR // (int) 
0006: 73@ = 1 

:MANSIO2_20844
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_20722 

:MANSIO2_20865
0002: jump @MANSIO2_20904 

:MANSIO2_20872
00D6: if 
075C:   marker 179@ enabled 
004D: jump_if_false @MANSIO2_20904 
0164: disable_marker 179@ 
03D5: remove_text 'MAN2_37'  // ~s~Get back in your ~b~jet~s~.

:MANSIO2_20904
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @MANSIO2_20977 
00D6: if 
001D:   46@ > 206@ // (int) 
004D: jump_if_false @MANSIO2_20977 
03E6: remove_text_box 
0512: show_permanent_text_box 'MAN2_99'  // Using ~k~~TOGGLE_SUBMISSIONS~ raises and lowers the landing gear.
0006: 231@ = 1 
0085: 206@ = 46@ // (int) 
000A: 206@ += 10000 

:MANSIO2_20977
00D6: if and
0039:   231@ == 1 
0039:   232@ == 0 
004D: jump_if_false @MANSIO2_21048 
00D6: if 
8039:   not  206@ == 0 
004D: jump_if_false @MANSIO2_21048 
00D6: if 
001D:   46@ > 206@ // (int) 
004D: jump_if_false @MANSIO2_21048 
0006: 206@ = 0 
03E6: remove_text_box 

:MANSIO2_21048
00D6: if 
0039:   232@ == 1 
004D: jump_if_false @MANSIO2_21139 
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @MANSIO2_21139 
00D6: if 
001D:   46@ > 206@ // (int) 
004D: jump_if_false @MANSIO2_21139 
03E6: remove_text_box 
0512: show_permanent_text_box 'MAN2_98'  // Press ~k~~PED_FIREWEAPON~ to launch countermeasures.
0006: 233@ = 1 
0085: 206@ = 46@ // (int) 
000A: 206@ += 10000 

:MANSIO2_21139
00D6: if 
0039:   233@ == 1 
004D: jump_if_false @MANSIO2_21203 
00D6: if 
8039:   not  206@ == 0 
004D: jump_if_false @MANSIO2_21203 
00D6: if 
001D:   46@ > 206@ // (int) 
004D: jump_if_false @MANSIO2_21203 
0006: 206@ = 0 
03E6: remove_text_box 

:MANSIO2_21203
00D6: if 
0039:   234@ == 1 
004D: jump_if_false @MANSIO2_21705 
00D6: if 
0039:   235@ == 0 
004D: jump_if_false @MANSIO2_21459 
00D6: if and
0039:   233@ == 1 
0039:   206@ == 0 
004D: jump_if_false @MANSIO2_21459 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 145@ 
004D: jump_if_false @MANSIO2_21459 
0006: 73@ = 0 
0006: 48@ = 0 

:MANSIO2_21297
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO2_21384 
00D6: if 
0039:   252@(48@,4i) == 1 
004D: jump_if_false @MANSIO2_21384 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 149@(48@,4i) radius 300.0 300.0 300.0 flag 0 
004D: jump_if_false @MANSIO2_21384 
0006: 73@ = 1 

:MANSIO2_21384
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @MANSIO2_21297 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_21459 
03E6: remove_text_box 
0512: show_permanent_text_box 'HYDHLP1'  // Use ~k~~VEHICLE_TURRETUP~ and ~k~~VEHICLE_TURRETDOWN~ to position the thrusters for hover.
0006: 235@ = 1 
0085: 206@ = 46@ // (int) 
000A: 206@ += 10000 

:MANSIO2_21459
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @MANSIO2_21550 
00D6: if 
0039:   236@ == 0 
004D: jump_if_false @MANSIO2_21550 
00D6: if 
001D:   46@ > 206@ // (int) 
004D: jump_if_false @MANSIO2_21550 
03E6: remove_text_box 
0512: show_permanent_text_box 'HYDHLP2'  // Press and hold ~k~~VEHICLE_HANDBRAKE~ - this will ~g~target an enemy ship~s~ and soon achieve ~r~lock-on~s~.
0006: 236@ = 1 
0085: 206@ = 46@ // (int) 
000A: 206@ += 10000 

:MANSIO2_21550
00D6: if 
0039:   236@ == 1 
004D: jump_if_false @MANSIO2_21641 
00D6: if 
0039:   237@ == 0 
004D: jump_if_false @MANSIO2_21641 
00D6: if 
001D:   46@ > 206@ // (int) 
004D: jump_if_false @MANSIO2_21641 
03E6: remove_text_box 
0512: show_permanent_text_box 'HYDHLP3'  // Keep ~k~~VEHICLE_HANDBRAKE~ held to maintain ~r~lock-on~s~ and press ~k~~VEHICLE_FIREWEAPON_ALT~ to fire. Each ship will need a few hits to destroy it.
0006: 237@ = 1 
0085: 206@ = 46@ // (int) 
000A: 206@ += 10000 

:MANSIO2_21641
00D6: if 
0039:   237@ == 1 
004D: jump_if_false @MANSIO2_21705 
00D6: if 
8039:   not  206@ == 0 
004D: jump_if_false @MANSIO2_21705 
00D6: if 
001D:   46@ > 206@ // (int) 
004D: jump_if_false @MANSIO2_21705 
0006: 206@ = 0 
03E6: remove_text_box 

:MANSIO2_21705
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @MANSIO2_21730 
0050: gosub @MANSIO2_51214 

:MANSIO2_21730
0051: return 

:MANSIO2_21732
00D6: if 
0119:   car 145@ wrecked 
004D: jump_if_false @MANSIO2_21764 
0006: 37@ = 1 
0006: 45@ = 4 
0051: return 

:MANSIO2_21764
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @MANSIO2_22022 
0007: 214@ = -76.4228 
0007: 215@ = 2478.64 
0007: 216@ = 14.2844 
0007: 217@ = 433.6483 
0007: 218@ = 2525.658 
0007: 219@ = 18.6279 
0087: 220@ = 217@ // (float) 
0063: 220@ -= 214@ // (float) 
0017: 220@ /= 2.0 
005B: 220@ += 214@ // (float) 
0087: 221@ = 218@ // (float) 
0063: 221@ -= 215@ // (float) 
0017: 221@ /= 2.0 
005B: 221@ += 215@ // (float) 
0087: 222@ = 219@ // (float) 
0063: 222@ -= 216@ // (float) 
0017: 222@ /= 2.0 
005B: 222@ += 216@ // (float) 
018A: 165@ = create_checkpoint_at 220@ 221@ 222@ 
0006: 81@ = 8 
0050: gosub @MANSIO2_48037 
0085: 194@ = 46@ // (int) 
000A: 194@ += 1000 
0006: 266@ = 0 
0247: load_model #ROCKETLA 
0247: load_model #HEATSEEK 
0247: load_model #MINIGUN 
0247: load_model #FLAME 
000A: 35@ += 1 

:MANSIO2_22022
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @MANSIO2_22112 
00D6: if 
8039:   not  80@ == 8 
004D: jump_if_false @MANSIO2_22072 
0006: 81@ = 8 
0050: gosub @MANSIO2_48037 

:MANSIO2_22072
00D6: if and
0039:   80@ == 8 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_22112 
0050: gosub @MANSIO2_48192 
000A: 35@ += 1 

:MANSIO2_22112
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @MANSIO2_22171 
00D6: if 
08B7:   test 85@ bit 8 
004D: jump_if_false @MANSIO2_22171 
00BC: show_text_highpriority GXT 'MAN2_26' time 10000 flag 1  // ~s~Take the jet to the desert airfield and land anywhere on the ~y~landing strip~s~.
000A: 35@ += 1 

:MANSIO2_22171
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @MANSIO2_22420 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 220@ 221@ 222@ radius 10.0 10.0 10.0 
00D6: if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 214@ 215@ 216@ cornerB 217@ 218@ 219@ 
00DB:   actor $PLAYER_ACTOR in_car 145@ 
004D: jump_if_false @MANSIO2_22304 
00D6: if and
01C1:   car 145@ stopped 
81F3:   not car 145@ in_air 
004D: jump_if_false @MANSIO2_22297 
0164: disable_marker 165@ 
000A: 35@ += 1 

:MANSIO2_22297
0002: jump @MANSIO2_22420 

:MANSIO2_22304
0087: 70@ = 219@ // (float) 
000B: 70@ += 20.0 
00D6: if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 214@ 215@ 216@ cornerB 217@ 218@ 70@ 
00DB:   actor $PLAYER_ACTOR in_car 145@ 
0039:   266@ == 0 
004D: jump_if_false @MANSIO2_22420 
091F: get_plane 145@ landing_gear_status_to 71@ 
00D6: if 
0021:   71@ > 0.1 
004D: jump_if_false @MANSIO2_22420 
03E5: show_text_box 'MAN2_72'  // Press ~k~~TOGGLE_SUBMISSIONS~ to lower your landing gear.
0006: 266@ = 1 

:MANSIO2_22420
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @MANSIO2_22505 
0007: 220@ = 291.3149 
0007: 221@ = 2535.249 
0007: 222@ = 15.8205 
018A: 165@ = create_checkpoint_at 220@ 221@ 222@ 
00BC: show_text_highpriority GXT 'MAN2_33' time 5000 flag 1  // ~s~Guide the plane into the Hangar.
000A: 35@ += 1 

:MANSIO2_22505
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @MANSIO2_22612 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 145@ 
004D: jump_if_false @MANSIO2_22612 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 220@ 221@ 222@ radius 10.0 10.0 10.0 
004D: jump_if_false @MANSIO2_22612 
00D6: if 
01C1:   car 145@ stopped 
004D: jump_if_false @MANSIO2_22612 
0164: disable_marker 165@ 
0006: 35@ = 99 

:MANSIO2_22612
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @MANSIO2_22637 
0050: gosub @MANSIO2_51214 

:MANSIO2_22637
0051: return 

:MANSIO2_22639
0006: 285@ = 0 
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @MANSIO2_22666 
0051: return 

:MANSIO2_22666
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @MANSIO2_22721 
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 23 
004D: jump_if_false @MANSIO2_22714 
0006: 285@ = 1 
0002: jump @MANSIO2_22721 

:MANSIO2_22714
0006: 284@ = 1 

:MANSIO2_22721
0051: return 

:MANSIO2_22723
0006: 52@ = 0 

:MANSIO2_22730
00D6: if and
8039:   not  183@(52@,6i) == -1 
8039:   not  183@(52@,6i) == -2 
004D: jump_if_false @MANSIO2_22810 
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_22810 
0006: 183@(52@,6i) = -2 
0164: disable_marker 173@(52@,6i) 
0050: gosub @MANSIO2_25486 

:MANSIO2_22810
000A: 52@ += 1 
0029:   52@ >= 6 
004D: jump_if_false @MANSIO2_22730 
0006: 52@ = 0 

:MANSIO2_22838
00D6: if 
0039:   269@(52@,6i) == 1 
004D: jump_if_false @MANSIO2_22867 
0050: gosub @MANSIO2_23571 

:MANSIO2_22867
0871: init_jump_table 183@(52@,6i) total_jumps 30 default_jump 1 @MANSIO2_23521 jumps -2 @MANSIO2_23129 -1 @MANSIO2_23129 0 @MANSIO2_23136 1 @MANSIO2_23150 2 @MANSIO2_23164 3 @MANSIO2_23178 4 @MANSIO2_23192 
0872: jump_table_jumps 5 @MANSIO2_23206 6 @MANSIO2_23220 7 @MANSIO2_23234 8 @MANSIO2_23248 9 @MANSIO2_23262 10 @MANSIO2_23276 11 @MANSIO2_23290 12 @MANSIO2_23304 13 @MANSIO2_23318 
0872: jump_table_jumps 14 @MANSIO2_23332 15 @MANSIO2_23346 16 @MANSIO2_23360 17 @MANSIO2_23374 18 @MANSIO2_23388 19 @MANSIO2_23402 20 @MANSIO2_23416 21 @MANSIO2_23430 22 @MANSIO2_23444 
0872: jump_table_jumps 23 @MANSIO2_23458 24 @MANSIO2_23472 25 @MANSIO2_23486 26 @MANSIO2_23500 27 @MANSIO2_23514 -1 @MANSIO2_23548 -1 @MANSIO2_23548 -1 @MANSIO2_23548 -1 @MANSIO2_23548 

:MANSIO2_23129
0002: jump @MANSIO2_23548 

:MANSIO2_23136
0050: gosub @MANSIO2_26049 
0002: jump @MANSIO2_23548 

:MANSIO2_23150
0050: gosub @MANSIO2_26125 
0002: jump @MANSIO2_23548 

:MANSIO2_23164
0050: gosub @MANSIO2_26286 
0002: jump @MANSIO2_23548 

:MANSIO2_23178
0050: gosub @MANSIO2_26355 
0002: jump @MANSIO2_23548 

:MANSIO2_23192
0050: gosub @MANSIO2_26576 
0002: jump @MANSIO2_23548 

:MANSIO2_23206
0050: gosub @MANSIO2_27119 
0002: jump @MANSIO2_23548 

:MANSIO2_23220
0050: gosub @MANSIO2_27615 
0002: jump @MANSIO2_23548 

:MANSIO2_23234
0050: gosub @MANSIO2_27941 
0002: jump @MANSIO2_23548 

:MANSIO2_23248
0050: gosub @MANSIO2_28286 
0002: jump @MANSIO2_23548 

:MANSIO2_23262
0050: gosub @MANSIO2_28489 
0002: jump @MANSIO2_23548 

:MANSIO2_23276
0050: gosub @MANSIO2_28643 
0002: jump @MANSIO2_23548 

:MANSIO2_23290
0050: gosub @MANSIO2_28864 
0002: jump @MANSIO2_23548 

:MANSIO2_23304
0050: gosub @MANSIO2_29104 
0002: jump @MANSIO2_23548 

:MANSIO2_23318
0050: gosub @MANSIO2_29727 
0002: jump @MANSIO2_23548 

:MANSIO2_23332
0050: gosub @MANSIO2_29785 
0002: jump @MANSIO2_23548 

:MANSIO2_23346
0050: gosub @MANSIO2_29849 
0002: jump @MANSIO2_23548 

:MANSIO2_23360
0050: gosub @MANSIO2_30040 
0002: jump @MANSIO2_23548 

:MANSIO2_23374
0050: gosub @MANSIO2_30471 
0002: jump @MANSIO2_23548 

:MANSIO2_23388
0050: gosub @MANSIO2_30635 
0002: jump @MANSIO2_23548 

:MANSIO2_23402
0050: gosub @MANSIO2_30865 
0002: jump @MANSIO2_23548 

:MANSIO2_23416
0050: gosub @MANSIO2_31260 
0002: jump @MANSIO2_23548 

:MANSIO2_23430
0050: gosub @MANSIO2_31960 
0002: jump @MANSIO2_23548 

:MANSIO2_23444
0050: gosub @MANSIO2_32057 
0002: jump @MANSIO2_23548 

:MANSIO2_23458
0050: gosub @MANSIO2_32189 
0002: jump @MANSIO2_23548 

:MANSIO2_23472
0050: gosub @MANSIO2_32269 
0002: jump @MANSIO2_23548 

:MANSIO2_23486
0050: gosub @MANSIO2_32468 
0002: jump @MANSIO2_23548 

:MANSIO2_23500
0050: gosub @MANSIO2_32749 
0002: jump @MANSIO2_23548 

:MANSIO2_23514
0002: jump @MANSIO2_23548 

:MANSIO2_23521
0662: printstring "UNKNOWN_GUARD_AI_ACTION" 

:MANSIO2_23548
000A: 52@ += 1 
0029:   52@ >= 6 
004D: jump_if_false @MANSIO2_22838 
0051: return 

:MANSIO2_23571
00D6: if 
0039:   267@ == 1 
004D: jump_if_false @MANSIO2_23667 
00D6: if 
0039:   275@(52@,6i) == 0 
004D: jump_if_false @MANSIO2_23665 
0006: 183@(52@,6i) = 19 
0006: 275@(52@,6i) = 1 
00D6: if 
8118:   not actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_23665 
060B: set_actor 131@(52@,6i) decision_maker_to 182@ 

:MANSIO2_23665
0051: return 

:MANSIO2_23667
00D6: if 
0039:   275@(52@,6i) == 0 
004D: jump_if_false @MANSIO2_23828 
00D6: if 
8118:   not actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_23828 
00D6: if 
09ED:   actor 131@(52@,6i) is_within_field_of_view_actor $PLAYER_ACTOR 
004D: jump_if_false @MANSIO2_23828 
00A0: store_actor 131@(52@,6i) position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
050A: 72@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
00D6: if 
0023:   15.0 > 72@ 
004D: jump_if_false @MANSIO2_23828 
0006: 183@(52@,6i) = 23 
0050: gosub @MANSIO2_24878 
0051: return 

:MANSIO2_23828
00D6: if 
0039:   275@(52@,6i) == 0 
004D: jump_if_false @MANSIO2_23937 
00D6: if 
8118:   not actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_23937 
00D6: if or
0480:   actor 131@(52@,6i) looking_at_death_of_actor_pedtype 25 
0480:   actor 131@(52@,6i) looking_at_death_of_actor_pedtype 24 
004D: jump_if_false @MANSIO2_23937 
0006: 267@ = 1 
00D6: if 
0039:   213@ == 0 
004D: jump_if_false @MANSIO2_23935 
0006: 213@ = 5 

:MANSIO2_23935
0051: return 

:MANSIO2_23937
00D6: if 
0039:   275@(52@,6i) == 0 
004D: jump_if_false @MANSIO2_24207 
00D6: if 
8118:   not actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_24207 
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @MANSIO2_24031 
0006: 267@ = 1 
00D6: if 
0039:   213@ == 0 
004D: jump_if_false @MANSIO2_24029 
0006: 213@ = 3 

:MANSIO2_24029
0051: return 

:MANSIO2_24031
00D6: if 
0039:   285@ == 1 
004D: jump_if_false @MANSIO2_24207 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
00A0: store_actor 131@(52@,6i) position_to 60@ 61@ 62@ 
0509: 70@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   12.0 > 70@ 
004D: jump_if_false @MANSIO2_24207 
0087: 71@ = 59@ // (float) 
0063: 71@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 71@ 
004D: jump_if_false @MANSIO2_24166 
0013: 71@ *= -1.0 

:MANSIO2_24166
00D6: if 
0023:   5.0 > 71@ 
004D: jump_if_false @MANSIO2_24207 
0006: 183@(52@,6i) = 23 
0050: gosub @MANSIO2_24878 
0051: return 

:MANSIO2_24207
00D6: if 
0039:   275@(52@,6i) == 0 
004D: jump_if_false @MANSIO2_24303 
00D6: if 
8118:   not actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_24303 
00D6: if or
051A:   actor 131@(52@,6i) damaged_by_actor $PLAYER_ACTOR 
031D:   actor 131@(52@,6i) hit_by_weapon 23 
004D: jump_if_false @MANSIO2_24303 
0006: 183@(52@,6i) = 23 
0050: gosub @MANSIO2_24878 
0051: return 

:MANSIO2_24303
0051: return 

:MANSIO2_24305
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_24327 
0051: return 

:MANSIO2_24327
0006: 73@ = 0 
00D6: if 
09ED:   actor 131@(52@,6i) is_within_field_of_view_actor $PLAYER_ACTOR 
004D: jump_if_false @MANSIO2_24364 
0006: 73@ = 1 

:MANSIO2_24364
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO2_24545 
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @MANSIO2_24545 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
00A0: store_actor 131@(52@,6i) position_to 60@ 61@ 62@ 
0509: 70@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   75.0 > 70@ 
004D: jump_if_false @MANSIO2_24545 
0087: 71@ = 59@ // (float) 
0063: 71@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 71@ 
004D: jump_if_false @MANSIO2_24517 
0013: 71@ *= -1.0 

:MANSIO2_24517
00D6: if 
0023:   5.0 > 71@ 
004D: jump_if_false @MANSIO2_24545 
0006: 73@ = 1 

:MANSIO2_24545
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO2_24726 
00D6: if 
0039:   285@ == 1 
004D: jump_if_false @MANSIO2_24726 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
00A0: store_actor 131@(52@,6i) position_to 60@ 61@ 62@ 
0509: 70@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   12.0 > 70@ 
004D: jump_if_false @MANSIO2_24726 
0087: 71@ = 59@ // (float) 
0063: 71@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 71@ 
004D: jump_if_false @MANSIO2_24698 
0013: 71@ *= -1.0 

:MANSIO2_24698
00D6: if 
0023:   5.0 > 71@ 
004D: jump_if_false @MANSIO2_24726 
0006: 73@ = 1 

:MANSIO2_24726
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO2_24785 
00D6: if or
051A:   actor 131@(52@,6i) damaged_by_actor $PLAYER_ACTOR 
031D:   actor 131@(52@,6i) hit_by_weapon 23 
004D: jump_if_false @MANSIO2_24785 
0006: 73@ = 1 

:MANSIO2_24785
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_24876 
00D6: if and
8039:   not  183@(52@,6i) == 23 
8039:   not  183@(52@,6i) == 26 
8039:   not  183@(52@,6i) == 24 
8039:   not  183@(52@,6i) == 25 
004D: jump_if_false @MANSIO2_24869 
0006: 183@(52@,6i) = 23 

:MANSIO2_24869
0050: gosub @MANSIO2_24878 

:MANSIO2_24876
0051: return 

:MANSIO2_24878
00D6: if 
8118:   not actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_24923 
00A0: store_actor 131@(52@,6i) position_to 57@ 58@ 59@ 
0002: jump @MANSIO2_24941 

:MANSIO2_24923
0889: store_actor 131@(52@,6i) center_of_body_position_to 57@ 58@ 59@ 

:MANSIO2_24941
0006: 48@ = 0 

:MANSIO2_24948
00D6: if and
8118:   not actor 131@(48@,6i) dead 
803B:   not  52@ == 48@ // (int) 
004D: jump_if_false @MANSIO2_25188 
00A0: store_actor 131@(48@,6i) position_to 60@ 61@ 62@ 
0509: 72@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   20.0 > 72@ 
004D: jump_if_false @MANSIO2_25188 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 70@ 
004D: jump_if_false @MANSIO2_25079 
0013: 70@ *= -1.0 

:MANSIO2_25079
00D6: if 
0023:   6.0 > 70@ 
004D: jump_if_false @MANSIO2_25188 
00D6: if 
0039:   269@(48@,6i) == 1 
004D: jump_if_false @MANSIO2_25188 
00D6: if and
8039:   not  183@(48@,6i) == 23 
8039:   not  183@(48@,6i) == 26 
8039:   not  183@(48@,6i) == 24 
8039:   not  183@(48@,6i) == 25 
004D: jump_if_false @MANSIO2_25188 
0006: 183@(48@,6i) = 23 

:MANSIO2_25188
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @MANSIO2_24948 
0006: 48@ = 0 

:MANSIO2_25216
00D6: if 
8118:   not actor 137@(48@,2i) dead 
004D: jump_if_false @MANSIO2_25463 
00A0: store_actor 137@(48@,2i) position_to 60@ 61@ 62@ 
0509: 72@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   20.0 > 72@ 
004D: jump_if_false @MANSIO2_25463 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 70@ 
004D: jump_if_false @MANSIO2_25339 
0013: 70@ *= -1.0 

:MANSIO2_25339
00D6: if 
0023:   6.0 > 70@ 
004D: jump_if_false @MANSIO2_25463 
00D6: if 
0039:   267@ == 0 
004D: jump_if_false @MANSIO2_25463 
00D6: if 
0039:   281@(48@,2i) == 0 
004D: jump_if_false @MANSIO2_25456 
0006: 189@(48@,2i) = 12 
00D6: if 
8039:   not  213@ == 1 
004D: jump_if_false @MANSIO2_25445 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~You have been detected by a mechanic. He is running to trigger the alarm.

:MANSIO2_25445
0006: 281@(48@,2i) = 1 

:MANSIO2_25456
0002: jump @MANSIO2_25463 

:MANSIO2_25463
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @MANSIO2_25216 
0051: return 

:MANSIO2_25486
0889: store_actor 131@(52@,6i) center_of_body_position_to 57@ 58@ 59@ 
0006: 48@ = 0 

:MANSIO2_25511
00D6: if and
8118:   not actor 131@(48@,6i) dead 
803B:   not  52@ == 48@ // (int) 
004D: jump_if_false @MANSIO2_25751 
00A0: store_actor 131@(48@,6i) position_to 60@ 61@ 62@ 
0509: 72@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   10.0 > 72@ 
004D: jump_if_false @MANSIO2_25751 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 70@ 
004D: jump_if_false @MANSIO2_25642 
0013: 70@ *= -1.0 

:MANSIO2_25642
00D6: if 
0023:   6.0 > 70@ 
004D: jump_if_false @MANSIO2_25751 
00D6: if 
0039:   269@(48@,6i) == 1 
004D: jump_if_false @MANSIO2_25751 
00D6: if and
8039:   not  183@(48@,6i) == 23 
8039:   not  183@(48@,6i) == 26 
8039:   not  183@(48@,6i) == 24 
8039:   not  183@(48@,6i) == 25 
004D: jump_if_false @MANSIO2_25751 
0006: 183@(48@,6i) = 23 

:MANSIO2_25751
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @MANSIO2_25511 
0006: 48@ = 0 

:MANSIO2_25779
00D6: if 
8118:   not actor 137@(48@,2i) dead 
004D: jump_if_false @MANSIO2_26026 
00A0: store_actor 137@(48@,2i) position_to 60@ 61@ 62@ 
0509: 72@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   10.0 > 72@ 
004D: jump_if_false @MANSIO2_26026 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 70@ 
004D: jump_if_false @MANSIO2_25902 
0013: 70@ *= -1.0 

:MANSIO2_25902
00D6: if 
0023:   6.0 > 70@ 
004D: jump_if_false @MANSIO2_26026 
00D6: if 
0039:   267@ == 0 
004D: jump_if_false @MANSIO2_26026 
00D6: if 
0039:   281@(48@,2i) == 0 
004D: jump_if_false @MANSIO2_26019 
0006: 189@(48@,2i) = 12 
00D6: if 
8039:   not  213@ == 1 
004D: jump_if_false @MANSIO2_26008 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~You have been detected by a mechanic. He is running to trigger the alarm.

:MANSIO2_26008
0006: 281@(48@,2i) = 1 

:MANSIO2_26019
0002: jump @MANSIO2_26026 

:MANSIO2_26026
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @MANSIO2_25779 
0051: return 

:MANSIO2_26049
00D6: if 
0119:   car 153@ wrecked 
004D: jump_if_false @MANSIO2_26067 
0051: return 

:MANSIO2_26067
0323: enable_boat 153@ anchor 0 
05D1: AS_actor 131@(52@,6i) drive_car 153@ to -1493.44 506.8398 0.0 speed 20.0 2 model #NULL 3 
0006: 183@(52@,6i) = 1 
0051: return 

:MANSIO2_26125
00D6: if 
0119:   car 153@ wrecked 
004D: jump_if_false @MANSIO2_26143 
0051: return 

:MANSIO2_26143
00D6: if 
81AF:   not car 153@ sphere 0 in_sphere -1493.44 506.8398 0.0 radius 10.0 15.0 5.0 
004D: jump_if_false @MANSIO2_26273 
062E: get_actor 131@(52@,6i) task 1489 status_store_to 40@ // ret 7 if not found 
00D6: if or
04A4:   40@ == 1 // == constant 
04A4:   40@ == 0 // == constant 
004D: jump_if_false @MANSIO2_26233 
0051: return 

:MANSIO2_26233
05D1: AS_actor 131@(52@,6i) drive_car 153@ to -1493.44 506.8398 0.0 speed 25.0 2 model #NULL 3 
0051: return 

:MANSIO2_26273
0006: 183@(52@,6i) = 2 
0051: return 

:MANSIO2_26286
00D6: if 
0119:   car 153@ wrecked 
004D: jump_if_false @MANSIO2_26304 
0051: return 

:MANSIO2_26304
05D1: AS_actor 131@(52@,6i) drive_car 153@ to -1446.218 493.9281 0.0 speed 10.0 2 model #NULL 3 
0006: 183@(52@,6i) = 3 
0051: return 

:MANSIO2_26355
00D6: if 
0119:   car 153@ wrecked 
004D: jump_if_false @MANSIO2_26373 
0051: return 

:MANSIO2_26373
00D6: if 
81AF:   not car 153@ sphere 0 in_sphere -1446.218 493.9281 0.0 radius 3.0 6.0 5.0 
004D: jump_if_false @MANSIO2_26503 
062E: get_actor 131@(52@,6i) task 1489 status_store_to 40@ // ret 7 if not found 
00D6: if or
04A4:   40@ == 1 // == constant 
04A4:   40@ == 0 // == constant 
004D: jump_if_false @MANSIO2_26463 
0051: return 

:MANSIO2_26463
05D1: AS_actor 131@(52@,6i) drive_car 153@ to -1446.218 493.9281 0.0 speed 10.0 2 model #NULL 3 
0051: return 

:MANSIO2_26503
00AB: put_car 153@ at -1446.218 491.9281 0.0 
0175: set_car 153@ Z_angle_to 270.0 
0323: enable_boat 153@ anchor 1 
0006: 195@ = 60 
0012: 195@ *= 1000 
005A: 195@ += 46@ // (int) 
0006: 183@(52@,6i) = 4 
0051: return 

:MANSIO2_26576
0006: 50@ = 0 
00D6: if 
8039:   not  183@(50@,6i) == -2 
004D: jump_if_false @MANSIO2_26616 
0006: 183@(50@,6i) = 5 

:MANSIO2_26616
0006: 50@ = 1 
00D6: if 
8039:   not  183@(50@,6i) == -2 
004D: jump_if_false @MANSIO2_26656 
0006: 183@(50@,6i) = 5 

:MANSIO2_26656
0006: 50@ = 2 
00D6: if 
8039:   not  183@(50@,6i) == -2 
004D: jump_if_false @MANSIO2_26696 
0006: 183@(50@,6i) = 5 

:MANSIO2_26696
0006: 50@ = 5 
009A: 131@(50@,6i) = create_actor_pedtype 25 model #ARMY at -1401.786 504.5374 17.2266 
0173: set_actor 131@(50@,6i) Z_angle_to 43.9825 
01B2: give_actor 131@(50@,6i) weapon 31 ammo 300 // Load the weapon model before using this 
01B9: set_actor 131@(50@,6i) armed_weapon_to 31 
02E2: set_actor 131@(50@,6i) weapon_accuracy_to 70 
07DD: set_actor 131@(50@,6i) attack_rate 70 // previously known as temper_to 
060B: set_actor 131@(50@,6i) decision_maker_to 181@ 
0770: set_actor 131@(50@,6i) target_priority 1 
0006: 50@ = 1 
009A: 137@(50@,2i) = create_actor_pedtype 24 model #WMYMECH at -1421.757 496.6105 2.0463 
0006: 189@(50@,2i) = 0 
0006: 50@ = 0 
009A: 137@(50@,2i) = create_actor_pedtype 24 model #WMYMECH at -1346.219 497.9554 10.1953 
0006: 189@(50@,2i) = 0 
0006: 50@ = 0 
00A5: 154@(50@,3i) = create_car #FORKLIFT at -1415.933 502.7617 2.0391 
0175: set_car 154@(50@,3i) Z_angle_to 250.5131 
0006: 50@ = 1 
00A5: 154@(50@,3i) = create_car #FORKLIFT at -1312.89 503.5017 10.1953 
0175: set_car 154@(50@,3i) Z_angle_to 265.6291 
0006: 50@ = 2 
00A5: 154@(50@,3i) = create_car #FORKLIFT at -1405.751 495.4972 10.2026 
0175: set_car 154@(50@,3i) Z_angle_to 81.1713 
0107: 160@ = create_object #MISSILE_07_SFXR at -1312.89 503.5017 10.1953 
0681: attach_object 160@ to_car 154@(50@,3i) with_offset 0.0 0.4 1.5 rotation 0.0 90.0 90.0 
0051: return 

:MANSIO2_27119
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_27141 
0051: return 

:MANSIO2_27141
0871: init_jump_table 52@ total_jumps 6 default_jump 1 @MANSIO2_27504 jumps 0 @MANSIO2_27204 1 @MANSIO2_27280 2 @MANSIO2_27365 3 @MANSIO2_27450 4 @MANSIO2_27486 5 @MANSIO2_27468 -1 @MANSIO2_27536 

:MANSIO2_27204
0792: disembark_instantly_actor 131@(52@,6i) 
00A1: put_actor 131@(52@,6i) at -1423.138 493.9279 2.0391 
0173: set_actor 131@(52@,6i) Z_angle_to 355.6815 
0006: 183@(52@,6i) = 27 
0006: 269@(52@,6i) = 1 
0002: jump @MANSIO2_27536 

:MANSIO2_27280
0465: remove_actor 131@(52@,6i) from_turret_mode 
0792: disembark_instantly_actor 131@(52@,6i) 
00A1: put_actor 131@(52@,6i) at -1394.477 500.653 2.0463 
0173: set_actor 131@(52@,6i) Z_angle_to 214.6545 
0006: 183@(52@,6i) = 27 
0006: 269@(52@,6i) = 1 
0002: jump @MANSIO2_27536 

:MANSIO2_27365
0465: remove_actor 131@(52@,6i) from_turret_mode 
0792: disembark_instantly_actor 131@(52@,6i) 
00A1: put_actor 131@(52@,6i) at -1396.397 500.5882 2.0391 
0173: set_actor 131@(52@,6i) Z_angle_to 233.6078 
0006: 183@(52@,6i) = 27 
0006: 269@(52@,6i) = 1 
0002: jump @MANSIO2_27536 

:MANSIO2_27450
0006: 183@(52@,6i) = 14 
0002: jump @MANSIO2_27536 

:MANSIO2_27468
0006: 183@(52@,6i) = 6 
0002: jump @MANSIO2_27536 

:MANSIO2_27486
0006: 183@(52@,6i) = 14 
0002: jump @MANSIO2_27536 

:MANSIO2_27504
0662: printstring "UNKNOWN_GUARD_FOR_ACTIVATION" 

:MANSIO2_27536
00D6: if 
8039:   not  52@ == 5 
004D: jump_if_false @MANSIO2_27613 
01B2: give_actor 131@(52@,6i) weapon 31 ammo 300 // Load the weapon model before using this 
01B9: set_actor 131@(52@,6i) armed_weapon_to 31 
02E2: set_actor 131@(52@,6i) weapon_accuracy_to 70 
07DD: set_actor 131@(52@,6i) attack_rate 70 // previously known as temper_to 
060B: set_actor 131@(52@,6i) decision_maker_to 181@ 

:MANSIO2_27613
0051: return 

:MANSIO2_27615
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_27637 
0051: return 

:MANSIO2_27637
0871: init_jump_table 52@ total_jumps 4 default_jump 1 @MANSIO2_27908 jumps 0 @MANSIO2_27700 1 @MANSIO2_27746 2 @MANSIO2_27792 5 @MANSIO2_27862 -1 @MANSIO2_27939 -1 @MANSIO2_27939 -1 @MANSIO2_27939 

:MANSIO2_27700
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1348.171 498.9987 10.1953 mode 4 time -2 
0006: 183@(52@,6i) = 7 
0002: jump @MANSIO2_27939 

:MANSIO2_27746
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1340.658 500.8229 17.2266 mode 4 time -2 
0006: 183@(52@,6i) = 7 
0002: jump @MANSIO2_27939 

:MANSIO2_27792
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1289.705 489.1904 10.2026 mode 4 time -2 
0006: 183@(52@,6i) = 12 
0085: 198@(52@,6i) = 46@ // (int) 
000A: 198@(52@,6i) += 5000 
0002: jump @MANSIO2_27939 

:MANSIO2_27862
05D3: AS_actor 131@(52@,6i) goto_point -1445.235 501.5114 17.2266 mode 4 time -2 ms // versionA 
0006: 183@(52@,6i) = 7 
0002: jump @MANSIO2_27939 

:MANSIO2_27908
0662: printstring "UNKNOWN_GUARD_FOR_WALK_HOME" 

:MANSIO2_27939
0051: return 

:MANSIO2_27941
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_27963 
0051: return 

:MANSIO2_27963
0871: init_jump_table 52@ total_jumps 3 default_jump 1 @MANSIO2_28250 jumps 0 @MANSIO2_28026 1 @MANSIO2_28096 5 @MANSIO2_28180 -1 @MANSIO2_28284 -1 @MANSIO2_28284 -1 @MANSIO2_28284 -1 @MANSIO2_28284 

:MANSIO2_28026
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1348.171 498.9987 10.1953 radius 1.2 1.2 2.0 
004D: jump_if_false @MANSIO2_28089 
0006: 183@(52@,6i) = 10 

:MANSIO2_28089
0002: jump @MANSIO2_28284 

:MANSIO2_28096
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1340.658 500.8229 17.2266 radius 1.2 1.2 2.0 
004D: jump_if_false @MANSIO2_28173 
05D4: AS_actor 131@(52@,6i) rotate_angle 303.0599 
0006: 183@(52@,6i) = 27 

:MANSIO2_28173
0002: jump @MANSIO2_28284 

:MANSIO2_28180
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1435.72 501.0618 17.2266 radius 1.2 1.2 2.0 
004D: jump_if_false @MANSIO2_28243 
0006: 183@(52@,6i) = 16 

:MANSIO2_28243
0002: jump @MANSIO2_28284 

:MANSIO2_28250
0662: printstring "UNKNOWN_GUARD_FOR_WALKING_HOME" 

:MANSIO2_28284
0051: return 

:MANSIO2_28286
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_28308 
0051: return 

:MANSIO2_28308
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_28450 jumps 0 @MANSIO2_28371 -1 @MANSIO2_28476 -1 @MANSIO2_28476 -1 @MANSIO2_28476 -1 @MANSIO2_28476 -1 @MANSIO2_28476 -1 @MANSIO2_28476 

:MANSIO2_28371
00D6: if 
8118:   not actor 138@ dead 
004D: jump_if_false @MANSIO2_28419 
0677: AS_actor 131@(52@,6i) chat_with_actor 138@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 138@ chat_with_actor 131@(52@,6i) lead_speaker_flag 0 unknown_flag 1 

:MANSIO2_28419
0085: 198@(52@,6i) = 46@ // (int) 
000A: 198@(52@,6i) += 7000 
0002: jump @MANSIO2_28476 

:MANSIO2_28450
0662: printstring "UNKNOWN_GUARD_FOR_CHAT" 

:MANSIO2_28476
0006: 183@(52@,6i) = 9 
0051: return 

:MANSIO2_28489
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_28511 
0051: return 

:MANSIO2_28511
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_28615 jumps 0 @MANSIO2_28574 -1 @MANSIO2_28641 -1 @MANSIO2_28641 -1 @MANSIO2_28641 -1 @MANSIO2_28641 -1 @MANSIO2_28641 -1 @MANSIO2_28641 

:MANSIO2_28574
00D6: if 
001D:   46@ > 198@(52@,6i) // (int) 
004D: jump_if_false @MANSIO2_28608 
0006: 183@(52@,6i) = 6 

:MANSIO2_28608
0002: jump @MANSIO2_28641 

:MANSIO2_28615
0662: printstring "UNKNOWN_GUARD_FOR_CHAT" 

:MANSIO2_28641
0051: return 

:MANSIO2_28643
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_28665 
0051: return 

:MANSIO2_28665
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_28837 jumps 0 @MANSIO2_28728 -1 @MANSIO2_28862 -1 @MANSIO2_28862 -1 @MANSIO2_28862 -1 @MANSIO2_28862 -1 @MANSIO2_28862 -1 @MANSIO2_28862 

:MANSIO2_28728
0615: define_AS_pack_begin 56@ 
05D3: AS_actor -1 goto_point -1348.075 493.1958 10.1953 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -1345.749 493.6958 10.2027 mode 4 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 180.0 
06B0: AS_actor -1 sit_down 99999999 ms 
0616: define_AS_pack_end 56@ 
0618: assign_actor 131@(52@,6i) to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
0006: 183@(52@,6i) = 27 
0002: jump @MANSIO2_28862 

:MANSIO2_28837
0662: printstring "UNKNOWN_GUARD_FOR_SIT" 

:MANSIO2_28862
0051: return 

:MANSIO2_28864
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_28886 
0051: return 

:MANSIO2_28886
0871: init_jump_table 52@ total_jumps 5 default_jump 1 @MANSIO2_29074 jumps 1 @MANSIO2_28974 2 @MANSIO2_28949 3 @MANSIO2_28999 4 @MANSIO2_29049 5 @MANSIO2_29024 -1 @MANSIO2_29102 -1 @MANSIO2_29102 

:MANSIO2_28949
0050: gosub @MANSIO2_32951 
0006: 183@(52@,6i) = 12 
0002: jump @MANSIO2_29102 

:MANSIO2_28974
0050: gosub @MANSIO2_33750 
0006: 183@(52@,6i) = 12 
0002: jump @MANSIO2_29102 

:MANSIO2_28999
0050: gosub @MANSIO2_34441 
0006: 183@(52@,6i) = 12 
0002: jump @MANSIO2_29102 

:MANSIO2_29024
0050: gosub @MANSIO2_35240 
0006: 183@(52@,6i) = 12 
0002: jump @MANSIO2_29102 

:MANSIO2_29049
0050: gosub @MANSIO2_35931 
0006: 183@(52@,6i) = 12 
0002: jump @MANSIO2_29102 

:MANSIO2_29074
0662: printstring "UNKNOWN_GUARD_FOR_WANDER" 

:MANSIO2_29102
0051: return 

:MANSIO2_29104
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_29126 
0051: return 

:MANSIO2_29126
0871: init_jump_table 52@ total_jumps 5 default_jump 1 @MANSIO2_29694 jumps 1 @MANSIO2_29290 2 @MANSIO2_29189 3 @MANSIO2_29391 4 @MANSIO2_29593 5 @MANSIO2_29492 -1 @MANSIO2_29725 -1 @MANSIO2_29725 

:MANSIO2_29189
00D6: if 
001D:   46@ > 198@(52@,6i) // (int) 
004D: jump_if_false @MANSIO2_29283 
0050: gosub @MANSIO2_33281 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_29283 
0209: 50@ = random_int_in_ranges 5000 7000 
0085: 198@(52@,6i) = 46@ // (int) 
005A: 198@(52@,6i) += 50@ // (int) 
0006: 183@(52@,6i) = 13 

:MANSIO2_29283
0002: jump @MANSIO2_29725 

:MANSIO2_29290
00D6: if 
001D:   46@ > 198@(52@,6i) // (int) 
004D: jump_if_false @MANSIO2_29384 
0050: gosub @MANSIO2_34045 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_29384 
0209: 50@ = random_int_in_ranges 5000 7000 
0085: 198@(52@,6i) = 46@ // (int) 
005A: 198@(52@,6i) += 50@ // (int) 
0006: 183@(52@,6i) = 13 

:MANSIO2_29384
0002: jump @MANSIO2_29725 

:MANSIO2_29391
00D6: if 
001D:   46@ > 198@(52@,6i) // (int) 
004D: jump_if_false @MANSIO2_29485 
0050: gosub @MANSIO2_34771 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_29485 
0209: 50@ = random_int_in_ranges 5000 7000 
0085: 198@(52@,6i) = 46@ // (int) 
005A: 198@(52@,6i) += 50@ // (int) 
0006: 183@(52@,6i) = 13 

:MANSIO2_29485
0002: jump @MANSIO2_29725 

:MANSIO2_29492
00D6: if 
001D:   46@ > 198@(52@,6i) // (int) 
004D: jump_if_false @MANSIO2_29586 
0050: gosub @MANSIO2_35535 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_29586 
0209: 50@ = random_int_in_ranges 5000 7000 
0085: 198@(52@,6i) = 46@ // (int) 
005A: 198@(52@,6i) += 50@ // (int) 
0006: 183@(52@,6i) = 13 

:MANSIO2_29586
0002: jump @MANSIO2_29725 

:MANSIO2_29593
00D6: if 
001D:   46@ > 198@(52@,6i) // (int) 
004D: jump_if_false @MANSIO2_29687 
0050: gosub @MANSIO2_36226 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_29687 
0209: 50@ = random_int_in_ranges 5000 7000 
0085: 198@(52@,6i) = 46@ // (int) 
005A: 198@(52@,6i) += 50@ // (int) 
0006: 183@(52@,6i) = 13 

:MANSIO2_29687
0002: jump @MANSIO2_29725 

:MANSIO2_29694
0662: printstring "UNKNOWN_GUARD_FOR_WANDERING" 

:MANSIO2_29725
0051: return 

:MANSIO2_29727
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_29749 
0051: return 

:MANSIO2_29749
00D6: if 
001D:   46@ > 198@(52@,6i) // (int) 
004D: jump_if_false @MANSIO2_29783 
0006: 183@(52@,6i) = 11 

:MANSIO2_29783
0051: return 

:MANSIO2_29785
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_29807 
0051: return 

:MANSIO2_29807
00D6: if 
04AB:   actor 131@(52@,6i) driving_plane 
004D: jump_if_false @MANSIO2_29836 
0633: AS_actor 131@(52@,6i) exit_car 

:MANSIO2_29836
0006: 183@(52@,6i) = 15 
0051: return 

:MANSIO2_29849
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_29871 
0051: return 

:MANSIO2_29871
00D6: if 
04AB:   actor 131@(52@,6i) driving_plane 
004D: jump_if_false @MANSIO2_29893 
0051: return 

:MANSIO2_29893
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_30003 jumps 3 @MANSIO2_29956 4 @MANSIO2_29985 -1 @MANSIO2_30038 -1 @MANSIO2_30038 -1 @MANSIO2_30038 -1 @MANSIO2_30038 -1 @MANSIO2_30038 

:MANSIO2_29956
0006: 183@(52@,6i) = 11 
0006: 269@(52@,6i) = 1 
0002: jump @MANSIO2_30038 

:MANSIO2_29985
0006: 183@(52@,6i) = 27 
0002: jump @MANSIO2_30038 

:MANSIO2_30003
0662: printstring "UNKNOWN_GUARD_FOR_EXITING_PLANE" 

:MANSIO2_30038
0051: return 

:MANSIO2_30040
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_30062 
0051: return 

:MANSIO2_30062
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_30435 jumps 5 @MANSIO2_30125 -1 @MANSIO2_30469 -1 @MANSIO2_30469 -1 @MANSIO2_30469 -1 @MANSIO2_30469 -1 @MANSIO2_30469 -1 @MANSIO2_30469 

:MANSIO2_30125
00D6: if 
0119:   car 142@ wrecked 
004D: jump_if_false @MANSIO2_30168 
0006: 183@(52@,6i) = 11 
0647: AS_actor 131@(52@,6i) clear_look_task 
0002: jump @MANSIO2_30428 

:MANSIO2_30168
00D6: if 
860E:   not car 142@ assigned_to_path 
004D: jump_if_false @MANSIO2_30211 
0006: 183@(52@,6i) = 11 
0647: AS_actor 131@(52@,6i) clear_look_task 
0002: jump @MANSIO2_30428 

:MANSIO2_30211
00A0: store_actor 131@(52@,6i) position_to 57@ 58@ 59@ 
0087: 67@ = 57@ // (float) 
0087: 68@ = 58@ // (float) 
00AA: store_car 142@ position_to 57@ 58@ 59@ 
0087: 64@ = 57@ // (float) 
0087: 65@ = 58@ // (float) 
0087: 57@ = 64@ // (float) 
0063: 57@ -= 67@ // (float) 
0087: 58@ = 65@ // (float) 
0063: 58@ -= 68@ // (float) 
0604: get_Z_angle_for_point 57@ 58@ store_to 63@ 
05D4: AS_actor 131@(52@,6i) rotate_angle 63@ 
062E: get_actor 131@(52@,6i) task 1471 status_store_to 40@ // ret 7 if not found 
00D6: if 
84A4:   not  40@ == 1 // == constant 
004D: jump_if_false @MANSIO2_30393 
00D6: if 
8118:   not actor 134@ dead 
004D: jump_if_false @MANSIO2_30393 
05BF: AS_actor 131@(52@,6i) look_at_actor 134@ -2 ms 

:MANSIO2_30393
0085: 198@(52@,6i) = 46@ // (int) 
000A: 198@(52@,6i) += 5000 
0006: 183@(52@,6i) = 17 

:MANSIO2_30428
0002: jump @MANSIO2_30469 

:MANSIO2_30435
0662: printstring "UNKNOWN_GUARD_FOR_WATCH_PLANES" 

:MANSIO2_30469
0051: return 

:MANSIO2_30471
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_30493 
0051: return 

:MANSIO2_30493
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_30597 jumps 5 @MANSIO2_30556 -1 @MANSIO2_30633 -1 @MANSIO2_30633 -1 @MANSIO2_30633 -1 @MANSIO2_30633 -1 @MANSIO2_30633 -1 @MANSIO2_30633 

:MANSIO2_30556
00D6: if 
001D:   46@ > 198@(52@,6i) // (int) 
004D: jump_if_false @MANSIO2_30590 
0006: 183@(52@,6i) = 16 

:MANSIO2_30590
0002: jump @MANSIO2_30633 

:MANSIO2_30597
0662: printstring "UNKNOWN_GUARD_FOR_WATCHING_PLANE" 

:MANSIO2_30633
0051: return 

:MANSIO2_30635
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_30657 
0051: return 

:MANSIO2_30657
00D6: if 
00DF:   actor 131@(52@,6i) driving 
004D: jump_if_false @MANSIO2_30679 
0051: return 

:MANSIO2_30679
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_30833 jumps 4 @MANSIO2_30742 -1 @MANSIO2_30863 -1 @MANSIO2_30863 -1 @MANSIO2_30863 -1 @MANSIO2_30863 -1 @MANSIO2_30863 -1 @MANSIO2_30863 

:MANSIO2_30742
00A1: put_actor 131@(52@,6i) at -1413.004 508.974 10.1953 
0006: 183@(52@,6i) = 27 
0006: 269@(52@,6i) = 1 
0187: 173@(52@,6i) = create_marker_above_actor 131@(52@,6i) 
018B: set_marker 173@(52@,6i) radar_mode 2 
07BF: set_marker 173@(52@,6i) tracking_blip 1 
0002: jump @MANSIO2_30863 

:MANSIO2_30833
0662: printstring "UNKNOWN_GUARD_FOR_TELEPORT" 

:MANSIO2_30863
0051: return 

:MANSIO2_30865
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_30887 
0051: return 

:MANSIO2_30887
0871: init_jump_table 52@ total_jumps 6 default_jump 1 @MANSIO2_31226 jumps 0 @MANSIO2_30950 1 @MANSIO2_30996 2 @MANSIO2_31042 3 @MANSIO2_31088 4 @MANSIO2_31180 5 @MANSIO2_31134 -1 @MANSIO2_31258 

:MANSIO2_30950
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1324.158 508.4572 10.1953 mode 6 time -2 
0006: 183@(52@,6i) = 20 
0002: jump @MANSIO2_31258 

:MANSIO2_30996
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1348.061 492.4249 10.1953 mode 6 time -2 
0006: 183@(52@,6i) = 20 
0002: jump @MANSIO2_31258 

:MANSIO2_31042
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1299.653 509.2915 10.1953 mode 6 time -2 
0006: 183@(52@,6i) = 20 
0002: jump @MANSIO2_31258 

:MANSIO2_31088
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1434.212 508.0886 10.1953 mode 6 time -2 
0006: 183@(52@,6i) = 20 
0002: jump @MANSIO2_31258 

:MANSIO2_31134
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1418.207 492.2773 17.2266 mode 6 time -2 
0006: 183@(52@,6i) = 20 
0002: jump @MANSIO2_31258 

:MANSIO2_31180
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1409.154 506.4637 10.1953 mode 6 time -2 
0006: 183@(52@,6i) = 20 
0002: jump @MANSIO2_31258 

:MANSIO2_31226
0662: printstring "UNKNOWN_GUARD_FOR_GOTO_ALERT" 

:MANSIO2_31258
0051: return 

:MANSIO2_31260
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_31282 
0051: return 

:MANSIO2_31282
0871: init_jump_table 52@ total_jumps 6 default_jump 1 @MANSIO2_31915 jumps 0 @MANSIO2_31345 1 @MANSIO2_31440 2 @MANSIO2_31535 3 @MANSIO2_31630 4 @MANSIO2_31820 5 @MANSIO2_31725 -1 @MANSIO2_31951 

:MANSIO2_31345
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1324.158 508.4572 10.1953 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_31433 
05D4: AS_actor 131@(52@,6i) rotate_angle 98.0823 
0006: 183@(52@,6i) = 21 
0006: 198@(52@,6i) = 0 

:MANSIO2_31433
0002: jump @MANSIO2_31951 

:MANSIO2_31440
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1348.061 492.4249 10.1953 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_31528 
05D4: AS_actor 131@(52@,6i) rotate_angle 0.0 
0006: 183@(52@,6i) = 21 
0006: 198@(52@,6i) = 0 

:MANSIO2_31528
0002: jump @MANSIO2_31951 

:MANSIO2_31535
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1299.653 509.2915 10.1953 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_31623 
05D4: AS_actor 131@(52@,6i) rotate_angle 122.1536 
0006: 183@(52@,6i) = 21 
0006: 198@(52@,6i) = 0 

:MANSIO2_31623
0002: jump @MANSIO2_31951 

:MANSIO2_31630
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1434.212 508.0886 10.1953 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_31718 
05D4: AS_actor 131@(52@,6i) rotate_angle 261.6837 
0006: 183@(52@,6i) = 21 
0006: 198@(52@,6i) = 0 

:MANSIO2_31718
0002: jump @MANSIO2_31951 

:MANSIO2_31725
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1418.207 492.2773 17.2266 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_31813 
05D4: AS_actor 131@(52@,6i) rotate_angle 304.1052 
0006: 183@(52@,6i) = 21 
0006: 198@(52@,6i) = 0 

:MANSIO2_31813
0002: jump @MANSIO2_31951 

:MANSIO2_31820
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1409.154 506.4637 10.1953 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_31908 
05D4: AS_actor 131@(52@,6i) rotate_angle 270.2725 
0006: 183@(52@,6i) = 21 
0006: 198@(52@,6i) = 0 

:MANSIO2_31908
0002: jump @MANSIO2_31951 

:MANSIO2_31915
0662: printstring "UNKNOWN_GUARD_FOR_GOING_TO_ALERT" 

:MANSIO2_31951
0050: gosub @MANSIO2_24305 
0051: return 

:MANSIO2_31960
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_31982 
0051: return 

:MANSIO2_31982
062E: get_actor 131@(52@,6i) task 1492 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @MANSIO2_32048 
0816: set_actor 131@(52@,6i) dont_chase_victim 1 
0006: 183@(52@,6i) = 22 
0006: 198@(52@,6i) = 0 

:MANSIO2_32048
0050: gosub @MANSIO2_24305 
0051: return 

:MANSIO2_32057
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_32079 
0051: return 

:MANSIO2_32079
00D6: if 
001D:   198@(52@,6i) > 46@ // (int) 
004D: jump_if_false @MANSIO2_32104 
0051: return 

:MANSIO2_32104
062E: get_actor 131@(52@,6i) task 1588 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @MANSIO2_32180 
0634: AS_actor 131@(52@,6i) attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 60 
0085: 198@(52@,6i) = 46@ // (int) 
000A: 198@(52@,6i) += 1000 

:MANSIO2_32180
0050: gosub @MANSIO2_24305 
0051: return 

:MANSIO2_32189
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_32211 
0051: return 

:MANSIO2_32211
060B: set_actor 131@(52@,6i) decision_maker_to 182@ 
0816: set_actor 131@(52@,6i) dont_chase_victim 0 
0006: 183@(52@,6i) = 26 
0006: 275@(52@,6i) = 1 
0006: 198@(52@,6i) = 0 
0051: return 

:MANSIO2_32269
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_32291 
0051: return 

:MANSIO2_32291
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_32389 jumps 0 @MANSIO2_32354 -1 @MANSIO2_32421 -1 @MANSIO2_32421 -1 @MANSIO2_32421 -1 @MANSIO2_32421 -1 @MANSIO2_32421 -1 @MANSIO2_32421 

:MANSIO2_32354
05D3: AS_actor 131@(52@,6i) goto_point -1431.944 500.2454 2.0391 mode 6 time -2 ms // versionA 
0002: jump @MANSIO2_32421 

:MANSIO2_32389
0662: printstring "UNKNOWN_GUARD_FOR_RUN_ATTACK" 

:MANSIO2_32421
060B: set_actor 131@(52@,6i) decision_maker_to 182@ 
0006: 183@(52@,6i) = 25 
0006: 275@(52@,6i) = 1 
0006: 198@(52@,6i) = 0 
0051: return 

:MANSIO2_32468
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_32490 
0051: return 

:MANSIO2_32490
00D6: if 
0039:   267@ == 0 
004D: jump_if_false @MANSIO2_32560 
00D6: if 
02E0:   actor 131@(52@,6i) firing_weapon 
004D: jump_if_false @MANSIO2_32560 
0006: 267@ = 1 
00D6: if 
0039:   213@ == 0 
004D: jump_if_false @MANSIO2_32560 
0006: 213@ = 3 

:MANSIO2_32560
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_32704 jumps 0 @MANSIO2_32623 -1 @MANSIO2_32740 -1 @MANSIO2_32740 -1 @MANSIO2_32740 -1 @MANSIO2_32740 -1 @MANSIO2_32740 -1 @MANSIO2_32740 

:MANSIO2_32623
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1431.944 500.2454 2.0391 radius 1.2 1.2 2.0 
004D: jump_if_false @MANSIO2_32697 
0006: 198@(52@,6i) = 0 
0006: 183@(52@,6i) = 26 

:MANSIO2_32697
0002: jump @MANSIO2_32740 

:MANSIO2_32704
0662: printstring "UNKNOWN_GUARD_FOR_RUNNING_ATTACK" 

:MANSIO2_32740
0050: gosub @MANSIO2_24305 
0051: return 

:MANSIO2_32749
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_32771 
0051: return 

:MANSIO2_32771
00D6: if 
0039:   267@ == 0 
004D: jump_if_false @MANSIO2_32841 
00D6: if 
02E0:   actor 131@(52@,6i) firing_weapon 
004D: jump_if_false @MANSIO2_32841 
0006: 267@ = 1 
00D6: if 
0039:   213@ == 0 
004D: jump_if_false @MANSIO2_32841 
0006: 213@ = 3 

:MANSIO2_32841
00D6: if 
001D:   198@(52@,6i) > 46@ // (int) 
004D: jump_if_false @MANSIO2_32866 
0051: return 

:MANSIO2_32866
062E: get_actor 131@(52@,6i) task 1588 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @MANSIO2_32942 
0634: AS_actor 131@(52@,6i) attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 60 
0085: 198@(52@,6i) = 46@ // (int) 
000A: 198@(52@,6i) += 1000 

:MANSIO2_32942
0050: gosub @MANSIO2_24305 
0051: return 

:MANSIO2_32951
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_32973 
0051: return 

:MANSIO2_32973
0209: 50@ = random_int_in_ranges 0 6 
0871: init_jump_table 50@ total_jumps 6 default_jump 0 @MANSIO2_33255 jumps 0 @MANSIO2_33045 1 @MANSIO2_33080 2 @MANSIO2_33115 3 @MANSIO2_33150 4 @MANSIO2_33185 5 @MANSIO2_33220 -1 @MANSIO2_33255 

:MANSIO2_33045
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1289.705 489.1904 10.2026 mode 4 time -2 
0002: jump @MANSIO2_33255 

:MANSIO2_33080
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1325.661 498.4251 10.2026 mode 4 time -2 
0002: jump @MANSIO2_33255 

:MANSIO2_33115
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1302.248 504.2907 10.1953 mode 4 time -2 
0002: jump @MANSIO2_33255 

:MANSIO2_33150
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1292.353 494.8264 10.1953 mode 4 time -2 
0002: jump @MANSIO2_33255 

:MANSIO2_33185
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1301.599 509.8161 10.1953 mode 4 time -2 
0002: jump @MANSIO2_33255 

:MANSIO2_33220
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1294.257 504.8536 10.1953 mode 4 time -2 
0002: jump @MANSIO2_33255 

:MANSIO2_33255
0085: 198@(52@,6i) = 46@ // (int) 
000A: 198@(52@,6i) += 5000 
0051: return 

:MANSIO2_33281
0006: 73@ = 0 
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_33310 
0051: return 

:MANSIO2_33310
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1289.705 489.1904 10.2026 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_33383 
05D4: AS_actor 131@(52@,6i) rotate_angle 155.3066 
0006: 73@ = 1 

:MANSIO2_33383
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1325.661 498.4251 10.2026 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_33456 
05D4: AS_actor 131@(52@,6i) rotate_angle 77.7535 
0006: 73@ = 1 

:MANSIO2_33456
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1302.248 504.2907 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_33529 
05D4: AS_actor 131@(52@,6i) rotate_angle 275.9547 
0006: 73@ = 1 

:MANSIO2_33529
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1292.353 494.8264 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_33602 
05D4: AS_actor 131@(52@,6i) rotate_angle 248.83 
0006: 73@ = 1 

:MANSIO2_33602
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1301.599 509.8161 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_33675 
05D4: AS_actor 131@(52@,6i) rotate_angle 14.841 
0006: 73@ = 1 

:MANSIO2_33675
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1294.257 504.8536 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_33748 
05D4: AS_actor 131@(52@,6i) rotate_angle 157.6618 
0006: 73@ = 1 

:MANSIO2_33748
0051: return 

:MANSIO2_33750
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_33772 
0051: return 

:MANSIO2_33772
0209: 50@ = random_int_in_ranges 0 5 
0871: init_jump_table 50@ total_jumps 5 default_jump 0 @MANSIO2_34019 jumps 0 @MANSIO2_33844 1 @MANSIO2_33879 2 @MANSIO2_33914 3 @MANSIO2_33949 4 @MANSIO2_33984 -1 @MANSIO2_34019 -1 @MANSIO2_34019 

:MANSIO2_33844
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1311.834 489.4401 17.2266 mode 4 time -2 
0002: jump @MANSIO2_34019 

:MANSIO2_33879
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1298.359 512.5721 17.2266 mode 4 time -2 
0002: jump @MANSIO2_34019 

:MANSIO2_33914
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1247.352 502.8824 17.2266 mode 4 time -2 
0002: jump @MANSIO2_34019 

:MANSIO2_33949
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1359.656 512.5123 17.2266 mode 4 time -2 
0002: jump @MANSIO2_34019 

:MANSIO2_33984
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1349.606 493.5821 17.2279 mode 4 time -2 
0002: jump @MANSIO2_34019 

:MANSIO2_34019
0085: 198@(52@,6i) = 46@ // (int) 
000A: 198@(52@,6i) += 5000 
0051: return 

:MANSIO2_34045
0006: 73@ = 0 
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_34074 
0051: return 

:MANSIO2_34074
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1311.834 489.4401 17.2266 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_34147 
05D4: AS_actor 131@(52@,6i) rotate_angle 180.0 
0006: 73@ = 1 

:MANSIO2_34147
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1298.359 512.5721 17.2266 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_34220 
05D4: AS_actor 131@(52@,6i) rotate_angle 0.0 
0006: 73@ = 1 

:MANSIO2_34220
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1247.352 502.8824 17.2266 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_34293 
05D4: AS_actor 131@(52@,6i) rotate_angle 270.0 
0006: 73@ = 1 

:MANSIO2_34293
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1359.656 512.5123 17.2266 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_34366 
05D4: AS_actor 131@(52@,6i) rotate_angle 0.0 
0006: 73@ = 1 

:MANSIO2_34366
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1349.606 493.5821 17.2279 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_34439 
05D4: AS_actor 131@(52@,6i) rotate_angle 80.0 
0006: 73@ = 1 

:MANSIO2_34439
0051: return 

:MANSIO2_34441
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_34463 
0051: return 

:MANSIO2_34463
0209: 50@ = random_int_in_ranges 0 6 
0871: init_jump_table 50@ total_jumps 6 default_jump 0 @MANSIO2_34745 jumps 0 @MANSIO2_34535 1 @MANSIO2_34570 2 @MANSIO2_34605 3 @MANSIO2_34640 4 @MANSIO2_34675 5 @MANSIO2_34710 -1 @MANSIO2_34745 

:MANSIO2_34535
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1444.29 496.4273 10.1953 mode 4 time -2 
0002: jump @MANSIO2_34745 

:MANSIO2_34570
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1449.621 506.0983 10.1953 mode 4 time -2 
0002: jump @MANSIO2_34745 

:MANSIO2_34605
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1424.253 511.1483 10.1953 mode 4 time -2 
0002: jump @MANSIO2_34745 

:MANSIO2_34640
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1411.083 511.8316 10.1953 mode 4 time -2 
0002: jump @MANSIO2_34745 

:MANSIO2_34675
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1417.342 505.5704 10.1953 mode 4 time -2 
0002: jump @MANSIO2_34745 

:MANSIO2_34710
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1431.498 501.8023 10.1953 mode 4 time -2 
0002: jump @MANSIO2_34745 

:MANSIO2_34745
0085: 198@(52@,6i) = 46@ // (int) 
000A: 198@(52@,6i) += 5000 
0051: return 

:MANSIO2_34771
0006: 73@ = 0 
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_34800 
0051: return 

:MANSIO2_34800
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1444.29 496.4273 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_34873 
05D4: AS_actor 131@(52@,6i) rotate_angle 56.0502 
0006: 73@ = 1 

:MANSIO2_34873
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1449.621 506.0983 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_34946 
05D4: AS_actor 131@(52@,6i) rotate_angle 123.3438 
0006: 73@ = 1 

:MANSIO2_34946
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1424.253 511.1483 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_35019 
05D4: AS_actor 131@(52@,6i) rotate_angle 318.9861 
0006: 73@ = 1 

:MANSIO2_35019
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1411.083 511.8316 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_35092 
05D4: AS_actor 131@(52@,6i) rotate_angle 28.0647 
0006: 73@ = 1 

:MANSIO2_35092
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1417.342 505.5704 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_35165 
05D4: AS_actor 131@(52@,6i) rotate_angle 139.4299 
0006: 73@ = 1 

:MANSIO2_35165
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1431.498 501.8023 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_35238 
05D4: AS_actor 131@(52@,6i) rotate_angle 242.7025 
0006: 73@ = 1 

:MANSIO2_35238
0051: return 

:MANSIO2_35240
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_35262 
0051: return 

:MANSIO2_35262
0209: 50@ = random_int_in_ranges 0 5 
0871: init_jump_table 50@ total_jumps 5 default_jump 0 @MANSIO2_35509 jumps 0 @MANSIO2_35334 1 @MANSIO2_35369 2 @MANSIO2_35404 3 @MANSIO2_35439 4 @MANSIO2_35474 -1 @MANSIO2_35509 -1 @MANSIO2_35509 

:MANSIO2_35334
05D3: AS_actor 131@(52@,6i) goto_point -1445.235 501.5114 17.2266 mode 4 time -2 ms // versionA 
0002: jump @MANSIO2_35509 

:MANSIO2_35369
05D3: AS_actor 131@(52@,6i) goto_point -1419.48 510.346 17.2295 mode 4 time -2 ms // versionA 
0002: jump @MANSIO2_35509 

:MANSIO2_35404
05D3: AS_actor 131@(52@,6i) goto_point -1412.218 489.4574 17.2266 mode 4 time -2 ms // versionA 
0002: jump @MANSIO2_35509 

:MANSIO2_35439
05D3: AS_actor 131@(52@,6i) goto_point -1395.935 498.2455 17.2266 mode 4 time -2 ms // versionA 
0002: jump @MANSIO2_35509 

:MANSIO2_35474
05D3: AS_actor 131@(52@,6i) goto_point -1373.579 512.998 17.2295 mode 4 time -2 ms // versionA 
0002: jump @MANSIO2_35509 

:MANSIO2_35509
0085: 198@(52@,6i) = 46@ // (int) 
000A: 198@(52@,6i) += 5000 
0051: return 

:MANSIO2_35535
0006: 73@ = 0 
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_35564 
0051: return 

:MANSIO2_35564
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1445.235 501.5114 17.2266 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_35637 
05D4: AS_actor 131@(52@,6i) rotate_angle 90.0 
0006: 73@ = 1 

:MANSIO2_35637
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1419.48 510.346 17.2295 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_35710 
05D4: AS_actor 131@(52@,6i) rotate_angle 0.0 
0006: 73@ = 1 

:MANSIO2_35710
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1412.218 489.4574 17.2266 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_35783 
05D4: AS_actor 131@(52@,6i) rotate_angle 180.0 
0006: 73@ = 1 

:MANSIO2_35783
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1395.935 498.2455 17.2266 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_35856 
05D4: AS_actor 131@(52@,6i) rotate_angle 194.6539 
0006: 73@ = 1 

:MANSIO2_35856
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1373.579 512.998 17.2295 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_35929 
05D4: AS_actor 131@(52@,6i) rotate_angle 326.651 
0006: 73@ = 1 

:MANSIO2_35929
0051: return 

:MANSIO2_35931
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_35953 
0051: return 

:MANSIO2_35953
0209: 50@ = random_int_in_ranges 0 5 
0871: init_jump_table 50@ total_jumps 5 default_jump 0 @MANSIO2_36200 jumps 0 @MANSIO2_36025 1 @MANSIO2_36060 2 @MANSIO2_36095 3 @MANSIO2_36130 4 @MANSIO2_36165 -1 @MANSIO2_36200 -1 @MANSIO2_36200 

:MANSIO2_36025
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1411.714 512.2815 10.1953 mode 4 time -2 
0002: jump @MANSIO2_36200 

:MANSIO2_36060
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1406.451 502.476 10.1953 mode 4 time -2 
0002: jump @MANSIO2_36200 

:MANSIO2_36095
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1366.03 505.7779 10.2026 mode 4 time -2 
0002: jump @MANSIO2_36200 

:MANSIO2_36130
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1366.484 516.8234 10.1797 mode 4 time -2 
0002: jump @MANSIO2_36200 

:MANSIO2_36165
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1344.821 499.0515 10.2027 mode 4 time -2 
0002: jump @MANSIO2_36200 

:MANSIO2_36200
0085: 198@(52@,6i) = 46@ // (int) 
000A: 198@(52@,6i) += 5000 
0051: return 

:MANSIO2_36226
0006: 73@ = 0 
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_36255 
0051: return 

:MANSIO2_36255
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1411.714 512.2815 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_36328 
05D4: AS_actor 131@(52@,6i) rotate_angle 24.5074 
0006: 73@ = 1 

:MANSIO2_36328
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1406.451 502.476 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_36401 
05D4: AS_actor 131@(52@,6i) rotate_angle 236.3499 
0006: 73@ = 1 

:MANSIO2_36401
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1366.03 505.7779 10.2026 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_36474 
05D4: AS_actor 131@(52@,6i) rotate_angle 180.0 
0006: 73@ = 1 

:MANSIO2_36474
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1366.484 516.8234 10.1797 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_36547 
05D4: AS_actor 131@(52@,6i) rotate_angle 341.4966 
0006: 73@ = 1 

:MANSIO2_36547
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1344.821 499.0515 10.2027 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_36620 
05D4: AS_actor 131@(52@,6i) rotate_angle 192.1196 
0006: 73@ = 1 

:MANSIO2_36620
0051: return 

:MANSIO2_36622
0006: 52@ = 0 

:MANSIO2_36629
00D6: if and
8039:   not  189@(52@,2i) == -1 
8039:   not  189@(52@,2i) == -2 
004D: jump_if_false @MANSIO2_36700 
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_36700 
0006: 189@(52@,2i) = -2 
0050: gosub @MANSIO2_39380 

:MANSIO2_36700
000A: 52@ += 1 
0029:   52@ >= 2 
004D: jump_if_false @MANSIO2_36629 
0006: 52@ = 0 

:MANSIO2_36728
0050: gosub @MANSIO2_37215 
0871: init_jump_table 189@(52@,2i) total_jumps 19 default_jump 1 @MANSIO2_37170 jumps -2 @MANSIO2_36932 -1 @MANSIO2_36932 0 @MANSIO2_36939 1 @MANSIO2_36981 2 @MANSIO2_36995 3 @MANSIO2_37009 4 @MANSIO2_37023 
0872: jump_table_jumps 5 @MANSIO2_37037 6 @MANSIO2_36953 7 @MANSIO2_36967 8 @MANSIO2_37051 9 @MANSIO2_37065 10 @MANSIO2_37079 11 @MANSIO2_37093 12 @MANSIO2_37107 13 @MANSIO2_37121 
0872: jump_table_jumps 14 @MANSIO2_37135 15 @MANSIO2_37149 16 @MANSIO2_37163 -1 @MANSIO2_37192 -1 @MANSIO2_37192 -1 @MANSIO2_37192 -1 @MANSIO2_37192 -1 @MANSIO2_37192 -1 @MANSIO2_37192 

:MANSIO2_36932
0002: jump @MANSIO2_37192 

:MANSIO2_36939
0050: gosub @MANSIO2_39943 
0002: jump @MANSIO2_37192 

:MANSIO2_36953
0050: gosub @MANSIO2_40174 
0002: jump @MANSIO2_37192 

:MANSIO2_36967
0050: gosub @MANSIO2_40332 
0002: jump @MANSIO2_37192 

:MANSIO2_36981
0050: gosub @MANSIO2_40493 
0002: jump @MANSIO2_37192 

:MANSIO2_36995
0050: gosub @MANSIO2_40703 
0002: jump @MANSIO2_37192 

:MANSIO2_37009
0050: gosub @MANSIO2_40973 
0002: jump @MANSIO2_37192 

:MANSIO2_37023
0050: gosub @MANSIO2_41141 
0002: jump @MANSIO2_37192 

:MANSIO2_37037
0050: gosub @MANSIO2_41464 
0002: jump @MANSIO2_37192 

:MANSIO2_37051
0050: gosub @MANSIO2_41522 
0002: jump @MANSIO2_37192 

:MANSIO2_37065
0050: gosub @MANSIO2_41905 
0002: jump @MANSIO2_37192 

:MANSIO2_37079
0050: gosub @MANSIO2_42419 
0002: jump @MANSIO2_37192 

:MANSIO2_37093
0050: gosub @MANSIO2_42614 
0002: jump @MANSIO2_37192 

:MANSIO2_37107
0050: gosub @MANSIO2_43052 
0002: jump @MANSIO2_37192 

:MANSIO2_37121
0050: gosub @MANSIO2_43413 
0002: jump @MANSIO2_37192 

:MANSIO2_37135
0050: gosub @MANSIO2_43865 
0002: jump @MANSIO2_37192 

:MANSIO2_37149
0050: gosub @MANSIO2_44343 
0002: jump @MANSIO2_37192 

:MANSIO2_37163
0002: jump @MANSIO2_37192 

:MANSIO2_37170
0662: printstring "UNKNOWN_MECHANICAI" 

:MANSIO2_37192
000A: 52@ += 1 
0029:   52@ >= 2 
004D: jump_if_false @MANSIO2_36728 
0051: return 

:MANSIO2_37215
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @MANSIO2_37235 
0051: return 

:MANSIO2_37235
00D6: if 
0039:   267@ == 1 
004D: jump_if_false @MANSIO2_37299 
00D6: if 
0039:   281@(52@,2i) == 0 
004D: jump_if_false @MANSIO2_37297 
0006: 189@(52@,2i) = 8 
0006: 281@(52@,2i) = 1 

:MANSIO2_37297
0051: return 

:MANSIO2_37299
00D6: if 
0039:   281@(52@,2i) == 0 
004D: jump_if_false @MANSIO2_37505 
00D6: if 
8118:   not actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_37505 
00D6: if 
09ED:   actor 137@(52@,2i) is_within_field_of_view_actor $PLAYER_ACTOR 
004D: jump_if_false @MANSIO2_37505 
00A0: store_actor 137@(52@,2i) position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
050A: 72@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
00D6: if 
0023:   15.0 > 72@ 
004D: jump_if_false @MANSIO2_37505 
0006: 189@(52@,2i) = 12 
00D6: if 
8039:   not  213@ == 1 
004D: jump_if_false @MANSIO2_37485 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~You have been detected by a mechanic. He is running to trigger the alarm.

:MANSIO2_37485
0006: 281@(52@,2i) = 1 
0050: gosub @MANSIO2_38806 
0051: return 

:MANSIO2_37505
00D6: if 
0039:   281@(52@,2i) == 0 
004D: jump_if_false @MANSIO2_37641 
00D6: if 
8118:   not actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_37641 
00D6: if 
0480:   actor 137@(52@,2i) looking_at_death_of_actor_pedtype 25 
004D: jump_if_false @MANSIO2_37641 
0006: 189@(52@,2i) = 12 
0006: 281@(52@,2i) = 1 
00BC: show_text_highpriority GXT 'MAN2_48' time 7000 flag 1  // ~s~A mechanic has found a dead body. He is running to trigger the alarm.
0050: gosub @MANSIO2_38806 
00D6: if 
0039:   213@ == 0 
004D: jump_if_false @MANSIO2_37639 
0006: 213@ = 4 

:MANSIO2_37639
0051: return 

:MANSIO2_37641
00D6: if 
0039:   281@(52@,2i) == 0 
004D: jump_if_false @MANSIO2_38012 
00D6: if 
8118:   not actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_38012 
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @MANSIO2_37791 
0006: 189@(52@,2i) = 12 
00D6: if 
8039:   not  213@ == 1 
004D: jump_if_false @MANSIO2_37746 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~You have been detected by a mechanic. He is running to trigger the alarm.

:MANSIO2_37746
0006: 281@(52@,2i) = 1 
0050: gosub @MANSIO2_38806 
00D6: if 
0039:   213@ == 0 
004D: jump_if_false @MANSIO2_37789 
0006: 213@ = 2 

:MANSIO2_37789
0051: return 

:MANSIO2_37791
00D6: if 
0039:   285@ == 1 
004D: jump_if_false @MANSIO2_38012 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
00A0: store_actor 137@(52@,2i) position_to 60@ 61@ 62@ 
0509: 70@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   12.0 > 70@ 
004D: jump_if_false @MANSIO2_38012 
0087: 71@ = 59@ // (float) 
0063: 71@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 71@ 
004D: jump_if_false @MANSIO2_37926 
0013: 71@ *= -1.0 

:MANSIO2_37926
00D6: if 
0023:   5.0 > 71@ 
004D: jump_if_false @MANSIO2_38012 
0006: 189@(52@,2i) = 12 
00D6: if 
8039:   not  213@ == 1 
004D: jump_if_false @MANSIO2_37992 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~You have been detected by a mechanic. He is running to trigger the alarm.

:MANSIO2_37992
0006: 281@(52@,2i) = 1 
0050: gosub @MANSIO2_38806 
0051: return 

:MANSIO2_38012
00D6: if 
0039:   281@(52@,2i) == 0 
004D: jump_if_false @MANSIO2_38277 
00D6: if 
8118:   not actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_38277 
00D6: if 
00DF:   actor 137@(52@,2i) driving 
004D: jump_if_false @MANSIO2_38189 
03C0: $TEMPVAR_ACTOR_CAR = actor 137@(52@,2i) car 
00D6: if or
051C:   car $TEMPVAR_ACTOR_CAR damaged_by_actor $PLAYER_ACTOR 
051A:   actor 137@(52@,2i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MANSIO2_38182 
0006: 189@(52@,2i) = 12 
00D6: if 
8039:   not  213@ == 1 
004D: jump_if_false @MANSIO2_38162 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~You have been detected by a mechanic. He is running to trigger the alarm.

:MANSIO2_38162
0006: 281@(52@,2i) = 1 
0050: gosub @MANSIO2_38806 
0051: return 

:MANSIO2_38182
0002: jump @MANSIO2_38277 

:MANSIO2_38189
00D6: if 
051A:   actor 137@(52@,2i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MANSIO2_38277 
0006: 189@(52@,2i) = 12 
00D6: if 
8039:   not  213@ == 1 
004D: jump_if_false @MANSIO2_38257 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~You have been detected by a mechanic. He is running to trigger the alarm.

:MANSIO2_38257
0006: 281@(52@,2i) = 1 
0050: gosub @MANSIO2_38806 
0051: return 

:MANSIO2_38277
0051: return 

:MANSIO2_38279
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_38301 
0051: return 

:MANSIO2_38301
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @MANSIO2_38321 
0051: return 

:MANSIO2_38321
0006: 73@ = 0 
00D6: if 
09ED:   actor 137@(52@,2i) is_within_field_of_view_actor $PLAYER_ACTOR 
004D: jump_if_false @MANSIO2_38358 
0006: 73@ = 1 

:MANSIO2_38358
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO2_38539 
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @MANSIO2_38539 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
00A0: store_actor 137@(52@,2i) position_to 60@ 61@ 62@ 
0509: 70@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   75.0 > 70@ 
004D: jump_if_false @MANSIO2_38539 
0087: 71@ = 59@ // (float) 
0063: 71@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 71@ 
004D: jump_if_false @MANSIO2_38511 
0013: 71@ *= -1.0 

:MANSIO2_38511
00D6: if 
0023:   5.0 > 71@ 
004D: jump_if_false @MANSIO2_38539 
0006: 73@ = 1 

:MANSIO2_38539
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO2_38720 
00D6: if 
0039:   285@ == 1 
004D: jump_if_false @MANSIO2_38720 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
00A0: store_actor 137@(52@,2i) position_to 60@ 61@ 62@ 
0509: 70@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   12.0 > 70@ 
004D: jump_if_false @MANSIO2_38720 
0087: 71@ = 59@ // (float) 
0063: 71@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 71@ 
004D: jump_if_false @MANSIO2_38692 
0013: 71@ *= -1.0 

:MANSIO2_38692
00D6: if 
0023:   5.0 > 71@ 
004D: jump_if_false @MANSIO2_38720 
0006: 73@ = 1 

:MANSIO2_38720
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO2_38779 
00D6: if or
051A:   actor 137@(52@,2i) damaged_by_actor $PLAYER_ACTOR 
031D:   actor 137@(52@,2i) hit_by_weapon 23 
004D: jump_if_false @MANSIO2_38779 
0006: 73@ = 1 

:MANSIO2_38779
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_38804 
0050: gosub @MANSIO2_38806 

:MANSIO2_38804
0051: return 

:MANSIO2_38806
00D6: if 
8118:   not actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_38851 
00A0: store_actor 137@(52@,2i) position_to 57@ 58@ 59@ 
0002: jump @MANSIO2_38869 

:MANSIO2_38851
0889: store_actor 137@(52@,2i) center_of_body_position_to 57@ 58@ 59@ 

:MANSIO2_38869
0006: 48@ = 0 

:MANSIO2_38876
00D6: if 
8118:   not actor 131@(48@,6i) dead 
004D: jump_if_false @MANSIO2_39108 
00A0: store_actor 131@(48@,6i) position_to 60@ 61@ 62@ 
0509: 72@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   20.0 > 72@ 
004D: jump_if_false @MANSIO2_39108 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 70@ 
004D: jump_if_false @MANSIO2_38999 
0013: 70@ *= -1.0 

:MANSIO2_38999
00D6: if 
0023:   6.0 > 70@ 
004D: jump_if_false @MANSIO2_39108 
00D6: if 
0039:   269@(48@,6i) == 1 
004D: jump_if_false @MANSIO2_39108 
00D6: if and
8039:   not  183@(48@,6i) == 23 
8039:   not  183@(48@,6i) == 26 
8039:   not  183@(48@,6i) == 24 
8039:   not  183@(48@,6i) == 25 
004D: jump_if_false @MANSIO2_39108 
0006: 183@(48@,6i) = 23 

:MANSIO2_39108
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @MANSIO2_38876 
0006: 48@ = 0 

:MANSIO2_39136
00D6: if and
8118:   not actor 137@(48@,2i) dead 
803B:   not  52@ == 48@ // (int) 
004D: jump_if_false @MANSIO2_39357 
00A0: store_actor 137@(48@,2i) position_to 60@ 61@ 62@ 
0509: 72@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   20.0 > 72@ 
004D: jump_if_false @MANSIO2_39357 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 70@ 
004D: jump_if_false @MANSIO2_39267 
0013: 70@ *= -1.0 

:MANSIO2_39267
00D6: if 
0023:   6.0 > 70@ 
004D: jump_if_false @MANSIO2_39357 
00D6: if 
0039:   267@ == 0 
004D: jump_if_false @MANSIO2_39357 
00D6: if 
0039:   281@(48@,2i) == 0 
004D: jump_if_false @MANSIO2_39350 
0006: 189@(48@,2i) = 12 
0006: 281@(48@,2i) = 1 

:MANSIO2_39350
0002: jump @MANSIO2_39357 

:MANSIO2_39357
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @MANSIO2_39136 
0051: return 

:MANSIO2_39380
0889: store_actor 137@(52@,2i) center_of_body_position_to 57@ 58@ 59@ 
0006: 48@ = 0 

:MANSIO2_39405
00D6: if and
8118:   not actor 131@(48@,6i) dead 
803B:   not  52@ == 48@ // (int) 
004D: jump_if_false @MANSIO2_39645 
00A0: store_actor 131@(48@,6i) position_to 60@ 61@ 62@ 
0509: 72@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   10.0 > 72@ 
004D: jump_if_false @MANSIO2_39645 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 70@ 
004D: jump_if_false @MANSIO2_39536 
0013: 70@ *= -1.0 

:MANSIO2_39536
00D6: if 
0023:   6.0 > 70@ 
004D: jump_if_false @MANSIO2_39645 
00D6: if 
0039:   269@(48@,6i) == 1 
004D: jump_if_false @MANSIO2_39645 
00D6: if and
8039:   not  183@(48@,6i) == 23 
8039:   not  183@(48@,6i) == 26 
8039:   not  183@(48@,6i) == 24 
8039:   not  183@(48@,6i) == 25 
004D: jump_if_false @MANSIO2_39645 
0006: 183@(48@,6i) = 23 

:MANSIO2_39645
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @MANSIO2_39405 
0006: 48@ = 0 

:MANSIO2_39673
00D6: if 
8118:   not actor 137@(48@,2i) dead 
004D: jump_if_false @MANSIO2_39920 
00A0: store_actor 137@(48@,2i) position_to 60@ 61@ 62@ 
0509: 72@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   10.0 > 72@ 
004D: jump_if_false @MANSIO2_39920 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 70@ 
004D: jump_if_false @MANSIO2_39796 
0013: 70@ *= -1.0 

:MANSIO2_39796
00D6: if 
0023:   6.0 > 70@ 
004D: jump_if_false @MANSIO2_39920 
00D6: if 
0039:   267@ == 0 
004D: jump_if_false @MANSIO2_39920 
00D6: if 
0039:   281@(48@,2i) == 0 
004D: jump_if_false @MANSIO2_39913 
0006: 189@(48@,2i) = 12 
00D6: if 
8039:   not  213@ == 1 
004D: jump_if_false @MANSIO2_39902 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~You have been detected by a mechanic. He is running to trigger the alarm.

:MANSIO2_39902
0006: 281@(48@,2i) = 1 

:MANSIO2_39913
0002: jump @MANSIO2_39920 

:MANSIO2_39920
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @MANSIO2_39673 
0051: return 

:MANSIO2_39943
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_39965 
0051: return 

:MANSIO2_39965
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_40140 jumps 0 @MANSIO2_40084 1 @MANSIO2_40028 -1 @MANSIO2_40160 -1 @MANSIO2_40160 -1 @MANSIO2_40160 -1 @MANSIO2_40160 -1 @MANSIO2_40160 

:MANSIO2_40028
00A1: put_actor 137@(52@,2i) at -1421.757 496.6105 2.0463 
0173: set_actor 137@(52@,2i) Z_angle_to 175.6815 
0006: 189@(52@,2i) = 16 
0002: jump @MANSIO2_40160 

:MANSIO2_40084
00A1: put_actor 137@(52@,2i) at -1346.219 497.9554 10.1953 
0173: set_actor 137@(52@,2i) Z_angle_to 270.0 
0006: 189@(52@,2i) = 1 
0002: jump @MANSIO2_40160 

:MANSIO2_40140
0662: printstring "UNKNOWN_MECHANIC" 

:MANSIO2_40160
060B: set_actor 137@(52@,2i) decision_maker_to 180@ 
0051: return 

:MANSIO2_40174
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_40196 
0051: return 

:MANSIO2_40196
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_40290 jumps 1 @MANSIO2_40259 -1 @MANSIO2_40319 -1 @MANSIO2_40319 -1 @MANSIO2_40319 -1 @MANSIO2_40319 -1 @MANSIO2_40319 -1 @MANSIO2_40319 

:MANSIO2_40259
0085: 204@(52@,2i) = 46@ // (int) 
000A: 204@(52@,2i) += 7000 
0002: jump @MANSIO2_40319 

:MANSIO2_40290
0662: printstring "UNKNOWN_MECHANIC_FOR_CHAT" 

:MANSIO2_40319
0006: 189@(52@,2i) = 7 
0051: return 

:MANSIO2_40332
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_40354 
0051: return 

:MANSIO2_40354
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_40458 jumps 1 @MANSIO2_40417 -1 @MANSIO2_40491 -1 @MANSIO2_40491 -1 @MANSIO2_40491 -1 @MANSIO2_40491 -1 @MANSIO2_40491 -1 @MANSIO2_40491 

:MANSIO2_40417
00D6: if 
001D:   46@ > 204@(52@,2i) // (int) 
004D: jump_if_false @MANSIO2_40451 
0006: 189@(52@,2i) = 1 

:MANSIO2_40451
0002: jump @MANSIO2_40491 

:MANSIO2_40458
0662: printstring "UNKNOWN_MECHANIC_FOR_CHATTING" 

:MANSIO2_40491
0051: return 

:MANSIO2_40493
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_40515 
0051: return 

:MANSIO2_40515
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_40660 jumps 0 @MANSIO2_40619 1 @MANSIO2_40578 -1 @MANSIO2_40690 -1 @MANSIO2_40690 -1 @MANSIO2_40690 -1 @MANSIO2_40690 -1 @MANSIO2_40690 

:MANSIO2_40578
00D6: if 
8119:   not car 154@ wrecked 
004D: jump_if_false @MANSIO2_40612 
07A1: set_walk_speed 4 
05CB: AS_actor 137@(52@,2i) enter_car 154@ as_driver -2 ms 

:MANSIO2_40612
0002: jump @MANSIO2_40690 

:MANSIO2_40619
00D6: if 
8119:   not car 155@ wrecked 
004D: jump_if_false @MANSIO2_40653 
07A1: set_walk_speed 4 
05CB: AS_actor 137@(52@,2i) enter_car 155@ as_driver -2 ms 

:MANSIO2_40653
0002: jump @MANSIO2_40690 

:MANSIO2_40660
0662: printstring "UNKNOWN_MECHANIC_FOR_ENTER" 

:MANSIO2_40690
0006: 189@(52@,2i) = 2 
0051: return 

:MANSIO2_40703
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_40725 
0051: return 

:MANSIO2_40725
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_40938 jumps 0 @MANSIO2_40863 1 @MANSIO2_40788 -1 @MANSIO2_40971 -1 @MANSIO2_40971 -1 @MANSIO2_40971 -1 @MANSIO2_40971 -1 @MANSIO2_40971 

:MANSIO2_40788
00D6: if 
0119:   car 154@ wrecked 
004D: jump_if_false @MANSIO2_40822 
0006: 189@(52@,2i) = 16 
0002: jump @MANSIO2_40856 

:MANSIO2_40822
00D6: if 
00DB:   actor 137@(52@,2i) in_car 154@ 
004D: jump_if_false @MANSIO2_40856 
0006: 189@(52@,2i) = 3 

:MANSIO2_40856
0002: jump @MANSIO2_40971 

:MANSIO2_40863
00D6: if 
0119:   car 155@ wrecked 
004D: jump_if_false @MANSIO2_40897 
0006: 189@(52@,2i) = 16 
0002: jump @MANSIO2_40931 

:MANSIO2_40897
00D6: if 
00DB:   actor 137@(52@,2i) in_car 155@ 
004D: jump_if_false @MANSIO2_40931 
0006: 189@(52@,2i) = 3 

:MANSIO2_40931
0002: jump @MANSIO2_40971 

:MANSIO2_40938
0662: printstring "UNKNOWN_MECHANIC_FOR_ENTERING" 

:MANSIO2_40971
0051: return 

:MANSIO2_40973
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_40995 
0051: return 

:MANSIO2_40995
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_41108 jumps 0 @MANSIO2_41083 1 @MANSIO2_41058 -1 @MANSIO2_41139 -1 @MANSIO2_41139 -1 @MANSIO2_41139 -1 @MANSIO2_41139 -1 @MANSIO2_41139 

:MANSIO2_41058
0050: gosub @MANSIO2_44624 
0006: 189@(52@,2i) = 4 
0002: jump @MANSIO2_41139 

:MANSIO2_41083
0050: gosub @MANSIO2_45356 
0006: 189@(52@,2i) = 4 
0002: jump @MANSIO2_41139 

:MANSIO2_41108
0662: printstring "UNKNOWN_MECHANIC_FOR_WANDER" 

:MANSIO2_41139
0051: return 

:MANSIO2_41141
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_41163 
0051: return 

:MANSIO2_41163
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_41428 jumps 0 @MANSIO2_41327 1 @MANSIO2_41226 -1 @MANSIO2_41462 -1 @MANSIO2_41462 -1 @MANSIO2_41462 -1 @MANSIO2_41462 -1 @MANSIO2_41462 

:MANSIO2_41226
00D6: if 
001D:   46@ > 204@(52@,2i) // (int) 
004D: jump_if_false @MANSIO2_41320 
0050: gosub @MANSIO2_44965 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_41320 
0209: 50@ = random_int_in_ranges 2000 4000 
0085: 204@(52@,2i) = 46@ // (int) 
005A: 204@(52@,2i) += 50@ // (int) 
0006: 189@(52@,2i) = 5 

:MANSIO2_41320
0002: jump @MANSIO2_41462 

:MANSIO2_41327
00D6: if 
001D:   46@ > 204@(52@,2i) // (int) 
004D: jump_if_false @MANSIO2_41421 
0050: gosub @MANSIO2_45742 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_41421 
0209: 50@ = random_int_in_ranges 2000 4000 
0085: 204@(52@,2i) = 46@ // (int) 
005A: 204@(52@,2i) += 50@ // (int) 
0006: 189@(52@,2i) = 5 

:MANSIO2_41421
0002: jump @MANSIO2_41462 

:MANSIO2_41428
0662: printstring "UNKNOWN_MECHANIC_FOR_WANDERING" 

:MANSIO2_41462
0051: return 

:MANSIO2_41464
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_41486 
0051: return 

:MANSIO2_41486
00D6: if 
001D:   46@ > 204@(52@,2i) // (int) 
004D: jump_if_false @MANSIO2_41520 
0006: 189@(52@,2i) = 3 

:MANSIO2_41520
0051: return 

:MANSIO2_41522
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_41544 
0051: return 

:MANSIO2_41544
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_41868 jumps 0 @MANSIO2_41690 1 @MANSIO2_41607 -1 @MANSIO2_41903 -1 @MANSIO2_41903 -1 @MANSIO2_41903 -1 @MANSIO2_41903 -1 @MANSIO2_41903 

:MANSIO2_41607
0615: define_AS_pack_begin 56@ 
0633: AS_actor -1 exit_car 
05F5: AS_actor -1 goto_point_using_paths -1420.125 512.2188 2.0463 mode 6 time -2 
0616: define_AS_pack_end 56@ 
0618: assign_actor 137@(52@,2i) to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
0006: 189@(52@,2i) = 9 
0006: 204@(52@,2i) = 0 
0002: jump @MANSIO2_41903 

:MANSIO2_41690
00A0: store_actor 137@(52@,2i) position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
00D6: if 
0025:   57@ > 60@ // (float) 
004D: jump_if_false @MANSIO2_41785 
0615: define_AS_pack_begin 56@ 
0633: AS_actor -1 exit_car 
05F5: AS_actor -1 goto_point_using_paths -1316.862 490.2876 10.2026 mode 6 time -2 
0616: define_AS_pack_end 56@ 
0002: jump @MANSIO2_41822 

:MANSIO2_41785
0615: define_AS_pack_begin 56@ 
0633: AS_actor -1 exit_car 
05F5: AS_actor -1 goto_point_using_paths -1394.846 491.5163 10.1953 mode 6 time -2 
0616: define_AS_pack_end 56@ 

:MANSIO2_41822
0618: assign_actor 137@(52@,2i) to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
0006: 189@(52@,2i) = 9 
0006: 204@(52@,2i) = 0 
0002: jump @MANSIO2_41903 

:MANSIO2_41868
0662: printstring "UNKNOWN_MECHANIC_FOR_GOTO_COWER" 

:MANSIO2_41903
0051: return 

:MANSIO2_41905
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_41927 
0051: return 

:MANSIO2_41927
00D6: if 
001D:   204@(52@,2i) > 46@ // (int) 
004D: jump_if_false @MANSIO2_41952 
0051: return 

:MANSIO2_41952
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_42371 jumps 0 @MANSIO2_42193 1 @MANSIO2_42015 -1 @MANSIO2_42410 -1 @MANSIO2_42410 -1 @MANSIO2_42410 -1 @MANSIO2_42410 -1 @MANSIO2_42410 

:MANSIO2_42015
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1420.125 512.2188 2.0463 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_42096 
0006: 189@(52@,2i) = 10 
0006: 204@(52@,2i) = 0 
0002: jump @MANSIO2_42170 

:MANSIO2_42096
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1389.81 491.263 2.0463 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_42170 
0006: 189@(52@,2i) = 10 
0006: 204@(52@,2i) = 0 

:MANSIO2_42170
0226: 211@(52@,2i) = actor 137@(52@,2i) health 
0002: jump @MANSIO2_42410 

:MANSIO2_42193
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1394.846 491.5163 10.1953 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_42274 
0006: 189@(52@,2i) = 10 
0006: 204@(52@,2i) = 0 
0002: jump @MANSIO2_42348 

:MANSIO2_42274
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1316.862 490.2876 10.2026 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_42348 
0006: 189@(52@,2i) = 10 
0006: 204@(52@,2i) = 0 

:MANSIO2_42348
0226: 211@(52@,2i) = actor 137@(52@,2i) health 
0002: jump @MANSIO2_42410 

:MANSIO2_42371
0662: printstring "UNKNOWN_MECHANIC_FOR_GOING_TO_COWER" 

:MANSIO2_42410
0050: gosub @MANSIO2_38279 
0051: return 

:MANSIO2_42419
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_42441 
0051: return 

:MANSIO2_42441
0226: 50@ = actor 137@(52@,2i) health 
00D6: if 
001D:   211@(52@,2i) > 50@ // (int) 
004D: jump_if_false @MANSIO2_42512 
0006: 189@(52@,2i) = 11 
0085: 211@(52@,2i) = 50@ // (int) 
0006: 204@(52@,2i) = 0 
0051: return 

:MANSIO2_42512
00D6: if 
001D:   204@(52@,2i) > 46@ // (int) 
004D: jump_if_false @MANSIO2_42537 
0051: return 

:MANSIO2_42537
062E: get_actor 137@(52@,2i) task 1477 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @MANSIO2_42605 
05C5: AS_actor 137@(52@,2i) cower -2 ms 
0085: 204@(52@,2i) = 46@ // (int) 
000A: 204@(52@,2i) += 1000 

:MANSIO2_42605
0050: gosub @MANSIO2_38279 
0051: return 

:MANSIO2_42614
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_42636 
0051: return 

:MANSIO2_42636
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_43013 jumps 0 @MANSIO2_42856 1 @MANSIO2_42699 -1 @MANSIO2_43050 -1 @MANSIO2_43050 -1 @MANSIO2_43050 -1 @MANSIO2_43050 -1 @MANSIO2_43050 

:MANSIO2_42699
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1420.125 512.2188 2.0463 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_42786 
05F5: AS_actor 137@(52@,2i) goto_point_using_paths -1389.81 491.263 2.0463 mode 6 time -2 
0002: jump @MANSIO2_42814 

:MANSIO2_42786
05F5: AS_actor 137@(52@,2i) goto_point_using_paths -1420.125 512.2188 2.0463 mode 6 time -2 

:MANSIO2_42814
0006: 189@(52@,2i) = 9 
0085: 204@(52@,2i) = 46@ // (int) 
000A: 204@(52@,2i) += 10000 
0002: jump @MANSIO2_43050 

:MANSIO2_42856
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1394.846 491.5163 10.1953 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_42943 
05F5: AS_actor 137@(52@,2i) goto_point_using_paths -1316.862 490.2876 10.2026 mode 6 time -2 
0002: jump @MANSIO2_42971 

:MANSIO2_42943
05F5: AS_actor 137@(52@,2i) goto_point_using_paths -1394.846 491.5163 10.1953 mode 6 time -2 

:MANSIO2_42971
0006: 189@(52@,2i) = 9 
0085: 204@(52@,2i) = 46@ // (int) 
000A: 204@(52@,2i) += 10000 
0002: jump @MANSIO2_43050 

:MANSIO2_43013
0662: printstring "UNKNOWN_MECHANIC_FOR_CHANGE_COWER" 

:MANSIO2_43050
0051: return 

:MANSIO2_43052
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_43074 
0051: return 

:MANSIO2_43074
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_43376 jumps 0 @MANSIO2_43209 1 @MANSIO2_43137 -1 @MANSIO2_43411 -1 @MANSIO2_43411 -1 @MANSIO2_43411 -1 @MANSIO2_43411 -1 @MANSIO2_43411 

:MANSIO2_43137
0615: define_AS_pack_begin 56@ 
0633: AS_actor -1 exit_car 
05F5: AS_actor -1 goto_point_using_paths -1414.349 514.0193 2.0391 mode 6 time -2 
0616: define_AS_pack_end 56@ 
0618: assign_actor 137@(52@,2i) to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
0006: 189@(52@,2i) = 13 
0002: jump @MANSIO2_43411 

:MANSIO2_43209
00A0: store_actor 137@(52@,2i) position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
00D6: if 
0025:   57@ > 60@ // (float) 
004D: jump_if_false @MANSIO2_43304 
0615: define_AS_pack_begin 56@ 
0633: AS_actor -1 exit_car 
05F5: AS_actor -1 goto_point_using_paths -1313.373 488.6687 10.2026 mode 6 time -2 
0616: define_AS_pack_end 56@ 
0002: jump @MANSIO2_43341 

:MANSIO2_43304
0615: define_AS_pack_begin 56@ 
0633: AS_actor -1 exit_car 
05F5: AS_actor -1 goto_point_using_paths -1412.397 488.6644 10.2026 mode 6 time -2 
0616: define_AS_pack_end 56@ 

:MANSIO2_43341
0618: assign_actor 137@(52@,2i) to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
0006: 189@(52@,2i) = 13 
0002: jump @MANSIO2_43411 

:MANSIO2_43376
0662: printstring "UNKNOWN_MECHANIC_FOR_GOTO_ALARM" 

:MANSIO2_43411
0051: return 

:MANSIO2_43413
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_43435 
0051: return 

:MANSIO2_43435
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_43817 jumps 0 @MANSIO2_43617 1 @MANSIO2_43498 -1 @MANSIO2_43856 -1 @MANSIO2_43856 -1 @MANSIO2_43856 -1 @MANSIO2_43856 -1 @MANSIO2_43856 

:MANSIO2_43498
00D6: if 
0039:   267@ == 1 
004D: jump_if_false @MANSIO2_43536 
0006: 189@(52@,2i) = 8 
0051: return 
0002: jump @MANSIO2_43610 

:MANSIO2_43536
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1414.349 514.8193 2.0391 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_43610 
0006: 189@(52@,2i) = 14 
0006: 204@(52@,2i) = 0 

:MANSIO2_43610
0002: jump @MANSIO2_43856 

:MANSIO2_43617
00D6: if 
0039:   267@ == 1 
004D: jump_if_false @MANSIO2_43655 
0006: 189@(52@,2i) = 8 
0051: return 
0002: jump @MANSIO2_43810 

:MANSIO2_43655
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1313.373 487.8687 10.2026 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_43736 
0006: 189@(52@,2i) = 14 
0006: 204@(52@,2i) = 0 
0002: jump @MANSIO2_43810 

:MANSIO2_43736
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1412.397 487.8644 10.2026 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_43810 
0006: 189@(52@,2i) = 14 
0006: 204@(52@,2i) = 0 

:MANSIO2_43810
0002: jump @MANSIO2_43856 

:MANSIO2_43817
0662: printstring "UNKNOWN_MECHANIC_FOR_GOING_TO_ALARM" 

:MANSIO2_43856
0050: gosub @MANSIO2_38279 
0051: return 

:MANSIO2_43865
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_43887 
0051: return 

:MANSIO2_43887
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_44303 jumps 0 @MANSIO2_44062 1 @MANSIO2_43950 -1 @MANSIO2_44341 -1 @MANSIO2_44341 -1 @MANSIO2_44341 -1 @MANSIO2_44341 -1 @MANSIO2_44341 

:MANSIO2_43950
0804: AS_actor 137@(52@,2i) walk_to -1414.349 513.4193 2.0391 angle 0.0 radius 0.2 animation "CARDS_RAISE" IFP_file "CASINO" 10.0 LA 0 LX 0 LY 0 LF 0 LT -1 
0085: 204@(52@,2i) = 46@ // (int) 
000A: 204@(52@,2i) += 2000 
0006: 189@(52@,2i) = 15 
0002: jump @MANSIO2_44341 

:MANSIO2_44062
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1313.373 487.8687 10.2026 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_44191 
0804: AS_actor 137@(52@,2i) walk_to -1313.373 489.3687 10.2026 angle 180.0 radius 0.2 animation "CARDS_RAISE" IFP_file "CASINO" 10.0 LA 0 LX 0 LY 0 LF 0 LT -1 
0002: jump @MANSIO2_44261 

:MANSIO2_44191
0804: AS_actor 137@(52@,2i) walk_to -1412.397 489.3644 10.2026 angle 180.0 radius 0.2 animation "CARDS_RAISE" IFP_file "CASINO" 10.0 LA 0 LX 0 LY 0 LF 0 LT -1 

:MANSIO2_44261
0085: 204@(52@,2i) = 46@ // (int) 
000A: 204@(52@,2i) += 2000 
0006: 189@(52@,2i) = 15 
0002: jump @MANSIO2_44341 

:MANSIO2_44303
0662: printstring "UNKNOWN_MECHANIC_FOR_TRIGGER_ALARM" 

:MANSIO2_44341
0051: return 

:MANSIO2_44343
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_44365 
0051: return 

:MANSIO2_44365
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_44574 jumps 0 @MANSIO2_44501 1 @MANSIO2_44428 -1 @MANSIO2_44615 -1 @MANSIO2_44615 -1 @MANSIO2_44615 -1 @MANSIO2_44615 -1 @MANSIO2_44615 

:MANSIO2_44428
00D6: if 
001D:   46@ > 204@(52@,2i) // (int) 
004D: jump_if_false @MANSIO2_44494 
0006: 189@(52@,2i) = 8 
0006: 267@ = 1 
00D6: if 
0039:   213@ == 0 
004D: jump_if_false @MANSIO2_44494 
0006: 213@ = 2 

:MANSIO2_44494
0002: jump @MANSIO2_44615 

:MANSIO2_44501
00D6: if 
001D:   46@ > 204@(52@,2i) // (int) 
004D: jump_if_false @MANSIO2_44567 
0006: 189@(52@,2i) = 8 
0006: 267@ = 1 
00D6: if 
0039:   213@ == 0 
004D: jump_if_false @MANSIO2_44567 
0006: 213@ = 2 

:MANSIO2_44567
0002: jump @MANSIO2_44615 

:MANSIO2_44574
0662: printstring "UNKNOWN_MECHANIC_FOR_TRIGGERING_ALARM" 

:MANSIO2_44615
0050: gosub @MANSIO2_38279 
0051: return 

:MANSIO2_44624
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_44646 
0051: return 

:MANSIO2_44646
00D6: if 
0119:   car 154@ wrecked 
004D: jump_if_false @MANSIO2_44675 
0006: 189@(52@,2i) = 16 
0051: return 

:MANSIO2_44675
0209: 50@ = random_int_in_ranges 0 4 
0871: init_jump_table 50@ total_jumps 4 default_jump 0 @MANSIO2_44927 jumps 0 @MANSIO2_44747 1 @MANSIO2_44792 2 @MANSIO2_44837 3 @MANSIO2_44882 -1 @MANSIO2_44927 -1 @MANSIO2_44927 -1 @MANSIO2_44927 

:MANSIO2_44747
05D1: AS_actor 137@(52@,2i) drive_car 154@ to -1400.205 507.259 2.0463 speed 2.0 2 model #NULL 0 
0002: jump @MANSIO2_44927 

:MANSIO2_44792
05D1: AS_actor 137@(52@,2i) drive_car 154@ to -1394.387 506.6834 2.0463 speed 2.0 2 model #NULL 0 
0002: jump @MANSIO2_44927 

:MANSIO2_44837
05D1: AS_actor 137@(52@,2i) drive_car 154@ to -1399.348 501.5815 2.0463 speed 2.0 2 model #NULL 0 
0002: jump @MANSIO2_44927 

:MANSIO2_44882
05D1: AS_actor 137@(52@,2i) drive_car 154@ to -1410.671 501.3295 2.0391 speed 2.0 2 model #NULL 0 
0002: jump @MANSIO2_44927 

:MANSIO2_44927
0085: 209@(52@,2i) = 50@ // (int) 
0085: 204@(52@,2i) = 46@ // (int) 
000A: 204@(52@,2i) += 10000 
0051: return 

:MANSIO2_44965
0006: 73@ = 0 
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_44994 
0051: return 

:MANSIO2_44994
00D6: if 
0119:   car 154@ wrecked 
004D: jump_if_false @MANSIO2_45023 
0006: 189@(52@,2i) = 16 
0051: return 

:MANSIO2_45023
0871: init_jump_table 209@(52@,2i) total_jumps 4 default_jump 0 @MANSIO2_45354 jumps 0 @MANSIO2_45090 1 @MANSIO2_45156 2 @MANSIO2_45222 3 @MANSIO2_45288 -1 @MANSIO2_45354 -1 @MANSIO2_45354 -1 @MANSIO2_45354 

:MANSIO2_45090
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1400.205 507.259 2.0463 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_45149 
0006: 73@ = 1 

:MANSIO2_45149
0002: jump @MANSIO2_45354 

:MANSIO2_45156
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1394.387 506.6834 2.0463 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_45215 
0006: 73@ = 1 

:MANSIO2_45215
0002: jump @MANSIO2_45354 

:MANSIO2_45222
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1399.348 501.5815 2.0463 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_45281 
0006: 73@ = 1 

:MANSIO2_45281
0002: jump @MANSIO2_45354 

:MANSIO2_45288
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1410.671 501.3295 2.0391 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_45347 
0006: 73@ = 1 

:MANSIO2_45347
0002: jump @MANSIO2_45354 

:MANSIO2_45354
0051: return 

:MANSIO2_45356
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_45378 
0051: return 

:MANSIO2_45378
00D6: if 
0119:   car 155@ wrecked 
004D: jump_if_false @MANSIO2_45407 
0006: 189@(52@,2i) = 16 
0051: return 

:MANSIO2_45407
0209: 50@ = random_int_in_ranges 0 4 
0871: init_jump_table 50@ total_jumps 5 default_jump 0 @MANSIO2_45704 jumps 0 @MANSIO2_45479 1 @MANSIO2_45524 2 @MANSIO2_45569 3 @MANSIO2_45614 4 @MANSIO2_45659 -1 @MANSIO2_45704 -1 @MANSIO2_45704 

:MANSIO2_45479
05D1: AS_actor 137@(52@,2i) drive_car 155@ to -1321.422 495.9306 10.2026 speed 2.0 2 model #NULL 2 
0002: jump @MANSIO2_45704 

:MANSIO2_45524
05D1: AS_actor 137@(52@,2i) drive_car 155@ to -1305.444 497.4329 10.2026 speed 2.0 2 model #NULL 2 
0002: jump @MANSIO2_45704 

:MANSIO2_45569
05D1: AS_actor 137@(52@,2i) drive_car 155@ to -1307.425 503.4752 10.1953 speed 2.0 2 model #NULL 2 
0002: jump @MANSIO2_45704 

:MANSIO2_45614
05D1: AS_actor 137@(52@,2i) drive_car 155@ to -1351.098 506.4217 10.1953 speed 2.0 2 model #NULL 2 
0002: jump @MANSIO2_45704 

:MANSIO2_45659
05D1: AS_actor 137@(52@,2i) drive_car 155@ to -1390.884 507.6548 10.1953 speed 3.0 2 model #NULL 2 
0002: jump @MANSIO2_45704 

:MANSIO2_45704
0085: 209@(52@,2i) = 50@ // (int) 
0085: 204@(52@,2i) = 46@ // (int) 
000A: 204@(52@,2i) += 10000 
0051: return 

:MANSIO2_45742
0006: 73@ = 0 
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_45771 
0051: return 

:MANSIO2_45771
00D6: if 
0119:   car 154@ wrecked 
004D: jump_if_false @MANSIO2_45800 
0006: 189@(52@,2i) = 16 
0051: return 

:MANSIO2_45800
0871: init_jump_table 209@(52@,2i) total_jumps 5 default_jump 0 @MANSIO2_46197 jumps 0 @MANSIO2_45867 1 @MANSIO2_45933 2 @MANSIO2_45999 3 @MANSIO2_46065 4 @MANSIO2_46131 -1 @MANSIO2_46197 -1 @MANSIO2_46197 

:MANSIO2_45867
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1321.422 495.9306 10.2026 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_45926 
0006: 73@ = 1 

:MANSIO2_45926
0002: jump @MANSIO2_46197 

:MANSIO2_45933
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1305.444 497.4329 10.2026 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_45992 
0006: 73@ = 1 

:MANSIO2_45992
0002: jump @MANSIO2_46197 

:MANSIO2_45999
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1307.425 503.4752 10.1953 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_46058 
0006: 73@ = 1 

:MANSIO2_46058
0002: jump @MANSIO2_46197 

:MANSIO2_46065
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1351.098 506.4217 10.1953 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_46124 
0006: 73@ = 1 

:MANSIO2_46124
0002: jump @MANSIO2_46197 

:MANSIO2_46131
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1390.884 507.6548 10.1953 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_46190 
0006: 73@ = 1 

:MANSIO2_46190
0002: jump @MANSIO2_46197 

:MANSIO2_46197
0051: return 

:MANSIO2_46199
00D6: if 
0039:   191@ == -1 
004D: jump_if_false @MANSIO2_46219 
0051: return 

:MANSIO2_46219
0006: 50@ = 1 
00D6: if 
8039:   not  191@ == 0 
004D: jump_if_false @MANSIO2_46282 
00D6: if 
0119:   car 141@(50@,4i) wrecked 
004D: jump_if_false @MANSIO2_46282 
0006: 191@ = -1 
01C3: remove_references_to_car 141@(50@,4i) 
0051: return 

:MANSIO2_46282
0871: init_jump_table 191@ total_jumps 2 default_jump 0 @MANSIO2_46554 jumps 0 @MANSIO2_46345 1 @MANSIO2_46512 -1 @MANSIO2_46554 -1 @MANSIO2_46554 -1 @MANSIO2_46554 -1 @MANSIO2_46554 -1 @MANSIO2_46554 

:MANSIO2_46345
00A5: 141@(50@,4i) = create_car #HYDRA at -84.0771 418.3652 92.2066 
00AB: put_car 141@(50@,4i) at -84.0771 418.3652 92.2066 
0175: set_car 141@(50@,4i) Z_angle_to 91.2218 
03A2: set_car 141@(50@,4i) action 3 
04BA: set_car 141@(50@,4i) speed_to 70.0 
0742: set_plane 141@(50@,4i) unknown_trajectory 1.5 
0745: set_hydra 141@(50@,4i) thrust_to_horizontal 
070F: plane 141@(50@,4i) fly_direction 190.0 altitude_between 20.0 and 30.0 
0085: 196@ = 46@ // (int) 
000A: 196@ += 25000 
000A: 191@ += 1 
0002: jump @MANSIO2_46554 

:MANSIO2_46512
00D6: if 
001D:   46@ > 196@ // (int) 
004D: jump_if_false @MANSIO2_46547 
00A6: destroy_car 141@(50@,4i) 
0006: 191@ = -1 

:MANSIO2_46547
0002: jump @MANSIO2_46554 

:MANSIO2_46554
0051: return 

:MANSIO2_46556
00D6: if 
0039:   192@ == -1 
004D: jump_if_false @MANSIO2_46576 
0051: return 

:MANSIO2_46576
0006: 50@ = 3 
00D6: if 
0119:   car 141@(50@,4i) wrecked 
004D: jump_if_false @MANSIO2_46621 
0006: 192@ = -1 
00A6: destroy_car 141@(50@,4i) 
0051: return 

:MANSIO2_46621
0871: init_jump_table 192@ total_jumps 3 default_jump 0 @MANSIO2_46826 jumps 0 @MANSIO2_46684 1 @MANSIO2_46714 2 @MANSIO2_46783 -1 @MANSIO2_46826 -1 @MANSIO2_46826 -1 @MANSIO2_46826 -1 @MANSIO2_46826 

:MANSIO2_46684
0085: 197@ = 46@ // (int) 
000A: 197@ += 6000 
000A: 192@ += 1 
0002: jump @MANSIO2_46826 

:MANSIO2_46714
00D6: if 
001D:   46@ > 197@ // (int) 
004D: jump_if_false @MANSIO2_46776 
0006: 242@(50@,4i) = 0 
00D6: if 
0039:   276@ == 0 
004D: jump_if_false @MANSIO2_46769 
0006: 184@ = 11 

:MANSIO2_46769
000A: 192@ += 1 

:MANSIO2_46776
0002: jump @MANSIO2_46826 

:MANSIO2_46783
00D6: if 
860E:   not car 141@(50@,4i) assigned_to_path 
004D: jump_if_false @MANSIO2_46819 
00A6: destroy_car 141@(50@,4i) 
0006: 192@ = -1 

:MANSIO2_46819
0002: jump @MANSIO2_46826 

:MANSIO2_46826
0051: return 

:MANSIO2_46828
00D6: if 
0039:   193@ == -1 
004D: jump_if_false @MANSIO2_46848 
0051: return 

:MANSIO2_46848
0006: 50@ = 1 
00D6: if 
0019:   193@ > 0 
004D: jump_if_false @MANSIO2_46911 
00D6: if 
0119:   car 141@(50@,4i) wrecked 
004D: jump_if_false @MANSIO2_46911 
0006: 193@ = -1 
00A6: destroy_car 141@(50@,4i) 
0051: return 

:MANSIO2_46911
0871: init_jump_table 193@ total_jumps 3 default_jump 0 @MANSIO2_47199 jumps 0 @MANSIO2_46974 1 @MANSIO2_47059 2 @MANSIO2_47136 -1 @MANSIO2_47199 -1 @MANSIO2_47199 -1 @MANSIO2_47199 -1 @MANSIO2_47199 

:MANSIO2_46974
00A5: 141@(50@,4i) = create_car #HYDRA at -1354.587 6.2662 13.1485 
0129: 134@ = create_actor_pedtype 25 model #ARMY in_car 141@(50@,4i) driverseat 
060B: set_actor 134@ decision_maker_to 180@ 
0770: set_actor 134@ target_priority 1 
05EB: assign_car 141@(50@,4i) to_path 211 
000A: 193@ += 1 
0002: jump @MANSIO2_47199 

:MANSIO2_47059
00D6: if 
01AF:   car 141@(50@,4i) sphere 0 in_sphere -1456.356 501.1173 9.0078 radius 10.0 15.0 20.0 
004D: jump_if_false @MANSIO2_47129 
0006: 242@(50@,4i) = 1 
000A: 193@ += 1 

:MANSIO2_47129
0002: jump @MANSIO2_47199 

:MANSIO2_47136
00D6: if 
860E:   not car 141@(50@,4i) assigned_to_path 
004D: jump_if_false @MANSIO2_47192 
0006: 186@ = 5 
0187: 176@ = create_marker_above_actor 134@ 
018B: set_marker 176@ radar_mode 2 
07BF: set_marker 176@ tracking_blip 1 
0006: 193@ = -1 

:MANSIO2_47192
0002: jump @MANSIO2_47199 

:MANSIO2_47199
0051: return 

:MANSIO2_47201
0871: init_jump_table 79@ total_jumps 5 default_jump 1 @MANSIO2_47285 jumps 0 @MANSIO2_47264 1 @MANSIO2_47264 2 @MANSIO2_47271 3 @MANSIO2_47264 4 @MANSIO2_47264 -1 @MANSIO2_47321 -1 @MANSIO2_47321 

:MANSIO2_47264
0002: jump @MANSIO2_47321 

:MANSIO2_47271
0050: gosub @MANSIO2_47461 
0002: jump @MANSIO2_47321 

:MANSIO2_47285
0662: printstring "UNKNOWN_CONVERSATION_STATUS_ID" 
0051: return 

:MANSIO2_47321
0051: return 

:MANSIO2_47323
00D6: if 
003B:   84@ == 83@ // (int) 
004D: jump_if_false @MANSIO2_47344 
0051: return 

:MANSIO2_47344
0006: 50@ = 1 
0006: 88@(50@,3i) = 1 
03CF: load_wav 91@(84@,13i) as 50@ 
000A: 84@ += 1 
00D6: if 
003B:   84@ == 83@ // (int) 
004D: jump_if_false @MANSIO2_47402 
0051: return 

:MANSIO2_47402
000A: 50@ += 1 
00D6: if 
0019:   50@ > 2 
004D: jump_if_false @MANSIO2_47429 
0051: return 

:MANSIO2_47429
0006: 88@(50@,3i) = 1 
03CF: load_wav 91@(84@,13i) as 50@ 
000A: 84@ += 1 
0051: return 

:MANSIO2_47461
0050: gosub @MANSIO2_48532 
00D6: if 
0039:   79@ == 3 
004D: jump_if_false @MANSIO2_47495 
0050: gosub @MANSIO2_47729 
0051: return 

:MANSIO2_47495
0871: init_jump_table 88@(78@,3i) total_jumps 4 default_jump 1 @MANSIO2_47696 jumps 0 @MANSIO2_47562 1 @MANSIO2_47571 2 @MANSIO2_47607 3 @MANSIO2_47664 -1 @MANSIO2_47727 -1 @MANSIO2_47727 -1 @MANSIO2_47727 

:MANSIO2_47562
0051: return 
0002: jump @MANSIO2_47727 

:MANSIO2_47571
00D6: if 
83D0:   not wav 78@ loaded 
004D: jump_if_false @MANSIO2_47589 
0051: return 

:MANSIO2_47589
0006: 88@(78@,3i) = 2 
0002: jump @MANSIO2_47727 

:MANSIO2_47607
03D1: play_wav 78@ 
00D6: if 
0039:   87@ == 1 
004D: jump_if_false @MANSIO2_47644 
00BC: show_text_highpriority GXT 104@(82@,13s) time 10000 flag 1 

:MANSIO2_47644
0006: 88@(78@,3i) = 3 
0051: return 
0002: jump @MANSIO2_47727 

:MANSIO2_47664
00D6: if 
83D2:   not wav 78@ ended 
004D: jump_if_false @MANSIO2_47682 
0051: return 

:MANSIO2_47682
0050: gosub @MANSIO2_47782 
0002: jump @MANSIO2_47727 

:MANSIO2_47696
0662: printstring "UNKNOWN_AUDIO_SLOT_STATUS" 
0051: return 

:MANSIO2_47727
0051: return 

:MANSIO2_47729
0006: 50@ = 1 

:MANSIO2_47736
00D6: if 
002B:   2 >= 50@ 
004D: jump_if_false @MANSIO2_47773 
040D: unload_wav 50@ 
000A: 50@ += 1 
0002: jump @MANSIO2_47736 

:MANSIO2_47773
0050: gosub @MANSIO2_47911 
0051: return 

:MANSIO2_47782
0006: 88@(78@,3i) = 0 
000A: 82@ += 1 
00D6: if 
003B:   82@ == 83@ // (int) 
004D: jump_if_false @MANSIO2_47828 
0050: gosub @MANSIO2_47911 
0051: return 

:MANSIO2_47828
00D6: if 
001D:   83@ > 84@ // (int) 
004D: jump_if_false @MANSIO2_47877 
0006: 88@(78@,3i) = 1 
03CF: load_wav 91@(84@,13i) as 78@ 
000A: 84@ += 1 

:MANSIO2_47877
000A: 78@ += 1 
00D6: if 
0019:   78@ > 2 
004D: jump_if_false @MANSIO2_47909 
0006: 78@ = 1 

:MANSIO2_47909
0051: return 

:MANSIO2_47911
08BF: set 85@ bit 80@ 
0006: 80@ = 0 
0006: 79@ = 0 
0006: 81@ = 0 
0006: 78@ = 1 
0006: 82@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 50@ = 1 

:MANSIO2_47975
00D6: if 
001B:   2 > 50@ 
004D: jump_if_false @MANSIO2_48018 
0006: 88@(50@,3i) = 0 
000A: 50@ += 1 
0002: jump @MANSIO2_47975 

:MANSIO2_48018
03EB: clear_small_messages_only 
0085: 86@ = 46@ // (int) 
000A: 86@ += 120 
0051: return 

:MANSIO2_48037
00D6: if 
8039:   not  79@ == 0 
004D: jump_if_false @MANSIO2_48062 
0050: gosub @MANSIO2_48221 

:MANSIO2_48062
00D6: if 
001D:   86@ > 46@ // (int) 
004D: jump_if_false @MANSIO2_48083 
0051: return 

:MANSIO2_48083
0006: 86@ = 0 
0085: 80@ = 81@ // (int) 
0006: 81@ = 0 
0006: 78@ = 1 
0006: 82@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 50@ = 1 

:MANSIO2_48140
00D6: if 
001B:   2 > 50@ 
004D: jump_if_false @MANSIO2_48183 
0006: 88@(50@,3i) = 0 
000A: 50@ += 1 
0002: jump @MANSIO2_48140 

:MANSIO2_48183
0050: gosub @MANSIO2_48250 
0051: return 

:MANSIO2_48192
00D6: if 
8039:   not  79@ == 1 
004D: jump_if_false @MANSIO2_48212 
0051: return 

:MANSIO2_48212
0006: 79@ = 2 
0051: return 

:MANSIO2_48221
00D6: if 
0039:   79@ == 0 
004D: jump_if_false @MANSIO2_48241 
0051: return 

:MANSIO2_48241
0050: gosub @MANSIO2_47729 
0051: return 

:MANSIO2_48250
0871: init_jump_table 80@ total_jumps 8 default_jump 1 @MANSIO2_48490 jumps 1 @MANSIO2_48378 2 @MANSIO2_48392 3 @MANSIO2_48406 4 @MANSIO2_48420 5 @MANSIO2_48434 6 @MANSIO2_48448 7 @MANSIO2_48462 
0872: jump_table_jumps 8 @MANSIO2_48476 -1 @MANSIO2_48516 -1 @MANSIO2_48516 -1 @MANSIO2_48516 -1 @MANSIO2_48516 -1 @MANSIO2_48516 -1 @MANSIO2_48516 -1 @MANSIO2_48516 -1 @MANSIO2_48516 

:MANSIO2_48378
0050: gosub @MANSIO2_48789 
0002: jump @MANSIO2_48516 

:MANSIO2_48392
0050: gosub @MANSIO2_49003 
0002: jump @MANSIO2_48516 

:MANSIO2_48406
0050: gosub @MANSIO2_49550 
0002: jump @MANSIO2_48516 

:MANSIO2_48420
0050: gosub @MANSIO2_49596 
0002: jump @MANSIO2_48516 

:MANSIO2_48434
0050: gosub @MANSIO2_50209 
0002: jump @MANSIO2_48516 

:MANSIO2_48448
0050: gosub @MANSIO2_50255 
0002: jump @MANSIO2_48516 

:MANSIO2_48462
0050: gosub @MANSIO2_50301 
0002: jump @MANSIO2_48516 

:MANSIO2_48476
0050: gosub @MANSIO2_49810 
0002: jump @MANSIO2_48516 

:MANSIO2_48490
0662: printstring "UNKNOWN_CONVERSATION" 
0051: return 

:MANSIO2_48516
0050: gosub @MANSIO2_47323 
0006: 79@ = 1 
0051: return 

:MANSIO2_48532
0871: init_jump_table 80@ total_jumps 8 default_jump 0 @MANSIO2_48692 jumps 1 @MANSIO2_48660 2 @MANSIO2_48660 3 @MANSIO2_48660 4 @MANSIO2_48660 5 @MANSIO2_48660 6 @MANSIO2_48660 7 @MANSIO2_48660 
0872: jump_table_jumps 8 @MANSIO2_48660 -1 @MANSIO2_48692 -1 @MANSIO2_48692 -1 @MANSIO2_48692 -1 @MANSIO2_48692 -1 @MANSIO2_48692 -1 @MANSIO2_48692 -1 @MANSIO2_48692 -1 @MANSIO2_48692 

:MANSIO2_48660
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO2_48685 
0006: 79@ = 3 
0051: return 

:MANSIO2_48685
0002: jump @MANSIO2_48692 

:MANSIO2_48692
0871: init_jump_table 80@ total_jumps 2 default_jump 0 @MANSIO2_48787 jumps 1 @MANSIO2_48755 2 @MANSIO2_48755 -1 @MANSIO2_48787 -1 @MANSIO2_48787 -1 @MANSIO2_48787 -1 @MANSIO2_48787 -1 @MANSIO2_48787 

:MANSIO2_48755
00D6: if 
0118:   actor 130@ dead 
004D: jump_if_false @MANSIO2_48780 
0006: 79@ = 3 
0051: return 

:MANSIO2_48780
0002: jump @MANSIO2_48787 

:MANSIO2_48787
0051: return 

:MANSIO2_48789
0006: 50@ = 0 
04AF: 91@(50@,13i) = 24000 // = constant 
05AA: 104@(50@,13s) = 'MAN2_AA' // @s = 'short'  // ~z~Well, no invite to the housewarming, huh kid?
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24001 // = constant 
05AA: 104@(50@,13s) = 'MAN2_AB' // @s = 'short'  // ~z~I knew you'd come anyway.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24002 // = constant 
05AA: 104@(50@,13s) = 'MAN2_AC' // @s = 'short'  // ~z~Yeah, well, that's not important right now.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24003 // = constant 
05AA: 104@(50@,13s) = 'MAN2_AD' // @s = 'short'  // ~z~I'll bring you up to speed on the way, get in.
000A: 50@ += 1 
00D6: if 
0019:   50@ > 13 
004D: jump_if_false @MANSIO2_48993 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_48993
0085: 83@ = 50@ // (int) 
0051: return 

:MANSIO2_49003
0006: 50@ = 0 
04AF: 91@(50@,13i) = 24004 // = constant 
05AA: 104@(50@,13s) = 'MAN2_BA' // @s = 'short'  // ~z~How long's this going to take?
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24005 // = constant 
05AA: 104@(50@,13s) = 'MAN2_BB' // @s = 'short'  // ~z~I got my own shit to worry about.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24006 // = constant 
05AA: 104@(50@,13s) = 'MAN2_BC' // @s = 'short'  // ~z~Would you like to see your brother this week?
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24007 // = constant 
05AA: 104@(50@,13s) = 'MAN2_BD' // @s = 'short'  // ~z~Yeah, what can I do?
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24008 // = constant 
05AA: 104@(50@,13s) = 'MAN2_BE' // @s = 'short'  // ~z~You just gotta steal a military jet off an amphibious assault ship
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24009 // = constant 
05AA: 104@(50@,13s) = 'MAN2_BF' // @s = 'short'  // ~z~and use it to destroy a flotilla of spy ships, nothing big.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24010 // = constant 
05AA: 104@(50@,13s) = 'MAN2_BG' // @s = 'short'  // ~z~Oh man, you shittin' me.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24011 // = constant 
05AA: 104@(50@,13s) = 'MAN2_BH' // @s = 'short'  // ~z~Would I shit you, Carl?
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24012 // = constant 
05AA: 104@(50@,13s) = 'MAN2_BJ' // @s = 'short'  // ~z~There's a boat.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24013 // = constant 
05AA: 104@(50@,13s) = 'MAN2_BK' // @s = 'short'  // ~z~All the gear you'll need is on board. I'll keep you briefed as you go.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24014 // = constant 
05AA: 104@(50@,13s) = 'MAN2_BL' // @s = 'short'  // ~z~I ain't coming back from this one, am I?
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24015 // = constant 
05AA: 104@(50@,13s) = 'MAN2_BM' // @s = 'short'  // ~z~Yes you are, don't be ridic--here take this earpiece. Trust me, do as I say,
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24016 // = constant 
05AA: 104@(50@,13s) = 'MAN2_BN' // @s = 'short'  // ~z~you'll be home for a blow job and a bologna sandwich.
000A: 50@ += 1 
00D6: if 
0019:   50@ > 13 
004D: jump_if_false @MANSIO2_49540 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_49540
0085: 83@ = 50@ // (int) 
0051: return 

:MANSIO2_49550
0006: 50@ = 0 
04AF: 91@(50@,13i) = 24017 // = constant 
05AA: 104@(50@,13s) = 'MAN2_CA' // @s = 'short'  // ~z~OK Carl, the ship is moored in the Easter Basin Naval base.
0006: 83@ = 1 
0051: return 

:MANSIO2_49596
0006: 50@ = 0 
04AF: 91@(50@,13i) = 24018 // = constant 
05AA: 104@(50@,13s) = 'MAN2_DA' // @s = 'short'  // ~z~Sneak in the back without being seen.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24019 // = constant 
05AA: 104@(50@,13s) = 'MAN2_DB' // @s = 'short'  // ~z~Once you're on the inside, I cannot help you.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24020 // = constant 
05AA: 104@(50@,13s) = 'MAN2_DC' // @s = 'short'  // ~z~Well, can you help me now?
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24021 // = constant 
05AA: 104@(50@,13s) = 'MAN2_DD' // @s = 'short'  // ~z~Uh, well, no. Actually, no.
000A: 50@ += 1 
00D6: if 
0019:   50@ > 13 
004D: jump_if_false @MANSIO2_49800 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_49800
0085: 83@ = 50@ // (int) 
0051: return 

:MANSIO2_49810
0006: 50@ = 0 
04AF: 91@(50@,13i) = 24030 // = constant 
05AA: 104@(50@,13s) = 'MAN2_FA' // @s = 'short'  // ~z~You see? Child's play!
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24031 // = constant 
05AA: 104@(50@,13s) = 'MAN2_FB' // @s = 'short'  // ~z~Fuck you TORENO, I never want to go through this again!
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24032 // = constant 
05AA: 104@(50@,13s) = 'MAN2_FC' // @s = 'short'  // ~z~I think I'm gonna hurl...
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24033 // = constant 
05AA: 104@(50@,13s) = 'MAN2_FD' // @s = 'short'  // ~z~Ooh, what a big whiner, you want some cheese with that wine? Hey, you were spectacular.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24034 // = constant 
05AA: 104@(50@,13s) = 'MAN2_FE' // @s = 'short'  // ~z~You know what, I'm beginning to think my little Carl is a double agent. Oooh.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24035 // = constant 
05AA: 104@(50@,13s) = 'MAN2_FF' // @s = 'short'  // ~z~Shut up, Toreno. Where do you want this thing?
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24036 // = constant 
05AA: 104@(50@,13s) = 'MAN2_FG' // @s = 'short'  // ~z~What thing? I don't know what you're talking about - you stole it. Got nothing to do with me, I don't know what you're talking about. See ya 'round.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24037 // = constant 
05AA: 104@(50@,13s) = 'MAN2_FK' // @s = 'short'  // ~z~Toreno? TORENO!
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24038 // = constant 
05AA: 104@(50@,13s) = 'MAN2_FL' // @s = 'short'  // ~z~SHIT!
000A: 50@ += 1 
00D6: if 
0019:   50@ > 13 
004D: jump_if_false @MANSIO2_50199 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_50199
0085: 83@ = 50@ // (int) 
0051: return 

:MANSIO2_50209
0006: 50@ = 0 
04AF: 91@(50@,13i) = 24022 // = constant 
05AA: 104@(50@,13s) = 'MAN2_EA' // @s = 'short'  // ~z~Ya see? Ya see? What did I tell you? It was a snap!
0006: 83@ = 1 
0051: return 

:MANSIO2_50255
0006: 50@ = 0 
04AF: 91@(50@,13i) = 24023 // = constant 
05AA: 104@(50@,13s) = 'MAN2_EB' // @s = 'short'  // ~z~Stolen Aircraft; Prepare to be vaporized!
0006: 83@ = 1 
0051: return 

:MANSIO2_50301
0006: 50@ = 0 
04AF: 91@(50@,13i) = 24024 // = constant 
05AA: 104@(50@,13s) = 'MAN2_EC' // @s = 'short'  // ~z~Did you hear that?
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24025 // = constant 
05AA: 104@(50@,13s) = 'MAN2_EE' // @s = 'short'  // ~z~Prepare to be vaporized', what a bunch of bullshit. Ignore them. They shoot at you and it's an international incident.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24026 // = constant 
05AA: 104@(50@,13s) = 'MAN2_EF' // @s = 'short'  // ~z~You're not a British tank, so you should be fine.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24027 // = constant 
05AA: 104@(50@,13s) = 'MAN2_EG' // @s = 'short'  // ~z~For real?
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24028 // = constant 
05AA: 104@(50@,13s) = 'MAN2_EH' // @s = 'short'  // ~z~Yeah, well, probably.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24029 // = constant 
05AA: 104@(50@,13s) = 'MAN2_EJ' // @s = 'short'  // ~z~Now make your way to the flotilla and sink the fuckers!
000A: 50@ += 1 
00D6: if 
0019:   50@ > 13 
004D: jump_if_false @MANSIO2_50579 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_50579
0085: 83@ = 50@ // (int) 
0051: return 

:MANSIO2_50589
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @MANSIO2_50638 
000A: 47@ += 1 
00D6: if 
0019:   47@ > 2 
004D: jump_if_false @MANSIO2_50636 
0006: 47@ = 0 

:MANSIO2_50636
086A: NOP 

:MANSIO2_50638
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @MANSIO2_50765 
008A: $7943 = 34@ // (int) 
008A: $7944 = 35@ // (int) 
008A: $7945 = 46@ // (int) 
0004: $7946 = 0 
0004: $7947 = 0 
0004: $7948 = 0 
0004: $7949 = 0 
0004: $7950 = 0 
065D: NOP $7943 "M_STAGE" 
065D: NOP $7944 "M_GOALS" 
065D: NOP $7945 "M_MISSION_TIMER" 

:MANSIO2_50765
00D6: if 
0039:   47@ == 2 
004D: jump_if_false @MANSIO2_50783 

:MANSIO2_50783
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @MANSIO2_50805 
0006: 38@ = 1 

:MANSIO2_50805
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @MANSIO2_50893 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @MANSIO2_50868 
0006: 39@ = 1 
0662: printstring "LEVEL_PAUSED" 
0002: jump @MANSIO2_50893 

:MANSIO2_50868
0006: 39@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:MANSIO2_50893
0051: return 

:MANSIO2_50895
00D6: if 
8736:   not is_keyboard_key_just_pressed 74 
004D: jump_if_false @MANSIO2_50912 
0051: return 

:MANSIO2_50912
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @MANSIO2_50987 
0395: clear_area 0 at 220@ 221@ 222@ radius 50.0 
00A1: put_actor $PLAYER_ACTOR at -1460.192 513.4575 2.003 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0050: gosub @MANSIO2_51214 
0051: return 

:MANSIO2_50987
00D6: if and
0039:   34@ == 4 
0019:   35@ > 1 
001B:   8 > 35@ 
004D: jump_if_false @MANSIO2_51028 
0006: 35@ = 8 
0051: return 

:MANSIO2_51028
00D6: if and
0039:   34@ == 5 
0039:   35@ == 1 
004D: jump_if_false @MANSIO2_51139 
0395: clear_area 0 at -1403.146 509.5356 17.2266 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -1403.146 509.5356 17.2266 
0173: set_actor $PLAYER_ACTOR Z_angle_to 78.0 
09E4: enable_aircraftcarrier_sam 0 
0006: 238@ = 1 
0006: 229@ = 1 
0164: disable_marker 165@ 
0006: 35@ = 6 
0051: return 

:MANSIO2_51139
0051: return 

:MANSIO2_51141
000A: 41@ += 1 
00D6: if 
0019:   41@ > 9 
004D: jump_if_false @MANSIO2_51173 
0006: 41@ = 0 

:MANSIO2_51173
0051: return 

:MANSIO2_51175
01BD: 42@ = current_time_in_ms 
0085: 44@ = 42@ // (int) 
0062: 44@ -= 43@ // (int) 
0085: 43@ = 42@ // (int) 
005A: 46@ += 44@ // (int) 
0051: return 

:MANSIO2_51214
000A: 34@ += 1 
0006: 35@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:MANSIO2_51244
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:MANSIO2_51266
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO2_51290 
0001: wait 0 ms 
0002: jump @MANSIO2_51266 

:MANSIO2_51290
04BB: select_interior 5 
02E4: load_cutscene_data 'BHILL2' 

:MANSIO2_51305
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MANSIO2_51329 
0001: wait 0 ms 
0002: jump @MANSIO2_51305 

:MANSIO2_51329
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:MANSIO2_51346
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MANSIO2_51370 
0001: wait 0 ms 
0002: jump @MANSIO2_51346 

:MANSIO2_51370
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:MANSIO2_51384
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO2_51408 
0001: wait 0 ms 
0002: jump @MANSIO2_51384 

:MANSIO2_51408
02EA: end_cutscene 
04BB: select_interior 0 
0051: return 

:MANSIO2_51416
0006: 34@ = 0 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:MANSIO2_51434
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @MANSIO2_51461 
0001: wait 0 ms 
0002: jump @MANSIO2_51434 

:MANSIO2_51461
0050: gosub @MANSIO2_51787 
0050: gosub @MANSIO2_52070 
0050: gosub @MANSIO2_52114 
0006: 48@ = 0 

:MANSIO2_51489
0006: 183@(48@,6i) = -1 
0006: 269@(48@,6i) = 0 
0006: 275@(48@,6i) = 0 
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @MANSIO2_51489 
0006: 48@ = 0 

:MANSIO2_51550
0006: 189@(48@,2i) = -1 
0006: 281@(48@,2i) = 0 
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @MANSIO2_51550 
06D0: enable_emergency_traffic 0 
03C7: set_sensitivity_to_crime 0.0 
0006: 213@ = 0 
0395: clear_area 1 at 1248.681 -807.9187 83.1484 radius 100.0 
03CB: set_rendering_origin_at 1248.681 -807.9187 83.1484 
00A1: put_actor $PLAYER_ACTOR at 1246.016 -803.2319 83.1484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0373: set_camera_directly_behind_player 
00C0: set_current_time_hours_to 8 minutes_to 0 
0001: wait 2000 ms 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 25 
09E4: enable_aircraftcarrier_sam 1 
0108: destroy_object $5290 
0108: destroy_object $5291 
0108: destroy_object $5292 
09FF: set_restart_closest_to 1250.65 -785.9349 89.2412 
0050: gosub @MANSIO2_51214 
0051: return 

:MANSIO2_51787
0247: load_model #WASHING 
0247: load_model #SQUALO 
0247: load_model #HYDRA 
0247: load_model #TROPIC 
0247: load_model #LAUNCH 
0247: load_model #FORKLIFT 
0247: load_model #ARMY 
0247: load_model #WMYMECH 
023C: load_special_actor 'TORINO' as 1 // models 290-299 
0247: load_model #SILENCED 
0247: load_model #KNIFECUR 
0247: load_model #M4 
0247: load_model #CARRIER_LIFT1_SFSE 
0247: load_model #CARRIER_LIFT2_SFSE 
0247: load_model #CARRIER_DOOR_SFSE 
0247: load_model #MISSILE_07_SFXR 
0247: load_model #KMB_KEYPAD 
038B: load_requested_models 

:MANSIO2_51878
00D6: if or
8248:   not model #WASHING available 
8248:   not model #SQUALO available 
8248:   not model #HYDRA available 
8248:   not model #TROPIC available 
8248:   not model #LAUNCH available 
8248:   not model #FORKLIFT available 
004D: jump_if_false @MANSIO2_51930 
0001: wait 0 ms 
0002: jump @MANSIO2_51878 

:MANSIO2_51930
00D6: if or
8248:   not model #ARMY available 
8248:   not model #WMYMECH available 
004D: jump_if_false @MANSIO2_51961 
0001: wait 0 ms 
0002: jump @MANSIO2_51930 

:MANSIO2_51961
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @MANSIO2_51987 
0001: wait 0 ms 
0002: jump @MANSIO2_51961 

:MANSIO2_51987
00D6: if or
8248:   not model #SILENCED available 
8248:   not model #KNIFECUR available 
8248:   not model #M4 available 
004D: jump_if_false @MANSIO2_52024 
0001: wait 0 ms 
0002: jump @MANSIO2_51987 

:MANSIO2_52024
00D6: if or
8248:   not model #CARRIER_LIFT1_SFSE available 
8248:   not model #CARRIER_LIFT2_SFSE available 
8248:   not model #CARRIER_DOOR_SFSE available 
8248:   not model #MISSILE_07_SFXR available 
8248:   not model #KMB_KEYPAD available 
004D: jump_if_false @MANSIO2_52068 
0001: wait 0 ms 
0002: jump @MANSIO2_52024 

:MANSIO2_52068
0051: return 

:MANSIO2_52070
04ED: load_animation "CASINO" 

:MANSIO2_52080
00D6: if 
84EE:   not animation "CASINO" loaded 
004D: jump_if_false @MANSIO2_52112 
0001: wait 0 ms 
0002: jump @MANSIO2_52080 

:MANSIO2_52112
0051: return 

:MANSIO2_52114
07C0: load_path 208 
07C0: load_path 209 
07C0: load_path 211 

:MANSIO2_52129
00D6: if or
87C1:   not path 208 available 
87C1:   not path 209 available 
87C1:   not path 211 available 
004D: jump_if_false @MANSIO2_52166 
0001: wait 0 ms 
0002: jump @MANSIO2_52129 

:MANSIO2_52166
0051: return 

:MANSIO2_52168
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
03EB: clear_small_messages_only 
0871: init_jump_table 45@ total_jumps 6 default_jump 0 @MANSIO2_52387 jumps 1 @MANSIO2_52249 2 @MANSIO2_52272 3 @MANSIO2_52295 4 @MANSIO2_52318 5 @MANSIO2_52341 6 @MANSIO2_52364 -1 @MANSIO2_52387 

:MANSIO2_52249
00BC: show_text_highpriority GXT 'MAN2_80' time 5000 flag 1  // ~r~Toreno's car destroyed.
0002: jump @MANSIO2_52387 

:MANSIO2_52272
00BC: show_text_highpriority GXT 'MAN2_81' time 5000 flag 1  // ~r~Toreno dead.
0002: jump @MANSIO2_52387 

:MANSIO2_52295
00BC: show_text_highpriority GXT 'MAN2_82' time 5000 flag 1  // ~r~No jets remain on Carrier.
0002: jump @MANSIO2_52387 

:MANSIO2_52318
00BC: show_text_highpriority GXT 'MAN2_83' time 5000 flag 1  // ~r~Jet destroyed.
0002: jump @MANSIO2_52387 

:MANSIO2_52341
00BC: show_text_highpriority GXT 'MAN2_84' time 5000 flag 1  // ~r~You failed to gain entry to the aircraft carrier!
0002: jump @MANSIO2_52387 

:MANSIO2_52364
00BC: show_text_highpriority GXT 'MAN2_ZZ' time 5000 flag 1  // ~r~You failed to steal the Hydra!
0002: jump @MANSIO2_52387 

:MANSIO2_52387
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MANSIO2_52417 
0555: remove_weapon 23 from_actor $PLAYER_ACTOR 
0555: remove_weapon 4 from_actor $PLAYER_ACTOR 

:MANSIO2_52417
0051: return 

:MANSIO2_52419
01E3: show_text_1number_styled GXT 'M_PASS' number 50000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 50000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'MAN_2'  // Vertical Bird
030C: progress_made = 1 
0629: change_integer_stat 308 to 1 
00BC: show_text_highpriority GXT 'MAN2_34' time 7000 flag 1  // ~s~The Hydra will now always be available in this hangar.
0008: $MANSION_TOTAL_PASSED_MISSIONS += 1 
0213: $2873 = create_pickup #ROCKETLA type 15 at -686.0 934.0 13.5 
0213: $2874 = create_pickup #HEATSEEK type 15 at -690.0 934.0 13.5 
0213: $2875 = create_pickup #MINIGUN type 15 at -690.0 939.0 13.5 
0213: $2876 = create_pickup #FLAME type 15 at -686.0 939.0 13.5 
014C: set_parked_car_generator $PARKED_PLANES[8] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[9] cars_to_generate_to 101 
014C: set_parked_car_generator $5181 cars_to_generate_to 101 
014C: set_parked_car_generator $5182 cars_to_generate_to 101 
0051: return 

:MANSIO2_52634
00D6: if 
0039:   286@ == 1 
004D: jump_if_false @MANSIO2_52667 
097B: play_audio_at_object 159@ event 1129 
0006: 286@ = 0 

:MANSIO2_52667
00D6: if 
0039:   288@ == 1 
004D: jump_if_false @MANSIO2_52700 
097B: play_audio_at_object 158@ event 1129 
0006: 288@ = 0 

:MANSIO2_52700
00D6: if 
0039:   287@ == 1 
004D: jump_if_false @MANSIO2_52733 
097B: play_audio_at_object 157@ event 1129 
0006: 287@ = 0 

:MANSIO2_52733
00D6: if 
0039:   289@ == 1 
004D: jump_if_false @MANSIO2_52778 
097A: play_audio_at 0.0 0.0 0.0 event 1162 
0006: 289@ = 0 

:MANSIO2_52778
01C3: remove_references_to_car 139@ 
01C3: remove_references_to_car 140@ 
01C3: remove_references_to_car 153@ 
01C2: remove_references_to_actor 130@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 157@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 158@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 159@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 160@ // This object will now disappear when the player looks away 
0006: 48@ = 0 

:MANSIO2_52825
01C3: remove_references_to_car 141@(48@,4i) 
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @MANSIO2_52825 
0006: 48@ = 0 

:MANSIO2_52862
01C3: remove_references_to_car 146@(48@,3i) 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_52862 
0006: 48@ = 0 

:MANSIO2_52899
01C3: remove_references_to_car 149@(48@,4i) 
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @MANSIO2_52899 
0006: 48@ = 0 

:MANSIO2_52936
01C3: remove_references_to_car 154@(48@,3i) 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_52936 
0006: 48@ = 0 

:MANSIO2_52973
01C2: remove_references_to_actor 131@(48@,6i) // Like turning an actor into a random pedestrian 
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @MANSIO2_52973 
0164: disable_marker 164@ 
0164: disable_marker 165@ 
0164: disable_marker 179@ 
0006: 48@ = 0 

:MANSIO2_53025
0164: disable_marker 166@(48@,3i) 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_53025 
0006: 48@ = 0 

:MANSIO2_53062
0164: disable_marker 169@(48@,4i) 
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @MANSIO2_53062 
0006: 48@ = 0 

:MANSIO2_53099
0164: disable_marker 173@(48@,6i) 
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @MANSIO2_53099 
03E6: remove_text_box 
04EF: release_animation "CASINO" 
0249: release_model #WASHING 
0249: release_model #SQUALO 
0249: release_model #HYDRA 
0249: release_model #TROPIC 
0249: release_model #LAUNCH 
0249: release_model #FORKLIFT 
0249: release_model #ARMY 
0249: release_model #WMYMECH 
0249: release_model #SILENCED 
0249: release_model #KNIFECUR 
0249: release_model #M4 
0249: release_model #CARRIER_LIFT1_SFSE 
0249: release_model #CARRIER_LIFT2_SFSE 
0249: release_model #CARRIER_DOOR_SFSE 
0249: release_model #MISSILE_07_SFXR 
0249: release_model #KMB_KEYPAD 
0249: release_model #ROCKETLA 
0249: release_model #HEATSEEK 
0249: release_model #MINIGUN 
0249: release_model #FLAME 
0296: unload_special_actor 1 
0873: release_path 208 
0873: release_path 209 
0873: release_path 211 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
06D0: enable_emergency_traffic 1 
06D7: enable_train_traffic 1 
0923: enable_air_traffic 1 
01B7: release_weather 
0A24: enable_military_zones_wanted_level 0 
09E4: enable_aircraftcarrier_sam 1 
09D7: set_player $PLAYER_CHAR force_interior_lighting 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO2_53327 
094F: enable_actor $PLAYER_ACTOR pain_audio 

:MANSIO2_53327
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
029B: $5290 = init_object #CARRIER_DOOR_SFSE at -1465.797 501.289 1.145 
0392: make_object $5290 moveable 0 
07F7: set_object $5290 destructible 0 
09CA: set_object $5290 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C7: remove_object_from_mission_cleanup_list $5290 
029B: $5291 = init_object #CARRIER_LIFT2_SFSE at -1414.453 516.453 16.688 
0392: make_object $5291 moveable 0 
07F7: set_object $5291 destructible 0 
09CA: set_object $5291 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C7: remove_object_from_mission_cleanup_list $5291 
029B: $5292 = init_object #CARRIER_LIFT1_SFSE at -1456.719 501.297 16.953 
0392: make_object $5292 moveable 0 
07F7: set_object $5292 destructible 0 
09CA: set_object $5292 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C7: remove_object_from_mission_cleanup_list $5292 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 104---------------
// Originally: Home Coming

:MANSIO3
03A4: name_thread 'MANSIO3' 
0050: gosub @MANSIO3_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @MANSIO3_38 
0050: gosub @MANSIO3_6722 

:MANSIO3_38
0050: gosub @MANSIO3_6948 
004E: end_thread 

:MANSIO3_47
054C: use_GXT_table 'MAN_3' 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
08A3: update_respect_while_on_mission 1 
0169: set_fade_color_RGB 0 0 0 
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 82@ = 2 
0001: wait 0 ms 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:MANSIO3_125
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO3_149 
0001: wait 0 ms 
0002: jump @MANSIO3_125 

:MANSIO3_149
01B6: set_weather 1 
04BB: select_interior 5 
02E4: load_cutscene_data 'BHILL3A' 

:MANSIO3_168
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MANSIO3_192 
0001: wait 0 ms 
0002: jump @MANSIO3_168 

:MANSIO3_192
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:MANSIO3_209
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MANSIO3_233 
0001: wait 0 ms 
0002: jump @MANSIO3_209 

:MANSIO3_233
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:MANSIO3_247
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO3_271 
0001: wait 0 ms 
0002: jump @MANSIO3_247 

:MANSIO3_271
02EA: end_cutscene 
04BB: select_interior 0 
01B7: release_weather 
0247: load_model #VINCENT 
0247: load_model #BMYDRUG 
0247: load_model #FAM2 
0247: load_model #AK47 
0247: load_model #WMYDRUG 
04ED: load_animation "GANGS" 
04ED: load_animation "CRACK" 
07C0: load_path 488 
08A9: load_external_script 19 (DEALER) 
038B: load_requested_models 

:MANSIO3_330
00D6: if or
8248:   not model #VINCENT available 
823D:   not special_actor 1 loaded 
8248:   not model #FAM2 available 
004D: jump_if_false @MANSIO3_365 
0001: wait 0 ms 
0002: jump @MANSIO3_330 

:MANSIO3_365
00D6: if or
84EE:   not animation "GANGS" loaded 
84EE:   not animation "CRACK" loaded 
8248:   not model #BMYDRUG available 
004D: jump_if_false @MANSIO3_409 
0001: wait 0 ms 
0002: jump @MANSIO3_365 

:MANSIO3_409
00D6: if or
88AB:   not external_script 19 (DEALER) loaded 
87C1:   not path 488 available 
8248:   not model #AK47 available 
8248:   not model #WMYDRUG available 
004D: jump_if_false @MANSIO3_449 
0001: wait 0 ms 
0002: jump @MANSIO3_409 

:MANSIO3_449
04E4: refresh_game_renderer_at 1251.541 -808.7633 
076C: set_zone 'GAN1' gang 1 density_to 0 
076C: set_zone 'GAN1' gang 0 density_to 40 
08A3: update_respect_while_on_mission 0 
009A: 52@ = create_actor_pedtype 4 model #BMYDRUG at 2488.617 -1671.536 -10.0 
0913: run_external_script 19 (DEALER) 52@  
018A: 56@ = create_checkpoint_at 2514.461 -1674.104 12.6425 
018A: 57@ = create_checkpoint_at 1521.252 -1673.336 12.5607 
018B: set_marker 56@ radar_mode 0 
018B: set_marker 57@ radar_mode 3 
0395: clear_area 1 at 1245.049 -811.1318 83.1477 radius 10.0 
00A5: 60@ = create_car #VINCENT at 1245.049 -811.1318 83.1477 
0229: set_car 60@ primary_color_to 0 secondary_color_to 0 
0175: set_car 60@ Z_angle_to 181.4888 
0423: set_car 60@ improved_handling_to 2.0 // (float) 
00A1: put_actor $PLAYER_ACTOR at 1251.541 -808.7633 83.1484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 109.0044 
018A: 79@ = create_checkpoint_at 2485.527 -1668.528 12.3438 
018B: set_marker 79@ radar_mode 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0A0B: set_rendering_origin_at_3D_coord 1251.541 -808.7633 83.1484 angle 109.0044 
0050: gosub @MANSIO3_7345 
00BC: show_text_highpriority GXT 'MAN3_01' time 7000 flag 1  // ~s~Pick up Sweet from the ~y~Precinct~s~.

:MANSIO3_763
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_5468 
0001: wait 0 ms 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @MANSIO3_805 
0002: jump @MANSIO3_6740 

:MANSIO3_805
0050: gosub @MANSIO3_7378 
0050: gosub @MANSIO3_7833 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @MANSIO3_1823 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO3_877 
00D9: 61@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01EA: 62@ = car 61@ max_passengers 
01E9: 84@ = car 61@ num_passengers 

:MANSIO3_877
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1521.194 -1671.913 12.5625 radius 3.0 3.0 3.0 
004D: jump_if_false @MANSIO3_1823 
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @MANSIO3_959 
00BC: show_text_highpriority GXT 'MAN3_19' time 3000 flag 1  // ~s~Get a bigger vehicle!

:MANSIO3_959
00D6: if 
003B:   84@ == 62@ // (int) 
004D: jump_if_false @MANSIO3_1043 
00D6: if or
04A9:   actor $PLAYER_ACTOR driving_heli 
04AB:   actor $PLAYER_ACTOR driving_plane 
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @MANSIO3_1027 
00BC: show_text_highpriority GXT 'MAN3_69' time 3000 flag 1  // The vehicle is too full, there's no room for Sweet!
0002: jump @MANSIO3_1043 

:MANSIO3_1027
00BC: show_text_highpriority GXT 'MAN3_34' time 3000 flag 1  // The car is too full, there's no room for Sweet!

:MANSIO3_1043
00D6: if and
0019:   62@ > 0 
803B:   not  84@ == 62@ // (int) 
004D: jump_if_false @MANSIO3_1823 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO3_1807 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO3_1131 
00D9: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car // add to mission cleanup 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 

:MANSIO3_1131
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:MANSIO3_1153
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO3_1177 
0001: wait 0 ms 
0002: jump @MANSIO3_1153 

:MANSIO3_1177
03EF: player $PLAYER_CHAR make_safe 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @MANSIO3_1251 
00D6: if 
01AF:   car 60@ sphere 0 in_sphere 1542.73 -1675.697 12.5551 radius 15.0 15.0 15.0 
004D: jump_if_false @MANSIO3_1251 
00A6: destroy_car 60@ 

:MANSIO3_1251
0395: clear_area 1 at 1542.73 -1675.697 12.5551 radius 60.0 
02E4: load_cutscene_data 'BHILL3B' 

:MANSIO3_1286
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MANSIO3_1310 
0001: wait 0 ms 
0002: jump @MANSIO3_1286 

:MANSIO3_1310
02E7: start_cutscene 
016A: fade 1 time 1000 

:MANSIO3_1319
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MANSIO3_1343 
0001: wait 0 ms 
0002: jump @MANSIO3_1319 

:MANSIO3_1343
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:MANSIO3_1358
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO3_1382 
0001: wait 0 ms 
0002: jump @MANSIO3_1358 

:MANSIO3_1382
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO3_1434 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @MANSIO3_1434 
00AB: put_car $TEMPVAR_ACTOR_CAR at 1521.194 -1671.913 12.5625 

:MANSIO3_1434
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @MANSIO3_1518 
09DD: unknown_player_group 1 
01C8: $ACTOR_SWEET = create_actor_pedtype 25 model #SPECIAL01 in_car $TEMPVAR_ACTOR_CAR passenger_seat 0 
0223: set_actor $ACTOR_SWEET health_to 700 
08AF: set_actor $ACTOR_SWEET max_health_to 700 
0245: set_actor $ACTOR_SWEET walk_style_to "GANG2" 
0568: set_actor $ACTOR_SWEET untargetable 1 
0446: set_actor $ACTOR_SWEET dismemberment_possible 0 
02E2: set_actor $ACTOR_SWEET weapon_accuracy_to 90 

:MANSIO3_1518
00D6: if and
8118:   not actor $ACTOR_SWEET dead 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_1593 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $TEMPVAR_ACTOR_CAR 
004D: jump_if_false @MANSIO3_1571 
036A: put_actor $PLAYER_ACTOR in_car $TEMPVAR_ACTOR_CAR 

:MANSIO3_1571
0187: 58@ = create_marker_above_actor $ACTOR_SWEET 
07E0: set_marker 58@ type_to 1 
018B: set_marker 58@ radar_mode 0 

:MANSIO3_1593
0006: 33@ = 0 
018B: set_marker 56@ radar_mode 3 
018B: set_marker 57@ radar_mode 0 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_1642 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_SWEET in_group $PLAYER_GROUP 

:MANSIO3_1642
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0172: 72@ = actor $PLAYER_ACTOR Z_angle 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @MANSIO3_1779 
00D6: if and
0021:   72@ > 90.0 
0023:   270.0 > 72@ 
004D: jump_if_false @MANSIO3_1747 
0A0B: set_rendering_origin_at_3D_coord 1521.194 -1671.913 12.5625 angle 180.0 
0175: set_car $TEMPVAR_ACTOR_CAR Z_angle_to 180.0 
0002: jump @MANSIO3_1779 

:MANSIO3_1747
0A0B: set_rendering_origin_at_3D_coord 1521.194 -1671.913 12.5625 angle 0.0 
0175: set_car $TEMPVAR_ACTOR_CAR Z_angle_to 0.0 

:MANSIO3_1779
0050: gosub @MANSIO3_7345 
0006: 59@ = 1 
0006: 64@ = 1 
0002: jump @MANSIO3_1823 

:MANSIO3_1807
00BC: show_text_highpriority GXT 'MAN3_08' time 4000 flag 1  // You need a vehicle to pick-up Sweet.

:MANSIO3_1823
00D6: if 
8039:   not  59@ == 0 
004D: jump_if_false @MANSIO3_2226 
00D6: if and
0019:   33@ > 1000 
0039:   59@ == 1 
004D: jump_if_false @MANSIO3_1949 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @MANSIO3_1890 
0A09: set_actor $ACTOR_RYDER muted 1 // versionB 

:MANSIO3_1890
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_1913 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:MANSIO3_1913
05AA: 86@s = 'MAN3_AA' // @s = 'short'  // ~z~You gotta understand, shit's all fucked up now, dude.
04AF: 83@ = 24200 // = constant 
0050: gosub @MANSIO3_7813 
0006: 59@ = 2 

:MANSIO3_1949
00D6: if and
0039:   82@ == 2 
0039:   59@ == 2 
004D: jump_if_false @MANSIO3_2010 
05AA: 86@s = 'MAN3_AB' // @s = 'short'  // ~z~Yeah.
04AF: 83@ = 24201 // = constant 
0050: gosub @MANSIO3_7813 
0006: 59@ = 3 

:MANSIO3_2010
00D6: if and
0039:   82@ == 2 
0039:   59@ == 3 
004D: jump_if_false @MANSIO3_2071 
05AA: 86@s = 'MAN3_AC' // @s = 'short'  // ~z~What you want, it ain't round here no more.
04AF: 83@ = 24202 // = constant 
0050: gosub @MANSIO3_7813 
0006: 59@ = 4 

:MANSIO3_2071
00D6: if and
0039:   82@ == 2 
0039:   59@ == 4 
004D: jump_if_false @MANSIO3_2132 
05AA: 86@s = 'MAN3_AD' // @s = 'short'  // ~z~Just take me to moma's house.
04AF: 83@ = 24203 // = constant 
0050: gosub @MANSIO3_7813 
0006: 59@ = 5 

:MANSIO3_2132
00D6: if and
0039:   82@ == 2 
0039:   59@ == 5 
004D: jump_if_false @MANSIO3_2226 
00BC: show_text_highpriority GXT 'MAN3_05' time 7000 flag 1  // ~s~Drive Sweet to ~y~Grove Street~s~.
0006: 59@ = 0 
00D6: if 
8118:   not actor $ACTOR_RYDER dead 
004D: jump_if_false @MANSIO3_2203 
0A09: set_actor $ACTOR_RYDER muted 0 // versionB 

:MANSIO3_2203
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_2226 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:MANSIO3_2226
00D6: if or
0039:   64@ == 1 
0039:   64@ == 2 
004D: jump_if_false @MANSIO3_3847 
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_2290 
00BC: show_text_highpriority GXT 'MAN3_11' time 4000 flag 1  // ~r~Sweet has been killed.
0002: jump @MANSIO3_6722 

:MANSIO3_2290
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_2320 
00A0: store_actor $ACTOR_SWEET position_to 53@ 54@ 55@ 

:MANSIO3_2320
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 53@ 54@ 55@ radius 30.0 30.0 30.0 
004D: jump_if_false @MANSIO3_2421 
018B: set_marker 58@ radar_mode 0 
018B: set_marker 56@ radar_mode 3 
00D6: if 
86EE:   not actor $ACTOR_SWEET in_group $PLAYER_GROUP 
004D: jump_if_false @MANSIO3_2407 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_SWEET in_group $PLAYER_GROUP 

:MANSIO3_2407
0006: 64@ = 1 
0002: jump @MANSIO3_2482 

:MANSIO3_2421
00BC: show_text_highpriority GXT 'MAN3_03' time 4000 flag 1  // ~s~You lost ~b~Sweet~s~, go back and get him.
018B: set_marker 58@ radar_mode 3 
018B: set_marker 56@ radar_mode 0 
00D6: if 
06EE:   actor $ACTOR_SWEET in_group $PLAYER_GROUP 
004D: jump_if_false @MANSIO3_2475 
06C9: remove_actor $ACTOR_SWEET from_group 

:MANSIO3_2475
0006: 64@ = 2 

:MANSIO3_2482
00D6: if 
0039:   64@ == 1 
004D: jump_if_false @MANSIO3_3847 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2514.461 -1674.104 12.6425 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO3_3847 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO3_2594 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 

:MANSIO3_2594
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:MANSIO3_2609
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO3_2633 
0001: wait 0 ms 
0002: jump @MANSIO3_2609 

:MANSIO3_2633
03EF: player $PLAYER_CHAR make_safe 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @MANSIO3_2756 
00D6: if 
01AF:   car 60@ sphere 0 in_sphere 2492.889 -1666.564 12.3438 radius 15.0 15.0 15.0 
004D: jump_if_false @MANSIO3_2756 
0395: clear_area 1 at 2482.994 -1653.609 12.461 radius 10.0 
00AB: put_car 60@ at 2482.994 -1653.609 12.461 
0175: set_car 60@ Z_angle_to 273.1021 

:MANSIO3_2756
0395: clear_area 1 at 2492.889 -1666.564 12.3438 radius 60.0 
02E4: load_cutscene_data 'BHILL3C' 

:MANSIO3_2791
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MANSIO3_2815 
0001: wait 0 ms 
0002: jump @MANSIO3_2791 

:MANSIO3_2815
02E7: start_cutscene 
016A: fade 1 time 1000 

:MANSIO3_2824
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MANSIO3_2848 
0001: wait 0 ms 
0002: jump @MANSIO3_2824 

:MANSIO3_2848
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:MANSIO3_2863
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO3_2887 
0001: wait 0 ms 
0002: jump @MANSIO3_2863 

:MANSIO3_2887
0615: define_AS_pack_begin 88@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 88@ loop 1 
0616: define_AS_pack_end 88@ 
0615: define_AS_pack_begin 89@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0643: set_AS_pack 89@ loop 1 
0616: define_AS_pack_end 89@ 
018B: set_marker 56@ radar_mode 0 
0006: 64@ = 3 
009A: 40@ = create_actor_pedtype 4 model #BMYDRUG at 2429.19 -1677.537 12.7231 
0173: set_actor 40@ Z_angle_to 306.1672 
0618: assign_actor 40@ to_AS_pack 88@ 
0187: 34@ = create_marker_above_actor 40@ 
009A: 47@ = create_actor_pedtype 4 model #FAM2 at 2430.586 -1677.075 12.7135 
0173: set_actor 47@ Z_angle_to 80.528 
0618: assign_actor 47@ to_AS_pack 89@ 
009A: 48@ = create_actor_pedtype 4 model #FAM2 at 2513.364 -1649.865 13.5588 
0173: set_actor 48@ Z_angle_to 140.4164 
0605: actor 48@ perform_animation "CRCKIDLE1" IFP "CRACK" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
0050: gosub @MANSIO3_7280 
0A0B: set_rendering_origin_at_3D_coord 2424.184 -1679.58 12.7653 angle 322.7617 
015F: set_camera_position 2427.227 -1681.12 13.891 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2427.808 -1680.306 13.8707 switchstyle 2 
00BC: show_text_highpriority GXT 'MAN3_20' time 5000 flag 1  // Kill any crack dealers in your hood to keep your gang healthy.
0050: gosub @MANSIO3_7345 
0001: wait 1000 ms 
0006: 33@ = 0 

:MANSIO3_3263
00D6: if 
001B:   4000 > 33@ 
004D: jump_if_false @MANSIO3_3324 
0001: wait 0 ms 
00D6: if and
00E1:   player 0 pressed_key 16 
0038:   $7951 == 1 
004D: jump_if_false @MANSIO3_3317 
0002: jump @MANSIO3_3459 

:MANSIO3_3317
0002: jump @MANSIO3_3263 

:MANSIO3_3324
015F: set_camera_position 2507.984 -1652.199 15.6974 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2508.892 -1651.913 15.3924 switchstyle 2 
00BC: show_text_highpriority GXT 'MAN3_21' time 5000 flag 1  // If a gang member is high on crack you won't be able to use him.
0006: 33@ = 0 

:MANSIO3_3398
00D6: if 
001B:   5000 > 33@ 
004D: jump_if_false @MANSIO3_3459 
0001: wait 0 ms 
00D6: if and
00E1:   player 0 pressed_key 16 
0038:   $7951 == 1 
004D: jump_if_false @MANSIO3_3452 
0002: jump @MANSIO3_3459 

:MANSIO3_3452
0002: jump @MANSIO3_3398 

:MANSIO3_3459
0004: $7951 = 1 
0006: 85@ = 1 
08A3: update_respect_while_on_mission 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_3568 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO3_3536 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2506.059 -1671.968 12.379 
0002: jump @MANSIO3_3556 

:MANSIO3_3536
00A1: put_actor $PLAYER_ACTOR at 2506.059 -1671.968 12.379 

:MANSIO3_3556
0373: set_camera_directly_behind_player 
0173: set_actor $PLAYER_ACTOR Z_angle_to 62.4295 

:MANSIO3_3568
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_3674 
00D6: if 
00DF:   actor $ACTOR_SWEET driving 
004D: jump_if_false @MANSIO3_3627 
0362: remove_actor $ACTOR_SWEET from_car_and_place_at 2506.567 -1670.212 12.3822 
0002: jump @MANSIO3_3647 

:MANSIO3_3627
00A1: put_actor $ACTOR_SWEET at 2506.567 -1670.212 12.3822 

:MANSIO3_3647
01B2: give_actor $ACTOR_SWEET weapon 30 ammo 300 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SWEET armed_weapon_to 30 
0173: set_actor $ACTOR_SWEET Z_angle_to 113.0677 

:MANSIO3_3674
00D6: if 
86EE:   not actor $ACTOR_SWEET in_group $PLAYER_GROUP 
004D: jump_if_false @MANSIO3_3705 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_SWEET in_group $PLAYER_GROUP 

:MANSIO3_3705
076C: set_zone 'GAN1' gang 1 density_to 0 
076C: set_zone 'GAN1' gang 0 density_to 40 
076C: set_zone 'GAN2' gang 1 density_to 0 
076C: set_zone 'GAN2' gang 0 density_to 40 
009B: destroy_actor 47@ 
0006: 59@ = 0 
0050: gosub @MANSIO3_7293 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_3824 
0223: set_actor $ACTOR_SWEET health_to 700 
08AF: set_actor $ACTOR_SWEET max_health_to 700 
0226: $7953 = actor $ACTOR_SWEET health 

:MANSIO3_3824
0014: $7953 /= 7 
03C4: set_status_text $7953 type 1 GXT 'MAN3_32' // global_variable  // Sweet

:MANSIO3_3847
00D6: if 
0039:   64@ == 3 
004D: jump_if_false @MANSIO3_4151 
00BC: show_text_highpriority GXT 'MAN3_22' time 7000 flag 1  // ~s~Take back the hood from the Ballas and clean out the ~r~Dealers~s~!
009A: 41@ = create_actor_pedtype 17 model #WMYDRUG at 2482.087 -1696.119 12.5267 
0173: set_actor 41@ Z_angle_to 0.095 
0187: 35@ = create_marker_above_actor 41@ 
009A: 42@ = create_actor_pedtype 17 model #BMYDRUG at 2451.681 -1644.083 12.457 
0173: set_actor 42@ Z_angle_to 186.2393 
0187: 36@ = create_marker_above_actor 42@ 
009A: 43@ = create_actor_pedtype 17 model #WMYDRUG at 2415.79 -1631.143 12.5114 
0173: set_actor 43@ Z_angle_to 287.5167 
0187: 37@ = create_marker_above_actor 43@ 
009A: 44@ = create_actor_pedtype 17 model #BMYDRUG at 2364.361 -1666.775 12.5469 
0173: set_actor 44@ Z_angle_to 343.1245 
0187: 38@ = create_marker_above_actor 44@ 
009A: 45@ = create_actor_pedtype 17 model #BMYDRUG at 2370.333 -1637.42 12.477 
0173: set_actor 45@ Z_angle_to 140.6299 
0187: 39@ = create_marker_above_actor 45@ 
0913: run_external_script 19 (DEALER) 40@  
0913: run_external_script 19 (DEALER) 41@  
0913: run_external_script 19 (DEALER) 42@  
0913: run_external_script 19 (DEALER) 43@  
0913: run_external_script 19 (DEALER) 44@  
0913: run_external_script 19 (DEALER) 45@  
009B: destroy_actor 52@ 
0006: 64@ = 4 

:MANSIO3_4151
00D6: if 
0039:   64@ == 4 
004D: jump_if_false @MANSIO3_5461 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_4200 
0226: $7953 = actor $ACTOR_SWEET health 
0014: $7953 /= 7 

:MANSIO3_4200
076D: get_zone 'GAN1' gang 0 density_to 75@ 
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @MANSIO3_4511 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @MANSIO3_4511 
0006: 74@ = 1 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO3_4504 
0050: gosub @MANSIO3_7280 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_4350 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0812: AS_actor $PLAYER_ACTOR perform_animation "PRTIAL_HNDSHK_01" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:MANSIO3_4350
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_4416 
0792: disembark_instantly_actor $ACTOR_SWEET 
0812: AS_actor $ACTOR_SWEET perform_animation "PRTIAL_HNDSHK_01" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:MANSIO3_4416
00BC: show_text_highpriority GXT 'MAN3_33' time 4000 flag 1  // The Hood is yours!
0001: wait 4000 ms 
076C: set_zone 'GAN1' gang 1 density_to 40 
076C: set_zone 'GAN1' gang 0 density_to 0 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 7 
0050: gosub @MANSIO3_7293 
0006: 33@ = 0 
0002: jump @MANSIO3_4511 

:MANSIO3_4504
0002: jump @MANSIO3_5475 

:MANSIO3_4511
00D6: if and
0039:   74@ == 1 
0019:   33@ > 4000 
0039:   81@ == 0 
004D: jump_if_false @MANSIO3_4567 
00BC: show_text_highpriority GXT 'MAN3_29' time 10000 flag 1  // ~s~Now kill the ~r~Dealers~s~!
0006: 81@ = 1 

:MANSIO3_4567
00D6: if and
0583:   player $PLAYER_CHAR in_zone 'GAN1' 
0039:   74@ == 0 
0039:   85@ == 1 
004D: jump_if_false @MANSIO3_4669 
00D6: if and
0039:   78@ == 0 
887A:   not gang_war_in_progress 
004D: jump_if_false @MANSIO3_4662 
08A3: update_respect_while_on_mission 1 
0879: enable_gang_wars 1 
00D6: if 
075C:   marker 79@ enabled 
004D: jump_if_false @MANSIO3_4655 
0164: disable_marker 79@ 

:MANSIO3_4655
0006: 78@ = 1 

:MANSIO3_4662
0004: $7952 = 1 

:MANSIO3_4669
00D6: if and
8583:   not player $PLAYER_CHAR in_zone 'GAN1' 
0039:   74@ == 0 
0039:   85@ == 1 
004D: jump_if_false @MANSIO3_4802 
00D6: if and
0039:   78@ == 1 
887A:   not gang_war_in_progress 
004D: jump_if_false @MANSIO3_4795 
08A3: update_respect_while_on_mission 0 
0879: enable_gang_wars 0 
00BC: show_text_highpriority GXT 'MAN3_31' time 6000 flag 1  // ~s~Go back and take the hood at ~y~Grove Street~s~.
00D6: if 
875C:   not marker 79@ enabled 
004D: jump_if_false @MANSIO3_4788 
018A: 79@ = create_checkpoint_at 2485.527 -1668.528 12.3438 

:MANSIO3_4788
0006: 78@ = 0 

:MANSIO3_4795
0004: $7952 = 0 

:MANSIO3_4802
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_4841 
00BC: show_text_highpriority GXT 'MAN3_11' time 4000 flag 1  // ~r~Sweet has been killed.
0002: jump @MANSIO3_6722 

:MANSIO3_4841
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_4871 
00A0: store_actor $ACTOR_SWEET position_to 53@ 54@ 55@ 

:MANSIO3_4871
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 53@ 54@ 55@ radius 35.0 35.0 35.0 
004D: jump_if_false @MANSIO3_5022 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @MANSIO3_5015 
018B: set_marker 58@ radar_mode 0 
018B: set_marker 34@ radar_mode 3 
018B: set_marker 35@ radar_mode 3 
018B: set_marker 36@ radar_mode 3 
018B: set_marker 37@ radar_mode 3 
018B: set_marker 38@ radar_mode 3 
018B: set_marker 39@ radar_mode 3 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_5008 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_SWEET in_group $PLAYER_GROUP 

:MANSIO3_5008
0006: 70@ = 0 

:MANSIO3_5015
0002: jump @MANSIO3_5133 

:MANSIO3_5022
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @MANSIO3_5133 
00BC: show_text_highpriority GXT 'MAN3_03' time 10000 flag 1  // ~s~You lost ~b~Sweet~s~, go back and get him.
018B: set_marker 58@ radar_mode 3 
018B: set_marker 34@ radar_mode 0 
018B: set_marker 35@ radar_mode 0 
018B: set_marker 36@ radar_mode 0 
018B: set_marker 37@ radar_mode 0 
018B: set_marker 38@ radar_mode 0 
018B: set_marker 39@ radar_mode 0 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_5126 
06C9: remove_actor $ACTOR_SWEET from_group 

:MANSIO3_5126
0006: 70@ = 1 

:MANSIO3_5133
00D6: if and
0118:   actor 40@ dead 
075C:   marker 34@ enabled 
004D: jump_if_false @MANSIO3_5159 
0164: disable_marker 34@ 

:MANSIO3_5159
00D6: if and
0118:   actor 41@ dead 
075C:   marker 35@ enabled 
004D: jump_if_false @MANSIO3_5185 
0164: disable_marker 35@ 

:MANSIO3_5185
00D6: if and
0118:   actor 42@ dead 
075C:   marker 36@ enabled 
004D: jump_if_false @MANSIO3_5211 
0164: disable_marker 36@ 

:MANSIO3_5211
00D6: if and
0118:   actor 43@ dead 
075C:   marker 37@ enabled 
004D: jump_if_false @MANSIO3_5237 
0164: disable_marker 37@ 

:MANSIO3_5237
00D6: if and
0118:   actor 44@ dead 
075C:   marker 38@ enabled 
004D: jump_if_false @MANSIO3_5263 
0164: disable_marker 38@ 

:MANSIO3_5263
00D6: if and
0118:   actor 45@ dead 
075C:   marker 39@ enabled 
004D: jump_if_false @MANSIO3_5289 
0164: disable_marker 39@ 

:MANSIO3_5289
00D6: if and
0039:   77@ == 1 
0019:   32@ > 4000 
004D: jump_if_false @MANSIO3_5333 
03E5: show_text_box 'MAN3_30'  // ~s~Shoot some Ballas to start a gang war!
0006: 77@ = 2 

:MANSIO3_5333
00D6: if and
0118:   actor 40@ dead 
0118:   actor 41@ dead 
0118:   actor 42@ dead 
0118:   actor 43@ dead 
0118:   actor 44@ dead 
0118:   actor 45@ dead 
004D: jump_if_false @MANSIO3_5461 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO3_5461 
0006: 73@ = 1 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @MANSIO3_5454 
00BC: show_text_highpriority GXT 'MAN3_28' time 10000 flag 1  // ~s~Now take back the hood!
0006: 32@ = 0 
0006: 77@ = 1 
0002: jump @MANSIO3_5461 

:MANSIO3_5454
0002: jump @MANSIO3_5475 

:MANSIO3_5461
0002: jump @MANSIO3_763 

:MANSIO3_5468
0002: jump @MANSIO3_6722 

:MANSIO3_5475
0050: gosub @MANSIO3_7312 
0050: gosub @MANSIO3_7280 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_5723 
06C9: remove_actor $ACTOR_SWEET from_group 
0395: clear_area 1 at 2512.761 -1672.52 12.5034 radius 20.0 
00A6: destroy_car 60@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO3_5607 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2512.761 -1672.52 12.5034 
0362: remove_actor $ACTOR_SWEET from_car_and_place_at 2514.788 -1673.938 12.6861 
0002: jump @MANSIO3_5647 

:MANSIO3_5607
00A1: put_actor $PLAYER_ACTOR at 2512.761 -1672.52 12.5034 
00A1: put_actor $ACTOR_SWEET at 2514.788 -1673.938 12.6861 

:MANSIO3_5647
00A6: destroy_car 60@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 240.2609 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $ACTOR_SWEET 
0173: set_actor $ACTOR_SWEET Z_angle_to 73.5014 
0639: AS_actor $ACTOR_SWEET rotate_to_actor $PLAYER_ACTOR 
0688: AS_actor $ACTOR_SWEET unknown_toggle_ped_threat_scanner 0 0 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $ACTOR_SWEET 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $ACTOR_SWEET armed_weapon_to 0 

:MANSIO3_5723
03CB: set_rendering_origin_at 2512.761 -1672.52 12.5034 
0A0B: set_rendering_origin_at_3D_coord 2512.761 -1672.52 12.5034 angle 240.2609 
015F: set_camera_position 2509.798 -1672.175 13.4192 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2510.752 -1672.457 13.5178 switchstyle 2 
0050: gosub @MANSIO3_7345 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_5886 
0605: actor $PLAYER_ACTOR perform_animation "PRTIAL_HNDSHK_01" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0001: wait 500 ms 

:MANSIO3_5886
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_5952 
0605: actor $ACTOR_SWEET perform_animation "PRTIAL_HNDSHK_01" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0001: wait 500 ms 

:MANSIO3_5952
040D: unload_wav 1 
03CF: load_wav 24204 as 1 

:MANSIO3_5963
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @MANSIO3_5989 
0001: wait 0 ms 
0002: jump @MANSIO3_5963 

:MANSIO3_5989
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'MAN3_BA' time 4000 flag 1  // ~z~Alright, let's get out of here. Go see Kendl.
0006: 33@ = 0 

:MANSIO3_6016
00D6: if 
001B:   4000 > 33@ 
004D: jump_if_false @MANSIO3_6070 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @MANSIO3_6063 
0002: jump @MANSIO3_6701 

:MANSIO3_6063
0002: jump @MANSIO3_6016 

:MANSIO3_6070
040D: unload_wav 1 
03CF: load_wav 24205 as 1 

:MANSIO3_6081
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @MANSIO3_6107 
0001: wait 0 ms 
0002: jump @MANSIO3_6081 

:MANSIO3_6107
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'MAN3_BB' time 3000 flag 1  // ~z~Kendl can come see me right here, at her home.
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_6184 
0792: disembark_instantly_actor $ACTOR_SWEET 
0605: actor $ACTOR_SWEET perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:MANSIO3_6184
0006: 33@ = 0 

:MANSIO3_6191
00D6: if 
001B:   3000 > 33@ 
004D: jump_if_false @MANSIO3_6245 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @MANSIO3_6238 
0002: jump @MANSIO3_6701 

:MANSIO3_6238
0002: jump @MANSIO3_6191 

:MANSIO3_6245
040D: unload_wav 1 
03CF: load_wav 24206 as 1 

:MANSIO3_6256
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @MANSIO3_6282 
0001: wait 0 ms 
0002: jump @MANSIO3_6256 

:MANSIO3_6282
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'MAN3_BC' time 3000 flag 1  // ~z~But it ain't nothing here no more.
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_6359 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:MANSIO3_6359
0006: 33@ = 0 

:MANSIO3_6366
00D6: if 
001B:   3000 > 33@ 
004D: jump_if_false @MANSIO3_6420 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @MANSIO3_6413 
0002: jump @MANSIO3_6701 

:MANSIO3_6413
0002: jump @MANSIO3_6366 

:MANSIO3_6420
040D: unload_wav 1 
03CF: load_wav 24207 as 1 

:MANSIO3_6431
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @MANSIO3_6457 
0001: wait 0 ms 
0002: jump @MANSIO3_6431 

:MANSIO3_6457
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'MAN3_BD' time 3000 flag 1  // ~z~Rome wasn't built in a day, niggah!
0006: 33@ = 0 

:MANSIO3_6484
00D6: if 
001B:   3000 > 33@ 
004D: jump_if_false @MANSIO3_6538 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @MANSIO3_6531 
0002: jump @MANSIO3_6701 

:MANSIO3_6531
0002: jump @MANSIO3_6484 

:MANSIO3_6538
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_6583 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0603: AS_actor $PLAYER_ACTOR goto_point_any_means 2507.793 -1668.927 12.3879 mode 4 use_car -1 

:MANSIO3_6583
040D: unload_wav 1 
03CF: load_wav 24208 as 1 

:MANSIO3_6594
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @MANSIO3_6620 
0001: wait 0 ms 
0002: jump @MANSIO3_6594 

:MANSIO3_6620
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'MAN3_BE' time 2000 flag 1  // ~z~My brother can be a real pain in the ass!
0006: 33@ = 0 

:MANSIO3_6647
00D6: if 
001B:   2000 > 33@ 
004D: jump_if_false @MANSIO3_6701 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @MANSIO3_6694 
0002: jump @MANSIO3_6701 

:MANSIO3_6694
0002: jump @MANSIO3_6647 

:MANSIO3_6701
0050: gosub @MANSIO3_7293 
0373: set_camera_directly_behind_player 
009B: destroy_actor $ACTOR_SWEET 
0002: jump @MANSIO3_6740 

:MANSIO3_6722
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:MANSIO3_6740
08A3: update_respect_while_on_mission 1 
0879: enable_gang_wars 1 
076C: set_zone 'GAN1' gang 2 density_to 40 
076C: set_zone 'GAN2' gang 2 density_to 40 
076C: set_zone 'GAN1' gang 0 density_to 0 
076C: set_zone 'GAN2' gang 0 density_to 0 
004F: create_thread @GROVE  
0164: disable_marker $623 
02A7: $623 = create_icon_marker_and_sphere $ICON_SWEET_2 at $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE 
0008: $MANSION_TOTAL_PASSED_MISSIONS += 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'MAN_3'  // Home Coming
01E3: show_text_1number_styled GXT 'M_PASSR' number 40 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 40 
04A6: $GS_GANG_MONEY_PICKUP = create_asset_money_pickup_at 2502.1 -1686.38 13.0 money 10000 $GS_GANG_CASH 
004F: create_thread @TCASH  
0004: $GS_MONEY_PICKUP_EXISTS = 0 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0629: change_integer_stat 334 to 1 
0006: 65@ = 1 
0051: return 

:MANSIO3_6948
00D6: if 
0039:   65@ == 0 
004D: jump_if_false @MANSIO3_7034 
08A3: update_respect_while_on_mission 0 
0879: enable_gang_wars 0 
076C: set_zone 'GAN1' gang 1 density_to 0 
076C: set_zone 'GAN2' gang 1 density_to 0 
076C: set_zone 'GAN1' gang 2 density_to 40 
076C: set_zone 'GAN2' gang 2 density_to 40 

:MANSIO3_7034
0151: remove_status_text $7953 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 7 
0004: $ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01BD: $10 = current_time_in_ms 
0249: release_model #VINCENT 
0249: release_model #COACH 
0249: release_model #BMYDRUG 
0249: release_model #FAM2 
0249: release_model #AK47 
0249: release_model #WMYDRUG 
090F: end_external_script 19 (DEALER) 
0296: unload_special_actor 1 
04EF: release_animation "GANGS" 
04EF: release_animation "CRACK" 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_7146 
034F: destroy_actor_with_fade $ACTOR_SWEET 

:MANSIO3_7146
00D6: if 
075C:   marker 79@ enabled 
004D: jump_if_false @MANSIO3_7167 
0164: disable_marker 79@ 

:MANSIO3_7167
00D6: if 
075C:   marker 34@ enabled 
004D: jump_if_false @MANSIO3_7188 
0164: disable_marker 34@ 

:MANSIO3_7188
00D6: if 
075C:   marker 35@ enabled 
004D: jump_if_false @MANSIO3_7209 
0164: disable_marker 35@ 

:MANSIO3_7209
00D6: if 
075C:   marker 57@ enabled 
004D: jump_if_false @MANSIO3_7230 
0164: disable_marker 57@ 

:MANSIO3_7230
00D6: if 
075C:   marker 56@ enabled 
004D: jump_if_false @MANSIO3_7251 
0164: disable_marker 56@ 

:MANSIO3_7251
00D6: if 
075C:   marker 58@ enabled 
004D: jump_if_false @MANSIO3_7272 
0164: disable_marker 58@ 

:MANSIO3_7272
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D8: mission_cleanup 
0051: return 

:MANSIO3_7280
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0051: return 

:MANSIO3_7293
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0051: return 

:MANSIO3_7312
016A: fade 0 time 500 

:MANSIO3_7319
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO3_7343 
0001: wait 0 ms 
0002: jump @MANSIO3_7319 

:MANSIO3_7343
0051: return 

:MANSIO3_7345
016A: fade 1 time 500 

:MANSIO3_7352
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO3_7376 
0001: wait 0 ms 
0002: jump @MANSIO3_7352 

:MANSIO3_7376
0051: return 

:MANSIO3_7378
00D6: if 
0736:   is_keyboard_key_just_pressed 87 
004D: jump_if_false @MANSIO3_7441 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_7441 
00A1: put_actor $PLAYER_ACTOR at 1522.09 -1662.082 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 175.5419 
0373: set_camera_directly_behind_player 

:MANSIO3_7441
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @MANSIO3_7456 

:MANSIO3_7456
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @MANSIO3_7519 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_7519 
00A1: put_actor $PLAYER_ACTOR at 2503.688 -1671.453 12.3707 
0173: set_actor $PLAYER_ACTOR Z_angle_to 255.1807 
0373: set_camera_directly_behind_player 

:MANSIO3_7519
00D6: if 
0736:   is_keyboard_key_just_pressed 75 
004D: jump_if_false @MANSIO3_7701 
0050: gosub @MANSIO3_7280 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_7607 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0812: AS_actor $PLAYER_ACTOR perform_animation "PRTIAL_HNDSHK_01" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:MANSIO3_7607
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @MANSIO3_7673 
0792: disembark_instantly_actor $ACTOR_SWEET 
0812: AS_actor $ACTOR_SWEET perform_animation "PRTIAL_HNDSHK_01" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:MANSIO3_7673
00BC: show_text_highpriority GXT 'MAN3_33' time 4000 flag 1  // The Hood is yours!
0001: wait 4000 ms 
0050: gosub @MANSIO3_7293 

:MANSIO3_7701
00D6: if 
0736:   is_keyboard_key_just_pressed 72 
004D: jump_if_false @MANSIO3_7723 
0002: jump @MANSIO3_5475 

:MANSIO3_7723
00D6: if 
0736:   is_keyboard_key_just_pressed 90 
004D: jump_if_false @MANSIO3_7796 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @MANSIO3_7796 
01C8: 46@ = create_actor_pedtype 4 model #FAM2 in_car 61@ passenger_seat 0 
01C8: 47@ = create_actor_pedtype 4 model #FAM2 in_car 61@ passenger_seat 1 
01C8: 48@ = create_actor_pedtype 4 model #FAM2 in_car 61@ passenger_seat 2 

:MANSIO3_7796
00D6: if 
0736:   is_keyboard_key_just_pressed 77 
004D: jump_if_false @MANSIO3_7811 

:MANSIO3_7811
0051: return 

:MANSIO3_7813
040D: unload_wav 1 
03CF: load_wav 83@ as 1 
0006: 82@ = 0 
0051: return 

:MANSIO3_7833
00D6: if and
03D0:   wav 1 loaded 
0039:   82@ == 0 
004D: jump_if_false @MANSIO3_7876 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 86@s time 10000 flag 1 
0006: 82@ = 1 

:MANSIO3_7876
00D6: if and
03D2:   wav 1 ended 
0039:   82@ == 1 
004D: jump_if_false @MANSIO3_7914 
040D: unload_wav 1 
03D5: remove_text 86@s 
0006: 82@ = 2 

:MANSIO3_7914
0051: return 

//-------------Mission 105---------------
// Originally: Cut Throat Business

:MANSON5
03A4: name_thread 'MANSON5' 
0050: gosub @MANSON5_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @MANSON5_38 
0050: gosub @MANSON5_13113 

:MANSON5_38
0050: gosub @MANSON5_13159 
004E: end_thread 

:MANSON5_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
054C: use_GXT_table 'MAN_5' 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
04BB: select_interior 5 
02E4: load_cutscene_data 'BHILL5A' 

:MANSON5_93
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MANSON5_117 
0001: wait 0 ms 
0002: jump @MANSON5_93 

:MANSON5_117
02E7: start_cutscene 
016A: fade 1 time 1000 

:MANSON5_126
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MANSON5_150 
0001: wait 0 ms 
0002: jump @MANSON5_126 

:MANSON5_150
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:MANSON5_165
00D6: if 
016B:   fading 
004D: jump_if_false @MANSON5_189 
0001: wait 0 ms 
0002: jump @MANSON5_165 

:MANSON5_189
04BB: select_interior 0 
08F4: set_max_group_members 99 
004F: create_thread @A_CONT  
01B6: set_weather 0 
060A: create_decision_maker_type 0 store_to 52@ // decision\allowed\m_.ped files 
023C: load_special_actor 'MADDOGG' as 1 // models 290-299 
0247: load_model #BFINJECT 

:MANSON5_234
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #BFINJECT available 
004D: jump_if_false @MANSON5_265 
0001: wait 0 ms 
0002: jump @MANSON5_234 

:MANSON5_265
0395: clear_area 1 at 1252.471 -805.5187 83.1484 radius 400.0 
03CB: set_rendering_origin_at 1252.471 -805.5187 83.1484 
04E4: refresh_game_renderer_at 1252.471 -805.5187 
00A1: put_actor $PLAYER_ACTOR at 1252.471 -805.5187 83.1484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 144.1434 
07AF: 51@ = player $PLAYER_CHAR group 
07B3: set_group 51@ give_command 0 
009A: 34@ = create_actor_pedtype 23 model #SPECIAL01 at 1254.311 -810.8859 83.1484 
0173: set_actor 34@ Z_angle_to 60.7435 
087F: set_actor 34@ never_leave_group 1 
0631: put_actor 34@ in_group 51@ 
04D8: set_actor 34@ drowns_in_water 1 
060B: set_actor 34@ decision_maker_to 52@ 
0568: set_actor 34@ untargetable 1 
039E: set_actor 34@ locked 1 while_in_car 
0187: 37@ = create_marker_above_actor 34@ 
07E0: set_marker 37@ type_to 1 
018B: set_marker 37@ radar_mode 2 
0674: set_car_model #BFINJECT numberplate "LA5H_L3Y" 
0771: set_model_numplate #BFINJECT town_texture 2 
00A5: 45@ = create_car #BFINJECT at 1248.907 -804.3519 83.1484 
0175: set_car 45@ Z_angle_to 180.0 
0229: set_car 45@ primary_color_to 0 secondary_color_to 3 
018A: 50@ = create_checkpoint_at -12.2064 -1117.876 7.0705 
0006: 118@ = 0 
0006: 119@ = 0 
05AA: 168@s = 'MAN5_AA' // @s = 'short'  // ~z~Let's drop in on OG Loc,
04AF: 120@ = 24400 // = constant 
008B: 144@ = $PLAYER_ACTOR // (int) 
05AA: 170@s = 'MAN5_AB' // @s = 'short'  // ~z~See if we can't interrupt that video shoot and recoup some royalties!
04AF: 121@ = 24401 // = constant 
008B: 145@ = $PLAYER_ACTOR // (int) 
05AA: 172@s = 'MAN5_AC' // @s = 'short'  // ~z~And my rhyme book!
04AF: 122@ = 24402 // = constant 
0085: 146@ = 34@ // (int) 
05AA: 174@s = 'MAN5_BA' // @s = 'short'  // ~z~We're flying in style, baby! You got all the makings of a great manager, Carl!
04AF: 123@ = 24403 // = constant 
0085: 147@ = 34@ // (int) 
05AA: 176@s = 'MAN5_BB' // @s = 'short'  // ~z~Save it until we're spending Loc's royalties!
04AF: 124@ = 24404 // = constant 
008B: 148@ = $PLAYER_ACTOR // (int) 
05AA: 178@s = 'MAN5_BC' // @s = 'short'  // ~z~I mean, tell me how a fake, buster phony like suck-ass Loc can make it in the rap game, CJ?
04AF: 125@ = 24405 // = constant 
0085: 149@ = 34@ // (int) 
05AA: 180@s = 'MAN5_BD' // @s = 'short'  // ~z~Music business is changin', Dogg.
04AF: 126@ = 24406 // = constant 
008B: 150@ = $PLAYER_ACTOR // (int) 
05AA: 182@s = 'MAN5_BE' // @s = 'short'  // ~z~It's all about dance routines and showmanship now.
04AF: 127@ = 24407 // = constant 
008B: 151@ = $PLAYER_ACTOR // (int) 
05AA: 184@s = 'MAN5_BF' // @s = 'short'  // ~z~Any fake-ass idiot can get a record deal these days.
04AF: 128@ = 24408 // = constant 
008B: 152@ = $PLAYER_ACTOR // (int) 
05AA: 186@s = 'MAN5_BG' // @s = 'short'  // ~z~So what am I supposed to do?
04AF: 129@ = 24409 // = constant 
0085: 153@ = 34@ // (int) 
05AA: 188@s = 'MAN5_BH' // @s = 'short'  // ~z~Dogg, you got heart.
04AF: 130@ = 24410 // = constant 
008B: 154@ = $PLAYER_ACTOR // (int) 
05AA: 190@s = 'MAN5_BJ' // @s = 'short'  // ~z~You got natural style.
04AF: 131@ = 24411 // = constant 
008B: 155@ = $PLAYER_ACTOR // (int) 
05AA: 192@s = 'MAN5_BK' // @s = 'short'  // ~z~You got ice cold gangstas running through your veins!
04AF: 132@ = 24412 // = constant 
008B: 156@ = $PLAYER_ACTOR // (int) 
05AA: 194@s = 'MAN5_BL' // @s = 'short'  // ~z~Anybody can get a record deal,
04AF: 133@ = 24413 // = constant 
008B: 157@ = $PLAYER_ACTOR // (int) 
05AA: 196@s = 'MAN5_BM' // @s = 'short'  // ~z~but only the genuine article can shake down the house!
04AF: 134@ = 24414 // = constant 
008B: 158@ = $PLAYER_ACTOR // (int) 
05AA: 198@s = 'MAN5_BN' // @s = 'short'  // ~z~CJ, my man, you're a natural manager!
04AF: 135@ = 24415 // = constant 
0085: 159@ = 34@ // (int) 
05AA: 200@s = 'MAN5_CA' // @s = 'short'  // ~z~He's being interviewed, huh?
04AF: 136@ = 24417 // = constant 
008B: 160@ = $PLAYER_ACTOR // (int) 
05AA: 202@s = 'MAN5_CB' // @s = 'short'  // ~z~OK, let's smash this party up!
04AF: 137@ = 24418 // = constant 
008B: 161@ = $PLAYER_ACTOR // (int) 
05AA: 204@s = 'MAN5_DA' // @s = 'short'  // ~z~You fucking phonies! Sum' bitch!
04AF: 138@ = 24419 // = constant 
0085: 162@ = 34@ // (int) 
05AA: 206@s = 'MAN5_DB' // @s = 'short'  // ~z~Gimme my rhyme book!
04AF: 139@ = 24420 // = constant 
0085: 163@ = 34@ // (int) 
05AA: 208@s = 'MAN5_DC' // @s = 'short'  // ~z~Gimme back my chain!
04AF: 140@ = 24421 // = constant 
0085: 164@ = 34@ // (int) 
05AA: 210@s = 'MAN5_DD' // @s = 'short'  // ~z~Gimme back my hoes!
04AF: 141@ = 24422 // = constant 
0085: 165@ = 34@ // (int) 
05AA: 212@s = 'MAN5_EA' // @s = 'short'  // ~z~He bustin' out!
04AF: 142@ = 24423 // = constant 
008B: 166@ = $PLAYER_ACTOR // (int) 
05AA: 214@s = 'MAN5_EB' // @s = 'short'  // ~z~Come on, Dogg, let's get him!
04AF: 143@ = 24424 // = constant 
008B: 167@ = $PLAYER_ACTOR // (int) 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
016A: fade 1 time 0 
0006: 68@ = 0 
0006: 47@ = 0 
0006: 69@ = 0 
0006: 54@ = 0 
0006: 33@ = 0 
00BC: show_text_highpriority GXT 'MAN5_G0' time 7500 flag 1  // ~s~Take ~b~Madd Dogg~s~ to the ~y~video shoot~s~.

:MANSON5_1350
0001: wait 0 ms 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_1966 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @MANSON5_1399 
0002: jump @MANSON5_12906 
0002: jump @MANSON5_1477 

:MANSON5_1399
00D6: if 
0735:   is_keyboard_key_pressed 87 
004D: jump_if_false @MANSON5_1477 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSON5_1477 
0811: 67@ = actor $PLAYER_ACTOR used_car 
00D6: if 
00DB:   actor 34@ in_car 67@ 
004D: jump_if_false @MANSON5_1477 
00AB: put_car 67@ at -127.1875 -1260.738 2.0469 

:MANSON5_1477
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -12.2064 -1117.876 radius 60.0 60.0 
004D: jump_if_false @MANSON5_1851 
00A0: store_actor 34@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY -12.2064 -1117.876 and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
00D6: if 
0022:   75.0 > $DISTANCE_BETWEEN_POINTS 
004D: jump_if_false @MANSON5_1812 
040D: unload_wav 1 
01C3: remove_references_to_car 45@ 
0249: release_model #BFINJECT 
0249: release_model #QUAD 
016A: fade 0 time 0 

:MANSON5_1596
00D6: if 
016B:   fading 
004D: jump_if_false @MANSON5_1620 
0001: wait 0 ms 
0002: jump @MANSON5_1596 

:MANSON5_1620
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSON5_1674 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -13.4832 -1139.642 7.0664 
0002: jump @MANSON5_1694 

:MANSON5_1674
00A1: put_actor $PLAYER_ACTOR at -13.4832 -1139.642 7.0664 

:MANSON5_1694
0173: set_actor $PLAYER_ACTOR Z_angle_to 347.9809 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_1798 
06C9: remove_actor 34@ from_group 
00D6: if 
00DF:   actor 34@ driving 
004D: jump_if_false @MANSON5_1768 
0362: remove_actor 34@ from_car_and_place_at -11.4883 -1140.971 6.8764 
0002: jump @MANSON5_1788 

:MANSON5_1768
00A1: put_actor 34@ at -11.4883 -1140.971 6.8764 

:MANSON5_1788
0173: set_actor 34@ Z_angle_to 359.6364 

:MANSON5_1798
0002: jump @MANSON5_3411 
0002: jump @MANSON5_1844 

:MANSON5_1812
00D6: if 
001B:   2 > 68@ 
004D: jump_if_false @MANSON5_1837 
0006: 68@ = 2 

:MANSON5_1837
0050: gosub @MANSON5_2222 

:MANSON5_1844
0002: jump @MANSON5_1905 

:MANSON5_1851
0050: gosub @MANSON5_2001 
0050: gosub @MANSON5_2222 
0050: gosub @MANSON5_2493 
0050: gosub @MANSON5_2612 
00D6: if 
0019:   33@ > 8000 
004D: jump_if_false @MANSON5_1905 
0050: gosub @MANSON5_11710 

:MANSON5_1905
077E: get_active_interior_to 65@ 
00D6: if 
8039:   not  65@ == 0 
004D: jump_if_false @MANSON5_1959 
00BE: text_clear_all 
04D7: set_actor 34@ locked 1 
0164: disable_marker 50@ 
0164: disable_marker 37@ 
06C9: remove_actor 34@ from_group 
0002: jump @MANSON5_3252 

:MANSON5_1959
0002: jump @MANSON5_1994 

:MANSON5_1966
0006: 62@ = 1 
05AA: 63@s = 'MAN5_F0' // @s = 'short'  // ~r~Madd Dogg was killed.
0002: jump @MANSON5_13113 

:MANSON5_1994
0002: jump @MANSON5_1350 

:MANSON5_2001
0871: init_jump_table 66@ total_jumps 2 default_jump 0 @MANSON5_2220 jumps 0 @MANSON5_2064 1 @MANSON5_2166 -1 @MANSON5_2220 -1 @MANSON5_2220 -1 @MANSON5_2220 -1 @MANSON5_2220 -1 @MANSON5_2220 

:MANSON5_2064
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSON5_2159 
0811: 67@ = actor $PLAYER_ACTOR used_car 
00D6: if 
00DB:   actor 34@ in_car 67@ 
004D: jump_if_false @MANSON5_2159 
00D6: if 
0038:   $7954 == 1 
004D: jump_if_false @MANSON5_2147 
0950: set_trip_skip -126.6673 -1260.804 2.0469 angle 280.0 

:MANSON5_2147
0164: disable_marker 37@ 
000A: 66@ += 1 

:MANSON5_2159
0002: jump @MANSON5_2220 

:MANSON5_2166
00D6: if 
80DF:   not actor 34@ driving 
004D: jump_if_false @MANSON5_2213 
0951: disable_trip_skip 
0187: 37@ = create_marker_above_actor 34@ 
07E0: set_marker 37@ type_to 1 
018B: set_marker 37@ radar_mode 2 
000E: 66@ -= 1 

:MANSON5_2213
0002: jump @MANSON5_2220 

:MANSON5_2220
0051: return 

:MANSON5_2222
0871: init_jump_table 68@ total_jumps 4 default_jump 0 @MANSON5_2491 jumps 0 @MANSON5_2285 1 @MANSON5_2388 2 @MANSON5_2421 3 @MANSON5_2458 -1 @MANSON5_2491 -1 @MANSON5_2491 -1 @MANSON5_2491 

:MANSON5_2285
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00A0: store_actor 34@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
00D6: if 
0020:   $DISTANCE_BETWEEN_POINTS > 75.0 
004D: jump_if_false @MANSON5_2381 
00BC: show_text_highpriority GXT 'MAN5_G1' time 8000 flag 1  // ~s~Don't leave ~b~Madd Dogg~s~ behind you need to take him to the ~y~video shoot~s~.
0006: 32@ = 0 
000A: 68@ += 1 

:MANSON5_2381
0002: jump @MANSON5_2491 

:MANSON5_2388
00D6: if 
0019:   32@ > 20000 
004D: jump_if_false @MANSON5_2414 
000E: 68@ -= 1 

:MANSON5_2414
0002: jump @MANSON5_2491 

:MANSON5_2421
00BC: show_text_highpriority GXT 'MAN5_G2' time 8000 flag 1  // ~s~You need to bring ~b~Madd Dogg~s~ to the ~y~video shoot~s~.
0006: 32@ = 0 
000A: 68@ += 1 
0002: jump @MANSON5_2491 

:MANSON5_2458
00D6: if 
0019:   32@ > 20000 
004D: jump_if_false @MANSON5_2484 
0006: 68@ = 0 

:MANSON5_2484
0002: jump @MANSON5_2491 

:MANSON5_2491
0051: return 

:MANSON5_2493
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @MANSON5_2610 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
8119:   not car 45@ wrecked 
004D: jump_if_false @MANSON5_2610 
00AA: store_car 45@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
00D6: if 
0020:   $DISTANCE_BETWEEN_POINTS > 150.0 
004D: jump_if_false @MANSON5_2610 
01C3: remove_references_to_car 45@ 
0249: release_model #BFINJECT 
000A: 47@ += 1 

:MANSON5_2610
0051: return 

:MANSON5_2612
0871: init_jump_table 69@ total_jumps 3 default_jump 0 @MANSON5_3250 jumps 0 @MANSON5_2675 1 @MANSON5_2755 2 @MANSON5_2806 -1 @MANSON5_3250 -1 @MANSON5_3250 -1 @MANSON5_3250 -1 @MANSON5_3250 

:MANSON5_2675
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -12.2064 -1117.876 radius 250.0 250.0 
004D: jump_if_false @MANSON5_2748 
023C: load_special_actor 'OGLOC' as 2 // models 290-299 
0247: load_model #SBFYRI 
0247: load_model #NEWSVAN 
0247: load_model #VORTEX 
000A: 69@ += 1 

:MANSON5_2748
0002: jump @MANSON5_3250 

:MANSON5_2755
00D6: if or
823D:   not special_actor 2 loaded 
8248:   not model #SBFYRI available 
8248:   not model #NEWSVAN available 
8248:   not model #VORTEX available 
004D: jump_if_false @MANSON5_2799 
0002: jump @MANSON5_3250 
0002: jump @MANSON5_2806 

:MANSON5_2799
000A: 69@ += 1 

:MANSON5_2806
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -12.2064 -1117.876 radius 150.0 150.0 
004D: jump_if_false @MANSON5_3243 
009A: 35@ = create_actor_pedtype 23 model #SPECIAL02 at -6.499 -1109.111 6.5441 
0173: set_actor 35@ Z_angle_to 333.1959 
04D7: set_actor 35@ locked 1 
02AB: set_actor 35@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 35@ decision_maker_to 52@ 
0568: set_actor 35@ untargetable 1 
039E: set_actor 35@ locked 1 while_in_car 
009A: 73@ = create_actor_pedtype 24 model #SBFYRI at -7.174 -1108.2 6.4475 
0173: set_actor 73@ Z_angle_to 210.4687 
04D7: set_actor 73@ locked 1 
02AB: set_actor 73@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 74@ = create_car #NEWSVAN at -12.3019 -1108.927 6.837 
0175: set_car 74@ Z_angle_to 153.1079 
0519: set_car 74@ locked 1 
0229: set_car 74@ primary_color_to 1 secondary_color_to 1 
02AC: set_car 74@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 39@ = create_car #VORTEX at -7.4398 -1116.85 7.0583 
0175: set_car 39@ Z_angle_to 278.5895 
0519: set_car 39@ locked 1 
0229: set_car 39@ primary_color_to 1 secondary_color_to 1 
02AC: set_car 39@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 40@ = create_car #VORTEX at -4.862 -1120.453 7.0799 
0175: set_car 40@ Z_angle_to 266.0038 
0519: set_car 40@ locked 1 
0229: set_car 40@ primary_color_to 1 secondary_color_to 1 
02AC: set_car 40@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 41@ = create_car #VORTEX at -7.0309 -1111.909 6.726 
0175: set_car 41@ Z_angle_to 269.4002 
0519: set_car 41@ locked 1 
0229: set_car 41@ primary_color_to 8 secondary_color_to 0 
02AC: set_car 41@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
000A: 69@ += 1 

:MANSON5_3243
0002: jump @MANSON5_3250 

:MANSON5_3250
0051: return 

:MANSON5_3252
0001: wait 0 ms 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_3376 
09E8: 65@ = actor $PLAYER_ACTOR active_interior 
00D6: if 
0039:   65@ == 0 
004D: jump_if_false @MANSON5_3369 
04D7: set_actor 34@ locked 0 
087F: set_actor 34@ never_leave_group 1 
0631: put_actor 34@ in_group 51@ 
0187: 37@ = create_marker_above_actor 34@ 
07E0: set_marker 37@ type_to 1 
018B: set_marker 37@ radar_mode 2 
018A: 50@ = create_checkpoint_at -12.2064 -1117.876 7.0705 
0002: jump @MANSON5_1350 

:MANSON5_3369
0002: jump @MANSON5_3404 

:MANSON5_3376
0006: 62@ = 1 
05AA: 63@s = 'MAN5_F0' // @s = 'short'  // ~r~Madd Dogg was killed.
0002: jump @MANSON5_13113 

:MANSON5_3404
0002: jump @MANSON5_3252 

:MANSON5_3411
00D6: if 
001B:   3 > 69@ 
004D: jump_if_false @MANSON5_3447 
0001: wait 0 ms 
0050: gosub @MANSON5_2612 
0002: jump @MANSON5_3411 

:MANSON5_3447
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00A6: destroy_car 45@ 
0247: load_model #MARQUIS 
0247: load_model #REEFER 
0247: load_model #WATERJUMPX2 
07C0: load_path 700 
07C0: load_path 701 

:MANSON5_3487
00D6: if or
8248:   not model #MARQUIS available 
8248:   not model #REEFER available 
8248:   not model #WATERJUMPX2 available 
87C1:   not path 700 available 
87C1:   not path 701 available 
004D: jump_if_false @MANSON5_3534 
0001: wait 0 ms 
0002: jump @MANSON5_3487 

:MANSON5_3534
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @MANSON5_3557 
04D7: set_actor 35@ locked 0 

:MANSON5_3557
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @MANSON5_3580 
04D7: set_actor 73@ locked 0 

:MANSON5_3580
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MANSON5_3603 
0519: set_car 74@ locked 0 

:MANSON5_3603
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @MANSON5_3626 
0519: set_car 39@ locked 0 

:MANSON5_3626
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @MANSON5_3649 
0519: set_car 40@ locked 0 

:MANSON5_3649
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_3672 
0519: set_car 41@ locked 0 

:MANSON5_3672
00D6: if 
0038:   $7954 == 0 
004D: jump_if_false @MANSON5_3697 
0008: $7954 += 1 

:MANSON5_3697
015F: set_camera_position -5.0753 -1108.265 7.9567 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -6.004 -1108.63 7.8925 switchstyle 2 
0006: 53@ = 0 
0395: clear_area 1 at -12.3019 -1108.927 6.837 radius 500.0 
0951: disable_trip_skip 
0006: 118@ = 6 
0006: 119@ = 18 
016A: fade 1 time 0 
0707: start_scene_skip_to @MANSON5_4643 
0006: 32@ = 0 

:MANSON5_3815
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @MANSON5_3852 
0001: wait 0 ms 
0050: gosub @MANSON5_11710 
0002: jump @MANSON5_3815 

:MANSON5_3852
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0920: point_camera -6.004 -1108.63 7.8925 transverse_to -5.5642 -1108.835 7.8925 time 2000 smooth_transition 1 
00D6: if and
8118:   not actor 35@ dead 
8118:   not actor 34@ dead 
8118:   not actor 73@ dead 
004D: jump_if_false @MANSON5_3937 
0639: AS_actor 35@ rotate_to_actor 34@ 
0639: AS_actor 73@ rotate_to_actor 34@ 

:MANSON5_3937
0006: 32@ = 0 

:MANSON5_3944
00D6: if 
001B:   1800 > 32@ 
004D: jump_if_false @MANSON5_3981 
0001: wait 0 ms 
0050: gosub @MANSON5_11710 
0002: jump @MANSON5_3944 

:MANSON5_3981
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @MANSON5_4052 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -8.0333 -1118.52 7.0531 mode 6 time -2 ms // versionA 
05CB: AS_actor -1 enter_car 39@ as_driver -2 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:MANSON5_4052
00D6: if and
8118:   not actor 34@ dead 
8119:   not car 40@ wrecked 
004D: jump_if_false @MANSON5_4128 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -4.9313 -1122.054 7.0188 mode 6 time -2 ms // versionA 
05CB: AS_actor -1 enter_car 40@ as_driver -2 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor 34@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:MANSON5_4128
0006: 32@ = 0 

:MANSON5_4135
00D6: if 
001B:   250 > 32@ 
004D: jump_if_false @MANSON5_4172 
0001: wait 0 ms 
0050: gosub @MANSON5_11710 
0002: jump @MANSON5_4135 

:MANSON5_4172
00D6: if and
8118:   not actor 35@ dead 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_4203 
05CB: AS_actor 35@ enter_car 41@ as_driver -2 ms 

:MANSON5_4203
0006: 48@ = 0 

:MANSON5_4210
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @MANSON5_4303 
0001: wait 0 ms 
00D6: if and
8118:   not actor 35@ dead 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_4289 
00D6: if 
00DB:   actor 35@ in_car 41@ 
004D: jump_if_false @MANSON5_4289 
0006: 48@ = 1 
04BA: set_car 41@ speed_to 8.0 

:MANSON5_4289
0050: gosub @MANSON5_11710 
0002: jump @MANSON5_4210 

:MANSON5_4303
068D: get_camera_position_to 55@ 56@ 57@ 
068E: get_camera_target_point_to 58@ 59@ 60@ 
0925: restore_camera_to_user_defined 
015F: set_camera_position 55@ 56@ 57@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 58@ 59@ 60@ switchstyle 2 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 48@ = 0 

:MANSON5_4387
00D6: if 
001B:   4500 > 32@ 
004D: jump_if_false @MANSON5_4592 
0001: wait 0 ms 
000B: 55@ += 0.0085 
000F: 56@ -= 0.05 
000B: 58@ += 0.0085 
000F: 59@ -= 0.05 
015F: set_camera_position 55@ 56@ 57@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 58@ 59@ 60@ switchstyle 2 
00D6: if and
0019:   33@ > 800 
0039:   48@ == 0 
004D: jump_if_false @MANSON5_4578 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_4578 
04BA: set_car 41@ speed_to 0.0 
00AB: put_car 41@ at -15.191 -1107.97 7.0385 
0175: set_car 41@ Z_angle_to 345.91 
000A: 48@ += 1 

:MANSON5_4578
0050: gosub @MANSON5_11710 
0002: jump @MANSON5_4387 

:MANSON5_4592
0006: 32@ = 0 

:MANSON5_4599
00D6: if 
001B:   1800 > 32@ 
004D: jump_if_false @MANSON5_4636 
0001: wait 0 ms 
0050: gosub @MANSON5_11710 
0002: jump @MANSON5_4599 

:MANSON5_4636
0006: 53@ = 1 

:MANSON5_4643
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
05AA: 168@s = 'MAN5_FA' // @s = 'short'  // ~z~Stay away from me!
04AF: 120@ = 24425 // = constant 
05AA: 170@s = 'MAN5_FB' // @s = 'short'  // ~z~I thought we were friends!
04AF: 121@ = 24426 // = constant 
05AA: 172@s = 'MAN5_FC' // @s = 'short'  // ~z~You're yesterday's news!
04AF: 122@ = 24427 // = constant 
05AA: 174@s = 'MAN5_FD' // @s = 'short'  // ~z~Kids want Loc! LOC!
04AF: 123@ = 24428 // = constant 
05AA: 176@s = 'MAN5_FE' // @s = 'short'  // ~z~Madd Dogg ain't nothing!
04AF: 124@ = 24429 // = constant 
05AA: 178@s = 'MAN5_FF' // @s = 'short'  // ~z~Madd Dogg, you a drunk ass busta!
04AF: 125@ = 24430 // = constant 
05AA: 180@s = 'MAN5_FG' // @s = 'short'  // ~z~The kids, they don't want you no more!
04AF: 126@ = 24431 // = constant 
05AA: 182@s = 'MAN5_FH' // @s = 'short'  // ~z~You're washed up, both of you!
04AF: 127@ = 24432 // = constant 
05AA: 184@s = 'MAN5_FJ' // @s = 'short'  // ~z~Smoke's gonna deal with you pussies!
04AF: 128@ = 24433 // = constant 
0006: 118@ = 8 
0006: 119@ = 0 
00D6: if 
0039:   53@ == 0 
004D: jump_if_false @MANSON5_5056 
016A: fade 0 time 0 
00D6: if and
8118:   not actor 35@ dead 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_4942 
00D6: if 
80DB:   not actor 35@ in_car 41@ 
004D: jump_if_false @MANSON5_4942 
0687: clear_actor 35@ task 
036A: put_actor 35@ in_car 41@ 

:MANSON5_4942
00D6: if and
8118:   not actor 34@ dead 
8119:   not car 40@ wrecked 
004D: jump_if_false @MANSON5_4995 
00D6: if 
80DB:   not actor 34@ in_car 40@ 
004D: jump_if_false @MANSON5_4995 
0687: clear_actor 34@ task 
036A: put_actor 34@ in_car 40@ 

:MANSON5_4995
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 39@ wrecked 
004D: jump_if_false @MANSON5_5048 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @MANSON5_5048 
0687: clear_actor $PLAYER_ACTOR task 
036A: put_actor $PLAYER_ACTOR in_car 39@ 

:MANSON5_5048
0925: restore_camera_to_user_defined 
016A: fade 1 time 0 

:MANSON5_5056
00BC: show_text_highpriority GXT 'MAN5_G4' time 8000 flag 1  // ~r~OG Loc's~s~ making a run for it, don't let him get away.
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @MANSON5_5130 
04D7: set_actor 73@ locked 0 
02AB: set_actor 73@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 

:MANSON5_5130
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MANSON5_5173 
0519: set_car 74@ locked 0 
02AC: set_car 74@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01C3: remove_references_to_car 74@ 

:MANSON5_5173
0249: release_model #SBFYRI 
0249: release_model #NEWSVAN 
00D6: if and
8119:   not car 41@ wrecked 
8119:   not car 40@ wrecked 
004D: jump_if_false @MANSON5_5285 
02AC: set_car 41@ immunities BP 0 FP 0 EP 0 CP 1 MP 0 
02AC: set_car 40@ immunities BP 0 FP 0 EP 0 CP 1 MP 0 
0971: sync_water 
05EB: assign_car 41@ to_path 700 
05EB: assign_car 40@ to_path 701 
0164: disable_marker 50@ 
0164: disable_marker 37@ 
0186: 38@ = create_marker_above_car 41@ 
0186: 37@ = create_marker_above_car 40@ 
07E0: set_marker 37@ type_to 1 

:MANSON5_5285
00D6: if and
8118:   not actor 35@ dead 
8118:   not actor 34@ dead 
8119:   not car 39@ wrecked 
004D: jump_if_false @MANSON5_5356 
02AB: set_actor 35@ immunities BP 0 FP 0 EP 0 CP 1 MP 0 
02AB: set_actor 34@ immunities BP 0 FP 0 EP 0 CP 1 MP 0 
02AC: set_car 39@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSON5_5356
00A5: 75@ = create_car #MARQUIS at 64.6248 -1577.02 1.0 
0175: set_car 75@ Z_angle_to 120.3362 
0323: enable_boat 75@ anchor 1 
00A5: 76@ = create_car #MARQUIS at 33.6099 -1568.462 1.0 
0175: set_car 76@ Z_angle_to 284.2679 
0323: enable_boat 76@ anchor 1 
00A5: 77@ = create_car #REEFER at 44.502 -1623.984 1.0 
0175: set_car 77@ Z_angle_to 75.0 
0323: enable_boat 77@ anchor 1 
00A5: 78@ = create_car #MARQUIS at 27.4441 -1654.804 1.0 
0175: set_car 78@ Z_angle_to 60.0 
0323: enable_boat 78@ anchor 1 
00A5: 79@ = create_car #MARQUIS at 65.1404 -1664.87 1.0 
0175: set_car 79@ Z_angle_to 95.0 
0323: enable_boat 79@ anchor 1 
00A5: 80@ = create_car #REEFER at 53.4007 -1694.957 1.0 
0175: set_car 80@ Z_angle_to 231.9938 
0323: enable_boat 80@ anchor 1 
00A5: 81@ = create_car #REEFER at 33.4799 -1697.462 1.0 
0175: set_car 81@ Z_angle_to 106.8489 
0323: enable_boat 81@ anchor 1 
00A5: 82@ = create_car #MARQUIS at 57.1376 -1767.301 1.0 
0175: set_car 82@ Z_angle_to 286.5185 
0323: enable_boat 82@ anchor 1 
029B: 83@ = init_object #WATERJUMPX2 at 137.9184 -1895.06 0.9 
0177: set_object 83@ Z_angle_to 235.0 
0006: 95@ = 0 
0006: 97@ = 0 
0006: 32@ = 0 

:MANSON5_5730
0001: wait 0 ms 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_5978 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @MANSON5_5943 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0050: gosub @MANSON5_8993 
0050: gosub @MANSON5_9399 
00A0: store_actor 35@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
00D6: if 
0030:   $DISTANCE_BETWEEN_POINTS >= 240.0 
004D: jump_if_false @MANSON5_5874 
0006: 62@ = 1 
05AA: 63@s = 'MAN5_F2' // @s = 'short'  // ~r~You lost OG Loc.
0002: jump @MANSON5_13113 

:MANSON5_5874
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 820.3243 -1918.42 11.8624 cornerB 852.5646 -1894.725 13.0 
004D: jump_if_false @MANSON5_5929 
0002: jump @MANSON5_6013 

:MANSON5_5929
0050: gosub @MANSON5_11710 
0002: jump @MANSON5_5971 

:MANSON5_5943
0006: 62@ = 1 
05AA: 63@s = 'MAN5_F3' // @s = 'short'  // ~r~You killed OG Loc.
0002: jump @MANSON5_13113 

:MANSON5_5971
0002: jump @MANSON5_6006 

:MANSON5_5978
0006: 62@ = 1 
05AA: 63@s = 'MAN5_F0' // @s = 'short'  // ~r~Madd Dogg was killed.
0002: jump @MANSON5_13113 

:MANSON5_6006
0002: jump @MANSON5_5730 

:MANSON5_6013
016A: fade 0 time 0 
041E: set_radio_station 11 
03DE: set_pedestrians_density_multiplier_to 0.3 
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @MANSON5_6094 
0224: set_car 39@ health_to 2000 
04BA: set_car 39@ speed_to 0.0 
00AB: put_car 39@ at 824.9831 -1843.146 11.6654 
0175: set_car 39@ Z_angle_to 192.0245 

:MANSON5_6094
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @MANSON5_6176 
00D6: if 
060E:   car 40@ assigned_to_path 
004D: jump_if_false @MANSON5_6131 
05EC: release_car 40@ from_path 

:MANSON5_6131
04BA: set_car 40@ speed_to 0.0 
00AB: put_car 40@ at 846.0862 -1842.421 11.6367 
0175: set_car 40@ Z_angle_to 170.999 
0164: disable_marker 37@ 

:MANSON5_6176
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_6258 
00D6: if 
060E:   car 41@ assigned_to_path 
004D: jump_if_false @MANSON5_6213 
05EC: release_car 41@ from_path 

:MANSON5_6213
04BA: set_car 41@ speed_to 0.0 
00AB: put_car 41@ at 832.5709 -2045.707 11.8672 
0175: set_car 41@ Z_angle_to 180.0 
0164: disable_marker 38@ 

:MANSON5_6258
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
0006: 48@ = 0 

:MANSON5_6270
00D6: if 
001B:   8 > 48@ 
004D: jump_if_false @MANSON5_6311 
01C3: remove_references_to_car 75@(48@,8i) 
000A: 48@ += 1 
0002: jump @MANSON5_6270 

:MANSON5_6311
01C4: remove_references_to_object 83@ // This object will now disappear when the player looks away 
0249: release_model #MARQUIS 
0249: release_model #REEFER 
0249: release_model #WATERJUMPX2 
0873: release_path 700 
0873: release_path 701 
0247: load_model #KART 
07C0: load_path 702 
07C0: load_path 703 
07C0: load_path 704 
07C0: load_path 705 

:MANSON5_6366
00D6: if or
8248:   not model #KART available 
87C1:   not path 702 available 
87C1:   not path 703 available 
87C1:   not path 704 available 
87C1:   not path 705 available 
004D: jump_if_false @MANSON5_6413 
0001: wait 0 ms 
0002: jump @MANSON5_6366 

:MANSON5_6413
00A5: 42@ = create_car #KART at 832.4061 -2046.025 11.8672 
0175: set_car 42@ Z_angle_to 343.6256 
00A5: 43@ = create_car #KART at 835.5082 -2047.978 11.8672 
0175: set_car 43@ Z_angle_to 0.0 
00A5: 44@ = create_car #KART at 839.2866 -2050.322 11.8672 
0175: set_car 44@ Z_angle_to 21.8433 
0519: set_car 44@ locked 1 
0007: 103@ = 15.0 
0007: 104@ = 10.0 
0007: 102@ = 15.0 
0007: 105@ = 835.5082 
0007: 106@ = -2047.978 
0007: 107@ = 11.8672 
0050: gosub @MANSON5_10491 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_6626 
00D6: if 
860E:   not car 41@ assigned_to_path 
004D: jump_if_false @MANSON5_6626 
05EB: assign_car 41@ to_path 702 

:MANSON5_6626
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 1 time 0 
0006: 32@ = 0 

:MANSON5_6650
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @MANSON5_6687 
0001: wait 0 ms 
0050: gosub @MANSON5_10491 
0002: jump @MANSON5_6650 

:MANSON5_6687
0006: 53@ = 0 
0707: start_scene_skip_to @MANSON5_7376 
0006: 32@ = 0 

:MANSON5_6708
00D6: if 
001B:   3400 > 32@ 
004D: jump_if_false @MANSON5_6745 
0001: wait 0 ms 
0050: gosub @MANSON5_10491 
0002: jump @MANSON5_6708 

:MANSON5_6745
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @MANSON5_6791 
00AB: put_car 39@ at 827.2987 -2036.851 11.8672 
0175: set_car 39@ Z_angle_to 176.431 

:MANSON5_6791
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSON5_6834 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 828.7999 -2036.757 11.8672 
0002: jump @MANSON5_6854 

:MANSON5_6834
00A1: put_actor $PLAYER_ACTOR at 828.7999 -2036.757 11.8672 

:MANSON5_6854
0173: set_actor $PLAYER_ACTOR Z_angle_to 129.8786 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @MANSON5_6910 
00AB: put_car 40@ at 846.0646 -2039.737 11.8672 
0175: set_car 40@ Z_angle_to 162.7406 

:MANSON5_6910
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_6999 
00D6: if 
00DF:   actor 34@ driving 
004D: jump_if_false @MANSON5_6969 
0362: remove_actor 34@ from_car_and_place_at 844.8756 -2038.455 11.8672 
0002: jump @MANSON5_6989 

:MANSON5_6969
00A1: put_actor 34@ at 844.8756 -2038.455 11.8672 

:MANSON5_6989
0173: set_actor 34@ Z_angle_to 132.7607 

:MANSON5_6999
0006: 48@ = 0 

:MANSON5_7006
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @MANSON5_7081 
0001: wait 0 ms 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_7067 
00D6: if 
860E:   not car 41@ assigned_to_path 
004D: jump_if_false @MANSON5_7067 
0006: 48@ = 1 

:MANSON5_7067
0050: gosub @MANSON5_10491 
0002: jump @MANSON5_7006 

:MANSON5_7081
00D6: if and
8118:   not actor 35@ dead 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_7138 
0615: define_AS_pack_begin 49@ 
0633: AS_actor -1 exit_car 
05CB: AS_actor -1 enter_car 44@ as_driver -2 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor 35@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:MANSON5_7138
0006: 48@ = 0 

:MANSON5_7145
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @MANSON5_7228 
0001: wait 0 ms 
00D6: if and
8118:   not actor 35@ dead 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_7214 
00D6: if 
00DB:   actor 35@ in_car 44@ 
004D: jump_if_false @MANSON5_7214 
0006: 48@ = 1 

:MANSON5_7214
0050: gosub @MANSON5_10491 
0002: jump @MANSON5_7145 

:MANSON5_7228
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_7268 
00D6: if 
860E:   not car 44@ assigned_to_path 
004D: jump_if_false @MANSON5_7268 
05EB: assign_car 44@ to_path 703 

:MANSON5_7268
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @MANSON5_7294 
05CB: AS_actor $PLAYER_ACTOR enter_car 42@ as_driver -2 ms 

:MANSON5_7294
00D6: if and
8118:   not actor 34@ dead 
8119:   not car 43@ wrecked 
004D: jump_if_false @MANSON5_7325 
05CB: AS_actor 34@ enter_car 43@ as_driver -2 ms 

:MANSON5_7325
0006: 32@ = 0 

:MANSON5_7332
00D6: if 
001B:   4500 > 32@ 
004D: jump_if_false @MANSON5_7369 
0001: wait 0 ms 
0050: gosub @MANSON5_10491 
0002: jump @MANSON5_7332 

:MANSON5_7369
0006: 53@ = 1 

:MANSON5_7376
0701: end_scene_skip 
00D6: if 
0039:   53@ == 0 
004D: jump_if_false @MANSON5_7402 
016A: fade 0 time 0 

:MANSON5_7402
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @MANSON5_7481 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
004D: jump_if_false @MANSON5_7481 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSON5_7473 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 0.0 0.0 0.0 

:MANSON5_7473
036A: put_actor $PLAYER_ACTOR in_car 42@ 

:MANSON5_7481
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @MANSON5_7527 
00AB: put_car 39@ at 827.2987 -2036.851 11.8672 
0175: set_car 39@ Z_angle_to 176.431 

:MANSON5_7527
00D6: if and
8118:   not actor 34@ dead 
8119:   not car 43@ wrecked 
004D: jump_if_false @MANSON5_7611 
00D6: if 
80DB:   not actor 34@ in_car 43@ 
004D: jump_if_false @MANSON5_7611 
00D6: if 
00DF:   actor 34@ driving 
004D: jump_if_false @MANSON5_7603 
0362: remove_actor 34@ from_car_and_place_at 0.0 0.0 0.0 

:MANSON5_7603
036A: put_actor 34@ in_car 43@ 

:MANSON5_7611
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @MANSON5_7657 
00AB: put_car 40@ at 846.0646 -2039.737 11.8672 
0175: set_car 40@ Z_angle_to 162.7406 

:MANSON5_7657
00D6: if and
8118:   not actor 35@ dead 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_7748 
0519: set_car 44@ locked 0 
00D6: if 
80DB:   not actor 35@ in_car 44@ 
004D: jump_if_false @MANSON5_7748 
00D6: if 
00DF:   actor 35@ driving 
004D: jump_if_false @MANSON5_7740 
0362: remove_actor 35@ from_car_and_place_at 0.0 0.0 0.0 

:MANSON5_7740
036A: put_actor 35@ in_car 44@ 

:MANSON5_7748
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_7785 
00D6: if 
060E:   car 41@ assigned_to_path 
004D: jump_if_false @MANSON5_7785 
06C5: release_car 41@ from_path 

:MANSON5_7785
0006: 95@ = 0 
0006: 97@ = 0 
0007: 94@ = 0.0 
0006: 112@ = 0 
0006: 117@ = 0 
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_7876 
00D6: if 
060E:   car 44@ assigned_to_path 
004D: jump_if_false @MANSON5_7860 
05EC: release_car 44@ from_path 

:MANSON5_7860
05EB: assign_car 44@ to_path 704 
0186: 38@ = create_marker_above_car 44@ 

:MANSON5_7876
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @MANSON5_7931 
00D6: if 
860E:   not car 43@ assigned_to_path 
004D: jump_if_false @MANSON5_7916 
05EB: assign_car 43@ to_path 705 

:MANSON5_7916
0186: 37@ = create_marker_above_car 43@ 
07E0: set_marker 37@ type_to 1 

:MANSON5_7931
0006: 118@ = 10 
0006: 119@ = 4 
016A: fade 1 time 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BC: show_text_highpriority GXT 'MAN5_G5' time 8000 flag 1  // ~s~Chase after ~r~OG Loc~s~ don't lose him.
0006: 32@ = 0 

:MANSON5_7989
0001: wait 0 ms 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_8244 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @MANSON5_8209 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0050: gosub @MANSON5_9742 
0050: gosub @MANSON5_10148 
0050: gosub @MANSON5_10713 
0050: gosub @MANSON5_11446 
00D6: if 
0039:   54@ == 1 
004D: jump_if_false @MANSON5_8099 
0002: jump @MANSON5_8279 
0002: jump @MANSON5_8195 

:MANSON5_8099
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @MANSON5_8195 
00A0: store_actor 35@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
00D6: if 
0030:   $DISTANCE_BETWEEN_POINTS >= 130.0 
004D: jump_if_false @MANSON5_8195 
0006: 62@ = 1 
05AA: 63@s = 'MAN5_F2' // @s = 'short'  // ~r~You lost OG Loc.
0002: jump @MANSON5_13113 

:MANSON5_8195
0050: gosub @MANSON5_11710 
0002: jump @MANSON5_8237 

:MANSON5_8209
0006: 62@ = 1 
05AA: 63@s = 'MAN5_F3' // @s = 'short'  // ~r~You killed OG Loc.
0002: jump @MANSON5_13113 

:MANSON5_8237
0002: jump @MANSON5_8272 

:MANSON5_8244
0006: 62@ = 1 
05AA: 63@s = 'MAN5_F0' // @s = 'short'  // ~r~Madd Dogg was killed.
0002: jump @MANSON5_13113 

:MANSON5_8272
0002: jump @MANSON5_7989 

:MANSON5_8279
016A: fade 0 time 0 
041E: set_radio_station 11 
0164: disable_marker 37@ 
0164: disable_marker 38@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSON5_8333 
0811: 84@ = actor $PLAYER_ACTOR used_car 
04BA: set_car 84@ speed_to 0.0 

:MANSON5_8333
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_8359 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
0249: release_model #VBMYCR 

:MANSON5_8359
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @MANSON5_8401 
00D6: if 
060E:   car 43@ assigned_to_path 
004D: jump_if_false @MANSON5_8396 
05EC: release_car 43@ from_path 

:MANSON5_8396
01C3: remove_references_to_car 43@ 

:MANSON5_8401
015F: set_camera_position 1045.371 -1221.84 18.9362 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1046.241 -1221.447 18.6378 switchstyle 2 
03BA: clear_cars_from_cube_cornerA 1071.504 -1195.558 18.6451 cornerB 1044.942 -1242.477 14.9051 
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_8531 
00D6: if 
060E:   car 44@ assigned_to_path 
004D: jump_if_false @MANSON5_8531 
05EE: unfreeze_car 44@ while_on_path 
06FD: set_car 44@ speed_on_path_to 1.0 

:MANSON5_8531
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 1 time 500 

:MANSON5_8549
00D6: if 
016B:   fading 
004D: jump_if_false @MANSON5_8573 
0001: wait 0 ms 
0002: jump @MANSON5_8549 

:MANSON5_8573
0707: start_scene_skip_to @MANSON5_8669 
0006: 48@ = 0 

:MANSON5_8587
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @MANSON5_8669 
0001: wait 0 ms 
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_8655 
00D6: if 
860E:   not car 44@ assigned_to_path 
004D: jump_if_false @MANSON5_8648 
0006: 48@ = 1 

:MANSON5_8648
0002: jump @MANSON5_8662 

:MANSON5_8655
0006: 48@ = 1 

:MANSON5_8662
0002: jump @MANSON5_8587 

:MANSON5_8669
0701: end_scene_skip 
016A: fade 0 time 0 

:MANSON5_8677
00D6: if 
016B:   fading 
004D: jump_if_false @MANSON5_8701 
0001: wait 0 ms 
0002: jump @MANSON5_8677 

:MANSON5_8701
04BB: select_interior 3 
03EF: player $PLAYER_CHAR make_safe 
03AF: enable_streaming 0 
02E4: load_cutscene_data 'BHILL5B' 

:MANSON5_8725
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MANSON5_8749 
0001: wait 0 ms 
0002: jump @MANSON5_8725 

:MANSON5_8749
02E7: start_cutscene 
016A: fade 1 time 1000 

:MANSON5_8758
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MANSON5_8782 
0001: wait 0 ms 
0002: jump @MANSON5_8758 

:MANSON5_8782
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:MANSON5_8797
00D6: if 
016B:   fading 
004D: jump_if_false @MANSON5_8821 
0001: wait 0 ms 
0002: jump @MANSON5_8797 

:MANSON5_8821
04BB: select_interior 0 
03CB: set_rendering_origin_at 1180.732 -1159.114 22.8578 
04E4: refresh_game_renderer_at 1180.732 -1159.114 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSON5_8897 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1180.732 -1159.114 22.8578 
0002: jump @MANSON5_8917 

:MANSON5_8897
0972: put_actor $PLAYER_ACTOR at 1180.732 -1159.114 22.8578 no_offset 

:MANSON5_8917
0173: set_actor $PLAYER_ACTOR Z_angle_to 25.4307 
0006: 32@ = 0 

:MANSON5_8934
00D6: if 
001B:   400 > 32@ 
004D: jump_if_false @MANSON5_8964 
0001: wait 0 ms 
0002: jump @MANSON5_8934 

:MANSON5_8964
016A: fade 1 time 500 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0002: jump @MANSON5_12906 

:MANSON5_8993
00D6: if and
8119:   not car 40@ wrecked 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_9397 
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @MANSON5_9397 
00D6: if 
060E:   car 40@ assigned_to_path 
004D: jump_if_false @MANSON5_9380 
00D6: if 
00F4:   actor 34@ near_actor $PLAYER_ACTOR radius 6.0 6.0 0 in_car 
004D: jump_if_false @MANSON5_9096 
000F: 96@ -= 0.2 
0002: jump @MANSON5_9296 

:MANSON5_9096
0407: store_coords_to 85@ 86@ $TEMPVAR_FLOAT_3 from_car 40@ with_offset 0.0 4.0 0.0 
0407: store_coords_to 87@ 88@ $TEMPVAR_FLOAT_3 from_car 40@ with_offset 2.0 2.0 0.0 
0407: store_coords_to 89@ 90@ $TEMPVAR_FLOAT_3 from_car 40@ with_offset -2.0 2.0 0.0 
0509: 91@ = distance_between_XY 85@ 86@ and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0013: 91@ *= 2.0 
0509: 92@ = distance_between_XY 87@ 88@ and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0509: 93@ = distance_between_XY 89@ 90@ and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0087: 61@ = 91@ // (float) 
0063: 61@ -= 92@ // (float) 
0063: 61@ -= 93@ // (float) 
0017: 61@ /= 300.0 
0013: 61@ *= -1.0 
005B: 96@ += 61@ // (float) 

:MANSON5_9296
00D6: if 
0021:   96@ > 1.0 
004D: jump_if_false @MANSON5_9334 
0007: 96@ = 1.0 
0002: jump @MANSON5_9365 

:MANSON5_9334
00D6: if 
0023:   0.0 > 96@ 
004D: jump_if_false @MANSON5_9365 
0007: 96@ = 0.0 

:MANSON5_9365
06FD: set_car 40@ speed_on_path_to 96@ 
0002: jump @MANSON5_9397 

:MANSON5_9380
04BA: set_car 40@ speed_to 0.0 
0006: 95@ = -1 

:MANSON5_9397
0051: return 

:MANSON5_9399
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_9740 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @MANSON5_9740 
00D6: if 
060E:   car 41@ assigned_to_path 
004D: jump_if_false @MANSON5_9723 
0407: store_coords_to 85@ 86@ $TEMPVAR_FLOAT_3 from_car 41@ with_offset 0.0 -18.0 0.0 
0407: store_coords_to 87@ 88@ $TEMPVAR_FLOAT_3 from_car 41@ with_offset 2.0 -11.0 0.0 
0407: store_coords_to 89@ 90@ $TEMPVAR_FLOAT_3 from_car 41@ with_offset -2.0 -11.0 0.0 
0509: 91@ = distance_between_XY 85@ 86@ and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0013: 91@ *= 2.0 
0509: 92@ = distance_between_XY 87@ 88@ and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0509: 93@ = distance_between_XY 89@ 90@ and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0087: 61@ = 91@ // (float) 
0063: 61@ -= 92@ // (float) 
0063: 61@ -= 93@ // (float) 
0017: 61@ /= 300.0 
005B: 98@ += 61@ // (float) 
00D6: if 
0021:   98@ > 1.4 
004D: jump_if_false @MANSON5_9677 
0007: 98@ = 1.4 
0002: jump @MANSON5_9708 

:MANSON5_9677
00D6: if 
0023:   0.9 > 98@ 
004D: jump_if_false @MANSON5_9708 
0007: 98@ = 0.9 

:MANSON5_9708
06FD: set_car 41@ speed_on_path_to 98@ 
0002: jump @MANSON5_9740 

:MANSON5_9723
04BA: set_car 41@ speed_to 0.0 
0006: 97@ = -1 

:MANSON5_9740
0051: return 

:MANSON5_9742
00D6: if and
8119:   not car 43@ wrecked 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_10146 
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @MANSON5_10146 
00D6: if 
060E:   car 43@ assigned_to_path 
004D: jump_if_false @MANSON5_10129 
00D6: if 
00F4:   actor 34@ near_actor $PLAYER_ACTOR radius 6.0 6.0 0 in_car 
004D: jump_if_false @MANSON5_9845 
000F: 96@ -= 0.2 
0002: jump @MANSON5_10045 

:MANSON5_9845
0407: store_coords_to 85@ 86@ $TEMPVAR_FLOAT_3 from_car 43@ with_offset 0.0 4.0 0.0 
0407: store_coords_to 87@ 88@ $TEMPVAR_FLOAT_3 from_car 43@ with_offset 2.0 2.0 0.0 
0407: store_coords_to 89@ 90@ $TEMPVAR_FLOAT_3 from_car 43@ with_offset -2.0 2.0 0.0 
0509: 91@ = distance_between_XY 85@ 86@ and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0013: 91@ *= 2.0 
0509: 92@ = distance_between_XY 87@ 88@ and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0509: 93@ = distance_between_XY 89@ 90@ and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0087: 61@ = 91@ // (float) 
0063: 61@ -= 92@ // (float) 
0063: 61@ -= 93@ // (float) 
0017: 61@ /= 150.0 
0013: 61@ *= -1.0 
005B: 96@ += 61@ // (float) 

:MANSON5_10045
00D6: if 
0021:   96@ > 1.05 
004D: jump_if_false @MANSON5_10083 
0007: 96@ = 1.05 
0002: jump @MANSON5_10114 

:MANSON5_10083
00D6: if 
0023:   0.0 > 96@ 
004D: jump_if_false @MANSON5_10114 
0007: 96@ = 0.0 

:MANSON5_10114
06FD: set_car 43@ speed_on_path_to 96@ 
0002: jump @MANSON5_10146 

:MANSON5_10129
04BA: set_car 43@ speed_to 0.0 
0006: 95@ = -1 

:MANSON5_10146
0051: return 

:MANSON5_10148
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_10489 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @MANSON5_10489 
00D6: if 
060E:   car 44@ assigned_to_path 
004D: jump_if_false @MANSON5_10472 
0407: store_coords_to 85@ 86@ $TEMPVAR_FLOAT_3 from_car 44@ with_offset 0.0 -18.0 0.0 
0407: store_coords_to 87@ 88@ $TEMPVAR_FLOAT_3 from_car 44@ with_offset 2.0 -11.0 0.0 
0407: store_coords_to 89@ 90@ $TEMPVAR_FLOAT_3 from_car 44@ with_offset -2.0 -11.0 0.0 
0509: 91@ = distance_between_XY 85@ 86@ and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0013: 91@ *= 2.0 
0509: 92@ = distance_between_XY 87@ 88@ and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0509: 93@ = distance_between_XY 89@ 90@ and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0087: 61@ = 91@ // (float) 
0063: 61@ -= 92@ // (float) 
0063: 61@ -= 93@ // (float) 
0017: 61@ /= 300.0 
005B: 98@ += 61@ // (float) 
00D6: if 
0021:   98@ > 1.2 
004D: jump_if_false @MANSON5_10426 
0007: 98@ = 1.2 
0002: jump @MANSON5_10457 

:MANSON5_10426
00D6: if 
0023:   0.6 > 98@ 
004D: jump_if_false @MANSON5_10457 
0007: 98@ = 0.6 

:MANSON5_10457
06FD: set_car 44@ speed_on_path_to 98@ 
0002: jump @MANSON5_10489 

:MANSON5_10472
04BA: set_car 44@ speed_to 0.0 
0006: 44@ = -1 

:MANSON5_10489
0051: return 

:MANSON5_10491
0871: init_jump_table 99@ total_jumps 1 default_jump 0 @MANSON5_10592 jumps 0 @MANSON5_10554 -1 @MANSON5_10592 -1 @MANSON5_10592 -1 @MANSON5_10592 -1 @MANSON5_10592 -1 @MANSON5_10592 -1 @MANSON5_10592 

:MANSON5_10554
00D6: if 
0023:   255.0 > 103@ 
004D: jump_if_false @MANSON5_10585 
000B: 103@ += 0.35 

:MANSON5_10585
0002: jump @MANSON5_10592 

:MANSON5_10592
02F7: 110@ = cosine 103@ // (float) 
02F6: 111@ = sine 103@ // (float) 
0087: 108@ = 104@ // (float) 
006B: 108@ *= 110@ // (float) 
0087: 109@ = 104@ // (float) 
006B: 109@ *= 111@ // (float) 
0087: 100@ = 105@ // (float) 
005B: 100@ += 108@ // (float) 
0087: 101@ = 106@ // (float) 
005B: 101@ += 109@ // (float) 
015F: set_camera_position 100@ 101@ 102@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 105@ 106@ 107@ switchstyle 2 
0051: return 

:MANSON5_10713
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @MANSON5_11444 
0871: init_jump_table 112@ total_jumps 5 default_jump 0 @MANSON5_11444 jumps 0 @MANSON5_10792 1 @MANSON5_10896 2 @MANSON5_11236 3 @MANSON5_11298 4 @MANSON5_11362 -1 @MANSON5_11444 -1 @MANSON5_11444 

:MANSON5_10792
00D6: if 
00EE:   actor 35@ sphere 0 near_point 748.4916 -1812.361 radius 2.0 2.0 in_car 
004D: jump_if_false @MANSON5_10889 
00D6: if 
86BD:   not no_obstacles_between $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD and 748.4916 -1812.361 12.0297 solid 1 car 0 actor 0 object 0 particle 0 
004D: jump_if_false @MANSON5_10877 

:MANSON5_10877
0247: load_model #HOTDOG 
000A: 112@ += 1 

:MANSON5_10889
0002: jump @MANSON5_11444 

:MANSON5_10896
00D6: if 
00EE:   actor 35@ sphere 0 near_point 662.4983 -1791.844 radius 2.0 2.0 in_car 
004D: jump_if_false @MANSON5_11229 
00D6: if 
0248:   model #HOTDOG available 
004D: jump_if_false @MANSON5_11030 
00D6: if 
86BD:   not no_obstacles_between $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD and 532.9616 -1768.656 4.698 solid 1 car 0 actor 0 object 0 particle 0 
004D: jump_if_false @MANSON5_11030 
00A5: 114@ = create_car #HOTDOG at 532.9616 -1768.656 4.698 
0175: set_car 114@ Z_angle_to 270.0 

:MANSON5_11030
01E8: create_forbidden_for_cars_cube_cornerA 226.1833 -1631.007 40.0 cornerB 546.4532 -1423.991 12.0 
01E8: create_forbidden_for_cars_cube_cornerA 510.3661 -1431.656 10.0 cornerB 645.8312 -1387.312 20.0 
01E8: create_forbidden_for_cars_cube_cornerA 646.6142 -1389.016 10.0 cornerB 620.9656 -1310.468 20.0 
01E8: create_forbidden_for_cars_cube_cornerA 620.9656 -1310.468 10.0 cornerB 947.811 -1335.012 20.0 
01E8: create_forbidden_for_cars_cube_cornerA 948.2631 -1335.406 10.0 cornerB 934.2357 -1229.939 20.0 
01E8: create_forbidden_for_cars_cube_cornerA 804.0421 -1329.191 10.0 cornerB 789.3583 -1159.008 24.0 
000A: 112@ += 1 

:MANSON5_11229
0002: jump @MANSON5_11444 

:MANSON5_11236
00D6: if 
00EE:   actor 35@ sphere 0 near_point 394.1295 -1801.128 radius 2.0 2.0 in_car 
004D: jump_if_false @MANSON5_11291 
0249: release_model #HOTDOG 
01C3: remove_references_to_car 114@ 
000A: 112@ += 1 

:MANSON5_11291
0002: jump @MANSON5_11444 

:MANSON5_11298
00D6: if 
00EE:   actor 35@ sphere 0 near_point 1030.758 -1223.58 radius 2.0 2.0 in_car 
004D: jump_if_false @MANSON5_11355 
05ED: freeze_car 44@ while_on_path 
000A: 112@ += 1 
0002: jump @MANSON5_11362 

:MANSON5_11355
0002: jump @MANSON5_11444 

:MANSON5_11362
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @MANSON5_11437 
00A0: store_actor 35@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
00D6: if 
0032:   40.0 >= $DISTANCE_BETWEEN_POINTS 
004D: jump_if_false @MANSON5_11437 
0006: 54@ = 1 

:MANSON5_11437
0002: jump @MANSON5_11444 

:MANSON5_11444
0051: return 

:MANSON5_11446
0871: init_jump_table 117@ total_jumps 2 default_jump 0 @MANSON5_11708 jumps 0 @MANSON5_11509 1 @MANSON5_11570 -1 @MANSON5_11708 -1 @MANSON5_11708 -1 @MANSON5_11708 -1 @MANSON5_11708 -1 @MANSON5_11708 

:MANSON5_11509
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY 1064.547 -1218.083 
00D6: if 
0022:   250.0 > $DISTANCE_BETWEEN_POINTS 
004D: jump_if_false @MANSON5_11563 
0247: load_model #BURRITO 
000A: 117@ += 1 

:MANSON5_11563
0002: jump @MANSON5_11708 

:MANSON5_11570
00D6: if 
0248:   model #BURRITO available 
004D: jump_if_false @MANSON5_11701 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY 1064.547 -1218.083 
00D6: if 
0022:   80.0 > $DISTANCE_BETWEEN_POINTS 
004D: jump_if_false @MANSON5_11701 
00A5: 115@ = create_car #BURRITO at 1064.547 -1218.083 15.928 
0175: set_car 115@ Z_angle_to 191.9481 
00A5: 116@ = create_car #BURRITO at 1050.6 -1222.692 15.8704 
0175: set_car 116@ Z_angle_to 111.6362 
000A: 117@ += 1 

:MANSON5_11701
0002: jump @MANSON5_11708 

:MANSON5_11708
0051: return 

:MANSON5_11710
0871: init_jump_table 118@ total_jumps 12 default_jump 0 @MANSON5_12904 jumps 0 @MANSON5_11838 1 @MANSON5_11934 2 @MANSON5_11981 3 @MANSON5_12233 4 @MANSON5_12280 5 @MANSON5_12355 6 @MANSON5_12402 
0872: jump_table_jumps 7 @MANSON5_12477 8 @MANSON5_12524 9 @MANSON5_12667 10 @MANSON5_12714 11 @MANSON5_12857 -1 @MANSON5_12904 -1 @MANSON5_12904 -1 @MANSON5_12904 -1 @MANSON5_12904 

:MANSON5_11838
00D6: if 
001B:   3 > 119@ 
004D: jump_if_false @MANSON5_11920 
008A: $1276 = 120@(119@,24i) // (int) 
05A9: s$1281 = 168@(119@,24s) // s$ 
004F: create_thread @A_ALAP 2 100 144@(119@,24i)  
000A: 119@ += 1 
000A: 118@ += 1 
0002: jump @MANSON5_11934 

:MANSON5_11920
0006: 118@ = 2 
0002: jump @MANSON5_12904 

:MANSON5_11934
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @MANSON5_11974 
0006: 118@ = 0 
0004: $1285($1288,2i) = -4 

:MANSON5_11974
0002: jump @MANSON5_12904 

:MANSON5_11981
00D6: if 
0039:   69@ == 3 
004D: jump_if_false @MANSON5_12058 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -12.2064 -1117.876 radius 120.0 120.0 
004D: jump_if_false @MANSON5_12058 
000A: 118@ += 2 
0006: 119@ = 16 
0002: jump @MANSON5_12904 

:MANSON5_12058
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @MANSON5_12158 
00D6: if 
001B:   16 > 119@ 
004D: jump_if_false @MANSON5_12151 
008A: $1276 = 120@(119@,24i) // (int) 
05A9: s$1281 = 168@(119@,24s) // s$ 
004F: create_thread @A_ALAP 2 100 144@(119@,24i)  
000A: 119@ += 1 
000A: 118@ += 1 

:MANSON5_12151
0002: jump @MANSON5_12233 

:MANSON5_12158
00D6: if 
8039:   not  119@ == 3 
004D: jump_if_false @MANSON5_12226 
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @MANSON5_12201 
0004: $1285[0] = -2 

:MANSON5_12201
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @MANSON5_12226 
0004: $1285[1] = -2 

:MANSON5_12226
0002: jump @MANSON5_12904 

:MANSON5_12233
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @MANSON5_12273 
0006: 118@ = 2 
0004: $1285($1288,2i) = -4 

:MANSON5_12273
0002: jump @MANSON5_12904 

:MANSON5_12280
00D6: if 
001B:   18 > 119@ 
004D: jump_if_false @MANSON5_12355 
008A: $1276 = 120@(119@,24i) // (int) 
05A9: s$1281 = 168@(119@,24s) // s$ 
004F: create_thread @A_ALAP 2 100 144@(119@,24i)  
000A: 119@ += 1 
000A: 118@ += 1 

:MANSON5_12355
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @MANSON5_12395 
0006: 118@ = 4 
0004: $1285($1288,2i) = -4 

:MANSON5_12395
0002: jump @MANSON5_12904 

:MANSON5_12402
00D6: if 
001B:   24 > 119@ 
004D: jump_if_false @MANSON5_12477 
008A: $1276 = 120@(119@,24i) // (int) 
05A9: s$1281 = 168@(119@,24s) // s$ 
004F: create_thread @A_ALAP 2 100 144@(119@,24i)  
000A: 119@ += 1 
000A: 118@ += 1 

:MANSON5_12477
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @MANSON5_12517 
0006: 118@ = 6 
0004: $1285($1288,2i) = -4 

:MANSON5_12517
0002: jump @MANSON5_12904 

:MANSON5_12524
00D6: if 
001B:   4 > 119@ 
004D: jump_if_false @MANSON5_12667 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @MANSON5_12667 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 35@ radius 60.0 60.0 0 
004D: jump_if_false @MANSON5_12659 
008A: $1276 = 120@(119@,24i) // (int) 
05A9: s$1281 = 168@(119@,24s) // s$ 
004F: create_thread @A_ALAP 2 100 35@  
000A: 119@ += 1 
000A: 118@ += 1 
0006: 32@ = 0 
0002: jump @MANSON5_12667 

:MANSON5_12659
0006: 32@ = 7000 

:MANSON5_12667
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @MANSON5_12707 
0006: 118@ = 8 
0004: $1285($1288,2i) = -4 

:MANSON5_12707
0002: jump @MANSON5_12904 

:MANSON5_12714
00D6: if 
001B:   9 > 119@ 
004D: jump_if_false @MANSON5_12857 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @MANSON5_12857 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 35@ radius 50.0 50.0 0 
004D: jump_if_false @MANSON5_12849 
008A: $1276 = 120@(119@,24i) // (int) 
05A9: s$1281 = 168@(119@,24s) // s$ 
004F: create_thread @A_ALAP 2 100 35@  
000A: 119@ += 1 
000A: 118@ += 1 
0006: 32@ = 0 
0002: jump @MANSON5_12857 

:MANSON5_12849
0006: 32@ = 7000 

:MANSON5_12857
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @MANSON5_12897 
0006: 118@ = 10 
0004: $1285($1288,2i) = -4 

:MANSON5_12897
0002: jump @MANSON5_12904 

:MANSON5_12904
0051: return 

:MANSON5_12906
0008: $MANSION_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'MAN_5'  // Cut Throat Business
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 4 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 50 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0164: disable_marker $622 
0051: return 

:MANSON5_13113
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if 
0039:   62@ == 1 
004D: jump_if_false @MANSON5_13157 
00BC: show_text_highpriority GXT 63@s time 5000 flag 1 

:MANSON5_13157
0051: return 

:MANSON5_13159
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MANSON5_13186 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 

:MANSON5_13186
004F: create_thread @A_TERM  
03DE: set_pedestrians_density_multiplier_to 1.0 
091D: remove_forbidden_for_boats_cube_cornerA 226.1833 -1631.007 40.0 cornerB 546.4532 -1423.991 12.0 
091D: remove_forbidden_for_boats_cube_cornerA 510.3661 -1431.656 10.0 cornerB 645.8312 -1387.312 20.0 
091D: remove_forbidden_for_boats_cube_cornerA 646.6142 -1389.016 10.0 cornerB 620.9656 -1310.468 20.0 
091D: remove_forbidden_for_boats_cube_cornerA 620.9656 -1310.468 10.0 cornerB 947.811 -1335.012 20.0 
091D: remove_forbidden_for_boats_cube_cornerA 948.2631 -1335.406 10.0 cornerB 934.2357 -1229.939 20.0 
091D: remove_forbidden_for_boats_cube_cornerA 804.0421 -1329.191 10.0 cornerB 789.3583 -1159.008 24.0 
0164: disable_marker 50@ 
0164: disable_marker 37@ 
0164: disable_marker 38@ 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_13429 
06C9: remove_actor 34@ from_group 

:MANSON5_13429
034F: destroy_actor_with_fade 34@ 
034F: destroy_actor_with_fade 35@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @MANSON5_13490 
04D7: set_actor 73@ locked 0 
02AB: set_actor 73@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSON5_13490
01C3: remove_references_to_car 74@ 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MANSON5_13533 
0519: set_car 74@ locked 0 
02AC: set_car 74@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSON5_13533
01C3: remove_references_to_car 39@ 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @MANSON5_13575 
00D6: if 
060E:   car 40@ assigned_to_path 
004D: jump_if_false @MANSON5_13575 
05EC: release_car 40@ from_path 

:MANSON5_13575
01C3: remove_references_to_car 40@ 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_13617 
00D6: if 
060E:   car 41@ assigned_to_path 
004D: jump_if_false @MANSON5_13617 
05EC: release_car 41@ from_path 

:MANSON5_13617
01C3: remove_references_to_car 41@ 
01C3: remove_references_to_car 42@ 
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @MANSON5_13664 
00D6: if 
060E:   car 43@ assigned_to_path 
004D: jump_if_false @MANSON5_13664 
05EC: release_car 43@ from_path 

:MANSON5_13664
01C3: remove_references_to_car 43@ 
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_13706 
00D6: if 
060E:   car 44@ assigned_to_path 
004D: jump_if_false @MANSON5_13706 
05EC: release_car 44@ from_path 

:MANSON5_13706
01C3: remove_references_to_car 44@ 
01C3: remove_references_to_car 45@ 
01C3: remove_references_to_car 114@ 
01C3: remove_references_to_car 115@ 
01C3: remove_references_to_car 116@ 
0006: 48@ = 0 

:MANSON5_13738
00D6: if 
001B:   8 > 48@ 
004D: jump_if_false @MANSON5_13779 
01C3: remove_references_to_car 75@(48@,8i) 
000A: 48@ += 1 
0002: jump @MANSON5_13738 

:MANSON5_13779
01C4: remove_references_to_object 83@ // This object will now disappear when the player looks away 
0249: release_model #SBFYRI 
0249: release_model #BFINJECT 
0249: release_model #VORTEX 
0249: release_model #KART 
0249: release_model #NEWSVAN 
0249: release_model #MARQUIS 
0249: release_model #REEFER 
0249: release_model #HOTDOG 
0249: release_model #BURRITO 
0249: release_model #WATERJUMPX2 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 106---------------
// Originally: Beat Down on B Dup

:GROVE1
03A4: name_thread 'GROVE1' 
0050: gosub @GROVE1_608 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @GROVE1_38 
0050: gosub @GROVE1_18797 

:GROVE1_38
0050: gosub @GROVE1_18963 
004E: end_thread 

:GROVE1_47
0871: init_jump_table 96@ total_jumps 4 default_jump 0 @GROVE1_606 jumps 0 @GROVE1_110 1 @GROVE1_322 2 @GROVE1_446 3 @GROVE1_548 -1 @GROVE1_606 -1 @GROVE1_606 -1 @GROVE1_606 

:GROVE1_110
05A9: s$7956[0] = 'GRO1_FA' // s$  // ~z~What were you thinking back there, bro?
05A9: s$7956[1] = 'GRO1_FB' // s$  // ~z~I'm tired, man, I'm real tired.
05A9: s$7956[2] = 'GRO1_FC' // s$  // ~z~Tired of putting the work in and still shit don't get better.
05A9: s$7956[3] = 'GRO1_FD' // s$  // ~z~Tired of seeing my family fall apart.
05A9: s$7956[4] = 'GRO1_FE' // s$  // ~z~Sweet, man, you got more heart than that.
05A9: s$7956[5] = 'GRO1_FF' // s$  // ~z~Sure things are screwed up now, but we fittin' to turn a corner, man.
05A9: s$7956[6] = 'GRO1_FG' // s$  // ~z~The day is comin' when the Johnson family will be at the top.
05A9: s$7956[7] = 'GRO1_FH' // s$  // ~z~And it's coming real soon.
05A9: s$7956[8] = 'GRO1_FJ' // s$  // ~z~I hear you, CJ, you're there for us, I know that.
04AF: 97@ = 17432 // = constant 
04AF: 98@ = 17433 // = constant 
04AF: 99@ = 17434 // = constant 
04AF: 100@ = 17435 // = constant 
04AF: 101@ = 17436 // = constant 
04AF: 102@ = 17437 // = constant 
04AF: 103@ = 17438 // = constant 
04AF: 104@ = 17439 // = constant 
04AF: 105@ = 17440 // = constant 
0004: $DIALOG_ARRAY_SIZE = 8 
0002: jump @GROVE1_606 

:GROVE1_322
05A9: s$7956[0] = 'GRO1_JA' // s$  // ~z~Oh man, Glen Park!
05A9: s$7956[1] = 'GRO1_JB' // s$  // ~z~Heart of Kilo Trays country.
05A9: s$7956[2] = 'GRO1_JC' // s$  // ~z~Fuck it, I'm down, and that fool had it coming too long.
05A9: s$7956[3] = 'GRO1_JD' // s$  // ~z~We'll take the whole neighborhood apart!
05A9: s$7956[4] = 'GRO1_JE' // s$  // ~z~Yeah - let's roll.
04AF: 97@ = 17445 // = constant 
04AF: 98@ = 17446 // = constant 
04AF: 99@ = 17447 // = constant 
04AF: 100@ = 17448 // = constant 
04AF: 101@ = 17449 // = constant 
0004: $DIALOG_ARRAY_SIZE = 4 
0002: jump @GROVE1_606 

:GROVE1_446
05A9: s$7956[0] = 'GRO1_LA' // s$  // ~z~OK, the neighborhood's sewed up now.
05A9: s$7956[1] = 'GRO1_LB' // s$  // ~z~No sign of B Dup though, dog.
05A9: s$7956[2] = 'GRO1_LC' // s$  // ~z~Check that place over there.
05A9: s$7956[3] = 'GRO1_LD' // s$  // ~z~That's it, I know it!
04AF: 97@ = 17452 // = constant 
04AF: 98@ = 17453 // = constant 
04AF: 99@ = 17454 // = constant 
04AF: 100@ = 17455 // = constant 
0004: $DIALOG_ARRAY_SIZE = 3 
0002: jump @GROVE1_606 

:GROVE1_548
05A9: s$7956[0] = 'GRO1_KA' // s$  // ~z~Hit those Ballas hard!
05A9: s$7956[1] = 'GRO1_KB' // s$  // ~z~Johnson boys rollin' through!
04AF: 97@ = 17450 // = constant 
04AF: 98@ = 17451 // = constant 
0004: $DIALOG_ARRAY_SIZE = 1 
0002: jump @GROVE1_606 

:GROVE1_606
0051: return 

:GROVE1_608
0004: $ONMISSION = 1 
0006: 77@ = 50 
0006: 78@ = 50 
0006: 79@ = 50 
0006: 80@ = 50 
0006: 81@ = 0 
0004: $7955 = 1000 
0006: 37@ = 0 
0006: 41@ = 0 
0006: 44@ = 0 
0006: 47@ = 0 
0006: 50@ = 0 
0006: 53@ = 0 
0006: 56@ = 0 
0006: 60@ = 0 
0006: 64@ = 0 
0006: 68@ = 0 
0006: 70@ = 0 
0006: 71@ = 0 
0006: 73@ = 0 
0006: 74@ = 0 
0006: 82@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
0006: 86@ = 0 
0006: 87@ = 0 
0006: 88@ = 0 
0006: 114@ = 0 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 118@ = 0 
0006: 119@ = 0 
0006: 120@ = 0 
0006: 121@ = 0 
0006: 122@ = 0 
0006: 123@ = 0 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 130@ = 0 
0006: 131@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 134@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0317: increment_mission_attempts 
054C: use_GXT_table 'GROVE1' 
0001: wait 0 ms 
04BB: select_interior 3 
02E4: load_cutscene_data 'GROVE1A' 

:GROVE1_1005
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @GROVE1_1029 
0001: wait 0 ms 
0002: jump @GROVE1_1005 

:GROVE1_1029
02E7: start_cutscene 
016A: fade 1 time 1000 

:GROVE1_1038
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @GROVE1_1062 
0001: wait 0 ms 
0002: jump @GROVE1_1038 

:GROVE1_1062
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:GROVE1_1075
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_1099 
0001: wait 0 ms 
0002: jump @GROVE1_1075 

:GROVE1_1099
02EA: end_cutscene 
04BB: select_interior 0 
08F4: set_max_group_members 5 
0002: jump @GROVE1_1224 
018A: 39@ = create_checkpoint_at 0.0 0.0 0.0 
0615: define_AS_pack_begin 57@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 1 
0616: define_AS_pack_end 57@ 
0615: define_AS_pack_begin 61@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 1 
0616: define_AS_pack_end 61@ 
0615: define_AS_pack_begin 65@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 1 
0616: define_AS_pack_end 65@ 
0615: define_AS_pack_begin 69@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 1 
0616: define_AS_pack_end 69@ 

:GROVE1_1224
060A: create_decision_maker_type 2 store_to 34@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 35@ // decision\allowed\m_.ped files 
0709: set_decision_maker 35@ on_event 49 taskID 311 respect 0.0 hate 100.0 like 100.0 dislike 100.0 in_car 0 on_foot 1 // see *.ped files 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
0247: load_model #BALLAS3 
0247: load_model #BALLAS1 
0247: load_model #AK47 
0247: load_model #INFERNUS 
03CF: load_wav 17441 as 2 
038B: load_requested_models 

:GROVE1_1312
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #AK47 available 
8248:   not model #BALLAS3 available 
8248:   not model #BALLAS1 available 
8248:   not model #INFERNUS available 
83D0:   not wav 2 loaded 
004D: jump_if_false @GROVE1_1360 
0001: wait 0 ms 
0002: jump @GROVE1_1312 

:GROVE1_1360
00A1: put_actor $PLAYER_ACTOR at 2497.324 -1684.744 12.44 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03CB: set_rendering_origin_at 2497.324 -1684.744 12.44 
009A: 38@ = create_actor_pedtype 24 model #SPECIAL01 at 2496.633 -1684.573 12.435 
0173: set_actor 38@ Z_angle_to 0.0 
060B: set_actor 38@ decision_maker_to 65542 
0245: set_actor 38@ walk_style_to "GANG2" 
01B2: give_actor 38@ weapon 30 ammo 30000 // Load the weapon model before using this 
0568: set_actor 38@ untargetable 1 
0446: set_actor 38@ dismemberment_possible 0 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
02E2: set_actor 38@ weapon_accuracy_to 90 
0223: set_actor 38@ health_to 1000 
08AF: set_actor 38@ max_health_to 1000 
077A: set_actor 38@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
02AB: set_actor 38@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
02A3: enable_widescreen 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:GROVE1_1580
00D6: if 
816B:   not fading 
004D: jump_if_false @GROVE1_1604 
0001: wait 0 ms 
0002: jump @GROVE1_1580 

:GROVE1_1604
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_1657 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_18797 
0002: jump @GROVE1_1672 

:GROVE1_1657
02AB: set_actor 38@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:GROVE1_1672
00BC: show_text_highpriority GXT 'GM1_18' time 8000 flag 1  // ~s~Get to ~y~B Dup's~s~ house.
018A: 89@ = create_checkpoint_at 2293.032 -1795.767 12.5469 
0004: $127 = 1 
0006: 32@ = 0 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 96@ = 0 
0050: gosub @GROVE1_47 
0006: 119@ = 0 
0006: 120@ = 0 

:GROVE1_1771
00D6: if or
80FE:   not actor $PLAYER_ACTOR sphere $127 in_sphere 2293.032 -1795.767 12.5469 radius 4.0 4.0 4.0 
86EE:   not actor 38@ in_group $PLAYER_GROUP 
8039:   not  120@ == 1 
004D: jump_if_false @GROVE1_3274 
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @GROVE1_1861 
0002: jump @GROVE1_18881 

:GROVE1_1861
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_1945 
00D9: 83@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @GROVE1_1938 
00D6: if 
09D0:   car 83@ on_wheels 
004D: jump_if_false @GROVE1_1931 
0006: 120@ = 1 
0002: jump @GROVE1_1938 

:GROVE1_1931
0006: 120@ = 0 

:GROVE1_1938
0002: jump @GROVE1_2047 

:GROVE1_1945
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2293.032 -1795.767 12.5469 radius 4.0 4.0 4.0 
004D: jump_if_false @GROVE1_2040 
00D6: if 
06EE:   actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_2026 
0006: 120@ = 1 
0002: jump @GROVE1_2033 

:GROVE1_2026
0006: 120@ = 0 

:GROVE1_2033
0002: jump @GROVE1_2047 

:GROVE1_2040
0006: 120@ = 0 

:GROVE1_2047
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @GROVE1_2102 
00D6: if 
0029:   32@ >= 5000 
004D: jump_if_false @GROVE1_2102 
03D5: remove_text 'GM1_18'  // ~s~Get to ~y~B Dup's~s~ house.
0006: 114@ = 1 

:GROVE1_2102
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @GROVE1_2420 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2364 
00D6: if 
06EE:   actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_2254 
00D6: if 
0104:   actor 38@ near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @GROVE1_2247 
00D6: if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor 38@ on_foot 
004D: jump_if_false @GROVE1_2219 
0050: gosub @GROVE1_19481 

:GROVE1_2219
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor 38@ driving 
004D: jump_if_false @GROVE1_2247 
0050: gosub @GROVE1_19481 

:GROVE1_2247
0002: jump @GROVE1_2357 

:GROVE1_2254
040D: unload_wav 1 
03D5: remove_text 'GRO1_FA'  // ~z~What were you thinking back there, bro?
03D5: remove_text 'GRO1_FB'  // ~z~I'm tired, man, I'm real tired.
03D5: remove_text 'GRO1_FC'  // ~z~Tired of putting the work in and still shit don't get better.
03D5: remove_text 'GRO1_FD'  // ~z~Tired of seeing my family fall apart.
03D5: remove_text 'GRO1_FE'  // ~z~Sweet, man, you got more heart than that.
03D5: remove_text 'GRO1_FF'  // ~z~Sure things are screwed up now, but we fittin' to turn a corner, man.
03D5: remove_text 'GRO1_FG'  // ~z~The day is comin' when the Johnson family will be at the top.
03D5: remove_text 'GRO1_FH'  // ~z~And it's coming real soon.
03D5: remove_text 'GRO1_FJ'  // ~z~I hear you, CJ, you're there for us, I know that.

:GROVE1_2357
0002: jump @GROVE1_2420 

:GROVE1_2364
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_2413 
0164: disable_marker 39@ 

:GROVE1_2413
0002: jump @GROVE1_18797 

:GROVE1_2420
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_2489 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_2475 
0164: disable_marker 39@ 

:GROVE1_2475
0002: jump @GROVE1_18797 
0002: jump @GROVE1_3267 

:GROVE1_2489
0226: $7955 = actor 38@ health 
0014: $7955 /= 10 
00D6: if 
0039:   117@ == 1 
004D: jump_if_false @GROVE1_2555 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_2555 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0006: 117@ = 0 

:GROVE1_2555
00D6: if and
86EE:   not actor 38@ in_group $PLAYER_GROUP 
0039:   37@ == 0 
004D: jump_if_false @GROVE1_2638 
0164: disable_marker 89@ 
0187: 39@ = create_marker_above_actor 38@ 
07E0: set_marker 39@ type_to 1 
00BC: show_text_highpriority GXT 'GM1_2' time 8000 flag 1  // ~s~You have left ~b~Sweet~s~ behind go get him.
0004: $127 = 0 
0006: 73@ = 0 
0006: 37@ = 1 

:GROVE1_2638
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_3267 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 38@ radius 8.0 8.0 0 
004D: jump_if_false @GROVE1_3267 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @GROVE1_3106 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_3029 
00D9: 83@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01EA: 84@ = car 83@ max_passengers 
01E9: 85@ = car 83@ num_passengers 
0085: 86@ = 84@ // (int) 
0062: 86@ -= 85@ // (int) 
00D6: if 
0029:   86@ >= 1 
004D: jump_if_false @GROVE1_2861 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
018A: 89@ = create_checkpoint_at 2293.032 -1795.767 12.5469 
00BC: show_text_highpriority GXT 'GM1_18' time 8000 flag 1  // ~s~Get to ~y~B Dup's~s~ house.
0004: $127 = 1 
0006: 87@ = 0 
0006: 37@ = 0 
0002: jump @GROVE1_3022 

:GROVE1_2861
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @GROVE1_2959 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_2931 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Dude, get a grip, we can't take that!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_2931
0006: 119@ = 1 
0006: 117@ = 1 
0006: 87@ = 1 
0002: jump @GROVE1_3022 

:GROVE1_2959
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @GROVE1_3022 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_3022 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0A09: set_actor 38@ muted 0 // versionB 
0006: 119@ = 0 

:GROVE1_3022
0002: jump @GROVE1_3099 

:GROVE1_3029
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
018A: 89@ = create_checkpoint_at 2293.032 -1795.767 12.5469 
00BC: show_text_highpriority GXT 'GM1_18' time 8000 flag 1  // ~s~Get to ~y~B Dup's~s~ house.
0004: $127 = 1 
0006: 37@ = 0 

:GROVE1_3099
0002: jump @GROVE1_3267 

:GROVE1_3106
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @GROVE1_3204 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_3176 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Dude, get a grip, we can't take that!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_3176
0006: 119@ = 1 
0006: 117@ = 1 
0006: 73@ = 1 
0002: jump @GROVE1_3267 

:GROVE1_3204
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @GROVE1_3267 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_3267 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0A09: set_actor 38@ muted 0 // versionB 
0006: 119@ = 0 

:GROVE1_3267
0002: jump @GROVE1_1771 

:GROVE1_3274
040D: unload_wav 1 
00BE: text_clear_all 
0164: disable_marker 89@ 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_3344 
02AB: set_actor 38@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0002: jump @GROVE1_3367 

:GROVE1_3344
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_18797 

:GROVE1_3367
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:GROVE1_3382
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_3445 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_3438 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_18797 

:GROVE1_3438
0002: jump @GROVE1_3382 

:GROVE1_3445
08F5: save_player_group 
0395: clear_area 1 at 2294.323 -1797.048 12.586 radius 7.0 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_3548 
0395: clear_area 1 at 2294.323 -1797.048 12.586 radius 3.0 
00A1: put_actor $PLAYER_ACTOR at 2294.323 -1797.048 12.586 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0002: jump @GROVE1_3652 

:GROVE1_3548
00D9: 90@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2294.323 -1797.048 12.586 

:GROVE1_3576
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_3642 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_3635 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_18797 

:GROVE1_3635
0002: jump @GROVE1_3576 

:GROVE1_3642
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 

:GROVE1_3652
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_3861 
00D6: if 
80DF:   not actor 38@ driving 
004D: jump_if_false @GROVE1_3750 
0395: clear_area 1 at 2294.323 -1794.911 12.586 radius 3.0 
0792: disembark_instantly_actor 38@ 
00A1: put_actor 38@ at 2294.323 -1794.911 12.586 
0173: set_actor 38@ Z_angle_to 270.0 
0002: jump @GROVE1_3854 

:GROVE1_3750
00D9: 90@ = actor 38@ car // add to mission cleanup 
0362: remove_actor 38@ from_car_and_place_at 2294.323 -1794.911 12.586 

:GROVE1_3778
00D6: if 
00DF:   actor 38@ driving 
004D: jump_if_false @GROVE1_3844 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_3837 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_18797 

:GROVE1_3837
0002: jump @GROVE1_3778 

:GROVE1_3844
0173: set_actor 38@ Z_angle_to 270.0 

:GROVE1_3854
0002: jump @GROVE1_3884 

:GROVE1_3861
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_18797 

:GROVE1_3884
0395: clear_area 1 at 2294.323 -1797.048 12.586 radius 6.0 
00D6: if 
056E:   car 90@ defined 
004D: jump_if_false @GROVE1_3994 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @GROVE1_3994 
0395: clear_area 0 at 2299.243 -1784.565 12.591 radius 3.0 
00AB: put_car 90@ at 2299.243 -1784.565 12.591 
0175: set_car 90@ Z_angle_to 0.0 

:GROVE1_3994
03EF: player $PLAYER_CHAR make_safe 
04BB: select_interior 3 
02E4: load_cutscene_data 'GROVE1B' 

:GROVE1_4014
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @GROVE1_4038 
0001: wait 0 ms 
0002: jump @GROVE1_4014 

:GROVE1_4038
02E7: start_cutscene 
016A: fade 1 time 1000 

:GROVE1_4047
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @GROVE1_4071 
0001: wait 0 ms 
0002: jump @GROVE1_4047 

:GROVE1_4071
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:GROVE1_4084
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_4108 
0001: wait 0 ms 
0002: jump @GROVE1_4084 

:GROVE1_4108
02EA: end_cutscene 
04BB: select_interior 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08F6: restore_player_group 
03CB: set_rendering_origin_at 2294.323 -1797.048 12.586 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1500 

:GROVE1_4156
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_4180 
0001: wait 0 ms 
0002: jump @GROVE1_4156 

:GROVE1_4180
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_4218 
02AB: set_actor 38@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0002: jump @GROVE1_4241 

:GROVE1_4218
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_18797 

:GROVE1_4241
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
00BC: show_text_highpriority GXT 'GM1_1' time 5000 flag 1  // ~s~Go to ~y~Glen Park~s~.
02A8: 40@ = create_marker 62 at 1988.316 -1199.675 19.135 
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN1' gang 1 density_to 0 
076D: get_zone 'GLN1' gang 2 density_to 91@ 
076D: get_zone 'GLN1' gang 7 density_to 92@ 
076C: set_zone 'GLN1' gang 2 density_to 0 
076C: set_zone 'GLN1' gang 7 density_to 0 
090C: highlight_inactive_gang_zone 'GLN1' as_available_for_gangwars 
03C7: set_sensitivity_to_crime 0.5 
0879: enable_gang_wars 1 
08A3: update_respect_while_on_mission 1 
0006: 33@ = 0 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 96@ = 1 
0050: gosub @GROVE1_47 
0006: 119@ = 0 

:GROVE1_4467
00D6: if or
8039:   not  81@ == 1 
86EE:   not actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_5650 
0001: wait 0 ms 
00D6: if 
0039:   115@ == 0 
004D: jump_if_false @GROVE1_4552 
00D6: if 
0029:   33@ >= 5000 
004D: jump_if_false @GROVE1_4552 
03D5: remove_text 'GM1_1'  // ~s~Go to ~y~Glen Park~s~.
0006: 115@ = 1 

:GROVE1_4552
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @GROVE1_4827 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_4770 
00D6: if 
06EE:   actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_4704 
00D6: if 
0104:   actor 38@ near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @GROVE1_4697 
00D6: if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor 38@ on_foot 
004D: jump_if_false @GROVE1_4669 
0050: gosub @GROVE1_19481 

:GROVE1_4669
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor 38@ driving 
004D: jump_if_false @GROVE1_4697 
0050: gosub @GROVE1_19481 

:GROVE1_4697
0002: jump @GROVE1_4763 

:GROVE1_4704
040D: unload_wav 1 
03D5: remove_text 'GRO1_JA'  // ~z~Oh man, Glen Park!
03D5: remove_text 'GRO1_JB'  // ~z~Heart of Kilo Trays country.
03D5: remove_text 'GRO1_JC'  // ~z~Fuck it, I'm down, and that fool had it coming too long.
03D5: remove_text 'GRO1_JD'  // ~z~We'll take the whole neighborhood apart!
03D5: remove_text 'GRO1_JE'  // ~z~Yeah - let's roll.

:GROVE1_4763
0002: jump @GROVE1_4827 

:GROVE1_4770
040D: unload_wav 1 
00BE: text_clear_all 
0164: disable_marker 40@ 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_4820 
0164: disable_marker 39@ 

:GROVE1_4820
0002: jump @GROVE1_18797 

:GROVE1_4827
00D6: if 
0583:   player $PLAYER_CHAR in_zone 'GLN1' 
004D: jump_if_false @GROVE1_4866 
0006: 81@ = 1 
0002: jump @GROVE1_4873 

:GROVE1_4866
0006: 81@ = 0 

:GROVE1_4873
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_4942 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_4928 
0164: disable_marker 39@ 

:GROVE1_4928
0002: jump @GROVE1_18797 
0002: jump @GROVE1_5643 

:GROVE1_4942
0226: $7955 = actor 38@ health 
0014: $7955 /= 10 
00D6: if 
0039:   117@ == 1 
004D: jump_if_false @GROVE1_5008 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_5008 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0006: 117@ = 0 

:GROVE1_5008
00D6: if and
86EE:   not actor 38@ in_group $PLAYER_GROUP 
0039:   37@ == 0 
004D: jump_if_false @GROVE1_5086 
0187: 39@ = create_marker_above_actor 38@ 
07E0: set_marker 39@ type_to 1 
00BC: show_text_highpriority GXT 'GM1_2' time 8000 flag 1  // ~s~You have left ~b~Sweet~s~ behind go get him.
0004: $127 = 0 
0006: 73@ = 0 
0006: 37@ = 1 

:GROVE1_5086
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_5643 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 38@ radius 8.0 8.0 0 
004D: jump_if_false @GROVE1_5643 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @GROVE1_5482 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_5441 
00D9: 83@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01EA: 84@ = car 83@ max_passengers 
01E9: 85@ = car 83@ num_passengers 
0085: 86@ = 84@ // (int) 
0062: 86@ -= 85@ // (int) 
00D6: if 
0029:   86@ >= 1 
004D: jump_if_false @GROVE1_5273 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
0004: $127 = 1 
0006: 87@ = 0 
0006: 37@ = 0 
0002: jump @GROVE1_5434 

:GROVE1_5273
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @GROVE1_5371 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_5343 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Dude, get a grip, we can't take that!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_5343
0006: 119@ = 1 
0006: 117@ = 1 
0006: 87@ = 1 
0002: jump @GROVE1_5434 

:GROVE1_5371
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @GROVE1_5434 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_5434 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0A09: set_actor 38@ muted 0 // versionB 
0006: 119@ = 0 

:GROVE1_5434
0002: jump @GROVE1_5475 

:GROVE1_5441
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
0004: $127 = 1 
0006: 37@ = 0 

:GROVE1_5475
0002: jump @GROVE1_5643 

:GROVE1_5482
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @GROVE1_5580 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_5552 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Dude, get a grip, we can't take that!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_5552
0006: 119@ = 1 
0006: 117@ = 1 
0006: 73@ = 1 
0002: jump @GROVE1_5643 

:GROVE1_5580
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @GROVE1_5643 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_5643 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0A09: set_actor 38@ muted 0 // versionB 
0006: 119@ = 0 

:GROVE1_5643
0002: jump @GROVE1_4467 

:GROVE1_5650
00BC: show_text_highpriority GXT 'GM1_3' time 8000 flag 1  // ~s~Attack the Ballas and take over their territory.
0006: 33@ = 0 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 96@ = 3 
0050: gosub @GROVE1_47 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_5739 
0226: $7955 = actor 38@ health 
0002: jump @GROVE1_5796 

:GROVE1_5739
040D: unload_wav 1 
00BE: text_clear_all 
0164: disable_marker 40@ 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_5789 
0164: disable_marker 39@ 

:GROVE1_5789
0002: jump @GROVE1_18797 

:GROVE1_5796
0014: $7955 /= 10 
03C4: set_status_text $7955 type 1 GXT 'GM1_7' // global_variable  // SWEET
0006: 119@ = 0 

:GROVE1_5826
00D6: if or
8039:   not  82@ == 1 
86EE:   not actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_7131 
0001: wait 0 ms 
00D6: if 
0039:   116@ == 0 
004D: jump_if_false @GROVE1_5911 
00D6: if 
0029:   33@ >= 5000 
004D: jump_if_false @GROVE1_5911 
03D5: remove_text 'GM1_3'  // ~s~Attack the Ballas and take over their territory.
0006: 116@ = 1 

:GROVE1_5911
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @GROVE1_6153 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_6096 
00D6: if 
06EE:   actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_6063 
00D6: if 
0104:   actor 38@ near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @GROVE1_6056 
00D6: if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor 38@ on_foot 
004D: jump_if_false @GROVE1_6028 
0050: gosub @GROVE1_19481 

:GROVE1_6028
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor 38@ driving 
004D: jump_if_false @GROVE1_6056 
0050: gosub @GROVE1_19481 

:GROVE1_6056
0002: jump @GROVE1_6089 

:GROVE1_6063
040D: unload_wav 1 
03D5: remove_text 'GRO1_KA'  // ~z~Hit those Ballas hard!
03D5: remove_text 'GRO1_KB'  // ~z~Johnson boys rollin' through!

:GROVE1_6089
0002: jump @GROVE1_6153 

:GROVE1_6096
040D: unload_wav 1 
00BE: text_clear_all 
0164: disable_marker 40@ 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_6146 
0164: disable_marker 39@ 

:GROVE1_6146
0002: jump @GROVE1_18797 

:GROVE1_6153
076D: get_zone 'GLN1' gang 0 density_to 77@ 
076D: get_zone 'GLN1' gang 1 density_to 118@ 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_6254 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_6240 
0164: disable_marker 39@ 

:GROVE1_6240
0002: jump @GROVE1_18797 
0002: jump @GROVE1_6955 

:GROVE1_6254
0226: $7955 = actor 38@ health 
0014: $7955 /= 10 
00D6: if 
0039:   117@ == 1 
004D: jump_if_false @GROVE1_6320 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_6320 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0006: 117@ = 0 

:GROVE1_6320
00D6: if and
86EE:   not actor 38@ in_group $PLAYER_GROUP 
0039:   37@ == 0 
004D: jump_if_false @GROVE1_6398 
0187: 39@ = create_marker_above_actor 38@ 
07E0: set_marker 39@ type_to 1 
00BC: show_text_highpriority GXT 'GM1_2' time 8000 flag 1  // ~s~You have left ~b~Sweet~s~ behind go get him.
0004: $127 = 0 
0006: 73@ = 0 
0006: 37@ = 1 

:GROVE1_6398
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_6955 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 38@ radius 8.0 8.0 0 
004D: jump_if_false @GROVE1_6955 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @GROVE1_6794 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_6753 
00D9: 83@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01EA: 84@ = car 83@ max_passengers 
01E9: 85@ = car 83@ num_passengers 
0085: 86@ = 84@ // (int) 
0062: 86@ -= 85@ // (int) 
00D6: if 
0029:   86@ >= 1 
004D: jump_if_false @GROVE1_6585 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
0004: $127 = 1 
0006: 87@ = 0 
0006: 37@ = 0 
0002: jump @GROVE1_6746 

:GROVE1_6585
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @GROVE1_6683 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_6655 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Dude, get a grip, we can't take that!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_6655
0006: 119@ = 1 
0006: 117@ = 1 
0006: 87@ = 1 
0002: jump @GROVE1_6746 

:GROVE1_6683
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @GROVE1_6746 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_6746 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0A09: set_actor 38@ muted 0 // versionB 
0006: 119@ = 0 

:GROVE1_6746
0002: jump @GROVE1_6787 

:GROVE1_6753
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
0004: $127 = 1 
0006: 37@ = 0 

:GROVE1_6787
0002: jump @GROVE1_6955 

:GROVE1_6794
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @GROVE1_6892 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_6864 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Dude, get a grip, we can't take that!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_6864
0006: 119@ = 1 
0006: 117@ = 1 
0006: 73@ = 1 
0002: jump @GROVE1_6955 

:GROVE1_6892
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @GROVE1_6955 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_6955 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0A09: set_actor 38@ muted 0 // versionB 
0006: 119@ = 0 

:GROVE1_6955
00D6: if 
0039:   77@ == 0 
004D: jump_if_false @GROVE1_6980 
0006: 82@ = 1 

:GROVE1_6980
00D6: if 
0583:   player $PLAYER_CHAR in_zone 'GLN1' 
004D: jump_if_false @GROVE1_7019 
0006: 81@ = 1 
0002: jump @GROVE1_7124 

:GROVE1_7019
00D6: if 
887A:   not gang_war_in_progress 
004D: jump_if_false @GROVE1_7117 
00D6: if 
06EE:   actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_7110 
00D6: if 
0039:   118@ == 0 
004D: jump_if_false @GROVE1_7110 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @GROVE1_7110 
00BC: show_text_highpriority GXT 'GM1_16' time 8000 flag 1  // ~s~Get back to ~y~Glen Park~s~ and take over the ~y~territory~s~!
0006: 88@ = 1 

:GROVE1_7110
0002: jump @GROVE1_7124 

:GROVE1_7117
0006: 88@ = 0 

:GROVE1_7124
0002: jump @GROVE1_5826 

:GROVE1_7131
0164: disable_marker 40@ 
03D5: remove_text 'GM1_16'  // ~s~Get back to ~y~Glen Park~s~ and take over the ~y~territory~s~!
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
03D5: remove_text 'GM1_2'  // ~s~You have left ~b~Sweet~s~ behind go get him.
03D5: remove_text 'GM1_4'  // ~r~Sweet's dead!
03D5: remove_text 'GM1_3'  // ~s~Attack the Ballas and take over their territory.
08A3: update_respect_while_on_mission 0 
0001: wait 5000 ms 
0050: gosub @ENTEXT_63 

:GROVE1_7207
00D6: if 
8038:   not  $38 == 1 
004D: jump_if_false @GROVE1_7287 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_7273 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0164: disable_marker 39@ 
0002: jump @GROVE1_18797 

:GROVE1_7273
0050: gosub @ENTEXT_63 
0002: jump @GROVE1_7207 

:GROVE1_7287
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_7346 
02AB: set_actor 38@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0002: jump @GROVE1_7369 

:GROVE1_7346
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_18797 

:GROVE1_7369
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:GROVE1_7384
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_7408 
0001: wait 0 ms 
0002: jump @GROVE1_7384 

:GROVE1_7408
08F5: save_player_group 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_7504 
03CB: set_rendering_origin_at 2038.184 -1143.772 23.455 
0395: clear_area 1 at 2038.184 -1143.772 23.455 radius 3.0 
00A1: put_actor $PLAYER_ACTOR at 2038.184 -1143.772 23.455 
0173: set_actor $PLAYER_ACTOR Z_angle_to 56.5 
0002: jump @GROVE1_7601 

:GROVE1_7504
00D9: 90@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2038.184 -1143.772 23.455 

:GROVE1_7532
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_7591 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_7568 

:GROVE1_7568
00D6: if 
0119:   car 90@ wrecked 
004D: jump_if_false @GROVE1_7584 

:GROVE1_7584
0002: jump @GROVE1_7532 

:GROVE1_7591
0173: set_actor $PLAYER_ACTOR Z_angle_to 56.5 

:GROVE1_7601
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_7791 
00D6: if 
80DF:   not actor 38@ driving 
004D: jump_if_false @GROVE1_7694 
0395: clear_area 1 at 2037.048 -1144.896 23.487 radius 3.0 
00A1: put_actor $PLAYER_ACTOR at 2037.048 -1144.896 23.487 
0173: set_actor 38@ Z_angle_to 56.5 
0002: jump @GROVE1_7791 

:GROVE1_7694
00D9: 90@ = actor 38@ car // add to mission cleanup 
0362: remove_actor 38@ from_car_and_place_at 2037.048 -1144.896 23.487 

:GROVE1_7722
00D6: if 
00DF:   actor 38@ driving 
004D: jump_if_false @GROVE1_7781 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_7758 

:GROVE1_7758
00D6: if 
0119:   car 90@ wrecked 
004D: jump_if_false @GROVE1_7774 

:GROVE1_7774
0002: jump @GROVE1_7722 

:GROVE1_7781
0173: set_actor 38@ Z_angle_to 56.5 

:GROVE1_7791
0395: clear_area 1 at 2038.184 -1143.772 23.455 radius 6.0 
02A3: enable_widescreen 1 
0395: clear_area 1 at 2006.356 -1125.663 25.6347 radius 1.0 
015F: set_camera_position 2006.356 -1125.663 25.6347 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2005.666 -1124.966 25.8323 switchstyle 2 
0395: clear_area 0 at 1992.437 -1120.185 25.813 radius 4.0 
00A5: 76@ = create_car #INFERNUS at 1992.437 -1120.185 25.813 
0175: set_car 76@ Z_angle_to 260.0 
020A: set_car 76@ door_status_to 2 
04E4: refresh_game_renderer_at 1994.668 -1119.022 
0A0B: set_rendering_origin_at_3D_coord 1994.668 -1119.022 25.813 angle 56.5 
0395: clear_area 0 at 1994.668 -1119.022 25.813 radius 2.0 
009A: 42@ = create_actor_pedtype 25 model #BALLAS1 at 1994.668 -1119.022 25.813 
01B2: give_actor 42@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 42@ Z_angle_to 207.71 
060B: set_actor 42@ decision_maker_to 35@ 
0605: actor 42@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0350: set_actor 42@ maintain_position_when_attacked 1 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 
0770: set_actor 42@ target_priority 1 
077A: set_actor 42@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 42@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0395: clear_area 0 at 2005.848 -1116.5 26.179 radius 2.0 
009A: 45@ = create_actor_pedtype 25 model #BALLAS3 at 2005.848 -1116.5 26.179 
01B2: give_actor 45@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 45@ Z_angle_to 185.395 
060B: set_actor 45@ decision_maker_to 35@ 
0605: actor 45@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0350: set_actor 45@ maintain_position_when_attacked 1 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 
0770: set_actor 45@ target_priority 1 
077A: set_actor 45@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 45@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0395: clear_area 0 at 2002.672 -1116.134 26.172 radius 2.0 
009A: 48@ = create_actor_pedtype 25 model #BALLAS1 at 2002.672 -1116.134 26.172 
01B2: give_actor 48@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 48@ Z_angle_to 200.691 
060B: set_actor 48@ decision_maker_to 35@ 
0605: actor 48@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0350: set_actor 48@ maintain_position_when_attacked 1 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 
0770: set_actor 48@ target_priority 1 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0395: clear_area 0 at 1988.934 -1120.135 25.813 radius 2.0 
009A: 51@ = create_actor_pedtype 25 model #BALLAS3 at 1988.934 -1120.135 25.813 
01B2: give_actor 51@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 51@ Z_angle_to 220.163 
060B: set_actor 51@ decision_maker_to 35@ 
0350: set_actor 51@ maintain_position_when_attacked 1 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 
0770: set_actor 51@ target_priority 1 
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0605: actor 48@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0395: clear_area 0 at 1994.062 -1115.618 25.813 radius 2.0 
009A: 54@ = create_actor_pedtype 25 model #BALLAS3 at 1994.062 -1115.618 25.813 
01B2: give_actor 54@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 54@ Z_angle_to 235.0 
060B: set_actor 54@ decision_maker_to 34@ 
0350: set_actor 54@ maintain_position_when_attacked 1 
0770: set_actor 54@ target_priority 1 
077A: set_actor 54@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 54@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0395: clear_area 0 at 1997.48 -1114.998 25.813 radius 2.0 
009A: 58@ = create_actor_pedtype 25 model #BALLAS1 at 1997.48 -1118.998 25.813 
01B2: give_actor 58@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 58@ Z_angle_to 176.0 
060B: set_actor 58@ decision_maker_to 34@ 
0350: set_actor 58@ maintain_position_when_attacked 1 
0770: set_actor 58@ target_priority 1 
077A: set_actor 58@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 58@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0395: clear_area 0 at 2008.344 -1113.057 25.584 radius 2.0 
009A: 62@ = create_actor_pedtype 25 model #BALLAS3 at 2008.344 -1113.057 25.584 
01B2: give_actor 62@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 62@ Z_angle_to 177.195 
060B: set_actor 62@ decision_maker_to 34@ 
0350: set_actor 62@ maintain_position_when_attacked 1 
0770: set_actor 62@ target_priority 1 
077A: set_actor 62@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 62@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0395: clear_area 0 at 2014.768 -1111.447 25.235 radius 2.0 
009A: 66@ = create_actor_pedtype 25 model #BALLAS1 at 2014.768 -1111.447 25.235 
01B2: give_actor 66@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 66@ Z_angle_to 164.89 
060B: set_actor 66@ decision_maker_to 34@ 
0770: set_actor 66@ target_priority 1 
077A: set_actor 66@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 66@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 2000 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 96@ = 2 
0050: gosub @GROVE1_47 
0050: gosub @GROVE1_19481 

:GROVE1_9098
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_9122 
0001: wait 0 ms 
0002: jump @GROVE1_9098 

:GROVE1_9122
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_9152 
0050: gosub @GROVE1_19481 
0002: jump @GROVE1_9213 

:GROVE1_9152
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0164: disable_marker 40@ 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_9206 
0164: disable_marker 39@ 

:GROVE1_9206
0002: jump @GROVE1_18797 

:GROVE1_9213
0707: start_scene_skip_to @GROVE1_9390 

:GROVE1_9220
00D6: if 
8039:   not  93@ == 3 
004D: jump_if_false @GROVE1_9390 
0001: wait 0 ms 
0050: gosub @GROVE1_20521 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_9279 
0050: gosub @GROVE1_19481 
0002: jump @GROVE1_9340 

:GROVE1_9279
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0164: disable_marker 40@ 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_9333 
0164: disable_marker 39@ 

:GROVE1_9333
0002: jump @GROVE1_18797 

:GROVE1_9340
00D6: if 
0019:   93@ > 0 
004D: jump_if_false @GROVE1_9383 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @GROVE1_9383 
0050: gosub @GROVE1_19156 

:GROVE1_9383
0002: jump @GROVE1_9220 

:GROVE1_9390
0701: end_scene_skip 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:GROVE1_9417
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_9441 
0001: wait 0 ms 
0002: jump @GROVE1_9417 

:GROVE1_9441
08F6: restore_player_group 
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @GROVE1_9511 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @GROVE1_9492 
0187: 43@ = create_marker_above_actor 42@ 
0002: jump @GROVE1_9511 

:GROVE1_9492
0164: disable_marker 43@ 
000A: 41@ += 1 
0006: 44@ = 1 

:GROVE1_9511
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @GROVE1_9579 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @GROVE1_9560 
0187: 46@ = create_marker_above_actor 45@ 
0002: jump @GROVE1_9579 

:GROVE1_9560
0164: disable_marker 46@ 
000A: 41@ += 1 
0006: 47@ = 1 

:GROVE1_9579
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @GROVE1_9647 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @GROVE1_9628 
0187: 49@ = create_marker_above_actor 48@ 
0002: jump @GROVE1_9647 

:GROVE1_9628
0164: disable_marker 49@ 
000A: 41@ += 1 
0006: 50@ = 1 

:GROVE1_9647
00D6: if 
0039:   53@ == 0 
004D: jump_if_false @GROVE1_9715 
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @GROVE1_9696 
0187: 52@ = create_marker_above_actor 51@ 
0002: jump @GROVE1_9715 

:GROVE1_9696
0164: disable_marker 52@ 
000A: 41@ += 1 
0006: 53@ = 1 

:GROVE1_9715
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @GROVE1_9783 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @GROVE1_9764 
0187: 55@ = create_marker_above_actor 54@ 
0002: jump @GROVE1_9783 

:GROVE1_9764
0164: disable_marker 55@ 
000A: 41@ += 1 
0006: 56@ = 1 

:GROVE1_9783
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @GROVE1_9851 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @GROVE1_9832 
0187: 59@ = create_marker_above_actor 58@ 
0002: jump @GROVE1_9851 

:GROVE1_9832
0164: disable_marker 59@ 
000A: 41@ += 1 
0006: 60@ = 1 

:GROVE1_9851
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @GROVE1_9919 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @GROVE1_9900 
0187: 63@ = create_marker_above_actor 62@ 
0002: jump @GROVE1_9919 

:GROVE1_9900
0164: disable_marker 63@ 
000A: 41@ += 1 
0006: 64@ = 1 

:GROVE1_9919
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @GROVE1_9987 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @GROVE1_9968 
0187: 67@ = create_marker_above_actor 66@ 
0002: jump @GROVE1_9987 

:GROVE1_9968
0164: disable_marker 67@ 
000A: 41@ += 1 
0006: 68@ = 1 

:GROVE1_9987
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:GROVE1_10010
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_10034 
0001: wait 0 ms 
0002: jump @GROVE1_10010 

:GROVE1_10034
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_10093 
02AB: set_actor 38@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0002: jump @GROVE1_10116 

:GROVE1_10093
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_18797 

:GROVE1_10116
00BC: show_text_highpriority GXT 'GM1_9' time 8000 flag 1  // ~s~Kill B Dup's ~r~Guards~s~!
0006: 119@ = 0 

:GROVE1_10139
00D6: if or
8039:   not  41@ == 8 
86EE:   not actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_14451 
0001: wait 0 ms 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_10252 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_10238 
0164: disable_marker 39@ 

:GROVE1_10238
0002: jump @GROVE1_18797 
0002: jump @GROVE1_11505 

:GROVE1_10252
0226: $7955 = actor 38@ health 
0014: $7955 /= 10 
00D6: if 
0039:   117@ == 1 
004D: jump_if_false @GROVE1_10318 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_10318 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0006: 117@ = 0 

:GROVE1_10318
00D6: if and
86EE:   not actor 38@ in_group $PLAYER_GROUP 
0039:   37@ == 0 
004D: jump_if_false @GROVE1_10564 
0187: 39@ = create_marker_above_actor 38@ 
07E0: set_marker 39@ type_to 1 
00BC: show_text_highpriority GXT 'GM1_2' time 8000 flag 1  // ~s~You have left ~b~Sweet~s~ behind go get him.
0004: $127 = 0 
0006: 73@ = 0 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @GROVE1_10410 
0164: disable_marker 43@ 

:GROVE1_10410
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @GROVE1_10431 
0164: disable_marker 46@ 

:GROVE1_10431
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @GROVE1_10452 
0164: disable_marker 49@ 

:GROVE1_10452
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @GROVE1_10473 
0164: disable_marker 52@ 

:GROVE1_10473
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @GROVE1_10494 
0164: disable_marker 55@ 

:GROVE1_10494
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @GROVE1_10515 
0164: disable_marker 59@ 

:GROVE1_10515
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @GROVE1_10536 
0164: disable_marker 63@ 

:GROVE1_10536
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @GROVE1_10557 
0164: disable_marker 67@ 

:GROVE1_10557
0006: 37@ = 1 

:GROVE1_10564
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_11505 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 38@ radius 8.0 8.0 0 
004D: jump_if_false @GROVE1_11505 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @GROVE1_11344 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_11111 
00D9: 83@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01EA: 84@ = car 83@ max_passengers 
01E9: 85@ = car 83@ num_passengers 
0085: 86@ = 84@ // (int) 
0062: 86@ -= 85@ // (int) 
00D6: if 
0029:   86@ >= 1 
004D: jump_if_false @GROVE1_10943 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @GROVE1_10747 
0187: 43@ = create_marker_above_actor 42@ 

:GROVE1_10747
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @GROVE1_10771 
0187: 46@ = create_marker_above_actor 45@ 

:GROVE1_10771
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @GROVE1_10795 
0187: 49@ = create_marker_above_actor 48@ 

:GROVE1_10795
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @GROVE1_10819 
0187: 52@ = create_marker_above_actor 51@ 

:GROVE1_10819
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @GROVE1_10843 
0187: 55@ = create_marker_above_actor 54@ 

:GROVE1_10843
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @GROVE1_10867 
0187: 59@ = create_marker_above_actor 58@ 

:GROVE1_10867
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @GROVE1_10891 
0187: 63@ = create_marker_above_actor 62@ 

:GROVE1_10891
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @GROVE1_10915 
0187: 67@ = create_marker_above_actor 66@ 

:GROVE1_10915
0004: $127 = 1 
0006: 87@ = 0 
0006: 37@ = 0 
0002: jump @GROVE1_11104 

:GROVE1_10943
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @GROVE1_11041 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_11013 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Dude, get a grip, we can't take that!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_11013
0006: 119@ = 1 
0006: 117@ = 1 
0006: 87@ = 1 
0002: jump @GROVE1_11104 

:GROVE1_11041
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @GROVE1_11104 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_11104 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0A09: set_actor 38@ muted 0 // versionB 
0006: 119@ = 0 

:GROVE1_11104
0002: jump @GROVE1_11337 

:GROVE1_11111
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
0004: $127 = 1 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @GROVE1_11162 
0187: 43@ = create_marker_above_actor 42@ 

:GROVE1_11162
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @GROVE1_11186 
0187: 46@ = create_marker_above_actor 45@ 

:GROVE1_11186
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @GROVE1_11210 
0187: 49@ = create_marker_above_actor 48@ 

:GROVE1_11210
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @GROVE1_11234 
0187: 52@ = create_marker_above_actor 51@ 

:GROVE1_11234
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @GROVE1_11258 
0187: 55@ = create_marker_above_actor 54@ 

:GROVE1_11258
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @GROVE1_11282 
0187: 59@ = create_marker_above_actor 58@ 

:GROVE1_11282
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @GROVE1_11306 
0187: 63@ = create_marker_above_actor 62@ 

:GROVE1_11306
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @GROVE1_11330 
0187: 67@ = create_marker_above_actor 66@ 

:GROVE1_11330
0006: 37@ = 0 

:GROVE1_11337
0002: jump @GROVE1_11505 

:GROVE1_11344
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @GROVE1_11442 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_11414 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Dude, get a grip, we can't take that!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_11414
0006: 119@ = 1 
0006: 117@ = 1 
0006: 73@ = 1 
0002: jump @GROVE1_11505 

:GROVE1_11442
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @GROVE1_11505 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_11505 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0A09: set_actor 38@ muted 0 // versionB 
0006: 119@ = 0 

:GROVE1_11505
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @GROVE1_11867 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @GROVE1_11565 
0164: disable_marker 43@ 
000A: 41@ += 1 
0006: 44@ = 1 
0002: jump @GROVE1_11867 

:GROVE1_11565
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_11631 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 42@ 
0364:   actor 42@ spotted_actor $PLAYER_ACTOR 
031D:   actor 42@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_11624 
0006: 70@ = 1 

:GROVE1_11624
0002: jump @GROVE1_11867 

:GROVE1_11631
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 42@ radius 100.0 100.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_11816 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 42@ radius 29.0 29.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_11755 
00D6: if 
0039:   122@ == 0 
004D: jump_if_false @GROVE1_11748 
0687: clear_actor 42@ task 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 42@ stay_put 1 
0006: 122@ = 1 

:GROVE1_11748
0002: jump @GROVE1_11809 

:GROVE1_11755
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @GROVE1_11809 
0687: clear_actor 42@ task 
0638: AS_actor 42@ stay_put 1 
099F: AS_actor 42@ ignore_weapon_range 1 
074D: AS_actor 42@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0006: 121@ = 1 

:GROVE1_11809
0002: jump @GROVE1_11867 

:GROVE1_11816
00D6: if or
0039:   121@ == 1 
0039:   122@ == 1 
004D: jump_if_false @GROVE1_11867 
0687: clear_actor 42@ task 
0638: AS_actor 42@ stay_put 1 
0006: 122@ = 0 
0006: 121@ = 0 

:GROVE1_11867
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @GROVE1_12229 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @GROVE1_11927 
0164: disable_marker 46@ 
000A: 41@ += 1 
0006: 47@ = 1 
0002: jump @GROVE1_12229 

:GROVE1_11927
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_11993 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 45@ 
0364:   actor 45@ spotted_actor $PLAYER_ACTOR 
031D:   actor 45@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_11986 
0006: 70@ = 1 

:GROVE1_11986
0002: jump @GROVE1_12229 

:GROVE1_11993
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 45@ radius 100.0 100.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_12178 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 45@ radius 29.0 29.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_12117 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @GROVE1_12110 
0687: clear_actor 45@ task 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 45@ stay_put 1 
0006: 124@ = 1 

:GROVE1_12110
0002: jump @GROVE1_12171 

:GROVE1_12117
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @GROVE1_12171 
0687: clear_actor 45@ task 
0638: AS_actor 45@ stay_put 1 
099F: AS_actor 45@ ignore_weapon_range 1 
074D: AS_actor 45@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0006: 123@ = 1 

:GROVE1_12171
0002: jump @GROVE1_12229 

:GROVE1_12178
00D6: if or
0039:   123@ == 1 
0039:   124@ == 1 
004D: jump_if_false @GROVE1_12229 
0687: clear_actor 45@ task 
0638: AS_actor 45@ stay_put 1 
0006: 124@ = 0 
0006: 123@ = 0 

:GROVE1_12229
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @GROVE1_12591 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @GROVE1_12289 
0164: disable_marker 49@ 
000A: 41@ += 1 
0006: 50@ = 1 
0002: jump @GROVE1_12591 

:GROVE1_12289
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_12355 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 48@ 
0364:   actor 48@ spotted_actor $PLAYER_ACTOR 
031D:   actor 48@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_12348 
0006: 70@ = 1 

:GROVE1_12348
0002: jump @GROVE1_12591 

:GROVE1_12355
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 48@ radius 100.0 100.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_12540 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 48@ radius 29.0 29.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_12479 
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @GROVE1_12472 
0687: clear_actor 48@ task 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 48@ stay_put 1 
0006: 126@ = 1 

:GROVE1_12472
0002: jump @GROVE1_12533 

:GROVE1_12479
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @GROVE1_12533 
0687: clear_actor 48@ task 
0638: AS_actor 48@ stay_put 1 
099F: AS_actor 48@ ignore_weapon_range 1 
074D: AS_actor 48@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0006: 125@ = 1 

:GROVE1_12533
0002: jump @GROVE1_12591 

:GROVE1_12540
00D6: if or
0039:   125@ == 1 
0039:   126@ == 1 
004D: jump_if_false @GROVE1_12591 
0687: clear_actor 48@ task 
0638: AS_actor 48@ stay_put 1 
0006: 126@ = 0 
0006: 125@ = 0 

:GROVE1_12591
00D6: if 
0039:   53@ == 0 
004D: jump_if_false @GROVE1_12953 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @GROVE1_12651 
0164: disable_marker 52@ 
000A: 41@ += 1 
0006: 53@ = 1 
0002: jump @GROVE1_12953 

:GROVE1_12651
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_12717 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 51@ 
0364:   actor 51@ spotted_actor $PLAYER_ACTOR 
031D:   actor 51@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_12710 
0006: 70@ = 1 

:GROVE1_12710
0002: jump @GROVE1_12953 

:GROVE1_12717
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 51@ radius 100.0 100.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_12902 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 51@ radius 29.0 29.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_12841 
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @GROVE1_12834 
0687: clear_actor 51@ task 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 51@ stay_put 1 
0006: 128@ = 1 

:GROVE1_12834
0002: jump @GROVE1_12895 

:GROVE1_12841
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @GROVE1_12895 
0687: clear_actor 51@ task 
0638: AS_actor 51@ stay_put 1 
099F: AS_actor 51@ ignore_weapon_range 1 
074D: AS_actor 51@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0006: 127@ = 1 

:GROVE1_12895
0002: jump @GROVE1_12953 

:GROVE1_12902
00D6: if or
0039:   127@ == 1 
0039:   128@ == 1 
004D: jump_if_false @GROVE1_12953 
0687: clear_actor 51@ task 
0638: AS_actor 51@ stay_put 1 
0006: 128@ = 0 
0006: 127@ = 0 

:GROVE1_12953
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @GROVE1_13315 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @GROVE1_13013 
0164: disable_marker 55@ 
000A: 41@ += 1 
0006: 56@ = 1 
0002: jump @GROVE1_13315 

:GROVE1_13013
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_13079 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 54@ 
0364:   actor 54@ spotted_actor $PLAYER_ACTOR 
031D:   actor 54@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_13072 
0006: 70@ = 1 

:GROVE1_13072
0002: jump @GROVE1_13315 

:GROVE1_13079
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 54@ radius 100.0 100.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_13264 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 54@ radius 29.0 29.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_13203 
00D6: if 
0039:   130@ == 0 
004D: jump_if_false @GROVE1_13196 
0687: clear_actor 54@ task 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 54@ stay_put 1 
0006: 130@ = 1 

:GROVE1_13196
0002: jump @GROVE1_13257 

:GROVE1_13203
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @GROVE1_13257 
0687: clear_actor 54@ task 
0638: AS_actor 54@ stay_put 1 
099F: AS_actor 54@ ignore_weapon_range 1 
074D: AS_actor 54@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0006: 129@ = 1 

:GROVE1_13257
0002: jump @GROVE1_13315 

:GROVE1_13264
00D6: if or
0039:   129@ == 1 
0039:   130@ == 1 
004D: jump_if_false @GROVE1_13315 
0687: clear_actor 54@ task 
0638: AS_actor 54@ stay_put 1 
0006: 130@ = 0 
0006: 129@ = 0 

:GROVE1_13315
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @GROVE1_13677 
00D6: if 
0118:   actor 58@ dead 
004D: jump_if_false @GROVE1_13375 
0164: disable_marker 59@ 
000A: 41@ += 1 
0006: 60@ = 1 
0002: jump @GROVE1_13677 

:GROVE1_13375
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_13441 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 58@ 
0364:   actor 58@ spotted_actor $PLAYER_ACTOR 
031D:   actor 58@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_13434 
0006: 70@ = 1 

:GROVE1_13434
0002: jump @GROVE1_13677 

:GROVE1_13441
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 58@ radius 100.0 100.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_13626 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 58@ radius 29.0 29.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_13565 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @GROVE1_13558 
0687: clear_actor 58@ task 
05E2: AS_actor 58@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 58@ stay_put 1 
0006: 132@ = 1 

:GROVE1_13558
0002: jump @GROVE1_13619 

:GROVE1_13565
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @GROVE1_13619 
0687: clear_actor 58@ task 
0638: AS_actor 58@ stay_put 1 
099F: AS_actor 58@ ignore_weapon_range 1 
074D: AS_actor 58@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0006: 131@ = 1 

:GROVE1_13619
0002: jump @GROVE1_13677 

:GROVE1_13626
00D6: if or
0039:   131@ == 1 
0039:   132@ == 1 
004D: jump_if_false @GROVE1_13677 
0687: clear_actor 58@ task 
0638: AS_actor 58@ stay_put 1 
0006: 132@ = 0 
0006: 131@ = 0 

:GROVE1_13677
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @GROVE1_14039 
00D6: if 
0118:   actor 62@ dead 
004D: jump_if_false @GROVE1_13737 
0164: disable_marker 63@ 
000A: 41@ += 1 
0006: 64@ = 1 
0002: jump @GROVE1_14039 

:GROVE1_13737
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_13803 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 62@ 
0364:   actor 62@ spotted_actor $PLAYER_ACTOR 
031D:   actor 62@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_13796 
0006: 70@ = 1 

:GROVE1_13796
0002: jump @GROVE1_14039 

:GROVE1_13803
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 62@ radius 100.0 100.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_13988 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 62@ radius 29.0 29.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_13927 
00D6: if 
0039:   134@ == 0 
004D: jump_if_false @GROVE1_13920 
0687: clear_actor 62@ task 
05E2: AS_actor 62@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 62@ stay_put 1 
0006: 134@ = 1 

:GROVE1_13920
0002: jump @GROVE1_13981 

:GROVE1_13927
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @GROVE1_13981 
0687: clear_actor 62@ task 
0638: AS_actor 62@ stay_put 1 
099F: AS_actor 62@ ignore_weapon_range 1 
074D: AS_actor 62@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0006: 133@ = 1 

:GROVE1_13981
0002: jump @GROVE1_14039 

:GROVE1_13988
00D6: if or
0039:   133@ == 1 
0039:   134@ == 1 
004D: jump_if_false @GROVE1_14039 
0687: clear_actor 62@ task 
0638: AS_actor 62@ stay_put 1 
0006: 134@ = 0 
0006: 133@ = 0 

:GROVE1_14039
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @GROVE1_14401 
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @GROVE1_14099 
0164: disable_marker 67@ 
000A: 41@ += 1 
0006: 68@ = 1 
0002: jump @GROVE1_14401 

:GROVE1_14099
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_14165 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 66@ 
0364:   actor 66@ spotted_actor $PLAYER_ACTOR 
031D:   actor 66@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_14158 
0006: 70@ = 1 

:GROVE1_14158
0002: jump @GROVE1_14401 

:GROVE1_14165
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 66@ radius 100.0 100.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_14350 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 66@ radius 29.0 29.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_14289 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @GROVE1_14282 
0687: clear_actor 66@ task 
05E2: AS_actor 66@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 66@ stay_put 1 
0006: 136@ = 1 

:GROVE1_14282
0002: jump @GROVE1_14343 

:GROVE1_14289
00D6: if 
0039:   135@ == 0 
004D: jump_if_false @GROVE1_14343 
0687: clear_actor 66@ task 
0638: AS_actor 66@ stay_put 1 
099F: AS_actor 66@ ignore_weapon_range 1 
074D: AS_actor 66@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0006: 135@ = 1 

:GROVE1_14343
0002: jump @GROVE1_14401 

:GROVE1_14350
00D6: if or
0039:   135@ == 1 
0039:   136@ == 1 
004D: jump_if_false @GROVE1_14401 
0687: clear_actor 66@ task 
0638: AS_actor 66@ stay_put 1 
0006: 136@ = 0 
0006: 135@ = 0 

:GROVE1_14401
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @GROVE1_14444 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @GROVE1_14444 
0050: gosub @GROVE1_19156 

:GROVE1_14444
0002: jump @GROVE1_10139 

:GROVE1_14451
040D: unload_wav 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'GM1_15' time 8000 flag 1  // ~s~Go and confront ~y~B Dup~s~.
018A: 36@ = create_checkpoint_at 2000.269 -1117.084 25.821 
0004: $127 = 1 
0006: 119@ = 0 

:GROVE1_14507
00D6: if or
80FF:   not actor $PLAYER_ACTOR sphere $127 in_sphere 2000.269 -1117.084 25.821 radius 2.0 2.0 2.0 on_foot 
86EE:   not actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_15390 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_14637 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_14623 
0164: disable_marker 39@ 

:GROVE1_14623
0002: jump @GROVE1_18797 
0002: jump @GROVE1_15383 

:GROVE1_14637
0226: $7955 = actor 38@ health 
0014: $7955 /= 10 
00D6: if 
0039:   117@ == 1 
004D: jump_if_false @GROVE1_14703 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_14703 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0006: 117@ = 0 

:GROVE1_14703
00D6: if and
86EE:   not actor 38@ in_group $PLAYER_GROUP 
0039:   37@ == 0 
004D: jump_if_false @GROVE1_14786 
0164: disable_marker 36@ 
0187: 39@ = create_marker_above_actor 38@ 
07E0: set_marker 39@ type_to 1 
00BC: show_text_highpriority GXT 'GM1_2' time 8000 flag 1  // ~s~You have left ~b~Sweet~s~ behind go get him.
0004: $127 = 0 
0006: 73@ = 0 
0006: 37@ = 1 

:GROVE1_14786
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_15383 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 38@ radius 8.0 8.0 0 
004D: jump_if_false @GROVE1_15383 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @GROVE1_15222 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_15161 
00D9: 83@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01EA: 84@ = car 83@ max_passengers 
01E9: 85@ = car 83@ num_passengers 
0085: 86@ = 84@ // (int) 
0062: 86@ -= 85@ // (int) 
00D6: if 
0029:   86@ >= 1 
004D: jump_if_false @GROVE1_14993 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
018A: 36@ = create_checkpoint_at 2000.269 -1117.084 25.821 
0004: $127 = 1 
0006: 87@ = 0 
0006: 37@ = 0 
0002: jump @GROVE1_15154 

:GROVE1_14993
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @GROVE1_15091 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_15063 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Dude, get a grip, we can't take that!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_15063
0006: 119@ = 1 
0006: 117@ = 1 
0006: 87@ = 1 
0002: jump @GROVE1_15154 

:GROVE1_15091
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @GROVE1_15154 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_15154 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0A09: set_actor 38@ muted 0 // versionB 
0006: 119@ = 0 

:GROVE1_15154
0002: jump @GROVE1_15215 

:GROVE1_15161
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
018A: 36@ = create_checkpoint_at 2000.269 -1117.084 25.821 
0004: $127 = 1 
0006: 37@ = 0 

:GROVE1_15215
0002: jump @GROVE1_15383 

:GROVE1_15222
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @GROVE1_15320 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_15292 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Dude, get a grip, we can't take that!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_15292
0006: 119@ = 1 
0006: 117@ = 1 
0006: 73@ = 1 
0002: jump @GROVE1_15383 

:GROVE1_15320
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @GROVE1_15383 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_15383 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0A09: set_actor 38@ muted 0 // versionB 
0006: 119@ = 0 

:GROVE1_15383
0002: jump @GROVE1_14507 

:GROVE1_15390
0151: remove_status_text $7955 
0164: disable_marker 36@ 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_15461 
02AB: set_actor 38@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0002: jump @GROVE1_15484 

:GROVE1_15461
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_18797 

:GROVE1_15484
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:GROVE1_15499
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_15523 
0001: wait 0 ms 
0002: jump @GROVE1_15499 

:GROVE1_15523
08F5: save_player_group 
009B: destroy_actor 38@ 
0249: release_model #BALLAS3 
0249: release_model #BALLAS1 
0249: release_model #AK47 
04BB: select_interior 11 
03EF: player $PLAYER_CHAR make_safe 
00A1: put_actor $PLAYER_ACTOR at 1044.88 -1334.32 12.55 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:GROVE1_15587
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_15611 
0001: wait 0 ms 
0002: jump @GROVE1_15587 

:GROVE1_15611
04BB: select_interior 2 
02E4: load_cutscene_data 'GROVE1C' 

:GROVE1_15626
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @GROVE1_15650 
0001: wait 0 ms 
0002: jump @GROVE1_15626 

:GROVE1_15650
02E7: start_cutscene 
016A: fade 1 time 1000 

:GROVE1_15659
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @GROVE1_15683 
0001: wait 0 ms 
0002: jump @GROVE1_15659 

:GROVE1_15683
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:GROVE1_15696
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_15720 
0001: wait 0 ms 
0002: jump @GROVE1_15696 

:GROVE1_15720
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
04BB: select_interior 0 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'BBTHIN' as 2 // models 290-299 
04ED: load_animation "GANGS" 
03CF: load_wav 17405 as 1 
03CF: load_wav 17406 as 2 

:GROVE1_15782
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
84EE:   not animation "GANGS" loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @GROVE1_15829 
0001: wait 0 ms 
0002: jump @GROVE1_15782 

:GROVE1_15829
02A3: enable_widescreen 1 
022B: create_forbidden_for_peds_cube_cornerA 1965.968 -1096.668 20.0 cornerB 2081.465 -1163.309 30.0 
0395: clear_area 0 at 2003.217 -1132.552 24.278 radius 2.0 
00A5: 75@ = create_car #INFERNUS at 2003.217 -1132.552 24.278 
02AC: set_car 75@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0175: set_car 75@ Z_angle_to 90.0 
01C8: 72@ = create_actor_pedtype 24 model #SPECIAL02 in_car 75@ passenger_seat 0 
02AB: set_actor 72@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0A09: set_actor 72@ muted 1 // versionB 
04E4: refresh_game_renderer_at 2002.105 -1129.403 
0395: clear_area 1 at 2002.105 -1129.403 24.484 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2002.105 -1129.403 24.484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
03CB: set_rendering_origin_at 2002.105 -1129.403 24.484 
0395: clear_area 1 at 2003.105 -1129.403 24.484 radius 1.0 
009A: 38@ = create_actor_pedtype 24 model #SPECIAL01 at 2003.105 -1129.403 24.484 
02AB: set_actor 38@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0173: set_actor 38@ Z_angle_to 90.0 
0A09: set_actor 38@ muted 1 // versionB 
0395: clear_area 1 at 2016.976 -1130.804 24.62 radius 60.0 
015F: set_camera_position 2006.711 -1126.867 24.6168 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2006.004 -1127.551 24.7956 switchstyle 2 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1500 

:GROVE1_16242
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_16266 
0001: wait 0 ms 
0002: jump @GROVE1_16242 

:GROVE1_16266
0707: start_scene_skip_to @GROVE1_18557 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_16363 
0605: actor 38@ perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO1_BA' time 10000 flag 1  // ~z~I got Bear's back, man.
0967: actor 38@ move_mouth 999999 ms 
0002: jump @GROVE1_16396 

:GROVE1_16363
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_18797 

:GROVE1_16396
0605: actor $PLAYER_ACTOR perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GROVE1_16433
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GROVE1_16606 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_16501 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_18797 

:GROVE1_16501
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @GROVE1_16550 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_18797 

:GROVE1_16550
00D6: if 
0119:   car 75@ wrecked 
004D: jump_if_false @GROVE1_16599 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_18797 

:GROVE1_16599
0002: jump @GROVE1_16433 

:GROVE1_16606
040D: unload_wav 1 
03D5: remove_text 'GRO1_BA'  // ~z~I got Bear's back, man.
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_16649 
0968: actor 38@ stop_mouth 
0002: jump @GROVE1_16682 

:GROVE1_16649
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_18797 

:GROVE1_16682
03CF: load_wav 17407 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_BB' time 10000 flag 1  // ~z~A'ight. I'll see you in a minute Bear!
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 

:GROVE1_16719
00D6: if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
004D: jump_if_false @GROVE1_16896 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_16791 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_18797 

:GROVE1_16791
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @GROVE1_16840 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_18797 

:GROVE1_16840
00D6: if 
0119:   car 75@ wrecked 
004D: jump_if_false @GROVE1_16889 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_18797 

:GROVE1_16889
0002: jump @GROVE1_16719 

:GROVE1_16896
03D5: remove_text 'GRO1_BB'  // ~z~A'ight. I'll see you in a minute Bear!
040D: unload_wav 2 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 17408 as 2 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO1_BC' time 10000 flag 1  // ~z~Where we going, Sweet?
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @GROVE1_16976 
0967: actor 72@ move_mouth 999999 ms 
0002: jump @GROVE1_17009 

:GROVE1_16976
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_18797 

:GROVE1_17009
05D4: AS_actor $PLAYER_ACTOR rotate_angle 180.0 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @GROVE1_17098 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_17068 
05CB: AS_actor 38@ enter_car 75@ as_driver -1 ms 
0002: jump @GROVE1_17091 

:GROVE1_17068
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_18797 

:GROVE1_17091
0002: jump @GROVE1_17121 

:GROVE1_17098
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_18797 

:GROVE1_17121
00D6: if or
83D2:   not wav 1 ended 
83D0:   not wav 2 loaded 
004D: jump_if_false @GROVE1_17325 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_17193 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_18797 

:GROVE1_17193
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @GROVE1_17249 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_18797 
0002: jump @GROVE1_17269 

:GROVE1_17249
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_17269 
0968: actor 72@ stop_mouth 

:GROVE1_17269
00D6: if 
0119:   car 75@ wrecked 
004D: jump_if_false @GROVE1_17318 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_18797 

:GROVE1_17318
0002: jump @GROVE1_17121 

:GROVE1_17325
03D5: remove_text 'GRO1_BC'  // ~z~Where we going, Sweet?
040D: unload_wav 1 
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @GROVE1_17396 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_18797 
0002: jump @GROVE1_17401 

:GROVE1_17396
0968: actor 72@ stop_mouth 

:GROVE1_17401
03CF: load_wav 17409 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_BD' time 10000 flag 1  // ~z~Someplace where we can get old Bear back!
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_17461 
0967: actor 38@ move_mouth 999999 ms 
0002: jump @GROVE1_17494 

:GROVE1_17461
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_18797 

:GROVE1_17494
00D6: if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
004D: jump_if_false @GROVE1_17698 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_17573 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_18797 
0002: jump @GROVE1_17593 

:GROVE1_17573
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_17593 
0968: actor 38@ stop_mouth 

:GROVE1_17593
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @GROVE1_17642 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_18797 

:GROVE1_17642
00D6: if 
0119:   car 75@ wrecked 
004D: jump_if_false @GROVE1_17691 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_18797 

:GROVE1_17691
0002: jump @GROVE1_17494 

:GROVE1_17698
03D5: remove_text 'GRO1_BD'  // ~z~Someplace where we can get old Bear back!
040D: unload_wav 2 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_17769 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_18797 
0002: jump @GROVE1_17774 

:GROVE1_17769
0968: actor 38@ stop_mouth 

:GROVE1_17774
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO1_BE' time 10000 flag 1  // ~z~A'ight. I'm down for that...
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @GROVE1_17827 
0967: actor 72@ move_mouth 999999 ms 
0002: jump @GROVE1_17860 

:GROVE1_17827
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_18797 

:GROVE1_17860
00D6: if 
80DF:   not actor 38@ driving 
004D: jump_if_false @GROVE1_18121 
0001: wait 0 ms 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_17967 
03D5: remove_text 'GRO1_BE'  // ~z~A'ight. I'm down for that...
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @GROVE1_17934 
0968: actor 72@ stop_mouth 
0002: jump @GROVE1_17967 

:GROVE1_17934
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_18797 

:GROVE1_17967
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_18016 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_18797 

:GROVE1_18016
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @GROVE1_18065 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_18797 

:GROVE1_18065
00D6: if 
0119:   car 75@ wrecked 
004D: jump_if_false @GROVE1_18114 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_18797 

:GROVE1_18114
0002: jump @GROVE1_17860 

:GROVE1_18121
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @GROVE1_18181 
00AE: set_car 75@ traffic_behaviour_to 2 
00AD: set_car 75@ max_speed_to 30.0 
00A7: car 75@ drive_to 1946.0 -1132.0 25.0 
0002: jump @GROVE1_18214 

:GROVE1_18181
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_18797 

:GROVE1_18214
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GROVE1_18387 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_18282 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_18797 

:GROVE1_18282
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @GROVE1_18331 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_18797 

:GROVE1_18331
00D6: if 
0119:   car 75@ wrecked 
004D: jump_if_false @GROVE1_18380 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_18797 

:GROVE1_18380
0002: jump @GROVE1_18214 

:GROVE1_18387
03D5: remove_text 'GRO1_BE'  // ~z~A'ight. I'm down for that...
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @GROVE1_18434 
0968: actor 72@ stop_mouth 
0002: jump @GROVE1_18467 

:GROVE1_18434
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_18797 

:GROVE1_18467
0001: wait 2000 ms 
034F: destroy_actor_with_fade 72@ 
034F: destroy_actor_with_fade 38@ 
00A6: destroy_car 75@ 
08F6: restore_player_group 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
091E: create_forbidden_for_boats_cube_cornerA 1965.968 -1096.668 20.0 cornerB 2081.465 -1163.309 30.0 
0006: 74@ = 1 

:GROVE1_18557
0701: end_scene_skip 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @GROVE1_18754 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:GROVE1_18602
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_18626 
0001: wait 0 ms 
0002: jump @GROVE1_18602 

:GROVE1_18626
08F6: restore_player_group 
02A3: enable_widescreen 0 
00BE: text_clear_all 
034F: destroy_actor_with_fade 72@ 
034F: destroy_actor_with_fade 38@ 
00A6: destroy_car 75@ 
091E: create_forbidden_for_boats_cube_cornerA 1965.968 -1096.668 20.0 cornerB 2081.465 -1163.309 30.0 
00A1: put_actor $PLAYER_ACTOR at 2002.105 -1129.403 24.484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:GROVE1_18730
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_18754 
0001: wait 0 ms 
0002: jump @GROVE1_18730 

:GROVE1_18754
02A3: enable_widescreen 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0002: jump @GROVE1_18881 

:GROVE1_18797
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN1' gang 1 density_to 0 
076C: set_zone 'GLN1' gang 2 density_to 91@ 
076C: set_zone 'GLN1' gang 7 density_to 92@ 
08A3: update_respect_while_on_mission 0 
0051: return 

:GROVE1_18881
0008: $GROVE_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'GROVE_1'  // Beat Down on B Dup
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 40 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0164: disable_marker $623 
0164: disable_marker $439 
02A7: $623 = create_icon_marker_and_sphere $ICON_SWEET_2 at $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE 
0051: return 

:GROVE1_18963
034F: destroy_actor_with_fade 38@ 
0004: $ONMISSION = 0 
091E: create_forbidden_for_boats_cube_cornerA 1965.968 -1096.668 20.0 cornerB 2081.465 -1163.309 30.0 
04BB: select_interior 0 
090D: highlight_all_inactive_gang_zones_as_available_for_gangwars 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0151: remove_status_text $7955 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #BALLAS3 
0249: release_model #BALLAS1 
0249: release_model #AK47 
0249: release_model #INFERNUS 
04EF: release_animation "GANGS" 
0164: disable_marker 89@ 
0164: disable_marker 40@ 
0164: disable_marker 39@ 
0164: disable_marker 36@ 
0164: disable_marker 43@ 
0164: disable_marker 46@ 
0164: disable_marker 49@ 
0164: disable_marker 52@ 
0164: disable_marker 55@ 
0164: disable_marker 59@ 
0164: disable_marker 63@ 
0164: disable_marker 67@ 
061B: remove_references_to_AS_pack 57@ 
061B: remove_references_to_AS_pack 61@ 
061B: remove_references_to_AS_pack 65@ 
061B: remove_references_to_AS_pack 69@ 
065C: release_decision_maker 35@ 
065C: release_decision_maker 34@ 
08A3: update_respect_while_on_mission 0 
00D8: mission_cleanup 
0051: return 

:GROVE1_19156
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @GROVE1_19235 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point 1996.934 -1122.258 25.76 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 57@ 
0687: clear_actor 54@ task 
0618: assign_actor 54@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:GROVE1_19235
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @GROVE1_19314 
0615: define_AS_pack_begin 61@ 
05D3: AS_actor -1 goto_point 2004.069 -1122.884 25.584 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 61@ 
0687: clear_actor 58@ task 
0618: assign_actor 58@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 

:GROVE1_19314
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @GROVE1_19393 
0615: define_AS_pack_begin 65@ 
05D3: AS_actor -1 goto_point 2006.758 -1122.695 25.493 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 65@ 
0687: clear_actor 62@ task 
0618: assign_actor 62@ to_AS_pack 65@ 
061B: remove_references_to_AS_pack 65@ 

:GROVE1_19393
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @GROVE1_19472 
0615: define_AS_pack_begin 69@ 
05D3: AS_actor -1 goto_point 2015.458 -1121.923 25.243 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 69@ 
0687: clear_actor 66@ task 
0618: assign_actor 66@ to_AS_pack 69@ 
061B: remove_references_to_AS_pack 69@ 

:GROVE1_19472
0006: 71@ = 1 
0051: return 

:GROVE1_19481
00D6: if or
0039:   94@ == 0 
0039:   94@ == 1 
004D: jump_if_false @GROVE1_19532 
00D6: if 
002E:   $DIALOG_ARRAY_SIZE >= 93@ // (int) 
004D: jump_if_false @GROVE1_19532 
0050: gosub @GROVE1_19597 

:GROVE1_19532
00D6: if 
0039:   94@ == 2 
004D: jump_if_false @GROVE1_19595 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_19595 
0050: gosub @GROVE1_20138 
0006: 94@ = 0 
000A: 93@ += 1 
0006: 95@ = 0 
00BE: text_clear_all 

:GROVE1_19595
0051: return 

:GROVE1_19597
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @GROVE1_19633 
03CF: load_wav 97@(93@,17i) as 1 
0006: 94@ = 1 

:GROVE1_19633
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @GROVE1_19713 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @GROVE1_19713 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_19713 
00BC: show_text_highpriority GXT $7956(93@,17s) time 4000 flag 1 
03D1: play_wav 1 
0050: gosub @GROVE1_19715 
0006: 94@ = 2 

:GROVE1_19713
0051: return 

:GROVE1_19715
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @GROVE1_19836 
00D6: if or
0039:   93@ == 0 
0039:   93@ == 4 
0039:   93@ == 5 
0039:   93@ == 6 
0039:   93@ == 7 
004D: jump_if_false @GROVE1_19803 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
0002: jump @GROVE1_19836 

:GROVE1_19803
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_19836 
0A09: set_actor 38@ muted 1 // versionB 
0967: actor 38@ move_mouth 999999 ms 

:GROVE1_19836
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @GROVE1_19943 
00D6: if or
0039:   93@ == 0 
0039:   93@ == 2 
0039:   93@ == 3 
004D: jump_if_false @GROVE1_19910 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
0002: jump @GROVE1_19943 

:GROVE1_19910
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_19943 
0A09: set_actor 38@ muted 1 // versionB 
0967: actor 38@ move_mouth 999999 ms 

:GROVE1_19943
00D6: if 
0039:   96@ == 2 
004D: jump_if_false @GROVE1_20043 
00D6: if or
0039:   93@ == 1 
0039:   93@ == 3 
004D: jump_if_false @GROVE1_20010 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
0002: jump @GROVE1_20043 

:GROVE1_20010
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_20043 
0A09: set_actor 38@ muted 1 // versionB 
0967: actor 38@ move_mouth 999999 ms 

:GROVE1_20043
00D6: if 
0039:   96@ == 3 
004D: jump_if_false @GROVE1_20136 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @GROVE1_20103 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
0002: jump @GROVE1_20136 

:GROVE1_20103
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_20136 
0A09: set_actor 38@ muted 1 // versionB 
0967: actor 38@ move_mouth 999999 ms 

:GROVE1_20136
0051: return 

:GROVE1_20138
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @GROVE1_20249 
00D6: if or
0039:   93@ == 0 
0039:   93@ == 4 
0039:   93@ == 5 
0039:   93@ == 6 
0039:   93@ == 7 
004D: jump_if_false @GROVE1_20221 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0002: jump @GROVE1_20249 

:GROVE1_20221
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_20249 
0A09: set_actor 38@ muted 0 // versionB 
0968: actor 38@ stop_mouth 

:GROVE1_20249
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @GROVE1_20346 
00D6: if or
0039:   93@ == 0 
0039:   93@ == 2 
0039:   93@ == 3 
004D: jump_if_false @GROVE1_20318 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0002: jump @GROVE1_20346 

:GROVE1_20318
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_20346 
0A09: set_actor 38@ muted 0 // versionB 
0968: actor 38@ stop_mouth 

:GROVE1_20346
00D6: if 
0039:   96@ == 2 
004D: jump_if_false @GROVE1_20436 
00D6: if or
0039:   93@ == 1 
0039:   93@ == 3 
004D: jump_if_false @GROVE1_20408 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0002: jump @GROVE1_20436 

:GROVE1_20408
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_20436 
0A09: set_actor 38@ muted 0 // versionB 
0968: actor 38@ stop_mouth 

:GROVE1_20436
00D6: if 
0039:   96@ == 3 
004D: jump_if_false @GROVE1_20519 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @GROVE1_20491 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0002: jump @GROVE1_20519 

:GROVE1_20491
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_20519 
0A09: set_actor 38@ muted 0 // versionB 
0968: actor 38@ stop_mouth 

:GROVE1_20519
0051: return 

:GROVE1_20521
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @GROVE1_20640 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @GROVE1_20581 
0164: disable_marker 43@ 
000A: 41@ += 1 
0006: 44@ = 1 
0002: jump @GROVE1_20640 

:GROVE1_20581
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_20640 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 42@ 
0364:   actor 42@ spotted_actor $PLAYER_ACTOR 
031D:   actor 42@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_20640 
0006: 70@ = 1 

:GROVE1_20640
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @GROVE1_20759 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @GROVE1_20700 
0164: disable_marker 46@ 
000A: 41@ += 1 
0006: 47@ = 1 
0002: jump @GROVE1_20759 

:GROVE1_20700
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_20759 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 45@ 
0364:   actor 45@ spotted_actor $PLAYER_ACTOR 
031D:   actor 45@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_20759 
0006: 70@ = 1 

:GROVE1_20759
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @GROVE1_20878 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @GROVE1_20819 
0164: disable_marker 49@ 
000A: 41@ += 1 
0006: 50@ = 1 
0002: jump @GROVE1_20878 

:GROVE1_20819
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_20878 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 48@ 
0364:   actor 48@ spotted_actor $PLAYER_ACTOR 
031D:   actor 48@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_20878 
0006: 70@ = 1 

:GROVE1_20878
00D6: if 
0039:   53@ == 0 
004D: jump_if_false @GROVE1_20997 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @GROVE1_20938 
0164: disable_marker 52@ 
000A: 41@ += 1 
0006: 53@ = 1 
0002: jump @GROVE1_20997 

:GROVE1_20938
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_20997 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 51@ 
0364:   actor 51@ spotted_actor $PLAYER_ACTOR 
031D:   actor 51@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_20997 
0006: 70@ = 1 

:GROVE1_20997
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @GROVE1_21116 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @GROVE1_21057 
0164: disable_marker 55@ 
000A: 41@ += 1 
0006: 56@ = 1 
0002: jump @GROVE1_21116 

:GROVE1_21057
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_21116 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 54@ 
0364:   actor 54@ spotted_actor $PLAYER_ACTOR 
031D:   actor 54@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_21116 
0006: 70@ = 1 

:GROVE1_21116
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @GROVE1_21235 
00D6: if 
0118:   actor 58@ dead 
004D: jump_if_false @GROVE1_21176 
0164: disable_marker 59@ 
000A: 41@ += 1 
0006: 60@ = 1 
0002: jump @GROVE1_21235 

:GROVE1_21176
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_21235 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 58@ 
0364:   actor 58@ spotted_actor $PLAYER_ACTOR 
031D:   actor 58@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_21235 
0006: 70@ = 1 

:GROVE1_21235
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @GROVE1_21354 
00D6: if 
0118:   actor 62@ dead 
004D: jump_if_false @GROVE1_21295 
0164: disable_marker 63@ 
000A: 41@ += 1 
0006: 64@ = 1 
0002: jump @GROVE1_21354 

:GROVE1_21295
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_21354 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 62@ 
0364:   actor 62@ spotted_actor $PLAYER_ACTOR 
031D:   actor 62@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_21354 
0006: 70@ = 1 

:GROVE1_21354
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @GROVE1_21473 
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @GROVE1_21414 
0164: disable_marker 67@ 
000A: 41@ += 1 
0006: 68@ = 1 
0002: jump @GROVE1_21473 

:GROVE1_21414
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_21473 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 66@ 
0364:   actor 66@ spotted_actor $PLAYER_ACTOR 
031D:   actor 66@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_21473 
0006: 70@ = 1 

:GROVE1_21473
0051: return 

//-------------Mission 107---------------
// Originally: Grove 4 Life

:GROVE2
03A4: name_thread 'GROVE2' 
0050: gosub @GROVE2_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @GROVE2_38 
0050: gosub @GROVE2_3141 

:GROVE2_38
0050: gosub @GROVE2_3228 
004E: end_thread 

:GROVE2_47
09DD: unknown_player_group 1 
054C: use_GXT_table 'GROVE2' 
0169: set_fade_color_RGB 0 0 0 
0317: increment_mission_attempts 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:GROVE2_87
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE2_111 
0001: wait 0 ms 
0002: jump @GROVE2_87 

:GROVE2_111
01B6: set_weather 1 
04BB: select_interior 1 
02E4: load_cutscene_data 'GROVE2' 

:GROVE2_130
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @GROVE2_154 
0001: wait 0 ms 
0002: jump @GROVE2_130 

:GROVE2_154
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:GROVE2_171
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @GROVE2_195 
0001: wait 0 ms 
0002: jump @GROVE2_171 

:GROVE2_195
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:GROVE2_209
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE2_233 
0001: wait 0 ms 
0002: jump @GROVE2_209 

:GROVE2_233
02EA: end_cutscene 
01B7: release_weather 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
0247: load_model #AK47 
0247: load_model #SULTAN 
038B: load_requested_models 

:GROVE2_262
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #AK47 available 
8248:   not model #SULTAN available 
004D: jump_if_false @GROVE2_298 
0001: wait 0 ms 
0002: jump @GROVE2_262 

:GROVE2_298
04BB: select_interior 0 
02A3: enable_widescreen 0 
0004: $7990 = 0 
0004: $7991 = 0 
0006: 47@ = 2 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GROVE2_352 
0110: clear_player $PLAYER_CHAR wanted_level 

:GROVE2_352
0A20: disable_player $PLAYER_CHAR group_control_back 1 
0879: enable_gang_wars 1 
08A3: update_respect_while_on_mission 1 
03CB: set_rendering_origin_at 2497.324 -1684.744 12.44 
00A1: put_actor $PLAYER_ACTOR at 2497.324 -1684.744 12.44 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 
009A: $ACTOR_SWEET = create_actor_pedtype 24 model #SPECIAL01 at 2496.633 -1684.573 12.435 
0674: set_car_model #SULTAN numberplate "GROVE4L_" 
00A5: 39@ = create_car #SULTAN at 2507.699 -1671.716 12.3823 
0229: set_car 39@ primary_color_to 3 secondary_color_to 3
02AC: set_car 39@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
0423: set_car 39@ improved_handling_to 1.5 // (float)
01EC: make_car 39@ very_heavy 1
0294: set_car 39@ sprayable 0 
0175: set_car 39@ Z_angle_to 355.4549 
0173: set_actor $ACTOR_SWEET Z_angle_to 0.0 
0245: set_actor $ACTOR_SWEET walk_style_to "GANG2" 
01B2: give_actor $ACTOR_SWEET weapon 30 ammo 30000 // Load the weapon model before using this 
0568: set_actor $ACTOR_SWEET untargetable 1 
0446: set_actor $ACTOR_SWEET dismemberment_possible 0 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_SWEET in_group $PLAYER_GROUP 
02E2: set_actor $ACTOR_SWEET weapon_accuracy_to 90 
0223: set_actor $ACTOR_SWEET health_to 1000 
08AF: set_actor $ACTOR_SWEET max_health_to 1000 
077A: set_actor $ACTOR_SWEET acquaintance 4 to_actors_pedtype 25 // see ped.dat 
0226: $7990 = actor $ACTOR_SWEET health 
0014: $7990 /= 10 
03C4: set_status_text $7990 type 1 GXT 'GR2_01' // global_variable  // SWEET
0187: 34@ = create_marker_above_actor $ACTOR_SWEET 
07E0: set_marker 34@ type_to 1 
018A: 36@ = create_checkpoint_at 2002.815 -1613.084 12.3828 
018A: 55@ = create_checkpoint_at 2507.184 -1672.906 12.3824 
018B: set_marker 34@ radar_mode 0 
018B: set_marker 55@ radar_mode 0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 2.0 
0006: 32@ = 0 
076C: set_zone 'IWD3A' gang 1 density_to 0 
076C: set_zone 'IWD3A' gang 0 density_to 100 
076C: set_zone 'IWD3B' gang 1 density_to 0 
076C: set_zone 'IWD3B' gang 0 density_to 100 
076C: set_zone 'IWD1' gang 1 density_to 0 
076C: set_zone 'IWD1' gang 0 density_to 100 
076C: set_zone 'IWD4' gang 1 density_to 0 
076C: set_zone 'IWD4' gang 0 density_to 100 
090C: highlight_inactive_gang_zone 'IWD3A' as_available_for_gangwars 
090C: highlight_inactive_gang_zone 'IWD3B' as_available_for_gangwars 
090C: highlight_inactive_gang_zone 'IWD1' as_available_for_gangwars 
090C: highlight_inactive_gang_zone 'IWD4' as_available_for_gangwars 
09B7: set_zone 'IWD3A' disable_footcops 1 
09B7: set_zone 'IWD3B' disable_footcops 1 
09B7: set_zone 'IWD1' disable_footcops 1 
09B7: set_zone 'IWD4' disable_footcops 1 

:GROVE2_942
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GROVE2_2932 
0001: wait 0 ms 
0050: gosub @GROVE2_3596 
0050: gosub @GROVE2_5403 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @GROVE2_998 
0002: jump @GROVE2_3159 

:GROVE2_998
00D6: if and
8119:   not car 39@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GROVE2_1067 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @GROVE2_1067 
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @GROVE2_1067 
041E: set_radio_station 3 
0006: 57@ = 1 

:GROVE2_1067
00D6: if and
0019:   32@ > 4000 
0039:   58@ == 1 
004D: jump_if_false @GROVE2_1316 
0209: $7992 = random_int_in_ranges 0 4 
0871: init_jump_table $7992 total_jumps 4 default_jump 0 @GROVE2_1309 jumps 0 @GROVE2_1165 1 @GROVE2_1201 2 @GROVE2_1237 3 @GROVE2_1273 -1 @GROVE2_1309 -1 @GROVE2_1309 -1 @GROVE2_1309 

:GROVE2_1165
05AA: 59@s = 'GRO2_DA' // @s = 'short'  // ~z~Yeah! We showed them fools!
04AF: 46@ = 17611 // = constant 
0050: gosub @GROVE2_5383 
0002: jump @GROVE2_1309 

:GROVE2_1201
05AA: 59@s = 'GRO2_DB' // @s = 'short'  // ~z~Grove Street Families is back!
04AF: 46@ = 17612 // = constant 
0050: gosub @GROVE2_5383 
0002: jump @GROVE2_1309 

:GROVE2_1237
05AA: 59@s = 'GRO2_DC' // @s = 'short'  // ~z~Grove Street, busters!
04AF: 46@ = 17613 // = constant 
0050: gosub @GROVE2_5383 
0002: jump @GROVE2_1309 

:GROVE2_1273
05AA: 59@s = 'GRO2_DD' // @s = 'short'  // ~z~Grove 4 L-I-F-E, nigga!
04AF: 46@ = 17614 // = constant 
0050: gosub @GROVE2_5383 
0002: jump @GROVE2_1309 

:GROVE2_1309
0006: 58@ = 2 

:GROVE2_1316
00D6: if and
0039:   47@ == 2 
0039:   58@ == 2 
004D: jump_if_false @GROVE2_1492 
0209: $7992 = random_int_in_ranges 0 2 
0871: init_jump_table $7992 total_jumps 2 default_jump 0 @GROVE2_1485 jumps 0 @GROVE2_1413 1 @GROVE2_1449 -1 @GROVE2_1485 -1 @GROVE2_1485 -1 @GROVE2_1485 -1 @GROVE2_1485 -1 @GROVE2_1485 

:GROVE2_1413
05AA: 59@s = 'GRO2_EA' // @s = 'short'  // ~z~We gotta take another neighborhood back!
04AF: 46@ = 17615 // = constant 
0050: gosub @GROVE2_5383 
0002: jump @GROVE2_1485 

:GROVE2_1449
05AA: 59@s = 'GRO2_EB' // @s = 'short'  // ~z~Let's go hoo-ride on these Ballas!
04AF: 46@ = 17616 // = constant 
0050: gosub @GROVE2_5383 
0002: jump @GROVE2_1485 

:GROVE2_1485
0006: 58@ = 3 

:GROVE2_1492
00D6: if and
0039:   47@ == 2 
0039:   58@ == 3 
004D: jump_if_false @GROVE2_1540 
00BC: show_text_highpriority GXT 'GR2_10' time 7000 flag 1  // ~s~Take over another Idlewood hood.
0006: 58@ = 4 

:GROVE2_1540
00D6: if 
0039:   54@ == 0 
004D: jump_if_false @GROVE2_2508 
076D: get_zone 'IWD3A' gang 0 density_to 40@ 
076D: get_zone 'IWD3B' gang 0 density_to 41@ 
076D: get_zone 'IWD1' gang 0 density_to 43@ 
076D: get_zone 'IWD4' gang 0 density_to 44@ 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @GROVE2_1676 
05AA: 59@s = 'GRO2_AA' // @s = 'short'  // ~z~So, you got a plan?
04AF: 46@ = 17600 // = constant 
0050: gosub @GROVE2_5383 
0006: 38@ = 1 

:GROVE2_1676
00D6: if and
0039:   47@ == 2 
0039:   38@ == 1 
004D: jump_if_false @GROVE2_1737 
05AA: 59@s = 'GRO2_AB' // @s = 'short'  // ~z~Yeah I've got a plan.
04AF: 46@ = 17601 // = constant 
0050: gosub @GROVE2_5383 
0006: 38@ = 2 

:GROVE2_1737
00D6: if and
0039:   47@ == 2 
0039:   38@ == 2 
004D: jump_if_false @GROVE2_1798 
05AA: 59@s = 'GRO2_AC' // @s = 'short'  // ~z~We're gonna roll into Ballas' hood, and take it back for the Grove!
04AF: 46@ = 17602 // = constant 
0050: gosub @GROVE2_5383 
0006: 38@ = 3 

:GROVE2_1798
00D6: if and
0039:   47@ == 2 
0039:   38@ == 3 
004D: jump_if_false @GROVE2_1859 
05AA: 59@s = 'GRO2_AD' // @s = 'short'  // ~z~OK, let's get those motherfuckers!
04AF: 46@ = 17603 // = constant 
0050: gosub @GROVE2_5383 
0006: 38@ = 4 

:GROVE2_1859
00D6: if and
0039:   47@ == 2 
0039:   38@ == 4 
004D: jump_if_false @GROVE2_1907 
00BC: show_text_highpriority GXT 'GR2_09' time 7000 flag 1  // ~s~Go and take back ~y~Idlewood~s~!
0006: 38@ = 5 

:GROVE2_1907
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @GROVE2_2148 
0209: $7992 = random_int_in_ranges 0 4 
0871: init_jump_table $7992 total_jumps 4 default_jump 0 @GROVE2_2141 jumps 0 @GROVE2_1997 1 @GROVE2_2033 2 @GROVE2_2069 3 @GROVE2_2105 -1 @GROVE2_2141 -1 @GROVE2_2141 -1 @GROVE2_2141 

:GROVE2_1997
05AA: 59@s = 'GRO2_CA' // @s = 'short'  // ~z~Let's take this hood back for the Grove!
04AF: 46@ = 17607 // = constant 
0050: gosub @GROVE2_5383 
0002: jump @GROVE2_2141 

:GROVE2_2033
05AA: 59@s = 'GRO2_CB' // @s = 'short'  // ~z~Time to put in some work, CJ!
04AF: 46@ = 17608 // = constant 
0050: gosub @GROVE2_5383 
0002: jump @GROVE2_2141 

:GROVE2_2069
05AA: 59@s = 'GRO2_CC' // @s = 'short'  // ~z~Let's hit these fools!
04AF: 46@ = 17609 // = constant 
0050: gosub @GROVE2_5383 
0002: jump @GROVE2_2141 

:GROVE2_2105
05AA: 59@s = 'GRO2_CE' // @s = 'short'  // ~z~Hit 'em hard, CJ!
04AF: 46@ = 17610 // = constant 
0050: gosub @GROVE2_5383 
0002: jump @GROVE2_2141 

:GROVE2_2141
0006: 56@ = 2 

:GROVE2_2148
00D6: if and
0039:   47@ == 2 
0039:   56@ == 2 
004D: jump_if_false @GROVE2_2196 
00BC: show_text_highpriority GXT 'GR2_05' time 4000 flag 1  // ~s~Shoot some Ballas to start a war!
0006: 56@ = 3 

:GROVE2_2196
00D6: if or
0583:   player $PLAYER_CHAR in_zone 'IWD3A' 
0583:   player $PLAYER_CHAR in_zone 'IWD3B' 
0583:   player $PLAYER_CHAR in_zone 'IWD1' 
0583:   player $PLAYER_CHAR in_zone 'IWD4' 
004D: jump_if_false @GROVE2_2327 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @GROVE2_2313 
0006: 37@ = 1 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @GROVE2_2313 
0006: 56@ = 1 

:GROVE2_2313
018B: set_marker 36@ radar_mode 0 
0002: jump @GROVE2_2352 

:GROVE2_2327
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @GROVE2_2352 
018B: set_marker 36@ radar_mode 3 

:GROVE2_2352
00D6: if and
0039:   40@ == 0 
0039:   48@ == 0 
004D: jump_if_false @GROVE2_2391 
0050: gosub @GROVE2_2939 
0006: 48@ = 1 

:GROVE2_2391
00D6: if and
0039:   41@ == 0 
0039:   49@ == 0 
004D: jump_if_false @GROVE2_2430 
0050: gosub @GROVE2_2939 
0006: 49@ = 1 

:GROVE2_2430
00D6: if and
0039:   43@ == 0 
0039:   50@ == 0 
004D: jump_if_false @GROVE2_2469 
0050: gosub @GROVE2_2939 
0006: 50@ = 1 

:GROVE2_2469
00D6: if and
0039:   44@ == 0 
0039:   51@ == 0 
004D: jump_if_false @GROVE2_2508 
0050: gosub @GROVE2_2939 
0006: 51@ = 1 

:GROVE2_2508
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @GROVE2_2781 
0226: $7990 = actor $ACTOR_SWEET health 
0014: $7990 /= 10 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
004D: jump_if_false @GROVE2_2683 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @GROVE2_2676 
00D6: if 
86EE:   not actor $ACTOR_SWEET in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE2_2619 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_SWEET in_group $PLAYER_GROUP 

:GROVE2_2619
018B: set_marker 34@ radar_mode 0 
00D6: if 
0039:   54@ == 0 
004D: jump_if_false @GROVE2_2644 

:GROVE2_2644
00D6: if 
0039:   54@ == 1 
004D: jump_if_false @GROVE2_2662 

:GROVE2_2662
0004: $7991 = 0 
0006: 35@ = 1 

:GROVE2_2676
0002: jump @GROVE2_2774 

:GROVE2_2683
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @GROVE2_2774 
00BC: show_text_highpriority GXT 'GR2_02' time 4000 flag 1  // ~s~You have left Sweet behind go get him.
018B: set_marker 34@ radar_mode 3 
00D6: if 
0039:   54@ == 0 
004D: jump_if_false @GROVE2_2742 

:GROVE2_2742
00D6: if 
0039:   54@ == 1 
004D: jump_if_false @GROVE2_2760 

:GROVE2_2760
0004: $7991 = 1 
0006: 35@ = 0 

:GROVE2_2774
0002: jump @GROVE2_2804 

:GROVE2_2781
00BC: show_text_highpriority GXT 'GR2_03' time 4000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE2_3141 

:GROVE2_2804
00D6: if 
0039:   54@ == 1 
004D: jump_if_false @GROVE2_2925 
00D6: if and
0039:   53@ == 1 
0039:   47@ == 2 
004D: jump_if_false @GROVE2_2870 
00BC: show_text_highpriority GXT 'GR2_11' time 7000 flag 1  // ~s~Take Sweet back to ~y~Grove Street~s~.
0006: 53@ = 2 

:GROVE2_2870
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2507.184 -1672.906 12.3824 radius 4.0 4.0 4.0 
004D: jump_if_false @GROVE2_2925 
0002: jump @GROVE2_3791 

:GROVE2_2925
0002: jump @GROVE2_942 

:GROVE2_2932
0002: jump @GROVE2_3141 

:GROVE2_2939
000A: 52@ += 1 
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @GROVE2_2978 
0006: 32@ = 0 
0006: 58@ = 1 

:GROVE2_2978
00D6: if 
0039:   52@ == 2 
004D: jump_if_false @GROVE2_3139 
05AA: 59@s = 'GRO2_FA' // @s = 'short'  // ~z~We did it, CJ! let's bail back to Grove Street.
04AF: 46@ = 17617 // = constant 
0050: gosub @GROVE2_5383 
0006: 54@ = 1 
018B: set_marker 55@ radar_mode 3 
018B: set_marker 36@ radar_mode 0 
0395: clear_area 1 at 2507.184 -1672.906 12.3824 radius 10.0 
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @GROVE2_3139 
00D6: if 
01AF:   car 39@ sphere 0 in_sphere 2507.184 -1672.906 12.3824 radius 4.0 4.0 4.0 
004D: jump_if_false @GROVE2_3139 
00A6: destroy_car 39@ 

:GROVE2_3139
0051: return 

:GROVE2_3141
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:GROVE2_3159
0164: disable_marker $623 
0008: $GROVE_TOTAL_PASSED_MISSIONS += 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'GROVE_2'  // Grove 4 Life
01E3: show_text_1number_styled GXT 'M_PASSS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 10000 
0998: add_respect 40 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:GROVE2_3228
09B7: set_zone 'IWD3A' disable_footcops 0 
09B7: set_zone 'IWD3B' disable_footcops 0 
09B7: set_zone 'IWD1' disable_footcops 0 
09B7: set_zone 'IWD4' disable_footcops 0 
090D: highlight_all_inactive_gang_zones_as_available_for_gangwars 
08A3: update_respect_while_on_mission 0 
0879: enable_gang_wars 1 
0004: $ONMISSION = 0 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @GROVE2_3318 
034F: destroy_actor_with_fade $ACTOR_SWEET 

:GROVE2_3318
00D6: if 
075C:   marker 34@ enabled 
004D: jump_if_false @GROVE2_3339 
0164: disable_marker 34@ 

:GROVE2_3339
00D6: if 
075C:   marker 36@ enabled 
004D: jump_if_false @GROVE2_3360 
0164: disable_marker 36@ 

:GROVE2_3360
00D6: if 
075C:   marker 55@ enabled 
004D: jump_if_false @GROVE2_3381 
0164: disable_marker 55@ 

:GROVE2_3381
0151: remove_status_text $7990 
0296: unload_special_actor 1 
0249: release_model #AK47 
0249: release_model #SULTAN 
04EF: release_animation "GANGS" 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
00D8: mission_cleanup 
0051: return 

:GROVE2_3432
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0051: return 

:GROVE2_3447
00BE: text_clear_all 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0051: return 

:GROVE2_3466
016A: fade 0 time 500 

:GROVE2_3473
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE2_3497 
0001: wait 0 ms 
0002: jump @GROVE2_3473 

:GROVE2_3497
0051: return 

:GROVE2_3499
016A: fade 1 time 500 

:GROVE2_3506
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE2_3530 
0001: wait 0 ms 
0002: jump @GROVE2_3506 

:GROVE2_3530
0051: return 
016A: fade 0 time 500 

:GROVE2_3539
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE2_3563 
0001: wait 0 ms 
0002: jump @GROVE2_3539 

:GROVE2_3563
016A: fade 1 time 500 

:GROVE2_3570
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE2_3594 
0001: wait 0 ms 
0002: jump @GROVE2_3570 

:GROVE2_3594
0051: return 

:GROVE2_3596
00D6: if 
0736:   is_keyboard_key_just_pressed 65 
004D: jump_if_false @GROVE2_3618 
0006: 41@ = 0 

:GROVE2_3618
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @GROVE2_3640 
0006: 40@ = 0 

:GROVE2_3640
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @GROVE2_3662 
0002: jump @GROVE2_3791 

:GROVE2_3662
00D6: if 
0736:   is_keyboard_key_just_pressed 71 
004D: jump_if_false @GROVE2_3752 
00A1: put_actor $PLAYER_ACTOR at 2487.645 -1668.204 12.3438 
0173: set_actor $PLAYER_ACTOR Z_angle_to 265.0722 
0006: 52@ = 2 
0006: 54@ = 1 
018B: set_marker 55@ radar_mode 3 
0395: clear_area 1 at 2507.184 -1672.906 12.3824 radius 10.0 

:GROVE2_3752
00D6: if 
0736:   is_keyboard_key_just_pressed 75 
004D: jump_if_false @GROVE2_3774 
0050: gosub @GROVE2_2939 

:GROVE2_3774
00D6: if 
0736:   is_keyboard_key_just_pressed 72 
004D: jump_if_false @GROVE2_3789 

:GROVE2_3789
0051: return 

:GROVE2_3791
0050: gosub @GROVE2_3466 
0050: gosub @GROVE2_3432 
00BE: text_clear_all 
04ED: load_animation "GANGS" 

:GROVE2_3816
00D6: if 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @GROVE2_3847 
0001: wait 0 ms 
0002: jump @GROVE2_3816 

:GROVE2_3847
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @GROVE2_4145 
06C9: remove_actor $ACTOR_SWEET from_group 
0395: clear_area 1 at 2512.761 -1672.52 12.5034 radius 50.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE2_3970 
00A1: put_actor $PLAYER_ACTOR at 2496.552 -1682.439 12.3542 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.6489 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2512.761 -1672.52 12.5034 
0002: jump @GROVE2_3990 

:GROVE2_3970
00A1: put_actor $PLAYER_ACTOR at 2512.761 -1672.52 12.5034 

:GROVE2_3990
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @GROVE2_4011 
00A6: destroy_car 39@ 

:GROVE2_4011
0173: set_actor $PLAYER_ACTOR Z_angle_to 240.2609 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $ACTOR_SWEET 
00D6: if 
00DF:   actor $ACTOR_SWEET driving 
004D: jump_if_false @GROVE2_4072 
0362: remove_actor $ACTOR_SWEET from_car_and_place_at 2514.788 -1673.938 12.6861 
0002: jump @GROVE2_4092 

:GROVE2_4072
00A1: put_actor $ACTOR_SWEET at 2514.788 -1673.938 12.6861 

:GROVE2_4092
0173: set_actor $ACTOR_SWEET Z_angle_to 73.5014 
0639: AS_actor $ACTOR_SWEET rotate_to_actor $PLAYER_ACTOR 
0688: AS_actor $ACTOR_SWEET unknown_toggle_ped_threat_scanner 0 0 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $ACTOR_SWEET 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $ACTOR_SWEET armed_weapon_to 0 

:GROVE2_4145
03DE: set_pedestrians_density_multiplier_to 0.0 
015F: set_camera_position 2509.798 -1672.175 13.4192 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2510.752 -1672.457 13.5178 switchstyle 2 
00BE: text_clear_all 
0050: gosub @GROVE2_3499 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GROVE2_4278 
0605: actor $PLAYER_ACTOR perform_animation "PRTIAL_HNDSHK_01" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0001: wait 500 ms 

:GROVE2_4278
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @GROVE2_4344 
0605: actor $ACTOR_SWEET perform_animation "PRTIAL_HNDSHK_01" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0001: wait 500 ms 

:GROVE2_4344
040D: unload_wav 1 
03CF: load_wav 17618 as 1 

:GROVE2_4355
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GROVE2_4381 
0001: wait 0 ms 
0002: jump @GROVE2_4355 

:GROVE2_4381
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO2_GA' time 4000 flag 1  // ~z~You helped Grove Street Families hammer those Ballas.
0006: 33@ = 0 

:GROVE2_4408
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GROVE2_4458 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GROVE2_4451 
0002: jump @GROVE2_5293 

:GROVE2_4451
0002: jump @GROVE2_4408 

:GROVE2_4458
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @GROVE2_4517 
0605: actor $ACTOR_SWEET perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GROVE2_4517
040D: unload_wav 1 
03CF: load_wav 17619 as 1 

:GROVE2_4528
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GROVE2_4554 
0001: wait 0 ms 
0002: jump @GROVE2_4528 

:GROVE2_4554
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO2_GB' time 4000 flag 1  // ~z~Johnson boys rolled right over them!
0006: 33@ = 0 

:GROVE2_4581
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GROVE2_4631 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GROVE2_4624 
0002: jump @GROVE2_5293 

:GROVE2_4624
0002: jump @GROVE2_4581 

:GROVE2_4631
040D: unload_wav 1 
03CF: load_wav 17620 as 1 

:GROVE2_4642
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GROVE2_4668 
0001: wait 0 ms 
0002: jump @GROVE2_4642 

:GROVE2_4668
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO2_GC' time 4000 flag 1  // ~z~OK, dog, I'm going to get some sleep, I'm beat.
0006: 33@ = 0 

:GROVE2_4695
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GROVE2_4745 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GROVE2_4738 
0002: jump @GROVE2_5293 

:GROVE2_4738
0002: jump @GROVE2_4695 

:GROVE2_4745
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @GROVE2_4790 
0792: disembark_instantly_actor $ACTOR_SWEET 
0603: AS_actor $ACTOR_SWEET goto_point_any_means 2513.683 -1672.876 12.5412 mode 4 use_car -1 

:GROVE2_4790
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GROVE2_4822 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SWEET 10000 ms 

:GROVE2_4822
040D: unload_wav 1 
03CF: load_wav 17621 as 1 

:GROVE2_4833
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GROVE2_4859 
0001: wait 0 ms 
0002: jump @GROVE2_4833 

:GROVE2_4859
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO2_GD' time 4000 flag 1  // ~z~Here, I took this from one of those Ballas fools.
0006: 33@ = 0 

:GROVE2_4886
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GROVE2_4936 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GROVE2_4929 
0002: jump @GROVE2_5293 

:GROVE2_4929
0002: jump @GROVE2_4886 

:GROVE2_4936
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @GROVE2_5001 
0605: actor $ACTOR_SWEET perform_animation "PRTIAL_HNDSHK_BIZ_01" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GROVE2_5001
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GROVE2_5066 
0605: actor $PLAYER_ACTOR perform_animation "PRTIAL_HNDSHK_BIZ_01" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GROVE2_5066
040D: unload_wav 1 
03CF: load_wav 17622 as 1 

:GROVE2_5077
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GROVE2_5103 
0001: wait 0 ms 
0002: jump @GROVE2_5077 

:GROVE2_5103
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO2_GE' time 4000 flag 1  // ~z~Probably drug money - here's your half.
0006: 33@ = 0 

:GROVE2_5130
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GROVE2_5180 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GROVE2_5173 
0002: jump @GROVE2_5293 

:GROVE2_5173
0002: jump @GROVE2_5130 

:GROVE2_5180
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @GROVE2_5225 
0792: disembark_instantly_actor $ACTOR_SWEET 
0603: AS_actor $ACTOR_SWEET goto_point_any_means 2516.264 -1675.254 12.9287 mode 4 use_car -1 

:GROVE2_5225
0006: 33@ = 0 

:GROVE2_5232
00D6: if 
001B:   2000 > 33@ 
004D: jump_if_false @GROVE2_5286 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GROVE2_5279 
0002: jump @GROVE2_5293 

:GROVE2_5279
0002: jump @GROVE2_5232 

:GROVE2_5286
0050: gosub @GROVE2_3466 

:GROVE2_5293
04EF: release_animation "GANGS" 
009B: destroy_actor $ACTOR_SWEET 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GROVE2_5353 
00A1: put_actor $PLAYER_ACTOR at 2512.407 -1672.111 12.4895 
0173: set_actor $PLAYER_ACTOR Z_angle_to 78.5658 

:GROVE2_5353
0050: gosub @GROVE2_3447 
03DE: set_pedestrians_density_multiplier_to 1.0 
0373: set_camera_directly_behind_player 
0050: gosub @GROVE2_3499 
0002: jump @GROVE2_3159 

:GROVE2_5383
040D: unload_wav 1 
03CF: load_wav 46@ as 1 
0006: 47@ = 0 
0051: return 

:GROVE2_5403
00D6: if and
03D0:   wav 1 loaded 
0039:   47@ == 0 
004D: jump_if_false @GROVE2_5446 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 59@s time 10000 flag 1 
0006: 47@ = 1 

:GROVE2_5446
00D6: if and
03D2:   wav 1 ended 
0039:   47@ == 1 
004D: jump_if_false @GROVE2_5484 
040D: unload_wav 1 
03D5: remove_text 59@s 
0006: 47@ = 2 

:GROVE2_5484
0051: return 

//-------------Mission 108---------------
// Originally: Riot

:RIOT1
03A4: name_thread 'RIOT1' 
0050: gosub @RIOT1_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @RIOT1_38 
0050: gosub @RIOT1_2979 

:RIOT1_38
0050: gosub @RIOT1_3082 
004E: end_thread 

:RIOT1_47
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
054C: use_GXT_table 'RIOT1' 
00BE: text_clear_all 
0001: wait 0 ms 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 39@ = 0 
0006: 40@ = 0 
0006: 41@ = 0 
0006: 42@ = 0 
0006: 43@ = 0 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
08F5: save_player_group 
04BB: select_interior 5 
02E4: load_cutscene_data 'RIOT_1A' 

:RIOT1_202
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @RIOT1_226 
0001: wait 0 ms 
0002: jump @RIOT1_202 

:RIOT1_226
02E7: start_cutscene 
016A: fade 1 time 1000 

:RIOT1_235
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @RIOT1_259 
0001: wait 0 ms 
0002: jump @RIOT1_235 

:RIOT1_259
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:RIOT1_272
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT1_296 
0001: wait 0 ms 
0002: jump @RIOT1_272 

:RIOT1_296
02EA: end_cutscene 
00D6: if 
856A:   not cutscene_skipped 
004D: jump_if_false @RIOT1_418 
02E4: load_cutscene_data 'RIOT_1B' 

:RIOT1_322
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @RIOT1_346 
0001: wait 0 ms 
0002: jump @RIOT1_322 

:RIOT1_346
02E7: start_cutscene 
016A: fade 1 time 1000 

:RIOT1_355
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @RIOT1_379 
0001: wait 0 ms 
0002: jump @RIOT1_355 

:RIOT1_379
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:RIOT1_392
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT1_416 
0001: wait 0 ms 
0002: jump @RIOT1_392 

:RIOT1_416
02EA: end_cutscene 

:RIOT1_418
04BB: select_interior 0 
08F6: restore_player_group 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
06C8: enable_riot 1 
0629: change_integer_stat 309 to 1 
0247: load_model #SULTAN 
0247: load_model #SAVANNA 
0247: load_model #CAMPER 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
038B: load_requested_models 
07E5: copy_decision_maker 65542 to $7998 
03CB: set_rendering_origin_at 1254.68 -789.39 91.03 
0395: clear_area 1 at 1242.9 -805.4 82.9 radius 20.0 
0674: set_car_model #CAMPER numberplate "OUTTHERE" 
00A5: $7997 = create_car #CAMPER at 1242.9 -805.4 82.9 
0175: set_car $7997 Z_angle_to 0.0 
0229: set_car $7997 primary_color_to 1 secondary_color_to 1 
06ED: set_car $7997 paintjob 0 
0294: set_car $7997 sprayable 0 
0395: clear_area 1 at 1249.1 -804.9 82.9 radius 5.0 
0674: set_car_model #SAVANNA numberplate "_LVA4L__" 
00A5: $7996 = create_car #SAVANNA at 1249.1 -804.9 82.9 
0175: set_car $7996 Z_angle_to 177.7 
0229: set_car $7996 primary_color_to 3 secondary_color_to 3 
0395: clear_area 1 at 1254.3 -806.6 82.9 radius 5.0 
0674: set_car_model #SULTAN numberplate "GROVE4L_" 
00A5: $7995 = create_car #SULTAN at 1254.3 -806.6 82.9 
0229: set_car $7995 primary_color_to 3 secondary_color_to 3
02AC: set_car $7995 immunities BP 1 FP 1 EP 1 CP 1 MP 1
01EC: make_car $7995 very_heavy 1
0294: set_car $7995 sprayable 0
0423: set_car $7995 improved_handling_to 1.5 // (float) 
0175: set_car $7995 Z_angle_to 177.7 
0395: clear_area 1 at 1258.2 -814.4 83.1 radius 60.0 
00A1: put_actor $PLAYER_ACTOR at 1258.2 -814.4 83.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 40.0 
0395: clear_area 1 at 1257.6 -816.6 83.1 radius 5.0 
009A: $ACTOR_SWEET = create_actor_pedtype 25 model #SPECIAL01 at 1257.6 -816.6 83.1 
0173: set_actor $ACTOR_SWEET Z_angle_to 39.9 
09F6: set_actor $ACTOR_SWEET unjackable_through_driver_seat 0 
0568: set_actor $ACTOR_SWEET untargetable 1 
039E: set_actor $ACTOR_SWEET locked 1 while_in_car 
060B: set_actor $ACTOR_SWEET decision_maker_to $7998 
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 1 
0615: define_AS_pack_begin $7999 
05D3: AS_actor -1 goto_point 1252.4 -810.3 83.1 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car $7995 passenger_seat 0 time -1 
0616: define_AS_pack_end $7999 
0618: assign_actor $ACTOR_SWEET to_AS_pack $7999 
061B: remove_references_to_AS_pack $7999 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position 1257.8 -815.0 84.7 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1246.3 -802.5 82.7 switchstyle 2 
09F5: disable_player_mutal_activities 1 
09D2: set_cops_chase_criminals 0 

:RIOT1_1048
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @RIOT1_1074 
0002: jump @RIOT1_2997 

:RIOT1_1074
0050: gosub @RIOT1_3160 
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @RIOT1_1106 
0002: jump @RIOT1_2979 

:RIOT1_1106
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @RIOT1_1744 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @RIOT1_1339 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 40@ = 0 
07A1: set_walk_speed 4 
05CB: AS_actor $PLAYER_ACTOR enter_car $7995 as_driver -1 ms 
0615: define_AS_pack_begin $7999 
05D3: AS_actor -1 goto_point 1252.4 -810.3 83.1 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car $7995 passenger_seat 0 time -1 
0616: define_AS_pack_end $7999 
0618: assign_actor $ACTOR_SWEET to_AS_pack $7999 
061B: remove_references_to_AS_pack $7999 
016A: fade 1 time 500 

:RIOT1_1241
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT1_1265 
0001: wait 0 ms 
0002: jump @RIOT1_1241 

:RIOT1_1265
0050: gosub @RIOT1_3160 
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @RIOT1_1297 
0002: jump @RIOT1_2979 

:RIOT1_1297
0006: 40@ = 1 
0006: 41@ = 0 
0050: gosub @RIOT1_4358 
0006: 36@ = 1 
0006: 37@ = 1 
0707: start_scene_skip_to @RIOT1_1420 

:RIOT1_1339
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @RIOT1_1744 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @RIOT1_1744 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_1744 
00D6: if 
00DB:   actor $ACTOR_SWEET in_car $7995 
004D: jump_if_false @RIOT1_1744 
0006: 37@ = 0 

:RIOT1_1420
0701: end_scene_skip 
0050: gosub @RIOT1_3160 
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @RIOT1_1454 
0002: jump @RIOT1_2979 

:RIOT1_1454
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @RIOT1_1580 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 40@ = 0 
016A: fade 0 time 500 

:RIOT1_1496
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT1_1520 
0001: wait 0 ms 
0002: jump @RIOT1_1496 

:RIOT1_1520
0050: gosub @RIOT1_3160 
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @RIOT1_1552 
0002: jump @RIOT1_2979 

:RIOT1_1552
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car $7995 
0792: disembark_instantly_actor $ACTOR_SWEET 
0430: put_actor $ACTOR_SWEET into_car $7995 passenger_seat 0 

:RIOT1_1580
0006: 39@ = 1 
09F5: disable_player_mutal_activities 0 
018A: 34@ = create_checkpoint_at 2505.4 -1670.6 12.1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'R1_01' time 7000 flag 1  // Drive back to ~y~Grove Street~s~.
0006: 33@ = 0 
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @RIOT1_1737 
016A: fade 1 time 500 

:RIOT1_1681
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT1_1705 
0001: wait 0 ms 
0002: jump @RIOT1_1681 

:RIOT1_1705
0050: gosub @RIOT1_3160 
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @RIOT1_1737 
0002: jump @RIOT1_2979 

:RIOT1_1737
0006: 35@ = 1 

:RIOT1_1744
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @RIOT1_2600 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @RIOT1_1826 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_1826 
00AB: put_car $7995 at 2495.7 -1666.3 12.1 
0175: set_car $7995 Z_angle_to 254.2 

:RIOT1_1826
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @RIOT1_1923 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @RIOT1_1923 
00D6: if 
0019:   33@ > 10000 
004D: jump_if_false @RIOT1_1923 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_SWEET muted 1 // versionB 
0006: 40@ = 2 
0006: 41@ = 0 
0050: gosub @RIOT1_4358 
0006: 42@ = 1 

:RIOT1_1923
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @RIOT1_2006 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @RIOT1_2006 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @RIOT1_2006 
0006: 40@ = 3 
0006: 41@ = 0 
0050: gosub @RIOT1_4358 
0006: 42@ = 2 

:RIOT1_2006
00D6: if 
0039:   42@ == 2 
004D: jump_if_false @RIOT1_2156 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_2156 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2955.5 -1240.1 cornerB 1192.2 -1855.3 
004D: jump_if_false @RIOT1_2156 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @RIOT1_2156 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @RIOT1_2156 
01C3: remove_references_to_car $7997 
01C3: remove_references_to_car $7996 
0006: 40@ = 4 
0006: 41@ = 0 
0050: gosub @RIOT1_4358 
0006: 42@ = 3 

:RIOT1_2156
00D6: if 
0039:   42@ == 3 
004D: jump_if_false @RIOT1_2296 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_2296 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2955.5 -1240.1 cornerB 1192.2 -1855.3 
004D: jump_if_false @RIOT1_2296 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @RIOT1_2296 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @RIOT1_2296 
0006: 40@ = 5 
0006: 41@ = 0 
0050: gosub @RIOT1_4358 
0006: 42@ = 4 

:RIOT1_2296
00D6: if 
0039:   42@ == 4 
004D: jump_if_false @RIOT1_2436 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_2436 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2955.5 -1240.1 cornerB 1192.2 -1855.3 
004D: jump_if_false @RIOT1_2436 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @RIOT1_2436 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @RIOT1_2436 
0006: 40@ = 6 
0006: 41@ = 0 
0050: gosub @RIOT1_4358 
0006: 42@ = 5 

:RIOT1_2436
00D6: if 
0039:   42@ == 5 
004D: jump_if_false @RIOT1_2493 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @RIOT1_2493 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_SWEET muted 0 // versionB 
0006: 42@ = 6 

:RIOT1_2493
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_2600 
00D6: if 
00DB:   actor $ACTOR_SWEET in_car $7995 
004D: jump_if_false @RIOT1_2600 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 2505.4 -1670.6 12.1 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @RIOT1_2600 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 36@ = 0 
0006: 35@ = 2 

:RIOT1_2600
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @RIOT1_2940 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @RIOT1_2703 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 40@ = 0 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
0006: 40@ = 7 
0006: 41@ = 0 
0050: gosub @RIOT1_4358 
0006: 36@ = 1 
0006: 36@ = 1 

:RIOT1_2703
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @RIOT1_2803 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @RIOT1_2803 
0615: define_AS_pack_begin $7999 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2518.9 -1678.2 13.5 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end $7999 
0618: assign_actor $ACTOR_SWEET to_AS_pack $7999 
061B: remove_references_to_AS_pack $7999 
0006: 32@ = 0 
0006: 36@ = 2 

:RIOT1_2803
00D6: if 
0039:   36@ == 2 
004D: jump_if_false @RIOT1_2940 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @RIOT1_2940 
016A: fade 0 time 500 

:RIOT1_2847
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT1_2871 
0001: wait 0 ms 
0002: jump @RIOT1_2847 

:RIOT1_2871
009B: destroy_actor $ACTOR_SWEET 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
09F5: disable_player_mutal_activities 0 
016A: fade 1 time 500 

:RIOT1_2909
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT1_2933 
0001: wait 0 ms 
0002: jump @RIOT1_2909 

:RIOT1_2933
0002: jump @RIOT1_2997 

:RIOT1_2940
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @RIOT1_2965 
0050: gosub @RIOT1_3244 

:RIOT1_2965
0050: gosub @RIOT1_3390 
0002: jump @RIOT1_1048 

:RIOT1_2979
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:RIOT1_2997
0008: $RIOT_TOTAL_PASSED_MISSIONS += 1 
0629: change_integer_stat 335 to 1 
0318: set_latest_mission_passed 'RIOT_1'  // Riot
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker $622 
0164: disable_marker $MARKER_SWEET_HOUSE 
02A7: $MARKER_SWEET_HOUSE = create_icon_marker_and_sphere $ICON_SWEET at $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE 
030C: progress_made = 1 
0051: return 

:RIOT1_3082
00D6: if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // s$ 
004D: jump_if_false @RIOT1_3100 
02EB: restore_camera_with_jumpcut 

:RIOT1_3100
09F5: disable_player_mutal_activities 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0249: release_model #SULTAN 
0249: release_model #SAVANNA 
0249: release_model #CAMPER 
034F: destroy_actor_with_fade $ACTOR_SWEET 
0296: unload_special_actor 1 
0164: disable_marker 34@ 
09D2: set_cops_chase_criminals 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:RIOT1_3160
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @RIOT1_3201 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'R1_02' time 7000 flag 1  // ~r~Sweet has been killed!
0006: 38@ = 1 

:RIOT1_3201
00D6: if 
0119:   car $7995 wrecked 
004D: jump_if_false @RIOT1_3242 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'R1_04' time 7000 flag 1  // ~r~Sweet's car has been destroyed!
0006: 38@ = 1 

:RIOT1_3242
0051: return 

:RIOT1_3244
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @RIOT1_3324 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_3324 
03D5: remove_text 'R1_03'  // Get back in ~b~Sweet's car~s~.
0164: disable_marker 34@ 
018A: 34@ = create_checkpoint_at 2505.4 -1670.6 12.1 
0006: 39@ = 1 

:RIOT1_3324
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @RIOT1_3388 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_3388 
0164: disable_marker 34@ 
0186: 34@ = create_marker_above_car $7995 
07E0: set_marker 34@ type_to 1 
0006: 39@ = 0 

:RIOT1_3388
0051: return 

:RIOT1_3390
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @RIOT1_4277 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_3588 
00D6: if or
0039:   40@ == 2 
0039:   40@ == 3 
0039:   40@ == 4 
0039:   40@ == 5 
0039:   40@ == 6 
004D: jump_if_false @RIOT1_3588 
00D6: if 
001D:   89@ > 41@ // (int) 
004D: jump_if_false @RIOT1_3574 
0050: gosub @RIOT1_5574 
0050: gosub @RIOT1_5681 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @RIOT1_3536 
0050: gosub @RIOT1_5835 
0002: jump @RIOT1_3567 

:RIOT1_3536
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 44@(41@,15s) 
0006: 90@ = 0 
0006: 91@ = 0 

:RIOT1_3567
0002: jump @RIOT1_3588 

:RIOT1_3574
0006: 33@ = 0 
0006: 40@ = 0 

:RIOT1_3588
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_3724 
00D6: if 
001B:   11 > 40@ 
004D: jump_if_false @RIOT1_3724 
00D6: if 
001D:   89@ > 41@ // (int) 
004D: jump_if_false @RIOT1_3651 
000A: 41@ += 1 

:RIOT1_3651
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
03D5: remove_text 44@(41@,15s) 
0085: 94@ = 40@ // (int) 
0085: 95@ = 41@ // (int) 
0006: 40@ = 11 
0209: 41@ = random_int_in_ranges 0 4 
0085: 43@ = 41@ // (int) 
000A: 43@ += 1 
0050: gosub @RIOT1_4358 

:RIOT1_3724
00D6: if 
0039:   40@ == 11 
004D: jump_if_false @RIOT1_4049 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_3997 
00D6: if 
001D:   89@ > 41@ // (int) 
004D: jump_if_false @RIOT1_3974 
0050: gosub @RIOT1_5574 
0050: gosub @RIOT1_5681 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @RIOT1_3878 
00D6: if or
8118:   not actor $ACTOR_SMOKE dead 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @RIOT1_3847 
0050: gosub @RIOT1_5835 
0002: jump @RIOT1_3878 

:RIOT1_3847
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 44@(41@,15s) 
0006: 90@ = 0 
0006: 91@ = 0 

:RIOT1_3878
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @RIOT1_3967 
00D6: if or
8118:   not actor $ACTOR_SMOKE dead 
8118:   not actor $ACTOR_SWEET dead 
8118:   not actor $ACTOR_OG_LOC dead 
004D: jump_if_false @RIOT1_3936 
0050: gosub @RIOT1_5835 
0002: jump @RIOT1_3967 

:RIOT1_3936
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 44@(41@,15s) 
0006: 90@ = 0 
0006: 91@ = 0 

:RIOT1_3967
0002: jump @RIOT1_3997 

:RIOT1_3974
00BC: show_text_highpriority GXT 'R1_03' time 11000 flag 1  // Get back in ~b~Sweet's car~s~.
0006: 40@ = 12 

:RIOT1_3997
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_4049 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 44@(41@,15s) 
0006: 40@ = 13 
0006: 41@ = 0 
00BE: text_clear_all 

:RIOT1_4049
00D6: if 
0039:   40@ == 12 
004D: jump_if_false @RIOT1_4102 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_4102 
0006: 40@ = 13 
0006: 41@ = 0 
00BE: text_clear_all 

:RIOT1_4102
00D6: if 
0039:   40@ == 13 
004D: jump_if_false @RIOT1_4277 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_4203 
0006: 33@ = 0 
0085: 40@ = 94@ // (int) 
0085: 41@ = 95@ // (int) 
0050: gosub @RIOT1_4358 
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @RIOT1_4203 
00BC: show_text_highpriority GXT 'R1_01' time 7000 flag 1  // Drive back to ~y~Grove Street~s~.

:RIOT1_4203
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_4277 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 44@(41@,15s) 
0006: 40@ = 11 
0209: 41@ = random_int_in_ranges 0 4 
0085: 43@ = 41@ // (int) 
000A: 43@ += 1 
0050: gosub @RIOT1_4358 

:RIOT1_4277
00D6: if or
0039:   40@ == 1 
0039:   40@ == 7 
004D: jump_if_false @RIOT1_4356 
00D6: if 
001D:   89@ > 41@ // (int) 
004D: jump_if_false @RIOT1_4349 
0050: gosub @RIOT1_5574 
0050: gosub @RIOT1_5681 
0050: gosub @RIOT1_5835 
0002: jump @RIOT1_4356 

:RIOT1_4349
0006: 40@ = 0 

:RIOT1_4356
0051: return 

:RIOT1_4358
00D6: if 
0039:   40@ == 1 
004D: jump_if_false @RIOT1_4431 
05AA: 44@s = 'ROT1_AA' // @s = 'short'  // ~z~Shit's real fucked up, man.
05AA: 46@s = 'ROT1_AB' // @s = 'short'  // ~z~Yeah, but we gonna handle this ourselves.
04AF: 74@ = 32800 // = constant 
04AF: 75@ = 32801 // = constant 
0006: 89@ = 2 

:RIOT1_4431
00D6: if 
0039:   40@ == 2 
004D: jump_if_false @RIOT1_4576 
05AA: 44@s = 'ROT1_BA' // @s = 'short'  // ~z~There ain't no justice, man.
05AA: 46@s = 'ROT1_BB' // @s = 'short'  // ~z~How does scum like Tenpennny stay on the streets?
05AA: 48@s = 'ROT1_BC' // @s = 'short'  // ~z~Man, I dunno, just the way shit stacked I guess.
05AA: 50@s = 'ROT1_BD' // @s = 'short'  // ~z~Man, this is fucked up. We should take that bastard down ourselves.
05AA: 52@s = 'ROT1_BE' // @s = 'short'  // ~z~And we will Sweet.
04AF: 74@ = 32802 // = constant 
04AF: 75@ = 32803 // = constant 
04AF: 76@ = 32804 // = constant 
04AF: 77@ = 32805 // = constant 
04AF: 78@ = 32806 // = constant 
0006: 89@ = 5 

:RIOT1_4576
00D6: if 
0039:   40@ == 3 
004D: jump_if_false @RIOT1_4913 
05AA: 44@s = 'ROT1_EA' // @s = 'short'  // ~z~So who's the weird Brit?
05AA: 46@s = 'ROT1_EB' // @s = 'short'  // ~z~What? Oh, Maccer!
05AA: 48@s = 'ROT1_EC' // @s = 'short'  // ~z~He got a little problem he can't control.
05AA: 50@s = 'ROT1_ED' // @s = 'short'  // ~z~What kind of problem?
05AA: 52@s = 'ROT1_EE' // @s = 'short'  // ~z~He can't, you know, giving himself a little bit.
05AA: 54@s = 'ROT1_EF' // @s = 'short'  // ~z~What, you mean he likes to consult Professor Hans Jerkov?
05AA: 56@s = 'ROT1_EG' // @s = 'short'  // ~z~Yeah, regularly.
05AA: 58@s = 'ROT1_EH' // @s = 'short'  // ~z~Spank the monkey?
05AA: 60@s = 'ROT1_EJ' // @s = 'short'  // ~z~Yeah!
05AA: 62@s = 'ROT1_EK' // @s = 'short'  // ~z~Take Palm-ela out?
05AA: 64@s = 'ROT1_EL' // @s = 'short'  // ~z~Quit it!
05AA: 66@s = 'ROT1_EM' // @s = 'short'  // ~z~Burp the worm?
05AA: 68@s = 'ROT1_EN' // @s = 'short'  // ~z~Enough, man!
04AF: 74@ = 32810 // = constant 
04AF: 75@ = 32811 // = constant 
04AF: 76@ = 32812 // = constant 
04AF: 77@ = 32813 // = constant 
04AF: 78@ = 32814 // = constant 
04AF: 79@ = 32815 // = constant 
04AF: 80@ = 32816 // = constant 
04AF: 81@ = 32817 // = constant 
04AF: 82@ = 32818 // = constant 
04AF: 83@ = 32819 // = constant 
04AF: 84@ = 32820 // = constant 
04AF: 85@ = 32821 // = constant 
04AF: 86@ = 32822 // = constant 
0006: 89@ = 13 

:RIOT1_4913
00D6: if 
0039:   40@ == 4 
004D: jump_if_false @RIOT1_5010 
05AA: 44@s = 'ROT1_DA' // @s = 'short'  // ~z~Shit, look at this place, even old ladies robbing shit!
05AA: 46@s = 'ROT1_DB' // @s = 'short'  // ~z~I guess it's better than staying home and watching the shopping channel.
05AA: 48@s = 'ROT1_DC' // @s = 'short'  // ~z~Yeah, go out there and get yourself a bargain!
04AF: 74@ = 32807 // = constant 
04AF: 75@ = 32808 // = constant 
04AF: 76@ = 32809 // = constant 
0006: 89@ = 3 

:RIOT1_5010
00D6: if 
0039:   40@ == 5 
004D: jump_if_false @RIOT1_5203 
05AA: 44@s = 'ROT1_FA' // @s = 'short'  // ~z~Shit, man, people real mad!
05AA: 46@s = 'ROT1_FB' // @s = 'short'  // ~z~Tenpenny's responsible for ALL of this!
05AA: 48@s = 'ROT1_FC' // @s = 'short'  // ~z~As if the ghetto ain't wrecked enough!
05AA: 50@s = 'ROT1_FD' // @s = 'short'  // ~z~Come tomorrow, most the Centrals gonna have new TVs.
05AA: 52@s = 'ROT1_FE' // @s = 'short'  // ~z~Look at them, like angry kids or some shit!
05AA: 54@s = 'ROT1_FF' // @s = 'short'  // ~z~They just tearing up their own neighborhoods!
05AA: 56@s = 'ROT1_FG' // @s = 'short'  // ~z~Nothing good is gonna come of this.
04AF: 74@ = 32823 // = constant 
04AF: 75@ = 32824 // = constant 
04AF: 76@ = 32825 // = constant 
04AF: 77@ = 32826 // = constant 
04AF: 78@ = 32827 // = constant 
04AF: 79@ = 32828 // = constant 
04AF: 80@ = 32829 // = constant 
0006: 89@ = 7 

:RIOT1_5203
00D6: if 
0039:   40@ == 6 
004D: jump_if_false @RIOT1_5300 
05AA: 44@s = 'ROT1_GL' // @s = 'short'  // ~z~Everything's burning.
05AA: 46@s = 'ROT1_GA' // @s = 'short'  // ~z~Put your foot down!
05AA: 48@s = 'ROT1_FH' // @s = 'short'  // ~z~Man, the ghetto's tearing itself apart!
04AF: 74@ = 32840 // = constant 
04AF: 75@ = 32831 // = constant 
04AF: 76@ = 32830 // = constant 
0006: 89@ = 3 

:RIOT1_5300
00D6: if 
0039:   40@ == 7 
004D: jump_if_false @RIOT1_5421 
05AA: 44@s = 'ROT1_HC' // @s = 'short'  // ~z~I'm gonna gather up some homies, and get the hood locked down.
05AA: 46@s = 'ROT1_HD' // @s = 'short'  // ~z~You need anything, give me a call.
05AA: 48@s = 'ROT1_HE' // @s = 'short'  // ~z~I'm gonna check out the city and see what I can see.
05AA: 50@s = 'ROT1_HF' // @s = 'short'  // ~z~You be careful out there, CJ.
04AF: 74@ = 32844 // = constant 
04AF: 75@ = 32845 // = constant 
04AF: 76@ = 32846 // = constant 
04AF: 77@ = 32847 // = constant 
0006: 89@ = 4 

:RIOT1_5421
00D6: if 
0039:   40@ == 11 
004D: jump_if_false @RIOT1_5543 
05AA: 44@s = 'SWE1_BG' // @s = 'short'  // ~z~CJ, GET IN!
05AA: 46@s = 'SWE1_BK' // @s = 'short'  // ~z~CJ, c'mon man, hop in.
05AA: 48@s = 'SWE1_BL' // @s = 'short'  // ~z~C'mon, let's roll, let's step on it.
05AA: 50@s = 'SWE1_BM' // @s = 'short'  // ~z~Get in, nigga!
04AF: 74@ = 37429 // = constant 
04AF: 75@ = 37432 // = constant 
04AF: 76@ = 37433 // = constant 
04AF: 77@ = 37434 // = constant 
0085: 89@ = 43@ // (int) 

:RIOT1_5543
0085: 92@ = 41@ // (int) 
0006: 90@ = 0 
0006: 91@ = 0 
0006: 93@ = 1 
0051: return 

:RIOT1_5574
00D6: if 
001D:   89@ > 92@ // (int) 
004D: jump_if_false @RIOT1_5679 
00D6: if 
0039:   90@ == 0 
004D: jump_if_false @RIOT1_5636 
03CF: load_wav 74@(92@,15i) as 1 
000A: 92@ += 1 
0006: 90@ = 1 

:RIOT1_5636
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @RIOT1_5679 
03CF: load_wav 74@(92@,15i) as 2 
000A: 92@ += 1 
0006: 91@ = 1 

:RIOT1_5679
0051: return 

:RIOT1_5681
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @RIOT1_5757 
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @RIOT1_5757 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @RIOT1_5757 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 44@(41@,15s) time 4500 flag 1 
0006: 90@ = 2 

:RIOT1_5757
00D6: if 
0039:   93@ == 2 
004D: jump_if_false @RIOT1_5833 
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @RIOT1_5833 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @RIOT1_5833 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 44@(41@,15s) time 4500 flag 1 
0006: 91@ = 2 

:RIOT1_5833
0051: return 

:RIOT1_5835
00D6: if 
0039:   90@ == 2 
004D: jump_if_false @RIOT1_5898 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @RIOT1_5898 
03D5: remove_text 44@(41@,15s) 
000A: 41@ += 1 
0006: 93@ = 2 
0006: 90@ = 0 

:RIOT1_5898
00D6: if 
0039:   91@ == 2 
004D: jump_if_false @RIOT1_5961 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @RIOT1_5961 
03D5: remove_text 44@(41@,15s) 
000A: 41@ += 1 
0006: 93@ = 1 
0006: 91@ = 0 

:RIOT1_5961
0051: return 

//-------------Mission 109---------------
// Originally: Los Desperados

:RIOT2
03A4: name_thread 'RIOT2' 
0050: gosub @RIOT2_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @RIOT2_38 
0050: gosub @RIOT2_30241 

:RIOT2_38
0050: gosub @RIOT2_30499 
004E: end_thread 

:RIOT2_47
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
054C: use_GXT_table 'RIOT2' 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @RIOT2_350 
0107: 88@ = create_object #BBALL_INGAME at 0.0 0.0 0.0 
018A: 89@ = create_checkpoint_at 1774.9 -1974.9 13.1 
009A: 37@ = create_actor_pedtype 25 model 146@(148@,2i) at 1831.9 -2004.6 12.6 
009A: 43@ = create_actor_pedtype 25 model 146@(148@,2i) at 1831.9 -2004.6 12.6 
009A: 49@ = create_actor_pedtype 25 model 146@(148@,2i) at 1831.9 -2004.6 12.6 
009A: 55@ = create_actor_pedtype 25 model 146@(148@,2i) at 1831.9 -2004.6 12.6 
009A: 61@ = create_actor_pedtype 25 model 146@(148@,2i) at 1831.9 -2004.6 12.6 
009A: 79@ = create_actor_pedtype 25 model 146@(148@,2i) at 1831.9 -2004.6 12.6 
0187: 96@ = create_marker_above_actor 37@ 
0187: 102@ = create_marker_above_actor 43@ 
0187: 108@ = create_marker_above_actor 49@ 
0187: 114@ = create_marker_above_actor 55@ 
0187: 120@ = create_marker_above_actor 61@ 
0187: 132@ = create_marker_above_actor 79@ 

:RIOT2_350
00BE: text_clear_all 
0001: wait 0 ms 
0006: 142@ = 0 
0006: 143@ = 0 
0006: 144@ = 0 
0006: 145@ = 0 
0006: 187@ = 0 
04AF: 146@ = 108 // = constant 
04AF: 147@ = 109 // = constant 
0006: 148@ = 0 
0006: 149@ = 2 
0006: 150@ = 0 
0006: 152@ = 0 
0006: 153@ = 0 
0006: 154@ = 0 
0006: 155@ = 0 
0006: 156@ = 0 
0006: 157@ = 0 
0006: 158@ = 0 
0006: 159@ = 0 
0006: 160@ = 0 
0006: 161@ = 0 
0006: 162@ = 0 
0006: 163@ = 0 
0006: 164@ = 0 
0006: 165@ = 0 
0006: 166@ = 0 
0006: 167@ = 0 
0006: 170@ = 0 
0006: 171@ = 0 
0006: 172@ = 0 
0006: 173@ = 0 
0006: 174@ = 0 
0006: 175@ = 0 
0006: 176@ = 0 
0007: 262@ = 0.0 
0007: 263@ = 0.0 
0007: 264@ = 0.0 
0006: 168@ = 0 
0006: 169@ = 0 
0006: 177@ = 0 
0006: 178@ = 0 
0006: 185@ = 0 
0006: 188@ = 0 
0006: 255@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0007: 183@ = 0.0 
0006: 180@ = 0 
0006: 181@ = 60 
0006: 270@ = 0 
08F5: save_player_group 
04BB: select_interior 1 
02E4: load_cutscene_data 'RIOT_2' 

:RIOT2_756
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @RIOT2_780 
0001: wait 0 ms 
0002: jump @RIOT2_756 

:RIOT2_780
02E7: start_cutscene 
016A: fade 1 time 1000 

:RIOT2_789
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @RIOT2_813 
0001: wait 0 ms 
0002: jump @RIOT2_789 

:RIOT2_813
016A: fade 0 time 0 

:RIOT2_819
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_843 
0001: wait 0 ms 
0002: jump @RIOT2_819 

:RIOT2_843
04BB: select_interior 0 
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
0247: load_model #VLA1 
0247: load_model #VLA2 
0247: load_model #VLA3 
0247: load_model #LSV1 
0247: load_model #LSV2 
0247: load_model #KATANA 
0247: load_model #DESERT_EAGLE 
0247: load_model #TEC9 
038B: load_requested_models 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 25 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 
060A: create_decision_maker_type 2 store_to 265@ // decision\allowed\m_.ped files 
07E5: copy_decision_maker 65542 to 266@ 
06AE: create_group_decision_maker_type 0 store_to 267@ // decision\allowed\mission.grp 
0395: clear_area 1 at 2520.8 -1678.5 14.2 radius 30.0 
03CB: set_rendering_origin_at 2520.8 -1678.5 14.2 
00A1: put_actor $PLAYER_ACTOR at 2520.8 -1678.5 14.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 68.6 
0395: clear_area 1 at 2520.8 -1678.5 14.2 radius 1.0 
009A: $ACTOR_CESAR = create_actor_pedtype 24 model #SPECIAL01 at 2519.8 -1677.5 13.7 
0173: set_actor $ACTOR_CESAR Z_angle_to 68.6 
01B2: give_actor $ACTOR_CESAR weapon 24 ammo 30000 // Load the weapon model before using this 
0568: set_actor $ACTOR_CESAR untargetable 1 
035F: actor $ACTOR_CESAR armour += 100 
077A: set_actor $ACTOR_CESAR acquaintance 0 to_actors_pedtype 24 // see ped.dat 
02A9: set_actor $ACTOR_CESAR immune_to_nonplayer 1 
0446: set_actor $ACTOR_CESAR dismemberment_possible 0 
060B: set_actor $ACTOR_CESAR decision_maker_to 265@ 
022B: create_forbidden_for_peds_cube_cornerA 1945.8 -1956.5 0.0 cornerB 1642.9 -2174.3 50.0 
0395: clear_area 1 at 1784.6 -1969.5 13.1 radius 30.0 
009A: 35@ = create_actor_pedtype 24 model #VLA1 at 1784.6 -1969.5 13.1 
0173: set_actor 35@ Z_angle_to 103.1 
01B2: give_actor 35@ weapon 32 ammo 30000 // Load the weapon model before using this 
0568: set_actor 35@ untargetable 1 
035F: actor 35@ armour += 100 
077A: set_actor 35@ acquaintance 0 to_actors_pedtype 24 // see ped.dat 
02A9: set_actor 35@ immune_to_nonplayer 1 
0446: set_actor 35@ dismemberment_possible 0 
060B: set_actor 35@ decision_maker_to 266@ 
009A: 34@ = create_actor_pedtype 24 model #VLA2 at 1784.4 -1971.1 13.1 
0173: set_actor 34@ Z_angle_to 52.8 
01B2: give_actor 34@ weapon 32 ammo 30000 // Load the weapon model before using this 
0568: set_actor 34@ untargetable 1 
035F: actor 34@ armour += 100 
077A: set_actor 34@ acquaintance 0 to_actors_pedtype 24 // see ped.dat 
02A9: set_actor 34@ immune_to_nonplayer 1 
0446: set_actor 34@ dismemberment_possible 0 
060B: set_actor 34@ decision_maker_to 266@ 
009A: 36@ = create_actor_pedtype 24 model #VLA3 at 1782.6 -1969.4 13.1 
0173: set_actor 36@ Z_angle_to 250.2 
01B2: give_actor 36@ weapon 8 ammo 30000 // Load the weapon model before using this 
0568: set_actor 36@ untargetable 1 
035F: actor 36@ armour += 100 
077A: set_actor 36@ acquaintance 0 to_actors_pedtype 24 // see ped.dat 
02A9: set_actor 36@ immune_to_nonplayer 1 
0446: set_actor 36@ dismemberment_possible 0 
02AB: set_actor 36@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
060B: set_actor 36@ decision_maker_to 266@ 
02FA: set_garage 'DUF_LAS' type 15 
06D0: enable_emergency_traffic 0 
0361: close_garage 'DUF_LAS' 
09B7: set_zone 'ELCO' disable_footcops 1  // El Corona
0213: 184@ = create_pickup #HEALTH type 15 at 1877.54 -1982.63 13.48 
09D2: set_cops_chase_criminals 0 

:RIOT2_1585
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @RIOT2_1611 
0002: jump @RIOT2_30259 

:RIOT2_1611
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_1650 
0002: jump @RIOT2_30241 

:RIOT2_1650
01BD: 174@ = current_time_in_ms 
0085: 175@ = 174@ // (int) 
0062: 175@ -= 176@ // (int) 
0085: 176@ = 174@ // (int) 
005A: 170@ += 175@ // (int) 
005A: 171@ += 175@ // (int) 
005A: 172@ += 175@ // (int) 
005A: 173@ += 175@ // (int) 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @RIOT2_1766 
00A1: put_actor $PLAYER_ACTOR at 1776.0 -1988.1 12.9 
00A1: put_actor $ACTOR_CESAR at 1776.0 -1990.1 12.9 

:RIOT2_1766
07F6: get_group $PLAYER_GROUP number_of_leaders_to $TIME_MINS number_of_members_to 177@ 
00D6: if 
0039:   142@ == 0 
004D: jump_if_false @RIOT2_3308 
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @RIOT2_2116 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position 2509.0 -1672.7 13.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2523.1 -1678.2 15.2 switchstyle 2 
09F5: disable_player_mutal_activities 1 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 2512.8 -1673.2 12.5 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 2514.1 -1675.2 12.5 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $ACTOR_CESAR 
0616: define_AS_pack_end 268@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
016A: fade 1 time 500 

:RIOT2_2018
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2042 
0001: wait 0 ms 
0002: jump @RIOT2_2018 

:RIOT2_2042
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2074 
0002: jump @RIOT2_30241 

:RIOT2_2074
0006: 185@ = 1 
0006: 186@ = 0 
0050: gosub @RIOT2_40912 
0006: 143@ = 1 
0006: 144@ = 1 
0707: start_scene_skip_to @RIOT2_2249 

:RIOT2_2116
00D6: if 
0039:   143@ == 1 
004D: jump_if_false @RIOT2_2206 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @RIOT2_2206 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 143@ = 2 

:RIOT2_2206
00D6: if 
0039:   143@ == 2 
004D: jump_if_false @RIOT2_2607 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2607 
0006: 144@ = 0 

:RIOT2_2249
0701: end_scene_skip 
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2283 
0002: jump @RIOT2_30241 

:RIOT2_2283
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @RIOT2_2441 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 
016A: fade 0 time 500 

:RIOT2_2325
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2349 
0001: wait 0 ms 
0002: jump @RIOT2_2325 

:RIOT2_2349
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2381 
0002: jump @RIOT2_30241 

:RIOT2_2381
00A1: put_actor $PLAYER_ACTOR at 2512.8 -1673.2 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 40.6 
00A1: put_actor $ACTOR_CESAR at 2514.1 -1675.2 12.5 
0173: set_actor $ACTOR_CESAR Z_angle_to 220.0 

:RIOT2_2441
0792: disembark_instantly_actor $PLAYER_ACTOR 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CESAR in_group $PLAYER_GROUP 
0006: 167@ = 1 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 267@ 
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'R2_01' time 60000 flag 1  // ~s~Recruit a couple of Grove street Families gang members.
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @RIOT2_2600 
016A: fade 1 time 500 

:RIOT2_2544
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2568 
0001: wait 0 ms 
0002: jump @RIOT2_2544 

:RIOT2_2568
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2600 
0002: jump @RIOT2_30241 

:RIOT2_2600
0006: 143@ = 3 

:RIOT2_2607
00D6: if 
0019:   143@ > 2 
004D: jump_if_false @RIOT2_2632 
0050: gosub @RIOT2_37859 

:RIOT2_2632
00D6: if 
0039:   143@ == 3 
004D: jump_if_false @RIOT2_2730 
00D6: if 
0019:   177@ > 2 
004D: jump_if_false @RIOT2_2730 
0164: disable_marker 89@ 
018A: 89@ = create_checkpoint_at 1774.9 -1974.9 13.1 
07E0: set_marker 89@ type_to 0 
00BC: show_text_highpriority GXT 'R2_13' time 7000 flag 1  // ~s~Go and meet up with the veteranos at ~y~Unity Station~s~.
0006: 33@ = 0 
0006: 143@ = 4 

:RIOT2_2730
00D6: if 
0039:   143@ == 4 
004D: jump_if_false @RIOT2_3308 
00D6: if 
0039:   187@ == 0 
004D: jump_if_false @RIOT2_2827 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @RIOT2_2827 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
0006: 185@ = 2 
0006: 186@ = 0 
0050: gosub @RIOT2_40912 
0006: 187@ = 1 

:RIOT2_2827
00D6: if 
0039:   187@ == 1 
004D: jump_if_false @RIOT2_2877 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2877 
0006: 33@ = 0 
0006: 187@ = 2 

:RIOT2_2877
00D6: if 
0039:   187@ == 2 
004D: jump_if_false @RIOT2_2942 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @RIOT2_2942 
0006: 185@ = 3 
0006: 186@ = 0 
0050: gosub @RIOT2_40912 
0006: 187@ = 3 

:RIOT2_2942
00D6: if 
0039:   187@ == 3 
004D: jump_if_false @RIOT2_2999 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2999 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
0006: 187@ = 4 

:RIOT2_2999
00D6: if 
0039:   167@ == 1 
004D: jump_if_false @RIOT2_3207 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $TIME_MINS number_of_members_to 177@ 
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @RIOT2_3105 
00D6: if 
001B:   3 > 177@ 
004D: jump_if_false @RIOT2_3105 
0164: disable_marker 89@ 
03D5: remove_text 'R2_13'  // ~s~Go and meet up with the veteranos at ~y~Unity Station~s~.
00BC: show_text_highpriority GXT 'R2_01' time 60000 flag 1  // ~s~Recruit a couple of Grove street Families gang members.
0006: 178@ = 1 

:RIOT2_3105
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @RIOT2_3207 
00D6: if 
0019:   177@ > 2 
004D: jump_if_false @RIOT2_3207 
0164: disable_marker 89@ 
018A: 89@ = create_checkpoint_at 1774.9 -1974.9 13.1 
07E0: set_marker 89@ type_to 0 
03D5: remove_text 'R2_01'  // ~s~Recruit a couple of Grove street Families gang members.
00BC: show_text_highpriority GXT 'R2_13' time 7000 flag 1  // ~s~Go and meet up with the veteranos at ~y~Unity Station~s~.
0006: 178@ = 0 

:RIOT2_3207
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @RIOT2_3308 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1774.9 -1974.9 13.1 radius 4.0 4.0 4.0 
004D: jump_if_false @RIOT2_3308 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
0006: 187@ = 0 
0006: 143@ = 0 
0006: 142@ = 1 

:RIOT2_3308
00D6: if 
0039:   142@ == 1 
004D: jump_if_false @RIOT2_6797 
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @RIOT2_3975 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 
016A: fade 0 time 500 

:RIOT2_3368
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_3392 
0001: wait 0 ms 
0002: jump @RIOT2_3368 

:RIOT2_3392
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_3424 
0002: jump @RIOT2_30241 

:RIOT2_3424
0395: clear_area 1 at 1781.1 -1974.8 13.1 radius 30.0 
09F5: disable_player_mutal_activities 1 
03DE: set_pedestrians_density_multiplier_to 0.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06C9: remove_actor $ACTOR_CESAR from_group 
0247: load_model #BBALL_INGAME 
04ED: load_animation "BSKTBALL" 
04ED: load_animation "SMOKING" 
04ED: load_animation "GANGS" 
038B: load_requested_models 
08F5: save_player_group 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @RIOT2_3618 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1781.1 -1974.8 13.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 325.3 
0792: disembark_instantly_actor $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at 1781.8 -1976.4 13.1 
0173: set_actor $ACTOR_CESAR Z_angle_to 302.3 
0002: jump @RIOT2_3656 

:RIOT2_3618
03C0: 87@ = actor $PLAYER_ACTOR car 
00AB: put_car 87@ at 1774.9 -1974.9 13.1 
0633: AS_actor $PLAYER_ACTOR exit_car 
0633: AS_actor $ACTOR_CESAR exit_car 

:RIOT2_3656
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1781.1 -1974.8 13.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 325.3 
0792: disembark_instantly_actor $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at 1781.8 -1976.4 13.1 
0173: set_actor $ACTOR_CESAR Z_angle_to 302.3 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 35@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
015F: set_camera_position 1781.1 -1970.4 14.7 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1783.2 -1969.9 14.5 switchstyle 2 
016A: fade 1 time 500 

:RIOT2_3898
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_3922 
0001: wait 0 ms 
0002: jump @RIOT2_3898 

:RIOT2_3922
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_3954 
0002: jump @RIOT2_30241 

:RIOT2_3954
0006: 143@ = 1 
0006: 144@ = 1 
0707: start_scene_skip_to @RIOT2_5994 

:RIOT2_3975
00D6: if 
0039:   143@ == 1 
004D: jump_if_false @RIOT2_4028 
0006: 185@ = 4 
0006: 186@ = 0 
0006: 188@ = 2 
0050: gosub @RIOT2_40912 
0006: 143@ = 2 

:RIOT2_4028
00D6: if 
0039:   143@ == 2 
004D: jump_if_false @RIOT2_4259 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_4259 
015F: set_camera_position 1784.5 -1967.7 14.7 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1781.4 -1973.5 14.3 switchstyle 2 
05D3: AS_actor $PLAYER_ACTOR goto_point 1782.3 -1972.8 13.1 mode 4 time -1 ms // versionA 
0639: AS_actor 36@ rotate_to_actor $PLAYER_ACTOR 
05D3: AS_actor 34@ goto_point 1783.8 -1972.4 13.1 mode 4 time -1 ms // versionA 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1783.3 -1973.0 13.1 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 268@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0006: 185@ = 4 
0006: 186@ = 2 
0006: 188@ = 4 
0050: gosub @RIOT2_40912 
0006: 32@ = 0 
0006: 143@ = 3 

:RIOT2_4259
00D6: if 
0039:   143@ == 3 
004D: jump_if_false @RIOT2_4367 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_4367 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 268@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0006: 143@ = 4 

:RIOT2_4367
00D6: if 
0039:   143@ == 4 
004D: jump_if_false @RIOT2_4586 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_4586 
062E: get_actor $ACTOR_CESAR task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @RIOT2_4586 
0687: clear_actor 34@ task 
0615: define_AS_pack_begin 268@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKE" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0006: 185@ = 4 
0006: 186@ = 4 
0006: 188@ = 5 
0050: gosub @RIOT2_40912 
0006: 143@ = 5 

:RIOT2_4586
00D6: if 
0039:   143@ == 5 
004D: jump_if_false @RIOT2_4636 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_4636 
0006: 32@ = 0 
0006: 143@ = 6 

:RIOT2_4636
00D6: if 
0039:   143@ == 6 
004D: jump_if_false @RIOT2_5228 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @RIOT2_5228 
016A: fade 0 time 500 

:RIOT2_4680
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_4704 
0001: wait 0 ms 
0002: jump @RIOT2_4680 

:RIOT2_4704
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_4736 
0002: jump @RIOT2_30241 

:RIOT2_4736
0395: clear_area 1 at 1793.8 -1970.6 12.5 radius 30.0 
0687: clear_actor $PLAYER_ACTOR task 
00A1: put_actor $PLAYER_ACTOR at 1789.5 -1968.5 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 234.3 
05D3: AS_actor $PLAYER_ACTOR goto_point 1798.2 -1974.4 12.5 mode 4 time -1 ms // versionA 
0687: clear_actor $ACTOR_CESAR task 
00A1: put_actor $ACTOR_CESAR at 1789.0 -1970.6 12.5 
0173: set_actor $ACTOR_CESAR Z_angle_to 231.5 
05D3: AS_actor $ACTOR_CESAR goto_point 1794.0 -1973.5 12.5 mode 4 time -1 ms // versionA 
00A1: put_actor 35@ at 1789.3 -1967.4 12.5 
0173: set_actor 35@ Z_angle_to 231.5 
05D3: AS_actor 35@ goto_point 1796.3 -1970.7 12.5 mode 4 time -1 ms // versionA 
00A1: put_actor 36@ at 1787.4 -1967.2 12.5 
0173: set_actor 36@ Z_angle_to 234.5 
05D3: AS_actor 36@ goto_point 1792.9 -1972.3 12.5 mode 4 time -1 ms // versionA 
00A1: put_actor 34@ at 1786.3 -1966.7 12.5 
0173: set_actor 34@ Z_angle_to 251.5 
05D3: AS_actor 34@ goto_point 1793.8 -1970.6 12.5 mode 4 time -1 ms // versionA 
00D6: if 
0039:   150@ == 0 
004D: jump_if_false @RIOT2_5072 
0050: gosub @RIOT2_31232 
0006: 150@ = 1 

:RIOT2_5072
015F: set_camera_position 1788.0 -1968.0 14.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1799.5 -1973.8 13.6 switchstyle 2 
016A: fade 1 time 500 

:RIOT2_5130
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_5154 
0001: wait 0 ms 
0002: jump @RIOT2_5130 

:RIOT2_5154
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_5186 
0002: jump @RIOT2_30241 

:RIOT2_5186
0006: 185@ = 4 
0006: 186@ = 5 
0006: 188@ = 6 
0050: gosub @RIOT2_40912 
0006: 32@ = 0 
0006: 143@ = 7 

:RIOT2_5228
00D6: if 
0039:   143@ == 7 
004D: jump_if_false @RIOT2_5376 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_5376 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @RIOT2_5376 
0006: 185@ = 4 
0006: 186@ = 8 
0006: 188@ = 10 
0050: gosub @RIOT2_40912 
015F: set_camera_position 1823.1 -1997.4 13.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1829.3 -2003.7 14.4 switchstyle 2 
0006: 32@ = 0 
0006: 143@ = 8 

:RIOT2_5376
00D6: if 
0039:   143@ == 8 
004D: jump_if_false @RIOT2_5914 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @RIOT2_5675 
00D6: if 
0685:   object 88@ attached 
004D: jump_if_false @RIOT2_5637 
00D6: if 
0611:   actor 38@ performing_animation "BBALL_IDLELOOP" 
004D: jump_if_false @RIOT2_5630 
0613: 183@ = actor 38@ animation "BBALL_IDLELOOP" time 
00D6: if 
0837:   object 88@ animation == "BBALL_IDLELOOP_O" 
004D: jump_if_false @RIOT2_5549 
083A: set_object 88@ animation "BBALL_IDLELOOP_O" progress_to 183@ 
0002: jump @RIOT2_5630 

:RIOT2_5549
00D6: if 
075A: set_object 88@ animation "BBALL_IDLELOOP_O" IFP_file "BSKTBALL" 10000.0 lockF 0 loop 0 // IF AND SET 
004D: jump_if_false @RIOT2_5630 
0836: set_object 88@ animation "BBALL_IDLELOOP_O" at 0.0 times_normal_rate 

:RIOT2_5630
0002: jump @RIOT2_5675 

:RIOT2_5637
069B: attach_object 88@ to_actor 38@ with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0 

:RIOT2_5675
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_5914 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @RIOT2_5914 
015F: set_camera_position 1827.4 -1998.7 13.1 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1830.2 -1995.2 13.4 switchstyle 2 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @RIOT2_5872 
0615: define_AS_pack_begin 268@ 
05F5: AS_actor -1 goto_point_using_paths 1831.1 -1995.9 12.6 mode 4 time -1 
05D4: AS_actor -1 rotate_angle 180.0 
0605: actor -1 perform_animation "M_SMK_IN" IFP "SMOKING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 42@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_5872
0006: 185@ = 4 
0006: 186@ = 10 
0006: 188@ = 12 
0050: gosub @RIOT2_40912 
0006: 32@ = 0 
0006: 143@ = 9 

:RIOT2_5914
00D6: if 
0039:   143@ == 9 
004D: jump_if_false @RIOT2_6797 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_6797 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @RIOT2_6797 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_6797 
0006: 144@ = 0 

:RIOT2_5994
0701: end_scene_skip 
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_6028 
0002: jump @RIOT2_30241 

:RIOT2_6028
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @RIOT2_6445 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 
016A: fade 0 time 500 

:RIOT2_6070
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_6094 
0001: wait 0 ms 
0002: jump @RIOT2_6070 

:RIOT2_6094
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_6126 
0002: jump @RIOT2_30241 

:RIOT2_6126
00D6: if 
0039:   150@ == 0 
004D: jump_if_false @RIOT2_6158 
0050: gosub @RIOT2_31232 
0006: 150@ = 1 

:RIOT2_6158
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @RIOT2_6270 
0792: disembark_instantly_actor 42@ 
00A1: put_actor 42@ at 1831.1 -1995.9 12.6 
0173: set_actor 42@ Z_angle_to 180.0 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "M_SMK_IN" IFP "SMOKING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 42@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_6270
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1793.8 -1970.6 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 234.3 
0792: disembark_instantly_actor $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at 1792.9 -1972.3 12.5 
0173: set_actor $ACTOR_CESAR Z_angle_to 231.5 
0792: disembark_instantly_actor 35@ 
00A1: put_actor 35@ at 1794.8 -1969.8 12.5 
0173: set_actor 35@ Z_angle_to 231.5 
0792: disembark_instantly_actor 36@ 
00A1: put_actor 36@ at 1791.8 -1971.1 12.5 
0173: set_actor 36@ Z_angle_to 234.5 
0792: disembark_instantly_actor 34@ 
00A1: put_actor 34@ at 1792.5 -1970.4 12.5 
0173: set_actor 34@ Z_angle_to 251.5 

:RIOT2_6445
0108: destroy_object 88@ 
0249: release_model #BBALL_INGAME 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @RIOT2_6486 
01B2: give_actor 38@ weapon 32 ammo 3000 // Load the weapon model before using this 
0792: disembark_instantly_actor 38@ 

:RIOT2_6486
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @RIOT2_6507 
0792: disembark_instantly_actor 38@ 

:RIOT2_6507
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @RIOT2_6563 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @RIOT2_6563 
0677: AS_actor 38@ chat_with_actor 39@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 39@ chat_with_actor 38@ lead_speaker_flag 0 unknown_flag 1 

:RIOT2_6563
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @RIOT2_6589 
01B2: give_actor 42@ weapon 32 ammo 3000 // Load the weapon model before using this 

:RIOT2_6589
060B: set_actor 35@ decision_maker_to 265@ 
060B: set_actor 34@ decision_maker_to 265@ 
060B: set_actor 36@ decision_maker_to 265@ 
08F6: restore_player_group 
098A: set_gunshot_sense_range_for_riot2 15.0 
04EF: release_animation "GANGS" 
09F5: disable_player_mutal_activities 0 
0164: disable_marker 89@ 
0187: 89@ = create_marker_above_actor $ACTOR_CESAR 
07E0: set_marker 89@ type_to 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'R2_03' time 7000 flag 1  // ~s~Help ~b~Cesar~s~ and the OG's clear out the neighborhood.
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @RIOT2_6776 
016A: fade 1 time 500 

:RIOT2_6720
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_6744 
0001: wait 0 ms 
0002: jump @RIOT2_6720 

:RIOT2_6744
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_6776 
0002: jump @RIOT2_30241 

:RIOT2_6776
0006: 143@ = 0 
0006: 142@ = 2 
0006: 33@ = 0 

:RIOT2_6797
00D6: if 
0039:   142@ == 2 
004D: jump_if_false @RIOT2_13879 
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @RIOT2_7103 
00D6: if 
001B:   6 > 151@ 
004D: jump_if_false @RIOT2_7096 
00D6: if 
8118:   not actor 37@(151@,6i) dead 
004D: jump_if_false @RIOT2_7075 
00D6: if 
0364:   actor 37@(151@,6i) spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @RIOT2_7031 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @RIOT2_6959 
0615: define_AS_pack_begin 268@ 
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_distance 1.5 approach_angle 0.0 
0643: set_AS_pack 268@ loop 1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 40@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_6959
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @RIOT2_7024 
0615: define_AS_pack_begin 268@ 
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_distance 3.0 approach_angle 0.0 
0643: set_AS_pack 268@ loop 1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 41@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_7024
0006: 150@ = 3 

:RIOT2_7031
0226: 164@ = actor 37@(151@,6i) health 
00D6: if 
001B:   100 > 164@ 
004D: jump_if_false @RIOT2_7068 
0006: 150@ = 4 

:RIOT2_7068
0002: jump @RIOT2_7082 

:RIOT2_7075
0006: 150@ = 4 

:RIOT2_7082
000A: 151@ += 1 
0002: jump @RIOT2_7103 

:RIOT2_7096
0006: 151@ = 0 

:RIOT2_7103
00D6: if 
0039:   150@ == 3 
004D: jump_if_false @RIOT2_7303 
00D6: if 
001B:   6 > 151@ 
004D: jump_if_false @RIOT2_7296 
00D6: if 
8118:   not actor 37@(151@,6i) dead 
004D: jump_if_false @RIOT2_7275 
0226: 164@ = actor 37@(151@,6i) health 
00D6: if 
001B:   100 > 164@ 
004D: jump_if_false @RIOT2_7196 
0006: 150@ = 4 

:RIOT2_7196
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @RIOT2_7238 
00D6: if 
0364:   actor 37@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @RIOT2_7238 
0006: 150@ = 4 

:RIOT2_7238
00D6: if 
0457:   player $PLAYER_CHAR aiming_at_actor 37@(151@,6i) 
004D: jump_if_false @RIOT2_7268 
0006: 150@ = 4 

:RIOT2_7268
0002: jump @RIOT2_7282 

:RIOT2_7275
0006: 150@ = 4 

:RIOT2_7282
000A: 151@ += 1 
0002: jump @RIOT2_7303 

:RIOT2_7296
0006: 151@ = 0 

:RIOT2_7303
00D6: if 
0039:   150@ == 4 
004D: jump_if_false @RIOT2_7421 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_7414 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_7414 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 60.0 60.0 0 
004D: jump_if_false @RIOT2_7414 
0006: 185@ = 5 
0006: 186@ = 11 
0006: 188@ = 12 
0050: gosub @RIOT2_40912 

:RIOT2_7414
0006: 150@ = 5 

:RIOT2_7421
00D6: if 
0019:   150@ > 3 
004D: jump_if_false @RIOT2_7658 
00D6: if or
0039:   158@ == 0 
0039:   161@ == 0 
0039:   152@ == 0 
0039:   155@ == 0 
004D: jump_if_false @RIOT2_7526 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @RIOT2_7526 
00D6: if 
0039:   149@ == 2 
004D: jump_if_false @RIOT2_7519 
0006: 149@ = 0 

:RIOT2_7519
0050: gosub @RIOT2_32036 

:RIOT2_7526
00D6: if 
0019:   158@ > 0 
004D: jump_if_false @RIOT2_7658 
00D6: if 
0019:   161@ > 0 
004D: jump_if_false @RIOT2_7658 
00D6: if 
0019:   152@ > 0 
004D: jump_if_false @RIOT2_7658 
00D6: if 
0019:   155@ > 0 
004D: jump_if_false @RIOT2_7658 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @RIOT2_7658 
062E: get_actor 37@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @RIOT2_7658 
05E2: AS_actor 37@ kill_actor $PLAYER_ACTOR 
0006: 149@ = 3 

:RIOT2_7658
00D6: if 
0039:   150@ == 5 
004D: jump_if_false @RIOT2_7908 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @RIOT2_7908 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @RIOT2_7908 
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @RIOT2_7908 
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @RIOT2_7908 
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @RIOT2_7908 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @RIOT2_7908 
0164: disable_marker 96@ 
0164: disable_marker 97@ 
0164: disable_marker 98@ 
0164: disable_marker 99@ 
0164: disable_marker 100@ 
0164: disable_marker 101@ 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
00D6: if and
0039:   158@ == 0 
0039:   161@ == 0 
0039:   152@ == 0 
0039:   155@ == 0 
004D: jump_if_false @RIOT2_7878 
0006: 158@ = 1 

:RIOT2_7878
04EF: release_animation "BSKTBALL" 
04EF: release_animation "SMOKING" 
0006: 150@ = 6 

:RIOT2_7908
00D6: if 
001B:   6 > 150@ 
004D: jump_if_false @RIOT2_8082 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @RIOT2_7952 
0164: disable_marker 96@ 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 

:RIOT2_7952
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @RIOT2_7978 
0164: disable_marker 97@ 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 

:RIOT2_7978
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @RIOT2_8004 
0164: disable_marker 98@ 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 

:RIOT2_8004
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @RIOT2_8030 
0164: disable_marker 99@ 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 

:RIOT2_8030
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @RIOT2_8056 
0164: disable_marker 100@ 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 

:RIOT2_8056
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @RIOT2_8082 
0164: disable_marker 101@ 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 

:RIOT2_8082
00D6: if 
0039:   152@ == 1 
004D: jump_if_false @RIOT2_8121 
0050: gosub @RIOT2_32547 
0006: 171@ = 0 
0006: 152@ = 2 

:RIOT2_8121
00D6: if 
0039:   152@ == 2 
004D: jump_if_false @RIOT2_8198 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @RIOT2_8198 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @RIOT2_8198 
0164: disable_marker 102@ 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0164: disable_marker 103@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
0006: 152@ = 3 

:RIOT2_8198
00D6: if 
001B:   3 > 152@ 
004D: jump_if_false @RIOT2_8268 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @RIOT2_8242 
0164: disable_marker 102@ 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 

:RIOT2_8242
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @RIOT2_8268 
0164: disable_marker 103@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 

:RIOT2_8268
00D6: if 
0019:   152@ > 0 
004D: jump_if_false @RIOT2_8351 
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @RIOT2_8351 
00D6: if 
0019:   171@ > 500 
004D: jump_if_false @RIOT2_8351 
0006: 153@ = 1 
0050: gosub @RIOT2_32547 
0006: 153@ = 2 
0006: 171@ = 0 

:RIOT2_8351
00D6: if 
0039:   153@ == 2 
004D: jump_if_false @RIOT2_8428 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @RIOT2_8428 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @RIOT2_8428 
0164: disable_marker 104@ 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0164: disable_marker 105@ 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
0006: 153@ = 3 

:RIOT2_8428
00D6: if 
001B:   3 > 153@ 
004D: jump_if_false @RIOT2_8498 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @RIOT2_8472 
0164: disable_marker 104@ 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 

:RIOT2_8472
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @RIOT2_8498 
0164: disable_marker 105@ 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 

:RIOT2_8498
00D6: if 
0019:   152@ > 0 
004D: jump_if_false @RIOT2_8599 
00D6: if 
0019:   153@ > 0 
004D: jump_if_false @RIOT2_8599 
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @RIOT2_8599 
00D6: if 
0019:   171@ > 500 
004D: jump_if_false @RIOT2_8599 
0006: 154@ = 1 
0050: gosub @RIOT2_32547 
0006: 154@ = 2 
0006: 171@ = 0 

:RIOT2_8599
00D6: if 
0039:   154@ == 2 
004D: jump_if_false @RIOT2_8676 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @RIOT2_8676 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @RIOT2_8676 
0164: disable_marker 106@ 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0164: disable_marker 107@ 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0006: 154@ = 3 

:RIOT2_8676
00D6: if 
001B:   3 > 154@ 
004D: jump_if_false @RIOT2_8746 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @RIOT2_8720 
0164: disable_marker 106@ 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 

:RIOT2_8720
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @RIOT2_8746 
0164: disable_marker 107@ 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 

:RIOT2_8746
00D6: if 
0039:   152@ == 3 
004D: jump_if_false @RIOT2_8970 
00D6: if 
0039:   153@ == 3 
004D: jump_if_false @RIOT2_8970 
00D6: if 
0039:   154@ == 3 
004D: jump_if_false @RIOT2_8970 
00D6: if 
0039:   155@ == 0 
004D: jump_if_false @RIOT2_8832 
0006: 155@ = 1 
0002: jump @RIOT2_8889 

:RIOT2_8832
00D6: if 
0039:   158@ == 0 
004D: jump_if_false @RIOT2_8864 
0006: 158@ = 1 
0002: jump @RIOT2_8889 

:RIOT2_8864
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @RIOT2_8889 
0006: 161@ = 1 

:RIOT2_8889
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0164: disable_marker 102@ 
0164: disable_marker 103@ 
0164: disable_marker 104@ 
0164: disable_marker 105@ 
0164: disable_marker 106@ 
0164: disable_marker 107@ 
0006: 152@ = 4 
0006: 153@ = 4 
0006: 154@ = 4 

:RIOT2_8970
00D6: if 
0039:   155@ == 1 
004D: jump_if_false @RIOT2_9009 
0050: gosub @RIOT2_33875 
0006: 170@ = 0 
0006: 155@ = 2 

:RIOT2_9009
00D6: if 
0039:   155@ == 2 
004D: jump_if_false @RIOT2_9086 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @RIOT2_9086 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @RIOT2_9086 
0164: disable_marker 108@ 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
0164: disable_marker 109@ 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
0006: 155@ = 3 

:RIOT2_9086
00D6: if 
001B:   3 > 155@ 
004D: jump_if_false @RIOT2_9156 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @RIOT2_9130 
0164: disable_marker 108@ 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 

:RIOT2_9130
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @RIOT2_9156 
0164: disable_marker 109@ 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 

:RIOT2_9156
00D6: if 
0019:   155@ > 0 
004D: jump_if_false @RIOT2_9239 
00D6: if 
0039:   156@ == 0 
004D: jump_if_false @RIOT2_9239 
00D6: if 
0019:   170@ > 500 
004D: jump_if_false @RIOT2_9239 
0006: 156@ = 1 
0050: gosub @RIOT2_33875 
0006: 156@ = 2 
0006: 170@ = 0 

:RIOT2_9239
00D6: if 
0039:   156@ == 2 
004D: jump_if_false @RIOT2_9316 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @RIOT2_9316 
00D6: if 
0118:   actor 52@ dead 
004D: jump_if_false @RIOT2_9316 
0164: disable_marker 110@ 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
0164: disable_marker 111@ 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
0006: 156@ = 3 

:RIOT2_9316
00D6: if 
001B:   3 > 156@ 
004D: jump_if_false @RIOT2_9386 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @RIOT2_9360 
0164: disable_marker 110@ 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 

:RIOT2_9360
00D6: if 
0118:   actor 52@ dead 
004D: jump_if_false @RIOT2_9386 
0164: disable_marker 111@ 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 

:RIOT2_9386
00D6: if 
0019:   155@ > 0 
004D: jump_if_false @RIOT2_9487 
00D6: if 
0019:   156@ > 0 
004D: jump_if_false @RIOT2_9487 
00D6: if 
0039:   157@ == 0 
004D: jump_if_false @RIOT2_9487 
00D6: if 
0019:   170@ > 500 
004D: jump_if_false @RIOT2_9487 
0006: 157@ = 1 
0050: gosub @RIOT2_33875 
0006: 157@ = 2 
0006: 170@ = 0 

:RIOT2_9487
00D6: if 
0039:   157@ == 2 
004D: jump_if_false @RIOT2_9564 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @RIOT2_9564 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @RIOT2_9564 
0164: disable_marker 112@ 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
0164: disable_marker 113@ 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
0006: 157@ = 3 

:RIOT2_9564
00D6: if 
001B:   3 > 157@ 
004D: jump_if_false @RIOT2_9634 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @RIOT2_9608 
0164: disable_marker 112@ 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 

:RIOT2_9608
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @RIOT2_9634 
0164: disable_marker 113@ 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 

:RIOT2_9634
00D6: if 
0039:   155@ == 3 
004D: jump_if_false @RIOT2_9858 
00D6: if 
0039:   156@ == 3 
004D: jump_if_false @RIOT2_9858 
00D6: if 
0039:   157@ == 3 
004D: jump_if_false @RIOT2_9858 
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @RIOT2_9720 
0006: 161@ = 1 
0002: jump @RIOT2_9777 

:RIOT2_9720
00D6: if 
0039:   152@ == 0 
004D: jump_if_false @RIOT2_9752 
0006: 152@ = 1 
0002: jump @RIOT2_9777 

:RIOT2_9752
00D6: if 
0039:   158@ == 0 
004D: jump_if_false @RIOT2_9777 
0006: 158@ = 1 

:RIOT2_9777
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
0164: disable_marker 108@ 
0164: disable_marker 109@ 
0164: disable_marker 110@ 
0164: disable_marker 111@ 
0164: disable_marker 112@ 
0164: disable_marker 113@ 
0006: 155@ = 4 
0006: 156@ = 4 
0006: 157@ = 4 

:RIOT2_9858
00D6: if 
0039:   158@ == 1 
004D: jump_if_false @RIOT2_9897 
0050: gosub @RIOT2_35203 
0006: 173@ = 0 
0006: 158@ = 2 

:RIOT2_9897
00D6: if 
0039:   158@ == 2 
004D: jump_if_false @RIOT2_9974 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @RIOT2_9974 
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @RIOT2_9974 
0164: disable_marker 114@ 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
0164: disable_marker 115@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
0006: 158@ = 3 

:RIOT2_9974
00D6: if 
001B:   3 > 158@ 
004D: jump_if_false @RIOT2_10044 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @RIOT2_10018 
0164: disable_marker 114@ 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 

:RIOT2_10018
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @RIOT2_10044 
0164: disable_marker 115@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 

:RIOT2_10044
00D6: if 
0019:   158@ > 0 
004D: jump_if_false @RIOT2_10127 
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @RIOT2_10127 
00D6: if 
0019:   173@ > 500 
004D: jump_if_false @RIOT2_10127 
0006: 159@ = 1 
0050: gosub @RIOT2_35203 
0006: 159@ = 2 
0006: 173@ = 0 

:RIOT2_10127
00D6: if 
0039:   159@ == 2 
004D: jump_if_false @RIOT2_10204 
00D6: if 
0118:   actor 57@ dead 
004D: jump_if_false @RIOT2_10204 
00D6: if 
0118:   actor 58@ dead 
004D: jump_if_false @RIOT2_10204 
0164: disable_marker 116@ 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
0164: disable_marker 117@ 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
0006: 159@ = 3 

:RIOT2_10204
00D6: if 
001B:   3 > 159@ 
004D: jump_if_false @RIOT2_10274 
00D6: if 
0118:   actor 57@ dead 
004D: jump_if_false @RIOT2_10248 
0164: disable_marker 116@ 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 

:RIOT2_10248
00D6: if 
0118:   actor 58@ dead 
004D: jump_if_false @RIOT2_10274 
0164: disable_marker 117@ 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 

:RIOT2_10274
00D6: if 
0019:   158@ > 0 
004D: jump_if_false @RIOT2_10375 
00D6: if 
0019:   159@ > 0 
004D: jump_if_false @RIOT2_10375 
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @RIOT2_10375 
00D6: if 
0019:   173@ > 500 
004D: jump_if_false @RIOT2_10375 
0006: 160@ = 1 
0050: gosub @RIOT2_35203 
0006: 160@ = 2 
0006: 173@ = 0 

:RIOT2_10375
00D6: if 
0039:   160@ == 2 
004D: jump_if_false @RIOT2_10452 
00D6: if 
0118:   actor 59@ dead 
004D: jump_if_false @RIOT2_10452 
00D6: if 
0118:   actor 60@ dead 
004D: jump_if_false @RIOT2_10452 
0164: disable_marker 118@ 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
0164: disable_marker 119@ 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
0006: 160@ = 3 

:RIOT2_10452
00D6: if 
001B:   3 > 160@ 
004D: jump_if_false @RIOT2_10522 
00D6: if 
0118:   actor 59@ dead 
004D: jump_if_false @RIOT2_10496 
0164: disable_marker 118@ 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 

:RIOT2_10496
00D6: if 
0118:   actor 60@ dead 
004D: jump_if_false @RIOT2_10522 
0164: disable_marker 119@ 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 

:RIOT2_10522
00D6: if 
0039:   158@ == 3 
004D: jump_if_false @RIOT2_10746 
00D6: if 
0039:   159@ == 3 
004D: jump_if_false @RIOT2_10746 
00D6: if 
0039:   160@ == 3 
004D: jump_if_false @RIOT2_10746 
00D6: if 
0039:   152@ == 0 
004D: jump_if_false @RIOT2_10608 
0006: 152@ = 1 
0002: jump @RIOT2_10665 

:RIOT2_10608
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @RIOT2_10640 
0006: 161@ = 1 
0002: jump @RIOT2_10665 

:RIOT2_10640
00D6: if 
0039:   155@ == 0 
004D: jump_if_false @RIOT2_10665 
0006: 155@ = 1 

:RIOT2_10665
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
0164: disable_marker 114@ 
0164: disable_marker 115@ 
0164: disable_marker 116@ 
0164: disable_marker 117@ 
0164: disable_marker 118@ 
0164: disable_marker 119@ 
0006: 158@ = 4 
0006: 159@ = 4 
0006: 160@ = 4 

:RIOT2_10746
00D6: if 
0039:   161@ == 1 
004D: jump_if_false @RIOT2_10785 
0050: gosub @RIOT2_36531 
0006: 172@ = 0 
0006: 161@ = 2 

:RIOT2_10785
00D6: if 
0039:   161@ == 2 
004D: jump_if_false @RIOT2_10862 
00D6: if 
0118:   actor 61@ dead 
004D: jump_if_false @RIOT2_10862 
00D6: if 
0118:   actor 62@ dead 
004D: jump_if_false @RIOT2_10862 
0164: disable_marker 120@ 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
0164: disable_marker 121@ 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
0006: 161@ = 3 

:RIOT2_10862
00D6: if 
001B:   3 > 161@ 
004D: jump_if_false @RIOT2_10932 
00D6: if 
0118:   actor 61@ dead 
004D: jump_if_false @RIOT2_10906 
0164: disable_marker 120@ 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 

:RIOT2_10906
00D6: if 
0118:   actor 62@ dead 
004D: jump_if_false @RIOT2_10932 
0164: disable_marker 121@ 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 

:RIOT2_10932
00D6: if 
0019:   161@ > 0 
004D: jump_if_false @RIOT2_11015 
00D6: if 
0039:   162@ == 0 
004D: jump_if_false @RIOT2_11015 
00D6: if 
0019:   172@ > 500 
004D: jump_if_false @RIOT2_11015 
0006: 162@ = 1 
0050: gosub @RIOT2_36531 
0006: 162@ = 2 
0006: 172@ = 0 

:RIOT2_11015
00D6: if 
0039:   162@ == 2 
004D: jump_if_false @RIOT2_11092 
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @RIOT2_11092 
00D6: if 
0118:   actor 64@ dead 
004D: jump_if_false @RIOT2_11092 
0164: disable_marker 122@ 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
0164: disable_marker 123@ 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
0006: 162@ = 3 

:RIOT2_11092
00D6: if 
001B:   3 > 162@ 
004D: jump_if_false @RIOT2_11162 
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @RIOT2_11136 
0164: disable_marker 122@ 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 

:RIOT2_11136
00D6: if 
0118:   actor 64@ dead 
004D: jump_if_false @RIOT2_11162 
0164: disable_marker 123@ 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 

:RIOT2_11162
00D6: if 
0019:   161@ > 0 
004D: jump_if_false @RIOT2_11263 
00D6: if 
0019:   162@ > 0 
004D: jump_if_false @RIOT2_11263 
00D6: if 
0039:   163@ == 0 
004D: jump_if_false @RIOT2_11263 
00D6: if 
0019:   172@ > 500 
004D: jump_if_false @RIOT2_11263 
0006: 163@ = 1 
0050: gosub @RIOT2_36531 
0006: 163@ = 2 
0006: 172@ = 0 

:RIOT2_11263
00D6: if 
0039:   163@ == 2 
004D: jump_if_false @RIOT2_11340 
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @RIOT2_11340 
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @RIOT2_11340 
0164: disable_marker 124@ 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
0164: disable_marker 125@ 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
0006: 163@ = 3 

:RIOT2_11340
00D6: if 
001B:   3 > 163@ 
004D: jump_if_false @RIOT2_11410 
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @RIOT2_11384 
0164: disable_marker 124@ 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 

:RIOT2_11384
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @RIOT2_11410 
0164: disable_marker 125@ 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 

:RIOT2_11410
00D6: if 
0039:   161@ == 3 
004D: jump_if_false @RIOT2_11634 
00D6: if 
0039:   162@ == 3 
004D: jump_if_false @RIOT2_11634 
00D6: if 
0039:   163@ == 3 
004D: jump_if_false @RIOT2_11634 
00D6: if 
0039:   158@ == 0 
004D: jump_if_false @RIOT2_11496 
0006: 158@ = 1 
0002: jump @RIOT2_11553 

:RIOT2_11496
00D6: if 
0039:   155@ == 0 
004D: jump_if_false @RIOT2_11528 
0006: 155@ = 1 
0002: jump @RIOT2_11553 

:RIOT2_11528
00D6: if 
0039:   152@ == 0 
004D: jump_if_false @RIOT2_11553 
0006: 152@ = 1 

:RIOT2_11553
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 
0164: disable_marker 123@ 
0164: disable_marker 124@ 
0164: disable_marker 125@ 
0006: 161@ = 4 
0006: 162@ = 4 
0006: 163@ = 4 

:RIOT2_11634
00D6: if 
0039:   187@ == 0 
004D: jump_if_false @RIOT2_11796 
00D6: if 
001B:   6 > 165@ 
004D: jump_if_false @RIOT2_11796 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @RIOT2_11796 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_11796 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 60.0 60.0 0 
004D: jump_if_false @RIOT2_11796 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_11796 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
0006: 185@ = 5 
0006: 186@ = 3 
0006: 188@ = 4 
0050: gosub @RIOT2_40912 
0006: 187@ = 1 

:RIOT2_11796
00D6: if 
0039:   165@ == 0 
004D: jump_if_false @RIOT2_11937 
0687: clear_actor 34@ task 
0687: clear_actor 35@ task 
0687: clear_actor 36@ task 
0687: clear_actor $ACTOR_CESAR task 
05F5: AS_actor 34@ goto_point_using_paths 1824.9 -1986.7 12.6 mode 4 time -2 
05F5: AS_actor 35@ goto_point_using_paths 1822.3 -1986.7 12.6 mode 4 time -2 
05F5: AS_actor 36@ goto_point_using_paths 1820.9 -1984.7 12.6 mode 4 time -2 
05F5: AS_actor $ACTOR_CESAR goto_point_using_paths 1824.5 -1984.0 12.6 mode 4 time -2 
0006: 165@ = 1 

:RIOT2_11937
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @RIOT2_12485 
00D6: if 
0039:   150@ == 6 
004D: jump_if_false @RIOT2_12189 
0687: clear_actor 34@ task 
0687: clear_actor 35@ task 
0687: clear_actor 36@ task 
0687: clear_actor $ACTOR_CESAR task 
05F5: AS_actor 34@ goto_point_using_paths 1856.6 -2008.5 12.6 mode 4 time -2 
05F5: AS_actor 35@ goto_point_using_paths 1859.6 -2007.5 12.6 mode 4 time -2 
05F5: AS_actor 36@ goto_point_using_paths 1853.6 -2007.5 12.6 mode 4 time -2 
05F5: AS_actor $ACTOR_CESAR goto_point_using_paths 1854.8 -2005.5 12.6 mode 4 time -2 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_12182 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 60.0 60.0 0 
004D: jump_if_false @RIOT2_12182 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_12182 
0006: 185@ = 5 
0006: 186@ = 4 
0006: 188@ = 5 
0050: gosub @RIOT2_40912 

:RIOT2_12182
0006: 165@ = 2 

:RIOT2_12189
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @RIOT2_12485 
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @RIOT2_12485 
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @RIOT2_12485 
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @RIOT2_12485 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @RIOT2_12485 
0687: clear_actor 34@ task 
0687: clear_actor 35@ task 
0687: clear_actor 36@ task 
0687: clear_actor $ACTOR_CESAR task 
05F5: AS_actor 34@ goto_point_using_paths 1856.6 -2008.5 12.6 mode 4 time -2 
05F5: AS_actor 35@ goto_point_using_paths 1859.6 -2007.5 12.6 mode 4 time -2 
05F5: AS_actor 36@ goto_point_using_paths 1853.6 -2007.5 12.6 mode 4 time -2 
05F5: AS_actor $ACTOR_CESAR goto_point_using_paths 1854.8 -2005.5 12.6 mode 4 time -2 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_12478 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 60.0 60.0 0 
004D: jump_if_false @RIOT2_12478 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_12478 
0006: 185@ = 5 
0006: 186@ = 5 
0006: 188@ = 6 
0050: gosub @RIOT2_40912 

:RIOT2_12478
0006: 165@ = 2 

:RIOT2_12485
00D6: if 
0039:   165@ == 2 
004D: jump_if_false @RIOT2_12737 
00D6: if 
0039:   158@ == 4 
004D: jump_if_false @RIOT2_12737 
0687: clear_actor 34@ task 
0687: clear_actor 35@ task 
0687: clear_actor 36@ task 
0687: clear_actor $ACTOR_CESAR task 
05F5: AS_actor 34@ goto_point_using_paths 1858.8 -1993.7 12.6 mode 4 time -2 
05F5: AS_actor 35@ goto_point_using_paths 1858.8 -1991.6 12.6 mode 4 time -2 
05F5: AS_actor 36@ goto_point_using_paths 1858.8 -1989.7 12.6 mode 4 time -2 
05F5: AS_actor $ACTOR_CESAR goto_point_using_paths 1858.8 -1987.7 12.6 mode 4 time -2 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_12730 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 60.0 60.0 0 
004D: jump_if_false @RIOT2_12730 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_12730 
0006: 185@ = 5 
0006: 186@ = 6 
0006: 188@ = 7 
0050: gosub @RIOT2_40912 

:RIOT2_12730
0006: 165@ = 3 

:RIOT2_12737
00D6: if 
0039:   165@ == 3 
004D: jump_if_false @RIOT2_12989 
00D6: if 
0039:   152@ == 4 
004D: jump_if_false @RIOT2_12989 
0687: clear_actor 34@ task 
0687: clear_actor 35@ task 
0687: clear_actor 36@ task 
0687: clear_actor $ACTOR_CESAR task 
05F5: AS_actor 34@ goto_point_using_paths 1886.2 -1995.2 12.6 mode 4 time -2 
05F5: AS_actor 35@ goto_point_using_paths 1886.2 -1993.2 12.6 mode 4 time -2 
05F5: AS_actor 36@ goto_point_using_paths 1886.2 -1991.2 12.6 mode 4 time -2 
05F5: AS_actor $ACTOR_CESAR goto_point_using_paths 1886.2 -1989.2 12.6 mode 4 time -2 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_12982 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 60.0 60.0 0 
004D: jump_if_false @RIOT2_12982 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_12982 
0006: 185@ = 5 
0006: 186@ = 7 
0006: 188@ = 8 
0050: gosub @RIOT2_40912 

:RIOT2_12982
0006: 165@ = 4 

:RIOT2_12989
00D6: if 
0039:   165@ == 4 
004D: jump_if_false @RIOT2_13241 
00D6: if 
0039:   155@ == 4 
004D: jump_if_false @RIOT2_13241 
0687: clear_actor 34@ task 
0687: clear_actor 35@ task 
0687: clear_actor 36@ task 
0687: clear_actor $ACTOR_CESAR task 
05F5: AS_actor 34@ goto_point_using_paths 1903.1 -2009.3 12.6 mode 4 time -2 
05F5: AS_actor 35@ goto_point_using_paths 1905.1 -2009.3 12.6 mode 4 time -2 
05F5: AS_actor 36@ goto_point_using_paths 1907.1 -2009.3 12.6 mode 4 time -2 
05F5: AS_actor $ACTOR_CESAR goto_point_using_paths 1909.1 -2009.3 12.6 mode 4 time -2 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_13234 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 60.0 60.0 0 
004D: jump_if_false @RIOT2_13234 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_13234 
0006: 185@ = 5 
0006: 186@ = 8 
0006: 188@ = 9 
0050: gosub @RIOT2_40912 

:RIOT2_13234
0006: 165@ = 5 

:RIOT2_13241
00D6: if 
0039:   165@ == 5 
004D: jump_if_false @RIOT2_13723 
00D6: if 
0039:   161@ == 4 
004D: jump_if_false @RIOT2_13723 
0687: clear_actor 34@ task 
0687: clear_actor 35@ task 
0687: clear_actor 36@ task 
0687: clear_actor $ACTOR_CESAR task 
0615: define_AS_pack_begin 268@ 
05F5: AS_actor -1 goto_point_using_paths 1916.8 -2059.2 12.4 mode 6 time -2 
05D3: AS_actor -1 goto_point 1921.6 -2077.1 12.5 mode 6 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 5.1 
0616: define_AS_pack_end 268@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0615: define_AS_pack_begin 268@ 
05F5: AS_actor -1 goto_point_using_paths 1914.5 -2058.4 12.4 mode 6 time -2 
05D3: AS_actor -1 goto_point 1922.6 -2077.1 12.5 mode 6 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 5.1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0615: define_AS_pack_begin 268@ 
05F5: AS_actor -1 goto_point_using_paths 1918.1 -2061.8 12.4 mode 6 time -2 
05D3: AS_actor -1 goto_point 1923.6 -2077.1 12.5 mode 6 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 5.1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 35@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0615: define_AS_pack_begin 268@ 
05F5: AS_actor -1 goto_point_using_paths 1919.8 -2059.6 12.4 mode 6 time -2 
05D3: AS_actor -1 goto_point 1924.6 -2077.1 12.5 mode 6 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 5.1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 36@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_13684 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 60.0 60.0 0 
004D: jump_if_false @RIOT2_13684 
0006: 185@ = 5 
0006: 186@ = 0 
0006: 188@ = 1 
0050: gosub @RIOT2_40912 

:RIOT2_13684
0164: disable_marker 89@ 
018A: 89@ = create_checkpoint_at 1922.8 -2075.0 12.5 
0006: 187@ = 0 
0006: 165@ = 6 

:RIOT2_13723
00D6: if 
0039:   165@ == 6 
004D: jump_if_false @RIOT2_13879 
00D6: if 
0039:   187@ == 0 
004D: jump_if_false @RIOT2_13800 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_13800 
00BC: show_text_highpriority GXT 'R2_04' time 11000 flag 1  // ~s~Head to the ~y~alleyway~s~!
0006: 187@ = 1 

:RIOT2_13800
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 1922.8 -2075.0 12.5 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @RIOT2_13879 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 
0006: 143@ = 0 
0006: 142@ = 3 

:RIOT2_13879
00D6: if 
0039:   142@ == 3 
004D: jump_if_false @RIOT2_19283 
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @RIOT2_15311 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 
016A: fade 0 time 500 

:RIOT2_13939
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_13963 
0001: wait 0 ms 
0002: jump @RIOT2_13939 

:RIOT2_13963
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_13995 
0002: jump @RIOT2_30241 

:RIOT2_13995
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
01EB: set_traffic_density_multiplier_to 0.0 
00D6: if 
83B1:   not garage 'DUF_LAS' door_closed 
004D: jump_if_false @RIOT2_14066 
0361: close_garage 'DUF_LAS' 

:RIOT2_14066
0247: load_model #PEREN 
0247: load_model #ROCKETLA 
04ED: load_animation "CAR" 
04ED: load_animation "SWAT" 
04ED: load_animation "CRACK" 
04ED: load_animation "CASINO" 
038B: load_requested_models 
0708: reset_decision_maker 265@ event 36 
0708: reset_decision_maker 265@ event 37 
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_14158 
0002: jump @RIOT2_30241 

:RIOT2_14158
0395: clear_area 1 at 1897.0 -2103.8 12.3 radius 300.0 
00A5: 67@ = create_car #PEREN at 1897.0 -2103.8 12.3 
0175: set_car 67@ Z_angle_to 2.4 
020A: set_car 67@ door_status_to 0 
02AC: set_car 67@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 68@ = create_car #PEREN at 1857.3 -2101.3 12.3 
0175: set_car 68@ Z_angle_to 359.7 
020A: set_car 68@ door_status_to 2 
0209: 148@ = random_int_in_ranges 0 2 
009A: 69@ = create_actor_pedtype 25 model 146@(148@,2i) at 1860.9 -2099.6 12.6 
0173: set_actor 69@ Z_angle_to 270.0 
01B2: give_actor 69@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 69@ decision_maker_to 266@ 
0605: actor 69@ perform_animation "FIXN_CAR_LOOP" IFP "CAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0187: 126@ = create_marker_above_actor 69@ 
0168: set_marker 126@ size 1 
02E2: set_actor 69@ weapon_accuracy_to 181@ 
035F: actor 69@ armour += 50 
0209: 148@ = random_int_in_ranges 0 2 
009A: 70@ = create_actor_pedtype 25 model 146@(148@,2i) at 1859.9 -2102.5 12.5 
0173: set_actor 70@ Z_angle_to 48.0 
01B2: give_actor 70@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 70@ decision_maker_to 266@ 
0187: 127@ = create_marker_above_actor 70@ 
0168: set_marker 127@ size 1 
02E2: set_actor 70@ weapon_accuracy_to 181@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 71@ = create_actor_pedtype 25 model 146@(148@,2i) at 1855.6 -2102.6 12.5 
0173: set_actor 71@ Z_angle_to 282.0 
01B2: give_actor 71@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 71@ decision_maker_to 266@ 
0605: actor 71@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0187: 128@ = create_marker_above_actor 71@ 
0168: set_marker 128@ size 1 
02E2: set_actor 71@ weapon_accuracy_to 181@ 
035F: actor 71@ armour += 50 
0209: 148@ = random_int_in_ranges 0 2 
009A: 72@ = create_actor_pedtype 25 model 146@(148@,2i) at 1855.6 -2099.6 12.5 
0173: set_actor 72@ Z_angle_to 282.0 
01B2: give_actor 72@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 72@ decision_maker_to 266@ 
0605: actor 72@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0187: 129@ = create_marker_above_actor 72@ 
0168: set_marker 129@ size 1 
02E2: set_actor 72@ weapon_accuracy_to 181@ 
0006: 144@ = 1 
0707: start_scene_skip_to @RIOT2_16263 
0395: clear_area 1 at 1918.1 -2076.9 12.5 radius 30.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1918.1 -2076.9 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 171.1 
05D3: AS_actor $PLAYER_ACTOR goto_point 1916.1 -2093.3 12.5 mode 4 time -1 ms // versionA 
0792: disembark_instantly_actor $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at 1919.1 -2077.7 12.5 
0173: set_actor $ACTOR_CESAR Z_angle_to 171.5 
05D3: AS_actor $ACTOR_CESAR goto_point 1917.1 -2094.1 12.5 mode 4 time -1 ms // versionA 
060B: set_actor $ACTOR_CESAR decision_maker_to 266@ 
0792: disembark_instantly_actor 35@ 
00A1: put_actor 35@ at 1920.3 -2075.3 12.5 
0173: set_actor 35@ Z_angle_to 189.5 
01B2: give_actor 35@ weapon 35 ammo 1 // Load the weapon model before using this 
05D3: AS_actor 35@ goto_point 1918.3 -2091.7 12.5 mode 4 time -1 ms // versionA 
060B: set_actor 35@ decision_maker_to 266@ 
0792: disembark_instantly_actor 34@ 
00A1: put_actor 34@ at 1918.8 -2075.3 12.5 
0173: set_actor 34@ Z_angle_to 165.9 
05D3: AS_actor 34@ goto_point 1916.8 -2091.7 12.5 mode 4 time -1 ms // versionA 
060B: set_actor 34@ decision_maker_to 266@ 
0792: disembark_instantly_actor 36@ 
00A1: put_actor 36@ at 1919.6 -2074.0 12.5 
0173: set_actor 36@ Z_angle_to 173.0 
05D3: AS_actor 36@ goto_point 1917.6 -2090.4 12.5 mode 4 time -1 ms // versionA 
060B: set_actor 36@ decision_maker_to 266@ 
015F: set_camera_position 1914.65 -2087.8 13.4 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1917.9 -2080.7 13.0 switchstyle 2 
016A: fade 1 time 500 

:RIOT2_15213
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_15237 
0001: wait 0 ms 
0002: jump @RIOT2_15213 

:RIOT2_15237
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_15269 
0002: jump @RIOT2_30241 

:RIOT2_15269
0006: 185@ = 6 
0006: 186@ = 0 
0006: 188@ = 6 
0050: gosub @RIOT2_40912 
0006: 32@ = 0 
0006: 143@ = 1 

:RIOT2_15311
00D6: if 
0039:   143@ == 1 
004D: jump_if_false @RIOT2_15732 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @RIOT2_15732 
0395: clear_area 1 at 1916.9 -2101.1 12.6 radius 30.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1916.9 -2101.1 12.6 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 1912.4 -2101.1 12.5 mode 4 time -1 ms // versionA 
0792: disembark_instantly_actor $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at 1916.9 -2102.1 12.6 
0173: set_actor $ACTOR_CESAR Z_angle_to 90.0 
05D3: AS_actor $ACTOR_CESAR goto_point 1912.4 -2102.1 12.5 mode 4 time -1 ms // versionA 
0792: disembark_instantly_actor 35@ 
00A1: put_actor 35@ at 1916.9 -2103.1 12.6 
0173: set_actor 35@ Z_angle_to 90.0 
05D3: AS_actor 35@ goto_point 1912.4 -2103.1 12.5 mode 4 time -1 ms // versionA 
0792: disembark_instantly_actor 36@ 
00A1: put_actor 36@ at 1916.9 -2100.1 12.6 
0173: set_actor 36@ Z_angle_to 90.0 
05D3: AS_actor 36@ goto_point 1912.4 -2100.1 12.5 mode 4 time -1 ms // versionA 
0792: disembark_instantly_actor 34@ 
00A1: put_actor 34@ at 1916.9 -2099.1 12.6 
0173: set_actor 34@ Z_angle_to 90.0 
05D3: AS_actor 34@ goto_point 1912.4 -2099.1 12.5 mode 4 time -1 ms // versionA 
015F: set_camera_position 1916.5 -2100.9 12.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1906.2 -2101.0 14.8 switchstyle 2 
0006: 32@ = 0 
0006: 143@ = 2 

:RIOT2_15732
00D6: if 
0039:   143@ == 2 
004D: jump_if_false @RIOT2_16201 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_16201 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @RIOT2_16201 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @RIOT2_15886 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "FIXN_CAR_OUT" IFP "CAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0668: AS_actor -1 rotate_and_shoot_at 1916.5 -2100.9 12.8 3000 ms 
0616: define_AS_pack_end 268@ 
0618: assign_actor 69@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_15886
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @RIOT2_15960 
0615: define_AS_pack_begin 268@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
04EB: AS_actor -1 crouch 1 
0668: AS_actor -1 rotate_and_shoot_at 1916.5 -2100.9 12.8 3000 ms 
0616: define_AS_pack_end 268@ 
0618: assign_actor 70@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_15960
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @RIOT2_16034 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 700 ms 
05BA: AS_actor -1 move_mouth 100 ms 
0668: AS_actor -1 rotate_and_shoot_at 1916.5 -2100.9 12.8 3000 ms 
0616: define_AS_pack_end 268@ 
0618: assign_actor 71@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_16034
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @RIOT2_16108 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05BA: AS_actor -1 move_mouth 100 ms 
0668: AS_actor -1 rotate_and_shoot_at 1916.5 -2100.9 12.8 3000 ms 
0616: define_AS_pack_end 268@ 
0618: assign_actor 72@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_16108
0006: 185@ = 6 
0006: 186@ = 6 
0006: 188@ = 7 
0050: gosub @RIOT2_40912 
015F: set_camera_position 1866.1 -2101.8 13.4 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1849.9 -2101.0 14.98 switchstyle 2 
0006: 32@ = 0 
0006: 143@ = 3 

:RIOT2_16201
00D6: if 
0039:   143@ == 3 
004D: jump_if_false @RIOT2_19283 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_19283 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @RIOT2_19283 
0006: 144@ = 0 

:RIOT2_16263
0701: end_scene_skip 
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_16297 
0002: jump @RIOT2_30241 

:RIOT2_16297
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @RIOT2_16654 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 
016A: fade 0 time 500 

:RIOT2_16339
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_16363 
0001: wait 0 ms 
0002: jump @RIOT2_16339 

:RIOT2_16363
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_16395 
0002: jump @RIOT2_30241 

:RIOT2_16395
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1912.4 -2101.1 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0792: disembark_instantly_actor $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at 1912.4 -2102.1 12.5 
0173: set_actor $ACTOR_CESAR Z_angle_to 90.0 
0792: disembark_instantly_actor 35@ 
00A1: put_actor 35@ at 1912.4 -2103.1 12.5 
0173: set_actor 35@ Z_angle_to 90.0 
0792: disembark_instantly_actor 36@ 
00A1: put_actor 36@ at 1912.4 -2100.1 12.5 
0173: set_actor 36@ Z_angle_to 90.0 
0792: disembark_instantly_actor 34@ 
00A1: put_actor 34@ at 1912.4 -2099.1 12.5 
0173: set_actor 34@ Z_angle_to 90.0 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @RIOT2_16591 
0792: disembark_instantly_actor 69@ 

:RIOT2_16591
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @RIOT2_16612 
0792: disembark_instantly_actor 70@ 

:RIOT2_16612
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @RIOT2_16633 
0792: disembark_instantly_actor 71@ 

:RIOT2_16633
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @RIOT2_16654 
0792: disembark_instantly_actor 72@ 

:RIOT2_16654
0350: set_actor $ACTOR_CESAR maintain_position_when_attacked 1 
0615: define_AS_pack_begin 269@ 
0605: actor -1 perform_animation "GUN_STAND" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 10 
0209: 168@ = random_int_in_ranges 1500 4000 
0668: AS_actor -1 rotate_and_shoot_at 1871.1 -2102.3 14.6 168@ ms 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0209: 168@ = random_int_in_ranges 1500 4000 
05B9: AS_actor -1 stay_idle 168@ ms 
0643: set_AS_pack 269@ loop 1 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1898.7 -2102.1 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 
0792: disembark_instantly_actor 35@ 
00A1: put_actor 35@ at 1912.4 -2103.1 12.5 
0173: set_actor 35@ Z_angle_to 90.0 
0350: set_actor 35@ maintain_position_when_attacked 1 
0615: define_AS_pack_begin 269@ 
0605: actor -1 perform_animation "GUN_STAND" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 10 
0209: 168@ = random_int_in_ranges 1500 4000 
0668: AS_actor -1 rotate_and_shoot_at 1878.7 -2105.5 14.6 168@ ms 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0209: 168@ = random_int_in_ranges 1500 4000 
05B9: AS_actor -1 stay_idle 168@ ms 
0643: set_AS_pack 269@ loop 1 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1898.7 -2106.1 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @RIOT2_17114 
0672: AS_actor -1 attack_car 68@ 

:RIOT2_17114
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation "MANWINB" IFP "CASINO" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor 35@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 
0350: set_actor 34@ maintain_position_when_attacked 1 
0615: define_AS_pack_begin 269@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
0209: 168@ = random_int_in_ranges 1500 4000 
0668: AS_actor -1 rotate_and_shoot_at 1891.2 -2099.6 14.0 168@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 1903.7 -2096.6 12.5 angle 75.0 radius -1.0 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 269@ loop 1 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1903.5 -2096.6 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 75.0 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1894.6 -2099.2 12.4 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0812: AS_actor -1 perform_animation "CROUCH_ROLL_L" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
05D3: AS_actor -1 goto_point 1884.6 -2107.6 12.4 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 1874.9 -2102.8 12.4 mode 6 time -1 ms // versionA 
0812: AS_actor -1 perform_animation "KO_SPIN_L" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "CRCKIDLE4" IFP "CRACK" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 268@ 
0618: assign_actor 36@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @RIOT2_18065 
0350: set_actor 69@ maintain_position_when_attacked 1 
0615: define_AS_pack_begin 269@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
0209: 168@ = random_int_in_ranges 1500 4000 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 168@ 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 1872.8 -2096.1 12.5 angle 275.0 radius -1.0 animation "SWT_WLLSHOOT_OUT_L" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 269@ loop 1 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1872.8 -2096.1 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor 69@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 

:RIOT2_18065
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @RIOT2_18089 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 

:RIOT2_18089
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @RIOT2_18424 
0350: set_actor 71@ maintain_position_when_attacked 1 
0615: define_AS_pack_begin 269@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
0209: 168@ = random_int_in_ranges 1500 4000 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 168@ 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 1864.1 -2107.4 12.6 angle 275.0 radius -0.1 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 269@ loop 1 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1864.1 -2107.4 12.6 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor 71@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 

:RIOT2_18424
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @RIOT2_18448 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 

:RIOT2_18448
0209: 148@ = random_int_in_ranges 0 2 
009A: 73@ = create_actor_pedtype 25 model 146@(148@,2i) at 1806.1 -2121.7 12.5 
0173: set_actor 73@ Z_angle_to 357.8 
01B2: give_actor 73@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 73@ decision_maker_to 266@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1837.5 -2102.3 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 73@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0187: 130@ = create_marker_above_actor 73@ 
0168: set_marker 130@ size 1 
02E2: set_actor 73@ weapon_accuracy_to 181@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 74@ = create_actor_pedtype 25 model 146@(148@,2i) at 1801.5 -2120.7 12.5 
0173: set_actor 74@ Z_angle_to 357.8 
01B2: give_actor 74@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 74@ decision_maker_to 266@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1833.8 -2097.8 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 74@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0187: 131@ = create_marker_above_actor 74@ 
0168: set_marker 131@ size 1 
02E2: set_actor 74@ weapon_accuracy_to 181@ 
035F: actor 74@ armour += 50 
0209: 148@ = random_int_in_ranges 0 2 
009A: 75@ = create_actor_pedtype 25 model 146@(148@,2i) at 1879.7 -2094.9 12.5 
0173: set_actor 75@ Z_angle_to 180.0 
01B2: give_actor 75@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 75@ decision_maker_to 266@ 
0350: set_actor 75@ maintain_position_when_attacked 1 
02E2: set_actor 75@ weapon_accuracy_to 181@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 76@ = create_actor_pedtype 25 model 146@(148@,2i) at 1878.7 -2094.9 12.5 
0173: set_actor 76@ Z_angle_to 180.0 
01B2: give_actor 76@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 76@ decision_maker_to 266@ 
0350: set_actor 76@ maintain_position_when_attacked 1 
02E2: set_actor 76@ weapon_accuracy_to 181@ 
035F: actor 76@ armour += 50 
0209: 148@ = random_int_in_ranges 0 2 
009A: 77@ = create_actor_pedtype 25 model 146@(148@,2i) at 1876.7 -2094.9 12.5 
0173: set_actor 77@ Z_angle_to 180.0 
01B2: give_actor 77@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 77@ decision_maker_to 266@ 
0350: set_actor 77@ maintain_position_when_attacked 1 
02E2: set_actor 77@ weapon_accuracy_to 181@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 78@ = create_actor_pedtype 25 model 146@(148@,2i) at 1875.2 -2094.9 12.5 
0173: set_actor 78@ Z_angle_to 180.0 
01B2: give_actor 78@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 78@ decision_maker_to 266@ 
02AB: set_actor 78@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0350: set_actor 78@ maintain_position_when_attacked 1 
02E2: set_actor 78@ weapon_accuracy_to 181@ 
035F: actor 78@ armour += 50 
0164: disable_marker 89@ 
0187: 89@ = create_marker_above_actor $ACTOR_CESAR 
07E0: set_marker 89@ type_to 1 
098A: set_gunshot_sense_range_for_riot2 -1.0 
09F5: disable_player_mutal_activities 1 
04EF: release_animation "CAR" 
02A3: enable_widescreen 0 
08F6: restore_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BC: show_text_highpriority GXT 'R2_05' time 7000 flag 1  // ~S~Stay close to ~b~Cesar~s~ and clear out the alleyway.
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @RIOT2_19269 
016A: fade 1 time 500 

:RIOT2_19213
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_19237 
0001: wait 0 ms 
0002: jump @RIOT2_19213 

:RIOT2_19237
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_19269 
0002: jump @RIOT2_30241 

:RIOT2_19269
0006: 143@ = 0 
0006: 142@ = 4 

:RIOT2_19283
00D6: if 
0039:   142@ == 4 
004D: jump_if_false @RIOT2_21030 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @RIOT2_19400 
00D6: if or
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1877.6 -2050.8 cornerB 1815.3 -2171.4 
051A:   actor 69@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @RIOT2_19400 
062E: get_actor 69@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @RIOT2_19400 
05E2: AS_actor 69@ kill_actor $PLAYER_ACTOR 

:RIOT2_19400
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @RIOT2_19499 
00D6: if or
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1872.6 -2050.8 cornerB 1815.3 -2171.4 
051A:   actor 71@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @RIOT2_19499 
062E: get_actor 71@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @RIOT2_19499 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 

:RIOT2_19499
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_19572 
0226: 180@ = actor $ACTOR_CESAR health 
00D6: if 
001B:   50 > 180@ 
004D: jump_if_false @RIOT2_19572 
0829: actor $ACTOR_CESAR perform_animation "KO_SHOT_STOM" IFP_file "PED" 8.0 time 0 and_dies 

:RIOT2_19572
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @RIOT2_19645 
0226: 180@ = actor 34@ health 
00D6: if 
001B:   50 > 180@ 
004D: jump_if_false @RIOT2_19645 
0829: actor 34@ perform_animation "KO_SHOT_STOM" IFP_file "PED" 8.0 time 0 and_dies 

:RIOT2_19645
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @RIOT2_19736 
062E: get_actor 36@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
84A3:   not  $416 == 7 // == constant 
004D: jump_if_false @RIOT2_19736 
0646: unknown_get_actor 36@ task_1560_status_store_to 270@ // similar to 062E 
00D6: if 
0029:   270@ >= 3 
004D: jump_if_false @RIOT2_19736 
0360: open_garage 'DUF_LAS' 
0006: 143@ = 1 

:RIOT2_19736
00D6: if 
0039:   143@ == 1 
004D: jump_if_false @RIOT2_20402 
062E: get_actor 36@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
84A3:   not  $416 == 7 // == constant 
004D: jump_if_false @RIOT2_20402 
0646: unknown_get_actor 36@ task_1560_status_store_to 270@ // similar to 062E 
00D6: if 
0029:   270@ >= 5 
004D: jump_if_false @RIOT2_20402 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @RIOT2_19934 
0615: define_AS_pack_begin 269@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
07A5: AS_actor -1 attack_actor 36@ time 3000 
05D3: AS_actor -1 goto_point 1872.8 -2096.1 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor 75@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 
0187: 138@ = create_marker_above_actor 75@ 
0168: set_marker 138@ size 1 

:RIOT2_19934
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @RIOT2_20083 
0350: set_actor 76@ maintain_position_when_attacked 0 
0615: define_AS_pack_begin 268@ 
07A5: AS_actor -1 attack_actor 36@ time 3000 
05D3: AS_actor -1 goto_point 1872.8 -2096.1 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
0812: AS_actor -1 perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 76@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0187: 139@ = create_marker_above_actor 76@ 
0168: set_marker 139@ size 1 

:RIOT2_20083
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @RIOT2_20213 
0350: set_actor 77@ maintain_position_when_attacked 0 
0615: define_AS_pack_begin 268@ 
07A5: AS_actor -1 attack_actor 36@ time 3000 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 77@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0816: set_actor 77@ dont_chase_victim 1 
0187: 140@ = create_marker_above_actor 77@ 
0168: set_marker 140@ size 1 

:RIOT2_20213
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @RIOT2_20358 
0350: set_actor 78@ maintain_position_when_attacked 0 
02AB: set_actor 78@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0615: define_AS_pack_begin 268@ 
07A5: AS_actor -1 attack_actor 36@ time 3000 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 78@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0816: set_actor 78@ dont_chase_victim 1 
0187: 141@ = create_marker_above_actor 78@ 
0168: set_marker 141@ size 1 

:RIOT2_20358
00BE: text_clear_all 
0006: 185@ = 7 
0006: 186@ = 0 
0050: gosub @RIOT2_40912 
0332: set_actor 36@ bleeding 1 
0006: 33@ = 0 
0006: 143@ = 2 

:RIOT2_20402
00D6: if 
0039:   143@ == 2 
004D: jump_if_false @RIOT2_20453 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @RIOT2_20453 
0619: enable_actor 36@ collision_detection 0 
0006: 143@ = 3 

:RIOT2_20453
00D6: if 
0039:   143@ == 3 
004D: jump_if_false @RIOT2_20752 
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @RIOT2_20752 
00D6: if 
0118:   actor 70@ dead 
004D: jump_if_false @RIOT2_20752 
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @RIOT2_20752 
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @RIOT2_20752 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @RIOT2_20752 
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @RIOT2_20752 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @RIOT2_20752 
00D6: if 
0118:   actor 76@ dead 
004D: jump_if_false @RIOT2_20752 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @RIOT2_20752 
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @RIOT2_20752 
0164: disable_marker 126@ 
0164: disable_marker 127@ 
0164: disable_marker 128@ 
0164: disable_marker 129@ 
0164: disable_marker 130@ 
0164: disable_marker 131@ 
0164: disable_marker 138@ 
0164: disable_marker 139@ 
0164: disable_marker 140@ 
0164: disable_marker 141@ 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
0006: 32@ = 0 
0006: 143@ = 0 
0006: 142@ = 5 

:RIOT2_20752
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @RIOT2_20778 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
0164: disable_marker 126@ 

:RIOT2_20778
00D6: if 
0118:   actor 70@ dead 
004D: jump_if_false @RIOT2_20804 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
0164: disable_marker 127@ 

:RIOT2_20804
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @RIOT2_20830 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
0164: disable_marker 128@ 

:RIOT2_20830
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @RIOT2_20856 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
0164: disable_marker 129@ 

:RIOT2_20856
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @RIOT2_20882 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
0164: disable_marker 130@ 

:RIOT2_20882
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @RIOT2_20908 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
0164: disable_marker 131@ 

:RIOT2_20908
00D6: if 
0019:   143@ > 1 
004D: jump_if_false @RIOT2_21030 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @RIOT2_20952 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
0164: disable_marker 138@ 

:RIOT2_20952
00D6: if 
0118:   actor 76@ dead 
004D: jump_if_false @RIOT2_20978 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
0164: disable_marker 139@ 

:RIOT2_20978
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @RIOT2_21004 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
0164: disable_marker 140@ 

:RIOT2_21004
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @RIOT2_21030 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
0164: disable_marker 141@ 

:RIOT2_21030
00D6: if 
0039:   142@ == 5 
004D: jump_if_false @RIOT2_24541 
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @RIOT2_21495 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @RIOT2_21495 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
00A6: destroy_car 68@ 
0395: clear_area 1 at 1905.1 -2103.9 12.5 radius 60.0 
00A1: put_actor $PLAYER_ACTOR at 1905.1 -2103.9 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 80.2 
0687: clear_actor $ACTOR_CESAR task 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1897.8 -2099.5 12.5 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 1890.8 -2099.5 12.5 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 1877.2 -2101.2 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 110.0 
0616: define_AS_pack_end 268@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0792: disembark_instantly_actor 34@ 
00A1: put_actor 34@ at 1900.4 -2098.2 12.5 
0173: set_actor 34@ Z_angle_to 92.3 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1875.7 -2102.4 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 95.0 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0006: 144@ = 1 
0707: start_scene_skip_to @RIOT2_21846 
015F: set_camera_position 1900.4 -2099.6 12.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1879.4 -2107.7 17.9 switchstyle 2 
0006: 32@ = 0 
0006: 143@ = 1 

:RIOT2_21495
00D6: if 
0039:   143@ == 1 
004D: jump_if_false @RIOT2_21784 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @RIOT2_21784 
0792: disembark_instantly_actor 34@ 
00A1: put_actor 34@ at 1875.7 -2102.4 12.5 
0173: set_actor 34@ Z_angle_to 95.0 
0605: actor 34@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
00A1: put_actor $ACTOR_CESAR at 1881.2 -2099.6 12.5 
0173: set_actor $ACTOR_CESAR Z_angle_to 69.4 
00A1: put_actor $PLAYER_ACTOR at 1886.2 -2099.6 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 69.4 
05D3: AS_actor $PLAYER_ACTOR goto_point 1877.6 -2099.8 12.5 mode 4 time -1 ms // versionA 
0050: gosub @RIOT2_38067 
015F: set_camera_position 1880.2 -2103.1 14.46 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1874.3 -2100.77 12.8 switchstyle 2 
0006: 185@ = 8 
0006: 186@ = 0 
0050: gosub @RIOT2_40912 
0006: 32@ = 0 
0006: 143@ = 2 

:RIOT2_21784
00D6: if 
0039:   143@ == 2 
004D: jump_if_false @RIOT2_24541 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_24541 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @RIOT2_24541 
0006: 144@ = 0 

:RIOT2_21846
0701: end_scene_skip 
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_21880 
0002: jump @RIOT2_30241 

:RIOT2_21880
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @RIOT2_22870 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 
016A: fade 0 time 500 

:RIOT2_21922
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_21946 
0001: wait 0 ms 
0002: jump @RIOT2_21922 

:RIOT2_21946
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_21978 
0002: jump @RIOT2_30241 

:RIOT2_21978
0050: gosub @RIOT2_38067 
0792: disembark_instantly_actor 34@ 
00A1: put_actor 34@ at 1875.7 -2102.4 12.5 
0173: set_actor 34@ Z_angle_to 95.0 
0605: actor 34@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0792: disembark_instantly_actor $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at 1881.2 -2099.6 12.5 
0173: set_actor $ACTOR_CESAR Z_angle_to 69.4 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1879.7 -2101.7 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0792: disembark_instantly_actor 79@ 
060B: set_actor 79@ decision_maker_to 265@ 
00A1: put_actor 79@ at 1861.1 -2096.9 12.5 
0173: set_actor 79@ Z_angle_to 270.3 
062E: get_actor 80@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
84A3:   not  $416 == 7 // == constant 
004D: jump_if_false @RIOT2_22344 
0792: disembark_instantly_actor 80@ 
0605: actor 80@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
078F: AS_actor -1 climb 1 
0668: AS_actor -1 rotate_and_shoot_at 1874.4 -2101.5 14.8 2000 ms 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 80@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_22344
062E: get_actor 81@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
84A3:   not  $416 == 7 // == constant 
004D: jump_if_false @RIOT2_22522 
0792: disembark_instantly_actor 81@ 
0605: actor 81@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 2000 ms 
078F: AS_actor -1 climb 1 
0668: AS_actor -1 rotate_and_shoot_at 1874.4 -2101.5 14.8 2000 ms 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 81@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_22522
0792: disembark_instantly_actor 82@ 
060B: set_actor 82@ decision_maker_to 265@ 
00A1: put_actor 82@ at 1859.1 -2106.0 14.0 
0173: set_actor 82@ Z_angle_to 264.4 
062E: get_actor 83@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
84A3:   not  $416 == 7 // == constant 
004D: jump_if_false @RIOT2_22714 
0792: disembark_instantly_actor 83@ 
0605: actor 83@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
078F: AS_actor -1 climb 1 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 83@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_22714
062E: get_actor 84@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
84A3:   not  $416 == 7 // == constant 
004D: jump_if_false @RIOT2_22870 
0792: disembark_instantly_actor 84@ 
0605: actor 84@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 3000 ms 
078F: AS_actor -1 climb 1 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 84@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_22870
0709: set_decision_maker 265@ on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 265@ on_event 37 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0213: 85@ = create_pickup #HEALTH type 15 at 1875.6 -2091.4 13.5 
032B: 86@ = create_weapon_pickup #TEC9 type 15 ammo 99999 at 1878.3 -2091.1 13.5 
0615: define_AS_pack_begin 269@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
0209: 168@ = random_int_in_ranges 1500 4000 
0668: AS_actor -1 rotate_and_shoot_at 1864.9 -2101.2 14.0 168@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 1874.9 -2096.5 12.5 angle 75.0 radius -0.1 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 269@ loop 1 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1874.9 -2096.5 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 75.0 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 
0615: define_AS_pack_begin 269@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
0209: 168@ = random_int_in_ranges 1500 4000 
0668: AS_actor -1 rotate_and_shoot_at 1862.6 -2104.1 14.0 168@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 1873.3 -2107.4 12.5 angle 98.8 radius -0.1 animation "SWT_WLLSHOOT_OUT_L" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 269@ loop 1 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1873.3 -2107.4 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 98.8 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 
01B2: give_actor 35@ weapon 35 ammo 1 // Load the weapon model before using this 
0615: define_AS_pack_begin 269@ 
0605: actor -1 perform_animation "GUN_STAND" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 10 
0209: 168@ = random_int_in_ranges 1500 4000 
0668: AS_actor -1 rotate_and_shoot_at 1878.7 -2105.5 14.6 168@ ms 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0209: 168@ = random_int_in_ranges 1500 4000 
05B9: AS_actor -1 stay_idle 168@ ms 
0643: set_AS_pack 269@ loop 1 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1898.7 -2106.1 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0668: AS_actor -1 rotate_and_shoot_at 1852.1 -2096.6 16.5 10 ms 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor 35@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 69@ = create_actor_pedtype 25 model 146@(148@,2i) at 1913.7 -2109.2 12.6 
0173: set_actor 69@ Z_angle_to 90.5 
01B2: give_actor 69@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 69@ decision_maker_to 266@ 
0350: set_actor 69@ maintain_position_when_attacked 1 
02AB: set_actor 69@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02E2: set_actor 69@ weapon_accuracy_to 181@ 
035F: actor 69@ armour += 50 
0209: 148@ = random_int_in_ranges 0 2 
009A: 70@ = create_actor_pedtype 25 model 146@(148@,2i) at 1916.5 -2113.1 12.6 
0173: set_actor 70@ Z_angle_to 20.1 
01B2: give_actor 70@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 70@ decision_maker_to 266@ 
0350: set_actor 70@ maintain_position_when_attacked 1 
02AB: set_actor 70@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02E2: set_actor 70@ weapon_accuracy_to 181@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 73@ = create_actor_pedtype 25 model 146@(148@,2i) at 1806.1 -2121.7 12.5 
0173: set_actor 73@ Z_angle_to 357.8 
01B2: give_actor 73@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 73@ decision_maker_to 265@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1837.5 -2102.3 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 73@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0164: disable_marker 130@ 
0187: 130@ = create_marker_above_actor 73@ 
0168: set_marker 130@ size 1 
02E2: set_actor 73@ weapon_accuracy_to 181@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 74@ = create_actor_pedtype 25 model 146@(148@,2i) at 1801.5 -2120.7 12.5 
0173: set_actor 74@ Z_angle_to 357.8 
01B2: give_actor 74@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 74@ decision_maker_to 265@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1833.8 -2097.8 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 74@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0164: disable_marker 131@ 
0187: 131@ = create_marker_above_actor 74@ 
0168: set_marker 131@ size 1 
02E2: set_actor 74@ weapon_accuracy_to 181@ 
035F: actor 74@ armour += 50 
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BC: show_text_highpriority GXT 'R2_06' time 4000 flag 1  // ~S~Defend ~b~Cesar~s~.
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @RIOT2_24520 
016A: fade 1 time 500 

:RIOT2_24464
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_24488 
0001: wait 0 ms 
0002: jump @RIOT2_24464 

:RIOT2_24488
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_24520 
0002: jump @RIOT2_30241 

:RIOT2_24520
0006: 32@ = 0 
0006: 143@ = 0 
0006: 142@ = 6 

:RIOT2_24541
00D6: if 
0039:   142@ == 6 
004D: jump_if_false @RIOT2_26110 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_24632 
0226: 180@ = actor $ACTOR_CESAR health 
00D6: if 
001B:   50 > 180@ 
004D: jump_if_false @RIOT2_24632 
0829: actor $ACTOR_CESAR perform_animation "KO_SHOT_STOM" IFP_file "PED" 8.0 time 0 and_dies 

:RIOT2_24632
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @RIOT2_24705 
0226: 180@ = actor 34@ health 
00D6: if 
001B:   50 > 180@ 
004D: jump_if_false @RIOT2_24705 
0829: actor 34@ perform_animation "KO_SHOT_STOM" IFP_file "PED" 8.0 time 0 and_dies 

:RIOT2_24705
00D6: if 
0039:   169@ == 0 
004D: jump_if_false @RIOT2_24879 
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @RIOT2_24826 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @RIOT2_24826 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @RIOT2_24826 
00D6: if 
0118:   actor 82@ dead 
004D: jump_if_false @RIOT2_24826 
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @RIOT2_24826 
00D6: if 
0118:   actor 84@ dead 
004D: jump_if_false @RIOT2_24826 
0006: 169@ = 1 

:RIOT2_24826
00D6: if or
0019:   32@ > 15000 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1893.6 -2043.3 cornerB 1888.1 -2175.6 
004D: jump_if_false @RIOT2_24879 
0006: 169@ = 1 

:RIOT2_24879
00D6: if 
0039:   169@ == 1 
004D: jump_if_false @RIOT2_25014 
0006: 185@ = 9 
0209: 186@ = random_int_in_ranges 0 3 
0085: 188@ = 186@ // (int) 
000A: 188@ += 1 
0050: gosub @RIOT2_40912 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @RIOT2_24971 
0164: disable_marker 126@ 
0187: 126@ = create_marker_above_actor 69@ 
0168: set_marker 126@ size 1 

:RIOT2_24971
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @RIOT2_25007 
0164: disable_marker 127@ 
0187: 127@ = create_marker_above_actor 70@ 
0168: set_marker 127@ size 1 

:RIOT2_25007
0006: 169@ = 2 

:RIOT2_25014
00D6: if 
0039:   169@ == 2 
004D: jump_if_false @RIOT2_25444 
00D6: if 
02CB:   actor 35@ bounding_sphere_visible 
004D: jump_if_false @RIOT2_25444 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @RIOT2_25163 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1913.5 -2106.1 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0668: AS_actor -1 rotate_and_shoot_at 1900.8 -2106.2 12.6 1500 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 69@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
02AB: set_actor 69@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:RIOT2_25163
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @RIOT2_25278 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1914.2 -2104.2 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0668: AS_actor -1 rotate_and_shoot_at 1900.8 -2106.2 12.6 1500 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 70@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
02AB: set_actor 70@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:RIOT2_25278
01B2: give_actor 35@ weapon 35 ammo 1 // Load the weapon model before using this 
0615: define_AS_pack_begin 268@ 
05D4: AS_actor -1 rotate_angle 269.0 
05B9: AS_actor -1 stay_idle 200 ms 
0668: AS_actor -1 rotate_and_shoot_at 1951.1 -2103.9 19.3 500 ms 
0812: AS_actor -1 perform_animation "KO_SHOT_FACE" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "CRCKIDLE1" IFP "CRACK" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 268@ 
0618: assign_actor 35@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0332: set_actor 35@ bleeding 1 
0006: 32@ = 0 
0006: 169@ = 3 

:RIOT2_25444
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @RIOT2_25749 
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @RIOT2_25749 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @RIOT2_25749 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @RIOT2_25749 
00D6: if 
0118:   actor 82@ dead 
004D: jump_if_false @RIOT2_25749 
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @RIOT2_25749 
00D6: if 
0118:   actor 84@ dead 
004D: jump_if_false @RIOT2_25749 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @RIOT2_25749 
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @RIOT2_25749 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1895.3 -2102.2 12.6 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 274.7 
0668: AS_actor -1 rotate_and_shoot_at 1913.5 -2104.4 13.9 -2 ms 
0616: define_AS_pack_end 268@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1895.6 -2104.2 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 271.0 
0668: AS_actor -1 rotate_and_shoot_at 1912.9 -2106.4 13.9 -2 ms 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0006: 143@ = 1 

:RIOT2_25749
00D6: if 
0039:   143@ == 1 
004D: jump_if_false @RIOT2_25850 
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @RIOT2_25850 
00D6: if 
0118:   actor 70@ dead 
004D: jump_if_false @RIOT2_25850 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
04EF: release_animation "CASINO" 
0006: 32@ = 0 
0006: 143@ = 0 
0006: 142@ = 7 

:RIOT2_25850
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @RIOT2_25876 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
0164: disable_marker 126@ 

:RIOT2_25876
00D6: if 
0118:   actor 70@ dead 
004D: jump_if_false @RIOT2_25902 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
0164: disable_marker 127@ 

:RIOT2_25902
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @RIOT2_25928 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
0164: disable_marker 130@ 

:RIOT2_25928
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @RIOT2_25954 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
0164: disable_marker 131@ 

:RIOT2_25954
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @RIOT2_25980 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
0164: disable_marker 132@ 

:RIOT2_25980
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @RIOT2_26006 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
0164: disable_marker 133@ 

:RIOT2_26006
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @RIOT2_26032 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
0164: disable_marker 134@ 

:RIOT2_26032
00D6: if 
0118:   actor 82@ dead 
004D: jump_if_false @RIOT2_26058 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
0164: disable_marker 135@ 

:RIOT2_26058
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @RIOT2_26084 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
0164: disable_marker 136@ 

:RIOT2_26084
00D6: if 
0118:   actor 84@ dead 
004D: jump_if_false @RIOT2_26110 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
0164: disable_marker 137@ 

:RIOT2_26110
00D6: if 
0039:   142@ == 7 
004D: jump_if_false @RIOT2_28983 
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @RIOT2_27274 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @RIOT2_27274 
016A: fade 0 time 500 

:RIOT2_26172
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_26196 
0001: wait 0 ms 
0002: jump @RIOT2_26172 

:RIOT2_26196
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_26228 
0002: jump @RIOT2_30241 

:RIOT2_26228
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
04EF: release_animation "SWAT" 
0247: load_model #FLAME 
0708: reset_decision_maker 265@ event 36 
0708: reset_decision_maker 265@ event 37 
03CB: set_rendering_origin_at 1855.5 -2101.8 12.5 
009A: 69@ = create_actor_pedtype 25 model #LSV1 at 1805.0 -2126.0 17.8 
0173: set_actor 69@ Z_angle_to 306.5 
0350: set_actor 69@ maintain_position_when_attacked 1 
035F: actor 69@ armour += 100 
0446: set_actor 69@ dismemberment_possible 0 
01B2: give_actor 69@ weapon 35 ammo 30000 // Load the weapon model before using this 
060B: set_actor 69@ decision_maker_to 266@ 
0187: 90@ = create_marker_above_actor 69@ 
0168: set_marker 90@ size 1 
02E2: set_actor 69@ weapon_accuracy_to 181@ 
035F: actor 69@ armour += 100 
0209: 148@ = random_int_in_ranges 0 2 
009A: 70@ = create_actor_pedtype 25 model 146@(148@,2i) at 1811.8 -2124.0 12.6 
0173: set_actor 70@ Z_angle_to 287.5 
0350: set_actor 70@ maintain_position_when_attacked 1 
01B2: give_actor 70@ weapon 37 ammo 30000 // Load the weapon model before using this 
060B: set_actor 70@ decision_maker_to 266@ 
0187: 91@ = create_marker_above_actor 70@ 
0168: set_marker 91@ size 1 
02E2: set_actor 70@ weapon_accuracy_to 181@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 71@ = create_actor_pedtype 25 model 146@(148@,2i) at 1795.0 -2126.7 12.5 
0173: set_actor 71@ Z_angle_to 358.6 
01B2: give_actor 71@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 71@ dont_chase_victim 1 
060B: set_actor 71@ decision_maker_to 266@ 
0187: 92@ = create_marker_above_actor 71@ 
0168: set_marker 92@ size 1 
02E2: set_actor 71@ weapon_accuracy_to 181@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 72@ = create_actor_pedtype 25 model 146@(148@,2i) at 1795.0 -2130.7 12.5 
0173: set_actor 72@ Z_angle_to 357.8 
01B2: give_actor 72@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 72@ dont_chase_victim 1 
060B: set_actor 72@ decision_maker_to 266@ 
0187: 93@ = create_marker_above_actor 72@ 
0168: set_marker 93@ size 1 
02E2: set_actor 72@ weapon_accuracy_to 181@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 73@ = create_actor_pedtype 25 model 146@(148@,2i) at 1806.1 -2121.7 12.5 
0173: set_actor 73@ Z_angle_to 357.8 
01B2: give_actor 73@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 73@ maintain_position_when_attacked 1 
060B: set_actor 73@ decision_maker_to 266@ 
0187: 94@ = create_marker_above_actor 73@ 
0168: set_marker 94@ size 1 
02E2: set_actor 73@ weapon_accuracy_to 181@ 
035F: actor 73@ armour += 100 
0209: 148@ = random_int_in_ranges 0 2 
009A: 74@ = create_actor_pedtype 25 model 146@(148@,2i) at 1801.5 -2120.7 12.5 
0173: set_actor 74@ Z_angle_to 357.8 
01B2: give_actor 74@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 74@ maintain_position_when_attacked 1 
060B: set_actor 74@ decision_maker_to 266@ 
0187: 95@ = create_marker_above_actor 74@ 
0168: set_marker 95@ size 1 
02E2: set_actor 74@ weapon_accuracy_to 181@ 
035F: actor 74@ armour += 100 
0395: clear_area 1 at 1855.5 -2101.8 12.5 radius 30.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1855.5 -2101.8 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 1846.6 -2102.8 12.5 mode 4 time -1 ms // versionA 
0792: disembark_instantly_actor $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at 1855.5 -2102.8 12.5 
0173: set_actor $ACTOR_CESAR Z_angle_to 90.0 
05D3: AS_actor $ACTOR_CESAR goto_point 1846.6 -2102.8 12.5 mode 4 time -1 ms // versionA 
0792: disembark_instantly_actor 34@ 
00A1: put_actor 34@ at 1855.5 -2100.8 12.5 
0173: set_actor 34@ Z_angle_to 90.0 
05D3: AS_actor 34@ goto_point 1846.6 -2100.8 12.5 mode 4 time -1 ms // versionA 
015F: set_camera_position 1846.6 -2101.8 13.88 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1853.9 -2101.4 12.7 switchstyle 2 
016A: fade 1 time 500 

:RIOT2_27169
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_27193 
0001: wait 0 ms 
0002: jump @RIOT2_27169 

:RIOT2_27193
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_27225 
0002: jump @RIOT2_30241 

:RIOT2_27225
0006: 144@ = 1 
0707: start_scene_skip_to @RIOT2_27824 
0006: 185@ = 10 
0006: 186@ = 0 
0050: gosub @RIOT2_40912 
0006: 32@ = 0 
0006: 143@ = 1 

:RIOT2_27274
00D6: if 
0039:   143@ == 1 
004D: jump_if_false @RIOT2_27575 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_27575 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @RIOT2_27575 
016A: fade 0 time 500 

:RIOT2_27336
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_27360 
0001: wait 0 ms 
0002: jump @RIOT2_27336 

:RIOT2_27360
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_27392 
0002: jump @RIOT2_30241 

:RIOT2_27392
03CB: set_rendering_origin_at 1809.8 -2123.4 12.7 
015F: set_camera_position 1816.2 -2116.8 13.16 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1808.6 -2123.8 15.0 switchstyle 2 
016A: fade 1 time 500 

:RIOT2_27467
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_27491 
0001: wait 0 ms 
0002: jump @RIOT2_27467 

:RIOT2_27491
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_27523 
0002: jump @RIOT2_30241 

:RIOT2_27523
0006: 185@ = 11 
0209: 186@ = random_int_in_ranges 0 3 
0085: 188@ = 186@ // (int) 
000A: 188@ += 1 
0050: gosub @RIOT2_40912 
0006: 32@ = 0 
0006: 143@ = 2 

:RIOT2_27575
00D6: if 
0039:   143@ == 2 
004D: jump_if_false @RIOT2_27762 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_27762 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @RIOT2_27762 
015F: set_camera_position 1816.2 -2116.8 13.16 rotation 0.0 0.0 0.0 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @RIOT2_27710 
0159: camera_on_ped 70@ mode 15 switchstyle 1 
0668: AS_actor 70@ rotate_and_shoot_at 1831.6 -2118.9 12.5 4000 ms 

:RIOT2_27710
0006: 185@ = 12 
0209: 186@ = random_int_in_ranges 0 3 
0085: 188@ = 186@ // (int) 
000A: 188@ += 1 
0050: gosub @RIOT2_40912 
0006: 32@ = 0 
0006: 143@ = 3 

:RIOT2_27762
00D6: if 
0039:   143@ == 3 
004D: jump_if_false @RIOT2_28983 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_28983 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @RIOT2_28983 
0006: 144@ = 0 

:RIOT2_27824
0701: end_scene_skip 
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_27858 
0002: jump @RIOT2_30241 

:RIOT2_27858
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @RIOT2_27956 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 
016A: fade 0 time 500 

:RIOT2_27900
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_27924 
0001: wait 0 ms 
0002: jump @RIOT2_27900 

:RIOT2_27924
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_27956 
0002: jump @RIOT2_30241 

:RIOT2_27956
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @RIOT2_28176 
0615: define_AS_pack_begin 268@ 
0668: AS_actor -1 rotate_and_shoot_at 1832.7 -2090.1 14.1 500 ms 
0605: actor -1 perform_animation "GUN_STAND" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 1000 
0668: AS_actor -1 rotate_and_shoot_at 1853.6 -2087.0 20.5 500 ms 
0605: actor -1 perform_animation "GUN_STAND" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time 1000 
0668: AS_actor -1 rotate_and_shoot_at 1819.5 -2113.1 12.9 500 ms 
0605: actor -1 perform_animation "GUN_STAND" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 1000 
0643: set_AS_pack 268@ loop 1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 69@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_28176
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @RIOT2_28251 
0615: define_AS_pack_begin 268@ 
0668: AS_actor -1 rotate_and_shoot_at 1831.6 -2118.9 12.5 2000 ms 
05B9: AS_actor -1 stay_idle 2000 ms 
0643: set_AS_pack 268@ loop 1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 70@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_28251
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @RIOT2_28335 
0615: define_AS_pack_begin 268@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 1795.0 -2106.7 12.5 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 277.9 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 71@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_28335
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @RIOT2_28419 
0615: define_AS_pack_begin 268@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 1792.0 -2103.7 12.5 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 277.9 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 72@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_28419
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @RIOT2_28488 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1809.4 -2116.3 12.5 mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 73@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_28488
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @RIOT2_28557 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1809.4 -2111.8 12.5 mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 74@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_28557
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1833.9 -2104.2 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 122.4 
0792: disembark_instantly_actor $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at 1833.0 -2106.6 12.5 
0173: set_actor $ACTOR_CESAR Z_angle_to 122.3 
0350: set_actor $ACTOR_CESAR maintain_position_when_attacked 1 
060B: set_actor $ACTOR_CESAR decision_maker_to 265@ 
0792: disembark_instantly_actor 34@ 
00A1: put_actor 34@ at 1834.4 -2102.0 12.5 
0173: set_actor 34@ Z_angle_to 99.6 
0350: set_actor 34@ maintain_position_when_attacked 1 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1814.1 -2102.4 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 112.7 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
0709: set_decision_maker 265@ on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 265@ on_event 37 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BC: show_text_highpriority GXT 'R2_07' time 4000 flag 1  // ~S~Finish off the last ~r~Vagos~s~.
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @RIOT2_28969 
016A: fade 1 time 500 

:RIOT2_28913
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_28937 
0001: wait 0 ms 
0002: jump @RIOT2_28913 

:RIOT2_28937
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_28969 
0002: jump @RIOT2_30241 

:RIOT2_28969
0006: 143@ = 0 
0006: 142@ = 8 

:RIOT2_28983
00D6: if 
0039:   142@ == 8 
004D: jump_if_false @RIOT2_30227 
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @RIOT2_29255 
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @RIOT2_29040 
0164: disable_marker 90@ 

:RIOT2_29040
00D6: if 
0118:   actor 70@ dead 
004D: jump_if_false @RIOT2_29061 
0164: disable_marker 91@ 

:RIOT2_29061
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @RIOT2_29082 
0164: disable_marker 92@ 

:RIOT2_29082
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @RIOT2_29103 
0164: disable_marker 93@ 

:RIOT2_29103
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @RIOT2_29124 
0164: disable_marker 94@ 

:RIOT2_29124
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @RIOT2_29145 
0164: disable_marker 95@ 

:RIOT2_29145
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @RIOT2_29255 
00D6: if 
0118:   actor 70@ dead 
004D: jump_if_false @RIOT2_29255 
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @RIOT2_29255 
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @RIOT2_29255 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @RIOT2_29255 
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @RIOT2_29255 
0006: 32@ = 0 
0006: 143@ = 1 

:RIOT2_29255
00D6: if 
0039:   143@ == 1 
004D: jump_if_false @RIOT2_29850 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @RIOT2_29850 
016A: fade 0 time 500 

:RIOT2_29299
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_29323 
0001: wait 0 ms 
0002: jump @RIOT2_29299 

:RIOT2_29323
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_29355 
0002: jump @RIOT2_30241 

:RIOT2_29355
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
03CB: set_rendering_origin_at 1814.9 -2112.1 12.4 
0395: clear_area 1 at 1814.9 -2112.1 12.4 radius 30.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1814.9 -2112.1 12.4 
0173: set_actor $PLAYER_ACTOR Z_angle_to 127.9 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1807.8 -2122.0 12.5 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $ACTOR_CESAR 
0616: define_AS_pack_end 268@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0792: disembark_instantly_actor $ACTOR_CESAR 
00A1: put_actor $ACTOR_CESAR at 1812.4 -2111.3 12.4 
0173: set_actor $ACTOR_CESAR Z_angle_to 127.9 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1804.8 -2120.2 12.5 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0792: disembark_instantly_actor 34@ 
00A1: put_actor 34@ at 1810.4 -2111.0 12.4 
0173: set_actor 34@ Z_angle_to 135.1 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1807.0 -2118.8 12.5 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
015F: set_camera_position 1812.6 -2114.5 13.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1804.5 -2123.6 15.0 switchstyle 2 
016A: fade 1 time 500 

:RIOT2_29759
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_29783 
0001: wait 0 ms 
0002: jump @RIOT2_29759 

:RIOT2_29783
0050: gosub @RIOT2_31066 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_29815 
0002: jump @RIOT2_30241 

:RIOT2_29815
0006: 185@ = 13 
0006: 186@ = 0 
0006: 188@ = 4 
0050: gosub @RIOT2_40912 
0006: 143@ = 2 

:RIOT2_29850
00D6: if 
0039:   143@ == 2 
004D: jump_if_false @RIOT2_29981 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_29981 
0615: define_AS_pack_begin 268@ 
0639: AS_actor -1 rotate_to_actor $ACTOR_CESAR 
0616: define_AS_pack_end 268@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0615: define_AS_pack_begin 268@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0006: 185@ = 13 
0006: 186@ = 4 
0006: 188@ = 8 
0050: gosub @RIOT2_40912 
0006: 143@ = 3 

:RIOT2_29981
00D6: if 
0039:   143@ == 3 
004D: jump_if_false @RIOT2_30169 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_30169 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1794.8 -2124.5 12.5 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 1794.8 -2137.2 12.5 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 268@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1794.8 -2122.5 12.4 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 1794.8 -2137.2 12.5 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0006: 32@ = 0 
0006: 143@ = 4 

:RIOT2_30169
00D6: if 
0039:   143@ == 4 
004D: jump_if_false @RIOT2_30227 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @RIOT2_30227 
09F5: disable_player_mutal_activities 0 
009B: destroy_actor $ACTOR_CESAR 
009B: destroy_actor 34@ 
0002: jump @RIOT2_30259 

:RIOT2_30227
0050: gosub @RIOT2_39478 
0002: jump @RIOT2_1585 

:RIOT2_30241
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:RIOT2_30259
0008: $RIOT_TOTAL_PASSED_MISSIONS += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 60 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 60 
0164: disable_marker $MARKER_SWEET_HOUSE 
076C: set_zone 'ELCO1' gang 7 density_to 40 
076C: set_zone 'ELCO2' gang 7 density_to 40 
076C: set_zone 'ELCO1' gang 2 density_to 0 
076C: set_zone 'ELCO2' gang 2 density_to 0 
076C: set_zone 'ELCO1' gang 1 density_to 0 
076C: set_zone 'ELCO2' gang 1 density_to 0 
076C: set_zone 'LMEX1A' gang 7 density_to 40 
076C: set_zone 'LMEX1B' gang 7 density_to 40 
076C: set_zone 'LMEX1A' gang 2 density_to 0 
076C: set_zone 'LMEX1B' gang 2 density_to 0 
076C: set_zone 'LMEX1A' gang 1 density_to 0 
076C: set_zone 'LMEX1B' gang 1 density_to 0 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'RIOT_2'  // Los Desperados
030C: progress_made = 1 
0051: return 

:RIOT2_30499
00D6: if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // s$ 
004D: jump_if_false @RIOT2_30517 
02EB: restore_camera_with_jumpcut 

:RIOT2_30517
09B7: set_zone 'ELCO' disable_footcops 0  // El Corona
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @RIOT2_30558 
0619: enable_actor 36@ collision_detection 1 
034F: destroy_actor_with_fade 36@ 

:RIOT2_30558
004F: create_thread @DOORS  
0249: release_model #VLA1 
0249: release_model #VLA2 
0249: release_model #VLA3 
0249: release_model #LSV1 
0249: release_model #LSV2 
06D0: enable_emergency_traffic 1 
0249: release_model #KATANA 
0249: release_model #DESERT_EAGLE 
0249: release_model #TEC9 
0249: release_model #ROCKETLA 
0249: release_model #FLAME 
0249: release_model #PEREN 
0249: release_model #BBALL_INGAME 
091E: create_forbidden_for_boats_cube_cornerA 1945.8 -1956.5 0.0 cornerB 1642.9 -2174.3 50.0 
0215: destroy_pickup 85@ 
0215: destroy_pickup 86@ 
0215: destroy_pickup 184@ 
04EF: release_animation "CAR" 
04EF: release_animation "BSKTBALL" 
04EF: release_animation "SMOKING" 
04EF: release_animation "SWAT" 
04EF: release_animation "CASINO" 
04EF: release_animation "CRACK" 
04EF: release_animation "GANGS" 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RIOT2_30761 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:RIOT2_30761
09F5: disable_player_mutal_activities 0 
034F: destroy_actor_with_fade $ACTOR_CESAR 
0296: unload_special_actor 1 
098A: set_gunshot_sense_range_for_riot2 -1.0 
0164: disable_marker 89@ 
0164: disable_marker 90@ 
0164: disable_marker 91@ 
0164: disable_marker 92@ 
0164: disable_marker 93@ 
0164: disable_marker 94@ 
0164: disable_marker 95@ 
0164: disable_marker 96@ 
0164: disable_marker 97@ 
0164: disable_marker 98@ 
0164: disable_marker 99@ 
0164: disable_marker 100@ 
0164: disable_marker 101@ 
0164: disable_marker 102@ 
0164: disable_marker 103@ 
0164: disable_marker 104@ 
0164: disable_marker 105@ 
0164: disable_marker 106@ 
0164: disable_marker 107@ 
0164: disable_marker 108@ 
0164: disable_marker 109@ 
0164: disable_marker 110@ 
0164: disable_marker 111@ 
0164: disable_marker 112@ 
0164: disable_marker 113@ 
0164: disable_marker 114@ 
0164: disable_marker 115@ 
0164: disable_marker 116@ 
0164: disable_marker 117@ 
0164: disable_marker 118@ 
0164: disable_marker 119@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 
0164: disable_marker 123@ 
0164: disable_marker 124@ 
0164: disable_marker 125@ 
0164: disable_marker 126@ 
0164: disable_marker 127@ 
0164: disable_marker 128@ 
0164: disable_marker 129@ 
0164: disable_marker 130@ 
0164: disable_marker 131@ 
0164: disable_marker 132@ 
0164: disable_marker 133@ 
0164: disable_marker 134@ 
0164: disable_marker 135@ 
0164: disable_marker 136@ 
0164: disable_marker 137@ 
0164: disable_marker 138@ 
0164: disable_marker 139@ 
0164: disable_marker 140@ 
0164: disable_marker 141@ 
09D2: set_cops_chase_criminals 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:RIOT2_31066
00D6: if 
0118:   actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_31107 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'R2_08' time 7000 flag 1  // ~r~Cesar has been killed!
0006: 145@ = 1 

:RIOT2_31107
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @RIOT2_31148 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'R2_09' time 7000 flag 1  // ~r~Sunny has been killed!
0006: 145@ = 1 

:RIOT2_31148
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @RIOT2_31189 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'R2_10' time 7000 flag 1  // ~r~Gal has been killed!
0006: 145@ = 1 

:RIOT2_31189
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @RIOT2_31230 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'R2_11' time 7000 flag 1  // ~r~Hazer has been killed!
0006: 145@ = 1 

:RIOT2_31230
0051: return 

:RIOT2_31232
0209: 148@ = random_int_in_ranges 0 2 
009A: 37@ = create_actor_pedtype 25 model 146@(148@,2i) at 1831.6 -2004.6 12.6 
074E: unknown_set_actor_threat_scanner_flags 37@ radius 8.0 peds_to_scan 6 
0173: set_actor 37@ Z_angle_to 90.0 
01B2: give_actor 37@ weapon 32 ammo 3000 // Load the weapon model before using this 
0605: actor 37@ perform_animation "M_SMKLEAN_LOOP" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 37@ decision_maker_to 266@ 
0187: 96@ = create_marker_above_actor 37@ 
0168: set_marker 96@ size 1 
02E2: set_actor 37@ weapon_accuracy_to 181@ 
035F: actor 37@ armour += 100 
0209: 148@ = random_int_in_ranges 0 2 
009A: 38@ = create_actor_pedtype 25 model 146@(148@,2i) at 1825.5 -2002.4 12.6 
074E: unknown_set_actor_threat_scanner_flags 38@ radius 8.0 peds_to_scan 6 
0173: set_actor 38@ Z_angle_to 89.7 
0605: actor 38@ perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0107: 88@ = create_object #BBALL_INGAME at 0.0 0.0 0.0 
0187: 97@ = create_marker_above_actor 38@ 
0168: set_marker 97@ size 1 
02E2: set_actor 38@ weapon_accuracy_to 181@ 
060B: set_actor 38@ decision_maker_to 265@ 
0816: set_actor 38@ dont_chase_victim 1 
0209: 148@ = random_int_in_ranges 0 2 
009A: 39@ = create_actor_pedtype 25 model 146@(148@,2i) at 1824.3 -2002.4 12.6 
074E: unknown_set_actor_threat_scanner_flags 39@ radius 8.0 peds_to_scan 6 
0173: set_actor 39@ Z_angle_to 270.0 
01B2: give_actor 39@ weapon 32 ammo 3000 // Load the weapon model before using this 
0605: actor 39@ perform_animation "BBALL_DEF_LOOP" IFP "BSKTBALL" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 39@ decision_maker_to 265@ 
0816: set_actor 39@ dont_chase_victim 1 
0187: 98@ = create_marker_above_actor 39@ 
0168: set_marker 98@ size 1 
02E2: set_actor 39@ weapon_accuracy_to 181@ 
035F: actor 39@ armour += 100 
0209: 148@ = random_int_in_ranges 0 2 
009A: 40@ = create_actor_pedtype 25 model 146@(148@,2i) at 1827.7 -1999.1 12.6 
074E: unknown_set_actor_threat_scanner_flags 40@ radius 8.0 peds_to_scan 6 
0173: set_actor 40@ Z_angle_to 133.6 
01B2: give_actor 40@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 40@ decision_maker_to 265@ 
0816: set_actor 40@ dont_chase_victim 1 
0187: 99@ = create_marker_above_actor 40@ 
0168: set_marker 99@ size 1 
02E2: set_actor 40@ weapon_accuracy_to 181@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 41@ = create_actor_pedtype 25 model 146@(148@,2i) at 1828.2 -2000.4 12.6 
074E: unknown_set_actor_threat_scanner_flags 41@ radius 8.0 peds_to_scan 6 
0173: set_actor 41@ Z_angle_to 108.2 
01B2: give_actor 41@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 41@ decision_maker_to 265@ 
0816: set_actor 41@ dont_chase_victim 1 
0187: 100@ = create_marker_above_actor 41@ 
0168: set_marker 100@ size 1 
02E2: set_actor 41@ weapon_accuracy_to 181@ 
035F: actor 41@ armour += 100 
0209: 148@ = random_int_in_ranges 0 2 
009A: 42@ = create_actor_pedtype 25 model 146@(148@,2i) at 1834.3 -1995.9 12.6 
074E: unknown_set_actor_threat_scanner_flags 42@ radius 8.0 peds_to_scan 6 
0173: set_actor 42@ Z_angle_to 88.1 
060B: set_actor 42@ decision_maker_to 265@ 
0816: set_actor 42@ dont_chase_victim 1 
0187: 101@ = create_marker_above_actor 42@ 
0168: set_marker 101@ size 1 
02E2: set_actor 42@ weapon_accuracy_to 181@ 
0051: return 

:RIOT2_32036
00D6: if 
0039:   158@ == 0 
004D: jump_if_false @RIOT2_32091 
0007: 262@ = 1857.2 
0007: 263@ = -2020.6 
0007: 264@ = 12.6 
0002: jump @RIOT2_32249 

:RIOT2_32091
00D6: if 
0039:   152@ == 0 
004D: jump_if_false @RIOT2_32146 
0007: 262@ = 1865.3 
0007: 263@ = -1992.2 
0007: 264@ = 12.6 
0002: jump @RIOT2_32249 

:RIOT2_32146
00D6: if 
0039:   155@ == 0 
004D: jump_if_false @RIOT2_32201 
0007: 262@ = 1899.3 
0007: 263@ = -1991.7 
0007: 264@ = 12.6 
0002: jump @RIOT2_32249 

:RIOT2_32201
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @RIOT2_32249 
0007: 262@ = 1908.3 
0007: 263@ = -2020.1 
0007: 264@ = 12.6 

:RIOT2_32249
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @RIOT2_32545 
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @RIOT2_32330 
0615: define_AS_pack_begin 268@ 
05F5: AS_actor -1 goto_point_using_paths 262@ 263@ 264@ mode 7 time -2 
0616: define_AS_pack_end 268@ 
0618: assign_actor 37@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0006: 149@ = 1 

:RIOT2_32330
00D6: if 
0039:   149@ == 1 
004D: jump_if_false @RIOT2_32545 
062E: get_actor 37@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @RIOT2_32545 
00D6: if 
0039:   158@ == 0 
004D: jump_if_false @RIOT2_32419 
0947: actor 37@ speak_from_audio_table 65 store_spoken_phrase_id_to 182@ 
0006: 158@ = 1 
0002: jump @RIOT2_32538 

:RIOT2_32419
00D6: if 
0039:   152@ == 0 
004D: jump_if_false @RIOT2_32461 
0947: actor 37@ speak_from_audio_table 65 store_spoken_phrase_id_to 182@ 
0006: 152@ = 1 
0002: jump @RIOT2_32538 

:RIOT2_32461
00D6: if 
0039:   155@ == 0 
004D: jump_if_false @RIOT2_32503 
0947: actor 37@ speak_from_audio_table 65 store_spoken_phrase_id_to 182@ 
0006: 155@ = 1 
0002: jump @RIOT2_32538 

:RIOT2_32503
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @RIOT2_32538 
0947: actor 37@ speak_from_audio_table 65 store_spoken_phrase_id_to 182@ 
0006: 161@ = 1 

:RIOT2_32538
0006: 149@ = 2 

:RIOT2_32545
0051: return 

:RIOT2_32547
00D6: if 
0039:   152@ == 1 
004D: jump_if_false @RIOT2_32989 
034D: rotate_object $2709 from_angle 270.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
009A: 43@ = create_actor_pedtype 25 model 146@(148@,2i) at 1850.3 -1990.0 12.6 
074E: unknown_set_actor_threat_scanner_flags 43@ radius 8.0 peds_to_scan 6 
0173: set_actor 43@ Z_angle_to 270.0 
01B2: give_actor 43@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 43@ decision_maker_to 266@ 
0816: set_actor 43@ dont_chase_victim 1 
0187: 102@ = create_marker_above_actor 43@ 
0168: set_marker 102@ size 1 
02E2: set_actor 43@ weapon_accuracy_to 181@ 
035F: actor 43@ armour += 100 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1852.9 -1990.0 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1853.9 -1984.1 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 355.4 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 43@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 44@ = create_actor_pedtype 25 model 146@(148@,2i) at 1851.7 -1989.9 12.6 
074E: unknown_set_actor_threat_scanner_flags 44@ radius 8.0 peds_to_scan 6 
0173: set_actor 44@ Z_angle_to 270.7 
01B2: give_actor 44@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 44@ decision_maker_to 266@ 
0816: set_actor 44@ dont_chase_victim 1 
0187: 103@ = create_marker_above_actor 44@ 
0168: set_marker 103@ size 1 
02E2: set_actor 44@ weapon_accuracy_to 181@ 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1852.9 -1990.0 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1854.5 -1985.1 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 186.2 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 44@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_32989
00D6: if 
0039:   153@ == 1 
004D: jump_if_false @RIOT2_33431 
034D: rotate_object $2710 from_angle 180.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
009A: 45@ = create_actor_pedtype 25 model 146@(148@,2i) at 1867.7 -1983.7 12.6 
074E: unknown_set_actor_threat_scanner_flags 45@ radius 8.0 peds_to_scan 6 
0173: set_actor 45@ Z_angle_to 180.0 
01B2: give_actor 45@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 45@ decision_maker_to 266@ 
0816: set_actor 45@ dont_chase_victim 1 
0187: 104@ = create_marker_above_actor 45@ 
0168: set_marker 104@ size 1 
02E2: set_actor 45@ weapon_accuracy_to 181@ 
035F: actor 45@ armour += 100 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1867.7 -1986.8 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1854.5 -1999.6 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 198.8 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 45@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 46@ = create_actor_pedtype 25 model 146@(148@,2i) at 1867.7 -1984.7 12.6 
074E: unknown_set_actor_threat_scanner_flags 46@ radius 8.0 peds_to_scan 6 
0173: set_actor 46@ Z_angle_to 180.0 
01B2: give_actor 46@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 46@ decision_maker_to 266@ 
0816: set_actor 46@ dont_chase_victim 1 
0187: 105@ = create_marker_above_actor 46@ 
0168: set_marker 105@ size 1 
02E2: set_actor 46@ weapon_accuracy_to 181@ 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1867.7 -1986.8 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1854.5 -1997.6 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 315.1 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 46@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_33431
00D6: if 
0039:   154@ == 1 
004D: jump_if_false @RIOT2_33873 
034D: rotate_object $2711 from_angle 0.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
009A: 47@ = create_actor_pedtype 25 model 146@(148@,2i) at 1866.2 -1999.7 12.6 
074E: unknown_set_actor_threat_scanner_flags 47@ radius 8.0 peds_to_scan 6 
0173: set_actor 47@ Z_angle_to 0.0 
01B2: give_actor 47@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 47@ decision_maker_to 266@ 
0816: set_actor 47@ dont_chase_victim 1 
0187: 106@ = create_marker_above_actor 47@ 
0168: set_marker 106@ size 1 
02E2: set_actor 47@ weapon_accuracy_to 181@ 
035F: actor 47@ armour += 100 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1866.2 -1997.0 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1859.5 -1996.2 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 148.0 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 47@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 48@ = create_actor_pedtype 25 model 146@(148@,2i) at 1865.9 -1998.7 12.6 
074E: unknown_set_actor_threat_scanner_flags 48@ radius 8.0 peds_to_scan 6 
0173: set_actor 48@ Z_angle_to 0.0 
01B2: give_actor 48@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 48@ decision_maker_to 266@ 
0816: set_actor 48@ dont_chase_victim 1 
0187: 107@ = create_marker_above_actor 48@ 
0168: set_marker 107@ size 1 
02E2: set_actor 48@ weapon_accuracy_to 181@ 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1866.2 -1997.0 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1860.0 -1994.0 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 280.2 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 48@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_33873
0051: return 

:RIOT2_33875
00D6: if 
0039:   155@ == 1 
004D: jump_if_false @RIOT2_34317 
034D: rotate_object $2712 from_angle 180.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
009A: 49@ = create_actor_pedtype 25 model 146@(148@,2i) at 1900.1 -1983.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 49@ radius 8.0 peds_to_scan 6 
0173: set_actor 49@ Z_angle_to 180.0 
01B2: give_actor 49@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 49@ decision_maker_to 266@ 
0816: set_actor 49@ dont_chase_victim 1 
0187: 108@ = create_marker_above_actor 49@ 
0168: set_marker 108@ size 1 
02E2: set_actor 49@ weapon_accuracy_to 181@ 
035F: actor 49@ armour += 100 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1900.1 -1987.4 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1905.0 -1987.2 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 267.4 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 49@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 50@ = create_actor_pedtype 25 model 146@(148@,2i) at 1900.1 -1984.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 50@ radius 8.0 peds_to_scan 6 
0173: set_actor 50@ Z_angle_to 180.7 
01B2: give_actor 50@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 50@ decision_maker_to 266@ 
0816: set_actor 50@ dont_chase_victim 1 
0187: 109@ = create_marker_above_actor 50@ 
0168: set_marker 109@ size 1 
02E2: set_actor 50@ weapon_accuracy_to 181@ 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1900.1 -1987.4 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1904.4 -1988.1 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 108.9 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 50@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_34317
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @RIOT2_34759 
034D: rotate_object $2713 from_angle 90.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
009A: 51@ = create_actor_pedtype 25 model 146@(148@,2i) at 1915.8 -1993.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 51@ radius 8.0 peds_to_scan 6 
0173: set_actor 51@ Z_angle_to 90.0 
01B2: give_actor 51@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 51@ decision_maker_to 266@ 
0816: set_actor 51@ dont_chase_victim 1 
0187: 110@ = create_marker_above_actor 51@ 
0168: set_marker 110@ size 1 
02E2: set_actor 51@ weapon_accuracy_to 181@ 
035F: actor 51@ armour += 100 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1912.1 -1993.2 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1911.9 -1998.5 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 198.9 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 51@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 52@ = create_actor_pedtype 25 model 146@(148@,2i) at 1914.8 -1993.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 52@ radius 8.0 peds_to_scan 6 
0173: set_actor 52@ Z_angle_to 90.0 
01B2: give_actor 52@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 52@ decision_maker_to 266@ 
0816: set_actor 52@ dont_chase_victim 1 
0187: 111@ = create_marker_above_actor 52@ 
0168: set_marker 111@ size 1 
02E2: set_actor 52@ weapon_accuracy_to 181@ 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1912.1 -1993.2 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1911.0 -1997.1 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 36.7 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 52@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_34759
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @RIOT2_35201 
034D: rotate_object $2714 from_angle 0.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
009A: 53@ = create_actor_pedtype 25 model 146@(148@,2i) at 1898.3 -1999.9 12.6 
074E: unknown_set_actor_threat_scanner_flags 53@ radius 8.0 peds_to_scan 6 
0173: set_actor 53@ Z_angle_to 0.0 
01B2: give_actor 53@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 53@ decision_maker_to 266@ 
0816: set_actor 53@ dont_chase_victim 1 
0187: 112@ = create_marker_above_actor 53@ 
0168: set_marker 112@ size 1 
02E2: set_actor 53@ weapon_accuracy_to 181@ 
035F: actor 53@ armour += 100 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1898.4 -1996.8 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1891.8 -1996.0 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 71.9 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 53@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 54@ = create_actor_pedtype 25 model 146@(148@,2i) at 1898.3 -1998.9 12.6 
074E: unknown_set_actor_threat_scanner_flags 54@ radius 8.0 peds_to_scan 6 
0173: set_actor 54@ Z_angle_to 0.0 
01B2: give_actor 54@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 54@ decision_maker_to 266@ 
0816: set_actor 54@ dont_chase_victim 1 
0187: 113@ = create_marker_above_actor 54@ 
0168: set_marker 113@ size 1 
02E2: set_actor 54@ weapon_accuracy_to 181@ 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1898.4 -1996.8 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1892.4 -1995.1 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 302.4 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 54@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_35201
0051: return 

:RIOT2_35203
00D6: if 
0039:   158@ == 1 
004D: jump_if_false @RIOT2_35645 
034D: rotate_object $2718 from_angle 270.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
009A: 55@ = create_actor_pedtype 25 model 146@(148@,2i) at 1850.4 -2019.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 55@ radius 8.0 peds_to_scan 6 
0173: set_actor 55@ Z_angle_to 270.0 
01B2: give_actor 55@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 55@ decision_maker_to 266@ 
0816: set_actor 55@ dont_chase_victim 1 
0187: 114@ = create_marker_above_actor 55@ 
0168: set_marker 114@ size 1 
02E2: set_actor 55@ weapon_accuracy_to 181@ 
035F: actor 55@ armour += 100 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1854.1 -2019.4 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1855.3 -2010.4 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 30.7 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 55@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 56@ = create_actor_pedtype 25 model 146@(148@,2i) at 1851.7 -2019.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 56@ radius 8.0 peds_to_scan 6 
0173: set_actor 56@ Z_angle_to 270.7 
01B2: give_actor 56@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 56@ decision_maker_to 266@ 
0816: set_actor 56@ dont_chase_victim 1 
0187: 115@ = create_marker_above_actor 56@ 
0168: set_marker 115@ size 1 
02E2: set_actor 56@ weapon_accuracy_to 181@ 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1854.1 -2019.4 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1855.3 -2012.4 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 195.4 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 56@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_35645
00D6: if 
0039:   159@ == 1 
004D: jump_if_false @RIOT2_36087 
034D: rotate_object $2719 from_angle 90.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
009A: 57@ = create_actor_pedtype 25 model 146@(148@,2i) at 1866.7 -2021.1 12.6 
074E: unknown_set_actor_threat_scanner_flags 57@ radius 8.0 peds_to_scan 6 
0173: set_actor 57@ Z_angle_to 90.0 
01B2: give_actor 57@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 57@ decision_maker_to 266@ 
0816: set_actor 57@ dont_chase_victim 1 
0187: 116@ = create_marker_above_actor 57@ 
0168: set_marker 116@ size 1 
02E2: set_actor 57@ weapon_accuracy_to 181@ 
035F: actor 57@ armour += 100 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1863.3 -2021.2 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1862.9 -2011.7 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 43.3 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 57@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 58@ = create_actor_pedtype 25 model 146@(148@,2i) at 1865.5 -2021.3 12.6 
074E: unknown_set_actor_threat_scanner_flags 58@ radius 8.0 peds_to_scan 6 
0173: set_actor 58@ Z_angle_to 90.0 
01B2: give_actor 58@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 58@ decision_maker_to 266@ 
0816: set_actor 58@ dont_chase_victim 1 
0187: 117@ = create_marker_above_actor 58@ 
0168: set_marker 117@ size 1 
02E2: set_actor 58@ weapon_accuracy_to 181@ 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1863.3 -2021.2 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1863.4 -2013.9 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 154.0 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 58@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_36087
00D6: if 
0039:   160@ == 1 
004D: jump_if_false @RIOT2_36529 
034D: rotate_object $2720 from_angle 0.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
009A: 59@ = create_actor_pedtype 25 model 146@(148@,2i) at 1857.2 -2036.9 12.6 
074E: unknown_set_actor_threat_scanner_flags 59@ radius 8.0 peds_to_scan 6 
0173: set_actor 59@ Z_angle_to 0.0 
01B2: give_actor 59@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 59@ decision_maker_to 266@ 
0816: set_actor 59@ dont_chase_victim 1 
0187: 118@ = create_marker_above_actor 59@ 
0168: set_marker 118@ size 1 
02E2: set_actor 59@ weapon_accuracy_to 181@ 
035F: actor 59@ armour += 100 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1857.2 -2032.9 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1854.5 -2026.5 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 198.8 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 59@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 60@ = create_actor_pedtype 25 model 146@(148@,2i) at 1857.1 -2035.8 12.6 
074E: unknown_set_actor_threat_scanner_flags 60@ radius 8.0 peds_to_scan 6 
0173: set_actor 60@ Z_angle_to 0.0 
01B2: give_actor 60@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 60@ decision_maker_to 266@ 
0816: set_actor 60@ dont_chase_victim 1 
0187: 119@ = create_marker_above_actor 60@ 
0168: set_marker 119@ size 1 
02E2: set_actor 60@ weapon_accuracy_to 181@ 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1857.2 -2032.9 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1854.5 -2024.3 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 346.3 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 60@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_36529
0051: return 

:RIOT2_36531
00D6: if 
0039:   161@ == 1 
004D: jump_if_false @RIOT2_36973 
034D: rotate_object $2715 from_angle 270.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
009A: 61@ = create_actor_pedtype 25 model 146@(148@,2i) at 1899.3 -2019.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 61@ radius 8.0 peds_to_scan 6 
0173: set_actor 61@ Z_angle_to 270.0 
01B2: give_actor 61@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 61@ decision_maker_to 266@ 
0816: set_actor 61@ dont_chase_victim 1 
0187: 120@ = create_marker_above_actor 61@ 
0168: set_marker 120@ size 1 
02E2: set_actor 61@ weapon_accuracy_to 181@ 
035F: actor 61@ armour += 100 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1902.1 -2019.7 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1903.2 -2012.3 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 330.8 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 61@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 62@ = create_actor_pedtype 25 model 146@(148@,2i) at 1900.3 -2019.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 62@ radius 8.0 peds_to_scan 6 
0173: set_actor 62@ Z_angle_to 270.7 
01B2: give_actor 62@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 62@ decision_maker_to 266@ 
0816: set_actor 62@ dont_chase_victim 1 
0187: 121@ = create_marker_above_actor 62@ 
0168: set_marker 121@ size 1 
02E2: set_actor 62@ weapon_accuracy_to 181@ 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1902.1 -2019.7 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1903.2 -2013.6 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 195.6 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 62@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_36973
00D6: if 
0039:   162@ == 1 
004D: jump_if_false @RIOT2_37415 
034D: rotate_object $2716 from_angle 90.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
009A: 63@ = create_actor_pedtype 25 model 146@(148@,2i) at 1915.8 -2021.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 63@ radius 8.0 peds_to_scan 6 
0173: set_actor 63@ Z_angle_to 90.0 
01B2: give_actor 63@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 63@ decision_maker_to 266@ 
0816: set_actor 63@ dont_chase_victim 1 
0187: 122@ = create_marker_above_actor 63@ 
0168: set_marker 122@ size 1 
02E2: set_actor 63@ weapon_accuracy_to 181@ 
035F: actor 63@ armour += 100 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1912.8 -2021.4 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1912.1 -2012.8 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 21.8 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 63@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 64@ = create_actor_pedtype 25 model 146@(148@,2i) at 1914.8 -2021.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 64@ radius 8.0 peds_to_scan 6 
0173: set_actor 64@ Z_angle_to 90.0 
01B2: give_actor 64@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 64@ decision_maker_to 266@ 
0816: set_actor 64@ dont_chase_victim 1 
0187: 123@ = create_marker_above_actor 64@ 
0168: set_marker 123@ size 1 
02E2: set_actor 64@ weapon_accuracy_to 181@ 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1912.8 -2021.4 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1911.7 -2014.3 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 171.0 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 64@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_37415
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @RIOT2_37857 
034D: rotate_object $2717 from_angle 0.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
009A: 65@ = create_actor_pedtype 25 model 146@(148@,2i) at 1906.1 -2036.9 12.6 
074E: unknown_set_actor_threat_scanner_flags 65@ radius 8.0 peds_to_scan 6 
0173: set_actor 65@ Z_angle_to 0.0 
01B2: give_actor 65@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 65@ decision_maker_to 266@ 
0816: set_actor 65@ dont_chase_victim 1 
0187: 124@ = create_marker_above_actor 65@ 
0168: set_marker 124@ size 1 
02E2: set_actor 65@ weapon_accuracy_to 181@ 
035F: actor 65@ armour += 100 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1906.0 -2033.5 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1907.3 -2033.3 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 32.4 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 65@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 66@ = create_actor_pedtype 25 model 146@(148@,2i) at 1906.1 -2035.9 12.6 
074E: unknown_set_actor_threat_scanner_flags 66@ radius 8.0 peds_to_scan 6 
0173: set_actor 66@ Z_angle_to 0.0 
01B2: give_actor 66@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 66@ decision_maker_to 266@ 
0816: set_actor 66@ dont_chase_victim 1 
0187: 125@ = create_marker_above_actor 66@ 
0168: set_marker 125@ size 1 
02E2: set_actor 66@ weapon_accuracy_to 181@ 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1906.0 -2033.5 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1906.3 -2030.3 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 315.5 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 66@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_37857
0051: return 

:RIOT2_37859
00D6: if 
0039:   167@ == 1 
004D: jump_if_false @RIOT2_37923 
00D6: if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @RIOT2_37923 
0164: disable_marker 89@ 
0187: 89@ = create_marker_above_actor $ACTOR_CESAR 
07E0: set_marker 89@ type_to 1 
0006: 167@ = 0 

:RIOT2_37923
00D6: if 
0039:   167@ == 0 
004D: jump_if_false @RIOT2_38065 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @RIOT2_38065 
00D6: if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @RIOT2_38008 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CESAR in_group $PLAYER_GROUP 

:RIOT2_38008
0164: disable_marker 89@ 
00D6: if 
0019:   177@ > 2 
004D: jump_if_false @RIOT2_38058 
018A: 89@ = create_checkpoint_at 1774.9 -1974.9 13.1 
07E0: set_marker 89@ type_to 0 

:RIOT2_38058
0006: 167@ = 1 

:RIOT2_38065
0051: return 

:RIOT2_38067
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @RIOT2_38283 
0209: 148@ = random_int_in_ranges 0 2 
009A: 79@ = create_actor_pedtype 25 model 146@(148@,2i) at 1860.1 -2094.8 14.0 
0173: set_actor 79@ Z_angle_to 187.0 
01B2: give_actor 79@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 79@ decision_maker_to 266@ 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 4000 ms 
078F: AS_actor -1 climb 1 
0668: AS_actor -1 rotate_and_shoot_at 1874.4 -2101.5 14.8 2000 ms 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 79@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0187: 132@ = create_marker_above_actor 79@ 
0168: set_marker 132@ size 1 
02E2: set_actor 79@ weapon_accuracy_to 181@ 
035F: actor 79@ armour += 50 

:RIOT2_38283
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @RIOT2_38532 
0209: 148@ = random_int_in_ranges 0 2 
009A: 80@ = create_actor_pedtype 25 model 146@(148@,2i) at 1857.3 -2094.8 14.0 
0173: set_actor 80@ Z_angle_to 187.0 
01B2: give_actor 80@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 80@ decision_maker_to 266@ 
0605: actor 80@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 6000 ms 
078F: AS_actor -1 climb 1 
0668: AS_actor -1 rotate_and_shoot_at 1874.4 -2101.5 14.8 2000 ms 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 80@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0187: 133@ = create_marker_above_actor 80@ 
0168: set_marker 133@ size 1 
02E2: set_actor 80@ weapon_accuracy_to 181@ 

:RIOT2_38532
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @RIOT2_38788 
0209: 148@ = random_int_in_ranges 0 2 
009A: 81@ = create_actor_pedtype 25 model 146@(148@,2i) at 1854.3 -2094.8 14.0 
0173: set_actor 81@ Z_angle_to 187.0 
01B2: give_actor 81@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 81@ decision_maker_to 266@ 
0605: actor 81@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 8000 ms 
078F: AS_actor -1 climb 1 
0668: AS_actor -1 rotate_and_shoot_at 1874.4 -2101.5 14.8 2000 ms 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 81@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0187: 134@ = create_marker_above_actor 81@ 
0168: set_marker 134@ size 1 
02E2: set_actor 81@ weapon_accuracy_to 181@ 
035F: actor 81@ armour += 50 

:RIOT2_38788
00D6: if 
0118:   actor 82@ dead 
004D: jump_if_false @RIOT2_39015 
0209: 148@ = random_int_in_ranges 0 2 
009A: 82@ = create_actor_pedtype 25 model 146@(148@,2i) at 1859.1 -2108.8 14.0 
0173: set_actor 82@ Z_angle_to 2.0 
01B2: give_actor 82@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 82@ decision_maker_to 266@ 
0605: actor 82@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 5000 ms 
078F: AS_actor -1 climb 1 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 82@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0187: 135@ = create_marker_above_actor 82@ 
0168: set_marker 135@ size 1 
02E2: set_actor 82@ weapon_accuracy_to 181@ 

:RIOT2_39015
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @RIOT2_39249 
0209: 148@ = random_int_in_ranges 0 2 
009A: 83@ = create_actor_pedtype 25 model 146@(148@,2i) at 1856.3 -2108.8 14.0 
0173: set_actor 83@ Z_angle_to 2.0 
01B2: give_actor 83@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 83@ decision_maker_to 266@ 
0605: actor 83@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 7000 ms 
078F: AS_actor -1 climb 1 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 83@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0187: 136@ = create_marker_above_actor 83@ 
0168: set_marker 136@ size 1 
02E2: set_actor 83@ weapon_accuracy_to 181@ 
035F: actor 83@ armour += 50 

:RIOT2_39249
00D6: if 
0118:   actor 84@ dead 
004D: jump_if_false @RIOT2_39476 
0209: 148@ = random_int_in_ranges 0 2 
009A: 84@ = create_actor_pedtype 25 model 146@(148@,2i) at 1853.3 -2108.8 14.0 
0173: set_actor 84@ Z_angle_to 2.0 
01B2: give_actor 84@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 84@ decision_maker_to 266@ 
0605: actor 84@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 9000 ms 
078F: AS_actor -1 climb 1 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 84@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0187: 137@ = create_marker_above_actor 84@ 
0168: set_marker 137@ size 1 
02E2: set_actor 84@ weapon_accuracy_to 181@ 

:RIOT2_39476
0051: return 

:RIOT2_39478
00D6: if or
0039:   185@ == 1 
0039:   185@ == 4 
0039:   185@ == 6 
0039:   185@ == 8 
0039:   185@ == 9 
004D: jump_if_false @RIOT2_39578 
00D6: if 
001D:   255@ > 186@ // (int) 
004D: jump_if_false @RIOT2_39571 
0050: gosub @RIOT2_43165 
0050: gosub @RIOT2_43272 
0050: gosub @RIOT2_43426 
0002: jump @RIOT2_39578 

:RIOT2_39571
0006: 185@ = 0 

:RIOT2_39578
00D6: if or
0039:   185@ == 10 
0039:   185@ == 11 
0039:   185@ == 12 
0039:   185@ == 13 
004D: jump_if_false @RIOT2_39671 
00D6: if 
001D:   255@ > 186@ // (int) 
004D: jump_if_false @RIOT2_39664 
0050: gosub @RIOT2_43165 
0050: gosub @RIOT2_43272 
0050: gosub @RIOT2_43426 
0002: jump @RIOT2_39671 

:RIOT2_39664
0006: 185@ = 0 

:RIOT2_39671
00D6: if or
0039:   185@ == 5 
0039:   185@ == 7 
004D: jump_if_false @RIOT2_39804 
00D6: if 
001D:   255@ > 186@ // (int) 
004D: jump_if_false @RIOT2_39797 
0050: gosub @RIOT2_43165 
0050: gosub @RIOT2_43272 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_39759 
0050: gosub @RIOT2_43426 
0002: jump @RIOT2_39790 

:RIOT2_39759
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
0006: 256@ = 0 
0006: 257@ = 0 

:RIOT2_39790
0002: jump @RIOT2_39804 

:RIOT2_39797
0006: 185@ = 0 

:RIOT2_39804
00D6: if 
0039:   185@ == 9 
004D: jump_if_false @RIOT2_39930 
00D6: if 
001D:   255@ > 186@ // (int) 
004D: jump_if_false @RIOT2_39923 
0050: gosub @RIOT2_43165 
0050: gosub @RIOT2_43272 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @RIOT2_39885 
0050: gosub @RIOT2_43426 
0002: jump @RIOT2_39916 

:RIOT2_39885
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
0006: 256@ = 0 
0006: 257@ = 0 

:RIOT2_39916
0002: jump @RIOT2_39930 

:RIOT2_39923
0006: 185@ = 0 

:RIOT2_39930
00D6: if 
0039:   142@ == 0 
004D: jump_if_false @RIOT2_40910 
00D6: if 
0019:   143@ > 2 
004D: jump_if_false @RIOT2_40910 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @RIOT2_40336 
00D6: if 
0104:   actor $ACTOR_CESAR near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @RIOT2_40329 
00D6: if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $ACTOR_CESAR on_foot 
004D: jump_if_false @RIOT2_40175 
00D6: if or
0039:   185@ == 2 
0039:   185@ == 3 
004D: jump_if_false @RIOT2_40175 
00D6: if 
001D:   255@ > 186@ // (int) 
004D: jump_if_false @RIOT2_40168 
0050: gosub @RIOT2_43165 
0050: gosub @RIOT2_43272 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_40130 
0050: gosub @RIOT2_43426 
0002: jump @RIOT2_40161 

:RIOT2_40130
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
0006: 256@ = 0 
0006: 257@ = 0 

:RIOT2_40161
0002: jump @RIOT2_40175 

:RIOT2_40168
0006: 185@ = 0 

:RIOT2_40175
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $ACTOR_CESAR driving 
004D: jump_if_false @RIOT2_40329 
00D6: if or
0039:   185@ == 2 
0039:   185@ == 3 
004D: jump_if_false @RIOT2_40329 
00D6: if 
001D:   255@ > 186@ // (int) 
004D: jump_if_false @RIOT2_40322 
0050: gosub @RIOT2_43165 
0050: gosub @RIOT2_43272 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_40284 
0050: gosub @RIOT2_43426 
0002: jump @RIOT2_40315 

:RIOT2_40284
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
0006: 256@ = 0 
0006: 257@ = 0 

:RIOT2_40315
0002: jump @RIOT2_40329 

:RIOT2_40322
0006: 185@ = 0 

:RIOT2_40329
0002: jump @RIOT2_40453 

:RIOT2_40336
00D6: if 
001B:   14 > 185@ 
004D: jump_if_false @RIOT2_40453 
00D6: if 
001D:   255@ > 186@ // (int) 
004D: jump_if_false @RIOT2_40380 
000A: 186@ += 1 

:RIOT2_40380
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
00BE: text_clear_all 
0085: 260@ = 185@ // (int) 
0085: 261@ = 186@ // (int) 
0006: 185@ = 14 
0209: 186@ = random_int_in_ranges 0 4 
0085: 188@ = 186@ // (int) 
000A: 188@ += 1 
0050: gosub @RIOT2_40912 

:RIOT2_40453
00D6: if 
0039:   185@ == 14 
004D: jump_if_false @RIOT2_40644 
00D6: if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @RIOT2_40621 
00D6: if 
001D:   255@ > 186@ // (int) 
004D: jump_if_false @RIOT2_40591 
0050: gosub @RIOT2_43165 
0050: gosub @RIOT2_43272 
00D6: if 
8118:   not actor $ACTOR_CESAR dead 
004D: jump_if_false @RIOT2_40553 
0050: gosub @RIOT2_43426 
0002: jump @RIOT2_40584 

:RIOT2_40553
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
0006: 256@ = 0 
0006: 257@ = 0 

:RIOT2_40584
0002: jump @RIOT2_40614 

:RIOT2_40591
00BC: show_text_highpriority GXT 'R2_12' time 7000 flag 1  // ~s~You have left ~b~Cesar~s~ behind.
0006: 185@ = 15 

:RIOT2_40614
0002: jump @RIOT2_40644 

:RIOT2_40621
00BC: show_text_highpriority GXT 'R2_12' time 7000 flag 1  // ~s~You have left ~b~Cesar~s~ behind.
0006: 185@ = 15 

:RIOT2_40644
00D6: if 
0039:   185@ == 15 
004D: jump_if_false @RIOT2_40697 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @RIOT2_40697 
0006: 185@ = 16 
0006: 186@ = 0 
00BE: text_clear_all 

:RIOT2_40697
00D6: if 
0039:   185@ == 16 
004D: jump_if_false @RIOT2_40910 
00D6: if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
004D: jump_if_false @RIOT2_40855 
0006: 33@ = 0 
0085: 185@ = 260@ // (int) 
0085: 186@ = 261@ // (int) 
0050: gosub @RIOT2_40912 
00D6: if 
0039:   260@ == 0 
004D: jump_if_false @RIOT2_40848 
00D6: if 
001B:   3 > 177@ 
004D: jump_if_false @RIOT2_40825 
00BC: show_text_highpriority GXT 'R2_01' time 60000 flag 1  // ~s~Recruit a couple of Grove street Families gang members.
0002: jump @RIOT2_40841 

:RIOT2_40825
00BC: show_text_highpriority GXT 'R2_13' time 7000 flag 1  // ~s~Go and meet up with the veteranos at ~y~Unity Station~s~.

:RIOT2_40841
0006: 33@ = 0 

:RIOT2_40848
0002: jump @RIOT2_40910 

:RIOT2_40855
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
0006: 185@ = 14 
0209: 186@ = random_int_in_ranges 0 4 
0085: 188@ = 186@ // (int) 
000A: 188@ += 1 
0050: gosub @RIOT2_40912 

:RIOT2_40910
0051: return 

:RIOT2_40912
00D6: if 
0039:   185@ == 1 
004D: jump_if_false @RIOT2_41033 
05AA: 189@s = 'ROT2_AA' // @s = 'short'  // ~z~OK, so what's the plan?
05AA: 191@s = 'ROT2_AB' // @s = 'short'  // ~z~We're going to meet three of my veterano's over at Unity Station.
05AA: 193@s = 'ROT2_AD' // @s = 'short'  // ~z~Three, is that all?
05AA: 195@s = 'ROT2_AE' // @s = 'short'  // ~z~A'ight, I'm a get a couple of Family boys to come through too.
04AF: 233@ = 33000 // = constant 
04AF: 234@ = 33001 // = constant 
04AF: 235@ = 33002 // = constant 
04AF: 236@ = 33003 // = constant 
0006: 255@ = 4 

:RIOT2_41033
00D6: if 
0039:   185@ == 2 
004D: jump_if_false @RIOT2_41154 
05AA: 189@s = 'ROT2_BA' // @s = 'short'  // ~z~Shit's real serious, man, look at the streets, eh.
05AA: 191@s = 'ROT2_BB' // @s = 'short'  // ~z~Yeah, we better watch ourselves, man.
05AA: 193@s = 'ROT2_BC' // @s = 'short'  // ~z~Don't want to get caught on Ballas turf while this shit's going down.
05AA: 195@s = 'ROT2_BD' // @s = 'short'  // ~z~Man, Tenpenny brought the Central to its knees.
04AF: 233@ = 33004 // = constant 
04AF: 234@ = 33005 // = constant 
04AF: 235@ = 33006 // = constant 
04AF: 236@ = 33007 // = constant 
0006: 255@ = 4 

:RIOT2_41154
00D6: if 
0039:   185@ == 3 
004D: jump_if_false @RIOT2_41563 
05AA: 189@s = 'ROT2_CA' // @s = 'short'  // ~z~While we here, I, eerr, I have a question to ask you.
05AA: 191@s = 'ROT2_CB' // @s = 'short'  // ~z~Yeah? What?
05AA: 193@s = 'ROT2_CC' // @s = 'short'  // ~z~Well it's... it's personal.
05AA: 195@s = 'ROT2_CD' // @s = 'short'  // ~z~Come on, man, we're brothers, you and me.
05AA: 197@s = 'ROT2_CE' // @s = 'short'  // ~z~You can ask me anything.
05AA: 199@s = 'ROT2_CF' // @s = 'short'  // ~z~OK, here goes.
05AA: 201@s = 'ROT2_CG' // @s = 'short'  // ~z~I want to ask Kendl the question.
05AA: 203@s = 'ROT2_CH' // @s = 'short'  // ~z~What's the problem?
05AA: 205@s = 'ROT2_CJ' // @s = 'short'  // ~z~Call her, dude, here, use my phone.
05AA: 207@s = 'ROT2_CK' // @s = 'short'  // ~z~Noo, holmes, THE question!
05AA: 209@s = 'ROT2_CL' // @s = 'short'  // ~z~What? Oh shit, you mean POP THE question.
05AA: 211@s = 'ROT2_CM' // @s = 'short'  // ~z~Well, I'm OK with that, you know, I appreciate you asking my permission and shit, but -
05AA: 213@s = 'ROT2_CN' // @s = 'short'  // ~z~Nah. I know you're cool.
05AA: 215@s = 'ROT2_CO' // @s = 'short'  // ~z~It's Sweet that is the problem, could you talk to him?
05AA: 217@s = 'ROT2_CP' // @s = 'short'  // ~z~Sure thing, Cesar, I'll talk to him.
05AA: 219@s = 'ROT2_CQ' // @s = 'short'  // ~z~Thank you, CJ, that means a lot to me.
04AF: 233@ = 33008 // = constant 
04AF: 234@ = 33009 // = constant 
04AF: 235@ = 33010 // = constant 
04AF: 236@ = 33011 // = constant 
04AF: 237@ = 33012 // = constant 
04AF: 238@ = 33013 // = constant 
04AF: 239@ = 33014 // = constant 
04AF: 240@ = 33015 // = constant 
04AF: 241@ = 33016 // = constant 
04AF: 242@ = 33017 // = constant 
04AF: 243@ = 33018 // = constant 
04AF: 244@ = 33019 // = constant 
04AF: 245@ = 33020 // = constant 
04AF: 246@ = 33021 // = constant 
04AF: 247@ = 33022 // = constant 
04AF: 248@ = 33023 // = constant 
0006: 255@ = 16 

:RIOT2_41563
00D6: if 
0039:   185@ == 4 
004D: jump_if_false @RIOT2_41829 
05AA: 189@s = 'ROT2_DA' // @s = 'short'  // ~z~Those Vagos, man, I'm gonna cut those cacos.
05AA: 191@s = 'ROT2_DB' // @s = 'short'  // ~z~Raspalo hasta el hueso!
05AA: 193@s = 'ROT2_DC' // @s = 'short'  // ~z~Hey, carnales, what's cracking, holmes?
05AA: 195@s = 'ROT2_DD' // @s = 'short'  // ~z~Cesar! And you must be CJ.
05AA: 197@s = 'ROT2_DE' // @s = 'short'  // ~z~Cesar says you cool, so we cool, holmes.
05AA: 199@s = 'ROT2_DF' // @s = 'short'  // ~z~OK. We will have to work our way through this neighborhood to get to my house.
05AA: 205@s = 'ROT2_DJ' // @s = 'short'  // ~z~If we stick together those Vagos pendejos won't stand a chance!
05AA: 207@s = 'ROT2_DK' // @s = 'short'  // ~z~Watch each others' backs, amigos.
05AA: 209@s = 'ROT2_DL' // @s = 'short'  // ~z~Hasta la muerte!
05AA: 211@s = 'ROT2_DM' // @s = 'short'  // ~z~HASTA LA MUERTE!
04AF: 233@ = 33024 // = constant 
04AF: 234@ = 33025 // = constant 
04AF: 235@ = 33026 // = constant 
04AF: 236@ = 33027 // = constant 
04AF: 237@ = 33028 // = constant 
04AF: 238@ = 33029 // = constant 
04AF: 241@ = 33031 // = constant 
04AF: 242@ = 33032 // = constant 
04AF: 243@ = 33033 // = constant 
04AF: 244@ = 33034 // = constant 
0085: 255@ = 188@ // (int) 

:RIOT2_41829
00D6: if 
0039:   185@ == 5 
004D: jump_if_false @RIOT2_42071 
05AA: 189@s = 'ROT2_EA' // @s = 'short'  // ~z~That's the last of them, let's move out!
05AA: 195@s = 'ROT2_ED' // @s = 'short'  // ~z~Quickly, go! GO!
05AA: 197@s = 'ROT2_EE' // @s = 'short'  // ~z~Follow me!
05AA: 199@s = 'ROT2_EF' // @s = 'short'  // ~z~Keep close!
05AA: 201@s = 'ROT2_EG' // @s = 'short'  // ~z~Keep together!
05AA: 203@s = 'ROT2_EH' // @s = 'short'  // ~z~Stay close.
05AA: 205@s = 'ROT2_EJ' // @s = 'short'  // ~z~Keep it tight!
05AA: 211@s = 'ROT2_EM' // @s = 'short'  // ~z~Northside Vagos assholes!
05AA: 213@s = 'ROT2_EN' // @s = 'short'  // ~z~Up ahead!
04AF: 233@ = 33035 // = constant 
04AF: 236@ = 33038 // = constant 
04AF: 237@ = 33039 // = constant 
04AF: 238@ = 33040 // = constant 
04AF: 239@ = 33041 // = constant 
04AF: 240@ = 33042 // = constant 
04AF: 241@ = 33043 // = constant 
04AF: 244@ = 33046 // = constant 
04AF: 245@ = 33047 // = constant 
0085: 255@ = 188@ // (int) 

:RIOT2_42071
00D6: if 
0039:   185@ == 6 
004D: jump_if_false @RIOT2_42265 
05AA: 189@s = 'ROT2_FA' // @s = 'short'  // ~z~That was the easy bit, eh.
05AA: 191@s = 'ROT2_FB' // @s = 'short'  // ~z~Now we go into the viper's nest.
05AA: 193@s = 'ROT2_FC' // @s = 'short'  // ~z~This is where it gets tough.
05AA: 195@s = 'ROT2_FD' // @s = 'short'  // ~z~Luckily we have a little surprise up our sleeves, eh, Sunny!
05AA: 197@s = 'ROT2_FE' // @s = 'short'  // ~z~That's a rocket launcher man! We'll bring the National Guard down on us!
05AA: 199@s = 'ROT2_FG' // @s = 'short'  // ~z~Look around you, CJ, the whole city is a war zone!
05AA: 201@s = 'ROT2_FH' // @s = 'short'  // ~z~C'mon, I want to take my house back!
04AF: 233@ = 33059 // = constant 
04AF: 234@ = 33060 // = constant 
04AF: 235@ = 33061 // = constant 
04AF: 236@ = 33062 // = constant 
04AF: 237@ = 33063 // = constant 
04AF: 238@ = 33064 // = constant 
04AF: 239@ = 33065 // = constant 
0085: 255@ = 188@ // (int) 

:RIOT2_42265
00D6: if 
0039:   185@ == 7 
004D: jump_if_false @RIOT2_42314 
05AA: 189@s = 'ROT2_GA' // @s = 'short'  // ~z~Hazer!
04AF: 233@ = 33066 // = constant 
0006: 255@ = 1 

:RIOT2_42314
00D6: if 
0039:   185@ == 8 
004D: jump_if_false @RIOT2_42435 
05AA: 189@s = 'ROT2_GB' // @s = 'short'  // ~z~Shit, Hazer...
05AA: 191@s = 'ROT2_GC' // @s = 'short'  // ~z~He is pretty bad, Cesar...
05AA: 193@s = 'ROT2_GD' // @s = 'short'  // ~z~Heads up! More Vagos!
05AA: 195@s = 'ROT2_EW' // @s = 'short'  // ~z~They're coming over the walls!
04AF: 233@ = 33067 // = constant 
04AF: 234@ = 33068 // = constant 
04AF: 235@ = 33069 // = constant 
04AF: 236@ = 33056 // = constant 
0006: 255@ = 4 

:RIOT2_42435
00D6: if 
0039:   185@ == 9 
004D: jump_if_false @RIOT2_42533 
05AA: 189@s = 'ROT2_HA' // @s = 'short'  // ~z~Behind us!
05AA: 191@s = 'ROT2_HB' // @s = 'short'  // ~z~More Vagos Behind us!
05AA: 193@s = 'ROT2_HC' // @s = 'short'  // ~z~Northsiders behind us!
04AF: 233@ = 33070 // = constant 
04AF: 234@ = 33071 // = constant 
04AF: 235@ = 33072 // = constant 
0085: 255@ = 188@ // (int) 

:RIOT2_42533
00D6: if 
0039:   185@ == 10 
004D: jump_if_false @RIOT2_42606 
05AA: 189@s = 'ROT2_JA' // @s = 'short'  // ~z~Let's fucking finish this!
05AA: 191@s = 'ROT2_JB' // @s = 'short'  // ~z~I'm with you man, let's take these punks!
04AF: 233@ = 33073 // = constant 
04AF: 234@ = 33074 // = constant 
0006: 255@ = 2 

:RIOT2_42606
00D6: if 
0039:   185@ == 11 
004D: jump_if_false @RIOT2_42704 
05AA: 189@s = 'ROT2_KA' // @s = 'short'  // ~z~This is a Vagos neighborhood now!
05AA: 191@s = 'ROT2_KB' // @s = 'short'  // ~z~Vagos rule this varrio now - Aztecas are no more!
05AA: 193@s = 'ROT2_KC' // @s = 'short'  // ~z~Find a new home, assholes, Vagos own this 'hood!
04AF: 233@ = 33075 // = constant 
04AF: 234@ = 33076 // = constant 
04AF: 235@ = 33077 // = constant 
0085: 255@ = 188@ // (int) 

:RIOT2_42704
00D6: if 
0039:   185@ == 12 
004D: jump_if_false @RIOT2_42802 
05AA: 189@s = 'ROT2_LA' // @s = 'short'  // ~z~Torch those Aztecas!
05AA: 191@s = 'ROT2_LB' // @s = 'short'  // ~z~Burn them!
05AA: 193@s = 'ROT2_LC' // @s = 'short'  // ~z~Burn, Aztecas, burn!
04AF: 233@ = 33078 // = constant 
04AF: 234@ = 33079 // = constant 
04AF: 235@ = 33080 // = constant 
0085: 255@ = 188@ // (int) 

:RIOT2_42802
00D6: if 
0039:   185@ == 13 
004D: jump_if_false @RIOT2_43020 
05AA: 189@s = 'ROT2_MA' // @s = 'short'  // ~z~Alright, that's the last of 'em.
05AA: 191@s = 'ROT2_MB' // @s = 'short'  // ~z~How is Hazer?
05AA: 193@s = 'ROT2_MC' // @s = 'short'  // ~z~We need to get him to a hospital.
05AA: 195@s = 'ROT2_MD' // @s = 'short'  // ~z~Hey, I'll take him.
05AA: 197@s = 'ROT2_ME' // @s = 'short'  // ~z~CJ, you have done more than enough.
05AA: 199@s = 'ROT2_MF' // @s = 'short'  // ~z~You should get back to Grove.
05AA: 201@s = 'ROT2_MG' // @s = 'short'  // ~z~Alright ese, I'll see you after all this is settled down.
05AA: 203@s = 'ROT2_MH' // @s = 'short'  // ~z~Thank you, CJ and good luck, my friend.
04AF: 233@ = 33081 // = constant 
04AF: 234@ = 33082 // = constant 
04AF: 235@ = 33083 // = constant 
04AF: 236@ = 33084 // = constant 
04AF: 237@ = 33085 // = constant 
04AF: 238@ = 33086 // = constant 
04AF: 239@ = 33087 // = constant 
04AF: 240@ = 33088 // = constant 
0085: 255@ = 188@ // (int) 

:RIOT2_43020
00D6: if 
0039:   185@ == 14 
004D: jump_if_false @RIOT2_43134 
05AA: 189@s = 'CESX_BA' // @s = 'short'  // ~z~Wait up, CJ!
05AA: 191@s = 'CESX_BB' // @s = 'short'  // ~z~Hang ten, CJ!
05AA: 193@s = 'CESX_BC' // @s = 'short'  // ~z~Hold up!
05AA: 195@s = 'CESX_BD' // @s = 'short'  // ~z~Slow down, Carl!
04AF: 233@ = 10406 // = constant 
04AF: 234@ = 10407 // = constant 
04AF: 235@ = 10408 // = constant 
04AF: 236@ = 10409 // = constant 
0085: 255@ = 188@ // (int) 

:RIOT2_43134
0085: 258@ = 186@ // (int) 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 259@ = 1 
0051: return 

:RIOT2_43165
00D6: if 
001D:   255@ > 258@ // (int) 
004D: jump_if_false @RIOT2_43270 
00D6: if 
0039:   256@ == 0 
004D: jump_if_false @RIOT2_43227 
03CF: load_wav 233@(258@,22i) as 1 
000A: 258@ += 1 
0006: 256@ = 1 

:RIOT2_43227
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @RIOT2_43270 
03CF: load_wav 233@(258@,22i) as 2 
000A: 258@ += 1 
0006: 257@ = 1 

:RIOT2_43270
0051: return 

:RIOT2_43272
00D6: if 
0039:   259@ == 1 
004D: jump_if_false @RIOT2_43348 
00D6: if 
0039:   256@ == 1 
004D: jump_if_false @RIOT2_43348 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @RIOT2_43348 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 189@(186@,22s) time 4500 flag 1 
0006: 256@ = 2 

:RIOT2_43348
00D6: if 
0039:   259@ == 2 
004D: jump_if_false @RIOT2_43424 
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @RIOT2_43424 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @RIOT2_43424 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 189@(186@,22s) time 4500 flag 1 
0006: 257@ = 2 

:RIOT2_43424
0051: return 

:RIOT2_43426
00D6: if 
0039:   256@ == 2 
004D: jump_if_false @RIOT2_43489 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @RIOT2_43489 
03D5: remove_text 189@(186@,22s) 
000A: 186@ += 1 
0006: 259@ = 2 
0006: 256@ = 0 

:RIOT2_43489
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @RIOT2_43552 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @RIOT2_43552 
03D5: remove_text 189@(186@,22s) 
000A: 186@ += 1 
0006: 259@ = 1 
0006: 257@ = 0 

:RIOT2_43552
0051: return 

//-------------Mission 110---------------
// Originally: End Of The Line (1)

:FINALEA
0050: gosub @FINALEA_36 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @FINALEA_27 
0050: gosub @FINALEA_32509 

:FINALEA_27
0050: gosub @FINALEA_32621 
004E: end_thread 

:FINALEA_36
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
03A4: name_thread 'FINALEA' 
0001: wait 0 ms 
054C: use_GXT_table 'RIOT4' 
04BB: select_interior 1 
02E4: load_cutscene_data 'RIOT_4A' 

:FINALEA_86
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @FINALEA_110 
0001: wait 0 ms 
0002: jump @FINALEA_86 

:FINALEA_110
02E7: start_cutscene 
016A: fade 1 time 1000 

:FINALEA_119
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FINALEA_143 
0001: wait 0 ms 
0002: jump @FINALEA_119 

:FINALEA_143
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:FINALEA_158
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_182 
0001: wait 0 ms 
0002: jump @FINALEA_158 

:FINALEA_182
04BB: select_interior 0 
0247: load_model #SWATVAN 
0247: load_model #COPCARLA 
0247: load_model #SWAT 
0247: load_model #BALLAS1 
0247: load_model #SULTAN 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
0777: delete_objects_in_object_group "CARTER" 
0776: create_objects_in_object_group "CARTER" 
038B: load_requested_models 

:FINALEA_245
00D6: if or
8248:   not model #SULTAN available 
823D:   not special_actor 1 loaded 
004D: jump_if_false @FINALEA_276 
0001: wait 0 ms 
0002: jump @FINALEA_245 

:FINALEA_276
00D6: if or
8248:   not model #SWATVAN available 
8248:   not model #COPCARLA available 
8248:   not model #SWAT available 
8248:   not model #BALLAS1 available 
004D: jump_if_false @FINALEA_317 
0001: wait 0 ms 
0002: jump @FINALEA_276 

:FINALEA_317
00A1: put_actor $PLAYER_ACTOR at 2514.745 -1673.838 12.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 60.891 
060A: create_decision_maker_type 0 store_to 47@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 49@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 3 store_to 48@ // decision\allowed\m_.ped files 
01F0: set_max_wanted_level_to 0 
06D0: enable_emergency_traffic 0 
0108: destroy_object $2721 
029B: $2721 = init_object #IMY_SHASH_WALL at 2522.008 -1272.93 35.609 
071F: set_object $2721 health_to 100 
07F7: set_object $2721 destructible 0 
0550: keep_object $2721 in_memory 1 
07F7: set_object $2721 destructible 1 
0674: set_car_model #SULTAN numberplate "GROVE4L_" 
00A5: $SWEET_CAR = create_car #SULTAN at 2507.823 -1671.88 12.1678 
0175: set_car $SWEET_CAR Z_angle_to 347.15 
02AA: set_car $SWEET_CAR immune_to_nonplayer 1 
0186: 128@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 128@ type_to 1 
0229: set_car $SWEET_CAR primary_color_to 3 secondary_color_to 3 
0224: set_car $SWEET_CAR health_to 2000 
053F: set_car $SWEET_CAR tires_vulnerability 0 
0852: set_car $SWEET_CAR damages_visible 0
02AC: set_car $SWEET_CAR immunities BP 1 FP 1 EP 1 CP 1 MP 1
01EC: make_car $SWEET_CAR very_heavy 1
0423: set_car $SWEET_CAR improved_handling_to 1.5 // (float) 
009A: $ACTOR_SWEET = create_actor_pedtype 23 model #SPECIAL01 at 2511.169 -1672.747 12.493 
09F6: set_actor $ACTOR_SWEET unjackable_through_driver_seat 0 
0173: set_actor $ACTOR_SWEET Z_angle_to 68.365 
0568: set_actor $ACTOR_SWEET untargetable 1 
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 1 
05CA: AS_actor $ACTOR_SWEET enter_car $SWEET_CAR passenger_seat 0 time 5000 
039E: set_actor $ACTOR_SWEET locked 1 while_in_car 
0526: set_actor $ACTOR_SWEET stay_in_car_when_jacked 1 
060B: set_actor $ACTOR_SWEET decision_maker_to 47@ 
0568: set_actor $ACTOR_SWEET untargetable 1 
0446: set_actor $ACTOR_SWEET dismemberment_possible 0 
064B: 102@ = create_particle "WALLBUST" at 2521.86 -1272.66 35.04 type 1 
00C0: set_current_time_hours_to 21 minutes_to 30 
0828: set_max_fire_generations 0 
02A3: enable_widescreen 0 
03CB: set_rendering_origin_at 2511.75 -1672.15 14.0 
016A: fade 1 time 1000 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BC: show_text_highpriority GXT 'RM4_1' time 7000 flag 1  // ~s~Get in the car with ~b~Sweet~s~.
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0007: 41@ = 2505.215 
000F: 41@ -= 2508.17 
0007: 42@ = -1261.351 
000F: 42@ -= -1267.878 
0007: 43@ = 43.8341 
000F: 43@ -= 48.0744 
0007: 44@ = 2506.003 
000F: 44@ -= 2508.351 
0007: 45@ = -1261.802 
000F: 45@ -= -1268.857 
0007: 46@ = 43.4146 
000F: 46@ -= 47.9824 
0007: 35@ = 2508.17 
0007: 36@ = -1267.878 
0007: 37@ = 48.0744 
0007: 38@ = 2508.351 
0007: 39@ = -1268.857 
0007: 40@ = 47.9824 
0007: 34@ = 160.0 
0073: 41@ /= 34@ // (float) 
0073: 42@ /= 34@ // (float) 
0073: 43@ /= 34@ // (float) 
0073: 44@ /= 34@ // (float) 
0073: 45@ /= 34@ // (float) 
0073: 46@ /= 34@ // (float) 
0006: 146@ = 0 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 0 
0006: 151@ = 0 
0006: 152@ = 0 
0006: 153@ = 0 
0006: 154@ = 0 
0006: 155@ = 0 
0006: 156@ = 0 
0006: 157@ = 0 
0006: 158@ = 0 
0006: 159@ = 0 
0006: 160@ = 0 
0006: 161@ = 0 
0006: 162@ = 0 
0006: 163@ = 0 
0006: 164@ = 0 
0006: 165@ = 0 
0006: 166@ = 0 
0006: 167@ = 0 
0006: 168@ = 0 
0006: 169@ = 0 
0006: 170@ = 0 
0006: 171@ = 0 
0006: 172@ = 0 
0006: 173@ = 0 
0006: 174@ = 0 
0006: 175@ = 0 
0006: 176@ = 0 
0006: 177@ = 0 
0006: 178@ = 0 
0006: 179@ = 0 
0006: 180@ = 0 
0006: 181@ = 0 
0006: 182@ = 0 
0006: 183@ = 0 
0006: 184@ = 0 
0006: 185@ = 0 
0006: 186@ = 0 
0006: 187@ = 0 
0006: 188@ = 0 
0006: 189@ = 0 
0006: 190@ = 0 
0006: 191@ = 0 
0006: 192@ = 0 
0006: 193@ = 0 
0006: 194@ = 0 
0006: 195@ = 0 
0006: 196@ = 0 
0006: 197@ = 0 
0006: 198@ = 0 
0006: 199@ = 0 
0006: 200@ = 0 
0006: 201@ = 0 
04C0: create_roadblock_in_area_cornerA 2336.63 -1548.68 23.99 cornerB 2347.01 -1548.37 23.68 type 1 
04C0: create_roadblock_in_area_cornerA 2506.76 -1432.29 28.13 cornerB 2516.63 -1430.51 27.82 type 1 
04C0: create_roadblock_in_area_cornerA 2462.0 -1449.0 24.0 cornerB 2463.0 -1439.0 24.0 type 1 

:FINALEA_1473
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @FINALEA_1499 
0002: jump @FINALEA_32590 

:FINALEA_1499
00D6: if 
0039:   147@ == 0 
004D: jump_if_false @FINALEA_7233 
00D6: if 
0039:   146@ == 0 
004D: jump_if_false @FINALEA_1641 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @FINALEA_1641 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEA_1641 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @FINALEA_1641 
0164: disable_marker 128@ 
018A: 128@ = create_checkpoint_at 2507.82 -1309.226 33.6726 
00BC: show_text_highpriority GXT 'RM4_2' time 5000 flag 1  // ~s~Drive to ~y~Big Smoke's Crack Fortress~s~.
0006: 33@ = 0 
0006: 146@ = 1 

:FINALEA_1641
00D6: if 
0039:   146@ == 1 
004D: jump_if_false @FINALEA_2474 
0050: gosub @FINALEA_31495 
00D6: if 
0039:   193@ == 0 
004D: jump_if_false @FINALEA_1752 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_1752 
00D6: if 
0019:   33@ > 5500 
004D: jump_if_false @FINALEA_1752 
04AF: 125@ = 33200 // = constant 
05AA: 126@s = 'ROT4_AA' // @s = 'short'  // ~z~You sure he in East Los Santos?
0050: gosub @FINALEA_31453 

:FINALEA_1752
00D6: if 
0039:   193@ == 1 
004D: jump_if_false @FINALEA_1819 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_1819 
04AF: 125@ = 33201 // = constant 
05AA: 126@s = 'ROT4_AB' // @s = 'short'  // ~z~Yeah, right on the edge of Los Flores - some old apartments and a warehouse.
0050: gosub @FINALEA_31453 

:FINALEA_1819
00D6: if 
0039:   193@ == 2 
004D: jump_if_false @FINALEA_1893 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_1893 
04AF: 125@ = 33202 // = constant 
05AA: 126@s = 'ROT4_AC' // @s = 'short'  // ~z~He as good as dead, then!
0050: gosub @FINALEA_31453 
0006: 33@ = 0 

:FINALEA_1893
00D6: if 
0039:   193@ == 3 
004D: jump_if_false @FINALEA_1979 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_1979 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @FINALEA_1979 
04AF: 125@ = 33203 // = constant 
05AA: 126@s = 'ROT4_BA' // @s = 'short'  // ~z~I can't believe you bought that same bucket ass car, man!
0050: gosub @FINALEA_31453 

:FINALEA_1979
00D6: if 
0039:   193@ == 4 
004D: jump_if_false @FINALEA_2053 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_2053 
04AF: 125@ = 33204 // = constant 
05AA: 126@s = 'ROT4_BB' // @s = 'short'  // ~z~Hey, if it ain't broke, don't fix it.
0050: gosub @FINALEA_31453 
0006: 32@ = 0 

:FINALEA_2053
00D6: if 
0039:   193@ == 5 
004D: jump_if_false @FINALEA_2139 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_2139 
00D6: if 
0019:   33@ > 12000 
004D: jump_if_false @FINALEA_2139 
04AF: 125@ = 33205 // = constant 
05AA: 126@s = 'ROT4_BC' // @s = 'short'  // ~z~So this is it, huh?
0050: gosub @FINALEA_31453 

:FINALEA_2139
00D6: if 
0039:   193@ == 6 
004D: jump_if_false @FINALEA_2206 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_2206 
04AF: 125@ = 33207 // = constant 
05AA: 126@s = 'ROT4_BE' // @s = 'short'  // ~z~Johnson boys sorting shit out.
0050: gosub @FINALEA_31453 

:FINALEA_2206
00D6: if 
0039:   193@ == 7 
004D: jump_if_false @FINALEA_2273 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_2273 
04AF: 125@ = 33208 // = constant 
05AA: 126@s = 'ROT4_BF' // @s = 'short'  // ~z~Yeah.
0050: gosub @FINALEA_31453 

:FINALEA_2273
00D6: if 
0039:   193@ == 8 
004D: jump_if_false @FINALEA_2340 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_2340 
04AF: 125@ = 33209 // = constant 
05AA: 126@s = 'ROT4_BG' // @s = 'short'  // ~z~Nervous?
0050: gosub @FINALEA_31453 

:FINALEA_2340
00D6: if 
0039:   193@ == 9 
004D: jump_if_false @FINALEA_2407 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_2407 
04AF: 125@ = 33210 // = constant 
05AA: 126@s = 'ROT4_BH' // @s = 'short'  // ~z~Yeah.
0050: gosub @FINALEA_31453 

:FINALEA_2407
00D6: if 
0039:   193@ == 10 
004D: jump_if_false @FINALEA_2474 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_2474 
04AF: 125@ = 33211 // = constant 
05AA: 126@s = 'ROT4_BJ' // @s = 'short'  // ~z~Me too, me too.
0050: gosub @FINALEA_31453 

:FINALEA_2474
00D6: if 
0039:   146@ == 1 
004D: jump_if_false @FINALEA_4955 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEA_4955 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @FINALEA_4955 
00D6: if 
01AF:   car $SWEET_CAR sphere 1 in_sphere 2507.82 -1309.226 33.85 radius 4.0 4.0 4.0 
004D: jump_if_false @FINALEA_4955 
00D6: if 
0448:   actor $ACTOR_SWEET in_car $SWEET_CAR 
004D: jump_if_false @FINALEA_4955 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @FINALEA_4955 
01B4: set_player $PLAYER_CHAR can_move 0 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 
0164: disable_marker 128@ 
04C1: remove_references_to_roadblocks 
02AB: set_actor $ACTOR_SWEET immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AC: set_car $SWEET_CAR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
03CF: load_wav 14600 as 3 
03CF: load_wav 33212 as 2 
038B: load_requested_models 
0169: set_fade_color_RGB 0 0 0 
00BE: text_clear_all 
040D: unload_wav 1 
016A: fade 0 time 500 

:FINALEA_2716
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_2740 
0001: wait 0 ms 
0002: jump @FINALEA_2716 

:FINALEA_2740
00D6: if or
83D0:   not wav 3 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @FINALEA_2770 
0001: wait 0 ms 
0002: jump @FINALEA_2740 

:FINALEA_2770
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @FINALEA_2823 
00AB: put_car $SWEET_CAR at 2536.709 -1278.253 52.57 
0175: set_car $SWEET_CAR Z_angle_to 359.954 
020A: set_car $SWEET_CAR door_status_to 2 

:FINALEA_2823
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 2536.709 -1278.253 100.0 radius 100.0 
02E4: load_cutscene_data 'RIOT_4B' 

:FINALEA_2872
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @FINALEA_2896 
0001: wait 0 ms 
0002: jump @FINALEA_2872 

:FINALEA_2896
0395: clear_area 1 at 2536.709 -1278.253 100.0 radius 100.0 
02E7: start_cutscene 
016A: fade 1 time 1000 

:FINALEA_2929
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FINALEA_2953 
0001: wait 0 ms 
0002: jump @FINALEA_2929 

:FINALEA_2953
02EA: end_cutscene 
016A: fade 0 time 0 

:FINALEA_2961
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_2985 
0001: wait 0 ms 
0002: jump @FINALEA_2961 

:FINALEA_2985
01B4: set_player $PLAYER_CHAR can_move 0 
0395: clear_area 0 at 2372.01 -1306.609 300.0 radius 300.0 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @FINALEA_3069 
00AB: put_car $SWEET_CAR at 2507.82 -1309.226 33.2726 
0175: set_car $SWEET_CAR Z_angle_to 1.7082 
020A: set_car $SWEET_CAR door_status_to 2 

:FINALEA_3069
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @FINALEA_3112 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2509.781 -1308.965 34.7125 
0002: jump @FINALEA_3132 

:FINALEA_3112
00A1: put_actor $PLAYER_ACTOR at 2509.781 -1308.965 34.7125 

:FINALEA_3132
0173: set_actor $PLAYER_ACTOR Z_angle_to 352.414 
0395: clear_area 0 at 2372.01 -1306.609 300.0 radius 300.0 
0001: wait 2000 ms 
015F: set_camera_position 35@ 36@ 37@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 38@ 39@ 40@ switchstyle 2 
0247: load_model #BMX 
0247: load_model #MP5LNG 
0247: load_model #AK47 
0247: load_model #BFYPRO 
04ED: load_animation "CRACK" 
01E8: create_forbidden_for_cars_cube_cornerA 2356.4 -1233.16 30.6 cornerB 2382.19 -1329.65 21.49 
022B: create_forbidden_for_peds_cube_cornerA 2356.4 -1233.16 30.6 cornerB 2382.19 -1329.65 21.49 
01E8: create_forbidden_for_cars_cube_cornerA 2522.74 -1260.01 30.28 cornerB 2499.0 -1322.01 31.76 
022B: create_forbidden_for_peds_cube_cornerA 2522.74 -1260.01 30.28 cornerB 2499.0 -1322.01 31.76 
01E8: create_forbidden_for_cars_cube_cornerA 2431.9 -1268.06 30.6 cornerB 2474.9 -1240.38 20.84 
022B: create_forbidden_for_peds_cube_cornerA 2431.9 -1268.06 30.6 cornerB 2474.9 -1240.38 20.84 
0395: clear_area 1 at 2356.4 -1233.16 300.0 radius 300.0 
038B: load_requested_models 

:FINALEA_3456
00D6: if or
8248:   not model #BMX available 
8248:   not model #MP5LNG available 
8248:   not model #AK47 available 
84EE:   not animation "CRACK" loaded 
8248:   not model #BFYPRO available 
004D: jump_if_false @FINALEA_3506 
0001: wait 0 ms 
0002: jump @FINALEA_3456 

:FINALEA_3506
062F: 50@ = create_group_type 2 
062F: 51@ = create_group_type 2 
062F: 52@ = create_group_type 2 
00A5: 54@ = create_car #COPCARLA at 2373.803 -1314.172 22.8398 
0175: set_car 54@ Z_angle_to 292.1921 
02AA: set_car 54@ immune_to_nonplayer 1 
0224: set_car 54@ health_to 500 
00A5: 55@ = create_car #COPCARLA at 2368.04 -1315.706 22.8459 
0175: set_car 55@ Z_angle_to 96.2549 
02AA: set_car 55@ immune_to_nonplayer 1 
020A: set_car 55@ door_status_to 1 
00A5: 57@ = create_car #SWATVAN at 2374.36 -1323.792 22.8389 
0175: set_car 57@ Z_angle_to 3.7561 
0224: set_car 57@ health_to 3000 
01EC: make_car 57@ very_heavy 1 
02AC: set_car 57@ immunities BP 1 FP 1 EP 0 CP 0 MP 0 
02AA: set_car 57@ immune_to_nonplayer 1 
020A: set_car 57@ door_status_to 1 
053F: set_car 57@ tires_vulnerability 0 
00A5: 58@ = create_car #SULTAN at 2365.612 -1294.829 22.8433 
0175: set_car 58@ Z_angle_to 97.3729 
0224: set_car 58@ health_to 500 
02AA: set_car 58@ immune_to_nonplayer 0 
00A5: 59@ = create_car #SULTAN at 2372.431 -1295.272 22.8418 
0175: set_car 59@ Z_angle_to 75.2267 
02AA: set_car 59@ immune_to_nonplayer 0 
00A5: 63@ = create_car #BMX at 2507.201 -1300.841 33.6726 
0175: set_car 63@ Z_angle_to 1.6501 
009A: 64@ = create_actor_pedtype 25 model #SWAT at 2366.342 -1317.377 22.8438 
0173: set_actor 64@ Z_angle_to 3.9226 
060B: set_actor 64@ decision_maker_to 49@ 
077A: set_actor 64@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 64@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
02A9: set_actor 64@ immune_to_nonplayer 1 
01B2: give_actor 64@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 64@ stay_put 1 
0630: put_actor 64@ in_group 50@ as_leader 
009A: 65@ = create_actor_pedtype 25 model #SWAT at 2375.848 -1315.325 22.8368 
0173: set_actor 65@ Z_angle_to 4.8178 
060B: set_actor 65@ decision_maker_to 49@ 
077A: set_actor 65@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 65@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 65@ immune_to_nonplayer 1 
01B2: give_actor 65@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 65@ stay_put 1 
0631: put_actor 65@ in_group 50@ 
009A: 66@ = create_actor_pedtype 25 model #SWAT at 2371.676 -1316.806 22.8429 
0173: set_actor 66@ Z_angle_to 0.5529 
060B: set_actor 66@ decision_maker_to 49@ 
077A: set_actor 66@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 66@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 66@ immune_to_nonplayer 1 
01B2: give_actor 66@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 66@ stay_put 1 
0631: put_actor 66@ in_group 50@ 
009A: 67@ = create_actor_pedtype 25 model #SWAT at 22370.36 -1319.492 22.8515 
0173: set_actor 67@ Z_angle_to 177.5538 
060B: set_actor 67@ decision_maker_to 49@ 
077A: set_actor 67@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 67@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 67@ immune_to_nonplayer 1 
01B2: give_actor 67@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 67@ stay_put 1 
0631: put_actor 67@ in_group 50@ 
009A: 68@ = create_actor_pedtype 25 model #SWAT at 2376.44 -1321.625 22.9844 
0173: set_actor 68@ Z_angle_to 177.5538 
01B2: give_actor 68@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 68@ decision_maker_to 49@ 
077A: set_actor 68@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 68@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
02A9: set_actor 68@ immune_to_nonplayer 1 
01B2: give_actor 68@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 68@ stay_put 1 
0631: put_actor 68@ in_group 50@ 
009A: 71@ = create_actor_pedtype 24 model #BALLAS1 at 2364.432 -1294.013 22.9882 
0173: set_actor 71@ Z_angle_to 177.5538 
060B: set_actor 71@ decision_maker_to 49@ 
077A: set_actor 71@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 71@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
02A9: set_actor 71@ immune_to_nonplayer 1 
01B2: give_actor 71@ weapon 30 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 71@ stay_put 1 
0630: put_actor 71@ in_group 51@ as_leader 
009A: 72@ = create_actor_pedtype 24 model #BALLAS1 at 2369.527 -1292.228 22.8515 
0173: set_actor 72@ Z_angle_to 177.5538 
060B: set_actor 72@ decision_maker_to 49@ 
077A: set_actor 72@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
077A: set_actor 72@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 72@ immune_to_nonplayer 1 
01B2: give_actor 72@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 72@ stay_put 1 
0631: put_actor 72@ in_group 51@ 
009A: 73@ = create_actor_pedtype 24 model #BALLAS1 at 2371.168 -1293.37 22.8436 
0173: set_actor 73@ Z_angle_to 177.5538 
060B: set_actor 73@ decision_maker_to 49@ 
077A: set_actor 73@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 73@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
02A9: set_actor 73@ immune_to_nonplayer 1 
01B2: give_actor 73@ weapon 30 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 73@ stay_put 1 
0631: put_actor 73@ in_group 51@ 
009A: 74@ = create_actor_pedtype 24 model #BALLAS1 at 2374.987 -1294.079 22.838 
0173: set_actor 74@ Z_angle_to 177.5538 
060B: set_actor 74@ decision_maker_to 49@ 
077A: set_actor 74@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
077A: set_actor 74@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 74@ immune_to_nonplayer 1 
01B2: give_actor 74@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 74@ stay_put 1 
0631: put_actor 74@ in_group 51@ 
009A: 75@ = create_actor_pedtype 24 model #BALLAS1 at 2521.51 -1270.259 33.9206 
0173: set_actor 75@ Z_angle_to 100.2518 
060B: set_actor 75@ decision_maker_to 49@ 
077A: set_actor 75@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 75@ immune_to_nonplayer 1 
01B2: give_actor 75@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 75@ stay_put 1 
0630: put_actor 75@ in_group 52@ as_leader 
009A: 76@ = create_actor_pedtype 24 model #BALLAS1 at 2521.72 -1274.981 33.8748 
0173: set_actor 76@ Z_angle_to 98.0309 
060B: set_actor 76@ decision_maker_to 49@ 
077A: set_actor 76@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 76@ immune_to_nonplayer 1 
01B2: give_actor 76@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 76@ stay_put 1 
0631: put_actor 76@ in_group 52@ 
0006: 146@ = 2 
02A3: enable_widescreen 1 
016A: fade 1 time 1000 

:FINALEA_4878
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_4902 
0001: wait 0 ms 
0002: jump @FINALEA_4878 

:FINALEA_4902
00BC: show_text_highpriority GXT 'RM4_4' time 5000 flag 1  // ~s~Security is tight in the Crack Fortress. There is only one way in but the door is locked down because of the riots.
00BB: show_text_lowpriority GXT 'RM4_14' time 5000 flag 1  // ~s~The only way past that reinforced entrance is to knock it down.
0006: 32@ = 0 
0006: 151@ = 0 
0707: start_scene_skip_to @FINALEA_5387 

:FINALEA_4955
00D6: if 
0039:   146@ == 2 
004D: jump_if_false @FINALEA_5096 
005B: 35@ += 41@ // (float) 
005B: 36@ += 42@ // (float) 
005B: 37@ += 43@ // (float) 
015F: set_camera_position 35@ 36@ 37@ rotation 0.0 0.0 0.0 
005B: 38@ += 44@ // (float) 
005B: 39@ += 45@ // (float) 
005B: 40@ += 46@ // (float) 
0160: set_camera_point_at 38@ 39@ 40@ switchstyle 2 
00D6: if or
0033:   2505.215 >= 35@ 
0019:   32@ > 8999 
004D: jump_if_false @FINALEA_5096 
0006: 146@ = 3 

:FINALEA_5096
00D6: if 
0039:   146@ == 3 
004D: jump_if_false @FINALEA_5140 
00D6: if 
0019:   32@ > 8999 
004D: jump_if_false @FINALEA_5140 
0006: 146@ = 4 

:FINALEA_5140
00D6: if 
0039:   146@ == 4 
004D: jump_if_false @FINALEA_5241 
015F: set_camera_position 2370.902 -1328.815 23.0473 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2371.46 -1328.005 23.2292 switchstyle 2 
0006: 32@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'RM4_5' time 8000 flag 1  // ~s~A heavy vehicle like the SWAT Tank will be able to smash down the entrance easily.
0006: 146@ = 5 

:FINALEA_5241
00D6: if 
0039:   146@ == 5 
004D: jump_if_false @FINALEA_5343 
00D6: if 
0019:   32@ > 3999 
004D: jump_if_false @FINALEA_5343 
015F: set_camera_position 2372.949 -1326.914 24.7902 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2372.874 -1325.92 24.701 switchstyle 2 
0006: 32@ = 0 
0006: 146@ = 6 

:FINALEA_5343
00D6: if 
0039:   146@ == 6 
004D: jump_if_false @FINALEA_5667 
00D6: if 
0019:   32@ > 3999 
004D: jump_if_false @FINALEA_5667 
0006: 151@ = 1 

:FINALEA_5387
0701: end_scene_skip 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @FINALEA_5479 
016A: fade 0 time 500 

:FINALEA_5414
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_5438 
0001: wait 0 ms 
0002: jump @FINALEA_5414 

:FINALEA_5438
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
016A: fade 1 time 500 

:FINALEA_5455
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_5479 
0001: wait 0 ms 
0002: jump @FINALEA_5455 

:FINALEA_5479
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @FINALEA_5533 
0186: 129@ = create_marker_above_car 57@ 
07E0: set_marker 129@ type_to 1 
00BC: show_text_highpriority GXT 'RM4_6' time 7000 flag 1  // ~s~Go get the ~b~SWAT Tank~s~.
0006: 152@ = 1 

:FINALEA_5533
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @FINALEA_5556 
0519: set_car $SWEET_CAR locked 1 

:FINALEA_5556
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
04C0: create_roadblock_in_area_cornerA 2456.468 -1262.2 23.87 cornerB 2455.625 -1250.55 23.89 type 1 
04C0: create_roadblock_in_area_cornerA 2375.778 -1358.43 23.878 cornerB 2365.675 -1358.34 24.036 type 1 
03DE: set_pedestrians_density_multiplier_to 0.5 
0006: 146@ = 7 

:FINALEA_5667
00D6: if 
0039:   146@ == 7 
004D: jump_if_false @FINALEA_6474 
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @FINALEA_5775 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @FINALEA_5775 
00D6: if 
0364:   actor 68@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_5775 
0085: 109@ = 68@ // (int) 
008B: 114@ = $PLAYER_ACTOR // (int) 
02A9: set_actor 68@ immune_to_nonplayer 0 
0050: gosub @FINALEA_31697 
0006: 154@ = 1 

:FINALEA_5775
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @FINALEA_6167 
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @FINALEA_6167 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 57@ 
004D: jump_if_false @FINALEA_6167 
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @FINALEA_5874 
0085: 109@ = 64@ // (int) 
008B: 114@ = $PLAYER_ACTOR // (int) 
02A9: set_actor 64@ immune_to_nonplayer 0 
0050: gosub @FINALEA_31697 

:FINALEA_5874
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @FINALEA_5920 
0085: 109@ = 65@ // (int) 
008B: 114@ = $PLAYER_ACTOR // (int) 
02A9: set_actor 65@ immune_to_nonplayer 0 
0050: gosub @FINALEA_31697 

:FINALEA_5920
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @FINALEA_5966 
0085: 109@ = 66@ // (int) 
008B: 114@ = $PLAYER_ACTOR // (int) 
02A9: set_actor 66@ immune_to_nonplayer 0 
0050: gosub @FINALEA_31697 

:FINALEA_5966
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @FINALEA_6012 
0085: 109@ = 67@ // (int) 
008B: 114@ = $PLAYER_ACTOR // (int) 
02A9: set_actor 67@ immune_to_nonplayer 0 
0050: gosub @FINALEA_31697 

:FINALEA_6012
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @FINALEA_6058 
0085: 109@ = 68@ // (int) 
008B: 114@ = $PLAYER_ACTOR // (int) 
02A9: set_actor 68@ immune_to_nonplayer 0 
0050: gosub @FINALEA_31697 

:FINALEA_6058
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @FINALEA_6081 
02A9: set_actor 71@ immune_to_nonplayer 0 

:FINALEA_6081
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @FINALEA_6104 
02A9: set_actor 72@ immune_to_nonplayer 0 

:FINALEA_6104
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @FINALEA_6127 
02A9: set_actor 73@ immune_to_nonplayer 0 

:FINALEA_6127
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @FINALEA_6150 
02A9: set_actor 74@ immune_to_nonplayer 0 

:FINALEA_6150
0249: release_model #BMX 
01C3: remove_references_to_car 63@ 
0006: 153@ = 1 

:FINALEA_6167
00D6: if 
0039:   153@ == 1 
004D: jump_if_false @FINALEA_6356 
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @FINALEA_6356 
00D6: if 
00EE:   actor $PLAYER_ACTOR sphere 0 near_point 2521.91 -1273.05 radius 30.0 30.0 in_car 
004D: jump_if_false @FINALEA_6356 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 57@ 
004D: jump_if_false @FINALEA_6356 
00BC: show_text_highpriority GXT 'RM4_15' time 5000 flag 1  // ~s~Smash through the ~y~wall ~s~to gain entry!
0249: release_model #COPCARLA 
0249: release_model #SWAT 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 54@ 
01C3: remove_references_to_car 55@ 
01C3: remove_references_to_car 58@ 
01C3: remove_references_to_car 59@ 
0006: 153@ = 2 

:FINALEA_6356
00D6: if 
07F0:   in_sphere 2522.008 -1272.93 35.609 radius 30.0 damaged_object_with_model #IMY_SHASH_WALL 
004D: jump_if_false @FINALEA_6474 
064F: remove_references_to_particle 102@ 
03D1: play_wav 3 
009B: destroy_actor 64@ 
009B: destroy_actor 65@ 
009B: destroy_actor 66@ 
009B: destroy_actor 67@ 
009B: destroy_actor 68@ 
009B: destroy_actor 71@ 
009B: destroy_actor 72@ 
009B: destroy_actor 73@ 
009B: destroy_actor 74@ 
00A6: destroy_car 54@ 
00A6: destroy_car 58@ 
00A6: destroy_car 59@ 
0164: disable_marker 129@ 
00BE: text_clear_all 
0006: 147@ = 1 

:FINALEA_6474
00D6: if 
0039:   152@ == 1 
004D: jump_if_false @FINALEA_6575 
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @FINALEA_6575 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 57@ 
004D: jump_if_false @FINALEA_6575 
0164: disable_marker 129@ 
00BC: show_text_highpriority GXT 'RM4_8' time 5000 flag 1  // ~s~Use the SWAT Tank to ram right through the entrance of ~y~Big Smoke's Crack Fortress~s~.
018A: 130@ = create_checkpoint_at 2522.79 -1272.85 34.19 
0006: 152@ = 2 

:FINALEA_6575
00D6: if 
0039:   152@ == 2 
004D: jump_if_false @FINALEA_6671 
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @FINALEA_6671 
00D6: if 
8448:   not actor $PLAYER_ACTOR in_car 57@ 
004D: jump_if_false @FINALEA_6671 
0164: disable_marker 130@ 
0186: 129@ = create_marker_above_car 57@ 
07E0: set_marker 129@ type_to 1 
00BC: show_text_highpriority GXT 'RM4_9' time 5000 flag 1  // You need to ram that wall right through, get back in the ~b~SWAT Tank~s~!
0006: 152@ = 1 

:FINALEA_6671
00D6: if or
0039:   152@ == 1 
0039:   152@ == 2 
004D: jump_if_false @FINALEA_6735 
00D6: if 
0119:   car 57@ wrecked 
004D: jump_if_false @FINALEA_6735 
00BC: show_text_highpriority GXT 'RM4_10' time 7000 flag 1  // ~r~The SWAT Tank has been destroyed! How are you going to get into Big Smoke's Crack Fortress now?
0002: jump @FINALEA_32509 

:FINALEA_6735
00D6: if 
0039:   148@ == 0 
004D: jump_if_false @FINALEA_6851 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @FINALEA_6851 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2507.82 -1309.226 radius 3.5 3.5 
004D: jump_if_false @FINALEA_6851 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @FINALEA_6851 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'ROT4_CA' time 2000 flag 1  // ~z~Yo, CJ, you lost your nerve?
0006: 148@ = 1 

:FINALEA_6851
00D6: if 
0039:   148@ == 1 
004D: jump_if_false @FINALEA_6935 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @FINALEA_6935 
00D6: if or
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 2507.82 -1309.226 radius 3.5 3.5 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @FINALEA_6935 
0006: 148@ = 0 

:FINALEA_6935
00D6: if or
0039:   146@ == 1 
0039:   146@ == 100 
004D: jump_if_false @FINALEA_7155 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @FINALEA_7155 
00D6: if 
0039:   149@ == 1 
004D: jump_if_false @FINALEA_7063 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @FINALEA_7063 
0164: disable_marker 128@ 
0186: 128@ = create_marker_above_car $SWEET_CAR 
07E0: set_marker 128@ type_to 1 
00BC: show_text_highpriority GXT 'RM4_7' time 5000 flag 1  // ~s~Get back in the ~b~car~s~!
0006: 146@ = 100 
0006: 149@ = 0 

:FINALEA_7063
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @FINALEA_7155 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
004D: jump_if_false @FINALEA_7155 
0164: disable_marker 128@ 
018A: 128@ = create_checkpoint_at 2507.82 -1309.226 33.6726 
00BC: show_text_highpriority GXT 'RM4_2' time 5000 flag 1  // ~s~Drive to ~y~Big Smoke's Crack Fortress~s~.
0006: 146@ = 1 
0006: 149@ = 1 

:FINALEA_7155
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEA_7194 
00BC: show_text_highpriority GXT 'RM4_11' time 5000 flag 1  // ~r~Sweet died!
0002: jump @FINALEA_32509 

:FINALEA_7194
00D6: if 
0119:   car $SWEET_CAR wrecked 
004D: jump_if_false @FINALEA_7233 
00BC: show_text_highpriority GXT 'RM4_12' time 5000 flag 1  // ~r~You wrecked the car!
0002: jump @FINALEA_32509 

:FINALEA_7233
00D6: if 
0039:   147@ == 1 
004D: jump_if_false @FINALEA_8584 
00D6: if 
0039:   155@ == 0 
004D: jump_if_false @FINALEA_8155 
0164: disable_marker 130@ 
0632: release_group 50@ 
0632: release_group 51@ 
009A: 71@ = create_actor_pedtype 24 model #BALLAS1 at 2528.252 -1273.761 33.9609 
0173: set_actor 71@ Z_angle_to 91.4211 
060B: set_actor 71@ decision_maker_to 49@ 
0638: AS_actor 71@ stay_put 1 
01B2: give_actor 71@ weapon 30 ammo 99999 // Load the weapon model before using this 
077A: set_actor 71@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0223: set_actor 71@ health_to 20 
060F: set_actor 71@ melee_accuracy_to 50.0 
009A: 72@ = create_actor_pedtype 24 model #BALLAS1 at 2530.771 -1271.391 33.9602 
0173: set_actor 72@ Z_angle_to 91.5182 
060B: set_actor 72@ decision_maker_to 49@ 
01B2: give_actor 72@ weapon 30 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 72@ stay_put 1 
077A: set_actor 72@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0223: set_actor 72@ health_to 20 
060F: set_actor 72@ melee_accuracy_to 50.0 
009A: 73@ = create_actor_pedtype 24 model #BALLAS1 at 2532.08 -1272.28 33.9602 
0173: set_actor 73@ Z_angle_to 177.5538 
060B: set_actor 73@ decision_maker_to 49@ 
01B2: give_actor 73@ weapon 30 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 73@ stay_put 1 
077A: set_actor 73@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0223: set_actor 73@ health_to 20 
060F: set_actor 73@ melee_accuracy_to 50.0 
009A: 74@ = create_actor_pedtype 24 model #BALLAS1 at 2539.969 -1279.563 33.9609 
0173: set_actor 74@ Z_angle_to 25.3324 
060B: set_actor 74@ decision_maker_to 49@ 
01B2: give_actor 74@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 74@ stay_put 1 
077A: set_actor 74@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0223: set_actor 74@ health_to 20 
060F: set_actor 74@ melee_accuracy_to 50.0 
009A: 77@ = create_actor_pedtype 24 model #BALLAS1 at 2533.279 -1295.555 33.9609 
0173: set_actor 77@ Z_angle_to 327.5814 
060B: set_actor 77@ decision_maker_to 49@ 
01B2: give_actor 77@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 77@ stay_put 1 
077A: set_actor 77@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0223: set_actor 77@ health_to 20 
060F: set_actor 77@ melee_accuracy_to 50.0 
009A: 78@ = create_actor_pedtype 24 model #BALLAS1 at 2529.178 -1304.473 33.9609 
0173: set_actor 78@ Z_angle_to 351.5292 
060B: set_actor 78@ decision_maker_to 49@ 
01B2: give_actor 78@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 78@ stay_put 1 
077A: set_actor 78@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0223: set_actor 78@ health_to 20 
009A: 79@ = create_actor_pedtype 24 model #BFYPRO at 2538.0 -1307.0 34.0 
0173: set_actor 79@ Z_angle_to 35.0 
0223: set_actor 79@ health_to 3 
0605: actor 79@ perform_animation "CRCKIDLE4" IFP "CRACK" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
009A: 80@ = create_actor_pedtype 24 model #MALE01 at 2540.04 -1307.37 33.9609 
0173: set_actor 80@ Z_angle_to 92.5436 
0223: set_actor 80@ health_to 3 
0605: actor 80@ perform_animation "CRCKIDLE3" IFP "CRACK" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
009A: 81@ = create_actor_pedtype 24 model #BFYPRO at 2533.552 -1308.284 33.9609 
0173: set_actor 81@ Z_angle_to 67.9508 
0223: set_actor 81@ health_to 3 
0605: actor 81@ perform_animation "CRCKIDLE2" IFP "CRACK" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
009A: 82@ = create_actor_pedtype 24 model #MALE01 at 2534.682 -1287.199 33.9609 
0173: set_actor 82@ Z_angle_to 104.5 
0223: set_actor 82@ health_to 3 
0605: actor 82@ perform_animation "CRCKIDLE4" IFP "CRACK" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
00BC: show_text_highpriority GXT 'RM4_13' time 5000 flag 1  // ~s~There is an entrance into the ~y~first floor ~s~towards the back of this area.
018A: 130@ = create_checkpoint_at 2542.1 -1303.99 34.03 
0006: 155@ = 1 

:FINALEA_8155
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEA_8194 
00BC: show_text_highpriority GXT 'RM4_11' time 5000 flag 1  // ~r~Sweet died!
0002: jump @FINALEA_32509 

:FINALEA_8194
00D6: if 
0039:   155@ == 1 
004D: jump_if_false @FINALEA_8584 
077E: get_active_interior_to 53@ 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @FINALEA_8293 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @FINALEA_8293 
00D6: if 
0A1B:   actor 79@ colliding_with_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_8293 
05DB: AS_actor 79@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 30000 
0006: 197@ = 1 

:FINALEA_8293
00D6: if 
0039:   198@ == 0 
004D: jump_if_false @FINALEA_8369 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @FINALEA_8369 
00D6: if 
0A1B:   actor 80@ colliding_with_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_8369 
05DB: AS_actor 80@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 30000 
0006: 198@ = 1 

:FINALEA_8369
00D6: if 
0039:   199@ == 0 
004D: jump_if_false @FINALEA_8445 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @FINALEA_8445 
00D6: if 
0A1B:   actor 81@ colliding_with_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_8445 
05DB: AS_actor 81@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 30000 
0006: 199@ = 1 

:FINALEA_8445
00D6: if 
0039:   200@ == 0 
004D: jump_if_false @FINALEA_8521 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @FINALEA_8521 
00D6: if 
0A1B:   actor 82@ colliding_with_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_8521 
05DB: AS_actor 82@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 30000 
0006: 200@ = 1 

:FINALEA_8521
00D6: if 
0039:   53@ == 2 
004D: jump_if_false @FINALEA_8584 
016A: fade 0 time 1000 

:FINALEA_8546
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_8570 
0001: wait 0 ms 
0002: jump @FINALEA_8546 

:FINALEA_8570
0006: 147@ = 2 
0006: 156@ = 1 

:FINALEA_8584
00D6: if 
0039:   147@ == 2 
004D: jump_if_false @FINALEA_17177 
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @FINALEA_10806 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
016A: fade 0 time 1000 
04C1: remove_references_to_roadblocks 

:FINALEA_8640
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_8664 
0001: wait 0 ms 
0002: jump @FINALEA_8640 

:FINALEA_8664
04E3: unknown_set_player $PLAYER_CHAR flag 7 time 360000 
040D: unload_wav 2 
0164: disable_marker 130@ 
009B: destroy_actor 71@ 
009B: destroy_actor 72@ 
009B: destroy_actor 73@ 
009B: destroy_actor 74@ 
009B: destroy_actor 77@ 
009B: destroy_actor 78@ 
009B: destroy_actor 79@ 
009B: destroy_actor 80@ 
009B: destroy_actor 81@ 
009B: destroy_actor 82@ 
00A6: destroy_car 57@ 
009B: destroy_actor $ACTOR_SWEET 
04EF: release_animation "CRACK" 
0296: unload_special_actor 1 
0249: release_model #BFYPRO 
0249: release_model #SULTAN 
00A1: put_actor $PLAYER_ACTOR at 2543.26 -1303.844 1024.074 
0173: set_actor $PLAYER_ACTOR Z_angle_to 175.5166 
015F: set_camera_position 2544.616 -1302.899 1024.407 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2544.193 -1303.702 1024.828 switchstyle 2 
0860: link_actor $PLAYER_ACTOR to_interior 2 
018A: 130@ = create_checkpoint_at 2579.85 -1305.76 1037.07 
08DC: create_interior_marker 130@ at 2540.83 -1304.05 radius 1.0 
0395: clear_area 1 at 2578.0 -1306.0 200.0 radius 200.0 
016A: fade 1 time 1000 
00BA: show_text_styled GXT 'RM4_17' time 1000 style 2  // Floor 1: Security Area

:FINALEA_8942
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_8966 
0001: wait 0 ms 
0002: jump @FINALEA_8942 

:FINALEA_8966
0213: 133@ = create_pickup #BODYARMOUR type 3 at 2527.783 -1288.816 1031.43 
0213: 137@ = create_pickup #HEALTH type 3 at 2575.094 -1286.042 1037.781 
032B: 143@ = create_weapon_pickup #SHOTGSPA type 3 ammo 99999 at 2568.502 -1282.345 1037.781 
0247: load_model #BALLAS2 
0247: load_model #LSV1 
0247: load_model #SWAT 
0247: load_model #SWATVAN 
04ED: load_animation "SWAT" 
0247: load_model #IMCOMPMOVEDR1_LAS 
07C0: load_path 287 
038B: load_requested_models 
03CB: set_rendering_origin_at 2541.81 -1311.32 1028.22 
009A: 85@ = create_actor_pedtype 24 model #BALLAS2 at 2543.244 -1318.538 1030.427 
0173: set_actor 85@ Z_angle_to 3.2815 
060B: set_actor 85@ decision_maker_to 47@ 
01B2: give_actor 85@ weapon 29 ammo 99999 // Load the weapon model before using this 
0605: actor 85@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0860: link_actor 85@ to_interior 2 
0223: set_actor 85@ health_to 200 
08AF: set_actor 85@ max_health_to 200 
0006: 173@ = 0 
009A: 86@ = create_actor_pedtype 24 model #BALLAS1 at 2536.071 -1321.471 1030.43 
0173: set_actor 86@ Z_angle_to 263.8364 
060B: set_actor 86@ decision_maker_to 47@ 
01B2: give_actor 86@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 86@ to_interior 2 
0223: set_actor 86@ health_to 200 
08AF: set_actor 86@ max_health_to 200 
0006: 174@ = 0 
009A: 87@ = create_actor_pedtype 24 model #LSV1 at 2524.737 -1298.328 1030.427 
0173: set_actor 87@ Z_angle_to 175.4097 
060B: set_actor 87@ decision_maker_to 47@ 
01B2: give_actor 87@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 87@ to_interior 2 
02E2: set_actor 87@ weapon_accuracy_to 80 
0223: set_actor 87@ health_to 200 
08AF: set_actor 87@ max_health_to 200 
0006: 175@ = 0 
009A: 88@ = create_actor_pedtype 24 model #BALLAS2 at 2527.814 -1289.816 1030.427 
0173: set_actor 88@ Z_angle_to 178.5987 
060B: set_actor 88@ decision_maker_to 47@ 
01B2: give_actor 88@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 88@ to_interior 2 
02E2: set_actor 87@ weapon_accuracy_to 80 
07DD: set_actor 87@ attack_rate 70 // previously known as temper_to 
0223: set_actor 88@ health_to 200 
08AF: set_actor 88@ max_health_to 200 
0006: 176@ = 0 
0001: wait 3000 ms 
009A: 71@ = create_actor_pedtype 24 model #BALLAS2 at 2531.064 -1304.332 1030.43 
0173: set_actor 71@ Z_angle_to 264.767 
060B: set_actor 71@ decision_maker_to 47@ 
01B2: give_actor 71@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 71@ to_interior 2 
02E2: set_actor 71@ weapon_accuracy_to 80 
0223: set_actor 71@ health_to 200 
08AF: set_actor 71@ max_health_to 200 
0006: 159@ = 0 
009A: 73@ = create_actor_pedtype 24 model #LSV1 at 2566.673 -1297.709 1036.781 
0173: set_actor 73@ Z_angle_to 85.3469 
060B: set_actor 73@ decision_maker_to 47@ 
01B2: give_actor 73@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 73@ to_interior 2 
02E2: set_actor 73@ weapon_accuracy_to 80 
07DD: set_actor 73@ attack_rate 60 // previously known as temper_to 
0006: 161@ = 0 
009A: 74@ = create_actor_pedtype 24 model #BALLAS2 at 2566.727 -1287.224 1036.781 
0173: set_actor 74@ Z_angle_to 96.3687 
060B: set_actor 74@ decision_maker_to 47@ 
01B2: give_actor 74@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 74@ to_interior 2 
0223: set_actor 74@ health_to 200 
08AF: set_actor 74@ max_health_to 200 
02E2: set_actor 74@ weapon_accuracy_to 80 
0006: 162@ = 0 
009A: 75@ = create_actor_pedtype 24 model #BALLAS1 at 2540.859 -1287.161 1030.419 
0173: set_actor 75@ Z_angle_to 90.0 
060B: set_actor 75@ decision_maker_to 47@ 
01B2: give_actor 75@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 75@ to_interior 2 
0223: set_actor 75@ health_to 200 
08AF: set_actor 75@ max_health_to 200 
02E2: set_actor 75@ weapon_accuracy_to 80 
07DD: set_actor 75@ attack_rate 60 // previously known as temper_to 
0006: 163@ = 0 
009A: 76@ = create_actor_pedtype 24 model #LSV1 at 2556.854 -1287.161 1030.419 
0173: set_actor 76@ Z_angle_to 90.0 
060B: set_actor 76@ decision_maker_to 47@ 
01B2: give_actor 76@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 76@ to_interior 2 
0223: set_actor 76@ health_to 200 
08AF: set_actor 76@ max_health_to 200 
0006: 164@ = 0 
009A: 77@ = create_actor_pedtype 24 model #BALLAS1 at 2556.854 -1300.628 1030.419 
0173: set_actor 77@ Z_angle_to 90.0 
060B: set_actor 77@ decision_maker_to 47@ 
01B2: give_actor 77@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 77@ to_interior 2 
0223: set_actor 77@ health_to 200 
08AF: set_actor 77@ max_health_to 200 
0006: 165@ = 0 
009A: 78@ = create_actor_pedtype 24 model #BALLAS2 at 2539.805 -1298.607 1030.43 
0173: set_actor 78@ Z_angle_to 64.7154 
060B: set_actor 78@ decision_maker_to 47@ 
01B2: give_actor 78@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 78@ to_interior 2 
0223: set_actor 78@ health_to 200 
07DD: set_actor 78@ attack_rate 70 // previously known as temper_to 
08AF: set_actor 78@ max_health_to 200 
0006: 166@ = 0 
009A: 80@ = create_actor_pedtype 24 model #BALLAS2 at 2552.798 -1300.993 1030.43 
0173: set_actor 80@ Z_angle_to 87.5663 
060B: set_actor 80@ decision_maker_to 47@ 
01B2: give_actor 80@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 80@ to_interior 2 
0223: set_actor 80@ health_to 200 
08AF: set_actor 80@ max_health_to 200 
02E2: set_actor 80@ weapon_accuracy_to 80 
07DD: set_actor 80@ attack_rate 60 // previously known as temper_to 
0006: 168@ = 0 
009A: 81@ = create_actor_pedtype 24 model #BALLAS1 at 2563.234 -1294.067 1030.43 
0173: set_actor 81@ Z_angle_to 93.219 
060B: set_actor 81@ decision_maker_to 47@ 
01B2: give_actor 81@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 81@ to_interior 2 
0223: set_actor 81@ health_to 200 
08AF: set_actor 81@ max_health_to 200 
0006: 169@ = 0 
009A: 82@ = create_actor_pedtype 24 model #BALLAS2 at 2550.992 -1290.274 1030.43 
0173: set_actor 82@ Z_angle_to 103.6499 
060B: set_actor 82@ decision_maker_to 47@ 
01B2: give_actor 82@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 82@ to_interior 2 
0223: set_actor 82@ health_to 200 
07DD: set_actor 82@ attack_rate 60 // previously known as temper_to 
08AF: set_actor 82@ max_health_to 200 
0006: 170@ = 0 
009A: 83@ = create_actor_pedtype 24 model #LSV1 at 2556.191 -1281.446 1036.781 
0173: set_actor 83@ Z_angle_to 183.4208 
060B: set_actor 83@ decision_maker_to 47@ 
01B2: give_actor 83@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 83@ to_interior 2 
0006: 171@ = 0 
00A5: 57@ = create_car #SWATVAN at 2561.818 -1275.167 1031.019 
0519: set_car 57@ locked 1 
0175: set_car 57@ Z_angle_to 178.9 
0840: link_car 57@ to_interior 2 
0129: 64@ = create_actor_pedtype 25 model #SWAT in_car 57@ driverseat 
060B: set_actor 64@ decision_maker_to 47@ 
01B2: give_actor 64@ weapon 29 ammo 9999 // Load the weapon model before using this 
0860: link_actor 64@ to_interior 2 
07DD: set_actor 64@ attack_rate 80 // previously known as temper_to 
0223: set_actor 64@ health_to 200 
08AF: set_actor 64@ max_health_to 200 
02E2: set_actor 64@ weapon_accuracy_to 80 
01C8: 65@ = create_actor_pedtype 25 model #SWAT in_car 57@ passenger_seat 0 
060B: set_actor 65@ decision_maker_to 47@ 
0223: set_actor 65@ health_to 200 
08AF: set_actor 65@ max_health_to 200 
01B2: give_actor 65@ weapon 29 ammo 9999 // Load the weapon model before using this 
077A: set_actor 65@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 65@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0860: link_actor 65@ to_interior 2 
0006: 153@ = 0 
0006: 179@ = 0 
0006: 152@ = 0 
029B: 100@ = init_object #IMCOMPMOVEDR1_LAS at 2565.814 -1303.566 1033.173 
0177: set_object 100@ Z_angle_to 90.0 
029B: 101@ = init_object #CJ_WIN_POP2 at 2561.811 -1279.639 1032.128 
0550: keep_object 101@ in_memory 1 
064B: 102@ = create_particle "WALLBUST" at 2562.0 -1282.0 1031.0 type 1 
08E7: disable_entrance_markers 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'RM4_16' time 7000 flag 1  // ~s~Smoke is on the Fourth floor in his ~y~Penthouse Suite~s~. You will have to work your way through three floors to get there.
0006: 156@ = 2 

:FINALEA_10806
00D6: if 
0039:   156@ == 2 
004D: jump_if_false @FINALEA_11026 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2543.38 -1310.38 1028.26 radius 5.0 5.0 5.0 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @FINALEA_11026 
00D6: if 
0039:   173@ == 0 
004D: jump_if_false @FINALEA_10963 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @FINALEA_10963 
0085: 109@ = 85@ // (int) 
0007: 111@ = 2527.579 
0007: 112@ = -1318.762 
0007: 113@ = 1030.43 
0050: gosub @FINALEA_31604 
0006: 173@ = 1 

:FINALEA_10963
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @FINALEA_11019 
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @FINALEA_11019 
0085: 109@ = 88@ // (int) 
0050: gosub @FINALEA_31697 
0006: 176@ = 1 

:FINALEA_11019
0006: 156@ = 3 

:FINALEA_11026
00D6: if 
0039:   156@ == 3 
004D: jump_if_false @FINALEA_11274 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2540.95 -1314.42 1028.79 cornerB 2529.24 -1333.21 1035.04 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2534.44 -1318.92 1031.17 radius 5.5 5.5 4.0 
004D: jump_if_false @FINALEA_11192 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @FINALEA_11185 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @FINALEA_11185 
0085: 109@ = 86@ // (int) 
0050: gosub @FINALEA_31890 
0006: 174@ = 1 

:FINALEA_11185
0006: 156@ = 4 

:FINALEA_11192
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @FINALEA_11274 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @FINALEA_11274 
00D6: if 
051A:   actor 86@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_11274 
0085: 109@ = 86@ // (int) 
0050: gosub @FINALEA_31890 
0006: 174@ = 1 
0006: 156@ = 4 

:FINALEA_11274
00D6: if 
0039:   156@ == 4 
004D: jump_if_false @FINALEA_11408 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2527.18 -1304.24 1027.0 radius 6.0 6.0 5.0 
0118:   actor 88@ dead 
004D: jump_if_false @FINALEA_11408 
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @FINALEA_11401 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @FINALEA_11401 
0085: 109@ = 87@ // (int) 
0050: gosub @FINALEA_31890 
0006: 175@ = 1 

:FINALEA_11401
0006: 156@ = 5 

:FINALEA_11408
00D6: if 
0039:   156@ == 5 
004D: jump_if_false @FINALEA_12191 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2529.33 -1308.3 1027.55 cornerB 2537.78 -1272.14 1035.76 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA 2522.87 -1299.61 cornerB 2529.85 -1287.66 
004D: jump_if_false @FINALEA_12191 
00D6: if 
0039:   163@ == 0 
004D: jump_if_false @FINALEA_11605 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_11605 
0085: 109@ = 75@ // (int) 
0007: 111@ = 2540.859 
0007: 112@ = -1287.161 
0007: 113@ = 1030.419 
0006: 117@ = 1500 
0007: 121@ = 90.0 
0050: gosub @FINALEA_31973 
0006: 163@ = 1 

:FINALEA_11605
00D6: if 
0039:   164@ == 0 
004D: jump_if_false @FINALEA_11709 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @FINALEA_11709 
0085: 109@ = 76@ // (int) 
0007: 111@ = 2556.854 
0007: 112@ = -1287.161 
0007: 113@ = 1030.419 
0006: 117@ = 2000 
0007: 121@ = 90.0 
0050: gosub @FINALEA_31973 
0006: 164@ = 1 

:FINALEA_11709
00D6: if 
0039:   165@ == 0 
004D: jump_if_false @FINALEA_11813 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @FINALEA_11813 
0085: 109@ = 77@ // (int) 
0007: 111@ = 2556.854 
0007: 112@ = -1300.628 
0007: 113@ = 1030.419 
0006: 117@ = 1200 
0007: 121@ = 90.0 
0050: gosub @FINALEA_32214 
0006: 165@ = 1 

:FINALEA_11813
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @FINALEA_11869 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @FINALEA_11869 
0085: 109@ = 73@ // (int) 
0050: gosub @FINALEA_31697 
0006: 161@ = 1 

:FINALEA_11869
00D6: if 
0039:   162@ == 0 
004D: jump_if_false @FINALEA_11925 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @FINALEA_11925 
0085: 109@ = 74@ // (int) 
0050: gosub @FINALEA_31697 
0006: 162@ = 1 

:FINALEA_11925
00D6: if 
0039:   171@ == 0 
004D: jump_if_false @FINALEA_11981 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @FINALEA_11981 
0085: 109@ = 83@ // (int) 
0050: gosub @FINALEA_31697 
0006: 171@ = 1 

:FINALEA_11981
00D6: if 
0039:   166@ == 0 
004D: jump_if_false @FINALEA_12037 
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @FINALEA_12037 
0085: 109@ = 78@ // (int) 
0050: gosub @FINALEA_31653 
0006: 166@ = 1 

:FINALEA_12037
00D6: if 
0039:   168@ == 0 
004D: jump_if_false @FINALEA_12086 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @FINALEA_12086 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 
0006: 168@ = 1 

:FINALEA_12086
00D6: if 
0039:   169@ == 0 
004D: jump_if_false @FINALEA_12135 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @FINALEA_12135 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
0006: 169@ = 1 

:FINALEA_12135
00D6: if 
0039:   170@ == 0 
004D: jump_if_false @FINALEA_12184 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @FINALEA_12184 
05E2: AS_actor 82@ kill_actor $PLAYER_ACTOR 
0006: 170@ = 1 

:FINALEA_12184
0006: 156@ = 6 

:FINALEA_12191
00D6: if 
0039:   156@ == 6 
004D: jump_if_false @FINALEA_12370 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2529.88 -1307.89 1027.0 cornerB 2538.32 -1277.63 1032.54 
004D: jump_if_false @FINALEA_12370 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @FINALEA_12363 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @FINALEA_12363 
0085: 109@ = 71@ // (int) 
0007: 111@ = 2560.055 
0007: 112@ = -1304.916 
0007: 113@ = 1030.43 
0050: gosub @FINALEA_31604 
0006: 159@ = 1 

:FINALEA_12363
0006: 156@ = 7 

:FINALEA_12370
00D6: if 
0039:   156@ == 7 
004D: jump_if_false @FINALEA_12443 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2546.43 -1277.49 1027.0 cornerB 2568.06 -1310.79 1032.54 
004D: jump_if_false @FINALEA_12443 
0006: 156@ = 8 

:FINALEA_12443
00D6: if or
0039:   156@ == 8 
0019:   180@ > 6 
004D: jump_if_false @FINALEA_12531 
00D6: if 
0039:   152@ == 0 
004D: jump_if_false @FINALEA_12531 
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @FINALEA_12531 
0519: set_car 57@ locked 0 
05EB: assign_car 57@ to_path 287 
0006: 33@ = 0 
0006: 152@ = 1 

:FINALEA_12531
00D6: if 
0039:   152@ == 1 
004D: jump_if_false @FINALEA_12639 
00D6: if or
0716:   object_model #CJ_WIN_POP2 in_object_group_at 2561.811 -1279.639 1032.128 radius 10.0 destroyed 1 1 
0019:   33@ > 250 
004D: jump_if_false @FINALEA_12639 
064F: remove_references_to_particle 102@ 
03D7: set_wav 3 location 2557.88 -1288.65 1031.91 
03D1: play_wav 3 
0723: break_object 101@ intensity 1 
0006: 152@ = 2 

:FINALEA_12639
00D6: if 
0039:   152@ == 2 
004D: jump_if_false @FINALEA_12744 
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @FINALEA_12744 
00D6: if 
860E:   not car 57@ assigned_to_path 
004D: jump_if_false @FINALEA_12744 
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @FINALEA_12713 
05E2: AS_actor 64@ kill_actor $PLAYER_ACTOR 

:FINALEA_12713
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @FINALEA_12737 
05E2: AS_actor 65@ kill_actor $PLAYER_ACTOR 

:FINALEA_12737
0006: 152@ = 3 

:FINALEA_12744
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @FINALEA_12872 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_12872 
00D6: if or
051A:   actor 75@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 75@ near_actor $PLAYER_ACTOR radius 4.0 4.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_12872 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_12860 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 
0006: 163@ = 2 
0002: jump @FINALEA_12872 

:FINALEA_12860
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
0006: 163@ = 2 

:FINALEA_12872
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @FINALEA_13000 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @FINALEA_13000 
00D6: if or
051A:   actor 76@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 76@ near_actor $PLAYER_ACTOR radius 4.0 4.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_13000 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @FINALEA_12988 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 
0006: 164@ = 2 
0002: jump @FINALEA_13000 

:FINALEA_12988
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
0006: 164@ = 2 

:FINALEA_13000
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @FINALEA_13128 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @FINALEA_13128 
00D6: if or
051A:   actor 77@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 77@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_13128 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @FINALEA_13116 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 
0006: 165@ = 2 
0002: jump @FINALEA_13128 

:FINALEA_13116
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
0006: 165@ = 2 

:FINALEA_13128
00D6: if 
0039:   159@ == 1 
004D: jump_if_false @FINALEA_13181 
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @FINALEA_13181 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 159@ = 2 

:FINALEA_13181
00D6: if 
0039:   161@ == 1 
004D: jump_if_false @FINALEA_13234 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @FINALEA_13234 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 161@ = 2 

:FINALEA_13234
00D6: if 
0039:   162@ == 1 
004D: jump_if_false @FINALEA_13287 
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @FINALEA_13287 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 162@ = 2 

:FINALEA_13287
00D6: if or
0039:   163@ == 1 
0039:   163@ == 2 
004D: jump_if_false @FINALEA_13347 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @FINALEA_13347 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 163@ = 3 

:FINALEA_13347
00D6: if or
0039:   164@ == 1 
0039:   164@ == 2 
004D: jump_if_false @FINALEA_13407 
00D6: if 
0118:   actor 76@ dead 
004D: jump_if_false @FINALEA_13407 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 164@ = 3 

:FINALEA_13407
00D6: if or
0039:   165@ == 1 
0039:   165@ == 2 
004D: jump_if_false @FINALEA_13467 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @FINALEA_13467 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 165@ = 3 

:FINALEA_13467
00D6: if 
0039:   166@ == 1 
004D: jump_if_false @FINALEA_13520 
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @FINALEA_13520 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 166@ = 2 

:FINALEA_13520
00D6: if 
0039:   168@ == 1 
004D: jump_if_false @FINALEA_13573 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @FINALEA_13573 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 168@ = 2 

:FINALEA_13573
00D6: if 
0039:   169@ == 1 
004D: jump_if_false @FINALEA_13626 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @FINALEA_13626 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 169@ = 2 

:FINALEA_13626
00D6: if 
0039:   170@ == 1 
004D: jump_if_false @FINALEA_13679 
00D6: if 
0118:   actor 82@ dead 
004D: jump_if_false @FINALEA_13679 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 170@ = 2 

:FINALEA_13679
00D6: if 
0039:   171@ == 1 
004D: jump_if_false @FINALEA_13732 
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @FINALEA_13732 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 171@ = 2 

:FINALEA_13732
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @FINALEA_13785 
00D6: if 
0118:   actor 64@ dead 
004D: jump_if_false @FINALEA_13785 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 153@ = 1 

:FINALEA_13785
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @FINALEA_13838 
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @FINALEA_13838 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 179@ = 1 

:FINALEA_13838
00D6: if 
0019:   180@ > 8 
004D: jump_if_false @FINALEA_14784 
00D6: if 
0039:   156@ == 8 
004D: jump_if_false @FINALEA_14784 
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @FINALEA_14784 
00D6: if 
03CA:   object 100@ exists 
004D: jump_if_false @FINALEA_14784 
00D6: if 
0039:   182@ == 0 
004D: jump_if_false @FINALEA_14404 
009A: 85@ = create_actor_pedtype 24 model #BALLAS2 at 2571.635 -1302.189 1030.427 
0173: set_actor 85@ Z_angle_to 84.9134 
060B: set_actor 85@ decision_maker_to 49@ 
01B2: give_actor 85@ weapon 29 ammo 99999 // Load the weapon model before using this 
0605: actor 85@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0860: link_actor 85@ to_interior 2 
02E2: set_actor 85@ weapon_accuracy_to 80 
0223: set_actor 85@ health_to 150 
08AF: set_actor 85@ max_health_to 150 
0006: 173@ = 0 
009A: 86@ = create_actor_pedtype 24 model #BALLAS1 at 2570.398 -1299.233 1030.427 
0173: set_actor 86@ Z_angle_to 119.2958 
060B: set_actor 86@ decision_maker_to 47@ 
01B2: give_actor 86@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 86@ to_interior 2 
0223: set_actor 86@ health_to 200 
08AF: set_actor 86@ max_health_to 200 
0006: 174@ = 0 
009A: 87@ = create_actor_pedtype 24 model #LSV1 at 2566.899 -1290.145 1030.43 
0173: set_actor 87@ Z_angle_to 180.0082 
060B: set_actor 87@ decision_maker_to 47@ 
01B2: give_actor 87@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 87@ to_interior 2 
0223: set_actor 87@ health_to 200 
08AF: set_actor 87@ max_health_to 200 
0006: 175@ = 0 
009A: 88@ = create_actor_pedtype 24 model #BALLAS2 at 2570.637 -1286.841 1030.43 
0173: set_actor 88@ Z_angle_to 182.7895 
060B: set_actor 88@ decision_maker_to 47@ 
01B2: give_actor 88@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 88@ to_interior 2 
0223: set_actor 88@ health_to 200 
08AF: set_actor 88@ max_health_to 200 
0006: 176@ = 0 
009A: 84@ = create_actor_pedtype 24 model #BALLAS2 at 2569.728 -1284.528 1030.43 
0173: set_actor 84@ Z_angle_to 168.4302 
060B: set_actor 84@ decision_maker_to 47@ 
01B2: give_actor 84@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 84@ to_interior 2 
0223: set_actor 84@ health_to 200 
08AF: set_actor 84@ max_health_to 200 
0006: 172@ = 0 
0006: 182@ = 1 
097B: play_audio_at_object 100@ event 1035 

:FINALEA_14404
00D6: if 
034E: move_object 100@ to 2565.814 -1303.566 1035.362 speed 0.0 0.0 0.15 collision_check 0 
004D: jump_if_false @FINALEA_14784 
097B: play_audio_at_object 100@ event 1036 
0006: 156@ = 9 
00D6: if 
0039:   173@ == 0 
004D: jump_if_false @FINALEA_14553 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @FINALEA_14553 
0085: 109@ = 85@ // (int) 
0007: 111@ = 2564.186 
0007: 112@ = -1301.676 
0007: 113@ = 1030.43 
0050: gosub @FINALEA_31604 
0006: 173@ = 1 

:FINALEA_14553
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @FINALEA_14609 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @FINALEA_14609 
0085: 109@ = 86@ // (int) 
0050: gosub @FINALEA_31653 
0006: 174@ = 1 

:FINALEA_14609
00D6: if 
0039:   172@ == 0 
004D: jump_if_false @FINALEA_14665 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @FINALEA_14665 
0085: 109@ = 84@ // (int) 
0050: gosub @FINALEA_31653 
0006: 172@ = 1 

:FINALEA_14665
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @FINALEA_14721 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @FINALEA_14721 
0085: 109@ = 87@ // (int) 
0050: gosub @FINALEA_31653 
0006: 175@ = 1 

:FINALEA_14721
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @FINALEA_14777 
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @FINALEA_14777 
0085: 109@ = 88@ // (int) 
0050: gosub @FINALEA_31653 
0006: 176@ = 1 

:FINALEA_14777
0006: 181@ = 1 

:FINALEA_14784
00D6: if 
0039:   156@ == 9 
004D: jump_if_false @FINALEA_14973 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2566.14 -1307.43 1027.0 cornerB 2580.06 -1279.36 1034.16 
004D: jump_if_false @FINALEA_14973 
00D6: if 
0039:   172@ == 1 
004D: jump_if_false @FINALEA_14966 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @FINALEA_14966 
0085: 109@ = 84@ // (int) 
0007: 111@ = 2575.565 
0007: 112@ = -1284.965 
0007: 113@ = 1030.427 
0007: 118@ = 2575.513 
0007: 119@ = -1303.242 
0007: 120@ = 1036.781 
0050: gosub @FINALEA_31735 
0006: 172@ = 2 

:FINALEA_14966
0006: 156@ = 10 

:FINALEA_14973
00D6: if 
0039:   156@ == 10 
004D: jump_if_false @FINALEA_15360 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2577.98 -1307.44 1034.5 cornerB 2583.49 -1298.94 1039.3 
004D: jump_if_false @FINALEA_15360 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 130@ 
040D: unload_wav 3 
00A1: put_actor $PLAYER_ACTOR at 2575.036 -1305.741 1036.781 
0173: set_actor $PLAYER_ACTOR Z_angle_to 273.5172 
009B: destroy_actor 77@ 
009B: destroy_actor 78@ 
009B: destroy_actor 80@ 
009B: destroy_actor 81@ 
009B: destroy_actor 82@ 
009B: destroy_actor 83@ 
009B: destroy_actor 71@ 
009B: destroy_actor 73@ 
009B: destroy_actor 74@ 
009B: destroy_actor 75@ 
009B: destroy_actor 76@ 
009B: destroy_actor 77@ 
009B: destroy_actor 78@ 
009B: destroy_actor 80@ 
009B: destroy_actor 81@ 
009B: destroy_actor 82@ 
009B: destroy_actor 83@ 
009B: destroy_actor 64@ 
009B: destroy_actor 65@ 
00A6: destroy_car 57@ 
009B: destroy_actor 84@ 
009B: destroy_actor 85@ 
009B: destroy_actor 86@ 
009B: destroy_actor 87@ 
009B: destroy_actor 88@ 
0108: destroy_object 100@ 
0249: release_model #SWAT 
0249: release_model #SWATVAN 
0249: release_model #AK47 
0249: release_model #MP5LNG 
0249: release_model #BALLAS1 
0249: release_model #BALLAS2 
0249: release_model #LSV1 
0249: release_model #IMCOMPMOVEDR1_LAS 
015F: set_camera_position 2579.686 -1310.002 1037.224 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2579.736 -1309.022 1037.418 switchstyle 2 
00BA: show_text_styled GXT 'RM4_18' time 1000 style 2  // Floor 2: Drug Lab
0001: wait 1000 ms 
05D3: AS_actor $PLAYER_ACTOR goto_point 2580.091 -1305.649 1036.773 mode 4 time 4000 ms // versionA 
0006: 156@ = 11 

:FINALEA_15360
00D6: if 
0039:   156@ == 11 
004D: jump_if_false @FINALEA_17177 
00D6: if 
00F0:   actor $PLAYER_ACTOR 0 near_point 2580.091 -1305.649 radius 3.0 3.0 stopped_on_foot 
004D: jump_if_false @FINALEA_17177 
018A: 130@ = create_checkpoint_at 2521.52 -1301.89 1047.37 
08DC: create_interior_marker 130@ at 2540.83 -1304.05 radius 1.0 
0247: load_model #BMYCG 
0247: load_model #HMYCM 
0247: load_model #SFR1 
0247: load_model #M4 
0247: load_model #COLT45 
0247: load_model #BARREL4 
038B: load_requested_models 

:FINALEA_15488
00D6: if or
8248:   not model #BMYCG available 
8248:   not model #HMYCM available 
8248:   not model #SFR1 available 
8248:   not model #M4 available 
004D: jump_if_false @FINALEA_15530 
0001: wait 0 ms 
0002: jump @FINALEA_15488 

:FINALEA_15530
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #BARREL4 available 
004D: jump_if_false @FINALEA_15562 
0001: wait 0 ms 
0002: jump @FINALEA_15530 

:FINALEA_15562
0213: 134@ = create_pickup #BODYARMOUR type 3 at 2580.953 -1285.117 1044.173 
0213: 138@ = create_pickup #HEALTH type 3 at 2528.456 -1282.385 1048.337 
0107: 96@ = create_object #BARREL4 at 2560.309 -1290.702 1043.133 
0875: set_object 96@ immune_to_nonplayer 1 
035D: set_object 96@ targetable 1 
0107: 97@ = create_object #BARREL4 at 2540.467 -1306.681 1047.297 
0875: set_object 97@ immune_to_nonplayer 1 
035D: set_object 97@ targetable 1 
0107: 98@ = create_object #BARREL4 at 2545.491 -1296.284 1043.13 
0875: set_object 98@ immune_to_nonplayer 1 
035D: set_object 98@ targetable 1 
0107: 99@ = create_object #BARREL4 at 2538.171 -1289.806 1043.133 
0875: set_object 99@ immune_to_nonplayer 1 
035D: set_object 99@ targetable 1 
009A: 71@ = create_actor_pedtype 24 model #SFR1 at 2580.809 -1285.65 1043.133 
0173: set_actor 71@ Z_angle_to 178.4956 
060B: set_actor 71@ decision_maker_to 47@ 
01B2: give_actor 71@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 71@ to_interior 2 
0223: set_actor 71@ health_to 150 
08AF: set_actor 71@ max_health_to 150 
0006: 159@ = 0 
009A: 72@ = create_actor_pedtype 24 model #SFR1 at 2574.736 -1295.861 1043.133 
0173: set_actor 72@ Z_angle_to 183.0452 
060B: set_actor 72@ decision_maker_to 47@ 
01B2: give_actor 72@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 72@ weapon_skill_to 2 
077A: set_actor 72@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0860: link_actor 72@ to_interior 2 
060F: set_actor 72@ melee_accuracy_to 10.0 
02E2: set_actor 72@ weapon_accuracy_to 60 
0006: 160@ = 0 
009A: 73@ = create_actor_pedtype 24 model #HMYCM at 2561.648 -1300.648 1043.17 
0173: set_actor 73@ Z_angle_to 270.0 
060B: set_actor 73@ decision_maker_to 47@ 
01B2: give_actor 73@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 73@ to_interior 2 
02AB: set_actor 73@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0223: set_actor 73@ health_to 200 
08AF: set_actor 73@ max_health_to 200 
0006: 161@ = 0 
009A: 74@ = create_actor_pedtype 24 model #BMYCG at 2545.648 -1300.648 1043.17 
0173: set_actor 74@ Z_angle_to 270.0 
060B: set_actor 74@ decision_maker_to 47@ 
01B2: give_actor 74@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 74@ to_interior 2 
02AB: set_actor 74@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0223: set_actor 74@ health_to 200 
08AF: set_actor 74@ max_health_to 200 
07DD: set_actor 74@ attack_rate 70 // previously known as temper_to 
0006: 162@ = 0 
009A: 75@ = create_actor_pedtype 24 model #HMYCM at 2538.348 -1287.148 1043.133 
0173: set_actor 75@ Z_angle_to 270.0 
060B: set_actor 75@ decision_maker_to 47@ 
01B2: give_actor 75@ weapon 31 ammo 99999 // Load the weapon model before using this 
02AB: set_actor 75@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0860: link_actor 75@ to_interior 2 
0223: set_actor 75@ health_to 200 
08AF: set_actor 75@ max_health_to 200 
0006: 163@ = 0 
009A: 76@ = create_actor_pedtype 24 model #BMYCG at 2553.648 -1287.148 1043.133 
0173: set_actor 76@ Z_angle_to 270.0 
060B: set_actor 76@ decision_maker_to 47@ 
01B2: give_actor 76@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 76@ to_interior 2 
0223: set_actor 76@ health_to 200 
08AF: set_actor 76@ max_health_to 200 
07DD: set_actor 76@ attack_rate 60 // previously known as temper_to 
0006: 164@ = 0 
0001: wait 250 ms 
009A: 77@ = create_actor_pedtype 24 model #HMYCM at 2552.748 -1304.36 1043.133 
0173: set_actor 77@ Z_angle_to 87.8604 
060B: set_actor 77@ decision_maker_to 47@ 
01B2: give_actor 77@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 77@ weapon_skill_to 2 
0860: link_actor 77@ to_interior 2 
0223: set_actor 77@ health_to 200 
08AF: set_actor 77@ max_health_to 200 
07DD: set_actor 77@ attack_rate 80 // previously known as temper_to 
0006: 165@ = 0 
009A: 79@ = create_actor_pedtype 24 model #HMYCM at 2555.851 -1296.115 1043.13 
0173: set_actor 79@ Z_angle_to 348.0356 
060B: set_actor 79@ decision_maker_to 47@ 
01B2: give_actor 79@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 79@ weapon_skill_to 2 
0860: link_actor 79@ to_interior 2 
02AB: set_actor 79@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0223: set_actor 79@ health_to 200 
08AF: set_actor 79@ max_health_to 200 
02E2: set_actor 79@ weapon_accuracy_to 80 
0006: 167@ = 0 
009A: 80@ = create_actor_pedtype 24 model #BMYCG at 2542.606 -1296.096 1043.133 
0173: set_actor 80@ Z_angle_to 353.9691 
060B: set_actor 80@ decision_maker_to 47@ 
01B2: give_actor 80@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 80@ to_interior 2 
0223: set_actor 80@ health_to 200 
08AF: set_actor 80@ max_health_to 200 
0006: 168@ = 0 
009A: 81@ = create_actor_pedtype 24 model #HMYCM at 2552.924 -1290.878 1043.133 
0173: set_actor 81@ Z_angle_to 187.0611 
060B: set_actor 81@ decision_maker_to 47@ 
01B2: give_actor 81@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 81@ to_interior 2 
0223: set_actor 81@ health_to 200 
08AF: set_actor 81@ max_health_to 200 
02E2: set_actor 81@ weapon_accuracy_to 70 
0006: 169@ = 0 
009A: 83@ = create_actor_pedtype 24 model #BMYCG at 2550.059 -1281.248 1043.133 
0173: set_actor 83@ Z_angle_to 230.8361 
060B: set_actor 83@ decision_maker_to 47@ 
01B2: give_actor 83@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 83@ to_interior 2 
0223: set_actor 83@ health_to 200 
08AF: set_actor 83@ max_health_to 200 
07DD: set_actor 83@ attack_rate 80 // previously known as temper_to 
0006: 171@ = 0 
0001: wait 250 ms 
009A: 84@ = create_actor_pedtype 24 model #BMYCG at 2531.906 -1283.062 1047.297 
0173: set_actor 84@ Z_angle_to 233.2448 
060B: set_actor 84@ decision_maker_to 47@ 
01B2: give_actor 84@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 84@ to_interior 2 
0223: set_actor 84@ health_to 200 
08AF: set_actor 84@ max_health_to 200 
02E2: set_actor 84@ weapon_accuracy_to 50 
0006: 172@ = 0 
009A: 85@ = create_actor_pedtype 24 model #BMYCG at 2548.977 -1282.426 1047.297 
0173: set_actor 85@ Z_angle_to 234.0824 
060B: set_actor 85@ decision_maker_to 47@ 
01B2: give_actor 85@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 85@ weapon_skill_to 2 
0860: link_actor 85@ to_interior 2 
0223: set_actor 85@ health_to 200 
08AF: set_actor 85@ max_health_to 200 
0006: 173@ = 0 
009A: 86@ = create_actor_pedtype 24 model #BMYCG at 2530.035 -1293.182 1047.36 
0173: set_actor 86@ Z_angle_to 268.475 
060B: set_actor 86@ decision_maker_to 47@ 
01B2: give_actor 86@ weapon 31 ammo 99999 // Load the weapon model before using this 
0223: set_actor 86@ health_to 200 
08AF: set_actor 86@ max_health_to 200 
0860: link_actor 86@ to_interior 2 
02E2: set_actor 86@ weapon_accuracy_to 80 
0006: 174@ = 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'RM4_23' time 7000 flag 1  // ~s~Make your way to ~y~Floor 3~s~.
0006: 147@ = 3 
0006: 157@ = 1 
0006: 156@ = 12 

:FINALEA_17177
00D6: if 
0039:   147@ == 3 
004D: jump_if_false @FINALEA_21863 
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @FINALEA_17324 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2576.3 -1299.12 1039.71 cornerB 2584.46 -1281.22 1046.6 
004D: jump_if_false @FINALEA_17324 
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @FINALEA_17317 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @FINALEA_17317 
0085: 109@ = 71@ // (int) 
0050: gosub @FINALEA_31697 
0006: 159@ = 1 

:FINALEA_17317
0006: 157@ = 2 

:FINALEA_17324
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @FINALEA_17400 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @FINALEA_17400 
00D6: if or
0364:   actor 72@ spotted_actor $PLAYER_ACTOR 
051A:   actor 72@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_17400 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 
0006: 160@ = 1 

:FINALEA_17400
00D6: if 
0039:   157@ == 2 
004D: jump_if_false @FINALEA_18351 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2571.502 -1311.993 1041.858 cornerB 2560.806 -1276.365 1046.727 
004D: jump_if_false @FINALEA_18351 
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @FINALEA_17501 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
0006: 159@ = 1 

:FINALEA_17501
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @FINALEA_17605 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @FINALEA_17605 
0085: 109@ = 73@ // (int) 
0007: 111@ = 2561.648 
0007: 112@ = -1300.648 
0007: 113@ = 1043.17 
0006: 117@ = 3000 
0007: 121@ = 270.0 
0050: gosub @FINALEA_31973 
0006: 161@ = 1 

:FINALEA_17605
00D6: if 
0039:   162@ == 0 
004D: jump_if_false @FINALEA_17709 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @FINALEA_17709 
0085: 109@ = 74@ // (int) 
0007: 111@ = 2545.648 
0007: 112@ = -1300.648 
0007: 113@ = 1043.17 
0006: 117@ = 1200 
0007: 121@ = 270.0 
0050: gosub @FINALEA_31973 
0006: 162@ = 1 

:FINALEA_17709
00D6: if 
0039:   163@ == 0 
004D: jump_if_false @FINALEA_17813 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_17813 
0085: 109@ = 75@ // (int) 
0007: 111@ = 2538.348 
0007: 112@ = -1287.148 
0007: 113@ = 1043.133 
0006: 117@ = 1500 
0007: 121@ = 270.0 
0050: gosub @FINALEA_32214 
0006: 163@ = 1 

:FINALEA_17813
00D6: if 
0039:   164@ == 0 
004D: jump_if_false @FINALEA_17917 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @FINALEA_17917 
0085: 109@ = 76@ // (int) 
0007: 111@ = 2553.648 
0007: 112@ = -1287.148 
0007: 113@ = 1043.133 
0006: 117@ = 2000 
0007: 121@ = 270.0 
0050: gosub @FINALEA_32214 
0006: 164@ = 1 

:FINALEA_17917
00D6: if 
0039:   165@ == 0 
004D: jump_if_false @FINALEA_17966 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @FINALEA_17966 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 
0006: 165@ = 1 

:FINALEA_17966
00D6: if 
0039:   167@ == 0 
004D: jump_if_false @FINALEA_18015 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @FINALEA_18015 
05E2: AS_actor 79@ kill_actor $PLAYER_ACTOR 
0006: 167@ = 1 

:FINALEA_18015
00D6: if 
0039:   168@ == 0 
004D: jump_if_false @FINALEA_18071 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @FINALEA_18071 
0085: 109@ = 80@ // (int) 
0050: gosub @FINALEA_31653 
0006: 168@ = 1 

:FINALEA_18071
00D6: if 
0039:   169@ == 0 
004D: jump_if_false @FINALEA_18127 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @FINALEA_18127 
0085: 109@ = 81@ // (int) 
0050: gosub @FINALEA_31653 
0006: 168@ = 1 

:FINALEA_18127
00D6: if 
0039:   171@ == 0 
004D: jump_if_false @FINALEA_18176 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @FINALEA_18176 
05E2: AS_actor 83@ kill_actor $PLAYER_ACTOR 
0006: 171@ = 1 

:FINALEA_18176
00D6: if 
0039:   172@ == 0 
004D: jump_if_false @FINALEA_18232 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @FINALEA_18232 
0085: 109@ = 84@ // (int) 
0050: gosub @FINALEA_31653 
0006: 172@ = 1 

:FINALEA_18232
00D6: if 
0039:   173@ == 0 
004D: jump_if_false @FINALEA_18288 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @FINALEA_18288 
0085: 109@ = 85@ // (int) 
0050: gosub @FINALEA_31697 
0006: 173@ = 1 

:FINALEA_18288
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @FINALEA_18344 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @FINALEA_18344 
0085: 109@ = 86@ // (int) 
0050: gosub @FINALEA_31697 
0006: 174@ = 1 

:FINALEA_18344
0006: 157@ = 3 

:FINALEA_18351
00D6: if 
0039:   157@ == 3 
004D: jump_if_false @FINALEA_20746 
00D6: if 
0039:   161@ == 1 
004D: jump_if_false @FINALEA_18497 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @FINALEA_18497 
00D6: if 
051A:   actor 73@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_18497 
00D6: if or
8118:   not actor 73@ dead 
0104:   actor 73@ near_actor $PLAYER_ACTOR radius 4.0 4.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_18485 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
0006: 161@ = 2 
0002: jump @FINALEA_18497 

:FINALEA_18485
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
0006: 161@ = 2 

:FINALEA_18497
00D6: if 
0039:   162@ == 1 
004D: jump_if_false @FINALEA_18625 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @FINALEA_18625 
00D6: if or
051A:   actor 74@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 74@ near_actor $PLAYER_ACTOR radius 4.0 4.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_18625 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @FINALEA_18613 
05E2: AS_actor 74@ kill_actor $PLAYER_ACTOR 
0006: 162@ = 2 
0002: jump @FINALEA_18625 

:FINALEA_18613
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
0006: 162@ = 2 

:FINALEA_18625
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @FINALEA_18753 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_18753 
00D6: if or
051A:   actor 75@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 75@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_18753 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_18741 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 
0006: 163@ = 2 
0002: jump @FINALEA_18753 

:FINALEA_18741
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
0006: 163@ = 2 

:FINALEA_18753
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @FINALEA_18876 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @FINALEA_18876 
00D6: if or
051A:   actor 76@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 76@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_18876 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @FINALEA_18869 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 
0006: 164@ = 2 
0002: jump @FINALEA_18876 

:FINALEA_18869
0006: 164@ = 2 

:FINALEA_18876
00D6: if or
0039:   161@ == 1 
0039:   161@ == 2 
004D: jump_if_false @FINALEA_18936 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @FINALEA_18936 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 161@ = 3 

:FINALEA_18936
00D6: if or
0039:   162@ == 1 
0039:   162@ == 2 
004D: jump_if_false @FINALEA_18996 
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @FINALEA_18996 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 162@ = 3 

:FINALEA_18996
00D6: if or
0039:   163@ == 1 
0039:   163@ == 2 
004D: jump_if_false @FINALEA_19056 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @FINALEA_19056 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 163@ = 3 

:FINALEA_19056
00D6: if or
0039:   164@ == 1 
0039:   164@ == 2 
004D: jump_if_false @FINALEA_19116 
00D6: if 
0118:   actor 76@ dead 
004D: jump_if_false @FINALEA_19116 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 164@ = 3 

:FINALEA_19116
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @FINALEA_19169 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @FINALEA_19169 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 165@ = 2 

:FINALEA_19169
00D6: if 
0039:   168@ == 1 
004D: jump_if_false @FINALEA_19222 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @FINALEA_19222 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 168@ = 2 

:FINALEA_19222
00D6: if 
0039:   169@ == 1 
004D: jump_if_false @FINALEA_19275 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @FINALEA_19275 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 169@ = 2 

:FINALEA_19275
00D6: if 
0039:   171@ == 1 
004D: jump_if_false @FINALEA_19328 
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @FINALEA_19328 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 171@ = 2 

:FINALEA_19328
00D6: if 
0039:   172@ == 1 
004D: jump_if_false @FINALEA_19381 
00D6: if 
0118:   actor 84@ dead 
004D: jump_if_false @FINALEA_19381 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 172@ = 2 

:FINALEA_19381
00D6: if 
0039:   173@ == 1 
004D: jump_if_false @FINALEA_19434 
00D6: if 
0118:   actor 85@ dead 
004D: jump_if_false @FINALEA_19434 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 173@ = 2 

:FINALEA_19434
00D6: if 
0039:   174@ == 1 
004D: jump_if_false @FINALEA_19487 
00D6: if 
0118:   actor 86@ dead 
004D: jump_if_false @FINALEA_19487 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 174@ = 2 

:FINALEA_19487
00D6: if 
0039:   184@ == 0 
004D: jump_if_false @FINALEA_19868 
00D6: if 
0019:   183@ > 5 
004D: jump_if_false @FINALEA_19868 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2551.12 -1276.34 1046.55 cornerB 2543.07 -1287.63 1050.46 
004D: jump_if_false @FINALEA_19868 
009A: 87@ = create_actor_pedtype 24 model #SFR1 at 2573.448 -1301.981 1043.133 
0173: set_actor 87@ Z_angle_to 87.1597 
060B: set_actor 87@ decision_maker_to 47@ 
01B2: give_actor 87@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 87@ to_interior 2 
0223: set_actor 87@ health_to 200 
08AF: set_actor 87@ max_health_to 200 
0085: 109@ = 87@ // (int) 
0007: 111@ = 2566.288 
0007: 112@ = -1301.637 
0007: 113@ = 1043.133 
0007: 118@ = 2565.74 
0007: 119@ = -1297.091 
0007: 120@ = 1043.133 
0050: gosub @FINALEA_31735 
0006: 175@ = 1 
009A: 88@ = create_actor_pedtype 24 model #SFR1 at 2575.308 -1301.908 1043.133 
0173: set_actor 88@ Z_angle_to 91.2377 
060B: set_actor 88@ decision_maker_to 47@ 
01B2: give_actor 88@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 88@ to_interior 2 
0223: set_actor 88@ health_to 200 
08AF: set_actor 88@ max_health_to 200 
0085: 109@ = 88@ // (int) 
0007: 111@ = 2566.984 
0007: 112@ = -1302.09 
0007: 113@ = 1043.133 
0050: gosub @FINALEA_31604 
0006: 176@ = 1 
0006: 184@ = 1 

:FINALEA_19868
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @FINALEA_20201 
00D6: if 
0019:   183@ > 8 
004D: jump_if_false @FINALEA_20201 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2566.09 -1301.26 1046.91 cornerB 2554.56 -1309.06 1050.0 
004D: jump_if_false @FINALEA_20201 
009A: 89@ = create_actor_pedtype 24 model #SFR1 at 2527.271 -1305.648 1047.297 
0173: set_actor 89@ Z_angle_to 269.5592 
060B: set_actor 89@ decision_maker_to 47@ 
01B2: give_actor 89@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 89@ weapon_skill_to 2 
0860: link_actor 89@ to_interior 2 
0085: 109@ = 89@ // (int) 
0007: 111@ = 2542.317 
0007: 112@ = -1305.674 
0007: 113@ = 1047.297 
0050: gosub @FINALEA_31604 
0006: 177@ = 1 
009A: 90@ = create_actor_pedtype 24 model #SFR1 at 2523.7 -1305.878 1047.297 
0173: set_actor 90@ Z_angle_to 273.1955 
060B: set_actor 90@ decision_maker_to 47@ 
01B2: give_actor 90@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 90@ weapon_skill_to 2 
0860: link_actor 90@ to_interior 2 
0085: 109@ = 90@ // (int) 
0007: 111@ = 2534.567 
0007: 112@ = -1305.547 
0007: 113@ = 1047.297 
0050: gosub @FINALEA_31604 
0006: 178@ = 1 
0006: 185@ = 1 

:FINALEA_20201
00D6: if 
0039:   175@ == 1 
004D: jump_if_false @FINALEA_20254 
00D6: if 
0118:   actor 87@ dead 
004D: jump_if_false @FINALEA_20254 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 175@ = 2 

:FINALEA_20254
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @FINALEA_20307 
00D6: if 
0118:   actor 88@ dead 
004D: jump_if_false @FINALEA_20307 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 176@ = 2 

:FINALEA_20307
00D6: if 
0039:   177@ == 1 
004D: jump_if_false @FINALEA_20360 
00D6: if 
0118:   actor 89@ dead 
004D: jump_if_false @FINALEA_20360 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 177@ = 2 

:FINALEA_20360
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @FINALEA_20413 
00D6: if 
0118:   actor 90@ dead 
004D: jump_if_false @FINALEA_20413 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 178@ = 2 

:FINALEA_20413
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2522.35 -1309.65 1045.6 cornerB 2513.5 -1295.97 1050.32 
004D: jump_if_false @FINALEA_20746 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00A1: put_actor $PLAYER_ACTOR at 2525.079 -1301.891 1047.297 
0173: set_actor $PLAYER_ACTOR Z_angle_to 89.7295 
009B: destroy_actor 71@ 
009B: destroy_actor 72@ 
009B: destroy_actor 73@ 
009B: destroy_actor 74@ 
009B: destroy_actor 75@ 
009B: destroy_actor 76@ 
009B: destroy_actor 77@ 
009B: destroy_actor 80@ 
009B: destroy_actor 81@ 
009B: destroy_actor 83@ 
009B: destroy_actor 84@ 
009B: destroy_actor 85@ 
009B: destroy_actor 86@ 
009B: destroy_actor 87@ 
009B: destroy_actor 88@ 
009B: destroy_actor 89@ 
009B: destroy_actor 90@ 
0108: destroy_object 96@ 
0108: destroy_object 97@ 
0108: destroy_object 98@ 
0108: destroy_object 99@ 
0249: release_model #BMYCG 
0249: release_model #WFYCRK 
0249: release_model #HMYCM 
0249: release_model #SFR1 
0249: release_model #M4 
0249: release_model #COLT45 
0249: release_model #BARREL4 
015F: set_camera_position 2520.282 -1306.363 1047.599 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2520.3 -1305.388 1047.823 switchstyle 2 
00BA: show_text_styled GXT 'RM4_19' time 1000 style 2  // Floor 3: Ballas Lounge
0001: wait 1000 ms 
05D3: AS_actor $PLAYER_ACTOR goto_point 2520.025 -1301.845 1047.289 mode 4 time 5000 ms // versionA 
0006: 157@ = 4 

:FINALEA_20746
00D6: if 
0039:   157@ == 4 
004D: jump_if_false @FINALEA_21863 
00D6: if 
00F0:   actor $PLAYER_ACTOR 0 near_point 2520.025 -1301.845 radius 3.0 3.0 stopped_on_foot 
004D: jump_if_false @FINALEA_21863 
0247: load_model #BALLAS3 
0247: load_model #MAFFA 
0247: load_model #LSV2 
0247: load_model #MICRO_UZI 
0247: load_model #CHROMEGUN 
0247: load_model #BFYRI 
04ED: load_animation "STRIP" 
0247: load_model #SBFYSTR 
038B: load_requested_models 

:FINALEA_20844
00D6: if or
8248:   not model #BALLAS3 available 
8248:   not model #MAFFA available 
8248:   not model #LSV2 available 
8248:   not model #MICRO_UZI available 
8248:   not model #CHROMEGUN available 
004D: jump_if_false @FINALEA_20888 
0001: wait 0 ms 
0002: jump @FINALEA_20844 

:FINALEA_20888
00D6: if or
8248:   not model #BFYRI available 
84EE:   not animation "STRIP" loaded 
8248:   not model #SBFYSTR available 
004D: jump_if_false @FINALEA_20928 
0001: wait 0 ms 
0002: jump @FINALEA_20888 

:FINALEA_20928
0213: 135@ = create_pickup #BODYARMOUR type 3 at 2520.4 -1281.287 1054.681 
0001: wait 250 ms 
009A: 89@ = create_actor_pedtype 24 model #BALLAS3 at 2520.891 -1281.763 1053.681 
0173: set_actor 89@ Z_angle_to 180.628 
060B: set_actor 89@ decision_maker_to 47@ 
01B2: give_actor 89@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 89@ weapon_skill_to 2 
0860: link_actor 89@ to_interior 2 
0006: 177@ = 0 
009A: 71@ = create_actor_pedtype 24 model #LSV2 at 2529.813 -1285.063 1053.641 
0173: set_actor 71@ Z_angle_to 182.0171 
060B: set_actor 71@ decision_maker_to 47@ 
01B2: give_actor 71@ weapon 28 ammo 99999 // Load the weapon model before using this 
0860: link_actor 71@ to_interior 2 
02E2: set_actor 71@ weapon_accuracy_to 50 
0006: 159@ = 0 
009A: 72@ = create_actor_pedtype 24 model #BALLAS3 at 2529.92 -1286.83 1053.641 
0173: set_actor 72@ Z_angle_to 358.5364 
060B: set_actor 72@ decision_maker_to 47@ 
01B2: give_actor 72@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 72@ weapon_skill_to 2 
0860: link_actor 72@ to_interior 2 
02E2: set_actor 72@ weapon_accuracy_to 50 
0006: 160@ = 0 
0677: AS_actor 72@ chat_with_actor 71@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 71@ chat_with_actor 72@ lead_speaker_flag 0 unknown_flag 1 
009A: 91@ = create_actor_pedtype 24 model #BFYRI at 2537.15 -1288.125 1053.641 
0173: set_actor 91@ Z_angle_to 280.1631 
060B: set_actor 91@ decision_maker_to 47@ 
0223: set_actor 91@ health_to 1 
009A: 73@ = create_actor_pedtype 24 model #MAFFA at 2540.364 -1287.553 1053.647 
0173: set_actor 73@ Z_angle_to 89.793 
060B: set_actor 73@ decision_maker_to 47@ 
01B2: give_actor 73@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 73@ weapon_skill_to 2 
0860: link_actor 73@ to_interior 2 
02E2: set_actor 73@ weapon_accuracy_to 30 
0223: set_actor 73@ health_to 200 
08AF: set_actor 73@ max_health_to 200 
0006: 161@ = 0 
009A: 74@ = create_actor_pedtype 24 model #LSV2 at 2537.074 -1287.274 1053.681 
0173: set_actor 74@ Z_angle_to 265.803 
060B: set_actor 74@ decision_maker_to 47@ 
01B2: give_actor 74@ weapon 25 ammo 99999 // Load the weapon model before using this 
0860: link_actor 74@ to_interior 2 
02AB: set_actor 74@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0223: set_actor 74@ health_to 150 
08AF: set_actor 74@ max_health_to 150 
0006: 162@ = 0 
009A: 75@ = create_actor_pedtype 24 model #BALLAS3 at 2542.226 -1294.381 1053.641 
0173: set_actor 75@ Z_angle_to 89.8814 
060B: set_actor 75@ decision_maker_to 47@ 
01B2: give_actor 75@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 75@ weapon_skill_to 2 
0860: link_actor 75@ to_interior 2 
06B0: AS_actor 75@ sit_down 400000 ms 
02E2: set_actor 75@ weapon_accuracy_to 30 
0223: set_actor 75@ health_to 200 
08AF: set_actor 75@ max_health_to 200 
0006: 163@ = 0 
0001: wait 250 ms 
009A: 77@ = create_actor_pedtype 24 model #LSV2 at 2539.477 -1303.431 1053.641 
0173: set_actor 77@ Z_angle_to 10.5492 
060B: set_actor 77@ decision_maker_to 47@ 
01B2: give_actor 77@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 77@ weapon_skill_to 2 
0860: link_actor 77@ to_interior 2 
0223: set_actor 77@ health_to 150 
08AF: set_actor 77@ max_health_to 150 
0006: 165@ = 0 
009A: 78@ = create_actor_pedtype 24 model #MAFFA at 2533.962 -1306.916 1053.641 
0173: set_actor 78@ Z_angle_to 338.7091 
060B: set_actor 78@ decision_maker_to 47@ 
01B2: give_actor 78@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 78@ weapon_skill_to 2 
0860: link_actor 78@ to_interior 2 
0223: set_actor 78@ health_to 200 
08AF: set_actor 78@ max_health_to 200 
0006: 166@ = 0 
0164: disable_marker 130@ 
018A: 130@ = create_checkpoint_at 2579.0 -1284.0 1054.686 
08DC: create_interior_marker 130@ at 2540.83 -1304.05 radius 1.0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'RM4_21' time 5000 flag 1  // ~s~Make your way to ~y~Floor 4~s~.
0006: 147@ = 4 
0006: 158@ = 1 
0006: 157@ = 5 

:FINALEA_21863
00D6: if 
0039:   147@ == 4 
004D: jump_if_false @FINALEA_27576 
00D6: if 
0039:   158@ == 1 
004D: jump_if_false @FINALEA_22010 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2520.23 -1293.09 1051.49 radius 6.0 6.0 5.0 
004D: jump_if_false @FINALEA_22010 
00D6: if 
0039:   177@ == 0 
004D: jump_if_false @FINALEA_22003 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @FINALEA_22003 
0085: 109@ = 89@ // (int) 
0050: gosub @FINALEA_31697 
0006: 177@ = 1 

:FINALEA_22003
0006: 158@ = 2 

:FINALEA_22010
00D6: if 
0039:   158@ == 2 
004D: jump_if_false @FINALEA_22229 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2522.32 -1293.64 1052.5 cornerB 2532.41 -1273.44 1055.89 
004D: jump_if_false @FINALEA_22146 
0006: 32@ = 0 
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @FINALEA_22132 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @FINALEA_22132 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 
0006: 160@ = 1 

:FINALEA_22132
0006: 158@ = 3 
0002: jump @FINALEA_22229 

:FINALEA_22146
00D6: if or
051A:   actor 71@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 72@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_22229 
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @FINALEA_22222 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @FINALEA_22222 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 
0006: 160@ = 1 

:FINALEA_22222
0006: 158@ = 3 

:FINALEA_22229
00D6: if 
0039:   158@ == 3 
004D: jump_if_false @FINALEA_22322 
00D6: if 
0019:   32@ > 250 
004D: jump_if_false @FINALEA_22322 
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @FINALEA_22315 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @FINALEA_22315 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 
0006: 159@ = 1 

:FINALEA_22315
0006: 158@ = 4 

:FINALEA_22322
00D6: if 
0039:   158@ == 4 
004D: jump_if_false @FINALEA_22759 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2530.68 -1306.62 1052.16 cornerB 2542.05 -1275.19 1057.08 
004D: jump_if_false @FINALEA_22759 
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @FINALEA_22449 
0085: 109@ = 91@ // (int) 
0007: 111@ = 2537.736 
0007: 112@ = -1306.448 
0007: 113@ = 1053.641 
0050: gosub @FINALEA_32455 

:FINALEA_22449
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @FINALEA_22542 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @FINALEA_22542 
04EB: AS_actor 73@ crouch -1 
0085: 109@ = 73@ // (int) 
0007: 111@ = 2540.37 
0007: 112@ = -1280.79 
0007: 113@ = 1053.647 
0050: gosub @FINALEA_31604 
0006: 161@ = 1 

:FINALEA_22542
00D6: if 
0039:   162@ == 0 
004D: jump_if_false @FINALEA_22591 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @FINALEA_22591 
05E2: AS_actor 74@ kill_actor $PLAYER_ACTOR 
0006: 162@ = 1 

:FINALEA_22591
00D6: if 
0039:   163@ == 0 
004D: jump_if_false @FINALEA_22640 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_22640 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 
0006: 163@ = 1 

:FINALEA_22640
00D6: if 
0039:   165@ == 0 
004D: jump_if_false @FINALEA_22696 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @FINALEA_22696 
0085: 109@ = 77@ // (int) 
0050: gosub @FINALEA_31653 
0006: 165@ = 1 

:FINALEA_22696
00D6: if 
0039:   166@ == 0 
004D: jump_if_false @FINALEA_22752 
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @FINALEA_22752 
0085: 109@ = 78@ // (int) 
0050: gosub @FINALEA_31697 
0006: 166@ = 1 

:FINALEA_22752
0006: 158@ = 5 

:FINALEA_22759
00D6: if 
0039:   158@ == 5 
004D: jump_if_false @FINALEA_23474 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2537.78 -1298.62 1055.1 radius 5.0 5.0 5.0 
004D: jump_if_false @FINALEA_23474 
009A: 76@ = create_actor_pedtype 24 model #MAFFA at 2545.193 -1302.545 1053.647 
0173: set_actor 76@ Z_angle_to 359.6221 
060B: set_actor 76@ decision_maker_to 47@ 
01B2: give_actor 76@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 76@ weapon_skill_to 2 
0860: link_actor 76@ to_interior 2 
0223: set_actor 76@ health_to 150 
08AF: set_actor 76@ max_health_to 150 
04EB: AS_actor 76@ crouch -1 
0006: 164@ = 0 
009A: 79@ = create_actor_pedtype 24 model #BALLAS3 at 2548.808 -1288.945 1053.641 
0173: set_actor 79@ Z_angle_to 168.1978 
060B: set_actor 79@ decision_maker_to 47@ 
01B2: give_actor 79@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 79@ weapon_skill_to 2 
02E2: set_actor 79@ weapon_accuracy_to 50 
0860: link_actor 79@ to_interior 2 
0223: set_actor 79@ health_to 150 
08AF: set_actor 79@ max_health_to 150 
0006: 167@ = 0 
009A: 81@ = create_actor_pedtype 24 model #LSV2 at 2548.211 -1293.491 1053.641 
0173: set_actor 81@ Z_angle_to 177.248 
060B: set_actor 81@ decision_maker_to 47@ 
01B2: give_actor 81@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 81@ weapon_skill_to 2 
0860: link_actor 81@ to_interior 2 
0223: set_actor 81@ health_to 150 
08AF: set_actor 81@ max_health_to 150 
02E2: set_actor 81@ weapon_accuracy_to 30 
0006: 169@ = 0 
009A: 82@ = create_actor_pedtype 24 model #BALLAS3 at 2548.473 -1295.834 1053.647 
0173: set_actor 82@ Z_angle_to 6.5626 
060B: set_actor 82@ decision_maker_to 47@ 
01B2: give_actor 82@ weapon 25 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 82@ weapon_accuracy_to 30 
0860: link_actor 82@ to_interior 2 
0223: set_actor 82@ health_to 150 
08AF: set_actor 82@ max_health_to 150 
0006: 170@ = 0 
009A: 88@ = create_actor_pedtype 24 model #BALLAS3 at 2568.735 -1294.134 1053.681 
0173: set_actor 88@ Z_angle_to 270.3791 
060B: set_actor 88@ decision_maker_to 47@ 
01B2: give_actor 88@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 88@ weapon_skill_to 2 
0860: link_actor 88@ to_interior 2 
02A9: set_actor 88@ immune_to_nonplayer 1 
0223: set_actor 88@ health_to 150 
08AF: set_actor 88@ max_health_to 150 
0006: 176@ = 0 
009A: 80@ = create_actor_pedtype 24 model #BALLAS3 at 2571.7 -1294.298 1053.68 
0173: set_actor 80@ Z_angle_to 90.0 
060B: set_actor 80@ decision_maker_to 47@ 
01B2: give_actor 80@ weapon 25 ammo 99999 // Load the weapon model before using this 
0860: link_actor 80@ to_interior 2 
0006: 168@ = 0 
009A: 83@ = create_actor_pedtype 24 model #MAFFA at 2571.802 -1289.591 1053.641 
0173: set_actor 83@ Z_angle_to 90.3346 
060B: set_actor 83@ decision_maker_to 47@ 
01B2: give_actor 83@ weapon 25 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 83@ weapon_accuracy_to 50 
0860: link_actor 83@ to_interior 2 
0223: set_actor 83@ health_to 150 
08AF: set_actor 83@ max_health_to 150 
0006: 171@ = 0 
0006: 158@ = 6 

:FINALEA_23474
00D6: if 
0039:   158@ == 6 
004D: jump_if_false @FINALEA_24207 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2543.87 -1308.98 1050.78 cornerB 2553.03 -1276.55 1059.5 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2543.88 -1304.9 1053.81 radius 3.0 3.0 3.0 
004D: jump_if_false @FINALEA_24207 
009B: destroy_actor 89@ 
009B: destroy_actor 71@ 
009B: destroy_actor 72@ 
00D6: if 
0039:   164@ == 0 
004D: jump_if_false @FINALEA_23685 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @FINALEA_23685 
04EB: AS_actor 76@ crouch -1 
0085: 109@ = 76@ // (int) 
0007: 111@ = 2545.238 
0007: 112@ = -1291.791 
0007: 113@ = 1053.641 
0050: gosub @FINALEA_31604 
0006: 164@ = 1 

:FINALEA_23685
00D6: if 
0039:   167@ == 0 
004D: jump_if_false @FINALEA_23741 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @FINALEA_23741 
0085: 109@ = 79@ // (int) 
0050: gosub @FINALEA_31697 
0006: 167@ = 1 

:FINALEA_23741
00D6: if 
0039:   169@ == 0 
004D: jump_if_false @FINALEA_23827 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @FINALEA_23827 
0085: 109@ = 81@ // (int) 
0007: 111@ = 2553.877 
0007: 112@ = -1292.145 
0007: 113@ = 1053.647 
0050: gosub @FINALEA_31604 
0006: 169@ = 1 

:FINALEA_23827
00D6: if 
0039:   170@ == 0 
004D: jump_if_false @FINALEA_23943 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @FINALEA_23943 
0085: 109@ = 82@ // (int) 
0007: 111@ = 2553.217 
0007: 112@ = -1296.903 
0007: 113@ = 1053.647 
0007: 118@ = 2557.171 
0007: 119@ = -1296.618 
0007: 120@ = 1053.641 
0050: gosub @FINALEA_31735 
0006: 170@ = 1 

:FINALEA_23943
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @FINALEA_23992 
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @FINALEA_23992 
05E2: AS_actor 88@ kill_actor $PLAYER_ACTOR 
0006: 176@ = 1 

:FINALEA_23992
00D6: if 
0039:   168@ == 0 
004D: jump_if_false @FINALEA_24096 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @FINALEA_24096 
0085: 109@ = 80@ // (int) 
0007: 111@ = 2571.7 
0007: 112@ = -1294.298 
0007: 113@ = 1053.68 
0006: 117@ = 1200 
0007: 121@ = 90.0 
0050: gosub @FINALEA_31973 
0006: 168@ = 1 

:FINALEA_24096
00D6: if 
0039:   171@ == 0 
004D: jump_if_false @FINALEA_24200 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @FINALEA_24200 
0085: 109@ = 83@ // (int) 
0007: 111@ = 2571.802 
0007: 112@ = -1289.591 
0007: 113@ = 1053.641 
0006: 117@ = 2000 
0007: 121@ = 90.0 
0050: gosub @FINALEA_31973 
0006: 171@ = 1 

:FINALEA_24200
0006: 158@ = 7 

:FINALEA_24207
00D6: if 
0039:   158@ == 7 
004D: jump_if_false @FINALEA_24680 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2544.0 -1298.31 1051.84 cornerB 2577.11 -1278.61 1057.06 
004D: jump_if_false @FINALEA_24680 
009B: destroy_actor 91@ 
009B: destroy_actor 74@ 
009B: destroy_actor 75@ 
009B: destroy_actor 77@ 
009B: destroy_actor 78@ 
009A: 84@ = create_actor_pedtype 24 model #MAFFA at 2561.144 -1302.854 1053.641 
0173: set_actor 84@ Z_angle_to 357.9032 
060B: set_actor 84@ decision_maker_to 47@ 
01B2: give_actor 84@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 84@ weapon_skill_to 2 
0860: link_actor 84@ to_interior 2 
0223: set_actor 84@ health_to 200 
08AF: set_actor 84@ max_health_to 200 
02E2: set_actor 84@ weapon_accuracy_to 40 
0006: 172@ = 0 
00D6: if 
0039:   172@ == 0 
004D: jump_if_false @FINALEA_24489 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @FINALEA_24489 
04EB: AS_actor 84@ crouch -1 
0085: 109@ = 84@ // (int) 
0007: 111@ = 2561.076 
0007: 112@ = -1295.253 
0007: 113@ = 1053.647 
0050: gosub @FINALEA_31604 
0006: 172@ = 1 

:FINALEA_24489
009A: 85@ = create_actor_pedtype 24 model #MAFFA at 2561.128 -1284.657 1053.641 
0173: set_actor 85@ Z_angle_to 180.8092 
060B: set_actor 85@ decision_maker_to 47@ 
01B2: give_actor 85@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 85@ weapon_skill_to 2 
0860: link_actor 85@ to_interior 2 
02E2: set_actor 85@ weapon_accuracy_to 40 
0223: set_actor 85@ health_to 150 
08AF: set_actor 85@ max_health_to 150 
0006: 173@ = 0 
00D6: if 
0039:   173@ == 0 
004D: jump_if_false @FINALEA_24673 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @FINALEA_24673 
0085: 109@ = 85@ // (int) 
0007: 111@ = 2561.241 
0007: 112@ = -1292.802 
0007: 113@ = 1053.647 
0050: gosub @FINALEA_31604 
0006: 173@ = 1 

:FINALEA_24673
0006: 158@ = 8 

:FINALEA_24680
00D6: if 
0039:   187@ == 0 
004D: jump_if_false @FINALEA_24947 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2556.98 -1298.58 1052.0 cornerB 2569.69 -1035.12 1056.21 
004D: jump_if_false @FINALEA_24947 
0213: 139@ = create_pickup #HEALTH type 3 at 2552.298 -1306.06 1054.681 
009A: 87@ = create_actor_pedtype 24 model #MAFFA at 2566.716 -1305.75 1053.681 
0173: set_actor 87@ Z_angle_to 4.514 
060B: set_actor 87@ decision_maker_to 47@ 
01B2: give_actor 87@ weapon 28 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 87@ weapon_accuracy_to 70 
0860: link_actor 87@ to_interior 2 
0006: 175@ = 1 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 
009A: 92@ = create_actor_pedtype 24 model #SBFYSTR at 2557.072 -1302.799 1053.875 
0173: set_actor 92@ Z_angle_to 53.1978 
060B: set_actor 92@ decision_maker_to 47@ 
0223: set_actor 92@ health_to 5 
0605: actor 92@ perform_animation "STRIP_E" IFP "STRIP" framedelta 8.0 loop 1 lockX 1 lockY 1 lockF 0 time -1 
0006: 187@ = 1 

:FINALEA_24947
00D6: if 
0039:   186@ == 0 
004D: jump_if_false @FINALEA_25213 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2558.94 -1290.24 1052.74 cornerB 2568.72 -1283.56 1057.43 
004D: jump_if_false @FINALEA_25213 
0213: 136@ = create_pickup #BODYARMOUR type 3 at 2552.475 -1280.687 1054.686 
009A: 86@ = create_actor_pedtype 24 model #MAFFA at 2567.987 -1281.41 1053.687 
0173: set_actor 86@ Z_angle_to 178.685 
060B: set_actor 86@ decision_maker_to 47@ 
01B2: give_actor 86@ weapon 28 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 86@ weapon_accuracy_to 30 
0860: link_actor 86@ to_interior 2 
0006: 174@ = 1 
05E2: AS_actor 86@ kill_actor $PLAYER_ACTOR 
009A: 93@ = create_actor_pedtype 24 model #SBFYSTR at 2557.817 -1285.218 1053.876 
0173: set_actor 93@ Z_angle_to 288.0473 
060B: set_actor 93@ decision_maker_to 47@ 
0223: set_actor 93@ health_to 5 
0605: actor 93@ perform_animation "STRIP_A" IFP "STRIP" framedelta 8.0 loop 1 lockX 1 lockY 1 lockF 0 time -1 
0006: 186@ = 1 

:FINALEA_25213
00D6: if 
0039:   168@ == 1 
004D: jump_if_false @FINALEA_25341 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @FINALEA_25341 
00D6: if 
051A:   actor 80@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_25341 
00D6: if or
8118:   not actor 80@ dead 
0104:   actor 80@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_25329 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 
0006: 168@ = 2 
0002: jump @FINALEA_25341 

:FINALEA_25329
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
0006: 168@ = 2 

:FINALEA_25341
00D6: if 
0039:   171@ == 1 
004D: jump_if_false @FINALEA_25469 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @FINALEA_25469 
00D6: if or
051A:   actor 83@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 83@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_25469 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @FINALEA_25457 
05E2: AS_actor 83@ kill_actor $PLAYER_ACTOR 
0006: 171@ = 2 
0002: jump @FINALEA_25469 

:FINALEA_25457
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
0006: 171@ = 2 

:FINALEA_25469
00D6: if 
0039:   159@ == 1 
004D: jump_if_false @FINALEA_25522 
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @FINALEA_25522 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 159@ = 2 

:FINALEA_25522
00D6: if 
0039:   161@ == 1 
004D: jump_if_false @FINALEA_25575 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @FINALEA_25575 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 161@ = 2 

:FINALEA_25575
00D6: if 
0039:   162@ == 1 
004D: jump_if_false @FINALEA_25628 
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @FINALEA_25628 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 162@ = 2 

:FINALEA_25628
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @FINALEA_25681 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @FINALEA_25681 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 163@ = 2 

:FINALEA_25681
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @FINALEA_25734 
00D6: if 
0118:   actor 76@ dead 
004D: jump_if_false @FINALEA_25734 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 164@ = 2 

:FINALEA_25734
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @FINALEA_25787 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @FINALEA_25787 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 165@ = 3 

:FINALEA_25787
00D6: if 
0039:   166@ == 1 
004D: jump_if_false @FINALEA_25840 
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @FINALEA_25840 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 166@ = 2 

:FINALEA_25840
00D6: if or
0039:   168@ == 1 
0039:   168@ == 2 
004D: jump_if_false @FINALEA_25900 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @FINALEA_25900 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 168@ = 3 

:FINALEA_25900
00D6: if 
0039:   169@ == 1 
004D: jump_if_false @FINALEA_25953 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @FINALEA_25953 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 169@ = 2 

:FINALEA_25953
00D6: if 
0039:   170@ == 1 
004D: jump_if_false @FINALEA_26006 
00D6: if 
0118:   actor 82@ dead 
004D: jump_if_false @FINALEA_26006 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 170@ = 2 

:FINALEA_26006
00D6: if or
0039:   171@ == 1 
0039:   171@ == 2 
004D: jump_if_false @FINALEA_26066 
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @FINALEA_26066 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 171@ = 3 

:FINALEA_26066
00D6: if 
0039:   172@ == 1 
004D: jump_if_false @FINALEA_26119 
00D6: if 
0118:   actor 84@ dead 
004D: jump_if_false @FINALEA_26119 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 172@ = 2 

:FINALEA_26119
00D6: if 
0039:   173@ == 1 
004D: jump_if_false @FINALEA_26172 
00D6: if 
0118:   actor 85@ dead 
004D: jump_if_false @FINALEA_26172 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 173@ = 2 

:FINALEA_26172
00D6: if 
0039:   174@ == 1 
004D: jump_if_false @FINALEA_26225 
00D6: if 
0118:   actor 86@ dead 
004D: jump_if_false @FINALEA_26225 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 174@ = 2 

:FINALEA_26225
00D6: if 
0039:   175@ == 1 
004D: jump_if_false @FINALEA_26278 
00D6: if 
0118:   actor 87@ dead 
004D: jump_if_false @FINALEA_26278 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 175@ = 2 

:FINALEA_26278
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @FINALEA_26331 
00D6: if 
0118:   actor 88@ dead 
004D: jump_if_false @FINALEA_26331 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 176@ = 2 

:FINALEA_26331
00D6: if 
0039:   177@ == 1 
004D: jump_if_false @FINALEA_26384 
00D6: if 
0118:   actor 89@ dead 
004D: jump_if_false @FINALEA_26384 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 177@ = 2 

:FINALEA_26384
00D6: if 
0039:   158@ == 8 
004D: jump_if_false @FINALEA_26555 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2577.43 -1281.21 1050.83 cornerB 2584.7 -1291.47 1055.35 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2579.82 -1284.91 1054.12 radius 3.0 3.0 3.0 
004D: jump_if_false @FINALEA_26555 
00BC: show_text_highpriority GXT 'RM4_24' time 5000 flag 1  // ~s~Go get ~y~Big Smoke~s~.
0164: disable_marker 130@ 
018A: 130@ = create_checkpoint_at 2550.74 -1285.02 1060.62 
08DC: create_interior_marker 130@ at 2540.83 -1304.05 radius 1.0 
0006: 158@ = 9 

:FINALEA_26555
00D6: if 
0039:   158@ == 9 
004D: jump_if_false @FINALEA_27576 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2577.46 -1306.59 1058.27 cornerB 2571.97 -1275.1 1063.08 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2575.4 -1300.35 1061.016 radius 3.0 3.0 3.0 
004D: jump_if_false @FINALEA_27576 
0164: disable_marker 130@ 
009B: destroy_actor 92@ 
009B: destroy_actor 93@ 
009B: destroy_actor 71@ 
009B: destroy_actor 72@ 
009B: destroy_actor 73@ 
009B: destroy_actor 74@ 
009B: destroy_actor 75@ 
009B: destroy_actor 76@ 
009B: destroy_actor 77@ 
009B: destroy_actor 78@ 
009B: destroy_actor 79@ 
009B: destroy_actor 80@ 
009B: destroy_actor 81@ 
009B: destroy_actor 82@ 
009B: destroy_actor 83@ 
009B: destroy_actor 84@ 
009B: destroy_actor 85@ 
009B: destroy_actor 86@ 
009B: destroy_actor 87@ 
009B: destroy_actor 88@ 
009B: destroy_actor 89@ 
009B: destroy_actor 90@ 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:FINALEA_26795
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_26819 
0001: wait 0 ms 
0002: jump @FINALEA_26795 

:FINALEA_26819
04BB: select_interior 2 
02E4: load_cutscene_data 'RIOT_4C' 

:FINALEA_26834
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @FINALEA_26858 
0001: wait 0 ms 
0002: jump @FINALEA_26834 

:FINALEA_26858
02E7: start_cutscene 
016A: fade 1 time 1000 

:FINALEA_26867
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FINALEA_26891 
0001: wait 0 ms 
0002: jump @FINALEA_26867 

:FINALEA_26891
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:FINALEA_26906
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_26930 
0001: wait 0 ms 
0002: jump @FINALEA_26906 

:FINALEA_26930
0249: release_model #BALLAS3 
0249: release_model #MAFFA 
0249: release_model #CHROMEGUN 
0249: release_model #BFYRI 
04EF: release_animation "STRIP" 
04EF: release_animation "SWAT" 
0249: release_model #SBFYSTR 
0247: load_model #LSV2 
0247: load_model #BALLAS1 
0247: load_model #SFR1 
0247: load_model #AK47 
0247: load_model #IRGOGGLES 
023C: load_special_actor 'SMOKEV' as 2 // models 290-299 
038B: load_requested_models 

:FINALEA_27007
00D6: if 
823D:   not special_actor 2 loaded 
004D: jump_if_false @FINALEA_27033 
0001: wait 0 ms 
0002: jump @FINALEA_27007 

:FINALEA_27033
00D6: if or
8248:   not model #LSV2 available 
8248:   not model #BALLAS1 available 
8248:   not model #SFR1 available 
8248:   not model #AK47 available 
8248:   not model #IRGOGGLES available 
004D: jump_if_false @FINALEA_27078 
0001: wait 0 ms 
0002: jump @FINALEA_27033 

:FINALEA_27078
009A: $ACTOR_SMOKE = create_actor_pedtype 23 model #SPECIAL02 at 2549.918 -1284.457 1060.016 
0173: set_actor $ACTOR_SMOKE Z_angle_to 250.566 
060B: set_actor $ACTOR_SMOKE decision_maker_to 47@ 
01B2: give_actor $ACTOR_SMOKE weapon 30 ammo 999999 // Load the weapon model before using this 
02E2: set_actor $ACTOR_SMOKE weapon_accuracy_to 70 
093B: set_actor $ACTOR_SMOKE upper_body_damage_anims_only 1 
0223: set_actor $ACTOR_SMOKE health_to 10000 
08AF: set_actor $ACTOR_SMOKE max_health_to 2000 
0446: set_actor $ACTOR_SMOKE dismemberment_possible 0 
02A9: set_actor $ACTOR_SMOKE immune_to_nonplayer 1 
0187: 131@ = create_marker_above_actor $ACTOR_SMOKE 
08AD: link_actor $ACTOR_SMOKE to_enex_marker_at 2540.83 -1304.05 radius 1.0 
0648: unknown_actor $ACTOR_SMOKE task_set 2.0 // float 
0860: link_actor $ACTOR_SMOKE to_interior 2 
03C4: set_status_text $8000 type 1 GXT 'RM4_39' // global_variable  // Smoke's Health
0946: set_actor $ACTOR_SMOKE actions_uninterupted_by_weapon_fire 1 
00A1: put_actor $PLAYER_ACTOR at 2564.447 -1292.822 1060.016 
0173: set_actor $PLAYER_ACTOR Z_angle_to 58.5 
0215: destroy_pickup 133@ 
0215: destroy_pickup 134@ 
0215: destroy_pickup 135@ 
0215: destroy_pickup 136@ 
0215: destroy_pickup 137@ 
0215: destroy_pickup 138@ 
0215: destroy_pickup 139@ 
0213: 137@ = create_pickup #HEALTH type 3 at 2582.848 -1282.741 1065.391 
0213: 138@ = create_pickup #HEALTH type 3 at 2578.784 -1282.572 1065.4 
032B: 142@ = create_weapon_pickup #IRGOGGLES type 3 ammo 1 at 2575.03 -1281.598 1061.02 
0213: 133@ = create_pickup #BODYARMOUR type 3 at 2549.429 -1291.612 1061.024 
032B: 140@ = create_weapon_pickup #M4 type 2 ammo 99999 at 2549.632 -1294.612 1061.024 
032B: 141@ = create_weapon_pickup #CHROMEGUN type 2 ammo 99999 at 2552.09 -1294.106 1061.024 
03CB: set_rendering_origin_at 2552.31 -1286.25 1061.04 
00C0: set_current_time_hours_to 22 minutes_to 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 time 500 

:FINALEA_27499
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_27523 
0001: wait 0 ms 
0002: jump @FINALEA_27499 

:FINALEA_27523
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 193@ = 0 
0006: 194@ = 0 
0006: 195@ = 1 
03E5: show_text_box 'RM4_28'  // Smoke is wearing a bulletproof vest. To maximize the damage you inflict on him aim at other parts of his body.
0006: 158@ = 10 
0006: 147@ = 5 

:FINALEA_27576
00D6: if 
0039:   147@ == 5 
004D: jump_if_false @FINALEA_31446 
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @FINALEA_31213 
00D6: if 
0039:   188@ == 0 
004D: jump_if_false @FINALEA_27930 
05E2: AS_actor $ACTOR_SMOKE kill_actor $PLAYER_ACTOR 
0006: 145@ = 0 
009A: 75@ = create_actor_pedtype 24 model #SFR1 at 2554.729 -1281.952 1060.024 
0173: set_actor 75@ Z_angle_to 180.771 
060B: set_actor 75@ decision_maker_to 47@ 
01B2: give_actor 75@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 75@ weapon_skill_to 2 
04EB: AS_actor 75@ crouch -1 
0223: set_actor 75@ health_to 200 
08AF: set_actor 75@ max_health_to 200 
0085: 109@ = 75@ // (int) 
0007: 111@ = 2554.46 
0007: 112@ = -1284.412 
0007: 113@ = 1061.024 
0050: gosub @FINALEA_31604 
0006: 163@ = 1 
009A: 74@ = create_actor_pedtype 24 model #BALLAS1 at 2551.236 -1292.18 1060.02 
0173: set_actor 74@ Z_angle_to 6.0 
060B: set_actor 74@ decision_maker_to 47@ 
01B2: give_actor 74@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 74@ weapon_skill_to 2 
0223: set_actor 74@ health_to 200 
08AF: set_actor 74@ max_health_to 200 
0085: 109@ = 74@ // (int) 
0007: 111@ = 2551.259 
0007: 112@ = -1288.081 
0007: 113@ = 1061.02 
0050: gosub @FINALEA_31604 
0006: 162@ = 1 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 188@ = 1 

:FINALEA_27930
00D6: if 
0039:   188@ == 1 
004D: jump_if_false @FINALEA_28457 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @FINALEA_28457 
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @FINALEA_28117 
00D6: if 
80C2:   not sphere_onscreen 2551.2 -1291.727 1060.02 radius 5.0 
004D: jump_if_false @FINALEA_28117 
009A: 71@ = create_actor_pedtype 24 model #BALLAS1 at 2551.2 -1291.727 1060.02 
0173: set_actor 71@ Z_angle_to 0.0 
060B: set_actor 71@ decision_maker_to 47@ 
01B2: give_actor 71@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 71@ weapon_skill_to 2 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 71@ weapon_accuracy_to 30 
0223: set_actor 71@ health_to 200 
08AF: set_actor 71@ max_health_to 200 
0006: 159@ = 1 

:FINALEA_28117
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @FINALEA_28260 
00D6: if 
80C2:   not sphere_onscreen 2579.04 -1284.275 1064.4 radius 5.0 
004D: jump_if_false @FINALEA_28260 
009A: 72@ = create_actor_pedtype 24 model #LSV2 at 2579.04 -1284.275 1064.4 
0173: set_actor 72@ Z_angle_to 0.0 
060B: set_actor 72@ decision_maker_to 47@ 
01B2: give_actor 72@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 72@ weapon_skill_to 2 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 
0223: set_actor 72@ health_to 150 
08AF: set_actor 72@ max_health_to 150 
0006: 160@ = 1 

:FINALEA_28260
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @FINALEA_28411 
00D6: if 
80C2:   not sphere_onscreen 2576.94 -1300.388 1060.016 radius 1.0 
004D: jump_if_false @FINALEA_28411 
009A: 73@ = create_actor_pedtype 24 model #SFR1 at 2576.94 -1300.388 1060.016 
0173: set_actor 73@ Z_angle_to 0.0 
060B: set_actor 73@ decision_maker_to 47@ 
01B2: give_actor 73@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 73@ weapon_skill_to 2 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 73@ weapon_accuracy_to 30 
0223: set_actor 73@ health_to 200 
08AF: set_actor 73@ max_health_to 200 
0006: 161@ = 1 

:FINALEA_28411
00D6: if or
0039:   159@ == 1 
0039:   160@ == 1 
0039:   161@ == 1 
004D: jump_if_false @FINALEA_28457 
0006: 33@ = 0 
0006: 188@ = 2 

:FINALEA_28457
00D6: if 
0039:   188@ == 2 
004D: jump_if_false @FINALEA_28726 
00D6: if 
0039:   159@ == 1 
004D: jump_if_false @FINALEA_28528 
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @FINALEA_28528 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
0006: 188@ = 1 
0006: 159@ = 0 

:FINALEA_28528
00D6: if 
0039:   160@ == 1 
004D: jump_if_false @FINALEA_28581 
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @FINALEA_28581 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
0006: 188@ = 1 
0006: 160@ = 0 

:FINALEA_28581
00D6: if 
0039:   161@ == 1 
004D: jump_if_false @FINALEA_28634 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @FINALEA_28634 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
0006: 188@ = 1 
0006: 161@ = 0 

:FINALEA_28634
00D6: if 
0039:   162@ == 1 
004D: jump_if_false @FINALEA_28680 
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @FINALEA_28680 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
0006: 162@ = 0 

:FINALEA_28680
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @FINALEA_28726 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @FINALEA_28726 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
0006: 163@ = 0 

:FINALEA_28726
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @FINALEA_28780 
062E: get_actor $ACTOR_SMOKE task 1506 status_store_to 144@ // ret 7 if not found 
00D6: if 
04A4:   144@ == 7 // == constant 
004D: jump_if_false @FINALEA_28780 
0006: 145@ = 1 

:FINALEA_28780
00D6: if 
0039:   189@ == 0 
004D: jump_if_false @FINALEA_28857 
00D6: if 
0039:   190@ == 0 
004D: jump_if_false @FINALEA_28857 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @FINALEA_28857 
0006: 32@ = 10000 
0006: 190@ = 1 
0006: 189@ = 1 

:FINALEA_28857
00D6: if 
0039:   189@ == 1 
004D: jump_if_false @FINALEA_29064 
00D6: if 
0039:   190@ == 1 
004D: jump_if_false @FINALEA_29064 
00D6: if 
0019:   32@ > 5999 
004D: jump_if_false @FINALEA_29013 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2564.242 -1282.221 1064.41 radius 3.5 3.5 3.0 
004D: jump_if_false @FINALEA_28999 
05F5: AS_actor $ACTOR_SMOKE goto_point_using_paths 2564.242 -1282.221 1064.41 mode 6 time 20000 
0006: 190@ = 2 
0002: jump @FINALEA_29006 

:FINALEA_28999
0006: 189@ = 3 

:FINALEA_29006
0002: jump @FINALEA_29064 

:FINALEA_29013
00D6: if 
0104:   actor $ACTOR_SMOKE near_actor $PLAYER_ACTOR radius 3.0 3.0 1.5 sphere 0 
004D: jump_if_false @FINALEA_29064 
0006: 189@ = 2 
0006: 32@ = 10000 

:FINALEA_29064
00D6: if 
0039:   189@ == 1 
004D: jump_if_false @FINALEA_29184 
00D6: if 
00FE:   actor $ACTOR_SMOKE sphere 0 in_sphere 2564.242 -1282.221 1064.41 radius 3.5 3.5 3.0 
004D: jump_if_false @FINALEA_29184 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @FINALEA_29163 
05E2: AS_actor $ACTOR_SMOKE kill_actor $PLAYER_ACTOR 
0006: 145@ = 0 

:FINALEA_29163
0006: 32@ = 0 
0006: 190@ = 1 
0006: 189@ = 2 

:FINALEA_29184
00D6: if 
0039:   189@ == 2 
004D: jump_if_false @FINALEA_29391 
00D6: if 
0039:   190@ == 1 
004D: jump_if_false @FINALEA_29391 
00D6: if 
0019:   32@ > 4999 
004D: jump_if_false @FINALEA_29340 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2575.35 -1295.873 1061.85 radius 5.5 5.5 3.5 
004D: jump_if_false @FINALEA_29326 
05F5: AS_actor $ACTOR_SMOKE goto_point_using_paths 2575.35 -1295.873 1061.85 mode 6 time 20000 
0006: 190@ = 2 
0002: jump @FINALEA_29333 

:FINALEA_29326
0006: 189@ = 4 

:FINALEA_29333
0002: jump @FINALEA_29391 

:FINALEA_29340
00D6: if 
0104:   actor $ACTOR_SMOKE near_actor $PLAYER_ACTOR radius 3.0 3.0 1.5 sphere 0 
004D: jump_if_false @FINALEA_29391 
0006: 189@ = 4 
0006: 32@ = 10000 

:FINALEA_29391
00D6: if 
0039:   189@ == 2 
004D: jump_if_false @FINALEA_29511 
00D6: if 
00FE:   actor $ACTOR_SMOKE sphere 0 in_sphere 2575.35 -1295.873 1061.85 radius 3.5 3.5 3.0 
004D: jump_if_false @FINALEA_29511 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @FINALEA_29490 
05E2: AS_actor $ACTOR_SMOKE kill_actor $PLAYER_ACTOR 
0006: 145@ = 0 

:FINALEA_29490
0006: 32@ = 0 
0006: 190@ = 1 
0006: 189@ = 3 

:FINALEA_29511
00D6: if 
0039:   189@ == 3 
004D: jump_if_false @FINALEA_29720 
00D6: if 
0039:   190@ == 1 
004D: jump_if_false @FINALEA_29720 
00D6: if 
0019:   32@ > 4999 
004D: jump_if_false @FINALEA_29669 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2558.181 -1303.748 1061.024 radius 6.0 6.0 3.5 
004D: jump_if_false @FINALEA_29655 
05F5: AS_actor $ACTOR_SMOKE goto_point_using_paths 2558.181 -1303.748 1061.024 mode 6 time 200000 
0006: 190@ = 2 
0002: jump @FINALEA_29662 

:FINALEA_29655
0006: 189@ = 1 

:FINALEA_29662
0002: jump @FINALEA_29720 

:FINALEA_29669
00D6: if 
0104:   actor $ACTOR_SMOKE near_actor $PLAYER_ACTOR radius 3.0 3.0 1.5 sphere 0 
004D: jump_if_false @FINALEA_29720 
0006: 189@ = 1 
0006: 32@ = 10000 

:FINALEA_29720
00D6: if 
0039:   189@ == 3 
004D: jump_if_false @FINALEA_29840 
00D6: if 
00FE:   actor $ACTOR_SMOKE sphere 0 in_sphere 2558.181 -1303.748 1061.024 radius 3.5 3.5 3.0 
004D: jump_if_false @FINALEA_29840 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @FINALEA_29819 
05E2: AS_actor $ACTOR_SMOKE kill_actor $PLAYER_ACTOR 
0006: 145@ = 0 

:FINALEA_29819
0006: 32@ = 0 
0006: 190@ = 1 
0006: 189@ = 4 

:FINALEA_29840
00D6: if 
0039:   189@ == 4 
004D: jump_if_false @FINALEA_30047 
00D6: if 
0039:   190@ == 1 
004D: jump_if_false @FINALEA_30047 
00D6: if 
0019:   32@ > 5999 
004D: jump_if_false @FINALEA_29996 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2553.233 -1282.609 1061.024 radius 4.0 4.0 3.5 
004D: jump_if_false @FINALEA_29982 
05F5: AS_actor $ACTOR_SMOKE goto_point_using_paths 2553.233 -1282.609 1061.024 mode 6 time 20000 
0006: 190@ = 2 
0002: jump @FINALEA_29989 

:FINALEA_29982
0006: 189@ = 2 

:FINALEA_29989
0002: jump @FINALEA_30047 

:FINALEA_29996
00D6: if 
0104:   actor $ACTOR_SMOKE near_actor $PLAYER_ACTOR radius 3.0 3.0 1.5 sphere 0 
004D: jump_if_false @FINALEA_30047 
0006: 189@ = 2 
0006: 32@ = 10000 

:FINALEA_30047
00D6: if 
0039:   189@ == 4 
004D: jump_if_false @FINALEA_30167 
00D6: if 
00FE:   actor $ACTOR_SMOKE sphere 0 in_sphere 2553.233 -1282.609 1061.024 radius 4.0 4.0 3.0 
004D: jump_if_false @FINALEA_30167 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @FINALEA_30146 
05E2: AS_actor $ACTOR_SMOKE kill_actor $PLAYER_ACTOR 
0006: 145@ = 0 

:FINALEA_30146
0006: 32@ = 0 
0006: 190@ = 1 
0006: 189@ = 1 

:FINALEA_30167
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @FINALEA_30288 
0226: $8000 = actor $ACTOR_SMOKE health 
000C: $8000 -= 8000 
0014: $8000 /= 20 
00D6: if 
002A:   0 >= $8000 
004D: jump_if_false @FINALEA_30231 
0004: $8000 = 0 

:FINALEA_30231
00D6: if 
0039:   191@ == 0 
004D: jump_if_false @FINALEA_30288 
00D6: if 
001A:   80 > $8000 
004D: jump_if_false @FINALEA_30288 
0006: 196@ = 1 
0924: enable_screen_darkness 1 with_value 200 
0006: 191@ = 1 

:FINALEA_30288
00D6: if 
8118:   not actor $ACTOR_SMOKE dead 
004D: jump_if_false @FINALEA_30576 
0226: 94@ = actor $ACTOR_SMOKE health 
00D6: if 
002B:   8000 >= 94@ 
004D: jump_if_false @FINALEA_30576 
0004: $8000 = 0 
05BE: AS_actor $ACTOR_SMOKE die 
0924: enable_screen_darkness 0 with_value -1 
08B2: enable_thermal_vision 0 
0151: remove_status_text $8000 
01B4: set_player $PLAYER_CHAR can_move 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 100.0 radius 100.0 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @FINALEA_30420 
05BE: AS_actor 71@ die 

:FINALEA_30420
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @FINALEA_30441 
05BE: AS_actor 72@ die 

:FINALEA_30441
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @FINALEA_30462 
05BE: AS_actor 73@ die 

:FINALEA_30462
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @FINALEA_30483 
05BE: AS_actor 74@ die 

:FINALEA_30483
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_30504 
05BE: AS_actor 75@ die 

:FINALEA_30504
0006: 32@ = 0 
0006: 33@ = 0 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 195@ = 2 
016A: fade 0 time 2500 

:FINALEA_30538
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_30562 
0001: wait 0 ms 
0002: jump @FINALEA_30538 

:FINALEA_30562
0002: jump @FINALEA_32590 
0006: 32@ = 0 

:FINALEA_30576
00D6: if 
0039:   191@ == 1 
004D: jump_if_false @FINALEA_30761 
00D6: if 
0039:   192@ == 0 
004D: jump_if_false @FINALEA_30704 
00D6: if 
0214:   pickup 142@ picked_up 
004D: jump_if_false @FINALEA_30653 
03E5: show_text_box 'RM4_36'  // ~s~Use the thermal vision to spot ~r~Smoke ~s~and his goons more easily.
0006: 192@ = 3 
0002: jump @FINALEA_30704 

:FINALEA_30653
03DC: 132@ = create_marker_above_pickup 142@ 
08DC: create_interior_marker 132@ at 2540.83 -1304.05 radius 1.0 
00BC: show_text_highpriority GXT 'RM4_31' time 7000 flag 1  // ~s~Smoke has switched the lights off go get the ~g~thermal goggles ~s~by the lower window.
0006: 192@ = 1 

:FINALEA_30704
00D6: if 
0039:   192@ == 1 
004D: jump_if_false @FINALEA_30761 
00D6: if 
0214:   pickup 142@ picked_up 
004D: jump_if_false @FINALEA_30761 
0164: disable_marker 132@ 
03E5: show_text_box 'RM4_36'  // ~s~Use the thermal vision to spot ~r~Smoke ~s~and his goons more easily.
0006: 192@ = 2 

:FINALEA_30761
00D6: if 
0039:   195@ == 1 
004D: jump_if_false @FINALEA_31206 
0050: gosub @FINALEA_31495 
00D6: if 
0039:   193@ == 0 
004D: jump_if_false @FINALEA_30853 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_30853 
04AF: 125@ = 33298 // = constant 
05AA: 126@s = 'ROT4_UA' // @s = 'short'  // ~z~You wearing body armor, Smoke?
0050: gosub @FINALEA_31453 

:FINALEA_30853
00D6: if 
0039:   193@ == 1 
004D: jump_if_false @FINALEA_30920 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_30920 
04AF: 125@ = 33299 // = constant 
05AA: 126@s = 'ROT4_UB' // @s = 'short'  // ~z~Man, I'm disappointed in you - I thought you was gangsta!
0050: gosub @FINALEA_31453 

:FINALEA_30920
00D6: if 
0039:   193@ == 2 
004D: jump_if_false @FINALEA_30987 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_30987 
04AF: 125@ = 33300 // = constant 
05AA: 126@s = 'ROT4_UC' // @s = 'short'  // ~z~Hey, I'm a motherfucking celebrity.
0050: gosub @FINALEA_31453 

:FINALEA_30987
00D6: if 
0039:   193@ == 3 
004D: jump_if_false @FINALEA_31054 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_31054 
04AF: 125@ = 33301 // = constant 
05AA: 126@s = 'ROT4_UD' // @s = 'short'  // ~z~All kinds of crazy cats out there want a piece of me!
0050: gosub @FINALEA_31453 

:FINALEA_31054
00D6: if 
0039:   193@ == 4 
004D: jump_if_false @FINALEA_31121 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_31121 
04AF: 125@ = 33303 // = constant 
05AA: 126@s = 'ROT4_ZB' // @s = 'short'  // ~z~Somebody save the Smoke!
0050: gosub @FINALEA_31453 

:FINALEA_31121
00D6: if 
0039:   196@ == 1 
004D: jump_if_false @FINALEA_31206 
00D6: if 
0039:   193@ == 5 
004D: jump_if_false @FINALEA_31206 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_31206 
04AF: 125@ = 33302 // = constant 
05AA: 126@s = 'RM4_31' // @s = 'short'  // ~s~Smoke has switched the lights off go get the ~g~thermal goggles ~s~by the lower window.
0050: gosub @FINALEA_31453 

:FINALEA_31206
0002: jump @FINALEA_31446 

:FINALEA_31213
0004: $8000 = 0 
0924: enable_screen_darkness 0 with_value -1 
08B2: enable_thermal_vision 0 
0151: remove_status_text $8000 
01B4: set_player $PLAYER_CHAR can_move 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 100.0 radius 100.0 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @FINALEA_31297 
05BE: AS_actor 71@ die 

:FINALEA_31297
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @FINALEA_31318 
05BE: AS_actor 72@ die 

:FINALEA_31318
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @FINALEA_31339 
05BE: AS_actor 73@ die 

:FINALEA_31339
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @FINALEA_31360 
05BE: AS_actor 74@ die 

:FINALEA_31360
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_31381 
05BE: AS_actor 75@ die 

:FINALEA_31381
0006: 32@ = 0 
0006: 33@ = 0 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 195@ = 2 
016A: fade 0 time 2500 

:FINALEA_31415
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_31439 
0001: wait 0 ms 
0002: jump @FINALEA_31415 

:FINALEA_31439
0002: jump @FINALEA_32590 

:FINALEA_31446
0002: jump @FINALEA_1473 

:FINALEA_31453
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_31493 
03CF: load_wav 125@ as 1 
05AA: 123@s = 126@s // @s = 'short' 
0006: 194@ = 1 

:FINALEA_31493
0051: return 

:FINALEA_31495
00D6: if 
0039:   194@ == 1 
004D: jump_if_false @FINALEA_31549 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @FINALEA_31549 
00BC: show_text_highpriority GXT 123@s time 4000 flag 1 
03D1: play_wav 1 
0006: 194@ = 2 

:FINALEA_31549
00D6: if 
0039:   194@ == 2 
004D: jump_if_false @FINALEA_31602 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @FINALEA_31602 
000A: 193@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 194@ = 0 

:FINALEA_31602
0051: return 

:FINALEA_31604
0615: define_AS_pack_begin 103@ 
05D3: AS_actor -1 goto_point 111@ 112@ 113@ mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 103@ 
0618: assign_actor 109@ to_AS_pack 103@ 
061B: remove_references_to_AS_pack 103@ 
0051: return 

:FINALEA_31653
0615: define_AS_pack_begin 104@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 104@ 
0618: assign_actor 109@ to_AS_pack 104@ 
061B: remove_references_to_AS_pack 104@ 
0051: return 

:FINALEA_31697
0615: define_AS_pack_begin 105@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 105@ 
0618: assign_actor 109@ to_AS_pack 105@ 
061B: remove_references_to_AS_pack 105@ 
0051: return 

:FINALEA_31735
0615: define_AS_pack_begin 116@ 
05D3: AS_actor -1 goto_point 111@ 112@ 113@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 118@ 119@ 120@ mode 6 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 116@ 
0618: assign_actor 109@ to_AS_pack 116@ 
061B: remove_references_to_AS_pack 116@ 
0051: return 
0615: define_AS_pack_begin 106@ 
0605: actor -1 perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 106@ 
0618: assign_actor 109@ to_AS_pack 106@ 
061B: remove_references_to_AS_pack 106@ 
0051: return 

:FINALEA_31890
0615: define_AS_pack_begin 107@ 
0605: actor -1 perform_animation "CROUCH_ROLL_L" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 107@ 
0618: assign_actor 109@ to_AS_pack 107@ 
061B: remove_references_to_AS_pack 107@ 
0051: return 

:FINALEA_31973
0615: define_AS_pack_begin 108@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 117@ 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 111@ 112@ 113@ angle 121@ radius -1.0 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 108@ loop 1 
0616: define_AS_pack_end 108@ 
0618: assign_actor 109@ to_AS_pack 108@ 
061B: remove_references_to_AS_pack 108@ 
0051: return 

:FINALEA_32214
0615: define_AS_pack_begin 110@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 117@ 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 111@ 112@ 113@ angle 121@ radius -1.0 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 110@ loop 1 
0616: define_AS_pack_end 110@ 
0618: assign_actor 109@ to_AS_pack 110@ 
061B: remove_references_to_AS_pack 110@ 
0051: return 

:FINALEA_32455
0615: define_AS_pack_begin 122@ 
05D3: AS_actor -1 goto_point 111@ 112@ 113@ mode 7 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05C5: AS_actor -1 cower -1 ms 
0616: define_AS_pack_end 122@ 
0618: assign_actor 109@ to_AS_pack 122@ 
061B: remove_references_to_AS_pack 122@ 
0051: return 

:FINALEA_32509
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0778: recreate_objects_in_object_group "CARTER" 
0108: destroy_object $2721 
029B: $2721 = init_object #IMY_SHASH_WALL at 2522.008 -1272.93 35.609 
01C7: remove_object_from_mission_cleanup_list $2721 
071F: set_object $2721 health_to 100 
07F7: set_object $2721 destructible 0 
0550: keep_object $2721 in_memory 1 
0051: return 

:FINALEA_32590
0006: 201@ = 1 
0008: $RIOT_TOTAL_PASSED_MISSIONS += 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0776: create_objects_in_object_group "CARTER" 
0051: return 

:FINALEA_32621
04C1: remove_references_to_roadblocks 
08E7: disable_entrance_markers 0 
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @FINALEA_32650 
09B0: set_car $SWEET_CAR accessible_for_player_using_controller 1 

:FINALEA_32650
0164: disable_marker 128@ 
0164: disable_marker 129@ 
0164: disable_marker 130@ 
0164: disable_marker 131@ 
0164: disable_marker 132@ 
0215: destroy_pickup 133@ 
0215: destroy_pickup 134@ 
0215: destroy_pickup 135@ 
0215: destroy_pickup 136@ 
0215: destroy_pickup 137@ 
0215: destroy_pickup 138@ 
0215: destroy_pickup 139@ 
0215: destroy_pickup 140@ 
0215: destroy_pickup 141@ 
0215: destroy_pickup 142@ 
0215: destroy_pickup 143@ 
0151: remove_status_text $8000 
0650: destroy_particle 102@ 
0108: destroy_object 96@ 
0108: destroy_object 97@ 
0108: destroy_object 98@ 
0108: destroy_object 99@ 
0108: destroy_object 100@ 
0108: destroy_object 101@ 
0249: release_model #SWATVAN 
0249: release_model #COPCARLA 
0249: release_model #BALLAS1 
0249: release_model #SULTAN 
0296: unload_special_actor 1 
0249: release_model #BMX 
0249: release_model #MP5LNG 
0249: release_model #AK47 
0249: release_model #BFYPRO 
04EF: release_animation "CRACK" 
0249: release_model #BALLAS2 
0249: release_model #LSV1 
0249: release_model #SWAT 
04EF: release_animation "SWAT" 
0249: release_model #IMCOMPMOVEDR1_LAS 
0873: release_path 287 
0249: release_model #BMYCG 
0249: release_model #HMYCM 
0249: release_model #SFR1 
0249: release_model #M4 
0249: release_model #COLT45 
0249: release_model #BARREL4 
0249: release_model #BALLAS3 
0249: release_model #MAFFA 
0249: release_model #MICRO_UZI 
0249: release_model #CHROMEGUN 
0249: release_model #BFYRI 
04EF: release_animation "STRIP" 
0249: release_model #SBFYSTR 
0249: release_model #LSV2 
0249: release_model #IRGOGGLES 
0296: unload_special_actor 2 
06D0: enable_emergency_traffic 1 
03C7: set_sensitivity_to_crime 1.0 
01F0: set_max_wanted_level_to 6 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2356.4 -1233.16 30.6 cornerB 2382.19 -1329.65 21.49 
022A: remove_forbidden_for_peds_cube_cornerA 2356.4 -1233.16 30.6 cornerB 2382.19 -1329.65 21.49 
01E7: remove_forbidden_for_cars_cube_cornerA 2522.74 -1260.01 30.28 cornerB 2499.0 -1322.01 31.76 
022A: remove_forbidden_for_peds_cube_cornerA 2522.74 -1260.01 30.28 cornerB 2499.0 -1322.01 31.76 
01E7: remove_forbidden_for_cars_cube_cornerA 2431.9 -1268.06 30.6 cornerB 2474.9 -1240.38 20.84 
022A: remove_forbidden_for_peds_cube_cornerA 2431.9 -1268.06 30.6 cornerB 2474.9 -1240.38 20.84 
031A: remove_all_fires 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FINALEA_33182 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 

:FINALEA_33182
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @FINALEA_33220 
02AA: set_car 57@ immune_to_nonplayer 0 
02AC: set_car 57@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FINALEA_33220
00D6: if 
8119:   not car $SWEET_CAR wrecked 
004D: jump_if_false @FINALEA_33251 
02AC: set_car $SWEET_CAR immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FINALEA_33251
0004: $ONMISSION = 0 
00D8: mission_cleanup 
00D6: if 
0039:   201@ == 1 
004D: jump_if_false @FINALEA_33284 
016A: fade 0 time 0 

:FINALEA_33284
0051: return 

//-------------Mission 111---------------
// Originally: End Of The Line (2)

:FINALEB
0050: gosub @FINALEB_36 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @FINALEB_27 
0050: gosub @FINALEB_18415 

:FINALEB_27
0050: gosub @FINALEB_18556 
004E: end_thread 

:FINALEB_36
0004: $ONMISSION = 1 
03A4: name_thread 'FINALEB' 
0001: wait 0 ms 
054C: use_GXT_table 'RIOT4' 
060A: create_decision_maker_type 0 store_to 97@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 98@ // decision\allowed\m_.ped files 
01F0: set_max_wanted_level_to 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0169: set_fade_color_RGB 0 0 0 
04BB: select_interior 2 
02E4: load_cutscene_data 'RIOT_4D' 

:FINALEB_121
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @FINALEB_145 
0001: wait 0 ms 
0002: jump @FINALEB_121 

:FINALEB_145
02E7: start_cutscene 
016A: fade 1 time 1000 

:FINALEB_154
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FINALEB_178 
0001: wait 0 ms 
0002: jump @FINALEB_154 

:FINALEB_178
02EA: end_cutscene 
016A: fade 0 time 0 

:FINALEB_186
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEB_210 
0001: wait 0 ms 
0002: jump @FINALEB_186 

:FINALEB_210
0247: load_model #BALLAS1 
0247: load_model #BALLAS3 
0247: load_model #LSV2 
0247: load_model #NVGOGGLES 
0247: load_model #CHROMEGUN 
0247: load_model #MICRO_UZI 
0247: load_model #M4 
04ED: load_animation "SWAT" 
0247: load_model #FIRE_EX 
023C: load_special_actor 'SMOKEV' as 1 // models 290-299 
023C: load_special_actor 'TENPEN' as 2 // models 290-299 
03CF: load_wav 33304 as 1 
038B: load_requested_models 

:FINALEB_292
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
83D0:   not wav 1 loaded 
004D: jump_if_false @FINALEB_326 
0001: wait 0 ms 
0002: jump @FINALEB_292 

:FINALEB_326
00D6: if or
8248:   not model #BALLAS1 available 
8248:   not model #BALLAS3 available 
8248:   not model #LSV2 available 
8248:   not model #NVGOGGLES available 
004D: jump_if_false @FINALEB_365 
0001: wait 0 ms 
0002: jump @FINALEB_326 

:FINALEB_365
00D6: if or
8248:   not model #CHROMEGUN available 
8248:   not model #MICRO_UZI available 
8248:   not model #M4 available 
84EE:   not animation "SWAT" loaded 
8248:   not model #FIRE_EX available 
004D: jump_if_false @FINALEB_415 
0001: wait 0 ms 
0002: jump @FINALEB_365 

:FINALEB_415
0006: 132@ = 0 
0006: 133@ = 0 
0006: 134@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 
0006: 143@ = 0 
0006: 144@ = 0 
0006: 145@ = 0 
0006: 146@ = 0 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 0 
0006: 151@ = 0 
0006: 152@ = 0 
0006: 153@ = 0 
0006: 154@ = 0 
0006: 155@ = 0 
0004: $8007 = 420000 
0006: 156@ = 0 
0006: 171@ = 0 
0006: 172@ = 0 
0006: 173@ = 0 
0006: 174@ = 0 
0006: 175@ = 0 
0006: 176@ = 0 
0006: 177@ = 0 
0006: 178@ = 0 
0006: 179@ = 0 
0006: 180@ = 0 
0006: 181@ = 0 
0006: 182@ = 0 
0006: 183@ = 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0828: set_max_fire_generations 0 
03C7: set_sensitivity_to_crime 0.0 
06D0: enable_emergency_traffic 0 

:FINALEB_720
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @FINALEB_746 
0002: jump @FINALEB_18535 

:FINALEB_746
00D6: if 
001B:   9 > 132@ 
004D: jump_if_false @FINALEB_999 
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @FINALEB_950 
00D6: if 
002A:   0 >= $8007 
004D: jump_if_false @FINALEB_950 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
020C: create_explosion_with_radius 0 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0009: $TEMPVAR_X_COORD += 0.0 
000D: $TEMPVAR_Y_COORD -= 0.5 
0009: $TEMPVAR_Z_COORD += 0.7 
020C: create_explosion_with_radius 2 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
000D: $TEMPVAR_X_COORD -= 1.0 
0009: $TEMPVAR_Y_COORD += 2.0 
020C: create_explosion_with_radius 4 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0009: $TEMPVAR_X_COORD += 1.5 
0009: $TEMPVAR_Y_COORD += 2.0 
020C: create_explosion_with_radius 0 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0006: 33@ = 0 
0006: 154@ = 1 

:FINALEB_950
00D6: if 
0039:   154@ == 1 
004D: jump_if_false @FINALEB_999 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @FINALEB_999 
05BE: AS_actor $PLAYER_ACTOR die 
0006: 154@ = 2 

:FINALEB_999
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @FINALEB_1389 
00D6: if 
0039:   152@ == 0 
004D: jump_if_false @FINALEB_1389 
009A: $ACTOR_SMOKE = create_actor_pedtype 23 model #SPECIAL01 at 2553.2 -1284.857 1060.024 
0173: set_actor $ACTOR_SMOKE Z_angle_to 90.0 
0860: link_actor $ACTOR_SMOKE to_interior 2 
05BE: AS_actor $ACTOR_SMOKE die 
0213: 124@ = create_pickup #BODYARMOUR type 3 at 2552.31 -1286.274 1061.024 
032B: 131@ = create_weapon_pickup #AK47 type 3 ammo 99999 at 2552.36 -1283.15 1061.02 
00A1: put_actor $PLAYER_ACTOR at 2553.734 -1285.256 1060.024 
0173: set_actor $PLAYER_ACTOR Z_angle_to 79.954 
0860: link_actor $PLAYER_ACTOR to_interior 2 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2550.604 -1294.586 1044.802 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2551.601 -1294.649 1044.762 switchstyle 2 
009A: 49@ = create_actor_pedtype 23 model #SPECIAL02 at 2556.988 -1297.499 1043.13 
0173: set_actor 49@ Z_angle_to 27.2743 
060B: set_actor 49@ decision_maker_to 97@ 
01B2: give_actor 49@ weapon 25 ammo 99999 // Load the weapon model before using this 
03CB: set_rendering_origin_at 2552.29 -1294.24 1044.84 
0395: clear_area 0 at 2552.38 -1294.06 1044.84 radius 100.0 
03CB: set_rendering_origin_at 2552.29 -1294.24 1044.84 
00C0: set_current_time_hours_to 0 minutes_to 0 
016A: fade 1 time 500 

:FINALEB_1358
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEB_1382 
0001: wait 0 ms 
0002: jump @FINALEB_1358 

:FINALEB_1382
0006: 152@ = 1 

:FINALEB_1389
00D6: if 
0039:   152@ == 1 
004D: jump_if_false @FINALEB_2209 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEB_2209 
0668: AS_actor 49@ rotate_and_shoot_at 2552.29 -1294.24 1044.84 1000 ms 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @FINALEB_1481 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'ROT4_ZC' time 3500 flag 1  // ~z~Carl, you motherfucking piece of shit gang-banging cocksucker!

:FINALEB_1481
0001: wait 500 ms 
02CF: 61@ = create_fire_at 2552.38 -1294.06 1044.84 propagation 0 size 1 
0707: start_scene_skip_to @FINALEB_2227 
0001: wait 200 ms 
02CF: 62@ = create_fire_at 2553.33 -1293.89 1044.87 propagation 0 size 2 
0001: wait 300 ms 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEB_1591 
05D3: AS_actor 49@ goto_point 25566.84 -1297.272 1043.17 mode 4 time -1 ms // versionA 

:FINALEB_1591
0001: wait 2500 ms 
015F: set_camera_position 2565.816 -1296.732 1044.403 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2564.824 -1296.613 1044.444 switchstyle 2 
00BC: show_text_highpriority GXT 'RM4_38' time 10000 flag 1  // ~s~Tenpenny has caused an explosion, the lighting in the building is off and the whole place is beginning to burn down. You need to get out of here quick!
0001: wait 3250 ms 
0948: create_explosion_at 2553.19 -1293.58 1044.29 type 4 camera_shake 0.4 
0001: wait 200 ms 
0948: create_explosion_at 2558.53 -1293.88 1044.58 type 0 camera_shake 0.3 
0001: wait 500 ms 
0948: create_explosion_at 2552.78 -1293.24 1045.32 type 0 camera_shake 0.4 
0924: enable_screen_darkness 0 with_value 175 
0001: wait 100 ms 
0948: create_explosion_at 2557.6 -1294.57 1043.49 type 2 camera_shake 0.5 
0001: wait 500 ms 
0948: create_explosion_at 2555.86 -1293.27 1043.91 type 2 camera_shake 0.6 
0001: wait 50 ms 
0948: create_explosion_at 2558.73 -1293.4 1044.36 type 4 camera_shake 0.6 
0001: wait 50 ms 
00C0: set_current_time_hours_to 0 minutes_to 0 
08FD: enable_heat_visuals 1 
0924: enable_screen_darkness 1 with_value 100 
02CF: 77@ = create_fire_at 2567.77 -1294.03 1045.5 propagation 0 size 3 
02CF: 68@ = create_fire_at 2541.687 -1289.68 1043.0 propagation 1 size 1 
02CF: 83@ = create_fire_at 2559.45 -1303.65 1044.0 propagation 0 size 2 
02CF: 85@ = create_fire_at 2564.72 -1296.06 1042.91 propagation 0 size 2 
02CF: 75@ = create_fire_at 2570.115 -1301.434 1043.8 propagation 0 size 2 
0001: wait 250 ms 
0924: enable_screen_darkness 0 with_value 120 
02CF: 81@ = create_fire_at 2559.37 -1284.76 1044.1 propagation 0 size 2 
0001: wait 500 ms 
0924: enable_screen_darkness 1 with_value 140 
02CF: 70@ = create_fire_at 2538.751 -1291.7 1044.17 propagation 0 size 2 
02CF: 73@ = create_fire_at 2541.56 -1292.35 1044.1 propagation 0 size 3 
02CF: 88@ = create_fire_at 2551.47 -1297.2 1044.17 propagation 0 size 2 
02CF: 89@ = create_fire_at 2551.425 -1298.4 1044.1 propagation 0 size 2 
0001: wait 400 ms 
0924: enable_screen_darkness 0 with_value 150 
0001: wait 500 ms 
02CF: 94@ = create_fire_at 2551.33 -1295.311 1043.8 propagation 0 size 3 
02CF: 91@ = create_fire_at 2541.36 -1300.36 1044.1 propagation 0 size 2 
0924: enable_screen_darkness 1 with_value 180 
0001: wait 3000 ms 
0006: 152@ = 2 

:FINALEB_2209
00D6: if 
0039:   152@ == 2 
004D: jump_if_false @FINALEB_2587 

:FINALEB_2227
0701: end_scene_skip 
03D5: remove_text 'ROT4_ZC'  // ~z~Carl, you motherfucking piece of shit gang-banging cocksucker!
040D: unload_wav 1 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
009B: destroy_actor 49@ 
08FD: enable_heat_visuals 0 
0924: enable_screen_darkness 1 with_value 200 
00C0: set_current_time_hours_to 0 minutes_to 0 
04E3: unknown_set_player $PLAYER_CHAR flag 7 time 360000 
031A: remove_all_fires 
0213: 125@ = create_pickup #HEALTH type 3 at 2524.0 -1283.0 1048.337 
0213: 120@ = create_pickup #BODYARMOUR type 3 at 2527.783 -1288.816 1031.43 
0213: 121@ = create_pickup #BODYARMOUR type 3 at 2580.953 -1285.117 1044.173 
0213: 122@ = create_pickup #BODYARMOUR type 3 at 2520.4 -1281.287 1054.681 
0213: 126@ = create_pickup #HEALTH type 3 at 2552.298 -1306.06 1054.681 
0213: 127@ = create_pickup #HEALTH type 3 at 2570.839 -1285.818 1037.821 
0213: 123@ = create_pickup #BODYARMOUR type 3 at 2552.475 -1280.687 1054.686 
01B2: give_actor $PLAYER_ACTOR weapon 44 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 44 
0249: release_model #NVGOGGLES 
00BC: show_text_highpriority GXT 'RM4_33' time 10000 flag 1  // ~s~Use the night vision goggles you have just picked up from Big Smoke to help you see in the dark and ~y~escape ~s~the building as quick as possible.
03C3: set_timer_to $8007 type 1 GXT 'RM4_34' // global_variable  // Time
0890: enable_sound_when_timer $8007 reach 32 seconds // global_variable 
018A: 118@ = create_checkpoint_at 2577.82 -1284.6 1053.99 
08DC: create_interior_marker 118@ at 2540.83 -1304.05 radius 1.0 
0006: 32@ = 0 
0006: 132@ = 1 
0006: 152@ = 3 

:FINALEB_2587
00D6: if 
001B:   3 > 132@ 
004D: jump_if_false @FINALEB_2662 
00D6: if 
0039:   155@ == 0 
004D: jump_if_false @FINALEB_2662 
00D6: if 
0019:   32@ > 7000 
004D: jump_if_false @FINALEB_2662 
00BE: text_clear_all 
03E5: show_text_box 'RM4_32'  // To use the night vision goggles select them from your inventory and press ~k~~PED_FIREWEAPON~.
0006: 155@ = 1 

:FINALEB_2662
00D6: if 
001B:   4 > 132@ 
004D: jump_if_false @FINALEB_2737 
00D6: if 
0039:   155@ == 2 
004D: jump_if_false @FINALEB_2737 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @FINALEB_2737 
00BE: text_clear_all 
03E5: show_text_box 'RM4_40'  // Night vision can brighten up fires, so you may have to switch between night vision and normal vision to help you see fires more clearly.
0006: 155@ = 3 

:FINALEB_2737
00D6: if 
0039:   132@ == 1 
004D: jump_if_false @FINALEB_3721 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2578.21 -1284.87 1053.95 radius 5.0 5.0 5.0 
004D: jump_if_false @FINALEB_3721 
0164: disable_marker 118@ 
018A: 118@ = create_checkpoint_at 2521.89 -1301.98 1047.54 
08DC: create_interior_marker 118@ at 2540.83 -1304.05 radius 1.0 
00BE: text_clear_all 
009A: 34@ = create_actor_pedtype 24 model #LSV2 at 2574.5 -1296.029 1054.687 
0173: set_actor 34@ Z_angle_to 4.7018 
060B: set_actor 34@ decision_maker_to 97@ 
01B2: give_actor 34@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 34@ weapon_skill_to 2 
0860: link_actor 34@ to_interior 2 
02E2: set_actor 34@ weapon_accuracy_to 20 
0223: set_actor 34@ health_to 150 
08AF: set_actor 34@ max_health_to 150 
0006: 137@ = 1 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 
009A: 35@ = create_actor_pedtype 24 model #BALLAS3 at 2553.764 -1294.536 1053.647 
0173: set_actor 35@ Z_angle_to 266.9614 
060B: set_actor 35@ decision_maker_to 97@ 
01B2: give_actor 35@ weapon 25 ammo 99999 // Load the weapon model before using this 
0860: link_actor 35@ to_interior 2 
0006: 138@ = 0 
00D6: if 
0039:   138@ == 0 
004D: jump_if_false @FINALEB_3128 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @FINALEB_3128 
0085: 104@ = 35@ // (int) 
0007: 106@ = 2553.764 
0007: 107@ = -1294.536 
0007: 108@ = 1053.647 
0006: 112@ = 2700 
0007: 116@ = 270.0 
0050: gosub @FINALEB_17933 
0006: 138@ = 1 

:FINALEB_3128
009A: 36@ = create_actor_pedtype 24 model #BALLAS1 at 2575.266 -1296.4 1054.687 
0173: set_actor 36@ Z_angle_to 89.298 
060B: set_actor 36@ decision_maker_to 97@ 
01B2: give_actor 36@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 36@ weapon_skill_to 2 
0223: set_actor 36@ health_to 150 
08AF: set_actor 36@ max_health_to 150 
0860: link_actor 36@ to_interior 2 
00D6: if 
0039:   139@ == 0 
004D: jump_if_false @FINALEB_3298 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @FINALEB_3298 
0085: 104@ = 36@ // (int) 
0007: 106@ = 2556.31 
0007: 107@ = -1297.219 
0007: 108@ = 1053.641 
0050: gosub @FINALEB_17641 
0006: 139@ = 1 

:FINALEB_3298
009A: 37@ = create_actor_pedtype 24 model #BALLAS3 at 2547.426 -1306.462 1054.681 
0173: set_actor 37@ Z_angle_to 359.0 
060B: set_actor 37@ decision_maker_to 97@ 
01B2: give_actor 37@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 37@ weapon_skill_to 2 
0860: link_actor 37@ to_interior 2 
0006: 140@ = 0 
00D6: if 
0039:   140@ == 0 
004D: jump_if_false @FINALEB_3429 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @FINALEB_3429 
0085: 104@ = 37@ // (int) 
0050: gosub @FINALEB_17696 
0006: 140@ = 1 

:FINALEB_3429
009A: 38@ = create_actor_pedtype 24 model #LSV2 at 2534.045 -1304.857 1053.641 
0173: set_actor 38@ Z_angle_to 273.9959 
060B: set_actor 38@ decision_maker_to 97@ 
01B2: give_actor 38@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 38@ weapon_skill_to 2 
0860: link_actor 38@ to_interior 2 
0223: set_actor 38@ health_to 150 
08AF: set_actor 38@ max_health_to 150 
0006: 141@ = 0 
00D6: if 
0039:   141@ == 0 
004D: jump_if_false @FINALEB_3576 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @FINALEB_3576 
0085: 104@ = 38@ // (int) 
0050: gosub @FINALEB_17696 
0006: 141@ = 1 

:FINALEB_3576
009A: 39@ = create_actor_pedtype 24 model #BALLAS1 at 2540.192 -1287.667 1053.647 
0173: set_actor 39@ Z_angle_to 165.9748 
060B: set_actor 39@ decision_maker_to 97@ 
01B2: give_actor 39@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 39@ weapon_skill_to 2 
0860: link_actor 39@ to_interior 2 
0856: set_actor 39@ enable_crouch 0 
0006: 142@ = 0 
00D6: if 
0039:   142@ == 0 
004D: jump_if_false @FINALEB_3714 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @FINALEB_3714 
0085: 104@ = 39@ // (int) 
0050: gosub @FINALEB_17740 
0006: 142@ = 1 

:FINALEB_3714
0006: 132@ = 2 

:FINALEB_3721
00D6: if 
0039:   132@ == 2 
004D: jump_if_false @FINALEB_4586 
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @FINALEB_3785 
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @FINALEB_3785 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
0006: 137@ = 2 

:FINALEB_3785
00D6: if 
0039:   138@ == 1 
004D: jump_if_false @FINALEB_3913 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @FINALEB_3913 
00D6: if or
051A:   actor 35@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 35@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @FINALEB_3913 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @FINALEB_3901 
05E2: AS_actor 35@ kill_actor $PLAYER_ACTOR 
0006: 138@ = 2 
0002: jump @FINALEB_3913 

:FINALEB_3901
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0006: 138@ = 2 

:FINALEB_3913
00D6: if or
0039:   138@ == 1 
0039:   138@ == 2 
004D: jump_if_false @FINALEB_3966 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @FINALEB_3966 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0006: 138@ = 3 

:FINALEB_3966
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @FINALEB_4012 
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @FINALEB_4012 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
0006: 139@ = 2 

:FINALEB_4012
00D6: if 
0039:   140@ == 1 
004D: jump_if_false @FINALEB_4058 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @FINALEB_4058 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
0006: 140@ = 2 

:FINALEB_4058
00D6: if 
0039:   141@ == 1 
004D: jump_if_false @FINALEB_4104 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @FINALEB_4104 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
0006: 141@ = 2 

:FINALEB_4104
00D6: if 
0039:   142@ == 1 
004D: jump_if_false @FINALEB_4150 
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @FINALEB_4150 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0006: 142@ = 2 

:FINALEB_4150
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @FINALEB_4299 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2543.46 -1304.9 1054.68 radius 5.0 5.0 5.0 
004D: jump_if_false @FINALEB_4299 
009A: 40@ = create_actor_pedtype 24 model #BALLAS1 at 2532.4 -1286.7 1053.68 
0173: set_actor 40@ Z_angle_to 230.835 
060B: set_actor 40@ decision_maker_to 97@ 
01B2: give_actor 40@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 40@ weapon_skill_to 2 
0860: link_actor 40@ to_interior 2 
05E2: AS_actor 40@ kill_actor $PLAYER_ACTOR 
0006: 143@ = 1 

:FINALEB_4299
00D6: if 
0039:   143@ == 1 
004D: jump_if_false @FINALEB_4345 
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @FINALEB_4345 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
0006: 143@ = 2 

:FINALEB_4345
00D6: if 
0039:   144@ == 0 
004D: jump_if_false @FINALEB_4540 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2519.93 -1285.547 1054.673 radius 5.0 5.0 5.0 
004D: jump_if_false @FINALEB_4540 
009A: 41@ = create_actor_pedtype 24 model #BALLAS1 at 2519.93 -1285.54 1054.673 
0173: set_actor 41@ Z_angle_to 200.537 
060B: set_actor 41@ decision_maker_to 97@ 
01B2: give_actor 41@ weapon 28 ammo 99999 // Load the weapon model before using this 
0860: link_actor 41@ to_interior 2 
0223: set_actor 41@ health_to 150 
08AF: set_actor 41@ max_health_to 150 
0085: 104@ = 41@ // (int) 
0007: 106@ = 2520.05 
0007: 107@ = -1301.518 
0007: 108@ = 1048.33 
0050: gosub @FINALEB_17641 
0006: 144@ = 1 

:FINALEB_4540
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @FINALEB_4586 
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @FINALEB_4586 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
0006: 144@ = 2 

:FINALEB_4586
00D6: if 
0039:   132@ == 2 
004D: jump_if_false @FINALEB_7337 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2521.9 -1301.86 1047.5 radius 6.0 6.0 3.0 
004D: jump_if_false @FINALEB_7337 
00BC: show_text_highpriority GXT 'RM4_35' time 7000 flag 1  // ~s~This floor is on fire use a ~g~fire extinguisher ~s~to help you get out!
0006: 32@ = 0 
0006: 155@ = 2 
009B: destroy_actor 34@ 
009B: destroy_actor 35@ 
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
009B: destroy_actor 39@ 
0164: disable_marker 118@ 
018A: 118@ = create_checkpoint_at 2572.08 -1301.88 1043.32 
08DC: create_interior_marker 118@ at 2540.83 -1304.05 radius 1.0 
08FD: enable_heat_visuals 1 
009B: destroy_actor $ACTOR_SMOKE 
0296: unload_special_actor 2 
0669: 51@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 2.2 type 1 
0669: 52@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 2.0 2.0 type 1 
0669: 53@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 -2.0 2.0 type 1 
0669: 54@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 1.0 5.0 1.7 type 1 
0669: 55@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -1.0 8.0 2.0 type 1 
0669: 56@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 2.0 0.0 1.7 type 1 
0669: 57@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -2.0 0.0 1.7 type 1 
0669: 58@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -2.0 2.0 1.7 type 1 
0669: 59@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 2.0 2.0 1.7 type 1 
0006: 60@ = 0 

:FINALEB_5083
00D6: if 
001B:   9 > 60@ 
004D: jump_if_false @FINALEB_5124 
064C: make_particle 51@(60@,9i) visible 
000A: 60@ += 1 
0002: jump @FINALEB_5083 

:FINALEB_5124
02CF: 61@ = create_fire_at 2529.62 -1306.62 1048.0 propagation 0 size 2 
02CF: 62@ = create_fire_at 2529.497 -1304.791 1048.0 propagation 0 size 2 
02CF: 63@ = create_fire_at 2530.12 -1296.96 1047.8 propagation 0 size 3 
02CF: 64@ = create_fire_at 2529.49 -1287.93 1048.0 propagation 0 size 3 
02CF: 64@ = create_fire_at 2543.98 -1305.709 1047.445 propagation 0 size 3 
02CF: 65@ = create_fire_at 2544.54 -1304.47 1047.55 propagation 0 size 3 
02CF: 90@ = create_fire_at 2543.94 -1306.83 1047.62 propagation 0 size 3 
02CF: 66@ = create_fire_at 2545.139 -1281.497 1047.5 propagation 0 size 2 
02CF: 77@ = create_fire_at 2567.77 -1294.03 1047.5 propagation 0 size 3 
02CF: 78@ = create_fire_at 2570.2 -1294.4 1047.5 propagation 0 size 3 
02CF: 75@ = create_fire_at 2568.72 -1294.32 1047.5 propagation 0 size 2 
02CF: 67@ = create_fire_at 2540.247 -1288.566 1044.0 propagation 0 size 3 
02CF: 68@ = create_fire_at 2541.687 -1289.68 1044.0 propagation 1 size 1 
02CF: 69@ = create_fire_at 2540.214 -1290.218 1044.0 propagation 0 size 2 
02CF: 70@ = create_fire_at 2538.751 -1291.7 1044.17 propagation 0 size 2 
02CF: 71@ = create_fire_at 2537.339 -1286.56 1044.1 propagation 1 size 3 
02CF: 73@ = create_fire_at 2541.56 -1292.35 1044.1 propagation 0 size 3 
02CF: 80@ = create_fire_at 2570.77 -1303.14 1043.35 propagation 0 size 2 
02CF: 81@ = create_fire_at 2559.37 -1284.76 1044.1 propagation 0 size 2 
02CF: 82@ = create_fire_at 2551.4 -1301.3 1044.0 propagation 0 size 2 
02CF: 83@ = create_fire_at 2570.52 -1301.42 1043.47 propagation 0 size 2 
02CF: 84@ = create_fire_at 2550.94 -1301.81 1044.0 propagation 0 size 3 
02CF: 85@ = create_fire_at 2537.69 -1301.34 1044.0 propagation 0 size 2 
02CF: 86@ = create_fire_at 2536.42 -1302.01 1044.0 propagation 0 size 2 
02CF: 87@ = create_fire_at 2536.82 -1290.5 1044.0 propagation 0 size 2 
02CF: 88@ = create_fire_at 2551.47 -1297.2 1044.17 propagation 0 size 2 
02CF: 89@ = create_fire_at 2570.54 -1301.22 1043.36 propagation 0 size 3 
02CF: 94@ = create_fire_at 2551.33 -1295.311 1043.8 propagation 0 size 3 
02CF: 91@ = create_fire_at 2541.36 -1300.36 1044.1 propagation 0 size 2 
02CF: 92@ = create_fire_at 2545.328 -1300.739 1044.1 propagation 0 size 2 
02CF: 93@ = create_fire_at 2548.77 -1300.375 1044.04 propagation 0 size 3 
02CF: 76@ = create_fire_at 2544.16 -1306.56 1043.8 propagation 0 size 2 
02CF: 72@ = create_fire_at 2570.43 -1302.43 1043.4 propagation 0 size 1 
02CF: 74@ = create_fire_at 2549.05 -1287.54 1043.8 propagation 0 size 3 
02CF: 95@ = create_fire_at 2570.482 -1302.438 1043.8 propagation 0 size 2 
02CF: 96@ = create_fire_at 2565.705 -1298.03 1043.7 propagation 0 size 3 
02CF: 79@ = create_fire_at 2565.528 -1289.17 1043.7 propagation 0 size 3 
032B: 129@ = create_weapon_pickup #FIRE_EX type 3 ammo 99999 at 2529.829 -1303.027 1048.337 
03DC: 119@ = create_marker_above_pickup 129@ 
08DC: create_interior_marker 119@ at 2540.83 -1304.05 radius 1.0 
032B: 130@ = create_weapon_pickup #FIRE_EX type 3 ammo 99999 at 2567.948 -1292.879 1044.173 
009A: 42@ = create_actor_pedtype 24 model #BALLAS3 at 2528.539 -1289.935 1048.336 
0173: set_actor 42@ Z_angle_to 359.0 
0223: set_actor 42@ health_to 10 
060B: set_actor 42@ decision_maker_to 98@ 
01B2: give_actor 42@ weapon 42 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 42@ attack_rate 20 // previously known as temper_to 
0860: link_actor 42@ to_interior 2 
0223: set_actor 42@ health_to 5 
08AF: set_actor 42@ max_health_to 5 
02E2: set_actor 42@ weapon_accuracy_to 20 
0006: 145@ = 1 
0668: AS_actor 42@ rotate_and_shoot_at 2529.49 -1287.93 1048.0 650000 ms 
009A: 43@ = create_actor_pedtype 24 model #LSV2 at 2538.274 -1293.322 1043.133 
0173: set_actor 43@ Z_angle_to 351.1779 
0223: set_actor 43@ health_to 5 
060B: set_actor 43@ decision_maker_to 98@ 
01B2: give_actor 43@ weapon 42 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 43@ attack_rate 20 // previously known as temper_to 
0860: link_actor 43@ to_interior 2 
02E2: set_actor 43@ weapon_accuracy_to 20 
0006: 146@ = 1 
0668: AS_actor 43@ rotate_and_shoot_at 2538.569 -1291.48 1043.604 650000 ms 
009A: 44@ = create_actor_pedtype 24 model #BALLAS1 at 2539.534 -1297.778 1043.13 
0173: set_actor 44@ Z_angle_to 43.6277 
060B: set_actor 44@ decision_maker_to 97@ 
01B2: give_actor 44@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 44@ to_interior 2 
02E2: set_actor 44@ weapon_accuracy_to 20 
0006: 147@ = 0 
00D6: if 
0039:   147@ == 0 
004D: jump_if_false @FINALEB_6473 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FINALEB_6473 
0085: 104@ = 44@ // (int) 
0050: gosub @FINALEB_17740 
0006: 147@ = 1 

:FINALEB_6473
009A: 45@ = create_actor_pedtype 24 model #BALLAS1 at 2548.245 -1294.142 1043.13 
0173: set_actor 45@ Z_angle_to 105.3104 
060B: set_actor 45@ decision_maker_to 97@ 
01B2: give_actor 45@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 45@ to_interior 2 
0223: set_actor 45@ health_to 150 
08AF: set_actor 45@ max_health_to 150 
0006: 148@ = 0 
00D6: if 
0039:   148@ == 0 
004D: jump_if_false @FINALEB_6613 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FINALEB_6613 
0085: 104@ = 45@ // (int) 
0050: gosub @FINALEB_17696 
0006: 148@ = 1 

:FINALEB_6613
009A: 46@ = create_actor_pedtype 24 model #BALLAS3 at 2558.452 -1289.522 1043.133 
0173: set_actor 46@ Z_angle_to 91.8235 
060B: set_actor 46@ decision_maker_to 97@ 
01B2: give_actor 46@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 46@ to_interior 2 
02E2: set_actor 46@ weapon_accuracy_to 20 
0006: 149@ = 0 
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @FINALEB_6744 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @FINALEB_6744 
0085: 104@ = 46@ // (int) 
0050: gosub @FINALEB_17740 
0006: 149@ = 1 

:FINALEB_6744
009A: 47@ = create_actor_pedtype 24 model #BALLAS1 at 2565.722 -1293.133 1044.07 
0173: set_actor 47@ Z_angle_to 85.0916 
060B: set_actor 47@ decision_maker_to 97@ 
01B2: give_actor 47@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 47@ to_interior 2 
0223: set_actor 47@ health_to 150 
08AF: set_actor 47@ max_health_to 150 
0006: 150@ = 0 
00D6: if 
0039:   150@ == 0 
004D: jump_if_false @FINALEB_6884 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @FINALEB_6884 
0085: 104@ = 47@ // (int) 
0050: gosub @FINALEB_17696 
0006: 150@ = 1 

:FINALEB_6884
009A: 48@ = create_actor_pedtype 24 model #BALLAS3 at 2557.144 -1297.805 1043.13 
0173: set_actor 48@ Z_angle_to 65.8333 
060B: set_actor 48@ decision_maker_to 97@ 
01B2: give_actor 48@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 48@ to_interior 2 
0006: 151@ = 0 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @FINALEB_7008 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @FINALEB_7008 
0085: 104@ = 48@ // (int) 
0050: gosub @FINALEB_17740 
0006: 151@ = 1 

:FINALEB_7008
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @FINALEB_7054 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @FINALEB_7054 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
0006: 145@ = 2 

:FINALEB_7054
00D6: if 
0039:   146@ == 1 
004D: jump_if_false @FINALEB_7100 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @FINALEB_7100 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 146@ = 2 

:FINALEB_7100
00D6: if 
0039:   147@ == 1 
004D: jump_if_false @FINALEB_7146 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @FINALEB_7146 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
0006: 147@ = 2 

:FINALEB_7146
00D6: if 
0039:   148@ == 1 
004D: jump_if_false @FINALEB_7192 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @FINALEB_7192 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0006: 148@ = 2 

:FINALEB_7192
00D6: if 
0039:   149@ == 1 
004D: jump_if_false @FINALEB_7238 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @FINALEB_7238 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
0006: 149@ = 2 

:FINALEB_7238
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @FINALEB_7284 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @FINALEB_7284 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 150@ = 2 

:FINALEB_7284
00D6: if 
0039:   151@ == 1 
004D: jump_if_false @FINALEB_7330 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @FINALEB_7330 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0006: 151@ = 2 

:FINALEB_7330
0006: 132@ = 3 

:FINALEB_7337
00D6: if 
0039:   132@ == 3 
004D: jump_if_false @FINALEB_8944 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2571.39 -1308.59 1041.4 cornerB 2584.08 -1272.85 1047.02 
004D: jump_if_false @FINALEB_8944 
0249: release_model #CHROMEGUN 
0164: disable_marker 119@ 
0164: disable_marker 118@ 
018A: 118@ = create_checkpoint_at 2565.56 -1301.7 1030.97 
08DC: create_interior_marker 118@ at 2540.83 -1304.05 radius 1.0 
0164: disable_marker 119@ 
031A: remove_all_fires 
009B: destroy_actor 40@ 
009B: destroy_actor 41@ 
0249: release_model #FIRE_EX 
02CF: 61@ = create_fire_at 2575.774 -1283.055 1042.133 propagation 0 size 3 
02CF: 62@ = create_fire_at 2581.744 -1297.517 1039.02 propagation 0 size 1 
02CF: 63@ = create_fire_at 2570.414 -1300.047 1036.781 propagation 0 size 3 
02CF: 64@ = create_fire_at 2568.78 -1299.987 1036.781 propagation 0 size 3 
02CF: 65@ = create_fire_at 2577.247 -1294.814 1034.048 propagation 0 size 1 
02CF: 66@ = create_fire_at 2566.833 -1282.489 1030.43 propagation 0 size 3 
02CF: 67@ = create_fire_at 2567.984 -1284.974 1030.43 propagation 0 size 2 
02CF: 68@ = create_fire_at 2572.402 -1304.581 1030.43 propagation 0 size 2 
02CF: 69@ = create_fire_at 2570.79 -1305.299 1030.43 propagation 0 size 1 
02CF: 70@ = create_fire_at 2556.55 -1301.88 1029.82 propagation 0 size 3 
02CF: 71@ = create_fire_at 2556.83 -1303.91 1029.42 propagation 0 size 2 
02CF: 72@ = create_fire_at 2556.01 -1305.31 1029.82 propagation 0 size 3 
02CF: 73@ = create_fire_at 2553.16 -1297.94 1029.42 propagation 0 size 2 
02CF: 74@ = create_fire_at 2552.43 -1297.31 1029.82 propagation 0 size 2 
02CF: 75@ = create_fire_at 2552.15 -1294.97 1029.42 propagation 0 size 3 
02CF: 76@ = create_fire_at 2547.77 -1285.41 1029.82 propagation 0 size 3 
02CF: 77@ = create_fire_at 2547.4 -1284.33 1029.42 propagation 0 size 1 
02CF: 78@ = create_fire_at 2547.77 -1282.32 1029.82 propagation 0 size 3 
02CF: 79@ = create_fire_at 2545.93 -1292.47 1029.42 propagation 0 size 3 
02CF: 80@ = create_fire_at 2545.48 -1290.81 1029.82 propagation 0 size 1 
02CF: 81@ = create_fire_at 2544.11 -1292.71 1029.42 propagation 0 size 2 
02CF: 82@ = create_fire_at 2539.75 -1299.17 1029.82 propagation 0 size 1 
02CF: 83@ = create_fire_at 2539.25 -1297.76 1029.42 propagation 0 size 2 
02CF: 84@ = create_fire_at 2540.58 -1280.24 1036.78 propagation 0 size 2 
02CF: 85@ = create_fire_at 2540.4 -1281.22 1036.78 propagation 0 size 1 
02CF: 86@ = create_fire_at 2529.85 -1294.27 1036.8 propagation 0 size 2 
02CF: 87@ = create_fire_at 2545.85 -1307.04 1036.78 propagation 0 size 2 
02CF: 88@ = create_fire_at 2547.47 -1306.59 1036.78 propagation 0 size 1 
009A: 34@ = create_actor_pedtype 24 model #BALLAS1 at 2579.905 -1291.163 1043.125 
0173: set_actor 34@ Z_angle_to 177.191 
060B: set_actor 34@ decision_maker_to 97@ 
01B2: give_actor 34@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 34@ to_interior 2 
0006: 137@ = 0 
009A: 35@ = create_actor_pedtype 24 model #BALLAS3 at 2567.413 -1305.324 1036.781 
0173: set_actor 35@ Z_angle_to 268.0134 
060B: set_actor 35@ decision_maker_to 97@ 
01B2: give_actor 35@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 35@ weapon_skill_to 2 
0860: link_actor 35@ to_interior 2 
0223: set_actor 35@ health_to 150 
08AF: set_actor 35@ max_health_to 150 
0006: 138@ = 0 
009A: 36@ = create_actor_pedtype 24 model #LSV2 at 2572.115 -1301.504 1036.781 
0173: set_actor 36@ Z_angle_to 61.2775 
060B: set_actor 36@ decision_maker_to 97@ 
01B2: give_actor 36@ weapon 42 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 36@ attack_rate 20 // previously known as temper_to 
0860: link_actor 36@ to_interior 2 
0223: set_actor 36@ health_to 5 
0668: AS_actor 36@ rotate_and_shoot_at 2570.207 -1300.238 1037.059 650000 ms 
0006: 139@ = 0 
009A: 37@ = create_actor_pedtype 24 model #BALLAS1 at 2575.007 -1284.838 1030.427 
0173: set_actor 37@ Z_angle_to 170.5391 
060B: set_actor 37@ decision_maker_to 97@ 
01B2: give_actor 37@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 37@ weapon_skill_to 2 
0860: link_actor 37@ to_interior 2 
0006: 140@ = 0 
00D6: if 
0039:   140@ == 0 
004D: jump_if_false @FINALEB_8549 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @FINALEB_8549 
0085: 104@ = 37@ // (int) 
0050: gosub @FINALEB_17740 
0006: 140@ = 1 

:FINALEB_8549
009A: 38@ = create_actor_pedtype 24 model #BALLAS3 at 2568.075 -1293.628 1030.43 
0173: set_actor 38@ Z_angle_to 356.7112 
060B: set_actor 38@ decision_maker_to 97@ 
01B2: give_actor 38@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 38@ to_interior 2 
0223: set_actor 38@ health_to 150 
08AF: set_actor 38@ max_health_to 150 
0006: 141@ = 0 
00D6: if 
0039:   141@ == 0 
004D: jump_if_false @FINALEB_8689 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @FINALEB_8689 
0085: 104@ = 38@ // (int) 
0050: gosub @FINALEB_17696 
0006: 141@ = 1 

:FINALEB_8689
009A: 39@ = create_actor_pedtype 24 model #LSV2 at 2570.626 -1297.5 1030.427 
0173: set_actor 39@ Z_angle_to 3.5755 
060B: set_actor 39@ decision_maker_to 97@ 
01B2: give_actor 39@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 39@ to_interior 2 
0006: 142@ = 0 
00D6: if 
0039:   142@ == 0 
004D: jump_if_false @FINALEB_8813 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @FINALEB_8813 
0085: 104@ = 39@ // (int) 
0050: gosub @FINALEB_17696 
0006: 142@ = 1 

:FINALEB_8813
009A: 40@ = create_actor_pedtype 24 model #BALLAS1 at 2570.947 -1301.719 1030.43 
0173: set_actor 40@ Z_angle_to 359.8018 
060B: set_actor 40@ decision_maker_to 97@ 
01B2: give_actor 40@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 40@ to_interior 2 
0006: 143@ = 0 
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @FINALEB_8937 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @FINALEB_8937 
0085: 104@ = 40@ // (int) 
0050: gosub @FINALEB_17696 
0006: 143@ = 1 

:FINALEB_8937
0006: 132@ = 4 

:FINALEB_8944
00D6: if 
0039:   132@ == 4 
004D: jump_if_false @FINALEB_10784 
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @FINALEB_9104 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @FINALEB_9104 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2577.6 -1289.91 1043.77 radius 5.0 5.0 3.0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEB_9104 
0085: 104@ = 34@ // (int) 
0007: 106@ = 2579.905 
0007: 107@ = -1304.985 
0007: 108@ = 1036.773 
0050: gosub @FINALEB_17641 
0006: 137@ = 1 

:FINALEB_9104
00D6: if 
0039:   138@ == 0 
004D: jump_if_false @FINALEB_9209 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @FINALEB_9209 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2577.88 -1309.87 1036.2 cornerB 2563.87 -1289.87 1042.68 
051A:   actor 35@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEB_9209 
05E2: AS_actor 35@ kill_actor $PLAYER_ACTOR 
0006: 138@ = 1 

:FINALEB_9209
00D6: if 
0039:   143@ == 1 
004D: jump_if_false @FINALEB_9381 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @FINALEB_9381 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2573.3 -1281.03 1028.8 cornerB 2563.7 -1300.61 1034.0 
051A:   actor 40@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEB_9381 
0085: 104@ = 40@ // (int) 
0007: 106@ = 2570.947 
0007: 107@ = -1301.719 
0007: 108@ = 1030.43 
0007: 113@ = 2558.722 
0007: 114@ = -1301.829 
0007: 115@ = 1030.43 
0050: gosub @FINALEB_17778 
0006: 143@ = 2 

:FINALEB_9381
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @FINALEB_9427 
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @FINALEB_9427 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
0006: 137@ = 2 

:FINALEB_9427
00D6: if 
0039:   138@ == 1 
004D: jump_if_false @FINALEB_9473 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @FINALEB_9473 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0006: 138@ = 2 

:FINALEB_9473
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @FINALEB_9519 
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @FINALEB_9519 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
0006: 139@ = 2 

:FINALEB_9519
00D6: if 
0039:   140@ == 1 
004D: jump_if_false @FINALEB_9565 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @FINALEB_9565 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
0006: 140@ = 2 

:FINALEB_9565
00D6: if 
0039:   141@ == 1 
004D: jump_if_false @FINALEB_9611 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @FINALEB_9611 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
0006: 141@ = 2 

:FINALEB_9611
00D6: if 
0039:   142@ == 1 
004D: jump_if_false @FINALEB_9657 
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @FINALEB_9657 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0006: 142@ = 2 

:FINALEB_9657
00D6: if or
0039:   143@ == 1 
0039:   143@ == 1 
004D: jump_if_false @FINALEB_9710 
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @FINALEB_9710 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
0006: 143@ = 2 

:FINALEB_9710
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2565.94 -1301.96 1030.77 radius 8.0 8.0 3.0 
004D: jump_if_false @FINALEB_10784 
0164: disable_marker 118@ 
018A: 118@ = create_checkpoint_at 2528.78 -1293.94 1030.86 
08DC: create_interior_marker 118@ at 2540.83 -1304.05 radius 1.0 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
009B: destroy_actor 48@ 
009A: 43@ = create_actor_pedtype 24 model #BALLAS1 at 2549.162 -1291.369 1030.467 
0173: set_actor 43@ Z_angle_to 275.0 
060B: set_actor 43@ decision_maker_to 97@ 
01B2: give_actor 43@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 43@ to_interior 2 
0223: set_actor 43@ health_to 150 
08AF: set_actor 43@ max_health_to 150 
0006: 146@ = 0 
00D6: if 
0039:   146@ == 0 
004D: jump_if_false @FINALEB_9978 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FINALEB_9978 
0085: 104@ = 43@ // (int) 
0050: gosub @FINALEB_17696 
0006: 146@ = 1 

:FINALEB_9978
009A: 44@ = create_actor_pedtype 24 model #BALLAS3 at 2534.88 -1292.009 1031.469 
0173: set_actor 44@ Z_angle_to 275.0 
060B: set_actor 44@ decision_maker_to 97@ 
01B2: give_actor 44@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 44@ weapon_skill_to 2 
0860: link_actor 44@ to_interior 2 
0006: 147@ = 0 
00D6: if 
0039:   147@ == 0 
004D: jump_if_false @FINALEB_10109 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FINALEB_10109 
0085: 104@ = 44@ // (int) 
0050: gosub @FINALEB_17740 
0006: 147@ = 1 

:FINALEB_10109
009A: 45@ = create_actor_pedtype 24 model #BALLAS3 at 2554.033 -1287.08 1030.43 
0173: set_actor 45@ Z_angle_to 270.0 
060B: set_actor 45@ decision_maker_to 97@ 
01B2: give_actor 45@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 45@ to_interior 2 
0006: 148@ = 0 
00D6: if 
0039:   148@ == 0 
004D: jump_if_false @FINALEB_10281 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FINALEB_10281 
0085: 104@ = 45@ // (int) 
0007: 106@ = 2554.033 
0007: 107@ = -1287.08 
0007: 108@ = 1030.43 
0006: 112@ = 1200 
0007: 116@ = 270.0 
0050: gosub @FINALEB_18174 
0006: 148@ = 1 

:FINALEB_10281
009A: 46@ = create_actor_pedtype 24 model #BALLAS3 at 2546.007 -1287.15 1030.427 
0173: set_actor 46@ Z_angle_to 270.0 
060B: set_actor 46@ decision_maker_to 97@ 
01B2: give_actor 46@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 46@ to_interior 2 
0006: 149@ = 0 
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @FINALEB_10453 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @FINALEB_10453 
0085: 104@ = 46@ // (int) 
0007: 106@ = 2546.007 
0007: 107@ = -1287.15 
0007: 108@ = 1030.427 
0006: 112@ = 2000 
0007: 116@ = 270.0 
0050: gosub @FINALEB_18174 
0006: 149@ = 1 

:FINALEB_10453
009A: 47@ = create_actor_pedtype 24 model #LSV2 at 2530.397 -1291.381 1036.781 
0173: set_actor 47@ Z_angle_to 278.2231 
060B: set_actor 47@ decision_maker_to 97@ 
01B2: give_actor 47@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 47@ to_interior 2 
0006: 150@ = 0 
00D6: if 
0039:   150@ == 0 
004D: jump_if_false @FINALEB_10577 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @FINALEB_10577 
0085: 104@ = 47@ // (int) 
0050: gosub @FINALEB_17740 
0006: 150@ = 1 

:FINALEB_10577
009A: 48@ = create_actor_pedtype 24 model #BALLAS1 at 2540.443 -1306.621 1036.781 
0173: set_actor 48@ Z_angle_to 328.6817 
060B: set_actor 48@ decision_maker_to 97@ 
01B2: give_actor 48@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 48@ to_interior 2 
0006: 151@ = 0 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @FINALEB_10701 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @FINALEB_10701 
0085: 104@ = 48@ // (int) 
0050: gosub @FINALEB_17740 
0006: 151@ = 1 

:FINALEB_10701
009A: 42@ = create_actor_pedtype 24 model #LSV2 at 2535.111 -1304.992 1030.43 
0173: set_actor 42@ Z_angle_to 328.6817 
060B: set_actor 42@ decision_maker_to 97@ 
01B2: give_actor 42@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 42@ to_interior 2 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 
0006: 145@ = 0 
0006: 132@ = 5 

:FINALEB_10784
00D6: if 
0039:   132@ == 5 
004D: jump_if_false @FINALEB_12432 
00D6: if 
0039:   146@ == 1 
004D: jump_if_false @FINALEB_10915 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FINALEB_10915 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2553.85 -1308.35 1028.6 cornerB 2540.27 -1275.04 1033.2 
051A:   actor 43@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 43@ 
004D: jump_if_false @FINALEB_10915 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 
0006: 146@ = 2 

:FINALEB_10915
00D6: if 
0039:   147@ == 1 
004D: jump_if_false @FINALEB_11028 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FINALEB_11028 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2542.24 -1308.67 1028.09 cornerB 2527.86 -1276.9 1033.19 
051A:   actor 44@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 44@ 
004D: jump_if_false @FINALEB_11028 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 
0006: 147@ = 2 

:FINALEB_11028
00D6: if or
0039:   146@ == 1 
0039:   145@ == 2 
004D: jump_if_false @FINALEB_11081 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @FINALEB_11081 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 146@ = 3 

:FINALEB_11081
00D6: if or
0039:   147@ == 1 
0039:   145@ == 2 
004D: jump_if_false @FINALEB_11134 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @FINALEB_11134 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
0006: 147@ = 3 

:FINALEB_11134
00D6: if 
0039:   148@ == 1 
004D: jump_if_false @FINALEB_11262 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FINALEB_11262 
00D6: if or
051A:   actor 45@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 45@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @FINALEB_11262 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FINALEB_11250 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 
0006: 148@ = 2 
0002: jump @FINALEB_11262 

:FINALEB_11250
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0006: 148@ = 2 

:FINALEB_11262
00D6: if or
0039:   148@ == 1 
0039:   148@ == 2 
004D: jump_if_false @FINALEB_11315 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @FINALEB_11315 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0006: 148@ = 3 

:FINALEB_11315
00D6: if 
0039:   149@ == 1 
004D: jump_if_false @FINALEB_11443 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @FINALEB_11443 
00D6: if or
051A:   actor 46@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 46@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @FINALEB_11443 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @FINALEB_11431 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 
0006: 149@ = 2 
0002: jump @FINALEB_11443 

:FINALEB_11431
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
0006: 149@ = 2 

:FINALEB_11443
00D6: if or
0039:   149@ == 1 
0039:   149@ == 2 
004D: jump_if_false @FINALEB_11496 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @FINALEB_11496 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
0006: 149@ = 3 

:FINALEB_11496
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @FINALEB_11542 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @FINALEB_11542 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 150@ = 2 

:FINALEB_11542
00D6: if 
0039:   151@ == 1 
004D: jump_if_false @FINALEB_11588 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @FINALEB_11588 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0006: 151@ = 2 

:FINALEB_11588
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @FINALEB_11634 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @FINALEB_11634 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
0006: 145@ = 2 

:FINALEB_11634
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2528.53 -1293.96 1030.86 radius 8.0 8.0 4.0 
004D: jump_if_false @FINALEB_12432 
009B: destroy_actor 34@ 
009B: destroy_actor 35@ 
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
009B: destroy_actor 39@ 
009B: destroy_actor 40@ 
02D1: remove_fire 61@ 
02D1: remove_fire 62@ 
02D1: remove_fire 63@ 
02D1: remove_fire 64@ 
02D1: remove_fire 65@ 
02D1: remove_fire 66@ 
02D1: remove_fire 67@ 
02D1: remove_fire 68@ 
02D1: remove_fire 69@ 
02D1: remove_fire 70@ 
02D1: remove_fire 71@ 
02D1: remove_fire 72@ 
02D1: remove_fire 73@ 
02D1: remove_fire 74@ 
02D1: remove_fire 76@ 
02D1: remove_fire 78@ 
02D1: remove_fire 82@ 
02D1: remove_fire 84@ 
02D1: remove_fire 85@ 
02D1: remove_fire 86@ 
02CF: 61@ = create_fire_at 2523.92 -1299.21 1030.78 propagation 0 size 3 
02CF: 62@ = create_fire_at 2523.66 -1297.4 1030.8 propagation 0 size 1 
02CF: 63@ = create_fire_at 2528.97 -1304.32 1030.77 propagation 0 size 2 
02CF: 64@ = create_fire_at 2525.5 -1321.59 1030.75 propagation 0 size 2 
02CF: 66@ = create_fire_at 2541.0 -1311.02 1028.09 propagation 0 size 2 
0215: destroy_pickup 130@ 
032B: 130@ = create_weapon_pickup #FIRE_EX type 3 ammo 99999 at 2534.036 -1321.212 1031.469 
02CF: 67@ = create_fire_at 2540.69 -1320.01 1030.68 propagation 0 size 3 
02CF: 68@ = create_fire_at 2540.2 -1316.76 1030.64 propagation 0 size 3 
02CF: 69@ = create_fire_at 2540.61 -1317.43 1030.62 propagation 0 size 3 
02CF: 70@ = create_fire_at 2540.35 -1318.39 1030.59 propagation 0 size 3 
02CF: 71@ = create_fire_at 2540.5 -1319.58 1030.61 propagation 0 size 3 
0164: disable_marker 118@ 
018A: 118@ = create_checkpoint_at 2540.92 -1304.14 1024.39 
08DC: create_interior_marker 118@ at 2540.83 -1304.05 radius 1.0 
009A: 34@ = create_actor_pedtype 24 model #BALLAS1 at 2527.368 -1319.587 1030.43 
0173: set_actor 34@ Z_angle_to 1.4222 
060B: set_actor 34@ decision_maker_to 97@ 
01B2: give_actor 34@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 34@ weapon_skill_to 2 
0860: link_actor 34@ to_interior 2 
02E2: set_actor 34@ weapon_accuracy_to 30 
0006: 137@ = 0 
009A: 35@ = create_actor_pedtype 24 model #BALLAS3 at 2528.284 -1314.865 1030.43 
0173: set_actor 35@ Z_angle_to 3.4628 
060B: set_actor 35@ decision_maker_to 97@ 
01B2: give_actor 35@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 35@ weapon_skill_to 2 
0860: link_actor 35@ to_interior 2 
0006: 138@ = 0 
00D6: if 
0039:   138@ == 0 
004D: jump_if_false @FINALEB_12350 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @FINALEB_12350 
0085: 104@ = 35@ // (int) 
0050: gosub @FINALEB_17696 
0006: 138@ = 1 

:FINALEB_12350
009A: 36@ = create_actor_pedtype 24 model #LSV2 at 2524.055 -1309.533 1030.43 
0173: set_actor 36@ Z_angle_to 7.001 
060B: set_actor 36@ decision_maker_to 97@ 
01B2: give_actor 36@ weapon 28 ammo 99999 // Load the weapon model before using this 
0860: link_actor 36@ to_interior 2 
02E2: set_actor 36@ weapon_accuracy_to 30 
0006: 139@ = 0 
0006: 132@ = 6 

:FINALEB_12432
00D6: if 
0039:   132@ == 6 
004D: jump_if_false @FINALEB_12842 
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @FINALEB_12563 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @FINALEB_12563 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2527.07 -1293.72 1029.5 radius 3.0 3.0 3.5 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 34@ 
004D: jump_if_false @FINALEB_12563 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 
0006: 137@ = 1 

:FINALEB_12563
00D6: if 
0039:   139@ == 0 
004D: jump_if_false @FINALEB_12671 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @FINALEB_12671 
00D6: if or
0104:   actor $PLAYER_ACTOR near_actor 36@ radius 7.0 7.0 3.5 sphere 0 
051A:   actor 36@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 36@ 
004D: jump_if_false @FINALEB_12671 
0085: 104@ = 36@ // (int) 
0050: gosub @FINALEB_17850 
0006: 139@ = 1 

:FINALEB_12671
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @FINALEB_12717 
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @FINALEB_12717 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
0006: 137@ = 2 

:FINALEB_12717
00D6: if 
0039:   138@ == 1 
004D: jump_if_false @FINALEB_12763 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @FINALEB_12763 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0006: 138@ = 2 

:FINALEB_12763
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @FINALEB_12809 
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @FINALEB_12809 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
0006: 139@ = 2 

:FINALEB_12809
09E8: 50@ = actor $PLAYER_ACTOR active_interior 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @FINALEB_12842 
0006: 132@ = 7 

:FINALEB_12842
00D6: if 
0039:   132@ == 7 
004D: jump_if_false @FINALEB_14002 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 2506.218 -1293.093 200.0 radius 200.0 
04ED: load_animation "DAM_JUMP" 
04ED: load_animation "FINALE" 
038B: load_requested_models 

:FINALEB_12922
00D6: if or
84EE:   not animation "DAM_JUMP" loaded 
84EE:   not animation "FINALE" loaded 
004D: jump_if_false @FINALEB_12966 
0001: wait 0 ms 
0002: jump @FINALEB_12922 

:FINALEB_12966
0164: disable_marker 118@ 
018A: 118@ = create_checkpoint_at 2522.82 -1272.52 34.151 
00A1: put_actor $PLAYER_ACTOR at 2538.657 -1304.358 34.0 
0249: release_model #BALLAS3 
0249: release_model #CHROMEGUN 
04EF: release_animation "SWAT" 
0249: release_model #BALLAS1 
0249: release_model #LSV2 
0249: release_model #CHROMEGUN 
0249: release_model #MICRO_UZI 
0249: release_model #M4 
0249: release_model #FIRE_EX 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
009B: destroy_actor 39@ 
009B: destroy_actor 40@ 
009B: destroy_actor 41@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
009B: destroy_actor 48@ 
0215: destroy_pickup 129@ 
0215: destroy_pickup 130@ 
0215: destroy_pickup 125@ 
0215: destroy_pickup 120@ 
0215: destroy_pickup 121@ 
0215: destroy_pickup 122@ 
0215: destroy_pickup 126@ 
0215: destroy_pickup 123@ 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
009A: 34@ = create_actor_pedtype 24 model #LSV2 at 2543.2 -1277.645 33.9609 
0173: set_actor 34@ Z_angle_to 7.001 
060B: set_actor 34@ decision_maker_to 97@ 
01B2: give_actor 34@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 34@ weapon_skill_to 2 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 34@ weapon_accuracy_to 10 
0006: 137@ = 1 
009A: 35@ = create_actor_pedtype 24 model #BALLAS1 at 2536.917 -1283.446 33.9609 
0173: set_actor 35@ Z_angle_to 7.001 
060B: set_actor 35@ decision_maker_to 97@ 
01B2: give_actor 35@ weapon 31 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 35@ weapon_accuracy_to 10 
0006: 138@ = 0 
00D6: if 
0039:   138@ == 0 
004D: jump_if_false @FINALEB_13378 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @FINALEB_13378 
0085: 104@ = 35@ // (int) 
0050: gosub @FINALEB_17740 
0006: 138@ = 1 

:FINALEB_13378
009A: 36@ = create_actor_pedtype 24 model #BALLAS1 at 2531.656 -1287.27 33.9602 
0173: set_actor 36@ Z_angle_to 7.001 
060B: set_actor 36@ decision_maker_to 97@ 
01B2: give_actor 36@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 36@ weapon_skill_to 2 
02E2: set_actor 36@ weapon_accuracy_to 10 
0006: 139@ = 0 
00D6: if 
0039:   139@ == 0 
004D: jump_if_false @FINALEB_13509 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @FINALEB_13509 
0085: 104@ = 36@ // (int) 
0050: gosub @FINALEB_17696 
0006: 139@ = 1 

:FINALEB_13509
009A: 37@ = create_actor_pedtype 24 model #LSV2 at 2539.569 -1268.471 33.9609 
0173: set_actor 37@ Z_angle_to 2.21 
060B: set_actor 37@ decision_maker_to 97@ 
01B2: give_actor 37@ weapon 31 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 37@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 37@ weapon_accuracy_to 20 
0006: 140@ = 1 
031A: remove_all_fires 
02CF: 79@ = create_fire_at 2538.45 -1281.4 34.34 propagation 0 size 3 
02CF: 61@ = create_fire_at 2527.64 -1312.0 33.9 propagation 0 size 2 
02CF: 62@ = create_fire_at 2527.58 -1303.3 34.4 propagation 0 size 1 
02CF: 63@ = create_fire_at 2532.52 -1306.39 33.9 propagation 0 size 2 
02CF: 64@ = create_fire_at 2528.08 -1284.9 34.3 propagation 0 size 2 
02CF: 65@ = create_fire_at 2544.03 -1269.3 34.2 propagation 0 size 1 
02CF: 66@ = create_fire_at 2536.26 -1302.49 34.0 propagation 0 size 2 
02CF: 67@ = create_fire_at 2532.58 -1291.07 34.0 propagation 0 size 1 
02CF: 71@ = create_fire_at 2528.64 -1269.64 34.0 propagation 0 size 1 
02CF: 72@ = create_fire_at 2534.57 -1284.5 34.04 propagation 0 size 1 
02CF: 70@ = create_fire_at 2531.99 -1268.71 34.0 propagation 0 size 2 
02CF: 69@ = create_fire_at 2530.987 -1269.858 33.8 propagation 0 size 3 
02CF: 74@ = create_fire_at 2532.39 -1270.4 34.0 propagation 0 size 3 
02CF: 75@ = create_fire_at 2531.165 -1271.961 34.0 propagation 0 size 2 
02CF: 76@ = create_fire_at 2532.529 -1272.169 34.0 propagation 0 size 1 
02CF: 77@ = create_fire_at 2532.395 -1273.24 34.0 propagation 0 size 2 
02CF: 78@ = create_fire_at 2531.94 -1274.46 33.8 propagation 0 size 3 
0006: 132@ = 8 

:FINALEB_14002
00D6: if 
0039:   132@ == 8 
004D: jump_if_false @FINALEB_14316 
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @FINALEB_14066 
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @FINALEB_14066 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
0006: 137@ = 2 

:FINALEB_14066
00D6: if 
0039:   138@ == 1 
004D: jump_if_false @FINALEB_14112 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @FINALEB_14112 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0006: 138@ = 2 

:FINALEB_14112
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @FINALEB_14158 
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @FINALEB_14158 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
0006: 139@ = 2 

:FINALEB_14158
00D6: if 
0039:   140@ == 1 
004D: jump_if_false @FINALEB_14204 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @FINALEB_14204 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
0006: 140@ = 2 

:FINALEB_14204
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2545.59 -1278.26 31.36 cornerB 2516.65 -1259.84 37.0 
004D: jump_if_false @FINALEB_14316 
031A: remove_all_fires 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0006: 60@ = 0 

:FINALEB_14268
00D6: if 
001B:   9 > 60@ 
004D: jump_if_false @FINALEB_14309 
0650: destroy_particle 51@(60@,9i) 
000A: 60@ += 1 
0002: jump @FINALEB_14268 

:FINALEB_14309
0006: 132@ = 9 

:FINALEB_14316
00D6: if 
0039:   132@ == 9 
004D: jump_if_false @FINALEB_14945 
0164: disable_marker 118@ 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0924: enable_screen_darkness 0 with_value -1 
08B1: enable_night_vision 0 
09EB: remove_player_goggles $PLAYER_CHAR use_anim 0 
02CF: 61@ = create_fire_at 2532.62 -1272.65 34.31 propagation 0 size 1 
02CF: 62@ = create_fire_at 2532.88 -1272.75 34.12 propagation 0 size 2 
02CF: 64@ = create_fire_at 2527.9 -1272.5 34.8 propagation 0 size 2 
02CF: 65@ = create_fire_at 2533.743 -1272.434 34.0 propagation 0 size 3 
02CF: 66@ = create_fire_at 2533.743 -1272.434 34.0 propagation 0 size 2 
02CF: 70@ = create_fire_at 2531.99 -1268.71 34.0 propagation 0 size 2 
02CF: 69@ = create_fire_at 2530.987 -1269.858 33.8 propagation 0 size 3 
02CF: 74@ = create_fire_at 2532.39 -1270.4 34.0 propagation 0 size 1 
02CF: 75@ = create_fire_at 2531.165 -1271.961 34.0 propagation 0 size 2 
02CF: 76@ = create_fire_at 2532.529 -1272.169 34.0 propagation 0 size 1 
02CF: 77@ = create_fire_at 2532.395 -1273.24 34.0 propagation 0 size 3 
02CF: 73@ = create_fire_at 2531.94 -1274.46 33.8 propagation 0 size 1 
02CF: 63@ = create_fire_at 2532.433 -1275.658 34.0 propagation 0 size 3 
0828: set_max_fire_generations 3 
0005: $8001 = 2526.989 
0005: $8002 = -1272.577 
0005: $8003 = 34.8419 
0005: $8004 = 2527.988 
0005: $8005 = -1272.557 
0005: $8006 = 34.8799 
009B: destroy_actor 34@ 
009B: destroy_actor 35@ 
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
00A1: put_actor $PLAYER_ACTOR at 2538.45 -1281.4 34.34 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
015F: set_camera_position $8001 $8002 $8003 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $8004 $8005 $8006 switchstyle 2 
0001: wait 2000 ms 
00A1: put_actor $PLAYER_ACTOR at 2533.743 -1272.434 34.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0001: wait 500 ms 
0812: AS_actor $PLAYER_ACTOR perform_animation "JUMP_ROLL" IFP "DAM_JUMP" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
00C0: set_current_time_hours_to 17 minutes_to 0 
0006: 32@ = 0 
015D: set_gamespeed 0.3 
0006: 132@ = 10 

:FINALEB_14945
00D6: if 
0039:   132@ == 10 
004D: jump_if_false @FINALEB_16160 
015F: set_camera_position $8001 $8002 $8003 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $8004 $8005 $8006 switchstyle 2 
00D6: if 
0032:   2512.28 >= $8001 
004D: jump_if_false @FINALEB_15044 
0006: 32@ = 0 
0006: 153@ = 12 
0006: 132@ = 11 

:FINALEB_15044
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @FINALEB_15073 
007E: $8001 -= frame_delta_time * 0.18 // (float) 

:FINALEB_15073
00D6: if 
0019:   32@ > 0 
004D: jump_if_false @FINALEB_15140 
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @FINALEB_15140 
0948: create_explosion_at 2538.4 -1278.4 34.04 type 4 camera_shake 0.2 
0006: 153@ = 1 

:FINALEB_15140
00D6: if 
0019:   32@ > 100 
004D: jump_if_false @FINALEB_15183 
00D6: if 
0039:   153@ == 1 
004D: jump_if_false @FINALEB_15183 
0006: 153@ = 2 

:FINALEB_15183
00D6: if 
0019:   32@ > 250 
004D: jump_if_false @FINALEB_15261 
00D6: if 
0039:   153@ == 2 
004D: jump_if_false @FINALEB_15261 
0948: create_explosion_at 2540.24 -1270.59 34.07 type 0 camera_shake 0.2 
02D1: remove_fire 64@ 
02D1: remove_fire 61@ 
0006: 153@ = 3 

:FINALEB_15261
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @FINALEB_15329 
00D6: if 
0039:   153@ == 3 
004D: jump_if_false @FINALEB_15329 
0948: create_explosion_at 2535.66 -1276.3 34.34 type 2 camera_shake 0.2 
0006: 153@ = 4 

:FINALEB_15329
00D6: if 
0019:   32@ > 850 
004D: jump_if_false @FINALEB_15402 
00D6: if 
0039:   153@ == 4 
004D: jump_if_false @FINALEB_15402 
0948: create_explosion_at 2531.74 -1270.35 34.39 type 1 camera_shake 0.2 
02D1: remove_fire 64@ 
0006: 153@ = 5 

:FINALEB_15402
00D6: if 
0019:   32@ > 1100 
004D: jump_if_false @FINALEB_15453 
00D6: if 
0039:   153@ == 5 
004D: jump_if_false @FINALEB_15453 
015D: set_gamespeed 0.35 
0006: 153@ = 6 

:FINALEB_15453
00D6: if 
0019:   32@ > 1298 
004D: jump_if_false @FINALEB_15533 
00D6: if 
0039:   153@ == 6 
004D: jump_if_false @FINALEB_15533 
015D: set_gamespeed 0.39 
0948: create_explosion_at 2527.72 -1272.82 34.26 type 0 camera_shake 0.2 
02D1: remove_fire 65@ 
0006: 153@ = 7 

:FINALEB_15533
00D6: if 
0019:   32@ > 1400 
004D: jump_if_false @FINALEB_15608 
00D6: if 
0039:   153@ == 7 
004D: jump_if_false @FINALEB_15608 
015D: set_gamespeed 0.42 
0948: create_explosion_at 2529.54 -1270.12 34.31 type 2 camera_shake 0.22 
0006: 153@ = 8 

:FINALEB_15608
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @FINALEB_15688 
00D6: if 
0039:   153@ == 8 
004D: jump_if_false @FINALEB_15688 
015D: set_gamespeed 0.44 
0948: create_explosion_at 2524.15 -1272.31 34.42 type 4 camera_shake 0.25 
02D1: remove_fire 70@ 
0006: 153@ = 9 

:FINALEB_15688
00D6: if 
0019:   32@ > 1600 
004D: jump_if_false @FINALEB_15808 
00D6: if 
0039:   153@ == 9 
004D: jump_if_false @FINALEB_15808 
015D: set_gamespeed 0.5 
0948: create_explosion_at 2522.33 -1270.19 34.19 type 1 camera_shake 0.3 
02D1: remove_fire 61@ 
02D1: remove_fire 62@ 
02D1: remove_fire 65@ 
02D1: remove_fire 70@ 
02D1: remove_fire 69@ 
02D1: remove_fire 75@ 
02D1: remove_fire 76@ 
02D1: remove_fire 73@ 
02D1: remove_fire 63@ 
0006: 153@ = 10 

:FINALEB_15808
00D6: if 
0019:   32@ > 1700 
004D: jump_if_false @FINALEB_16092 
00D6: if 
0039:   153@ == 10 
004D: jump_if_false @FINALEB_16092 
0948: create_explosion_at 2524.14 -1270.04 34.19 type 2 camera_shake 0.25 
02CF: 61@ = create_fire_at 2523.17 -1269.18 34.04 propagation 0 size 3 
02CF: 62@ = create_fire_at 2522.47 -1271.46 34.15 propagation 0 size 2 
02CF: 65@ = create_fire_at 2523.68 -1272.35 34.19 propagation 0 size 3 
02CF: 70@ = create_fire_at 2523.18 -1273.32 34.06 propagation 0 size 2 
02CF: 69@ = create_fire_at 2522.8 -1274.45 34.05 propagation 0 size 3 
02CF: 75@ = create_fire_at 2522.42 -1276.4 34.05 propagation 0 size 2 
02CF: 76@ = create_fire_at 2520.32 -1273.41 34.0 propagation 0 size 1 
02CF: 73@ = create_fire_at 2521.32 -1273.41 34.0 propagation 0 size 1 
02CF: 63@ = create_fire_at 2520.93 -1269.28 34.0 propagation 0 size 2 
0006: 153@ = 11 

:FINALEB_16092
00D6: if 
0019:   32@ > 1916 
004D: jump_if_false @FINALEB_16160 
00D6: if 
0039:   153@ == 11 
004D: jump_if_false @FINALEB_16160 
0948: create_explosion_at 2522.01 -1274.06 34.2 type 4 camera_shake 0.2 
0006: 153@ = 12 

:FINALEB_16160
00D6: if 
0039:   132@ == 11 
004D: jump_if_false @FINALEB_17634 
00D6: if 
0022:   61.0 > $8003 
004D: jump_if_false @FINALEB_16229 
0078: $8003 += frame_delta_time * 0.1 // (float) 
007E: $8001 -= frame_delta_time * 0.02 // (float) 
0078: $8006 += frame_delta_time * 0.008 // (float) 

:FINALEB_16229
015F: set_camera_position $8001 $8002 $8003 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $8004 $8005 $8006 switchstyle 2 
00D6: if 
0039:   153@ == 12 
004D: jump_if_false @FINALEB_16336 
00D6: if 
0019:   32@ > 1400 
004D: jump_if_false @FINALEB_16336 
0948: create_explosion_at 2521.46 -1268.02 39.8 type 0 camera_shake 0.2 
0006: 153@ = 13 

:FINALEB_16336
00D6: if 
0039:   153@ == 13 
004D: jump_if_false @FINALEB_16404 
00D6: if 
0019:   32@ > 1670 
004D: jump_if_false @FINALEB_16404 
0948: create_explosion_at 2521.48 -1270.67 40.32 type 4 camera_shake 0.25 
0006: 153@ = 14 

:FINALEB_16404
00D6: if 
0039:   153@ == 14 
004D: jump_if_false @FINALEB_16564 
00D6: if 
0019:   32@ > 1800 
004D: jump_if_false @FINALEB_16564 
0948: create_explosion_at 2521.32 -1275.86 40.47 type 2 camera_shake 0.2 
02D1: remove_fire 64@ 
02D1: remove_fire 66@ 
02D1: remove_fire 74@ 
02D1: remove_fire 69@ 
02CF: 64@ = create_fire_at 2521.46 -1268.02 39.8 propagation 1 size 2 
02CF: 66@ = create_fire_at 22521.48 -1270.67 40.32 propagation 1 size 2 
02CF: 74@ = create_fire_at 2521.32 -1275.86 40.47 propagation 1 size 1 
0006: 153@ = 15 

:FINALEB_16564
00D6: if 
0039:   153@ == 15 
004D: jump_if_false @FINALEB_16656 
00D6: if 
0019:   32@ > 1950 
004D: jump_if_false @FINALEB_16656 
0948: create_explosion_at 2521.42 -1273.18 39.83 type 2 camera_shake 0.2 
0948: create_explosion_at 2525.43 -1280.65 40.28 type 4 camera_shake 0.2 
0006: 153@ = 16 

:FINALEB_16656
00D6: if 
0039:   153@ == 16 
004D: jump_if_false @FINALEB_16773 
00D6: if 
0019:   32@ > 2200 
004D: jump_if_false @FINALEB_16773 
0948: create_explosion_at 2521.27 -1270.64 43.25 type 2 camera_shake 0.2 
02D1: remove_fire 77@ 
02D1: remove_fire 63@ 
02D1: remove_fire 79@ 
02D1: remove_fire 78@ 
02D1: remove_fire 70@ 
02CF: 69@ = create_fire_at 2525.43 -1280.65 40.28 propagation 1 size 2 
0006: 153@ = 17 

:FINALEB_16773
00D6: if 
0039:   153@ == 17 
004D: jump_if_false @FINALEB_16889 
00D6: if 
0019:   32@ > 2568 
004D: jump_if_false @FINALEB_16889 
0948: create_explosion_at 2521.15 -1267.91 43.37 type 2 camera_shake 0.2 
0948: create_explosion_at 2525.89 -1281.0 43.79 type 4 camera_shake 0.2 
02CF: 70@ = create_fire_at 2525.89 -1281.0 43.79 propagation 3 size 3 
0006: 153@ = 18 

:FINALEB_16889
00D6: if 
0039:   153@ == 18 
004D: jump_if_false @FINALEB_17029 
00D6: if 
0019:   32@ > 3241 
004D: jump_if_false @FINALEB_17029 
0948: create_explosion_at 2520.86 -1273.39 43.2 type 0 camera_shake 0.2 
02CF: 77@ = create_fire_at 2521.27 -1270.64 43.25 propagation 1 size 3 
02CF: 63@ = create_fire_at 2521.15 -1267.91 43.37 propagation 2 size 2 
02CF: 79@ = create_fire_at 2521.34 -1275.7 43.26 propagation 3 size 1 
0006: 153@ = 19 

:FINALEB_17029
00D6: if 
0039:   153@ == 19 
004D: jump_if_false @FINALEB_17097 
00D6: if 
0019:   32@ > 3485 
004D: jump_if_false @FINALEB_17097 
0948: create_explosion_at 2521.34 -1275.7 43.26 type 4 camera_shake 0.2 
0006: 153@ = 20 

:FINALEB_17097
00D6: if 
0039:   153@ == 20 
004D: jump_if_false @FINALEB_17165 
00D6: if 
0019:   32@ > 3708 
004D: jump_if_false @FINALEB_17165 
0948: create_explosion_at 2521.15 -1275.61 47.83 type 2 camera_shake 0.2 
0006: 153@ = 21 

:FINALEB_17165
00D6: if 
0039:   153@ == 21 
004D: jump_if_false @FINALEB_17262 
00D6: if 
0019:   32@ > 4246 
004D: jump_if_false @FINALEB_17262 
0948: create_explosion_at 2521.04 -1272.97 47.91 type 0 camera_shake 0.2 
02D1: remove_fire 75@ 
02CF: 62@ = create_fire_at 2525.88 -1279.99 48.43 propagation 3 size 2 
0006: 153@ = 22 

:FINALEB_17262
00D6: if 
0039:   153@ == 22 
004D: jump_if_false @FINALEB_17364 
00D6: if 
0019:   32@ > 4708 
004D: jump_if_false @FINALEB_17364 
0948: create_explosion_at 2521.24 -1267.9 48.15 type 4 camera_shake 0.2 
02D1: remove_fire 61@ 
02D1: remove_fire 62@ 
0948: create_explosion_at 2525.88 -1279.99 48.43 type 2 camera_shake 0.2 
0006: 153@ = 23 

:FINALEB_17364
00D6: if 
0039:   153@ == 23 
004D: jump_if_false @FINALEB_17504 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @FINALEB_17504 
0948: create_explosion_at 2521.37 -1270.86 48.35 type 0 camera_shake 0.2 
02CF: 78@ = create_fire_at 2521.15 -1275.61 47.83 propagation 3 size 1 
02CF: 61@ = create_fire_at 2521.04 -1272.97 47.91 propagation 2 size 2 
02CF: 62@ = create_fire_at 2521.24 -1267.9 48.15 propagation 3 size 2 
0006: 153@ = 24 

:FINALEB_17504
00D6: if 
0039:   153@ == 24 
004D: jump_if_false @FINALEB_17634 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @FINALEB_17634 
0792: disembark_instantly_actor $PLAYER_ACTOR 
014F: stop_timer $8007 
04EF: release_animation "DAM_JUMP" 
0249: release_model #CHROMEGUN 
0249: release_model #M4 
0249: release_model #FIRE_EX 
08FD: enable_heat_visuals 0 
016A: fade 0 time 1000 

:FINALEB_17589
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEB_17613 
0001: wait 0 ms 
0002: jump @FINALEB_17589 

:FINALEB_17613
0002: jump @FINALEB_18535 
0006: 132@ = 11 
0006: 153@ = 25 

:FINALEB_17634
0002: jump @FINALEB_720 

:FINALEB_17641
0615: define_AS_pack_begin 99@ 
05D3: AS_actor -1 goto_point 106@ 107@ 108@ mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 99@ 
0618: assign_actor 104@ to_AS_pack 99@ 
061B: remove_references_to_AS_pack 99@ 
0051: return 

:FINALEB_17696
0615: define_AS_pack_begin 100@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 100@ 
0618: assign_actor 104@ to_AS_pack 100@ 
061B: remove_references_to_AS_pack 100@ 
0051: return 

:FINALEB_17740
0615: define_AS_pack_begin 101@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 101@ 
0618: assign_actor 104@ to_AS_pack 101@ 
061B: remove_references_to_AS_pack 101@ 
0051: return 

:FINALEB_17778
0615: define_AS_pack_begin 111@ 
05D3: AS_actor -1 goto_point 106@ 107@ 108@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 113@ 114@ 115@ mode 6 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 111@ 
0618: assign_actor 104@ to_AS_pack 111@ 
061B: remove_references_to_AS_pack 111@ 
0051: return 

:FINALEB_17850
0615: define_AS_pack_begin 102@ 
0605: actor -1 perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 102@ 
0618: assign_actor 104@ to_AS_pack 102@ 
061B: remove_references_to_AS_pack 102@ 
0051: return 

:FINALEB_17933
0615: define_AS_pack_begin 103@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 112@ 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 106@ 107@ 108@ angle 116@ radius -1.0 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 103@ loop 1 
0616: define_AS_pack_end 103@ 
0618: assign_actor 104@ to_AS_pack 103@ 
061B: remove_references_to_AS_pack 103@ 
0051: return 

:FINALEB_18174
0615: define_AS_pack_begin 105@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 112@ 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 106@ 107@ 108@ angle 116@ radius -1.0 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 105@ loop 1 
0616: define_AS_pack_end 105@ 
0618: assign_actor 104@ to_AS_pack 105@ 
061B: remove_references_to_AS_pack 105@ 
0051: return 

:FINALEB_18415
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if 
0039:   182@ == 1 
004D: jump_if_false @FINALEB_18465 
00BC: show_text_highpriority GXT 'RM4_46' time 5000 flag 1  // ~r~You wrecked your car!

:FINALEB_18465
00D6: if 
0039:   179@ == 7 
004D: jump_if_false @FINALEB_18499 
00BC: show_text_highpriority GXT 'RM4_45' time 7000 flag 1  // ~r~Sweet died! You are supposed to catch him, next time get your car underneath Sweet when he begins to lose grip!

:FINALEB_18499
00D6: if 
0039:   183@ == 1 
004D: jump_if_false @FINALEB_18533 
00BC: show_text_highpriority GXT 'RM4_50' time 5000 flag 1  // ~r~You lost Sweet! Next time stay closer!

:FINALEB_18533
0051: return 

:FINALEB_18535
0006: 156@ = 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0008: $RIOT_TOTAL_PASSED_MISSIONS += 1 
0051: return 

:FINALEB_18556
08FD: enable_heat_visuals 0 
0924: enable_screen_darkness 0 with_value -1 
031A: remove_all_fires 
03C7: set_sensitivity_to_crime 1.0 
01F0: set_max_wanted_level_to 6 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
014F: stop_timer $8007 
0249: release_model #BALLAS1 
0249: release_model #BALLAS3 
0249: release_model #LSV2 
0249: release_model #NVGOGGLES 
0249: release_model #CHROMEGUN 
0249: release_model #MICRO_UZI 
0249: release_model #M4 
0249: release_model #FIRE_EX 
034F: destroy_actor_with_fade $ACTOR_SMOKE 
034F: destroy_actor_with_fade 49@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
04EF: release_animation "SWAT" 
04EF: release_animation "DAM_JUMP" 
0249: release_model #FIRELA 
0249: release_model #LAPD1 
0249: release_model #SULTAN 
0249: release_model #FELTZER 
0249: release_model #LSV2 
0249: release_model #BALLAS1 
0249: release_model #MICRO_UZI 
0249: release_model #MOLOTOV 
0249: release_model #LA_FUCKCAR1 
0249: release_model #LA_FUCKCAR2 
04EF: release_animation "FINALE" 
04EF: release_animation "FINALE2" 
0164: disable_marker 118@ 
0164: disable_marker 119@ 
0215: destroy_pickup 120@ 
0215: destroy_pickup 121@ 
0215: destroy_pickup 122@ 
0215: destroy_pickup 123@ 
0215: destroy_pickup 124@ 
0215: destroy_pickup 125@ 
0215: destroy_pickup 126@ 
0215: destroy_pickup 127@ 
0215: destroy_pickup 129@ 
0215: destroy_pickup 130@ 
0215: destroy_pickup 131@ 
06D0: enable_emergency_traffic 1 
03C7: set_sensitivity_to_crime 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 60@ = 0 

:FINALEB_18839
00D6: if 
001B:   9 > 60@ 
004D: jump_if_false @FINALEB_18880 
0650: destroy_particle 51@(60@,9i) 
000A: 60@ += 1 
0002: jump @FINALEB_18839 

:FINALEB_18880
0004: $ONMISSION = 0 
00D8: mission_cleanup 
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @FINALEB_18913 
016A: fade 0 time 0 

:FINALEB_18913
0051: return 

//-------------Mission 112---------------
// Originally: End Of The Line (3)

:FINALEC
0050: gosub @FINALEC_36 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @FINALEC_27 
0050: gosub @FINALEC_57329 

:FINALEC_27
0050: gosub @FINALEC_57525 
004E: end_thread 

:FINALEC_36
0004: $ONMISSION = 1 
03A4: name_thread 'FINALEC' 
0001: wait 0 ms 
054C: use_GXT_table 'RIOT4' 
060A: create_decision_maker_type 0 store_to 97@ // decision\allowed\m_.ped files 
0006: 128@ = 11 
0006: 129@ = 0 
0006: 130@ = 0 
0006: 131@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 134@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 
0006: 143@ = 0 
0006: 144@ = 0 
0006: 145@ = 0 
0006: 146@ = 0 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 0 
0006: 151@ = 0 
0004: $8008 = 450000 
0006: 190@ = 0 
0006: 191@ = 0 
0006: 192@ = 0 
0006: 193@ = 0 
0006: 194@ = 0 
0006: 195@ = 0 
0006: 196@ = 0 
0006: 197@ = 0 
0006: 198@ = 0 
0006: 199@ = 0 
0006: 200@ = 0 
0006: 201@ = 0 
0006: 202@ = 0 
0006: 203@ = 0 
0006: 204@ = 0 
0006: 205@ = 0 
0004: $8014 = 0 
0004: $8015 = 0 
0004: $8016 = 0 
0006: 249@ = 0 
0006: 250@ = 0 
0006: 251@ = 0 
0006: 252@ = 0 
0006: 253@ = 0 
0006: 254@ = 0 
0006: 255@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 
0006: 264@ = 0 
0006: 265@ = 0 
0006: 266@ = 0 
0006: 267@ = 0 
0006: 268@ = 0 
0006: 269@ = 0 
0006: 270@ = 0 
0006: 206@ = 0 
0006: 288@ = 0 
0006: 289@ = 0 
0006: 290@ = 0 
0006: 291@ = 0 
0006: 292@ = 0 
0006: 293@ = 0 
0006: 294@ = 0 
0006: 295@ = 0 
0006: 296@ = 0 
0006: 297@ = 0 
0828: set_max_fire_generations 0 
03C7: set_sensitivity_to_crime 0.0 
06D0: enable_emergency_traffic 0 
0247: load_model #FIRELA 
0247: load_model #LAPD1 
0247: load_model #SULTAN 
0247: load_model #FELTZER 
0247: load_model #LSV2 
0247: load_model #BALLAS1 
0247: load_model #MICRO_UZI 
0247: load_model #MOLOTOV 
0247: load_model #LA_FUCKCAR1 
0247: load_model #LA_FUCKCAR2 
04ED: load_animation "FINALE" 
04ED: load_animation "FINALE2" 
07C0: load_path 288 
07C0: load_path 289 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'TENPEN' as 2 // models 290-299 
07C0: load_path 290 
07C0: load_path 291 
03CF: load_wav 33227 as 1 
038B: load_requested_models 

:FINALEC_759
00D6: if or
8248:   not model #FIRELA available 
8248:   not model #LAPD1 available 
8248:   not model #SULTAN available 
8248:   not model #FELTZER available 
8248:   not model #LSV2 available 
004D: jump_if_false @FINALEC_805 
0001: wait 0 ms 
0002: jump @FINALEC_759 

:FINALEC_805
00D6: if or
8248:   not model #BALLAS1 available 
8248:   not model #MICRO_UZI available 
8248:   not model #MOLOTOV available 
8248:   not model #LA_FUCKCAR1 available 
8248:   not model #LA_FUCKCAR2 available 
004D: jump_if_false @FINALEC_851 
0001: wait 0 ms 
0002: jump @FINALEC_805 

:FINALEC_851
00D6: if or
84ED:   not load_animation "FINALE" 
84ED:   not load_animation "FINALE2" 
87C1:   not path 288 available 
87C1:   not path 289 available 
823D:   not special_actor 1 loaded 
004D: jump_if_false @FINALEC_908 
0001: wait 0 ms 
0002: jump @FINALEC_851 

:FINALEC_908
00D6: if or
87C1:   not path 290 available 
87C1:   not path 291 available 
004D: jump_if_false @FINALEC_940 
0001: wait 0 ms 
0002: jump @FINALEC_908 

:FINALEC_940
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00A1: put_actor $PLAYER_ACTOR at 2515.771 -1277.474 33.728 
0173: set_actor $PLAYER_ACTOR Z_angle_to 144.159 
0605: actor $PLAYER_ACTOR perform_animation "KO_SKID_BACK" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0001: wait 250 ms 
00A5: 152@ = create_car #FIRELA at 2508.649 -1295.866 33.92 
0175: set_car 152@ Z_angle_to 0.3186 
08A4: set_car 152@ extra_parts_angle_to 0.7 
02AC: set_car 152@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0852: set_car 152@ damages_visible 0 
00A5: $SWEET_CAR = create_car #SULTAN at 2508.941 -1306.517 33.92 
0175: set_car $SWEET_CAR Z_angle_to 165.3186 
0229: set_car $SWEET_CAR primary_color_to 3 secondary_color_to 3 
0674: set_car_model #FELTZER numberplate "_IMY_AK" 
00A5: 153@ = create_car #FELTZER at 2515.895 -1269.408 33.7844 
0175: set_car 153@ Z_angle_to 359.2572 
02AC: set_car 153@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01EC: make_car 153@ very_heavy 1
0423: set_car 153@ improved_handling_to 1.5 // (float)
0224: set_car 153@ health_to 2000 
053F: set_car 153@ tires_vulnerability 0 
0852: set_car 153@ damages_visible 0 
0229: set_car 153@ primary_color_to 1 secondary_color_to 8 
009A: 49@ = create_actor_pedtype 23 model #SPECIAL02 at 2506.218 -1293.093 33.8438 
0173: set_actor 49@ Z_angle_to 271.9809 
02AB: set_actor 49@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 49@ decision_maker_to 97@ 
01C8: 158@ = create_actor_pedtype 24 model #LAPD1 in_car 152@ passenger_seat 0 
02AB: set_actor 158@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 158@ decision_maker_to 97@ 
009A: $ACTOR_SWEET = create_actor_pedtype 23 model #SPECIAL01 at 0.0 0.0 0.0 
02AB: set_actor $ACTOR_SWEET immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0173: set_actor $ACTOR_SWEET Z_angle_to 0.3186 
060B: set_actor $ACTOR_SWEET decision_maker_to 97@ 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_1427 
0464: put_actor $ACTOR_SWEET into_turret_on_car 152@ at_car_offset 0.0 -8.227 -1000.156 position 0 shooting_angle_limit 0.0 with_weapon 0 

:FINALEC_1427
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 2506.218 -1293.093 200.0 radius 200.0 
06D7: enable_train_traffic 0 
06DB: destroy_all_trains 
015D: set_gamespeed 1.0 
0732: random_car_generator_disable_model #FELTZER 
0732: random_car_generator_disable_model #FIRELA 
02CF: 70@ = create_fire_at 2521.392 -1269.343 34.1609 propagation 0 size 3 
02CF: 71@ = create_fire_at 2521.701 -1270.293 34.2031 propagation 0 size 2 
02CF: 72@ = create_fire_at 2523.58 -1271.225 34.2918 propagation 0 size 3 
02CF: 73@ = create_fire_at 2518.576 -1284.467 34.0265 propagation 0 size 2 
02CF: 74@ = create_fire_at 2521.6 -1270.885 40.4338 propagation 0 size 3 
02CF: 75@ = create_fire_at 2521.662 -1267.656 43.8955 propagation 0 size 2 
02CF: 76@ = create_fire_at 2521.674 -1275.707 43.7437 propagation 0 size 3 
02CF: 77@ = create_fire_at 2521.506 -1275.781 40.4019 propagation 0 size 2 
02CF: 78@ = create_fire_at 2522.68 -1280.397 39.1158 propagation 0 size 3 
02CF: 79@ = create_fire_at 2521.676 -1279.352 39.112 propagation 0 size 3 
02CF: 80@ = create_fire_at 2521.714 -1278.639 37.4041 propagation 0 size 2 
0489: set_actor $PLAYER_ACTOR muted 1 
0A45: set_rail_tracks_friction_to 0.3 
0001: wait 500 ms 
0A0B: set_rendering_origin_at_3D_coord 2504.96 -1309.16 34.44 angle 334.0 
00C0: set_current_time_hours_to 17 minutes_to 0 
01F0: set_max_wanted_level_to 0 
016A: fade 1 time 1000 
0006: 128@ = 11 

:FINALEC_1817
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @FINALEC_1843 
0002: jump @FINALEC_57451 

:FINALEC_1843
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_3759 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEC_3759 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_3759 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_3759 
00D6: if 
0039:   128@ == 11 
004D: jump_if_false @FINALEC_2000 
015F: set_camera_position 2502.792 -1296.28 35.3797 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2503.378 -1295.469 35.3873 switchstyle 2 
05CB: AS_actor 49@ enter_car 152@ as_driver -1 ms 
0006: 32@ = 0 
0006: 128@ = 12 

:FINALEC_2000
00D6: if 
0039:   128@ == 12 
004D: jump_if_false @FINALEC_2082 
00D6: if 
0019:   32@ > 1750 
004D: jump_if_false @FINALEC_2082 
0605: actor $PLAYER_ACTOR perform_animation "GETUP_FRONT" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 128@ = 13 

:FINALEC_2082
00D6: if 
0039:   128@ == 13 
004D: jump_if_false @FINALEC_2188 
00D6: if 
0448:   actor 49@ in_car 152@ 
004D: jump_if_false @FINALEC_2188 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_JUMP_ON" IFP "FINALE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
020A: set_car 152@ door_status_to 2 
0006: 190@ = 1 
0006: 32@ = 0 
0006: 128@ = 14 

:FINALEC_2188
00D6: if 
0039:   128@ == 14 
004D: jump_if_false @FINALEC_2264 
015F: set_camera_position 2515.445 -1299.71 36.5622 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2514.667 -1300.31 36.4758 switchstyle 2 
0006: 128@ = 15 

:FINALEC_2264
00D6: if 
0039:   128@ == 15 
004D: jump_if_false @FINALEC_2399 
00D6: if 
0019:   32@ > 1400 
004D: jump_if_false @FINALEC_2399 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
041D: set_camera_near_clip 0.1 
0920: point_camera 2514.667 -1300.31 36.4758 transverse_to 2514.946 -1282.265 35.6876 time 4000 smooth_transition 0 
0936: set_camera 2515.445 -1299.71 36.5622 position_to 2515.482 -1282.265 35.713 time 4000 smooth_transition 0 
0006: 128@ = 16 

:FINALEC_2399
00D6: if 
0039:   128@ == 16 
004D: jump_if_false @FINALEC_2471 
00D6: if 
0019:   32@ > 2220 
004D: jump_if_false @FINALEC_2471 
05EB: assign_car 152@ to_path 288 
00A1: put_actor $PLAYER_ACTOR at 2513.49 -1277.77 34.19 
0006: 128@ = 17 

:FINALEC_2471
00D6: if 
0039:   128@ == 17 
004D: jump_if_false @FINALEC_2593 
00D6: if 
8934:   not camera_target_point_manipulated 
004D: jump_if_false @FINALEC_2593 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2515.482 -1282.265 35.713 position_to 2515.482 -1283.1 35.713 time 4000 smooth_transition 0 
0920: point_camera 2514.946 -1282.265 35.6876 transverse_to 2515.719 -1282.136 35.6959 time 4000 smooth_transition 0 
0006: 128@ = 18 

:FINALEC_2593
00D6: if 
0039:   128@ == 18 
004D: jump_if_false @FINALEC_2663 
00D6: if 
060E:   car 152@ assigned_to_path 
004D: jump_if_false @FINALEC_2663 
00D6: if 
0019:   32@ > 4999 
004D: jump_if_false @FINALEC_2663 
06FD: set_car 152@ speed_on_path_to 0.75 
0006: 128@ = 19 

:FINALEC_2663
00D6: if 
0039:   128@ == 19 
004D: jump_if_false @FINALEC_2717 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @FINALEC_2717 
05CB: AS_actor $PLAYER_ACTOR enter_car 153@ as_driver -1 ms 
0006: 128@ = 20 

:FINALEC_2717
00D6: if 
0039:   128@ == 20 
004D: jump_if_false @FINALEC_3284 
00D6: if 
0019:   32@ > 10500 
004D: jump_if_false @FINALEC_3284 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 153@ 
004D: jump_if_false @FINALEC_3284 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 151@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'RM4_41' time 8000 flag 1  // ~s~Follow Tenpenny and make sure ~b~Sweet ~s~is safe, stay close to the firetruck and do not lose Tenpenny.
00BB: show_text_lowpriority GXT 'RM4_42' time 5000 flag 1  // ~s~Do not attempt to damage the firetruck or you may injure ~b~Sweet~s~.
03DE: set_pedestrians_density_multiplier_to 5.0 
01C3: remove_references_to_car $SWEET_CAR 
0249: release_model #SULTAN 
0107: 167@ = create_object #LA_FUCKCAR2 at 2597.36 -1044.735 69.196 
0392: make_object 167@ moveable 1 
0177: set_object 167@ Z_angle_to 0.0 
0453: set_object 167@ XYZ_rotation 0.0 180.0 0.0 
0107: 168@ = create_object #LA_FUCKCAR1 at 2598.7 -1050.94 69.23 
0177: set_object 168@ Z_angle_to 180.0 
0392: make_object 168@ moveable 1 
009A: 44@ = create_actor_pedtype 24 model #LSV2 at 2600.99 -1050.01 69.04 
0173: set_actor 44@ Z_angle_to 274.892 
060B: set_actor 44@ decision_maker_to 97@ 
01B2: give_actor 44@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 44@ immune_to_nonplayer 1 
0085: 102@ = 44@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 
009A: 45@ = create_actor_pedtype 24 model #LSV2 at 2597.21 -1040.14 69.48 
0173: set_actor 45@ Z_angle_to 274.892 
060B: set_actor 45@ decision_maker_to 97@ 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 45@ weapon_skill_to 2 
02A9: set_actor 45@ immune_to_nonplayer 1 
0085: 102@ = 45@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 46@ = create_actor_pedtype 24 model #LSV2 at 2604.991 -1038.172 69.619 
0173: set_actor 46@ Z_angle_to 274.892 
060B: set_actor 46@ decision_maker_to 97@ 
01B2: give_actor 46@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 46@ immune_to_nonplayer 1 
0085: 102@ = 46@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
02CF: 61@ = create_fire_at 2598.54 -1044.53 68.5 propagation 0 size 3 
02CF: 62@ = create_fire_at 2600.99 -1050.01 69.04 propagation 0 size 3 
02CF: 63@ = create_fire_at 2599.88 -1052.4 68.06 propagation 0 size 3 
0006: 128@ = 21 

:FINALEC_3284
00D6: if 
0039:   128@ == 21 
004D: jump_if_false @FINALEC_3376 
05EC: release_car 152@ from_path 
05EB: assign_car 152@ to_path 289 
0187: 115@ = create_marker_above_actor $ACTOR_SWEET 
07E0: set_marker 115@ type_to 1 
018B: set_marker 115@ radar_mode 2 
0006: 32@ = 0 
040D: unload_wav 1 
0006: 203@ = 0 
0006: 204@ = 0 
0006: 191@ = 1 
0006: 128@ = 22 

:FINALEC_3376
00D6: if 
0039:   190@ == 1 
004D: jump_if_false @FINALEC_3515 
00D6: if 
0611:   actor $ACTOR_SWEET performing_animation "FIN_JUMP_ON" 
004D: jump_if_false @FINALEC_3515 
0613: 164@ = actor $ACTOR_SWEET animation "FIN_JUMP_ON" time 
00D6: if 
0043:   164@ == 1.0 
004D: jump_if_false @FINALEC_3515 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 190@ = 2 

:FINALEC_3515
00D6: if 
0019:   128@ > 13 
004D: jump_if_false @FINALEC_3759 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @FINALEC_3759 
0050: gosub @FINALEC_57063 
00D6: if 
0039:   203@ == 0 
004D: jump_if_false @FINALEC_3625 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_3625 
04AF: 187@ = 33227 // = constant 
05AA: 188@s = 'ROT4_HA' // @s = 'short'  // ~z~Tenpenny, you motherfucking piece of shit!
0050: gosub @FINALEC_57021 

:FINALEC_3625
00D6: if 
0039:   203@ == 1 
004D: jump_if_false @FINALEC_3692 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_3692 
04AF: 187@ = 33228 // = constant 
05AA: 188@s = 'ROT4_HB' // @s = 'short'  // ~z~I ain't letting you get away with all you've done!
0050: gosub @FINALEC_57021 

:FINALEC_3692
00D6: if 
0039:   203@ == 2 
004D: jump_if_false @FINALEC_3759 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_3759 
04AF: 187@ = 33216 // = constant 
05AA: 188@s = 'ROT4_DB' // @s = 'short'  // ~z~Sweet, no!
0050: gosub @FINALEC_57021 

:FINALEC_3759
00D6: if or
0039:   191@ == 1 
0039:   191@ == 2 
004D: jump_if_false @FINALEC_3814 
00D6: if 
0119:   car 153@ wrecked 
004D: jump_if_false @FINALEC_3814 
0006: 201@ = 1 
0002: jump @FINALEC_57329 

:FINALEC_3814
00D6: if 
0039:   191@ == 1 
004D: jump_if_false @FINALEC_13366 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_13366 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEC_13366 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_13366 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_13366 
00D6: if 
8202:   not actor $ACTOR_SWEET near_car 153@ radius 125.0 125.0 sphere 0 
004D: jump_if_false @FINALEC_3973 
00D6: if 
82CB:   not actor $ACTOR_SWEET bounding_sphere_visible 
004D: jump_if_false @FINALEC_3973 
0006: 202@ = 1 
0002: jump @FINALEC_57329 
00BC: show_text_highpriority GXT 'RM4_50' time 5000 flag 1  // ~r~You lost Sweet! Next time stay closer!

:FINALEC_3973
00D6: if 
0039:   200@ == 0 
004D: jump_if_false @FINALEC_4053 
00D6: if 
8448:   not actor $PLAYER_ACTOR in_car 153@ 
004D: jump_if_false @FINALEC_4053 
0164: disable_marker 115@ 
0186: 115@ = create_marker_above_car 153@ 
07E0: set_marker 115@ type_to 1 
00BC: show_text_highpriority GXT 'RM4_48' time 5000 flag 1  // ~s~Get back in the ~b~car~s~!
0006: 200@ = 1 

:FINALEC_4053
00D6: if 
0039:   200@ == 1 
004D: jump_if_false @FINALEC_4165 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 153@ 
004D: jump_if_false @FINALEC_4165 
0164: disable_marker 115@ 
0187: 115@ = create_marker_above_actor $ACTOR_SWEET 
07E0: set_marker 115@ type_to 1 
018B: set_marker 115@ radar_mode 2 
00D6: if 
0019:   198@ > 0 
004D: jump_if_false @FINALEC_4142 
018B: set_marker 115@ radar_mode 3 

:FINALEC_4142
00BC: show_text_highpriority GXT 'RM4_49' time 5000 flag 1  // ~s~Chase the firetruck!
0006: 200@ = 0 

:FINALEC_4165
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_4521 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEC_4521 
00D6: if 
060E:   car 152@ assigned_to_path 
004D: jump_if_false @FINALEC_4521 
0871: init_jump_table 194@ total_jumps 3 default_jump 0 @FINALEC_4521 jumps 0 @FINALEC_4276 1 @FINALEC_4411 2 @FINALEC_4466 -1 @FINALEC_4521 -1 @FINALEC_4521 -1 @FINALEC_4521 -1 @FINALEC_4521 

:FINALEC_4276
00D6: if 
80F2:   not actor $ACTOR_SWEET near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
004D: jump_if_false @FINALEC_4331 
06FD: set_car 152@ speed_on_path_to 0.5 
0006: 194@ = 1 
0002: jump @FINALEC_4404 

:FINALEC_4331
00D6: if 
00F2:   actor $ACTOR_SWEET near_actor $PLAYER_ACTOR radius 15.0 15.0 0 
004D: jump_if_false @FINALEC_4404 
00D6: if or
8039:   not  193@ == 5 
8039:   not  193@ == 1 
004D: jump_if_false @FINALEC_4404 
06FD: set_car 152@ speed_on_path_to 1.3 
0006: 194@ = 2 

:FINALEC_4404
0002: jump @FINALEC_4521 

:FINALEC_4411
00D6: if 
00F2:   actor $ACTOR_SWEET near_actor $PLAYER_ACTOR radius 55.0 55.0 0 
004D: jump_if_false @FINALEC_4459 
06FD: set_car 152@ speed_on_path_to 1.0 
0006: 194@ = 0 

:FINALEC_4459
0002: jump @FINALEC_4521 

:FINALEC_4466
00D6: if 
80F2:   not actor $ACTOR_SWEET near_actor $PLAYER_ACTOR radius 20.0 20.0 0 
004D: jump_if_false @FINALEC_4514 
06FD: set_car 152@ speed_on_path_to 1.0 
0006: 194@ = 0 

:FINALEC_4514
0002: jump @FINALEC_4521 

:FINALEC_4521
00D6: if 
8118:   not actor 158@ dead 
004D: jump_if_false @FINALEC_6629 
00D6: if 
0039:   196@ == 1 
004D: jump_if_false @FINALEC_4632 
00AA: store_car 152@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
000D: $TEMPVAR_Z_COORD -= 15.0 
0362: remove_actor 158@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0464: put_actor 158@ into_turret_on_car 152@ at_car_offset 0.0 0.656 2.408 position 0 shooting_angle_limit 0.0 with_weapon 0 
0006: 196@ = 2 

:FINALEC_4632
00D6: if 
0039:   196@ == 2 
004D: jump_if_false @FINALEC_4712 
0657: car 152@ open_door 3 
0812: AS_actor 158@ perform_animation "FIN_COP1_CLIMBOUT" IFP "FINALE2" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 196@ = 3 

:FINALEC_4712
00D6: if 
0039:   196@ == 3 
004D: jump_if_false @FINALEC_4919 
00D6: if 
0611:   actor 158@ performing_animation "FIN_COP1_CLIMBOUT" 
004D: jump_if_false @FINALEC_4919 
0613: 170@ = actor 158@ animation "FIN_COP1_CLIMBOUT" time 
00D6: if 
0043:   170@ == 1.0 
004D: jump_if_false @FINALEC_4919 
0465: remove_actor 158@ from_turret_mode 
0464: put_actor 158@ into_turret_on_car 152@ at_car_offset -0.014 -7.4 -999.253 position 2 shooting_angle_limit 0.0 with_weapon 0 
0812: AS_actor 158@ perform_animation "FIN_COP1_CLIMBOUT2" IFP "FINALE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 32@ = 0 
0006: 198@ = 1 
0006: 196@ = 4 

:FINALEC_4919
00D6: if 
0039:   196@ == 4 
004D: jump_if_false @FINALEC_5096 
00D6: if 
0611:   actor 158@ performing_animation "FIN_COP1_CLIMBOUT2" 
004D: jump_if_false @FINALEC_5096 
0613: 170@ = actor 158@ animation "FIN_COP1_CLIMBOUT2" time 
00D6: if 
0043:   170@ == 1.0 
004D: jump_if_false @FINALEC_5096 
0812: AS_actor 158@ perform_animation "FIN_COP1_STOMP" IFP "FINALE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 33@ = 0 
00BC: show_text_highpriority GXT 'RM4_43' time 7000 flag 1  // ~s~The cop is stamping on ~s~Sweet's fingers get your car close to him in case he loses his grip.
0006: 196@ = 5 

:FINALEC_5096
00D6: if 
0039:   196@ == 5 
004D: jump_if_false @FINALEC_5183 
00D6: if 
0019:   33@ > 499 
004D: jump_if_false @FINALEC_5183 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_SLIP" IFP "FINALE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 196@ = 6 

:FINALEC_5183
00D6: if 
0039:   196@ == 6 
004D: jump_if_false @FINALEC_5328 
00D6: if 
0611:   actor 158@ performing_animation "FIN_COP1_STOMP" 
004D: jump_if_false @FINALEC_5328 
0613: 170@ = actor 158@ animation "FIN_COP1_STOMP" time 
00D6: if 
0043:   170@ == 1.0 
004D: jump_if_false @FINALEC_5328 
0812: AS_actor 158@ perform_animation "FIN_COP1_LOOP" IFP "FINALE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 196@ = 7 

:FINALEC_5328
00D6: if 
0039:   196@ == 7 
004D: jump_if_false @FINALEC_5478 
00D6: if 
0611:   actor $ACTOR_SWEET performing_animation "FIN_HANG_SLIP" 
004D: jump_if_false @FINALEC_5478 
0613: 164@ = actor $ACTOR_SWEET animation "FIN_HANG_SLIP" time 
00D6: if 
0043:   164@ == 1.0 
004D: jump_if_false @FINALEC_5478 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 33@ = 0 
0006: 196@ = 8 

:FINALEC_5478
00D6: if 
0039:   196@ == 8 
004D: jump_if_false @FINALEC_5648 
00D6: if 
0019:   33@ > 750 
004D: jump_if_false @FINALEC_5648 
00D6: if 
0611:   actor 158@ performing_animation "FIN_COP1_LOOP" 
004D: jump_if_false @FINALEC_5648 
0613: 170@ = actor 158@ animation "FIN_COP1_LOOP" time 
00D6: if 
0043:   170@ == 1.0 
004D: jump_if_false @FINALEC_5648 
0812: AS_actor 158@ perform_animation "FIN_COP1_STOMP" IFP "FINALE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 33@ = 0 
0006: 196@ = 5 

:FINALEC_5648
00D6: if 
0039:   198@ == 1 
004D: jump_if_false @FINALEC_5781 
00D6: if 
0019:   32@ > 8999 
004D: jump_if_false @FINALEC_5781 
00D6: if 
075C:   marker 115@ enabled 
004D: jump_if_false @FINALEC_5708 
018B: set_marker 115@ radar_mode 3 

:FINALEC_5708
0004: $8009 = 15 
008D: $8010 = integer $8009 to_float 
0011: $8010 *= 100.0 
0015: $8010 /= 15.0 
008C: $8011 = float $8010 to_integer 
03C4: set_status_text $8011 type 1 GXT 'RM4_47' // global_variable  // Sweet's Grip
0006: 32@ = 0 
0006: 198@ = 2 

:FINALEC_5781
00D6: if 
0039:   198@ == 2 
004D: jump_if_false @FINALEC_5839 
00D6: if 
0019:   32@ > 999 
004D: jump_if_false @FINALEC_5839 
000C: $8009 -= 1 
0006: 32@ = 0 
0006: 198@ = 3 

:FINALEC_5839
00D6: if 
0039:   198@ == 3 
004D: jump_if_false @FINALEC_5897 
00D6: if 
0019:   32@ > 999 
004D: jump_if_false @FINALEC_5897 
000C: $8009 -= 1 
0006: 32@ = 0 
0006: 198@ = 4 

:FINALEC_5897
00D6: if 
0039:   198@ == 4 
004D: jump_if_false @FINALEC_5962 
00D6: if 
0019:   32@ > 999 
004D: jump_if_false @FINALEC_5962 
000C: $8009 -= 1 
0006: 32@ = 0 
01EB: set_traffic_density_multiplier_to 0.0 
0006: 198@ = 5 

:FINALEC_5962
00D6: if 
0039:   198@ == 5 
004D: jump_if_false @FINALEC_6575 
00D6: if 
0019:   32@ > 999 
004D: jump_if_false @FINALEC_6020 
000C: $8009 -= 1 
0006: 205@ = 4 
0006: 32@ = 0 

:FINALEC_6020
00D6: if 
002A:   0 >= $8009 
004D: jump_if_false @FINALEC_6163 
0004: $8009 = 0 
0006: 196@ = 10 
0812: AS_actor 158@ perform_animation "FIN_COP1_LOOP" IFP "FINALE" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0465: remove_actor $ACTOR_SWEET from_turret_mode 
0619: enable_actor $ACTOR_SWEET collision_detection 1 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_LAND_DIE" IFP "FINALE" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0006: 32@ = 0 
0006: 198@ = 6 

:FINALEC_6163
00D6: if 
0018:   $8009 > 0 
004D: jump_if_false @FINALEC_6575 
00A0: store_actor $ACTOR_SWEET position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
000D: $TEMPVAR_Z_COORD -= 1.0 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 3.0 3.0 4.0 
004D: jump_if_false @FINALEC_6575 
0151: remove_status_text $8009 
0007: 171@ = 4.0 
0465: remove_actor $ACTOR_SWEET from_turret_mode 
00A0: store_actor $ACTOR_SWEET position_to 181@ 182@ 183@ 
0619: enable_actor $ACTOR_SWEET collision_detection 0 
000F: 183@ -= 1.0 
0792: disembark_instantly_actor $ACTOR_SWEET 
00A1: put_actor $ACTOR_SWEET at 181@ 182@ 183@ 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_LET_GO" IFP "FINALE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0001: wait 0 ms 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_6575 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEC_6575 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_6575 
00A0: store_actor $ACTOR_SWEET position_to 181@ 182@ 183@ 
0407: store_coords_to 175@ 176@ 177@ from_car 153@ with_offset 0.0 1.5 0.5 
0087: 172@ = 181@ // (float) 
0063: 172@ -= 175@ // (float) 
0087: 173@ = 182@ // (float) 
0063: 173@ -= 176@ // (float) 
0087: 174@ = 183@ // (float) 
0063: 174@ -= 177@ // (float) 
0087: 178@ = 172@ // (float) 
0073: 178@ /= 171@ // (float) 
0087: 179@ = 173@ // (float) 
0073: 179@ /= 171@ // (float) 
0087: 180@ = 174@ // (float) 
0073: 180@ /= 171@ // (float) 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 204@ = 0 
0006: 203@ = 0 
0006: 191@ = 2 

:FINALEC_6575
00D6: if 
0019:   198@ > 1 
004D: jump_if_false @FINALEC_6629 
008D: $8010 = integer $8009 to_float 
0011: $8010 *= 100.0 
0015: $8010 /= 15.0 
008C: $8011 = float $8010 to_integer 

:FINALEC_6629
00D6: if 
0039:   198@ == 6 
004D: jump_if_false @FINALEC_6686 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @FINALEC_6686 
0006: 198@ = 7 
040D: unload_wav 1 
00BE: text_clear_all 
0002: jump @FINALEC_57329 

:FINALEC_6686
00D6: if 
0039:   199@ == 1 
004D: jump_if_false @FINALEC_6756 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2003.29 -1097.0 radius 20.0 20.0 
004D: jump_if_false @FINALEC_6756 
01EB: set_traffic_density_multiplier_to 1.0 
0006: 199@ = 2 

:FINALEC_6756
00D6: if 
0039:   199@ == 1 
004D: jump_if_false @FINALEC_6826 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2112.84 -1406.01 radius 20.0 20.0 
004D: jump_if_false @FINALEC_6826 
01EB: set_traffic_density_multiplier_to 0.0 
0006: 199@ = 2 

:FINALEC_6826
00D6: if 
0039:   199@ == 2 
004D: jump_if_false @FINALEC_6896 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2112.51 -1631.72 radius 20.0 20.0 
004D: jump_if_false @FINALEC_6896 
01EB: set_traffic_density_multiplier_to 0.9 
0006: 199@ = 3 

:FINALEC_6896
00D6: if 
0039:   195@ == 1 
004D: jump_if_false @FINALEC_7015 
00D6: if 
0248:   model #STREAK available 
004D: jump_if_false @FINALEC_7003 
06D8: 157@ = create_train_at 2135.04 -1953.25 12.84 type 15 direction 0 
06DC: set_train 157@ acc 30.0 
06DD: set_train 157@ speed 12.5 
02AC: set_car 157@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0006: 195@ = 2 
0002: jump @FINALEC_7015 

:FINALEC_7003
0249: release_model #STREAK 
0006: 195@ = 2 

:FINALEC_7015
00D6: if 
0039:   195@ == 2 
004D: jump_if_false @FINALEC_7122 
00D6: if 
8119:   not car 157@ wrecked 
004D: jump_if_false @FINALEC_7108 
00D6: if 
01AD:   car 157@ sphere 0 near_point 2226.64 -1603.62 radius 15.0 15.0 
004D: jump_if_false @FINALEC_7101 
06DA: reset_train_directions 
0249: release_model #STREAK 
0006: 195@ = 3 

:FINALEC_7101
0002: jump @FINALEC_7122 

:FINALEC_7108
06DA: reset_train_directions 
0249: release_model #STREAK 
0006: 195@ = 3 

:FINALEC_7122
00D6: if 
0039:   195@ == 3 
004D: jump_if_false @FINALEC_7149 
06DB: destroy_all_trains 
0006: 195@ = 4 

:FINALEC_7149
00D6: if 
0039:   193@ == 0 
004D: jump_if_false @FINALEC_8908 
00D6: if 
0039:   192@ == 0 
004D: jump_if_false @FINALEC_7799 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2339.11 -1038.88 radius 14.0 14.0 
004D: jump_if_false @FINALEC_7799 
0006: 205@ = 1 
031A: remove_all_fires 
01C4: remove_references_to_object 167@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 168@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
009A: 34@ = create_actor_pedtype 24 model #LSV2 at 2246.362 -1059.161 61.2275 
0173: set_actor 34@ Z_angle_to 255.0 
060B: set_actor 34@ decision_maker_to 97@ 
01B2: give_actor 34@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 34@ immune_to_nonplayer 1 
0085: 102@ = 34@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 
009A: 37@ = create_actor_pedtype 24 model #LSV2 at 2212.216 -1001.041 67.22 
0173: set_actor 37@ Z_angle_to 183.4 
060B: set_actor 37@ decision_maker_to 97@ 
01B2: give_actor 37@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 37@ immune_to_nonplayer 1 
0085: 102@ = 37@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 38@ = create_actor_pedtype 24 model #LSV2 at 2197.558 -1000.418 67.367 
0173: set_actor 38@ Z_angle_to 209.7 
060B: set_actor 38@ decision_maker_to 97@ 
01B2: give_actor 38@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 38@ immune_to_nonplayer 1 
0085: 102@ = 38@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 
009A: 39@ = create_actor_pedtype 24 model #LSV2 at 2188.512 -1020.8 70.33 
0173: set_actor 39@ Z_angle_to 287.39 
060B: set_actor 39@ decision_maker_to 97@ 
01B2: give_actor 39@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 39@ immune_to_nonplayer 1 
02E2: set_actor 39@ weapon_accuracy_to 90 
0085: 102@ = 39@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
0107: 165@ = create_object #LA_FUCKCAR2 at 2171.57 -1008.76 62.56 
0392: make_object 165@ moveable 1 
0177: set_object 165@ Z_angle_to 168.0 
0453: set_object 165@ XYZ_rotation 0.0 90.0 0.0 
02CF: 61@ = create_fire_at 2172.57 -1008.76 61.56 propagation 0 size 3 
02CF: 62@ = create_fire_at 2171.57 -1007.76 62.56 propagation 0 size 3 
009A: 40@ = create_actor_pedtype 24 model #LSV2 at 2172.91 -1001.84 62.83 
0173: set_actor 40@ Z_angle_to 258.18 
060B: set_actor 40@ decision_maker_to 97@ 
01B2: give_actor 40@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 40@ immune_to_nonplayer 1 
0085: 102@ = 40@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 
0006: 192@ = 1 

:FINALEC_7799
00D6: if 
0039:   192@ == 1 
004D: jump_if_false @FINALEC_8908 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2252.01 -1046.41 radius 14.0 14.0 
004D: jump_if_false @FINALEC_8908 
00D6: if 
0611:   actor $ACTOR_SWEET performing_animation "FIN_LEGSUP_LOOP" 
004D: jump_if_false @FINALEC_7931 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 1.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FINALEC_7931
00D6: if 
80C2:   not sphere_onscreen 2600.99 -1050.01 69.04 radius 10.0 
004D: jump_if_false @FINALEC_7989 
0108: destroy_object 167@ 
0108: destroy_object 168@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 

:FINALEC_7989
0107: 166@ = create_object #LA_FUCKCAR2 at 2033.39 -938.0 39.99 
0177: set_object 166@ Z_angle_to 24.8 
0392: make_object 166@ moveable 1 
0453: set_object 166@ XYZ_rotation 0.0 0.0 0.0 
02CF: 63@ = create_fire_at 2033.39 -938.0 38.99 propagation 0 size 3 
02CF: 64@ = create_fire_at 2032.39 -937.0 38.99 propagation 0 size 3 
009A: 41@ = create_actor_pedtype 24 model #LSV2 at 2035.09 -979.33 40.9 
0173: set_actor 41@ Z_angle_to 263.9 
060B: set_actor 41@ decision_maker_to 97@ 
01B2: give_actor 41@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 41@ immune_to_nonplayer 1 
0085: 102@ = 41@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 
009A: 42@ = create_actor_pedtype 24 model #LSV2 at 2053.81 -983.87 45.33 
0173: set_actor 42@ Z_angle_to 287.5 
060B: set_actor 42@ decision_maker_to 97@ 
01B2: give_actor 42@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 42@ immune_to_nonplayer 1 
0085: 102@ = 42@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 43@ = create_actor_pedtype 24 model #LSV2 at 2089.93 -971.49 54.556 
0173: set_actor 43@ Z_angle_to 219.88 
060B: set_actor 43@ decision_maker_to 97@ 
01B2: give_actor 43@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 43@ immune_to_nonplayer 1 
0085: 102@ = 43@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 
009A: 44@ = create_actor_pedtype 24 model #LSV2 at 2026.056 -971.93 41.5 
0173: set_actor 44@ Z_angle_to 219.88 
060B: set_actor 44@ decision_maker_to 97@ 
01B2: give_actor 44@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 44@ immune_to_nonplayer 1 
0085: 102@ = 44@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 45@ = create_actor_pedtype 24 model #LSV2 at 1989.918 -1017.65 34.05 
0173: set_actor 45@ Z_angle_to 317.6 
060B: set_actor 45@ decision_maker_to 97@ 
01B2: give_actor 45@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 45@ immune_to_nonplayer 1 
0085: 102@ = 45@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 46@ = create_actor_pedtype 24 model #LSV2 at 1999.8 -1018.65 35.33 
0173: set_actor 46@ Z_angle_to 317.6 
060B: set_actor 46@ decision_maker_to 97@ 
01B2: give_actor 46@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 46@ immune_to_nonplayer 1 
0085: 102@ = 46@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 
009A: 47@ = create_actor_pedtype 24 model #LSV2 at 1970.674 -1088.046 24.163 
0173: set_actor 47@ Z_angle_to 345.24 
060B: set_actor 47@ decision_maker_to 97@ 
01B2: give_actor 47@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 47@ immune_to_nonplayer 1 
0085: 102@ = 47@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 48@ = create_actor_pedtype 24 model #LSV2 at 1977.545 -1096.913 24.35 
0173: set_actor 48@ Z_angle_to 24.331 
060B: set_actor 48@ decision_maker_to 97@ 
01B2: give_actor 48@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 48@ immune_to_nonplayer 1 
0085: 102@ = 48@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 
0107: 167@ = create_object #LA_FUCKCAR1 at 1975.31 -1099.27 24.118 
0392: make_object 167@ moveable 1 
0177: set_object 167@ Z_angle_to 270.894 
0453: set_object 167@ XYZ_rotation 0.0 180.0 0.0 
02D1: remove_fire 61@ 
02D1: remove_fire 62@ 
02CF: 61@ = create_fire_at 1975.31 -1099.27 24.118 propagation 0 size 3 
02CF: 62@ = create_fire_at 1977.0 -1098.0 24.0 propagation 0 size 3 
0006: 192@ = 0 
0006: 199@ = 1 
0006: 193@ = 1 

:FINALEC_8908
00D6: if 
0039:   193@ == 1 
004D: jump_if_false @FINALEC_10348 
00D6: if 
0039:   192@ == 0 
004D: jump_if_false @FINALEC_9234 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2073.51 -1260.18 radius 14.0 14.0 
004D: jump_if_false @FINALEC_9234 
0006: 205@ = 2 
01C4: remove_references_to_object 165@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
0107: 169@ = create_object #LA_FUCKCAR2 at 2117.46 -1490.22 22.6 
0392: make_object 169@ moveable 1 
0177: set_object 169@ Z_angle_to 276.0 
009A: 44@ = create_actor_pedtype 24 model #BALLAS1 at 2108.6 -1491.5 23.85 
0173: set_actor 44@ Z_angle_to 340.0 
060B: set_actor 44@ decision_maker_to 97@ 
01B2: give_actor 44@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 44@ immune_to_nonplayer 1 
0085: 102@ = 44@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 45@ = create_actor_pedtype 24 model #BALLAS1 at 2116.48 -1492.219 22.85 
0173: set_actor 45@ Z_angle_to 340.0 
060B: set_actor 45@ decision_maker_to 97@ 
01B2: give_actor 45@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 45@ immune_to_nonplayer 1 
0085: 102@ = 45@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 
0006: 192@ = 1 

:FINALEC_9234
00D6: if 
0039:   192@ == 1 
004D: jump_if_false @FINALEC_10348 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2268.94 -1260.26 radius 14.0 14.0 
004D: jump_if_false @FINALEC_10348 
00D6: if 
0611:   actor $ACTOR_SWEET performing_animation "FIN_LEGSUP_LOOP" 
004D: jump_if_false @FINALEC_9366 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 1.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FINALEC_9366
031A: remove_all_fires 
0249: release_model #LSV2 
01C4: remove_references_to_object 166@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 167@ // This object will now disappear when the player looks away 
0108: destroy_object 165@ 
009B: destroy_actor 34@ 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
009B: destroy_actor 39@ 
009B: destroy_actor 40@ 
0108: destroy_object 166@ 
009B: destroy_actor 41@ 
0247: load_model #STREAK 
0107: 165@ = create_object #LA_FUCKCAR1 at 2109.492 -1531.4 22.82 
0177: set_object 165@ Z_angle_to 276.274 
0392: make_object 165@ moveable 1 
009A: 34@ = create_actor_pedtype 24 model #BALLAS1 at 2110.39 -1529.04 22.928 
0173: set_actor 34@ Z_angle_to 10.19 
060B: set_actor 34@ decision_maker_to 97@ 
01B2: give_actor 34@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 34@ immune_to_nonplayer 1 
0085: 102@ = 34@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 35@ = create_actor_pedtype 24 model #BALLAS1 at 2118.376 -1531.8 23.189 
0173: set_actor 35@ Z_angle_to 340.0 
060B: set_actor 35@ decision_maker_to 97@ 
01B2: give_actor 35@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 35@ immune_to_nonplayer 1 
0085: 102@ = 35@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 
02CF: 61@ = create_fire_at 2116.7 -1530.846 22.99 propagation 0 size 3 
02CF: 62@ = create_fire_at 2115.5 -1530.282 22.97 propagation 0 size 2 
02CF: 63@ = create_fire_at 2114.06 -1529.88 22.96 propagation 0 size 3 
02CF: 64@ = create_fire_at 2112.3 -1529.92 22.9 propagation 0 size 2 
0107: 168@ = create_object #LA_FUCKCAR2 at 2115.75 -1620.69 22.11 
0392: make_object 168@ moveable 1 
0177: set_object 168@ Z_angle_to 95.114 
009A: 36@ = create_actor_pedtype 24 model #BALLAS1 at 2111.57 -1585.135 25.1 
0173: set_actor 36@ Z_angle_to 12.0 
060B: set_actor 36@ decision_maker_to 97@ 
01B2: give_actor 36@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 36@ immune_to_nonplayer 1 
0085: 102@ = 36@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 37@ = create_actor_pedtype 24 model #BALLAS1 at 2104.487 -1586.327 25.07 
0173: set_actor 37@ Z_angle_to 306.26 
060B: set_actor 37@ decision_maker_to 97@ 
01B2: give_actor 37@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 37@ immune_to_nonplayer 1 
0085: 102@ = 37@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 
02CF: 65@ = create_fire_at 2108.28 -1637.23 18.3 propagation 0 size 3 
02CF: 66@ = create_fire_at 2110.65 -1637.93 18.36 propagation 0 size 2 
02CF: 67@ = create_fire_at 2112.18 -1637.2 18.52 propagation 0 size 1 
02CF: 68@ = create_fire_at 2115.36 -1637.43 18.47 propagation 0 size 2 
02CF: 69@ = create_fire_at 2117.39 -1636.75 18.62 propagation 0 size 3 
02CF: 70@ = create_fire_at 2107.91 -1586.498 24.8 propagation 0 size 3 
02CF: 71@ = create_fire_at 2110.28 -1586.29 24.89 propagation 0 size 2 
02CF: 72@ = create_fire_at 2112.755 -1586.081 24.8 propagation 0 size 2 
009A: 38@ = create_actor_pedtype 24 model #BALLAS1 at 2094.0 -1763.0 12.5 
0173: set_actor 38@ Z_angle_to 322.0 
060B: set_actor 38@ decision_maker_to 97@ 
01B2: give_actor 38@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 38@ immune_to_nonplayer 1 
0085: 102@ = 38@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 39@ = create_actor_pedtype 24 model #BALLAS1 at 2088.0 -1761.0 12.5 
0173: set_actor 39@ Z_angle_to 306.26 
060B: set_actor 39@ decision_maker_to 97@ 
01B2: give_actor 39@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 39@ immune_to_nonplayer 1 
0085: 102@ = 39@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 
0006: 192@ = 0 
0006: 193@ = 2 

:FINALEC_10348
00D6: if 
0039:   193@ == 2 
004D: jump_if_false @FINALEC_10662 
00D6: if 
0039:   192@ == 0 
004D: jump_if_false @FINALEC_10507 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2203.69 -1724.39 radius 14.0 14.0 
004D: jump_if_false @FINALEC_10507 
0006: 195@ = 1 
009B: destroy_actor 41@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
009B: destroy_actor 48@ 
0108: destroy_object 167@ 
0249: release_model #BALLAS1 
0249: release_model #MICRO_UZI 
0249: release_model #LA_FUCKCAR1 
0249: release_model #LA_FUCKCAR2 
0249: release_model #MOLOTOV 
01EB: set_traffic_density_multiplier_to 1.0 
0006: 192@ = 1 

:FINALEC_10507
00D6: if 
0039:   192@ == 1 
004D: jump_if_false @FINALEC_10662 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2202.32 -1890.45 radius 14.0 14.0 
004D: jump_if_false @FINALEC_10662 
0006: 205@ = 3 
00D6: if 
0611:   actor $ACTOR_SWEET performing_animation "FIN_LEGSUP_LOOP" 
004D: jump_if_false @FINALEC_10646 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 1.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FINALEC_10646
031A: remove_all_fires 
0006: 192@ = 0 
0006: 193@ = 3 

:FINALEC_10662
00D6: if 
0039:   193@ == 3 
004D: jump_if_false @FINALEC_10946 
00D6: if 
0039:   192@ == 0 
004D: jump_if_false @FINALEC_10743 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2115.45 -1954.4 radius 14.0 14.0 
004D: jump_if_false @FINALEC_10743 
0006: 192@ = 1 

:FINALEC_10743
00D6: if 
0039:   192@ == 1 
004D: jump_if_false @FINALEC_10946 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2179.19 -2017.63 radius 14.0 14.0 
004D: jump_if_false @FINALEC_10946 
00D6: if 
0611:   actor $ACTOR_SWEET performing_animation "FIN_LEGSUP_LOOP" 
004D: jump_if_false @FINALEC_10875 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 1.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FINALEC_10875
031A: remove_all_fires 
01C4: remove_references_to_object 165@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 169@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 168@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0006: 192@ = 0 
0006: 193@ = 4 

:FINALEC_10946
00D6: if 
0039:   193@ == 4 
004D: jump_if_false @FINALEC_11235 
00D6: if 
0039:   192@ == 0 
004D: jump_if_false @FINALEC_11082 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2318.03 -2165.94 radius 14.0 14.0 
004D: jump_if_false @FINALEC_11082 
0108: destroy_object 165@ 
009B: destroy_actor 34@ 
009B: destroy_actor 35@ 
0108: destroy_object 169@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
0108: destroy_object 168@ 
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
009B: destroy_actor 39@ 
0006: 192@ = 1 

:FINALEC_11082
00D6: if 
0039:   192@ == 1 
004D: jump_if_false @FINALEC_11235 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2452.6 -2170.27 radius 14.0 14.0 
004D: jump_if_false @FINALEC_11235 
00D6: if 
0611:   actor $ACTOR_SWEET performing_animation "FIN_LEGSUP_LOOP" 
004D: jump_if_false @FINALEC_11214 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 1.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FINALEC_11214
0006: 196@ = 1 
0006: 192@ = 0 
0006: 193@ = 5 

:FINALEC_11235
00D6: if 
0039:   190@ == 1 
004D: jump_if_false @FINALEC_11374 
00D6: if 
0611:   actor $ACTOR_SWEET performing_animation "FIN_JUMP_ON" 
004D: jump_if_false @FINALEC_11374 
0613: 164@ = actor $ACTOR_SWEET animation "FIN_JUMP_ON" time 
00D6: if 
0043:   164@ == 1.0 
004D: jump_if_false @FINALEC_11374 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 190@ = 2 

:FINALEC_11374
00D6: if 
0019:   190@ > 1 
004D: jump_if_false @FINALEC_12091 
0174: 160@ = car 152@ Z_angle 
095F: get_car 152@ door 6 angle_to 161@ 
000F: 161@ -= 0.5 
0013: 161@ *= 2.0 
0013: 161@ *= 10.0 
005B: 161@ += 160@ // (float) 
0087: 163@ = 161@ // (float) 
0063: 163@ -= 162@ // (float) 
00D6: if 
0023:   -180.0 > 163@ 
004D: jump_if_false @FINALEC_11495 
000B: 163@ += 360.0 

:FINALEC_11495
00D6: if 
0021:   163@ > 180.0 
004D: jump_if_false @FINALEC_11526 
000B: 163@ += -360.0 

:FINALEC_11526
0087: 162@ = 161@ // (float) 
00D6: if 
0039:   196@ == 0 
004D: jump_if_false @FINALEC_12091 
00D6: if 
0039:   192@ == 0 
004D: jump_if_false @FINALEC_11831 
00D6: if 
0023:   -1.5 > 163@ 
004D: jump_if_false @FINALEC_11663 
00D6: if 
8039:   not  190@ == 4 
004D: jump_if_false @FINALEC_11656 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_L" IFP "FINALE" framedelta 1.5 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 190@ = 4 

:FINALEC_11656
0002: jump @FINALEC_11824 

:FINALEC_11663
00D6: if 
0021:   163@ > 1.5 
004D: jump_if_false @FINALEC_11756 
00D6: if 
8039:   not  190@ == 3 
004D: jump_if_false @FINALEC_11749 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_R" IFP "FINALE" framedelta 1.5 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 190@ = 3 

:FINALEC_11749
0002: jump @FINALEC_11824 

:FINALEC_11756
00D6: if 
8039:   not  190@ == 2 
004D: jump_if_false @FINALEC_11824 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 2.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 190@ = 2 

:FINALEC_11824
0002: jump @FINALEC_12091 

:FINALEC_11831
00D6: if 
0023:   -1.5 > 163@ 
004D: jump_if_false @FINALEC_11926 
00D6: if 
8039:   not  190@ == 4 
004D: jump_if_false @FINALEC_11919 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_LEGSUP_L" IFP "FINALE" framedelta 1.5 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 190@ = 4 

:FINALEC_11919
0002: jump @FINALEC_12091 

:FINALEC_11926
00D6: if 
0021:   163@ > 1.5 
004D: jump_if_false @FINALEC_12021 
00D6: if 
8039:   not  190@ == 3 
004D: jump_if_false @FINALEC_12014 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_LEGSUP_R" IFP "FINALE" framedelta 1.5 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 190@ = 3 

:FINALEC_12014
0002: jump @FINALEC_12091 

:FINALEC_12021
00D6: if 
8039:   not  190@ == 2 
004D: jump_if_false @FINALEC_12091 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_LEGSUP_LOOP" IFP "FINALE" framedelta 2.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 190@ = 2 

:FINALEC_12091
00D6: if 
001B:   2 > 191@ 
004D: jump_if_false @FINALEC_13366 
0050: gosub @FINALEC_57063 
00D6: if 
0039:   203@ == 0 
004D: jump_if_false @FINALEC_12214 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_12214 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 15.0 15.0 0 
004D: jump_if_false @FINALEC_12214 
04AF: 187@ = 33217 // = constant 
05AA: 188@s = 'ROT4_EA' // @s = 'short'  // ~z~Hang on Sweet!
0050: gosub @FINALEC_57021 

:FINALEC_12214
00D6: if 
0039:   205@ == 1 
004D: jump_if_false @FINALEC_12355 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_12355 
00D6: if 
001B:   1 > 203@ 
004D: jump_if_false @FINALEC_12275 
0006: 203@ = 1 

:FINALEC_12275
00D6: if 
0039:   203@ == 1 
004D: jump_if_false @FINALEC_12355 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_12355 
04AF: 187@ = 33229 // = constant 
05AA: 188@s = 'ROT4_HC' // @s = 'short'  // ~z~I'm gonna piss on your corpse, Tenpenny!
0050: gosub @FINALEC_57021 

:FINALEC_12355
00D6: if 
0039:   203@ == 2 
004D: jump_if_false @FINALEC_12453 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_12453 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_12453 
04AF: 187@ = 33221 // = constant 
05AA: 188@s = 'ROT4_FA' // @s = 'short'  // ~z~I ain't losin' this fool!
0050: gosub @FINALEC_57021 

:FINALEC_12453
00D6: if 
0039:   203@ == 3 
004D: jump_if_false @FINALEC_12551 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_12551 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_12551 
04AF: 187@ = 33245 // = constant 
05AA: 188@s = 'ROT4_MB' // @s = 'short'  // ~z~Oh shiiiiit!
0050: gosub @FINALEC_57021 

:FINALEC_12551
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_12692 
00D6: if 
0039:   205@ == 2 
004D: jump_if_false @FINALEC_12692 
00D6: if 
001B:   4 > 203@ 
004D: jump_if_false @FINALEC_12612 
0006: 203@ = 4 

:FINALEC_12612
00D6: if 
0039:   203@ == 4 
004D: jump_if_false @FINALEC_12692 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_12692 
04AF: 187@ = 33241 // = constant 
05AA: 188@s = 'ROT4_KJ' // @s = 'short'  // ~z~CJ, do something!
0050: gosub @FINALEC_57021 

:FINALEC_12692
00D6: if 
0039:   203@ == 5 
004D: jump_if_false @FINALEC_12790 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_12790 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_12790 
04AF: 187@ = 33218 // = constant 
05AA: 188@s = 'ROT4_EB' // @s = 'short'  // ~z~Just keep hanging on, bro!
0050: gosub @FINALEC_57021 

:FINALEC_12790
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_12931 
00D6: if 
0039:   205@ == 3 
004D: jump_if_false @FINALEC_12931 
00D6: if 
001B:   6 > 203@ 
004D: jump_if_false @FINALEC_12851 
0006: 203@ = 6 

:FINALEC_12851
00D6: if 
0039:   203@ == 6 
004D: jump_if_false @FINALEC_12931 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_12931 
04AF: 187@ = 33226 // = constant 
05AA: 188@s = 'ROT4_GB' // @s = 'short'  // ~z~Oh man, that was a close call!
0050: gosub @FINALEC_57021 

:FINALEC_12931
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_13029 
00D6: if 
0039:   203@ == 7 
004D: jump_if_false @FINALEC_13029 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_13029 
04AF: 187@ = 33222 // = constant 
05AA: 188@s = 'ROT4_FB' // @s = 'short'  // ~z~I ain't letting this bastard go!
0050: gosub @FINALEC_57021 

:FINALEC_13029
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_13170 
00D6: if 
0039:   205@ == 4 
004D: jump_if_false @FINALEC_13170 
00D6: if 
001B:   8 > 203@ 
004D: jump_if_false @FINALEC_13090 
0006: 203@ = 8 

:FINALEC_13090
00D6: if 
0039:   203@ == 8 
004D: jump_if_false @FINALEC_13170 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_13170 
04AF: 187@ = 33234 // = constant 
05AA: 188@s = 'ROT4_KB' // @s = 'short'  // ~z~Let go, you dumb bastard!
0050: gosub @FINALEC_57021 

:FINALEC_13170
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_13268 
00D6: if 
0039:   203@ == 9 
004D: jump_if_false @FINALEC_13268 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_13268 
04AF: 187@ = 33236 // = constant 
05AA: 188@s = 'ROT4_KD' // @s = 'short'  // ~z~Fuck you, pig!
0050: gosub @FINALEC_57021 

:FINALEC_13268
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_13366 
00D6: if 
0039:   203@ == 10 
004D: jump_if_false @FINALEC_13366 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_13366 
04AF: 187@ = 33237 // = constant 
05AA: 188@s = 'ROT4_KE' // @s = 'short'  // ~z~Argh! My fingers!
0050: gosub @FINALEC_57021 

:FINALEC_13366
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_13970 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEC_13970 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_13970 
00D6: if 
0039:   191@ == 2 
004D: jump_if_false @FINALEC_13699 
0407: store_coords_to 175@ 176@ 177@ from_car 153@ with_offset 0.0 1.5 0.5 
000F: 171@ -= 1.0 
0063: 172@ -= 178@ // (float) 
0063: 173@ -= 179@ // (float) 
0063: 174@ -= 180@ // (float) 
0087: 181@ = 175@ // (float) 
005B: 181@ += 172@ // (float) 
0087: 182@ = 176@ // (float) 
005B: 182@ += 173@ // (float) 
0087: 183@ = 177@ // (float) 
005B: 183@ += 174@ // (float) 
000F: 183@ -= 1.0 
00A1: put_actor $ACTOR_SWEET at 181@ 182@ 183@ 
00D6: if 
0043:   171@ == 0.0 
004D: jump_if_false @FINALEC_13699 
0464: put_actor $ACTOR_SWEET into_turret_on_car 153@ at_car_offset 0.0 1.5 0.5 position 0 shooting_angle_limit 0.0 with_weapon 0 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_LAND_CAR" IFP "FINALE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
00D6: if 
075C:   marker 115@ enabled 
004D: jump_if_false @FINALEC_13685 
018B: set_marker 115@ radar_mode 2 

:FINALEC_13685
0006: 32@ = 0 
0006: 191@ = 3 

:FINALEC_13699
00D6: if 
0039:   191@ == 3 
004D: jump_if_false @FINALEC_13860 
00D6: if 
0611:   actor $ACTOR_SWEET performing_animation "FIN_LAND_CAR" 
004D: jump_if_false @FINALEC_13860 
0613: 164@ = actor $ACTOR_SWEET animation "FIN_LAND_CAR" time 
00D6: if 
0043:   164@ == 1.0 
004D: jump_if_false @FINALEC_13860 
097A: play_audio_at 181@ 182@ 183@ event 1009 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_CLIMB_IN" IFP "FINALE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 32@ = 0 
0006: 191@ = 4 

:FINALEC_13860
00D6: if 
001B:   4 > 191@ 
004D: jump_if_false @FINALEC_13970 
00D6: if 
0019:   191@ > 1 
004D: jump_if_false @FINALEC_13970 
0050: gosub @FINALEC_57063 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_13970 
00D6: if 
0039:   203@ == 0 
004D: jump_if_false @FINALEC_13970 
04AF: 187@ = 33246 // = constant 
05AA: 188@s = 'ROT4_MC' // @s = 'short'  // ~z~Gotcha!
0050: gosub @FINALEC_57021 

:FINALEC_13970
00D6: if 
0038:   $8014 == 0 
004D: jump_if_false @FINALEC_16448 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_16448 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_16448 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEC_16448 
00D6: if 
0039:   191@ == 4 
004D: jump_if_false @FINALEC_14251 
00D6: if 
0019:   32@ > 2800 
004D: jump_if_false @FINALEC_14251 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 204@ = 0 
0006: 203@ = 0 
015F: set_camera_position 2908.949 -1565.179 15.6092 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2908.996 -1565.014 14.624 switchstyle 2 
0460: set_camera_transverse_delay 0.0 time 1500 
067F: set_car 152@ lights 1 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02AC: set_car 153@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0151: remove_status_text $8011 
009B: destroy_actor 158@ 
00D6: if 
060E:   car 152@ assigned_to_path 
004D: jump_if_false @FINALEC_14218 
05EC: release_car 152@ from_path 

:FINALEC_14218
05EB: assign_car 152@ to_path 290 
06FD: set_car 152@ speed_on_path_to 0.9 
05EB: assign_car 153@ to_path 291 
0006: 191@ = 5 

:FINALEC_14251
00D6: if 
0039:   191@ == 5 
004D: jump_if_false @FINALEC_15161 
00D6: if 
060E:   car 152@ assigned_to_path 
004D: jump_if_false @FINALEC_15161 
00D6: if 
060E:   car 153@ assigned_to_path 
004D: jump_if_false @FINALEC_15161 
05ED: freeze_car 152@ while_on_path 
05ED: freeze_car 153@ while_on_path 
07C0: load_path 230 
07C0: load_path 231 
07C0: load_path 232 
07C0: load_path 233 
07C0: load_path 234 
07C0: load_path 235 
07C0: load_path 236 
07C0: load_path 237 
07C0: load_path 238 
07C0: load_path 239 
07C0: load_path 240 
0247: load_model #MICRO_UZI 
0247: load_model #COPCARLA 
0247: load_model #SANCHEZ 
0247: load_model #MOLOTOV 
0247: load_model #LSV3 
0247: load_model #TORNADO 
038B: load_requested_models 

:FINALEC_14397
00D6: if or
8248:   not model #MICRO_UZI available 
8248:   not model #COPCARLA available 
8248:   not model #SANCHEZ available 
004D: jump_if_false @FINALEC_14434 
0001: wait 0 ms 
0002: jump @FINALEC_14397 

:FINALEC_14434
00D6: if or
8248:   not model #LSV3 available 
8248:   not model #TORNADO available 
8248:   not model #MOLOTOV available 
004D: jump_if_false @FINALEC_14470 
0001: wait 0 ms 
0002: jump @FINALEC_14434 

:FINALEC_14470
0001: wait 2000 ms 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEC_14901 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_14901 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_14901 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
000D: $TEMPVAR_Z_COORD -= 10.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @FINALEC_14577 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 

:FINALEC_14577
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 99999 // Load the weapon model before using this 
00A0: store_actor $ACTOR_SWEET position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
000D: $TEMPVAR_Z_COORD -= 10.0 
00D6: if 
00DF:   actor $ACTOR_SWEET driving 
004D: jump_if_false @FINALEC_14650 
0362: remove_actor $ACTOR_SWEET from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0002: jump @FINALEC_14669 

:FINALEC_14650
0465: remove_actor $ACTOR_SWEET from_turret_mode 
00A1: put_actor $ACTOR_SWEET at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 

:FINALEC_14669
036A: put_actor $ACTOR_SWEET in_car 153@ 
0430: put_actor $PLAYER_ACTOR into_car 153@ passenger_seat 0 
009A: 158@ = create_actor_pedtype 24 model #LAPD1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
060B: set_actor 158@ decision_maker_to 97@ 
0464: put_actor 158@ into_turret_on_car 152@ at_car_offset -0.014 -7.4 -999.253 position 2 shooting_angle_limit 0.0 with_weapon 28 
08A4: set_car 152@ extra_parts_angle_to 0.2 
0223: set_actor 158@ health_to 1000 
02E2: set_actor 158@ weapon_accuracy_to 50 
0085: 102@ = 158@ // (int) 
0050: gosub @FINALEC_57247 
009A: 159@ = create_actor_pedtype 24 model #LAPD1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
060B: set_actor 159@ decision_maker_to 97@ 
0464: put_actor 159@ into_turret_on_car 152@ at_car_offset 0.0 0.656 2.408 position 0 shooting_angle_limit 0.0 with_weapon 28 
0812: AS_actor 159@ perform_animation "FIN_COP1_CLIMBOUT" IFP "FINALE2" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0223: set_actor 159@ health_to 1000 

:FINALEC_14901
00D6: if 
0611:   actor 159@ performing_animation "FIN_COP1_CLIMBOUT" 
004D: jump_if_false @FINALEC_15013 
0613: 170@ = actor 159@ animation "FIN_COP1_CLIMBOUT" time 
00D6: if 
0021:   170@ > 0.0 
004D: jump_if_false @FINALEC_15013 
0393: actor 159@ perform_animation "FIN_COP1_CLIMBOUT" at 0.0 times_normal_rate 

:FINALEC_15013
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEC_15115 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_SWITCH_S" IFP "FINALE2" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "FIN_SWITCH_P" IFP "FINALE2" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:FINALEC_15115
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_15161 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_15161 
0006: 32@ = 0 
0006: 191@ = 6 

:FINALEC_15161
00D6: if 
0039:   191@ == 6 
004D: jump_if_false @FINALEC_15476 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEC_15476 
00D6: if 
0611:   actor $ACTOR_SWEET performing_animation "FIN_SWITCH_S" 
004D: jump_if_false @FINALEC_15476 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "FIN_SWITCH_P" 
004D: jump_if_false @FINALEC_15476 
0613: 170@ = actor $PLAYER_ACTOR animation "FIN_SWITCH_P" time 
00D6: if 
0021:   170@ > 0.0 
004D: jump_if_false @FINALEC_15476 
0393: actor $PLAYER_ACTOR perform_animation "FIN_SWITCH_P" at 0.0 times_normal_rate 
0613: 170@ = actor $ACTOR_SWEET animation "FIN_SWITCH_S" time 
00D6: if 
0021:   170@ > 0.0 
004D: jump_if_false @FINALEC_15476 
0393: actor $ACTOR_SWEET perform_animation "FIN_SWITCH_S" at 0.0 times_normal_rate 
00D6: if 
8118:   not actor 159@ dead 
004D: jump_if_false @FINALEC_15469 
00D6: if 
0611:   actor 159@ performing_animation "FIN_COP1_CLIMBOUT" 
004D: jump_if_false @FINALEC_15469 
0393: actor 159@ perform_animation "FIN_COP1_CLIMBOUT" at 0.0 times_normal_rate 

:FINALEC_15469
0006: 191@ = 7 

:FINALEC_15476
00D6: if 
0039:   191@ == 7 
004D: jump_if_false @FINALEC_15589 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_15589 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_15589 
00D6: if 
060E:   car 152@ assigned_to_path 
004D: jump_if_false @FINALEC_15589 
00D6: if 
060E:   car 153@ assigned_to_path 
004D: jump_if_false @FINALEC_15589 
05EE: unfreeze_car 152@ while_on_path 
05EE: unfreeze_car 153@ while_on_path 
067F: set_car 152@ lights 2 
0006: 32@ = 0 
0006: 191@ = 8 

:FINALEC_15589
00D6: if 
0039:   191@ == 8 
004D: jump_if_false @FINALEC_15684 
00D6: if 
0019:   32@ > 599 
004D: jump_if_false @FINALEC_15684 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_15684 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_15684 
0160: set_camera_point_at 2909.198 -1564.303 15.1955 switchstyle 1 
0006: 191@ = 9 

:FINALEC_15684
00D6: if 
0039:   191@ == 9 
004D: jump_if_false @FINALEC_15776 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @FINALEC_15776 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_15776 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_15776 
015A: restore_camera 
0006: 204@ = 0 
0006: 203@ = 0 
0006: 191@ = 10 

:FINALEC_15776
00D6: if 
0039:   191@ == 10 
004D: jump_if_false @FINALEC_15854 
00D6: if 
0019:   32@ > 4600 
004D: jump_if_false @FINALEC_15854 
02A3: enable_widescreen 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor $ACTOR_SWEET immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0006: 191@ = 11 

:FINALEC_15854
00D6: if 
0039:   191@ == 11 
004D: jump_if_false @FINALEC_16006 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @FINALEC_16006 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "FIN_SWITCH_P" 
004D: jump_if_false @FINALEC_16006 
00D6: if 
0611:   actor $ACTOR_SWEET performing_animation "FIN_SWITCH_S" 
004D: jump_if_false @FINALEC_16006 
0393: actor $PLAYER_ACTOR perform_animation "FIN_SWITCH_P" at 1.0 times_normal_rate 
0393: actor $ACTOR_SWEET perform_animation "FIN_SWITCH_S" at 1.0 times_normal_rate 
0006: 191@ = 12 

:FINALEC_16006
00D6: if 
0039:   191@ == 12 
004D: jump_if_false @FINALEC_16338 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "FIN_SWITCH_P" 
004D: jump_if_false @FINALEC_16338 
0613: 170@ = actor $PLAYER_ACTOR animation "FIN_SWITCH_P" time 
00D6: if 
0043:   170@ == 1.0 
004D: jump_if_false @FINALEC_16338 
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
01B4: set_player $PLAYER_CHAR can_move 1 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AC: set_car 153@ immunities BP 0 FP 1 EP 1 CP 1 MP 1 
0224: set_car 153@ health_to 20000 
0227: $8013 = car 153@ health 
0014: $8013 /= 200 
03C4: set_status_text $8013 type 1 GXT 'RM4_52' // global_variable  // Car
00D6: if 
8118:   not actor 158@ dead 
004D: jump_if_false @FINALEC_16247 
02AB: set_actor 158@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 

:FINALEC_16247
00D6: if 
8118:   not actor 159@ dead 
004D: jump_if_false @FINALEC_16278 
02AB: set_actor 159@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:FINALEC_16278
0006: 196@ = 0 
0006: 197@ = 1 
0004: $8014 = 1 
0004: $8016 = 1 
0006: 191@ = 13 
03E5: show_text_box 'RM4_54'  // To look around use the camera movement controls, to fire press ~k~~PED_FIREWEAPON~.
0006: 204@ = 0 
0006: 203@ = 0 

:FINALEC_16338
00D6: if 
0019:   191@ > 10 
004D: jump_if_false @FINALEC_16448 
00D6: if 
001B:   13 > 191@ 
004D: jump_if_false @FINALEC_16448 
0050: gosub @FINALEC_57063 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_16448 
00D6: if 
0039:   203@ == 0 
004D: jump_if_false @FINALEC_16448 
04AF: 187@ = 33248 // = constant 
05AA: 188@s = 'ROT4_ME' // @s = 'short'  // ~z~Take the wheel, it's payback time!
0050: gosub @FINALEC_57021 

:FINALEC_16448
00D6: if 
0038:   $8014 == 1 
004D: jump_if_false @FINALEC_30656 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_30656 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_30656 
0227: $8013 = car 153@ health 
000C: $8013 -= 12000 
00D6: if 
002A:   0 >= $8013 
004D: jump_if_false @FINALEC_16625 
0004: $8013 = 0 
02AC: set_car 153@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEC_16590 
05BE: AS_actor $ACTOR_SWEET die 

:FINALEC_16590
020B: explode_car 153@ 
00BC: show_text_highpriority GXT 'RM4_53' time 5000 flag 1  // ~r~You wrecked your car
0002: jump @FINALEC_57329 
0002: jump @FINALEC_16632 

:FINALEC_16625
0014: $8013 /= 80 

:FINALEC_16632
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEC_16671 
00BC: show_text_highpriority GXT 'RM4_53' time 5000 flag 1  // ~r~You wrecked your car
0002: jump @FINALEC_57329 

:FINALEC_16671
00D6: if 
001B:   5 > 196@ 
004D: jump_if_false @FINALEC_17147 
00D6: if 
8118:   not actor 158@ dead 
004D: jump_if_false @FINALEC_17126 
00D6: if 
0039:   196@ == 0 
004D: jump_if_false @FINALEC_16823 
0226: $8012 = actor 158@ health 
00D6: if 
001A:   970 > $8012 
004D: jump_if_false @FINALEC_16823 
02AB: set_actor 158@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01B9: set_actor 158@ armed_weapon_to 0 
0812: AS_actor 158@ perform_animation "FIN_COP1_SHOT" IFP "FINALE2" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 196@ = 1 

:FINALEC_16823
00D6: if 
0039:   196@ == 1 
004D: jump_if_false @FINALEC_16968 
00D6: if 
0611:   actor 158@ performing_animation "FIN_COP1_SHOT" 
004D: jump_if_false @FINALEC_16968 
0613: 170@ = actor 158@ animation "FIN_COP1_SHOT" time 
00D6: if 
0043:   170@ == 1.0 
004D: jump_if_false @FINALEC_16968 
0812: AS_actor 158@ perform_animation "FIN_COP1_SWING" IFP "FINALE2" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 196@ = 2 

:FINALEC_16968
00D6: if 
0039:   196@ == 3 
004D: jump_if_false @FINALEC_17042 
0465: remove_actor 158@ from_turret_mode 
0812: AS_actor 158@ perform_animation "FIN_COP1_SHOT" IFP "FINALE2" framedelta 1000.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0006: 196@ = 4 

:FINALEC_17042
00D6: if 
0039:   196@ == 4 
004D: jump_if_false @FINALEC_17119 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 158@ radius 20.0 20.0 0 
004D: jump_if_false @FINALEC_17119 
00D6: if 
82CB:   not actor 158@ bounding_sphere_visible 
004D: jump_if_false @FINALEC_17119 
01C2: remove_references_to_actor 158@ // Like turning an actor into a random pedestrian 
0006: 196@ = 5 

:FINALEC_17119
0002: jump @FINALEC_17147 

:FINALEC_17126
00D6: if 
056D:   actor 158@ defined 
004D: jump_if_false @FINALEC_17147 
0465: remove_actor 158@ from_turret_mode 

:FINALEC_17147
00D6: if 
001B:   6 > 197@ 
004D: jump_if_false @FINALEC_17884 
00D6: if 
8118:   not actor 159@ dead 
004D: jump_if_false @FINALEC_17863 
00D6: if 
0039:   197@ == 1 
004D: jump_if_false @FINALEC_17270 
00D6: if 
0611:   actor 159@ performing_animation "FIN_COP1_CLIMBOUT" 
004D: jump_if_false @FINALEC_17270 
0393: actor 159@ perform_animation "FIN_COP1_CLIMBOUT" at 1.0 times_normal_rate 
0006: 197@ = 2 

:FINALEC_17270
00D6: if 
0039:   197@ == 2 
004D: jump_if_false @FINALEC_17478 
00D6: if 
0611:   actor 159@ performing_animation "FIN_COP1_CLIMBOUT" 
004D: jump_if_false @FINALEC_17478 
0613: 170@ = actor 159@ animation "FIN_COP1_CLIMBOUT" time 
00D6: if 
0043:   170@ == 1.0 
004D: jump_if_false @FINALEC_17478 
0465: remove_actor 159@ from_turret_mode 
0464: put_actor 159@ into_turret_on_car 152@ at_car_offset -0.991 -4.12 0.297 position 2 shooting_angle_limit 0.0 with_weapon 28 
0812: AS_actor 159@ perform_animation "FIN_COP2_CLIMBOUT" IFP "FINALE2" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0223: set_actor 159@ health_to 1000 
02E2: set_actor 159@ weapon_accuracy_to 5 
0006: 197@ = 3 

:FINALEC_17478
00D6: if 
0039:   197@ == 3 
004D: jump_if_false @FINALEC_17673 
00D6: if 
0611:   actor 159@ performing_animation "FIN_COP2_CLIMBOUT" 
004D: jump_if_false @FINALEC_17673 
0613: 170@ = actor 159@ animation "FIN_COP2_CLIMBOUT" time 
00D6: if 
0043:   170@ == 1.0 
004D: jump_if_false @FINALEC_17673 
0006: 33@ = 0 
0226: $8012 = actor 159@ health 
00D6: if 
0018:   $8012 > 950 
004D: jump_if_false @FINALEC_17628 
0223: set_actor 159@ health_to 1100 
0002: jump @FINALEC_17636 

:FINALEC_17628
0223: set_actor 159@ health_to 1050 

:FINALEC_17636
0085: 102@ = 159@ // (int) 
02AB: set_actor 159@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0050: gosub @FINALEC_57291 
0006: 197@ = 4 

:FINALEC_17673
00D6: if 
0039:   197@ == 4 
004D: jump_if_false @FINALEC_17779 
0226: $8012 = actor 159@ health 
00D6: if or
001A:   1000 > $8012 
0019:   33@ > 60000 
004D: jump_if_false @FINALEC_17779 
0465: remove_actor 159@ from_turret_mode 
0812: AS_actor 159@ perform_animation "KO_SKID_BACK" IFP "PED" framedelta 1000.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0006: 197@ = 5 

:FINALEC_17779
00D6: if 
0039:   197@ == 5 
004D: jump_if_false @FINALEC_17856 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 159@ radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_17856 
00D6: if 
82CB:   not actor 159@ bounding_sphere_visible 
004D: jump_if_false @FINALEC_17856 
01C2: remove_references_to_actor 159@ // Like turning an actor into a random pedestrian 
0006: 197@ = 6 

:FINALEC_17856
0002: jump @FINALEC_17884 

:FINALEC_17863
00D6: if 
056D:   actor 159@ defined 
004D: jump_if_false @FINALEC_17884 
0465: remove_actor 159@ from_turret_mode 

:FINALEC_17884
00D6: if 
0038:   $8015 == 0 
004D: jump_if_false @FINALEC_18208 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2861.28 -1298.8 radius 25.0 25.0 
004D: jump_if_false @FINALEC_18208 
00A5: 217@ = create_car #COPCARLA at 2816.01 -1186.56 23.95 
0175: set_car 217@ Z_angle_to 279.03 
0224: set_car 217@ health_to 400 
02AA: set_car 217@ immune_to_nonplayer 1 
0129: 154@ = create_actor_pedtype 24 model #LAPD1 in_car 217@ driverseat 
060B: set_actor 154@ decision_maker_to 97@ 
0446: set_actor 154@ dismemberment_possible 0 
02A9: set_actor 154@ immune_to_nonplayer 1 
01C8: 155@ = create_actor_pedtype 24 model #LAPD1 in_car 217@ passenger_seat 0 
060B: set_actor 155@ decision_maker_to 97@ 
02A9: set_actor 155@ immune_to_nonplayer 1 
01B2: give_actor 155@ weapon 28 ammo 9999 // Load the weapon model before using this 
00A5: 218@ = create_car #COPCARLA at 2803.0 -1183.0 26.0 
0175: set_car 218@ Z_angle_to 261.0 
0224: set_car 218@ health_to 600 
02AA: set_car 218@ immune_to_nonplayer 1 
0129: 156@ = create_actor_pedtype 24 model #LAPD1 in_car 218@ driverseat 
060B: set_actor 156@ decision_maker_to 97@ 
0446: set_actor 156@ dismemberment_possible 0 
02A9: set_actor 156@ immune_to_nonplayer 1 
01C8: 207@ = create_actor_pedtype 24 model #LAPD1 in_car 218@ passenger_seat 0 
060B: set_actor 207@ decision_maker_to 97@ 
02A9: set_actor 207@ immune_to_nonplayer 1 
01B2: give_actor 207@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 218@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0004: $8015 = 1 

:FINALEC_18208
00D6: if 
0038:   $8015 == 1 
004D: jump_if_false @FINALEC_18759 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2849.39 -1232.93 radius 20.0 20.0 
004D: jump_if_false @FINALEC_18759 
00D6: if 
8119:   not car 217@ wrecked 
004D: jump_if_false @FINALEC_18376 
05EB: assign_car 217@ to_path 230 
0397: enable_car 217@ siren 1 
00D6: if 
8118:   not actor 155@ dead 
004D: jump_if_false @FINALEC_18347 
0713: actor 155@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 80 

:FINALEC_18347
0186: 247@ = create_marker_above_car 217@ 
018B: set_marker 247@ radar_mode 2 
0006: 249@ = 1 
0006: 260@ = 1 

:FINALEC_18376
00D6: if 
8119:   not car 218@ wrecked 
004D: jump_if_false @FINALEC_18488 
0397: enable_car 218@ siren 1 
05EB: assign_car 218@ to_path 231 
00D6: if 
8118:   not actor 207@ dead 
004D: jump_if_false @FINALEC_18459 
0713: actor 207@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 80 

:FINALEC_18459
0186: 248@ = create_marker_above_car 218@ 
018B: set_marker 248@ radar_mode 2 
0006: 250@ = 1 
0006: 261@ = 1 

:FINALEC_18488
0006: 206@ = 1 
00A5: 211@ = create_car #TORNADO at 2735.333 -1081.047 69.033 
0175: set_car 211@ Z_angle_to 37.918 
0224: set_car 211@ health_to 275 
02AA: set_car 211@ immune_to_nonplayer 1 
0129: 34@ = create_actor_pedtype 24 model #MALE01 in_car 211@ driverseat 
060B: set_actor 34@ decision_maker_to 97@ 
02A9: set_actor 34@ immune_to_nonplayer 1 
01C8: 35@ = create_actor_pedtype 24 model #MALE01 in_car 211@ passenger_seat 0 
060B: set_actor 35@ decision_maker_to 97@ 
02A9: set_actor 35@ immune_to_nonplayer 1 
01B2: give_actor 35@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 211@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
00A5: 212@ = create_car #TORNADO at 2595.742 -1003.581 75.038 
0175: set_car 212@ Z_angle_to 180.0 
02AA: set_car 212@ immune_to_nonplayer 1 
0129: 36@ = create_actor_pedtype 24 model #MALE01 in_car 212@ driverseat 
060B: set_actor 36@ decision_maker_to 97@ 
0446: set_actor 36@ dismemberment_possible 0 
02A9: set_actor 36@ immune_to_nonplayer 1 
01C8: 37@ = create_actor_pedtype 24 model #MALE01 in_car 212@ passenger_seat 0 
060B: set_actor 37@ decision_maker_to 97@ 
02A9: set_actor 37@ immune_to_nonplayer 1 
01B2: give_actor 37@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 212@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0004: $8015 = 2 

:FINALEC_18759
00D6: if 
0038:   $8015 == 2 
004D: jump_if_false @FINALEC_19870 
00D6: if 
01AD:   car 153@ sphere 0 near_point 2717.71 -1047.36 radius 20.0 20.0 
004D: jump_if_false @FINALEC_19870 
0249: release_model #COPCARLA 
0006: 206@ = 2 
00D6: if 
8119:   not car 211@ wrecked 
004D: jump_if_false @FINALEC_18932 
05EB: assign_car 211@ to_path 232 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @FINALEC_18903 
0713: actor 35@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_18903
0186: 241@ = create_marker_above_car 211@ 
018B: set_marker 241@ radar_mode 2 
0006: 254@ = 1 
0006: 265@ = 1 

:FINALEC_18932
00D6: if 
8119:   not car 212@ wrecked 
004D: jump_if_false @FINALEC_19037 
05EB: assign_car 212@ to_path 233 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @FINALEC_19008 
0713: actor 37@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_19008
0186: 242@ = create_marker_above_car 212@ 
018B: set_marker 242@ radar_mode 2 
0006: 255@ = 1 
0006: 266@ = 1 

:FINALEC_19037
00A5: 208@ = create_car #TORNADO at 2707.499 -1329.559 47.3 
0175: set_car 208@ Z_angle_to 265.83 
02AA: set_car 208@ immune_to_nonplayer 1 
0129: 38@ = create_actor_pedtype 24 model #LSV3 in_car 208@ driverseat 
060B: set_actor 38@ decision_maker_to 97@ 
02A9: set_actor 38@ immune_to_nonplayer 1 
01C8: 39@ = create_actor_pedtype 24 model #LSV3 in_car 208@ passenger_seat 0 
060B: set_actor 39@ decision_maker_to 97@ 
02A9: set_actor 39@ immune_to_nonplayer 1 
01B2: give_actor 39@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AC: set_car 208@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0224: set_car 208@ health_to 300 
00A5: 209@ = create_car #TORNADO at 2759.875 -1373.294 38.777 
0175: set_car 209@ Z_angle_to 90.9 
02AA: set_car 209@ immune_to_nonplayer 1 
0129: 40@ = create_actor_pedtype 24 model #LSV3 in_car 209@ driverseat 
060B: set_actor 40@ decision_maker_to 97@ 
02A9: set_actor 40@ immune_to_nonplayer 1 
01C8: 41@ = create_actor_pedtype 24 model #LSV3 in_car 209@ passenger_seat 0 
060B: set_actor 41@ decision_maker_to 97@ 
02A9: set_actor 41@ immune_to_nonplayer 1 
01B2: give_actor 41@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AC: set_car 209@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0224: set_car 209@ health_to 800 
0107: 169@ = create_object #LA_FUCKCAR2 at 2722.599 -1324.889 49.47 
0392: make_object 169@ moveable 1 
0177: set_object 169@ Z_angle_to 83.325 
009A: 228@ = create_actor_pedtype 24 model #LSV3 at 2631.18 -1244.17 50.58 
0173: set_actor 228@ Z_angle_to 62.09 
02AB: set_actor 228@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02A9: set_actor 228@ immune_to_nonplayer 1 
0223: set_actor 228@ health_to 10 
060B: set_actor 228@ decision_maker_to 97@ 
01B2: give_actor 228@ weapon 18 ammo 9999 // Load the weapon model before using this 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_19459 
0085: 102@ = 228@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 

:FINALEC_19459
009A: 232@ = create_actor_pedtype 24 model #LSV3 at 2646.11 -1193.27 66.1 
0173: set_actor 232@ Z_angle_to 285.845 
01B2: give_actor 232@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 232@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 232@ health_to 10 
060B: set_actor 232@ decision_maker_to 97@ 
0085: 102@ = 232@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 233@ = create_actor_pedtype 24 model #LSV3 at 2653.935 -1211.778 61.667 
0173: set_actor 233@ Z_angle_to 360.0 
01B2: give_actor 233@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 233@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 233@ health_to 10 
060B: set_actor 233@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_19669 
0085: 102@ = 233@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 

:FINALEC_19669
009A: 234@ = create_actor_pedtype 24 model #LSV3 at 2664.336 -1173.326 66.69 
0173: set_actor 234@ Z_angle_to 53.93 
01B2: give_actor 234@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 234@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 234@ health_to 10 
060B: set_actor 234@ decision_maker_to 97@ 
0085: 102@ = 234@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 235@ = create_actor_pedtype 24 model #LSV3 at 2639.27 -1175.4 66.5 
0173: set_actor 235@ Z_angle_to 2.3 
01B2: give_actor 235@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 235@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 235@ health_to 10 
060B: set_actor 235@ decision_maker_to 97@ 
0085: 102@ = 232@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
0004: $8015 = 3 

:FINALEC_19870
00D6: if 
0038:   $8015 == 3 
004D: jump_if_false @FINALEC_20150 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2737.48 -1309.88 radius 30.0 30.0 
004D: jump_if_false @FINALEC_20150 
0006: 206@ = 3 
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @FINALEC_20038 
05EB: assign_car 208@ to_path 234 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @FINALEC_20009 
0713: actor 39@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 80 

:FINALEC_20009
0186: 238@ = create_marker_above_car 208@ 
018B: set_marker 238@ radar_mode 2 
0006: 251@ = 1 
0006: 262@ = 1 

:FINALEC_20038
00D6: if 
8119:   not car 209@ wrecked 
004D: jump_if_false @FINALEC_20143 
05EB: assign_car 209@ to_path 235 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @FINALEC_20114 
0713: actor 41@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_20114
0186: 239@ = create_marker_above_car 209@ 
018B: set_marker 239@ radar_mode 2 
0006: 252@ = 1 
0006: 263@ = 1 

:FINALEC_20143
0004: $8015 = 4 

:FINALEC_20150
00D6: if 
0038:   $8015 == 4 
004D: jump_if_false @FINALEC_20605 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_20605 
00D6: if 
01AD:   car 153@ sphere 0 near_point 2662.6 -1404.83 radius 20.0 20.0 
004D: jump_if_false @FINALEC_20605 
0006: 206@ = 4 
00A5: 213@ = create_car #SANCHEZ at 2657.455 -1594.463 12.685 
0175: set_car 213@ Z_angle_to 85.0 
0129: 42@ = create_actor_pedtype 24 model #LSV3 in_car 213@ driverseat 
060B: set_actor 42@ decision_maker_to 97@ 
02A9: set_actor 42@ immune_to_nonplayer 1 
01C8: 43@ = create_actor_pedtype 24 model #LSV3 in_car 213@ passenger_seat 0 
060B: set_actor 43@ decision_maker_to 97@ 
02A9: set_actor 43@ immune_to_nonplayer 1 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AA: set_car 213@ immune_to_nonplayer 1 
02AC: set_car 213@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
00A5: 214@ = create_car #SANCHEZ at 2642.0 -1615.0 19.0 
0175: set_car 214@ Z_angle_to 181.0 
0129: 44@ = create_actor_pedtype 24 model #LSV3 in_car 214@ driverseat 
060B: set_actor 44@ decision_maker_to 97@ 
02A9: set_actor 44@ immune_to_nonplayer 1 
01C8: 45@ = create_actor_pedtype 24 model #LSV3 in_car 214@ passenger_seat 0 
060B: set_actor 45@ decision_maker_to 97@ 
02A9: set_actor 45@ immune_to_nonplayer 1 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AA: set_car 214@ immune_to_nonplayer 1 
02AC: set_car 214@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
00A5: 215@ = create_car #SANCHEZ at 2650.0 -1621.0 19.0 
0175: set_car 215@ Z_angle_to 170.0 
0129: 46@ = create_actor_pedtype 24 model #LSV3 in_car 215@ driverseat 
060B: set_actor 46@ decision_maker_to 97@ 
02A9: set_actor 46@ immune_to_nonplayer 1 
01C8: 47@ = create_actor_pedtype 24 model #LSV3 in_car 215@ passenger_seat 0 
060B: set_actor 47@ decision_maker_to 97@ 
02A9: set_actor 47@ immune_to_nonplayer 1 
01B2: give_actor 47@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AA: set_car 215@ immune_to_nonplayer 1 
02AC: set_car 215@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0004: $8015 = 5 

:FINALEC_20605
00D6: if 
0038:   $8015 == 5 
004D: jump_if_false @FINALEC_21113 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2642.71 -1570.03 radius 20.0 20.0 
004D: jump_if_false @FINALEC_21113 
0006: 206@ = 5 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @FINALEC_20773 
05EB: assign_car 213@ to_path 236 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FINALEC_20744 
0713: actor 43@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_20744
0186: 243@ = create_marker_above_car 213@ 
018B: set_marker 243@ radar_mode 2 
0006: 256@ = 1 
0006: 267@ = 1 

:FINALEC_20773
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @FINALEC_20878 
05EB: assign_car 214@ to_path 237 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FINALEC_20849 
0713: actor 45@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_20849
0186: 244@ = create_marker_above_car 214@ 
018B: set_marker 244@ radar_mode 2 
0006: 257@ = 1 
0006: 268@ = 1 

:FINALEC_20878
00D6: if 
8119:   not car 215@ wrecked 
004D: jump_if_false @FINALEC_20983 
05EB: assign_car 215@ to_path 238 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @FINALEC_20954 
0713: actor 47@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_20954
0186: 245@ = create_marker_above_car 215@ 
018B: set_marker 245@ radar_mode 2 
0006: 258@ = 1 
0006: 269@ = 1 

:FINALEC_20983
00A5: 210@ = create_car #TORNADO at 2704.0 -1654.0 10.0 
0175: set_car 210@ Z_angle_to 90.0 
0224: set_car 210@ health_to 300 
0129: 221@ = create_actor_pedtype 24 model #LSV3 in_car 210@ driverseat 
060B: set_actor 221@ decision_maker_to 97@ 
0446: set_actor 221@ dismemberment_possible 0 
02A9: set_actor 221@ immune_to_nonplayer 1 
01C8: 222@ = create_actor_pedtype 24 model #LSV3 in_car 210@ passenger_seat 0 
060B: set_actor 222@ decision_maker_to 97@ 
02A9: set_actor 222@ immune_to_nonplayer 1 
01B2: give_actor 222@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AA: set_car 210@ immune_to_nonplayer 1 
0004: $8015 = 6 

:FINALEC_21113
00D6: if 
0038:   $8015 == 6 
004D: jump_if_false @FINALEC_21281 
00D6: if 
01AD:   car 153@ sphere 0 near_point 2642.98 -1619.8 radius 20.0 20.0 
004D: jump_if_false @FINALEC_21281 
00D6: if 
8119:   not car 210@ wrecked 
004D: jump_if_false @FINALEC_21274 
05EB: assign_car 210@ to_path 239 
00D6: if 
8118:   not actor 222@ dead 
004D: jump_if_false @FINALEC_21245 
0713: actor 222@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_21245
0186: 240@ = create_marker_above_car 210@ 
018B: set_marker 240@ radar_mode 2 
0006: 253@ = 1 
0006: 264@ = 1 

:FINALEC_21274
0004: $8015 = 7 

:FINALEC_21281
00D6: if 
0038:   $8015 == 7 
004D: jump_if_false @FINALEC_21428 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2407.93 -1918.34 radius 15.0 15.0 
004D: jump_if_false @FINALEC_21428 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02AC: set_car 153@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
015F: set_camera_position 2409.032 -1921.426 14.0992 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2408.994 -1920.431 14.0044 switchstyle 2 
0006: 32@ = 0 
0004: $8015 = 8 

:FINALEC_21428
00D6: if 
0038:   $8015 == 8 
004D: jump_if_false @FINALEC_21694 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @FINALEC_21694 
040D: unload_wav 1 
00BE: text_clear_all 
009B: destroy_actor 158@ 
009B: destroy_actor 159@ 
07C0: load_path 241 
07C0: load_path 242 
07C0: load_path 243 
07C0: load_path 244 
07C0: load_path 245 
07C0: load_path 246 
07C0: load_path 247 
07C0: load_path 248 
07C0: load_path 249 
07C0: load_path 229 
0247: load_model #COPCARLA 
038B: load_requested_models 

:FINALEC_21538
00D6: if or
8248:   not model #COPCARLA available 
87C1:   not path 241 available 
87C1:   not path 242 available 
87C1:   not path 243 available 
87C1:   not path 244 available 
004D: jump_if_false @FINALEC_21585 
0001: wait 0 ms 
0002: jump @FINALEC_21538 

:FINALEC_21585
00D6: if or
87C1:   not path 245 available 
87C1:   not path 246 available 
87C1:   not path 247 available 
87C1:   not path 248 available 
87C1:   not path 249 available 
004D: jump_if_false @FINALEC_21632 
0001: wait 0 ms 
0002: jump @FINALEC_21585 

:FINALEC_21632
00D6: if 
87C1:   not path 229 available 
004D: jump_if_false @FINALEC_21659 
0001: wait 0 ms 
0002: jump @FINALEC_21632 

:FINALEC_21659
04EF: release_animation "FINALE" 
04EF: release_animation "FINALE2" 
0004: $8014 = 2 
0004: $8015 = 9 

:FINALEC_21694
00D6: if 
0038:   $8016 == 1 
004D: jump_if_false @FINALEC_22891 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2835.29 -1049.49 radius 20.0 20.0 
004D: jump_if_false @FINALEC_22891 
0107: 165@ = create_object #LA_FUCKCAR2 at 2806.984 -1057.249 27.0 
0392: make_object 165@ moveable 1 
0177: set_object 165@ Z_angle_to 189.735 
02CF: 61@ = create_fire_at 2806.984 -1055.249 28.6 propagation 0 size 2 
009A: 223@ = create_actor_pedtype 24 model #LSV3 at 2798.46 -1055.99 30.43 
0173: set_actor 223@ Z_angle_to 285.845 
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 223@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 223@ health_to 10 
060B: set_actor 223@ decision_maker_to 97@ 
0085: 102@ = 223@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
00A5: 237@ = create_car #TORNADO at 2785.06 -1043.915 35.916 
0175: set_car 237@ Z_angle_to 4.2 
0224: set_car 237@ health_to 250 
02AA: set_car 237@ immune_to_nonplayer 1 
009A: 224@ = create_actor_pedtype 24 model #LSV3 at 2774.56 -1011.43 58.08 
0173: set_actor 224@ Z_angle_to 285.845 
02AB: set_actor 224@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 224@ health_to 10 
060B: set_actor 224@ decision_maker_to 97@ 
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
0085: 102@ = 224@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 226@ = create_actor_pedtype 24 model #LSV3 at 2782.984 -1041.284 36.62 
0173: set_actor 226@ Z_angle_to 285.845 
01B2: give_actor 226@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 226@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 226@ health_to 10 
060B: set_actor 226@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_22169 
0085: 102@ = 226@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 

:FINALEC_22169
009A: 227@ = create_actor_pedtype 24 model #LSV3 at 2749.393 -1063.34 53.0 
0173: set_actor 227@ Z_angle_to 309.534 
02AB: set_actor 227@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 227@ health_to 10 
060B: set_actor 227@ decision_maker_to 97@ 
01B2: give_actor 227@ weapon 18 ammo 9999 // Load the weapon model before using this 
00D6: if 
8118:   not actor 154@ dead 
004D: jump_if_false @FINALEC_22289 
0085: 102@ = 227@ // (int) 
0085: 107@ = 154@ // (int) 
0050: gosub @FINALEC_57209 
0002: jump @FINALEC_22328 

:FINALEC_22289
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_22328 
0085: 102@ = 227@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 

:FINALEC_22328
0107: 167@ = create_object #LA_FUCKCAR2 at 2688.94 -1054.034 69.57 
0392: make_object 167@ moveable 1 
0177: set_object 167@ Z_angle_to 210.579 
02CF: 62@ = create_fire_at 2806.984 -1055.249 28.6 propagation 0 size 2 
02CF: 63@ = create_fire_at 2807.984 -1056.249 28.6 propagation 0 size 1 
009A: 229@ = create_actor_pedtype 24 model #LSV3 at 2724.045 -1058.115 69.88 
0173: set_actor 229@ Z_angle_to 360.0 
01B2: give_actor 229@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 229@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 229@ health_to 10 
060B: set_actor 229@ decision_maker_to 97@ 
0085: 102@ = 224@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 230@ = create_actor_pedtype 24 model #LSV3 at 2632.0 -114.0 68.0 
0173: set_actor 230@ Z_angle_to 254.974 
01B2: give_actor 230@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 230@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 230@ health_to 10 
060B: set_actor 230@ decision_maker_to 97@ 
0085: 102@ = 230@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
0107: 168@ = create_object #LA_FUCKCAR2 at 2650.39 -1056.09 69.66 
0392: make_object 168@ moveable 1 
0177: set_object 168@ Z_angle_to 228.58 
02CF: 64@ = create_fire_at 2650.39 -1056.09 69.66 propagation 0 size 2 
009A: 231@ = create_actor_pedtype 24 model #LSV3 at 2649.78 -1052.49 69.44 
0173: set_actor 231@ Z_angle_to 254.974 
01B2: give_actor 231@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 231@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 231@ health_to 10 
060B: set_actor 231@ decision_maker_to 97@ 
0085: 102@ = 231@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 228@ = create_actor_pedtype 24 model #LSV3 at 2650.4 -1115.05 67.12 
0173: set_actor 228@ Z_angle_to 360.0 
01B2: give_actor 228@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 228@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 228@ health_to 10 
060B: set_actor 228@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_22884 
0085: 102@ = 228@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 

:FINALEC_22884
0004: $8016 = 2 

:FINALEC_22891
00D6: if 
0038:   $8016 == 2 
004D: jump_if_false @FINALEC_23021 
00D6: if 
01AD:   car 153@ sphere 0 near_point 2642.81 -1193.87 radius 20.0 20.0 
004D: jump_if_false @FINALEC_23021 
0108: destroy_object 165@ 
009B: destroy_actor 223@ 
01C3: remove_references_to_car 237@ 
00A6: destroy_car 237@ 
009B: destroy_actor 224@ 
009B: destroy_actor 226@ 
009B: destroy_actor 227@ 
0108: destroy_object 167@ 
009B: destroy_actor 229@ 
0108: destroy_object 168@ 
009B: destroy_actor 231@ 
009B: destroy_actor 228@ 
009B: destroy_actor 230@ 
031A: remove_all_fires 
0004: $8016 = 3 

:FINALEC_23021
00D6: if 
0038:   $8016 == 3 
004D: jump_if_false @FINALEC_24102 
00D6: if 
01AD:   car 153@ sphere 0 near_point 2723.81 -1275.64 radius 20.0 20.0 
004D: jump_if_false @FINALEC_24102 
009B: destroy_actor 232@ 
009B: destroy_actor 233@ 
009B: destroy_actor 234@ 
009B: destroy_actor 235@ 
00D6: if 
8119:   not car 212@ wrecked 
004D: jump_if_false @FINALEC_23128 
0224: set_car 212@ health_to 250 
02AA: set_car 212@ immune_to_nonplayer 0 

:FINALEC_23128
009A: 223@ = create_actor_pedtype 24 model #LSV3 at 2718.29 -1324.342 48.5 
0173: set_actor 223@ Z_angle_to 352.57 
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 223@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 223@ health_to 10 
060B: set_actor 223@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_23241 
0085: 102@ = 223@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 

:FINALEC_23241
009A: 224@ = create_actor_pedtype 24 model #LSV3 at 2726.95 -1324.49 49.5 
0173: set_actor 224@ Z_angle_to 327.185 
02AB: set_actor 224@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 224@ health_to 10 
060B: set_actor 224@ decision_maker_to 97@ 
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
0085: 102@ = 224@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 226@ = create_actor_pedtype 24 model #LSV3 at 2710.591 -1315.29 74.34 
0173: set_actor 226@ Z_angle_to 303.711 
01B2: give_actor 226@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 226@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 226@ health_to 10 
060B: set_actor 226@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_23451 
0085: 102@ = 226@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 

:FINALEC_23451
009A: 227@ = create_actor_pedtype 24 model #LSV3 at 2748.244 -1375.115 49.5 
0173: set_actor 227@ Z_angle_to 309.534 
02AB: set_actor 227@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 227@ health_to 10 
060B: set_actor 227@ decision_maker_to 97@ 
01B2: give_actor 227@ weapon 18 ammo 9999 // Load the weapon model before using this 
0085: 102@ = 227@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 228@ = create_actor_pedtype 24 model #LSV3 at 2750.615 -1388.75 39.0 
0173: set_actor 228@ Z_angle_to 62.09 
02AB: set_actor 228@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 228@ health_to 10 
060B: set_actor 228@ decision_maker_to 97@ 
01B2: give_actor 228@ weapon 18 ammo 9999 // Load the weapon model before using this 
0085: 102@ = 227@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 229@ = create_actor_pedtype 24 model #LSV3 at 2713.137 -1448.169 41.95 
0173: set_actor 229@ Z_angle_to 267.04 
01B2: give_actor 229@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 229@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 229@ health_to 10 
060B: set_actor 229@ decision_maker_to 97@ 
0085: 102@ = 229@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 230@ = create_actor_pedtype 24 model #LSV3 at 2711.935 -1399.32 54.0 
0173: set_actor 230@ Z_angle_to 295.712 
01B2: give_actor 230@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 230@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 230@ health_to 10 
060B: set_actor 230@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_23855 
0085: 102@ = 230@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 

:FINALEC_23855
009A: 231@ = create_actor_pedtype 24 model #LSV3 at 2754.71 -1309.956 70.0 
0173: set_actor 231@ Z_angle_to 77.189 
01B2: give_actor 231@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 231@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 231@ health_to 10 
060B: set_actor 231@ decision_maker_to 97@ 
0085: 102@ = 231@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 232@ = create_actor_pedtype 24 model #LSV3 at 2750.615 -1419.473 38.5 
0173: set_actor 232@ Z_angle_to 77.189 
01B2: give_actor 232@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 232@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 232@ health_to 10 
060B: set_actor 232@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @FINALEC_24072 
0085: 102@ = 232@ // (int) 
0085: 107@ = 40@ // (int) 
0050: gosub @FINALEC_57209 
0002: jump @FINALEC_24095 

:FINALEC_24072
0085: 102@ = 232@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 

:FINALEC_24095
0004: $8016 = 4 

:FINALEC_24102
00D6: if 
0038:   $8016 == 4 
004D: jump_if_false @FINALEC_24926 
00D6: if 
01AD:   car 153@ sphere 0 near_point 2682.55 -1494.04 radius 20.0 20.0 
004D: jump_if_false @FINALEC_24926 
009B: destroy_actor 223@ 
009B: destroy_actor 224@ 
009B: destroy_actor 226@ 
009B: destroy_actor 227@ 
009B: destroy_actor 228@ 
009B: destroy_actor 229@ 
009B: destroy_actor 230@ 
009B: destroy_actor 231@ 
009B: destroy_actor 232@ 
0108: destroy_object 165@ 
031A: remove_all_fires 
0107: 165@ = create_object #LA_FUCKCAR2 at 2649.194 -1514.185 26.6789 
0177: set_object 165@ Z_angle_to 329.3793 
0392: make_object 165@ moveable 1 
00A5: 237@ = create_car #TORNADO at 2638.988 -1555.943 18.9832 
0175: set_car 237@ Z_angle_to 290.7073 
0224: set_car 237@ health_to 250 
02AA: set_car 237@ immune_to_nonplayer 1 
0107: 167@ = create_object #LA_FUCKCAR2 at 2635.097 -1576.996 15.3271 
0177: set_object 167@ Z_angle_to 77.161 
0392: make_object 167@ moveable 1 
0107: 168@ = create_object #LA_FUCKCAR2 at 2650.395 -1586.538 13.6033 
0177: set_object 168@ Z_angle_to 295.7696 
0392: make_object 168@ moveable 1 
0107: 169@ = create_object #LA_FUCKCAR2 at 2649.939 -1629.937 9.8785 
0177: set_object 169@ Z_angle_to 270.0938 
0392: make_object 169@ moveable 1 
009A: 223@ = create_actor_pedtype 24 model #LSV3 at 2647.583 -1518.547 25.7427 
0173: set_actor 223@ Z_angle_to 12.7483 
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 223@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 223@ health_to 10 
060B: set_actor 223@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_24531 
0085: 102@ = 223@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 

:FINALEC_24531
009A: 224@ = create_actor_pedtype 24 model #LSV3 at 2651.045 -1515.111 26.5111 
0173: set_actor 224@ Z_angle_to 12.4201 
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 224@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 224@ health_to 10 
060B: set_actor 224@ decision_maker_to 97@ 
0085: 102@ = 224@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 225@ = create_actor_pedtype 24 model #LSV3 at 2636.188 -1559.397 18.5108 
0173: set_actor 225@ Z_angle_to 276.3582 
01B2: give_actor 225@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 225@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 225@ health_to 10 
060B: set_actor 225@ decision_maker_to 97@ 
0085: 102@ = 225@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 226@ = create_actor_pedtype 24 model #LSV3 at 2641.418 -1558.004 18.6112 
0173: set_actor 226@ Z_angle_to 339.6795 
01B2: give_actor 226@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 226@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 226@ health_to 10 
060B: set_actor 226@ decision_maker_to 97@ 
0085: 102@ = 226@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 227@ = create_actor_pedtype 24 model #LSV3 at 2649.325 -1589.41 13.0846 
0173: set_actor 227@ Z_angle_to 318.9207 
01B2: give_actor 227@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 227@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 227@ health_to 10 
060B: set_actor 227@ decision_maker_to 97@ 
0085: 102@ = 227@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
0004: $8016 = 5 

:FINALEC_24926
00D6: if 
0038:   $8016 == 5 
004D: jump_if_false @FINALEC_26046 
00D6: if 
01AD:   car 153@ sphere 0 near_point 2652.95 -1404.16 radius 20.0 20.0 
004D: jump_if_false @FINALEC_26046 
02CF: 61@ = create_fire_at 2641.66 -1514.55 26.82 propagation 0 size 2 
02CF: 61@ = create_fire_at 2638.68 -1515.3 26.5 propagation 0 size 3 
02CF: 61@ = create_fire_at 2641.58 -1538.54 22.46 propagation 0 size 3 
02CF: 61@ = create_fire_at 2635.64 -1605.36 10.7 propagation 0 size 2 
02CF: 61@ = create_fire_at 2643.52 -1599.47 18.71 propagation 0 size 3 
009A: 228@ = create_actor_pedtype 24 model #LSV3 at 2647.583 -1518.547 25.7427 
0173: set_actor 228@ Z_angle_to 12.7483 
01B2: give_actor 228@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 228@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 228@ health_to 10 
060B: set_actor 228@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_25215 
0085: 102@ = 228@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 

:FINALEC_25215
009A: 229@ = create_actor_pedtype 24 model #LSV3 at 2652.515 -1587.552 13.4203 
0173: set_actor 229@ Z_angle_to 12.4201 
01B2: give_actor 229@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 229@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 229@ health_to 10 
060B: set_actor 229@ decision_maker_to 97@ 
0085: 102@ = 229@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 230@ = create_actor_pedtype 24 model #LSV3 at 2647.368 -1629.595 9.727 
0173: set_actor 230@ Z_angle_to 276.3582 
01B2: give_actor 230@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 230@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 230@ health_to 10 
060B: set_actor 230@ decision_maker_to 97@ 
0085: 102@ = 230@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 231@ = create_actor_pedtype 24 model #LSV3 at 2651.148 -1631.916 9.8767 
0173: set_actor 231@ Z_angle_to 339.6795 
01B2: give_actor 231@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 231@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 231@ health_to 10 
060B: set_actor 231@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_25522 
0085: 102@ = 231@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 

:FINALEC_25522
009A: 232@ = create_actor_pedtype 24 model #LSV3 at 2635.932 -1598.666 18.7482 
0173: set_actor 232@ Z_angle_to 318.9207 
01B2: give_actor 232@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 232@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 232@ health_to 10 
060B: set_actor 232@ decision_maker_to 97@ 
0085: 102@ = 232@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 233@ = create_actor_pedtype 24 model #LSV3 at 2650.494 -1600.365 18.1152 
0173: set_actor 233@ Z_angle_to 318.9207 
01B2: give_actor 233@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 233@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 233@ health_to 10 
060B: set_actor 233@ decision_maker_to 97@ 
0085: 102@ = 233@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 234@ = create_actor_pedtype 24 model #LSV3 at 2635.932 -1598.666 18.7482 
0173: set_actor 234@ Z_angle_to 318.9207 
01B2: give_actor 234@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 234@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 234@ health_to 10 
060B: set_actor 234@ decision_maker_to 97@ 
0085: 102@ = 234@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 235@ = create_actor_pedtype 24 model #LSV3 at 2646.598 -1599.905 18.295 
0173: set_actor 235@ Z_angle_to 318.9207 
01B2: give_actor 235@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 235@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 235@ health_to 10 
060B: set_actor 235@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_25926 
0085: 102@ = 235@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 

:FINALEC_25926
009A: 236@ = create_actor_pedtype 24 model #LSV3 at 2634.689 -1629.506 18.7081 
0173: set_actor 236@ Z_angle_to 318.9207 
01B2: give_actor 236@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 236@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 236@ health_to 10 
060B: set_actor 236@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_26039 
0085: 102@ = 236@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 

:FINALEC_26039
0004: $8016 = 6 

:FINALEC_26046
00D6: if 
0038:   $8016 == 6 
004D: jump_if_false @FINALEC_26201 
00D6: if 
01AD:   car 153@ sphere 0 near_point 2598.57 -1729.65 radius 20.0 20.0 
004D: jump_if_false @FINALEC_26201 
009B: destroy_actor 223@ 
009B: destroy_actor 224@ 
009B: destroy_actor 226@ 
009B: destroy_actor 227@ 
009B: destroy_actor 228@ 
009B: destroy_actor 229@ 
009B: destroy_actor 230@ 
009B: destroy_actor 231@ 
009B: destroy_actor 232@ 
009B: destroy_actor 233@ 
009B: destroy_actor 234@ 
009B: destroy_actor 235@ 
009B: destroy_actor 236@ 
00A6: destroy_car 237@ 
0108: destroy_object 165@ 
0108: destroy_object 167@ 
0108: destroy_object 168@ 
0108: destroy_object 169@ 
031A: remove_all_fires 
0004: $8016 = 7 

:FINALEC_26201
00D6: if 
0039:   260@ == 1 
004D: jump_if_false @FINALEC_26353 
00D6: if 
8119:   not car 217@ wrecked 
004D: jump_if_false @FINALEC_26353 
00D6: if 
8118:   not actor 154@ dead 
004D: jump_if_false @FINALEC_26258 
0002: jump @FINALEC_26353 

:FINALEC_26258
00D6: if 
8118:   not actor 155@ dead 
004D: jump_if_false @FINALEC_26341 
00D6: if 
00DB:   actor 155@ in_car 217@ 
004D: jump_if_false @FINALEC_26334 
046C: 219@ = car 217@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_26334 
0676: AS_actor 155@ in_car 217@ move_from_passengerseat_to_driverseat 
0006: 260@ = 2 

:FINALEC_26334
0002: jump @FINALEC_26353 

:FINALEC_26341
05EC: release_car 217@ from_path 
0006: 260@ = 2 

:FINALEC_26353
00D6: if 
0039:   260@ == 2 
004D: jump_if_false @FINALEC_26399 
00D6: if 
0118:   actor 155@ dead 
004D: jump_if_false @FINALEC_26399 
05EC: release_car 217@ from_path 
0006: 260@ = 3 

:FINALEC_26399
00D6: if 
0039:   249@ == 1 
004D: jump_if_false @FINALEC_26515 
00D6: if 
8119:   not car 217@ wrecked 
004D: jump_if_false @FINALEC_26483 
00D6: if 
860E:   not car 217@ assigned_to_path 
004D: jump_if_false @FINALEC_26476 
01C3: remove_references_to_car 217@ 
01C2: remove_references_to_actor 154@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 155@ // Like turning an actor into a random pedestrian 
0164: disable_marker 247@ 
0006: 249@ = 2 

:FINALEC_26476
0002: jump @FINALEC_26515 

:FINALEC_26483
05EC: release_car 217@ from_path 
01C2: remove_references_to_actor 154@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 155@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 217@ 
0164: disable_marker 247@ 
0006: 249@ = 2 

:FINALEC_26515
00D6: if 
0039:   261@ == 1 
004D: jump_if_false @FINALEC_26667 
00D6: if 
8119:   not car 218@ wrecked 
004D: jump_if_false @FINALEC_26667 
00D6: if 
8118:   not actor 156@ dead 
004D: jump_if_false @FINALEC_26572 
0002: jump @FINALEC_26667 

:FINALEC_26572
00D6: if 
8118:   not actor 207@ dead 
004D: jump_if_false @FINALEC_26655 
00D6: if 
00DB:   actor 207@ in_car 218@ 
004D: jump_if_false @FINALEC_26648 
046C: 219@ = car 218@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_26648 
0676: AS_actor 207@ in_car 218@ move_from_passengerseat_to_driverseat 
0006: 261@ = 2 

:FINALEC_26648
0002: jump @FINALEC_26667 

:FINALEC_26655
05EC: release_car 218@ from_path 
0006: 261@ = 2 

:FINALEC_26667
00D6: if 
0039:   261@ == 2 
004D: jump_if_false @FINALEC_26713 
00D6: if 
0118:   actor 207@ dead 
004D: jump_if_false @FINALEC_26713 
05EC: release_car 218@ from_path 
0006: 261@ = 3 

:FINALEC_26713
00D6: if 
0039:   250@ == 1 
004D: jump_if_false @FINALEC_26829 
00D6: if 
8119:   not car 218@ wrecked 
004D: jump_if_false @FINALEC_26797 
00D6: if 
860E:   not car 218@ assigned_to_path 
004D: jump_if_false @FINALEC_26790 
01C3: remove_references_to_car 218@ 
01C2: remove_references_to_actor 156@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
0164: disable_marker 248@ 
0006: 250@ = 2 

:FINALEC_26790
0002: jump @FINALEC_26829 

:FINALEC_26797
05EC: release_car 218@ from_path 
01C2: remove_references_to_actor 156@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 218@ 
0164: disable_marker 248@ 
0006: 250@ = 2 

:FINALEC_26829
00D6: if 
0039:   265@ == 1 
004D: jump_if_false @FINALEC_26981 
00D6: if 
8119:   not car 211@ wrecked 
004D: jump_if_false @FINALEC_26981 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @FINALEC_26886 
0002: jump @FINALEC_26981 

:FINALEC_26886
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @FINALEC_26969 
00D6: if 
00DB:   actor 35@ in_car 211@ 
004D: jump_if_false @FINALEC_26962 
046C: 219@ = car 211@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_26962 
0676: AS_actor 35@ in_car 211@ move_from_passengerseat_to_driverseat 
0006: 265@ = 2 

:FINALEC_26962
0002: jump @FINALEC_26981 

:FINALEC_26969
05EC: release_car 211@ from_path 
0006: 265@ = 2 

:FINALEC_26981
00D6: if 
0039:   265@ == 2 
004D: jump_if_false @FINALEC_27027 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @FINALEC_27027 
05EC: release_car 211@ from_path 
0006: 265@ = 3 

:FINALEC_27027
00D6: if 
0039:   254@ == 1 
004D: jump_if_false @FINALEC_27143 
00D6: if 
8119:   not car 211@ wrecked 
004D: jump_if_false @FINALEC_27111 
00D6: if 
860E:   not car 211@ assigned_to_path 
004D: jump_if_false @FINALEC_27104 
01C3: remove_references_to_car 211@ 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0164: disable_marker 241@ 
0006: 254@ = 2 

:FINALEC_27104
0002: jump @FINALEC_27143 

:FINALEC_27111
05EC: release_car 211@ from_path 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 211@ 
0164: disable_marker 241@ 
0006: 254@ = 2 

:FINALEC_27143
00D6: if 
0039:   266@ == 1 
004D: jump_if_false @FINALEC_27295 
00D6: if 
8119:   not car 212@ wrecked 
004D: jump_if_false @FINALEC_27295 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @FINALEC_27200 
0002: jump @FINALEC_27295 

:FINALEC_27200
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @FINALEC_27283 
00D6: if 
00DB:   actor 37@ in_car 212@ 
004D: jump_if_false @FINALEC_27276 
046C: 219@ = car 212@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_27276 
0676: AS_actor 37@ in_car 212@ move_from_passengerseat_to_driverseat 
0006: 266@ = 2 

:FINALEC_27276
0002: jump @FINALEC_27295 

:FINALEC_27283
05EC: release_car 212@ from_path 
0006: 266@ = 2 

:FINALEC_27295
00D6: if 
0039:   266@ == 2 
004D: jump_if_false @FINALEC_27341 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @FINALEC_27341 
05EC: release_car 212@ from_path 
0006: 266@ = 3 

:FINALEC_27341
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @FINALEC_27457 
00D6: if 
8119:   not car 212@ wrecked 
004D: jump_if_false @FINALEC_27425 
00D6: if 
860E:   not car 212@ assigned_to_path 
004D: jump_if_false @FINALEC_27418 
01C3: remove_references_to_car 212@ 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
0164: disable_marker 242@ 
0006: 255@ = 2 

:FINALEC_27418
0002: jump @FINALEC_27457 

:FINALEC_27425
05EC: release_car 212@ from_path 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 212@ 
0164: disable_marker 242@ 
0006: 255@ = 2 

:FINALEC_27457
00D6: if 
0039:   262@ == 1 
004D: jump_if_false @FINALEC_27609 
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @FINALEC_27609 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @FINALEC_27514 
0002: jump @FINALEC_27609 

:FINALEC_27514
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @FINALEC_27597 
00D6: if 
00DB:   actor 39@ in_car 208@ 
004D: jump_if_false @FINALEC_27590 
046C: 219@ = car 208@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_27590 
0676: AS_actor 39@ in_car 208@ move_from_passengerseat_to_driverseat 
0006: 262@ = 2 

:FINALEC_27590
0002: jump @FINALEC_27609 

:FINALEC_27597
05EC: release_car 208@ from_path 
0006: 262@ = 2 

:FINALEC_27609
00D6: if 
0039:   262@ == 2 
004D: jump_if_false @FINALEC_27655 
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @FINALEC_27655 
05EC: release_car 208@ from_path 
0006: 262@ = 3 

:FINALEC_27655
00D6: if 
0039:   251@ == 1 
004D: jump_if_false @FINALEC_27771 
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @FINALEC_27739 
00D6: if 
860E:   not car 208@ assigned_to_path 
004D: jump_if_false @FINALEC_27732 
01C3: remove_references_to_car 208@ 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0164: disable_marker 238@ 
0006: 251@ = 2 

:FINALEC_27732
0002: jump @FINALEC_27771 

:FINALEC_27739
05EC: release_car 208@ from_path 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 208@ 
0164: disable_marker 238@ 
0006: 251@ = 2 

:FINALEC_27771
00D6: if 
0039:   263@ == 1 
004D: jump_if_false @FINALEC_27923 
00D6: if 
8119:   not car 209@ wrecked 
004D: jump_if_false @FINALEC_27923 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @FINALEC_27828 
0002: jump @FINALEC_27923 

:FINALEC_27828
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @FINALEC_27911 
00D6: if 
00DB:   actor 41@ in_car 209@ 
004D: jump_if_false @FINALEC_27904 
046C: 219@ = car 209@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_27904 
0676: AS_actor 41@ in_car 209@ move_from_passengerseat_to_driverseat 
0006: 263@ = 2 

:FINALEC_27904
0002: jump @FINALEC_27923 

:FINALEC_27911
05EC: release_car 209@ from_path 
0006: 263@ = 2 

:FINALEC_27923
00D6: if 
0039:   263@ == 2 
004D: jump_if_false @FINALEC_27969 
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @FINALEC_27969 
05EC: release_car 209@ from_path 
0006: 263@ = 3 

:FINALEC_27969
00D6: if 
0039:   252@ == 1 
004D: jump_if_false @FINALEC_28085 
00D6: if 
8119:   not car 209@ wrecked 
004D: jump_if_false @FINALEC_28053 
00D6: if 
860E:   not car 209@ assigned_to_path 
004D: jump_if_false @FINALEC_28046 
01C3: remove_references_to_car 209@ 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
0164: disable_marker 239@ 
0006: 252@ = 2 

:FINALEC_28046
0002: jump @FINALEC_28085 

:FINALEC_28053
05EC: release_car 209@ from_path 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 209@ 
0164: disable_marker 239@ 
0006: 252@ = 2 

:FINALEC_28085
00D6: if 
0039:   264@ == 1 
004D: jump_if_false @FINALEC_28237 
00D6: if 
8119:   not car 210@ wrecked 
004D: jump_if_false @FINALEC_28237 
00D6: if 
8118:   not actor 221@ dead 
004D: jump_if_false @FINALEC_28142 
0002: jump @FINALEC_28237 

:FINALEC_28142
00D6: if 
8118:   not actor 222@ dead 
004D: jump_if_false @FINALEC_28225 
00D6: if 
00DB:   actor 222@ in_car 210@ 
004D: jump_if_false @FINALEC_28218 
046C: 219@ = car 210@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_28218 
0676: AS_actor 222@ in_car 210@ move_from_passengerseat_to_driverseat 
0006: 264@ = 2 

:FINALEC_28218
0002: jump @FINALEC_28237 

:FINALEC_28225
05EC: release_car 210@ from_path 
0006: 264@ = 2 

:FINALEC_28237
00D6: if 
0039:   264@ == 2 
004D: jump_if_false @FINALEC_28283 
00D6: if 
0118:   actor 222@ dead 
004D: jump_if_false @FINALEC_28283 
05EC: release_car 210@ from_path 
0006: 264@ = 3 

:FINALEC_28283
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @FINALEC_28399 
00D6: if 
8119:   not car 210@ wrecked 
004D: jump_if_false @FINALEC_28367 
00D6: if 
860E:   not car 210@ assigned_to_path 
004D: jump_if_false @FINALEC_28360 
01C3: remove_references_to_car 210@ 
01C2: remove_references_to_actor 221@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 222@ // Like turning an actor into a random pedestrian 
0164: disable_marker 240@ 
0006: 253@ = 2 

:FINALEC_28360
0002: jump @FINALEC_28399 

:FINALEC_28367
05EC: release_car 210@ from_path 
01C2: remove_references_to_actor 221@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 222@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 210@ 
0164: disable_marker 240@ 
0006: 253@ = 2 

:FINALEC_28399
00D6: if 
0039:   267@ == 1 
004D: jump_if_false @FINALEC_28611 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @FINALEC_28611 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @FINALEC_28456 
0002: jump @FINALEC_28611 

:FINALEC_28456
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FINALEC_28569 
00D6: if 
00DB:   actor 43@ in_car 213@ 
004D: jump_if_false @FINALEC_28562 
046C: 219@ = car 213@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_28562 
00AA: store_car 153@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 43@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 43@ in_car 213@ 
0006: 267@ = 2 

:FINALEC_28562
0002: jump @FINALEC_28611 

:FINALEC_28569
04BA: set_car 213@ speed_to 18.0 
05EC: release_car 213@ from_path 
07DB: set_car 213@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 267@ = 2 

:FINALEC_28611
00D6: if 
0039:   267@ == 2 
004D: jump_if_false @FINALEC_28703 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @FINALEC_28703 
05EC: release_car 213@ from_path 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @FINALEC_28696 
04BA: set_car 213@ speed_to 18.0 
07DB: set_car 213@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:FINALEC_28696
0006: 267@ = 3 

:FINALEC_28703
00D6: if 
0039:   256@ == 1 
004D: jump_if_false @FINALEC_28790 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @FINALEC_28790 
00D6: if or
0118:   actor 43@ dead 
0119:   car 213@ wrecked 
004D: jump_if_false @FINALEC_28790 
05EC: release_car 213@ from_path 
0164: disable_marker 243@ 
01C3: remove_references_to_car 213@ 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 256@ = 2 

:FINALEC_28790
00D6: if 
0039:   268@ == 1 
004D: jump_if_false @FINALEC_29002 
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @FINALEC_29002 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FINALEC_28847 
0002: jump @FINALEC_29002 

:FINALEC_28847
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FINALEC_28960 
00D6: if 
00DB:   actor 45@ in_car 214@ 
004D: jump_if_false @FINALEC_28953 
046C: 219@ = car 214@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_28953 
00AA: store_car 153@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 45@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 45@ in_car 214@ 
0006: 268@ = 2 

:FINALEC_28953
0002: jump @FINALEC_29002 

:FINALEC_28960
04BA: set_car 214@ speed_to 18.0 
05EC: release_car 214@ from_path 
07DB: set_car 214@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 268@ = 2 

:FINALEC_29002
00D6: if 
0039:   268@ == 2 
004D: jump_if_false @FINALEC_29094 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @FINALEC_29094 
05EC: release_car 214@ from_path 
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @FINALEC_29087 
04BA: set_car 214@ speed_to 18.0 
07DB: set_car 214@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:FINALEC_29087
0006: 268@ = 3 

:FINALEC_29094
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @FINALEC_29181 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @FINALEC_29181 
00D6: if or
0118:   actor 45@ dead 
0119:   car 214@ wrecked 
004D: jump_if_false @FINALEC_29181 
05EC: release_car 214@ from_path 
0164: disable_marker 244@ 
01C3: remove_references_to_car 214@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0006: 257@ = 2 

:FINALEC_29181
00D6: if 
0039:   269@ == 1 
004D: jump_if_false @FINALEC_29393 
00D6: if 
8119:   not car 215@ wrecked 
004D: jump_if_false @FINALEC_29393 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @FINALEC_29238 
0002: jump @FINALEC_29393 

:FINALEC_29238
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @FINALEC_29351 
00D6: if 
00DB:   actor 47@ in_car 215@ 
004D: jump_if_false @FINALEC_29344 
046C: 219@ = car 215@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_29344 
00AA: store_car 153@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 47@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 47@ in_car 215@ 
0006: 269@ = 2 

:FINALEC_29344
0002: jump @FINALEC_29393 

:FINALEC_29351
04BA: set_car 215@ speed_to 18.0 
05EC: release_car 215@ from_path 
07DB: set_car 215@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 269@ = 2 

:FINALEC_29393
00D6: if 
0039:   269@ == 2 
004D: jump_if_false @FINALEC_29485 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @FINALEC_29485 
05EC: release_car 215@ from_path 
00D6: if 
8119:   not car 215@ wrecked 
004D: jump_if_false @FINALEC_29478 
04BA: set_car 215@ speed_to 18.0 
07DB: set_car 215@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:FINALEC_29478
0006: 269@ = 3 

:FINALEC_29485
00D6: if 
0039:   258@ == 1 
004D: jump_if_false @FINALEC_29572 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @FINALEC_29572 
00D6: if or
0118:   actor 47@ dead 
0119:   car 215@ wrecked 
004D: jump_if_false @FINALEC_29572 
05EC: release_car 215@ from_path 
0164: disable_marker 245@ 
01C3: remove_references_to_car 215@ 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 258@ = 2 

:FINALEC_29572
0050: gosub @FINALEC_57063 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_29646 
00D6: if 
0039:   203@ == 0 
004D: jump_if_false @FINALEC_29646 
04AF: 187@ = 33247 // = constant 
05AA: 188@s = 'ROT4_MD' // @s = 'short'  // ~z~Motherfucker!
0050: gosub @FINALEC_57021 

:FINALEC_29646
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_29713 
00D6: if 
0039:   203@ == 1 
004D: jump_if_false @FINALEC_29713 
04AF: 187@ = 33259 // = constant 
05AA: 188@s = 'ROT4_NL' // @s = 'short'  // ~z~Take that pig bastard down!
0050: gosub @FINALEC_57021 

:FINALEC_29713
00D6: if 
0039:   206@ == 1 
004D: jump_if_false @FINALEC_29798 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_29798 
00D6: if 
0039:   203@ == 2 
004D: jump_if_false @FINALEC_29798 
04AF: 187@ = 33274 // = constant 
05AA: 188@s = 'ROT4_QA' // @s = 'short'  // ~z~Those firetrucks are indestructible!
0050: gosub @FINALEC_57021 

:FINALEC_29798
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_29865 
00D6: if 
0039:   203@ == 3 
004D: jump_if_false @FINALEC_29865 
04AF: 187@ = 33275 // = constant 
05AA: 188@s = 'ROT4_QB' // @s = 'short'  // ~z~We ain't gonna dent it!
0050: gosub @FINALEC_57021 

:FINALEC_29865
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_29932 
00D6: if 
0039:   203@ == 4 
004D: jump_if_false @FINALEC_29932 
04AF: 187@ = 33291 // = constant 
05AA: 188@s = 'ROT4_TF' // @s = 'short'  // ~z~Watch our six!
0050: gosub @FINALEC_57021 

:FINALEC_29932
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_29999 
00D6: if 
0039:   203@ == 5 
004D: jump_if_false @FINALEC_29999 
04AF: 187@ = 33265 // = constant 
05AA: 188@s = 'ROT4_NR' // @s = 'short'  // ~z~Cops on our tail!
0050: gosub @FINALEC_57021 

:FINALEC_29999
00D6: if 
0039:   206@ == 2 
004D: jump_if_false @FINALEC_30084 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_30084 
00D6: if 
0039:   203@ == 6 
004D: jump_if_false @FINALEC_30084 
04AF: 187@ = 33253 // = constant 
05AA: 188@s = 'ROT4_NE' // @s = 'short'  // ~z~Vagos rioters coming up!
0050: gosub @FINALEC_57021 

:FINALEC_30084
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_30151 
00D6: if 
0039:   203@ == 7 
004D: jump_if_false @FINALEC_30151 
04AF: 187@ = 33295 // = constant 
05AA: 188@s = 'ROT4_TK' // @s = 'short'  // ~z~This city's gone nuts!
0050: gosub @FINALEC_57021 

:FINALEC_30151
00D6: if 
0039:   206@ == 3 
004D: jump_if_false @FINALEC_30236 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_30236 
00D6: if 
0039:   203@ == 8 
004D: jump_if_false @FINALEC_30236 
04AF: 187@ = 33297 // = constant 
05AA: 188@s = 'ROT4_TM' // @s = 'short'  // ~z~I'll keep up with Tenpenny, don't you worry!
0050: gosub @FINALEC_57021 

:FINALEC_30236
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_30303 
00D6: if 
0039:   203@ == 9 
004D: jump_if_false @FINALEC_30303 
04AF: 187@ = 33292 // = constant 
05AA: 188@s = 'ROT4_TG' // @s = 'short'  // ~z~Concentrate on keeping all these other lunatics off our case, CJ.
0050: gosub @FINALEC_57021 

:FINALEC_30303
00D6: if 
0039:   206@ == 5 
004D: jump_if_false @FINALEC_30388 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_30388 
00D6: if 
0039:   203@ == 10 
004D: jump_if_false @FINALEC_30388 
04AF: 187@ = 33249 // = constant 
05AA: 188@s = 'ROT4_NA' // @s = 'short'  // ~z~Rioters on the bridge up ahead!
0050: gosub @FINALEC_57021 

:FINALEC_30388
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_30455 
00D6: if 
0039:   203@ == 11 
004D: jump_if_false @FINALEC_30455 
04AF: 187@ = 33250 // = constant 
05AA: 188@s = 'ROT4_NB' // @s = 'short'  // ~z~They're dropping shit from that bridge!
0050: gosub @FINALEC_57021 

:FINALEC_30455
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_30522 
00D6: if 
0039:   203@ == 12 
004D: jump_if_false @FINALEC_30522 
04AF: 187@ = 33288 // = constant 
05AA: 188@s = 'ROT4_TC' // @s = 'short'  // ~z~Look out, CJ!
0050: gosub @FINALEC_57021 

:FINALEC_30522
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_30589 
00D6: if 
0039:   203@ == 13 
004D: jump_if_false @FINALEC_30589 
04AF: 187@ = 33291 // = constant 
05AA: 188@s = 'ROT4_TF' // @s = 'short'  // ~z~Watch our six!
0050: gosub @FINALEC_57021 

:FINALEC_30589
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_30656 
00D6: if 
0039:   203@ == 14 
004D: jump_if_false @FINALEC_30656 
04AF: 187@ = 33286 // = constant 
05AA: 188@s = 'ROT4_TA' // @s = 'short'  // ~z~Some rioters after us on bikes!
0050: gosub @FINALEC_57021 

:FINALEC_30656
00D6: if 
0038:   $8014 == 2 
004D: jump_if_false @FINALEC_39454 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_31422 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_30879 
0227: $8013 = car 153@ health 
000C: $8013 -= 12000 
00D6: if 
002A:   0 >= $8013 
004D: jump_if_false @FINALEC_30833 
0004: $8013 = 0 
02AC: set_car 153@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00D6: if 
8118:   not actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEC_30798 
05BE: AS_actor $ACTOR_SWEET die 

:FINALEC_30798
020B: explode_car 153@ 
00BC: show_text_highpriority GXT 'RM4_53' time 5000 flag 1  // ~r~You wrecked your car
0002: jump @FINALEC_57329 
0002: jump @FINALEC_30840 

:FINALEC_30833
0014: $8013 /= 80 

:FINALEC_30840
00D6: if 
0118:   actor $ACTOR_SWEET dead 
004D: jump_if_false @FINALEC_30879 
00BC: show_text_highpriority GXT 'RM4_53' time 5000 flag 1  // ~r~You wrecked your car
0002: jump @FINALEC_57329 

:FINALEC_30879
00D6: if 
0039:   289@ == 0 
004D: jump_if_false @FINALEC_31422 
0006: 249@ = 0 
0006: 260@ = 0 
0006: 250@ = 0 
0006: 261@ = 0 
0006: 251@ = 0 
0006: 262@ = 0 
0006: 256@ = 0 
0006: 267@ = 0 
0006: 257@ = 0 
0006: 268@ = 0 
0164: disable_marker 238@ 
0164: disable_marker 239@ 
0164: disable_marker 240@ 
0164: disable_marker 241@ 
0164: disable_marker 242@ 
0164: disable_marker 243@ 
0164: disable_marker 244@ 
0164: disable_marker 245@ 
0164: disable_marker 247@ 
0164: disable_marker 248@ 
00A6: destroy_car 213@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
00A6: destroy_car 214@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
00A6: destroy_car 215@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
00A6: destroy_car 217@ 
00A6: destroy_car 218@ 
00A6: destroy_car 208@ 
00A6: destroy_car 209@ 
00A6: destroy_car 210@ 
00A6: destroy_car 211@ 
00A6: destroy_car 212@ 
00A5: 213@ = create_car #SANCHEZ at 2375.0 -1918.0 12.5 
0175: set_car 213@ Z_angle_to 176.0 
0129: 42@ = create_actor_pedtype 24 model #LSV3 in_car 213@ driverseat 
060B: set_actor 42@ decision_maker_to 97@ 
02A9: set_actor 42@ immune_to_nonplayer 1 
01C8: 43@ = create_actor_pedtype 24 model #LSV3 in_car 213@ passenger_seat 0 
0223: set_actor 43@ health_to 10 
060B: set_actor 43@ decision_maker_to 97@ 
02A9: set_actor 43@ immune_to_nonplayer 1 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AA: set_car 213@ immune_to_nonplayer 1 
02AC: set_car 213@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
00A5: 214@ = create_car #SANCHEZ at 2377.0 -1911.0 12.5 
0175: set_car 214@ Z_angle_to 186.0 
0129: 44@ = create_actor_pedtype 24 model #LSV3 in_car 214@ driverseat 
060B: set_actor 44@ decision_maker_to 97@ 
0223: set_actor 44@ health_to 10 
02A9: set_actor 44@ immune_to_nonplayer 1 
01C8: 45@ = create_actor_pedtype 24 model #LSV3 in_car 214@ passenger_seat 0 
060B: set_actor 45@ decision_maker_to 97@ 
0223: set_actor 45@ health_to 10 
02A9: set_actor 45@ immune_to_nonplayer 1 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AA: set_car 214@ immune_to_nonplayer 1 
02AC: set_car 214@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
015F: set_camera_position 2347.526 -1914.929 15.1567 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2348.224 -1915.617 14.9604 switchstyle 2 
0006: 289@ = 1 

:FINALEC_31422
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_37102 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_37102 
00D6: if 
0039:   292@ == 0 
004D: jump_if_false @FINALEC_31899 
009A: 223@ = create_actor_pedtype 24 model #MALE01 at 2300.89 -1947.97 24.5 
0173: set_actor 223@ Z_angle_to 329.17 
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 223@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 223@ health_to 10 
060B: set_actor 223@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_31585 
0085: 102@ = 223@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 

:FINALEC_31585
009A: 224@ = create_actor_pedtype 24 model #MALE01 at 2302.33 -1925.32 12.6 
0173: set_actor 224@ Z_angle_to 311.22 
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 224@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 224@ health_to 10 
060B: set_actor 224@ decision_maker_to 97@ 
0085: 102@ = 224@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 225@ = create_actor_pedtype 24 model #MALE01 at 2324.569 -1951.436 20.59 
0173: set_actor 225@ Z_angle_to 44.92 
01B2: give_actor 225@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 225@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 225@ health_to 10 
060B: set_actor 225@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_31795 
0085: 102@ = 225@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 

:FINALEC_31795
009A: 226@ = create_actor_pedtype 24 model #MALE01 at 2362.397 -1982.99 18.4 
0173: set_actor 226@ Z_angle_to 44.93 
01B2: give_actor 226@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 226@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 226@ health_to 10 
060B: set_actor 226@ decision_maker_to 97@ 
0085: 102@ = 226@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
0006: 292@ = 1 

:FINALEC_31899
00D6: if 
0039:   289@ == 1 
004D: jump_if_false @FINALEC_32424 
05EB: assign_car 152@ to_path 241 
05EB: assign_car 153@ to_path 242 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @FINALEC_32038 
05EB: assign_car 213@ to_path 243 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FINALEC_32009 
0713: actor 43@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_32009
0186: 243@ = create_marker_above_car 213@ 
018B: set_marker 243@ radar_mode 2 
0006: 256@ = 1 
0006: 267@ = 1 

:FINALEC_32038
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @FINALEC_32143 
05EB: assign_car 214@ to_path 244 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FINALEC_32114 
0713: actor 45@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_32114
0186: 244@ = create_marker_above_car 214@ 
018B: set_marker 244@ radar_mode 2 
0006: 257@ = 1 
0006: 268@ = 1 

:FINALEC_32143
00A5: 217@ = create_car #COPCARLA at 2337.0 -2013.0 12.5 
0175: set_car 217@ Z_angle_to 325.0 
02AA: set_car 217@ immune_to_nonplayer 1 
0129: 154@ = create_actor_pedtype 24 model #LAPD1 in_car 217@ driverseat 
060B: set_actor 154@ decision_maker_to 97@ 
0446: set_actor 154@ dismemberment_possible 0 
02A9: set_actor 154@ immune_to_nonplayer 1 
01C8: 155@ = create_actor_pedtype 24 model #LAPD1 in_car 217@ passenger_seat 0 
060B: set_actor 155@ decision_maker_to 97@ 
02A9: set_actor 155@ immune_to_nonplayer 1 
01B2: give_actor 155@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 217@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
00A5: 218@ = create_car #COPCARLA at 2266.0 -1970.0 12.5 
0175: set_car 218@ Z_angle_to 178.0 
02AA: set_car 218@ immune_to_nonplayer 1 
0129: 156@ = create_actor_pedtype 24 model #LAPD1 in_car 218@ driverseat 
060B: set_actor 156@ decision_maker_to 97@ 
0446: set_actor 156@ dismemberment_possible 0 
02A9: set_actor 156@ immune_to_nonplayer 1 
01C8: 207@ = create_actor_pedtype 24 model #LAPD1 in_car 218@ passenger_seat 0 
060B: set_actor 207@ decision_maker_to 97@ 
02A9: set_actor 207@ immune_to_nonplayer 1 
01B2: give_actor 207@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 218@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0006: 33@ = 0 
0006: 289@ = 2 
0006: 290@ = 1 

:FINALEC_32424
00D6: if 
0039:   290@ == 1 
004D: jump_if_false @FINALEC_32589 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @FINALEC_32589 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 204@ = 0 
0006: 203@ = 0 
0006: 206@ = 0 
015A: restore_camera 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 120.5 rotation_speed 200.0 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_32582 
02AC: set_car 153@ immunities BP 0 FP 1 EP 1 CP 1 MP 1 

:FINALEC_32582
0006: 290@ = 2 

:FINALEC_32589
00D6: if 
0039:   291@ == 0 
004D: jump_if_false @FINALEC_32700 
00D6: if 
0019:   289@ > 4 
004D: jump_if_false @FINALEC_32700 
00D6: if 
8119:   not car 217@ wrecked 
004D: jump_if_false @FINALEC_32700 
00D6: if 
01AD:   car 217@ sphere 0 near_point 2210.19 -1864.8 radius 5.0 5.0 
004D: jump_if_false @FINALEC_32700 
0224: set_car 217@ health_to 100 
0006: 33@ = 0 
0006: 291@ = 1 

:FINALEC_32700
00D6: if 
0039:   291@ == 1 
004D: jump_if_false @FINALEC_32765 
00D6: if 
8119:   not car 217@ wrecked 
004D: jump_if_false @FINALEC_32765 
00D6: if 
0019:   33@ > 1250 
004D: jump_if_false @FINALEC_32765 
020B: explode_car 217@ 
0006: 291@ = 2 

:FINALEC_32765
00D6: if 
0039:   289@ == 2 
004D: jump_if_false @FINALEC_33197 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2347.96 -1972.42 radius 20.0 20.0 
004D: jump_if_false @FINALEC_33197 
0006: 206@ = 1 
00D6: if 
8119:   not car 217@ wrecked 
004D: jump_if_false @FINALEC_32940 
05EB: assign_car 217@ to_path 245 
0397: enable_car 217@ siren 1 
00D6: if 
8118:   not actor 155@ dead 
004D: jump_if_false @FINALEC_32911 
0713: actor 155@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 50 

:FINALEC_32911
0186: 247@ = create_marker_above_car 217@ 
018B: set_marker 247@ radar_mode 2 
0006: 249@ = 1 
0006: 260@ = 1 

:FINALEC_32940
00D6: if 
8119:   not car 218@ wrecked 
004D: jump_if_false @FINALEC_33052 
0397: enable_car 218@ siren 1 
05EB: assign_car 218@ to_path 246 
00D6: if 
8118:   not actor 207@ dead 
004D: jump_if_false @FINALEC_33023 
0713: actor 207@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 10 

:FINALEC_33023
0186: 248@ = create_marker_above_car 218@ 
018B: set_marker 248@ radar_mode 2 
0006: 250@ = 1 
0006: 261@ = 1 

:FINALEC_33052
00A5: 275@ = create_car #COPCARLA at 2283.0 -2077.0 14.0 
0175: set_car 275@ Z_angle_to 48.0 
02AA: set_car 275@ immune_to_nonplayer 1 
0129: 276@ = create_actor_pedtype 24 model #LAPD1 in_car 275@ driverseat 
060B: set_actor 276@ decision_maker_to 97@ 
0446: set_actor 276@ dismemberment_possible 0 
02A9: set_actor 276@ immune_to_nonplayer 1 
01C8: 277@ = create_actor_pedtype 24 model #LAPD1 in_car 275@ passenger_seat 0 
060B: set_actor 277@ decision_maker_to 97@ 
02A9: set_actor 277@ immune_to_nonplayer 1 
01B2: give_actor 277@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 275@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0224: set_car 275@ health_to 700 
0006: 289@ = 3 

:FINALEC_33197
00D6: if 
0039:   289@ == 3 
004D: jump_if_false @FINALEC_33989 
00D6: if 
01AD:   car 153@ sphere 0 near_point 2260.92 -2021.7 radius 25.0 25.0 
004D: jump_if_false @FINALEC_33989 
0006: 206@ = 2 
00D6: if 
8119:   not car 275@ wrecked 
004D: jump_if_false @FINALEC_33372 
05EB: assign_car 275@ to_path 249 
0397: enable_car 275@ siren 1 
00D6: if 
8118:   not actor 277@ dead 
004D: jump_if_false @FINALEC_33343 
0713: actor 277@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 50 

:FINALEC_33343
0186: 279@ = create_marker_above_car 275@ 
018B: set_marker 279@ radar_mode 2 
0006: 295@ = 1 
0006: 296@ = 1 

:FINALEC_33372
009B: destroy_actor 223@ 
009B: destroy_actor 224@ 
009B: destroy_actor 225@ 
009B: destroy_actor 226@ 
009A: 223@ = create_actor_pedtype 24 model #MALE01 at 2226.86 -1966.5 24.5 
0173: set_actor 223@ Z_angle_to 329.17 
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 223@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 223@ health_to 10 
060B: set_actor 223@ decision_maker_to 97@ 
02A9: set_actor 223@ immune_to_nonplayer 1 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_33512 
0085: 102@ = 223@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 

:FINALEC_33512
009A: 224@ = create_actor_pedtype 24 model #MALE01 at 2224.944 -1977.119 24.5 
0173: set_actor 224@ Z_angle_to 311.22 
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 224@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 224@ health_to 10 
060B: set_actor 224@ decision_maker_to 97@ 
02A9: set_actor 224@ immune_to_nonplayer 1 
00D6: if 
8118:   not actor 156@ dead 
004D: jump_if_false @FINALEC_33639 
0085: 102@ = 224@ // (int) 
0085: 107@ = 156@ // (int) 
0050: gosub @FINALEC_57209 
0002: jump @FINALEC_33662 

:FINALEC_33639
0085: 102@ = 224@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 

:FINALEC_33662
0107: 165@ = create_object #LA_FUCKCAR2 at 2227.617 -1894.91 12.2 
0392: make_object 165@ moveable 1 
0177: set_object 165@ Z_angle_to 352.399 
009A: 225@ = create_actor_pedtype 24 model #MALE01 at 2230.15 -1891.29 12.5 
0173: set_actor 225@ Z_angle_to 329.17 
01B2: give_actor 225@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 225@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 225@ health_to 10 
060B: set_actor 225@ decision_maker_to 97@ 
0085: 102@ = 225@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 226@ = create_actor_pedtype 24 model #MALE01 at 2229.57 -1898.48 12.415 
0173: set_actor 226@ Z_angle_to 311.22 
01B2: give_actor 226@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 226@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 226@ health_to 10 
060B: set_actor 226@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 156@ dead 
004D: jump_if_false @FINALEC_33919 
0085: 102@ = 226@ // (int) 
0085: 107@ = 156@ // (int) 
0050: gosub @FINALEC_57209 
0002: jump @FINALEC_33942 

:FINALEC_33919
0085: 102@ = 226@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 

:FINALEC_33942
0107: 169@ = create_object #LA_FUCKCAR2 at 2222.927 -1973.632 12.25 
0392: make_object 169@ moveable 1 
0177: set_object 169@ Z_angle_to 352.399 
0006: 289@ = 4 

:FINALEC_33989
00D6: if 
0039:   289@ == 4 
004D: jump_if_false @FINALEC_34246 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2215.75 -1931.8 radius 25.0 25.0 
004D: jump_if_false @FINALEC_34246 
0006: 206@ = 3 
00A6: destroy_car 213@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
0164: disable_marker 243@ 
00A6: destroy_car 214@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
0164: disable_marker 244@ 
0249: release_model #LSV3 
0249: release_model #SANCHEZ 
00A5: 272@ = create_car #COPCARLA at 2169.74 -1726.16 12.5 
0175: set_car 272@ Z_angle_to 268.0 
02AA: set_car 272@ immune_to_nonplayer 1 
0129: 273@ = create_actor_pedtype 24 model #LAPD1 in_car 272@ driverseat 
060B: set_actor 273@ decision_maker_to 97@ 
0446: set_actor 273@ dismemberment_possible 0 
02A9: set_actor 273@ immune_to_nonplayer 1 
01C8: 274@ = create_actor_pedtype 24 model #LAPD1 in_car 272@ passenger_seat 0 
060B: set_actor 274@ decision_maker_to 97@ 
02A9: set_actor 274@ immune_to_nonplayer 1 
01B2: give_actor 274@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 272@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0224: set_car 272@ health_to 600 
0006: 289@ = 5 

:FINALEC_34246
00D6: if 
0039:   289@ == 5 
004D: jump_if_false @FINALEC_34546 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2215.93 -1765.08 radius 20.0 20.0 
004D: jump_if_false @FINALEC_34546 
00D6: if 
8119:   not car 272@ wrecked 
004D: jump_if_false @FINALEC_34414 
05EB: assign_car 272@ to_path 248 
0397: enable_car 272@ siren 1 
00D6: if 
8118:   not actor 274@ dead 
004D: jump_if_false @FINALEC_34385 
0713: actor 274@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 50 

:FINALEC_34385
0186: 278@ = create_marker_above_car 272@ 
018B: set_marker 278@ radar_mode 2 
0006: 293@ = 1 
0006: 294@ = 1 

:FINALEC_34414
00A5: 208@ = create_car #COPCARLA at 2323.318 -1656.886 12.53 
0175: set_car 208@ Z_angle_to 272.4 
02AA: set_car 208@ immune_to_nonplayer 1 
0129: 38@ = create_actor_pedtype 24 model #LAPD1 in_car 208@ driverseat 
060B: set_actor 38@ decision_maker_to 97@ 
02A9: set_actor 38@ immune_to_nonplayer 1 
01C8: 39@ = create_actor_pedtype 24 model #LAPD1 in_car 208@ passenger_seat 0 
060B: set_actor 39@ decision_maker_to 97@ 
02A9: set_actor 39@ immune_to_nonplayer 1 
01B2: give_actor 39@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AC: set_car 208@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0006: 289@ = 6 

:FINALEC_34546
00D6: if 
0039:   289@ == 6 
004D: jump_if_false @FINALEC_34721 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2343.45 -1658.96 radius 30.0 30.0 
004D: jump_if_false @FINALEC_34721 
0006: 206@ = 4 
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @FINALEC_34714 
05EB: assign_car 208@ to_path 247 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @FINALEC_34685 
0713: actor 39@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 50 

:FINALEC_34685
0186: 238@ = create_marker_above_car 208@ 
018B: set_marker 238@ radar_mode 2 
0006: 251@ = 1 
0006: 262@ = 1 

:FINALEC_34714
0006: 289@ = 7 

:FINALEC_34721
00D6: if 
0039:   289@ == 7 
004D: jump_if_false @FINALEC_34791 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2431.0 -1644.0 radius 30.0 30.0 
004D: jump_if_false @FINALEC_34791 
0004: $8014 = 3 
0006: 289@ = 8 

:FINALEC_34791
00D6: if 
0039:   292@ == 1 
004D: jump_if_false @FINALEC_35676 
00D6: if 
01AD:   car 153@ sphere 0 near_point 2215.9 -1791.82 radius 20.0 20.0 
004D: jump_if_false @FINALEC_35676 
009B: destroy_actor 223@ 
009B: destroy_actor 224@ 
009B: destroy_actor 225@ 
009B: destroy_actor 226@ 
0108: destroy_object 165@ 
0108: destroy_object 169@ 
0107: 165@ = create_object #LA_FUCKCAR2 at 2237.044 -1744.5 12.5425 
0392: make_object 165@ moveable 1 
0177: set_object 165@ Z_angle_to 1.2003 
009A: 223@ = create_actor_pedtype 24 model #MALE01 at 2239.154 -1747.326 12.542 
0173: set_actor 223@ Z_angle_to 329.17 
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 223@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 223@ health_to 10 
060B: set_actor 223@ decision_maker_to 97@ 
02A9: set_actor 223@ immune_to_nonplayer 1 
0085: 102@ = 223@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
0107: 167@ = create_object #LA_FUCKCAR2 at 2297.891 -1742.105 12.5469 
0392: make_object 167@ moveable 1 
0177: set_object 167@ Z_angle_to 185.7601 
009A: 224@ = create_actor_pedtype 24 model #MALE01 at 2300.619 -1745.254 12.5469 
0173: set_actor 224@ Z_angle_to 311.22 
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 224@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 224@ health_to 10 
060B: set_actor 224@ decision_maker_to 97@ 
02A9: set_actor 224@ immune_to_nonplayer 1 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_35181 
0085: 102@ = 224@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 

:FINALEC_35181
0107: 169@ = create_object #LA_FUCKCAR2 at 2355.793 -1734.063 12.3828 
0392: make_object 169@ moveable 1 
0177: set_object 169@ Z_angle_to 1.2003 
009A: 225@ = create_actor_pedtype 24 model #MALE01 at 2357.716 -1730.051 12.3828 
0173: set_actor 225@ Z_angle_to 329.17 
01B2: give_actor 225@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 225@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 225@ health_to 10 
060B: set_actor 225@ decision_maker_to 97@ 
02A9: set_actor 225@ immune_to_nonplayer 1 
0085: 102@ = 225@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 226@ = create_actor_pedtype 24 model #MALE01 at 2365.067 -1758.149 12.5469 
0173: set_actor 226@ Z_angle_to 329.17 
01B2: give_actor 226@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 226@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 226@ health_to 10 
060B: set_actor 226@ decision_maker_to 97@ 
02A9: set_actor 226@ immune_to_nonplayer 1 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_35445 
0085: 102@ = 226@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 

:FINALEC_35445
009A: 227@ = create_actor_pedtype 24 model #MALE01 at 2308.319 -1721.584 12.742 
0173: set_actor 227@ Z_angle_to 329.17 
01B2: give_actor 227@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 227@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 227@ health_to 10 
060B: set_actor 227@ decision_maker_to 97@ 
02A9: set_actor 227@ immune_to_nonplayer 1 
0085: 102@ = 227@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_57209 
009A: 228@ = create_actor_pedtype 24 model #MALE01 at 2308.319 -1721.584 12.742 
0173: set_actor 228@ Z_angle_to 329.17 
01B2: give_actor 228@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 228@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 228@ health_to 10 
060B: set_actor 228@ decision_maker_to 97@ 
02A9: set_actor 228@ immune_to_nonplayer 1 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_35669 
0085: 102@ = 228@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 

:FINALEC_35669
0006: 292@ = 2 

:FINALEC_35676
00D6: if 
0039:   292@ == 2 
004D: jump_if_false @FINALEC_35784 
00D6: if 
01AD:   car 153@ sphere 0 near_point 2342.56 -1603.76 radius 20.0 20.0 
004D: jump_if_false @FINALEC_35784 
009B: destroy_actor 223@ 
009B: destroy_actor 224@ 
009B: destroy_actor 225@ 
009B: destroy_actor 226@ 
009B: destroy_actor 227@ 
009B: destroy_actor 228@ 
0108: destroy_object 165@ 
0108: destroy_object 167@ 
0108: destroy_object 169@ 
0006: 292@ = 3 

:FINALEC_35784
00D6: if 
0039:   292@ == 2 
004D: jump_if_false @FINALEC_36127 
00D6: if 
01AD:   car 153@ sphere 0 near_point 2430.81 -1595.72 radius 20.0 20.0 
004D: jump_if_false @FINALEC_36127 
0107: 165@ = create_object #LA_FUCKCAR2 at 2430.76 -1653.03 25.34 
0392: make_object 165@ moveable 1 
0177: set_object 165@ Z_angle_to 268.0927 
009A: 223@ = create_actor_pedtype 24 model #MALE01 at 2426.7 -1653.77 25.595 
0173: set_actor 223@ Z_angle_to 4.29 
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 223@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 223@ health_to 10 
060B: set_actor 223@ decision_maker_to 97@ 
02A9: set_actor 223@ immune_to_nonplayer 1 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_36000 
0085: 102@ = 223@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 

:FINALEC_36000
009A: 224@ = create_actor_pedtype 24 model #MALE01 at 2435.959 -1653.318 25.64 
0173: set_actor 224@ Z_angle_to 0.0 
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 224@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 224@ health_to 10 
060B: set_actor 224@ decision_maker_to 97@ 
02A9: set_actor 224@ immune_to_nonplayer 1 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_36120 
0085: 102@ = 224@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_57209 

:FINALEC_36120
0006: 292@ = 3 

:FINALEC_36127
00D6: if 
001B:   8 > 289@ 
004D: jump_if_false @FINALEC_37102 
00D6: if 
0039:   290@ == 2 
004D: jump_if_false @FINALEC_37102 
0050: gosub @FINALEC_57063 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_36237 
00D6: if 
0039:   203@ == 0 
004D: jump_if_false @FINALEC_36237 
04AF: 187@ = 33288 // = constant 
05AA: 188@s = 'ROT4_TC' // @s = 'short'  // ~z~Look out, CJ!
0050: gosub @FINALEC_57021 

:FINALEC_36237
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_36304 
00D6: if 
0039:   203@ == 1 
004D: jump_if_false @FINALEC_36304 
04AF: 187@ = 33287 // = constant 
05AA: 188@s = 'ROT4_TB' // @s = 'short'  // ~z~Crazy bikers on a rampage!
0050: gosub @FINALEC_57021 

:FINALEC_36304
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_36371 
00D6: if 
0039:   203@ == 2 
004D: jump_if_false @FINALEC_36371 
04AF: 187@ = 33293 // = constant 
05AA: 188@s = 'ROT4_TH' // @s = 'short'  // ~z~I'm on Tenpenny, he ain't getting away!
0050: gosub @FINALEC_57021 

:FINALEC_36371
00D6: if 
0039:   206@ == 1 
004D: jump_if_false @FINALEC_36456 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_36456 
00D6: if 
0039:   203@ == 3 
004D: jump_if_false @FINALEC_36456 
04AF: 187@ = 33265 // = constant 
05AA: 188@s = 'ROT4_NR' // @s = 'short'  // ~z~Cops on our tail!
0050: gosub @FINALEC_57021 

:FINALEC_36456
00D6: if 
0039:   206@ == 2 
004D: jump_if_false @FINALEC_36541 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_36541 
00D6: if 
0039:   203@ == 4 
004D: jump_if_false @FINALEC_36541 
04AF: 187@ = 33266 // = constant 
05AA: 188@s = 'ROT4_NS' // @s = 'short'  // ~z~Cops up ahead!
0050: gosub @FINALEC_57021 

:FINALEC_36541
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_36608 
00D6: if 
0039:   203@ == 5 
004D: jump_if_false @FINALEC_36608 
04AF: 187@ = 33294 // = constant 
05AA: 188@s = 'ROT4_TJ' // @s = 'short'  // ~z~Where did all these assholes come from?
0050: gosub @FINALEC_57021 

:FINALEC_36608
00D6: if 
0039:   206@ == 3 
004D: jump_if_false @FINALEC_36693 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_36693 
00D6: if 
0039:   203@ == 6 
004D: jump_if_false @FINALEC_36693 
04AF: 187@ = 33285 // = constant 
05AA: 188@s = 'ROT4_SB' // @s = 'short'  // ~z~Down in flames! DOWN IN FLAMES!
0050: gosub @FINALEC_57021 

:FINALEC_36693
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_36760 
00D6: if 
0039:   203@ == 7 
004D: jump_if_false @FINALEC_36760 
04AF: 187@ = 33273 // = constant 
05AA: 188@s = 'ROT4_PC' // @s = 'short'  // ~z~That's my dog!
0050: gosub @FINALEC_57021 

:FINALEC_36760
00D6: if 
0039:   206@ == 4 
004D: jump_if_false @FINALEC_36845 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_36845 
00D6: if 
0039:   203@ == 8 
004D: jump_if_false @FINALEC_36845 
04AF: 187@ = 33269 // = constant 
05AA: 188@s = 'ROT4_OA' // @s = 'short'  // ~z~It's over, Tenpenny, OVER!
0050: gosub @FINALEC_57021 

:FINALEC_36845
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_36912 
00D6: if 
0039:   203@ == 9 
004D: jump_if_false @FINALEC_36912 
04AF: 187@ = 33270 // = constant 
05AA: 188@s = 'ROT4_OD' // @s = 'short'  // ~z~I'm a stop you motherfucker!
0050: gosub @FINALEC_57021 

:FINALEC_36912
00D6: if 
0039:   206@ == 4 
004D: jump_if_false @FINALEC_37035 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2431.32 -1528.48 radius 20.0 20.0 
004D: jump_if_false @FINALEC_37035 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_37035 
00D6: if 
0039:   203@ == 10 
004D: jump_if_false @FINALEC_37035 
04AF: 187@ = 33279 // = constant 
05AA: 188@s = 'ROT4_RA' // @s = 'short'  // ~z~He's losing control!
0050: gosub @FINALEC_57021 

:FINALEC_37035
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_37102 
00D6: if 
0039:   203@ == 11 
004D: jump_if_false @FINALEC_37102 
04AF: 187@ = 33282 // = constant 
05AA: 188@s = 'ROT4_RD' // @s = 'short'  // ~z~We got the motherfucker!
0050: gosub @FINALEC_57021 

:FINALEC_37102
00D6: if 
0039:   260@ == 1 
004D: jump_if_false @FINALEC_37254 
00D6: if 
8119:   not car 217@ wrecked 
004D: jump_if_false @FINALEC_37254 
00D6: if 
8118:   not actor 154@ dead 
004D: jump_if_false @FINALEC_37159 
0002: jump @FINALEC_37254 

:FINALEC_37159
00D6: if 
8118:   not actor 155@ dead 
004D: jump_if_false @FINALEC_37242 
00D6: if 
00DB:   actor 155@ in_car 217@ 
004D: jump_if_false @FINALEC_37235 
046C: 219@ = car 217@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_37235 
0676: AS_actor 155@ in_car 217@ move_from_passengerseat_to_driverseat 
0006: 260@ = 2 

:FINALEC_37235
0002: jump @FINALEC_37254 

:FINALEC_37242
05EC: release_car 217@ from_path 
0006: 260@ = 2 

:FINALEC_37254
00D6: if 
0039:   260@ == 2 
004D: jump_if_false @FINALEC_37300 
00D6: if 
0118:   actor 155@ dead 
004D: jump_if_false @FINALEC_37300 
05EC: release_car 217@ from_path 
0006: 260@ = 3 

:FINALEC_37300
00D6: if 
0039:   249@ == 1 
004D: jump_if_false @FINALEC_37416 
00D6: if 
8119:   not car 217@ wrecked 
004D: jump_if_false @FINALEC_37384 
00D6: if 
860E:   not car 217@ assigned_to_path 
004D: jump_if_false @FINALEC_37377 
01C3: remove_references_to_car 217@ 
01C2: remove_references_to_actor 154@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 155@ // Like turning an actor into a random pedestrian 
0164: disable_marker 247@ 
0006: 249@ = 2 

:FINALEC_37377
0002: jump @FINALEC_37416 

:FINALEC_37384
05EC: release_car 217@ from_path 
01C2: remove_references_to_actor 154@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 155@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 217@ 
0164: disable_marker 247@ 
0006: 249@ = 2 

:FINALEC_37416
00D6: if 
0039:   261@ == 1 
004D: jump_if_false @FINALEC_37568 
00D6: if 
8119:   not car 218@ wrecked 
004D: jump_if_false @FINALEC_37568 
00D6: if 
8118:   not actor 156@ dead 
004D: jump_if_false @FINALEC_37473 
0002: jump @FINALEC_37568 

:FINALEC_37473
00D6: if 
8118:   not actor 207@ dead 
004D: jump_if_false @FINALEC_37556 
00D6: if 
00DB:   actor 207@ in_car 218@ 
004D: jump_if_false @FINALEC_37549 
046C: 219@ = car 218@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_37549 
0676: AS_actor 207@ in_car 218@ move_from_passengerseat_to_driverseat 
0006: 261@ = 2 

:FINALEC_37549
0002: jump @FINALEC_37568 

:FINALEC_37556
05EC: release_car 218@ from_path 
0006: 261@ = 2 

:FINALEC_37568
00D6: if 
0039:   261@ == 2 
004D: jump_if_false @FINALEC_37614 
00D6: if 
0118:   actor 207@ dead 
004D: jump_if_false @FINALEC_37614 
05EC: release_car 218@ from_path 
0006: 261@ = 3 

:FINALEC_37614
00D6: if 
0039:   250@ == 1 
004D: jump_if_false @FINALEC_37730 
00D6: if 
8119:   not car 218@ wrecked 
004D: jump_if_false @FINALEC_37698 
00D6: if 
860E:   not car 218@ assigned_to_path 
004D: jump_if_false @FINALEC_37691 
01C3: remove_references_to_car 218@ 
01C2: remove_references_to_actor 156@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
0164: disable_marker 248@ 
0006: 250@ = 2 

:FINALEC_37691
0002: jump @FINALEC_37730 

:FINALEC_37698
05EC: release_car 218@ from_path 
01C2: remove_references_to_actor 156@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 218@ 
0164: disable_marker 248@ 
0006: 250@ = 2 

:FINALEC_37730
00D6: if 
0039:   294@ == 1 
004D: jump_if_false @FINALEC_37882 
00D6: if 
8119:   not car 272@ wrecked 
004D: jump_if_false @FINALEC_37882 
00D6: if 
8118:   not actor 273@ dead 
004D: jump_if_false @FINALEC_37787 
0002: jump @FINALEC_37882 

:FINALEC_37787
00D6: if 
8118:   not actor 274@ dead 
004D: jump_if_false @FINALEC_37870 
00D6: if 
00DB:   actor 274@ in_car 272@ 
004D: jump_if_false @FINALEC_37863 
046C: 219@ = car 272@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_37863 
0676: AS_actor 274@ in_car 272@ move_from_passengerseat_to_driverseat 
0006: 294@ = 2 

:FINALEC_37863
0002: jump @FINALEC_37882 

:FINALEC_37870
05EC: release_car 272@ from_path 
0006: 294@ = 2 

:FINALEC_37882
00D6: if 
0039:   294@ == 2 
004D: jump_if_false @FINALEC_37928 
00D6: if 
0118:   actor 274@ dead 
004D: jump_if_false @FINALEC_37928 
05EC: release_car 272@ from_path 
0006: 294@ = 3 

:FINALEC_37928
00D6: if 
0039:   293@ == 1 
004D: jump_if_false @FINALEC_38044 
00D6: if 
8119:   not car 272@ wrecked 
004D: jump_if_false @FINALEC_38012 
00D6: if 
860E:   not car 272@ assigned_to_path 
004D: jump_if_false @FINALEC_38005 
01C3: remove_references_to_car 272@ 
01C2: remove_references_to_actor 273@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 274@ // Like turning an actor into a random pedestrian 
0164: disable_marker 278@ 
0006: 293@ = 2 

:FINALEC_38005
0002: jump @FINALEC_38044 

:FINALEC_38012
05EC: release_car 272@ from_path 
01C2: remove_references_to_actor 273@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 274@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 272@ 
0164: disable_marker 278@ 
0006: 293@ = 2 

:FINALEC_38044
00D6: if 
0039:   296@ == 1 
004D: jump_if_false @FINALEC_38196 
00D6: if 
8119:   not car 275@ wrecked 
004D: jump_if_false @FINALEC_38196 
00D6: if 
8118:   not actor 276@ dead 
004D: jump_if_false @FINALEC_38101 
0002: jump @FINALEC_38196 

:FINALEC_38101
00D6: if 
8118:   not actor 277@ dead 
004D: jump_if_false @FINALEC_38184 
00D6: if 
00DB:   actor 277@ in_car 275@ 
004D: jump_if_false @FINALEC_38177 
046C: 219@ = car 275@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_38177 
0676: AS_actor 277@ in_car 275@ move_from_passengerseat_to_driverseat 
0006: 296@ = 2 

:FINALEC_38177
0002: jump @FINALEC_38196 

:FINALEC_38184
05EC: release_car 275@ from_path 
0006: 296@ = 2 

:FINALEC_38196
00D6: if 
0039:   296@ == 2 
004D: jump_if_false @FINALEC_38242 
00D6: if 
0118:   actor 277@ dead 
004D: jump_if_false @FINALEC_38242 
05EC: release_car 275@ from_path 
0006: 296@ = 3 

:FINALEC_38242
00D6: if 
0039:   295@ == 1 
004D: jump_if_false @FINALEC_38358 
00D6: if 
8119:   not car 275@ wrecked 
004D: jump_if_false @FINALEC_38326 
00D6: if 
860E:   not car 275@ assigned_to_path 
004D: jump_if_false @FINALEC_38319 
01C3: remove_references_to_car 275@ 
01C2: remove_references_to_actor 276@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 277@ // Like turning an actor into a random pedestrian 
0164: disable_marker 279@ 
0006: 295@ = 2 

:FINALEC_38319
0002: jump @FINALEC_38358 

:FINALEC_38326
05EC: release_car 275@ from_path 
01C2: remove_references_to_actor 276@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 277@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 275@ 
0164: disable_marker 279@ 
0006: 295@ = 2 

:FINALEC_38358
00D6: if 
0039:   262@ == 1 
004D: jump_if_false @FINALEC_38510 
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @FINALEC_38510 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @FINALEC_38415 
0002: jump @FINALEC_38510 

:FINALEC_38415
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @FINALEC_38498 
00D6: if 
00DB:   actor 39@ in_car 208@ 
004D: jump_if_false @FINALEC_38491 
046C: 219@ = car 208@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_38491 
0676: AS_actor 39@ in_car 208@ move_from_passengerseat_to_driverseat 
0006: 262@ = 2 

:FINALEC_38491
0002: jump @FINALEC_38510 

:FINALEC_38498
05EC: release_car 208@ from_path 
0006: 262@ = 2 

:FINALEC_38510
00D6: if 
0039:   262@ == 2 
004D: jump_if_false @FINALEC_38556 
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @FINALEC_38556 
05EC: release_car 208@ from_path 
0006: 262@ = 3 

:FINALEC_38556
00D6: if 
0039:   251@ == 1 
004D: jump_if_false @FINALEC_38672 
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @FINALEC_38640 
00D6: if 
860E:   not car 208@ assigned_to_path 
004D: jump_if_false @FINALEC_38633 
01C3: remove_references_to_car 208@ 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0164: disable_marker 238@ 
0006: 251@ = 2 

:FINALEC_38633
0002: jump @FINALEC_38672 

:FINALEC_38640
05EC: release_car 208@ from_path 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 208@ 
0164: disable_marker 238@ 
0006: 251@ = 2 

:FINALEC_38672
00D6: if 
0039:   267@ == 1 
004D: jump_if_false @FINALEC_38884 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @FINALEC_38884 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @FINALEC_38729 
0002: jump @FINALEC_38884 

:FINALEC_38729
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FINALEC_38842 
00D6: if 
00DB:   actor 43@ in_car 213@ 
004D: jump_if_false @FINALEC_38835 
046C: 219@ = car 213@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_38835 
00AA: store_car 153@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 43@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 43@ in_car 213@ 
0006: 267@ = 2 

:FINALEC_38835
0002: jump @FINALEC_38884 

:FINALEC_38842
04BA: set_car 213@ speed_to 18.0 
05EC: release_car 213@ from_path 
07DB: set_car 213@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 267@ = 2 

:FINALEC_38884
00D6: if 
0039:   267@ == 2 
004D: jump_if_false @FINALEC_38976 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @FINALEC_38976 
05EC: release_car 213@ from_path 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @FINALEC_38969 
04BA: set_car 213@ speed_to 18.0 
07DB: set_car 213@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:FINALEC_38969
0006: 267@ = 3 

:FINALEC_38976
00D6: if 
0039:   256@ == 1 
004D: jump_if_false @FINALEC_39063 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @FINALEC_39063 
00D6: if or
0118:   actor 43@ dead 
0119:   car 213@ wrecked 
004D: jump_if_false @FINALEC_39063 
05EC: release_car 213@ from_path 
0164: disable_marker 243@ 
01C3: remove_references_to_car 213@ 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 256@ = 2 

:FINALEC_39063
00D6: if 
0039:   268@ == 1 
004D: jump_if_false @FINALEC_39275 
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @FINALEC_39275 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FINALEC_39120 
0002: jump @FINALEC_39275 

:FINALEC_39120
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FINALEC_39233 
00D6: if 
00DB:   actor 45@ in_car 214@ 
004D: jump_if_false @FINALEC_39226 
046C: 219@ = car 214@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_39226 
00AA: store_car 153@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0362: remove_actor 45@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 45@ in_car 214@ 
0006: 268@ = 2 

:FINALEC_39226
0002: jump @FINALEC_39275 

:FINALEC_39233
04BA: set_car 214@ speed_to 18.0 
05EC: release_car 214@ from_path 
07DB: set_car 214@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 268@ = 2 

:FINALEC_39275
00D6: if 
0039:   268@ == 2 
004D: jump_if_false @FINALEC_39367 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @FINALEC_39367 
05EC: release_car 214@ from_path 
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @FINALEC_39360 
04BA: set_car 214@ speed_to 18.0 
07DB: set_car 214@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:FINALEC_39360
0006: 268@ = 3 

:FINALEC_39367
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @FINALEC_39454 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @FINALEC_39454 
00D6: if or
0118:   actor 45@ dead 
0119:   car 214@ wrecked 
004D: jump_if_false @FINALEC_39454 
05EC: release_car 214@ from_path 
0164: disable_marker 244@ 
01C3: remove_references_to_car 214@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0006: 257@ = 2 

:FINALEC_39454
00D6: if 
0038:   $8014 == 3 
004D: jump_if_false @FINALEC_57014 
00D6: if 
0039:   288@ == 0 
004D: jump_if_false @FINALEC_39955 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_39955 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_39955 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02AC: set_car 153@ immunities BP 0 FP 1 EP 1 CP 1 MP 1 
00D6: if 
060E:   car 152@ assigned_to_path 
004D: jump_if_false @FINALEC_39569 
05EC: release_car 152@ from_path 

:FINALEC_39569
05EC: release_car 152@ from_path 
00D6: if 
060E:   car 153@ assigned_to_path 
004D: jump_if_false @FINALEC_39595 
05EC: release_car 153@ from_path 

:FINALEC_39595
05EC: release_car 153@ from_path 
015F: set_camera_position 2453.861 -1651.519 11.6415 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2453.131 -1651.287 12.2845 switchstyle 2 
05EB: assign_car 152@ to_path 229 
06C8: enable_riot 0 
0395: clear_area 1 at 2453.861 -1651.519 11.6415 radius 100.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
00AB: put_car 153@ at 2431.88 -1600.34 25.26 
009B: destroy_actor $ACTOR_SWEET 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @FINALEC_39769 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2422.97 -1607.87 25.55 
0002: jump @FINALEC_39789 

:FINALEC_39769
00A1: put_actor $PLAYER_ACTOR at 2422.97 -1607.87 25.55 

:FINALEC_39789
0006: 32@ = 0 
0006: 33@ = 0 
00A6: destroy_car 153@ 
00A6: destroy_car 213@ 
00A6: destroy_car 214@ 
00A6: destroy_car 217@ 
00A6: destroy_car 218@ 
00A6: destroy_car 272@ 
00A6: destroy_car 275@ 
00A6: destroy_car 208@ 
0108: destroy_object 165@ 
0108: destroy_object 167@ 
0108: destroy_object 169@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
009B: destroy_actor 154@ 
009B: destroy_actor 155@ 
009B: destroy_actor 156@ 
009B: destroy_actor 207@ 
009B: destroy_actor 273@ 
009B: destroy_actor 274@ 
009B: destroy_actor 276@ 
009B: destroy_actor 277@ 
009B: destroy_actor 223@ 
009B: destroy_actor 224@ 
009B: destroy_actor 225@ 
009B: destroy_actor 226@ 
009B: destroy_actor 227@ 
009B: destroy_actor 228@ 
0006: 288@ = 1 

:FINALEC_39955
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_40905 
00D6: if 
0039:   288@ == 1 
004D: jump_if_false @FINALEC_40028 
00D6: if 
0019:   33@ > 1500 
004D: jump_if_false @FINALEC_40028 
00BE: text_clear_all 
040D: unload_wav 1 
015D: set_gamespeed 0.8 
0006: 288@ = 2 

:FINALEC_40028
00D6: if 
0039:   288@ == 2 
004D: jump_if_false @FINALEC_40079 
00D6: if 
0019:   33@ > 1700 
004D: jump_if_false @FINALEC_40079 
015D: set_gamespeed 0.7 
0006: 288@ = 3 

:FINALEC_40079
00D6: if 
0039:   288@ == 3 
004D: jump_if_false @FINALEC_40130 
00D6: if 
0019:   33@ > 1900 
004D: jump_if_false @FINALEC_40130 
015D: set_gamespeed 0.6 
0006: 288@ = 4 

:FINALEC_40130
00D6: if 
0039:   288@ == 4 
004D: jump_if_false @FINALEC_40181 
00D6: if 
0019:   33@ > 2100 
004D: jump_if_false @FINALEC_40181 
015D: set_gamespeed 0.5 
0006: 288@ = 5 

:FINALEC_40181
00D6: if 
0039:   288@ == 5 
004D: jump_if_false @FINALEC_40232 
00D6: if 
0019:   33@ > 2300 
004D: jump_if_false @FINALEC_40232 
015D: set_gamespeed 0.4 
0006: 288@ = 6 

:FINALEC_40232
00D6: if 
0039:   288@ == 6 
004D: jump_if_false @FINALEC_40283 
00D6: if 
0019:   33@ > 2500 
004D: jump_if_false @FINALEC_40283 
015D: set_gamespeed 0.3 
0006: 288@ = 7 

:FINALEC_40283
00D6: if 
0039:   288@ == 7 
004D: jump_if_false @FINALEC_40334 
00D6: if 
0019:   33@ > 2700 
004D: jump_if_false @FINALEC_40334 
015D: set_gamespeed 0.2 
0006: 288@ = 8 

:FINALEC_40334
00D6: if 
0039:   288@ == 8 
004D: jump_if_false @FINALEC_40501 
00D6: if 
0019:   33@ > 3360 
004D: jump_if_false @FINALEC_40501 
066B: 280@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -1.69 3.607 -0.271 type 1 
064C: make_particle 280@ visible 
066B: 281@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -1.137 3.674 -0.271 type 1 
064C: make_particle 281@ visible 
066B: 282@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -1.076 3.706 -0.271 type 1 
064C: make_particle 282@ visible 
0006: 288@ = 9 

:FINALEC_40501
00D6: if 
0039:   288@ == 9 
004D: jump_if_false @FINALEC_40905 
00D6: if 
0019:   33@ > 4250 
004D: jump_if_false @FINALEC_40905 
015F: set_camera_position 2463.746 -1663.425 12.4388 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2462.831 -1663.022 12.4479 switchstyle 2 
015D: set_gamespeed 0.7 
0650: destroy_particle 280@ 
0650: destroy_particle 281@ 
0650: destroy_particle 282@ 
066C: 283@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -1.066 3.027 1.4 rotation 1.0 0.0 0.4 type 1 
064C: make_particle 283@ visible 
066C: 284@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -1.066 2.444 1.4 rotation 1.0 0.0 0.4 type 1 
064C: make_particle 284@ visible 
066C: 285@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -1.066 1.872 1.4 rotation 1.0 0.0 0.4 type 1 
064C: make_particle 285@ visible 
066C: 286@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -0.462 0.761 1.7 rotation 1.0 0.0 0.4 type 1 
064C: make_particle 286@ visible 
066C: 287@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -0.462 0.197 1.7 rotation 1.0 0.0 0.4 type 1 
064C: make_particle 287@ visible 
0006: 32@ = 0 
0006: 288@ = 10 

:FINALEC_40905
00D6: if 
0039:   288@ == 10 
004D: jump_if_false @FINALEC_57014 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @FINALEC_57014 
015D: set_gamespeed 1.0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:FINALEC_40964
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_40988 
0001: wait 0 ms 
0002: jump @FINALEC_40964 

:FINALEC_40988
0109: player $PLAYER_CHAR money = 10500000 
0151: remove_status_text $8013 
009B: destroy_actor $ACTOR_SWEET 
0249: release_model #STREAK 
0249: release_model #FIRELA 
0249: release_model #LAPD1 
0249: release_model #SULTAN 
0249: release_model #FELTZER 
04EF: release_animation "FINALE" 
04EF: release_animation "FINALE2" 
0249: release_model #LSV2 
0249: release_model #BALLAS1 
0249: release_model #LA_FUCKCAR1 
0249: release_model #LA_FUCKCAR2 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #MICRO_UZI 
0249: release_model #COPCARLA 
0249: release_model #SANCHEZ 
0249: release_model #MOLOTOV 
0249: release_model #LSV3 
0249: release_model #TORNADO 
00A6: destroy_car 152@ 
009B: destroy_actor 49@ 
0650: destroy_particle 280@ 
0650: destroy_particle 281@ 
0650: destroy_particle 282@ 
0650: destroy_particle 283@ 
0650: destroy_particle 284@ 
0650: destroy_particle 285@ 
0650: destroy_particle 286@ 
0650: destroy_particle 287@ 
0A0B: set_rendering_origin_at_3D_coord 2445.64 -1650.53 14.63 angle 0.0 
02E4: load_cutscene_data 'RIOT4E1' 

:FINALEC_41192
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @FINALEC_41216 
0001: wait 0 ms 
0002: jump @FINALEC_41192 

:FINALEC_41216
02E7: start_cutscene 
016A: fade 1 time 1000 

:FINALEC_41225
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FINALEC_41249 
0001: wait 0 ms 
0002: jump @FINALEC_41225 

:FINALEC_41249
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:FINALEC_41264
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_41288 
0001: wait 0 ms 
0002: jump @FINALEC_41264 

:FINALEC_41288
00D6: if 
856A:   not cutscene_skipped 
004D: jump_if_false @FINALEC_41408 
02E4: load_cutscene_data 'RIOT4E2' 

:FINALEC_41312
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @FINALEC_41336 
0001: wait 0 ms 
0002: jump @FINALEC_41312 

:FINALEC_41336
02E7: start_cutscene 
016A: fade 1 time 1000 

:FINALEC_41345
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FINALEC_41369 
0001: wait 0 ms 
0002: jump @FINALEC_41345 

:FINALEC_41369
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:FINALEC_41384
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_41408 
0001: wait 0 ms 
0002: jump @FINALEC_41384 

:FINALEC_41408
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:FINALEC_41423
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_41447 
0001: wait 0 ms 
0002: jump @FINALEC_41423 

:FINALEC_41447
04BB: select_interior 3 
02E4: load_cutscene_data 'EPILOG' 

:FINALEC_41462
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @FINALEC_41486 
0001: wait 0 ms 
0002: jump @FINALEC_41462 

:FINALEC_41486
02E7: start_cutscene 
016A: fade 1 time 1000 

:FINALEC_41495
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FINALEC_41519 
0001: wait 0 ms 
0002: jump @FINALEC_41495 

:FINALEC_41519
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:FINALEC_41534
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_41558 
0001: wait 0 ms 
0002: jump @FINALEC_41534 

:FINALEC_41558
04BB: select_interior 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00A1: put_actor $PLAYER_ACTOR at 2523.975 -1749.962 58.702 
04D7: set_actor $PLAYER_ACTOR locked 1 
01EB: set_traffic_density_multiplier_to 2.0 
03DE: set_pedestrians_density_multiplier_to 1.5 
06C8: enable_riot 0 
03CB: set_rendering_origin_at 2514.668 -1733.461 56.3075 
01B6: set_weather 3 
00C0: set_current_time_hours_to 12 minutes_to 0 
0952: load_soundtrack 9 

:FINALEC_41649
00D6: if 
8039:   not  298@ == 2 
004D: jump_if_false @FINALEC_41683 
0001: wait 0 ms 
0953: get_soundtrack_status_to 298@ 
0002: jump @FINALEC_41649 

:FINALEC_41683
0954: start_playing_loaded_soundtrack 
043C: disable_sounds_after_fadeout 0 
0924: enable_screen_darkness 1 with_value -1 
0434: show_credits 
016A: fade 1 time 250 
0925: restore_camera_to_user_defined 
0936: set_camera 2523.975 -1749.962 57.202 position_to 2514.887 -1733.851 57.202 time 2000 smooth_transition 0 
0920: point_camera 2523.755 -1749.572 56.3075 transverse_to 2514.668 -1733.461 56.3075 time 2000 smooth_transition 0 

:FINALEC_41780
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_41811 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_41780 

:FINALEC_41811
0936: set_camera 2514.887 -1733.851 57.202 position_to 2503.344 -1713.386 57.202 time 2000 smooth_transition 0 
0920: point_camera 2514.668 -1733.461 56.3075 transverse_to 2503.124 -1712.996 56.3075 time 2000 smooth_transition 0 

:FINALEC_41885
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_41916 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_41885 

:FINALEC_41916
0936: set_camera 2503.344 -1713.386 57.202 position_to 2491.555 -1692.485 57.202 time 2000 smooth_transition 0 
0920: point_camera 2503.124 -1712.996 56.3075 transverse_to 2491.335 -1692.096 56.3075 time 2000 smooth_transition 0 

:FINALEC_41990
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_42021 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_41990 

:FINALEC_42021
0936: set_camera 2491.555 -1692.485 57.202 position_to 2479.766 -1671.585 57.202 time 2000 smooth_transition 0 
0920: point_camera 2491.335 -1692.096 56.3075 transverse_to 2479.546 -1671.196 56.3075 time 2000 smooth_transition 0 

:FINALEC_42095
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_42126 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_42095 

:FINALEC_42126
0936: set_camera 2479.766 -1671.585 57.202 position_to 2467.731 -1650.249 57.202 time 2000 smooth_transition 0 
0920: point_camera 2479.546 -1671.196 56.3075 transverse_to 2467.511 -1649.86 56.3075 time 2000 smooth_transition 0 

:FINALEC_42200
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_42231 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_42200 

:FINALEC_42231
0936: set_camera 2467.731 -1650.249 57.202 position_to 2455.451 -1628.478 57.202 time 2000 smooth_transition 0 
0920: point_camera 2467.511 -1649.86 56.3075 transverse_to 2455.231 -1628.089 56.3075 time 2000 smooth_transition 0 

:FINALEC_42305
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_42336 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_42305 

:FINALEC_42336
0936: set_camera 2455.451 -1628.478 57.202 position_to 2445.135 -1610.19 57.202 time 2000 smooth_transition 0 
0920: point_camera 2455.231 -1628.089 56.3075 transverse_to 2444.916 -1609.801 56.3075 time 2000 smooth_transition 0 

:FINALEC_42410
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_42441 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_42410 

:FINALEC_42441
0936: set_camera 2445.135 -1610.19 57.202 position_to 2433.838 -1590.161 57.202 time 2000 smooth_transition 0 
0920: point_camera 2444.916 -1609.801 56.3075 transverse_to 2433.618 -1589.771 56.3075 time 2000 smooth_transition 0 

:FINALEC_42515
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_42546 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_42515 

:FINALEC_42546
0936: set_camera 2433.838 -1590.161 57.202 position_to 2423.277 -1571.437 57.202 time 2000 smooth_transition 0 
0920: point_camera 2433.618 -1589.771 56.3075 transverse_to 2423.057 -1571.048 56.3075 time 2000 smooth_transition 0 

:FINALEC_42620
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_42651 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_42620 

:FINALEC_42651
0936: set_camera 2423.277 -1571.437 57.202 position_to 2412.716 -1552.714 57.202 time 2000 smooth_transition 0 
0920: point_camera 2423.057 -1571.048 56.3075 transverse_to 2412.496 -1552.325 56.3075 time 2000 smooth_transition 0 

:FINALEC_42725
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_42756 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_42725 

:FINALEC_42756
0936: set_camera 2412.716 -1552.714 57.202 position_to 2401.909 -1533.555 57.202 time 2000 smooth_transition 0 
0920: point_camera 2412.496 -1552.325 56.3075 transverse_to 2401.689 -1533.166 56.3075 time 2000 smooth_transition 0 

:FINALEC_42830
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_42861 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_42830 

:FINALEC_42861
0936: set_camera 2401.909 -1533.555 57.202 position_to 2390.611 -1513.526 57.202 time 2000 smooth_transition 0 
0920: point_camera 2401.689 -1533.166 56.3075 transverse_to 2390.391 -1513.136 56.3075 time 2000 smooth_transition 0 

:FINALEC_42935
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_42966 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_42935 

:FINALEC_42966
0936: set_camera 2390.611 -1513.526 57.202 position_to 2379.313 -1493.496 57.202 time 2000 smooth_transition 0 
0920: point_camera 2390.391 -1513.136 56.3075 transverse_to 2379.094 -1493.107 56.3075 time 2000 smooth_transition 0 

:FINALEC_43040
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_43071 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_43040 

:FINALEC_43071
0936: set_camera 2379.313 -1493.496 57.202 position_to 2367.279 -1472.161 57.202 time 2000 smooth_transition 0 
0920: point_camera 2379.094 -1493.107 56.3075 transverse_to 2367.059 -1471.771 56.3075 time 2000 smooth_transition 0 

:FINALEC_43145
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_43176 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_43145 

:FINALEC_43176
0936: set_camera 2367.279 -1472.161 57.202 position_to 2355.981 -1452.131 57.202 time 2000 smooth_transition 0 
0920: point_camera 2367.059 -1471.771 56.3075 transverse_to 2355.761 -1451.741 56.3075 time 2000 smooth_transition 0 

:FINALEC_43250
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_43281 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_43250 

:FINALEC_43281
0936: set_camera 2355.981 -1452.131 57.202 position_to 2343.946 -1430.795 57.202 time 2000 smooth_transition 0 
0920: point_camera 2355.761 -1451.741 56.3075 transverse_to 2343.726 -1430.406 56.3075 time 2000 smooth_transition 0 

:FINALEC_43355
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_43386 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_43355 

:FINALEC_43386
0936: set_camera 2343.946 -1430.795 57.202 position_to 2332.403 -1410.33 57.202 time 2000 smooth_transition 0 
0920: point_camera 2343.726 -1430.406 56.3075 transverse_to 2332.183 -1409.941 56.3075 time 2000 smooth_transition 0 

:FINALEC_43460
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_43491 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_43460 

:FINALEC_43491
0936: set_camera 2332.403 -1410.33 57.202 position_to 2321.596 -1391.172 57.202 time 2000 smooth_transition 0 
0920: point_camera 2332.183 -1409.941 56.3075 transverse_to 2321.376 -1390.782 56.3075 time 2000 smooth_transition 0 

:FINALEC_43565
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_43596 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_43565 

:FINALEC_43596
0936: set_camera 2321.596 -1391.172 57.202 position_to 2312.017 -1374.19 57.202 time 2000 smooth_transition 0 
0920: point_camera 2321.376 -1390.782 56.3075 transverse_to 2311.798 -1373.8 56.3075 time 2000 smooth_transition 0 

:FINALEC_43670
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_43701 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_43670 

:FINALEC_43701
016A: fade 0 time 6000 
0936: set_camera 2312.017 -1374.19 57.202 position_to 2300.965 -1354.596 57.202 time 2000 smooth_transition 0 
0920: point_camera 2311.798 -1373.8 56.3075 transverse_to 2300.745 -1354.206 56.3075 time 2000 smooth_transition 0 

:FINALEC_43782
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_43813 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_43782 

:FINALEC_43813
0936: set_camera 2300.965 -1354.596 57.202 position_to 2289.667 -1334.566 57.202 time 2000 smooth_transition 0 
0920: point_camera 2300.745 -1354.206 56.3075 transverse_to 2289.448 -1334.177 56.3075 time 2000 smooth_transition 0 

:FINALEC_43887
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_43918 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_43887 

:FINALEC_43918
0936: set_camera 2289.667 -1334.566 57.202 position_to 2277.878 -1313.666 57.202 time 2000 smooth_transition 0 
0920: point_camera 2289.448 -1334.177 56.3075 transverse_to 2277.658 -1313.276 56.3075 time 2000 smooth_transition 0 

:FINALEC_43992
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_44023 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_43992 

:FINALEC_44023
00A1: put_actor $PLAYER_ACTOR at -1014.557 -1422.255 186.1819 
04D7: set_actor $PLAYER_ACTOR locked 1 
00C0: set_current_time_hours_to 10 minutes_to 0 
01B6: set_weather 14 
0001: wait 11000 ms 
016A: fade 1 time 6000 
0936: set_camera -1014.557 -1422.255 184.6819 position_to -1037.938 -1423.075 186.8606 time 2000 smooth_transition 0 
0920: point_camera -1015.556 -1422.29 184.6751 transverse_to -1038.937 -1423.11 186.8538 time 2000 smooth_transition 0 

:FINALEC_44146
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_44177 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_44146 

:FINALEC_44177
0936: set_camera -1037.938 -1423.075 186.8606 position_to -1063.307 -1423.965 189.2248 time 2000 smooth_transition 0 
0920: point_camera -1038.937 -1423.11 186.8538 transverse_to -1064.306 -1424.0 189.218 time 2000 smooth_transition 0 

:FINALEC_44251
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_44282 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_44251 

:FINALEC_44282
0936: set_camera -1063.307 -1423.965 189.2248 position_to -1089.159 -1425.217 191.6353 time 2000 smooth_transition 0 
0920: point_camera -1064.306 -1424.0 189.218 transverse_to -1090.156 -1425.284 191.6285 time 2000 smooth_transition 0 

:FINALEC_44356
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_44387 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_44356 

:FINALEC_44387
0936: set_camera -1089.159 -1425.217 191.6353 position_to -1114.49 -1426.917 193.9995 time 2000 smooth_transition 0 
0920: point_camera -1090.156 -1425.284 191.6285 transverse_to -1115.488 -1426.984 193.9927 time 2000 smooth_transition 0 

:FINALEC_44461
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_44492 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_44461 

:FINALEC_44492
0936: set_camera -1114.49 -1426.917 193.9995 position_to -1139.822 -1428.616 196.3636 time 2000 smooth_transition 0 
0920: point_camera -1115.488 -1426.984 193.9927 transverse_to -1140.82 -1428.683 196.3568 time 2000 smooth_transition 0 

:FINALEC_44566
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_44597 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_44566 

:FINALEC_44597
0936: set_camera -1139.822 -1428.616 196.3636 position_to -1165.651 -1430.349 198.7742 time 2000 smooth_transition 0 
0920: point_camera -1140.82 -1428.683 196.3568 transverse_to -1166.649 -1430.416 198.7673 time 2000 smooth_transition 0 

:FINALEC_44671
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_44702 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_44671 

:FINALEC_44702
0936: set_camera -1165.651 -1430.349 198.7742 position_to -1191.48 -1432.082 201.1847 time 2000 smooth_transition 0 
0920: point_camera -1166.649 -1430.416 198.7673 transverse_to -1192.477 -1432.149 201.1779 time 2000 smooth_transition 0 

:FINALEC_44776
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_44807 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_44776 

:FINALEC_44807
0936: set_camera -1191.48 -1432.082 201.1847 position_to -1216.812 -1433.782 203.5488 time 2000 smooth_transition 0 
0920: point_camera -1192.477 -1432.149 201.1779 transverse_to -1217.809 -1433.849 203.542 time 2000 smooth_transition 0 

:FINALEC_44881
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_44912 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_44881 

:FINALEC_44912
0936: set_camera -1216.812 -1433.782 203.5488 position_to -1242.143 -1435.481 205.913 time 2000 smooth_transition 0 
0920: point_camera -1217.809 -1433.849 203.542 transverse_to -1243.141 -1435.548 205.9062 time 2000 smooth_transition 0 

:FINALEC_44986
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_45017 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_44986 

:FINALEC_45017
0936: set_camera -1242.143 -1435.481 205.913 position_to -1267.972 -1437.214 208.3235 time 2000 smooth_transition 0 
0920: point_camera -1243.141 -1435.548 205.9062 transverse_to -1268.97 -1437.281 208.3167 time 2000 smooth_transition 0 

:FINALEC_45091
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_45122 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_45091 

:FINALEC_45122
0936: set_camera -1267.972 -1437.214 208.3235 position_to -1293.801 -1438.947 210.7341 time 2000 smooth_transition 0 
0920: point_camera -1268.97 -1437.281 208.3167 transverse_to -1294.798 -1439.014 210.7272 time 2000 smooth_transition 0 

:FINALEC_45196
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_45227 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_45196 

:FINALEC_45227
0936: set_camera -1293.801 -1438.947 210.7341 position_to -1319.629 -1440.68 213.1446 time 2000 smooth_transition 0 
0920: point_camera -1294.798 -1439.014 210.7272 transverse_to -1320.627 -1440.747 213.1378 time 2000 smooth_transition 0 

:FINALEC_45301
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_45332 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_45301 

:FINALEC_45332
0936: set_camera -1319.629 -1440.68 213.1446 position_to -1345.458 -1442.413 215.5551 time 2000 smooth_transition 0 
0920: point_camera -1320.627 -1440.747 213.1378 transverse_to -1346.456 -1442.48 215.5483 time 2000 smooth_transition 0 

:FINALEC_45406
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_45437 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_45406 

:FINALEC_45437
0936: set_camera -1345.458 -1442.413 215.5551 position_to -1370.79 -1444.112 217.9193 time 2000 smooth_transition 0 
0920: point_camera -1346.456 -1442.48 215.5483 transverse_to -1371.787 -1444.179 217.9125 time 2000 smooth_transition 0 

:FINALEC_45511
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_45542 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_45511 

:FINALEC_45542
0936: set_camera -1370.79 -1444.112 217.9193 position_to -1396.122 -1445.812 220.2834 time 2000 smooth_transition 0 
0920: point_camera -1371.787 -1444.179 217.9125 transverse_to -1397.119 -1445.879 220.2766 time 2000 smooth_transition 0 

:FINALEC_45616
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_45647 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_45616 

:FINALEC_45647
0936: set_camera -1396.122 -1445.812 220.2834 position_to -1420.957 -1447.478 222.6012 time 2000 smooth_transition 0 
0920: point_camera -1397.119 -1445.879 220.2766 transverse_to -1421.955 -1447.545 222.5944 time 2000 smooth_transition 0 

:FINALEC_45721
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_45752 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_45721 

:FINALEC_45752
0936: set_camera -1420.957 -1447.478 222.6012 position_to -1446.289 -1449.178 224.9654 time 2000 smooth_transition 0 
0920: point_camera -1421.955 -1447.545 222.5944 transverse_to -1447.286 -1449.245 224.9586 time 2000 smooth_transition 0 

:FINALEC_45826
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_45857 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_45826 

:FINALEC_45857
0936: set_camera -1446.289 -1449.178 224.9654 position_to -1471.621 -1450.877 227.3296 time 2000 smooth_transition 0 
0920: point_camera -1447.286 -1449.245 224.9586 transverse_to -1472.618 -1450.944 227.3228 time 2000 smooth_transition 0 

:FINALEC_45931
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_45962 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_45931 

:FINALEC_45962
0936: set_camera -1471.621 -1450.877 227.3296 position_to -1496.953 -1452.577 229.6937 time 2000 smooth_transition 0 
0920: point_camera -1472.618 -1450.944 227.3228 transverse_to -1497.95 -1452.644 229.6869 time 2000 smooth_transition 0 

:FINALEC_46036
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_46067 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_46036 

:FINALEC_46067
016A: fade 0 time 6000 
0936: set_camera -1496.953 -1452.577 229.6937 position_to -1522.285 -1454.277 232.0579 time 2000 smooth_transition 0 
0920: point_camera -1497.95 -1452.644 229.6869 transverse_to -1523.282 -1454.344 232.0511 time 2000 smooth_transition 0 

:FINALEC_46148
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_46179 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_46148 

:FINALEC_46179
0936: set_camera -1522.285 -1454.277 232.0579 position_to -1547.616 -1455.976 234.4221 time 2000 smooth_transition 0 
0920: point_camera -1523.282 -1454.344 232.0511 transverse_to -1548.614 -1456.043 234.4153 time 2000 smooth_transition 0 

:FINALEC_46253
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_46284 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_46253 

:FINALEC_46284
0936: set_camera -1547.616 -1455.976 234.4221 position_to -1572.452 -1457.642 236.7399 time 2000 smooth_transition 0 
0920: point_camera -1548.614 -1456.043 234.4153 transverse_to -1573.449 -1457.709 236.7331 time 2000 smooth_transition 0 

:FINALEC_46358
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_46389 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_46358 

:FINALEC_46389
016A: fade 0 time 0 

:FINALEC_46395
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_46419 
0001: wait 0 ms 
0002: jump @FINALEC_46395 

:FINALEC_46419
0924: enable_screen_darkness 0 with_value -1 
00A1: put_actor $PLAYER_ACTOR at -2551.824 1438.745 -6.4582 
04D7: set_actor $PLAYER_ACTOR locked 1 
01B6: set_weather 8 
00C0: set_current_time_hours_to 22 minutes_to 15 
0001: wait 11000 ms 
016A: fade 1 time 6000 
0936: set_camera -2551.824 1438.745 -7.9582 position_to -2555.05 1456.451 -7.9582 time 2000 smooth_transition 0 
0920: point_camera -2552.003 1439.724 -8.0577 transverse_to -2555.229 1457.43 -8.0577 time 2000 smooth_transition 0 

:FINALEC_46548
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_46579 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_46548 

:FINALEC_46579
0936: set_camera -2555.05 1456.451 -7.9582 position_to -2558.981 1478.022 -6.5912 time 2000 smooth_transition 0 
0920: point_camera -2555.229 1457.43 -8.0577 transverse_to -2559.16 1479.005 -6.5742 time 2000 smooth_transition 0 

:FINALEC_46653
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_46684 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_46653 

:FINALEC_46684
0936: set_camera -2558.981 1478.022 -6.5912 position_to -2562.766 1498.793 -2.7267 time 2000 smooth_transition 0 
0920: point_camera -2559.16 1479.005 -6.5742 transverse_to -2562.943 1499.765 -2.5699 time 2000 smooth_transition 0 

:FINALEC_46758
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_46789 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_46758 

:FINALEC_46789
0936: set_camera -2562.766 1498.793 -2.7267 position_to -2566.42 1518.853 4.0086 time 2000 smooth_transition 0 
0920: point_camera -2562.943 1499.765 -2.5699 transverse_to -2566.594 1519.803 4.2679 time 2000 smooth_transition 0 

:FINALEC_46863
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_46894 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_46863 

:FINALEC_46894
0936: set_camera -2566.42 1518.853 4.0086 position_to -2570.021 1538.631 11.6223 time 2000 smooth_transition 0 
0920: point_camera -2566.594 1519.803 4.2679 transverse_to -2570.194 1539.581 11.8816 time 2000 smooth_transition 0 

:FINALEC_46968
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_46999 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_46968 

:FINALEC_46999
0936: set_camera -2570.021 1538.631 11.6223 position_to -2573.706 1558.869 19.413 time 2000 smooth_transition 0 
0920: point_camera -2570.194 1539.581 11.8816 transverse_to -2573.879 1559.819 19.6724 time 2000 smooth_transition 0 

:FINALEC_47073
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_47104 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_47073 

:FINALEC_47104
0936: set_camera -2573.706 1558.869 19.413 position_to -2577.223 1578.188 26.8497 time 2000 smooth_transition 0 
0920: point_camera -2573.879 1559.819 19.6724 transverse_to -2577.396 1579.138 27.109 time 2000 smooth_transition 0 

:FINALEC_47178
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_47209 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_47178 

:FINALEC_47209
0936: set_camera -2577.223 1578.188 26.8497 position_to -2580.907 1598.426 34.6405 time 2000 smooth_transition 0 
0920: point_camera -2577.396 1579.138 27.109 transverse_to -2581.081 1599.376 34.8998 time 2000 smooth_transition 0 

:FINALEC_47283
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_47314 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_47283 

:FINALEC_47314
0936: set_camera -2580.907 1598.426 34.6405 position_to -2584.514 1618.225 42.1997 time 2000 smooth_transition 0 
0920: point_camera -2581.081 1599.376 34.8998 transverse_to -2584.688 1619.178 42.4465 time 2000 smooth_transition 0 

:FINALEC_47388
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_47419 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_47388 

:FINALEC_47419
0936: set_camera -2584.514 1618.225 42.1997 position_to -2588.233 1638.641 49.4991 time 2000 smooth_transition 0 
0920: point_camera -2584.688 1619.178 42.4465 transverse_to -2588.408 1639.599 49.7249 time 2000 smooth_transition 0 

:FINALEC_47493
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_47524 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_47493 

:FINALEC_47524
0936: set_camera -2588.233 1638.641 49.4991 position_to -2591.978 1659.176 56.4439 time 2000 smooth_transition 0 
0920: point_camera -2588.408 1639.599 49.7249 transverse_to -2592.153 1660.136 56.6616 time 2000 smooth_transition 0 

:FINALEC_47598
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_47629 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_47598 

:FINALEC_47629
0936: set_camera -2591.978 1659.176 56.4439 position_to -2595.642 1679.259 63.1876 time 2000 smooth_transition 0 
0920: point_camera -2592.153 1660.136 56.6616 transverse_to -2595.817 1680.219 63.4053 time 2000 smooth_transition 0 

:FINALEC_47703
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_47734 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_47703 

:FINALEC_47734
0936: set_camera -2595.642 1679.259 63.1876 position_to -2599.394 1699.842 69.9817 time 2000 smooth_transition 0 
0920: point_camera -2595.817 1680.219 63.4053 transverse_to -2599.569 1700.806 70.1827 time 2000 smooth_transition 0 

:FINALEC_47808
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_47839 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_47808 

:FINALEC_47839
0936: set_camera -2599.394 1699.842 69.9817 position_to -2603.17 1720.568 76.3148 time 2000 smooth_transition 0 
0920: point_camera -2599.569 1700.806 70.1827 transverse_to -2603.347 1721.536 76.4955 time 2000 smooth_transition 0 

:FINALEC_47913
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_47944 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_47913 

:FINALEC_47944
0936: set_camera -2603.17 1720.568 76.3148 position_to -2606.968 1741.411 82.2359 time 2000 smooth_transition 0 
0920: point_camera -2603.347 1721.536 76.4955 transverse_to -2607.145 1742.382 82.3978 time 2000 smooth_transition 0 

:FINALEC_48018
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_48049 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_48018 

:FINALEC_48049
0936: set_camera -2606.968 1741.411 82.2359 position_to -2610.699 1761.885 87.6284 time 2000 smooth_transition 0 
0920: point_camera -2607.145 1742.382 82.3978 transverse_to -2610.877 1762.858 87.7717 time 2000 smooth_transition 0 

:FINALEC_48123
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_48154 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_48123 

:FINALEC_48154
0936: set_camera -2610.699 1761.885 87.6284 position_to -2614.448 1782.455 92.6294 time 2000 smooth_transition 0 
0920: point_camera -2610.877 1762.858 87.7717 transverse_to -2614.625 1783.431 92.7541 time 2000 smooth_transition 0 

:FINALEC_48228
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_48259 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_48228 

:FINALEC_48259
0936: set_camera -2614.448 1782.455 92.6294 position_to -2618.214 1803.127 97.1743 time 2000 smooth_transition 0 
0920: point_camera -2614.625 1783.431 92.7541 transverse_to -2618.393 1804.106 97.2734 time 2000 smooth_transition 0 

:FINALEC_48333
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_48364 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_48333 

:FINALEC_48364
0936: set_camera -2618.214 1803.127 97.1743 position_to -2622.001 1823.909 101.1663 time 2000 smooth_transition 0 
0920: point_camera -2618.393 1804.106 97.2734 transverse_to -2622.18 1824.89 101.2393 time 2000 smooth_transition 0 

:FINALEC_48438
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_48469 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_48438 

:FINALEC_48469
0936: set_camera -2622.001 1823.909 101.1663 position_to -2625.806 1844.788 104.6021 time 2000 smooth_transition 0 
0920: point_camera -2622.18 1824.89 101.2393 transverse_to -2625.985 1845.77 104.6488 time 2000 smooth_transition 0 

:FINALEC_48543
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_48574 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_48543 

:FINALEC_48574
016A: fade 0 time 6000 
0936: set_camera -2625.806 1844.788 104.6021 position_to -2629.447 1864.771 107.3578 time 2000 smooth_transition 0 
0920: point_camera -2625.985 1845.77 104.6488 transverse_to -2629.626 1865.755 107.3795 time 2000 smooth_transition 0 

:FINALEC_48655
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_48686 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_48655 

:FINALEC_48686
0936: set_camera -2629.447 1864.771 107.3578 position_to -2633.278 1885.793 109.7129 time 2000 smooth_transition 0 
0920: point_camera -2629.626 1865.755 107.3795 transverse_to -2633.457 1886.777 109.7149 time 2000 smooth_transition 0 

:FINALEC_48760
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_48791 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_48760 

:FINALEC_48791
0936: set_camera -2633.278 1885.793 109.7129 position_to -2637.109 1906.832 111.8949 time 2000 smooth_transition 0 
0920: point_camera -2633.457 1886.777 109.7149 transverse_to -2637.289 1907.815 111.8969 time 2000 smooth_transition 0 

:FINALEC_48865
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_48896 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_48865 

:FINALEC_48896
016A: fade 0 time 0 

:FINALEC_48902
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_48926 
0001: wait 0 ms 
0002: jump @FINALEC_48902 

:FINALEC_48926
01B6: set_weather 0 
00C0: set_current_time_hours_to 5 minutes_to 30 
00A1: put_actor $PLAYER_ACTOR at -922.5345 669.1976 86.8181 
04D7: set_actor $PLAYER_ACTOR locked 1 
0924: enable_screen_darkness 1 with_value -1 
0001: wait 11000 ms 
016A: fade 1 time 6000 
0936: set_camera -922.5345 669.1976 85.3181 position_to -944.3385 676.5142 85.3181 time 2250 smooth_transition 0 
0920: point_camera -923.4778 669.5142 85.2186 transverse_to -945.2818 676.8308 85.2186 time 2250 smooth_transition 0 

:FINALEC_49055
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_49086 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_49055 

:FINALEC_49086
0936: set_camera -944.3385 676.5142 85.3181 position_to -968.5125 684.6262 85.3181 time 2250 smooth_transition 0 
0920: point_camera -945.2818 676.8308 85.2186 transverse_to -969.4557 684.9427 85.2186 time 2250 smooth_transition 0 

:FINALEC_49160
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_49191 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_49160 

:FINALEC_49191
0936: set_camera -968.5125 684.6262 85.3181 position_to -993.1604 692.8972 85.3181 time 2250 smooth_transition 0 
0920: point_camera -969.4557 684.9427 85.2186 transverse_to -994.1037 693.2137 85.2186 time 2250 smooth_transition 0 

:FINALEC_49265
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_49296 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_49265 

:FINALEC_49296
0936: set_camera -993.1604 692.8972 85.3181 position_to -1017.808 701.1682 85.3181 time 2250 smooth_transition 0 
0920: point_camera -994.1037 693.2137 85.2186 transverse_to -1018.752 701.4847 85.2186 time 2250 smooth_transition 0 

:FINALEC_49370
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_49401 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_49370 

:FINALEC_49401
0936: set_camera -1017.808 701.1682 85.3181 position_to -1041.982 709.2801 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1018.752 701.4847 85.2186 transverse_to -1042.926 709.5967 85.2186 time 2250 smooth_transition 0 

:FINALEC_49475
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_49506 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_49475 

:FINALEC_49506
0936: set_camera -1041.982 709.2801 85.3181 position_to -1066.156 717.392 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1042.926 709.5967 85.2186 transverse_to -1067.099 717.7086 85.2186 time 2250 smooth_transition 0 

:FINALEC_49580
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_49611 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_49580 

:FINALEC_49611
0936: set_camera -1066.156 717.392 85.3181 position_to -1090.33 725.504 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1067.099 717.7086 85.2186 transverse_to -1091.273 725.8206 85.2186 time 2250 smooth_transition 0 

:FINALEC_49685
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_49716 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_49685 

:FINALEC_49716
0936: set_camera -1090.33 725.504 85.3181 position_to -1114.504 733.6159 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1091.273 725.8206 85.2186 transverse_to -1115.447 733.9325 85.2186 time 2250 smooth_transition 0 

:FINALEC_49790
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_49821 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_49790 

:FINALEC_49821
0936: set_camera -1114.504 733.6159 85.3181 position_to -1138.678 741.7278 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1115.447 733.9325 85.2186 transverse_to -1139.621 742.0444 85.2186 time 2250 smooth_transition 0 

:FINALEC_49895
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_49926 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_49895 

:FINALEC_49926
0936: set_camera -1138.678 741.7278 85.3181 position_to -1162.378 749.6807 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1139.621 742.0444 85.2186 transverse_to -1163.321 749.9973 85.2186 time 2250 smooth_transition 0 

:FINALEC_50000
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_50031 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_50000 

:FINALEC_50031
0936: set_camera -1162.378 749.6807 85.3181 position_to -1186.078 757.6336 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1163.321 749.9973 85.2186 transverse_to -1187.021 757.9502 85.2186 time 2250 smooth_transition 0 

:FINALEC_50105
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_50136 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_50105 

:FINALEC_50136
0936: set_camera -1186.078 757.6336 85.3181 position_to -1209.778 765.5865 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1187.021 757.9502 85.2186 transverse_to -1210.721 765.9031 85.2186 time 2250 smooth_transition 0 

:FINALEC_50210
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_50241 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_50210 

:FINALEC_50241
0936: set_camera -1209.778 765.5865 85.3181 position_to -1233.952 773.6984 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1210.721 765.9031 85.2186 transverse_to -1234.895 774.015 85.2186 time 2250 smooth_transition 0 

:FINALEC_50315
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_50346 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_50315 

:FINALEC_50346
0936: set_camera -1233.952 773.6984 85.3181 position_to -1258.126 781.8104 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1234.895 774.015 85.2186 transverse_to -1259.069 782.127 85.2186 time 2250 smooth_transition 0 

:FINALEC_50420
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_50451 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_50420 

:FINALEC_50451
0936: set_camera -1258.126 781.8104 85.3181 position_to -1281.826 789.7632 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1259.069 782.127 85.2186 transverse_to -1282.769 790.0798 85.2186 time 2250 smooth_transition 0 

:FINALEC_50525
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_50556 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_50525 

:FINALEC_50556
0936: set_camera -1281.826 789.7632 85.3181 position_to -1305.526 797.7161 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1282.769 790.0798 85.2186 transverse_to -1306.469 798.0327 85.2186 time 2250 smooth_transition 0 

:FINALEC_50630
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_50661 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_50630 

:FINALEC_50661
0936: set_camera -1305.526 797.7161 85.3181 position_to -1329.226 805.669 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1306.469 798.0327 85.2186 transverse_to -1330.169 805.9856 85.2186 time 2250 smooth_transition 0 

:FINALEC_50735
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_50766 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_50735 

:FINALEC_50766
0936: set_camera -1329.226 805.669 85.3181 position_to -1353.4 813.7809 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1330.169 805.9856 85.2186 transverse_to -1354.343 814.0975 85.2186 time 2250 smooth_transition 0 

:FINALEC_50840
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_50871 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_50840 

:FINALEC_50871
0936: set_camera -1353.4 813.7809 85.3181 position_to -1377.574 821.8929 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1354.343 814.0975 85.2186 transverse_to -1378.517 822.2095 85.2186 time 2250 smooth_transition 0 

:FINALEC_50945
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_50976 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_50945 

:FINALEC_50976
0936: set_camera -1377.574 821.8929 85.3181 position_to -1401.274 829.8458 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1378.517 822.2095 85.2186 transverse_to -1402.217 830.1624 85.2186 time 2250 smooth_transition 0 

:FINALEC_51050
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_51081 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_51050 

:FINALEC_51081
0936: set_camera -1401.274 829.8458 85.3181 position_to -1423.552 837.3215 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1402.217 830.1624 85.2186 transverse_to -1424.495 837.6381 85.2186 time 2250 smooth_transition 0 

:FINALEC_51155
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_51186 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_51155 

:FINALEC_51186
0936: set_camera -1423.552 837.3215 85.3181 position_to -1446.777 845.1153 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1424.495 837.6381 85.2186 transverse_to -1447.721 845.4319 85.2186 time 2250 smooth_transition 0 

:FINALEC_51260
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_51291 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_51260 

:FINALEC_51291
0936: set_camera -1446.777 845.1153 85.3181 position_to -1470.477 853.0682 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1447.721 845.4319 85.2186 transverse_to -1471.421 853.3848 85.2186 time 2250 smooth_transition 0 

:FINALEC_51365
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_51396 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_51365 

:FINALEC_51396
0936: set_camera -1470.477 853.0682 85.3181 position_to -1493.703 860.862 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1471.421 853.3848 85.2186 transverse_to -1494.647 861.1786 85.2186 time 2250 smooth_transition 0 

:FINALEC_51470
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_51501 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_51470 

:FINALEC_51501
016A: fade 0 time 5900 
0936: set_camera -1493.703 860.862 85.3181 position_to -1515.981 868.3377 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1494.647 861.1786 85.2186 transverse_to -1516.925 868.6543 85.2186 time 2250 smooth_transition 0 

:FINALEC_51582
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_51613 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_51582 

:FINALEC_51613
0936: set_camera -1515.981 868.3377 85.3181 position_to -1538.259 875.8134 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1516.925 868.6543 85.2186 transverse_to -1539.203 876.13 85.2186 time 2250 smooth_transition 0 

:FINALEC_51687
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_51718 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_51687 

:FINALEC_51718
0936: set_camera -1538.259 875.8134 85.3181 position_to -1561.011 883.4482 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1539.203 876.13 85.2186 transverse_to -1561.954 883.7648 85.2186 time 2250 smooth_transition 0 

:FINALEC_51792
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_51823 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_51792 

:FINALEC_51823
016A: fade 0 time 0 

:FINALEC_51829
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_51853 
0001: wait 0 ms 
0002: jump @FINALEC_51829 

:FINALEC_51853
01B6: set_weather 17 
0924: enable_screen_darkness 1 with_value -1 
00A1: put_actor $PLAYER_ACTOR at 370.7745 2441.234 19.0844 
04D7: set_actor $PLAYER_ACTOR locked 1 
00C0: set_current_time_hours_to 12 minutes_to 0 
0001: wait 11000 ms 
016A: fade 1 time 6000 
0936: set_camera 370.7745 2441.234 17.5844 position_to 366.5777 2438.902 17.5844 time 2250 smooth_transition 0 
0920: point_camera 369.9044 2440.751 17.4849 transverse_to 365.7076 2438.419 17.4849 time 2250 smooth_transition 0 

:FINALEC_51982
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_52013 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_51982 

:FINALEC_52013
0936: set_camera 366.5777 2438.902 17.5844 position_to 362.0319 2436.376 17.5835 time 2250 smooth_transition 0 
0920: point_camera 365.7076 2438.419 17.4849 transverse_to 361.1612 2435.893 17.4921 time 2250 smooth_transition 0 

:FINALEC_52087
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_52118 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_52087 

:FINALEC_52118
0936: set_camera 362.0319 2436.376 17.5835 position_to 357.4894 2433.852 17.6536 time 2250 smooth_transition 0 
0920: point_camera 361.1612 2435.893 17.4921 transverse_to 356.6158 2433.367 17.6101 time 2250 smooth_transition 0 

:FINALEC_52192
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_52223 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_52192 

:FINALEC_52223
0936: set_camera 357.4894 2433.852 17.6536 position_to 352.8694 2431.29 17.996 time 2250 smooth_transition 0 
0920: point_camera 356.6158 2433.367 17.6101 transverse_to 351.9951 2430.805 18.0046 time 2250 smooth_transition 0 

:FINALEC_52297
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_52328 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_52297 

:FINALEC_52328
0936: set_camera 352.8694 2431.29 17.996 position_to 348.2637 2428.728 18.5695 time 2200 smooth_transition 0 
0920: point_camera 351.9951 2430.805 18.0046 transverse_to 347.3847 2428.251 18.5783 time 2200 smooth_transition 0 

:FINALEC_52402
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_52433 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_52402 

:FINALEC_52433
0707: start_scene_skip_to @FINALEC_56740 
0936: set_camera 348.2637 2428.728 18.5695 position_to 343.6016 2426.274 19.1432 time 2150 smooth_transition 0 
0920: point_camera 347.3847 2428.251 18.5783 transverse_to 342.7046 2425.832 19.152 time 2150 smooth_transition 0 

:FINALEC_52514
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_52545 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_52514 

:FINALEC_52545
0936: set_camera 343.6016 2426.274 19.1432 position_to 338.937 2424.046 19.706 time 2100 smooth_transition 0 
0920: point_camera 342.7046 2425.832 19.152 transverse_to 338.0236 2423.639 19.7148 time 2100 smooth_transition 0 

:FINALEC_52619
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_52650 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_52619 

:FINALEC_52650
0936: set_camera 338.937 2424.046 19.706 position_to 334.282 2422.038 20.2581 time 2000 smooth_transition 0 
0920: point_camera 338.0236 2423.639 19.7148 transverse_to 333.3536 2421.666 20.2669 time 2000 smooth_transition 0 

:FINALEC_52724
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_52755 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_52724 

:FINALEC_52755
0936: set_camera 334.282 2422.038 20.2581 position_to 329.5525 2420.212 20.8101 time 2000 smooth_transition 0 
0920: point_camera 333.3536 2421.666 20.2669 transverse_to 328.611 2419.875 20.8189 time 2000 smooth_transition 0 

:FINALEC_52829
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_52860 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_52829 

:FINALEC_52860
0936: set_camera 329.5525 2420.212 20.8101 position_to 324.7735 2418.516 21.3621 time 2000 smooth_transition 0 
0920: point_camera 328.611 2419.875 20.8189 transverse_to 323.8303 2418.184 21.371 time 2000 smooth_transition 0 

:FINALEC_52934
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_52965 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_52934 

:FINALEC_52965
0936: set_camera 324.7735 2418.516 21.3621 position_to 320.0809 2416.879 21.9034 time 2000 smooth_transition 0 
0920: point_camera 323.8303 2418.184 21.371 transverse_to 319.1361 2416.552 21.9122 time 2000 smooth_transition 0 

:FINALEC_53039
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_53070 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_53039 

:FINALEC_53070
0936: set_camera 320.0809 2416.879 21.9034 position_to 315.103 2415.156 22.477 time 2000 smooth_transition 0 
0920: point_camera 319.1361 2416.552 21.9122 transverse_to 314.1573 2414.831 22.4858 time 2000 smooth_transition 0 

:FINALEC_53144
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_53175 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_53144 

:FINALEC_53175
0936: set_camera 315.103 2415.156 22.477 position_to 310.2042 2413.506 23.0399 time 2000 smooth_transition 0 
0920: point_camera 314.1573 2414.831 22.4858 transverse_to 309.2525 2413.198 23.0487 time 2000 smooth_transition 0 

:FINALEC_53249
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_53280 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_53249 

:FINALEC_53280
0936: set_camera 310.2042 2413.506 23.0399 position_to 305.2758 2411.946 23.6028 time 2000 smooth_transition 0 
0920: point_camera 309.2525 2413.198 23.0487 transverse_to 304.3187 2411.656 23.6116 time 2000 smooth_transition 0 

:FINALEC_53354
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_53385 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_53354 

:FINALEC_53385
0936: set_camera 305.2758 2411.946 23.6028 position_to 300.3198 2410.476 24.1656 time 2000 smooth_transition 0 
0920: point_camera 304.3187 2411.656 23.6116 transverse_to 299.3576 2410.204 24.1744 time 2000 smooth_transition 0 

:FINALEC_53459
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_53490 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_53459 

:FINALEC_53490
0936: set_camera 300.3198 2410.476 24.1656 position_to 295.434 2409.122 24.7176 time 2000 smooth_transition 0 
0920: point_camera 299.3576 2410.204 24.1744 transverse_to 294.4671 2408.866 24.7265 time 2000 smooth_transition 0 

:FINALEC_53564
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_53595 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_53564 

:FINALEC_53595
0936: set_camera 295.434 2409.122 24.7176 position_to 290.4283 2407.831 25.2805 time 2000 smooth_transition 0 
0920: point_camera 294.4671 2408.866 24.7265 transverse_to 289.4569 2407.593 25.2893 time 2000 smooth_transition 0 

:FINALEC_53669
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_53700 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_53669 

:FINALEC_53700
0936: set_camera 290.4283 2407.831 25.2805 position_to 285.3999 2406.631 25.8434 time 2000 smooth_transition 0 
0920: point_camera 289.4569 2407.593 25.2893 transverse_to 284.4244 2406.411 25.8522 time 2000 smooth_transition 0 

:FINALEC_53774
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_53805 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_53774 

:FINALEC_53805
0936: set_camera 285.3999 2406.631 25.8434 position_to 280.3567 2405.488 26.4062 time 2000 smooth_transition 0 
0920: point_camera 284.4244 2406.411 25.8522 transverse_to 279.3812 2405.268 26.415 time 2000 smooth_transition 0 

:FINALEC_53879
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_53910 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_53879 

:FINALEC_53910
0936: set_camera 280.3567 2405.488 26.4062 position_to 275.3135 2404.346 26.9691 time 2000 smooth_transition 0 
0920: point_camera 279.3812 2405.268 26.415 transverse_to 274.338 2404.126 26.9779 time 2000 smooth_transition 0 

:FINALEC_53984
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_54015 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_53984 

:FINALEC_54015
0936: set_camera 275.3135 2404.346 26.9691 position_to 270.3673 2403.225 27.5211 time 2000 smooth_transition 0 
0920: point_camera 274.338 2404.126 26.9779 transverse_to 269.3918 2403.005 27.5299 time 2000 smooth_transition 0 

:FINALEC_54089
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_54120 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_54089 

:FINALEC_54120
0936: set_camera 270.3673 2403.225 27.5211 position_to 265.4211 2402.104 28.0732 time 2000 smooth_transition 0 
0920: point_camera 269.3918 2403.005 27.5299 transverse_to 264.4456 2401.885 28.082 time 2000 smooth_transition 0 

:FINALEC_54194
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_54225 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_54194 

:FINALEC_54225
0936: set_camera 265.4211 2402.104 28.0732 position_to 262.4145 2401.423 28.4087 time 2000 smooth_transition 0 
0920: point_camera 264.4456 2401.885 28.082 transverse_to 261.439 2401.203 28.4175 time 2000 smooth_transition 0 

:FINALEC_54299
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_54330 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_54299 

:FINALEC_54330
0936: set_camera 262.4145 2401.423 28.4087 position_to 258.8261 2400.61 28.8092 time 2000 smooth_transition 0 
0920: point_camera 261.439 2401.203 28.4175 transverse_to 257.8506 2400.39 28.818 time 2000 smooth_transition 0 

:FINALEC_54404
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_54435 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_54404 

:FINALEC_54435
016A: fade 0 time 6000 
0936: set_camera 258.8261 2400.61 28.8092 position_to 253.8804 2399.49 29.3612 time 2000 smooth_transition 0 
0920: point_camera 257.8506 2400.39 28.818 transverse_to 252.9049 2399.27 29.37 time 2000 smooth_transition 0 

:FINALEC_54516
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_54547 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_54516 

:FINALEC_54547
0936: set_camera 253.8804 2399.49 29.3612 position_to 248.8379 2398.347 29.9241 time 2000 smooth_transition 0 
0920: point_camera 252.9049 2399.27 29.37 transverse_to 247.8624 2398.127 29.9329 time 2000 smooth_transition 0 

:FINALEC_54621
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_54652 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_54621 

:FINALEC_54652
0936: set_camera 248.8379 2398.347 29.9241 position_to 244.0864 2397.271 30.4545 time 2000 smooth_transition 0 
0920: point_camera 247.8624 2398.127 29.9329 transverse_to 243.1109 2397.051 30.4633 time 2000 smooth_transition 0 

:FINALEC_54726
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_54757 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_54726 

:FINALEC_54757
016A: fade 0 time 0 

:FINALEC_54763
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_54787 
0001: wait 0 ms 
0002: jump @FINALEC_54763 

:FINALEC_54787
00A1: put_actor $PLAYER_ACTOR at 2012.444 2140.383 78.0505 
04D7: set_actor $PLAYER_ACTOR locked 1 
00C0: set_current_time_hours_to 0 minutes_to 0 
0001: wait 11000 ms 
016A: fade 1 time 6000 
0936: set_camera 2012.444 2140.383 76.5505 position_to 2030.939 2140.419 76.5504 time 2900 smooth_transition 0 
0920: point_camera 2013.439 2140.385 76.451 transverse_to 2031.934 2140.421 76.4497 time 2900 smooth_transition 0 

:FINALEC_54906
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_54937 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_54906 

:FINALEC_54937
0936: set_camera 2030.939 2140.419 76.5504 position_to 2051.375 2140.459 75.0916 time 2900 smooth_transition 0 
0920: point_camera 2031.934 2140.421 76.4497 transverse_to 2052.349 2140.461 74.8638 time 2900 smooth_transition 0 

:FINALEC_55011
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_55042 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_55011 

:FINALEC_55042
0936: set_camera 2051.375 2140.459 75.0916 position_to 2072.109 2140.5 71.7815 time 2900 smooth_transition 0 
0920: point_camera 2052.349 2140.461 74.8638 transverse_to 2073.061 2140.502 71.4748 time 2900 smooth_transition 0 

:FINALEC_55116
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_55147 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_55116 

:FINALEC_55147
0936: set_camera 2072.109 2140.5 71.7815 position_to 2092.618 2140.541 67.3086 time 2900 smooth_transition 0 
0920: point_camera 2073.061 2140.502 71.4748 transverse_to 2093.569 2140.543 66.9993 time 2900 smooth_transition 0 

:FINALEC_55221
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_55252 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_55221 

:FINALEC_55252
0936: set_camera 2092.618 2140.541 67.3086 position_to 2114.102 2140.584 62.62 time 2900 smooth_transition 0 
0920: point_camera 2093.569 2140.543 66.9993 transverse_to 2115.053 2140.586 62.3108 time 2900 smooth_transition 0 

:FINALEC_55326
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_55357 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_55326 

:FINALEC_55357
0936: set_camera 2114.102 2140.584 62.62 position_to 2135.587 2140.627 57.9315 time 2900 smooth_transition 0 
0920: point_camera 2115.053 2140.586 62.3108 transverse_to 2136.538 2140.629 57.6223 time 2900 smooth_transition 0 

:FINALEC_55431
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_55462 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_55431 

:FINALEC_55462
0936: set_camera 2135.587 2140.627 57.9315 position_to 2157.071 2140.67 53.2431 time 2900 smooth_transition 0 
0920: point_camera 2136.538 2140.629 57.6223 transverse_to 2158.022 2140.672 52.9338 time 2900 smooth_transition 0 

:FINALEC_55536
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_55567 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_55536 

:FINALEC_55567
0936: set_camera 2157.071 2140.67 53.2431 position_to 2179.044 2140.714 48.4481 time 2900 smooth_transition 0 
0920: point_camera 2158.022 2140.672 52.9338 transverse_to 2179.995 2140.716 48.1388 time 2900 smooth_transition 0 

:FINALEC_55641
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_55672 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_55641 

:FINALEC_55672
0936: set_camera 2179.044 2140.714 48.4481 position_to 2201.017 2140.758 43.6528 time 2900 smooth_transition 0 
0920: point_camera 2179.995 2140.716 48.1388 transverse_to 2201.968 2140.76 43.344 time 2900 smooth_transition 0 

:FINALEC_55746
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_55777 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_55746 

:FINALEC_55777
0936: set_camera 2201.017 2140.758 43.6528 position_to 2222.665 2140.801 39.8525 time 2900 smooth_transition 0 
0920: point_camera 2201.968 2140.76 43.344 transverse_to 2223.635 2140.802 39.6117 time 2900 smooth_transition 0 

:FINALEC_55851
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_55882 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_55851 

:FINALEC_55882
0936: set_camera 2222.665 2140.801 39.8525 position_to 2244.471 2140.844 37.0436 time 2900 smooth_transition 0 
0920: point_camera 2223.635 2140.802 39.6117 transverse_to 2245.452 2140.845 36.8518 time 2900 smooth_transition 0 

:FINALEC_55956
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_55987 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_55956 

:FINALEC_55987
0936: set_camera 2244.471 2140.844 37.0436 position_to 2266.387 2140.886 35.2987 time 2900 smooth_transition 0 
0920: point_camera 2245.452 2140.845 36.8518 transverse_to 2267.378 2140.888 35.1659 time 2900 smooth_transition 0 

:FINALEC_56061
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_56092 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_56061 

:FINALEC_56092
0936: set_camera 2266.387 2140.886 35.2987 position_to 2287.867 2140.928 34.9542 time 2900 smooth_transition 0 
0920: point_camera 2267.378 2140.888 35.1659 transverse_to 2288.864 2140.93 34.8693 time 2900 smooth_transition 0 

:FINALEC_56166
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_56197 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_56166 

:FINALEC_56197
0936: set_camera 2287.867 2140.928 34.9542 position_to 2310.356 2140.972 35.284 time 2900 smooth_transition 0 
0920: point_camera 2288.864 2140.93 34.8693 transverse_to 2311.353 2140.974 35.1991 time 2900 smooth_transition 0 

:FINALEC_56271
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_56302 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_56271 

:FINALEC_56302
0936: set_camera 2310.356 2140.972 35.284 position_to 2332.845 2141.016 35.6137 time 2900 smooth_transition 0 
0920: point_camera 2311.353 2140.974 35.1991 transverse_to 2333.842 2141.018 35.5288 time 2900 smooth_transition 0 

:FINALEC_56376
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_56407 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_56376 

:FINALEC_56407
043C: disable_sounds_after_fadeout 1 
0936: set_camera 2332.845 2141.016 35.6137 position_to 2354.335 2141.058 35.9288 time 2900 smooth_transition 0 
0920: point_camera 2333.842 2141.018 35.5288 transverse_to 2355.331 2141.06 35.8439 time 2900 smooth_transition 0 

:FINALEC_56485
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_56516 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_56485 

:FINALEC_56516
016A: fade 0 time 4000 
0936: set_camera 2354.335 2141.058 35.9288 position_to 2376.824 2141.102 36.2586 time 2900 smooth_transition 0 
0920: point_camera 2355.331 2141.06 35.8439 transverse_to 2377.82 2141.104 36.1737 time 2900 smooth_transition 0 

:FINALEC_56597
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_56628 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_56597 

:FINALEC_56628
0936: set_camera 2376.824 2141.102 36.2586 position_to 2399.813 2141.147 36.5957 time 2900 smooth_transition 0 
0920: point_camera 2377.82 2141.104 36.1737 transverse_to 2400.809 2141.149 36.5108 time 2900 smooth_transition 0 

:FINALEC_56702
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_56733 
0001: wait 0 ms 
0050: gosub @FINALEC_57172 
0002: jump @FINALEC_56702 

:FINALEC_56733
0006: 297@ = 1 

:FINALEC_56740
0701: end_scene_skip 
00D6: if 
0039:   297@ == 0 
004D: jump_if_false @FINALEC_56762 
0435: end_credits 

:FINALEC_56762
043C: disable_sounds_after_fadeout 1 
016A: fade 0 time 0 

:FINALEC_56772
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_56796 
0001: wait 0 ms 
0002: jump @FINALEC_56772 

:FINALEC_56796
02A3: enable_widescreen 0 
01B7: release_weather 
01B6: set_weather 3 
0955: end_playing_loaded_soundtrack 
04D7: set_actor $PLAYER_ACTOR locked 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2494.483 -1684.639 12.51 
0173: set_actor $PLAYER_ACTOR Z_angle_to 3.546 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0924: enable_screen_darkness 0 with_value -1 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 

:FINALEC_56876
00D6: if 
8436:   not credits_ended 
004D: jump_if_false @FINALEC_56900 
0001: wait 0 ms 
0002: jump @FINALEC_56876 

:FINALEC_56900
0955: end_playing_loaded_soundtrack 
0435: end_credits 
0A0B: set_rendering_origin_at_3D_coord 2495.111 -1687.04 12.55 angle 0.0 
0001: wait 500 ms 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 99999 // Load the weapon model before using this 
016A: fade 1 time 3500 

:FINALEC_56948
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_56972 
0001: wait 0 ms 
0002: jump @FINALEC_56948 

:FINALEC_56972
0110: clear_player $PLAYER_CHAR wanted_level 
01B4: set_player $PLAYER_CHAR can_move 1 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 99999 // Load the weapon model before using this 
0002: jump @FINALEC_57451 
0006: 288@ = 11 

:FINALEC_57014
0002: jump @FINALEC_1817 

:FINALEC_57021
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_57061 
03CF: load_wav 187@ as 1 
05AA: 185@s = 188@s // @s = 'short' 
0006: 204@ = 1 

:FINALEC_57061
0051: return 

:FINALEC_57063
00D6: if 
0039:   204@ == 1 
004D: jump_if_false @FINALEC_57117 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @FINALEC_57117 
00BC: show_text_highpriority GXT 185@s time 4000 flag 1 
03D1: play_wav 1 
0006: 204@ = 2 

:FINALEC_57117
00D6: if 
0039:   204@ == 2 
004D: jump_if_false @FINALEC_57170 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @FINALEC_57170 
000A: 203@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 204@ = 0 

:FINALEC_57170
0051: return 

:FINALEC_57172
068D: get_camera_position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0009: $TEMPVAR_Z_COORD += 1.5 
00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0051: return 

:FINALEC_57209
0615: define_AS_pack_begin 184@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 107@ 
0616: define_AS_pack_end 184@ 
0618: assign_actor 102@ to_AS_pack 184@ 
061B: remove_references_to_AS_pack 184@ 
0051: return 

:FINALEC_57247
0615: define_AS_pack_begin 98@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 98@ 
0618: assign_actor 102@ to_AS_pack 98@ 
061B: remove_references_to_AS_pack 98@ 
0051: return 

:FINALEC_57291
0615: define_AS_pack_begin 99@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 99@ 
0618: assign_actor 102@ to_AS_pack 99@ 
061B: remove_references_to_AS_pack 99@ 
0051: return 

:FINALEC_57329
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if 
0039:   201@ == 1 
004D: jump_if_false @FINALEC_57381 
00BC: show_text_highpriority GXT 'RM4_46' time 5000 flag 1  // ~r~You wrecked your car!

:FINALEC_57381
00D6: if 
0039:   198@ == 7 
004D: jump_if_false @FINALEC_57415 
00BC: show_text_highpriority GXT 'RM4_45' time 7000 flag 1  // ~r~Sweet died! You are supposed to catch him, next time get your car underneath Sweet when he begins to lose grip!

:FINALEC_57415
00D6: if 
0039:   202@ == 1 
004D: jump_if_false @FINALEC_57449 
00BC: show_text_highpriority GXT 'RM4_50' time 5000 flag 1  // ~r~You lost Sweet! Next time stay closer!

:FINALEC_57449
0051: return 

:FINALEC_57451
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'RIOT_4'  // End Of The Line
030C: progress_made = 1 
0164: disable_marker $622 
0164: disable_marker $MARKER_SWEET_HOUSE 
0008: $RIOT_TOTAL_PASSED_MISSIONS += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 150 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0394: play_music 1 
0998: add_respect 150 
0051: return 

:FINALEC_57525
0A45: set_rail_tracks_friction_to -1.0 
0151: remove_status_text $8011 
0151: remove_status_text $8013 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
0164: disable_marker 115@ 
0164: disable_marker 238@ 
0164: disable_marker 239@ 
0164: disable_marker 240@ 
0164: disable_marker 241@ 
0164: disable_marker 242@ 
0164: disable_marker 243@ 
0164: disable_marker 244@ 
0164: disable_marker 245@ 
0164: disable_marker 247@ 
0164: disable_marker 248@ 
0164: disable_marker 278@ 
0164: disable_marker 279@ 
0650: destroy_particle 280@ 
0650: destroy_particle 281@ 
0650: destroy_particle 282@ 
0650: destroy_particle 283@ 
0650: destroy_particle 284@ 
0650: destroy_particle 285@ 
0650: destroy_particle 286@ 
034F: destroy_actor_with_fade $ACTOR_SWEET 
034F: destroy_actor_with_fade 49@ 
034F: destroy_actor_with_fade 158@ 
034F: destroy_actor_with_fade 159@ 
031A: remove_all_fires 
03C7: set_sensitivity_to_crime 1.0 
01F0: set_max_wanted_level_to 6 
01EB: set_traffic_density_multiplier_to 3.0 
03DE: set_pedestrians_density_multiplier_to 4.0 
0249: release_model #STREAK 
0249: release_model #FIRELA 
0249: release_model #LAPD1 
0249: release_model #SULTAN 
0249: release_model #FELTZER 
04EF: release_animation "FINALE" 
04EF: release_animation "FINALE2" 
0249: release_model #LSV2 
0249: release_model #BALLAS1 
0249: release_model #LA_FUCKCAR1 
0249: release_model #LA_FUCKCAR2 
0249: release_model #MICRO_UZI 
0249: release_model #COPCARLA 
0249: release_model #SANCHEZ 
0249: release_model #MOLOTOV 
0249: release_model #LSV3 
0249: release_model #TORNADO 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_57828 
02AC: set_car 153@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FINALEC_57828
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_57866 
020A: set_car 152@ door_status_to 1 
02AC: set_car 152@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FINALEC_57866
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FINALEC_57904 
0489: set_actor $PLAYER_ACTOR muted 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FINALEC_57904
01B7: release_weather 
06D7: enable_train_traffic 1 
06D0: enable_emergency_traffic 1 
03C7: set_sensitivity_to_crime 1.0 
01EB: set_traffic_density_multiplier_to 3.0 
03DE: set_pedestrians_density_multiplier_to 3.0 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 113---------------
// Originally: Shooting range

:SHRANGE
03A4: name_thread 'SHRANGE' 
0111: set_wasted_busted_check 0 
0004: $ONMISSION = 1 
0004: $ONMISSION_SHOOTING = 1 
0005: $8017 = 286.1649 
0005: $8021 = -30.9591 
0005: $8018 = 301.8877 
0005: $8022 = -77.2586 
0005: $8019 = 306.4883 
0005: $8023 = -141.9047 
0005: $8020 = 307.0919 
0005: $8024 = -159.2197 
0004: $8057[0] = -319 
0004: $8057[1] = -320 
0004: $8057[2] = -321 
0004: $8057[3] = -322 
0004: $8057[4] = -323 
0004: $8057[5] = -324 
0004: $8057[6] = -325 
0004: $8057[7] = -326 
0005: $8038[1] = 0.275 
0005: $8046[1] = -3.502 
0005: $8038[2] = -0.214 
0005: $8046[2] = -3.479 
0005: $8038[3] = 0.245 
0005: $8046[3] = -2.791 
0005: $8038[4] = -0.168 
0005: $8046[4] = -2.806 
0005: $8038[5] = 0.079 
0005: $8046[5] = -2.123 
0005: $8038[6] = -0.589 
0005: $8046[6] = -2.317 
0005: $8038[7] = -0.357 
0005: $8046[7] = -1.855 
0007: 35@ = 290.6264 
0007: 39@ = -24.5548 
0007: 43@ = 1000.523 
0007: 47@ = 3.0583 
0007: 51@ = 6.1726 
0007: 55@ = -13.6242 
0007: 59@ = 0.0 
0007: 36@ = 303.0788 
0007: 40@ = -61.2269 
0007: 44@ = 1000.523 
0007: 48@ = 2.9464 
0007: 52@ = 6.0799 
0007: 56@ = -13.6242 
0007: 60@ = 270.0 
0007: 37@ = 300.1018 
0007: 41@ = -137.0399 
0007: 45@ = 1003.055 
0007: 49@ = 3.1341 
0007: 53@ = 6.1264 
0007: 57@ = -13.6242 
0007: 61@ = 90.0 
0007: 38@ = 299.4518 
0007: 42@ = -166.3517 
0007: 46@ = 998.6105 
0007: 50@ = 3.0055 
0007: 54@ = 4.6018 
0007: 58@ = -13.6242 
0007: 62@ = 90.0 
0004: $SHOOTING_INDEX = 0 

:SHRANGE_600
00D6: if 
001A:   3 > $SHOOTING_INDEX 
004D: jump_if_false @SHRANGE_723 
0004: $8089($SHOOTING_INDEX,3i) = 1 
0004: $8086($SHOOTING_INDEX,3i) = 0 
0004: $8028($SHOOTING_INDEX,4i) = 0 
0004: $8025($SHOOTING_INDEX,3i) = 0 
0004: $8032($SHOOTING_INDEX,3i) = 0 
0005: $8054($SHOOTING_INDEX,3f) = 90.0 
0004: $8121($SHOOTING_INDEX,3i) = 0 
0004: $8071($SHOOTING_INDEX,3i) = 0 
0008: $SHOOTING_INDEX += 1 
0002: jump @SHRANGE_600 

:SHRANGE_723
0004: $8070 = 0 
0004: $8075 = 0 
0004: $8076 = 0 
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
00D6: if 
0038:   $STAT_UNLOCKED_CITIES_NUMBER == 0 
004D: jump_if_false @SHRANGE_777 
0004: $5273 = 2 

:SHRANGE_777
00D6: if 
0038:   $STAT_UNLOCKED_CITIES_NUMBER == 0 
004D: jump_if_false @SHRANGE_827 
00D6: if 
0038:   $5273 == 2 
004D: jump_if_false @SHRANGE_820 
0004: $5274 = 1 

:SHRANGE_820
0004: $5273 = 3 

:SHRANGE_827
00D6: if 
0018:   $STAT_UNLOCKED_CITIES_NUMBER > 0 
004D: jump_if_false @SHRANGE_877 
00D6: if 
001A:   4 > $5273 
004D: jump_if_false @SHRANGE_870 
0004: $5274 = 1 

:SHRANGE_870
0004: $5273 = 4 

:SHRANGE_877
07E5: copy_decision_maker 65538 to $8069 
0708: reset_decision_maker $8069 event 15 
0709: set_decision_maker $8069 on_event 15 taskID 300 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
03CF: load_wav 1801 as 4 
0247: load_model #TARGET_HEAD 
0247: load_model #TARGET_LARM 
0247: load_model #TARGET_RARM 
0247: load_model #TARGET_LLEG 
0247: load_model #TARGET_RLEG 
0247: load_model #TARGET_RTORSO 
0247: load_model #TARGET_LTORSO 
0247: load_model #TARGET_FRAME 
0247: load_model #SILENCED 
0247: load_model #SHOTGSPA 
0247: load_model #MINIGUN 
0247: load_model #M4 

:SHRANGE_995
00D6: if or
8248:   not model #SILENCED available 
8248:   not model #SHOTGSPA available 
8248:   not model #MINIGUN available 
8248:   not model #M4 available 
004D: jump_if_false @SHRANGE_1037 
0001: wait 0 ms 
0002: jump @SHRANGE_995 

:SHRANGE_1037
00D6: if or
8248:   not model #TARGET_HEAD available 
8248:   not model #TARGET_LARM available 
8248:   not model #TARGET_RARM available 
8248:   not model #TARGET_LLEG available 
8248:   not model #TARGET_RLEG available 
004D: jump_if_false @SHRANGE_1084 
0001: wait 0 ms 
0002: jump @SHRANGE_1037 

:SHRANGE_1084
00D6: if or
8248:   not model #TARGET_RTORSO available 
8248:   not model #TARGET_LTORSO available 
8248:   not model #TARGET_FRAME available 
83D0:   not wav 4 loaded 
004D: jump_if_false @SHRANGE_1125 
0001: wait 0 ms 
0002: jump @SHRANGE_1084 

:SHRANGE_1125
00D6: if 
0038:   $ONMISSION_SHOOTING == 47 
004D: jump_if_false @SHRANGE_1201 
029B: $8097[0] = init_object $8057($SHOOTING_INDEX,8i) at 293.757 1.0 1000.516 
0376: $8094[0] = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0107: $8065 = create_object #POOLCUE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:SHRANGE_1201
077E: get_active_interior_to $8074 

:SHRANGE_1206
00D6: if 
0736:   is_keyboard_key_just_pressed 87 
004D: jump_if_false @SHRANGE_1298 
0004: $SHOOTING_INDEX = 9 

:SHRANGE_1228
00D6: if 
001A:   16 > $SHOOTING_INDEX 
004D: jump_if_false @SHRANGE_1291 
00D6: if 
03CA:   object $8097($SHOOTING_INDEX,24i) exists 
004D: jump_if_false @SHRANGE_1277 
0723: break_object $8097($SHOOTING_INDEX,24i) intensity 1 

:SHRANGE_1277
0008: $SHOOTING_INDEX += 1 
0002: jump @SHRANGE_1228 

:SHRANGE_1291
0004: $8126 = 20 

:SHRANGE_1298
0001: wait 0 ms 
077E: get_active_interior_to $SHOOTING_INDEX 
00D6: if 
803A:   not  $SHOOTING_INDEX == $8074 // (int) 
004D: jump_if_false @SHRANGE_1333 
0002: jump @SHRANGE_17017 

:SHRANGE_1333
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHRANGE_1370 
0050: gosub @SHRANGE_13478 
0050: gosub @SHRANGE_11089 
0050: gosub @SHRANGE_1379 

:SHRANGE_1370
0002: jump @SHRANGE_1206 
004E: end_thread 

:SHRANGE_1379
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @SHRANGE_1444 
00D6: if 
8038:   not  $8070 == 0 
004D: jump_if_false @SHRANGE_1444 
00BE: text_clear_all 
0006: 34@ = 1 
0004: $8070 = 20 
0004: $8075 = 1 
0004: $8076 = 0 

:SHRANGE_1444
0871: init_jump_table $8070 total_jumps 7 default_jump 0 @SHRANGE_11087 jumps 0 @SHRANGE_1507 1 @SHRANGE_1813 2 @SHRANGE_5136 3 @SHRANGE_5349 4 @SHRANGE_6544 5 @SHRANGE_8395 20 @SHRANGE_10212 

:SHRANGE_1507
00D6: if 
0038:   $SHOOTING_INDEX_2 == 0 
004D: jump_if_false @SHRANGE_1580 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 286.1649 -30.9591 1000.516 radius 2.0 2.0 2.0 
004D: jump_if_false @SHRANGE_1580 
0004: $8070 = 1 

:SHRANGE_1580
00D6: if 
0038:   $SHOOTING_INDEX_2 == 1 
004D: jump_if_false @SHRANGE_1653 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 301.8877 -77.2586 1000.523 radius 2.0 2.0 2.0 
004D: jump_if_false @SHRANGE_1653 
0004: $8070 = 1 

:SHRANGE_1653
00D6: if 
0038:   $SHOOTING_INDEX_2 == 2 
004D: jump_if_false @SHRANGE_1726 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 306.4883 -141.9047 1003.055 radius 2.0 2.0 2.0 
004D: jump_if_false @SHRANGE_1726 
0004: $8070 = 1 

:SHRANGE_1726
00D6: if 
0038:   $SHOOTING_INDEX_2 == 3 
004D: jump_if_false @SHRANGE_1799 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 307.0919 -159.2197 998.601 radius 2.0 2.0 2.0 
004D: jump_if_false @SHRANGE_1799 
0004: $8070 = 1 

:SHRANGE_1799
0006: 64@ = 0 
0002: jump @SHRANGE_11087 

:SHRANGE_1813
00D6: if 
0018:   $5287 > 0 
004D: jump_if_false @SHRANGE_1881 
00D6: if and
001A:   7 > $8075 
0018:   $8075 > 0 
004D: jump_if_false @SHRANGE_1881 
0004: $8075 = 7 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 
00BE: text_clear_all 

:SHRANGE_1881
00D6: if 
0038:   $8075 == 0 
004D: jump_if_false @SHRANGE_2033 
0006: 34@ = 0 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 3 weapon $8135 ammo $8131 model $8139 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $8136 ammo $8132 model $8140 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 5 weapon $8137 ammo $8133 model $8141 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 6 weapon $8138 ammo $8134 model $8142 
0004: $8124 = 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0169: set_fade_color_RGB 0 0 0 
08F8: display_stat_update_box 1 
016A: fade 0 time 1000 
0004: $8075 = 1 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1500 

:SHRANGE_2033
00D6: if 
0038:   $8075 == 1 
004D: jump_if_false @SHRANGE_2267 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2267 
02A3: enable_widescreen 1 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'ANR_1' time 4000 flag 1  // Test your skills in the Ammu-Nation shooting range challenge.
00BB: show_text_lowpriority GXT 'ANR_2' time 4000 flag 1  // Compete against two other competitors firing a range of weapons.
00BB: show_text_lowpriority GXT 'ANR_3' time 4000 flag 1  // You must finish first in each round to progress to the next.
0005: $8083 = -0.83 
0005: $8084 = 0.47 
0005: $TEMPVAR_FLOAT_3 = 1.7 
0050: gosub @SHRANGE_16849 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
0005: $8083 = 0.17 
0005: $8084 = 0.63 
0005: $TEMPVAR_FLOAT_3 = 1.7 
0050: gosub @SHRANGE_16849 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 
016A: fade 1 time 1000 
0004: $8075 = 2 
008A: $8076 = 32@ // (int) 
0008: $8076 += 4000 

:SHRANGE_2267
00D6: if 
0038:   $8075 == 2 
004D: jump_if_false @SHRANGE_2461 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2461 
0004: $8086[1] = 3 
0004: $8089[1] = 0 
0005: $8083 = -0.63 
0005: $8084 = -3.47 
0005: $TEMPVAR_FLOAT_3 = 0.2 
0050: gosub @SHRANGE_16849 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
0005: $8083 = 0.4 
0005: $8084 = -2.5 
0005: $TEMPVAR_FLOAT_3 = 0.5 
0050: gosub @SHRANGE_16849 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 
016A: fade 1 time 1000 
0004: $8075 = 3 
008A: $8076 = 32@ // (int) 
0008: $8076 += 2000 

:SHRANGE_2461
00D6: if 
0038:   $8075 == 3 
004D: jump_if_false @SHRANGE_2590 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2590 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 99999 // Load the weapon model before using this 
0005: $8083 = 0.0 
005F: $8083 += 47@($SHOOTING_INDEX_2,4f) // (float) 
0005: $8084 = -1.0 
0050: gosub @SHRANGE_16849 
05D3: AS_actor $PLAYER_ACTOR goto_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 mode 4 time -2 ms // versionA 
0004: $8075 = 4 
008A: $8076 = 32@ // (int) 
0008: $8076 += 3000 

:SHRANGE_2590
00D6: if 
0038:   $8075 == 4 
004D: jump_if_false @SHRANGE_3034 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_3034 
0004: $8086[1] = 4 
0088: $8081 = 59@($SHOOTING_INDEX_2,4f) // (float) 
0009: $8081 += 90.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to $8081 
0088: $8083 = 47@($SHOOTING_INDEX_2,4f) // (float) 
000D: $8083 -= 0.8201 
0005: $8084 = -0.4944 
0005: $TEMPVAR_FLOAT_3 = 2.1312 
0050: gosub @SHRANGE_16849 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
0088: $8083 = 47@($SHOOTING_INDEX_2,4f) // (float) 
000D: $8083 -= 0.1125 
0005: $8084 = -0.0237 
0005: $TEMPVAR_FLOAT_3 = 1.6042 
0050: gosub @SHRANGE_16849 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 
0088: $8083 = 47@($SHOOTING_INDEX_2,4f) // (float) 
0005: $8084 = -2.0 
0005: $TEMPVAR_FLOAT_3 = 0.0 
0050: gosub @SHRANGE_16849 
08C7: put_actor $PLAYER_ACTOR at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 dont_warp_gang 
0088: $8083 = 47@($SHOOTING_INDEX_2,4f) // (float) 
0005: $8084 = 0.0 
0005: $TEMPVAR_FLOAT_3 = 0.0 
0050: gosub @SHRANGE_16849 
0173: set_actor $PLAYER_ACTOR Z_angle_to 59@($SHOOTING_INDEX_2,4f) 
05D3: AS_actor $PLAYER_ACTOR goto_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 mode 4 time -2 ms // versionA 
00D6: if 
0038:   $8124 == 0 
004D: jump_if_false @SHRANGE_2955 
0004: $8028[0] = 1 
0004: $8028[2] = 1 

:SHRANGE_2955
0004: $8086[0] = 1 
0004: $8086[2] = 1 
0004: $8032[0] = 0 
0004: $8032[1] = 0 
0004: $8032[2] = 0 
0004: $8025[0] = 1 
0004: $8025[1] = 1 
0004: $8025[2] = 1 
0004: $8075 = 5 
008A: $8076 = 32@ // (int) 
0008: $8076 += 3000 

:SHRANGE_3034
00D6: if 
0038:   $8075 == 5 
004D: jump_if_false @SHRANGE_3225 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_3225 
00BE: text_clear_all 
00BA: show_text_styled GXT 'ANR_6' time 2000 style 1  // MP5 ~n~Round 1
0005: $8083 = 2.1566 
0005: $8084 = 2.4369 
0005: $TEMPVAR_FLOAT_3 = 1.4565 
0050: gosub @SHRANGE_16849 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
0005: $8083 = 1.9771 
0005: $8084 = 3.4129 
0005: $TEMPVAR_FLOAT_3 = 1.3326 
0050: gosub @SHRANGE_16849 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 
0004: $8075 = 6 
008A: $8076 = 32@ // (int) 
0008: $8076 += 3000 

:SHRANGE_3225
00D6: if 
0038:   $8075 == 6 
004D: jump_if_false @SHRANGE_3464 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_3464 
00D6: if 
8118:   not actor $8094[0] dead 
004D: jump_if_false @SHRANGE_3285 
02E2: set_actor $8094[0] weapon_accuracy_to 100 

:SHRANGE_3285
03D6: remove_styled_text 'ANR_6'  // MP5 ~n~Round 1
00BB: show_text_lowpriority GXT 'ANR_7' time 4000 flag 1  // Destroy the targets in your lane as they appear. Aim for the red markers on each target.
00BB: show_text_lowpriority GXT 'ANR_10' time 4000 flag 1  // Be the first to destroy three targets.
0005: $8083 = 0.7525 
0005: $8084 = -0.3628 
0005: $TEMPVAR_FLOAT_3 = 1.6174 
0050: gosub @SHRANGE_16849 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
0005: $8083 = 0.1734 
0005: $8084 = 0.446 
0005: $TEMPVAR_FLOAT_3 = 1.5146 
0050: gosub @SHRANGE_16849 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 
0004: $8075 = 7 
008A: $8076 = 32@ // (int) 
0008: $8076 += 8000 

:SHRANGE_3464
00D6: if 
0038:   $8075 == 7 
004D: jump_if_false @SHRANGE_3595 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_3595 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SHRANGE_3517 

:SHRANGE_3517
00D6: if 
0038:   $5287 == 0 
004D: jump_if_false @SHRANGE_3572 
0004: $5287 = 1 
016A: fade 0 time 1000 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 
0002: jump @SHRANGE_3588 

:SHRANGE_3572
00BA: show_text_styled GXT 'ANR_6' time 2000 style 1  // MP5 ~n~Round 1

:SHRANGE_3588
0004: $8075 = 8 

:SHRANGE_3595
00D6: if 
0038:   $8075 == 8 
004D: jump_if_false @SHRANGE_3903 
00D6: if and
816B:   not fading 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_3903 
0088: $8083 = 47@($SHOOTING_INDEX_2,4f) // (float) 
0005: $8084 = 0.0 
0005: $TEMPVAR_FLOAT_3 = 0.0 
0050: gosub @SHRANGE_16849 
00D6: if 
83CA:   not object $8065 exists 
004D: jump_if_false @SHRANGE_3725 
0107: $8065 = create_object #POOLCUE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0750: set_object $8065 visibility 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 59@($SHOOTING_INDEX_2,4f) 

:SHRANGE_3725
0792: disembark_instantly_actor $PLAYER_ACTOR 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 23 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 1 
00D6: if 
0038:   $8124 == 0 
004D: jump_if_false @SHRANGE_3799 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 99999 // Load the weapon model before using this 

:SHRANGE_3799
0004: $8086[1] = 4 
0004: $8089[1] = 0 
0004: $8075 = 9 
008A: $8076 = 32@ // (int) 
0008: $8076 += 800 
00D6: if 
0038:   $8124 == 0 
004D: jump_if_false @SHRANGE_3868 
0004: $8028[0] = 1 
0004: $8028[2] = 1 

:SHRANGE_3868
0004: $8086[0] = 1 
0004: $8086[2] = 1 
0004: $8032[0] = 4 
0004: $8032[1] = 4 
0004: $8032[2] = 4 

:SHRANGE_3903
00D6: if 
0038:   $8075 == 9 
004D: jump_if_false @SHRANGE_4082 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_4082 
016A: fade 1 time 1000 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 23 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0004: $8032[0] = 0 
0004: $8032[1] = 0 
0004: $8032[2] = 0 
0004: $8025[0] = 1 
0004: $8025[1] = 1 
0004: $8025[2] = 1 
00D6: if 
0038:   $5274 == 1 
004D: jump_if_false @SHRANGE_4075 
03E5: show_text_box 'ANR_56'  // A new weapon challenge is available.
0004: $5274 = 0 

:SHRANGE_4075
0004: $8075 = 10 

:SHRANGE_4082
00D6: if 
0038:   $8075 == 10 
004D: jump_if_false @SHRANGE_4165 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_4165 
00BA: show_text_styled GXT 'RACE2' time 1000 style 4  // ~s~3
0004: $8075 = 11 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 
01B4: set_player $PLAYER_CHAR can_move 1 

:SHRANGE_4165
00D6: if 
0038:   $8075 == 11 
004D: jump_if_false @SHRANGE_4241 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_4241 
00BA: show_text_styled GXT 'RACE3' time 1000 style 4  // ~s~2
0004: $8075 = 12 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 

:SHRANGE_4241
00D6: if 
0038:   $8075 == 12 
004D: jump_if_false @SHRANGE_4317 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_4317 
00BA: show_text_styled GXT 'RACE4' time 1000 style 4  // ~s~1
0004: $8075 = 13 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 

:SHRANGE_4317
00D6: if 
0038:   $8075 == 13 
004D: jump_if_false @SHRANGE_4400 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_4400 
00BA: show_text_styled GXT 'RACE5' time 1000 style 4  // ~s~GO!
0004: $8075 = 14 
00D6: if 
8118:   not actor $8094[0] dead 
004D: jump_if_false @SHRANGE_4400 
02E2: set_actor $8094[0] weapon_accuracy_to 80 

:SHRANGE_4400
00D6: if 
0038:   $8075 == 14 
004D: jump_if_false @SHRANGE_4432 
0004: $8070 = 2 
0004: $8075 = 0 

:SHRANGE_4432
00D6: if 
0038:   $8075 == 16 
004D: jump_if_false @SHRANGE_4651 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_4651 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SHRANGE_4621 
00D6: if 
83CA:   not object $8065 exists 
004D: jump_if_false @SHRANGE_4621 
0088: $8083 = 47@($SHOOTING_INDEX_2,4f) // (float) 
0005: $8084 = 0.0 
0005: $TEMPVAR_FLOAT_3 = 0.0 
0050: gosub @SHRANGE_16849 
0107: $8065 = create_object #POOLCUE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0750: set_object $8065 visibility 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 59@($SHOOTING_INDEX_2,4f) 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 23 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 1 

:SHRANGE_4621
016A: fade 0 time 1000 
008A: $8076 = 32@ // (int) 
0008: $8076 += 2500 
0004: $8075 = 17 

:SHRANGE_4651
00D6: if 
0038:   $8075 == 17 
004D: jump_if_false @SHRANGE_5036 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_5036 
00D6: if 
0038:   $8124 == 3 
004D: jump_if_false @SHRANGE_4755 
01B2: give_actor $PLAYER_ACTOR weapon 27 ammo 99999 // Load the weapon model before using this 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 27 

:SHRANGE_4755
00D6: if 
0038:   $8124 == 6 
004D: jump_if_false @SHRANGE_4822 
01B2: give_actor $PLAYER_ACTOR weapon 31 ammo 99999 // Load the weapon model before using this 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 31 

:SHRANGE_4822
00D6: if 
0038:   $8124 == 9 
004D: jump_if_false @SHRANGE_4889 
01B2: give_actor $PLAYER_ACTOR weapon 38 ammo 99999 // Load the weapon model before using this 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 38 

:SHRANGE_4889
016A: fade 1 time 1000 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0038:   $8124 == 3 
004D: jump_if_false @SHRANGE_4945 
00BA: show_text_styled GXT 'ANR_47' time 3000 style 1  // Minigun ~n~Round 1

:SHRANGE_4945
00D6: if 
0038:   $8124 == 6 
004D: jump_if_false @SHRANGE_4979 
00BA: show_text_styled GXT 'ANR_23' time 3000 style 1  // Sawnoff ~n~Round 1

:SHRANGE_4979
00D6: if 
0038:   $8124 == 9 
004D: jump_if_false @SHRANGE_5013 
00BA: show_text_styled GXT 'ANR_50' time 3000 style 1  // M4 ~n~Round 1

:SHRANGE_5013
008A: $8076 = 32@ // (int) 
0008: $8076 += 4000 
0004: $8075 = 18 

:SHRANGE_5036
00D6: if 
0038:   $8075 == 18 
004D: jump_if_false @SHRANGE_5129 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_5129 
0004: $8032[0] = 0 
0004: $8032[1] = 0 
0004: $8032[2] = 0 
0006: 64@ = 0 
0004: $8025[0] = 1 
0004: $8025[1] = 1 
0004: $8025[2] = 1 
0004: $8075 = 10 

:SHRANGE_5129
0002: jump @SHRANGE_11087 

:SHRANGE_5136
00D6: if 
0038:   $8075 == 0 
004D: jump_if_false @SHRANGE_5207 
00D6: if 
8118:   not actor $8094[0] dead 
004D: jump_if_false @SHRANGE_5177 
02E2: set_actor $8094[0] weapon_accuracy_to 87 

:SHRANGE_5177
00D6: if 
8118:   not actor $8094[2] dead 
004D: jump_if_false @SHRANGE_5200 
02E2: set_actor $8094[2] weapon_accuracy_to 87 

:SHRANGE_5200
0004: $8075 = 1 

:SHRANGE_5207
00D6: if 
0038:   $8075 == 1 
004D: jump_if_false @SHRANGE_5342 
00D6: if and
0038:   $8032[0] == 3 
0038:   $8025[0] == 3 
004D: jump_if_false @SHRANGE_5264 
0004: $8070 = 20 
0004: $8075 = 0 

:SHRANGE_5264
00D6: if and
0038:   $8032[2] == 3 
0038:   $8025[2] == 3 
004D: jump_if_false @SHRANGE_5303 
0004: $8070 = 20 
0004: $8075 = 0 

:SHRANGE_5303
00D6: if and
0038:   $8032[1] == 3 
0038:   $8025[1] == 3 
004D: jump_if_false @SHRANGE_5342 
0004: $8070 = 3 
0004: $8075 = 0 

:SHRANGE_5342
0002: jump @SHRANGE_11087 

:SHRANGE_5349
00D6: if 
0038:   $8075 == 0 
004D: jump_if_false @SHRANGE_5946 
00D6: if or
0038:   $8124 == 0 
0038:   $8124 == 3 
0038:   $8124 == 6 
0038:   $8124 == 9 
004D: jump_if_false @SHRANGE_5422 
00BA: show_text_styled GXT 'ANR_41' time 2000 style 1  // Round 1 Passed!

:SHRANGE_5422
00D6: if or
0038:   $8124 == 1 
0038:   $8124 == 4 
0038:   $8124 == 7 
0038:   $8124 == 10 
004D: jump_if_false @SHRANGE_5477 
00BA: show_text_styled GXT 'ANR_42' time 2000 style 1  // Round 2 Passed!

:SHRANGE_5477
00D6: if or
0038:   $8124 == 2 
0038:   $8124 == 5 
0038:   $8124 == 8 
004D: jump_if_false @SHRANGE_5546 
008A: $8076 = 32@ // (int) 
0008: $8076 += 5500 
0004: $8032[0] = 5 
0004: $8032[1] = 5 
0004: $8032[2] = 5 

:SHRANGE_5546
00D6: if 
0038:   $8124 == 11 
004D: jump_if_false @SHRANGE_5617 
00BA: show_text_styled GXT 'ANR_45' time 3000 style 1  // ~s~You've completed the Ammu-Nation challenge.
008A: $8076 = 32@ // (int) 
0008: $8076 += 5500 
0004: $8032[0] = 5 
0004: $8032[1] = 5 
0004: $8032[2] = 5 

:SHRANGE_5617
00D6: if 
003A:   $8124 == $1861 // (int) 
004D: jump_if_false @SHRANGE_5939 
00D6: if or
0038:   $8124 == 0 
0038:   $8124 == 1 
004D: jump_if_false @SHRANGE_5670 
0624: add 50.0 to_float_stat 69 

:SHRANGE_5670
00D6: if or
0038:   $8124 == 3 
0038:   $8124 == 4 
004D: jump_if_false @SHRANGE_5704 
0624: add 50.0 to_float_stat 75 

:SHRANGE_5704
00D6: if or
0038:   $8124 == 6 
0038:   $8124 == 7 
004D: jump_if_false @SHRANGE_5738 
0624: add 50.0 to_float_stat 72 

:SHRANGE_5738
00D6: if or
0038:   $8124 == 9 
0038:   $8124 == 10 
004D: jump_if_false @SHRANGE_5772 
0624: add 50.0 to_float_stat 77 

:SHRANGE_5772
00D6: if 
0038:   $8124 == 2 
004D: jump_if_false @SHRANGE_5803 
0624: add 100.0 to_float_stat 69 
030C: progress_made = 1 

:SHRANGE_5803
00D6: if 
0038:   $8124 == 5 
004D: jump_if_false @SHRANGE_5834 
0624: add 100.0 to_float_stat 75 
030C: progress_made = 1 

:SHRANGE_5834
00D6: if 
0038:   $8124 == 8 
004D: jump_if_false @SHRANGE_5865 
0624: add 100.0 to_float_stat 72 
030C: progress_made = 1 

:SHRANGE_5865
00D6: if 
0038:   $8124 == 11 
004D: jump_if_false @SHRANGE_5924 
0624: add 100.0 to_float_stat 77 
062A: change_float_stat 69 to 1000.0 
0109: player $PLAYER_CHAR money = 100000 
030C: progress_made = 1 
0394: play_music 2 
0004: $5272 = 1 

:SHRANGE_5924
0008: $1861 += 1 
0629: change_integer_stat 174 to $1861 

:SHRANGE_5939
0004: $8075 = 1 

:SHRANGE_5946
00D6: if 
0038:   $8075 == 1 
004D: jump_if_false @SHRANGE_6537 
00D6: if 
0038:   $8124 == 0 
004D: jump_if_false @SHRANGE_5996 
0004: $8070 = 4 
0004: $8075 = 0 

:SHRANGE_5996
00D6: if or
0038:   $8124 == 3 
0038:   $8124 == 6 
0038:   $8124 == 9 
004D: jump_if_false @SHRANGE_6042 
0004: $8070 = 4 
0004: $8075 = 10 

:SHRANGE_6042
00D6: if 
0038:   $8124 == 1 
004D: jump_if_false @SHRANGE_6074 
0004: $8070 = 5 
0004: $8075 = 0 

:SHRANGE_6074
00D6: if or
0038:   $8124 == 4 
0038:   $8124 == 7 
0038:   $8124 == 10 
004D: jump_if_false @SHRANGE_6120 
0004: $8070 = 5 
0004: $8075 = 10 

:SHRANGE_6120
00D6: if or
0038:   $8124 == 2 
0038:   $8124 == 5 
0038:   $8124 == 8 
004D: jump_if_false @SHRANGE_6166 
0004: $8070 = 1 
0004: $8075 = 16 

:SHRANGE_6166
00D6: if 
0038:   $8124 == 2 
004D: jump_if_false @SHRANGE_6228 
0004: $8028[0] = 2 
0004: $8028[2] = 2 
0004: $8086[0] = 1 
0004: $8086[2] = 1 
00BA: show_text_styled GXT 'ANR_29' time 2000 style 1  // MP5 Challenge Passed

:SHRANGE_6228
00D6: if 
0038:   $8124 == 5 
004D: jump_if_false @SHRANGE_6290 
0004: $8028[0] = 3 
0004: $8028[2] = 3 
0004: $8086[0] = 1 
0004: $8086[2] = 1 
00BA: show_text_styled GXT 'ANR_53' time 2000 style 1  // Minigun Challenge Passed

:SHRANGE_6290
00D6: if 
0038:   $8124 == 8 
004D: jump_if_false @SHRANGE_6352 
0004: $8028[0] = 4 
0004: $8028[2] = 4 
0004: $8086[0] = 1 
0004: $8086[2] = 1 
00BA: show_text_styled GXT 'ANR_31' time 2000 style 1  // Sawnoff Challenge Passed

:SHRANGE_6352
00D6: if 
0038:   $8124 == 5 
004D: jump_if_false @SHRANGE_6425 
00D6: if 
002A:   2 >= $5273 
004D: jump_if_false @SHRANGE_6409 
0004: $8070 = 20 
0004: $8075 = 1 
0002: jump @SHRANGE_6425 

:SHRANGE_6409
00BB: show_text_lowpriority GXT 'ANR_44' time 4000 flag 1  // ~s~Congratulations, you've mastered that weapon. Now let's see you try with another.

:SHRANGE_6425
00D6: if 
0038:   $8124 == 8 
004D: jump_if_false @SHRANGE_6498 
00D6: if 
002A:   3 >= $5273 
004D: jump_if_false @SHRANGE_6482 
0004: $8070 = 20 
0004: $8075 = 1 
0002: jump @SHRANGE_6498 

:SHRANGE_6482
00BB: show_text_lowpriority GXT 'ANR_44' time 4000 flag 1  // ~s~Congratulations, you've mastered that weapon. Now let's see you try with another.

:SHRANGE_6498
00D6: if 
0038:   $8124 == 11 
004D: jump_if_false @SHRANGE_6530 
0004: $8070 = 20 
0004: $8075 = 1 

:SHRANGE_6530
0008: $8124 += 1 

:SHRANGE_6537
0002: jump @SHRANGE_11087 

:SHRANGE_6544
00D6: if 
0038:   $8075 == 0 
004D: jump_if_false @SHRANGE_6655 
0004: $8071[0] = 0 
0004: $8071[1] = 0 
0004: $8071[2] = 0 
0004: $8032[0] = 5 
0004: $8032[1] = 5 
0004: $8032[2] = 5 
0004: $8025[0] = 4 
0004: $8025[1] = 4 
0004: $8025[2] = 4 
0004: $8075 = 1 
008A: $8076 = 32@ // (int) 
0008: $8076 += 6000 
0006: 64@ = 0 

:SHRANGE_6655
00D6: if 
0038:   $8075 == 1 
004D: jump_if_false @SHRANGE_6748 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_6748 
00D6: if 
001A:   3 > $5287 
004D: jump_if_false @SHRANGE_6725 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:SHRANGE_6725
0004: $8075 = 2 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1500 

:SHRANGE_6748
00D6: if 
0038:   $8075 == 2 
004D: jump_if_false @SHRANGE_7053 
00D6: if 
0018:   $5287 > 1 
004D: jump_if_false @SHRANGE_6857 
00BE: text_clear_all 
00D6: if 
03CA:   object $8097[8] exists 
004D: jump_if_false @SHRANGE_6807 
0108: destroy_object $8097[8] 

:SHRANGE_6807
03D6: remove_styled_text 'ANR_18'  // MP5 ~n~Round 2
03D6: remove_styled_text 'ANR_19'  // MP5 ~n~Round 3
0004: $8076 = 0 
0004: $8075 = 3 
0004: $8076 = 0 
0002: jump @SHRANGE_7053 

:SHRANGE_6857
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_7053 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 1 
03D6: remove_styled_text 'ANR_41'  // Round 1 Passed!
00BA: show_text_styled GXT 'ANR_18' time 4000 style 1  // MP5 ~n~Round 2
00BB: show_text_lowpriority GXT 'ANR_9' time 4000 flag 1  // In this round the targets will advance towards the player.
00BB: show_text_lowpriority GXT 'ANR_10' time 3000 flag 1  // Be the first to destroy three targets.
0005: $8083 = -2.0835 
0005: $8084 = 6.0428 
0005: $TEMPVAR_FLOAT_3 = 0.0387 
0050: gosub @SHRANGE_16849 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
0004: $8075 = 3 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 
0004: $8032[0] = 0 
0004: $8032[1] = 0 
0004: $8032[2] = 0 

:SHRANGE_7053
00D6: if 
0038:   $8075 == 3 
004D: jump_if_false @SHRANGE_7127 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_7127 
016A: fade 1 time 1000 
0004: $8075 = 4 
008A: $8076 = 32@ // (int) 
0008: $8076 += 6000 
0006: 64@ = 0 

:SHRANGE_7127
00D6: if 
0038:   $8075 == 4 
004D: jump_if_false @SHRANGE_7709 
00D6: if 
0038:   $5287 == 1 
004D: jump_if_false @SHRANGE_7216 
00D6: if 
03CA:   object $8097[8] exists 
004D: jump_if_false @SHRANGE_7216 
01BB: store_object $8097[8] position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
000D: $TEMPVAR_FLOAT_3 -= 2.0 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 

:SHRANGE_7216
00D6: if or
001F:   32@ > $8076 // (int) 
0018:   $5287 > 1 
004D: jump_if_false @SHRANGE_7709 
00D6: if 
816B:   not fading 
004D: jump_if_false @SHRANGE_7489 
00D6: if 
0038:   $5287 == 1 
004D: jump_if_false @SHRANGE_7312 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @SHRANGE_7305 
016A: fade 0 time 1000 
0006: 64@ = 1 

:SHRANGE_7305
0002: jump @SHRANGE_7489 

:SHRANGE_7312
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @SHRANGE_7489 
00D6: if 
0038:   $8124 == 1 
004D: jump_if_false @SHRANGE_7364 
00BA: show_text_styled GXT 'ANR_18' time 3000 style 1  // MP5 ~n~Round 2

:SHRANGE_7364
00D6: if 
0038:   $8124 == 4 
004D: jump_if_false @SHRANGE_7398 
00BA: show_text_styled GXT 'ANR_48' time 3000 style 1  // Minigun ~n~Round 2

:SHRANGE_7398
00D6: if 
0038:   $8124 == 7 
004D: jump_if_false @SHRANGE_7432 
00BA: show_text_styled GXT 'ANR_24' time 3000 style 1  // Sawnoff ~n~Round 2

:SHRANGE_7432
00D6: if 
0038:   $8124 == 10 
004D: jump_if_false @SHRANGE_7466 
00BA: show_text_styled GXT 'ANR_51' time 3000 style 1  // M4 ~n~Round 2

:SHRANGE_7466
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 
0006: 64@ = 1 

:SHRANGE_7489
00D6: if 
816B:   not fading 
004D: jump_if_false @SHRANGE_7709 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_7709 
00D6: if 
001A:   2 > $5287 
004D: jump_if_false @SHRANGE_7621 
00D6: if 
0039:   64@ == 1 
004D: jump_if_false @SHRANGE_7621 
0006: 64@ = 2 
016A: fade 1 time 700 
0004: $5287 = 2 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 23 

:SHRANGE_7621
0004: $8032[0] = 0 
0004: $8032[1] = 0 
0004: $8032[2] = 0 
0004: $8071[0] = 0 
0004: $8071[1] = 0 
0004: $8071[2] = 0 
00BA: show_text_styled GXT 'RACE2' time 1000 style 4  // ~s~3
0004: $8075 = 5 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 
01B4: set_player $PLAYER_CHAR can_move 1 

:SHRANGE_7709
00D6: if 
0038:   $8075 == 5 
004D: jump_if_false @SHRANGE_7785 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_7785 
00BA: show_text_styled GXT 'RACE3' time 1000 style 4  // ~s~2
0004: $8075 = 6 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 

:SHRANGE_7785
00D6: if 
0038:   $8075 == 6 
004D: jump_if_false @SHRANGE_7861 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_7861 
00BA: show_text_styled GXT 'RACE4' time 1000 style 4  // ~s~1
0004: $8075 = 7 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 

:SHRANGE_7861
00D6: if 
0038:   $8075 == 7 
004D: jump_if_false @SHRANGE_7921 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_7921 
00BA: show_text_styled GXT 'RACE5' time 1000 style 4  // ~s~GO!
0004: $8075 = 8 

:SHRANGE_7921
00D6: if 
0038:   $8075 == 8 
004D: jump_if_false @SHRANGE_8056 
00D6: if and
0038:   $8032[0] == 3 
0038:   $8071[0] == 3 
004D: jump_if_false @SHRANGE_7978 
0004: $8070 = 20 
0004: $8075 = 0 

:SHRANGE_7978
00D6: if and
0038:   $8032[2] == 3 
0038:   $8071[2] == 3 
004D: jump_if_false @SHRANGE_8017 
0004: $8070 = 20 
0004: $8075 = 0 

:SHRANGE_8017
00D6: if and
0038:   $8032[1] == 3 
0038:   $8071[1] == 3 
004D: jump_if_false @SHRANGE_8056 
0004: $8070 = 3 
0004: $8075 = 0 

:SHRANGE_8056
00D6: if 
0038:   $8075 == 10 
004D: jump_if_false @SHRANGE_8102 
0004: $8032[0] = 5 
0004: $8032[1] = 5 
0004: $8032[2] = 5 
0004: $8075 = 11 

:SHRANGE_8102
00D6: if 
0038:   $8075 == 11 
004D: jump_if_false @SHRANGE_8279 
00D6: if and
0038:   $8032[0] == 99 
0038:   $8032[1] == 99 
0038:   $8032[2] == 99 
004D: jump_if_false @SHRANGE_8279 
00BE: text_clear_all 
00D6: if 
0038:   $8124 == 4 
004D: jump_if_false @SHRANGE_8188 
00BA: show_text_styled GXT 'ANR_48' time 3000 style 1  // Minigun ~n~Round 2

:SHRANGE_8188
00D6: if 
0038:   $8124 == 7 
004D: jump_if_false @SHRANGE_8222 
00BA: show_text_styled GXT 'ANR_24' time 3000 style 1  // Sawnoff ~n~Round 2

:SHRANGE_8222
00D6: if 
0038:   $8124 == 10 
004D: jump_if_false @SHRANGE_8256 
00BA: show_text_styled GXT 'ANR_51' time 3000 style 1  // M4 ~n~Round 2

:SHRANGE_8256
008A: $8076 = 32@ // (int) 
0008: $8076 += 4000 
0004: $8075 = 12 

:SHRANGE_8279
00D6: if 
0038:   $8075 == 12 
004D: jump_if_false @SHRANGE_8388 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_8388 
0004: $8025[0] = 4 
0004: $8025[1] = 4 
0004: $8025[2] = 4 
0004: $8071[0] = 0 
0004: $8071[1] = 0 
0004: $8071[2] = 0 
0004: $8075 = 4 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 
01B4: set_player $PLAYER_CHAR can_move 1 

:SHRANGE_8388
0002: jump @SHRANGE_11087 

:SHRANGE_8395
00D6: if 
0018:   $5287 > 2 
004D: jump_if_false @SHRANGE_8452 
00D6: if and
001A:   4 > $8075 
0018:   $8075 > 1 
004D: jump_if_false @SHRANGE_8452 
0004: $8076 = 0 
0004: $8075 = 4 

:SHRANGE_8452
00D6: if 
0038:   $8075 == 0 
004D: jump_if_false @SHRANGE_8577 
0004: $8125 = 0 
0004: $8126 = 0 
0004: $8127 = 0 
0004: $8071[0] = 0 
0004: $8071[1] = 0 
0004: $8071[2] = 0 
0004: $8032[0] = 5 
0004: $8032[1] = 5 
0004: $8032[2] = 5 
0004: $8025[0] = 0 
0004: $8025[1] = 5 
0004: $8025[2] = 0 
0004: $8075 = 1 
008A: $8076 = 32@ // (int) 
0008: $8076 += 8000 

:SHRANGE_8577
00D6: if 
0038:   $8075 == 1 
004D: jump_if_false @SHRANGE_8670 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_8670 
00D6: if 
001A:   3 > $5287 
004D: jump_if_false @SHRANGE_8647 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:SHRANGE_8647
0004: $8075 = 2 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1500 

:SHRANGE_8670
00D6: if 
0038:   $8075 == 2 
004D: jump_if_false @SHRANGE_8980 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_8980 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03D6: remove_styled_text 'ANR_41'  // Round 1 Passed!
00BA: show_text_styled GXT 'ANR_19' time 4000 style 1  // MP5 ~n~Round 3
00BB: show_text_lowpriority GXT 'ANR_33' time 3000 flag 1  // ~s~In this round there will only be one target.
00BB: show_text_lowpriority GXT 'ANR_34' time 3000 flag 1  // ~s~Competitors will shoot the target simultaneously.
00BB: show_text_lowpriority GXT 'ANR_35' time 3000 flag 1  // ~s~Each element hit will score a point.
00BB: show_text_lowpriority GXT 'ANR_46' time 3000 flag 1  // ~s~The first to score 20 points will win.
0005: $8083 = 3.0583 
0005: $8084 = 0.6889 
0005: $TEMPVAR_FLOAT_3 = 1.2953 
0050: gosub @SHRANGE_16849 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
0005: $8083 = 2.9703 
0005: $8084 = 1.684 
0005: $TEMPVAR_FLOAT_3 = 1.2513 
0050: gosub @SHRANGE_16849 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 
016A: fade 1 time 1000 
0004: $8075 = 3 
008A: $8076 = 32@ // (int) 
0008: $8076 += 12000 
0004: $8032[0] = 5 
0004: $8032[1] = 0 
0004: $8032[2] = 5 

:SHRANGE_8980
00D6: if 
0038:   $8075 == 3 
004D: jump_if_false @SHRANGE_9086 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_9086 
00D6: if 
001A:   3 > $5287 
004D: jump_if_false @SHRANGE_9042 
016A: fade 0 time 1000 

:SHRANGE_9042
008A: $8076 = 32@ // (int) 
0008: $8076 += 1500 
0004: $8075 = 4 
0004: $8125 = 0 
0004: $8126 = 0 
0004: $8127 = 0 

:SHRANGE_9086
00D6: if 
0038:   $8075 == 4 
004D: jump_if_false @SHRANGE_9392 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_9392 
00D6: if 
816B:   not fading 
004D: jump_if_false @SHRANGE_9392 
03C4: set_status_text $8125 type 0 GXT 'ANR_37' // global_variable  // ~s~Igan
04F7: status_text $8126 type 0 line 2 GXT 'ANR_39' // global_variable  // ~s~Carl
04F7: status_text $8127 type 0 line 3 GXT 'ANR_38' // global_variable  // ~s~Joel
016A: fade 1 time 1000 
00D6: if 
001A:   3 > $5287 
004D: jump_if_false @SHRANGE_9252 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 23 
02EB: restore_camera_with_jumpcut 

:SHRANGE_9252
00D6: if 
0038:   $5287 == 2 
004D: jump_if_false @SHRANGE_9284 
0004: $5287 = 3 
0002: jump @SHRANGE_9300 

:SHRANGE_9284
00BA: show_text_styled GXT 'ANR_19' time 2000 style 1  // MP5 ~n~Round 3

:SHRANGE_9300
0004: $8071[0] = 0 
0004: $8071[1] = 0 
0004: $8071[2] = 0 
0004: $8032[0] = 5 
0004: $8032[1] = 0 
0004: $8032[2] = 5 
00BA: show_text_styled GXT 'RACE2' time 1000 style 4  // ~s~3
0004: $8075 = 5 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 

:SHRANGE_9392
00D6: if 
0038:   $8075 == 5 
004D: jump_if_false @SHRANGE_9468 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_9468 
00BA: show_text_styled GXT 'RACE3' time 1000 style 4  // ~s~2
0004: $8075 = 6 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 

:SHRANGE_9468
00D6: if 
0038:   $8075 == 6 
004D: jump_if_false @SHRANGE_9544 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_9544 
00BA: show_text_styled GXT 'RACE4' time 1000 style 4  // ~s~1
0004: $8075 = 7 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 

:SHRANGE_9544
00D6: if 
0038:   $8075 == 7 
004D: jump_if_false @SHRANGE_9625 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_9625 
00BA: show_text_styled GXT 'RACE5' time 1000 style 4  // ~s~GO!
0004: $8075 = 8 
0004: $8125 = 0 
0004: $8126 = 0 
0004: $8127 = 0 

:SHRANGE_9625
00D6: if 
0038:   $8075 == 8 
004D: jump_if_false @SHRANGE_9744 
00D6: if 
0028:   $8126 >= 20 
004D: jump_if_false @SHRANGE_9690 
0004: $8070 = 3 
0004: $8075 = 0 
0151: remove_status_text $8125 
0151: remove_status_text $8126 
0151: remove_status_text $8127 

:SHRANGE_9690
00D6: if or
0028:   $8125 >= 20 
0028:   $8127 >= 20 
004D: jump_if_false @SHRANGE_9744 
0004: $8070 = 20 
0004: $8075 = 0 
0151: remove_status_text $8125 
0151: remove_status_text $8126 
0151: remove_status_text $8127 

:SHRANGE_9744
00D6: if 
0038:   $8075 == 10 
004D: jump_if_false @SHRANGE_9806 
0004: $8032[0] = 5 
0004: $8032[1] = 5 
0004: $8032[2] = 5 
008A: $8076 = 32@ // (int) 
0008: $8076 += 7000 
0004: $8075 = 11 

:SHRANGE_9806
00D6: if 
0038:   $8075 == 11 
004D: jump_if_false @SHRANGE_9989 
00D6: if and
0038:   $8032[0] == 99 
0038:   $8032[1] == 99 
0038:   $8032[2] == 99 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_9989 
00D6: if 
0038:   $8124 == 5 
004D: jump_if_false @SHRANGE_9898 
00BA: show_text_styled GXT 'ANR_49' time 2000 style 1  // Minigun ~n~Round 3

:SHRANGE_9898
00D6: if 
0038:   $8124 == 8 
004D: jump_if_false @SHRANGE_9932 
00BA: show_text_styled GXT 'ANR_25' time 2000 style 1  // Sawnoff ~n~Round 3

:SHRANGE_9932
00D6: if 
0038:   $8124 == 11 
004D: jump_if_false @SHRANGE_9966 
00BA: show_text_styled GXT 'ANR_52' time 2000 style 1  // M4 ~n~Round 3

:SHRANGE_9966
008A: $8076 = 32@ // (int) 
0008: $8076 += 4000 
0004: $8075 = 12 

:SHRANGE_9989
00D6: if 
0038:   $8075 == 12 
004D: jump_if_false @SHRANGE_10205 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_10205 
0004: $8125 = 0 
0004: $8126 = 0 
0004: $8127 = 0 
0004: $8071[1] = 0 
0004: $8032[1] = 0 
0004: $8025[0] = 0 
0004: $8025[1] = 5 
0004: $8025[2] = 0 
0004: $8125 = 0 
0004: $8126 = 0 
0004: $8127 = 0 
03C4: set_status_text $8125 type 0 GXT 'ANR_37' // global_variable  // ~s~Igan
04F7: status_text $8126 type 0 line 2 GXT 'ANR_39' // global_variable  // ~s~Carl
04F7: status_text $8127 type 0 line 3 GXT 'ANR_38' // global_variable  // ~s~Joel
00BA: show_text_styled GXT 'RACE2' time 1000 style 4  // ~s~3
0004: $8075 = 5 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 

:SHRANGE_10205
0002: jump @SHRANGE_11087 

:SHRANGE_10212
00D6: if 
0038:   $8075 == 0 
004D: jump_if_false @SHRANGE_10269 
00BA: show_text_styled GXT 'ANR_16' time 3000 style 1  // ~r~You were beaten.
008A: $8076 = 32@ // (int) 
0008: $8076 += 3000 
0004: $8075 = 1 

:SHRANGE_10269
00D6: if 
0038:   $8075 == 1 
004D: jump_if_false @SHRANGE_10320 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_10320 
016A: fade 0 time 1000 
0004: $8075 = 2 

:SHRANGE_10320
00D6: if 
0038:   $8075 == 2 
004D: jump_if_false @SHRANGE_10378 
00D6: if 
816B:   not fading 
004D: jump_if_false @SHRANGE_10378 
008A: $8076 = 32@ // (int) 
0008: $8076 += 500 
08F8: display_stat_update_box 1 
0004: $8075 = 3 

:SHRANGE_10378
00D6: if 
0038:   $8075 == 3 
004D: jump_if_false @SHRANGE_11080 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_11080 
0005: $8083 = 2.0 
0005: $8084 = -12.0 
0005: $TEMPVAR_FLOAT_3 = 0.0 
0151: remove_status_text $8125 
0151: remove_status_text $8126 
0151: remove_status_text $8127 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0050: gosub @SHRANGE_16849 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
00D6: if 
0018:   $8131 > 0 
004D: jump_if_false @SHRANGE_10547 

:SHRANGE_10504
00D6: if 
8248:   not model $8139 available 
004D: jump_if_false @SHRANGE_10536 
0247: load_model $8139 
0001: wait 0 ms 
0002: jump @SHRANGE_10504 

:SHRANGE_10536
01B2: give_actor $PLAYER_ACTOR weapon $8135 ammo $8131 // Load the weapon model before using this 

:SHRANGE_10547
00D6: if 
0018:   $8132 > 0 
004D: jump_if_false @SHRANGE_10615 

:SHRANGE_10572
00D6: if 
8248:   not model $8140 available 
004D: jump_if_false @SHRANGE_10604 
0247: load_model $8140 
0001: wait 0 ms 
0002: jump @SHRANGE_10572 

:SHRANGE_10604
01B2: give_actor $PLAYER_ACTOR weapon $8136 ammo $8132 // Load the weapon model before using this 

:SHRANGE_10615
00D6: if 
0018:   $8133 > 0 
004D: jump_if_false @SHRANGE_10683 

:SHRANGE_10640
00D6: if 
8248:   not model $8141 available 
004D: jump_if_false @SHRANGE_10672 
0247: load_model $8141 
0001: wait 0 ms 
0002: jump @SHRANGE_10640 

:SHRANGE_10672
01B2: give_actor $PLAYER_ACTOR weapon $8137 ammo $8133 // Load the weapon model before using this 

:SHRANGE_10683
00D6: if 
0018:   $8134 > 0 
004D: jump_if_false @SHRANGE_10751 

:SHRANGE_10708
00D6: if 
8248:   not model $8142 available 
004D: jump_if_false @SHRANGE_10740 
0247: load_model $8142 
0001: wait 0 ms 
0002: jump @SHRANGE_10708 

:SHRANGE_10740
01B2: give_actor $PLAYER_ACTOR weapon $8138 ammo $8134 // Load the weapon model before using this 

:SHRANGE_10751
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 1 
0108: destroy_object $8065 
00BE: text_clear_all 
08C7: put_actor $PLAYER_ACTOR at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 dont_warp_gang 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SHRANGE_10802 
04D7: set_actor $PLAYER_ACTOR locked 0 

:SHRANGE_10802
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SHRANGE_10845 
0173: set_actor $PLAYER_ACTOR Z_angle_to 59@($SHOOTING_INDEX_2,4f) 

:SHRANGE_10845
0004: $8089[1] = 1 
016A: fade 1 time 1000 
0004: $8070 = 0 
0004: $8075 = 0 
0004: $8071[0] = 0 
0004: $8071[1] = 0 
0004: $8071[2] = 0 
0004: $8028[0] = 0 
0004: $8028[1] = 0 
0004: $8028[2] = 0 
0004: $8086[0] = 1 
00D6: if 
0118:   actor $8094[1] dead 
004D: jump_if_false @SHRANGE_10945 
0004: $8086[1] = 0 

:SHRANGE_10945
0004: $8086[2] = 1 
0004: $8025[0] = 0 
0004: $8025[1] = 0 
0004: $8025[2] = 0 
0004: $8032[0] = 0 
0004: $8032[1] = 0 
0004: $8032[2] = 0 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @SHRANGE_11039 
0A0E: disable_text_with_style 1 
00BB: show_text_lowpriority GXT 'ANR_A1' time 4000 flag 1  // ~s~Shooting range challenge cancelled.
0006: 34@ = 0 

:SHRANGE_11039
00D6: if and
8038:   not  $5273 == 4 
8039:   not  34@ == 1 
004D: jump_if_false @SHRANGE_11080 
00BB: show_text_lowpriority GXT 'ANR_55' time 4000 flag 1  // Check back later for new weapon challenges.

:SHRANGE_11080
0002: jump @SHRANGE_11087 

:SHRANGE_11087
0051: return 

:SHRANGE_11089
0004: $SHOOTING_INDEX = 0 
0084: $8143 = $8032[0] // (int) 
0084: $8146 = $8032[1] // (int) 
0084: $8149 = $8032[2] // (int) 

:SHRANGE_11120
00D6: if 
001A:   3 > $SHOOTING_INDEX 
004D: jump_if_false @SHRANGE_13476 
0871: init_jump_table $8086($SHOOTING_INDEX,3i) total_jumps 5 default_jump 0 @SHRANGE_13462 jumps 0 @SHRANGE_11205 1 @SHRANGE_11619 2 @SHRANGE_11888 3 @SHRANGE_12876 4 @SHRANGE_13415 -1 @SHRANGE_13462 -1 @SHRANGE_13462 

:SHRANGE_11205
00D6: if 
0038:   $8089($SHOOTING_INDEX,3i) == 1 
004D: jump_if_false @SHRANGE_11612 
0004: $8086($SHOOTING_INDEX,3i) = 1 
0088: $TEMPVAR_FLOAT_1 = 35@($SHOOTING_INDEX_2,4f) // (float) 
0088: $TEMPVAR_FLOAT_2 = 39@($SHOOTING_INDEX_2,4f) // (float) 
0088: $TEMPVAR_FLOAT_3 = 43@($SHOOTING_INDEX_2,4f) // (float) 
0087: 63@ = 59@($SHOOTING_INDEX_2,4f) // (float) 
00D6: if 
0038:   $SHOOTING_INDEX == 1 
004D: jump_if_false @SHRANGE_11403 
00D6: if 
0043:   63@ == 90.0 
004D: jump_if_false @SHRANGE_11337 
005F: $TEMPVAR_FLOAT_2 += 47@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_11337
00D6: if 
0043:   63@ == 270.0 
004D: jump_if_false @SHRANGE_11370 
0067: $TEMPVAR_FLOAT_2 -= 47@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_11370
00D6: if 
0043:   63@ == 0.0 
004D: jump_if_false @SHRANGE_11403 
005F: $TEMPVAR_FLOAT_1 += 47@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_11403
00D6: if 
0038:   $SHOOTING_INDEX == 2 
004D: jump_if_false @SHRANGE_11520 
00D6: if 
0043:   63@ == 90.0 
004D: jump_if_false @SHRANGE_11454 
005F: $TEMPVAR_FLOAT_2 += 51@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_11454
00D6: if 
0043:   63@ == 270.0 
004D: jump_if_false @SHRANGE_11487 
0067: $TEMPVAR_FLOAT_2 -= 51@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_11487
00D6: if 
0043:   63@ == 0.0 
004D: jump_if_false @SHRANGE_11520 
005F: $TEMPVAR_FLOAT_1 += 51@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_11520
0376: $8094($SHOOTING_INDEX,3i) = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
8118:   not actor $8094($SHOOTING_INDEX,3i) dead 
004D: jump_if_false @SHRANGE_11612 
02AB: set_actor $8094($SHOOTING_INDEX,3i) immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor $8094($SHOOTING_INDEX,3i) decision_maker_to $8069 
02E2: set_actor $8094($SHOOTING_INDEX,3i) weapon_accuracy_to 93 
0173: set_actor $8094($SHOOTING_INDEX,3i) Z_angle_to 63@ 

:SHRANGE_11612
0002: jump @SHRANGE_13462 

:SHRANGE_11619
00D6: if 
8118:   not actor $8094($SHOOTING_INDEX,3i) dead 
004D: jump_if_false @SHRANGE_11881 
00D6: if 
0038:   $8028($SHOOTING_INDEX,4i) == 0 
004D: jump_if_false @SHRANGE_11674 
0209: $8028($SHOOTING_INDEX,4i) = random_int_in_ranges 1 5 

:SHRANGE_11674
00D6: if 
0038:   $8028($SHOOTING_INDEX,4i) == 1 
004D: jump_if_false @SHRANGE_11723 
01B2: give_actor $8094($SHOOTING_INDEX,3i) weapon 23 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $8094($SHOOTING_INDEX,3i) armed_weapon_to 23 

:SHRANGE_11723
00D6: if 
0038:   $8028($SHOOTING_INDEX,4i) == 2 
004D: jump_if_false @SHRANGE_11772 
01B2: give_actor $8094($SHOOTING_INDEX,3i) weapon 27 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $8094($SHOOTING_INDEX,3i) armed_weapon_to 27 

:SHRANGE_11772
00D6: if 
0038:   $8028($SHOOTING_INDEX,4i) == 3 
004D: jump_if_false @SHRANGE_11821 
01B2: give_actor $8094($SHOOTING_INDEX,3i) weapon 38 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $8094($SHOOTING_INDEX,3i) armed_weapon_to 38 

:SHRANGE_11821
00D6: if 
0038:   $8028($SHOOTING_INDEX,4i) == 4 
004D: jump_if_false @SHRANGE_11870 
01B2: give_actor $8094($SHOOTING_INDEX,3i) weapon 31 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $8094($SHOOTING_INDEX,3i) armed_weapon_to 31

:SHRANGE_11870
0004: $8086($SHOOTING_INDEX,3i) = 2 

:SHRANGE_11881
0002: jump @SHRANGE_13462 

:SHRANGE_11888
0004: $8077 = 0 
00D6: if 
0038:   $8032($SHOOTING_INDEX,3i) == 2 
004D: jump_if_false @SHRANGE_11924 
0004: $8077 = 1 

:SHRANGE_11924
00D6: if and
0038:   $8070 == 5 
0038:   $8032[1] == 2 
004D: jump_if_false @SHRANGE_11956 
0004: $8077 = 1 

:SHRANGE_11956
00D6: if 
0038:   $SHOOTING_INDEX == 0 
004D: jump_if_false @SHRANGE_11982 
0084: $8144 = $8077 // (int) 

:SHRANGE_11982
00D6: if 
0038:   $SHOOTING_INDEX == 1 
004D: jump_if_false @SHRANGE_12008 
0084: $8147 = $8077 // (int) 

:SHRANGE_12008
00D6: if 
0038:   $SHOOTING_INDEX == 2 
004D: jump_if_false @SHRANGE_12034 
0084: $8150 = $8077 // (int) 

:SHRANGE_12034
00D6: if 
0038:   $8077 == 1 
004D: jump_if_false @SHRANGE_12807 
00D6: if 
001F:   32@ > $8121($SHOOTING_INDEX,3i) // (int) 
004D: jump_if_false @SHRANGE_12800 
0209: $8077 = random_int_in_ranges 1 8 
00D6: if 
0038:   $8070 == 5 
004D: jump_if_false @SHRANGE_12116 
0008: $8077 += 8 
0002: jump @SHRANGE_12166 

:SHRANGE_12116
00D6: if 
0038:   $SHOOTING_INDEX == 2 
004D: jump_if_false @SHRANGE_12141 
0008: $8077 += 16 

:SHRANGE_12141
00D6: if 
0038:   $SHOOTING_INDEX == 1 
004D: jump_if_false @SHRANGE_12166 
0008: $8077 += 8 

:SHRANGE_12166
0004: $8092 = 0 

:SHRANGE_12173
00D6: if and
0366:   object $8097($8077,24i) damaged 
001A:   8 > $8092 
004D: jump_if_false @SHRANGE_12260 
0008: $8077 += 1 
0008: $8092 += 1 
00D6: if or
0038:   $8077 == 8 
0038:   $8077 == 24 
0038:   $8077 == 16 
004D: jump_if_false @SHRANGE_12253 
000C: $8077 -= 7 

:SHRANGE_12253
0002: jump @SHRANGE_12173 

:SHRANGE_12260
00D6: if 
0038:   $SHOOTING_INDEX == 0 
004D: jump_if_false @SHRANGE_12286 
0084: $8145 = $8092 // (int) 

:SHRANGE_12286
00D6: if 
0038:   $SHOOTING_INDEX == 1 
004D: jump_if_false @SHRANGE_12312 
0084: $8148 = $8092 // (int) 

:SHRANGE_12312
00D6: if 
0038:   $SHOOTING_INDEX == 2 
004D: jump_if_false @SHRANGE_12338 
0084: $8151 = $8092 // (int) 

:SHRANGE_12338
00D6: if 
8118:   not actor $8094($SHOOTING_INDEX,3i) dead 
004D: jump_if_false @SHRANGE_12800 
01BB: store_object $8097($8077,24i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if and
0018:   $8077 > 8 
001A:   16 > $8077 
004D: jump_if_false @SHRANGE_12408 
000C: $8077 -= 8 

:SHRANGE_12408
00D6: if and
0018:   $8077 > 16 
001A:   24 > $8077 
004D: jump_if_false @SHRANGE_12440 
000C: $8077 -= 16 

:SHRANGE_12440
00D6: if 
0043:   63@ == 0.0 
004D: jump_if_false @SHRANGE_12473 
0059: $TEMPVAR_FLOAT_1 += $8038($8077,8f) // (float) 

:SHRANGE_12473
00D6: if 
0043:   63@ == 90.0 
004D: jump_if_false @SHRANGE_12506 
0059: $TEMPVAR_FLOAT_2 += $8038($8077,8f) // (float) 

:SHRANGE_12506
00D6: if 
0043:   63@ == 270.0 
004D: jump_if_false @SHRANGE_12539 
0061: $TEMPVAR_FLOAT_2 -= $8038($8077,8f) // (float) 

:SHRANGE_12539
0059: $TEMPVAR_FLOAT_3 += $8046($8077,8f) // (float) 
00D6: if 
0028:   $8124 >= 8 
004D: jump_if_false @SHRANGE_12652 
062E: get_actor $8094($SHOOTING_INDEX,3i) task 1640 status_store_to $8077 // ret 7 if not found 
00D6: if 
04A3:   $8077 == 7 // == constant 
004D: jump_if_false @SHRANGE_12645 
04D7: set_actor $8094($SHOOTING_INDEX,3i) locked 1 
0668: AS_actor $8094($SHOOTING_INDEX,3i) rotate_and_shoot_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 800 ms 
02E2: set_actor $8094($SHOOTING_INDEX,3i) weapon_accuracy_to 95 

:SHRANGE_12645
0002: jump @SHRANGE_12717 

:SHRANGE_12652
062E: get_actor $8094($SHOOTING_INDEX,3i) task 1640 status_store_to $8077 // ret 7 if not found 
00D6: if 
04A3:   $8077 == 7 // == constant 
004D: jump_if_false @SHRANGE_12717 
04D7: set_actor $8094($SHOOTING_INDEX,3i) locked 1 
0668: AS_actor $8094($SHOOTING_INDEX,3i) rotate_and_shoot_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 1500 ms 

:SHRANGE_12717
00D6: if 
0028:   $8124 >= 8 
004D: jump_if_false @SHRANGE_12765 
0209: $8077 = random_int_in_ranges 200 400 
0008: $8121($SHOOTING_INDEX,3i) += 600 
0002: jump @SHRANGE_12776 

:SHRANGE_12765
0209: $8077 = random_int_in_ranges 200 1600 

:SHRANGE_12776
008A: $8121($SHOOTING_INDEX,3i) = 32@ // (int) 
0058: $8121($SHOOTING_INDEX,3i) += $8077 // (int) 

:SHRANGE_12800
0002: jump @SHRANGE_12869 

:SHRANGE_12807
00D6: if 
8118:   not actor $8094($SHOOTING_INDEX,3i) dead 
004D: jump_if_false @SHRANGE_12869 
062E: get_actor $8094($SHOOTING_INDEX,3i) task 1640 status_store_to $8077 // ret 7 if not found 
00D6: if 
84A3:   not  $8077 == 7 // == constant 
004D: jump_if_false @SHRANGE_12869 
0687: clear_actor $8094($SHOOTING_INDEX,3i) task 

:SHRANGE_12869
0002: jump @SHRANGE_13462 

:SHRANGE_12876
00D6: if 
8118:   not actor $8094($SHOOTING_INDEX,3i) dead 
004D: jump_if_false @SHRANGE_13408 
00A0: store_actor $8094($SHOOTING_INDEX,3i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
04D7: set_actor $8094($SHOOTING_INDEX,3i) locked 0 
05D6: clear_scmpath 
0615: define_AS_pack_begin $8079 
0005: $8083 = 0.0 
005F: $8083 += 47@($SHOOTING_INDEX_2,4f) // (float) 
0005: $8084 = -1.0 
02F7: $8081 = cosine 59@($SHOOTING_INDEX_2,4f) // (float) 
02F6: $8082 = sine 59@($SHOOTING_INDEX_2,4f) // (float) 
00D6: if 
0043:   59@($SHOOTING_INDEX_2,4f) == 0.0 
004D: jump_if_false @SHRANGE_13052 
0086: $TEMPVAR_FLOAT_1 = $8083 // (float) 
0069: $TEMPVAR_FLOAT_1 *= $8081 // (float) 
0086: $TEMPVAR_FLOAT_2 = $8084 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8081 // (float) 
0002: jump @SHRANGE_13094 

:SHRANGE_13052
0011: $8084 *= -1.0 
0086: $TEMPVAR_FLOAT_1 = $8084 // (float) 
0069: $TEMPVAR_FLOAT_1 *= $8082 // (float) 
0086: $TEMPVAR_FLOAT_2 = $8083 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8082 // (float) 

:SHRANGE_13094
005F: $TEMPVAR_FLOAT_1 += 35@($SHOOTING_INDEX_2,4f) // (float) 
005F: $TEMPVAR_FLOAT_2 += 39@($SHOOTING_INDEX_2,4f) // (float) 
005F: $TEMPVAR_FLOAT_3 += 43@($SHOOTING_INDEX_2,4f) // (float) 
0087: 63@ = 59@($SHOOTING_INDEX_2,4f) // (float) 
000F: 63@ -= 180.0 
05D4: AS_actor -1 rotate_angle 63@ 
0087: 63@ = 59@($SHOOTING_INDEX_2,4f) // (float) 
05D7: add_point_to_scmpath $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0005: $8083 = -0.5 
005F: $8083 += 47@($SHOOTING_INDEX_2,4f) // (float) 
0005: $8084 = -4.5 
00D6: if 
0043:   59@($SHOOTING_INDEX_2,4f) == 0.0 
004D: jump_if_false @SHRANGE_13278 
0086: $TEMPVAR_FLOAT_1 = $8083 // (float) 
0069: $TEMPVAR_FLOAT_1 *= $8081 // (float) 
0086: $TEMPVAR_FLOAT_2 = $8084 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8081 // (float) 
0002: jump @SHRANGE_13320 

:SHRANGE_13278
0011: $8084 *= -1.0 
0086: $TEMPVAR_FLOAT_1 = $8084 // (float) 
0069: $TEMPVAR_FLOAT_1 *= $8082 // (float) 
0086: $TEMPVAR_FLOAT_2 = $8083 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8082 // (float) 

:SHRANGE_13320
005F: $TEMPVAR_FLOAT_1 += 35@($SHOOTING_INDEX_2,4f) // (float) 
005F: $TEMPVAR_FLOAT_2 += 39@($SHOOTING_INDEX_2,4f) // (float) 
005F: $TEMPVAR_FLOAT_3 += 43@($SHOOTING_INDEX_2,4f) // (float) 
05D7: add_point_to_scmpath $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_AS_pack_end $8079 
0618: assign_actor $8094($SHOOTING_INDEX,3i) to_AS_pack $8079 
061B: remove_references_to_AS_pack $8079 
0004: $8086($SHOOTING_INDEX,3i) = 99 

:SHRANGE_13408
0002: jump @SHRANGE_13462 

:SHRANGE_13415
00D6: if 
8118:   not actor $8094($SHOOTING_INDEX,3i) dead 
004D: jump_if_false @SHRANGE_13444 
009B: destroy_actor $8094($SHOOTING_INDEX,3i) 

:SHRANGE_13444
0004: $8086($SHOOTING_INDEX,3i) = 0 
0002: jump @SHRANGE_13462 

:SHRANGE_13462
0008: $SHOOTING_INDEX += 1 
0002: jump @SHRANGE_11120 

:SHRANGE_13476
0051: return 

:SHRANGE_13478
0004: $SHOOTING_INDEX = 0 

:SHRANGE_13485
00D6: if 
001A:   3 > $SHOOTING_INDEX 
004D: jump_if_false @SHRANGE_16847 
0871: init_jump_table $8032($SHOOTING_INDEX,3i) total_jumps 6 default_jump 0 @SHRANGE_16833 jumps 0 @SHRANGE_13570 1 @SHRANGE_14352 2 @SHRANGE_14681 3 @SHRANGE_16282 4 @SHRANGE_16584 5 @SHRANGE_16705 -1 @SHRANGE_16833 

:SHRANGE_13570
0708: reset_decision_maker $8069 event 15 
0004: $8032($SHOOTING_INDEX,3i) = 1 
00D6: if 
0038:   $8025($SHOOTING_INDEX,3i) == 0 
004D: jump_if_false @SHRANGE_13656 
0209: $8025($SHOOTING_INDEX,3i) = random_int_in_ranges 1 3 
00D6: if 
0038:   $8025($SHOOTING_INDEX,3i) == 2 
004D: jump_if_false @SHRANGE_13656 
0004: $8025($SHOOTING_INDEX,3i) = 4 

:SHRANGE_13656
0005: $TEMPVAR_FLOAT_1 = 0.0 
0005: $TEMPVAR_FLOAT_2 = 5.0 
0005: $TEMPVAR_FLOAT_3 = 4.0 
0087: 63@ = 59@($SHOOTING_INDEX_2,4f) // (float) 
00D6: if 
001A:   5 > $8025($SHOOTING_INDEX,3i) 
004D: jump_if_false @SHRANGE_13887 
00D6: if 
0038:   $SHOOTING_INDEX == 1 
004D: jump_if_false @SHRANGE_13750 
005F: $TEMPVAR_FLOAT_1 += 47@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_13750
00D6: if 
0038:   $SHOOTING_INDEX == 2 
004D: jump_if_false @SHRANGE_13780 
005F: $TEMPVAR_FLOAT_1 += 51@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_13780
00D6: if 
0038:   $8025($SHOOTING_INDEX,3i) == 1 
004D: jump_if_false @SHRANGE_13812 
0009: $TEMPVAR_FLOAT_2 += 0.0 

:SHRANGE_13812
00D6: if 
0038:   $8025($SHOOTING_INDEX,3i) == 2 
004D: jump_if_false @SHRANGE_13844 
0009: $TEMPVAR_FLOAT_2 += 5.0 

:SHRANGE_13844
00D6: if or
0038:   $8025($SHOOTING_INDEX,3i) == 3 
0038:   $8025($SHOOTING_INDEX,3i) == 4 
004D: jump_if_false @SHRANGE_13887 
0009: $TEMPVAR_FLOAT_2 += 10.0 

:SHRANGE_13887
00D6: if 
0038:   $8025($SHOOTING_INDEX,3i) == 5 
004D: jump_if_false @SHRANGE_13971 
0208: $8085 = random_float_in_ranges 0.0 10.0 
0059: $TEMPVAR_FLOAT_2 += $8085 // (float) 
0209: $8080 = random_int_in_ranges 0 2 
00D6: if 
0038:   $8080 == 1 
004D: jump_if_false @SHRANGE_13971 
005F: $TEMPVAR_FLOAT_1 += 51@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_13971
0086: $8083 = $TEMPVAR_FLOAT_1 // (float) 
0086: $8084 = $TEMPVAR_FLOAT_2 // (float) 
0050: gosub @SHRANGE_16849 
0084: $8077 = $SHOOTING_INDEX // (int) 
0010: $8077 *= 8 
00D6: if 
03CA:   object $8097($8077,24i) exists 
004D: jump_if_false @SHRANGE_14038 
0108: destroy_object $8097($8077,24i) 

:SHRANGE_14038
029B: $8097($8077,24i) = init_object $8057[0] at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0453: set_object $8097($8077,24i) XYZ_rotation 90.0 0.0 63@ 
097B: play_audio_at_object $8097($8077,24i) event 1032 
0005: $8054($SHOOTING_INDEX,3f) = 90.0 
0004: $8092 = 1 

:SHRANGE_14114
00D6: if 
001A:   8 > $8092 
004D: jump_if_false @SHRANGE_14322 
0084: $8093 = $SHOOTING_INDEX // (int) 
0010: $8093 *= 8 
0058: $8093 += $8092 // (int) 
00D6: if 
03CA:   object $8097($8093,24i) exists 
004D: jump_if_false @SHRANGE_14184 
0108: destroy_object $8097($8093,24i) 

:SHRANGE_14184
029B: $8097($8093,24i) = init_object $8057($8092,8i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
069A: attach_object $8097($8093,24i) to_object $8097($8077,24i) with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
00D6: if 
03CA:   object $8097($8093,24i) exists 
004D: jump_if_false @SHRANGE_14308 
0453: set_object $8097($8093,24i) XYZ_rotation 90.0 0.0 63@ 
0382: set_object $8097($8093,24i) collision_detection 0 

:SHRANGE_14308
0008: $8092 += 1 
0002: jump @SHRANGE_14114 

:SHRANGE_14322
0008: $8071($SHOOTING_INDEX,3i) += 1 
008A: $8066($SHOOTING_INDEX,3i) = 32@ // (int) 
0002: jump @SHRANGE_16833 

:SHRANGE_14352
008A: $8077 = 32@ // (int) 
0060: $8077 -= $8066($SHOOTING_INDEX,3i) // (int) 
00D6: if 
0018:   $8077 > 3000 
004D: jump_if_false @SHRANGE_14399 
0004: $8077 = 3000 

:SHRANGE_14399
008D: $8081 = integer $8077 to_float 
0015: $8081 /= 3000.0 
0011: $8081 *= -90.0 
0009: $8081 += 90.0 
0086: $8054($SHOOTING_INDEX,3f) = $8081 // (float) 
0084: $8093 = $SHOOTING_INDEX // (int) 
0010: $8093 *= 8 
00D6: if 
03CA:   object $8097($8093,24i) exists 
004D: jump_if_false @SHRANGE_14508 
0453: set_object $8097($8093,24i) XYZ_rotation $8054($SHOOTING_INDEX,3f) 0.0 63@ 

:SHRANGE_14508
00D6: if 
0032:   0.0 >= $8054($SHOOTING_INDEX,3f) 
004D: jump_if_false @SHRANGE_14674 
0004: $8032($SHOOTING_INDEX,3i) = 2 
008A: $8066($SHOOTING_INDEX,3i) = 32@ // (int) 
00D6: if or
0038:   $8025($SHOOTING_INDEX,3i) == 4 
0038:   $8025($SHOOTING_INDEX,3i) == 5 
004D: jump_if_false @SHRANGE_14601 
097B: play_audio_at_object $8097($8093,24i) event 1033 

:SHRANGE_14601
0004: $8092 = 0 

:SHRANGE_14608
00D6: if 
001A:   8 > $8092 
004D: jump_if_false @SHRANGE_14674 
0084: $8093 = $SHOOTING_INDEX // (int) 
0010: $8093 *= 8 
0058: $8093 += $8092 // (int) 
0382: set_object $8097($8093,24i) collision_detection 1 
0008: $8092 += 1 
0002: jump @SHRANGE_14608 

:SHRANGE_14674
0002: jump @SHRANGE_16833 

:SHRANGE_14681
00D6: if 
0038:   $8025($SHOOTING_INDEX,3i) == 4 
004D: jump_if_false @SHRANGE_15317 
008A: $8077 = 32@ // (int) 
0060: $8077 -= $8066($SHOOTING_INDEX,3i) // (int) 
00D6: if 
0038:   $8071($SHOOTING_INDEX,3i) == 4 
004D: jump_if_false @SHRANGE_14756 
0004: $8071($SHOOTING_INDEX,3i) = 1 

:SHRANGE_14756
00D6: if 
0038:   $8071($SHOOTING_INDEX,3i) == 1 
004D: jump_if_false @SHRANGE_14832 
00D6: if 
0018:   $8077 > 20000 
004D: jump_if_false @SHRANGE_14832 
0004: $8077 = 20000 
0084: $8093 = $SHOOTING_INDEX // (int) 
0010: $8093 *= 8 
097B: play_audio_at_object $8097($8093,24i) event 1034 

:SHRANGE_14832
00D6: if 
0038:   $8071($SHOOTING_INDEX,3i) == 2 
004D: jump_if_false @SHRANGE_14908 
00D6: if 
0018:   $8077 > 15000 
004D: jump_if_false @SHRANGE_14908 
0004: $8077 = 15000 
0084: $8093 = $SHOOTING_INDEX // (int) 
0010: $8093 *= 8 
097B: play_audio_at_object $8097($8093,24i) event 1034 

:SHRANGE_14908
00D6: if 
0038:   $8071($SHOOTING_INDEX,3i) == 3 
004D: jump_if_false @SHRANGE_14984 
00D6: if 
0018:   $8077 > 10000 
004D: jump_if_false @SHRANGE_14984 
0004: $8077 = 10000 
0084: $8093 = $SHOOTING_INDEX // (int) 
0010: $8093 *= 8 
097B: play_audio_at_object $8097($8093,24i) event 1034 

:SHRANGE_14984
008D: $8081 = integer $8077 to_float 
00D6: if 
0038:   $8071($SHOOTING_INDEX,3i) == 1 
004D: jump_if_false @SHRANGE_15024 
0015: $8081 /= 20000.0 

:SHRANGE_15024
00D6: if 
0038:   $8071($SHOOTING_INDEX,3i) == 2 
004D: jump_if_false @SHRANGE_15056 
0015: $8081 /= 15000.0 

:SHRANGE_15056
00D6: if 
0038:   $8071($SHOOTING_INDEX,3i) == 3 
004D: jump_if_false @SHRANGE_15088 
0015: $8081 /= 10000.0 

:SHRANGE_15088
0011: $8081 *= 10.0 
0084: $8093 = $SHOOTING_INDEX // (int) 
0010: $8093 *= 8 
01BB: store_object $8097($8093,24i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0043:   63@ == 90.0 
004D: jump_if_false @SHRANGE_15182 
0088: $TEMPVAR_FLOAT_1 = 35@($SHOOTING_INDEX_2,4f) // (float) 
000D: $TEMPVAR_FLOAT_1 -= 15.0 
0059: $TEMPVAR_FLOAT_1 += $8081 // (float) 

:SHRANGE_15182
00D6: if 
0043:   63@ == 270.0 
004D: jump_if_false @SHRANGE_15233 
0088: $TEMPVAR_FLOAT_1 = 35@($SHOOTING_INDEX_2,4f) // (float) 
0009: $TEMPVAR_FLOAT_1 += 15.0 
0061: $TEMPVAR_FLOAT_1 -= $8081 // (float) 

:SHRANGE_15233
00D6: if 
0043:   63@ == 0.0 
004D: jump_if_false @SHRANGE_15284 
0088: $TEMPVAR_FLOAT_2 = 39@($SHOOTING_INDEX_2,4f) // (float) 
0009: $TEMPVAR_FLOAT_2 += 15.0 
0061: $TEMPVAR_FLOAT_2 -= $8081 // (float) 

:SHRANGE_15284
0084: $8093 = $SHOOTING_INDEX // (int) 
0010: $8093 *= 8 
01BC: put_object $8097($8093,24i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:SHRANGE_15317
00D6: if 
0038:   $8025($SHOOTING_INDEX,3i) == 5 
004D: jump_if_false @SHRANGE_15674 
008A: $8077 = 32@ // (int) 
0060: $8077 -= $8066($SHOOTING_INDEX,3i) // (int) 
00D6: if 
0018:   $8077 > 10000 
004D: jump_if_false @SHRANGE_15523 
0004: $8077 = 10000 
0004: $8032($SHOOTING_INDEX,3i) = 3 
0084: $8093 = $SHOOTING_INDEX // (int) 
0010: $8093 *= 8 
097B: play_audio_at_object $8097($8093,24i) event 1034 
097A: play_audio_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 event 1032 
008A: $8066($SHOOTING_INDEX,3i) = 32@ // (int) 
0004: $8092 = 0 

:SHRANGE_15457
00D6: if 
001A:   8 > $8092 
004D: jump_if_false @SHRANGE_15523 
0084: $8093 = $SHOOTING_INDEX // (int) 
0010: $8093 *= 8 
0058: $8093 += $8092 // (int) 
0382: set_object $8097($8093,24i) collision_detection 0 
0008: $8092 += 1 
0002: jump @SHRANGE_15457 

:SHRANGE_15523
008D: $8081 = integer $8077 to_float 
0015: $8081 /= 10000.0 
006D: $8081 *= 51@($SHOOTING_INDEX_2,4f) // (float) 
0084: $8093 = $SHOOTING_INDEX // (int) 
0010: $8093 *= 8 
00D6: if 
0038:   $8080 == 0 
004D: jump_if_false @SHRANGE_15601 
0086: $8083 = $8081 // (float) 
0002: jump @SHRANGE_15621 

:SHRANGE_15601
0088: $8083 = 51@($SHOOTING_INDEX_2,4f) // (float) 
0061: $8083 -= $8081 // (float) 

:SHRANGE_15621
0005: $TEMPVAR_FLOAT_3 = 4.0 
0086: $8084 = $8085 // (float) 
0009: $8084 += 5.0 
0050: gosub @SHRANGE_16849 
01BC: put_object $8097($8093,24i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:SHRANGE_15674
0084: $8077 = $8035($SHOOTING_INDEX,3i) // (int) 
0004: $8035($SHOOTING_INDEX,3i) = 0 
0004: $8092 = 0 

:SHRANGE_15704
00D6: if 
001A:   8 > $8092 
004D: jump_if_false @SHRANGE_15790 
0084: $8093 = $SHOOTING_INDEX // (int) 
0010: $8093 *= 8 
0058: $8093 += $8092 // (int) 
00D6: if 
0366:   object $8097($8093,24i) damaged 
004D: jump_if_false @SHRANGE_15776 
0008: $8035($SHOOTING_INDEX,3i) += 1 

:SHRANGE_15776
0008: $8092 += 1 
0002: jump @SHRANGE_15704 

:SHRANGE_15790
00D6: if 
001C:   $8035($SHOOTING_INDEX,3i) > $8077 // (int) 
004D: jump_if_false @SHRANGE_15825 
097B: play_audio_at_object $8097($8093,24i) event 1031 

:SHRANGE_15825
00D6: if 
0038:   $SHOOTING_INDEX == 1 
004D: jump_if_false @SHRANGE_16148 
00D6: if 
001C:   $8035[1] > $8077 // (int) 
004D: jump_if_false @SHRANGE_16148 
0084: $8078 = $8035[1] // (int) 
0060: $8078 -= $8077 // (int) 
0209: $8077 = random_int_in_ranges 0 2 
00D6: if 
0038:   $8077 == 0 
004D: jump_if_false @SHRANGE_16030 
00D6: if 
8118:   not actor $8094[0] dead 
004D: jump_if_false @SHRANGE_16023 
00D6: if 
02E0:   actor $8094[0] firing_weapon 
004D: jump_if_false @SHRANGE_15952 
0058: $8125 += $8078 // (int) 
0002: jump @SHRANGE_16023 

:SHRANGE_15952
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @SHRANGE_15983 
0058: $8126 += $8078 // (int) 
0002: jump @SHRANGE_16023 

:SHRANGE_15983
00D6: if 
8118:   not actor $8094[2] dead 
004D: jump_if_false @SHRANGE_16023 
00D6: if 
02E0:   actor $8094[2] firing_weapon 
004D: jump_if_false @SHRANGE_16023 
0058: $8127 += $8078 // (int) 

:SHRANGE_16023
0002: jump @SHRANGE_16148 

:SHRANGE_16030
00D6: if 
8118:   not actor $8094[2] dead 
004D: jump_if_false @SHRANGE_16148 
00D6: if 
02E0:   actor $8094[2] firing_weapon 
004D: jump_if_false @SHRANGE_16077 
0058: $8127 += $8078 // (int) 
0002: jump @SHRANGE_16148 

:SHRANGE_16077
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @SHRANGE_16108 
0058: $8126 += $8078 // (int) 
0002: jump @SHRANGE_16148 

:SHRANGE_16108
00D6: if 
8118:   not actor $8094[0] dead 
004D: jump_if_false @SHRANGE_16148 
00D6: if 
02E0:   actor $8094[0] firing_weapon 
004D: jump_if_false @SHRANGE_16148 
0058: $8125 += $8078 // (int) 

:SHRANGE_16148
00D6: if 
0038:   $8035($SHOOTING_INDEX,3i) == 7 
004D: jump_if_false @SHRANGE_16275 
008A: $8066($SHOOTING_INDEX,3i) = 32@ // (int) 
0004: $8032($SHOOTING_INDEX,3i) = 3 
0084: $8093 = $SHOOTING_INDEX // (int) 
0010: $8093 *= 8 
097B: play_audio_at_object $8097($8093,24i) event 1034 
097A: play_audio_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 event 1032 
0708: reset_decision_maker $8069 event 15 
0709: set_decision_maker $8069 on_event 15 taskID 300 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 

:SHRANGE_16275
0002: jump @SHRANGE_16833 

:SHRANGE_16282
008A: $8077 = 32@ // (int) 
0060: $8077 -= $8066($SHOOTING_INDEX,3i) // (int) 
00D6: if 
0018:   $8077 > 2000 
004D: jump_if_false @SHRANGE_16329 
0004: $8077 = 2000 

:SHRANGE_16329
008D: $8081 = integer $8077 to_float 
0015: $8081 /= 2000.0 
0011: $8081 *= 90.0 
0086: $8054($SHOOTING_INDEX,3f) = $8081 // (float) 
0084: $8093 = $SHOOTING_INDEX // (int) 
0010: $8093 *= 8 
00D6: if 
03CA:   object $8097($8093,24i) exists 
004D: jump_if_false @SHRANGE_16428 
0453: set_object $8097($8093,24i) XYZ_rotation $8054($SHOOTING_INDEX,3f) 0.0 63@ 

:SHRANGE_16428
00D6: if 
0030:   $8054($SHOOTING_INDEX,3f) >= 90.0 
004D: jump_if_false @SHRANGE_16577 
0004: $8032($SHOOTING_INDEX,3i) = 0 
00D6: if 
0038:   $8025($SHOOTING_INDEX,3i) == 3 
004D: jump_if_false @SHRANGE_16504 
0004: $8025($SHOOTING_INDEX,3i) = 1 
0002: jump @SHRANGE_16577 

:SHRANGE_16504
00D6: if 
0038:   $8025($SHOOTING_INDEX,3i) == 2 
004D: jump_if_false @SHRANGE_16544 
0004: $8025($SHOOTING_INDEX,3i) = 3 
0002: jump @SHRANGE_16577 

:SHRANGE_16544
00D6: if 
0038:   $8025($SHOOTING_INDEX,3i) == 1 
004D: jump_if_false @SHRANGE_16577 
0004: $8025($SHOOTING_INDEX,3i) = 2 

:SHRANGE_16577
0002: jump @SHRANGE_16833 

:SHRANGE_16584
0004: $8092 = 0 

:SHRANGE_16591
00D6: if 
001A:   8 > $8092 
004D: jump_if_false @SHRANGE_16687 
0084: $8093 = $SHOOTING_INDEX // (int) 
0010: $8093 *= 8 
0058: $8093 += $8092 // (int) 
00D6: if 
03CA:   object $8097($8092,24i) exists 
004D: jump_if_false @SHRANGE_16673 
097B: play_audio_at_object $8097($8092,24i) event 1034 
0108: destroy_object $8097($8092,24i) 

:SHRANGE_16673
0008: $8092 += 1 
0002: jump @SHRANGE_16591 

:SHRANGE_16687
0004: $8032($SHOOTING_INDEX,3i) = 99 
0002: jump @SHRANGE_16833 

:SHRANGE_16705
0009: $8054($SHOOTING_INDEX,3f) += 1.0 
0084: $8093 = $SHOOTING_INDEX // (int) 
0010: $8093 *= 8 
00D6: if 
03CA:   object $8097($8093,24i) exists 
004D: jump_if_false @SHRANGE_16790 
097B: play_audio_at_object $8097($8093,24i) event 1034 
0453: set_object $8097($8093,24i) XYZ_rotation $8054($SHOOTING_INDEX,3f) 0.0 63@ 

:SHRANGE_16790
00D6: if 
0030:   $8054($SHOOTING_INDEX,3f) >= 90.0 
004D: jump_if_false @SHRANGE_16826 
0004: $8032($SHOOTING_INDEX,3i) = 4 

:SHRANGE_16826
0002: jump @SHRANGE_16833 

:SHRANGE_16833
0008: $SHOOTING_INDEX += 1 
0002: jump @SHRANGE_13485 

:SHRANGE_16847
0051: return 

:SHRANGE_16849
02F7: $8081 = cosine 59@($SHOOTING_INDEX_2,4f) // (float) 
02F6: $8082 = sine 59@($SHOOTING_INDEX_2,4f) // (float) 
00D6: if 
0043:   59@($SHOOTING_INDEX_2,4f) == 0.0 
004D: jump_if_false @SHRANGE_16937 
0086: $TEMPVAR_FLOAT_1 = $8083 // (float) 
0069: $TEMPVAR_FLOAT_1 *= $8081 // (float) 
0086: $TEMPVAR_FLOAT_2 = $8084 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8081 // (float) 
0002: jump @SHRANGE_16979 

:SHRANGE_16937
0011: $8084 *= -1.0 
0086: $TEMPVAR_FLOAT_1 = $8084 // (float) 
0069: $TEMPVAR_FLOAT_1 *= $8082 // (float) 
0086: $TEMPVAR_FLOAT_2 = $8083 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8082 // (float) 

:SHRANGE_16979
005F: $TEMPVAR_FLOAT_1 += 35@($SHOOTING_INDEX_2,4f) // (float) 
005F: $TEMPVAR_FLOAT_2 += 39@($SHOOTING_INDEX_2,4f) // (float) 
005F: $TEMPVAR_FLOAT_3 += 43@($SHOOTING_INDEX_2,4f) // (float) 
0051: return 

:SHRANGE_17017
009B: destroy_actor $8094[0] 
009B: destroy_actor $8094[1] 
009B: destroy_actor $8094[2] 
0151: remove_status_text $8125 
0151: remove_status_text $8126 
0151: remove_status_text $8127 
0249: release_model #TARGET_HEAD 
0249: release_model #TARGET_LARM 
0249: release_model #TARGET_RARM 
0249: release_model #TARGET_LLEG 
0249: release_model #TARGET_RLEG 
0249: release_model #TARGET_RTORSO 
0249: release_model #TARGET_LTORSO 
0249: release_model #TARGET_FRAME 
0249: release_model #SILENCED 
0249: release_model #SHOTGSPA 
0249: release_model #MINIGUN 
0249: release_model #M4 
065C: release_decision_maker $8069 
040D: unload_wav 4 
0004: $8092 = 0 

:SHRANGE_17123
00D6: if 
001A:   24 > $8092 
004D: jump_if_false @SHRANGE_17184 
00D6: if 
03CA:   object $8097($8092,24i) exists 
004D: jump_if_false @SHRANGE_17170 
0108: destroy_object $8097($8092,24i) 

:SHRANGE_17170
0008: $8092 += 1 
0002: jump @SHRANGE_17123 

:SHRANGE_17184
0004: $ONMISSION_SHOOTING = 0 
0004: $ONMISSION = 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SHRANGE_17221 
04D7: set_actor $PLAYER_ACTOR locked 0 

:SHRANGE_17221
004E: end_thread 
0051: return 
004E: end_thread 

//-------------Mission 114---------------
// Originally: Los Santos Gym Fight School

:GYMLS
03A4: name_thread 'GYMLS' 
0050: gosub @GYMLS_57 
0169: set_fade_color_RGB 0 0 0 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @GYMLS_46 
0050: gosub @GYMLS_5862 

:GYMLS_46
0050: gosub @GYMLS_5902 
004E: end_thread 
0317: increment_mission_attempts 

:GYMLS_57
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_80 
07CB: set_actor $PLAYER_ACTOR supporting_fire 0 

:GYMLS_80
0004: $ONMISSION = 1 
0004: $8152 = 0 
0623: add 1 to_integer_stat 198 
0004: $ONMISSION_GYMFIGHT = 1 
054C: use_GXT_table 'GYM' 
0247: load_model #VBMYBOX 
0247: load_model #VWMYBOX 
0247: load_model #BMYDJ 
04ED: load_animation "RIOT" 
04ED: load_animation "FIGHT_B" 
04ED: load_animation "INT_SHOP" 
04ED: load_animation "GYMNASIUM" 
038B: load_requested_models 

:GYMLS_177
00D6: if or
84EE:   not animation "GYMNASIUM" loaded 
8248:   not model #VBMYBOX available 
8248:   not model #VWMYBOX available 
004D: jump_if_false @GYMLS_220 
0001: wait 0 ms 
0002: jump @GYMLS_177 

:GYMLS_220
00D6: if or
8248:   not model #BMYDJ available 
84EE:   not animation "RIOT" loaded 
84EE:   not animation "FIGHT_B" loaded 
84EE:   not animation "INT_SHOP" loaded 
004D: jump_if_false @GYMLS_277 
0001: wait 0 ms 
0002: jump @GYMLS_220 

:GYMLS_277
060A: create_decision_maker_type 0 store_to 43@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 1 store_to 58@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 57@ // decision\allowed\m_.ped files 
0746: set_acquaintance 3 of_actors_pedtype 25 to_actors_pedtype 0 
0708: reset_decision_maker 58@ event 31 
0708: reset_decision_maker 57@ event 31 
0708: reset_decision_maker 58@ event 9 
0708: reset_decision_maker 58@ event 15 
0708: reset_decision_maker 58@ event 37 
0708: reset_decision_maker 57@ event 37 
0709: set_decision_maker 58@ on_event 31 taskID 413 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 58@ on_event 9 taskID 415 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 58@ on_event 15 taskID 300 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 57@ on_event 31 taskID 413 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 57@ on_event 15 taskID 300 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 58@ on_event 37 taskID 300 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 57@ on_event 37 taskID 300 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0615: define_AS_pack_begin 40@ 
0603: AS_actor -1 goto_point_any_means 762.8681 7.4928 999.7141 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 13.3401 
0605: actor -1 perform_animation "RIOT_PUNCHES" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 40@ loop 1 
0616: define_AS_pack_end 40@ 
0615: define_AS_pack_begin 54@ 
0603: AS_actor -1 goto_point_any_means 765.2909 16.0319 999.698 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 198.8789 
0643: set_AS_pack 54@ loop 1 
0616: define_AS_pack_end 54@ 
0615: define_AS_pack_begin 53@ 
0603: AS_actor -1 goto_point_any_means 767.2571 14.4044 999.6998 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 263.2938 
0605: actor -1 perform_animation "GYMSHADOWBOX" IFP "GYMNASIUM" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 53@ loop 1 
0616: define_AS_pack_end 53@ 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05B9: AS_actor -1 stay_idle 1000 ms 
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
0615: define_AS_pack_begin 50@ 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: set_AS_pack 50@ loop 1 
0616: define_AS_pack_end 50@ 
0615: define_AS_pack_begin 51@ 
05B9: AS_actor -1 stay_idle 750 ms 
0605: actor -1 perform_animation "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: set_AS_pack 51@ loop 1 
0616: define_AS_pack_end 51@ 
009A: 34@ = create_actor_pedtype 25 model #VWMYBOX at 761.6263 11.4876 1000.164 
0173: set_actor 34@ Z_angle_to 128.1297 
060B: set_actor 34@ decision_maker_to 58@ 
02A9: set_actor 34@ immune_to_nonplayer 1 
0489: set_actor 34@ muted 1 
009A: 35@ = create_actor_pedtype 25 model #VWMYBOX at 760.343 10.1973 999.7099 
0173: set_actor 35@ Z_angle_to 310.2206 
060B: set_actor 35@ decision_maker_to 58@ 
02A9: set_actor 35@ immune_to_nonplayer 1 
0489: set_actor 34@ muted 1 
0615: define_AS_pack_begin 52@ 
0603: AS_actor -1 goto_point_any_means 761.6263 11.4876 1000.164 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 128.1297 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLS_1192 
05E2: AS_actor -1 kill_actor 35@ 

:GYMLS_1192
0643: set_AS_pack 52@ loop 1 
0616: define_AS_pack_end 52@ 
0615: define_AS_pack_begin 41@ 
0603: AS_actor -1 goto_point_any_means 760.343 10.1973 999.7099 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 310.2206 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLS_1264 
05E2: AS_actor -1 kill_actor 34@ 

:GYMLS_1264
0643: set_AS_pack 41@ loop 1 
0616: define_AS_pack_end 41@ 
0618: assign_actor 34@ to_AS_pack 52@ 
0618: assign_actor 35@ to_AS_pack 41@ 
009A: 37@ = create_actor_pedtype 25 model #BMYDJ at 762.8681 7.4928 999.7141 
0173: set_actor 37@ Z_angle_to 13.3401 
0618: assign_actor 37@ to_AS_pack 40@ 
060B: set_actor 37@ decision_maker_to 57@ 
009A: 39@ = create_actor_pedtype 25 model #VBMYBOX at 767.2571 14.4044 999.6998 
0173: set_actor 39@ Z_angle_to 263.2938 
060B: set_actor 39@ decision_maker_to 57@ 
0618: assign_actor 39@ to_AS_pack 53@ 
07FE: set_actor 39@ fighting_style_to 5 moves 6 
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMLS_1412
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @GYMLS_1438 
0001: wait 0 ms 
0002: jump @GYMLS_1412 

:GYMLS_1438
0006: 32@ = 0 
0006: 64@ = 2 
00D6: if or
001C:   $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int) 
001C:   $CURRENT_MONTH > $GYM_MONTH_WHEN_LIMIT_REACHED // (int) 
004D: jump_if_false @GYMLS_1489 
0005: $GYM_DAY_LIMIT = 0.0 

:GYMLS_1489
0001: wait 0 ms 
0050: gosub @GYMLS_6164 
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @GYMLS_1667 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLS_1589 
00D6: if 
0611:   actor 34@ performing_animation "GYM_SHADOWBOX" 
004D: jump_if_false @GYMLS_1589 
0614: set_actor 34@ animation "GYMSHADOWBOX" progress_to 0.0 // 0.0 to 1.0 

:GYMLS_1589
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @GYMLS_1660 
00D6: if 
0611:   actor 35@ performing_animation "GYM_SHADOWBOX" 
004D: jump_if_false @GYMLS_1660 
0614: set_actor 35@ animation "GYMSHADOWBOX" progress_to 0.5 // 0.0 to 1.0 

:GYMLS_1660
0006: 48@ = 1 

:GYMLS_1667
00D6: if and
0118:   actor 34@ dead 
0019:   32@ > 20000 
004D: jump_if_false @GYMLS_1727 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @GYMLS_1727 
0687: clear_actor 35@ task 
05C5: AS_actor 35@ cower 20000 ms 
0006: 32@ = 0 

:GYMLS_1727
00D6: if and
0118:   actor 35@ dead 
0019:   32@ > 20000 
004D: jump_if_false @GYMLS_1787 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLS_1787 
0687: clear_actor 34@ task 
05C5: AS_actor 34@ cower 20000 ms 
0006: 32@ = 0 

:GYMLS_1787
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 760.8566 11.063 1000.164 radius 3.0 3.0 2.0 
004D: jump_if_false @GYMLS_1941 
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @GYMLS_1934 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLS_1890 
0792: disembark_instantly_actor 34@ 
060B: set_actor 34@ decision_maker_to 57@ 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 

:GYMLS_1890
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @GYMLS_1927 
0792: disembark_instantly_actor 35@ 
060B: set_actor 35@ decision_maker_to 57@ 
05E2: AS_actor 35@ kill_actor $PLAYER_ACTOR 

:GYMLS_1927
0006: 59@ = 1 

:GYMLS_1934
0002: jump @GYMLS_2029 

:GYMLS_1941
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @GYMLS_2029 
00D6: if and
8118:   not actor 34@ dead 
8118:   not actor 35@ dead 
004D: jump_if_false @GYMLS_2022 
0792: disembark_instantly_actor 34@ 
060B: set_actor 34@ decision_maker_to 58@ 
0618: assign_actor 34@ to_AS_pack 52@ 
0792: disembark_instantly_actor 35@ 
060B: set_actor 35@ decision_maker_to 58@ 
0618: assign_actor 35@ to_AS_pack 41@ 

:GYMLS_2022
0006: 59@ = 0 

:GYMLS_2029
09E8: $ACTIVE_INTERIOR = actor $PLAYER_ACTOR active_interior 
00D6: if 
0038:   $ACTIVE_INTERIOR == 0 
004D: jump_if_false @GYMLS_2062 
0002: jump @GYMLS_5862 

:GYMLS_2062
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 767.1368 12.511 999.7036 radius 2.5 2.5 4.0 
004D: jump_if_false @GYMLS_2117 
0006: 46@ = 0 

:GYMLS_2117
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_5855 
00D6: if and
0039:   46@ == 0 
00FE:   actor 39@ sphere 0 in_sphere 767.2571 14.4044 999.6998 radius 1.0 1.0 1.2 
004D: jump_if_false @GYMLS_5855 
00D6: if 
0101:   actor $PLAYER_ACTOR in_sphere 767.1368 12.511 999.7036 radius 0.6 0.6 1.0 sphere 1 stopped 
004D: jump_if_false @GYMLS_2236 

:GYMLS_2236
00D6: if and
0101:   actor $PLAYER_ACTOR in_sphere 767.1368 12.511 999.7036 radius 1.2 1.2 1.2 sphere 0 stopped 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_5855 
00D6: if and
8118:   not actor 39@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_2343 
01B4: set_player $PLAYER_CHAR can_move 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 39@ 
0639: AS_actor 39@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 39@ 

:GYMLS_2343
00D6: if 
0038:   $8156 == 0 
004D: jump_if_false @GYMLS_2418 
040D: unload_wav 1 
03CF: load_wav 4800 as 1 

:GYMLS_2372
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLS_2398 
0001: wait 0 ms 
0002: jump @GYMLS_2372 

:GYMLS_2398
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'BBOX_1' time 3000 flag 1  // ~z~Yo, you want to learn some new moves?

:GYMLS_2418
00D6: if 
0038:   $8156 == 1 
004D: jump_if_false @GYMLS_2493 
040D: unload_wav 1 
03CF: load_wav 4803 as 1 

:GYMLS_2447
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLS_2473 
0001: wait 0 ms 
0002: jump @GYMLS_2447 

:GYMLS_2473
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'BBOX_4' time 3000 flag 1  // ~z~Hey, you want to go a round with me?

:GYMLS_2493
0512: show_permanent_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~

:GYMLS_2504
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_2852 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @GYMLS_2717 
0653: 60@ = float_stat 23 
00D6: if 
0021:   60@ > 349.0 
004D: jump_if_false @GYMLS_2592 
0006: 44@ = 1 
03E6: remove_text_box 
0002: jump @GYMLS_2852 
0002: jump @GYMLS_2717 

:GYMLS_2592
0006: 44@ = 0 
0006: 46@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 4802 as 1 

:GYMLS_2619
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLS_2645 
0001: wait 0 ms 
0002: jump @GYMLS_2619 

:GYMLS_2645
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'BBOX_3' time 3000 flag 1  // ~z~Man, you're an embarrassment! Get yourself some muscles first!
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_2696 
0618: assign_actor 39@ to_AS_pack 53@ 

:GYMLS_2696
0006: 32@ = 0 
0006: 55@ = 1 
0002: jump @GYMLS_1489 

:GYMLS_2717
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @GYMLS_2845 
0006: 44@ = 0 
0006: 46@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 4801 as 1 

:GYMLS_2761
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLS_2787 
0001: wait 0 ms 
0002: jump @GYMLS_2761 

:GYMLS_2787
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'BBOX_2' time 3000 flag 1  // ~z~Suit yourself, holmes, but the streets are mean, dude!
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_2838 
0618: assign_actor 39@ to_AS_pack 53@ 

:GYMLS_2838
0002: jump @GYMLS_1489 

:GYMLS_2845
0002: jump @GYMLS_2504 

:GYMLS_2852
03E6: remove_text_box 
00BE: text_clear_all 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0050: gosub @GYMLS_6055 
009B: destroy_actor 37@ 
009B: destroy_actor 34@ 
009B: destroy_actor 35@ 
009A: 34@ = create_actor_pedtype 25 model #VWMYBOX at 761.6934 4.2203 999.7099 
0173: set_actor 34@ Z_angle_to 171.4614 
0618: assign_actor 34@ to_AS_pack 49@ 
009A: 35@ = create_actor_pedtype 25 model #VWMYBOX at 764.7962 0.7163 999.715 
0173: set_actor 35@ Z_angle_to 93.8066 
0618: assign_actor 35@ to_AS_pack 50@ 
009A: 37@ = create_actor_pedtype 25 model #BMYDJ at 759.5085 4.2343 999.7051 
0173: set_actor 37@ Z_angle_to 189.7654 
0618: assign_actor 37@ to_AS_pack 51@ 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_3080 
08C7: put_actor 39@ at 762.616 2.1235 1000.594 dont_warp_gang 
0173: set_actor 39@ Z_angle_to 135.5749 
0223: set_actor 39@ health_to 1000 
08AF: set_actor 39@ max_health_to 1000 

:GYMLS_3080
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_3126 
08C7: put_actor $PLAYER_ACTOR at 759.0147 -1.7235 1000.594 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 312.9747 

:GYMLS_3126
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_3174 
060B: set_actor 39@ decision_maker_to 57@ 
05E2: AS_actor 39@ kill_actor $PLAYER_ACTOR 
07FE: set_actor 39@ fighting_style_to 5 moves 6 
07DD: set_actor 39@ attack_rate 100 // previously known as temper_to 

:GYMLS_3174
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0038:   $8156 == 0 
004D: jump_if_false @GYMLS_3212 
0512: show_permanent_text_box 'GYM1101'  // Defeat your opponent to learn new moves!

:GYMLS_3212
00D6: if 
0038:   $8156 == 1 
004D: jump_if_false @GYMLS_3241 
0512: show_permanent_text_box 'GYM1_84'  // Run and press ~k~~VEHICLE_ENTER_EXIT~!

:GYMLS_3241
0050: gosub @GYMLS_6111 
0006: 32@ = 0 
0006: 33@ = 0 
00D6: if and
03D0:   wav 4 loaded 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_3290 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1115 

:GYMLS_3290
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_3807 
0001: wait 0 ms 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @GYMLS_3381 
00D6: if 
80FE:   not actor 35@ sphere 0 in_sphere 761.0182 0.6609 1000.594 radius 6.0 6.0 6.0 
004D: jump_if_false @GYMLS_3381 
0002: jump @GYMLS_3807 

:GYMLS_3381
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLS_3437 
00D6: if and
0019:   33@ > 3000 
0039:   65@ == 0 
004D: jump_if_false @GYMLS_3430 
0006: 65@ = 1 

:GYMLS_3430
0006: 33@ = 0 

:GYMLS_3437
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @GYMLS_3493 
00D6: if and
0019:   33@ > 3000 
0039:   65@ == 1 
004D: jump_if_false @GYMLS_3486 
0006: 65@ = 0 

:GYMLS_3486
0006: 33@ = 0 

:GYMLS_3493
00D6: if 
0038:   $8156 == 1 
004D: jump_if_false @GYMLS_3777 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @GYMLS_3556 
0006: 32@ = 0 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_94'  // Whilst running, lock on to a target with ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
0006: 56@ = 1 

:GYMLS_3556
00D6: if 
840C:   not is_german_game 
004D: jump_if_false @GYMLS_3682 
00D6: if and
0019:   32@ > 6000 
0039:   56@ == 1 
004D: jump_if_false @GYMLS_3622 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_95'  // Lock on to a downed opponent using ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
0006: 32@ = 0 
0006: 56@ = 2 

:GYMLS_3622
00D6: if and
0019:   32@ > 6000 
0039:   56@ == 2 
004D: jump_if_false @GYMLS_3675 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
0006: 32@ = 0 
0006: 56@ = 3 

:GYMLS_3675
0002: jump @GYMLS_3735 

:GYMLS_3682
00D6: if and
0019:   32@ > 6000 
0039:   56@ == 1 
004D: jump_if_false @GYMLS_3735 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
0006: 32@ = 0 
0006: 56@ = 3 

:GYMLS_3735
00D6: if and
0019:   32@ > 6000 
0039:   56@ == 3 
004D: jump_if_false @GYMLS_3777 
03E6: remove_text_box 
0006: 32@ = 0 
0006: 56@ = 0 

:GYMLS_3777
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @GYMLS_3800 
0002: jump @GYMLS_3807 

:GYMLS_3800
0002: jump @GYMLS_3290 

:GYMLS_3807
03E6: remove_text_box 
00D6: if 
0038:   $8156 == 1 
004D: jump_if_false @GYMLS_3834 
0002: jump @GYMLS_5431 

:GYMLS_3834
0050: gosub @GYMLS_6055 
009B: destroy_actor 39@ 
0395: clear_area 1 at 760.7445 0.6538 1000.594 radius 10.0 
0050: gosub @GYMLS_6003 
009A: 39@ = create_actor_pedtype 25 model #VBMYBOX at 762.616 2.1235 1000.594 
0173: set_actor 39@ Z_angle_to 135.5749 
060B: set_actor 39@ decision_maker_to 43@ 
0792: disembark_instantly_actor 39@ 
060B: set_actor 39@ decision_maker_to 43@ 
07FE: set_actor 39@ fighting_style_to 5 moves 6 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_3987 
08C7: put_actor $PLAYER_ACTOR at 759.0147 -1.7235 1000.594 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 312.9747 

:GYMLS_3987
009B: destroy_actor 34@ 
009B: destroy_actor 35@ 
009B: destroy_actor 37@ 
015F: set_camera_position 764.0964 -4.8216 1003.062 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 763.5206 -4.0516 1002.787 switchstyle 2 
0050: gosub @GYMLS_6111 
00BC: show_text_highpriority GXT 'BBOX_5' time 4000 flag 1  // ~z~Yo, pay attention and you might learn something.
040D: unload_wav 1 
03CF: load_wav 4804 as 1 

:GYMLS_4087
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLS_4130 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_4123 

:GYMLS_4123
0002: jump @GYMLS_4087 

:GYMLS_4130
03D1: play_wav 1 
0001: wait 1000 ms 
0006: 32@ = 0 

:GYMLS_4146
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMLS_4193 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_4186 

:GYMLS_4186
0002: jump @GYMLS_4146 

:GYMLS_4193
015F: set_camera_position 762.5212 -0.4172 1001.843 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 762.5431 0.5793 1001.762 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_97' time 2000 flag 1  // Running Attack
0006: 32@ = 0 

:GYMLS_4267
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMLS_4314 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_4307 

:GYMLS_4307
0002: jump @GYMLS_4267 

:GYMLS_4314
040D: unload_wav 1 
03CF: load_wav 4805 as 1 

:GYMLS_4325
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLS_4368 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_4361 

:GYMLS_4361
0002: jump @GYMLS_4325 

:GYMLS_4368
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_94' time 4000 flag 1  // Whilst running, lock on to a target with ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
0006: 32@ = 0 

:GYMLS_4395
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @GYMLS_4442 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_4435 

:GYMLS_4435
0002: jump @GYMLS_4395 

:GYMLS_4442
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_4497 
0605: actor 39@ perform_animation "FIGHTB_M" IFP "FIGHT_B" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLS_4497
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_4545 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLS_4545
0006: 32@ = 0 

:GYMLS_4552
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @GYMLS_4599 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_4592 

:GYMLS_4592
0002: jump @GYMLS_4552 

:GYMLS_4599
00D6: if 
840C:   not is_german_game 
004D: jump_if_false @GYMLS_5018 
015F: set_camera_position 759.6699 1.9955 1001.068 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 760.6637 2.0051 1001.178 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_98' time 2000 flag 1  // Ground Attack
0006: 32@ = 0 

:GYMLS_4686
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMLS_4733 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_4726 

:GYMLS_4726
0002: jump @GYMLS_4686 

:GYMLS_4733
040D: unload_wav 1 
03CF: load_wav 4806 as 1 

:GYMLS_4744
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLS_4787 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_4780 

:GYMLS_4780
0002: jump @GYMLS_4744 

:GYMLS_4787
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_95' time 4000 flag 1  // Lock on to a downed opponent using ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
0006: 32@ = 0 

:GYMLS_4814
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @GYMLS_4861 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_4854 

:GYMLS_4854
0002: jump @GYMLS_4814 

:GYMLS_4861
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_4916 
0605: actor 39@ perform_animation "FIGHTB_G" IFP "FIGHT_B" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLS_4916
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_4964 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLS_4964
0006: 32@ = 0 

:GYMLS_4971
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @GYMLS_5018 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_5011 

:GYMLS_5011
0002: jump @GYMLS_4971 

:GYMLS_5018
015F: set_camera_position 764.5368 3.1767 1002.349 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 763.7495 2.6046 1002.12 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_99' time 2000 flag 1  // Combo Attack
0006: 32@ = 0 

:GYMLS_5092
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMLS_5139 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_5132 

:GYMLS_5132
0002: jump @GYMLS_5092 

:GYMLS_5139
040D: unload_wav 1 
03CF: load_wav 4807 as 1 

:GYMLS_5150
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLS_5193 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_5186 

:GYMLS_5186
0002: jump @GYMLS_5150 

:GYMLS_5193
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_96' time 4000 flag 1  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
0006: 32@ = 0 

:GYMLS_5220
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @GYMLS_5267 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_5260 

:GYMLS_5260
0002: jump @GYMLS_5220 

:GYMLS_5267
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_5329 
04D7: set_actor 39@ locked 1 
0605: actor 39@ perform_animation "FIGHTB_3" IFP "FIGHT_B" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLS_5329
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_5377 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMLS_5377
0006: 32@ = 0 

:GYMLS_5384
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMLS_5431 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_5424 

:GYMLS_5424
0002: jump @GYMLS_5384 

:GYMLS_5431
009B: destroy_actor 37@ 
009B: destroy_actor 34@ 
009B: destroy_actor 35@ 
0050: gosub @GYMLS_6055 
009A: 34@ = create_actor_pedtype 25 model #VWMYBOX at 761.6263 11.4876 1000.164 
0173: set_actor 34@ Z_angle_to 128.1297 
060B: set_actor 34@ decision_maker_to 58@ 
02A9: set_actor 34@ immune_to_nonplayer 1 
0489: set_actor 34@ muted 1 
009A: 35@ = create_actor_pedtype 25 model #VWMYBOX at 760.343 10.1973 999.7099 
0173: set_actor 35@ Z_angle_to 310.2206 
060B: set_actor 35@ decision_maker_to 58@ 
02A9: set_actor 35@ immune_to_nonplayer 1 
0489: set_actor 34@ muted 1 
0618: assign_actor 34@ to_AS_pack 52@ 
0618: assign_actor 35@ to_AS_pack 41@ 
009A: 37@ = create_actor_pedtype 25 model #BMYDJ at 762.8681 7.4928 999.7141 
0173: set_actor 37@ Z_angle_to 13.3401 
0618: assign_actor 37@ to_AS_pack 40@ 
060B: set_actor 37@ decision_maker_to 57@ 
009B: destroy_actor 39@ 
009A: 39@ = create_actor_pedtype 25 model #VBMYBOX at 767.2571 14.4044 999.6998 
0173: set_actor 39@ Z_angle_to 263.2938 
060B: set_actor 39@ decision_maker_to 57@ 
0618: assign_actor 39@ to_AS_pack 53@ 
07FE: set_actor 39@ fighting_style_to 5 moves 6 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_5741 
08C7: put_actor $PLAYER_ACTOR at 765.6662 2.7963 999.718 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 277.3348 

:GYMLS_5741
0050: gosub @GYMLS_6027 
0050: gosub @GYMLS_6111 
00D6: if 
0038:   $8153 == 0 
004D: jump_if_false @GYMLS_5784 
030C: progress_made = 1 
0004: $8153 = 1 

:GYMLS_5784
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6 
00D6: if 
0038:   $8156 == 0 
004D: jump_if_false @GYMLS_5827 
00BC: show_text_highpriority GXT 'GYM1_93' time 3000 flag 1  // New moves learned!

:GYMLS_5827
0004: $8155 = 0 
0004: $8156 = 1 
0004: $8157 = 0 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 

:GYMLS_5855
0002: jump @GYMLS_1489 

:GYMLS_5862
0051: return 
01E3: show_text_1number_styled GXT 'M_PASS' number 30000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 30000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:GYMLS_5902
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_5925 
07CB: set_actor $PLAYER_ACTOR supporting_fire 1 

:GYMLS_5925
0249: release_model #VBMYBOX 
0249: release_model #VWMYBOX 
0249: release_model #BMYDJ 
04EF: release_animation "GYMNASIUM" 
04EF: release_animation "RIOT" 
04EF: release_animation "FIGHT_B" 
04EF: release_animation "INT_SHOP" 
040D: unload_wav 4 
0004: $ONMISSION_GYMFIGHT = 0 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:GYMLS_6003
03E6: remove_text_box 
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0051: return 

:GYMLS_6027
03E6: remove_text_box 
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0051: return 

:GYMLS_6055
016A: fade 0 time 500 

:GYMLS_6062
00D6: if 
016B:   fading 
004D: jump_if_false @GYMLS_6109 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_6102 
016A: fade 0 time 1 

:GYMLS_6102
0002: jump @GYMLS_6062 

:GYMLS_6109
0051: return 

:GYMLS_6111
016A: fade 1 time 500 

:GYMLS_6118
00D6: if 
016B:   fading 
004D: jump_if_false @GYMLS_6142 
0001: wait 0 ms 
0002: jump @GYMLS_6118 

:GYMLS_6142
0051: return 
040D: unload_wav 1 
03CF: load_wav 63@ as 1 
0006: 64@ = 0 
0051: return 

:GYMLS_6164
00D6: if and
03D0:   wav 1 loaded 
0039:   64@ == 0 
004D: jump_if_false @GYMLS_6207 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 61@s time 10000 flag 1 
0006: 64@ = 1 

:GYMLS_6207
00D6: if and
03D2:   wav 1 ended 
0039:   64@ == 1 
004D: jump_if_false @GYMLS_6245 
040D: unload_wav 1 
03D5: remove_text 61@s 
0006: 64@ = 2 

:GYMLS_6245
0051: return 

//-------------Mission 115---------------
// Originally: San Fierro Gym Fight School

:GYMSF
03A4: name_thread 'GYMSF' 
016A: fade 0 time 0 
0050: gosub @GYMSF_63 
0169: set_fade_color_RGB 0 0 0 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @GYMSF_52 
0050: gosub @GYMSF_5328 

:GYMSF_52
0050: gosub @GYMSF_5368 
004E: end_thread 
0317: increment_mission_attempts 

:GYMSF_63
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_86 
07CB: set_actor $PLAYER_ACTOR supporting_fire 0 

:GYMSF_86
0004: $ONMISSION_GYMFIGHT = 1 
0006: 63@ = 2 
0004: $ONMISSION = 1 
0623: add 1 to_integer_stat 198 
054C: use_GXT_table 'GYM' 
0247: load_model #WMYJG 
0247: load_model #OMYKARA 
0247: load_model #WMYLG 
0247: load_model #OMOKUNG 
0247: load_model #WMYKARA 

:GYMSF_147
00D6: if or
8248:   not model #WMYJG available 
8248:   not model #OMYKARA available 
8248:   not model #WMYLG available 
8248:   not model #OMOKUNG available 
8248:   not model #WMYKARA available 
004D: jump_if_false @GYMSF_191 
0001: wait 0 ms 
0002: jump @GYMSF_147 

:GYMSF_191
04ED: load_animation "PARK" 
04ED: load_animation "FIGHT_C" 
04ED: load_animation "GYMNASIUM" 

:GYMSF_223
00D6: if or
84EE:   not animation "PARK" loaded 
84EE:   not animation "FIGHT_C" loaded 
84EE:   not animation "GYMNASIUM" loaded 
004D: jump_if_false @GYMSF_277 
0001: wait 0 ms 
0002: jump @GYMSF_223 

:GYMSF_277
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMSF_288
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @GYMSF_314 
0001: wait 0 ms 
0002: jump @GYMSF_288 

:GYMSF_314
060A: create_decision_maker_type 0 store_to 40@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 1 store_to 57@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 41@ // decision\allowed\m_.ped files 
0615: define_AS_pack_begin 52@ 
0603: AS_actor -1 goto_point_any_means 768.064 -41.5728 999.6865 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 358.0992 
05C9: AS_actor -1 on_guard -2 ms 
0616: define_AS_pack_end 52@ 
0615: define_AS_pack_begin 53@ 
0603: AS_actor -1 goto_point_any_means 770.3961 -23.0853 999.5938 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 87.3049 
0605: actor -1 perform_animation "TAI_CHI_LOOP" IFP "PARK" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 53@ 
0615: define_AS_pack_begin 54@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0603: AS_actor -1 goto_point_any_means 766.3062 -23.0554 999.5938 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 272.4196 
0605: actor -1 perform_animation "TAI_CHI_LOOP" IFP "PARK" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 54@ 
0615: define_AS_pack_begin 42@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0603: AS_actor -1 goto_point_any_means 769.8199 -36.4933 999.6865 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 88.548 
0605: actor -1 perform_animation "FIGHTC_IDLE" IFP "FIGHT_C" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 42@ loop 1 
0616: define_AS_pack_end 42@ 
0615: define_AS_pack_begin 43@ 
0603: AS_actor -1 goto_point_any_means 767.057 -37.0465 999.6865 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 270.0 
0605: actor -1 perform_animation "FIGHTC_IDLE" IFP "FIGHT_C" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 43@ loop 1 
0616: define_AS_pack_end 43@ 
0615: define_AS_pack_begin 48@ 
0603: AS_actor -1 goto_point_any_means 768.064 -41.5728 999.6865 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 358.0992 
05C9: AS_actor -1 on_guard -2 ms 
0643: set_AS_pack 48@ loop 1 
0616: define_AS_pack_end 48@ 
009A: 38@ = create_actor_pedtype 4 model #OMOKUNG at 768.064 -41.5728 999.6865 
0173: set_actor 38@ Z_angle_to 358.0992 
0618: assign_actor 38@ to_AS_pack 48@ 
060B: set_actor 38@ decision_maker_to 57@ 
07FE: set_actor 38@ fighting_style_to 6 moves 6 
0615: define_AS_pack_begin 49@ 
0603: AS_actor -1 goto_point_any_means 770.3961 -23.0853 999.5938 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 87.3049 
0605: actor -1 perform_animation "TAI_CHI_LOOP" IFP "PARK" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
009A: 35@ = create_actor_pedtype 4 model #WMYJG at 770.3961 -23.0853 999.5938 
0173: set_actor 35@ Z_angle_to 87.3049 
0618: assign_actor 35@ to_AS_pack 49@ 
060B: set_actor 35@ decision_maker_to 41@ 
07FE: set_actor 35@ fighting_style_to 6 moves 6 
0615: define_AS_pack_begin 50@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0603: AS_actor -1 goto_point_any_means 766.3062 -23.0554 999.5938 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 272.4196 
0605: actor -1 perform_animation "TAI_CHI_LOOP" IFP "PARK" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 50@ loop 1 
0616: define_AS_pack_end 50@ 
009A: 34@ = create_actor_pedtype 4 model #WMYLG at 766.3062 -23.0554 999.5938 
0173: set_actor 34@ Z_angle_to 272.4196 
0618: assign_actor 34@ to_AS_pack 50@ 
060B: set_actor 34@ decision_maker_to 41@ 
07FE: set_actor 34@ fighting_style_to 6 moves 6 
009A: 36@ = create_actor_pedtype 4 model #OMYKARA at 769.8199 -36.4933 999.6865 
0173: set_actor 36@ Z_angle_to 95.1885 
0618: assign_actor 36@ to_AS_pack 42@ 
060B: set_actor 36@ decision_maker_to 41@ 
07FE: set_actor 36@ fighting_style_to 6 moves 6 
009A: 37@ = create_actor_pedtype 4 model #WMYKARA at 766.1017 -37.3952 999.6865 
0173: set_actor 37@ Z_angle_to 271.1251 
0618: assign_actor 37@ to_AS_pack 43@ 
060B: set_actor 37@ decision_maker_to 41@ 
07FE: set_actor 37@ fighting_style_to 6 moves 6 
0050: gosub @GYMSF_5567 
00D6: if or
001C:   $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int) 
001C:   $CURRENT_MONTH > $GYM_MONTH_WHEN_LIMIT_REACHED // (int) 
004D: jump_if_false @GYMSF_1318 
0005: $GYM_DAY_LIMIT = 0.0 

:GYMSF_1318
0001: wait 0 ms 
0050: gosub @GYMSF_5620 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @GYMSF_1422 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @GYMSF_1422 
00D6: if 
0611:   actor 37@ performing_animation "FIGHTC_SPAR" 
004D: jump_if_false @GYMSF_1422 
0614: set_actor 37@ animation "FIGHTC_SPAR" progress_to 0.45 // 0.0 to 1.0 
0006: 51@ = 1 

:GYMSF_1422
09E8: $ACTIVE_INTERIOR = actor $PLAYER_ACTOR active_interior 
00D6: if 
0038:   $ACTIVE_INTERIOR == 0 
004D: jump_if_false @GYMSF_1455 
0002: jump @GYMSF_5328 

:GYMSF_1455
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 769.7938 -42.1122 999.6865 radius 2.5 2.5 4.0 
004D: jump_if_false @GYMSF_1510 
0006: 47@ = 0 

:GYMSF_1510
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_5321 
00D6: if and
0039:   47@ == 0 
00FE:   actor 38@ sphere 0 in_sphere 768.064 -41.5728 999.6865 radius 1.0 1.0 1.2 
004D: jump_if_false @GYMSF_5321 
00D6: if 
0101:   actor $PLAYER_ACTOR in_sphere 769.7938 -42.1122 999.6865 radius 0.6 0.6 1.0 sphere 1 stopped 
004D: jump_if_false @GYMSF_1629 

:GYMSF_1629
00D6: if and
0101:   actor $PLAYER_ACTOR in_sphere 769.7938 -42.1122 999.6865 radius 1.2 1.2 1.2 sphere 0 stopped 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_5321 
00D6: if and
8118:   not actor 38@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_1731 
01B4: set_player $PLAYER_CHAR can_move 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0639: AS_actor 38@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 38@ 

:GYMSF_1731
00D6: if 
0038:   $8155 == 0 
004D: jump_if_false @GYMSF_1806 
040D: unload_wav 1 
03CF: load_wav 21200 as 1 

:GYMSF_1760
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMSF_1786 
0001: wait 0 ms 
0002: jump @GYMSF_1760 

:GYMSF_1786
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'KUNG_1' time 3000 flag 1  // ~z~So, you wish to become a warrior!

:GYMSF_1806
00D6: if 
0038:   $8155 == 1 
004D: jump_if_false @GYMSF_1881 
040D: unload_wav 1 
03CF: load_wav 21203 as 1 

:GYMSF_1835
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMSF_1861 
0001: wait 0 ms 
0002: jump @GYMSF_1835 

:GYMSF_1861
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'KUNG_4' time 3000 flag 1  // ~z~Would you like to spar with your master?

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

:GYMSF_1892
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_2216 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @GYMSF_2081 
0653: 59@ = float_stat 23 
00D6: if 
0021:   59@ > 349.0 
004D: jump_if_false @GYMSF_1980 
0006: 44@ = 1 
03E6: remove_text_box 
0002: jump @GYMSF_2218 
0002: jump @GYMSF_2081 

:GYMSF_1980
0006: 44@ = 0 
0006: 47@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 21202 as 1 

:GYMSF_2007
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMSF_2033 
0001: wait 0 ms 
0002: jump @GYMSF_2007 

:GYMSF_2033
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'KUNG_3' time 3000 flag 1  // ~z~You are weak, like a wilted weed! Condition your body!
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 32@ = 0 
0006: 55@ = 1 
0002: jump @GYMSF_1318 

:GYMSF_2081
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @GYMSF_2209 
0006: 44@ = 0 
0006: 47@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 21201 as 1 

:GYMSF_2125
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMSF_2151 
0001: wait 0 ms 
0002: jump @GYMSF_2125 

:GYMSF_2151
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'KUNG_2' time 3000 flag 1  // ~z~The warrior's path will bring you back...
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_2195 
0618: assign_actor 38@ to_AS_pack 48@ 

:GYMSF_2195
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @GYMSF_1318 

:GYMSF_2209
0002: jump @GYMSF_1892 

:GYMSF_2216
03E6: remove_text_box 

:GYMSF_2218
03E6: remove_text_box 
00BE: text_clear_all 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @GYMSF_5321 
0050: gosub @GYMSF_5511 
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_2333 
08C7: put_actor 38@ at 771.4357 -36.9728 999.6865 dont_warp_gang 
0173: set_actor 38@ Z_angle_to 88.1801 
0223: set_actor 38@ health_to 1000 
08AF: set_actor 38@ max_health_to 1000 

:GYMSF_2333
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_2379 
08C7: put_actor $PLAYER_ACTOR at 764.6453 -37.1052 999.6865 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 273.9816 

:GYMSF_2379
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_2427 
060B: set_actor 38@ decision_maker_to 41@ 
05E2: AS_actor 38@ kill_actor $PLAYER_ACTOR 
07FE: set_actor 38@ fighting_style_to 6 moves 6 
07DD: set_actor 38@ attack_rate 100 // previously known as temper_to 

:GYMSF_2427
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0038:   $8155 == 0 
004D: jump_if_false @GYMSF_2465 
0512: show_permanent_text_box 'GYM1106'  // Defeat your opponent to learn new moves. If you leave the ring you lose!

:GYMSF_2465
00D6: if 
0038:   $8155 == 1 
004D: jump_if_false @GYMSF_2494 
0512: show_permanent_text_box 'GYM1_84'  // Run and press ~k~~VEHICLE_ENTER_EXIT~!

:GYMSF_2494
0050: gosub @GYMSF_5567 
0006: 58@ = 0 
00D6: if and
03D0:   wav 4 loaded 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_2536 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1115 

:GYMSF_2536
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_3285 
0001: wait 0 ms 
00D6: if 
0038:   $8155 == 1 
004D: jump_if_false @GYMSF_2840 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @GYMSF_2619 
0006: 32@ = 0 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_94'  // Whilst running, lock on to a target with ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
0006: 56@ = 1 

:GYMSF_2619
00D6: if 
840C:   not is_german_game 
004D: jump_if_false @GYMSF_2745 
00D6: if and
0019:   32@ > 6000 
0039:   56@ == 1 
004D: jump_if_false @GYMSF_2685 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_95'  // Lock on to a downed opponent using ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
0006: 32@ = 0 
0006: 56@ = 2 

:GYMSF_2685
00D6: if and
0019:   32@ > 6000 
0039:   56@ == 2 
004D: jump_if_false @GYMSF_2738 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
0006: 32@ = 0 
0006: 56@ = 3 

:GYMSF_2738
0002: jump @GYMSF_2798 

:GYMSF_2745
00D6: if and
0019:   32@ > 6000 
0039:   56@ == 1 
004D: jump_if_false @GYMSF_2798 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
0006: 32@ = 0 
0006: 56@ = 3 

:GYMSF_2798
00D6: if and
0019:   32@ > 6000 
0039:   56@ == 3 
004D: jump_if_false @GYMSF_2840 
03E6: remove_text_box 
0006: 32@ = 0 
0006: 56@ = 0 

:GYMSF_2840
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_2911 
00D6: if 
80FE:   not actor 38@ sphere 0 in_sphere 768.4611 -36.6685 999.6865 radius 6.0 6.0 6.0 
004D: jump_if_false @GYMSF_2911 
0002: jump @GYMSF_3285 

:GYMSF_2911
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 768.4611 -36.6685 999.6865 radius 6.0 6.0 6.0 
004D: jump_if_false @GYMSF_3255 
0050: gosub @GYMSF_5511 
009B: destroy_actor 38@ 
009A: 38@ = create_actor_pedtype 4 model #OMOKUNG at 768.064 -41.5728 999.6865 
0173: set_actor 38@ Z_angle_to 358.0992 
0618: assign_actor 38@ to_AS_pack 48@ 
060B: set_actor 38@ decision_maker_to 41@ 
07FE: set_actor 38@ fighting_style_to 6 moves 6 
009A: 36@ = create_actor_pedtype 4 model #OMYKARA at 769.8199 -36.4933 999.6865 
0173: set_actor 36@ Z_angle_to 95.1885 
0618: assign_actor 36@ to_AS_pack 42@ 
060B: set_actor 36@ decision_maker_to 41@ 
07FE: set_actor 36@ fighting_style_to 6 moves 6 
009A: 37@ = create_actor_pedtype 4 model #WMYKARA at 766.1017 -37.3952 999.6865 
0173: set_actor 37@ Z_angle_to 271.1251 
0618: assign_actor 37@ to_AS_pack 43@ 
060B: set_actor 37@ decision_maker_to 41@ 
07FE: set_actor 37@ fighting_style_to 6 moves 6 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_3203 
08C7: put_actor $PLAYER_ACTOR at 762.756 -37.2153 999.6865 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
01B4: set_player $PLAYER_CHAR can_move 1 

:GYMSF_3203
00BE: text_clear_all 
03E6: remove_text_box 
0050: gosub @GYMSF_5567 
00D6: if 
0038:   $8155 == 0 
004D: jump_if_false @GYMSF_3248 
00BC: show_text_highpriority GXT 'GYM1_92' time 5000 flag 1  // ~r~You left the ring and forfeited.

:GYMSF_3248
0002: jump @GYMSF_1318 

:GYMSF_3255
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GYMSF_3278 
0002: jump @GYMSF_3285 

:GYMSF_3278
0002: jump @GYMSF_2536 

:GYMSF_3285
03E6: remove_text_box 
00D6: if 
0038:   $8155 == 1 
004D: jump_if_false @GYMSF_3319 
0050: gosub @GYMSF_5511 
0002: jump @GYMSF_4956 

:GYMSF_3319
0050: gosub @GYMSF_5511 
009B: destroy_actor 38@ 
0395: clear_area 1 at 768.1746 -36.6986 999.6865 radius 5.0 
009A: 38@ = create_actor_pedtype 4 model #OMOKUNG at 768.064 -41.5728 999.6865 
0173: set_actor 38@ Z_angle_to 358.0992 
060B: set_actor 38@ decision_maker_to 40@ 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_3443 
08C7: put_actor 38@ at 771.4357 -36.9728 999.6865 dont_warp_gang 
0173: set_actor 38@ Z_angle_to 88.1801 

:GYMSF_3443
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_3494 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 764.6453 -37.1052 999.6865 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 273.9816 

:GYMSF_3494
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_3520 
060B: set_actor 38@ decision_maker_to 65542 

:GYMSF_3520
0050: gosub @GYMSF_5467 
015F: set_camera_position 762.8773 -35.4754 1001.545 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 763.8198 -35.703 1001.3 switchstyle 2 
0050: gosub @GYMSF_5567 
00BC: show_text_highpriority GXT 'KUNG_5' time 4000 flag 1  // ~z~Absorb with the eyes, young student, and you will learn!
040D: unload_wav 1 
03CF: load_wav 21204 as 1 

:GYMSF_3612
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMSF_3655 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_3648 

:GYMSF_3648
0002: jump @GYMSF_3612 

:GYMSF_3655
03D1: play_wav 1 
0001: wait 1000 ms 
0006: 32@ = 0 

:GYMSF_3671
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMSF_3718 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_3711 

:GYMSF_3711
0002: jump @GYMSF_3671 

:GYMSF_3718
015F: set_camera_position 767.428 -39.4061 1000.416 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 768.1919 -38.7609 1000.4 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_97' time 2000 flag 1  // Running Attack
0006: 32@ = 0 

:GYMSF_3792
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMSF_3839 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_3832 

:GYMSF_3832
0002: jump @GYMSF_3792 

:GYMSF_3839
040D: unload_wav 1 
03CF: load_wav 21205 as 1 

:GYMSF_3850
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMSF_3893 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_3886 

:GYMSF_3886
0002: jump @GYMSF_3850 

:GYMSF_3893
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_94' time 4000 flag 1  // Whilst running, lock on to a target with ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
0006: 32@ = 0 

:GYMSF_3920
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @GYMSF_3967 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_3960 

:GYMSF_3960
0002: jump @GYMSF_3920 

:GYMSF_3967
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_4022 
0605: actor 38@ perform_animation "FIGHTC_M" IFP "FIGHT_C" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMSF_4022
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_4070 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMSF_4070
0006: 32@ = 0 

:GYMSF_4077
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @GYMSF_4124 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_4117 

:GYMSF_4117
0002: jump @GYMSF_4077 

:GYMSF_4124
00D6: if 
840C:   not is_german_game 
004D: jump_if_false @GYMSF_4543 
015F: set_camera_position 768.0062 -35.1731 1000.276 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 768.757 -35.8325 1000.314 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_98' time 2000 flag 1  // Ground Attack
0006: 32@ = 0 

:GYMSF_4211
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMSF_4258 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_4251 

:GYMSF_4251
0002: jump @GYMSF_4211 

:GYMSF_4258
040D: unload_wav 1 
03CF: load_wav 21206 as 1 

:GYMSF_4269
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMSF_4312 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_4305 

:GYMSF_4305
0002: jump @GYMSF_4269 

:GYMSF_4312
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_95' time 4000 flag 1  // Lock on to a downed opponent using ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
0006: 32@ = 0 

:GYMSF_4339
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @GYMSF_4386 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_4379 

:GYMSF_4379
0002: jump @GYMSF_4339 

:GYMSF_4386
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_4441 
0605: actor 38@ perform_animation "FIGHTC_G" IFP "FIGHT_C" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMSF_4441
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_4489 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMSF_4489
0006: 32@ = 0 

:GYMSF_4496
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @GYMSF_4543 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_4536 

:GYMSF_4536
0002: jump @GYMSF_4496 

:GYMSF_4543
015F: set_camera_position 772.6448 -38.011 1000.478 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 771.679 -37.7522 1000.485 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_99' time 2000 flag 1  // Combo Attack
0006: 32@ = 0 

:GYMSF_4617
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMSF_4664 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_4657 

:GYMSF_4657
0002: jump @GYMSF_4617 

:GYMSF_4664
040D: unload_wav 1 
03CF: load_wav 21207 as 1 

:GYMSF_4675
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMSF_4718 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_4711 

:GYMSF_4711
0002: jump @GYMSF_4675 

:GYMSF_4718
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_96' time 4000 flag 1  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
0006: 32@ = 0 

:GYMSF_4745
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @GYMSF_4792 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_4785 

:GYMSF_4785
0002: jump @GYMSF_4745 

:GYMSF_4792
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_4854 
04D7: set_actor 38@ locked 1 
0605: actor 38@ perform_animation "FIGHTC_3" IFP "FIGHT_C" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMSF_4854
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_4902 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMSF_4902
0006: 32@ = 0 

:GYMSF_4909
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMSF_4956 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_4949 

:GYMSF_4949
0002: jump @GYMSF_4909 

:GYMSF_4956
0050: gosub @GYMSF_5511 
009B: destroy_actor 38@ 
009A: 38@ = create_actor_pedtype 4 model #OMOKUNG at 768.064 -41.5728 999.6865 
0173: set_actor 38@ Z_angle_to 358.0992 
0618: assign_actor 38@ to_AS_pack 48@ 
060B: set_actor 38@ decision_maker_to 41@ 
07FE: set_actor 38@ fighting_style_to 6 moves 6 
009A: 36@ = create_actor_pedtype 4 model #OMYKARA at 769.8199 -36.4933 999.6865 
0173: set_actor 36@ Z_angle_to 95.1885 
0618: assign_actor 36@ to_AS_pack 42@ 
060B: set_actor 36@ decision_maker_to 41@ 
07FE: set_actor 36@ fighting_style_to 6 moves 6 
009A: 37@ = create_actor_pedtype 4 model #WMYKARA at 766.1017 -37.3952 999.6865 
0173: set_actor 37@ Z_angle_to 271.1251 
0618: assign_actor 37@ to_AS_pack 43@ 
060B: set_actor 37@ decision_maker_to 41@ 
07FE: set_actor 37@ fighting_style_to 6 moves 6 
0050: gosub @GYMSF_5487 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_5214 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 765.9402 -41.602 999.6865 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 265.007 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 

:GYMSF_5214
0050: gosub @GYMSF_5567 
00D6: if 
0038:   $8154 == 0 
004D: jump_if_false @GYMSF_5250 
030C: progress_made = 1 
0004: $8154 = 1 

:GYMSF_5250
00D6: if 
0038:   $8155 == 0 
004D: jump_if_false @GYMSF_5284 
00BC: show_text_highpriority GXT 'GYM1_93' time 3000 flag 1  // New moves learned!

:GYMSF_5284
07FE: set_actor $PLAYER_ACTOR fighting_style_to 6 moves 6 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
0004: $8155 = 1 
0004: $8156 = 0 
0004: $8157 = 0 

:GYMSF_5321
0002: jump @GYMSF_1318 

:GYMSF_5328
0051: return 
01E3: show_text_1number_styled GXT 'M_PASS' number 30000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 30000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:GYMSF_5368
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_5391 
07CB: set_actor $PLAYER_ACTOR supporting_fire 1 

:GYMSF_5391
0249: release_model #WMYJG 
0249: release_model #OMYKARA 
0249: release_model #WMYLG 
0249: release_model #OMOKUNG 
0249: release_model #WMYKARA 
04EF: release_animation "GYMNASIUM" 
04EF: release_animation "PARK" 
04EF: release_animation "FIGHT_C" 
040D: unload_wav 4 
0004: $ONMISSION_GYMFIGHT = 0 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:GYMSF_5467
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0051: return 

:GYMSF_5487
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0051: return 

:GYMSF_5511
016A: fade 0 time 500 

:GYMSF_5518
00D6: if 
016B:   fading 
004D: jump_if_false @GYMSF_5565 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_5558 
016A: fade 0 time 1 

:GYMSF_5558
0002: jump @GYMSF_5518 

:GYMSF_5565
0051: return 

:GYMSF_5567
016A: fade 1 time 500 

:GYMSF_5574
00D6: if 
016B:   fading 
004D: jump_if_false @GYMSF_5598 
0001: wait 0 ms 
0002: jump @GYMSF_5574 

:GYMSF_5598
0051: return 
040D: unload_wav 1 
03CF: load_wav 62@ as 1 
0006: 63@ = 0 
0051: return 

:GYMSF_5620
00D6: if and
03D0:   wav 1 loaded 
0039:   63@ == 0 
004D: jump_if_false @GYMSF_5663 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 60@s time 10000 flag 1 
0006: 63@ = 1 

:GYMSF_5663
00D6: if and
03D2:   wav 1 ended 
0039:   63@ == 1 
004D: jump_if_false @GYMSF_5701 
040D: unload_wav 1 
03D5: remove_text 60@s 
0006: 63@ = 2 

:GYMSF_5701
0051: return 

//-------------Mission 116---------------
// Originally: Las Venturas Gym Fight School

:GYMLV
03A4: name_thread 'GYMLV' 
0050: gosub @GYMLV_57 
0169: set_fade_color_RGB 0 0 0 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @GYMLV_46 
0050: gosub @GYMLV_5200 

:GYMLV_46
0050: gosub @GYMLV_5240 
004E: end_thread 
0317: increment_mission_attempts 

:GYMLV_57
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_80 
07CB: set_actor $PLAYER_ACTOR supporting_fire 0 

:GYMLV_80
0004: $ONMISSION_GYMFIGHT = 1 
0004: $ONMISSION = 1 
0623: add 1 to_integer_stat 198 
054C: use_GXT_table 'GYM' 
0247: load_model #VBMYBOX 
0247: load_model #VWMYBOX 
0247: load_model #BMYDJ 
04ED: load_animation "RIOT" 
04ED: load_animation "FIGHT_D" 
04ED: load_animation "GYMNASIUM" 
04ED: load_animation "INT_SHOP" 
038B: load_requested_models 

:GYMLV_170
00D6: if or
84EE:   not animation "GYMNASIUM" loaded 
8248:   not model #VBMYBOX available 
8248:   not model #VWMYBOX available 
004D: jump_if_false @GYMLV_213 
0001: wait 0 ms 
0002: jump @GYMLV_170 

:GYMLV_213
00D6: if or
8248:   not model #BMYDJ available 
84EE:   not animation "RIOT" loaded 
84EE:   not animation "FIGHT_D" loaded 
84EE:   not animation "INT_SHOP" loaded 
004D: jump_if_false @GYMLV_270 
0001: wait 0 ms 
0002: jump @GYMLV_213 

:GYMLV_270
060A: create_decision_maker_type 0 store_to 41@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 51@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0615: define_AS_pack_begin 63@ 
0605: actor -1 perform_animation "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05B9: AS_actor -1 stay_idle 1000 ms 
0643: set_AS_pack 63@ loop 1 
0616: define_AS_pack_end 63@ 
0615: define_AS_pack_begin 64@ 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: set_AS_pack 64@ loop 1 
0616: define_AS_pack_end 64@ 
0615: define_AS_pack_begin 65@ 
05B9: AS_actor -1 stay_idle 750 ms 
0605: actor -1 perform_animation "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: set_AS_pack 65@ loop 1 
0616: define_AS_pack_end 65@ 
0615: define_AS_pack_begin 52@ 
0603: AS_actor -1 goto_point_any_means 773.8429 -61.5409 999.7184 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 93.0279 
0605: actor -1 perform_animation "GYMSHADOWBOX" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 52@ 
0615: define_AS_pack_begin 53@ 
0603: AS_actor -1 goto_point_any_means 771.2518 -69.3033 999.6562 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 85.5162 
0616: define_AS_pack_end 53@ 
0615: define_AS_pack_begin 54@ 
0603: AS_actor -1 goto_point_any_means 762.3508 -78.2144 999.6562 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 359.2498 
0605: actor -1 perform_animation "SHOP_PAY" IFP "INT_SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 54@ 
0615: define_AS_pack_begin 48@ 
0603: AS_actor -1 goto_point_any_means 762.3508 -78.2144 999.6562 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 359.2498 
0605: actor -1 perform_animation "SHOP_PAY" IFP "INT_SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 48@ loop 1 
0616: define_AS_pack_end 48@ 
009A: 34@ = create_actor_pedtype 4 model #VWMYBOX at 762.3508 -78.2144 999.6562 
0173: set_actor 34@ Z_angle_to 359.2498 
060B: set_actor 34@ decision_maker_to 51@ 
0618: assign_actor 34@ to_AS_pack 48@ 
07FE: set_actor 34@ fighting_style_to 7 moves 6 
009A: 36@ = create_actor_pedtype 4 model #VWMYBOX at 766.2026 -69.2071 1000.569 
0173: set_actor 36@ Z_angle_to 330.7023 
060B: set_actor 36@ decision_maker_to 41@ 
009A: 37@ = create_actor_pedtype 4 model #VBMYBOX at 767.1087 -67.9132 1000.569 
0173: set_actor 37@ Z_angle_to 129.3961 
060B: set_actor 37@ decision_maker_to 41@ 
0615: define_AS_pack_begin 42@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0605: actor -1 perform_animation "GYMSHADOWBOX" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 42@ 
0615: define_AS_pack_begin 43@ 
0605: actor -1 perform_animation "GYMSHADOWBOX" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 43@ 
0618: assign_actor 36@ to_AS_pack 42@ 
0618: assign_actor 37@ to_AS_pack 43@ 
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMLV_1078
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @GYMLV_1104 
0001: wait 0 ms 
0002: jump @GYMLV_1078 

:GYMLV_1104
0006: 62@ = 2 
00D6: if or
001C:   $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int) 
001C:   $CURRENT_MONTH > $GYM_MONTH_WHEN_LIMIT_REACHED // (int) 
004D: jump_if_false @GYMLV_1148 
0005: $GYM_DAY_LIMIT = 0.0 

:GYMLV_1148
0001: wait 0 ms 
0050: gosub @GYMLV_5494 
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @GYMLV_1279 
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @GYMLV_1228 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @GYMLV_1228 
0792: disembark_instantly_actor 37@ 
05C5: AS_actor 37@ cower -2 ms 
0006: 57@ = 1 

:GYMLV_1228
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @GYMLV_1279 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @GYMLV_1279 
0792: disembark_instantly_actor 36@ 
05C5: AS_actor 36@ cower -2 ms 
0006: 57@ = 1 

:GYMLV_1279
09E8: $ACTIVE_INTERIOR = actor $PLAYER_ACTOR active_interior 
00D6: if 
0038:   $ACTIVE_INTERIOR == 0 
004D: jump_if_false @GYMLV_1312 
0002: jump @GYMLV_5200 

:GYMLV_1312
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 763.3589 -76.7606 999.6562 radius 2.5 2.5 4.0 
004D: jump_if_false @GYMLV_1367 
0006: 45@ = 0 

:GYMLV_1367
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLV_5193 
00D6: if and
0039:   45@ == 0 
00FE:   actor 34@ sphere 0 in_sphere 762.3508 -78.2144 999.6562 radius 1.0 1.0 1.2 
004D: jump_if_false @GYMLV_5193 
00D6: if 
0101:   actor $PLAYER_ACTOR in_sphere 763.3589 -76.7606 999.6562 radius 0.6 0.6 1.0 sphere 1 stopped 
004D: jump_if_false @GYMLV_1486 

:GYMLV_1486
00D6: if and
0101:   actor $PLAYER_ACTOR in_sphere 763.3589 -76.7606 999.6562 radius 1.2 1.2 1.2 sphere 0 stopped 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLV_5193 
00D6: if and
8118:   not actor 34@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_1593 
01B4: set_player $PLAYER_CHAR can_move 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0687: clear_actor 34@ task 
0639: AS_actor 34@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 34@ 

:GYMLV_1593
00D6: if 
0038:   $8157 == 0 
004D: jump_if_false @GYMLV_1670 
040D: unload_wav 1 
03CF: load_wav 43400 as 1 

:GYMLV_1624
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLV_1650 
0001: wait 0 ms 
0002: jump @GYMLV_1624 

:GYMLV_1650
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'WBOX_1' time 3000 flag 1  // ~z~Hey, you wanna learn some new moves?

:GYMLV_1670
00D6: if 
0038:   $8157 == 1 
004D: jump_if_false @GYMLV_1747 
040D: unload_wav 1 
03CF: load_wav 43403 as 1 

:GYMLV_1701
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLV_1727 
0001: wait 0 ms 
0002: jump @GYMLV_1701 

:GYMLV_1727
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'WBOX_4' time 3000 flag 1  // ~z~You think you can last a round with me?

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

:GYMLV_1758
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_2062 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @GYMLV_1949 
0653: 58@ = float_stat 23 
00D6: if 
0021:   58@ > 349.0 
004D: jump_if_false @GYMLV_1846 
0006: 44@ = 1 
03E6: remove_text_box 
0002: jump @GYMLV_2064 
0002: jump @GYMLV_1949 

:GYMLV_1846
0006: 44@ = 0 
0006: 45@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 43402 as 1 

:GYMLV_1875
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLV_1901 
0001: wait 0 ms 
0002: jump @GYMLV_1875 

:GYMLV_1901
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'WBOX_3' time 3000 flag 1  // ~z~You need a fighter's physique! Go put on some muscle!
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 32@ = 0 
0006: 55@ = 1 
0002: jump @GYMLV_1148 

:GYMLV_1949
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @GYMLV_2055 
0006: 44@ = 0 
0006: 45@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 43401 as 1 

:GYMLV_1995
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLV_2021 
0001: wait 0 ms 
0002: jump @GYMLV_1995 

:GYMLV_2021
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'WBOX_2' time 3000 flag 1  // ~z~Your choice, man, but I know you'll be back!
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @GYMLV_1148 

:GYMLV_2055
0002: jump @GYMLV_1758 

:GYMLV_2062
03E6: remove_text_box 

:GYMLV_2064
03E6: remove_text_box 
00BE: text_clear_all 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @GYMLV_5193 
0050: gosub @GYMLV_5385 
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
009B: destroy_actor 34@ 
009A: 36@ = create_actor_pedtype 4 model #VBMYBOX at 767.9493 -64.6707 999.6562 
0173: set_actor 36@ Z_angle_to 166.9465 
0618: assign_actor 36@ to_AS_pack 63@ 
009A: 37@ = create_actor_pedtype 4 model #VWMYBOX at 770.7913 -67.3238 999.6562 
0173: set_actor 37@ Z_angle_to 90.0184 
0618: assign_actor 37@ to_AS_pack 64@ 
009A: 38@ = create_actor_pedtype 4 model #VBMYBOX at 770.4339 -69.5049 999.6562 
0173: set_actor 38@ Z_angle_to 91.3393 
0618: assign_actor 38@ to_AS_pack 65@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_2392 
0792: disembark_instantly_actor $PLAYER_ACTOR 
009A: 34@ = create_actor_pedtype 24 model #VWMYBOX at 768.2548 -67.2063 1000.569 
0173: set_actor 34@ Z_angle_to 145.0 
0223: set_actor 34@ health_to 1000 
08AF: set_actor 34@ max_health_to 1000 
08C7: put_actor $PLAYER_ACTOR at 764.8033 -70.2273 1000.569 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 310.0 
060B: set_actor 34@ decision_maker_to 51@ 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 
07FE: set_actor 34@ fighting_style_to 7 moves 6 
07DD: set_actor 34@ attack_rate 100 // previously known as temper_to 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0050: gosub @GYMLV_5441 

:GYMLV_2392
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0038:   $8157 == 0 
004D: jump_if_false @GYMLV_2428 
0512: show_permanent_text_box 'GYM1101'  // Defeat your opponent to learn new moves!

:GYMLV_2428
00D6: if 
0038:   $8157 == 1 
004D: jump_if_false @GYMLV_2457 
0512: show_permanent_text_box 'GYM1_84'  // Run and press ~k~~VEHICLE_ENTER_EXIT~!

:GYMLV_2457
0050: gosub @GYMLV_5441 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if and
03D0:   wav 4 loaded 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_2506 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1115 

:GYMLV_2506
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_3164 
0001: wait 0 ms 
00D6: if 
0038:   $8157 == 1 
004D: jump_if_false @GYMLV_2810 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @GYMLV_2589 
0006: 32@ = 0 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_94'  // Whilst running, lock on to a target with ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
0006: 56@ = 1 

:GYMLV_2589
00D6: if 
840C:   not is_german_game 
004D: jump_if_false @GYMLV_2715 
00D6: if and
0019:   32@ > 6000 
0039:   56@ == 1 
004D: jump_if_false @GYMLV_2655 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_95'  // Lock on to a downed opponent using ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
0006: 32@ = 0 
0006: 56@ = 2 

:GYMLV_2655
00D6: if and
0019:   32@ > 6000 
0039:   56@ == 2 
004D: jump_if_false @GYMLV_2708 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
0006: 32@ = 0 
0006: 56@ = 3 

:GYMLV_2708
0002: jump @GYMLV_2768 

:GYMLV_2715
00D6: if and
0019:   32@ > 6000 
0039:   56@ == 1 
004D: jump_if_false @GYMLV_2768 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
0006: 32@ = 0 
0006: 56@ = 3 

:GYMLV_2768
00D6: if and
0019:   32@ > 6000 
0039:   56@ == 3 
004D: jump_if_false @GYMLV_2810 
03E6: remove_text_box 
0006: 32@ = 0 
0006: 56@ = 0 

:GYMLV_2810
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_2840 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:GYMLV_2840
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @GYMLV_2863 
0002: jump @GYMLV_3164 

:GYMLV_2863
00D6: if 
0022:   1000.7 > $TEMPVAR_FLOAT_3 
004D: jump_if_false @GYMLV_3157 
0050: gosub @GYMLV_5385 
009B: destroy_actor 34@ 
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_2962 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 762.854 -69.5929 999.6562 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 103.4243 

:GYMLV_2962
009A: 34@ = create_actor_pedtype 4 model #VWMYBOX at 762.3508 -78.2144 999.6562 
0173: set_actor 34@ Z_angle_to 359.2498 
060B: set_actor 34@ decision_maker_to 41@ 
0618: assign_actor 34@ to_AS_pack 48@ 
07FE: set_actor 34@ fighting_style_to 7 moves 6 
009A: 36@ = create_actor_pedtype 4 model #VWMYBOX at 766.2026 -69.2071 1000.569 
0173: set_actor 36@ Z_angle_to 330.7023 
0618: assign_actor 36@ to_AS_pack 42@ 
009A: 37@ = create_actor_pedtype 4 model #VBMYBOX at 767.1087 -67.9132 1000.569 
0173: set_actor 37@ Z_angle_to 129.3961 
0618: assign_actor 37@ to_AS_pack 43@ 
00BE: text_clear_all 
03E6: remove_text_box 
0050: gosub @GYMLV_5441 
00D6: if 
0038:   $8157 == 0 
004D: jump_if_false @GYMLV_3150 
00BC: show_text_highpriority GXT 'GYM1_92' time 5000 flag 1  // ~r~You left the ring and forfeited.

:GYMLV_3150
0002: jump @GYMLV_1148 

:GYMLV_3157
0002: jump @GYMLV_2506 

:GYMLV_3164
03E6: remove_text_box 
00D6: if 
0038:   $8157 == 1 
004D: jump_if_false @GYMLV_3191 
0002: jump @GYMLV_4847 

:GYMLV_3191
0050: gosub @GYMLV_5385 
0050: gosub @GYMLV_5341 
0395: clear_area 1 at 768.2548 -67.2063 1000.569 radius 10.0 
009B: destroy_actor 34@ 
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
009A: 34@ = create_actor_pedtype 4 model #VWMYBOX at 768.2548 -67.2063 1000.569 
060B: set_actor 34@ decision_maker_to 41@ 
07FE: set_actor 34@ fighting_style_to 7 moves 6 
00D6: if and
8118:   not actor 34@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_3381 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0687: clear_actor 34@ task 
08C7: put_actor $PLAYER_ACTOR at 764.8033 -70.2273 1000.569 dont_warp_gang 
08C7: put_actor 34@ at 768.2548 -67.2063 1000.569 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 310.0 
0173: set_actor 34@ Z_angle_to 145.0 

:GYMLV_3381
015F: set_camera_position 765.1049 -74.2975 1003.591 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 765.3495 -73.4547 1003.112 switchstyle 2 
0050: gosub @GYMLV_5441 
00BC: show_text_highpriority GXT 'WBOX_5' time 4000 flag 1  // ~z~Watch this, it will come in handy.
040D: unload_wav 1 
03CF: load_wav 43404 as 1 

:GYMLV_3468
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLV_3511 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_3504 

:GYMLV_3504
0002: jump @GYMLV_3468 

:GYMLV_3511
03D1: play_wav 1 
0001: wait 1000 ms 
0006: 32@ = 0 

:GYMLV_3527
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMLV_3574 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_3567 

:GYMLV_3567
0002: jump @GYMLV_3527 

:GYMLV_3574
015F: set_camera_position 767.7358 -70.2958 1001.493 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 767.9329 -69.3157 1001.47 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_97' time 2000 flag 1  // Running Attack
0006: 32@ = 0 

:GYMLV_3648
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMLV_3695 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_3688 

:GYMLV_3688
0002: jump @GYMLV_3648 

:GYMLV_3695
040D: unload_wav 1 
03CF: load_wav 43405 as 1 

:GYMLV_3708
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLV_3751 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_3744 

:GYMLV_3744
0002: jump @GYMLV_3708 

:GYMLV_3751
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_94' time 4000 flag 1  // Whilst running, lock on to a target with ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
0006: 32@ = 0 

:GYMLV_3778
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @GYMLV_3825 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_3818 

:GYMLV_3818
0002: jump @GYMLV_3778 

:GYMLV_3825
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLV_3880 
0605: actor 34@ perform_animation "FIGHTD_M" IFP "FIGHT_D" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLV_3880
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_3928 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLV_3928
0006: 32@ = 0 

:GYMLV_3935
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @GYMLV_3982 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_3975 

:GYMLV_3975
0002: jump @GYMLV_3935 

:GYMLV_3982
00D6: if 
840C:   not is_german_game 
004D: jump_if_false @GYMLV_4403 
015F: set_camera_position 765.0073 -67.3258 1001.465 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 766.0051 -67.2777 1001.419 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_98' time 2000 flag 1  // Ground Attack
0006: 32@ = 0 

:GYMLV_4069
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMLV_4116 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_4109 

:GYMLV_4109
0002: jump @GYMLV_4069 

:GYMLV_4116
040D: unload_wav 1 
03CF: load_wav 43406 as 1 

:GYMLV_4129
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLV_4172 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_4165 

:GYMLV_4165
0002: jump @GYMLV_4129 

:GYMLV_4172
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_95' time 4000 flag 1  // Lock on to a downed opponent using ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
0006: 32@ = 0 

:GYMLV_4199
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @GYMLV_4246 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_4239 

:GYMLV_4239
0002: jump @GYMLV_4199 

:GYMLV_4246
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLV_4301 
0605: actor 34@ perform_animation "FIGHTD_G" IFP "FIGHT_D" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLV_4301
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_4349 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLV_4349
0006: 32@ = 0 

:GYMLV_4356
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @GYMLV_4403 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_4396 

:GYMLV_4396
0002: jump @GYMLV_4356 

:GYMLV_4403
015F: set_camera_position 770.4639 -65.7272 1002.231 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 769.6946 -66.3243 1002.003 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_99' time 2000 flag 1  // Combo Attack
00D6: if and
8118:   not actor 34@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_4499 
0639: AS_actor 34@ rotate_to_actor $PLAYER_ACTOR 

:GYMLV_4499
0006: 32@ = 0 

:GYMLV_4506
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMLV_4553 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_4546 

:GYMLV_4546
0002: jump @GYMLV_4506 

:GYMLV_4553
040D: unload_wav 1 
03CF: load_wav 43407 as 1 

:GYMLV_4566
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLV_4609 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_4602 

:GYMLV_4602
0002: jump @GYMLV_4566 

:GYMLV_4609
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_96' time 4000 flag 1  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
0006: 32@ = 0 

:GYMLV_4636
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @GYMLV_4683 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_4676 

:GYMLV_4676
0002: jump @GYMLV_4636 

:GYMLV_4683
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLV_4745 
04D7: set_actor 34@ locked 1 
0605: actor 34@ perform_animation "FIGHTD_3" IFP "FIGHT_D" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLV_4745
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_4793 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMLV_4793
0006: 32@ = 0 

:GYMLV_4800
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMLV_4847 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_4840 

:GYMLV_4840
0002: jump @GYMLV_4800 

:GYMLV_4847
0050: gosub @GYMLV_5385 
00D6: if 
0038:   $8158 == 0 
004D: jump_if_false @GYMLV_4883 
030C: progress_made = 1 
0004: $8158 = 1 

:GYMLV_4883
009B: destroy_actor 34@ 
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_4949 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 762.854 -69.5929 999.6562 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 103.4243 

:GYMLV_4949
009A: 34@ = create_actor_pedtype 4 model #VWMYBOX at 762.3508 -78.2144 999.6562 
0173: set_actor 34@ Z_angle_to 359.2498 
060B: set_actor 34@ decision_maker_to 51@ 
0618: assign_actor 34@ to_AS_pack 48@ 
07FE: set_actor 34@ fighting_style_to 7 moves 6 
009A: 36@ = create_actor_pedtype 4 model #VWMYBOX at 766.2026 -69.2071 1000.569 
0173: set_actor 36@ Z_angle_to 330.7023 
0618: assign_actor 36@ to_AS_pack 42@ 
060B: set_actor 36@ decision_maker_to 41@ 
009A: 37@ = create_actor_pedtype 4 model #VBMYBOX at 767.1087 -67.9132 1000.569 
0173: set_actor 37@ Z_angle_to 129.3961 
0618: assign_actor 37@ to_AS_pack 43@ 
060B: set_actor 37@ decision_maker_to 41@ 
0050: gosub @GYMLV_5361 
0050: gosub @GYMLV_5441 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 7 moves 6 
00D6: if 
0038:   $8157 == 0 
004D: jump_if_false @GYMLV_5165 
00BC: show_text_highpriority GXT 'GYM1_93' time 3000 flag 1  // New moves learned!

:GYMLV_5165
0004: $8155 = 0 
0004: $8156 = 0 
0004: $8157 = 1 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 

:GYMLV_5193
0002: jump @GYMLV_1148 

:GYMLV_5200
0051: return 
01E3: show_text_1number_styled GXT 'M_PASS' number 30000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 30000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:GYMLV_5240
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_5263 
07CB: set_actor $PLAYER_ACTOR supporting_fire 1 

:GYMLV_5263
0249: release_model #VBMYBOX 
0249: release_model #VWMYBOX 
0249: release_model #BMYDJ 
04EF: release_animation "GYMNASIUM" 
04EF: release_animation "RIOT" 
04EF: release_animation "FIGHT_D" 
04EF: release_animation "INT_SHOP" 
040D: unload_wav 4 
0004: $ONMISSION_GYMFIGHT = 0 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:GYMLV_5341
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0051: return 

:GYMLV_5361
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0051: return 

:GYMLV_5385
016A: fade 0 time 500 

:GYMLV_5392
00D6: if 
016B:   fading 
004D: jump_if_false @GYMLV_5439 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_5432 
016A: fade 0 time 1 

:GYMLV_5432
0002: jump @GYMLV_5392 

:GYMLV_5439
0051: return 

:GYMLV_5441
016A: fade 1 time 500 

:GYMLV_5448
00D6: if 
016B:   fading 
004D: jump_if_false @GYMLV_5472 
0001: wait 0 ms 
0002: jump @GYMLV_5448 

:GYMLV_5472
0051: return 
040D: unload_wav 1 
03CF: load_wav 61@ as 1 
0006: 62@ = 0 
0051: return 

:GYMLV_5494
00D6: if and
03D0:   wav 1 loaded 
0039:   62@ == 0 
004D: jump_if_false @GYMLV_5537 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 59@s time 10000 flag 1 
0006: 62@ = 1 

:GYMLV_5537
00D6: if and
03D2:   wav 1 ended 
0039:   62@ == 1 
004D: jump_if_false @GYMLV_5575 
040D: unload_wav 1 
03D5: remove_text 59@s 
0006: 62@ = 2 

:GYMLV_5575
0051: return 

//-------------Mission 117---------------
// Originally: Trucking

:TRUCK
03A4: name_thread 'TRUCK' 
0050: gosub @TRUCK_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @TRUCK_38 
0050: gosub @TRUCK_16344 

:TRUCK_38
0050: gosub @TRUCK_16753 
004E: end_thread 

:TRUCK_47
00D6: if 
0038:   $MISSION_TRUCKING_PASSED == 0 
004D: jump_if_false @TRUCK_67 
0317: increment_mission_attempts 

:TRUCK_67
0004: $ONMISSION = 1 
0004: $411 = 1 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 39@ = 0 
0006: 40@ = 0 
0006: 41@ = 0 
0006: 42@ = 0 
0006: 47@ = 0 
0006: 48@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 114@ = 0 
00D6: if 
0039:   36@ == -99 
004D: jump_if_false @TRUCK_324 
0662: printstring "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: 74@ = create_car #PETRO at 0.0 0.0 0.0 
00A5: 75@ = create_car #PETROTR at 0.0 0.0 0.0 
0186: 78@ = create_marker_above_car 74@ 
0186: 77@ = create_marker_above_car 74@ 
0186: 79@ = create_marker_above_car 75@ 

:TRUCK_324
054C: use_GXT_table 'TRUCK' 
00D6: if 
0028:   $TRUCKING_TOTAL_PASSED_MISSIONS >= 6 
004D: jump_if_false @TRUCK_468 
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
00D6: if 
001A:   2 > $STAT_UNLOCKED_CITIES_NUMBER 
004D: jump_if_false @TRUCK_468 
00BC: show_text_highpriority GXT 'TRK_H17' time 5000 flag 1  // The next trucking mission will be available when you have access to Las Venturas.
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRUCK_450 
00A1: put_actor $PLAYER_ACTOR at -76.9664 -1134.639 0.0781 
0173: set_actor $PLAYER_ACTOR Z_angle_to 14.7291 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 

:TRUCK_450
016A: fade 1 time 500 
0001: wait 5000 ms 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
0051: return 

:TRUCK_468
00D6: if 
0028:   $TRUCKING_TOTAL_PASSED_MISSIONS >= 4 
004D: jump_if_false @TRUCK_601 
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
00D6: if 
001A:   1 > $STAT_UNLOCKED_CITIES_NUMBER 
004D: jump_if_false @TRUCK_601 
00BC: show_text_highpriority GXT 'TRK_H18' time 5000 flag 1  // The next trucking mission will be available when you have access to San Fierro.
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRUCK_583 
00A1: put_actor $PLAYER_ACTOR at -76.9664 -1134.639 0.0781 
0173: set_actor $PLAYER_ACTOR Z_angle_to 14.7291 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 

:TRUCK_583
016A: fade 1 time 500 
0001: wait 5000 ms 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
0051: return 

:TRUCK_601
0050: gosub @TRUCK_15391 
0050: gosub @TRUCK_15393 
0001: wait 100 ms 

:TRUCK_619
0001: wait 0 ms 
0050: gosub @TRUCK_12403 
0050: gosub @TRUCK_12776 
00D6: if or
0039:   40@ == 1 
0039:   41@ == 1 
004D: jump_if_false @TRUCK_669 
0002: jump @TRUCK_896 

:TRUCK_669
0050: gosub @TRUCK_15288 
0050: gosub @TRUCK_15322 
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRUCK_713 
0006: 39@ = 1 
0002: jump @TRUCK_896 

:TRUCK_713
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @TRUCK_771 
0662: printstring "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:TRUCK_771
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @TRUCK_796 
0050: gosub @TRUCK_1097 

:TRUCK_796
00D6: if 
0039:   36@ == 2 
004D: jump_if_false @TRUCK_821 
0050: gosub @TRUCK_1312 

:TRUCK_821
00D6: if 
0039:   36@ == 3 
004D: jump_if_false @TRUCK_846 
0006: 38@ = 1 

:TRUCK_846
00D6: if 
0039:   36@ == 50 
004D: jump_if_false @TRUCK_871 
0050: gosub @TRUCK_2470 

:TRUCK_871
00D6: if 
0039:   36@ == 51 
004D: jump_if_false @TRUCK_896 
0006: 40@ = 1 

:TRUCK_896
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @TRUCK_1049 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @TRUCK_1033 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @TRUCK_964 
0002: jump @TRUCK_619 
0002: jump @TRUCK_1026 

:TRUCK_964
0050: gosub @TRUCK_16746 
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @TRUCK_1024 
0006: 38@ = 0 
0006: 36@ = 50 
0006: 37@ = 0 
0006: 114@ = 0 
0002: jump @TRUCK_619 

:TRUCK_1024
0051: return 

:TRUCK_1026
0002: jump @TRUCK_1042 

:TRUCK_1033
0050: gosub @TRUCK_16344 
0051: return 

:TRUCK_1042
0002: jump @TRUCK_1051 

:TRUCK_1049
0051: return 

:TRUCK_1051
0662: printstring "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
0051: return 

:TRUCK_1097
00D6: if or
0119:   car 75@ wrecked 
0119:   car 74@ wrecked 
004D: jump_if_false @TRUCK_1134 
0006: 39@ = 1 
0006: 89@ = 3 
0051: return 

:TRUCK_1134
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @TRUCK_1236 
04F7: status_text $8160 type 0 line 1 GXT 'TRK_CSH' // global_variable  // Cash
008A: $8160 = 91@ // (int) 
0085: 83@ = 91@ // (int) 
0050: gosub @TRUCK_3418 
0050: gosub @TRUCK_3636 
0050: gosub @TRUCK_5170 
0186: 77@ = create_marker_above_car 74@ 
07E0: set_marker 77@ type_to 1 
0006: 113@ = 0 
000A: 37@ += 1 

:TRUCK_1236
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @TRUCK_1285 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 74@ 
004D: jump_if_false @TRUCK_1285 
0164: disable_marker 77@ 
0006: 37@ = 99 

:TRUCK_1285
00D6: if 
0039:   37@ == 99 
004D: jump_if_false @TRUCK_1310 
0050: gosub @TRUCK_15361 

:TRUCK_1310
0051: return 

:TRUCK_1312
00D6: if or
0119:   car 74@ wrecked 
0119:   car 75@ wrecked 
004D: jump_if_false @TRUCK_1349 
0006: 39@ = 1 
0006: 89@ = 3 
0051: return 

:TRUCK_1349
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @TRUCK_1394 
0050: gosub @TRUCK_5187 
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @TRUCK_1394 
0051: return 

:TRUCK_1394
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @TRUCK_1679 
018A: 76@ = create_checkpoint_at 102@ 103@ 104@ 
0168: set_marker 76@ size 4 
0006: 106@ = 0 
0050: gosub @TRUCK_5875 
0871: init_jump_table 88@ total_jumps 6 default_jump 1 @TRUCK_1648 jumps 1 @TRUCK_1510 2 @TRUCK_1533 3 @TRUCK_1556 4 @TRUCK_1579 5 @TRUCK_1602 6 @TRUCK_1625 -1 @TRUCK_1672 

:TRUCK_1510
00BC: show_text_highpriority GXT 'TRK_H6' time 15000 flag 1  // This is a fragile load. Deliver the goods intact or lose cash for damages.
0002: jump @TRUCK_1672 

:TRUCK_1533
00BC: show_text_highpriority GXT 'TRK_H7' time 15000 flag 1  // Deliver the goods as quickly as possible. If you are late you'll lose cash.
0002: jump @TRUCK_1672 

:TRUCK_1556
00BC: show_text_highpriority GXT 'TRK_H12' time 15000 flag 1  // These goods are extremely fragile.
0002: jump @TRUCK_1672 

:TRUCK_1579
00BC: show_text_highpriority GXT 'TRK_H9' time 15000 flag 1  // These goods are hot and will attract police interest.
0002: jump @TRUCK_1672 

:TRUCK_1602
00BC: show_text_highpriority GXT 'TRK_H11' time 15000 flag 1  // You must deliver these fragile goods quickly and safely.
0002: jump @TRUCK_1672 

:TRUCK_1625
00BC: show_text_highpriority GXT 'TRK_H10' time 15000 flag 1  // These goods are very hot and will attract a lot of police interest.
0002: jump @TRUCK_1672 

:TRUCK_1648
0662: printstring "UNKNOWN_MISSION_TYPE" 

:TRUCK_1672
000A: 37@ += 1 

:TRUCK_1679
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @TRUCK_1922 
0087: 63@ = 102@ // (float) 
000F: 63@ -= 4.0 
0087: 64@ = 103@ // (float) 
000F: 64@ -= 4.0 
0087: 65@ = 104@ // (float) 
000F: 65@ -= 4.0 
0087: 66@ = 102@ // (float) 
000B: 66@ += 4.0 
0087: 67@ = 103@ // (float) 
000B: 67@ += 4.0 
0087: 68@ = 104@ // (float) 
000B: 68@ += 4.0 
00D6: if or
00B1:   car 75@ sphere 1 in_cube_cornerA 63@ 64@ 65@ cornerB 66@ 67@ 68@ 
00B1:   car 74@ sphere 0 in_cube_cornerA 63@ 64@ 65@ cornerB 66@ 67@ 68@ 
004D: jump_if_false @TRUCK_1922 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 74@ 
07AB:   car 75@ has_attached_trailer 74@ 
004D: jump_if_false @TRUCK_1922 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 113@ = 1 
000A: 81@ += 15000 
000A: 37@ += 1 

:TRUCK_1922
00D6: if 
0039:   37@ == 2 
004D: jump_if_false @TRUCK_1990 
00D6: if and
01C1:   car 75@ stopped 
01C1:   car 74@ stopped 
004D: jump_if_false @TRUCK_1990 
0519: set_car 74@ locked 1 
05CD: AS_actor $PLAYER_ACTOR exit_car 74@ 
0050: gosub @TRUCK_16540 
000A: 37@ += 1 

:TRUCK_1990
00D6: if 
0039:   37@ == 3 
004D: jump_if_false @TRUCK_2053 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 74@ 
004D: jump_if_false @TRUCK_2053 
0508: car 74@ close_all_doors 
020A: set_car 74@ door_status_to 2 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 37@ = 99 

:TRUCK_2053
0050: gosub @TRUCK_7116 
0050: gosub @TRUCK_7271 
0050: gosub @TRUCK_7500 
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @TRUCK_2099 
0050: gosub @TRUCK_7694 

:TRUCK_2099
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @TRUCK_2284 
0007: 59@ = -76.1692 
0007: 60@ = -1128.963 
0007: 61@ = 0.0781 
00D6: if and
01AF:   car 75@ sphere 0 in_sphere 59@ 60@ 61@ radius 40.0 40.0 40.0 
81AF:   not car 75@ sphere 0 in_sphere 59@ 60@ 61@ radius 20.0 20.0 20.0 
004D: jump_if_false @TRUCK_2284 
01EB: set_traffic_density_multiplier_to 1.0 
00D6: if 
0039:   88@ == 4 
004D: jump_if_false @TRUCK_2252 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 

:TRUCK_2252
00D6: if 
0039:   88@ == 6 
004D: jump_if_false @TRUCK_2277 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 

:TRUCK_2277
0006: 106@ = 1 

:TRUCK_2284
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @TRUCK_2384 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @TRUCK_2343 
00BC: show_text_highpriority GXT 'TRK_H14' time 6000 flag 1  // The goods are late. Your cash has been halved.
0006: 110@ = 0 

:TRUCK_2343
00D6: if 
0039:   111@ == 1 
004D: jump_if_false @TRUCK_2384 
00BC: show_text_highpriority GXT 'TRK_H15' time 6000 flag 1  // The goods are very late. Your cash has been halved again.
0006: 111@ = 0 

:TRUCK_2384
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @TRUCK_2443 
00D6: if 
0039:   112@ == 1 
004D: jump_if_false @TRUCK_2443 
00BC: show_text_highpriority GXT 'TRK_H16' time 7000 flag 1  // You are running out of time. Deliver the goods by the deadline to pass this mission.
0006: 112@ = 0 

:TRUCK_2443
00D6: if 
0039:   37@ == 99 
004D: jump_if_false @TRUCK_2468 
0050: gosub @TRUCK_15361 

:TRUCK_2468
0051: return 

:TRUCK_2470
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @TRUCK_2545 
01B4: set_player $PLAYER_CHAR can_move 0 
0085: 82@ = 47@ // (int) 
000A: 82@ += 5000 
00A0: store_actor $PLAYER_ACTOR position_to 59@ 60@ 61@ 
0172: 62@ = actor $PLAYER_ACTOR Z_angle 
0151: remove_status_text $8160 
000A: 37@ += 1 

:TRUCK_2545
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @TRUCK_2612 
00D6: if 
001D:   47@ > 82@ // (int) 
004D: jump_if_false @TRUCK_2612 
016A: fade 0 time 500 
0085: 82@ = 47@ // (int) 
000A: 82@ += 500 
000A: 37@ += 1 

:TRUCK_2612
00D6: if 
0039:   37@ == 2 
004D: jump_if_false @TRUCK_2861 
00D6: if and
001D:   47@ > 82@ // (int) 
816B:   not fading 
004D: jump_if_false @TRUCK_2861 
04A6: $1933 = create_asset_money_pickup_at -82.2693 -1135.526 0.5847 money $1934 $1934 
02A3: enable_widescreen 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TRUCK_2724 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -47.0873 -1122.146 0.4453 
0002: jump @TRUCK_2744 

:TRUCK_2724
00A1: put_actor $PLAYER_ACTOR at -47.0873 -1122.146 0.4453 

:TRUCK_2744
01C3: remove_references_to_car 74@ 
01C3: remove_references_to_car 75@ 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
0A0B: set_rendering_origin_at_3D_coord -96.3779 -1125.262 0.093 angle 261.7115 
015F: set_camera_position -109.2539 -1122.353 15.1451 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -108.3806 -1122.439 14.6655 switchstyle 2 
0085: 82@ = 47@ // (int) 
000A: 82@ += 2000 
000A: 37@ += 1 

:TRUCK_2861
00D6: if 
0039:   37@ == 3 
004D: jump_if_false @TRUCK_2944 
00D6: if 
001D:   47@ > 82@ // (int) 
004D: jump_if_false @TRUCK_2944 
016A: fade 1 time 500 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
0085: 82@ = 47@ // (int) 
000A: 82@ += 5000 
000A: 37@ += 1 

:TRUCK_2944
00D6: if 
0039:   37@ == 4 
004D: jump_if_false @TRUCK_3074 
00D6: if 
001D:   47@ > 82@ // (int) 
004D: jump_if_false @TRUCK_3074 
015F: set_camera_position -83.7387 -1133.793 0.9871 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -82.9525 -1134.41 0.9592 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1934 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
0085: 82@ = 47@ // (int) 
000A: 82@ += 6000 
000A: 37@ += 1 

:TRUCK_3074
00D6: if 
0039:   37@ == 5 
004D: jump_if_false @TRUCK_3141 
00D6: if 
001D:   47@ > 82@ // (int) 
004D: jump_if_false @TRUCK_3141 
016A: fade 0 time 500 
0085: 82@ = 47@ // (int) 
000A: 82@ += 500 
000A: 37@ += 1 

:TRUCK_3141
00D6: if 
0039:   37@ == 6 
004D: jump_if_false @TRUCK_3244 
00D6: if and
001D:   47@ > 82@ // (int) 
816B:   not fading 
004D: jump_if_false @TRUCK_3244 
00A1: put_actor $PLAYER_ACTOR at 59@ 60@ 61@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 62@ 
03CB: set_rendering_origin_at 59@ 60@ 61@ 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0085: 82@ = 47@ // (int) 
000A: 82@ += 2000 
000A: 37@ += 1 

:TRUCK_3244
00D6: if 
0039:   37@ == 7 
004D: jump_if_false @TRUCK_3327 
00D6: if 
001D:   47@ > 82@ // (int) 
004D: jump_if_false @TRUCK_3327 
00BC: show_text_highpriority GXT 'TRK_P2' time 10000 flag 1  // ~s~All future missions will be of variable distance, difficulty, and reward.
016A: fade 1 time 500 
0085: 82@ = 47@ // (int) 
000A: 82@ += 500 
000A: 37@ += 1 

:TRUCK_3327
00D6: if 
0039:   37@ == 8 
004D: jump_if_false @TRUCK_3391 
00D6: if and
001D:   47@ > 82@ // (int) 
816B:   not fading 
004D: jump_if_false @TRUCK_3391 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 37@ = 99 

:TRUCK_3391
00D6: if 
0039:   37@ == 99 
004D: jump_if_false @TRUCK_3416 
0050: gosub @TRUCK_15361 

:TRUCK_3416
0051: return 

:TRUCK_3418
0871: init_jump_table 88@ total_jumps 6 default_jump 1 @TRUCK_3607 jumps 1 @TRUCK_3481 2 @TRUCK_3502 3 @TRUCK_3523 4 @TRUCK_3544 5 @TRUCK_3565 6 @TRUCK_3586 -1 @TRUCK_3634 

:TRUCK_3481
05AA: 98@s = 'TRK_MND' // @s = 'short'  // ~s~Goods must be delivered without damage to ~a~
0002: jump @TRUCK_3634 

:TRUCK_3502
05AA: 98@s = 'TRK_MNT' // @s = 'short'  // ~s~Goods must be delivered quickly to ~a~
0002: jump @TRUCK_3634 

:TRUCK_3523
05AA: 98@s = 'TRK_MFD' // @s = 'short'  // ~s~Extremely fragile goods to ~a~
0002: jump @TRUCK_3634 

:TRUCK_3544
05AA: 98@s = 'TRK_MI' // @s = 'short'  // ~s~Illegal goods to ~a~
0002: jump @TRUCK_3634 

:TRUCK_3565
05AA: 98@s = 'TRK_MTD' // @s = 'short'  // ~s~Goods must be delivered quickly without damage to ~a~
0002: jump @TRUCK_3634 

:TRUCK_3586
05AA: 98@s = 'TRK_MHI' // @s = 'short'  // ~s~Highly illegal goods to ~a~
0002: jump @TRUCK_3634 

:TRUCK_3607
0662: printstring "UNKNOWN_MISSION_TYPE_ID" 

:TRUCK_3634
0051: return 

:TRUCK_3636
00D6: if 
0039:   86@ == 1 
004D: jump_if_false @TRUCK_3801 
0871: init_jump_table 87@ total_jumps 4 default_jump 0 @TRUCK_3801 jumps 0 @TRUCK_3717 1 @TRUCK_3738 2 @TRUCK_3759 3 @TRUCK_3780 -1 @TRUCK_3801 -1 @TRUCK_3801 -1 @TRUCK_3801 

:TRUCK_3717
05AA: 100@s = 'TRK_CE0' // @s = 'short'  // ~s~Red County, East San Andreas
0002: jump @TRUCK_3801 

:TRUCK_3738
05AA: 100@s = 'TRK_CE1' // @s = 'short'  // ~s~Blueberry, Central San Andreas
0002: jump @TRUCK_3801 

:TRUCK_3759
05AA: 100@s = 'TRK_CE2' // @s = 'short'  // ~s~Blueberry Acres, Central San Andreas
0002: jump @TRUCK_3801 

:TRUCK_3780
05AA: 100@s = 'TRK_CE3' // @s = 'short'  // ~s~Dillimore, East San Andreas
0002: jump @TRUCK_3801 

:TRUCK_3801
00D6: if 
0039:   86@ == 2 
004D: jump_if_false @TRUCK_3924 
0871: init_jump_table 87@ total_jumps 2 default_jump 0 @TRUCK_3924 jumps 0 @TRUCK_3882 1 @TRUCK_3903 -1 @TRUCK_3924 -1 @TRUCK_3924 -1 @TRUCK_3924 -1 @TRUCK_3924 -1 @TRUCK_3924 

:TRUCK_3882
05AA: 100@s = 'TRK_CE4' // @s = 'short'  // ~s~Montgomery, East San Andreas
0002: jump @TRUCK_3924 

:TRUCK_3903
05AA: 100@s = 'TRK_CE5' // @s = 'short'  // ~s~Montgomery, East San Andreas
0002: jump @TRUCK_3924 

:TRUCK_3924
00D6: if 
0039:   86@ == 3 
004D: jump_if_false @TRUCK_4089 
0871: init_jump_table 87@ total_jumps 4 default_jump 0 @TRUCK_4089 jumps 0 @TRUCK_4005 1 @TRUCK_4026 2 @TRUCK_4047 3 @TRUCK_4068 -1 @TRUCK_4089 -1 @TRUCK_4089 -1 @TRUCK_4089 

:TRUCK_4005
05AA: 100@s = 'TRK_LS0' // @s = 'short'  // ~s~Ocean Docks, Los Santos
0002: jump @TRUCK_4089 

:TRUCK_4026
05AA: 100@s = 'TRK_LS1' // @s = 'short'  // ~s~Ocean Docks, Los Santos
0002: jump @TRUCK_4089 

:TRUCK_4047
05AA: 100@s = 'TRK_LS2' // @s = 'short'  // ~s~Willowfield, Los Santos
0002: jump @TRUCK_4089 

:TRUCK_4068
05AA: 100@s = 'TRK_LS3' // @s = 'short'  // ~s~El Corona, Los Santos
0002: jump @TRUCK_4089 

:TRUCK_4089
00D6: if 
0039:   86@ == 8 
004D: jump_if_false @TRUCK_4529 
0871: init_jump_table 87@ total_jumps 14 default_jump 0 @TRUCK_4529 jumps 0 @TRUCK_4235 1 @TRUCK_4256 2 @TRUCK_4277 3 @TRUCK_4298 4 @TRUCK_4319 5 @TRUCK_4340 6 @TRUCK_4361 
0872: jump_table_jumps 7 @TRUCK_4382 8 @TRUCK_4403 9 @TRUCK_4424 10 @TRUCK_4445 11 @TRUCK_4466 12 @TRUCK_4487 13 @TRUCK_4508 -1 @TRUCK_4529 -1 @TRUCK_4529 

:TRUCK_4235
05AA: 100@s = 'TRK_V0' // @s = 'short'  // ~s~Redsands West, Las Venturas
0002: jump @TRUCK_4529 

:TRUCK_4256
05AA: 100@s = 'TRK_V1' // @s = 'short'  // ~s~Whitewood Estates, Las Venturas
0002: jump @TRUCK_4529 

:TRUCK_4277
05AA: 100@s = 'TRK_V2' // @s = 'short'  // ~s~Whitewood Estates, Las Venturas
0002: jump @TRUCK_4529 

:TRUCK_4298
05AA: 100@s = 'TRK_V3' // @s = 'short'  // ~s~Las Venturas Airport Depot, Las Venturas
0002: jump @TRUCK_4529 

:TRUCK_4319
05AA: 100@s = 'TRK_V4' // @s = 'short'  // ~s~Starfish Casino, Las Venturas
0002: jump @TRUCK_4529 

:TRUCK_4340
05AA: 100@s = 'TRK_V5' // @s = 'short'  // ~s~Creek, Las Venturas
0002: jump @TRUCK_4529 

:TRUCK_4361
05AA: 100@s = 'TRK_V6' // @s = 'short'  // ~s~Spinybed, Las Venturas
0002: jump @TRUCK_4529 

:TRUCK_4382
05AA: 100@s = 'TRK_V7' // @s = 'short'  // ~s~Pilgrim, Las Venturas
0002: jump @TRUCK_4529 

:TRUCK_4403
05AA: 100@s = 'TRK_V8' // @s = 'short'  // ~s~Rockshore East, Las Venturas
0002: jump @TRUCK_4529 

:TRUCK_4424
05AA: 100@s = 'TRK_V9' // @s = 'short'  // ~s~Rockshore East, Las Venturas
0002: jump @TRUCK_4529 

:TRUCK_4445
05AA: 100@s = 'TRK_V10' // @s = 'short'  // ~s~Randolph Ind. Est., Las Venturas
0002: jump @TRUCK_4529 

:TRUCK_4466
05AA: 100@s = 'TRK_V11' // @s = 'short'  // ~s~LVA Freight depot, Las Venturas
0002: jump @TRUCK_4529 

:TRUCK_4487
05AA: 100@s = 'TRK_V12' // @s = 'short'  // ~s~Las Venturas Airport, Las Venturas
0002: jump @TRUCK_4529 

:TRUCK_4508
05AA: 100@s = 'TRK_V13' // @s = 'short'  // ~s~Redsands West, Las Venturas
0002: jump @TRUCK_4529 

:TRUCK_4529
00D6: if 
0039:   86@ == 7 
004D: jump_if_false @TRUCK_4715 
0871: init_jump_table 87@ total_jumps 5 default_jump 0 @TRUCK_4715 jumps 0 @TRUCK_4610 1 @TRUCK_4631 2 @TRUCK_4652 3 @TRUCK_4673 4 @TRUCK_4694 -1 @TRUCK_4715 -1 @TRUCK_4715 

:TRUCK_4610
05AA: 100@s = 'TRK_NC0' // @s = 'short'  // ~s~Green Palms, North San Andreas
0002: jump @TRUCK_4715 

:TRUCK_4631
05AA: 100@s = 'TRK_NC1' // @s = 'short'  // ~s~Bone County, North San Andreas
0002: jump @TRUCK_4715 

:TRUCK_4652
05AA: 100@s = 'TRK_NC2' // @s = 'short'  // ~s~Bone County, North San Andreas
0002: jump @TRUCK_4715 

:TRUCK_4673
05AA: 100@s = 'TRK_NC3' // @s = 'short'  // ~s~The Sherman Dam, North San Andreas
0002: jump @TRUCK_4715 

:TRUCK_4694
05AA: 100@s = 'TRK_NC4' // @s = 'short'  // ~s~Verdant Meadows, North San Andreas
0002: jump @TRUCK_4715 

:TRUCK_4715
00D6: if 
0039:   86@ == 4 
004D: jump_if_false @TRUCK_4859 
0871: init_jump_table 87@ total_jumps 3 default_jump 0 @TRUCK_4859 jumps 0 @TRUCK_4796 1 @TRUCK_4817 2 @TRUCK_4838 -1 @TRUCK_4859 -1 @TRUCK_4859 -1 @TRUCK_4859 -1 @TRUCK_4859 

:TRUCK_4796
05AA: 100@s = 'TRK_CS0' // @s = 'short'  // ~s~Whetstone, South San Andreas
0002: jump @TRUCK_4859 

:TRUCK_4817
05AA: 100@s = 'TRK_CS1' // @s = 'short'  // ~s~Angel Pine, South San Andreas
0002: jump @TRUCK_4859 

:TRUCK_4838
05AA: 100@s = 'TRK_CS2' // @s = 'short'  // ~s~Whetstone, South San Andreas
0002: jump @TRUCK_4859 

:TRUCK_4859
00D6: if 
0039:   86@ == 5 
004D: jump_if_false @TRUCK_5024 
0871: init_jump_table 87@ total_jumps 4 default_jump 0 @TRUCK_5024 jumps 0 @TRUCK_4940 1 @TRUCK_4961 2 @TRUCK_4982 3 @TRUCK_5003 -1 @TRUCK_5024 -1 @TRUCK_5024 -1 @TRUCK_5024 

:TRUCK_4940
05AA: 100@s = 'TRK_SF0' // @s = 'short'  // ~s~Easter Bay Airport, San Fierro
0002: jump @TRUCK_5024 

:TRUCK_4961
05AA: 100@s = 'TRK_SF1' // @s = 'short'  // ~s~Battery Point, San Fierro
0002: jump @TRUCK_5024 

:TRUCK_4982
05AA: 100@s = 'TRK_SF2' // @s = 'short'  // ~s~Easter Basin, San Fierro
0002: jump @TRUCK_5024 

:TRUCK_5003
05AA: 100@s = 'TRK_SF3' // @s = 'short'  // ~s~Easter Basin, San Fierro
0002: jump @TRUCK_5024 

:TRUCK_5024
00D6: if 
0039:   86@ == 6 
004D: jump_if_false @TRUCK_5168 
0871: init_jump_table 87@ total_jumps 3 default_jump 0 @TRUCK_5168 jumps 0 @TRUCK_5105 1 @TRUCK_5126 2 @TRUCK_5147 -1 @TRUCK_5168 -1 @TRUCK_5168 -1 @TRUCK_5168 -1 @TRUCK_5168 

:TRUCK_5105
05AA: 100@s = 'TRK_CN0' // @s = 'short'  // ~s~El Quebrados, North West San Andreas
0002: jump @TRUCK_5168 

:TRUCK_5126
05AA: 100@s = 'TRK_CN1' // @s = 'short'  // ~s~Bayside Marina, North West San Andreas
0002: jump @TRUCK_5168 

:TRUCK_5147
05AA: 100@s = 'TRK_CN2' // @s = 'short'  // ~s~Tierra Robada, North West San Andreas
0002: jump @TRUCK_5168 

:TRUCK_5168
0051: return 

:TRUCK_5170
03EB: clear_small_messages_only 
0384: show_text_1string GXT 98@s string 100@s time 15000 1 
0051: return 

:TRUCK_5187
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @TRUCK_5743 
00D6: if and
07AB:   car 75@ has_attached_trailer 74@ 
00DB:   actor $PLAYER_ACTOR in_car 74@ 
004D: jump_if_false @TRUCK_5281 
0006: 84@ = 0 
0006: 105@ = 0 
0164: disable_marker 78@ 
0164: disable_marker 79@ 
018A: 76@ = create_checkpoint_at 102@ 103@ 104@ 
0168: set_marker 76@ size 4 
03EB: clear_small_messages_only 
0051: return 

:TRUCK_5281
0227: 50@ = car 74@ health 
00D6: if 
001B:   250 > 50@ 
004D: jump_if_false @TRUCK_5320 
03EB: clear_small_messages_only 
0164: disable_marker 78@ 
0164: disable_marker 79@ 

:TRUCK_5320
00D6: if 
001D:   47@ > 80@ // (int) 
004D: jump_if_false @TRUCK_5362 
000E: 84@ -= 1 
0085: 80@ = 47@ // (int) 
000A: 80@ += 1000 

:TRUCK_5362
00D6: if 
001B:   0 > 84@ 
004D: jump_if_false @TRUCK_5474 
0006: 39@ = 1 
03EB: clear_small_messages_only 
0164: disable_marker 78@ 
0164: disable_marker 79@ 
0006: 72@ = 0 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 74@ 
004D: jump_if_false @TRUCK_5439 
0006: 72@ = 1 
0006: 89@ = 4 

:TRUCK_5439
00D6: if and
87AB:   not car 75@ has_attached_trailer 74@ 
0039:   72@ == 0 
004D: jump_if_false @TRUCK_5472 
0006: 89@ = 5 

:TRUCK_5472
0051: return 

:TRUCK_5474
00BE: text_clear_all 
09C1: add_next_text_to_brief_history 0 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 74@ 
004D: jump_if_false @TRUCK_5621 
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @TRUCK_5543 
01E4: show_text_1number_lowpriority GXT 'TRK_H5B' number 84@ time 1000 flag 1  // ~s~You have ~1~ second to get back in the ~b~cab~s~.
0002: jump @TRUCK_5562 

:TRUCK_5543
01E4: show_text_1number_lowpriority GXT 'TRK_H5' number 84@ time 1000 flag 1  // ~s~You have ~1~ seconds to get back in the ~b~cab~s~.

:TRUCK_5562
00D6: if 
075C:   marker 79@ enabled 
004D: jump_if_false @TRUCK_5583 
0164: disable_marker 79@ 

:TRUCK_5583
00D6: if 
875C:   not marker 78@ enabled 
004D: jump_if_false @TRUCK_5614 
0186: 78@ = create_marker_above_car 74@ 
07E0: set_marker 78@ type_to 1 

:TRUCK_5614
0002: jump @TRUCK_5736 

:TRUCK_5621
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @TRUCK_5665 
01E4: show_text_1number_lowpriority GXT 'TRK_H4B' number 84@ time 1000 flag 1  // ~s~You have ~1~ second to reattach the ~b~trailer~s~ to the cab.
0002: jump @TRUCK_5684 

:TRUCK_5665
01E4: show_text_1number_lowpriority GXT 'TRK_H4' number 84@ time 1000 flag 1  // ~s~You have ~1~ seconds to reattach the ~b~trailer~s~ to the cab.

:TRUCK_5684
00D6: if 
875C:   not marker 79@ enabled 
004D: jump_if_false @TRUCK_5715 
0186: 79@ = create_marker_above_car 75@ 
07E0: set_marker 79@ type_to 1 

:TRUCK_5715
00D6: if 
075C:   marker 78@ enabled 
004D: jump_if_false @TRUCK_5736 
0164: disable_marker 78@ 

:TRUCK_5736
0002: jump @TRUCK_5873 

:TRUCK_5743
00D6: if or
87AB:   not car 75@ has_attached_trailer 74@ 
80DB:   not actor $PLAYER_ACTOR in_car 74@ 
004D: jump_if_false @TRUCK_5873 
0006: 84@ = 60 
0085: 80@ = 47@ // (int) 
000A: 80@ += 1000 
0006: 105@ = 1 
0164: disable_marker 76@ 
09C1: add_next_text_to_brief_history 0 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 74@ 
004D: jump_if_false @TRUCK_5854 
01E5: show_text_1number_highpriority GXT 'TRK_H5' number 84@ time 1000 flag 1  // ~s~You have ~1~ seconds to get back in the ~b~cab~s~.
0002: jump @TRUCK_5873 

:TRUCK_5854
01E5: show_text_1number_highpriority GXT 'TRK_H4' number 84@ time 1000 flag 1  // ~s~You have ~1~ seconds to reattach the ~b~trailer~s~ to the cab.

:TRUCK_5873
0051: return 

:TRUCK_5875
0006: 90@ = 750 
00D6: if or
0039:   88@ == 1 
0039:   88@ == 5 
004D: jump_if_false @TRUCK_5916 
0006: 90@ = 500 

:TRUCK_5916
00D6: if 
0039:   88@ == 3 
004D: jump_if_false @TRUCK_5942 
0006: 90@ = 250 

:TRUCK_5942
0085: 50@ = 90@ // (int) 
000A: 50@ += 250 
0224: set_car 75@ health_to 50@ 
0224: set_car 74@ health_to 50@ 
0006: 92@ = 0 
0050: gosub @TRUCK_6155 
00D6: if or
0039:   88@ == 1 
0039:   88@ == 3 
004D: jump_if_false @TRUCK_6031 
04F7: status_text $8161 type 1 line 2 GXT 'TRK_DMG' // global_variable  // Damage

:TRUCK_6031
00D6: if 
0039:   88@ == 2 
004D: jump_if_false @TRUCK_6076 
0050: gosub @TRUCK_6559 
03C3: set_timer_to $8162 type 0 GXT 'TRK_TIM' // global_variable  // Deliver by
0396: pause_timer 1 

:TRUCK_6076
00D6: if 
0039:   88@ == 5 
004D: jump_if_false @TRUCK_6139 
0050: gosub @TRUCK_6559 
03C3: set_timer_to $8162 type 0 GXT 'TRK_TIM' // global_variable  // Deliver by
04F7: status_text $8161 type 1 line 2 GXT 'TRK_DMG' // global_variable  // Damage
0396: pause_timer 1 

:TRUCK_6139
0006: 110@ = 0 
0006: 111@ = 0 
0051: return 

:TRUCK_6155
0871: init_jump_table 92@ total_jumps 5 default_jump 0 @TRUCK_6365 jumps 0 @TRUCK_6218 1 @TRUCK_6256 2 @TRUCK_6293 3 @TRUCK_6330 4 @TRUCK_6351 -1 @TRUCK_6365 -1 @TRUCK_6365 

:TRUCK_6218
0085: 81@ = 93@ // (int) 
0012: 81@ *= 140 
005A: 81@ += 47@ // (int) 
0006: 92@ = 1 
0002: jump @TRUCK_6365 

:TRUCK_6256
0085: 81@ = 93@ // (int) 
0012: 81@ *= 84 
005A: 81@ += 47@ // (int) 
0006: 92@ = 2 
0002: jump @TRUCK_6365 

:TRUCK_6293
0085: 81@ = 93@ // (int) 
0012: 81@ *= 84 
005A: 81@ += 47@ // (int) 
0006: 92@ = 3 
0002: jump @TRUCK_6365 

:TRUCK_6330
0050: gosub @TRUCK_6367 
0006: 92@ = 4 
0002: jump @TRUCK_6365 

:TRUCK_6351
0006: 92@ = 5 
0002: jump @TRUCK_6365 

:TRUCK_6365
0051: return 

:TRUCK_6367
0006: 50@ = 2 
0012: 50@ *= 60 
000A: 50@ += 0 
0012: 50@ *= 1000 
0085: 81@ = 47@ // (int) 
005A: 81@ += 50@ // (int) 
00BF: 50@ = current_time_hours, 51@ = current_time_minutes 
000A: 51@ += 0 
00D6: if 
0029:   51@ >= 60 
004D: jump_if_false @TRUCK_6459 
000E: 51@ -= 60 
000A: 50@ += 1 

:TRUCK_6459
000A: 50@ += 2 
00D6: if 
0029:   50@ >= 24 
004D: jump_if_false @TRUCK_6491 
000E: 50@ -= 24 

:TRUCK_6491
0085: 52@ = 50@ // (int) 
0012: 52@ *= 60 
005A: 52@ += 51@ // (int) 
0012: 52@ *= 1000 
008A: $8162 = 52@ // (int) 
03C3: set_timer_to $8162 type 0 GXT 'TRK_DLN' // global_variable  // Deadline
0396: pause_timer 1 
0006: 112@ = 1 
0051: return 

:TRUCK_6559
0085: 50@ = 93@ // (int) 
0012: 50@ *= 140 
0016: 50@ /= 1000 
0085: 51@ = 50@ // (int) 
0016: 51@ /= 60 
0085: 52@ = 51@ // (int) 
0012: 52@ *= 60 
0062: 50@ -= 52@ // (int) 
00BF: 94@ = current_time_hours, 95@ = current_time_minutes 
005A: 95@ += 50@ // (int) 
00D6: if 
0029:   95@ >= 60 
004D: jump_if_false @TRUCK_6669 
000A: 94@ += 1 
000E: 95@ -= 60 

:TRUCK_6669
005A: 94@ += 51@ // (int) 

:TRUCK_6677
00D6: if 
0029:   94@ >= 24 
004D: jump_if_false @TRUCK_6709 
000E: 94@ -= 24 
0002: jump @TRUCK_6677 

:TRUCK_6709
0006: 72@ = 0 
00D6: if 
0019:   95@ > 45 
004D: jump_if_false @TRUCK_6811 
0006: 50@ = 60 
0062: 50@ -= 95@ // (int) 
0006: 95@ = 0 
000A: 94@ += 1 
00D6: if 
0039:   94@ == 24 
004D: jump_if_false @TRUCK_6788 
0006: 94@ = 0 

:TRUCK_6788
0012: 50@ *= 1000 
005A: 81@ += 50@ // (int) 
0006: 72@ = 1 

:TRUCK_6811
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @TRUCK_6899 
00D6: if and
0019:   95@ > 30 
001B:   45 > 95@ 
004D: jump_if_false @TRUCK_6899 
0006: 50@ = 45 
0062: 50@ -= 95@ // (int) 
0006: 95@ = 45 
0012: 50@ *= 1000 
005A: 81@ += 50@ // (int) 
0006: 72@ = 1 

:TRUCK_6899
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @TRUCK_6987 
00D6: if and
0019:   95@ > 15 
001B:   30 > 95@ 
004D: jump_if_false @TRUCK_6987 
0006: 50@ = 30 
0062: 50@ -= 95@ // (int) 
0006: 95@ = 30 
0012: 50@ *= 1000 
005A: 81@ += 50@ // (int) 
0006: 72@ = 1 

:TRUCK_6987
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @TRUCK_7075 
00D6: if and
0019:   95@ > 0 
001B:   15 > 95@ 
004D: jump_if_false @TRUCK_7075 
0006: 50@ = 15 
0062: 50@ -= 95@ // (int) 
0006: 95@ = 15 
0012: 50@ *= 1000 
005A: 81@ += 50@ // (int) 
0006: 72@ = 1 

:TRUCK_7075
0085: 50@ = 94@ // (int) 
0012: 50@ *= 60 
005A: 50@ += 95@ // (int) 
0012: 50@ *= 1000 
008A: $8162 = 50@ // (int) 
0051: return 

:TRUCK_7116
0227: 50@ = car 75@ health 
0227: 51@ = car 74@ health 
00D6: if 
001D:   50@ > 51@ // (int) 
004D: jump_if_false @TRUCK_7159 
0085: 50@ = 51@ // (int) 

:TRUCK_7159
00D6: if 
0019:   50@ > 1 
004D: jump_if_false @TRUCK_7193 
0224: set_car 74@ health_to 50@ 
0224: set_car 75@ health_to 50@ 

:TRUCK_7193
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @TRUCK_7213 
0051: return 

:TRUCK_7213
000E: 50@ -= 250 
0012: 50@ *= 100 
0072: 50@ /= 90@ // (int) 
00D6: if 
001B:   0 > 50@ 
004D: jump_if_false @TRUCK_7261 
0006: 50@ = 0 

:TRUCK_7261
008A: $8161 = 50@ // (int) 
0051: return 

:TRUCK_7271
00D6: if 
001D:   47@ > 81@ // (int) 
004D: jump_if_false @TRUCK_7498 
0050: gosub @TRUCK_6155 
00D6: if 
0039:   92@ == 5 
004D: jump_if_false @TRUCK_7345 
0006: 39@ = 1 
0006: 81@ = 0 
0006: 83@ = 0 
0006: 89@ = 2 
0051: return 

:TRUCK_7345
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @TRUCK_7498 
00D6: if or
0039:   92@ == 2 
0039:   92@ == 3 
0039:   92@ == 4 
004D: jump_if_false @TRUCK_7498 
0016: 91@ /= 2 
0151: remove_status_text $8160 
04F7: status_text $8160 type 0 line 1 GXT 'TRK_CSH' // global_variable  // Cash
00D6: if 
0039:   92@ == 2 
004D: jump_if_false @TRUCK_7448 
014F: stop_timer $8162 

:TRUCK_7448
00D6: if 
0039:   92@ == 2 
004D: jump_if_false @TRUCK_7473 
0006: 110@ = 1 

:TRUCK_7473
00D6: if 
0039:   92@ == 3 
004D: jump_if_false @TRUCK_7498 
0006: 111@ = 1 

:TRUCK_7498
0051: return 

:TRUCK_7500
0085: 83@ = 91@ // (int) 
00D6: if 
0039:   108@ == 1 
004D: jump_if_false @TRUCK_7643 
00D6: if 
0119:   car 74@ wrecked 
004D: jump_if_false @TRUCK_7556 
0006: 83@ = 0 
0002: jump @TRUCK_7643 

:TRUCK_7556
0227: 50@ = car 74@ health 
00D6: if 
001B:   250 > 50@ 
004D: jump_if_false @TRUCK_7597 
0006: 83@ = 0 
0002: jump @TRUCK_7643 

:TRUCK_7597
000E: 50@ -= 250 
0085: 51@ = 50@ // (int) 
0012: 51@ *= 100 
0072: 51@ /= 90@ // (int) 
006A: 83@ *= 51@ // (int) 
0016: 83@ /= 100 

:TRUCK_7643
00D6: if 
0039:   109@ == 1 
004D: jump_if_false @TRUCK_7684 
00D6: if 
0119:   car 74@ wrecked 
004D: jump_if_false @TRUCK_7684 
0006: 83@ = 0 

:TRUCK_7684
008A: $8160 = 83@ // (int) 
0051: return 

:TRUCK_7694
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @TRUCK_7714 
0051: return 

:TRUCK_7714
00D6: if 
0039:   88@ == 4 
004D: jump_if_false @TRUCK_7759 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 2 
004D: jump_if_false @TRUCK_7757 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 

:TRUCK_7757
0051: return 

:TRUCK_7759
00D6: if 
0039:   88@ == 6 
004D: jump_if_false @TRUCK_7804 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 3 
004D: jump_if_false @TRUCK_7802 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 

:TRUCK_7802
0051: return 

:TRUCK_7804
0051: return 

:TRUCK_7806
0006: 86@ = -1 
0006: 87@ = -1 
0006: 88@ = 0 
0050: gosub @TRUCK_7871 
0050: gosub @TRUCK_8323 
0050: gosub @TRUCK_9841 
0050: gosub @TRUCK_8986 
0050: gosub @TRUCK_9326 
0050: gosub @TRUCK_9431 
0051: return 

:TRUCK_7871
0007: 59@ = -76.1692 
0007: 60@ = -1128.963 
0007: 61@ = 0.0781 
0007: 62@ = 69.9957 
0395: clear_area 0 at 59@ 60@ 61@ radius 30.0 
0871: init_jump_table 97@ total_jumps 3 default_jump 1 @TRUCK_8064 jumps 1 @TRUCK_7992 2 @TRUCK_8016 3 @TRUCK_8040 -1 @TRUCK_8079 -1 @TRUCK_8079 -1 @TRUCK_8079 -1 @TRUCK_8079 

:TRUCK_7992
00A5: 74@ = create_car #PETRO at 59@ 60@ 61@ 
0002: jump @TRUCK_8079 

:TRUCK_8016
00A5: 74@ = create_car #LINERUN at 59@ 60@ 61@ 
0002: jump @TRUCK_8079 

:TRUCK_8040
00A5: 74@ = create_car #RDTRAIN at 59@ 60@ 61@ 
0002: jump @TRUCK_8079 

:TRUCK_8064
0662: printstring "UNKNOWN_CAB" 

:TRUCK_8079
0175: set_car 74@ Z_angle_to 62@ 
0007: 59@ = -60.6033 
0007: 60@ = -1136.899 
0007: 61@ = 0.0781 
0395: clear_area 0 at 59@ 60@ 61@ radius 50.0 
0871: init_jump_table 96@ total_jumps 4 default_jump 1 @TRUCK_8294 jumps 1 @TRUCK_8198 2 @TRUCK_8222 3 @TRUCK_8246 4 @TRUCK_8270 -1 @TRUCK_8313 -1 @TRUCK_8313 -1 @TRUCK_8313 

:TRUCK_8198
00A5: 75@ = create_car #PETROTR at 59@ 60@ 61@ 
0002: jump @TRUCK_8313 

:TRUCK_8222
00A5: 75@ = create_car #ARTICT1 at 59@ 60@ 61@ 
0002: jump @TRUCK_8313 

:TRUCK_8246
00A5: 75@ = create_car #ARTICT2 at 59@ 60@ 61@ 
0002: jump @TRUCK_8313 

:TRUCK_8270
00A5: 75@ = create_car #ARTICT3 at 59@ 60@ 61@ 
0002: jump @TRUCK_8313 

:TRUCK_8294
0662: printstring "UNKNOWN_TRAILER" 

:TRUCK_8313
0893: put_trailer 75@ on_cab 74@ 
0051: return 

:TRUCK_8323
0871: init_jump_table $TRUCKING_TOTAL_PASSED_MISSIONS total_jumps 8 default_jump 1 @TRUCK_8597 jumps 0 @TRUCK_8451 1 @TRUCK_8465 2 @TRUCK_8479 3 @TRUCK_8493 4 @TRUCK_8507 5 @TRUCK_8521 6 @TRUCK_8552 
0872: jump_table_jumps 7 @TRUCK_8583 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 

:TRUCK_8451
0006: 86@ = 1 
0002: jump @TRUCK_8628 

:TRUCK_8465
0006: 86@ = 2 
0002: jump @TRUCK_8628 

:TRUCK_8479
0006: 86@ = 3 
0002: jump @TRUCK_8628 

:TRUCK_8493
0006: 86@ = 4 
0002: jump @TRUCK_8628 

:TRUCK_8507
0006: 86@ = 5 
0002: jump @TRUCK_8628 

:TRUCK_8521
0006: 51@ = 5 
000A: 51@ += 1 
0209: 86@ = random_int_in_ranges 4 51@ 
0002: jump @TRUCK_8628 

:TRUCK_8552
0006: 51@ = 7 
000A: 51@ += 1 
0209: 86@ = random_int_in_ranges 6 51@ 
0002: jump @TRUCK_8628 

:TRUCK_8583
0006: 86@ = 8 
0002: jump @TRUCK_8628 

:TRUCK_8597
0006: 51@ = 8 
000A: 51@ += 1 
0209: 86@ = random_int_in_ranges 2 51@ 
0002: jump @TRUCK_8628 

:TRUCK_8628
0871: init_jump_table 86@ total_jumps 8 default_jump 1 @TRUCK_8868 jumps 1 @TRUCK_8756 2 @TRUCK_8770 3 @TRUCK_8784 4 @TRUCK_8826 5 @TRUCK_8840 6 @TRUCK_8854 7 @TRUCK_8812 
0872: jump_table_jumps 8 @TRUCK_8798 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 

:TRUCK_8756
0050: gosub @TRUCK_8898 
0002: jump @TRUCK_8896 

:TRUCK_8770
0050: gosub @TRUCK_8909 
0002: jump @TRUCK_8896 

:TRUCK_8784
0050: gosub @TRUCK_8931 
0002: jump @TRUCK_8896 

:TRUCK_8798
0050: gosub @TRUCK_8920 
0002: jump @TRUCK_8896 

:TRUCK_8812
0050: gosub @TRUCK_8975 
0002: jump @TRUCK_8896 

:TRUCK_8826
0050: gosub @TRUCK_8953 
0002: jump @TRUCK_8896 

:TRUCK_8840
0050: gosub @TRUCK_8942 
0002: jump @TRUCK_8896 

:TRUCK_8854
0050: gosub @TRUCK_8964 
0002: jump @TRUCK_8896 

:TRUCK_8868
0662: printstring "UNKNOWN_DESTINATION_AREA" 

:TRUCK_8896
0051: return 

:TRUCK_8898
0209: 87@ = random_int_in_ranges 0 4 
0051: return 

:TRUCK_8909
0209: 87@ = random_int_in_ranges 0 2 
0051: return 

:TRUCK_8920
0209: 87@ = random_int_in_ranges 0 14 
0051: return 

:TRUCK_8931
0209: 87@ = random_int_in_ranges 0 4 
0051: return 

:TRUCK_8942
0209: 87@ = random_int_in_ranges 0 4 
0051: return 

:TRUCK_8953
0209: 87@ = random_int_in_ranges 0 3 
0051: return 

:TRUCK_8964
0209: 87@ = random_int_in_ranges 0 3 
0051: return 

:TRUCK_8975
0209: 87@ = random_int_in_ranges 0 5 
0051: return 

:TRUCK_8986
0871: init_jump_table $TRUCKING_TOTAL_PASSED_MISSIONS total_jumps 8 default_jump 1 @TRUCK_9198 jumps 0 @TRUCK_9114 1 @TRUCK_9128 2 @TRUCK_9156 3 @TRUCK_9114 4 @TRUCK_9142 5 @TRUCK_9156 6 @TRUCK_9170 
0872: jump_table_jumps 7 @TRUCK_9184 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 

:TRUCK_9114
0006: 88@ = 2 
0002: jump @TRUCK_9221 

:TRUCK_9128
0006: 88@ = 1 
0002: jump @TRUCK_9221 

:TRUCK_9142
0006: 88@ = 3 
0002: jump @TRUCK_9221 

:TRUCK_9156
0006: 88@ = 4 
0002: jump @TRUCK_9221 

:TRUCK_9170
0006: 88@ = 5 
0002: jump @TRUCK_9221 

:TRUCK_9184
0006: 88@ = 6 
0002: jump @TRUCK_9221 

:TRUCK_9198
0209: 88@ = random_int_in_ranges 0 6 
000A: 88@ += 1 
0002: jump @TRUCK_9221 

:TRUCK_9221
00D6: if or
0039:   88@ == 1 
0039:   88@ == 3 
0039:   88@ == 5 
004D: jump_if_false @TRUCK_9260 
0006: 108@ = 1 

:TRUCK_9260
00D6: if or
0039:   88@ == 2 
0039:   88@ == 5 
004D: jump_if_false @TRUCK_9292 
0006: 107@ = 1 

:TRUCK_9292
00D6: if or
0039:   88@ == 4 
0039:   88@ == 6 
004D: jump_if_false @TRUCK_9324 
0006: 109@ = 1 

:TRUCK_9324
0051: return 

:TRUCK_9326
0087: 63@ = 102@ // (float) 
0065: 63@ -= $2373 // (float) 
0087: 64@ = 103@ // (float) 
0065: 64@ -= $2374 // (float) 
0087: 66@ = 63@ // (float) 
006B: 66@ *= 63@ // (float) 
0087: 67@ = 64@ // (float) 
006B: 67@ *= 64@ // (float) 
0087: 69@ = 66@ // (float) 
005B: 69@ += 67@ // (float) 
01FB: 70@ = square_root 69@ 
0092: 93@ = float 70@ to_integer 
000A: 49@ += 1 
0051: return 

:TRUCK_9431
0871: init_jump_table 86@ total_jumps 8 default_jump 1 @TRUCK_9604 jumps 1 @TRUCK_9559 2 @TRUCK_9559 3 @TRUCK_9559 4 @TRUCK_9574 5 @TRUCK_9574 6 @TRUCK_9589 7 @TRUCK_9589 
0872: jump_table_jumps 8 @TRUCK_9589 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 

:TRUCK_9559
0006: 91@ = 1000 
0002: jump @TRUCK_9643 

:TRUCK_9574
0006: 91@ = 3000 
0002: jump @TRUCK_9643 

:TRUCK_9589
0006: 91@ = 4000 
0002: jump @TRUCK_9643 

:TRUCK_9604
0662: printstring "INITIALISE_CASH_UNKNOWN_DESTINATION" 

:TRUCK_9643
0871: init_jump_table 88@ total_jumps 6 default_jump 1 @TRUCK_9773 jumps 1 @TRUCK_9713 2 @TRUCK_9706 3 @TRUCK_9728 4 @TRUCK_9728 5 @TRUCK_9743 6 @TRUCK_9758 -1 @TRUCK_9813 

:TRUCK_9706
0002: jump @TRUCK_9813 

:TRUCK_9713
000A: 91@ += 500 
0002: jump @TRUCK_9813 

:TRUCK_9728
000A: 91@ += 1000 
0002: jump @TRUCK_9813 

:TRUCK_9743
000A: 91@ += 3000 
0002: jump @TRUCK_9813 

:TRUCK_9758
000A: 91@ += 6000 
0002: jump @TRUCK_9813 

:TRUCK_9773
0662: printstring "INITIALISE_CASH_UNKNOWN_MISSION_TYPE" 

:TRUCK_9813
00D6: if 
0038:   $TRUCKING_TOTAL_PASSED_MISSIONS == 5 
004D: jump_if_false @TRUCK_9839 
000A: 91@ += 1000 

:TRUCK_9839
0051: return 

:TRUCK_9841
0871: init_jump_table 86@ total_jumps 8 default_jump 1 @TRUCK_10081 jumps 1 @TRUCK_9969 2 @TRUCK_9983 3 @TRUCK_9997 4 @TRUCK_10039 5 @TRUCK_10053 6 @TRUCK_10067 7 @TRUCK_10025 
0872: jump_table_jumps 8 @TRUCK_10011 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 

:TRUCK_9969
0050: gosub @TRUCK_10111 
0002: jump @TRUCK_10109 

:TRUCK_9983
0050: gosub @TRUCK_10360 
0002: jump @TRUCK_10109 

:TRUCK_9997
0050: gosub @TRUCK_11214 
0002: jump @TRUCK_10109 

:TRUCK_10011
0050: gosub @TRUCK_10534 
0002: jump @TRUCK_10109 

:TRUCK_10025
0050: gosub @TRUCK_11875 
0002: jump @TRUCK_10109 

:TRUCK_10039
0050: gosub @TRUCK_11457 
0002: jump @TRUCK_10109 

:TRUCK_10053
0050: gosub @TRUCK_12159 
0002: jump @TRUCK_10109 

:TRUCK_10067
0050: gosub @TRUCK_11666 
0002: jump @TRUCK_10109 

:TRUCK_10081
0662: printstring "UNKNOWN_DESTINATION_AREA" 

:TRUCK_10109
0051: return 

:TRUCK_10111
0871: init_jump_table 87@ total_jumps 4 default_jump 1 @TRUCK_10322 jumps 0 @TRUCK_10174 1 @TRUCK_10211 2 @TRUCK_10248 3 @TRUCK_10285 -1 @TRUCK_10358 -1 @TRUCK_10358 -1 @TRUCK_10358 

:TRUCK_10174
0007: 102@ = -187.4041 
0007: 103@ = -277.0196 
0007: 104@ = 0.4219 
0002: jump @TRUCK_10358 

:TRUCK_10211
0007: 102@ = 58.0364 
0007: 103@ = -256.7285 
0007: 104@ = 0.5781 
0002: jump @TRUCK_10358 

:TRUCK_10248
0007: 102@ = 95.8675 
0007: 103@ = -154.3627 
0007: 104@ = 1.5751 
0002: jump @TRUCK_10358 

:TRUCK_10285
0007: 102@ = 809.7556 
0007: 103@ = -598.0007 
0007: 104@ = 15.1875 
0002: jump @TRUCK_10358 

:TRUCK_10322
0662: printstring "UNKNOWN_COUNTRYEASTNEAR_LOCATION" 

:TRUCK_10358
0051: return 

:TRUCK_10360
0871: init_jump_table 87@ total_jumps 2 default_jump 1 @TRUCK_10497 jumps 0 @TRUCK_10423 1 @TRUCK_10460 -1 @TRUCK_10532 -1 @TRUCK_10532 -1 @TRUCK_10532 -1 @TRUCK_10532 -1 @TRUCK_10532 

:TRUCK_10423
0007: 102@ = 1403.833 
0007: 103@ = 399.4294 
0007: 104@ = 18.75 
0002: jump @TRUCK_10532 

:TRUCK_10460
0007: 102@ = 1338.289 
0007: 103@ = 348.9004 
0007: 104@ = 18.4062 
0002: jump @TRUCK_10532 

:TRUCK_10497
0662: printstring "UNKNOWN_COUNTRYEASTFAR_LOCATION" 

:TRUCK_10532
0051: return 

:TRUCK_10534
0871: init_jump_table 87@ total_jumps 14 default_jump 1 @TRUCK_11180 jumps 0 @TRUCK_10662 1 @TRUCK_10699 2 @TRUCK_10736 3 @TRUCK_10773 4 @TRUCK_10810 5 @TRUCK_10847 6 @TRUCK_10884 
0872: jump_table_jumps 7 @TRUCK_10921 8 @TRUCK_10958 9 @TRUCK_10995 10 @TRUCK_11032 11 @TRUCK_11069 12 @TRUCK_11106 13 @TRUCK_11143 -1 @TRUCK_11212 -1 @TRUCK_11212 

:TRUCK_10662
0007: 102@ = 1449.715 
0007: 103@ = 2358.852 
0007: 104@ = 9.8203 
0002: jump @TRUCK_11212 

:TRUCK_10699
0007: 102@ = 1037.475 
0007: 103@ = 2131.344 
0007: 104@ = 9.8203 
0002: jump @TRUCK_11212 

:TRUCK_10736
0007: 102@ = 987.9741 
0007: 103@ = 2080.389 
0007: 104@ = 9.8203 
0002: jump @TRUCK_11212 

:TRUCK_10773
0007: 102@ = 1288.671 
0007: 103@ = 1195.232 
0007: 104@ = 9.8656 
0002: jump @TRUCK_11212 

:TRUCK_10810
0007: 102@ = 2467.902 
0007: 103@ = 1950.061 
0007: 104@ = 9.2381 
0002: jump @TRUCK_11212 

:TRUCK_10847
0007: 102@ = 2792.744 
0007: 103@ = 2578.336 
0007: 104@ = 9.8203 
0002: jump @TRUCK_11212 

:TRUCK_10884
0007: 102@ = 2271.477 
0007: 103@ = 2791.739 
0007: 104@ = 9.8203 
0002: jump @TRUCK_11212 

:TRUCK_10921
0007: 102@ = 2596.519 
0007: 103@ = 1738.582 
0007: 104@ = 9.8281 
0002: jump @TRUCK_11212 

:TRUCK_10958
0007: 102@ = 2818.84 
0007: 103@ = 912.5091 
0007: 104@ = 9.75 
0002: jump @TRUCK_11212 

:TRUCK_10995
0007: 102@ = 2706.505 
0007: 103@ = 827.3236 
0007: 104@ = 9.2145 
0002: jump @TRUCK_11212 

:TRUCK_11032
0007: 102@ = 1627.723 
0007: 103@ = 688.4043 
0007: 104@ = 9.8281 
0002: jump @TRUCK_11212 

:TRUCK_11069
0007: 102@ = 1504.492 
0007: 103@ = 981.141 
0007: 104@ = 9.7187 
0002: jump @TRUCK_11212 

:TRUCK_11106
0007: 102@ = 1724.012 
0007: 103@ = 1590.128 
0007: 104@ = 9.2578 
0002: jump @TRUCK_11212 

:TRUCK_11143
0007: 102@ = 1727.833 
0007: 103@ = 2338.017 
0007: 104@ = 9.813 
0002: jump @TRUCK_11212 

:TRUCK_11180
0662: printstring "UNKNOWN_LASVENTURAS_LOCATION" 

:TRUCK_11212
0051: return 

:TRUCK_11214
0871: init_jump_table 87@ total_jumps 4 default_jump 1 @TRUCK_11425 jumps 0 @TRUCK_11277 1 @TRUCK_11314 2 @TRUCK_11351 3 @TRUCK_11388 -1 @TRUCK_11455 -1 @TRUCK_11455 -1 @TRUCK_11455 

:TRUCK_11277
0007: 102@ = 2413.683 
0007: 103@ = -2113.674 
0007: 104@ = 12.3881 
0002: jump @TRUCK_11455 

:TRUCK_11314
0007: 102@ = 2784.973 
0007: 103@ = -2455.441 
0007: 104@ = 12.625 
0002: jump @TRUCK_11455 

:TRUCK_11351
0007: 102@ = 2112.662 
0007: 103@ = -2070.376 
0007: 104@ = 12.5547 
0002: jump @TRUCK_11455 

:TRUCK_11388
0007: 102@ = 1763.641 
0007: 103@ = -2070.371 
0007: 104@ = 12.6195 
0002: jump @TRUCK_11455 

:TRUCK_11425
0662: printstring "UNKNOWN_LOSSANTOS_LOCATION" 

:TRUCK_11455
0051: return 

:TRUCK_11457
0871: init_jump_table 87@ total_jumps 3 default_jump 1 @TRUCK_11631 jumps 0 @TRUCK_11520 1 @TRUCK_11557 2 @TRUCK_11594 -1 @TRUCK_11664 -1 @TRUCK_11664 -1 @TRUCK_11664 -1 @TRUCK_11664 

:TRUCK_11520
0007: 102@ = -1888.621 
0007: 103@ = -1711.836 
0007: 104@ = 20.7656 
0002: jump @TRUCK_11664 

:TRUCK_11557
0007: 102@ = -2117.227 
0007: 103@ = -2380.507 
0007: 104@ = 29.4688 
0002: jump @TRUCK_11664 

:TRUCK_11594
0007: 102@ = -1545.439 
0007: 103@ = -2747.032 
0007: 104@ = 47.5314 
0002: jump @TRUCK_11664 

:TRUCK_11631
0662: printstring "UNKNOWN_COUNTRYSOUTH_LOCATION" 

:TRUCK_11664
0051: return 

:TRUCK_11666
0871: init_jump_table 87@ total_jumps 3 default_jump 1 @TRUCK_11840 jumps 0 @TRUCK_11729 1 @TRUCK_11766 2 @TRUCK_11803 -1 @TRUCK_11873 -1 @TRUCK_11873 -1 @TRUCK_11873 -1 @TRUCK_11873 

:TRUCK_11729
0007: 102@ = -1407.375 
0007: 103@ = 2645.957 
0007: 104@ = 54.7031 
0002: jump @TRUCK_11873 

:TRUCK_11766
0007: 102@ = -2245.581 
0007: 103@ = 2371.693 
0007: 104@ = 3.9919 
0002: jump @TRUCK_11873 

:TRUCK_11803
0007: 102@ = -1360.633 
0007: 103@ = 2068.094 
0007: 104@ = 51.4589 
0002: jump @TRUCK_11873 

:TRUCK_11840
0662: printstring "UNKNOWN_COUNTRYNORTH_LOCATION" 

:TRUCK_11873
0051: return 

:TRUCK_11875
0871: init_jump_table 87@ total_jumps 5 default_jump 1 @TRUCK_12123 jumps 0 @TRUCK_11938 1 @TRUCK_11975 2 @TRUCK_12012 3 @TRUCK_12049 4 @TRUCK_12086 -1 @TRUCK_12157 -1 @TRUCK_12157 

:TRUCK_11938
0007: 102@ = 274.2705 
0007: 103@ = 1382.781 
0007: 104@ = 9.6016 
0002: jump @TRUCK_12157 

:TRUCK_11975
0007: 102@ = 628.8638 
0007: 103@ = 1714.891 
0007: 104@ = 5.9922 
0002: jump @TRUCK_12157 

:TRUCK_12012
0007: 102@ = 635.0028 
0007: 103@ = 1213.777 
0007: 104@ = 10.7188 
0002: jump @TRUCK_12157 

:TRUCK_12049
0007: 102@ = -914.953 
0007: 103@ = 2012.138 
0007: 104@ = 59.9283 
0002: jump @TRUCK_12157 

:TRUCK_12086
0007: 102@ = 385.8214 
0007: 103@ = 2595.55 
0007: 104@ = 15.4843 
0002: jump @TRUCK_12157 

:TRUCK_12123
0662: printstring "UNKNOWN_COUNTRYNORTH2_LOCATION" 

:TRUCK_12157
0051: return 

:TRUCK_12159
0871: init_jump_table 87@ total_jumps 4 default_jump 1 @TRUCK_12370 jumps 0 @TRUCK_12222 1 @TRUCK_12259 2 @TRUCK_12296 3 @TRUCK_12333 -1 @TRUCK_12401 -1 @TRUCK_12401 -1 @TRUCK_12401 

:TRUCK_12222
0007: 102@ = -1556.977 
0007: 103@ = -441.3493 
0007: 104@ = 5.0 
0002: jump @TRUCK_12401 

:TRUCK_12259
0007: 102@ = -2659.631 
0007: 103@ = 1380.642 
0007: 104@ = 6.1643 
0002: jump @TRUCK_12401 

:TRUCK_12296
0007: 102@ = -1650.928 
0007: 103@ = 437.5679 
0007: 104@ = 6.1797 
0002: jump @TRUCK_12401 

:TRUCK_12333
0007: 102@ = -1745.116 
0007: 103@ = 37.8752 
0007: 104@ = 2.5408 
0002: jump @TRUCK_12401 

:TRUCK_12370
0662: printstring "UNKNOWN_SAN_FIERRO_LOCATION" 

:TRUCK_12401
0051: return 

:TRUCK_12403
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @TRUCK_12452 
000A: 48@ += 1 
00D6: if 
0019:   48@ > 2 
004D: jump_if_false @TRUCK_12450 
0006: 48@ = 0 

:TRUCK_12450
086A: NOP 

:TRUCK_12452
00D6: if 
0039:   48@ == 1 
004D: jump_if_false @TRUCK_12646 
008A: $8163 = 36@ // (int) 
008A: $8164 = 37@ // (int) 
008A: $8165 = 47@ // (int) 
008A: $8166 = 81@ // (int) 
0066: $8166 -= 47@ // (int) 
008A: $8167 = 92@ // (int) 
008A: $8168 = 93@ // (int) 
0004: $8169 = 0 
0004: $8170 = 0 
065D: NOP $8163 "M_STAGE" 
065D: NOP $8164 "M_GOALS" 
065D: NOP $8165 "M_MISSION_TIMER" 
065D: NOP $8166 "TIME_BOUNDARY_HIT" 
065D: NOP $8167 "TIME_STAGE" 
065D: NOP $8168 "DISTANCE" 

:TRUCK_12646
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @TRUCK_12664 

:TRUCK_12664
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @TRUCK_12686 
0006: 40@ = 1 

:TRUCK_12686
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @TRUCK_12774 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @TRUCK_12749 
0006: 41@ = 1 
0662: printstring "LEVEL_PAUSED" 
0002: jump @TRUCK_12774 

:TRUCK_12749
0006: 41@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:TRUCK_12774
0051: return 

:TRUCK_12776
00D6: if or
0039:   36@ == 50 
0039:   36@ == 51 
004D: jump_if_false @TRUCK_12803 
0051: return 

:TRUCK_12803
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @TRUCK_12834 
0050: gosub @TRUCK_16540 
0006: 38@ = 1 
0051: return 

:TRUCK_12834
00D6: if 
0736:   is_keyboard_key_just_pressed 77 
004D: jump_if_false @TRUCK_12880 
0008: $TRUCKING_TOTAL_PASSED_MISSIONS += 1 
0663: printint "MISSIONS_PASSED" $TRUCKING_TOTAL_PASSED_MISSIONS 
0051: return 

:TRUCK_12880
0006: 72@ = 0 
00D6: if 
0736:   is_keyboard_key_just_pressed 65 
004D: jump_if_false @TRUCK_12909 
0006: 72@ = 1 

:TRUCK_12909
0006: 73@ = 0 
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @TRUCK_12938 
0006: 73@ = 1 

:TRUCK_12938
0006: 50@ = 0 
00D6: if 
0736:   is_keyboard_key_just_pressed 74 
004D: jump_if_false @TRUCK_12967 
0006: 50@ = 1 

:TRUCK_12967
00D6: if and
8039:   not  72@ == 1 
8039:   not  73@ == 1 
8039:   not  50@ == 1 
004D: jump_if_false @TRUCK_13001 
0051: return 

:TRUCK_13001
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @TRUCK_13071 
000A: 34@ += 1 
00D6: if 
0039:   34@ == 6 
004D: jump_if_false @TRUCK_13051 
0006: 34@ = 0 

:TRUCK_13051
0006: 35@ = 0 
0663: printint "AREA" 34@ 
0051: return 

:TRUCK_13071
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @TRUCK_13116 
000A: 35@ += 1 
0663: printint "DESTINATION" 35@ 
0051: return 

:TRUCK_13116
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @TRUCK_13426 
0871: init_jump_table 35@ total_jumps 6 default_jump 1 @TRUCK_13382 jumps 0 @TRUCK_13382 1 @TRUCK_13197 2 @TRUCK_13234 3 @TRUCK_13271 4 @TRUCK_13308 5 @TRUCK_13345 -1 @TRUCK_13426 

:TRUCK_13197
0007: 102@ = 56.744 
0007: 103@ = -268.404 
0007: 104@ = 0.579 
0002: jump @TRUCK_13426 

:TRUCK_13234
0007: 102@ = 100.397 
0007: 103@ = -155.05 
0007: 104@ = 1.583 
0002: jump @TRUCK_13426 

:TRUCK_13271
0007: 102@ = 815.046 
0007: 103@ = -605.128 
0007: 104@ = 15.336 
0002: jump @TRUCK_13426 

:TRUCK_13308
0007: 102@ = 1401.109 
0007: 103@ = 398.763 
0007: 104@ = 18.756 
0002: jump @TRUCK_13426 

:TRUCK_13345
0007: 102@ = 1343.125 
0007: 103@ = 345.667 
0007: 104@ = 18.556 
0002: jump @TRUCK_13426 

:TRUCK_13382
0007: 102@ = -189.23 
0007: 103@ = -273.013 
0007: 104@ = 0.429 
0006: 35@ = 0 
0002: jump @TRUCK_13426 

:TRUCK_13426
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @TRUCK_14097 
0871: init_jump_table 35@ total_jumps 14 default_jump 1 @TRUCK_14053 jumps 0 @TRUCK_14053 1 @TRUCK_13572 2 @TRUCK_13609 3 @TRUCK_13646 4 @TRUCK_13683 5 @TRUCK_13720 6 @TRUCK_13757 
0872: jump_table_jumps 7 @TRUCK_13794 8 @TRUCK_13831 9 @TRUCK_13868 10 @TRUCK_13905 11 @TRUCK_13942 12 @TRUCK_13979 13 @TRUCK_14016 -1 @TRUCK_14097 -1 @TRUCK_14097 

:TRUCK_13572
0007: 102@ = 1042.15 
0007: 103@ = 2130.46 
0007: 104@ = 101.0 
0002: jump @TRUCK_14097 

:TRUCK_13609
0007: 102@ = 983.11 
0007: 103@ = 2076.38 
0007: 104@ = 101.0 
0002: jump @TRUCK_14097 

:TRUCK_13646
0007: 102@ = 1288.671 
0007: 103@ = 1195.232 
0007: 104@ = 9.8656 
0002: jump @TRUCK_14097 

:TRUCK_13683
0007: 102@ = 2469.57 
0007: 103@ = 1949.52 
0007: 104@ = 101.0 
0002: jump @TRUCK_14097 

:TRUCK_13720
0007: 102@ = 2807.83 
0007: 103@ = 2609.94 
0007: 104@ = 101.0 
0002: jump @TRUCK_14097 

:TRUCK_13757
0007: 102@ = 2248.71 
0007: 103@ = 2775.12 
0007: 104@ = 101.0 
0002: jump @TRUCK_14097 

:TRUCK_13794
0007: 102@ = 2603.22 
0007: 103@ = 1730.48 
0007: 104@ = 101.0 
0002: jump @TRUCK_14097 

:TRUCK_13831
0007: 102@ = 2818.84 
0007: 103@ = 912.19 
0007: 104@ = 101.0 
0002: jump @TRUCK_14097 

:TRUCK_13868
0007: 102@ = 2710.36 
0007: 103@ = 850.12 
0007: 104@ = 101.0 
0002: jump @TRUCK_14097 

:TRUCK_13905
0007: 102@ = 1588.9 
0007: 103@ = 715.31 
0007: 104@ = 101.0 
0002: jump @TRUCK_14097 

:TRUCK_13942
0007: 102@ = 1446.26 
0007: 103@ = 1000.51 
0007: 104@ = 101.0 
0002: jump @TRUCK_14097 

:TRUCK_13979
0007: 102@ = 1724.012 
0007: 103@ = 1590.128 
0007: 104@ = 9.2578 
0002: jump @TRUCK_14097 

:TRUCK_14016
0007: 102@ = 1713.79 
0007: 103@ = 2329.05 
0007: 104@ = 101.0 
0002: jump @TRUCK_14097 

:TRUCK_14053
0007: 102@ = 1450.8 
0007: 103@ = 2360.69 
0007: 104@ = 101.0 
0006: 35@ = 0 
0002: jump @TRUCK_14097 

:TRUCK_14097
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TRUCK_14333 
0871: init_jump_table 35@ total_jumps 4 default_jump 1 @TRUCK_14289 jumps 0 @TRUCK_14289 1 @TRUCK_14178 2 @TRUCK_14215 3 @TRUCK_14252 -1 @TRUCK_14333 -1 @TRUCK_14333 -1 @TRUCK_14333 

:TRUCK_14178
0007: 102@ = 2759.0 
0007: 103@ = -2446.0 
0007: 104@ = 101.0 
0002: jump @TRUCK_14333 

:TRUCK_14215
0007: 102@ = 2104.0 
0007: 103@ = -2089.0 
0007: 104@ = 101.0 
0002: jump @TRUCK_14333 

:TRUCK_14252
0007: 102@ = 1751.0 
0007: 103@ = -2067.0 
0007: 104@ = 101.0 
0002: jump @TRUCK_14333 

:TRUCK_14289
0007: 102@ = 2412.0 
0007: 103@ = -2106.0 
0007: 104@ = 101.0 
0006: 35@ = 0 
0002: jump @TRUCK_14333 

:TRUCK_14333
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @TRUCK_14532 
0871: init_jump_table 35@ total_jumps 3 default_jump 1 @TRUCK_14488 jumps 0 @TRUCK_14488 1 @TRUCK_14414 2 @TRUCK_14451 -1 @TRUCK_14532 -1 @TRUCK_14532 -1 @TRUCK_14532 -1 @TRUCK_14532 

:TRUCK_14414
0007: 102@ = -2001.03 
0007: 103@ = -2388.08 
0007: 104@ = 101.0 
0002: jump @TRUCK_14532 

:TRUCK_14451
0007: 102@ = -1560.67 
0007: 103@ = -2728.39 
0007: 104@ = 101.0 
0002: jump @TRUCK_14532 

:TRUCK_14488
0007: 102@ = -1835.0 
0007: 103@ = -1647.68 
0007: 104@ = 101.0 
0006: 35@ = 0 
0002: jump @TRUCK_14532 

:TRUCK_14532
00D6: if 
0039:   34@ == 6 
004D: jump_if_false @TRUCK_14731 
0871: init_jump_table 35@ total_jumps 3 default_jump 1 @TRUCK_14687 jumps 0 @TRUCK_14687 1 @TRUCK_14613 2 @TRUCK_14650 -1 @TRUCK_14731 -1 @TRUCK_14731 -1 @TRUCK_14731 -1 @TRUCK_14731 

:TRUCK_14613
0007: 102@ = -1945.89 
0007: 103@ = 2377.9 
0007: 104@ = 101.0 
0002: jump @TRUCK_14731 

:TRUCK_14650
0007: 102@ = -1471.49 
0007: 103@ = 1864.85 
0007: 104@ = 101.0 
0002: jump @TRUCK_14731 

:TRUCK_14687
0007: 102@ = -1286.73 
0007: 103@ = 2695.92 
0007: 104@ = 101.0 
0006: 35@ = 0 
0002: jump @TRUCK_14731 

:TRUCK_14731
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @TRUCK_15004 
0871: init_jump_table 35@ total_jumps 5 default_jump 1 @TRUCK_14960 jumps 0 @TRUCK_14960 1 @TRUCK_14812 2 @TRUCK_14849 3 @TRUCK_14886 4 @TRUCK_14923 -1 @TRUCK_15004 -1 @TRUCK_15004 

:TRUCK_14812
0007: 102@ = 613.75 
0007: 103@ = 1692.39 
0007: 104@ = 101.0 
0002: jump @TRUCK_15004 

:TRUCK_14849
0007: 102@ = 620.35 
0007: 103@ = 1249.328 
0007: 104@ = 101.0 
0002: jump @TRUCK_15004 

:TRUCK_14886
0007: 102@ = -533.24 
0007: 103@ = 1995.917 
0007: 104@ = 101.0 
0002: jump @TRUCK_15004 

:TRUCK_14923
0007: 102@ = 325.05 
0007: 103@ = 2543.29 
0007: 104@ = 101.0 
0002: jump @TRUCK_15004 

:TRUCK_14960
0007: 102@ = 246.56 
0007: 103@ = 1435.19 
0007: 104@ = 101.0 
0006: 35@ = 0 
0002: jump @TRUCK_15004 

:TRUCK_15004
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @TRUCK_15240 
0871: init_jump_table 35@ total_jumps 4 default_jump 1 @TRUCK_15196 jumps 0 @TRUCK_15196 1 @TRUCK_15085 2 @TRUCK_15122 3 @TRUCK_15159 -1 @TRUCK_15240 -1 @TRUCK_15240 -1 @TRUCK_15240 

:TRUCK_15085
0007: 102@ = -2629.091 
0007: 103@ = 1387.42 
0007: 104@ = 101.0 
0002: jump @TRUCK_15240 

:TRUCK_15122
0007: 102@ = -1530.776 
0007: 103@ = 487.201 
0007: 104@ = 101.0 
0002: jump @TRUCK_15240 

:TRUCK_15159
0007: 102@ = -1745.08 
0007: 103@ = 27.759 
0007: 104@ = 101.0 
0002: jump @TRUCK_15240 

:TRUCK_15196
0007: 102@ = -1549.859 
0007: 103@ = -434.86 
0007: 104@ = 101.0068 
0006: 35@ = 0 
0002: jump @TRUCK_15240 

:TRUCK_15240
0395: clear_area 0 at 102@ 103@ 104@ radius 0.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
00A1: put_actor $PLAYER_ACTOR at 102@ 103@ -101.0 
0373: set_camera_directly_behind_player 
0051: return 

:TRUCK_15288
000A: 43@ += 1 
00D6: if 
0019:   43@ > 9 
004D: jump_if_false @TRUCK_15320 
0006: 43@ = 0 

:TRUCK_15320
0051: return 

:TRUCK_15322
01BD: 44@ = current_time_in_ms 
0085: 46@ = 44@ // (int) 
0062: 46@ -= 45@ // (int) 
0085: 45@ = 44@ // (int) 
005A: 47@ += 46@ // (int) 
0051: return 

:TRUCK_15361
000A: 36@ += 1 
0006: 37@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:TRUCK_15391
0051: return 

:TRUCK_15393
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TRUCK_15420 
0001: wait 0 ms 
0002: jump @TRUCK_15393 

:TRUCK_15420
01B4: set_player $PLAYER_CHAR can_move 0 
0001: wait 1000 ms 
016A: fade 0 time 1000 

:TRUCK_15439
00D6: if 
016B:   fading 
004D: jump_if_false @TRUCK_15463 
0001: wait 0 ms 
0002: jump @TRUCK_15439 

:TRUCK_15463
0050: gosub @TRUCK_15630 
0050: gosub @TRUCK_15696 
0050: gosub @TRUCK_16342 
0395: clear_area 1 at $2373 $2374 $2375 radius 100.0 
03CB: set_rendering_origin_at $2373 $2374 $2375 
00A1: put_actor $PLAYER_ACTOR at -76.9664 -1134.639 0.0781 
0173: set_actor $PLAYER_ACTOR Z_angle_to 14.7291 
0373: set_camera_directly_behind_player 
01EB: set_traffic_density_multiplier_to 0.0 
0050: gosub @TRUCK_7806 
0001: wait 2000 ms 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:TRUCK_15583
00D6: if 
016B:   fading 
004D: jump_if_false @TRUCK_15607 
0001: wait 0 ms 
0002: jump @TRUCK_15583 

:TRUCK_15607
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 89@ = 0 
0050: gosub @TRUCK_15361 
0051: return 

:TRUCK_15630
0209: 97@ = random_int_in_ranges 0 3 
000A: 97@ += 1 
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @TRUCK_15678 
0006: 96@ = 1 
0002: jump @TRUCK_15694 

:TRUCK_15678
0209: 96@ = random_int_in_ranges 1 4 
000A: 96@ += 1 

:TRUCK_15694
0051: return 

:TRUCK_15696
0871: init_jump_table 97@ total_jumps 3 default_jump 1 @TRUCK_15795 jumps 1 @TRUCK_15759 2 @TRUCK_15771 3 @TRUCK_15783 -1 @TRUCK_15810 -1 @TRUCK_15810 -1 @TRUCK_15810 -1 @TRUCK_15810 

:TRUCK_15759
0247: load_model #PETRO 
0002: jump @TRUCK_15810 

:TRUCK_15771
0247: load_model #LINERUN 
0002: jump @TRUCK_15810 

:TRUCK_15783
0247: load_model #RDTRAIN 
0002: jump @TRUCK_15810 

:TRUCK_15795
0662: printstring "UNKNOWN_CAB" 

:TRUCK_15810
0871: init_jump_table 96@ total_jumps 4 default_jump 1 @TRUCK_15921 jumps 1 @TRUCK_15873 2 @TRUCK_15885 3 @TRUCK_15897 4 @TRUCK_15909 -1 @TRUCK_15940 -1 @TRUCK_15940 -1 @TRUCK_15940 

:TRUCK_15873
0247: load_model #PETROTR 
0002: jump @TRUCK_15940 

:TRUCK_15885
0247: load_model #ARTICT1 
0002: jump @TRUCK_15940 

:TRUCK_15897
0247: load_model #ARTICT2 
0002: jump @TRUCK_15940 

:TRUCK_15909
0247: load_model #ARTICT3 
0002: jump @TRUCK_15940 

:TRUCK_15921
0662: printstring "UNKNOWN_TRAILER" 

:TRUCK_15940
038B: load_requested_models 
0871: init_jump_table 97@ total_jumps 3 default_jump 1 @TRUCK_16107 jumps 1 @TRUCK_16005 2 @TRUCK_16039 3 @TRUCK_16073 -1 @TRUCK_16122 -1 @TRUCK_16122 -1 @TRUCK_16122 -1 @TRUCK_16122 

:TRUCK_16005
00D6: if 
8248:   not model #PETRO available 
004D: jump_if_false @TRUCK_16032 
0001: wait 0 ms 
0002: jump @TRUCK_16005 

:TRUCK_16032
0002: jump @TRUCK_16122 

:TRUCK_16039
00D6: if 
8248:   not model #LINERUN available 
004D: jump_if_false @TRUCK_16066 
0001: wait 0 ms 
0002: jump @TRUCK_16039 

:TRUCK_16066
0002: jump @TRUCK_16122 

:TRUCK_16073
00D6: if 
8248:   not model #RDTRAIN available 
004D: jump_if_false @TRUCK_16100 
0001: wait 0 ms 
0002: jump @TRUCK_16073 

:TRUCK_16100
0002: jump @TRUCK_16122 

:TRUCK_16107
0662: printstring "UNKNOWN_CAB" 

:TRUCK_16122
0871: init_jump_table 96@ total_jumps 4 default_jump 1 @TRUCK_16321 jumps 1 @TRUCK_16185 2 @TRUCK_16219 3 @TRUCK_16253 4 @TRUCK_16287 -1 @TRUCK_16340 -1 @TRUCK_16340 -1 @TRUCK_16340 

:TRUCK_16185
00D6: if 
8248:   not model #PETROTR available 
004D: jump_if_false @TRUCK_16212 
0001: wait 0 ms 
0002: jump @TRUCK_16185 

:TRUCK_16212
0002: jump @TRUCK_16340 

:TRUCK_16219
00D6: if 
8248:   not model #ARTICT1 available 
004D: jump_if_false @TRUCK_16246 
0001: wait 0 ms 
0002: jump @TRUCK_16219 

:TRUCK_16246
0002: jump @TRUCK_16340 

:TRUCK_16253
00D6: if 
8248:   not model #ARTICT2 available 
004D: jump_if_false @TRUCK_16280 
0001: wait 0 ms 
0002: jump @TRUCK_16253 

:TRUCK_16280
0002: jump @TRUCK_16340 

:TRUCK_16287
00D6: if 
8248:   not model #ARTICT3 available 
004D: jump_if_false @TRUCK_16314 
0001: wait 0 ms 
0002: jump @TRUCK_16287 

:TRUCK_16314
0002: jump @TRUCK_16340 

:TRUCK_16321
0662: printstring "UNKNOWN_TRAILER" 

:TRUCK_16340
0051: return 

:TRUCK_16342
0051: return 

:TRUCK_16344
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0871: init_jump_table 89@ total_jumps 5 default_jump 0 @TRUCK_16538 jumps 1 @TRUCK_16423 2 @TRUCK_16446 3 @TRUCK_16469 4 @TRUCK_16492 5 @TRUCK_16515 -1 @TRUCK_16538 -1 @TRUCK_16538 

:TRUCK_16423
00BC: show_text_highpriority GXT 'TRK_F1' time 5000 flag 1  // ~r~Out of cash
0002: jump @TRUCK_16538 

:TRUCK_16446
00BC: show_text_highpriority GXT 'TRK_F2' time 5000 flag 1  // ~r~Out of time
0002: jump @TRUCK_16538 

:TRUCK_16469
00BC: show_text_highpriority GXT 'TRK_F3' time 5000 flag 1  // ~r~Truck destroyed!
0002: jump @TRUCK_16538 

:TRUCK_16492
00BC: show_text_highpriority GXT 'TRK_F4' time 5000 flag 1  // ~r~Not in cab
0002: jump @TRUCK_16538 

:TRUCK_16515
00BC: show_text_highpriority GXT 'TRK_F5' time 5000 flag 1  // ~r~Trailer not attached
0002: jump @TRUCK_16538 

:TRUCK_16538
0051: return 

:TRUCK_16540
0050: gosub @TRUCK_7500 
01E3: show_text_1number_styled GXT 'M_PASS' number 83@ time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 83@ 
0151: remove_status_text $8160 
0008: $TRUCKING_TOTAL_PASSED_MISSIONS += 1 
00D6: if 
0038:   $TRUCKING_TOTAL_PASSED_MISSIONS == 1 
004D: jump_if_false @TRUCK_16627 
00BC: show_text_highpriority GXT 'TRK_P1' time 5000 flag 1  // ~s~You've completed your first trucking mission. Return to the depot at any time for more.
0002: jump @TRUCK_16729 

:TRUCK_16627
00D6: if 
0038:   $TRUCKING_TOTAL_PASSED_MISSIONS == 8 
004D: jump_if_false @TRUCK_16710 
00D6: if 
0038:   $MISSION_TRUCKING_PASSED == 0 
004D: jump_if_false @TRUCK_16687 
0595: mission_complete 
030C: progress_made = 1 
0394: play_music 2 
0004: $MISSION_TRUCKING_PASSED = 1 
0006: 114@ = 1 

:TRUCK_16687
00BA: show_text_styled GXT 'TRK_P4' time 5000 style 4  // Trucking Complete!
0002: jump @TRUCK_16729 

:TRUCK_16710
01E5: show_text_1number_highpriority GXT 'TRK_P3' number $TRUCKING_TOTAL_PASSED_MISSIONS time 5000 flag 1  // ~s~~1~ trucking missions complete.

:TRUCK_16729
0A10: increase_integer_stat 161 by 1 
0A10: increase_integer_stat 162 by 83@ 
0051: return 

:TRUCK_16746
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:TRUCK_16753
01C3: remove_references_to_car 74@ 
01C3: remove_references_to_car 75@ 
0164: disable_marker 77@ 
0164: disable_marker 76@ 
0164: disable_marker 78@ 
0164: disable_marker 79@ 
0151: remove_status_text $8160 
0151: remove_status_text $8161 
014F: stop_timer $8162 
0249: release_model #PETRO 
0249: release_model #LINERUN 
0249: release_model #RDTRAIN 
0249: release_model #PETROTR 
0249: release_model #ARTICT1 
0249: release_model #ARTICT2 
0249: release_model #ARTICT3 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
0004: $411 = 0 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 118---------------
// Originally: Quarry

:QUARRY
03A4: name_thread 'QUARRY' 
0050: gosub @QUARRY_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @QUARRY_38 
0050: gosub @QUARRY_25912 

:QUARRY_38
0050: gosub @QUARRY_27546 
004E: end_thread 

:QUARRY_47
00D6: if 
0038:   $MISSION_QUARRY_PASSED == 0 
004D: jump_if_false @QUARRY_67 
0317: increment_mission_attempts 

:QUARRY_67
0004: $ONMISSION = 1 
0004: $411 = 1 
0006: 82@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 39@ = 0 
0006: 40@ = 0 
0006: 45@ = 0 
0006: 46@ = 0 
0006: 47@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 230@ = 0 
0006: 231@ = 0 
0006: 233@ = 0 
0006: 234@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0006: 238@ = 0 
0006: 239@ = 0 
0006: 240@ = 0 
0006: 241@ = 0 
0006: 242@ = 0 
0006: 243@ = 0 
0006: 251@ = 0 
0006: 252@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 
0006: 264@ = 0 
0006: 265@ = 0 
0006: 266@ = 0 
0006: 267@ = 0 
0006: 278@ = 0 
0006: 279@ = 0 
0006: 280@ = 0 
0006: 281@ = 0 
0006: 282@ = 0 
0006: 283@ = 0 
0006: 284@ = 0 
0006: 292@ = 0 
0006: 293@ = 0 
0006: 294@ = 0 
0006: 295@ = 0 
00D6: if 
0039:   34@ == -99 
004D: jump_if_false @QUARRY_1311 
0662: printstring "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: 86@ = create_car #SANCHEZ at 0.0 0.0 0.0 
00A5: 87@ = create_car #DOZER at 0.0 0.0 0.0 
00A5: 88@ = create_car #DUMPER at 0.0 0.0 0.0 
00A5: 89@ = create_car #COPBIKE at 0.0 0.0 0.0 
00A5: 91@ = create_car #DUMPER at 0.0 0.0 0.0 
009A: 85@ = create_actor_pedtype 4 model #BMYBE at 0.0 0.0 0.0 
0107: 92@ = create_object #DEAD_TIED_COP at 0.0 0.0 0.0 
0107: 93@ = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
0107: 121@ = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
0006: 48@ = 0 

:QUARRY_679
0107: 94@(48@,7i) = create_object #DYN_QUARRYROCK03 at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_679 
0006: 48@ = 0 

:QUARRY_734
0107: 101@(48@,10i) = create_object #KB_BARREL at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 10 
004D: jump_if_false @QUARRY_734 
0006: 48@ = 0 

:QUARRY_789
0107: 111@(48@,3i) = create_object #DEAD_TIED_COP at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @QUARRY_789 
0006: 48@ = 0 

:QUARRY_844
0107: 114@(48@,7i) = create_object #CM_BOX at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_844 
06D8: 90@ = create_train_at 0.0 0.0 0.0 type 11 direction 0 
0006: 48@ = 0 

:QUARRY_923
06D5: 190@(48@,7i) = create_racing_checkpoint_at 0.0 0.0 0.0 point_to 0.0 0.0 0.0 type 2 radius 0.0 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_923 
0006: 48@ = 0 

:QUARRY_997
0107: 122@(48@,3i) = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @QUARRY_997 
06D5: 197@ = create_racing_checkpoint_at 0.0 0.0 0.0 point_to 0.0 0.0 0.0 type 2 radius 0.0 
0186: 125@ = create_marker_above_car 87@ 
0186: 126@ = create_marker_above_car 88@ 
0186: 130@ = create_marker_above_car 89@ 
0186: 141@ = create_marker_above_car 90@ 
0186: 152@ = create_marker_above_car 91@ 
018A: 127@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 128@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 131@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 132@ = create_checkpoint_at 0.0 0.0 0.0 
0188: 129@ = create_marker_above_object 92@ 
0188: 140@ = create_marker_above_object 101@ 
0006: 48@ = 0 

:QUARRY_1230
0188: 133@(48@,7i) = create_marker_above_object 94@(48@,7i) 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_1230 
0006: 48@ = 0 

:QUARRY_1274
0188: 142@(48@,10i) = create_marker_above_object 101@(48@,10i) 
000A: 48@ += 1 
0029:   48@ >= 10 
004D: jump_if_false @QUARRY_1274 

:QUARRY_1311
054C: use_GXT_table 'QUARRY' 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @QUARRY_1424 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @QUARRY_1424 
00BC: show_text_highpriority GXT 'VAL_C1' time 5000 flag 1  // ~s~You can't work here with a wanted level!
00A1: put_actor $PLAYER_ACTOR at 827.9296 857.7913 11.311 
0173: set_actor $PLAYER_ACTOR Z_angle_to 120.0 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 500 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
0051: return 

:QUARRY_1424
0050: gosub @QUARRY_21090 

:QUARRY_1431
0001: wait 0 ms 
00D6: if and
8039:   not  34@ == 18 
8039:   not  34@ == 19 
004D: jump_if_false @QUARRY_1701 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @QUARRY_1525 
008B: 50@ = $8174($QUARRY_MISSIONS_PASSED,7i) // (int) 
0012: 50@ *= 1000 
0085: 206@ = 46@ // (int) 
0062: 206@ -= 50@ // (int) 
0006: 36@ = 1 
0002: jump @QUARRY_2224 

:QUARRY_1525
00D6: if 
0038:   $MISSION_QUARRY_PASSED == 1 
004D: jump_if_false @QUARRY_1701 
00D6: if 
0039:   292@ == 1 
004D: jump_if_false @QUARRY_1677 
00D6: if 
80E1:   not player 0 pressed_key 19 
004D: jump_if_false @QUARRY_1670 
0006: 38@ = 1 
00BC: show_text_highpriority GXT 'QUAR_37' time 5000 flag 1  // ~s~Return to the site office to start the next mission.
00BA: show_text_styled GXT 'SKIPPED' time 5000 style 5  // SKIPPED!
0008: $QUARRY_MISSIONS_PASSED += 1 
00D6: if 
0038:   $QUARRY_MISSIONS_PASSED == 7 
004D: jump_if_false @QUARRY_1649 
0004: $QUARRY_MISSIONS_PASSED = 0 

:QUARRY_1649
014C: set_parked_car_generator $2759 cars_to_generate_to 101 
014C: set_parked_car_generator $2760 cars_to_generate_to 101 
0002: jump @QUARRY_2224 

:QUARRY_1670
0002: jump @QUARRY_1701 

:QUARRY_1677
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @QUARRY_1701 
0006: 292@ = 1 

:QUARRY_1701
0050: gosub @QUARRY_20409 
0050: gosub @QUARRY_20898 
00D6: if or
0039:   38@ == 1 
0039:   39@ == 1 
004D: jump_if_false @QUARRY_1747 
0002: jump @QUARRY_2224 

:QUARRY_1747
0050: gosub @QUARRY_20987 
0050: gosub @QUARRY_21021 
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @QUARRY_1791 
0006: 37@ = 1 
0002: jump @QUARRY_2224 

:QUARRY_1791
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @QUARRY_1849 
0662: printstring "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:QUARRY_1849
0871: init_jump_table 34@ total_jumps 19 default_jump 0 @QUARRY_2224 jumps 1 @QUARRY_2126 2 @QUARRY_2140 3 @QUARRY_2154 4 @QUARRY_2182 5 @QUARRY_2042 6 @QUARRY_2182 7 @QUARRY_2056 
0872: jump_table_jumps 8 @QUARRY_2182 9 @QUARRY_2070 10 @QUARRY_2084 11 @QUARRY_2182 12 @QUARRY_2098 13 @QUARRY_2182 14 @QUARRY_2112 15 @QUARRY_2182 16 @QUARRY_2168 
0872: jump_table_jumps 17 @QUARRY_2182 18 @QUARRY_2196 19 @QUARRY_2210 -1 @QUARRY_2224 -1 @QUARRY_2224 -1 @QUARRY_2224 -1 @QUARRY_2224 -1 @QUARRY_2224 -1 @QUARRY_2224 

:QUARRY_2042
0050: gosub @QUARRY_6252 
0002: jump @QUARRY_2224 

:QUARRY_2056
0050: gosub @QUARRY_8986 
0002: jump @QUARRY_2224 

:QUARRY_2070
0050: gosub @QUARRY_11447 
0002: jump @QUARRY_2224 

:QUARRY_2084
0050: gosub @QUARRY_11875 
0002: jump @QUARRY_2224 

:QUARRY_2098
0050: gosub @QUARRY_13354 
0002: jump @QUARRY_2224 

:QUARRY_2112
0050: gosub @QUARRY_15693 
0002: jump @QUARRY_2224 

:QUARRY_2126
0050: gosub @QUARRY_2425 
0002: jump @QUARRY_2224 

:QUARRY_2140
0050: gosub @QUARRY_3641 
0002: jump @QUARRY_2224 

:QUARRY_2154
0050: gosub @QUARRY_4711 
0002: jump @QUARRY_2224 

:QUARRY_2168
0050: gosub @QUARRY_17197 
0002: jump @QUARRY_2224 

:QUARRY_2182
0006: 36@ = 1 
0002: jump @QUARRY_2224 

:QUARRY_2196
0050: gosub @QUARRY_18899 
0002: jump @QUARRY_2224 

:QUARRY_2210
0006: 38@ = 1 
0002: jump @QUARRY_2224 

:QUARRY_2224
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @QUARRY_2377 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @QUARRY_2361 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @QUARRY_2292 
0002: jump @QUARRY_1431 
0002: jump @QUARRY_2354 

:QUARRY_2292
0050: gosub @QUARRY_26382 
00D6: if 
0039:   295@ == 1 
004D: jump_if_false @QUARRY_2352 
0006: 36@ = 0 
0006: 34@ = 18 
0006: 35@ = 0 
0006: 295@ = 0 
0002: jump @QUARRY_1431 

:QUARRY_2352
0051: return 

:QUARRY_2354
0002: jump @QUARRY_2370 

:QUARRY_2361
0050: gosub @QUARRY_25912 
0051: return 

:QUARRY_2370
0002: jump @QUARRY_2379 

:QUARRY_2377
0051: return 

:QUARRY_2379
0662: printstring "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
0051: return 

:QUARRY_2425
00D6: if 
0119:   car 87@ wrecked 
004D: jump_if_false @QUARRY_2457 
0006: 37@ = 1 
0006: 45@ = 1 
0051: return 

:QUARRY_2457
00D6: if 
0119:   car 88@ wrecked 
004D: jump_if_false @QUARRY_2489 
0006: 37@ = 1 
0006: 45@ = 2 
0051: return 

:QUARRY_2489
00D6: if 
8119:   not car 89@ wrecked 
004D: jump_if_false @QUARRY_2513 
0224: set_car 89@ health_to 10000 

:QUARRY_2513
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @QUARRY_2722 
0186: 125@ = create_marker_above_car 87@ 
07E0: set_marker 125@ type_to 1 
0006: 230@ = 0 
0006: 233@ = 0 
0006: 234@ = 0 
0006: 282@ = 0 
0007: 212@ = 672.7664 
0007: 213@ = 888.3682 
0007: 214@ = -41.3985 
00BC: show_text_highpriority GXT 'QUAR_00' time 10000 flag 1  // ~s~A cop has been killed. Use the ~b~bulldozer~s~ in the quarry to get rid of the body before more cops come snooping.
0006: 50@ = 7 
000E: 50@ -= 1 
0084: $8172 = $8174(50@,7i) // (int) 
0010: $8172 *= 1000 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D1' // global_variable  // Cops
0085: 206@ = 46@ // (int) 
00D6: if 
8119:   not car 89@ wrecked 
004D: jump_if_false @QUARRY_2701 
09B0: set_car 89@ accessible_for_player_using_controller 0 

:QUARRY_2701
08A5: set_car 88@ attractive_to_magnet 0 
08A5: set_car 87@ attractive_to_magnet 0 
000A: 35@ += 1 

:QUARRY_2722
00D6: if 
002A:   0 >= $8172 
004D: jump_if_false @QUARRY_2756 
0006: 37@ = 1 
0006: 45@ = 4 
0051: return 

:QUARRY_2756
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @QUARRY_2819 
00D6: if 
0039:   230@ == 1 
004D: jump_if_false @QUARRY_2819 
0164: disable_marker 128@ 
0164: disable_marker 125@ 
0164: disable_marker 129@ 
0164: disable_marker 130@ 
0006: 35@ = 99 

:QUARRY_2819
00D6: if 
0039:   230@ == 0 
004D: jump_if_false @QUARRY_3030 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_2968 
00D6: if 
075C:   marker 125@ enabled 
004D: jump_if_false @QUARRY_2961 
0164: disable_marker 125@ 
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 
03D5: remove_text 'QUAR_35'  // ~s~Get back in the ~b~bulldozer~s~.
00D6: if 
0039:   234@ == 0 
004D: jump_if_false @QUARRY_2928 
0188: 129@ = create_marker_above_object 92@ 

:QUARRY_2928
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @QUARRY_2961 
0186: 130@ = create_marker_above_car 89@ 
0165: set_marker 130@ color_to 1 

:QUARRY_2961
0002: jump @QUARRY_3030 

:QUARRY_2968
00D6: if 
875C:   not marker 125@ enabled 
004D: jump_if_false @QUARRY_3030 
0186: 125@ = create_marker_above_car 87@ 
07E0: set_marker 125@ type_to 1 
0164: disable_marker 128@ 
0164: disable_marker 129@ 
0164: disable_marker 130@ 
00BC: show_text_highpriority GXT 'QUAR_35' time 5000 flag 1  // ~s~Get back in the ~b~bulldozer~s~.

:QUARRY_3030
00D6: if 
0039:   232@ == 0 
004D: jump_if_false @QUARRY_3098 
00D6: if or
00DB:   actor $PLAYER_ACTOR in_car 89@ 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_3098 
0006: 232@ = 1 
00BC: show_text_highpriority GXT 'QUAR_02' time 7000 flag 1  // ~s~Push the ~g~body~s~ and the ~g~bike~s~ towards the crane ~y~pick up area~s~.

:QUARRY_3098
00D6: if 
0039:   230@ == 0 
004D: jump_if_false @QUARRY_3614 
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @QUARRY_3279 
00D6: if 
01AF:   car 89@ sphere 232@ in_sphere 212@ 213@ 214@ radius 7.0 7.0 4.0 
004D: jump_if_false @QUARRY_3279 
00D6: if 
01AF:   car 89@ sphere 0 in_sphere 212@ 213@ 214@ radius 4.0 4.0 4.0 
004D: jump_if_false @QUARRY_3279 
0006: 233@ = 1 
0164: disable_marker 130@ 
0519: set_car 89@ locked 1 
099A: set_car 89@ collision_detection 0 
00D6: if 
0039:   234@ == 0 
004D: jump_if_false @QUARRY_3279 
00BC: show_text_highpriority GXT 'QUAR_03' time 5000 flag 1  // ~s~Now get the ~g~body~s~.

:QUARRY_3279
00D6: if 
0039:   234@ == 0 
004D: jump_if_false @QUARRY_3559 
00D6: if 
0039:   233@ == 1 
004D: jump_if_false @QUARRY_3433 
00D6: if 
04E6:   object 92@ near_point 212@ 213@ 214@ radius 7.0 7.0 4.0 flag 232@ 
004D: jump_if_false @QUARRY_3426 
00D6: if 
04E6:   object 92@ near_point 212@ 213@ 214@ radius 4.0 4.0 4.0 flag 0 
004D: jump_if_false @QUARRY_3426 
0006: 234@ = 1 
0164: disable_marker 129@ 
0550: keep_object 92@ in_memory 1 
0382: set_object 92@ collision_detection 0 

:QUARRY_3426
0002: jump @QUARRY_3559 

:QUARRY_3433
00D6: if 
04E6:   object 92@ near_point 212@ 213@ 214@ radius 7.0 7.0 4.0 flag 0 
004D: jump_if_false @QUARRY_3559 
00D6: if 
04E6:   object 92@ near_point 212@ 213@ 214@ radius 4.0 4.0 4.0 flag 0 
004D: jump_if_false @QUARRY_3559 
0006: 234@ = 1 
0164: disable_marker 129@ 
0550: keep_object 92@ in_memory 1 
0382: set_object 92@ collision_detection 0 
00BC: show_text_highpriority GXT 'QUAR_04' time 5000 flag 1  // ~s~Now get the ~g~cop's bike~s~.

:QUARRY_3559
00D6: if and
0039:   234@ == 1 
0039:   233@ == 1 
004D: jump_if_false @QUARRY_3614 
0006: 230@ = 1 
00BC: show_text_highpriority GXT 'QUAR_05' time 5000 flag 1  // ~s~Get into the ~y~crane.
0006: 282@ = 1 

:QUARRY_3614
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @QUARRY_3639 
0050: gosub @QUARRY_21060 

:QUARRY_3639
0051: return 

:QUARRY_3641
00D6: if 
0119:   car 87@ wrecked 
004D: jump_if_false @QUARRY_3673 
0006: 37@ = 1 
0006: 45@ = 1 
0051: return 

:QUARRY_3673
00D6: if 
0119:   car 88@ wrecked 
004D: jump_if_false @QUARRY_3705 
0006: 37@ = 1 
0006: 45@ = 2 
0051: return 

:QUARRY_3705
00D6: if 
8119:   not car 89@ wrecked 
004D: jump_if_false @QUARRY_3729 
0224: set_car 89@ health_to 10000 

:QUARRY_3729
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @QUARRY_3809 
0006: 231@ = 0 
0006: 233@ = 0 
0006: 234@ = 0 
018A: 127@ = create_checkpoint_at 705.1055 916.3154 -19.6407 
07E0: set_marker 127@ type_to 1 
0006: 240@ = 1 
000A: 35@ += 1 

:QUARRY_3809
00D6: if 
002A:   0 >= $8172 
004D: jump_if_false @QUARRY_3843 
0006: 37@ = 1 
0006: 45@ = 4 
0051: return 

:QUARRY_3843
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @QUARRY_3898 
00D6: if 
0039:   231@ == 1 
004D: jump_if_false @QUARRY_3898 
0164: disable_marker 126@ 
01EC: make_car 88@ very_heavy 1 
0006: 35@ = 99 

:QUARRY_3898
00D6: if 
8685:   not object 93@ attached 
004D: jump_if_false @QUARRY_3952 
0681: attach_object 93@ to_car 88@ with_offset 0.0 -1.7 1.5 rotation 0.0 0.0 0.0 

:QUARRY_3952
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @QUARRY_4503 
01BB: store_object 93@ position_to 59@ 60@ 61@ 
0798: get_crane_magnet $2742 attached_car_handle_to 53@ attached_actor_handle_to 54@ attached_object_handle_to 55@ 
00D6: if 
0039:   234@ == 0 
004D: jump_if_false @QUARRY_4143 
00D6: if 
04E6:   object 92@ near_point 59@ 60@ 61@ radius 3.2 3.2 1.5 flag 0 
004D: jump_if_false @QUARRY_4136 
00D6: if 
0685:   object 92@ attached 
004D: jump_if_false @QUARRY_4136 
00D6: if 
803B:   not  55@ == 92@ // (int) 
004D: jump_if_false @QUARRY_4114 
0006: 234@ = 1 
0916: set_object 92@ attractive_to_magnet 0 
0002: jump @QUARRY_4136 

:QUARRY_4114
0682: detach_object 92@ 0.0 0.0 0.0 collision_detection 0 

:QUARRY_4136
0002: jump @QUARRY_4238 

:QUARRY_4143
00D6: if 
8685:   not object 92@ attached 
004D: jump_if_false @QUARRY_4238 
01BB: store_object 92@ position_to 59@ 60@ 61@ 
02CE: 75@ = ground_z_at 59@ 60@ 61@ 
0087: 76@ = 61@ // (float) 
0063: 76@ -= 75@ // (float) 
00D6: if 
0023:   1.5 > 76@ 
004D: jump_if_false @QUARRY_4238 
0006: 234@ = 0 
0916: set_object 92@ attractive_to_magnet 1 

:QUARRY_4238
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @QUARRY_4376 
00D6: if 
01B0:   car 89@ sphere 0 in_sphere 59@ 60@ 61@ radius 3.2 3.2 1.5 stopped 
004D: jump_if_false @QUARRY_4369 
00D6: if 
803B:   not  53@ == 89@ // (int) 
004D: jump_if_false @QUARRY_4369 
0683: attach_car 89@ to_car 88@ with_offset -1000.0 0.0 0.0 rotation 0.0 0.0 0.0 
0006: 233@ = 1 
08A5: set_car 89@ attractive_to_magnet 0 

:QUARRY_4369
0002: jump @QUARRY_4471 

:QUARRY_4376
00D6: if 
8686:   not car 89@ attached 
004D: jump_if_false @QUARRY_4471 
00AA: store_car 89@ position_to 59@ 60@ 61@ 
02CE: 75@ = ground_z_at 59@ 60@ 61@ 
0087: 76@ = 61@ // (float) 
0063: 76@ -= 75@ // (float) 
00D6: if 
0023:   1.5 > 76@ 
004D: jump_if_false @QUARRY_4471 
0006: 233@ = 0 
08A5: set_car 89@ attractive_to_magnet 1 

:QUARRY_4471
00D6: if and
0039:   234@ == 1 
0039:   233@ == 1 
004D: jump_if_false @QUARRY_4503 
0006: 231@ = 1 

:QUARRY_4503
00D6: if 
0039:   240@ == 1 
004D: jump_if_false @QUARRY_4612 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 705.1055 916.3154 -19.6407 radius 4.0 4.0 1.2 
004D: jump_if_false @QUARRY_4612 
0164: disable_marker 127@ 
0006: 240@ = 0 
0186: 126@ = create_marker_above_car 88@ 
07E0: set_marker 126@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_06' time 7000 flag 1  // ~s~Use the crane to load the body and the bike into the back of the ~b~dumper truck~s~.

:QUARRY_4612
00D6: if 
0039:   282@ == 1 
004D: jump_if_false @QUARRY_4684 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_4684 
0550: keep_object 92@ in_memory 0 
0382: set_object 92@ collision_detection 1 
0519: set_car 89@ locked 0 
099A: set_car 89@ collision_detection 1 
0006: 282@ = 0 

:QUARRY_4684
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @QUARRY_4709 
0050: gosub @QUARRY_21060 

:QUARRY_4709
0051: return 

:QUARRY_4711
00D6: if 
0119:   car 88@ wrecked 
004D: jump_if_false @QUARRY_4743 
0006: 37@ = 1 
0006: 45@ = 2 
0051: return 

:QUARRY_4743
00D6: if 
8119:   not car 89@ wrecked 
004D: jump_if_false @QUARRY_4767 
0224: set_car 89@ health_to 10000 

:QUARRY_4767
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @QUARRY_4894 
0007: 212@ = 985.1581 
0007: 213@ = 688.4734 
0007: 214@ = 8.7255 
0050: gosub @QUARRY_19761 
0006: 236@ = 0 
0006: 235@ = 0 
0006: 242@ = 0 
0006: 280@ = 0 
0006: 281@ = 0 
0006: 284@ = 0 
0006: 172@ = 0 
00BC: show_text_highpriority GXT 'QUAR_07' time 5000 flag 1  // ~s~Get into the ~b~dumper~s~.
000A: 35@ += 1 

:QUARRY_4894
00D6: if 
002A:   0 >= $8172 
004D: jump_if_false @QUARRY_4928 
0006: 37@ = 1 
0006: 45@ = 4 
0051: return 

:QUARRY_4928
00D6: if 
0039:   235@ == 0 
004D: jump_if_false @QUARRY_5136 
00D6: if 
8686:   not car 89@ attached 
004D: jump_if_false @QUARRY_5041 
00AA: store_car 89@ position_to 59@ 60@ 61@ 
02CE: 75@ = ground_z_at 59@ 60@ 61@ 
0087: 76@ = 61@ // (float) 
0063: 76@ -= 75@ // (float) 
00D6: if 
0023:   1.5 > 76@ 
004D: jump_if_false @QUARRY_5041 
0006: 37@ = 1 
0006: 45@ = 3 

:QUARRY_5041
00D6: if 
8685:   not object 92@ attached 
004D: jump_if_false @QUARRY_5136 
01BB: store_object 92@ position_to 59@ 60@ 61@ 
02CE: 75@ = ground_z_at 59@ 60@ 61@ 
0087: 76@ = 61@ // (float) 
0063: 76@ -= 75@ // (float) 
00D6: if 
0023:   1.5 > 76@ 
004D: jump_if_false @QUARRY_5136 
0006: 37@ = 1 
0006: 45@ = 3 

:QUARRY_5136
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @QUARRY_5208 
00D6: if 
0039:   236@ == 1 
004D: jump_if_false @QUARRY_5208 
00D6: if 
001D:   46@ > 172@ // (int) 
004D: jump_if_false @QUARRY_5208 
0164: disable_marker 128@ 
06D6: disable_racing_checkpoint 197@ 
0006: 35@ = 99 

:QUARRY_5208
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @QUARRY_5373 
00D6: if 
075C:   marker 126@ enabled 
004D: jump_if_false @QUARRY_5359 
0164: disable_marker 126@ 
03D5: remove_text 'QUAR_36'  // ~s~Get back in the ~b~dumper truck~s~.
00D6: if 
0039:   238@ == 1 
004D: jump_if_false @QUARRY_5291 
0050: gosub @QUARRY_19761 
0002: jump @QUARRY_5359 

:QUARRY_5291
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 
0087: 75@ = 213@ // (float) 
000F: 75@ -= 5.0 
06D5: 197@ = create_racing_checkpoint_at 212@ 75@ 214@ point_to 0.0 0.0 0.0 type 2 radius 5.0 

:QUARRY_5359
0006: 284@ = 1 
0002: jump @QUARRY_5453 

:QUARRY_5373
00D6: if 
875C:   not marker 126@ enabled 
004D: jump_if_false @QUARRY_5453 
0186: 126@ = create_marker_above_car 88@ 
07E0: set_marker 126@ type_to 1 
0164: disable_marker 128@ 
06D6: disable_racing_checkpoint 197@ 
0164: disable_marker 131@ 
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @QUARRY_5453 
00BC: show_text_highpriority GXT 'QUAR_36' time 5000 flag 1  // ~s~Get back in the ~b~dumper truck~s~.

:QUARRY_5453
00D6: if 
0039:   242@ == 0 
004D: jump_if_false @QUARRY_5513 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @QUARRY_5513 
00BC: show_text_highpriority GXT 'QUAR_08' time 7000 flag 1  // ~s~Drive carefully up to the ~y~quarry entrance~s~.
0006: 242@ = 1 

:QUARRY_5513
00D6: if 
075C:   marker 131@ enabled 
004D: jump_if_false @QUARRY_5698 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 215@ 216@ 217@ radius 4.0 4.0 4.0 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 215@ 216@ 217@ radius 12.0 12.0 12.0 
004D: jump_if_false @QUARRY_5698 
0164: disable_marker 131@ 
0006: 238@ = 0 
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 
0087: 75@ = 213@ // (float) 
000F: 75@ -= 5.0 
06D5: 197@ = create_racing_checkpoint_at 212@ 75@ 214@ point_to 0.0 0.0 0.0 type 2 radius 5.0 
00BC: show_text_highpriority GXT 'QUAR_09' time 5000 flag 1  // ~s~Dump the body and the bike in the ~y~water~s~.

:QUARRY_5698
00D6: if 
0039:   235@ == 0 
004D: jump_if_false @QUARRY_5790 
00D6: if 
01AF:   car 88@ sphere 0 in_sphere 212@ 213@ 214@ radius 50.0 30.0 10.0 
004D: jump_if_false @QUARRY_5783 
0006: 235@ = 1 
03E5: show_text_box 'QUAR_H4'  // Don't let the Dumper Truck follow the bike and the body into the water.
0002: jump @QUARRY_5790 

:QUARRY_5783
0006: 235@ = 0 

:QUARRY_5790
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @QUARRY_5913 
098D: get_car 88@ extra_parts_angle 75@ 
00D6: if 
0021:   75@ > 0.05 
004D: jump_if_false @QUARRY_5913 
00D6: if 
0686:   car 89@ attached 
004D: jump_if_false @QUARRY_5875 
0684: detach_car 89@ 0.0 0.0 0.0 collision_detection 0 

:QUARRY_5875
00D6: if 
0685:   object 92@ attached 
004D: jump_if_false @QUARRY_5913 
0682: detach_object 92@ 0.0 0.0 0.0 collision_detection 0 

:QUARRY_5913
00D6: if 
0039:   280@ == 0 
004D: jump_if_false @QUARRY_5954 
00D6: if 
02BF:   car 89@ sunk 
004D: jump_if_false @QUARRY_5954 
0006: 280@ = 1 

:QUARRY_5954
00D6: if 
0039:   281@ == 0 
004D: jump_if_false @QUARRY_5995 
00D6: if 
04E7:   object 92@ in_water 
004D: jump_if_false @QUARRY_5995 
0006: 281@ = 1 

:QUARRY_5995
00D6: if 
0039:   236@ == 0 
004D: jump_if_false @QUARRY_6061 
00D6: if and
0039:   280@ == 1 
0039:   281@ == 1 
004D: jump_if_false @QUARRY_6061 
0006: 236@ = 1 
0085: 172@ = 46@ // (int) 
000A: 172@ += 2000 

:QUARRY_6061
00D6: if 
8685:   not object 93@ attached 
004D: jump_if_false @QUARRY_6115 
0681: attach_object 93@ to_car 88@ with_offset 0.0 -1.7 1.5 rotation 0.0 0.0 0.0 

:QUARRY_6115
00D6: if 
8686:   not car 89@ attached 
004D: jump_if_false @QUARRY_6225 
01BB: store_object 93@ position_to 59@ 60@ 61@ 
00D6: if 
01B0:   car 89@ sphere 0 in_sphere 59@ 60@ 61@ radius 3.2 3.2 1.5 stopped 
004D: jump_if_false @QUARRY_6225 
0683: attach_car 89@ to_car 88@ with_offset -1000.0 0.0 0.0 rotation 0.0 0.0 0.0 

:QUARRY_6225
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @QUARRY_6250 
0050: gosub @QUARRY_21060 

:QUARRY_6250
0051: return 

:QUARRY_6252
00D6: if 
0119:   car 87@ wrecked 
004D: jump_if_false @QUARRY_6284 
0006: 37@ = 1 
0006: 45@ = 1 
0051: return 

:QUARRY_6284
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @QUARRY_6462 
0006: 199@ = 0 
0006: 48@ = 0 

:QUARRY_6316
0006: 244@(48@,7i) = 0 
0006: 285@(48@,7i) = 0 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_6316 
0186: 125@ = create_marker_above_car 87@ 
07E0: set_marker 125@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_11' time 10000 flag 1  // ~s~Use the ~b~bulldozer~s~ to clear the paths before the next delivery arrives.
0006: 50@ = 1 
000E: 50@ -= 1 
0084: $8172 = $8174(50@,7i) // (int) 
0010: $8172 *= 1000 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D2' // global_variable  // Delivery
0085: 206@ = 46@ // (int) 
0006: 243@ = 0 
000A: 35@ += 1 

:QUARRY_6462
00D6: if 
002A:   0 >= $8172 
004D: jump_if_false @QUARRY_6496 
0006: 37@ = 1 
0006: 45@ = 5 
0051: return 

:QUARRY_6496
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @QUARRY_6539 
00D6: if 
0039:   199@ == 7 
004D: jump_if_false @QUARRY_6539 
0006: 35@ = 99 

:QUARRY_6539
00D6: if 
075C:   marker 125@ enabled 
004D: jump_if_false @QUARRY_6663 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_6656 
0164: disable_marker 125@ 
03D5: remove_text 'QUAR_35'  // ~s~Get back in the ~b~bulldozer~s~.
0006: 48@ = 0 

:QUARRY_6597
00D6: if 
0039:   244@(48@,7i) == 0 
004D: jump_if_false @QUARRY_6635 
0188: 133@(48@,7i) = create_marker_above_object 94@(48@,7i) 

:QUARRY_6635
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_6597 

:QUARRY_6656
0002: jump @QUARRY_8899 

:QUARRY_6663
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_6757 
0006: 48@ = 0 

:QUARRY_6689
0164: disable_marker 133@(48@,7i) 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_6689 
0186: 125@ = create_marker_above_car 87@ 
07E0: set_marker 125@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_35' time 5000 flag 1  // ~s~Get back in the ~b~bulldozer~s~.
0002: jump @QUARRY_8899 

:QUARRY_6757
00A0: store_actor $PLAYER_ACTOR position_to 59@ 60@ 61@ 
0006: 48@ = 0 

:QUARRY_6778
0006: 80@ = 0 
00D6: if 
0039:   244@(48@,7i) == 0 
004D: jump_if_false @QUARRY_8878 
0871: init_jump_table 48@ total_jumps 7 default_jump 1 @QUARRY_8662 jumps 0 @QUARRY_6870 1 @QUARRY_7126 2 @QUARRY_7382 3 @QUARRY_7638 4 @QUARRY_7894 5 @QUARRY_8150 6 @QUARRY_8406 

:QUARRY_6870
01BB: store_object 94@(48@,7i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
00D6: if 
0023:   30.0 > 78@ 
004D: jump_if_false @QUARRY_7077 
00D6: if 
0039:   285@(48@,7i) == 0 
004D: jump_if_false @QUARRY_7011 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 762.119 836.6474 -3.4382 point_to 0.0 0.0 0.0 type 2 radius 5.0 
0006: 285@(48@,7i) = 1 

:QUARRY_7011
00D6: if 
04E6:   object 94@(48@,7i) near_point 762.119 836.6474 -5.4382 radius 15.0 35.0 5.0 flag 0 
004D: jump_if_false @QUARRY_7070 
0006: 80@ = 1 

:QUARRY_7070
0002: jump @QUARRY_7119 

:QUARRY_7077
00D6: if 
0039:   285@(48@,7i) == 1 
004D: jump_if_false @QUARRY_7119 
06D6: disable_racing_checkpoint 190@(48@,7i) 
0006: 285@(48@,7i) = 0 

:QUARRY_7119
0002: jump @QUARRY_8680 

:QUARRY_7126
01BB: store_object 94@(48@,7i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
00D6: if 
0023:   50.0 > 78@ 
004D: jump_if_false @QUARRY_7333 
00D6: if 
0039:   285@(48@,7i) == 0 
004D: jump_if_false @QUARRY_7267 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 735.8682 933.0437 -4.3942 point_to 0.0 0.0 0.0 type 2 radius 5.0 
0006: 285@(48@,7i) = 1 

:QUARRY_7267
00D6: if 
04E6:   object 94@(48@,7i) near_point 735.8682 933.0437 -4.3942 radius 20.0 30.0 5.0 flag 0 
004D: jump_if_false @QUARRY_7326 
0006: 80@ = 1 

:QUARRY_7326
0002: jump @QUARRY_7375 

:QUARRY_7333
00D6: if 
0039:   285@(48@,7i) == 1 
004D: jump_if_false @QUARRY_7375 
06D6: disable_racing_checkpoint 190@(48@,7i) 
0006: 285@(48@,7i) = 0 

:QUARRY_7375
0002: jump @QUARRY_8680 

:QUARRY_7382
01BB: store_object 94@(48@,7i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
00D6: if 
0023:   30.0 > 78@ 
004D: jump_if_false @QUARRY_7589 
00D6: if 
0039:   285@(48@,7i) == 0 
004D: jump_if_false @QUARRY_7523 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 518.9683 967.7642 -25.891 point_to 0.0 0.0 0.0 type 2 radius 5.0 
0006: 285@(48@,7i) = 1 

:QUARRY_7523
00D6: if 
04E6:   object 94@(48@,7i) near_point 518.9683 967.7642 -17.891 radius 45.0 20.0 9.0 flag 0 
004D: jump_if_false @QUARRY_7582 
0006: 80@ = 1 

:QUARRY_7582
0002: jump @QUARRY_7631 

:QUARRY_7589
00D6: if 
0039:   285@(48@,7i) == 1 
004D: jump_if_false @QUARRY_7631 
06D6: disable_racing_checkpoint 190@(48@,7i) 
0006: 285@(48@,7i) = 0 

:QUARRY_7631
0002: jump @QUARRY_8680 

:QUARRY_7638
01BB: store_object 94@(48@,7i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
00D6: if 
0023:   30.0 > 78@ 
004D: jump_if_false @QUARRY_7845 
00D6: if 
0039:   285@(48@,7i) == 0 
004D: jump_if_false @QUARRY_7779 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 671.3267 941.1938 -29.338 point_to 0.0 0.0 0.0 type 2 radius 5.0 
0006: 285@(48@,7i) = 1 

:QUARRY_7779
00D6: if 
04E6:   object 94@(48@,7i) near_point 671.3267 941.1938 -29.338 radius 25.0 25.0 5.0 flag 0 
004D: jump_if_false @QUARRY_7838 
0006: 80@ = 1 

:QUARRY_7838
0002: jump @QUARRY_7887 

:QUARRY_7845
00D6: if 
0039:   285@(48@,7i) == 1 
004D: jump_if_false @QUARRY_7887 
06D6: disable_racing_checkpoint 190@(48@,7i) 
0006: 285@(48@,7i) = 0 

:QUARRY_7887
0002: jump @QUARRY_8680 

:QUARRY_7894
01BB: store_object 94@(48@,7i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
00D6: if 
0023:   30.0 > 78@ 
004D: jump_if_false @QUARRY_8101 
00D6: if 
0039:   285@(48@,7i) == 0 
004D: jump_if_false @QUARRY_8035 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 523.2235 907.1995 -43.4101 point_to 0.0 0.0 0.0 type 2 radius 5.0 
0006: 285@(48@,7i) = 1 

:QUARRY_8035
00D6: if 
04E6:   object 94@(48@,7i) near_point 523.2235 907.1995 -40.4101 radius 35.0 25.0 5.0 flag 0 
004D: jump_if_false @QUARRY_8094 
0006: 80@ = 1 

:QUARRY_8094
0002: jump @QUARRY_8143 

:QUARRY_8101
00D6: if 
0039:   285@(48@,7i) == 1 
004D: jump_if_false @QUARRY_8143 
06D6: disable_racing_checkpoint 190@(48@,7i) 
0006: 285@(48@,7i) = 0 

:QUARRY_8143
0002: jump @QUARRY_8680 

:QUARRY_8150
01BB: store_object 94@(48@,7i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
00D6: if 
0023:   30.0 > 78@ 
004D: jump_if_false @QUARRY_8357 
00D6: if 
0039:   285@(48@,7i) == 0 
004D: jump_if_false @QUARRY_8291 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 536.8022 838.0778 -38.2296 point_to 0.0 0.0 0.0 type 2 radius 5.0 
0006: 285@(48@,7i) = 1 

:QUARRY_8291
00D6: if 
04E6:   object 94@(48@,7i) near_point 536.8022 838.0778 -38.2296 radius 25.0 15.0 5.0 flag 0 
004D: jump_if_false @QUARRY_8350 
0006: 80@ = 1 

:QUARRY_8350
0002: jump @QUARRY_8399 

:QUARRY_8357
00D6: if 
0039:   285@(48@,7i) == 1 
004D: jump_if_false @QUARRY_8399 
06D6: disable_racing_checkpoint 190@(48@,7i) 
0006: 285@(48@,7i) = 0 

:QUARRY_8399
0002: jump @QUARRY_8680 

:QUARRY_8406
01BB: store_object 94@(48@,7i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
00D6: if 
0023:   50.0 > 78@ 
004D: jump_if_false @QUARRY_8613 
00D6: if 
0039:   285@(48@,7i) == 0 
004D: jump_if_false @QUARRY_8547 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 645.2571 773.7028 -28.2457 point_to 0.0 0.0 0.0 type 2 radius 5.0 
0006: 285@(48@,7i) = 1 

:QUARRY_8547
00D6: if 
04E6:   object 94@(48@,7i) near_point 645.2571 773.7028 -26.2457 radius 35.0 20.0 7.0 flag 0 
004D: jump_if_false @QUARRY_8606 
0006: 80@ = 1 

:QUARRY_8606
0002: jump @QUARRY_8655 

:QUARRY_8613
00D6: if 
0039:   285@(48@,7i) == 1 
004D: jump_if_false @QUARRY_8655 
06D6: disable_racing_checkpoint 190@(48@,7i) 
0006: 285@(48@,7i) = 0 

:QUARRY_8655
0002: jump @QUARRY_8680 

:QUARRY_8662
0662: printstring "TOO_MANY_ROCKS" 

:QUARRY_8680
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @QUARRY_8878 
0164: disable_marker 133@(48@,7i) 
0108: destroy_object 94@(48@,7i) 
00D6: if 
0039:   285@(48@,7i) == 1 
004D: jump_if_false @QUARRY_8758 
06D6: disable_racing_checkpoint 190@(48@,7i) 
0006: 285@(48@,7i) = 0 

:QUARRY_8758
0006: 244@(48@,7i) = 1 
000A: 199@ += 1 
0006: 50@ = 7 
0062: 50@ -= 199@ // (int) 
00D6: if 
8039:   not  50@ == 0 
004D: jump_if_false @QUARRY_8878 
00D6: if 
0039:   199@ == 1 
004D: jump_if_false @QUARRY_8856 
02FD: show_text_2numbers_lowpriority GXT 'QUAR_14' numbers 199@ 50@ time 5000 flag 1  // ~s~~1~ rock cleared. ~1~ to go.
0002: jump @QUARRY_8878 

:QUARRY_8856
02FD: show_text_2numbers_lowpriority GXT 'QUAR_13' numbers 199@ 50@ time 5000 flag 1  // ~s~~1~ rocks cleared. ~1~ to go.

:QUARRY_8878
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_6778 

:QUARRY_8899
00D6: if 
0039:   243@ == 0 
004D: jump_if_false @QUARRY_8959 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_8959 
00BC: show_text_highpriority GXT 'QUAR_12' time 7000 flag 1  // ~s~Clear a path by pushing the ~g~rocks~s~ over the edge into the markers.
0006: 243@ = 1 

:QUARRY_8959
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @QUARRY_8984 
0050: gosub @QUARRY_21060 

:QUARRY_8984
0051: return 

:QUARRY_8986
00D6: if 
0119:   car 87@ wrecked 
004D: jump_if_false @QUARRY_9018 
0006: 37@ = 1 
0006: 45@ = 1 
0051: return 

:QUARRY_9018
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @QUARRY_9242 
0006: 204@ = 0 
0006: 48@ = 0 

:QUARRY_9050
0006: 253@(48@,4i) = 0 
0006: 257@(48@,4i) = 0 
0006: 178@(48@,4i) = 0 
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @QUARRY_9050 
0186: 125@ = create_marker_above_car 87@ 
07E0: set_marker 125@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_15' time 10000 flag 1  // ~s~Bombs have been planted by a rival organization. Use the ~b~bulldozer~s~ to push the bombs to safe area markers.
008A: $8172 = 174@ // (int) 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D3' // global_variable  // Explode
0085: 206@ = 46@ // (int) 
0006: 48@ = 0 

:QUARRY_9174
005A: 174@(48@,4i) += 46@ // (int) 
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @QUARRY_9174 
0006: 251@ = 0 
0006: 252@ = 0 
0006: 261@ = 0 
0006: 243@ = 0 
000A: 35@ += 1 

:QUARRY_9242
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @QUARRY_9408 
00D6: if 
0039:   252@ == 1 
004D: jump_if_false @QUARRY_9408 
00A0: store_actor $PLAYER_ACTOR position_to 59@ 60@ 61@ 
0006: 50@ = 4 
000E: 50@ -= 1 
01BB: store_object 101@(50@,10i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
00D6: if 
0021:   78@ > 20.0 
004D: jump_if_false @QUARRY_9408 
020C: create_explosion_with_radius 7 at 62@ 63@ 64@ 
0108: destroy_object 101@(50@,10i) 
0006: 253@(50@,4i) = 1 
0006: 35@ = 99 

:QUARRY_9408
00D6: if 
075C:   marker 125@ enabled 
004D: jump_if_false @QUARRY_9466 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_9459 
0164: disable_marker 125@ 
03D5: remove_text 'QUAR_35'  // ~s~Get back in the ~b~bulldozer~s~.

:QUARRY_9459
0002: jump @QUARRY_9533 

:QUARRY_9466
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_9533 
0164: disable_marker 140@ 
0164: disable_marker 128@ 
0006: 251@ = 0 
0186: 125@ = create_marker_above_car 87@ 
07E0: set_marker 125@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_35' time 5000 flag 1  // ~s~Get back in the ~b~bulldozer~s~.

:QUARRY_9533
00D6: if 
0039:   252@ == 0 
004D: jump_if_false @QUARRY_10787 
0006: 80@ = 0 
0871: init_jump_table 204@ total_jumps 4 default_jump 1 @QUARRY_10048 jumps 0 @QUARRY_9621 1 @QUARRY_9687 2 @QUARRY_9916 3 @QUARRY_9982 -1 @QUARRY_10067 -1 @QUARRY_10067 -1 @QUARRY_10067 

:QUARRY_9621
00D6: if 
04E6:   object 101@(204@,10i) near_point 830.4274 889.852 12.3516 radius 4.0 4.0 1.0 flag 1 
004D: jump_if_false @QUARRY_9680 
0006: 80@ = 1 

:QUARRY_9680
0002: jump @QUARRY_10067 

:QUARRY_9687
00D6: if 
0039:   261@ == 0 
004D: jump_if_false @QUARRY_9850 
00D6: if 
04E6:   object 101@(204@,10i) near_point 678.5786 981.4282 -13.749 radius 4.0 4.0 1.0 flag 1 
004D: jump_if_false @QUARRY_9764 
0006: 80@ = 1 

:QUARRY_9764
01BB: store_object 101@(204@,10i) position_to 59@ 60@ 61@ 
00D6: if 
0023:   -23.6787 > 61@ 
004D: jump_if_false @QUARRY_9843 
0006: 261@ = 1 
0164: disable_marker 140@ 
0164: disable_marker 128@ 
0006: 251@ = 0 
00BC: show_text_highpriority GXT 'QUAR_21' time 7000 flag 1  // ~s~Move the ~g~bomb~s~ to the alternative ~y~safe area~s~.

:QUARRY_9843
0002: jump @QUARRY_9909 

:QUARRY_9850
00D6: if 
04E6:   object 101@(204@,10i) near_point 660.666 913.719 -41.4059 radius 4.0 4.0 1.0 flag 1 
004D: jump_if_false @QUARRY_9909 
0006: 80@ = 1 

:QUARRY_9909
0002: jump @QUARRY_10067 

:QUARRY_9916
00D6: if 
04E6:   object 101@(204@,10i) near_point 648.9208 916.257 -42.2287 radius 4.0 4.0 1.0 flag 1 
004D: jump_if_false @QUARRY_9975 
0006: 80@ = 1 

:QUARRY_9975
0002: jump @QUARRY_10067 

:QUARRY_9982
00D6: if 
04E6:   object 101@(204@,10i) near_point 632.4524 810.3196 -43.9609 radius 4.0 4.0 1.0 flag 1 
004D: jump_if_false @QUARRY_10041 
0006: 80@ = 1 

:QUARRY_10041
0002: jump @QUARRY_10067 

:QUARRY_10048
0662: printstring "UNKNOWN_BOMB_ID" 

:QUARRY_10067
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @QUARRY_10222 
0164: disable_marker 140@ 
0164: disable_marker 128@ 
0006: 251@ = 0 
0006: 261@ = 0 
0550: keep_object 101@(204@,10i) in_memory 1 
0382: set_object 101@(204@,10i) collision_detection 0 
0085: 50@ = 204@ // (int) 
000A: 50@ += 1 
00D6: if 
0039:   50@ == 4 
004D: jump_if_false @QUARRY_10215 
0085: 51@ = 46@ // (int) 
000A: 51@ += 15000 
00D6: if 
001D:   174@(204@,4i) > 51@ // (int) 
004D: jump_if_false @QUARRY_10215 
0085: 174@(204@,4i) = 51@ // (int) 

:QUARRY_10215
000A: 204@ += 1 

:QUARRY_10222
00D6: if 
0039:   204@ == 4 
004D: jump_if_false @QUARRY_10247 
0006: 252@ = 1 

:QUARRY_10247
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @QUARRY_10324 
014F: stop_timer $8172 
00D6: if 
0039:   252@ == 0 
004D: jump_if_false @QUARRY_10324 
008A: $8172 = 174@(204@,4i) // (int) 
0066: $8172 -= 46@ // (int) 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D3' // global_variable  // Explode

:QUARRY_10324
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @QUARRY_10522 
00D6: if 
0039:   252@ == 1 
004D: jump_if_false @QUARRY_10383 
00BC: show_text_highpriority GXT 'QUAR_20' time 7000 flag 1  // ~s~Move out of the bomb's blast radius.
0002: jump @QUARRY_10522 

:QUARRY_10383
0871: init_jump_table 204@ total_jumps 4 default_jump 0 @QUARRY_10522 jumps 0 @QUARRY_10446 1 @QUARRY_10453 2 @QUARRY_10476 3 @QUARRY_10499 -1 @QUARRY_10522 -1 @QUARRY_10522 -1 @QUARRY_10522 

:QUARRY_10446
0002: jump @QUARRY_10522 

:QUARRY_10453
00BC: show_text_highpriority GXT 'QUAR_17' time 7000 flag 1  // ~s~There's a ~g~bomb~s~ beside the crane. Make it ~y~safe~s~.
0002: jump @QUARRY_10522 

:QUARRY_10476
00BC: show_text_highpriority GXT 'QUAR_18' time 7000 flag 1  // ~s~The next ~g~bomb~s~ is at the grinder. Push it to the ~y~safe area~s~.
0002: jump @QUARRY_10522 

:QUARRY_10499
00BC: show_text_highpriority GXT 'QUAR_34' time 7000 flag 1  // ~s~The last ~g~bomb~s~ is between the crushers. Move it to ~y~safety~s~.
0002: jump @QUARRY_10522 

:QUARRY_10522
00D6: if and
0039:   251@ == 0 
0039:   252@ == 0 
875C:   not marker 125@ enabled 
004D: jump_if_false @QUARRY_10787 
0188: 140@ = create_marker_above_object 101@(204@,10i) 
0006: 251@ = 1 
0871: init_jump_table 204@ total_jumps 4 default_jump 0 @QUARRY_10787 jumps 0 @QUARRY_10634 1 @QUARRY_10661 2 @QUARRY_10733 3 @QUARRY_10760 -1 @QUARRY_10787 -1 @QUARRY_10787 -1 @QUARRY_10787 

:QUARRY_10634
018A: 128@ = create_checkpoint_at 830.4274 889.852 12.3516 
0002: jump @QUARRY_10787 

:QUARRY_10661
00D6: if 
0039:   261@ == 0 
004D: jump_if_false @QUARRY_10706 
018A: 128@ = create_checkpoint_at 678.5786 981.4282 -13.749 
0002: jump @QUARRY_10726 

:QUARRY_10706
018A: 128@ = create_checkpoint_at 660.666 913.719 -41.4059 

:QUARRY_10726
0002: jump @QUARRY_10787 

:QUARRY_10733
018A: 128@ = create_checkpoint_at 648.9208 916.257 -42.2287 
0002: jump @QUARRY_10787 

:QUARRY_10760
018A: 128@ = create_checkpoint_at 632.4524 810.3196 -43.9609 
0002: jump @QUARRY_10787 

:QUARRY_10787
0006: 48@ = 0 
0085: 50@ = 204@ // (int) 
00D6: if 
0039:   252@ == 1 
004D: jump_if_false @QUARRY_10827 
000E: 50@ -= 1 

:QUARRY_10827
00D6: if 
002D:   50@ >= 48@ // (int) 
004D: jump_if_false @QUARRY_11360 
00D6: if 
0039:   253@(48@,4i) == 0 
004D: jump_if_false @QUARRY_11265 
01BB: store_object 101@(48@,10i) position_to 59@ 60@ 61@ 
00AA: store_car 87@ position_to 62@ 63@ 64@ 
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
00A0: store_actor $PLAYER_ACTOR position_to 65@ 66@ 67@ 
050A: 79@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 65@ 66@ 67@ 
00D6: if 
803B:   not  48@ == 204@ // (int) 
004D: jump_if_false @QUARRY_11033 
00D6: if and
0021:   78@ > 21.0 
0021:   79@ > 21.0 
004D: jump_if_false @QUARRY_11033 
0085: 174@(48@,4i) = 46@ // (int) 
000E: 174@(48@,4i) -= 1 

:QUARRY_11033
00D6: if 
001D:   46@ > 174@(48@,4i) // (int) 
004D: jump_if_false @QUARRY_11258 
020C: create_explosion_with_radius 10 at 59@ 60@ 61@ 
0108: destroy_object 101@(48@,10i) 
0006: 253@(48@,4i) = 1 
0006: 257@(48@,4i) = 0 
0085: 178@(48@,4i) = 46@ // (int) 
000A: 178@(48@,4i) += 2000 
0087: 218@(48@,4f) = 59@ // (float) 
0087: 222@(48@,4f) = 60@ // (float) 
0087: 226@(48@,4f) = 61@ // (float) 
00D6: if 
0023:   20.0 > 78@ 
004D: jump_if_false @QUARRY_11186 
020B: explode_car 87@ 

:QUARRY_11186
00D6: if 
0023:   20.0 > 79@ 
004D: jump_if_false @QUARRY_11223 
0006: 37@ = 1 
0006: 45@ = 7 
0051: return 

:QUARRY_11223
00D6: if 
003B:   48@ == 204@ // (int) 
004D: jump_if_false @QUARRY_11258 
0006: 37@ = 1 
0006: 45@ = 6 
0051: return 

:QUARRY_11258
0002: jump @QUARRY_11346 

:QUARRY_11265
00D6: if 
0039:   257@(48@,4i) == 0 
004D: jump_if_false @QUARRY_11346 
00D6: if 
001D:   46@ > 178@(48@,4i) // (int) 
004D: jump_if_false @QUARRY_11346 
020C: create_explosion_with_radius 9 at 218@(48@,4f) 222@(48@,4f) 226@(48@,4f) 
0006: 257@(48@,4i) = 1 

:QUARRY_11346
000A: 48@ += 1 
0002: jump @QUARRY_10827 

:QUARRY_11360
00D6: if 
0039:   243@ == 0 
004D: jump_if_false @QUARRY_11420 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_11420 
00BC: show_text_highpriority GXT 'QUAR_16' time 7000 flag 1  // ~s~The first ~g~bomb~s~ is behind the site office. Push it to ~y~safety~s~.
0006: 243@ = 1 

:QUARRY_11420
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @QUARRY_11445 
0050: gosub @QUARRY_21060 

:QUARRY_11445
0051: return 

:QUARRY_11447
00D6: if 
0119:   car 88@ wrecked 
004D: jump_if_false @QUARRY_11479 
0006: 37@ = 1 
0006: 45@ = 2 
0051: return 

:QUARRY_11479
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @QUARRY_11607 
0186: 126@ = create_marker_above_car 88@ 
07E0: set_marker 126@ type_to 1 
0050: gosub @QUARRY_19814 
00BC: show_text_highpriority GXT 'QUAR_22' time 10000 flag 1  // ~s~The bombers have been caught. Their bodies are loaded on a ~b~dumper~s~ at the quarry's ~y~other entrance~s~. Dump them before the cops come snooping.
0006: 235@ = 0 
0006: 50@ = 4 
000E: 50@ -= 1 
0084: $8172 = $8174(50@,7i) // (int) 
0010: $8172 *= 1000 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D1' // global_variable  // Cops
0085: 206@ = 46@ // (int) 
000A: 35@ += 1 

:QUARRY_11607
00D6: if 
002A:   0 >= $8172 
004D: jump_if_false @QUARRY_11641 
0006: 37@ = 1 
0006: 45@ = 4 
0051: return 

:QUARRY_11641
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @QUARRY_11701 
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @QUARRY_11701 
0164: disable_marker 132@ 
0006: 239@ = 0 
0164: disable_marker 126@ 
0006: 35@ = 99 

:QUARRY_11701
00D6: if 
0039:   235@ == 0 
004D: jump_if_false @QUARRY_11745 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @QUARRY_11745 
0006: 235@ = 1 

:QUARRY_11745
00D6: if 
0039:   239@ == 1 
004D: jump_if_false @QUARRY_11848 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 215@ 216@ 217@ radius 4.0 4.0 4.0 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 215@ 216@ 217@ radius 15.0 10.0 4.0 
004D: jump_if_false @QUARRY_11848 
0164: disable_marker 132@ 
0006: 239@ = 0 

:QUARRY_11848
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @QUARRY_11873 
0050: gosub @QUARRY_21060 

:QUARRY_11873
0051: return 

:QUARRY_11875
00D6: if 
0119:   car 88@ wrecked 
004D: jump_if_false @QUARRY_11907 
0006: 37@ = 1 
0006: 45@ = 2 
0051: return 

:QUARRY_11907
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @QUARRY_12473 
0007: 212@ = 469.377 
0007: 213@ = 877.2751 
0007: 214@ = -29.0362 
0050: gosub @QUARRY_19761 
0006: 48@ = 0 

:QUARRY_11969
0209: 50@ = random_int_in_ranges 2 4 
0208: 59@ = random_float_in_ranges -2.0 2.0 
0208: 60@ = random_float_in_ranges -3.0 3.0 
005B: 59@ += 212@ // (float) 
005B: 60@ += 213@ // (float) 
02CE: 61@ = ground_z_at 59@ 60@ -20.0 
02CF: 153@(48@,18i) = create_fire_at 59@ 60@ 61@ propagation 0 size 50@ 
000A: 48@ += 1 
0029:   48@ >= 15 
004D: jump_if_false @QUARRY_11969 
0006: 48@ = 0 

:QUARRY_12091
0209: 50@ = random_int_in_ranges 0 4 
0208: 59@ = random_float_in_ranges -1.3 1.3 
0208: 60@ = random_float_in_ranges -1.8 1.8 
005B: 59@ += 212@ // (float) 
005B: 60@ += 213@ // (float) 
02CE: 61@ = ground_z_at 59@ 60@ -20.0 
0871: init_jump_table 50@ total_jumps 4 default_jump 0 @QUARRY_12337 jumps 0 @QUARRY_12225 1 @QUARRY_12253 2 @QUARRY_12281 3 @QUARRY_12309 -1 @QUARRY_12337 -1 @QUARRY_12337 -1 @QUARRY_12337 

:QUARRY_12225
0107: 114@(50@,7i) = create_object #CM_BOX at 59@ 60@ 61@ 
0002: jump @QUARRY_12337 

:QUARRY_12253
0107: 114@(50@,7i) = create_object #BLACKBAG2 at 59@ 60@ 61@ 
0002: jump @QUARRY_12337 

:QUARRY_12281
0107: 114@(50@,7i) = create_object #DYN_WOODPILE at 59@ 60@ 61@ 
0002: jump @QUARRY_12337 

:QUARRY_12309
0107: 114@(50@,7i) = create_object #DYN_WOODPILE2 at 59@ 60@ 61@ 
0002: jump @QUARRY_12337 

:QUARRY_12337
0208: 75@ = random_float_in_ranges 0.0 359.0 
0208: 76@ = random_float_in_ranges 0.0 359.0 
0208: 77@ = random_float_in_ranges 0.0 359.0 
0453: set_object 114@(50@,7i) XYZ_rotation 75@ 76@ 77@ 
0654: make_object 114@(50@,7i) fireproof 1 
0382: set_object 114@(50@,7i) collision_detection 0 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_12091 
00BC: show_text_highpriority GXT 'QUAR_23' time 7000 flag 1  // ~s~Take the bodies to the quarry ~y~main entrance~s~.
0006: 263@ = 0 
000A: 35@ += 1 

:QUARRY_12473
00D6: if 
0039:   236@ == 0 
004D: jump_if_false @QUARRY_12806 
0006: 50@ = 0 
0006: 48@ = 0 

:QUARRY_12505
00D6: if 
8685:   not object 111@(48@,3i) attached 
004D: jump_if_false @QUARRY_12760 
01BB: store_object 111@(48@,3i) position_to 59@ 60@ 61@ 
02CE: 75@ = ground_z_at 59@ 60@ 61@ 
0087: 76@ = 61@ // (float) 
0063: 76@ -= 75@ // (float) 
00D6: if 
0023:   0.5 > 76@ 
004D: jump_if_false @QUARRY_12760 
00D6: if 
04E6:   object 111@(48@,3i) near_point 212@ 213@ 214@ radius 12.0 15.0 3.0 flag 0 
004D: jump_if_false @QUARRY_12744 
0006: 51@ = 15 
005A: 51@ += 48@ // (int) 
00D6: if 
8973:   not fire 153@(51@,18i) exists 
004D: jump_if_false @QUARRY_12730 
02CF: 153@(51@,18i) = create_fire_at 59@ 60@ 61@ propagation 0 size 3 
0654: make_object 111@(48@,3i) fireproof 1 
0550: keep_object 111@(48@,3i) in_memory 1 
0382: set_object 111@(48@,3i) collision_detection 0 

:QUARRY_12730
000A: 50@ += 1 
0002: jump @QUARRY_12760 

:QUARRY_12744
0006: 37@ = 1 
0006: 45@ = 8 
0051: return 

:QUARRY_12760
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @QUARRY_12505 
00D6: if 
0039:   50@ == 3 
004D: jump_if_false @QUARRY_12806 
0006: 236@ = 1 

:QUARRY_12806
00D6: if 
002A:   0 >= $8172 
004D: jump_if_false @QUARRY_12840 
0006: 37@ = 1 
0006: 45@ = 4 
0051: return 

:QUARRY_12840
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @QUARRY_12883 
00D6: if 
0039:   236@ == 1 
004D: jump_if_false @QUARRY_12883 
0006: 35@ = 99 

:QUARRY_12883
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @QUARRY_12994 
00D6: if 
075C:   marker 126@ enabled 
004D: jump_if_false @QUARRY_12987 
0164: disable_marker 126@ 
03D5: remove_text 'QUAR_36'  // ~s~Get back in the ~b~dumper truck~s~.
00D6: if 
0039:   238@ == 1 
004D: jump_if_false @QUARRY_12973 
018A: 128@ = create_checkpoint_at 215@ 216@ 217@ 
0002: jump @QUARRY_12987 

:QUARRY_12973
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 

:QUARRY_12987
0002: jump @QUARRY_13046 

:QUARRY_12994
00D6: if 
875C:   not marker 126@ enabled 
004D: jump_if_false @QUARRY_13046 
0164: disable_marker 128@ 
0186: 126@ = create_marker_above_car 88@ 
07E0: set_marker 126@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_36' time 5000 flag 1  // ~s~Get back in the ~b~dumper truck~s~.

:QUARRY_13046
00D6: if 
0039:   236@ == 0 
004D: jump_if_false @QUARRY_13199 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @QUARRY_13199 
00D6: if 
8100:   not actor $PLAYER_ACTOR in_sphere 212@ 213@ 214@ radius 25.0 25.0 20.0 sphere 0 in_car 
004D: jump_if_false @QUARRY_13163 
0100:   actor $PLAYER_ACTOR in_sphere 212@ 213@ 214@ radius 4.0 4.0 4.0 sphere 1 in_car 
0002: jump @QUARRY_13199 

:QUARRY_13163
00D6: if 
0039:   262@ == 0 
004D: jump_if_false @QUARRY_13199 
0512: show_permanent_text_box 'QUAR_H1'  // Use ~k~~VEHICLE_TURRETUP~ and ~k~~VEHICLE_TURRETDOWN~ to raise and lower the Dumper's loader.
0006: 262@ = 1 

:QUARRY_13199
00D6: if 
0039:   263@ == 0 
004D: jump_if_false @QUARRY_13327 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @QUARRY_13327 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 215@ 216@ 217@ radius 12.0 12.0 12.0 sphere 1 in_car 
004D: jump_if_false @QUARRY_13327 
00BC: show_text_highpriority GXT 'QUAR_24' time 7000 flag 1  // ~s~Follow the tracks down to the quarry floor and burn the bodies in the ~y~fire~s~.
0006: 263@ = 1 
0164: disable_marker 131@ 
0006: 238@ = 0 
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 

:QUARRY_13327
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @QUARRY_13352 
0050: gosub @QUARRY_21060 

:QUARRY_13352
0051: return 

:QUARRY_13354
00D6: if 
0119:   car 88@ wrecked 
004D: jump_if_false @QUARRY_13386 
0006: 37@ = 1 
0006: 45@ = 2 
0051: return 

:QUARRY_13386
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @QUARRY_13602 
0007: 212@ = -59.3126 
0007: 213@ = 2502.254 
0007: 214@ = 15.4766 
0227: 205@ = car 88@ health 
0186: 126@ = create_marker_above_car 88@ 
07E0: set_marker 126@ type_to 1 
0006: 50@ = 5 
000E: 50@ -= 1 
0084: $8172 = $8174(50@,7i) // (int) 
0010: $8172 *= 1000 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D4' // global_variable  // Deadline
0085: 206@ = 46@ // (int) 
00BC: show_text_highpriority GXT 'QUAR_38' time 10000 flag 1  // ~s~The ~b~dumper~s~ is loaded with explosives and needs to be driven gently. Deliver the explosives to the ~y~desert airstrip~s~.
0006: 236@ = 0 
0006: 264@ = 0 
0006: 48@ = 0 

:QUARRY_13552
0006: 296@(48@,6i) = 0 
0006: 184@(48@,6i) = 0 
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @QUARRY_13552 
000A: 35@ += 1 

:QUARRY_13602
00D6: if 
0039:   236@ == 0 
004D: jump_if_false @QUARRY_13974 
0006: 80@ = 0 
0006: 50@ = 0 
0006: 48@ = 0 

:QUARRY_13641
00D6: if 
8685:   not object 101@(48@,10i) attached 
004D: jump_if_false @QUARRY_13819 
01BB: store_object 101@(48@,10i) position_to 59@ 60@ 61@ 
02CE: 75@ = ground_z_at 59@ 60@ 61@ 
0087: 76@ = 61@ // (float) 
0063: 76@ -= 75@ // (float) 
00D6: if 
0023:   1.0 > 76@ 
004D: jump_if_false @QUARRY_13819 
00D6: if 
04E6:   object 101@(48@,10i) near_point 212@ 213@ 214@ radius 12.0 15.0 3.0 flag 0 
004D: jump_if_false @QUARRY_13790 
000A: 50@ += 1 
0002: jump @QUARRY_13819 

:QUARRY_13790
020C: create_explosion_with_radius 2 at 59@ 60@ 61@ 
0108: destroy_object 101@(48@,10i) 
0006: 80@ = 1 

:QUARRY_13819
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @QUARRY_13641 
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @QUARRY_13949 
0006: 48@ = 0 

:QUARRY_13865
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_13907 
020C: create_explosion_with_radius 2 at 59@ 60@ 61@ 
0108: destroy_object 101@(48@,10i) 

:QUARRY_13907
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @QUARRY_13865 
020B: explode_car 88@ 
0006: 37@ = 1 
0006: 45@ = 9 
0051: return 

:QUARRY_13949
00D6: if 
0039:   50@ == 6 
004D: jump_if_false @QUARRY_13974 
0006: 236@ = 1 

:QUARRY_13974
00D6: if 
0039:   236@ == 0 
004D: jump_if_false @QUARRY_14151 
0227: 50@ = car 88@ health 
0085: 51@ = 205@ // (int) 
0062: 51@ -= 50@ // (int) 
00D6: if 
0019:   51@ > 10 
004D: jump_if_false @QUARRY_14143 
0006: 48@ = 0 

:QUARRY_14041
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_14101 
01BB: store_object 101@(48@,10i) position_to 59@ 60@ 61@ 
020C: create_explosion_with_radius 2 at 59@ 60@ 61@ 
0108: destroy_object 101@(48@,10i) 

:QUARRY_14101
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @QUARRY_14041 
020B: explode_car 88@ 
0006: 37@ = 1 
0006: 45@ = 9 
0051: return 

:QUARRY_14143
0085: 205@ = 50@ // (int) 

:QUARRY_14151
00D6: if 
002A:   0 >= $8172 
004D: jump_if_false @QUARRY_14185 
0006: 37@ = 1 
0006: 45@ = 10 
0051: return 

:QUARRY_14185
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @QUARRY_14228 
00D6: if 
0039:   236@ == 1 
004D: jump_if_false @QUARRY_14228 
0006: 35@ = 99 

:QUARRY_14228
0006: 48@ = 0 

:QUARRY_14235
00D6: if 
03CA:   object 122@(48@,3i) exists 
004D: jump_if_false @QUARRY_14485 
00D6: if 
8685:   not object 122@(48@,3i) attached 
004D: jump_if_false @QUARRY_14485 
0871: init_jump_table 48@ total_jumps 3 default_jump 0 @QUARRY_14485 jumps 0 @QUARRY_14338 1 @QUARRY_14387 2 @QUARRY_14436 -1 @QUARRY_14485 -1 @QUARRY_14485 -1 @QUARRY_14485 -1 @QUARRY_14485 

:QUARRY_14338
0681: attach_object 122@(48@,3i) to_car 88@ with_offset -1.0 -5.0 0.3 rotation 0.0 0.0 0.0 
0002: jump @QUARRY_14485 

:QUARRY_14387
0681: attach_object 122@(48@,3i) to_car 88@ with_offset 0.0 -5.0 0.3 rotation 0.0 0.0 0.0 
0002: jump @QUARRY_14485 

:QUARRY_14436
0681: attach_object 122@(48@,3i) to_car 88@ with_offset 1.0 -5.0 0.3 rotation 0.0 0.0 0.0 
0002: jump @QUARRY_14485 

:QUARRY_14485
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @QUARRY_14235 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @QUARRY_14578 
00D6: if 
875C:   not marker 128@ enabled 
004D: jump_if_false @QUARRY_14571 
0164: disable_marker 126@ 
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 
03D5: remove_text 'QUAR_36'  // ~s~Get back in the ~b~dumper truck~s~.

:QUARRY_14571
0002: jump @QUARRY_14630 

:QUARRY_14578
00D6: if 
875C:   not marker 126@ enabled 
004D: jump_if_false @QUARRY_14630 
0164: disable_marker 128@ 
0186: 126@ = create_marker_above_car 88@ 
07E0: set_marker 126@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_36' time 5000 flag 1  // ~s~Get back in the ~b~dumper truck~s~.

:QUARRY_14630
00D6: if 
075C:   marker 128@ enabled 
004D: jump_if_false @QUARRY_14677 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 212@ 213@ 214@ radius 8.0 8.0 4.0 

:QUARRY_14677
00D6: if 
0039:   264@ == 0 
004D: jump_if_false @QUARRY_14760 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 212@ 213@ 214@ radius 24.0 30.0 8.0 
004D: jump_if_false @QUARRY_14760 
00BC: show_text_highpriority GXT 'QUAR_26' time 7000 flag 1  // ~s~Drop the barrels. The soft sand will prevent an explosion.
0006: 264@ = 1 

:QUARRY_14760
00D6: if 
01AF:   car 88@ sphere 0 in_sphere 212@ 213@ 214@ radius 10.0 10.0 5.0 
004D: jump_if_false @QUARRY_14925 
098D: get_car 88@ extra_parts_angle 75@ 
00D6: if 
0021:   75@ > 0.05 
004D: jump_if_false @QUARRY_14925 
0006: 48@ = 0 

:QUARRY_14838
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_14904 
00D6: if 
0685:   object 101@(48@,10i) attached 
004D: jump_if_false @QUARRY_14904 
0682: detach_object 101@(48@,10i) 0.0 0.0 0.0 collision_detection 0 

:QUARRY_14904
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @QUARRY_14838 

:QUARRY_14925
0006: 80@ = 0 
0006: 48@ = 0 

:QUARRY_14939
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_14997 
071E: get_object 101@(48@,10i) health_to 50@ 
00D6: if 
002B:   950 >= 50@ 
004D: jump_if_false @QUARRY_14997 
0006: 80@ = 1 

:QUARRY_14997
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @QUARRY_14939 
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @QUARRY_15145 
0006: 48@ = 0 

:QUARRY_15043
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_15103 
01BB: store_object 101@(48@,10i) position_to 59@ 60@ 61@ 
020C: create_explosion_with_radius 2 at 59@ 60@ 61@ 
0108: destroy_object 101@(48@,10i) 

:QUARRY_15103
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @QUARRY_15043 
020B: explode_car 88@ 
0006: 37@ = 1 
0006: 45@ = 9 
0051: return 

:QUARRY_15145
00D6: if 
01AF:   car 88@ sphere 0 in_sphere 212@ 213@ 214@ radius 10.0 10.0 5.0 
004D: jump_if_false @QUARRY_15656 
098D: get_car 88@ extra_parts_angle 75@ 
00D6: if 
0021:   75@ > 0.25 
004D: jump_if_false @QUARRY_15656 
0006: 48@ = 0 

:QUARRY_15223
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_15635 
01BB: store_object 101@(48@,10i) position_to 59@ 60@ 61@ 
0006: 80@ = 0 
0006: 50@ = 0 

:QUARRY_15275
00D6: if 
001B:   3 > 50@ 
004D: jump_if_false @QUARRY_15403 
00D6: if and
0039:   80@ == 0 
03CA:   object 122@(50@,3i) exists 
004D: jump_if_false @QUARRY_15389 
01BB: store_object 122@(50@,3i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
00D6: if 
0023:   0.75 > 78@ 
004D: jump_if_false @QUARRY_15389 
0006: 80@ = 1 

:QUARRY_15389
000A: 50@ += 1 
0002: jump @QUARRY_15275 

:QUARRY_15403
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @QUARRY_15613 
00D6: if 
0039:   296@(48@,6i) == 0 
004D: jump_if_false @QUARRY_15485 
0006: 296@(48@,6i) = 1 
0085: 184@(48@,6i) = 46@ // (int) 
000A: 184@(48@,6i) += 5000 
0002: jump @QUARRY_15606 

:QUARRY_15485
00D6: if 
001D:   46@ > 184@(48@,6i) // (int) 
004D: jump_if_false @QUARRY_15606 
0085: 184@(48@,6i) = 46@ // (int) 
000A: 184@(48@,6i) += 5000 
00D6: if 
0685:   object 101@(48@,10i) attached 
004D: jump_if_false @QUARRY_15578 
0682: detach_object 101@(48@,10i) 0.0 0.0 0.0 collision_detection 0 

:QUARRY_15578
000B: 61@ += 1.2 
01BC: put_object 101@(48@,10i) at 59@ 60@ 61@ 

:QUARRY_15606
0002: jump @QUARRY_15635 

:QUARRY_15613
0006: 296@(48@,6i) = 0 
0006: 184@(48@,6i) = 0 

:QUARRY_15635
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @QUARRY_15223 

:QUARRY_15656
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @QUARRY_15691 
0164: disable_marker 128@ 
0164: disable_marker 126@ 
0050: gosub @QUARRY_21060 

:QUARRY_15691
0051: return 

:QUARRY_15693
00D6: if 
0119:   car 87@ wrecked 
004D: jump_if_false @QUARRY_15725 
0006: 37@ = 1 
0006: 45@ = 1 
0051: return 

:QUARRY_15725
00D6: if 
0119:   car 90@ wrecked 
004D: jump_if_false @QUARRY_15757 
0006: 37@ = 1 
0006: 45@ = 12 
0051: return 

:QUARRY_15757
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @QUARRY_15966 
0006: 265@ = 0 
0186: 125@ = create_marker_above_car 87@ 
07E0: set_marker 125@ type_to 1 
0006: 50@ = 6 
000E: 50@ -= 1 
0084: $8172 = $8174(50@,7i) // (int) 
0010: $8172 *= 1000 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D5' // global_variable  // Train
0085: 206@ = 46@ // (int) 
008B: 182@ = $8174(50@,7i) // (int) 
000E: 182@ -= 15 
0012: 182@ *= 1000 
005A: 182@ += 46@ // (int) 
0006: 266@ = 0 
0006: 267@ = 0 
0006: 48@ = 0 

:QUARRY_15911
0006: 268@(48@,10i) = 1 
000A: 48@ += 1 
0029:   48@ >= 10 
004D: jump_if_false @QUARRY_15911 
00BC: show_text_highpriority GXT 'QUAR_28' time 10000 flag 1  // ~s~A dumper has spilled it's load of explosives all along the train tracks. Use the ~b~bulldozer~s~ to clear them before the next train passes.
000A: 35@ += 1 

:QUARRY_15966
00D6: if 
0039:   266@ == 1 
004D: jump_if_false @QUARRY_16217 
01BB: store_object 121@ position_to 62@ 63@ 64@ 
0006: 48@ = 0 

:QUARRY_16005
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_16176 
00D6: if 
0039:   268@(48@,10i) == 1 
004D: jump_if_false @QUARRY_16176 
01BB: store_object 101@(48@,10i) position_to 59@ 60@ 61@ 
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
00D6: if 
0023:   2.0 > 78@ 
004D: jump_if_false @QUARRY_16176 
020C: create_explosion_with_radius 7 at 59@ 60@ 61@ 
0108: destroy_object 101@(48@,10i) 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @QUARRY_16176 
020B: explode_car 90@ 
06DD: set_train 90@ speed 0.0 
0006: 37@ = 1 
0006: 45@ = 11 

:QUARRY_16176
000A: 48@ += 1 
0029:   48@ >= 10 
004D: jump_if_false @QUARRY_16005 
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @QUARRY_16217 
0051: return 

:QUARRY_16217
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @QUARRY_16260 
00D6: if 
0039:   267@ == 1 
004D: jump_if_false @QUARRY_16260 
0006: 35@ = 99 

:QUARRY_16260
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_16327 
00D6: if 
0039:   265@ == 0 
004D: jump_if_false @QUARRY_16320 
0006: 265@ = 1 
0164: disable_marker 125@ 
03D5: remove_text 'QUAR_35'  // ~s~Get back in the ~b~bulldozer~s~.

:QUARRY_16320
0002: jump @QUARRY_16436 

:QUARRY_16327
00D6: if 
0039:   265@ == 1 
004D: jump_if_false @QUARRY_16389 
0006: 48@ = 0 

:QUARRY_16352
0164: disable_marker 142@(48@,10i) 
000A: 48@ += 1 
0029:   48@ >= 10 
004D: jump_if_false @QUARRY_16352 
0006: 265@ = 0 

:QUARRY_16389
00D6: if 
875C:   not marker 125@ enabled 
004D: jump_if_false @QUARRY_16436 
0186: 125@ = create_marker_above_car 87@ 
07E0: set_marker 125@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_35' time 5000 flag 1  // ~s~Get back in the ~b~bulldozer~s~.

:QUARRY_16436
00D6: if 
0039:   266@ == 0 
004D: jump_if_false @QUARRY_16531 
00D6: if 
002A:   15000 >= $8172 
004D: jump_if_false @QUARRY_16531 
06DC: set_train 90@ acc 56.0 
06DD: set_train 90@ speed 56.0 
0186: 141@ = create_marker_above_car 90@ 
07E0: set_marker 141@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_29' time 7000 flag 1  // ~s~The ~b~train~s~ is approaching.
0006: 266@ = 1 

:QUARRY_16531
00D6: if 
0039:   266@ == 0 
004D: jump_if_false @QUARRY_16660 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 727.6937 2412.204 17.6685 cornerB 872.5978 2714.917 21.0511 
004D: jump_if_false @QUARRY_16660 
06DC: set_train 90@ acc 56.0 
06DD: set_train 90@ speed 56.0 
0186: 141@ = create_marker_above_car 90@ 
07E0: set_marker 141@ type_to 1 
014F: stop_timer $8172 
00BC: show_text_highpriority GXT 'QUAR_29' time 7000 flag 1  // ~s~The ~b~train~s~ is approaching.
0006: 266@ = 1 

:QUARRY_16660
00D6: if and
0039:   266@ == 1 
0039:   267@ == 0 
004D: jump_if_false @QUARRY_16740 
00D6: if 
01AF:   car 90@ sphere 0 in_sphere 673.9813 1331.079 10.7891 radius 20.0 20.0 8.0 
004D: jump_if_false @QUARRY_16740 
0006: 267@ = 1 

:QUARRY_16740
00D6: if 
0039:   265@ == 1 
004D: jump_if_false @QUARRY_16949 
0006: 48@ = 0 

:QUARRY_16765
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_16928 
01BB: store_object 101@(48@,10i) position_to 59@ 60@ 61@ 
00D6: if and
0021:   59@ > 739.0 
0023:   747.0 > 59@ 
004D: jump_if_false @QUARRY_16888 
0006: 268@(48@,10i) = 1 
00D6: if 
875C:   not marker 142@(48@,10i) enabled 
004D: jump_if_false @QUARRY_16881 
0188: 142@(48@,10i) = create_marker_above_object 101@(48@,10i) 

:QUARRY_16881
0002: jump @QUARRY_16928 

:QUARRY_16888
0006: 268@(48@,10i) = 0 
00D6: if 
075C:   marker 142@(48@,10i) enabled 
004D: jump_if_false @QUARRY_16928 
0164: disable_marker 142@(48@,10i) 

:QUARRY_16928
000A: 48@ += 1 
0029:   48@ >= 10 
004D: jump_if_false @QUARRY_16765 

:QUARRY_16949
00D6: if 
0039:   266@ == 0 
004D: jump_if_false @QUARRY_17170 
0006: 50@ = 0 
0006: 48@ = 0 

:QUARRY_16981
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_17037 
00D6: if 
0039:   268@(48@,10i) == 0 
004D: jump_if_false @QUARRY_17030 
000A: 50@ += 1 

:QUARRY_17030
0002: jump @QUARRY_17044 

:QUARRY_17037
000A: 50@ += 1 

:QUARRY_17044
000A: 48@ += 1 
0029:   48@ >= 10 
004D: jump_if_false @QUARRY_16981 
00D6: if 
0039:   50@ == 10 
004D: jump_if_false @QUARRY_17170 
0007: 75@ = 56.0 
0013: 75@ *= 2.0 
06DC: set_train 90@ acc 75@ 
06DD: set_train 90@ speed 75@ 
0186: 141@ = create_marker_above_car 90@ 
07E0: set_marker 141@ type_to 1 
014F: stop_timer $8172 
00BC: show_text_highpriority GXT 'QUAR_29' time 7000 flag 1  // ~s~The ~b~train~s~ is approaching.
0085: 207@ = 46@ // (int) 
0006: 266@ = 1 

:QUARRY_17170
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @QUARRY_17195 
0050: gosub @QUARRY_21060 

:QUARRY_17195
0051: return 

:QUARRY_17197
00D6: if 
0119:   car 91@ wrecked 
004D: jump_if_false @QUARRY_17220 
0006: 278@ = 1 

:QUARRY_17220
00D6: if 
0119:   car 88@ wrecked 
004D: jump_if_false @QUARRY_17252 
0006: 37@ = 1 
0006: 45@ = 2 
0051: return 

:QUARRY_17252
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @QUARRY_17632 
00A8: set_car 91@ to_psycho_driver 
00AD: set_car 91@ max_speed_to 26.0 
00AE: set_car 91@ traffic_behaviour_to 2 
02AA: set_car 91@ immune_to_nonplayer 1 
0186: 152@ = create_marker_above_car 91@ 
020A: set_car 91@ door_status_to 3 
0186: 126@ = create_marker_above_car 88@ 
07E0: set_marker 126@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_32' time 10000 flag 1  // ~s~The bombers are escaping in a ~r~dumper~s~. Use this ~b~dumper~s~ to destroy it before they reach safety.
03C4: set_status_text $8173 type 1 GXT 'QUAR_D6' // global_variable  // Damage
0006: 50@ = 3 
000E: 50@ -= 1 
0084: $8172 = $8174(50@,7i) // (int) 
0010: $8172 *= 1000 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D4' // global_variable  // Deadline
0085: 206@ = 46@ // (int) 
01E8: create_forbidden_for_cars_cube_cornerA 256.6312 734.7498 4.0053 cornerB 343.9576 765.6713 6.4852 
01E8: create_forbidden_for_cars_cube_cornerA 291.2253 762.6765 4.0625 cornerB 354.4869 784.4223 6.6101 
01E8: create_forbidden_for_cars_cube_cornerA -149.9865 460.067 4.9719 cornerB -119.7325 530.4155 12.4813 
01E8: create_forbidden_for_cars_cube_cornerA -100.9858 1190.38 16.1736 cornerB 97.0928 1205.202 19.9344 
01E8: create_forbidden_for_cars_cube_cornerA -124.9028 1209.581 14.6519 cornerB -108.1954 1243.821 19.8554 
01E8: create_forbidden_for_cars_cube_cornerA -113.2273 1246.477 11.3781 cornerB -84.1825 1268.751 17.5621 
0006: 283@ = 1 
0006: 279@ = 0 
000A: 35@ += 1 

:QUARRY_17632
00D6: if 
8119:   not car 91@ wrecked 
004D: jump_if_false @QUARRY_17855 
00A0: store_actor $PLAYER_ACTOR position_to 59@ 60@ 61@ 
00AA: store_car 91@ position_to 62@ 63@ 64@ 
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
00D6: if 
0021:   78@ > 600.0 
004D: jump_if_false @QUARRY_17736 
0006: 37@ = 1 
0006: 45@ = 13 
0051: return 

:QUARRY_17736
00D6: if 
0039:   279@ == 0 
004D: jump_if_false @QUARRY_17798 
00D6: if 
0021:   78@ > 500.0 
004D: jump_if_false @QUARRY_17798 
00BC: show_text_highpriority GXT 'QUAR_33' time 7000 flag 1  // ~s~The ~r~bombers~s~ are getting too far away.
0006: 279@ = 1 

:QUARRY_17798
00D6: if 
0039:   279@ == 1 
004D: jump_if_false @QUARRY_17855 
00D6: if 
0023:   400.0 > 78@ 
004D: jump_if_false @QUARRY_17855 
03D5: remove_text 'QUAR_33'  // ~s~The ~r~bombers~s~ are getting too far away.
0006: 279@ = 0 

:QUARRY_17855
00D6: if 
002A:   0 >= $8172 
004D: jump_if_false @QUARRY_17889 
0006: 37@ = 1 
0006: 45@ = 14 
0051: return 

:QUARRY_17889
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @QUARRY_17948 
00D6: if 
0039:   278@ == 1 
004D: jump_if_false @QUARRY_17948 
0085: 172@ = 46@ // (int) 
000A: 172@ += 2000 
000A: 35@ += 1 

:QUARRY_17948
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @QUARRY_17992 
00D6: if 
001D:   46@ > 172@ // (int) 
004D: jump_if_false @QUARRY_17992 
0006: 35@ = 99 

:QUARRY_17992
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @QUARRY_18050 
00D6: if 
075C:   marker 126@ enabled 
004D: jump_if_false @QUARRY_18043 
0164: disable_marker 126@ 
03D5: remove_text 'QUAR_36'  // ~s~Get back in the ~b~dumper truck~s~.

:QUARRY_18043
0002: jump @QUARRY_18097 

:QUARRY_18050
00D6: if 
875C:   not marker 126@ enabled 
004D: jump_if_false @QUARRY_18097 
0186: 126@ = create_marker_above_car 88@ 
07E0: set_marker 126@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_36' time 5000 flag 1  // ~s~Get back in the ~b~dumper truck~s~.

:QUARRY_18097
00D6: if 
8119:   not car 91@ wrecked 
004D: jump_if_false @QUARRY_18156 
0227: 50@ = car 91@ health 
00D6: if and
0019:   50@ > 300 
002B:   800 >= 50@ 
004D: jump_if_false @QUARRY_18156 
0224: set_car 91@ health_to 300 

:QUARRY_18156
00D6: if 
8119:   not car 91@ wrecked 
004D: jump_if_false @QUARRY_18431 
0227: 50@ = car 91@ health 
00D6: if 
002B:   250 >= 50@ 
004D: jump_if_false @QUARRY_18213 
0004: $8173 = 0 
0002: jump @QUARRY_18431 

:QUARRY_18213
00D6: if 
0039:   50@ == 1000 
004D: jump_if_false @QUARRY_18246 
0004: $8173 = 100 
0002: jump @QUARRY_18431 

:QUARRY_18246
00D6: if 
0039:   50@ == 300 
004D: jump_if_false @QUARRY_18279 
0004: $8173 = 20 
0002: jump @QUARRY_18431 

:QUARRY_18279
00D6: if 
001B:   300 > 50@ 
004D: jump_if_false @QUARRY_18350 
0006: 51@ = 300 
0062: 51@ -= 50@ // (int) 
0004: $8173 = 50 
0066: $8173 -= 51@ // (int) 
0010: $8173 *= 20 
0014: $8173 /= 50 
0002: jump @QUARRY_18431 

:QUARRY_18350
00D6: if 
001B:   800 > 50@ 
004D: jump_if_false @QUARRY_18377 
0006: 50@ = 800 

:QUARRY_18377
0006: 51@ = 1000 
0062: 51@ -= 50@ // (int) 
0004: $8173 = 200 
0066: $8173 -= 51@ // (int) 
0010: $8173 *= 80 
0014: $8173 /= 200 
0008: $8173 += 20 

:QUARRY_18431
00D6: if 
8119:   not car 91@ wrecked 
004D: jump_if_false @QUARRY_18872 
0006: 48@ = 0 

:QUARRY_18454
00D6: if 
03CA:   object 94@(48@,7i) exists 
004D: jump_if_false @QUARRY_18851 
00D6: if 
8685:   not object 94@(48@,7i) attached 
004D: jump_if_false @QUARRY_18851 
0871: init_jump_table 48@ total_jumps 6 default_jump 0 @QUARRY_18851 jumps 0 @QUARRY_18557 1 @QUARRY_18606 2 @QUARRY_18655 3 @QUARRY_18704 4 @QUARRY_18753 5 @QUARRY_18802 -1 @QUARRY_18851 

:QUARRY_18557
0681: attach_object 94@(48@,7i) to_car 91@ with_offset 0.5 -0.7 0.7 rotation 90.0 0.0 0.0 
0002: jump @QUARRY_18851 

:QUARRY_18606
0681: attach_object 94@(48@,7i) to_car 91@ with_offset -0.5 -0.7 0.7 rotation 90.0 0.0 0.0 
0002: jump @QUARRY_18851 

:QUARRY_18655
0681: attach_object 94@(48@,7i) to_car 91@ with_offset 0.5 -1.7 0.73 rotation 90.0 0.0 0.0 
0002: jump @QUARRY_18851 

:QUARRY_18704
0681: attach_object 94@(48@,7i) to_car 91@ with_offset -0.5 -1.7 0.73 rotation 90.0 0.0 0.0 
0002: jump @QUARRY_18851 

:QUARRY_18753
0681: attach_object 94@(48@,7i) to_car 91@ with_offset 0.5 -2.7 0.76 rotation 90.0 0.0 0.0 
0002: jump @QUARRY_18851 

:QUARRY_18802
0681: attach_object 94@(48@,7i) to_car 91@ with_offset -0.5 -2.7 0.76 rotation 90.0 0.0 0.0 
0002: jump @QUARRY_18851 

:QUARRY_18851
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @QUARRY_18454 

:QUARRY_18872
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @QUARRY_18897 
0050: gosub @QUARRY_21060 

:QUARRY_18897
0051: return 

:QUARRY_18899
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @QUARRY_18952 
01B4: set_player $PLAYER_CHAR can_move 0 
0085: 183@ = 46@ // (int) 
000A: 183@ += 5000 
014F: stop_timer $8172 
000A: 35@ += 1 

:QUARRY_18952
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @QUARRY_19019 
00D6: if 
001D:   46@ > 183@ // (int) 
004D: jump_if_false @QUARRY_19019 
016A: fade 0 time 500 
0085: 183@ = 46@ // (int) 
000A: 183@ += 500 
000A: 35@ += 1 

:QUARRY_19019
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @QUARRY_19190 
00D6: if and
001D:   46@ > 183@ // (int) 
816B:   not fading 
004D: jump_if_false @QUARRY_19190 
04A6: $1931 = create_asset_money_pickup_at 818.2578 853.8873 10.8059 money $1932 $1932 
02A3: enable_widescreen 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
03CB: set_rendering_origin_at 818.2578 853.8873 10.8059 
015F: set_camera_position 849.6491 839.9428 42.7363 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 848.7661 840.1115 42.2983 switchstyle 2 
0085: 183@ = 46@ // (int) 
000A: 183@ += 2000 
000A: 35@ += 1 

:QUARRY_19190
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @QUARRY_19273 
00D6: if 
001D:   46@ > 183@ // (int) 
004D: jump_if_false @QUARRY_19273 
016A: fade 1 time 500 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
0085: 183@ = 46@ // (int) 
000A: 183@ += 5000 
000A: 35@ += 1 

:QUARRY_19273
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @QUARRY_19403 
00D6: if 
001D:   46@ > 183@ // (int) 
004D: jump_if_false @QUARRY_19403 
015F: set_camera_position 825.0984 855.4503 13.577 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 824.1995 855.1732 13.2376 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1932 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
0085: 183@ = 46@ // (int) 
000A: 183@ += 6000 
000A: 35@ += 1 

:QUARRY_19403
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @QUARRY_19470 
00D6: if 
001D:   46@ > 183@ // (int) 
004D: jump_if_false @QUARRY_19470 
016A: fade 0 time 500 
0085: 183@ = 46@ // (int) 
000A: 183@ += 500 
000A: 35@ += 1 

:QUARRY_19470
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @QUARRY_19565 
00D6: if and
001D:   46@ > 183@ // (int) 
816B:   not fading 
004D: jump_if_false @QUARRY_19565 
00A0: store_actor $PLAYER_ACTOR position_to 59@ 60@ 61@ 
03CB: set_rendering_origin_at 59@ 60@ 61@ 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0085: 183@ = 46@ // (int) 
000A: 183@ += 2000 
000A: 35@ += 1 

:QUARRY_19565
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @QUARRY_19670 
00D6: if 
001D:   46@ > 183@ // (int) 
004D: jump_if_false @QUARRY_19670 
02FD: show_text_2numbers_lowpriority GXT 'QUAR_P7' numbers 210@ 211@ time 10000 flag 1  // ~s~Quarry missions complete in ~1~m ~1~s. In future missions you will be competing against your own best times.
00BB: show_text_lowpriority GXT 'QUAR_H3' time 7000 flag 1  // The dumper truck and bulldozer will now always be available in the quarry.
016A: fade 1 time 500 
0085: 183@ = 46@ // (int) 
000A: 183@ += 500 
000A: 35@ += 1 

:QUARRY_19670
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @QUARRY_19734 
00D6: if and
001D:   46@ > 183@ // (int) 
816B:   not fading 
004D: jump_if_false @QUARRY_19734 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 35@ = 99 

:QUARRY_19734
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @QUARRY_19759 
0050: gosub @QUARRY_21060 

:QUARRY_19759
0051: return 

:QUARRY_19761
0007: 215@ = 808.4078 
0007: 216@ = 841.9887 
0007: 217@ = 8.6694 
018A: 131@ = create_checkpoint_at 215@ 216@ 217@ 
0006: 238@ = 1 
0051: return 

:QUARRY_19814
0007: 215@ = 371.5454 
0007: 216@ = 978.1724 
0007: 217@ = 28.521 
018A: 132@ = create_checkpoint_at 215@ 216@ 217@ 
0006: 239@ = 1 
0051: return 
00BF: 200@ = current_time_hours, 201@ = current_time_minutes 
0085: 50@ = 202@ // (int) 
0012: 50@ *= 60 
005A: 50@ += 203@ // (int) 
0012: 50@ *= 1000 
0085: 173@ = 50@ // (int) 
005A: 173@ += 46@ // (int) 
005A: 201@ += 203@ // (int) 
00D6: if 
0029:   201@ >= 60 
004D: jump_if_false @QUARRY_19962 
000A: 200@ += 1 
000E: 201@ -= 60 

:QUARRY_19962
005A: 200@ += 202@ // (int) 

:QUARRY_19970
00D6: if 
0029:   200@ >= 24 
004D: jump_if_false @QUARRY_20002 
000E: 200@ -= 24 
0002: jump @QUARRY_19970 

:QUARRY_20002
0006: 80@ = 0 
00D6: if 
0019:   201@ > 45 
004D: jump_if_false @QUARRY_20104 
0006: 50@ = 60 
0062: 50@ -= 201@ // (int) 
0006: 201@ = 0 
000A: 200@ += 1 
00D6: if 
0039:   200@ == 24 
004D: jump_if_false @QUARRY_20081 
0006: 200@ = 0 

:QUARRY_20081
0012: 50@ *= 1000 
005A: 173@ += 50@ // (int) 
0006: 80@ = 1 

:QUARRY_20104
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @QUARRY_20192 
00D6: if and
0019:   201@ > 30 
001B:   45 > 201@ 
004D: jump_if_false @QUARRY_20192 
0006: 50@ = 45 
0062: 50@ -= 201@ // (int) 
0006: 201@ = 45 
0012: 50@ *= 1000 
005A: 173@ += 50@ // (int) 
0006: 80@ = 1 

:QUARRY_20192
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @QUARRY_20280 
00D6: if and
0019:   201@ > 15 
001B:   30 > 201@ 
004D: jump_if_false @QUARRY_20280 
0006: 50@ = 30 
0062: 50@ -= 201@ // (int) 
0006: 201@ = 30 
0012: 50@ *= 1000 
005A: 173@ += 50@ // (int) 
0006: 80@ = 1 

:QUARRY_20280
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @QUARRY_20368 
00D6: if and
0019:   201@ > 0 
001B:   15 > 201@ 
004D: jump_if_false @QUARRY_20368 
0006: 50@ = 15 
0062: 50@ -= 201@ // (int) 
0006: 201@ = 15 
0012: 50@ *= 1000 
005A: 173@ += 50@ // (int) 
0006: 80@ = 1 

:QUARRY_20368
0085: 50@ = 200@ // (int) 
0012: 50@ *= 60 
005A: 50@ += 201@ // (int) 
0012: 50@ *= 1000 
008A: $8172 = 50@ // (int) 
0051: return 

:QUARRY_20409
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @QUARRY_20458 
000A: 47@ += 1 
00D6: if 
0019:   47@ > 2 
004D: jump_if_false @QUARRY_20456 
0006: 47@ = 0 

:QUARRY_20456
086A: NOP 

:QUARRY_20458
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @QUARRY_20585 
008A: $QUARRY_STAGE[0] = 34@ // (int) 
008A: $QUARRY_STAGE[1] = 35@ // (int) 
008A: $QUARRY_STAGE[2] = 46@ // (int) 
0004: $QUARRY_STAGE[3] = 0 
0004: $QUARRY_STAGE[4] = 0 
0004: $QUARRY_STAGE[5] = 0 
0004: $QUARRY_STAGE[6] = 0 
0004: $QUARRY_STAGE[7] = 0 
065D: NOP $QUARRY_STAGE[0] "M_STAGE" 
065D: NOP $QUARRY_STAGE[1] "M_GOALS" 
065D: NOP $QUARRY_STAGE[2] "M_MISSION_TIMER" 

:QUARRY_20585
00D6: if 
0039:   47@ == 2 
004D: jump_if_false @QUARRY_20786 
0004: $QUARRY_STAGE[7] = 0 
0006: 48@ = 0 

:QUARRY_20617
0084: $QUARRY_STAGE(48@,8i) = $8174(48@,7i) // (int) 
0058: $QUARRY_STAGE[7] += $8174(48@,7i) // (int) 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_20617 
065D: NOP $QUARRY_STAGE[0] "ROCKFALL" 
065D: NOP $QUARRY_STAGE[1] "SABOTAGE" 
065D: NOP $QUARRY_STAGE[2] "DESTROY." 
065D: NOP $QUARRY_STAGE[3] "REMOVAL." 
065D: NOP $QUARRY_STAGE[4] "DELIVERY" 
065D: NOP $QUARRY_STAGE[5] "SPILLAGE" 
065D: NOP $QUARRY_STAGE[6] "BURIAL.." 
065D: NOP $QUARRY_STAGE[7] "TOTAL..." 

:QUARRY_20786
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @QUARRY_20808 
0006: 38@ = 1 

:QUARRY_20808
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @QUARRY_20896 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @QUARRY_20871 
0006: 39@ = 1 
0662: printstring "LEVEL_PAUSED" 
0002: jump @QUARRY_20896 

:QUARRY_20871
0006: 39@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:QUARRY_20896
0051: return 

:QUARRY_20898
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @QUARRY_20922 
0006: 36@ = 1 
0051: return 

:QUARRY_20922
00D6: if 
0736:   is_keyboard_key_just_pressed 77 
004D: jump_if_false @QUARRY_20968 
0008: $QUARRY_MISSIONS_PASSED += 1 
0663: printint "MISSIONS_PASSED" $QUARRY_MISSIONS_PASSED 
0051: return 

:QUARRY_20968
00D6: if 
8736:   not is_keyboard_key_just_pressed 74 
004D: jump_if_false @QUARRY_20985 
0051: return 

:QUARRY_20985
0051: return 

:QUARRY_20987
000A: 41@ += 1 
00D6: if 
0019:   41@ > 9 
004D: jump_if_false @QUARRY_21019 
0006: 41@ = 0 

:QUARRY_21019
0051: return 

:QUARRY_21021
01BD: 42@ = current_time_in_ms 
0085: 44@ = 42@ // (int) 
0062: 44@ -= 43@ // (int) 
0085: 43@ = 42@ // (int) 
005A: 46@ += 44@ // (int) 
0051: return 

:QUARRY_21060
000A: 34@ += 1 
0006: 35@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:QUARRY_21090
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @QUARRY_21117 
0001: wait 0 ms 
0002: jump @QUARRY_21090 

:QUARRY_21117
01B4: set_player $PLAYER_CHAR can_move 0 
0001: wait 1000 ms 
016A: fade 0 time 1000 

:QUARRY_21136
00D6: if 
016B:   fading 
004D: jump_if_false @QUARRY_21160 
0001: wait 0 ms 
0002: jump @QUARRY_21136 

:QUARRY_21160
00D6: if 
0038:   $MISSION_QUARRY_PASSED == 0 
004D: jump_if_false @QUARRY_21378 
00D6: if 
0038:   $QUARRY_MISSIONS_PASSED == 0 
004D: jump_if_false @QUARRY_21378 
0006: 50@ = 1 
000E: 50@ -= 1 
0004: $8174(50@,7i) = 211 
0006: 50@ = 2 
000E: 50@ -= 1 
0004: $8174(50@,7i) = 300 
0006: 50@ = 3 
000E: 50@ -= 1 
0004: $8174(50@,7i) = 481 
0006: 50@ = 4 
000E: 50@ -= 1 
0004: $8174(50@,7i) = 241 
0006: 50@ = 5 
000E: 50@ -= 1 
0004: $8174(50@,7i) = 181 
0006: 50@ = 6 
000E: 50@ -= 1 
0004: $8174(50@,7i) = 181 
0006: 50@ = 7 
000E: 50@ -= 1 
0004: $8174(50@,7i) = 481 

:QUARRY_21378
0395: clear_area 0 at $2352 $2353 $2354 radius 1000.0 
03CB: set_rendering_origin_at $2352 $2353 $2354 
00A1: put_actor $PLAYER_ACTOR at $2352 $2353 $2354 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0373: set_camera_directly_behind_player 
0001: wait 500 ms 
008B: 50@ = $QUARRY_MISSIONS_PASSED // (int) 

:QUARRY_21446
00D6: if 
0029:   50@ >= 7 
004D: jump_if_false @QUARRY_21478 
000E: 50@ -= 7 
0002: jump @QUARRY_21446 

:QUARRY_21478
0085: 198@ = 50@ // (int) 
000A: 198@ += 1 
0050: gosub @QUARRY_21635 
0006: 207@ = 0 
014C: set_parked_car_generator $2759 cars_to_generate_to 101 
014C: set_parked_car_generator $2760 cars_to_generate_to 101 
0001: wait 1500 ms 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:QUARRY_21545
00D6: if 
016B:   fading 
004D: jump_if_false @QUARRY_21569 
0001: wait 0 ms 
0002: jump @QUARRY_21545 

:QUARRY_21569
00D6: if 
0038:   $MISSION_QUARRY_PASSED == 1 
004D: jump_if_false @QUARRY_21598 
03E5: show_text_box 'QUAR_H2'  // You are competing against your own best time. Press ~k~~PED_LOOKBEHIND~ to skip this mission.

:QUARRY_21598
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 45@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 35@ = 0 
0051: return 

:QUARRY_21635
0871: init_jump_table 198@ total_jumps 7 default_jump 1 @QUARRY_21796 jumps 1 @QUARRY_21698 2 @QUARRY_21712 3 @QUARRY_21782 4 @QUARRY_21726 5 @QUARRY_21740 6 @QUARRY_21754 7 @QUARRY_21768 

:QUARRY_21698
0050: gosub @QUARRY_22158 
0002: jump @QUARRY_21825 

:QUARRY_21712
0050: gosub @QUARRY_22482 
0002: jump @QUARRY_21825 

:QUARRY_21726
0050: gosub @QUARRY_22957 
0002: jump @QUARRY_21825 

:QUARRY_21740
0050: gosub @QUARRY_23543 
0002: jump @QUARRY_21825 

:QUARRY_21754
0050: gosub @QUARRY_24497 
0002: jump @QUARRY_21825 

:QUARRY_21768
0050: gosub @QUARRY_21827 
0002: jump @QUARRY_21825 

:QUARRY_21782
0050: gosub @QUARRY_25306 
0002: jump @QUARRY_21825 

:QUARRY_21796
0662: printstring "UNKNOWN_QUARRY_MISSION_ID" 

:QUARRY_21825
0051: return 

:QUARRY_21827
0006: 34@ = 1 
0247: load_model #SANCHEZ 
0247: load_model #DOZER 
0247: load_model #DUMPER 
0247: load_model #DEAD_TIED_COP 
0247: load_model #COPBIKE 
0247: load_model #CR_AMMOBOX 
038B: load_requested_models 

:QUARRY_21866
00D6: if or
8248:   not model #SANCHEZ available 
8248:   not model #DOZER available 
8248:   not model #DUMPER available 
8248:   not model #DEAD_TIED_COP available 
8248:   not model #COPBIKE available 
8248:   not model #CR_AMMOBOX available 
004D: jump_if_false @QUARRY_21918 
0001: wait 0 ms 
0002: jump @QUARRY_21866 

:QUARRY_21918
00A5: 86@ = create_car #SANCHEZ at 819.7281 858.3189 11.0469 
0175: set_car 86@ Z_angle_to 291.4761 
00A5: 87@ = create_car #DOZER at 653.1636 879.9844 -42.5799 
0175: set_car 87@ Z_angle_to 119.7783 
00A5: 88@ = create_car #DUMPER at 717.0151 938.3721 -19.7314 
0175: set_car 88@ Z_angle_to 38.1129 
0107: 93@ = create_object #CR_AMMOBOX at 720.5391 922.5157 -19.8436 
0382: set_object 93@ collision_detection 0 
0750: set_object 93@ visibility 0 
0681: attach_object 93@ to_car 88@ with_offset 0.0 -1.7 1.5 rotation 0.0 0.0 0.0 
0107: 92@ = create_object #DEAD_TIED_COP at 606.9487 933.0876 -38.5322 
0392: make_object 92@ moveable 1 
00A5: 89@ = create_car #COPBIKE at 560.3003 844.9364 -13.0258 
03F5: set_car 89@ apply_damage_rules 0 
06D0: enable_emergency_traffic 0 
0051: return 

:QUARRY_22158
0006: 34@ = 5 
0247: load_model #DOZER 
0247: load_model #DYN_QUARRYROCK03 
038B: load_requested_models 

:QUARRY_22177
00D6: if or
8248:   not model #DOZER available 
8248:   not model #DYN_QUARRYROCK03 available 
004D: jump_if_false @QUARRY_22209 
0001: wait 0 ms 
0002: jump @QUARRY_22177 

:QUARRY_22209
00A5: 87@ = create_car #DOZER at 816.4832 845.8509 9.4934 
0175: set_car 87@ Z_angle_to 115.4882 
0006: 50@ = 0 
0107: 94@(50@,7i) = create_object #DYN_QUARRYROCK03 at 771.6403 836.2275 4.8965 
000A: 50@ += 1 
0107: 94@(50@,7i) = create_object #DYN_QUARRYROCK03 at 751.6732 944.9977 4.8593 
000A: 50@ += 1 
0107: 94@(50@,7i) = create_object #DYN_QUARRYROCK03 at 538.9102 985.6403 -8.5887 
000A: 50@ += 1 
0107: 94@(50@,7i) = create_object #DYN_QUARRYROCK03 at 680.5322 963.4501 -13.6607 
000A: 50@ += 1 
0107: 94@(50@,7i) = create_object #DYN_QUARRYROCK03 at 516.8391 928.7185 -27.6183 
000A: 50@ += 1 
0107: 94@(50@,7i) = create_object #DYN_QUARRYROCK03 at 522.6153 828.3048 -27.1838 
000A: 50@ += 1 
0107: 94@(50@,7i) = create_object #DYN_QUARRYROCK03 at 646.7208 752.2311 -12.1482 
0051: return 

:QUARRY_22482
0006: 34@ = 7 
0247: load_model #DOZER 
0247: load_model #KB_BARREL 
038B: load_requested_models 

:QUARRY_22501
00D6: if or
8248:   not model #DOZER available 
8248:   not model #KB_BARREL available 
004D: jump_if_false @QUARRY_22533 
0001: wait 0 ms 
0002: jump @QUARRY_22501 

:QUARRY_22533
00A5: 87@ = create_car #DOZER at 816.4832 845.8509 9.4934 
0175: set_car 87@ Z_angle_to 115.4882 
0006: 50@ = 0 
0107: 101@(50@,10i) = create_object #KB_BARREL at 817.0658 865.5903 11.0469 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 714.5327 920.0583 -19.6787 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 632.2825 895.8612 -43.9534 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 675.7952 841.8704 -43.9609 
0006: 51@ = 2 
000E: 51@ -= 1 
008B: 50@ = $8174(51@,7i) // (int) 
0012: 50@ *= 100 
0006: 48@ = 0 

:QUARRY_22742
0871: init_jump_table 48@ total_jumps 4 default_jump 0 @QUARRY_22930 jumps 0 @QUARRY_22805 1 @QUARRY_22835 2 @QUARRY_22865 3 @QUARRY_22895 -1 @QUARRY_22930 -1 @QUARRY_22930 -1 @QUARRY_22930 

:QUARRY_22805
0085: 174@(48@,4i) = 50@ // (int) 
0012: 174@(48@,4i) *= 3 
0002: jump @QUARRY_22930 

:QUARRY_22835
0085: 174@(48@,4i) = 50@ // (int) 
0012: 174@(48@,4i) *= 6 
0002: jump @QUARRY_22930 

:QUARRY_22865
0085: 174@(48@,4i) = 50@ // (int) 
0012: 174@(48@,4i) *= 8 
0002: jump @QUARRY_22930 

:QUARRY_22895
008B: 174@(48@,4i) = $8174(51@,7i) // (int) 
0012: 174@(48@,4i) *= 1000 
0002: jump @QUARRY_22930 

:QUARRY_22930
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @QUARRY_22742 
06D0: enable_emergency_traffic 0 
0051: return 

:QUARRY_22957
0006: 34@ = 9 
0247: load_model #DUMPER 
0247: load_model #DEAD_TIED_COP 
0247: load_model #SANCHEZ 
0247: load_model #CM_BOX 
0247: load_model #BLACKBAG2 
0247: load_model #DYN_WOODPILE 
0247: load_model #DYN_WOODPILE2 
038B: load_requested_models 

:QUARRY_23001
00D6: if or
8248:   not model #DUMPER available 
8248:   not model #DEAD_TIED_COP available 
8248:   not model #SANCHEZ available 
004D: jump_if_false @QUARRY_23038 
0001: wait 0 ms 
0002: jump @QUARRY_23001 

:QUARRY_23038
00D6: if or
8248:   not model #CM_BOX available 
8248:   not model #BLACKBAG2 available 
8248:   not model #DYN_WOODPILE available 
8248:   not model #DYN_WOODPILE2 available 
004D: jump_if_false @QUARRY_23080 
0001: wait 0 ms 
0002: jump @QUARRY_23038 

:QUARRY_23080
00A5: 88@ = create_car #DUMPER at 355.8632 895.6545 19.399 
0175: set_car 88@ Z_angle_to 342.1892 
00A5: 86@ = create_car #SANCHEZ at 819.7281 858.3189 11.0469 
0175: set_car 86@ Z_angle_to 291.4761 
0006: 50@ = 0 
0107: 111@(50@,3i) = create_object #DEAD_TIED_COP at 355.8632 894.6545 24.2254 
0208: 75@ = random_float_in_ranges 0.0 180.0 
000F: 75@ -= 90.0 
00D6: if 
0023:   0.0 > 75@ 
004D: jump_if_false @QUARRY_23236 
000B: 75@ += 360.0 

:QUARRY_23236
0681: attach_object 111@(50@,3i) to_car 88@ with_offset 0.5 -0.7 0.7 rotation 90.0 75@ 75@ 
000A: 50@ += 1 
0107: 111@(50@,3i) = create_object #DEAD_TIED_COP at 355.8632 895.6545 24.5629 
0208: 75@ = random_float_in_ranges 0.0 180.0 
000F: 75@ -= 90.0 
00D6: if 
0023:   0.0 > 75@ 
004D: jump_if_false @QUARRY_23364 
000B: 75@ += 360.0 

:QUARRY_23364
0681: attach_object 111@(50@,3i) to_car 88@ with_offset -0.5 -1.7 0.73 rotation 90.0 75@ 75@ 
000A: 50@ += 1 
0107: 111@(50@,3i) = create_object #DEAD_TIED_COP at 355.8632 896.6545 24.8877 
0208: 75@ = random_float_in_ranges 0.0 180.0 
000F: 75@ -= 90.0 
00D6: if 
0023:   0.0 > 75@ 
004D: jump_if_false @QUARRY_23492 
000B: 75@ += 360.0 

:QUARRY_23492
0681: attach_object 111@(50@,3i) to_car 88@ with_offset 0.5 -2.7 0.76 rotation 90.0 75@ 75@ 
01EB: set_traffic_density_multiplier_to 3.0 
06D0: enable_emergency_traffic 0 
0051: return 

:QUARRY_23543
0006: 34@ = 12 
0247: load_model #DUMPER 
0247: load_model #KB_BARREL 
038B: load_requested_models 

:QUARRY_23562
00D6: if or
8248:   not model #DUMPER available 
8248:   not model #KB_BARREL available 
004D: jump_if_false @QUARRY_23594 
0001: wait 0 ms 
0002: jump @QUARRY_23562 

:QUARRY_23594
00A5: 88@ = create_car #DUMPER at 816.4832 845.8509 9.4934 
0175: set_car 88@ Z_angle_to 295.4882 
0006: 50@ = 0 
0107: 101@(50@,10i) = create_object #KB_BARREL at 815.4841 846.2587 15.0409 
0681: attach_object 101@(50@,10i) to_car 88@ with_offset 0.5 -0.7 0.9 rotation 90.0 0.0 0.0 
09CA: set_object 101@(50@,10i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 816.6973 844.8737 15.046 
0681: attach_object 101@(50@,10i) to_car 88@ with_offset -0.5 -0.7 0.9 rotation 90.0 0.0 0.0 
09CA: set_object 101@(50@,10i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 814.2406 845.8572 14.9014 
0681: attach_object 101@(50@,10i) to_car 88@ with_offset 0.5 -1.7 0.93 rotation 90.0 0.0 0.0 
09CA: set_object 101@(50@,10i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 815.048 844.0368 14.8892 
0681: attach_object 101@(50@,10i) to_car 88@ with_offset -0.5 -1.7 0.93 rotation 90.0 0.0 0.0 
09CA: set_object 101@(50@,10i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 813.2042 843.0317 14.7114 
0681: attach_object 101@(50@,10i) to_car 88@ with_offset 0.5 -2.7 0.96 rotation 90.0 0.0 0.0 
09CA: set_object 101@(50@,10i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 813.2919 845.4581 14.8038 
0681: attach_object 101@(50@,10i) to_car 88@ with_offset -0.5 -2.7 0.96 rotation 90.0 0.0 0.0 
09CA: set_object 101@(50@,10i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
0006: 50@ = 0 
0107: 122@(50@,3i) = create_object #CR_AMMOBOX at 815.4841 846.2587 15.0409 
0382: set_object 122@(50@,3i) collision_detection 0 
0750: set_object 122@(50@,3i) visibility 0 
0681: attach_object 122@(50@,3i) to_car 88@ with_offset -1.0 -5.0 0.3 rotation 0.0 0.0 0.0 
000A: 50@ += 1 
0107: 122@(50@,3i) = create_object #CR_AMMOBOX at 816.6973 844.8737 15.046 
0382: set_object 122@(50@,3i) collision_detection 0 
0750: set_object 122@(50@,3i) visibility 0 
0681: attach_object 122@(50@,3i) to_car 88@ with_offset 0.0 -5.0 0.3 rotation 0.0 0.0 0.0 
000A: 50@ += 1 
0107: 122@(50@,3i) = create_object #CR_AMMOBOX at 815.048 844.0368 14.8892 
0382: set_object 122@(50@,3i) collision_detection 0 
0750: set_object 122@(50@,3i) visibility 0 
0681: attach_object 122@(50@,3i) to_car 88@ with_offset 1.0 -5.0 0.3 rotation 0.0 0.0 0.0 
06D0: enable_emergency_traffic 0 
0051: return 

:QUARRY_24497
0006: 34@ = 14 
0247: load_model #DOZER 
0247: load_model #KB_BARREL 
0247: load_model #STREAK 
0247: load_model #STREAKC 
038B: load_requested_models 

:QUARRY_24526
00D6: if or
8248:   not model #DOZER available 
8248:   not model #KB_BARREL available 
8248:   not model #STREAK available 
8248:   not model #STREAKC available 
004D: jump_if_false @QUARRY_24568 
0001: wait 0 ms 
0002: jump @QUARRY_24526 

:QUARRY_24568
00A5: 87@ = create_car #DOZER at 816.4832 845.8509 9.4934 
0175: set_car 87@ Z_angle_to 295.4882 
06D8: 90@ = create_train_at 832.5291 2669.716 19.8594 type 11 direction 0 
06DC: set_train 90@ acc 0.0 
06DD: set_train 90@ speed 0.0 
0107: 121@ = create_object #CR_AMMOBOX at 816.4832 848.8509 9.4934 
0382: set_object 121@ collision_detection 0 
0750: set_object 121@ visibility 0 
0681: attach_object 121@ to_car 90@ with_offset 0.0 9.0 -1.8 rotation 0.0 0.0 0.0 
0006: 50@ = 0 
0107: 101@(50@,10i) = create_object #KB_BARREL at 744.1446 1583.6 7.5408 
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 0.0 0.0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 743.0427 1602.768 7.1368 
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 78.0 0.0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 743.5758 1616.749 6.8536 
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 64.0 0.0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 742.6569 1653.42 6.158 
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 36.0 0.0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 743.8057 1671.523 5.8467 
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 14.0 0.0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 742.5768 1700.305 5.4186 
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 128.0 0.0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 743.4429 1730.141 5.0731 
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 96.0 0.0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 742.0187 1765.321 4.6566 
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 65.0 0.0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 742.176 1812.375 4.3281 
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 170.0 0.0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 742.7178 1869.991 4.3281 
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 143.0 0.0 
06D7: enable_train_traffic 0 
0051: return 

:QUARRY_25306
0006: 34@ = 16 
0247: load_model #DUMPER 
0247: load_model #BMYBE 
0247: load_model #CR_GUNCRATE 
038B: load_requested_models 

:QUARRY_25329
00D6: if or
8248:   not model #DUMPER available 
8248:   not model #BMYBE available 
8248:   not model #CR_GUNCRATE available 
004D: jump_if_false @QUARRY_25365 
0001: wait 0 ms 
0002: jump @QUARRY_25329 

:QUARRY_25365
00A5: 88@ = create_car #DUMPER at 816.4832 845.8509 9.4934 
0175: set_car 88@ Z_angle_to 295.4882 
00A5: 91@ = create_car #DUMPER at 812.4955 1144.567 27.3445 
0175: set_car 91@ Z_angle_to 116.9096 
020A: set_car 91@ door_status_to 2 
0129: 85@ = create_actor_pedtype 4 model #BMYBE in_car 91@ driverseat 
0006: 50@ = 0 
0107: 94@(50@,7i) = create_object #CR_GUNCRATE at 815.4841 846.2587 15.0409 
0681: attach_object 94@(50@,7i) to_car 91@ with_offset 0.5 -0.7 0.7 rotation 90.0 0.0 0.0 
000A: 50@ += 1 
0107: 94@(50@,7i) = create_object #CR_GUNCRATE at 816.6973 844.8737 15.046 
0681: attach_object 94@(50@,7i) to_car 91@ with_offset -0.5 -0.7 0.7 rotation 90.0 0.0 0.0 
000A: 50@ += 1 
0107: 94@(50@,7i) = create_object #CR_GUNCRATE at 814.2406 845.8572 14.9014 
0681: attach_object 94@(50@,7i) to_car 91@ with_offset 0.5 -1.7 0.73 rotation 90.0 0.0 0.0 
000A: 50@ += 1 
0107: 94@(50@,7i) = create_object #CR_GUNCRATE at 815.048 844.0368 14.8892 
0681: attach_object 94@(50@,7i) to_car 91@ with_offset -0.5 -1.7 0.73 rotation 90.0 0.0 0.0 
000A: 50@ += 1 
0107: 94@(50@,7i) = create_object #CR_GUNCRATE at 813.2042 843.0317 14.7114 
0681: attach_object 94@(50@,7i) to_car 91@ with_offset 0.5 -2.7 0.76 rotation 90.0 0.0 0.0 
000A: 50@ += 1 
0107: 94@(50@,7i) = create_object #CR_GUNCRATE at 813.2919 845.4581 14.8038 
0681: attach_object 94@(50@,7i) to_car 91@ with_offset -0.5 -2.7 0.76 rotation 90.0 0.0 0.0 
06D0: enable_emergency_traffic 0 
0051: return 

:QUARRY_25912
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
03EB: clear_small_messages_only 
0871: init_jump_table 45@ total_jumps 14 default_jump 0 @QUARRY_26380 jumps 1 @QUARRY_26081 2 @QUARRY_26104 3 @QUARRY_26127 4 @QUARRY_26150 5 @QUARRY_26173 6 @QUARRY_26196 7 @QUARRY_26219 
0872: jump_table_jumps 8 @QUARRY_26242 9 @QUARRY_26265 10 @QUARRY_26058 11 @QUARRY_26288 12 @QUARRY_26311 13 @QUARRY_26334 14 @QUARRY_26357 -1 @QUARRY_26380 -1 @QUARRY_26380 

:QUARRY_26058
00BC: show_text_highpriority GXT 'QUAR_F0' time 5000 flag 1  // ~r~Missed deadline.
0002: jump @QUARRY_26380 

:QUARRY_26081
00BC: show_text_highpriority GXT 'QUAR_F1' time 5000 flag 1  // ~r~Dozer destroyed.
0002: jump @QUARRY_26380 

:QUARRY_26104
00BC: show_text_highpriority GXT 'QUAR_F2' time 5000 flag 1  // ~r~Dumper destroyed.
0002: jump @QUARRY_26380 

:QUARRY_26127
00BC: show_text_highpriority GXT 'QUAR_F3' time 5000 flag 1  // ~r~You dropped your load!
0002: jump @QUARRY_26380 

:QUARRY_26150
00BC: show_text_highpriority GXT 'QUAR_F4' time 5000 flag 1  // ~r~The cops have arrived.
0002: jump @QUARRY_26380 

:QUARRY_26173
00BC: show_text_highpriority GXT 'QUAR_F5' time 5000 flag 1  // ~r~The delivery trucks have arrived.
0002: jump @QUARRY_26380 

:QUARRY_26196
00BC: show_text_highpriority GXT 'QUAR_F6' time 5000 flag 1  // ~r~The bomb exploded.
0002: jump @QUARRY_26380 

:QUARRY_26219
00BC: show_text_highpriority GXT 'QUAR_F7' time 5000 flag 1  // ~r~Too close.
0002: jump @QUARRY_26380 

:QUARRY_26242
00BC: show_text_highpriority GXT 'QUAR_F8' time 5000 flag 1  // ~r~You've dropped the bodies.
0002: jump @QUARRY_26380 

:QUARRY_26265
00BC: show_text_highpriority GXT 'QUAR_F9' time 5000 flag 1  // ~r~The barrels have exploded.
0002: jump @QUARRY_26380 

:QUARRY_26288
00BC: show_text_highpriority GXT 'QUAR_FA' time 5000 flag 1  // ~r~Explosives on track.
0002: jump @QUARRY_26380 

:QUARRY_26311
00BC: show_text_highpriority GXT 'QUAR_FB' time 5000 flag 1  // ~r~Train destroyed.
0002: jump @QUARRY_26380 

:QUARRY_26334
00BC: show_text_highpriority GXT 'QUAR_FC' time 5000 flag 1  // ~r~Too far away.
0002: jump @QUARRY_26380 

:QUARRY_26357
00BC: show_text_highpriority GXT 'QUAR_FD' time 5000 flag 1  // ~r~Bombers reached safety.
0002: jump @QUARRY_26380 

:QUARRY_26380
0051: return 

:QUARRY_26382
00D6: if 
0039:   207@ == 0 
004D: jump_if_false @QUARRY_26423 
0085: 50@ = 46@ // (int) 
0062: 50@ -= 206@ // (int) 
0002: jump @QUARRY_26439 

:QUARRY_26423
0085: 50@ = 207@ // (int) 
0062: 50@ -= 206@ // (int) 

:QUARRY_26439
0085: 51@ = 50@ // (int) 
0016: 51@ /= 1000 
0085: 52@ = 51@ // (int) 
0012: 52@ *= 1000 
0062: 50@ -= 52@ // (int) 
00D6: if 
0019:   50@ > 50 
004D: jump_if_false @QUARRY_26504 
000A: 51@ += 1 

:QUARRY_26504
0006: 293@ = 0 
0006: 294@ = 0 
00D6: if 
003C:   $8174($QUARRY_MISSIONS_PASSED,7i) == 51@ // (int) 
004D: jump_if_false @QUARRY_26555 
0006: 293@ = 1 
0002: jump @QUARRY_26585 

:QUARRY_26555
00D6: if 
001E:   $8174($QUARRY_MISSIONS_PASSED,7i) > 51@ // (int) 
004D: jump_if_false @QUARRY_26585 
0006: 294@ = 1 

:QUARRY_26585
00D6: if 
0039:   294@ == 1 
004D: jump_if_false @QUARRY_26615 
008A: $8174($QUARRY_MISSIONS_PASSED,7i) = 51@ // (int) 

:QUARRY_26615
00D6: if and
0038:   $MISSION_QUARRY_PASSED == 1 
0039:   294@ == 1 
004D: jump_if_false @QUARRY_26686 
0085: 208@ = 51@ // (int) 
0016: 208@ /= 60 
0085: 50@ = 208@ // (int) 
0012: 50@ *= 60 
0085: 209@ = 51@ // (int) 
0062: 209@ -= 50@ // (int) 

:QUARRY_26686
0006: 50@ = 0 
00D6: if 
0038:   $MISSION_QUARRY_PASSED == 1 
004D: jump_if_false @QUARRY_26751 
0006: 48@ = 0 

:QUARRY_26718
005C: 50@ += $8174(48@,7i) // (int) 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_26718 

:QUARRY_26751
0629: change_integer_stat 202 to 50@ 
00D6: if and
0038:   $MISSION_QUARRY_PASSED == 1 
0039:   294@ == 1 
004D: jump_if_false @QUARRY_26830 
0085: 210@ = 50@ // (int) 
0016: 210@ /= 60 
0085: 51@ = 210@ // (int) 
0012: 51@ *= 60 
0085: 211@ = 50@ // (int) 
0062: 211@ -= 51@ // (int) 

:QUARRY_26830
0008: $QUARRY_MISSIONS_PASSED += 1 
00D6: if 
0038:   $MISSION_QUARRY_PASSED == 0 
004D: jump_if_false @QUARRY_27101 
0871: init_jump_table $QUARRY_MISSIONS_PASSED total_jumps 7 default_jump 0 @QUARRY_27023 jumps 1 @QUARRY_26918 2 @QUARRY_26933 3 @QUARRY_26948 4 @QUARRY_26963 5 @QUARRY_26978 6 @QUARRY_26993 7 @QUARRY_27008 

:QUARRY_26918
0006: 50@ = 500 
0002: jump @QUARRY_27023 

:QUARRY_26933
0006: 50@ = 1000 
0002: jump @QUARRY_27023 

:QUARRY_26948
0006: 50@ = 2000 
0002: jump @QUARRY_27023 

:QUARRY_26963
0006: 50@ = 3000 
0002: jump @QUARRY_27023 

:QUARRY_26978
0006: 50@ = 5000 
0002: jump @QUARRY_27023 

:QUARRY_26993
0006: 50@ = 7500 
0002: jump @QUARRY_27023 

:QUARRY_27008
0006: 50@ = 10000 
0002: jump @QUARRY_27023 

:QUARRY_27023
00D6: if 
0038:   $QUARRY_MISSIONS_PASSED == 7 
004D: jump_if_false @QUARRY_27067 
01E3: show_text_1number_styled GXT 'M_PASS' number 50@ time 3000 style 1  // MISSION PASSED!~n~~w~$~1~
0002: jump @QUARRY_27086 

:QUARRY_27067
01E3: show_text_1number_styled GXT 'M_PASS' number 50@ time 5000 style 1  // MISSION PASSED!~n~~w~$~1~

:QUARRY_27086
0109: player $PLAYER_CHAR money = 50@ 
0002: jump @QUARRY_27206 

:QUARRY_27101
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
00D6: if 
0039:   293@ == 1 
004D: jump_if_false @QUARRY_27160 
00BC: show_text_highpriority GXT 'QUAR_P5' time 5000 flag 1  // ~s~You equaled your best time!
0002: jump @QUARRY_27206 

:QUARRY_27160
00D6: if 
0039:   294@ == 1 
004D: jump_if_false @QUARRY_27206 
0303: show_text_4numbers_highpriority GXT 'QUAR_P6' numbers 208@ 209@ 210@ 211@ time 10000 flag 1  // ~s~You set a new best time - ~1~m ~1~s. The quarry missions have now been completed in ~1~m ~1~s.

:QUARRY_27206
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
0038:   $MISSION_QUARRY_PASSED == 0 
004D: jump_if_false @QUARRY_27487 
00D6: if 
0038:   $QUARRY_MISSIONS_PASSED == 1 
004D: jump_if_false @QUARRY_27270 
00BC: show_text_highpriority GXT 'QUAR_P1' time 5000 flag 1  // ~s~You have completed your first quarry mission. Return to the site office for more.
0002: jump @QUARRY_27480 

:QUARRY_27270
00D6: if 
0038:   $QUARRY_MISSIONS_PASSED == 7 
004D: jump_if_false @QUARRY_27461 
0595: mission_complete 
030C: progress_made = 1 
0394: play_music 2 
0004: $MISSION_QUARRY_PASSED = 1 
0004: $QUARRY_MISSIONS_PASSED = 0 
00BA: show_text_styled GXT 'QUAR_P2' time 4000 style 4  // Quarry Complete!
0006: 50@ = 0 
00D6: if 
0038:   $MISSION_QUARRY_PASSED == 1 
004D: jump_if_false @QUARRY_27393 
0006: 48@ = 0 

:QUARRY_27360
005C: 50@ += $8174(48@,7i) // (int) 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_27360 

:QUARRY_27393
0629: change_integer_stat 202 to 50@ 
0085: 210@ = 50@ // (int) 
0016: 210@ /= 60 
0085: 51@ = 210@ // (int) 
0012: 51@ *= 60 
0085: 211@ = 50@ // (int) 
0062: 211@ -= 51@ // (int) 
0006: 295@ = 1 
0002: jump @QUARRY_27480 

:QUARRY_27461
01E5: show_text_1number_highpriority GXT 'QUAR_P4' number $QUARRY_MISSIONS_PASSED time 5000 flag 1  // ~s~~1~ quarry missions complete.

:QUARRY_27480
0002: jump @QUARRY_27512 

:QUARRY_27487
00D6: if 
0038:   $QUARRY_MISSIONS_PASSED == 7 
004D: jump_if_false @QUARRY_27512 
0004: $QUARRY_MISSIONS_PASSED = 0 

:QUARRY_27512
00D6: if 
0038:   $MISSION_QUARRY_PASSED == 1 
004D: jump_if_false @QUARRY_27544 
014C: set_parked_car_generator $2759 cars_to_generate_to 101 
014C: set_parked_car_generator $2760 cars_to_generate_to 101 

:QUARRY_27544
0051: return 

:QUARRY_27546
01C3: remove_references_to_car 86@ 
01C3: remove_references_to_car 87@ 
01C3: remove_references_to_car 88@ 
01C3: remove_references_to_car 89@ 
01C3: remove_references_to_car 91@ 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 92@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 93@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 121@ // This object will now disappear when the player looks away 
07BE: remove_references_to_train 90@ 
0006: 48@ = 0 

:QUARRY_27603
01C4: remove_references_to_object 94@(48@,7i) // This object will now disappear when the player looks away 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_27603 
0006: 48@ = 0 

:QUARRY_27640
01C4: remove_references_to_object 101@(48@,10i) // This object will now disappear when the player looks away 
000A: 48@ += 1 
0029:   48@ >= 10 
004D: jump_if_false @QUARRY_27640 
0006: 48@ = 0 

:QUARRY_27677
01C4: remove_references_to_object 111@(48@,3i) // This object will now disappear when the player looks away 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @QUARRY_27677 
0006: 48@ = 0 

:QUARRY_27714
01C4: remove_references_to_object 114@(48@,7i) // This object will now disappear when the player looks away 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_27714 
0006: 48@ = 0 

:QUARRY_27751
01C4: remove_references_to_object 122@(48@,3i) // This object will now disappear when the player looks away 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @QUARRY_27751 
0006: 48@ = 0 

:QUARRY_27788
06D6: disable_racing_checkpoint 190@(48@,7i) 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_27788 
06D6: disable_racing_checkpoint 197@ 
0164: disable_marker 125@ 
0164: disable_marker 126@ 
0164: disable_marker 128@ 
0164: disable_marker 130@ 
0164: disable_marker 129@ 
0164: disable_marker 131@ 
0164: disable_marker 132@ 
0164: disable_marker 140@ 
0164: disable_marker 141@ 
0164: disable_marker 152@ 
0164: disable_marker 127@ 
0006: 48@ = 0 

:QUARRY_27885
0164: disable_marker 133@(48@,7i) 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_27885 
0006: 48@ = 0 

:QUARRY_27922
0164: disable_marker 142@(48@,10i) 
000A: 48@ += 1 
0029:   48@ >= 10 
004D: jump_if_false @QUARRY_27922 
014F: stop_timer $8172 
0151: remove_status_text $8173 
0986: remove_references_to_all_fires 
00D6: if 
0039:   262@ == 1 
004D: jump_if_false @QUARRY_27984 
03E6: remove_text_box 

:QUARRY_27984
0249: release_model #SANCHEZ 
0249: release_model #DOZER 
0249: release_model #DUMPER 
0249: release_model #DYN_QUARRYROCK02 
0249: release_model #DEAD_TIED_COP 
0249: release_model #DYN_QUARRYROCK03 
0249: release_model #COPBIKE 
0249: release_model #CR_AMMOBOX 
0249: release_model #KB_BARREL 
0249: release_model #STREAK 
0249: release_model #STREAKC 
0249: release_model #BMYBE 
0249: release_model #CR_GUNCRATE 
0249: release_model #CM_BOX 
0249: release_model #BLACKBAG2 
0249: release_model #DYN_WOODPILE 
0249: release_model #DYN_WOODPILE2 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
06D0: enable_emergency_traffic 1 
06D7: enable_train_traffic 1 
00D6: if 
0039:   283@ == 1 
004D: jump_if_false @QUARRY_28307 
091D: remove_forbidden_for_boats_cube_cornerA 256.6312 734.7498 4.0053 cornerB 343.9576 765.6713 6.4852 
091D: remove_forbidden_for_boats_cube_cornerA 291.2253 762.6765 4.0625 cornerB 354.4869 784.4223 6.6101 
091D: remove_forbidden_for_boats_cube_cornerA -149.9865 460.067 4.9719 cornerB -119.7325 530.4155 12.4813 
091D: remove_forbidden_for_boats_cube_cornerA -100.9858 1190.38 16.1736 cornerB 97.0928 1205.202 19.9344 
091D: remove_forbidden_for_boats_cube_cornerA -124.9028 1209.581 14.6519 cornerB -108.1954 1243.821 19.8554 
091D: remove_forbidden_for_boats_cube_cornerA -113.2273 1246.477 11.3781 cornerB -84.1825 1268.751 17.5621 

:QUARRY_28307
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
0004: $ONMISSION = 0 
0004: $411 = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 119---------------
// Originally: Boat School

:BOAT
03A4: name_thread 'BOAT' 
0050: gosub @BOAT_416 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @BOAT_38 
0050: gosub @BOAT_37691 

:BOAT_38
0050: gosub @BOAT_37809 
004E: end_thread 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @BOAT_416 
00D6: if 
0039:   36@ == 13 
004D: jump_if_false @BOAT_416 
00A5: 37@ = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: 46@ = create_car #CHEETAH at 5.0 5.0 10.0 
009A: 47@ = create_actor_pedtype 24 model #OMOBOAT at 20.0 20.0 20.0 
009A: 39@ = create_actor_pedtype 24 model #OMOBOAT at 30.0 30.0 20.0 
009A: 42@ = create_actor_pedtype 24 model #OMOBOAT at 30.0 30.0 20.0 
009A: 43@ = create_actor_pedtype 24 model #OMOBOAT at 30.0 30.0 20.0 
00A5: 40@ = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: 41@ = create_car #CHEETAH at 0.0 0.0 0.0 
009A: 45@ = create_actor_pedtype 24 model #OMOBOAT at 30.0 30.0 20.0 
00A5: 44@ = create_car #CHEETAH at 0.0 0.0 0.0 
0006: 156@ = 0 

:BOAT_330
00D6: if 
001B:   13 > 156@ 
004D: jump_if_false @BOAT_416 
029B: 56@(156@,50i) = init_object #BOUY at 0.0 0.0 100.0 
029B: 106@(156@,50i) = init_object #WATERJUMP1 at 0.0 0.0 150.0 
000A: 156@ += 1 
0002: jump @BOAT_330 

:BOAT_416
0004: $ONMISSION = 1 
00D6: if 
0038:   $MISSION_BOAT_SCHOOL_PASSED == 0 
004D: jump_if_false @BOAT_443 
0317: increment_mission_attempts 

:BOAT_443
054C: use_GXT_table 'BOAT' 
08F8: display_stat_update_box 1 
09B9: show_entered_car_name 1 
09BA: show_entered_zone_name 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BOAT_489 
0501: set_player $PLAYER_CHAR driveby_mode 0 

:BOAT_489
0001: wait 0 ms 
0006: 249@ = 0 
0006: 251@ = 0 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 248@ = 0 
0006: 36@ = 0 
0004: $8189 = 1 
0007: 182@ = -2215.58 
0007: 183@ = 2391.7 
0007: 184@ = 3.965 
0007: 174@ = -2185.335 
0007: 175@ = 2410.409 
0007: 176@ = 3.9752 
0007: 177@ = 122.2585 
0007: 178@ = -2216.327 
0007: 179@ = 2393.209 
0007: 180@ = 3.9 
0007: 181@ = 238.0 
0006: 55@ = 0 
0006: 158@ = 0 
0006: 159@ = 0 
0006: 160@ = 0 
0006: 161@ = 0 
0006: 162@ = 0 
0004: $8195 = 0 
0004: $8196 = 0 
0006: 169@ = 0 
0006: 232@ = 0 
0007: 192@ = 0.0 
0007: 193@ = 0.0 
0007: 194@ = 0.0 
0006: 212@ = 12000 
0006: 213@ = 12000 
0006: 214@ = 10500 
0006: 215@ = 9700 
0006: 216@ = 40000 
0006: 217@ = 40000 
0006: 218@ = 37000 
0006: 219@ = 33000 
0006: 220@ = 120000 
0006: 221@ = 120000 
0006: 222@ = 85000 
0006: 223@ = 80000 
0006: 224@ = 55 
0006: 225@ = 55 
0006: 226@ = 63 
0006: 227@ = 67 
0006: 228@ = 180000 
0006: 229@ = 180000 
0006: 230@ = 150000 
0006: 231@ = 130000 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
0247: load_model #OMOBOAT 
0247: load_model #DINGHY 
0247: load_model #POLMAV 
0247: load_model #COASTG 
0247: load_model #MARQUIS 
0247: load_model #TROPIC 
0247: load_model #VORTEX 
038B: load_requested_models 

:BOAT_981
00D6: if or
8248:   not model #OMOBOAT available 
8248:   not model #DINGHY available 
8248:   not model #POLMAV available 
8248:   not model #COASTG available 
004D: jump_if_false @BOAT_1023 
0001: wait 0 ms 
0002: jump @BOAT_981 

:BOAT_1023
00D6: if or
8248:   not model #MARQUIS available 
8248:   not model #TROPIC available 
8248:   not model #VORTEX available 
004D: jump_if_false @BOAT_1060 
0001: wait 0 ms 
0002: jump @BOAT_1023 

:BOAT_1060
0390: load_txd_dictionary 'LD_DRV' 
038F: load_texture "BRONZE" as 1 // Load dictionary with 0390 first 
038F: load_texture "SILVER" as 2 // Load dictionary with 0390 first 
038F: load_texture "GOLD" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIBB" as 4 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 5 // Load dictionary with 0390 first 
038F: load_texture "NAWARD" as 6 // Load dictionary with 0390 first 
038F: load_texture "RIBBW" as 7 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 8 // Load dictionary with 0390 first 
038F: load_texture "TVBASE" as 9 // Load dictionary with 0390 first 
00A1: put_actor $PLAYER_ACTOR at 174@ 175@ 176@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 177@ 
04D8: set_actor $PLAYER_ACTOR drowns_in_water 0 
009A: 38@ = create_actor_pedtype 24 model #OMOBOAT at 178@ 179@ 180@ 
0173: set_actor 38@ Z_angle_to 181@ 
0568: set_actor 38@ untargetable 1 
00D6: if 
0038:   $8190 == 0 
004D: jump_if_false @BOAT_1262 
0004: $8190 = 50 

:BOAT_1262
0001: wait 0 ms 
00D6: if 
0038:   $8190 == 50 
004D: jump_if_false @BOAT_1316 
0002: jump @BOAT_1323 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @BOAT_1316 
03E6: remove_text_box 
0002: jump @BOAT_37691 

:BOAT_1316
0002: jump @BOAT_1262 

:BOAT_1323
0826: enable_hud 0 
0581: enable_radar 0 
01B4: set_player $PLAYER_CHAR can_move 0 
03E6: remove_text_box 
00BE: text_clear_all 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0050: gosub @BOAT_19792 
0004: $8191 = 0 
0004: $8192 = 0 
03F0: enable_text_draw 1 
0004: $8194 = 255 
0004: $8193 = 2 
00D6: if 
001A:   6 > $1962 
004D: jump_if_false @BOAT_1422 
0084: $8189 = $1962 // (int) 

:BOAT_1422
0050: gosub @BOAT_25116 
0826: enable_hud 0 
0581: enable_radar 0 
04BB: select_interior 0 
016A: fade 1 time 500 

:BOAT_1448
0001: wait 0 ms 
0050: gosub @BOAT_25116 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @BOAT_1491 
03CF: load_wav 3800 as 3 
0006: 34@ = 1 

:BOAT_1491
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @BOAT_1531 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @BOAT_1531 
0006: 34@ = 2 

:BOAT_1531
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @BOAT_1560 
03D1: play_wav 3 
0006: 34@ = 3 

:BOAT_1560
01B6: set_weather 13 
00C0: set_current_time_hours_to 12 minutes_to 50 
097A: play_audio_at 0.0 0.0 0.0 event 1000 
00D6: if 
0038:   $8192 == 0 
004D: jump_if_false @BOAT_2122 
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
00D6: if or
001A:   -100 > $MOVE_AXIS_X 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @BOAT_1698 
00D6: if 
0018:   $1962 > 1 
004D: jump_if_false @BOAT_1698 
000C: $8189 -= 1 
00D6: if 
001A:   4 > $8191 
004D: jump_if_false @BOAT_1698 
0004: $8191 = 3 

:BOAT_1698
00D6: if or
0018:   $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @BOAT_1772 
00D6: if 
0018:   $1962 > 1 
004D: jump_if_false @BOAT_1772 
0008: $8189 += 1 
00D6: if 
001A:   4 > $8191 
004D: jump_if_false @BOAT_1772 
0004: $8191 = 3 

:BOAT_1772
00D6: if 
001A:   1 > $8189 
004D: jump_if_false @BOAT_1798 
0084: $8189 = $1962 // (int) 

:BOAT_1798
00D6: if 
001C:   $8189 > $1962 // (int) 
004D: jump_if_false @BOAT_1824 
0004: $8189 = 1 

:BOAT_1824
00D6: if 
0018:   $1962 > 1 
004D: jump_if_false @BOAT_2016 

:BOAT_1842
00D6: if 
001A:   -100 > $MOVE_AXIS_X 
004D: jump_if_false @BOAT_1894 
0001: wait 0 ms 
0050: gosub @BOAT_25116 
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
0002: jump @BOAT_1842 

:BOAT_1894
00D6: if 
0018:   $MOVE_AXIS_X > 100 
004D: jump_if_false @BOAT_1946 
0001: wait 0 ms 
0050: gosub @BOAT_25116 
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
0002: jump @BOAT_1894 

:BOAT_1946
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @BOAT_1981 
0001: wait 0 ms 
0050: gosub @BOAT_25116 
0002: jump @BOAT_1946 

:BOAT_1981
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @BOAT_2016 
0001: wait 0 ms 
0050: gosub @BOAT_25116 
0002: jump @BOAT_1981 

:BOAT_2016
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BOAT_2076 
00D6: if 
001A:   4 > $8191 
004D: jump_if_false @BOAT_2058 
0004: $8191 = 3 

:BOAT_2058
040D: unload_wav 3 
0006: 34@ = 0 
0002: jump @BOAT_2136 

:BOAT_2076
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @BOAT_2098 
0004: $1962 = 5 

:BOAT_2098
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BOAT_2122 
0002: jump @BOAT_37691 

:BOAT_2122
0050: gosub @BOAT_32194 
0002: jump @BOAT_1448 

:BOAT_2136
016A: fade 0 time 500 

:BOAT_2143
00D6: if 
016B:   fading 
004D: jump_if_false @BOAT_2174 
0001: wait 0 ms 
0050: gosub @BOAT_25116 
0002: jump @BOAT_2143 

:BOAT_2174
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2195 
05EC: release_car 37@ from_path 

:BOAT_2195
02EB: restore_camera_with_jumpcut 
00A6: destroy_car 37@ 
00A6: destroy_car 46@ 
009B: destroy_actor 47@ 
009B: destroy_actor 39@ 
0050: gosub @BOAT_37625 
0004: $8191 = 5 
0826: enable_hud 1 
0581: enable_radar 1 
00D6: if 
0038:   $8189 == 1 
004D: jump_if_false @BOAT_3803 

:BOAT_2257
0050: gosub @BOAT_34020 

:BOAT_2264
01B4: set_player $PLAYER_CHAR can_move 1 
0050: gosub @BOAT_19792 
00A5: 46@ = create_car #POLMAV at -3303.627 2105.29 200.0 
009B: destroy_actor 47@ 
0129: 47@ = create_actor_pedtype 24 model #OMOBOAT in_car 46@ driverseat 
0006: 248@ = 0 
0687: clear_actor 47@ task 
0825: set_helicopter 46@ instant_rotor_start 
00AD: set_car 46@ max_speed_to 250.0 
04A2: set_heli 46@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 
00A5: 37@ = create_car #COASTG at -2323.627 2105.29 0.0 
0229: set_car 37@ primary_color_to 1 secondary_color_to 114 
0175: set_car 37@ Z_angle_to 90.0 
0129: 39@ = create_actor_pedtype 24 model #OMOBOAT in_car 37@ driverseat 
0050: gosub @BOAT_34197 
00D6: if 
0038:   $8191 == 0 
004D: jump_if_false @BOAT_2488 
067A: put_camera_on_car 46@ with_offset 10.0 10.0 0.0 point_to_car 37@ tilt 0.0 switchstyle 2 
0051: return 

:BOAT_2488
0050: gosub @BOAT_33612 
03E5: show_text_box 'BOAT_H2'  // Press ~k~~VEHICLE_ENTER_EXIT~ to quit test.
01B4: set_player $PLAYER_CHAR can_move 1 
0188: 52@ = create_marker_above_object 56@ 
0188: 51@ = create_marker_above_object 57@ 
0188: 53@ = create_marker_above_object 62@ 
0188: 54@ = create_marker_above_object 63@ 
0165: set_marker 52@ color_to 4 
0165: set_marker 51@ color_to 4 
0165: set_marker 53@ color_to 4 
0165: set_marker 54@ color_to 4 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2637 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
0087: 192@ = 185@ // (float) 
000F: 192@ -= 195.0 
0087: 193@ = 186@ // (float) 
0087: 194@ = 187@ // (float) 

:BOAT_2637
0001: wait 0 ms 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @BOAT_2731 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2731 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
000F: 185@ -= 150.0 
000F: 186@ -= 150.0 
04A2: set_heli 46@ fly_to 185@ 186@ 187@ altitude_between 120.0 and 120.0 

:BOAT_2731
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BOAT_2762 
0006: 164@ = 2 
0002: jump @BOAT_3743 

:BOAT_2762
0050: gosub @BOAT_20340 
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @BOAT_2794 
0002: jump @BOAT_37691 

:BOAT_2794
00D6: if 
0039:   158@ == 0 
004D: jump_if_false @BOAT_2971 
00BC: show_text_highpriority GXT 'BOAT_A4' time 5000 flag 1  // ~s~Hold ~k~~VEHICLE_ACCELERATE~ to throttle forward and bring the boat to rest within the parallel ~y~buoys~s~ region.
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2852 
0227: 250@ = car 37@ health 

:BOAT_2852
00D6: if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @BOAT_2971 
0971: sync_water 
0085: 211@ = 215@ // (int) 
0085: 210@ = 214@ // (int) 
0085: 209@ = 213@ // (int) 
0006: 158@ = 1 
0004: $8197 = 0 
014F: stop_timer $8197 
03C3: set_timer_to $8197 type 0 GXT 'BOAT_T1' // global_variable  // time
01BB: store_object 56@ position_to 198@ 199@ 200@ 
01BB: store_object 57@ position_to 195@ 196@ 197@ 
0006: 32@ = 0 

:BOAT_2971
00D6: if 
0039:   158@ == 1 
004D: jump_if_false @BOAT_3267 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_3221 
02E3: 49@ = car 37@ speed 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle -30.0 sphere 0 in_car 
004D: jump_if_false @BOAT_3110 
00BC: show_text_highpriority GXT 'BOAT_32' time 4000 flag 1  // ~s~In stopping region
00D6: if 
0023:   7.0 > 49@ 
004D: jump_if_false @BOAT_3110 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BOAT_33' time 4000 flag 1  // ~s~Finished!
0006: 158@ = 99 

:BOAT_3110
00D6: if 
0019:   32@ > 4500 
004D: jump_if_false @BOAT_3166 
00D6: if 
85F8:   not actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle -30.0 sphere 0 in_car 
004D: jump_if_false @BOAT_3166 
00BE: text_clear_all 

:BOAT_3166
00D6: if 
0039:   248@ == 0 
004D: jump_if_false @BOAT_3221 
00D6: if 
0019:   32@ > 4500 
004D: jump_if_false @BOAT_3221 
0006: 248@ = 1 
03E5: show_text_box 'BOAT_A5'  // ~s~Hold ~k~~VEHICLE_BRAKE~ to apply reverse throttle.

:BOAT_3221
00D6: if 
0018:   $8197 > 60000 
004D: jump_if_false @BOAT_3267 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BOAT_34' time 4000 flag 1  // ~r~Time over!
0006: 158@ = 99 

:BOAT_3267
00D6: if 
0039:   158@ == 99 
004D: jump_if_false @BOAT_3796 
0050: gosub @BOAT_20088 
0050: gosub @BOAT_20416 
00D6: if 
001E:   $1963 > 168@ // (int) 
004D: jump_if_false @BOAT_3505 
008B: 169@ = $1963 // (int) 
008A: $1963 = 168@ // (int) 
0006: 167@ = 1 
0050: gosub @BOAT_21188 
00D6: if 
0038:   $8195 == 4 
004D: jump_if_false @BOAT_3405 
00D6: if 
0038:   $1972 == 0 
004D: jump_if_false @BOAT_3405 
0004: $1972 = 1 
0004: $1971 = 1 
0004: $1970 = 1 

:BOAT_3405
00D6: if 
0038:   $8195 == 3 
004D: jump_if_false @BOAT_3455 
00D6: if 
0038:   $1971 == 0 
004D: jump_if_false @BOAT_3455 
0004: $1971 = 1 
0004: $1970 = 1 

:BOAT_3455
00D6: if 
0038:   $8195 == 2 
004D: jump_if_false @BOAT_3498 
00D6: if 
0038:   $1970 == 0 
004D: jump_if_false @BOAT_3498 
0004: $1970 = 1 

:BOAT_3498
0002: jump @BOAT_3512 

:BOAT_3505
0004: $8195 = 0 

:BOAT_3512
00D6: if 
0038:   $1962 == 1 
004D: jump_if_false @BOAT_3590 
00D6: if 
001D:   212@ > 168@ // (int) 
004D: jump_if_false @BOAT_3590 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1097 
0006: 167@ = 2 
0004: $1962 = 2 
0006: 164@ = 2 

:BOAT_3590
0006: 32@ = 0 

:BOAT_3597
00D6: if 
0019:   32@ > -1 
004D: jump_if_false @BOAT_3743 
0001: wait 0 ms 
0050: gosub @BOAT_20759 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BOAT_3677 
0006: 164@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
0002: jump @BOAT_3743 

:BOAT_3677
0050: gosub @BOAT_21719 
0050: gosub @BOAT_20005 
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @BOAT_3736 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
0002: jump @BOAT_3743 

:BOAT_3736
0002: jump @BOAT_3597 

:BOAT_3743
0050: gosub @BOAT_24852 
0050: gosub @BOAT_37625 
00D6: if 
0039:   164@ == 2 
004D: jump_if_false @BOAT_3789 
0002: jump @BOAT_1323 
0002: jump @BOAT_3796 

:BOAT_3789
0002: jump @BOAT_2257 

:BOAT_3796
0002: jump @BOAT_2637 

:BOAT_3803
00D6: if 
0038:   $8189 == 2 
004D: jump_if_false @BOAT_6502 

:BOAT_3821
0050: gosub @BOAT_34020 

:BOAT_3828
01B4: set_player $PLAYER_CHAR can_move 1 
0050: gosub @BOAT_19792 
00A5: 46@ = create_car #POLMAV at -2303.627 2105.29 200.0 
009B: destroy_actor 47@ 
0129: 47@ = create_actor_pedtype 24 model #OMOBOAT in_car 46@ driverseat 
0687: clear_actor 47@ task 
0825: set_helicopter 46@ instant_rotor_start 
00AD: set_car 46@ max_speed_to 250.0 
04A2: set_heli 46@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 
00A5: 37@ = create_car #COASTG at -2578.671 2050.845 0.0 
0229: set_car 37@ primary_color_to 1 secondary_color_to 114 
0175: set_car 37@ Z_angle_to 0.0 
0129: 39@ = create_actor_pedtype 24 model #OMOBOAT in_car 37@ driverseat 
0050: gosub @BOAT_34197 
00D6: if 
0038:   $8191 == 0 
004D: jump_if_false @BOAT_4045 
067A: put_camera_on_car 46@ with_offset 10.0 10.0 0.0 point_to_car 37@ tilt 0.0 switchstyle 2 
0051: return 

:BOAT_4045
0050: gosub @BOAT_33612 
03E5: show_text_box 'BOAT_H2'  // Press ~k~~VEHICLE_ENTER_EXIT~ to quit test.
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_4181 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
01BB: store_object 56@ position_to 198@ 199@ 200@ 
01BB: store_object 57@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 56@ 
0165: set_marker 52@ color_to 4 
0188: 51@ = create_marker_above_object 57@ 
0165: set_marker 51@ color_to 4 
0188: 53@ = create_marker_above_object 58@ 
0188: 54@ = create_marker_above_object 59@ 
0050: gosub @BOAT_34153 

:BOAT_4181
0001: wait 0 ms 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @BOAT_4275 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_4275 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
000F: 185@ -= 150.0 
000F: 186@ -= 150.0 
04A2: set_heli 46@ fly_to 185@ 186@ 187@ altitude_between 200.0 and 200.0 

:BOAT_4275
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BOAT_4306 
0006: 164@ = 2 
0002: jump @BOAT_6442 

:BOAT_4306
0050: gosub @BOAT_20340 
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @BOAT_4338 
0002: jump @BOAT_37691 

:BOAT_4338
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @BOAT_4456 
00BC: show_text_highpriority GXT 'BOAT_B4' time 4000 flag 1  // ~s~Navigate through each pair of ~y~buoys~s~. Throttle with ~k~~VEHICLE_ACCELERATE~ and use ~k~~VEHICLE_STEERLEFT~ and ~k~~VEHICLE_STEERRIGHT~ to steer.
00D6: if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @BOAT_4456 
0971: sync_water 
0085: 211@ = 219@ // (int) 
0085: 210@ = 218@ // (int) 
0085: 209@ = 217@ // (int) 
0006: 159@ = 5 
0004: $8197 = 0 
014F: stop_timer $8197 
03C3: set_timer_to $8197 type 0 GXT 'BOAT_T1' // global_variable  // time

:BOAT_4456
00D6: if 
0019:   159@ > 0 
004D: jump_if_false @BOAT_4502 
00D6: if 
0018:   $8197 > 600000 
004D: jump_if_false @BOAT_4502 
0006: 159@ = 99 

:BOAT_4502
00D6: if 
0039:   159@ == 5 
004D: jump_if_false @BOAT_4708 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_4708 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_4708 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
03E6: remove_text_box 
03E5: show_text_box 'BOAT_B5'  // ~s~Hold ~k~~VEHICLE_HANDBRAKE~ to perform a sharper turn.
0006: 159@ = 10 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 58@ position_to 198@ 199@ 200@ 
01BB: store_object 59@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 58@ 
0188: 51@ = create_marker_above_object 59@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 60@ 
0188: 54@ = create_marker_above_object 61@ 
0050: gosub @BOAT_34153 

:BOAT_4708
00D6: if 
0039:   159@ == 10 
004D: jump_if_false @BOAT_4901 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_4901 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_4901 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 159@ = 15 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 60@ position_to 198@ 199@ 200@ 
01BB: store_object 61@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 60@ 
0188: 51@ = create_marker_above_object 61@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 62@ 
0188: 54@ = create_marker_above_object 63@ 
0050: gosub @BOAT_34153 

:BOAT_4901
00D6: if 
0039:   159@ == 15 
004D: jump_if_false @BOAT_5094 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_5094 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_5094 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 159@ = 20 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 62@ position_to 198@ 199@ 200@ 
01BB: store_object 63@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 62@ 
0188: 51@ = create_marker_above_object 63@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 64@ 
0188: 54@ = create_marker_above_object 65@ 
0050: gosub @BOAT_34153 

:BOAT_5094
00D6: if 
0039:   159@ == 20 
004D: jump_if_false @BOAT_5287 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_5287 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_5287 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 159@ = 25 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 64@ position_to 198@ 199@ 200@ 
01BB: store_object 65@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 64@ 
0188: 51@ = create_marker_above_object 65@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 66@ 
0188: 54@ = create_marker_above_object 67@ 
0050: gosub @BOAT_34153 

:BOAT_5287
00D6: if 
0039:   159@ == 25 
004D: jump_if_false @BOAT_5480 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_5480 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_5480 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 159@ = 30 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 66@ position_to 198@ 199@ 200@ 
01BB: store_object 67@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 66@ 
0188: 51@ = create_marker_above_object 67@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 68@ 
0188: 54@ = create_marker_above_object 69@ 
0050: gosub @BOAT_34153 

:BOAT_5480
00D6: if 
0039:   159@ == 30 
004D: jump_if_false @BOAT_5673 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_5673 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_5673 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 159@ = 35 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 68@ position_to 198@ 199@ 200@ 
01BB: store_object 69@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 68@ 
0188: 51@ = create_marker_above_object 69@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 70@ 
0188: 54@ = create_marker_above_object 71@ 
0050: gosub @BOAT_34153 

:BOAT_5673
00D6: if 
0039:   159@ == 35 
004D: jump_if_false @BOAT_5850 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_5850 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_5850 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 159@ = 40 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 70@ position_to 198@ 199@ 200@ 
01BB: store_object 71@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 70@ 
0188: 51@ = create_marker_above_object 71@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0050: gosub @BOAT_34153 

:BOAT_5850
00D6: if 
0039:   159@ == 40 
004D: jump_if_false @BOAT_5966 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_5966 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_5966 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_33' time 1000 flag 1  // ~s~Finished!
0006: 159@ = 99 
0164: disable_marker 52@ 
0164: disable_marker 51@ 

:BOAT_5966
00D6: if 
0039:   159@ == 99 
004D: jump_if_false @BOAT_6495 
0050: gosub @BOAT_20088 
0050: gosub @BOAT_20416 
00D6: if 
001E:   $1964 > 168@ // (int) 
004D: jump_if_false @BOAT_6204 
008B: 169@ = $1964 // (int) 
008A: $1964 = 168@ // (int) 
0006: 167@ = 1 
0050: gosub @BOAT_21188 
00D6: if 
0038:   $8195 == 4 
004D: jump_if_false @BOAT_6104 
00D6: if 
0038:   $1975 == 0 
004D: jump_if_false @BOAT_6104 
0004: $1975 = 1 
0004: $1974 = 1 
0004: $1973 = 1 

:BOAT_6104
00D6: if 
0038:   $8195 == 3 
004D: jump_if_false @BOAT_6154 
00D6: if 
0038:   $1974 == 0 
004D: jump_if_false @BOAT_6154 
0004: $1974 = 1 
0004: $1973 = 1 

:BOAT_6154
00D6: if 
0038:   $8195 == 2 
004D: jump_if_false @BOAT_6197 
00D6: if 
0038:   $1973 == 0 
004D: jump_if_false @BOAT_6197 
0004: $1973 = 1 

:BOAT_6197
0002: jump @BOAT_6211 

:BOAT_6204
0004: $8195 = 0 

:BOAT_6211
00D6: if 
0038:   $1962 == 2 
004D: jump_if_false @BOAT_6289 
00D6: if 
001D:   216@ > 168@ // (int) 
004D: jump_if_false @BOAT_6289 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1097 
0006: 167@ = 2 
0004: $1962 = 3 
0006: 164@ = 2 

:BOAT_6289
0006: 32@ = 0 

:BOAT_6296
00D6: if 
0019:   32@ > -1 
004D: jump_if_false @BOAT_6442 
0001: wait 0 ms 
0050: gosub @BOAT_20759 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BOAT_6376 
0006: 164@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
0002: jump @BOAT_6442 

:BOAT_6376
0050: gosub @BOAT_21719 
0050: gosub @BOAT_20005 
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @BOAT_6435 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
0002: jump @BOAT_6442 

:BOAT_6435
0002: jump @BOAT_6296 

:BOAT_6442
0050: gosub @BOAT_24852 
0050: gosub @BOAT_37625 
00D6: if 
0039:   164@ == 2 
004D: jump_if_false @BOAT_6488 
0002: jump @BOAT_1323 
0002: jump @BOAT_6495 

:BOAT_6488
0002: jump @BOAT_3821 

:BOAT_6495
0002: jump @BOAT_4181 

:BOAT_6502
00D6: if 
0038:   $8189 == 3 
004D: jump_if_false @BOAT_10905 

:BOAT_6520
0050: gosub @BOAT_34020 

:BOAT_6527
01B4: set_player $PLAYER_CHAR can_move 1 
0050: gosub @BOAT_19792 
00A5: 46@ = create_car #POLMAV at -2303.627 2105.29 200.0 
009B: destroy_actor 47@ 
0129: 47@ = create_actor_pedtype 24 model #OMOBOAT in_car 46@ driverseat 
0687: clear_actor 47@ task 
0825: set_helicopter 46@ instant_rotor_start 
00AD: set_car 46@ max_speed_to 250.0 
04A2: set_heli 46@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 
00A5: 37@ = create_car #DINGHY at -2124.125 2438.352 0.0 
0229: set_car 37@ primary_color_to 114 secondary_color_to 1 
0175: set_car 37@ Z_angle_to 180.0 
0129: 39@ = create_actor_pedtype 24 model #OMOBOAT in_car 37@ driverseat 
0050: gosub @BOAT_34197 
00D6: if 
0038:   $8191 == 0 
004D: jump_if_false @BOAT_6744 
067A: put_camera_on_car 46@ with_offset 10.0 10.0 0.0 point_to_car 37@ tilt 0.0 switchstyle 2 
0051: return 

:BOAT_6744
0050: gosub @BOAT_33612 
03E5: show_text_box 'BOAT_H2'  // Press ~k~~VEHICLE_ENTER_EXIT~ to quit test.
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_6880 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
01BB: store_object 56@ position_to 198@ 199@ 200@ 
01BB: store_object 57@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 56@ 
0188: 51@ = create_marker_above_object 57@ 
0165: set_marker 52@ color_to 4 
0165: set_marker 51@ color_to 4 
0188: 53@ = create_marker_above_object 58@ 
0188: 54@ = create_marker_above_object 59@ 
0050: gosub @BOAT_34153 

:BOAT_6880
0006: 35@ = 0 

:BOAT_6887
0001: wait 0 ms 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @BOAT_6923 
03CF: load_wav 6200 as 3 
0006: 35@ = 1 

:BOAT_6923
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @BOAT_6963 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @BOAT_6963 
0006: 35@ = 2 

:BOAT_6963
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @BOAT_7053 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_7053 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
000F: 185@ -= 150.0 
000F: 186@ -= 150.0 
04A2: set_heli 46@ fly_to 185@ 186@ 187@ altitude_between 200.0 and 200.0 

:BOAT_7053
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BOAT_7084 
0006: 164@ = 2 
0002: jump @BOAT_10845 

:BOAT_7084
0050: gosub @BOAT_20340 
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @BOAT_7116 
0002: jump @BOAT_37691 

:BOAT_7116
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @BOAT_7250 
00BC: show_text_highpriority GXT 'BOAT_C1' time 4000 flag 1  // ~s~Navigate through the center of each pair of ~y~buoys~s~ in as quick a time as possible.
00D6: if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @BOAT_7250 
0971: sync_water 
0085: 211@ = 223@ // (int) 
0085: 210@ = 222@ // (int) 
0085: 209@ = 221@ // (int) 
097A: play_audio_at 198@ 199@ 200@ event 65535 
0006: 160@ = 5 
0004: $8197 = 0 
014F: stop_timer $8197 
03C3: set_timer_to $8197 type 0 GXT 'BOAT_T1' // global_variable  // time

:BOAT_7250
00D6: if 
0019:   160@ > 0 
004D: jump_if_false @BOAT_7296 
00D6: if 
0018:   $8197 > 600000 
004D: jump_if_false @BOAT_7296 
0006: 160@ = 99 

:BOAT_7296
00D6: if 
0039:   160@ == 5 
004D: jump_if_false @BOAT_7489 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_7489 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_7489 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 10 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 58@ position_to 198@ 199@ 200@ 
01BB: store_object 59@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 58@ 
0188: 51@ = create_marker_above_object 59@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 60@ 
0188: 54@ = create_marker_above_object 61@ 
0050: gosub @BOAT_34153 

:BOAT_7489
00D6: if 
0039:   160@ == 10 
004D: jump_if_false @BOAT_7682 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_7682 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_7682 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 15 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 60@ position_to 198@ 199@ 200@ 
01BB: store_object 61@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 60@ 
0188: 51@ = create_marker_above_object 61@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 62@ 
0188: 54@ = create_marker_above_object 63@ 
0050: gosub @BOAT_34153 

:BOAT_7682
00D6: if 
0039:   160@ == 15 
004D: jump_if_false @BOAT_7963 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_7963 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_7963 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 20 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 62@ position_to 198@ 199@ 200@ 
01BB: store_object 63@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 62@ 
0188: 51@ = create_marker_above_object 63@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 64@ 
0188: 54@ = create_marker_above_object 65@ 
0050: gosub @BOAT_34153 
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @BOAT_7963 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @BOAT_7963 
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @BOAT_7929 
03D1: play_wav 3 

:BOAT_7929
05D1: AS_actor 45@ drive_car 44@ to -2013.476 1748.499 0.0 speed 18.0 2 model #NULL 3 

:BOAT_7963
00D6: if 
0039:   160@ == 20 
004D: jump_if_false @BOAT_8156 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_8156 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_8156 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 25 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 64@ position_to 198@ 199@ 200@ 
01BB: store_object 65@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 64@ 
0188: 51@ = create_marker_above_object 65@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 66@ 
0188: 54@ = create_marker_above_object 67@ 
0050: gosub @BOAT_34153 

:BOAT_8156
00D6: if 
0039:   160@ == 25 
004D: jump_if_false @BOAT_8349 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_8349 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_8349 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 30 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 66@ position_to 198@ 199@ 200@ 
01BB: store_object 67@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 66@ 
0188: 51@ = create_marker_above_object 67@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 68@ 
0188: 54@ = create_marker_above_object 69@ 
0050: gosub @BOAT_34153 

:BOAT_8349
00D6: if 
0039:   160@ == 30 
004D: jump_if_false @BOAT_8542 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_8542 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_8542 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 35 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 68@ position_to 198@ 199@ 200@ 
01BB: store_object 69@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 68@ 
0188: 51@ = create_marker_above_object 69@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 70@ 
0188: 54@ = create_marker_above_object 71@ 
0050: gosub @BOAT_34153 

:BOAT_8542
00D6: if 
0039:   160@ == 35 
004D: jump_if_false @BOAT_8735 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_8735 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_8735 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 40 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 70@ position_to 198@ 199@ 200@ 
01BB: store_object 71@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 70@ 
0188: 51@ = create_marker_above_object 71@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 72@ 
0188: 54@ = create_marker_above_object 73@ 
0050: gosub @BOAT_34153 

:BOAT_8735
00D6: if 
0039:   160@ == 40 
004D: jump_if_false @BOAT_8928 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_8928 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_8928 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 45 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 72@ position_to 198@ 199@ 200@ 
01BB: store_object 73@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 72@ 
0188: 51@ = create_marker_above_object 73@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 74@ 
0188: 54@ = create_marker_above_object 75@ 
0050: gosub @BOAT_34153 

:BOAT_8928
00D6: if 
0039:   160@ == 45 
004D: jump_if_false @BOAT_9121 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_9121 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_9121 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 50 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 74@ position_to 198@ 199@ 200@ 
01BB: store_object 75@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 74@ 
0188: 51@ = create_marker_above_object 75@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 76@ 
0188: 54@ = create_marker_above_object 77@ 
0050: gosub @BOAT_34153 

:BOAT_9121
00D6: if 
0039:   160@ == 50 
004D: jump_if_false @BOAT_9314 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_9314 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_9314 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 55 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 76@ position_to 198@ 199@ 200@ 
01BB: store_object 77@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 76@ 
0188: 51@ = create_marker_above_object 77@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 78@ 
0188: 54@ = create_marker_above_object 79@ 
0050: gosub @BOAT_34153 

:BOAT_9314
00D6: if 
0039:   160@ == 55 
004D: jump_if_false @BOAT_9507 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_9507 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_9507 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 60 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 78@ position_to 198@ 199@ 200@ 
01BB: store_object 79@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 78@ 
0188: 51@ = create_marker_above_object 79@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 80@ 
0188: 54@ = create_marker_above_object 81@ 
0050: gosub @BOAT_34153 

:BOAT_9507
00D6: if 
0039:   160@ == 60 
004D: jump_if_false @BOAT_9788 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_9788 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_9788 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 65 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 80@ position_to 198@ 199@ 200@ 
01BB: store_object 81@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 80@ 
0188: 51@ = create_marker_above_object 81@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 82@ 
0188: 54@ = create_marker_above_object 83@ 
0050: gosub @BOAT_34153 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @BOAT_9788 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @BOAT_9788 
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @BOAT_9754 
03D1: play_wav 3 

:BOAT_9754
05D1: AS_actor 43@ drive_car 41@ to -2763.105 1954.129 0.0 speed 10.0 2 model #NULL 3 

:BOAT_9788
00D6: if 
0039:   160@ == 65 
004D: jump_if_false @BOAT_10069 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_10069 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_10069 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 70 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 82@ position_to 198@ 199@ 200@ 
01BB: store_object 83@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 82@ 
0188: 51@ = create_marker_above_object 83@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 56@ 
0188: 54@ = create_marker_above_object 57@ 
0050: gosub @BOAT_34153 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_10069 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_10069 
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @BOAT_10035 
03D1: play_wav 3 

:BOAT_10035
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_10069
00D6: if 
0039:   160@ == 70 
004D: jump_if_false @BOAT_10253 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_10253 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_10253 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 80 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 56@ position_to 198@ 199@ 200@ 
01BB: store_object 57@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 56@ 
0188: 51@ = create_marker_above_object 57@ 
0165: set_marker 52@ color_to 4 
0165: set_marker 51@ color_to 4 
0164: disable_marker 53@ 
0164: disable_marker 54@ 

:BOAT_10253
00D6: if 
0039:   160@ == 80 
004D: jump_if_false @BOAT_10369 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_10369 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_10369 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_33' time 1000 flag 1  // ~s~Finished!
0006: 160@ = 99 
0164: disable_marker 52@ 
0164: disable_marker 51@ 

:BOAT_10369
00D6: if 
0039:   160@ == 99 
004D: jump_if_false @BOAT_10898 
0050: gosub @BOAT_20088 
0050: gosub @BOAT_20416 
00D6: if 
001E:   $1965 > 168@ // (int) 
004D: jump_if_false @BOAT_10607 
008B: 169@ = $1965 // (int) 
008A: $1965 = 168@ // (int) 
0006: 167@ = 1 
0050: gosub @BOAT_21188 
00D6: if 
0038:   $8195 == 4 
004D: jump_if_false @BOAT_10507 
00D6: if 
0038:   $1978 == 0 
004D: jump_if_false @BOAT_10507 
0004: $1978 = 1 
0004: $1977 = 1 
0004: $1976 = 1 

:BOAT_10507
00D6: if 
0038:   $8195 == 3 
004D: jump_if_false @BOAT_10557 
00D6: if 
0038:   $1977 == 0 
004D: jump_if_false @BOAT_10557 
0004: $1977 = 1 
0004: $1976 = 1 

:BOAT_10557
00D6: if 
0038:   $8195 == 2 
004D: jump_if_false @BOAT_10600 
00D6: if 
0038:   $1976 == 0 
004D: jump_if_false @BOAT_10600 
0004: $1976 = 1 

:BOAT_10600
0002: jump @BOAT_10614 

:BOAT_10607
0004: $8195 = 0 

:BOAT_10614
00D6: if 
0038:   $1962 == 3 
004D: jump_if_false @BOAT_10692 
00D6: if 
001D:   220@ > 168@ // (int) 
004D: jump_if_false @BOAT_10692 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1097 
0006: 167@ = 2 
0004: $1962 = 4 
0006: 164@ = 2 

:BOAT_10692
0006: 32@ = 0 

:BOAT_10699
00D6: if 
0019:   32@ > -1 
004D: jump_if_false @BOAT_10845 
0001: wait 0 ms 
0050: gosub @BOAT_20759 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BOAT_10779 
0006: 164@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
0002: jump @BOAT_10845 

:BOAT_10779
0050: gosub @BOAT_21719 
0050: gosub @BOAT_20005 
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @BOAT_10838 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
0002: jump @BOAT_10845 

:BOAT_10838
0002: jump @BOAT_10699 

:BOAT_10845
0050: gosub @BOAT_24852 
0050: gosub @BOAT_37625 
00D6: if 
0039:   164@ == 2 
004D: jump_if_false @BOAT_10891 
0002: jump @BOAT_1323 
0002: jump @BOAT_10898 

:BOAT_10891
0002: jump @BOAT_6520 

:BOAT_10898
0002: jump @BOAT_6887 

:BOAT_10905
00D6: if 
0038:   $8189 == 4 
004D: jump_if_false @BOAT_12785 

:BOAT_10923
0050: gosub @BOAT_34020 

:BOAT_10930
01B4: set_player $PLAYER_CHAR can_move 1 
0050: gosub @BOAT_19792 
00A5: 46@ = create_car #POLMAV at -3303.627 2105.29 200.0 
009B: destroy_actor 47@ 
0129: 47@ = create_actor_pedtype 24 model #OMOBOAT in_car 46@ driverseat 
0687: clear_actor 47@ task 
0825: set_helicopter 46@ instant_rotor_start 
00AD: set_car 46@ max_speed_to 250.0 
04A2: set_heli 46@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 
00A5: 37@ = create_car #VORTEX at -2584.316 2213.475 0.0 
0229: set_car 37@ primary_color_to 78 secondary_color_to 14 
0175: set_car 37@ Z_angle_to 250.0 
0129: 39@ = create_actor_pedtype 24 model #OMOBOAT in_car 37@ driverseat 
0050: gosub @BOAT_34197 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_11143 
00AB: put_car 37@ at -2318.049 2312.302 10.0 
0175: set_car 37@ Z_angle_to 174.6078 

:BOAT_11143
00D6: if 
0038:   $8191 == 0 
004D: jump_if_false @BOAT_11193 
067A: put_camera_on_car 46@ with_offset 10.0 10.0 0.0 point_to_car 37@ tilt 0.0 switchstyle 2 
0051: return 

:BOAT_11193
0050: gosub @BOAT_33612 
03E5: show_text_box 'BOAT_H2'  // Press ~k~~VEHICLE_ENTER_EXIT~ to quit test.
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_11294 
0007: 192@ = 0.0 
0007: 193@ = 0.0 
0007: 194@ = 0.0 
0007: 201@ = 0.0 
0007: 202@ = 0.0 
0007: 203@ = 0.0 

:BOAT_11294
0001: wait 0 ms 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @BOAT_11388 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_11388 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
000F: 185@ -= 150.0 
000F: 186@ -= 150.0 
04A2: set_heli 46@ fly_to 185@ 186@ 187@ altitude_between 120.0 and 120.0 

:BOAT_11388
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BOAT_11419 
0006: 164@ = 2 
0002: jump @BOAT_12725 

:BOAT_11419
0050: gosub @BOAT_20340 
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @BOAT_11451 
0002: jump @BOAT_37691 

:BOAT_11451
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @BOAT_11656 
00BC: show_text_highpriority GXT 'BOAT_D1' time 4000 flag 1  // ~s~ Power towards the jump ramp and land within the parallel ~y~buoys~s~ to register a valid jump.
00D6: if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @BOAT_11656 
0971: sync_water 
0085: 211@ = 227@ // (int) 
0085: 210@ = 226@ // (int) 
0085: 209@ = 225@ // (int) 
014F: stop_timer $8197 
0004: $8197 = 46000 
0006: 161@ = 1 
03C3: set_timer_to $8197 type 1 GXT 'BOAT_T1' // global_variable  // time
0164: disable_marker 52@ 
0164: disable_marker 51@ 
0188: 52@ = create_marker_above_object 56@ 
0188: 51@ = create_marker_above_object 57@ 
0165: set_marker 52@ color_to 4 
0165: set_marker 51@ color_to 4 
01BB: store_object 56@ position_to 198@ 199@ 200@ 
01BB: store_object 57@ position_to 195@ 196@ 197@ 
097A: play_audio_at 198@ 199@ 200@ event 65535 

:BOAT_11656
00D6: if 
0039:   161@ == 1 
004D: jump_if_false @BOAT_11809 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_11809 
00D6: if 
05FE:   actor $PLAYER_ACTOR in_cube_fll_corner_at 198@ 199@ 1.0 fur_corner_at 195@ 196@ 3.0 depth 10.0 flag 0 in_car 
004D: jump_if_false @BOAT_11809 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
02E3: 49@ = car 37@ speed 
0006: 161@ = 2 
01BB: store_object 58@ position_to 198@ 199@ 200@ 
01BB: store_object 59@ position_to 195@ 196@ 197@ 
0006: 33@ = 0 

:BOAT_11809
00D6: if 
0039:   161@ == 2 
004D: jump_if_false @BOAT_12009 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_12009 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @BOAT_12009 
00AA: store_car 37@ position_to 192@ 193@ 194@ 
00D6: if 
0023:   1.0 > 194@ 
004D: jump_if_false @BOAT_12009 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 600.0 sphere 0 in_car 
004D: jump_if_false @BOAT_11960 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
0006: 161@ = 3 
0006: 33@ = 0 

:BOAT_11960
00D6: if 
85F8:   not actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 600.0 sphere 0 in_car 
004D: jump_if_false @BOAT_12009 
0006: 161@ = 4 
0006: 33@ = 0 

:BOAT_12009
00D6: if 
0039:   161@ == 3 
004D: jump_if_false @BOAT_12095 
01BB: store_object 106@ position_to 201@ 202@ 203@ 
0509: 246@ = distance_between_XY 201@ 202@ and_XY 192@ 193@ 

:BOAT_12058
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @BOAT_12088 
0001: wait 0 ms 
0002: jump @BOAT_12058 

:BOAT_12088
0006: 161@ = 99 

:BOAT_12095
00D6: if 
0039:   161@ == 4 
004D: jump_if_false @BOAT_12160 

:BOAT_12113
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @BOAT_12143 
0001: wait 0 ms 
0002: jump @BOAT_12113 

:BOAT_12143
0007: 246@ = 0.0 
0006: 161@ = 99 

:BOAT_12160
00D6: if 
0019:   161@ > 0 
004D: jump_if_false @BOAT_12233 
00D6: if 
001A:   1 > $8197 
004D: jump_if_false @BOAT_12233 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BOAT_34' time 4000 flag 1  // ~r~Time over!
0006: 161@ = 99 
0001: wait 3000 ms 
0002: jump @BOAT_12725 

:BOAT_12233
00D6: if 
0039:   161@ == 99 
004D: jump_if_false @BOAT_12778 
0050: gosub @BOAT_20088 
0050: gosub @BOAT_20416 
00D6: if or
001F:   168@ > $1966 // (int) 
001F:   168@ > $1966 // (int) 
004D: jump_if_false @BOAT_12479 
008B: 169@ = $1966 // (int) 
008A: $1966 = 168@ // (int) 
0006: 167@ = 1 
0050: gosub @BOAT_21188 
00D6: if 
0038:   $8195 == 4 
004D: jump_if_false @BOAT_12379 
00D6: if 
0038:   $1981 == 0 
004D: jump_if_false @BOAT_12379 
0004: $1981 = 1 
0004: $1980 = 1 
0004: $1979 = 1 

:BOAT_12379
00D6: if 
0038:   $8195 == 3 
004D: jump_if_false @BOAT_12429 
00D6: if 
0038:   $1980 == 0 
004D: jump_if_false @BOAT_12429 
0004: $1980 = 1 
0004: $1979 = 1 

:BOAT_12429
00D6: if 
0038:   $8195 == 2 
004D: jump_if_false @BOAT_12472 
00D6: if 
0038:   $1979 == 0 
004D: jump_if_false @BOAT_12472 
0004: $1979 = 1 

:BOAT_12472
0002: jump @BOAT_12486 

:BOAT_12479
0004: $8195 = 0 

:BOAT_12486
00D6: if 
0038:   $1962 == 4 
004D: jump_if_false @BOAT_12572 
00D6: if or
001D:   168@ > 224@ // (int) 
003B:   168@ == 224@ // (int) 
004D: jump_if_false @BOAT_12572 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1097 
0006: 167@ = 2 
0004: $1962 = 5 
0006: 164@ = 2 

:BOAT_12572
0006: 32@ = 0 

:BOAT_12579
00D6: if 
0019:   32@ > -1 
004D: jump_if_false @BOAT_12725 
0001: wait 0 ms 
0050: gosub @BOAT_20759 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BOAT_12659 
0006: 164@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
0002: jump @BOAT_12725 

:BOAT_12659
0050: gosub @BOAT_21719 
0050: gosub @BOAT_20005 
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @BOAT_12718 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
0002: jump @BOAT_12725 

:BOAT_12718
0002: jump @BOAT_12579 

:BOAT_12725
0050: gosub @BOAT_24852 
0050: gosub @BOAT_37625 
00D6: if 
0039:   164@ == 2 
004D: jump_if_false @BOAT_12771 
0002: jump @BOAT_1323 
0002: jump @BOAT_12778 

:BOAT_12771
0002: jump @BOAT_10923 

:BOAT_12778
0002: jump @BOAT_11294 

:BOAT_12785
00D6: if 
0038:   $8189 == 5 
004D: jump_if_false @BOAT_19792 

:BOAT_12803
0050: gosub @BOAT_34020 

:BOAT_12810
01B4: set_player $PLAYER_CHAR can_move 1 
0050: gosub @BOAT_19792 
00A5: 46@ = create_car #POLMAV at -2303.627 2105.29 200.0 
009B: destroy_actor 47@ 
0129: 47@ = create_actor_pedtype 24 model #OMOBOAT in_car 46@ driverseat 
0687: clear_actor 47@ task 
0825: set_helicopter 46@ instant_rotor_start 
00AD: set_car 46@ max_speed_to 250.0 
04A2: set_heli 46@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 
00A5: 37@ = create_car #VORTEX at -2014.267 2365.429 6.0509 
0229: set_car 37@ primary_color_to 6 secondary_color_to 2 
0175: set_car 37@ Z_angle_to 111.0 
0129: 39@ = create_actor_pedtype 24 model #OMOBOAT in_car 37@ driverseat 
0050: gosub @BOAT_34197 
00D6: if 
0038:   $8191 == 0 
004D: jump_if_false @BOAT_13027 
067A: put_camera_on_car 46@ with_offset 10.0 10.0 0.0 point_to_car 37@ tilt 0.0 switchstyle 2 
0051: return 

:BOAT_13027
0050: gosub @BOAT_33612 
03E5: show_text_box 'BOAT_H2'  // Press ~k~~VEHICLE_ENTER_EXIT~ to quit test.
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_13156 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
01BB: store_object 56@ position_to 198@ 199@ 200@ 
01BB: store_object 57@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 56@ 
0188: 51@ = create_marker_above_object 57@ 
0188: 53@ = create_marker_above_object 58@ 
0188: 54@ = create_marker_above_object 59@ 
0050: gosub @BOAT_34153 
0519: set_car 37@ locked 1 

:BOAT_13156
0006: 35@ = 0 

:BOAT_13163
0001: wait 0 ms 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @BOAT_13199 
03CF: load_wav 6200 as 3 
0006: 35@ = 1 

:BOAT_13199
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @BOAT_13239 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @BOAT_13239 
0006: 35@ = 2 

:BOAT_13239
00D6: if 
0735:   is_keyboard_key_pressed 87 
004D: jump_if_false @BOAT_13261 
0006: 162@ = 99 

:BOAT_13261
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @BOAT_13351 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_13351 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
000F: 185@ -= 150.0 
000F: 186@ -= 150.0 
04A2: set_heli 46@ fly_to 185@ 186@ 187@ altitude_between 200.0 and 200.0 

:BOAT_13351
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BOAT_13382 
0006: 164@ = 2 
0002: jump @BOAT_19598 

:BOAT_13382
0050: gosub @BOAT_20340 
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @BOAT_13414 
0002: jump @BOAT_37691 

:BOAT_13414
00D6: if 
0039:   162@ == 0 
004D: jump_if_false @BOAT_13555 
00BC: show_text_highpriority GXT 'BOAT_C1' time 4000 flag 1  // ~s~Navigate through the center of each pair of ~y~buoys~s~ in as quick a time as possible.
00D6: if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @BOAT_13555 
0971: sync_water 
0085: 211@ = 231@ // (int) 
0085: 210@ = 230@ // (int) 
0085: 209@ = 229@ // (int) 
097A: play_audio_at 198@ 199@ 200@ event 65535 
0006: 162@ = 5 
0004: $8197 = 0 
014F: stop_timer $8197 
03C3: set_timer_to $8197 type 0 GXT 'BOAT_T1' // global_variable  // time
0519: set_car 37@ locked 0 

:BOAT_13555
00D6: if 
0019:   162@ > 0 
004D: jump_if_false @BOAT_13601 
00D6: if 
0018:   $8197 > 600000 
004D: jump_if_false @BOAT_13601 
0006: 162@ = 99 

:BOAT_13601
00D6: if 
0039:   162@ == 5 
004D: jump_if_false @BOAT_13794 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_13794 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_13794 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 10 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 58@ position_to 198@ 199@ 200@ 
01BB: store_object 59@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 58@ 
0188: 51@ = create_marker_above_object 59@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 60@ 
0188: 54@ = create_marker_above_object 61@ 
0050: gosub @BOAT_34153 

:BOAT_13794
00D6: if 
0039:   162@ == 10 
004D: jump_if_false @BOAT_13987 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_13987 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_13987 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 15 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 60@ position_to 198@ 199@ 200@ 
01BB: store_object 61@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 60@ 
0188: 51@ = create_marker_above_object 61@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 62@ 
0188: 54@ = create_marker_above_object 63@ 
0050: gosub @BOAT_34153 

:BOAT_13987
00D6: if 
0039:   162@ == 15 
004D: jump_if_false @BOAT_14180 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_14180 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_14180 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 20 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 62@ position_to 198@ 199@ 200@ 
01BB: store_object 63@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 62@ 
0188: 51@ = create_marker_above_object 63@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 64@ 
0188: 54@ = create_marker_above_object 65@ 
0050: gosub @BOAT_34153 

:BOAT_14180
00D6: if 
0039:   162@ == 20 
004D: jump_if_false @BOAT_14373 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_14373 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_14373 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 25 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 64@ position_to 198@ 199@ 200@ 
01BB: store_object 65@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 64@ 
0188: 51@ = create_marker_above_object 65@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 66@ 
0188: 54@ = create_marker_above_object 67@ 
0050: gosub @BOAT_34153 

:BOAT_14373
00D6: if 
0039:   162@ == 25 
004D: jump_if_false @BOAT_14566 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_14566 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_14566 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 30 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 66@ position_to 198@ 199@ 200@ 
01BB: store_object 67@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 66@ 
0188: 51@ = create_marker_above_object 67@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 68@ 
0188: 54@ = create_marker_above_object 69@ 
0050: gosub @BOAT_34153 

:BOAT_14566
00D6: if 
0039:   162@ == 30 
004D: jump_if_false @BOAT_14759 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_14759 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_14759 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 35 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 68@ position_to 198@ 199@ 200@ 
01BB: store_object 69@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 68@ 
0188: 51@ = create_marker_above_object 69@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 70@ 
0188: 54@ = create_marker_above_object 71@ 
0050: gosub @BOAT_34153 

:BOAT_14759
00D6: if 
0039:   162@ == 35 
004D: jump_if_false @BOAT_14952 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_14952 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_14952 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 40 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 70@ position_to 198@ 199@ 200@ 
01BB: store_object 71@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 70@ 
0188: 51@ = create_marker_above_object 71@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 72@ 
0188: 54@ = create_marker_above_object 73@ 
0050: gosub @BOAT_34153 

:BOAT_14952
00D6: if 
0039:   162@ == 40 
004D: jump_if_false @BOAT_15145 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_15145 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_15145 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 45 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 72@ position_to 198@ 199@ 200@ 
01BB: store_object 73@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 72@ 
0188: 51@ = create_marker_above_object 73@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 74@ 
0188: 54@ = create_marker_above_object 75@ 
0050: gosub @BOAT_34153 

:BOAT_15145
00D6: if 
0039:   162@ == 45 
004D: jump_if_false @BOAT_15338 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_15338 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_15338 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 50 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 74@ position_to 198@ 199@ 200@ 
01BB: store_object 75@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 74@ 
0188: 51@ = create_marker_above_object 75@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 76@ 
0188: 54@ = create_marker_above_object 77@ 
0050: gosub @BOAT_34153 

:BOAT_15338
00D6: if 
0039:   162@ == 50 
004D: jump_if_false @BOAT_15531 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_15531 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_15531 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 55 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 76@ position_to 198@ 199@ 200@ 
01BB: store_object 77@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 76@ 
0188: 51@ = create_marker_above_object 77@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 78@ 
0188: 54@ = create_marker_above_object 79@ 
0050: gosub @BOAT_34153 

:BOAT_15531
00D6: if 
0039:   162@ == 55 
004D: jump_if_false @BOAT_15724 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_15724 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_15724 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 60 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 78@ position_to 198@ 199@ 200@ 
01BB: store_object 79@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 78@ 
0188: 51@ = create_marker_above_object 79@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 80@ 
0188: 54@ = create_marker_above_object 81@ 
0050: gosub @BOAT_34153 

:BOAT_15724
00D6: if 
0039:   162@ == 60 
004D: jump_if_false @BOAT_16005 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_16005 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_16005 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 65 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 80@ position_to 198@ 199@ 200@ 
01BB: store_object 81@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 80@ 
0188: 51@ = create_marker_above_object 81@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 82@ 
0188: 54@ = create_marker_above_object 83@ 
0050: gosub @BOAT_34153 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @BOAT_16005 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @BOAT_16005 
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @BOAT_15971 
03D1: play_wav 3 

:BOAT_15971
05D1: AS_actor 43@ drive_car 41@ to -2763.105 1954.129 0.0 speed 10.0 2 model #NULL 3 

:BOAT_16005
00D6: if 
0039:   162@ == 65 
004D: jump_if_false @BOAT_16286 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_16286 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_16286 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 70 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 82@ position_to 198@ 199@ 200@ 
01BB: store_object 83@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 82@ 
0188: 51@ = create_marker_above_object 83@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 84@ 
0188: 54@ = create_marker_above_object 85@ 
0050: gosub @BOAT_34153 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_16286 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_16286 
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @BOAT_16252 
03D1: play_wav 3 

:BOAT_16252
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_16286
00D6: if 
0039:   162@ == 70 
004D: jump_if_false @BOAT_16545 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_16545 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_16545 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 75 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 84@ position_to 198@ 199@ 200@ 
01BB: store_object 85@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 84@ 
0188: 51@ = create_marker_above_object 85@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 86@ 
0188: 54@ = create_marker_above_object 87@ 
0050: gosub @BOAT_34153 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_16545 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_16545 
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_16545
00D6: if 
0039:   162@ == 75 
004D: jump_if_false @BOAT_16826 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_16826 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_16826 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 80 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 86@ position_to 198@ 199@ 200@ 
01BB: store_object 87@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 86@ 
0188: 51@ = create_marker_above_object 87@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 88@ 
0188: 54@ = create_marker_above_object 89@ 
0050: gosub @BOAT_34153 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_16826 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_16826 
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @BOAT_16792 
03D1: play_wav 3 

:BOAT_16792
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_16826
00D6: if 
0039:   162@ == 80 
004D: jump_if_false @BOAT_17085 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_17085 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_17085 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 82 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 88@ position_to 198@ 199@ 200@ 
01BB: store_object 89@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 88@ 
0188: 51@ = create_marker_above_object 89@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 90@ 
0188: 54@ = create_marker_above_object 91@ 
0050: gosub @BOAT_34153 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_17085 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_17085 
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_17085
00D6: if 
0039:   162@ == 82 
004D: jump_if_false @BOAT_17366 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_17366 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_17366 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 84 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 90@ position_to 198@ 199@ 200@ 
01BB: store_object 91@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 90@ 
0188: 51@ = create_marker_above_object 91@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 92@ 
0188: 54@ = create_marker_above_object 93@ 
0050: gosub @BOAT_34153 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_17366 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_17366 
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @BOAT_17332 
03D1: play_wav 3 

:BOAT_17332
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_17366
00D6: if 
0039:   162@ == 84 
004D: jump_if_false @BOAT_17625 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_17625 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_17625 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 86 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 92@ position_to 198@ 199@ 200@ 
01BB: store_object 93@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 92@ 
0188: 51@ = create_marker_above_object 93@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 94@ 
0188: 54@ = create_marker_above_object 95@ 
0050: gosub @BOAT_34153 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_17625 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_17625 
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_17625
00D6: if 
0039:   162@ == 86 
004D: jump_if_false @BOAT_17884 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_17884 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_17884 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 88 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 94@ position_to 198@ 199@ 200@ 
01BB: store_object 95@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 94@ 
0188: 51@ = create_marker_above_object 95@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 96@ 
0188: 54@ = create_marker_above_object 97@ 
0050: gosub @BOAT_34153 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_17884 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_17884 
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_17884
00D6: if 
0039:   162@ == 88 
004D: jump_if_false @BOAT_18143 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_18143 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_18143 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 90 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 96@ position_to 198@ 199@ 200@ 
01BB: store_object 97@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 96@ 
0188: 51@ = create_marker_above_object 97@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 98@ 
0188: 54@ = create_marker_above_object 99@ 
0050: gosub @BOAT_34153 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_18143 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_18143 
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_18143
00D6: if 
0039:   162@ == 90 
004D: jump_if_false @BOAT_18320 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_18320 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_18320 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 91 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 98@ position_to 198@ 199@ 200@ 
01BB: store_object 99@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 98@ 
0188: 51@ = create_marker_above_object 99@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0050: gosub @BOAT_34153 

:BOAT_18320
00D6: if 
0039:   162@ == 91 
004D: jump_if_false @BOAT_18436 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_18436 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_18436 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_33' time 1000 flag 1  // ~s~Finished!
0006: 162@ = 99 
0164: disable_marker 52@ 
0164: disable_marker 51@ 

:BOAT_18436
00D6: if 
0039:   162@ == 92 
004D: jump_if_false @BOAT_18629 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_18629 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_18629 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 93 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 102@ position_to 198@ 199@ 200@ 
01BB: store_object 103@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 102@ 
0188: 51@ = create_marker_above_object 103@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 104@ 
0188: 54@ = create_marker_above_object 105@ 
0050: gosub @BOAT_34153 

:BOAT_18629
00D6: if 
0039:   162@ == 93 
004D: jump_if_false @BOAT_18822 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_18822 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_18822 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 94 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 104@ position_to 198@ 199@ 200@ 
01BB: store_object 105@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 104@ 
0188: 51@ = create_marker_above_object 105@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 56@ 
0188: 54@ = create_marker_above_object 57@ 
0050: gosub @BOAT_34153 

:BOAT_18822
00D6: if 
0039:   162@ == 94 
004D: jump_if_false @BOAT_18999 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_18999 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_18999 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 97 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 56@ position_to 198@ 199@ 200@ 
01BB: store_object 57@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 56@ 
0188: 51@ = create_marker_above_object 57@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0050: gosub @BOAT_34153 

:BOAT_18999
00D6: if 
0039:   162@ == 97 
004D: jump_if_false @BOAT_19115 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_19115 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_19115 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_33' time 1000 flag 1  // ~s~Finished!
0006: 162@ = 99 
0164: disable_marker 52@ 
0164: disable_marker 51@ 

:BOAT_19115
00D6: if 
0039:   162@ == 99 
004D: jump_if_false @BOAT_19785 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0050: gosub @BOAT_20088 
0050: gosub @BOAT_20416 
00D6: if 
001E:   $1967 > 168@ // (int) 
004D: jump_if_false @BOAT_19373 
008B: 169@ = $1967 // (int) 
008A: $1967 = 168@ // (int) 
0006: 167@ = 1 
0050: gosub @BOAT_21188 
00D6: if 
0038:   $8195 == 4 
004D: jump_if_false @BOAT_19273 
00D6: if 
0038:   $1984 == 0 
004D: jump_if_false @BOAT_19273 
0004: $1984 = 1 
0004: $1983 = 1 
0004: $1982 = 1 

:BOAT_19273
00D6: if 
0038:   $8195 == 3 
004D: jump_if_false @BOAT_19323 
00D6: if 
0038:   $1983 == 0 
004D: jump_if_false @BOAT_19323 
0004: $1983 = 1 
0004: $1982 = 1 

:BOAT_19323
00D6: if 
0038:   $8195 == 2 
004D: jump_if_false @BOAT_19366 
00D6: if 
0038:   $1982 == 0 
004D: jump_if_false @BOAT_19366 
0004: $1982 = 1 

:BOAT_19366
0002: jump @BOAT_19380 

:BOAT_19373
0004: $8195 = 0 

:BOAT_19380
00D6: if 
0038:   $1962 == 5 
004D: jump_if_false @BOAT_19445 
00D6: if 
001D:   228@ > 168@ // (int) 
004D: jump_if_false @BOAT_19445 
0006: 167@ = 2 
0004: $1962 = 5 
0006: 251@ = 1 
0006: 164@ = 2 

:BOAT_19445
0006: 32@ = 0 

:BOAT_19452
00D6: if 
0019:   32@ > -1 
004D: jump_if_false @BOAT_19598 
0001: wait 0 ms 
0050: gosub @BOAT_20759 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BOAT_19532 
0006: 164@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
0002: jump @BOAT_19598 

:BOAT_19532
0050: gosub @BOAT_21719 
0050: gosub @BOAT_20005 
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @BOAT_19591 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
0002: jump @BOAT_19598 

:BOAT_19591
0002: jump @BOAT_19452 

:BOAT_19598
0050: gosub @BOAT_24852 
0050: gosub @BOAT_37625 
00D6: if 
0039:   164@ == 2 
004D: jump_if_false @BOAT_19778 
00D6: if 
0039:   251@ == 1 
004D: jump_if_false @BOAT_19764 
00D6: if 
0038:   $MISSION_BOAT_SCHOOL_PASSED == 0 
004D: jump_if_false @BOAT_19764 
016A: fade 0 time 1000 

:BOAT_19673
00D6: if 
016B:   fading 
004D: jump_if_false @BOAT_19697 
0001: wait 0 ms 
0002: jump @BOAT_19673 

:BOAT_19697
0173: set_actor $PLAYER_ACTOR Z_angle_to 177@ 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03CB: set_rendering_origin_at -2185.335 2410.409 3.9752 
016A: fade 1 time 2000 

:BOAT_19733
00D6: if 
016B:   fading 
004D: jump_if_false @BOAT_19757 
0001: wait 0 ms 
0002: jump @BOAT_19733 

:BOAT_19757
0002: jump @BOAT_37731 

:BOAT_19764
0002: jump @BOAT_1323 
0002: jump @BOAT_19785 

:BOAT_19778
0002: jump @BOAT_12803 

:BOAT_19785
0002: jump @BOAT_13163 

:BOAT_19792
0006: 158@ = 0 
0006: 159@ = 0 
0006: 160@ = 0 
0006: 161@ = 0 
0006: 162@ = 0 
0004: $8197 = 0 
0006: 163@ = 0 
0006: 164@ = 0 
0006: 165@ = 0 
0006: 166@ = 0 
0006: 167@ = 0 
0006: 168@ = 0 
0006: 48@ = 1000 
0007: 188@ = 0.0 
0007: 189@ = 0.0 
0007: 190@ = 0.0 
0006: 191@ = 0 
0006: 207@ = 0 
0006: 208@ = 0 
0007: 49@ = 0.0 
0006: 211@ = 0 
0006: 210@ = 0 
0006: 209@ = 0 
0006: 233@ = 0 
0007: 192@ = 0.0 
0007: 193@ = 0.0 
0007: 194@ = 0.0 
0051: return 

:BOAT_20005
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BOAT_20061 
00D6: if 
0039:   166@ == 1 
004D: jump_if_false @BOAT_20054 
0006: 166@ = 0 
0006: 165@ = 1 

:BOAT_20054
0002: jump @BOAT_20086 

:BOAT_20061
00D6: if 
0039:   166@ == 0 
004D: jump_if_false @BOAT_20086 
0006: 166@ = 1 

:BOAT_20086
0051: return 

:BOAT_20088
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
0038:   $8189 == 1 
004D: jump_if_false @BOAT_20155 
0396: pause_timer 1 
02D4: car 37@ turn_off_engine 
04BA: set_car 37@ speed_to 0.0 
0519: set_car 37@ locked 0 
0323: enable_boat 37@ anchor 1 
0519: set_car 37@ locked 0 

:BOAT_20155
00D6: if 
0018:   $8189 > 1 
004D: jump_if_false @BOAT_20338 
0396: pause_timer 1 
0006: 33@ = 0 

:BOAT_20184
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @BOAT_20214 
0001: wait 0 ms 
0002: jump @BOAT_20184 

:BOAT_20214
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_20338 
00D6: if 
8038:   not  $8189 == 4 
004D: jump_if_false @BOAT_20271 
00D6: if 
8038:   not  $8189 == 5 
004D: jump_if_false @BOAT_20271 
02D4: car 37@ turn_off_engine 

:BOAT_20271
04BA: set_car 37@ speed_to 0.0 
0519: set_car 37@ locked 0 
00D6: if 
8038:   not  $8189 == 4 
004D: jump_if_false @BOAT_20331 
00D6: if 
8038:   not  $8189 == 5 
004D: jump_if_false @BOAT_20331 
0323: enable_boat 37@ anchor 1 

:BOAT_20331
0519: set_car 37@ locked 0 

:BOAT_20338
0051: return 

:BOAT_20340
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_20407 
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @BOAT_20400 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @BOAT_20400 
0006: 164@ = 1 

:BOAT_20400
0002: jump @BOAT_20414 

:BOAT_20407
0006: 164@ = 1 

:BOAT_20414
0051: return 

:BOAT_20416
00D6: if 
8038:   not  $8189 == 4 
004D: jump_if_false @BOAT_20603 
008B: 208@ = $8197 // (int) 
0006: 233@ = 0 
0006: 48@ = 1000 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_20481 
0227: 250@ = car 37@ health 

:BOAT_20481
00D6: if 
0038:   $8189 == 5 
004D: jump_if_false @BOAT_20506 
000A: 250@ += 120 

:BOAT_20506
00D6: if 
001B:   1000 > 250@ 
004D: jump_if_false @BOAT_20533 
0006: 233@ = 5000 

:BOAT_20533
00D6: if 
001B:   995 > 250@ 
004D: jump_if_false @BOAT_20560 
0006: 233@ = 7000 

:BOAT_20560
00D6: if 
001B:   990 > 250@ 
004D: jump_if_false @BOAT_20587 
0006: 233@ = 10000 

:BOAT_20587
0085: 168@ = 208@ // (int) 
005A: 168@ += 233@ // (int) 

:BOAT_20603
00D6: if 
0038:   $8189 == 4 
004D: jump_if_false @BOAT_20757 
008B: 208@ = $8197 // (int) 
0006: 233@ = 0 
0006: 48@ = 1000 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_20668 
0227: 250@ = car 37@ health 

:BOAT_20668
00D6: if 
001B:   995 > 250@ 
004D: jump_if_false @BOAT_20695 
0006: 233@ = 5000 

:BOAT_20695
00D6: if 
001B:   990 > 250@ 
004D: jump_if_false @BOAT_20722 
0006: 233@ = 10000 

:BOAT_20722
00D6: if 
001B:   985 > 250@ 
004D: jump_if_false @BOAT_20749 
0006: 233@ = 15000 

:BOAT_20749
0092: 168@ = float 246@ to_integer 

:BOAT_20757
0051: return 

:BOAT_20759
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_21186 
00D6: if 
0039:   191@ == 0 
004D: jump_if_false @BOAT_20898 
00AA: store_car 37@ position_to 188@ 189@ 190@ 
000B: 190@ += 5.0 
0407: store_coords_to 188@ 189@ 190@ from_car 37@ with_offset 10.0 0.0 5.0 
015F: set_camera_position 188@ 189@ 190@ rotation 0.0 0.0 0.0 
0158: camera_on_car 37@ mode 15 switchstyle 1 
0460: set_camera_transverse_delay 50.0 time 2000 
0006: 191@ = 1 

:BOAT_20898
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @BOAT_21035 
00D6: if 
001B:   6000 > 32@ 
004D: jump_if_false @BOAT_21035 
00D6: if 
0039:   191@ == 1 
004D: jump_if_false @BOAT_21035 
0407: store_coords_to 188@ 189@ 190@ from_car 37@ with_offset 0.0 10.0 5.0 
015F: set_camera_position 188@ 189@ 190@ rotation 0.0 0.0 0.0 
0158: camera_on_car 37@ mode 15 switchstyle 1 
0460: set_camera_transverse_delay 50.0 time 2000 
0006: 191@ = 2 

:BOAT_21035
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @BOAT_21153 
00D6: if 
0039:   191@ == 2 
004D: jump_if_false @BOAT_21153 
0407: store_coords_to 188@ 189@ 190@ from_car 37@ with_offset -10.0 0.0 5.0 
015F: set_camera_position 188@ 189@ 190@ rotation 0.0 0.0 0.0 
0158: camera_on_car 37@ mode 15 switchstyle 1 
0460: set_camera_transverse_delay 50.0 time 2000 
0006: 191@ = 3 

:BOAT_21153
00D6: if 
0019:   32@ > 9000 
004D: jump_if_false @BOAT_21186 
0006: 191@ = 1 
0006: 32@ = 0 

:BOAT_21186
0051: return 

:BOAT_21188
0004: $8195 = 0 
00D6: if 
8038:   not  $8189 == 4 
004D: jump_if_false @BOAT_21444 
00D6: if 
001D:   209@ > 168@ // (int) 
004D: jump_if_false @BOAT_21299 
00D6: if 
001D:   168@ > 210@ // (int) 
004D: jump_if_false @BOAT_21299 
00D6: if and
001D:   209@ > 169@ // (int) 
001D:   169@ > 210@ // (int) 
004D: jump_if_false @BOAT_21292 
0004: $8195 = 0 
0002: jump @BOAT_21299 

:BOAT_21292
0004: $8195 = 2 

:BOAT_21299
00D6: if 
001D:   210@ > 168@ // (int) 
004D: jump_if_false @BOAT_21385 
00D6: if 
001D:   168@ > 211@ // (int) 
004D: jump_if_false @BOAT_21385 
00D6: if and
001D:   210@ > 169@ // (int) 
001D:   169@ > 211@ // (int) 
004D: jump_if_false @BOAT_21378 
0004: $8195 = 0 
0002: jump @BOAT_21385 

:BOAT_21378
0004: $8195 = 3 

:BOAT_21385
00D6: if 
001D:   211@ > 168@ // (int) 
004D: jump_if_false @BOAT_21444 
00D6: if 
001D:   211@ > 169@ // (int) 
004D: jump_if_false @BOAT_21437 
0004: $8195 = 0 
0002: jump @BOAT_21444 

:BOAT_21437
0004: $8195 = 4 

:BOAT_21444
00D6: if 
0038:   $8189 == 4 
004D: jump_if_false @BOAT_21717 
00D6: if or
001D:   168@ > 209@ // (int) 
003B:   168@ == 209@ // (int) 
004D: jump_if_false @BOAT_21556 
00D6: if 
001D:   210@ > 168@ // (int) 
004D: jump_if_false @BOAT_21556 
00D6: if and
001D:   169@ > 209@ // (int) 
001D:   210@ > 169@ // (int) 
004D: jump_if_false @BOAT_21549 
0004: $8195 = 0 
0002: jump @BOAT_21556 

:BOAT_21549
0004: $8195 = 2 

:BOAT_21556
00D6: if or
001D:   168@ > 210@ // (int) 
003B:   168@ == 210@ // (int) 
004D: jump_if_false @BOAT_21650 
00D6: if 
001D:   211@ > 168@ // (int) 
004D: jump_if_false @BOAT_21650 
00D6: if and
001D:   169@ > 210@ // (int) 
001D:   211@ > 169@ // (int) 
004D: jump_if_false @BOAT_21643 
0004: $8195 = 0 
0002: jump @BOAT_21650 

:BOAT_21643
0004: $8195 = 3 

:BOAT_21650
00D6: if or
001D:   168@ > 211@ // (int) 
003B:   168@ == 211@ // (int) 
004D: jump_if_false @BOAT_21717 
00D6: if 
001D:   169@ > 211@ // (int) 
004D: jump_if_false @BOAT_21710 
0004: $8195 = 0 
0002: jump @BOAT_21717 

:BOAT_21710
0004: $8195 = 4 

:BOAT_21717
0051: return 

:BOAT_21719
0826: enable_hud 0 
0581: enable_radar 0 
00D6: if 
001A:   2 > $8195 
004D: jump_if_false @BOAT_21850 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 4 
004D: jump_if_false @BOAT_21810 
0937: text_draw_box_cornerA 122.0 240.0 cornerB 520.0 400.0 GXT_reference 'BOAT_75' style 3  // Results
0002: jump @BOAT_21843 

:BOAT_21810
0937: text_draw_box_cornerA 152.0 240.0 cornerB 490.0 400.0 GXT_reference 'BOAT_75' style 3  // Results

:BOAT_21843
0002: jump @BOAT_21948 

:BOAT_21850
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 4 
004D: jump_if_false @BOAT_21915 
0937: text_draw_box_cornerA 122.0 220.0 cornerB 520.0 400.0 GXT_reference 'DUMMY' style 3 
0002: jump @BOAT_21948 

:BOAT_21915
0937: text_draw_box_cornerA 152.0 220.0 cornerB 490.0 400.0 GXT_reference 'DUMMY' style 3 

:BOAT_21948
0050: gosub @BOAT_33376 
0050: gosub @BOAT_33376 
00D6: if 
0019:   48@ > 0 
004D: jump_if_false @BOAT_24257 
00BE: text_clear_all 
0050: gosub @BOAT_33376 
0345: enable_text_draw_background 0 
0904: get_interface 3 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
0007: 241@ = 0.0 
0093: 241@ = integer 208@ to_float 
0017: 241@ /= 1000.0 
00D6: if 
8038:   not  $8189 == 4 
004D: jump_if_false @BOAT_22153 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 4 
004D: jump_if_false @BOAT_22127 
07FC: text_draw_box_position_XY 145.0 275.0 GXT_reference 'BOAT_7' value 241@ flag 2  // Finish Time:
0002: jump @BOAT_22153 

:BOAT_22127
07FC: text_draw_box_position_XY 180.0 275.0 GXT_reference 'BOAT_7' value 241@ flag 2  // Finish Time:

:BOAT_22153
0050: gosub @BOAT_33376 
0904: get_interface 3 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
0007: 240@ = 0.0 
0093: 240@ = integer 233@ to_float 
0017: 240@ /= 1000.0 
00D6: if 
8038:   not  $8189 == 4 
004D: jump_if_false @BOAT_22320 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 4 
004D: jump_if_false @BOAT_22294 
07FC: text_draw_box_position_XY 145.0 295.0 GXT_reference 'BOAT_9' value 240@ flag 2  // Damage Penalty:
0002: jump @BOAT_22320 

:BOAT_22294
07FC: text_draw_box_position_XY 180.0 295.0 GXT_reference 'BOAT_9' value 240@ flag 2  // Damage Penalty:

:BOAT_22320
0050: gosub @BOAT_33376 
00D6: if or
0039:   167@ == 1 
0039:   167@ == 2 
004D: jump_if_false @BOAT_22389 
0904: get_interface 3 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
0002: jump @BOAT_22419 

:BOAT_22389
0904: get_interface 3 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 

:BOAT_22419
0007: 242@ = 0.0 
0093: 242@ = integer 168@ to_float 
0017: 242@ /= 1000.0 
00D6: if 
8038:   not  $8189 == 4 
004D: jump_if_false @BOAT_22549 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 4 
004D: jump_if_false @BOAT_22523 
07FC: text_draw_box_position_XY 145.0 315.0 GXT_reference 'BOAT_10' value 242@ flag 2  // Overall Time:
0002: jump @BOAT_22549 

:BOAT_22523
07FC: text_draw_box_position_XY 180.0 315.0 GXT_reference 'BOAT_10' value 242@ flag 2  // Overall Time:

:BOAT_22549
00D6: if 
0038:   $8189 == 4 
004D: jump_if_false @BOAT_22833 
00D6: if 
0021:   246@ > 0.0 
004D: jump_if_false @BOAT_22759 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 4 
004D: jump_if_false @BOAT_22646 
07FC: text_draw_box_position_XY 145.0 315.0 GXT_reference 'BOAT_11' value 246@ flag 2  // Jump Distance:
0002: jump @BOAT_22752 

:BOAT_22646
00D6: if 
0039:   252@ == 3 
004D: jump_if_false @BOAT_22690 
07FC: text_draw_box_position_XY 175.0 315.0 GXT_reference 'BOAT_11' value 246@ flag 2  // Jump Distance:

:BOAT_22690
00D6: if 
8039:   not  252@ == 3 
004D: jump_if_false @BOAT_22752 
00D6: if 
8039:   not  252@ == 4 
004D: jump_if_false @BOAT_22752 
07FC: text_draw_box_position_XY 180.0 315.0 GXT_reference 'BOAT_11' value 246@ flag 2  // Jump Distance:

:BOAT_22752
0002: jump @BOAT_22833 

:BOAT_22759
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 4 
004D: jump_if_false @BOAT_22812 
033E: set_draw_text_position 145.0 315.0 GXT 'BOAT_12'  // Jump Invalid!
0002: jump @BOAT_22833 

:BOAT_22812
033E: set_draw_text_position 180.0 315.0 GXT 'BOAT_12'  // Jump Invalid!

:BOAT_22833
0050: gosub @BOAT_33376 
0340: set_text_draw_RGBA 255 255 255 255 
0007: 241@ = 0.0 
0093: 241@ = integer 208@ to_float 
0017: 241@ /= 1000.0 
00D6: if 
8038:   not  $8189 == 4 
004D: jump_if_false @BOAT_22984 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 4 
004D: jump_if_false @BOAT_22958 
07FC: text_draw_box_position_XY 425.0 275.0 GXT_reference 'BOAT_77' value 241@ flag 2  // ~1~:~1~s
0002: jump @BOAT_22984 

:BOAT_22958
07FC: text_draw_box_position_XY 390.0 275.0 GXT_reference 'BOAT_77' value 241@ flag 2  // ~1~:~1~s

:BOAT_22984
0050: gosub @BOAT_33376 
0904: get_interface 0 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
0007: 240@ = 0.0 
0093: 240@ = integer 233@ to_float 
0017: 240@ /= 1000.0 
00D6: if 
0021:   240@ > 0.0 
004D: jump_if_false @BOAT_23107 
0904: get_interface 0 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
0002: jump @BOAT_23137 

:BOAT_23107
0904: get_interface 8 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 

:BOAT_23137
00D6: if 
8038:   not  $8189 == 4 
004D: jump_if_false @BOAT_23239 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 4 
004D: jump_if_false @BOAT_23213 
07FC: text_draw_box_position_XY 425.0 295.0 GXT_reference 'BOAT_77' value 240@ flag 2  // ~1~:~1~s
0002: jump @BOAT_23239 

:BOAT_23213
07FC: text_draw_box_position_XY 390.0 295.0 GXT_reference 'BOAT_77' value 240@ flag 2  // ~1~:~1~s

:BOAT_23239
0050: gosub @BOAT_33376 
00D6: if or
0039:   167@ == 1 
0039:   167@ == 2 
004D: jump_if_false @BOAT_23292 
0340: set_text_draw_RGBA 255 255 255 255 
0002: jump @BOAT_23306 

:BOAT_23292
0340: set_text_draw_RGBA 255 255 255 255 

:BOAT_23306
0007: 242@ = 0.0 
0093: 242@ = integer 168@ to_float 
0017: 242@ /= 1000.0 
00D6: if 
8038:   not  $8189 == 4 
004D: jump_if_false @BOAT_23436 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 4 
004D: jump_if_false @BOAT_23410 
07FC: text_draw_box_position_XY 425.0 315.0 GXT_reference 'BOAT_77' value 242@ flag 2  // ~1~:~1~s
0002: jump @BOAT_23436 

:BOAT_23410
07FC: text_draw_box_position_XY 390.0 315.0 GXT_reference 'BOAT_77' value 242@ flag 2  // ~1~:~1~s

:BOAT_23436
00D6: if 
0038:   $8189 == 4 
004D: jump_if_false @BOAT_23566 
00D6: if 
0021:   246@ > 0.0 
004D: jump_if_false @BOAT_23566 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 4 
004D: jump_if_false @BOAT_23533 
07FC: text_draw_box_position_XY 425.0 315.0 GXT_reference 'BOAT_80' value 246@ flag 2  // ~1~:~1~m
0002: jump @BOAT_23559 

:BOAT_23533
07FC: text_draw_box_position_XY 390.0 315.0 GXT_reference 'BOAT_80' value 246@ flag 2  // ~1~:~1~m

:BOAT_23559
0002: jump @BOAT_23566 

:BOAT_23566
0904: get_interface 4 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
033E: set_draw_text_position 340.0 345.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
033E: set_draw_text_position 340.0 365.0 GXT 'BOAT_73'  // ~k~~VEHICLE_ENTER_EXIT~
0050: gosub @BOAT_33376 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033E: set_draw_text_position 180.0 345.0 GXT 'BOAT_76'  // Continue
0050: gosub @BOAT_33376 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033E: set_draw_text_position 180.0 365.0 GXT 'BOAT_53'  // Exit
00D6: if or
0039:   167@ == 1 
0039:   167@ == 2 
004D: jump_if_false @BOAT_23903 
0050: gosub @BOAT_33492 
033F: set_text_draw_letter_size 1.0 3.4 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 323.0 110.0 GXT 'BOAT_46'  // new record!

:BOAT_23903
00D6: if or
0039:   167@ == 1 
0039:   167@ == 2 
004D: jump_if_false @BOAT_24250 
00D6: if 
0018:   $8195 > 0 
004D: jump_if_false @BOAT_24250 
038D: draw_texture 4 position 250.0 219.0 size -60.0 60.0 RGBA 180 180 180 255 
038D: draw_texture 4 position 392.0 219.0 size 60.0 60.0 RGBA 180 180 180 255 
00D6: if 
0038:   $8195 == 2 
004D: jump_if_false @BOAT_24072 
038D: draw_texture 1 position 320.0 220.0 size 110.0 95.0 RGBA 160 160 160 255 

:BOAT_24072
00D6: if 
0038:   $8195 == 3 
004D: jump_if_false @BOAT_24126 
038D: draw_texture 2 position 320.0 220.0 size 110.0 95.0 RGBA 160 160 160 255 

:BOAT_24126
00D6: if 
0038:   $8195 == 4 
004D: jump_if_false @BOAT_24180 
038D: draw_texture 3 position 320.0 220.0 size 110.0 95.0 RGBA 160 160 160 255 

:BOAT_24180
0050: gosub @BOAT_33492 
033F: set_text_draw_letter_size 1.0 3.4 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033E: set_draw_text_position 323.0 65.0 GXT 'BOAT_47'  // new certificate awarded!

:BOAT_24250
0002: jump @BOAT_24845 

:BOAT_24257
0050: gosub @BOAT_33376 
0340: set_text_draw_RGBA 134 155 184 255 
0007: 241@ = 0.0 
0093: 241@ = integer 208@ to_float 
0017: 241@ /= 1000.0 
07FC: text_draw_box_position_XY 30.0 55.0 GXT_reference 'BOAT_7' value 241@ flag 2  // Finish Time:
0050: gosub @BOAT_33376 
00D6: if or
0039:   167@ == 1 
0039:   167@ == 2 
004D: jump_if_false @BOAT_24383 
0340: set_text_draw_RGBA 107 148 49 255 
0002: jump @BOAT_24397 

:BOAT_24383
0340: set_text_draw_RGBA 134 155 184 255 

:BOAT_24397
0007: 242@ = 0.0 
0093: 242@ = integer 168@ to_float 
0017: 242@ /= 1000.0 
07FC: text_draw_box_position_XY 30.0 65.0 GXT_reference 'BOAT_10' value 242@ flag 2  // Overall Time:
00D6: if or
0039:   167@ == 1 
0039:   167@ == 2 
004D: jump_if_false @BOAT_24516 
0050: gosub @BOAT_33376 
0340: set_text_draw_RGBA 107 148 49 255 
033E: set_draw_text_position 260.0 65.0 GXT 'BOAT_46'  // new record!

:BOAT_24516
00D6: if or
0039:   167@ == 1 
0039:   167@ == 2 
004D: jump_if_false @BOAT_24845 
00D6: if 
0018:   $8195 > 0 
004D: jump_if_false @BOAT_24845 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 68.0 145.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 210.0 145.0 size 60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
00D6: if 
0038:   $8195 == 2 
004D: jump_if_false @BOAT_24697 
038D: draw_texture 1 position 138.0 145.0 size 110.0 95.0 RGBA 160 160 160 255 

:BOAT_24697
00D6: if 
0038:   $8195 == 3 
004D: jump_if_false @BOAT_24751 
038D: draw_texture 2 position 138.0 145.0 size 110.0 95.0 RGBA 160 160 160 255 

:BOAT_24751
00D6: if 
0038:   $8195 == 4 
004D: jump_if_false @BOAT_24805 
038D: draw_texture 3 position 138.0 145.0 size 110.0 95.0 RGBA 160 160 160 255 

:BOAT_24805
0050: gosub @BOAT_33376 
0340: set_text_draw_RGBA 107 148 49 255 
033E: set_draw_text_position 260.0 172.0 GXT 'BOAT_47'  // new certificate awarded!

:BOAT_24845
014F: stop_timer $8197 
0051: return 

:BOAT_24852
016A: fade 0 time 500 

:BOAT_24859
00D6: if 
016B:   fading 
004D: jump_if_false @BOAT_24883 
0001: wait 0 ms 
0002: jump @BOAT_24859 

:BOAT_24883
0826: enable_hud 1 
0581: enable_radar 1 
00BE: text_clear_all 
03E6: remove_text_box 
03D6: remove_styled_text 'BOAT_46'  // new record!
03D6: remove_styled_text 'BOAT_47'  // new certificate awarded!
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
0039:   164@ == 2 
004D: jump_if_false @BOAT_25007 
00BE: text_clear_all 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BOAT_24986 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 174@ 175@ 176@ 
0002: jump @BOAT_25000 

:BOAT_24986
00A1: put_actor $PLAYER_ACTOR at 174@ 175@ 176@ 

:BOAT_25000
0002: jump @BOAT_25058 

:BOAT_25007
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BOAT_25044 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 174@ 175@ 176@ 
0002: jump @BOAT_25058 

:BOAT_25044
00A1: put_actor $PLAYER_ACTOR at 174@ 175@ 176@ 

:BOAT_25058
0001: wait 0 ms 
00A6: destroy_car 37@ 
00A6: destroy_car 46@ 
009B: destroy_actor 39@ 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0001: wait 0 ms 
014F: stop_timer $8197 
0396: pause_timer 0 
0051: return 

:BOAT_25116
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 225.0 size 612.0 438.0 RGBA 0 0 0 $8194 
00D6: if 
0038:   $8193 == 1 
004D: jump_if_false @BOAT_25238 
00D6: if 
001A:   255 > $8194 
004D: jump_if_false @BOAT_25231 
0008: $8194 += 20 
00D6: if 
0018:   $8194 > 255 
004D: jump_if_false @BOAT_25224 
0004: $8194 = 255 

:BOAT_25224
0002: jump @BOAT_25238 

:BOAT_25231
0004: $8193 = 2 

:BOAT_25238
00D6: if 
0038:   $8193 == 3 
004D: jump_if_false @BOAT_25320 
00D6: if 
0018:   $8194 > 0 
004D: jump_if_false @BOAT_25313 
000C: $8194 -= 5 
00D6: if 
001A:   0 > $8194 
004D: jump_if_false @BOAT_25306 
0004: $8194 = 0 

:BOAT_25306
0002: jump @BOAT_25320 

:BOAT_25313
0004: $8193 = 0 

:BOAT_25320
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 0.0 size 640.0 197.0 RGBA 0 0 0 255 
0050: gosub @BOAT_33492 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
0038:   $8189 == 1 
004D: jump_if_false @BOAT_25432 
033E: set_draw_text_position 322.0 31.0 GXT 'BOAT_A'  // basic seamanship
0084: $8196 = $1963 // (int) 
0050: gosub @BOAT_27098 

:BOAT_25432
00D6: if 
0038:   $8189 == 2 
004D: jump_if_false @BOAT_25486 
033E: set_draw_text_position 322.0 31.0 GXT 'BOAT_B'  // plot a course
0084: $8196 = $1964 // (int) 
0050: gosub @BOAT_27098 

:BOAT_25486
00D6: if 
0038:   $8189 == 3 
004D: jump_if_false @BOAT_25540 
033E: set_draw_text_position 322.0 31.0 GXT 'BOAT_C'  // fresh slalom
0084: $8196 = $1965 // (int) 
0050: gosub @BOAT_27098 

:BOAT_25540
00D6: if 
0038:   $8189 == 4 
004D: jump_if_false @BOAT_25594 
033E: set_draw_text_position 322.0 31.0 GXT 'BOAT_D'  // flying fish
0084: $8196 = $1966 // (int) 
0050: gosub @BOAT_27098 

:BOAT_25594
00D6: if 
0038:   $8189 == 5 
004D: jump_if_false @BOAT_25648 
033E: set_draw_text_position 322.0 31.0 GXT 'BOAT_E'  // land, sea and air
0084: $8196 = $1967 // (int) 
0050: gosub @BOAT_27098 

:BOAT_25648
0050: gosub @BOAT_33314 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 1 
004D: jump_if_false @BOAT_25750 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'BOAT_53'  // Exit
0002: jump @BOAT_25783 

:BOAT_25750
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'BOAT_53'  // Exit

:BOAT_25783
00D6: if 
8038:   not  $8192 == 1 
004D: jump_if_false @BOAT_26249 
0050: gosub @BOAT_33314 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 1 
004D: jump_if_false @BOAT_25903 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'BOAT_54'  // Start
0002: jump @BOAT_25936 

:BOAT_25903
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'BOAT_54'  // Start

:BOAT_25936
00D6: if 
8038:   not  $1962 == 1 
004D: jump_if_false @BOAT_26089 
0050: gosub @BOAT_33314 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 1 
004D: jump_if_false @BOAT_26056 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BOAT_52'  // Navigate
0002: jump @BOAT_26089 

:BOAT_26056
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BOAT_52'  // Navigate

:BOAT_26089
00D6: if 
0038:   $1962 == 1 
004D: jump_if_false @BOAT_26242 
0050: gosub @BOAT_33314 
0904: get_interface 8 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 1 
004D: jump_if_false @BOAT_26209 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BOAT_52'  // Navigate
0002: jump @BOAT_26242 

:BOAT_26209
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BOAT_52'  // Navigate

:BOAT_26242
0002: jump @BOAT_26384 

:BOAT_26249
0050: gosub @BOAT_33314 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
0050: gosub @BOAT_37684 
00D6: if 
0039:   252@ == 1 
004D: jump_if_false @BOAT_26351 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BOAT_52'  // Navigate
0002: jump @BOAT_26384 

:BOAT_26351
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BOAT_52'  // Navigate

:BOAT_26384
0050: gosub @BOAT_33314 
0340: set_text_draw_RGBA 248 211 7 255 
0904: get_interface 4 color_RGBA_to 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_size 0.32 1.25 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033E: set_draw_text_position 150.0 360.0 GXT 'BOAT_73'  // ~k~~VEHICLE_ENTER_EXIT~
00D6: if 
8038:   not  $8192 == 1 
004D: jump_if_false @BOAT_26762 
0050: gosub @BOAT_33314 
0904: get_interface 4 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 150.0 340.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
00D6: if 
8038:   not  $1962 == 1 
004D: jump_if_false @BOAT_26655 
0050: gosub @BOAT_33314 
0904: get_interface 4 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_size 1.45 2.0 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'BOAT_72'  // ~<~~>~

:BOAT_26655
00D6: if 
0038:   $1962 == 1 
004D: jump_if_false @BOAT_26755 
0050: gosub @BOAT_33314 
0904: get_interface 4 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_size 1.45 2.0 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'BOAT_72'  // ~<~~>~

:BOAT_26755
0002: jump @BOAT_26844 

:BOAT_26762
0050: gosub @BOAT_33314 
0904: get_interface 4 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_size 1.45 2.0 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'BOAT_72'  // ~<~~>~

:BOAT_26844
033F: set_text_draw_letter_size 0.52 1.45 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 317.0 size 320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 317.0 size -320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 160.0 435.0 size 320.0 17.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 480.0 435.0 size -320.0 17.0 RGBA 150 150 150 255 
0051: return 

:BOAT_27098
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 430.0 size 640.0 250.0 RGBA 0 0 0 255 
0050: gosub @BOAT_33314 
03E4: set_text_draw_align_right 0 
0904: get_interface 3 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
00D6: if 
0038:   $8189 == 1 
004D: jump_if_false @BOAT_27919 
00D6: if 
001F:   212@ > $1963 // (int) 
004D: jump_if_false @BOAT_27483 
0007: 239@ = 0.0 
008F: 239@ = integer $8196 to_float 
0017: 239@ /= 1000.0 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_27476 jumps 0 @BOAT_27311 1 @BOAT_27344 2 @BOAT_27377 3 @BOAT_27410 4 @BOAT_27443 -1 @BOAT_27476 -1 @BOAT_27476 

:BOAT_27311
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_27476 

:BOAT_27344
07FC: text_draw_box_position_XY 200.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_27476 

:BOAT_27377
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_27476 

:BOAT_27410
07FC: text_draw_box_position_XY 187.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_27476 

:BOAT_27443
07FC: text_draw_box_position_XY 193.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_27476 

:BOAT_27476
0002: jump @BOAT_27777 

:BOAT_27483
0006: 247@ = 0 
0007: 234@ = 0.0 
0093: 234@ = integer 212@ to_float 
0017: 234@ /= 1000.0 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_27777 jumps 0 @BOAT_27588 1 @BOAT_27621 2 @BOAT_27654 3 @BOAT_27687 4 @BOAT_27720 -1 @BOAT_27777 -1 @BOAT_27777 

:BOAT_27588
07FC: text_draw_box_position_XY 137.0 75.0 GXT_reference 'BOAT_62' value 234@ flag 1  // finish under ~1~ seconds to pass
0002: jump @BOAT_27777 

:BOAT_27621
07FC: text_draw_box_position_XY 77.0 75.0 GXT_reference 'BOAT_62' value 234@ flag 1  // finish under ~1~ seconds to pass
0002: jump @BOAT_27777 

:BOAT_27654
07FC: text_draw_box_position_XY 77.0 75.0 GXT_reference 'BOAT_62' value 234@ flag 1  // finish under ~1~ seconds to pass
0002: jump @BOAT_27777 

:BOAT_27687
07FC: text_draw_box_position_XY 97.0 75.0 GXT_reference 'BOAT_62' value 234@ flag 1  // finish under ~1~ seconds to pass
0002: jump @BOAT_27777 

:BOAT_27720
033F: set_text_draw_letter_size 0.45 1.35 
07FC: text_draw_box_position_XY 93.0 75.0 GXT_reference 'BOAT_62' value 234@ flag 1  // finish under ~1~ seconds to pass
033F: set_text_draw_letter_size 0.52 1.45 
0002: jump @BOAT_27777 

:BOAT_27777
00D6: if 
001E:   $8196 > 213@ // (int) 
004D: jump_if_false @BOAT_27803 
0004: $8195 = 1 

:BOAT_27803
00D6: if 
001F:   213@ > $8196 // (int) 
004D: jump_if_false @BOAT_27848 
00D6: if 
001E:   $8196 > 214@ // (int) 
004D: jump_if_false @BOAT_27848 
0004: $8195 = 2 

:BOAT_27848
00D6: if 
001F:   214@ > $8196 // (int) 
004D: jump_if_false @BOAT_27893 
00D6: if 
001E:   $8196 > 215@ // (int) 
004D: jump_if_false @BOAT_27893 
0004: $8195 = 3 

:BOAT_27893
00D6: if 
001F:   215@ > $8196 // (int) 
004D: jump_if_false @BOAT_27919 
0004: $8195 = 4 

:BOAT_27919
00D6: if 
0038:   $8189 == 2 
004D: jump_if_false @BOAT_28655 
00D6: if 
001F:   216@ > $1964 // (int) 
004D: jump_if_false @BOAT_28226 
0007: 239@ = 0.0 
008F: 239@ = integer $8196 to_float 
0017: 239@ /= 1000.0 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_28219 jumps 0 @BOAT_28054 1 @BOAT_28087 2 @BOAT_28120 3 @BOAT_28153 4 @BOAT_28186 -1 @BOAT_28219 -1 @BOAT_28219 

:BOAT_28054
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_28219 

:BOAT_28087
07FC: text_draw_box_position_XY 200.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_28219 

:BOAT_28120
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_28219 

:BOAT_28153
07FC: text_draw_box_position_XY 187.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_28219 

:BOAT_28186
07FC: text_draw_box_position_XY 190.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_28219 

:BOAT_28219
0002: jump @BOAT_28513 

:BOAT_28226
0007: 235@ = 0.0 
0093: 235@ = integer 216@ to_float 
0017: 235@ /= 1000.0 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_28513 jumps 0 @BOAT_28324 1 @BOAT_28357 2 @BOAT_28390 3 @BOAT_28423 4 @BOAT_28456 -1 @BOAT_28513 -1 @BOAT_28513 

:BOAT_28324
07FC: text_draw_box_position_XY 137.0 75.0 GXT_reference 'BOAT_62' value 235@ flag 1  // finish under ~1~ seconds to pass
0002: jump @BOAT_28513 

:BOAT_28357
07FC: text_draw_box_position_XY 77.0 75.0 GXT_reference 'BOAT_62' value 235@ flag 1  // finish under ~1~ seconds to pass
0002: jump @BOAT_28513 

:BOAT_28390
07FC: text_draw_box_position_XY 77.0 75.0 GXT_reference 'BOAT_62' value 235@ flag 1  // finish under ~1~ seconds to pass
0002: jump @BOAT_28513 

:BOAT_28423
07FC: text_draw_box_position_XY 97.0 75.0 GXT_reference 'BOAT_62' value 235@ flag 1  // finish under ~1~ seconds to pass
0002: jump @BOAT_28513 

:BOAT_28456
033F: set_text_draw_letter_size 0.45 1.35 
07FC: text_draw_box_position_XY 88.0 75.0 GXT_reference 'BOAT_62' value 235@ flag 1  // finish under ~1~ seconds to pass
033F: set_text_draw_letter_size 0.52 1.45 
0002: jump @BOAT_28513 

:BOAT_28513
00D6: if 
001E:   $8196 > 217@ // (int) 
004D: jump_if_false @BOAT_28539 
0004: $8195 = 1 

:BOAT_28539
00D6: if 
001F:   217@ > $8196 // (int) 
004D: jump_if_false @BOAT_28584 
00D6: if 
001E:   $8196 > 218@ // (int) 
004D: jump_if_false @BOAT_28584 
0004: $8195 = 2 

:BOAT_28584
00D6: if 
001F:   218@ > $8196 // (int) 
004D: jump_if_false @BOAT_28629 
00D6: if 
001E:   $8196 > 219@ // (int) 
004D: jump_if_false @BOAT_28629 
0004: $8195 = 3 

:BOAT_28629
00D6: if 
001F:   219@ > $8196 // (int) 
004D: jump_if_false @BOAT_28655 
0004: $8195 = 4 

:BOAT_28655
00D6: if 
0038:   $8189 == 3 
004D: jump_if_false @BOAT_29401 
00D6: if 
001F:   220@ > $1965 // (int) 
004D: jump_if_false @BOAT_28962 
0007: 239@ = 0.0 
008F: 239@ = integer $8196 to_float 
0017: 239@ /= 1000.0 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_28955 jumps 0 @BOAT_28790 1 @BOAT_28823 2 @BOAT_28856 3 @BOAT_28889 4 @BOAT_28922 -1 @BOAT_28955 -1 @BOAT_28955 

:BOAT_28790
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_28955 

:BOAT_28823
07FC: text_draw_box_position_XY 200.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_28955 

:BOAT_28856
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_28955 

:BOAT_28889
07FC: text_draw_box_position_XY 187.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_28955 

:BOAT_28922
07FC: text_draw_box_position_XY 190.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_28955 

:BOAT_28955
0002: jump @BOAT_29259 

:BOAT_28962
0007: 236@ = 0.0 
0093: 236@ = integer 220@ to_float 
0017: 236@ /= 1000.0 
0017: 236@ /= 60.0 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_29259 jumps 0 @BOAT_29070 1 @BOAT_29103 2 @BOAT_29136 3 @BOAT_29169 4 @BOAT_29202 -1 @BOAT_29259 -1 @BOAT_29259 

:BOAT_29070
07FC: text_draw_box_position_XY 142.0 75.0 GXT_reference 'BOAT_63' value 236@ flag 1  // finish under ~1~ minutes to pass
0002: jump @BOAT_29259 

:BOAT_29103
07FC: text_draw_box_position_XY 87.0 75.0 GXT_reference 'BOAT_63' value 236@ flag 1  // finish under ~1~ minutes to pass
0002: jump @BOAT_29259 

:BOAT_29136
07FC: text_draw_box_position_XY 83.0 75.0 GXT_reference 'BOAT_63' value 236@ flag 1  // finish under ~1~ minutes to pass
0002: jump @BOAT_29259 

:BOAT_29169
07FC: text_draw_box_position_XY 112.0 75.0 GXT_reference 'BOAT_63' value 236@ flag 1  // finish under ~1~ minutes to pass
0002: jump @BOAT_29259 

:BOAT_29202
033F: set_text_draw_letter_size 0.45 1.35 
07FC: text_draw_box_position_XY 103.0 75.0 GXT_reference 'BOAT_63' value 236@ flag 1  // finish under ~1~ minutes to pass
033F: set_text_draw_letter_size 0.52 1.45 
0002: jump @BOAT_29259 

:BOAT_29259
00D6: if 
001E:   $8196 > 221@ // (int) 
004D: jump_if_false @BOAT_29285 
0004: $8195 = 1 

:BOAT_29285
00D6: if 
001F:   221@ > $8196 // (int) 
004D: jump_if_false @BOAT_29330 
00D6: if 
001E:   $8196 > 222@ // (int) 
004D: jump_if_false @BOAT_29330 
0004: $8195 = 2 

:BOAT_29330
00D6: if 
001F:   222@ > $8196 // (int) 
004D: jump_if_false @BOAT_29375 
00D6: if 
001E:   $8196 > 223@ // (int) 
004D: jump_if_false @BOAT_29375 
0004: $8195 = 3 

:BOAT_29375
00D6: if 
001F:   223@ > $8196 // (int) 
004D: jump_if_false @BOAT_29401 
0004: $8195 = 4 

:BOAT_29401
00D6: if 
0038:   $8189 == 4 
004D: jump_if_false @BOAT_30117 
00D6: if 
001E:   $1966 > 224@ // (int) 
004D: jump_if_false @BOAT_29698 
0007: 239@ = 0.0 
008F: 239@ = integer $8196 to_float 
0017: 239@ /= 1000.0 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_29691 jumps 0 @BOAT_29536 1 @BOAT_29567 2 @BOAT_29598 3 @BOAT_29629 4 @BOAT_29660 -1 @BOAT_29691 -1 @BOAT_29691 

:BOAT_29536
045A: draw_text_1number 185.0 75.0 GXT 'BOAT_60' number $1966  // longest jump ~1~ meters
0002: jump @BOAT_29691 

:BOAT_29567
045A: draw_text_1number 167.0 75.0 GXT 'BOAT_60' number $1966  // longest jump ~1~ meters
0002: jump @BOAT_29691 

:BOAT_29598
045A: draw_text_1number 167.0 75.0 GXT 'BOAT_60' number $1966  // longest jump ~1~ meters
0002: jump @BOAT_29691 

:BOAT_29629
045A: draw_text_1number 177.0 75.0 GXT 'BOAT_60' number $1966  // longest jump ~1~ meters
0002: jump @BOAT_29691 

:BOAT_29660
045A: draw_text_1number 160.0 75.0 GXT 'BOAT_60' number $1966  // longest jump ~1~ meters
0002: jump @BOAT_29691 

:BOAT_29691
0002: jump @BOAT_29951 

:BOAT_29698
0007: 237@ = 0.0 
0093: 237@ = integer 224@ to_float 
0017: 237@ /= 1000.0 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_29951 jumps 0 @BOAT_29796 1 @BOAT_29827 2 @BOAT_29858 3 @BOAT_29889 4 @BOAT_29920 -1 @BOAT_29951 -1 @BOAT_29951 

:BOAT_29796
045A: draw_text_1number 153.0 75.0 GXT 'BOAT_61' number 224@  // jump over ~1~ meters to pass
0002: jump @BOAT_29951 

:BOAT_29827
045A: draw_text_1number 103.0 75.0 GXT 'BOAT_61' number 224@  // jump over ~1~ meters to pass
0002: jump @BOAT_29951 

:BOAT_29858
045A: draw_text_1number 93.0 75.0 GXT 'BOAT_61' number 224@  // jump over ~1~ meters to pass
0002: jump @BOAT_29951 

:BOAT_29889
045A: draw_text_1number 123.0 75.0 GXT 'BOAT_61' number 224@  // jump over ~1~ meters to pass
0002: jump @BOAT_29951 

:BOAT_29920
045A: draw_text_1number 103.0 75.0 GXT 'BOAT_61' number 224@  // jump over ~1~ meters to pass
0002: jump @BOAT_29951 

:BOAT_29951
00D6: if 
001F:   225@ > $8196 // (int) 
004D: jump_if_false @BOAT_29977 
0004: $8195 = 1 

:BOAT_29977
00D6: if or
001E:   $8196 > 225@ // (int) 
003C:   $8196 == 225@ // (int) 
004D: jump_if_false @BOAT_30030 
00D6: if 
001F:   226@ > $8196 // (int) 
004D: jump_if_false @BOAT_30030 
0004: $8195 = 2 

:BOAT_30030
00D6: if or
001E:   $8196 > 226@ // (int) 
003C:   $8196 == 226@ // (int) 
004D: jump_if_false @BOAT_30083 
00D6: if 
001F:   227@ > $8196 // (int) 
004D: jump_if_false @BOAT_30083 
0004: $8195 = 3 

:BOAT_30083
00D6: if or
001E:   $8196 > 227@ // (int) 
003C:   $8196 == 227@ // (int) 
004D: jump_if_false @BOAT_30117 
0004: $8195 = 4 

:BOAT_30117
00D6: if 
0038:   $8189 == 5 
004D: jump_if_false @BOAT_30863 
00D6: if 
001F:   228@ > $1967 // (int) 
004D: jump_if_false @BOAT_30424 
0007: 239@ = 0.0 
008F: 239@ = integer $8196 to_float 
0017: 239@ /= 1000.0 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_30417 jumps 0 @BOAT_30252 1 @BOAT_30285 2 @BOAT_30318 3 @BOAT_30351 4 @BOAT_30384 -1 @BOAT_30417 -1 @BOAT_30417 

:BOAT_30252
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_30417 

:BOAT_30285
07FC: text_draw_box_position_XY 200.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_30417 

:BOAT_30318
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_30417 

:BOAT_30351
07FC: text_draw_box_position_XY 187.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_30417 

:BOAT_30384
07FC: text_draw_box_position_XY 190.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_30417 

:BOAT_30417
0002: jump @BOAT_30721 

:BOAT_30424
0007: 238@ = 0.0 
0093: 238@ = integer 228@ to_float 
0017: 238@ /= 1000.0 
0017: 238@ /= 60.0 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_30721 jumps 0 @BOAT_30532 1 @BOAT_30565 2 @BOAT_30598 3 @BOAT_30631 4 @BOAT_30664 -1 @BOAT_30721 -1 @BOAT_30721 

:BOAT_30532
07FC: text_draw_box_position_XY 144.0 75.0 GXT_reference 'BOAT_63' value 238@ flag 1  // finish under ~1~ minutes to pass
0002: jump @BOAT_30721 

:BOAT_30565
07FC: text_draw_box_position_XY 87.0 75.0 GXT_reference 'BOAT_63' value 238@ flag 1  // finish under ~1~ minutes to pass
0002: jump @BOAT_30721 

:BOAT_30598
07FC: text_draw_box_position_XY 88.0 75.0 GXT_reference 'BOAT_63' value 238@ flag 1  // finish under ~1~ minutes to pass
0002: jump @BOAT_30721 

:BOAT_30631
07FC: text_draw_box_position_XY 117.0 75.0 GXT_reference 'BOAT_63' value 238@ flag 1  // finish under ~1~ minutes to pass
0002: jump @BOAT_30721 

:BOAT_30664
033F: set_text_draw_letter_size 0.45 1.35 
07FC: text_draw_box_position_XY 103.0 75.0 GXT_reference 'BOAT_63' value 238@ flag 1  // finish under ~1~ minutes to pass
033F: set_text_draw_letter_size 0.52 1.45 
0002: jump @BOAT_30721 

:BOAT_30721
00D6: if 
001E:   $8196 > 229@ // (int) 
004D: jump_if_false @BOAT_30747 
0004: $8195 = 1 

:BOAT_30747
00D6: if 
001F:   229@ > $8196 // (int) 
004D: jump_if_false @BOAT_30792 
00D6: if 
001E:   $8196 > 230@ // (int) 
004D: jump_if_false @BOAT_30792 
0004: $8195 = 2 

:BOAT_30792
00D6: if 
001F:   230@ > $8196 // (int) 
004D: jump_if_false @BOAT_30837 
00D6: if 
001E:   $8196 > 231@ // (int) 
004D: jump_if_false @BOAT_30837 
0004: $8195 = 3 

:BOAT_30837
00D6: if 
001F:   231@ > $8196 // (int) 
004D: jump_if_false @BOAT_30863 
0004: $8195 = 4 

:BOAT_30863
00D6: if 
0018:   $8195 > 1 
004D: jump_if_false @BOAT_30968 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 
0002: jump @BOAT_31048 

:BOAT_30968
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 

:BOAT_31048
03E3: set_texture_to_be_drawn_antialiased 1 
00D6: if 
0038:   $8195 == 1 
004D: jump_if_false @BOAT_31337 
038D: draw_texture 6 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @BOAT_33314 
0340: set_text_draw_RGBA 166 202 240 255 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_31337 jumps 0 @BOAT_31197 1 @BOAT_31225 2 @BOAT_31253 3 @BOAT_31281 4 @BOAT_31309 -1 @BOAT_31337 -1 @BOAT_31337 

:BOAT_31197
033E: set_draw_text_position 266.0 375.0 GXT 'BOAT_64'  // NO AWARD
0002: jump @BOAT_31337 

:BOAT_31225
033E: set_draw_text_position 216.0 375.0 GXT 'BOAT_64'  // NO AWARD
0002: jump @BOAT_31337 

:BOAT_31253
033E: set_draw_text_position 233.0 375.0 GXT 'BOAT_64'  // NO AWARD
0002: jump @BOAT_31337 

:BOAT_31281
033E: set_draw_text_position 216.0 375.0 GXT 'BOAT_64'  // NO AWARD
0002: jump @BOAT_31337 

:BOAT_31309
033E: set_draw_text_position 216.0 375.0 GXT 'BOAT_64'  // NO AWARD
0002: jump @BOAT_31337 

:BOAT_31337
00D6: if 
0038:   $8195 == 2 
004D: jump_if_false @BOAT_31622 
038D: draw_texture 1 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @BOAT_33314 
0340: set_text_draw_RGBA 166 202 240 255 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_31622 jumps 0 @BOAT_31482 1 @BOAT_31510 2 @BOAT_31538 3 @BOAT_31566 4 @BOAT_31594 -1 @BOAT_31622 -1 @BOAT_31622 

:BOAT_31482
033E: set_draw_text_position 280.0 375.0 GXT 'BOAT_57'  // BRONZE
0002: jump @BOAT_31622 

:BOAT_31510
033E: set_draw_text_position 280.0 375.0 GXT 'BOAT_57'  // BRONZE
0002: jump @BOAT_31622 

:BOAT_31538
033E: set_draw_text_position 280.0 375.0 GXT 'BOAT_57'  // BRONZE
0002: jump @BOAT_31622 

:BOAT_31566
033E: set_draw_text_position 280.0 375.0 GXT 'BOAT_57'  // BRONZE
0002: jump @BOAT_31622 

:BOAT_31594
033E: set_draw_text_position 280.0 375.0 GXT 'BOAT_57'  // BRONZE
0002: jump @BOAT_31622 

:BOAT_31622
00D6: if 
0038:   $8195 == 3 
004D: jump_if_false @BOAT_31907 
038D: draw_texture 2 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @BOAT_33314 
0340: set_text_draw_RGBA 166 202 240 255 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_31907 jumps 0 @BOAT_31767 1 @BOAT_31795 2 @BOAT_31823 3 @BOAT_31851 4 @BOAT_31879 -1 @BOAT_31907 -1 @BOAT_31907 

:BOAT_31767
033E: set_draw_text_position 283.0 375.0 GXT 'BOAT_56'  // SILVER
0002: jump @BOAT_31907 

:BOAT_31795
033E: set_draw_text_position 278.0 375.0 GXT 'BOAT_56'  // SILVER
0002: jump @BOAT_31907 

:BOAT_31823
033E: set_draw_text_position 283.0 375.0 GXT 'BOAT_56'  // SILVER
0002: jump @BOAT_31907 

:BOAT_31851
033E: set_draw_text_position 273.0 375.0 GXT 'BOAT_56'  // SILVER
0002: jump @BOAT_31907 

:BOAT_31879
033E: set_draw_text_position 286.0 375.0 GXT 'BOAT_56'  // SILVER
0002: jump @BOAT_31907 

:BOAT_31907
00D6: if 
0038:   $8195 == 4 
004D: jump_if_false @BOAT_32192 
038D: draw_texture 3 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @BOAT_33314 
0340: set_text_draw_RGBA 166 202 240 255 
0050: gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_32192 jumps 0 @BOAT_32052 1 @BOAT_32080 2 @BOAT_32108 3 @BOAT_32136 4 @BOAT_32164 -1 @BOAT_32192 -1 @BOAT_32192 

:BOAT_32052
033E: set_draw_text_position 294.0 375.0 GXT 'BOAT_55'  // GOLD
0002: jump @BOAT_32192 

:BOAT_32080
033E: set_draw_text_position 307.0 375.0 GXT 'BOAT_55'  // GOLD
0002: jump @BOAT_32192 

:BOAT_32108
033E: set_draw_text_position 294.0 375.0 GXT 'BOAT_55'  // GOLD
0002: jump @BOAT_32192 

:BOAT_32136
033E: set_draw_text_position 300.0 375.0 GXT 'BOAT_55'  // GOLD
0002: jump @BOAT_32192 

:BOAT_32164
033E: set_draw_text_position 300.0 375.0 GXT 'BOAT_55'  // GOLD
0002: jump @BOAT_32192 

:BOAT_32192
0051: return 

:BOAT_32194
00D6: if 
0038:   $8191 == 0 
004D: jump_if_false @BOAT_32344 
00D6: if 
0038:   $8189 == 1 
004D: jump_if_false @BOAT_32237 
0050: gosub @BOAT_2264 

:BOAT_32237
00D6: if 
0038:   $8189 == 2 
004D: jump_if_false @BOAT_32262 
0050: gosub @BOAT_3828 

:BOAT_32262
00D6: if 
0038:   $8189 == 3 
004D: jump_if_false @BOAT_32287 
0050: gosub @BOAT_6527 

:BOAT_32287
00D6: if 
0038:   $8189 == 4 
004D: jump_if_false @BOAT_32312 
0050: gosub @BOAT_10930 

:BOAT_32312
00D6: if 
0038:   $8189 == 5 
004D: jump_if_false @BOAT_32337 
0050: gosub @BOAT_12810 

:BOAT_32337
0004: $8191 = 1 

:BOAT_32344
00D6: if 
0038:   $8191 == 1 
004D: jump_if_false @BOAT_32824 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_32824 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_32426 
00AA: store_car 37@ position_to 204@ 205@ 206@ 
0395: clear_area 1 at 204@ 205@ 206@ radius 1000.0 

:BOAT_32426
00D6: if 
0038:   $8189 == 1 
004D: jump_if_false @BOAT_32496 
00D6: if 
87C1:   not path 752 available 
004D: jump_if_false @BOAT_32472 
07C0: load_path 752 
0002: jump @BOAT_32496 

:BOAT_32472
0971: sync_water 
05EB: assign_car 37@ to_path 752 
0004: $8193 = 3 
0004: $8191 = 2 

:BOAT_32496
00D6: if 
0038:   $8189 == 2 
004D: jump_if_false @BOAT_32566 
00D6: if 
87C1:   not path 755 available 
004D: jump_if_false @BOAT_32542 
07C0: load_path 755 
0002: jump @BOAT_32566 

:BOAT_32542
0971: sync_water 
05EB: assign_car 37@ to_path 755 
0004: $8193 = 3 
0004: $8191 = 2 

:BOAT_32566
00D6: if 
0038:   $8189 == 3 
004D: jump_if_false @BOAT_32636 
00D6: if 
87C1:   not path 757 available 
004D: jump_if_false @BOAT_32612 
07C0: load_path 757 
0002: jump @BOAT_32636 

:BOAT_32612
0971: sync_water 
05EB: assign_car 37@ to_path 757 
0004: $8193 = 3 
0004: $8191 = 2 

:BOAT_32636
00D6: if 
0038:   $8189 == 4 
004D: jump_if_false @BOAT_32754 
00D6: if 
87C1:   not path 759 available 
004D: jump_if_false @BOAT_32682 
07C0: load_path 759 
0002: jump @BOAT_32754 

:BOAT_32682
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_32730 
00AA: store_car 37@ position_to 204@ 205@ 206@ 
0395: clear_area 1 at 204@ 205@ 206@ radius 1000.0 

:BOAT_32730
0971: sync_water 
05EB: assign_car 37@ to_path 759 
0004: $8193 = 3 
0004: $8191 = 2 

:BOAT_32754
00D6: if 
0038:   $8189 == 5 
004D: jump_if_false @BOAT_32824 
00D6: if 
87C1:   not path 760 available 
004D: jump_if_false @BOAT_32800 
07C0: load_path 760 
0002: jump @BOAT_32824 

:BOAT_32800
0971: sync_water 
05EB: assign_car 37@ to_path 760 
0004: $8193 = 3 
0004: $8191 = 2 

:BOAT_32824
00D6: if 
0038:   $8191 == 2 
004D: jump_if_false @BOAT_33145 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_33131 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @BOAT_33094 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
00D6: if 
0038:   $8189 == 1 
004D: jump_if_false @BOAT_32926 
000F: 185@ -= 35.0 
000F: 186@ -= 30.0 

:BOAT_32926
00D6: if 
0038:   $8189 == 2 
004D: jump_if_false @BOAT_32964 
000F: 185@ -= 15.0 
000F: 186@ -= 30.0 

:BOAT_32964
00D6: if 
0038:   $8189 == 3 
004D: jump_if_false @BOAT_33002 
000F: 185@ -= 13.0 
000F: 186@ -= 13.0 

:BOAT_33002
00D6: if 
0038:   $8189 == 4 
004D: jump_if_false @BOAT_33040 
000F: 185@ -= 10.0 
000F: 186@ -= 20.0 

:BOAT_33040
00D6: if 
0038:   $8189 == 5 
004D: jump_if_false @BOAT_33078 
000F: 185@ -= 10.0 
000F: 186@ -= 20.0 

:BOAT_33078
00AB: put_car 46@ at 185@ 186@ 10.0 

:BOAT_33094
00D6: if 
860E:   not car 37@ assigned_to_path 
004D: jump_if_false @BOAT_33124 
0004: $8193 = 1 
0004: $8191 = 4 

:BOAT_33124
0002: jump @BOAT_33145 

:BOAT_33131
0004: $8193 = 1 
0004: $8191 = 4 

:BOAT_33145
00D6: if 
0038:   $8191 == 3 
004D: jump_if_false @BOAT_33177 
0004: $8193 = 1 
0004: $8191 = 4 

:BOAT_33177
00D6: if 
0038:   $8191 == 4 
004D: jump_if_false @BOAT_33312 
00D6: if 
0038:   $8193 == 2 
004D: jump_if_false @BOAT_33312 
05EC: release_car 37@ from_path 
02EB: restore_camera_with_jumpcut 
014F: stop_timer $8197 
0396: pause_timer 0 
00A6: destroy_car 46@ 
00A6: destroy_car 37@ 
0050: gosub @BOAT_37625 
0004: $8191 = 0 
014F: stop_timer $8197 
0396: pause_timer 0 
00A6: destroy_car 37@ 
00A6: destroy_car 46@ 
009B: destroy_actor 47@ 
009B: destroy_actor 39@ 
00A6: destroy_car 40@ 
00A6: destroy_car 41@ 
00A6: destroy_car 44@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 45@ 

:BOAT_33312
0051: return 

:BOAT_33314
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
0051: return 

:BOAT_33376
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
0051: return 
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.8 2.6 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0051: return 

:BOAT_33492
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.2 4.0 
060D: draw_text_shadow 3 rgba 0 0 0 255 
0349: set_text_draw_font 3 
0051: return 
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.0 3.8 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
0051: return 

:BOAT_33612
01B4: set_player $PLAYER_CHAR can_move 0 
009B: destroy_actor 39@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
00A6: destroy_car 40@ 
00A6: destroy_car 41@ 
00A6: destroy_car 44@ 
009B: destroy_actor 45@ 
014F: stop_timer $8197 
00A5: 40@ = create_car #TROPIC at -2100.836 2247.862 0.0 
0175: set_car 40@ Z_angle_to 122.0 
0129: 42@ = create_actor_pedtype 24 model #OMOBOAT in_car 40@ driverseat 
00A5: 41@ = create_car #MARQUIS at -1996.127 2125.169 0.0 
0175: set_car 41@ Z_angle_to 160.0 
0129: 43@ = create_actor_pedtype 24 model #OMOBOAT in_car 41@ driverseat 
00A5: 44@ = create_car #TROPIC at -2251.171 2129.291 0.0 
0175: set_car 44@ Z_angle_to 182.0 
0129: 45@ = create_actor_pedtype 24 model #OMOBOAT in_car 44@ driverseat 
036A: put_actor $PLAYER_ACTOR in_car 37@ 
020A: set_car 37@ door_status_to 4 
0001: wait 1000 ms 
016A: fade 0 time 2000 

:BOAT_33824
00D6: if 
016B:   fading 
004D: jump_if_false @BOAT_33848 
0001: wait 0 ms 
0002: jump @BOAT_33824 

:BOAT_33848
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if 
0038:   $8189 == 4 
004D: jump_if_false @BOAT_33891 
03CB: set_rendering_origin_at -2318.049 2312.302 10.0 
0001: wait 0 ms 

:BOAT_33891
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_33939 
00AA: store_car 37@ position_to 204@ 205@ 206@ 
0395: clear_area 1 at 204@ 205@ 206@ radius 1000.0 

:BOAT_33939
016A: fade 1 time 2000 

:BOAT_33946
00D6: if 
016B:   fading 
004D: jump_if_false @BOAT_33970 
0001: wait 0 ms 
0002: jump @BOAT_33946 

:BOAT_33970
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_34018 
00AA: store_car 37@ position_to 204@ 205@ 206@ 
0395: clear_area 1 at 204@ 205@ 206@ radius 1000.0 

:BOAT_34018
0051: return 

:BOAT_34020
016A: fade 0 time 500 

:BOAT_34027
00D6: if 
016B:   fading 
004D: jump_if_false @BOAT_34051 
0001: wait 0 ms 
0002: jump @BOAT_34027 

:BOAT_34051
00D6: if 
0038:   $8189 == 16 
004D: jump_if_false @BOAT_34090 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0002: jump @BOAT_34104 

:BOAT_34090
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 

:BOAT_34104
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B6: set_weather 13 
04BB: select_interior 0 
009B: destroy_actor 39@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
00A6: destroy_car 40@ 
00A6: destroy_car 41@ 
00A6: destroy_car 44@ 
009B: destroy_actor 45@ 
0051: return 

:BOAT_34153
0168: set_marker 53@ size 1 
0168: set_marker 54@ size 1 
0165: set_marker 52@ color_to 4 
0165: set_marker 51@ color_to 4 
0165: set_marker 53@ color_to 4 
0165: set_marker 54@ color_to 4 
0051: return 

:BOAT_34197
00D6: if 
0038:   $8189 == 1 
004D: jump_if_false @BOAT_34503 
0006: 156@ = 0 

:BOAT_34222
00D6: if 
001B:   8 > 156@ 
004D: jump_if_false @BOAT_34303 
029B: 56@(156@,50i) = init_object #BOUY at 0.0 0.0 100.0 
0382: set_object 56@(156@,50i) collision_detection 1 
0392: make_object 56@(156@,50i) moveable 1 
000A: 156@ += 1 
0002: jump @BOAT_34222 

:BOAT_34303
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_34503 
035C: place_object 56@ relative_to_car 37@ with_offset 20.0 180.0 0.0 
035C: place_object 57@ relative_to_car 37@ with_offset -20.0 180.0 0.0 
035C: place_object 58@ relative_to_car 37@ with_offset 20.0 190.0 0.0 
035C: place_object 59@ relative_to_car 37@ with_offset -20.0 190.0 0.0 
035C: place_object 60@ relative_to_car 37@ with_offset 20.0 200.0 0.0 
035C: place_object 61@ relative_to_car 37@ with_offset -20.0 200.0 0.0 
035C: place_object 62@ relative_to_car 37@ with_offset 20.0 210.0 0.0 
035C: place_object 63@ relative_to_car 37@ with_offset -20.0 210.0 0.0 

:BOAT_34503
00D6: if 
0038:   $8189 == 2 
004D: jump_if_false @BOAT_34993 
0006: 156@ = 0 

:BOAT_34528
00D6: if 
001B:   16 > 156@ 
004D: jump_if_false @BOAT_34609 
029B: 56@(156@,50i) = init_object #BOUY at 0.0 0.0 100.0 
0382: set_object 56@(156@,50i) collision_detection 1 
0392: make_object 56@(156@,50i) moveable 1 
000A: 156@ += 1 
0002: jump @BOAT_34528 

:BOAT_34609
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_34993 
035C: place_object 56@ relative_to_car 37@ with_offset 0.0 80.0 0.0 
035C: place_object 57@ relative_to_car 37@ with_offset 15.0 70.0 0.0 
035C: place_object 58@ relative_to_car 37@ with_offset 55.0 145.0 0.0 
035C: place_object 59@ relative_to_car 37@ with_offset 70.0 130.0 0.0 
035C: place_object 60@ relative_to_car 37@ with_offset 150.0 110.0 0.0 
035C: place_object 61@ relative_to_car 37@ with_offset 160.0 130.0 0.0 
035C: place_object 62@ relative_to_car 37@ with_offset 250.0 80.0 0.0 
035C: place_object 63@ relative_to_car 37@ with_offset 240.0 60.0 0.0 
035C: place_object 64@ relative_to_car 37@ with_offset 300.0 0.0 0.0 
035C: place_object 65@ relative_to_car 37@ with_offset 290.0 -20.0 0.0 
035C: place_object 66@ relative_to_car 37@ with_offset 380.0 -150.0 0.0 
035C: place_object 67@ relative_to_car 37@ with_offset 360.0 -150.0 0.0 
035C: place_object 68@ relative_to_car 37@ with_offset 320.0 -300.0 0.0 
035C: place_object 69@ relative_to_car 37@ with_offset 340.0 -325.0 0.0 
035C: place_object 70@ relative_to_car 37@ with_offset 230.0 -280.0 0.0 
035C: place_object 71@ relative_to_car 37@ with_offset 210.0 -300.0 0.0 

:BOAT_34993
00D6: if 
0038:   $8189 == 3 
004D: jump_if_false @BOAT_35759 
0006: 156@ = 0 

:BOAT_35018
00D6: if 
001B:   28 > 156@ 
004D: jump_if_false @BOAT_35099 
029B: 56@(156@,50i) = init_object #BOUY at 0.0 0.0 100.0 
0382: set_object 56@(156@,50i) collision_detection 1 
0392: make_object 56@(156@,50i) moveable 1 
000A: 156@ += 1 
0002: jump @BOAT_35018 

:BOAT_35099
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_35759 
035C: place_object 56@ relative_to_car 37@ with_offset 0.0 100.0 0.0 
035C: place_object 57@ relative_to_car 37@ with_offset 15.0 100.0 0.0 
035C: place_object 58@ relative_to_car 37@ with_offset 40.0 200.0 0.0 
035C: place_object 59@ relative_to_car 37@ with_offset 55.0 190.0 0.0 
035C: place_object 60@ relative_to_car 37@ with_offset 0.0 300.0 0.0 
035C: place_object 61@ relative_to_car 37@ with_offset -15.0 290.0 0.0 
035C: place_object 62@ relative_to_car 37@ with_offset 140.0 320.0 0.0 
035C: place_object 63@ relative_to_car 37@ with_offset 140.0 335.0 0.0 
035C: place_object 64@ relative_to_car 37@ with_offset 220.0 370.0 0.0 
035C: place_object 65@ relative_to_car 37@ with_offset 210.0 385.0 0.0 
035C: place_object 66@ relative_to_car 37@ with_offset 210.0 470.0 0.0 
035C: place_object 67@ relative_to_car 37@ with_offset 195.0 460.0 0.0 
035C: place_object 68@ relative_to_car 37@ with_offset 195.0 570.0 0.0 
035C: place_object 69@ relative_to_car 37@ with_offset 180.0 570.0 0.0 
035C: place_object 70@ relative_to_car 37@ with_offset 95.0 570.0 0.0 
035C: place_object 71@ relative_to_car 37@ with_offset 95.0 585.0 0.0 
035C: place_object 72@ relative_to_car 37@ with_offset 15.0 500.0 0.0 
035C: place_object 73@ relative_to_car 37@ with_offset 0.0 515.0 0.0 
035C: place_object 74@ relative_to_car 37@ with_offset -90.0 585.0 0.0 
035C: place_object 75@ relative_to_car 37@ with_offset -90.0 570.0 0.0 
035C: place_object 76@ relative_to_car 37@ with_offset -160.0 500.0 0.0 
035C: place_object 77@ relative_to_car 37@ with_offset -150.0 485.0 0.0 
035C: place_object 78@ relative_to_car 37@ with_offset -240.0 430.0 0.0 
035C: place_object 79@ relative_to_car 37@ with_offset -230.0 415.0 0.0 
035C: place_object 80@ relative_to_car 37@ with_offset -140.0 330.0 0.0 
035C: place_object 81@ relative_to_car 37@ with_offset -140.0 315.0 0.0 
035C: place_object 82@ relative_to_car 37@ with_offset -30.0 220.0 0.0 
035C: place_object 83@ relative_to_car 37@ with_offset -40.0 205.0 0.0 

:BOAT_35759
00D6: if 
0038:   $8189 == 4 
004D: jump_if_false @BOAT_36430 
0006: 156@ = 0 

:BOAT_35784
00D6: if 
001B:   20 > 156@ 
004D: jump_if_false @BOAT_35865 
029B: 56@(156@,50i) = init_object #BOUY at 0.0 0.0 100.0 
0382: set_object 56@(156@,50i) collision_detection 1 
0392: make_object 56@(156@,50i) moveable 1 
000A: 156@ += 1 
0002: jump @BOAT_35784 

:BOAT_35865
0006: 157@ = 0 

:BOAT_35872
00D6: if 
001B:   1 > 157@ 
004D: jump_if_false @BOAT_35931 
029B: 106@(157@,50i) = init_object #WATERJUMPX2 at 20.0 20.0 150.0 
000A: 157@ += 1 
0002: jump @BOAT_35872 

:BOAT_35931
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_36430 
035C: place_object 56@ relative_to_car 37@ with_offset 91.0 480.0 0.0 
035C: place_object 57@ relative_to_car 37@ with_offset 109.0 480.0 0.0 
035C: place_object 106@ relative_to_car 37@ with_offset 100.0 480.0 0.0 
035C: place_object 58@ relative_to_car 37@ with_offset 75.0 500.0 0.0 
035C: place_object 59@ relative_to_car 37@ with_offset 125.0 500.0 0.0 
035C: place_object 60@ relative_to_car 37@ with_offset 75.0 510.0 0.0 
035C: place_object 61@ relative_to_car 37@ with_offset 125.0 510.0 0.0 
035C: place_object 62@ relative_to_car 37@ with_offset 75.0 520.0 0.0 
035C: place_object 63@ relative_to_car 37@ with_offset 125.0 520.0 0.0 
035C: place_object 64@ relative_to_car 37@ with_offset 75.0 530.0 0.0 
035C: place_object 65@ relative_to_car 37@ with_offset 125.0 530.0 0.0 
035C: place_object 66@ relative_to_car 37@ with_offset 75.0 540.0 0.0 
035C: place_object 67@ relative_to_car 37@ with_offset 125.0 540.0 0.0 
035C: place_object 68@ relative_to_car 37@ with_offset 75.0 550.0 0.0 
035C: place_object 69@ relative_to_car 37@ with_offset 125.0 550.0 0.0 
035C: place_object 70@ relative_to_car 37@ with_offset 75.0 560.0 0.0 
035C: place_object 71@ relative_to_car 37@ with_offset 125.0 560.0 0.0 
035C: place_object 72@ relative_to_car 37@ with_offset 75.0 570.0 0.0 
035C: place_object 73@ relative_to_car 37@ with_offset 125.0 570.0 0.0 
035C: place_object 74@ relative_to_car 37@ with_offset 75.0 580.0 0.0 
035C: place_object 75@ relative_to_car 37@ with_offset 125.0 580.0 0.0 

:BOAT_36430
00D6: if 
0038:   $8189 == 5 
004D: jump_if_false @BOAT_37623 
0006: 156@ = 0 

:BOAT_36455
00D6: if 
001B:   44 > 156@ 
004D: jump_if_false @BOAT_36536 
029B: 56@(156@,50i) = init_object #BOUY at 0.0 0.0 100.0 
0382: set_object 56@(156@,50i) collision_detection 1 
0392: make_object 56@(156@,50i) moveable 1 
000A: 156@ += 1 
0002: jump @BOAT_36455 

:BOAT_36536
0006: 157@ = 0 

:BOAT_36543
00D6: if 
001B:   3 > 157@ 
004D: jump_if_false @BOAT_36602 
029B: 106@(157@,50i) = init_object #WATERJUMPX2 at 20.0 20.0 150.0 
000A: 157@ += 1 
0002: jump @BOAT_36543 

:BOAT_36602
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_37623 
035C: place_object 56@ relative_to_car 37@ with_offset 25.0 100.0 0.0 
035C: place_object 57@ relative_to_car 37@ with_offset 10.0 100.0 0.0 
035C: place_object 58@ relative_to_car 37@ with_offset -30.0 170.0 0.0 
035C: place_object 59@ relative_to_car 37@ with_offset -50.0 160.0 0.0 
035C: place_object 60@ relative_to_car 37@ with_offset -100.0 190.0 0.0 
035C: place_object 61@ relative_to_car 37@ with_offset -120.0 170.0 0.0 
035C: place_object 62@ relative_to_car 37@ with_offset -170.0 260.0 0.0 
035C: place_object 63@ relative_to_car 37@ with_offset -188.0 260.0 0.0 
035C: place_object 106@ relative_to_car 37@ with_offset -179.0 360.0 -6.509 
035C: place_object 64@ relative_to_car 37@ with_offset -170.0 360.0 0.0 
035C: place_object 65@ relative_to_car 37@ with_offset -188.0 360.0 0.0 
035C: place_object 66@ relative_to_car 37@ with_offset -180.0 500.0 0.0 
035C: place_object 67@ relative_to_car 37@ with_offset -195.0 500.0 0.0 
035C: place_object 68@ relative_to_car 37@ with_offset -50.0 600.0 0.0 
035C: place_object 69@ relative_to_car 37@ with_offset -30.0 600.0 0.0 
01BC: put_object 107@ at -2682.159 1946.412 0.9 
0177: set_object 107@ Z_angle_to 180.0 
01BC: put_object 70@ at -2689.573 1944.864 0.0 
01BC: put_object 71@ at -2674.354 1944.607 0.0 
01BC: put_object 108@ at -2681.746 1608.794 0.9 
0177: set_object 108@ Z_angle_to 180.0 
01BC: put_object 72@ at -2689.573 1607.794 0.0 
01BC: put_object 73@ at -2674.354 1607.794 0.0 
01BC: put_object 74@ at -2689.27 1533.282 0.0 
01BC: put_object 75@ at -2674.64 1530.12 0.0 
01BC: put_object 76@ at -2553.7 1494.392 0.0 
01BC: put_object 77@ at -2550.742 1481.417 0.0 
01BC: put_object 78@ at -2453.7 1494.392 0.0 
01BC: put_object 79@ at -2450.742 1481.417 0.0 
01BC: put_object 80@ at -2353.7 1474.392 0.0 
01BC: put_object 81@ at -2350.742 1461.417 0.0 
01BC: put_object 82@ at -2284.242 1547.581 0.0 
01BC: put_object 83@ at -2270.893 1550.765 0.0 
01BC: put_object 84@ at -2334.242 1647.581 0.0 
01BC: put_object 85@ at -2320.893 1650.765 0.0 
01BC: put_object 86@ at -2284.242 1747.581 0.0 
01BC: put_object 87@ at -2270.893 1750.765 0.0 
01BC: put_object 88@ at -2139.394 1821.263 0.0 
01BC: put_object 89@ at -2134.581 1808.785 0.0 
01BC: put_object 90@ at -2039.394 1761.263 0.0 
01BC: put_object 91@ at -2034.581 1748.785 0.0 
01BC: put_object 92@ at -1939.394 1841.263 0.0 
01BC: put_object 93@ at -1934.581 1828.785 0.0 
01BC: put_object 94@ at -1809.394 1801.263 0.0 
01BC: put_object 95@ at -1804.581 1788.785 0.0 
01BC: put_object 96@ at -1831.853 1909.105 0.0 
01BC: put_object 97@ at -1847.253 1906.112 0.0 
01BC: put_object 98@ at -1879.002 2073.601 0.0 
01BC: put_object 99@ at -1893.786 2068.166 0.0 

:BOAT_37623
0051: return 

:BOAT_37625
0006: 156@ = 0 

:BOAT_37632
00D6: if 
001B:   50 > 156@ 
004D: jump_if_false @BOAT_37682 
0108: destroy_object 56@(156@,50i) 
0108: destroy_object 106@(156@,50i) 
000A: 156@ += 1 
0002: jump @BOAT_37632 

:BOAT_37682
0051: return 

:BOAT_37684
09FB: 252@ = current_language 
0051: return 

:BOAT_37691
0A0B: set_rendering_origin_at_3D_coord -2185.335 2410.409 3.9752 angle 122.2585 
03E6: remove_text_box 
00BE: text_clear_all 
0173: set_actor $PLAYER_ACTOR Z_angle_to 177@ 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0051: return 

:BOAT_37731
00D6: if 
0038:   $MISSION_BOAT_SCHOOL_PASSED == 0 
004D: jump_if_false @BOAT_37807 
040D: unload_wav 3 
00BA: show_text_styled GXT 'BOAT_P2' time 5000 style 1  // BOAT SCHOOL PASSED!
00BB: show_text_lowpriority GXT 'BOAT_P1' time 5000 flag 1  // ~s~Congratulations! You have passed all of the boat school tests!
0394: play_music 2 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: progress_made = 1 
0595: mission_complete 
0004: $MISSION_BOAT_SCHOOL_PASSED = 1 

:BOAT_37807
0051: return 

:BOAT_37809
097A: play_audio_at 0.0 0.0 0.0 event 1001 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
0501: set_player $PLAYER_CHAR driveby_mode 1 
04D8: set_actor $PLAYER_ACTOR drowns_in_water 1 
040D: unload_wav 3 
0826: enable_hud 1 
0581: enable_radar 1 
09B9: show_entered_car_name 1 
09BA: show_entered_zone_name 1 
014F: stop_timer $8197 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0249: release_model #OMOBOAT 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
00A6: destroy_car 37@ 
00A6: destroy_car 46@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
00A6: destroy_car 40@ 
00A6: destroy_car 41@ 
00A6: destroy_car 44@ 
009B: destroy_actor 45@ 
0249: release_model #DINGHY 
0249: release_model #POLMAV 
0249: release_model #COASTG 
0249: release_model #MARQUIS 
0249: release_model #TROPIC 
0249: release_model #VORTEX 
01B7: release_weather 
01B4: set_player $PLAYER_CHAR can_move 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D6: if 
0038:   $PARKED_JETMAX_EXISTS == 0 
004D: jump_if_false @BOAT_38136 
00D6: if 
0038:   $1972 == 1 
004D: jump_if_false @BOAT_38136 
00D6: if 
0038:   $1975 == 1 
004D: jump_if_false @BOAT_38136 
00D6: if 
0038:   $1978 == 1 
004D: jump_if_false @BOAT_38136 
00D6: if 
0038:   $1981 == 1 
004D: jump_if_false @BOAT_38136 
00D6: if 
0038:   $1984 == 1 
004D: jump_if_false @BOAT_38136 
0004: $PARKED_JETMAX_EXISTS = 1 
0004: $PARKED_SQUALO_EXISTS = 99 
0004: $PARKED_MARQUIS_EXISTS = 99 

:BOAT_38136
00D6: if 
0038:   $PARKED_SQUALO_EXISTS == 0 
004D: jump_if_false @BOAT_38258 
00D6: if 
0038:   $1971 == 1 
004D: jump_if_false @BOAT_38258 
00D6: if 
0038:   $1974 == 1 
004D: jump_if_false @BOAT_38258 
00D6: if 
0038:   $1977 == 1 
004D: jump_if_false @BOAT_38258 
00D6: if 
0038:   $1980 == 1 
004D: jump_if_false @BOAT_38258 
00D6: if 
0038:   $1983 == 1 
004D: jump_if_false @BOAT_38258 
0004: $PARKED_SQUALO_EXISTS = 1 
0004: $PARKED_MARQUIS_EXISTS = 99 

:BOAT_38258
00D6: if 
0038:   $PARKED_MARQUIS_EXISTS == 0 
004D: jump_if_false @BOAT_38373 
00D6: if 
0038:   $1970 == 1 
004D: jump_if_false @BOAT_38373 
00D6: if 
0038:   $1973 == 1 
004D: jump_if_false @BOAT_38373 
00D6: if 
0038:   $1976 == 1 
004D: jump_if_false @BOAT_38373 
00D6: if 
0038:   $1979 == 1 
004D: jump_if_false @BOAT_38373 
00D6: if 
0038:   $1982 == 1 
004D: jump_if_false @BOAT_38373 
0004: $PARKED_MARQUIS_EXISTS = 1 

:BOAT_38373
00D6: if 
0038:   $PARKED_JETMAX_EXISTS == 1 
004D: jump_if_false @BOAT_38440 
014C: set_parked_car_generator $PARKED_JETMAX cars_to_generate_to 101 
0A17: set_parked_car_generator $PARKED_JETMAX to_player_owned 1 
014C: set_parked_car_generator $PARKED_SQUALO cars_to_generate_to 101 
0A17: set_parked_car_generator $PARKED_SQUALO to_player_owned 1 
014C: set_parked_car_generator $PARKED_MARQUIS cars_to_generate_to 101 
0A17: set_parked_car_generator $PARKED_MARQUIS to_player_owned 1 
0004: $PARKED_JETMAX_EXISTS = 2 

:BOAT_38440
00D6: if 
0038:   $PARKED_SQUALO_EXISTS == 1 
004D: jump_if_false @BOAT_38493 
014C: set_parked_car_generator $PARKED_SQUALO cars_to_generate_to 101 
0A17: set_parked_car_generator $PARKED_SQUALO to_player_owned 1 
014C: set_parked_car_generator $PARKED_MARQUIS cars_to_generate_to 101 
0A17: set_parked_car_generator $PARKED_MARQUIS to_player_owned 1 
0004: $PARKED_SQUALO_EXISTS = 2 

:BOAT_38493
00D6: if 
0038:   $PARKED_MARQUIS_EXISTS == 1 
004D: jump_if_false @BOAT_38532 
014C: set_parked_car_generator $PARKED_MARQUIS cars_to_generate_to 101 
0A17: set_parked_car_generator $PARKED_MARQUIS to_player_owned 1 
0004: $PARKED_MARQUIS_EXISTS = 2 

:BOAT_38532
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 120---------------
// Originally: Bike School

:BSKOOL
03A4: name_thread 'BSKOOL' 
0050: gosub @BSKOOL_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @BSKOOL_38 
0050: gosub @BSKOOL_11889 

:BSKOOL_38
0050: gosub @BSKOOL_11994 
004E: end_thread 

:BSKOOL_47
03D5: remove_text 'M_FAIL'  // ~r~MISSION FAILED!
00D6: if 
0038:   $MISSION_DRIVING_SCHOOL_PASSED == 0 
004D: jump_if_false @BSKOOL_78 
0317: increment_mission_attempts 

:BSKOOL_78
0004: $ONMISSION = 1 
054C: use_GXT_table 'BS' 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @BSKOOL_218 
00A5: 38@ = create_car #BF400 at $277 $278 $257 
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 
029B: $201[20] = init_object #TRAFFICCONE at 0.0 0.0 100.0 
029B: $201[30] = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0107: 56@ = create_object #LANDJUMP2 at $277 $278 $257 

:BSKOOL_218
0006: 34@ = 0 
0006: 61@ = 0 
0006: 62@ = 0 
0006: 57@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0006: 66@ = 0 
0006: 67@ = 0 
0006: 51@ = 0 
00D6: if 
0038:   $2162 == 0 
004D: jump_if_false @BSKOOL_313 
0004: $2162 = 1 

:BSKOOL_313
0004: $247 = 1 
0005: $307 = 1130.44 
0005: $308 = 1341.0 
0005: $327 = 1173.93 
0005: $328 = 1351.066 
0005: $329 = 9.9219 
00A1: put_actor $PLAYER_ACTOR at 1171.521 1351.183 9.9219 
0247: load_model #BF400 
0247: load_model #FCR900 
0247: load_model #PCJ600 
0247: load_model #TRAFFICCONE 
0247: load_model #LANDJUMP2 
0247: load_model #NRG500 
0247: load_model #SANCHEZ 
0247: load_model #WMYMECH 

:BSKOOL_429
00D6: if or
8248:   not model #BF400 available 
8248:   not model #FCR900 available 
8248:   not model #PCJ600 available 
8248:   not model #TRAFFICCONE available 
8248:   not model #LANDJUMP2 available 
004D: jump_if_false @BSKOOL_476 
0001: wait 0 ms 
0002: jump @BSKOOL_429 

:BSKOOL_476
00D6: if or
8248:   not model #SANCHEZ available 
8248:   not model #WMYMECH available 
8248:   not model #NRG500 available 
004D: jump_if_false @BSKOOL_512 
0001: wait 0 ms 
0002: jump @BSKOOL_476 

:BSKOOL_512
0390: load_txd_dictionary 'LD_DRV' 
038F: load_texture "BRONZE" as 1 // Load dictionary with 0390 first 
038F: load_texture "SILVER" as 2 // Load dictionary with 0390 first 
038F: load_texture "GOLD" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIBB" as 4 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 5 // Load dictionary with 0390 first 
038F: load_texture "NAWARD" as 6 // Load dictionary with 0390 first 
038F: load_texture "RIBBW" as 7 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 8 // Load dictionary with 0390 first 
038F: load_texture "TVBASE" as 9 // Load dictionary with 0390 first 
01B4: set_player $PLAYER_CHAR can_move 1 
0826: enable_hud 0 
0002: jump @BSKOOL_644 

:BSKOOL_644
01B4: set_player $PLAYER_CHAR can_move 0 
03E6: remove_text_box 
00BE: text_clear_all 
01C0: 50@ = player $PLAYER_CHAR wanted_level 
0110: clear_player $PLAYER_CHAR wanted_level 
0050: gosub @BSKOOL_16623 
0006: 34@ = 0 
0006: 57@ = 0 
03F0: enable_text_draw 1 
0006: 64@ = 255 
0006: 63@ = 2 
00D6: if 
001A:   7 > $2162 
004D: jump_if_false @BSKOOL_734 
008A: $247 = 37@ // (int) 

:BSKOOL_734
016A: fade 1 time 500 

:BSKOOL_741
00D6: if 
016B:   fading 
004D: jump_if_false @BSKOOL_774 
00BE: text_clear_all 
0050: gosub @BSKOOL_12674 
0001: wait 0 ms 
0002: jump @BSKOOL_741 

:BSKOOL_774
0050: gosub @BSKOOL_12674 
0581: enable_radar 0 

:BSKOOL_785
0001: wait 0 ms 
0050: gosub @BSKOOL_12674 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @BSKOOL_828 
03CF: load_wav 3800 as 3 
0006: 51@ = 1 

:BSKOOL_828
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @BSKOOL_868 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @BSKOOL_868 
0006: 51@ = 2 

:BSKOOL_868
00D6: if 
0039:   51@ == 2 
004D: jump_if_false @BSKOOL_897 
03D1: play_wav 3 
0006: 51@ = 3 

:BSKOOL_897
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @BSKOOL_1394 
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
00D6: if or
001A:   -100 > $MOVE_AXIS_X 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @BSKOOL_1012 
000E: 37@ -= 1 
000C: $247 -= 1 
00D6: if 
0018:   $2162 > 1 
004D: jump_if_false @BSKOOL_1012 
00D6: if 
001B:   4 > 34@ 
004D: jump_if_false @BSKOOL_1012 
0006: 34@ = 3 

:BSKOOL_1012
00D6: if or
0018:   $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @BSKOOL_1093 
000A: 37@ += 1 
0008: $247 += 1 
00D6: if 
0018:   $2162 > 1 
004D: jump_if_false @BSKOOL_1093 
00D6: if 
001B:   4 > 34@ 
004D: jump_if_false @BSKOOL_1093 
0006: 34@ = 3 

:BSKOOL_1093
00D6: if 
001A:   1 > $247 
004D: jump_if_false @BSKOOL_1127 
0084: $247 = $2162 // (int) 
008B: 37@ = $2162 // (int) 

:BSKOOL_1127
00D6: if 
001C:   $247 > $2162 // (int) 
004D: jump_if_false @BSKOOL_1160 
0006: 37@ = 1 
0004: $247 = 1 

:BSKOOL_1160
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @BSKOOL_1195 
0001: wait 0 ms 
0050: gosub @BSKOOL_12674 
0002: jump @BSKOOL_1160 

:BSKOOL_1195
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @BSKOOL_1230 
0001: wait 0 ms 
0050: gosub @BSKOOL_12674 
0002: jump @BSKOOL_1195 

:BSKOOL_1230
00D6: if 
001A:   -100 > $MOVE_AXIS_X 
004D: jump_if_false @BSKOOL_1282 
0001: wait 0 ms 
0050: gosub @BSKOOL_12674 
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
0002: jump @BSKOOL_1230 

:BSKOOL_1282
00D6: if 
0018:   $MOVE_AXIS_X > 100 
004D: jump_if_false @BSKOOL_1334 
0001: wait 0 ms 
0050: gosub @BSKOOL_12674 
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
0002: jump @BSKOOL_1282 

:BSKOOL_1334
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BSKOOL_1394 
00D6: if 
001B:   4 > 34@ 
004D: jump_if_false @BSKOOL_1376 
0006: 34@ = 3 

:BSKOOL_1376
040D: unload_wav 3 
0006: 51@ = 0 
0002: jump @BSKOOL_1639 

:BSKOOL_1394
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @BSKOOL_1416 
0004: $2162 = 6 

:BSKOOL_1416
00D6: if 
0735:   is_keyboard_key_pressed 53 
004D: jump_if_false @BSKOOL_1480 
0004: $2162 = 6 
0004: $2164 = 100 
0004: $2165 = 100 
0004: $2166 = 100 
0004: $2167 = 100 
0004: $2168 = 100 
0004: $2169 = 100 

:BSKOOL_1480
00D6: if and
0018:   $2164 > 69 
0018:   $2165 > 69 
0018:   $2166 > 69 
0018:   $2167 > 69 
0018:   $2168 > 69 
0018:   $2169 > 69 
004D: jump_if_false @BSKOOL_1540 
0004: $2170 = 1 

:BSKOOL_1540
00D6: if 
0038:   $MISSION_DRIVING_SCHOOL_PASSED == 0 
004D: jump_if_false @BSKOOL_1590 
00D6: if 
0038:   $2170 == 1 
004D: jump_if_false @BSKOOL_1590 
0050: gosub @BSKOOL_20613 
0002: jump @BSKOOL_11917 

:BSKOOL_1590
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BSKOOL_1625 
040D: unload_wav 3 
0006: 51@ = 0 
0002: jump @BSKOOL_11889 

:BSKOOL_1625
0050: gosub @BSKOOL_15813 
0002: jump @BSKOOL_785 

:BSKOOL_1639
016A: fade 0 time 500 

:BSKOOL_1646
00D6: if 
016B:   fading 
004D: jump_if_false @BSKOOL_1677 
0050: gosub @BSKOOL_12674 
0001: wait 0 ms 
0002: jump @BSKOOL_1646 

:BSKOOL_1677
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_1698 
05EC: release_car 38@ from_path 

:BSKOOL_1698
00A6: destroy_car 38@ 
009B: destroy_actor 49@ 
0395: clear_area 1 at $327 $328 $329 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
00A6: destroy_car 38@ 
0050: gosub @BSKOOL_20952 
0006: 34@ = 5 
0581: enable_radar 1 
00D6: if 
0038:   $247 == 1 
004D: jump_if_false @BSKOOL_3452 

:BSKOOL_1776
0050: gosub @BSKOOL_16586 

:BSKOOL_1783
0005: $258 = 180.0 
0004: $253 = 16000 
0006: 35@ = 181 
0050: gosub @BSKOOL_16623 
00A5: 38@ = create_car #BF400 at $255 $256 $257 
0175: set_car 38@ Z_angle_to 180.0 
0050: gosub @BSKOOL_21023 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @BSKOOL_1939 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_1896 
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 

:BSKOOL_1896
015F: set_camera_position 1125.66 1334.4 22.5 rotation 0.0 0.0 0.0 
0158: camera_on_car 38@ mode 15 switchstyle 2 
0051: return 

:BSKOOL_1939
0407: store_coords_to $305 $306 $257 from_car 38@ with_offset 0.0 0.0 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BS_A_1' time 5000 flag 4  // ~s~Use the bike to do a burnout donut.~N~Press ~k~~VEHICLE_ACCELERATE~ and ~k~~VEHICLE_BRAKE~ to begin the burnout.
0050: gosub @BSKOOL_17345 

:BSKOOL_1993
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BSKOOL_2028 
0006: 48@ = 2 
0002: jump @BSKOOL_3392 

:BSKOOL_2028
0050: gosub @BSKOOL_17412 
00D6: if 
0039:   48@ == 1 
004D: jump_if_false @BSKOOL_2060 
0002: jump @BSKOOL_11889 

:BSKOOL_2060
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @BSKOOL_2108 
00BC: show_text_highpriority GXT 'BS_A_1' time 5000 flag 4  // ~s~Use the bike to do a burnout donut.~N~Press ~k~~VEHICLE_ACCELERATE~ and ~k~~VEHICLE_BRAKE~ to begin the burnout.
0050: gosub @BSKOOL_17488 
0002: jump @BSKOOL_3445 

:BSKOOL_2108
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_3445 
0050: gosub @BSKOOL_17646 
0174: $258 = car 38@ Z_angle 
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @BSKOOL_2213 
00D6: if 
0020:   $258 > 80.0 
004D: jump_if_false @BSKOOL_2213 
00D6: if 
0022:   90.0 > $258 
004D: jump_if_false @BSKOOL_2213 
0004: $274 = 1 
0006: 58@ = 1 

:BSKOOL_2213
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @BSKOOL_2432 
00D6: if 
0038:   $274 == 1 
004D: jump_if_false @BSKOOL_2298 
00D6: if 
0020:   $258 > 350.0 
004D: jump_if_false @BSKOOL_2298 
00D6: if 
0022:   360.0 > $258 
004D: jump_if_false @BSKOOL_2298 
0004: $274 = 2 

:BSKOOL_2298
00D6: if 
0038:   $274 == 2 
004D: jump_if_false @BSKOOL_2365 
00D6: if 
0020:   $258 > 270.0 
004D: jump_if_false @BSKOOL_2365 
00D6: if 
0022:   280.0 > $258 
004D: jump_if_false @BSKOOL_2365 
0004: $274 = 3 

:BSKOOL_2365
00D6: if 
0038:   $274 == 3 
004D: jump_if_false @BSKOOL_2432 
00D6: if 
0020:   $258 > 170.0 
004D: jump_if_false @BSKOOL_2432 
00D6: if 
0022:   180.0 > $258 
004D: jump_if_false @BSKOOL_2432 
0004: $274 = 4 

:BSKOOL_2432
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @BSKOOL_2506 
00D6: if 
0020:   $258 > 270.0 
004D: jump_if_false @BSKOOL_2506 
00D6: if 
0022:   280.0 > $258 
004D: jump_if_false @BSKOOL_2506 
0006: 58@ = 2 
0004: $274 = 1 

:BSKOOL_2506
00D6: if 
0039:   58@ == 2 
004D: jump_if_false @BSKOOL_2725 
00D6: if 
0038:   $274 == 1 
004D: jump_if_false @BSKOOL_2591 
00D6: if 
0020:   $258 > 350.0 
004D: jump_if_false @BSKOOL_2591 
00D6: if 
0022:   360.0 > $258 
004D: jump_if_false @BSKOOL_2591 
0004: $274 = 2 

:BSKOOL_2591
00D6: if 
0038:   $274 == 2 
004D: jump_if_false @BSKOOL_2658 
00D6: if 
0020:   $258 > 80.0 
004D: jump_if_false @BSKOOL_2658 
00D6: if 
0022:   90.0 > $258 
004D: jump_if_false @BSKOOL_2658 
0004: $274 = 3 

:BSKOOL_2658
00D6: if 
0038:   $274 == 3 
004D: jump_if_false @BSKOOL_2725 
00D6: if 
0020:   $258 > 170.0 
004D: jump_if_false @BSKOOL_2725 
00D6: if 
0022:   180.0 > $258 
004D: jump_if_false @BSKOOL_2725 
0004: $274 = 4 

:BSKOOL_2725
00D6: if or
80E1:   not player 0 pressed_key 16 
80E1:   not player 0 pressed_key 14 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
0038:   $253 == 0 
004D: jump_if_false @BSKOOL_3445 
0050: gosub @BSKOOL_17680 
0050: gosub @BSKOOL_17693 
00D6: if 
0038:   $274 == 4 
004D: jump_if_false @BSKOOL_2802 
0004: $266 = 100 

:BSKOOL_2802
00D6: if 
0038:   $274 == 3 
004D: jump_if_false @BSKOOL_2827 
0004: $266 = 75 

:BSKOOL_2827
00D6: if 
0038:   $274 == 2 
004D: jump_if_false @BSKOOL_2852 
0004: $266 = 50 

:BSKOOL_2852
00D6: if 
0038:   $274 == 1 
004D: jump_if_false @BSKOOL_2877 
0004: $266 = 25 

:BSKOOL_2877
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @BSKOOL_2902 
0004: $266 = 0 

:BSKOOL_2902
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
0014: $CURRENT_FLIGHT_RECORD /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @BSKOOL_2950 
0004: $CURRENT_FLIGHT_RECORD = 0 

:BSKOOL_2950
0050: gosub @BSKOOL_17937 
0050: gosub @BSKOOL_18315 
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $2166 // (int) 
004D: jump_if_false @BSKOOL_3170 
008B: 67@ = $2166 // (int) 
0084: $2166 = $CURRENT_FLIGHT_RECORD // (int) 
0006: 59@ = 1 
0050: gosub @BSKOOL_18779 
00D6: if 
0039:   65@ == 4 
004D: jump_if_false @BSKOOL_3070 
00D6: if 
0038:   $2173 == 0 
004D: jump_if_false @BSKOOL_3070 
0004: $2173 = 1 
0004: $2172 = 1 
0004: $2171 = 1 

:BSKOOL_3070
00D6: if 
0039:   65@ == 3 
004D: jump_if_false @BSKOOL_3120 
00D6: if 
0038:   $2172 == 0 
004D: jump_if_false @BSKOOL_3120 
0004: $2172 = 1 
0004: $2171 = 1 

:BSKOOL_3120
00D6: if 
0039:   65@ == 2 
004D: jump_if_false @BSKOOL_3163 
00D6: if 
0038:   $2171 == 0 
004D: jump_if_false @BSKOOL_3163 
0004: $2171 = 1 

:BSKOOL_3163
0002: jump @BSKOOL_3177 

:BSKOOL_3170
0006: 65@ = 0 

:BSKOOL_3177
00D6: if 
0038:   $2162 == 1 
004D: jump_if_false @BSKOOL_3261 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @BSKOOL_3261 
0006: 59@ = 2 
0004: $2162 = 2 
0006: 48@ = 2 
000A: 37@ += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 

:BSKOOL_3261
0006: 32@ = 0 

:BSKOOL_3268
00D6: if 
0019:   32@ > -1 
004D: jump_if_false @BSKOOL_3392 
0001: wait 0 ms 
0050: gosub @BSKOOL_18344 
00D6: if 
8039:   not  59@ == 2 
004D: jump_if_false @BSKOOL_3346 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BSKOOL_3346 
0006: 48@ = 2 
0002: jump @BSKOOL_3392 

:BSKOOL_3346
0050: gosub @BSKOOL_19009 
0050: gosub @BSKOOL_20530 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @BSKOOL_3385 
0002: jump @BSKOOL_3392 

:BSKOOL_3385
0002: jump @BSKOOL_3268 

:BSKOOL_3392
0050: gosub @BSKOOL_20613 
0050: gosub @BSKOOL_20952 
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @BSKOOL_3438 
0002: jump @BSKOOL_644 
0002: jump @BSKOOL_3445 

:BSKOOL_3438
0002: jump @BSKOOL_1776 

:BSKOOL_3445
0002: jump @BSKOOL_1993 

:BSKOOL_3452
00D6: if 
0038:   $247 == 2 
004D: jump_if_false @BSKOOL_4877 

:BSKOOL_3470
0050: gosub @BSKOOL_16586 

:BSKOOL_3477
0005: $258 = 0.0 
0004: $253 = 11000 
0006: 35@ = 182 
0050: gosub @BSKOOL_16623 
00A5: 38@ = create_car #PCJ600 at $255 $256 $257 
0175: set_car 38@ Z_angle_to 180.0 
0050: gosub @BSKOOL_21023 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @BSKOOL_3633 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_3590 
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 

:BSKOOL_3590
015F: set_camera_position 1130.66 1264.4 14.5 rotation 0.0 0.0 0.0 
0158: camera_on_car 38@ mode 15 switchstyle 2 
0051: return 

:BSKOOL_3633
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car 38@ with_offset -2.0 82.0 0.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car 38@ with_offset 2.0 88.0 0.0 
0407: store_coords_to $305 $306 $257 from_car 38@ with_offset 0.0 0.0 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BS_B_1' time 5000 flag 4  // ~s~To do a 180, accelerate to top speed, press ~k~~VEHICLE_HANDBRAKE~ to slide around the cone and then return.
0050: gosub @BSKOOL_17345 

:BSKOOL_3745
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BSKOOL_3780 
0006: 48@ = 2 
0002: jump @BSKOOL_4817 

:BSKOOL_3780
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @BSKOOL_3828 
00BC: show_text_highpriority GXT 'BS_B_1' time 5000 flag 4  // ~s~To do a 180, accelerate to top speed, press ~k~~VEHICLE_HANDBRAKE~ to slide around the cone and then return.
0050: gosub @BSKOOL_17488 
0002: jump @BSKOOL_4870 

:BSKOOL_3828
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_4870 
0050: gosub @BSKOOL_17646 
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @BSKOOL_3906 
00D6: if 
00B0:   car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @BSKOOL_3906 
0004: $274 = 1 

:BSKOOL_3906
00D6: if or
01C1:   car 38@ stopped 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @BSKOOL_4870 
0050: gosub @BSKOOL_17680 
0050: gosub @BSKOOL_17693 
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @BSKOOL_3969 
0004: $267 = 0 

:BSKOOL_3969
0174: 42@ = car 38@ Z_angle 
0092: 39@ = float 42@ to_integer 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @BSKOOL_4017 
0004: $266 = 100 
0002: jump @BSKOOL_4302 

:BSKOOL_4017
00D6: if 
0039:   39@ == 360 
004D: jump_if_false @BSKOOL_4050 
0004: $266 = 100 
0002: jump @BSKOOL_4302 

:BSKOOL_4050
00D6: if 
0019:   39@ > 0 
004D: jump_if_false @BSKOOL_4093 
00D6: if 
001B:   21 > 39@ 
004D: jump_if_false @BSKOOL_4093 
0004: $266 = 100 

:BSKOOL_4093
00D6: if 
0019:   39@ > 179 
004D: jump_if_false @BSKOOL_4172 
00D6: if 
001B:   340 > 39@ 
004D: jump_if_false @BSKOOL_4172 
000E: 39@ -= 180 
0091: $276 = integer 39@ to_float 
0011: $276 *= 0.62 
008C: $266 = float $276 to_integer 
0002: jump @BSKOOL_4302 

:BSKOOL_4172
00D6: if 
0019:   39@ > 339 
004D: jump_if_false @BSKOOL_4217 
00D6: if 
001B:   360 > 39@ 
004D: jump_if_false @BSKOOL_4217 
0004: $266 = 100 

:BSKOOL_4217
00D6: if 
0019:   39@ > 20 
004D: jump_if_false @BSKOOL_4302 
00D6: if 
001B:   180 > 39@ 
004D: jump_if_false @BSKOOL_4302 
0091: $276 = integer 39@ to_float 
0011: $276 *= 0.62 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @BSKOOL_4302 

:BSKOOL_4302
00D6: if 
001A:   1 > $266 
004D: jump_if_false @BSKOOL_4327 
0004: $266 = 0 

:BSKOOL_4327
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
0014: $CURRENT_FLIGHT_RECORD /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @BSKOOL_4375 
0004: $CURRENT_FLIGHT_RECORD = 0 

:BSKOOL_4375
0050: gosub @BSKOOL_17937 
0050: gosub @BSKOOL_18315 
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $2167 // (int) 
004D: jump_if_false @BSKOOL_4595 
008B: 67@ = $2167 // (int) 
0084: $2167 = $CURRENT_FLIGHT_RECORD // (int) 
0006: 59@ = 1 
0050: gosub @BSKOOL_18779 
00D6: if 
0039:   65@ == 4 
004D: jump_if_false @BSKOOL_4495 
00D6: if 
0038:   $2176 == 0 
004D: jump_if_false @BSKOOL_4495 
0004: $2176 = 1 
0004: $2175 = 1 
0004: $2174 = 1 

:BSKOOL_4495
00D6: if 
0039:   65@ == 3 
004D: jump_if_false @BSKOOL_4545 
00D6: if 
0038:   $2175 == 0 
004D: jump_if_false @BSKOOL_4545 
0004: $2175 = 1 
0004: $2174 = 1 

:BSKOOL_4545
00D6: if 
0039:   65@ == 2 
004D: jump_if_false @BSKOOL_4588 
00D6: if 
0038:   $2174 == 0 
004D: jump_if_false @BSKOOL_4588 
0004: $2174 = 1 

:BSKOOL_4588
0002: jump @BSKOOL_4602 

:BSKOOL_4595
0006: 65@ = 0 

:BSKOOL_4602
00D6: if 
0038:   $2162 == 2 
004D: jump_if_false @BSKOOL_4686 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @BSKOOL_4686 
0006: 59@ = 2 
0004: $2162 = 3 
0006: 48@ = 2 
000A: 37@ += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 

:BSKOOL_4686
0006: 32@ = 0 

:BSKOOL_4693
00D6: if 
0019:   32@ > -1 
004D: jump_if_false @BSKOOL_4817 
0001: wait 0 ms 
0050: gosub @BSKOOL_18344 
00D6: if 
8039:   not  59@ == 2 
004D: jump_if_false @BSKOOL_4771 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BSKOOL_4771 
0006: 48@ = 2 
0002: jump @BSKOOL_4817 

:BSKOOL_4771
0050: gosub @BSKOOL_19009 
0050: gosub @BSKOOL_20530 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @BSKOOL_4810 
0002: jump @BSKOOL_4817 

:BSKOOL_4810
0002: jump @BSKOOL_4693 

:BSKOOL_4817
0050: gosub @BSKOOL_20613 
0050: gosub @BSKOOL_20952 
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @BSKOOL_4863 
0002: jump @BSKOOL_644 
0002: jump @BSKOOL_4870 

:BSKOOL_4863
0002: jump @BSKOOL_3470 

:BSKOOL_4870
0002: jump @BSKOOL_3745 

:BSKOOL_4877
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @BSKOOL_6645 

:BSKOOL_4895
0050: gosub @BSKOOL_16586 

:BSKOOL_4902
0005: $258 = 180.0 
0004: $253 = 9000 
0006: 35@ = 183 
0050: gosub @BSKOOL_16623 
00A5: 38@ = create_car #FCR900 at $255 $256 $257 
0175: set_car 38@ Z_angle_to 180.0 
0050: gosub @BSKOOL_21023 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @BSKOOL_5058 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_5015 
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 

:BSKOOL_5015
015F: set_camera_position 1125.66 1283.4 10.5 rotation 0.0 0.0 0.0 
0158: camera_on_car 38@ mode 15 switchstyle 2 
0051: return 

:BSKOOL_5058
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car 38@ with_offset -3.5 56.0 0.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car 38@ with_offset 3.5 84.0 0.0 
0407: store_coords_to $305 $306 $257 from_car 38@ with_offset 0.0 124.0 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BS_C_1' time 5000 flag 4  // ~s~Do a Wheelie along the coned section. Accelerate to top speed, then push ~k~~VEHICLE_STEERDOWN~.
0050: gosub @BSKOOL_17345 

:BSKOOL_5170
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BSKOOL_5205 
0006: 48@ = 2 
0002: jump @BSKOOL_6585 

:BSKOOL_5205
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @BSKOOL_5253 
00BC: show_text_highpriority GXT 'BS_C_1' time 5000 flag 4  // ~s~Do a Wheelie along the coned section. Accelerate to top speed, then push ~k~~VEHICLE_STEERDOWN~.
0050: gosub @BSKOOL_17488 
0002: jump @BSKOOL_6638 

:BSKOOL_5253
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_6638 
0050: gosub @BSKOOL_17646 
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @BSKOOL_5331 
00D6: if 
00B0:   car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @BSKOOL_5331 
0004: $274 = 1 

:BSKOOL_5331
00D6: if 
0038:   $274 == 1 
004D: jump_if_false @BSKOOL_5472 
00D6: if 
80B0:   not car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @BSKOOL_5449 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if or
0024:   $TEMPVAR_X_COORD > $309 // (float) 
0024:   $311 > $TEMPVAR_X_COORD // (float) 
0024:   $TEMPVAR_Y_COORD > $310 // (float) 
004D: jump_if_false @BSKOOL_5442 
0050: gosub @BSKOOL_17680 
0002: jump @BSKOOL_5449 

:BSKOOL_5442
0004: $274 = 2 

:BSKOOL_5449
00D6: if 
87F1:   not player $PLAYER_CHAR performing_wheelie 
004D: jump_if_false @BSKOOL_5472 
0050: gosub @BSKOOL_17680 

:BSKOOL_5472
0174: 42@ = car 38@ Z_angle 
0087: 44@ = 42@ // (float) 
00D6: if 
8043:   not  44@ == 0.0 
004D: jump_if_false @BSKOOL_5622 
00D6: if and
0023:   360.0 > 44@ 
0021:   44@ > 180.0 
004D: jump_if_false @BSKOOL_5550 
000B: 44@ += 0.1 

:BSKOOL_5550
00D6: if 
0043:   44@ == 360.0 
004D: jump_if_false @BSKOOL_5581 
0021:   44@ > 0.0 

:BSKOOL_5581
00D6: if and
0033:   180.0 >= 44@ 
0021:   44@ > 0.0 
004D: jump_if_false @BSKOOL_5622 
000F: 44@ -= 0.1 

:BSKOOL_5622
00D6: if or
01C1:   car 38@ stopped 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @BSKOOL_6638 
0050: gosub @BSKOOL_17680 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
00D6: if 
0018:   $274 > 0 
004D: jump_if_false @BSKOOL_5701 
0050: gosub @BSKOOL_17693 
0002: jump @BSKOOL_5708 

:BSKOOL_5701
0004: $267 = 0 

:BSKOOL_5708
0174: 42@ = car 38@ Z_angle 
0092: 39@ = float 42@ to_integer 
00D6: if 
0018:   $274 > 0 
004D: jump_if_false @BSKOOL_6056 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @BSKOOL_5774 
0004: $266 = 0 
0002: jump @BSKOOL_6070 

:BSKOOL_5774
00D6: if 
0039:   39@ == 180 
004D: jump_if_false @BSKOOL_5807 
0004: $266 = 100 
0002: jump @BSKOOL_6070 

:BSKOOL_5807
00D6: if 
0039:   39@ == 360 
004D: jump_if_false @BSKOOL_5840 
0004: $266 = 0 
0002: jump @BSKOOL_6070 

:BSKOOL_5840
00D6: if 
0019:   39@ > 0 
004D: jump_if_false @BSKOOL_5910 
00D6: if 
001B:   175 > 39@ 
004D: jump_if_false @BSKOOL_5910 
0091: $276 = integer 39@ to_float 
0011: $276 *= 0.56 
008C: $266 = float $276 to_integer 
0002: jump @BSKOOL_6070 

:BSKOOL_5910
00D6: if 
0019:   39@ > 174 
004D: jump_if_false @BSKOOL_5955 
00D6: if 
001B:   186 > 39@ 
004D: jump_if_false @BSKOOL_5955 
0004: $266 = 100 

:BSKOOL_5955
00D6: if 
0019:   39@ > 185 
004D: jump_if_false @BSKOOL_6049 
00D6: if 
001B:   360 > 39@ 
004D: jump_if_false @BSKOOL_6049 
000E: 39@ -= 180 
0091: $276 = integer 39@ to_float 
0011: $276 *= 0.56 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @BSKOOL_6070 

:BSKOOL_6049
0002: jump @BSKOOL_6070 

:BSKOOL_6056
0004: $266 = 0 
0002: jump @BSKOOL_6070 

:BSKOOL_6070
00D6: if 
001A:   1 > $266 
004D: jump_if_false @BSKOOL_6095 
0004: $266 = 0 

:BSKOOL_6095
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
0014: $CURRENT_FLIGHT_RECORD /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @BSKOOL_6143 
0004: $CURRENT_FLIGHT_RECORD = 0 

:BSKOOL_6143
0050: gosub @BSKOOL_17937 
0050: gosub @BSKOOL_18315 
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $2164 // (int) 
004D: jump_if_false @BSKOOL_6363 
008B: 67@ = $2164 // (int) 
0084: $2164 = $CURRENT_FLIGHT_RECORD // (int) 
0006: 59@ = 1 
0050: gosub @BSKOOL_18779 
00D6: if 
0039:   65@ == 4 
004D: jump_if_false @BSKOOL_6263 
00D6: if 
0038:   $2179 == 0 
004D: jump_if_false @BSKOOL_6263 
0004: $2179 = 1 
0004: $2178 = 1 
0004: $2177 = 1 

:BSKOOL_6263
00D6: if 
0039:   65@ == 3 
004D: jump_if_false @BSKOOL_6313 
00D6: if 
0038:   $2178 == 0 
004D: jump_if_false @BSKOOL_6313 
0004: $2178 = 1 
0004: $2177 = 1 

:BSKOOL_6313
00D6: if 
0039:   65@ == 2 
004D: jump_if_false @BSKOOL_6356 
00D6: if 
0038:   $2177 == 0 
004D: jump_if_false @BSKOOL_6356 
0004: $2177 = 1 

:BSKOOL_6356
0002: jump @BSKOOL_6370 

:BSKOOL_6363
0006: 65@ = 0 

:BSKOOL_6370
00D6: if 
0038:   $2162 == 3 
004D: jump_if_false @BSKOOL_6454 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @BSKOOL_6454 
0006: 59@ = 2 
0004: $2162 = 4 
0006: 48@ = 2 
000A: 37@ += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 

:BSKOOL_6454
0006: 32@ = 0 

:BSKOOL_6461
00D6: if 
0019:   32@ > -1 
004D: jump_if_false @BSKOOL_6585 
0001: wait 0 ms 
0050: gosub @BSKOOL_18344 
00D6: if 
8039:   not  59@ == 2 
004D: jump_if_false @BSKOOL_6539 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BSKOOL_6539 
0006: 48@ = 2 
0002: jump @BSKOOL_6585 

:BSKOOL_6539
0050: gosub @BSKOOL_19009 
0050: gosub @BSKOOL_20530 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @BSKOOL_6578 
0002: jump @BSKOOL_6585 

:BSKOOL_6578
0002: jump @BSKOOL_6461 

:BSKOOL_6585
0050: gosub @BSKOOL_20952 
0050: gosub @BSKOOL_20613 
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @BSKOOL_6631 
0002: jump @BSKOOL_644 
0002: jump @BSKOOL_6638 

:BSKOOL_6631
0002: jump @BSKOOL_4895 

:BSKOOL_6638
0002: jump @BSKOOL_5170 

:BSKOOL_6645
00D6: if 
0038:   $247 == 5 
004D: jump_if_false @BSKOOL_8421 

:BSKOOL_6663
0050: gosub @BSKOOL_16586 

:BSKOOL_6670
0005: $258 = 180.0 
0004: $253 = 9000 
0006: 35@ = 184 
0050: gosub @BSKOOL_16623 
00A5: 38@ = create_car #FCR900 at $255 $256 $257 
0175: set_car 38@ Z_angle_to 180.0 
0050: gosub @BSKOOL_21023 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @BSKOOL_6826 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_6783 
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 

:BSKOOL_6783
015F: set_camera_position 1125.66 1283.4 10.5 rotation 0.0 0.0 0.0 
0158: camera_on_car 38@ mode 15 switchstyle 2 
0051: return 

:BSKOOL_6826
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car 38@ with_offset -3.5 56.0 0.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car 38@ with_offset 3.5 84.0 0.0 
0407: store_coords_to $305 $306 $257 from_car 38@ with_offset 0.0 124.0 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BS_D_1' time 5000 flag 4  // ~s~Do a Stoppie along the coned section. Accelerate to top speed, push ~k~~VEHICLE_STEERUP~, then press ~k~~VEHICLE_BRAKE~.
0050: gosub @BSKOOL_17345 

:BSKOOL_6938
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BSKOOL_6973 
0006: 48@ = 2 
0002: jump @BSKOOL_8361 

:BSKOOL_6973
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @BSKOOL_7021 
00BC: show_text_highpriority GXT 'BS_D_1' time 5000 flag 4  // ~s~Do a Stoppie along the coned section. Accelerate to top speed, push ~k~~VEHICLE_STEERUP~, then press ~k~~VEHICLE_BRAKE~.
0050: gosub @BSKOOL_17488 
0002: jump @BSKOOL_8414 

:BSKOOL_7021
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_8414 
0050: gosub @BSKOOL_17646 
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @BSKOOL_7099 
00D6: if 
00B0:   car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @BSKOOL_7099 
0004: $274 = 1 

:BSKOOL_7099
00D6: if 
0038:   $274 == 1 
004D: jump_if_false @BSKOOL_7240 
00D6: if 
80B0:   not car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @BSKOOL_7217 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if or
0024:   $TEMPVAR_X_COORD > $309 // (float) 
0024:   $311 > $TEMPVAR_X_COORD // (float) 
0024:   $TEMPVAR_Y_COORD > $310 // (float) 
004D: jump_if_false @BSKOOL_7210 
0050: gosub @BSKOOL_17680 
0002: jump @BSKOOL_7217 

:BSKOOL_7210
0004: $274 = 2 

:BSKOOL_7217
00D6: if 
87F2:   not player $PLAYER_CHAR performing_stoppie 
004D: jump_if_false @BSKOOL_7240 
0050: gosub @BSKOOL_17680 

:BSKOOL_7240
0174: 42@ = car 38@ Z_angle 
0087: 44@ = 42@ // (float) 
00D6: if 
8043:   not  44@ == 0.0 
004D: jump_if_false @BSKOOL_7390 
00D6: if and
0023:   360.0 > 44@ 
0021:   44@ > 180.0 
004D: jump_if_false @BSKOOL_7318 
000B: 44@ += 0.1 

:BSKOOL_7318
00D6: if 
0043:   44@ == 360.0 
004D: jump_if_false @BSKOOL_7349 
0021:   44@ > 0.0 

:BSKOOL_7349
00D6: if and
0033:   180.0 >= 44@ 
0021:   44@ > 0.0 
004D: jump_if_false @BSKOOL_7390 
000F: 44@ -= 0.1 

:BSKOOL_7390
02E3: 43@ = car 38@ speed 
00D6: if or
01C1:   car 38@ stopped 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @BSKOOL_8414 
0050: gosub @BSKOOL_17680 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
00D6: if 
0018:   $274 > 0 
004D: jump_if_false @BSKOOL_7477 
0050: gosub @BSKOOL_17693 
0002: jump @BSKOOL_7484 

:BSKOOL_7477
0004: $267 = 0 

:BSKOOL_7484
0174: 42@ = car 38@ Z_angle 
0092: 39@ = float 42@ to_integer 
00D6: if 
0018:   $274 > 0 
004D: jump_if_false @BSKOOL_7832 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @BSKOOL_7550 
0004: $266 = 0 
0002: jump @BSKOOL_7846 

:BSKOOL_7550
00D6: if 
0039:   39@ == 180 
004D: jump_if_false @BSKOOL_7583 
0004: $266 = 100 
0002: jump @BSKOOL_7846 

:BSKOOL_7583
00D6: if 
0039:   39@ == 360 
004D: jump_if_false @BSKOOL_7616 
0004: $266 = 0 
0002: jump @BSKOOL_7846 

:BSKOOL_7616
00D6: if 
0019:   39@ > 0 
004D: jump_if_false @BSKOOL_7686 
00D6: if 
001B:   175 > 39@ 
004D: jump_if_false @BSKOOL_7686 
0091: $276 = integer 39@ to_float 
0011: $276 *= 0.56 
008C: $266 = float $276 to_integer 
0002: jump @BSKOOL_7846 

:BSKOOL_7686
00D6: if 
0019:   39@ > 174 
004D: jump_if_false @BSKOOL_7731 
00D6: if 
001B:   186 > 39@ 
004D: jump_if_false @BSKOOL_7731 
0004: $266 = 100 

:BSKOOL_7731
00D6: if 
0019:   39@ > 185 
004D: jump_if_false @BSKOOL_7825 
00D6: if 
001B:   360 > 39@ 
004D: jump_if_false @BSKOOL_7825 
000E: 39@ -= 180 
0091: $276 = integer 39@ to_float 
0011: $276 *= 0.56 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @BSKOOL_7846 

:BSKOOL_7825
0002: jump @BSKOOL_7846 

:BSKOOL_7832
0004: $266 = 0 
0002: jump @BSKOOL_7846 

:BSKOOL_7846
00D6: if 
001A:   1 > $266 
004D: jump_if_false @BSKOOL_7871 
0004: $266 = 0 

:BSKOOL_7871
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
0014: $CURRENT_FLIGHT_RECORD /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @BSKOOL_7919 
0004: $CURRENT_FLIGHT_RECORD = 0 

:BSKOOL_7919
0050: gosub @BSKOOL_17937 
0050: gosub @BSKOOL_18315 
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $2165 // (int) 
004D: jump_if_false @BSKOOL_8139 
008B: 67@ = $2165 // (int) 
0084: $2165 = $CURRENT_FLIGHT_RECORD // (int) 
0006: 59@ = 1 
0050: gosub @BSKOOL_18779 
00D6: if 
0039:   65@ == 4 
004D: jump_if_false @BSKOOL_8039 
00D6: if 
0038:   $2185 == 0 
004D: jump_if_false @BSKOOL_8039 
0004: $2185 = 1 
0004: $2184 = 1 
0004: $2183 = 1 

:BSKOOL_8039
00D6: if 
0039:   65@ == 3 
004D: jump_if_false @BSKOOL_8089 
00D6: if 
0038:   $2184 == 0 
004D: jump_if_false @BSKOOL_8089 
0004: $2184 = 1 
0004: $2183 = 1 

:BSKOOL_8089
00D6: if 
0039:   65@ == 2 
004D: jump_if_false @BSKOOL_8132 
00D6: if 
0038:   $2183 == 0 
004D: jump_if_false @BSKOOL_8132 
0004: $2183 = 1 

:BSKOOL_8132
0002: jump @BSKOOL_8146 

:BSKOOL_8139
0006: 65@ = 0 

:BSKOOL_8146
00D6: if 
0038:   $2162 == 5 
004D: jump_if_false @BSKOOL_8230 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @BSKOOL_8230 
0006: 59@ = 2 
0004: $2162 = 6 
0006: 48@ = 2 
000A: 37@ += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 

:BSKOOL_8230
0006: 32@ = 0 

:BSKOOL_8237
00D6: if 
0019:   32@ > -1 
004D: jump_if_false @BSKOOL_8361 
0001: wait 0 ms 
0050: gosub @BSKOOL_18344 
00D6: if 
8039:   not  59@ == 2 
004D: jump_if_false @BSKOOL_8315 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BSKOOL_8315 
0006: 48@ = 2 
0002: jump @BSKOOL_8361 

:BSKOOL_8315
0050: gosub @BSKOOL_19009 
0050: gosub @BSKOOL_20530 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @BSKOOL_8354 
0002: jump @BSKOOL_8361 

:BSKOOL_8354
0002: jump @BSKOOL_8237 

:BSKOOL_8361
0050: gosub @BSKOOL_20952 
0050: gosub @BSKOOL_20613 
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @BSKOOL_8407 
0002: jump @BSKOOL_644 
0002: jump @BSKOOL_8414 

:BSKOOL_8407
0002: jump @BSKOOL_6663 

:BSKOOL_8414
0002: jump @BSKOOL_6938 

:BSKOOL_8421
00D6: if 
0038:   $247 == 4 
004D: jump_if_false @BSKOOL_10014 

:BSKOOL_8439
0050: gosub @BSKOOL_16586 

:BSKOOL_8446
0005: $258 = 180.0 
0004: $253 = 9000 
0006: 35@ = 185 
0050: gosub @BSKOOL_16623 
00A5: 38@ = create_car #SANCHEZ at $255 $256 $257 
0175: set_car 38@ Z_angle_to $258 
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car 38@ with_offset -2.5 46.0 2.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car 38@ with_offset 2.5 50.0 2.0 
0050: gosub @BSKOOL_21023 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @BSKOOL_8658 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_8615 
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 

:BSKOOL_8615
015F: set_camera_position 1127.66 1288.4 12.75 rotation 0.0 0.0 0.0 
0158: camera_on_car 38@ mode 15 switchstyle 2 
0051: return 

:BSKOOL_8658
0407: store_coords_to $305 $306 $257 from_car 38@ with_offset 0.0 124.0 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BS_E_1' time 5000 flag 4  // ~s~Jump the ramp and stop in the designated area.
0050: gosub @BSKOOL_17345 

:BSKOOL_8712
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BSKOOL_8747 
0006: 48@ = 2 
0002: jump @BSKOOL_9954 

:BSKOOL_8747
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @BSKOOL_8795 
00BC: show_text_highpriority GXT 'BS_E_1' time 5000 flag 4  // ~s~Jump the ramp and stop in the designated area.
0050: gosub @BSKOOL_17488 
0002: jump @BSKOOL_10007 

:BSKOOL_8795
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_10007 
0050: gosub @BSKOOL_17646 
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @BSKOOL_8873 
00D6: if 
00B0:   car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @BSKOOL_8873 
0004: $274 = 1 

:BSKOOL_8873
00D6: if 
0038:   $274 == 1 
004D: jump_if_false @BSKOOL_8991 
00D6: if 
80B0:   not car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @BSKOOL_8991 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if or
0024:   $TEMPVAR_X_COORD > $309 // (float) 
0024:   $311 > $TEMPVAR_X_COORD // (float) 
0024:   $TEMPVAR_Y_COORD > $310 // (float) 
004D: jump_if_false @BSKOOL_8984 
0050: gosub @BSKOOL_17680 
0002: jump @BSKOOL_8991 

:BSKOOL_8984
0004: $274 = 2 

:BSKOOL_8991
00D6: if or
01C1:   car 38@ stopped 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @BSKOOL_10007 
0050: gosub @BSKOOL_17680 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
00D6: if 
0018:   $274 > 0 
004D: jump_if_false @BSKOOL_9070 
0050: gosub @BSKOOL_17693 
0002: jump @BSKOOL_9077 

:BSKOOL_9070
0004: $267 = 0 

:BSKOOL_9077
0174: 42@ = car 38@ Z_angle 
0092: 39@ = float 42@ to_integer 
00D6: if 
0018:   $274 > 0 
004D: jump_if_false @BSKOOL_9425 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @BSKOOL_9143 
0004: $266 = 0 
0002: jump @BSKOOL_9439 

:BSKOOL_9143
00D6: if 
0039:   39@ == 180 
004D: jump_if_false @BSKOOL_9176 
0004: $266 = 100 
0002: jump @BSKOOL_9439 

:BSKOOL_9176
00D6: if 
0039:   39@ == 360 
004D: jump_if_false @BSKOOL_9209 
0004: $266 = 0 
0002: jump @BSKOOL_9439 

:BSKOOL_9209
00D6: if 
0019:   39@ > 0 
004D: jump_if_false @BSKOOL_9279 
00D6: if 
001B:   175 > 39@ 
004D: jump_if_false @BSKOOL_9279 
0091: $276 = integer 39@ to_float 
0011: $276 *= 0.56 
008C: $266 = float $276 to_integer 
0002: jump @BSKOOL_9439 

:BSKOOL_9279
00D6: if 
0019:   39@ > 174 
004D: jump_if_false @BSKOOL_9324 
00D6: if 
001B:   186 > 39@ 
004D: jump_if_false @BSKOOL_9324 
0004: $266 = 100 

:BSKOOL_9324
00D6: if 
0019:   39@ > 185 
004D: jump_if_false @BSKOOL_9418 
00D6: if 
001B:   360 > 39@ 
004D: jump_if_false @BSKOOL_9418 
000E: 39@ -= 180 
0091: $276 = integer 39@ to_float 
0011: $276 *= 0.56 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @BSKOOL_9439 

:BSKOOL_9418
0002: jump @BSKOOL_9439 

:BSKOOL_9425
0004: $266 = 0 
0002: jump @BSKOOL_9439 

:BSKOOL_9439
00D6: if 
001A:   1 > $266 
004D: jump_if_false @BSKOOL_9464 
0004: $266 = 0 

:BSKOOL_9464
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
0014: $CURRENT_FLIGHT_RECORD /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @BSKOOL_9512 
0004: $CURRENT_FLIGHT_RECORD = 0 

:BSKOOL_9512
0050: gosub @BSKOOL_17937 
0050: gosub @BSKOOL_18315 
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $2168 // (int) 
004D: jump_if_false @BSKOOL_9732 
008B: 67@ = $2168 // (int) 
0084: $2168 = $CURRENT_FLIGHT_RECORD // (int) 
0006: 59@ = 1 
0050: gosub @BSKOOL_18779 
00D6: if 
0039:   65@ == 4 
004D: jump_if_false @BSKOOL_9632 
00D6: if 
0038:   $2182 == 0 
004D: jump_if_false @BSKOOL_9632 
0004: $2182 = 1 
0004: $2181 = 1 
0004: $2180 = 1 

:BSKOOL_9632
00D6: if 
0039:   65@ == 3 
004D: jump_if_false @BSKOOL_9682 
00D6: if 
0038:   $2181 == 0 
004D: jump_if_false @BSKOOL_9682 
0004: $2181 = 1 
0004: $2180 = 1 

:BSKOOL_9682
00D6: if 
0039:   65@ == 2 
004D: jump_if_false @BSKOOL_9725 
00D6: if 
0038:   $2180 == 0 
004D: jump_if_false @BSKOOL_9725 
0004: $2180 = 1 

:BSKOOL_9725
0002: jump @BSKOOL_9739 

:BSKOOL_9732
0006: 65@ = 0 

:BSKOOL_9739
00D6: if 
0038:   $2162 == 4 
004D: jump_if_false @BSKOOL_9823 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @BSKOOL_9823 
0006: 59@ = 2 
0004: $2162 = 5 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 
0006: 48@ = 2 
000A: 37@ += 1 

:BSKOOL_9823
0006: 32@ = 0 

:BSKOOL_9830
00D6: if 
0019:   32@ > -1 
004D: jump_if_false @BSKOOL_9954 
0001: wait 0 ms 
0050: gosub @BSKOOL_18344 
00D6: if 
8039:   not  59@ == 2 
004D: jump_if_false @BSKOOL_9908 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BSKOOL_9908 
0006: 48@ = 2 
0002: jump @BSKOOL_9954 

:BSKOOL_9908
0050: gosub @BSKOOL_19009 
0050: gosub @BSKOOL_20530 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @BSKOOL_9947 
0002: jump @BSKOOL_9954 

:BSKOOL_9947
0002: jump @BSKOOL_9830 

:BSKOOL_9954
0050: gosub @BSKOOL_20613 
0050: gosub @BSKOOL_20952 
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @BSKOOL_10000 
0002: jump @BSKOOL_644 
0002: jump @BSKOOL_10007 

:BSKOOL_10000
0002: jump @BSKOOL_8439 

:BSKOOL_10007
0002: jump @BSKOOL_8712 

:BSKOOL_10014
00D6: if 
0038:   $247 == 6 
004D: jump_if_false @BSKOOL_11889 

:BSKOOL_10032
0050: gosub @BSKOOL_16586 

:BSKOOL_10039
0005: $258 = 180.0 
0004: $253 = 9000 
0006: 35@ = 186 
0050: gosub @BSKOOL_16623 
00A5: 38@ = create_car #NRG500 at $255 $256 $257 
0175: set_car 38@ Z_angle_to $258 
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car 38@ with_offset -2.5 46.0 2.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car 38@ with_offset 2.5 52.0 2.0 
0050: gosub @BSKOOL_21023 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @BSKOOL_10251 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_10208 
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 

:BSKOOL_10208
015F: set_camera_position 1122.66 1265.4 15.75 rotation 0.0 0.0 0.0 
0158: camera_on_car 38@ mode 15 switchstyle 2 
0051: return 

:BSKOOL_10251
0407: store_coords_to $305 $306 $257 from_car 38@ with_offset 0.0 114.0 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BS_F_1' time 5000 flag 4  // ~s~Jump the ramp, land in a stoppie and glide into the designated area.
0050: gosub @BSKOOL_17345 

:BSKOOL_10305
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BSKOOL_10340 
0006: 48@ = 2 
0002: jump @BSKOOL_11690 

:BSKOOL_10340
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @BSKOOL_10388 
00BC: show_text_highpriority GXT 'BS_F_1' time 5000 flag 4  // ~s~Jump the ramp, land in a stoppie and glide into the designated area.
0050: gosub @BSKOOL_17488 
0002: jump @BSKOOL_11882 

:BSKOOL_10388
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_11882 
0050: gosub @BSKOOL_17646 
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @BSKOOL_10466 
00D6: if 
00B0:   car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @BSKOOL_10466 
0004: $274 = 1 

:BSKOOL_10466
00D6: if 
0038:   $274 == 1 
004D: jump_if_false @BSKOOL_10584 
00D6: if 
80B0:   not car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @BSKOOL_10584 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if or
0024:   $TEMPVAR_X_COORD > $309 // (float) 
0024:   $311 > $TEMPVAR_X_COORD // (float) 
0024:   $TEMPVAR_Y_COORD > $310 // (float) 
004D: jump_if_false @BSKOOL_10577 
0050: gosub @BSKOOL_17680 
0002: jump @BSKOOL_10584 

:BSKOOL_10577
0004: $274 = 2 

:BSKOOL_10584
00D6: if 
0038:   $274 == 2 
004D: jump_if_false @BSKOOL_10630 
00D6: if 
81F3:   not car 38@ in_air 
004D: jump_if_false @BSKOOL_10630 
01BD: 70@ = current_time_in_ms 
0004: $274 = 3 

:BSKOOL_10630
00D6: if 
0038:   $274 == 3 
004D: jump_if_false @BSKOOL_10716 
01BD: 69@ = current_time_in_ms 
0085: 68@ = 69@ // (int) 
0062: 68@ -= 70@ // (int) 
00D6: if 
0019:   68@ > 250 
004D: jump_if_false @BSKOOL_10716 
00D6: if or
87F2:   not player $PLAYER_CHAR performing_stoppie 
07F1:   player $PLAYER_CHAR performing_wheelie 
004D: jump_if_false @BSKOOL_10716 
0050: gosub @BSKOOL_17680 

:BSKOOL_10716
00D6: if or
01C1:   car 38@ stopped 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @BSKOOL_11882 
0050: gosub @BSKOOL_17680 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
00D6: if 
0018:   $274 > 0 
004D: jump_if_false @BSKOOL_10795 
0050: gosub @BSKOOL_17693 
0002: jump @BSKOOL_10802 

:BSKOOL_10795
0004: $267 = 0 

:BSKOOL_10802
0174: 42@ = car 38@ Z_angle 
0092: 39@ = float 42@ to_integer 
00D6: if 
0018:   $274 > 0 
004D: jump_if_false @BSKOOL_11150 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @BSKOOL_10868 
0004: $266 = 0 
0002: jump @BSKOOL_11164 

:BSKOOL_10868
00D6: if 
0039:   39@ == 180 
004D: jump_if_false @BSKOOL_10901 
0004: $266 = 100 
0002: jump @BSKOOL_11164 

:BSKOOL_10901
00D6: if 
0039:   39@ == 360 
004D: jump_if_false @BSKOOL_10934 
0004: $266 = 0 
0002: jump @BSKOOL_11164 

:BSKOOL_10934
00D6: if 
0019:   39@ > 0 
004D: jump_if_false @BSKOOL_11004 
00D6: if 
001B:   175 > 39@ 
004D: jump_if_false @BSKOOL_11004 
0091: $276 = integer 39@ to_float 
0011: $276 *= 0.56 
008C: $266 = float $276 to_integer 
0002: jump @BSKOOL_11164 

:BSKOOL_11004
00D6: if 
0019:   39@ > 174 
004D: jump_if_false @BSKOOL_11049 
00D6: if 
001B:   186 > 39@ 
004D: jump_if_false @BSKOOL_11049 
0004: $266 = 100 

:BSKOOL_11049
00D6: if 
0019:   39@ > 185 
004D: jump_if_false @BSKOOL_11143 
00D6: if 
001B:   360 > 39@ 
004D: jump_if_false @BSKOOL_11143 
000E: 39@ -= 180 
0091: $276 = integer 39@ to_float 
0011: $276 *= 0.56 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @BSKOOL_11164 

:BSKOOL_11143
0002: jump @BSKOOL_11164 

:BSKOOL_11150
0004: $266 = 0 
0002: jump @BSKOOL_11164 

:BSKOOL_11164
00D6: if 
001A:   1 > $266 
004D: jump_if_false @BSKOOL_11189 
0004: $266 = 0 

:BSKOOL_11189
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
0014: $CURRENT_FLIGHT_RECORD /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @BSKOOL_11237 
0004: $CURRENT_FLIGHT_RECORD = 0 

:BSKOOL_11237
0050: gosub @BSKOOL_17937 
0050: gosub @BSKOOL_18315 
00D6: if 
001C:   $CURRENT_FLIGHT_RECORD > $2169 // (int) 
004D: jump_if_false @BSKOOL_11457 
008B: 67@ = $2169 // (int) 
0084: $2169 = $CURRENT_FLIGHT_RECORD // (int) 
0006: 59@ = 1 
0050: gosub @BSKOOL_18779 
00D6: if 
0039:   65@ == 4 
004D: jump_if_false @BSKOOL_11357 
00D6: if 
0038:   $2188 == 0 
004D: jump_if_false @BSKOOL_11357 
0004: $2188 = 1 
0004: $2187 = 1 
0004: $2186 = 1 

:BSKOOL_11357
00D6: if 
0039:   65@ == 3 
004D: jump_if_false @BSKOOL_11407 
00D6: if 
0038:   $2187 == 0 
004D: jump_if_false @BSKOOL_11407 
0004: $2187 = 1 
0004: $2186 = 1 

:BSKOOL_11407
00D6: if 
0039:   65@ == 2 
004D: jump_if_false @BSKOOL_11450 
00D6: if 
0038:   $2186 == 0 
004D: jump_if_false @BSKOOL_11450 
0004: $2186 = 1 

:BSKOOL_11450
0002: jump @BSKOOL_11464 

:BSKOOL_11457
0006: 65@ = 0 

:BSKOOL_11464
00D6: if 
0038:   $2170 == 0 
004D: jump_if_false @BSKOOL_11559 
00D6: if 
0038:   $2162 == 6 
004D: jump_if_false @BSKOOL_11559 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @BSKOOL_11559 
0006: 59@ = 2 
0004: $2170 = 1 
0006: 48@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 

:BSKOOL_11559
0006: 32@ = 0 

:BSKOOL_11566
00D6: if 
0019:   32@ > -1 
004D: jump_if_false @BSKOOL_11690 
0001: wait 0 ms 
0050: gosub @BSKOOL_18344 
00D6: if 
8039:   not  59@ == 2 
004D: jump_if_false @BSKOOL_11644 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BSKOOL_11644 
0006: 48@ = 2 
0002: jump @BSKOOL_11690 

:BSKOOL_11644
0050: gosub @BSKOOL_19009 
0050: gosub @BSKOOL_20530 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @BSKOOL_11683 
0002: jump @BSKOOL_11690 

:BSKOOL_11683
0002: jump @BSKOOL_11566 

:BSKOOL_11690
0050: gosub @BSKOOL_20613 
0050: gosub @BSKOOL_20952 
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @BSKOOL_11875 
00D6: if 
0038:   $2170 == 1 
004D: jump_if_false @BSKOOL_11861 
00D6: if 
0038:   $MISSION_DRIVING_SCHOOL_PASSED == 0 
004D: jump_if_false @BSKOOL_11861 
016A: fade 0 time 1000 

:BSKOOL_11765
00D6: if 
016B:   fading 
004D: jump_if_false @BSKOOL_11789 
0001: wait 0 ms 
0002: jump @BSKOOL_11765 

:BSKOOL_11789
00A1: put_actor $PLAYER_ACTOR at 1171.521 1351.183 9.9219 
0173: set_actor $PLAYER_ACTOR Z_angle_to 11.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 2000 

:BSKOOL_11830
00D6: if 
016B:   fading 
004D: jump_if_false @BSKOOL_11854 
0001: wait 0 ms 
0002: jump @BSKOOL_11830 

:BSKOOL_11854
0002: jump @BSKOOL_11917 

:BSKOOL_11861
0002: jump @BSKOOL_644 
0002: jump @BSKOOL_11882 

:BSKOOL_11875
0002: jump @BSKOOL_10032 

:BSKOOL_11882
0002: jump @BSKOOL_10305 

:BSKOOL_11889
040D: unload_wav 3 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1186 
00BE: text_clear_all 
0051: return 

:BSKOOL_11917
016A: fade 1 time 500 
00D6: if 
0038:   $MISSION_DRIVING_SCHOOL_PASSED == 0 
004D: jump_if_false @BSKOOL_11965 
0595: mission_complete 
030C: progress_made = 1 
0004: $MISSION_DRIVING_SCHOOL_PASSED = 1 
0624: add 50.0 to_float_stat 229 

:BSKOOL_11965
00BE: text_clear_all 
00BA: show_text_styled GXT 'BS_Z_7' time 5000 style 5  // You have completed the Bike School.~n~~w~Motorbike Skill +
0394: play_music 2 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:BSKOOL_11994
014F: stop_timer $253 
03F0: enable_text_draw 0 
0826: enable_hud 1 
0581: enable_radar 1 
01B7: release_weather 
0249: release_model #TRAFFICCONE 
0249: release_model #LANDJUMP2 
0249: release_model #FCR900 
0249: release_model #BF400 
0249: release_model #PCJ600 
0249: release_model #NRG500 
0249: release_model #SANCHEZ 
0249: release_model #WMYMECH 
00D6: if 
0038:   $PARKED_NRG500_EXISTS == 0 
004D: jump_if_false @BSKOOL_12235 
00D6: if 
0038:   $2173 == 1 
004D: jump_if_false @BSKOOL_12235 
00D6: if 
0038:   $2176 == 1 
004D: jump_if_false @BSKOOL_12235 
00D6: if 
0038:   $2179 == 1 
004D: jump_if_false @BSKOOL_12235 
00D6: if 
0038:   $2185 == 1 
004D: jump_if_false @BSKOOL_12235 
00D6: if 
0038:   $2182 == 1 
004D: jump_if_false @BSKOOL_12235 
00D6: if 
0038:   $2188 == 1 
004D: jump_if_false @BSKOOL_12235 
0004: $PARKED_NRG500_EXISTS = 1 
00D6: if 
0038:   $PARKED_FCR900_EXISTS == 0 
004D: jump_if_false @BSKOOL_12210 
0004: $PARKED_FCR900_EXISTS = 1 

:BSKOOL_12210
00D6: if 
0038:   $PARKED_FREEWAY_EXISTS == 0 
004D: jump_if_false @BSKOOL_12235 
0004: $PARKED_FREEWAY_EXISTS = 1 

:BSKOOL_12235
00D6: if 
0038:   $PARKED_FCR900_EXISTS == 0 
004D: jump_if_false @BSKOOL_12393 
00D6: if 
0038:   $2172 == 1 
004D: jump_if_false @BSKOOL_12393 
00D6: if 
0038:   $2175 == 1 
004D: jump_if_false @BSKOOL_12393 
00D6: if 
0038:   $2178 == 1 
004D: jump_if_false @BSKOOL_12393 
00D6: if 
0038:   $2184 == 1 
004D: jump_if_false @BSKOOL_12393 
00D6: if 
0038:   $2181 == 1 
004D: jump_if_false @BSKOOL_12393 
00D6: if 
0038:   $2187 == 1 
004D: jump_if_false @BSKOOL_12393 
0004: $PARKED_FCR900_EXISTS = 1 
00D6: if 
0038:   $PARKED_FREEWAY_EXISTS == 0 
004D: jump_if_false @BSKOOL_12393 
0004: $PARKED_FREEWAY_EXISTS = 1 

:BSKOOL_12393
00D6: if 
0038:   $PARKED_FREEWAY_EXISTS == 0 
004D: jump_if_false @BSKOOL_12526 
00D6: if 
0038:   $2171 == 1 
004D: jump_if_false @BSKOOL_12526 
00D6: if 
0038:   $2174 == 1 
004D: jump_if_false @BSKOOL_12526 
00D6: if 
0038:   $2177 == 1 
004D: jump_if_false @BSKOOL_12526 
00D6: if 
0038:   $2183 == 1 
004D: jump_if_false @BSKOOL_12526 
00D6: if 
0038:   $2180 == 1 
004D: jump_if_false @BSKOOL_12526 
00D6: if 
0038:   $2186 == 1 
004D: jump_if_false @BSKOOL_12526 
0004: $PARKED_FREEWAY_EXISTS = 1 

:BSKOOL_12526
00D6: if 
0038:   $PARKED_NRG500_EXISTS == 1 
004D: jump_if_false @BSKOOL_12575 
0A17: set_parked_car_generator $PARKED_NRG500 to_player_owned 1 
014C: set_parked_car_generator $PARKED_NRG500 cars_to_generate_to 101 
0624: add 200.0 to_float_stat 229 
0004: $PARKED_NRG500_EXISTS = 2 

:BSKOOL_12575
00D6: if 
0038:   $PARKED_FCR900_EXISTS == 1 
004D: jump_if_false @BSKOOL_12624 
0A17: set_parked_car_generator $PARKED_FCR900 to_player_owned 1 
014C: set_parked_car_generator $PARKED_FCR900 cars_to_generate_to 101 
0624: add 100.0 to_float_stat 229 
0004: $PARKED_FCR900_EXISTS = 2 

:BSKOOL_12624
00D6: if 
0038:   $PARKED_FREEWAY_EXISTS == 1 
004D: jump_if_false @BSKOOL_12663 
0A17: set_parked_car_generator $PARKED_FREEWAY to_player_owned 1 
014C: set_parked_car_generator $PARKED_FREEWAY cars_to_generate_to 101 
0004: $PARKED_FREEWAY_EXISTS = 2 

:BSKOOL_12663
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:BSKOOL_12674
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 225.0 size 612.0 438.0 RGBA 0 0 0 64@ 
00D6: if 
0039:   63@ == 1 
004D: jump_if_false @BSKOOL_12796 
00D6: if 
001B:   255 > 64@ 
004D: jump_if_false @BSKOOL_12789 
000A: 64@ += 5 
00D6: if 
0019:   64@ > 255 
004D: jump_if_false @BSKOOL_12782 
0006: 64@ = 255 

:BSKOOL_12782
0002: jump @BSKOOL_12796 

:BSKOOL_12789
0006: 63@ = 2 

:BSKOOL_12796
00D6: if 
0039:   63@ == 3 
004D: jump_if_false @BSKOOL_12878 
00D6: if 
0019:   64@ > 0 
004D: jump_if_false @BSKOOL_12871 
000E: 64@ -= 5 
00D6: if 
001B:   0 > 64@ 
004D: jump_if_false @BSKOOL_12864 
0006: 64@ = 0 

:BSKOOL_12864
0002: jump @BSKOOL_12878 

:BSKOOL_12871
0006: 63@ = 0 

:BSKOOL_12878
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 0.0 size 640.0 197.0 RGBA 0 0 0 255 
0050: gosub @BSKOOL_16466 
0340: set_text_draw_RGBA 190 190 190 255 
00D6: if 
0038:   $247 == 1 
004D: jump_if_false @BSKOOL_13073 
033E: set_draw_text_position 322.0 41.0 GXT 'BS_A'  // The 360
00D6: if 
0018:   $2166 > 69 
004D: jump_if_false @BSKOOL_13008 
008B: 66@ = $2166 // (int) 
0002: jump @BSKOOL_13066 

:BSKOOL_13008
008B: 66@ = $2166 // (int) 
0050: gosub @BSKOOL_16288 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 320.0 80.0 GXT 'BS_Z_3'  // Get 70% or higher to pass.

:BSKOOL_13066
0050: gosub @BSKOOL_14958 

:BSKOOL_13073
00D6: if 
0038:   $247 == 2 
004D: jump_if_false @BSKOOL_13210 
033E: set_draw_text_position 322.0 41.0 GXT 'BS_B'  // The 180
00D6: if 
0018:   $2167 > 69 
004D: jump_if_false @BSKOOL_13145 
008B: 66@ = $2167 // (int) 
0002: jump @BSKOOL_13203 

:BSKOOL_13145
008B: 66@ = $2167 // (int) 
0050: gosub @BSKOOL_16288 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 320.0 80.0 GXT 'BS_Z_3'  // Get 70% or higher to pass.

:BSKOOL_13203
0050: gosub @BSKOOL_14958 

:BSKOOL_13210
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @BSKOOL_13347 
033E: set_draw_text_position 322.0 41.0 GXT 'BS_C'  // The Wheelie
00D6: if 
0018:   $2164 > 69 
004D: jump_if_false @BSKOOL_13282 
008B: 66@ = $2164 // (int) 
0002: jump @BSKOOL_13340 

:BSKOOL_13282
008B: 66@ = $2164 // (int) 
0050: gosub @BSKOOL_16288 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 320.0 80.0 GXT 'BS_Z_3'  // Get 70% or higher to pass.

:BSKOOL_13340
0050: gosub @BSKOOL_14958 

:BSKOOL_13347
00D6: if 
0038:   $247 == 5 
004D: jump_if_false @BSKOOL_13484 
033E: set_draw_text_position 322.0 41.0 GXT 'BS_D'  // The Stoppie
00D6: if 
0018:   $2165 > 69 
004D: jump_if_false @BSKOOL_13419 
008B: 66@ = $2165 // (int) 
0002: jump @BSKOOL_13477 

:BSKOOL_13419
008B: 66@ = $2165 // (int) 
0050: gosub @BSKOOL_16288 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 320.0 80.0 GXT 'BS_Z_3'  // Get 70% or higher to pass.

:BSKOOL_13477
0050: gosub @BSKOOL_14958 

:BSKOOL_13484
00D6: if 
0038:   $247 == 4 
004D: jump_if_false @BSKOOL_13621 
033E: set_draw_text_position 322.0 41.0 GXT 'BS_E'  // Jump & Stop
00D6: if 
0018:   $2168 > 69 
004D: jump_if_false @BSKOOL_13556 
008B: 66@ = $2168 // (int) 
0002: jump @BSKOOL_13614 

:BSKOOL_13556
008B: 66@ = $2168 // (int) 
0050: gosub @BSKOOL_16288 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 320.0 80.0 GXT 'BS_Z_3'  // Get 70% or higher to pass.

:BSKOOL_13614
0050: gosub @BSKOOL_14958 

:BSKOOL_13621
00D6: if 
0038:   $247 == 6 
004D: jump_if_false @BSKOOL_13758 
033E: set_draw_text_position 322.0 41.0 GXT 'BS_F'  // Jump & Stoppie
00D6: if 
0018:   $2169 > 69 
004D: jump_if_false @BSKOOL_13693 
008B: 66@ = $2169 // (int) 
0002: jump @BSKOOL_13751 

:BSKOOL_13693
008B: 66@ = $2169 // (int) 
0050: gosub @BSKOOL_16288 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 320.0 80.0 GXT 'BS_Z_3'  // Get 70% or higher to pass.

:BSKOOL_13751
0050: gosub @BSKOOL_14958 

:BSKOOL_13758
0050: gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 248 211 7 255 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @BSKOOL_13836 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'BS_X_4'  // Exit
0002: jump @BSKOOL_13869 

:BSKOOL_13836
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'BS_X_4'  // Exit

:BSKOOL_13869
00D6: if 
8039:   not  57@ == 1 
004D: jump_if_false @BSKOOL_14263 
0050: gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 248 211 7 255 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @BSKOOL_13965 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'BS_X_5'  // Start
0002: jump @BSKOOL_13998 

:BSKOOL_13965
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'BS_X_5'  // Start

:BSKOOL_13998
00D6: if 
8038:   not  $2162 == 1 
004D: jump_if_false @BSKOOL_14127 
0050: gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 248 211 7 255 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @BSKOOL_14094 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BS_X_3'  // Navigate
0002: jump @BSKOOL_14127 

:BSKOOL_14094
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BS_X_3'  // Navigate

:BSKOOL_14127
00D6: if 
0038:   $2162 == 1 
004D: jump_if_false @BSKOOL_14256 
0050: gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 173 173 173 125 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @BSKOOL_14223 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BS_X_3'  // Navigate
0002: jump @BSKOOL_14256 

:BSKOOL_14223
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BS_X_3'  // Navigate

:BSKOOL_14256
0002: jump @BSKOOL_14374 

:BSKOOL_14263
0050: gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 248 211 7 255 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @BSKOOL_14341 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BS_X_3'  // Navigate
0002: jump @BSKOOL_14374 

:BSKOOL_14341
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BS_X_3'  // Navigate

:BSKOOL_14374
0050: gosub @BSKOOL_16288 
033F: set_text_draw_letter_size 0.32 1.25 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 150.0 360.0 GXT 'BS_X04'  // ~k~~VEHICLE_ENTER_EXIT~
00D6: if 
8039:   not  57@ == 1 
004D: jump_if_false @BSKOOL_14650 
0050: gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 150.0 340.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
00D6: if 
8038:   not  $2162 == 1 
004D: jump_if_false @BSKOOL_14572 
0050: gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'BS_X03'  // ~<~~>~

:BSKOOL_14572
00D6: if 
0038:   $2162 == 1 
004D: jump_if_false @BSKOOL_14643 
0050: gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 173 173 173 125 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'BS_X03'  // ~<~~>~

:BSKOOL_14643
0002: jump @BSKOOL_14704 

:BSKOOL_14650
0050: gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'BS_X03'  // ~<~~>~

:BSKOOL_14704
033F: set_text_draw_letter_size 0.52 1.45 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 317.0 size 320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 317.0 size -320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 160.0 435.0 size 320.0 17.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 480.0 435.0 size -320.0 17.0 RGBA 150 150 150 255 
0051: return 

:BSKOOL_14958
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 430.0 size 640.0 250.0 RGBA 0 0 0 255 
0050: gosub @BSKOOL_16288 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA 166 202 240 255 
00D6: if 
0019:   66@ > 69 
004D: jump_if_false @BSKOOL_15070 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
045A: draw_text_1number 320.0 80.0 GXT 'BS_Y_6' number 66@  // ~1~%

:BSKOOL_15070
00D6: if 
001B:   70 > 66@ 
004D: jump_if_false @BSKOOL_15095 
0006: 65@ = 1 

:BSKOOL_15095
00D6: if 
0019:   66@ > 69 
004D: jump_if_false @BSKOOL_15138 
00D6: if 
001B:   85 > 66@ 
004D: jump_if_false @BSKOOL_15138 
0006: 65@ = 2 

:BSKOOL_15138
00D6: if 
0019:   66@ > 84 
004D: jump_if_false @BSKOOL_15181 
00D6: if 
001B:   100 > 66@ 
004D: jump_if_false @BSKOOL_15181 
0006: 65@ = 3 

:BSKOOL_15181
00D6: if 
0039:   66@ == 100 
004D: jump_if_false @BSKOOL_15206 
0006: 65@ = 4 

:BSKOOL_15206
00D6: if 
0019:   65@ > 1 
004D: jump_if_false @BSKOOL_15311 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 
0002: jump @BSKOOL_15391 

:BSKOOL_15311
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 

:BSKOOL_15391
03E3: set_texture_to_be_drawn_antialiased 1 
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @BSKOOL_15499 
038D: draw_texture 6 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 166 202 240 255 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
033E: set_draw_text_position 320.0 375.0 GXT 'BS_Z_4'  // NO AWARD

:BSKOOL_15499
00D6: if 
0039:   65@ == 2 
004D: jump_if_false @BSKOOL_15603 
038D: draw_texture 1 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 166 202 240 255 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
033E: set_draw_text_position 320.0 375.0 GXT 'BS_Y_12'  // BRONZE

:BSKOOL_15603
00D6: if 
0039:   65@ == 3 
004D: jump_if_false @BSKOOL_15707 
038D: draw_texture 2 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 166 202 240 255 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
033E: set_draw_text_position 320.0 375.0 GXT 'BS_Y_11'  // SILVER

:BSKOOL_15707
00D6: if 
0039:   65@ == 4 
004D: jump_if_false @BSKOOL_15811 
038D: draw_texture 3 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 166 202 240 255 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
033E: set_draw_text_position 320.0 375.0 GXT 'BS_Y_10'  // GOLD

:BSKOOL_15811
0051: return 

:BSKOOL_15813
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @BSKOOL_15988 
00D6: if 
0038:   $247 == 1 
004D: jump_if_false @BSKOOL_15856 
0050: gosub @BSKOOL_1783 

:BSKOOL_15856
00D6: if 
0038:   $247 == 2 
004D: jump_if_false @BSKOOL_15881 
0050: gosub @BSKOOL_3477 

:BSKOOL_15881
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @BSKOOL_15906 
0050: gosub @BSKOOL_4902 

:BSKOOL_15906
00D6: if 
0038:   $247 == 5 
004D: jump_if_false @BSKOOL_15931 
0050: gosub @BSKOOL_6670 

:BSKOOL_15931
00D6: if 
0038:   $247 == 4 
004D: jump_if_false @BSKOOL_15956 
0050: gosub @BSKOOL_8446 

:BSKOOL_15956
00D6: if 
0038:   $247 == 6 
004D: jump_if_false @BSKOOL_15981 
0050: gosub @BSKOOL_10039 

:BSKOOL_15981
0006: 34@ = 1 

:BSKOOL_15988
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @BSKOOL_16072 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_16072 
00D6: if 
87C1:   not path 35@ available 
004D: jump_if_false @BSKOOL_16050 
07C0: load_path 35@ 
0002: jump @BSKOOL_16072 

:BSKOOL_16050
05EB: assign_car 38@ to_path 35@ 
0006: 63@ = 3 
0006: 34@ = 2 

:BSKOOL_16072
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @BSKOOL_16157 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_16143 
00D6: if 
860E:   not car 38@ assigned_to_path 
004D: jump_if_false @BSKOOL_16136 
0006: 63@ = 1 
0006: 34@ = 4 

:BSKOOL_16136
0002: jump @BSKOOL_16157 

:BSKOOL_16143
0006: 63@ = 1 
0006: 34@ = 4 

:BSKOOL_16157
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @BSKOOL_16189 
0006: 63@ = 1 
0006: 34@ = 4 

:BSKOOL_16189
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @BSKOOL_16286 
00D6: if 
0039:   63@ == 2 
004D: jump_if_false @BSKOOL_16286 
05EC: release_car 38@ from_path 
00A6: destroy_car 38@ 
009B: destroy_actor 49@ 
0395: clear_area 1 at $327 $328 $329 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
00A6: destroy_car 38@ 
0050: gosub @BSKOOL_20952 
0006: 34@ = 0 

:BSKOOL_16286
0051: return 

:BSKOOL_16288
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
0051: return 

:BSKOOL_16350
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
0051: return 
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.8 2.6 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0051: return 

:BSKOOL_16466
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.2 4.0 
060D: draw_text_shadow 3 rgba 0 0 0 255 
0349: set_text_draw_font 3 
0051: return 
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.0 3.8 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
0051: return 

:BSKOOL_16586
016A: fade 0 time 500 

:BSKOOL_16593
00D6: if 
016B:   fading 
004D: jump_if_false @BSKOOL_16617 
0001: wait 0 ms 
0002: jump @BSKOOL_16593 

:BSKOOL_16617
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0051: return 

:BSKOOL_16623
0005: $309 = 0.0 
0005: $310 = 0.0 
0005: $311 = 0.0 
0005: $312 = 0.0 
0005: $313 = 0.0 
0005: $314 = 0.0 
0005: $315 = 0.0 
0005: $316 = 0.0 
0005: $317 = 0.0 
0005: $318 = 0.0 
0005: $319 = 0.0 
0005: $320 = 0.0 
0005: $321 = 0.0 
0005: $322 = 0.0 
0005: $323 = 0.0 
0005: $324 = 0.0 
0004: $12 = 0 
0005: $277 = 0.0 
0005: $278 = 0.0 
0005: $282 = 0.0 
0005: $283 = 0.0 
0005: $284 = 0.0 
0005: $285 = 10.0 
0004: $249 = 0 
0005: $280 = 0.0 
0005: $281 = 0.0 
0005: $330 = 0.0 
0005: $331 = 0.0 
0005: $332 = 0.0 
0004: $333 = 0 
0004: $261 = 0 
0004: $262 = 0 
0005: $303 = 0.0 
0005: $304 = 0.0 
0005: $305 = 0.0 
0005: $306 = 0.0 
0004: $326 = 0 
0004: $266 = 0 
0007: 43@ = 0.0 
0007: 42@ = 0.0 
0007: 44@ = 0.0 
0006: 39@ = 0 
0006: 40@ = 0 
0006: 48@ = 0 
0004: $254 = 0 
0004: $286 = 0 
0004: $287 = 0 
0004: $289 = 0 
0004: $290 = 0 
0004: $292 = 0 
0004: $293 = 0 
0004: $295 = 0 
0004: $296 = 0 
0004: $298 = 0 
0004: $299 = 0 
0004: $288 = 0 
0004: $291 = 0 
0004: $294 = 0 
0004: $297 = 0 
0004: $300 = 0 
0004: $301 = 0 
0004: $302 = 0 
0004: $CURRENT_FLIGHT_RECORD = 0 
0004: $269 = 0 
0086: $255 = $307 // (float) 
0086: $256 = $308 // (float) 
02CE: $257 = ground_z_at $255 $256 50.0 
0004: $268 = 0 
0005: $259 = 0.0 
0004: $267 = 0 
0004: $270 = 0 
0006: 41@ = 0 
0004: $264 = 0 
0004: $265 = 0 
0004: $272 = 0 
0004: $273 = 0 
0005: $276 = 0.0 
0004: $274 = 0 
0004: $275 = 0 
0005: $279 = 0.0 
0007: 45@ = 0.0 
0006: 46@ = 0 
0006: 47@ = 0 
0006: 59@ = 0 
0006: 58@ = 0 
0051: return 

:BSKOOL_17345
036A: put_actor $PLAYER_ACTOR in_car 38@ 
020A: set_car 38@ door_status_to 4 
0001: wait 0 ms 
0581: enable_radar 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 time 500 

:BSKOOL_17379
00D6: if 
016B:   fading 
004D: jump_if_false @BSKOOL_17403 
0001: wait 0 ms 
0002: jump @BSKOOL_17379 

:BSKOOL_17403
01B4: set_player $PLAYER_CHAR can_move 1 
0051: return 

:BSKOOL_17412
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_17479 
00D6: if 
0038:   $249 == 1 
004D: jump_if_false @BSKOOL_17472 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @BSKOOL_17472 
0006: 48@ = 1 

:BSKOOL_17472
0002: jump @BSKOOL_17486 

:BSKOOL_17479
0006: 48@ = 1 

:BSKOOL_17486
0051: return 

:BSKOOL_17488
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_17531 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @BSKOOL_17531 
02E3: 43@ = car 38@ speed 

:BSKOOL_17531
00D6: if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @BSKOOL_17644 
00D6: if 
0021:   43@ > 0.1 
004D: jump_if_false @BSKOOL_17644 
00BE: text_clear_all 
00D6: if or
0038:   $247 == 1 
0038:   $247 == 2 
0038:   $247 == 3 
0038:   $247 == 5 
0038:   $247 == 4 
0038:   $247 == 6 
004D: jump_if_false @BSKOOL_17637 
014E: start_timer_at $253 count_in_direction 1 // global_variable 

:BSKOOL_17637
0004: $249 = 1 

:BSKOOL_17644
0051: return 

:BSKOOL_17646
00D6: if 
0038:   $253 == 0 
004D: jump_if_false @BSKOOL_17678 
01B4: set_player $PLAYER_CHAR can_move 0 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 

:BSKOOL_17678
0051: return 

:BSKOOL_17680
01B4: set_player $PLAYER_CHAR can_move 0 
0396: pause_timer 1 
0051: return 

:BSKOOL_17693
00AA: store_car 38@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0509: $259 = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $255 $256 
00D6: if 
0020:   $259 > 0.5 
004D: jump_if_false @BSKOOL_17830 
00D6: if 
0022:   10.0 > $259 
004D: jump_if_false @BSKOOL_17816 
000D: $259 -= 0.5 
0011: $259 *= 10.42 
008C: $273 = float $259 to_integer 
0004: $267 = 100 
0060: $267 -= $273 // (int) 
0002: jump @BSKOOL_17823 

:BSKOOL_17816
0004: $267 = 0 

:BSKOOL_17823
0002: jump @BSKOOL_17837 

:BSKOOL_17830
0004: $267 = 100 

:BSKOOL_17837
0058: $CURRENT_FLIGHT_RECORD += $267 // (int) 
0051: return 
0227: 40@ = car 38@ health 
0004: $268 = 1000 
0066: $268 -= 40@ // (int) 
00D6: if 
0038:   $247 == 16 
004D: jump_if_false @BSKOOL_17903 
0014: $268 /= 10 
0002: jump @BSKOOL_17910 

:BSKOOL_17903
0014: $268 /= 2 

:BSKOOL_17910
00D6: if 
0018:   $268 > 100 
004D: jump_if_false @BSKOOL_17935 
0004: $268 = 100 

:BSKOOL_17935
0051: return 

:BSKOOL_17937
0004: $272 = 0 
0004: $200 = 0 
00D6: if 
0038:   $247 == 1 
004D: jump_if_false @BSKOOL_18028 

:BSKOOL_17969
00D6: if 
001A:   15 > $200 
004D: jump_if_false @BSKOOL_18028 
00D6: if 
0366:   object $201($200,46i) damaged 
004D: jump_if_false @BSKOOL_18014 
0008: $272 += 10 

:BSKOOL_18014
0008: $200 += 1 
0002: jump @BSKOOL_17969 

:BSKOOL_18028
00D6: if 
0038:   $247 == 2 
004D: jump_if_false @BSKOOL_18105 

:BSKOOL_18046
00D6: if 
001A:   25 > $200 
004D: jump_if_false @BSKOOL_18105 
00D6: if 
0366:   object $201($200,46i) damaged 
004D: jump_if_false @BSKOOL_18091 
0008: $272 += 10 

:BSKOOL_18091
0008: $200 += 1 
0002: jump @BSKOOL_18046 

:BSKOOL_18105
00D6: if or
0038:   $247 == 3 
0038:   $247 == 5 
004D: jump_if_false @BSKOOL_18189 

:BSKOOL_18130
00D6: if 
001A:   30 > $200 
004D: jump_if_false @BSKOOL_18189 
00D6: if 
0366:   object $201($200,46i) damaged 
004D: jump_if_false @BSKOOL_18175 
0008: $272 += 10 

:BSKOOL_18175
0008: $200 += 1 
0002: jump @BSKOOL_18130 

:BSKOOL_18189
00D6: if or
0038:   $247 == 4 
0038:   $247 == 6 
004D: jump_if_false @BSKOOL_18273 

:BSKOOL_18214
00D6: if 
001A:   14 > $200 
004D: jump_if_false @BSKOOL_18273 
00D6: if 
0366:   object $201($200,46i) damaged 
004D: jump_if_false @BSKOOL_18259 
0008: $272 += 10 

:BSKOOL_18259
0008: $200 += 1 
0002: jump @BSKOOL_18214 

:BSKOOL_18273
0010: $272 *= 2 
00D6: if 
0018:   $272 > 90 
004D: jump_if_false @BSKOOL_18305 
0004: $272 = 100 

:BSKOOL_18305
0060: $CURRENT_FLIGHT_RECORD -= $272 // (int) 
0051: return 

:BSKOOL_18315
00D6: if 
001A:   1 > $CURRENT_FLIGHT_RECORD 
004D: jump_if_false @BSKOOL_18340 
0004: $CURRENT_FLIGHT_RECORD = 0 

:BSKOOL_18340
00BE: text_clear_all 
0051: return 

:BSKOOL_18344
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_18777 
00D6: if 
0038:   $333 == 0 
004D: jump_if_false @BSKOOL_18469 
0407: store_coords_to $330 $331 $332 from_car 38@ with_offset 10.0 0.0 5.0 
0005: $332 = 15.0 
015F: set_camera_position $330 $331 $332 rotation 0.0 0.0 0.0 
0158: camera_on_car 38@ mode 15 switchstyle 1 
0460: set_camera_transverse_delay 50.0 time 2000 
0004: $333 = 1 

:BSKOOL_18469
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @BSKOOL_18616 
00D6: if 
001B:   6000 > 32@ 
004D: jump_if_false @BSKOOL_18616 
00D6: if 
0038:   $333 == 1 
004D: jump_if_false @BSKOOL_18616 
0407: store_coords_to $330 $331 $332 from_car 38@ with_offset 0.0 10.0 5.0 
0005: $332 = 15.0 
015F: set_camera_position $330 $331 $332 rotation 0.0 0.0 0.0 
0158: camera_on_car 38@ mode 15 switchstyle 1 
0460: set_camera_transverse_delay 50.0 time 2000 
0004: $333 = 2 

:BSKOOL_18616
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @BSKOOL_18744 
00D6: if 
0038:   $333 == 2 
004D: jump_if_false @BSKOOL_18744 
0407: store_coords_to $330 $331 $332 from_car 38@ with_offset -10.0 0.0 5.0 
0005: $332 = 15.0 
015F: set_camera_position $330 $331 $332 rotation 0.0 0.0 0.0 
0158: camera_on_car 38@ mode 15 switchstyle 1 
0460: set_camera_transverse_delay 50.0 time 2000 
0004: $333 = 3 

:BSKOOL_18744
00D6: if 
0019:   32@ > 9000 
004D: jump_if_false @BSKOOL_18777 
0004: $333 = 1 
0006: 32@ = 0 

:BSKOOL_18777
0051: return 

:BSKOOL_18779
0006: 65@ = 0 
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 69 
004D: jump_if_false @BSKOOL_18868 
00D6: if 
001A:   85 > $CURRENT_FLIGHT_RECORD 
004D: jump_if_false @BSKOOL_18868 
00D6: if and
0019:   67@ > 69 
001B:   85 > 67@ 
004D: jump_if_false @BSKOOL_18861 
0006: 65@ = 0 
0002: jump @BSKOOL_18868 

:BSKOOL_18861
0006: 65@ = 2 

:BSKOOL_18868
00D6: if 
0018:   $CURRENT_FLIGHT_RECORD > 84 
004D: jump_if_false @BSKOOL_18950 
00D6: if 
001A:   100 > $CURRENT_FLIGHT_RECORD 
004D: jump_if_false @BSKOOL_18950 
00D6: if and
0019:   67@ > 84 
001B:   100 > 67@ 
004D: jump_if_false @BSKOOL_18943 
0006: 65@ = 0 
0002: jump @BSKOOL_18950 

:BSKOOL_18943
0006: 65@ = 3 

:BSKOOL_18950
00D6: if 
0038:   $CURRENT_FLIGHT_RECORD == 100 
004D: jump_if_false @BSKOOL_19007 
00D6: if 
0039:   67@ == 100 
004D: jump_if_false @BSKOOL_19000 
0006: 65@ = 0 
0002: jump @BSKOOL_19007 

:BSKOOL_19000
0006: 65@ = 4 

:BSKOOL_19007
0051: return 

:BSKOOL_19009
0826: enable_hud 0 
0581: enable_radar 0 
00BE: text_clear_all 
014F: stop_timer $253 
00D6: if 
001B:   2 > 65@ 
004D: jump_if_false @BSKOOL_19082 
0937: text_draw_box_cornerA 160.0 220.0 cornerB 490.0 400.0 GXT_reference 'BS_Z_8' style 3  // Results
0002: jump @BSKOOL_19115 

:BSKOOL_19082
0937: text_draw_box_cornerA 160.0 200.0 cornerB 490.0 400.0 GXT_reference 'DUMMY' style 3 

:BSKOOL_19115
0050: gosub @BSKOOL_16350 
0904: get_interface 3 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 255.0 GXT 'BS_Y_1'  // Final Heading:
0050: gosub @BSKOOL_16350 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 475.0 255.0 GXT 'BS_Y_6' number $266  // ~1~%
0050: gosub @BSKOOL_16350 
0904: get_interface 3 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 275.0 GXT 'BS_Y_2'  // Final Position:
0050: gosub @BSKOOL_16350 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 475.0 275.0 GXT 'BS_Y_6' number $267  // ~1~%
0050: gosub @BSKOOL_16350 
0904: get_interface 3 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 295.0 GXT 'BS_Y_3'  // Penalty Damage:
0050: gosub @BSKOOL_16350 
03E4: set_text_draw_align_right 1 
0904: get_interface 0 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
045A: draw_text_1number 475.0 295.0 GXT 'BS_Y_6' number $272  // ~1~%
0050: gosub @BSKOOL_16350 
0904: get_interface 3 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 315.0 GXT 'BS_Y_5'  // Overall Score:
0050: gosub @BSKOOL_16350 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 475.0 315.0 GXT 'BS_Y_6' number $CURRENT_FLIGHT_RECORD  // ~1~%
00D6: if or
0039:   59@ == 1 
0039:   59@ == 2 
004D: jump_if_false @BSKOOL_19919 
00D6: if 
0019:   65@ > 0 
004D: jump_if_false @BSKOOL_19919 
038D: draw_texture 4 position 250.0 200.0 size -60.0 60.0 RGBA 180 180 180 255 
038D: draw_texture 4 position 392.0 200.0 size 60.0 60.0 RGBA 180 180 180 255 
00D6: if 
0039:   65@ == 2 
004D: jump_if_false @BSKOOL_19728 
038D: draw_texture 1 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:BSKOOL_19728
00D6: if 
0039:   65@ == 3 
004D: jump_if_false @BSKOOL_19782 
038D: draw_texture 2 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:BSKOOL_19782
00D6: if 
0039:   65@ == 4 
004D: jump_if_false @BSKOOL_19836 
038D: draw_texture 3 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:BSKOOL_19836
0050: gosub @BSKOOL_16466 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.0 3.4 
0904: get_interface 6 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 323.0 65.0 GXT 'BS_Y_9'  // NEW CERTIFICATE AWARDED!

:BSKOOL_19919
00D6: if or
0039:   59@ == 1 
0039:   59@ == 2 
004D: jump_if_false @BSKOOL_20011 
0050: gosub @BSKOOL_16466 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.0 3.4 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 323.0 110.0 GXT 'BS_Y_8'  // NEW HIGH SCORE!

:BSKOOL_20011
00D6: if 
8039:   not  59@ == 2 
004D: jump_if_false @BSKOOL_20316 
0050: gosub @BSKOOL_16350 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 4 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 330.0 345.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
0050: gosub @BSKOOL_16350 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 345.0 GXT 'BS_Z_5'  // Continue
0050: gosub @BSKOOL_16350 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 4 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 330.0 365.0 GXT 'BS_X04'  // ~k~~VEHICLE_ENTER_EXIT~
0050: gosub @BSKOOL_16350 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 365.0 GXT 'BS_Z_6'  // Exit
0002: jump @BSKOOL_20528 

:BSKOOL_20316
00D6: if 
8038:   not  $2162 == 6 
004D: jump_if_false @BSKOOL_20388 
0050: gosub @BSKOOL_16350 
033F: set_text_draw_letter_size 0.52 1.45 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 170.0 345.0 GXT 'BS_Z_9'  // NEW TEST AVAILABLE!

:BSKOOL_20388
0050: gosub @BSKOOL_16350 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 4 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 330.0 365.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
0050: gosub @BSKOOL_16350 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 365.0 GXT 'BS_Z_5'  // Continue

:BSKOOL_20528
0051: return 

:BSKOOL_20530
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BSKOOL_20586 
00D6: if 
0038:   $12 == 1 
004D: jump_if_false @BSKOOL_20579 
0004: $12 = 0 
0004: $326 = 1 

:BSKOOL_20579
0002: jump @BSKOOL_20611 

:BSKOOL_20586
00D6: if 
0038:   $12 == 0 
004D: jump_if_false @BSKOOL_20611 
0004: $12 = 1 

:BSKOOL_20611
0051: return 

:BSKOOL_20613
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1186 
016A: fade 0 time 500 

:BSKOOL_20640
00D6: if 
016B:   fading 
004D: jump_if_false @BSKOOL_20709 
00D6: if 
0038:   $MISSION_DRIVING_SCHOOL_PASSED == 0 
004D: jump_if_false @BSKOOL_20696 
00D6: if 
0038:   $2170 == 1 
004D: jump_if_false @BSKOOL_20696 
0050: gosub @BSKOOL_12674 

:BSKOOL_20696
00BE: text_clear_all 
0001: wait 0 ms 
0002: jump @BSKOOL_20640 

:BSKOOL_20709
00BE: text_clear_all 
03D6: remove_styled_text 'BS_Y_8'  // NEW HIGH SCORE!
03D6: remove_styled_text 'BS_Y_9'  // NEW CERTIFICATE AWARDED!
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @BSKOOL_20835 
00BE: text_clear_all 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BSKOOL_20808 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1171.521 1351.183 9.9219 
0002: jump @BSKOOL_20828 

:BSKOOL_20808
00A1: put_actor $PLAYER_ACTOR at 1171.521 1351.183 9.9219 

:BSKOOL_20828
0002: jump @BSKOOL_20898 

:BSKOOL_20835
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BSKOOL_20878 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1171.521 1351.183 9.9219 
0002: jump @BSKOOL_20898 

:BSKOOL_20878
00A1: put_actor $PLAYER_ACTOR at 1171.521 1351.183 9.9219 

:BSKOOL_20898
0173: set_actor $PLAYER_ACTOR Z_angle_to 5.0 
00A6: destroy_car 38@ 
0395: clear_area 1 at 1171.521 1351.183 9.9219 radius 2.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
014F: stop_timer $253 
0396: pause_timer 0 
0051: return 

:BSKOOL_20952
0004: $200 = 0 

:BSKOOL_20959
00D6: if 
001A:   46 > $200 
004D: jump_if_false @BSKOOL_21000 
0108: destroy_object $201($200,46i) 
0008: $200 += 1 
0002: jump @BSKOOL_20959 

:BSKOOL_21000
00D6: if 
03CA:   object 56@ exists 
004D: jump_if_false @BSKOOL_21021 
0108: destroy_object 56@ 

:BSKOOL_21021
0051: return 

:BSKOOL_21023
0004: $200 = 0 
00D6: if 
0038:   $247 == 1 
004D: jump_if_false @BSKOOL_21107 

:BSKOOL_21048
00D6: if 
001A:   15 > $200 
004D: jump_if_false @BSKOOL_21107 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 500.0 
0008: $200 += 1 
0002: jump @BSKOOL_21048 

:BSKOOL_21107
00D6: if 
0038:   $247 == 2 
004D: jump_if_false @BSKOOL_21184 

:BSKOOL_21125
00D6: if 
001A:   25 > $200 
004D: jump_if_false @BSKOOL_21184 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 500.0 
0008: $200 += 1 
0002: jump @BSKOOL_21125 

:BSKOOL_21184
00D6: if or
0038:   $247 == 3 
0038:   $247 == 5 
004D: jump_if_false @BSKOOL_21268 

:BSKOOL_21209
00D6: if 
001A:   30 > $200 
004D: jump_if_false @BSKOOL_21268 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 500.0 
0008: $200 += 1 
0002: jump @BSKOOL_21209 

:BSKOOL_21268
00D6: if or
0038:   $247 == 4 
0038:   $247 == 6 
004D: jump_if_false @BSKOOL_21382 

:BSKOOL_21293
00D6: if 
001A:   14 > $200 
004D: jump_if_false @BSKOOL_21352 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 500.0 
0008: $200 += 1 
0002: jump @BSKOOL_21293 

:BSKOOL_21352
029B: 56@ = init_object #LANDJUMP2 at 0.0 0.0 500.0 
0382: set_object 56@ collision_detection 1 

:BSKOOL_21382
00D6: if 
0038:   $247 == 1 
004D: jump_if_false @BSKOOL_22060 
0005: $285 = 6.0 
0005: $279 = 0.0 
0407: store_coords_to $280 $281 $284 from_car 38@ with_offset 0.0 1.0 -0.2 

:BSKOOL_21449
02F6: $282 = sine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = cosine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
00D6: if 
0042:   $279 == 0.0 
004D: jump_if_false @BSKOOL_21532 
01BC: put_object $201[0] at $282 $283 $284 

:BSKOOL_21532
00D6: if 
0042:   $279 == 24.0 
004D: jump_if_false @BSKOOL_21567 
01BC: put_object $201[1] at $282 $283 $284 

:BSKOOL_21567
00D6: if 
0042:   $279 == 48.0 
004D: jump_if_false @BSKOOL_21602 
01BC: put_object $201[2] at $282 $283 $284 

:BSKOOL_21602
00D6: if 
0042:   $279 == 72.0 
004D: jump_if_false @BSKOOL_21637 
01BC: put_object $201[3] at $282 $283 $284 

:BSKOOL_21637
00D6: if 
0042:   $279 == 96.0 
004D: jump_if_false @BSKOOL_21672 
01BC: put_object $201[4] at $282 $283 $284 

:BSKOOL_21672
00D6: if 
0042:   $279 == 120.0 
004D: jump_if_false @BSKOOL_21707 
01BC: put_object $201[5] at $282 $283 $284 

:BSKOOL_21707
00D6: if 
0042:   $279 == 144.0 
004D: jump_if_false @BSKOOL_21742 
01BC: put_object $201[6] at $282 $283 $284 

:BSKOOL_21742
00D6: if 
0042:   $279 == 168.0 
004D: jump_if_false @BSKOOL_21777 
01BC: put_object $201[7] at $282 $283 $284 

:BSKOOL_21777
00D6: if 
0042:   $279 == 192.0 
004D: jump_if_false @BSKOOL_21812 
01BC: put_object $201[8] at $282 $283 $284 

:BSKOOL_21812
00D6: if 
0042:   $279 == 216.0 
004D: jump_if_false @BSKOOL_21847 
01BC: put_object $201[9] at $282 $283 $284 

:BSKOOL_21847
00D6: if 
0042:   $279 == 240.0 
004D: jump_if_false @BSKOOL_21882 
01BC: put_object $201[10] at $282 $283 $284 

:BSKOOL_21882
00D6: if 
0042:   $279 == 264.0 
004D: jump_if_false @BSKOOL_21917 
01BC: put_object $201[11] at $282 $283 $284 

:BSKOOL_21917
00D6: if 
0042:   $279 == 288.0 
004D: jump_if_false @BSKOOL_21952 
01BC: put_object $201[12] at $282 $283 $284 

:BSKOOL_21952
00D6: if 
0042:   $279 == 312.0 
004D: jump_if_false @BSKOOL_21987 
01BC: put_object $201[13] at $282 $283 $284 

:BSKOOL_21987
00D6: if 
0042:   $279 == 336.0 
004D: jump_if_false @BSKOOL_22022 
01BC: put_object $201[14] at $282 $283 $284 

:BSKOOL_22022
0009: $279 += 24.0 
00D6: if 
0022:   360.0 > $279 
004D: jump_if_false @BSKOOL_22060 
0002: jump @BSKOOL_21449 

:BSKOOL_22060
00D6: if 
0038:   $247 == 2 
004D: jump_if_false @BSKOOL_22802 
0005: $285 = 6.0 
0005: $279 = 90.0 
0407: store_coords_to $280 $281 $284 from_car 38@ with_offset 0.0 86.0 -0.2 

:BSKOOL_22127
02F6: $282 = sine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = cosine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
00D6: if 
0042:   $279 == 120.0 
004D: jump_if_false @BSKOOL_22210 
01BC: put_object $201[0] at $282 $283 $284 

:BSKOOL_22210
00D6: if 
0042:   $279 == 150.0 
004D: jump_if_false @BSKOOL_22245 
01BC: put_object $201[1] at $282 $283 $284 

:BSKOOL_22245
00D6: if 
0042:   $279 == 180.0 
004D: jump_if_false @BSKOOL_22280 
01BC: put_object $201[2] at $282 $283 $284 

:BSKOOL_22280
00D6: if 
0042:   $279 == 210.0 
004D: jump_if_false @BSKOOL_22315 
01BC: put_object $201[3] at $282 $283 $284 

:BSKOOL_22315
00D6: if 
0042:   $279 == 240.0 
004D: jump_if_false @BSKOOL_22350 
01BC: put_object $201[4] at $282 $283 $284 

:BSKOOL_22350
0009: $279 += 30.0 
00D6: if 
0022:   271.0 > $279 
004D: jump_if_false @BSKOOL_22388 
0002: jump @BSKOOL_22127 

:BSKOOL_22388
035C: place_object $201[7] relative_to_car 38@ with_offset -7.0 74.0 -0.2 
035C: place_object $201[8] relative_to_car 38@ with_offset 7.0 74.0 -0.2 
035C: place_object $201[9] relative_to_car 38@ with_offset -7.0 78.0 -0.2 
035C: place_object $201[10] relative_to_car 38@ with_offset 7.0 78.0 -0.2 
035C: place_object $201[11] relative_to_car 38@ with_offset -7.0 82.0 -0.2 
035C: place_object $201[12] relative_to_car 38@ with_offset 7.0 82.0 -0.2 
035C: place_object $201[13] relative_to_car 38@ with_offset -7.0 86.0 -0.2 
035C: place_object $201[14] relative_to_car 38@ with_offset 7.0 86.0 -0.2 
035C: place_object $201[15] relative_to_car 38@ with_offset 0.0 82.0 -0.2 
035C: place_object $201[16] relative_to_car 38@ with_offset -3.0 4.0 -0.2 
035C: place_object $201[17] relative_to_car 38@ with_offset 3.0 4.0 -0.2 
035C: place_object $201[18] relative_to_car 38@ with_offset -3.0 0.0 -0.2 
035C: place_object $201[19] relative_to_car 38@ with_offset 3.0 0.0 -0.2 
035C: place_object $201[20] relative_to_car 38@ with_offset -3.0 -4.0 -0.2 
035C: place_object $201[21] relative_to_car 38@ with_offset 3.0 -4.0 -0.2 
035C: place_object $201[22] relative_to_car 38@ with_offset 0.0 -4.0 -0.2 
035C: place_object $201[23] relative_to_car 38@ with_offset 0.0 74.0 -0.2 
035C: place_object $201[24] relative_to_car 38@ with_offset 0.0 78.0 -0.2 

:BSKOOL_22802
00D6: if or
0038:   $247 == 3 
0038:   $247 == 5 
004D: jump_if_false @BSKOOL_23517 
035C: place_object $201[0] relative_to_car 38@ with_offset -3.0 4.0 -0.2 
035C: place_object $201[1] relative_to_car 38@ with_offset 3.0 4.0 -0.2 
035C: place_object $201[2] relative_to_car 38@ with_offset -3.0 0.0 -0.2 
035C: place_object $201[3] relative_to_car 38@ with_offset 3.0 0.0 -0.2 
035C: place_object $201[4] relative_to_car 38@ with_offset -3.0 -4.0 -0.2 
035C: place_object $201[5] relative_to_car 38@ with_offset 3.0 -4.0 -0.2 
035C: place_object $201[6] relative_to_car 38@ with_offset 0.0 -4.0 -0.2 
035C: place_object $201[7] relative_to_car 38@ with_offset -3.5 56.0 -0.2 
035C: place_object $201[8] relative_to_car 38@ with_offset 3.5 56.0 -0.2 
035C: place_object $201[9] relative_to_car 38@ with_offset -3.5 60.0 -0.2 
035C: place_object $201[10] relative_to_car 38@ with_offset 3.5 60.0 -0.2 
035C: place_object $201[11] relative_to_car 38@ with_offset -3.5 64.0 -0.2 
035C: place_object $201[12] relative_to_car 38@ with_offset 3.5 64.0 -0.2 
035C: place_object $201[13] relative_to_car 38@ with_offset -3.5 68.0 -0.2 
035C: place_object $201[14] relative_to_car 38@ with_offset 3.5 68.0 -0.2 
035C: place_object $201[15] relative_to_car 38@ with_offset -3.5 72.0 -0.2 
035C: place_object $201[16] relative_to_car 38@ with_offset 3.5 72.0 -0.2 
035C: place_object $201[17] relative_to_car 38@ with_offset -3.5 76.0 -0.2 
035C: place_object $201[18] relative_to_car 38@ with_offset 3.5 76.0 -0.2 
035C: place_object $201[19] relative_to_car 38@ with_offset -3.5 80.0 -0.2 
035C: place_object $201[20] relative_to_car 38@ with_offset 3.5 80.0 -0.2 
035C: place_object $201[21] relative_to_car 38@ with_offset -3.5 84.0 -0.2 
035C: place_object $201[22] relative_to_car 38@ with_offset 3.5 84.0 -0.2 
035C: place_object $201[23] relative_to_car 38@ with_offset -3.0 120.0 -0.2 
035C: place_object $201[24] relative_to_car 38@ with_offset 3.0 120.0 -0.2 
035C: place_object $201[25] relative_to_car 38@ with_offset -3.0 124.0 -0.2 
035C: place_object $201[26] relative_to_car 38@ with_offset 3.0 124.0 -0.2 
035C: place_object $201[27] relative_to_car 38@ with_offset -3.0 128.0 -0.2 
035C: place_object $201[28] relative_to_car 38@ with_offset 3.0 128.0 -0.2 
035C: place_object $201[29] relative_to_car 38@ with_offset 0.0 128.0 -0.2 

:BSKOOL_23517
00D6: if or
0038:   $247 == 4 
0038:   $247 == 6 
004D: jump_if_false @BSKOOL_24084 
035C: place_object $201[0] relative_to_car 38@ with_offset -3.0 4.0 -0.2 
035C: place_object $201[1] relative_to_car 38@ with_offset 3.0 4.0 -0.2 
035C: place_object $201[2] relative_to_car 38@ with_offset -3.0 0.0 -0.2 
035C: place_object $201[3] relative_to_car 38@ with_offset 3.0 0.0 -0.2 
035C: place_object $201[4] relative_to_car 38@ with_offset -3.0 -4.0 -0.2 
035C: place_object $201[5] relative_to_car 38@ with_offset 3.0 -4.0 -0.2 
035C: place_object $201[6] relative_to_car 38@ with_offset 0.0 -4.0 -0.2 
035C: place_object 56@ relative_to_car 38@ with_offset 0.0 48.0 -0.2 
00D6: if 
0038:   $247 == 4 
004D: jump_if_false @BSKOOL_23905 
035C: place_object $201[7] relative_to_car 38@ with_offset -3.0 120.0 -0.2 
035C: place_object $201[8] relative_to_car 38@ with_offset 3.0 120.0 -0.2 
035C: place_object $201[9] relative_to_car 38@ with_offset -3.0 124.0 -0.2 
035C: place_object $201[10] relative_to_car 38@ with_offset 3.0 124.0 -0.2 
035C: place_object $201[11] relative_to_car 38@ with_offset -3.0 128.0 -0.2 
035C: place_object $201[12] relative_to_car 38@ with_offset 3.0 128.0 -0.2 
035C: place_object $201[13] relative_to_car 38@ with_offset 0.0 128.0 -0.2 

:BSKOOL_23905
00D6: if 
0038:   $247 == 6 
004D: jump_if_false @BSKOOL_24084 
035C: place_object $201[7] relative_to_car 38@ with_offset -3.0 110.0 -0.2 
035C: place_object $201[8] relative_to_car 38@ with_offset 3.0 110.0 -0.2 
035C: place_object $201[9] relative_to_car 38@ with_offset -3.0 114.0 -0.2 
035C: place_object $201[10] relative_to_car 38@ with_offset 3.0 114.0 -0.2 
035C: place_object $201[11] relative_to_car 38@ with_offset -3.0 118.0 -0.2 
035C: place_object $201[12] relative_to_car 38@ with_offset 3.0 118.0 -0.2 
035C: place_object $201[13] relative_to_car 38@ with_offset 0.0 118.0 -0.2 

:BSKOOL_24084
0051: return 

//-------------Mission 121---------------
// Originally: Taxi-Driver Sub-Mission

:TAXIODD
03A4: name_thread 'TAXIODD' 
0006: 34@ = 0 
0050: gosub @TAXIODD_54 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @TAXIODD_45 
0050: gosub @TAXIODD_18818 

:TAXIODD_45
0050: gosub @TAXIODD_18991 
004E: end_thread 

:TAXIODD_54
00D6: if 
0038:   $MISSION_TAXI_PASSED == 0 
004D: jump_if_false @TAXIODD_74 
0317: increment_mission_attempts 

:TAXIODD_74
0004: $ONMISSION = 1 
0004: $411 = 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TAXIODD_231 
00D6: if 
0602:   actor $PLAYER_ACTOR driving_taxi 
004D: jump_if_false @TAXIODD_231 
00D9: 37@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01E9: 35@ = car 37@ num_passengers 
00D6: if 
8039:   not  35@ == 0 
004D: jump_if_false @TAXIODD_179 
00BC: show_text_highpriority GXT 'TX_FULL' time 5000 flag 1  // ~r~You need an empty car to start taxi missions.
0001: wait 4500 ms 
00BE: text_clear_all 
0051: return 

:TAXIODD_179
0227: 36@ = car 37@ health 
00D6: if 
8185:   not car 37@ health >= 400 
004D: jump_if_false @TAXIODD_231 
00BC: show_text_highpriority GXT 'TX_ILL' time 5000 flag 1  // ~r~This taxi is trashed. You need a healthy car to start taxi missions.
0001: wait 4500 ms 
00BE: text_clear_all 
0051: return 

:TAXIODD_231
0084: $8201 = $56 // (int) 
0004: $56 = 1 
0006: 85@ = 0 
0006: 86@ = 0 
0006: 87@ = 0 
0006: 38@ = 0 
0006: 39@ = 0 
0006: 40@ = 0 
0006: 41@ = 0 
0006: 42@ = 0 
0006: 47@ = 0 
0006: 48@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 102@ = 0 
0006: 127@ = 0 
0006: 130@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 134@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 
0006: 143@ = 0 
0006: 144@ = 0 
0006: 145@ = 0 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 108@ = 0 
0006: 146@ = 0 
00D6: if 
0039:   38@ == -99 
004D: jump_if_false @TAXIODD_721 
0662: printstring "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: 89@ = create_car #TAXI at 0.0 0.0 0.0 
009A: 88@ = create_actor_pedtype 4 model #WMYBU at 0.0 0.0 0.0 
0006: 49@ = 0 

:TAXIODD_593
0107: 90@(49@,4i) = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
000A: 49@ += 1 
0029:   49@ >= 4 
004D: jump_if_false @TAXIODD_593 
0187: 96@ = create_marker_above_actor 88@ 
018A: 97@ = create_checkpoint_at 0.0 0.0 0.0 
0006: 49@ = 0 

:TAXIODD_676
018A: 98@(49@,3i) = create_checkpoint_at 0.0 0.0 0.0 
000A: 49@ += 1 
0029:   49@ >= 3 
004D: jump_if_false @TAXIODD_676 

:TAXIODD_721
054C: use_GXT_table 'TAXI1' 
0050: gosub @TAXIODD_17953 
060A: create_decision_maker_type 0 store_to 101@ // decision\allowed\m_.ped files 
0050: gosub @TAXIODD_17955 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_778 
0002: jump @TAXIODD_17025 

:TAXIODD_778
0001: wait 0 ms 
0050: gosub @TAXIODD_16595 
0050: gosub @TAXIODD_16949 
00D6: if or
0039:   40@ == 1 
0039:   41@ == 1 
004D: jump_if_false @TAXIODD_828 
0002: jump @TAXIODD_1465 

:TAXIODD_828
0050: gosub @TAXIODD_17820 
0050: gosub @TAXIODD_17854 
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @TAXIODD_872 
0006: 124@ = 1 
0002: jump @TAXIODD_1465 

:TAXIODD_872
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @TAXIODD_930 
0662: printstring "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:TAXIODD_930
0006: 83@ = 0 
0293: $13 = get_controller_mode 
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @TAXIODD_991 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @TAXIODD_984 
0006: 83@ = 1 

:TAXIODD_984
0002: jump @TAXIODD_1015 

:TAXIODD_991
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @TAXIODD_1015 
0006: 83@ = 1 

:TAXIODD_1015
00D6: if 
0039:   135@ == 0 
004D: jump_if_false @TAXIODD_1081 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @TAXIODD_1074 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TAXIODD_1074 
0006: 135@ = 1 

:TAXIODD_1074
0002: jump @TAXIODD_1129 

:TAXIODD_1081
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TAXIODD_1129 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TAXIODD_1129 
0006: 124@ = 1 
0002: jump @TAXIODD_1465 

:TAXIODD_1129
00D6: if 
0119:   car 89@ wrecked 
004D: jump_if_false @TAXIODD_1159 
0006: 124@ = 1 
0002: jump @TAXIODD_1465 

:TAXIODD_1159
0227: 51@ = car 89@ health 
00D6: if 
002B:   250 >= 51@ 
004D: jump_if_false @TAXIODD_1287 
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @TAXIODD_1273 
00D6: if 
00DB:   actor 88@ in_car 89@ 
004D: jump_if_false @TAXIODD_1273 
00BC: show_text_highpriority GXT 'TX_FLED' time 5000 flag 1  // ~r~Your passenger wants to escape!
00D6: if 
0039:   138@ == 0 
004D: jump_if_false @TAXIODD_1273 
0947: actor 88@ speak_from_audio_table 221 store_spoken_phrase_id_to 116@ 
0006: 138@ = 1 

:TAXIODD_1273
0006: 126@ = 1 
0002: jump @TAXIODD_1465 

:TAXIODD_1287
00D6: if 
0039:   130@ == 1 
004D: jump_if_false @TAXIODD_1344 
00D6: if 
0038:   $8199 == 0 
004D: jump_if_false @TAXIODD_1344 
0006: 124@ = 1 
0006: 108@ = 2 
0002: jump @TAXIODD_1465 

:TAXIODD_1344
0050: gosub @TAXIODD_2884 
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @TAXIODD_1390 
0006: 124@ = 1 
0006: 108@ = 1 
0002: jump @TAXIODD_1465 

:TAXIODD_1390
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @TAXIODD_1415 
0050: gosub @TAXIODD_1657 

:TAXIODD_1415
00D6: if 
0039:   38@ == 2 
004D: jump_if_false @TAXIODD_1440 
0050: gosub @TAXIODD_2277 

:TAXIODD_1440
00D6: if 
0039:   38@ == 3 
004D: jump_if_false @TAXIODD_1465 
0006: 125@ = 1 

:TAXIODD_1465
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @TAXIODD_1609 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @TAXIODD_1593 
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @TAXIODD_1572 
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @TAXIODD_1551 
0002: jump @TAXIODD_778 
0002: jump @TAXIODD_1565 

:TAXIODD_1551
0050: gosub @TAXIODD_18716 
0002: jump @TAXIODD_778 

:TAXIODD_1565
0002: jump @TAXIODD_1586 

:TAXIODD_1572
0050: gosub @TAXIODD_18752 
0002: jump @TAXIODD_778 

:TAXIODD_1586
0002: jump @TAXIODD_1602 

:TAXIODD_1593
0050: gosub @TAXIODD_18818 
0051: return 

:TAXIODD_1602
0002: jump @TAXIODD_1611 

:TAXIODD_1609
0051: return 

:TAXIODD_1611
0662: printstring "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
0051: return 

:TAXIODD_1657
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @TAXIODD_1829 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 145@ = 0 
0006: 107@ = 0 
0216: enable_taxi 89@ light 1 
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @TAXIODD_1756 
0006: 39@ = 20 
0002: jump @TAXIODD_1829 

:TAXIODD_1756
0050: gosub @TAXIODD_3350 
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @TAXIODD_1795 
0006: 39@ = 1 
0002: jump @TAXIODD_1829 

:TAXIODD_1795
00BC: show_text_highpriority GXT 'TX_JUNK' time $8199 flag 1  // ~r~Your car is trashed. Get it repaired.
0006: 139@ = 1 
0396: pause_timer 0 
0006: 39@ = 10 

:TAXIODD_1829
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @TAXIODD_1966 
00D6: if 
0039:   134@ == 0 
004D: jump_if_false @TAXIODD_1879 
0050: gosub @TAXIODD_3392 
0002: jump @TAXIODD_1966 

:TAXIODD_1879
0050: gosub @TAXIODD_3350 
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @TAXIODD_1966 
0050: gosub @TAXIODD_3392 
03D5: remove_text 'TX_JUNK'  // ~r~Your car is trashed. Get it repaired.
0008: $8199 += 10000 
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @TAXIODD_1959 
0396: pause_timer 1 
0006: 139@ = 0 

:TAXIODD_1959
0006: 39@ = 0 

:TAXIODD_1966
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @TAXIODD_2071 
0050: gosub @TAXIODD_4416 
00D6: if 
0039:   128@ == 1 
004D: jump_if_false @TAXIODD_2071 
00D6: if 
0039:   130@ == 0 
004D: jump_if_false @TAXIODD_2060 
0004: $8199 = 36000 
03C3: set_timer_to $8199 type 1 GXT 'TX_TIME' // global_variable  // TIME
0006: 130@ = 1 

:TAXIODD_2060
0396: pause_timer 0 
0006: 39@ = 2 

:TAXIODD_2071
00D6: if 
0039:   39@ == 2 
004D: jump_if_false @TAXIODD_2167 
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @TAXIODD_2167 
00D6: if 
00DB:   actor 88@ in_car 89@ 
004D: jump_if_false @TAXIODD_2167 
0164: disable_marker 96@ 
0647: AS_actor 88@ clear_look_task 
0216: enable_taxi 89@ light 0 
0947: actor 88@ speak_from_audio_table 224 store_spoken_phrase_id_to 116@ 
0227: 117@ = car 89@ health 
0006: 39@ = 99 

:TAXIODD_2167
00D6: if 
0039:   39@ == 10 
004D: jump_if_false @TAXIODD_2185 

:TAXIODD_2185
00D6: if 
0039:   39@ == 20 
004D: jump_if_false @TAXIODD_2243 
00D6: if 
001D:   47@ > 106@ // (int) 
004D: jump_if_false @TAXIODD_2243 
0006: 144@ = 0 
0006: 106@ = 0 
0006: 39@ = 0 

:TAXIODD_2243
0050: gosub @TAXIODD_4917 
00D6: if 
0039:   39@ == 99 
004D: jump_if_false @TAXIODD_2275 
0050: gosub @TAXIODD_17893 

:TAXIODD_2275
0051: return 

:TAXIODD_2277
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @TAXIODD_2368 
0050: gosub @TAXIODD_7029 
0396: pause_timer 0 
0006: 131@ = 0 
0006: 102@ = 0 
0006: 136@ = 0 
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @TAXIODD_2361 
0085: 105@ = 47@ // (int) 
000A: 105@ += 5000 

:TAXIODD_2361
000A: 39@ += 1 

:TAXIODD_2368
00D6: if 
0118:   actor 88@ dead 
004D: jump_if_false @TAXIODD_2391 
0006: 126@ = 1 

:TAXIODD_2391
00D6: if and
80DB:   not actor 88@ in_car 89@ 
0039:   131@ == 0 
004D: jump_if_false @TAXIODD_2424 
0006: 126@ = 1 

:TAXIODD_2424
0050: gosub @TAXIODD_3350 
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @TAXIODD_2497 
00D6: if 
0039:   134@ == 0 
004D: jump_if_false @TAXIODD_2490 
00BC: show_text_highpriority GXT 'TX_REP' time 6000 flag 1  // ~r~Your car is trashed. It needs to be repaired.
0050: gosub @TAXIODD_3392 

:TAXIODD_2490
0002: jump @TAXIODD_2522 

:TAXIODD_2497
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @TAXIODD_2522 
0050: gosub @TAXIODD_3392 

:TAXIODD_2522
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @TAXIODD_2639 
00D6: if 
0100:   actor 88@ in_sphere 121@ 122@ 123@ radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @TAXIODD_2639 
00D6: if and
00DB:   actor 88@ in_car 89@ 
00DB:   actor $PLAYER_ACTOR in_car 89@ 
004D: jump_if_false @TAXIODD_2639 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 97@ 
0006: 131@ = 1 
0396: pause_timer 1 
000A: 39@ += 1 

:TAXIODD_2639
00D6: if 
0039:   39@ == 2 
004D: jump_if_false @TAXIODD_2714 
00D6: if 
01C1:   car 89@ stopped 
004D: jump_if_false @TAXIODD_2714 
00D6: if 
00DB:   actor 88@ in_car 89@ 
004D: jump_if_false @TAXIODD_2700 
0622: AS_actor 88@ bail_car 89@ 

:TAXIODD_2700
0050: gosub @TAXIODD_18204 
000A: 39@ += 1 

:TAXIODD_2714
00D6: if 
0039:   39@ == 3 
004D: jump_if_false @TAXIODD_2777 
00D6: if 
80DB:   not actor 88@ in_car 89@ 
004D: jump_if_false @TAXIODD_2777 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
000E: 146@ -= 1 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 39@ = 99 

:TAXIODD_2777
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @TAXIODD_2802 
0050: gosub @TAXIODD_6778 

:TAXIODD_2802
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @TAXIODD_2857 
00D6: if 
001D:   47@ > 105@ // (int) 
004D: jump_if_false @TAXIODD_2857 
03E5: show_text_box 'TX_TIP'  // The tip bar decreases with time and damage.
0006: 143@ = 1 

:TAXIODD_2857
00D6: if 
0039:   39@ == 99 
004D: jump_if_false @TAXIODD_2882 
0050: gosub @TAXIODD_17893 

:TAXIODD_2882
0051: return 

:TAXIODD_2884
00D6: if 
0602:   actor $PLAYER_ACTOR driving_taxi 
004D: jump_if_false @TAXIODD_2947 
00D6: if 
8039:   not  127@ == 1 
004D: jump_if_false @TAXIODD_2940 
00D9: 89@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0006: 127@ = 1 
0050: gosub @TAXIODD_2956 

:TAXIODD_2940
0002: jump @TAXIODD_2954 

:TAXIODD_2947
0006: 127@ = 0 

:TAXIODD_2954
0051: return 

:TAXIODD_2956
0006: 51@ = 0 
0107: 90@(51@,4i) = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
0382: set_object 90@(51@,4i) collision_detection 0 
0750: set_object 90@(51@,4i) visibility 0 
0681: attach_object 90@(51@,4i) to_car 89@ with_offset 0.0 2.3 0.0 rotation 0.0 0.0 0.0 
0006: 51@ = 1 
0107: 90@(51@,4i) = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
0382: set_object 90@(51@,4i) collision_detection 0 
0750: set_object 90@(51@,4i) visibility 0 
0681: attach_object 90@(51@,4i) to_car 89@ with_offset 0.0 -2.6 0.0 rotation 0.0 0.0 0.0 
0006: 51@ = 2 
0107: 90@(51@,4i) = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
0382: set_object 90@(51@,4i) collision_detection 0 
0750: set_object 90@(51@,4i) visibility 0 
0681: attach_object 90@(51@,4i) to_car 89@ with_offset -1.0 -1.0 0.0 rotation 0.0 0.0 0.0 
0006: 51@ = 3 
0107: 90@(51@,4i) = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
0382: set_object 90@(51@,4i) collision_detection 0 
0750: set_object 90@(51@,4i) visibility 0 
0681: attach_object 90@(51@,4i) to_car 89@ with_offset 1.0 -1.0 0.0 rotation 0.0 0.0 0.0 
0051: return 

:TAXIODD_3350
00D6: if 
0185:   car 89@ health >= 400 
004D: jump_if_false @TAXIODD_3383 
0006: 133@ = 0 
0002: jump @TAXIODD_3390 

:TAXIODD_3383
0006: 133@ = 1 

:TAXIODD_3390
0051: return 

:TAXIODD_3392
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @TAXIODD_3456 
0006: 49@ = 0 

:TAXIODD_3417
0164: disable_marker 98@(49@,3i) 
000A: 49@ += 1 
0029:   49@ >= 3 
004D: jump_if_false @TAXIODD_3417 
0006: 134@ = 0 
0051: return 

:TAXIODD_3456
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LA'  // Los Santos
004D: jump_if_false @TAXIODD_3523 
0006: 51@ = 0 
0050: gosub @TAXIODD_3903 
000A: 51@ += 1 
0050: gosub @TAXIODD_3960 
000A: 51@ += 1 
0050: gosub @TAXIODD_4245 

:TAXIODD_3523
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'VE'  // Las Venturas
004D: jump_if_false @TAXIODD_3562 
0006: 51@ = 0 
0050: gosub @TAXIODD_4131 

:TAXIODD_3562
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SF'  // San Fierro
004D: jump_if_false @TAXIODD_3615 
0006: 51@ = 0 
0050: gosub @TAXIODD_4188 
000A: 51@ += 1 
0050: gosub @TAXIODD_4302 

:TAXIODD_3615
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'RED'  // Red County
004D: jump_if_false @TAXIODD_3668 
0006: 51@ = 0 
0050: gosub @TAXIODD_4017 
000A: 51@ += 1 
0050: gosub @TAXIODD_4245 

:TAXIODD_3668
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'FLINTC'  // Flint County
004D: jump_if_false @TAXIODD_3735 
0006: 51@ = 0 
0050: gosub @TAXIODD_3960 
000A: 51@ += 1 
0050: gosub @TAXIODD_4017 
000A: 51@ += 1 
0050: gosub @TAXIODD_4302 

:TAXIODD_3735
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'WHET'  // Whetstone
004D: jump_if_false @TAXIODD_3802 
0006: 51@ = 0 
0050: gosub @TAXIODD_3960 
000A: 51@ += 1 
0050: gosub @TAXIODD_4017 
000A: 51@ += 1 
0050: gosub @TAXIODD_4302 

:TAXIODD_3802
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ROBAD'  // Tierra Robada
004D: jump_if_false @TAXIODD_3841 
0006: 51@ = 0 
0050: gosub @TAXIODD_4074 

:TAXIODD_3841
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'BONE'  // Bone County
004D: jump_if_false @TAXIODD_3894 
0006: 51@ = 0 
0050: gosub @TAXIODD_4074 
000A: 51@ += 1 
0050: gosub @TAXIODD_4131 

:TAXIODD_3894
0006: 134@ = 1 
0051: return 

:TAXIODD_3903
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_3932 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_3932
02A8: 98@(51@,3i) = create_marker 63 at 2067.4 -1831.2 13.5 
0051: return 

:TAXIODD_3960
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_3989 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_3989
02A8: 98@(51@,3i) = create_marker 63 at 488.0 -1734.0 34.4 
0051: return 

:TAXIODD_4017
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_4046 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_4046
02A8: 98@(51@,3i) = create_marker 63 at 720.016 -454.625 15.328 
0051: return 

:TAXIODD_4074
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_4103 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_4103
02A8: 98@(51@,3i) = create_marker 63 at -1420.547 2583.945 58.031 
0051: return 

:TAXIODD_4131
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_4160 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_4160
02A8: 98@(51@,3i) = create_marker 63 at 1966.532 2162.65 10.995 
0051: return 

:TAXIODD_4188
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_4217 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_4217
02A8: 98@(51@,3i) = create_marker 63 at -2425.46 1020.83 49.39 
0051: return 

:TAXIODD_4245
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_4274 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_4274
02A8: 98@(51@,3i) = create_marker 63 at 1021.8 -1018.7 30.9 
0051: return 

:TAXIODD_4302
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_4331 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_4331
02A8: 98@(51@,3i) = create_marker 63 at -1908.9 292.3 40.0 
0051: return 
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_4388 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_4388
02A8: 98@(51@,3i) = create_marker 63 at -103.6 1112.4 18.7 
0051: return 

:TAXIODD_4416
00D6: if 
001D:   47@ > 102@ // (int) 
004D: jump_if_false @TAXIODD_4531 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @TAXIODD_4499 
00BC: show_text_highpriority GXT 'TX_NONE' time 6000 flag 1  // ~s~There are no fares nearby. Keep looking.
0085: 102@ = 47@ // (int) 
000A: 102@ += 5000 
0006: 137@ = 1 
0002: jump @TAXIODD_4531 

:TAXIODD_4499
00BC: show_text_highpriority GXT 'TX_PKUP' time 6000 flag 1  // ~s~Look for a ~b~fare~s~.
0085: 102@ = 47@ // (int) 
000A: 102@ += 5000 

:TAXIODD_4531
02DD: 88@ = get_random_ped_in_zone 'SAN_AND' with_pedtype_civilian 1 gang 0 criminal/prostitute 1 
00D6: if 
0039:   88@ == -1 
004D: jump_if_false @TAXIODD_4571 
0051: return 

:TAXIODD_4571
000A: 146@ += 1 
00D6: if or
0118:   actor 88@ dead 
00DF:   actor 88@ driving 
051A:   actor 88@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TAXIODD_4621 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
000E: 146@ -= 1 
0051: return 

:TAXIODD_4621
0665: get_actor 88@ model_to 94@ 
00D6: if 
003B:   94@ == 95@ // (int) 
004D: jump_if_false @TAXIODD_4662 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
000E: 146@ -= 1 
0051: return 

:TAXIODD_4662
00A0: store_actor 88@ position_to 58@ 59@ 60@ 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 58@ 59@ 60@ radius 88.0 88.0 19.0 
004D: jump_if_false @TAXIODD_4732 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
000E: 146@ -= 1 
0051: return 

:TAXIODD_4732
0006: 136@ = 1 
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @TAXIODD_4796 
00BC: show_text_highpriority GXT 'TX_PKUP' time 6000 flag 1  // ~s~Look for a ~b~fare~s~.
0085: 102@ = 47@ // (int) 
000A: 102@ += 5000 
0006: 137@ = 0 

:TAXIODD_4796
0792: disembark_instantly_actor 88@ 
060B: set_actor 88@ decision_maker_to 101@ 
05BA: AS_actor 88@ move_mouth -2 ms 
0006: 145@ = 0 
0050: gosub @TAXIODD_6172 
00D6: if 
075C:   marker 96@ enabled 
004D: jump_if_false @TAXIODD_4851 
0164: disable_marker 96@ 

:TAXIODD_4851
0187: 96@ = create_marker_above_actor 88@ 
07E0: set_marker 96@ type_to 1 
00A0: store_actor $PLAYER_ACTOR position_to 118@ 119@ 120@ 
000B: 118@ += 4.0 
000B: 119@ += 4.0 
0085: 95@ = 94@ // (int) 
0006: 128@ = 1 
0051: return 

:TAXIODD_4917
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @TAXIODD_4937 
0051: return 

:TAXIODD_4937
00D6: if 
001D:   47@ > 102@ // (int) 
004D: jump_if_false @TAXIODD_4988 
00BC: show_text_highpriority GXT 'TX_PKUP' time 6000 flag 1  // ~s~Look for a ~b~fare~s~.
0085: 102@ = 47@ // (int) 
000A: 102@ += 5000 

:TAXIODD_4988
0006: 83@ = 0 
0006: 84@ = 1 
00D6: if or
0118:   actor 88@ dead 
051A:   actor 88@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TAXIODD_5072 
0006: 83@ = 1 
0006: 84@ = 0 
00BC: show_text_highpriority GXT 'TX_OOPS' time 6000 flag 1  // ~s~Oops! You better find another ~b~passenger~s~.
0085: 102@ = 47@ // (int) 
000A: 102@ += 5000 

:TAXIODD_5072
00D6: if 
0119:   car 89@ wrecked 
004D: jump_if_false @TAXIODD_5095 
0006: 83@ = 1 

:TAXIODD_5095
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TAXIODD_5139 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 89@ 
004D: jump_if_false @TAXIODD_5139 
0006: 83@ = 1 

:TAXIODD_5139
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TAXIODD_5185 
00A0: store_actor $PLAYER_ACTOR position_to 58@ 59@ 60@ 
00A0: store_actor 88@ position_to 61@ 62@ 63@ 

:TAXIODD_5185
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TAXIODD_5252 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 61@ 62@ 63@ radius 90.0 90.0 20.0 
004D: jump_if_false @TAXIODD_5252 
0006: 83@ = 1 

:TAXIODD_5252
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @TAXIODD_5399 
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @TAXIODD_5295 
0006: 102@ = 0 

:TAXIODD_5295
0006: 128@ = 0 
0006: 138@ = 0 
0164: disable_marker 96@ 
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @TAXIODD_5346 
0006: 39@ = 10 
0002: jump @TAXIODD_5353 

:TAXIODD_5346
0006: 39@ = 1 

:TAXIODD_5353
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @TAXIODD_5381 
0647: AS_actor 88@ clear_look_task 
0050: gosub @TAXIODD_6415 

:TAXIODD_5381
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
000E: 146@ -= 1 
0396: pause_timer 0 
0051: return 

:TAXIODD_5399
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 89@ 
0103:   actor $PLAYER_ACTOR in_sphere 61@ 62@ 63@ radius 10.0 10.0 3.0 sphere 0 stopped_in_car 
004D: jump_if_false @TAXIODD_5718 
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @TAXIODD_5556 
0050: gosub @TAXIODD_3350 
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @TAXIODD_5515 
00BC: show_text_highpriority GXT 'TX_JUNK' time 5000 flag 1  // ~r~Your car is trashed. Get it repaired.
0002: jump @TAXIODD_5295 

:TAXIODD_5515
0050: gosub @TAXIODD_6415 
0085: 107@ = 47@ // (int) 
000A: 107@ += 300 
0006: 129@ = 1 
0396: pause_timer 1 
0002: jump @TAXIODD_5709 

:TAXIODD_5556
00D6: if 
0019:   107@ > 0 
004D: jump_if_false @TAXIODD_5636 
00D6: if 
001D:   47@ > 107@ // (int) 
004D: jump_if_false @TAXIODD_5636 
062E: get_actor 88@ task 2586 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @TAXIODD_5636 
0050: gosub @TAXIODD_6453 
0006: 107@ = 0 

:TAXIODD_5636
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @TAXIODD_5709 
00D6: if 
80DB:   not actor 88@ in_car 89@ 
004D: jump_if_false @TAXIODD_5709 
062E: get_actor 88@ task 1482 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @TAXIODD_5709 
0050: gosub @TAXIODD_6453 

:TAXIODD_5709
0051: return 
0002: jump @TAXIODD_5831 

:TAXIODD_5718
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @TAXIODD_5824 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 89@ 
004D: jump_if_false @TAXIODD_5822 
00D6: if 
8100:   not actor $PLAYER_ACTOR in_sphere 61@ 62@ 63@ radius 10.0 10.0 3.0 sphere 0 in_car 
004D: jump_if_false @TAXIODD_5822 
0050: gosub @TAXIODD_6172 
05BA: AS_actor 88@ move_mouth -2 ms 
0006: 129@ = 0 
0396: pause_timer 0 

:TAXIODD_5822
0051: return 

:TAXIODD_5824
0006: 107@ = 0 

:TAXIODD_5831
00D6: if 
80DF:   not actor 88@ driving 
004D: jump_if_false @TAXIODD_5893 
062E: get_actor 88@ task 1471 status_store_to 42@ // ret 7 if not found 
00D6: if and
84A4:   not  42@ == 1 // == constant 
84A4:   not  42@ == 0 // == constant 
004D: jump_if_false @TAXIODD_5893 
05BF: AS_actor 88@ look_at_actor $PLAYER_ACTOR -2 ms 

:TAXIODD_5893
00D6: if 
80DF:   not actor 88@ driving 
004D: jump_if_false @TAXIODD_6072 
062E: get_actor 88@ task 1492 status_store_to 42@ // ret 7 if not found 
00D6: if and
84A4:   not  42@ == 1 // == constant 
84A4:   not  42@ == 0 // == constant 
004D: jump_if_false @TAXIODD_6072 
050A: 82@ = distance_between_XYZ 58@ 59@ 60@ and_XYZ 118@ 119@ 120@ 
00D6: if 
0021:   82@ > 4.0 
004D: jump_if_false @TAXIODD_6072 
0087: 74@ = 58@ // (float) 
0087: 75@ = 59@ // (float) 
0087: 77@ = 61@ // (float) 
0087: 78@ = 62@ // (float) 
0087: 58@ = 74@ // (float) 
0063: 58@ -= 77@ // (float) 
0087: 59@ = 75@ // (float) 
0063: 59@ -= 78@ // (float) 
0604: get_Z_angle_for_point 58@ 59@ store_to 73@ 
05D4: AS_actor 88@ rotate_angle 73@ 

:TAXIODD_6072
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TAXIODD_6170 
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @TAXIODD_6170 
050A: 82@ = distance_between_XYZ 58@ 59@ 60@ and_XYZ 61@ 62@ 63@ 
00D6: if 
0023:   10.0 > 82@ 
004D: jump_if_false @TAXIODD_6170 
0947: actor 88@ speak_from_audio_table 222 store_spoken_phrase_id_to 116@ 
0006: 145@ = 1 

:TAXIODD_6170
0051: return 

:TAXIODD_6172
0006: 140@ = 0 
0050: gosub @TAXIODD_6518 
0006: 141@ = 0 
0050: gosub @TAXIODD_6648 
0006: 83@ = 0 
00D6: if 
0039:   140@ == 1 
004D: jump_if_false @TAXIODD_6271 
00D6: if 
0039:   141@ == 1 
004D: jump_if_false @TAXIODD_6257 
0006: 83@ = 0 
0002: jump @TAXIODD_6264 

:TAXIODD_6257
0006: 83@ = 1 

:TAXIODD_6264
0002: jump @TAXIODD_6310 

:TAXIODD_6271
00D6: if 
0039:   141@ == 1 
004D: jump_if_false @TAXIODD_6303 
0006: 83@ = 1 
0002: jump @TAXIODD_6310 

:TAXIODD_6303
0006: 83@ = 0 

:TAXIODD_6310
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @TAXIODD_6375 
0A1A: actor 88@ perform_walk_animation "HIKER_POSE_L" IFP "MISC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 -1 ms // versionC 
0002: jump @TAXIODD_6413 

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

:TAXIODD_6413
0051: return 

:TAXIODD_6415
0A1A: actor 88@ perform_walk_animation "ROADCROSS" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 100 ms // versionC 
0051: return 

:TAXIODD_6453
0006: 140@ = 0 
0050: gosub @TAXIODD_6518 
00D6: if 
0039:   140@ == 1 
004D: jump_if_false @TAXIODD_6504 
05CA: AS_actor 88@ enter_car 89@ passenger_seat 2 time -2 
0002: jump @TAXIODD_6516 

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

:TAXIODD_6516
0051: return 

:TAXIODD_6518
00A0: store_actor 88@ position_to 58@ 59@ 60@ 
01BB: store_object 92@ position_to 61@ 62@ 63@ 
01BB: store_object 93@ position_to 64@ 65@ 66@ 
050A: 80@ = distance_between_XYZ 58@ 59@ 60@ and_XYZ 61@ 62@ 63@ 
050A: 81@ = distance_between_XYZ 58@ 59@ 60@ and_XYZ 64@ 65@ 66@ 
00D6: if 
0025:   81@ > 80@ // (float) 
004D: jump_if_false @TAXIODD_6639 
0006: 140@ = 0 
0002: jump @TAXIODD_6646 

:TAXIODD_6639
0006: 140@ = 1 

:TAXIODD_6646
0051: return 

:TAXIODD_6648
00A0: store_actor 88@ position_to 58@ 59@ 60@ 
01BB: store_object 90@ position_to 61@ 62@ 63@ 
01BB: store_object 91@ position_to 64@ 65@ 66@ 
050A: 80@ = distance_between_XYZ 58@ 59@ 60@ and_XYZ 61@ 62@ 63@ 
050A: 81@ = distance_between_XYZ 58@ 59@ 60@ and_XYZ 64@ 65@ 66@ 
00D6: if 
0025:   81@ > 80@ // (float) 
004D: jump_if_false @TAXIODD_6769 
0006: 141@ = 1 
0002: jump @TAXIODD_6776 

:TAXIODD_6769
0006: 141@ = 0 

:TAXIODD_6776
0051: return 

:TAXIODD_6778
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @TAXIODD_6798 
0051: return 

:TAXIODD_6798
00D6: if 
001D:   47@ > 104@ // (int) 
004D: jump_if_false @TAXIODD_6838 
0151: remove_status_text $8200 
0006: 132@ = 0 
0004: $8200 = 0 
0051: return 

:TAXIODD_6838
0227: 51@ = car 89@ health 
00D6: if 
001D:   51@ > 117@ // (int) 
004D: jump_if_false @TAXIODD_6880 
0085: 117@ = 51@ // (int) 
0002: jump @TAXIODD_6939 

:TAXIODD_6880
00D6: if 
001D:   117@ > 51@ // (int) 
004D: jump_if_false @TAXIODD_6939 
0085: 52@ = 117@ // (int) 
0062: 52@ -= 51@ // (int) 
0085: 117@ = 51@ // (int) 
0012: 52@ *= 180 
0062: 104@ -= 52@ // (int) 

:TAXIODD_6939
0085: 51@ = 104@ // (int) 
0062: 51@ -= 103@ // (int) 
0085: 52@ = 47@ // (int) 
0062: 52@ -= 103@ // (int) 
008A: $8200 = 51@ // (int) 
0066: $8200 -= 52@ // (int) 
0010: $8200 *= 100 
0074: $8200 /= 51@ // (int) 
00D6: if 
001A:   0 > $8200 
004D: jump_if_false @TAXIODD_7027 
0004: $8200 = 0 

:TAXIODD_7027
0051: return 

:TAXIODD_7029
00D6: if 
0118:   actor 88@ dead 
004D: jump_if_false @TAXIODD_7047 
0051: return 

:TAXIODD_7047
0085: 112@ = 113@ // (int) 
0006: 113@ = 0 
0006: 110@ = -1 
0050: gosub @TAXIODD_7670 
00A0: store_actor 88@ position_to 58@ 59@ 60@ 
0087: 67@ = 58@ // (float) 
0063: 67@ -= 121@ // (float) 
0087: 68@ = 59@ // (float) 
0063: 68@ -= 122@ // (float) 
0087: 70@ = 67@ // (float) 
006B: 70@ *= 67@ // (float) 
0087: 71@ = 68@ // (float) 
006B: 71@ *= 68@ // (float) 
0087: 80@ = 70@ // (float) 
005B: 80@ += 71@ // (float) 
01FB: 81@ = square_root 80@ 
0092: 111@ = float 81@ to_integer 
00D6: if 
001B:   200 > 111@ 
004D: jump_if_false @TAXIODD_7212 
0002: jump @TAXIODD_7029 

:TAXIODD_7212
0085: 51@ = 111@ // (int) 
00D6: if 
0038:   $8198 == 0 
004D: jump_if_false @TAXIODD_7245 
0012: 51@ *= 100 

:TAXIODD_7245
00D6: if 
0038:   $8198 == 1 
004D: jump_if_false @TAXIODD_7270 
0012: 51@ *= 95 

:TAXIODD_7270
00D6: if 
0038:   $8198 == 2 
004D: jump_if_false @TAXIODD_7295 
0012: 51@ *= 80 

:TAXIODD_7295
00D6: if 
0038:   $8198 == 3 
004D: jump_if_false @TAXIODD_7320 
0012: 51@ *= 79 

:TAXIODD_7320
00D6: if 
0038:   $8198 == 4 
004D: jump_if_false @TAXIODD_7345 
0012: 51@ *= 78 

:TAXIODD_7345
00D6: if 
0038:   $8198 == 5 
004D: jump_if_false @TAXIODD_7370 
0012: 51@ *= 76 

:TAXIODD_7370
00D6: if and
0018:   $8198 > 5 
002A:   10 >= $8198 
004D: jump_if_false @TAXIODD_7402 
0012: 51@ *= 75 

:TAXIODD_7402
00D6: if and
0018:   $8198 > 10 
002A:   20 >= $8198 
004D: jump_if_false @TAXIODD_7434 
0012: 51@ *= 70 

:TAXIODD_7434
00D6: if and
0018:   $8198 > 20 
002A:   50 >= $8198 
004D: jump_if_false @TAXIODD_7466 
0012: 51@ *= 65 

:TAXIODD_7466
00D6: if 
0018:   $8198 > 50 
004D: jump_if_false @TAXIODD_7491 
0012: 51@ *= 60 

:TAXIODD_7491
005E: $8199 += 51@ // (int) 
0085: 52@ = 112@ // (int) 
0012: 52@ *= 500 
005E: $8199 += 52@ // (int) 
005A: 51@ += 52@ // (int) 
0085: 52@ = 113@ // (int) 
0012: 52@ *= 1000 
005E: $8199 += 52@ // (int) 
005A: 51@ += 52@ // (int) 
0085: 103@ = 47@ // (int) 
0085: 104@ = 51@ // (int) 
0012: 104@ *= 95 
0016: 104@ /= 100 
005A: 104@ += 47@ // (int) 
0004: $8200 = 0 
04F7: status_text $8200 type 1 line 3 GXT 'TX_ADDS' // global_variable  // TIP
0006: 132@ = 1 
00D6: if 
075C:   marker 97@ enabled 
004D: jump_if_false @TAXIODD_7654 
0164: disable_marker 97@ 

:TAXIODD_7654
018A: 97@ = create_checkpoint_at 121@ 122@ 123@ 
0051: return 

:TAXIODD_7670
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LA'  // Los Santos
004D: jump_if_false @TAXIODD_7702 
0050: gosub @TAXIODD_8407 

:TAXIODD_7702
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'VE'  // Las Venturas
004D: jump_if_false @TAXIODD_7734 
0050: gosub @TAXIODD_10663 

:TAXIODD_7734
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SF'  // San Fierro
004D: jump_if_false @TAXIODD_7766 
0050: gosub @TAXIODD_13606 

:TAXIODD_7766
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'RED'  // Red County
004D: jump_if_false @TAXIODD_7891 
0209: 51@ = random_int_in_ranges 0 2 
0871: init_jump_table 51@ total_jumps 2 default_jump 0 @TAXIODD_7891 jumps 0 @TAXIODD_7863 1 @TAXIODD_7877 -1 @TAXIODD_7891 -1 @TAXIODD_7891 -1 @TAXIODD_7891 -1 @TAXIODD_7891 -1 @TAXIODD_7891 

:TAXIODD_7863
0050: gosub @TAXIODD_15463 
0002: jump @TAXIODD_7891 

:TAXIODD_7877
0050: gosub @TAXIODD_8407 
0002: jump @TAXIODD_7891 

:TAXIODD_7891
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'FLINTC'  // Flint County
004D: jump_if_false @TAXIODD_8030 
0209: 51@ = random_int_in_ranges 0 3 
0871: init_jump_table 51@ total_jumps 3 default_jump 0 @TAXIODD_8030 jumps 0 @TAXIODD_7988 1 @TAXIODD_8002 2 @TAXIODD_8016 -1 @TAXIODD_8030 -1 @TAXIODD_8030 -1 @TAXIODD_8030 -1 @TAXIODD_8030 

:TAXIODD_7988
0050: gosub @TAXIODD_15561 
0002: jump @TAXIODD_8030 

:TAXIODD_8002
0050: gosub @TAXIODD_8407 
0002: jump @TAXIODD_8030 

:TAXIODD_8016
0050: gosub @TAXIODD_13606 
0002: jump @TAXIODD_8030 

:TAXIODD_8030
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'WHET'  // Whetstone
004D: jump_if_false @TAXIODD_8155 
0209: 51@ = random_int_in_ranges 0 2 
0871: init_jump_table 51@ total_jumps 2 default_jump 0 @TAXIODD_8155 jumps 0 @TAXIODD_8127 1 @TAXIODD_8141 -1 @TAXIODD_8155 -1 @TAXIODD_8155 -1 @TAXIODD_8155 -1 @TAXIODD_8155 -1 @TAXIODD_8155 

:TAXIODD_8127
0050: gosub @TAXIODD_15661 
0002: jump @TAXIODD_8155 

:TAXIODD_8141
0050: gosub @TAXIODD_13606 
0002: jump @TAXIODD_8155 

:TAXIODD_8155
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ROBAD'  // Tierra Robada
004D: jump_if_false @TAXIODD_8280 
0209: 51@ = random_int_in_ranges 0 2 
0871: init_jump_table 51@ total_jumps 2 default_jump 0 @TAXIODD_8280 jumps 0 @TAXIODD_8252 1 @TAXIODD_8266 -1 @TAXIODD_8280 -1 @TAXIODD_8280 -1 @TAXIODD_8280 -1 @TAXIODD_8280 -1 @TAXIODD_8280 

:TAXIODD_8252
0050: gosub @TAXIODD_15758 
0002: jump @TAXIODD_8280 

:TAXIODD_8266
0050: gosub @TAXIODD_13606 
0002: jump @TAXIODD_8280 

:TAXIODD_8280
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'BONE'  // Bone County
004D: jump_if_false @TAXIODD_8405 
0209: 51@ = random_int_in_ranges 0 2 
0871: init_jump_table 51@ total_jumps 2 default_jump 0 @TAXIODD_8405 jumps 0 @TAXIODD_8377 1 @TAXIODD_8391 -1 @TAXIODD_8405 -1 @TAXIODD_8405 -1 @TAXIODD_8405 -1 @TAXIODD_8405 -1 @TAXIODD_8405 

:TAXIODD_8377
0050: gosub @TAXIODD_16098 
0002: jump @TAXIODD_8405 

:TAXIODD_8391
0050: gosub @TAXIODD_10663 
0002: jump @TAXIODD_8405 

:TAXIODD_8405
0051: return 

:TAXIODD_8407
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_8447 
0085: 110@ = 148@ // (int) 
000A: 110@ += 1 
0002: jump @TAXIODD_8456 

:TAXIODD_8447
0209: 110@ = random_int_in_ranges 1 35 

:TAXIODD_8456
0871: init_jump_table 110@ total_jumps 34 default_jump 1 @TAXIODD_10544 jumps 1 @TAXIODD_8714 2 @TAXIODD_8767 3 @TAXIODD_8820 4 @TAXIODD_8873 5 @TAXIODD_8926 6 @TAXIODD_8979 7 @TAXIODD_9032 
0872: jump_table_jumps 8 @TAXIODD_9085 9 @TAXIODD_9138 10 @TAXIODD_9191 11 @TAXIODD_9244 12 @TAXIODD_9297 13 @TAXIODD_9350 14 @TAXIODD_9403 15 @TAXIODD_9456 16 @TAXIODD_9509 
0872: jump_table_jumps 17 @TAXIODD_9562 18 @TAXIODD_9622 19 @TAXIODD_9682 20 @TAXIODD_9742 21 @TAXIODD_9795 22 @TAXIODD_9848 23 @TAXIODD_9901 24 @TAXIODD_9954 25 @TAXIODD_10007 
0872: jump_table_jumps 26 @TAXIODD_10060 27 @TAXIODD_10113 28 @TAXIODD_10166 29 @TAXIODD_10219 30 @TAXIODD_10279 31 @TAXIODD_10332 32 @TAXIODD_10385 33 @TAXIODD_10438 34 @TAXIODD_10491 

:TAXIODD_8714
00BC: show_text_highpriority GXT 'TX_LS1' time 5000 flag 1  // ~s~DESTINATION ~y~Liquor Mart.
0007: 121@ = 2468.146 
0007: 122@ = -1736.184 
0007: 123@ = 12.3828 
0002: jump @TAXIODD_10661 

:TAXIODD_8767
00BC: show_text_highpriority GXT 'TX_LS2' time 5000 flag 1  // ~s~DESTINATION ~y~The Stadium.
0007: 121@ = 2794.0 
0007: 122@ = -1828.0 
0007: 123@ = 10.0 
0002: jump @TAXIODD_10661 

:TAXIODD_8820
00BC: show_text_highpriority GXT 'TX_LS3' time 5000 flag 1  // ~s~DESTINATION ~y~Glen Park.
0007: 121@ = 1884.193 
0007: 122@ = -1257.521 
0007: 123@ = 12.3984 
0002: jump @TAXIODD_10661 

:TAXIODD_8873
00BC: show_text_highpriority GXT 'TX_LS4' time 5000 flag 1  // ~s~DESTINATION ~y~Sculpture Park.
0007: 121@ = 2317.48 
0007: 122@ = -1386.604 
0007: 123@ = 22.8784 
0002: jump @TAXIODD_10661 

:TAXIODD_8926
00BC: show_text_highpriority GXT 'TX_LS5' time 5000 flag 1  // ~s~DESTINATION ~y~Church.
0007: 121@ = 2237.76 
0007: 122@ = -1304.165 
0007: 123@ = 22.8488 
0002: jump @TAXIODD_10661 

:TAXIODD_8979
00BC: show_text_highpriority GXT 'TX_LS6' time 5000 flag 1  // ~s~DESTINATION ~y~Jefferson Motel.
0007: 121@ = 2221.087 
0007: 122@ = -1137.332 
0007: 123@ = 24.625 
0002: jump @TAXIODD_10661 

:TAXIODD_9032
00BC: show_text_highpriority GXT 'TX_LS7' time 5000 flag 1  // ~s~DESTINATION ~y~The Pik 'n' Go market.
0007: 121@ = 2146.737 
0007: 122@ = -1179.795 
0007: 123@ = 22.8278 
0002: jump @TAXIODD_10661 

:TAXIODD_9085
00BC: show_text_highpriority GXT 'TX_LS8' time 5000 flag 1  // ~s~DESTINATION ~y~Leon Diamonds.
0007: 121@ = 2075.558 
0007: 122@ = -1202.793 
0007: 123@ = 22.7571 
0002: jump @TAXIODD_10661 

:TAXIODD_9138
00BC: show_text_highpriority GXT 'TX_LS9' time 5000 flag 1  // ~s~DESTINATION ~y~Ten Green Bottles.
0007: 121@ = 2320.0 
0007: 122@ = -1655.0 
0007: 123@ = 14.0 
0002: jump @TAXIODD_10661 

:TAXIODD_9191
00BC: show_text_highpriority GXT 'TX_LS10' time 5000 flag 1  // ~s~DESTINATION ~y~Mama's Cinema.
0007: 121@ = 2455.0 
0007: 122@ = -1502.0 
0007: 123@ = 24.0 
0002: jump @TAXIODD_10661 

:TAXIODD_9244
00BC: show_text_highpriority GXT 'TX_LS11' time 5000 flag 1  // ~s~DESTINATION ~y~A 24 hour motel.
0007: 121@ = 2181.0 
0007: 122@ = -1771.0 
0007: 123@ = 13.0 
0002: jump @TAXIODD_10661 

:TAXIODD_9297
00BC: show_text_highpriority GXT 'TX_LS12' time 5000 flag 1  // ~s~DESTINATION ~y~The Well Stacked Pizza Co.
0007: 121@ = 2084.731 
0007: 122@ = -1800.86 
0007: 123@ = 12.3828 
0002: jump @TAXIODD_10661 

:TAXIODD_9350
00BC: show_text_highpriority GXT 'TX_LS13' time 5000 flag 1  // ~s~DESTINATION ~y~Reece's Barber Shop.
0007: 121@ = 2078.015 
0007: 122@ = -1791.589 
0007: 123@ = 12.3828 
0002: jump @TAXIODD_10661 

:TAXIODD_9403
00BC: show_text_highpriority GXT 'TX_LS14' time 5000 flag 1  // ~s~DESTINATION ~y~The tattoo shop.
0007: 121@ = 2081.287 
0007: 122@ = -1779.5 
0007: 123@ = 12.3828 
0002: jump @TAXIODD_10661 

:TAXIODD_9456
00BC: show_text_highpriority GXT 'TX_LS15' time 5000 flag 1  // ~s~DESTINATION ~y~The truck park.
0007: 121@ = 2418.542 
0007: 122@ = -2085.119 
0007: 123@ = 12.2928 
0002: jump @TAXIODD_10661 

:TAXIODD_9509
00BC: show_text_highpriority GXT 'TX_LS16' time 5000 flag 1  // ~s~DESTINATION ~y~Unity Station.
0007: 121@ = 1742.689 
0007: 122@ = -1858.697 
0007: 123@ = 12.4185 
0002: jump @TAXIODD_10661 

:TAXIODD_9562
00BC: show_text_highpriority GXT 'TX_LS17' time 5000 flag 1  // ~s~DESTINATION ~y~The Airport.
0007: 121@ = 1668.0 
0007: 122@ = -2253.0 
0007: 123@ = 13.0 
0006: 113@ = 40 
0002: jump @TAXIODD_10661 

:TAXIODD_9622
00BC: show_text_highpriority GXT 'TX_LS18' time 5000 flag 1  // ~s~DESTINATION ~y~The Airport.
0007: 121@ = 1432.198 
0007: 122@ = -2274.648 
0007: 123@ = 12.3906 
0006: 113@ = 30 
0002: jump @TAXIODD_10661 

:TAXIODD_9682
00BC: show_text_highpriority GXT 'TX_LS19' time 5000 flag 1  // ~s~DESTINATION ~y~The Observatory.
0007: 121@ = 1256.0 
0007: 122@ = -2028.0 
0007: 123@ = 60.0 
0006: 113@ = 30 
0002: jump @TAXIODD_10661 

:TAXIODD_9742
00BC: show_text_highpriority GXT 'TX_LS20' time 5000 flag 1  // ~s~DESTINATION ~y~The police station.
0007: 121@ = 1532.789 
0007: 122@ = -1675.442 
0007: 123@ = 12.3828 
0002: jump @TAXIODD_10661 

:TAXIODD_9795
00BC: show_text_highpriority GXT 'TX_LS21' time 5000 flag 1  // ~s~DESTINATION ~y~Pershing Square.
0007: 121@ = 1472.35 
0007: 122@ = -1729.706 
0007: 123@ = 12.3828 
0002: jump @TAXIODD_10661 

:TAXIODD_9848
00BC: show_text_highpriority GXT 'TX_LS22' time 5000 flag 1  // ~s~DESTINATION ~y~Skate Park.
0007: 121@ = 1855.419 
0007: 122@ = -1383.273 
0007: 123@ = 12.3984 
0002: jump @TAXIODD_10661 

:TAXIODD_9901
00BC: show_text_highpriority GXT 'TX_LS23' time 5000 flag 1  // ~s~DESTINATION ~y~County General Hospital.
0007: 121@ = 2025.0 
0007: 122@ = -1413.0 
0007: 123@ = 17.0 
0002: jump @TAXIODD_10661 

:TAXIODD_9954
00BC: show_text_highpriority GXT 'TX_LS24' time 5000 flag 1  // ~s~DESTINATION ~y~Ammu-Nation.
0007: 121@ = 1361.218 
0007: 122@ = -1277.904 
0007: 123@ = 12.3828 
0002: jump @TAXIODD_10661 

:TAXIODD_10007
00BC: show_text_highpriority GXT 'TX_LS25' time 5000 flag 1  // ~s~DESTINATION ~y~All Saints General Hospital.
0007: 121@ = 1192.0 
0007: 122@ = -1324.0 
0007: 123@ = 13.0 
0002: jump @TAXIODD_10661 

:TAXIODD_10060
00BC: show_text_highpriority GXT 'TX_LS26' time 5000 flag 1  // ~s~DESTINATION ~y~The Donut Shop.
0007: 121@ = 1031.066 
0007: 122@ = -1329.704 
0007: 123@ = 12.3861 
0002: jump @TAXIODD_10661 

:TAXIODD_10113
00BC: show_text_highpriority GXT 'TX_LS27' time 5000 flag 1  // ~s~DESTINATION ~y~Market Station.
0007: 121@ = 814.0 
0007: 122@ = -1330.0 
0007: 123@ = 13.0 
0002: jump @TAXIODD_10661 

:TAXIODD_10166
00BC: show_text_highpriority GXT 'TX_LS28' time 5000 flag 1  // ~s~DESTINATION ~y~The Country Club.
0007: 121@ = 667.7637 
0007: 122@ = -1265.69 
0007: 123@ = 12.4687 
0002: jump @TAXIODD_10661 

:TAXIODD_10219
00BC: show_text_highpriority GXT 'TX_LS29' time 5000 flag 1  // ~s~DESTINATION ~y~Brown Starfish bar and grill.
0007: 121@ = 368.1992 
0007: 122@ = -2042.537 
0007: 123@ = 6.6582 
0006: 113@ = 30 
0002: jump @TAXIODD_10661 

:TAXIODD_10279
00BC: show_text_highpriority GXT 'TX_LS30' time 5000 flag 1  // ~s~DESTINATION ~y~Santa Maria Beach.
0007: 121@ = 152.5806 
0007: 122@ = -1754.831 
0007: 123@ = 3.9518 
0002: jump @TAXIODD_10661 

:TAXIODD_10332
00BC: show_text_highpriority GXT 'TX_LS31' time 5000 flag 1  // ~s~DESTINATION ~y~Pro Laps store.
0007: 121@ = 508.2797 
0007: 122@ = -1358.598 
0007: 123@ = 14.9532 
0002: jump @TAXIODD_10661 

:TAXIODD_10385
00BC: show_text_highpriority GXT 'TX_LS32' time 5000 flag 1  // ~s~DESTINATION ~y~Burger Shot.
0007: 121@ = 1199.846 
0007: 122@ = -933.0658 
0007: 123@ = 41.7332 
0002: jump @TAXIODD_10661 

:TAXIODD_10438
00BC: show_text_highpriority GXT 'TX_LS33' time 5000 flag 1  // ~s~DESTINATION ~y~Burger Shot.
0007: 121@ = 816.2869 
0007: 122@ = -1630.762 
0007: 123@ = 12.3906 
0002: jump @TAXIODD_10661 

:TAXIODD_10491
00BC: show_text_highpriority GXT 'TX_LS34' time 5000 flag 1  // ~s~DESTINATION ~y~The Legal Cinema.
0007: 121@ = 1311.97 
0007: 122@ = -1712.289 
0007: 123@ = 12.3906 
0002: jump @TAXIODD_10661 

:TAXIODD_10544
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_10569 
0006: 110@ = 0 

:TAXIODD_10569
0662: printstring "UNKNOWN_LOS_SANTOS_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_LS1' time 5000 flag 1  // ~s~DESTINATION ~y~Liquor Mart.
0007: 121@ = 2468.146 
0007: 122@ = -1736.184 
0007: 123@ = 12.3828 
0002: jump @TAXIODD_10661 

:TAXIODD_10661
0051: return 

:TAXIODD_10663
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_10703 
0085: 110@ = 148@ // (int) 
000A: 110@ += 1 
0002: jump @TAXIODD_10712 

:TAXIODD_10703
0209: 110@ = random_int_in_ranges 1 46 

:TAXIODD_10712
0871: init_jump_table 110@ total_jumps 45 default_jump 1 @TAXIODD_13485 jumps 1 @TAXIODD_11100 2 @TAXIODD_11153 3 @TAXIODD_11206 4 @TAXIODD_11259 5 @TAXIODD_11312 6 @TAXIODD_11365 7 @TAXIODD_11418 
0872: jump_table_jumps 8 @TAXIODD_11471 9 @TAXIODD_11524 10 @TAXIODD_11577 11 @TAXIODD_11630 12 @TAXIODD_11683 13 @TAXIODD_11736 14 @TAXIODD_11789 15 @TAXIODD_11842 16 @TAXIODD_11895 
0872: jump_table_jumps 17 @TAXIODD_11948 18 @TAXIODD_12001 19 @TAXIODD_12054 20 @TAXIODD_12107 21 @TAXIODD_12160 22 @TAXIODD_12213 23 @TAXIODD_12266 24 @TAXIODD_12319 25 @TAXIODD_12372 
0872: jump_table_jumps 26 @TAXIODD_12425 27 @TAXIODD_12478 28 @TAXIODD_12531 29 @TAXIODD_12584 30 @TAXIODD_12637 31 @TAXIODD_12690 32 @TAXIODD_12743 33 @TAXIODD_12796 34 @TAXIODD_12849 
0872: jump_table_jumps 35 @TAXIODD_12902 36 @TAXIODD_12955 37 @TAXIODD_13008 38 @TAXIODD_13061 39 @TAXIODD_13114 40 @TAXIODD_13167 41 @TAXIODD_13220 42 @TAXIODD_13273 43 @TAXIODD_13326 
0872: jump_table_jumps 44 @TAXIODD_13379 45 @TAXIODD_13432 -1 @TAXIODD_13604 -1 @TAXIODD_13604 -1 @TAXIODD_13604 -1 @TAXIODD_13604 -1 @TAXIODD_13604 -1 @TAXIODD_13604 -1 @TAXIODD_13604 

:TAXIODD_11100
00BC: show_text_highpriority GXT 'TX_VE1' time 5000 flag 1  // ~s~DESTINATION ~y~The oil refinery.
0007: 121@ = 2491.378 
0007: 122@ = 2773.608 
0007: 123@ = 9.764 
0002: jump @TAXIODD_13604 

:TAXIODD_11153
00BC: show_text_highpriority GXT 'TX_VE2' time 5000 flag 1  // ~s~DESTINATION ~y~The shopping mall.
0007: 121@ = 2899.211 
0007: 122@ = 2435.624 
0007: 123@ = 9.764 
0002: jump @TAXIODD_13604 

:TAXIODD_11206
00BC: show_text_highpriority GXT 'TX_VE3' time 5000 flag 1  // ~s~DESTINATION ~y~Clown's Pocket Casino.
0007: 121@ = 2220.495 
0007: 122@ = 1838.497 
0007: 123@ = 9.764 
0002: jump @TAXIODD_13604 

:TAXIODD_11259
00BC: show_text_highpriority GXT 'TX_VE4' time 5000 flag 1  // ~s~DESTINATION ~y~The Starfish Casino.
0007: 121@ = 2246.202 
0007: 122@ = 1896.591 
0007: 123@ = 9.764 
0002: jump @TAXIODD_13604 

:TAXIODD_11312
00BC: show_text_highpriority GXT 'TX_VE5' time 5000 flag 1  // ~s~DESTINATION ~y~The Emerald Isle.
0007: 121@ = 2127.307 
0007: 122@ = 2355.785 
0007: 123@ = 9.764 
0002: jump @TAXIODD_13604 

:TAXIODD_11365
00BC: show_text_highpriority GXT 'TX_VE6' time 5000 flag 1  // ~s~DESTINATION ~y~Police station.
0007: 121@ = 2289.589 
0007: 122@ = 2415.939 
0007: 123@ = 9.7773 
0002: jump @TAXIODD_13604 

:TAXIODD_11418
00BC: show_text_highpriority GXT 'TX_VE7' time 5000 flag 1  // ~s~DESTINATION ~y~VRock Casino.
0007: 121@ = 2636.223 
0007: 122@ = 2344.803 
0007: 123@ = 9.764 
0002: jump @TAXIODD_13604 

:TAXIODD_11471
00BC: show_text_highpriority GXT 'TX_VE8' time 5000 flag 1  // ~s~DESTINATION ~y~Blackfield Chapel.
0007: 121@ = 1439.0 
0007: 122@ = 754.0 
0007: 123@ = 9.764 
0002: jump @TAXIODD_13604 

:TAXIODD_11524
00BC: show_text_highpriority GXT 'TX_VE9' time 5000 flag 1  // ~s~DESTINATION ~y~Blackfield Stadium.
0007: 121@ = 1095.619 
0007: 122@ = 1375.292 
0007: 123@ = 9.7977 
0002: jump @TAXIODD_13604 

:TAXIODD_11577
00BC: show_text_highpriority GXT 'TX_VE10' time 5000 flag 1  // ~s~DESTINATION ~y~Greenglass College.
0007: 121@ = 1162.077 
0007: 122@ = 1124.441 
0007: 123@ = 9.8125 
0002: jump @TAXIODD_13604 

:TAXIODD_11630
00BC: show_text_highpriority GXT 'TX_VE11' time 5000 flag 1  // ~s~DESTINATION ~y~Las Venturas Airport.
0007: 121@ = 1710.624 
0007: 122@ = 1448.153 
0007: 123@ = 9.6643 
0002: jump @TAXIODD_13604 

:TAXIODD_11683
00BC: show_text_highpriority GXT 'TX_VE12' time 5000 flag 1  // ~s~DESTINATION ~y~Military fuel depot.
0007: 121@ = 2490.384 
0007: 122@ = 2771.702 
0007: 123@ = 9.7964 
0002: jump @TAXIODD_13604 

:TAXIODD_11736
00BC: show_text_highpriority GXT 'TX_VE13' time 5000 flag 1  // ~s~DESTINATION ~y~Golf clubhouse.
0007: 121@ = 1465.187 
0007: 122@ = 2773.965 
0007: 123@ = 9.6875 
0002: jump @TAXIODD_13604 

:TAXIODD_11789
00BC: show_text_highpriority GXT 'TX_VE14' time 5000 flag 1  // ~s~DESTINATION ~y~Yellow Bell train station.
0007: 121@ = 1436.145 
0007: 122@ = 2670.385 
0007: 123@ = 9.6797 
0002: jump @TAXIODD_13604 

:TAXIODD_11842
00BC: show_text_highpriority GXT 'TX_VE15' time 5000 flag 1  // ~s~DESTINATION ~y~Baseball stadium.
0007: 121@ = 1486.472 
0007: 122@ = 2257.945 
0007: 123@ = 9.8128 
0002: jump @TAXIODD_13604 

:TAXIODD_11895
00BC: show_text_highpriority GXT 'TX_VE16' time 5000 flag 1  // ~s~DESTINATION ~y~The Steakhouse.
0007: 121@ = 1694.188 
0007: 122@ = 2200.378 
0007: 123@ = 9.8203 
0002: jump @TAXIODD_13604 

:TAXIODD_11948
00BC: show_text_highpriority GXT 'TX_VE17' time 5000 flag 1  // ~s~DESTINATION ~y~Redsands West fire station.
0007: 121@ = 1744.656 
0007: 122@ = 2055.81 
0007: 123@ = 9.7309 
0002: jump @TAXIODD_13604 

:TAXIODD_12001
00BC: show_text_highpriority GXT 'TX_VE18' time 5000 flag 1  // ~s~DESTINATION ~y~Hotel.
0007: 121@ = 1840.554 
0007: 122@ = 2169.654 
0007: 123@ = 9.801 
0002: jump @TAXIODD_13604 

:TAXIODD_12054
00BC: show_text_highpriority GXT 'TX_VE19' time 5000 flag 1  // ~s~DESTINATION ~y~Souvenir Shop.
0007: 121@ = 1928.357 
0007: 122@ = 2434.31 
0007: 123@ = 9.813 
0002: jump @TAXIODD_13604 

:TAXIODD_12107
00BC: show_text_highpriority GXT 'TX_VE20' time 5000 flag 1  // ~s~DESTINATION ~y~Art Gallery.
0007: 121@ = 2424.123 
0007: 122@ = 2315.745 
0007: 123@ = 9.6797 
0002: jump @TAXIODD_13604 

:TAXIODD_12160
00BC: show_text_highpriority GXT 'TX_VE21' time 5000 flag 1  // ~s~DESTINATION ~y~Bank.
0007: 121@ = 2431.154 
0007: 122@ = 2375.061 
0007: 123@ = 9.6797 
0002: jump @TAXIODD_13604 

:TAXIODD_12213
00BC: show_text_highpriority GXT 'TX_VE22' time 5000 flag 1  // ~s~DESTINATION ~y~The courthouse.
0007: 121@ = 2370.298 
0007: 122@ = 2467.925 
0007: 123@ = 9.6797 
0002: jump @TAXIODD_13604 

:TAXIODD_12266
00BC: show_text_highpriority GXT 'TX_VE23' time 5000 flag 1  // ~s~DESTINATION ~y~Estate agents.
0007: 121@ = 2272.043 
0007: 122@ = 2286.755 
0007: 123@ = 9.6797 
0002: jump @TAXIODD_13604 

:TAXIODD_12319
00BC: show_text_highpriority GXT 'TX_VE24' time 5000 flag 1  // ~s~DESTINATION ~y~Freemont St. Casino.
0007: 121@ = 2324.513 
0007: 122@ = 2155.099 
0007: 123@ = 9.6797 
0002: jump @TAXIODD_13604 

:TAXIODD_12372
00BC: show_text_highpriority GXT 'TX_VE25' time 5000 flag 1  // ~s~DESTINATION ~y~Topless Girls of Bush County.
0007: 121@ = 2508.472 
0007: 122@ = 2131.205 
0007: 123@ = 9.8125 
0002: jump @TAXIODD_13604 

:TAXIODD_12425
00BC: show_text_highpriority GXT 'TX_VE26' time 5000 flag 1  // ~s~DESTINATION ~y~Ammu-Nation.
0007: 121@ = 2530.914 
0007: 122@ = 2083.355 
0007: 123@ = 9.6797 
0002: jump @TAXIODD_13604 

:TAXIODD_12478
00BC: show_text_highpriority GXT 'TX_VE27' time 5000 flag 1  // ~s~DESTINATION ~y~24/7.
0007: 121@ = 2546.51 
0007: 122@ = 1968.607 
0007: 123@ = 9.8125 
0002: jump @TAXIODD_13604 

:TAXIODD_12531
00BC: show_text_highpriority GXT 'TX_VE28' time 5000 flag 1  // ~s~DESTINATION ~y~Chinese Mall.
0007: 121@ = 2530.781 
0007: 122@ = 1821.228 
0007: 123@ = 9.8129 
0002: jump @TAXIODD_13604 

:TAXIODD_12584
00BC: show_text_highpriority GXT 'TX_VE29' time 5000 flag 1  // ~s~DESTINATION ~y~Burger Shot.
0007: 121@ = 2360.313 
0007: 122@ = 2071.996 
0007: 123@ = 9.6797 
0002: jump @TAXIODD_13604 

:TAXIODD_12637
00BC: show_text_highpriority GXT 'TX_VE30' time 5000 flag 1  // ~s~DESTINATION ~y~Visage Casino.
0007: 121@ = 2035.457 
0007: 122@ = 1912.279 
0007: 123@ = 11.1768 
0002: jump @TAXIODD_13604 

:TAXIODD_12690
00BC: show_text_highpriority GXT 'TX_VE31' time 5000 flag 1  // ~s~DESTINATION ~y~Tourist Information.
0007: 121@ = 2078.414 
0007: 122@ = 2041.116 
0007: 123@ = 9.8203 
0002: jump @TAXIODD_13604 

:TAXIODD_12743
00BC: show_text_highpriority GXT 'TX_VE32' time 5000 flag 1  // ~s~DESTINATION ~y~Caligula's Casino.
0007: 121@ = 2159.09 
0007: 122@ = 1678.112 
0007: 123@ = 9.6953 
0002: jump @TAXIODD_13604 

:TAXIODD_12796
00BC: show_text_highpriority GXT 'TX_VE33' time 5000 flag 1  // ~s~DESTINATION ~y~Pirates in Men's Pants Casino.
0007: 121@ = 2028.496 
0007: 122@ = 1711.744 
0007: 123@ = 9.6797 
0002: jump @TAXIODD_13604 

:TAXIODD_12849
00BC: show_text_highpriority GXT 'TX_VE34' time 5000 flag 1  // ~s~DESTINATION ~y~Royal Casino.
0007: 121@ = 2076.406 
0007: 122@ = 1519.038 
0007: 123@ = 9.6875 
0002: jump @TAXIODD_13604 

:TAXIODD_12902
00BC: show_text_highpriority GXT 'TX_VE35' time 5000 flag 1  // ~s~DESTINATION ~y~High Roller Casino.
0007: 121@ = 2040.251 
0007: 122@ = 1342.891 
0007: 123@ = 9.6797 
0002: jump @TAXIODD_13604 

:TAXIODD_12955
00BC: show_text_highpriority GXT 'TX_VE36' time 5000 flag 1  // ~s~DESTINATION ~y~Camel's Toe Casino.
0007: 121@ = 2230.47 
0007: 122@ = 1284.891 
0007: 123@ = 9.6797 
0002: jump @TAXIODD_13604 

:TAXIODD_13008
00BC: show_text_highpriority GXT 'TX_VE37' time 5000 flag 1  // ~s~DESTINATION ~y~Come-a-lot Casino.
0007: 121@ = 2074.51 
0007: 122@ = 1162.833 
0007: 123@ = 9.6875 
0002: jump @TAXIODD_13604 

:TAXIODD_13061
00BC: show_text_highpriority GXT 'TX_VE38' time 5000 flag 1  // ~s~DESTINATION ~y~Pink Swan Casino.
0007: 121@ = 2039.257 
0007: 122@ = 1174.172 
0007: 123@ = 9.6797 
0002: jump @TAXIODD_13604 

:TAXIODD_13114
00BC: show_text_highpriority GXT 'TX_VE39' time 5000 flag 1  // ~s~DESTINATION ~y~The Four Dragons Casino.
0007: 121@ = 2040.284 
0007: 122@ = 1005.619 
0007: 123@ = 9.6645 
0002: jump @TAXIODD_13604 

:TAXIODD_13167
00BC: show_text_highpriority GXT 'TX_VE40' time 5000 flag 1  // ~s~DESTINATION ~y~Hospital.
0007: 121@ = 1608.522 
0007: 122@ = 1827.752 
0007: 123@ = 9.8281 
0002: jump @TAXIODD_13604 

:TAXIODD_13220
00BC: show_text_highpriority GXT 'TX_VE41' time 5000 flag 1  // ~s~DESTINATION ~y~Church.
0007: 121@ = 2483.514 
0007: 122@ = 922.5383 
0007: 123@ = 9.8203 
0002: jump @TAXIODD_13604 

:TAXIODD_13273
00BC: show_text_highpriority GXT 'TX_VE42' time 5000 flag 1  // ~s~DESTINATION ~y~24Hrs Men's club.
0007: 121@ = 2544.668 
0007: 122@ = 1016.168 
0007: 123@ = 9.7593 
0002: jump @TAXIODD_13604 

:TAXIODD_13326
00BC: show_text_highpriority GXT 'TX_VE43' time 5000 flag 1  // ~s~DESTINATION ~y~Tiki Hotel.
0007: 121@ = 2491.765 
0007: 122@ = 1533.687 
0007: 123@ = 9.6875 
0002: jump @TAXIODD_13604 

:TAXIODD_13379
00BC: show_text_highpriority GXT 'TX_VE44' time 5000 flag 1  // ~s~DESTINATION ~y~Linden Station.
0007: 121@ = 2828.649 
0007: 122@ = 1292.268 
0007: 123@ = 9.8281 
0002: jump @TAXIODD_13604 

:TAXIODD_13432
00BC: show_text_highpriority GXT 'TX_VE45' time 5000 flag 1  // ~s~DESTINATION ~y~Sex shop.
0007: 121@ = 2524.493 
0007: 122@ = 2297.584 
0007: 123@ = 9.6797 
0002: jump @TAXIODD_13604 

:TAXIODD_13485
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_13510 
0006: 110@ = 0 

:TAXIODD_13510
0662: printstring "UNKNOWN_LAS_VENTURAS_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_VE1' time 5000 flag 1  // ~s~DESTINATION ~y~The oil refinery.
0007: 121@ = 2491.378 
0007: 122@ = 2773.608 
0007: 123@ = 9.764 
0002: jump @TAXIODD_13604 

:TAXIODD_13604
0051: return 

:TAXIODD_13606
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_13646 
0085: 110@ = 148@ // (int) 
000A: 110@ += 1 
0002: jump @TAXIODD_13655 

:TAXIODD_13646
0209: 110@ = random_int_in_ranges 1 28 

:TAXIODD_13655
0871: init_jump_table 110@ total_jumps 27 default_jump 1 @TAXIODD_15344 jumps 1 @TAXIODD_13913 2 @TAXIODD_13966 3 @TAXIODD_14019 4 @TAXIODD_14072 5 @TAXIODD_14125 6 @TAXIODD_14178 7 @TAXIODD_14231 
0872: jump_table_jumps 8 @TAXIODD_14284 9 @TAXIODD_14337 10 @TAXIODD_14390 11 @TAXIODD_14443 12 @TAXIODD_14496 13 @TAXIODD_14549 14 @TAXIODD_14602 15 @TAXIODD_14655 16 @TAXIODD_14708 
0872: jump_table_jumps 17 @TAXIODD_14761 18 @TAXIODD_14814 19 @TAXIODD_14867 20 @TAXIODD_14920 21 @TAXIODD_14973 22 @TAXIODD_15026 23 @TAXIODD_15079 24 @TAXIODD_15132 25 @TAXIODD_15185 
0872: jump_table_jumps 26 @TAXIODD_15238 27 @TAXIODD_15291 -1 @TAXIODD_15461 -1 @TAXIODD_15461 -1 @TAXIODD_15461 -1 @TAXIODD_15461 -1 @TAXIODD_15461 -1 @TAXIODD_15461 -1 @TAXIODD_15461 

:TAXIODD_13913
00BC: show_text_highpriority GXT 'TX_SF1' time 5000 flag 1  // ~s~DESTINATION ~y~Downtown skyscraper.
0007: 121@ = -1974.876 
0007: 122@ = 486.737 
0007: 123@ = 30.371 
0002: jump @TAXIODD_15461 

:TAXIODD_13966
00BC: show_text_highpriority GXT 'TX_SF2' time 5000 flag 1  // ~s~DESTINATION ~y~Skyscraper in King's.
0007: 121@ = -2044.419 
0007: 122@ = 500.771 
0007: 123@ = 35.176 
0002: jump @TAXIODD_15461 

:TAXIODD_14019
00BC: show_text_highpriority GXT 'TX_SF3' time 5000 flag 1  // ~s~DESTINATION ~y~Mall.
0007: 121@ = -2150.581 
0007: 122@ = 251.624 
0007: 123@ = 35.176 
0002: jump @TAXIODD_15461 

:TAXIODD_14072
00BC: show_text_highpriority GXT 'TX_SF4' time 5000 flag 1  // ~s~DESTINATION ~y~Cranberry Station.
0007: 121@ = -1988.513 
0007: 122@ = 138.31 
0007: 123@ = 27.857 
0002: jump @TAXIODD_15461 

:TAXIODD_14125
00BC: show_text_highpriority GXT 'TX_SF5' time 5000 flag 1  // ~s~DESTINATION ~y~Stadium.
0007: 121@ = -2216.399 
0007: 122@ = -297.305 
0007: 123@ = 35.202 
0002: jump @TAXIODD_15461 

:TAXIODD_14178
00BC: show_text_highpriority GXT 'TX_SF6' time 5000 flag 1  // ~s~DESTINATION ~y~Country Club.
0007: 121@ = -2726.428 
0007: 122@ = -310.5865 
0007: 123@ = 6.0313 
0002: jump @TAXIODD_15461 

:TAXIODD_14231
00BC: show_text_highpriority GXT 'TX_SF7' time 5000 flag 1  // ~s~DESTINATION ~y~Cathedral.
0007: 121@ = -2704.649 
0007: 122@ = -3.5644 
0007: 123@ = 3.1953 
0002: jump @TAXIODD_15461 

:TAXIODD_14284
00BC: show_text_highpriority GXT 'TX_SF8' time 5000 flag 1  // ~s~DESTINATION ~y~Library.
0007: 121@ = -2708.997 
0007: 122@ = 127.501 
0007: 123@ = 4.584 
0002: jump @TAXIODD_15461 

:TAXIODD_14337
00BC: show_text_highpriority GXT 'TX_SF9' time 5000 flag 1  // ~s~DESTINATION ~y~City Hall.
0007: 121@ = -2751.905 
0007: 122@ = 376.781 
0007: 123@ = 4.584 
0002: jump @TAXIODD_15461 

:TAXIODD_14390
00BC: show_text_highpriority GXT 'TX_SF10' time 5000 flag 1  // ~s~DESTINATION ~y~Vank Hoff in the Park Hotel.
0007: 121@ = -2415.75 
0007: 122@ = 330.9614 
0007: 123@ = 33.9765 
0002: jump @TAXIODD_15461 

:TAXIODD_14443
00BC: show_text_highpriority GXT 'TX_SF11' time 5000 flag 1  // ~s~DESTINATION ~y~Biffin Bridge Hotel.
0007: 121@ = -2454.926 
0007: 122@ = 138.9312 
0007: 123@ = 33.9765 
0002: jump @TAXIODD_15461 

:TAXIODD_14496
00BC: show_text_highpriority GXT 'TX_SF12' time 5000 flag 1  // ~s~DESTINATION ~y~Central Hashbury.
0007: 121@ = -2499.214 
0007: 122@ = -16.6149 
0007: 123@ = 24.6094 
0002: jump @TAXIODD_15461 

:TAXIODD_14549
00BC: show_text_highpriority GXT 'TX_SF13' time 5000 flag 1  // ~s~DESTINATION ~y~Missionary Hill viewpoint.
0007: 121@ = -2431.735 
0007: 122@ = -198.9205 
0007: 123@ = 34.1563 
0002: jump @TAXIODD_15461 

:TAXIODD_14602
00BC: show_text_highpriority GXT 'TX_SF14' time 5000 flag 1  // ~s~DESTINATION ~y~Downtown skyscraper.
0007: 121@ = -1815.151 
0007: 122@ = 597.754 
0007: 123@ = 38.528 
0002: jump @TAXIODD_15461 

:TAXIODD_14655
00BC: show_text_highpriority GXT 'TX_SF15' time 5000 flag 1  // ~s~DESTINATION ~y~Easter Basin Naval Station.
0007: 121@ = -1530.776 
0007: 122@ = 487.201 
0007: 123@ = 9.44 
0002: jump @TAXIODD_15461 

:TAXIODD_14708
00BC: show_text_highpriority GXT 'TX_SF16' time 5000 flag 1  // ~s~DESTINATION ~y~Easter Basin Docks.
0007: 121@ = -1745.08 
0007: 122@ = 27.759 
0007: 123@ = 5.452 
0002: jump @TAXIODD_15461 

:TAXIODD_14761
00BC: show_text_highpriority GXT 'TX_SF17' time 5000 flag 1  // ~s~DESTINATION ~y~Airport.
0007: 121@ = -1414.557 
0007: 122@ = -301.347 
0007: 123@ = 14.637 
0002: jump @TAXIODD_15461 

:TAXIODD_14814
00BC: show_text_highpriority GXT 'TX_SF18' time 5000 flag 1  // ~s~DESTINATION ~y~Under Gant Bridge.
0007: 121@ = -2618.467 
0007: 122@ = 1432.752 
0007: 123@ = 6.1016 
0002: jump @TAXIODD_15461 

:TAXIODD_14867
00BC: show_text_highpriority GXT 'TX_SF19' time 5000 flag 1  // ~s~DESTINATION ~y~Downtown Square.
0007: 121@ = -1904.765 
0007: 122@ = 882.7293 
0007: 123@ = 34.0156 
0002: jump @TAXIODD_15461 

:TAXIODD_14920
00BC: show_text_highpriority GXT 'TX_SF20' time 5000 flag 1  // ~s~DESTINATION ~y~Top of the twisty path.
0007: 121@ = -2134.729 
0007: 122@ = 919.0828 
0007: 123@ = 78.8438 
0002: jump @TAXIODD_15461 

:TAXIODD_14973
00BC: show_text_highpriority GXT 'TX_SF21' time 5000 flag 1  // ~s~DESTINATION ~y~Burger Shot.
0007: 121@ = -2361.836 
0007: 122@ = 993.0967 
0007: 123@ = 49.6875 
0002: jump @TAXIODD_15461 

:TAXIODD_15026
00BC: show_text_highpriority GXT 'TX_SF22' time 5000 flag 1  // ~s~DESTINATION ~y~Tuff Nut Donuts.
0007: 121@ = -2753.69 
0007: 122@ = 779.9389 
0007: 123@ = 53.2422 
0002: jump @TAXIODD_15461 

:TAXIODD_15079
00BC: show_text_highpriority GXT 'TX_SF23' time 5000 flag 1  // ~s~DESTINATION ~y~Pier 69.
0007: 121@ = -1714.717 
0007: 122@ = 1332.564 
0007: 123@ = 6.0391 
0002: jump @TAXIODD_15461 

:TAXIODD_15132
00BC: show_text_highpriority GXT 'TX_SF24' time 5000 flag 1  // ~s~DESTINATION ~y~Chinatown Gates.
0007: 121@ = -2251.033 
0007: 122@ = 717.7971 
0007: 123@ = 48.2969 
0002: jump @TAXIODD_15461 

:TAXIODD_15185
00BC: show_text_highpriority GXT 'TX_SF25' time 5000 flag 1  // ~s~DESTINATION ~y~The Well Stacked Pizza Co.
0007: 121@ = -1807.813 
0007: 122@ = 936.0701 
0007: 123@ = 23.75 
0002: jump @TAXIODD_15461 

:TAXIODD_15238
00BC: show_text_highpriority GXT 'TX_SF26' time 5000 flag 1  // ~s~DESTINATION ~y~Church.
0007: 121@ = -1969.205 
0007: 122@ = 1115.312 
0007: 123@ = 52.6942 
0002: jump @TAXIODD_15461 

:TAXIODD_15291
00BC: show_text_highpriority GXT 'TX_SF27' time 5000 flag 1  // ~s~DESTINATION ~y~The bridge.
0007: 121@ = -2540.593 
0007: 122@ = 1222.188 
0007: 123@ = 36.4283 
0002: jump @TAXIODD_15461 

:TAXIODD_15344
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_15369 
0006: 110@ = 0 

:TAXIODD_15369
0662: printstring "UNKNOWN_SAN_FIERRO_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_SF1' time 5000 flag 1  // ~s~DESTINATION ~y~Downtown skyscraper.
0007: 121@ = -1974.876 
0007: 122@ = 486.737 
0007: 123@ = 30.371 
0002: jump @TAXIODD_15461 

:TAXIODD_15461
0051: return 

:TAXIODD_15463
0662: printstring "NO_RED_COUNTY_DESTINATIONS_YET" 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_15529 
0006: 110@ = 0 
0002: jump @TAXIODD_15559 

:TAXIODD_15529
0662: printstring "CHOOSING_LOS_SANTOS" 
0050: gosub @TAXIODD_8407 

:TAXIODD_15559
0051: return 

:TAXIODD_15561
0662: printstring "NO_FLINT_COUNTY_DESTINATIONS_YET" 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_15629 
0006: 110@ = 0 
0002: jump @TAXIODD_15659 

:TAXIODD_15629
0662: printstring "CHOOSING_SAN_FIERRO" 
0050: gosub @TAXIODD_13606 

:TAXIODD_15659
0051: return 

:TAXIODD_15661
0662: printstring "NO_WHETSTONE_DESTINATIONS_YET" 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_15726 
0006: 110@ = 0 
0002: jump @TAXIODD_15756 

:TAXIODD_15726
0662: printstring "CHOOSING_SAN_FIERRO" 
0050: gosub @TAXIODD_13606 

:TAXIODD_15756
0051: return 

:TAXIODD_15758
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_15798 
0085: 110@ = 148@ // (int) 
000A: 110@ += 1 
0002: jump @TAXIODD_15807 

:TAXIODD_15798
0209: 110@ = random_int_in_ranges 1 3 

:TAXIODD_15807
0871: init_jump_table 110@ total_jumps 2 default_jump 1 @TAXIODD_15976 jumps 1 @TAXIODD_15870 2 @TAXIODD_15923 -1 @TAXIODD_16096 -1 @TAXIODD_16096 -1 @TAXIODD_16096 -1 @TAXIODD_16096 -1 @TAXIODD_16096 

:TAXIODD_15870
00BC: show_text_highpriority GXT 'TX_TR1' time 5000 flag 1  // ~s~DESTINATION ~y~Art-Deco Cafe.
0007: 121@ = -1934.078 
0007: 122@ = 2382.762 
0007: 123@ = 48.5 
0002: jump @TAXIODD_16096 

:TAXIODD_15923
00BC: show_text_highpriority GXT 'TX_TR2' time 5000 flag 1  // ~s~DESTINATION ~y~The Smokin' Beef Grill.
0007: 121@ = -846.9434 
0007: 122@ = 1528.154 
0007: 123@ = 20.551 
0002: jump @TAXIODD_16096 

:TAXIODD_15976
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_16001 
0006: 110@ = 0 

:TAXIODD_16001
0662: printstring "UNKNOWN_TIERRA_ROBADA_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_TR1' time 5000 flag 1  // ~s~DESTINATION ~y~Art-Deco Cafe.
0007: 121@ = -1934.078 
0007: 122@ = 2382.762 
0007: 123@ = 48.5 
0002: jump @TAXIODD_16096 

:TAXIODD_16096
0051: return 

:TAXIODD_16098
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_16138 
0085: 110@ = 148@ // (int) 
000A: 110@ += 1 
0002: jump @TAXIODD_16147 

:TAXIODD_16138
0209: 110@ = random_int_in_ranges 1 6 

:TAXIODD_16147
0871: init_jump_table 110@ total_jumps 5 default_jump 1 @TAXIODD_16475 jumps 1 @TAXIODD_16210 2 @TAXIODD_16263 3 @TAXIODD_16316 4 @TAXIODD_16369 5 @TAXIODD_16422 -1 @TAXIODD_16593 -1 @TAXIODD_16593 

:TAXIODD_16210
00BC: show_text_highpriority GXT 'TX_BC1' time 5000 flag 1  // ~s~DESTINATION ~y~The Big Spread Ranch.
0007: 121@ = 689.646 
0007: 122@ = 1943.252 
0007: 123@ = 4.539 
0002: jump @TAXIODD_16593 

:TAXIODD_16263
00BC: show_text_highpriority GXT 'TX_BC2' time 5000 flag 1  // ~s~DESTINATION ~y~The Sherman Dam.
0007: 121@ = -904.3732 
0007: 122@ = 2007.643 
0007: 123@ = 59.9141 
0002: jump @TAXIODD_16593 

:TAXIODD_16316
00BC: show_text_highpriority GXT 'TX_BC3' time 5000 flag 1  // ~s~DESTINATION ~y~Desert Airfield.
0007: 121@ = 392.0225 
0007: 122@ = 2547.806 
0007: 123@ = 15.5568 
0002: jump @TAXIODD_16593 

:TAXIODD_16369
00BC: show_text_highpriority GXT 'TX_BC4' time 5000 flag 1  // ~s~DESTINATION ~y~Shooting Range.
0007: 121@ = 832.8276 
0007: 122@ = 1705.429 
0007: 123@ = 4.8587 
0002: jump @TAXIODD_16593 

:TAXIODD_16422
00BC: show_text_highpriority GXT 'TX_BC5' time 5000 flag 1  // ~s~DESTINATION ~y~Lil' Probe Inn.
0007: 121@ = -84.9834 
0007: 122@ = 1358.616 
0007: 123@ = 9.3644 
0002: jump @TAXIODD_16593 

:TAXIODD_16475
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_16500 
0006: 110@ = 0 

:TAXIODD_16500
0662: printstring "UNKNOWN_BONE_COUNTY_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_BC1' time 5000 flag 1  // ~s~DESTINATION ~y~The Big Spread Ranch.
0007: 121@ = 689.646 
0007: 122@ = 1943.252 
0007: 123@ = 4.539 
0002: jump @TAXIODD_16593 

:TAXIODD_16593
0051: return 

:TAXIODD_16595
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @TAXIODD_16644 
000A: 48@ += 1 
00D6: if 
0019:   48@ > 2 
004D: jump_if_false @TAXIODD_16642 
0006: 48@ = 0 

:TAXIODD_16642
086A: NOP 

:TAXIODD_16644
00D6: if 
0039:   48@ == 1 
004D: jump_if_false @TAXIODD_16819 
008A: $8202 = 38@ // (int) 
008A: $8203 = 39@ // (int) 
008A: $8204 = 47@ // (int) 
0084: $8205 = $TOTAL_PASSENGERS_DROPPEDOFF // (int) 
008A: $8206 = 146@ // (int) 
0004: $8207 = 0 
0004: $8208 = 0 
0004: $8209 = 0 
065D: NOP $8202 "M_STAGE" 
065D: NOP $8203 "M_GOALS" 
065D: NOP $8206 "CLEANUP_TESTING" 
065D: NOP $8204 "M_MISSION_TIMER" 
065D: NOP $8205 "TOTAL_TAXI_PASSED" 

:TAXIODD_16819
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @TAXIODD_16837 

:TAXIODD_16837
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @TAXIODD_16859 
0006: 40@ = 1 

:TAXIODD_16859
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @TAXIODD_16947 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @TAXIODD_16922 
0006: 41@ = 1 
0662: printstring "LEVEL_PAUSED" 
0002: jump @TAXIODD_16947 

:TAXIODD_16922
0006: 41@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:TAXIODD_16947
0051: return 

:TAXIODD_16949
00D6: if 
8736:   not is_keyboard_key_just_pressed 74 
004D: jump_if_false @TAXIODD_16966 
0051: return 

:TAXIODD_16966
00D6: if 
0039:   38@ == 2 
004D: jump_if_false @TAXIODD_17023 
0395: clear_area 0 at 121@ 122@ 123@ radius 10.0 
00A1: put_actor $PLAYER_ACTOR at 121@ 122@ 123@ 
0006: 39@ = 1 

:TAXIODD_17023
0051: return 

:TAXIODD_17025
0006: 147@ = 0 
0006: 148@ = 0 

:TAXIODD_17039
0006: 110@ = 0 
0871: init_jump_table 147@ total_jumps 8 default_jump 1 @TAXIODD_17549 jumps 0 @TAXIODD_17174 1 @TAXIODD_17220 2 @TAXIODD_17268 3 @TAXIODD_17314 4 @TAXIODD_17360 5 @TAXIODD_17408 6 @TAXIODD_17453 
0872: jump_table_jumps 7 @TAXIODD_17502 -1 @TAXIODD_17556 -1 @TAXIODD_17556 -1 @TAXIODD_17556 -1 @TAXIODD_17556 -1 @TAXIODD_17556 -1 @TAXIODD_17556 -1 @TAXIODD_17556 -1 @TAXIODD_17556 

:TAXIODD_17174
0050: gosub @TAXIODD_8407 
00D6: if 
8039:   not  110@ == 0 
004D: jump_if_false @TAXIODD_17213 
0662: printstring "LOS_SANTOS" 

:TAXIODD_17213
0002: jump @TAXIODD_17556 

:TAXIODD_17220
0050: gosub @TAXIODD_10663 
00D6: if 
8039:   not  110@ == 0 
004D: jump_if_false @TAXIODD_17261 
0662: printstring "LAS_VENTURAS" 

:TAXIODD_17261
0002: jump @TAXIODD_17556 

:TAXIODD_17268
0050: gosub @TAXIODD_13606 
00D6: if 
8039:   not  110@ == 0 
004D: jump_if_false @TAXIODD_17307 
0662: printstring "SAN_FIERRO" 

:TAXIODD_17307
0002: jump @TAXIODD_17556 

:TAXIODD_17314
0050: gosub @TAXIODD_15463 
00D6: if 
8039:   not  110@ == 0 
004D: jump_if_false @TAXIODD_17353 
0662: printstring "RED_COUNTY" 

:TAXIODD_17353
0002: jump @TAXIODD_17556 

:TAXIODD_17360
0050: gosub @TAXIODD_15561 
00D6: if 
8039:   not  110@ == 0 
004D: jump_if_false @TAXIODD_17401 
0662: printstring "FLINT_COUNTY" 

:TAXIODD_17401
0002: jump @TAXIODD_17556 

:TAXIODD_17408
0050: gosub @TAXIODD_15661 
00D6: if 
8039:   not  110@ == 0 
004D: jump_if_false @TAXIODD_17446 
0662: printstring "WHETSTONE" 

:TAXIODD_17446
0002: jump @TAXIODD_17556 

:TAXIODD_17453
0050: gosub @TAXIODD_15758 
00D6: if 
8039:   not  110@ == 0 
004D: jump_if_false @TAXIODD_17495 
0662: printstring "TIERRA_ROBADA" 

:TAXIODD_17495
0002: jump @TAXIODD_17556 

:TAXIODD_17502
0050: gosub @TAXIODD_16098 
00D6: if 
8039:   not  110@ == 0 
004D: jump_if_false @TAXIODD_17542 
0662: printstring "BONE_COUNTY" 

:TAXIODD_17542
0002: jump @TAXIODD_17556 

:TAXIODD_17549
0006: 147@ = -1 

:TAXIODD_17556
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @TAXIODD_17599 
0001: wait 0 ms 
000A: 147@ += 1 
0006: 148@ = 0 
0002: jump @TAXIODD_17039 

:TAXIODD_17599
0663: printint "J_A_D___ID" 110@ 

:TAXIODD_17616
00D6: if 
8736:   not is_keyboard_key_just_pressed 74 
004D: jump_if_false @TAXIODD_17700 
00D6: if 
0736:   is_keyboard_key_just_pressed 65 
004D: jump_if_false @TAXIODD_17660 
000A: 147@ += 1 
0002: jump @TAXIODD_17039 

:TAXIODD_17660
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @TAXIODD_17689 
000A: 148@ += 1 
0002: jump @TAXIODD_17039 

:TAXIODD_17689
0001: wait 0 ms 
0002: jump @TAXIODD_17616 

:TAXIODD_17700
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TAXIODD_17744 
018A: 97@ = create_checkpoint_at 121@ 122@ 123@ 
00A1: put_actor $PLAYER_ACTOR at 121@ 122@ 123@ 

:TAXIODD_17744
000A: 148@ += 1 
0662: printstring "PRESS_N_FOR_NEXT_FARE" 

:TAXIODD_17776
00D6: if 
8736:   not is_keyboard_key_just_pressed 78 
004D: jump_if_false @TAXIODD_17802 
0001: wait 0 ms 
0002: jump @TAXIODD_17776 

:TAXIODD_17802
0164: disable_marker 97@ 
0001: wait 0 ms 
0002: jump @TAXIODD_17039 
0051: return 

:TAXIODD_17820
000A: 43@ += 1 
00D6: if 
0019:   43@ > 9 
004D: jump_if_false @TAXIODD_17852 
0006: 43@ = 0 

:TAXIODD_17852
0051: return 

:TAXIODD_17854
01BD: 44@ = current_time_in_ms 
0085: 46@ = 44@ // (int) 
0062: 46@ -= 45@ // (int) 
0085: 45@ = 44@ // (int) 
005A: 47@ += 46@ // (int) 
0051: return 

:TAXIODD_17893
000A: 38@ += 1 
0006: 39@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:TAXIODD_17923
0006: 38@ = 1 
0006: 39@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:TAXIODD_17953
0051: return 

:TAXIODD_17955
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TAXIODD_17982 
0001: wait 0 ms 
0002: jump @TAXIODD_17955 

:TAXIODD_17982
0050: gosub @TAXIODD_18128 
0050: gosub @TAXIODD_18164 
00D6: if 
0038:   $183 == 0 
004D: jump_if_false @TAXIODD_18032 
03E5: show_text_box 'TX_H1'  // Stop near a highlighted pedestrian to pick them up then drive them to their destination before the time runs out.
0004: $183 = 1 

:TAXIODD_18032
0050: gosub @TAXIODD_2884 
0006: 109@ = 0 
0006: 112@ = 0 
0006: 113@ = 0 
0004: $8198 = 0 
03C4: set_status_text $8198 type 0 GXT 'TX_TOTL' // global_variable  // FARES
0004: $8199 = 0 
0006: 114@ = 5 
0006: 115@ = 500 
0006: 94@ = -1 
0006: 95@ = -1 
0050: gosub @TAXIODD_17893 
0051: return 

:TAXIODD_18128
0247: load_model #CR_AMMOBOX 
038B: load_requested_models 

:TAXIODD_18135
00D6: if 
8248:   not model #CR_AMMOBOX available 
004D: jump_if_false @TAXIODD_18162 
0001: wait 0 ms 
0002: jump @TAXIODD_18135 

:TAXIODD_18162
0051: return 

:TAXIODD_18164
04ED: load_animation "MISC" 

:TAXIODD_18172
00D6: if 
84EE:   not animation "MISC" loaded 
004D: jump_if_false @TAXIODD_18202 
0001: wait 0 ms 
0002: jump @TAXIODD_18172 

:TAXIODD_18202
0051: return 

:TAXIODD_18204
00D6: if 
0039:   132@ == 1 
004D: jump_if_false @TAXIODD_18244 
0085: 51@ = 111@ // (int) 
0016: 51@ /= 16 
0002: jump @TAXIODD_18259 

:TAXIODD_18244
0085: 51@ = 111@ // (int) 
0016: 51@ /= 40 

:TAXIODD_18259
0085: 52@ = 51@ // (int) 
0109: player $PLAYER_CHAR money = 51@ 
01E3: show_text_1number_styled GXT 'TX_PAY' number 51@ time 6000 style 6  // $~1~
018C: play_sound 1058 at 0.0 0.0 0.0 
005A: 109@ += 51@ // (int) 
0008: $8198 += 1 
0008: $TOTAL_PASSENGERS_DROPPEDOFF += 1 
0006: 142@ = 0 
00D6: if 
003C:   $8198 == 114@ // (int) 
004D: jump_if_false @TAXIODD_18430 
036D: show_text_2numbers_styled GXT 'TX_SEQ' numbers $8198 115@ time 5000 style 5  // ~1~ IN A ROW bonus! $~1~
0109: player $PLAYER_CHAR money = 115@ 
005A: 109@ += 115@ // (int) 
0006: 142@ = 1 
005A: 52@ += 115@ // (int) 
000A: 114@ += 5 
000A: 115@ += 500 

:TAXIODD_18430
00D6: if and
0038:   $MISSION_TAXI_PASSED == 0 
0018:   $TOTAL_PASSENGERS_DROPPEDOFF > 49 
004D: jump_if_false @TAXIODD_18538 
0595: mission_complete 
030C: progress_made = 1 
0394: play_music 2 
00BA: show_text_styled GXT 'TX_DONE' time 5000 style 5  // Taxi Missions Complete!
00BC: show_text_highpriority GXT 'TX_NTRO' time 7000 flag 1  // All taxis have Nitro.
0006: 144@ = 1 
0085: 106@ = 47@ // (int) 
000A: 106@ += 7000 
0572: toggle_taxi_nitros 1 
0004: $MISSION_TAXI_PASSED = 1 
0002: jump @TAXIODD_18699 

:TAXIODD_18538
00D6: if 
0018:   $8200 > 0 
004D: jump_if_false @TAXIODD_18631 
00D6: if 
0039:   142@ == 1 
004D: jump_if_false @TAXIODD_18597 
00BA: show_text_styled GXT 'TX_FAST' time 5000 style 4  // SPEED BONUS!
0002: jump @TAXIODD_18613 

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

:TAXIODD_18613
0947: actor 88@ speak_from_audio_table 226 store_spoken_phrase_id_to 116@ 
0002: jump @TAXIODD_18699 

:TAXIODD_18631
00D6: if 
0039:   142@ == 1 
004D: jump_if_false @TAXIODD_18672 
00BA: show_text_styled GXT 'TX_WIN' time 5000 style 4  // Fare complete!
0002: jump @TAXIODD_18688 

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

:TAXIODD_18688
0947: actor 88@ speak_from_audio_table 225 store_spoken_phrase_id_to 116@ 

:TAXIODD_18699
0A10: increase_integer_stat 150 by 1 
0A10: increase_integer_stat 149 by 52@ 
0051: return 

:TAXIODD_18716
0008: $8199 += 10000 
0151: remove_status_text $8200 
0006: 132@ = 0 
0006: 125@ = 0 
0050: gosub @TAXIODD_17923 
0051: return 

:TAXIODD_18752
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @TAXIODD_18780 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
000E: 146@ -= 1 

:TAXIODD_18780
0164: disable_marker 96@ 
0164: disable_marker 97@ 
0151: remove_status_text $8200 
0006: 132@ = 0 
0006: 126@ = 0 
0050: gosub @TAXIODD_17923 
0051: return 

:TAXIODD_18818
00BA: show_text_styled GXT 'TX_END' time 5000 style 5  // Taxi mission over
01E3: show_text_1number_styled GXT 'TX_PAY' number 109@ time 6000 style 6  // $~1~
03EB: clear_small_messages_only 
0871: init_jump_table 108@ total_jumps 3 default_jump 0 @TAXIODD_18987 jumps 1 @TAXIODD_18918 2 @TAXIODD_18941 3 @TAXIODD_18964 -1 @TAXIODD_18987 -1 @TAXIODD_18987 -1 @TAXIODD_18987 -1 @TAXIODD_18987 

:TAXIODD_18918
00BC: show_text_highpriority GXT 'TX_F1' time 5000 flag 1  // ~r~Not in taxi!
0002: jump @TAXIODD_18987 

:TAXIODD_18941
00BC: show_text_highpriority GXT 'TX_F2' time 5000 flag 1  // ~r~Out of time!
0002: jump @TAXIODD_18987 

:TAXIODD_18964
00BC: show_text_highpriority GXT 'TX_F3' time 5000 flag 1  // ~r~Taxi destroyed!
0002: jump @TAXIODD_18987 

:TAXIODD_18987
03E6: remove_text_box 
0051: return 

:TAXIODD_18991
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @TAXIODD_19068 
0647: AS_actor 88@ clear_look_task 
00D6: if 
0119:   car 89@ wrecked 
004D: jump_if_false @TAXIODD_19042 
0050: gosub @TAXIODD_6415 
0002: jump @TAXIODD_19068 

:TAXIODD_19042
00D6: if 
80DB:   not actor 88@ in_car 89@ 
004D: jump_if_false @TAXIODD_19068 
0050: gosub @TAXIODD_6415 

:TAXIODD_19068
01C3: remove_references_to_car 89@ 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
0006: 49@ = 0 

:TAXIODD_19085
01C4: remove_references_to_object 90@(49@,4i) // This object will now disappear when the player looks away 
000A: 49@ += 1 
0029:   49@ >= 4 
004D: jump_if_false @TAXIODD_19085 
0164: disable_marker 96@ 
0164: disable_marker 97@ 
0006: 49@ = 0 

:TAXIODD_19132
0164: disable_marker 98@(49@,3i) 
000A: 49@ += 1 
0029:   49@ >= 3 
004D: jump_if_false @TAXIODD_19132 
0151: remove_status_text $8198 
014F: stop_timer $8199 
0151: remove_status_text $8200 
04EF: release_animation "MISC" 
0249: release_model #CR_AMMOBOX 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
06D0: enable_emergency_traffic 1 
06D7: enable_train_traffic 1 
0084: $56 = $8201 // (int) 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $411 = 0 
0004: $ONMISSION = 0 
0004: $ONMISSION_TAXI = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 122---------------
// Originally: Paramedic Sub-Mission

:AMBULAN
0050: gosub @AMBULAN_16 
0050: gosub @AMBULAN_13159 
004E: end_thread 

:AMBULAN_16
0004: $ONMISSION = 1 
0004: $ONMISSION_PARAMEDIC = 1 
03A4: name_thread 'AMBULAN' 
00D6: if 
0038:   $1487 == 0 
004D: jump_if_false @AMBULAN_61 
0317: increment_mission_attempts 

:AMBULAN_61
0001: wait 0 ms 
08F4: set_max_group_members 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @AMBULAN_221 
00D9: 213@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00D6: if 
8431:   not car 213@ passenger_seat_free 0 
004D: jump_if_false @AMBULAN_134 
0432: 81@ = get_actor_handle_from_car 213@ passenger_seat 0 
0622: AS_actor 81@ bail_car 213@ 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 

:AMBULAN_134
00D6: if 
8431:   not car 213@ passenger_seat_free 1 
004D: jump_if_false @AMBULAN_175 
0432: 81@ = get_actor_handle_from_car 213@ passenger_seat 1 
0622: AS_actor 81@ bail_car 213@ 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 

:AMBULAN_175
00D6: if 
8431:   not car 213@ passenger_seat_free 2 
004D: jump_if_false @AMBULAN_216 
0432: 81@ = get_actor_handle_from_car 213@ passenger_seat 2 
0622: AS_actor 81@ bail_car 213@ 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 

:AMBULAN_216
01C3: remove_references_to_car 213@ 

:AMBULAN_221
060A: create_decision_maker_type 0 store_to 235@ // decision\allowed\m_.ped files 
054C: use_GXT_table 'AMBULAE' 
08F8: display_stat_update_box 1 
0004: $8210 = 20000 
0006: 34@ = 0 
0006: 39@ = 0 
0006: 40@ = 0 
0006: 41@ = 0 
0006: 42@ = 0 
0006: 43@ = 0 
0006: 37@ = 1 
0006: 36@ = 0 
0006: 83@ = 0 
0006: 86@ = 0 
0006: 89@ = 0 
0006: 92@ = 0 
0006: 95@ = 0 
0006: 58@ = 0 
0006: 61@ = 0 
0006: 64@ = 0 
0006: 67@ = 0 
0006: 70@ = 0 
0006: 73@ = 0 
0006: 76@ = 0 
0006: 46@ = 0 
0007: 189@ = 10.0 
0004: $PARAMEDIC_MISSION_LEVEL = 1 
0006: 48@ = 0 
0006: 49@ = 0 
0006: 44@ = 0 
0006: 45@ = 0 
0006: 51@ = 0 
0006: 52@ = 0 
0006: 53@ = 0 
0006: 50@ = 0 
0006: 55@ = 0 
0006: 79@ = 0 
0007: 176@ = 0.0 
0007: 177@ = 0.0 
0007: 178@ = 0.0 
0006: 99@ = 0 

:AMBULAN_522
00D6: if 
001B:   13 > 99@ 
004D: jump_if_false @AMBULAN_658 
0006: 100@(99@,13i) = 0 
0007: 113@(99@,13f) = 0.0 
0007: 126@(99@,13f) = 0.0 
0007: 139@(99@,13f) = 0.0 
0006: 152@(99@,13i) = 0 
00D6: if 
001B:   10 > 99@ 
004D: jump_if_false @AMBULAN_644 
0006: 214@(99@,10i) = 0 
0006: 224@(99@,10i) = 0 

:AMBULAN_644
000A: 99@ += 1 
0002: jump @AMBULAN_522 

:AMBULAN_658
0006: 99@ = 0 
0006: 96@ = 0 
0006: 97@ = 0 
0006: 234@ = 0 
0004: $8212 = 0 
0007: 238@ = 0.0 

:AMBULAN_703
00D6: if 
001B:   10 > 99@ 
004D: jump_if_false @AMBULAN_836 
00D6: if 
07E8:   acquaintance 4 of_actors_type 99@ to_actors_type 0 set 
004D: jump_if_false @AMBULAN_775 
0006: 224@(99@,10i) = 1 
000A: 234@ += 1 
0747: clear_acquaintance 4 of_actors_pedtype 99@ to_actors_pedtype 0 // see ped.dat 
0002: jump @AMBULAN_822 

:AMBULAN_775
00D6: if 
07E8:   acquaintance 3 of_actors_type 99@ to_actors_type 0 set 
004D: jump_if_false @AMBULAN_822 
0006: 214@(99@,10i) = 1 
000A: 234@ += 1 
0747: clear_acquaintance 3 of_actors_pedtype 99@ to_actors_pedtype 0 // see ped.dat 

:AMBULAN_822
000A: 99@ += 1 
0002: jump @AMBULAN_703 

:AMBULAN_836
0006: 99@ = 0 
00BC: show_text_highpriority GXT 'ATUTOR2' time 3000 flag 1  // ~s~Drive the ~b~patients~s~ to ~y~Hospital~s~ CAREFULLY. Each bump reduces their chances of survival.
03C7: set_sensitivity_to_crime 0.5 
00A0: store_actor $PLAYER_ACTOR position_to 201@ 202@ 203@ 
0007: 212@ = 9999999.0 
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
00D6: if 
001A:   2 > $STAT_UNLOCKED_CITIES_NUMBER 
004D: jump_if_false @AMBULAN_1470 
00D6: if 
0038:   $STAT_UNLOCKED_CITIES_NUMBER == 0 
004D: jump_if_false @AMBULAN_1130 
050A: 204@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 2004.96 -1442.96 12.56 
00D6: if 
0025:   212@ > 204@ // (float) 
004D: jump_if_false @AMBULAN_997 
0087: 212@ = 204@ // (float) 
0006: 213@ = 1 

:AMBULAN_997
050A: 205@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1180.85 -1325.57 12.58 
00D6: if 
0025:   212@ > 205@ // (float) 
004D: jump_if_false @AMBULAN_1060 
0087: 212@ = 205@ // (float) 
0006: 213@ = 2 

:AMBULAN_1060
050A: 208@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1244.437 331.2261 18.5547 
00D6: if 
0025:   212@ > 208@ // (float) 
004D: jump_if_false @AMBULAN_1123 
0087: 212@ = 208@ // (float) 
0006: 213@ = 5 

:AMBULAN_1123
0002: jump @AMBULAN_1463 

:AMBULAN_1130
00D6: if 
0038:   $STAT_UNLOCKED_CITIES_NUMBER == 1 
004D: jump_if_false @AMBULAN_1463 
050A: 204@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 2004.96 -1442.96 12.56 
00D6: if 
0025:   212@ > 204@ // (float) 
004D: jump_if_false @AMBULAN_1211 
0087: 212@ = 204@ // (float) 
0006: 213@ = 1 

:AMBULAN_1211
050A: 205@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1180.85 -1325.57 12.58 
00D6: if 
0025:   212@ > 205@ // (float) 
004D: jump_if_false @AMBULAN_1274 
0087: 212@ = 205@ // (float) 
0006: 213@ = 2 

:AMBULAN_1274
050A: 208@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1244.437 331.2261 18.5547 
00D6: if 
0025:   212@ > 208@ // (float) 
004D: jump_if_false @AMBULAN_1337 
0087: 212@ = 208@ // (float) 
0006: 213@ = 5 

:AMBULAN_1337
050A: 209@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ -2198.693 -2290.105 29.625 
00D6: if 
0025:   212@ > 209@ // (float) 
004D: jump_if_false @AMBULAN_1400 
0087: 212@ = 209@ // (float) 
0006: 213@ = 6 

:AMBULAN_1400
050A: 210@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ -2670.285 616.4364 13.4531 
00D6: if 
0025:   212@ > 210@ // (float) 
004D: jump_if_false @AMBULAN_1463 
0087: 212@ = 210@ // (float) 
0006: 213@ = 7 

:AMBULAN_1463
0002: jump @AMBULAN_1974 

:AMBULAN_1470
050A: 204@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 2004.96 -1442.96 12.56 
00D6: if 
0025:   212@ > 204@ // (float) 
004D: jump_if_false @AMBULAN_1533 
0087: 212@ = 204@ // (float) 
0006: 213@ = 1 

:AMBULAN_1533
050A: 205@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1180.85 -1325.57 12.58 
00D6: if 
0025:   212@ > 205@ // (float) 
004D: jump_if_false @AMBULAN_1596 
0087: 212@ = 205@ // (float) 
0006: 213@ = 2 

:AMBULAN_1596
050A: 206@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ -316.3832 1056.045 18.7344 
00D6: if 
0025:   212@ > 206@ // (float) 
004D: jump_if_false @AMBULAN_1659 
0087: 212@ = 206@ // (float) 
0006: 213@ = 3 

:AMBULAN_1659
050A: 207@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ -1514.823 2527.119 54.7443 
00D6: if 
0025:   212@ > 207@ // (float) 
004D: jump_if_false @AMBULAN_1722 
0087: 212@ = 207@ // (float) 
0006: 213@ = 4 

:AMBULAN_1722
050A: 208@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1244.437 331.2261 18.5547 
00D6: if 
0025:   212@ > 208@ // (float) 
004D: jump_if_false @AMBULAN_1785 
0087: 212@ = 208@ // (float) 
0006: 213@ = 5 

:AMBULAN_1785
050A: 209@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ -2198.693 -2290.105 29.625 
00D6: if 
0025:   212@ > 209@ // (float) 
004D: jump_if_false @AMBULAN_1848 
0087: 212@ = 209@ // (float) 
0006: 213@ = 6 

:AMBULAN_1848
050A: 210@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ -2670.285 616.4364 13.4531 
00D6: if 
0025:   212@ > 210@ // (float) 
004D: jump_if_false @AMBULAN_1911 
0087: 212@ = 210@ // (float) 
0006: 213@ = 7 

:AMBULAN_1911
050A: 211@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1578.446 1770.682 9.8358 
00D6: if 
0025:   212@ > 211@ // (float) 
004D: jump_if_false @AMBULAN_1974 
0087: 212@ = 211@ // (float) 
0006: 213@ = 8 

:AMBULAN_1974
0871: init_jump_table 213@ total_jumps 8 default_jump 1 @AMBULAN_2958 jumps 1 @AMBULAN_2102 2 @AMBULAN_2209 3 @AMBULAN_2316 4 @AMBULAN_2423 5 @AMBULAN_2530 6 @AMBULAN_2637 7 @AMBULAN_2744 
0872: jump_table_jumps 8 @AMBULAN_2851 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 

:AMBULAN_2102
0007: 167@ = 2004.96 
0007: 168@ = -1442.96 
0007: 169@ = 12.56 
0007: 173@ = 2026.0 
0007: 174@ = -1423.0 
0007: 175@ = 17.0 
0007: 197@ = 1200.0 
0007: 198@ = 2930.0 
0007: 199@ = -2213.0 
0007: 200@ = -1012.0 
0002: jump @AMBULAN_3065 

:AMBULAN_2209
0007: 167@ = 1180.85 
0007: 168@ = -1325.57 
0007: 169@ = 12.58 
0007: 173@ = 1172.0 
0007: 174@ = -1324.0 
0007: 175@ = 15.0 
0007: 197@ = 450.0 
0007: 198@ = 1800.0 
0007: 199@ = -1900.0 
0007: 200@ = -870.0 
0002: jump @AMBULAN_3065 

:AMBULAN_2316
0007: 167@ = -316.3832 
0007: 168@ = 1056.045 
0007: 169@ = 18.7344 
0007: 173@ = -316.0 
0007: 174@ = 1050.0 
0007: 175@ = 20.0 
0007: 197@ = -860.0 
0007: 198@ = 185.0 
0007: 199@ = 749.0 
0007: 200@ = 1616.0 
0002: jump @AMBULAN_3065 

:AMBULAN_2423
0007: 167@ = -1514.006 
0007: 168@ = 2532.013 
0007: 169@ = 54.7443 
0007: 173@ = -1515.0 
0007: 174@ = 2520.0 
0007: 175@ = 56.0 
0007: 197@ = -1684.0 
0007: 198@ = -702.0 
0007: 199@ = 1465.0 
0007: 200@ = 2749.9 
0002: jump @AMBULAN_3065 

:AMBULAN_2530
0007: 167@ = 1225.0 
0007: 168@ = 302.0 
0007: 169@ = 20.0 
0007: 173@ = 1227.0 
0007: 174@ = 289.5 
0007: 175@ = 22.64 
0007: 197@ = 100.0 
0007: 198@ = 2604.0 
0007: 199@ = -720.0 
0007: 200@ = 465.0 
0002: jump @AMBULAN_3065 

:AMBULAN_2637
0007: 167@ = -2198.693 
0007: 168@ = -2290.105 
0007: 169@ = 29.625 
0007: 173@ = -2204.728 
0007: 174@ = -2296.302 
0007: 175@ = 29.6181 
0007: 197@ = -2598.0 
0007: 198@ = -1500.0 
0007: 199@ = -2700.0 
0007: 200@ = -1700.0 
0002: jump @AMBULAN_3065 

:AMBULAN_2744
0007: 167@ = -2670.285 
0007: 168@ = 616.4364 
0007: 169@ = 13.4531 
0007: 173@ = -2677.0 
0007: 174@ = 632.0 
0007: 175@ = 14.0 
0007: 197@ = -2820.0 
0007: 198@ = -1784.0 
0007: 199@ = 29.0 
0007: 200@ = 1180.0 
0002: jump @AMBULAN_3065 

:AMBULAN_2851
0007: 167@ = 1578.446 
0007: 168@ = 1770.682 
0007: 169@ = 9.8358 
0007: 173@ = 1582.0 
0007: 174@ = 1765.0 
0007: 175@ = 11.0 
0007: 197@ = 1000.0 
0007: 198@ = 2600.0 
0007: 199@ = 772.0 
0007: 200@ = 2400.0 
0002: jump @AMBULAN_3065 

:AMBULAN_2958
0007: 167@ = 2004.96 
0007: 168@ = -1442.96 
0007: 169@ = 12.56 
0007: 173@ = 2026.0 
0007: 174@ = -1423.0 
0007: 175@ = 17.0 
0007: 197@ = 1200.0 
0007: 198@ = 2930.0 
0007: 199@ = -2213.0 
0007: 200@ = -1012.0 
0002: jump @AMBULAN_3065 

:AMBULAN_3065
03C3: set_timer_to $8210 type 1 GXT 'AMBTIME' // global_variable  // TIME LEFT
04F7: status_text $8212 type 0 line 2 GXT 'AMBSEAT' // global_variable  // SEATS FREE
04F7: status_text $PARAMEDIC_MISSION_LEVEL type 0 line 1 GXT 'ALEV' // global_variable  // LEVEL
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @AMBULAN_3149 
018A: 47@ = create_checkpoint_at 167@ 168@ 169@ 

:AMBULAN_3149
014F: stop_timer $8210 

:AMBULAN_3154
00D6: if 
001D:   37@ > 36@ // (int) 
004D: jump_if_false @AMBULAN_3355 
0050: gosub @AMBULAN_7829 
0087: 113@(36@,13f) = 176@ // (float) 
0087: 126@(36@,13f) = 177@ // (float) 
0087: 139@(36@,13f) = 178@ // (float) 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @AMBULAN_3241 
0002: jump @AMBULAN_13159 

:AMBULAN_3241
0050: gosub @AMBULAN_10937 
0085: 152@(36@,13i) = 35@ // (int) 
00D6: if 
0019:   152@(36@,13i) > 45000 
004D: jump_if_false @AMBULAN_3306 
0006: 152@(36@,13i) = 45000 
0002: jump @AMBULAN_3341 

:AMBULAN_3306
00D6: if 
001B:   15000 > 152@(36@,13i) 
004D: jump_if_false @AMBULAN_3341 
0006: 152@(36@,13i) = 15000 

:AMBULAN_3341
000A: 36@ += 1 
0002: jump @AMBULAN_3154 

:AMBULAN_3355
0050: gosub @AMBULAN_3747 
00D6: if 
0019:   37@ > 3 
004D: jump_if_false @AMBULAN_3394 
0006: 45@ = 1 
0002: jump @AMBULAN_3401 

:AMBULAN_3394
0006: 45@ = 0 

:AMBULAN_3401
0006: 51@ = 0 
00D6: if 
001B:   2 > 37@ 
004D: jump_if_false @AMBULAN_3537 
0085: 48@ = 35@ // (int) 
0072: 48@ /= 37@ // (int) 
0016: 48@ /= 2 
0085: 38@ = 37@ // (int) 
000A: 38@ += 1 
006A: 48@ *= 38@ // (int) 
005E: $8210 += 48@ // (int) 
0074: $8210 /= 37@ // (int) 
0085: 48@ = 35@ // (int) 
0016: 48@ /= 3 
00D6: if 
0019:   48@ > 15000 
004D: jump_if_false @AMBULAN_3530 
0006: 48@ = 15000 

:AMBULAN_3530
0002: jump @AMBULAN_3614 

:AMBULAN_3537
008B: 48@ = $8210 // (int) 
0072: 48@ /= 37@ // (int) 
0016: 48@ /= 2 
0085: 38@ = 37@ // (int) 
000A: 38@ += 1 
006A: 48@ *= 38@ // (int) 
005E: $8210 += 48@ // (int) 
0074: $8210 /= 37@ // (int) 
008B: 48@ = $8210 // (int) 
0016: 48@ /= 3 

:AMBULAN_3614
00D6: if 
001A:   60000 > $8210 
004D: jump_if_false @AMBULAN_3645 
0004: $8210 = 60000 

:AMBULAN_3645
00D6: if 
001B:   25000 > 48@ 
004D: jump_if_false @AMBULAN_3679 
0006: 48@ = 25000 
0002: jump @AMBULAN_3710 

:AMBULAN_3679
00D6: if 
0019:   48@ > 60000 
004D: jump_if_false @AMBULAN_3710 
0006: 48@ = 60000 

:AMBULAN_3710
03C3: set_timer_to $8210 type 1 GXT 'AMBTIME' // global_variable  // TIME LEFT
0006: 239@ = 0 
0006: 240@ = 0 
0002: jump @AMBULAN_11090 

:AMBULAN_3747
00D6: if 
0019:   37@ > 0 
004D: jump_if_false @AMBULAN_3874 
0376: 81@ = create_random_actor_at 113@ 126@ 139@ 
0575: set_actor 81@ keep_position 1 
0588: disable_actor 81@ validate_position 0 
0006: 83@ = 1 
060B: set_actor 81@ decision_maker_to 235@ 
0332: set_actor 81@ bleeding 1 
02A9: set_actor 81@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 81@ Z_angle_to 188@ 
0187: 82@ = create_marker_above_actor 81@ 
07E0: set_marker 82@ type_to 1 
0168: set_marker 82@ size 2 
0006: 100@ = 1 

:AMBULAN_3874
00D6: if 
0019:   37@ > 1 
004D: jump_if_false @AMBULAN_4001 
0376: 84@ = create_random_actor_at 114@ 127@ 140@ 
0006: 86@ = 1 
060B: set_actor 84@ decision_maker_to 235@ 
0332: set_actor 84@ bleeding 1 
02A9: set_actor 84@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 84@ Z_angle_to 188@ 
0187: 85@ = create_marker_above_actor 84@ 
07E0: set_marker 85@ type_to 1 
0168: set_marker 85@ size 2 
0575: set_actor 84@ keep_position 1 
0588: disable_actor 84@ validate_position 0 
0006: 101@ = 1 

:AMBULAN_4001
00D6: if 
0019:   37@ > 2 
004D: jump_if_false @AMBULAN_4128 
0376: 87@ = create_random_actor_at 115@ 128@ 141@ 
0006: 89@ = 1 
060B: set_actor 87@ decision_maker_to 235@ 
0332: set_actor 87@ bleeding 1 
02A9: set_actor 87@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 87@ Z_angle_to 188@ 
0187: 88@ = create_marker_above_actor 87@ 
07E0: set_marker 88@ type_to 1 
0168: set_marker 88@ size 2 
0575: set_actor 87@ keep_position 1 
0588: disable_actor 87@ validate_position 0 
0006: 102@ = 1 

:AMBULAN_4128
00D6: if 
0019:   37@ > 3 
004D: jump_if_false @AMBULAN_4255 
0376: 90@ = create_random_actor_at 116@ 129@ 142@ 
0006: 92@ = 1 
060B: set_actor 90@ decision_maker_to 235@ 
0332: set_actor 90@ bleeding 1 
02A9: set_actor 90@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 90@ Z_angle_to 188@ 
0187: 91@ = create_marker_above_actor 90@ 
07E0: set_marker 91@ type_to 1 
0168: set_marker 91@ size 2 
0575: set_actor 90@ keep_position 1 
0588: disable_actor 90@ validate_position 0 
0006: 103@ = 1 

:AMBULAN_4255
00D6: if 
0019:   37@ > 4 
004D: jump_if_false @AMBULAN_4382 
0376: 93@ = create_random_actor_at 117@ 130@ 143@ 
0006: 95@ = 1 
060B: set_actor 93@ decision_maker_to 235@ 
0332: set_actor 93@ bleeding 1 
02A9: set_actor 93@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 93@ Z_angle_to 188@ 
0187: 94@ = create_marker_above_actor 93@ 
07E0: set_marker 94@ type_to 1 
0168: set_marker 94@ size 2 
0575: set_actor 93@ keep_position 1 
0588: disable_actor 93@ validate_position 0 
0006: 104@ = 1 

:AMBULAN_4382
00D6: if 
0019:   37@ > 5 
004D: jump_if_false @AMBULAN_4509 
0376: 56@ = create_random_actor_at 118@ 131@ 144@ 
0006: 58@ = 1 
060B: set_actor 56@ decision_maker_to 235@ 
0332: set_actor 56@ bleeding 1 
02A9: set_actor 56@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 56@ Z_angle_to 188@ 
0187: 57@ = create_marker_above_actor 56@ 
07E0: set_marker 57@ type_to 1 
0168: set_marker 57@ size 2 
0575: set_actor 56@ keep_position 1 
0588: disable_actor 56@ validate_position 0 
0006: 105@ = 1 

:AMBULAN_4509
00D6: if 
0019:   37@ > 6 
004D: jump_if_false @AMBULAN_4636 
0376: 59@ = create_random_actor_at 119@ 132@ 145@ 
0006: 61@ = 1 
060B: set_actor 59@ decision_maker_to 235@ 
0332: set_actor 59@ bleeding 1 
02A9: set_actor 59@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 59@ Z_angle_to 188@ 
0187: 60@ = create_marker_above_actor 59@ 
07E0: set_marker 60@ type_to 1 
0168: set_marker 60@ size 2 
0575: set_actor 59@ keep_position 1 
0588: disable_actor 59@ validate_position 0 
0006: 106@ = 1 

:AMBULAN_4636
00D6: if 
0019:   37@ > 7 
004D: jump_if_false @AMBULAN_4763 
0376: 62@ = create_random_actor_at 120@ 133@ 146@ 
0006: 64@ = 1 
060B: set_actor 62@ decision_maker_to 235@ 
0332: set_actor 62@ bleeding 1 
02A9: set_actor 62@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 62@ Z_angle_to 188@ 
0187: 63@ = create_marker_above_actor 62@ 
07E0: set_marker 63@ type_to 1 
0168: set_marker 63@ size 2 
0575: set_actor 62@ keep_position 1 
0588: disable_actor 62@ validate_position 0 
0006: 107@ = 1 

:AMBULAN_4763
00D6: if 
0019:   37@ > 8 
004D: jump_if_false @AMBULAN_4890 
0376: 65@ = create_random_actor_at 121@ 134@ 147@ 
0006: 67@ = 1 
060B: set_actor 65@ decision_maker_to 235@ 
0332: set_actor 65@ bleeding 1 
02A9: set_actor 65@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 65@ Z_angle_to 188@ 
0187: 66@ = create_marker_above_actor 65@ 
07E0: set_marker 66@ type_to 1 
0168: set_marker 66@ size 2 
0575: set_actor 65@ keep_position 1 
0588: disable_actor 65@ validate_position 0 
0006: 108@ = 1 

:AMBULAN_4890
00D6: if 
0019:   37@ > 9 
004D: jump_if_false @AMBULAN_5017 
0376: 68@ = create_random_actor_at 122@ 135@ 148@ 
0006: 70@ = 1 
060B: set_actor 68@ decision_maker_to 235@ 
0332: set_actor 68@ bleeding 1 
02A9: set_actor 68@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 68@ Z_angle_to 188@ 
0187: 69@ = create_marker_above_actor 68@ 
07E0: set_marker 69@ type_to 1 
0168: set_marker 69@ size 2 
0575: set_actor 68@ keep_position 1 
0588: disable_actor 68@ validate_position 0 
0006: 109@ = 1 

:AMBULAN_5017
00D6: if 
0019:   37@ > 10 
004D: jump_if_false @AMBULAN_5144 
0376: 71@ = create_random_actor_at 123@ 136@ 149@ 
0006: 73@ = 1 
060B: set_actor 71@ decision_maker_to 235@ 
0332: set_actor 71@ bleeding 1 
02A9: set_actor 71@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 71@ Z_angle_to 188@ 
0187: 72@ = create_marker_above_actor 71@ 
07E0: set_marker 72@ type_to 1 
0168: set_marker 72@ size 2 
0575: set_actor 71@ keep_position 1 
0588: disable_actor 71@ validate_position 0 
0006: 110@ = 1 

:AMBULAN_5144
00D6: if 
0019:   37@ > 11 
004D: jump_if_false @AMBULAN_5271 
0376: 74@ = create_random_actor_at 124@ 137@ 150@ 
0006: 76@ = 1 
060B: set_actor 74@ decision_maker_to 235@ 
0332: set_actor 74@ bleeding 1 
02A9: set_actor 74@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 74@ Z_angle_to 188@ 
0187: 75@ = create_marker_above_actor 74@ 
07E0: set_marker 75@ type_to 1 
0168: set_marker 75@ size 2 
0575: set_actor 74@ keep_position 1 
0588: disable_actor 74@ validate_position 0 
0006: 111@ = 1 

:AMBULAN_5271
0051: return 

:AMBULAN_5273
0871: init_jump_table 239@ total_jumps 12 default_jump 1 @AMBULAN_7813 jumps 0 @AMBULAN_5401 1 @AMBULAN_5602 2 @AMBULAN_5803 3 @AMBULAN_6004 4 @AMBULAN_6205 5 @AMBULAN_6406 6 @AMBULAN_6607 
0872: jump_table_jumps 7 @AMBULAN_6808 8 @AMBULAN_7009 9 @AMBULAN_7210 10 @AMBULAN_7411 11 @AMBULAN_7612 -1 @AMBULAN_7827 -1 @AMBULAN_7827 -1 @AMBULAN_7827 -1 @AMBULAN_7827 

:AMBULAN_5401
00D6: if 
0019:   37@ > 0 
004D: jump_if_false @AMBULAN_5588 
00D6: if 
001B:   3 > 83@ 
004D: jump_if_false @AMBULAN_5588 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @AMBULAN_5588 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 81@ radius 50.0 50.0 20.0 0 in_car 
004D: jump_if_false @AMBULAN_5549 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @AMBULAN_5542 
0575: set_actor 81@ keep_position 0 
0588: disable_actor 81@ validate_position 1 
00A1: put_actor 81@ at 113@ 126@ 139@ 
0006: 100@ = 0 

:AMBULAN_5542
0002: jump @AMBULAN_5588 

:AMBULAN_5549
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @AMBULAN_5588 
0575: set_actor 81@ keep_position 1 
0588: disable_actor 81@ validate_position 0 
0006: 100@ = 1 

:AMBULAN_5588
000A: 239@ += 1 
0002: jump @AMBULAN_7827 

:AMBULAN_5602
00D6: if 
0019:   37@ > 1 
004D: jump_if_false @AMBULAN_5789 
00D6: if 
001B:   3 > 86@ 
004D: jump_if_false @AMBULAN_5789 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @AMBULAN_5789 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 84@ radius 50.0 50.0 20.0 0 in_car 
004D: jump_if_false @AMBULAN_5750 
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @AMBULAN_5743 
0575: set_actor 84@ keep_position 0 
0588: disable_actor 84@ validate_position 1 
00A1: put_actor 84@ at 114@ 127@ 140@ 
0006: 101@ = 0 

:AMBULAN_5743
0002: jump @AMBULAN_5789 

:AMBULAN_5750
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @AMBULAN_5789 
0575: set_actor 84@ keep_position 1 
0588: disable_actor 84@ validate_position 0 
0006: 101@ = 1 

:AMBULAN_5789
000A: 239@ += 1 
0002: jump @AMBULAN_7827 

:AMBULAN_5803
00D6: if 
0019:   37@ > 2 
004D: jump_if_false @AMBULAN_5990 
00D6: if 
001B:   3 > 89@ 
004D: jump_if_false @AMBULAN_5990 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @AMBULAN_5990 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 87@ radius 50.0 50.0 20.0 0 in_car 
004D: jump_if_false @AMBULAN_5951 
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @AMBULAN_5944 
0575: set_actor 87@ keep_position 0 
0588: disable_actor 87@ validate_position 1 
00A1: put_actor 87@ at 115@ 128@ 141@ 
0006: 102@ = 0 

:AMBULAN_5944
0002: jump @AMBULAN_5990 

:AMBULAN_5951
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @AMBULAN_5990 
0575: set_actor 87@ keep_position 1 
0588: disable_actor 87@ validate_position 0 
0006: 102@ = 1 

:AMBULAN_5990
000A: 239@ += 1 
0002: jump @AMBULAN_7827 

:AMBULAN_6004
00D6: if 
0019:   37@ > 3 
004D: jump_if_false @AMBULAN_6191 
00D6: if 
001B:   3 > 92@ 
004D: jump_if_false @AMBULAN_6191 
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @AMBULAN_6191 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 90@ radius 50.0 50.0 20.0 0 in_car 
004D: jump_if_false @AMBULAN_6152 
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @AMBULAN_6145 
0575: set_actor 90@ keep_position 0 
0588: disable_actor 90@ validate_position 1 
00A1: put_actor 90@ at 116@ 129@ 142@ 
0006: 103@ = 0 

:AMBULAN_6145
0002: jump @AMBULAN_6191 

:AMBULAN_6152
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @AMBULAN_6191 
0575: set_actor 90@ keep_position 1 
0588: disable_actor 90@ validate_position 0 
0006: 103@ = 1 

:AMBULAN_6191
000A: 239@ += 1 
0002: jump @AMBULAN_7827 

:AMBULAN_6205
00D6: if 
0019:   37@ > 4 
004D: jump_if_false @AMBULAN_6392 
00D6: if 
001B:   3 > 95@ 
004D: jump_if_false @AMBULAN_6392 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @AMBULAN_6392 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 93@ radius 50.0 50.0 20.0 0 in_car 
004D: jump_if_false @AMBULAN_6353 
00D6: if 
0039:   104@ == 1 
004D: jump_if_false @AMBULAN_6346 
0575: set_actor 93@ keep_position 0 
0588: disable_actor 93@ validate_position 1 
00A1: put_actor 93@ at 117@ 130@ 143@ 
0006: 104@ = 0 

:AMBULAN_6346
0002: jump @AMBULAN_6392 

:AMBULAN_6353
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @AMBULAN_6392 
0575: set_actor 93@ keep_position 1 
0588: disable_actor 93@ validate_position 0 
0006: 104@ = 1 

:AMBULAN_6392
000A: 239@ += 1 
0002: jump @AMBULAN_7827 

:AMBULAN_6406
00D6: if 
0019:   37@ > 5 
004D: jump_if_false @AMBULAN_6593 
00D6: if 
001B:   3 > 58@ 
004D: jump_if_false @AMBULAN_6593 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @AMBULAN_6593 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 56@ radius 50.0 50.0 20.0 0 in_car 
004D: jump_if_false @AMBULAN_6554 
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @AMBULAN_6547 
0575: set_actor 56@ keep_position 0 
0588: disable_actor 56@ validate_position 1 
00A1: put_actor 56@ at 118@ 131@ 144@ 
0006: 105@ = 0 

:AMBULAN_6547
0002: jump @AMBULAN_6593 

:AMBULAN_6554
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @AMBULAN_6593 
0575: set_actor 56@ keep_position 1 
0588: disable_actor 56@ validate_position 0 
0006: 105@ = 1 

:AMBULAN_6593
000A: 239@ += 1 
0002: jump @AMBULAN_7827 

:AMBULAN_6607
00D6: if 
0019:   37@ > 6 
004D: jump_if_false @AMBULAN_6794 
00D6: if 
001B:   3 > 61@ 
004D: jump_if_false @AMBULAN_6794 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @AMBULAN_6794 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 59@ radius 50.0 50.0 20.0 0 in_car 
004D: jump_if_false @AMBULAN_6755 
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @AMBULAN_6748 
0575: set_actor 59@ keep_position 0 
0588: disable_actor 59@ validate_position 1 
00A1: put_actor 59@ at 119@ 132@ 145@ 
0006: 106@ = 0 

:AMBULAN_6748
0002: jump @AMBULAN_6794 

:AMBULAN_6755
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @AMBULAN_6794 
0575: set_actor 59@ keep_position 1 
0588: disable_actor 59@ validate_position 0 
0006: 106@ = 1 

:AMBULAN_6794
000A: 239@ += 1 
0002: jump @AMBULAN_7827 

:AMBULAN_6808
00D6: if 
0019:   37@ > 7 
004D: jump_if_false @AMBULAN_6995 
00D6: if 
001B:   3 > 64@ 
004D: jump_if_false @AMBULAN_6995 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @AMBULAN_6995 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 62@ radius 50.0 50.0 20.0 0 in_car 
004D: jump_if_false @AMBULAN_6956 
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @AMBULAN_6949 
0575: set_actor 62@ keep_position 0 
0588: disable_actor 62@ validate_position 1 
00A1: put_actor 62@ at 120@ 133@ 146@ 
0006: 107@ = 0 

:AMBULAN_6949
0002: jump @AMBULAN_6995 

:AMBULAN_6956
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @AMBULAN_6995 
0575: set_actor 62@ keep_position 1 
0588: disable_actor 62@ validate_position 0 
0006: 107@ = 1 

:AMBULAN_6995
000A: 239@ += 1 
0002: jump @AMBULAN_7827 

:AMBULAN_7009
00D6: if 
0019:   37@ > 8 
004D: jump_if_false @AMBULAN_7196 
00D6: if 
001B:   3 > 67@ 
004D: jump_if_false @AMBULAN_7196 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @AMBULAN_7196 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 65@ radius 50.0 50.0 20.0 0 in_car 
004D: jump_if_false @AMBULAN_7157 
00D6: if 
0039:   108@ == 1 
004D: jump_if_false @AMBULAN_7150 
0575: set_actor 65@ keep_position 0 
0588: disable_actor 65@ validate_position 1 
00A1: put_actor 65@ at 121@ 134@ 147@ 
0006: 108@ = 0 

:AMBULAN_7150
0002: jump @AMBULAN_7196 

:AMBULAN_7157
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @AMBULAN_7196 
0575: set_actor 65@ keep_position 1 
0588: disable_actor 65@ validate_position 0 
0006: 108@ = 1 

:AMBULAN_7196
000A: 239@ += 1 
0002: jump @AMBULAN_7827 

:AMBULAN_7210
00D6: if 
0019:   37@ > 9 
004D: jump_if_false @AMBULAN_7397 
00D6: if 
001B:   3 > 70@ 
004D: jump_if_false @AMBULAN_7397 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @AMBULAN_7397 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 68@ radius 50.0 50.0 20.0 0 in_car 
004D: jump_if_false @AMBULAN_7358 
00D6: if 
0039:   109@ == 1 
004D: jump_if_false @AMBULAN_7351 
0575: set_actor 68@ keep_position 0 
0588: disable_actor 68@ validate_position 1 
00A1: put_actor 68@ at 122@ 135@ 148@ 
0006: 109@ = 0 

:AMBULAN_7351
0002: jump @AMBULAN_7397 

:AMBULAN_7358
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @AMBULAN_7397 
0575: set_actor 68@ keep_position 1 
0588: disable_actor 68@ validate_position 0 
0006: 109@ = 1 

:AMBULAN_7397
000A: 239@ += 1 
0002: jump @AMBULAN_7827 

:AMBULAN_7411
00D6: if 
0019:   37@ > 10 
004D: jump_if_false @AMBULAN_7598 
00D6: if 
001B:   3 > 73@ 
004D: jump_if_false @AMBULAN_7598 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @AMBULAN_7598 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 71@ radius 50.0 50.0 20.0 0 in_car 
004D: jump_if_false @AMBULAN_7559 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @AMBULAN_7552 
0575: set_actor 71@ keep_position 0 
0588: disable_actor 71@ validate_position 1 
00A1: put_actor 71@ at 123@ 136@ 149@ 
0006: 110@ = 0 

:AMBULAN_7552
0002: jump @AMBULAN_7598 

:AMBULAN_7559
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @AMBULAN_7598 
0575: set_actor 71@ keep_position 1 
0588: disable_actor 71@ validate_position 0 
0006: 110@ = 1 

:AMBULAN_7598
000A: 239@ += 1 
0002: jump @AMBULAN_7827 

:AMBULAN_7612
00D6: if 
0019:   37@ > 11 
004D: jump_if_false @AMBULAN_7799 
00D6: if 
001B:   3 > 76@ 
004D: jump_if_false @AMBULAN_7799 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @AMBULAN_7799 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 74@ radius 50.0 50.0 20.0 0 in_car 
004D: jump_if_false @AMBULAN_7760 
00D6: if 
0039:   111@ == 1 
004D: jump_if_false @AMBULAN_7753 
0575: set_actor 74@ keep_position 0 
0588: disable_actor 74@ validate_position 1 
00A1: put_actor 74@ at 124@ 137@ 150@ 
0006: 111@ = 0 

:AMBULAN_7753
0002: jump @AMBULAN_7799 

:AMBULAN_7760
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @AMBULAN_7799 
0575: set_actor 74@ keep_position 1 
0588: disable_actor 74@ validate_position 0 
0006: 111@ = 1 

:AMBULAN_7799
000A: 239@ += 1 
0002: jump @AMBULAN_7827 

:AMBULAN_7813
0006: 239@ = 0 
0002: jump @AMBULAN_7827 

:AMBULAN_7827
0051: return 

:AMBULAN_7829
0001: wait 0 ms 
00A0: store_actor $PLAYER_ACTOR position_to 170@ 171@ 172@ 
0087: 190@ = 167@ // (float) 
0087: 193@ = 167@ // (float) 
0087: 191@ = 168@ // (float) 
0087: 194@ = 168@ // (float) 
0087: 192@ = 169@ // (float) 
0087: 195@ = 169@ // (float) 
07EF: get_town_number_from_point 170@ 171@ 172@ store_to 96@ 
008F: 237@ = integer $PARAMEDIC_MISSION_LEVEL to_float 
0013: 237@ *= 60.0 
005B: 237@ += 238@ // (float) 
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @AMBULAN_7970 
000B: 238@ += 15.0 
0002: jump @AMBULAN_7980 

:AMBULAN_7970
000B: 238@ += 1.0 

:AMBULAN_7980
00D6: if 
0023:   100.0 > 237@ 
004D: jump_if_false @AMBULAN_8011 
0007: 237@ = 100.0 

:AMBULAN_8011
00D6: if 
0021:   238@ > 10000.0 
004D: jump_if_false @AMBULAN_8077 
00D6: if 
0038:   $PARAMEDIC_MISSION_LEVEL == 1 
004D: jump_if_false @AMBULAN_8077 
03D5: remove_text 'ALEVEL'  // Paramedic Mission Level ~1~
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Paramedic mission cancelled!

:AMBULAN_8077
0063: 190@ -= 237@ // (float) 
005B: 193@ += 237@ // (float) 
0063: 191@ -= 237@ // (float) 
005B: 194@ += 237@ // (float) 
00D6: if 
001A:   8 > $PARAMEDIC_MISSION_LEVEL 
004D: jump_if_false @AMBULAN_8242 
00D6: if 
0025:   197@ > 190@ // (float) 
004D: jump_if_false @AMBULAN_8154 
0087: 190@ = 197@ // (float) 

:AMBULAN_8154
00D6: if 
0025:   193@ > 198@ // (float) 
004D: jump_if_false @AMBULAN_8181 
0087: 193@ = 198@ // (float) 

:AMBULAN_8181
00D6: if 
0025:   199@ > 191@ // (float) 
004D: jump_if_false @AMBULAN_8208 
0087: 191@ = 199@ // (float) 

:AMBULAN_8208
00D6: if 
0025:   166@ > 200@ // (float) 
004D: jump_if_false @AMBULAN_8235 
0087: 194@ = 200@ // (float) 

:AMBULAN_8235
0002: jump @AMBULAN_8274 

:AMBULAN_8242
0087: 190@ = 197@ // (float) 
0087: 193@ = 198@ // (float) 
0087: 191@ = 199@ // (float) 
0087: 194@ = 200@ // (float) 

:AMBULAN_8274
0208: 165@ = random_float_in_ranges 190@ 193@ 
0208: 166@ = random_float_in_ranges 191@ 194@ 
0293: $13 = get_controller_mode 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @AMBULAN_8325 
0006: 53@ = 1 

:AMBULAN_8325
00D6: if 
0039:   53@ == 1 
004D: jump_if_false @AMBULAN_8426 
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @AMBULAN_8421 
00D6: if 
80E1:   not player 0 pressed_key 19 
004D: jump_if_false @AMBULAN_8414 
03D5: remove_text 'ALEVEL'  // Paramedic Mission Level ~1~
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Paramedic mission cancelled!
0006: 79@ = 1 
0051: return 

:AMBULAN_8414
0002: jump @AMBULAN_8426 

:AMBULAN_8421
0293: $13 = get_controller_mode 

:AMBULAN_8426
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @AMBULAN_8497 
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #AMBULAN 
004D: jump_if_false @AMBULAN_8497 
03D5: remove_text 'ALEVEL'  // Paramedic Mission Level ~1~
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Paramedic mission cancelled!
0006: 79@ = 1 
0051: return 

:AMBULAN_8497
02C0: store_to 176@ 177@ 178@ ped_path_coords_closest_to 165@ 166@ 169@ 
00D6: if 
0025:   197@ > 176@ // (float) 
004D: jump_if_false @AMBULAN_8550 
0002: jump @AMBULAN_7829 
0002: jump @AMBULAN_8642 

:AMBULAN_8550
00D6: if 
0025:   176@ > 198@ // (float) 
004D: jump_if_false @AMBULAN_8583 
0002: jump @AMBULAN_7829 
0002: jump @AMBULAN_8642 

:AMBULAN_8583
00D6: if 
0025:   199@ > 177@ // (float) 
004D: jump_if_false @AMBULAN_8616 
0002: jump @AMBULAN_7829 
0002: jump @AMBULAN_8642 

:AMBULAN_8616
00D6: if 
0025:   177@ > 200@ // (float) 
004D: jump_if_false @AMBULAN_8642 
0002: jump @AMBULAN_7829 

:AMBULAN_8642
00D6: if 
0023:   6.0 > 178@ 
004D: jump_if_false @AMBULAN_8670 
0002: jump @AMBULAN_7829 

:AMBULAN_8670
050A: 185@ = distance_between_XYZ 170@ 171@ 172@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   50.0 > 185@ 
004D: jump_if_false @AMBULAN_8721 
0002: jump @AMBULAN_7829 

:AMBULAN_8721
050A: 186@ = distance_between_XYZ 167@ 168@ 169@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   30.0 > 186@ 
004D: jump_if_false @AMBULAN_8772 
0002: jump @AMBULAN_7829 

:AMBULAN_8772
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
00D6: if 
001A:   2 > $STAT_UNLOCKED_CITIES_NUMBER 
004D: jump_if_false @AMBULAN_9234 
00D6: if 
0038:   $STAT_UNLOCKED_CITIES_NUMBER == 0 
004D: jump_if_false @AMBULAN_9048 
00D6: if and
0023:   78.4427 > 176@ 
0023:   -699.519 > 177@ 
004D: jump_if_false @AMBULAN_8858 
0001: wait 0 ms 
0002: jump @AMBULAN_7829 

:AMBULAN_8858
00D6: if and
0023:   -252.6557 > 176@ 
0023:   -285.766 > 177@ 
004D: jump_if_false @AMBULAN_8900 
0001: wait 0 ms 
0002: jump @AMBULAN_7829 

:AMBULAN_8900
00D6: if 
0023:   -948.3447 > 176@ 
004D: jump_if_false @AMBULAN_8932 
0001: wait 0 ms 
0002: jump @AMBULAN_7829 

:AMBULAN_8932
00D6: if and
0021:   176@ > 1473.448 
0021:   177@ > 403.7353 
004D: jump_if_false @AMBULAN_8974 
0001: wait 0 ms 
0002: jump @AMBULAN_7829 

:AMBULAN_8974
00D6: if 
0021:   177@ > 578.6325 
004D: jump_if_false @AMBULAN_9006 
0001: wait 0 ms 
0002: jump @AMBULAN_7829 

:AMBULAN_9006
00D6: if and
0023:   837.5551 > 176@ 
0021:   177@ > 347.4097 
004D: jump_if_false @AMBULAN_9048 
0001: wait 0 ms 
0002: jump @AMBULAN_7829 

:AMBULAN_9048
00D6: if 
0038:   $STAT_UNLOCKED_CITIES_NUMBER == 1 
004D: jump_if_false @AMBULAN_9234 
00D6: if and
0021:   176@ > 1473.448 
0021:   177@ > 403.7353 
004D: jump_if_false @AMBULAN_9108 
0001: wait 0 ms 
0002: jump @AMBULAN_7829 

:AMBULAN_9108
00D6: if and
0021:   177@ > 578.6325 
0021:   176@ > -1528.498 
004D: jump_if_false @AMBULAN_9150 
0001: wait 0 ms 
0002: jump @AMBULAN_7829 

:AMBULAN_9150
00D6: if and
0023:   837.5551 > 176@ 
0021:   176@ > -1528.498 
0021:   177@ > 347.4097 
004D: jump_if_false @AMBULAN_9202 
0001: wait 0 ms 
0002: jump @AMBULAN_7829 

:AMBULAN_9202
00D6: if 
0021:   177@ > 1380.0 
004D: jump_if_false @AMBULAN_9234 
0001: wait 0 ms 
0002: jump @AMBULAN_7829 

:AMBULAN_9234
00D6: if 
0019:   37@ > 0 
004D: jump_if_false @AMBULAN_9303 
050A: 212@ = distance_between_XYZ 113@ 126@ 139@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ 
004D: jump_if_false @AMBULAN_9303 
0002: jump @AMBULAN_7829 

:AMBULAN_9303
00D6: if 
0019:   37@ > 1 
004D: jump_if_false @AMBULAN_9372 
050A: 212@ = distance_between_XYZ 113@ 126@ 139@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ 
004D: jump_if_false @AMBULAN_9372 
0002: jump @AMBULAN_7829 

:AMBULAN_9372
00D6: if 
0019:   37@ > 2 
004D: jump_if_false @AMBULAN_9441 
050A: 212@ = distance_between_XYZ 114@ 127@ 140@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ 
004D: jump_if_false @AMBULAN_9441 
0002: jump @AMBULAN_7829 

:AMBULAN_9441
00D6: if 
0019:   37@ > 3 
004D: jump_if_false @AMBULAN_9510 
050A: 212@ = distance_between_XYZ 115@ 128@ 141@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ 
004D: jump_if_false @AMBULAN_9510 
0002: jump @AMBULAN_7829 

:AMBULAN_9510
00D6: if 
0019:   37@ > 4 
004D: jump_if_false @AMBULAN_9579 
050A: 212@ = distance_between_XYZ 116@ 129@ 142@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ 
004D: jump_if_false @AMBULAN_9579 
0002: jump @AMBULAN_7829 

:AMBULAN_9579
00D6: if 
0019:   37@ > 5 
004D: jump_if_false @AMBULAN_9648 
050A: 212@ = distance_between_XYZ 117@ 130@ 143@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ 
004D: jump_if_false @AMBULAN_9648 
0002: jump @AMBULAN_7829 

:AMBULAN_9648
00D6: if 
0019:   37@ > 6 
004D: jump_if_false @AMBULAN_9717 
050A: 212@ = distance_between_XYZ 118@ 131@ 144@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ 
004D: jump_if_false @AMBULAN_9717 
0002: jump @AMBULAN_7829 

:AMBULAN_9717
00D6: if 
0019:   37@ > 7 
004D: jump_if_false @AMBULAN_9786 
050A: 212@ = distance_between_XYZ 119@ 132@ 145@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ 
004D: jump_if_false @AMBULAN_9786 
0002: jump @AMBULAN_7829 

:AMBULAN_9786
00D6: if 
0019:   37@ > 8 
004D: jump_if_false @AMBULAN_9855 
050A: 212@ = distance_between_XYZ 120@ 133@ 146@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ 
004D: jump_if_false @AMBULAN_9855 
0002: jump @AMBULAN_7829 

:AMBULAN_9855
00D6: if 
0019:   37@ > 9 
004D: jump_if_false @AMBULAN_9924 
050A: 212@ = distance_between_XYZ 121@ 134@ 147@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ 
004D: jump_if_false @AMBULAN_9924 
0002: jump @AMBULAN_7829 

:AMBULAN_9924
00D6: if 
0019:   37@ > 10 
004D: jump_if_false @AMBULAN_9993 
050A: 212@ = distance_between_XYZ 122@ 135@ 148@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ 
004D: jump_if_false @AMBULAN_9993 
0002: jump @AMBULAN_7829 

:AMBULAN_9993
00D6: if 
0019:   37@ > 11 
004D: jump_if_false @AMBULAN_10062 
050A: 212@ = distance_between_XYZ 123@ 136@ 149@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ 
004D: jump_if_false @AMBULAN_10062 
0002: jump @AMBULAN_7829 

:AMBULAN_10062
00D6: if 
038A:   any_car_in_cube_cornerA 176@ 177@ 177@ cornerB 25.0 25.0 10.0 
004D: jump_if_false @AMBULAN_10106 
0002: jump @AMBULAN_7829 

:AMBULAN_10106
00D6: if 
0023:   1186.0 > 176@ 
004D: jump_if_false @AMBULAN_10197 
00D6: if 
0021:   176@ > 1047.0 
004D: jump_if_false @AMBULAN_10197 
00D6: if 
0023:   -1406.0 > 177@ 
004D: jump_if_false @AMBULAN_10197 
00D6: if 
0021:   177@ > -1567.0 
004D: jump_if_false @AMBULAN_10197 
0002: jump @AMBULAN_7829 

:AMBULAN_10197
00D6: if 
0023:   1444.0 > 176@ 
004D: jump_if_false @AMBULAN_10288 
00D6: if 
0021:   176@ > 1339.0 
004D: jump_if_false @AMBULAN_10288 
00D6: if 
0023:   -1450.0 > 177@ 
004D: jump_if_false @AMBULAN_10288 
00D6: if 
0021:   177@ > -1504.0 
004D: jump_if_false @AMBULAN_10288 
0002: jump @AMBULAN_7829 

:AMBULAN_10288
00D6: if 
0023:   2041.979 > 176@ 
004D: jump_if_false @AMBULAN_10379 
00D6: if 
0021:   176@ > 1999.387 
004D: jump_if_false @AMBULAN_10379 
00D6: if 
0023:   -1408.708 > 177@ 
004D: jump_if_false @AMBULAN_10379 
00D6: if 
0021:   177@ > -1445.462 
004D: jump_if_false @AMBULAN_10379 
0002: jump @AMBULAN_7829 

:AMBULAN_10379
00D6: if 
0023:   1202.0 > 176@ 
004D: jump_if_false @AMBULAN_10470 
00D6: if 
0021:   176@ > 1162.0 
004D: jump_if_false @AMBULAN_10470 
00D6: if 
0023:   -1238.0 > 177@ 
004D: jump_if_false @AMBULAN_10470 
00D6: if 
0021:   177@ > -1250.0 
004D: jump_if_false @AMBULAN_10470 
0002: jump @AMBULAN_7829 

:AMBULAN_10470
00D6: if 
0023:   1176.0 > 176@ 
004D: jump_if_false @AMBULAN_10561 
00D6: if 
0021:   176@ > 1158.0 
004D: jump_if_false @AMBULAN_10561 
00D6: if 
0023:   1364.0 > 177@ 
004D: jump_if_false @AMBULAN_10561 
00D6: if 
0021:   177@ > 1345.0 
004D: jump_if_false @AMBULAN_10561 
0002: jump @AMBULAN_7829 

:AMBULAN_10561
00D6: if 
0023:   -2307.0 > 176@ 
004D: jump_if_false @AMBULAN_10652 
00D6: if 
0021:   176@ > -2333.0 
004D: jump_if_false @AMBULAN_10652 
00D6: if 
0023:   1100.0 > 177@ 
004D: jump_if_false @AMBULAN_10652 
00D6: if 
0021:   177@ > 1036.0 
004D: jump_if_false @AMBULAN_10652 
0002: jump @AMBULAN_7829 

:AMBULAN_10652
00D6: if 
0023:   2009.0 > 176@ 
004D: jump_if_false @AMBULAN_10743 
00D6: if 
0021:   176@ > 1989.0 
004D: jump_if_false @AMBULAN_10743 
00D6: if 
0023:   1571.0 > 177@ 
004D: jump_if_false @AMBULAN_10743 
00D6: if 
0021:   177@ > 1513.0 
004D: jump_if_false @AMBULAN_10743 
0002: jump @AMBULAN_7829 

:AMBULAN_10743
00D6: if 
0023:   2632.818 > 176@ 
004D: jump_if_false @AMBULAN_10834 
00D6: if 
0021:   176@ > 2546.463 
004D: jump_if_false @AMBULAN_10834 
00D6: if 
0023:   -1129.673 > 177@ 
004D: jump_if_false @AMBULAN_10834 
00D6: if 
0021:   177@ > -1144.012 
004D: jump_if_false @AMBULAN_10834 
0002: jump @AMBULAN_7829 

:AMBULAN_10834
00D6: if 
0023:   -222.5044 > 176@ 
004D: jump_if_false @AMBULAN_10925 
00D6: if 
0021:   176@ > -229.096 
004D: jump_if_false @AMBULAN_10925 
00D6: if 
0023:   1412.086 > 177@ 
004D: jump_if_false @AMBULAN_10925 
00D6: if 
0021:   177@ > 1393.817 
004D: jump_if_false @AMBULAN_10925 
0002: jump @AMBULAN_7829 

:AMBULAN_10925
0007: 238@ = 0.0 
0051: return 

:AMBULAN_10937
00D6: if 
001B:   2 > 37@ 
004D: jump_if_false @AMBULAN_11046 
00D6: if 
0025:   185@ > 186@ // (float) 
004D: jump_if_false @AMBULAN_10997 
0087: 187@ = 185@ // (float) 
0073: 187@ /= 189@ // (float) 
0002: jump @AMBULAN_11013 

:AMBULAN_10997
0087: 187@ = 186@ // (float) 
0073: 187@ /= 189@ // (float) 

:AMBULAN_11013
0013: 187@ *= 1000.0 
0092: 35@ = float 187@ to_integer 
005E: $8210 += 35@ // (int) 
0002: jump @AMBULAN_11088 

:AMBULAN_11046
0087: 187@ = 186@ // (float) 
0073: 187@ /= 189@ // (float) 
0013: 187@ *= 1000.0 
0092: 35@ = float 187@ to_integer 
005E: $8210 += 35@ // (int) 

:AMBULAN_11088
0051: return 

:AMBULAN_11090
0001: wait 0 ms 
00D6: if 
0038:   $8210 == 0 
004D: jump_if_false @AMBULAN_11142 
00BC: show_text_highpriority GXT 'A_FAIL2' time 3000 flag 1  // ~r~Your lack of urgency has been fatal to the patient!
0006: 79@ = 1 
0002: jump @AMBULAN_13159 

:AMBULAN_11142
0293: $13 = get_controller_mode 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @AMBULAN_11171 
0006: 53@ = 1 

:AMBULAN_11171
00D6: if 
0039:   53@ == 1 
004D: jump_if_false @AMBULAN_11229 
00D6: if 
80E1:   not player 0 pressed_key 19 
004D: jump_if_false @AMBULAN_11229 
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Paramedic mission cancelled!
0002: jump @AMBULAN_13159 

:AMBULAN_11229
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #AMBULAN 
004D: jump_if_false @AMBULAN_11278 
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Paramedic mission cancelled!
0002: jump @AMBULAN_13159 
0002: jump @AMBULAN_11334 

:AMBULAN_11278
03C0: 34@ = actor $PLAYER_ACTOR car 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @AMBULAN_11334 
01E9: 43@ = car 34@ num_passengers 
01EA: 42@ = car 34@ max_passengers 
008A: $8212 = 42@ // (int) 
0066: $8212 -= 43@ // (int) 

:AMBULAN_11334
00D6: if and
0019:   37@ > 6 
0039:   45@ == 2 
0039:   51@ == 0 
004D: jump_if_false @AMBULAN_11380 
0006: 45@ = 1 
000A: 51@ += 1 

:AMBULAN_11380
00D6: if and
0019:   37@ > 9 
0039:   45@ == 2 
0039:   51@ == 1 
004D: jump_if_false @AMBULAN_11426 
0006: 45@ = 1 
000A: 51@ += 1 

:AMBULAN_11426
00D6: if and
0019:   37@ > 12 
0039:   45@ == 2 
0039:   51@ == 2 
004D: jump_if_false @AMBULAN_11472 
0006: 45@ = 1 
000A: 51@ += 1 

:AMBULAN_11472
0050: gosub @AMBULAN_5273 
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @AMBULAN_11528 
0103:   actor $PLAYER_ACTOR in_sphere 167@ 168@ 169@ radius 6.0 6.0 2.0 sphere 1 stopped_in_car 

:AMBULAN_11528
0871: init_jump_table 240@ total_jumps 12 default_jump 1 @AMBULAN_12808 jumps 0 @AMBULAN_11656 1 @AMBULAN_11752 2 @AMBULAN_11848 3 @AMBULAN_11944 4 @AMBULAN_12040 5 @AMBULAN_12136 6 @AMBULAN_12232 
0872: jump_table_jumps 7 @AMBULAN_12328 8 @AMBULAN_12424 9 @AMBULAN_12520 10 @AMBULAN_12616 11 @AMBULAN_12712 -1 @AMBULAN_12822 -1 @AMBULAN_12822 -1 @AMBULAN_12822 -1 @AMBULAN_12822 

:AMBULAN_11656
00D6: if 
0019:   83@ > 0 
004D: jump_if_false @AMBULAN_11738 
0085: 77@ = 81@ // (int) 
0085: 80@ = 83@ // (int) 
0085: 78@ = 82@ // (int) 
0050: gosub @AMBULAN_13993 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @AMBULAN_11730 
0002: jump @AMBULAN_13159 

:AMBULAN_11730
0085: 83@ = 80@ // (int) 

:AMBULAN_11738
000A: 240@ += 1 
0002: jump @AMBULAN_12822 

:AMBULAN_11752
00D6: if 
0019:   86@ > 0 
004D: jump_if_false @AMBULAN_11834 
0085: 77@ = 84@ // (int) 
0085: 80@ = 86@ // (int) 
0085: 78@ = 85@ // (int) 
0050: gosub @AMBULAN_13993 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @AMBULAN_11826 
0002: jump @AMBULAN_13159 

:AMBULAN_11826
0085: 86@ = 80@ // (int) 

:AMBULAN_11834
000A: 240@ += 1 
0002: jump @AMBULAN_12822 

:AMBULAN_11848
00D6: if 
0019:   89@ > 0 
004D: jump_if_false @AMBULAN_11930 
0085: 77@ = 87@ // (int) 
0085: 80@ = 89@ // (int) 
0085: 78@ = 88@ // (int) 
0050: gosub @AMBULAN_13993 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @AMBULAN_11922 
0002: jump @AMBULAN_13159 

:AMBULAN_11922
0085: 89@ = 80@ // (int) 

:AMBULAN_11930
000A: 240@ += 1 
0002: jump @AMBULAN_12822 

:AMBULAN_11944
00D6: if 
0019:   92@ > 0 
004D: jump_if_false @AMBULAN_12026 
0085: 77@ = 90@ // (int) 
0085: 80@ = 92@ // (int) 
0085: 78@ = 91@ // (int) 
0050: gosub @AMBULAN_13993 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @AMBULAN_12018 
0002: jump @AMBULAN_13159 

:AMBULAN_12018
0085: 92@ = 80@ // (int) 

:AMBULAN_12026
000A: 240@ += 1 
0002: jump @AMBULAN_12822 

:AMBULAN_12040
00D6: if 
0019:   95@ > 0 
004D: jump_if_false @AMBULAN_12122 
0085: 77@ = 93@ // (int) 
0085: 80@ = 95@ // (int) 
0085: 78@ = 94@ // (int) 
0050: gosub @AMBULAN_13993 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @AMBULAN_12114 
0002: jump @AMBULAN_13159 

:AMBULAN_12114
0085: 95@ = 80@ // (int) 

:AMBULAN_12122
000A: 240@ += 1 
0002: jump @AMBULAN_12822 

:AMBULAN_12136
00D6: if 
0019:   58@ > 0 
004D: jump_if_false @AMBULAN_12218 
0085: 77@ = 56@ // (int) 
0085: 80@ = 58@ // (int) 
0085: 78@ = 57@ // (int) 
0050: gosub @AMBULAN_13993 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @AMBULAN_12210 
0002: jump @AMBULAN_13159 

:AMBULAN_12210
0085: 58@ = 80@ // (int) 

:AMBULAN_12218
000A: 240@ += 1 
0002: jump @AMBULAN_12822 

:AMBULAN_12232
00D6: if 
0019:   61@ > 0 
004D: jump_if_false @AMBULAN_12314 
0085: 77@ = 59@ // (int) 
0085: 80@ = 61@ // (int) 
0085: 78@ = 60@ // (int) 
0050: gosub @AMBULAN_13993 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @AMBULAN_12306 
0002: jump @AMBULAN_13159 

:AMBULAN_12306
0085: 61@ = 80@ // (int) 

:AMBULAN_12314
000A: 240@ += 1 
0002: jump @AMBULAN_12822 

:AMBULAN_12328
00D6: if 
0019:   64@ > 0 
004D: jump_if_false @AMBULAN_12410 
0085: 77@ = 62@ // (int) 
0085: 80@ = 64@ // (int) 
0085: 78@ = 63@ // (int) 
0050: gosub @AMBULAN_13993 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @AMBULAN_12402 
0002: jump @AMBULAN_13159 

:AMBULAN_12402
0085: 64@ = 80@ // (int) 

:AMBULAN_12410
000A: 240@ += 1 
0002: jump @AMBULAN_12822 

:AMBULAN_12424
00D6: if 
0019:   67@ > 0 
004D: jump_if_false @AMBULAN_12506 
0085: 77@ = 65@ // (int) 
0085: 80@ = 67@ // (int) 
0085: 78@ = 66@ // (int) 
0050: gosub @AMBULAN_13993 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @AMBULAN_12498 
0002: jump @AMBULAN_13159 

:AMBULAN_12498
0085: 67@ = 80@ // (int) 

:AMBULAN_12506
000A: 240@ += 1 
0002: jump @AMBULAN_12822 

:AMBULAN_12520
00D6: if 
0019:   70@ > 0 
004D: jump_if_false @AMBULAN_12602 
0085: 77@ = 68@ // (int) 
0085: 80@ = 70@ // (int) 
0085: 78@ = 69@ // (int) 
0050: gosub @AMBULAN_13993 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @AMBULAN_12594 
0002: jump @AMBULAN_13159 

:AMBULAN_12594
0085: 70@ = 80@ // (int) 

:AMBULAN_12602
000A: 240@ += 1 
0002: jump @AMBULAN_12822 

:AMBULAN_12616
00D6: if 
0019:   73@ > 0 
004D: jump_if_false @AMBULAN_12698 
0085: 77@ = 71@ // (int) 
0085: 80@ = 73@ // (int) 
0085: 78@ = 72@ // (int) 
0050: gosub @AMBULAN_13993 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @AMBULAN_12690 
0002: jump @AMBULAN_13159 

:AMBULAN_12690
0085: 73@ = 80@ // (int) 

:AMBULAN_12698
000A: 240@ += 1 
0002: jump @AMBULAN_12822 

:AMBULAN_12712
00D6: if 
0019:   76@ > 0 
004D: jump_if_false @AMBULAN_12794 
0085: 77@ = 74@ // (int) 
0085: 80@ = 76@ // (int) 
0085: 78@ = 75@ // (int) 
0050: gosub @AMBULAN_13993 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @AMBULAN_12786 
0002: jump @AMBULAN_13159 

:AMBULAN_12786
0085: 76@ = 80@ // (int) 

:AMBULAN_12794
000A: 240@ += 1 
0002: jump @AMBULAN_12822 

:AMBULAN_12808
0006: 240@ = 0 
0002: jump @AMBULAN_12822 

:AMBULAN_12822
00D6: if 
003B:   46@ == 37@ // (int) 
004D: jump_if_false @AMBULAN_13152 
008B: 44@ = $PARAMEDIC_MISSION_LEVEL // (int) 
006E: 44@ *= $PARAMEDIC_MISSION_LEVEL // (int) 
0012: 44@ *= 50 
09EE: set_status_text_stay_on_screen 1 
01E3: show_text_1number_styled GXT 'REWARD' number 44@ time 6000 style 6  // REWARD $~1~
005E: $412 += 46@ // (int) 
005A: 55@ += 46@ // (int) 
000A: 37@ += 1 
0006: 46@ = 0 
0006: 36@ = 0 
0109: player $PLAYER_CHAR money = 44@ 
0006: 52@ = 0 
0164: disable_marker 47@ 
0164: disable_marker 82@ 
0164: disable_marker 85@ 
0164: disable_marker 88@ 
0164: disable_marker 91@ 
0164: disable_marker 94@ 
0164: disable_marker 57@ 
0164: disable_marker 60@ 
0164: disable_marker 63@ 
0164: disable_marker 66@ 
0164: disable_marker 69@ 
0164: disable_marker 72@ 
0164: disable_marker 75@ 
0627: update_integer_stat 158 to $PARAMEDIC_MISSION_LEVEL 
0008: $PARAMEDIC_MISSION_LEVEL += 1 
00D6: if 
0038:   $PARAMEDIC_MISSION_LEVEL == 13 
004D: jump_if_false @AMBULAN_13145 
09EE: set_status_text_stay_on_screen 1 
01E3: show_text_1number_styled GXT 'A_COMP1' number 5000 time 5000 style 5  // Paramedic missions complete: $~1~
0109: player $PLAYER_CHAR money = 500000 
0394: play_music 2 
00D6: if 
0038:   $1487 == 0 
004D: jump_if_false @AMBULAN_13143 
030C: progress_made = 1 
00BB: show_text_lowpriority GXT 'A_COMP3' time 5000 flag 1  // ~s~Your maximum health has been increased!
0653: 196@ = float_stat 24 
0013: 196@ *= 1.5 
0A1F: increase_float_stat 24 by 196@ 
0595: mission_complete 
0004: $1487 = 1 

:AMBULAN_13143
0051: return 

:AMBULAN_13145
0002: jump @AMBULAN_3149 

:AMBULAN_13152
0002: jump @AMBULAN_11090 

:AMBULAN_13159
014F: stop_timer $8210 
0151: remove_status_text $PARAMEDIC_MISSION_LEVEL 
0151: remove_status_text $8212 
03D5: remove_text 'ALEVEL'  // Paramedic Mission Level ~1~
00D6: if 
8038:   not  $PARAMEDIC_MISSION_LEVEL == 13 
004D: jump_if_false @AMBULAN_13238 
00BA: show_text_styled GXT 'A_FAIL1' time 5000 style 5  // Paramedic mission ended
01E3: show_text_1number_styled GXT 'A_SAVES' number 55@ time 6000 style 6  // PEOPLE SAVED: ~1~

:AMBULAN_13238
00D6: if 
8038:   not  $PARAMEDIC_MISSION_LEVEL == 13 
004D: jump_if_false @AMBULAN_13652 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @AMBULAN_13289 
02A9: set_actor 81@ immune_to_nonplayer 0 
0321: AS_actor 81@ die_headshotted 
034F: destroy_actor_with_fade 81@ 

:AMBULAN_13289
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @AMBULAN_13322 
02A9: set_actor 84@ immune_to_nonplayer 0 
0321: AS_actor 84@ die_headshotted 
034F: destroy_actor_with_fade 84@ 

:AMBULAN_13322
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @AMBULAN_13355 
02A9: set_actor 87@ immune_to_nonplayer 0 
0321: AS_actor 87@ die_headshotted 
034F: destroy_actor_with_fade 87@ 

:AMBULAN_13355
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @AMBULAN_13388 
02A9: set_actor 90@ immune_to_nonplayer 0 
0321: AS_actor 90@ die_headshotted 
034F: destroy_actor_with_fade 90@ 

:AMBULAN_13388
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @AMBULAN_13421 
02A9: set_actor 93@ immune_to_nonplayer 0 
0321: AS_actor 93@ die_headshotted 
034F: destroy_actor_with_fade 93@ 

:AMBULAN_13421
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @AMBULAN_13454 
02A9: set_actor 56@ immune_to_nonplayer 0 
0321: AS_actor 56@ die_headshotted 
034F: destroy_actor_with_fade 56@ 

:AMBULAN_13454
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @AMBULAN_13487 
02A9: set_actor 59@ immune_to_nonplayer 0 
0321: AS_actor 59@ die_headshotted 
034F: destroy_actor_with_fade 59@ 

:AMBULAN_13487
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @AMBULAN_13520 
02A9: set_actor 62@ immune_to_nonplayer 0 
0321: AS_actor 62@ die_headshotted 
034F: destroy_actor_with_fade 62@ 

:AMBULAN_13520
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @AMBULAN_13553 
02A9: set_actor 65@ immune_to_nonplayer 0 
0321: AS_actor 65@ die_headshotted 
034F: destroy_actor_with_fade 65@ 

:AMBULAN_13553
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @AMBULAN_13586 
02A9: set_actor 68@ immune_to_nonplayer 0 
0321: AS_actor 68@ die_headshotted 
034F: destroy_actor_with_fade 68@ 

:AMBULAN_13586
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @AMBULAN_13619 
02A9: set_actor 71@ immune_to_nonplayer 0 
0321: AS_actor 71@ die_headshotted 
034F: destroy_actor_with_fade 71@ 

:AMBULAN_13619
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @AMBULAN_13652 
02A9: set_actor 74@ immune_to_nonplayer 0 
0321: AS_actor 74@ die_headshotted 
034F: destroy_actor_with_fade 74@ 

:AMBULAN_13652
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 93@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
0006: 52@ = 0 
0164: disable_marker 47@ 
0164: disable_marker 82@ 
0164: disable_marker 85@ 
0164: disable_marker 88@ 
0164: disable_marker 91@ 
0164: disable_marker 94@ 
0164: disable_marker 57@ 
0164: disable_marker 60@ 
0164: disable_marker 63@ 
0164: disable_marker 66@ 
0164: disable_marker 69@ 
0164: disable_marker 72@ 
0164: disable_marker 75@ 
065C: release_decision_maker 235@ 
03C7: set_sensitivity_to_crime 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0006: 99@ = 0 

:AMBULAN_13808
00D6: if 
001B:   10 > 99@ 
004D: jump_if_false @AMBULAN_13938 
00D6: if 
0039:   224@(99@,10i) == 1 
004D: jump_if_false @AMBULAN_13875 
0746: set_acquaintance 4 of_actors_pedtype 99@ to_actors_pedtype 0 
000E: 234@ -= 1 
0006: 224@(99@,10i) = 0 

:AMBULAN_13875
00D6: if 
0039:   214@(99@,10i) == 1 
004D: jump_if_false @AMBULAN_13924 
0746: set_acquaintance 3 of_actors_pedtype 99@ to_actors_pedtype 0 
000E: 234@ -= 1 
0006: 214@(99@,10i) = 0 

:AMBULAN_13924
000A: 99@ += 1 
0002: jump @AMBULAN_13808 

:AMBULAN_13938
0004: $ONMISSION = 0 
0004: $ONMISSION_PARAMEDIC = 0 
00D8: mission_cleanup 
00D6: if 
0038:   $1487 == 1 
004D: jump_if_false @AMBULAN_13991 
0004: $1487 = 2 
08F8: display_stat_update_box 1 
004F: create_thread @BACKON  

:AMBULAN_13991
0051: return 

:AMBULAN_13993
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @AMBULAN_14034 
00BC: show_text_highpriority GXT 'A_FAIL3' time 3000 flag 1  // ~r~The patient is dead!!
0006: 79@ = 1 
0051: return 

:AMBULAN_14034
00D6: if 
0038:   $8210 == 0 
004D: jump_if_false @AMBULAN_14087 
0321: AS_actor 77@ die_headshotted 
034F: destroy_actor_with_fade 77@ 
00BC: show_text_highpriority GXT 'A_FAIL2' time 3000 flag 1  // ~r~Your lack of urgency has been fatal to the patient!
0006: 79@ = 1 
0051: return 

:AMBULAN_14087
00D6: if 
0039:   80@ == 3 
004D: jump_if_false @AMBULAN_14255 
00A0: store_actor 77@ position_to 179@ 180@ 181@ 
0227: 40@ = car 34@ health 
00D6: if 
001D:   39@ > 40@ // (int) 
004D: jump_if_false @AMBULAN_14255 
0085: 41@ = 39@ // (int) 
0062: 41@ -= 40@ // (int) 
0012: 41@ *= 50 
008B: 35@ = $8210 // (int) 
0062: 35@ -= 41@ // (int) 
00D6: if 
0019:   35@ > 10 
004D: jump_if_false @AMBULAN_14211 
0066: $8210 -= 41@ // (int) 

:AMBULAN_14211
0947: actor 77@ speak_from_audio_table 344 store_spoken_phrase_id_to 236@ 
00D6: if 
001A:   0 > $8210 
004D: jump_if_false @AMBULAN_14247 
0004: $8210 = 0 

:AMBULAN_14247
0085: 39@ = 40@ // (int) 

:AMBULAN_14255
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @AMBULAN_14540 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 77@ radius 10.0 10.0 2.0 0 in_car 
004D: jump_if_false @AMBULAN_14540 
01E9: 43@ = car 34@ num_passengers 
01EA: 42@ = car 34@ max_passengers 
00D6: if 
003B:   43@ == 42@ // (int) 
004D: jump_if_false @AMBULAN_14392 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @AMBULAN_14378 
00BC: show_text_highpriority GXT 'A_FULL' time 5000 flag 1  // ~s~Ambulance full!!

:AMBULAN_14378
0006: 50@ = 1 
0002: jump @AMBULAN_14399 

:AMBULAN_14392
0006: 50@ = 0 

:AMBULAN_14399
0227: 39@ = car 34@ health 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @AMBULAN_14517 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @AMBULAN_14469 
05CA: AS_actor 77@ enter_car 34@ passenger_seat -1 time -2 
0006: 97@ = 1 
0002: jump @AMBULAN_14510 

:AMBULAN_14469
062E: get_actor 77@ task 1482 status_store_to 98@ // ret 7 if not found 
00D6: if 
04A4:   98@ == 7 // == constant 
004D: jump_if_false @AMBULAN_14510 
05CA: AS_actor 77@ enter_car 34@ passenger_seat -1 time -2 

:AMBULAN_14510
0002: jump @AMBULAN_14533 

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

:AMBULAN_14533
0006: 80@ = 2 

:AMBULAN_14540
00D6: if 
0039:   80@ == 2 
004D: jump_if_false @AMBULAN_14619 
00D6: if 
80F4:   not actor $PLAYER_ACTOR near_actor 77@ radius 20.0 20.0 0 in_car 
004D: jump_if_false @AMBULAN_14596 
0006: 80@ = 1 

:AMBULAN_14596
00D6: if 
8449:   not actor 77@ in_a_car 
004D: jump_if_false @AMBULAN_14619 
0006: 80@ = 1 

:AMBULAN_14619
00D6: if 
0039:   80@ == 2 
004D: jump_if_false @AMBULAN_14762 
00D6: if 
0449:   actor 77@ in_a_car 
004D: jump_if_false @AMBULAN_14762 
0006: 97@ = 0 
0164: disable_marker 78@ 
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @AMBULAN_14704 
018A: 47@ = create_checkpoint_at 167@ 168@ 169@ 
0006: 52@ = 1 

:AMBULAN_14704
0085: 49@ = 152@(240@,13i) // (int) 
0016: 49@ /= 1000 
01E3: show_text_1number_styled GXT 'A_TIME' number 49@ time 6000 style 6  // +~1~ seconds
005E: $8210 += 152@(240@,13i) // (int) 
0006: 80@ = 3 

:AMBULAN_14762
00D6: if 
0039:   80@ == 3 
004D: jump_if_false @AMBULAN_14847 
00D6: if 
0103:   actor $PLAYER_ACTOR in_sphere 167@ 168@ 169@ radius 6.0 6.0 2.0 sphere 0 stopped_in_car 
004D: jump_if_false @AMBULAN_14847 
05D3: AS_actor 77@ goto_point 173@ 174@ 175@ mode 6 time -1 ms // versionA 
0006: 80@ = 4 

:AMBULAN_14847
00D6: if 
0039:   80@ == 4 
004D: jump_if_false @AMBULAN_15078 
00D6: if 
8449:   not actor 77@ in_a_car 
004D: jump_if_false @AMBULAN_15078 
05D3: AS_actor 77@ goto_point 173@ 174@ 175@ mode 6 time -1 ms // versionA 
09EE: set_status_text_stay_on_screen 1 
00BA: show_text_styled GXT 'A_PASS' time 3000 style 5  // Rescued!
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @AMBULAN_15018 
0085: 49@ = 48@ // (int) 
0016: 49@ /= 1000 
01E3: show_text_1number_styled GXT 'A_TIME' number 49@ time 6000 style 6  // +~1~ seconds
03C0: 34@ = actor $PLAYER_ACTOR car 
0227: 54@ = car 34@ health 
000A: 54@ += 110 
0224: set_car 34@ health_to 54@ 
005E: $8210 += 48@ // (int) 
000A: 45@ += 1 

:AMBULAN_15018
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
000A: 46@ += 1 
0623: add 1 to_integer_stat 151 
0006: 80@ = 0 
0332: set_actor 77@ bleeding 0 
0961: set_actor 77@ keep_tasks_after_cleanup 1 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 

:AMBULAN_15078
0051: return 

//-------------Mission 123---------------
// Originally: Firefighter Sub-Mission

:FIRETRU
0050: gosub @FIRETRU_16 
0050: gosub @FIRETRU_10464 
004E: end_thread 

:FIRETRU_16
0004: $ONMISSION = 1 
0004: $ONMISSION_FIREFIGHTER = 1 
03A4: name_thread 'FIRETRU' 
0001: wait 0 ms 
00D6: if 
0038:   $1489 == 0 
004D: jump_if_false @FIRETRU_65 
0317: increment_mission_attempts 

:FIRETRU_65
060A: create_decision_maker_type 0 store_to 165@ // decision\allowed\m_.ped files 
054C: use_GXT_table 'FIRETRK' 
08F8: display_stat_update_box 1 
0007: 162@ = 0.0 
0004: $8215 = 0 
0006: 79@ = 0 
0006: 80@ = 0 
0004: $8214 = 0 
0006: 81@ = 0 
0006: 83@ = 0 
0006: 82@ = 0 
0007: 121@ = 7.0 
0004: $8213 = 1 
0006: 77@ = 0 
0006: 126@ = 0 
0006: 78@ = 0 
0006: 84@ = 0 
0006: 35@ = -1 
0006: 35@ = -1 
0006: 35@ = -1 
0006: 87@ = 0 
0006: 54@ = 0 
0006: 55@ = 0 
0006: 56@ = 0 
0006: 57@ = 0 
0006: 58@ = 0 
0006: 59@ = 0 
0006: 60@ = 0 
0006: 61@ = 0 
0006: 62@ = 0 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 108@ = 0 
0006: 109@ = 0 
0006: 110@ = 0 
0006: 111@ = 0 
0006: 112@ = 0 
0006: 113@ = 0 
0006: 114@ = 0 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
0006: 118@ = 0 
0006: 119@ = 0 
0004: $8221 = 0 
0004: $8220 = 0 
03C7: set_sensitivity_to_crime 0.5 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @FIRETRU_789 
018A: 63@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 64@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 65@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 66@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 67@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 68@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 69@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 70@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 71@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 72@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 73@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 74@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 75@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 76@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A5: 35@ = create_car #PATRIOT at 0.0 0.0 0.0 
009A: 39@ = create_actor_pedtype 24 model #LAPD1 at 0.0 0.0 0.0 
0325: 49@ = create_car 35@ fire 
0325: 50@ = create_car 35@ fire 
0325: 51@ = create_car 35@ fire 
0325: 52@ = create_car 35@ fire 
0326: 53@ = create_actor 39@ fire 
0326: 54@ = create_actor 39@ fire 
0326: 55@ = create_actor 39@ fire 
0326: 56@ = create_actor 39@ fire 
0326: 57@ = create_actor 39@ fire 
0326: 58@ = create_actor 39@ fire 
0326: 59@ = create_actor 39@ fire 
0326: 60@ = create_actor 39@ fire 
0326: 61@ = create_actor 39@ fire 
0326: 62@ = create_actor 39@ fire 

:FIRETRU_789
0006: 88@ = 0 
0006: 89@ = 0 
0006: 92@ = 0 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 96@ = 0 
0006: 97@ = 0 
0006: 98@ = 0 
0006: 99@ = 0 
0006: 100@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 108@ = 0 
0006: 109@ = 0 
0006: 110@ = 0 
0006: 111@ = 0 
0006: 112@ = 0 
0006: 113@ = 0 
0006: 114@ = 0 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
0006: 118@ = 0 
0209: 125@ = random_int_in_ranges 25 44 
00D6: if 
0039:   125@ == 25 
004D: jump_if_false @FIRETRU_1027 
04AF: 126@ = 405 // = constant 

:FIRETRU_1027
00D6: if 
0039:   125@ == 26 
004D: jump_if_false @FIRETRU_1053 
04AF: 126@ = 418 // = constant 

:FIRETRU_1053
00D6: if 
0039:   125@ == 27 
004D: jump_if_false @FIRETRU_1079 
04AF: 126@ = 421 // = constant 

:FIRETRU_1079
00D6: if 
0039:   125@ == 28 
004D: jump_if_false @FIRETRU_1105 
04AF: 126@ = 400 // = constant 

:FIRETRU_1105
00D6: if 
0039:   125@ == 29 
004D: jump_if_false @FIRETRU_1131 
04AF: 126@ = 404 // = constant 

:FIRETRU_1131
00D6: if 
0039:   125@ == 30 
004D: jump_if_false @FIRETRU_1157 
04AF: 126@ = 445 // = constant 

:FIRETRU_1157
00D6: if 
0039:   125@ == 31 
004D: jump_if_false @FIRETRU_1183 
04AF: 126@ = 466 // = constant 

:FIRETRU_1183
00D6: if 
0039:   125@ == 32 
004D: jump_if_false @FIRETRU_1209 
04AF: 126@ = 467 // = constant 

:FIRETRU_1209
00D6: if 
0039:   125@ == 33 
004D: jump_if_false @FIRETRU_1235 
04AF: 126@ = 479 // = constant 

:FIRETRU_1235
00D6: if 
0039:   125@ == 34 
004D: jump_if_false @FIRETRU_1261 
04AF: 126@ = 413 // = constant 

:FIRETRU_1261
00D6: if 
0039:   125@ == 35 
004D: jump_if_false @FIRETRU_1287 
04AF: 126@ = 420 // = constant 

:FIRETRU_1287
00D6: if 
0039:   125@ == 36 
004D: jump_if_false @FIRETRU_1313 
04AF: 126@ = 438 // = constant 

:FIRETRU_1313
00D6: if 
0039:   125@ == 37 
004D: jump_if_false @FIRETRU_1339 
04AF: 126@ = 440 // = constant 

:FIRETRU_1339
00D6: if 
0039:   125@ == 38 
004D: jump_if_false @FIRETRU_1365 
04AF: 126@ = 551 // = constant 

:FIRETRU_1365
00D6: if 
0039:   125@ == 39 
004D: jump_if_false @FIRETRU_1391 
04AF: 126@ = 470 // = constant 

:FIRETRU_1391
00D6: if 
0039:   125@ == 40 
004D: jump_if_false @FIRETRU_1417 
04AF: 126@ = 482 // = constant 

:FIRETRU_1417
00D6: if 
0039:   125@ == 41 
004D: jump_if_false @FIRETRU_1443 
04AF: 126@ = 546 // = constant 

:FIRETRU_1443
00D6: if 
0039:   125@ == 42 
004D: jump_if_false @FIRETRU_1469 
04AF: 126@ = 492 // = constant 

:FIRETRU_1469
00D6: if 
0039:   125@ == 43 
004D: jump_if_false @FIRETRU_1495 
04AF: 126@ = 560 // = constant 

:FIRETRU_1495
0247: load_model 126@ 
0001: wait 0 ms 
0050: gosub @FIRETRU_8348 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @FIRETRU_1536 
0002: jump @FIRETRU_10464 

:FIRETRU_1536
00D6: if 
8248:   not model 126@ available 
004D: jump_if_false @FIRETRU_1600 
0001: wait 0 ms 
0247: load_model 126@ 
0050: gosub @FIRETRU_8348 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @FIRETRU_1593 
0002: jump @FIRETRU_10464 

:FIRETRU_1593
0002: jump @FIRETRU_1536 

:FIRETRU_1600
0006: 119@ = 0 
0050: gosub @FIRETRU_5971 
0087: 127@ = 153@ // (float) 
0087: 128@ = 154@ // (float) 
0087: 129@ = 155@ // (float) 
0395: clear_area 0 at 127@ 128@ 129@ radius 5.0 
00A5: 35@ = create_car 126@ at 127@ 128@ 129@ 
0574: set_car 35@ keep_position 1 
0175: set_car 35@ Z_angle_to 160@ 
0587: enable_car 35@ validate_position 0 
02AC: set_car 35@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0208: 123@ = random_float_in_ranges 0.0 359.9 
0175: set_car 35@ Z_angle_to 123@ 
0325: 50@ = create_car 35@ fire 
0164: disable_marker 64@ 
0186: 64@ = create_marker_above_car 35@ 
07E0: set_marker 64@ type_to 1 
018B: set_marker 64@ radar_mode 2 
03ED: set_car 35@ disable_flipped_explosion_when_empty 1 
0006: 119@ = 1 
000A: 88@ += 1 
0560: create_random_actor_in_car 35@ handle_as 40@ 
060B: set_actor 40@ decision_maker_to 165@ 
0588: disable_actor 40@ validate_position 0 
02A9: set_actor 40@ immune_to_nonplayer 1 
02AB: set_actor 40@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
000A: 88@ += 1 
00D6: if 
0018:   $8213 > 2 
004D: jump_if_false @FIRETRU_1913 
0561: 41@ = create_passenger_in_car 35@ seat 0 
060B: set_actor 41@ decision_maker_to 165@ 
0588: disable_actor 41@ validate_position 0 
02A9: set_actor 41@ immune_to_nonplayer 1 
02AB: set_actor 41@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
000A: 88@ += 1 

:FIRETRU_1913
00D6: if 
0018:   $8213 > 3 
004D: jump_if_false @FIRETRU_1985 
0561: 42@ = create_passenger_in_car 35@ seat 1 
060B: set_actor 42@ decision_maker_to 165@ 
0588: disable_actor 42@ validate_position 0 
02A9: set_actor 42@ immune_to_nonplayer 1 
02AB: set_actor 42@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
000A: 88@ += 1 

:FIRETRU_1985
00D6: if 
0018:   $8213 > 4 
004D: jump_if_false @FIRETRU_2176 
0050: gosub @FIRETRU_5971 
0087: 130@ = 153@ // (float) 
0087: 131@ = 154@ // (float) 
0087: 132@ = 155@ // (float) 
0395: clear_area 0 at 130@ 131@ 132@ radius 5.0 
00A5: 36@ = create_car 126@ at 130@ 131@ 132@ 
0574: set_car 36@ keep_position 1 
0175: set_car 36@ Z_angle_to 160@ 
0587: enable_car 36@ validate_position 0 
02AC: set_car 36@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
039F: set_car 36@ race_to 127@ 128@ 
0325: 51@ = create_car 36@ fire 
04BA: set_car 36@ speed_to 20.0 
0164: disable_marker 65@ 
0186: 65@ = create_marker_above_car 36@ 
07E0: set_marker 65@ type_to 1 
018B: set_marker 65@ radar_mode 2 
03ED: set_car 36@ disable_flipped_explosion_when_empty 1 
000A: 88@ += 1 

:FIRETRU_2176
00D6: if 
0018:   $8213 > 5 
004D: jump_if_false @FIRETRU_2246 
0560: create_random_actor_in_car 36@ handle_as 43@ 
060B: set_actor 43@ decision_maker_to 165@ 
0588: disable_actor 43@ validate_position 0 
02A9: set_actor 43@ immune_to_nonplayer 1 
02AB: set_actor 43@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
000A: 88@ += 1 

:FIRETRU_2246
00D6: if 
0018:   $8213 > 6 
004D: jump_if_false @FIRETRU_2318 
0561: 44@ = create_passenger_in_car 36@ seat 0 
060B: set_actor 44@ decision_maker_to 165@ 
0588: disable_actor 44@ validate_position 0 
02A9: set_actor 44@ immune_to_nonplayer 1 
02AB: set_actor 44@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
000A: 88@ += 1 

:FIRETRU_2318
00D6: if 
0018:   $8213 > 7 
004D: jump_if_false @FIRETRU_2390 
0561: 45@ = create_passenger_in_car 36@ seat 1 
060B: set_actor 45@ decision_maker_to 165@ 
0588: disable_actor 45@ validate_position 0 
02A9: set_actor 45@ immune_to_nonplayer 1 
02AB: set_actor 45@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
000A: 88@ += 1 

:FIRETRU_2390
00D6: if 
0018:   $8213 > 8 
004D: jump_if_false @FIRETRU_2581 
0050: gosub @FIRETRU_5971 
0087: 133@ = 153@ // (float) 
0087: 134@ = 154@ // (float) 
0087: 135@ = 155@ // (float) 
0395: clear_area 0 at 133@ 134@ 135@ radius 5.0 
00A5: 37@ = create_car 126@ at 133@ 134@ 135@ 
0574: set_car 37@ keep_position 1 
0175: set_car 37@ Z_angle_to 160@ 
0587: enable_car 37@ validate_position 0 
02AC: set_car 37@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
039F: set_car 37@ race_to 127@ 128@ 
0325: 52@ = create_car 37@ fire 
04BA: set_car 37@ speed_to 20.0 
0164: disable_marker 66@ 
0186: 66@ = create_marker_above_car 37@ 
07E0: set_marker 66@ type_to 1 
018B: set_marker 66@ radar_mode 2 
03ED: set_car 37@ disable_flipped_explosion_when_empty 1 
000A: 88@ += 1 

:FIRETRU_2581
0249: release_model 126@ 
00D6: if 
0018:   $8213 > 9 
004D: jump_if_false @FIRETRU_2656 
0560: create_random_actor_in_car 37@ handle_as 46@ 
060B: set_actor 46@ decision_maker_to 165@ 
0588: disable_actor 46@ validate_position 0 
02A9: set_actor 46@ immune_to_nonplayer 1 
02AB: set_actor 46@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
000A: 88@ += 1 

:FIRETRU_2656
00D6: if 
0018:   $8213 > 10 
004D: jump_if_false @FIRETRU_2728 
0561: 47@ = create_passenger_in_car 37@ seat 0 
060B: set_actor 47@ decision_maker_to 165@ 
0588: disable_actor 47@ validate_position 0 
02A9: set_actor 47@ immune_to_nonplayer 1 
02AB: set_actor 47@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
000A: 88@ += 1 

:FIRETRU_2728
00D6: if 
0018:   $8213 > 11 
004D: jump_if_false @FIRETRU_2800 
0561: 48@ = create_passenger_in_car 37@ seat 1 
060B: set_actor 48@ decision_maker_to 165@ 
0588: disable_actor 48@ validate_position 0 
02A9: set_actor 48@ immune_to_nonplayer 1 
02AB: set_actor 48@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
000A: 88@ += 1 

:FIRETRU_2800
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @FIRETRU_2823 
00AF: set_car 35@ driver_behaviour_to 11 

:FIRETRU_2823
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @FIRETRU_2846 
00AF: set_car 36@ driver_behaviour_to 11 

:FIRETRU_2846
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @FIRETRU_2869 
00AF: set_car 37@ driver_behaviour_to 11 

:FIRETRU_2869
0050: gosub @FIRETRU_8348 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @FIRETRU_2901 
0002: jump @FIRETRU_10464 

:FIRETRU_2901
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @FIRETRU_3008 
00A0: store_actor 40@ position_to 146@ 147@ 148@ 
0843: get_zone_at 146@ 147@ 148@ nameA_to s$8216 // 8-byte string 
00D6: if 
001A:   5 > $8213 
004D: jump_if_false @FIRETRU_2989 
0384: show_text_1string GXT 'F_START' string s$8216 time 5000 1  // ~s~~b~Burning vehicle~s~ reported in the ~a~ area. Go and extinguish the fire.
0002: jump @FIRETRU_3008 

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

:FIRETRU_3008
00D6: if 
0038:   $8213 == 1 
004D: jump_if_false @FIRETRU_3038 
000E: 88@ -= 1 
009B: destroy_actor 40@ 

:FIRETRU_3038
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @FIRETRU_3104 
03C3: set_timer_to $8215 type 1 GXT 'FIRTIME' // global_variable  // TIME LEFT
04F7: status_text $8213 type 0 line 1 GXT 'FLEV' // global_variable  // LEVEL
0006: 80@ = 1 
0002: jump @FIRETRU_3108 

:FIRETRU_3104
0396: pause_timer 0 

:FIRETRU_3108
008B: 85@ = $8213 // (int) 
000E: 85@ -= 4 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 87@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 87@ += 3000 

:FIRETRU_3144
00D6: if 
0735:   is_keyboard_key_pressed 32 
004D: jump_if_false @FIRETRU_3169 
0004: $8215 = 300000 

:FIRETRU_3169
00D6: if 
0735:   is_keyboard_key_pressed 137 
004D: jump_if_false @FIRETRU_3311 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @FIRETRU_3215 
03F5: set_car 35@ apply_damage_rules 0 
03F5: set_car 35@ apply_damage_rules 1 

:FIRETRU_3215
00D6: if 
0018:   $8213 > 4 
004D: jump_if_false @FIRETRU_3263 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @FIRETRU_3263 
03F5: set_car 36@ apply_damage_rules 0 
03F5: set_car 36@ apply_damage_rules 1 

:FIRETRU_3263
00D6: if 
0018:   $8213 > 8 
004D: jump_if_false @FIRETRU_3311 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @FIRETRU_3311 
03F5: set_car 37@ apply_damage_rules 0 
03F5: set_car 37@ apply_damage_rules 1 

:FIRETRU_3311
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @FIRETRU_3347 
0004: $1489 = 0 
0004: $8213 = 12 
0002: jump @FIRETRU_9900 

:FIRETRU_3347
00D6: if 
0735:   is_keyboard_key_pressed 90 
004D: jump_if_false @FIRETRU_3515 
014F: stop_timer $8215 
0151: remove_status_text $8214 
0151: remove_status_text $8213 
03D5: remove_text 'F_START'  // ~s~~b~Burning vehicle~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'F_STAR1'  // ~s~~b~Burning vehicles~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'FIRELVL'  // ~s~Fire Truck Mission level ~1~
00BA: show_text_styled GXT 'F_PASS1' time 5000 style 5  // Fire extinguished!
008B: 79@ = $8213 // (int) 
006E: 79@ *= $8213 // (int) 
0012: 79@ *= 50 
005A: 83@ += 79@ // (int) 
01E3: show_text_1number_styled GXT 'REWARD' number 79@ time 6000 style 6  // REWARD $~1~
0109: player $PLAYER_CHAR money = 79@ 
01E3: show_text_1number_styled GXT 'F_COMP1' number 5000 time 5000 style 5  // Fire Fighter missions complete: $~1~
0109: player $PLAYER_CHAR money = 5000 
0394: play_music 2 

:FIRETRU_3515
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @FIRETRU_3540 
0002: jump @FIRETRU_10464 

:FIRETRU_3540
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
0050: gosub @FIRETRU_8348 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @FIRETRU_3581 
0002: jump @FIRETRU_10464 

:FIRETRU_3581
00D6: if 
001A:   2 > $HELP_FIRETRUCK_SHOWN 
004D: jump_if_false @FIRETRU_3778 
00D6: if 
0038:   $HELP_FIRETRUCK_SHOWN == 0 
004D: jump_if_false @FIRETRU_3701 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @FIRETRU_3694 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @FIRETRU_3687 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @FIRETRU_3680 
03E5: show_text_box 'SPRAY_1'  // Use ~k~~PED_FIREWEAPON~ or ~k~~VEHICLE_FIREWEAPON_ALT~ to fire the water cannon and the camera movement controls to aim the water cannon.
0004: $HELP_FIRETRUCK_SHOWN = 1 

:FIRETRU_3680
0002: jump @FIRETRU_3694 

:FIRETRU_3687
0006: 32@ = 0 

:FIRETRU_3694
0002: jump @FIRETRU_3778 

:FIRETRU_3701
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @FIRETRU_3778 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @FIRETRU_3771 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @FIRETRU_3764 
03E5: show_text_box 'SIREN_1'  // To turn on this vehicle's sirens tap ~k~~VEHICLE_HORN~.
0004: $HELP_FIRETRUCK_SHOWN = 2 

:FIRETRU_3764
0002: jump @FIRETRU_3778 

:FIRETRU_3771
0006: 32@ = 0 

:FIRETRU_3778
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @FIRETRU_4161 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 35@ radius 50.0 50.0 10.0 flag 0 
004D: jump_if_false @FIRETRU_3999 
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @FIRETRU_3992 
0587: enable_car 35@ validate_position 1 
0574: set_car 35@ keep_position 0 
0006: 104@ = 1 
00D6: if 
0018:   $8213 > 1 
004D: jump_if_false @FIRETRU_3910 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @FIRETRU_3910 
0588: disable_actor 40@ validate_position 1 

:FIRETRU_3910
00D6: if 
0018:   $8213 > 2 
004D: jump_if_false @FIRETRU_3951 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @FIRETRU_3951 
0588: disable_actor 41@ validate_position 1 

:FIRETRU_3951
00D6: if 
0018:   $8213 > 3 
004D: jump_if_false @FIRETRU_3992 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @FIRETRU_3992 
0588: disable_actor 42@ validate_position 1 

:FIRETRU_3992
0002: jump @FIRETRU_4161 

:FIRETRU_3999
00D6: if 
0039:   104@ == 1 
004D: jump_if_false @FIRETRU_4161 
0587: enable_car 35@ validate_position 0 
0574: set_car 35@ keep_position 1 
0006: 104@ = 0 
00D6: if 
0018:   $8213 > 1 
004D: jump_if_false @FIRETRU_4079 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @FIRETRU_4079 
0588: disable_actor 40@ validate_position 0 

:FIRETRU_4079
00D6: if 
0018:   $8213 > 2 
004D: jump_if_false @FIRETRU_4120 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @FIRETRU_4120 
0588: disable_actor 41@ validate_position 0 

:FIRETRU_4120
00D6: if 
0018:   $8213 > 3 
004D: jump_if_false @FIRETRU_4161 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @FIRETRU_4161 
0588: disable_actor 42@ validate_position 0 

:FIRETRU_4161
00D6: if 
0018:   $8213 > 4 
004D: jump_if_false @FIRETRU_4963 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @FIRETRU_4562 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 36@ radius 50.0 50.0 10.0 flag 0 
004D: jump_if_false @FIRETRU_4400 
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @FIRETRU_4393 
0587: enable_car 36@ validate_position 1 
0574: set_car 36@ keep_position 0 
0006: 105@ = 1 
00D6: if 
0018:   $8213 > 5 
004D: jump_if_false @FIRETRU_4311 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FIRETRU_4311 
0588: disable_actor 43@ validate_position 1 

:FIRETRU_4311
00D6: if 
0018:   $8213 > 6 
004D: jump_if_false @FIRETRU_4352 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FIRETRU_4352 
0588: disable_actor 44@ validate_position 1 

:FIRETRU_4352
00D6: if 
0018:   $8213 > 7 
004D: jump_if_false @FIRETRU_4393 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FIRETRU_4393 
0588: disable_actor 45@ validate_position 1 

:FIRETRU_4393
0002: jump @FIRETRU_4562 

:FIRETRU_4400
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @FIRETRU_4562 
0587: enable_car 36@ validate_position 0 
0574: set_car 36@ keep_position 1 
0006: 105@ = 0 
00D6: if 
0018:   $8213 > 5 
004D: jump_if_false @FIRETRU_4480 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FIRETRU_4480 
0588: disable_actor 43@ validate_position 0 

:FIRETRU_4480
00D6: if 
0018:   $8213 > 6 
004D: jump_if_false @FIRETRU_4521 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FIRETRU_4521 
0588: disable_actor 44@ validate_position 0 

:FIRETRU_4521
00D6: if 
0018:   $8213 > 7 
004D: jump_if_false @FIRETRU_4562 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FIRETRU_4562 
0588: disable_actor 45@ validate_position 0 

:FIRETRU_4562
00D6: if 
0018:   $8213 > 8 
004D: jump_if_false @FIRETRU_4963 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @FIRETRU_4963 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 37@ radius 50.0 50.0 10.0 flag 0 
004D: jump_if_false @FIRETRU_4801 
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @FIRETRU_4794 
0587: enable_car 37@ validate_position 1 
0574: set_car 37@ keep_position 0 
00D6: if 
0018:   $8213 > 9 
004D: jump_if_false @FIRETRU_4705 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @FIRETRU_4705 
0588: disable_actor 46@ validate_position 1 

:FIRETRU_4705
00D6: if 
0018:   $8213 > 10 
004D: jump_if_false @FIRETRU_4746 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @FIRETRU_4746 
0588: disable_actor 47@ validate_position 1 

:FIRETRU_4746
00D6: if 
0018:   $8213 > 11 
004D: jump_if_false @FIRETRU_4787 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @FIRETRU_4787 
0588: disable_actor 48@ validate_position 1 

:FIRETRU_4787
0006: 106@ = 1 

:FIRETRU_4794
0002: jump @FIRETRU_4963 

:FIRETRU_4801
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @FIRETRU_4963 
0587: enable_car 37@ validate_position 0 
0574: set_car 37@ keep_position 1 
0006: 106@ = 0 
00D6: if 
0018:   $8213 > 9 
004D: jump_if_false @FIRETRU_4881 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @FIRETRU_4881 
0588: disable_actor 46@ validate_position 0 

:FIRETRU_4881
00D6: if 
0018:   $8213 > 10 
004D: jump_if_false @FIRETRU_4922 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @FIRETRU_4922 
0588: disable_actor 47@ validate_position 0 

:FIRETRU_4922
00D6: if 
0018:   $8213 > 11 
004D: jump_if_false @FIRETRU_4963 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @FIRETRU_4963 
0588: disable_actor 48@ validate_position 0 

:FIRETRU_4963
0085: 34@ = 35@ // (int) 
0085: 49@ = 50@ // (int) 
0085: 90@ = 92@ // (int) 
0085: 63@ = 64@ // (int) 
0004: $8221 = 1 
0050: gosub @FIRETRU_8684 
0085: 50@ = 49@ // (int) 
0085: 92@ = 90@ // (int) 
0085: 64@ = 63@ // (int) 
00D6: if 
0018:   $8213 > 1 
004D: jump_if_false @FIRETRU_5114 
0085: 39@ = 40@ // (int) 
0085: 91@ = 95@ // (int) 
0085: 53@ = 54@ // (int) 
0085: 67@ = 68@ // (int) 
0050: gosub @FIRETRU_9212 
0085: 95@ = 91@ // (int) 
0085: 54@ = 53@ // (int) 
0085: 68@ = 67@ // (int) 

:FIRETRU_5114
00D6: if 
0018:   $8213 > 2 
004D: jump_if_false @FIRETRU_5195 
0085: 39@ = 41@ // (int) 
0085: 91@ = 96@ // (int) 
0085: 53@ = 55@ // (int) 
0085: 67@ = 69@ // (int) 
0050: gosub @FIRETRU_9212 
0085: 96@ = 91@ // (int) 
0085: 55@ = 53@ // (int) 
0085: 69@ = 67@ // (int) 

:FIRETRU_5195
00D6: if 
0018:   $8213 > 3 
004D: jump_if_false @FIRETRU_5276 
0085: 39@ = 42@ // (int) 
0085: 91@ = 97@ // (int) 
0085: 53@ = 56@ // (int) 
0085: 67@ = 70@ // (int) 
0050: gosub @FIRETRU_9212 
0085: 97@ = 91@ // (int) 
0085: 56@ = 53@ // (int) 
0085: 70@ = 67@ // (int) 

:FIRETRU_5276
00D6: if 
0018:   $8213 > 4 
004D: jump_if_false @FIRETRU_5364 
0085: 34@ = 36@ // (int) 
0085: 49@ = 51@ // (int) 
0085: 90@ = 93@ // (int) 
0085: 63@ = 65@ // (int) 
0004: $8221 = 2 
0050: gosub @FIRETRU_8684 
0085: 51@ = 49@ // (int) 
0085: 93@ = 90@ // (int) 
0085: 65@ = 63@ // (int) 

:FIRETRU_5364
00D6: if 
0018:   $8213 > 5 
004D: jump_if_false @FIRETRU_5445 
0085: 39@ = 43@ // (int) 
0085: 91@ = 98@ // (int) 
0085: 53@ = 57@ // (int) 
0085: 67@ = 71@ // (int) 
0050: gosub @FIRETRU_9212 
0085: 98@ = 91@ // (int) 
0085: 57@ = 53@ // (int) 
0085: 71@ = 67@ // (int) 

:FIRETRU_5445
00D6: if 
0018:   $8213 > 6 
004D: jump_if_false @FIRETRU_5526 
0085: 39@ = 44@ // (int) 
0085: 91@ = 99@ // (int) 
0085: 53@ = 58@ // (int) 
0085: 67@ = 72@ // (int) 
0050: gosub @FIRETRU_9212 
0085: 99@ = 91@ // (int) 
0085: 58@ = 53@ // (int) 
0085: 72@ = 67@ // (int) 

:FIRETRU_5526
00D6: if 
0018:   $8213 > 7 
004D: jump_if_false @FIRETRU_5607 
0085: 39@ = 45@ // (int) 
0085: 91@ = 100@ // (int) 
0085: 53@ = 59@ // (int) 
0085: 67@ = 73@ // (int) 
0050: gosub @FIRETRU_9212 
0085: 100@ = 91@ // (int) 
0085: 59@ = 53@ // (int) 
0085: 73@ = 67@ // (int) 

:FIRETRU_5607
00D6: if 
0018:   $8213 > 8 
004D: jump_if_false @FIRETRU_5695 
0085: 34@ = 37@ // (int) 
0085: 49@ = 52@ // (int) 
0085: 90@ = 94@ // (int) 
0085: 63@ = 66@ // (int) 
0004: $8221 = 3 
0050: gosub @FIRETRU_8684 
0085: 52@ = 49@ // (int) 
0085: 94@ = 90@ // (int) 
0085: 66@ = 63@ // (int) 

:FIRETRU_5695
00D6: if 
0018:   $8213 > 9 
004D: jump_if_false @FIRETRU_5776 
0085: 39@ = 46@ // (int) 
0085: 91@ = 101@ // (int) 
0085: 53@ = 60@ // (int) 
0085: 67@ = 74@ // (int) 
0050: gosub @FIRETRU_9212 
0085: 101@ = 91@ // (int) 
0085: 60@ = 53@ // (int) 
0085: 74@ = 67@ // (int) 

:FIRETRU_5776
00D6: if 
0018:   $8213 > 10 
004D: jump_if_false @FIRETRU_5857 
0085: 39@ = 47@ // (int) 
0085: 91@ = 102@ // (int) 
0085: 53@ = 61@ // (int) 
0085: 67@ = 75@ // (int) 
0050: gosub @FIRETRU_9212 
0085: 102@ = 91@ // (int) 
0085: 61@ = 53@ // (int) 
0085: 75@ = 67@ // (int) 

:FIRETRU_5857
00D6: if 
0018:   $8213 > 11 
004D: jump_if_false @FIRETRU_5938 
0085: 39@ = 48@ // (int) 
0085: 91@ = 103@ // (int) 
0085: 53@ = 62@ // (int) 
0085: 67@ = 76@ // (int) 
0050: gosub @FIRETRU_9212 
0085: 103@ = 91@ // (int) 
0085: 62@ = 53@ // (int) 
0085: 76@ = 67@ // (int) 

:FIRETRU_5938
00D6: if 
002D:   89@ >= 88@ // (int) 
004D: jump_if_false @FIRETRU_5964 
0002: jump @FIRETRU_9900 

:FIRETRU_5964
0002: jump @FIRETRU_3144 

:FIRETRU_5971
0001: wait 0 ms 
0006: 120@ = 0 
0006: 32@ = 0 

:FIRETRU_5989
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @FIRETRU_8079 
0006: 120@ = 1 
0006: 163@ = 1 
000B: 162@ += 1.0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FIRETRU_6098 
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #FIRETRUK 
004D: jump_if_false @FIRETRU_6091 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Fire Fighter mission cancelled!
0006: 77@ = 1 

:FIRETRU_6091
0002: jump @FIRETRU_6105 

:FIRETRU_6098
0006: 77@ = 1 

:FIRETRU_6105
0293: $13 = get_controller_mode 
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @FIRETRU_6159 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @FIRETRU_6152 
0006: 82@ = 1 

:FIRETRU_6152
0002: jump @FIRETRU_6183 

:FIRETRU_6159
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @FIRETRU_6183 
0006: 82@ = 1 

:FIRETRU_6183
00D6: if 
0039:   82@ == 1 
004D: jump_if_false @FIRETRU_6310 
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @FIRETRU_6268 
00D6: if 
80E1:   not player 0 pressed_key 19 
004D: jump_if_false @FIRETRU_6261 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Fire Fighter mission cancelled!
0006: 77@ = 1 

:FIRETRU_6261
0002: jump @FIRETRU_6310 

:FIRETRU_6268
00D6: if 
80E1:   not player 0 pressed_key 14 
004D: jump_if_false @FIRETRU_6310 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Fire Fighter mission cancelled!
0006: 77@ = 1 

:FIRETRU_6310
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @FIRETRU_6335 
0002: jump @FIRETRU_10464 

:FIRETRU_6335
00A0: store_actor $PLAYER_ACTOR position_to 143@ 144@ 145@ 
008F: 156@ = integer $8213 to_float 
0013: 156@ *= 60.0 
005B: 156@ += 162@ // (float) 
00D6: if 
0023:   170.0 > 156@ 
004D: jump_if_false @FIRETRU_6406 
0007: 156@ = 170.0 

:FIRETRU_6406
0087: 149@ = 143@ // (float) 
005B: 149@ += 156@ // (float) 
0087: 151@ = 143@ // (float) 
0063: 151@ -= 156@ // (float) 
0087: 150@ = 144@ // (float) 
005B: 150@ += 156@ // (float) 
0087: 152@ = 144@ // (float) 
0063: 152@ -= 156@ // (float) 
0208: 153@ = random_float_in_ranges 151@ 149@ 
0208: 154@ = random_float_in_ranges 152@ 150@ 
04B9: unknown_get_at 153@ 154@ 145@ height 10.0 radius 500.0 store_to 153@ 154@ 155@ 157@ 158@ 159@ 160@ 
00D6: if 
0043:   153@ == 0.0 
004D: jump_if_false @FIRETRU_6625 
00D6: if 
0043:   154@ == 0.0 
004D: jump_if_false @FIRETRU_6625 
00D6: if 
0043:   157@ == 0.0 
004D: jump_if_false @FIRETRU_6625 
00D6: if 
0043:   158@ == 0.0 
004D: jump_if_false @FIRETRU_6625 
0006: 120@ = 0 

:FIRETRU_6625
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_6794 
050A: 124@ = distance_between_XYZ 143@ 144@ 145@ and_XYZ 153@ 154@ 155@ 
00D6: if 
0023:   140.0 > 124@ 
004D: jump_if_false @FIRETRU_6694 
0006: 120@ = 0 

:FIRETRU_6694
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @FIRETRU_6780 
00D6: if 
0023:   35.0 > 162@ 
004D: jump_if_false @FIRETRU_6773 
0843: get_zone_at 153@ 154@ 155@ nameA_to s$8218 // 8-byte string 
00D6: if 
85AD:   not  s$8218 == s$8216 // s$ == short 
004D: jump_if_false @FIRETRU_6773 
0006: 120@ = 0 

:FIRETRU_6773
0002: jump @FIRETRU_6794 

:FIRETRU_6780
0843: get_zone_at 153@ 154@ 155@ nameA_to s$8216 // 8-byte string 

:FIRETRU_6794
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_7396 
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
00D6: if 
001A:   2 > $STAT_UNLOCKED_CITIES_NUMBER 
004D: jump_if_false @FIRETRU_7396 
00D6: if 
0038:   $STAT_UNLOCKED_CITIES_NUMBER == 0 
004D: jump_if_false @FIRETRU_7154 
00D6: if and
0023:   78.4427 > 153@ 
0023:   -699.519 > 154@ 
004D: jump_if_false @FIRETRU_6894 
0006: 120@ = 0 

:FIRETRU_6894
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_7154 
00D6: if and
0023:   -252.6557 > 153@ 
0023:   -285.766 > 154@ 
004D: jump_if_false @FIRETRU_6950 
0006: 120@ = 0 

:FIRETRU_6950
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_7154 
00D6: if 
0023:   -948.3447 > 153@ 
004D: jump_if_false @FIRETRU_6996 
0006: 120@ = 0 

:FIRETRU_6996
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_7154 
00D6: if and
0021:   153@ > 1473.448 
0021:   154@ > 403.7353 
004D: jump_if_false @FIRETRU_7052 
0006: 120@ = 0 

:FIRETRU_7052
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_7154 
00D6: if 
0021:   154@ > 578.6325 
004D: jump_if_false @FIRETRU_7098 
0006: 120@ = 0 

:FIRETRU_7098
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_7154 
00D6: if and
0023:   837.5551 > 153@ 
0021:   154@ > 347.4097 
004D: jump_if_false @FIRETRU_7154 
0006: 120@ = 0 

:FIRETRU_7154
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_7396 
00D6: if 
0038:   $STAT_UNLOCKED_CITIES_NUMBER == 1 
004D: jump_if_false @FIRETRU_7396 
00D6: if and
0021:   153@ > 1473.448 
0021:   154@ > 403.7353 
004D: jump_if_false @FIRETRU_7228 
0006: 120@ = 0 

:FIRETRU_7228
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_7396 
00D6: if and
0021:   154@ > 578.6325 
0021:   153@ > -1528.498 
004D: jump_if_false @FIRETRU_7284 
0006: 120@ = 0 

:FIRETRU_7284
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_7396 
00D6: if and
0023:   837.5551 > 153@ 
0021:   153@ > -1528.498 
0021:   154@ > 347.4097 
004D: jump_if_false @FIRETRU_7350 
0006: 120@ = 0 

:FIRETRU_7350
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_7396 
00D6: if 
0021:   154@ > 1380.0 
004D: jump_if_false @FIRETRU_7396 
0006: 120@ = 0 

:FIRETRU_7396
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_7596 
00D6: if 
0023:   2150.0 > 153@ 
004D: jump_if_false @FIRETRU_7505 
00D6: if 
0021:   153@ > 1970.0 
004D: jump_if_false @FIRETRU_7505 
00D6: if 
0023:   -2274.0 > 154@ 
004D: jump_if_false @FIRETRU_7505 
00D6: if 
0021:   154@ > -2670.0 
004D: jump_if_false @FIRETRU_7505 
0006: 120@ = 0 

:FIRETRU_7505
00D6: if 
0023:   2150.0 > 153@ 
004D: jump_if_false @FIRETRU_7596 
00D6: if 
0021:   153@ > 1590.0 
004D: jump_if_false @FIRETRU_7596 
00D6: if 
0023:   -2397.0 > 154@ 
004D: jump_if_false @FIRETRU_7596 
00D6: if 
0021:   154@ > -2670.0 
004D: jump_if_false @FIRETRU_7596 
0006: 120@ = 0 

:FIRETRU_7596
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_7796 
00D6: if 
0023:   -1070.0 > 153@ 
004D: jump_if_false @FIRETRU_7705 
00D6: if 
0021:   153@ > -1737.0 
004D: jump_if_false @FIRETRU_7705 
00D6: if 
0023:   -185.0 > 154@ 
004D: jump_if_false @FIRETRU_7705 
00D6: if 
0021:   154@ > -590.0 
004D: jump_if_false @FIRETRU_7705 
0006: 120@ = 0 

:FIRETRU_7705
00D6: if 
0023:   -1081.0 > 153@ 
004D: jump_if_false @FIRETRU_7796 
00D6: if 
0021:   153@ > -1600.0 
004D: jump_if_false @FIRETRU_7796 
00D6: if 
0023:   415.0 > 154@ 
004D: jump_if_false @FIRETRU_7796 
00D6: if 
0021:   154@ > -185.0 
004D: jump_if_false @FIRETRU_7796 
0006: 120@ = 0 

:FIRETRU_7796
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_7905 
00D6: if 
0023:   1733.0 > 153@ 
004D: jump_if_false @FIRETRU_7905 
00D6: if 
0021:   153@ > 1500.0 
004D: jump_if_false @FIRETRU_7905 
00D6: if 
0023:   1702.0 > 154@ 
004D: jump_if_false @FIRETRU_7905 
00D6: if 
0021:   154@ > 1529.0 
004D: jump_if_false @FIRETRU_7905 
0006: 120@ = 0 

:FIRETRU_7905
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_8068 
00D6: if 
0018:   $8213 > 4 
004D: jump_if_false @FIRETRU_8068 
050A: 161@ = distance_between_XYZ 127@ 128@ 129@ and_XYZ 153@ 154@ 155@ 
00D6: if 
0023:   20.0 > 161@ 
004D: jump_if_false @FIRETRU_7999 
0006: 120@ = 0 
0002: jump @FIRETRU_8068 

:FIRETRU_7999
00D6: if 
0018:   $8213 > 8 
004D: jump_if_false @FIRETRU_8068 
050A: 161@ = distance_between_XYZ 130@ 131@ 132@ and_XYZ 153@ 154@ 155@ 
00D6: if 
0023:   20.0 > 161@ 
004D: jump_if_false @FIRETRU_8068 
0006: 120@ = 0 

:FIRETRU_8068
0001: wait 0 ms 
0002: jump @FIRETRU_5989 

:FIRETRU_8079
00D6: if 
0018:   $8213 > 4 
004D: jump_if_false @FIRETRU_8211 
050A: 161@ = distance_between_XYZ 127@ 128@ 129@ and_XYZ 153@ 154@ 155@ 
00D6: if 
0018:   $8213 > 8 
004D: jump_if_false @FIRETRU_8186 
050A: 161@ = distance_between_XYZ 130@ 131@ 132@ and_XYZ 153@ 154@ 155@ 
0017: 161@ /= 4.0 
005B: 124@ += 161@ // (float) 
0002: jump @FIRETRU_8204 

:FIRETRU_8186
005B: 124@ += 161@ // (float) 
0017: 161@ /= 8.0 

:FIRETRU_8204
0002: jump @FIRETRU_8211 

:FIRETRU_8211
00D6: if 
001A:   9 > $8213 
004D: jump_if_false @FIRETRU_8254 
0087: 122@ = 124@ // (float) 
0017: 122@ /= 8.0 
0002: jump @FIRETRU_8272 

:FIRETRU_8254
0087: 122@ = 124@ // (float) 
0017: 122@ /= 10.0 

:FIRETRU_8272
0013: 122@ *= 1000.0 
0092: 78@ = float 122@ to_integer 
005E: $8215 += 78@ // (int) 
00D6: if 
001A:   60000 > $8215 
004D: jump_if_false @FIRETRU_8329 
0004: $8215 = 60000 

:FIRETRU_8329
0006: 163@ = 0 
0007: 162@ = 0.0 
0051: return 

:FIRETRU_8348
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @FIRETRU_8411 
00D6: if 
001A:   1 > $8215 
004D: jump_if_false @FIRETRU_8411 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_FAIL2' time 5000 flag 1  // ~r~You're too late!
0006: 77@ = 1 
0051: return 

:FIRETRU_8411
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FIRETRU_8473 
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #FIRETRUK 
004D: jump_if_false @FIRETRU_8473 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Fire Fighter mission cancelled!
0006: 77@ = 1 
0051: return 

:FIRETRU_8473
0293: $13 = get_controller_mode 
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @FIRETRU_8527 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @FIRETRU_8520 
0006: 82@ = 1 

:FIRETRU_8520
0002: jump @FIRETRU_8551 

:FIRETRU_8527
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @FIRETRU_8551 
0006: 82@ = 1 

:FIRETRU_8551
00D6: if 
0039:   82@ == 1 
004D: jump_if_false @FIRETRU_8682 
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @FIRETRU_8638 
00D6: if 
80E1:   not player 0 pressed_key 19 
004D: jump_if_false @FIRETRU_8631 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Fire Fighter mission cancelled!
0006: 77@ = 1 
0051: return 

:FIRETRU_8631
0002: jump @FIRETRU_8682 

:FIRETRU_8638
00D6: if 
80E1:   not player 0 pressed_key 14 
004D: jump_if_false @FIRETRU_8682 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Fire Fighter mission cancelled!
0006: 77@ = 1 
0051: return 

:FIRETRU_8682
0051: return 

:FIRETRU_8684
00D6: if 
8039:   not  90@ == 10 
004D: jump_if_false @FIRETRU_9210 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FIRETRU_9034 
0004: $8220 = 1 
00D6: if 
0973:   fire 49@ exists 
004D: jump_if_false @FIRETRU_8903 
00D6: if 
82D0:   not fire 49@ extinguished 
004D: jump_if_false @FIRETRU_8772 
0227: 86@ = car 34@ health 
0002: jump @FIRETRU_8896 

:FIRETRU_8772
00D6: if 
8039:   not  90@ == 10 
004D: jump_if_false @FIRETRU_8896 
0164: disable_marker 63@ 
068B: set_car 34@ all_disembark 
02D1: remove_fire 49@ 
0623: add 1 to_integer_stat 153 
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @FIRETRU_8855 
04F7: status_text $8214 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Fires
0006: 81@ = 1 

:FIRETRU_8855
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 90@ = 10 
0008: $8214 += 1 
000A: 89@ += 1 

:FIRETRU_8896
0002: jump @FIRETRU_9027 

:FIRETRU_8903
00D6: if 
8039:   not  90@ == 10 
004D: jump_if_false @FIRETRU_9027 
0164: disable_marker 63@ 
068B: set_car 34@ all_disembark 
02D1: remove_fire 49@ 
0623: add 1 to_integer_stat 153 
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @FIRETRU_8986 
04F7: status_text $8214 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Fires
0006: 81@ = 1 

:FIRETRU_8986
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 90@ = 10 
0008: $8214 += 1 
000A: 89@ += 1 

:FIRETRU_9027
0002: jump @FIRETRU_9203 

:FIRETRU_9034
00D6: if 
02BF:   car 34@ sunk 
004D: jump_if_false @FIRETRU_9176 
00D6: if 
8039:   not  90@ == 10 
004D: jump_if_false @FIRETRU_9169 
0164: disable_marker 63@ 
068B: set_car 34@ all_disembark 
0623: add 1 to_integer_stat 153 
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @FIRETRU_9128 
04F7: status_text $8214 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Fires
0006: 81@ = 1 

:FIRETRU_9128
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 90@ = 10 
0008: $8214 += 1 
000A: 89@ += 1 

:FIRETRU_9169
0002: jump @FIRETRU_9203 

:FIRETRU_9176
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_FAIL4' time 5000 flag 1  // ~r~A vehicle has been destroyed.
0006: 77@ = 1 
0051: return 

:FIRETRU_9203
0002: jump @FIRETRU_9210 

:FIRETRU_9210
0051: return 

:FIRETRU_9212
00D6: if 
001B:   2 > 91@ 
004D: jump_if_false @FIRETRU_9898 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @FIRETRU_9695 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @FIRETRU_9427 
00D6: if 
80DF:   not actor 39@ driving 
004D: jump_if_false @FIRETRU_9359 
0326: 53@ = create_actor 39@ fire 
00A0: store_actor 39@ position_to 138@ 139@ 140@ 
05DA: AS_actor 39@ run_away_in_panic_from 138@ 139@ 140@ away_radius 20.0 timelimit -1 
0187: 67@ = create_marker_above_actor 39@ 
07E0: set_marker 67@ type_to 1 
018B: set_marker 67@ radar_mode 2 
0006: 91@ = 1 
0002: jump @FIRETRU_9427 

:FIRETRU_9359
00D6: if 
0039:   90@ == 10 
004D: jump_if_false @FIRETRU_9427 
00D6: if 
00DF:   actor 39@ driving 
004D: jump_if_false @FIRETRU_9427 
062E: get_actor 39@ task 1587 status_store_to 164@ // ret 7 if not found 
00D6: if 
04A4:   164@ == 7 // == constant 
004D: jump_if_false @FIRETRU_9427 
0633: AS_actor 39@ exit_car 

:FIRETRU_9427
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @FIRETRU_9688 
0004: $8220 = 2 
00D6: if 
0973:   fire 53@ exists 
004D: jump_if_false @FIRETRU_9592 
00D6: if 
02D0:   fire 53@ extinguished 
004D: jump_if_false @FIRETRU_9585 
02D1: remove_fire 53@ 
0164: disable_marker 67@ 
0623: add 1 to_integer_stat 153 
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @FIRETRU_9544 
04F7: status_text $8214 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Fires
0006: 81@ = 1 

:FIRETRU_9544
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0008: $8214 += 1 
000A: 89@ += 1 
0006: 91@ = 2 

:FIRETRU_9585
0002: jump @FIRETRU_9688 

:FIRETRU_9592
0164: disable_marker 67@ 
0623: add 1 to_integer_stat 153 
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @FIRETRU_9647 
04F7: status_text $8214 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Fires
0006: 81@ = 1 

:FIRETRU_9647
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0008: $8214 += 1 
000A: 89@ += 1 
0006: 91@ = 2 

:FIRETRU_9688
0002: jump @FIRETRU_9898 

:FIRETRU_9695
00D6: if 
04AD:   actor 39@ in_water 
004D: jump_if_false @FIRETRU_9871 
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @FIRETRU_9837 
02D1: remove_fire 53@ 
0164: disable_marker 67@ 
0623: add 1 to_integer_stat 153 
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @FIRETRU_9789 
04F7: status_text $8214 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Fires
0006: 81@ = 1 

:FIRETRU_9789
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0008: $8214 += 1 
000A: 89@ += 1 
0006: 91@ = 2 
0002: jump @FIRETRU_9864 

:FIRETRU_9837
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_FAIL2' time 5000 flag 1  // ~r~You're too late!
0006: 77@ = 1 
0051: return 

:FIRETRU_9864
0002: jump @FIRETRU_9898 

:FIRETRU_9871
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_FAIL3' time 5000 flag 1  // ~r~There has been a fatality.
0006: 77@ = 1 
0051: return 

:FIRETRU_9898
0051: return 

:FIRETRU_9900
0396: pause_timer 1 
031A: remove_all_fires 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
0164: disable_marker 65@ 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
0164: disable_marker 70@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
0164: disable_marker 76@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @FIRETRU_10024 
03C0: 38@ = actor $PLAYER_ACTOR car 
0227: 84@ = car 38@ health 
000A: 84@ += 150 
0224: set_car 38@ health_to 84@ 

:FIRETRU_10024
01C3: remove_references_to_car 35@ 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @FIRETRU_10052 
02AA: set_car 35@ immune_to_nonplayer 0 

:FIRETRU_10052
01C3: remove_references_to_car 36@ 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @FIRETRU_10080 
02AA: set_car 36@ immune_to_nonplayer 0 

:FIRETRU_10080
01C3: remove_references_to_car 37@ 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @FIRETRU_10108 
02AA: set_car 37@ immune_to_nonplayer 0 

:FIRETRU_10108
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0249: release_model 126@ 
0627: update_integer_stat 159 to $8213 
0008: $8213 += 1 
00D6: if 
0038:   $8213 == 13 
004D: jump_if_false @FIRETRU_10383 
014F: stop_timer $8215 
0151: remove_status_text $8214 
0151: remove_status_text $8213 
03D5: remove_text 'F_START'  // ~s~~b~Burning vehicle~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'F_STAR1'  // ~s~~b~Burning vehicles~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'FIRELVL'  // ~s~Fire Truck Mission level ~1~
00BA: show_text_styled GXT 'F_PASS1' time 5000 style 6  // Fire extinguished!
008B: 79@ = $8213 // (int) 
006E: 79@ *= $8213 // (int) 
0012: 79@ *= 50 
005A: 83@ += 79@ // (int) 
000A: 79@ += 5000 
01E3: show_text_1number_styled GXT 'F_COMP1' number 13450 time 5000 style 5  // Fire Fighter missions complete: $~1~
0109: player $PLAYER_CHAR money = 79@ 
0394: play_music 2 
00D6: if 
0038:   $1489 == 0 
004D: jump_if_false @FIRETRU_10367 
08F8: display_stat_update_box 1 
055D: make_player $PLAYER_CHAR fireproof 1 
030C: progress_made = 1 
0595: mission_complete 
0004: $1489 = 1 

:FIRETRU_10367
0006: 77@ = 1 
0051: return 
0002: jump @FIRETRU_10457 

:FIRETRU_10383
00BA: show_text_styled GXT 'F_PASS1' time 5000 style 6  // Fire extinguished!
008B: 79@ = $8213 // (int) 
006E: 79@ *= $8213 // (int) 
0012: 79@ *= 50 
005A: 83@ += 79@ // (int) 
01E3: show_text_1number_styled GXT 'REWARD' number 79@ time 6000 style 7  // REWARD $~1~
0109: player $PLAYER_CHAR money = 79@ 

:FIRETRU_10457
0002: jump @FIRETRU_789 

:FIRETRU_10464
014F: stop_timer $8215 
0151: remove_status_text $8214 
0151: remove_status_text $8213 
03D5: remove_text 'F_START'  // ~s~~b~Burning vehicle~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'F_STAR1'  // ~s~~b~Burning vehicles~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'FIRELVL'  // ~s~Fire Truck Mission level ~1~
00D6: if 
8038:   not  $8213 == 13 
004D: jump_if_false @FIRETRU_10572 
00BA: show_text_styled GXT 'F_FAIL1' time 5000 style 5  // ~s~Fire Fighter~n~mission ended.
01E3: show_text_1number_styled GXT 'TSCORE' number 83@ time 6000 style 6  // EARNINGS: $~1~
0002: jump @FIRETRU_10572 

:FIRETRU_10572
03C7: set_sensitivity_to_crime 1.0 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
0164: disable_marker 65@ 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
0164: disable_marker 70@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
0164: disable_marker 76@ 
00D6: if 
8038:   not  $8213 == 13 
004D: jump_if_false @FIRETRU_11249 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @FIRETRU_10712 
02A9: set_actor 40@ immune_to_nonplayer 0 
0223: set_actor 40@ health_to 10 
02AB: set_actor 40@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_10712
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @FIRETRU_10757 
02A9: set_actor 41@ immune_to_nonplayer 0 
0223: set_actor 41@ health_to 10 
02AB: set_actor 41@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_10757
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @FIRETRU_10802 
02A9: set_actor 42@ immune_to_nonplayer 0 
0223: set_actor 42@ health_to 10 
02AB: set_actor 42@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_10802
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FIRETRU_10847 
02A9: set_actor 43@ immune_to_nonplayer 0 
0223: set_actor 43@ health_to 10 
02AB: set_actor 43@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_10847
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FIRETRU_10892 
02A9: set_actor 44@ immune_to_nonplayer 0 
0223: set_actor 44@ health_to 10 
02AB: set_actor 44@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_10892
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FIRETRU_10937 
02A9: set_actor 45@ immune_to_nonplayer 0 
0223: set_actor 45@ health_to 10 
02AB: set_actor 45@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_10937
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @FIRETRU_10982 
02A9: set_actor 46@ immune_to_nonplayer 0 
0223: set_actor 46@ health_to 10 
02AB: set_actor 46@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_10982
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @FIRETRU_11027 
02A9: set_actor 47@ immune_to_nonplayer 0 
0223: set_actor 47@ health_to 10 
02AB: set_actor 47@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_11027
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @FIRETRU_11072 
02A9: set_actor 48@ immune_to_nonplayer 0 
0223: set_actor 48@ health_to 10 
02AB: set_actor 48@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_11072
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @FIRETRU_11131 
02AA: set_car 35@ immune_to_nonplayer 0 
02AC: set_car 35@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
0495:   car 35@ burning 
004D: jump_if_false @FIRETRU_11131 
020B: explode_car 35@ 

:FIRETRU_11131
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @FIRETRU_11190 
02AA: set_car 36@ immune_to_nonplayer 0 
02AC: set_car 36@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
0495:   car 36@ burning 
004D: jump_if_false @FIRETRU_11190 
020B: explode_car 36@ 

:FIRETRU_11190
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @FIRETRU_11249 
02AA: set_car 37@ immune_to_nonplayer 0 
02AC: set_car 37@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
0495:   car 37@ burning 
004D: jump_if_false @FIRETRU_11249 
020B: explode_car 37@ 

:FIRETRU_11249
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 35@ 
01C3: remove_references_to_car 36@ 
01C3: remove_references_to_car 37@ 
0249: release_model 126@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
0004: $ONMISSION_FIREFIGHTER = 0 
0986: remove_references_to_all_fires 
065C: release_decision_maker 165@ 
00D8: mission_cleanup 
00D6: if 
0038:   $1489 == 1 
004D: jump_if_false @FIRETRU_11392 
03E6: remove_text_box 
03E5: show_text_box 'FIREPRO'  // ~s~Fire Truck Mission level 12 complete. You are now completely fireproof!
0004: $1489 = 2 
08F8: display_stat_update_box 1 
004F: create_thread @BACKON  

:FIRETRU_11392
0051: return 

//-------------Mission 124---------------
// Originally: Vigilante Sub-Mission

:COPCAR
0050: gosub @COPCAR_52 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @COPCAR_43 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0050: gosub @COPCAR_14808 

:COPCAR_43
0050: gosub @COPCAR_14810 
004E: end_thread 

:COPCAR_52
0004: $ONMISSION = 1 
03A4: name_thread 'COPCAR' 
0001: wait 0 ms 
00D6: if 
0038:   $MISSION_VIGILANTE_PASSED == 0 
004D: jump_if_false @COPCAR_94 
0317: increment_mission_attempts 

:COPCAR_94
054C: use_GXT_table 'COPCAR' 
0006: 51@ = 0 
0004: $8222 = -100 
0006: 58@ = 0 
0004: $8223 = 0 
0006: 65@ = 0 
0006: 62@ = 0 
0006: 52@ = 0 
0006: 53@ = 0 
0006: 64@ = 0 
0006: 54@ = 0 
0006: 55@ = 0 
0006: 56@ = 0 
0006: 57@ = 0 
0006: 59@ = 0 
0006: 60@ = 0 
0006: 61@ = 0 
0006: 63@ = 0 
0006: 90@ = 0 
0007: 142@ = 4.0 
0007: 144@ = 0.0 
0007: 143@ = 0.9 
0006: 91@ = 0 
0005: $TEMPVAR_ANGLE = 0.0 
0007: 124@ = 0.0 
0007: 145@ = 0.0 
0007: 146@ = 0.0 
0007: 147@ = 0.0 
0007: 148@ = 0.0 
0007: 164@ = 0.0 
0007: 165@ = 0.0 
0007: 166@ = 0.0 
0007: 167@ = 0.0 
0007: 170@ = 0.0 
0007: 171@ = 0.0 
0007: 172@ = 0.0 
0007: 173@ = 0.0 
04AF: 176@ = 521 // = constant 
04AF: 177@ = 522 // = constant 
04AF: 178@ = 461 // = constant 
04AF: 179@ = 462 // = constant 
04AF: 180@ = 463 // = constant 
04AF: 181@ = 468 // = constant 
04AF: 182@ = 581 // = constant 
04AF: 183@ = 586 // = constant 
04AF: 184@ = 411 // = constant 
04AF: 185@ = 415 // = constant 
04AF: 186@ = 429 // = constant 
04AF: 187@ = 451 // = constant 
04AF: 188@ = 477 // = constant 
04AF: 189@ = 480 // = constant 
04AF: 190@ = 506 // = constant 
04AF: 191@ = 541 // = constant 
04AF: 192@ = 603 // = constant 
04AF: 193@ = 400 // = constant 
04AF: 194@ = 401 // = constant 
04AF: 195@ = 402 // = constant 
04AF: 196@ = 410 // = constant 
04AF: 197@ = 412 // = constant 
04AF: 198@ = 413 // = constant 
04AF: 199@ = 419 // = constant 
04AF: 200@ = 422 // = constant 
04AF: 201@ = 424 // = constant 
04AF: 202@ = 434 // = constant 
04AF: 203@ = 436 // = constant 
04AF: 204@ = 439 // = constant 
04AF: 205@ = 440 // = constant 
04AF: 206@ = 474 // = constant 
04AF: 207@ = 475 // = constant 
04AF: 208@ = 478 // = constant 
04AF: 209@ = 482 // = constant 
04AF: 210@ = 483 // = constant 
04AF: 211@ = 489 // = constant 
04AF: 212@ = 491 // = constant 
04AF: 213@ = 496 // = constant 
04AF: 214@ = 500 // = constant 
04AF: 215@ = 517 // = constant 
04AF: 216@ = 518 // = constant 
04AF: 217@ = 526 // = constant 
04AF: 218@ = 527 // = constant 
04AF: 219@ = 533 // = constant 
04AF: 220@ = 534 // = constant 
04AF: 221@ = 535 // = constant 
04AF: 222@ = 536 // = constant 
04AF: 223@ = 542 // = constant 
04AF: 224@ = 543 // = constant 
04AF: 225@ = 545 // = constant 
04AF: 226@ = 549 // = constant 
04AF: 227@ = 554 // = constant 
04AF: 228@ = 555 // = constant 
04AF: 229@ = 558 // = constant 
04AF: 230@ = 559 // = constant 
04AF: 231@ = 562 // = constant 
04AF: 232@ = 565 // = constant 
04AF: 233@ = 567 // = constant 
04AF: 234@ = 575 // = constant 
04AF: 235@ = 576 // = constant 
04AF: 236@ = 579 // = constant 
04AF: 237@ = 587 // = constant 
04AF: 238@ = 589 // = constant 
04AF: 239@ = 600 // = constant 
04AF: 240@ = 602 // = constant 
04AF: 241@ = 605 // = constant 
04AF: 242@ = 442 // = constant 
04AF: 243@ = 404 // = constant 
04AF: 244@ = 405 // = constant 
04AF: 245@ = 418 // = constant 
04AF: 246@ = 421 // = constant 
04AF: 247@ = 426 // = constant 
04AF: 248@ = 445 // = constant 
04AF: 249@ = 458 // = constant 
04AF: 250@ = 466 // = constant 
04AF: 251@ = 467 // = constant 
04AF: 252@ = 479 // = constant 
04AF: 253@ = 492 // = constant 
04AF: 254@ = 507 // = constant 
04AF: 255@ = 516 // = constant 
04AF: 256@ = 529 // = constant 
04AF: 257@ = 540 // = constant 
04AF: 258@ = 546 // = constant 
04AF: 259@ = 547 // = constant 
04AF: 260@ = 550 // = constant 
04AF: 261@ = 551 // = constant 
04AF: 262@ = 560 // = constant 
04AF: 263@ = 561 // = constant 
04AF: 264@ = 580 // = constant 
04AF: 265@ = 585 // = constant 
04AF: 266@ = 604 // = constant 
0247: load_model #COLT45 
0247: load_model #MICRO_UZI 
0247: load_model #AK47 
0247: load_model #CHROMEGUN 
0247: load_model #BAT 
038B: load_requested_models 

:COPCAR_1163
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #MICRO_UZI available 
8248:   not model #AK47 available 
8248:   not model #CHROMEGUN available 
004D: jump_if_false @COPCAR_1205 
0001: wait 0 ms 
0002: jump @COPCAR_1163 

:COPCAR_1205
00D6: if 
8248:   not model #BAT available 
004D: jump_if_false @COPCAR_1232 
0001: wait 0 ms 
0002: jump @COPCAR_1205 

:COPCAR_1232
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @COPCAR_1263 
03C0: 34@ = actor $PLAYER_ACTOR car 
02AC: set_car 34@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
01EC: make_car 34@ very_heavy 1
0423: set_car 34@ improved_handling_to 1.5 // (float)
0224: set_car 34@ health_to 1000
053F: set_car 34@ tires_vulnerability 0 

:COPCAR_1263
07E5: copy_decision_maker -1 to 267@ 
0708: reset_decision_maker 267@ event 41 
07E6: copy_group_decision_maker -1 to 268@ 
0749: reset_group_decision_maker 268@ event 41 

:COPCAR_1291
0006: 73@ = 0 
0006: 82@ = 0 
0006: 89@ = 0 
0006: 52@ = 0 
0006: 269@ = 0 
0006: 66@ = 0 
0006: 67@ = 0 
0006: 68@ = 0 
0006: 69@ = 0 
0006: 70@ = 0 
0006: 71@ = 0 
0006: 74@ = 0 
0006: 75@ = 0 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 78@ = 0 
0006: 79@ = 0 
0006: 80@ = 0 
0006: 83@ = 0 
0006: 174@ = 0 
0006: 175@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
0006: 86@ = 0 
0006: 87@ = 0 
0007: 128@ = 0.0 
0007: 129@ = 0.0 
0007: 130@ = 0.0 
0007: 131@ = 0.0 
0006: 270@ = 0 
0050: gosub @COPCAR_14951 
0209: 271@ = random_int_in_ranges 9 255 

:COPCAR_1530
00D6: if or
04A4:   271@ == 105 // == constant 
04A4:   271@ == 106 // == constant 
04A4:   271@ == 107 // == constant 
004D: jump_if_false @COPCAR_1579 
0209: 271@ = random_int_in_ranges 9 255 
0002: jump @COPCAR_1530 

:COPCAR_1579
00D6: if 
87DE:   not model 271@ exists // versionB 
004D: jump_if_false @COPCAR_1661 
0209: 271@ = random_int_in_ranges 9 255 

:COPCAR_1605
00D6: if or
04A4:   271@ == 105 // == constant 
04A4:   271@ == 106 // == constant 
04A4:   271@ == 107 // == constant 
004D: jump_if_false @COPCAR_1654 
0209: 271@ = random_int_in_ranges 9 255 
0002: jump @COPCAR_1605 

:COPCAR_1654
0002: jump @COPCAR_1579 

:COPCAR_1661
0247: load_model 271@ 

:COPCAR_1666
0050: gosub @COPCAR_18593 
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @COPCAR_1698 
0002: jump @COPCAR_14808 

:COPCAR_1698
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_FLOAT_3 
0086: $TEMPVAR_FLOAT_1 = $TEMPVAR_X_COORD // (float) 
000D: $TEMPVAR_FLOAT_1 -= 800.0 
0089: 272@ = $TEMPVAR_X_COORD // (float) 
000B: 272@ += 800.0 
0208: 104@ = random_float_in_ranges $TEMPVAR_FLOAT_1 272@ 
0086: $TEMPVAR_FLOAT_2 = $TEMPVAR_Y_COORD // (float) 
000D: $TEMPVAR_FLOAT_2 -= 800.0 
0089: 273@ = $TEMPVAR_Y_COORD // (float) 
000B: 273@ += 800.0 
0208: 105@ = random_float_in_ranges $TEMPVAR_FLOAT_2 273@ 
0007: 106@ = 10.0 
00D6: if 
001B:   4 > 51@ 
004D: jump_if_false @COPCAR_1867 
03D3: get_route_nearest_for 104@ 105@ 106@ store_to 104@ 105@ 106@ Z_angle_to 113@ 
000B: 106@ += 0.5 

:COPCAR_1867
00D6: if and
0019:   51@ > 3 
001B:   8 > 51@ 
004D: jump_if_false @COPCAR_2252 
04B9: unknown_get_at 104@ 105@ 106@ height 8.0 radius 500.0 store_to 104@ 105@ 106@ 107@ 108@ 109@ 113@ 
00D6: if and
0043:   104@ == 0.0 
0043:   105@ == 0.0 
0043:   107@ == 0.0 
0043:   108@ == 0.0 
004D: jump_if_false @COPCAR_1996 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_1996
0087: 125@ = 107@ // (float) 
0063: 125@ -= 104@ // (float) 
0087: 126@ = 108@ // (float) 
0063: 126@ -= 105@ // (float) 
0087: 140@ = 125@ // (float) 
006B: 140@ *= 125@ // (float) 
0087: 141@ = 126@ // (float) 
006B: 141@ *= 126@ // (float) 
0087: 127@ = 140@ // (float) 
005B: 127@ += 141@ // (float) 
01FB: 127@ = square_root 127@ 
0007: 149@ = 8.0 
0073: 149@ /= 127@ // (float) 
0087: 140@ = 125@ // (float) 
006B: 140@ *= 149@ // (float) 
0087: 107@ = 104@ // (float) 
005B: 107@ += 140@ // (float) 
0087: 141@ = 126@ // (float) 
006B: 141@ *= 149@ // (float) 
0087: 108@ = 105@ // (float) 
005B: 108@ += 141@ // (float) 
0007: 149@ = 2.0 
0073: 149@ /= 127@ // (float) 
0087: 140@ = 125@ // (float) 
006B: 140@ *= 149@ // (float) 
005B: 104@ += 140@ // (float) 
0087: 141@ = 126@ // (float) 
006B: 141@ *= 149@ // (float) 
005B: 105@ += 141@ // (float) 
000B: 106@ += 0.5 
000B: 109@ += 0.5 

:COPCAR_2252
00D6: if 
0019:   51@ > 7 
004D: jump_if_false @COPCAR_2742 
04B9: unknown_get_at 104@ 105@ 106@ height 13.0 radius 500.0 store_to 104@ 105@ 106@ 110@ 111@ 112@ 113@ 
00D6: if and
0043:   104@ == 0.0 
0043:   105@ == 0.0 
0043:   110@ == 0.0 
0043:   111@ == 0.0 
004D: jump_if_false @COPCAR_2374 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_2374
0087: 125@ = 110@ // (float) 
0063: 125@ -= 104@ // (float) 
0087: 126@ = 111@ // (float) 
0063: 126@ -= 105@ // (float) 
0087: 140@ = 125@ // (float) 
006B: 140@ *= 125@ // (float) 
0087: 141@ = 126@ // (float) 
006B: 141@ *= 126@ // (float) 
0087: 127@ = 140@ // (float) 
005B: 127@ += 141@ // (float) 
01FB: 127@ = square_root 127@ 
0007: 149@ = 13.0 
0073: 149@ /= 127@ // (float) 
0087: 140@ = 125@ // (float) 
006B: 140@ *= 149@ // (float) 
0087: 110@ = 104@ // (float) 
005B: 110@ += 140@ // (float) 
0087: 141@ = 126@ // (float) 
006B: 141@ *= 149@ // (float) 
0087: 111@ = 105@ // (float) 
005B: 111@ += 141@ // (float) 
0007: 149@ = 2.0 
0073: 149@ /= 127@ // (float) 
0087: 140@ = 125@ // (float) 
006B: 140@ *= 149@ // (float) 
005B: 104@ += 140@ // (float) 
0087: 141@ = 126@ // (float) 
006B: 141@ *= 149@ // (float) 
005B: 105@ += 141@ // (float) 
0087: 107@ = 104@ // (float) 
0063: 107@ -= 110@ // (float) 
0017: 107@ /= 2.0 
005B: 107@ += 110@ // (float) 
0087: 108@ = 105@ // (float) 
0063: 108@ -= 111@ // (float) 
0017: 108@ /= 2.0 
005B: 108@ += 111@ // (float) 
0087: 109@ = 106@ // (float) 
0063: 109@ -= 112@ // (float) 
0017: 109@ /= 2.0 
005B: 109@ += 112@ // (float) 
000B: 106@ += 0.5 
000B: 109@ += 0.5 
000B: 112@ += 0.5 

:COPCAR_2742
00D6: if 
0023:   1.0 > 106@ 
004D: jump_if_false @COPCAR_2774 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_2774
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0509: 115@ = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY 104@ 105@ 
00D6: if or
0023:   150.0 > 115@ 
0021:   115@ > 800.0 
004D: jump_if_false @COPCAR_2847 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_2847
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
00D6: if 
0038:   $STAT_UNLOCKED_CITIES_NUMBER == 0 
004D: jump_if_false @COPCAR_3105 
00D6: if and
0023:   78.4427 > 104@ 
0023:   -699.519 > 105@ 
004D: jump_if_false @COPCAR_2915 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_2915
00D6: if and
0023:   -252.6557 > 104@ 
0023:   -285.766 > 105@ 
004D: jump_if_false @COPCAR_2957 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_2957
00D6: if 
0023:   -948.3447 > 104@ 
004D: jump_if_false @COPCAR_2989 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_2989
00D6: if and
0021:   104@ > 1473.448 
0021:   105@ > 403.7353 
004D: jump_if_false @COPCAR_3031 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_3031
00D6: if 
0021:   105@ > 578.6325 
004D: jump_if_false @COPCAR_3063 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_3063
00D6: if and
0023:   837.5551 > 104@ 
0021:   105@ > 347.4097 
004D: jump_if_false @COPCAR_3105 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_3105
00D6: if 
001A:   2 > $STAT_UNLOCKED_CITIES_NUMBER 
004D: jump_if_false @COPCAR_3353 
00D6: if and
0021:   104@ > 1473.448 
0021:   105@ > 403.7353 
004D: jump_if_false @COPCAR_3165 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_3165
00D6: if and
0021:   105@ > 578.6325 
0021:   104@ > -1528.498 
004D: jump_if_false @COPCAR_3207 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_3207
00D6: if and
0023:   837.5551 > 104@ 
0021:   104@ > -1528.498 
0021:   105@ > 347.4097 
004D: jump_if_false @COPCAR_3259 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_3259
00D6: if 
0021:   105@ > 1380.0 
004D: jump_if_false @COPCAR_3291 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_3291
00D6: if and
0021:   104@ > -2702.72 
0021:   105@ > 1225.669 
0023:   -2663.146 > 104@ 
0023:   1654.808 > 105@ 
004D: jump_if_false @COPCAR_3353 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_3353
00D6: if and
0021:   104@ > -1735.751 
0021:   105@ > -696.0117 
0023:   -1192.817 > 104@ 
0023:   286.3584 > 105@ 
004D: jump_if_false @COPCAR_3415 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_3415
00D6: if and
0021:   104@ > -1192.817 
0021:   105@ > -521.9908 
0023:   -1125.656 > 104@ 
0023:   536.9476 > 105@ 
004D: jump_if_false @COPCAR_3477 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_3477
00D6: if and
0021:   104@ > -1125.656 
0021:   105@ > -329.59 
0023:   -1020.189 > 104@ 
0023:   536.9476 > 105@ 
004D: jump_if_false @COPCAR_3539 
0001: wait 0 ms 
0002: jump @COPCAR_1666 

:COPCAR_3539
0099: $8224 = random_int_in_ranges_0_to_32767 

:COPCAR_3544
00D6: if 
0038:   $8224 == 0 
004D: jump_if_false @COPCAR_3574 
0099: $8224 = random_int_in_ranges_0_to_32767 
0002: jump @COPCAR_3544 

:COPCAR_3574
00D6: if or
8248:   not model 90@ available 
8248:   not model 271@ available 
004D: jump_if_false @COPCAR_3638 
0001: wait 0 ms 
0050: gosub @COPCAR_18593 
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @COPCAR_3631 
0002: jump @COPCAR_14808 

:COPCAR_3631
0002: jump @COPCAR_3574 

:COPCAR_3638
00A5: 35@ = create_car 90@ at 104@ 105@ 106@ 
0224: set_car 35@ health_to 500 
00AE: set_car 35@ traffic_behaviour_to 0 
00D6: if 
0019:   51@ > 3 
004D: jump_if_false @COPCAR_3696 
048B: set_car 35@ route_seed $8224 

:COPCAR_3696
04BD: set_car 35@ is_part_of_convoy 1 
0175: set_car 35@ Z_angle_to 113@ 
0428: set_car 35@ avoid_level_transitions 1 

:COPCAR_3718
00D6: if 
04F1:   is_car_waiting_for_world_collision 35@ 
004D: jump_if_false @COPCAR_3800 
0001: wait 0 ms 
00D6: if 
0119:   car 35@ wrecked 
004D: jump_if_false @COPCAR_3761 
0002: jump @COPCAR_14808 

:COPCAR_3761
0050: gosub @COPCAR_18593 
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @COPCAR_3793 
0002: jump @COPCAR_14808 

:COPCAR_3793
0002: jump @COPCAR_3718 

:COPCAR_3800
0129: 36@ = create_actor_pedtype 24 model 271@ in_car 35@ driverseat 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @COPCAR_4020 
018A: 92@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 93@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 94@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 95@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 96@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 97@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 98@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 99@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 100@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 101@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 102@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 103@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
062F: 274@ = create_group_type 0 
062F: 275@ = create_group_type 0 
062F: 276@ = create_group_type 0 

:COPCAR_4020
0164: disable_marker 92@ 
0187: 92@ = create_marker_above_actor 36@ 
0085: 50@ = 36@ // (int) 
0050: gosub @COPCAR_18090 
00D6: if 
0019:   51@ > 0 
004D: jump_if_false @COPCAR_4144 
0632: release_group 274@ 
062F: 274@ = create_group_type 4 
0630: put_actor 36@ in_group 274@ as_leader 
06AD: set_group 274@ group_decision_maker_to 268@ 
01C8: 37@ = create_actor_pedtype 24 model 271@ in_car 35@ passenger_seat 0 
0164: disable_marker 95@ 
0187: 95@ = create_marker_above_actor 37@ 
0085: 50@ = 37@ // (int) 
0050: gosub @COPCAR_18090 
0002: jump @COPCAR_4151 

:COPCAR_4144
0006: 69@ = 1 

:COPCAR_4151
00D6: if 
0019:   51@ > 1 
004D: jump_if_false @COPCAR_4219 
01C8: 38@ = create_actor_pedtype 24 model 271@ in_car 35@ passenger_seat 1 
0164: disable_marker 96@ 
0187: 96@ = create_marker_above_actor 38@ 
0085: 50@ = 38@ // (int) 
0050: gosub @COPCAR_18090 
0002: jump @COPCAR_4226 

:COPCAR_4219
0006: 70@ = 1 

:COPCAR_4226
00D6: if 
0019:   51@ > 2 
004D: jump_if_false @COPCAR_4294 
01C8: 39@ = create_actor_pedtype 24 model 271@ in_car 35@ passenger_seat 2 
0164: disable_marker 97@ 
0187: 97@ = create_marker_above_actor 39@ 
0085: 50@ = 39@ // (int) 
0050: gosub @COPCAR_18090 
0002: jump @COPCAR_4301 

:COPCAR_4294
0006: 71@ = 1 

:COPCAR_4301
00D6: if 
0019:   51@ > 3 
004D: jump_if_false @COPCAR_4511 
00A5: 40@ = create_car 90@ at 107@ 108@ 109@ 
04BD: set_car 40@ is_part_of_convoy 1 
0175: set_car 40@ Z_angle_to 113@ 
0428: set_car 40@ avoid_level_transitions 1 
00AE: set_car 40@ traffic_behaviour_to 0 
0224: set_car 40@ health_to 500 
048B: set_car 40@ route_seed $8224 

:COPCAR_4381
00D6: if 
04F1:   is_car_waiting_for_world_collision 40@ 
004D: jump_if_false @COPCAR_4463 
0001: wait 0 ms 
00D6: if 
0119:   car 40@ wrecked 
004D: jump_if_false @COPCAR_4424 
0002: jump @COPCAR_14808 

:COPCAR_4424
0050: gosub @COPCAR_18593 
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @COPCAR_4456 
0002: jump @COPCAR_14808 

:COPCAR_4456
0002: jump @COPCAR_4381 

:COPCAR_4463
0129: 41@ = create_actor_pedtype 24 model 271@ in_car 40@ driverseat 
0085: 50@ = 41@ // (int) 
0050: gosub @COPCAR_18090 
0164: disable_marker 93@ 
0187: 93@ = create_marker_above_actor 41@ 
0002: jump @COPCAR_4525 

:COPCAR_4511
0006: 82@ = 1 
0006: 77@ = 1 

:COPCAR_4525
00D6: if 
0019:   51@ > 4 
004D: jump_if_false @COPCAR_4621 
0632: release_group 275@ 
062F: 275@ = create_group_type 4 
0630: put_actor 41@ in_group 275@ as_leader 
06AD: set_group 275@ group_decision_maker_to 268@ 
01C8: 42@ = create_actor_pedtype 24 model 271@ in_car 40@ passenger_seat 0 
0164: disable_marker 98@ 
0187: 98@ = create_marker_above_actor 42@ 
0085: 50@ = 42@ // (int) 
0050: gosub @COPCAR_18090 
0002: jump @COPCAR_4628 

:COPCAR_4621
0006: 78@ = 1 

:COPCAR_4628
00D6: if 
0019:   51@ > 5 
004D: jump_if_false @COPCAR_4696 
01C8: 43@ = create_actor_pedtype 24 model 271@ in_car 40@ passenger_seat 1 
0164: disable_marker 99@ 
0187: 99@ = create_marker_above_actor 43@ 
0085: 50@ = 43@ // (int) 
0050: gosub @COPCAR_18090 
0002: jump @COPCAR_4703 

:COPCAR_4696
0006: 79@ = 1 

:COPCAR_4703
00D6: if 
0019:   51@ > 6 
004D: jump_if_false @COPCAR_4771 
01C8: 44@ = create_actor_pedtype 24 model 271@ in_car 40@ passenger_seat 2 
0164: disable_marker 100@ 
0187: 100@ = create_marker_above_actor 44@ 
0085: 50@ = 44@ // (int) 
0050: gosub @COPCAR_18090 
0002: jump @COPCAR_4778 

:COPCAR_4771
0006: 80@ = 1 

:COPCAR_4778
00D6: if 
0019:   51@ > 7 
004D: jump_if_false @COPCAR_4988 
00A5: 45@ = create_car 90@ at 110@ 111@ 112@ 
04BD: set_car 45@ is_part_of_convoy 1 
0175: set_car 45@ Z_angle_to 113@ 
0428: set_car 45@ avoid_level_transitions 1 
00AE: set_car 45@ traffic_behaviour_to 0 
0224: set_car 45@ health_to 500 
048B: set_car 45@ route_seed $8224 

:COPCAR_4858
00D6: if 
04F1:   is_car_waiting_for_world_collision 45@ 
004D: jump_if_false @COPCAR_4940 
0001: wait 0 ms 
00D6: if 
0119:   car 45@ wrecked 
004D: jump_if_false @COPCAR_4901 
0002: jump @COPCAR_14808 

:COPCAR_4901
0050: gosub @COPCAR_18593 
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @COPCAR_4933 
0002: jump @COPCAR_14808 

:COPCAR_4933
0002: jump @COPCAR_4858 

:COPCAR_4940
0129: 46@ = create_actor_pedtype 24 model 271@ in_car 45@ driverseat 
0085: 50@ = 46@ // (int) 
0050: gosub @COPCAR_18090 
0164: disable_marker 94@ 
0187: 94@ = create_marker_above_actor 46@ 
0002: jump @COPCAR_5002 

:COPCAR_4988
0006: 89@ = 1 
0006: 84@ = 1 

:COPCAR_5002
00D6: if 
0019:   51@ > 8 
004D: jump_if_false @COPCAR_5098 
0632: release_group 276@ 
062F: 276@ = create_group_type 4 
0630: put_actor 46@ in_group 276@ as_leader 
06AD: set_group 276@ group_decision_maker_to 268@ 
01C8: 47@ = create_actor_pedtype 24 model 271@ in_car 45@ passenger_seat 0 
0164: disable_marker 101@ 
0187: 101@ = create_marker_above_actor 47@ 
0085: 50@ = 47@ // (int) 
0050: gosub @COPCAR_18090 
0002: jump @COPCAR_5105 

:COPCAR_5098
0006: 85@ = 1 

:COPCAR_5105
00D6: if 
0019:   51@ > 9 
004D: jump_if_false @COPCAR_5173 
01C8: 48@ = create_actor_pedtype 24 model 271@ in_car 45@ passenger_seat 1 
0164: disable_marker 102@ 
0187: 102@ = create_marker_above_actor 48@ 
0085: 50@ = 48@ // (int) 
0050: gosub @COPCAR_18090 
0002: jump @COPCAR_5180 

:COPCAR_5173
0006: 86@ = 1 

:COPCAR_5180
00D6: if 
0019:   51@ > 10 
004D: jump_if_false @COPCAR_5248 
01C8: 49@ = create_actor_pedtype 24 model 271@ in_car 45@ passenger_seat 2 
0164: disable_marker 103@ 
0187: 103@ = create_marker_above_actor 49@ 
0085: 50@ = 49@ // (int) 
0050: gosub @COPCAR_18090 
0002: jump @COPCAR_5255 

:COPCAR_5248
0006: 87@ = 1 

:COPCAR_5255
0249: release_model 90@ 
0249: release_model 271@ 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @COPCAR_5295 
00A0: store_actor 36@ position_to 116@ 117@ $TEMPVAR_FLOAT_3 

:COPCAR_5295
0843: get_zone_at 116@ 117@ $TEMPVAR_FLOAT_3 nameA_to s$8225 // 8-byte string 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @COPCAR_5353 
0384: show_text_1string GXT 'C_BREIF' string s$8225 time 5000 1  // ~r~Suspect ~s~last seen in the vicinity of ~a~.
0002: jump @COPCAR_5372 

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

:COPCAR_5372
03AA: NOP 116@ 117@ $TEMPVAR_FLOAT_3 // play_suspect_last_seen_at 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0086: $3404 = $TEMPVAR_X_COORD // (float) 
0067: $3404 -= 116@ // (float) 
0086: $3405 = $TEMPVAR_Y_COORD // (float) 
0067: $3405 -= 117@ // (float) 
0069: $3404 *= $3404 // (float) 
0069: $3405 *= $3405 // (float) 
0089: 114@ = $3405 // (float) 
005D: 114@ += $3405 // (float) 
01FB: 114@ = square_root 114@ 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #HUNTER
004D: jump_if_false @COPCAR_5505 
0007: 142@ = 8.0 
0002: jump @COPCAR_5515 

:COPCAR_5505
0007: 142@ = 4.0 

:COPCAR_5515
005B: 142@ += 144@ // (float) 
0073: 114@ /= 142@ // (float) 
0013: 114@ *= 1000.0 
0092: 63@ = float 114@ to_integer 
00D6: if 
001B:   40000 > 63@ 
004D: jump_if_false @COPCAR_5580 
0006: 63@ = 40000 

:COPCAR_5580
005E: $8222 += 63@ // (int) 
0016: 63@ /= 1000 
008A: $8227 = 51@ // (int) 
0008: $8227 += 1 
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @COPCAR_5659 
09EE: set_status_text_stay_on_screen 1 
01E3: show_text_1number_styled GXT 'A_TIME' number 63@ time 4000 style 6  // +~1~ seconds
0002: jump @COPCAR_5757 

:COPCAR_5659
00D6: if 
001A:   45000 > $8222 
004D: jump_if_false @COPCAR_5690 
0004: $8222 = 45000 

:COPCAR_5690
0008: $8222 += 30000 
03C3: set_timer_to $8222 type 1 GXT 'COPTIME' // global_variable  // TIME LEFT
0006: 65@ = 1 
04F7: status_text $8227 type 0 line 1 GXT 'COPLEVL' // global_variable  // LEVEL
04F7: status_text $8223 type 0 line 2 GXT 'KILLS' // global_variable  // KILLS

:COPCAR_5757
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 72@ = $CURRENT_TIME_IN_MS2 // (int) 
008B: 81@ = $CURRENT_TIME_IN_MS2 // (int) 
008B: 88@ = $CURRENT_TIME_IN_MS2 // (int) 
00D6: if 
001B:   13 > 51@ 
004D: jump_if_false @COPCAR_5814 
000B: 144@ += 0.1 

:COPCAR_5814
0396: pause_timer 0 

:COPCAR_5818
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0050: gosub @COPCAR_18593 
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @COPCAR_5873 
0002: jump @COPCAR_14808 

:COPCAR_5873
00D6: if or
0039:   269@ == -1 
0039:   74@ == -1 
0039:   83@ == -1 
004D: jump_if_false @COPCAR_5912 
0006: 52@ = 1 

:COPCAR_5912
000A: 270@ += 1 
00D6: if 
0019:   270@ > 2 
004D: jump_if_false @COPCAR_5944 
0006: 270@ = 0 

:COPCAR_5944
00D6: if 
0039:   270@ == 0 
004D: jump_if_false @COPCAR_8260 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @COPCAR_7330 
00D6: if 
0449:   actor 36@ in_a_car 
004D: jump_if_false @COPCAR_6784 
01C3: remove_references_to_car 35@ 
03C0: 35@ = actor 36@ car 
00D6: if 
0039:   269@ == -1 
004D: jump_if_false @COPCAR_6112 
046D: 55@ = actor 36@ members_in_group 
00D6: if 
0019:   55@ > 0 
004D: jump_if_false @COPCAR_6097 
00D6: if 
07FD:   group 274@ alive 
004D: jump_if_false @COPCAR_6074 
07B3: set_group 274@ give_command 4 

:COPCAR_6074
008B: 72@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 72@ += 2000 
0002: jump @COPCAR_6105 

:COPCAR_6097
008B: 72@ = $CURRENT_TIME_IN_MS2 // (int) 

:COPCAR_6105
0006: 269@ = 0 

:COPCAR_6112
00D6: if 
0039:   269@ == 0 
004D: jump_if_false @COPCAR_6201 
00D6: if or
001E:   $CURRENT_TIME_IN_MS2 > 72@ // (int) 
07D6:   72@ == $CURRENT_TIME_IN_MS2 // @ == $ (int) 
004D: jump_if_false @COPCAR_6201 
00AD: set_car 35@ max_speed_to 100.0 
00AE: set_car 35@ traffic_behaviour_to 0 
008B: 66@ = $CURRENT_TIME_IN_MS2 // (int) 
0006: 269@ = 1 
0006: 67@ = 0 

:COPCAR_6201
00D6: if 
0019:   269@ > 0 
004D: jump_if_false @COPCAR_6777 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @COPCAR_6275 
062E: get_actor 36@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_6275 
05E2: AS_actor 36@ kill_actor $PLAYER_ACTOR 

:COPCAR_6275
0085: 153@ = 35@ // (int) 
0085: 154@ = 67@ // (int) 
0085: 155@ = 66@ // (int) 
0087: 150@ = 145@ // (float) 
0087: 151@ = 146@ // (float) 
0087: 152@ = 147@ // (float) 
00D6: if 
0021:   148@ > 0.0 
004D: jump_if_false @COPCAR_6351 
0050: gosub @COPCAR_16118 

:COPCAR_6351
0085: 67@ = 154@ // (int) 
0085: 66@ = 155@ // (int) 
0087: 145@ = 150@ // (float) 
0087: 146@ = 151@ // (float) 
0087: 147@ = 152@ // (float) 
00D6: if 
0039:   67@ == -9 
004D: jump_if_false @COPCAR_6481 
062E: get_actor 36@ task 1498 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_6474 
00A0: store_actor 36@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
05DA: AS_actor 36@ run_away_in_panic_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 away_radius 15.0 timelimit 1500 

:COPCAR_6474
0006: 67@ = 0 

:COPCAR_6481
00D6: if 
8185:   not car 35@ health >= 251 
004D: jump_if_false @COPCAR_6588 
062E: get_actor 36@ task 1498 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_6565 
00A0: store_actor 36@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
05DA: AS_actor 36@ run_away_in_panic_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 away_radius 15.0 timelimit 1500 

:COPCAR_6565
008B: 72@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 72@ += 2000 
0002: jump @COPCAR_6596 

:COPCAR_6588
008B: 72@ = $CURRENT_TIME_IN_MS2 // (int) 

:COPCAR_6596
0050: gosub @COPCAR_16755 
00A0: store_actor 36@ position_to 116@ 117@ $TEMPVAR_FLOAT_3 
0086: $3404 = $TEMPVAR_X_COORD // (float) 
0067: $3404 -= 116@ // (float) 
0086: $3405 = $TEMPVAR_Y_COORD // (float) 
0067: $3405 -= 117@ // (float) 
0069: $3404 *= $3404 // (float) 
0069: $3405 *= $3405 // (float) 
0089: 149@ = $3404 // (float) 
005D: 149@ += $3405 // (float) 
01FB: 149@ = square_root 149@ 
0007: 148@ = 1000.0 
0073: 148@ /= 149@ // (float) 
00D6: if 
0021:   148@ > 100.0 
004D: jump_if_false @COPCAR_6738 
0007: 148@ = 100.0 

:COPCAR_6738
00D6: if 
0023:   15.0 > 148@ 
004D: jump_if_false @COPCAR_6769 
0007: 148@ = 15.0 

:COPCAR_6769
00AD: set_car 35@ max_speed_to 148@ 

:COPCAR_6777
0002: jump @COPCAR_7323 

:COPCAR_6784
00D6: if 
07FD:   group 274@ alive 
004D: jump_if_false @COPCAR_6807 
07B3: set_group 274@ give_command 0 

:COPCAR_6807
0006: 269@ = -1 
0050: gosub @COPCAR_16755 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 72@ // (int) 
004D: jump_if_false @COPCAR_7323 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 36@ radius 45.0 45.0 0 
004D: jump_if_false @COPCAR_7168 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @COPCAR_6931 
062E: get_actor 36@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_6924 
05E2: AS_actor 36@ kill_actor $PLAYER_ACTOR 

:COPCAR_6924
0002: jump @COPCAR_7161 

:COPCAR_6931
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 36@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_7006 
062E: get_actor 36@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_6999 
05E2: AS_actor 36@ kill_actor $PLAYER_ACTOR 

:COPCAR_6999
0002: jump @COPCAR_7161 

:COPCAR_7006
0085: 156@ = 36@ // (int) 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @COPCAR_7154 
00D6: if 
0185:   car 35@ health >= 400 
004D: jump_if_false @COPCAR_7140 
00D6: if 
0202:   actor 36@ near_car 35@ radius 40.0 40.0 sphere 0 
004D: jump_if_false @COPCAR_7126 
062E: get_actor 36@ task 1483 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_7119 
05CB: AS_actor 36@ enter_car 35@ as_driver -2 ms 

:COPCAR_7119
0002: jump @COPCAR_7133 

:COPCAR_7126
0050: gosub @COPCAR_15328 

:COPCAR_7133
0002: jump @COPCAR_7147 

:COPCAR_7140
0050: gosub @COPCAR_15328 

:COPCAR_7147
0002: jump @COPCAR_7161 

:COPCAR_7154
0050: gosub @COPCAR_15328 

:COPCAR_7161
0002: jump @COPCAR_7323 

:COPCAR_7168
0085: 156@ = 36@ // (int) 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @COPCAR_7316 
00D6: if 
0185:   car 35@ health >= 400 
004D: jump_if_false @COPCAR_7302 
00D6: if 
0202:   actor 36@ near_car 35@ radius 40.0 40.0 sphere 0 
004D: jump_if_false @COPCAR_7288 
062E: get_actor 36@ task 1483 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_7281 
05CB: AS_actor 36@ enter_car 35@ as_driver -2 ms 

:COPCAR_7281
0002: jump @COPCAR_7295 

:COPCAR_7288
0050: gosub @COPCAR_15328 

:COPCAR_7295
0002: jump @COPCAR_7309 

:COPCAR_7302
0050: gosub @COPCAR_15328 

:COPCAR_7309
0002: jump @COPCAR_7323 

:COPCAR_7316
0050: gosub @COPCAR_15328 

:COPCAR_7323
0002: jump @COPCAR_7920 

:COPCAR_7330
0164: disable_marker 92@ 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
0006: 36@ = -1 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @COPCAR_7406 
0008: $8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 68@ = 1 

:COPCAR_7406
00D6: if 
07FD:   group 274@ alive 
004D: jump_if_false @COPCAR_7920 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @COPCAR_7571 
00D6: if 
86EE:   not actor 37@ in_group 274@ 
004D: jump_if_false @COPCAR_7501 
062E: get_actor 37@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_7494 
05E2: AS_actor 37@ kill_actor $PLAYER_ACTOR 

:COPCAR_7494
0002: jump @COPCAR_7564 

:COPCAR_7501
00D6: if 
06EF:   actor 37@ leading_group 274@ 
004D: jump_if_false @COPCAR_7564 
0085: 36@ = 37@ // (int) 
0006: 37@ = -1 
0006: 68@ = 0 
0006: 69@ = 1 
0085: 92@ = 95@ // (int) 
0006: 95@ = -1 

:COPCAR_7564
0002: jump @COPCAR_7588 

:COPCAR_7571
0164: disable_marker 95@ 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
0006: 37@ = -1 

:COPCAR_7588
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @COPCAR_7737 
00D6: if 
86EE:   not actor 38@ in_group 274@ 
004D: jump_if_false @COPCAR_7667 
062E: get_actor 38@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_7660 
05E2: AS_actor 38@ kill_actor $PLAYER_ACTOR 

:COPCAR_7660
0002: jump @COPCAR_7730 

:COPCAR_7667
00D6: if 
06EF:   actor 38@ leading_group 274@ 
004D: jump_if_false @COPCAR_7730 
0085: 36@ = 38@ // (int) 
0006: 38@ = -1 
0006: 68@ = 0 
0006: 70@ = 1 
0085: 92@ = 96@ // (int) 
0006: 96@ = -1 

:COPCAR_7730
0002: jump @COPCAR_7754 

:COPCAR_7737
0164: disable_marker 96@ 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
0006: 38@ = -1 

:COPCAR_7754
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @COPCAR_7903 
00D6: if 
86EE:   not actor 39@ in_group 274@ 
004D: jump_if_false @COPCAR_7833 
062E: get_actor 39@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_7826 
05E2: AS_actor 39@ kill_actor $PLAYER_ACTOR 

:COPCAR_7826
0002: jump @COPCAR_7896 

:COPCAR_7833
00D6: if 
06EF:   actor 39@ leading_group 274@ 
004D: jump_if_false @COPCAR_7896 
0085: 36@ = 39@ // (int) 
0006: 39@ = -1 
0006: 68@ = 0 
0006: 71@ = 1 
0085: 92@ = 97@ // (int) 
0006: 97@ = -1 

:COPCAR_7896
0002: jump @COPCAR_7920 

:COPCAR_7903
0164: disable_marker 97@ 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0006: 39@ = -1 

:COPCAR_7920
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @COPCAR_8012 
00D6: if 
0039:   69@ == 0 
004D: jump_if_false @COPCAR_8012 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
0006: 37@ = -1 
0164: disable_marker 95@ 
0008: $8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 69@ = 1 

:COPCAR_8012
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @COPCAR_8104 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @COPCAR_8104 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
0006: 38@ = -1 
0164: disable_marker 96@ 
0008: $8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 70@ = 1 

:COPCAR_8104
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @COPCAR_8196 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @COPCAR_8196 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0006: 39@ = -1 
0164: disable_marker 97@ 
0008: $8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 71@ = 1 

:COPCAR_8196
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @COPCAR_8260 
00D6: if and
0039:   68@ == 1 
0039:   69@ == 1 
0039:   70@ == 1 
0039:   71@ == 1 
004D: jump_if_false @COPCAR_8260 
0006: 73@ = 1 

:COPCAR_8260
00D6: if 
0039:   270@ == 1 
004D: jump_if_false @COPCAR_11091 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @COPCAR_10161 
00D6: if 
0449:   actor 41@ in_a_car 
004D: jump_if_false @COPCAR_9615 
01C3: remove_references_to_car 40@ 
03C0: 40@ = actor 41@ car 
00D6: if 
0039:   74@ == -1 
004D: jump_if_false @COPCAR_8428 
046D: 55@ = actor 41@ members_in_group 
00D6: if 
0019:   55@ > 0 
004D: jump_if_false @COPCAR_8413 
00D6: if 
07FD:   group 275@ alive 
004D: jump_if_false @COPCAR_8390 
07B3: set_group 275@ give_command 4 

:COPCAR_8390
008B: 81@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 81@ += 2000 
0002: jump @COPCAR_8421 

:COPCAR_8413
008B: 81@ = $CURRENT_TIME_IN_MS2 // (int) 

:COPCAR_8421
0006: 74@ = 0 

:COPCAR_8428
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @COPCAR_8587 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 81@ // (int) 
004D: jump_if_false @COPCAR_8587 
00AD: set_car 40@ max_speed_to 100.0 
00AE: set_car 40@ traffic_behaviour_to 0 
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @COPCAR_8535 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @COPCAR_8528 
00A8: set_car 40@ to_psycho_driver 
0002: jump @COPCAR_8535 

:COPCAR_8528
0006: 52@ = 1 

:COPCAR_8535
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @COPCAR_8565 
04BD: set_car 40@ is_part_of_convoy 0 
00A8: set_car 40@ to_psycho_driver 

:COPCAR_8565
008B: 75@ = $CURRENT_TIME_IN_MS2 // (int) 
0006: 74@ = 1 
0006: 76@ = 0 

:COPCAR_8587
00D6: if 
0019:   74@ > 0 
004D: jump_if_false @COPCAR_9608 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @COPCAR_8661 
062E: get_actor 41@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_8661 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:COPCAR_8661
0085: 153@ = 40@ // (int) 
0085: 154@ = 76@ // (int) 
0085: 155@ = 75@ // (int) 
0087: 150@ = 164@ // (float) 
0087: 151@ = 165@ // (float) 
0087: 152@ = 166@ // (float) 
00D6: if 
0021:   167@ > 0.0 
004D: jump_if_false @COPCAR_8737 
0050: gosub @COPCAR_16118 

:COPCAR_8737
0085: 76@ = 154@ // (int) 
0085: 75@ = 155@ // (int) 
0087: 164@ = 150@ // (float) 
0087: 165@ = 151@ // (float) 
0087: 166@ = 152@ // (float) 
00D6: if 
0039:   76@ == -9 
004D: jump_if_false @COPCAR_8867 
062E: get_actor 41@ task 1498 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_8860 
00A0: store_actor 41@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
05DA: AS_actor 41@ run_away_in_panic_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 away_radius 15.0 timelimit 1500 

:COPCAR_8860
0006: 76@ = 0 

:COPCAR_8867
00D6: if 
8185:   not car 40@ health >= 400 
004D: jump_if_false @COPCAR_8923 
062E: get_actor 41@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_8923 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:COPCAR_8923
00D6: if 
8185:   not car 40@ health >= 251 
004D: jump_if_false @COPCAR_9030 
062E: get_actor 41@ task 1498 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_9007 
00A0: store_actor 41@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
05DA: AS_actor 41@ run_away_in_panic_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 away_radius 15.0 timelimit 1500 

:COPCAR_9007
008B: 81@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 81@ += 2000 
0002: jump @COPCAR_9038 

:COPCAR_9030
008B: 81@ = $CURRENT_TIME_IN_MS2 // (int) 

:COPCAR_9038
0050: gosub @COPCAR_17200 
00A0: store_actor 41@ position_to 162@ 163@ $TEMPVAR_FLOAT_3 
0086: $3404 = $TEMPVAR_X_COORD // (float) 
0067: $3404 -= 162@ // (float) 
0086: $3405 = $TEMPVAR_Y_COORD // (float) 
0067: $3405 -= 163@ // (float) 
0069: $3404 *= $3404 // (float) 
0069: $3405 *= $3405 // (float) 
0089: 149@ = $3404 // (float) 
005D: 149@ += $3405 // (float) 
01FB: 149@ = square_root 149@ 
0007: 167@ = 1000.0 
0073: 167@ /= 149@ // (float) 
00D6: if 
0021:   167@ > 100.0 
004D: jump_if_false @COPCAR_9180 
0007: 167@ = 100.0 

:COPCAR_9180
00D6: if 
0023:   15.0 > 167@ 
004D: jump_if_false @COPCAR_9211 
0007: 167@ = 15.0 

:COPCAR_9211
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @COPCAR_9563 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @COPCAR_9551 
0085: 157@ = 40@ // (int) 
0085: 158@ = 35@ // (int) 
0050: gosub @COPCAR_15115 
0087: 167@ = 124@ // (float) 
02F8: get_car 40@ Z_angle_sine_to 138@ 
02F9: get_car 40@ Z_angle_cosine_to 139@ 
00AA: store_car 35@ position_to 132@ 133@ $TEMPVAR_FLOAT_3 
00AA: store_car 40@ position_to 134@ 135@ $TEMPVAR_FLOAT_3 
0087: 120@ = 134@ // (float) 
0063: 120@ -= 132@ // (float) 
006B: 138@ *= 120@ // (float) 
0087: 121@ = 135@ // (float) 
0063: 121@ -= 133@ // (float) 
006B: 139@ *= 121@ // (float) 
0087: 128@ = 138@ // (float) 
005B: 128@ += 139@ // (float) 
02F8: get_car 35@ Z_angle_sine_to 138@ 
02F9: get_car 35@ Z_angle_cosine_to 139@ 
00AA: store_car 40@ position_to 134@ 135@ $TEMPVAR_FLOAT_3 
00AA: store_car 35@ position_to 132@ 133@ $TEMPVAR_FLOAT_3 
0087: 120@ = 132@ // (float) 
0063: 120@ -= 134@ // (float) 
006B: 138@ *= 120@ // (float) 
0087: 121@ = 133@ // (float) 
0063: 121@ -= 135@ // (float) 
006B: 139@ *= 121@ // (float) 
0087: 129@ = 138@ // (float) 
005B: 129@ += 139@ // (float) 
00D6: if 
0021:   128@ > 0.0 
004D: jump_if_false @COPCAR_9544 
00D6: if 
0023:   0.0 > 129@ 
004D: jump_if_false @COPCAR_9544 
0007: 167@ = 0.0 

:COPCAR_9544
0002: jump @COPCAR_9563 

:COPCAR_9551
00A8: set_car 40@ to_psycho_driver 
0006: 52@ = 1 

:COPCAR_9563
00D6: if 
0043:   167@ == 0.0 
004D: jump_if_false @COPCAR_9600 
0477: set_car 40@ action 1 time 17 
0002: jump @COPCAR_9608 

:COPCAR_9600
00AD: set_car 40@ max_speed_to 167@ 

:COPCAR_9608
0002: jump @COPCAR_10154 

:COPCAR_9615
00D6: if 
07FD:   group 275@ alive 
004D: jump_if_false @COPCAR_9638 
07B3: set_group 275@ give_command 0 

:COPCAR_9638
0006: 74@ = -1 
0050: gosub @COPCAR_17200 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 81@ // (int) 
004D: jump_if_false @COPCAR_10154 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 41@ radius 40.0 40.0 0 
004D: jump_if_false @COPCAR_9999 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @COPCAR_9762 
062E: get_actor 41@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_9755 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:COPCAR_9755
0002: jump @COPCAR_9992 

:COPCAR_9762
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 41@ radius 25.0 25.0 0 
004D: jump_if_false @COPCAR_9837 
062E: get_actor 41@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_9830 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:COPCAR_9830
0002: jump @COPCAR_9992 

:COPCAR_9837
0085: 156@ = 41@ // (int) 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @COPCAR_9985 
00D6: if 
0185:   car 40@ health >= 400 
004D: jump_if_false @COPCAR_9971 
00D6: if 
0202:   actor 41@ near_car 40@ radius 40.0 40.0 sphere 0 
004D: jump_if_false @COPCAR_9957 
062E: get_actor 41@ task 1483 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_9950 
05CB: AS_actor 41@ enter_car 40@ as_driver -2 ms 

:COPCAR_9950
0002: jump @COPCAR_9964 

:COPCAR_9957
0050: gosub @COPCAR_15328 

:COPCAR_9964
0002: jump @COPCAR_9978 

:COPCAR_9971
0050: gosub @COPCAR_15328 

:COPCAR_9978
0002: jump @COPCAR_9992 

:COPCAR_9985
0050: gosub @COPCAR_15328 

:COPCAR_9992
0002: jump @COPCAR_10154 

:COPCAR_9999
0085: 156@ = 41@ // (int) 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @COPCAR_10147 
00D6: if 
0185:   car 40@ health >= 400 
004D: jump_if_false @COPCAR_10133 
00D6: if 
0202:   actor 41@ near_car 40@ radius 40.0 40.0 sphere 0 
004D: jump_if_false @COPCAR_10119 
062E: get_actor 41@ task 1483 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_10112 
05CB: AS_actor 41@ enter_car 40@ as_driver -2 ms 

:COPCAR_10112
0002: jump @COPCAR_10126 

:COPCAR_10119
0050: gosub @COPCAR_15328 

:COPCAR_10126
0002: jump @COPCAR_10140 

:COPCAR_10133
0050: gosub @COPCAR_15328 

:COPCAR_10140
0002: jump @COPCAR_10154 

:COPCAR_10147
0050: gosub @COPCAR_15328 

:COPCAR_10154
0002: jump @COPCAR_10751 

:COPCAR_10161
0164: disable_marker 93@ 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
0006: 41@ = -1 
00D6: if 
0039:   77@ == 0 
004D: jump_if_false @COPCAR_10237 
0008: $8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 77@ = 1 

:COPCAR_10237
00D6: if 
07FD:   group 275@ alive 
004D: jump_if_false @COPCAR_10751 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @COPCAR_10402 
00D6: if 
86EE:   not actor 42@ in_group 275@ 
004D: jump_if_false @COPCAR_10332 
062E: get_actor 42@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_10325 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 

:COPCAR_10325
0002: jump @COPCAR_10395 

:COPCAR_10332
00D6: if 
06EF:   actor 42@ leading_group 275@ 
004D: jump_if_false @COPCAR_10395 
0085: 41@ = 42@ // (int) 
0006: 42@ = -1 
0006: 77@ = 0 
0006: 78@ = 1 
0085: 93@ = 98@ // (int) 
0006: 98@ = -1 

:COPCAR_10395
0002: jump @COPCAR_10419 

:COPCAR_10402
0164: disable_marker 98@ 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
0006: 42@ = -1 

:COPCAR_10419
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @COPCAR_10568 
00D6: if 
86EE:   not actor 43@ in_group 275@ 
004D: jump_if_false @COPCAR_10498 
062E: get_actor 43@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_10491 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 

:COPCAR_10491
0002: jump @COPCAR_10561 

:COPCAR_10498
00D6: if 
06EF:   actor 43@ leading_group 275@ 
004D: jump_if_false @COPCAR_10561 
0085: 41@ = 43@ // (int) 
0006: 43@ = -1 
0006: 77@ = 0 
0006: 79@ = 1 
0085: 93@ = 99@ // (int) 
0006: 99@ = -1 

:COPCAR_10561
0002: jump @COPCAR_10585 

:COPCAR_10568
0164: disable_marker 99@ 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 43@ = -1 

:COPCAR_10585
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @COPCAR_10734 
00D6: if 
86EE:   not actor 44@ in_group 275@ 
004D: jump_if_false @COPCAR_10664 
062E: get_actor 44@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_10657 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 

:COPCAR_10657
0002: jump @COPCAR_10727 

:COPCAR_10664
00D6: if 
06EF:   actor 44@ leading_group 275@ 
004D: jump_if_false @COPCAR_10727 
0085: 41@ = 44@ // (int) 
0006: 44@ = -1 
0006: 77@ = 0 
0006: 80@ = 1 
0085: 93@ = 100@ // (int) 
0006: 100@ = -1 

:COPCAR_10727
0002: jump @COPCAR_10751 

:COPCAR_10734
0164: disable_marker 100@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
0006: 44@ = -1 

:COPCAR_10751
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @COPCAR_10843 
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @COPCAR_10843 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
0006: 42@ = -1 
0164: disable_marker 98@ 
0008: $8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 78@ = 1 

:COPCAR_10843
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @COPCAR_10935 
00D6: if 
0039:   79@ == 0 
004D: jump_if_false @COPCAR_10935 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 43@ = -1 
0164: disable_marker 99@ 
0008: $8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 79@ = 1 

:COPCAR_10935
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @COPCAR_11027 
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @COPCAR_11027 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
0006: 44@ = -1 
0164: disable_marker 100@ 
0008: $8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 80@ = 1 

:COPCAR_11027
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @COPCAR_11091 
00D6: if and
0039:   77@ == 1 
0039:   78@ == 1 
0039:   79@ == 1 
0039:   80@ == 1 
004D: jump_if_false @COPCAR_11091 
0006: 82@ = 1 

:COPCAR_11091
00D6: if 
0039:   270@ == 2 
004D: jump_if_false @COPCAR_13922 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @COPCAR_12992 
00D6: if 
0449:   actor 46@ in_a_car 
004D: jump_if_false @COPCAR_12446 
01C3: remove_references_to_car 45@ 
03C0: 45@ = actor 46@ car 
00D6: if 
0039:   83@ == -1 
004D: jump_if_false @COPCAR_11259 
046D: 55@ = actor 46@ members_in_group 
00D6: if 
0019:   55@ > 0 
004D: jump_if_false @COPCAR_11244 
00D6: if 
07FD:   group 276@ alive 
004D: jump_if_false @COPCAR_11221 
07B3: set_group 276@ give_command 4 

:COPCAR_11221
008B: 88@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 88@ += 2000 
0002: jump @COPCAR_11252 

:COPCAR_11244
008B: 88@ = $CURRENT_TIME_IN_MS2 // (int) 

:COPCAR_11252
0006: 83@ = 0 

:COPCAR_11259
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @COPCAR_11418 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 88@ // (int) 
004D: jump_if_false @COPCAR_11418 
00AD: set_car 45@ max_speed_to 100.0 
00AE: set_car 45@ traffic_behaviour_to 0 
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @COPCAR_11366 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @COPCAR_11359 
00A8: set_car 45@ to_psycho_driver 
0002: jump @COPCAR_11366 

:COPCAR_11359
0006: 52@ = 1 

:COPCAR_11366
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @COPCAR_11396 
04BD: set_car 45@ is_part_of_convoy 0 
00A8: set_car 45@ to_psycho_driver 

:COPCAR_11396
008B: 174@ = $CURRENT_TIME_IN_MS2 // (int) 
0006: 83@ = 1 
0006: 175@ = 0 

:COPCAR_11418
00D6: if 
0019:   83@ > 0 
004D: jump_if_false @COPCAR_12439 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 45@ 
004D: jump_if_false @COPCAR_11492 
062E: get_actor 46@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_11492 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:COPCAR_11492
0085: 153@ = 45@ // (int) 
0085: 154@ = 175@ // (int) 
0085: 155@ = 174@ // (int) 
0087: 150@ = 170@ // (float) 
0087: 151@ = 171@ // (float) 
0087: 152@ = 172@ // (float) 
00D6: if 
0021:   173@ > 0.0 
004D: jump_if_false @COPCAR_11568 
0050: gosub @COPCAR_16118 

:COPCAR_11568
0085: 175@ = 154@ // (int) 
0085: 174@ = 155@ // (int) 
0087: 170@ = 150@ // (float) 
0087: 171@ = 151@ // (float) 
0087: 172@ = 152@ // (float) 
00D6: if 
0039:   175@ == -9 
004D: jump_if_false @COPCAR_11698 
062E: get_actor 46@ task 1498 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_11691 
00A0: store_actor 46@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
05DA: AS_actor 46@ run_away_in_panic_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 away_radius 15.0 timelimit 1500 

:COPCAR_11691
0006: 175@ = 0 

:COPCAR_11698
00D6: if 
8185:   not car 45@ health >= 400 
004D: jump_if_false @COPCAR_11754 
062E: get_actor 46@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_11754 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:COPCAR_11754
00D6: if 
8185:   not car 45@ health >= 251 
004D: jump_if_false @COPCAR_11861 
062E: get_actor 46@ task 1498 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_11838 
00A0: store_actor 46@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
05DA: AS_actor 46@ run_away_in_panic_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 away_radius 15.0 timelimit 1500 

:COPCAR_11838
008B: 88@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 88@ += 2000 
0002: jump @COPCAR_11869 

:COPCAR_11861
008B: 88@ = $CURRENT_TIME_IN_MS2 // (int) 

:COPCAR_11869
0050: gosub @COPCAR_17645 
00A0: store_actor 46@ position_to 168@ 169@ $TEMPVAR_FLOAT_3 
0086: $3404 = $TEMPVAR_X_COORD // (float) 
0067: $3404 -= 168@ // (float) 
0086: $3405 = $TEMPVAR_Y_COORD // (float) 
0067: $3405 -= 169@ // (float) 
0069: $3404 *= $3404 // (float) 
0069: $3405 *= $3405 // (float) 
0089: 149@ = $3404 // (float) 
005D: 149@ += $3405 // (float) 
01FB: 149@ = square_root 149@ 
0007: 173@ = 1000.0 
0073: 173@ /= 149@ // (float) 
00D6: if 
0021:   173@ > 100.0 
004D: jump_if_false @COPCAR_12011 
0007: 173@ = 100.0 

:COPCAR_12011
00D6: if 
0023:   15.0 > 173@ 
004D: jump_if_false @COPCAR_12042 
0007: 173@ = 15.0 

:COPCAR_12042
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @COPCAR_12394 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @COPCAR_12382 
0085: 157@ = 45@ // (int) 
0085: 158@ = 40@ // (int) 
0050: gosub @COPCAR_15115 
0087: 173@ = 124@ // (float) 
02F8: get_car 45@ Z_angle_sine_to 138@ 
02F9: get_car 45@ Z_angle_cosine_to 139@ 
00AA: store_car 40@ position_to 134@ 135@ $TEMPVAR_FLOAT_3 
00AA: store_car 45@ position_to 136@ 137@ $TEMPVAR_FLOAT_3 
0087: 120@ = 136@ // (float) 
0063: 120@ -= 134@ // (float) 
006B: 138@ *= 120@ // (float) 
0087: 121@ = 137@ // (float) 
0063: 121@ -= 135@ // (float) 
006B: 139@ *= 121@ // (float) 
0087: 130@ = 138@ // (float) 
005B: 130@ += 139@ // (float) 
02F8: get_car 40@ Z_angle_sine_to 138@ 
02F9: get_car 40@ Z_angle_cosine_to 139@ 
00AA: store_car 45@ position_to 136@ 137@ $TEMPVAR_FLOAT_3 
00AA: store_car 40@ position_to 134@ 135@ $TEMPVAR_FLOAT_3 
0087: 120@ = 134@ // (float) 
0063: 120@ -= 136@ // (float) 
006B: 138@ *= 120@ // (float) 
0087: 121@ = 135@ // (float) 
0063: 121@ -= 137@ // (float) 
006B: 139@ *= 121@ // (float) 
0087: 131@ = 138@ // (float) 
005B: 131@ += 139@ // (float) 
00D6: if 
0021:   130@ > 0.0 
004D: jump_if_false @COPCAR_12375 
00D6: if 
0023:   0.0 > 131@ 
004D: jump_if_false @COPCAR_12375 
0007: 173@ = 0.0 

:COPCAR_12375
0002: jump @COPCAR_12394 

:COPCAR_12382
00A8: set_car 45@ to_psycho_driver 
0006: 52@ = 1 

:COPCAR_12394
00D6: if 
0043:   173@ == 0.0 
004D: jump_if_false @COPCAR_12431 
0477: set_car 45@ action 1 time 17 
0002: jump @COPCAR_12439 

:COPCAR_12431
00AD: set_car 45@ max_speed_to 173@ 

:COPCAR_12439
0002: jump @COPCAR_12985 

:COPCAR_12446
00D6: if 
07FD:   group 276@ alive 
004D: jump_if_false @COPCAR_12469 
07B3: set_group 276@ give_command 0 

:COPCAR_12469
0006: 83@ = -1 
0050: gosub @COPCAR_17645 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 88@ // (int) 
004D: jump_if_false @COPCAR_12985 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 46@ radius 40.0 40.0 0 
004D: jump_if_false @COPCAR_12830 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @COPCAR_12593 
062E: get_actor 46@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_12586 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:COPCAR_12586
0002: jump @COPCAR_12823 

:COPCAR_12593
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 46@ radius 25.0 25.0 0 
004D: jump_if_false @COPCAR_12668 
062E: get_actor 46@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_12661 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:COPCAR_12661
0002: jump @COPCAR_12823 

:COPCAR_12668
0085: 156@ = 46@ // (int) 
00D6: if 
8119:   not car 45@ wrecked 
004D: jump_if_false @COPCAR_12816 
00D6: if 
0185:   car 45@ health >= 400 
004D: jump_if_false @COPCAR_12802 
00D6: if 
0202:   actor 46@ near_car 45@ radius 40.0 40.0 sphere 0 
004D: jump_if_false @COPCAR_12788 
062E: get_actor 46@ task 1483 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_12781 
05CB: AS_actor 46@ enter_car 45@ as_driver -2 ms 

:COPCAR_12781
0002: jump @COPCAR_12795 

:COPCAR_12788
0050: gosub @COPCAR_15328 

:COPCAR_12795
0002: jump @COPCAR_12809 

:COPCAR_12802
0050: gosub @COPCAR_15328 

:COPCAR_12809
0002: jump @COPCAR_12823 

:COPCAR_12816
0050: gosub @COPCAR_15328 

:COPCAR_12823
0002: jump @COPCAR_12985 

:COPCAR_12830
0085: 156@ = 46@ // (int) 
00D6: if 
8119:   not car 45@ wrecked 
004D: jump_if_false @COPCAR_12978 
00D6: if 
0185:   car 45@ health >= 400 
004D: jump_if_false @COPCAR_12964 
00D6: if 
0202:   actor 46@ near_car 45@ radius 40.0 40.0 sphere 0 
004D: jump_if_false @COPCAR_12950 
062E: get_actor 46@ task 1483 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_12943 
05CB: AS_actor 46@ enter_car 45@ as_driver -2 ms 

:COPCAR_12943
0002: jump @COPCAR_12957 

:COPCAR_12950
0050: gosub @COPCAR_15328 

:COPCAR_12957
0002: jump @COPCAR_12971 

:COPCAR_12964
0050: gosub @COPCAR_15328 

:COPCAR_12971
0002: jump @COPCAR_12985 

:COPCAR_12978
0050: gosub @COPCAR_15328 

:COPCAR_12985
0002: jump @COPCAR_13582 

:COPCAR_12992
0164: disable_marker 94@ 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
0006: 46@ = -1 
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @COPCAR_13068 
0008: $8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 84@ = 1 

:COPCAR_13068
00D6: if 
07FD:   group 276@ alive 
004D: jump_if_false @COPCAR_13582 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @COPCAR_13233 
00D6: if 
86EE:   not actor 47@ in_group 276@ 
004D: jump_if_false @COPCAR_13163 
062E: get_actor 47@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_13156 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 

:COPCAR_13156
0002: jump @COPCAR_13226 

:COPCAR_13163
00D6: if 
06EF:   actor 47@ leading_group 276@ 
004D: jump_if_false @COPCAR_13226 
0085: 46@ = 47@ // (int) 
0006: 47@ = -1 
0006: 84@ = 0 
0006: 85@ = 1 
0085: 94@ = 101@ // (int) 
0006: 101@ = -1 

:COPCAR_13226
0002: jump @COPCAR_13250 

:COPCAR_13233
0164: disable_marker 101@ 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 47@ = -1 

:COPCAR_13250
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @COPCAR_13399 
00D6: if 
86EE:   not actor 48@ in_group 276@ 
004D: jump_if_false @COPCAR_13329 
062E: get_actor 48@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_13322 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 

:COPCAR_13322
0002: jump @COPCAR_13392 

:COPCAR_13329
00D6: if 
06EF:   actor 48@ leading_group 276@ 
004D: jump_if_false @COPCAR_13392 
0085: 46@ = 48@ // (int) 
0006: 48@ = -1 
0006: 84@ = 0 
0006: 86@ = 1 
0085: 94@ = 102@ // (int) 
0006: 102@ = -1 

:COPCAR_13392
0002: jump @COPCAR_13416 

:COPCAR_13399
0164: disable_marker 102@ 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0006: 48@ = -1 

:COPCAR_13416
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @COPCAR_13565 
00D6: if 
86EE:   not actor 49@ in_group 276@ 
004D: jump_if_false @COPCAR_13495 
062E: get_actor 49@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_13488 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:COPCAR_13488
0002: jump @COPCAR_13558 

:COPCAR_13495
00D6: if 
06EF:   actor 49@ leading_group 276@ 
004D: jump_if_false @COPCAR_13558 
0085: 46@ = 49@ // (int) 
0006: 49@ = -1 
0006: 84@ = 0 
0006: 87@ = 1 
0085: 94@ = 103@ // (int) 
0006: 103@ = -1 

:COPCAR_13558
0002: jump @COPCAR_13582 

:COPCAR_13565
0164: disable_marker 103@ 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
0006: 49@ = -1 

:COPCAR_13582
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @COPCAR_13674 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @COPCAR_13674 
0164: disable_marker 101@ 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 47@ = -1 
0008: $8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 85@ = 1 

:COPCAR_13674
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @COPCAR_13766 
00D6: if 
0039:   86@ == 0 
004D: jump_if_false @COPCAR_13766 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0006: 48@ = -1 
0164: disable_marker 102@ 
0008: $8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 86@ = 1 

:COPCAR_13766
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @COPCAR_13858 
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @COPCAR_13858 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
0006: 49@ = -1 
0164: disable_marker 103@ 
0008: $8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 87@ = 1 

:COPCAR_13858
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @COPCAR_13922 
00D6: if and
0039:   84@ == 1 
0039:   85@ == 1 
0039:   86@ == 1 
0039:   87@ == 1 
004D: jump_if_false @COPCAR_13922 
0006: 89@ = 1 

:COPCAR_13922
00D6: if and
0039:   73@ == 1 
0039:   82@ == 1 
0039:   89@ == 1 
004D: jump_if_false @COPCAR_13961 
0002: jump @COPCAR_13968 

:COPCAR_13961
0002: jump @COPCAR_5818 

:COPCAR_13968
0627: update_integer_stat 157 to $8227 
000A: 51@ += 1 
00D6: if or
056C:   actor $PLAYER_ACTOR driving_police_car 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #HUNTER
00DD:   actor $PLAYER_ACTOR driving_car_with_model #SEASPAR 
004D: jump_if_false @COPCAR_14045 
03C0: 34@ = actor $PLAYER_ACTOR car 
053F: set_car 34@ tires_vulnerability 0 
0227: 64@ = car 34@ health 
000A: 64@ += 100 
0224: set_car 34@ health_to 64@ 

:COPCAR_14045
01C3: remove_references_to_car 35@ 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 40@ 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 45@ 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
0164: disable_marker 92@ 
0164: disable_marker 93@ 
0164: disable_marker 94@ 
0164: disable_marker 95@ 
0164: disable_marker 96@ 
0164: disable_marker 97@ 
0164: disable_marker 98@ 
0164: disable_marker 99@ 
0164: disable_marker 100@ 
0164: disable_marker 101@ 
0164: disable_marker 102@ 
0164: disable_marker 103@ 
0632: release_group 274@ 
0632: release_group 275@ 
0632: release_group 276@ 
0085: 54@ = 51@ // (int) 
006A: 54@ *= 51@ // (int) 
0012: 54@ *= 50 
09EE: set_status_text_stay_on_screen 1 
01E3: show_text_1number_styled GXT 'C_PASS' number 54@ time 5000 style 5  // THREAT~n~ELIMINATED:~n~~w~$~1~
0109: player $PLAYER_CHAR money = 54@ 
00D6: if 
0038:   $MISSION_VIGILANTE_PASSED == 0 
004D: jump_if_false @COPCAR_14328 
00D6: if 
0039:   51@ == 12 
004D: jump_if_false @COPCAR_14328 
03E5: show_text_box 'C_COMP1'  // Vigilante mission level 12 complete: Your max Body Armor increased to 150%
030C: progress_made = 1 
055F: set_player $PLAYER_CHAR max_armour += 50 
035F: actor $PLAYER_ACTOR armour += 1000 
0595: mission_complete 
0394: play_music 2 
0004: $MISSION_VIGILANTE_PASSED = 1 

:COPCAR_14328
00D6: if and
856C:   not actor $PLAYER_ACTOR driving_police_car 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #HUNTER
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #SEASPAR 
004D: jump_if_false @COPCAR_14678 
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @COPCAR_14428 
01BD: 53@ = current_time_in_ms 
00D6: if 
0018:   $8222 > 60000 
004D: jump_if_false @COPCAR_14413 
0006: 56@ = 60000 
0002: jump @COPCAR_14421 

:COPCAR_14413
008B: 56@ = $8222 // (int) 

:COPCAR_14421
0006: 57@ = 1 

:COPCAR_14428
01BD: 59@ = current_time_in_ms 
0085: 60@ = 59@ // (int) 
0062: 60@ -= 53@ // (int) 
0062: 56@ -= 60@ // (int) 
0085: 53@ = 59@ // (int) 
0085: 61@ = 56@ // (int) 
0016: 61@ /= 1000 
00D6: if 
001B:   1 > 61@ 
004D: jump_if_false @COPCAR_14562 
0006: 61@ = 0 
00D6: if 
001D:   59@ > 91@ // (int) 
004D: jump_if_false @COPCAR_14555 
00BC: show_text_highpriority GXT 'C_TIME' time 3000 flag 1  // ~r~Your time as a law enforcer is over!
0006: 58@ = 1 
0002: jump @COPCAR_14808 

:COPCAR_14555
0002: jump @COPCAR_14578 

:COPCAR_14562
0085: 91@ = 59@ // (int) 
000A: 91@ += 1000 

:COPCAR_14578
00D6: if 
0019:   61@ > -1 
004D: jump_if_false @COPCAR_14667 
00D6: if 
0039:   61@ == 1 
004D: jump_if_false @COPCAR_14644 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'COPCA_T' number 61@ time 200 flag 1  // ~s~You have ~1~ second to return to a police vehicle before the mission ends.
0002: jump @COPCAR_14667 

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

:COPCAR_14667
0001: wait 0 ms 
0002: jump @COPCAR_14328 

:COPCAR_14678
0396: pause_timer 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @COPCAR_14737 
03C0: 34@ = actor $PLAYER_ACTOR car 
053F: set_car 34@ tires_vulnerability 0 
0227: 64@ = car 34@ health 
000A: 64@ += 200 
0224: set_car 34@ health_to 64@ 

:COPCAR_14737
00D6: if 
001B:   13 > 51@ 
004D: jump_if_false @COPCAR_14801 
000F: 143@ -= 0.001 
00D6: if 
0023:   0.0 > 143@ 
004D: jump_if_false @COPCAR_14796 
0007: 143@ = 0.0 

:COPCAR_14796
03C7: set_sensitivity_to_crime 143@ 

:COPCAR_14801
0002: jump @COPCAR_1291 

:COPCAR_14808
0051: return 

:COPCAR_14810
0004: $ONMISSION = 0 
0164: disable_marker 92@ 
0164: disable_marker 93@ 
0164: disable_marker 94@ 
0164: disable_marker 95@ 
0164: disable_marker 96@ 
0164: disable_marker 97@ 
0164: disable_marker 98@ 
0164: disable_marker 99@ 
0164: disable_marker 100@ 
0164: disable_marker 101@ 
0164: disable_marker 102@ 
0164: disable_marker 103@ 
0632: release_group 274@ 
0632: release_group 275@ 
0632: release_group 276@ 
014F: stop_timer $8222 
0151: remove_status_text $8227 
0151: remove_status_text $8223 
0249: release_model 90@ 
0249: release_model 271@ 
0249: release_model #COLT45 
0249: release_model #MICRO_UZI 
0249: release_model #AK47 
0249: release_model #CHROMEGUN 
0249: release_model #BAT 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:COPCAR_14951
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @COPCAR_15019 
0209: 159@ = random_int_in_ranges 0 91 
00D6: if and
0019:   159@ > 7 
001B:   17 > 159@ 
004D: jump_if_false @COPCAR_15012 
0209: 159@ = random_int_in_ranges 0 91 

:COPCAR_15012
0002: jump @COPCAR_15096 

:COPCAR_15019
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @COPCAR_15087 
0209: 159@ = random_int_in_ranges 2 91 
00D6: if and
0019:   159@ > 7 
001B:   17 > 159@ 
004D: jump_if_false @COPCAR_15080 
0209: 159@ = random_int_in_ranges 2 91 

:COPCAR_15080
0002: jump @COPCAR_15096 

:COPCAR_15087
0209: 159@ = random_int_in_ranges 67 91 

:COPCAR_15096
0085: 90@ = 176@(159@,91i) // (int) 
0247: load_model 90@ 
0051: return 

:COPCAR_15115
00D6: if 
0039:   158@ == -1 
004D: jump_if_false @COPCAR_15154 
00A0: store_actor $PLAYER_ACTOR position_to 122@ 123@ 120@ 
0002: jump @COPCAR_15168 

:COPCAR_15154
00AA: store_car 158@ position_to 122@ 123@ 120@ 

:COPCAR_15168
00AA: store_car 157@ position_to 118@ 119@ 120@ 
0087: 120@ = 118@ // (float) 
0063: 120@ -= 122@ // (float) 
0087: 121@ = 119@ // (float) 
0063: 121@ -= 123@ // (float) 
006B: 120@ *= 120@ // (float) 
006B: 121@ *= 121@ // (float) 
005B: 120@ += 121@ // (float) 
01FB: 120@ = square_root 120@ 
0087: 124@ = 120@ // (float) 
000B: 124@ += 3.0 
00D6: if 
0021:   124@ > 100.0 
004D: jump_if_false @COPCAR_15295 
0007: 124@ = 100.0 

:COPCAR_15295
00D6: if 
0023:   0.0 > 124@ 
004D: jump_if_false @COPCAR_15326 
0007: 124@ = 0.0 

:COPCAR_15326
0051: return 

:COPCAR_15328
00D6: if 
8118:   not actor 156@ dead 
004D: jump_if_false @COPCAR_16116 
00A0: store_actor 156@ position_to $111 $112 $113 
00D6: if 
0042:   $TEMPVAR_ANGLE == 919.9 
004D: jump_if_false @COPCAR_15396 
00A5: $TEMPVAR_ACTOR_CAR = create_car 90@ at $111 $112 $113 

:COPCAR_15396
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 156@ radius 40.0 40.0 0 
004D: jump_if_false @COPCAR_15801 
0086: $114 = $111 // (float) 
0009: $114 += 40.0 
0086: $115 = $112 // (float) 
0009: $115 += 40.0 
000D: $111 -= 40.0 
000D: $112 -= 40.0 
01C3: remove_references_to_car $TEMPVAR_ACTOR_CAR 
0004: $TEMPVAR_ACTOR_CAR = -1 
0327: $TEMPVAR_ACTOR_CAR = get_random_car_with_model -1 in_rectangle_cornerA $111 $112 cornerB $114 $115 
00D6: if or
0038:   $TEMPVAR_ACTOR_CAR == -1 
07D6:   35@ == $TEMPVAR_ACTOR_CAR // @ == $ (int) 
004D: jump_if_false @COPCAR_15584 
062E: get_actor 156@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_15577 
05E2: AS_actor 156@ kill_actor $PLAYER_ACTOR 

:COPCAR_15577
0002: jump @COPCAR_15794 

:COPCAR_15584
00D6: if 
0185:   car $TEMPVAR_ACTOR_CAR health >= 10 
004D: jump_if_false @COPCAR_15745 
046D: 55@ = actor 156@ members_in_group 
01EA: 160@ = car $TEMPVAR_ACTOR_CAR max_passengers 
00D6: if 
801D:   not  55@ > 160@ // (int) 
004D: jump_if_false @COPCAR_15701 
062E: get_actor 156@ task 1483 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_15694 
020A: set_car $TEMPVAR_ACTOR_CAR door_status_to 0 
00AD: set_car $TEMPVAR_ACTOR_CAR max_speed_to 0.0 
05CB: AS_actor 156@ enter_car $TEMPVAR_ACTOR_CAR as_driver -2 ms 

:COPCAR_15694
0002: jump @COPCAR_15738 

:COPCAR_15701
062E: get_actor 156@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_15738 
05E2: AS_actor 156@ kill_actor $PLAYER_ACTOR 

:COPCAR_15738
0002: jump @COPCAR_15794 

:COPCAR_15745
062E: get_actor 156@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_15782 
05E2: AS_actor 156@ kill_actor $PLAYER_ACTOR 

:COPCAR_15782
01C3: remove_references_to_car $TEMPVAR_ACTOR_CAR 
0004: $TEMPVAR_ACTOR_CAR = -1 

:COPCAR_15794
0002: jump @COPCAR_16116 

:COPCAR_15801
03D3: get_route_nearest_for $111 $112 $113 store_to $111 $112 $113 Z_angle_to $TEMPVAR_ANGLE 
00D6: if 
80C2:   not sphere_onscreen $111 $112 $113 radius 3.0 
004D: jump_if_false @COPCAR_16116 
00D6: if 
838A:   not any_car_in_cube_cornerA $111 $112 $113 cornerB 3.0 3.0 2.0 
004D: jump_if_false @COPCAR_16007 
00D6: if 
0248:   model 90@ available 
004D: jump_if_false @COPCAR_16000 
062E: get_actor 156@ task 1483 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_16000 
01C3: remove_references_to_car $TEMPVAR_ACTOR_CAR 
00A5: $TEMPVAR_ACTOR_CAR = create_car 90@ at $111 $112 $113 
00D6: if 
0185:   car $TEMPVAR_ACTOR_CAR health >= 10 
004D: jump_if_false @COPCAR_15982 
0224: set_car $TEMPVAR_ACTOR_CAR health_to 10 

:COPCAR_15982
0175: set_car $TEMPVAR_ACTOR_CAR Z_angle_to $TEMPVAR_ANGLE 
05CB: AS_actor 156@ enter_car $TEMPVAR_ACTOR_CAR as_driver -2 ms 

:COPCAR_16000
0002: jump @COPCAR_16116 

:COPCAR_16007
00D6: if 
00FF:   actor 156@ sphere 0 in_sphere $111 $112 $113 radius 3.0 3.0 2.0 on_foot 
004D: jump_if_false @COPCAR_16116 
062E: get_actor 156@ task 1491 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_16116 
02C0: store_to $111 $112 $113 ped_path_coords_closest_to $111 $112 $113 
05D3: AS_actor 156@ goto_point $111 $112 $113 mode 6 time -2 ms // versionA 

:COPCAR_16116
0051: return 

:COPCAR_16118
01BD: 161@ = current_time_in_ms 
077E: get_active_interior_to $3396 
00D6: if 
0038:   $3396 == 0 
004D: jump_if_false @COPCAR_16742 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @COPCAR_16742 
00D6: if and
01F4:   car 153@ flipped 
01C1:   car 153@ stopped 
004D: jump_if_false @COPCAR_16344 
0006: 52@ = 1 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 153@ radius 90.0 90.0 sphere 0 
004D: jump_if_false @COPCAR_16242 
03ED: set_car 153@ disable_flipped_explosion_when_empty 0 
0006: 154@ = -9 
0002: jump @COPCAR_16344 

:COPCAR_16242
00D6: if 
82CA:   not car 153@ bounding_sphere_visible 
004D: jump_if_false @COPCAR_16344 
00AA: store_car 153@ position_to $116 $117 $118 
03D3: get_route_nearest_for $116 $117 $118 store_to $116 $117 $118 Z_angle_to $TEMPVAR_ANGLE 
00D6: if 
80C2:   not sphere_onscreen $116 $117 $118 radius 4.0 
004D: jump_if_false @COPCAR_16344 
00AB: put_car 153@ at $116 $117 $118 
0175: set_car 153@ Z_angle_to $TEMPVAR_ANGLE 

:COPCAR_16344
00D6: if 
01AF:   car 153@ sphere 0 in_sphere 150@ 151@ 152@ radius 4.0 4.0 4.0 
004D: jump_if_false @COPCAR_16679 
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @COPCAR_16419 
0085: 155@ = 161@ // (int) 
0006: 154@ = 1 

:COPCAR_16419
0062: 161@ -= 155@ // (int) 
00D6: if 
0039:   154@ == 1 
004D: jump_if_false @COPCAR_16679 
00D6: if 
0019:   161@ > 8000 
004D: jump_if_false @COPCAR_16679 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 153@ radius 90.0 90.0 sphere 0 
004D: jump_if_false @COPCAR_16521 
03ED: set_car 153@ disable_flipped_explosion_when_empty 0 
01BD: 155@ = current_time_in_ms 
0006: 154@ = -9 
0002: jump @COPCAR_16679 

:COPCAR_16521
00D6: if 
82CA:   not car 153@ bounding_sphere_visible 
004D: jump_if_false @COPCAR_16679 
00AA: store_car 153@ position_to $116 $117 $118 
03D3: get_route_nearest_for $116 $117 $118 store_to $116 $117 $118 Z_angle_to $TEMPVAR_ANGLE 
00D6: if 
838A:   not any_car_in_cube_cornerA $116 $117 $118 cornerB 4.0 4.0 4.0 
004D: jump_if_false @COPCAR_16679 
00D6: if 
80C2:   not sphere_onscreen $116 $117 $118 radius 4.0 
004D: jump_if_false @COPCAR_16679 
00AB: put_car 153@ at $116 $117 $118 
0175: set_car 153@ Z_angle_to $TEMPVAR_ANGLE 
01BD: 155@ = current_time_in_ms 
0006: 154@ = 0 
0006: 52@ = 1 

:COPCAR_16679
00D6: if 
81AF:   not car 153@ sphere 0 in_sphere 150@ 151@ 152@ radius 4.0 4.0 4.0 
004D: jump_if_false @COPCAR_16742 
00AA: store_car 153@ position_to 150@ 151@ 152@ 
0006: 154@ = 0 

:COPCAR_16742
0051: return 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
0051: return 
0051: return 
0051: return 

:COPCAR_16755
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @COPCAR_17198 
00D6: if 
07FD:   group 274@ alive 
004D: jump_if_false @COPCAR_17198 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @COPCAR_16912 
00D6: if 
86EE:   not actor 37@ in_group 274@ 
004D: jump_if_false @COPCAR_16905 
00D6: if 
00F2:   actor 37@ near_actor 36@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_16868 
0631: put_actor 37@ in_group 274@ 
0002: jump @COPCAR_16905 

:COPCAR_16868
062E: get_actor 37@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_16905 
05E2: AS_actor 37@ kill_actor $PLAYER_ACTOR 

:COPCAR_16905
0002: jump @COPCAR_16924 

:COPCAR_16912
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
0006: 37@ = -1 

:COPCAR_16924
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @COPCAR_17049 
00D6: if 
86EE:   not actor 38@ in_group 274@ 
004D: jump_if_false @COPCAR_17042 
00D6: if 
00F2:   actor 38@ near_actor 36@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_17005 
0631: put_actor 38@ in_group 274@ 
0002: jump @COPCAR_17042 

:COPCAR_17005
062E: get_actor 38@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_17042 
05E2: AS_actor 38@ kill_actor $PLAYER_ACTOR 

:COPCAR_17042
0002: jump @COPCAR_17061 

:COPCAR_17049
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
0006: 38@ = -1 

:COPCAR_17061
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @COPCAR_17186 
00D6: if 
86EE:   not actor 39@ in_group 274@ 
004D: jump_if_false @COPCAR_17179 
00D6: if 
00F2:   actor 39@ near_actor 36@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_17142 
0631: put_actor 39@ in_group 274@ 
0002: jump @COPCAR_17179 

:COPCAR_17142
062E: get_actor 39@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_17179 
05E2: AS_actor 39@ kill_actor $PLAYER_ACTOR 

:COPCAR_17179
0002: jump @COPCAR_17198 

:COPCAR_17186
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0006: 39@ = -1 

:COPCAR_17198
0051: return 

:COPCAR_17200
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @COPCAR_17643 
00D6: if 
07FD:   group 275@ alive 
004D: jump_if_false @COPCAR_17643 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @COPCAR_17357 
00D6: if 
86EE:   not actor 42@ in_group 275@ 
004D: jump_if_false @COPCAR_17350 
00D6: if 
00F2:   actor 42@ near_actor 41@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_17313 
0631: put_actor 42@ in_group 275@ 
0002: jump @COPCAR_17350 

:COPCAR_17313
062E: get_actor 42@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_17350 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 

:COPCAR_17350
0002: jump @COPCAR_17369 

:COPCAR_17357
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
0006: 42@ = -1 

:COPCAR_17369
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @COPCAR_17494 
00D6: if 
86EE:   not actor 43@ in_group 275@ 
004D: jump_if_false @COPCAR_17487 
00D6: if 
00F2:   actor 43@ near_actor 41@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_17450 
0631: put_actor 43@ in_group 275@ 
0002: jump @COPCAR_17487 

:COPCAR_17450
062E: get_actor 43@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_17487 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 

:COPCAR_17487
0002: jump @COPCAR_17506 

:COPCAR_17494
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 43@ = -1 

:COPCAR_17506
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @COPCAR_17631 
00D6: if 
86EE:   not actor 44@ in_group 275@ 
004D: jump_if_false @COPCAR_17624 
00D6: if 
00F2:   actor 44@ near_actor 41@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_17587 
0631: put_actor 44@ in_group 275@ 
0002: jump @COPCAR_17624 

:COPCAR_17587
062E: get_actor 44@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_17624 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 

:COPCAR_17624
0002: jump @COPCAR_17643 

:COPCAR_17631
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
0006: 44@ = -1 

:COPCAR_17643
0051: return 

:COPCAR_17645
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @COPCAR_18088 
00D6: if 
07FD:   group 276@ alive 
004D: jump_if_false @COPCAR_18088 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @COPCAR_17802 
00D6: if 
86EE:   not actor 47@ in_group 276@ 
004D: jump_if_false @COPCAR_17795 
00D6: if 
00F2:   actor 47@ near_actor 46@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_17758 
0631: put_actor 47@ in_group 276@ 
0002: jump @COPCAR_17795 

:COPCAR_17758
062E: get_actor 47@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_17795 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 

:COPCAR_17795
0002: jump @COPCAR_17814 

:COPCAR_17802
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 47@ = -1 

:COPCAR_17814
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @COPCAR_17939 
00D6: if 
86EE:   not actor 48@ in_group 276@ 
004D: jump_if_false @COPCAR_17932 
00D6: if 
00F2:   actor 48@ near_actor 46@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_17895 
0631: put_actor 48@ in_group 276@ 
0002: jump @COPCAR_17932 

:COPCAR_17895
062E: get_actor 48@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_17932 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 

:COPCAR_17932
0002: jump @COPCAR_17951 

:COPCAR_17939
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0006: 48@ = -1 

:COPCAR_17951
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @COPCAR_18076 
00D6: if 
86EE:   not actor 49@ in_group 276@ 
004D: jump_if_false @COPCAR_18069 
00D6: if 
00F2:   actor 49@ near_actor 46@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_18032 
0631: put_actor 49@ in_group 276@ 
0002: jump @COPCAR_18069 

:COPCAR_18032
062E: get_actor 49@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_18069 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:COPCAR_18069
0002: jump @COPCAR_18088 

:COPCAR_18076
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
0006: 49@ = -1 

:COPCAR_18088
0051: return 

:COPCAR_18090
060B: set_actor 50@ decision_maker_to 267@ 
0433: set_actor 50@ criminal_flag 1 
02A9: set_actor 50@ immune_to_nonplayer 0 
0982: set_actor 50@ stay_in_car_when_dead 0 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 19 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 21 // see ped.dat 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @COPCAR_18281 
0209: 159@ = random_int_in_ranges 0 2 

:COPCAR_18281
00D6: if 
0019:   51@ > 1 
004D: jump_if_false @COPCAR_18308 
0209: 159@ = random_int_in_ranges 0 3 

:COPCAR_18308
00D6: if 
0019:   51@ > 4 
004D: jump_if_false @COPCAR_18335 
0209: 159@ = random_int_in_ranges 0 4 

:COPCAR_18335
00D6: if 
0019:   51@ > 6 
004D: jump_if_false @COPCAR_18362 
0209: 159@ = random_int_in_ranges 0 5 

:COPCAR_18362
00D6: if 
0019:   51@ > 8 
004D: jump_if_false @COPCAR_18389 
0209: 159@ = random_int_in_ranges 0 6 

:COPCAR_18389
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @COPCAR_18472 
0209: 159@ = random_int_in_ranges 10 13 
00D6: if 
0039:   159@ == 10 
004D: jump_if_false @COPCAR_18444 
01B2: give_actor 50@ weapon 5 ammo 9999 // Load the weapon model before using this 

:COPCAR_18444
00D6: if 
0039:   159@ == 11 
004D: jump_if_false @COPCAR_18472 
01B2: give_actor 50@ weapon 5 ammo 9999 // Load the weapon model before using this 

:COPCAR_18472
00D6: if 
0039:   159@ == 1 
004D: jump_if_false @COPCAR_18500 
01B2: give_actor 50@ weapon 22 ammo 9999 // Load the weapon model before using this 

:COPCAR_18500
00D6: if 
0039:   159@ == 2 
004D: jump_if_false @COPCAR_18528 
01B2: give_actor 50@ weapon 28 ammo 9999 // Load the weapon model before using this 

:COPCAR_18528
00D6: if 
0039:   159@ == 3 
004D: jump_if_false @COPCAR_18556 
01B2: give_actor 50@ weapon 30 ammo 9999 // Load the weapon model before using this 

:COPCAR_18556
00D6: if or
0039:   159@ == 4 
0039:   159@ == 5 
004D: jump_if_false @COPCAR_18591 
01B2: give_actor 50@ weapon 25 ammo 9999 // Load the weapon model before using this 

:COPCAR_18591
0051: return 

:COPCAR_18593
00D6: if 
8038:   not  $8222 == -100 
004D: jump_if_false @COPCAR_18670 
00D6: if 
001A:   1 > $8222 
004D: jump_if_false @COPCAR_18670 
0006: 58@ = 1 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 'C_TIME' time 3000 flag 1  // ~r~Your time as a law enforcer is over!
0051: return 

:COPCAR_18670
00D6: if and
856C:   not actor $PLAYER_ACTOR driving_police_car 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #HUNTER
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #SEASPAR 
004D: jump_if_false @COPCAR_19008 
0396: pause_timer 0 
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @COPCAR_18774 
01BD: 53@ = current_time_in_ms 
00D6: if 
0018:   $8222 > 60000 
004D: jump_if_false @COPCAR_18759 
0006: 56@ = 60000 
0002: jump @COPCAR_18767 

:COPCAR_18759
008B: 56@ = $8222 // (int) 

:COPCAR_18767
0006: 57@ = 1 

:COPCAR_18774
01BD: 59@ = current_time_in_ms 
0085: 60@ = 59@ // (int) 
0062: 60@ -= 53@ // (int) 
0062: 56@ -= 60@ // (int) 
0085: 53@ = 59@ // (int) 
0085: 61@ = 56@ // (int) 
0016: 61@ /= 1000 
00D6: if 
001B:   1 > 61@ 
004D: jump_if_false @COPCAR_18903 
0006: 61@ = 0 
00D6: if 
001D:   59@ > 91@ // (int) 
004D: jump_if_false @COPCAR_18896 
00BC: show_text_highpriority GXT 'C_TIME' time 3000 flag 1  // ~r~Your time as a law enforcer is over!
0006: 58@ = 1 
0051: return 

:COPCAR_18896
0002: jump @COPCAR_18919 

:COPCAR_18903
0085: 91@ = 59@ // (int) 
000A: 91@ += 1000 

:COPCAR_18919
00D6: if 
0019:   61@ > -1 
004D: jump_if_false @COPCAR_19008 
00D6: if 
0039:   61@ == 1 
004D: jump_if_false @COPCAR_18985 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'COPCA_T' number 61@ time 200 flag 1  // ~s~You have ~1~ second to return to a police vehicle before the mission ends.
0002: jump @COPCAR_19008 

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

:COPCAR_19008
0293: $13 = get_controller_mode 
00D6: if or
056C:   actor $PLAYER_ACTOR driving_police_car 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #HUNTER
00DD:   actor $PLAYER_ACTOR driving_car_with_model #SEASPAR 
004D: jump_if_false @COPCAR_19232 
03C0: 34@ = actor $PLAYER_ACTOR car 
053F: set_car 34@ tires_vulnerability 0
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @COPCAR_19151 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @COPCAR_19119 
00D6: if 
0039:   62@ == 1 
004D: jump_if_false @COPCAR_19112 
0006: 62@ = 2 

:COPCAR_19112
0002: jump @COPCAR_19144 

:COPCAR_19119
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @COPCAR_19144 
0006: 62@ = 1 

:COPCAR_19144
0002: jump @COPCAR_19225 

:COPCAR_19151
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @COPCAR_19200 
00D6: if 
0039:   62@ == 1 
004D: jump_if_false @COPCAR_19193 
0006: 62@ = 2 

:COPCAR_19193
0002: jump @COPCAR_19225 

:COPCAR_19200
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @COPCAR_19225 
0006: 62@ = 1 

:COPCAR_19225
0006: 57@ = 0 

:COPCAR_19232
00D6: if 
0039:   62@ == 2 
004D: jump_if_false @COPCAR_19359 
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @COPCAR_19317 
00D6: if 
80E1:   not player 0 pressed_key 19 
004D: jump_if_false @COPCAR_19310 
00BC: show_text_highpriority GXT 'C_CANC' time 3000 flag 1  // ~r~Vigilante mission cancelled!
0006: 58@ = 1 
0051: return 

:COPCAR_19310
0002: jump @COPCAR_19359 

:COPCAR_19317
00D6: if 
80E1:   not player 0 pressed_key 14 
004D: jump_if_false @COPCAR_19359 
00BC: show_text_highpriority GXT 'C_CANC' time 3000 flag 1  // ~r~Vigilante mission cancelled!
0006: 58@ = 1 
0051: return 

:COPCAR_19359
0051: return 

//-------------Mission 125---------------
// Originally: Burglary Sub-Mission

:BURGJB
03A4: name_thread 'BURGJB' 
0050: gosub @BURGJB_65 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @BURGJB_38 
0050: gosub @BURGJB_8332 

:BURGJB_38
0050: gosub @BURGJB_8444 
004E: end_thread 
00D6: if 
0038:   $MISSION_BURGLARY_PASSED == 0 
004D: jump_if_false @BURGJB_65 

:BURGJB_65
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
0001: wait 0 ms 
0169: set_fade_color_RGB 0 0 0 
054C: use_GXT_table 'BURGLAR' 
09E6: set_burglary_houses_accessible 1 
0006: 92@ = 0 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 96@ = 0 
0006: 97@ = 0 
0006: 101@ = 0 
0006: 98@ = 0 
0006: 99@ = 0 
0006: 100@ = 0 
0006: 103@ = 0 
0006: 102@ = 0 
0006: 107@ = 0 
0006: 108@ = 0 
0006: 109@ = 0 
0006: 110@ = 0 
0006: 112@ = 0 
0006: 47@ = 0 
0004: $BUGRLARY_CASH = 0 
0006: 90@ = 0 
0006: 89@ = 0 
0006: 106@ = 0 
0004: $BURGLARY_ESCAPE_TIME_SEC = 10 
0004: $BURGLARY_TIME_LEFT = 300000 
0006: 91@ = 0 
0006: 105@ = 0 
0007: 41@ = 0.0 
0005: $BURGLARY_NOISE_F = 0.0 
0007: 42@ = 9999999.0 
0007: 43@ = 9999999.0 
0007: 54@ = 2741.0 
0007: 57@ = -2006.807 
0007: 60@ = 14.0 
05A9: s$BURGLARY_GARAGES[0] = 'BURG_LK' // s$ 
0007: 76@ = 2741.241 
0007: 79@ = -2011.274 
0007: 82@ = 13.5869 
0007: 55@ = -2102.54 
0007: 58@ = -15.5931 
0007: 61@ = 34.3203 
05A9: s$BURGLARY_GARAGES[1] = 'BRGSFSE' // s$ 
0007: 77@ = -2109.32 
0007: 80@ = -15.7967 
0007: 83@ = 34.3203 
0007: 56@ = 2609.248 
0007: 59@ = 1439.347 
0007: 62@ = 9.8203 
05A9: s$BURGLARY_GARAGES[2] = 'VGELOCK' // s$ 
0007: 78@ = 2609.012 
0007: 81@ = 1445.936 
0007: 84@ = 9.8203 
0006: 34@ = 0 
0006: 48@ = 0 
0004: $BURGLARY_DETECTED_FLAG = 0 
0006: 111@ = 0 
0004: $BURGLARY_NOISE_I = 0 
0004: $CARMOD_DISABLED_FLAG = 1 
010B: 38@ = player $PLAYER_CHAR money 
010B: 39@ = player $PLAYER_CHAR money 
00D6: if 
0039:   48@ == 99 
004D: jump_if_false @BURGJB_687 
0107: 49@ = create_object #BRIEFCASE at 0.0 0.0 0.0 
018A: 51@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 53@ = create_checkpoint_at 0.0 0.0 0.0 

:BURGJB_687
00D6: if 
8500:   not player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @BURGJB_820 
0A2D: hide_styled_text_while_fading 0 // works with 00BA 
016A: fade 0 time 1000 

:BURGJB_727
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_751 
0001: wait 0 ms 
0002: jump @BURGJB_727 

:BURGJB_751
087B: set_player $PLAYER_CHAR clothes_texture "BALACLAVA" model "BALACLAVA" body_part 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:BURGJB_792
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_816 
0001: wait 0 ms 
0002: jump @BURGJB_792 

:BURGJB_816
0A2D: hide_styled_text_while_fading 1 // works with 00BA 

:BURGJB_820
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if 
0028:   $TIME_HOURS >= 20 
004D: jump_if_false @BURGJB_909 
008B: 88@ = $TIME_HOURS // (int) 
0012: 88@ *= 60 
005C: 88@ += $TIME_MINS // (int) 
0006: 36@ = 1440 
0062: 36@ -= 88@ // (int) 
000A: 36@ += 360 
0012: 36@ *= 1000 
008A: $BURGLARY_DAYLIGHT = 36@ // (int) 

:BURGJB_909
00D6: if 
001A:   6 > $TIME_HOURS 
004D: jump_if_false @BURGJB_982 
008B: 88@ = $TIME_HOURS // (int) 
0012: 88@ *= 60 
005C: 88@ += $TIME_MINS // (int) 
0006: 36@ = 360 
0062: 36@ -= 88@ // (int) 
0012: 36@ *= 1000 
008A: $BURGLARY_DAYLIGHT = 36@ // (int) 

:BURGJB_982
03C3: set_timer_to $BURGLARY_DAYLIGHT type 1 GXT 'BURG52' // global_variable  // DAYLIGHT
04F7: status_text $BUGRLARY_CASH type 0 line 1 GXT 'BURG51' // global_variable  // CASH
0001: wait 0 ms 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BURGJB_1044 
00D9: 50@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:BURGJB_1044
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 32 
004D: jump_if_false @BURGJB_1073 
0004: $BURGLARY_DAYLIGHT = 10000000 

:BURGJB_1073
00D6: if 
0735:   is_keyboard_key_pressed 49 
004D: jump_if_false @BURGJB_1118 
00A1: put_actor $PLAYER_ACTOR at 2741.928 -1993.231 12.3669 
0173: set_actor $PLAYER_ACTOR Z_angle_to 173.5173 

:BURGJB_1118
00D6: if 
0735:   is_keyboard_key_pressed 50 
004D: jump_if_false @BURGJB_1153 
00A1: put_actor $PLAYER_ACTOR at 2639.0 2039.911 9.8052 

:BURGJB_1153
00D6: if 
0735:   is_keyboard_key_pressed 99 
004D: jump_if_false @BURGJB_1176 
0004: $BURGLARY_DAYLIGHT = 5000 

:BURGJB_1176
00D6: if 
0735:   is_keyboard_key_pressed 48 
004D: jump_if_false @BURGJB_1199 
0004: $BURGLARY_TIME_LEFT = 5000 

:BURGJB_1199
00D6: if 
0735:   is_keyboard_key_pressed 53 
004D: jump_if_false @BURGJB_1222 
0004: $1790 = 11000 

:BURGJB_1222
00D6: if 
0735:   is_keyboard_key_pressed 54 
004D: jump_if_false @BURGJB_1244 
0006: 48@ = 3 

:BURGJB_1244
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @BURGJB_2153 
00D6: if 
0038:   $BURGLARY_DAYLIGHT == 0 
004D: jump_if_false @BURGJB_1970 
00BE: text_clear_all 
09E6: set_burglary_houses_accessible 0 
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @BURGJB_1570 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:BURGJB_1318
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_1342 
0001: wait 0 ms 
0002: jump @BURGJB_1318 

:BURGJB_1342
03E6: remove_text_box 
04BB: select_interior 0 
04E4: refresh_game_renderer_at 69@ 70@ 
03CB: set_rendering_origin_at 69@ 70@ 71@ 
0972: put_actor $PLAYER_ACTOR at 69@ 70@ 71@ no_offset 
0489: set_actor $PLAYER_ACTOR muted 0 
000B: 72@ += 180.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 72@ 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 73@ 74@ radius 5.0 
03CB: set_rendering_origin_at 69@ 70@ 71@ 
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @BURGJB_1496 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @BURGJB_1496 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:BURGJB_1496
0006: 92@ = 0 
0006: 93@ = 0 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @BURGJB_1525 
02EB: restore_camera_with_jumpcut 

:BURGJB_1525
016A: fade 1 time 1000 

:BURGJB_1532
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_1556 
0001: wait 0 ms 
0002: jump @BURGJB_1532 

:BURGJB_1556
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @BURGJB_1733 

:BURGJB_1570
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @BURGJB_1733 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @BURGJB_1733 
00D6: if 
09E7:   player $PLAYER_CHAR not_frozen 
004D: jump_if_false @BURGJB_1640 
01B4: set_player $PLAYER_CHAR can_move 0 

:BURGJB_1640
016A: fade 0 time 1000 

:BURGJB_1647
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_1671 
0001: wait 0 ms 
0002: jump @BURGJB_1647 

:BURGJB_1671
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @BURGJB_1702 
02EB: restore_camera_with_jumpcut 

:BURGJB_1702
016A: fade 1 time 1000 

:BURGJB_1709
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_1733 
0001: wait 0 ms 
0002: jump @BURGJB_1709 

:BURGJB_1733
014F: stop_timer $BURGLARY_DAYLIGHT 
00D6: if 
0019:   48@ > 0 
004D: jump_if_false @BURGJB_1916 
03C3: set_timer_to $BURGLARY_TIME_LEFT type 1 GXT 'BURG3' // global_variable  // TIME
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG2' time 5000 flag 1  // ~s~It's daylight! Not the time for home invasions! Go and offload what you've already stolen within the time limit!
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @BURGJB_1838 
00BB: show_text_lowpriority GXT 'BURG26' time 5000 flag 1  // ~s~Go and offload the goods at the ~y~lockup~s~.
0006: 102@ = 2 
0002: jump @BURGJB_1909 

:BURGJB_1838
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @BURGJB_1886 
00BB: show_text_lowpriority GXT 'BURG27' time 5000 flag 1  // ~s~Put the goods in the ~b~truck~s~.
0006: 102@ = 1 
0002: jump @BURGJB_1909 

:BURGJB_1886
00BB: show_text_lowpriority GXT 'BURG1' time 5000 flag 1  // ~s~Get in the ~b~truck~s~ then go and offload the goods at the garage.
0006: 102@ = 3 

:BURGJB_1909
0002: jump @BURGJB_1956 

:BURGJB_1916
0004: $BURGLARY_TIME_LEFT = 0 
0108: destroy_object 49@ 
01C4: remove_references_to_object 49@ // This object will now disappear when the player looks away 
00BB: show_text_lowpriority GXT 'BURG53' time 5000 flag 1  // ~r~You are out of time, come back another night and finish the job
0002: jump @BURGJB_8332 

:BURGJB_1956
0006: 110@ = 1 
0002: jump @BURGJB_2146 

:BURGJB_1970
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
00D6: if 
0028:   $TIME_HOURS >= 20 
004D: jump_if_false @BURGJB_2066 
008B: 88@ = $TIME_HOURS // (int) 
0012: 88@ *= 60 
005C: 88@ += $TIME_MINS // (int) 
0006: 36@ = 1440 
0062: 36@ -= 88@ // (int) 
000A: 36@ += 360 
000A: 36@ += 1 
0012: 36@ *= 1000 
008A: $BURGLARY_DAYLIGHT = 36@ // (int) 

:BURGJB_2066
00D6: if 
001A:   6 > $TIME_HOURS 
004D: jump_if_false @BURGJB_2146 
008B: 88@ = $TIME_HOURS // (int) 
0012: 88@ *= 60 
005C: 88@ += $TIME_MINS // (int) 
0006: 36@ = 360 
0062: 36@ -= 88@ // (int) 
000A: 36@ += 1 
0012: 36@ *= 1000 
008A: $BURGLARY_DAYLIGHT = 36@ // (int) 

:BURGJB_2146
0002: jump @BURGJB_2351 

:BURGJB_2153
00D6: if 
0038:   $BURGLARY_TIME_LEFT == 0 
004D: jump_if_false @BURGJB_2351 
00BE: text_clear_all 
00D6: if 
09E7:   player $PLAYER_CHAR not_frozen 
004D: jump_if_false @BURGJB_2196 
01B4: set_player $PLAYER_CHAR can_move 0 

:BURGJB_2196
016A: fade 0 time 1000 

:BURGJB_2203
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_2227 
0001: wait 0 ms 
0002: jump @BURGJB_2203 

:BURGJB_2227
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @BURGJB_2272 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:BURGJB_2272
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @BURGJB_2287 
02EB: restore_camera_with_jumpcut 

:BURGJB_2287
016A: fade 1 time 1000 

:BURGJB_2294
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_2318 
0001: wait 0 ms 
0002: jump @BURGJB_2294 

:BURGJB_2318
00BB: show_text_lowpriority GXT 'BURG53' time 5000 flag 1  // ~r~You are out of time, come back another night and finish the job
0108: destroy_object 49@ 
01C4: remove_references_to_object 49@ // This object will now disappear when the player looks away 
0002: jump @BURGJB_8332 

:BURGJB_2351
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @BURGJB_7832 
0050: gosub @BURGJB_7953 
077E: get_active_interior_to 37@ 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @BURGJB_2451 
00D6: if 
8500:   not player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @BURGJB_2451 
00BB: show_text_lowpriority GXT 'BURG62' time 5000 flag 1  // ~r~You no longer have the ski mask.
0002: jump @BURGJB_8332 

:BURGJB_2451
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @BURGJB_2694 
00D6: if and
010F:   player $PLAYER_CHAR wanted_level > 0 
0019:   48@ > 0 
004D: jump_if_false @BURGJB_2544 
00D6: if 
8039:   not  102@ == 5 
004D: jump_if_false @BURGJB_2537 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG50' time 5000 flag 1  // ~s~You have to lose the heat before you can offload the goods.
0006: 102@ = 5 

:BURGJB_2537
0002: jump @BURGJB_2687 

:BURGJB_2544
00D6: if 
8039:   not  102@ == 2 
004D: jump_if_false @BURGJB_2687 
00BE: text_clear_all 
00D6: if 
0019:   48@ > 0 
004D: jump_if_false @BURGJB_2646 
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @BURGJB_2623 
00BB: show_text_lowpriority GXT 'BURG4' time 5000 flag 1  // ~s~Go and offload the goods at the ~y~lockup~s~, or find a house to break into.
0002: jump @BURGJB_2639 

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

:BURGJB_2639
0002: jump @BURGJB_2680 

:BURGJB_2646
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @BURGJB_2680 
00BB: show_text_lowpriority GXT 'BURG29' time 5000 flag 1  // ~s~Go and find a house to break into.

:BURGJB_2680
0006: 102@ = 2 

:BURGJB_2687
0002: jump @BURGJB_3084 

:BURGJB_2694
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @BURGJB_2957 
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @BURGJB_2798 
00D6: if 
8039:   not  102@ == 1 
004D: jump_if_false @BURGJB_2791 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @BURGJB_2791 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG27' time 5000 flag 1  // ~s~Put the goods in the ~b~truck~s~.
0006: 102@ = 1 

:BURGJB_2791
0002: jump @BURGJB_2950 

:BURGJB_2798
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @BURGJB_2866 
00D6: if 
8039:   not  102@ == 4 
004D: jump_if_false @BURGJB_2859 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG30' time 5000 flag 1  // ~s~Find something worth stealing.
0006: 102@ = 4 

:BURGJB_2859
0002: jump @BURGJB_2950 

:BURGJB_2866
00D6: if 
8039:   not  102@ == 3 
004D: jump_if_false @BURGJB_2950 
00BE: text_clear_all 
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @BURGJB_2927 
00BB: show_text_lowpriority GXT 'BURG29' time 5000 flag 1  // ~s~Go and find a house to break into.
0002: jump @BURGJB_2943 

:BURGJB_2927
00BB: show_text_lowpriority GXT 'BURG31' time 5000 flag 1  // ~s~Go and find a house to break into, or get in the ~b~truck~s~ and go offload what you've already stashed.

:BURGJB_2943
0006: 102@ = 3 

:BURGJB_2950
0002: jump @BURGJB_3084 

:BURGJB_2957
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @BURGJB_3043 
00D6: if 
8039:   not  102@ == 1 
004D: jump_if_false @BURGJB_3036 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @BURGJB_3036 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG27' time 5000 flag 1  // ~s~Put the goods in the ~b~truck~s~.
0006: 102@ = 1 

:BURGJB_3036
0002: jump @BURGJB_3084 

:BURGJB_3043
00D6: if 
8039:   not  102@ == 3 
004D: jump_if_false @BURGJB_3084 
00BB: show_text_lowpriority GXT 'BURG1' time 5000 flag 1  // ~s~Get in the ~b~truck~s~ then go and offload the goods at the garage.
0006: 102@ = 3 

:BURGJB_3084
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @BURGJB_7681 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @BURGJB_3396 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 50@ 
004D: jump_if_false @BURGJB_3228 
0006: 93@ = 0 
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @BURGJB_3174 
0164: disable_marker 51@ 
0006: 99@ = 0 

:BURGJB_3174
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @BURGJB_3221 
0186: 52@ = create_marker_above_car 50@ 
018B: set_marker 52@ radar_mode 2 
07E0: set_marker 52@ type_to 1 
0006: 97@ = 1 

:BURGJB_3221
0002: jump @BURGJB_3396 

:BURGJB_3228
0006: 93@ = 1 
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @BURGJB_3272 
0006: 108@ = 0 
0164: disable_marker 52@ 
0006: 97@ = 0 

:BURGJB_3272
00D6: if 
0019:   48@ > 0 
004D: jump_if_false @BURGJB_3396 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @BURGJB_3345 
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @BURGJB_3338 
0164: disable_marker 51@ 
0006: 99@ = 0 

:BURGJB_3338
0002: jump @BURGJB_3396 

:BURGJB_3345
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @BURGJB_3396 
018A: 51@ = create_checkpoint_at 54@(35@,3f) 57@(35@,3f) 60@(35@,3f) 
0006: 99@ = 1 

:BURGJB_3396
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @BURGJB_3848 
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
00D6: if 
0038:   $STAT_UNLOCKED_CITIES_NUMBER == 0 
004D: jump_if_false @BURGJB_3454 
0006: 35@ = 0 
0002: jump @BURGJB_3830 

:BURGJB_3454
00D6: if 
0038:   $STAT_UNLOCKED_CITIES_NUMBER == 1 
004D: jump_if_false @BURGJB_3626 
00A0: store_actor $PLAYER_ACTOR position_to 63@ 64@ 65@ 
07EF: get_town_number_from_point 63@ 64@ 65@ store_to 35@ 
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @BURGJB_3532 
000E: 35@ -= 1 
0002: jump @BURGJB_3619 

:BURGJB_3532
050A: 42@ = distance_between_XYZ 63@ 64@ 65@ and_XYZ 54@ 57@ 60@ 
0006: 35@ = 0 
0087: 43@ = 42@ // (float) 
050A: 42@ = distance_between_XYZ 63@ 64@ 65@ and_XYZ 55@ 58@ 61@ 
00D6: if 
0025:   43@ > 42@ // (float) 
004D: jump_if_false @BURGJB_3619 
0006: 35@ = 1 

:BURGJB_3619
0002: jump @BURGJB_3830 

:BURGJB_3626
00A0: store_actor $PLAYER_ACTOR position_to 63@ 64@ 65@ 
07EF: get_town_number_from_point 63@ 64@ 65@ store_to 35@ 
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @BURGJB_3686 
000E: 35@ -= 1 
0002: jump @BURGJB_3830 

:BURGJB_3686
050A: 42@ = distance_between_XYZ 63@ 64@ 65@ and_XYZ 54@ 57@ 60@ 
0006: 35@ = 0 
0087: 43@ = 42@ // (float) 
050A: 42@ = distance_between_XYZ 63@ 64@ 65@ and_XYZ 55@ 58@ 61@ 
00D6: if 
0025:   43@ > 42@ // (float) 
004D: jump_if_false @BURGJB_3781 
0006: 35@ = 1 
0087: 43@ = 42@ // (float) 

:BURGJB_3781
050A: 42@ = distance_between_XYZ 63@ 64@ 65@ and_XYZ 56@ 59@ 62@ 
00D6: if 
0025:   43@ > 42@ // (float) 
004D: jump_if_false @BURGJB_3830 
0006: 35@ = 2 

:BURGJB_3830
02FA: set_garage $BURGLARY_GARAGES(35@,3s) type 19 
0006: 108@ = 1 

:BURGJB_3848
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @BURGJB_5295 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 54@(35@,3f) 57@(35@,3f) 60@(35@,3f) radius 20.0 20.0 4.0 
01AF:   car 50@ sphere 0 in_sphere 54@(35@,3f) 57@(35@,3f) 60@(35@,3f) radius 20.0 20.0 4.0 
004D: jump_if_false @BURGJB_5266 
00D6: if 
83B0:   not garage $BURGLARY_GARAGES(35@,3s) door_open 
004D: jump_if_false @BURGJB_3990 
0360: open_garage $BURGLARY_GARAGES(35@,3s) 

:BURGJB_3990
00D6: if 
0039:   108@ == 1 
004D: jump_if_false @BURGJB_5259 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @BURGJB_5259 
00D6: if 
0019:   48@ > 0 
004D: jump_if_false @BURGJB_5259 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @BURGJB_4117 
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @BURGJB_4110 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG50' time 5000 flag 1  // ~s~You have to lose the heat before you can offload the goods.
0164: disable_marker 51@ 
0006: 99@ = 0 

:BURGJB_4110
0002: jump @BURGJB_5259 

:BURGJB_4117
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @BURGJB_4193 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG26' time 5000 flag 1  // ~s~Go and offload the goods at the ~y~lockup~s~.
018A: 51@ = create_checkpoint_at 54@(35@,3f) 57@(35@,3f) 60@(35@,3f) 
0006: 99@ = 1 
0002: jump @BURGJB_5259 

:BURGJB_4193
00BB: show_text_lowpriority GXT 'BURG40' time 1000 flag 1  // ~s~Park the truck in the ~y~lockup~s~.
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 76@(35@,3f) 79@(35@,3f) 82@(35@,3f) radius 2.9 3.2 5.0 sphere 1 in_car 
004D: jump_if_false @BURGJB_5259 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
00BE: text_clear_all 
0395: clear_area 1 at 76@(35@,3f) 79@(35@,3f) 82@(35@,3f) radius 10.0 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @BURGJB_4342 
014F: stop_timer $BURGLARY_TIME_LEFT 
0004: $BURGLARY_TIME_LEFT = 999999 

:BURGJB_4342
00D6: if 
83B1:   not garage $BURGLARY_GARAGES(35@,3s) door_closed 
004D: jump_if_false @BURGJB_4371 
0361: close_garage $BURGLARY_GARAGES(35@,3s) 

:BURGJB_4371
0006: 104@ = 0 

:BURGJB_4378
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @BURGJB_4434 
0001: wait 0 ms 
00D6: if 
03B1:   garage $BURGLARY_GARAGES(35@,3s) door_closed 
004D: jump_if_false @BURGJB_4427 
0006: 104@ = 1 

:BURGJB_4427
0002: jump @BURGJB_4378 

:BURGJB_4434
0164: disable_marker 51@ 
0085: 34@ = 48@ // (int) 
0012: 34@ *= 20 
006A: 34@ *= 48@ // (int) 
005E: $1791 += 48@ // (int) 
005E: $1790 += 34@ // (int) 
008F: 45@ = integer $1790 to_float 
0093: 46@ = integer 34@ to_float 
005A: 47@ += 48@ // (int) 
005E: $BUGRLARY_CASH += 34@ // (int) 
0628: update_float_stat_to 46@ stat_id 40 
0624: add 46@ to_float_stat 41 
0623: add 48@ to_integer_stat 194 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @BURGJB_4700 
00D6: if 
09E7:   player $PLAYER_CHAR not_frozen 
004D: jump_if_false @BURGJB_4573 
01B4: set_player $PLAYER_CHAR can_move 0 

:BURGJB_4573
016A: fade 0 time 1000 

:BURGJB_4580
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_4604 
0001: wait 0 ms 
0002: jump @BURGJB_4580 

:BURGJB_4604
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @BURGJB_4649 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:BURGJB_4649
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @BURGJB_4662 

:BURGJB_4662
016A: fade 1 time 1000 

:BURGJB_4669
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_4693 
0001: wait 0 ms 
0002: jump @BURGJB_4669 

:BURGJB_4693
0002: jump @BURGJB_4869 

:BURGJB_4700
00D6: if and
0028:   $1790 >= 10000 
0038:   $MISSION_BURGLARY_PASSED == 0 
004D: jump_if_false @BURGJB_4869 
00D6: if 
09E7:   player $PLAYER_CHAR not_frozen 
004D: jump_if_false @BURGJB_4749 
01B4: set_player $PLAYER_CHAR can_move 0 

:BURGJB_4749
016A: fade 0 time 1000 

:BURGJB_4756
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_4780 
0001: wait 0 ms 
0002: jump @BURGJB_4756 

:BURGJB_4780
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @BURGJB_4825 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:BURGJB_4825
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @BURGJB_4838 

:BURGJB_4838
016A: fade 1 time 1000 

:BURGJB_4845
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_4869 
0001: wait 0 ms 
0002: jump @BURGJB_4845 

:BURGJB_4869
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
00D6: if 
001B:   2 > 48@ 
004D: jump_if_false @BURGJB_4936 
036D: show_text_2numbers_styled GXT 'BURG39' numbers 48@ 34@ time 5000 style 6  // ~s~This load: ~1~ item $~1~
0002: jump @BURGJB_4958 

:BURGJB_4936
036D: show_text_2numbers_styled GXT 'BURG36' numbers 48@ 34@ time 5000 style 6  // ~s~This load: ~1~ items $~1~

:BURGJB_4958
0109: player $PLAYER_CHAR money = 34@ 
0006: 32@ = 0 

:BURGJB_4973
00D6: if or
076F:   text_priority_displayed 
001B:   4000 > 32@ 
004D: jump_if_false @BURGJB_5005 
0001: wait 0 ms 
0002: jump @BURGJB_4973 

:BURGJB_5005
00D6: if 
83B0:   not garage $BURGLARY_GARAGES(35@,3s) door_open 
004D: jump_if_false @BURGJB_5034 
0360: open_garage $BURGLARY_GARAGES(35@,3s) 

:BURGJB_5034
0006: 104@ = 0 

:BURGJB_5041
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @BURGJB_5097 
0001: wait 0 ms 
00D6: if 
03B0:   garage $BURGLARY_GARAGES(35@,3s) door_open 
004D: jump_if_false @BURGJB_5090 
0006: 104@ = 1 

:BURGJB_5090
0002: jump @BURGJB_5041 

:BURGJB_5097
00D6: if and
0028:   $1790 >= 10000 
0038:   $MISSION_BURGLARY_PASSED == 0 
004D: jump_if_false @BURGJB_5151 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0002: jump @BURGJB_8372 
0002: jump @BURGJB_5213 

:BURGJB_5151
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @BURGJB_5185 
00BB: show_text_lowpriority GXT 'BURG29' time 5000 flag 1  // ~s~Go and find a house to break into.

:BURGJB_5185
0006: 99@ = 0 
0006: 34@ = 0 
0006: 48@ = 0 
0006: 105@ = 0 

:BURGJB_5213
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @BURGJB_5259 
0002: jump @BURGJB_8332 
0004: $BURGLARY_TIME_LEFT = 0 

:BURGJB_5259
0002: jump @BURGJB_5295 

:BURGJB_5266
00D6: if 
83B1:   not garage $BURGLARY_GARAGES(35@,3s) door_closed 
004D: jump_if_false @BURGJB_5295 
0361: close_garage $BURGLARY_GARAGES(35@,3s) 

:BURGJB_5295
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @BURGJB_5730 
00D6: if 
0867:   unknown_in_burglary_interior 0 
004D: jump_if_false @BURGJB_5470 
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @BURGJB_5456 
094C: get_actor $PLAYER_ACTOR currently_used_EnEx_3D_coord_to 69@ 70@ 71@ number_to 72@ 
00A0: store_actor $PLAYER_ACTOR position_to 73@ 74@ 75@ 
00D6: if 
03CA:   object 49@ exists 
004D: jump_if_false @BURGJB_5425 
00D6: if 
0737:   actor $PLAYER_ACTOR lifting_object 49@ 
004D: jump_if_false @BURGJB_5425 
077E: get_active_interior_to 37@ 
0566: link_object 49@ to_interior 37@ 

:BURGJB_5425
0164: disable_marker 52@ 
0489: set_actor $PLAYER_ACTOR muted 1 
075B: zoom_radar 90 
010B: 39@ = player $PLAYER_CHAR money 
0006: 107@ = 1 

:BURGJB_5456
0006: 92@ = 1 
0002: jump @BURGJB_5730 

:BURGJB_5470
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @BURGJB_5723 
0489: set_actor $PLAYER_ACTOR muted 0 
00D6: if 
03CA:   object 49@ exists 
004D: jump_if_false @BURGJB_5543 
00D6: if 
0737:   actor $PLAYER_ACTOR lifting_object 49@ 
004D: jump_if_false @BURGJB_5543 
077E: get_active_interior_to 37@ 
0566: link_object 49@ to_interior 37@ 

:BURGJB_5543
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @BURGJB_5574 
0186: 52@ = create_marker_above_car 50@ 
07E0: set_marker 52@ type_to 1 

:BURGJB_5574
075B: zoom_radar 0 
0006: 107@ = 0 
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @BURGJB_5723 
0006: 112@ = 1 
00D6: if 
0045:   85@ == 69@ // (float) 
004D: jump_if_false @BURGJB_5674 
00D6: if 
0045:   86@ == 70@ // (float) 
004D: jump_if_false @BURGJB_5674 
00D6: if 
0045:   87@ == 71@ // (float) 
004D: jump_if_false @BURGJB_5674 
0006: 112@ = 0 

:BURGJB_5674
00D6: if 
0039:   112@ == 1 
004D: jump_if_false @BURGJB_5723 
0087: 85@ = 69@ // (float) 
0087: 86@ = 70@ // (float) 
0087: 87@ = 71@ // (float) 
0623: add 1 to_integer_stat 191 

:BURGJB_5723
0006: 92@ = 0 

:BURGJB_5730
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @BURGJB_6506 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @BURGJB_6506 
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @BURGJB_6008 
00A0: store_actor $PLAYER_ACTOR position_to 63@ 64@ 65@ 
0866: get_object_in_sphere 63@ 64@ 65@ radius 5.0 handle_as 49@ 
00D6: if 
8039:   not  49@ == -1 
004D: jump_if_false @BURGJB_6001 
00D6: if 
0737:   actor $PLAYER_ACTOR lifting_object 49@ 
004D: jump_if_false @BURGJB_5895 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @BURGJB_5881 
03E6: remove_text_box 
0006: 100@ = 0 

:BURGJB_5881
0006: 94@ = 1 
0002: jump @BURGJB_6001 

:BURGJB_5895
00D6: if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 49@ radius 1.7 1.7 2.0 sphere 0 on_foot 
004D: jump_if_false @BURGJB_5974 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @BURGJB_5967 
0512: show_permanent_text_box 'BURG23'  // Press ~k~~VEHICLE_ENTER_EXIT~ to pick up item
0006: 100@ = 1 

:BURGJB_5967
0002: jump @BURGJB_6001 

:BURGJB_5974
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @BURGJB_6001 
03E6: remove_text_box 
0006: 100@ = 0 

:BURGJB_6001
0002: jump @BURGJB_6064 

:BURGJB_6008
00D6: if 
03CA:   object 49@ exists 
004D: jump_if_false @BURGJB_6057 
00D6: if 
8737:   not actor $PLAYER_ACTOR lifting_object 49@ 
004D: jump_if_false @BURGJB_6050 
0006: 94@ = 0 

:BURGJB_6050
0002: jump @BURGJB_6064 

:BURGJB_6057
0006: 94@ = 0 

:BURGJB_6064
00D6: if or
0038:   $BURGLARY_DETECTED_FLAG == 1 
0039:   98@ == 1 
004D: jump_if_false @BURGJB_6122 
0004: $BURGLARY_DETECTED_FLAG = 0 
0006: 98@ = 0 
0151: remove_status_text $BURGLARY_ESCAPE_TIME_SEC 
0004: $BURGLARY_ESCAPE_TIME_SEC = 10 
0006: 109@ = 0 

:BURGJB_6122
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @BURGJB_6179 
0151: remove_status_text $BURGLARY_NOISE_I 
0005: $BURGLARY_NOISE_F = 0.0 
0007: 41@ = 0.0 
0004: $BURGLARY_NOISE_I = 0 
0006: 101@ = 0 

:BURGJB_6179
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @BURGJB_6506 
0407: store_coords_to 66@ 67@ 68@ from_car 50@ with_offset 0.0 -6.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 66@ 67@ 68@ radius 3.5 3.5 2.0 on_foot 
004D: jump_if_false @BURGJB_6479 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @BURGJB_6304 
0512: show_permanent_text_box 'BURG24'  // Press ~k~~VEHICLE_ENTER_EXIT~ to put item in truck
0006: 100@ = 1 

:BURGJB_6304
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BURGJB_6472 
03E6: remove_text_box 
000A: 48@ += 1 
0006: 33@ = 0 
0006: 104@ = 0 
00D6: if 
03CA:   object 49@ exists 
004D: jump_if_false @BURGJB_6465 

:BURGJB_6360
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @BURGJB_6428 
00D6: if or
8737:   not actor $PLAYER_ACTOR lifting_object 49@ 
0118:   actor $PLAYER_ACTOR dead 
0019:   33@ > 5000 
004D: jump_if_false @BURGJB_6417 
0006: 104@ = 1 

:BURGJB_6417
0001: wait 0 ms 
0002: jump @BURGJB_6360 

:BURGJB_6428
0108: destroy_object 49@ 
01C4: remove_references_to_object 49@ // This object will now disappear when the player looks away 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
0006: 94@ = 0 

:BURGJB_6465
0006: 100@ = 0 

:BURGJB_6472
0002: jump @BURGJB_6506 

:BURGJB_6479
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @BURGJB_6506 
03E6: remove_text_box 
0006: 100@ = 0 

:BURGJB_6506
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @BURGJB_7674 
00D6: if and
0039:   98@ == 0 
0038:   $BURGLARY_DETECTED_FLAG == 0 
004D: jump_if_false @BURGJB_6979 
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @BURGJB_6631 
0926: 111@ = external_script_status 23 (BURG_BRAINS) 
00D6: if 
0019:   111@ > 0 
004D: jump_if_false @BURGJB_6624 
04F7: status_text $BURGLARY_NOISE_I type 1 line 2 GXT 'BURG25' // global_variable  // Noise
0489: set_actor $PLAYER_ACTOR muted 1 
0006: 101@ = 1 

:BURGJB_6624
0002: jump @BURGJB_6972 

:BURGJB_6631
0926: 111@ = external_script_status 23 (BURG_BRAINS) 
00D6: if 
8039:   not  111@ == 0 
004D: jump_if_false @BURGJB_6926 
00A0: store_actor $PLAYER_ACTOR position_to 63@ 64@ 65@ 
0855: get_actor -1 noise_level_at 63@ 64@ 65@ store_to $BURGLARY_NOISE_F 
0011: $BURGLARY_NOISE_F *= 1.6 
00D6: if 
0020:   $BURGLARY_NOISE_F > 20.0 
004D: jump_if_false @BURGJB_6735 
000D: $BURGLARY_NOISE_F -= 20.0 
005D: 41@ += $BURGLARY_NOISE_F // (float) 

:BURGJB_6735
0013: 41@ *= 0.99 
0090: $BURGLARY_NOISE_I = float 41@ to_integer 
00D6: if 
0028:   $BURGLARY_NOISE_I >= 100 
004D: jump_if_false @BURGJB_6815 
0004: $BURGLARY_NOISE_I = 100 
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @BURGJB_6808 
01BD: 89@ = current_time_in_ms 
0006: 106@ = 1 

:BURGJB_6808
0002: jump @BURGJB_6847 

:BURGJB_6815
00D6: if 
001A:   0 > $BURGLARY_NOISE_I 
004D: jump_if_false @BURGJB_6840 
0004: $BURGLARY_NOISE_I = 0 

:BURGJB_6840
0006: 106@ = 0 

:BURGJB_6847
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @BURGJB_6919 
01BD: 90@ = current_time_in_ms 
0085: 91@ = 90@ // (int) 
0062: 91@ -= 89@ // (int) 
00D6: if 
0019:   91@ > 200 
004D: jump_if_false @BURGJB_6919 
0006: 98@ = 1 
000A: 105@ += 1 

:BURGJB_6919
0002: jump @BURGJB_6972 

:BURGJB_6926
0151: remove_status_text $BURGLARY_NOISE_I 
0005: $BURGLARY_NOISE_F = 0.0 
0007: 41@ = 0.0 
0004: $BURGLARY_NOISE_I = 0 
0006: 101@ = 0 
0489: set_actor $PLAYER_ACTOR muted 0 

:BURGJB_6972
0002: jump @BURGJB_7336 

:BURGJB_6979
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @BURGJB_7091 
0151: remove_status_text $BURGLARY_NOISE_I 
0004: $BURGLARY_ESCAPE_TIME_SEC = 10 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG55' time 5000 flag 1  // ~s~You have been detected!
04F7: status_text $BURGLARY_ESCAPE_TIME_SEC type 0 line 2 GXT 'BURG61' // global_variable  // COPS
01BD: 89@ = current_time_in_ms 
0005: $BURGLARY_NOISE_F = 0.0 
0007: 41@ = 0.0 
0004: $BURGLARY_NOISE_I = 0 
0006: 101@ = 0 
0002: jump @BURGJB_7336 

:BURGJB_7091
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @BURGJB_7336 
01BD: 90@ = current_time_in_ms 
0085: 91@ = 90@ // (int) 
0062: 91@ -= 89@ // (int) 
0016: 91@ /= 1000 
0004: $BURGLARY_ESCAPE_TIME_SEC = 10 
0066: $BURGLARY_ESCAPE_TIME_SEC -= 91@ // (int) 
00D6: if or
001A:   0 > $BURGLARY_ESCAPE_TIME_SEC 
0038:   $BURGLARY_ESCAPE_TIME_SEC == 0 
004D: jump_if_false @BURGJB_7247 
0004: $BURGLARY_ESCAPE_TIME_SEC = 0 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 4 
004D: jump_if_false @BURGJB_7210 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 

:BURGJB_7210
0006: 109@ = 1 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG60' time 5000 flag 1  // ~s~The cops are on the way!
0151: remove_status_text $BURGLARY_ESCAPE_TIME_SEC 
0002: jump @BURGJB_7336 

:BURGJB_7247
03D5: remove_text 'BURG58'  // ~s~You have ~1~ seconds to get out of the house!
03D5: remove_text 'BURG59'  // ~s~You have ~1~ second to get out of the house!
09C1: add_next_text_to_brief_history 0 
00D6: if 
0018:   $BURGLARY_ESCAPE_TIME_SEC > 1 
004D: jump_if_false @BURGJB_7317 
01E4: show_text_1number_lowpriority GXT 'BURG58' number $BURGLARY_ESCAPE_TIME_SEC time 1000 flag 1  // ~s~You have ~1~ seconds to get out of the house!
0002: jump @BURGJB_7336 

:BURGJB_7317
01E4: show_text_1number_lowpriority GXT 'BURG59' number $BURGLARY_ESCAPE_TIME_SEC time 1000 flag 1  // ~s~You have ~1~ second to get out of the house!

:BURGJB_7336
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @BURGJB_7596 
00A0: store_actor $PLAYER_ACTOR position_to 63@ 64@ 65@ 
0866: get_object_in_sphere 63@ 64@ 65@ radius 5.0 handle_as 49@ 
00D6: if 
8039:   not  49@ == -1 
004D: jump_if_false @BURGJB_7589 
00D6: if 
0737:   actor $PLAYER_ACTOR lifting_object 49@ 
004D: jump_if_false @BURGJB_7483 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @BURGJB_7469 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG57' time 5000 flag 1  // ~s~Take the item back to the truck.
03E6: remove_text_box 
0006: 100@ = 0 

:BURGJB_7469
0006: 94@ = 1 
0002: jump @BURGJB_7589 

:BURGJB_7483
00D6: if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 49@ radius 1.7 1.7 2.0 sphere 0 on_foot 
004D: jump_if_false @BURGJB_7562 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @BURGJB_7555 
0512: show_permanent_text_box 'BURG23'  // Press ~k~~VEHICLE_ENTER_EXIT~ to pick up item
0006: 100@ = 1 

:BURGJB_7555
0002: jump @BURGJB_7589 

:BURGJB_7562
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @BURGJB_7589 
03E6: remove_text_box 
0006: 100@ = 0 

:BURGJB_7589
0002: jump @BURGJB_7674 

:BURGJB_7596
00D6: if 
03CA:   object 49@ exists 
004D: jump_if_false @BURGJB_7674 
00D6: if 
8737:   not actor $PLAYER_ACTOR lifting_object 49@ 
004D: jump_if_false @BURGJB_7674 
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @BURGJB_7667 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG30' time 5000 flag 1  // ~s~Find something worth stealing.

:BURGJB_7667
0006: 94@ = 0 

:BURGJB_7674
0002: jump @BURGJB_7825 

:BURGJB_7681
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @BURGJB_7811 
00D6: if 
09E7:   player $PLAYER_CHAR not_frozen 
004D: jump_if_false @BURGJB_7733 
01B4: set_player $PLAYER_CHAR can_move 0 

:BURGJB_7733
016A: fade 0 time 1000 

:BURGJB_7740
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_7764 
0001: wait 0 ms 
0002: jump @BURGJB_7740 

:BURGJB_7764
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:BURGJB_7787
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_7811 
0001: wait 0 ms 
0002: jump @BURGJB_7787 

:BURGJB_7811
0002: jump @BURGJB_8332 
0006: 95@ = 1 

:BURGJB_7825
0002: jump @BURGJB_7946 

:BURGJB_7832
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @BURGJB_7939 
016A: fade 0 time 1000 

:BURGJB_7868
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_7892 
0001: wait 0 ms 
0002: jump @BURGJB_7868 

:BURGJB_7892
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:BURGJB_7915
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_7939 
0001: wait 0 ms 
0002: jump @BURGJB_7915 

:BURGJB_7939
0002: jump @BURGJB_8332 

:BURGJB_7946
0002: jump @BURGJB_1044 

:BURGJB_7953
0293: $13 = get_controller_mode 
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @BURGJB_8042 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @BURGJB_8035 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @BURGJB_8035 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 50@ 
004D: jump_if_false @BURGJB_8035 
0006: 96@ = 1 

:BURGJB_8035
0002: jump @BURGJB_8101 

:BURGJB_8042
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @BURGJB_8101 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @BURGJB_8101 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 50@ 
004D: jump_if_false @BURGJB_8101 
0006: 96@ = 1 

:BURGJB_8101
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @BURGJB_8330 
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @BURGJB_8237 
00D6: if 
80E1:   not player 0 pressed_key 19 
004D: jump_if_false @BURGJB_8230 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @BURGJB_8230 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 50@ 
004D: jump_if_false @BURGJB_8221 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BURG41' time 5000 flag 1  // ~r~Burglary mission cancelled!
0006: 95@ = 1 
0002: jump @BURGJB_8228 

:BURGJB_8221
0006: 96@ = 0 

:BURGJB_8228
0051: return 

:BURGJB_8230
0002: jump @BURGJB_8330 

:BURGJB_8237
00D6: if 
80E1:   not player 0 pressed_key 14 
004D: jump_if_false @BURGJB_8330 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @BURGJB_8330 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 50@ 
004D: jump_if_false @BURGJB_8321 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BURG41' time 5000 flag 1  // ~r~Burglary mission cancelled!
0006: 95@ = 1 
0002: jump @BURGJB_8328 

:BURGJB_8321
0006: 96@ = 0 

:BURGJB_8328
0051: return 

:BURGJB_8330
0051: return 

:BURGJB_8332
00BA: show_text_styled GXT 'B_FAIL1' time 5000 style 5  // Burglary mission ended.
036D: show_text_2numbers_styled GXT 'BURG37' numbers 47@ $BUGRLARY_CASH time 5000 style 1  // TOTAL: ~1~ items worth $~1~
0051: return 

:BURGJB_8372
00D6: if 
0038:   $MISSION_BURGLARY_PASSED == 0 
004D: jump_if_false @BURGJB_8440 
0330: set_player $PLAYER_CHAR infinite_run 1 
01E3: show_text_1number_styled GXT 'BURG54' number 3000 time 5000 style 1  // Burglary missions complete: $~1~
0109: player $PLAYER_CHAR money = 3000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 2 
0004: $MISSION_BURGLARY_PASSED = 1 

:BURGJB_8440
0051: return 
0051: return 

:BURGJB_8444
0004: $CARMOD_DISABLED_FLAG = 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BURGJB_8474 
0489: set_actor $PLAYER_ACTOR muted 0 

:BURGJB_8474
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
09E6: set_burglary_houses_accessible 0 
02FA: set_garage s$BURGLARY_GARAGES[0] type 43 
02FA: set_garage s$BURGLARY_GARAGES[1] type 43 
02FA: set_garage s$BURGLARY_GARAGES[2] type 43 
01C3: remove_references_to_car 50@ 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
0151: remove_status_text $BURGLARY_NOISE_I 
014F: stop_timer $BURGLARY_DAYLIGHT 
014F: stop_timer $BURGLARY_TIME_LEFT 
0151: remove_status_text $BUGRLARY_CASH 
0151: remove_status_text $BURGLARY_ESCAPE_TIME_SEC 
0004: $ONMISSION_BURGLARY = 0 
0004: $ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 126---------------
// Originally: Freight Train Sub-Mission

:FREIGHT
03A4: name_thread 'FREIGHT' 
0050: gosub @FREIGHT_80 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @FREIGHT_38 
0050: gosub @FREIGHT_2819 

:FREIGHT_38
0050: gosub @FREIGHT_3178 
00D6: if 
0038:   $8239 == 1 
004D: jump_if_false @FREIGHT_78 
004F: create_thread @FRTEXT  
0004: $8239 = 2 

:FREIGHT_78
004E: end_thread 

:FREIGHT_80
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 0.0 
0007: 135@ = 999999.0 
0004: $ONMISSION = 1 
0004: $161 = 1 
0006: 130@ = 0 
0006: 126@ = 0 
0006: 125@ = 0 
00D6: if 
0038:   $163 == 0 
004D: jump_if_false @FREIGHT_162 
0004: $163 = 1 

:FREIGHT_162
0007: 45@ = 1698.826 
0007: 65@ = -1953.75 
0007: 85@ = 12.5469 
0006: 34@ = 150000 
0006: 39@ = 60000 
0007: 46@ = 789.4952 
0007: 66@ = -1343.796 
0007: 86@ = -2.5794 
0006: 35@ = 60000 
0006: 40@ = 140000 
0007: 47@ = -1943.241 
0007: 67@ = 159.585 
0007: 87@ = 24.7186 
0006: 36@ = 140000 
0006: 41@ = 150000 
0007: 48@ = 1463.359 
0007: 68@ = 2632.25 
0007: 88@ = 9.8203 
0006: 37@ = 150000 
0006: 42@ = 105000 
0007: 49@ = 2864.623 
0007: 69@ = 1248.266 
0007: 89@ = 9.8203 
0006: 38@ = 105000 
0006: 43@ = 150000 
00D6: if 
0038:   $163 == 1 
004D: jump_if_false @FREIGHT_438 
0006: 127@ = 15000 

:FREIGHT_438
00D6: if 
0038:   $163 == 2 
004D: jump_if_false @FREIGHT_464 
0006: 127@ = 10000 

:FREIGHT_464
00D6: if 
0038:   $163 == 3 
004D: jump_if_false @FREIGHT_489 
0006: 127@ = 0 

:FREIGHT_489
0006: 129@ = 0 

:FREIGHT_496
005A: 34@(129@,5i) += 127@ // (int) 
005A: 39@(129@,5i) += 127@ // (int) 
000A: 129@ += 1 
0029:   129@ >= 5 
004D: jump_if_false @FREIGHT_496 
0169: set_fade_color_RGB 0 0 0 
0004: $ONMISSION = 1 
00D6: if 
0038:   $8239 == 0 
004D: jump_if_false @FREIGHT_576 
0317: increment_mission_attempts 

:FREIGHT_576
054C: use_GXT_table 'FTRAIN' 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FREIGHT_627 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @FREIGHT_627 
00D9: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car // add to mission cleanup 

:FREIGHT_627
00D6: if 
0038:   $8239 == 0 
004D: jump_if_false @FREIGHT_671 
01E3: show_text_1number_styled GXT 'FREI_04' number $163 time 5000 style 4  // Freight Mission Level ~1~
0002: jump @FREIGHT_687 

:FREIGHT_671
00BA: show_text_styled GXT 'FREI_X' time 5000 style 4  // Freight Mission

:FREIGHT_687
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FREIGHT_721 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:FREIGHT_721
0509: 134@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 1698.826 -1953.75 
00D6: if 
0025:   135@ > 134@ // (float) 
004D: jump_if_false @FREIGHT_776 
0087: 135@ = 134@ // (float) 
0006: 125@ = 0 

:FREIGHT_776
0509: 134@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 789.4952 -1343.796 
00D6: if 
0025:   135@ > 134@ // (float) 
004D: jump_if_false @FREIGHT_831 
0087: 135@ = 134@ // (float) 
0006: 125@ = 1 

:FREIGHT_831
0509: 134@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY -1943.241 159.585 
00D6: if 
0025:   135@ > 134@ // (float) 
004D: jump_if_false @FREIGHT_886 
0087: 135@ = 134@ // (float) 
0006: 125@ = 2 

:FREIGHT_886
0509: 134@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 1463.359 2632.25 
00D6: if 
0025:   135@ > 134@ // (float) 
004D: jump_if_false @FREIGHT_941 
0087: 135@ = 134@ // (float) 
0006: 125@ = 3 

:FREIGHT_941
0509: 134@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 2864.623 1248.266 
00D6: if 
0025:   135@ > 134@ // (float) 
004D: jump_if_false @FREIGHT_996 
0087: 135@ = 134@ // (float) 
0006: 125@ = 4 

:FREIGHT_996
0247: load_model #FREIBOX 
0247: load_model #STREAKC 
0247: load_model #FREIFLAT 
0247: load_model #STREAK 
0247: load_model #FREIGHT 

:FREIGHT_1021
00D6: if or
8248:   not model #FREIBOX available 
8248:   not model #STREAKC available 
8248:   not model #FREIFLAT available 
8248:   not model #STREAK available 
8248:   not model #FREIGHT available 
004D: jump_if_false @FREIGHT_1068 
0001: wait 0 ms 
0002: jump @FREIGHT_1021 

:FREIGHT_1068
0006: 32@ = 0 
0006: 33@ = 0 
06DB: destroy_all_trains 
06D7: enable_train_traffic 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FREIGHT_1128 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @FREIGHT_1128 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 

:FREIGHT_1128
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @FREIGHT_1195 
00D6: if 
09E3:   train $TEMPVAR_ACTOR_CAR traveling_clockwise 
004D: jump_if_false @FREIGHT_1181 
000A: 125@ += 1 
0006: 133@ = 0 
0002: jump @FREIGHT_1195 

:FREIGHT_1181
000E: 125@ -= 1 
0006: 133@ = 1 

:FREIGHT_1195
00D6: if 
0039:   125@ == 5 
004D: jump_if_false @FREIGHT_1220 
0006: 125@ = 0 

:FREIGHT_1220
00D6: if 
0039:   125@ == -1 
004D: jump_if_false @FREIGHT_1245 
0006: 125@ = 4 

:FREIGHT_1245
0050: gosub @FREIGHT_3353 
018A: 105@(125@,20i) = create_checkpoint_at 45@(125@,20f) 65@(125@,20f) 85@(125@,20f) 
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @FREIGHT_1319 
008A: $8238 = 34@(125@,5i) // (int) 
0002: jump @FREIGHT_1331 

:FREIGHT_1319
008A: $8238 = 39@(125@,5i) // (int) 

:FREIGHT_1331
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FREIGHT_2766 
0001: wait 0 ms 
00D6: if 
0736:   is_keyboard_key_just_pressed 65 
004D: jump_if_false @FREIGHT_1373 
0002: jump @FREIGHT_2258 

:FREIGHT_1373
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model #STREAK 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #FREIGHT 
004D: jump_if_false @FREIGHT_1442 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
820D:   not car $TEMPVAR_ACTOR_CAR flipped 
004D: jump_if_false @FREIGHT_1435 
00BE: text_clear_all 
03E6: remove_text_box 
0002: jump @FREIGHT_2773 

:FREIGHT_1435
0002: jump @FREIGHT_1453 

:FREIGHT_1442
00BE: text_clear_all 
03E6: remove_text_box 
0002: jump @FREIGHT_2773 

:FREIGHT_1453
02E3: 137@ = car $TEMPVAR_ACTOR_CAR speed 
0090: $8242 = float 137@ to_integer 
00D6: if and
0019:   33@ > 3000 
0039:   126@ == 0 
004D: jump_if_false @FREIGHT_1515 
0006: 126@ = 1 
00BE: text_clear_all 
03E5: show_text_box 'FREI_03'  // ~s~Deliver the cargo to the stations within the time limit!

:FREIGHT_1515
00D6: if and
0019:   33@ > 8000 
0039:   126@ == 1 
004D: jump_if_false @FREIGHT_1603 
0006: 126@ = 2 
00BE: text_clear_all 
03E6: remove_text_box 
00D6: if 
0038:   $8243 == 0 
004D: jump_if_false @FREIGHT_1588 
03E5: show_text_box 'FREI_12'  // ~s~If you go too fast you will derail!
0002: jump @FREIGHT_1603 

:FREIGHT_1588
0006: 33@ = 18000 
0006: 126@ = 3 

:FREIGHT_1603
00D6: if and
0019:   33@ > 12000 
0039:   126@ == 2 
004D: jump_if_false @FREIGHT_1691 
0006: 126@ = 3 
00BE: text_clear_all 
03E6: remove_text_box 
00D6: if 
0038:   $8243 == 0 
004D: jump_if_false @FREIGHT_1676 
03E5: show_text_box 'FREI_13'  // ~s~Brake early or you will overshoot the station!
0002: jump @FREIGHT_1691 

:FREIGHT_1676
0006: 33@ = 18000 
0006: 126@ = 3 

:FREIGHT_1691
00D6: if and
0019:   33@ > 16000 
0039:   126@ == 3 
004D: jump_if_false @FREIGHT_2038 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FREIGHT_1747 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:FREIGHT_1747
0007: 136@ = 0.0 
0004: $8238 = 0 
0509: 136@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 45@(125@,20f) 65@(125@,20f) 
0090: $8241 = float 136@ to_integer 
00D6: if 
0021:   136@ > 3000.0 
004D: jump_if_false @FREIGHT_1835 
0017: 136@ /= 0.021 
0002: jump @FREIGHT_1845 

:FREIGHT_1835
0017: 136@ /= 0.019 

:FREIGHT_1845
00D6: if 
0023:   10000.0 > 136@ 
004D: jump_if_false @FREIGHT_1876 
0007: 136@ = 10000.0 

:FREIGHT_1876
0090: $8238 = float 136@ to_integer 
00D6: if 
0038:   $163 == 1 
004D: jump_if_false @FREIGHT_1910 
0006: 127@ = 15000 

:FREIGHT_1910
00D6: if 
0038:   $163 == 2 
004D: jump_if_false @FREIGHT_1935 
0006: 127@ = 0 

:FREIGHT_1935
00D6: if 
0038:   $163 == 3 
004D: jump_if_false @FREIGHT_1960 
0006: 127@ = 0 

:FREIGHT_1960
005E: $8238 += 127@ // (int) 
0006: 126@ = 4 
0004: $8243 = 1 
03C3: set_timer_to $8238 type 1 GXT 'FREI_14' // global_variable  // Time
04F7: status_text $8241 type 0 line 1 GXT 'FREI_10' // global_variable  // Distance
04F7: status_text $8242 type 0 line 2 GXT 'FREI_11' // global_variable  // Speed
00BE: text_clear_all 
03E6: remove_text_box 

:FREIGHT_2038
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FREIGHT_2068 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:FREIGHT_2068
0509: 136@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 45@(125@,20f) 65@(125@,20f) 
0090: $8241 = float 136@ to_integer 
00D6: if 
0981:   train $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @FREIGHT_2124 
0002: jump @FREIGHT_2819 

:FREIGHT_2124
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @FREIGHT_2152 
00BE: text_clear_all 
03E6: remove_text_box 
0002: jump @FREIGHT_2773 

:FREIGHT_2152
00D6: if 
002A:   0 >= $8238 
004D: jump_if_false @FREIGHT_2177 
0002: jump @FREIGHT_2819 

:FREIGHT_2177
00D6: if 
0101:   actor $PLAYER_ACTOR in_sphere 45@(125@,20f) 65@(125@,20f) 85@(125@,20f) radius 10.0 10.0 10.0 sphere 1 stopped 
004D: jump_if_false @FREIGHT_2522 
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model #STREAK 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #FREIGHT 
004D: jump_if_false @FREIGHT_2522 

:FREIGHT_2258
00D6: if 
075C:   marker 105@(125@,20i) enabled 
004D: jump_if_false @FREIGHT_2287 
0164: disable_marker 105@(125@,20i) 

:FREIGHT_2287
000A: 130@ += 1 
008B: 127@ = $8238 // (int) 
014F: stop_timer $8238 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
00D6: if 
0039:   130@ == 5 
004D: jump_if_false @FREIGHT_2342 
0002: jump @FREIGHT_2905 

:FREIGHT_2342
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @FREIGHT_2374 
000A: 125@ += 1 
0002: jump @FREIGHT_2381 

:FREIGHT_2374
000E: 125@ -= 1 

:FREIGHT_2381
00D6: if 
0039:   125@ == 5 
004D: jump_if_false @FREIGHT_2406 
0006: 125@ = 0 

:FREIGHT_2406
00D6: if 
0039:   125@ == -1 
004D: jump_if_false @FREIGHT_2431 
0006: 125@ = 4 

:FREIGHT_2431
00D6: if 
0019:   127@ > 15000 
004D: jump_if_false @FREIGHT_2458 
0006: 127@ = 15000 

:FREIGHT_2458
0085: 128@ = 127@ // (int) 
0016: 128@ /= 100 
006E: 128@ *= $163 // (int) 
01E3: show_text_1number_styled GXT 'FREI_07' number 128@ time 3000 style 1  // CARGO DELIVERED! $~1~
0109: player $PLAYER_CHAR money = 128@ 
0006: 32@ = 0 
0006: 132@ = 1 

:FREIGHT_2522
00D6: if and
0039:   132@ == 1 
0019:   32@ > 6000 
004D: jump_if_false @FREIGHT_2759 
0085: 128@ = 127@ // (int) 
0016: 128@ /= 1000 
01E3: show_text_1number_styled GXT 'FREI_05' number 128@ time 4000 style 6  // +~1~ Seconds
0004: $8238 = 0 
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @FREIGHT_2635 
008A: $8238 = 34@(125@,5i) // (int) 
005E: $8238 += 127@ // (int) 
0002: jump @FREIGHT_2655 

:FREIGHT_2635
008A: $8238 = 39@(125@,5i) // (int) 
005E: $8238 += 127@ // (int) 

:FREIGHT_2655
014F: stop_timer $8238 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
03C3: set_timer_to $8238 type 1 GXT 'FREI_14' // global_variable  // Time
04F7: status_text $8241 type 0 line 1 GXT 'FREI_10' // global_variable  // Distance
04F7: status_text $8242 type 0 line 2 GXT 'FREI_11' // global_variable  // Speed
018A: 105@(125@,20i) = create_checkpoint_at 45@(125@,20f) 65@(125@,20f) 85@(125@,20f) 
0006: 132@ = 0 

:FREIGHT_2759
0002: jump @FREIGHT_1331 

:FREIGHT_2766
0002: jump @FREIGHT_2819 

:FREIGHT_2773
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
03E6: remove_text_box 
00BA: show_text_styled GXT 'FREI_02' time 5000 style 1  // ~r~Freight mission cancelled!
014F: stop_timer $8238 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
0001: wait 2000 ms 
0051: return 

:FREIGHT_2819
00D6: if 
075C:   marker 105@(125@,20i) enabled 
004D: jump_if_false @FREIGHT_2848 
0164: disable_marker 105@(125@,20i) 

:FREIGHT_2848
014F: stop_timer $8238 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03E6: remove_text_box 
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 'FREI_06' time 4000 flag 1  // ~r~You missed your delivery!
0051: return 

:FREIGHT_2905
00D6: if 
0038:   $163 == 2 
004D: jump_if_false @FREIGHT_3032 
00D6: if 
0038:   $8239 == 0 
004D: jump_if_false @FREIGHT_2976 
01E3: show_text_1number_styled GXT 'M_PASS' number 50000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 50000 
0394: play_music 2 

:FREIGHT_2976
00D6: if 
0038:   $8239 == 2 
004D: jump_if_false @FREIGHT_3025 
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 10000 
0394: play_music 2 

:FREIGHT_3025
0002: jump @FREIGHT_3051 

:FREIGHT_3032
01E3: show_text_1number_styled GXT 'FREI_15' number $163 time 5000 style 1  // Level ~1~ Complete

:FREIGHT_3051
00D6: if and
0038:   $8240 == 0 
0038:   $163 == 1 
004D: jump_if_false @FREIGHT_3085 
0595: mission_complete 
0004: $8240 = 1 

:FREIGHT_3085
00D6: if and
0038:   $8239 == 0 
0038:   $163 == 2 
004D: jump_if_false @FREIGHT_3123 
0595: mission_complete 
030C: progress_made = 1 
0004: $8239 = 1 

:FREIGHT_3123
014F: stop_timer $8238 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
0110: clear_player $PLAYER_CHAR wanted_level 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0394: play_music 1 
00D6: if 
8038:   not  $163 == 2 
004D: jump_if_false @FREIGHT_3176 
0008: $163 += 1 

:FREIGHT_3176
0051: return 

:FREIGHT_3178
00D6: if 
075C:   marker 105@(125@,20i) enabled 
004D: jump_if_false @FREIGHT_3207 
0164: disable_marker 105@(125@,20i) 

:FREIGHT_3207
0249: release_model #FREIBOX 
0249: release_model #STREAKC 
0249: release_model #FREIFLAT 
0249: release_model #STREAK 
0249: release_model #FREIGHT 
0004: $ONMISSION = 0 
0004: $161 = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
014F: stop_timer $8238 
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 1.0 
00D8: mission_cleanup 
0051: return 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0051: return 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0051: return 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 2000 

:FREIGHT_3327
00D6: if 
016B:   fading 
004D: jump_if_false @FREIGHT_3351 
0001: wait 0 ms 
0002: jump @FREIGHT_3327 

:FREIGHT_3351
0051: return 

:FREIGHT_3353
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 2000 

:FREIGHT_3368
00D6: if 
016B:   fading 
004D: jump_if_false @FREIGHT_3392 
0001: wait 0 ms 
0002: jump @FREIGHT_3368 

:FREIGHT_3392
0051: return 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @FREIGHT_3409 

:FREIGHT_3409
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @FREIGHT_3424 

:FREIGHT_3424
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @FREIGHT_3439 

:FREIGHT_3439
00D6: if 
0736:   is_keyboard_key_just_pressed 66 
004D: jump_if_false @FREIGHT_3454 

:FREIGHT_3454
00D6: if 
0736:   is_keyboard_key_just_pressed 75 
004D: jump_if_false @FREIGHT_3490 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FREIGHT_3490 
05BE: AS_actor $PLAYER_ACTOR die 

:FREIGHT_3490
00D6: if 
0736:   is_keyboard_key_just_pressed 72 
004D: jump_if_false @FREIGHT_3535 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FREIGHT_3535 
035F: actor $PLAYER_ACTOR armour += 1000 
055E: set_player $PLAYER_CHAR max_health += 1000 

:FREIGHT_3535
0051: return 

//-------------Mission 127---------------
// Originally: Pimping Sub-Mission

:PIMP
03A4: name_thread 'PIMP' 
0050: gosub @PIMP_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @PIMP_38 
0050: gosub @PIMP_37455 

:PIMP_38
0050: gosub @PIMP_37870 
004E: end_thread 

:PIMP_47
00D6: if 
0038:   $MISSION_PIMPING_PASSED == 0 
004D: jump_if_false @PIMP_67 
0317: increment_mission_attempts 

:PIMP_67
0004: $162 = 1 
0004: $ONMISSION = 1 
0001: wait 0 ms 
0001: wait 0 ms 
054C: use_GXT_table 'PIMP' 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 500 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PIMP_138 
01B4: set_player $PLAYER_CHAR can_move 1

:PIMP_138
0006: 541@ = 0 
0006: 34@ = 0 
0006: 537@ = 0 
0006: 538@ = 0 
0004: $8245 = 0 
0006: 514@ = 0 
0006: 516@ = 0 
0006: 517@ = 0 
0006: 520@ = 0 
0006: 531@ = 0 
0006: 41@ = 0 
0006: 42@ = 0 
0006: 47@ = 0 
0006: 44@ = 0 
0006: 46@ = 0 
0006: 45@ = 0 
0006: 43@ = 0 
0006: 48@ = 0 
0006: 49@ = 0 
0006: 147@ = 0 
0006: 52@ = 0 
0006: 56@ = 0 
0006: 55@ = 0 
0006: 511@ = 0 
0006: 512@ = 0 
0006: 37@ = 0 
0006: 521@ = 0 
0006: 525@ = 0 
0006: 524@ = 0 
0006: 523@ = 0 
0006: 57@ = 1 
0007: 175@ = 2286.79 
0007: 203@ = -2312.836 
0007: 231@ = 12.557 
0007: 259@ = 301.0 
0007: 176@ = 1537.268 
0007: 204@ = -2314.27 
0007: 232@ = 12.5469 
0007: 260@ = 280.2771 
0007: 177@ = 2307.903 
0007: 205@ = -1998.647 
0007: 233@ = 12.5529 
0007: 261@ = 321.3693 
0007: 178@ = 1239.282 
0007: 206@ = -1918.819 
0007: 234@ = 30.3478 
0007: 262@ = 284.1407 
0007: 179@ = 1685.32 
0007: 207@ = -1585.244 
0007: 235@ = 12.5469 
0007: 263@ = 233.3592 
0007: 180@ = 1749.745 
0007: 208@ = -1455.778 
0007: 236@ = 12.5547 
0007: 264@ = 8.5912 
0007: 181@ = 1959.539 
0007: 209@ = -1452.56 
0007: 237@ = 12.5495 
0007: 265@ = 186.4147 
0007: 182@ = 1793.708 
0007: 210@ = -1600.12 
0007: 238@ = 12.5387 
0007: 266@ = 74.0619 
0007: 183@ = 2259.703 
0007: 211@ = -1339.907 
0007: 239@ = 22.9832 
0007: 267@ = 267.1747 
0007: 184@ = 2350.009 
0007: 212@ = -1504.599 
0007: 240@ = 23.0 
0007: 268@ = 113.9031 
0007: 185@ = 2745.374 
0007: 213@ = -1188.68 
0007: 241@ = 68.3986 
0007: 269@ = 109.0182 
0007: 186@ = 2833.886 
0007: 214@ = -1585.979 
0007: 242@ = 10.086 
0007: 270@ = 223.6582 
0007: 187@ = 1282.429 
0007: 215@ = -1666.13 
0007: 243@ = 12.5547 
0007: 271@ = 202.373 
0007: 188@ = 899.8489 
0007: 216@ = -1823.877 
0007: 244@ = 11.2302 
0007: 272@ = 215.4203 
0007: 189@ = 447.2084 
0007: 217@ = -1761.314 
0007: 245@ = 4.7837 
0007: 273@ = 230.4552 
0007: 190@ = 765.7432 
0007: 218@ = -1541.32 
0007: 246@ = 12.5536 
0007: 274@ = 264.2591 
0007: 191@ = 1269.592 
0007: 219@ = -1560.462 
0007: 247@ = 12.5643 
0007: 275@ = 186.3764 
0007: 192@ = 557.9569 
0007: 220@ = -1509.402 
0007: 248@ = 13.5557 
0007: 276@ = 94.5521 
0007: 193@ = 434.0113 
0007: 221@ = -1555.667 
0007: 249@ = 26.5851 
0007: 277@ = 273.0415 
0007: 194@ = 403.0965 
0007: 222@ = -1256.665 
0007: 250@ = 51.2 
0007: 278@ = 29.0138 
0007: 195@ = 1147.13 
0007: 223@ = -898.4011 
0007: 251@ = 41.7814 
0007: 279@ = 234.2193 
0007: 196@ = 1020.802 
0007: 224@ = -911.898 
0007: 252@ = 41.2395 
0007: 280@ = 222.6945 
0007: 197@ = 828.6284 
0007: 225@ = -1056.445 
0007: 253@ = 24.2484 
0007: 281@ = 22.838 
0007: 198@ = 971.1776 
0007: 226@ = -1107.744 
0007: 254@ = 22.8672 
0007: 282@ = 83.3249 
0007: 199@ = 1893.362 
0007: 227@ = -1741.244 
0007: 255@ = 12.5468 
0007: 283@ = 177.218 
0007: 200@ = 2333.625 
0007: 228@ = -1764.659 
0007: 256@ = 12.5534 
0007: 284@ = 333.4691 
0007: 201@ = 1775.942 
0007: 229@ = -1895.623 
0007: 257@ = 12.3865 
0007: 285@ = 248.6633 
0007: 202@ = 1707.121 
0007: 230@ = -1804.755 
0007: 258@ = 12.5391 
0007: 286@ = 172.0678 
0007: 287@ = -2020.273 
0007: 315@ = 932.0927 
0007: 343@ = 44.5639 
0007: 371@ = 221.8539 
0007: 288@ = -2399.298 
0007: 316@ = 1071.83 
0007: 344@ = 54.7266 
0007: 372@ = 327.6848 
0007: 289@ = -2400.652 
0007: 317@ = 922.1189 
0007: 345@ = 44.4453 
0007: 373@ = 283.5361 
0007: 290@ = -2301.292 
0007: 318@ = 1373.105 
0007: 346@ = 6.1961 
0007: 374@ = 124.8329 
0007: 293@ = -2576.948 
0007: 321@ = 1144.234 
0007: 349@ = 54.7266 
0007: 377@ = 124.6449 
0007: 294@ = -2694.151 
0007: 322@ = 1204.628 
0007: 350@ = 54.1953 
0007: 378@ = 357.2611 
0007: 295@ = -2244.235 
0007: 323@ = 643.8406 
0007: 351@ = 48.4375 
0007: 379@ = 99.8674 
0007: 296@ = -1923.351 
0007: 324@ = 563.4099 
0007: 352@ = 34.1972 
0007: 380@ = 44.6685 
0007: 297@ = -1736.431 
0007: 325@ = 809.515 
0007: 353@ = 23.8904 
0007: 381@ = 333.3014 
0007: 298@ = -1504.571 
0007: 326@ = 1083.0 
0007: 354@ = 6.1846 
0007: 382@ = 156.5032 
0007: 299@ = -2400.051 
0007: 327@ = 556.1022 
0007: 355@ = 23.8906 
0007: 383@ = 18.535 
0007: 300@ = -2490.255 
0007: 328@ = 6.0292 
0007: 356@ = 24.6238 
0007: 384@ = 56.3408 
0007: 301@ = -2757.469 
0007: 329@ = 168.1762 
0007: 357@ = 6.0408 
0007: 385@ = 196.6891 
0007: 302@ = -2779.791 
0007: 330@ = -319.9682 
0007: 358@ = 6.1875 
0007: 386@ = 123.0427 
0007: 303@ = -2192.023 
0007: 331@ = 309.7259 
0007: 359@ = 34.1172 
0007: 387@ = 7.9069 
0007: 304@ = -2195.789 
0007: 332@ = 197.3115 
0007: 360@ = 34.3203 
0007: 388@ = 9.4354 
0007: 305@ = -2108.647 
0007: 333@ = 217.1542 
0007: 361@ = 34.3045 
0007: 389@ = 133.6119 
0007: 306@ = -1545.449 
0007: 334@ = 560.5441 
0007: 362@ = 6.1797 
0007: 390@ = 165.7533 
0007: 307@ = -2779.8 
0007: 335@ = -500.7523 
0007: 363@ = 6.2925 
0007: 391@ = 37.7744 
0007: 308@ = -1974.475 
0007: 336@ = -975.055 
0007: 364@ = 31.2266 
0007: 392@ = 138.4206 
0007: 309@ = -1587.119 
0007: 337@ = -482.9532 
0007: 365@ = 5.1484 
0007: 393@ = 117.5313 
0007: 310@ = -2838.112 
0007: 338@ = 846.8309 
0007: 366@ = 42.5804 
0007: 394@ = 288.0701 
0007: 311@ = -2566.241 
0007: 339@ = 918.7418 
0007: 367@ = 63.9765 
0007: 395@ = 178.9968 
0007: 312@ = -2601.591 
0007: 340@ = 688.1887 
0007: 368@ = 26.8125 
0007: 396@ = 34.6082 
0007: 313@ = -2758.551 
0007: 341@ = 394.18 
0007: 369@ = 3.3359 
0007: 397@ = 315.443 
0007: 399@ = 2009.313 
0007: 427@ = 1167.793 
0007: 455@ = 9.813 
0007: 483@ = 266.731 
0007: 400@ = 1959.998 
0007: 428@ = 945.6432 
0007: 456@ = 9.8203 
0007: 484@ = 225.7712 
0007: 401@ = 2202.737 
0007: 429@ = 1254.45 
0007: 457@ = 9.8203 
0007: 485@ = 110.1904 
0007: 402@ = 2186.84 
0007: 430@ = 998.9764 
0007: 458@ = 9.8203 
0007: 486@ = 202.3453 
0007: 403@ = 2031.976 
0007: 431@ = 1539.9 
0007: 459@ = 9.8203 
0007: 487@ = 224.9353 
0007: 404@ = 2139.462 
0007: 432@ = 1516.045 
0007: 460@ = 9.8203 
0007: 488@ = 351.7 
0007: 405@ = 2150.364 
0007: 433@ = 1675.969 
0007: 461@ = 9.8203 
0007: 489@ = 217.8727 
0007: 406@ = 1939.55 
0007: 434@ = 1389.756 
0007: 462@ = 8.2578 
0007: 490@ = 271.8136 
0007: 407@ = 2595.79 
0007: 435@ = 1793.637 
0007: 463@ = 9.9692 
0007: 491@ = 105.7608 
0007: 408@ = 2185.686 
0007: 436@ = 1885.912 
0007: 464@ = 9.8203 
0007: 492@ = 4.9185 
0007: 409@ = 2159.891 
0007: 437@ = 1931.016 
0007: 465@ = 9.8203 
0007: 493@ = 94.0854 
0007: 410@ = 2057.374 
0007: 438@ = 1957.522 
0007: 466@ = 10.7324 
0007: 494@ = 218.8441 
0007: 411@ = 2181.532 
0007: 439@ = 2353.484 
0007: 467@ = 9.8203 
0007: 495@ = 186.4606 
0007: 412@ = 2437.607 
0007: 440@ = 2376.581 
0007: 468@ = 9.8203 
0007: 496@ = 87.5329 
0007: 413@ = 2335.391 
0007: 441@ = 2076.146 
0007: 469@ = 9.8125 
0007: 497@ = 261.0065 
0007: 414@ = 2217.564 
0007: 442@ = 1787.844 
0007: 470@ = 9.8203 
0007: 498@ = 36.1247 
0007: 415@ = 1540.732 
0007: 443@ = 748.3782 
0007: 471@ = 9.8203 
0007: 499@ = 259.5982 
0007: 416@ = 1011.96 
0007: 444@ = 1104.625 
0007: 472@ = 9.8203 
0007: 500@ = 4.436 
0007: 417@ = 1723.904 
0007: 445@ = 1541.124 
0007: 473@ = 9.8203 
0007: 501@ = 317.5323 
0007: 418@ = 1958.822 
0007: 446@ = 706.9632 
0007: 474@ = 9.8199 
0007: 502@ = 216.0597 
0004: $8246 = 270000 
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car 
00D6: if 
8256:   not player $PLAYER_CHAR defined
004D: jump_if_false @PIMP_3339 
0002: jump @PIMP_37455 

:PIMP_3339
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @PIMP_3370 
00D9: 40@ = actor $PLAYER_ACTOR car // add to mission cleanup
0002: jump @PIMP_3377 

:PIMP_3370
0002: jump @PIMP_37455 

:PIMP_3377
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_3401 
02AC: set_car 40@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
01EC: make_car 40@ very_heavy 1
0423: set_car 40@ improved_handling_to 1.5 // (float) 
0224: set_car 40@ health_to 5000 

:PIMP_3401
060A: create_decision_maker_type 0 store_to 518@ // decision\allowed\m_.ped files 
0746: set_acquaintance 1 of_actors_pedtype 7 to_actors_pedtype 0 
02DD: 35@(37@,2i) = get_random_ped_in_zone 'BLUFF' with_pedtype_civilian 1 gang 0 criminal/prostitute 1 
009B: destroy_actor 35@(37@,2i) 
02DD: 91@(51@,28i) = get_random_ped_in_zone 'BLUFF' with_pedtype_civilian 1 gang 0 criminal/prostitute 1 
009B: destroy_actor 91@(51@,28i) 
00D6: if 
0039:   47@ == -13 
004D: jump_if_false @PIMP_3521 
03C3: set_timer_to $8246 type 1 GXT 'PIMP_90' // global_variable  // TIME
014F: stop_timer $8246 

:PIMP_3521
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PIMP_3545 
0842: 531@ = player $PLAYER_CHAR town_number 

:PIMP_3545
00D6: if 
84A4:   not  531@ == 1 // == constant 
004D: jump_if_false @PIMP_3765 
00D6: if 
84A4:   not  531@ == 2 // == constant 
004D: jump_if_false @PIMP_3765 
00D6: if 
84A4:   not  531@ == 3 // == constant 
004D: jump_if_false @PIMP_3765 
00A0: store_actor $PLAYER_ACTOR position_to 532@ 533@ 534@ 
050A: 536@ = distance_between_XYZ 532@ 533@ 534@ and_XYZ 200@ 228@ 256@ 
0087: 535@ = 536@ // (float) 
04AF: 531@ = 1 // = constant 
050A: 536@ = distance_between_XYZ 532@ 533@ 534@ and_XYZ 287@ 315@ 343@ 
00D6: if 
0025:   535@ > 536@ // (float) 
004D: jump_if_false @PIMP_3708 
0087: 535@ = 536@ // (float) 
04AF: 531@ = 2 // = constant 

:PIMP_3708
050A: 536@ = distance_between_XYZ 532@ 533@ 534@ and_XYZ 399@ 427@ 455@ 
00D6: if 
0025:   535@ > 536@ // (float) 
004D: jump_if_false @PIMP_3765 
0087: 535@ = 536@ // (float) 
04AF: 531@ = 3 // = constant 

:PIMP_3765
0001: wait 0 ms 
00D6: if 
0039:   541@ == 1 
004D: jump_if_false @PIMP_3805 
040D: unload_wav 4 
03CF: load_wav 31400 as 4 
0006: 541@ = 2 

:PIMP_3805
00D6: if 
0039:   541@ == 2 
004D: jump_if_false @PIMP_3845 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @PIMP_3845 
0006: 541@ = 3 

:PIMP_3845
00D6: if 
0039:   537@ == 1 
004D: jump_if_false @PIMP_3906 
00D6: if 
001A:   1 > $8246 
004D: jump_if_false @PIMP_3906 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PIMP_92' time 6000 flag 1  // ~r~Customers won't wait forever! Deliver your girl quicker next time!
0002: jump @PIMP_37455 

:PIMP_3906
00D6: if 
0039:   537@ == 2 
004D: jump_if_false @PIMP_3967 
00D6: if 
001A:   1 > $8246 
004D: jump_if_false @PIMP_3967 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PIMP_91' time 6000 flag 1  // ~r~You've run out of time! A pimp has to be quick to look after his girls!
0002: jump @PIMP_37455 

:PIMP_3967
00D6: if 
0735:   is_keyboard_key_pressed 87 
004D: jump_if_false @PIMP_3992 
0008: $8246 += 60000 

:PIMP_3992
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @PIMP_4015 
000C: $8246 -= 30000 

:PIMP_4015
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PIMP_4038 
0002: jump @PIMP_37455 

:PIMP_4038
00D6: if 
0119:   car 40@ wrecked 
004D: jump_if_false @PIMP_4061 
0002: jump @PIMP_37455 

:PIMP_4061
00D6: if 
0735:   is_keyboard_key_pressed 80 
004D: jump_if_false @PIMP_4083 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:PIMP_4083
00D6: if 
0735:   is_keyboard_key_pressed 79 
004D: jump_if_false @PIMP_4105 
010D: set_player $PLAYER_CHAR wanted_level_to 0 

:PIMP_4105
0293: $13 = get_controller_mode 
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @PIMP_4316 
00D6: if and
00E1:   player 0 pressed_key 19 
0038:   $162 == 1 
004D: jump_if_false @PIMP_4309 
03EB: clear_small_messages_only 
00BC: show_text_highpriority GXT 'PIMP_59' time 6000 flag 1  // ~r~Pimping session over.
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @PIMP_4236 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_4231 
00D6: if 
0448:   actor 35@ in_car 40@ 
004D: jump_if_false @PIMP_4231 
0687: clear_actor 35@ task 
0633: AS_actor 35@ exit_car 

:PIMP_4231
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 

:PIMP_4236
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @PIMP_4302 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_4297 
00D6: if 
0448:   actor 36@ in_car 40@ 
004D: jump_if_false @PIMP_4297 
0687: clear_actor 36@ task 
0633: AS_actor 36@ exit_car 

:PIMP_4297
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 

:PIMP_4302
0002: jump @PIMP_37316 

:PIMP_4309
0002: jump @PIMP_4497 

:PIMP_4316
00D6: if and
00E1:   player 0 pressed_key 14 
0038:   $162 == 1 
004D: jump_if_false @PIMP_4497 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PIMP_59' time 6000 flag 1  // ~r~Pimping session over.
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @PIMP_4424 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_4419 
00D6: if 
0448:   actor 35@ in_car 40@ 
004D: jump_if_false @PIMP_4419 
0687: clear_actor 35@ task 
0633: AS_actor 35@ exit_car 

:PIMP_4419
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 

:PIMP_4424
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @PIMP_4490 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_4485 
00D6: if 
0448:   actor 36@ in_car 40@ 
004D: jump_if_false @PIMP_4485 
0687: clear_actor 36@ task 
0633: AS_actor 36@ exit_car 

:PIMP_4485
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 

:PIMP_4490
0002: jump @PIMP_37316 

:PIMP_4497
0006: 530@ = 0 

:PIMP_4504
00D6: if 
001B:   28 > 530@ 
004D: jump_if_false @PIMP_4667 
00D6: if 
0039:   119@(530@,28i) == 1 
004D: jump_if_false @PIMP_4653 
00D6: if 
056D:   actor 91@(530@,28i) defined 
004D: jump_if_false @PIMP_4653 
00D6: if 
051A:   actor 91@(530@,28i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PIMP_4610 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Respect your customers! They won't use your girls again if you get tough with them!
0002: jump @PIMP_37455 

:PIMP_4610
00D6: if 
0118:   actor 91@(530@,28i) dead 
004D: jump_if_false @PIMP_4653 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Respect your customers! They won't use your girls again if you get tough with them!
0002: jump @PIMP_37455 

:PIMP_4653
000A: 530@ += 1 
0002: jump @PIMP_4504 

:PIMP_4667
00D6: if 
0039:   516@ == 0 
004D: jump_if_false @PIMP_4761 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_4761 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_4761 
0006: 33@ = 0 
0006: 517@ = 1 
008B: 515@ = $8246 // (int) 
0016: 515@ /= 1000 
0006: 516@ = 1 
00BE: text_clear_all 
03E6: remove_text_box 

:PIMP_4761
00D6: if 
0039:   516@ == 1 
004D: jump_if_false @PIMP_4844 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_4844 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_4844 
0006: 33@ = 0 
0006: 516@ = 0 
0006: 517@ = 0 
0006: 538@ = 0 
00BE: text_clear_all 

:PIMP_4844
00D6: if 
0039:   517@ == 1 
004D: jump_if_false @PIMP_5127 
0085: 514@ = 33@ // (int) 
0016: 514@ /= 1000 
00D6: if 
0039:   538@ == 0 
004D: jump_if_false @PIMP_4929 
00D6: if and
001A:   21000 > $8246 
0018:   $8246 > 1 
004D: jump_if_false @PIMP_4929 
0006: 538@ = 1 

:PIMP_4929
00D6: if 
0039:   538@ == 0 
004D: jump_if_false @PIMP_4973 
00D6: if 
0018:   $8246 > 20099 
004D: jump_if_false @PIMP_4973 
0006: 538@ = 2 

:PIMP_4973
00D6: if 
0039:   538@ == 1 
004D: jump_if_false @PIMP_5007 
0084: $8245 = $8246 // (int) 
0014: $8245 /= 1000 

:PIMP_5007
00D6: if 
0039:   538@ == 2 
004D: jump_if_false @PIMP_5040 
0004: $8245 = 20 
0066: $8245 -= 514@ // (int) 

:PIMP_5040
00BE: text_clear_all 
00D6: if 
0018:   $8245 > 0 
004D: jump_if_false @PIMP_5083 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'PIMP_1' number $8245 time 4000 flag 1  // ~s~You've got ~1~ seconds to get back in the ~b~car~s~ or this pimping session is over!

:PIMP_5083
00D6: if 
0019:   33@ > 21000 
004D: jump_if_false @PIMP_5127 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PIMP_59' time 6000 flag 1  // ~r~Pimping session over.
0002: jump @PIMP_37455 

:PIMP_5127
00D6: if 
0039:   41@ == -13 
004D: jump_if_false @PIMP_5202 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 1954.348 -1867.164 12.5391 
0187: 88@ = create_marker_above_actor 35@(37@,2i) 
0187: 89@ = create_marker_above_actor $PLAYER_ACTOR 
0187: 90@ = create_marker_above_actor $PLAYER_ACTOR 

:PIMP_5202
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @PIMP_5234 
0050: gosub @PIMP_35718 
0006: 41@ = 1 

:PIMP_5234
00D6: if 
0039:   41@ == 1 
004D: jump_if_false @PIMP_11866 
00D6: if 
04A4:   531@ == 1 // == constant 
004D: jump_if_false @PIMP_7643 
0247: load_model #BFYPRO 
0247: load_model #HFYPRO 

:PIMP_5278
00D6: if or
8248:   not model #BFYPRO available 
8248:   not model #HFYPRO available 
004D: jump_if_false @PIMP_5308 
0001: wait 0 ms 
0002: jump @PIMP_5278 

:PIMP_5308
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_5392 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'IWD'  // Idlewood
004D: jump_if_false @PIMP_5392 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #HFYPRO at 202@ 230@ 258@ 
0173: set_actor 35@(37@,2i) Z_angle_to 286@ 
0050: gosub @PIMP_35590 

:PIMP_5392
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_5476 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'GAN'  // Ganton
004D: jump_if_false @PIMP_5476 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #HFYPRO at 201@ 229@ 257@ 
0173: set_actor 35@(37@,2i) Z_angle_to 285@ 
0050: gosub @PIMP_35590 

:PIMP_5476
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_5560 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ELCO'  // El Corona
004D: jump_if_false @PIMP_5560 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 200@ 228@ 256@ 
0173: set_actor 35@(37@,2i) Z_angle_to 284@ 
0050: gosub @PIMP_35590 

:PIMP_5560
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_5644 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'  // Little Mexico
004D: jump_if_false @PIMP_5644 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 199@ 227@ 255@ 
0173: set_actor 35@(37@,2i) Z_angle_to 283@ 
0050: gosub @PIMP_35590 

:PIMP_5644
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_5728 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LDOC'  // Ocean Docks
004D: jump_if_false @PIMP_5728 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 176@ 204@ 232@ 
0173: set_actor 35@(37@,2i) Z_angle_to 260@ 
0050: gosub @PIMP_35590 

:PIMP_5728
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_5812 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LAIR'  // Los Santos International
004D: jump_if_false @PIMP_5812 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 177@ 205@ 233@ 
0173: set_actor 35@(37@,2i) Z_angle_to 261@ 
0050: gosub @PIMP_35590 

:PIMP_5812
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_5896 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LIND'  // Willowfield
004D: jump_if_false @PIMP_5896 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #HFYPRO at 175@ 203@ 231@ 
0173: set_actor 35@(37@,2i) Z_angle_to 259@ 
0050: gosub @PIMP_35590 

:PIMP_5896
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_5980 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'BLUF'  // Verdant Bluffs
004D: jump_if_false @PIMP_5980 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #HFYPRO at 176@ 204@ 232@ 
0173: set_actor 35@(37@,2i) Z_angle_to 260@ 
0050: gosub @PIMP_35590 

:PIMP_5980
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_6064 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'COM'  // Commerce
004D: jump_if_false @PIMP_6064 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #HFYPRO at 180@ 208@ 236@ 
0173: set_actor 35@(37@,2i) Z_angle_to 264@ 
0050: gosub @PIMP_35590 

:PIMP_6064
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_6148 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LDT'  // Downtown Los Santos
004D: jump_if_false @PIMP_6148 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #HFYPRO at 179@ 207@ 235@ 
0173: set_actor 35@(37@,2i) Z_angle_to 263@ 
0050: gosub @PIMP_35590 

:PIMP_6148
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_6232 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'GLN'  // Glen Park
004D: jump_if_false @PIMP_6232 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #HFYPRO at 182@ 210@ 238@ 
0173: set_actor 35@(37@,2i) Z_angle_to 266@ 
0050: gosub @PIMP_35590 

:PIMP_6232
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_6316 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CHC'  // Las Colinas
004D: jump_if_false @PIMP_6316 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 181@ 209@ 237@ 
0173: set_actor 35@(37@,2i) Z_angle_to 265@ 
0050: gosub @PIMP_35590 

:PIMP_6316
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_6400 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'JEF'  // Jefferson
004D: jump_if_false @PIMP_6400 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #HFYPRO at 184@ 212@ 240@ 
0173: set_actor 35@(37@,2i) Z_angle_to 268@ 
0050: gosub @PIMP_35590 

:PIMP_6400
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_6484 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ELS'  // East Los Santos
004D: jump_if_false @PIMP_6484 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 183@ 211@ 239@ 
0173: set_actor 35@(37@,2i) Z_angle_to 267@ 
0050: gosub @PIMP_35590 

:PIMP_6484
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_6568 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LFL'  // Los Flores
004D: jump_if_false @PIMP_6568 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 186@ 214@ 242@ 
0173: set_actor 35@(37@,2i) Z_angle_to 270@ 
0050: gosub @PIMP_35590 

:PIMP_6568
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_6652 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'EBE'  // East Beach
004D: jump_if_false @PIMP_6652 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #HFYPRO at 185@ 213@ 241@ 
0173: set_actor 35@(37@,2i) Z_angle_to 269@ 
0050: gosub @PIMP_35590 

:PIMP_6652
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_6736 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CONF'  // Conference Center
004D: jump_if_false @PIMP_6736 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 188@ 216@ 244@ 
0173: set_actor 35@(37@,2i) Z_angle_to 272@ 
0050: gosub @PIMP_35590 

:PIMP_6736
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_6820 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'VERO'  // Verona Beach
004D: jump_if_false @PIMP_6820 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 187@ 215@ 243@ 
0173: set_actor 35@(37@,2i) Z_angle_to 271@ 
0050: gosub @PIMP_35590 

:PIMP_6820
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_6904 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'MKT'  // Market
004D: jump_if_false @PIMP_6904 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 190@ 218@ 246@ 
0173: set_actor 35@(37@,2i) Z_angle_to 274@ 
0050: gosub @PIMP_35590 

:PIMP_6904
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_6988 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'MAR'  // Marina
004D: jump_if_false @PIMP_6988 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 189@ 217@ 245@ 
0173: set_actor 35@(37@,2i) Z_angle_to 273@ 
0050: gosub @PIMP_35590 

:PIMP_6988
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_7072 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SMB'  // Santa Maria Beach
004D: jump_if_false @PIMP_7072 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 190@ 218@ 246@ 
0173: set_actor 35@(37@,2i) Z_angle_to 274@ 
0050: gosub @PIMP_35590 

:PIMP_7072
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_7156 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'PLS'  // Playa del Seville
004D: jump_if_false @PIMP_7156 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #HFYPRO at 193@ 221@ 249@ 
0173: set_actor 35@(37@,2i) Z_angle_to 277@ 
0050: gosub @PIMP_35590 

:PIMP_7156
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_7240 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ROD'  // Rodeo
004D: jump_if_false @PIMP_7240 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 194@ 222@ 250@ 
0173: set_actor 35@(37@,2i) Z_angle_to 278@ 
0050: gosub @PIMP_35590 

:PIMP_7240
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_7324 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'RIH'  // Richman
004D: jump_if_false @PIMP_7324 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 192@ 220@ 248@ 
0173: set_actor 35@(37@,2i) Z_angle_to 276@ 
0050: gosub @PIMP_35590 

:PIMP_7324
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_7408 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'VIN'  // Vinewood
004D: jump_if_false @PIMP_7408 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 195@ 223@ 251@ 
0173: set_actor 35@(37@,2i) Z_angle_to 279@ 
0050: gosub @PIMP_35590 

:PIMP_7408
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_7492 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'MUL'  // Mulholland
004D: jump_if_false @PIMP_7492 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 198@ 226@ 254@ 
0173: set_actor 35@(37@,2i) Z_angle_to 282@ 
0050: gosub @PIMP_35590 

:PIMP_7492
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_7576 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SUN'  // Temple
004D: jump_if_false @PIMP_7576 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #HFYPRO at 196@ 224@ 252@ 
0173: set_actor 35@(37@,2i) Z_angle_to 280@ 
0050: gosub @PIMP_35590 

:PIMP_7576
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_7635 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #HFYPRO at 180@ 208@ 236@ 
0173: set_actor 35@(37@,2i) Z_angle_to 264@ 
0050: gosub @PIMP_35590 

:PIMP_7635
0249: release_model #BFYPRO 
0249: release_model #HFYPRO 

:PIMP_7643
00D6: if 
04A4:   531@ == 2 // == constant 
004D: jump_if_false @PIMP_10050 
0247: load_model #SWFOPRO 
0247: load_model #WFYPRO 

:PIMP_7670
00D6: if or
8248:   not model #SWFOPRO available 
8248:   not model #WFYPRO available 
004D: jump_if_false @PIMP_7701 
0001: wait 0 ms 
0002: jump @PIMP_7670 

:PIMP_7701
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_7786 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CALT'  // Calton Heights
004D: jump_if_false @PIMP_7786 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 288@ 316@ 344@ 
0173: set_actor 35@(37@,2i) Z_angle_to 372@ 
0050: gosub @PIMP_35590 

:PIMP_7786
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_7870 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHO'  // Juniper Hollow
004D: jump_if_false @PIMP_7870 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 287@ 315@ 343@ 
0173: set_actor 35@(37@,2i) Z_angle_to 371@ 
0050: gosub @PIMP_35590 

:PIMP_7870
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_7954 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ESPN'  // Esplanade North
004D: jump_if_false @PIMP_7954 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 289@ 317@ 345@ 
0173: set_actor 35@(37@,2i) Z_angle_to 373@ 
0050: gosub @PIMP_35590 

:PIMP_7954
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_8039 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHI'  // Juniper Hill
004D: jump_if_false @PIMP_8039 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 290@ 318@ 346@ 
0173: set_actor 35@(37@,2i) Z_angle_to 374@ 
0050: gosub @PIMP_35590 

:PIMP_8039
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_8124 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SUNMA'  // Bayside Marina
004D: jump_if_false @PIMP_8124 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 292@ 320@ 348@ 
0173: set_actor 35@(37@,2i) Z_angle_to 376@ 
0050: gosub @PIMP_35590 

:PIMP_8124
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_8208 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SUNNN'  // Bayside
004D: jump_if_false @PIMP_8208 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 291@ 319@ 347@ 
0173: set_actor 35@(37@,2i) Z_angle_to 375@ 
0050: gosub @PIMP_35590 

:PIMP_8208
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_8292 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'BATTP'  // Battery Point
004D: jump_if_false @PIMP_8292 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 294@ 322@ 350@ 
0173: set_actor 35@(37@,2i) Z_angle_to 378@ 
0050: gosub @PIMP_35590 

:PIMP_8292
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_8377 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'GANTB'  // Gant Bridge
004D: jump_if_false @PIMP_8377 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 293@ 321@ 349@ 
0173: set_actor 35@(37@,2i) Z_angle_to 377@ 
0050: gosub @PIMP_35590 

:PIMP_8377
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_8462 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CHINA'  // Chinatown
004D: jump_if_false @PIMP_8462 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 296@ 324@ 352@ 
0173: set_actor 35@(37@,2i) Z_angle_to 380@ 
0050: gosub @PIMP_35590 

:PIMP_8462
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_8546 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SFDWT'  // Downtown
004D: jump_if_false @PIMP_8546 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 295@ 323@ 351@ 
0173: set_actor 35@(37@,2i) Z_angle_to 379@ 
0050: gosub @PIMP_35590 

:PIMP_8546
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_8630 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'FINA'  // Financial
004D: jump_if_false @PIMP_8630 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 298@ 326@ 354@ 
0173: set_actor 35@(37@,2i) Z_angle_to 382@ 
0050: gosub @PIMP_35590 

:PIMP_8630
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_8715 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ESPE'  // Esplanade East
004D: jump_if_false @PIMP_8715 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 297@ 325@ 353@ 
0173: set_actor 35@(37@,2i) Z_angle_to 381@ 
0050: gosub @PIMP_35590 

:PIMP_8715
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_8800 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'WESTP'  // Queens
004D: jump_if_false @PIMP_8800 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 300@ 328@ 356@ 
0173: set_actor 35@(37@,2i) Z_angle_to 384@ 
0050: gosub @PIMP_35590 

:PIMP_8800
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_8884 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'HASH'  // Hashbury
004D: jump_if_false @PIMP_8884 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 299@ 327@ 355@ 
0173: set_actor 35@(37@,2i) Z_angle_to 383@ 
0050: gosub @PIMP_35590 

:PIMP_8884
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_8969 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'OCEAF'  // Ocean Flats
004D: jump_if_false @PIMP_8969 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 302@ 330@ 358@ 
0173: set_actor 35@(37@,2i) Z_angle_to 386@ 
0050: gosub @PIMP_35590 

:PIMP_8969
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_9053 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CUNTC'  // Avispa Country Club
004D: jump_if_false @PIMP_9053 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 301@ 329@ 357@ 
0173: set_actor 35@(37@,2i) Z_angle_to 385@ 
0050: gosub @PIMP_35590 

:PIMP_9053
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_9138 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'THEA'  // King's
004D: jump_if_false @PIMP_9138 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 304@ 332@ 360@ 
0173: set_actor 35@(37@,2i) Z_angle_to 388@ 
0050: gosub @PIMP_35590 

:PIMP_9138
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_9222 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'GARC'  // Garcia
004D: jump_if_false @PIMP_9222 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 303@ 331@ 359@ 
0173: set_actor 35@(37@,2i) Z_angle_to 387@ 
0050: gosub @PIMP_35590 

:PIMP_9222
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_9307 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'DOH'  // Doherty
004D: jump_if_false @PIMP_9307 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 306@ 334@ 362@ 
0173: set_actor 35@(37@,2i) Z_angle_to 390@ 
0050: gosub @PIMP_35590 

:PIMP_9307
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_9391 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'EASB'  // Easter Basin
004D: jump_if_false @PIMP_9391 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 305@ 333@ 361@ 
0173: set_actor 35@(37@,2i) Z_angle_to 389@ 
0050: gosub @PIMP_35590 

:PIMP_9391
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_9475 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'HILLP'  // Missionary Hill
004D: jump_if_false @PIMP_9475 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 308@ 336@ 364@ 
0173: set_actor 35@(37@,2i) Z_angle_to 392@ 
0050: gosub @PIMP_35590 

:PIMP_9475
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_9560 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SILLY'  // Foster Valley
004D: jump_if_false @PIMP_9560 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 309@ 337@ 365@ 
0173: set_actor 35@(37@,2i) Z_angle_to 393@ 
0050: gosub @PIMP_35590 

:PIMP_9560
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_9644 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SFAIR'  // Easter Bay Airport
004D: jump_if_false @PIMP_9644 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 307@ 335@ 363@ 
0173: set_actor 35@(37@,2i) Z_angle_to 391@ 
0050: gosub @PIMP_35590 

:PIMP_9644
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_9728 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'BAYV'  // Palisades
004D: jump_if_false @PIMP_9728 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 311@ 339@ 367@ 
0173: set_actor 35@(37@,2i) Z_angle_to 395@ 
0050: gosub @PIMP_35590 

:PIMP_9728
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_9813 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'PARA'  // Paradiso
004D: jump_if_false @PIMP_9813 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 310@ 338@ 366@ 
0173: set_actor 35@(37@,2i) Z_angle_to 394@ 
0050: gosub @PIMP_35590 

:PIMP_9813
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_9898 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CIVI'  // Santa Flora
004D: jump_if_false @PIMP_9898 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 313@ 341@ 369@ 
0173: set_actor 35@(37@,2i) Z_angle_to 397@ 
0050: gosub @PIMP_35590 

:PIMP_9898
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_9982 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CITYS'  // City Hall
004D: jump_if_false @PIMP_9982 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 312@ 340@ 368@ 
0173: set_actor 35@(37@,2i) Z_angle_to 396@ 
0050: gosub @PIMP_35590 

:PIMP_9982
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_10041 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 287@ 315@ 343@ 
0173: set_actor 35@(37@,2i) Z_angle_to 371@ 
0050: gosub @PIMP_35590 

:PIMP_10041
0249: release_model #SWFOPRO 
0249: release_model #WFYPRO 

:PIMP_10050
00D6: if 
04A4:   531@ == 3 // == constant 
004D: jump_if_false @PIMP_11866 
0247: load_model #VWFYPRO 
0247: load_model #VBFYPRO 

:PIMP_10077
00D6: if or
8248:   not model #VWFYPRO available 
8248:   not model #VBFYPRO available 
004D: jump_if_false @PIMP_10108 
0001: wait 0 ms 
0002: jump @PIMP_10077 

:PIMP_10108
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_10192 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'PINK'  // The Pink Swan
004D: jump_if_false @PIMP_10192 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VWFYPRO at 400@ 428@ 456@ 
0173: set_actor 35@(37@,2i) Z_angle_to 484@ 
0050: gosub @PIMP_35590 

:PIMP_10192
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_10276 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'DRAG'  // The Four Dragons Casino
004D: jump_if_false @PIMP_10276 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VWFYPRO at 399@ 427@ 455@ 
0173: set_actor 35@(37@,2i) Z_angle_to 483@ 
0050: gosub @PIMP_35590 

:PIMP_10276
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_10361 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CAM'  // The Camel's Toe
004D: jump_if_false @PIMP_10361 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VBFYPRO at 402@ 430@ 458@ 
0173: set_actor 35@(37@,2i) Z_angle_to 486@ 
0050: gosub @PIMP_35590 

:PIMP_10361
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_10446 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LOT'  // Come-A-Lot
004D: jump_if_false @PIMP_10446 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VBFYPRO at 401@ 429@ 457@ 
0173: set_actor 35@(37@,2i) Z_angle_to 485@ 
0050: gosub @PIMP_35590 

:PIMP_10446
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_10530 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'PIRA'  // Pirates in Men's Pants
004D: jump_if_false @PIMP_10530 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VWFYPRO at 404@ 432@ 460@ 
0173: set_actor 35@(37@,2i) Z_angle_to 488@ 
0050: gosub @PIMP_35590 

:PIMP_10530
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_10614 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ROY'  // Royal Casino
004D: jump_if_false @PIMP_10614 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VWFYPRO at 403@ 431@ 459@ 
0173: set_actor 35@(37@,2i) Z_angle_to 487@ 
0050: gosub @PIMP_35590 

:PIMP_10614
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_10699 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CALI'  // Caligula's Palace
004D: jump_if_false @PIMP_10699 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VBFYPRO at 406@ 434@ 462@ 
0173: set_actor 35@(37@,2i) Z_angle_to 490@ 
0050: gosub @PIMP_35590 

:PIMP_10699
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_10784 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'HIGH'  // The High Roller
004D: jump_if_false @PIMP_10784 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VBFYPRO at 405@ 433@ 461@ 
0173: set_actor 35@(37@,2i) Z_angle_to 489@ 
0050: gosub @PIMP_35590 

:PIMP_10784
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_10868 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'PILG' 
004D: jump_if_false @PIMP_10868 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VWFYPRO at 408@ 436@ 464@ 
0173: set_actor 35@(37@,2i) Z_angle_to 492@ 
0050: gosub @PIMP_35590 

:PIMP_10868
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_10952 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'STAR'  // Starfish Casino
004D: jump_if_false @PIMP_10952 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VWFYPRO at 407@ 435@ 463@ 
0173: set_actor 35@(37@,2i) Z_angle_to 491@ 
0050: gosub @PIMP_35590 

:PIMP_10952
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_11037 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'STRIP'  // The Strip
004D: jump_if_false @PIMP_11037 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VBFYPRO at 410@ 438@ 466@ 
0173: set_actor 35@(37@,2i) Z_angle_to 494@ 
0050: gosub @PIMP_35590 

:PIMP_11037
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_11122 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'VISA'  // The Visage
004D: jump_if_false @PIMP_11122 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VBFYPRO at 409@ 437@ 465@ 
0173: set_actor 35@(37@,2i) Z_angle_to 493@ 
0050: gosub @PIMP_35590 

:PIMP_11122
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_11206 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ISLE'  // The Emerald Isle
004D: jump_if_false @PIMP_11206 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VWFYPRO at 412@ 440@ 468@ 
0173: set_actor 35@(37@,2i) Z_angle_to 496@ 
0050: gosub @PIMP_35590 

:PIMP_11206
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_11290 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ROCE'  // Roca Escalante
004D: jump_if_false @PIMP_11290 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VWFYPRO at 411@ 439@ 467@ 
0173: set_actor 35@(37@,2i) Z_angle_to 495@ 
0050: gosub @PIMP_35590 

:PIMP_11290
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_11375 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'OVS'  // Old Venturas Strip
004D: jump_if_false @PIMP_11375 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VBFYPRO at 414@ 442@ 470@ 
0173: set_actor 35@(37@,2i) Z_angle_to 498@ 
0050: gosub @PIMP_35590 

:PIMP_11375
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_11460 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'RING'  // The Clown's Pocket
004D: jump_if_false @PIMP_11460 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VBFYPRO at 413@ 441@ 469@ 
0173: set_actor 35@(37@,2i) Z_angle_to 497@ 
0050: gosub @PIMP_35590 

:PIMP_11460
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_11544 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'BFC'  // Blackfield Chapel
004D: jump_if_false @PIMP_11544 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VWFYPRO at 416@ 444@ 472@ 
0173: set_actor 35@(37@,2i) Z_angle_to 500@ 
0050: gosub @PIMP_35590 

:PIMP_11544
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_11628 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'GGC'  // Greenglass College
004D: jump_if_false @PIMP_11628 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VWFYPRO at 415@ 443@ 471@ 
0173: set_actor 35@(37@,2i) Z_angle_to 499@ 
0050: gosub @PIMP_35590 

:PIMP_11628
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_11713 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'VAIR'  // Las Venturas Airport
004D: jump_if_false @PIMP_11713 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VBFYPRO at 418@ 446@ 474@ 
0173: set_actor 35@(37@,2i) Z_angle_to 502@ 
0050: gosub @PIMP_35590 

:PIMP_11713
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_11798 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LDM'  // Last Dime Motel
004D: jump_if_false @PIMP_11798 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VBFYPRO at 417@ 445@ 473@ 
0173: set_actor 35@(37@,2i) Z_angle_to 501@ 
0050: gosub @PIMP_35590 

:PIMP_11798
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_11857 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VWFYPRO at 399@ 427@ 455@ 
0173: set_actor 35@(37@,2i) Z_angle_to 483@ 
0050: gosub @PIMP_35590 

:PIMP_11857
0249: release_model #VWFYPRO 
0249: release_model #VBFYPRO 

:PIMP_11866
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @PIMP_12081 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_12081 
05BA: AS_actor 35@(37@,2i) move_mouth -1 ms 
0164: disable_marker 88@ 
0187: 88@ = create_marker_above_actor 35@(37@,2i) 
060B: set_actor 35@(37@,2i) decision_maker_to 518@ 
02A9: set_actor 35@(37@,2i) immune_to_nonplayer 1 
039E: set_actor 35@(37@,2i) locked 1 while_in_car 
07E0: set_marker 88@ type_to 1 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_12020 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PIMP_2' time 6000 flag 1  // ~s~There's a ~b~girl~s~ nearby - go pick her up.
039E: set_actor 35@(37@,2i) locked 1 while_in_car 

:PIMP_12020
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_12067 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PIMP_30' time 6000 flag 1  // ~s~Good! Go and pick up another ~b~girl~s~.
039E: set_actor 35@(37@,2i) locked 1 while_in_car 

:PIMP_12067
0006: 42@ = 2 
0006: 43@ = 1 

:PIMP_12081
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @PIMP_12227 
00D6: if 
056D:   actor 35@ defined 
004D: jump_if_false @PIMP_12154 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @PIMP_12154 
00BC: show_text_highpriority GXT 'PIMP_51' time 8000 flag 1  // ~r~Your girl can't service customers in hospital! You're no playa!
0002: jump @PIMP_37455 

:PIMP_12154
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @PIMP_12227 
00D6: if 
056D:   actor 36@ defined 
004D: jump_if_false @PIMP_12227 
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @PIMP_12227 
00BC: show_text_highpriority GXT 'PIMP_51' time 8000 flag 1  // ~r~Your girl can't service customers in hospital! You're no playa!
0002: jump @PIMP_37455 

:PIMP_12227
00D6: if 
0039:   42@ == 2 
004D: jump_if_false @PIMP_12869 
00D6: if 
0039:   523@ == 1 
004D: jump_if_false @PIMP_12305 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @PIMP_12305 
00BC: show_text_highpriority GXT 'PIMP_57' time 6000 flag 1  // ~s~Your ~b~girl~s~ has finished with a customer. Go and pick her up.
0006: 523@ = 99 

:PIMP_12305
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_12869 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_12869 
00D6: if 
0039:   521@ == 0 
004D: jump_if_false @PIMP_12405 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_12405 
0186: 522@ = create_marker_above_car 40@ 
07E0: set_marker 522@ type_to 1 
0164: disable_marker 88@ 
0006: 521@ = 1 

:PIMP_12405
00D6: if 
0039:   521@ == 1 
004D: jump_if_false @PIMP_12501 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_12501 
0164: disable_marker 522@ 
0006: 521@ = 0 
0164: disable_marker 88@ 
0187: 88@ = create_marker_above_actor 35@(37@,2i) 
07E0: set_marker 88@ type_to 1 
00BC: show_text_highpriority GXT 'PIMP_54' time 6000 flag 1  // ~s~Pick up your ~b~girl~s~ now!
0006: 521@ = 0 

:PIMP_12501
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @PIMP_12688 
00D6: if 
0039:   521@ == 0 
004D: jump_if_false @PIMP_12688 
00D6: if 
00F4:   actor $PLAYER_ACTOR near_actor 35@(37@,2i) radius 7.0 7.0 0 in_car 
004D: jump_if_false @PIMP_12688 
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @PIMP_12637 
0615: define_AS_pack_begin 38@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BA: AS_actor -1 move_mouth -1 ms 
0616: define_AS_pack_end 38@ 
0618: assign_actor 35@(37@,2i) to_AS_pack 38@ 
061B: remove_references_to_AS_pack 38@ 
0006: 45@ = 1 

:PIMP_12637
00D6: if 
01C1:   car 40@ stopped 
004D: jump_if_false @PIMP_12688 
0687: clear_actor 35@(37@,2i) task 
05CA: AS_actor 35@(37@,2i) enter_car 40@ passenger_seat -1 time 60000 
0006: 44@ = 1 

:PIMP_12688
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_12869 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_12869 
00D6: if 
0448:   actor 35@(37@,2i) in_car 40@ 
004D: jump_if_false @PIMP_12869 
00D6: if 
001B:   2 > 56@ 
004D: jump_if_false @PIMP_12779 
000A: 56@ += 1 
0623: add 1 to_integer_stat 171 

:PIMP_12779
0006: 44@ = 2 
0164: disable_marker 88@ 
0006: 42@ = 99 
0006: 47@ = 1 
0050: gosub @PIMP_35718 
0006: 520@ = 1 
0006: 32@ = 0 
00D6: if 
0039:   49@ == 10 
004D: jump_if_false @PIMP_12869 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SEXGOD' time 6000 flag 1  // Pimping complete! Prostitutes will now pay YOU to have relations with them!
0002: jump @PIMP_37797 

:PIMP_12869
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @PIMP_13007 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_13007 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_13007 
062E: get_actor 35@(37@,2i) task 1482 status_store_to 539@ // ret 7 if not found 
00D6: if 
04A4:   539@ == 7 // == constant 
004D: jump_if_false @PIMP_13007 
00D6: if 
80DB:   not actor 35@(37@,2i) in_car 40@ 
004D: jump_if_false @PIMP_13007 
0687: clear_actor 35@(37@,2i) task 
05CA: AS_actor 35@(37@,2i) enter_car 40@ passenger_seat -1 time 60000 

:PIMP_13007
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @PIMP_29178 
00D6: if 
04A4:   531@ == 1 // == constant 
004D: jump_if_false @PIMP_19041 
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @PIMP_13897 
00D6: if 
0039:   60@ == 1 
004D: jump_if_false @PIMP_13140 
00D6: if 
0039:   61@ == 1 
004D: jump_if_false @PIMP_13140 
00D6: if 
0039:   62@ == 1 
004D: jump_if_false @PIMP_13140 
00D6: if 
0039:   63@ == 1 
004D: jump_if_false @PIMP_13140 
0006: 58@ = 2 

:PIMP_13140
0209: 50@ = random_int_in_ranges 0 4 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @PIMP_13336 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_13336 
0247: load_model #SWMYHP1 

:PIMP_13193
00D6: if 
8248:   not model #SWMYHP1 available 
004D: jump_if_false @PIMP_13219 
0001: wait 0 ms 
0002: jump @PIMP_13193 

:PIMP_13219
009A: 91@(50@,28i) = create_actor_pedtype 4 model #SWMYHP1 at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #SWMYHP1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_10' time 4000 flag 1  // ~s~Head to the ~y~Docks~s~ to find a potential trick for your girl.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_13336
00D6: if 
0039:   50@ == 1 
004D: jump_if_false @PIMP_13523 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_13523 
0247: load_model #SWMYHP1 

:PIMP_13380
00D6: if 
8248:   not model #SWMYHP1 available 
004D: jump_if_false @PIMP_13406 
0001: wait 0 ms 
0002: jump @PIMP_13380 

:PIMP_13406
009A: 91@(50@,28i) = create_actor_pedtype 4 model #SWMYHP1 at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #SWMYHP1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_11' time 4000 flag 1  // ~s~Get to ~y~Los Santos Airport~s~ to find a customer.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_13523
00D6: if 
0039:   50@ == 2 
004D: jump_if_false @PIMP_13710 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_13710 
0247: load_model #SWMYHP1 

:PIMP_13567
00D6: if 
8248:   not model #SWMYHP1 available 
004D: jump_if_false @PIMP_13593 
0001: wait 0 ms 
0002: jump @PIMP_13567 

:PIMP_13593
009A: 91@(50@,28i) = create_actor_pedtype 4 model #SWMYHP1 at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #SWMYHP1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_12' time 4000 flag 1  // ~s~Go to ~y~Willowfield~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_13710
00D6: if 
0039:   50@ == 3 
004D: jump_if_false @PIMP_13897 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_13897 
0247: load_model #BMYST 

:PIMP_13754
00D6: if 
8248:   not model #BMYST available 
004D: jump_if_false @PIMP_13780 
0001: wait 0 ms 
0002: jump @PIMP_13754 

:PIMP_13780
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #BMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_13' time 4000 flag 1  // ~s~Head up to the ~y~Bluffs~s~ region.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_13897
00D6: if 
0039:   58@ == 2 
004D: jump_if_false @PIMP_14755 
00D6: if 
0039:   64@ == 1 
004D: jump_if_false @PIMP_13994 
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @PIMP_13994 
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @PIMP_13994 
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @PIMP_13994 
0006: 58@ = 3 

:PIMP_13994
0209: 50@ = random_int_in_ranges 4 8 
00D6: if 
0039:   50@ == 4 
004D: jump_if_false @PIMP_14190 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_14190 
0247: load_model #BMYST 

:PIMP_14047
00D6: if 
8248:   not model #BMYST available 
004D: jump_if_false @PIMP_14073 
0001: wait 0 ms 
0002: jump @PIMP_14047 

:PIMP_14073
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #BMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_14' time 4000 flag 1  // ~s~Drive into the ~y~Commerce~s~ district.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_14190
00D6: if 
0039:   50@ == 5 
004D: jump_if_false @PIMP_14381 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_14381 
0247: load_model #WMYBU 

:PIMP_14235
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_14262 
0001: wait 0 ms 
0002: jump @PIMP_14235 

:PIMP_14262
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBU at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_15' time 4000 flag 1  // ~s~Take your girl ~y~Downtown~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_14381
00D6: if 
0039:   50@ == 6 
004D: jump_if_false @PIMP_14568 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_14568 
0247: load_model #BMYST 

:PIMP_14425
00D6: if 
8248:   not model #BMYST available 
004D: jump_if_false @PIMP_14451 
0001: wait 0 ms 
0002: jump @PIMP_14425 

:PIMP_14451
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #BMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_16' time 4000 flag 1  // ~y~Glen Park~s~ is your next destination.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_14568
00D6: if 
0039:   50@ == 7 
004D: jump_if_false @PIMP_14755 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_14755 
0247: load_model #BMYST 

:PIMP_14612
00D6: if 
8248:   not model #BMYST available 
004D: jump_if_false @PIMP_14638 
0001: wait 0 ms 
0002: jump @PIMP_14612 

:PIMP_14638
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #BMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_17' time 4000 flag 1  // ~s~Get to ~y~Little Mexico~s~ for another trick.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_14755
00D6: if 
0039:   58@ == 3 
004D: jump_if_false @PIMP_15613 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @PIMP_14852 
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @PIMP_14852 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @PIMP_14852 
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @PIMP_14852 
0006: 58@ = 4 

:PIMP_14852
0209: 50@ = random_int_in_ranges 8 12 
00D6: if 
0039:   50@ == 8 
004D: jump_if_false @PIMP_15048 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_15048 
0247: load_model #WMOPREA 

:PIMP_14905
00D6: if 
8248:   not model #WMOPREA available 
004D: jump_if_false @PIMP_14931 
0001: wait 0 ms 
0002: jump @PIMP_14905 

:PIMP_14931
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMOPREA at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #WMOPREA 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_18' time 4000 flag 1  // ~s~Make for the church in ~y~Jefferson~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_15048
00D6: if 
0039:   50@ == 9 
004D: jump_if_false @PIMP_15235 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_15235 
0247: load_model #HMYST 

:PIMP_15092
00D6: if 
8248:   not model #HMYST available 
004D: jump_if_false @PIMP_15118 
0001: wait 0 ms 
0002: jump @PIMP_15092 

:PIMP_15118
009A: 91@(50@,28i) = create_actor_pedtype 4 model #HMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #HMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_19' time 4000 flag 1  // ~y~East Los Santos~s~ next.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_15235
00D6: if 
0039:   50@ == 10 
004D: jump_if_false @PIMP_15422 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_15422 
0247: load_model #HMYST 

:PIMP_15279
00D6: if 
8248:   not model #HMYST available 
004D: jump_if_false @PIMP_15305 
0001: wait 0 ms 
0002: jump @PIMP_15279 

:PIMP_15305
009A: 91@(50@,28i) = create_actor_pedtype 4 model #HMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #HMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_20' time 4000 flag 1  // ~s~Drive to ~y~Los Flores~s~ to find another customer.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_15422
00D6: if 
0039:   50@ == 11 
004D: jump_if_false @PIMP_15613 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_15613 
0247: load_model #WMYBU 

:PIMP_15467
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_15494 
0001: wait 0 ms 
0002: jump @PIMP_15467 

:PIMP_15494
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBU at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_21' time 4000 flag 1  // ~s~Drop your girl off at ~y~East Beach~s~ this time.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_15613
00D6: if 
0039:   58@ == 4 
004D: jump_if_false @PIMP_16471 
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @PIMP_15710 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @PIMP_15710 
00D6: if 
0039:   74@ == 1 
004D: jump_if_false @PIMP_15710 
00D6: if 
0039:   75@ == 1 
004D: jump_if_false @PIMP_15710 
0006: 58@ = 5 

:PIMP_15710
0209: 50@ = random_int_in_ranges 12 16 
00D6: if 
0039:   50@ == 12 
004D: jump_if_false @PIMP_15910 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_15910 
0247: load_model #WMYBU 

:PIMP_15764
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_15791 
0001: wait 0 ms 
0002: jump @PIMP_15764 

:PIMP_15791
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBU at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_22' time 4000 flag 1  // ~s~Head for the ~y~Conference Center~s~ at the centre of town.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_15910
00D6: if 
0039:   50@ == 13 
004D: jump_if_false @PIMP_16097 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_16097 
0247: load_model #WMYBMX 

:PIMP_15954
00D6: if 
8248:   not model #WMYBMX available 
004D: jump_if_false @PIMP_15980 
0001: wait 0 ms 
0002: jump @PIMP_15954 

:PIMP_15980
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBMX at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #WMYBMX 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_23' time 4000 flag 1  // ~s~Make for ~y~Verona Beach~s~ this time.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_16097
00D6: if 
0039:   50@ == 14 
004D: jump_if_false @PIMP_16284 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_16284 
0247: load_model #BMYBU 

:PIMP_16141
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_16167 
0001: wait 0 ms 
0002: jump @PIMP_16141 

:PIMP_16167
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYBU at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_24' time 4000 flag 1  // ~y~Santa Maria Beach~s~ is your next destination.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_16284
00D6: if 
0039:   50@ == 15 
004D: jump_if_false @PIMP_16471 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_16471 
0247: load_model #WMYMECH 

:PIMP_16328
00D6: if 
8248:   not model #WMYMECH available 
004D: jump_if_false @PIMP_16354 
0001: wait 0 ms 
0002: jump @PIMP_16328 

:PIMP_16354
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYMECH at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #WMYMECH 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_25' time 4000 flag 1  // ~s~Drive to the ~y~Marina~s~ to find another customer for your girl.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_16471
00D6: if 
0039:   58@ == 5 
004D: jump_if_false @PIMP_17329 
00D6: if 
0039:   76@ == 1 
004D: jump_if_false @PIMP_16568 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @PIMP_16568 
00D6: if 
0039:   78@ == 1 
004D: jump_if_false @PIMP_16568 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @PIMP_16568 
0006: 58@ = 6 

:PIMP_16568
0209: 50@ = random_int_in_ranges 16 20 
00D6: if 
0039:   50@ == 16 
004D: jump_if_false @PIMP_16768 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_16768 
0247: load_model #WMYBU 

:PIMP_16622
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_16649 
0001: wait 0 ms 
0002: jump @PIMP_16622 

:PIMP_16649
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBU at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_26' time 4000 flag 1  // ~s~Head in to the ~y~Market~s~ region now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_16768
00D6: if 
0039:   50@ == 17 
004D: jump_if_false @PIMP_16955 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_16955 
0247: load_model #HMYST 

:PIMP_16812
00D6: if 
8248:   not model #HMYST available 
004D: jump_if_false @PIMP_16838 
0001: wait 0 ms 
0002: jump @PIMP_16812 

:PIMP_16838
009A: 91@(50@,28i) = create_actor_pedtype 4 model #HMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #HMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_27' time 4000 flag 1  // ~s~Central ~y~Rodeo~s~ is your next destination.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_16955
00D6: if 
0039:   50@ == 18 
004D: jump_if_false @PIMP_17142 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_17142 
0247: load_model #WMYBMX 

:PIMP_16999
00D6: if 
8248:   not model #WMYBMX available 
004D: jump_if_false @PIMP_17025 
0001: wait 0 ms 
0002: jump @PIMP_16999 

:PIMP_17025
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBMX at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #WMYBMX 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_28' time 4000 flag 1  // ~s~Make for the ~y~Rodeo~s~ steps this time.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_17142
00D6: if 
0039:   50@ == 19 
004D: jump_if_false @PIMP_17329 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_17329 
0247: load_model #BMYBU 

:PIMP_17186
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_17212 
0001: wait 0 ms 
0002: jump @PIMP_17186 

:PIMP_17212
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYBU at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_29' time 4000 flag 1  // ~s~Head on up to ~y~Richman~s~ to find another customer for your girl
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_17329
00D6: if 
0039:   58@ == 6 
004D: jump_if_false @PIMP_18183 
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @PIMP_17426 
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @PIMP_17426 
00D6: if 
0039:   82@ == 1 
004D: jump_if_false @PIMP_17426 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @PIMP_17426 
0006: 58@ = 7 

:PIMP_17426
0209: 50@ = random_int_in_ranges 20 24 
00D6: if 
0039:   50@ == 20 
004D: jump_if_false @PIMP_17622 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_17622 
0247: load_model #WMYGOL1 

:PIMP_17479
00D6: if 
8248:   not model #WMYGOL1 available 
004D: jump_if_false @PIMP_17505 
0001: wait 0 ms 
0002: jump @PIMP_17479 

:PIMP_17505
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYGOL1 at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #WMYGOL1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_80' time 4000 flag 1  // ~s~Drive to ~y~Mulholland~s~ to find another customer.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_17622
00D6: if 
0039:   50@ == 21 
004D: jump_if_false @PIMP_17809 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_17809 
0247: load_model #WMYMECH 

:PIMP_17666
00D6: if 
8248:   not model #WMYMECH available 
004D: jump_if_false @PIMP_17692 
0001: wait 0 ms 
0002: jump @PIMP_17666 

:PIMP_17692
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYMECH at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #WMYMECH 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_81' time 4000 flag 1  // ~s~Head to the car wash in ~y~Mulholland~s~ next.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_17809
00D6: if 
0039:   50@ == 22 
004D: jump_if_false @PIMP_17996 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_17996 
0247: load_model #HMYST 

:PIMP_17853
00D6: if 
8248:   not model #HMYST available 
004D: jump_if_false @PIMP_17879 
0001: wait 0 ms 
0002: jump @PIMP_17853 

:PIMP_17879
009A: 91@(50@,28i) = create_actor_pedtype 4 model #HMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #HMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_82' time 4000 flag 1  // ~s~Get your girl to ~y~Vinewood~s~ this time.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_17996
00D6: if 
0039:   50@ == 23 
004D: jump_if_false @PIMP_18183 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_18183 
0247: load_model #WMOPREA 

:PIMP_18040
00D6: if 
8248:   not model #WMOPREA available 
004D: jump_if_false @PIMP_18066 
0001: wait 0 ms 
0002: jump @PIMP_18040 

:PIMP_18066
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMOPREA at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #WMOPREA 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_83' time 4000 flag 1  // ~s~Take your girl near the ~y~Temple~s~ cemetery.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_18183
00D6: if 
0039:   58@ == 7 
004D: jump_if_false @PIMP_19041 
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @PIMP_18280 
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @PIMP_18280 
00D6: if 
0039:   86@ == 1 
004D: jump_if_false @PIMP_18280 
00D6: if 
0039:   87@ == 1 
004D: jump_if_false @PIMP_18280 
0006: 58@ = 1 

:PIMP_18280
0209: 50@ = random_int_in_ranges 24 28 
00D6: if 
0039:   50@ == 24 
004D: jump_if_false @PIMP_18480 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_18480 
0247: load_model #BMYBOUN 

:PIMP_18334
00D6: if 
8248:   not model #BMYBOUN available 
004D: jump_if_false @PIMP_18361 
0001: wait 0 ms 
0002: jump @PIMP_18334 

:PIMP_18361
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYBOUN at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #BMYBOUN 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_84' time 4000 flag 1  // ~s~Head back to ~y~Idlewood~s~ for another trick for your girl.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_18480
00D6: if 
0039:   50@ == 25 
004D: jump_if_false @PIMP_18667 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_18667 
0247: load_model #BMYDJ 

:PIMP_18524
00D6: if 
8248:   not model #BMYDJ available 
004D: jump_if_false @PIMP_18550 
0001: wait 0 ms 
0002: jump @PIMP_18524 

:PIMP_18550
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYDJ at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #BMYDJ 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_85' time 4000 flag 1  // ~s~Drive to ~y~Ganton~s~ this time.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_18667
00D6: if 
0039:   50@ == 26 
004D: jump_if_false @PIMP_18854 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_18854 
0247: load_model #WMYDRUG 

:PIMP_18711
00D6: if 
8248:   not model #WMYDRUG available 
004D: jump_if_false @PIMP_18737 
0001: wait 0 ms 
0002: jump @PIMP_18711 

:PIMP_18737
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYDRUG at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #WMYDRUG 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_86' time 4000 flag 1  // ~s~Make for ~y~El Corona~s~ to find another customer.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_18854
00D6: if 
0039:   50@ == 27 
004D: jump_if_false @PIMP_19041 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_19041 
0247: load_model #HMYST 

:PIMP_18898
00D6: if 
8248:   not model #HMYST available 
004D: jump_if_false @PIMP_18924 
0001: wait 0 ms 
0002: jump @PIMP_18898 

:PIMP_18924
009A: 91@(50@,28i) = create_actor_pedtype 4 model #HMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #HMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_87' time 4000 flag 1  // ~s~Head towards ~y~Little Mexico~s~ to find another customer.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_19041
00D6: if 
04A4:   531@ == 2 // == constant 
004D: jump_if_false @PIMP_24878 
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @PIMP_19913 
00D6: if 
0039:   60@ == 1 
004D: jump_if_false @PIMP_19156 
00D6: if 
0039:   61@ == 1 
004D: jump_if_false @PIMP_19156 
00D6: if 
0039:   62@ == 1 
004D: jump_if_false @PIMP_19156 
00D6: if 
0039:   63@ == 1 
004D: jump_if_false @PIMP_19156 
0006: 58@ = 2 

:PIMP_19156
0209: 50@ = random_int_in_ranges 0 4 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @PIMP_19352 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_19352 
0247: load_model #SWMYHP1 

:PIMP_19209
00D6: if 
8248:   not model #SWMYHP1 available 
004D: jump_if_false @PIMP_19235 
0001: wait 0 ms 
0002: jump @PIMP_19209 

:PIMP_19235
009A: 91@(50@,28i) = create_actor_pedtype 4 model #SWMYHP1 at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #SWMYHP1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP200' time 4000 flag 1  // ~s~Go to ~y~Calton Heights~s~ to find a trick for your girl.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_19352
00D6: if 
0039:   50@ == 1 
004D: jump_if_false @PIMP_19539 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_19539 
0247: load_model #SWMYHP1 

:PIMP_19396
00D6: if 
8248:   not model #SWMYHP1 available 
004D: jump_if_false @PIMP_19422 
0001: wait 0 ms 
0002: jump @PIMP_19396 

:PIMP_19422
009A: 91@(50@,28i) = create_actor_pedtype 4 model #SWMYHP1 at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #SWMYHP1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP201' time 4000 flag 1  // ~s~Head up to the park in ~y~Juniper Hill~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_19539
00D6: if 
0039:   50@ == 2 
004D: jump_if_false @PIMP_19726 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_19726 
0247: load_model #WMYMECH 

:PIMP_19583
00D6: if 
8248:   not model #WMYMECH available 
004D: jump_if_false @PIMP_19609 
0001: wait 0 ms 
0002: jump @PIMP_19583 

:PIMP_19609
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYMECH at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYMECH 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP202' time 4000 flag 1  // ~s~Drive to ~y~Juniper Hill~s~ quickly.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_19726
00D6: if 
0039:   50@ == 3 
004D: jump_if_false @PIMP_19913 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_19913 
0247: load_model #WMYMECH 

:PIMP_19770
00D6: if 
8248:   not model #WMYMECH available 
004D: jump_if_false @PIMP_19796 
0001: wait 0 ms 
0002: jump @PIMP_19770 

:PIMP_19796
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYMECH at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYMECH 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP203' time 4000 flag 1  // ~s~Get to ~y~Esplanade North~s~ for another trick.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_19913
00D6: if 
0039:   58@ == 2 
004D: jump_if_false @PIMP_20793 
00D6: if 
0039:   64@ == 1 
004D: jump_if_false @PIMP_20010 
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @PIMP_20010 
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @PIMP_20010 
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @PIMP_20010 
0006: 58@ = 3 

:PIMP_20010
0209: 50@ = random_int_in_ranges 4 8 
00D6: if 
0039:   50@ == 4 
004D: jump_if_false @PIMP_20217 
0006: 60@(50@,28i) = 1 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_20217 
0247: load_model #BMYBU 

:PIMP_20074
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_20100 
0001: wait 0 ms 
0002: jump @PIMP_20074 

:PIMP_20100
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP204' time 4000 flag 1  // ~y~Bayside Marina~s~ next.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_20217
00D6: if 
0039:   50@ == 5 
004D: jump_if_false @PIMP_20419 
0006: 60@(50@,28i) = 1 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_20419 
0247: load_model #WMYBU 

:PIMP_20273
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_20300 
0001: wait 0 ms 
0002: jump @PIMP_20273 

:PIMP_20300
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP205' time 4000 flag 1  // ~s~Drive to ~y~Bayside~s~ to find another customer.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_20419
00D6: if 
0039:   50@ == 6 
004D: jump_if_false @PIMP_20606 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_20606 
0247: load_model #WMYMECH 

:PIMP_20463
00D6: if 
8248:   not model #WMYMECH available 
004D: jump_if_false @PIMP_20489 
0001: wait 0 ms 
0002: jump @PIMP_20463 

:PIMP_20489
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYMECH at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYMECH 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP206' time 4000 flag 1  // ~s~Drop your girl off at ~y~Battery Point~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_20606
00D6: if 
0039:   50@ == 7 
004D: jump_if_false @PIMP_20793 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_20793 
0247: load_model #BMYST 

:PIMP_20650
00D6: if 
8248:   not model #BMYST available 
004D: jump_if_false @PIMP_20676 
0001: wait 0 ms 
0002: jump @PIMP_20650 

:PIMP_20676
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYST at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #BMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP207' time 4000 flag 1  // ~y~Palisades~s~ is your next destination.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_20793
00D6: if 
0039:   58@ == 3 
004D: jump_if_false @PIMP_21651 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @PIMP_20890 
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @PIMP_20890 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @PIMP_20890 
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @PIMP_20890 
0006: 58@ = 4 

:PIMP_20890
0209: 50@ = random_int_in_ranges 8 12 
00D6: if 
0039:   50@ == 8 
004D: jump_if_false @PIMP_21086 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_21086 
0247: load_model #OMOST 

:PIMP_20943
00D6: if 
8248:   not model #OMOST available 
004D: jump_if_false @PIMP_20969 
0001: wait 0 ms 
0002: jump @PIMP_20943 

:PIMP_20969
009A: 91@(50@,28i) = create_actor_pedtype 4 model #OMOST at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #OMOST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP208' time 4000 flag 1  // ~s~Go to ~y~Chinatown~s~ to find a trick for your girl.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_21086
00D6: if 
0039:   50@ == 9 
004D: jump_if_false @PIMP_21277 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_21277 
0247: load_model #WMYBU 

:PIMP_21131
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_21158 
0001: wait 0 ms 
0002: jump @PIMP_21131 

:PIMP_21158
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP209' time 4000 flag 1  // ~s~Head ~y~Downtown~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_21277
00D6: if 
0039:   50@ == 10 
004D: jump_if_false @PIMP_21464 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_21464 
0247: load_model #BMYBU 

:PIMP_21321
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_21347 
0001: wait 0 ms 
0002: jump @PIMP_21321 

:PIMP_21347
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP210' time 4000 flag 1  // ~s~Drive to the ~y~Financial District~s~ quickly.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_21464
00D6: if 
0039:   50@ == 11 
004D: jump_if_false @PIMP_21651 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_21651 
0247: load_model #BMYST 

:PIMP_21508
00D6: if 
8248:   not model #BMYST available 
004D: jump_if_false @PIMP_21534 
0001: wait 0 ms 
0002: jump @PIMP_21508 

:PIMP_21534
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYST at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #BMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP211' time 4000 flag 1  // ~s~Get to ~y~Esplanade East~s~ for another trick.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_21651
00D6: if 
0039:   58@ == 4 
004D: jump_if_false @PIMP_22509 
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @PIMP_21748 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @PIMP_21748 
00D6: if 
0039:   74@ == 1 
004D: jump_if_false @PIMP_21748 
00D6: if 
0039:   75@ == 1 
004D: jump_if_false @PIMP_21748 
0006: 58@ = 5 

:PIMP_21748
0209: 50@ = random_int_in_ranges 12 16 
00D6: if 
0039:   50@ == 12 
004D: jump_if_false @PIMP_21948 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_21948 
0247: load_model #WMYBU 

:PIMP_21802
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_21829 
0001: wait 0 ms 
0002: jump @PIMP_21802 

:PIMP_21829
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP212' time 4000 flag 1  // ~y~Queens~s~ next.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_21948
00D6: if 
0039:   50@ == 13 
004D: jump_if_false @PIMP_22135 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_22135 
0247: load_model #WMYDRUG 

:PIMP_21992
00D6: if 
8248:   not model #WMYDRUG available 
004D: jump_if_false @PIMP_22018 
0001: wait 0 ms 
0002: jump @PIMP_21992 

:PIMP_22018
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYDRUG at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYDRUG 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP213' time 4000 flag 1  // ~s~Drive to ~y~Hashbury~s~ to find another customer.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_22135
00D6: if 
0039:   50@ == 14 
004D: jump_if_false @PIMP_22322 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_22322 
0247: load_model #BMYBU 

:PIMP_22179
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_22205 
0001: wait 0 ms 
0002: jump @PIMP_22179 

:PIMP_22205
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP214' time 4000 flag 1  // ~s~Drop your girl off at ~y~Ocean Flats~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_22322
00D6: if 
0039:   50@ == 15 
004D: jump_if_false @PIMP_22509 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_22509 
0247: load_model #WMYGOL1 

:PIMP_22366
00D6: if 
8248:   not model #WMYGOL1 available 
004D: jump_if_false @PIMP_22392 
0001: wait 0 ms 
0002: jump @PIMP_22366 

:PIMP_22392
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYGOL1 at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYGOL1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP215' time 4000 flag 1  // ~y~Avispa Country Club~s~ is your next destination.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_22509
00D6: if 
0039:   58@ == 5 
004D: jump_if_false @PIMP_23367 
00D6: if 
0039:   76@ == 1 
004D: jump_if_false @PIMP_22606 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @PIMP_22606 
00D6: if 
0039:   78@ == 1 
004D: jump_if_false @PIMP_22606 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @PIMP_22606 
0006: 58@ = 6 

:PIMP_22606
0209: 50@ = random_int_in_ranges 16 20 
00D6: if 
0039:   50@ == 16 
004D: jump_if_false @PIMP_22806 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_22806 
0247: load_model #WMYBU 

:PIMP_22660
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_22687 
0001: wait 0 ms 
0002: jump @PIMP_22660 

:PIMP_22687
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP216' time 4000 flag 1  // ~s~Drop your girl off at ~y~King's~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_22806
00D6: if 
0039:   50@ == 17 
004D: jump_if_false @PIMP_22993 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_22993 
0247: load_model #WMYDRUG 

:PIMP_22850
00D6: if 
8248:   not model #WMYDRUG available 
004D: jump_if_false @PIMP_22876 
0001: wait 0 ms 
0002: jump @PIMP_22850 

:PIMP_22876
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYDRUG at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYDRUG 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP217' time 4000 flag 1  // ~y~Garcia~s~ is your next destination.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_22993
00D6: if 
0039:   50@ == 18 
004D: jump_if_false @PIMP_23180 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_23180 
0247: load_model #WMYCON 

:PIMP_23037
00D6: if 
8248:   not model #WMYCON available 
004D: jump_if_false @PIMP_23063 
0001: wait 0 ms 
0002: jump @PIMP_23037 

:PIMP_23063
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYCON at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYCON 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP218' time 4000 flag 1  // ~s~Go to ~y~Doherty~s~ to find a trick for your girl.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_23180
00D6: if 
0039:   50@ == 19 
004D: jump_if_false @PIMP_23367 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_23367 
0247: load_model #WMYMECH 

:PIMP_23224
00D6: if 
8248:   not model #WMYMECH available 
004D: jump_if_false @PIMP_23250 
0001: wait 0 ms 
0002: jump @PIMP_23224 

:PIMP_23250
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYMECH at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYMECH 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP219' time 4000 flag 1  // ~s~Head to ~y~Easter Basin~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_23367
00D6: if 
0039:   58@ == 6 
004D: jump_if_false @PIMP_24020 
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @PIMP_23446 
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @PIMP_23446 
00D6: if 
0039:   82@ == 1 
004D: jump_if_false @PIMP_23446 
0006: 58@ = 7 

:PIMP_23446
0209: 50@ = random_int_in_ranges 20 23 
00D6: if 
0039:   50@ == 20 
004D: jump_if_false @PIMP_23646 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_23646 
0247: load_model #WMYBU 

:PIMP_23500
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_23527 
0001: wait 0 ms 
0002: jump @PIMP_23500 

:PIMP_23527
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP220' time 4000 flag 1  // ~s~Drive to ~y~Missionary Hill~s~ quickly.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_23646
00D6: if 
0039:   50@ == 21 
004D: jump_if_false @PIMP_23833 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_23833 
0247: load_model #BMYBU 

:PIMP_23690
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_23716 
0001: wait 0 ms 
0002: jump @PIMP_23690 

:PIMP_23716
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP221' time 4000 flag 1  // ~s~Get to ~y~Foster Valley~s~ for another trick.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_23833
00D6: if 
0039:   50@ == 22 
004D: jump_if_false @PIMP_24020 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_24020 
0247: load_model #WMYSGRD 

:PIMP_23877
00D6: if 
8248:   not model #WMYSGRD available 
004D: jump_if_false @PIMP_23903 
0001: wait 0 ms 
0002: jump @PIMP_23877 

:PIMP_23903
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYSGRD at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYSGRD 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP222' time 4000 flag 1  // ~y~Easter Bay Airport~s~ next.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_24020
00D6: if 
0039:   58@ == 7 
004D: jump_if_false @PIMP_24878 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @PIMP_24117 
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @PIMP_24117 
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @PIMP_24117 
00D6: if 
0039:   86@ == 1 
004D: jump_if_false @PIMP_24117 
0006: 58@ = 1 

:PIMP_24117
0209: 50@ = random_int_in_ranges 23 27 
00D6: if 
0039:   50@ == 23 
004D: jump_if_false @PIMP_24317 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_24317 
0247: load_model #WMYBU 

:PIMP_24171
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_24198 
0001: wait 0 ms 
0002: jump @PIMP_24171 

:PIMP_24198
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP223' time 4000 flag 1  // ~s~Drive to ~y~Palisades~s~ to find another customer.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_24317
00D6: if 
0039:   50@ == 24 
004D: jump_if_false @PIMP_24504 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_24504 
0247: load_model #WMYDRUG 

:PIMP_24361
00D6: if 
8248:   not model #WMYDRUG available 
004D: jump_if_false @PIMP_24387 
0001: wait 0 ms 
0002: jump @PIMP_24361 

:PIMP_24387
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYDRUG at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYDRUG 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP224' time 4000 flag 1  // ~s~Drop your girl off at ~y~Paradiso~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_24504
00D6: if 
0039:   50@ == 25 
004D: jump_if_false @PIMP_24691 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_24691 
0247: load_model #WMYBMX 

:PIMP_24548
00D6: if 
8248:   not model #WMYBMX available 
004D: jump_if_false @PIMP_24574 
0001: wait 0 ms 
0002: jump @PIMP_24548 

:PIMP_24574
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBMX at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYBMX 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP225' time 4000 flag 1  // ~y~Santa Flora~s~ is your next destination.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_24691
00D6: if 
0039:   50@ == 26 
004D: jump_if_false @PIMP_24878 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_24878 
0247: load_model #BMYBU 

:PIMP_24735
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_24761 
0001: wait 0 ms 
0002: jump @PIMP_24735 

:PIMP_24761
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP226' time 4000 flag 1  // ~y~City Hall~s~ is your next destination.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_24878
00D6: if 
04A4:   531@ == 3 // == constant 
004D: jump_if_false @PIMP_29178 
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @PIMP_25754 
00D6: if 
0039:   60@ == 1 
004D: jump_if_false @PIMP_24993 
00D6: if 
0039:   61@ == 1 
004D: jump_if_false @PIMP_24993 
00D6: if 
0039:   62@ == 1 
004D: jump_if_false @PIMP_24993 
00D6: if 
0039:   63@ == 1 
004D: jump_if_false @PIMP_24993 
0006: 58@ = 2 

:PIMP_24993
0209: 50@ = random_int_in_ranges 0 4 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @PIMP_25189 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_25189 
0247: load_model #SWMYHP1 

:PIMP_25046
00D6: if 
8248:   not model #SWMYHP1 available 
004D: jump_if_false @PIMP_25072 
0001: wait 0 ms 
0002: jump @PIMP_25046 

:PIMP_25072
009A: 91@(50@,28i) = create_actor_pedtype 4 model #SWMYHP1 at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #SWMYHP1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP300' time 4000 flag 1  // ~s~Go to the ~y~Pink Swan~s~ to find a trick for your girl.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_25189
00D6: if 
0039:   50@ == 1 
004D: jump_if_false @PIMP_25376 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_25376 
0247: load_model #SWMYHP1 

:PIMP_25233
00D6: if 
8248:   not model #SWMYHP1 available 
004D: jump_if_false @PIMP_25259 
0001: wait 0 ms 
0002: jump @PIMP_25233 

:PIMP_25259
009A: 91@(50@,28i) = create_actor_pedtype 4 model #SWMYHP1 at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #SWMYHP1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP301' time 4000 flag 1  // ~s~Head to the ~y~Four Dragons~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_25376
00D6: if 
0039:   50@ == 2 
004D: jump_if_false @PIMP_25563 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_25563 
0247: load_model #BMYBU 

:PIMP_25420
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_25446 
0001: wait 0 ms 
0002: jump @PIMP_25420 

:PIMP_25446
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYBU at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP302' time 4000 flag 1  // ~s~Drive to the ~y~Camel's Toe~s~ quickly.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_25563
00D6: if 
0039:   50@ == 3 
004D: jump_if_false @PIMP_25754 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_25754 
0247: load_model #WMYBU 

:PIMP_25608
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_25635 
0001: wait 0 ms 
0002: jump @PIMP_25608 

:PIMP_25635
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBU at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP303' time 4000 flag 1  // ~s~Get to ~y~Come-A-Lot~s~ for another trick.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_25754
00D6: if 
0039:   58@ == 2 
004D: jump_if_false @PIMP_26612 
00D6: if 
0039:   64@ == 1 
004D: jump_if_false @PIMP_25851 
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @PIMP_25851 
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @PIMP_25851 
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @PIMP_25851 
0006: 58@ = 3 

:PIMP_25851
0209: 50@ = random_int_in_ranges 4 8 
00D6: if 
0039:   50@ == 4 
004D: jump_if_false @PIMP_26047 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_26047 
0247: load_model #DWMOLC1 

:PIMP_25904
00D6: if 
8248:   not model #DWMOLC1 available 
004D: jump_if_false @PIMP_25930 
0001: wait 0 ms 
0002: jump @PIMP_25904 

:PIMP_25930
009A: 91@(50@,28i) = create_actor_pedtype 4 model #DWMOLC1 at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #DWMOLC1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP304' time 4000 flag 1  // ~y~Pirates in Men's Pants~s~ next.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_26047
00D6: if 
0039:   50@ == 5 
004D: jump_if_false @PIMP_26234 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_26234 
0247: load_model #DWMOLC2 

:PIMP_26091
00D6: if 
8248:   not model #DWMOLC2 available 
004D: jump_if_false @PIMP_26117 
0001: wait 0 ms 
0002: jump @PIMP_26091 

:PIMP_26117
009A: 91@(50@,28i) = create_actor_pedtype 4 model #DWMOLC2 at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #DWMOLC2 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP305' time 4000 flag 1  // ~s~Drive to the ~y~Royal Casino~s~ to find another customer.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_26234
00D6: if 
0039:   50@ == 6 
004D: jump_if_false @PIMP_26421 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_26421 
0247: load_model #BMYBU 

:PIMP_26278
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_26304 
0001: wait 0 ms 
0002: jump @PIMP_26278 

:PIMP_26304
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYBU at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP306' time 4000 flag 1  // ~s~Drop your girl off at ~y~Caligula's Palace~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_26421
00D6: if 
0039:   50@ == 7 
004D: jump_if_false @PIMP_26612 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_26612 
0247: load_model #WMYBU 

:PIMP_26466
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_26493 
0001: wait 0 ms 
0002: jump @PIMP_26466 

:PIMP_26493
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBU at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP307' time 4000 flag 1  // ~y~The High Roller~s~ is your next destination.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_26612
00D6: if 
0039:   58@ == 3 
004D: jump_if_false @PIMP_27470 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @PIMP_26709 
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @PIMP_26709 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @PIMP_26709 
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @PIMP_26709 
0006: 58@ = 4 

:PIMP_26709
0209: 50@ = random_int_in_ranges 8 12 
00D6: if 
0039:   50@ == 8 
004D: jump_if_false @PIMP_26905 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_26905 
0247: load_model #DWMOLC1 

:PIMP_26762
00D6: if 
8248:   not model #DWMOLC1 available 
004D: jump_if_false @PIMP_26788 
0001: wait 0 ms 
0002: jump @PIMP_26762 

:PIMP_26788
009A: 91@(50@,28i) = create_actor_pedtype 4 model #DWMOLC1 at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #DWMOLC1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP308' time 4000 flag 1  // ~s~Go to ~y~Pilgrim~s~ to find a trick for your girl.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_26905
00D6: if 
0039:   50@ == 9 
004D: jump_if_false @PIMP_27092 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_27092 
0247: load_model #DWMOLC2 

:PIMP_26949
00D6: if 
8248:   not model #DWMOLC2 available 
004D: jump_if_false @PIMP_26975 
0001: wait 0 ms 
0002: jump @PIMP_26949 

:PIMP_26975
009A: 91@(50@,28i) = create_actor_pedtype 4 model #DWMOLC2 at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #DWMOLC2 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP309' time 4000 flag 1  // ~s~Head to the ~y~Starfish Casino~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_27092
00D6: if 
0039:   50@ == 10 
004D: jump_if_false @PIMP_27279 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_27279 
0247: load_model #BMYBU 

:PIMP_27136
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_27162 
0001: wait 0 ms 
0002: jump @PIMP_27136 

:PIMP_27162
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYBU at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP310' time 4000 flag 1  // ~s~Drive to the ~y~Strip~s~ quickly.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_27279
00D6: if 
0039:   50@ == 11 
004D: jump_if_false @PIMP_27470 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_27470 
0247: load_model #WMYBU 

:PIMP_27324
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_27351 
0001: wait 0 ms 
0002: jump @PIMP_27324 

:PIMP_27351
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBU at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP311' time 4000 flag 1  // ~s~Get to the ~y~Visage~s~ for another trick.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_27470
00D6: if 
0039:   58@ == 4 
004D: jump_if_false @PIMP_28324 
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @PIMP_27567 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @PIMP_27567 
00D6: if 
0039:   74@ == 1 
004D: jump_if_false @PIMP_27567 
00D6: if 
0039:   75@ == 1 
004D: jump_if_false @PIMP_27567 
0006: 58@ = 5 

:PIMP_27567
0209: 50@ = random_int_in_ranges 12 16 
00D6: if 
0039:   50@ == 12 
004D: jump_if_false @PIMP_27763 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_27763 
0247: load_model #WMYMECH 

:PIMP_27620
00D6: if 
8248:   not model #WMYMECH available 
004D: jump_if_false @PIMP_27646 
0001: wait 0 ms 
0002: jump @PIMP_27620 

:PIMP_27646
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYMECH at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #WMYMECH 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP312' time 4000 flag 1  // ~y~Emerald Isle~s~ next.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_27763
00D6: if 
0039:   50@ == 13 
004D: jump_if_false @PIMP_27950 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_27950 
0247: load_model #DWMYLC1 

:PIMP_27807
00D6: if 
8248:   not model #DWMYLC1 available 
004D: jump_if_false @PIMP_27833 
0001: wait 0 ms 
0002: jump @PIMP_27807 

:PIMP_27833
009A: 91@(50@,28i) = create_actor_pedtype 4 model #DWMYLC1 at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #DWMYLC1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP313' time 4000 flag 1  // ~s~Drive to ~y~Roca Escalante~s~ to find another customer.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_27950
00D6: if 
0039:   50@ == 14 
004D: jump_if_false @PIMP_28137 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_28137 
0247: load_model #BMYBU 

:PIMP_27994
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_28020 
0001: wait 0 ms 
0002: jump @PIMP_27994 

:PIMP_28020
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYBU at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP314' time 4000 flag 1  // ~s~Drop your girl off by the ~y~Old Venturas Strip~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_28137
00D6: if 
0039:   50@ == 15 
004D: jump_if_false @PIMP_28324 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_28324 
0247: load_model #WMYDRUG 

:PIMP_28181
00D6: if 
8248:   not model #WMYDRUG available 
004D: jump_if_false @PIMP_28207 
0001: wait 0 ms 
0002: jump @PIMP_28181 

:PIMP_28207
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYDRUG at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #WMYDRUG 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP315' time 4000 flag 1  // ~y~The Clown's Pocket~s~ is your next destination.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_28324
00D6: if 
0039:   58@ == 5 
004D: jump_if_false @PIMP_29178 
00D6: if 
0039:   76@ == 1 
004D: jump_if_false @PIMP_28421 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @PIMP_28421 
00D6: if 
0039:   78@ == 1 
004D: jump_if_false @PIMP_28421 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @PIMP_28421 
0006: 58@ = 1 

:PIMP_28421
0209: 50@ = random_int_in_ranges 16 20 
00D6: if 
0039:   50@ == 16 
004D: jump_if_false @PIMP_28617 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_28617 
0247: load_model #WMOPREA 

:PIMP_28474
00D6: if 
8248:   not model #WMOPREA available 
004D: jump_if_false @PIMP_28500 
0001: wait 0 ms 
0002: jump @PIMP_28474 

:PIMP_28500
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMOPREA at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #WMOPREA 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP316' time 4000 flag 1  // ~s~Go to the ~y~Blackfield Chapel~s~ to find a trick for your girl.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_28617
00D6: if 
0039:   50@ == 17 
004D: jump_if_false @PIMP_28804 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_28804 
0247: load_model #WMYST 

:PIMP_28661
00D6: if 
8248:   not model #WMYST available 
004D: jump_if_false @PIMP_28687 
0001: wait 0 ms 
0002: jump @PIMP_28661 

:PIMP_28687
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYST at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #WMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP317' time 4000 flag 1  // ~s~Head to ~y~Greenglass College~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_28804
00D6: if 
0039:   50@ == 18 
004D: jump_if_false @PIMP_28991 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_28991 
0247: load_model #BMYBU 

:PIMP_28848
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_28874 
0001: wait 0 ms 
0002: jump @PIMP_28848 

:PIMP_28874
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYBU at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP318' time 4000 flag 1  // ~s~Drive to ~y~Las Venturas Airport~s~ quickly.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_28991
00D6: if 
0039:   50@ == 19 
004D: jump_if_false @PIMP_29178 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_29178 
0247: load_model #DWMYLC1 

:PIMP_29035
00D6: if 
8248:   not model #DWMYLC1 available 
004D: jump_if_false @PIMP_29061 
0001: wait 0 ms 
0002: jump @PIMP_29035 

:PIMP_29061
009A: 91@(50@,28i) = create_actor_pedtype 4 model #DWMYLC1 at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #DWMYLC1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP319' time 4000 flag 1  // ~s~Get to the ~y~Last Dime Motel~s~ for another trick.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_29178
00D6: if 
0039:   520@ == 1 
004D: jump_if_false @PIMP_29735 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @PIMP_29735 
00D6: if 
001B:   1 > 49@ 
004D: jump_if_false @PIMP_29301 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_29267 
00BC: show_text_highpriority GXT 'PIMP_3' time 6000 flag 1  // ~w~Nice wheels! Keep me safe and you'll get a percentage!

:PIMP_29267
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_29301 
00BC: show_text_highpriority GXT 'PIMP_31' time 6000 flag 1  // ~w~Treat me right!

:PIMP_29301
00D6: if 
0019:   49@ > 0 
004D: jump_if_false @PIMP_29721 
0006: 541@ = 1 
00D6: if 
8039:   not  513@ == 1 
004D: jump_if_false @PIMP_29721 
08D4: 529@ = create_panel_with_title 'PIMP_70' position 31.0 80.0 width 89.0 columns 2 interactive 0 background 1 alignment 1  // Pimping
0006: 34@ = 1 
08DB: set_panel 529@ column 0 header 'PIMP_71' data 'PIMP_72' 'PIMP_73' 'PIMP_74' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Payment: // Trick Cut // Multiplier // Total Cash
08D6: set_panel 529@ column 1 alignment 2 
0006: 528@ = 300 
0085: 526@ = 49@ // (int) 
006A: 526@ *= 528@ // (int) 
08EE: set_panel 529@ column 1 row 0 text_1number GXT 'DOLLAR' number 528@  // $~1~
08EE: set_panel 529@ column 1 row 1 text_1number GXT 'PIMP_75' number 49@  // X ~1~
08EE: set_panel 529@ column 1 row 2 text_1number GXT 'DOLLAR' number 526@  // $~1~
090E: set_panel 529@ active_row 2 
0093: 527@ = integer 526@ to_float 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_29672 
00BC: show_text_highpriority GXT 'PIMP_7' time 6000 flag 1  // ~w~Here's your cut!
0109: player $PLAYER_CHAR money = 526@ 
0624: add 527@ to_float_stat 36 

:PIMP_29672
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_29721 
00BC: show_text_highpriority GXT 'PIMP_32' time 6000 flag 1  // ~w~There's your share big boy!
0109: player $PLAYER_CHAR money = 526@ 
0624: add 527@ to_float_stat 36 

:PIMP_29721
0006: 520@ = 2 
0006: 32@ = 0 

:PIMP_29735
00D6: if 
0039:   520@ == 2 
004D: jump_if_false @PIMP_29809 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @PIMP_29809 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @PIMP_29802 
08DA: remove_panel 529@ 
0006: 34@ = 0 

:PIMP_29802
0006: 520@ = 3 

:PIMP_29809
00D6: if 
0039:   47@ == 2 
004D: jump_if_false @PIMP_29982 
00D6: if 
8118:   not actor 91@(50@,28i) dead 
004D: jump_if_false @PIMP_29899 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_29873 
0085: 511@ = 50@ // (int) 

:PIMP_29873
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_29899 
0085: 512@ = 50@ // (int) 

:PIMP_29899
0164: disable_marker 89@ 
0187: 89@ = create_marker_above_actor 91@(50@,28i) 
0165: set_marker 89@ color_to 4 
0004: $8246 = 180000 
014F: stop_timer $8246 
0006: 537@ = 0 
03C3: set_timer_to $8246 type 1 GXT 'PIMP_90' // global_variable  // TIME
0006: 537@ = 1 
0006: 47@ = 3 
0006: 48@ = 0 

:PIMP_29982
00D6: if 
0039:   47@ == 3 
004D: jump_if_false @PIMP_30738 
00D6: if 
8118:   not actor 91@(50@,28i) dead 
004D: jump_if_false @PIMP_30738 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_30738 
00D6: if 
0039:   521@ == 0 
004D: jump_if_false @PIMP_30100 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_30100 
0186: 522@ = create_marker_above_car 40@ 
07E0: set_marker 522@ type_to 1 
0164: disable_marker 89@ 
0006: 521@ = 1 

:PIMP_30100
00D6: if 
0039:   521@ == 1 
004D: jump_if_false @PIMP_30196 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_30196 
0164: disable_marker 522@ 
0006: 521@ = 0 
0164: disable_marker 89@ 
0187: 89@ = create_marker_above_actor 91@(50@,28i) 
0165: set_marker 89@ color_to 4 
00BC: show_text_highpriority GXT 'PIMP_53' time 6000 flag 1  // ~s~Get to the customer's ~y~area~s~ now!
0006: 521@ = 0 

:PIMP_30196
00D6: if 
051A:   actor 91@(50@,28i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PIMP_30242 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Respect your customers! They won't use your girls again if you get tough with them!
0002: jump @PIMP_37455 

:PIMP_30242
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_30738 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_30738 
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @PIMP_30738 
00D6: if 
0039:   521@ == 0 
004D: jump_if_false @PIMP_30738 
00D6: if 
00F4:   actor $PLAYER_ACTOR near_actor 91@(50@,28i) radius 10.0 10.0 0 in_car 
004D: jump_if_false @PIMP_30738 
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @PIMP_30449 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_30408 
00BC: show_text_highpriority GXT 'PIMP_6' time 4000 flag 1  // ~w~Ok! Here's my customer! Let me out and I'll call you when I'm done!
0006: 48@ = 1 

:PIMP_30408
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_30449 
00BC: show_text_highpriority GXT 'PIMP_33' time 4000 flag 1  // ~w~Here's my man. Stop nearby. I'll call you when I'm ready for my next appointment.
0006: 48@ = 1 

:PIMP_30449
0085: 53@ = 37@ // (int) 
00D6: if 
01C1:   car 40@ stopped 
004D: jump_if_false @PIMP_30738 
0639: AS_actor 91@(50@,28i) rotate_to_actor 35@(53@,2i) 
0687: clear_actor 35@(53@,2i) task 
0085: 54@ = 50@ // (int) 
0006: 537@ = 0 
014F: stop_timer $8246 
0004: $8246 = 180000 
0615: define_AS_pack_begin 39@ 
05CD: AS_actor -1 exit_car 40@ 
040D: unload_wav 4 
00D6: if 
04A4:   531@ == 1 // == constant 
004D: jump_if_false @PIMP_30592 
05D3: AS_actor -1 goto_point 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) mode 6 time 10000 ms // versionA 

:PIMP_30592
00D6: if 
04A4:   531@ == 2 // == constant 
004D: jump_if_false @PIMP_30640 
05D3: AS_actor -1 goto_point 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) mode 6 time 10000 ms // versionA 

:PIMP_30640
00D6: if 
04A4:   531@ == 3 // == constant 
004D: jump_if_false @PIMP_30688 
05D3: AS_actor -1 goto_point 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) mode 6 time 10000 ms // versionA 

:PIMP_30688
0616: define_AS_pack_end 39@ 
0618: assign_actor 35@(53@,2i) to_AS_pack 39@ 
061B: remove_references_to_AS_pack 39@ 
0006: 46@ = 1 
0006: 55@ = 1 
0006: 47@ = 4 
0006: 32@ = 0 

:PIMP_30738
00D6: if 
0039:   55@ == 1 
004D: jump_if_false @PIMP_30900 
00D6: if 
8118:   not actor 35@(53@,2i) dead 
004D: jump_if_false @PIMP_30900 
00D6: if 
8118:   not actor 91@(54@,28i) dead 
004D: jump_if_false @PIMP_30900 
00D6: if 
00F2:   actor 35@(53@,2i) near_actor 91@(54@,28i) radius 3.0 3.0 0 
004D: jump_if_false @PIMP_30900 
0687: clear_actor 35@(53@,2i) task 
0687: clear_actor 91@(54@,28i) task 
0677: AS_actor 35@(53@,2i) chat_with_actor 91@(54@,28i) lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 91@(54@,28i) chat_with_actor 35@(53@,2i) lead_speaker_flag 0 unknown_flag 1 
0006: 55@ = 0 

:PIMP_30900
00D6: if 
0039:   47@ == 4 
004D: jump_if_false @PIMP_31126 
00D6: if 
051A:   actor 91@(50@,28i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PIMP_30964 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Respect your customers! They won't use your girls again if you get tough with them!
0002: jump @PIMP_37455 

:PIMP_30964
00D6: if 
8118:   not actor 35@(53@,2i) dead 
004D: jump_if_false @PIMP_31126 
00D6: if 
8118:   not actor 91@(50@,28i) dead 
004D: jump_if_false @PIMP_31126 
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @PIMP_31029 
0006: 47@ = 15 

:PIMP_31029
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @PIMP_31126 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_31126 
0006: 42@ = 0 
0006: 41@ = 0 
0006: 37@ = 1 
0006: 47@ = 99 
0164: disable_marker 89@ 
0006: 45@ = 0 
0006: 44@ = 0 
0006: 46@ = 0 
0006: 52@ = 1 

:PIMP_31126
00D6: if 
0039:   47@ == 15 
004D: jump_if_false @PIMP_31230 
00D6: if 
051A:   actor 91@(50@,28i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PIMP_31190 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Respect your customers! They won't use your girls again if you get tough with them!
0002: jump @PIMP_37455 

:PIMP_31190
0164: disable_marker 89@ 
0006: 45@ = 0 
0006: 44@ = 0 
0006: 46@ = 0 
0050: gosub @PIMP_35660 
0006: 47@ = 20 

:PIMP_31230
00D6: if 
0039:   47@ == 20 
004D: jump_if_false @PIMP_31301 
00D6: if 
051A:   actor 91@(50@,28i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PIMP_31294 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Respect your customers! They won't use your girls again if you get tough with them!
0002: jump @PIMP_37455 

:PIMP_31294
0006: 47@ = 25 

:PIMP_31301
00D6: if 
0039:   47@ == 25 
004D: jump_if_false @PIMP_32099 
0209: 513@ = random_int_in_ranges 0 4 
00D6: if 
001B:   2 > 49@ 
004D: jump_if_false @PIMP_31353 
0006: 513@ = 3 

:PIMP_31353
00D6: if 
0039:   513@ == 0 
004D: jump_if_false @PIMP_31652 
0006: 47@ = 30 
00BC: show_text_highpriority GXT 'PIMP_35' time 6000 flag 1  // ~w~Help me! This punk is getting rough! He thinks I've given him crabs!
0006: 524@ = 1 
0006: 32@ = 0 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_31530 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_31530 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(511@,28i) 
0770: set_actor 91@(511@,28i) target_priority 1 
0006: 119@(511@,28i) = 0 
0165: set_marker 90@ color_to 0 
014F: stop_timer $8246 
0004: $8246 = 180000 
03C3: set_timer_to $8246 type 1 GXT 'PIMP_90' // global_variable  // TIME
0006: 537@ = 2 

:PIMP_31530
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_31652 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_31652 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(512@,28i) 
0770: set_actor 91@(512@,28i) target_priority 1 
0006: 119@(512@,28i) = 0 
0165: set_marker 90@ color_to 0 
014F: stop_timer $8246 
0004: $8246 = 180000 
03C3: set_timer_to $8246 type 1 GXT 'PIMP_90' // global_variable  // TIME
0006: 537@ = 2 

:PIMP_31652
00D6: if 
0039:   513@ == 1 
004D: jump_if_false @PIMP_31975 
0006: 47@ = 40 
00BC: show_text_highpriority GXT 'PIMP_39' time 6000 flag 1  // ~w~I got a cheapskate who won't pay! I need your persuasive technique!
0006: 525@ = 1 
0006: 32@ = 0 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_31841 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_31841 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(511@,28i) 
0770: set_actor 91@(511@,28i) target_priority 1 
0006: 119@(511@,28i) = 0 
03FE: set_actor 91@(511@,28i) money 250 
0165: set_marker 90@ color_to 0 
014F: stop_timer $8246 
0004: $8246 = 180000 
03C3: set_timer_to $8246 type 1 GXT 'PIMP_90' // global_variable  // TIME
0006: 537@ = 2 

:PIMP_31841
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_31975 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_31975 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(512@,28i) 
0770: set_actor 91@(512@,28i) target_priority 1 
0006: 119@(512@,28i) = 0 
0165: set_marker 90@ color_to 0 
03FE: set_actor 91@(512@,28i) money 250 
014F: stop_timer $8246 
0004: $8246 = 180000 
03C3: set_timer_to $8246 type 1 GXT 'PIMP_90' // global_variable  // TIME
0006: 537@ = 2 

:PIMP_31975
00D6: if 
0039:   513@ == 2 
004D: jump_if_false @PIMP_32037 
0006: 523@ = 0 
0006: 47@ = 50 
00BC: show_text_highpriority GXT 'PIMP_56' time 4000 flag 1  // ~w~Hey, I'm finished. Come by and pick me up!
0006: 32@ = 0 
0006: 523@ = 1 

:PIMP_32037
00D6: if 
0039:   513@ == 3 
004D: jump_if_false @PIMP_32099 
0006: 523@ = 0 
0006: 47@ = 50 
00BC: show_text_highpriority GXT 'PIMP_56' time 4000 flag 1  // ~w~Hey, I'm finished. Come by and pick me up!
0006: 32@ = 0 
0006: 523@ = 1 

:PIMP_32099
00D6: if 
0039:   47@ == 30 
004D: jump_if_false @PIMP_32970 
00D6: if 
0039:   525@ == 1 
004D: jump_if_false @PIMP_32177 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @PIMP_32177 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Chase down that ~r~punk~s~ quickly
0006: 525@ = 99 

:PIMP_32177
00D6: if 
0039:   524@ == 1 
004D: jump_if_false @PIMP_32237 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @PIMP_32237 
00BC: show_text_highpriority GXT 'PIMP_36' time 6000 flag 1  // ~s~A ~r~customer~s~ is being too rough with your girl! Get him!
0006: 524@ = 99 

:PIMP_32237
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_32506 
00D6: if 
0039:   521@ == 0 
004D: jump_if_false @PIMP_32317 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_32317 
0186: 522@ = create_marker_above_car 40@ 
07E0: set_marker 522@ type_to 1 
0164: disable_marker 90@ 
0006: 521@ = 1 

:PIMP_32317
00D6: if 
0039:   521@ == 1 
004D: jump_if_false @PIMP_32506 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_32506 
0164: disable_marker 522@ 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_32421 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_32421 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(511@,28i) 
0165: set_marker 90@ color_to 0 

:PIMP_32421
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_32483 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_32483 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(512@,28i) 
0165: set_marker 90@ color_to 0 

:PIMP_32483
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~That ~r~customer~s~ is taking advantage of your services. Destroy him!
0006: 521@ = 0 

:PIMP_32506
00D6: if 
0039:   521@ == 0 
004D: jump_if_false @PIMP_32838 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_32681 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_32681 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 35@(37@,2i) radius 50.0 50.0 0 
004D: jump_if_false @PIMP_32681 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_32681 
0687: clear_actor 35@(37@,2i) task 
05E2: AS_actor 35@(37@,2i) kill_actor 91@(511@,28i) 
05E2: AS_actor 91@(511@,28i) kill_actor 35@(37@,2i) 
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~That ~r~customer~s~ is taking advantage of your services. Destroy him!
0006: 47@ = 35 

:PIMP_32681
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_32838 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_32838 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 35@(37@,2i) radius 50.0 50.0 0 
004D: jump_if_false @PIMP_32838 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_32838 
05E2: AS_actor 91@(512@,28i) kill_actor 35@(37@,2i) 
0687: clear_actor 35@(37@,2i) task 
05E2: AS_actor 35@(37@,2i) kill_actor 91@(512@,28i) 
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~That ~r~customer~s~ is taking advantage of your services. Destroy him!
0006: 47@ = 35 

:PIMP_32838
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_32904 
00D6: if 
0118:   actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_32904 
0164: disable_marker 90@ 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
0006: 47@ = 50 

:PIMP_32904
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_32970 
00D6: if 
0118:   actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_32970 
0164: disable_marker 90@ 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
0006: 47@ = 50 

:PIMP_32970
00D6: if 
0039:   47@ == 35 
004D: jump_if_false @PIMP_33511 
0006: 516@ = 99 
00D6: if 
0039:   525@ == 1 
004D: jump_if_false @PIMP_33055 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @PIMP_33055 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Chase down that ~r~punk~s~ quickly
0006: 525@ = 99 

:PIMP_33055
00D6: if 
0039:   524@ == 1 
004D: jump_if_false @PIMP_33115 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @PIMP_33115 
00BC: show_text_highpriority GXT 'PIMP_36' time 6000 flag 1  // ~s~A ~r~customer~s~ is being too rough with your girl! Get him!
0006: 524@ = 99 

:PIMP_33115
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_33379 
00D6: if 
0039:   521@ == 0 
004D: jump_if_false @PIMP_33190 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_33190 
0186: 522@ = create_marker_above_car 40@ 
07E0: set_marker 522@ type_to 1 
0006: 521@ = 1 

:PIMP_33190
00D6: if 
0039:   521@ == 1 
004D: jump_if_false @PIMP_33379 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_33379 
0164: disable_marker 522@ 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_33294 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_33294 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(511@,28i) 
0165: set_marker 90@ color_to 0 

:PIMP_33294
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_33356 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_33356 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(512@,28i) 
0165: set_marker 90@ color_to 0 

:PIMP_33356
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~That ~r~customer~s~ is taking advantage of your services. Destroy him!
0006: 521@ = 0 

:PIMP_33379
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_33445 
00D6: if 
0118:   actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_33445 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
0164: disable_marker 90@ 
0006: 47@ = 50 

:PIMP_33445
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_33511 
00D6: if 
0118:   actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_33511 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
0164: disable_marker 90@ 
0006: 47@ = 50 

:PIMP_33511
00D6: if 
0039:   47@ == 40 
004D: jump_if_false @PIMP_34338 
00D6: if 
0039:   525@ == 1 
004D: jump_if_false @PIMP_33589 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @PIMP_33589 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Chase down that ~r~punk~s~ quickly
0006: 525@ = 99 

:PIMP_33589
00D6: if 
0039:   524@ == 1 
004D: jump_if_false @PIMP_33649 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @PIMP_33649 
00BC: show_text_highpriority GXT 'PIMP_36' time 6000 flag 1  // ~s~A ~r~customer~s~ is being too rough with your girl! Get him!
0006: 524@ = 99 

:PIMP_33649
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_33918 
00D6: if 
0039:   521@ == 0 
004D: jump_if_false @PIMP_33729 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_33729 
0186: 522@ = create_marker_above_car 40@ 
07E0: set_marker 522@ type_to 1 
0164: disable_marker 90@ 
0006: 521@ = 1 

:PIMP_33729
00D6: if 
0039:   521@ == 1 
004D: jump_if_false @PIMP_33918 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_33918 
0164: disable_marker 522@ 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_33833 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_33833 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(511@,28i) 
0165: set_marker 90@ color_to 0 

:PIMP_33833
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_33895 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_33895 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(512@,28i) 
0165: set_marker 90@ color_to 0 

:PIMP_33895
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~That ~r~customer~s~ is taking advantage of your services. Destroy him!
0006: 521@ = 0 

:PIMP_33918
00D6: if 
0039:   521@ == 0 
004D: jump_if_false @PIMP_34206 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_34071 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_34071 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 35@(37@,2i) radius 20.0 20.0 0 
004D: jump_if_false @PIMP_34071 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_34071 
05DD: AS_actor 91@(511@,28i) flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Chase down that ~r~punk~s~ quickly
0006: 47@ = 45 

:PIMP_34071
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_34206 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_34206 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 35@(37@,2i) radius 20.0 20.0 0 
004D: jump_if_false @PIMP_34206 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_34206 
05DD: AS_actor 91@(512@,28i) flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Chase down that ~r~punk~s~ quickly
0006: 47@ = 45 

:PIMP_34206
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_34272 
00D6: if 
0118:   actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_34272 
0164: disable_marker 90@ 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
0006: 47@ = 50 

:PIMP_34272
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_34338 
00D6: if 
0118:   actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_34338 
0164: disable_marker 90@ 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
0006: 47@ = 50 

:PIMP_34338
00D6: if 
0039:   47@ == 45 
004D: jump_if_false @PIMP_34889 
0006: 516@ = 99 
00D6: if 
0039:   525@ == 1 
004D: jump_if_false @PIMP_34423 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @PIMP_34423 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Chase down that ~r~punk~s~ quickly
0006: 525@ = 99 

:PIMP_34423
00D6: if 
0039:   524@ == 1 
004D: jump_if_false @PIMP_34483 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @PIMP_34483 
00BC: show_text_highpriority GXT 'PIMP_36' time 6000 flag 1  // ~s~A ~r~customer~s~ is being too rough with your girl! Get him!
0006: 524@ = 99 

:PIMP_34483
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_34747 
00D6: if 
0039:   521@ == 0 
004D: jump_if_false @PIMP_34558 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_34558 
0186: 522@ = create_marker_above_car 40@ 
07E0: set_marker 522@ type_to 1 
0006: 521@ = 1 

:PIMP_34558
00D6: if 
0039:   521@ == 1 
004D: jump_if_false @PIMP_34747 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_34747 
0164: disable_marker 522@ 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_34662 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_34662 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(511@,28i) 
0165: set_marker 90@ color_to 0 

:PIMP_34662
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_34724 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_34724 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(512@,28i) 
0165: set_marker 90@ color_to 0 

:PIMP_34724
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~That ~r~customer~s~ is taking advantage of your services. Destroy him!
0006: 521@ = 0 

:PIMP_34747
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_34818 
00D6: if 
0118:   actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_34818 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
0164: disable_marker 90@ 
0001: wait 2000 ms 
0006: 47@ = 50 

:PIMP_34818
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_34889 
00D6: if 
0118:   actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_34889 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
0164: disable_marker 90@ 
0001: wait 2000 ms 
0006: 47@ = 50 

:PIMP_34889
00D6: if 
0039:   47@ == 50 
004D: jump_if_false @PIMP_35170 
0006: 537@ = 0 
014F: stop_timer $8246 
0004: $8246 = 180000 
0006: 516@ = 0 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_35114 
00BE: text_clear_all 
0687: clear_actor 35@(37@,2i) task 
0164: disable_marker 88@ 
0187: 88@ = create_marker_above_actor 35@(37@,2i) 
07E0: set_marker 88@ type_to 1 
0006: 47@ = 25 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_35056 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_35056 
01C2: remove_references_to_actor 91@(511@,28i) // Like turning an actor into a random pedestrian 
0006: 119@(511@,28i) = 0 

:PIMP_35056
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_35114 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_35114 
01C2: remove_references_to_actor 91@(512@,28i) // Like turning an actor into a random pedestrian 
0006: 119@(512@,28i) = 0 

:PIMP_35114
0006: 47@ = 99 
0006: 42@ = 2 
000A: 49@ += 1 
0652: 540@ = integer_stat 210 
00D6: if 
801D:   not  540@ > 49@ // (int) 
004D: jump_if_false @PIMP_35170 
0629: change_integer_stat 210 to 49@ 

:PIMP_35170
00D6: if 
8118:   not actor 91@(50@,28i) dead 
004D: jump_if_false @PIMP_35259 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 91@(50@,28i) radius 50.0 50.0 60.0 sphere 0 
004D: jump_if_false @PIMP_35248 
0575: set_actor 91@(50@,28i) keep_position 0 
0002: jump @PIMP_35259 

:PIMP_35248
0575: set_actor 91@(50@,28i) keep_position 1 

:PIMP_35259
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_35348 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 91@(511@,28i) radius 50.0 50.0 60.0 sphere 0 
004D: jump_if_false @PIMP_35337 
0575: set_actor 91@(511@,28i) keep_position 0 
0002: jump @PIMP_35348 

:PIMP_35337
0575: set_actor 91@(511@,28i) keep_position 1 

:PIMP_35348
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_35437 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 91@(512@,28i) radius 50.0 50.0 60.0 sphere 0 
004D: jump_if_false @PIMP_35426 
0575: set_actor 91@(512@,28i) keep_position 0 
0002: jump @PIMP_35437 

:PIMP_35426
0575: set_actor 91@(512@,28i) keep_position 1 

:PIMP_35437
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @PIMP_35510 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 35@ radius 50.0 50.0 60.0 sphere 0 
004D: jump_if_false @PIMP_35503 
0575: set_actor 35@ keep_position 0 
0002: jump @PIMP_35510 

:PIMP_35503
0575: set_actor 35@ keep_position 1 

:PIMP_35510
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @PIMP_35583 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 36@ radius 50.0 50.0 60.0 sphere 0 
004D: jump_if_false @PIMP_35576 
0575: set_actor 36@ keep_position 0 
0002: jump @PIMP_35583 

:PIMP_35576
0575: set_actor 36@ keep_position 1 

:PIMP_35583
0002: jump @PIMP_3765 

:PIMP_35590
00D6: if 
8039:   not  35@(37@,2i) == -1 
004D: jump_if_false @PIMP_35658 
089F: get_actor 35@(37@,2i) pedtype_to 519@ 
00D6: if 
83A3:   not actor 35@(37@,2i) male 
004D: jump_if_false @PIMP_35658 
0006: 41@ = 99 
0006: 42@ = 1 

:PIMP_35658
0051: return 

:PIMP_35660
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_35687 
0006: 37@ = 1 
0051: return 

:PIMP_35687
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_35714 
0006: 37@ = 0 
0051: return 

:PIMP_35714
0051: return 
0051: return 

:PIMP_35718
00D6: if 
04A4:   531@ == 1 // == constant 
004D: jump_if_false @PIMP_36304 
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'IWD'  // Idlewood
0154:   actor $PLAYER_ACTOR in_zone 'GAN'  // Ganton
0154:   actor $PLAYER_ACTOR in_zone 'ELCO'  // El Corona
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'  // Little Mexico
004D: jump_if_false @PIMP_35810 
0006: 58@ = 1 

:PIMP_35810
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'LDOC'  // Ocean Docks
0154:   actor $PLAYER_ACTOR in_zone 'LAIR'  // Los Santos International
0154:   actor $PLAYER_ACTOR in_zone 'LIND'  // Willowfield
0154:   actor $PLAYER_ACTOR in_zone 'BLUF'  // Verdant Bluffs
004D: jump_if_false @PIMP_35884 
0006: 58@ = 2 

:PIMP_35884
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'COM'  // Commerce
0154:   actor $PLAYER_ACTOR in_zone 'LDT'  // Downtown Los Santos
0154:   actor $PLAYER_ACTOR in_zone 'GLN'  // Glen Park
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'  // Little Mexico
004D: jump_if_false @PIMP_35958 
0006: 58@ = 3 

:PIMP_35958
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'JEF'  // Jefferson
0154:   actor $PLAYER_ACTOR in_zone 'ELS'  // East Los Santos
0154:   actor $PLAYER_ACTOR in_zone 'LFL'  // Los Flores
0154:   actor $PLAYER_ACTOR in_zone 'EBE'  // East Beach
004D: jump_if_false @PIMP_36032 
0006: 58@ = 4 

:PIMP_36032
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'CONF'  // Conference Center
0154:   actor $PLAYER_ACTOR in_zone 'VERO'  // Verona Beach
0154:   actor $PLAYER_ACTOR in_zone 'SMB'  // Santa Maria Beach
0154:   actor $PLAYER_ACTOR in_zone 'MAR'  // Marina
0154:   actor $PLAYER_ACTOR in_zone 'MKT'  // Market
004D: jump_if_false @PIMP_36120 
0006: 58@ = 5 

:PIMP_36120
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'SMB'  // Santa Maria Beach
0154:   actor $PLAYER_ACTOR in_zone 'PLS'  // Playa del Seville
0154:   actor $PLAYER_ACTOR in_zone 'ROD'  // Rodeo
0154:   actor $PLAYER_ACTOR in_zone 'RIH'  // Richman
004D: jump_if_false @PIMP_36194 
0006: 58@ = 6 

:PIMP_36194
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'VIN'  // Vinewood
0154:   actor $PLAYER_ACTOR in_zone 'MUL'  // Mulholland
0154:   actor $PLAYER_ACTOR in_zone 'SUN'  // Temple
004D: jump_if_false @PIMP_36254 
0006: 58@ = 7 

:PIMP_36254
00D6: if 
001B:   1 > 58@ 
004D: jump_if_false @PIMP_36279 
0006: 58@ = 1 

:PIMP_36279
00D6: if 
0019:   58@ > 7 
004D: jump_if_false @PIMP_36304 
0006: 58@ = 1 

:PIMP_36304
00D6: if 
04A4:   531@ == 2 // == constant 
004D: jump_if_false @PIMP_36876 
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'BAYV'  // Palisades
0154:   actor $PLAYER_ACTOR in_zone 'PARA'  // Paradiso
0154:   actor $PLAYER_ACTOR in_zone 'CIVI'  // Santa Flora
0154:   actor $PLAYER_ACTOR in_zone 'CITYS'  // City Hall
004D: jump_if_false @PIMP_36396 
0006: 58@ = 1 

:PIMP_36396
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'CALT'  // Calton Heights
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHO'  // Juniper Hollow
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHI'  // Juniper Hill
0154:   actor $PLAYER_ACTOR in_zone 'ESPN'  // Esplanade North
004D: jump_if_false @PIMP_36470 
0006: 58@ = 2 

:PIMP_36470
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'SUNMA'  // Bayside Marina
0154:   actor $PLAYER_ACTOR in_zone 'SUNNN'  // Bayside
0154:   actor $PLAYER_ACTOR in_zone 'GANTB'  // Gant Bridge
0154:   actor $PLAYER_ACTOR in_zone 'BATTP'  // Battery Point
004D: jump_if_false @PIMP_36544 
0006: 58@ = 3 

:PIMP_36544
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'CHINA'  // Chinatown
0154:   actor $PLAYER_ACTOR in_zone 'SFDWT'  // Downtown
0154:   actor $PLAYER_ACTOR in_zone 'FINA'  // Financial
0154:   actor $PLAYER_ACTOR in_zone 'ESPE'  // Esplanade East
004D: jump_if_false @PIMP_36618 
0006: 58@ = 4 

:PIMP_36618
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'WESTP'  // Queens
0154:   actor $PLAYER_ACTOR in_zone 'HASH'  // Hashbury
0154:   actor $PLAYER_ACTOR in_zone 'OCEAF'  // Ocean Flats
0154:   actor $PLAYER_ACTOR in_zone 'CUNTC'  // Avispa Country Club
004D: jump_if_false @PIMP_36692 
0006: 58@ = 5 

:PIMP_36692
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'THEA'  // King's
0154:   actor $PLAYER_ACTOR in_zone 'GARC'  // Garcia
0154:   actor $PLAYER_ACTOR in_zone 'DOH'  // Doherty
0154:   actor $PLAYER_ACTOR in_zone 'EASB'  // Easter Basin
004D: jump_if_false @PIMP_36766 
0006: 58@ = 6 

:PIMP_36766
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'HILLP'  // Missionary Hill
0154:   actor $PLAYER_ACTOR in_zone 'SILLY'  // Foster Valley
0154:   actor $PLAYER_ACTOR in_zone 'SFAIR'  // Easter Bay Airport
004D: jump_if_false @PIMP_36826 
0006: 58@ = 7 

:PIMP_36826
00D6: if 
001B:   1 > 58@ 
004D: jump_if_false @PIMP_36851 
0006: 58@ = 1 

:PIMP_36851
00D6: if 
0019:   58@ > 7 
004D: jump_if_false @PIMP_36876 
0006: 58@ = 1 

:PIMP_36876
00D6: if 
04A4:   531@ == 3 // == constant 
004D: jump_if_false @PIMP_37314 
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'BFC'  // Blackfield Chapel
0154:   actor $PLAYER_ACTOR in_zone 'GGC'  // Greenglass College
0154:   actor $PLAYER_ACTOR in_zone 'VAIR'  // Las Venturas Airport
0154:   actor $PLAYER_ACTOR in_zone 'LDM'  // Last Dime Motel
004D: jump_if_false @PIMP_36968 
0006: 58@ = 1 

:PIMP_36968
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'PINK'  // The Pink Swan
0154:   actor $PLAYER_ACTOR in_zone 'DRAG'  // The Four Dragons Casino
0154:   actor $PLAYER_ACTOR in_zone 'CAM'  // The Camel's Toe
0154:   actor $PLAYER_ACTOR in_zone 'LOT'  // Come-A-Lot
004D: jump_if_false @PIMP_37042 
0006: 58@ = 2 

:PIMP_37042
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'PIRA'  // Pirates in Men's Pants
0154:   actor $PLAYER_ACTOR in_zone 'ROY'  // Royal Casino
0154:   actor $PLAYER_ACTOR in_zone 'CALI'  // Caligula's Palace
0154:   actor $PLAYER_ACTOR in_zone 'HIGH'  // The High Roller
004D: jump_if_false @PIMP_37116 
0006: 58@ = 3 

:PIMP_37116
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'PILG' 
0154:   actor $PLAYER_ACTOR in_zone 'STAR'  // Starfish Casino
0154:   actor $PLAYER_ACTOR in_zone 'STRIP'  // The Strip
0154:   actor $PLAYER_ACTOR in_zone 'VISA'  // The Visage
004D: jump_if_false @PIMP_37190 
0006: 58@ = 4 

:PIMP_37190
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'ISLE'  // The Emerald Isle
0154:   actor $PLAYER_ACTOR in_zone 'ROCE'  // Roca Escalante
0154:   actor $PLAYER_ACTOR in_zone 'OVS'  // Old Venturas Strip
0154:   actor $PLAYER_ACTOR in_zone 'RING'  // The Clown's Pocket
004D: jump_if_false @PIMP_37264 
0006: 58@ = 5 

:PIMP_37264
00D6: if 
001B:   1 > 58@ 
004D: jump_if_false @PIMP_37289 
0006: 58@ = 1 

:PIMP_37289
00D6: if 
0019:   58@ > 5 
004D: jump_if_false @PIMP_37314 
0006: 58@ = 1 

:PIMP_37314
0051: return 

:PIMP_37316
0293: $13 = get_controller_mode 
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @PIMP_37397 

:PIMP_37339
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @PIMP_37390 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PIMP_37383 
0002: jump @PIMP_37455 

:PIMP_37383
0002: jump @PIMP_37339 

:PIMP_37390
0002: jump @PIMP_37448 

:PIMP_37397
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @PIMP_37448 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PIMP_37441 
0002: jump @PIMP_37455 

:PIMP_37441
0002: jump @PIMP_37397 

:PIMP_37448
0002: jump @PIMP_37455 

:PIMP_37455
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @PIMP_37489 
00BA: show_text_styled GXT 'PIMP_40' time 5000 style 1  // 0 out of 10 pimps successful!

:PIMP_37489
00D6: if 
0039:   49@ == 1 
004D: jump_if_false @PIMP_37523 
00BA: show_text_styled GXT 'PIMP_41' time 5000 style 1  // 1 out of 10 pimps successful!

:PIMP_37523
00D6: if 
0039:   49@ == 2 
004D: jump_if_false @PIMP_37557 
00BA: show_text_styled GXT 'PIMP_42' time 5000 style 1  // 2 out of 10 pimps successful!

:PIMP_37557
00D6: if 
0039:   49@ == 3 
004D: jump_if_false @PIMP_37591 
00BA: show_text_styled GXT 'PIMP_43' time 5000 style 1  // 3 out of 10 pimps successful!

:PIMP_37591
00D6: if 
0039:   49@ == 4 
004D: jump_if_false @PIMP_37625 
00BA: show_text_styled GXT 'PIMP_44' time 5000 style 1  // 4 out of 10 pimps successful!

:PIMP_37625
00D6: if 
0039:   49@ == 5 
004D: jump_if_false @PIMP_37659 
00BA: show_text_styled GXT 'PIMP_45' time 5000 style 1  // 5 out of 10 pimps successful!

:PIMP_37659
00D6: if 
0039:   49@ == 6 
004D: jump_if_false @PIMP_37693 
00BA: show_text_styled GXT 'PIMP_46' time 5000 style 1  // 6 out of 10 pimps successful!

:PIMP_37693
00D6: if 
0039:   49@ == 7 
004D: jump_if_false @PIMP_37727 
00BA: show_text_styled GXT 'PIMP_47' time 5000 style 1  // 7 out of 10 pimps successful!

:PIMP_37727
00D6: if 
0039:   49@ == 8 
004D: jump_if_false @PIMP_37761 
00BA: show_text_styled GXT 'PIMP_48' time 5000 style 1  // 8 out of 10 pimps successful!

:PIMP_37761
00D6: if 
0039:   49@ == 9 
004D: jump_if_false @PIMP_37795 
00BA: show_text_styled GXT 'PIMP_49' time 5000 style 1  // 9 out of 10 pimps successful!

:PIMP_37795
0051: return 

:PIMP_37797
01E3: show_text_1number_styled GXT 'PIMP_50' number 1000 time 5000 style 1  // Pimping Complete!
0394: play_music 2 
0109: player $PLAYER_CHAR money = 250000 
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if 
0038:   $MISSION_PIMPING_PASSED == 0 
004D: jump_if_false @PIMP_37868 
0595: mission_complete 
030C: progress_made = 1 
0A3D: enable_prostitutes_pay_you 1 and_scm_inject 
0004: $MISSION_PIMPING_PASSED = 1 

:PIMP_37868
0051: return 

:PIMP_37870
040D: unload_wav 4 
014F: stop_timer $8246 
0249: release_model #WMYMECH 
0249: release_model #BMYST 
0249: release_model #WMYBU 
0249: release_model #BMYBU 
0249: release_model #WMYGOL1 
0249: release_model #WMYDRUG 
0249: release_model #DWMOLC2 
0249: release_model #DWMYLC1 
0249: release_model #DWMOLC1 
0249: release_model #WFYPRO 
0249: release_model #SWFOPRO 
0249: release_model #BFYPRO 
0249: release_model #HFYPRO 
0249: release_model #VWFYPRO 
0249: release_model #VBFYPRO 
0249: release_model #WMYSGRD 
0249: release_model #OMOST 
0249: release_model #WMYMECH 
0249: release_model #WMOPREA 
0249: release_model #WMYBMX 
0249: release_model #SWMYHP1 
0249: release_model #HMYST 
0249: release_model #BMYBOUN 
0249: release_model #BMYDJ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PIMP_38002 
039E: set_actor $PLAYER_ACTOR locked 0 while_in_car 

:PIMP_38002
0164: disable_marker 88@ 
0164: disable_marker 89@ 
0164: disable_marker 90@ 
0164: disable_marker 522@ 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @PIMP_38045 
08DA: remove_panel 529@ 

:PIMP_38045
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $162 = 0 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 128---------------
// Originally: Arena Mission: Blood Ring

:BLOOD
03A4: name_thread 'BLOOD' 
0050: gosub @BLOOD_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @BLOOD_38 
0050: gosub @BLOOD_13095 

:BLOOD_38
0050: gosub @BLOOD_13200 
004E: end_thread 

:BLOOD_47
0004: $ONMISSION = 1 
00D6: if 
0038:   $MISSION_BLOODRING_PASSED == 0 
004D: jump_if_false @BLOOD_74 
0317: increment_mission_attempts 

:BLOOD_74
054C: use_GXT_table 'BLOOD' 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @BLOOD_202 
018A: 90@ = create_checkpoint_at 158@ 159@ 160@ 
0107: 87@ = create_object #BB_PICKUP at 170@ 171@ 172@ 
00A5: 84@ = create_car #BLOODRA at 154@ 155@ 156@ 
00A5: 85@ = create_car #BLOODRA at 154@ 155@ 156@ 
00A5: 86@ = create_car #BLOODRA at 154@ 155@ 156@ 
00A5: 95@ = create_car #BLOODRA at 154@ 155@ 156@ 

:BLOOD_202
0169: set_fade_color_RGB 0 0 0 
00BE: text_clear_all 
0A0E: disable_text_with_style 1 
0001: wait 0 ms 
0006: 91@ = 0 
0006: 92@ = 0 
00D6: if 
0038:   $MISSION_BLOODRING_PASSED == 0 
004D: jump_if_false @BLOOD_269 
0004: $8249 = 60 
0004: $8248 = 60000 

:BLOOD_269
0006: 93@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0004: $8247 = 30000 
0006: 96@ = 0 
0006: 97@ = 0 
0006: 98@ = 0 
0006: 99@ = 0 
0006: 100@ = 0 
0006: 101@ = 0 
0006: 102@ = -1 
0007: 154@ = -1280.9 
0007: 155@ = 994.8 
0007: 156@ = 1037.0 
0007: 157@ = 90.0 
0007: 158@ = 0.0 
0007: 159@ = 0.0 
0007: 160@ = 0.0 
0007: 161@ = 0.0 
0007: 162@ = 0.0 
0007: 163@ = 0.0 
0007: 164@ = 0.0 
0007: 165@ = 0.0 
0007: 166@ = 0.0 
0007: 167@ = 0.0 
0007: 168@ = 0.0 
0007: 169@ = 0.0 
0007: 170@ = 0.0 
0007: 171@ = 0.0 
0007: 172@ = 0.0 
0007: 173@ = 0.0 
0007: 174@ = 0.0 
0007: 175@ = 0.0 
0007: 176@ = 0.0 
0007: 177@ = 0.0 
0007: 178@ = 0.0 
0007: 179@ = 0.0 
0007: 180@ = 0.0 
0007: 181@ = 0.0 
0007: 182@ = 0.0 
0007: 183@ = 0.0 
0007: 184@ = 0.0 
0006: 103@ = 0 
0006: 111@ = 0 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 112@ = 0 
0006: 113@ = 0 
0006: 114@ = 0 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
0006: 118@ = 0 
0006: 119@ = 0 
0006: 120@ = 0 
0006: 121@ = 0 
0006: 122@ = 0 
0006: 123@ = 0 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 127@ = 0 
0007: 106@ = 0.0 
04AF: 131@ = 36200 // = constant 
04AF: 132@ = 36202 // = constant 
04AF: 133@ = 36205 // = constant 
04AF: 134@ = 36200 // = constant 
04AF: 135@ = 36202 // = constant 
04AF: 136@ = 36205 // = constant 
04AF: 137@ = 36200 // = constant 
04AF: 138@ = 36202 // = constant 
04AF: 139@ = 36205 // = constant 
04AF: 140@ = 36200 // = constant 
04AF: 141@ = 36202 // = constant 
04AF: 142@ = 36205 // = constant 
04AF: 143@ = 36200 // = constant 
04AF: 144@ = 36202 // = constant 
04AF: 145@ = 36205 // = constant 
04AF: 146@ = 36200 // = constant 
04AF: 147@ = 36202 // = constant 
04AF: 148@ = 36205 // = constant 
04AF: 149@ = 36200 // = constant 
04AF: 150@ = 36202 // = constant 
04AF: 151@ = 36205 // = constant 
04AF: 152@ = 36200 // = constant 
04AF: 153@ = 36202 // = constant 
0006: 107@ = 0 
0006: 108@ = 0 
0001: wait 0 ms 
016A: fade 0 time 500 

:BLOOD_1062
00D6: if 
016B:   fading 
004D: jump_if_false @BLOOD_1086 
0001: wait 0 ms 
0002: jump @BLOOD_1062 

:BLOOD_1086
0247: load_model #BLOODRA 
0247: load_model #STALLION 
0247: load_model #MP5LNG 
0247: load_model #BB_PICKUP 
03CF: load_wav 1827 as 4 

:BLOOD_1113
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @BLOOD_1139 
0001: wait 0 ms 
0002: jump @BLOOD_1113 

:BLOOD_1139
038B: load_requested_models 
016E: override_next_restart at -2126.3 -440.6 34.5 angle 82.7 
0A37: disable_vehicle_lights 1 
0732: random_car_generator_disable_model #LINERUN 
0732: random_car_generator_disable_model #TRASH 
0732: random_car_generator_disable_model #STRETCH 
0732: random_car_generator_disable_model #PONY 
0732: random_car_generator_disable_model #MULE 
0732: random_car_generator_disable_model #MOONBEAM 
0732: random_car_generator_disable_model #MRWHOOP 
0732: random_car_generator_disable_model #SECURICA 
0732: random_car_generator_disable_model #BUS 
0732: random_car_generator_disable_model #BARRACKS 
0732: random_car_generator_disable_model #COACH 
0732: random_car_generator_disable_model #RUMPO 
0732: random_car_generator_disable_model #ROMERO 
0732: random_car_generator_disable_model #PACKER 
0732: random_car_generator_disable_model #MONSTER 
0732: random_car_generator_disable_model #FLATBED 
0732: random_car_generator_disable_model #YANKEE 
0732: random_car_generator_disable_model #SOLAIR 
0732: random_car_generator_disable_model #PATRIOT 
0732: random_car_generator_disable_model #BURRITO 
0732: random_car_generator_disable_model #CAMPER 
0732: random_car_generator_disable_model #DOZER 
0732: random_car_generator_disable_model #RANCHER 
0732: random_car_generator_disable_model #BOXVILLE 
0732: random_car_generator_disable_model #BENSON 
0732: random_car_generator_disable_model #JOURNEY 
0732: random_car_generator_disable_model #PETRO 
0732: random_car_generator_disable_model #RDTRAIN 
0732: random_car_generator_disable_model #CEMENT 
0732: random_car_generator_disable_model #TOWTRUCK 
0732: random_car_generator_disable_model #DFT30 
0732: random_car_generator_disable_model #NEWSVAN 
0732: random_car_generator_disable_model #HOTDOG 
01B4: set_player $PLAYER_CHAR can_move 0 
07E5: copy_decision_maker 65542 to 185@ 
09AC: disable_map_icons 1 
0414: set_player $PLAYER_CHAR free_treatment_once 1 
03AD: NOP 0 // set_rubbish 
01EB: set_traffic_density_multiplier_to 4.0 
03DE: set_pedestrians_density_multiplier_to 3.0 
04E2: NOP $PLAYER_CHAR 1 
00A1: put_actor $PLAYER_ACTOR at -1398.461 995.641 1024.462 
04BB: select_interior 15 
0860: link_actor $PLAYER_ACTOR to_interior 15 
04F9: set_sky_color 2 fade 0 
04E4: refresh_game_renderer_at 154@ 155@ 
03CB: set_rendering_origin_at 154@ 155@ 156@ 
0395: clear_area 1 at -1280.9 994.8 1037.0 radius 300.0 
0A0B: set_rendering_origin_at_3D_coord -1280.8 994.7 1036.0 angle 90.0 
041A: 103@ = actor $PLAYER_ACTOR weapon 29 ammo 
01B2: give_actor $PLAYER_ACTOR weapon 29 ammo 30000 // Load the weapon model before using this 
04AF: 108@ = 504 // = constant 
0050: gosub @BLOOD_15527 
00A5: 34@ = create_car #BLOODRA at 154@ 155@ 156@ 
0587: enable_car 34@ validate_position 1 
0840: link_car 34@ to_interior 15 
0175: set_car 34@ Z_angle_to 157@ 
020A: set_car 34@ door_status_to 4 
036A: put_actor $PLAYER_ACTOR in_car 34@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 29 
03AB: set_car 34@ strong 1 
03ED: set_car 34@ disable_flipped_explosion_when_empty 1 
053F: set_car 34@ tires_vulnerability 0 
0224: set_car 34@ health_to 1249 
0561: 83@ = create_passenger_in_car 34@ seat 0 
0860: link_actor 83@ to_interior 15 
060B: set_actor 83@ decision_maker_to 185@ 
01B2: give_actor 83@ weapon 29 ammo 30000 // Load the weapon model before using this 
02AB: set_actor 83@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 

:BLOOD_1662
00D6: if 
001B:   16 > 93@ 
004D: jump_if_false @BLOOD_2121 
0001: wait 0 ms 
0050: gosub @BLOOD_13324 
09B2: get_random_available_car_unk 1 model_to 104@ class_to 105@ 
00D6: if 
0029:   104@ >= 0 
004D: jump_if_false @BLOOD_1755 
0085: 108@ = 104@ // (int) 
0050: gosub @BLOOD_15527 
00A5: 35@(93@,16i) = create_car 104@ at 154@ 155@ 156@ 

:BLOOD_1755
00D6: if 
0039:   104@ == -1 
004D: jump_if_false @BLOOD_1809 
04AF: 108@ = 439 // = constant 
0050: gosub @BLOOD_15527 
00A5: 35@(93@,16i) = create_car #STALLION at 154@ 155@ 156@ 

:BLOOD_1809
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_2107 
0175: set_car 35@(93@,16i) Z_angle_to 157@ 
0587: enable_car 35@(93@,16i) validate_position 1 
04E0: car 35@(93@,16i) abandon_path_radius 255 
053F: set_car 35@(93@,16i) tires_vulnerability 0 
0560: create_random_actor_in_car 35@(93@,16i) handle_as 51@(93@,16i) 
0860: link_actor 51@(93@,16i) to_interior 15 
060B: set_actor 51@(93@,16i) decision_maker_to 185@ 
02AB: set_actor 51@(93@,16i) immunities BP 1 FP 0 EP 0 CP 0 MP 0 
01EA: 101@ = car 35@(93@,16i) max_passengers 
00D6: if 
0019:   101@ > 0 
004D: jump_if_false @BLOOD_2026 
0561: 67@(93@,16i) = create_passenger_in_car 35@(93@,16i) seat 0 
060B: set_actor 67@(93@,16i) decision_maker_to 185@ 
02AB: set_actor 67@(93@,16i) immunities BP 1 FP 0 EP 0 CP 0 MP 0 
01B2: give_actor 67@(93@,16i) weapon 29 ammo 30000 // Load the weapon model before using this 

:BLOOD_2026
00D6: if 
047A:   actor 51@(93@,16i) driving_bike 
004D: jump_if_false @BLOOD_2068 
08C6: set_actor 51@(93@,16i) stay_on_bike 1 
08C6: set_actor 67@(93@,16i) stay_on_bike 1 

:BLOOD_2068
03CC: enable_car 35@(93@,16i) stuck_check_distance_to 1.0 time_to 3000 
03ED: set_car 35@(93@,16i) disable_flipped_explosion_when_empty 1 
0840: link_car 35@(93@,16i) to_interior 15 

:BLOOD_2107
000A: 93@ += 1 
0002: jump @BLOOD_1662 

:BLOOD_2121
02A3: enable_widescreen 1 
015F: set_camera_position -1273.2 992.4 1038.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1307.9 995.3 1034.2 switchstyle 2 
06D5: 89@ = create_racing_checkpoint_at -1432.6 1016.1 1024.1 point_to 0.0 0.0 0.0 type 2 radius 6.0 
0169: set_fade_color_RGB 0 0 0 
0001: wait 500 ms 
016A: fade 1 time 1500 

:BLOOD_2238
00D6: if 
016B:   fading 
004D: jump_if_false @BLOOD_2262 
0001: wait 0 ms 
0002: jump @BLOOD_2238 

:BLOOD_2262
0707: start_scene_skip_to @BLOOD_2988 
00BC: show_text_highpriority GXT 'BLOD_10' time 5000 flag 1  // ~s~The overall time starts at 30 seconds and counts down.
0006: 32@ = 0 

:BLOOD_2292
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @BLOOD_2322 
0001: wait 0 ms 
0002: jump @BLOOD_2292 

:BLOOD_2322
015F: set_camera_position -1441.9 1054.6 1040.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1432.0 1012.6 1034.7 switchstyle 2 
00BC: show_text_highpriority GXT 'BLOD_01' time 5000 flag 1  // ~s~Drive through the checkpoints to increase your overall time.
0006: 32@ = 0 

:BLOOD_2396
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @BLOOD_2426 
0001: wait 0 ms 
0002: jump @BLOOD_2396 

:BLOOD_2426
015F: set_camera_position -1464.6 943.6 1036.1 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1436.1 923.4 1040.2 switchstyle 2 
00D6: if 
0038:   $MISSION_BLOODRING_PASSED == 0 
004D: jump_if_false @BLOOD_2518 
00BC: show_text_highpriority GXT 'BLOD_11' time 5000 flag 1  // ~s~The current Target Time to win the Blood Ring is 1 min.
0002: jump @BLOOD_2537 

:BLOOD_2518
01E5: show_text_1number_highpriority GXT 'BLOD_12' number $1940 time 5000 flag 1  // ~s~The current Target Time to win the Blood Ring is ~1~ mins.

:BLOOD_2537
0006: 32@ = 0 

:BLOOD_2544
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @BLOOD_2574 
0001: wait 0 ms 
0002: jump @BLOOD_2544 

:BLOOD_2574
015F: set_camera_position -1492.7 1029.5 1038.4 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1539.1 1032.3 1038.9 switchstyle 2 
00BC: show_text_highpriority GXT 'BLOD_03' time 5000 flag 1  // ~s~Get your overall time above the Target Time to win!
0006: 32@ = 0 

:BLOOD_2648
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @BLOOD_2678 
0001: wait 0 ms 
0002: jump @BLOOD_2648 

:BLOOD_2678
015F: set_camera_position -1314.1 1040.6 1038.7 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1373.1 1047.2 1034.5 switchstyle 2 
00BC: show_text_highpriority GXT 'BLOD_02' time 5000 flag 1  // ~s~You will lose if your overall time reaches zero.
0006: 32@ = 0 

:BLOOD_2752
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @BLOOD_2782 
0001: wait 0 ms 
0002: jump @BLOOD_2752 

:BLOOD_2782
0107: 87@ = create_object #BB_PICKUP at -1345.2 978.7 1024.9 
0566: link_object 87@ to_interior 15 
015F: set_camera_position -1342.1 975.2 1026.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1345.2 979.7 1026.4 switchstyle 2 
00BC: show_text_highpriority GXT 'SPANNER' time 5000 flag 1  // Drive over pickups to repair your car!
0006: 32@ = 0 

:BLOOD_2886
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @BLOOD_2988 
0001: wait 0 ms 
00D6: if 
03CA:   object 87@ exists 
004D: jump_if_false @BLOOD_2981 
00D6: if 
0023:   358.0 > 106@ 
004D: jump_if_false @BLOOD_2971 
000B: 106@ += 3.0 
0177: set_object 87@ Z_angle_to 106@ 
0002: jump @BLOOD_2981 

:BLOOD_2971
0007: 106@ = 0.0 

:BLOOD_2981
0002: jump @BLOOD_2886 

:BLOOD_2988
0701: end_scene_skip 
016A: fade 0 time 500 

:BLOOD_2997
00D6: if 
016B:   fading 
004D: jump_if_false @BLOOD_3093 
0001: wait 0 ms 
00D6: if 
03CA:   object 87@ exists 
004D: jump_if_false @BLOOD_3086 
00D6: if 
0023:   358.0 > 106@ 
004D: jump_if_false @BLOOD_3076 
000B: 106@ += 3.0 
0177: set_object 87@ Z_angle_to 106@ 
0002: jump @BLOOD_3086 

:BLOOD_3076
0007: 106@ = 0.0 

:BLOOD_3086
0002: jump @BLOOD_2997 

:BLOOD_3093
06D6: disable_racing_checkpoint 89@ 
0007: 158@ = -1432.6 
0007: 159@ = 1016.1 
0007: 160@ = 1024.1 
06D5: 89@ = create_racing_checkpoint_at 158@ 159@ 160@ point_to 0.0 0.0 0.0 type 2 radius 6.0 
018A: 90@ = create_checkpoint_at 158@ 159@ 160@ 
0108: destroy_object 87@ 
0050: gosub @BLOOD_14433 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
016A: fade 1 time 500 

:BLOOD_3207
00D6: if 
016B:   fading 
004D: jump_if_false @BLOOD_3231 
0001: wait 0 ms 
0002: jump @BLOOD_3207 

:BLOOD_3231
00BA: show_text_styled GXT 'RACE2' time 1100 style 4  // ~s~3
097A: play_audio_at 0.0 0.0 0.0 event 1056 
0001: wait 1000 ms 
00BA: show_text_styled GXT 'RACE3' time 1100 style 4  // ~s~2
097A: play_audio_at 0.0 0.0 0.0 event 1056 
0001: wait 1000 ms 
00BA: show_text_styled GXT 'RACE4' time 1100 style 4  // ~s~1
097A: play_audio_at 0.0 0.0 0.0 event 1056 
0001: wait 1000 ms 
00BA: show_text_styled GXT 'RACE5' time 800 style 4  // ~s~GO!
097A: play_audio_at 0.0 0.0 0.0 event 1164 
097A: play_audio_at 0.0 0.0 0.0 event 1057 
0001: wait 800 ms 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
014E: start_timer_at $8247 count_in_direction 1 // global_variable 
0006: 93@ = 0 

:BLOOD_3438
00D6: if 
001B:   16 > 93@ 
004D: jump_if_false @BLOOD_3563 
0001: wait 0 ms 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_3549 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_3549 
04BA: set_car 35@(93@,16i) speed_to 10.0 
00AD: set_car 35@(93@,16i) max_speed_to 100.0 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 9 timelimit 5000 

:BLOOD_3549
000A: 93@ += 1 
0002: jump @BLOOD_3438 

:BLOOD_3563
0001: wait 0 ms 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @BLOOD_3594 
0002: jump @BLOOD_13113 

:BLOOD_3594
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @BLOOD_12351 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @BLOOD_12351 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1530.0 995.0 cornerB -1384.0 923.0 
004D: jump_if_false @BLOOD_3803 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @BLOOD_3796 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @BLOOD_3705 
0687: clear_actor 52@ task 

:BLOOD_3705
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @BLOOD_3726 
0687: clear_actor 53@ task 

:BLOOD_3726
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @BLOOD_3747 
0687: clear_actor 67@ task 

:BLOOD_3747
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @BLOOD_3768 
0687: clear_actor 68@ task 

:BLOOD_3768
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @BLOOD_3789 
0687: clear_actor 69@ task 

:BLOOD_3789
0006: 97@ = 1 

:BLOOD_3796
0002: jump @BLOOD_3933 

:BLOOD_3803
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @BLOOD_3933 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @BLOOD_3842 
0687: clear_actor 52@ task 

:BLOOD_3842
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @BLOOD_3863 
0687: clear_actor 53@ task 

:BLOOD_3863
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @BLOOD_3884 
0687: clear_actor 67@ task 

:BLOOD_3884
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @BLOOD_3905 
0687: clear_actor 68@ task 

:BLOOD_3905
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @BLOOD_3926 
0687: clear_actor 69@ task 

:BLOOD_3926
0006: 97@ = 0 

:BLOOD_3933
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1530.0 995.0 cornerB -1384.0 1076.0 
004D: jump_if_false @BLOOD_4108 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @BLOOD_4101 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @BLOOD_4010 
0687: clear_actor 55@ task 

:BLOOD_4010
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @BLOOD_4031 
0687: clear_actor 56@ task 

:BLOOD_4031
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @BLOOD_4052 
0687: clear_actor 70@ task 

:BLOOD_4052
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @BLOOD_4073 
0687: clear_actor 71@ task 

:BLOOD_4073
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @BLOOD_4094 
0687: clear_actor 72@ task 

:BLOOD_4094
0006: 98@ = 1 

:BLOOD_4101
0002: jump @BLOOD_4238 

:BLOOD_4108
00D6: if 
0039:   98@ == 1 
004D: jump_if_false @BLOOD_4238 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @BLOOD_4147 
0687: clear_actor 55@ task 

:BLOOD_4147
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @BLOOD_4168 
0687: clear_actor 56@ task 

:BLOOD_4168
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @BLOOD_4189 
0687: clear_actor 70@ task 

:BLOOD_4189
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @BLOOD_4210 
0687: clear_actor 71@ task 

:BLOOD_4210
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @BLOOD_4231 
0687: clear_actor 72@ task 

:BLOOD_4231
0006: 98@ = 0 

:BLOOD_4238
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1265.0 995.0 cornerB -1384.0 923.0 
004D: jump_if_false @BLOOD_4413 
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @BLOOD_4406 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @BLOOD_4315 
0687: clear_actor 58@ task 

:BLOOD_4315
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @BLOOD_4336 
0687: clear_actor 59@ task 

:BLOOD_4336
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @BLOOD_4357 
0687: clear_actor 73@ task 

:BLOOD_4357
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @BLOOD_4378 
0687: clear_actor 74@ task 

:BLOOD_4378
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @BLOOD_4399 
0687: clear_actor 75@ task 

:BLOOD_4399
0006: 99@ = 1 

:BLOOD_4406
0002: jump @BLOOD_4543 

:BLOOD_4413
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @BLOOD_4543 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @BLOOD_4452 
0687: clear_actor 58@ task 

:BLOOD_4452
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @BLOOD_4473 
0687: clear_actor 59@ task 

:BLOOD_4473
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @BLOOD_4494 
0687: clear_actor 73@ task 

:BLOOD_4494
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @BLOOD_4515 
0687: clear_actor 74@ task 

:BLOOD_4515
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @BLOOD_4536 
0687: clear_actor 75@ task 

:BLOOD_4536
0006: 99@ = 0 

:BLOOD_4543
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1265.0 995.0 cornerB -1384.0 1076.0 
004D: jump_if_false @BLOOD_4718 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @BLOOD_4711 
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @BLOOD_4620 
0687: clear_actor 61@ task 

:BLOOD_4620
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @BLOOD_4641 
0687: clear_actor 62@ task 

:BLOOD_4641
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @BLOOD_4662 
0687: clear_actor 76@ task 

:BLOOD_4662
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @BLOOD_4683 
0687: clear_actor 77@ task 

:BLOOD_4683
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @BLOOD_4704 
0687: clear_actor 78@ task 

:BLOOD_4704
0006: 100@ = 1 

:BLOOD_4711
0002: jump @BLOOD_4848 

:BLOOD_4718
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @BLOOD_4848 
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @BLOOD_4757 
0687: clear_actor 61@ task 

:BLOOD_4757
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @BLOOD_4778 
0687: clear_actor 62@ task 

:BLOOD_4778
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @BLOOD_4799 
0687: clear_actor 76@ task 

:BLOOD_4799
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @BLOOD_4820 
0687: clear_actor 77@ task 

:BLOOD_4820
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @BLOOD_4841 
0687: clear_actor 78@ task 

:BLOOD_4841
0006: 100@ = 0 

:BLOOD_4848
00D6: if 
001B:   16 > 93@ 
004D: jump_if_false @BLOOD_11472 
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @BLOOD_5608 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_5608 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_5327 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_5271 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @BLOOD_5152 
062E: get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_5152 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_5152 
0208: 173@ = random_float_in_ranges -1530.0 -1384.0 
0208: 174@ = random_float_in_ranges 995.0 923.0 
02CE: 175@ = ground_z_at 173@ 174@ 1078.7 
00D6: if 
0023:   1034.1 > 175@ 
004D: jump_if_false @BLOOD_5152 
00D6: if 
0021:   175@ > 1022.8 
004D: jump_if_false @BLOOD_5152 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 173@ 174@ 175@ speed 100.0 2 model #NULL 3 

:BLOOD_5152
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @BLOOD_5264 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_5264 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_5264 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_5264
0002: jump @BLOOD_5327 

:BLOOD_5271
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_5327 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_5327
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_5608 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @BLOOD_5517 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_5517 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BLOOD_5461 
0713: actor 67@(93@,16i) driveby_actor -1 car 36@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
0002: jump @BLOOD_5517 

:BLOOD_5461
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BLOOD_5517 
0713: actor 67@(93@,16i) driveby_actor -1 car 37@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_5517
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @BLOOD_5608 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_5608 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_5608
00D6: if or
0039:   93@ == 1 
0039:   93@ == 2 
004D: jump_if_false @BLOOD_6214 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_6214 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_5996 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_5940 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @BLOOD_5821 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @BLOOD_5821 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_5821 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_5821 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 35@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_5821
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @BLOOD_5933 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_5933 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_5933 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_5933
0002: jump @BLOOD_5996 

:BLOOD_5940
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_5996 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_5996
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_6214 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @BLOOD_6123 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_6123 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @BLOOD_6123 
0713: actor 67@(93@,16i) driveby_actor -1 car 35@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_6123
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @BLOOD_6214 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_6214 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_6214
00D6: if 
0039:   93@ == 3 
004D: jump_if_false @BLOOD_6956 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_6956 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_6675 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_6619 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @BLOOD_6500 
062E: get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_6500 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_6500 
0208: 176@ = random_float_in_ranges -1530.0 -1384.0 
0208: 177@ = random_float_in_ranges 995.0 1056.0 
02CE: 178@ = ground_z_at 176@ 177@ 1078.7 
00D6: if 
0023:   1034.1 > 178@ 
004D: jump_if_false @BLOOD_6500 
00D6: if 
0021:   178@ > 1022.8 
004D: jump_if_false @BLOOD_6500 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 176@ 177@ 178@ speed 100.0 2 model #NULL 3 

:BLOOD_6500
00D6: if 
0039:   98@ == 1 
004D: jump_if_false @BLOOD_6612 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_6612 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_6612 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_6612
0002: jump @BLOOD_6675 

:BLOOD_6619
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_6675 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_6675
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_6956 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @BLOOD_6865 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_6865 
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @BLOOD_6809 
0713: actor 67@(93@,16i) driveby_actor -1 car 39@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
0002: jump @BLOOD_6865 

:BLOOD_6809
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BLOOD_6865 
0713: actor 67@(93@,16i) driveby_actor -1 car 40@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_6865
00D6: if 
0039:   98@ == 1 
004D: jump_if_false @BLOOD_6956 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_6956 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_6956
00D6: if or
0039:   93@ == 4 
0039:   93@ == 5 
004D: jump_if_false @BLOOD_7562 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_7562 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_7344 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_7288 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @BLOOD_7169 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BLOOD_7169 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_7169 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_7169 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 38@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_7169
00D6: if 
0039:   98@ == 1 
004D: jump_if_false @BLOOD_7281 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_7281 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_7281 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_7281
0002: jump @BLOOD_7344 

:BLOOD_7288
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_7344 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_7344
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_7562 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @BLOOD_7471 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_7471 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BLOOD_7471 
0713: actor 67@(93@,16i) driveby_actor -1 car 38@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_7471
00D6: if 
0039:   98@ == 1 
004D: jump_if_false @BLOOD_7562 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_7562 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_7562
00D6: if 
0039:   93@ == 6 
004D: jump_if_false @BLOOD_8304 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_8304 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_8023 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_7967 
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @BLOOD_7848 
062E: get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_7848 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_7848 
0208: 179@ = random_float_in_ranges -1265.0 -1384.0 
0208: 180@ = random_float_in_ranges 995.0 923.0 
02CE: 181@ = ground_z_at 179@ 180@ 1078.7 
00D6: if 
0023:   1034.1 > 181@ 
004D: jump_if_false @BLOOD_7848 
00D6: if 
0021:   181@ > 1022.8 
004D: jump_if_false @BLOOD_7848 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 179@ 180@ 181@ speed 100.0 2 model #NULL 3 

:BLOOD_7848
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @BLOOD_7960 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_7960 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_7960 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_7960
0002: jump @BLOOD_8023 

:BLOOD_7967
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_8023 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_8023
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_8304 
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @BLOOD_8213 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_8213 
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @BLOOD_8157 
0713: actor 67@(93@,16i) driveby_actor -1 car 42@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
0002: jump @BLOOD_8213 

:BLOOD_8157
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @BLOOD_8213 
0713: actor 67@(93@,16i) driveby_actor -1 car 43@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_8213
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @BLOOD_8304 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_8304 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_8304
00D6: if or
0039:   93@ == 7 
0039:   93@ == 8 
004D: jump_if_false @BLOOD_8910 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_8910 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_8692 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_8636 
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @BLOOD_8517 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @BLOOD_8517 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_8517 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_8517 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 41@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_8517
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @BLOOD_8629 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_8629 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_8629 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_8629
0002: jump @BLOOD_8692 

:BLOOD_8636
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_8692 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_8692
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_8910 
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @BLOOD_8819 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_8819 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @BLOOD_8819 
0713: actor 67@(93@,16i) driveby_actor -1 car 41@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_8819
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @BLOOD_8910 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_8910 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_8910
00D6: if 
0039:   93@ == 9 
004D: jump_if_false @BLOOD_9652 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_9652 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_9371 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_9315 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @BLOOD_9196 
062E: get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_9196 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_9196 
0208: 182@ = random_float_in_ranges -1265.0 -1384.0 
0208: 183@ = random_float_in_ranges 995.0 1056.0 
02CE: 184@ = ground_z_at 182@ 183@ 1078.7 
00D6: if 
0023:   1034.1 > 184@ 
004D: jump_if_false @BLOOD_9196 
00D6: if 
0021:   184@ > 1022.8 
004D: jump_if_false @BLOOD_9196 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 182@ 183@ 184@ speed 100.0 2 model #NULL 3 

:BLOOD_9196
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @BLOOD_9308 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_9308 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_9308 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_9308
0002: jump @BLOOD_9371 

:BLOOD_9315
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_9371 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_9371
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_9652 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @BLOOD_9561 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_9561 
00D6: if 
8119:   not car 45@ wrecked 
004D: jump_if_false @BLOOD_9505 
0713: actor 67@(93@,16i) driveby_actor -1 car 45@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
0002: jump @BLOOD_9561 

:BLOOD_9505
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @BLOOD_9561 
0713: actor 67@(93@,16i) driveby_actor -1 car 46@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_9561
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @BLOOD_9652 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_9652 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_9652
00D6: if or
0039:   93@ == 10 
0039:   93@ == 11 
004D: jump_if_false @BLOOD_10258 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_10258 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_10040 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_9984 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @BLOOD_9865 
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @BLOOD_9865 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_9865 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_9865 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 44@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_9865
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @BLOOD_9977 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_9977 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_9977 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_9977
0002: jump @BLOOD_10040 

:BLOOD_9984
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_10040 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_10040
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_10258 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @BLOOD_10167 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_10167 
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @BLOOD_10167 
0713: actor 67@(93@,16i) driveby_actor -1 car 44@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_10167
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @BLOOD_10258 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_10258 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_10258
00D6: if or
0039:   93@ == 12 
0039:   93@ == 13 
004D: jump_if_false @BLOOD_10593 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_10593 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_10500 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_10444 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_10437 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_10437 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_10437
0002: jump @BLOOD_10500 

:BLOOD_10444
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_10500 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_10500
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_10593 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_10593 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 40 

:BLOOD_10593
00D6: if or
0039:   93@ == 14 
0039:   93@ == 15 
004D: jump_if_false @BLOOD_11090 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_11090 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_10843 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_10787 
062E: get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_10780 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_10780 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 158@ 159@ 160@ speed 100.0 2 model #NULL 3 

:BLOOD_10780
0002: jump @BLOOD_10843 

:BLOOD_10787
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_10843 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_10843
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_11090 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_11090 
0085: 88@ = 35@(93@,16i) // (int) 
00D6: if 
0039:   93@ == 14 
004D: jump_if_false @BLOOD_10999 
0050: gosub @BLOOD_16758 
0085: 84@ = 95@ // (int) 
00D6: if 
8039:   not  84@ == -1 
004D: jump_if_false @BLOOD_10999 
0713: actor 67@(93@,16i) driveby_actor -1 car 84@ point 0.0 0.0 0.0 radius 30.0 8 0 firing_rate 50 

:BLOOD_10999
00D6: if 
0039:   93@ == 15 
004D: jump_if_false @BLOOD_11090 
0050: gosub @BLOOD_16758 
0085: 85@ = 95@ // (int) 
00D6: if 
8039:   not  85@ == -1 
004D: jump_if_false @BLOOD_11090 
0713: actor 67@(93@,16i) driveby_actor -1 car 85@ point 0.0 0.0 0.0 radius 30.0 8 0 firing_rate 50 

:BLOOD_11090
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_11199 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @BLOOD_11199 
00D6: if or
051C:   car 35@(93@,16i) damaged_by_actor 83@ 
051C:   car 35@(93@,16i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @BLOOD_11179 
0006: 112@(93@,16i) = 1 
0002: jump @BLOOD_11190 

:BLOOD_11179
0006: 112@(93@,16i) = 0 

:BLOOD_11190
054F: clear_car 35@(93@,16i) damage 

:BLOOD_11199
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_11411 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_11404 
00D6: if 
01F4:   car 35@(93@,16i) flipped 
004D: jump_if_false @BLOOD_11330 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 35@(93@,16i) radius 7.0 7.0 sphere 0 
004D: jump_if_false @BLOOD_11330 
00AA: store_car 35@(93@,16i) position_to 167@ 168@ 169@ 
00AB: put_car 35@(93@,16i) at 167@ 168@ 169@ 

:BLOOD_11330
00D6: if 
03CE:   car 35@(93@,16i) stuck 
004D: jump_if_false @BLOOD_11404 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_11404 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 3 timelimit 3000 

:BLOOD_11404
0002: jump @BLOOD_11458 

:BLOOD_11411
00D6: if 
0039:   112@(93@,16i) == 1 
004D: jump_if_false @BLOOD_11440 
000A: 111@ += 1 

:BLOOD_11440
0006: 112@(93@,16i) = 0 
0050: gosub @BLOOD_14585 

:BLOOD_11458
000A: 93@ += 1 
0002: jump @BLOOD_11479 

:BLOOD_11472
0006: 93@ = 0 

:BLOOD_11479
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @BLOOD_11544 
00D6: if 
01AF:   car 47@ sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
004D: jump_if_false @BLOOD_11544 
0050: gosub @BLOOD_14254 

:BLOOD_11544
00D6: if 
8119:   not car 48@ wrecked 
004D: jump_if_false @BLOOD_11609 
00D6: if 
01AF:   car 48@ sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
004D: jump_if_false @BLOOD_11609 
0050: gosub @BLOOD_14254 

:BLOOD_11609
00D6: if 
8119:   not car 49@ wrecked 
004D: jump_if_false @BLOOD_11674 
00D6: if 
01AF:   car 49@ sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
004D: jump_if_false @BLOOD_11674 
0050: gosub @BLOOD_14254 

:BLOOD_11674
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @BLOOD_11739 
00D6: if 
01AF:   car 50@ sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
004D: jump_if_false @BLOOD_11739 
0050: gosub @BLOOD_14254 

:BLOOD_11739
00D6: if 
03CA:   object 87@ exists 
004D: jump_if_false @BLOOD_11927 
00D6: if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 87@ radius 5.0 5.0 sphere 0 
004D: jump_if_false @BLOOD_11864 
0108: destroy_object 87@ 
0227: 96@ = car 34@ health 
00D6: if 
001B:   999 > 96@ 
004D: jump_if_false @BLOOD_11841 
000A: 96@ += 500 
0224: set_car 34@ health_to 96@ 
0002: jump @BLOOD_11857 

:BLOOD_11841
0006: 96@ = 1500 
0224: set_car 34@ health_to 96@ 

:BLOOD_11857
0002: jump @BLOOD_11920 

:BLOOD_11864
00D6: if 
0023:   358.0 > 106@ 
004D: jump_if_false @BLOOD_11910 
000B: 106@ += 3.0 
0177: set_object 87@ Z_angle_to 106@ 
0002: jump @BLOOD_11920 

:BLOOD_11910
0007: 106@ = 0.0 

:BLOOD_11920
0002: jump @BLOOD_11934 

:BLOOD_11927
0050: gosub @BLOOD_14433 

:BLOOD_11934
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
004D: jump_if_false @BLOOD_12095 
00D6: if 
0018:   $8247 > 0 
004D: jump_if_false @BLOOD_12095 
0227: 96@ = car 34@ health 
00D6: if 
001B:   1199 > 96@ 
004D: jump_if_false @BLOOD_12044 
000A: 96@ += 300 
0224: set_car 34@ health_to 96@ 
0002: jump @BLOOD_12060 

:BLOOD_12044
0006: 96@ = 1500 
0224: set_car 34@ health_to 96@ 

:BLOOD_12060
0008: $8247 += 15000 
018C: play_sound 1058 at 0.0 0.0 0.0 
0050: gosub @BLOOD_14254 

:BLOOD_12095
00D6: if 
01F4:   car 34@ flipped 
004D: jump_if_false @BLOOD_12171 
00D6: if 
01C1:   car 34@ stopped 
004D: jump_if_false @BLOOD_12171 
00AA: store_car 34@ position_to 167@ 168@ 169@ 
0174: 157@ = car 34@ Z_angle 
00AB: put_car 34@ at 167@ 168@ 169@ 
0175: set_car 34@ Z_angle_to 157@ 

:BLOOD_12171
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @BLOOD_12293 
062E: get_actor 83@ task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_12293 
0085: 88@ = 34@ // (int) 
0050: gosub @BLOOD_16758 
0085: 86@ = 95@ // (int) 
00D6: if 
8039:   not  86@ == -1 
004D: jump_if_false @BLOOD_12293 
0713: actor 83@ driveby_actor -1 car 86@ point 0.0 0.0 0.0 radius 30.0 8 0 firing_rate 100 

:BLOOD_12293
0050: gosub @BLOOD_17486 
00D6: if 
001C:   $8247 > $8248 // (int) 
004D: jump_if_false @BLOOD_12326 
0006: 91@ = 1 

:BLOOD_12326
00D6: if 
002A:   0 >= $8247 
004D: jump_if_false @BLOOD_12351 
0006: 91@ = 2 

:BLOOD_12351
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @BLOOD_12754 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0394: play_music 1 
0006: 93@ = 0 

:BLOOD_12391
00D6: if 
001B:   16 > 93@ 
004D: jump_if_false @BLOOD_12458 
0001: wait 0 ms 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_12444 
0519: set_car 35@(93@,16i) locked 1 

:BLOOD_12444
000A: 93@ += 1 
0002: jump @BLOOD_12391 

:BLOOD_12458
0050: gosub @BLOOD_17032 
008B: 109@ = $1940 // (int) 
0012: 109@ *= 60 
0623: add 109@ to_integer_stat 179 
0623: add 111@ to_integer_stat 178 
0008: $1940 += 1 
0008: $8248 += 60000 
0006: 32@ = 0 

:BLOOD_12520
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @BLOOD_12550 
0001: wait 0 ms 
0002: jump @BLOOD_12520 

:BLOOD_12550
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:BLOOD_12565
00D6: if 
016B:   fading 
004D: jump_if_false @BLOOD_12589 
0001: wait 0 ms 
0002: jump @BLOOD_12565 

:BLOOD_12589
02A3: enable_widescreen 0 
08DA: remove_panel 110@ 
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: refresh_game_renderer_at -2126.3 -440.6 
0A0B: set_rendering_origin_at_3D_coord -2119.0 -440.7 34.5 angle 82.6 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2126.3 -440.6 34.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 82.7 
014F: stop_timer $8247 
0164: disable_marker 90@ 
06D6: disable_racing_checkpoint 89@ 
09AC: disable_map_icons 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 500 

:BLOOD_12716
00D6: if 
016B:   fading 
004D: jump_if_false @BLOOD_12740 
0001: wait 0 ms 
0002: jump @BLOOD_12716 

:BLOOD_12740
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @BLOOD_13113 

:BLOOD_12754
00D6: if 
0039:   91@ == 2 
004D: jump_if_false @BLOOD_13088 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 93@ = 0 

:BLOOD_12786
00D6: if 
001B:   16 > 93@ 
004D: jump_if_false @BLOOD_12853 
0001: wait 0 ms 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_12839 
0519: set_car 35@(93@,16i) locked 1 

:BLOOD_12839
000A: 93@ += 1 
0002: jump @BLOOD_12786 

:BLOOD_12853
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:BLOOD_12868
00D6: if 
016B:   fading 
004D: jump_if_false @BLOOD_12892 
0001: wait 0 ms 
0002: jump @BLOOD_12868 

:BLOOD_12892
02A3: enable_widescreen 0 
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 'BLOD_05' time 5000 flag 1  // ~r~You ran out of time!
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: refresh_game_renderer_at -2126.3 -440.6 
0A0B: set_rendering_origin_at_3D_coord -2119.0 -440.7 34.5 angle 82.6 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2126.3 -440.6 34.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 82.7 
014F: stop_timer $8247 
0164: disable_marker 90@ 
06D6: disable_racing_checkpoint 89@ 
09AC: disable_map_icons 0 
01F6: cancel_override_restart 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 500 

:BLOOD_13050
00D6: if 
016B:   fading 
004D: jump_if_false @BLOOD_13074 
0001: wait 0 ms 
0002: jump @BLOOD_13050 

:BLOOD_13074
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @BLOOD_13095 

:BLOOD_13088
0002: jump @BLOOD_3563 

:BLOOD_13095
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:BLOOD_13113
01F6: cancel_override_restart 
0414: set_player $PLAYER_CHAR free_treatment_once 0 
00BE: text_clear_all 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
0038:   $MISSION_BLOODRING_PASSED == 0 
004D: jump_if_false @BLOOD_13198 
0595: mission_complete 
030C: progress_made = 1 
014C: set_parked_car_generator $5188 cars_to_generate_to 101 
0394: play_music 2 
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 1000000 
0004: $MISSION_BLOODRING_PASSED = 1 

:BLOOD_13198
0051: return 

:BLOOD_13200
00D6: if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // s$ 
004D: jump_if_false @BLOOD_13218 
02EB: restore_camera_with_jumpcut 

:BLOOD_13218
04FA: reset_sky_colors_with_fade 0 
0164: disable_marker 90@ 
014F: stop_timer $8247 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BLOOD_13255 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:BLOOD_13255
09F5: disable_player_mutal_activities 0 
03F0: enable_text_draw 0 
0249: release_model #BLOODRA 
0249: release_model #STALLION 
0249: release_model #MP5LNG 
0249: release_model #BB_PICKUP 
017B: set_actor $PLAYER_ACTOR weapon 29 ammo_to 103@ 
06D6: disable_racing_checkpoint 89@ 
0734: reset_random_car_generator_models 
0A37: disable_vehicle_lights 0 
09AC: disable_map_icons 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:BLOOD_13324
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @BLOOD_13382 
0007: 154@ = -1285.77 
0007: 155@ = 1014.54 
0007: 156@ = 1036.5 
0007: 157@ = 104.4 

:BLOOD_13382
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @BLOOD_13440 
0007: 154@ = -1299.5 
0007: 155@ = 1030.74 
0007: 156@ = 1036.8 
0007: 157@ = 132.6 

:BLOOD_13440
00D6: if 
0039:   93@ == 2 
004D: jump_if_false @BLOOD_13498 
0007: 154@ = -1319.3 
0007: 155@ = 1042.82 
0007: 156@ = 1037.1 
0007: 157@ = 135.4 

:BLOOD_13498
00D6: if 
0039:   93@ == 3 
004D: jump_if_false @BLOOD_13556 
0007: 154@ = -1349.33 
0007: 155@ = 1054.47 
0007: 156@ = 1037.3 
0007: 157@ = 155.4 

:BLOOD_13556
00D6: if 
0039:   93@ == 4 
004D: jump_if_false @BLOOD_13614 
0007: 154@ = -1384.33 
0007: 155@ = 1058.55 
0007: 156@ = 1037.5 
0007: 157@ = 173.2 

:BLOOD_13614
00D6: if 
0039:   93@ == 5 
004D: jump_if_false @BLOOD_13672 
0007: 154@ = -1296.7 
0007: 155@ = 960.2 
0007: 156@ = 1035.6 
0007: 157@ = 60.5 

:BLOOD_13672
00D6: if 
0039:   93@ == 6 
004D: jump_if_false @BLOOD_13730 
0007: 154@ = -1418.77 
0007: 155@ = 1057.54 
0007: 156@ = 1037.5 
0007: 157@ = 180.4 

:BLOOD_13730
00D6: if 
0039:   93@ == 7 
004D: jump_if_false @BLOOD_13788 
0007: 154@ = -1460.3 
0007: 155@ = 1050.3 
0007: 156@ = 1037.5 
0007: 157@ = 203.9 

:BLOOD_13788
00D6: if 
0039:   93@ == 8 
004D: jump_if_false @BLOOD_13846 
0007: 154@ = -1499.77 
0007: 155@ = 1029.54 
0007: 156@ = 1037.2 
0007: 157@ = 242.4 

:BLOOD_13846
00D6: if 
0039:   93@ == 9 
004D: jump_if_false @BLOOD_13904 
0007: 154@ = -1513.77 
0007: 155@ = 986.54 
0007: 156@ = 1036.5 
0007: 157@ = 271.4 

:BLOOD_13904
00D6: if 
0039:   93@ == 10 
004D: jump_if_false @BLOOD_13962 
0007: 154@ = -1496.77 
0007: 155@ = 959.54 
0007: 156@ = 1036.0 
0007: 157@ = 293.4 

:BLOOD_13962
00D6: if 
0039:   93@ == 11 
004D: jump_if_false @BLOOD_14020 
0007: 154@ = -1461.84 
0007: 155@ = 938.32 
0007: 156@ = 1035.3 
0007: 157@ = 345.6 

:BLOOD_14020
00D6: if 
0039:   93@ == 12 
004D: jump_if_false @BLOOD_14078 
0007: 154@ = -1424.36 
0007: 155@ = 931.29 
0007: 156@ = 1035.2 
0007: 157@ = 0.0 

:BLOOD_14078
00D6: if 
0039:   93@ == 13 
004D: jump_if_false @BLOOD_14136 
0007: 154@ = -1363.77 
0007: 155@ = 932.44 
0007: 156@ = 1035.3 
0007: 157@ = 17.85 

:BLOOD_14136
00D6: if 
0039:   93@ == 14 
004D: jump_if_false @BLOOD_14194 
0007: 154@ = -1332.77 
0007: 155@ = 940.3 
0007: 156@ = 1037.0 
0007: 157@ = 39.98 

:BLOOD_14194
00D6: if 
0039:   93@ == 15 
004D: jump_if_false @BLOOD_14252 
0007: 154@ = -1443.29 
0007: 155@ = 933.86 
0007: 156@ = 1035.3 
0007: 157@ = 351.4 

:BLOOD_14252
0051: return 

:BLOOD_14254
0208: 158@ = random_float_in_ranges -1290.0 -1508.0 
0208: 159@ = random_float_in_ranges 939.0 1052.0 
02CE: 160@ = ground_z_at 158@ 159@ 1056.7 
00D6: if 
0021:   160@ > 1034.1 
004D: jump_if_false @BLOOD_14328 
0002: jump @BLOOD_14254 

:BLOOD_14328
00D6: if 
0023:   1022.8 > 160@ 
004D: jump_if_false @BLOOD_14356 
0002: jump @BLOOD_14254 

:BLOOD_14356
0164: disable_marker 90@ 
018A: 90@ = create_checkpoint_at 158@ 159@ 160@ 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @BLOOD_14396 
0687: clear_actor 65@ task 

:BLOOD_14396
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @BLOOD_14417 
0687: clear_actor 66@ task 

:BLOOD_14417
07F3: move_racing_checkpoint 89@ to 158@ 159@ 160@ 
0051: return 

:BLOOD_14433
0208: 170@ = random_float_in_ranges -1290.0 -1508.0 
0208: 171@ = random_float_in_ranges 939.0 1052.0 
02CE: 172@ = ground_z_at 170@ 171@ 1056.7 
00D6: if 
0021:   172@ > 1034.1 
004D: jump_if_false @BLOOD_14507 
0002: jump @BLOOD_14433 

:BLOOD_14507
00D6: if 
0023:   1022.8 > 172@ 
004D: jump_if_false @BLOOD_14535 
0002: jump @BLOOD_14433 

:BLOOD_14535
000B: 172@ += 0.5 
0107: 87@ = create_object #BB_PICKUP at 170@ 171@ 172@ 
0566: link_object 87@ to_interior 15 
0382: set_object 87@ collision_detection 0 
0392: make_object 87@ moveable 0 
0051: return 

:BLOOD_14585
0050: gosub @BLOOD_15056 
00D6: if 
8039:   not  102@ == -1 
004D: jump_if_false @BLOOD_15054 
03CD: disable_car 35@(93@,16i) stuck_check 
01C3: remove_references_to_car 35@(93@,16i) 
01C2: remove_references_to_actor 51@(93@,16i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@(93@,16i) // Like turning an actor into a random pedestrian 
09B2: get_random_available_car_unk 1 model_to 104@ class_to 105@ 
00D6: if 
0029:   104@ >= 0 
004D: jump_if_false @BLOOD_14722 
0085: 108@ = 104@ // (int) 
0050: gosub @BLOOD_15527 
00A5: 35@(93@,16i) = create_car 104@ at 154@ 155@ 156@ 
0175: set_car 35@(93@,16i) Z_angle_to 157@ 

:BLOOD_14722
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_15054 
0587: enable_car 35@(93@,16i) validate_position 1 
04E0: car 35@(93@,16i) abandon_path_radius 255 
053F: set_car 35@(93@,16i) tires_vulnerability 0 
0560: create_random_actor_in_car 35@(93@,16i) handle_as 51@(93@,16i) 
0860: link_actor 51@(93@,16i) to_interior 15 
060B: set_actor 51@(93@,16i) decision_maker_to 185@ 
02AB: set_actor 51@(93@,16i) immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0588: disable_actor 51@(93@,16i) validate_position 1 
01EA: 101@ = car 35@(93@,16i) max_passengers 
00D6: if 
0019:   101@ > 0 
004D: jump_if_false @BLOOD_14938 
0561: 67@(93@,16i) = create_passenger_in_car 35@(93@,16i) seat 0 
060B: set_actor 67@(93@,16i) decision_maker_to 185@ 
02AB: set_actor 67@(93@,16i) immunities BP 1 FP 0 EP 0 CP 0 MP 0 
01B2: give_actor 67@(93@,16i) weapon 29 ammo 30000 // Load the weapon model before using this 

:BLOOD_14938
00D6: if 
047A:   actor 51@(93@,16i) driving_bike 
004D: jump_if_false @BLOOD_14980 
08C6: set_actor 51@(93@,16i) stay_on_bike 1 
08C6: set_actor 67@(93@,16i) stay_on_bike 1 

:BLOOD_14980
03CC: enable_car 35@(93@,16i) stuck_check_distance_to 1.0 time_to 3000 
03ED: set_car 35@(93@,16i) disable_flipped_explosion_when_empty 1 
0840: link_car 35@(93@,16i) to_interior 15 
04BA: set_car 35@(93@,16i) speed_to 25.0 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 9 timelimit 3000 

:BLOOD_15054
0051: return 

:BLOOD_15056
0209: 102@ = random_int_in_ranges 1 4 
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @BLOOD_15180 
00D6: if 
838A:   not any_car_in_cube_cornerA -1461.84 938.32 1035.0 cornerB 5.0 5.0 5.0 
004D: jump_if_false @BLOOD_15173 
0007: 154@ = -1461.84 
0007: 155@ = 938.32 
0007: 156@ = 1035.0 
0007: 157@ = 345.6 
0002: jump @BLOOD_15180 

:BLOOD_15173
0006: 102@ = 2 

:BLOOD_15180
00D6: if 
0039:   102@ == 2 
004D: jump_if_false @BLOOD_15295 
00D6: if 
838A:   not any_car_in_cube_cornerA -1424.36 933.86 1035.0 cornerB 5.0 5.0 5.0 
004D: jump_if_false @BLOOD_15288 
0007: 154@ = -1424.36 
0007: 155@ = 933.86 
0007: 156@ = 1035.0 
0007: 157@ = 0.0 
0002: jump @BLOOD_15295 

:BLOOD_15288
0006: 102@ = 3 

:BLOOD_15295
00D6: if 
0039:   102@ == 3 
004D: jump_if_false @BLOOD_15410 
00D6: if 
838A:   not any_car_in_cube_cornerA -1443.29 931.29 1035.0 cornerB 5.0 5.0 5.0 
004D: jump_if_false @BLOOD_15403 
0007: 154@ = -1443.29 
0007: 155@ = 931.29 
0007: 156@ = 1035.0 
0007: 157@ = 351.4 
0002: jump @BLOOD_15410 

:BLOOD_15403
0006: 102@ = 1 

:BLOOD_15410
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @BLOOD_15525 
00D6: if 
838A:   not any_car_in_cube_cornerA -1461.84 938.32 1035.0 cornerB 5.0 5.0 5.0 
004D: jump_if_false @BLOOD_15518 
0007: 154@ = -1461.84 
0007: 155@ = 938.32 
0007: 156@ = 1035.0 
0007: 157@ = 345.6 
0002: jump @BLOOD_15525 

:BLOOD_15518
0006: 102@ = -1 

:BLOOD_15525
0051: return 

:BLOOD_15527
0209: 107@ = random_int_in_ranges 1 37 
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @BLOOD_15569 
0674: set_car_model 108@ numberplate "GOT_M00_" 

:BLOOD_15569
00D6: if 
0039:   107@ == 2 
004D: jump_if_false @BLOOD_15602 
0674: set_car_model 108@ numberplate "M00TV_4U" 

:BLOOD_15602
00D6: if 
0039:   107@ == 3 
004D: jump_if_false @BLOOD_15635 
0674: set_car_model 108@ numberplate "MATHEW_2" 

:BLOOD_15635
00D6: if 
0039:   107@ == 4 
004D: jump_if_false @BLOOD_15668 
0674: set_car_model 108@ numberplate "D4_DEW0R" 

:BLOOD_15668
00D6: if 
0039:   107@ == 5 
004D: jump_if_false @BLOOD_15701 
0674: set_car_model 108@ numberplate "D0DE_777" 

:BLOOD_15701
00D6: if 
0039:   107@ == 6 
004D: jump_if_false @BLOOD_15734 
0674: set_car_model 108@ numberplate "DAM0_666" 

:BLOOD_15734
00D6: if 
0039:   107@ == 7 
004D: jump_if_false @BLOOD_15767 
0674: set_car_model 108@ numberplate "C0NEY_88" 

:BLOOD_15767
00D6: if 
0039:   107@ == 8 
004D: jump_if_false @BLOOD_15800 
0674: set_car_model 108@ numberplate "PRE4CHER" 

:BLOOD_15800
00D6: if 
0039:   107@ == 9 
004D: jump_if_false @BLOOD_15833 
0674: set_car_model 108@ numberplate "DBP_4NDY" 

:BLOOD_15833
00D6: if 
0039:   107@ == 10 
004D: jump_if_false @BLOOD_15866 
0674: set_car_model 108@ numberplate "EV1L_SLY" 

:BLOOD_15866
00D6: if 
0039:   107@ == 11 
004D: jump_if_false @BLOOD_15899 
0674: set_car_model 108@ numberplate "N1_R4V3N" 

:BLOOD_15899
00D6: if 
0039:   107@ == 12 
004D: jump_if_false @BLOOD_15932 
0674: set_car_model 108@ numberplate "D1VX_Z00" 

:BLOOD_15932
00D6: if 
0039:   107@ == 13 
004D: jump_if_false @BLOOD_15964 
0674: set_car_model 108@ numberplate "MR_B3NN" 

:BLOOD_15964
00D6: if 
0039:   107@ == 14 
004D: jump_if_false @BLOOD_15997 
0674: set_car_model 108@ numberplate "R3D_R4SP" 

:BLOOD_15997
00D6: if 
0039:   107@ == 15 
004D: jump_if_false @BLOOD_16030 
0674: set_car_model 108@ numberplate "LA_B0MBA" 

:BLOOD_16030
00D6: if 
0039:   107@ == 16 
004D: jump_if_false @BLOOD_16063 
0674: set_car_model 108@ numberplate "L3337_0G" 

:BLOOD_16063
00D6: if 
0039:   107@ == 17 
004D: jump_if_false @BLOOD_16096 
0674: set_car_model 108@ numberplate "BUDD4H_X" 

:BLOOD_16096
00D6: if 
0039:   107@ == 18 
004D: jump_if_false @BLOOD_16129 
0674: set_car_model 108@ numberplate "T3H_BUCK" 

:BLOOD_16129
00D6: if 
0039:   107@ == 19 
004D: jump_if_false @BLOOD_16162 
0674: set_car_model 108@ numberplate "CHUNKY_1" 

:BLOOD_16162
00D6: if 
0039:   107@ == 20 
004D: jump_if_false @BLOOD_16195 
0674: set_car_model 108@ numberplate "EV1L_BNZ" 

:BLOOD_16195
00D6: if 
0039:   107@ == 21 
004D: jump_if_false @BLOOD_16228 
0674: set_car_model 108@ numberplate "S4ND_M4N" 

:BLOOD_16228
00D6: if 
0039:   107@ == 22 
004D: jump_if_false @BLOOD_16261 
0674: set_car_model 108@ numberplate "RKK_DBP1" 

:BLOOD_16261
00D6: if 
0039:   107@ == 23 
004D: jump_if_false @BLOOD_16294 
0674: set_car_model 108@ numberplate "RE1_K0KU" 

:BLOOD_16294
00D6: if 
0039:   107@ == 24 
004D: jump_if_false @BLOOD_16327 
0674: set_car_model 108@ numberplate "S3XY_JUD" 

:BLOOD_16327
00D6: if 
0039:   107@ == 25 
004D: jump_if_false @BLOOD_16360 
0674: set_car_model 108@ numberplate "SUNRA_93" 

:BLOOD_16360
00D6: if 
0039:   107@ == 26 
004D: jump_if_false @BLOOD_16393 
0674: set_car_model 108@ numberplate "UG_FUX69" 

:BLOOD_16393
00D6: if 
0039:   107@ == 27 
004D: jump_if_false @BLOOD_16426 
0674: set_car_model 108@ numberplate "LI0N_CUM" 

:BLOOD_16426
00D6: if 
0039:   107@ == 28 
004D: jump_if_false @BLOOD_16459 
0674: set_car_model 108@ numberplate "RKK_PWND" 

:BLOOD_16459
00D6: if 
0039:   107@ == 29 
004D: jump_if_false @BLOOD_16492 
0674: set_car_model 108@ numberplate "HAZE_B0B" 

:BLOOD_16492
00D6: if 
0039:   107@ == 30 
004D: jump_if_false @BLOOD_16525 
0674: set_car_model 108@ numberplate "T3H_FLUF" 

:BLOOD_16525
00D6: if 
0039:   107@ == 31 
004D: jump_if_false @BLOOD_16558 
0674: set_car_model 108@ numberplate "BM_4NDY_" 

:BLOOD_16558
00D6: if 
0039:   107@ == 32 
004D: jump_if_false @BLOOD_16591 
0674: set_car_model 108@ numberplate "BM_D34N_" 

:BLOOD_16591
00D6: if 
0039:   107@ == 33 
004D: jump_if_false @BLOOD_16624 
0674: set_car_model 108@ numberplate "BM_L4C3Y" 

:BLOOD_16624
00D6: if 
0039:   107@ == 34 
004D: jump_if_false @BLOOD_16657 
0674: set_car_model 108@ numberplate "BM_D3V__" 

:BLOOD_16657
00D6: if 
0039:   107@ == 35 
004D: jump_if_false @BLOOD_16690 
0674: set_car_model 108@ numberplate "NU_SK00L" 

:BLOOD_16690
00D6: if 
0039:   107@ == 36 
004D: jump_if_false @BLOOD_16723 
0674: set_car_model 108@ numberplate "G4L_AVET" 

:BLOOD_16723
00D6: if 
0039:   107@ == 37 
004D: jump_if_false @BLOOD_16756 
0674: set_car_model 108@ numberplate "M0J0_J0J" 

:BLOOD_16756
0051: return 

:BLOOD_16758
00AA: store_car 88@ position_to 161@ 162@ $TEMPVAR_FLOAT_3 
0006: 94@ = 0 
0007: 165@ = 99999.0 
0006: 95@ = -1 

:BLOOD_16796
00D6: if 
001B:   16 > 94@ 
004D: jump_if_false @BLOOD_16945 
00D6: if 
803B:   not  88@ == 35@(94@,16i) // (int) 
004D: jump_if_false @BLOOD_16931 
00D6: if 
8119:   not car 35@(94@,16i) wrecked 
004D: jump_if_false @BLOOD_16931 
00AA: store_car 35@(94@,16i) position_to 163@ 164@ $TEMPVAR_FLOAT_3 
0509: 166@ = distance_between_XY 161@ 162@ and_XY 163@ 164@ 
00D6: if 
0025:   165@ > 166@ // (float) 
004D: jump_if_false @BLOOD_16931 
0087: 165@ = 166@ // (float) 
0085: 95@ = 35@(94@,16i) // (int) 

:BLOOD_16931
000A: 94@ += 1 
0002: jump @BLOOD_16796 

:BLOOD_16945
00D6: if 
803B:   not  88@ == 34@ // (int) 
004D: jump_if_false @BLOOD_17030 
00AA: store_car 34@ position_to 163@ 164@ $TEMPVAR_FLOAT_3 
0509: 166@ = distance_between_XY 161@ 162@ and_XY 163@ 164@ 
00D6: if 
0025:   165@ > 166@ // (float) 
004D: jump_if_false @BLOOD_17030 
0087: 165@ = 166@ // (float) 
0085: 95@ = 34@ // (int) 

:BLOOD_17030
0051: return 

:BLOOD_17032
00D6: if 
84A3:   not  $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @BLOOD_17094 
08D4: 110@ = create_panel_with_title 'BLOD_06' position 190.0 141.0 width 120.0 columns 2 interactive 0 background 1 alignment 1  // Results
0002: jump @BLOOD_17131 

:BLOOD_17094
08D4: 110@ = create_panel_with_title 'BLOD_06' position 190.0 141.0 width 150.0 columns 2 interactive 0 background 1 alignment 1  // Results

:BLOOD_17131
08DB: set_panel 110@ column 0 header 'DUMMY' data 'BLOD_07' 'BLOD_08' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // New Best Time (mins): // Cars Destroyed:
08DB: set_panel 110@ column 1 header 'DUMMY' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: set_panel 110@ column 1 row 0 text_1number GXT 'BLOD_09' number $1940  // ~1~
08EE: set_panel 110@ column 1 row 1 text_1number GXT 'BLOD_09' number 111@  // ~1~
00D6: if 
84A3:   not  $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @BLOOD_17465 
09DB: set_panel 110@ column 0 width 200 
09DB: set_panel 110@ column 1 width 40 
0002: jump @BLOOD_17484 

:BLOOD_17465
09DB: set_panel 110@ column 0 width 260 
09DB: set_panel 110@ column 1 width 40 

:BLOOD_17484
0051: return 

:BLOOD_17486
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @BLOOD_17549 
0209: 128@ = random_int_in_ranges 8000 16000 
0209: 130@ = random_int_in_ranges 1 22 
03CF: load_wav 131@(130@,23i) as 4 
0006: 33@ = 0 
0006: 129@ = 1 

:BLOOD_17549
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @BLOOD_17589 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @BLOOD_17589 
0006: 129@ = 2 

:BLOOD_17589
00D6: if 
0039:   129@ == 2 
004D: jump_if_false @BLOOD_17637 
00D6: if 
001D:   33@ > 128@ // (int) 
004D: jump_if_false @BLOOD_17637 
03D1: play_wav 4 
0006: 129@ = 3 

:BLOOD_17637
00D6: if 
0039:   129@ == 3 
004D: jump_if_false @BLOOD_17677 
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @BLOOD_17677 
0006: 129@ = 0 

:BLOOD_17677
0051: return 

//-------------Mission 129---------------
// Originally: Arena Mission: Kickstart

:KICKSTA
03A4: name_thread 'KICKSTA' 
0050: gosub @KICKSTA_54 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @KICKSTA_38 
0050: gosub @KICKSTA_7448 

:KICKSTA_38
0050: gosub @KICKSTA_7590 
004E: end_thread 
0006: 49@ = 0 

:KICKSTA_54
0A0E: disable_text_with_style 1 
0004: $ONMISSION = 1 
0006: 48@ = 0 
0007: 249@ = 1.5 
0006: 253@ = 0 
0006: 254@ = 0 
0004: $8262 = 25 
0006: 257@ = 0 
00D6: if 
0038:   $MISSION_KICKSTART_PASSED == 0 
004D: jump_if_false @KICKSTA_130 
0317: increment_mission_attempts 

:KICKSTA_130
0004: $8250 = 0 
0004: $8256 = 300000 
0004: $8254 = 30000 
0007: 50@ = -1376.437 
0007: 83@ = 1562.29 
0007: 116@ = 1059.0 
0006: 182@ = 0 
0006: 215@ = 0 
0007: 51@ = -1354.842 
0007: 84@ = 1585.201 
0007: 117@ = 1057.885 
0006: 183@ = 0 
0006: 216@ = 0 
0007: 52@ = -1408.025 
0007: 85@ = 1568.736 
0007: 118@ = 1055.838 
0006: 184@ = 0 
0006: 217@ = 0 
0007: 53@ = -1451.728 
0007: 86@ = 1571.065 
0007: 119@ = 1059.0 
0006: 185@ = 0 
0006: 218@ = 1 
0007: 54@ = -1487.554 
0007: 87@ = 1564.278 
0007: 120@ = 1056.457 
0006: 186@ = 0 
0006: 219@ = 1 
0007: 55@ = -1466.286 
0007: 88@ = 1595.355 
0007: 121@ = 1057.325 
0006: 187@ = 0 
0006: 220@ = 2 
0007: 56@ = -1387.597 
0007: 89@ = 1572.125 
0007: 122@ = 1053.929 
0006: 188@ = 0 
0006: 221@ = 0 
0007: 57@ = -1362.579 
0007: 90@ = 1614.624 
0007: 123@ = 1055.33 
0006: 189@ = 0 
0006: 222@ = 1 
0007: 58@ = -1359.51 
0007: 91@ = 1638.219 
0007: 124@ = 1056.035 
0006: 190@ = 0 
0006: 223@ = 2 
0007: 59@ = -1371.351 
0007: 92@ = 1623.274 
0007: 125@ = 1054.659 
0006: 191@ = 0 
0006: 224@ = 1 
0007: 60@ = -1369.52 
0007: 93@ = 1634.025 
0007: 126@ = 1055.772 
0006: 192@ = 0 
0006: 225@ = 2 
0007: 61@ = -1384.616 
0007: 94@ = 1603.547 
0007: 127@ = 1053.595 
0006: 193@ = 0 
0006: 226@ = 0 
0007: 62@ = -1398.996 
0007: 95@ = 1603.275 
0007: 128@ = 1055.156 
0006: 194@ = 0 
0006: 227@ = 0 
0007: 63@ = -1403.911 
0007: 96@ = 1645.158 
0007: 129@ = 1071.462 
0006: 195@ = 0 
0006: 228@ = 1 
0007: 64@ = -1443.392 
0007: 97@ = 1648.548 
0007: 130@ = 1054.287 
0006: 196@ = 0 
0006: 229@ = 0 
0007: 65@ = -1457.003 
0007: 98@ = 1648.714 
0007: 131@ = 1054.937 
0006: 197@ = 0 
0006: 230@ = 0 
0007: 66@ = -1486.931 
0007: 99@ = 1630.226 
0007: 132@ = 1056.626 
0006: 198@ = 0 
0006: 231@ = 0 
0007: 67@ = -1482.813 
0007: 100@ = 1642.205 
0007: 133@ = 1060.704 
0006: 199@ = 0 
0006: 232@ = 2 
0007: 68@ = -1484.813 
0007: 101@ = 1597.116 
0007: 134@ = 1061.382 
0006: 200@ = 0 
0006: 233@ = 1 
0007: 69@ = -1431.399 
0007: 102@ = 1598.063 
0007: 135@ = 1054.752 
0006: 201@ = 0 
0006: 234@ = 0 
0007: 70@ = -1420.682 
0007: 103@ = 1598.275 
0007: 136@ = 1054.956 
0006: 202@ = 0 
0006: 235@ = 0 
0007: 71@ = -1408.107 
0007: 104@ = 1585.364 
0007: 137@ = 1055.691 
0006: 203@ = 0 
0006: 236@ = 0 
0007: 72@ = -1408.217 
0007: 105@ = 1593.302 
0007: 138@ = 1055.617 
0006: 204@ = 0 
0006: 237@ = 0 
0007: 73@ = -1462.244 
0007: 106@ = 1622.424 
0007: 139@ = 1054.313 
0006: 205@ = 0 
0006: 238@ = 1 
0007: 74@ = -1461.74 
0007: 107@ = 1635.753 
0007: 140@ = 1054.007 
0006: 206@ = 0 
0006: 239@ = 1 
0007: 75@ = -1453.893 
0007: 108@ = 1636.028 
0007: 141@ = 1056.18 
0006: 207@ = 0 
0006: 240@ = 1 
0007: 76@ = -1454.055 
0007: 109@ = 1628.601 
0007: 142@ = 1054.298 
0006: 208@ = 0 
0006: 241@ = 2 
0007: 77@ = -1454.067 
0007: 110@ = 1617.637 
0007: 143@ = 1055.999 
0006: 209@ = 0 
0006: 242@ = 2 
0007: 78@ = -1450.026 
0007: 111@ = 1620.467 
0007: 144@ = 1056.421 
0006: 210@ = 0 
0006: 243@ = 2 
0007: 79@ = -1407.732 
0007: 112@ = 1617.416 
0007: 145@ = 1054.797 
0006: 211@ = 0 
0006: 244@ = 1 
0007: 80@ = -1414.159 
0007: 113@ = 1607.16 
0007: 146@ = 1054.843 
0006: 212@ = 0 
0006: 245@ = 1 
0007: 81@ = -1388.309 
0007: 114@ = 1620.99 
0007: 147@ = 1054.951 
0006: 213@ = 0 
0006: 246@ = 2 
0007: 82@ = -1431.09 
0007: 115@ = 1580.832 
0007: 148@ = 1055.759 
0006: 214@ = 0 
0006: 247@ = 1 
0004: $8257 = 0 
0004: $8259 = 0 
0004: $8258 = 0 
0006: 35@ = 0 
0004: $8260 = 0 
0004: $8261 = 33 
0007: 37@ = 0.0 
0007: 38@ = 0.0 
0007: 39@ = 0.0 
0007: 40@ = 0.0 
0007: 41@ = 0.0 
0007: 42@ = 0.0 
0006: 43@ = 0 
0006: 45@ = 0 
0006: 46@ = 0 
0006: 47@ = 0 
0006: 255@ = 0 
0001: wait 0 ms 
054C: use_GXT_table 'KICKSTT' 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 2000 

:KICKSTA_1781
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_1805 
0001: wait 0 ms 
0002: jump @KICKSTA_1781 

:KICKSTA_1805
09FF: set_restart_closest_to 1579.57 1769.011 9.828 
057E: set_radar_grey 1 
04BB: select_interior 14 
04E4: refresh_game_renderer_at -1473.187 1565.173 
00A1: put_actor $PLAYER_ACTOR at -1473.187 1565.173 1051.589 
0860: link_actor $PLAYER_ACTOR to_interior 14 
0581: enable_radar 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 266.488 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 1
03CB: set_rendering_origin_at -1473.187 1565.173 1051.789 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
04F9: set_sky_color 2 fade 0 
0247: load_model #SANCHEZ 

:KICKSTA_1915
00D6: if 
8248:   not model #SANCHEZ available 
004D: jump_if_false @KICKSTA_1942 
0001: wait 0 ms 
0002: jump @KICKSTA_1915 

:KICKSTA_1942
00A5: 34@ = create_car #SANCHEZ at -1472.38 1563.576 1051.417 
0840: link_car 34@ to_interior 14 
0175: set_car 34@ Z_angle_to 266.488 
02AC: set_car 34@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01EC: make_car 34@ very_heavy 1
0423: set_car 34@ improved_handling_to 1.5 // (float)
0186: 36@ = create_marker_above_car 34@ 
07E0: set_marker 36@ type_to 1 
03AB: set_car 34@ strong 1 
03BC: 44@ = create_sphere_at -1464.32 1556.69 1051.75 radius 3.0 
0006: 256@ = 0 

:KICKSTA_2051
00D6: if 
001B:   33 > 256@ 
004D: jump_if_false @KICKSTA_2300 
00D6: if 
0039:   215@(256@,33i) == 0 
004D: jump_if_false @KICKSTA_2113 
0006: 250@ = 0 
0006: 251@ = 255 
0006: 252@ = 0 

:KICKSTA_2113
00D6: if 
0039:   215@(256@,33i) == 1 
004D: jump_if_false @KICKSTA_2158 
0006: 250@ = 255 
0006: 251@ = 150 
0006: 252@ = 0 

:KICKSTA_2158
00D6: if 
0039:   215@(256@,33i) == 2 
004D: jump_if_false @KICKSTA_2202 
0006: 250@ = 255 
0006: 251@ = 0 
0006: 252@ = 0 

:KICKSTA_2202
024F: create_corona_with_radius 249@ type 0 lensflares 0 with_color 250@ 251@ 252@ at 50@(256@,33f) 50@(256@,33f) 50@(256@,33f) 
0167: 149@(256@,33i) = create_marker_at 50@(256@,33f) 50@(256@,33f) 50@(256@,33f) color 0 flag 2 
0168: set_marker 149@(256@,33i) size 1 
000A: 256@ += 1 
0002: jump @KICKSTA_2051 

:KICKSTA_2300
0001: wait 1000 ms 
02A3: enable_widescreen 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01B4: set_player $PLAYER_CHAR can_move 0 
040D: unload_wav 1 
03CF: load_wav 36205 as 1 

:KICKSTA_2343
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @KICKSTA_2369 
0001: wait 0 ms 
0002: jump @KICKSTA_2343 

:KICKSTA_2369
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1500 
015F: set_camera_position -1461.084 1558.448 1054.46 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1460.135 1558.761 1054.429 switchstyle 2 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -1461.084 1558.448 1054.46 position_to -1474.255 1561.567 1052.553 time 6000 smooth_transition 1 
0920: point_camera -1460.135 1558.761 1054.429 transverse_to -1473.741 1562.424 1052.533 time 6000 smooth_transition 1 
03D1: play_wav 1 

:KICKSTA_2523
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_2766 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @KICKSTA_2744 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~You have wrecked the bike!
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:KICKSTA_2594
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_2618 
0001: wait 0 ms 
0002: jump @KICKSTA_2594 

:KICKSTA_2618
04BB: select_interior 0 
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_2662 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_2662
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_2705 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_2725 

:KICKSTA_2705
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_2725
0001: wait 1500 ms 
0002: jump @KICKSTA_7448 
0002: jump @KICKSTA_2752 

:KICKSTA_2744
0224: set_car 34@ health_to 1000 

:KICKSTA_2752
0050: gosub @KICKSTA_7904 
0002: jump @KICKSTA_2523 

:KICKSTA_2766
00BC: show_text_highpriority GXT 'KICK_10' time 10000 flag 1  // ~s~Use the Sanchez to collect Coronas. The ~g~Green Corona~s~ is worth 1 point. The ~y~Amber Corona~s~ is worth 2 points. The ~r~Red Corona~s~ is worth 3 points.
0006: 32@ = 0 
0707: start_scene_skip_to @KICKSTA_3415 

:KICKSTA_2796
00D6: if 
001B:   7000 > 32@ 
004D: jump_if_false @KICKSTA_3045 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @KICKSTA_3023 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~You have wrecked the bike!
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:KICKSTA_2873
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_2897 
0001: wait 0 ms 
0002: jump @KICKSTA_2873 

:KICKSTA_2897
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
04BB: select_interior 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_2941 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_2941
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_2984 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_3004 

:KICKSTA_2984
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_3004
0001: wait 1500 ms 
0002: jump @KICKSTA_7448 
0002: jump @KICKSTA_3031 

:KICKSTA_3023
0224: set_car 34@ health_to 1000 

:KICKSTA_3031
0050: gosub @KICKSTA_7904 
0002: jump @KICKSTA_2796 

:KICKSTA_3045
03D5: remove_text 'KICK_10'  // ~s~Use the Sanchez to collect Coronas. The ~g~Green Corona~s~ is worth 1 point. The ~y~Amber Corona~s~ is worth 2 points. The ~r~Red Corona~s~ is worth 3 points.
0925: restore_camera_to_user_defined 
015F: set_camera_position -1474.91 1564.625 1052.952 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1473.948 1564.367 1053.041 switchstyle 2 
00BC: show_text_highpriority GXT 'KICK_11' time 10000 flag 1  // ~s~To leave the stadium stand in the ~r~red highlighted~s~ area on foot.
06A9: AS_actor $PLAYER_ACTOR look_at_point -1464.32 1556.69 1051.75 6000 ms 
0006: 32@ = 0 

:KICKSTA_3155
00D6: if 
001B:   7000 > 32@ 
004D: jump_if_false @KICKSTA_3404 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @KICKSTA_3382 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~You have wrecked the bike!
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:KICKSTA_3232
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_3256 
0001: wait 0 ms 
0002: jump @KICKSTA_3232 

:KICKSTA_3256
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
04BB: select_interior 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_3300 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3300
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_3343 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_3363 

:KICKSTA_3343
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_3363
0001: wait 1500 ms 
0002: jump @KICKSTA_7448 
0002: jump @KICKSTA_3390 

:KICKSTA_3382
0224: set_car 34@ health_to 1000 

:KICKSTA_3390
0050: gosub @KICKSTA_7904 
0002: jump @KICKSTA_3155 

:KICKSTA_3404
03D5: remove_text 'KICK_11'  // ~s~To leave the stadium stand in the ~r~red highlighted~s~ area on foot.

:KICKSTA_3415
0701: end_scene_skip 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @KICKSTA_3621 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~You have wrecked the bike!
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:KICKSTA_3471
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_3495 
0001: wait 0 ms 
0002: jump @KICKSTA_3471 

:KICKSTA_3495
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
04BB: select_interior 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_3539 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3539
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_3582 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_3602 

:KICKSTA_3582
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_3602
0001: wait 1500 ms 
0002: jump @KICKSTA_7448 
0002: jump @KICKSTA_3629 

:KICKSTA_3621
0224: set_car 34@ health_to 1000 

:KICKSTA_3629
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
041E: set_radio_station 11 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0925: restore_camera_to_user_defined 
0581: enable_radar 0 
00BC: show_text_highpriority GXT 'KICK1_8' time 5000 flag 1  // ~s~Get on the ~b~bike~s~!

:KICKSTA_3688
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @KICKSTA_4392 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @KICKSTA_3915 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~You have wrecked the bike!
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:KICKSTA_3765
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_3789 
0001: wait 0 ms 
0002: jump @KICKSTA_3765 

:KICKSTA_3789
04BB: select_interior 0 
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_3833 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3833
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_3876 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_3896 

:KICKSTA_3876
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_3896
0001: wait 1500 ms 
0002: jump @KICKSTA_7448 
0002: jump @KICKSTA_3923 

:KICKSTA_3915
0224: set_car 34@ health_to 1000 

:KICKSTA_3923
00D6: if or
0028:   $8256 >= 3600000 
0038:   $8260 == 1 
004D: jump_if_false @KICKSTA_4137 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK_13' time 5000 flag 1  // ~r~You have taken too long!
0169: set_fade_color_RGB 0 0 0 
0001: wait 1500 ms 
016A: fade 0 time 1000 

:KICKSTA_3994
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_4018 
0001: wait 0 ms 
0002: jump @KICKSTA_3994 

:KICKSTA_4018
04BB: select_interior 0 
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_4062 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_4062
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_4105 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_4125 

:KICKSTA_4105
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_4125
0001: wait 1500 ms 
0002: jump @KICKSTA_7448 

:KICKSTA_4137
00D6: if or
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1464.32 1556.69 1051.75 radius 3.0 3.0 3.0 on_foot 
0039:   43@ == 1 
004D: jump_if_false @KICKSTA_4378 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK_12' time 5000 flag 1  // ~r~You bottled it!
03BD: destroy_sphere 44@ 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:KICKSTA_4235
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_4259 
0001: wait 0 ms 
0002: jump @KICKSTA_4235 

:KICKSTA_4259
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
04BB: select_interior 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_4303 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_4303
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_4346 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_4366 

:KICKSTA_4346
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_4366
0001: wait 1500 ms 
0002: jump @KICKSTA_7448 

:KICKSTA_4378
0050: gosub @KICKSTA_7904 
0002: jump @KICKSTA_3688 

:KICKSTA_4392
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0373: set_camera_directly_behind_player 
03D5: remove_text 'KICK1_8'  // ~s~Get on the ~b~bike~s~!
0006: 257@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 

:KICKSTA_4437
00D6: if 
8039:   not  257@ == 10 
004D: jump_if_false @KICKSTA_4886 
0001: wait 0 ms 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @KICKSTA_4581 
00D6: if 
0019:   33@ > 900 
004D: jump_if_false @KICKSTA_4581 
00BA: show_text_styled GXT 'KICK_17' time 1000 style 4  // 3
018C: play_sound 65535 at 0.0 0.0 0.0 
03CF: load_wav 1827 as 4 

:KICKSTA_4541
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @KICKSTA_4567 
0001: wait 0 ms 
0002: jump @KICKSTA_4541 

:KICKSTA_4567
000A: 257@ += 1 
0006: 33@ = 0 

:KICKSTA_4581
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @KICKSTA_4670 
00D6: if 
0019:   33@ > 900 
004D: jump_if_false @KICKSTA_4670 
00BA: show_text_styled GXT 'KICK_18' time 1000 style 4  // 2
018C: play_sound 65535 at 0.0 0.0 0.0 
000A: 257@ += 1 
0006: 33@ = 0 

:KICKSTA_4670
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @KICKSTA_4759 
00D6: if 
0019:   33@ > 900 
004D: jump_if_false @KICKSTA_4759 
00BA: show_text_styled GXT 'KICK_19' time 1000 style 4  // 1
018C: play_sound 65535 at 0.0 0.0 0.0 
000A: 257@ += 1 
0006: 33@ = 0 

:KICKSTA_4759
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @KICKSTA_4846 
00D6: if 
0019:   33@ > 900 
004D: jump_if_false @KICKSTA_4846 
00BA: show_text_styled GXT 'KICK_20' time 800 style 4  // GO!
097A: play_audio_at -1462.0 1558.69 1055.02 event 1164 
0006: 257@ = 10 
0006: 33@ = 0 

:KICKSTA_4846
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @KICKSTA_4872 
0006: 257@ = 10 

:KICKSTA_4872
0050: gosub @KICKSTA_7904 
0002: jump @KICKSTA_4437 

:KICKSTA_4886
02A3: enable_widescreen 0 
0164: disable_marker 36@ 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'KICK_26' time 5000 flag 1  // ~s~Collect as many points as possible.
03C4: set_status_text $8262 type 0 GXT 'KICK1_9' // global_variable  // SCORE ~1~
03C3: set_timer_to $8256 type 1 GXT 'KICK1_T' // global_variable  // TIME
0006: 32@ = 0 
0006: 33@ = 0 

:KICKSTA_4964
00D6: if 
8038:   not  $8250 == 33 
004D: jump_if_false @KICKSTA_6929 
0001: wait 0 ms 
0050: gosub @KICKSTA_7904 
00D6: if 
0039:   48@ == 1 
004D: jump_if_false @KICKSTA_5033 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @KICKSTA_5033 
0006: 48@ = 2 

:KICKSTA_5033
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @KICKSTA_5062 
03D1: play_wav 1 
0006: 48@ = 3 

:KICKSTA_5062
00D6: if 
0039:   48@ == 3 
004D: jump_if_false @KICKSTA_5106 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @KICKSTA_5106 
040D: unload_wav 1 
0006: 48@ = 0 

:KICKSTA_5106
00D6: if or
002A:   0 >= $8256 
0038:   $8260 == 1 
004D: jump_if_false @KICKSTA_5673 
01B4: set_player $PLAYER_CHAR can_move 0 
014F: stop_timer $8256 
0151: remove_status_text $8262 
00D6: if 
001C:   $8262 > $1804 // (int) 
004D: jump_if_false @KICKSTA_5417 
0084: $1804 = $8262 // (int) 
01E3: show_text_1number_styled GXT 'KICK_22' number $1804 time 5000 style 1  // New Highest Score ~1~
00BC: show_text_highpriority GXT 'KICK_23' time 5000 flag 1  // ~s~You broke the record!
0627: update_integer_stat 211 to $1804 
0394: play_music 2 
00D6: if 
0038:   $MISSION_KICKSTART_PASSED == 0 
004D: jump_if_false @KICKSTA_5247 
014C: set_parked_car_generator $5275 cars_to_generate_to 101 

:KICKSTA_5247
0001: wait 5000 ms 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:KICKSTA_5267
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_5291 
0001: wait 0 ms 
0002: jump @KICKSTA_5267 

:KICKSTA_5291
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
04BB: select_interior 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_5335 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_5335
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_5378 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_5398 

:KICKSTA_5378
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_5398
0001: wait 1500 ms 
0002: jump @KICKSTA_7510 
0002: jump @KICKSTA_5673 

:KICKSTA_5417
01E3: show_text_1number_styled GXT 'KICK1_9' number $8262 time 5000 style 1  // SCORE ~1~
01E3: show_text_1number_styled GXT 'KICK_21' number $1804 time 5000 style 6  // The Highest Score ~1~
00BC: show_text_highpriority GXT 'KICK_24' time 5000 flag 1  // ~r~You failed to break the record!
0652: 248@ = integer_stat 211 
00D6: if 
001E:   $8262 > 248@ // (int) 
004D: jump_if_false @KICKSTA_5506 
0627: update_integer_stat 211 to $8262 

:KICKSTA_5506
0394: play_music 1 
0001: wait 5000 ms 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:KICKSTA_5530
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_5554 
0001: wait 0 ms 
0002: jump @KICKSTA_5530 

:KICKSTA_5554
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
04BB: select_interior 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_5598 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_5598
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_5641 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_5661 

:KICKSTA_5641
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_5661
0001: wait 1500 ms 
0002: jump @KICKSTA_7448 

:KICKSTA_5673
00D6: if or
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1464.32 1556.69 1051.75 radius 3.0 3.0 3.0 on_foot 
0039:   43@ == 1 
004D: jump_if_false @KICKSTA_5914 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK_12' time 5000 flag 1  // ~r~You bottled it!
03BD: destroy_sphere 44@ 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:KICKSTA_5771
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_5795 
0001: wait 0 ms 
0002: jump @KICKSTA_5771 

:KICKSTA_5795
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
04BB: select_interior 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_5839 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_5839
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_5882 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_5902 

:KICKSTA_5882
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_5902
0001: wait 1500 ms 
0002: jump @KICKSTA_7448 

:KICKSTA_5914
00A0: store_actor $PLAYER_ACTOR position_to 37@ 38@ 39@ 
00D6: if 
0023:   1050.0 > 39@ 
004D: jump_if_false @KICKSTA_5979 
00A1: put_actor $PLAYER_ACTOR at -1473.187 1565.173 1051.789 
0173: set_actor $PLAYER_ACTOR Z_angle_to 266.488 

:KICKSTA_5979
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @KICKSTA_6183 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~You have wrecked the bike!
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:KICKSTA_6033
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_6057 
0001: wait 0 ms 
0002: jump @KICKSTA_6033 

:KICKSTA_6057
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
04BB: select_interior 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_6101 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_6101
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_6144 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_6164 

:KICKSTA_6144
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_6164
0001: wait 1500 ms 
0002: jump @KICKSTA_7448 
0002: jump @KICKSTA_6922 

:KICKSTA_6183
0224: set_car 34@ health_to 1000 
00AA: store_car 34@ position_to 40@ 41@ 42@ 
00D6: if 
0023:   1050.0 > 42@ 
004D: jump_if_false @KICKSTA_6259 
00A5: 34@ = create_car #SANCHEZ at -1472.38 1563.576 1051.417 
0175: set_car 34@ Z_angle_to 266.488 

:KICKSTA_6259
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #SANCHEZ 
004D: jump_if_false @KICKSTA_6874 
00D6: if 
0039:   254@ == 0 
004D: jump_if_false @KICKSTA_6450 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @KICKSTA_6361 
0186: 36@ = create_marker_above_car 34@ 
07E0: set_marker 36@ type_to 1 
00D6: if 
0039:   47@ == 2 
004D: jump_if_false @KICKSTA_6354 
0006: 47@ = 3 

:KICKSTA_6354
0006: 35@ = 1 

:KICKSTA_6361
01BD: $8253 = current_time_in_ms 
0004: $8254 = 30000 
00D6: if 
0028:   $8256 >= 30000 
004D: jump_if_false @KICKSTA_6408 
0004: $8254 = 30000 
0002: jump @KICKSTA_6416 

:KICKSTA_6408
0084: $8254 = $8256 // (int) 

:KICKSTA_6416
0006: 254@ = 1 
040D: unload_wav 1 
03CF: load_wav 36200 as 1 
0006: 48@ = 1 
0002: jump @KICKSTA_6867 

:KICKSTA_6450
00D6: if 
0018:   $8254 > 0 
004D: jump_if_false @KICKSTA_6643 
01BD: $8251 = current_time_in_ms 
0084: $8252 = $8251 // (int) 
0060: $8252 -= $8253 // (int) 
0084: $8253 = $8251 // (int) 
0060: $8254 -= $8252 // (int) 
0084: $8255 = $8254 // (int) 
0014: $8255 /= 1000 
09C1: add_next_text_to_brief_history 0 
00D6: if 
8038:   not  $8255 == 1 
004D: jump_if_false @KICKSTA_6569 
01E5: show_text_1number_highpriority GXT 'KICK_27' number $8255 time 1000 flag 1  // ~s~You have ~1~ seconds to return to your ~b~bike ~s~before you are disqualified.
0002: jump @KICKSTA_6588 

:KICKSTA_6569
01E5: show_text_1number_highpriority GXT 'KICK_28' number $8255 time 1000 flag 1  // ~s~You have ~1~ second to return to your ~b~bike ~s~before you are disqualified.

:KICKSTA_6588
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #SANCHEZ 
004D: jump_if_false @KICKSTA_6636 
03D5: remove_text 'GETBIKE' 
03D5: remove_text 'GETBIK2' 
0004: $8254 = 1 

:KICKSTA_6636
0002: jump @KICKSTA_6867 

:KICKSTA_6643
00D6: if 
002A:   0 >= $8254 
004D: jump_if_false @KICKSTA_6867 
00BC: show_text_highpriority GXT 'KICK1_2' time 5000 flag 1  // ~r~You did not get back to the bike quickly enough!
01B4: set_player $PLAYER_CHAR can_move 0 
040D: unload_wav 1 
03CF: load_wav 36200 as 1 
0006: 48@ = 1 
0001: wait 1500 ms 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:KICKSTA_6724
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_6748 
0001: wait 0 ms 
0002: jump @KICKSTA_6724 

:KICKSTA_6748
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
04BB: select_interior 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_6792 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_6792
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_6835 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_6855 

:KICKSTA_6835
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_6855
0001: wait 1500 ms 
0002: jump @KICKSTA_7448 

:KICKSTA_6867
0002: jump @KICKSTA_6922 

:KICKSTA_6874
03D5: remove_text 'KICK_27'  // ~s~You have ~1~ seconds to return to your ~b~bike ~s~before you are disqualified.
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @KICKSTA_6915 
0164: disable_marker 36@ 
0006: 35@ = 0 

:KICKSTA_6915
0006: 254@ = 0 

:KICKSTA_6922
0002: jump @KICKSTA_4964 

:KICKSTA_6929
014F: stop_timer $8256 
0151: remove_status_text $8262 
00D6: if 
001C:   $8262 > $1804 // (int) 
004D: jump_if_false @KICKSTA_7208 
0084: $1804 = $8262 // (int) 
01E3: show_text_1number_styled GXT 'KICK_22' number $1804 time 5000 style 1  // New Highest Score ~1~
00BC: show_text_highpriority GXT 'KICK_23' time 5000 flag 1  // ~s~You broke the record!
0627: update_integer_stat 211 to $1804 
00D6: if 
0038:   $MISSION_KICKSTART_PASSED == 0 
004D: jump_if_false @KICKSTA_7034 
014C: set_parked_car_generator $5275 cars_to_generate_to 101 

:KICKSTA_7034
0394: play_music 2 
0001: wait 5000 ms 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:KICKSTA_7058
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_7082 
0001: wait 0 ms 
0002: jump @KICKSTA_7058 

:KICKSTA_7082
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
04BB: select_interior 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_7126 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_7126
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_7169 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_7189 

:KICKSTA_7169
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_7189
0001: wait 1500 ms 
0002: jump @KICKSTA_7510 
0002: jump @KICKSTA_7448 

:KICKSTA_7208
0394: play_music 1 
0652: 248@ = integer_stat 211 
00D6: if 
001E:   $8262 > 248@ // (int) 
004D: jump_if_false @KICKSTA_7247 
0627: update_integer_stat 211 to $8262 

:KICKSTA_7247
01E3: show_text_1number_styled GXT 'KICK1_9' number $8262 time 5000 style 1  // SCORE ~1~
01E3: show_text_1number_styled GXT 'KICK_21' number $1804 time 5000 style 6  // The Highest Score ~1~
0001: wait 5000 ms 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:KICKSTA_7305
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_7329 
0001: wait 0 ms 
0002: jump @KICKSTA_7305 

:KICKSTA_7329
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
04BB: select_interior 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_7373 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_7373
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_7416 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_7436 

:KICKSTA_7416
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_7436
0001: wait 1500 ms 
0002: jump @KICKSTA_7448 

:KICKSTA_7448
01E3: show_text_1number_styled GXT 'KICK1_9' number 15 time $8262 style 1  // SCORE ~1~
01E5: show_text_1number_highpriority GXT 'KICK_21' number $1804 time 5000 flag 1  // The Highest Score ~1~
008B: 258@ = $8262 // (int) 
0012: 258@ *= 100 
0109: player $PLAYER_CHAR money = 258@ 
0051: return 

:KICKSTA_7510
00D6: if 
0038:   $MISSION_KICKSTART_PASSED == 0 
004D: jump_if_false @KICKSTA_7541 
0595: mission_complete 
030C: progress_made = 1 
0004: $MISSION_KICKSTART_PASSED = 1 

:KICKSTA_7541
0110: clear_player $PLAYER_CHAR wanted_level 
01E3: show_text_1number_styled GXT 'KICK_22' number $1804 time 5000 style 1  // New Highest Score ~1~
008B: 258@ = $8262 // (int) 
0012: 258@ *= 100 
0109: player $PLAYER_CHAR money = 258@ 
0051: return 

:KICKSTA_7590
0581: enable_radar 1 
04FA: reset_sky_colors_with_fade 0 
0004: $ONMISSION = 0 
00BE: text_clear_all 
04FA: reset_sky_colors_with_fade 0 
03BD: destroy_sphere 44@ 
0925: restore_camera_to_user_defined 
0164: disable_marker 149@ 
0164: disable_marker 150@ 
0164: disable_marker 151@ 
0164: disable_marker 152@ 
0164: disable_marker 153@ 
0164: disable_marker 154@ 
0164: disable_marker 155@ 
0164: disable_marker 156@ 
0164: disable_marker 157@ 
0164: disable_marker 158@ 
0164: disable_marker 159@ 
0164: disable_marker 160@ 
0164: disable_marker 161@ 
0164: disable_marker 162@ 
0164: disable_marker 163@ 
0164: disable_marker 164@ 
0164: disable_marker 165@ 
0164: disable_marker 166@ 
0164: disable_marker 167@ 
0164: disable_marker 168@ 
0164: disable_marker 169@ 
0164: disable_marker 170@ 
0164: disable_marker 171@ 
0164: disable_marker 172@ 
0164: disable_marker 173@ 
0164: disable_marker 174@ 
0164: disable_marker 175@ 
0164: disable_marker 176@ 
0164: disable_marker 177@ 
0164: disable_marker 178@ 
0164: disable_marker 179@ 
0164: disable_marker 180@ 
0164: disable_marker 181@ 
0164: disable_marker 36@ 
0249: release_model #SANCHEZ 
014F: stop_timer $8256 
0151: remove_status_text $8262 
00D6: if or
8112:   not wasted_or_busted // mission only 
0038:   $176 == 1 
004D: jump_if_false @KICKSTA_7859 
0173: set_actor $PLAYER_ACTOR Z_angle_to 1.0 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 0
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 3000 
01B4: set_player $PLAYER_CHAR can_move 1 

:KICKSTA_7859
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_7882 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_7882
0581: enable_radar 1 
01C3: remove_references_to_car 34@ 
057E: set_radar_grey 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:KICKSTA_7904
0006: 253@ = 0 

:KICKSTA_7911
00D6: if 
001B:   33 > 253@ 
004D: jump_if_false @KICKSTA_8439 
00D6: if 
0039:   182@(253@,33i) == 0 
004D: jump_if_false @KICKSTA_8425 
00D6: if 
0039:   215@(253@,33i) == 0 
004D: jump_if_false @KICKSTA_7995 
0006: 250@ = 0 
0006: 251@ = 255 
0006: 252@ = 0 

:KICKSTA_7995
00D6: if 
0039:   215@(253@,33i) == 1 
004D: jump_if_false @KICKSTA_8040 
0006: 250@ = 255 
0006: 251@ = 150 
0006: 252@ = 0 

:KICKSTA_8040
00D6: if 
0039:   215@(253@,33i) == 2 
004D: jump_if_false @KICKSTA_8084 
0006: 250@ = 255 
0006: 251@ = 0 
0006: 252@ = 0 

:KICKSTA_8084
024F: create_corona_with_radius 249@ type 0 lensflares 0 with_color 250@ 251@ 252@ at 50@(253@,33f) 83@(253@,33f) 116@(253@,33f) 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 50@(253@,33f) 83@(253@,33f) 116@(253@,33f) radius 1.5 1.5 1.5 
004D: jump_if_false @KICKSTA_8425 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #SANCHEZ 
004D: jump_if_false @KICKSTA_8425 
00D6: if 
0039:   215@(253@,33i) == 0 
004D: jump_if_false @KICKSTA_8261 
0008: $8262 += 10 
00BC: show_text_highpriority GXT 'KICK_14' time 1000 flag 1  // ~s~You have collected a ~g~Green Corona~s~ +1
040D: unload_wav 1 
03CF: load_wav 36202 as 1 
0006: 48@ = 1 

:KICKSTA_8261
00D6: if 
0039:   215@(253@,33i) == 1 
004D: jump_if_false @KICKSTA_8326 
0008: $8262 += 20 
00BC: show_text_highpriority GXT 'KICK_15' time 1000 flag 1  // ~s~You have collected an ~y~Amber Corona~s~ +2
040D: unload_wav 1 
03CF: load_wav 36202 as 1 
0006: 48@ = 1 

:KICKSTA_8326
00D6: if 
0039:   215@(253@,33i) == 2 
004D: jump_if_false @KICKSTA_8391 
0008: $8262 += 30 
00BC: show_text_highpriority GXT 'KICK_16' time 1000 flag 1  // ~s~You have collected a ~r~Red Corona~s~ +3
040D: unload_wav 1 
03CF: load_wav 36205 as 1 
0006: 48@ = 1 

:KICKSTA_8391
0164: disable_marker 149@(253@,33i) 
0008: $8250 += 1 
000C: $8261 -= 1 
0006: 182@(253@,33i) = 1 

:KICKSTA_8425
000A: 253@ += 1 
0002: jump @KICKSTA_7911 

:KICKSTA_8439
0051: return 

//-------------Mission 130---------------
// Originally: Beat the Cock!

:TRIA
0050: gosub @TRIA_36 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @TRIA_27 
0050: gosub @TRIA_22678 

:TRIA_27
0050: gosub @TRIA_22919 
004E: end_thread 

:TRIA_36
0A0E: disable_text_with_style 1 
0004: $ONMISSION = 1 
00D6: if 
0038:   $MISSION_BEATTHECOCK_PASSED == 0 
004D: jump_if_false @TRIA_67 
0317: increment_mission_attempts 

:TRIA_67
03A4: name_thread 'TRIA' 
054C: use_GXT_table 'RACETOR' 
0912: set_text_priority 1 leftmargin 355 maxwidth 370 
0001: wait 0 ms 
03F0: enable_text_draw 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRIA_130 
01B4: set_player $PLAYER_CHAR can_move 0 

:TRIA_130
016A: fade 0 time 1000 

:TRIA_137
00D6: if 
016B:   fading 
004D: jump_if_false @TRIA_161 
0001: wait 0 ms 
0002: jump @TRIA_137 

:TRIA_161
060A: create_decision_maker_type 0 store_to 816@ // decision\allowed\m_.ped files 
0006: 802@ = 0 
0006: 817@ = 0 
0006: 782@ = 0 
0006: 783@ = 0 
0007: 34@ = 582.7242 
0007: 46@ = 356.2812 
0007: 58@ = 52.2072 
0007: 70@ = 52.2072 
0007: 35@ = 584.0833 
0007: 47@ = 329.3647 
0007: 59@ = 0.5427 
0007: 71@ = 2.0841 
0007: 36@ = 572.9216 
0007: 48@ = 323.5937 
0007: 60@ = 1.0585 
0007: 72@ = 4.8106 
0007: 37@ = 585.724 
0007: 49@ = 345.6341 
0007: 61@ = 0.4929 
0007: 73@ = 1.8511 
0007: 38@ = 582.7242 
0007: 50@ = 359.0323 
0007: 62@ = 0.4993 
0007: 74@ = 2.637 
0007: 39@ = 582.7242 
0007: 51@ = 356.2812 
0007: 63@ = 56.2072 
0007: 75@ = 56.2072 
0007: 40@ = 582.7242 
0007: 52@ = 356.2812 
0007: 64@ = 58.2072 
0007: 76@ = 58.2072 
00D6: if 
0038:   $MISSION_BEATTHECOCK_TYPE == 1 
004D: jump_if_false @TRIA_501 
0002: jump @TRIA_526 

:TRIA_501
00D6: if 
0038:   $MISSION_BEATTHECOCK_TYPE == 2 
004D: jump_if_false @TRIA_526 
0002: jump @TRIA_3828 

:TRIA_526
0006: 819@ = 0 
0006: 820@ = 1 
0006: 821@ = 7 
0006: 822@ = 8 
0006: 823@ = 8 
0006: 824@ = 37 
0006: 825@ = 37 
0006: 826@ = 38 
0006: 827@ = 62 
0007: 792@ = -243.9 
0007: 793@ = -1719.31 
0007: 794@ = 2.35 
0007: 143@ = 181.3364 
0007: 263@ = -1885.854 
0007: 383@ = 3.5158 
0007: 503@ = 194.886 
0007: 144@ = 187.69 
0007: 264@ = -1915.42 
0007: 384@ = 0.0 
0007: 504@ = 187.4411 
0007: 145@ = 190.3243 
0007: 265@ = -1965.07 
0007: 385@ = -1.09 
0007: 505@ = 122.2256 
0007: 146@ = 129.4773 
0007: 266@ = -2001.432 
0007: 386@ = -0.5606 
0007: 506@ = 44.5101 
0007: 147@ = 24.1326 
0007: 267@ = -1872.092 
0007: 387@ = -0.1744 
0007: 507@ = 46.3064 
0007: 148@ = -38.8038 
0007: 268@ = -1799.4 
0007: 388@ = -0.4976 
0007: 508@ = 29.2224 
0007: 149@ = -132.8051 
0007: 269@ = -1809.788 
0007: 389@ = -1.1548 
0007: 509@ = 74.9425 
0007: 150@ = -228.93 
0007: 270@ = -1726.7 
0007: 390@ = -0.01 
0007: 510@ = 70.775 
0007: 151@ = -248.1052 
0007: 271@ = -1716.78 
0007: 391@ = 1.9372 
0007: 511@ = 157.2827 
0007: 152@ = -262.3395 
0007: 272@ = -1787.277 
0007: 392@ = 8.7655 
0007: 512@ = 167.5477 
0007: 153@ = -277.3514 
0007: 273@ = -1855.098 
0007: 393@ = 21.3005 
0007: 513@ = 168.3277 
0007: 154@ = -280.5171 
0007: 274@ = -1887.12 
0007: 394@ = 24.786 
0007: 514@ = 176.1066 
0007: 155@ = -281.7469 
0007: 275@ = -2087.827 
0007: 395@ = 38.443 
0007: 515@ = 141.1524 
0007: 156@ = -464.7682 
0007: 276@ = -2179.815 
0007: 396@ = 58.8239 
0007: 516@ = 68.1063 
0007: 157@ = -641.5079 
0007: 277@ = -2196.429 
0007: 397@ = 11.5282 
0007: 517@ = 129.7469 
0007: 158@ = -783.5144 
0007: 278@ = -2459.294 
0007: 398@ = 73.7524 
0007: 518@ = 140.2978 
0007: 159@ = -871.3914 
0007: 279@ = -2407.987 
0007: 399@ = 54.4911 
0007: 519@ = 51.7369 
0007: 160@ = -942.5181 
0007: 280@ = -2368.063 
0007: 400@ = 58.8718 
0007: 520@ = 85.4252 
0007: 161@ = -1056.249 
0007: 281@ = -2378.243 
0007: 401@ = 48.5923 
0007: 521@ = 94.4035 
0007: 162@ = -1238.965 
0007: 282@ = -2327.315 
0007: 402@ = 18.2458 
0007: 522@ = 58.7494 
0007: 163@ = -1403.78 
0007: 283@ = -2165.124 
0007: 403@ = 17.4059 
0007: 523@ = 77.2286 
0007: 164@ = -1659.685 
0007: 284@ = -2190.13 
0007: 404@ = 32.3572 
0007: 524@ = 144.7275 
0007: 165@ = -1732.831 
0007: 285@ = -2312.709 
0007: 405@ = 45.225 
0007: 525@ = 109.6972 
0007: 166@ = -1826.058 
0007: 286@ = -2340.271 
0007: 406@ = 33.7243 
0007: 526@ = 125.1071 
0007: 167@ = -1917.68 
0007: 287@ = -2432.147 
0007: 407@ = 29.6249 
0007: 527@ = 124.1505 
0007: 168@ = -1972.515 
0007: 288@ = -2478.326 
0007: 408@ = 29.6259 
0007: 528@ = 117.8682 
0007: 169@ = -2025.629 
0007: 289@ = -2500.391 
0007: 409@ = 31.0671 
0007: 529@ = 73.6687 
0007: 170@ = -2119.107 
0007: 290@ = -2431.265 
0007: 410@ = 29.4766 
0007: 530@ = 50.8121 
0007: 171@ = -2188.57 
0007: 291@ = -2377.538 
0007: 411@ = 29.6172 
0007: 531@ = 0.0 
0007: 172@ = -2215.89 
0007: 292@ = -2352.601 
0007: 412@ = 29.6981 
0007: 532@ = 61.4763 
0007: 173@ = -2341.21 
0007: 293@ = -2256.627 
0007: 413@ = 16.8759 
0007: 533@ = 39.8273 
0007: 174@ = -2430.18 
0007: 294@ = -2278.378 
0007: 414@ = 13.7817 
0007: 534@ = 45.7545 
0007: 175@ = -2498.637 
0007: 295@ = -2208.573 
0007: 415@ = 27.9284 
0007: 535@ = 50.0042 
0007: 176@ = -2619.839 
0007: 296@ = -2067.536 
0007: 416@ = 38.1676 
0007: 536@ = 55.7597 
0007: 176@ = -2867.784 
0007: 296@ = -1824.571 
0007: 416@ = 36.6821 
0007: 536@ = 16.2011 
0007: 177@ = -2923.241 
0007: 297@ = -1561.889 
0007: 417@ = 10.0017 
0007: 537@ = 7.7626 
0007: 178@ = -2899.031 
0007: 298@ = -1152.584 
0007: 418@ = 8.32 
0007: 538@ = 351.8611 
0007: 179@ = -2858.125 
0007: 299@ = -835.5231 
0007: 419@ = 8.4844 
0007: 539@ = 352.7365 
0007: 180@ = -2814.01 
0007: 300@ = -529.22 
0007: 420@ = 6.1876 
0007: 540@ = 343.4993 
0007: 181@ = -2779.95 
0007: 301@ = -489.85 
0007: 421@ = 6.33 
0007: 541@ = 305.3686 
0007: 182@ = -2708.981 
0007: 302@ = -529.5283 
0007: 422@ = 10.196 
0007: 542@ = 276.1151 
0007: 183@ = -2670.157 
0007: 303@ = -481.2506 
0007: 423@ = 21.3104 
0007: 543@ = 345.938 
0007: 184@ = -2666.663 
0007: 304@ = -406.0401 
0007: 424@ = 31.3067 
0007: 544@ = 324.8106 
0007: 185@ = -2583.74 
0007: 305@ = -369.7502 
0007: 425@ = 46.2653 
0007: 545@ = 275.6224 
0007: 186@ = -2515.971 
0007: 306@ = -367.1822 
0007: 426@ = 58.2571 
0007: 546@ = 272.1555 
0007: 186@ = -2411.156 
0007: 306@ = -371.7223 
0007: 426@ = 72.2992 
0007: 546@ = 236.1908 
0007: 187@ = -2340.564 
0007: 307@ = -416.5017 
0007: 427@ = 78.5669 
0007: 547@ = 230.3644 
0007: 188@ = -2338.824 
0007: 308@ = -463.832 
0007: 428@ = 79.0233 
0007: 548@ = 107.323 
0007: 189@ = -2387.69 
0007: 309@ = -423.99 
0007: 429@ = 82.4307 
0007: 549@ = 46.7979 
0007: 190@ = -2496.379 
0007: 310@ = -446.1119 
0007: 430@ = 75.3116 
0007: 550@ = 79.2676 
0007: 191@ = -2544.498 
0007: 311@ = -465.218 
0007: 431@ = 68.9665 
0007: 551@ = 119.0487 
0007: 191@ = -2556.852 
0007: 311@ = -466.8922 
0007: 431@ = 69.2275 
0007: 551@ = 116.1301 
0007: 192@ = -2580.532 
0007: 312@ = -468.6765 
0007: 432@ = 67.3814 
0007: 552@ = 105.1953 
0007: 193@ = -2612.064 
0007: 313@ = -475.2015 
0007: 433@ = 67.8512 
0007: 553@ = 102.5922 
0007: 194@ = -2623.105 
0007: 314@ = -500.2463 
0007: 434@ = 69.917 
0007: 554@ = 197.9217 
0007: 195@ = -2613.75 
0007: 315@ = -497.1339 
0007: 435@ = 71.9272 
0007: 555@ = 288.9547 
0007: 196@ = -2579.733 
0007: 316@ = -492.6317 
0007: 436@ = 75.158 
0007: 556@ = 278.9598 
0007: 197@ = -2542.8 
0007: 317@ = -490.87 
0007: 437@ = 80.34 
0007: 557@ = 280.2745 
0007: 198@ = -2497.678 
0007: 318@ = -480.3432 
0007: 438@ = 94.0158 
0007: 558@ = 282.4144 
0007: 199@ = -2466.401 
0007: 319@ = -497.2612 
0007: 439@ = 104.2728 
0007: 559@ = 198.2153 
0007: 200@ = -2452.08 
0007: 320@ = -544.5864 
0007: 440@ = 120.5837 
0007: 560@ = 197.1636 
0007: 201@ = -2469.514 
0007: 321@ = -618.502 
0007: 441@ = 131.3831 
0007: 561@ = 208.6952 
0007: 202@ = -2471.06 
0007: 322@ = -618.73 
0007: 442@ = 131.73 
0007: 562@ = 85.5749 
0007: 203@ = -2498.368 
0007: 323@ = -617.9995 
0007: 443@ = 131.5625 
0007: 563@ = 94.5939 
0007: 204@ = -2498.981 
0007: 324@ = -653.2845 
0007: 444@ = 137.3194 
0007: 564@ = 168.6758 
0007: 205@ = -2501.356 
0007: 325@ = -695.9691 
0007: 445@ = 138.3174 
0007: 565@ = 180.3733 
0007: 743@ = -2500.0 
0007: 744@ = -710.0 
0007: 745@ = 138.49 
0006: 828@ = 63 
0006: 118@ = 9 
04AF: 829@ = 154 // = constant 
04AF: 830@ = 18 // = constant 
04AF: 831@ = 45 // = constant 
04AF: 832@ = 18 // = constant 
04AF: 833@ = 45 // = constant 
04AF: 834@ = 154 // = constant 
04AF: 835@ = 154 // = constant 
04AF: 836@ = 167 // = constant 
04AF: 837@ = 167 // = constant 
04AF: 838@ = 167 // = constant 
04AF: 839@ = 167 // = constant 
04AF: 840@ = 167 // = constant 
04AF: 841@ = 510 // = constant 
04AF: 842@ = 510 // = constant 
04AF: 843@ = 510 // = constant 
04AF: 844@ = 510 // = constant 
04AF: 845@ = 510 // = constant 
04AF: 846@ = 510 // = constant 
04AF: 847@ = 510 // = constant 
04AF: 848@ = 510 // = constant 
04AF: 849@ = 510 // = constant 
04AF: 850@ = 510 // = constant 
04AF: 851@ = 510 // = constant 
04AF: 852@ = 510 // = constant 
0007: 770@ = 60.0 
0007: 771@ = 40.0 
0007: 772@ = 25.0 
0007: 773@ = 2.25 
0007: 774@ = 2.0 
0007: 775@ = 1.8 
0007: 776@ = 1.3 
0007: 777@ = 1.25 
0007: 778@ = 1.16 
0007: 695@ = 2.3 
0007: 707@ = -6.0 
0007: 696@ = 3.0 
0007: 708@ = 8.0 
0007: 697@ = 5.0 
0007: 709@ = -4.0 
0007: 698@ = 2.6 
0007: 710@ = -1.0 
0007: 699@ = 5.0 
0007: 711@ = 9.0 
0007: 700@ = 0.0 
0007: 712@ = -4.0 
0007: 701@ = -4.0 
0007: 713@ = 0.0 
0007: 702@ = 0.0 
0007: 714@ = 0.9 
0007: 703@ = 3.1 
0007: 715@ = -4.0 
0007: 704@ = 3.0 
0007: 716@ = -5.0 
0007: 705@ = -5.0 
0007: 717@ = -3.0 
0007: 706@ = -2.0 
0007: 718@ = 9.0 
0002: jump @TRIA_8781 

:TRIA_3828
0006: 819@ = 0 
0006: 820@ = 1 
0006: 821@ = 9 
0006: 822@ = 10 
0006: 823@ = 10 
0006: 824@ = 96 
0006: 825@ = 96 
0006: 826@ = 97 
0006: 827@ = 103 
0007: 792@ = 1408.9 
0007: 793@ = -298.31 
0007: 794@ = 1.14 
0007: 143@ = 2135.432 
0007: 263@ = -67.9555 
0007: 383@ = 5.4915 
0007: 503@ = 66.3885 
0007: 144@ = 2113.189 
0007: 264@ = -61.7735 
0007: 384@ = -1.6317 
0007: 504@ = 79.829 
0007: 145@ = 2042.62 
0007: 265@ = -68.5141 
0007: 385@ = -1.9576 
0007: 505@ = 105.8667 
0007: 146@ = 1914.295 
0007: 266@ = -82.3669 
0007: 386@ = -1.573 
0007: 506@ = 101.7482 
0007: 147@ = 1844.035 
0007: 267@ = -62.2716 
0007: 387@ = -1.6096 
0007: 507@ = 84.9519 
0007: 148@ = 1742.236 
0007: 268@ = -20.0478 
0007: 388@ = -1.287 
0007: 508@ = 79.6055 
0007: 149@ = 1618.168 
0007: 269@ = -15.6618 
0007: 389@ = -1.6797 
0007: 509@ = 156.9966 
0007: 150@ = 1599.854 
0007: 270@ = -118.7409 
0007: 390@ = -1.4099 
0007: 510@ = 164.6305 
0007: 151@ = 1533.974 
0007: 271@ = -213.8303 
0007: 391@ = -1.8143 
0007: 511@ = 126.3196 
0007: 152@ = 1426.781 
0007: 272@ = -284.0623 
0007: 392@ = 0.4372 
0007: 512@ = 144.5477 
0007: 153@ = 1398.955 
0007: 273@ = -320.351 
0007: 393@ = 4.0182 
0007: 513@ = 153.3551 
0007: 154@ = 1358.093 
0007: 274@ = -336.8423 
0007: 394@ = 1.9089 
0007: 514@ = 116.3511 
0007: 155@ = 1289.739 
0007: 275@ = -376.0291 
0007: 395@ = 1.8575 
0007: 515@ = 115.9818 
0007: 156@ = 1226.153 
0007: 276@ = -418.5785 
0007: 396@ = 4.1044 
0007: 516@ = 98.6074 
0007: 157@ = 1042.313 
0007: 277@ = -450.289 
0007: 397@ = 50.3135 
0007: 517@ = 101.4914 
0007: 158@ = 955.7357 
0007: 278@ = -394.1266 
0007: 398@ = 62.9355 
0007: 518@ = 78.1451 
0007: 159@ = 862.81 
0007: 279@ = -348.28 
0007: 399@ = 35.11 
0007: 519@ = 56.0 
0007: 160@ = 735.1562 
0007: 280@ = -269.1867 
0007: 400@ = 8.7576 
0007: 520@ = 73.8366 
0007: 161@ = 469.2164 
0007: 281@ = -284.2076 
0007: 401@ = 9.4602 
0007: 521@ = 112.1922 
0007: 162@ = 251.8701 
0007: 282@ = -371.7388 
0007: 402@ = 7.7356 
0007: 522@ = 68.255 
0007: 163@ = 223.9637 
0007: 283@ = -281.344 
0007: 403@ = 0.4297 
0007: 523@ = 271.1071 
0007: 164@ = 232.8023 
0007: 284@ = -147.7986 
0007: 404@ = 0.4375 
0007: 524@ = 357.6566 
0007: 165@ = 212.8295 
0007: 285@ = 51.8381 
0007: 405@ = 1.0781 
0007: 525@ = 109.6694 
0007: 166@ = -68.0222 
0007: 286@ = 199.2302 
0007: 406@ = 1.1111 
0007: 526@ = 65.8208 
0007: 167@ = -214.4978 
0007: 287@ = 242.3661 
0007: 407@ = 10.9924 
0007: 527@ = 77.1542 
0007: 168@ = -474.3636 
0007: 288@ = 283.1361 
0007: 408@ = 1.0859 
0007: 528@ = 87.3102 
0007: 169@ = -704.3909 
0007: 289@ = 237.3473 
0007: 409@ = 1.2298 
0007: 529@ = 125.775 
0007: 170@ = -753.5148 
0007: 290@ = 113.9041 
0007: 410@ = 13.0728 
0007: 530@ = 238.8586 
0007: 171@ = -774.6131 
0007: 291@ = 19.818 
0007: 411@ = 32.2693 
0007: 531@ = 99.2499 
0007: 172@ = -882.6287 
0007: 292@ = -30.0806 
0007: 412@ = 32.3448 
0007: 532@ = 159.807 
0007: 173@ = -693.5931 
0007: 293@ = 14.1184 
0007: 413@ = 64.7495 
0007: 533@ = 274.7533 
0007: 174@ = -747.8843 
0007: 294@ = -87.2834 
0007: 414@ = 65.6724 
0007: 534@ = 116.1896 
0007: 175@ = -914.7136 
0007: 295@ = -149.6012 
0007: 415@ = 52.8499 
0007: 535@ = 134.4302 
0007: 176@ = -962.9247 
0007: 296@ = -326.8087 
0007: 416@ = 35.2353 
0007: 536@ = 168.4629 
0007: 177@ = -1053.014 
0007: 297@ = -459.1835 
0007: 417@ = 34.307 
0007: 537@ = 115.9967 
0007: 178@ = -1192.145 
0007: 298@ = -713.6215 
0007: 418@ = 54.6026 
0007: 538@ = 156.9905 
0007: 179@ = -1487.715 
0007: 299@ = -817.6843 
0007: 419@ = 64.4213 
0007: 539@ = 92.4112 
0007: 180@ = -1740.777 
0007: 300@ = -724.1766 
0007: 420@ = 30.4857 
0007: 540@ = 49.0549 
0007: 181@ = -1781.205 
0007: 301@ = -583.264 
0007: 421@ = 15.3359 
0007: 541@ = 100.3213 
0007: 182@ = -1823.7 
0007: 302@ = -529.5533 
0007: 422@ = 13.9686 
0007: 542@ = 4.2211 
0007: 183@ = -1799.017 
0007: 303@ = -273.0101 
0007: 423@ = 20.3398 
0007: 543@ = 354.7032 
0007: 184@ = -1800.123 
0007: 304@ = -65.1682 
0007: 424@ = 10.9423 
0007: 544@ = 359.6422 
0007: 185@ = -1725.062 
0007: 305@ = 327.4661 
0007: 425@ = 6.039 
0007: 545@ = 315.311 
0007: 186@ = -1557.097 
0007: 306@ = 578.606 
0007: 426@ = 6.028 
0007: 546@ = 0.4208 
0007: 187@ = -1541.106 
0007: 307@ = 769.1249 
0007: 427@ = 6.0391 
0007: 547@ = 353.7148 
0007: 188@ = -1583.378 
0007: 308@ = 1116.991 
0007: 428@ = 6.0468 
0007: 548@ = 1.1392 
0007: 189@ = -1809.283 
0007: 309@ = 1378.625 
0007: 429@ = 6.0391 
0007: 549@ = 81.656 
0007: 190@ = -2100.213 
0007: 310@ = 1275.833 
0007: 430@ = 15.1271 
0007: 550@ = 95.1487 
0007: 191@ = -2350.208 
0007: 311@ = 1176.574 
0007: 431@ = 41.5671 
0007: 551@ = 90.0114 
0007: 192@ = -2510.877 
0007: 312@ = 1187.856 
0007: 432@ = 39.1262 
0007: 552@ = 85.252 
0007: 193@ = -2669.68 
0007: 313@ = 1245.143 
0007: 433@ = 54.4297 
0007: 553@ = 8.9025 
0007: 194@ = -2673.893 
0007: 314@ = 1643.352 
0007: 434@ = 65.0251 
0007: 554@ = 0.2767 
0007: 195@ = -2674.047 
0007: 315@ = 2075.544 
0007: 435@ = 54.4218 
0007: 555@ = 359.5528 
0007: 196@ = -2738.813 
0007: 316@ = 2389.167 
0007: 436@ = 71.7769 
0007: 556@ = 13.6254 
0007: 197@ = -2547.931 
0007: 317@ = 2616.462 
0007: 437@ = 59.9948 
0007: 557@ = 274.8428 
0007: 198@ = -2291.888 
0007: 318@ = 2639.561 
0007: 438@ = 54.2564 
0007: 558@ = 274.3506 
0007: 199@ = -1943.441 
0007: 319@ = 2477.796 
0007: 439@ = 53.9877 
0007: 559@ = 203.7195 
0007: 200@ = -1773.83 
0007: 320@ = 2183.409 
0007: 440@ = 15.1278 
0007: 560@ = 244.4939 
0007: 201@ = -1671.435 
0007: 321@ = 1994.474 
0007: 441@ = 18.605 
0007: 561@ = 169.1263 
0007: 202@ = -1665.7 
0007: 322@ = 1828.964 
0007: 442@ = 24.836 
0007: 562@ = 278.2649 
0007: 203@ = -1515.527 
0007: 323@ = 1841.554 
0007: 443@ = 28.9903 
0007: 563@ = 271.1894 
0007: 204@ = -1264.993 
0007: 324@ = 1827.301 
0007: 444@ = 39.4348 
0007: 564@ = 234.95 
0007: 205@ = -1121.385 
0007: 325@ = 1807.539 
0007: 445@ = 41.2592 
0007: 565@ = 284.4989 
0007: 206@ = -988.9796 
0007: 326@ = 1847.639 
0007: 446@ = 61.9118 
0007: 566@ = 237.4219 
0007: 207@ = -855.0579 
0007: 327@ = 1858.897 
0007: 447@ = 59.216 
0007: 567@ = 15.0168 
0007: 208@ = -827.7874 
0007: 328@ = 2022.61 
0007: 448@ = 59.1866 
0007: 568@ = 302.1424 
0007: 209@ = -643.984 
0007: 329@ = 2054.752 
0007: 449@ = 59.3829 
0007: 569@ = 252.3283 
0007: 210@ = -460.4977 
0007: 330@ = 2022.137 
0007: 450@ = 59.1932 
0007: 570@ = 314.0172 
0007: 211@ = -385.3306 
0007: 331@ = 2052.059 
0007: 451@ = 61.1139 
0007: 571@ = 121.3349 
0007: 212@ = -471.1979 
0007: 332@ = 1868.452 
0007: 452@ = 81.3094 
0007: 572@ = 185.3215 
0007: 213@ = -424.8187 
0007: 333@ = 1785.552 
0007: 453@ = 69.9688 
0007: 573@ = 353.9297 
0007: 214@ = -392.5027 
0007: 334@ = 1899.678 
0007: 454@ = 56.3096 
0007: 574@ = 190.7471 
0007: 215@ = -437.5663 
0007: 335@ = 1639.054 
0007: 455@ = 34.5544 
0007: 575@ = 155.0889 
0007: 216@ = -419.9048 
0007: 336@ = 1375.711 
0007: 456@ = 29.3441 
0007: 576@ = 198.0373 
0007: 217@ = -254.2456 
0007: 337@ = 1241.245 
0007: 457@ = 22.9055 
0007: 577@ = 262.7647 
0007: 218@ = -17.3116 
0007: 338@ = 1265.996 
0007: 458@ = 7.1868 
0007: 578@ = 269.9033 
0007: 219@ = 207.218 
0007: 339@ = 1174.193 
0007: 459@ = 13.9973 
0007: 579@ = 316.9584 
0007: 220@ = 339.0704 
0007: 340@ = 1382.287 
0007: 460@ = 6.1753 
0007: 580@ = 342.3971 
0007: 221@ = 388.3414 
0007: 341@ = 1547.929 
0007: 461@ = 13.8468 
0007: 581@ = 343.6689 
0007: 222@ = 633.4001 
0007: 342@ = 1754.867 
0007: 462@ = 3.9566 
0007: 582@ = 317.1131 
0007: 223@ = 669.8152 
0007: 343@ = 2168.323 
0007: 463@ = 20.5117 
0007: 583@ = 358.9947 
0007: 224@ = 689.647 
0007: 344@ = 2565.16 
0007: 464@ = 27.2334 
0007: 584@ = 311.5221 
0007: 225@ = 891.8608 
0007: 345@ = 2603.754 
0007: 465@ = 9.595 
0007: 585@ = 247.505 
0007: 226@ = 1044.021 
0007: 346@ = 2515.857 
0007: 466@ = 9.6323 
0007: 586@ = 231.5339 
0007: 227@ = 1244.597 
0007: 347@ = 2379.124 
0007: 467@ = 12.6162 
0007: 587@ = 243.279 
0007: 228@ = 1443.869 
0007: 348@ = 2448.945 
0007: 468@ = 5.7498 
0007: 588@ = 288.6619 
0007: 229@ = 1666.893 
0007: 349@ = 2445.993 
0007: 469@ = 6.0409 
0007: 589@ = 251.8771 
0007: 230@ = 1788.89 
0007: 350@ = 2302.641 
0007: 470@ = 4.9096 
0007: 590@ = 178.4221 
0007: 231@ = 1787.288 
0007: 351@ = 2020.553 
0007: 471@ = 2.9839 
0007: 591@ = 180.0315 
0007: 232@ = 1757.569 
0007: 352@ = 1803.75 
0007: 472@ = 6.6726 
0007: 592@ = 151.3169 
0007: 233@ = 1719.659 
0007: 353@ = 1733.205 
0007: 473@ = 9.6719 
0007: 593@ = 76.1769 
0007: 234@ = 1647.86 
0007: 354@ = 1740.389 
0007: 474@ = 9.6719 
0007: 594@ = 353.7883 
0007: 235@ = 1666.322 
0007: 355@ = 1871.767 
0007: 475@ = 9.6797 
0007: 595@ = 276.203 
0007: 236@ = 1707.177 
0007: 356@ = 1939.953 
0007: 476@ = 9.6719 
0007: 596@ = 1.2039 
0007: 237@ = 1736.212 
0007: 357@ = 2053.139 
0007: 477@ = 9.6797 
0007: 597@ = 263.9626 
0007: 238@ = 1897.32 
0007: 358@ = 2044.712 
0007: 478@ = 9.6719 
0007: 598@ = 254.9706 
0007: 239@ = 1994.816 
0007: 359@ = 2022.869 
0007: 479@ = 9.6797 
0007: 599@ = 270.1811 
0007: 240@ = 2126.005 
0007: 360@ = 2014.889 
0007: 480@ = 9.6719 
0007: 600@ = 199.0654 
0007: 241@ = 2126.798 
0007: 361@ = 1885.59 
0007: 481@ = 9.6797 
0007: 601@ = 178.0925 
0007: 242@ = 2098.335 
0007: 362@ = 1802.86 
0007: 482@ = 9.6797 
0007: 602@ = 156.4693 
0007: 243@ = 2056.644 
0007: 363@ = 1720.575 
0007: 483@ = 9.6719 
0007: 603@ = 156.0535 
0007: 244@ = 2049.26 
0007: 364@ = 1554.789 
0007: 484@ = 9.6719 
0007: 604@ = 179.2217 
0007: 245@ = 2050.827 
0007: 365@ = 1403.362 
0007: 485@ = 9.6719 
0007: 605@ = 179.9112 
0007: 246@ = 2048.7 
0007: 366@ = 1089.746 
0007: 486@ = 9.6641 
0007: 606@ = 179.8144 
0007: 743@ = 2046.0 
0007: 744@ = 979.0 
0007: 745@ = 9.49 
0006: 828@ = 104 
0006: 118@ = 9 
04AF: 829@ = 154 // = constant 
04AF: 830@ = 18 // = constant 
04AF: 831@ = 45 // = constant 
04AF: 832@ = 18 // = constant 
04AF: 833@ = 45 // = constant 
04AF: 834@ = 154 // = constant 
04AF: 835@ = 154 // = constant 
04AF: 836@ = 167 // = constant 
04AF: 837@ = 167 // = constant 
04AF: 838@ = 167 // = constant 
04AF: 839@ = 167 // = constant 
04AF: 840@ = 167 // = constant 
04AF: 841@ = 510 // = constant 
04AF: 842@ = 510 // = constant 
04AF: 843@ = 510 // = constant 
04AF: 844@ = 510 // = constant 
04AF: 845@ = 510 // = constant 
04AF: 846@ = 510 // = constant 
04AF: 847@ = 510 // = constant 
04AF: 848@ = 510 // = constant 
04AF: 849@ = 510 // = constant 
04AF: 850@ = 510 // = constant 
04AF: 851@ = 510 // = constant 
04AF: 852@ = 510 // = constant 
0007: 770@ = 50.0 
0007: 771@ = 40.0 
0007: 772@ = 30.0 
0007: 773@ = 2.23 
0007: 774@ = 2.1 
0007: 775@ = 1.8 
0007: 776@ = 1.33 
0007: 777@ = 1.3 
0007: 778@ = 1.25 
0007: 695@ = 2.3 
0007: 707@ = -6.0 
0007: 696@ = 3.0 
0007: 708@ = -4.0 
0007: 697@ = 5.0 
0007: 709@ = -4.0 
0007: 698@ = 2.6 
0007: 710@ = -1.0 
0007: 699@ = 5.0 
0007: 711@ = 5.0 
0007: 700@ = 0.0 
0007: 712@ = -4.0 
0007: 701@ = -4.0 
0007: 713@ = 0.0 
0007: 702@ = 0.0 
0007: 714@ = 0.9 
0007: 703@ = 3.1 
0007: 715@ = -4.0 
0007: 704@ = 3.0 
0007: 716@ = -5.0 
0007: 705@ = -5.0 
0007: 717@ = -3.0 
0007: 706@ = -2.0 
0007: 718@ = 4.0 
0006: 746@ = 0 
0006: 747@ = 0 
0006: 748@ = 0 
0006: 749@ = 0 
0006: 750@ = 0 
0006: 751@ = 0 
0006: 752@ = 0 
0006: 753@ = 0 
0006: 754@ = 0 
0006: 755@ = 0 
0006: 756@ = 0 
0006: 757@ = 0 
0002: jump @TRIA_8781 
06D5: 963@ = create_racing_checkpoint_at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) point_to 960@ 961@ 962@ type 0 radius 6.0 
06D6: disable_racing_checkpoint 963@ 

:TRIA_8781
0087: 779@ = 770@ // (float) 
0087: 780@ = 773@ // (float) 
0087: 781@ = 776@ // (float) 

:TRIA_8805
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TRIA_8832 
0001: wait 0 ms 
0002: jump @TRIA_8805 

:TRIA_8832
0395: clear_area 0 at 143@ 263@ 383@ radius 1000001.0 
03CB: set_rendering_origin_at 143@ 263@ 383@ 
08E7: disable_entrance_markers 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0085: 853@ = 828@ // (int) 
000E: 853@ -= 1 
0006: 758@ = 0 
0006: 759@ = 0 
0006: 760@ = 0 
0006: 761@ = 0 
0085: 926@ = 118@ // (int) 

:TRIA_8930
00D6: if 
001D:   926@ > 759@ // (int) 
004D: jump_if_false @TRIA_8974 
0006: 927@(759@,12i) = 0 
000A: 759@ += 1 
0002: jump @TRIA_8930 

:TRIA_8974
018A: 939@ = create_checkpoint_at 143@ 263@ 383@ 
0006: 940@ = 0 

:TRIA_8995
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
0006: 942@ = 0 
0006: 759@ = 0 
00D6: if 
0039:   940@ == 0 
004D: jump_if_false @TRIA_9266 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRIA_9266 
00A1: put_actor $PLAYER_ACTOR at 143@ 263@ 383@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
087B: set_player $PLAYER_CHAR clothes_texture "BBSHORTWHT" model "BOXINGSHORT" body_part 2 
070D: rebuild_player $PLAYER_CHAR 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 144@ 264@ radius 100.0 100.0 
004D: jump_if_false @TRIA_9266 
0006: 758@ = 0 
0088: $TEMPVAR_FLOAT_1 = 143@ // (float) 
0009: $TEMPVAR_FLOAT_1 += 4.0 
0088: $TEMPVAR_FLOAT_2 = 263@ // (float) 
0009: $TEMPVAR_FLOAT_2 += 4.0 
0088: $TEMPVAR_FLOAT_3 = 383@ // (float) 
0009: $TEMPVAR_FLOAT_3 += 6.0 
0087: 785@ = 143@ // (float) 
000F: 785@ -= 7.0 
0087: 786@ = 263@ // (float) 
000F: 786@ -= 7.0 
0087: 787@ = 383@ // (float) 
000F: 787@ -= 7.0 
000A: 940@ += 1 

:TRIA_9266
00D6: if 
0039:   940@ == 1 
004D: jump_if_false @TRIA_9359 
0247: load_model #WMYBE 
0247: load_model #BMYBE 
0247: load_model #HMYBE 
0247: load_model #WMYBELL 
0247: load_model #MTBIKE 

:TRIA_9307
00D6: if or
8248:   not model #WMYBE available 
8248:   not model #BMYBE available 
8248:   not model #HMYBE available 
8248:   not model #WMYBELL available 
8248:   not model #MTBIKE available 
004D: jump_if_false @TRIA_9352 
0001: wait 0 ms 
0002: jump @TRIA_9307 

:TRIA_9352
0006: 940@ = 2 

:TRIA_9359
00D6: if 
0039:   940@ == 2 
004D: jump_if_false @TRIA_11299 
00A5: 768@ = create_car 841@ at 143@ 263@ 383@ 
039F: set_car 768@ race_to 144@ 264@ 
0085: 762@ = 926@ // (int) 
000E: 762@ -= 1 
00A5: 769@ = create_car 841@ at 143@(822@,120f) 263@(822@,120f) -100.0 
0175: set_car 769@ Z_angle_to 503@(822@,120f) 
0407: store_coords_to 785@ 786@ 787@ from_car 769@ with_offset 785@ 786@ 787@ 
0174: 791@ = car 769@ Z_angle 
0087: 787@ = 383@ // (float) 
0006: 759@ = 0 

:TRIA_9505
00D6: if 
001D:   926@ > 759@ // (int) 
004D: jump_if_false @TRIA_11059 
0085: 760@ = 759@ // (int) 
0016: 760@ /= 2 
0012: 760@ *= 2 
00D6: if 
003B:   760@ == 759@ // (int) 
004D: jump_if_false @TRIA_9623 
0005: $TEMPVAR_FLOAT_1 = 1.5 
0085: 761@ = 759@ // (int) 
0012: 761@ *= 2 
0093: 788@ = integer 761@ to_float 
0013: 788@ *= -1.0 
0088: $TEMPVAR_FLOAT_2 = 788@ // (float) 
0002: jump @TRIA_9681 

:TRIA_9623
0005: $TEMPVAR_FLOAT_1 = -1.5 
0085: 761@ = 759@ // (int) 
000E: 761@ -= 1 
0012: 761@ *= 2 
0093: 788@ = integer 761@ to_float 
0013: 788@ *= -1.0 
0088: $TEMPVAR_FLOAT_2 = 788@ // (float) 

:TRIA_9681
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0174: 789@ = car 768@ Z_angle 
0088: $TEMPVAR_FLOAT_3 = 383@ // (float) 
0089: 854@(759@,12f) = $TEMPVAR_FLOAT_1 // (float) 
0089: 866@(759@,12f) = $TEMPVAR_FLOAT_2 // (float) 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 878@(759@,12f) = $TEMPVAR_FLOAT_3 // (float) 
00D6: if 
001D:   762@ > 759@ // (int) 
004D: jump_if_false @TRIA_10303 
009A: 914@(759@,12i) = create_actor_pedtype 4 model 829@(759@,12i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 -100.0 
02A9: set_actor 914@(759@,12i) immune_to_nonplayer 1 
060B: set_actor 914@(759@,12i) decision_maker_to 816@ 
0006: 131@(759@,12i) = 0 
0006: 804@(759@,12i) = 0 
0173: set_actor 914@(759@,12i) Z_angle_to 503@ 
04D8: set_actor 914@(759@,12i) drowns_in_water 0 
054E: clear_actor 914@(759@,12i) damage 
054A: set_actor 914@(759@,12i) can_be_shot_in_a_car 0 
00D6: if 
0039:   131@(759@,12i) == 0 
004D: jump_if_false @TRIA_10296 
0085: 760@ = 759@ // (int) 
0016: 760@ /= 2 
0012: 760@ *= 2 
00D6: if 
003B:   760@ == 759@ // (int) 
004D: jump_if_false @TRIA_10027 
0005: $TEMPVAR_FLOAT_1 = 3.5 
0085: 761@ = 759@ // (int) 
0012: 761@ *= 2 
0093: 788@ = integer 761@ to_float 
0013: 788@ *= -1.0 
0088: $TEMPVAR_FLOAT_2 = 788@ // (float) 
0002: jump @TRIA_10085 

:TRIA_10027
0005: $TEMPVAR_FLOAT_1 = -3.5 
0085: 761@ = 759@ // (int) 
000E: 761@ -= 1 
0012: 761@ *= 2 
0093: 788@ = integer 761@ to_float 
0013: 788@ *= -1.0 
0088: $TEMPVAR_FLOAT_2 = 788@ // (float) 

:TRIA_10085
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 769@ with_offset $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A5: 902@(759@,12i) = create_car 841@(759@,12i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 -100.0 
0A21: set_car 902@(759@,12i) not_affected_by_cheats 1 
0423: set_car 902@(759@,12i) improved_handling_to 1.5 // (float) 
0006: 131@(759@,12i) = 1 
072F: enable_car 902@(759@,12i) stuck_check_distance 0.5 time 5000 and_restore_if stuck 1 flipped 0 unk_place_on_road_properly 1 to_path 1 // extended 03CC 
0175: set_car 902@(759@,12i) Z_angle_to 175.0 
02AC: set_car 902@(759@,12i) immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0224: set_car 902@(759@,12i) health_to 2000 
039C: set_car 902@(759@,12i) watertight 1 
03AB: set_car 902@(759@,12i) strong 1 
03ED: set_car 902@(759@,12i) disable_flipped_explosion_when_empty 1 
04E0: car 902@(759@,12i) abandon_path_radius 5 
053F: set_car 902@(759@,12i) tires_vulnerability 0 

:TRIA_10296
0002: jump @TRIA_11045 

:TRIA_10303
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -4.0435 6.5755 -0.8 
0376: 954@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 954@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -5.6392 2.9435 -0.8 
0376: 943@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 943@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -6.0071 -2.0778 -0.8 
0376: 944@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 944@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -7.6039 -5.0807 -0.8 
0376: 945@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 945@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -7.0724 -6.4057 -0.8 
0376: 946@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 946@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -5.9988 -13.553 -0.8 
0376: 947@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 947@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 6.073 -15.2059 -0.8 
0376: 948@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 948@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 7.2639 -12.9933 -0.8 
0376: 949@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 949@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 5.8429 -7.7069 -0.8 
0376: 950@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 950@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 8.4135 -3.7971 -0.8 
0376: 951@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 951@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 6.2507 0.3634 -0.8 
0376: 952@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 952@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 8.6397 2.419 -0.8 
0376: 953@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 953@ turn_to_and_look_at 143@ 263@ 383@ 
0164: disable_marker 939@ 
018A: 939@ = create_checkpoint_at 854@(762@,12f) 866@(762@,12f) 878@(762@,12f) 
01EB: set_traffic_density_multiplier_to 0.5 
008B: 914@(759@,12i) = $PLAYER_ACTOR // (int) 
0085: 941@ = 759@ // (int) 

:TRIA_11045
000A: 759@ += 1 
0002: jump @TRIA_9505 

:TRIA_11059
000A: 940@ += 1 
00A6: destroy_car 768@ 
00A6: destroy_car 769@ 
00A5: 769@ = create_car 841@ at 143@(822@,120f) 263@(822@,120f) 383@(822@,120f) 
0175: set_car 769@ Z_angle_to 503@(822@,120f) 
0407: store_coords_to 795@ 796@ 797@ from_car 769@ with_offset 5.0 -15.0 0.0 
0175: set_car 769@ Z_angle_to 791@ 
00A5: 902@(941@,12i) = create_car #MTBIKE at 795@ 796@ -100.0 
0175: set_car 902@(941@,12i) Z_angle_to 791@ 
039C: set_car 902@(941@,12i) watertight 1 
00A6: destroy_car 769@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRIA_11257 
00A1: put_actor $PLAYER_ACTOR at 854@(941@,12f) 866@(941@,12f) 878@(941@,12f) 
0173: set_actor $PLAYER_ACTOR Z_angle_to 503@ 
0373: set_camera_directly_behind_player 

:TRIA_11257
02A3: enable_widescreen 1 
0001: wait 500 ms 
016A: fade 1 time 3000 

:TRIA_11273
00D6: if 
016B:   fading 
004D: jump_if_false @TRIA_11297 
0001: wait 0 ms 
0002: jump @TRIA_11273 

:TRIA_11297
00BE: text_clear_all 

:TRIA_11299
00D6: if 
0039:   940@ == 3 
004D: jump_if_false @TRIA_11510 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRIA_11510 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
00BA: show_text_styled GXT 'RACES_4' time 1100 style 4  // 3
018C: play_sound 65535 at 0.0 0.0 0.0 
0085: 762@ = 926@ // (int) 
000E: 762@ -= 1 
0006: 759@ = 0 

:TRIA_11411
00D6: if 
001D:   762@ > 759@ // (int) 
004D: jump_if_false @TRIA_11487 
00D6: if 
0118:   actor 914@(759@,12i) dead 
004D: jump_if_false @TRIA_11473 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
0002: jump @TRIA_22678 

:TRIA_11473
000A: 759@ += 1 
0002: jump @TRIA_11411 

:TRIA_11487
008B: 955@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 955@ += 999 
000A: 940@ += 1 

:TRIA_11510
00D6: if 
0039:   940@ == 4 
004D: jump_if_false @TRIA_11608 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 955@ // (int) 
004D: jump_if_false @TRIA_11608 
00BA: show_text_styled GXT 'RACES_5' time 1100 style 4  // 2
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 955@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 955@ += 999 
000A: 940@ += 1 

:TRIA_11608
00D6: if 
0039:   940@ == 5 
004D: jump_if_false @TRIA_11706 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 955@ // (int) 
004D: jump_if_false @TRIA_11706 
00BA: show_text_styled GXT 'RACES_6' time 1100 style 4  // 1
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 955@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 955@ += 999 
000A: 940@ += 1 

:TRIA_11706
00D6: if 
0039:   940@ == 6 
004D: jump_if_false @TRIA_11933 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 955@ // (int) 
004D: jump_if_false @TRIA_11933 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRIA_11933 
00BA: show_text_styled GXT 'RACES_7' time 800 style 4  // GO!
018C: play_sound 65535 at 0.0 0.0 0.0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
015A: restore_camera 
02A3: enable_widescreen 0 
09B9: show_entered_car_name 1 
008B: 767@ = $CURRENT_TIME_IN_MS2 // (int) 
0085: 762@ = 926@ // (int) 
000E: 762@ -= 1 
0006: 759@ = 0 

:TRIA_11855
00D6: if 
001D:   762@ > 759@ // (int) 
004D: jump_if_false @TRIA_11919 
00D6: if 
8119:   not car 902@(759@,12i) wrecked 
004D: jump_if_false @TRIA_11905 
02AA: set_car 902@(759@,12i) immune_to_nonplayer 0 

:TRIA_11905
000A: 759@ += 1 
0002: jump @TRIA_11855 

:TRIA_11919
0006: 955@ = 0 
000A: 940@ += 1 

:TRIA_11933
00D6: if 
0019:   940@ > 6 
004D: jump_if_false @TRIA_19672 

:TRIA_11951
00D6: if 
001D:   926@ > 759@ // (int) 
004D: jump_if_false @TRIA_18612 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRIA_18598 
00D6: if 
8118:   not actor 914@(759@,12i) dead 
004D: jump_if_false @TRIA_14949 
00D6: if 
0039:   940@ == 8 
004D: jump_if_false @TRIA_14942 
00D6: if 
87D6:   not  914@(759@,12i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @TRIA_14942 
00D6: if 
003B:   927@(941@,12i) == 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_12189 
00A0: store_actor 914@(759@,12i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: 957@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 854@(759@,12f) 866@(759@,12f) 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: 790@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 854@(759@,12f) 866@(759@,12f) 
00D6: if 
0025:   790@ > 957@ // (float) 
004D: jump_if_false @TRIA_12182 
000A: 942@ += 1 

:TRIA_12182
0002: jump @TRIA_12223 

:TRIA_12189
00D6: if 
001D:   927@(759@,12i) > 927@(941@,12i) // (int) 
004D: jump_if_false @TRIA_12223 
000A: 942@ += 1 

:TRIA_12223
00D6: if 
80EC:   not actor 914@(759@,12i) sphere 0 near_point 82@(759@,12f) 94@(759@,12f) radius 2.0 2.0 
004D: jump_if_false @TRIA_12439 
00A0: store_actor 914@(759@,12i) position_to 82@(759@,12f) 94@(759@,12f) $TEMPVAR_FLOAT_3 
00D6: if and
002D:   927@(759@,12i) >= 819@ // (int) 
002D:   821@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_12361 
008B: 119@(759@,12i) = $CURRENT_TIME_IN_MS2 // (int) 
000A: 119@(759@,12i) += 1500 
0002: jump @TRIA_12439 

:TRIA_12361
00D6: if 
003B:   927@(759@,12i) == 822@ // (int) 
004D: jump_if_false @TRIA_12415 
008B: 119@(759@,12i) = $CURRENT_TIME_IN_MS2 // (int) 
000A: 119@(759@,12i) += 1500 
0002: jump @TRIA_12439 

:TRIA_12415
008B: 119@(759@,12i) = $CURRENT_TIME_IN_MS2 // (int) 
000A: 119@(759@,12i) += 4000 

:TRIA_12439
00D6: if and
002D:   927@(759@,12i) >= 826@ // (int) 
002D:   827@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_12640 
00D6: if 
0611:   actor 914@(759@,12i) performing_animation "SPRINT_PANIC" 
004D: jump_if_false @TRIA_12534 
0393: actor 914@(759@,12i) perform_animation "SPRINT_PANIC" at 781@ times_normal_rate 

:TRIA_12534
00D6: if 
0611:   actor 914@(759@,12i) performing_animation "RUN_CIVI" 
004D: jump_if_false @TRIA_12586 
0393: actor 914@(759@,12i) perform_animation "RUN_CIVI" at 781@ times_normal_rate 

:TRIA_12586
00D6: if 
0611:   actor 914@(759@,12i) performing_animation "WALK_CIVI" 
004D: jump_if_false @TRIA_12640 
0393: actor 914@(759@,12i) perform_animation "WALK_CIVI" at 781@ times_normal_rate 

:TRIA_12640
00D6: if 
00EC:   actor 914@(759@,12i) sphere 0 near_point 82@(759@,12f) 94@(759@,12f) radius 3.0 3.0 
004D: jump_if_false @TRIA_14201 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 119@(759@,12i) // (int) 
004D: jump_if_false @TRIA_14201 
00D6: if and
002D:   927@(759@,12i) >= 819@ // (int) 
002D:   821@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_13220 
00D6: if 
04AD:   actor 914@(759@,12i) in_water 
004D: jump_if_false @TRIA_13197 
0087: 785@ = 854@(759@,12f) // (float) 
005B: 785@ += 695@(759@,12f) // (float) 
0087: 786@ = 866@(759@,12f) // (float) 
005B: 786@ += 707@(759@,12f) // (float) 
00D6: if 
001D:   927@(759@,12i) > 819@ // (int) 
004D: jump_if_false @TRIA_12982 
00D6: if 
801B:   not  3 > 927@(759@,12i) 
004D: jump_if_false @TRIA_12939 
062E: get_actor 914@(759@,12i) task 2017 status_store_to 731@(759@,12i) // ret 7 if not found 
00D6: if 
04A4:   731@(759@,12i) == 7 // == constant 
004D: jump_if_false @TRIA_12932 
07E1: AS_actor 914@(759@,12i) swim_to 785@ 786@ 878@(759@,12f) 
0A28: set_actor 914@(759@,12i) swimming_speed_to 780@ 

:TRIA_12932
0002: jump @TRIA_12975 

:TRIA_12939
07E1: AS_actor 914@(759@,12i) swim_to 785@ 786@ 878@(759@,12f) 
0A28: set_actor 914@(759@,12i) swimming_speed_to 2.2 

:TRIA_12975
0002: jump @TRIA_13190 

:TRIA_12982
00D6: if 
82CB:   not actor 914@(759@,12i) bounding_sphere_visible 
004D: jump_if_false @TRIA_13190 
0085: 784@ = 927@(759@,12i) // (int) 
000E: 784@ -= 1 
00D6: if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 10.0 
004D: jump_if_false @TRIA_13190 
00A1: put_actor 914@(759@,12i) at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 
0173: set_actor 914@(759@,12i) Z_angle_to 503@(759@,120f) 
0687: clear_actor 914@(759@,12i) task 
062E: get_actor 914@(759@,12i) task 2017 status_store_to 731@(759@,12i) // ret 7 if not found 
00D6: if 
04A4:   731@(759@,12i) == 7 // == constant 
004D: jump_if_false @TRIA_13190 
07E1: AS_actor 914@(759@,12i) swim_to 785@ 786@ 878@(759@,12f) 
0A28: set_actor 914@(759@,12i) swimming_speed_to 780@ 

:TRIA_13190
0002: jump @TRIA_13220 

:TRIA_13197
00D6: if 
003B:   927@(759@,12i) == 821@ // (int) 
004D: jump_if_false @TRIA_13220 

:TRIA_13220
00D6: if and
002D:   927@(759@,12i) >= 823@ // (int) 
002D:   824@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_14058 
00D6: if 
8119:   not car 902@(759@,12i) wrecked 
004D: jump_if_false @TRIA_14058 
0871: init_jump_table 804@(759@,12i) total_jumps 2 default_jump 1 @TRIA_13667 jumps 0 @TRIA_13342 1 @TRIA_13417 -1 @TRIA_14058 -1 @TRIA_14058 -1 @TRIA_14058 -1 @TRIA_14058 -1 @TRIA_14058 

:TRIA_13342
0615: define_AS_pack_begin 803@ 
05D3: AS_actor -1 goto_point 792@ 793@ 794@ mode 7 time -2 ms // versionA 
05CB: AS_actor -1 enter_car 902@(759@,12i) as_driver -2 ms 
0616: define_AS_pack_end 803@ 
0618: assign_actor 914@(759@,12i) to_AS_pack 803@ 
061B: remove_references_to_AS_pack 803@ 
0006: 804@(759@,12i) = 1 
0002: jump @TRIA_14058 

:TRIA_13417
00D6: if 
82CB:   not actor 914@(759@,12i) bounding_sphere_visible 
004D: jump_if_false @TRIA_13660 
00D6: if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 10.0 
004D: jump_if_false @TRIA_13660 
00D6: if 
80DB:   not actor 914@(759@,12i) in_car 902@(759@,12i) 
004D: jump_if_false @TRIA_13660 
00D6: if 
82CA:   not car 902@(759@,12i) bounding_sphere_visible 
004D: jump_if_false @TRIA_13660 
00D6: if 
80DF:   not actor 914@(759@,12i) driving 
004D: jump_if_false @TRIA_13660 
046C: 798@ = car 902@(759@,12i) driver 
00D6: if 
0039:   798@ == -1 
004D: jump_if_false @TRIA_13660 
0085: 784@ = 927@(759@,12i) // (int) 
000E: 784@ -= 1 
036A: put_actor 914@(759@,12i) in_car 902@(759@,12i) 
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 model #CSPLAY 1 
0006: 804@(759@,12i) = 2 

:TRIA_13660
0002: jump @TRIA_14058 

:TRIA_13667
00D6: if 
82CB:   not actor 914@(759@,12i) bounding_sphere_visible 
004D: jump_if_false @TRIA_14051 
00D6: if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 10.0 
004D: jump_if_false @TRIA_14051 
00D6: if 
82CA:   not car 902@(759@,12i) bounding_sphere_visible 
004D: jump_if_false @TRIA_14051 
046C: 798@ = car 902@(759@,12i) driver 
00D6: if 
0039:   798@ == -1 
004D: jump_if_false @TRIA_14051 
062E: get_actor 914@(759@,12i) task 1489 status_store_to 731@(759@,12i) // ret 7 if not found 
0085: 784@ = 927@(759@,12i) // (int) 
000E: 784@ -= 1 
00D6: if 
04A4:   731@(759@,12i) == 7 // == constant 
004D: jump_if_false @TRIA_14051 
00D6: if 
80DB:   not actor 914@(759@,12i) in_car 902@(759@,12i) 
004D: jump_if_false @TRIA_13957 
046C: 798@ = car 902@(759@,12i) driver 
00D6: if 
0039:   798@ == -1 
004D: jump_if_false @TRIA_13950 
036A: put_actor 914@(759@,12i) in_car 902@(759@,12i) 
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 model #CSPLAY 1 

:TRIA_13950
0002: jump @TRIA_14051 

:TRIA_13957
00A1: put_actor 914@(759@,12i) at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 
039F: set_car 902@(759@,12i) race_to 854@(759@,12f) 866@(759@,12f) 
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 model #CSPLAY 1 

:TRIA_14051
0002: jump @TRIA_14058 

:TRIA_14058
00D6: if and
002D:   927@(759@,12i) >= 826@ // (int) 
002D:   827@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_14201 
00D6: if 
82CB:   not actor 914@(759@,12i) bounding_sphere_visible 
004D: jump_if_false @TRIA_14201 
00D6: if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 10.0 
004D: jump_if_false @TRIA_14201 
0085: 784@ = 927@(759@,12i) // (int) 
000E: 784@ -= 1 
00A1: put_actor 914@(759@,12i) at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 

:TRIA_14201
00D6: if 
00DF:   actor 914@(759@,12i) driving 
004D: jump_if_false @TRIA_14252 
0085: 762@ = 927@(941@,12i) // (int) 
000A: 762@ += 5 
03C0: 768@ = actor 914@(759@,12i) car 

:TRIA_14252
0006: 758@ = 0 
0006: 761@ = 0 

:TRIA_14266
00D6: if 
001D:   926@ > 758@ // (int) 
004D: jump_if_false @TRIA_14348 
0085: 958@ = 927@(758@,12i) // (int) 
000E: 958@ -= 2 
00D6: if 
001D:   958@ > 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_14334 
000A: 761@ += 1 

:TRIA_14334
000A: 758@ += 1 
0002: jump @TRIA_14266 

:TRIA_14348
00D6: if 
0019:   761@ > 0 
004D: jump_if_false @TRIA_14942 
0085: 784@ = 927@(759@,12i) // (int) 
000E: 784@ -= 1 
00D6: if 
8118:   not actor 914@(759@,12i) dead 
004D: jump_if_false @TRIA_14942 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 914@(759@,12i) radius 30.0 30.0 30.0 sphere 0 
004D: jump_if_false @TRIA_14942 
00D6: if 
82CB:   not actor 914@(759@,12i) bounding_sphere_visible 
004D: jump_if_false @TRIA_14942 
00D6: if 
838A:   not any_car_in_cube_cornerA 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) cornerB 4.0 4.0 3.0 
004D: jump_if_false @TRIA_14942 
00D6: if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 4.0 
004D: jump_if_false @TRIA_14942 
00A1: put_actor 914@(759@,12i) at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 
0687: clear_actor 914@(759@,12i) task 
062E: get_actor 914@(759@,12i) task 1489 status_store_to 731@(759@,12i) // ret 7 if not found 
00D6: if 
04A4:   731@(759@,12i) == 7 // == constant 
004D: jump_if_false @TRIA_14942 
00D6: if and
002D:   927@(759@,12i) >= 823@ // (int) 
002D:   824@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_14942 
00D6: if 
00DF:   actor 914@(759@,12i) driving 
004D: jump_if_false @TRIA_14760 
03C0: 768@ = actor 914@(759@,12i) car 
0175: set_car 768@ Z_angle_to 503@(759@,120f) 
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 model #CSPLAY 1 
0002: jump @TRIA_14942 

:TRIA_14760
00D6: if 
8119:   not car 902@(759@,12i) wrecked 
004D: jump_if_false @TRIA_14942 
00D6: if 
80DB:   not actor 914@(759@,12i) in_car 902@(759@,12i) 
004D: jump_if_false @TRIA_14942 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 902@(759@,12i) 
004D: jump_if_false @TRIA_14942 
046C: 798@ = car 902@(759@,12i) driver 
00D6: if 
0039:   798@ == -1 
004D: jump_if_false @TRIA_14942 
0687: clear_actor 914@(759@,12i) task 
036A: put_actor 914@(759@,12i) in_car 902@(759@,12i) 
0175: set_car 902@(759@,12i) Z_angle_to 503@(759@,120f) 
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 model #CSPLAY 1 

:TRIA_14942
0002: jump @TRIA_15051 

:TRIA_14949
00D6: if and
051A:   actor 914@(759@,12i) damaged_by_actor $PLAYER_ACTOR 
0118:   actor 914@(759@,12i) dead 
004D: jump_if_false @TRIA_15051 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_15051 
00D6: if 
851B:   not actor 914@(759@,12i) damaged_by_car 902@(941@,12i) 
004D: jump_if_false @TRIA_15051 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
0002: jump @TRIA_22678 

:TRIA_15051
00D6: if 
8118:   not actor 914@(759@,12i) dead 
004D: jump_if_false @TRIA_16445 
00D6: if 
07D6:   914@(759@,12i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @TRIA_15193 
00D6: if 
0039:   782@ == 0 
004D: jump_if_false @TRIA_15193 
00D6: if 
80FE:   not actor 914@(759@,12i) sphere 0 in_sphere 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 600.0 600.0 600.0 
004D: jump_if_false @TRIA_15193 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
0002: jump @TRIA_22678 

:TRIA_15193
00D6: if 
001D:   927@(759@,12i) > 827@ // (int) 
004D: jump_if_false @TRIA_15299 
00D6: if 
0039:   746@(759@,12i) == 0 
004D: jump_if_false @TRIA_15299 
0615: define_AS_pack_begin 803@ 
05D3: AS_actor -1 goto_point 743@ 744@ 745@ mode 7 time -2 ms // versionA 
05BD: AS_actor -1 tired -2 ms 
0616: define_AS_pack_end 803@ 
0618: assign_actor 914@(759@,12i) to_AS_pack 803@ 
061B: remove_references_to_AS_pack 803@ 
0006: 746@(759@,12i) = 1 

:TRIA_15299
00D6: if and
002D:   927@(759@,12i) >= 826@ // (int) 
002D:   827@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_15703 
00D6: if 
00FE:   actor 914@(759@,12i) sphere 0 in_sphere 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 8.0 8.0 5.0 
004D: jump_if_false @TRIA_15703 
00D6: if 
003B:   927@(759@,12i) == 826@ // (int) 
004D: jump_if_false @TRIA_15429 
0002: jump @TRIA_19747 
0002: jump @TRIA_15477 

:TRIA_15429
062E: get_actor 914@(759@,12i) task 2606 status_store_to 731@(759@,12i) // ret 7 if not found 
00D6: if 
04A4:   731@(759@,12i) == 7 // == constant 
004D: jump_if_false @TRIA_15477 
0002: jump @TRIA_19747 

:TRIA_15477
00D6: if 
003B:   927@(759@,12i) == 828@ // (int) 
004D: jump_if_false @TRIA_15703 
00D6: if 
07D6:   914@(759@,12i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @TRIA_15592 
000A: 942@ += 1 
00D6: if 
002B:   1 >= 942@ 
004D: jump_if_false @TRIA_15562 
0002: jump @TRIA_22696 
0002: jump @TRIA_15585 

:TRIA_15562
00BC: show_text_highpriority GXT 'RACES_8' time 5000 flag 1  // Loser!
0002: jump @TRIA_22678 

:TRIA_15585
0002: jump @TRIA_15703 

:TRIA_15592
06C7: AS_actor 914@(759@,12i) driver_of_car -1 perform_action 6 timelimit 2000000 
0085: 784@ = 927@(759@,12i) // (int) 
000E: 784@ -= 1 
00D6: if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 30.0 
004D: jump_if_false @TRIA_15703 
00D6: if 
8119:   not car 768@ wrecked 
004D: jump_if_false @TRIA_15703 
039F: set_car 768@ race_to 143@(759@,120f) 263@(759@,120f) 

:TRIA_15703
00D6: if and
002D:   927@(759@,12i) >= 821@ // (int) 
002D:   824@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_16268 
00D6: if 
07D6:   914@(759@,12i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @TRIA_16110 
00D6: if and
002D:   927@(759@,12i) >= 823@ // (int) 
002D:   824@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_15961 
00D6: if 
0100:   actor 914@(759@,12i) in_sphere 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 40.0 40.0 40.0 sphere 0 in_car 
004D: jump_if_false @TRIA_15954 
0085: 765@ = 823@ // (int) 
000A: 765@ += 1 
00D6: if 
001D:   927@(759@,12i) > 765@ // (int) 
004D: jump_if_false @TRIA_15947 
062E: get_actor 914@(759@,12i) task 1489 status_store_to 731@(759@,12i) // ret 7 if not found 
00D6: if 
04A4:   731@(759@,12i) == 7 // == constant 
004D: jump_if_false @TRIA_15940 
0002: jump @TRIA_19747 

:TRIA_15940
0002: jump @TRIA_15954 

:TRIA_15947
0002: jump @TRIA_19747 

:TRIA_15954
0002: jump @TRIA_16103 

:TRIA_15961
00D6: if 
00FE:   actor 914@(759@,12i) sphere 0 in_sphere 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 8.0 8.0 5.0 
004D: jump_if_false @TRIA_16103 
00D6: if 
001B:   2 > 927@(759@,12i) 
004D: jump_if_false @TRIA_16096 
062E: get_actor 914@(759@,12i) task 2017 status_store_to 731@(759@,12i) // ret 7 if not found 
00D6: if 
04A4:   731@(759@,12i) == 7 // == constant 
004D: jump_if_false @TRIA_16089 
0002: jump @TRIA_19747 

:TRIA_16089
0002: jump @TRIA_16103 

:TRIA_16096
0002: jump @TRIA_19747 

:TRIA_16103
0002: jump @TRIA_16268 

:TRIA_16110
00D6: if 
0100:   actor 914@(759@,12i) in_sphere 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 40.0 40.0 40.0 sphere 0 in_car 
004D: jump_if_false @TRIA_16268 
0085: 765@ = 823@ // (int) 
000A: 765@ += 1 
00D6: if 
001D:   927@(759@,12i) > 765@ // (int) 
004D: jump_if_false @TRIA_16261 
062E: get_actor 914@(759@,12i) task 1489 status_store_to 731@(759@,12i) // ret 7 if not found 
00D6: if 
04A4:   731@(759@,12i) == 7 // == constant 
004D: jump_if_false @TRIA_16254 
0002: jump @TRIA_19747 

:TRIA_16254
0002: jump @TRIA_16268 

:TRIA_16261
0002: jump @TRIA_19747 

:TRIA_16268
00D6: if and
002D:   927@(759@,12i) >= 819@ // (int) 
001D:   821@ > 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_16445 
00D6: if 
00FE:   actor 914@(759@,12i) sphere 0 in_sphere 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 8.0 8.0 5.0 
004D: jump_if_false @TRIA_16445 
00D6: if 
001B:   2 > 927@(759@,12i) 
004D: jump_if_false @TRIA_16438 
062E: get_actor 914@(759@,12i) task 2017 status_store_to 731@(759@,12i) // ret 7 if not found 
00D6: if 
04A4:   731@(759@,12i) == 7 // == constant 
004D: jump_if_false @TRIA_16431 
0002: jump @TRIA_19747 

:TRIA_16431
0002: jump @TRIA_16445 

:TRIA_16438
0002: jump @TRIA_19747 

:TRIA_16445
00D6: if 
07D6:   914@(759@,12i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @TRIA_18598 
00D6: if and
002D:   927@(759@,12i) >= 823@ // (int) 
002D:   824@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_17258 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_17233 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 902@(941@,12i) 
004D: jump_if_false @TRIA_16933 
00D6: if 
0039:   782@ == 0 
004D: jump_if_false @TRIA_16658 
06D6: disable_racing_checkpoint 963@ 
0164: disable_marker 939@ 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_16613 
0186: 939@ = create_marker_above_car 902@(941@,12i) 
07E0: set_marker 939@ type_to 1 

:TRIA_16613
0085: 799@ = 759@ // (int) 
000B: 866@(759@,12f) += 1000.0 
008B: 800@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 800@ += 25400 
0006: 782@ = 1 

:TRIA_16658
0085: 764@ = 800@ // (int) 
0064: 764@ -= $CURRENT_TIME_IN_MS2 // (int) 
0016: 764@ /= 1000 
00D6: if 
001B:   1 > 764@ 
004D: jump_if_false @TRIA_16707 
0006: 764@ = 0 

:TRIA_16707
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 800@ // (int) 
004D: jump_if_false @TRIA_16751 
00BC: show_text_highpriority GXT 'RACES20' time 5000 flag 1  // ~r~You have been disqualified for leaving your vehicle.
0002: jump @TRIA_22678 
0051: return 

:TRIA_16751
09C1: add_next_text_to_brief_history 0 
00D6: if 
0039:   764@ == 1 
004D: jump_if_false @TRIA_16799 
01E5: show_text_1number_highpriority GXT 'RACE_51' number 764@ time 200 flag 1  // ~s~You have ~1~ second to get on your ~b~bicycle ~s~before you are disqualified.
0002: jump @TRIA_16818 

:TRIA_16799
01E5: show_text_1number_highpriority GXT 'RACES50' number 764@ time 200 flag 1  // ~s~You have ~1~ seconds to get on your ~b~bicycle ~s~before you are disqualified.

:TRIA_16818
00D6: if 
003B:   927@(759@,12i) == 828@ // (int) 
004D: jump_if_false @TRIA_16926 
00D6: if 
07D6:   914@(759@,12i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @TRIA_16926 
000A: 942@ += 1 
00D6: if 
002B:   1 >= 942@ 
004D: jump_if_false @TRIA_16903 
0002: jump @TRIA_22696 
0002: jump @TRIA_16926 

:TRIA_16903
00BC: show_text_highpriority GXT 'RACES_8' time 5000 flag 1  // Loser!
0002: jump @TRIA_22678 

:TRIA_16926
0002: jump @TRIA_17226 

:TRIA_16933
00D6: if 
0039:   782@ == 1 
004D: jump_if_false @TRIA_17226 
03D5: remove_text 'RACES50'  // ~s~You have ~1~ seconds to get on your ~b~bicycle ~s~before you are disqualified.
0164: disable_marker 939@ 
000F: 866@(759@,12f) -= 1000.0 
0006: 760@ = 0 
0085: 762@ = 118@ // (int) 
000E: 762@ -= 1 
018A: 939@ = create_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) 
0165: set_marker 939@ color_to 0 
018B: set_marker 939@ radar_mode 2 
0168: set_marker 939@ size 3 
00D6: if 
003B:   927@(799@,12i) == 853@ // (int) 
004D: jump_if_false @TRIA_17128 
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) point_to 0.0 0.0 0.0 type 1 radius 6.0 
0002: jump @TRIA_17219 

:TRIA_17128
0085: 762@ = 927@(799@,12i) // (int) 
000A: 762@ += 1 
00D6: if 
003B:   927@(799@,12i) == 853@ // (int) 
004D: jump_if_false @TRIA_17177 
0006: 762@ = 1 

:TRIA_17177
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) point_to 960@ 961@ 962@ type 0 radius 6.0 

:TRIA_17219
0006: 782@ = 0 

:TRIA_17226
0002: jump @TRIA_17258 

:TRIA_17233
00BC: show_text_highpriority GXT 'RACES24' time 5000 flag 1  // ~r~You have been disqualified for destroying your vehicle.
0002: jump @TRIA_22678 
0051: return 

:TRIA_17258
0085: 765@ = 826@ // (int) 
000A: 765@ += 1 
00D6: if and
002D:   927@(759@,12i) >= 826@ // (int) 
001D:   765@ > 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_17928 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_17928 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TRIA_17635 
00D6: if 
0039:   782@ == 0 
004D: jump_if_false @TRIA_17468 
00D9: 902@(941@,12i) = actor $PLAYER_ACTOR car // add to mission cleanup 
06D6: disable_racing_checkpoint 963@ 
0164: disable_marker 939@ 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_17423 
0186: 939@ = create_marker_above_car 902@(941@,12i) 
07E0: set_marker 939@ type_to 1 

:TRIA_17423
0085: 799@ = 759@ // (int) 
000B: 866@(759@,12f) += 1000.0 
008B: 800@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 800@ += 25400 
0006: 782@ = 1 

:TRIA_17468
0085: 764@ = 800@ // (int) 
0064: 764@ -= $CURRENT_TIME_IN_MS2 // (int) 
0016: 764@ /= 1000 
00D6: if 
001B:   1 > 764@ 
004D: jump_if_false @TRIA_17517 
0006: 764@ = 0 

:TRIA_17517
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 800@ // (int) 
004D: jump_if_false @TRIA_17561 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
0002: jump @TRIA_22678 
0051: return 

:TRIA_17561
09C1: add_next_text_to_brief_history 0 
00D6: if 
0039:   764@ == 1 
004D: jump_if_false @TRIA_17609 
01E5: show_text_1number_highpriority GXT 'RACE_49' number 764@ time 200 flag 1  // ~s~You have ~1~ second to get off your ~b~bike ~s~ and start running before you are disqualified.
0002: jump @TRIA_17628 

:TRIA_17609
01E5: show_text_1number_highpriority GXT 'RACES48' number 764@ time 200 flag 1  // ~s~You have ~1~ seconds to get off your ~b~bike ~s~ and start running before you are disqualified.

:TRIA_17628
0002: jump @TRIA_17928 

:TRIA_17635
00D6: if 
0039:   782@ == 1 
004D: jump_if_false @TRIA_17928 
03D5: remove_text 'RACES48'  // ~s~You have ~1~ seconds to get off your ~b~bike ~s~ and start running before you are disqualified.
0164: disable_marker 939@ 
000F: 866@(759@,12f) -= 1000.0 
0006: 760@ = 0 
0085: 762@ = 118@ // (int) 
000E: 762@ -= 1 
018A: 939@ = create_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) 
0165: set_marker 939@ color_to 0 
018B: set_marker 939@ radar_mode 2 
0168: set_marker 939@ size 3 
00D6: if 
003B:   927@(799@,12i) == 853@ // (int) 
004D: jump_if_false @TRIA_17830 
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) point_to 0.0 0.0 0.0 type 1 radius 6.0 
0002: jump @TRIA_17921 

:TRIA_17830
0085: 762@ = 927@(799@,12i) // (int) 
000A: 762@ += 1 
00D6: if 
003B:   927@(799@,12i) == 853@ // (int) 
004D: jump_if_false @TRIA_17879 
0006: 762@ = 1 

:TRIA_17879
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) point_to 960@ 961@ 962@ type 0 radius 6.0 

:TRIA_17921
0006: 782@ = 0 

:TRIA_17928
0085: 765@ = 826@ // (int) 
000A: 765@ += 1 
00D6: if and
002D:   927@(759@,12i) >= 765@ // (int) 
002D:   827@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_18598 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_18598 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TRIA_18305 
00D6: if 
0039:   782@ == 0 
004D: jump_if_false @TRIA_18138 
00D9: 902@(941@,12i) = actor $PLAYER_ACTOR car // add to mission cleanup 
06D6: disable_racing_checkpoint 963@ 
0164: disable_marker 939@ 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_18093 
0186: 939@ = create_marker_above_car 902@(941@,12i) 
07E0: set_marker 939@ type_to 1 

:TRIA_18093
0085: 799@ = 759@ // (int) 
000B: 866@(759@,12f) += 1000.0 
008B: 800@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 800@ += 5000 
0006: 782@ = 1 

:TRIA_18138
0085: 764@ = 800@ // (int) 
0064: 764@ -= $CURRENT_TIME_IN_MS2 // (int) 
0016: 764@ /= 1000 
00D6: if 
001B:   1 > 764@ 
004D: jump_if_false @TRIA_18187 
0006: 764@ = 0 

:TRIA_18187
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 800@ // (int) 
004D: jump_if_false @TRIA_18231 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
0002: jump @TRIA_22678 
0051: return 

:TRIA_18231
09C1: add_next_text_to_brief_history 0 
00D6: if 
0039:   764@ == 1 
004D: jump_if_false @TRIA_18279 
01E5: show_text_1number_highpriority GXT 'RACE_49' number 764@ time 200 flag 1  // ~s~You have ~1~ second to get off your ~b~bike ~s~ and start running before you are disqualified.
0002: jump @TRIA_18298 

:TRIA_18279
01E5: show_text_1number_highpriority GXT 'RACES48' number 764@ time 200 flag 1  // ~s~You have ~1~ seconds to get off your ~b~bike ~s~ and start running before you are disqualified.

:TRIA_18298
0002: jump @TRIA_18598 

:TRIA_18305
00D6: if 
0039:   782@ == 1 
004D: jump_if_false @TRIA_18598 
03D5: remove_text 'RACES48'  // ~s~You have ~1~ seconds to get off your ~b~bike ~s~ and start running before you are disqualified.
0164: disable_marker 939@ 
000F: 866@(759@,12f) -= 1000.0 
0006: 760@ = 0 
0085: 762@ = 118@ // (int) 
000E: 762@ -= 1 
018A: 939@ = create_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) 
0165: set_marker 939@ color_to 0 
018B: set_marker 939@ radar_mode 2 
0168: set_marker 939@ size 3 
00D6: if 
003B:   927@(799@,12i) == 853@ // (int) 
004D: jump_if_false @TRIA_18500 
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) point_to 0.0 0.0 0.0 type 1 radius 6.0 
0002: jump @TRIA_18591 

:TRIA_18500
0085: 762@ = 927@(799@,12i) // (int) 
000A: 762@ += 1 
00D6: if 
003B:   927@(799@,12i) == 853@ // (int) 
004D: jump_if_false @TRIA_18549 
0006: 762@ = 1 

:TRIA_18549
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) point_to 960@ 961@ 962@ type 0 radius 6.0 

:TRIA_18591
0006: 782@ = 0 

:TRIA_18598
000A: 759@ += 1 
0002: jump @TRIA_11951 

:TRIA_18612
038E: draw_box_position 40@ 52@ size 64@ 76@ RGBA 0 0 0 255 
038E: draw_box_position 39@ 51@ size 63@ 75@ RGBA 134 155 184 255 
038E: draw_box_position 34@ 46@ size 58@ 70@ RGBA 0 0 0 255 
000A: 942@ += 1 
0050: gosub @TRIA_19679 
033F: set_text_draw_letter_size 59@ 71@ 
00D6: if 
0039:   942@ == 1 
004D: jump_if_false @TRIA_18741 
033E: set_draw_text_position 35@ 47@ GXT 'ST'  // ST

:TRIA_18741
00D6: if 
0039:   942@ == 2 
004D: jump_if_false @TRIA_18776 
033E: set_draw_text_position 35@ 47@ GXT 'ND'  // ND

:TRIA_18776
00D6: if 
0039:   942@ == 3 
004D: jump_if_false @TRIA_18811 
033E: set_draw_text_position 35@ 47@ GXT 'RD'  // RD

:TRIA_18811
00D6: if 
0019:   942@ > 3 
004D: jump_if_false @TRIA_18846 
033E: set_draw_text_position 35@ 47@ GXT 'TH'  // TH

:TRIA_18846
00D6: if 
002B:   7 >= 942@ 
004D: jump_if_false @TRIA_19115 
0087: 779@ = 770@ // (float) 
0087: 780@ = 773@ // (float) 
0087: 781@ = 776@ // (float) 
00D6: if 
0038:   $MISSION_BEATTHECOCK_TYPE == 2 
004D: jump_if_false @TRIA_18971 
00D6: if or
0039:   927@(759@,12i) == 19 
0039:   927@(759@,12i) == 20 
0039:   927@(759@,12i) == 37 
0039:   927@(759@,12i) == 38 
004D: jump_if_false @TRIA_18971 
0007: 779@ = 20.0 

:TRIA_18971
00D6: if 
0038:   $MISSION_BEATTHECOCK_TYPE == 2 
004D: jump_if_false @TRIA_19043 
00D6: if or
0039:   927@(759@,12i) == 69 
0039:   927@(759@,12i) == 70 
0039:   927@(759@,12i) == 71 
004D: jump_if_false @TRIA_19043 
0007: 779@ = 20.0 

:TRIA_19043
00D6: if 
0038:   $MISSION_BEATTHECOCK_TYPE == 2 
004D: jump_if_false @TRIA_19115 
00D6: if or
0039:   927@(759@,12i) == 89 
0039:   927@(759@,12i) == 90 
0039:   927@(759@,12i) == 91 
004D: jump_if_false @TRIA_19115 
0007: 779@ = 20.0 

:TRIA_19115
00D6: if and
0019:   942@ > 7 
001B:   9 > 942@ 
004D: jump_if_false @TRIA_19391 
0087: 779@ = 771@ // (float) 
0087: 780@ = 774@ // (float) 
0087: 781@ = 777@ // (float) 
00D6: if 
0038:   $MISSION_BEATTHECOCK_TYPE == 2 
004D: jump_if_false @TRIA_19247 
00D6: if or
0039:   927@(759@,12i) == 19 
0039:   927@(759@,12i) == 20 
0039:   927@(759@,12i) == 37 
0039:   927@(759@,12i) == 38 
004D: jump_if_false @TRIA_19247 
0007: 779@ = 20.0 

:TRIA_19247
00D6: if 
0038:   $MISSION_BEATTHECOCK_TYPE == 2 
004D: jump_if_false @TRIA_19319 
00D6: if or
0039:   927@(759@,12i) == 69 
0039:   927@(759@,12i) == 70 
0039:   927@(759@,12i) == 71 
004D: jump_if_false @TRIA_19319 
0007: 779@ = 20.0 

:TRIA_19319
00D6: if 
0038:   $MISSION_BEATTHECOCK_TYPE == 2 
004D: jump_if_false @TRIA_19391 
00D6: if or
0039:   927@(759@,12i) == 91 
0039:   927@(759@,12i) == 92 
0039:   927@(759@,12i) == 93 
004D: jump_if_false @TRIA_19391 
0007: 779@ = 20.0 

:TRIA_19391
00D6: if 
0039:   942@ == 9 
004D: jump_if_false @TRIA_19433 
0087: 779@ = 772@ // (float) 
0087: 780@ = 775@ // (float) 
0087: 781@ = 778@ // (float) 

:TRIA_19433
0050: gosub @TRIA_19679 
033F: set_text_draw_letter_size 60@ 72@ 
0342: set_text_draw_centered 1 
045A: draw_text_1number 36@ 48@ GXT 'NUMBER' number 942@  // ~1~
0050: gosub @TRIA_19679 
033F: set_text_draw_letter_size 61@ 73@ 
045A: draw_text_1number 37@ 49@ GXT 'OUT_OF' number 118@  // /~1~
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 959@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 959@ -= 767@ // (int) 
0016: 959@ /= 1000 
0085: 763@ = 959@ // (int) 
0016: 763@ /= 60 
0085: 762@ = 763@ // (int) 
0012: 762@ *= 60 
0085: 764@ = 959@ // (int) 
0062: 764@ -= 762@ // (int) 
0050: gosub @TRIA_19679 
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_size 62@ 74@ 
00D6: if 
0019:   764@ > 9 
004D: jump_if_false @TRIA_19649 
045B: draw_text_2numbers 38@ 50@ GXT 'TIME' numbers 763@ 764@  // ~1~:~1~
0002: jump @TRIA_19672 

:TRIA_19649
045B: draw_text_2numbers 38@ 50@ GXT 'TIME_0' numbers 763@ 764@  // ~1~:0~1~

:TRIA_19672
0002: jump @TRIA_8995 

:TRIA_19679
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.6146 2.4961 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 2 rgba 0 0 0 180 
0051: return 

:TRIA_19747
00D6: if 
0039:   940@ == 7 
004D: jump_if_false @TRIA_19772 
0006: 940@ = 8 

:TRIA_19772
000A: 927@(759@,12i) += 1 
0085: 762@ = 927@(759@,12i) // (int) 
0087: 854@(759@,12f) = 143@(762@,120f) // (float) 
0087: 866@(759@,12f) = 263@(762@,120f) // (float) 
0087: 878@(759@,12f) = 383@(762@,120f) // (float) 
00D6: if 
07D6:   914@(759@,12i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @TRIA_21813 
00D6: if 
002D:   927@(759@,12i) >= 828@ // (int) 
004D: jump_if_false @TRIA_19951 
000A: 942@ += 1 
00D6: if 
002B:   1 >= 942@ 
004D: jump_if_false @TRIA_19928 
0002: jump @TRIA_22696 
0002: jump @TRIA_19951 

:TRIA_19928
00BC: show_text_highpriority GXT 'RACES_8' time 5000 flag 1  // Loser!
0002: jump @TRIA_22678 

:TRIA_19951
00D6: if 
0039:   817@ == 0 
004D: jump_if_false @TRIA_20010 
00D6: if 
003B:   927@(759@,12i) == 820@ // (int) 
004D: jump_if_false @TRIA_20010 
03E5: show_text_box 'TRAI2'  // Run into the Water and swim
0006: 817@ = 1 

:TRIA_20010
00D6: if 
0039:   817@ == 1 
004D: jump_if_false @TRIA_20069 
00D6: if 
003B:   927@(759@,12i) == 822@ // (int) 
004D: jump_if_false @TRIA_20069 
03E5: show_text_box 'TRAI3'  // Get on the bicycle to continue the race
0006: 817@ = 2 

:TRIA_20069
00D6: if 
0039:   817@ == 2 
004D: jump_if_false @TRIA_20128 
00D6: if 
003B:   927@(759@,12i) == 826@ // (int) 
004D: jump_if_false @TRIA_20128 
03E5: show_text_box 'TRAI4'  // Get off the bicycle and run to checkpoint to continue the race
0006: 817@ = 3 

:TRIA_20128
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 939@ 
000A: 762@ += 1 
0087: 960@ = 143@(762@,120f) // (float) 
0087: 961@ = 263@(762@,120f) // (float) 
0087: 962@ = 383@(762@,120f) // (float) 
018A: 939@ = create_checkpoint_at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 
0165: set_marker 939@ color_to 0 
018B: set_marker 939@ radar_mode 2 
0168: set_marker 939@ size 3 
00D6: if 
0039:   940@ == 1 
004D: jump_if_false @TRIA_20303 
06D5: 963@ = create_racing_checkpoint_at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) point_to 960@ 961@ 962@ type 0 radius 6.0 

:TRIA_20303
06D6: disable_racing_checkpoint 963@ 
00D6: if 
001D:   853@ > 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_20380 
06D5: 963@ = create_racing_checkpoint_at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) point_to 960@ 961@ 962@ type 0 radius 6.0 
0002: jump @TRIA_20422 

:TRIA_20380
06D5: 963@ = create_racing_checkpoint_at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) point_to 960@ 961@ 962@ type 1 radius 6.0 

:TRIA_20422
00D6: if 
0039:   927@(759@,12i) == 3 
004D: jump_if_false @TRIA_20504 
009B: destroy_actor 954@ 
009B: destroy_actor 943@ 
009B: destroy_actor 944@ 
009B: destroy_actor 945@ 
009B: destroy_actor 946@ 
009B: destroy_actor 947@ 
009B: destroy_actor 948@ 
009B: destroy_actor 949@ 
009B: destroy_actor 950@ 
009B: destroy_actor 951@ 
009B: destroy_actor 952@ 
009B: destroy_actor 953@ 

:TRIA_20504
0085: 762@ = 824@ // (int) 
000E: 762@ -= 3 
00D6: if 
003B:   927@(759@,12i) == 762@ // (int) 
004D: jump_if_false @TRIA_21419 
00A5: 768@ = create_car 841@ at 143@(825@,120f) 263@(825@,120f) 383@(825@,120f) 
0085: 762@ = 824@ // (int) 
000E: 762@ -= 1 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -4.0435 6.5755 0.8 
0376: 954@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 954@ turn_to_and_look_at 143@(762@,120f) 263@(824@,120f) 383@(824@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -5.6392 2.9435 0.8 
0376: 943@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 943@ turn_to_and_look_at 143@(762@,120f) 263@(824@,120f) 383@(824@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -6.0071 -2.0778 0.8 
0376: 944@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 944@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -7.6039 -5.0807 0.8 
0376: 945@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 945@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -7.0724 -6.4057 0.8 
0376: 946@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 946@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -5.9988 -13.553 0.8 
0376: 947@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 947@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 6.073 -15.2059 0.8 
0376: 948@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 948@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 7.2639 -12.9933 0.8 
0376: 949@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 949@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 5.8429 -7.7069 0.8 
0376: 950@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 950@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 8.4135 -3.7971 0.8 
0376: 951@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 951@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 6.2507 0.3634 0.8 
0376: 952@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 952@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 8.6397 2.419 0.8 
0376: 953@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 953@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
00A6: destroy_car 768@ 

:TRIA_21419
0085: 765@ = 824@ // (int) 
000A: 765@ += 2 
00D6: if 
003B:   927@(759@,12i) == 765@ // (int) 
004D: jump_if_false @TRIA_21517 
01C2: remove_references_to_actor 954@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 943@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 944@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 945@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 946@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 947@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 948@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 949@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 950@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 951@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 952@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 953@ // Like turning an actor into a random pedestrian 

:TRIA_21517
00D6: if 
0039:   927@(759@,12i) == 21 
004D: jump_if_false @TRIA_21570 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_21570 
039C: set_car 902@(941@,12i) watertight 1 

:TRIA_21570
00D6: if 
0039:   927@(759@,12i) == 22 
004D: jump_if_false @TRIA_21623 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_21623 
039C: set_car 902@(941@,12i) watertight 0 

:TRIA_21623
0085: 765@ = 826@ // (int) 
000A: 765@ += 2 
00D6: if 
003B:   927@(759@,12i) == 765@ // (int) 
004D: jump_if_false @TRIA_21721 
01C2: remove_references_to_actor 954@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 943@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 944@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 945@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 946@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 947@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 948@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 949@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 950@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 951@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 952@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 953@ // Like turning an actor into a random pedestrian 

:TRIA_21721
00D6: if 
003B:   927@(759@,12i) == 826@ // (int) 
004D: jump_if_false @TRIA_21806 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_21806 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 902@(941@,12i) 
004D: jump_if_false @TRIA_21806 
06C7: AS_actor $PLAYER_ACTOR driver_of_car 902@(941@,12i) perform_action 6 timelimit 2000000 

:TRIA_21806
0002: jump @TRIA_22671 

:TRIA_21813
00D6: if 
802D:   not  927@(759@,12i) >= 828@ // (int) 
004D: jump_if_false @TRIA_22671 
0687: clear_actor 914@(759@,12i) task 
00D6: if 
003B:   927@(759@,12i) == 820@ // (int) 
004D: jump_if_false @TRIA_22071 
05D3: AS_actor 914@(759@,12i) goto_point 854@(759@,12f) 866@(759@,12f) 878@ mode 7 time -2 ms // versionA 
00D6: if 
0611:   actor 914@(759@,12i) performing_animation "SPRINT_PANIC" 
004D: jump_if_false @TRIA_21958 
0393: actor 914@(759@,12i) perform_animation "SPRINT_PANIC" at 781@ times_normal_rate 

:TRIA_21958
00D6: if 
0611:   actor 914@(759@,12i) performing_animation "RUN_CIVI" 
004D: jump_if_false @TRIA_22010 
0393: actor 914@(759@,12i) perform_animation "RUN_CIVI" at 781@ times_normal_rate 

:TRIA_22010
00D6: if 
0611:   actor 914@(759@,12i) performing_animation "WALK_CIVI" 
004D: jump_if_false @TRIA_22064 
0393: actor 914@(759@,12i) perform_animation "WALK_CIVI" at 781@ times_normal_rate 

:TRIA_22064
0002: jump @TRIA_16445 

:TRIA_22071
00D6: if and
001D:   927@(759@,12i) > 820@ // (int) 
002D:   821@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_22407 
00D6: if 
04AD:   actor 914@(759@,12i) in_water 
004D: jump_if_false @TRIA_22348 
0087: 785@ = 854@(759@,12f) // (float) 
005B: 785@ += 695@(759@,12f) // (float) 
0087: 786@ = 866@(759@,12f) // (float) 
005B: 786@ += 707@(759@,12f) // (float) 
07E1: AS_actor 914@(759@,12i) swim_to 785@ 786@ 878@(759@,12f) 
0A28: set_actor 914@(759@,12i) swimming_speed_to 780@ 
00D6: if 
003B:   927@(759@,12i) == 821@ // (int) 
004D: jump_if_false @TRIA_22341 
00D6: if 
0039:   804@(759@,12i) == 0 
004D: jump_if_false @TRIA_22341 
00D6: if 
8119:   not car 902@(759@,12i) wrecked 
004D: jump_if_false @TRIA_22341 
0615: define_AS_pack_begin 803@ 
05D3: AS_actor -1 goto_point 792@ 793@ 794@ mode 7 time -2 ms // versionA 
05CB: AS_actor -1 enter_car 902@(759@,12i) as_driver -2 ms 
0616: define_AS_pack_end 803@ 
0618: assign_actor 914@(759@,12i) to_AS_pack 803@ 
061B: remove_references_to_AS_pack 803@ 
0006: 804@(759@,12i) = 1 

:TRIA_22341
0002: jump @TRIA_22400 

:TRIA_22348
00D6: if 
0039:   927@(759@,12i) == 2 
004D: jump_if_false @TRIA_22400 
05D3: AS_actor 914@(759@,12i) goto_point 854@(759@,12f) 866@(759@,12f) 878@ mode 7 time -2 ms // versionA 

:TRIA_22400
0002: jump @TRIA_16445 

:TRIA_22407
00D6: if and
002D:   927@(759@,12i) >= 823@ // (int) 
002D:   824@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_22512 
00D6: if 
0019:   804@(759@,12i) > 0 
004D: jump_if_false @TRIA_22505 
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 model #CSPLAY 1 

:TRIA_22505
0002: jump @TRIA_16445 

:TRIA_22512
00D6: if and
002D:   927@(759@,12i) >= 826@ // (int) 
002D:   827@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_22671 
00D6: if 
003B:   927@(759@,12i) == 826@ // (int) 
004D: jump_if_false @TRIA_22611 
05D3: AS_actor 914@(759@,12i) goto_point 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) mode 7 time -2 ms // versionA 
0002: jump @TRIA_22664 

:TRIA_22611
0648: unknown_actor 914@(759@,12i) task_set 20.0 // float 
0A2E: AS_actor 914@(759@,12i) go_to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) mode 7 time -2 stop_radius 8.0 following_paths 

:TRIA_22664
0002: jump @TRIA_16445 

:TRIA_22671
0002: jump @TRIA_16445 

:TRIA_22678
00BA: show_text_styled GXT 'RACEFA' time 5000 style 1  // ~r~You failed to win the race!
0051: return 

:TRIA_22696
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 2 
00BA: show_text_styled GXT 'RACES18' time 5000 style 1  // Winner!
00D6: if 
0038:   $MISSION_BEATTHECOCK_TYPE == 1 
004D: jump_if_false @TRIA_22766 
01E4: show_text_1number_lowpriority GXT 'TRAI1' number 10000 time 5000 flag 2  // You have been awarded with $~1~
0109: player $PLAYER_CHAR money = 10000 

:TRIA_22766
00D6: if 
0038:   $MISSION_BEATTHECOCK_TYPE == 2 
004D: jump_if_false @TRIA_22811 
01E4: show_text_1number_lowpriority GXT 'TRAI1' number 20000 time 5000 flag 2  // You have been awarded with $~1~
0109: player $PLAYER_CHAR money = 20000 

:TRIA_22811
0016: 955@ /= 1000 
0085: 763@ = 955@ // (int) 
0016: 763@ /= 60 
0085: 762@ = 763@ // (int) 
0012: 762@ *= 60 
0085: 764@ = 955@ // (int) 
0062: 764@ -= 762@ // (int) 
00D6: if 
0038:   $MISSION_BEATTHECOCK_PASSED == 0 
004D: jump_if_false @TRIA_22917 
00D6: if 
0038:   $MISSION_BEATTHECOCK_TYPE == 2 
004D: jump_if_false @TRIA_22908 
0629: change_integer_stat 22 to 1000 

:TRIA_22908
0595: mission_complete 
0004: $MISSION_BEATTHECOCK_PASSED = 1 

:TRIA_22917
0051: return 

:TRIA_22919
0004: $ONMISSION = 0 
0249: release_model 829@ 
0249: release_model 830@ 
0249: release_model 831@ 
0249: release_model 832@ 
0249: release_model 833@ 
0249: release_model 834@ 
0249: release_model 835@ 
0249: release_model 836@ 
0249: release_model 837@ 
0249: release_model 838@ 
0249: release_model 839@ 
0249: release_model 840@ 
0249: release_model #WMYBE 
0249: release_model #BMYBE 
0249: release_model #HMYBE 
0249: release_model #WMYBELL 
0249: release_model #MTBIKE 
01C2: remove_references_to_actor 954@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 943@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 944@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 945@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 946@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 947@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 948@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 949@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 950@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 951@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 952@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 953@ // Like turning an actor into a random pedestrian 
09B9: show_entered_car_name 1 
0164: disable_marker 939@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
08E7: disable_entrance_markers 0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0912: set_text_priority 0 leftmargin 380 maxwidth 464 
03F0: enable_text_draw 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 131---------------
// Originally: Courier

:BCOUR
03A4: name_thread 'BCOUR' 
0050: gosub @BCOUR_47 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @BCOUR_38 
0050: gosub @BCOUR_14327 

:BCOUR_38
0050: gosub @BCOUR_16283 
004E: end_thread 

:BCOUR_47
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCOUR_71 
0842: 872@ = player $PLAYER_CHAR town_number 

:BCOUR_71
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_109 
00D6: if 
0038:   $MISSION_COURIER_LS_PASSED == 0 
004D: jump_if_false @BCOUR_109 
0317: increment_mission_attempts 

:BCOUR_109
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_147 
00D6: if 
0038:   $MISSION_COURIER_LV_PASSED == 0 
004D: jump_if_false @BCOUR_147 
0317: increment_mission_attempts 

:BCOUR_147
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_185 
00D6: if 
0038:   $MISSION_COURIER_SF_PASSED == 0 
004D: jump_if_false @BCOUR_185 
0317: increment_mission_attempts 

:BCOUR_185
0004: $ONMISSION = 1 
0001: wait 0 ms 
0001: wait 0 ms 
054C: use_GXT_table 'BCOU' 
0169: set_fade_color_RGB 0 0 0 
0107: 37@ = create_object #KMB_PACKET at -2492.508 0.5813 24.7593 
00D6: if 
0039:   746@ == -13 
004D: jump_if_false @BCOUR_284 
009A: 38@ = create_actor_pedtype 24 model #WMYDRUG at -2455.662 -105.3974 26.5568 

:BCOUR_284
0247: load_model #WAYFARER 
0247: load_model #WMYDRUG 
04ED: load_animation "SMOKING" 
038B: load_requested_models 

:BCOUR_306
00D6: if or
8248:   not model #WAYFARER available 
8248:   not model #WMYDRUG available 
84EE:   not animation "SMOKING" loaded 
004D: jump_if_false @BCOUR_348 
0001: wait 0 ms 
0002: jump @BCOUR_306 

:BCOUR_348
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCOUR_371 
01B4: set_player $PLAYER_CHAR can_move 1 

:BCOUR_371
0006: 875@ = 0 
0006: 882@ = 0 
0006: 879@ = 0 
0006: 880@ = 0 
0006: 866@ = 0 
0006: 867@ = 0 
0006: 34@ = 0 
0006: 869@ = 0 
0006: 870@ = 0 
0006: 871@ = 0 
0006: 744@ = 0 
0006: 745@ = 0 
0006: 743@ = 0 
0006: 746@ = 0 
0006: 747@ = 0 
0006: 748@ = 0 
0006: 749@ = 0 
0006: 868@ = 0 
0006: 760@ = 0 
0006: 761@ = 0 
0006: 762@ = 0 
0007: 383@ = -2594.816 
0007: 413@ = 52.5992 
0007: 443@ = 3.3359 
0007: 103@ = -2797.952 
0007: 133@ = 209.7299 
0007: 163@ = 6.1963 
0007: 104@ = -2492.771 
0007: 134@ = -196.6625 
0007: 164@ = 24.6236 
0007: 105@ = -2611.989 
0007: 135@ = -110.7328 
0007: 165@ = 3.331 
0007: 106@ = -2176.392 
0007: 136@ = -41.7131 
0007: 166@ = 34.3125 
0007: 107@ = -2243.896 
0007: 137@ = 603.6998 
0007: 167@ = 40.1216 
0007: 108@ = -1569.994 
0007: 138@ = 662.3286 
0007: 168@ = 6.1874 
0007: 109@ = -2756.371 
0007: 139@ = 379.1574 
0007: 169@ = 3.3281 
0007: 110@ = -2609.902 
0007: 140@ = 131.9432 
0007: 170@ = 3.326 
0007: 111@ = -2743.858 
0007: 141@ = 761.4077 
0007: 171@ = 53.3828 
0007: 112@ = -2600.543 
0007: 142@ = 980.7458 
0007: 172@ = 77.2676 
0007: 113@ = -2153.959 
0007: 143@ = 716.1611 
0007: 173@ = 68.5511 
0007: 114@ = -2153.604 
0007: 144@ = 251.9152 
0007: 174@ = 34.3125 
0007: 115@ = -2808.285 
0007: 145@ = -340.2412 
0007: 175@ = 6.1797 
0007: 116@ = -2428.846 
0007: 146@ = -164.1249 
0007: 176@ = 34.3125 
0007: 117@ = -1984.213 
0007: 147@ = 128.7572 
0007: 177@ = 26.6797 
0007: 118@ = -1888.46 
0007: 148@ = 819.6346 
0007: 178@ = 34.1797 
0007: 119@ = -1503.329 
0007: 149@ = 919.9264 
0007: 179@ = 6.1776 
0007: 120@ = -2533.885 
0007: 150@ = 987.9146 
0007: 180@ = 77.3017 
0007: 473@ = 1346.019 
0007: 503@ = -1741.781 
0007: 533@ = 12.397 
0007: 193@ = 1286.769 
0007: 223@ = -1676.166 
0007: 253@ = 12.5625 
0007: 194@ = 1544.063 
0007: 224@ = -1675.754 
0007: 254@ = 12.56 
0007: 195@ = 1320.097 
0007: 225@ = -1795.099 
0007: 255@ = 12.5391 
0007: 196@ = 1614.261 
0007: 226@ = -1885.756 
0007: 256@ = 12.5536 
0007: 197@ = 2009.173 
0007: 227@ = -1716.913 
0007: 257@ = 12.5469 
0007: 198@ = 1256.513 
0007: 228@ = -1010.974 
0007: 258@ = 32.9002 
0007: 199@ = 1016.673 
0007: 229@ = -1508.782 
0007: 259@ = 12.541 
0007: 200@ = 1286.769 
0007: 230@ = -1676.166 
0007: 260@ = 12.5625 
0007: 201@ = 1544.063 
0007: 231@ = -1675.754 
0007: 261@ = 12.56 
0007: 202@ = 1320.097 
0007: 232@ = -1795.099 
0007: 262@ = 12.5391 
0007: 203@ = 1614.261 
0007: 233@ = -1885.756 
0007: 263@ = 12.5536 
0007: 204@ = 2009.173 
0007: 234@ = -1716.913 
0007: 264@ = 12.5469 
0007: 205@ = 2865.389 
0007: 235@ = -1438.957 
0007: 265@ = 9.9659 
0007: 206@ = 2740.561 
0007: 236@ = -2103.442 
0007: 266@ = 11.1221 
0007: 207@ = 1346.455 
0007: 237@ = -989.3849 
0007: 267@ = 28.0294 
0007: 208@ = 150.4926 
0007: 238@ = -1945.385 
0007: 268@ = 2.7657 
0007: 209@ = 378.0941 
0007: 239@ = -2053.585 
0007: 269@ = 7.0156 
0007: 210@ = 804.5734 
0007: 240@ = -1020.714 
0007: 270@ = 25.6819 
0007: 563@ = 1904.681 
0007: 593@ = 2096.17 
0007: 623@ = 9.8203 
0007: 283@ = 1698.404 
0007: 313@ = 2054.898 
0007: 343@ = 9.8203 
0007: 284@ = 2159.833 
0007: 314@ = 2066.728 
0007: 344@ = 9.8125 
0007: 285@ = 1935.701 
0007: 315@ = 2158.464 
0007: 345@ = 9.8203 
0007: 286@ = 1654.331 
0007: 316@ = 1803.812 
0007: 346@ = 9.8125 
0007: 287@ = 2083.325 
0007: 317@ = 1503.754 
0007: 347@ = 9.8125 
0007: 288@ = 1720.11 
0007: 318@ = 1298.548 
0007: 348@ = 9.8203 
0007: 289@ = 2233.837 
0007: 319@ = 1282.195 
0007: 349@ = 9.8203 
0007: 290@ = 1698.404 
0007: 320@ = 2063.969 
0007: 350@ = 9.8203 
0007: 291@ = 2159.833 
0007: 321@ = 2066.728 
0007: 351@ = 9.8125 
0007: 292@ = 1935.701 
0007: 322@ = 2158.464 
0007: 352@ = 9.8203 
0007: 293@ = 1654.331 
0007: 323@ = 1803.812 
0007: 353@ = 9.8125 
0007: 294@ = 2083.325 
0007: 324@ = 1503.754 
0007: 354@ = 9.8125 
0007: 295@ = 1917.762 
0007: 325@ = 2768.874 
0007: 355@ = 9.8203 
0007: 296@ = 2344.569 
0007: 326@ = 2779.965 
0007: 356@ = 9.8203 
0007: 297@ = 973.123 
0007: 327@ = 1782.238 
0007: 357@ = 7.6562 
0007: 298@ = 2346.52 
0007: 328@ = 2296.973 
0007: 358@ = 7.1478 
0007: 299@ = 1488.175 
0007: 329@ = 2148.474 
0007: 359@ = 9.8203 
0007: 300@ = 1104.697 
0007: 330@ = 1648.064 
0007: 360@ = 4.8273 
0006: 653@ = 0 
0006: 654@ = 0 
0006: 655@ = 0 
0006: 656@ = 0 
0006: 657@ = 0 
0006: 658@ = 0 
0006: 659@ = 0 
0006: 660@ = 0 
0006: 661@ = 0 
0006: 662@ = 0 
0006: 663@ = 0 
0006: 664@ = 0 
0006: 665@ = 0 
0006: 666@ = 0 
0006: 667@ = 0 
0006: 668@ = 0 
0006: 669@ = 0 
0006: 670@ = 0 
0006: 671@ = 0 
0006: 672@ = 0 
0006: 673@ = 0 
0006: 674@ = 0 
0006: 675@ = 0 
0006: 676@ = 0 
0006: 677@ = 0 
0006: 678@ = 0 
0006: 679@ = 0 
0006: 680@ = 0 
0006: 681@ = 0 
0006: 753@ = 99 
0501: set_player $PLAYER_CHAR driveby_mode 0 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BCOUR_2468 
0002: jump @BCOUR_14327 

:BCOUR_2468
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCOUR_2492 
00D9: 36@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:BCOUR_2492
0006: 753@ = 99 
0006: 754@ = 0 
0006: 755@ = 0 
0006: 758@ = 0 
0006: 756@ = 0 
0006: 757@ = 0 
0006: 857@ = 0 
0006: 862@ = 0 
0006: 881@ = 0 

:BCOUR_2555
0001: wait 0 ms 
00D6: if 
0039:   882@ == 0 
004D: jump_if_false @BCOUR_2591 
03CF: load_wav 5600 as 3 
0006: 882@ = 1 

:BCOUR_2591
00D6: if 
0039:   882@ == 1 
004D: jump_if_false @BCOUR_2631 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @BCOUR_2631 
0006: 882@ = 2 

:BCOUR_2631
00D6: if 
0735:   is_keyboard_key_pressed 87 
004D: jump_if_false @BCOUR_2656 
0008: $8264 += 60000 

:BCOUR_2656
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @BCOUR_2681 
000C: $8264 -= 45000 

:BCOUR_2681
00D6: if 
0735:   is_keyboard_key_pressed 80 
004D: jump_if_false @BCOUR_2703 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:BCOUR_2703
00D6: if 
0735:   is_keyboard_key_pressed 79 
004D: jump_if_false @BCOUR_2725 
010D: set_player $PLAYER_CHAR wanted_level_to 0 

:BCOUR_2725
00D6: if 
0735:   is_keyboard_key_pressed 88 
004D: jump_if_false @BCOUR_2765 
00D6: if 
0039:   881@ == 0 
004D: jump_if_false @BCOUR_2765 
0006: 881@ = 1 

:BCOUR_2765
00D6: if 
0735:   is_keyboard_key_pressed 90 
004D: jump_if_false @BCOUR_2787 
0006: 881@ = 0 

:BCOUR_2787
00D6: if 
0039:   862@ == 1 
004D: jump_if_false @BCOUR_2838 
014F: stop_timer $8264 
0151: remove_status_text $8265 
00BC: show_text_highpriority GXT 'BCOU_11' time 6000 flag 1  // ~r~You don't have enough items available to fulfill the delivery quota of this run!
0002: jump @BCOUR_14327 

:BCOUR_2838
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BCOUR_2861 
0002: jump @BCOUR_14327 

:BCOUR_2861
00D6: if 
0119:   car 36@ wrecked 
004D: jump_if_false @BCOUR_2884 
0002: jump @BCOUR_14327 

:BCOUR_2884
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_2959 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_2959 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @BCOUR_2959 
00BC: show_text_highpriority GXT 'BCOU_35' time 6000 flag 1  // ~r~Delivery run over.
0002: jump @BCOUR_14327 

:BCOUR_2959
00D6: if 
0039:   743@ == 10 
004D: jump_if_false @BCOUR_2984 
0002: jump @BCOUR_15206 

:BCOUR_2984
00D6: if 
0039:   743@ == -99 
004D: jump_if_false @BCOUR_3074 
029B: 763@(793@,30i) = init_object #KMB_PACKET at 0.0 0.0 100.0 
066D: 827@(793@,30i) = attach_particle "COKE_TRAIL" to_object 763@(793@,30i) with_offset 0.0 0.0 0.0 type 1 

:BCOUR_3074
00D6: if 
0039:   749@ == 1 
004D: jump_if_false @BCOUR_3116 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BCOUR_3116 
0006: 748@ = 50 

:BCOUR_3116
00D6: if 
0039:   868@ == 1 
004D: jump_if_false @BCOUR_3172 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BCOUR_3172 
0006: 866@ = 2 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 868@ = 0 

:BCOUR_3172
00D6: if 
0039:   753@ == 0 
004D: jump_if_false @BCOUR_3289 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_3289 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_3289 
0006: 33@ = 0 
0006: 754@ = 1 
008B: 752@ = $8264 // (int) 
0016: 752@ /= 1000 
0006: 753@ = 1 
00BE: text_clear_all 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'BCOU_37' number $8263 time 4000 flag 1  // ~s~You've got ~1~ seconds to get back on the ~b~bike~s~ or this run's over!
03E6: remove_text_box 

:BCOUR_3289
00D6: if 
0039:   753@ == 1 
004D: jump_if_false @BCOUR_3442 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_3442 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_3442 
0006: 33@ = 0 
0006: 753@ = 0 
0006: 754@ = 0 
0006: 875@ = 0 
00BE: text_clear_all 
03E6: remove_text_box 
00D6: if 
0019:   746@ > 9 
004D: jump_if_false @BCOUR_3408 
00BC: show_text_highpriority GXT 'BCOU_6' time 4000 flag 1  // ~s~All items delivered! Head back to your ~y~pick up point~s~ to collect your payment.

:BCOUR_3408
00D6: if 
001B:   10 > 746@ 
004D: jump_if_false @BCOUR_3442 
00BC: show_text_highpriority GXT 'BCOU_3' time 4000 flag 1  // ~s~Get those items thrown through the ~y~dropoff coronas~s~ quickly!

:BCOUR_3442
00D6: if 
0039:   754@ == 1 
004D: jump_if_false @BCOUR_3725 
0085: 751@ = 33@ // (int) 
0016: 751@ /= 1000 
00D6: if 
0039:   875@ == 0 
004D: jump_if_false @BCOUR_3527 
00D6: if and
001A:   21000 > $8264 
0018:   $8264 > 1 
004D: jump_if_false @BCOUR_3527 
0006: 875@ = 1 

:BCOUR_3527
00D6: if 
0039:   875@ == 0 
004D: jump_if_false @BCOUR_3571 
00D6: if 
0018:   $8264 > 20099 
004D: jump_if_false @BCOUR_3571 
0006: 875@ = 2 

:BCOUR_3571
00D6: if 
0039:   875@ == 1 
004D: jump_if_false @BCOUR_3605 
0084: $8263 = $8264 // (int) 
0014: $8263 /= 1000 

:BCOUR_3605
00D6: if 
0039:   875@ == 2 
004D: jump_if_false @BCOUR_3638 
0004: $8263 = 20 
0066: $8263 -= 751@ // (int) 

:BCOUR_3638
00BE: text_clear_all 
00D6: if 
0018:   $8263 > 0 
004D: jump_if_false @BCOUR_3681 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'BCOU_37' number $8263 time 4000 flag 1  // ~s~You've got ~1~ seconds to get back on the ~b~bike~s~ or this run's over!

:BCOUR_3681
00D6: if 
0019:   33@ > 21000 
004D: jump_if_false @BCOUR_3725 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_35' time 6000 flag 1  // ~r~Delivery run over.
0002: jump @BCOUR_14327 

:BCOUR_3725
00D6: if 
0039:   746@ == -1 
004D: jump_if_false @BCOUR_4823 
00D6: if 
0039:   748@ == 0 
004D: jump_if_false @BCOUR_4010 
060A: create_decision_maker_type 0 store_to 39@ // decision\allowed\m_.ped files 
009B: destroy_actor 38@ 
0395: clear_area 1 at -2455.662 -105.3974 26.5568 radius 10.0 
009A: 38@ = create_actor_pedtype 24 model #WMYDRUG at -2455.662 -105.3974 26.5568 
0173: set_actor 38@ Z_angle_to 176.0958 
060B: set_actor 38@ decision_maker_to 39@ 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2468.393 -96.8149 26.1614 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2467.693 -97.5246 26.0805 switchstyle 2 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_3989 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2457.04 -110.2905 25.0058 
05D7: add_point_to_scmpath -2460.845 -108.7783 24.9517 
05D7: add_point_to_scmpath -2462.371 -106.9304 24.9069 
05D8: AS_assign_scmpath to_actor 38@ flags 6 0 
0648: unknown_actor 38@ task_set 150.0 // float 

:BCOUR_3989
0006: 748@ = 10 
0006: 749@ = 1 
0006: 33@ = 0 

:BCOUR_4010
00D6: if 
0039:   748@ == 10 
004D: jump_if_false @BCOUR_4093 
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @BCOUR_4093 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_4093 
00BC: show_text_highpriority GXT 'BCOU_2' time 4000 flag 1 
0006: 748@ = 15 
0006: 33@ = 0 

:BCOUR_4093
00D6: if 
0039:   748@ == 15 
004D: jump_if_false @BCOUR_4160 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @BCOUR_4160 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_4160 
0006: 748@ = 20 
0006: 33@ = 0 

:BCOUR_4160
00D6: if 
0039:   748@ == 20 
004D: jump_if_false @BCOUR_4211 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @BCOUR_4211 
0006: 33@ = 0 
0006: 748@ = 25 

:BCOUR_4211
00D6: if 
0039:   748@ == 25 
004D: jump_if_false @BCOUR_4283 
00D6: if 
0019:   33@ > 200 
004D: jump_if_false @BCOUR_4283 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_4283 
0687: clear_actor 38@ task 
0006: 33@ = 0 
0006: 748@ = 40 

:BCOUR_4283
00D6: if 
0039:   748@ == 40 
004D: jump_if_false @BCOUR_4433 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @BCOUR_4336 
00BC: show_text_highpriority GXT 'BCOU_3' time 4000 flag 1  // ~s~Get those items thrown through the ~y~dropoff coronas~s~ quickly!

:BCOUR_4336
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @BCOUR_4433 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_4401 
0687: clear_actor 38@ task 
05D3: AS_actor 38@ goto_point -2457.086 -126.3415 25.013 mode 6 time 5000 ms // versionA 

:BCOUR_4401
0006: 33@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_1' time 4000 flag 1 
0006: 748@ = 45 

:BCOUR_4433
00D6: if 
0039:   748@ == 45 
004D: jump_if_false @BCOUR_4477 
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @BCOUR_4477 
0006: 748@ = 50 

:BCOUR_4477
00D6: if 
0039:   748@ == 50 
004D: jump_if_false @BCOUR_4713 
00BE: text_clear_all 
0006: 749@ = 0 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_4560 
0687: clear_actor 38@ task 
00A1: put_actor 38@ at -2457.086 -126.3415 25.013 
0173: set_actor 38@ Z_angle_to 180.0 
0108: destroy_object 37@ 

:BCOUR_4560
02A3: enable_widescreen 0 
0108: destroy_object 37@ 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 748@ = 60 
0006: 33@ = 0 
0006: 746@ = 1 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_4622 
067F: set_car 36@ lights 0 

:BCOUR_4622
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_4669 
0687: clear_actor 38@ task 
05D4: AS_actor 38@ rotate_angle 100.0 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.

:BCOUR_4669
0006: 753@ = 0 
0107: 37@ = create_object #KMB_PACKET at -2458.249 -98.5704 28.1875 
0382: set_object 37@ collision_detection 1 
0392: make_object 37@ moveable 1 

:BCOUR_4713
00D6: if 
0039:   748@ == 60 
004D: jump_if_false @BCOUR_4823 
00D6: if 
0019:   33@ > 2000 
004D: jump_if_false @BCOUR_4823 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_4823 
0687: clear_actor 38@ task 
0605: actor 38@ perform_animation "M_SMKSTND_LOOP" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 748@ = 99 

:BCOUR_4823
00D6: if 
0039:   746@ == 0 
004D: jump_if_false @BCOUR_5065 
0842: 872@ = player $PLAYER_CHAR town_number 
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_4904 
0107: 37@ = create_object #KMB_PACKET at 1361.558 -1764.276 18.0781 
0382: set_object 37@ collision_detection 1 
0392: make_object 37@ moveable 1 

:BCOUR_4904
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_4966 
0107: 37@ = create_object #KMB_PACKET at -2584.613 60.3094 3.9701 
0382: set_object 37@ collision_detection 1 
0392: make_object 37@ moveable 1 
014C: set_parked_car_generator $2778 cars_to_generate_to 101 

:BCOUR_4966
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_5021 
0107: 37@ = create_object #KMB_PACKET at 1884.329 2078.721 15.0869 
0382: set_object 37@ collision_detection 1 
0392: make_object 37@ moveable 1 

:BCOUR_5021
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
0006: 32@ = 0 
0006: 34@ = 1 
0006: 753@ = 0 
0006: 746@ = 1 

:BCOUR_5065
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @BCOUR_5120 
00D6: if 
0019:   32@ > 7000 
004D: jump_if_false @BCOUR_5120 
0006: 34@ = 0 
03E5: show_text_box 'BCOU_84'  // Hold ~k~~VEHICLE_LOOKLEFT~ or ~k~~VEHICLE_LOOKRIGHT~ and press ~k~~PED_FIREWEAPON~ to launch an item to the left or right. Drive over the last unsuccessfully thrown item to reclaim it.

:BCOUR_5120
00D6: if 
0039:   746@ == 1 
004D: jump_if_false @BCOUR_5824 
0006: 755@ = 4 
0006: 758@ = 3 
0006: 756@ = 3 
0006: 744@ = 0 
0006: 759@ = 0 
0004: $8265 = 6 
0006: 861@ = 0 
0006: 867@ = 0 

:BCOUR_5194
00D6: if 
001B:   7 > 861@ 
004D: jump_if_false @BCOUR_5237 
0006: 797@(861@,30i) = 0 
000A: 861@ += 1 
0002: jump @BCOUR_5194 

:BCOUR_5237
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_5824 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_5824 
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_5435 

:BCOUR_5290
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_5435 
018A: 42@(744@,30i) = create_checkpoint_at 103@(744@,30f) 133@(744@,30f) 163@(744@,30f) 
0087: 713@(744@,30f) = 163@(744@,30f) // (float) 
000B: 713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) point_to 0.0 0.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 
0002: jump @BCOUR_5290 

:BCOUR_5435
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_5598 

:BCOUR_5453
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_5598 
018A: 42@(744@,30i) = create_checkpoint_at 193@(744@,30f) 223@(744@,30f) 253@(744@,30f) 
0087: 713@(744@,30f) = 253@(744@,30f) // (float) 
000B: 713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) point_to -2000.0 -2000.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 
0002: jump @BCOUR_5453 

:BCOUR_5598
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_5761 

:BCOUR_5616
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_5761 
018A: 42@(744@,30i) = create_checkpoint_at 283@(744@,30f) 313@(744@,30f) 343@(744@,30f) 
0087: 713@(744@,30f) = 343@(744@,30f) // (float) 
000B: 713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) point_to -2000.0 2000.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 
0002: jump @BCOUR_5616 

:BCOUR_5761
0006: 747@ = 0 
0006: 746@ = 9 
0006: 757@ = 0 
0004: $8264 = 180000 
03C4: set_status_text $8265 type 0 GXT 'BCOU_83' // global_variable  // Items Held
03C3: set_timer_to $8264 type 1 GXT 'BCOU_34' // global_variable  // Time

:BCOUR_5824
00D6: if 
0039:   746@ == 2 
004D: jump_if_false @BCOUR_6528 
0006: 755@ = 8 
0006: 758@ = 7 
0006: 756@ = 4 
0006: 744@ = 3 
0006: 759@ = 3 
0004: $8265 = 6 
0006: 861@ = 0 
0006: 867@ = 0 

:BCOUR_5898
00D6: if 
001B:   7 > 861@ 
004D: jump_if_false @BCOUR_5941 
0006: 797@(861@,30i) = 0 
000A: 861@ += 1 
0002: jump @BCOUR_5898 

:BCOUR_5941
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_6528 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_6528 
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_6139 

:BCOUR_5994
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_6139 
018A: 42@(744@,30i) = create_checkpoint_at 103@(744@,30f) 133@(744@,30f) 163@(744@,30f) 
0087: 713@(744@,30f) = 163@(744@,30f) // (float) 
000B: 713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) point_to 0.0 0.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 
0002: jump @BCOUR_5994 

:BCOUR_6139
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_6302 

:BCOUR_6157
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_6302 
018A: 42@(744@,30i) = create_checkpoint_at 193@(744@,30f) 223@(744@,30f) 253@(744@,30f) 
0087: 713@(744@,30f) = 253@(744@,30f) // (float) 
000B: 713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) point_to -2000.0 -2000.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 
0002: jump @BCOUR_6157 

:BCOUR_6302
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_6465 

:BCOUR_6320
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_6465 
018A: 42@(744@,30i) = create_checkpoint_at 283@(744@,30f) 313@(744@,30f) 343@(744@,30f) 
0087: 713@(744@,30f) = 343@(744@,30f) // (float) 
000B: 713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) point_to -2000.0 2000.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 
0002: jump @BCOUR_6320 

:BCOUR_6465
0006: 747@ = 0 
0006: 746@ = 9 
0006: 757@ = 0 
0004: $8264 = 300000 
03C4: set_status_text $8265 type 0 GXT 'BCOU_83' // global_variable  // Items Held
03C3: set_timer_to $8264 type 1 GXT 'BCOU_34' // global_variable  // Time

:BCOUR_6528
00D6: if 
0039:   746@ == 3 
004D: jump_if_false @BCOUR_7232 
0006: 755@ = 13 
0006: 758@ = 12 
0006: 756@ = 5 
0006: 744@ = 7 
0006: 759@ = 7 
0004: $8265 = 7 
0006: 861@ = 0 
0006: 867@ = 0 

:BCOUR_6602
00D6: if 
001B:   8 > 861@ 
004D: jump_if_false @BCOUR_6645 
0006: 797@(861@,30i) = 0 
000A: 861@ += 1 
0002: jump @BCOUR_6602 

:BCOUR_6645
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_7232 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_7232 
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_6843 

:BCOUR_6698
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_6843 
018A: 42@(744@,30i) = create_checkpoint_at 103@(744@,30f) 133@(744@,30f) 163@(744@,30f) 
0087: 713@(744@,30f) = 163@(744@,30f) // (float) 
000B: 713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) point_to 0.0 0.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 
0002: jump @BCOUR_6698 

:BCOUR_6843
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_7006 

:BCOUR_6861
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_7006 
018A: 42@(744@,30i) = create_checkpoint_at 193@(744@,30f) 223@(744@,30f) 253@(744@,30f) 
0087: 713@(744@,30f) = 253@(744@,30f) // (float) 
000B: 713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) point_to -2000.0 -2000.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 
0002: jump @BCOUR_6861 

:BCOUR_7006
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_7169 

:BCOUR_7024
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_7169 
018A: 42@(744@,30i) = create_checkpoint_at 283@(744@,30f) 313@(744@,30f) 343@(744@,30f) 
0087: 713@(744@,30f) = 343@(744@,30f) // (float) 
000B: 713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) point_to -2000.0 2000.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 
0002: jump @BCOUR_7024 

:BCOUR_7169
0006: 747@ = 0 
0006: 746@ = 9 
0006: 757@ = 0 
0004: $8264 = 300000 
03C4: set_status_text $8265 type 0 GXT 'BCOU_83' // global_variable  // Items Held
03C3: set_timer_to $8264 type 1 GXT 'BCOU_34' // global_variable  // Time

:BCOUR_7232
00D6: if 
0039:   746@ == 4 
004D: jump_if_false @BCOUR_8010 
0006: 755@ = 19 
0006: 758@ = 18 
0006: 756@ = 6 
0006: 744@ = 12 
0006: 759@ = 12 
0004: $8265 = 8 
0006: 861@ = 0 
0006: 867@ = 0 

:BCOUR_7306
00D6: if 
001B:   9 > 861@ 
004D: jump_if_false @BCOUR_7349 
0006: 797@(861@,30i) = 0 
000A: 861@ += 1 
0002: jump @BCOUR_7306 

:BCOUR_7349
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_8010 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_8010 
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_7547 

:BCOUR_7402
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_7547 
018A: 42@(744@,30i) = create_checkpoint_at 103@(744@,30f) 133@(744@,30f) 163@(744@,30f) 
0087: 713@(744@,30f) = 163@(744@,30f) // (float) 
000B: 713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) point_to 0.0 0.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 
0002: jump @BCOUR_7402 

:BCOUR_7547
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_7710 

:BCOUR_7565
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_7710 
018A: 42@(744@,30i) = create_checkpoint_at 193@(744@,30f) 223@(744@,30f) 253@(744@,30f) 
0087: 713@(744@,30f) = 253@(744@,30f) // (float) 
000B: 713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) point_to -2000.0 -2000.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 
0002: jump @BCOUR_7565 

:BCOUR_7710
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_7873 

:BCOUR_7728
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_7873 
018A: 42@(744@,30i) = create_checkpoint_at 283@(744@,30f) 313@(744@,30f) 343@(744@,30f) 
0087: 713@(744@,30f) = 343@(744@,30f) // (float) 
000B: 713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) point_to -2000.0 2000.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 
0002: jump @BCOUR_7728 

:BCOUR_7873
0006: 747@ = 0 
0006: 746@ = 9 
0006: 757@ = 0 
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_7922 
0004: $8264 = 600000 

:BCOUR_7922
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_7950 
0004: $8264 = 420000 

:BCOUR_7950
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_7978 
0004: $8264 = 480000 

:BCOUR_7978
03C4: set_status_text $8265 type 0 GXT 'BCOU_83' // global_variable  // Items Held
03C3: set_timer_to $8264 type 1 GXT 'BCOU_34' // global_variable  // Time

:BCOUR_8010
00D6: if 
0039:   746@ == 9 
004D: jump_if_false @BCOUR_9618 
00D6: if 
0039:   867@ == 0 
004D: jump_if_false @BCOUR_8110 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_8110 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 38@ radius 100.0 100.0 100.0 sphere 0 
004D: jump_if_false @BCOUR_8110 
009B: destroy_actor 38@ 
0006: 867@ = 1 

:BCOUR_8110
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_9618 
00D6: if 
0039:   747@ == 0 
004D: jump_if_false @BCOUR_8361 
00D6: if 
00E1:   player 0 pressed_key 7 
004D: jump_if_false @BCOUR_8199 
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @BCOUR_8199 
0006: 879@ = 0 
0050: gosub @BCOUR_12131 
0050: gosub @BCOUR_14247 

:BCOUR_8199
00D6: if 
00E1:   player 0 pressed_key 5 
004D: jump_if_false @BCOUR_8254 
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @BCOUR_8254 
0006: 879@ = 0 
0050: gosub @BCOUR_13189 
0050: gosub @BCOUR_14247 

:BCOUR_8254
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_8361 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_8361 
0186: 40@ = create_marker_above_car 36@ 
07E0: set_marker 40@ type_to 1 

:BCOUR_8304
00D6: if 
001D:   755@ > 744@ // (int) 
004D: jump_if_false @BCOUR_8346 
0164: disable_marker 42@(744@,30i) 
000A: 744@ += 1 
0002: jump @BCOUR_8304 

:BCOUR_8346
0085: 744@ = 759@ // (int) 
0006: 747@ = 1 

:BCOUR_8361
00D6: if 
0039:   747@ == 1 
004D: jump_if_false @BCOUR_8617 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_8617 
0164: disable_marker 40@ 

:BCOUR_8403
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_8602 
00D6: if 
0039:   653@(744@,30i) == 0 
004D: jump_if_false @BCOUR_8588 
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_8492 
018A: 42@(744@,30i) = create_checkpoint_at 103@(744@,30f) 133@(744@,30f) 163@(744@,30f) 

:BCOUR_8492
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_8540 
018A: 42@(744@,30i) = create_checkpoint_at 193@(744@,30f) 223@(744@,30f) 253@(744@,30f) 

:BCOUR_8540
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_8588 
018A: 42@(744@,30i) = create_checkpoint_at 283@(744@,30f) 313@(744@,30f) 343@(744@,30f) 

:BCOUR_8588
000A: 744@ += 1 
0002: jump @BCOUR_8403 

:BCOUR_8602
0006: 747@ = 0 
0085: 744@ = 759@ // (int) 

:BCOUR_8617
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_9541 
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_8935 

:BCOUR_8654
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_8935 
00D6: if 
0039:   653@(744@,30i) == 0 
004D: jump_if_false @BCOUR_8921 
00D6: if 
03CA:   object 763@(793@,30i) exists 
004D: jump_if_false @BCOUR_8921 
00D6: if 
04E6:   object 763@(793@,30i) near_point 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) radius 0.7 1.7 3.0 flag 0 
004D: jump_if_false @BCOUR_8921 
0164: disable_marker 42@(744@,30i) 
0650: destroy_particle 827@(793@,30i) 
0108: destroy_object 763@(793@,30i) 
0623: add 1 to_integer_stat 154 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
06D6: disable_racing_checkpoint 683@(744@,30i) 
0006: 653@(744@,30i) = 1 
000A: 757@ += 1 
00D6: if 
003B:   757@ == 756@ // (int) 
004D: jump_if_false @BCOUR_8905 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_6' time 6000 flag 1  // ~s~All items delivered! Head back to your ~y~pick up point~s~ to collect your payment.
0006: 746@ = 10 
0002: jump @BCOUR_8921 

:BCOUR_8905
00BC: show_text_highpriority GXT 'BCOU_5' time 6000 flag 1  // ~s~Item Delivered! Get to another ~y~dropoff corona~s~ and deliver another item.

:BCOUR_8921
000A: 744@ += 1 
0002: jump @BCOUR_8654 

:BCOUR_8935
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_9234 

:BCOUR_8953
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_9234 
00D6: if 
0039:   653@(744@,30i) == 0 
004D: jump_if_false @BCOUR_9220 
00D6: if 
03CA:   object 763@(793@,30i) exists 
004D: jump_if_false @BCOUR_9220 
00D6: if 
04E6:   object 763@(793@,30i) near_point 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) radius 1.2 1.7 3.0 flag 0 
004D: jump_if_false @BCOUR_9220 
0164: disable_marker 42@(744@,30i) 
0650: destroy_particle 827@(793@,30i) 
0108: destroy_object 763@(793@,30i) 
0623: add 1 to_integer_stat 154 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
06D6: disable_racing_checkpoint 683@(744@,30i) 
0006: 653@(744@,30i) = 1 
000A: 757@ += 1 
00D6: if 
003B:   757@ == 756@ // (int) 
004D: jump_if_false @BCOUR_9204 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_6' time 6000 flag 1  // ~s~All items delivered! Head back to your ~y~pick up point~s~ to collect your payment.
0006: 746@ = 10 
0002: jump @BCOUR_9220 

:BCOUR_9204
00BC: show_text_highpriority GXT 'BCOU_5' time 6000 flag 1  // ~s~Item Delivered! Get to another ~y~dropoff corona~s~ and deliver another item.

:BCOUR_9220
000A: 744@ += 1 
0002: jump @BCOUR_8953 

:BCOUR_9234
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_9533 

:BCOUR_9252
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_9533 
00D6: if 
0039:   653@(744@,30i) == 0 
004D: jump_if_false @BCOUR_9519 
00D6: if 
03CA:   object 763@(793@,30i) exists 
004D: jump_if_false @BCOUR_9519 
00D6: if 
04E6:   object 763@(793@,30i) near_point 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) radius 1.2 1.7 3.0 flag 0 
004D: jump_if_false @BCOUR_9519 
0164: disable_marker 42@(744@,30i) 
0650: destroy_particle 827@(793@,30i) 
0108: destroy_object 763@(793@,30i) 
0623: add 1 to_integer_stat 154 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
06D6: disable_racing_checkpoint 683@(744@,30i) 
0006: 653@(744@,30i) = 1 
000A: 757@ += 1 
00D6: if 
003B:   757@ == 756@ // (int) 
004D: jump_if_false @BCOUR_9503 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_6' time 6000 flag 1  // ~s~All items delivered! Head back to your ~y~pick up point~s~ to collect your payment.
0006: 746@ = 10 
0002: jump @BCOUR_9519 

:BCOUR_9503
00BC: show_text_highpriority GXT 'BCOU_5' time 6000 flag 1  // ~s~Item Delivered! Get to another ~y~dropoff corona~s~ and deliver another item.

:BCOUR_9519
000A: 744@ += 1 
0002: jump @BCOUR_9252 

:BCOUR_9533
0085: 744@ = 759@ // (int) 

:BCOUR_9541
0085: 874@ = 756@ // (int) 
0062: 874@ -= 757@ // (int) 
008B: 873@ = $8265 // (int) 
00D6: if 
03CA:   object 763@(793@,30i) exists 
004D: jump_if_false @BCOUR_9592 
000A: 873@ += 1 

:BCOUR_9592
00D6: if 
001D:   874@ > 873@ // (int) 
004D: jump_if_false @BCOUR_9618 
0006: 862@ = 1 

:BCOUR_9618
00D6: if 
0019:   746@ > 8 
004D: jump_if_false @BCOUR_9702 
00D6: if 
001B:   25 > 746@ 
004D: jump_if_false @BCOUR_9702 
00D6: if 
001A:   1 > $8264 
004D: jump_if_false @BCOUR_9702 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_33' time 6000 flag 1  // ~r~Out of time!
014F: stop_timer $8264 
0002: jump @BCOUR_14327 

:BCOUR_9702
00D6: if 
0039:   746@ == 10 
004D: jump_if_false @BCOUR_9859 
0006: 746@ = 20 
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_9771 
018A: 72@ = create_checkpoint_at 383@(745@,30f) 413@(745@,30f) 443@(745@,30f) 

:BCOUR_9771
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_9815 
018A: 72@ = create_checkpoint_at 473@(745@,30f) 503@(745@,30f) 533@(745@,30f) 

:BCOUR_9815
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_9859 
018A: 72@ = create_checkpoint_at 563@(745@,30f) 593@(745@,30f) 623@(745@,30f) 

:BCOUR_9859
00D6: if 
0039:   746@ == 20 
004D: jump_if_false @BCOUR_10610 
077E: get_active_interior_to 35@ 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @BCOUR_9920 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @BCOUR_9920 
01B4: set_player $PLAYER_CHAR can_move 1 

:BCOUR_9920
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_10610 
00D6: if 
0039:   747@ == 0 
004D: jump_if_false @BCOUR_10000 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_10000 
0186: 40@ = create_marker_above_car 36@ 
07E0: set_marker 40@ type_to 1 
0164: disable_marker 72@ 
0006: 747@ = 1 

:BCOUR_10000
00D6: if 
0039:   747@ == 1 
004D: jump_if_false @BCOUR_10181 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_10181 
0164: disable_marker 40@ 
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_10086 
018A: 72@ = create_checkpoint_at 383@(745@,30f) 413@(745@,30f) 443@(745@,30f) 

:BCOUR_10086
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_10130 
018A: 72@ = create_checkpoint_at 563@(745@,30f) 593@(745@,30f) 623@(745@,30f) 

:BCOUR_10130
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_10174 
018A: 72@ = create_checkpoint_at 473@(745@,30f) 503@(745@,30f) 533@(745@,30f) 

:BCOUR_10174
0006: 747@ = 0 

:BCOUR_10181
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_10324 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_10324 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 383@(745@,30f) 413@(745@,30f) 443@(745@,30f) radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @BCOUR_10324 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
01C1:   car 36@ stopped 
004D: jump_if_false @BCOUR_10324 
0164: disable_marker 72@ 
014F: stop_timer $8264 
0151: remove_status_text $8265 
000A: 760@ += 1 
0006: 746@ = 50 

:BCOUR_10324
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_10467 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_10467 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 473@(745@,30f) 503@(745@,30f) 533@(745@,30f) radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @BCOUR_10467 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
01C1:   car 36@ stopped 
004D: jump_if_false @BCOUR_10467 
0164: disable_marker 72@ 
014F: stop_timer $8264 
0151: remove_status_text $8265 
000A: 761@ += 1 
0006: 746@ = 50 

:BCOUR_10467
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_10610 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_10610 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 563@(745@,30f) 593@(745@,30f) 623@(745@,30f) radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @BCOUR_10610 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
01C1:   car 36@ stopped 
004D: jump_if_false @BCOUR_10610 
0164: disable_marker 72@ 
014F: stop_timer $8264 
0151: remove_status_text $8265 
000A: 762@ += 1 
0006: 746@ = 50 

:BCOUR_10610
00D6: if 
0039:   746@ == 50 
004D: jump_if_false @BCOUR_11169 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 868@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_12' time 4000 flag 1  // Good job! Let's work out your cut of the profits!
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_10738 
08D4: 863@ = create_panel_with_title 'BCOU_81' position 31.0 80.0 width 99.0 columns 2 interactive 0 background 1 alignment 1  // Los Santos
008B: 869@ = $8264 // (int) 
0016: 869@ /= 100 
006A: 869@ *= 761@ // (int) 

:BCOUR_10738
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_10816 
08D4: 863@ = create_panel_with_title 'BCOU_82' position 31.0 80.0 width 99.0 columns 2 interactive 0 background 1 alignment 1  // Las Venturas
008B: 869@ = $8264 // (int) 
0016: 869@ /= 100 
006A: 869@ *= 762@ // (int) 

:BCOUR_10816
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_10894 
08D4: 863@ = create_panel_with_title 'BCOU_80' position 31.0 80.0 width 99.0 columns 2 interactive 0 background 1 alignment 1  // San Fierro
008B: 869@ = $8264 // (int) 
0016: 869@ /= 100 
006A: 869@ *= 760@ // (int) 

:BCOUR_10894
08DB: set_panel 863@ column 0 header 'BCOU_21' data 'BCOU_22' 'BCOU_23' 'BCOU_24' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Payment: // Time Left // Items Spare // Total Cash
08D6: set_panel 863@ column 1 alignment 2 
0006: 865@ = 0 
008B: 870@ = $8265 // (int) 
0012: 870@ *= 100 
0085: 871@ = 869@ // (int) 
005A: 871@ += 870@ // (int) 
08EE: set_panel 863@ column 1 row 0 text_1number GXT 'DOLLAR' number 869@  // $~1~
08EE: set_panel 863@ column 1 row 1 text_1number GXT 'DOLLAR' number 870@  // $~1~
08EE: set_panel 863@ column 1 row 2 text_1number GXT 'DOLLAR' number 871@  // $~1~
090E: set_panel 863@ active_row 2 
0006: 32@ = 0 
0006: 866@ = 1 
0109: player $PLAYER_CHAR money = 871@ 
0108: destroy_object 37@ 
0006: 746@ = 55 

:BCOUR_11169
00D6: if 
0039:   866@ == 1 
004D: jump_if_false @BCOUR_11391 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @BCOUR_11213 
0006: 868@ = 1 

:BCOUR_11213
00D6: if 
0039:   761@ == 4 
004D: jump_if_false @BCOUR_11262 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @BCOUR_11262 
08DA: remove_panel 863@ 
0006: 866@ = 2 

:BCOUR_11262
00D6: if 
0039:   760@ == 4 
004D: jump_if_false @BCOUR_11311 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @BCOUR_11311 
08DA: remove_panel 863@ 
0006: 866@ = 2 

:BCOUR_11311
00D6: if 
0039:   762@ == 4 
004D: jump_if_false @BCOUR_11360 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @BCOUR_11360 
08DA: remove_panel 863@ 
0006: 866@ = 2 

:BCOUR_11360
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @BCOUR_11391 
08DA: remove_panel 863@ 
0006: 866@ = 2 

:BCOUR_11391
00D6: if 
0039:   866@ == 2 
004D: jump_if_false @BCOUR_12009 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_12009 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_12009 
08DA: remove_panel 863@ 
0006: 868@ = 0 
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_11638 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   760@ == 1 
004D: jump_if_false @BCOUR_11524 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
0006: 746@ = 2 

:BCOUR_11524
00D6: if 
0039:   760@ == 2 
004D: jump_if_false @BCOUR_11565 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
0006: 746@ = 3 

:BCOUR_11565
00D6: if 
0039:   760@ == 3 
004D: jump_if_false @BCOUR_11606 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
0006: 746@ = 4 

:BCOUR_11606
00D6: if 
0039:   760@ == 4 
004D: jump_if_false @BCOUR_11638 
0002: jump @BCOUR_15206 
0006: 746@ = 5 

:BCOUR_11638
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_11820 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   761@ == 1 
004D: jump_if_false @BCOUR_11706 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
0006: 746@ = 2 

:BCOUR_11706
00D6: if 
0039:   761@ == 2 
004D: jump_if_false @BCOUR_11747 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
0006: 746@ = 3 

:BCOUR_11747
00D6: if 
0039:   761@ == 3 
004D: jump_if_false @BCOUR_11788 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
0006: 746@ = 4 

:BCOUR_11788
00D6: if 
0039:   761@ == 4 
004D: jump_if_false @BCOUR_11820 
0002: jump @BCOUR_15206 
0006: 746@ = 5 

:BCOUR_11820
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_12002 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   762@ == 1 
004D: jump_if_false @BCOUR_11888 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
0006: 746@ = 2 

:BCOUR_11888
00D6: if 
0039:   762@ == 2 
004D: jump_if_false @BCOUR_11929 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
0006: 746@ = 3 

:BCOUR_11929
00D6: if 
0039:   762@ == 3 
004D: jump_if_false @BCOUR_11970 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
0006: 746@ = 4 

:BCOUR_11970
00D6: if 
0039:   762@ == 4 
004D: jump_if_false @BCOUR_12002 
0002: jump @BCOUR_15206 
0006: 746@ = 5 

:BCOUR_12002
0006: 866@ = 0 

:BCOUR_12009
00D6: if 
03CA:   object 763@(793@,30i) exists 
004D: jump_if_false @BCOUR_12124 
00D6: if 
0474:   actor $PLAYER_ACTOR near_object_in_cube 763@(793@,30i) radius 1.5 1.5 1.5 sphere 0 
004D: jump_if_false @BCOUR_12124 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @BCOUR_12124 
0650: destroy_particle 827@(793@,30i) 
0108: destroy_object 763@(793@,30i) 
0008: $8265 += 1 
0006: 797@($8265,30i) = 0 

:BCOUR_12124
0002: jump @BCOUR_2555 

:BCOUR_12131
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_13187 
00D6: if 
0018:   $8265 > 0 
004D: jump_if_false @BCOUR_13187 
00D6: if 
0039:   797@($8265,30i) == 0 
004D: jump_if_false @BCOUR_13187 
00D6: if 
0019:   857@ > 0 
004D: jump_if_false @BCOUR_12223 
0650: destroy_particle 827@(793@,30i) 
0108: destroy_object 763@(793@,30i) 

:BCOUR_12223
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_12404 

:BCOUR_12241
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_12389 
00D6: if 
0039:   880@ == 0 
004D: jump_if_false @BCOUR_12375 
00D6: if 
0039:   653@(744@,30i) == 0 
004D: jump_if_false @BCOUR_12375 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
004D: jump_if_false @BCOUR_12375 
0006: 880@ = 1 
0006: 879@ = 1 
0002: jump @BCOUR_12375 

:BCOUR_12375
000A: 744@ += 1 
0002: jump @BCOUR_12241 

:BCOUR_12389
0085: 744@ = 759@ // (int) 
0006: 880@ = 0 

:BCOUR_12404
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_12585 

:BCOUR_12422
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_12570 
00D6: if 
0039:   880@ == 0 
004D: jump_if_false @BCOUR_12556 
00D6: if 
0039:   653@(744@,30i) == 0 
004D: jump_if_false @BCOUR_12556 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
004D: jump_if_false @BCOUR_12556 
0006: 880@ = 1 
0006: 879@ = 1 
0002: jump @BCOUR_12556 

:BCOUR_12556
000A: 744@ += 1 
0002: jump @BCOUR_12422 

:BCOUR_12570
0085: 744@ = 759@ // (int) 
0006: 880@ = 0 

:BCOUR_12585
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_12766 

:BCOUR_12603
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_12751 
00D6: if 
0039:   880@ == 0 
004D: jump_if_false @BCOUR_12737 
00D6: if 
0039:   653@(744@,30i) == 0 
004D: jump_if_false @BCOUR_12737 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
004D: jump_if_false @BCOUR_12737 
0006: 880@ = 1 
0006: 879@ = 1 
0002: jump @BCOUR_12737 

:BCOUR_12737
000A: 744@ += 1 
0002: jump @BCOUR_12603 

:BCOUR_12751
0085: 744@ = 759@ // (int) 
0006: 880@ = 0 

:BCOUR_12766
00AA: store_car 36@ position_to 876@ 877@ 878@ 
029B: 763@($8265,30i) = init_object #KMB_PACKET at 876@ 877@ 878@ 
0382: set_object 763@($8265,30i) collision_detection 1 
0392: make_object 763@($8265,30i) moveable 1 
066D: 827@($8265,30i) = attach_particle "COKE_PUFF" to_object 763@($8265,30i) with_offset 0.0 0.0 0.5 type 1 
064C: make_particle 827@($8265,30i) visible 
00A0: store_actor $PLAYER_ACTOR position_to 858@ 859@ 860@ 
00D6: if 
0039:   882@ == 2 
004D: jump_if_false @BCOUR_12912 
03D1: play_wav 3 

:BCOUR_12912
00D6: if 
0039:   879@ == 1 
004D: jump_if_false @BCOUR_12964 
035C: place_object 763@($8265,30i) relative_to_car 36@ with_offset -1.0 0.0 1.3 
0002: jump @BCOUR_12991 

:BCOUR_12964
035C: place_object 763@($8265,30i) relative_to_car 36@ with_offset 0.0 0.0 0.7 

:BCOUR_12991
0172: 794@ = actor $PLAYER_ACTOR Z_angle 
000F: 795@ -= 30.0 
000F: 796@ -= 30.0 
02F7: 795@ = cosine 794@ // (float) 
02F6: 796@ = sine 794@ // (float) 
00D6: if 
0039:   879@ == 1 
004D: jump_if_false @BCOUR_13100 
0013: 795@ *= 15.0 
0013: 796@ *= 15.0 
038C: object 763@($8265,30i) scatter 795@ 796@ 1.0 
0002: jump @BCOUR_13140 

:BCOUR_13100
0013: 795@ *= 30.0 
0013: 796@ *= 30.0 
038C: object 763@($8265,30i) scatter 795@ 796@ 8.5 

:BCOUR_13140
0006: 879@ = 0 
000A: 857@ += 1 
0006: 797@($8265,30i) = 1 
008B: 793@ = $8265 // (int) 
000C: $8265 -= 1 
0006: 32@ = 0 

:BCOUR_13187
0051: return 

:BCOUR_13189
00D6: if 
0018:   $8265 > 0 
004D: jump_if_false @BCOUR_14245 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_14245 
00D6: if 
0039:   797@($8265,30i) == 0 
004D: jump_if_false @BCOUR_14245 
00D6: if 
0019:   857@ > 0 
004D: jump_if_false @BCOUR_13281 
0650: destroy_particle 827@(793@,30i) 
0108: destroy_object 763@(793@,30i) 

:BCOUR_13281
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_13462 

:BCOUR_13299
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_13447 
00D6: if 
0039:   880@ == 0 
004D: jump_if_false @BCOUR_13433 
00D6: if 
0039:   653@(744@,30i) == 0 
004D: jump_if_false @BCOUR_13433 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
004D: jump_if_false @BCOUR_13433 
0006: 880@ = 1 
0006: 879@ = 1 
0002: jump @BCOUR_13433 

:BCOUR_13433
000A: 744@ += 1 
0002: jump @BCOUR_13299 

:BCOUR_13447
0085: 744@ = 759@ // (int) 
0006: 880@ = 0 

:BCOUR_13462
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_13643 

:BCOUR_13480
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_13628 
00D6: if 
0039:   880@ == 0 
004D: jump_if_false @BCOUR_13614 
00D6: if 
0039:   653@(744@,30i) == 0 
004D: jump_if_false @BCOUR_13614 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
004D: jump_if_false @BCOUR_13614 
0006: 880@ = 1 
0006: 879@ = 1 
0002: jump @BCOUR_13614 

:BCOUR_13614
000A: 744@ += 1 
0002: jump @BCOUR_13480 

:BCOUR_13628
0085: 744@ = 759@ // (int) 
0006: 880@ = 0 

:BCOUR_13643
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_13824 

:BCOUR_13661
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_13809 
00D6: if 
0039:   880@ == 0 
004D: jump_if_false @BCOUR_13795 
00D6: if 
0039:   653@(744@,30i) == 0 
004D: jump_if_false @BCOUR_13795 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
004D: jump_if_false @BCOUR_13795 
0006: 880@ = 1 
0006: 879@ = 1 
0002: jump @BCOUR_13795 

:BCOUR_13795
000A: 744@ += 1 
0002: jump @BCOUR_13661 

:BCOUR_13809
0085: 744@ = 759@ // (int) 
0006: 880@ = 0 

:BCOUR_13824
00AA: store_car 36@ position_to 876@ 877@ 878@ 
029B: 763@($8265,30i) = init_object #KMB_PACKET at 876@ 877@ 878@ 
0382: set_object 763@($8265,30i) collision_detection 1 
0392: make_object 763@($8265,30i) moveable 1 
066D: 827@($8265,30i) = attach_particle "COKE_PUFF" to_object 763@($8265,30i) with_offset 0.0 0.0 0.0 type 1 
064C: make_particle 827@($8265,30i) visible 
00A0: store_actor $PLAYER_ACTOR position_to 858@ 859@ 860@ 
00D6: if 
0039:   882@ == 2 
004D: jump_if_false @BCOUR_13970 
03D1: play_wav 3 

:BCOUR_13970
00D6: if 
0039:   879@ == 1 
004D: jump_if_false @BCOUR_14022 
035C: place_object 763@($8265,30i) relative_to_car 36@ with_offset 1.0 0.0 1.3 
0002: jump @BCOUR_14049 

:BCOUR_14022
035C: place_object 763@($8265,30i) relative_to_car 36@ with_offset 0.0 0.0 0.7 

:BCOUR_14049
0172: 794@ = actor $PLAYER_ACTOR Z_angle 
000F: 795@ -= 330.0 
000F: 796@ -= 330.0 
02F7: 795@ = cosine 794@ // (float) 
02F6: 796@ = sine 794@ // (float) 
00D6: if 
0039:   879@ == 1 
004D: jump_if_false @BCOUR_14158 
0013: 795@ *= -15.0 
0013: 796@ *= -15.0 
038C: object 763@($8265,30i) scatter 795@ 796@ 1.0 
0002: jump @BCOUR_14198 

:BCOUR_14158
0013: 795@ *= -30.0 
0013: 796@ *= -30.0 
038C: object 763@($8265,30i) scatter 795@ 796@ 8.5 

:BCOUR_14198
0006: 879@ = 0 
000A: 857@ += 1 
0006: 797@($8265,30i) = 1 
008B: 793@ = $8265 // (int) 
000C: $8265 -= 1 
0006: 32@ = 0 

:BCOUR_14245
0051: return 

:BCOUR_14247
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @BCOUR_14275 
0001: wait 0 ms 
0002: jump @BCOUR_14247 

:BCOUR_14275
0051: return 

:BCOUR_14277
00D6: if 
001B:   3000 > 33@ 
004D: jump_if_false @BCOUR_14307 
0001: wait 0 ms 
0002: jump @BCOUR_14277 

:BCOUR_14307
0650: destroy_particle 827@(793@,30i) 
0108: destroy_object 763@(793@,30i) 
0051: return 

:BCOUR_14327
0501: set_player $PLAYER_CHAR driveby_mode 1 
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_14624 
00D6: if 
0039:   760@ == 0 
004D: jump_if_false @BCOUR_14386 
00BA: show_text_styled GXT 'BCOU_40' time 5000 style 1  // 0 out of 4 runs completed

:BCOUR_14386
00D6: if 
0039:   760@ == 1 
004D: jump_if_false @BCOUR_14420 
00BA: show_text_styled GXT 'BCOU_41' time 5000 style 1  // 1 out of 4 runs completed

:BCOUR_14420
00D6: if 
0039:   760@ == 2 
004D: jump_if_false @BCOUR_14454 
00BA: show_text_styled GXT 'BCOU_42' time 5000 style 1  // 2 out of 4 runs completed

:BCOUR_14454
00D6: if 
0039:   760@ == 3 
004D: jump_if_false @BCOUR_14488 
00BA: show_text_styled GXT 'BCOU_43' time 5000 style 1  // 3 out of 4 runs completed

:BCOUR_14488
00D6: if 
0039:   760@ == 4 
004D: jump_if_false @BCOUR_14522 
00BA: show_text_styled GXT 'BCOU_44' time 5000 style 1  // 4 out of 4 runs completed

:BCOUR_14522
00D6: if 
0039:   760@ == 5 
004D: jump_if_false @BCOUR_14556 
00BA: show_text_styled GXT 'BCOU_45' time 5000 style 1  // 5 out of 4 runs completed

:BCOUR_14556
00D6: if 
0039:   760@ == 6 
004D: jump_if_false @BCOUR_14590 
00BA: show_text_styled GXT 'BCOU_46' time 5000 style 1  // 6 out of 4 runs completed

:BCOUR_14590
00D6: if 
0039:   760@ == 7 
004D: jump_if_false @BCOUR_14624 
00BA: show_text_styled GXT 'BCOU_47' time 5000 style 1  // 7 out of 4 runs completed

:BCOUR_14624
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_14914 
00D6: if 
0039:   762@ == 0 
004D: jump_if_false @BCOUR_14676 
00BA: show_text_styled GXT 'BCOU_40' time 5000 style 1  // 0 out of 4 runs completed

:BCOUR_14676
00D6: if 
0039:   762@ == 1 
004D: jump_if_false @BCOUR_14710 
00BA: show_text_styled GXT 'BCOU_41' time 5000 style 1  // 1 out of 4 runs completed

:BCOUR_14710
00D6: if 
0039:   762@ == 2 
004D: jump_if_false @BCOUR_14744 
00BA: show_text_styled GXT 'BCOU_42' time 5000 style 1  // 2 out of 4 runs completed

:BCOUR_14744
00D6: if 
0039:   762@ == 3 
004D: jump_if_false @BCOUR_14778 
00BA: show_text_styled GXT 'BCOU_43' time 5000 style 1  // 3 out of 4 runs completed

:BCOUR_14778
00D6: if 
0039:   762@ == 4 
004D: jump_if_false @BCOUR_14812 
00BA: show_text_styled GXT 'BCOU_44' time 5000 style 1  // 4 out of 4 runs completed

:BCOUR_14812
00D6: if 
0039:   762@ == 5 
004D: jump_if_false @BCOUR_14846 
00BA: show_text_styled GXT 'BCOU_45' time 5000 style 1  // 5 out of 4 runs completed

:BCOUR_14846
00D6: if 
0039:   762@ == 6 
004D: jump_if_false @BCOUR_14880 
00BA: show_text_styled GXT 'BCOU_46' time 5000 style 1  // 6 out of 4 runs completed

:BCOUR_14880
00D6: if 
0039:   762@ == 7 
004D: jump_if_false @BCOUR_14914 
00BA: show_text_styled GXT 'BCOU_47' time 5000 style 1  // 7 out of 4 runs completed

:BCOUR_14914
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_15204 
00D6: if 
0039:   761@ == 0 
004D: jump_if_false @BCOUR_14966 
00BA: show_text_styled GXT 'BCOU_40' time 5000 style 1  // 0 out of 4 runs completed

:BCOUR_14966
00D6: if 
0039:   761@ == 1 
004D: jump_if_false @BCOUR_15000 
00BA: show_text_styled GXT 'BCOU_41' time 5000 style 1  // 1 out of 4 runs completed

:BCOUR_15000
00D6: if 
0039:   761@ == 2 
004D: jump_if_false @BCOUR_15034 
00BA: show_text_styled GXT 'BCOU_42' time 5000 style 1  // 2 out of 4 runs completed

:BCOUR_15034
00D6: if 
0039:   761@ == 3 
004D: jump_if_false @BCOUR_15068 
00BA: show_text_styled GXT 'BCOU_43' time 5000 style 1  // 3 out of 4 runs completed

:BCOUR_15068
00D6: if 
0039:   761@ == 4 
004D: jump_if_false @BCOUR_15102 
00BA: show_text_styled GXT 'BCOU_44' time 5000 style 1  // 4 out of 4 runs completed

:BCOUR_15102
00D6: if 
0039:   761@ == 5 
004D: jump_if_false @BCOUR_15136 
00BA: show_text_styled GXT 'BCOU_45' time 5000 style 1  // 5 out of 4 runs completed

:BCOUR_15136
00D6: if 
0039:   761@ == 6 
004D: jump_if_false @BCOUR_15170 
00BA: show_text_styled GXT 'BCOU_46' time 5000 style 1  // 6 out of 4 runs completed

:BCOUR_15170
00D6: if 
0039:   761@ == 7 
004D: jump_if_false @BCOUR_15204 
00BA: show_text_styled GXT 'BCOU_47' time 5000 style 1  // 7 out of 4 runs completed

:BCOUR_15204
0051: return 

:BCOUR_15206
040D: unload_wav 3 
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_15564 
00D6: if 
0038:   $MISSION_COURIER_LV_PASSED == 0 
004D: jump_if_false @BCOUR_15564 
0595: mission_complete 
030C: progress_made = 1 
0004: $MISSION_COURIER_LV_PASSED = 1 
04A6: $2000 = create_asset_money_pickup_at 1887.997 2073.008 10.5547 money $1999 $1999 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:BCOUR_15301
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_15325 
0001: wait 0 ms 
0002: jump @BCOUR_15301 

:BCOUR_15325
02A3: enable_widescreen 1 
0A0B: set_rendering_origin_at_3D_coord 1895.53 2063.094 15.8639 angle 47.0 
015F: set_camera_position 1895.53 2063.094 15.8639 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1894.813 2063.775 15.7175 switchstyle 2 
016A: fade 1 time 500 

:BCOUR_15409
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_15433 
0001: wait 0 ms 
0002: jump @BCOUR_15409 

:BCOUR_15433
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
0001: wait 5000 ms 
015F: set_camera_position 1890.164 2070.478 11.8641 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1889.516 2071.213 11.6633 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1999 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
0001: wait 6000 ms 
016A: fade 0 time 500 

:BCOUR_15540
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_15564 
0001: wait 0 ms 
0002: jump @BCOUR_15540 

:BCOUR_15564
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_15918 
00D6: if 
0038:   $MISSION_COURIER_LS_PASSED == 0 
004D: jump_if_false @BCOUR_15918 
0595: mission_complete 
030C: progress_made = 1 
0004: $MISSION_COURIER_LS_PASSED = 1 
04A6: $1996 = create_asset_money_pickup_at 1345.859 -1757.432 13.0078 money $1995 $1995 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:BCOUR_15655
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_15679 
0001: wait 0 ms 
0002: jump @BCOUR_15655 

:BCOUR_15679
02A3: enable_widescreen 1 
0A0B: set_rendering_origin_at_3D_coord 1358.596 -1741.184 18.431 angle 223.0 
015F: set_camera_position 1358.596 -1741.184 18.431 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1358.372 -1742.135 18.2203 switchstyle 2 
016A: fade 1 time 500 

:BCOUR_15763
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_15787 
0001: wait 0 ms 
0002: jump @BCOUR_15763 

:BCOUR_15787
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
0001: wait 5000 ms 
015F: set_camera_position 1345.565 -1753.368 15.2186 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1345.567 -1754.218 14.692 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1995 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
0001: wait 6000 ms 
016A: fade 0 time 500 

:BCOUR_15894
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_15918 
0001: wait 0 ms 
0002: jump @BCOUR_15894 

:BCOUR_15918
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_16272 
00D6: if 
0038:   $MISSION_COURIER_SF_PASSED == 0 
004D: jump_if_false @BCOUR_16272 
030C: progress_made = 1 
0595: mission_complete 
0004: $MISSION_COURIER_SF_PASSED = 1 
04A6: $1998 = create_asset_money_pickup_at -2593.882 59.2467 3.8359 money $1997 $1997 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
016A: fade 0 time 500 

:BCOUR_16009
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_16033 
0001: wait 0 ms 
0002: jump @BCOUR_16009 

:BCOUR_16033
02A3: enable_widescreen 1 
0A0B: set_rendering_origin_at_3D_coord -2603.114 51.3338 10.1663 angle 275.0 
015F: set_camera_position -2603.98 54.4522 7.5275 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2603.014 54.7055 7.4818 switchstyle 2 
016A: fade 1 time 500 

:BCOUR_16117
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_16141 
0001: wait 0 ms 
0002: jump @BCOUR_16117 

:BCOUR_16141
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
0001: wait 5000 ms 
015F: set_camera_position -2598.9 59.0635 4.8343 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2597.905 59.0525 4.7405 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1997 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
0001: wait 6000 ms 
016A: fade 0 time 500 

:BCOUR_16248
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_16272 
0001: wait 0 ms 
0002: jump @BCOUR_16248 

:BCOUR_16272
0110: clear_player $PLAYER_CHAR wanted_level 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0051: return 

:BCOUR_16283
03E6: remove_text_box 
040D: unload_wav 3 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCOUR_16319 
0501: set_player $PLAYER_CHAR driveby_mode 1 
01B4: set_player $PLAYER_CHAR can_move 1 

:BCOUR_16319
014F: stop_timer $8264 
0151: remove_status_text $8265 
08DA: remove_panel 863@ 
0108: destroy_object 37@ 
0650: destroy_particle 827@(793@,30i) 
0108: destroy_object 763@(793@,30i) 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
0249: release_model #WAYFARER 
0249: release_model #WMYDRUG 
04EF: release_animation "SMOKING" 
0164: disable_marker 40@ 
0164: disable_marker 72@ 
0006: 744@ = 0 

:BCOUR_16399
00D6: if 
001B:   30 > 744@ 
004D: jump_if_false @BCOUR_16440 
0164: disable_marker 42@(744@,30i) 
000A: 744@ += 1 
0002: jump @BCOUR_16399 

:BCOUR_16440
014C: set_parked_car_generator $2778 cars_to_generate_to 101 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 132---------------
// Originally: The Chiliad Challenge

:MTBIKER
0050: gosub @MTBIKER_36 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @MTBIKER_27 
0050: gosub @MTBIKER_14393 

:MTBIKER_27
0050: gosub @MTBIKER_14694 
004E: end_thread 

:MTBIKER_36
0004: $ONMISSION = 1 
0A0E: disable_text_with_style 1 
00D6: if 
0038:   $MISSION_CHILIAD_CHALLENGE_PASSED == 0 
004D: jump_if_false @MTBIKER_67 
0317: increment_mission_attempts 

:MTBIKER_67
03A4: name_thread 'MTBIKER' 
054C: use_GXT_table 'RACETOR' 
0912: set_text_priority 1 leftmargin 355 maxwidth 370 
0001: wait 0 ms 
03F0: enable_text_draw 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MTBIKER_130 
01B4: set_player $PLAYER_CHAR can_move 0 

:MTBIKER_130
016A: fade 0 time 1000 

:MTBIKER_137
00D6: if 
016B:   fading 
004D: jump_if_false @MTBIKER_161 
0001: wait 0 ms 
0002: jump @MTBIKER_137 

:MTBIKER_161
060A: create_decision_maker_type 0 store_to 669@ // decision\allowed\m_.ped files 
0006: 647@ = 0 

:MTBIKER_175
00D6: if 
001B:   9 > 647@ 
004D: jump_if_false @MTBIKER_229 
0006: 690@(647@,10i) = 0 
0006: 670@(647@,10i) = 0 
000A: 647@ += 1 
0002: jump @MTBIKER_175 

:MTBIKER_229
0006: 656@ = 0 
0006: 657@ = 0 
0007: 34@ = 582.7242 
0007: 41@ = 356.2812 
0007: 48@ = 52.2072 
0007: 55@ = 52.2072 
0007: 35@ = 584.0833 
0007: 42@ = 329.3647 
0007: 49@ = 0.5427 
0007: 56@ = 2.0841 
0007: 36@ = 572.9216 
0007: 43@ = 323.5937 
0007: 50@ = 1.0585 
0007: 57@ = 4.8106 
0007: 37@ = 585.724 
0007: 44@ = 345.6341 
0007: 51@ = 0.4929 
0007: 58@ = 1.8511 
0007: 38@ = 582.7242 
0007: 45@ = 359.0323 
0007: 52@ = 0.4993 
0007: 59@ = 2.637 
0007: 39@ = 582.7242 
0007: 46@ = 356.2812 
0007: 53@ = 56.2072 
0007: 60@ = 56.2072 
0007: 40@ = 582.7242 
0007: 47@ = 356.2812 
0007: 54@ = 58.2072 
0007: 61@ = 58.2072 
087B: set_player $PLAYER_CHAR clothes_texture "BBSHORTWHT" model "BOXINGSHORT" body_part 2 
070D: rebuild_player $PLAYER_CHAR 
00D6: if 
0038:   $1799 == 1 
004D: jump_if_false @MTBIKER_585 
0002: jump @MTBIKER_635 

:MTBIKER_585
00D6: if 
0038:   $1799 == 2 
004D: jump_if_false @MTBIKER_610 
0002: jump @MTBIKER_1570 

:MTBIKER_610
00D6: if 
0038:   $1799 == 3 
004D: jump_if_false @MTBIKER_635 
0002: jump @MTBIKER_3025 

:MTBIKER_635
00D6: if 
0038:   $1799 == 1 
004D: jump_if_false @MTBIKER_669 
00BA: show_text_styled GXT 'MTROUT1' time 3000 style 5  // Scotch Bonnet Yellow Route

:MTBIKER_669
0007: 103@ = -2304.344 
0007: 223@ = -1667.125 
0007: 343@ = 483.386 
0007: 463@ = 208.0 
0007: 104@ = -2280.48 
0007: 224@ = -1730.315 
0007: 344@ = 467.8242 
0007: 464@ = 178.6093 
0007: 105@ = -2357.182 
0007: 225@ = -1815.429 
0007: 345@ = 431.4012 
0007: 465@ = 64.067 
0007: 106@ = -2447.403 
0007: 226@ = -1718.435 
0007: 346@ = 430.9626 
0007: 466@ = 148.4592 
0007: 107@ = -2446.652 
0007: 227@ = -1810.658 
0007: 347@ = 409.0582 
0007: 467@ = 93.195 
0007: 108@ = -2527.586 
0007: 228@ = -1711.376 
0007: 348@ = 401.175 
0007: 468@ = 16.0889 
0007: 109@ = -2552.845 
0007: 229@ = -1668.842 
0007: 349@ = 398.455 
0007: 469@ = 155.2717 
0007: 110@ = -2534.517 
0007: 230@ = -1802.53 
0007: 350@ = 374.7244 
0007: 470@ = 127.1514 
0007: 111@ = -2595.25 
0007: 231@ = -1631.995 
0007: 351@ = 342.7061 
0007: 471@ = 176.454 
0007: 112@ = -2526.43 
0007: 232@ = -1888.459 
0007: 352@ = 292.5149 
0007: 472@ = 77.3269 
0007: 113@ = -2652.859 
0007: 233@ = -1739.147 
0007: 353@ = 255.1567 
0007: 473@ = 189.6474 
0007: 114@ = -2491.229 
0007: 234@ = -2034.597 
0007: 354@ = 150.1413 
0007: 474@ = 225.1505 
0007: 115@ = -2428.644 
0007: 235@ = -2088.887 
0007: 355@ = 121.97 
0007: 475@ = 243.2365 
0007: 116@ = -2322.059 
0007: 236@ = -2097.64 
0007: 356@ = 114.0331 
0007: 476@ = 292.4177 
0007: 117@ = -2218.131 
0007: 237@ = -2047.089 
0007: 357@ = 118.8139 
0007: 477@ = 315.497 
0007: 118@ = -2168.42 
0007: 238@ = -1991.872 
0007: 358@ = 117.8448 
0007: 478@ = 314.2462 
0007: 119@ = -2102.545 
0007: 239@ = -1895.227 
0007: 359@ = 108.4655 
0007: 479@ = 174.3973 
0007: 120@ = -2162.365 
0007: 240@ = -2039.522 
0007: 360@ = 91.2074 
0007: 480@ = 135.1339 
0007: 121@ = -2373.667 
0007: 241@ = -2195.089 
0007: 361@ = 32.3837 
0007: 481@ = 112.827 
0006: 700@ = 19 
0006: 92@ = 6 
04AF: 701@ = 23 // = constant 
04AF: 702@ = 52 // = constant 
04AF: 703@ = 51 // = constant 
04AF: 704@ = 52 // = constant 
04AF: 705@ = 23 // = constant 
04AF: 706@ = 51 // = constant 
04AF: 707@ = 510 // = constant 
04AF: 708@ = 510 // = constant 
04AF: 709@ = 510 // = constant 
04AF: 710@ = 510 // = constant 
04AF: 711@ = 510 // = constant 
04AF: 712@ = 510 // = constant 
0007: 652@ = 38.0 
0007: 653@ = 27.0 
0007: 654@ = 23.0 
0002: jump @MTBIKER_4244 

:MTBIKER_1570
00D6: if 
0038:   $1799 == 2 
004D: jump_if_false @MTBIKER_1604 
00BA: show_text_styled GXT 'MTROUT2' time 3000 style 5  // Birdseye Winder

:MTBIKER_1604
0007: 103@ = -2304.344 
0007: 223@ = -1667.125 
0007: 343@ = 483.586 
0007: 463@ = 208.0 
0007: 104@ = -2279.857 
0007: 224@ = -1732.752 
0007: 344@ = 466.799 
0007: 464@ = 163.4517 
0007: 105@ = -2355.609 
0007: 225@ = -1815.324 
0007: 345@ = 431.5401 
0007: 465@ = 90.1409 
0007: 106@ = -2458.843 
0007: 226@ = -1733.434 
0007: 346@ = 426.432 
0007: 466@ = 187.8666 
0007: 107@ = -2460.904 
0007: 227@ = -1807.384 
0007: 347@ = 406.6599 
0007: 467@ = 60.8579 
0007: 108@ = -2521.292 
0007: 228@ = -1707.753 
0007: 348@ = 401.2728 
0007: 468@ = 2.4494 
0007: 109@ = -2467.126 
0007: 229@ = -1467.868 
0007: 349@ = 388.9202 
0007: 469@ = 270.5872 
0007: 110@ = -2324.367 
0007: 230@ = -1455.149 
0007: 350@ = 380.9767 
0007: 470@ = 233.5233 
0007: 111@ = -2251.922 
0007: 231@ = -1492.653 
0007: 351@ = 377.8563 
0007: 471@ = 196.094 
0007: 112@ = -2191.949 
0007: 232@ = -1713.993 
0007: 352@ = 375.5497 
0007: 472@ = 322.9377 
0007: 113@ = -2206.778 
0007: 233@ = -1528.34 
0007: 353@ = 359.6156 
0007: 473@ = 20.0752 
0007: 114@ = -2280.683 
0007: 234@ = -1426.188 
0007: 354@ = 355.6379 
0007: 474@ = 58.5606 
0007: 115@ = -2419.222 
0007: 235@ = -1392.925 
0007: 355@ = 358.1968 
0007: 475@ = 98.4498 
0007: 116@ = -2569.767 
0007: 236@ = -1460.698 
0007: 356@ = 357.2175 
0007: 476@ = 325.2711 
0007: 117@ = -2440.889 
0007: 237@ = -1368.257 
0007: 357@ = 337.413 
0007: 477@ = 304.5745 
0007: 118@ = -2357.07 
0007: 238@ = -1286.362 
0007: 358@ = 306.1062 
0007: 478@ = 103.378 
0007: 119@ = -2508.153 
0007: 239@ = -1273.621 
0007: 359@ = 271.7476 
0007: 479@ = 103.6739 
0007: 120@ = -2595.492 
0007: 240@ = -1360.244 
0007: 360@ = 264.5467 
0007: 480@ = 100.454 
0007: 121@ = -2671.155 
0007: 241@ = -1378.19 
0007: 361@ = 252.3816 
0007: 481@ = 352.7671 
0007: 122@ = -2608.5 
0007: 242@ = -1285.22 
0007: 362@ = 219.88 
0007: 482@ = 335.6836 
0007: 123@ = -2537.294 
0007: 243@ = -1121.297 
0007: 363@ = 175.3035 
0007: 483@ = 140.5565 
0007: 124@ = -2634.553 
0007: 244@ = -1169.384 
0007: 364@ = 166.8249 
0007: 484@ = 128.43 
0007: 125@ = -2747.937 
0007: 245@ = -1377.943 
0007: 365@ = 143.0419 
0007: 485@ = 168.2364 
0007: 126@ = -2773.78 
0007: 246@ = -1670.301 
0007: 366@ = 140.4944 
0007: 486@ = 169.7697 
0007: 127@ = -2733.364 
0007: 247@ = -1876.022 
0007: 367@ = 138.8912 
0007: 487@ = 269.3722 
0007: 128@ = -2620.579 
0007: 248@ = -2066.746 
0007: 368@ = 129.5185 
0007: 488@ = 201.5526 
0007: 129@ = -2438.379 
0007: 249@ = -2086.928 
0007: 369@ = 123.3899 
0007: 489@ = 257.1008 
0007: 130@ = -2335.784 
0007: 250@ = -2102.442 
0007: 370@ = 112.9194 
0007: 490@ = 283.7088 
0007: 131@ = -2101.005 
0007: 251@ = -1893.245 
0007: 371@ = 108.8372 
0007: 491@ = 174.9563 
0007: 132@ = -2156.216 
0007: 252@ = -2031.774 
0007: 372@ = 91.9901 
0007: 492@ = 145.72 
0007: 133@ = -2236.111 
0007: 253@ = -2118.767 
0007: 373@ = 66.3876 
0007: 493@ = 131.2891 
0007: 134@ = -2374.958 
0007: 254@ = -2195.454 
0007: 374@ = 32.3626 
0007: 494@ = 113.8008 
0006: 700@ = 32 
0006: 92@ = 6 
04AF: 701@ = 23 // = constant 
04AF: 702@ = 52 // = constant 
04AF: 703@ = 51 // = constant 
04AF: 704@ = 52 // = constant 
04AF: 705@ = 23 // = constant 
04AF: 706@ = 51 // = constant 
04AF: 707@ = 510 // = constant 
04AF: 708@ = 510 // = constant 
04AF: 709@ = 510 // = constant 
04AF: 710@ = 510 // = constant 
04AF: 711@ = 510 // = constant 
04AF: 712@ = 510 // = constant 
0007: 652@ = 35.0 
0007: 653@ = 30.0 
0007: 654@ = 28.0 
0002: jump @MTBIKER_4244 

:MTBIKER_3025
00D6: if 
0038:   $1799 == 3 
004D: jump_if_false @MTBIKER_3059 
00BA: show_text_styled GXT 'MTROUT3' time 3000 style 5  // Cobra Run

:MTBIKER_3059
0007: 103@ = -2432.876 
0007: 223@ = -1939.654 
0007: 343@ = 303.7731 
0007: 463@ = 273.0 
0007: 104@ = -2339.998 
0007: 224@ = -1941.224 
0007: 344@ = 295.8086 
0007: 464@ = 269.6869 
0007: 105@ = -2286.782 
0007: 225@ = -1940.24 
0007: 345@ = 268.8093 
0007: 465@ = 245.1214 
0007: 106@ = -2234.891 
0007: 226@ = -1925.067 
0007: 346@ = 242.4752 
0007: 466@ = 300.1313 
0007: 107@ = -2205.429 
0007: 227@ = -1914.029 
0007: 347@ = 239.2782 
0007: 467@ = 269.1174 
0007: 108@ = -2204.861 
0007: 228@ = -1914.031 
0007: 348@ = 239.1954 
0007: 468@ = 269.4709 
0007: 109@ = -2173.895 
0007: 229@ = -1903.88 
0007: 349@ = 233.6897 
0007: 469@ = 314.003 
0007: 110@ = -2169.728 
0007: 230@ = -1885.136 
0007: 350@ = 231.1551 
0007: 470@ = 8.2283 
0007: 111@ = -2173.511 
0007: 231@ = -1861.948 
0007: 351@ = 222.7416 
0007: 471@ = 13.9626 
0007: 112@ = -2173.641 
0007: 232@ = -1843.246 
0007: 352@ = 217.9074 
0007: 472@ = 13.6434 
0007: 113@ = -2148.431 
0007: 233@ = -1792.73 
0007: 353@ = 210.1444 
0007: 473@ = 294.9009 
0007: 114@ = -2129.241 
0007: 234@ = -1775.973 
0007: 354@ = 207.5088 
0007: 474@ = 313.3039 
0007: 115@ = -2109.724 
0007: 235@ = -1755.573 
0007: 355@ = 195.2899 
0007: 475@ = 332.9617 
0007: 116@ = -2101.756 
0007: 236@ = -1744.009 
0007: 356@ = 195.9091 
0007: 476@ = 324.6714 
0007: 117@ = -2072.08 
0007: 237@ = -1644.9 
0007: 357@ = 174.3308 
0007: 477@ = 357.332 
0007: 118@ = -2050.7 
0007: 238@ = -1571.491 
0007: 358@ = 137.474 
0007: 478@ = 272.8463 
0007: 119@ = -2041.665 
0007: 239@ = -1509.007 
0007: 359@ = 124.2398 
0007: 479@ = 16.1558 
0007: 120@ = -2033.56 
0007: 240@ = -1438.604 
0007: 360@ = 93.2658 
0007: 480@ = 210.8019 
0007: 121@ = -1991.328 
0007: 241@ = -1596.526 
0007: 361@ = 86.5936 
0007: 481@ = 182.1263 
0007: 122@ = -2027.707 
0007: 242@ = -1789.331 
0007: 362@ = 96.554 
0007: 482@ = 160.6694 
0007: 123@ = -2099.854 
0007: 243@ = -1890.88 
0007: 363@ = 109.2095 
0007: 483@ = 175.6702 
0007: 124@ = -2118.301 
0007: 244@ = -1948.25 
0007: 364@ = 99.0724 
0007: 484@ = 162.0987 
0007: 125@ = -2233.649 
0007: 245@ = -2117.046 
0007: 365@ = 67.2467 
0007: 485@ = 134.1193 
0007: 126@ = -2373.892 
0007: 246@ = -2194.998 
0007: 366@ = 32.3799 
0007: 486@ = 115.9183 
0006: 700@ = 24 
0006: 92@ = 3 
04AF: 701@ = 51 // = constant 
04AF: 702@ = 52 // = constant 
04AF: 703@ = 23 // = constant 
04AF: 707@ = 510 // = constant 
04AF: 708@ = 510 // = constant 
04AF: 709@ = 510 // = constant 
0007: 652@ = 40.0 
0007: 653@ = 30.0 
0007: 654@ = 25.0 
07C0: load_path 829 
07C0: load_path 830 
07C0: load_path 831 
07C0: load_path 832 
07C0: load_path 833 
07C0: load_path 834 

:MTBIKER_4138
00D6: if or
87C1:   not path 829 available 
87C1:   not path 830 available 
87C1:   not path 831 available 
87C1:   not path 832 available 
87C1:   not path 833 available 
87C1:   not path 834 available 
004D: jump_if_false @MTBIKER_4190 
0001: wait 0 ms 
0002: jump @MTBIKER_4138 

:MTBIKER_4190
06D5: 780@ = create_racing_checkpoint_at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) point_to 777@ 778@ 779@ type 0 radius 6.0 
06D6: disable_racing_checkpoint 780@ 
0002: jump @MTBIKER_4244 

:MTBIKER_4244
0087: 655@ = 654@ // (float) 

:MTBIKER_4252
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @MTBIKER_4279 
0001: wait 0 ms 
0002: jump @MTBIKER_4252 

:MTBIKER_4279
0395: clear_area 0 at 103@ 223@ 343@ radius 0.5 
03CB: set_rendering_origin_at 103@ 223@ 343@ 
0085: 713@ = 700@ // (int) 
000E: 713@ -= 1 
0006: 643@ = 0 
0006: 644@ = 0 
0006: 645@ = 0 
0006: 646@ = 0 
0085: 744@ = 92@ // (int) 

:MTBIKER_4359
00D6: if 
001D:   744@ > 644@ // (int) 
004D: jump_if_false @MTBIKER_4403 
0006: 745@(644@,10i) = 0 
000A: 644@ += 1 
0002: jump @MTBIKER_4359 

:MTBIKER_4403
018A: 755@ = create_checkpoint_at 103@ 223@ 343@ 
0006: 756@ = 0 

:MTBIKER_4424
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
0006: 758@ = 0 
0006: 644@ = 0 
00D6: if 
0039:   756@ == 0 
004D: jump_if_false @MTBIKER_4651 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MTBIKER_4651 
00A1: put_actor $PLAYER_ACTOR at 103@ 223@ 343@ 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 104@ 224@ radius 100.0 100.0 
004D: jump_if_false @MTBIKER_4651 
0006: 643@ = 0 
0088: $TEMPVAR_FLOAT_1 = 103@ // (float) 
0009: $TEMPVAR_FLOAT_1 += 7.0 
0088: $TEMPVAR_FLOAT_2 = 223@ // (float) 
0009: $TEMPVAR_FLOAT_2 += 7.0 
0088: $TEMPVAR_FLOAT_3 = 343@ // (float) 
0009: $TEMPVAR_FLOAT_3 += 4.0 
0087: 659@ = 103@ // (float) 
000F: 659@ -= 7.0 
0087: 660@ = 223@ // (float) 
000F: 660@ -= 7.0 
0087: 661@ = 343@ // (float) 
000F: 661@ -= 4.0 
000A: 756@ += 1 

:MTBIKER_4651
00D6: if 
0039:   756@ == 1 
004D: jump_if_false @MTBIKER_4771 
0085: 647@ = 744@ // (int) 
000E: 647@ -= 1 
00D6: if and
0248:   model 701@(643@,6i) available 
0248:   model 707@(643@,6i) available 
004D: jump_if_false @MTBIKER_4727 
000A: 643@ += 1 
0002: jump @MTBIKER_4745 

:MTBIKER_4727
0247: load_model 701@(643@,6i) 
0247: load_model 707@(643@,6i) 

:MTBIKER_4745
00D6: if 
003B:   643@ == 647@ // (int) 
004D: jump_if_false @MTBIKER_4771 
000A: 756@ += 1 

:MTBIKER_4771
00D6: if 
0039:   756@ == 2 
004D: jump_if_false @MTBIKER_6410 
00A5: 774@ = create_car 707@ at 103@ 223@ 343@ 
039F: set_car 774@ race_to 104@ 224@ 
0085: 647@ = 744@ // (int) 
000E: 647@ -= 1 
0006: 644@ = 0 

:MTBIKER_4839
00D6: if 
001D:   744@ > 644@ // (int) 
004D: jump_if_false @MTBIKER_6170 
0085: 645@ = 644@ // (int) 
0016: 645@ /= 2 
0012: 645@ *= 2 
00D6: if 
003B:   645@ == 644@ // (int) 
004D: jump_if_false @MTBIKER_4957 
0005: $TEMPVAR_FLOAT_1 = 2.0 
0085: 646@ = 644@ // (int) 
0012: 646@ *= 4 
0093: 662@ = integer 646@ to_float 
0013: 662@ *= -3.0 
0088: $TEMPVAR_FLOAT_2 = 662@ // (float) 
0002: jump @MTBIKER_5015 

:MTBIKER_4957
0005: $TEMPVAR_FLOAT_1 = -2.0 
0085: 646@ = 644@ // (int) 
000E: 646@ -= 1 
0012: 646@ *= 4 
0093: 662@ = integer 646@ to_float 
0013: 662@ *= -1.2 
0088: $TEMPVAR_FLOAT_2 = 662@ // (float) 

:MTBIKER_5015
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0174: 663@ = car 774@ Z_angle 
0088: $TEMPVAR_FLOAT_3 = 343@ // (float) 
0089: 714@(644@,6f) = $TEMPVAR_FLOAT_1 // (float) 
0089: 720@(644@,6f) = $TEMPVAR_FLOAT_2 // (float) 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 726@(644@,6f) = $TEMPVAR_FLOAT_3 // (float) 
00D6: if 
001D:   647@ > 644@ // (int) 
004D: jump_if_false @MTBIKER_5409 
00A5: 732@(644@,6i) = create_car 707@(644@,6i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
072F: enable_car 732@(644@,6i) stuck_check_distance 0.5 time 5000 and_restore_if stuck 1 flipped 0 unk_place_on_road_properly 1 to_path 1 // extended 03CC 
0423: set_car 732@(644@,6i) improved_handling_to 1.5 // (float) 
0249: release_model 707@(644@,6i) 
0175: set_car 732@(644@,6i) Z_angle_to 663@ 
02AC: set_car 732@(644@,6i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 
039C: set_car 732@(644@,6i) watertight 1 
03AB: set_car 732@(644@,6i) strong 1 
03ED: set_car 732@(644@,6i) disable_flipped_explosion_when_empty 1 
04E0: car 732@(644@,6i) abandon_path_radius 5 
053F: set_car 732@(644@,6i) tires_vulnerability 0 
0129: 738@(644@,6i) = create_actor_pedtype 4 model 701@(644@,6i) in_car 732@(644@,6i) driverseat 
054E: clear_actor 738@(644@,6i) damage 
0249: release_model 701@(644@,6i) 
054A: set_actor 738@(644@,6i) can_be_shot_in_a_car 0 
060B: set_actor 738@(644@,6i) decision_maker_to 669@ 
0A21: set_car 732@(644@,6i) not_affected_by_cheats 0 
00A9: set_car 732@(644@,6i) to_normal_driver 
00AE: set_car 732@(644@,6i) traffic_behaviour_to 0 
00AD: set_car 732@(644@,6i) max_speed_to 655@ 
02AA: set_car 732@(644@,6i) immune_to_nonplayer 0 
0002: jump @MTBIKER_6156 

:MTBIKER_5409
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset -4.0435 6.5755 -0.8 
0376: 770@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 770@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset -5.6392 2.9435 -0.8 
0376: 759@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 759@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset -6.0071 -2.0778 -0.8 
0376: 760@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 760@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset -7.6039 -5.0807 -0.8 
0376: 761@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 761@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset -7.0724 -6.4057 -0.8 
0376: 762@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 762@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset -5.9988 -13.553 -0.8 
0376: 763@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 763@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset 6.073 -15.2059 -0.8 
0376: 764@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 764@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset 7.2639 -12.9933 -0.8 
0376: 765@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 765@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset 5.8429 -7.7069 -0.8 
0376: 766@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 766@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset 8.4135 -3.7971 -0.8 
0376: 767@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 767@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset 6.2507 0.3634 -0.8 
0376: 768@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 768@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset 8.6397 2.419 -0.8 
0376: 769@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 769@ turn_to_and_look_at 103@ 223@ 343@ 
00A6: destroy_car 774@ 
0164: disable_marker 755@ 
018A: 755@ = create_checkpoint_at 714@(647@,6f) 720@(647@,6f) 726@(647@,6f) 
01EB: set_traffic_density_multiplier_to 0.5 
008B: 738@(644@,6i) = $PLAYER_ACTOR // (int) 
0085: 757@ = 644@ // (int) 

:MTBIKER_6156
000A: 644@ += 1 
0002: jump @MTBIKER_4839 

:MTBIKER_6170
000A: 756@ += 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MTBIKER_6266 
00D9: 732@(757@,6i) = actor $PLAYER_ACTOR car // add to mission cleanup 
0224: set_car 732@(757@,6i) health_to 500 
054F: clear_car 732@(757@,6i) damage 
00A1: put_actor $PLAYER_ACTOR at 714@(757@,6f) 720@(757@,6f) 726@(757@,6f) 
0175: set_car 732@(757@,6i) Z_angle_to 463@ 
0373: set_camera_directly_behind_player 

:MTBIKER_6266
02A3: enable_widescreen 1 
0001: wait 500 ms 
016A: fade 1 time 1000 
00BE: text_clear_all 

:MTBIKER_6284
00D6: if 
016B:   fading 
004D: jump_if_false @MTBIKER_6308 
0001: wait 0 ms 
0002: jump @MTBIKER_6284 

:MTBIKER_6308
00D6: if 
0038:   $1799 == 1 
004D: jump_if_false @MTBIKER_6342 
00BC: show_text_highpriority GXT 'MTROUT1' time 3000 flag 6  // Scotch Bonnet Yellow Route

:MTBIKER_6342
00D6: if 
0038:   $1799 == 2 
004D: jump_if_false @MTBIKER_6376 
00BC: show_text_highpriority GXT 'MTROUT2' time 3000 flag 6  // Birdseye Winder

:MTBIKER_6376
00D6: if 
0038:   $1799 == 3 
004D: jump_if_false @MTBIKER_6410 
00BC: show_text_highpriority GXT 'MTROUT3' time 3000 flag 6  // Cobra Run

:MTBIKER_6410
00D6: if 
0039:   756@ == 3 
004D: jump_if_false @MTBIKER_6736 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MTBIKER_6736 
0085: 647@ = 744@ // (int) 
000E: 647@ -= 1 
0006: 644@ = 0 

:MTBIKER_6466
00D6: if 
001D:   647@ > 644@ // (int) 
004D: jump_if_false @MTBIKER_6657 
00D6: if or
0119:   car 732@(644@,6i) wrecked 
0118:   actor 738@(644@,6i) dead 
004D: jump_if_false @MTBIKER_6537 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
0002: jump @MTBIKER_14393 

:MTBIKER_6537
00D6: if 
8119:   not car 732@(644@,6i) wrecked 
004D: jump_if_false @MTBIKER_6643 
00D6: if 
8118:   not actor 738@(644@,6i) dead 
004D: jump_if_false @MTBIKER_6643 
00D6: if or
8185:   not car 732@(644@,6i) health >= 999 
80DB:   not actor 738@(644@,6i) in_car 732@(644@,6i) 
004D: jump_if_false @MTBIKER_6643 
00BA: show_text_styled GXT 'RACES_3' time 1200 style 4 
09B9: show_entered_car_name 1 
0006: 756@ = 7 

:MTBIKER_6643
000A: 644@ += 1 
0002: jump @MTBIKER_6466 

:MTBIKER_6657
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
00BA: show_text_styled GXT 'RACES_4' time 1100 style 4  // 3
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 771@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 771@ += 999 
000A: 756@ += 1 

:MTBIKER_6736
00D6: if 
0039:   756@ == 4 
004D: jump_if_false @MTBIKER_6834 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 771@ // (int) 
004D: jump_if_false @MTBIKER_6834 
00BA: show_text_styled GXT 'RACES_5' time 1100 style 4  // 2
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 771@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 771@ += 999 
000A: 756@ += 1 

:MTBIKER_6834
00D6: if 
0039:   756@ == 5 
004D: jump_if_false @MTBIKER_6932 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 771@ // (int) 
004D: jump_if_false @MTBIKER_6932 
00BA: show_text_styled GXT 'RACES_6' time 1100 style 4  // 1
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 771@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 771@ += 999 
000A: 756@ += 1 

:MTBIKER_6932
00D6: if 
0039:   756@ == 6 
004D: jump_if_false @MTBIKER_7159 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 771@ // (int) 
004D: jump_if_false @MTBIKER_7159 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MTBIKER_7159 
00BA: show_text_styled GXT 'RACES_7' time 800 style 4  // GO!
018C: play_sound 65535 at 0.0 0.0 0.0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
015A: restore_camera 
02A3: enable_widescreen 0 
09B9: show_entered_car_name 1 
008B: 651@ = $CURRENT_TIME_IN_MS2 // (int) 
0085: 647@ = 744@ // (int) 
000E: 647@ -= 1 
0006: 644@ = 0 

:MTBIKER_7081
00D6: if 
001D:   647@ > 644@ // (int) 
004D: jump_if_false @MTBIKER_7145 
00D6: if 
8119:   not car 732@(644@,6i) wrecked 
004D: jump_if_false @MTBIKER_7131 
02AA: set_car 732@(644@,6i) immune_to_nonplayer 0 

:MTBIKER_7131
000A: 644@ += 1 
0002: jump @MTBIKER_7081 

:MTBIKER_7145
0006: 771@ = 0 
000A: 756@ += 1 

:MTBIKER_7159
00D6: if 
0019:   756@ > 6 
004D: jump_if_false @MTBIKER_12466 

:MTBIKER_7177
00D6: if 
001D:   744@ > 644@ // (int) 
004D: jump_if_false @MTBIKER_11790 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MTBIKER_11776 
00D6: if 
8118:   not actor 738@(644@,6i) dead 
004D: jump_if_false @MTBIKER_9482 
00D6: if 
87D6:   not  738@(644@,6i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @MTBIKER_7348 
00D6: if 
051A:   actor 738@(644@,6i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MTBIKER_7348 
00D6: if 
8119:   not car 732@(757@,6i) wrecked 
004D: jump_if_false @MTBIKER_7348 
00D6: if 
851B:   not actor 738@(644@,6i) damaged_by_car 732@(757@,6i) 
004D: jump_if_false @MTBIKER_7348 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
0002: jump @MTBIKER_14393 

:MTBIKER_7348
00D6: if 
0039:   756@ == 8 
004D: jump_if_false @MTBIKER_9093 
00D6: if 
87D6:   not  738@(644@,6i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @MTBIKER_9093 
00D6: if 
003B:   745@(757@,10i) == 745@(644@,10i) // (int) 
004D: jump_if_false @MTBIKER_7531 
00A0: store_actor 738@(644@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: 773@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 714@(644@,6f) 720@(644@,6f) 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: 664@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 714@(644@,6f) 720@(644@,6f) 
00D6: if 
0025:   664@ > 773@ // (float) 
004D: jump_if_false @MTBIKER_7524 
000A: 758@ += 1 

:MTBIKER_7524
0002: jump @MTBIKER_7565 

:MTBIKER_7531
00D6: if 
001D:   745@(644@,10i) > 745@(757@,10i) // (int) 
004D: jump_if_false @MTBIKER_7565 
000A: 758@ += 1 

:MTBIKER_7565
00D6: if 
8118:   not actor 738@(644@,6i) dead 
004D: jump_if_false @MTBIKER_7681 
00D6: if 
80EC:   not actor 738@(644@,6i) sphere 0 near_point 62@(644@,10f) 72@(644@,10f) radius 3.0 3.0 
004D: jump_if_false @MTBIKER_7681 
00A0: store_actor 738@(644@,6i) position_to 62@(644@,10f) 72@(644@,10f) $TEMPVAR_FLOAT_3 
008B: 93@(644@,10i) = $CURRENT_TIME_IN_MS2 // (int) 
000A: 93@(644@,10i) += 2000 

:MTBIKER_7681
00D6: if 
8118:   not actor 738@(644@,6i) dead 
004D: jump_if_false @MTBIKER_8524 
00D6: if 
8119:   not car 732@(644@,6i) wrecked 
004D: jump_if_false @MTBIKER_7891 
00D6: if 
0039:   670@(644@,10i) == 0 
004D: jump_if_false @MTBIKER_7781 
00D6: if 
80DB:   not actor 738@(644@,6i) in_car 732@(644@,6i) 
004D: jump_if_false @MTBIKER_7781 
0006: 670@(644@,10i) = 1 

:MTBIKER_7781
00D6: if 
0039:   670@(644@,10i) == 1 
004D: jump_if_false @MTBIKER_7891 
00D6: if 
00DB:   actor 738@(644@,6i) in_car 732@(644@,6i) 
004D: jump_if_false @MTBIKER_7891 
0687: clear_actor 738@(644@,6i) task 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 
0006: 670@(644@,10i) = 0 

:MTBIKER_7891
00D6: if 
00EC:   actor 738@(644@,6i) sphere 0 near_point 62@(644@,10f) 72@(644@,10f) radius 3.0 3.0 
004D: jump_if_false @MTBIKER_8524 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 93@(644@,10i) // (int) 
004D: jump_if_false @MTBIKER_8524 
00D6: if 
82CB:   not actor 738@(644@,6i) bounding_sphere_visible 
004D: jump_if_false @MTBIKER_8524 
00D6: if 
8119:   not car 732@(644@,6i) wrecked 
004D: jump_if_false @MTBIKER_8201 
00D6: if 
80DB:   not actor 738@(644@,6i) in_car 732@(644@,6i) 
004D: jump_if_false @MTBIKER_8194 
046C: 665@ = car 732@(644@,6i) driver 
00D6: if 
0039:   665@ == -1 
004D: jump_if_false @MTBIKER_8080 
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 
0002: jump @MTBIKER_8194 

:MTBIKER_8080
01C3: remove_references_to_car 732@(644@,6i) 
00A5: 732@(644@,6i) = create_car 707@(644@,6i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 
039F: set_car 732@(644@,6i) race_to 714@(644@,6f) 720@(644@,6f) 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 

:MTBIKER_8194
0002: jump @MTBIKER_8315 

:MTBIKER_8201
00A6: destroy_car 732@(644@,6i) 
00A5: 732@(644@,6i) = create_car 707@(644@,6i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 
039F: set_car 732@(644@,6i) race_to 714@(644@,6f) 720@(644@,6f) 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 

:MTBIKER_8315
00A0: store_actor 738@(644@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
02C1: store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 car_path_coords_closest_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
838A:   not any_car_in_cube_cornerA $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 cornerB 10.0 10.0 10.0 
004D: jump_if_false @MTBIKER_8524 
00D6: if 
80C2:   not sphere_onscreen $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 4.0 
004D: jump_if_false @MTBIKER_8524 
00A1: put_actor 738@(644@,6i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
00DF:   actor 738@(644@,6i) driving 
004D: jump_if_false @MTBIKER_8524 
03C0: 774@ = actor 738@(644@,6i) car 
0173: set_actor 738@(644@,6i) Z_angle_to 463@(644@,120f) 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 

:MTBIKER_8524
00D6: if 
00DF:   actor 738@(644@,6i) driving 
004D: jump_if_false @MTBIKER_8575 
0085: 647@ = 745@(757@,10i) // (int) 
000A: 647@ += 5 
03C0: 774@ = actor 738@(644@,6i) car 

:MTBIKER_8575
0006: 643@ = 0 
0006: 646@ = 0 

:MTBIKER_8589
00D6: if 
001D:   744@ > 643@ // (int) 
004D: jump_if_false @MTBIKER_8671 
0085: 775@ = 745@(643@,10i) // (int) 
000E: 775@ -= 3 
00D6: if 
001D:   775@ > 745@(644@,10i) // (int) 
004D: jump_if_false @MTBIKER_8657 
000A: 646@ += 1 

:MTBIKER_8657
000A: 643@ += 1 
0002: jump @MTBIKER_8589 

:MTBIKER_8671
00D6: if 
0019:   646@ > 0 
004D: jump_if_false @MTBIKER_9093 
00D6: if 
8118:   not actor 738@(644@,6i) dead 
004D: jump_if_false @MTBIKER_9093 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 738@(644@,6i) radius 30.0 30.0 5.0 sphere 0 
004D: jump_if_false @MTBIKER_9093 
00D6: if 
82CB:   not actor 738@(644@,6i) bounding_sphere_visible 
004D: jump_if_false @MTBIKER_9093 
00D6: if 
838A:   not any_car_in_cube_cornerA 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) cornerB 10.0 10.0 10.0 
004D: jump_if_false @MTBIKER_9093 
00D6: if 
80C2:   not sphere_onscreen 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 4.0 
004D: jump_if_false @MTBIKER_9093 
00A1: put_actor 738@(644@,6i) at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) 
00D6: if 
00DF:   actor 738@(644@,6i) driving 
004D: jump_if_false @MTBIKER_8983 
03C0: 774@ = actor 738@(644@,6i) car 
0173: set_actor 738@(644@,6i) Z_angle_to 463@(644@,120f) 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 
0002: jump @MTBIKER_9093 

:MTBIKER_8983
00A5: 732@(644@,6i) = create_car 707@(644@,6i) at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) 
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 
0173: set_actor 738@(644@,6i) Z_angle_to 463@(644@,120f) 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 

:MTBIKER_9093
00D6: if 
0039:   656@ == 0 
004D: jump_if_false @MTBIKER_9215 
00D6: if 
07D6:   738@(644@,6i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @MTBIKER_9215 
00D6: if 
80FE:   not actor 738@(644@,6i) sphere 0 in_sphere 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 500.0 500.0 500.0 
004D: jump_if_false @MTBIKER_9215 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
0002: jump @MTBIKER_14393 

:MTBIKER_9215
00D6: if 
0038:   $1799 == 3 
004D: jump_if_false @MTBIKER_9410 
00D6: if and
001B:   13 > 745@(644@,10i) 
0019:   745@(644@,10i) > 4 
004D: jump_if_false @MTBIKER_9338 
00D6: if 
0100:   actor 738@(644@,6i) in_sphere 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 4.0 4.0 1.5 sphere 0 in_car 
004D: jump_if_false @MTBIKER_9331 
0002: jump @MTBIKER_12473 

:MTBIKER_9331
0002: jump @MTBIKER_9403 

:MTBIKER_9338
00D6: if 
0100:   actor 738@(644@,6i) in_sphere 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 15.0 15.0 5.0 sphere 0 in_car 
004D: jump_if_false @MTBIKER_9403 
0002: jump @MTBIKER_12473 

:MTBIKER_9403
0002: jump @MTBIKER_9475 

:MTBIKER_9410
00D6: if 
0100:   actor 738@(644@,6i) in_sphere 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 15.0 15.0 5.0 sphere 0 in_car 
004D: jump_if_false @MTBIKER_9475 
0002: jump @MTBIKER_12473 

:MTBIKER_9475
0002: jump @MTBIKER_9536 

:MTBIKER_9482
00D6: if 
87D6:   not  738@(644@,6i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @MTBIKER_9536 
00D6: if 
84AD:   not actor 738@(644@,6i) in_water 
004D: jump_if_false @MTBIKER_9536 
0006: 745@(644@,10i) = 0 

:MTBIKER_9536
00D6: if 
07D6:   738@(644@,6i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @MTBIKER_11382 
00D6: if 
8119:   not car 732@(757@,6i) wrecked 
004D: jump_if_false @MTBIKER_11350 
00A0: store_actor 738@(757@,6i) position_to 583@(644@,10f) 593@(644@,10f) 603@(644@,10f) 
00AA: store_car 732@(757@,6i) position_to 613@ 623@ 633@ 
0063: 603@(644@,10f) -= 726@(644@,6f) // (float) 
0063: 633@ -= 726@(644@,6f) // (float) 
00D6: if or
0023:   -24.5 > 603@(644@,10f) 
0023:   -24.5 > 633@ 
004D: jump_if_false @MTBIKER_10121 
00D6: if 
0039:   657@ == 0 
004D: jump_if_false @MTBIKER_9731 
0006: 657@ = 1 
008B: 668@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 668@ += 1500 

:MTBIKER_9731
00D6: if 
0039:   657@ == 1 
004D: jump_if_false @MTBIKER_10114 
0085: 649@ = 668@ // (int) 
0064: 649@ -= $CURRENT_TIME_IN_MS2 // (int) 
0016: 649@ /= 1000 
00D6: if 
001B:   1 > 649@ 
004D: jump_if_false @MTBIKER_9798 
0006: 649@ = 0 

:MTBIKER_9798
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 668@ // (int) 
004D: jump_if_false @MTBIKER_10114 
0085: 658@ = 745@(644@,10i) // (int) 
000E: 658@ -= 1 
00D6: if 
002A:   2 >= $FREEFALL_STAGE 
004D: jump_if_false @MTBIKER_10091 
00D6: if 
0018:   $FREEFALL_STAGE > 0 
004D: jump_if_false @MTBIKER_9879 
0004: $FREEFALL_STAGE = 6 

:MTBIKER_9879
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:MTBIKER_9907
00D6: if 
016B:   fading 
004D: jump_if_false @MTBIKER_9931 
0001: wait 0 ms 
0002: jump @MTBIKER_9907 

:MTBIKER_9931
00D6: if 
8119:   not car 732@(757@,6i) wrecked 
004D: jump_if_false @MTBIKER_10040 
00D6: if 
80DB:   not actor 738@(644@,6i) in_car 732@(757@,6i) 
004D: jump_if_false @MTBIKER_9994 
036A: put_actor 738@(644@,6i) in_car 732@(757@,6i) 

:MTBIKER_9994
00AB: put_car 732@(757@,6i) at 103@(658@,120f) 223@(658@,120f) 343@(658@,120f) 
0175: set_car 732@(757@,6i) Z_angle_to 463@(658@,120f) 

:MTBIKER_10040
016A: fade 1 time 500 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:MTBIKER_10051
00D6: if 
016B:   fading 
004D: jump_if_false @MTBIKER_10075 
0001: wait 0 ms 
0002: jump @MTBIKER_10051 

:MTBIKER_10075
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @MTBIKER_10114 

:MTBIKER_10091
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
0002: jump @MTBIKER_14393 

:MTBIKER_10114
0002: jump @MTBIKER_10146 

:MTBIKER_10121
00D6: if 
0039:   657@ == 1 
004D: jump_if_false @MTBIKER_10146 
0006: 657@ = 0 

:MTBIKER_10146
00D6: if 
8119:   not car 732@(757@,6i) wrecked 
004D: jump_if_false @MTBIKER_11343 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 732@(757@,6i) 
004D: jump_if_false @MTBIKER_11050 
00D6: if 
0039:   656@ == 0 
004D: jump_if_false @MTBIKER_10301 
06D6: disable_racing_checkpoint 780@ 
0164: disable_marker 755@ 
00D6: if 
8119:   not car 732@(757@,6i) wrecked 
004D: jump_if_false @MTBIKER_10256 
0186: 755@ = create_marker_above_car 732@(757@,6i) 
07E0: set_marker 755@ type_to 1 

:MTBIKER_10256
0085: 666@ = 644@ // (int) 
000B: 720@(644@,6f) += 1000.0 
008B: 667@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 667@ += 25400 
0006: 656@ = 1 

:MTBIKER_10301
0085: 649@ = 667@ // (int) 
0064: 649@ -= $CURRENT_TIME_IN_MS2 // (int) 
0016: 649@ /= 1000 
00D6: if 
001B:   1 > 649@ 
004D: jump_if_false @MTBIKER_10350 
0006: 649@ = 0 

:MTBIKER_10350
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 667@ // (int) 
004D: jump_if_false @MTBIKER_10394 
00BC: show_text_highpriority GXT 'RACES20' time 5000 flag 1  // ~r~You have been disqualified for leaving your vehicle.
0002: jump @MTBIKER_14393 
0051: return 

:MTBIKER_10394
00D6: if 
0039:   649@ == 1 
004D: jump_if_false @MTBIKER_10442 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'RACE_51' number 649@ time 200 flag 1  // ~s~You have ~1~ second to get on your ~b~bicycle ~s~before you are disqualified.
0002: jump @MTBIKER_10465 

:MTBIKER_10442
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'RACES50' number 649@ time 200 flag 1  // ~s~You have ~1~ seconds to get on your ~b~bicycle ~s~before you are disqualified.

:MTBIKER_10465
00D6: if 
003B:   745@(644@,10i) == 700@ // (int) 
004D: jump_if_false @MTBIKER_11043 
00D6: if 
07D6:   738@(644@,6i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @MTBIKER_11043 
00D6: if 
001C:   $CURRENT_TIME_IN_MS2 > $1807($1799,5i) // (int) 
004D: jump_if_false @MTBIKER_10715 
0084: $1807($1799,5i) = $CURRENT_TIME_IN_MS2 // (int) 
008B: 776@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 776@ -= 651@ // (int) 
0084: $1807($1799,5i) = $CURRENT_TIME_IN_MS2 // (int) 
042E: downdate_integer_stat 12 to $1807($1799,5i) // same as 0582 
0016: 776@ /= 1000 
0085: 648@ = 776@ // (int) 
0016: 648@ /= 60 
0085: 647@ = 648@ // (int) 
0012: 647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
00D6: if 
0019:   649@ > 9 
004D: jump_if_false @MTBIKER_10686 
036D: show_text_2numbers_styled GXT 'LAPMTB2' numbers 648@ 649@ time 5000 style 6  // New Best Time ~1~:~1~
0002: jump @MTBIKER_10708 

:MTBIKER_10686
036D: show_text_2numbers_styled GXT 'LAPMTB' numbers 648@ 649@ time 5000 style 6  // New Best Time ~1~:0~1~

:MTBIKER_10708
0002: jump @MTBIKER_10997 

:MTBIKER_10715
008B: 776@ = $1807($1799,5i) // (int) 
0062: 776@ -= 651@ // (int) 
0016: 776@ /= 1000 
0085: 648@ = 776@ // (int) 
0016: 648@ /= 60 
0085: 647@ = 648@ // (int) 
0012: 647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
00D6: if 
0019:   649@ > 9 
004D: jump_if_false @MTBIKER_10836 
036D: show_text_2numbers_styled GXT 'RACES08' numbers 648@ 649@ time 5000 style 6  // Best Time: ~1~:~1~
0002: jump @MTBIKER_10858 

:MTBIKER_10836
036D: show_text_2numbers_styled GXT 'RACES22' numbers 648@ 649@ time 5000 style 6  // Best Time: ~1~:0~1~

:MTBIKER_10858
008B: 776@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 776@ -= 651@ // (int) 
0016: 776@ /= 1000 
0085: 648@ = 776@ // (int) 
0016: 648@ /= 60 
0085: 647@ = 648@ // (int) 
0012: 647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
00D6: if 
0019:   649@ > 9 
004D: jump_if_false @MTBIKER_10975 
036D: show_text_2numbers_styled GXT 'RACE_52' numbers 648@ 649@ time 5000 style 4 
0002: jump @MTBIKER_10997 

:MTBIKER_10975
036D: show_text_2numbers_styled GXT 'RACE_53' numbers 648@ 649@ time 5000 style 4 

:MTBIKER_10997
000A: 758@ += 1 
00D6: if 
0039:   758@ == 1 
004D: jump_if_false @MTBIKER_11036 
0002: jump @MTBIKER_14411 
0002: jump @MTBIKER_11043 

:MTBIKER_11036
0002: jump @MTBIKER_14393 

:MTBIKER_11043
0002: jump @MTBIKER_11343 

:MTBIKER_11050
00D6: if 
0039:   656@ == 1 
004D: jump_if_false @MTBIKER_11343 
03D5: remove_text 'RACES50'  // ~s~You have ~1~ seconds to get on your ~b~bicycle ~s~before you are disqualified.
0164: disable_marker 755@ 
000F: 720@(644@,6f) -= 1000.0 
0006: 645@ = 0 
0085: 647@ = 92@ // (int) 
000E: 647@ -= 1 
018A: 755@ = create_checkpoint_at 714@(666@,6f) 720@(666@,6f) 726@(666@,6f) 
0165: set_marker 755@ color_to 0 
018B: set_marker 755@ radar_mode 2 
0168: set_marker 755@ size 3 
00D6: if 
003B:   745@(666@,10i) == 713@ // (int) 
004D: jump_if_false @MTBIKER_11245 
06D5: 780@ = create_racing_checkpoint_at 714@(666@,6f) 720@(666@,6f) 726@(666@,6f) point_to 0.0 0.0 0.0 type 1 radius 6.0 
0002: jump @MTBIKER_11336 

:MTBIKER_11245
0085: 647@ = 745@(666@,10i) // (int) 
000A: 647@ += 1 
00D6: if 
003B:   745@(666@,10i) == 713@ // (int) 
004D: jump_if_false @MTBIKER_11294 
0006: 647@ = 1 

:MTBIKER_11294
06D5: 780@ = create_racing_checkpoint_at 714@(666@,6f) 720@(666@,6f) 726@(666@,6f) point_to 777@ 778@ 779@ type 0 radius 6.0 

:MTBIKER_11336
0006: 656@ = 0 

:MTBIKER_11343
0002: jump @MTBIKER_11375 

:MTBIKER_11350
00BC: show_text_highpriority GXT 'RACES24' time 5000 flag 1  // ~r~You have been disqualified for destroying your vehicle.
0002: jump @MTBIKER_14393 
0051: return 

:MTBIKER_11375
0002: jump @MTBIKER_11776 

:MTBIKER_11382
00D6: if 
8118:   not actor 738@(644@,6i) dead 
004D: jump_if_false @MTBIKER_11776 
00D6: if 
8119:   not car 732@(644@,6i) wrecked 
004D: jump_if_false @MTBIKER_11776 
00A0: store_actor 738@(644@,6i) position_to 583@(644@,10f) 593@(644@,10f) 603@(644@,10f) 
0063: 603@(644@,10f) -= 726@(644@,6f) // (float) 
00D6: if 
0023:   -15.5 > 603@(644@,10f) 
004D: jump_if_false @MTBIKER_11776 
00D6: if 
80C2:   not sphere_onscreen 103@(658@,120f) 223@(658@,120f) 343@(658@,120f) radius 10.0 
004D: jump_if_false @MTBIKER_11776 
0085: 658@ = 745@(644@,10i) // (int) 
000E: 658@ -= 1 
00D6: if 
00DB:   actor 738@(644@,6i) in_car 732@(644@,6i) 
004D: jump_if_false @MTBIKER_11631 
00AB: put_car 732@(644@,6i) at 103@(658@,120f) 223@(658@,120f) 343@(658@,120f) 
0175: set_car 732@(644@,6i) Z_angle_to 463@(644@,120f) 
0002: jump @MTBIKER_11776 

:MTBIKER_11631
046C: 665@ = car 732@(644@,6i) driver 
00D6: if 
0039:   665@ == -1 
004D: jump_if_false @MTBIKER_11714 
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 
00AB: put_car 732@(644@,6i) at 103@(658@,120f) 223@(658@,120f) 343@(658@,120f) 
0002: jump @MTBIKER_11776 

:MTBIKER_11714
01C3: remove_references_to_car 732@(644@,6i) 
00A5: 732@(644@,6i) = create_car 707@(644@,6i) at 103@(658@,120f) 223@(658@,120f) 343@(658@,120f) 
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 

:MTBIKER_11776
000A: 644@ += 1 
0002: jump @MTBIKER_7177 

:MTBIKER_11790
038E: draw_box_position 40@ 47@ size 54@ 61@ RGBA 0 0 0 255 
038E: draw_box_position 39@ 46@ size 53@ 60@ RGBA 134 155 184 255 
038E: draw_box_position 34@ 41@ size 48@ 55@ RGBA 0 0 0 255 
000A: 758@ += 1 
0050: gosub @MTBIKER_14325 
033F: set_text_draw_letter_size 49@ 56@ 
00D6: if 
0039:   758@ == 1 
004D: jump_if_false @MTBIKER_11919 
033E: set_draw_text_position 35@ 42@ GXT 'ST'  // ST

:MTBIKER_11919
00D6: if 
0039:   758@ == 2 
004D: jump_if_false @MTBIKER_11954 
033E: set_draw_text_position 35@ 42@ GXT 'ND'  // ND

:MTBIKER_11954
00D6: if 
0039:   758@ == 3 
004D: jump_if_false @MTBIKER_11989 
033E: set_draw_text_position 35@ 42@ GXT 'RD'  // RD

:MTBIKER_11989
00D6: if 
0019:   758@ > 3 
004D: jump_if_false @MTBIKER_12024 
033E: set_draw_text_position 35@ 42@ GXT 'TH'  // TH

:MTBIKER_12024
00D6: if 
002B:   2 >= 758@ 
004D: jump_if_false @MTBIKER_12109 
0087: 655@ = 652@ // (float) 
00D6: if 
0038:   $1799 == 1 
004D: jump_if_false @MTBIKER_12109 
00D6: if or
0039:   745@(644@,10i) == 17 
0039:   745@(644@,10i) == 16 
004D: jump_if_false @MTBIKER_12109 
0087: 655@ = 654@ // (float) 

:MTBIKER_12109
00D6: if and
0019:   758@ > 2 
001B:   4 > 758@ 
004D: jump_if_false @MTBIKER_12201 
0087: 655@ = 653@ // (float) 
00D6: if 
0038:   $1799 == 1 
004D: jump_if_false @MTBIKER_12201 
00D6: if or
0039:   745@(644@,10i) == 17 
0039:   745@(644@,10i) == 16 
004D: jump_if_false @MTBIKER_12201 
0087: 655@ = 654@ // (float) 

:MTBIKER_12201
00D6: if 
0039:   758@ == 6 
004D: jump_if_false @MTBIKER_12227 
0087: 655@ = 654@ // (float) 

:MTBIKER_12227
0050: gosub @MTBIKER_14325 
033F: set_text_draw_letter_size 50@ 57@ 
0342: set_text_draw_centered 1 
045A: draw_text_1number 36@ 43@ GXT 'NUMBER' number 758@  // ~1~
0050: gosub @MTBIKER_14325 
033F: set_text_draw_letter_size 51@ 58@ 
045A: draw_text_1number 37@ 44@ GXT 'OUT_OF' number 92@  // /~1~
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 776@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 776@ -= 651@ // (int) 
0016: 776@ /= 1000 
0085: 648@ = 776@ // (int) 
0016: 648@ /= 60 
0085: 647@ = 648@ // (int) 
0012: 647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
0050: gosub @MTBIKER_14325 
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_size 52@ 59@ 
00D6: if 
0019:   649@ > 9 
004D: jump_if_false @MTBIKER_12443 
045B: draw_text_2numbers 38@ 45@ GXT 'TIME' numbers 648@ 649@  // ~1~:~1~
0002: jump @MTBIKER_12466 

:MTBIKER_12443
045B: draw_text_2numbers 38@ 45@ GXT 'TIME_0' numbers 648@ 649@  // ~1~:0~1~

:MTBIKER_12466
0002: jump @MTBIKER_4424 

:MTBIKER_12473
00D6: if 
0039:   756@ == 7 
004D: jump_if_false @MTBIKER_12498 
0006: 756@ = 8 

:MTBIKER_12498
00D6: if 
07D6:   738@(644@,6i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @MTBIKER_12546 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 755@ 

:MTBIKER_12546
000A: 745@(644@,10i) += 1 
00D6: if 
003B:   745@(644@,10i) == 700@ // (int) 
004D: jump_if_false @MTBIKER_13253 
00D6: if 
07D6:   738@(644@,6i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @MTBIKER_13142 
00D6: if 
001C:   $CURRENT_TIME_IN_MS2 > $1807($1799,5i) // (int) 
004D: jump_if_false @MTBIKER_12807 
0084: $1807($1799,5i) = $CURRENT_TIME_IN_MS2 // (int) 
008B: 776@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 776@ -= 651@ // (int) 
0084: $1807($1799,5i) = $CURRENT_TIME_IN_MS2 // (int) 
042E: downdate_integer_stat 12 to $1807($1799,5i) // same as 0582 
0016: 776@ /= 1000 
0085: 648@ = 776@ // (int) 
0016: 648@ /= 60 
0085: 647@ = 648@ // (int) 
0012: 647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
00D6: if 
0019:   649@ > 9 
004D: jump_if_false @MTBIKER_12778 
036D: show_text_2numbers_styled GXT 'LAPMTB2' numbers 648@ 649@ time 5000 style 6  // New Best Time ~1~:~1~
0002: jump @MTBIKER_12800 

:MTBIKER_12778
036D: show_text_2numbers_styled GXT 'LAPMTB' numbers 648@ 649@ time 5000 style 6  // New Best Time ~1~:0~1~

:MTBIKER_12800
0002: jump @MTBIKER_13089 

:MTBIKER_12807
008B: 776@ = $1807($1799,5i) // (int) 
0062: 776@ -= 651@ // (int) 
0016: 776@ /= 1000 
0085: 648@ = 776@ // (int) 
0016: 648@ /= 60 
0085: 647@ = 648@ // (int) 
0012: 647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
00D6: if 
0019:   649@ > 9 
004D: jump_if_false @MTBIKER_12928 
036D: show_text_2numbers_styled GXT 'RACES08' numbers 648@ 649@ time 5000 style 6  // Best Time: ~1~:~1~
0002: jump @MTBIKER_12950 

:MTBIKER_12928
036D: show_text_2numbers_styled GXT 'RACES22' numbers 648@ 649@ time 5000 style 6  // Best Time: ~1~:0~1~

:MTBIKER_12950
008B: 776@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 776@ -= 651@ // (int) 
0016: 776@ /= 1000 
0085: 648@ = 776@ // (int) 
0016: 648@ /= 60 
0085: 647@ = 648@ // (int) 
0012: 647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
00D6: if 
0019:   649@ > 9 
004D: jump_if_false @MTBIKER_13067 
036D: show_text_2numbers_styled GXT 'TIME' numbers 648@ 649@ time 5000 style 4  // ~1~:~1~
0002: jump @MTBIKER_13089 

:MTBIKER_13067
036D: show_text_2numbers_styled GXT 'TIME_0' numbers 648@ 649@ time 5000 style 4  // ~1~:0~1~

:MTBIKER_13089
000A: 758@ += 1 
00D6: if 
0039:   758@ == 1 
004D: jump_if_false @MTBIKER_13128 
0002: jump @MTBIKER_14411 
0002: jump @MTBIKER_13135 

:MTBIKER_13128
0002: jump @MTBIKER_14393 

:MTBIKER_13135
0002: jump @MTBIKER_13253 

:MTBIKER_13142
06C7: AS_actor 738@(644@,6i) driver_of_car -1 perform_action 6 timelimit 2000000 
0085: 658@ = 745@(644@,10i) // (int) 
000E: 658@ -= 1 
00D6: if 
80C2:   not sphere_onscreen 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 30.0 
004D: jump_if_false @MTBIKER_13253 
00D6: if 
8119:   not car 774@ wrecked 
004D: jump_if_false @MTBIKER_13253 
039F: set_car 774@ race_to 103@(658@,120f) 223@(658@,120f) 

:MTBIKER_13253
0085: 647@ = 745@(644@,10i) // (int) 
0087: 714@(644@,6f) = 103@(647@,120f) // (float) 
0087: 720@(644@,6f) = 223@(647@,120f) // (float) 
0087: 726@(644@,6f) = 343@(647@,120f) // (float) 
00D6: if 
07D6:   738@(644@,6i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @MTBIKER_13694 
000A: 647@ += 1 
0087: 777@ = 103@(647@,120f) // (float) 
0087: 778@ = 223@(647@,120f) // (float) 
0087: 779@ = 343@(647@,120f) // (float) 
018A: 755@ = create_checkpoint_at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) 
0165: set_marker 755@ color_to 0 
018B: set_marker 755@ radar_mode 2 
0168: set_marker 755@ size 3 
00D6: if 
0039:   756@ == 1 
004D: jump_if_false @MTBIKER_13486 
06D5: 780@ = create_racing_checkpoint_at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) point_to 777@ 778@ 779@ type 0 radius 6.0 

:MTBIKER_13486
06D6: disable_racing_checkpoint 780@ 
00D6: if 
001D:   713@ > 745@(644@,10i) // (int) 
004D: jump_if_false @MTBIKER_13563 
06D5: 780@ = create_racing_checkpoint_at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) point_to 777@ 778@ 779@ type 0 radius 6.0 
0002: jump @MTBIKER_13605 

:MTBIKER_13563
06D5: 780@ = create_racing_checkpoint_at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) point_to 777@ 778@ 779@ type 1 radius 6.0 

:MTBIKER_13605
00D6: if 
0039:   745@(644@,10i) == 3 
004D: jump_if_false @MTBIKER_13687 
01C2: remove_references_to_actor 770@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 759@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 760@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 761@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 762@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 763@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 764@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 765@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 766@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 767@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 768@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 769@ // Like turning an actor into a random pedestrian 

:MTBIKER_13687
0002: jump @MTBIKER_14318 

:MTBIKER_13694
00D6: if 
0038:   $1799 == 3 
004D: jump_if_false @MTBIKER_14080 
00D6: if 
8119:   not car 732@(644@,6i) wrecked 
004D: jump_if_false @MTBIKER_14073 
00D6: if 
0039:   745@(644@,10i) == 1 
004D: jump_if_false @MTBIKER_13858 
00D6: if 
0039:   644@ == 0 
004D: jump_if_false @MTBIKER_13806 
0209: $8266 = random_int_in_ranges 832 835 
05EB: assign_car 732@(644@,6i) to_path $8266 
08C6: set_actor 738@(644@,6i) stay_on_bike 1 

:MTBIKER_13806
00D6: if 
0039:   644@ == 1 
004D: jump_if_false @MTBIKER_13858 
0209: $8266 = random_int_in_ranges 829 832 
05EB: assign_car 732@(644@,6i) to_path $8266 
08C6: set_actor 738@(644@,6i) stay_on_bike 1 

:MTBIKER_13858
00D6: if 
0039:   745@(644@,10i) == 13 
004D: jump_if_false @MTBIKER_13980 
060E:   car 732@(644@,6i) assigned_to_path 
05EC: release_car 732@(644@,6i) from_path 
00D6: if 
803B:   not  745@(644@,10i) == 700@ // (int) 
004D: jump_if_false @MTBIKER_13980 
08C6: set_actor 738@(644@,6i) stay_on_bike 0 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 
0002: jump @MTBIKER_9536 

:MTBIKER_13980
00D6: if 
0019:   745@(644@,10i) > 13 
004D: jump_if_false @MTBIKER_14073 
00D6: if 
803B:   not  745@(644@,10i) == 700@ // (int) 
004D: jump_if_false @MTBIKER_14073 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 
0002: jump @MTBIKER_9536 

:MTBIKER_14073
0002: jump @MTBIKER_14318 

:MTBIKER_14080
00D6: if 
803B:   not  745@(644@,10i) == 700@ // (int) 
004D: jump_if_false @MTBIKER_14151 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 
0002: jump @MTBIKER_9536 

:MTBIKER_14151
00D6: if 
002D:   745@(644@,10i) >= 700@ // (int) 
004D: jump_if_false @MTBIKER_14318 
00D6: if 
8119:   not car 732@(644@,6i) wrecked 
004D: jump_if_false @MTBIKER_14318 
00D6: if 
8118:   not actor 738@(644@,6i) dead 
004D: jump_if_false @MTBIKER_14318 
00D6: if 
00DB:   actor 738@(644@,6i) in_car 732@(644@,6i) 
004D: jump_if_false @MTBIKER_14318 
00D6: if 
0039:   690@(644@,10i) == 0 
004D: jump_if_false @MTBIKER_14318 
0687: clear_actor 738@(644@,6i) task 
0006: 690@(644@,10i) = 1 
05D1: AS_actor 738@(644@,6i) drive_car -1 to -2399.863 -2206.549 32.5652 speed 655@ 3 model #CSPLAY 1 

:MTBIKER_14318
0002: jump @MTBIKER_9536 

:MTBIKER_14325
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.6146 2.4961 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 2 rgba 0 0 0 180 
0051: return 

:MTBIKER_14393
00BA: show_text_styled GXT 'RACES_8' time 5000 style 1  // Loser!
0051: return 

:MTBIKER_14411
008B: 646@ = $1799 // (int) 
000A: 646@ += 1 
0012: 646@ *= 10000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
00D6: if 
0038:   $1799 == 1 
004D: jump_if_false @MTBIKER_14505 
00BA: show_text_styled GXT 'RACES18' time 500 style 1  // Winner!
0109: player $PLAYER_CHAR money = 500 
00BC: show_text_highpriority GXT 'MTWIN1' time 5000 flag 1  // You won! The 'Birdseye Winder' race is now available
0394: play_music 1 

:MTBIKER_14505
00D6: if 
0038:   $1799 == 2 
004D: jump_if_false @MTBIKER_14567 
00BC: show_text_highpriority GXT 'MTWIN2' time 5000 flag 1  // You won! The 'Cobra Run' race is now available
00BA: show_text_styled GXT 'RACES18' time 1000 style 1  // Winner!
0109: player $PLAYER_CHAR money = 1000 
0394: play_music 1 

:MTBIKER_14567
00D6: if 
0038:   $1799 == 3 
004D: jump_if_false @MTBIKER_14629 
00BA: show_text_styled GXT 'RACES18' time 2000 style 1  // Winner!
0109: player $PLAYER_CHAR money = 2000 
00BC: show_text_highpriority GXT 'MTWIN3' time 5000 flag 1  // You have completed all routes for 'The Chiliad Challange'
0394: play_music 2 

:MTBIKER_14629
0008: $1799 += 1 
00D6: if 
0018:   $1799 > 3 
004D: jump_if_false @MTBIKER_14692 
00D6: if 
0038:   $MISSION_CHILIAD_CHALLENGE_PASSED == 0 
004D: jump_if_false @MTBIKER_14685 
0595: mission_complete 
030C: progress_made = 1 
0004: $MISSION_CHILIAD_CHALLENGE_PASSED = 1 

:MTBIKER_14685
0004: $1799 = 1 

:MTBIKER_14692
0051: return 

:MTBIKER_14694
0004: $ONMISSION = 0 
00D6: if 
8119:   not car 732@ wrecked 
004D: jump_if_false @MTBIKER_14738 
00D6: if 
06AA:   NOP_false 732@ 
004D: jump_if_false @MTBIKER_14738 
05EC: release_car 732@ from_path 

:MTBIKER_14738
00D6: if 
8119:   not car 733@ wrecked 
004D: jump_if_false @MTBIKER_14775 
00D6: if 
06AA:   NOP_false 733@ 
004D: jump_if_false @MTBIKER_14775 
05EC: release_car 733@ from_path 

:MTBIKER_14775
0873: release_path 829 
0873: release_path 830 
0873: release_path 831 
0873: release_path 832 
0873: release_path 833 
0873: release_path 834 
0249: release_model 701@ 
0249: release_model 702@ 
0249: release_model 703@ 
0249: release_model 704@ 
0249: release_model 705@ 
0249: release_model 706@ 
0249: release_model 707@ 
0249: release_model 708@ 
0249: release_model 709@ 
0249: release_model 710@ 
0249: release_model 711@ 
0249: release_model 712@ 
01C2: remove_references_to_actor 770@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 759@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 760@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 761@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 762@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 763@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 764@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 765@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 766@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 767@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 768@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 769@ // Like turning an actor into a random pedestrian 
09B9: show_entered_car_name 1 
0164: disable_marker 755@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0912: set_text_priority 0 leftmargin 380 maxwidth 464 
03F0: enable_text_draw 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 133---------------
// Originally: BMX / NRG-500 STUNT Mission

:STUNT
0050: gosub @STUNT_36 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @STUNT_27 
0050: gosub @STUNT_1602 

:STUNT_27
0050: gosub @STUNT_2028 
004E: end_thread 

:STUNT_36
0004: $ONMISSION = 1 
00D6: if 
0038:   $MISSION_BMX_STUNT_PASSED == 0 
004D: jump_if_false @STUNT_63 
0317: increment_mission_attempts 

:STUNT_63
03A4: name_thread 'STUNT' 
0001: wait 0 ms 
054C: use_GXT_table 'STUNT' 

:STUNT_89
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @STUNT_116 
0001: wait 0 ms 
0002: jump @STUNT_89 

:STUNT_116
00D9: 34@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0224: set_car 34@ health_to 3000 
0050: gosub @STUNT_2129 
0006: 35@ = 1 
0006: 56@ = 0 

:STUNT_153
00D6: if 
001D:   187@ > 56@ // (int) 
004D: jump_if_false @STUNT_197 
0006: 36@(56@,20i) = 0 
000A: 56@ += 1 
0002: jump @STUNT_153 

:STUNT_197
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @STUNT_229 
018A: 57@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:STUNT_229
0006: 58@ = 0 
0006: 59@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
015F: set_camera_position 188@ 189@ 190@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 191@ 192@ 193@ switchstyle 2 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
0084: $8267 = $CURRENT_TIME_IN_MS2 // (int) 
0008: $8267 += 5000 
00BC: show_text_highpriority GXT 'STUNT_6' time 5000 flag 1  // ~s~Collect all of the ~r~checkpoints~s~ before the time runs out.
0006: 80@ = 0 

:STUNT_355
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @STUNT_510 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @STUNT_503 
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @STUNT_496 
01B4: set_player $PLAYER_CHAR can_move 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0004: $8267 = 61000 
03C3: set_timer_to $8267 type 1 GXT 'STUNT_2' // global_variable  // TIME LEFT
008B: 81@ = $CURRENT_TIME_IN_MS2 // (int) 
0006: 58@ = 1 
0006: 80@ = 0 

:STUNT_496
0002: jump @STUNT_510 

:STUNT_503
0006: 80@ = 1 

:STUNT_510
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @STUNT_619 
00D6: if 
001C:   $CURRENT_TIME_IN_MS2 > $8267 // (int) 
004D: jump_if_false @STUNT_619 
01B4: set_player $PLAYER_CHAR can_move 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0004: $8267 = 61000 
03C3: set_timer_to $8267 type 1 GXT 'STUNT_2' // global_variable  // TIME LEFT
008B: 81@ = $CURRENT_TIME_IN_MS2 // (int) 
0006: 58@ = 1 

:STUNT_619
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STUNT_1505 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @STUNT_1180 
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @STUNT_856 
03D5: remove_text 'STUNT_1'  // ~s~You have ~1~ seconds to return to your ~b~vehicle~s~.
0164: disable_marker 57@ 
0006: 56@ = 0 

:STUNT_695
00D6: if 
001D:   187@ > 56@ // (int) 
004D: jump_if_false @STUNT_849 
00D6: if 
0039:   36@(56@,20i) == 0 
004D: jump_if_false @STUNT_835 
018A: 82@(56@,20i) = create_checkpoint_at 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) 
0165: set_marker 82@(56@,20i) color_to 0 
06D5: 102@(56@,20i) = create_racing_checkpoint_at 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) point_to 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) type 3 radius 0.8 

:STUNT_835
000A: 56@ += 1 
0002: jump @STUNT_695 

:STUNT_849
0006: 35@ = 0 

:STUNT_856
0006: 56@ = 0 

:STUNT_863
00D6: if 
001D:   187@ > 56@ // (int) 
004D: jump_if_false @STUNT_1173 
00D6: if 
0039:   36@(56@,20i) == 0 
004D: jump_if_false @STUNT_1159 
0996: set_racing_checkpoint 102@(56@,20i) Z_angle_to 60@(56@,20f) 
016F: create_particle 2 rotation_factor 0.0 size 1.0 intensity 150 flags 0 0 0 at 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) 
000B: 60@(56@,20f) += 10.0 
00D6: if 
0021:   60@(56@,20f) > 360.0 
004D: jump_if_false @STUNT_1017 
000F: 60@(56@,20f) -= 360.0 

:STUNT_1017
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) radius 2.5 2.5 2.5 sphere 0 in_car 
004D: jump_if_false @STUNT_1159 
0164: disable_marker 82@(56@,20i) 
06D6: disable_racing_checkpoint 102@(56@,20i) 
097A: play_audio_at 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) event 1058 
0008: $8267 += 10000 
01E5: show_text_1number_highpriority GXT 'STUNT_3' number 10 time 1500 flag 1  // ~s~+~1~ seconds
000A: 59@ += 1 
000A: 36@(56@,20i) += 1 

:STUNT_1159
000A: 56@ += 1 
0002: jump @STUNT_863 

:STUNT_1173
0002: jump @STUNT_1498 

:STUNT_1180
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @STUNT_1336 
0006: 56@ = 0 

:STUNT_1205
00D6: if 
001D:   187@ > 56@ // (int) 
004D: jump_if_false @STUNT_1256 
0164: disable_marker 82@(56@,20i) 
06D6: disable_racing_checkpoint 102@(56@,20i) 
000A: 56@ += 1 
0002: jump @STUNT_1205 

:STUNT_1256
0186: 57@ = create_marker_above_car 34@ 
07E0: set_marker 57@ type_to 1 
00D6: if 
0018:   $8267 > 25400 
004D: jump_if_false @STUNT_1313 
008B: 122@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 122@ += 25400 
0002: jump @STUNT_1329 

:STUNT_1313
008B: 122@ = $CURRENT_TIME_IN_MS2 // (int) 
005C: 122@ += $8267 // (int) 

:STUNT_1329
0006: 35@ = 1 

:STUNT_1336
0085: 123@ = 122@ // (int) 
0064: 123@ -= $CURRENT_TIME_IN_MS2 // (int) 
0016: 123@ /= 1000 
00D6: if 
001B:   1 > 123@ 
004D: jump_if_false @STUNT_1385 
0006: 123@ = 0 

:STUNT_1385
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 122@ // (int) 
004D: jump_if_false @STUNT_1427 
00BC: show_text_highpriority GXT 'STUNT_4' time 5000 flag 1  // ~r~You left your vehicle.
0002: jump @STUNT_1602 

:STUNT_1427
00D6: if 
0039:   123@ == 1 
004D: jump_if_false @STUNT_1475 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'STUNT_8' number 123@ time 200 flag 1  // ~s~You have ~1~ second to return to your ~b~vehicle~s~.
0002: jump @STUNT_1498 

:STUNT_1475
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'STUNT_1' number 123@ time 200 flag 1  // ~s~You have ~1~ seconds to return to your ~b~vehicle~s~.

:STUNT_1498
0002: jump @STUNT_1528 

:STUNT_1505
00BC: show_text_highpriority GXT 'STUNT_5' time 5000 flag 1  // ~r~You destroyed your vehicle!
0002: jump @STUNT_1602 

:STUNT_1528
00D6: if 
003B:   59@ == 187@ // (int) 
004D: jump_if_false @STUNT_1554 
0002: jump @STUNT_1620 

:STUNT_1554
00D6: if 
0038:   $8267 == 0 
004D: jump_if_false @STUNT_1595 
00BC: show_text_highpriority GXT 'STUNT_7' time 5000 flag 1  // ~r~You ran out of time!
0002: jump @STUNT_1602 

:STUNT_1595
0002: jump @STUNT_355 

:STUNT_1602
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:STUNT_1620
0109: player $PLAYER_CHAR money = 100000 
0110: clear_player $PLAYER_CHAR wanted_level
08C6: set_actor $PLAYER_ACTOR stay_on_bike 0 
0394: play_music 1 
008B: 124@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 124@ -= 81@ // (int) 
0016: 124@ /= 1000 
00D6: if 
0038:   $STUNT_MISSION_TYPE == 0 
004D: jump_if_false @STUNT_1730 
00D6: if 
0038:   $MISSION_BMX_STUNT_PASSED == 0 
004D: jump_if_false @STUNT_1723 
030C: progress_made = 1 
0318: set_latest_mission_passed 'BMX'  // BMX
0394: play_music 2 
0004: $MISSION_BMX_STUNT_PASSED = 1 

:STUNT_1723
042E: downdate_integer_stat 49 to 124@ // same as 0582 

:STUNT_1730
00D6: if 
0038:   $STUNT_MISSION_TYPE == 1 
004D: jump_if_false @STUNT_1800 
00D6: if 
0038:   $MISSION_NRG500_STUNT_PASSED == 0 
004D: jump_if_false @STUNT_1792 
030C: progress_made = 1 
0318: set_latest_mission_passed 'NRG500'  // NRG-500
0394: play_music 2 
0004: $MISSION_NRG500_STUNT_PASSED = 1 

:STUNT_1792
042E: downdate_integer_stat 222 to 124@ // same as 0582 

:STUNT_1800
0085: 125@ = 124@ // (int) 
0016: 125@ /= 60 
0085: 126@ = 125@ // (int) 
0012: 126@ *= 60 
0085: 123@ = 124@ // (int) 
0062: 123@ -= 126@ // (int) 
00D6: if 
001E:   $STUNT_MISSIONS_BESTTIME($STUNT_MISSION_TYPE,2i) > 124@ // (int) 
004D: jump_if_false @STUNT_1957 
00D6: if 
001B:   10 > 123@ 
004D: jump_if_false @STUNT_1916 
036D: show_text_2numbers_styled GXT 'STUNTN0' numbers 125@ 123@ time 5000 style 1  // MISSION PASSED!~n~~w~NEW BEST TIME ~1~:0~1~
0002: jump @STUNT_1938 

:STUNT_1916
036D: show_text_2numbers_styled GXT 'STUNTPN' numbers 125@ 123@ time 5000 style 1  // MISSION PASSED!~n~~w~NEW BEST TIME ~1~:~1~

:STUNT_1938
008A: $STUNT_MISSIONS_BESTTIME($STUNT_MISSION_TYPE,2i) = 124@ // (int) 
0002: jump @STUNT_2026 

:STUNT_1957
00D6: if 
001B:   10 > 123@ 
004D: jump_if_false @STUNT_2004 
036D: show_text_2numbers_styled GXT 'STUNTT0' numbers 125@ 123@ time 5000 style 1  // MISSION PASSED!~n~~w~TIME ~1~:0~1~
0002: jump @STUNT_2026 

:STUNT_2004
036D: show_text_2numbers_styled GXT 'STUNTPT' numbers 125@ 123@ time 5000 style 1  // MISSION PASSED!~n~~w~TIME ~1~:~1~

:STUNT_2026
0051: return 

:STUNT_2028
03D5: remove_text 'STUNT_1'  // ~s~You have ~1~ seconds to return to your ~b~vehicle~s~.
03D5: remove_text 'STUNT_3'  // ~s~+~1~ seconds
0006: 56@ = 0 

:STUNT_2057
00D6: if 
001D:   187@ > 56@ // (int) 
004D: jump_if_false @STUNT_2108 
0164: disable_marker 82@(56@,20i) 
06D6: disable_racing_checkpoint 102@(56@,20i) 
000A: 56@ += 1 
0002: jump @STUNT_2057 

:STUNT_2108
0164: disable_marker 57@ 
014F: stop_timer $8267 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:STUNT_2129
0871: init_jump_table $STUNT_MISSION_TYPE total_jumps 2 default_jump 0 @STUNT_3450 jumps 0 @STUNT_2192 1 @STUNT_2836 -1 @STUNT_3450 -1 @STUNT_3450 -1 @STUNT_3450 -1 @STUNT_3450 -1 @STUNT_3450 

:STUNT_2192
0007: 127@ = 1955.012 
0007: 147@ = -1367.72 
0007: 167@ = 24.7354 
0007: 128@ = 1954.609 
0007: 148@ = -1376.964 
0007: 168@ = 24.2187 
0007: 129@ = 1887.392 
0007: 149@ = -1362.954 
0007: 169@ = 19.4329 
0007: 130@ = 1914.137 
0007: 150@ = -1427.099 
0007: 170@ = 15.5805 
0007: 131@ = 1908.552 
0007: 151@ = -1388.389 
0007: 171@ = 10.3294 
0007: 132@ = 1882.362 
0007: 152@ = -1427.686 
0007: 172@ = 10.3294 
0007: 133@ = 1953.349 
0007: 153@ = -1426.586 
0007: 173@ = 10.3294 
0007: 134@ = 1878.189 
0007: 154@ = -1388.81 
0007: 174@ = 15.2464 
0007: 135@ = 1878.184 
0007: 155@ = -1388.839 
0007: 175@ = 18.1461 
0007: 136@ = 1872.327 
0007: 156@ = -1451.051 
0007: 176@ = 15.7645 
0007: 137@ = 1905.178 
0007: 157@ = -1413.675 
0007: 177@ = 13.5322 
0007: 138@ = 1949.503 
0007: 158@ = -1411.546 
0007: 178@ = 15.1837 
0007: 139@ = 1867.153 
0007: 159@ = -1410.007 
0007: 179@ = 13.5322 
0007: 140@ = 1909.341 
0007: 160@ = -1369.846 
0007: 180@ = 16.7966 
0007: 141@ = 1939.243 
0007: 161@ = -1388.132 
0007: 181@ = 19.2615 
0007: 142@ = 1904.888 
0007: 162@ = -1360.622 
0007: 182@ = 13.5322 
0007: 143@ = 1930.234 
0007: 163@ = -1398.62 
0007: 183@ = 16.8554 
0007: 144@ = 1888.765 
0007: 164@ = -1399.326 
0007: 184@ = 17.2408 
0007: 145@ = 1900.948 
0007: 165@ = -1397.83 
0007: 185@ = 15.6868 
0006: 187@ = 19 
0007: 188@ = 1964.753 
0007: 189@ = -1368.362 
0007: 190@ = 29.6217 
0007: 191@ = 1963.934 
0007: 192@ = -1368.818 
0007: 193@ = 29.2725 
0002: jump @STUNT_3450 

:STUNT_2836
0007: 127@ = -1632.058 
0007: 147@ = 143.152 
0007: 167@ = 3.4111 
0007: 128@ = -1632.021 
0007: 148@ = 83.0413 
0007: 168@ = 7.5331 
0007: 129@ = -1689.148 
0007: 149@ = 53.3936 
0007: 169@ = 11.7703 
0007: 130@ = -1606.423 
0007: 150@ = 133.4396 
0007: 170@ = -10.9911 
0007: 131@ = -1680.386 
0007: 151@ = 87.0915 
0007: 171@ = 8.2325 
0007: 132@ = -1666.295 
0007: 152@ = 102.0489 
0007: 172@ = -1.5025 
0007: 133@ = -1654.692 
0007: 153@ = 60.7782 
0007: 173@ = 7.6501 
0007: 134@ = -1684.867 
0007: 154@ = 74.6374 
0007: 174@ = -7.0328 
0007: 135@ = -1583.797 
0007: 155@ = 126.1577 
0007: 175@ = 4.157 
0007: 136@ = -1667.705 
0007: 156@ = 49.5191 
0007: 176@ = 6.5634 
0007: 137@ = -1611.585 
0007: 157@ = 106.3131 
0007: 177@ = -3.6465 
0007: 138@ = -1590.556 
0007: 158@ = 148.9676 
0007: 178@ = 4.113 
0007: 139@ = -1671.959 
0007: 159@ = 98.6 
0007: 179@ = 8.9263 
0007: 140@ = -1693.32 
0007: 160@ = 65.1187 
0007: 180@ = 8.7997 
0007: 141@ = -1660.951 
0007: 161@ = 107.6739 
0007: 181@ = -2.1545 
0007: 142@ = -1654.071 
0007: 162@ = 77.2629 
0007: 182@ = -10.2893 
0007: 143@ = -1645.494 
0007: 163@ = 107.2477 
0007: 183@ = -10.6617 
0007: 144@ = -1673.735 
0007: 164@ = 56.9287 
0007: 184@ = -10.674 
0006: 187@ = 18 
0007: 188@ = -1681.464 
0007: 189@ = 27.2091 
0007: 190@ = 9.6606 
0007: 191@ = -1681.252 
0007: 192@ = 28.183 
0007: 193@ = 9.5773 
0002: jump @STUNT_3450 

:STUNT_3450
0051: return 

//-------------Mission 134---------------
// Originally: Buy Properties Mission

:BUYPRO1
03A4: name_thread 'BUYPRO1' 
0004: $ONMISSION = 1 
0001: wait 0 ms 
0006: 34@ = 0 
0169: set_fade_color_RGB 0 0 1 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 1 
0871: init_jump_table $PROPERTY_BUYING_NOW total_jumps 32 default_jump 0 @BUYPRO1_4201 jumps 0 @BUYPRO1_306 1 @BUYPRO1_410 2 @BUYPRO1_504 3 @BUYPRO1_688 4 @BUYPRO1_814 5 @BUYPRO1_940 6 @BUYPRO1_1066 
0872: jump_table_jumps 7 @BUYPRO1_1192 8 @BUYPRO1_1318 9 @BUYPRO1_1444 10 @BUYPRO1_1570 11 @BUYPRO1_1696 12 @BUYPRO1_1822 13 @BUYPRO1_1948 14 @BUYPRO1_2074 15 @BUYPRO1_2200 
0872: jump_table_jumps 16 @BUYPRO1_2315 17 @BUYPRO1_2437 18 @BUYPRO1_2559 19 @BUYPRO1_2674 20 @BUYPRO1_2789 21 @BUYPRO1_2904 22 @BUYPRO1_3026 23 @BUYPRO1_3141 24 @BUYPRO1_3256 
0872: jump_table_jumps 25 @BUYPRO1_3371 26 @BUYPRO1_3497 27 @BUYPRO1_3612 28 @BUYPRO1_3734 29 @BUYPRO1_3856 30 @BUYPRO1_3971 31 @BUYPRO1_4086 -1 @BUYPRO1_4201 -1 @BUYPRO1_4201 

:BUYPRO1_306
015F: set_camera_position -1990.969 292.2734 35.1049 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1990.053 291.9333 35.3176 switchstyle 2 
0623: add $1653 to_integer_stat 15 
004F: create_thread @STEAL  
0164: disable_marker $525 
02A7: $525 = create_icon_marker_and_sphere $ICON_CESAR_2 at $X_SF_GARAGE_2 $Y_SF_GARAGE_2 $Z_SF_GARAGE_2 
0164: disable_marker $MARKER_WANG_CARS 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_410
015F: set_camera_position -2255.705 131.9585 38.5998 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2254.716 132.0048 38.4589 switchstyle 2 
0623: add $1654 to_integer_stat 15 
0164: disable_marker $527 
07FB: set_interior 'RCPLAY' access 1  // Zero's RC Shop
0004: $ZERO_RCSHOP_BOUGHT = 1 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_504
015F: set_camera_position 445.128 2540.436 25.6202 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 444.1882 2540.142 25.4462 switchstyle 2 
0623: add $1655 to_integer_stat 15 
0164: disable_marker $55 
004F: create_thread @PSCH  
0164: disable_marker $581 
0164: disable_marker $1719 
0570: $1719 = create_asset_radar_marker_with_icon 35 at $SAVE_PICKUPS_X[2] $SAVE_PICKUPS_Y[2] $SAVE_PICKUPS_Z[2] 
018B: set_marker $1719 radar_mode 2 
0164: disable_marker $MARKER_PILOT_SCHOOL 
02A7: $MARKER_PILOT_SCHOOL = create_icon_marker_and_sphere $ICON_SCHOOL at $666 $667 $668 
018B: set_marker $MARKER_PILOT_SCHOOL radar_mode 2 
0299: activate_garage 'CN2GAR2' 
0299: activate_garage 'DHANGAR' 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[2] $Y_PROPERTY_TO_BUY[2] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_688
015F: set_camera_position 316.0747 -1786.757 5.0712 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 316.1206 -1785.778 5.2692 switchstyle 2 
0623: add $1656 to_integer_stat 15 
0164: disable_marker $1624 
0570: $1624 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[3] $Y_PROPERTY_TO_BUY[3] $Z_PROPERTY_TO_BUY[3] 
018B: set_marker $1624 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[3] $Y_PROPERTY_TO_BUY[3] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'BEACSV' 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_814
015F: set_camera_position 2430.869 698.3348 12.9763 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2431.789 697.9644 12.843 switchstyle 2 
0623: add $1657 to_integer_stat 15 
0164: disable_marker $1625 
0570: $1625 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[4] $Y_PROPERTY_TO_BUY[4] $Z_PROPERTY_TO_BUY[4] 
018B: set_marker $1625 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[4] $Y_PROPERTY_TO_BUY[4] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'VESVGRG' 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_940
015F: set_camera_position -362.3164 1152.664 21.4821 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -362.6989 1153.587 21.5142 switchstyle 2 
0623: add $1658 to_integer_stat 15 
0164: disable_marker $1626 
0570: $1626 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[5] $Y_PROPERTY_TO_BUY[5] $Z_PROPERTY_TO_BUY[5] 
018B: set_marker $1626 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[5] $Y_PROPERTY_TO_BUY[5] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'CN2GAR1' 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_1066
015F: set_camera_position 1295.982 2525.57 14.1002 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1294.994 2525.724 14.0597 switchstyle 2 
0623: add $1659 to_integer_stat 15 
0164: disable_marker $1627 
0570: $1627 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[6] $Y_PROPERTY_TO_BUY[6] $Z_PROPERTY_TO_BUY[6] 
018B: set_marker $1627 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[6] $Y_PROPERTY_TO_BUY[6] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'BLOB69' 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_1192
015F: set_camera_position 908.9885 2006.151 17.7914 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 909.9134 2006.143 17.4113 switchstyle 2 
0623: add $1660 to_integer_stat 15 
0164: disable_marker $1628 
0570: $1628 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[7] $Y_PROPERTY_TO_BUY[7] $Z_PROPERTY_TO_BUY[7] 
018B: set_marker $1628 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[7] $Y_PROPERTY_TO_BUY[7] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'BLOB7' 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_1318
015F: set_camera_position 2233.14 152.5748 33.5239 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2233.16 153.5324 33.2366 switchstyle 2 
0623: add $1661 to_integer_stat 15 
0164: disable_marker $1629 
0570: $1629 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[8] $Y_PROPERTY_TO_BUY[8] $Z_PROPERTY_TO_BUY[8] 
018B: set_marker $1629 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[8] $Y_PROPERTY_TO_BUY[8] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'BURBDOO' 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_1444
015F: set_camera_position 1385.519 1901.313 14.5901 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1386.472 1901.076 14.4041 switchstyle 2 
0623: add $1662 to_integer_stat 15 
0164: disable_marker $1630 
0570: $1630 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[9] $Y_PROPERTY_TO_BUY[9] $Z_PROPERTY_TO_BUY[9] 
018B: set_marker $1630 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[9] $Y_PROPERTY_TO_BUY[9] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'BLOB6' 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_1570
015F: set_camera_position 1689.118 -2120.165 18.6369 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1689.188 -2119.187 18.4393 switchstyle 2 
0623: add $1663 to_integer_stat 15 
0164: disable_marker $1631 
0570: $1631 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[10] $Y_PROPERTY_TO_BUY[10] $Z_PROPERTY_TO_BUY[10] 
018B: set_marker $1631 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[10] $Y_PROPERTY_TO_BUY[10] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'CARLAS1' 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_1696
015F: set_camera_position -2098.967 923.2947 80.2446 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2098.986 922.2994 80.3401 switchstyle 2 
0623: add $1664 to_integer_stat 15 
0164: disable_marker $1632 
0570: $1632 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[11] $Y_PROPERTY_TO_BUY[11] $Z_PROPERTY_TO_BUY[11] 
018B: set_marker $1632 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[11] $Y_PROPERTY_TO_BUY[11] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'SAV1SFE' 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_1822
015F: set_camera_position 1325.974 -598.7552 116.1597 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1326.254 -599.7052 116.0219 switchstyle 2 
0623: add $1665 to_integer_stat 15 
0164: disable_marker $1633 
0570: $1633 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[12] $Y_PROPERTY_TO_BUY[12] $Z_PROPERTY_TO_BUY[12] 
018B: set_marker $1633 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[12] $Y_PROPERTY_TO_BUY[12] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'CESAFE1' 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_1948
015F: set_camera_position -2700.657 791.45 70.2223 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2700.661 792.4032 69.9203 switchstyle 2 
0623: add $1666 to_integer_stat 15 
0164: disable_marker $1634 
0570: $1634 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[13] $Y_PROPERTY_TO_BUY[13] $Z_PROPERTY_TO_BUY[13] 
018B: set_marker $1634 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[13] $Y_PROPERTY_TO_BUY[13] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'SAV1SFW' 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_2074
015F: set_camera_position -2476.432 -127.2039 26.6779 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2475.458 -127.2469 26.8974 switchstyle 2 
0623: add $1667 to_integer_stat 15 
0164: disable_marker $1635 
0570: $1635 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[14] $Y_PROPERTY_TO_BUY[14] $Z_PROPERTY_TO_BUY[14] 
018B: set_marker $1635 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[14] $Y_PROPERTY_TO_BUY[14] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'SVGSFS1' 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_2200
015F: set_camera_position 894.7908 -1663.996 20.202 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 894.803 -1663.003 20.0891 switchstyle 2 
0623: add $1668 to_integer_stat 15 
0164: disable_marker $1636 
0570: $1636 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[15] $Y_PROPERTY_TO_BUY[15] $Z_PROPERTY_TO_BUY[15] 
018B: set_marker $1636 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[15] $Y_PROPERTY_TO_BUY[15] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_2315
015F: set_camera_position 2036.76 1623.074 13.4128 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2035.8 1623.087 13.6921 switchstyle 2 
0623: add $1669 to_integer_stat 15 
0164: disable_marker $1637 
0570: $1637 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[16] $Y_PROPERTY_TO_BUY[16] $Z_PROPERTY_TO_BUY[16] 
018B: set_marker $1637 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[16] $Y_PROPERTY_TO_BUY[16] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0006: 34@ = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_2437
015F: set_camera_position 2146.165 1286.25 33.6386 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2147.164 1286.218 33.5943 switchstyle 2 
0623: add $1670 to_integer_stat 15 
0164: disable_marker $1638 
0570: $1638 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[17] $Y_PROPERTY_TO_BUY[17] $Z_PROPERTY_TO_BUY[17] 
018B: set_marker $1638 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[17] $Y_PROPERTY_TO_BUY[17] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0006: 34@ = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_2559
015F: set_camera_position -2213.188 744.9976 50.024 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2213.273 744.0281 50.254 switchstyle 2 
0623: add $1671 to_integer_stat 15 
0164: disable_marker $1639 
0570: $1639 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[18] $Y_PROPERTY_TO_BUY[18] $Z_PROPERTY_TO_BUY[18] 
018B: set_marker $1639 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[18] $Y_PROPERTY_TO_BUY[18] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_2674
015F: set_camera_position -1437.184 -1507.732 103.8198 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1437.047 -1508.711 103.9666 switchstyle 2 
0623: add $1672 to_integer_stat 15 
0164: disable_marker $1640 
0570: $1640 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[19] $Y_PROPERTY_TO_BUY[19] $Z_PROPERTY_TO_BUY[19] 
018B: set_marker $1640 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[19] $Y_PROPERTY_TO_BUY[19] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_2789
015F: set_camera_position -2000.427 -64.4142 40.0479 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2001.257 -63.8685 40.1625 switchstyle 2 
0623: add $1673 to_integer_stat 15 
0164: disable_marker $1641 
0570: $1641 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[20] $Y_PROPERTY_TO_BUY[20] $Z_PROPERTY_TO_BUY[20] 
018B: set_marker $1641 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[20] $Y_PROPERTY_TO_BUY[20] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_2904
015F: set_camera_position -2379.854 312.8534 34.2136 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2380.683 313.311 34.5349 switchstyle 2 
0623: add $1674 to_integer_stat 15 
0164: disable_marker $1642 
0570: $1642 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[21] $Y_PROPERTY_TO_BUY[21] $Z_PROPERTY_TO_BUY[21] 
018B: set_marker $1642 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[21] $Y_PROPERTY_TO_BUY[21] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0006: 34@ = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_3026
015F: set_camera_position -2079.061 -2298.056 35.15 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2078.88 -2299.029 35.0066 switchstyle 2 
0623: add $1675 to_integer_stat 15 
0164: disable_marker $1643 
0570: $1643 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[22] $Y_PROPERTY_TO_BUY[22] $Z_PROPERTY_TO_BUY[22] 
018B: set_marker $1643 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[22] $Y_PROPERTY_TO_BUY[22] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_3141
015F: set_camera_position -1545.093 2663.056 61.0133 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1544.282 2662.509 60.8075 switchstyle 2 
0623: add $1676 to_integer_stat 15 
0164: disable_marker $1644 
0570: $1644 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[23] $Y_PROPERTY_TO_BUY[23] $Z_PROPERTY_TO_BUY[23] 
018B: set_marker $1644 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[23] $Y_PROPERTY_TO_BUY[23] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_3256
015F: set_camera_position -1035.191 1568.456 39.7221 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1035.971 1567.886 39.4659 switchstyle 2 
0623: add $1677 to_integer_stat 15 
0164: disable_marker $1645 
0570: $1645 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[24] $Y_PROPERTY_TO_BUY[24] $Z_PROPERTY_TO_BUY[24] 
018B: set_marker $1645 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[24] $Y_PROPERTY_TO_BUY[24] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_3371
015F: set_camera_position 789.7151 -529.9901 20.74 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 789.8545 -529.0045 20.6445 switchstyle 2 
0623: add $1678 to_integer_stat 15 
0164: disable_marker $1646 
0570: $1646 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[25] $Y_PROPERTY_TO_BUY[25] $Z_PROPERTY_TO_BUY[25] 
018B: set_marker $1646 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[25] $Y_PROPERTY_TO_BUY[25] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'BURBDO2' 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_3497
015F: set_camera_position 2114.379 -1299.742 32.8721 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2114.305 -1298.833 32.4622 switchstyle 2 
0623: add $1679 to_integer_stat 15 
0164: disable_marker $1647 
0570: $1647 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[26] $Y_PROPERTY_TO_BUY[26] $Z_PROPERTY_TO_BUY[26] 
018B: set_marker $1647 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[26] $Y_PROPERTY_TO_BUY[26] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_3612
015F: set_camera_position 2342.496 2140.662 11.3215 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2343.243 2141.272 11.5827 switchstyle 2 
0623: add $1680 to_integer_stat 15 
0164: disable_marker $1648 
0570: $1648 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[27] $Y_PROPERTY_TO_BUY[27] $Z_PROPERTY_TO_BUY[27] 
018B: set_marker $1648 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[27] $Y_PROPERTY_TO_BUY[27] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0006: 34@ = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_3734
015F: set_camera_position 2119.739 1767.835 26.2058 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2120.53 1768.447 26.1978 switchstyle 2 
0623: add $1681 to_integer_stat 15 
0164: disable_marker $1649 
0570: $1649 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[28] $Y_PROPERTY_TO_BUY[28] $Z_PROPERTY_TO_BUY[28] 
018B: set_marker $1649 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[28] $Y_PROPERTY_TO_BUY[28] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0006: 34@ = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_3856
015F: set_camera_position 2820.361 2174.83 19.0746 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2820.384 2173.834 18.9889 switchstyle 2 
0623: add $1682 to_integer_stat 15 
0164: disable_marker $1650 
0570: $1650 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[29] $Y_PROPERTY_TO_BUY[29] $Z_PROPERTY_TO_BUY[29] 
018B: set_marker $1650 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[29] $Y_PROPERTY_TO_BUY[29] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_3971
015F: set_camera_position 2484.971 -2013.007 17.5718 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2484.96 -2012.031 17.3533 switchstyle 2 
0623: add $1683 to_integer_stat 15 
0164: disable_marker $1651 
0570: $1651 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[30] $Y_PROPERTY_TO_BUY[30] $Z_PROPERTY_TO_BUY[30] 
018B: set_marker $1651 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[30] $Y_PROPERTY_TO_BUY[30] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_4086
015F: set_camera_position 189.8908 -107.1989 5.7226 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 190.8559 -107.2361 5.4634 switchstyle 2 
0623: add $1684 to_integer_stat 15 
0164: disable_marker $1652 
0570: $1652 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[31] $Y_PROPERTY_TO_BUY[31] $Z_PROPERTY_TO_BUY[31] 
018B: set_marker $1652 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[31] $Y_PROPERTY_TO_BUY[31] radius 5.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0002: jump @BUYPRO1_4201 

:BUYPRO1_4201
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @BUYPRO1_4242 
00BA: show_text_styled GXT 'BUYPRO' time 5000 style 2  // Property bought!
0002: jump @BUYPRO1_4258 

:BUYPRO1_4242
00BA: show_text_styled GXT 'HSUITE' time 5000 style 2  // Hotel suite purchased!

:BUYPRO1_4258
0394: play_music 2 
0001: wait 5000 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BUYPRO1_4285 
004E: end_thread 

:BUYPRO1_4285
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0004: $ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D8: mission_cleanup 
004E: end_thread 
0051: return 

//-------------External script 0 (PLAYER_PARACHUTE)---------------

:PLCHUTE
03A4: name_thread 'PLCHUTE' 
0247: load_model #GUN_PARA 

:PLCHUTE_16
00D6: if 
8248:   not model #GUN_PARA available 
004D: jump_if_false @PLCHUTE_43 
0001: wait 0 ms 
0002: jump @PLCHUTE_16 

:PLCHUTE_43
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PLCHUTE_59 

:PLCHUTE_59
0004: $1498 = 0 
0004: $FREEFALL_STAGE = 0 
0004: $PARACHUTE_CREATION_STAGE = 0 
00D6: if 
0038:   $1498 == 999 
004D: jump_if_false @PLCHUTE_118 
0213: $PICKUP_PARACHUTE = create_pickup #GUN_PARA type 3 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 

:PLCHUTE_118
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PLCHUTE_5422 
00D6: if 
8800:   not in_two_players_mode 
004D: jump_if_false @PLCHUTE_5422 
00D6: if 
8038:   not  $FREEFALL_STAGE == 0 
004D: jump_if_false @PLCHUTE_176 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 

:PLCHUTE_176
00D6: if 
0018:   $PARACHUTE_CREATION_STAGE > 0 
004D: jump_if_false @PLCHUTE_219 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 46 
004D: jump_if_false @PLCHUTE_219 
0050: gosub @PLCHUTE_5488 

:PLCHUTE_219
00D6: if 
0038:   $PARACHUTE_CREATION_STAGE == 0 
004D: jump_if_false @PLCHUTE_274 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 46 
004D: jump_if_false @PLCHUTE_274 
0247: load_model #PARACHUTE 
0004: $PARACHUTE_CREATION_STAGE = 1 
0004: $1498 = 0 

:PLCHUTE_274
00D6: if 
0038:   $PARACHUTE_CREATION_STAGE == 1 
004D: jump_if_false @PLCHUTE_377 
00D6: if 
0248:   model #PARACHUTE available 
004D: jump_if_false @PLCHUTE_377 
0107: 17@ = create_object #PARACHUTE at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
069B: attach_object 17@ to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0750: set_object 17@ visibility 0 
0004: $PARACHUTE_CREATION_STAGE = 2 

:PLCHUTE_377
00D6: if and
0038:   $PARACHUTE_CREATION_STAGE == 2 
0038:   $FREEFALL_STAGE == 1 
004D: jump_if_false @PLCHUTE_409 
0004: $PARACHUTE_CREATION_STAGE = 3 

:PLCHUTE_409
00D6: if and
0038:   $FREEFALL_STAGE == 0 
0018:   $PARACHUTE_CREATION_STAGE > 0 
004D: jump_if_false @PLCHUTE_565 
00D6: if 
0818:   actor $PLAYER_ACTOR in_air 
004D: jump_if_false @PLCHUTE_565 
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509 
00D6: if 
0022:   -10.0 > $1509 
004D: jump_if_false @PLCHUTE_565 
0819: 7@ = actor $PLAYER_ACTOR distance_from_ground 
00D6: if 
0021:   7@ > 20.0 
004D: jump_if_false @PLCHUTE_565 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1037 
0004: $FREEFALL_STAGE = 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
0006: 0@ = 0 
0005: $8268 = 0.0 

:PLCHUTE_565
00D6: if 
0038:   $FREEFALL_STAGE == 1 
004D: jump_if_false @PLCHUTE_2386 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @PLCHUTE_608 
0006: 0@ = 2 

:PLCHUTE_608
00D6: if 
0039:   0@ == 2 
004D: jump_if_false @PLCHUTE_729 
062E: get_actor $PLAYER_ACTOR task 2066 status_store_to 27@ // ret 7 if not found 
00D6: if 
04A4:   27@ == 7 // == constant 
004D: jump_if_false @PLCHUTE_729 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
04ED: load_animation "PARACHUTE" 
0006: 15@ = 1 
0172: 1@ = actor $PLAYER_ACTOR Z_angle 
0006: 0@ = 3 

:PLCHUTE_729
00D6: if 
0039:   0@ == 3 
004D: jump_if_false @PLCHUTE_2386 
062E: get_actor $PLAYER_ACTOR task 2066 status_store_to 27@ // ret 7 if not found 
00D6: if 
04A4:   27@ == 7 // == constant 
004D: jump_if_false @PLCHUTE_815 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:PLCHUTE_815
0819: 7@ = actor $PLAYER_ACTOR distance_from_ground 
00D6: if and
0023:   100.0 > 7@ 
0021:   7@ > 60.0 
004D: jump_if_false @PLCHUTE_912 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_912 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @PLCHUTE_912 
00BC: show_text_highpriority GXT 'PARA_01' time 1000 flag 1  // ~s~Open your parachute!

:PLCHUTE_912
0494: get_joystick 0 direction_offset_to 10@ 11@ 12@ 12@ 
00D6: if 
0038:   $1511 == 1 
004D: jump_if_false @PLCHUTE_960 
0006: 10@ = 0 
0006: 11@ = 0 

:PLCHUTE_960
0093: 21@ = integer 10@ to_float 
0017: 21@ /= 4.267 
0063: 21@ -= 2@ // (float) 
0017: 21@ /= 20.0 
005B: 2@ += 21@ // (float) 
0087: 21@ = 2@ // (float) 
0017: 21@ /= 5.0 
0063: 1@ -= 21@ // (float) 
00D6: if 
0021:   1@ > 180.0 
004D: jump_if_false @PLCHUTE_1061 
000F: 1@ -= 360.0 

:PLCHUTE_1061
00D6: if 
0023:   -180.0 > 1@ 
004D: jump_if_false @PLCHUTE_1092 
000B: 1@ += 360.0 

:PLCHUTE_1092
0093: 22@ = integer 11@ to_float 
0017: 22@ /= 4.267 
0063: 22@ -= 3@ // (float) 
0017: 22@ /= 20.0 
005B: 3@ += 22@ // (float) 
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 8@ 9@ $1509 
00D6: if 
0024:   $1504 > $1509 // (float) 
004D: jump_if_false @PLCHUTE_1177 
0086: $1509 = $1504 // (float) 

:PLCHUTE_1177
00D6: if 
0024:   $8268 > $1509 // (float) 
004D: jump_if_false @PLCHUTE_1204 
0086: $8268 = $1509 // (float) 

:PLCHUTE_1204
00D6: if 
0024:   $1504 > $8268 // (float) 
004D: jump_if_false @PLCHUTE_1231 
0086: $8268 = $1504 // (float) 

:PLCHUTE_1231
00D6: if and
0024:   $1509 > $8268 // (float) 
8038:   not  $1902 == 1 
004D: jump_if_false @PLCHUTE_1407 
00D6: if 
84AD:   not actor $PLAYER_ACTOR in_water 
004D: jump_if_false @PLCHUTE_1361 
00D6: if 
0022:   -20.0 > $8268 
004D: jump_if_false @PLCHUTE_1308 
0004: $FREEFALL_STAGE = 2 
0002: jump @PLCHUTE_1354 

:PLCHUTE_1308
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB 
0004: $FREEFALL_STAGE = 7 

:PLCHUTE_1354
0002: jump @PLCHUTE_1407 

:PLCHUTE_1361
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB 
0004: $FREEFALL_STAGE = 7 

:PLCHUTE_1407
0087: 4@ = 3@ // (float) 
0017: 4@ /= 30.0 
006F: 4@ *= $1505 // (float) 
02F6: $1507 = sine 1@ // (float) 
02F7: $1508 = cosine 1@ // (float) 
006D: $1507 *= 4@ // (float) 
006D: $1508 *= 4@ // (float) 
0011: $1508 *= -1.0 
0059: $1508 += $1506 // (float) 
0087: 21@ = 8@ // (float) 
0065: 21@ -= $1507 // (float) 
0013: 21@ *= 0.01 
0088: $1507 = 8@ // (float) 
0067: $1507 -= 21@ // (float) 
0087: 21@ = 9@ // (float) 
0065: 21@ -= $1508 // (float) 
0013: 21@ *= 0.01 
0088: $1508 = 9@ // (float) 
0067: $1508 -= 21@ // (float) 
0085: 12@ = 10@ // (int) 
0085: 13@ = 11@ // (int) 
0095: make 12@ absolute_integer 
0095: make 13@ absolute_integer 
00D6: if or
0019:   12@ > 40 
0019:   13@ > 40 
004D: jump_if_false @PLCHUTE_2109 
00D6: if 
001D:   12@ > 13@ // (int) 
004D: jump_if_false @PLCHUTE_1872 
00D6: if 
0029:   10@ >= 0 
004D: jump_if_false @PLCHUTE_1751 
00D6: if 
8039:   not  15@ == 2 
004D: jump_if_false @PLCHUTE_1751 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_1744 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_R" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_1744
0006: 15@ = 2 

:PLCHUTE_1751
00D6: if 
001B:   0 > 10@ 
004D: jump_if_false @PLCHUTE_1865 
00D6: if 
8039:   not  15@ == 3 
004D: jump_if_false @PLCHUTE_1865 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_1858 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_L" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_1858
0006: 15@ = 3 

:PLCHUTE_1865
0002: jump @PLCHUTE_2102 

:PLCHUTE_1872
00D6: if 
0029:   11@ >= 0 
004D: jump_if_false @PLCHUTE_1984 
00D6: if 
8039:   not  15@ == 4 
004D: jump_if_false @PLCHUTE_1984 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_1977 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_1977
0006: 15@ = 4 

:PLCHUTE_1984
00D6: if 
001B:   0 > 11@ 
004D: jump_if_false @PLCHUTE_2102 
00D6: if 
8039:   not  15@ == 5 
004D: jump_if_false @PLCHUTE_2102 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_2095 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_2095
0006: 15@ = 5 

:PLCHUTE_2102
0002: jump @PLCHUTE_2203 

:PLCHUTE_2109
00D6: if 
8039:   not  15@ == 1 
004D: jump_if_false @PLCHUTE_2203 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_2203 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
0006: 15@ = 1 

:PLCHUTE_2203
00D6: if or
00E1:   player 0 pressed_key 17 
0038:   $1512 == 1 
004D: jump_if_false @PLCHUTE_2386 
00D6: if 
8038:   not  $1902 == 1 
004D: jump_if_false @PLCHUTE_2386 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_2386 
00D6: if and
0038:   $PARACHUTE_CREATION_STAGE == 3 
0038:   $1511 == 0 
004D: jump_if_false @PLCHUTE_2386 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_OPEN" IFP "PARACHUTE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1038 
008A: $8270 = 32@ // (int) 
0008: $8270 += 1100 
0004: $FREEFALL_STAGE = 3 
0006: 0@ = 0 

:PLCHUTE_2386
00D6: if 
0038:   $FREEFALL_STAGE == 2 
004D: jump_if_false @PLCHUTE_2504 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_2492 
0173: set_actor $PLAYER_ACTOR Z_angle_to 1@ 
0829: actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1189 
0002: jump @PLCHUTE_2497 

:PLCHUTE_2492
05BE: AS_actor $PLAYER_ACTOR die 

:PLCHUTE_2497
0050: gosub @PLCHUTE_5488 

:PLCHUTE_2504
00D6: if 
0038:   $FREEFALL_STAGE == 3 
004D: jump_if_false @PLCHUTE_4781 
00D6: if 
0018:   $8270 > 0 
004D: jump_if_false @PLCHUTE_2586 
00D6: if 
001F:   32@ > $8270 // (int) 
004D: jump_if_false @PLCHUTE_2586 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1039 
0004: $8270 = 0 

:PLCHUTE_2586
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @PLCHUTE_2689 
0087: 25@ = 3@ // (float) 
0017: 25@ /= 500.0 
0087: 26@ = 2@ // (float) 
0017: 26@ /= 500.0 
0085: 18@ = 32@ // (int) 
0085: 19@ = 32@ // (int) 
0087: 5@ = 4@ // (float) 
0013: 5@ *= -1.0 
0089: 6@ = $1509 // (float) 
0006: 0@ = 1 

:PLCHUTE_2689
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @PLCHUTE_2856 
0085: 10@ = 32@ // (int) 
0062: 10@ -= 19@ // (int) 
00D6: if 
001B:   500 > 10@ 
004D: jump_if_false @PLCHUTE_2829 
0085: 10@ = 32@ // (int) 
0062: 10@ -= 18@ // (int) 
0085: 18@ = 32@ // (int) 
0093: 21@ = integer 10@ to_float 
0087: 22@ = 25@ // (float) 
006B: 22@ *= 21@ // (float) 
0087: 23@ = 26@ // (float) 
006B: 23@ *= 21@ // (float) 
0063: 3@ -= 22@ // (float) 
0063: 2@ -= 23@ // (float) 
0002: jump @PLCHUTE_2856 

:PLCHUTE_2829
0007: 2@ = 0.0 
0007: 3@ = 0.0 
0006: 0@ = 2 

:PLCHUTE_2856
00D6: if 
0039:   0@ == 2 
004D: jump_if_false @PLCHUTE_2964 
00D6: if 
03CA:   object 17@ exists 
004D: jump_if_false @PLCHUTE_2964 
0750: set_object 17@ visibility 1 
08D2: object 17@ scale_model 0.0 
0085: 19@ = 32@ // (int) 
0001: wait 0 ms 
075A: set_object 17@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
0006: 0@ = 3 

:PLCHUTE_2964
00D6: if 
0039:   0@ == 3 
004D: jump_if_false @PLCHUTE_3067 
0085: 10@ = 32@ // (int) 
0062: 10@ -= 19@ // (int) 
00D6: if 
001B:   500 > 10@ 
004D: jump_if_false @PLCHUTE_3050 
0093: 21@ = integer 10@ to_float 
0017: 21@ /= 500.0 
08D2: object 17@ scale_model 21@ 
0002: jump @PLCHUTE_3067 

:PLCHUTE_3050
08D2: object 17@ scale_model 1.0 
0006: 0@ = 4 

:PLCHUTE_3067
00D6: if 
0039:   0@ == 5 
004D: jump_if_false @PLCHUTE_3136 
0107: 20@ = create_object #PARA_COLLISION at 0.0 0.0 0.0 
0750: set_object 20@ visibility 0 
0392: make_object 20@ moveable 1 
04D9: object 20@ set_scripted_collision_check 1 
0006: 0@ = 6 

:PLCHUTE_3136
00D6: if 
0039:   0@ == 6 
004D: jump_if_false @PLCHUTE_4354 
0494: get_joystick 0 direction_offset_to 10@ 11@ 12@ 12@ 
00D6: if 
0038:   $1511 == 1 
004D: jump_if_false @PLCHUTE_3202 
0006: 10@ = 0 
0006: 11@ = 0 

:PLCHUTE_3202
0093: 21@ = integer 10@ to_float 
0017: 21@ /= 4.267 
0063: 21@ -= 2@ // (float) 
0017: 21@ /= 20.0 
005B: 2@ += 21@ // (float) 
0087: 21@ = 2@ // (float) 
0017: 21@ /= 15.0 
0063: 1@ -= 21@ // (float) 
00D6: if 
0021:   1@ > 180.0 
004D: jump_if_false @PLCHUTE_3303 
000F: 1@ -= 360.0 

:PLCHUTE_3303
00D6: if 
0023:   -180.0 > 1@ 
004D: jump_if_false @PLCHUTE_3334 
000B: 1@ += 360.0 

:PLCHUTE_3334
02F6: $1507 = sine 1@ // (float) 
02F7: $1508 = cosine 1@ // (float) 
0069: $1507 *= $1500 // (float) 
0069: $1508 *= $1500 // (float) 
0011: $1507 *= -1.0 
0085: 12@ = 10@ // (int) 
0085: 13@ = 11@ // (int) 
0095: make 12@ absolute_integer 
0095: make 13@ absolute_integer 
00D6: if or
0019:   12@ > 40 
0019:   13@ > 40 
004D: jump_if_false @PLCHUTE_4066 
00D6: if 
001D:   12@ > 13@ // (int) 
004D: jump_if_false @PLCHUTE_3741 
0089: 21@ = $1501 // (float) 
0065: 21@ -= $1509 // (float) 
0017: 21@ /= 20.0 
005F: $1509 += 21@ // (float) 
00D6: if 
0029:   10@ >= 0 
004D: jump_if_false @PLCHUTE_3607 
00D6: if 
8039:   not  15@ == 2 
004D: jump_if_false @PLCHUTE_3607 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERR" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
0006: 15@ = 2 

:PLCHUTE_3607
00D6: if 
001B:   0 > 10@ 
004D: jump_if_false @PLCHUTE_3734 
00D6: if 
8039:   not  15@ == 3 
004D: jump_if_false @PLCHUTE_3734 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
0006: 15@ = 3 

:PLCHUTE_3734
0002: jump @PLCHUTE_4059 

:PLCHUTE_3741
00D6: if 
0029:   11@ >= 0 
004D: jump_if_false @PLCHUTE_3900 
0089: 21@ = $1503 // (float) 
0065: 21@ -= $1509 // (float) 
0017: 21@ /= 20.0 
005F: $1509 += 21@ // (float) 
00D6: if 
8039:   not  15@ == 4 
004D: jump_if_false @PLCHUTE_3900 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_DECEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
0006: 15@ = 4 

:PLCHUTE_3900
00D6: if 
001B:   0 > 11@ 
004D: jump_if_false @PLCHUTE_4059 
0089: 21@ = $1501 // (float) 
0065: 21@ -= $1509 // (float) 
0017: 21@ /= 20.0 
005F: $1509 += 21@ // (float) 
00D6: if 
8039:   not  15@ == 5 
004D: jump_if_false @PLCHUTE_4059 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
0006: 15@ = 5 

:PLCHUTE_4059
0002: jump @PLCHUTE_4225 

:PLCHUTE_4066
0089: 21@ = $1501 // (float) 
0065: 21@ -= $1509 // (float) 
0017: 21@ /= 20.0 
005F: $1509 += 21@ // (float) 
00D6: if 
8039:   not  15@ == 5 
004D: jump_if_false @PLCHUTE_4225 
00D6: if 
8039:   not  15@ == 1 
004D: jump_if_false @PLCHUTE_4225 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
0006: 15@ = 1 

:PLCHUTE_4225
01BB: store_object 17@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0815: put_object 20@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
00D6: if 
04DA:   has_object 20@ collided 
004D: jump_if_false @PLCHUTE_4318 
075A: set_object 17@ animation "PARA_RIP_LOOP_O" IFP_file "PARACHUTE" 8.0 lockF 1 loop 1 // IF AND SET 
0006: 0@ = 7 

:PLCHUTE_4318
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @PLCHUTE_4354 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0004: $FREEFALL_STAGE = 6 
0004: $1498 = 3 

:PLCHUTE_4354
00D6: if 
03CA:   object 17@ exists 
004D: jump_if_false @PLCHUTE_4593 
00D6: if 
0837:   object 17@ animation == "PARA_OPEN_O" 
004D: jump_if_false @PLCHUTE_4593 
0839: get_object 17@ animation "PARA_OPEN_O" progress_to 21@ 
0087: 22@ = 6@ // (float) 
0065: 22@ -= $1501 // (float) 
0087: 23@ = 22@ // (float) 
006B: 23@ *= 21@ // (float) 
0088: $1509 = 6@ // (float) 
0067: $1509 -= 23@ // (float) 
0087: 22@ = 5@ // (float) 
0065: 22@ -= $1500 // (float) 
0087: 23@ = 22@ // (float) 
006B: 23@ *= 21@ // (float) 
0087: 4@ = 5@ // (float) 
0063: 4@ -= 23@ // (float) 
02F6: $1507 = sine 1@ // (float) 
02F7: $1508 = cosine 1@ // (float) 
006D: $1507 *= 4@ // (float) 
006D: $1508 *= 4@ // (float) 
0011: $1507 *= -1.0 
00D6: if and
0043:   21@ == 1.0 
0039:   0@ == 4 
004D: jump_if_false @PLCHUTE_4593 
0006: 0@ = 5 

:PLCHUTE_4593
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PLCHUTE_4781 
00D6: if 
04AD:   actor $PLAYER_ACTOR in_water 
004D: jump_if_false @PLCHUTE_4732 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_LAND_WATER" IFP "PARACHUTE" framedelta 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB 
075A: set_object 17@ animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
0004: $FREEFALL_STAGE = 5 
0006: 0@ = 0 

:PLCHUTE_4732
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 21@ 21@ 23@ 
00D6: if 
0021:   23@ > -0.1 
004D: jump_if_false @PLCHUTE_4781 
0004: $FREEFALL_STAGE = 4 
0006: 0@ = 0 

:PLCHUTE_4781
00D6: if 
0038:   $FREEFALL_STAGE == 4 
004D: jump_if_false @PLCHUTE_5238 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @PLCHUTE_5135 
0004: $1498 = 1 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
000D: $TEMPVAR_Z_COORD -= 1.0 
00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air 
00D6: if 
0022:   -10.0 > $1509 
004D: jump_if_false @PLCHUTE_4922 
0004: $FREEFALL_STAGE = 2 
0006: 0@ = 0 
0002: jump @PLCHUTE_5059 

:PLCHUTE_4922
00D6: if 
0022:   -4.0 > $1509 
004D: jump_if_false @PLCHUTE_5014 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "PARA_LAND" IFP "PARACHUTE" framedelta 10.0 loopA 0 lockX 1 lockY 1 lockF 0 time -2 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 
0002: jump @PLCHUTE_5052 

:PLCHUTE_5014
0812: AS_actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" IFP "PED" framedelta 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB 

:PLCHUTE_5052
0006: 0@ = 1 

:PLCHUTE_5059
075A: set_object 17@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0 
0085: 18@ = 32@ // (int) 
000A: 18@ += 1000 

:PLCHUTE_5135
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @PLCHUTE_5238 
00D6: if 
0837:   object 17@ animation == "PARA_LAND_O" 
004D: jump_if_false @PLCHUTE_5238 
0839: get_object 17@ animation "PARA_LAND_O" progress_to 21@ 
00D6: if 
0043:   21@ == 1.0 
004D: jump_if_false @PLCHUTE_5238 
0004: $1498 = 2 
0050: gosub @PLCHUTE_5488 

:PLCHUTE_5238
00D6: if 
0038:   $FREEFALL_STAGE == 5 
004D: jump_if_false @PLCHUTE_5295 
0004: $1498 = 1 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @PLCHUTE_5295 
0004: $1498 = 2 
0050: gosub @PLCHUTE_5488 

:PLCHUTE_5295
00D6: if and
0018:   $FREEFALL_STAGE > 0 
001A:   4 > $FREEFALL_STAGE 
004D: jump_if_false @PLCHUTE_5372 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PLCHUTE_5372 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509 
0173: set_actor $PLAYER_ACTOR Z_angle_to 1@ 
083E: set_actor $PLAYER_ACTOR rotation 3@ 2@ 1@ while_in_air 

:PLCHUTE_5372
00D6: if 
0038:   $FREEFALL_STAGE == 6 
004D: jump_if_false @PLCHUTE_5397 
0050: gosub @PLCHUTE_5488 

:PLCHUTE_5397
00D6: if 
0038:   $FREEFALL_STAGE == 7 
004D: jump_if_false @PLCHUTE_5422 
0050: gosub @PLCHUTE_5429 

:PLCHUTE_5422
0002: jump @PLCHUTE_118 

:PLCHUTE_5429
0004: $FREEFALL_STAGE = 0 
0006: 0@ = 0 
0249: release_model #PARACHUTE 
04EF: release_animation "PARACHUTE" 
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
0051: return 

:PLCHUTE_5488
0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0 
09A2: destroy_object_with_fade 17@ 
0108: destroy_object 20@ 
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 
0004: $FREEFALL_STAGE = 0 
0004: $PARACHUTE_CREATION_STAGE = 0 
0006: 0@ = 0 
0249: release_model #PARACHUTE 
04EF: release_animation "PARACHUTE" 
0249: release_model #GUN_PARA 
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
004E: end_thread 

//-------------External script 1 (PARACHUTE)---------------

:PARACH
03A4: name_thread 'PARACH' 
0004: $8275 = 0 
0209: 31@ = random_int_in_ranges 0 6 
0006: 11@ = 10 
0006: 17@ = 0 
0006: 12@ = 0 
0004: $8289 = 0 
00D6: if 
0039:   12@ == 100 
004D: jump_if_false @PARACH_122 
0213: 0@ = create_pickup #BRIEFCASE type 3 at 32.1527 2239.726 125.672 
009A: 8@ = create_actor_pedtype 4 model #WMYPLT at 32.1527 2239.726 125.672 

:PARACH_122
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @PARACH_146 
0819: 30@ = actor 8@ distance_from_ground 

:PARACH_146
0001: wait 0 ms 
008A: $8290 = 17@ // (int) 
00D6: if 
0038:   $8289 == 2 
004D: jump_if_false @PARACH_202 
00D6: if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_202 
0050: gosub @PARACH_6417 

:PARACH_202
00D6: if 
8039:   not  0@ == -1 
004D: jump_if_false @PARACH_293 
00D6: if 
0039:   11@ == 10 
004D: jump_if_false @PARACH_293 
00D6: if 
8039:   not  0@ == -1 
004D: jump_if_false @PARACH_286 
00D6: if 
0214:   pickup 0@ picked_up 
004D: jump_if_false @PARACH_279 
0006: 11@ = 0 

:PARACH_279
0002: jump @PARACH_293 

:PARACH_286
0006: 11@ = 0 

:PARACH_293
00D6: if 
0039:   0@ == -1 
004D: jump_if_false @PARACH_336 
00D6: if 
0039:   11@ == 10 
004D: jump_if_false @PARACH_336 
0006: 11@ = 0 

:PARACH_336
00D6: if 
0039:   11@ == 0 
004D: jump_if_false @PARACH_384 
04ED: load_animation "PARACHUTE" 
0247: load_model #PARACHUTE 
0247: load_model #PARA_PACK 
0006: 11@ = 1 

:PARACH_384
00D6: if 
0039:   11@ == 1 
004D: jump_if_false @PARACH_443 
00D6: if and
04EE:   animation "PARACHUTE" loaded 
0248:   model #PARACHUTE available 
0248:   model #PARA_PACK available 
004D: jump_if_false @PARACH_443 
0006: 11@ = 2 

:PARACH_443
00D6: if 
0039:   11@ == 2 
004D: jump_if_false @PARACH_654 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @PARACH_491 
00A0: store_actor 8@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 

:PARACH_491
0107: 9@ = create_object #PARACHUTE at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0107: 10@ = create_object #PARA_PACK at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0750: set_object 9@ visibility 0 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @PARACH_647 
069B: attach_object 9@ to_actor 8@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0453: set_object 10@ XYZ_rotation 90.0 90.0 90.0 
070A: AS_actor 8@ attach_to_object 10@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 

:PARACH_647
0006: 11@ = 3 

:PARACH_654
00D6: if 
0039:   11@ == 3 
004D: jump_if_false @PARACH_6053 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @PARACH_6053 
00D6: if 
0039:   31@ == 0 
004D: jump_if_false @PARACH_756 
0819: 30@ = actor 8@ distance_from_ground 
00D6: if 
0023:   5.0 > 30@ 
004D: jump_if_false @PARACH_749 
0006: 31@ = 2 
0002: jump @PARACH_756 

:PARACH_749
0006: 31@ = 5 

:PARACH_756
000E: 31@ -= 1 
00D6: if 
87D6:   not  8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_789 
0050: gosub @PARACH_6503 

:PARACH_789
00D6: if 
00DF:   actor 8@ driving 
004D: jump_if_false @PARACH_819 
0004: $8302 = 1 
0002: jump @PARACH_826 

:PARACH_819
0004: $8302 = 0 

:PARACH_826
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @PARACH_1186 
00D6: if or
0818:   actor 8@ in_air 
0038:   $8302 == 0 
004D: jump_if_false @PARACH_1186 
00D6: if and
0039:   17@ == 0 
0039:   14@ == 0 
0021:   30@ > 5.0 
004D: jump_if_false @PARACH_1186 
00D6: if 
0038:   $8302 == 0 
004D: jump_if_false @PARACH_988 
02F6: $8303 = sine $8301 // (float) 
0069: $8303 *= $8300 // (float) 
0011: $8303 *= -1.0 
02F7: $8304 = cosine $8301 // (float) 
0069: $8304 *= $8300 // (float) 
083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 $8276 
083C: set_actor 8@ velocity_in_direction_XYZ $8303 $8304 $8276 

:PARACH_988
0006: 17@ = 1 
0004: $8275 = 1 
0085: 18@ = 32@ // (int) 
0172: 27@ = actor 8@ Z_angle 
00D6: if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_1071 
0005: $8297 = 3.0 
0005: $8298 = -2.0 
0006: 16@ = 0 
0050: gosub @PARACH_6083 

:PARACH_1071
00D6: if 
0039:   7@ == 0 
004D: jump_if_false @PARACH_1141 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0002: jump @PARACH_1186 

:PARACH_1141
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:PARACH_1186
00D6: if 
0039:   17@ == 1 
004D: jump_if_false @PARACH_2838 
00D6: if 
04AD:   actor 8@ in_water 
004D: jump_if_false @PARACH_1268 
0829: actor 8@ perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
0006: 17@ = 2 

:PARACH_1268
00D6: if 
0023:   3.0 > 30@ 
004D: jump_if_false @PARACH_1337 
0829: actor 8@ perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
0006: 17@ = 2 

:PARACH_1337
083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 $8277 
00D6: if 
0027:   1@ > $8277 // (float) 
004D: jump_if_false @PARACH_1378 
0088: $8277 = 1@ // (float) 

:PARACH_1378
008A: $8282 = 32@ // (int) 
0066: $8282 -= 18@ // (int) 
008F: 28@ = integer $8282 to_float 
0017: 28@ /= 2000.0 
00D6: if 
0021:   28@ > 1.0 
004D: jump_if_false @PARACH_1443 
0007: 28@ = 1.0 

:PARACH_1443
00D6: if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_1490 
00D6: if 
0033:   1.0 >= 28@ 
004D: jump_if_false @PARACH_1490 
0050: gosub @PARACH_6307 

:PARACH_1490
00D6: if 
0043:   28@ == 1.0 
004D: jump_if_false @PARACH_2431 
00D6: if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_2413 
0494: get_joystick 0 direction_offset_to $8282 $8283 $8284 $8284 
008D: $8279 = integer $8282 to_float 
0015: $8279 /= 256.0 
005D: 25@ += $8279 // (float) 
0088: $8280 = 25@ // (float) 
0015: $8280 /= 30.0 
00D6: if 
0022:   -1.6 > $8280 
004D: jump_if_false @PARACH_1621 
0005: $8280 = -1.6 

:PARACH_1621
00D6: if 
0020:   $8280 > 1.6 
004D: jump_if_false @PARACH_1652 
0005: $8280 = 1.6 

:PARACH_1652
0065: 27@ -= $8280 // (float) 
00D6: if 
0042:   $8279 == 0.0 
004D: jump_if_false @PARACH_1712 
00D6: if 
8043:   not  25@ == 0.0 
004D: jump_if_false @PARACH_1712 
0013: 25@ *= 0.95 

:PARACH_1712
0088: $8278 = 26@ // (float) 
0011: $8278 *= 6.0 
008D: $8281 = integer $8283 to_float 
0061: $8281 -= $8278 // (float) 
0015: $8281 /= 256.0 
005D: 26@ += $8281 // (float) 
00D6: if 
0023:   -30.0 > 26@ 
004D: jump_if_false @PARACH_1795 
0007: 26@ = -30.0 

:PARACH_1795
00D6: if 
0021:   26@ > 30.0 
004D: jump_if_false @PARACH_1826 
0007: 26@ = 30.0 

:PARACH_1826
00D6: if 
0042:   $8281 == 0.0 
004D: jump_if_false @PARACH_1878 
00D6: if 
8043:   not  26@ == 0.0 
004D: jump_if_false @PARACH_1878 
0013: 26@ *= 0.97 

:PARACH_1878
02F6: $TEMPVAR_FLOAT_1 = sine 27@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = cosine 27@ // (float) 
0088: $8279 = 26@ // (float) 
0015: $8279 /= -5.0 
006D: $TEMPVAR_FLOAT_1 *= 2@ // (float) 
0069: $TEMPVAR_FLOAT_1 *= $8279 // (float) 
0011: $TEMPVAR_FLOAT_1 *= -1.0 
006D: $TEMPVAR_FLOAT_2 *= 2@ // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8279 // (float) 
083D: get_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276 
0011: $TEMPVAR_FLOAT_1 *= -1.0 
0059: $TEMPVAR_FLOAT_1 += $8278 // (float) 
0011: $TEMPVAR_FLOAT_1 *= 0.1 
0061: $8278 -= $TEMPVAR_FLOAT_1 // (float) 
0011: $TEMPVAR_FLOAT_2 *= -1.0 
0059: $TEMPVAR_FLOAT_2 += $8279 // (float) 
0011: $TEMPVAR_FLOAT_2 *= 0.1 
0061: $8279 -= $TEMPVAR_FLOAT_2 // (float) 
083C: set_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8277 
083E: set_actor 8@ rotation 26@ 0.0 27@ while_in_air 
00D6: if 
001A:   -100 > $8283 
004D: jump_if_false @PARACH_2171 
00D6: if 
8039:   not  15@ == 4 
004D: jump_if_false @PARACH_2164 
0006: 15@ = 4 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE_ACCEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PARACH_2164
0002: jump @PARACH_2406 

:PARACH_2171
00D6: if and
0038:   $8282 == 0 
8039:   not  15@ == 0 
004D: jump_if_false @PARACH_2248 
0006: 15@ = 0 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PARACH_2248
00D6: if and
001A:   0 > $8282 
8039:   not  15@ == -1 
004D: jump_if_false @PARACH_2327 
0006: 15@ = -1 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE_L" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PARACH_2327
00D6: if and
0018:   $8282 > 0 
8039:   not  15@ == 1 
004D: jump_if_false @PARACH_2406 
0006: 15@ = 1 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE_R" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PARACH_2406
0002: jump @PARACH_2431 

:PARACH_2413
083C: set_actor 8@ velocity_in_direction_XYZ 0.0 0.0 1@ 

:PARACH_2431
00D6: if or
00E1:   player 0 pressed_key 17 
0038:   $8299 == 1 
004D: jump_if_false @PARACH_2652 
00D6: if 
8038:   not  $8299 == 2 
004D: jump_if_false @PARACH_2652 
00D6: if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_2652 
0006: 17@ = 0 
0006: 15@ = 0 
0006: 14@ = 1 
0750: set_object 9@ visibility 1 
0001: wait 0 ms 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @PARACH_2652 
0812: AS_actor 8@ perform_animation "PARA_OPEN" IFP "PARACHUTE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 24@ 
0088: $8288 = 24@ // (float) 
0009: $8288 += 5.0 

:PARACH_2652
00D6: if and
0039:   12@ == 1 
87D6:   not  8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_2838 
0006: 17@ = 0 
0006: 15@ = 0 
0006: 14@ = 1 
0750: set_object 9@ visibility 1 
0001: wait 0 ms 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @PARACH_2838 
0812: AS_actor 8@ perform_animation "PARA_OPEN" IFP "PARACHUTE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 24@ 
0088: $8288 = 24@ // (float) 
0009: $8288 += 5.0 

:PARACH_2838
00D6: if 
0039:   14@ == 1 
004D: jump_if_false @PARACH_3568 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @PARACH_3540 
00D6: if 
0611:   actor 8@ performing_animation "PARA_OPEN" 
004D: jump_if_false @PARACH_3540 
0613: $8274 = actor 8@ animation "PARA_OPEN" time 
00A0: store_actor 8@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0011: $8274 *= 2.0 
000D: $8274 -= 0.5 
00D6: if 
0020:   $8274 > 1.0 
004D: jump_if_false @PARACH_2983 
0005: $8274 = 1.0 

:PARACH_2983
00D6: if 
0022:   0.0 > $8274 
004D: jump_if_false @PARACH_3014 
0005: $8274 = 0.0 

:PARACH_3014
00D6: if and
0032:   0.25 >= $8274 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_3120 
0005: $8297 = -2.0 
0005: $8298 = -2.0 
0089: 28@ = $8274 // (float) 
0013: 28@ *= 4.0 
00D6: if 
0039:   16@ == 1 
004D: jump_if_false @PARACH_3113 
0006: 16@ = 2 
0050: gosub @PARACH_6083 

:PARACH_3113
0050: gosub @PARACH_6307 

:PARACH_3120
00D6: if and
0020:   $8274 > 0.25 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_3236 
0005: $8297 = 5.0 
0005: $8298 = -5.0 
0089: 28@ = $8274 // (float) 
000F: 28@ -= 0.25 
0013: 28@ *= 1.333 
00D6: if 
0039:   16@ == 2 
004D: jump_if_false @PARACH_3229 
0006: 16@ = 3 
0050: gosub @PARACH_6083 

:PARACH_3229
0050: gosub @PARACH_6307 

:PARACH_3236
0086: $8276 = $8288 // (float) 
0069: $8276 *= $8274 // (float) 
0011: $8276 *= -1.0 
005F: $8276 += 24@ // (float) 
083D: get_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8277 
02F6: $TEMPVAR_FLOAT_1 = sine 27@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = cosine 27@ // (float) 
006D: $TEMPVAR_FLOAT_1 *= 5@ // (float) 
0011: $TEMPVAR_FLOAT_1 *= -1.0 
006D: $TEMPVAR_FLOAT_2 *= 5@ // (float) 
0011: $TEMPVAR_FLOAT_1 *= -1.0 
0059: $TEMPVAR_FLOAT_1 += $8278 // (float) 
0011: $TEMPVAR_FLOAT_1 *= 0.01 
0061: $8278 -= $TEMPVAR_FLOAT_1 // (float) 
0011: $TEMPVAR_FLOAT_2 *= -1.0 
0059: $TEMPVAR_FLOAT_2 += $8279 // (float) 
0011: $TEMPVAR_FLOAT_2 *= 0.01 
0061: $8279 -= $TEMPVAR_FLOAT_2 // (float) 
083C: set_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276 
00D6: if 
0042:   $8274 == 1.0 
004D: jump_if_false @PARACH_3540 
0812: AS_actor 8@ perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 2.0 lockF 1 loop 1 // IF AND SET 
0006: 14@ = 2 
0089: 29@ = $8276 // (float) 
0007: 25@ = 0.0 

:PARACH_3540
00D6: if 
0023:   3.0 > 30@ 
004D: jump_if_false @PARACH_3568 
0006: 14@ = 3 

:PARACH_3568
00D6: if 
0039:   14@ == 2 
004D: jump_if_false @PARACH_5824 
00D6: if and
8039:   not  13@ == 5 
04AD:   actor 8@ in_water 
004D: jump_if_false @PARACH_3616 
0006: 13@ = 4 

:PARACH_3616
00D6: if 
0039:   13@ == 0 
004D: jump_if_false @PARACH_4766 
02F6: $TEMPVAR_FLOAT_1 = sine 27@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = cosine 27@ // (float) 
0004: $8284 = 0 
0004: $8285 = 0 
00D6: if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_3706 
0494: get_joystick 0 direction_offset_to $8282 $8283 $8284 $8285 
0002: jump @PARACH_3728 

:PARACH_3706
008A: $8282 = 22@ // (int) 
0004: $8283 = 0 
0004: $8284 = 0 

:PARACH_3728
00D6: if and
8038:   not  $8284 == 0 
8038:   not  $8285 == 0 
004D: jump_if_false @PARACH_3753 

:PARACH_3753
00D6: if or
0018:   $8283 > 100 
0039:   12@ == 2 
004D: jump_if_false @PARACH_3811 
006D: $TEMPVAR_FLOAT_1 *= 6@ // (float) 
0011: $TEMPVAR_FLOAT_1 *= -1.0 
006D: $TEMPVAR_FLOAT_2 *= 6@ // (float) 
0002: jump @PARACH_3837 

:PARACH_3811
006D: $TEMPVAR_FLOAT_1 *= 5@ // (float) 
0011: $TEMPVAR_FLOAT_1 *= -1.0 
006D: $TEMPVAR_FLOAT_2 *= 5@ // (float) 

:PARACH_3837
0084: $8285 = $8283 // (int) 
083E: set_actor 8@ rotation 0.0 25@ 27@ while_in_air 
00D6: if 
0021:   30@ > 3.0 
004D: jump_if_false @PARACH_4574 
008D: $8281 = integer $8282 to_float 
0015: $8281 /= 128.0 
005D: 25@ += $8281 // (float) 
00D6: if 
0021:   25@ > 45.0 
004D: jump_if_false @PARACH_3939 
0007: 25@ = 45.0 

:PARACH_3939
00D6: if 
0023:   -45.0 > 25@ 
004D: jump_if_false @PARACH_3970 
0007: 25@ = -45.0 

:PARACH_3970
0088: $8280 = 25@ // (float) 
0015: $8280 /= 15.0 
0065: 27@ -= $8280 // (float) 
00D6: if 
0042:   $8281 == 0.0 
004D: jump_if_false @PARACH_4048 
00D6: if 
8043:   not  25@ == 0.0 
004D: jump_if_false @PARACH_4048 
0013: 25@ *= 0.95 

:PARACH_4048
083E: set_actor 8@ rotation 0.0 25@ 27@ while_in_air 
00D6: if or
0018:   $8283 > 100 
0039:   12@ == 2 
004D: jump_if_false @PARACH_4211 
0088: $TEMPVAR_FLOAT_3 = 4@ // (float) 
00D6: if 
8039:   not  15@ == 4 
004D: jump_if_false @PARACH_4204 
0006: 15@ = 4 
0812: AS_actor 8@ perform_animation "PARA_DECEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 

:PARACH_4204
0002: jump @PARACH_4574 

:PARACH_4211
0088: $TEMPVAR_FLOAT_3 = 3@ // (float) 
00D6: if and
0042:   $8281 == 0.0 
8039:   not  15@ == 0 
004D: jump_if_false @PARACH_4336 
0006: 15@ = 0 
0812: AS_actor 8@ perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 

:PARACH_4336
00D6: if and
0022:   0.0 > $8281 
8039:   not  15@ == -1 
004D: jump_if_false @PARACH_4455 
0006: 15@ = -1 
0812: AS_actor 8@ perform_animation "PARA_STEERL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 

:PARACH_4455
00D6: if and
0020:   $8281 > 0.0 
8039:   not  15@ == 1 
004D: jump_if_false @PARACH_4574 
0006: 15@ = 1 
0812: AS_actor 8@ perform_animation "PARA_STEERR" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 

:PARACH_4574
083D: get_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276 
0011: $TEMPVAR_FLOAT_1 *= -1.0 
0059: $TEMPVAR_FLOAT_1 += $8278 // (float) 
0011: $TEMPVAR_FLOAT_1 *= 0.1 
0061: $8278 -= $TEMPVAR_FLOAT_1 // (float) 
0011: $TEMPVAR_FLOAT_2 *= -1.0 
0059: $TEMPVAR_FLOAT_2 += $8279 // (float) 
0011: $TEMPVAR_FLOAT_2 *= 0.1 
0061: $8279 -= $TEMPVAR_FLOAT_2 // (float) 
0011: $TEMPVAR_FLOAT_3 *= -1.0 
005F: $TEMPVAR_FLOAT_3 += 29@ // (float) 
0011: $TEMPVAR_FLOAT_3 *= 0.2 
0088: $8276 = 29@ // (float) 
0061: $8276 -= $TEMPVAR_FLOAT_3 // (float) 
0089: 29@ = $8276 // (float) 
083C: set_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276 
0069: $8278 *= $8278 // (float) 
0069: $8279 *= $8279 // (float) 
0086: $8280 = $8278 // (float) 
0059: $8280 += $8279 // (float) 
01FB: $8280 = square_root $8280 

:PARACH_4766
00D6: if 
0023:   3.0 > 30@ 
004D: jump_if_false @PARACH_5104 
0173: set_actor 8@ Z_angle_to 27@ 
0007: 25@ = 0.0 
02F6: $TEMPVAR_FLOAT_1 = sine 27@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = cosine 27@ // (float) 
006D: $TEMPVAR_FLOAT_1 *= 6@ // (float) 
0011: $TEMPVAR_FLOAT_1 *= -1.0 
006D: $TEMPVAR_FLOAT_2 *= 6@ // (float) 
083C: set_actor 8@ velocity_in_direction_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 -2.0 
00D6: if 
0039:   13@ == 0 
004D: jump_if_false @PARACH_5012 
0006: 13@ = 1 
0812: AS_actor 8@ perform_animation "PARA_DECEL" IFP "PARACHUTE" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 4.0 lockF 1 loop 1 // IF AND SET 
00D6: if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_5012 
0086: $8297 = $8292 // (float) 
0086: $8298 = $8291 // (float) 
0050: gosub @PARACH_6083 

:PARACH_5012
00D6: if and
0039:   13@ == 1 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_5104 
0007: 28@ = 3.0 
0063: 28@ -= 30@ // (float) 
0013: 28@ *= 0.75 
00D6: if 
0021:   28@ > 1.0 
004D: jump_if_false @PARACH_5097 
0007: 28@ = 1.0 

:PARACH_5097
0050: gosub @PARACH_6307 

:PARACH_5104
00D6: if and
0023:   1.5 > 30@ 
0039:   13@ == 1 
004D: jump_if_false @PARACH_5219 
0006: 13@ = 2 
0812: AS_actor 8@ perform_animation "PARA_LAND" IFP "PARACHUTE" framedelta 1000.0 loopA 0 lockX 1 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 

:PARACH_5219
00D6: if 
0039:   13@ == 2 
004D: jump_if_false @PARACH_5496 
00D6: if 
0611:   actor 8@ performing_animation "PARA_LAND" 
004D: jump_if_false @PARACH_5496 
0613: $8274 = actor 8@ animation "PARA_LAND" time 
00D6: if 
0042:   $8274 == 1.0 
004D: jump_if_false @PARACH_5496 
0108: destroy_object 9@ 
0108: destroy_object 10@ 
04A5: get_dead_actor_pickup_coords 8@ store_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
8039:   not  0@ == -1 
004D: jump_if_false @PARACH_5351 
0215: destroy_pickup 0@ 

:PARACH_5351
05B9: AS_actor 8@ stay_idle 1 ms 
0792: disembark_instantly_actor 8@ 
0006: 14@ = 3 
083E: set_actor 8@ rotation 0.0 0.0 0.0 while_in_air 
0173: set_actor 8@ Z_angle_to 27@ 
00A0: store_actor 8@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_5438 
0004: $8289 = 1 

:PARACH_5438
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @PARACH_5463 
0050: gosub @PARACH_6417 

:PARACH_5463
0006: 0@ = 0 
0213: 0@ = create_pickup #BRIEFCASE type 3 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0006: 13@ = 3 

:PARACH_5496
00D6: if 
0039:   13@ == 4 
004D: jump_if_false @PARACH_5623 
0812: AS_actor 8@ perform_animation "PARA_LAND_WATER" IFP "PARACHUTE" framedelta 1000.0 loopA 0 lockX 1 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1.0 lockF 0 loop 1 // IF AND SET 
0006: 13@ = 5 
0005: $8274 = 0.0 

:PARACH_5623
00D6: if 
0039:   13@ == 5 
004D: jump_if_false @PARACH_5824 
00D6: if 
0611:   actor 8@ performing_animation "PARA_LAND_WATER" 
004D: jump_if_false @PARACH_5699 
0613: $8274 = actor 8@ animation "PARA_LAND_WATER" time 

:PARACH_5699
00D6: if 
0042:   $8274 == 1.0 
004D: jump_if_false @PARACH_5824 
00D6: if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_5746 
0004: $8289 = 1 

:PARACH_5746
0108: destroy_object 9@ 
0108: destroy_object 10@ 
0006: 13@ = 3 
05B9: AS_actor 8@ stay_idle 1 ms 
0792: disembark_instantly_actor 8@ 
0006: 14@ = 3 
083E: set_actor 8@ rotation 0.0 0.0 0.0 while_in_air 
0173: set_actor 8@ Z_angle_to 27@ 
00A0: store_actor 8@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 

:PARACH_5824
00D6: if and
0039:   14@ == 3 
0039:   13@ == 0 
004D: jump_if_false @PARACH_5935 
075A: set_object 9@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1.0 lockF 0 loop 1 // IF AND SET 
0829: actor 8@ perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
0006: 13@ = 1 

:PARACH_5935
00D6: if 
0039:   14@ == 3 
004D: jump_if_false @PARACH_6053 
00D6: if 
0214:   pickup 0@ picked_up 
004D: jump_if_false @PARACH_6004 
0006: 11@ = 10 
0006: 17@ = 0 
0006: 14@ = 0 
0006: 7@ = 0 
0006: 13@ = 0 

:PARACH_6004
00D6: if 
80FE:   not actor 8@ sphere 0 in_sphere $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 50.0 50.0 50.0 
004D: jump_if_false @PARACH_6053 
0002: jump @PARACH_6417 

:PARACH_6053
00D6: if 
0118:   actor 8@ dead 
004D: jump_if_false @PARACH_6076 
0002: jump @PARACH_6417 

:PARACH_6076
0002: jump @PARACH_146 

:PARACH_6083
068D: get_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A0: store_actor 8@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0086: $8278 = $TEMPVAR_X_COORD // (float) 
0061: $8278 -= $TEMPVAR_FLOAT_1 // (float) 
0086: $8279 = $TEMPVAR_Y_COORD // (float) 
0061: $8279 -= $TEMPVAR_FLOAT_2 // (float) 
0086: $8293 = $TEMPVAR_FLOAT_3 // (float) 
0061: $8293 -= $TEMPVAR_Z_COORD // (float) 
0086: $8276 = $8278 // (float) 
0069: $8276 *= $8278 // (float) 
0086: $8277 = $8279 // (float) 
0069: $8277 *= $8279 // (float) 
0086: $8294 = $8276 // (float) 
0059: $8294 += $8277 // (float) 
0011: $8294 *= -1.0 
01FB: $8294 = square_root $8294 
0086: $8295 = $8297 // (float) 
0061: $8295 -= $8293 // (float) 
0011: $8294 *= -1.0 
0086: $8296 = $8298 // (float) 
0061: $8296 -= $8294 // (float) 
00D6: if 
0039:   16@ == 0 
004D: jump_if_false @PARACH_6305 
0006: 16@ = 1 
0086: $8291 = $8294 // (float) 
0086: $8292 = $8293 // (float) 

:PARACH_6305
0051: return 

:PARACH_6307
00A0: store_actor 8@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0088: $8278 = 28@ // (float) 
0011: $8278 *= 180.0 
02F7: $8278 = cosine $8278 // (float) 
000D: $8278 -= 1.0 
0011: $8278 *= -0.5 
0086: $TEMPVAR_FLOAT_3 = $8295 // (float) 
0069: $TEMPVAR_FLOAT_3 *= $8278 // (float) 
0059: $TEMPVAR_FLOAT_3 += $8293 // (float) 
0086: $TEMPVAR_FLOAT_2 = $8296 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8278 // (float) 
0059: $TEMPVAR_FLOAT_2 += $8294 // (float) 
0051: return 

:PARACH_6417
04EF: release_animation "PARACHUTE" 
0249: release_model #PARACHUTE 
0249: release_model #PARA_PACK 
00D6: if 
8039:   not  0@ == -1 
004D: jump_if_false @PARACH_6463 
0215: destroy_pickup 0@ 

:PARACH_6463
0108: destroy_object 9@ 
0108: destroy_object 10@ 
00D6: if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_6499 
0004: $8299 = 0 

:PARACH_6499
004E: end_thread 
0051: return 

:PARACH_6503
00A0: store_actor 8@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0086: $TEMPVAR_FLOAT_1 = $8271 // (float) 
0061: $TEMPVAR_FLOAT_1 -= $TEMPVAR_X_COORD // (float) 
0086: $TEMPVAR_FLOAT_2 = $8272 // (float) 
0061: $TEMPVAR_FLOAT_2 -= $TEMPVAR_Y_COORD // (float) 
0086: $TEMPVAR_FLOAT_3 = $TEMPVAR_Z_COORD // (float) 
0061: $TEMPVAR_FLOAT_3 -= $8273 // (float) 
00D6: if 
0039:   17@ == 1 
004D: jump_if_false @PARACH_6683 
0069: $TEMPVAR_FLOAT_1 *= $TEMPVAR_FLOAT_1 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $TEMPVAR_FLOAT_2 // (float) 
0059: $TEMPVAR_FLOAT_1 += $TEMPVAR_FLOAT_2 // (float) 
01FB: $TEMPVAR_FLOAT_1 = square_root $TEMPVAR_FLOAT_1 
0086: $8276 = $TEMPVAR_FLOAT_3 // (float) 
0071: $8276 /= $TEMPVAR_FLOAT_1 // (float) 
0088: $8277 = 3@ // (float) 
0075: $8277 /= 5@ // (float) 
0011: $8277 *= -1.2 
00D6: if 
0024:   $8277 > $8276 // (float) 
004D: jump_if_false @PARACH_6683 
0006: 12@ = 1 

:PARACH_6683
00D6: if 
0039:   14@ == 2 
004D: jump_if_false @PARACH_7350 
0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to 20@ 
0172: 19@ = actor 8@ Z_angle 
000F: 3@ -= 1.0 
000F: 4@ -= 1.0 
0087: 21@ = 20@ // (float) 
0063: 21@ -= 19@ // (float) 
00D6: if 
001D:   32@ > 23@ // (int) 
004D: jump_if_false @PARACH_7137 
0085: 23@ = 32@ // (int) 
000A: 23@ += 3000 
0208: $8286 = random_float_in_ranges -20.0 0.0 
0208: $8287 = random_float_in_ranges 0.0 20.0 
0069: $TEMPVAR_FLOAT_1 *= $TEMPVAR_FLOAT_1 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $TEMPVAR_FLOAT_2 // (float) 
0059: $TEMPVAR_FLOAT_1 += $TEMPVAR_FLOAT_2 // (float) 
01FB: $TEMPVAR_FLOAT_1 = square_root $TEMPVAR_FLOAT_1 
0086: $8277 = $TEMPVAR_FLOAT_1 // (float) 
0075: $8277 /= 5@ // (float) 
0086: $8276 = $TEMPVAR_FLOAT_3 // (float) 
0071: $8276 /= $8277 // (float) 
0088: $8277 = 3@ // (float) 
005F: $8277 += 4@ // (float) 
0015: $8277 /= 2.0 
0088: $8278 = 3@ // (float) 
0067: $8278 -= 4@ // (float) 
0015: $8278 /= 4.0 
0059: $8278 += $8277 // (float) 
0088: $8279 = 3@ // (float) 
0067: $8279 -= 4@ // (float) 
0015: $8279 /= -4.0 
0059: $8279 += $8277 // (float) 
0011: $8278 *= -1.0 
0011: $8279 *= -1.0 
00D6: if and
0024:   $8278 > $8276 // (float) 
0024:   $8276 > $8279 // (float) 
004D: jump_if_false @PARACH_7085 
0209: $8282 = random_int_in_ranges 0 2 
00D6: if 
0038:   $8282 == 0 
004D: jump_if_false @PARACH_7060 
0006: 12@ = 2 

:PARACH_7060
00D6: if 
0038:   $8282 == 1 
004D: jump_if_false @PARACH_7085 
0006: 12@ = 0 

:PARACH_7085
00D6: if 
0034:   $8276 >= $8278 // (float) 
004D: jump_if_false @PARACH_7111 
0006: 12@ = 0 

:PARACH_7111
00D6: if 
0034:   $8279 >= $8276 // (float) 
004D: jump_if_false @PARACH_7137 
0006: 12@ = 2 

:PARACH_7137
00D6: if or
0026:   $8286 > 21@ // (float) 
0027:   21@ > $8287 // (float) 
004D: jump_if_false @PARACH_7323 
00D6: if 
0023:   -180.0 > 21@ 
004D: jump_if_false @PARACH_7195 
000B: 21@ += 360.0 

:PARACH_7195
00D6: if 
0021:   21@ > 180.0 
004D: jump_if_false @PARACH_7226 
000F: 21@ -= 360.0 

:PARACH_7226
0017: 21@ /= 180.0 
00D6: if 
0021:   21@ > 1.0 
004D: jump_if_false @PARACH_7267 
0007: 21@ = 1.0 

:PARACH_7267
00D6: if 
0023:   -1.0 > 21@ 
004D: jump_if_false @PARACH_7298 
0007: 21@ = -1.0 

:PARACH_7298
0013: 21@ *= -128.0 
0092: 22@ = float 21@ to_integer 
0002: jump @PARACH_7330 

:PARACH_7323
0006: 22@ = 0 

:PARACH_7330
000B: 3@ += 1.0 
000B: 4@ += 1.0 

:PARACH_7350
0051: return 
004E: end_thread 

//-------------External script 2 (BCESAR2)---------------

:BCESAR2
03A4: name_thread 'BCESAR2' 
00D6: if or
0038:   $WEEKDAY == 1 
0038:   $WEEKDAY == 3 
0038:   $WEEKDAY == 5 
004D: jump_if_false @BCESAR2_50 
0002: jump @BCESAR2_6142 

:BCESAR2_50
00D6: if 
0028:   $SYNDICATE_TOTAL_PASSED_MISSIONS >= 10 
004D: jump_if_false @BCESAR2_75 
0002: jump @BCESAR2_6142 

:BCESAR2_75
0050: gosub @SUB_GET_TIME_FROM_LAST_CALL 
00D6: if 
0038:   $TIME_FROM_LAST_CALL_GOT_FLAG == 0 
004D: jump_if_false @BCESAR2_107 
0002: jump @BCESAR2_6142 

:BCESAR2_107
0111: set_wasted_busted_check 0 
00D6: if 
0038:   $BCESAR2_PASSED_ONCE == 0 
004D: jump_if_false @BCESAR2_131 
0317: increment_mission_attempts 

:BCESAR2_131
0004: $BCESAR2_SCRIPT_LAUNCHED = 1 
0004: $2204 = 1 
0001: wait 0 ms 
0006: 0@ = 0 
0006: 1@ = 5 
0006: 21@ = 0 
0006: 3@ = 0 
0006: 4@ = 0 
0006: 23@ = 0 
0004: $8386 = 0 
0004: $8387 = 0 
0004: $8389 = 1 
0004: $8388 = 0 
0004: $8390 = 1 
0004: $8391 = 2 
0004: $8312 = 0 
0004: $8322[0] = 0 
0004: $8322[1] = 0 
0004: $8322[2] = 0 
0004: $8322[3] = 0 
0004: $8322[4] = 0 
0004: $8322[5] = 0 
0004: $8305[0] = 0 
0004: $8305[1] = 0 
0004: $8305[2] = 0 
0004: $8305[3] = 0 
0004: $8305[4] = 0 
0004: $8305[5] = 0 
0006: 10@ = 0 
0006: 11@ = 1 
0006: 19@ = 1000 
0007: 31@ = 40.0 
0209: $8311 = random_int_in_ranges 0 2 
00D6: if 
0038:   $8311 == 0 
004D: jump_if_false @BCESAR2_390 
0006: 9@ = 114 

:BCESAR2_390
00D6: if 
0038:   $8311 == 1 
004D: jump_if_false @BCESAR2_415 
0006: 9@ = 96 

:BCESAR2_415
00D6: if 
0038:   $8311 == 2 
004D: jump_if_false @BCESAR2_440 
0006: 9@ = 115 

:BCESAR2_440
00D6: if 
0038:   $8311 == 0 
004D: jump_if_false @BCESAR2_489 
0086: $8313 = $X_BCE2_PATRIOT_CHECKPOINTS[0] // (float) 
0086: $8314 = $Y_BCE2_PATRIOT_CHECKPOINTS[0] // (float) 
0086: $8315 = $Z_BCE2_PATRIOT_CHECKPOINTS[0] // (float) 
0002: jump @BCESAR2_562 

:BCESAR2_489
00D6: if 
0038:   $8311 == 1 
004D: jump_if_false @BCESAR2_538 
0086: $8313 = $4532[0] // (float) 
0086: $8314 = $4630[0] // (float) 
0086: $8315 = $4728[0] // (float) 
0002: jump @BCESAR2_562 

:BCESAR2_538
0086: $8313 = $4826[0] // (float) 
0086: $8314 = $4943[0] // (float) 
0086: $8315 = $5060[0] // (float) 

:BCESAR2_562
0247: load_model #FAM3 
0247: load_model #PATRIOT 
0247: load_model #MICRO_UZI 
0247: load_model #CELLPHONE 

:BCESAR2_581
00D6: if or
8248:   not model #FAM3 available 
8248:   not model #PATRIOT available 
8248:   not model #MICRO_UZI available 
8248:   not model #CELLPHONE available 
004D: jump_if_false @BCESAR2_622 
0001: wait 0 ms 
0002: jump @BCESAR2_581 

:BCESAR2_622
0506: set_car_model #PATRIOT next_variation 2 2 // first param is useless 
0674: set_car_model #PATRIOT numberplate "_ASSMAN_" 
00A5: 26@ = create_car #PATRIOT at $8313 $8314 $8315 
0587: enable_car 26@ validate_position 0 
0129: 25@ = create_actor_pedtype 4 model #FAM3 in_car 26@ driverseat 
0446: set_actor 25@ dismemberment_possible 0 
02AB: set_actor 25@ immunities BP 1 FP 1 EP 1 CP 0 MP 1 
02AC: set_car 26@ immunities BP 1 FP 1 EP 1 CP 0 MP 1 
00AD: set_car 26@ max_speed_to 40.0 
072F: enable_car 26@ stuck_check_distance 2.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 2 // extended 03CC 
020A: set_car 26@ door_status_to 3 
05D1: AS_actor 25@ drive_car 26@ to $X_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Y_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Z_BCE2_PATRIOT_CHECKPOINTS(10@,116f) speed 31@ 0 model #NULL 2 
0186: 27@ = create_marker_above_car 26@ 
02AA: set_car 26@ immune_to_nonplayer 1 
00D6: if 
0018:   $BCESAR2_TIMES_PASSED > 0 
004D: jump_if_false @BCESAR2_978 
01C8: 28@ = create_actor_pedtype 4 model #FAM3 in_car 26@ passenger_seat 0 
01B2: give_actor 28@ weapon 28 ammo 16000 // Load the weapon model before using this 
01B9: set_actor 28@ armed_weapon_to 28 
02E2: set_actor 28@ weapon_accuracy_to 90 
00D6: if 
0018:   $BCESAR2_TIMES_PASSED > 1 
004D: jump_if_false @BCESAR2_978 
01C8: 29@ = create_actor_pedtype 4 model #FAM3 in_car 26@ passenger_seat 1 
01B2: give_actor 29@ weapon 28 ammo 16000 // Load the weapon model before using this 
01B9: set_actor 29@ armed_weapon_to 28 
02E2: set_actor 29@ weapon_accuracy_to 90 
00D6: if 
0018:   $BCESAR2_TIMES_PASSED > 2 
004D: jump_if_false @BCESAR2_978 
01C8: 30@ = create_actor_pedtype 4 model #FAM3 in_car 26@ passenger_seat 2 
01B2: give_actor 30@ weapon 28 ammo 16000 // Load the weapon model before using this 
01B9: set_actor 30@ armed_weapon_to 28 
02E2: set_actor 30@ weapon_accuracy_to 90 

:BCESAR2_978
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @BCESAR2_1022 
039F: set_car 26@ race_to $X_BCE2_PATRIOT_CHECKPOINTS(11@,116f) $Y_BCE2_PATRIOT_CHECKPOINTS(11@,116f) 
0002: jump @BCESAR2_1041 

:BCESAR2_1022
039F: set_car 26@ race_to $X_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Y_BCE2_PATRIOT_CHECKPOINTS(10@,116f) 

:BCESAR2_1041
0005: $8329[0] = -0.65 
0005: $8335[0] = -2.307 
0005: $8341[0] = 0.26 
0005: $8329[1] = -0.047 
0005: $8335[1] = -2.307 
0005: $8341[1] = 0.26 
0005: $8329[2] = 0.554 
0005: $8335[2] = -2.307 
0005: $8341[2] = 0.26 
0005: $8329[3] = 0.554 
0005: $8335[3] = -1.808 
0005: $8341[3] = 0.26 
0005: $8329[4] = -0.65 
0005: $8335[4] = -1.808 
0005: $8341[4] = 0.26 
0005: $8329[5] = -0.047 
0005: $8335[5] = -1.808 
0005: $8341[5] = 0.26 

:BCESAR2_1221
00D6: if 
8039:   not  0@ == 6 
004D: jump_if_false @BCESAR2_1471 
0001: wait 0 ms 
00D6: if 
8119:   not car 26@ wrecked 
004D: jump_if_false @BCESAR2_1464 
00D6: if 
0038:   $8322(0@,6i) == 0 
004D: jump_if_false @BCESAR2_1457 
0208: $8328 = random_float_in_ranges 0.0 19.9 
00D6: if and
0022:   20.0 > $8328 
0020:   $8328 > 10.0 
004D: jump_if_false @BCESAR2_1337 
0009: $8328 += 340.0 

:BCESAR2_1337
0107: $8316(0@,6i) = create_object #CM_BOX at $8329(0@,6f) $8335(0@,6f) $8341(0@,6f) 
0681: attach_object $8316(0@,6i) to_car 26@ with_offset $8329(0@,6f) $8335(0@,6f) $8341(0@,6f) rotation 0.0 0.0 0.0 
034D: rotate_object $8316(0@,6i) from_angle $8328 to_angle $8328 flag 1 
0382: set_object $8316(0@,6i) collision_detection 0 
0392: make_object $8316(0@,6i) moveable 0 

:BCESAR2_1457
000A: 0@ += 1 

:BCESAR2_1464
0002: jump @BCESAR2_1221 

:BCESAR2_1471
01BD: 12@ = current_time_in_ms 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCESAR2_1503 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 

:BCESAR2_1503
05A9: s$8347[1] = 'MCES07A' // s$  // ~z~'Sup.
05A9: s$8347[2] = 'MCES07B' // s$  // ~z~The cash is leaving Los Santos again.
05A9: s$8347[3] = 'MCES07C' // s$  // ~z~OK, I'm on it!
05A9: s$8347[4] = 'MCES06A' // s$  // ~z~Hey Cesar. Whattup?
05A9: s$8347[5] = 'MCES06B' // s$  // ~z~I got the low-down on Smoke's yay!
05A9: s$8347[6] = 'MCES06C' // s$  // ~z~Word is, every Monday and Friday the cash leaves Los Santos for San Fierro.
05A9: s$8347[7] = 'MCES06D' // s$  // ~z~Then every Wednesday and Saturday a courier takes the yay back to Big Smoke.
05A9: s$8347[8] = 'MCES06E' // s$  // ~z~OK, I'll keep an eye out for them.
05A9: s$8347[9] = 'MCES06F' // s$  // ~z~See if I can't spoil their little party.
05A9: s$8347[10] = 'MCES06G' // s$  // ~z~A'ight man.
05A9: s$8347[11] = 'MCES07D' // s$  // ~z~Gonna have to let this one slide, man, got too much shit on my plate.
04AE: $8371[1] = 25280 // = constant 
04AE: $8371[2] = 25281 // = constant 
04AE: $8371[3] = 25282 // = constant 
04AE: $8371[4] = 25273 // = constant 
04AE: $8371[5] = 25274 // = constant 
04AE: $8371[6] = 25275 // = constant 
04AE: $8371[7] = 25276 // = constant 
04AE: $8371[8] = 25277 // = constant 
04AE: $8371[9] = 25278 // = constant 
04AE: $8371[10] = 25279 // = constant 
04AE: $8371[11] = 25283 // = constant 
0247: load_model #CELLPHONE 
038B: load_requested_models 
03CF: load_wav 20804 as 3 

:BCESAR2_1759
00D6: if or
8248:   not model #CELLPHONE available 
83D0:   not wav 3 loaded 
004D: jump_if_false @BCESAR2_1790 
0001: wait 0 ms 
0002: jump @BCESAR2_1759 

:BCESAR2_1790
0050: gosub @SUB_GET_TIME_FROM_LAST_CALL 
00D6: if 
0038:   $TIME_FROM_LAST_CALL_GOT_FLAG == 0 
004D: jump_if_false @BCESAR2_1822 
0002: jump @BCESAR2_6142 

:BCESAR2_1822
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
03D1: play_wav 3 
0001: wait 2000 ms 
040D: unload_wav 3 

:BCESAR2_1842
0001: wait 0 ms 
00D6: if 
8038:   not  $8387 == 0 
004D: jump_if_false @BCESAR2_2185 
00D6: if 
0038:   $8386 == 0 
004D: jump_if_false @BCESAR2_1910 
00D6: if 
03D0:   wav $8391 loaded 
004D: jump_if_false @BCESAR2_1903 
040D: unload_wav $8391 

:BCESAR2_1903
0004: $8386 = 1 

:BCESAR2_1910
00D6: if 
0038:   $8386 == 1 
004D: jump_if_false @BCESAR2_1947 
03CF: load_wav $8371($8387,12i) as $8390 
0004: $8386 = 2 

:BCESAR2_1947
00D6: if 
0038:   $8386 == 2 
004D: jump_if_false @BCESAR2_2007 
00D6: if 
03D0:   wav $8390 loaded 
004D: jump_if_false @BCESAR2_2007 
03D1: play_wav $8390 
00BC: show_text_highpriority GXT $8347($8387,12s) time 10000 flag 1 
0004: $8386 = 3 

:BCESAR2_2007
00D6: if 
0038:   $8386 == 3 
004D: jump_if_false @BCESAR2_2185 
00D6: if 
03D2:   wav $8390 ended 
004D: jump_if_false @BCESAR2_2124 
03D5: remove_text $8347($8387,12s) 
00D6: if 
0038:   $8390 == 1 
004D: jump_if_false @BCESAR2_2089 
0004: $8390 = 2 
0004: $8391 = 1 
0002: jump @BCESAR2_2103 

:BCESAR2_2089
0004: $8390 = 1 
0004: $8391 = 2 

:BCESAR2_2103
0004: $8387 = 0 
0004: $8386 = 0 
0002: jump @BCESAR2_2185 

:BCESAR2_2124
00D6: if 
83D0:   not wav $8391 loaded 
004D: jump_if_false @BCESAR2_2185 
00D6: if 
001A:   10 > $8387 
004D: jump_if_false @BCESAR2_2185 
0084: $8389 = $8387 // (int) 
0008: $8389 += 1 
03CF: load_wav $8371($8389,12i) as $8391 

:BCESAR2_2185
00D6: if 
0018:   $BCESAR2_TIMES_PASSED > 0 
004D: jump_if_false @BCESAR2_2676 
00D6: if 
0038:   $8388 == 0 
004D: jump_if_false @BCESAR2_2258 
00D6: if 
0038:   $8386 == 0 
004D: jump_if_false @BCESAR2_2258 
0004: $8387 = 1 
0004: $8388 = 1 
01BD: $8385 = current_time_in_ms 

:BCESAR2_2258
00D6: if 
0038:   $8388 == 1 
004D: jump_if_false @BCESAR2_2373 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
00D6: if 
0018:   $8383 > 1000 
004D: jump_if_false @BCESAR2_2373 
00D6: if 
0038:   $8386 == 0 
004D: jump_if_false @BCESAR2_2373 
0004: $8387 = 2 
0004: $8388 = 2 
0004: $8312 = 0 
01BD: $8385 = current_time_in_ms 
03E6: remove_text_box 
0512: show_permanent_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~

:BCESAR2_2373
00D6: if 
0038:   $8388 == 2 
004D: jump_if_false @BCESAR2_2443 
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @BCESAR2_2417 
03E6: remove_text_box 
0004: $8312 = 2 

:BCESAR2_2417
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @BCESAR2_2443 
03E6: remove_text_box 
0004: $8312 = 1 

:BCESAR2_2443
00D6: if 
0038:   $8312 == 1 
004D: jump_if_false @BCESAR2_2556 
00D6: if 
0038:   $8388 == 2 
004D: jump_if_false @BCESAR2_2556 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
00D6: if 
0018:   $8383 > 1000 
004D: jump_if_false @BCESAR2_2556 
00D6: if 
0038:   $8386 == 0 
004D: jump_if_false @BCESAR2_2556 
0004: $8387 = 3 
0004: $8388 = 7 
01BD: $8385 = current_time_in_ms 

:BCESAR2_2556
00D6: if 
0038:   $8312 == 2 
004D: jump_if_false @BCESAR2_2669 
00D6: if 
0038:   $8388 == 2 
004D: jump_if_false @BCESAR2_2669 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
00D6: if 
0018:   $8383 > 1000 
004D: jump_if_false @BCESAR2_2669 
00D6: if 
0038:   $8386 == 0 
004D: jump_if_false @BCESAR2_2669 
0004: $8387 = 11 
0004: $8388 = 7 
01BD: $8385 = current_time_in_ms 

:BCESAR2_2669
0002: jump @BCESAR2_3301 

:BCESAR2_2676
00D6: if 
0038:   $8388 == 0 
004D: jump_if_false @BCESAR2_2731 
00D6: if 
0038:   $8386 == 0 
004D: jump_if_false @BCESAR2_2731 
0004: $8387 = 4 
0004: $8388 = 1 
01BD: $8385 = current_time_in_ms 

:BCESAR2_2731
00D6: if 
0038:   $8388 == 1 
004D: jump_if_false @BCESAR2_2826 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
00D6: if 
0018:   $8383 > 1000 
004D: jump_if_false @BCESAR2_2826 
00D6: if 
0038:   $8386 == 0 
004D: jump_if_false @BCESAR2_2826 
0004: $8387 = 5 
0004: $8388 = 2 
01BD: $8385 = current_time_in_ms 

:BCESAR2_2826
00D6: if 
0038:   $8388 == 2 
004D: jump_if_false @BCESAR2_2921 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
00D6: if 
0018:   $8383 > 1000 
004D: jump_if_false @BCESAR2_2921 
00D6: if 
0038:   $8386 == 0 
004D: jump_if_false @BCESAR2_2921 
0004: $8387 = 6 
0004: $8388 = 3 
01BD: $8385 = current_time_in_ms 

:BCESAR2_2921
00D6: if 
0038:   $8388 == 3 
004D: jump_if_false @BCESAR2_3016 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
00D6: if 
0018:   $8383 > 1000 
004D: jump_if_false @BCESAR2_3016 
00D6: if 
0038:   $8386 == 0 
004D: jump_if_false @BCESAR2_3016 
0004: $8387 = 7 
0004: $8388 = 4 
01BD: $8385 = current_time_in_ms 

:BCESAR2_3016
00D6: if 
0038:   $8388 == 4 
004D: jump_if_false @BCESAR2_3111 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
00D6: if 
0018:   $8383 > 1000 
004D: jump_if_false @BCESAR2_3111 
00D6: if 
0038:   $8386 == 0 
004D: jump_if_false @BCESAR2_3111 
0004: $8387 = 8 
0004: $8388 = 5 
01BD: $8385 = current_time_in_ms 

:BCESAR2_3111
00D6: if 
0038:   $8388 == 5 
004D: jump_if_false @BCESAR2_3206 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
00D6: if 
0018:   $8383 > 1000 
004D: jump_if_false @BCESAR2_3206 
00D6: if 
0038:   $8386 == 0 
004D: jump_if_false @BCESAR2_3206 
0004: $8387 = 9 
0004: $8388 = 6 
01BD: $8385 = current_time_in_ms 

:BCESAR2_3206
00D6: if 
0038:   $8388 == 6 
004D: jump_if_false @BCESAR2_3301 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
00D6: if 
0018:   $8383 > 1000 
004D: jump_if_false @BCESAR2_3301 
00D6: if 
0038:   $8386 == 0 
004D: jump_if_false @BCESAR2_3301 
0004: $8387 = 10 
0004: $8388 = 7 
01BD: $8385 = current_time_in_ms 

:BCESAR2_3301
00D6: if or
0038:   $8388 == 7 
0038:   $8388 == 8 
004D: jump_if_false @BCESAR2_3475 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
00D6: if 
0018:   $8383 > 1000 
004D: jump_if_false @BCESAR2_3475 
00D6: if 
0038:   $8386 == 0 
004D: jump_if_false @BCESAR2_3475 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCESAR2_3475 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to 24@ // ret 7 if not found 
00D6: if 
84A4:   not  24@ == 7 // == constant 
004D: jump_if_false @BCESAR2_3436 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:BCESAR2_3436
00D6: if 
001A:   2 > $8312 
004D: jump_if_false @BCESAR2_3468 
0002: jump @BCESAR2_3531 
0002: jump @BCESAR2_3475 

:BCESAR2_3468
0002: jump @BCESAR2_6142 

:BCESAR2_3475
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BCESAR2_3524 
00D6: if 
0018:   $BCESAR2_TIMES_PASSED > 0 
004D: jump_if_false @BCESAR2_3517 
0004: $8312 = 2 

:BCESAR2_3517
0004: $8388 = 8 

:BCESAR2_3524
0002: jump @BCESAR2_1842 

:BCESAR2_3531
0001: wait 0 ms 
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @BCESAR2_3564 
0006: 1@ = 0 
0006: 3@ = 6 

:BCESAR2_3564
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @BCESAR2_3596 
0006: 1@ = 0 
0006: 3@ = 6 

:BCESAR2_3596
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCESAR2_3718 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCESAR2_3718 
00D6: if 
0039:   23@ == 0 
004D: jump_if_false @BCESAR2_3677 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCESAR2_3677 
03C0: 22@ = actor $PLAYER_ACTOR car 
0006: 23@ = 1 

:BCESAR2_3677
00D6: if 
0039:   23@ == 1 
004D: jump_if_false @BCESAR2_3718 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCESAR2_3718 
0006: 23@ = 0 

:BCESAR2_3718
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCESAR2_5271 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCESAR2_5264 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @BCESAR2_3833 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $8313 $8314 $8315 radius 100.0 100.0 50.0 
004D: jump_if_false @BCESAR2_3833 
00BC: show_text_highpriority GXT 'BCE2_02' time 5000 flag 1  // ~s~Ram the ~r~courier ~s~to get the cash.
0006: 4@ = 1 

:BCESAR2_3833
00D6: if 
0119:   car 26@ wrecked 
004D: jump_if_false @BCESAR2_3856 
0002: jump @BCESAR2_6142 

:BCESAR2_3856
00D6: if 
0018:   $BCESAR2_TIMES_PASSED > 0 
004D: jump_if_false @BCESAR2_4174 
00D6: if 
8118:   not actor 28@ dead 
004D: jump_if_false @BCESAR2_3962 
062E: get_actor 28@ task 1811 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @BCESAR2_3962 
0713: actor 28@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 1 firing_rate 30 
01B9: set_actor 28@ armed_weapon_to 28 

:BCESAR2_3962
00D6: if 
0018:   $BCESAR2_TIMES_PASSED > 1 
004D: jump_if_false @BCESAR2_4174 
00D6: if 
8118:   not actor 29@ dead 
004D: jump_if_false @BCESAR2_4068 
062E: get_actor 29@ task 1811 status_store_to 6@ // ret 7 if not found 
00D6: if 
04A4:   6@ == 7 // == constant 
004D: jump_if_false @BCESAR2_4068 
0713: actor 29@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 1 firing_rate 30 
01B9: set_actor 29@ armed_weapon_to 28 

:BCESAR2_4068
00D6: if 
0018:   $BCESAR2_TIMES_PASSED > 2 
004D: jump_if_false @BCESAR2_4174 
00D6: if 
8118:   not actor 30@ dead 
004D: jump_if_false @BCESAR2_4174 
062E: get_actor 30@ task 1811 status_store_to 7@ // ret 7 if not found 
00D6: if 
04A4:   7@ == 7 // == constant 
004D: jump_if_false @BCESAR2_4174 
0713: actor 30@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 1 firing_rate 30 
01B9: set_actor 30@ armed_weapon_to 28 

:BCESAR2_4174
00D6: if and
8118:   not actor 25@ dead 
8119:   not car 26@ wrecked 
004D: jump_if_false @BCESAR2_5264 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 26@ radius 15.0 15.0 15.0 flag 0 
004D: jump_if_false @BCESAR2_4269 
00D6: if 
0021:   31@ > 30.0 
004D: jump_if_false @BCESAR2_4262 
000F: 31@ -= 0.1 

:BCESAR2_4262
0002: jump @BCESAR2_4300 

:BCESAR2_4269
00D6: if 
0023:   50.0 > 31@ 
004D: jump_if_false @BCESAR2_4300 
000B: 31@ += 0.1 

:BCESAR2_4300
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @BCESAR2_4361 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 26@ radius 500.0 500.0 500.0 flag 0 
004D: jump_if_false @BCESAR2_4361 
0002: jump @BCESAR2_6142 

:BCESAR2_4361
00AA: store_car 26@ position_to $8313 $8314 $8315 
00D6: if 
001D:   9@ > 10@ // (int) 
004D: jump_if_false @BCESAR2_4772 
00D6: if 
0038:   $8311 == 0 
004D: jump_if_false @BCESAR2_4526 
00D6: if 
0100:   actor 25@ in_sphere $X_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Y_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Z_BCE2_PATRIOT_CHECKPOINTS(10@,116f) radius 20.0 20.0 20.0 sphere 0 in_car 
004D: jump_if_false @BCESAR2_4519 
00AD: set_car 26@ max_speed_to 31@ 
000A: 10@ += 1 
05D1: AS_actor 25@ drive_car 26@ to $X_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Y_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Z_BCE2_PATRIOT_CHECKPOINTS(10@,116f) speed 31@ 0 model #NULL 2 

:BCESAR2_4519
0002: jump @BCESAR2_4765 

:BCESAR2_4526
00D6: if 
0038:   $8311 == 1 
004D: jump_if_false @BCESAR2_4658 
00D6: if 
0100:   actor 25@ in_sphere $4532(10@,98f) $4630(10@,98f) $4728(10@,98f) radius 20.0 20.0 20.0 sphere 0 in_car 
004D: jump_if_false @BCESAR2_4651 
00AD: set_car 26@ max_speed_to 31@ 
000A: 10@ += 1 
05D1: AS_actor 25@ drive_car 26@ to $4532(10@,98f) $4630(10@,98f) $4728(10@,98f) speed 31@ 0 model #NULL 2 

:BCESAR2_4651
0002: jump @BCESAR2_4765 

:BCESAR2_4658
00D6: if 
0100:   actor 25@ in_sphere $4826(10@,117f) $4943(10@,117f) $5060(10@,117f) radius 20.0 20.0 20.0 sphere 0 in_car 
004D: jump_if_false @BCESAR2_4765 
00AD: set_car 26@ max_speed_to 31@ 
000A: 10@ += 1 
05D1: AS_actor 25@ drive_car 26@ to $4826(10@,117f) $4943(10@,117f) $5060(10@,117f) speed 31@ 0 model #NULL 2 

:BCESAR2_4765
0002: jump @BCESAR2_5071 

:BCESAR2_4772
00D6: if 
0038:   $8311 == 0 
004D: jump_if_false @BCESAR2_4866 
00D6: if 
0100:   actor 25@ in_sphere $X_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Y_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Z_BCE2_PATRIOT_CHECKPOINTS(10@,116f) radius 8.0 8.0 8.0 sphere 0 in_car 
004D: jump_if_false @BCESAR2_4859 
05D2: AS_actor 25@ run_to_and_hijack_car 26@ max_search_radius 50.0 traffic_behavior 2 

:BCESAR2_4859
0002: jump @BCESAR2_5029 

:BCESAR2_4866
00D6: if 
0038:   $8311 == 1 
004D: jump_if_false @BCESAR2_4960 
00D6: if 
0100:   actor 25@ in_sphere $4532(10@,98f) $4630(10@,98f) $4728(10@,98f) radius 8.0 8.0 8.0 sphere 0 in_car 
004D: jump_if_false @BCESAR2_4953 
05D2: AS_actor 25@ run_to_and_hijack_car 26@ max_search_radius 50.0 traffic_behavior 2 

:BCESAR2_4953
0002: jump @BCESAR2_5029 

:BCESAR2_4960
00D6: if 
0100:   actor 25@ in_sphere $4826(10@,117f) $4943(10@,117f) $5060(10@,117f) radius 8.0 8.0 8.0 sphere 0 in_car 
004D: jump_if_false @BCESAR2_5029 
05D2: AS_actor 25@ run_to_and_hijack_car 26@ max_search_radius 50.0 traffic_behavior 2 

:BCESAR2_5029
00D6: if 
003B:   10@ == 9@ // (int) 
004D: jump_if_false @BCESAR2_5071 
00D6: if 
82CA:   not car 26@ bounding_sphere_visible 
004D: jump_if_false @BCESAR2_5071 
0002: jump @BCESAR2_6142 

:BCESAR2_5071
062E: get_actor 25@ task 1489 status_store_to 8@ // ret 7 if not found 
00D6: if 
04A4:   8@ == 7 // == constant 
004D: jump_if_false @BCESAR2_5264 
00D6: if 
0038:   $8311 == 0 
004D: jump_if_false @BCESAR2_5163 
05D1: AS_actor 25@ drive_car 26@ to $X_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Y_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Z_BCE2_PATRIOT_CHECKPOINTS(10@,116f) speed 31@ 0 model #NULL 2 
0002: jump @BCESAR2_5264 

:BCESAR2_5163
00D6: if 
0038:   $8311 == 1 
004D: jump_if_false @BCESAR2_5226 
05D1: AS_actor 25@ drive_car 26@ to $4532(10@,98f) $4630(10@,98f) $4728(10@,98f) speed 31@ 0 model #NULL 2 
0002: jump @BCESAR2_5264 

:BCESAR2_5226
05D1: AS_actor 25@ drive_car 26@ to $4826(10@,117f) $4943(10@,117f) $5060(10@,117f) speed 31@ 0 model #NULL 2 

:BCESAR2_5264
0002: jump @BCESAR2_5278 

:BCESAR2_5271
0002: jump @BCESAR2_6142 

:BCESAR2_5278
00D6: if 
8119:   not car 26@ wrecked 
004D: jump_if_false @BCESAR2_5759 
01BD: 13@ = current_time_in_ms 
0085: 14@ = 13@ // (int) 
0062: 14@ -= 12@ // (int) 
0227: 20@ = car 26@ health 
00D6: if 
0019:   14@ > 1000 
004D: jump_if_false @BCESAR2_5759 
00D6: if 
001D:   19@ > 20@ // (int) 
004D: jump_if_false @BCESAR2_5759 
00D6: if 
0038:   $8322(1@,6i) == 0 
004D: jump_if_false @BCESAR2_5751 
00D6: if 
0685:   object $8316(1@,6i) attached 
004D: jump_if_false @BCESAR2_5751 
00D6: if 
8119:   not car 26@ wrecked 
004D: jump_if_false @BCESAR2_5751 
00D6: if or
81F4:   not car 26@ flipped 
82BF:   not car 26@ sunk 
004D: jump_if_false @BCESAR2_5751 
01BB: store_object $8316(1@,6i) position_to $8329(1@,6f) $8335(1@,6f) $8341(1@,6f) 
0009: $8341(1@,6f) += 0.5 
01BC: put_object $8316(1@,6i) at $8329(1@,6f) $8335(1@,6f) $8341(1@,6f) 
0682: detach_object $8316(1@,6i) 90.0 180.0 1.5 collision_detection 1 
0188: $8305(1@,6i) = create_marker_above_object $8316(1@,6i) 
038C: object $8316(1@,6i) scatter 0.0 -5.0 20.0 
0382: set_object $8316(1@,6i) collision_detection 1 
0392: make_object $8316(1@,6i) moveable 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCESAR2_5662 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCESAR2_5662 
00D6: if 
8119:   not car 22@ wrecked 
004D: jump_if_false @BCESAR2_5662 
050E: set_object $8316(1@,6i) no_collision_with_car 22@ 

:BCESAR2_5662
01BD: 12@ = current_time_in_ms 
00BC: show_text_highpriority GXT 'BCE2_03' time 5000 flag 1  // ~s~Pick up the ~g~cash~s~.
0004: $8322(1@,6i) = 2 
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @BCESAR2_5726 
000E: 1@ -= 1 
0002: jump @BCESAR2_5751 

:BCESAR2_5726
00D6: if 
0039:   3@ == 6 
004D: jump_if_false @BCESAR2_5751 
0002: jump @BCESAR2_6142 

:BCESAR2_5751
0085: 19@ = 20@ // (int) 

:BCESAR2_5759
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @BCESAR2_5802 
00D6: if 
0039:   3@ == 6 
004D: jump_if_false @BCESAR2_5802 
0002: jump @BCESAR2_6142 

:BCESAR2_5802
0006: 2@ = 0 

:BCESAR2_5809
00D6: if 
8039:   not  2@ == 6 
004D: jump_if_false @BCESAR2_6135 
0001: wait 0 ms 
00D6: if 
0038:   $8322(2@,6i) == 2 
004D: jump_if_false @BCESAR2_6121 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCESAR2_6121 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCESAR2_6121 
00A0: store_actor $PLAYER_ACTOR position_to 16@ 17@ 18@ 
00D6: if 
03CA:   object $8316(2@,6i) exists 
004D: jump_if_false @BCESAR2_6025 
00D6: if 
0474:   actor $PLAYER_ACTOR near_object_in_cube $8316(2@,6i) radius 3.0 3.0 3.0 sphere 0 
004D: jump_if_false @BCESAR2_6025 
0164: disable_marker $8305(2@,6i) 
0108: destroy_object $8316(2@,6i) 
018C: play_sound 1058 at 16@ 17@ 18@ 
0109: player $PLAYER_CHAR money = 300 
000A: 21@ += 300 
0004: $8322(2@,6i) = 3 
000A: 3@ += 1 

:BCESAR2_6025
00D6: if 
03CA:   object $8316(2@,6i) exists 
004D: jump_if_false @BCESAR2_6121 
00D6: if 
8474:   not actor $PLAYER_ACTOR near_object_in_cube $8316(2@,6i) radius 75.0 75.0 75.0 sphere 0 
004D: jump_if_false @BCESAR2_6121 
0164: disable_marker $8305(2@,6i) 
0108: destroy_object $8316(2@,6i) 
0004: $8322(2@,6i) = 3 
000A: 3@ += 1 

:BCESAR2_6121
000A: 2@ += 1 
0002: jump @BCESAR2_5809 

:BCESAR2_6135
0002: jump @BCESAR2_3531 

:BCESAR2_6142
00D6: if 
0038:   $2204 == 1 
004D: jump_if_false @BCESAR2_6202 
01E3: show_text_1number_styled GXT 'BCE2_04' number 21@ time 7500 style 5  // You stole $~1~ from the courier.
00BC: show_text_highpriority GXT 'BCE2_05' time 7500 flag 1  // ~s~You can try again every Monday and Friday.
0008: $BCESAR2_TIMES_PASSED += 1 

:BCESAR2_6202
0164: disable_marker 27@ 
0164: disable_marker $8305[0] 
0164: disable_marker $8305[1] 
0164: disable_marker $8305[2] 
0164: disable_marker $8305[3] 
0164: disable_marker $8305[4] 
0164: disable_marker $8305[5] 
01C3: remove_references_to_car 26@ 
01C2: remove_references_to_actor 25@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 28@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 29@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 30@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object $8316[0] // This object will now disappear when the player looks away 
01C4: remove_references_to_object $8316[1] // This object will now disappear when the player looks away 
01C4: remove_references_to_object $8316[2] // This object will now disappear when the player looks away 
01C4: remove_references_to_object $8316[3] // This object will now disappear when the player looks away 
01C4: remove_references_to_object $8316[4] // This object will now disappear when the player looks away 
01C4: remove_references_to_object $8316[5] // This object will now disappear when the player looks away 
0249: release_model #FAM3 
0249: release_model #PATRIOT 
0249: release_model #MICRO_UZI 
0249: release_model #CELLPHONE 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
03E6: remove_text_box 
040D: unload_wav 3 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00D6: if 
0038:   $2204 == 1 
004D: jump_if_false @BCESAR2_6372 
00D6: if 
0038:   $BCESAR2_PASSED_ONCE == 0 
004D: jump_if_false @BCESAR2_6372 
0595: mission_complete 
0004: $BCESAR2_PASSED_ONCE = 1 

:BCESAR2_6372
0004: $2204 = 0 
004E: end_thread 
004E: end_thread 

//-------------External script 3 (BCESAR3)---------------

:COKEC
03A4: name_thread 'COKEC' 
0006: 15@ = 0 
0006: 0@ = 0 
0006: 1@ = 0 
0006: 12@ = 0 
0006: 13@ = 0 
0006: 14@ = 0 
0006: 16@ = 0 
0004: $8392 = 0 
0004: $8393 = 0 

:COKEC_74
00D6: if or
0038:   $WEEKDAY == 1 
0038:   $WEEKDAY == 3 
0038:   $WEEKDAY == 5 
004D: jump_if_false @COKEC_120 
0002: jump @COKEC_5527 
0006: 16@ = 1 

:COKEC_120
00D6: if 
0038:   $BCESAR2_TIMES_PASSED == 0 
004D: jump_if_false @COKEC_152 
0002: jump @COKEC_5527 
0006: 16@ = 1 

:COKEC_152
00D6: if 
0028:   $SYNDICATE_TOTAL_PASSED_MISSIONS >= 10 
004D: jump_if_false @COKEC_184 
0002: jump @COKEC_5527 
0006: 16@ = 1 

:COKEC_184
077E: get_active_interior_to $1444 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_333 
00D6: if 
0038:   $1444 == 0 
004D: jump_if_false @COKEC_322 
00D6: if and
044B:   actor $PLAYER_ACTOR on_foot 
8818:   not actor $PLAYER_ACTOR in_air 
0038:   $ONMISSION == 0 
0038:   $FREEFALL_STAGE == 0 
004D: jump_if_false @COKEC_304 
00D6: if and
84AD:   not actor $PLAYER_ACTOR in_water 
82E0:   not actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @COKEC_286 
0002: jump @COKEC_297 

:COKEC_286
0001: wait 0 ms 
0002: jump @COKEC_74 

:COKEC_297
0002: jump @COKEC_315 

:COKEC_304
0001: wait 0 ms 
0002: jump @COKEC_74 

:COKEC_315
0002: jump @COKEC_333 

:COKEC_322
0001: wait 0 ms 
0002: jump @COKEC_74 

:COKEC_333
0050: gosub @SUB_GET_TIME_FROM_LAST_CALL 
00D6: if 
0038:   $TIME_FROM_LAST_CALL_GOT_FLAG == 0 
004D: jump_if_false @COKEC_369 
0001: wait 0 ms 
0002: jump @COKEC_74 

:COKEC_369
00D6: if 
0038:   $1515 == 0 
004D: jump_if_false @COKEC_389 
0317: increment_mission_attempts 

:COKEC_389
0006: 14@ = 1 
0004: $2204 = 1 

:COKEC_403
0001: wait 0 ms 
01BD: 3@ = current_time_in_ms 
0085: 2@ = 3@ // (int) 
0062: 2@ -= 9@ // (int) 
0085: 9@ = 3@ // (int) 
077E: get_active_interior_to 27@ 
00D6: if 
0039:   27@ == 0 
004D: jump_if_false @COKEC_475 
005A: 10@ += 2@ // (int) 
005A: 11@ += 2@ // (int) 

:COKEC_475
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @COKEC_497 
0002: jump @COKEC_5527 

:COKEC_497
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @COKEC_519 
0002: jump @COKEC_5527 

:COKEC_519
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @COKEC_551 
0006: 16@ = 1 
0002: jump @COKEC_5527 

:COKEC_551
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_574 
0002: jump @COKEC_5527 

:COKEC_574
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @COKEC_601 
0006: 16@ = 1 
0002: jump @COKEC_5527 

:COKEC_601
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @COKEC_675 
0006: 23@ = -1 
0006: 21@ = 0 
0006: 24@ = 0 
0006: 25@ = 0 
0006: 26@ = 0 
0006: 28@ = 0 
000A: 0@ += 1 
0006: 1@ = 0 

:COKEC_675
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @COKEC_5520 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @COKEC_806 
0247: load_model #WMYBMX 
0247: load_model #SANCHEZ 
0247: load_model #COLT45 
0247: load_model #CELLPHONE 
07C0: load_path 556 
03CF: load_wav 20804 as 3 

:COKEC_742
00D6: if or
8248:   not model #WMYBMX available 
8248:   not model #SANCHEZ available 
8248:   not model #COLT45 available 
8248:   not model #CELLPHONE available 
87C1:   not path 556 available 
83D0:   not wav 3 loaded 
004D: jump_if_false @COKEC_792 
0001: wait 0 ms 
0002: jump @COKEC_742 

:COKEC_792
060A: create_decision_maker_type 2 store_to 29@ // decision\allowed\m_.ped files 
000A: 1@ += 1 

:COKEC_806
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @COKEC_882 
0050: gosub @SUB_GET_TIME_FROM_LAST_CALL 
00D6: if 
0038:   $TIME_FROM_LAST_CALL_GOT_FLAG == 1 
004D: jump_if_false @COKEC_882 
03D1: play_wav 3 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0006: 32@ = -1500 
0006: 12@ = 0 
000A: 1@ += 1 

:COKEC_882
00D6: if 
0029:   1@ >= 2 
004D: jump_if_false @COKEC_1565 
00D6: if 
001B:   5 > 12@ 
004D: jump_if_false @COKEC_1565 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @COKEC_963 
0006: 12@ = 4 
0004: $8392 = 3 
0004: $8393 = 2 
0006: 16@ = 1 

:COKEC_963
00D6: if and
0038:   $8392 == 1 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
876F:   not text_priority_displayed 
004D: jump_if_false @COKEC_1008 
0512: show_permanent_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
0008: $8392 += 1 

:COKEC_1008
00D6: if 
0038:   $8392 == 2 
004D: jump_if_false @COKEC_1099 
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @COKEC_1066 
0004: $8393 = 1 
0008: $8392 += 1 
03E6: remove_text_box 
0002: jump @COKEC_1099 

:COKEC_1066
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @COKEC_1099 
0004: $8393 = 2 
0008: $8392 += 1 
03E6: remove_text_box 

:COKEC_1099
00D6: if or
0038:   $8392 == 0 
0038:   $8392 == 3 
004D: jump_if_false @COKEC_1565 
00D6: if and
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
0019:   32@ > 1000 
004D: jump_if_false @COKEC_1565 
0871: init_jump_table 12@ total_jumps 5 default_jump 0 @COKEC_1551 jumps 0 @COKEC_1213 1 @COKEC_1264 2 @COKEC_1312 3 @COKEC_1366 4 @COKEC_1480 -1 @COKEC_1551 -1 @COKEC_1551 

:COKEC_1213
040D: unload_wav 3 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08A' // s$  // ~z~Hey, Cesar.
04AE: $ACTOR_SPEECH_WAV_FILE = 25285 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 0  
0002: jump @COKEC_1551 

:COKEC_1264
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08B' // s$  // ~z~The yay leaving San Fierro, right?
04AE: $ACTOR_SPEECH_WAV_FILE = 25286 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0  
0002: jump @COKEC_1551 

:COKEC_1312
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08C' // s$  // ~z~Right. But they're using bikes, CJ, and they go cross country!
04AE: $ACTOR_SPEECH_WAV_FILE = 25287 // = constant 
004F: create_thread @AUDIOL -1 0 1 1 0  
0008: $8392 += 1 
0002: jump @COKEC_1551 

:COKEC_1366
00D6: if 
0038:   $8393 == 1 
004D: jump_if_false @COKEC_1432 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08D' // s$  // ~z~OK, I'm gonna see what I can dig up.
04AE: $ACTOR_SPEECH_WAV_FILE = 25288 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0  
0002: jump @COKEC_1473 

:COKEC_1432
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VOFFE2N' // s$  // ~z~Not right now, I gotta check into some shit.
04AE: $ACTOR_SPEECH_WAV_FILE = 21447 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0  

:COKEC_1473
0002: jump @COKEC_1551 

:COKEC_1480
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_1519 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:COKEC_1519
00D6: if 
8038:   not  $8393 == 1 
004D: jump_if_false @COKEC_1544 
0002: jump @COKEC_5527 

:COKEC_1544
0002: jump @COKEC_1551 

:COKEC_1551
000A: 12@ += 1 
0006: 32@ = 0 

:COKEC_1565
00D6: if 
0039:   1@ == 2 
004D: jump_if_false @COKEC_2214 
00D6: if 
0039:   15@ == 0 
004D: jump_if_false @COKEC_1991 
0209: 26@ = random_int_in_ranges 0 60 

:COKEC_1610
00D6: if 
0039:   2@ == 0 
004D: jump_if_false @COKEC_1732 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_1725 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) radius 150.0 150.0 150.0 
004D: jump_if_false @COKEC_1718 
0209: 26@ = random_int_in_ranges 0 60 
0001: wait 0 ms 
0002: jump @COKEC_1725 

:COKEC_1718
0006: 2@ = 1 

:COKEC_1725
0002: jump @COKEC_1610 

:COKEC_1732
00A5: 17@ = create_car #SANCHEZ at $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) 
009A: 18@ = create_actor_pedtype 4 model #WMYBMX at $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) 
0107: 22@ = create_object #PARA_PACK at $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) 
036A: put_actor 18@ in_car 17@ 
070A: AS_actor 18@ attach_to_object 22@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 
0587: enable_car 17@ validate_position 0 
0085: 2@ = 26@ // (int) 
000A: 2@ += 1 
0086: $TEMPVAR_FLOAT_1 = $X_BCE2_CHECKPOINTS(2@,85f) // (float) 
0061: $TEMPVAR_FLOAT_1 -= $X_BCE2_CHECKPOINTS(26@,85f) // (float) 
0086: $TEMPVAR_FLOAT_2 = $Y_BCE2_CHECKPOINTS(2@,85f) // (float) 
0061: $TEMPVAR_FLOAT_2 -= $Y_BCE2_CHECKPOINTS(26@,85f) // (float) 
0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to 5@ 
0175: set_car 17@ Z_angle_to 5@ 
0704: car 17@ drive_to $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) 
0002: jump @COKEC_1991 

:COKEC_1991
02A9: set_actor 18@ immune_to_nonplayer 1 
02E2: set_actor 18@ weapon_accuracy_to 95 
060B: set_actor 18@ decision_maker_to 29@ 
0688: AS_actor 18@ unknown_toggle_ped_threat_scanner 0 0 1 
01B2: give_actor 18@ weapon 22 ammo 99999 // Load the weapon model before using this 
08AF: set_actor 18@ max_health_to 300 
0223: set_actor 18@ health_to 300 
02AA: set_car 17@ immune_to_nonplayer 1 
00AD: set_car 17@ max_speed_to 25.0 
00AE: set_car 17@ traffic_behaviour_to 2 
072F: enable_car 17@ stuck_check_distance 2.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 2 // extended 03CC 
02AB: set_actor 18@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AC: set_car 17@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
04D8: set_actor 18@ drowns_in_water 1 
0249: release_model #WMYBMX 
0249: release_model #SANCHEZ 
0249: release_model #COLT45 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_2179 
0187: 19@ = create_marker_above_actor 18@ 

:COKEC_2179
0006: 24@ = 0 
0006: 33@ = 0 
0006: 11@ = 0 
0006: 10@ = 0 
000A: 1@ += 1 

:COKEC_2214
00D6: if 
0039:   1@ == 3 
004D: jump_if_false @COKEC_3295 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3295 
00D6: if 
0039:   25@ == 0 
004D: jump_if_false @COKEC_2311 
00D6: if 
0736:   is_keyboard_key_just_pressed 67 
004D: jump_if_false @COKEC_2304 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_2304 
0006: 25@ = 1 

:COKEC_2304
0002: jump @COKEC_2337 

:COKEC_2311
00D6: if 
0736:   is_keyboard_key_just_pressed 67 
004D: jump_if_false @COKEC_2337 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0006: 25@ = 0 

:COKEC_2337
00D6: if 
0039:   25@ == 1 
004D: jump_if_false @COKEC_2497 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_2497 
00A0: store_actor 18@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_1 += -15.0 
0009: $TEMPVAR_FLOAT_2 += 12.0 
0009: $TEMPVAR_FLOAT_3 += 15.0 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
00A0: store_actor 18@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 18@ with_offset 0.0 2.0 0.0 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 

:COKEC_2497
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @COKEC_2571 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_2571 
00D6: if 
8119:   not car 17@ wrecked 
004D: jump_if_false @COKEC_2571 
00D6: if 
00DB:   actor 18@ in_car 17@ 
004D: jump_if_false @COKEC_2571 
0622: AS_actor 18@ bail_car 17@ 

:COKEC_2571
00D6: if 
0736:   is_keyboard_key_just_pressed 74 
004D: jump_if_false @COKEC_2671 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_2671 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 18@ with_offset 0.0 -20.0 0.0 
0009: $TEMPVAR_FLOAT_3 += 10.0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_2671 
00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:COKEC_2671
00D6: if 
0039:   15@ == 0 
004D: jump_if_false @COKEC_2891 
00D6: if 
0039:   24@ == 0 
004D: jump_if_false @COKEC_2884 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_2884 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_2884 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 18@ radius 80.0 80.0 80.0 sphere 0 
004D: jump_if_false @COKEC_2856 
08C6: set_actor 18@ stay_on_bike 0 
02AB: set_actor 18@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00D6: if 
8119:   not car 17@ wrecked 
004D: jump_if_false @COKEC_2828 
02AC: set_car 17@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:COKEC_2828
04D8: set_actor 18@ drowns_in_water 1 
08C6: set_actor 18@ stay_on_bike 0 
0006: 24@ = 1 
0002: jump @COKEC_2884 

:COKEC_2856
00D6: if 
0019:   11@ > 600000 
004D: jump_if_false @COKEC_2884 
0002: jump @COKEC_5527 

:COKEC_2884
0002: jump @COKEC_2891 

:COKEC_2891
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3042 
00D6: if 
0039:   24@ == 1 
004D: jump_if_false @COKEC_3042 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_3042 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3000 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 18@ radius 100.0 100.0 0 
02CB:   actor 18@ bounding_sphere_visible 
004D: jump_if_false @COKEC_3000 
0006: 10@ = 0 

:COKEC_3000
00D6: if 
0019:   10@ > 20000 
004D: jump_if_false @COKEC_3042 
00BB: show_text_lowpriority GXT 'BCR3_02' time 4000 flag 1  // ~s~You've lost the ~r~courier~s~.
0002: jump @COKEC_5527 

:COKEC_3042
00D6: if 
0039:   23@ == -1 
004D: jump_if_false @COKEC_3221 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_3214 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3214 
00D6: if 
051A:   actor 18@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @COKEC_3214 
00D6: if 
03CA:   object 22@ exists 
004D: jump_if_false @COKEC_3184 
066E: create_particle "COKE_TRAIL" attached_to_object 22@ with_offset 0.0 -0.2 -0.1 rotation 0.0 0.0 -1.0 flag 1 store_to 20@ 
064C: make_particle 20@ visible 

:COKEC_3184
00BB: show_text_lowpriority GXT 'BCR3_04' time 5000 flag 1  // ~s~The ~r~courier~s~ is losing stuff, kill him before it's all lost.
0006: 23@ = 1 
0006: 32@ = 0 

:COKEC_3214
0002: jump @COKEC_3272 

:COKEC_3221
00D6: if 
0019:   32@ > 180000 
004D: jump_if_false @COKEC_3272 
00D6: if 
0019:   23@ > 0 
004D: jump_if_false @COKEC_3272 
064E: stop_particle 20@ 
0006: 23@ = 0 

:COKEC_3272
00D6: if 
0118:   actor 18@ dead 
004D: jump_if_false @COKEC_3295 
000A: 1@ += 1 

:COKEC_3295
00D6: if 
0039:   1@ == 4 
004D: jump_if_false @COKEC_3554 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3554 
00D6: if 
0118:   actor 18@ dead 
004D: jump_if_false @COKEC_3554 
064E: stop_particle 20@ 
0093: 5@ = integer 32@ to_float 
00D6: if 
0021:   5@ > 180000.0 
004D: jump_if_false @COKEC_3389 
0007: 5@ = 180000.0 

:COKEC_3389
0017: 5@ /= 180000.0 
000F: 5@ -= 1.0 
0013: 5@ *= -1.0 
0013: 5@ *= 2000.0 
0092: 23@ = float 5@ to_integer 
0164: disable_marker 19@ 
00D6: if 
03CA:   object 22@ exists 
004D: jump_if_false @COKEC_3463 
0108: destroy_object 22@ 

:COKEC_3463
04A5: get_dead_actor_pickup_coords 18@ store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0213: 21@ = create_pickup #PARA_PACK type 3 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 19@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0165: set_marker 19@ color_to 1 
00BC: show_text_highpriority GXT 'BCR3_05' time 4000 flag 1  // ~s~Pick up the ~g~stuff~s~.
0004: $8394 = 0 
0006: 32@ = 0 
000A: 1@ += 1 

:COKEC_3554
00D6: if 
0736:   is_keyboard_key_just_pressed 85 
004D: jump_if_false @COKEC_3590 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_3590 
05BE: AS_actor 18@ die 

:COKEC_3590
00D6: if 
0038:   $8394 == 0 
004D: jump_if_false @COKEC_3777 
00D6: if 
8214:   not pickup 21@ picked_up 
004D: jump_if_false @COKEC_3777 
065B: store_pickup 21@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3777 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 radius 50.0 50.0 
004D: jump_if_false @COKEC_3777 
02CE: 5@ = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0088: $TEMPVAR_FLOAT_3 = 5@ // (float) 
0009: $TEMPVAR_FLOAT_3 += 1.0 
0215: destroy_pickup 21@ 
0164: disable_marker 19@ 
0213: 21@ = create_pickup #PARA_PACK type 3 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 19@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0165: set_marker 19@ color_to 1 
0004: $8394 = 1 

:COKEC_3777
00D6: if 
0039:   1@ == 5 
004D: jump_if_false @COKEC_4019 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_4019 
065B: store_pickup 21@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 radius 300.0 300.0 
004D: jump_if_false @COKEC_4010 
00D6: if 
001B:   180000 > 32@ 
004D: jump_if_false @COKEC_3994 
00D6: if 
8039:   not  21@ == 0 
004D: jump_if_false @COKEC_3978 
00D6: if 
0214:   pickup 21@ picked_up 
004D: jump_if_false @COKEC_3971 
00D6: if 
0019:   23@ > 0 
004D: jump_if_false @COKEC_3948 
00BE: text_clear_all 
0006: 13@ = 1 
0002: jump @COKEC_3964 

:COKEC_3948
00BC: show_text_highpriority GXT 'BCR3_06' time 7500 flag 1  // ~s~All the stuff was lost during the chase!

:COKEC_3964
0002: jump @COKEC_5527 

:COKEC_3971
0002: jump @COKEC_3987 

:COKEC_3978
00BE: text_clear_all 
0002: jump @COKEC_5527 

:COKEC_3987
0002: jump @COKEC_4003 

:COKEC_3994
00BE: text_clear_all 
0002: jump @COKEC_5527 

:COKEC_4003
0002: jump @COKEC_4019 

:COKEC_4010
00BE: text_clear_all 
0002: jump @COKEC_5527 

:COKEC_4019
00D6: if 
8039:   not  24@ == 0 
004D: jump_if_false @COKEC_4226 
00D6: if 
0039:   15@ == 0 
004D: jump_if_false @COKEC_4226 
00D6: if 
056E:   car 17@ defined 
004D: jump_if_false @COKEC_4219 
00D6: if 
8119:   not car 17@ wrecked 
004D: jump_if_false @COKEC_4219 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_4219 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 17@ radius 50.0 50.0 50.0 flag 0 
004D: jump_if_false @COKEC_4209 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 17@ radius 20.0 20.0 20.0 flag 0 
004D: jump_if_false @COKEC_4192 
00AD: set_car 17@ max_speed_to 45.0 
0002: jump @COKEC_4202 

:COKEC_4192
00AD: set_car 17@ max_speed_to 30.0 

:COKEC_4202
0002: jump @COKEC_4219 

:COKEC_4209
00AD: set_car 17@ max_speed_to 20.0 

:COKEC_4219
0002: jump @COKEC_4226 

:COKEC_4226
00D6: if 
0039:   15@ == 0 
004D: jump_if_false @COKEC_4613 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_4613 
00D6: if 
8039:   not  26@ == -1 
004D: jump_if_false @COKEC_4613 
00D6: if 
8119:   not car 17@ wrecked 
004D: jump_if_false @COKEC_4613 
00D6: if 
00DB:   actor 18@ in_car 17@ 
004D: jump_if_false @COKEC_4613 
00D6: if 
0100:   actor 18@ in_sphere $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) radius 25.0 25.0 25.0 sphere 0 in_car 
004D: jump_if_false @COKEC_4468 
000A: 26@ += 1 
00D6: if 
001B:   85 > 26@ 
004D: jump_if_false @COKEC_4439 
05D1: AS_actor 18@ drive_car 17@ to $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) speed 25.0 3 model #CSPLAY 2 
0002: jump @COKEC_4461 

:COKEC_4439
05D2: AS_actor 18@ run_to_and_hijack_car 17@ max_search_radius 25.0 traffic_behavior 2 
0006: 26@ = -1 

:COKEC_4461
0002: jump @COKEC_4613 

:COKEC_4468
00D6: if 
001B:   85 > 26@ 
004D: jump_if_false @COKEC_4562 
062E: get_actor 18@ task 1489 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COKEC_4555 
05D1: AS_actor 18@ drive_car 17@ to $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) speed 25.0 3 model #CSPLAY 2 

:COKEC_4555
0002: jump @COKEC_4613 

:COKEC_4562
062E: get_actor 18@ task 1490 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COKEC_4613 
05D2: AS_actor 18@ run_to_and_hijack_car 17@ max_search_radius 25.0 traffic_behavior 2 
0006: 26@ = -1 

:COKEC_4613
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_4728 
00D6: if 
83CA:   not object 22@ exists 
004D: jump_if_false @COKEC_4668 
0107: 22@ = create_object #PARA_PACK at 0.0 0.0 0.0 

:COKEC_4668
00D6: if 
8737:   not actor 18@ lifting_object 22@ 
004D: jump_if_false @COKEC_4728 
070A: AS_actor 18@ attach_to_object 22@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 

:COKEC_4728
00D6: if 
8039:   not  27@ == 0 
004D: jump_if_false @COKEC_4824 
00D6: if 
0039:   28@ == 0 
004D: jump_if_false @COKEC_4817 
00D6: if 
056E:   car 17@ defined 
004D: jump_if_false @COKEC_4787 
0519: set_car 17@ locked 1 

:COKEC_4787
00D6: if 
056D:   actor 18@ defined 
004D: jump_if_false @COKEC_4810 
04D7: set_actor 18@ locked 1 

:COKEC_4810
0006: 28@ = 1 

:COKEC_4817
0002: jump @COKEC_4895 

:COKEC_4824
00D6: if 
0039:   28@ == 1 
004D: jump_if_false @COKEC_4895 
00D6: if 
056E:   car 17@ defined 
004D: jump_if_false @COKEC_4865 
0519: set_car 17@ locked 0 

:COKEC_4865
00D6: if 
056D:   actor 18@ defined 
004D: jump_if_false @COKEC_4888 
04D7: set_actor 18@ locked 0 

:COKEC_4888
0006: 28@ = 0 

:COKEC_4895
00D6: if 
056E:   car 17@ defined 
004D: jump_if_false @COKEC_5520 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_5520 
00D6: if 
0039:   24@ == 1 
004D: jump_if_false @COKEC_5477 
00D6: if 
8119:   not car 17@ wrecked 
004D: jump_if_false @COKEC_5395 
00D6: if 
80DB:   not actor 18@ in_car 17@ 
004D: jump_if_false @COKEC_5388 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_5388 
00D6: if 
8105:   not actor $PLAYER_ACTOR near_actor 18@ radius 20.0 20.0 10.0 sphere 0 on_foot 
004D: jump_if_false @COKEC_5239 
062E: get_actor 18@ task 1560 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COKEC_5121 
0687: clear_actor 18@ task 
0615: define_AS_pack_begin 8@ 
0772: AS_actor -1 run_to_car 17@ 10000 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 17@ as_driver 10000 ms 
0616: define_AS_pack_end 8@ 
0618: assign_actor 18@ to_AS_pack 8@ 
061B: remove_references_to_AS_pack 8@ 
0002: jump @COKEC_5232 

:COKEC_5121
062E: get_actor 18@ task 1506 status_store_to 2@ // ret 7 if not found 
00D6: if 
84A4:   not  2@ == 7 // == constant 
004D: jump_if_false @COKEC_5232 
062E: get_actor 18@ task 1560 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COKEC_5232 
0687: clear_actor 18@ task 
0615: define_AS_pack_begin 8@ 
0772: AS_actor -1 run_to_car 17@ 10000 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 17@ as_driver 10000 ms 
0616: define_AS_pack_end 8@ 
0618: assign_actor 18@ to_AS_pack 8@ 
061B: remove_references_to_AS_pack 8@ 

:COKEC_5232
0002: jump @COKEC_5388 

:COKEC_5239
00D6: if 
0039:   23@ == 1 
004D: jump_if_false @COKEC_5306 
062E: get_actor 18@ task 1506 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COKEC_5299 
0687: clear_actor 18@ task 
05E2: AS_actor 18@ kill_actor $PLAYER_ACTOR 

:COKEC_5299
0002: jump @COKEC_5388 

:COKEC_5306
062E: get_actor 18@ task 1560 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COKEC_5388 
0687: clear_actor 18@ task 
0615: define_AS_pack_begin 8@ 
0772: AS_actor -1 run_to_car 17@ 10000 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 17@ as_driver 10000 ms 
0616: define_AS_pack_end 8@ 
0618: assign_actor 18@ to_AS_pack 8@ 
061B: remove_references_to_AS_pack 8@ 

:COKEC_5388
0002: jump @COKEC_5470 

:COKEC_5395
062E: get_actor 18@ task 1560 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COKEC_5470 
0615: define_AS_pack_begin 8@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_5452 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 

:COKEC_5452
0616: define_AS_pack_end 8@ 
0618: assign_actor 18@ to_AS_pack 8@ 
061B: remove_references_to_AS_pack 8@ 

:COKEC_5470
0002: jump @COKEC_5520 

:COKEC_5477
00D6: if 
8119:   not car 17@ wrecked 
004D: jump_if_false @COKEC_5520 
00D6: if 
80DB:   not actor 18@ in_car 17@ 
004D: jump_if_false @COKEC_5520 
036A: put_actor 18@ in_car 17@ 

:COKEC_5520
0002: jump @COKEC_403 

:COKEC_5527
00D6: if 
0039:   14@ == 1 
004D: jump_if_false @COKEC_5844 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_5568 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:COKEC_5568
004F: create_thread @CLEANAU  
040D: unload_wav 1 
040D: unload_wav 2 
0001: wait 1 ms 
03E6: remove_text_box 
00D6: if 
0039:   13@ == 0 
004D: jump_if_false @COKEC_5615 
0006: 23@ = 0 

:COKEC_5615
00D6: if 
0039:   16@ == 0 
004D: jump_if_false @COKEC_5681 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @COKEC_5662 
00BC: show_text_highpriority GXT 'BCR3_08' time 7500 flag 1  // ~s~You can try again every Wednesday and Saturday.

:COKEC_5662
01E3: show_text_1number_styled GXT 'BCE2_04' number 23@ time 7500 style 5  // You stole $~1~ from the courier.

:COKEC_5681
00D6: if 
0039:   13@ == 1 
004D: jump_if_false @COKEC_5759 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_5723 
0109: player $PLAYER_CHAR money = 23@ 

:COKEC_5723
00D6: if 
0038:   $1515 == 0 
004D: jump_if_false @COKEC_5750 
0595: mission_complete 
0008: $1515 += 1 

:COKEC_5750
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 

:COKEC_5759
01C2: remove_references_to_actor 18@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 17@ 
01C4: remove_references_to_object 22@ // This object will now disappear when the player looks away 
0164: disable_marker 19@ 
0650: destroy_particle 20@ 
0215: destroy_pickup 21@ 
065C: release_decision_maker 29@ 
0249: release_model #WMYBMX 
0249: release_model #SANCHEZ 
0249: release_model #COLT45 
0249: release_model #CELLPHONE 
0873: release_path 556 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0249: release_model #CELLPHONE 
0006: 14@ = 0 

:COKEC_5844
0004: $2204 = 0 
004E: end_thread 
0084: $8396 = $BCE_CHECKPOINTS_INDEX // (int) 
000C: $8396 -= 2 
0084: $8397 = $BCE_CHECKPOINTS_INDEX // (int) 
0008: $8397 += 2 
00D6: if 
001A:   0 > $8396 
004D: jump_if_false @COKEC_5908 
0004: $8396 = 0 

:COKEC_5908
00D6: if 
0018:   $8397 > 84 
004D: jump_if_false @COKEC_5933 
0004: $8397 = 84 

:COKEC_5933
008B: 2@ = $8396 // (int) 

:COKEC_5941
00D6: if 
001E:   $8397 > 2@ // (int) 
004D: jump_if_false @COKEC_6051 
0085: 3@ = 2@ // (int) 
000A: 3@ += 1 
00D6: if 
001B:   85 > 3@ 
004D: jump_if_false @COKEC_6037 
0052: NOP $X_BCE2_CHECKPOINTS(2@,85f) $Y_BCE2_CHECKPOINTS(2@,85f) $Z_BCE2_CHECKPOINTS(2@,85f) $X_BCE2_CHECKPOINTS(3@,85f) $Y_BCE2_CHECKPOINTS(3@,85f) $Z_BCE2_CHECKPOINTS(3@,85f) 

:COKEC_6037
000A: 2@ += 1 
0002: jump @COKEC_5941 

:COKEC_6051
00D6: if 
0736:   is_keyboard_key_just_pressed 124 
004D: jump_if_false @COKEC_6122 
0008: $BCE_CHECKPOINTS_INDEX += 1 
00D6: if 
0018:   $BCE_CHECKPOINTS_INDEX > 84 
004D: jump_if_false @COKEC_6098 
0004: $BCE_CHECKPOINTS_INDEX = 0 

:COKEC_6098
0663: printint "BCE_POINT_TO_EDIT" $BCE_CHECKPOINTS_INDEX 

:COKEC_6122
00D6: if 
0736:   is_keyboard_key_just_pressed 127 
004D: jump_if_false @COKEC_6193 
000C: $BCE_CHECKPOINTS_INDEX -= 1 
00D6: if 
001A:   0 > $BCE_CHECKPOINTS_INDEX 
004D: jump_if_false @COKEC_6169 
0004: $BCE_CHECKPOINTS_INDEX = 84 

:COKEC_6169
0663: printint "BCE_POINT_TO_EDIT" $BCE_CHECKPOINTS_INDEX 

:COKEC_6193
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @COKEC_6223 
0009: $Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += 0.5 

:COKEC_6223
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @COKEC_6253 
0009: $Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += -0.5 

:COKEC_6253
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @COKEC_6283 
0009: $X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += 0.5 

:COKEC_6283
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @COKEC_6313 
0009: $X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += -0.5 

:COKEC_6313
00D6: if 
0736:   is_keyboard_key_just_pressed 145 
004D: jump_if_false @COKEC_6343 
0009: $Z_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += 0.5 

:COKEC_6343
00D6: if 
0736:   is_keyboard_key_just_pressed 139 
004D: jump_if_false @COKEC_6373 
0009: $Z_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += -0.5 

:COKEC_6373
00D6: if 
0736:   is_keyboard_key_just_pressed 87 
004D: jump_if_false @COKEC_6402 
0009: $Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += 10.0 

:COKEC_6402
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @COKEC_6431 
0009: $Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += -10.0 

:COKEC_6431
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @COKEC_6460 
0009: $X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += 10.0 

:COKEC_6460
00D6: if 
0736:   is_keyboard_key_just_pressed 65 
004D: jump_if_false @COKEC_6489 
0009: $X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += -10.0 

:COKEC_6489
00D6: if 
0736:   is_keyboard_key_just_pressed 137 
004D: jump_if_false @COKEC_7511 
03A9: save_newline_to_debug_file 
05B6: 103 // COKE COURIER ROUTE - EDIT POINT -
03A7: save_int_to_debug_file $BCE_CHECKPOINTS_INDEX 
03A9: save_newline_to_debug_file 
0006: 2@ = 0 

:COKEC_6651
00D6: if 
001B:   85 > 2@ 
004D: jump_if_false @COKEC_7511 
05B6: 104 // BCE2_CHECKPOINTS_X[
03A7: save_int_to_debug_file 2@ 
05B6: 105 // ] = 
03A8: save_float_to_debug_file $X_BCE2_CHECKPOINTS(2@,85f) 
03A9: save_newline_to_debug_file 
05B6: 106 // BCE2_CHECKPOINTS_Y[
03A7: save_int_to_debug_file 2@ 
05B6: 107 // ] = 
03A8: save_float_to_debug_file $Y_BCE2_CHECKPOINTS(2@,85f) 
03A9: save_newline_to_debug_file 
05B6: 108 // BCE2_CHECKPOINTS_Z[
03A7: save_int_to_debug_file 2@ 
05B6: 109 // ] = 
03A8: save_float_to_debug_file $Z_BCE2_CHECKPOINTS(2@,85f) 
03A9: save_newline_to_debug_file 
000A: 2@ += 1 
0002: jump @COKEC_6651 

:COKEC_7511
00D6: if 
0736:   is_keyboard_key_just_pressed 97 
004D: jump_if_false @COKEC_7614 
008B: 2@ = $BCE_CHECKPOINTS_INDEX // (int) 
000E: 2@ -= 1 
00D6: if 
001B:   0 > 2@ 
004D: jump_if_false @COKEC_7566 
0006: 2@ = 0 

:COKEC_7566
0086: $X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) = $X_BCE2_CHECKPOINTS(2@,85f) // (float) 
0086: $Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) = $Y_BCE2_CHECKPOINTS(2@,85f) // (float) 
0086: $Z_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) = $Z_BCE2_CHECKPOINTS(2@,85f) // (float) 

:COKEC_7614
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_7716 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) $Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) $Z_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) radius 1.0 1.0 1.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) $Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) $Z_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) radius 0.5 0.5 0.5 

:COKEC_7716
0051: return 
004E: end_thread 

//-------------External script 4 (SLOT_MACHINE)---------------

:BANDIT
03A4: name_thread 'BANDIT' 
0006: 4@ = 0 
0006: 6@ = 0 
0007: 10@ = 0.0 
0007: 11@ = 0.0 
0007: 12@ = 0.0 
0006: 13@ = 0 
0209: 14@ = random_int_in_ranges 0 5 
00D6: if 
0039:   14@ == 1 
004D: jump_if_false @BANDIT_96 
0006: 14@ = 5 

:BANDIT_96
00D6: if 
0039:   14@ == 0 
004D: jump_if_false @BANDIT_121 
0006: 14@ = 1 

:BANDIT_121
00D6: if 
0039:   14@ == 2 
004D: jump_if_false @BANDIT_146 
0006: 14@ = 10 

:BANDIT_146
00D6: if 
0039:   14@ == 3 
004D: jump_if_false @BANDIT_171 
0006: 14@ = 20 

:BANDIT_171
00D6: if 
0039:   14@ == 4 
004D: jump_if_false @BANDIT_196 
0006: 14@ = 50 

:BANDIT_196
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @BANDIT_253 
029B: 0@ = init_object #KB_BANDIT_U at 0.0 0.0 0.0 
029B: 1@ = init_object #CJ_WHEEL_1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BANDIT_253
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BANDIT_2859 
00D6: if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
004D: jump_if_false @BANDIT_2845 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BANDIT_2831 
0871: init_jump_table 4@ total_jumps 7 default_jump 0 @BANDIT_2824 jumps 0 @BANDIT_373 1 @BANDIT_590 2 @BANDIT_792 3 @BANDIT_1356 4 @BANDIT_1595 5 @BANDIT_1943 6 @BANDIT_2549 

:BANDIT_373
0984: 15@ = object 0@ model 
00D6: if 
0248:   model 15@ available 
004D: jump_if_false @BANDIT_583 
0176: $TEMPVAR_ANGLE = object 0@ Z_angle 
00D6: if 
83CA:   not object 1@ exists 
004D: jump_if_false @BANDIT_462 
080A: get_object 0@ spoot 1 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
029B: 1@ = init_object #CJ_WHEEL_1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 1@ Z_angle_to $TEMPVAR_ANGLE 

:BANDIT_462
00D6: if 
83CA:   not object 2@ exists 
004D: jump_if_false @BANDIT_519 
080A: get_object 0@ spoot 2 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
029B: 2@ = init_object #CJ_WHEEL_02 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 2@ Z_angle_to $TEMPVAR_ANGLE 

:BANDIT_519
00D6: if 
83CA:   not object 3@ exists 
004D: jump_if_false @BANDIT_576 
080A: get_object 0@ spoot 3 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
029B: 3@ = init_object #CJ_WHEEL_03 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 3@ Z_angle_to $TEMPVAR_ANGLE 

:BANDIT_576
000A: 4@ += 1 

:BANDIT_583
0002: jump @BANDIT_2824 

:BANDIT_590
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -1.0 -0.5 
091C: get_actor_in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.5 model #KB_BANDIT_U external_script_named "PEDSLOT" handle_as 16@ 
00D6: if 
0039:   16@ == -1 
004D: jump_if_false @BANDIT_785 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
004D: jump_if_false @BANDIT_758 
0513: show_text_box_1number 'SLOT_02' number 14@  // ~k~~VEHICLE_ENTER_EXIT~ Use Slot Machine $~1~
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
03CF: load_wav 1814 as 4 
0050: gosub @BANDIT_2873 
000A: 4@ += 1 
0002: jump @BANDIT_785 

:BANDIT_758
00D6: if 
0039:   13@ == 1 
004D: jump_if_false @BANDIT_785 
0391: release_textures 
0006: 13@ = 0 

:BANDIT_785
0002: jump @BANDIT_2824 

:BANDIT_792
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -1.0 -0.5 
091C: get_actor_in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.5 model #KB_BANDIT_U external_script_named "PEDSLOT" handle_as 16@ 
00D6: if 
0039:   16@ == -1 
004D: jump_if_false @BANDIT_1306 
04ED: load_animation "CASINO" 
00D6: if 
04EE:   animation "CASINO" loaded 
004D: jump_if_false @BANDIT_1299 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
004D: jump_if_false @BANDIT_1256 
0A3E: unknown_get_actor_in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 handle_as 17@ 
00D6: if 
0039:   17@ == -1 
004D: jump_if_false @BANDIT_1249 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @BANDIT_1249 
0050: gosub @BANDIT_2873 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BANDIT_1249 
008A: $3396 = 14@ // (int) 
000C: $3396 -= 1 
00D6: if 
010A:   player $PLAYER_CHAR money > $3396 
004D: jump_if_false @BANDIT_1229 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0176: $TEMPVAR_ANGLE = object 0@ Z_angle 
0804: AS_actor $PLAYER_ACTOR walk_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 angle $TEMPVAR_ANGLE radius 0.4 animation "SLOT_PLYR" IFP_file "CASINO" 4.0 LA 0 LX 0 LY 0 LF 0 LT 0 
008A: $3396 = 14@ // (int) 
0010: $3396 *= -1 
0109: player $PLAYER_CHAR money = $3396 
0623: add 14@ to_integer_stat 35 
0091: $3401 = integer 14@ to_float 
0011: $3401 *= 0.001 
0624: add $3401 to_float_stat 81 
03E6: remove_text_box 
09BD: allow_other_threads_to_display_text_boxes 1 
008B: 5@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 5@ += 750 
000A: 4@ += 1 
0002: jump @BANDIT_1249 

:BANDIT_1229
018C: play_sound 1053 at 0.0 0.0 0.0 

:BANDIT_1249
0002: jump @BANDIT_1299 

:BANDIT_1256
00D6: if 
0039:   13@ == 1 
004D: jump_if_false @BANDIT_1283 
0391: release_textures 
0006: 13@ = 0 

:BANDIT_1283
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
0006: 4@ = 1 

:BANDIT_1299
0002: jump @BANDIT_1349 

:BANDIT_1306
00D6: if 
0039:   13@ == 1 
004D: jump_if_false @BANDIT_1333 
0391: release_textures 
0006: 13@ = 0 

:BANDIT_1333
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
0006: 4@ = 1 

:BANDIT_1349
0002: jump @BANDIT_2824 

:BANDIT_1356
0050: gosub @BANDIT_2873 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 5@ // (int) 
004D: jump_if_false @BANDIT_1588 
03CF: load_wav 1814 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @BANDIT_1424 
097A: play_audio_at 0.0 0.0 0.0 event 1087 

:BANDIT_1424
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
03F0: enable_text_draw 1 
00D6: if 
0039:   13@ == 0 
004D: jump_if_false @BANDIT_1539 
0390: load_txd_dictionary 'LD_SLOT' 
038F: load_texture "CHERRY" as 1 // Load dictionary with 0390 first 
038F: load_texture "GRAPES" as 2 // Load dictionary with 0390 first 
038F: load_texture "R_69" as 3 // Load dictionary with 0390 first 
038F: load_texture "BELL" as 4 // Load dictionary with 0390 first 
038F: load_texture "BAR1_O" as 5 // Load dictionary with 0390 first 
038F: load_texture "BAR2_O" as 6 // Load dictionary with 0390 first 
0006: 13@ = 1 

:BANDIT_1539
03CF: load_wav 1814 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @BANDIT_1581 
097A: play_audio_at 0.0 0.0 0.0 event 1089 

:BANDIT_1581
000A: 4@ += 1 

:BANDIT_1588
0002: jump @BANDIT_2824 

:BANDIT_1595
0079: 10@ += frame_delta_time * 1.0 // (float) 
00D6: if 
0021:   10@ > 10.0 
004D: jump_if_false @BANDIT_1682 
0007: 10@ = 10.0 
0209: $3396 = random_int_in_ranges 2000 3000 
0006: 6@ = 0 
008B: 5@ = $CURRENT_TIME_IN_MS2 // (int) 
005C: 5@ += $3396 // (int) 
0687: clear_actor $PLAYER_ACTOR task 
000A: 4@ += 1 

:BANDIT_1682
0079: 11@ += frame_delta_time * 1.1 // (float) 
00D6: if 
0021:   11@ > 10.0 
004D: jump_if_false @BANDIT_1723 
0007: 11@ = 10.0 

:BANDIT_1723
0079: 12@ += frame_delta_time * 1.05 // (float) 
00D6: if 
0021:   12@ > 10.0 
004D: jump_if_false @BANDIT_1764 
0007: 12@ = 10.0 

:BANDIT_1764
0176: $TEMPVAR_ANGLE = object 0@ Z_angle 
0004: $3400 = 0 

:BANDIT_1779
00D6: if 
001A:   3 > $3400 
004D: jump_if_false @BANDIT_1929 
00D6: if 
0021:   10@($3400,3f) > 0.0 
004D: jump_if_false @BANDIT_1915 
007B: 7@($3400,3f) += frame_delta_time * 10@($3400,3f) // (float) 
00D6: if or
0021:   7@($3400,3f) > 360.0 
0043:   7@($3400,3f) == 360.0 
004D: jump_if_false @BANDIT_1891 
000F: 7@($3400,3f) -= 360.0 

:BANDIT_1891
0453: set_object 1@($3400,3i) XYZ_rotation 7@($3400,3f) 0.0 $TEMPVAR_ANGLE 

:BANDIT_1915
0008: $3400 += 1 
0002: jump @BANDIT_1779 

:BANDIT_1929
0050: gosub @BANDIT_2873 
0002: jump @BANDIT_2824 

:BANDIT_1943
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 5@ // (int) 
004D: jump_if_false @BANDIT_2370 
007F: 10@(6@,3f) -= frame_delta_time * 0.3 // (float) 
00D6: if 
0023:   0.6 > 10@(6@,3f) 
004D: jump_if_false @BANDIT_2370 
0088: $3401 = 7@(6@,3f) // (float) 
0015: $3401 /= 20.0 
008C: $3396 = float $3401 to_integer 
0010: $3396 *= 20 
008D: $3401 = integer $3396 to_float 
0088: $3402 = 7@(6@,3f) // (float) 
0061: $3402 -= $3401 // (float) 
00D6: if 
0022:   10.0 > $3402 
004D: jump_if_false @BANDIT_2356 
0007: 10@(6@,3f) = 0.0 
0088: $3401 = 7@(6@,3f) // (float) 
0015: $3401 /= 20.0 
008C: $3396 = float $3401 to_integer 
008F: 7@(6@,3f) = integer $3396 to_float 
0013: 7@(6@,3f) *= 20.0 
0209: $3396 = random_int_in_ranges 750 1000 
008B: 5@ = $CURRENT_TIME_IN_MS2 // (int) 
005C: 5@ += $3396 // (int) 
00D6: if 
001B:   2 > 6@ 
004D: jump_if_false @BANDIT_2300 
03CF: load_wav 1814 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @BANDIT_2244 
097A: play_audio_at 0.0 0.0 0.0 event 1088 

:BANDIT_2244
03CF: load_wav 1814 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @BANDIT_2286 
097A: play_audio_at 0.0 0.0 0.0 event 1089 

:BANDIT_2286
000A: 6@ += 1 
0002: jump @BANDIT_2349 

:BANDIT_2300
03CF: load_wav 1814 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @BANDIT_2342 
097A: play_audio_at 0.0 0.0 0.0 event 1088 

:BANDIT_2342
000A: 4@ += 1 

:BANDIT_2349
0002: jump @BANDIT_2370 

:BANDIT_2356
0007: 10@(6@,3f) = 0.6 

:BANDIT_2370
0176: $TEMPVAR_ANGLE = object 0@ Z_angle 
0004: $3400 = 0 

:BANDIT_2385
00D6: if 
001A:   3 > $3400 
004D: jump_if_false @BANDIT_2535 
00D6: if 
0021:   10@($3400,3f) > 0.0 
004D: jump_if_false @BANDIT_2521 
007B: 7@($3400,3f) += frame_delta_time * 10@($3400,3f) // (float) 
00D6: if or
0021:   7@($3400,3f) > 360.0 
0043:   7@($3400,3f) == 360.0 
004D: jump_if_false @BANDIT_2497 
000F: 7@($3400,3f) -= 360.0 

:BANDIT_2497
0453: set_object 1@($3400,3i) XYZ_rotation 7@($3400,3f) 0.0 $TEMPVAR_ANGLE 

:BANDIT_2521
0008: $3400 += 1 
0002: jump @BANDIT_2385 

:BANDIT_2535
0050: gosub @BANDIT_2873 
0002: jump @BANDIT_2824 

:BANDIT_2549
0088: $3401 = 7@ // (float) 
0015: $3401 /= 20.0 
008C: $3396 = float $3401 to_integer 
0088: $3401 = 8@ // (float) 
0015: $3401 /= 20.0 
008C: $COLOR_RED = float $3401 to_integer 
0088: $3401 = 9@ // (float) 
0015: $3401 /= 20.0 
008C: $COLOR_GREEN = float $3401 to_integer 
00D6: if and
003A:   $3413($3396,18i) == $3431($COLOR_RED,18i) // (int) 
003A:   $3413($3396,18i) == $3449($COLOR_GREEN,18i) // (int) 
004D: jump_if_false @BANDIT_2772 
008A: $GAMBLES_CASHWIN = 14@ // (int) 
0068: $GAMBLES_CASHWIN *= $3413($3396,18i) // (int) 
004F: create_thread @CASHWIN $GAMBLES_CASHWIN  
0109: player $PLAYER_CHAR money = $GAMBLES_CASHWIN 
03CF: load_wav 1814 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @BANDIT_2751 
097A: play_audio_at 0.0 0.0 0.0 event 1090 

:BANDIT_2751
0623: add $GAMBLES_CASHWIN to_integer_stat 37 
0627: update_integer_stat 38 to $GAMBLES_CASHWIN 
0002: jump @BANDIT_2792 

:BANDIT_2772
004F: create_thread @CASHWIN 0 2500  
0627: update_integer_stat 39 to 14@ 

:BANDIT_2792
01B4: set_player $PLAYER_CHAR can_move 1 
09BD: allow_other_threads_to_display_text_boxes 1 
0006: 4@ = 1 
0050: gosub @BANDIT_2873 
0002: jump @BANDIT_2824 

:BANDIT_2824
0002: jump @BANDIT_2838 

:BANDIT_2831
0002: jump @BANDIT_3455 

:BANDIT_2838
0002: jump @BANDIT_2852 

:BANDIT_2845
0002: jump @BANDIT_3455 

:BANDIT_2852
0002: jump @BANDIT_2866 

:BANDIT_2859
0002: jump @BANDIT_3455 

:BANDIT_2866
0002: jump @BANDIT_253 

:BANDIT_2873
00D6: if 
0039:   13@ == 1 
004D: jump_if_false @BANDIT_3453 
03E3: set_texture_to_be_drawn_antialiased 1 
0937: text_draw_box_cornerA $3468 $3473 cornerB $3469 $3474 GXT_reference 'DUMMY' style 0 
0004: $3400 = 0 

:BANDIT_2927
00D6: if 
001A:   3 > $3400 
004D: jump_if_false @BANDIT_3453 
0088: $3401 = 7@($3400,3f) // (float) 
0015: $3401 /= 20.0 
008C: $3396 = float $3401 to_integer 
00D6: if 
0038:   $3400 == 0 
004D: jump_if_false @BANDIT_3013 
0084: $COLOR_RED = $3413($3396,18i) // (int) 
0086: $3404 = $3467 // (float) 

:BANDIT_3013
00D6: if 
0038:   $3400 == 1 
004D: jump_if_false @BANDIT_3061 
0084: $COLOR_RED = $3431($3396,18i) // (int) 
0086: $3404 = $3467 // (float) 
0009: $3404 += 64.0 

:BANDIT_3061
00D6: if 
0038:   $3400 == 2 
004D: jump_if_false @BANDIT_3109 
0084: $COLOR_RED = $3449($3396,18i) // (int) 
0086: $3404 = $3467 // (float) 
0009: $3404 += 128.0 

:BANDIT_3109
00D6: if 
003A:   $COLOR_RED == $3407 // (int) 
004D: jump_if_false @BANDIT_3164 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 1 position $3404 $3472 size 64.0 64.0 RGBA 200 200 200 255 

:BANDIT_3164
00D6: if 
003A:   $COLOR_RED == $3408 // (int) 
004D: jump_if_false @BANDIT_3219 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position $3404 $3472 size 64.0 64.0 RGBA 200 200 200 255 

:BANDIT_3219
00D6: if 
003A:   $COLOR_RED == $3409 // (int) 
004D: jump_if_false @BANDIT_3274 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 3 position $3404 $3472 size 64.0 64.0 RGBA 200 200 200 255 

:BANDIT_3274
00D6: if 
003A:   $COLOR_RED == $3410 // (int) 
004D: jump_if_false @BANDIT_3329 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position $3404 $3472 size 64.0 64.0 RGBA 200 200 200 255 

:BANDIT_3329
00D6: if 
003A:   $COLOR_RED == $3411 // (int) 
004D: jump_if_false @BANDIT_3384 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position $3404 $3472 size 64.0 64.0 RGBA 200 200 200 255 

:BANDIT_3384
00D6: if 
003A:   $COLOR_RED == $3412 // (int) 
004D: jump_if_false @BANDIT_3439 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 6 position $3404 $3472 size 64.0 64.0 RGBA 200 200 200 255 

:BANDIT_3439
0008: $3400 += 1 
0002: jump @BANDIT_2927 

:BANDIT_3453
0051: return 

:BANDIT_3455
00D6: if 
0019:   4@ > 0 
004D: jump_if_false @BANDIT_3550 
00D6: if 
0019:   4@ > 1 
004D: jump_if_false @BANDIT_3500 
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 

:BANDIT_3500
00D6: if 
0019:   4@ > 2 
004D: jump_if_false @BANDIT_3528 
04EF: release_animation "CASINO" 

:BANDIT_3528
0108: destroy_object 1@ 
0108: destroy_object 2@ 
0108: destroy_object 3@ 
0006: 4@ = 0 

:BANDIT_3550
00D6: if 
0039:   13@ == 1 
004D: jump_if_false @BANDIT_3577 
0391: release_textures 
0006: 13@ = 0 

:BANDIT_3577
004E: end_thread 
0051: return 
004E: end_thread 

//-------------External script 5 (ROULETTE)---------------

:ROULETE
03A4: name_thread 'ROULETE' 
0006: 1@ = 0 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @ROULETE_90 
029B: 0@ = init_object #ROULETTE_TBL at 0.0 0.0 0.0 
029B: $ROULETE_CHIPS($8549,151i) = init_object #CHIP_STACK07 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0662: printstring "AAAAAAA" 

:ROULETE_90
0006: 4@ = 0 
0006: 5@ = 0 
0006: 8@ = 0 
0006: 9@ = 0 
0006: 7@ = 0 
0006: 10@ = 500 
0006: 11@ = 500 
0006: 12@ = 0 
0006: 13@ = 0 
0006: 14@ = 0 
0006: 15@ = 0 
0653: 16@ = float_stat 81 
0209: 18@ = random_int_in_ranges 0 19 
0008: $1523 += 1 
00D6: if 
0023:   1.0 > 16@ 
004D: jump_if_false @ROULETE_252 
00D6: if or
0038:   $1523 == 1 
0038:   $1523 == 5 
004D: jump_if_false @ROULETE_245 
0006: 18@ = 0 

:ROULETE_245
0002: jump @ROULETE_464 

:ROULETE_252
00D6: if 
0023:   10.0 > 16@ 
004D: jump_if_false @ROULETE_312 
00D6: if or
0038:   $1523 == 1 
0038:   $1523 == 5 
004D: jump_if_false @ROULETE_305 
0006: 18@ = 5 

:ROULETE_305
0002: jump @ROULETE_464 

:ROULETE_312
00D6: if 
0023:   100.0 > 16@ 
004D: jump_if_false @ROULETE_372 
00D6: if or
0038:   $1523 == 1 
0038:   $1523 == 5 
004D: jump_if_false @ROULETE_365 
0006: 18@ = 10 

:ROULETE_365
0002: jump @ROULETE_464 

:ROULETE_372
00D6: if 
0023:   1000.0 > 16@ 
004D: jump_if_false @ROULETE_432 
00D6: if or
0038:   $1523 == 1 
0038:   $1523 == 5 
004D: jump_if_false @ROULETE_425 
0006: 18@ = 14 

:ROULETE_425
0002: jump @ROULETE_464 

:ROULETE_432
00D6: if or
0038:   $1523 == 1 
0038:   $1523 == 5 
004D: jump_if_false @ROULETE_464 
0006: 18@ = 17 

:ROULETE_464
00D6: if or
0039:   18@ == 0 
0039:   18@ == 1 
0039:   18@ == 2 
0039:   18@ == 3 
0039:   18@ == 4 
004D: jump_if_false @ROULETE_525 
0006: 17@ = 2 
0006: 19@ = -340 

:ROULETE_525
00D6: if or
0039:   18@ == 5 
0039:   18@ == 6 
0039:   18@ == 7 
0039:   18@ == 8 
0039:   18@ == 9 
004D: jump_if_false @ROULETE_586 
0006: 17@ = 20 
0006: 19@ = -341 

:ROULETE_586
00D6: if or
0039:   18@ == 10 
0039:   18@ == 11 
0039:   18@ == 12 
0039:   18@ == 13 
004D: jump_if_false @ROULETE_641 
0006: 17@ = 200 
0006: 19@ = -342 

:ROULETE_641
00D6: if or
0039:   18@ == 14 
0039:   18@ == 15 
0039:   18@ == 16 
004D: jump_if_false @ROULETE_689 
0006: 17@ = 2000 
0006: 19@ = -343 

:ROULETE_689
00D6: if or
0039:   18@ == 17 
0039:   18@ == 18 
004D: jump_if_false @ROULETE_730 
0006: 17@ = 20000 
0006: 19@ = -344 

:ROULETE_730
0006: 18@ = 0 
0006: 20@ = 0 
0085: 21@ = 17@ // (int) 
0012: 21@ *= 50 
0006: 22@ = 0 
0209: $3396 = random_int_in_ranges 0 2 
00D6: if 
0038:   $3396 == 0 
004D: jump_if_false @ROULETE_807 
04AF: 23@ = 11 // = constant 
0002: jump @ROULETE_815 

:ROULETE_807
04AF: 23@ = 172 // = constant 

:ROULETE_815
0004: $8549 = 0 

:ROULETE_822
00D6: if 
001A:   151 > $8549 
004D: jump_if_false @ROULETE_866 
0004: $8398($8549,151i) = 0 
0008: $8549 += 1 
0002: jump @ROULETE_822 

:ROULETE_866
0004: $ROULETE_CASH_WON = 0 
0004: $8551 = 0 
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @ROULETE_907 
0006: 22@ = 0 
0051: return 

:ROULETE_907
0007: 24@ = 0.0 
0007: 25@ = 0.0 

:ROULETE_927
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @ROULETE_7879 
00D6: if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
004D: jump_if_false @ROULETE_7735 
00D6: if 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @ROULETE_7591 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ROULETE_7456 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @ROULETE_1032 
0247: load_model 23@ 
000A: 1@ += 1 

:ROULETE_1032
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @ROULETE_1167 
0247: load_model 23@ 
00D6: if 
0248:   model 23@ available 
004D: jump_if_false @ROULETE_1167 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 1.208 0.571 -1.144 
009A: 26@ = create_actor_pedtype 5 model 23@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object 0@ Z_angle 
0009: $TEMPVAR_ANGLE += 90.0 
0173: set_actor 26@ Z_angle_to $TEMPVAR_ANGLE 
060B: set_actor 26@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
0A0A: unknown_object 0@ flag 1 
000A: 1@ += 1 

:ROULETE_1167
00D6: if 
0039:   1@ == 2 
004D: jump_if_false @ROULETE_1269 
00D6: if 
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 sphere 0 on_foot 
004D: jump_if_false @ROULETE_1269 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.215 1.34 -0.086 
029B: 27@ = init_object #WHEEL_WEE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
000A: 1@ += 1 

:ROULETE_1269
00D6: if 
0039:   1@ == 3 
004D: jump_if_false @ROULETE_1592 
00D6: if 
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 sphere 0 on_foot 
004D: jump_if_false @ROULETE_1592 
00D6: if 
0038:   $9470 == 0 
004D: jump_if_false @ROULETE_1592 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -1.839 -2.4444 -0.6 
0400: store_coords_to $3404 $3405 $3406 from_object 0@ with_offset 0.761 0.9556 0.6 
00D6: if 
01A6:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 cornerB $3404 $3405 $3406 on_foot 
004D: jump_if_false @ROULETE_1592 
00D6: if 
0039:   17@ == 2 
004D: jump_if_false @ROULETE_1459 
0512: show_permanent_text_box 'SLOT_06'  // ~k~~VEHICLE_ENTER_EXIT~ Play Roulette~n~Max Wager $100

:ROULETE_1459
00D6: if 
0039:   17@ == 20 
004D: jump_if_false @ROULETE_1488 
0512: show_permanent_text_box 'SLOT_07'  // ~k~~VEHICLE_ENTER_EXIT~ Play Roulette~n~Max Wager $1,000

:ROULETE_1488
00D6: if 
0039:   17@ == 200 
004D: jump_if_false @ROULETE_1518 
0512: show_permanent_text_box 'SLOT_08'  // ~k~~VEHICLE_ENTER_EXIT~ Play Roulette~n~Max Wager $10,000

:ROULETE_1518
00D6: if 
0039:   17@ == 2000 
004D: jump_if_false @ROULETE_1548 
0512: show_permanent_text_box 'SLOT_09'  // ~k~~VEHICLE_ENTER_EXIT~ Play Roulette~n~Max Wager $100,000

:ROULETE_1548
00D6: if 
0039:   17@ == 20000 
004D: jump_if_false @ROULETE_1578 
0512: show_permanent_text_box 'SLOT_10'  // ~k~~VEHICLE_ENTER_EXIT~ Play Roulette~n~Max Wager $1,000,000

:ROULETE_1578
03CF: load_wav 1813 as 4 
000A: 1@ += 1 

:ROULETE_1592
00D6: if 
0039:   1@ == 4 
004D: jump_if_false @ROULETE_2950 
00D6: if 
0038:   $3489 == 0 
004D: jump_if_false @ROULETE_2950 
00D6: if 
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 sphere 0 on_foot 
004D: jump_if_false @ROULETE_2950 
00D6: if 
0038:   $9470 == 0 
004D: jump_if_false @ROULETE_2941 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -1.839 -2.4444 -0.6 
0400: store_coords_to $3404 $3405 $3406 from_object 0@ with_offset 0.761 0.9556 0.6 
00D6: if 
01A6:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 cornerB $3404 $3405 $3406 on_foot 
004D: jump_if_false @ROULETE_2925 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @ROULETE_2918 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @ROULETE_2911 
00D6: if 
0039:   9@ == 0 
004D: jump_if_false @ROULETE_2904 
0652: $STAT_GAMBLING_SKILL = integer_stat 81 
00D6: if 
0039:   17@ == 20 
004D: jump_if_false @ROULETE_1974 
00D6: if 
8028:   not  $STAT_GAMBLING_SKILL >= 1 
004D: jump_if_false @ROULETE_1974 
00BC: show_text_highpriority GXT 'GAMBSTA' time 4000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_1967 
0209: $3400 = random_int_in_ranges 0 2 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_1949 
09D6: unknown_set_actor 26@ sound $3817($3400,3i) flags 1 1 0 
0002: jump @ROULETE_1967 

:ROULETE_1949
09D6: unknown_set_actor 26@ sound $3876($3400,3i) flags 1 1 0 

:ROULETE_1967
0002: jump @ROULETE_927 

:ROULETE_1974
00D6: if 
0039:   17@ == 200 
004D: jump_if_false @ROULETE_2120 
00D6: if 
8028:   not  $STAT_GAMBLING_SKILL >= 10 
004D: jump_if_false @ROULETE_2120 
00BC: show_text_highpriority GXT 'GAMBSTA' time 4000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_2113 
0209: $3400 = random_int_in_ranges 0 2 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_2095 
09D6: unknown_set_actor 26@ sound $3817($3400,3i) flags 1 1 0 
0002: jump @ROULETE_2113 

:ROULETE_2095
09D6: unknown_set_actor 26@ sound $3876($3400,3i) flags 1 1 0 

:ROULETE_2113
0002: jump @ROULETE_927 

:ROULETE_2120
00D6: if 
0039:   17@ == 2000 
004D: jump_if_false @ROULETE_2266 
00D6: if 
8028:   not  $STAT_GAMBLING_SKILL >= 100 
004D: jump_if_false @ROULETE_2266 
00BC: show_text_highpriority GXT 'GAMBSTA' time 4000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_2259 
0209: $3400 = random_int_in_ranges 0 2 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_2241 
09D6: unknown_set_actor 26@ sound $3817($3400,3i) flags 1 1 0 
0002: jump @ROULETE_2259 

:ROULETE_2241
09D6: unknown_set_actor 26@ sound $3876($3400,3i) flags 1 1 0 

:ROULETE_2259
0002: jump @ROULETE_927 

:ROULETE_2266
00D6: if 
0039:   17@ == 20000 
004D: jump_if_false @ROULETE_2413 
00D6: if 
8018:   not  $STAT_GAMBLING_SKILL > 999 
004D: jump_if_false @ROULETE_2413 
00BC: show_text_highpriority GXT 'GAMBSTA' time 4000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_2406 
0209: $3400 = random_int_in_ranges 0 2 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_2388 
09D6: unknown_set_actor 26@ sound $3817($3400,3i) flags 1 1 0 
0002: jump @ROULETE_2406 

:ROULETE_2388
09D6: unknown_set_actor 26@ sound $3876($3400,3i) flags 1 1 0 

:ROULETE_2406
0002: jump @ROULETE_927 

:ROULETE_2413
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
01BB: store_object 0@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0A2B:   widescreen_option_enabled 
004D: jump_if_false @ROULETE_2578 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.632 -1.9669 1.9144 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.5003 -1.3914 1.1073 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 1 
0002: jump @ROULETE_2675 

:ROULETE_2578
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.5689 -1.5476 1.8759 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.4106 -1.0626 1.0159 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 1 

:ROULETE_2675
041D: set_camera_near_clip 0.1 
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_ROUL' 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_2783 
0209: $3400 = random_int_in_ranges 0 2 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_2765 
09D6: unknown_set_actor 26@ sound $3828($3400,2i) flags 1 1 0 
0002: jump @ROULETE_2783 

:ROULETE_2765
09D6: unknown_set_actor 26@ sound $3887($3400,2i) flags 1 1 0 

:ROULETE_2783
038F: load_texture "ROULBLA" as 1 // Load dictionary with 0390 first 
038F: load_texture "ROULRED" as 2 // Load dictionary with 0390 first 
038F: load_texture "ROULGRE" as 3 // Load dictionary with 0390 first 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $3496 $3497 $3498 
0009: $TEMPVAR_FLOAT_3 += 0.01 
029B: $8552 = init_object #ROULETTE_MARKER at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
09BD: allow_other_threads_to_display_text_boxes 1 
0004: $3489 = 1 
0006: 28@ = 0 
000A: 1@ += 1 
0006: 9@ = 1 

:ROULETE_2904
0002: jump @ROULETE_2918 

:ROULETE_2911
0006: 9@ = 0 

:ROULETE_2918
0002: jump @ROULETE_2934 

:ROULETE_2925
03E6: remove_text_box 
0006: 1@ = 3 

:ROULETE_2934
0002: jump @ROULETE_2950 

:ROULETE_2941
03E6: remove_text_box 
0006: 1@ = 3 

:ROULETE_2950
00D6: if 
0039:   1@ == 5 
004D: jump_if_false @ROULETE_7449 
0581: enable_radar 0 
00D6: if 
0018:   $3505 > 0 
004D: jump_if_false @ROULETE_3503 
0009: $3809 += 2.0 
0009: $3810 += 2.0 
038D: draw_texture 1 position $3809 $3810 size 64.0 64.0 RGBA 0 0 0 255 
000D: $3809 -= 2.0 
000D: $3810 -= 2.0 
00D6: if 
0039:   18@ == 0 
004D: jump_if_false @ROULETE_3116 
038D: draw_texture 3 position $3809 $3810 size 64.0 64.0 RGBA 180 180 180 255 
0002: jump @ROULETE_3424 

:ROULETE_3116
00D6: if or
0039:   18@ == 1 
0039:   18@ == 3 
0039:   18@ == 5 
0039:   18@ == 7 
0039:   18@ == 9 
0039:   18@ == 12 
004D: jump_if_false @ROULETE_3208 
038D: draw_texture 2 position $3809 $3810 size 64.0 64.0 RGBA 180 180 180 255 
0002: jump @ROULETE_3424 

:ROULETE_3208
00D6: if or
0039:   18@ == 14 
0039:   18@ == 16 
0039:   18@ == 18 
0039:   18@ == 19 
0039:   18@ == 21 
0039:   18@ == 23 
004D: jump_if_false @ROULETE_3300 
038D: draw_texture 2 position $3809 $3810 size 64.0 64.0 RGBA 180 180 180 255 
0002: jump @ROULETE_3424 

:ROULETE_3300
00D6: if or
0039:   18@ == 25 
0039:   18@ == 27 
0039:   18@ == 30 
0039:   18@ == 32 
0039:   18@ == 34 
0039:   18@ == 36 
004D: jump_if_false @ROULETE_3392 
038D: draw_texture 2 position $3809 $3810 size 64.0 64.0 RGBA 180 180 180 255 
0002: jump @ROULETE_3424 

:ROULETE_3392
038D: draw_texture 1 position $3809 $3810 size 64.0 64.0 RGBA 180 180 180 255 

:ROULETE_3424
0086: $8553 = $3809 // (float) 
0009: $8553 += -1.6679 
0086: $8554 = $3810 // (float) 
0009: $8554 += -30.0255 
0050: gosub @ROULETE_18193 
033F: set_text_draw_letter_size 0.9423 4.2306 
0342: set_text_draw_centered 1 
045A: draw_text_1number $8553 $8554 GXT 'NUMBER' number 18@  // ~1~

:ROULETE_3503
0937: text_draw_box_cornerA $3479 $3483 cornerB $3480 $3484 GXT_reference 'ROUWAGE' style 2  // Wager
0050: gosub @ROULETE_18193 
0340: set_text_draw_RGBA 134 155 184 255 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @ROULETE_3579 
033F: set_text_draw_letter_size 0.42 2.5077 

:ROULETE_3579
033E: set_draw_text_position $3477 $3481 GXT 'ROU_MAX'  // Max Wager
0086: $8554 = $3481 // (float) 
0059: $8554 += $3482 // (float) 
0050: gosub @ROULETE_18193 
033F: set_text_draw_letter_size $3486 $3488 
045A: draw_text_1number $3477 $8554 GXT 'DOLLAR' number 21@  // $~1~
0059: $8554 += $3478 // (float) 
0050: gosub @ROULETE_18193 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $3477 $8554 GXT 'ROUYOUR'  // Total Wager
0059: $8554 += $3482 // (float) 
0050: gosub @ROULETE_18193 
033F: set_text_draw_letter_size $3486 $3488 
045A: draw_text_1number $3477 $8554 GXT 'DOLLAR' number $8551  // $~1~
0059: $8554 += $3478 // (float) 
0050: gosub @ROULETE_18193 
00D6: if 
0018:   $3505 > 0 
004D: jump_if_false @ROULETE_3850 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $3477 $8554 GXT 'ROU_WON'  // Payout
0059: $8554 += $3482 // (float) 
0050: gosub @ROULETE_18193 
033F: set_text_draw_letter_size $3486 $3488 
045A: draw_text_1number $3477 $8554 GXT 'DOLLAR' number $ROULETE_CASH_WON  // $~1~
0002: jump @ROULETE_3924 

:ROULETE_3850
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $3477 $8554 GXT 'ROUTHIS'  // This Wager
0059: $8554 += $3482 // (float) 
0050: gosub @ROULETE_18193 
033F: set_text_draw_letter_size $3486 $3488 
045A: draw_text_1number $3477 $8554 GXT 'DOLLAR' number 20@  // $~1~

:ROULETE_3924
00D6: if 
0038:   $3505 == 0 
004D: jump_if_false @ROULETE_4536 
0512: show_permanent_text_box 'ROUHELP'  // Use the movement controls to select spot.~n~~k~~PED_JUMPING~ Increase Wager~n~~k~~PED_FIREWEAPON~ Decrease Wager~n~~k~~PED_SPRINT~ Spin Wheel~n~~k~~VEHICLE_ENTER_EXIT~ Exit
0750: set_object $8552 visibility 1 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @ROULETE_4238 
00D6: if 
0039:   7@ == 0 
004D: jump_if_false @ROULETE_4231 
00D6: if 
0018:   $8551 > 0 
004D: jump_if_false @ROULETE_4189 
03CF: load_wav 1813 as 4 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_4106 
0209: $3400 = random_int_in_ranges 0 3 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_4088 
09D6: unknown_set_actor 26@ sound $3811($3400,3i) flags 1 1 0 
0002: jump @ROULETE_4106 

:ROULETE_4088
09D6: unknown_set_actor 26@ sound $3870($3400,3i) flags 1 1 0 

:ROULETE_4106
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @ROULETE_4141 
097A: play_audio_at 0.0 0.0 0.0 event 1086 

:ROULETE_4141
0623: add $8551 to_integer_stat 35 
008D: $3401 = integer $8551 to_float 
0011: $3401 *= 0.001 
03E6: remove_text_box 
0624: add $3401 to_float_stat 81 
0008: $3505 += 1 
0002: jump @ROULETE_4224 

:ROULETE_4189
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @ROULETE_4224 
097A: play_audio_at 0.0 0.0 0.0 event 1085 

:ROULETE_4224
000A: 7@ += 1 

:ROULETE_4231
0002: jump @ROULETE_4245 

:ROULETE_4238
0006: 7@ = 0 

:ROULETE_4245
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @ROULETE_4522 
00D6: if 
0039:   9@ == 0 
004D: jump_if_false @ROULETE_4515 
000A: 9@ += 1 
0004: $3505 = 0 
0006: 1@ = 3 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_4387 
0209: $3400 = random_int_in_ranges 0 2 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_4369 
09D6: unknown_set_actor 26@ sound $3826($3400,2i) flags 1 1 0 
0002: jump @ROULETE_4387 

:ROULETE_4369
09D6: unknown_set_actor 26@ sound $3885($3400,2i) flags 1 1 0 

:ROULETE_4387
0581: enable_radar 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03F0: enable_text_draw 0 
0391: release_textures 
03E6: remove_text_box 
0108: destroy_object $8552 
0109: player $PLAYER_CHAR money = $8551 
0006: 22@ = 1 
0050: gosub @ROULETE_815 
0004: $8549 = 0 

:ROULETE_4455
00D6: if 
001A:   151 > $8549 
004D: jump_if_false @ROULETE_4497 
0108: destroy_object $ROULETE_CHIPS($8549,151i) 
0008: $8549 += 1 
0002: jump @ROULETE_4455 

:ROULETE_4497
09BD: allow_other_threads_to_display_text_boxes 1 
0004: $3489 = 0 
0002: jump @ROULETE_927 

:ROULETE_4515
0002: jump @ROULETE_4529 

:ROULETE_4522
0006: 9@ = 0 

:ROULETE_4529
0050: gosub @ROULETE_8023 

:ROULETE_4536
00D6: if 
0038:   $3505 == 1 
004D: jump_if_false @ROULETE_4625 
0750: set_object $8552 visibility 0 
0079: 24@ += frame_delta_time * 0.5 // (float) 
00D6: if or
0021:   24@ > 20.0 
0043:   24@ == 20.0 
004D: jump_if_false @ROULETE_4625 
0084: $3506 = $CURRENT_TIME_IN_MS2 // (int) 
0008: $3506 += 1500 
0008: $3505 += 1 

:ROULETE_4625
00D6: if 
0038:   $3505 == 2 
004D: jump_if_false @ROULETE_4803 
00D6: if 
001C:   $CURRENT_TIME_IN_MS2 > $3506 // (int) 
004D: jump_if_false @ROULETE_4803 
007F: 24@ -= frame_delta_time * 0.08 // (float) 
00D6: if or
0023:   0.0 > 24@ 
0043:   24@ == 0.0 
004D: jump_if_false @ROULETE_4803 
0209: 18@ = random_int_in_ranges 0 37 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_4789 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_4771 
09D6: unknown_set_actor 26@ sound $3830(18@,37i) flags 1 1 0 
0002: jump @ROULETE_4789 

:ROULETE_4771
09D6: unknown_set_actor 26@ sound $3889(18@,37i) flags 1 1 0 

:ROULETE_4789
0050: gosub @ROULETE_9703 
0008: $3505 += 1 

:ROULETE_4803
00D6: if 
0038:   $3505 == 3 
004D: jump_if_false @ROULETE_5553 
0512: show_permanent_text_box 'X_CONT'  // ~k~~PED_SPRINT~ Continue
0084: $3396 = $ROULETE_CASH_WON // (int) 
0060: $3396 -= $8551 // (int) 
00D6: if 
0038:   $3396 == 0 
004D: jump_if_false @ROULETE_4934 
0050: gosub @ROULETE_18193 
033F: set_text_draw_letter_size 1.3 3.36 
0342: set_text_draw_centered 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
033E: set_draw_text_position 320.0 180.333 GXT 'NOWIN'  // ~w~NO WIN!
0002: jump @ROULETE_5138 

:ROULETE_4934
00D6: if 
0018:   $3396 > 0 
004D: jump_if_false @ROULETE_5060 
0050: gosub @ROULETE_18193 
033F: set_text_draw_letter_size 1.3 3.36 
0342: set_text_draw_centered 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
0904: get_interface 6 color_RGBA_to $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN $3400 
0340: set_text_draw_RGBA $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN 255 
045A: draw_text_1number 320.0 155.333 GXT 'WINNER' number $3396  // WINNER!~n~~w~$~1~
0627: update_integer_stat 38 to $3396 
0002: jump @ROULETE_5138 

:ROULETE_5060
0010: $3396 *= -1 
0050: gosub @ROULETE_18193 
033F: set_text_draw_letter_size 1.3 3.36 
0342: set_text_draw_centered 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
045A: draw_text_1number 320.0 155.333 GXT 'LOSER' number $3396  // ~r~LOSER!~n~~w~-$~1~
0627: update_integer_stat 39 to $3396 

:ROULETE_5138
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @ROULETE_5546 
00D6: if 
0039:   7@ == 0 
004D: jump_if_false @ROULETE_5539 
008B: 7@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 7@ += 999999 
0109: player $PLAYER_CHAR money = $ROULETE_CASH_WON 
0623: add $ROULETE_CASH_WON to_integer_stat 37 
0084: $3396 = $ROULETE_CASH_WON // (int) 
0060: $3396 -= $8551 // (int) 
0008: $9325 += 1 
00D6: if 
0018:   $3396 > 0 
004D: jump_if_false @ROULETE_5425 
0209: $3400 = random_int_in_ranges 0 3 
00D6: if or
0038:   $3400 == 0 
0038:   $3400 == 1 
004D: jump_if_false @ROULETE_5408 
00D6: if 
0018:   $9325 > 1 
004D: jump_if_false @ROULETE_5315 
0209: $3400 = random_int_in_ranges 3 6 
0002: jump @ROULETE_5324 

:ROULETE_5315
0209: $3400 = random_int_in_ranges 0 3 

:ROULETE_5324
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_5401 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_5383 
09D6: unknown_set_actor 26@ sound $3820($3400,6i) flags 1 1 0 
0002: jump @ROULETE_5401 

:ROULETE_5383
09D6: unknown_set_actor 26@ sound $3879($3400,6i) flags 1 1 0 

:ROULETE_5401
0002: jump @ROULETE_5418 

:ROULETE_5408
0947: actor $PLAYER_ACTOR speak_from_audio_table 100 store_spoken_phrase_id_to $GAMBLES_CASHWIN 

:ROULETE_5418
0002: jump @ROULETE_5469 

:ROULETE_5425
0209: $COLOR_RED = random_int_in_ranges 0 2 
00D6: if 
0038:   $COLOR_RED == 0 
004D: jump_if_false @ROULETE_5462 
0947: actor $PLAYER_ACTOR speak_from_audio_table 101 store_spoken_phrase_id_to $GAMBLES_CASHWIN 

:ROULETE_5462
0004: $9325 = 0 

:ROULETE_5469
0006: 22@ = 1 
0050: gosub @ROULETE_815 
0004: $8549 = 0 

:ROULETE_5490
00D6: if 
001A:   151 > $8549 
004D: jump_if_false @ROULETE_5532 
0108: destroy_object $ROULETE_CHIPS($8549,151i) 
0008: $8549 += 1 
0002: jump @ROULETE_5490 

:ROULETE_5532
0004: $3505 = 0 

:ROULETE_5539
0002: jump @ROULETE_5553 

:ROULETE_5546
0006: 7@ = 0 

:ROULETE_5553
00D6: if and
0018:   $3505 > 0 
001A:   3 > $3505 
004D: jump_if_false @ROULETE_5613 
007B: 25@ += frame_delta_time * 24@ // (float) 
0453: set_object 27@ XYZ_rotation 0.0 0.0 25@ 
0209: 18@ = random_int_in_ranges 0 37 

:ROULETE_5613
0494: get_joystick 0 direction_offset_to $8555 $8556 $8557 $8558 
00D6: if or
00E1:   player 0 pressed_key 10 
001A:   -80 > $8555 
004D: jump_if_false @ROULETE_6087 
00D6: if 
0039:   2@ == 0 
004D: jump_if_false @ROULETE_6054 
008B: 12@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 12@ += 80 
00D6: if 
0022:   0.0 > $3499 
004D: jump_if_false @ROULETE_5804 
00D6: if 
8042:   not  $3500 == 2.0 
004D: jump_if_false @ROULETE_5797 
00D6: if 
8042:   not  $3499 == 0.0 
004D: jump_if_false @ROULETE_5797 
00D6: if 
0042:   $3500 == -24.0 
004D: jump_if_false @ROULETE_5787 
0009: $3499 += 2.0 
0002: jump @ROULETE_5797 

:ROULETE_5787
0009: $3499 += 1.0 

:ROULETE_5797
0002: jump @ROULETE_6040 

:ROULETE_5804
00D6: if 
0042:   $3499 == 0.0 
004D: jump_if_false @ROULETE_5999 
00D6: if and
0022:   2.0 > $3500 
0020:   $3500 > -7.0 
004D: jump_if_false @ROULETE_5883 
0009: $3499 += 2.0 
0005: $3500 = -3.0 
0002: jump @ROULETE_5992 

:ROULETE_5883
00D6: if and
0022:   -6.0 > $3500 
0020:   $3500 > -15.0 
004D: jump_if_false @ROULETE_5941 
0009: $3499 += 2.0 
0005: $3500 = -11.0 
0002: jump @ROULETE_5992 

:ROULETE_5941
00D6: if and
0022:   -14.0 > $3500 
0020:   $3500 > -24.0 
004D: jump_if_false @ROULETE_5992 
0009: $3499 += 2.0 
0005: $3500 = -19.0 

:ROULETE_5992
0002: jump @ROULETE_6040 

:ROULETE_5999
00D6: if 
0042:   $3499 == 2.0 
004D: jump_if_false @ROULETE_6040 
0009: $3499 += 2.0 
0009: $3500 += 2.0 

:ROULETE_6040
000A: 2@ += 1 
0002: jump @ROULETE_6080 

:ROULETE_6054
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 12@ // (int) 
004D: jump_if_false @ROULETE_6080 
0006: 2@ = 0 

:ROULETE_6080
0002: jump @ROULETE_6094 

:ROULETE_6087
0006: 2@ = 0 

:ROULETE_6094
00D6: if or
00E1:   player 0 pressed_key 11 
0018:   $8555 > 80 
004D: jump_if_false @ROULETE_6521 
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @ROULETE_6488 
008B: 13@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 13@ += 80 
00D6: if 
0020:   $3499 > -4.0 
004D: jump_if_false @ROULETE_6412 
00D6: if 
8042:   not  $3500 == 2.0 
004D: jump_if_false @ROULETE_6405 
00D6: if 
8042:   not  $3499 == -4.0 
004D: jump_if_false @ROULETE_6405 
00D6: if or
0042:   $3500 == -24.0 
0042:   $3499 == 2.0 
0042:   $3499 == 4.0 
004D: jump_if_false @ROULETE_6395 
00D6: if or
0042:   $3500 == -1.0 
0042:   $3500 == -5.0 
004D: jump_if_false @ROULETE_6296 
0005: $3500 = -3.0 

:ROULETE_6296
00D6: if or
0042:   $3500 == -9.0 
0042:   $3500 == -13.0 
004D: jump_if_false @ROULETE_6337 
0005: $3500 = -11.0 

:ROULETE_6337
00D6: if or
0042:   $3500 == -17.0 
0042:   $3500 == -21.0 
004D: jump_if_false @ROULETE_6378 
0005: $3500 = -19.0 

:ROULETE_6378
0009: $3499 += -2.0 
0002: jump @ROULETE_6405 

:ROULETE_6395
0009: $3499 += -1.0 

:ROULETE_6405
0002: jump @ROULETE_6474 

:ROULETE_6412
00D6: if 
0042:   $3499 == -4.0 
004D: jump_if_false @ROULETE_6474 
00D6: if and
0020:   $3500 > -23.0 
0022:   1.0 > $3500 
004D: jump_if_false @ROULETE_6474 
0009: $3499 += -1.0 

:ROULETE_6474
000A: 3@ += 1 
0002: jump @ROULETE_6514 

:ROULETE_6488
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 13@ // (int) 
004D: jump_if_false @ROULETE_6514 
0006: 3@ = 0 

:ROULETE_6514
0002: jump @ROULETE_6528 

:ROULETE_6521
0006: 3@ = 0 

:ROULETE_6528
00D6: if or
00E1:   player 0 pressed_key 8 
001A:   -80 > $8556 
004D: jump_if_false @ROULETE_6867 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @ROULETE_6834 
008B: 14@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 14@ += 80 
00D6: if 
0022:   0.0 > $3500 
004D: jump_if_false @ROULETE_6779 
00D6: if 
0042:   $3500 == -24.0 
004D: jump_if_false @ROULETE_6644 
0009: $3500 += 2.0 
0002: jump @ROULETE_6772 

:ROULETE_6644
00D6: if 
0042:   $3499 == 2.0 
004D: jump_if_false @ROULETE_6703 
00D6: if 
8042:   not  $3500 == -3.0 
004D: jump_if_false @ROULETE_6696 
0009: $3500 += 8.0 

:ROULETE_6696
0002: jump @ROULETE_6772 

:ROULETE_6703
00D6: if 
0042:   $3499 == 4.0 
004D: jump_if_false @ROULETE_6762 
00D6: if 
8042:   not  $3500 == -1.0 
004D: jump_if_false @ROULETE_6755 
0009: $3500 += 4.0 

:ROULETE_6755
0002: jump @ROULETE_6772 

:ROULETE_6762
0009: $3500 += 1.0 

:ROULETE_6772
0002: jump @ROULETE_6820 

:ROULETE_6779
00D6: if 
0042:   $3500 == 0.0 
004D: jump_if_false @ROULETE_6820 
0009: $3500 += 2.0 
0005: $3499 = -2.0 

:ROULETE_6820
000A: 4@ += 1 
0002: jump @ROULETE_6860 

:ROULETE_6834
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 14@ // (int) 
004D: jump_if_false @ROULETE_6860 
0006: 4@ = 0 

:ROULETE_6860
0002: jump @ROULETE_6874 

:ROULETE_6867
0006: 4@ = 0 

:ROULETE_6874
00D6: if or
00E1:   player 0 pressed_key 9 
0018:   $8556 > 80 
004D: jump_if_false @ROULETE_7331 
00D6: if 
0039:   5@ == 0 
004D: jump_if_false @ROULETE_7298 
008B: 15@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 15@ += 80 
00D6: if 
0020:   $3500 > -22.0 
004D: jump_if_false @ROULETE_7125 
00D6: if 
0042:   $3500 == 2.0 
004D: jump_if_false @ROULETE_6990 
0009: $3500 += -2.0 
0002: jump @ROULETE_7118 

:ROULETE_6990
00D6: if 
0042:   $3499 == 2.0 
004D: jump_if_false @ROULETE_7049 
00D6: if 
8042:   not  $3500 == -19.0 
004D: jump_if_false @ROULETE_7042 
0009: $3500 += -8.0 

:ROULETE_7042
0002: jump @ROULETE_7118 

:ROULETE_7049
00D6: if 
0042:   $3499 == 4.0 
004D: jump_if_false @ROULETE_7108 
00D6: if 
8042:   not  $3500 == -21.0 
004D: jump_if_false @ROULETE_7101 
0009: $3500 += -4.0 

:ROULETE_7101
0002: jump @ROULETE_7118 

:ROULETE_7108
0009: $3500 += -1.0 

:ROULETE_7118
0002: jump @ROULETE_7284 

:ROULETE_7125
00D6: if 
0042:   $3499 == -4.0 
004D: jump_if_false @ROULETE_7184 
00D6: if 
8042:   not  $3500 == -24.0 
004D: jump_if_false @ROULETE_7177 
0009: $3500 += -2.0 

:ROULETE_7177
0002: jump @ROULETE_7284 

:ROULETE_7184
00D6: if 
0042:   $3499 == 0.0 
004D: jump_if_false @ROULETE_7243 
00D6: if 
8042:   not  $3500 == -24.0 
004D: jump_if_false @ROULETE_7236 
0009: $3500 += -2.0 

:ROULETE_7236
0002: jump @ROULETE_7284 

:ROULETE_7243
00D6: if 
8042:   not  $3500 == -24.0 
004D: jump_if_false @ROULETE_7284 
0005: $3499 = -2.0 
0009: $3500 += -2.0 

:ROULETE_7284
000A: 5@ += 1 
0002: jump @ROULETE_7324 

:ROULETE_7298
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 15@ // (int) 
004D: jump_if_false @ROULETE_7324 
0006: 5@ = 0 

:ROULETE_7324
0002: jump @ROULETE_7338 

:ROULETE_7331
0006: 5@ = 0 

:ROULETE_7338
0086: $3503 = $3499 // (float) 
0069: $3503 *= $3494 // (float) 
0086: $3504 = $3500 // (float) 
0069: $3504 *= $3495 // (float) 
0086: $3501 = $3496 // (float) 
0059: $3501 += $3503 // (float) 
0086: $3502 = $3497 // (float) 
0059: $3502 += $3504 // (float) 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $3501 $3502 $3498 
0009: $TEMPVAR_FLOAT_3 += 0.01 
01BC: put_object $8552 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:ROULETE_7449
0002: jump @ROULETE_7584 

:ROULETE_7456
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @ROULETE_7584 
00D6: if 
0019:   1@ > 3 
004D: jump_if_false @ROULETE_7494 
03E6: remove_text_box 

:ROULETE_7494
009B: destroy_actor 26@ 
0249: release_model 23@ 
0006: 22@ = 1 
0050: gosub @ROULETE_815 
0004: $8549 = 0 

:ROULETE_7525
00D6: if 
001A:   151 > $8549 
004D: jump_if_false @ROULETE_7567 
0108: destroy_object $ROULETE_CHIPS($8549,151i) 
0008: $8549 += 1 
0002: jump @ROULETE_7525 

:ROULETE_7567
0108: destroy_object $8552 
0108: destroy_object 27@ 
0006: 1@ = 0 

:ROULETE_7584
0002: jump @ROULETE_7728 

:ROULETE_7591
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @ROULETE_7719 
00D6: if 
0019:   1@ > 3 
004D: jump_if_false @ROULETE_7629 
03E6: remove_text_box 

:ROULETE_7629
009B: destroy_actor 26@ 
0249: release_model 23@ 
0006: 22@ = 1 
0050: gosub @ROULETE_815 
0004: $8549 = 0 

:ROULETE_7660
00D6: if 
001A:   151 > $8549 
004D: jump_if_false @ROULETE_7702 
0108: destroy_object $ROULETE_CHIPS($8549,151i) 
0008: $8549 += 1 
0002: jump @ROULETE_7660 

:ROULETE_7702
0108: destroy_object $8552 
0108: destroy_object 27@ 
0006: 1@ = 0 

:ROULETE_7719
000C: $1523 -= 1 
004E: end_thread 

:ROULETE_7728
0002: jump @ROULETE_7872 

:ROULETE_7735
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @ROULETE_7863 
00D6: if 
0019:   1@ > 3 
004D: jump_if_false @ROULETE_7773 
03E6: remove_text_box 

:ROULETE_7773
009B: destroy_actor 26@ 
0249: release_model 23@ 
0006: 22@ = 1 
0050: gosub @ROULETE_815 
0004: $8549 = 0 

:ROULETE_7804
00D6: if 
001A:   151 > $8549 
004D: jump_if_false @ROULETE_7846 
0108: destroy_object $ROULETE_CHIPS($8549,151i) 
0008: $8549 += 1 
0002: jump @ROULETE_7804 

:ROULETE_7846
0108: destroy_object $8552 
0108: destroy_object 27@ 
0006: 1@ = 0 

:ROULETE_7863
000C: $1523 -= 1 
004E: end_thread 

:ROULETE_7872
0002: jump @ROULETE_8016 

:ROULETE_7879
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @ROULETE_8007 
00D6: if 
0019:   1@ > 3 
004D: jump_if_false @ROULETE_7917 
03E6: remove_text_box 

:ROULETE_7917
009B: destroy_actor 26@ 
0249: release_model 23@ 
0006: 22@ = 1 
0050: gosub @ROULETE_815 
0004: $8549 = 0 

:ROULETE_7948
00D6: if 
001A:   151 > $8549 
004D: jump_if_false @ROULETE_7990 
0108: destroy_object $ROULETE_CHIPS($8549,151i) 
0008: $8549 += 1 
0002: jump @ROULETE_7948 

:ROULETE_7990
0108: destroy_object $8552 
0108: destroy_object 27@ 
0006: 1@ = 0 

:ROULETE_8007
000C: $1523 -= 1 
004E: end_thread 

:ROULETE_8016
0002: jump @ROULETE_927 

:ROULETE_8023
0004: $8549 = 0 

:ROULETE_8030
00D6: if 
001A:   151 > $8549 
004D: jump_if_false @ROULETE_9701 
00D6: if 
0044:   $3499 == $3507($8549,151f) // (float) 
004D: jump_if_false @ROULETE_9687 
00D6: if 
0044:   $3500 == $3658($8549,151f) // (float) 
004D: jump_if_false @ROULETE_9687 
008B: 20@ = $8398($8549,151i) // (int) 
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @ROULETE_9317 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 8@ // (int) 
004D: jump_if_false @ROULETE_9310 
010B: $ROULETE_PLAYER_CASH = player $PLAYER_CHAR money 
0008: $ROULETE_PLAYER_CASH += 1 
0652: $STAT_GAMBLING_SKILL = integer_stat 81 
00D6: if 
0018:   $STAT_GAMBLING_SKILL > 999 
004D: jump_if_false @ROULETE_8338 
008A: $GAMBLES_CASHWIN = 17@ // (int) 
000C: $GAMBLES_CASHWIN -= 1000000 
00D6: if 
001A:   1 > $ROULETE_PLAYER_CASH 
004D: jump_if_false @ROULETE_8331 
00D6: if 
0039:   28@ == 0 
004D: jump_if_false @ROULETE_8331 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_8324 
0209: $3400 = random_int_in_ranges 0 3 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_8306 
09D6: unknown_set_actor 26@ sound $3867($3400,3i) flags 1 1 0 
0002: jump @ROULETE_8324 

:ROULETE_8306
09D6: unknown_set_actor 26@ sound $3926($3400,3i) flags 1 1 0 

:ROULETE_8324
0006: 28@ = 1 

:ROULETE_8331
0002: jump @ROULETE_8858 

:ROULETE_8338
00D6: if 
0018:   $STAT_GAMBLING_SKILL > 100 
004D: jump_if_false @ROULETE_8510 
008A: $GAMBLES_CASHWIN = 17@ // (int) 
000C: $GAMBLES_CASHWIN -= 100000 
00D6: if 
001A:   1 > $ROULETE_PLAYER_CASH 
004D: jump_if_false @ROULETE_8503 
00D6: if 
0039:   28@ == 0 
004D: jump_if_false @ROULETE_8503 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_8496 
0209: $3400 = random_int_in_ranges 0 3 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_8478 
09D6: unknown_set_actor 26@ sound $3867($3400,3i) flags 1 1 0 
0002: jump @ROULETE_8496 

:ROULETE_8478
09D6: unknown_set_actor 26@ sound $3926($3400,3i) flags 1 1 0 

:ROULETE_8496
0006: 28@ = 1 

:ROULETE_8503
0002: jump @ROULETE_8858 

:ROULETE_8510
00D6: if 
0018:   $STAT_GAMBLING_SKILL > 10 
004D: jump_if_false @ROULETE_8680 
008A: $GAMBLES_CASHWIN = 17@ // (int) 
000C: $GAMBLES_CASHWIN -= 10000 
00D6: if 
001A:   1 > $ROULETE_PLAYER_CASH 
004D: jump_if_false @ROULETE_8673 
00D6: if 
0039:   28@ == 0 
004D: jump_if_false @ROULETE_8673 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_8666 
0209: $3400 = random_int_in_ranges 0 3 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_8648 
09D6: unknown_set_actor 26@ sound $3867($3400,3i) flags 1 1 0 
0002: jump @ROULETE_8666 

:ROULETE_8648
09D6: unknown_set_actor 26@ sound $3926($3400,3i) flags 1 1 0 

:ROULETE_8666
0006: 28@ = 1 

:ROULETE_8673
0002: jump @ROULETE_8858 

:ROULETE_8680
00D6: if 
0018:   $STAT_GAMBLING_SKILL > 1 
004D: jump_if_false @ROULETE_8850 
008A: $GAMBLES_CASHWIN = 17@ // (int) 
000C: $GAMBLES_CASHWIN -= 1000 
00D6: if 
001A:   1 > $ROULETE_PLAYER_CASH 
004D: jump_if_false @ROULETE_8843 
00D6: if 
0039:   28@ == 0 
004D: jump_if_false @ROULETE_8843 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_8836 
0209: $3400 = random_int_in_ranges 0 3 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_8818 
09D6: unknown_set_actor 26@ sound $3867($3400,3i) flags 1 1 0 
0002: jump @ROULETE_8836 

:ROULETE_8818
09D6: unknown_set_actor 26@ sound $3926($3400,3i) flags 1 1 0 

:ROULETE_8836
0006: 28@ = 1 

:ROULETE_8843
0002: jump @ROULETE_8858 

:ROULETE_8850
008A: $GAMBLES_CASHWIN = 17@ // (int) 

:ROULETE_8858
00D6: if and
001F:   21@ > $8551 // (int) 
001C:   $ROULETE_PLAYER_CASH > $GAMBLES_CASHWIN // (int) 
004D: jump_if_false @ROULETE_9145 
03CF: load_wav 1813 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @ROULETE_8927 
097A: play_audio_at 0.0 0.0 0.0 event 1083 

:ROULETE_8927
005A: 20@ += 17@ // (int) 
008A: $ROULETE_PLAYER_CASH = 17@ // (int) 
0010: $ROULETE_PLAYER_CASH *= -1 
0109: player $PLAYER_CHAR money = $ROULETE_PLAYER_CASH 
005E: $8551 += 17@ // (int) 
008A: $ROULETE_PLAYER_CASH = 17@ // (int) 
0010: $ROULETE_PLAYER_CASH *= 26 
00D6: if 
001E:   $ROULETE_PLAYER_CASH > 20@ // (int) 
004D: jump_if_false @ROULETE_9096 
01BB: store_object $8552 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += -0.14 
008A: $ROULETE_PLAYER_CASH = 20@ // (int) 
0074: $ROULETE_PLAYER_CASH /= 17@ // (int) 
008D: $3401 = integer $ROULETE_PLAYER_CASH to_float 
0011: $3401 *= 0.005 
0059: $TEMPVAR_FLOAT_3 += $3401 // (float) 
0108: destroy_object $ROULETE_CHIPS($8549,151i) 
029B: $ROULETE_CHIPS($8549,151i) = init_object 19@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:ROULETE_9096
008B: 8@ = $CURRENT_TIME_IN_MS2 // (int) 
005A: 8@ += 10@ // (int) 
00D6: if 
0039:   10@ == 500 
004D: jump_if_false @ROULETE_9138 
0006: 10@ = 80 

:ROULETE_9138
0002: jump @ROULETE_9310 

:ROULETE_9145
00D6: if 
002C:   $GAMBLES_CASHWIN >= $ROULETE_PLAYER_CASH // (int) 
004D: jump_if_false @ROULETE_9250 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_9250 
0209: $3400 = random_int_in_ranges 0 3 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_9232 
09D6: unknown_set_actor 26@ sound $3814($3400,3i) flags 1 1 0 
0002: jump @ROULETE_9250 

:ROULETE_9232
09D6: unknown_set_actor 26@ sound $3873($3400,3i) flags 1 1 0 

:ROULETE_9250
03CF: load_wav 1813 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @ROULETE_9292 
097A: play_audio_at 0.0 0.0 0.0 event 1085 

:ROULETE_9292
008B: 8@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 8@ += 6000000 

:ROULETE_9310
0002: jump @ROULETE_9675 

:ROULETE_9317
008B: 8@ = $CURRENT_TIME_IN_MS2 // (int) 
0006: 10@ = 500 
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @ROULETE_9659 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 6@ // (int) 
004D: jump_if_false @ROULETE_9652 
00D6: if or
001D:   20@ > 17@ // (int) 
003B:   20@ == 17@ // (int) 
004D: jump_if_false @ROULETE_9610 
03CF: load_wav 1813 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @ROULETE_9438 
097A: play_audio_at 0.0 0.0 0.0 event 1084 

:ROULETE_9438
0062: 20@ -= 17@ // (int) 
0066: $8551 -= 17@ // (int) 
0109: player $PLAYER_CHAR money = 17@ 
008A: $ROULETE_PLAYER_CASH = 17@ // (int) 
0010: $ROULETE_PLAYER_CASH *= 26 
00D6: if 
001E:   $ROULETE_PLAYER_CASH > 20@ // (int) 
004D: jump_if_false @ROULETE_9610 
01BB: store_object $8552 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += -0.14 
008A: $ROULETE_PLAYER_CASH = 20@ // (int) 
0074: $ROULETE_PLAYER_CASH /= 17@ // (int) 
008D: $3401 = integer $ROULETE_PLAYER_CASH to_float 
0011: $3401 *= 0.005 
0059: $TEMPVAR_FLOAT_3 += $3401 // (float) 
0108: destroy_object $ROULETE_CHIPS($8549,151i) 
00D6: if 
0019:   20@ > 0 
004D: jump_if_false @ROULETE_9610 
029B: $ROULETE_CHIPS($8549,151i) = init_object 19@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:ROULETE_9610
008B: 6@ = $CURRENT_TIME_IN_MS2 // (int) 
005A: 6@ += 11@ // (int) 
00D6: if 
0039:   11@ == 500 
004D: jump_if_false @ROULETE_9652 
0006: 11@ = 80 

:ROULETE_9652
0002: jump @ROULETE_9675 

:ROULETE_9659
008B: 6@ = $CURRENT_TIME_IN_MS2 // (int) 
0006: 11@ = 500 

:ROULETE_9675
008A: $8398($8549,151i) = 20@ // (int) 

:ROULETE_9687
0008: $8549 += 1 
0002: jump @ROULETE_8030 

:ROULETE_9701
0051: return 

:ROULETE_9703
00D6: if 
0039:   18@ == 0 
004D: jump_if_false @ROULETE_9743 
0010: $8398[0] *= 36 
0058: $ROULETE_CASH_WON += $8398[0] // (int) 
0004: $8398[0] = 0 

:ROULETE_9743
00D6: if 
0039:   18@ == 1 
004D: jump_if_false @ROULETE_9926 
0010: $8398[1] *= 36 
0058: $ROULETE_CASH_WON += $8398[1] // (int) 
0010: $8398[37] *= 18 
0058: $ROULETE_CASH_WON += $8398[37] // (int) 
0010: $8398[61] *= 18 
0058: $ROULETE_CASH_WON += $8398[61] // (int) 
0010: $8398[94] *= 12 
0058: $ROULETE_CASH_WON += $8398[94] // (int) 
0010: $8398[106] *= 9 
0058: $ROULETE_CASH_WON += $8398[106] // (int) 
0010: $8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
0010: $8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
0010: $8398[140] *= 6 
0058: $ROULETE_CASH_WON += $8398[140] // (int) 

:ROULETE_9926
00D6: if 
0039:   18@ == 2 
004D: jump_if_false @ROULETE_10139 
0010: $8398[2] *= 36 
0058: $ROULETE_CASH_WON += $8398[2] // (int) 
0010: $8398[37] *= 18 
0058: $ROULETE_CASH_WON += $8398[37] // (int) 
0010: $8398[38] *= 18 
0058: $ROULETE_CASH_WON += $8398[38] // (int) 
0010: $8398[62] *= 18 
0058: $ROULETE_CASH_WON += $8398[62] // (int) 
0010: $8398[94] *= 12 
0058: $ROULETE_CASH_WON += $8398[94] // (int) 
0010: $8398[106] *= 9 
0058: $ROULETE_CASH_WON += $8398[106] // (int) 
0010: $8398[107] *= 9 
0058: $ROULETE_CASH_WON += $8398[106] // (int) 
0010: $8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
0010: $8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
0010: $8398[140] *= 6 
0058: $ROULETE_CASH_WON += $8398[140] // (int) 

:ROULETE_10139
00D6: if 
0039:   18@ == 3 
004D: jump_if_false @ROULETE_10322 
0010: $8398[3] *= 36 
0058: $ROULETE_CASH_WON += $8398[3] // (int) 
0010: $8398[38] *= 18 
0058: $ROULETE_CASH_WON += $8398[38] // (int) 
0010: $8398[63] *= 18 
0058: $ROULETE_CASH_WON += $8398[63] // (int) 
0010: $8398[94] *= 12 
0058: $ROULETE_CASH_WON += $8398[94] // (int) 
0010: $8398[107] *= 9 
0058: $ROULETE_CASH_WON += $8398[106] // (int) 
0010: $8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
0010: $8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
0010: $8398[140] *= 6 
0058: $ROULETE_CASH_WON += $8398[140] // (int) 

:ROULETE_10322
00D6: if 
0039:   18@ == 4 
004D: jump_if_false @ROULETE_10550 
0010: $8398[4] *= 36 
0058: $ROULETE_CASH_WON += $8398[4] // (int) 
0010: $8398[61] *= 18 
0058: $ROULETE_CASH_WON += $8398[61] // (int) 
0010: $8398[39] *= 18 
0058: $ROULETE_CASH_WON += $8398[39] // (int) 
0010: $8398[64] *= 18 
0058: $ROULETE_CASH_WON += $8398[64] // (int) 
0010: $8398[95] *= 12 
0058: $ROULETE_CASH_WON += $8398[95] // (int) 
0010: $8398[106] *= 9 
0058: $ROULETE_CASH_WON += $8398[106] // (int) 
0010: $8398[108] *= 9 
0058: $ROULETE_CASH_WON += $8398[108] // (int) 
0010: $8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
0010: $8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
0010: $8398[140] *= 6 
0058: $ROULETE_CASH_WON += $8398[140] // (int) 
0010: $8398[141] *= 6 
0058: $ROULETE_CASH_WON += $8398[141] // (int) 

:ROULETE_10550
00D6: if 
0039:   18@ == 5 
004D: jump_if_false @ROULETE_10823 
0010: $8398[5] *= 36 
0058: $ROULETE_CASH_WON += $8398[5] // (int) 
0010: $8398[62] *= 18 
0058: $ROULETE_CASH_WON += $8398[62] // (int) 
0010: $8398[39] *= 18 
0058: $ROULETE_CASH_WON += $8398[39] // (int) 
0010: $8398[40] *= 18 
0058: $ROULETE_CASH_WON += $8398[40] // (int) 
0010: $8398[65] *= 18 
0058: $ROULETE_CASH_WON += $8398[65] // (int) 
0010: $8398[95] *= 12 
0058: $ROULETE_CASH_WON += $8398[95] // (int) 
0010: $8398[106] *= 9 
0058: $ROULETE_CASH_WON += $8398[106] // (int) 
0010: $8398[107] *= 9 
0058: $ROULETE_CASH_WON += $8398[107] // (int) 
0010: $8398[108] *= 9 
0058: $ROULETE_CASH_WON += $8398[108] // (int) 
0010: $8398[109] *= 9 
0058: $ROULETE_CASH_WON += $8398[109] // (int) 
0010: $8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
0010: $8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
0010: $8398[140] *= 6 
0058: $ROULETE_CASH_WON += $8398[140] // (int) 
0010: $8398[141] *= 6 
0058: $ROULETE_CASH_WON += $8398[141] // (int) 

:ROULETE_10823
00D6: if 
0039:   18@ == 6 
004D: jump_if_false @ROULETE_11051 
0010: $8398[6] *= 36 
0058: $ROULETE_CASH_WON += $8398[6] // (int) 
0010: $8398[63] *= 18 
0058: $ROULETE_CASH_WON += $8398[63] // (int) 
0010: $8398[40] *= 18 
0058: $ROULETE_CASH_WON += $8398[40] // (int) 
0010: $8398[66] *= 18 
0058: $ROULETE_CASH_WON += $8398[66] // (int) 
0010: $8398[95] *= 12 
0058: $ROULETE_CASH_WON += $8398[95] // (int) 
0010: $8398[107] *= 9 
0058: $ROULETE_CASH_WON += $8398[107] // (int) 
0010: $8398[109] *= 9 
0058: $ROULETE_CASH_WON += $8398[109] // (int) 
0010: $8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
0010: $8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
0010: $8398[140] *= 6 
0058: $ROULETE_CASH_WON += $8398[140] // (int) 
0010: $8398[141] *= 6 
0058: $ROULETE_CASH_WON += $8398[141] // (int) 

:ROULETE_11051
00D6: if 
0039:   18@ == 7 
004D: jump_if_false @ROULETE_11279 
0010: $8398[7] *= 36 
0058: $ROULETE_CASH_WON += $8398[7] // (int) 
0010: $8398[64] *= 18 
0058: $ROULETE_CASH_WON += $8398[64] // (int) 
0010: $8398[41] *= 18 
0058: $ROULETE_CASH_WON += $8398[41] // (int) 
0010: $8398[67] *= 18 
0058: $ROULETE_CASH_WON += $8398[67] // (int) 
0010: $8398[96] *= 12 
0058: $ROULETE_CASH_WON += $8398[96] // (int) 
0010: $8398[108] *= 9 
0058: $ROULETE_CASH_WON += $8398[108] // (int) 
0010: $8398[110] *= 9 
0058: $ROULETE_CASH_WON += $8398[110] // (int) 
0010: $8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
0010: $8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
0010: $8398[141] *= 6 
0058: $ROULETE_CASH_WON += $8398[141] // (int) 
0010: $8398[142] *= 6 
0058: $ROULETE_CASH_WON += $8398[142] // (int) 

:ROULETE_11279
00D6: if 
0039:   18@ == 8 
004D: jump_if_false @ROULETE_11552 
0010: $8398[8] *= 36 
0058: $ROULETE_CASH_WON += $8398[8] // (int) 
0010: $8398[65] *= 18 
0058: $ROULETE_CASH_WON += $8398[65] // (int) 
0010: $8398[41] *= 18 
0058: $ROULETE_CASH_WON += $8398[41] // (int) 
0010: $8398[42] *= 18 
0058: $ROULETE_CASH_WON += $8398[42] // (int) 
0010: $8398[68] *= 18 
0058: $ROULETE_CASH_WON += $8398[68] // (int) 
0010: $8398[96] *= 12 
0058: $ROULETE_CASH_WON += $8398[96] // (int) 
0010: $8398[108] *= 9 
0058: $ROULETE_CASH_WON += $8398[108] // (int) 
0010: $8398[109] *= 9 
0058: $ROULETE_CASH_WON += $8398[109] // (int) 
0010: $8398[110] *= 9 
0058: $ROULETE_CASH_WON += $8398[110] // (int) 
0010: $8398[111] *= 9 
0058: $ROULETE_CASH_WON += $8398[111] // (int) 
0010: $8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
0010: $8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
0010: $8398[141] *= 6 
0058: $ROULETE_CASH_WON += $8398[141] // (int) 
0010: $8398[142] *= 6 
0058: $ROULETE_CASH_WON += $8398[142] // (int) 

:ROULETE_11552
00D6: if 
0039:   18@ == 9 
004D: jump_if_false @ROULETE_11780 
0010: $8398[9] *= 36 
0058: $ROULETE_CASH_WON += $8398[9] // (int) 
0010: $8398[66] *= 18 
0058: $ROULETE_CASH_WON += $8398[66] // (int) 
0010: $8398[42] *= 18 
0058: $ROULETE_CASH_WON += $8398[42] // (int) 
0010: $8398[69] *= 18 
0058: $ROULETE_CASH_WON += $8398[69] // (int) 
0010: $8398[96] *= 12 
0058: $ROULETE_CASH_WON += $8398[96] // (int) 
0010: $8398[109] *= 9 
0058: $ROULETE_CASH_WON += $8398[109] // (int) 
0010: $8398[111] *= 9 
0058: $ROULETE_CASH_WON += $8398[111] // (int) 
0010: $8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
0010: $8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
0010: $8398[141] *= 6 
0058: $ROULETE_CASH_WON += $8398[141] // (int) 
0010: $8398[142] *= 6 
0058: $ROULETE_CASH_WON += $8398[142] // (int) 

:ROULETE_11780
00D6: if 
0039:   18@ == 10 
004D: jump_if_false @ROULETE_12008 
0010: $8398[10] *= 36 
0058: $ROULETE_CASH_WON += $8398[10] // (int) 
0010: $8398[67] *= 18 
0058: $ROULETE_CASH_WON += $8398[67] // (int) 
0010: $8398[43] *= 18 
0058: $ROULETE_CASH_WON += $8398[43] // (int) 
0010: $8398[70] *= 18 
0058: $ROULETE_CASH_WON += $8398[70] // (int) 
0010: $8398[97] *= 12 
0058: $ROULETE_CASH_WON += $8398[97] // (int) 
0010: $8398[110] *= 9 
0058: $ROULETE_CASH_WON += $8398[110] // (int) 
0010: $8398[112] *= 9 
0058: $ROULETE_CASH_WON += $8398[112] // (int) 
0010: $8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
0010: $8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
0010: $8398[142] *= 6 
0058: $ROULETE_CASH_WON += $8398[142] // (int) 
0010: $8398[143] *= 6 
0058: $ROULETE_CASH_WON += $8398[143] // (int) 

:ROULETE_12008
00D6: if 
0039:   18@ == 11 
004D: jump_if_false @ROULETE_12281 
0010: $8398[11] *= 36 
0058: $ROULETE_CASH_WON += $8398[11] // (int) 
0010: $8398[68] *= 18 
0058: $ROULETE_CASH_WON += $8398[68] // (int) 
0010: $8398[43] *= 18 
0058: $ROULETE_CASH_WON += $8398[43] // (int) 
0010: $8398[44] *= 18 
0058: $ROULETE_CASH_WON += $8398[44] // (int) 
0010: $8398[71] *= 18 
0058: $ROULETE_CASH_WON += $8398[71] // (int) 
0010: $8398[97] *= 12 
0058: $ROULETE_CASH_WON += $8398[97] // (int) 
0010: $8398[110] *= 9 
0058: $ROULETE_CASH_WON += $8398[110] // (int) 
0010: $8398[111] *= 9 
0058: $ROULETE_CASH_WON += $8398[111] // (int) 
0010: $8398[112] *= 9 
0058: $ROULETE_CASH_WON += $8398[112] // (int) 
0010: $8398[113] *= 9 
0058: $ROULETE_CASH_WON += $8398[113] // (int) 
0010: $8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
0010: $8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
0010: $8398[142] *= 6 
0058: $ROULETE_CASH_WON += $8398[142] // (int) 
0010: $8398[143] *= 6 
0058: $ROULETE_CASH_WON += $8398[143] // (int) 

:ROULETE_12281
00D6: if 
0039:   18@ == 12 
004D: jump_if_false @ROULETE_12509 
0010: $8398[12] *= 36 
0058: $ROULETE_CASH_WON += $8398[12] // (int) 
0010: $8398[69] *= 18 
0058: $ROULETE_CASH_WON += $8398[69] // (int) 
0010: $8398[44] *= 18 
0058: $ROULETE_CASH_WON += $8398[44] // (int) 
0010: $8398[72] *= 18 
0058: $ROULETE_CASH_WON += $8398[72] // (int) 
0010: $8398[97] *= 12 
0058: $ROULETE_CASH_WON += $8398[97] // (int) 
0010: $8398[111] *= 9 
0058: $ROULETE_CASH_WON += $8398[111] // (int) 
0010: $8398[113] *= 9 
0058: $ROULETE_CASH_WON += $8398[113] // (int) 
0010: $8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
0010: $8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
0010: $8398[142] *= 6 
0058: $ROULETE_CASH_WON += $8398[142] // (int) 
0010: $8398[143] *= 6 
0058: $ROULETE_CASH_WON += $8398[143] // (int) 

:ROULETE_12509
00D6: if 
0039:   18@ == 13 
004D: jump_if_false @ROULETE_12737 
0010: $8398[13] *= 36 
0058: $ROULETE_CASH_WON += $8398[13] // (int) 
0010: $8398[70] *= 18 
0058: $ROULETE_CASH_WON += $8398[70] // (int) 
0010: $8398[45] *= 18 
0058: $ROULETE_CASH_WON += $8398[45] // (int) 
0010: $8398[73] *= 18 
0058: $ROULETE_CASH_WON += $8398[73] // (int) 
0010: $8398[98] *= 12 
0058: $ROULETE_CASH_WON += $8398[98] // (int) 
0010: $8398[112] *= 9 
0058: $ROULETE_CASH_WON += $8398[112] // (int) 
0010: $8398[114] *= 9 
0058: $ROULETE_CASH_WON += $8398[114] // (int) 
0010: $8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
0010: $8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
0010: $8398[143] *= 6 
0058: $ROULETE_CASH_WON += $8398[143] // (int) 
0010: $8398[144] *= 6 
0058: $ROULETE_CASH_WON += $8398[144] // (int) 

:ROULETE_12737
00D6: if 
0039:   18@ == 14 
004D: jump_if_false @ROULETE_13010 
0010: $8398[14] *= 36 
0058: $ROULETE_CASH_WON += $8398[14] // (int) 
0010: $8398[71] *= 18 
0058: $ROULETE_CASH_WON += $8398[71] // (int) 
0010: $8398[45] *= 18 
0058: $ROULETE_CASH_WON += $8398[45] // (int) 
0010: $8398[46] *= 18 
0058: $ROULETE_CASH_WON += $8398[46] // (int) 
0010: $8398[74] *= 18 
0058: $ROULETE_CASH_WON += $8398[74] // (int) 
0010: $8398[98] *= 12 
0058: $ROULETE_CASH_WON += $8398[98] // (int) 
0010: $8398[112] *= 9 
0058: $ROULETE_CASH_WON += $8398[112] // (int) 
0010: $8398[113] *= 9 
0058: $ROULETE_CASH_WON += $8398[113] // (int) 
0010: $8398[114] *= 9 
0058: $ROULETE_CASH_WON += $8398[114] // (int) 
0010: $8398[115] *= 9 
0058: $ROULETE_CASH_WON += $8398[115] // (int) 
0010: $8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
0010: $8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
0010: $8398[143] *= 6 
0058: $ROULETE_CASH_WON += $8398[143] // (int) 
0010: $8398[144] *= 6 
0058: $ROULETE_CASH_WON += $8398[144] // (int) 

:ROULETE_13010
00D6: if 
0039:   18@ == 15 
004D: jump_if_false @ROULETE_13238 
0010: $8398[15] *= 36 
0058: $ROULETE_CASH_WON += $8398[15] // (int) 
0010: $8398[72] *= 18 
0058: $ROULETE_CASH_WON += $8398[72] // (int) 
0010: $8398[46] *= 18 
0058: $ROULETE_CASH_WON += $8398[46] // (int) 
0010: $8398[75] *= 18 
0058: $ROULETE_CASH_WON += $8398[75] // (int) 
0010: $8398[98] *= 12 
0058: $ROULETE_CASH_WON += $8398[98] // (int) 
0010: $8398[113] *= 9 
0058: $ROULETE_CASH_WON += $8398[113] // (int) 
0010: $8398[115] *= 9 
0058: $ROULETE_CASH_WON += $8398[115] // (int) 
0010: $8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
0010: $8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
0010: $8398[143] *= 6 
0058: $ROULETE_CASH_WON += $8398[143] // (int) 
0010: $8398[144] *= 6 
0058: $ROULETE_CASH_WON += $8398[144] // (int) 

:ROULETE_13238
00D6: if 
0039:   18@ == 16 
004D: jump_if_false @ROULETE_13466 
0010: $8398[16] *= 36 
0058: $ROULETE_CASH_WON += $8398[16] // (int) 
0010: $8398[73] *= 18 
0058: $ROULETE_CASH_WON += $8398[73] // (int) 
0010: $8398[47] *= 18 
0058: $ROULETE_CASH_WON += $8398[47] // (int) 
0010: $8398[76] *= 18 
0058: $ROULETE_CASH_WON += $8398[76] // (int) 
0010: $8398[99] *= 12 
0058: $ROULETE_CASH_WON += $8398[99] // (int) 
0010: $8398[114] *= 9 
0058: $ROULETE_CASH_WON += $8398[114] // (int) 
0010: $8398[116] *= 9 
0058: $ROULETE_CASH_WON += $8398[116] // (int) 
0010: $8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
0010: $8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
0010: $8398[144] *= 6 
0058: $ROULETE_CASH_WON += $8398[144] // (int) 
0010: $8398[145] *= 6 
0058: $ROULETE_CASH_WON += $8398[145] // (int) 

:ROULETE_13466
00D6: if 
0039:   18@ == 17 
004D: jump_if_false @ROULETE_13739 
0010: $8398[17] *= 36 
0058: $ROULETE_CASH_WON += $8398[17] // (int) 
0010: $8398[74] *= 18 
0058: $ROULETE_CASH_WON += $8398[74] // (int) 
0010: $8398[47] *= 18 
0058: $ROULETE_CASH_WON += $8398[47] // (int) 
0010: $8398[48] *= 18 
0058: $ROULETE_CASH_WON += $8398[48] // (int) 
0010: $8398[77] *= 18 
0058: $ROULETE_CASH_WON += $8398[77] // (int) 
0010: $8398[99] *= 12 
0058: $ROULETE_CASH_WON += $8398[99] // (int) 
0010: $8398[114] *= 9 
0058: $ROULETE_CASH_WON += $8398[114] // (int) 
0010: $8398[115] *= 9 
0058: $ROULETE_CASH_WON += $8398[115] // (int) 
0010: $8398[116] *= 9 
0058: $ROULETE_CASH_WON += $8398[116] // (int) 
0010: $8398[117] *= 9 
0058: $ROULETE_CASH_WON += $8398[117] // (int) 
0010: $8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
0010: $8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
0010: $8398[144] *= 6 
0058: $ROULETE_CASH_WON += $8398[144] // (int) 
0010: $8398[145] *= 6 
0058: $ROULETE_CASH_WON += $8398[145] // (int) 

:ROULETE_13739
00D6: if 
0039:   18@ == 18 
004D: jump_if_false @ROULETE_13967 
0010: $8398[18] *= 36 
0058: $ROULETE_CASH_WON += $8398[18] // (int) 
0010: $8398[75] *= 18 
0058: $ROULETE_CASH_WON += $8398[75] // (int) 
0010: $8398[48] *= 18 
0058: $ROULETE_CASH_WON += $8398[48] // (int) 
0010: $8398[78] *= 18 
0058: $ROULETE_CASH_WON += $8398[78] // (int) 
0010: $8398[99] *= 12 
0058: $ROULETE_CASH_WON += $8398[99] // (int) 
0010: $8398[115] *= 9 
0058: $ROULETE_CASH_WON += $8398[115] // (int) 
0010: $8398[117] *= 9 
0058: $ROULETE_CASH_WON += $8398[117] // (int) 
0010: $8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
0010: $8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
0010: $8398[144] *= 6 
0058: $ROULETE_CASH_WON += $8398[144] // (int) 
0010: $8398[145] *= 6 
0058: $ROULETE_CASH_WON += $8398[145] // (int) 

:ROULETE_13967
00D6: if 
0039:   18@ == 19 
004D: jump_if_false @ROULETE_14195 
0010: $8398[19] *= 36 
0058: $ROULETE_CASH_WON += $8398[19] // (int) 
0010: $8398[76] *= 18 
0058: $ROULETE_CASH_WON += $8398[76] // (int) 
0010: $8398[49] *= 18 
0058: $ROULETE_CASH_WON += $8398[49] // (int) 
0010: $8398[79] *= 18 
0058: $ROULETE_CASH_WON += $8398[79] // (int) 
0010: $8398[100] *= 12 
0058: $ROULETE_CASH_WON += $8398[100] // (int) 
0010: $8398[116] *= 9 
0058: $ROULETE_CASH_WON += $8398[116] // (int) 
0010: $8398[118] *= 9 
0058: $ROULETE_CASH_WON += $8398[118] // (int) 
0010: $8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
0010: $8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
0010: $8398[145] *= 6 
0058: $ROULETE_CASH_WON += $8398[145] // (int) 
0010: $8398[146] *= 6 
0058: $ROULETE_CASH_WON += $8398[146] // (int) 

:ROULETE_14195
00D6: if 
0039:   18@ == 20 
004D: jump_if_false @ROULETE_14468 
0010: $8398[20] *= 36 
0058: $ROULETE_CASH_WON += $8398[20] // (int) 
0010: $8398[77] *= 18 
0058: $ROULETE_CASH_WON += $8398[77] // (int) 
0010: $8398[49] *= 18 
0058: $ROULETE_CASH_WON += $8398[49] // (int) 
0010: $8398[50] *= 18 
0058: $ROULETE_CASH_WON += $8398[50] // (int) 
0010: $8398[80] *= 18 
0058: $ROULETE_CASH_WON += $8398[80] // (int) 
0010: $8398[100] *= 12 
0058: $ROULETE_CASH_WON += $8398[100] // (int) 
0010: $8398[116] *= 9 
0058: $ROULETE_CASH_WON += $8398[116] // (int) 
0010: $8398[117] *= 9 
0058: $ROULETE_CASH_WON += $8398[117] // (int) 
0010: $8398[118] *= 9 
0058: $ROULETE_CASH_WON += $8398[118] // (int) 
0010: $8398[119] *= 9 
0058: $ROULETE_CASH_WON += $8398[119] // (int) 
0010: $8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
0010: $8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
0010: $8398[145] *= 6 
0058: $ROULETE_CASH_WON += $8398[145] // (int) 
0010: $8398[146] *= 6 
0058: $ROULETE_CASH_WON += $8398[146] // (int) 

:ROULETE_14468
00D6: if 
0039:   18@ == 21 
004D: jump_if_false @ROULETE_14696 
0010: $8398[21] *= 36 
0058: $ROULETE_CASH_WON += $8398[21] // (int) 
0010: $8398[78] *= 18 
0058: $ROULETE_CASH_WON += $8398[78] // (int) 
0010: $8398[50] *= 18 
0058: $ROULETE_CASH_WON += $8398[50] // (int) 
0010: $8398[81] *= 18 
0058: $ROULETE_CASH_WON += $8398[81] // (int) 
0010: $8398[100] *= 12 
0058: $ROULETE_CASH_WON += $8398[100] // (int) 
0010: $8398[117] *= 9 
0058: $ROULETE_CASH_WON += $8398[117] // (int) 
0010: $8398[119] *= 9 
0058: $ROULETE_CASH_WON += $8398[119] // (int) 
0010: $8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
0010: $8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
0010: $8398[145] *= 6 
0058: $ROULETE_CASH_WON += $8398[145] // (int) 
0010: $8398[146] *= 6 
0058: $ROULETE_CASH_WON += $8398[146] // (int) 

:ROULETE_14696
00D6: if 
0039:   18@ == 22 
004D: jump_if_false @ROULETE_14924 
0010: $8398[22] *= 36 
0058: $ROULETE_CASH_WON += $8398[22] // (int) 
0010: $8398[79] *= 18 
0058: $ROULETE_CASH_WON += $8398[79] // (int) 
0010: $8398[51] *= 18 
0058: $ROULETE_CASH_WON += $8398[51] // (int) 
0010: $8398[82] *= 18 
0058: $ROULETE_CASH_WON += $8398[82] // (int) 
0010: $8398[101] *= 12 
0058: $ROULETE_CASH_WON += $8398[101] // (int) 
0010: $8398[118] *= 9 
0058: $ROULETE_CASH_WON += $8398[118] // (int) 
0010: $8398[120] *= 9 
0058: $ROULETE_CASH_WON += $8398[120] // (int) 
0010: $8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
0010: $8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
0010: $8398[146] *= 6 
0058: $ROULETE_CASH_WON += $8398[146] // (int) 
0010: $8398[147] *= 6 
0058: $ROULETE_CASH_WON += $8398[147] // (int) 

:ROULETE_14924
00D6: if 
0039:   18@ == 23 
004D: jump_if_false @ROULETE_15197 
0010: $8398[23] *= 36 
0058: $ROULETE_CASH_WON += $8398[23] // (int) 
0010: $8398[80] *= 18 
0058: $ROULETE_CASH_WON += $8398[80] // (int) 
0010: $8398[51] *= 18 
0058: $ROULETE_CASH_WON += $8398[51] // (int) 
0010: $8398[52] *= 18 
0058: $ROULETE_CASH_WON += $8398[52] // (int) 
0010: $8398[83] *= 18 
0058: $ROULETE_CASH_WON += $8398[83] // (int) 
0010: $8398[101] *= 12 
0058: $ROULETE_CASH_WON += $8398[101] // (int) 
0010: $8398[118] *= 9 
0058: $ROULETE_CASH_WON += $8398[118] // (int) 
0010: $8398[119] *= 9 
0058: $ROULETE_CASH_WON += $8398[119] // (int) 
0010: $8398[120] *= 9 
0058: $ROULETE_CASH_WON += $8398[120] // (int) 
0010: $8398[121] *= 9 
0058: $ROULETE_CASH_WON += $8398[121] // (int) 
0010: $8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
0010: $8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
0010: $8398[146] *= 6 
0058: $ROULETE_CASH_WON += $8398[146] // (int) 
0010: $8398[147] *= 6 
0058: $ROULETE_CASH_WON += $8398[147] // (int) 

:ROULETE_15197
00D6: if 
0039:   18@ == 24 
004D: jump_if_false @ROULETE_15425 
0010: $8398[24] *= 36 
0058: $ROULETE_CASH_WON += $8398[24] // (int) 
0010: $8398[81] *= 18 
0058: $ROULETE_CASH_WON += $8398[81] // (int) 
0010: $8398[52] *= 18 
0058: $ROULETE_CASH_WON += $8398[52] // (int) 
0010: $8398[84] *= 18 
0058: $ROULETE_CASH_WON += $8398[84] // (int) 
0010: $8398[101] *= 12 
0058: $ROULETE_CASH_WON += $8398[101] // (int) 
0010: $8398[119] *= 9 
0058: $ROULETE_CASH_WON += $8398[119] // (int) 
0010: $8398[121] *= 9 
0058: $ROULETE_CASH_WON += $8398[121] // (int) 
0010: $8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
0010: $8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
0010: $8398[146] *= 6 
0058: $ROULETE_CASH_WON += $8398[146] // (int) 
0010: $8398[147] *= 6 
0058: $ROULETE_CASH_WON += $8398[147] // (int) 

:ROULETE_15425
00D6: if 
0039:   18@ == 25 
004D: jump_if_false @ROULETE_15653 
0010: $8398[25] *= 36 
0058: $ROULETE_CASH_WON += $8398[25] // (int) 
0010: $8398[82] *= 18 
0058: $ROULETE_CASH_WON += $8398[82] // (int) 
0010: $8398[53] *= 18 
0058: $ROULETE_CASH_WON += $8398[53] // (int) 
0010: $8398[85] *= 18 
0058: $ROULETE_CASH_WON += $8398[85] // (int) 
0010: $8398[102] *= 12 
0058: $ROULETE_CASH_WON += $8398[102] // (int) 
0010: $8398[120] *= 9 
0058: $ROULETE_CASH_WON += $8398[120] // (int) 
0010: $8398[122] *= 9 
0058: $ROULETE_CASH_WON += $8398[122] // (int) 
0010: $8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
0010: $8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
0010: $8398[147] *= 6 
0058: $ROULETE_CASH_WON += $8398[147] // (int) 
0010: $8398[148] *= 6 
0058: $ROULETE_CASH_WON += $8398[148] // (int) 

:ROULETE_15653
00D6: if 
0039:   18@ == 26 
004D: jump_if_false @ROULETE_15926 
0010: $8398[26] *= 36 
0058: $ROULETE_CASH_WON += $8398[26] // (int) 
0010: $8398[83] *= 18 
0058: $ROULETE_CASH_WON += $8398[83] // (int) 
0010: $8398[53] *= 18 
0058: $ROULETE_CASH_WON += $8398[53] // (int) 
0010: $8398[54] *= 18 
0058: $ROULETE_CASH_WON += $8398[54] // (int) 
0010: $8398[86] *= 18 
0058: $ROULETE_CASH_WON += $8398[86] // (int) 
0010: $8398[102] *= 12 
0058: $ROULETE_CASH_WON += $8398[102] // (int) 
0010: $8398[120] *= 9 
0058: $ROULETE_CASH_WON += $8398[120] // (int) 
0010: $8398[121] *= 9 
0058: $ROULETE_CASH_WON += $8398[121] // (int) 
0010: $8398[122] *= 9 
0058: $ROULETE_CASH_WON += $8398[122] // (int) 
0010: $8398[123] *= 9 
0058: $ROULETE_CASH_WON += $8398[123] // (int) 
0010: $8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
0010: $8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
0010: $8398[147] *= 6 
0058: $ROULETE_CASH_WON += $8398[147] // (int) 
0010: $8398[148] *= 6 
0058: $ROULETE_CASH_WON += $8398[148] // (int) 

:ROULETE_15926
00D6: if 
0039:   18@ == 27 
004D: jump_if_false @ROULETE_16154 
0010: $8398[27] *= 36 
0058: $ROULETE_CASH_WON += $8398[27] // (int) 
0010: $8398[84] *= 18 
0058: $ROULETE_CASH_WON += $8398[84] // (int) 
0010: $8398[54] *= 18 
0058: $ROULETE_CASH_WON += $8398[54] // (int) 
0010: $8398[87] *= 18 
0058: $ROULETE_CASH_WON += $8398[87] // (int) 
0010: $8398[102] *= 12 
0058: $ROULETE_CASH_WON += $8398[102] // (int) 
0010: $8398[121] *= 9 
0058: $ROULETE_CASH_WON += $8398[121] // (int) 
0010: $8398[123] *= 9 
0058: $ROULETE_CASH_WON += $8398[123] // (int) 
0010: $8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
0010: $8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
0010: $8398[147] *= 6 
0058: $ROULETE_CASH_WON += $8398[147] // (int) 
0010: $8398[148] *= 6 
0058: $ROULETE_CASH_WON += $8398[148] // (int) 

:ROULETE_16154
00D6: if 
0039:   18@ == 28 
004D: jump_if_false @ROULETE_16382 
0010: $8398[28] *= 36 
0058: $ROULETE_CASH_WON += $8398[28] // (int) 
0010: $8398[85] *= 18 
0058: $ROULETE_CASH_WON += $8398[85] // (int) 
0010: $8398[55] *= 18 
0058: $ROULETE_CASH_WON += $8398[55] // (int) 
0010: $8398[88] *= 18 
0058: $ROULETE_CASH_WON += $8398[88] // (int) 
0010: $8398[103] *= 12 
0058: $ROULETE_CASH_WON += $8398[103] // (int) 
0010: $8398[122] *= 9 
0058: $ROULETE_CASH_WON += $8398[122] // (int) 
0010: $8398[124] *= 9 
0058: $ROULETE_CASH_WON += $8398[124] // (int) 
0010: $8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
0010: $8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
0010: $8398[148] *= 6 
0058: $ROULETE_CASH_WON += $8398[148] // (int) 
0010: $8398[149] *= 6 
0058: $ROULETE_CASH_WON += $8398[149] // (int) 

:ROULETE_16382
00D6: if 
0039:   18@ == 29 
004D: jump_if_false @ROULETE_16655 
0010: $8398[29] *= 36 
0058: $ROULETE_CASH_WON += $8398[29] // (int) 
0010: $8398[86] *= 18 
0058: $ROULETE_CASH_WON += $8398[86] // (int) 
0010: $8398[55] *= 18 
0058: $ROULETE_CASH_WON += $8398[55] // (int) 
0010: $8398[56] *= 18 
0058: $ROULETE_CASH_WON += $8398[56] // (int) 
0010: $8398[89] *= 18 
0058: $ROULETE_CASH_WON += $8398[89] // (int) 
0010: $8398[103] *= 12 
0058: $ROULETE_CASH_WON += $8398[103] // (int) 
0010: $8398[122] *= 9 
0058: $ROULETE_CASH_WON += $8398[122] // (int) 
0010: $8398[123] *= 9 
0058: $ROULETE_CASH_WON += $8398[123] // (int) 
0010: $8398[124] *= 9 
0058: $ROULETE_CASH_WON += $8398[124] // (int) 
0010: $8398[125] *= 9 
0058: $ROULETE_CASH_WON += $8398[125] // (int) 
0010: $8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
0010: $8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
0010: $8398[148] *= 6 
0058: $ROULETE_CASH_WON += $8398[148] // (int) 
0010: $8398[149] *= 6 
0058: $ROULETE_CASH_WON += $8398[149] // (int) 

:ROULETE_16655
00D6: if 
0039:   18@ == 30 
004D: jump_if_false @ROULETE_16883 
0010: $8398[30] *= 36 
0058: $ROULETE_CASH_WON += $8398[30] // (int) 
0010: $8398[87] *= 18 
0058: $ROULETE_CASH_WON += $8398[87] // (int) 
0010: $8398[56] *= 18 
0058: $ROULETE_CASH_WON += $8398[56] // (int) 
0010: $8398[90] *= 18 
0058: $ROULETE_CASH_WON += $8398[90] // (int) 
0010: $8398[103] *= 12 
0058: $ROULETE_CASH_WON += $8398[103] // (int) 
0010: $8398[123] *= 9 
0058: $ROULETE_CASH_WON += $8398[123] // (int) 
0010: $8398[125] *= 9 
0058: $ROULETE_CASH_WON += $8398[125] // (int) 
0010: $8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
0010: $8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
0010: $8398[148] *= 6 
0058: $ROULETE_CASH_WON += $8398[148] // (int) 
0010: $8398[149] *= 6 
0058: $ROULETE_CASH_WON += $8398[149] // (int) 

:ROULETE_16883
00D6: if 
0039:   18@ == 31 
004D: jump_if_false @ROULETE_17111 
0010: $8398[31] *= 36 
0058: $ROULETE_CASH_WON += $8398[31] // (int) 
0010: $8398[88] *= 18 
0058: $ROULETE_CASH_WON += $8398[88] // (int) 
0010: $8398[57] *= 18 
0058: $ROULETE_CASH_WON += $8398[57] // (int) 
0010: $8398[91] *= 18 
0058: $ROULETE_CASH_WON += $8398[91] // (int) 
0010: $8398[104] *= 12 
0058: $ROULETE_CASH_WON += $8398[104] // (int) 
0010: $8398[124] *= 9 
0058: $ROULETE_CASH_WON += $8398[124] // (int) 
0010: $8398[126] *= 9 
0058: $ROULETE_CASH_WON += $8398[126] // (int) 
0010: $8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
0010: $8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
0010: $8398[149] *= 6 
0058: $ROULETE_CASH_WON += $8398[149] // (int) 
0010: $8398[150] *= 6 
0058: $ROULETE_CASH_WON += $8398[150] // (int) 

:ROULETE_17111
00D6: if 
0039:   18@ == 32 
004D: jump_if_false @ROULETE_17384 
0010: $8398[32] *= 36 
0058: $ROULETE_CASH_WON += $8398[32] // (int) 
0010: $8398[89] *= 18 
0058: $ROULETE_CASH_WON += $8398[89] // (int) 
0010: $8398[57] *= 18 
0058: $ROULETE_CASH_WON += $8398[57] // (int) 
0010: $8398[58] *= 18 
0058: $ROULETE_CASH_WON += $8398[58] // (int) 
0010: $8398[92] *= 18 
0058: $ROULETE_CASH_WON += $8398[92] // (int) 
0010: $8398[104] *= 12 
0058: $ROULETE_CASH_WON += $8398[104] // (int) 
0010: $8398[124] *= 9 
0058: $ROULETE_CASH_WON += $8398[124] // (int) 
0010: $8398[125] *= 9 
0058: $ROULETE_CASH_WON += $8398[125] // (int) 
0010: $8398[126] *= 9 
0058: $ROULETE_CASH_WON += $8398[126] // (int) 
0010: $8398[127] *= 9 
0058: $ROULETE_CASH_WON += $8398[127] // (int) 
0010: $8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
0010: $8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
0010: $8398[149] *= 6 
0058: $ROULETE_CASH_WON += $8398[149] // (int) 
0010: $8398[150] *= 6 
0058: $ROULETE_CASH_WON += $8398[150] // (int) 

:ROULETE_17384
00D6: if 
0039:   18@ == 33 
004D: jump_if_false @ROULETE_17612 
0010: $8398[33] *= 36 
0058: $ROULETE_CASH_WON += $8398[33] // (int) 
0010: $8398[90] *= 18 
0058: $ROULETE_CASH_WON += $8398[90] // (int) 
0010: $8398[58] *= 18 
0058: $ROULETE_CASH_WON += $8398[58] // (int) 
0010: $8398[93] *= 18 
0058: $ROULETE_CASH_WON += $8398[93] // (int) 
0010: $8398[104] *= 12 
0058: $ROULETE_CASH_WON += $8398[104] // (int) 
0010: $8398[125] *= 9 
0058: $ROULETE_CASH_WON += $8398[125] // (int) 
0010: $8398[127] *= 9 
0058: $ROULETE_CASH_WON += $8398[127] // (int) 
0010: $8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
0010: $8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
0010: $8398[149] *= 6 
0058: $ROULETE_CASH_WON += $8398[149] // (int) 
0010: $8398[150] *= 6 
0058: $ROULETE_CASH_WON += $8398[150] // (int) 

:ROULETE_17612
00D6: if 
0039:   18@ == 34 
004D: jump_if_false @ROULETE_17795 
0010: $8398[34] *= 36 
0058: $ROULETE_CASH_WON += $8398[34] // (int) 
0010: $8398[91] *= 18 
0058: $ROULETE_CASH_WON += $8398[91] // (int) 
0010: $8398[59] *= 18 
0058: $ROULETE_CASH_WON += $8398[59] // (int) 
0010: $8398[105] *= 12 
0058: $ROULETE_CASH_WON += $8398[105] // (int) 
0010: $8398[126] *= 9 
0058: $ROULETE_CASH_WON += $8398[126] // (int) 
0010: $8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
0010: $8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
0010: $8398[150] *= 6 
0058: $ROULETE_CASH_WON += $8398[150] // (int) 

:ROULETE_17795
00D6: if 
0039:   18@ == 35 
004D: jump_if_false @ROULETE_18008 
0010: $8398[35] *= 36 
0058: $ROULETE_CASH_WON += $8398[35] // (int) 
0010: $8398[92] *= 18 
0058: $ROULETE_CASH_WON += $8398[92] // (int) 
0010: $8398[59] *= 18 
0058: $ROULETE_CASH_WON += $8398[59] // (int) 
0010: $8398[60] *= 18 
0058: $ROULETE_CASH_WON += $8398[60] // (int) 
0010: $8398[105] *= 12 
0058: $ROULETE_CASH_WON += $8398[105] // (int) 
0010: $8398[126] *= 9 
0058: $ROULETE_CASH_WON += $8398[126] // (int) 
0010: $8398[127] *= 9 
0058: $ROULETE_CASH_WON += $8398[127] // (int) 
0010: $8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
0010: $8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
0010: $8398[150] *= 6 
0058: $ROULETE_CASH_WON += $8398[150] // (int) 

:ROULETE_18008
00D6: if 
0039:   18@ == 36 
004D: jump_if_false @ROULETE_18191 
0010: $8398[36] *= 36 
0058: $ROULETE_CASH_WON += $8398[36] // (int) 
0010: $8398[93] *= 18 
0058: $ROULETE_CASH_WON += $8398[93] // (int) 
0010: $8398[60] *= 18 
0058: $ROULETE_CASH_WON += $8398[60] // (int) 
0010: $8398[105] *= 12 
0058: $ROULETE_CASH_WON += $8398[105] // (int) 
0010: $8398[127] *= 9 
0058: $ROULETE_CASH_WON += $8398[127] // (int) 
0010: $8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
0010: $8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
0010: $8398[150] *= 6 
0058: $ROULETE_CASH_WON += $8398[150] // (int) 

:ROULETE_18191
0051: return 

:ROULETE_18193
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size $3485 $3487 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
0051: return 
004E: end_thread 

//-------------External script 6 (OTB_SCRIPT)---------------

:OTB_MSC
03A4: name_thread 'OTB_MSC' 
0006: 1@ = 0 
00D6: if 
0039:   1@ == -1 
004D: jump_if_false @OTB_MSC_58 
0107: 0@ = create_object #OTB_MACHINE at 0.0 0.0 0.0 

:OTB_MSC_58
0001: wait 0 ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @OTB_MSC_625 
00D6: if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
004D: jump_if_false @OTB_MSC_589 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @OTB_MSC_555 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -1.0 0.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
004D: jump_if_false @OTB_MSC_521 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @OTB_MSC_478 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @OTB_MSC_471 
03E6: remove_text_box 
0006: 1@ = 0 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @OTB_MSC_455 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @OTB_MSC_432 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @OTB_MSC_425 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
016A: fade 0 time 500 

:OTB_MSC_298
00D6: if 
016B:   fading 
004D: jump_if_false @OTB_MSC_322 
0001: wait 0 ms 
0002: jump @OTB_MSC_298 

:OTB_MSC_322
0004: $VIDEO_GAME = 4 
0001: wait 0 ms 
0001: wait 0 ms 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @OTB_MSC_425 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @OTB_MSC_382 
01B4: set_player $PLAYER_CHAR can_move 1 

:OTB_MSC_382
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -2.0 0.0 -1.0 
00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:OTB_MSC_425
0002: jump @OTB_MSC_448 

:OTB_MSC_432
00BC: show_text_highpriority GXT 'BUSY' time 3000 flag 1  // You look a bit busy, why don't you come back later.

:OTB_MSC_448
0002: jump @OTB_MSC_471 

:OTB_MSC_455
00BC: show_text_highpriority GXT 'BUSY' time 3000 flag 1  // You look a bit busy, why don't you come back later.

:OTB_MSC_471
0002: jump @OTB_MSC_514 

:OTB_MSC_478
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @OTB_MSC_514 
0512: show_permanent_text_box 'OTB_A'  // ~k~~VEHICLE_ENTER_EXIT~ Use ITB Machine
0006: 1@ = 1 

:OTB_MSC_514
0002: jump @OTB_MSC_548 

:OTB_MSC_521
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @OTB_MSC_548 
03E6: remove_text_box 
0006: 1@ = 0 

:OTB_MSC_548
0002: jump @OTB_MSC_582 

:OTB_MSC_555
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @OTB_MSC_582 
03E6: remove_text_box 
0006: 1@ = 0 

:OTB_MSC_582
0002: jump @OTB_MSC_618 

:OTB_MSC_589
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @OTB_MSC_616 
03E6: remove_text_box 
0006: 1@ = 0 

:OTB_MSC_616
004E: end_thread 

:OTB_MSC_618
0002: jump @OTB_MSC_654 

:OTB_MSC_625
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @OTB_MSC_652 
03E6: remove_text_box 
0006: 1@ = 0 

:OTB_MSC_652
004E: end_thread 

:OTB_MSC_654
0002: jump @OTB_MSC_58 
004E: end_thread 

//-------------External script 7 (ARCADE)---------------

:ARCADE
03A4: name_thread 'ARCADE' 
0006: 1@ = 0 
00D6: if 
0039:   1@ == -1 
004D: jump_if_false @ARCADE_58 
0107: 0@ = create_object #CJ_COIN_OP_2 at 0.0 0.0 0.0 

:ARCADE_58
0001: wait 0 ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @ARCADE_749 
00D6: if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
004D: jump_if_false @ARCADE_713 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ARCADE_679 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -1.0 1.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
004D: jump_if_false @ARCADE_645 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @ARCADE_602 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @ARCADE_595 
03E6: remove_text_box 
0006: 1@ = 0 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @ARCADE_563 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @ARCADE_524 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @ARCADE_517 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
016A: fade 0 time 500 

:ARCADE_298
00D6: if 
016B:   fading 
004D: jump_if_false @ARCADE_322 
0001: wait 0 ms 
0002: jump @ARCADE_298 

:ARCADE_322
00D6: if 
09CC:   object 0@ model_is #CJ_COIN_OP_2 
004D: jump_if_false @ARCADE_354 
0004: $VIDEO_GAME = 1 
0002: jump @ARCADE_464 

:ARCADE_354
00D6: if or
09CC:   object 0@ model_is #CJ_COIN_OP_3 
09CC:   object 0@ model_is #SWANK_CONSOLE 
004D: jump_if_false @ARCADE_393 
0004: $VIDEO_GAME = 0 
0002: jump @ARCADE_464 

:ARCADE_393
00D6: if or
09CC:   object 0@ model_is #CJ_COIN_OP_1 
09CC:   object 0@ model_is #SNESISH 
004D: jump_if_false @ARCADE_432 
0004: $VIDEO_GAME = 3 
0002: jump @ARCADE_464 

:ARCADE_432
00D6: if or
09CC:   object 0@ model_is #CJ_COIN_OP 
09CC:   object 0@ model_is #LOW_CONSOLE 
004D: jump_if_false @ARCADE_464 
0004: $VIDEO_GAME = 2 

:ARCADE_464
0001: wait 0 ms 
0001: wait 0 ms 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ARCADE_517 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @ARCADE_517 
01B4: set_player $PLAYER_CHAR can_move 1 

:ARCADE_517
0002: jump @ARCADE_556 

:ARCADE_524
00D6: if 
09E7:   player $PLAYER_CHAR not_frozen 
004D: jump_if_false @ARCADE_556 
00BC: show_text_highpriority GXT 'BUSY' time 3000 flag 1  // You look a bit busy, why don't you come back later.

:ARCADE_556
0002: jump @ARCADE_595 

:ARCADE_563
00D6: if 
09E7:   player $PLAYER_CHAR not_frozen 
004D: jump_if_false @ARCADE_595 
00BC: show_text_highpriority GXT 'BUSY' time 3000 flag 1  // You look a bit busy, why don't you come back later.

:ARCADE_595
0002: jump @ARCADE_638 

:ARCADE_602
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @ARCADE_638 
0512: show_permanent_text_box 'DUAL_A'  // ~k~~VEHICLE_ENTER_EXIT~ Use Videogame
0006: 1@ = 1 

:ARCADE_638
0002: jump @ARCADE_672 

:ARCADE_645
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @ARCADE_672 
03E6: remove_text_box 
0006: 1@ = 0 

:ARCADE_672
0002: jump @ARCADE_706 

:ARCADE_679
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @ARCADE_706 
03E6: remove_text_box 
0006: 1@ = 0 

:ARCADE_706
0002: jump @ARCADE_742 

:ARCADE_713
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @ARCADE_740 
03E6: remove_text_box 
0006: 1@ = 0 

:ARCADE_740
004E: end_thread 

:ARCADE_742
0002: jump @ARCADE_778 

:ARCADE_749
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @ARCADE_776 
03E6: remove_text_box 
0006: 1@ = 0 

:ARCADE_776
004E: end_thread 

:ARCADE_778
0002: jump @ARCADE_58 
004E: end_thread 

//-------------External script 8 (VENDING_MACHINE)---------------

:VENDING
03A4: name_thread 'VENDING' 
0006: 1@ = 0 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @VENDING_80 
029B: 0@ = init_object #VENDMACHFD at 0.0 0.0 0.0 
029B: 3@ = init_object #KB_BEER at 0.0 0.0 0.0 

:VENDING_80
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @VENDING_1579 
00D6: if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
004D: jump_if_false @VENDING_1484 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VENDING_1391 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @VENDING_173 
04ED: load_animation "VENDING" 
000A: 1@ += 1 

:VENDING_173
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @VENDING_395 
00D6: if 
04EE:   animation "VENDING" loaded 
004D: jump_if_false @VENDING_384 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -1.0 0.5 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
004D: jump_if_false @VENDING_377 
00D6: if or
09CC:   object 0@ model_is #VENDIN3 
09CC:   object 0@ model_is #CJ_CANDYVENDOR 
09CC:   object 0@ model_is #CJ_EXT_CANDY 
004D: jump_if_false @VENDING_343 
03CF: load_wav 42601 as 4 
0512: show_permanent_text_box 'SLOT_04'  // ~k~~VEHICLE_ENTER_EXIT~ Buy Snack: $1
0002: jump @VENDING_363 

:VENDING_343
03CF: load_wav 42600 as 4 
0512: show_permanent_text_box 'SLOT_05'  // ~k~~VEHICLE_ENTER_EXIT~ Buy Drink: $1

:VENDING_363
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
000A: 1@ += 1 

:VENDING_377
0002: jump @VENDING_395 

:VENDING_384
04ED: load_animation "VENDING" 

:VENDING_395
00D6: if 
0039:   1@ == 2 
004D: jump_if_false @VENDING_1210 
00D6: if 
04EE:   animation "VENDING" loaded 
004D: jump_if_false @VENDING_1199 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -1.0 0.5 
00D6: if or
09CC:   object 0@ model_is #VENDIN3 
09CC:   object 0@ model_is #CJ_CANDYVENDOR 
09CC:   object 0@ model_is #CJ_EXT_CANDY 
004D: jump_if_false @VENDING_512 
03CF: load_wav 42601 as 4 
0002: jump @VENDING_521 

:VENDING_512
03CF: load_wav 42600 as 4 

:VENDING_521
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
004D: jump_if_false @VENDING_1176 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @VENDING_1169 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @VENDING_1169 
00D6: if 
010A:   player $PLAYER_CHAR money > 0 
004D: jump_if_false @VENDING_1141 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @VENDING_1134 
0176: $TEMPVAR_ANGLE = object 0@ Z_angle 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -0.2 0.6 
029B: 3@ = init_object #CJ_JUICE_CAN at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object 0@ Z_angle 
0615: define_AS_pack_begin $3395 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.2 -1.0 0.0 
0804: AS_actor -1 walk_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 angle $TEMPVAR_ANGLE radius 0.4 animation "VEND_USE" IFP_file "VENDING" 4.0 LA 0 LX 0 LY 0 LF 1 LT 0 
00D6: if or
09CC:   object 0@ model_is #VENDIN3 
09CC:   object 0@ model_is #CJ_CANDYVENDOR 
09CC:   object 0@ model_is #CJ_EXT_CANDY 
004D: jump_if_false @VENDING_859 
0A1A: actor -1 perform_walk_animation "VEND_EAT_P" IFP "VENDING" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 -1 ms // versionC 
0002: jump @VENDING_1001 

:VENDING_859
07E4: get_model #CJ_JUICE_CAN dimensions_cornerA_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 dimensions_cornerB_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0015: $TEMPVAR_FLOAT_2 /= 2.0 
0009: $TEMPVAR_FLOAT_2 += 0.027 
070A: AS_actor -1 attach_to_object 3@ offset 0.062 $TEMPVAR_FLOAT_2 0.0 on_bone 5 16 perform_animation "VEND_USE_PT2" IFP_file "VENDING" time 0 
070A: AS_actor -1 attach_to_object 3@ offset 0.062 $TEMPVAR_FLOAT_2 0.0 on_bone 5 16 perform_animation "VEND_DRINK2_P" IFP_file "VENDING" time 0 

:VENDING_1001
0616: define_AS_pack_end $3395 
0618: assign_actor $PLAYER_ACTOR to_AS_pack $3395 
061B: remove_references_to_AS_pack $3395 
0109: player $PLAYER_CHAR money = -1 
03E6: remove_text_box 
00D6: if or
09CC:   object 0@ model_is #VENDIN3 
09CC:   object 0@ model_is #CJ_CANDYVENDOR 
09CC:   object 0@ model_is #CJ_EXT_CANDY 
004D: jump_if_false @VENDING_1076 
03CF: load_wav 42601 as 4 
0002: jump @VENDING_1085 

:VENDING_1076
03CF: load_wav 42600 as 4 

:VENDING_1085
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @VENDING_1111 
0949: link_wav 4 to_actor $PLAYER_ACTOR 
03D1: play_wav 4 

:VENDING_1111
008B: 2@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 2@ += 3000 
000A: 1@ += 1 

:VENDING_1134
0002: jump @VENDING_1169 

:VENDING_1141
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018C: play_sound 1053 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:VENDING_1169
0002: jump @VENDING_1192 

:VENDING_1176
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
0006: 1@ = 1 

:VENDING_1192
0002: jump @VENDING_1210 

:VENDING_1199
04ED: load_animation "VENDING" 

:VENDING_1210
00D6: if 
0039:   1@ == 3 
004D: jump_if_false @VENDING_1324 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @VENDING_1324 
0623: add 5 to_integer_stat 245 
0226: $3396 = actor $PLAYER_ACTOR health 
0008: $3396 += 30 
0223: set_actor $PLAYER_ACTOR health_to $3396 
01C4: remove_references_to_object 3@ // This object will now disappear when the player looks away 
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
008B: 2@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 2@ += 1500 
000A: 1@ += 1 

:VENDING_1324
00D6: if 
0039:   1@ == 4 
004D: jump_if_false @VENDING_1384 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 2@ // (int) 
004D: jump_if_false @VENDING_1384 
0687: clear_actor $PLAYER_ACTOR task 
04EF: release_animation "VENDING" 
0006: 1@ = 0 

:VENDING_1384
0002: jump @VENDING_1477 

:VENDING_1391
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @VENDING_1477 
00D6: if 
0019:   1@ > 1 
004D: jump_if_false @VENDING_1436 
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 

:VENDING_1436
00D6: if 
0019:   1@ > 2 
004D: jump_if_false @VENDING_1459 
01C4: remove_references_to_object 3@ // This object will now disappear when the player looks away 

:VENDING_1459
04EF: release_animation "VENDING" 
0006: 1@ = 0 

:VENDING_1477
0002: jump @VENDING_1572 

:VENDING_1484
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @VENDING_1570 
00D6: if 
0019:   1@ > 1 
004D: jump_if_false @VENDING_1529 
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 

:VENDING_1529
00D6: if 
0019:   1@ > 2 
004D: jump_if_false @VENDING_1552 
01C4: remove_references_to_object 3@ // This object will now disappear when the player looks away 

:VENDING_1552
04EF: release_animation "VENDING" 
0006: 1@ = 0 

:VENDING_1570
004E: end_thread 

:VENDING_1572
0002: jump @VENDING_1667 

:VENDING_1579
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @VENDING_1665 
00D6: if 
0019:   1@ > 1 
004D: jump_if_false @VENDING_1624 
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 

:VENDING_1624
00D6: if 
0019:   1@ > 2 
004D: jump_if_false @VENDING_1647 
01C4: remove_references_to_object 3@ // This object will now disappear when the player looks away 

:VENDING_1647
04EF: release_animation "VENDING" 
0006: 1@ = 0 

:VENDING_1665
004E: end_thread 

:VENDING_1667
0002: jump @VENDING_80 
004E: end_thread 

//-------------External script 9 (FOOD_VENDOR)---------------

:FODVEND
03A4: name_thread 'FODVEND' 
0006: 1@ = 0 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @FODVEND_58 
029B: 0@ = init_object #ICESCART_PROP at 0.0 0.0 0.0 

:FODVEND_58
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @FODVEND_1130 
00D6: if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
004D: jump_if_false @FODVEND_1075 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FODVEND_1022 
00D6: if 
895B:   not is_object_moveable 0@ 
004D: jump_if_false @FODVEND_924 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @FODVEND_469 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -1.0 0.0 -1.0 
0086: $3404 = $TEMPVAR_FLOAT_1 // (float) 
000D: $3404 -= 0.5 
0086: $3405 = $TEMPVAR_FLOAT_2 // (float) 
000D: $3405 -= 0.5 
0086: $3406 = $TEMPVAR_FLOAT_3 // (float) 
0086: $3401 = $TEMPVAR_FLOAT_1 // (float) 
0009: $3401 += 0.5 
0086: $3402 = $TEMPVAR_FLOAT_2 // (float) 
0009: $3402 += 0.5 
0086: $3403 = $TEMPVAR_FLOAT_3 // (float) 
0009: $3403 += 2.0 
00D6: if 
8339:   not anything_in_cube_cornerA $3404 $3405 $3406 cornerB $3401 $3402 $3403 solid 0 car 0 actor 1 object 0 particle 0 
004D: jump_if_false @FODVEND_462 
00D6: if 
80C2:   not sphere_onscreen $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 
004D: jump_if_false @FODVEND_455 
0247: load_model #BMOCHIL 
00D6: if 
0248:   model #BMOCHIL available 
004D: jump_if_false @FODVEND_455 
009A: 2@ = create_actor_pedtype 4 model #BMOCHIL at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: store_coords_to $3404 $3405 $3406 from_object 0@ with_offset 1.0 0.0 0.0 
0061: $3404 -= $TEMPVAR_FLOAT_1 // (float) 
0061: $3405 -= $TEMPVAR_FLOAT_2 // (float) 
0604: get_Z_angle_for_point $3404 $3405 store_to $TEMPVAR_ANGLE 
0173: set_actor 2@ Z_angle_to $TEMPVAR_ANGLE 
000A: 1@ += 1 

:FODVEND_455
0002: jump @FODVEND_469 

:FODVEND_462
0249: release_model #BMOCHIL 
004E: end_thread 

:FODVEND_469
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @FODVEND_742 
00D6: if 
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 8.0 8.0 sphere 0 on_foot 
004D: jump_if_false @FODVEND_742 
04ED: load_animation "VENDING" 
00D6: if 
04EE:   animation "VENDING" loaded 
004D: jump_if_false @FODVEND_742 
00D6: if 
010A:   player $PLAYER_CHAR money > 0 
004D: jump_if_false @FODVEND_742 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 1.0 0.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
004D: jump_if_false @FODVEND_742 
0226: $3396 = actor $PLAYER_ACTOR health 
0008: $3396 += 50 
0223: set_actor $PLAYER_ACTOR health_to $3396 
0A1A: actor $PLAYER_ACTOR perform_walk_animation "VEND_EAT1_P" IFP "VENDING" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 -1 ms // versionC 
0623: add 10 to_integer_stat 245 
008B: 3@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 3@ += 3000 
0109: player $PLAYER_CHAR money = -1 
000A: 1@ += 1 

:FODVEND_742
00D6: if 
0039:   1@ == 2 
004D: jump_if_false @FODVEND_802 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 3@ // (int) 
004D: jump_if_false @FODVEND_802 
008B: 3@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 3@ += 27000 
000A: 1@ += 1 

:FODVEND_802
00D6: if 
0039:   1@ == 3 
004D: jump_if_false @FODVEND_917 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 3@ // (int) 
004D: jump_if_false @FODVEND_917 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 1.0 0.0 0.0 
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
004D: jump_if_false @FODVEND_917 
0006: 1@ = 1 

:FODVEND_917
0002: jump @FODVEND_1015 

:FODVEND_924
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @FODVEND_1008 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FODVEND_990 
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @FODVEND_990 
07A5: AS_actor 2@ attack_actor $PLAYER_ACTOR time 10000 

:FODVEND_990
04EF: release_animation "VENDING" 
0006: 1@ = 0 

:FODVEND_1008
0249: release_model #BMOCHIL 
004E: end_thread 

:FODVEND_1015
0002: jump @FODVEND_1068 

:FODVEND_1022
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @FODVEND_1063 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 
04EF: release_animation "VENDING" 
0006: 1@ = 0 

:FODVEND_1063
0249: release_model #BMOCHIL 

:FODVEND_1068
0002: jump @FODVEND_1123 

:FODVEND_1075
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @FODVEND_1116 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 
04EF: release_animation "VENDING" 
0006: 1@ = 0 

:FODVEND_1116
0249: release_model #BMOCHIL 
004E: end_thread 

:FODVEND_1123
0002: jump @FODVEND_1178 

:FODVEND_1130
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @FODVEND_1171 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 
04EF: release_animation "VENDING" 
0006: 1@ = 0 

:FODVEND_1171
0249: release_model #BMOCHIL 
004E: end_thread 

:FODVEND_1178
0002: jump @FODVEND_58 
004E: end_thread 

//-------------External script 10 (GATES_SCRIPT)---------------

:GATEOS
03A4: name_thread 'GATEOS' 
0006: 1@ = 0 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @GATEOS_80 
029B: 0@ = init_object #GATE_AUTOL at 0.0 0.0 0.0 
029B: 0@ = init_object #GATE_AUTOR at 0.0 0.0 0.0 

:GATEOS_80
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @GATEOS_997 
00D6: if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
004D: jump_if_false @GATEOS_988 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @GATEOS_502 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GATEOS_502 
0984: 9@ = object 0@ model 
00D6: if 
0248:   model 9@ available 
004D: jump_if_false @GATEOS_502 
00D6: if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 12.0 12.0 sphere 0 
004D: jump_if_false @GATEOS_477 
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BARRACKS 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #PATRIOT 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #RHINO 
004D: jump_if_false @GATEOS_366 
080A: get_object 0@ spoot 5 store_to $3401 $3402 $3403 
080A: get_object 0@ spoot 6 store_to $3404 $3405 $3406 
080A: get_object 0@ spoot 7 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $TEMPVAR_FLOAT_3 = distance_between_XY $3404 $3405 and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
0011: $TEMPVAR_FLOAT_3 *= -1.0 
00D6: if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at $3401 $3402 $3403 fur_corner_at $3404 $3405 $3406 angle $TEMPVAR_FLOAT_3 sphere 0 
004D: jump_if_false @GATEOS_366 
0006: 1@ = 1 

:GATEOS_366
080A: get_object 0@ spoot 1 store_to $3401 $3402 $3403 
080A: get_object 0@ spoot 2 store_to $3404 $3405 $3406 
080A: get_object 0@ spoot 3 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $TEMPVAR_FLOAT_3 = distance_between_XY $3404 $3405 and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
00D6: if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at $3401 $3402 $3403 fur_corner_at $3404 $3405 $3406 angle $TEMPVAR_FLOAT_3 sphere 0 
004D: jump_if_false @GATEOS_477 
0006: 1@ = 1 

:GATEOS_477
00D6: if 
0038:   $709 == 1 
004D: jump_if_false @GATEOS_502 
0006: 1@ = 1 

:GATEOS_502
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @GATEOS_589 
0984: 9@ = object 0@ model 
00D6: if 
0248:   model 9@ available 
004D: jump_if_false @GATEOS_589 
080A: get_object 0@ spoot 0 store_to 2@ 3@ 4@ 
01BB: store_object 0@ position_to 5@ 6@ 7@ 
097B: play_audio_at_object 0@ event 1100 
000A: 1@ += 1 

:GATEOS_589
00D6: if 
0039:   1@ == 2 
004D: jump_if_false @GATEOS_727 
00D6: if 
034E: move_object 0@ to 2@ 3@ 4@ speed 0.1 0.1 0.1 collision_check 1 
004D: jump_if_false @GATEOS_727 
00D6: if 
04E6:   object 0@ near_point 2@ 3@ 4@ radius 0.1 0.1 0.1 flag 0 
004D: jump_if_false @GATEOS_727 
01BC: put_object 0@ at 2@ 3@ 4@ 
097B: play_audio_at_object 0@ event 1101 
0008: $709 += 1 
000A: 1@ += 1 

:GATEOS_727
00D6: if 
0039:   1@ == 3 
004D: jump_if_false @GATEOS_770 
00D6: if 
0038:   $1521 == 0 
004D: jump_if_false @GATEOS_770 
000A: 1@ += 1 

:GATEOS_770
00D6: if 
0039:   1@ == 4 
004D: jump_if_false @GATEOS_850 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GATEOS_850 
00D6: if 
8471:   not actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 20.0 20.0 sphere 0 
004D: jump_if_false @GATEOS_850 
097B: play_audio_at_object 0@ event 1100 
000A: 1@ += 1 

:GATEOS_850
00D6: if 
0039:   1@ == 5 
004D: jump_if_false @GATEOS_981 
00D6: if 
034E: move_object 0@ to 5@ 6@ 7@ speed 0.1 0.1 0.1 collision_check 1 
004D: jump_if_false @GATEOS_981 
00D6: if 
04E6:   object 0@ near_point 5@ 6@ 7@ radius 0.1 0.1 0.1 flag 0 
004D: jump_if_false @GATEOS_981 
01BC: put_object 0@ at 5@ 6@ 7@ 
097B: play_audio_at_object 0@ event 1101 
0006: 1@ = 0 

:GATEOS_981
0002: jump @GATEOS_990 

:GATEOS_988
004E: end_thread 

:GATEOS_990
0002: jump @GATEOS_999 

:GATEOS_997
004E: end_thread 

:GATEOS_999
0002: jump @GATEOS_80 
004E: end_thread 

//-------------External script 11 (GYMBIKE)---------------

:GYMBIKE
03A4: name_thread 'GYMBIKE' 
0004: $8732 = 0 
0005: $8723 = 0.0 
0004: $8731 = 0 
0004: $8722 = 0 
0004: $8727 = 0 
0007: 5@ = 0.0 
0007: 6@ = 0.0 
0007: 7@ = 0.0 
0007: 8@ = 0.0 
0007: 9@ = 0.0 
0007: 10@ = 0.0 
0007: 11@ = 0.0 
0007: 12@ = 0.0 
0007: 13@ = 0.0 
0007: 14@ = 0.0 
0007: 15@ = 0.0 
0005: $8715 = 0.0 
0005: $8716 = 0.0 
0007: 16@ = 0.0 
0007: 17@ = 0.0 
0007: 19@ = 0.0 
0004: $8725 = 0 
0006: 20@ = 0 
0006: 21@ = 0 
0006: 22@ = 0 
0006: 23@ = 0 
0006: 24@ = 0 
0006: 25@ = 0 
0006: 26@ = 0 
0006: 27@ = 0 
0006: 28@ = 0 
0005: $8715 = 0.0 
0005: $8716 = 0.0 
0004: $GYM_GYMBIKE_POWER = 0 
0004: $GYM_GYMBIKE_LEVEL = 0 
0004: $GYM_GYMBIKE_DISTANCE = 0 
0005: $8720 = 0.0 
0005: $8721 = 0.0 
0006: 20@ = 0 
0006: 21@ = 0 
0006: 22@ = 0 
0006: 23@ = 0 
0006: 24@ = 0 
0006: 25@ = 0 
0006: 26@ = 0 
0006: 27@ = 0 
0006: 28@ = 0 
0004: $GYM_GYMBIKE_LEVEL = 0 
0006: 30@ = 0 
0006: 29@ = 0 
0004: $8713 = 0 
0006: 32@ = 0 
0006: 33@ = 0 
00D6: if 
0039:   30@ == 1 
004D: jump_if_false @GYMBIKE_486 
029B: 0@ = init_object #CM_BOX at 0.0 0.0 0.0 

:GYMBIKE_486
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @GYMBIKE_538 
01BB: store_object 0@ position_to 5@ 6@ 7@ 
01BB: store_object 0@ position_to 11@ 12@ 13@ 
0176: 4@ = object 0@ Z_angle 

:GYMBIKE_538
0088: $8730 = 7@ // (float) 
0009: $8730 += 0.15 
0087: 3@ = 4@ // (float) 
000F: 3@ -= 90.0 
02F6: 1@ = sine 3@ // (float) 
02F7: 2@ = cosine 3@ // (float) 
0013: 1@ *= 0.05 
0013: 2@ *= 0.05 
0088: $8728 = 5@ // (float) 
005F: $8728 += 2@ // (float) 
0088: $8729 = 6@ // (float) 
005F: $8729 += 1@ // (float) 
0107: $8724 = create_object #PEDALS at $8728 $8729 $8730 
0177: set_object $8724 Z_angle_to 4@ 
0087: 10@ = 7@ // (float) 
000B: 10@ += 0.9 
0087: 3@ = 4@ // (float) 
000F: 3@ -= 45.0 
02F6: 1@ = sine 3@ // (float) 
02F7: 2@ = cosine 3@ // (float) 
0013: 1@ *= 2.8 
0013: 2@ *= 2.8 
0087: 8@ = 5@ // (float) 
005B: 8@ += 2@ // (float) 
0087: 9@ = 6@ // (float) 
005B: 9@ += 1@ // (float) 
000F: 4@ -= 180.0 
000B: 3@ += 45.0 
02F6: 1@ = sine 3@ // (float) 
02F7: 2@ = cosine 3@ // (float) 
0013: 1@ *= 0.5 
0013: 2@ *= 0.5 
005B: 5@ += 2@ // (float) 
005B: 6@ += 1@ // (float) 
0087: 3@ = 4@ // (float) 
000F: 3@ -= 90.0 
02F6: 1@ = sine 3@ // (float) 
02F7: 2@ = cosine 3@ // (float) 
0013: 1@ *= 0.5 
0013: 2@ *= 0.5 
0088: $8715 = 5@ // (float) 
005F: $8715 += 2@ // (float) 
0088: $8716 = 6@ // (float) 
005F: $8716 += 1@ // (float) 
000B: 7@ += 0.05 
0004: $GYM_GYMBIKE_POWER = 0 
0004: $GYM_GYMBIKE_DISTANCE = 0 
0004: $1829 = 0 

:GYMBIKE_960
0001: wait 0 ms 
00D6: if 
83CA:   not object 0@ exists 
004D: jump_if_false @GYMBIKE_987 
0108: destroy_object $8724 
004E: end_thread 

:GYMBIKE_987
00D6: if 
8977:   not player_in_radius_of_object 0@ external_script_trigger 
004D: jump_if_false @GYMBIKE_1010 
0108: destroy_object $8724 
004E: end_thread 

:GYMBIKE_1010
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GYMBIKE_6332 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @GYMBIKE_1371 
00D6: if and
0039:   28@ == 0 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @GYMBIKE_1330 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 5@ 6@ 7@ radius 1.2 1.2 4.0 on_foot 
004D: jump_if_false @GYMBIKE_1296 
00D6: if 
0039:   29@ == 0 
004D: jump_if_false @GYMBIKE_1145 
0512: show_permanent_text_box 'GYM1_81'  // Press ~k~~VEHICLE_ENTER_EXIT~ to use this machine.
0006: 29@ = 1 

:GYMBIKE_1145
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @GYMBIKE_1289 
00D6: if or
0038:   $ONMISSION == 0 
0038:   $ONMISSION_GYMFIGHT == 1 
004D: jump_if_false @GYMBIKE_1273 
0835: get_month_day_to $CURRENT_MONTH_DAY get_month_to $CURRENT_MONTH 
00D6: if or
001C:   $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int) 
001C:   $CURRENT_MONTH > $GYM_MONTH_WHEN_LIMIT_REACHED // (int) 
004D: jump_if_false @GYMBIKE_1250 
0006: 20@ = 1 
0004: $1830 = 1 
0004: $8714 = 0 
0002: jump @GYMBIKE_1266 

:GYMBIKE_1250
00BC: show_text_highpriority GXT 'GYM1_1A' time 4000 flag 1  // You have worked out enough for today, come back tomorrow!

:GYMBIKE_1266
0002: jump @GYMBIKE_1289 

:GYMBIKE_1273
00BC: show_text_highpriority GXT 'GYM1_90' time 4000 flag 1  // ~s~You look a bit busy, why don't you come back later.

:GYMBIKE_1289
0002: jump @GYMBIKE_1323 

:GYMBIKE_1296
00D6: if 
0039:   29@ == 1 
004D: jump_if_false @GYMBIKE_1323 
03E6: remove_text_box 
0006: 29@ = 0 

:GYMBIKE_1323
0002: jump @GYMBIKE_1371 

:GYMBIKE_1330
00D6: if 
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point 5@ 6@ radius 2.0 2.0 on_foot 
004D: jump_if_false @GYMBIKE_1371 
0006: 28@ = 0 

:GYMBIKE_1371
00D6: if 
0039:   20@ == 1 
004D: jump_if_false @GYMBIKE_6332 
00D6: if and
0038:   $1830 == 1 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_1501 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
01B4: set_player $PLAYER_CHAR can_move 0 
08C7: put_actor $PLAYER_ACTOR at $8715 $8716 7@ dont_warp_gang 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 4@ 
0160: set_camera_point_at 11@ 12@ 10@ switchstyle 2 
0004: $1830 = 2 

:GYMBIKE_1501
00D6: if 
0038:   $1829 == 0 
004D: jump_if_false @GYMBIKE_1611 
04ED: load_animation "GYMNASIUM" 

:GYMBIKE_1532
00D6: if 
84EE:   not animation "GYMNASIUM" loaded 
004D: jump_if_false @GYMBIKE_1567 
0001: wait 0 ms 
0002: jump @GYMBIKE_1532 

:GYMBIKE_1567
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMBIKE_1578
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @GYMBIKE_1604 
0001: wait 0 ms 
0002: jump @GYMBIKE_1578 

:GYMBIKE_1604
0004: $1829 = 1 

:GYMBIKE_1611
00D6: if and
0038:   $1830 == 2 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_2197 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_GETON" IFP "GYMNASIUM" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0512: show_permanent_text_box 'GYM1_60'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select level.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
00D6: if or
0038:   $CURRENT_LANGUAGE == 4 
0038:   $CURRENT_LANGUAGE == 2 
004D: jump_if_false @GYMBIKE_1890 
08D4: $8712 = create_panel_with_title 'GYM1_D' position 31.0 180.0 width 178.0 columns 1 interactive 1 background 1 alignment 0  // Bike
08DB: set_panel $8712 column 0 header 'GYM1_89' data 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY'  // Level // Level 1 // Level 2 // Level 3 // Level 4 // Level 5 // Level 6 // Level 7 // Level 8 // Level 9 // Level 10
0002: jump @GYMBIKE_2051 

:GYMBIKE_1890
08D4: $8712 = create_panel_with_title 'GYM1_D' position 31.0 150.0 width 178.0 columns 1 interactive 1 background 1 alignment 0  // Bike
08DB: set_panel $8712 column 0 header 'GYM1_89' data 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY'  // Level // Level 1 // Level 2 // Level 3 // Level 4 // Level 5 // Level 6 // Level 7 // Level 8 // Level 9 // Level 10

:GYMBIKE_2051
090E: set_panel $8712 active_row 0 

:GYMBIKE_2058
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_2183 
0001: wait 0 ms 
0008: $8714 += 1 
00D6: if and
00E1:   player 0 pressed_key 15 
0018:   $8714 > 20 
004D: jump_if_false @GYMBIKE_2130 
03E6: remove_text_box 
08DA: remove_panel $8712 
0004: $GYM_GYMBIKE_LEVEL = 0 
0002: jump @GYMBIKE_5327 

:GYMBIKE_2130
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMBIKE_2176 
03E6: remove_text_box 
08D7: $GYM_GYMBIKE_LEVEL = panel $8712 active_row 
0008: $GYM_GYMBIKE_LEVEL += 1 
08DA: remove_panel $8712 
0002: jump @GYMBIKE_2183 

:GYMBIKE_2176
0002: jump @GYMBIKE_2058 

:GYMBIKE_2183
0004: $1830 = 3 
0006: 33@ = 0 

:GYMBIKE_2197
00D6: if and
0038:   $1830 == 3 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_2388 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BIKE_GETON" 
004D: jump_if_false @GYMBIKE_2388 
0613: 15@ = actor $PLAYER_ACTOR animation "GYM_BIKE_GETON" time 
00D6: if 
0043:   15@ == 1.0 
004D: jump_if_false @GYMBIKE_2388 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_SLOW" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
075A: set_object $8724 animation "PEDALS_SLOW" IFP_file "GYMNASIUM" 4.0 lockF 1 loop -1 // IF AND SET 
0004: $1830 = 4 

:GYMBIKE_2388
00D6: if and
0038:   $1830 == 4 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_2583 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BIKE_SLOW" 
004D: jump_if_false @GYMBIKE_2583 
0613: 15@ = actor $PLAYER_ACTOR animation "GYM_BIKE_SLOW" time 
00D6: if 
0043:   15@ == 0.0 
004D: jump_if_false @GYMBIKE_2583 
0612: set_actor $PLAYER_ACTOR animation "GYM_BIKE_SLOW" paused 0 
04F7: status_text $GYM_GYMBIKE_POWER type 1 line 1 GXT 'GYM1_1' // global_variable  // power
04F7: status_text $GYM_GYMBIKE_LEVEL type 0 line 2 GXT 'GYM1_4' // global_variable  // level
04F7: status_text $GYM_GYMBIKE_DISTANCE type 0 line 3 GXT 'GYM1_3' // global_variable  // distance
0006: 21@ = 1 
0004: $1830 = 5 
0006: 33@ = 0 

:GYMBIKE_2583
00D6: if and
0038:   $1830 == 5 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_6332 
00D6: if 
0038:   $8713 == 0 
004D: jump_if_false @GYMBIKE_2642 
0512: show_permanent_text_box 'GYM1_40'  // Press ~k~~PED_SPRINT~ rapidly to begin to pedal.
0004: $8713 = 1 

:GYMBIKE_2642
00D6: if and
0019:   33@ > 4000 
0038:   $8713 == 1 
004D: jump_if_false @GYMBIKE_2688 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_41'  // To change the level press ~k~~CONVERSATION_NO~ or ~k~~CONVERSATION_YES~.
0004: $8713 = 2 

:GYMBIKE_2688
00D6: if and
0019:   33@ > 8000 
0038:   $8713 == 2 
004D: jump_if_false @GYMBIKE_2723 
03E6: remove_text_box 
0004: $8713 = 101 

:GYMBIKE_2723
0653: 19@ = float_stat 22 
0017: 19@ /= 100.0 
0087: 16@ = 17@ // (float) 
005B: 16@ += 19@ // (float) 
007F: 14@ -= frame_delta_time * 0.35 // (float) 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMBIKE_2816 
00D6: if 
0039:   22@ == 0 
004D: jump_if_false @GYMBIKE_2816 
005B: 14@ += 16@ // (float) 
0006: 22@ = 1 

:GYMBIKE_2816
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @GYMBIKE_2858 
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @GYMBIKE_2858 
0006: 22@ = 0 

:GYMBIKE_2858
00D6: if 
0023:   0.0 > 14@ 
004D: jump_if_false @GYMBIKE_2889 
0007: 14@ = 0.0 

:GYMBIKE_2889
00D6: if 
0021:   14@ > 100.0 
004D: jump_if_false @GYMBIKE_2920 
0007: 14@ = 100.0 

:GYMBIKE_2920
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @GYMBIKE_3053 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BIKE_SLOW" 
004D: jump_if_false @GYMBIKE_3053 
0612: set_actor $PLAYER_ACTOR animation "GYM_BIKE_SLOW" paused 1 
0393: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_SLOW" at 0.5 times_normal_rate 
0836: set_object $8724 animation "PEDALS_SLOW" at 0.5 times_normal_rate 
0006: 32@ = 0 
0006: 21@ = 2 

:GYMBIKE_3053
00D6: if and
0039:   21@ == 2 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_6228 
0653: 19@ = float_stat 22 
0017: 19@ /= 200.0 
00D6: if 
0023:   0.0 > 19@ 
004D: jump_if_false @GYMBIKE_3124 
0007: 19@ = 0.0 

:GYMBIKE_3124
0090: $8725 = float 19@ to_integer 
0084: $8726 = $GYM_GYMBIKE_LEVEL // (int) 
0060: $8726 -= $8725 // (int) 
00D6: if 
0043:   14@ == 0.0 
004D: jump_if_false @GYMBIKE_3301 
00D6: if 
0039:   23@ == 0 
004D: jump_if_false @GYMBIKE_3301 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_STILL" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
075A: set_object $8724 animation "PEDALS_STILL" IFP_file "GYMNASIUM" 4.0 lockF 1 loop -1 // IF AND SET 
0006: 24@ = 0 
0006: 25@ = 0 
0006: 26@ = 0 
0006: 23@ = 1 

:GYMBIKE_3301
00D6: if 
0039:   24@ == 0 
004D: jump_if_false @GYMBIKE_3459 
00D6: if and
001A:   3 > $8726 
8043:   not  14@ == 0.0 
004D: jump_if_false @GYMBIKE_3459 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_SLOW" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
075A: set_object $8724 animation "PEDALS_SLOW" IFP_file "GYMNASIUM" 4.0 lockF 1 loop -1 // IF AND SET 
0006: 24@ = 1 
0006: 25@ = 0 
0006: 26@ = 0 
0006: 23@ = 0 

:GYMBIKE_3459
00D6: if 
0039:   25@ == 0 
004D: jump_if_false @GYMBIKE_3623 
00D6: if and
0018:   $8726 > 2 
001A:   7 > $8726 
8043:   not  14@ == 0.0 
004D: jump_if_false @GYMBIKE_3623 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_FAST" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
075A: set_object $8724 animation "PEDALS_MED" IFP_file "GYMNASIUM" 4.0 lockF 1 loop -1 // IF AND SET 
0006: 24@ = 0 
0006: 26@ = 0 
0006: 25@ = 1 
0006: 23@ = 0 

:GYMBIKE_3623
00D6: if 
0039:   26@ == 0 
004D: jump_if_false @GYMBIKE_3790 
00D6: if and
0018:   $8726 > 6 
001A:   11 > $8726 
8043:   not  14@ == 0.0 
004D: jump_if_false @GYMBIKE_3790 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_FASTER" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
075A: set_object $8724 animation "PEDALS_FAST" IFP_file "GYMNASIUM" 4.0 lockF 1 loop -1 // IF AND SET 
0006: 24@ = 0 
0006: 25@ = 0 
0006: 26@ = 1 
0006: 23@ = 0 

:GYMBIKE_3790
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @GYMBIKE_3928 
00D6: if 
0039:   27@ == 0 
004D: jump_if_false @GYMBIKE_3928 
00D6: if and
0018:   $GYM_GYMBIKE_LEVEL > 0 
001A:   10 > $GYM_GYMBIKE_LEVEL 
004D: jump_if_false @GYMBIKE_3928 
0008: $GYM_GYMBIKE_LEVEL += 1 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @GYMBIKE_3880 
097B: play_audio_at_object 0@ event 1116 

:GYMBIKE_3880
000F: 14@ -= 20.0 
00D6: if 
0023:   0.0 > 14@ 
004D: jump_if_false @GYMBIKE_3921 
0007: 14@ = 0.0 

:GYMBIKE_3921
0006: 27@ = 1 

:GYMBIKE_3928
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @GYMBIKE_4025 
00D6: if 
0039:   27@ == 0 
004D: jump_if_false @GYMBIKE_4025 
00D6: if and
0018:   $GYM_GYMBIKE_LEVEL > 1 
001A:   11 > $GYM_GYMBIKE_LEVEL 
004D: jump_if_false @GYMBIKE_4025 
000C: $GYM_GYMBIKE_LEVEL -= 1 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @GYMBIKE_4018 
097B: play_audio_at_object 0@ event 1116 

:GYMBIKE_4018
0006: 27@ = 2 

:GYMBIKE_4025
00D6: if 
80E1:   not player 0 pressed_key 11 
004D: jump_if_false @GYMBIKE_4067 
00D6: if 
0039:   27@ == 1 
004D: jump_if_false @GYMBIKE_4067 
0006: 27@ = 0 

:GYMBIKE_4067
00D6: if 
80E1:   not player 0 pressed_key 10 
004D: jump_if_false @GYMBIKE_4109 
00D6: if 
0039:   27@ == 2 
004D: jump_if_false @GYMBIKE_4109 
0006: 27@ = 0 

:GYMBIKE_4109
00D6: if 
0038:   $GYM_GYMBIKE_LEVEL == 1 
004D: jump_if_false @GYMBIKE_4137 
0007: 17@ = 6.5 

:GYMBIKE_4137
00D6: if 
0038:   $GYM_GYMBIKE_LEVEL == 2 
004D: jump_if_false @GYMBIKE_4165 
0007: 17@ = 5.9 

:GYMBIKE_4165
00D6: if 
0038:   $GYM_GYMBIKE_LEVEL == 3 
004D: jump_if_false @GYMBIKE_4193 
0007: 17@ = 5.0 

:GYMBIKE_4193
00D6: if 
0038:   $GYM_GYMBIKE_LEVEL == 4 
004D: jump_if_false @GYMBIKE_4221 
0007: 17@ = 4.3 

:GYMBIKE_4221
00D6: if 
0038:   $GYM_GYMBIKE_LEVEL == 5 
004D: jump_if_false @GYMBIKE_4249 
0007: 17@ = 3.7 

:GYMBIKE_4249
00D6: if 
0038:   $GYM_GYMBIKE_LEVEL == 6 
004D: jump_if_false @GYMBIKE_4277 
0007: 17@ = 2.9 

:GYMBIKE_4277
00D6: if 
0038:   $GYM_GYMBIKE_LEVEL == 7 
004D: jump_if_false @GYMBIKE_4305 
0007: 17@ = 2.2 

:GYMBIKE_4305
00D6: if 
0038:   $GYM_GYMBIKE_LEVEL == 8 
004D: jump_if_false @GYMBIKE_4333 
0007: 17@ = 1.5 

:GYMBIKE_4333
00D6: if 
0038:   $GYM_GYMBIKE_LEVEL == 9 
004D: jump_if_false @GYMBIKE_4361 
0007: 17@ = 1.1 

:GYMBIKE_4361
00D6: if 
0038:   $GYM_GYMBIKE_LEVEL == 10 
004D: jump_if_false @GYMBIKE_4389 
0007: 17@ = 0.7 

:GYMBIKE_4389
00D6: if 
0031:   14@ >= 0.0 
004D: jump_if_false @GYMBIKE_4441 
00D6: if 
0033:   10.0 >= 14@ 
004D: jump_if_false @GYMBIKE_4441 
0007: 18@ = 0.9 

:GYMBIKE_4441
00D6: if 
0031:   14@ >= 11.0 
004D: jump_if_false @GYMBIKE_4493 
00D6: if 
0033:   20.0 >= 14@ 
004D: jump_if_false @GYMBIKE_4493 
0007: 18@ = 1.0 

:GYMBIKE_4493
00D6: if 
0031:   14@ >= 21.0 
004D: jump_if_false @GYMBIKE_4545 
00D6: if 
0033:   30.0 >= 14@ 
004D: jump_if_false @GYMBIKE_4545 
0007: 18@ = 1.1 

:GYMBIKE_4545
00D6: if 
0031:   14@ >= 31.0 
004D: jump_if_false @GYMBIKE_4597 
00D6: if 
0033:   40.0 >= 14@ 
004D: jump_if_false @GYMBIKE_4597 
0007: 18@ = 1.2 

:GYMBIKE_4597
00D6: if 
0031:   14@ >= 41.0 
004D: jump_if_false @GYMBIKE_4649 
00D6: if 
0033:   50.0 >= 14@ 
004D: jump_if_false @GYMBIKE_4649 
0007: 18@ = 1.3 

:GYMBIKE_4649
00D6: if 
0031:   14@ >= 51.0 
004D: jump_if_false @GYMBIKE_4701 
00D6: if 
0033:   60.0 >= 14@ 
004D: jump_if_false @GYMBIKE_4701 
0007: 18@ = 1.4 

:GYMBIKE_4701
00D6: if 
0031:   14@ >= 61.0 
004D: jump_if_false @GYMBIKE_4753 
00D6: if 
0033:   70.0 >= 14@ 
004D: jump_if_false @GYMBIKE_4753 
0007: 18@ = 1.5 

:GYMBIKE_4753
00D6: if 
0031:   14@ >= 71.0 
004D: jump_if_false @GYMBIKE_4805 
00D6: if 
0033:   80.0 >= 14@ 
004D: jump_if_false @GYMBIKE_4805 
0007: 18@ = 1.6 

:GYMBIKE_4805
00D6: if 
0031:   14@ >= 81.0 
004D: jump_if_false @GYMBIKE_4857 
00D6: if 
0033:   90.0 >= 14@ 
004D: jump_if_false @GYMBIKE_4857 
0007: 18@ = 1.7 

:GYMBIKE_4857
00D6: if 
0031:   14@ >= 91.0 
004D: jump_if_false @GYMBIKE_4909 
00D6: if 
0033:   100.0 >= 14@ 
004D: jump_if_false @GYMBIKE_4909 
0007: 18@ = 1.8 

:GYMBIKE_4909
00D6: if and
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BIKE_SLOW" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_4968 
0393: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_SLOW" at 18@ times_normal_rate 

:GYMBIKE_4968
00D6: if and
0837:   object $8724 animation == "PEDALS_SLOW" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_5023 
0836: set_object $8724 animation "PEDALS_SLOW" at 18@ times_normal_rate 

:GYMBIKE_5023
00D6: if and
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BIKE_FAST" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_5082 
0393: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_FAST" at 18@ times_normal_rate 

:GYMBIKE_5082
00D6: if and
0837:   object $8724 animation == "PEDALS_MED" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_5135 
0836: set_object $8724 animation "PEDALS_MED" at 18@ times_normal_rate 

:GYMBIKE_5135
00D6: if and
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BIKE_FASTER" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_5198 
0393: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_FASTER" at 18@ times_normal_rate 

:GYMBIKE_5198
00D6: if and
0837:   object $8724 animation == "PEDALS_FAST" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_5253 
0836: set_object $8724 animation "PEDALS_FAST" at 18@ times_normal_rate 

:GYMBIKE_5253
00D6: if or
00E1:   player 0 pressed_key 15 
0020:   $GYM_DAY_LIMIT > 200.0 
004D: jump_if_false @GYMBIKE_5787 
00D6: if 
0020:   $GYM_DAY_LIMIT > 200.0 
004D: jump_if_false @GYMBIKE_5311 
0005: $GYM_DAY_LIMIT = 0.0 

:GYMBIKE_5311
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_5787 

:GYMBIKE_5327
015B: shake_player_controller 0 time 1 intensity 1 
0623: add $GYM_GYMBIKE_DISTANCE to_integer_stat 29 
0085: 31@ = 33@ // (int) 
0016: 31@ /= 1000 
0623: add 31@ to_integer_stat 45 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_5468 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_GETOFF" IFP "GYMNASIUM" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
075A: set_object $8724 animation "PEDALS_STILL" IFP_file "GYMNASIUM" 4.0 lockF 0 loop -1 // IF AND SET 

:GYMBIKE_5468
0006: 21@ = 0 
0006: 22@ = 0 
0006: 23@ = 0 
0006: 24@ = 0 
0006: 25@ = 0 
0006: 26@ = 0 
0006: 27@ = 0 
0006: 20@ = 0 
0004: $1830 = 0 
0004: $GYM_GYMBIKE_LEVEL = 0 
0004: $GYM_GYMBIKE_DISTANCE = 0 
0005: $8721 = 0.0 
0005: $8720 = 0.0 
0004: $GYM_GYMBIKE_POWER = 0 
0007: 14@ = 0.0 
0653: $GYM_STAT_FAT = float_stat 21 
00D6: if 
0032:   0.0 >= $GYM_STAT_FAT 
004D: jump_if_false @GYMBIKE_5619 
062A: change_float_stat 21 to 0.0 

:GYMBIKE_5619
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @GYMBIKE_5642 
0382: set_object 0@ collision_detection 1 

:GYMBIKE_5642
0004: $1813 = 0 
0004: $1814 = 0 
0004: $1829 = 0 
04EF: release_animation "GYMNASIUM" 
040D: unload_wav 4 
0151: remove_status_text $GYM_GYMBIKE_POWER 
0151: remove_status_text $GYM_GYMBIKE_LEVEL 
0151: remove_status_text $GYM_GYMBIKE_DISTANCE 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 0 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_5731 
01B4: set_player $PLAYER_CHAR can_move 1 

:GYMBIKE_5731
0006: 28@ = 1 
08DA: remove_panel $8712 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:GYMBIKE_5759
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMBIKE_5787 
0001: wait 0 ms 
0002: jump @GYMBIKE_5759 

:GYMBIKE_5787
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @GYMBIKE_5912 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @GYMBIKE_5912 
00D6: if 
0021:   14@ > 10.0 
004D: jump_if_false @GYMBIKE_5879 
00D6: if 
0038:   $8732 == 0 
004D: jump_if_false @GYMBIKE_5872 
097B: play_audio_at_object 0@ event 1113 
0004: $8732 = 1 

:GYMBIKE_5872
0002: jump @GYMBIKE_5912 

:GYMBIKE_5879
00D6: if 
0038:   $8732 == 1 
004D: jump_if_false @GYMBIKE_5912 
097B: play_audio_at_object 0@ event 1114 
0004: $8732 = 0 

:GYMBIKE_5912
00D6: if 
0019:   32@ > 250 
004D: jump_if_false @GYMBIKE_6228 
000E: 32@ -= 250 
0088: $8720 = 14@ // (float) 
0015: $8720 /= 10.0 
008D: $6 = integer $GYM_GYMBIKE_LEVEL to_float 
0015: $6 /= 10.0 
0009: $6 += 1.0 
0069: $6 *= $8720 // (float) 
0059: $4 += $6 // (float) 
00D6: if 
0030:   $4 >= 400.0 
004D: jump_if_false @GYMBIKE_6146 
000D: $4 -= 400.0 
0653: $GYM_STAT_FAT = float_stat 21 
00D6: if 
0030:   $GYM_STAT_FAT >= 1.0 
004D: jump_if_false @GYMBIKE_6069 
0626: decrease_float_stat 21 by 8.0 

:GYMBIKE_6069
00D6: if 
0038:   $8733 == 3 
004D: jump_if_false @GYMBIKE_6120 
0004: $8733 = 0 
0624: add 4.0 to_float_stat 22 
0009: $GYM_DAY_LIMIT += 4.0 
0002: jump @GYMBIKE_6146 

:GYMBIKE_6120
0A1F: increase_float_stat 22 by 4.0 
0009: $GYM_DAY_LIMIT += 4.0 
0008: $8733 += 1 

:GYMBIKE_6146
00D6: if 
0020:   $GYM_DAY_LIMIT > 200.0 
004D: jump_if_false @GYMBIKE_6191 
0835: get_month_day_to $GYM_MONTH_DAY_WHEN_LIMIT_REACHED get_month_to $GYM_MONTH_WHEN_LIMIT_REACHED 
00BC: show_text_highpriority GXT 'GYM1_1B' time 4000 flag 1  // You have reached your limit for today, come back tomorrow!

:GYMBIKE_6191
00D6: if 
8028:   not  $GYM_GYMBIKE_DISTANCE >= 999999 
004D: jump_if_false @GYMBIKE_6228 
0059: $8721 += $8720 // (float) 
008C: $GYM_GYMBIKE_DISTANCE = float $8721 to_integer 

:GYMBIKE_6228
0008: $8722 += 1 
0084: $8731 = $GYM_GYMBIKE_POWER // (int) 
000C: $8731 -= 100 
00D6: if 
0018:   $8731 > -40 
004D: jump_if_false @GYMBIKE_6275 
0004: $8731 = -40 

:GYMBIKE_6275
00D6: if 
002C:   $8722 >= $8731 // (int) 
004D: jump_if_false @GYMBIKE_6324 
0004: $8722 = 0 
0010: $GYM_GYMBIKE_POWER *= 12 
0014: $GYM_GYMBIKE_POWER /= 10 
015B: shake_player_controller 0 time 100 intensity $GYM_GYMBIKE_POWER 

:GYMBIKE_6324
0090: $GYM_GYMBIKE_POWER = float 14@ to_integer 

:GYMBIKE_6332
0002: jump @GYMBIKE_960 
004E: end_thread 

//-------------External script 12 (GYMBENCH)---------------

:GYMBENC
03A4: name_thread 'GYMBENC' 
0005: $8737 = 0.0 
0005: $8747 = 0.0 
0004: $8743 = 2 
0004: $8744 = 0 
0006: 23@ = 0 
0006: 24@ = 0 
0006: 25@ = 0 
0006: 26@ = 0 
0006: 27@ = 0 
0004: $8741 = 0 
0005: $1824 = 0.0 
0005: $1825 = 0.0 
0005: $1826 = 0.0 
0005: $1827 = 0.0 
0006: 21@ = 1 
0004: $8738 = 0 
0004: $8735 = 0 
0006: 22@ = 0 
0006: 29@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
00D6: if 
0039:   29@ == 1 
004D: jump_if_false @GYMBENC_217 
029B: 0@ = init_object #BEACHTOWEL01 at 0.0 0.0 0.0 

:GYMBENC_217
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @GYMBENC_277 
01BB: store_object 0@ position_to 5@ 6@ 7@ 
01BB: store_object 0@ position_to 8@ 9@ 10@ 
0176: 11@ = object 0@ Z_angle 
0176: 3@ = object 0@ Z_angle 

:GYMBENC_277
0007: 1@ = 0.0 
0007: 2@ = 0.0 
0007: 12@ = 0.0 
0007: 13@ = 0.0 
0007: 14@ = 0.0 
0006: 21@ = 1 
0004: $8738 = 0 
0087: 14@ = 7@ // (float) 
000B: 14@ += 1.7 
000F: 3@ -= 180.0 
0087: 4@ = 3@ // (float) 
000F: 4@ -= 270.0 
02F6: 1@ = sine 4@ // (float) 
02F7: 2@ = cosine 4@ // (float) 
0013: 1@ *= 1.0 
0013: 2@ *= 1.0 
005B: 5@ += 2@ // (float) 
005B: 6@ += 1@ // (float) 
0013: 1@ *= 3.0 
0013: 2@ *= 3.0 
0087: 12@ = 5@ // (float) 
005B: 12@ += 2@ // (float) 
0087: 13@ = 6@ // (float) 
005B: 13@ += 1@ // (float) 
000B: 11@ += 90.0 
02F6: 1@ = sine 11@ // (float) 
02F7: 2@ = cosine 11@ // (float) 
0013: 1@ *= 1.0 
0013: 2@ *= 1.0 
0063: 8@ -= 2@ // (float) 
0063: 9@ -= 1@ // (float) 
0107: 30@ = create_object #KMB_BPRESS at 8@ 9@ 10@ 
069A: attach_object 30@ to_object 0@ with_offset -0.45 0.45 0.9 rotation 90.0 180.0 270.0 
000F: 3@ -= 180.0 
0004: $GYM_GYMBIKE_LEVEL = 1 
0004: $1829 = 0 

:GYMBENC_632
0001: wait 0 ms 
00D6: if 
83CA:   not object 0@ exists 
004D: jump_if_false @GYMBENC_659 
0108: destroy_object 30@ 
004E: end_thread 

:GYMBENC_659
00D6: if 
8977:   not player_in_radius_of_object 0@ external_script_trigger 
004D: jump_if_false @GYMBENC_682 
0108: destroy_object 30@ 
004E: end_thread 

:GYMBENC_682
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GYMBENC_8093 
00D6: if and
0038:   $1830 == 0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_1102 
00D6: if and
0039:   23@ == 0 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @GYMBENC_1102 
00D6: if 
0039:   27@ == 0 
004D: jump_if_false @GYMBENC_1061 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 5@ 6@ 7@ radius 1.2 1.2 4.0 on_foot 
004D: jump_if_false @GYMBENC_1027 
00D6: if 
0039:   22@ == 0 
004D: jump_if_false @GYMBENC_840 
0512: show_permanent_text_box 'GYM1_81'  // Press ~k~~VEHICLE_ENTER_EXIT~ to use this machine.
0006: 22@ = 1 

:GYMBENC_840
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @GYMBENC_1020 
00D6: if or
0038:   $ONMISSION == 0 
0038:   $ONMISSION_GYMFIGHT == 1 
004D: jump_if_false @GYMBENC_1004 
0835: get_month_day_to $CURRENT_MONTH_DAY get_month_to $CURRENT_MONTH 
00D6: if or
001C:   $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int) 
001C:   $CURRENT_MONTH > $GYM_MONTH_WHEN_LIMIT_REACHED // (int) 
004D: jump_if_false @GYMBENC_981 
0006: 23@ = 1 
0004: $1830 = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
08C7: put_actor $PLAYER_ACTOR at 5@ 6@ 7@ dont_warp_gang 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 3@ 
0004: $8714 = 0 
0002: jump @GYMBENC_997 

:GYMBENC_981
00BC: show_text_highpriority GXT 'GYM1_1A' time 4000 flag 1  // You have worked out enough for today, come back tomorrow!

:GYMBENC_997
0002: jump @GYMBENC_1020 

:GYMBENC_1004
00BC: show_text_highpriority GXT 'GYM1_90' time 4000 flag 1  // ~s~You look a bit busy, why don't you come back later.

:GYMBENC_1020
0002: jump @GYMBENC_1054 

:GYMBENC_1027
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @GYMBENC_1054 
03E6: remove_text_box 
0006: 22@ = 0 

:GYMBENC_1054
0002: jump @GYMBENC_1102 

:GYMBENC_1061
00D6: if 
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point 5@ 6@ radius 2.0 2.0 on_foot 
004D: jump_if_false @GYMBENC_1102 
0006: 27@ = 0 

:GYMBENC_1102
00D6: if and
0039:   23@ == 1 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_8093 
00D6: if 
0038:   $1830 == 1 
004D: jump_if_false @GYMBENC_1221 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
01B4: set_player $PLAYER_CHAR can_move 0 
08C7: put_actor $PLAYER_ACTOR at 5@ 6@ 7@ dont_warp_gang 
015F: set_camera_position 12@ 13@ 14@ rotation 0.0 0.0 0.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 3@ 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 
0004: $1830 = 2 

:GYMBENC_1221
00D6: if 
0038:   $1829 == 0 
004D: jump_if_false @GYMBENC_1311 
04ED: load_animation "BENCHPRESS" 
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMBENC_1264
00D6: if or
84EE:   not animation "BENCHPRESS" loaded 
83D0:   not wav 4 loaded 
004D: jump_if_false @GYMBENC_1304 
0001: wait 0 ms 
0002: jump @GYMBENC_1264 

:GYMBENC_1304
0004: $1829 = 1 

:GYMBENC_1311
00D6: if and
0038:   $1830 == 2 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_2547 
0512: show_permanent_text_box 'GYM1_71'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a weight.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
00D6: if or
0038:   $CURRENT_LANGUAGE == 4 
0038:   $CURRENT_LANGUAGE == 2 
004D: jump_if_false @GYMBENC_1538 
08D4: $8734 = create_panel_with_title 'GYM1_E' position 31.0 180.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Bench
08DB: set_panel $8734 column 0 header 'GYM1_72' data 'GYM1_8' 'GYM1_9' 'GYM1_10' 'GYM1_11' 'GYM1_12' 'GYM1_13' 'GYM1_14' 'GYM1_15' 'GYM1_16' 'GYM1_17' 'DUMMY' 'DUMMY'  // Weight // 40 lbs // 60 lbs // 80 lbs // 100 lbs // 120 lbs // 160 lbs // 200 lbs // 240 lbs // 280 lbs // 320 lbs
0002: jump @GYMBENC_1699 

:GYMBENC_1538
08D4: $8734 = create_panel_with_title 'GYM1_E' position 31.0 150.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Bench
08DB: set_panel $8734 column 0 header 'GYM1_72' data 'GYM1_8' 'GYM1_9' 'GYM1_10' 'GYM1_11' 'GYM1_12' 'GYM1_13' 'GYM1_14' 'GYM1_15' 'GYM1_16' 'GYM1_17' 'DUMMY' 'DUMMY'  // Weight // 40 lbs // 60 lbs // 80 lbs // 100 lbs // 120 lbs // 160 lbs // 200 lbs // 240 lbs // 280 lbs // 320 lbs

:GYMBENC_1699
090E: set_panel $8734 active_row 0 

:GYMBENC_1706
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_1824 
0001: wait 0 ms 
0008: $8714 += 1 
00D6: if and
00E1:   player 0 pressed_key 15 
0018:   $8714 > 20 
004D: jump_if_false @GYMBENC_1771 
03E6: remove_text_box 
08DA: remove_panel $8734 
0002: jump @GYMBENC_7348 

:GYMBENC_1771
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMBENC_1817 
03E6: remove_text_box 
08D7: 21@ = panel $8734 active_row 
000A: 21@ += 1 
08DA: remove_panel $8734 
0002: jump @GYMBENC_1824 

:GYMBENC_1817
0002: jump @GYMBENC_1706 

:GYMBENC_1824
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @GYMBENC_1862 
0005: $8736 = 1.0 
0007: 20@ = 5.0 

:GYMBENC_1862
00D6: if 
0039:   21@ == 2 
004D: jump_if_false @GYMBENC_1900 
0007: 20@ = 5.2 
0005: $8736 = 2.0 

:GYMBENC_1900
00D6: if 
0039:   21@ == 3 
004D: jump_if_false @GYMBENC_1938 
0007: 20@ = 5.3 
0005: $8736 = 3.0 

:GYMBENC_1938
00D6: if 
0039:   21@ == 4 
004D: jump_if_false @GYMBENC_1976 
0007: 20@ = 5.5 
0005: $8736 = 4.0 

:GYMBENC_1976
00D6: if 
0039:   21@ == 5 
004D: jump_if_false @GYMBENC_2014 
0007: 20@ = 6.0 
0005: $8736 = 5.0 

:GYMBENC_2014
00D6: if 
0039:   21@ == 6 
004D: jump_if_false @GYMBENC_2052 
0007: 20@ = 6.5 
0005: $8736 = 6.0 

:GYMBENC_2052
00D6: if 
0039:   21@ == 7 
004D: jump_if_false @GYMBENC_2090 
0007: 20@ = 7.0 
0005: $8736 = 7.0 

:GYMBENC_2090
00D6: if 
0039:   21@ == 8 
004D: jump_if_false @GYMBENC_2128 
0007: 20@ = 7.5 
0005: $8736 = 8.0 

:GYMBENC_2128
00D6: if 
0039:   21@ == 9 
004D: jump_if_false @GYMBENC_2166 
0007: 20@ = 8.0 
0005: $8736 = 9.0 

:GYMBENC_2166
00D6: if 
0039:   21@ == 10 
004D: jump_if_false @GYMBENC_2204 
0007: 20@ = 8.5 
0005: $8736 = 10.0 

:GYMBENC_2204
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_2266 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_GETON" IFP "BENCHPRESS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMBENC_2266
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_2540 
00D6: if and
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BP_GETON" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_2540 
0613: $1824 = actor $PLAYER_ACTOR animation "GYM_BP_GETON" time 

:GYMBENC_2343
00D6: if 
8020:   not  $1824 > 0.75 
004D: jump_if_false @GYMBENC_2413 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_2406 
0613: $1824 = actor $PLAYER_ACTOR animation "GYM_BP_GETON" time 

:GYMBENC_2406
0002: jump @GYMBENC_2343 

:GYMBENC_2413
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @GYMBENC_2436 
097B: play_audio_at_object 0@ event 1117 

:GYMBENC_2436
0550: keep_object 30@ in_memory 0 
0682: detach_object 30@ 0.0 0.0 0.0 collision_detection 0 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_2526 
070A: AS_actor $PLAYER_ACTOR attach_to_object 30@ offset 0.0 0.0 -0.1 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 

:GYMBENC_2526
0004: $1830 = 4 
0006: 32@ = 0 

:GYMBENC_2540
0004: $1830 = 4 

:GYMBENC_2547
00D6: if and
0038:   $1830 == 4 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3225 
00D6: if 
0038:   $8735 == 0 
004D: jump_if_false @GYMBENC_2608 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_37'  // ~w~To lift the weight alternate between pressing ~k~~PED_SPRINT~ and ~k~~PED_FIREWEAPON~.~n~This will increase your power.
0004: $8735 = 1 

:GYMBENC_2608
00D6: if and
0019:   32@ > 6000 
0038:   $8735 == 1 
004D: jump_if_false @GYMBENC_2654 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_25'  // Press ~k~~VEHICLE_ENTER_EXIT~ to exit.
0004: $8735 = 2 

:GYMBENC_2654
00D6: if and
0019:   32@ > 9000 
0038:   $8735 == 2 
004D: jump_if_false @GYMBENC_2689 
03E6: remove_text_box 
0004: $8735 = 101 

:GYMBENC_2689
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BP_GETON" 
004D: jump_if_false @GYMBENC_2776 
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_BP_GETON" time 
00D6: if 
0042:   $1816 == 1.0 
004D: jump_if_false @GYMBENC_2769 
0002: jump @GYMBENC_2830 

:GYMBENC_2769
0002: jump @GYMBENC_3225 

:GYMBENC_2776
00D6: if and
0038:   $1814 == 1 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3225 
0004: $8738 = 0 
0004: $1818 = 0 
0151: remove_status_text $8738 
0151: remove_status_text $1818 
0002: jump @GYMBENC_2830 

:GYMBENC_2830
0653: $1817 = float_stat 23 
0015: $1817 /= 30.0 
00D6: if 
0022:   0.0 > $1817 
004D: jump_if_false @GYMBENC_2878 
0005: $1817 = 0.0 

:GYMBENC_2878
0086: $8737 = $1817 // (float) 
0009: $8737 += 30.0 
00D6: if 
0020:   $8737 > 75.0 
004D: jump_if_false @GYMBENC_2927 
0005: $8737 = 75.0 

:GYMBENC_2927
008F: 19@ = integer $8738 to_float 
0086: $1823 = $8737 // (float) 
0061: $1823 -= $8736 // (float) 
00D6: if 
0032:   18.0 >= $1823 
004D: jump_if_false @GYMBENC_3017 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_UP_B" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMBENC_3017
00D6: if 
0020:   $1823 > 18.0 
004D: jump_if_false @GYMBENC_3104 
00D6: if 
0032:   24.0 >= $1823 
004D: jump_if_false @GYMBENC_3104 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_UP_A" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMBENC_3104
00D6: if 
0020:   $1823 > 24.0 
004D: jump_if_false @GYMBENC_3175 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_UP_SMOOTH" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMBENC_3175
04F7: status_text $1818 type 1 line 1 GXT 'GYM1_1' // global_variable  // power
04F7: status_text $8738 type 0 line 2 GXT 'GYM1_2' // global_variable  // reps
0004: $1813 = 1 
0004: $1830 = 5 

:GYMBENC_3225
00D6: if and
0038:   $1830 == 5 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_6956 
0653: $1817 = float_stat 23 
0015: $1817 /= 30.0 
00D6: if 
0022:   0.0 > $1817 
004D: jump_if_false @GYMBENC_3296 
0005: $1817 = 0.0 

:GYMBENC_3296
0086: $8737 = $1817 // (float) 
0009: $8737 += 20.0 
00D6: if 
0020:   $8737 > 75.0 
004D: jump_if_false @GYMBENC_3345 
0005: $8737 = 75.0 

:GYMBENC_3345
00D6: if 
0038:   $8735 == 0 
004D: jump_if_false @GYMBENC_3383 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_37'  // ~w~To lift the weight alternate between pressing ~k~~PED_SPRINT~ and ~k~~PED_FIREWEAPON~.~n~This will increase your power.
0004: $8735 = 1 

:GYMBENC_3383
00D6: if and
0019:   32@ > 6000 
0038:   $8735 == 1 
004D: jump_if_false @GYMBENC_3429 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_25'  // Press ~k~~VEHICLE_ENTER_EXIT~ to exit.
0004: $8735 = 2 

:GYMBENC_3429
00D6: if and
0019:   32@ > 9000 
0038:   $8735 == 2 
004D: jump_if_false @GYMBENC_3464 
03E6: remove_text_box 
0004: $8735 = 101 

:GYMBENC_3464
00D6: if or
0038:   $1813 == 1 
0038:   $1813 == 3 
004D: jump_if_false @GYMBENC_3517 
0015: $8762 /= 2.0 
0082: 18@ -= frame_delta_time * $8736 // (float) 
0011: $8762 *= 2.0 

:GYMBENC_3517
00D6: if 
0038:   $1813 == 4 
004D: jump_if_false @GYMBENC_3545 
007F: 18@ -= frame_delta_time * 2.0 // (float) 

:GYMBENC_3545
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @GYMBENC_3587 
00D6: if 
0039:   26@ == 1 
004D: jump_if_false @GYMBENC_3587 
0006: 26@ = 2 

:GYMBENC_3587
00D6: if 
80E1:   not player 0 pressed_key 17 
004D: jump_if_false @GYMBENC_3629 
00D6: if 
0039:   26@ == 3 
004D: jump_if_false @GYMBENC_3629 
0006: 26@ = 0 

:GYMBENC_3629
00D6: if or
0038:   $1813 == 1 
0038:   $1813 == 3 
004D: jump_if_false @GYMBENC_3766 
00D6: if and
00E1:   player 0 pressed_key 16 
80E1:   not player 0 pressed_key 17 
004D: jump_if_false @GYMBENC_3710 
00D6: if 
0039:   26@ == 0 
004D: jump_if_false @GYMBENC_3710 
005D: 18@ += $8737 // (float) 
0006: 26@ = 1 

:GYMBENC_3710
00D6: if and
00E1:   player 0 pressed_key 17 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @GYMBENC_3766 
00D6: if 
0039:   26@ == 2 
004D: jump_if_false @GYMBENC_3766 
005D: 18@ += $8737 // (float) 
0006: 26@ = 3 

:GYMBENC_3766
00D6: if 
0023:   0.0 > 18@ 
004D: jump_if_false @GYMBENC_3797 
0007: 18@ = 0.0 

:GYMBENC_3797
00D6: if 
0021:   18@ > 25.0 
004D: jump_if_false @GYMBENC_3829 
0947: actor $PLAYER_ACTOR speak_from_audio_table 354 store_spoken_phrase_id_to $8745 

:GYMBENC_3829
00D6: if 
0031:   18@ >= 100.0 
004D: jump_if_false @GYMBENC_3885 
0007: 18@ = 100.0 
00D6: if 
0038:   $1813 == 1 
004D: jump_if_false @GYMBENC_3885 
0004: $1813 = 2 

:GYMBENC_3885
00D6: if and
0038:   $1813 == 2 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3950 
00D6: if 
0042:   $1819 == 1.0 
004D: jump_if_false @GYMBENC_3950 
0006: 26@ = 0 
0004: $1813 = 3 
0006: 33@ = 0 

:GYMBENC_3950
00D6: if and
0038:   $1813 == 3 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_6050 
0871: init_jump_table 21@ total_jumps 10 default_jump 0 @GYMBENC_4246 jumps 1 @GYMBENC_4101 2 @GYMBENC_4115 3 @GYMBENC_4129 4 @GYMBENC_4143 5 @GYMBENC_4157 6 @GYMBENC_4171 7 @GYMBENC_4186 
0872: jump_table_jumps 8 @GYMBENC_4201 9 @GYMBENC_4216 10 @GYMBENC_4231 -1 @GYMBENC_4246 -1 @GYMBENC_4246 -1 @GYMBENC_4246 -1 @GYMBENC_4246 -1 @GYMBENC_4246 -1 @GYMBENC_4246 

:GYMBENC_4101
0004: $GYM_BENCH_WEIGHT = 40 
0002: jump @GYMBENC_4246 

:GYMBENC_4115
0004: $GYM_BENCH_WEIGHT = 60 
0002: jump @GYMBENC_4246 

:GYMBENC_4129
0004: $GYM_BENCH_WEIGHT = 80 
0002: jump @GYMBENC_4246 

:GYMBENC_4143
0004: $GYM_BENCH_WEIGHT = 100 
0002: jump @GYMBENC_4246 

:GYMBENC_4157
0004: $GYM_BENCH_WEIGHT = 120 
0002: jump @GYMBENC_4246 

:GYMBENC_4171
0004: $GYM_BENCH_WEIGHT = 160 
0002: jump @GYMBENC_4246 

:GYMBENC_4186
0004: $GYM_BENCH_WEIGHT = 200 
0002: jump @GYMBENC_4246 

:GYMBENC_4201
0004: $GYM_BENCH_WEIGHT = 240 
0002: jump @GYMBENC_4246 

:GYMBENC_4216
0004: $GYM_BENCH_WEIGHT = 280 
0002: jump @GYMBENC_4246 

:GYMBENC_4231
0004: $GYM_BENCH_WEIGHT = 320 
0002: jump @GYMBENC_4246 

:GYMBENC_4246
0652: $GYM_STAT_BENCH_HEAVIEST_WEIGHT = integer_stat 46 
00D6: if 
001C:   $GYM_BENCH_WEIGHT > $GYM_STAT_BENCH_HEAVIEST_WEIGHT // (int) 
004D: jump_if_false @GYMBENC_4279 
0629: change_integer_stat 46 to $GYM_BENCH_WEIGHT 

:GYMBENC_4279
015B: shake_player_controller 0 time 200 intensity 200 
00D6: if 
8028:   not  $8738 >= 999999 
004D: jump_if_false @GYMBENC_4317 
0008: $8738 += 1 

:GYMBENC_4317
0653: $8747 = float_stat 23 
00D6: if 
0022:   1000.0 > $8747 
004D: jump_if_false @GYMBENC_4625 
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @GYMBENC_4373 
0007: 20@ = 1.0 

:GYMBENC_4373
00D6: if 
0039:   21@ == 2 
004D: jump_if_false @GYMBENC_4401 
0007: 20@ = 1.2 

:GYMBENC_4401
00D6: if 
0039:   21@ == 3 
004D: jump_if_false @GYMBENC_4429 
0007: 20@ = 1.3 

:GYMBENC_4429
00D6: if 
0039:   21@ == 4 
004D: jump_if_false @GYMBENC_4457 
0007: 20@ = 1.5 

:GYMBENC_4457
00D6: if 
0039:   21@ == 5 
004D: jump_if_false @GYMBENC_4485 
0007: 20@ = 2.0 

:GYMBENC_4485
00D6: if 
0039:   21@ == 6 
004D: jump_if_false @GYMBENC_4513 
0007: 20@ = 2.5 

:GYMBENC_4513
00D6: if 
0039:   21@ == 7 
004D: jump_if_false @GYMBENC_4541 
0007: 20@ = 3.0 

:GYMBENC_4541
00D6: if 
0039:   21@ == 8 
004D: jump_if_false @GYMBENC_4569 
0007: 20@ = 4.0 

:GYMBENC_4569
00D6: if 
0039:   21@ == 9 
004D: jump_if_false @GYMBENC_4597 
0007: 20@ = 5.0 

:GYMBENC_4597
00D6: if 
0039:   21@ == 10 
004D: jump_if_false @GYMBENC_4625 
0007: 20@ = 6.0 

:GYMBENC_4625
00D6: if 
0022:   800.0 > $8747 
004D: jump_if_false @GYMBENC_4926 
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @GYMBENC_4674 
0007: 20@ = 2.0 

:GYMBENC_4674
00D6: if 
0039:   21@ == 2 
004D: jump_if_false @GYMBENC_4702 
0007: 20@ = 2.2 

:GYMBENC_4702
00D6: if 
0039:   21@ == 3 
004D: jump_if_false @GYMBENC_4730 
0007: 20@ = 2.3 

:GYMBENC_4730
00D6: if 
0039:   21@ == 4 
004D: jump_if_false @GYMBENC_4758 
0007: 20@ = 2.5 

:GYMBENC_4758
00D6: if 
0039:   21@ == 5 
004D: jump_if_false @GYMBENC_4786 
0007: 20@ = 3.0 

:GYMBENC_4786
00D6: if 
0039:   21@ == 6 
004D: jump_if_false @GYMBENC_4814 
0007: 20@ = 3.5 

:GYMBENC_4814
00D6: if 
0039:   21@ == 7 
004D: jump_if_false @GYMBENC_4842 
0007: 20@ = 4.0 

:GYMBENC_4842
00D6: if 
0039:   21@ == 8 
004D: jump_if_false @GYMBENC_4870 
0007: 20@ = 5.0 

:GYMBENC_4870
00D6: if 
0039:   21@ == 9 
004D: jump_if_false @GYMBENC_4898 
0007: 20@ = 6.0 

:GYMBENC_4898
00D6: if 
0039:   21@ == 10 
004D: jump_if_false @GYMBENC_4926 
0007: 20@ = 7.0 

:GYMBENC_4926
00D6: if 
0022:   600.0 > $8747 
004D: jump_if_false @GYMBENC_5227 
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @GYMBENC_4975 
0007: 20@ = 3.0 

:GYMBENC_4975
00D6: if 
0039:   21@ == 2 
004D: jump_if_false @GYMBENC_5003 
0007: 20@ = 3.2 

:GYMBENC_5003
00D6: if 
0039:   21@ == 3 
004D: jump_if_false @GYMBENC_5031 
0007: 20@ = 3.3 

:GYMBENC_5031
00D6: if 
0039:   21@ == 4 
004D: jump_if_false @GYMBENC_5059 
0007: 20@ = 3.5 

:GYMBENC_5059
00D6: if 
0039:   21@ == 5 
004D: jump_if_false @GYMBENC_5087 
0007: 20@ = 4.0 

:GYMBENC_5087
00D6: if 
0039:   21@ == 6 
004D: jump_if_false @GYMBENC_5115 
0007: 20@ = 4.5 

:GYMBENC_5115
00D6: if 
0039:   21@ == 7 
004D: jump_if_false @GYMBENC_5143 
0007: 20@ = 5.0 

:GYMBENC_5143
00D6: if 
0039:   21@ == 8 
004D: jump_if_false @GYMBENC_5171 
0007: 20@ = 6.0 

:GYMBENC_5171
00D6: if 
0039:   21@ == 9 
004D: jump_if_false @GYMBENC_5199 
0007: 20@ = 7.0 

:GYMBENC_5199
00D6: if 
0039:   21@ == 10 
004D: jump_if_false @GYMBENC_5227 
0007: 20@ = 8.0 

:GYMBENC_5227
00D6: if 
0022:   400.0 > $8747 
004D: jump_if_false @GYMBENC_5528 
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @GYMBENC_5276 
0007: 20@ = 4.0 

:GYMBENC_5276
00D6: if 
0039:   21@ == 2 
004D: jump_if_false @GYMBENC_5304 
0007: 20@ = 4.2 

:GYMBENC_5304
00D6: if 
0039:   21@ == 3 
004D: jump_if_false @GYMBENC_5332 
0007: 20@ = 4.3 

:GYMBENC_5332
00D6: if 
0039:   21@ == 4 
004D: jump_if_false @GYMBENC_5360 
0007: 20@ = 4.5 

:GYMBENC_5360
00D6: if 
0039:   21@ == 5 
004D: jump_if_false @GYMBENC_5388 
0007: 20@ = 5.0 

:GYMBENC_5388
00D6: if 
0039:   21@ == 6 
004D: jump_if_false @GYMBENC_5416 
0007: 20@ = 5.5 

:GYMBENC_5416
00D6: if 
0039:   21@ == 7 
004D: jump_if_false @GYMBENC_5444 
0007: 20@ = 6.0 

:GYMBENC_5444
00D6: if 
0039:   21@ == 8 
004D: jump_if_false @GYMBENC_5472 
0007: 20@ = 7.0 

:GYMBENC_5472
00D6: if 
0039:   21@ == 9 
004D: jump_if_false @GYMBENC_5500 
0007: 20@ = 8.0 

:GYMBENC_5500
00D6: if 
0039:   21@ == 10 
004D: jump_if_false @GYMBENC_5528 
0007: 20@ = 9.0 

:GYMBENC_5528
00D6: if 
0022:   200.0 > $8747 
004D: jump_if_false @GYMBENC_5829 
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @GYMBENC_5577 
0007: 20@ = 5.0 

:GYMBENC_5577
00D6: if 
0039:   21@ == 2 
004D: jump_if_false @GYMBENC_5605 
0007: 20@ = 5.2 

:GYMBENC_5605
00D6: if 
0039:   21@ == 3 
004D: jump_if_false @GYMBENC_5633 
0007: 20@ = 5.3 

:GYMBENC_5633
00D6: if 
0039:   21@ == 4 
004D: jump_if_false @GYMBENC_5661 
0007: 20@ = 5.5 

:GYMBENC_5661
00D6: if 
0039:   21@ == 5 
004D: jump_if_false @GYMBENC_5689 
0007: 20@ = 6.0 

:GYMBENC_5689
00D6: if 
0039:   21@ == 6 
004D: jump_if_false @GYMBENC_5717 
0007: 20@ = 6.5 

:GYMBENC_5717
00D6: if 
0039:   21@ == 7 
004D: jump_if_false @GYMBENC_5745 
0007: 20@ = 7.0 

:GYMBENC_5745
00D6: if 
0039:   21@ == 8 
004D: jump_if_false @GYMBENC_5773 
0007: 20@ = 7.5 

:GYMBENC_5773
00D6: if 
0039:   21@ == 9 
004D: jump_if_false @GYMBENC_5801 
0007: 20@ = 8.0 

:GYMBENC_5801
00D6: if 
0039:   21@ == 10 
004D: jump_if_false @GYMBENC_5829 
0007: 20@ = 8.5 

:GYMBENC_5829
00D6: if 
0038:   $8746 == 8 
004D: jump_if_false @GYMBENC_5876 
0004: $8746 = 0 
0624: add 20@ to_float_stat 23 
005F: $GYM_DAY_LIMIT += 20@ // (float) 
0002: jump @GYMBENC_5898 

:GYMBENC_5876
0A1F: increase_float_stat 23 by 20@ 
0008: $8746 += 1 
005F: $GYM_DAY_LIMIT += 20@ // (float) 

:GYMBENC_5898
00D6: if 
0020:   $GYM_DAY_LIMIT > 200.0 
004D: jump_if_false @GYMBENC_5943 
0835: get_month_day_to $GYM_MONTH_DAY_WHEN_LIMIT_REACHED get_month_to $GYM_MONTH_WHEN_LIMIT_REACHED 
00BC: show_text_highpriority GXT 'GYM1_1B' time 4000 flag 1  // You have reached your limit for today, come back tomorrow!

:GYMBENC_5943
0653: $GYM_STAT_FAT = float_stat 21 
00D6: if 
0030:   $GYM_STAT_FAT >= 1.0 
004D: jump_if_false @GYMBENC_5980 
0626: decrease_float_stat 21 by 1.0 

:GYMBENC_5980
0004: $1818 = 0 
0947: actor $PLAYER_ACTOR speak_from_audio_table 355 store_spoken_phrase_id_to $8745 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_DOWN" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0004: $1813 = 4 

:GYMBENC_6050
00D6: if and
0038:   $1813 == 4 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_6390 
00D6: if and
0043:   18@ == 0.0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_6390 
00D6: if 
0042:   $1819 == 0.0 
004D: jump_if_false @GYMBENC_6390 
008F: 19@ = integer $8738 to_float 
0086: $1823 = $8737 // (float) 
0061: $1823 -= $8736 // (float) 
00D6: if and
0032:   18.0 >= $1823 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_6215 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_UP_B" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMBENC_6215
00D6: if and
0020:   $1823 > 18.0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_6307 
00D6: if 
0032:   24.0 >= $1823 
004D: jump_if_false @GYMBENC_6307 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_UP_A" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMBENC_6307
00D6: if and
0020:   $1823 > 24.0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_6383 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_UP_SMOOTH" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMBENC_6383
0004: $1813 = 1 

:GYMBENC_6390
0088: $1820 = 18@ // (float) 
0015: $1820 /= 100.0 
00D6: if and
0018:   $1813 > 0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_6769 
0086: $1821 = $1820 // (float) 
0061: $1821 -= $1819 // (float) 
0015: $1821 /= 2.0 
00D6: if and
0022:   0.05 > $1821 
0020:   $1821 > -0.05 
004D: jump_if_false @GYMBENC_6503 
0086: $1819 = $1820 // (float) 
0002: jump @GYMBENC_6511 

:GYMBENC_6503
0059: $1819 += $1821 // (float) 

:GYMBENC_6511
00D6: if and
0038:   $1813 == 4 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_6609 
0005: $1822 = 1.0 
0061: $1822 -= $1819 // (float) 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BP_DOWN" 
004D: jump_if_false @GYMBENC_6602 
0614: set_actor $PLAYER_ACTOR animation "GYM_BP_DOWN" progress_to $1822 // 0.0 to 1.0 

:GYMBENC_6602
0002: jump @GYMBENC_6769 

:GYMBENC_6609
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BP_UP_A" 
004D: jump_if_false @GYMBENC_6659 
0614: set_actor $PLAYER_ACTOR animation "GYM_BP_UP_A" progress_to $1819 // 0.0 to 1.0 

:GYMBENC_6659
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BP_UP_B" 
004D: jump_if_false @GYMBENC_6709 
0614: set_actor $PLAYER_ACTOR animation "GYM_BP_UP_B" progress_to $1819 // 0.0 to 1.0 

:GYMBENC_6709
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BP_UP_SMOOTH" 
004D: jump_if_false @GYMBENC_6769 
0614: set_actor $PLAYER_ACTOR animation "GYM_BP_UP_SMOOTH" progress_to $1819 // 0.0 to 1.0 

:GYMBENC_6769
0090: $1818 = float 18@ to_integer 
00D6: if or
00E1:   player 0 pressed_key 15 
0020:   $GYM_DAY_LIMIT > 200.0 
004D: jump_if_false @GYMBENC_6956 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_6956 

:GYMBENC_6820
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMBENC_6848 
0001: wait 0 ms 
0002: jump @GYMBENC_6820 

:GYMBENC_6848
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_6911 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_GETOFF" IFP "BENCHPRESS" framedelta 100.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMBENC_6911
0004: $1818 = 0 
00D6: if 
0020:   $GYM_DAY_LIMIT > 200.0 
004D: jump_if_false @GYMBENC_6949 
0005: $GYM_DAY_LIMIT = 0.0 

:GYMBENC_6949
0004: $1830 = 6 

:GYMBENC_6956
00D6: if and
0038:   $1830 == 6 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_8093 
00D6: if 
0018:   $8738 > 4 
004D: jump_if_false @GYMBENC_7613 
00D6: if and
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BP_GETOFF" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_7606 
0613: $1825 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7056
00D6: if 
8020:   not  $1825 > 0.26 
004D: jump_if_false @GYMBENC_7127 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_7120 
0613: $1825 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7120
0002: jump @GYMBENC_7056 

:GYMBENC_7127
00D6: if and
03D0:   wav 4 loaded 
0038:   $8744 == 0 
004D: jump_if_false @GYMBENC_7164 
097B: play_audio_at_object 0@ event 1117 
0004: $8744 = 1 

:GYMBENC_7164
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 0 
0550: keep_object 30@ in_memory 1 
0108: destroy_object 30@ 
0107: 30@ = create_object #KMB_BPRESS at 8@ 9@ 10@ 
069A: attach_object 30@ to_object 0@ with_offset -0.45 0.45 0.9 rotation 90.0 180.0 270.0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_7277 
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7277
00D6: if 
0042:   $1816 == 1.0 
004D: jump_if_false @GYMBENC_7606 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_CELEBRATE" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMBENC_7348
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_7606 
0006: 23@ = 0 
0004: $1813 = 0 
0006: 27@ = 1 
0006: 21@ = 1 
0004: $8738 = 0 
0004: $1818 = 0 
0005: $1823 = 0.0 
0004: $1830 = 0 
0007: 18@ = 0.0 
0006: 21@ = 1 
0004: $8738 = 0 
0653: $1817 = float_stat 23 
00D6: if 
0030:   $1817 >= 1000.0 
004D: jump_if_false @GYMBENC_7484 
062A: change_float_stat 23 to 1000.0 

:GYMBENC_7484
0653: $GYM_STAT_FAT = float_stat 21 
00D6: if 
0032:   0.0 >= $GYM_STAT_FAT 
004D: jump_if_false @GYMBENC_7521 
062A: change_float_stat 21 to 0.0 

:GYMBENC_7521
0005: $1824 = 0.0 
0005: $1825 = 0.0 
0151: remove_status_text $8738 
0151: remove_status_text $1818 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
04EF: release_animation "BENCHPRESS" 
040D: unload_wav 4 
03E6: remove_text_box 
08DA: remove_panel $8734 
0004: $8735 = 0 
0004: $1829 = 0 

:GYMBENC_7606
0002: jump @GYMBENC_8093 

:GYMBENC_7613
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_8093 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BP_GETOFF" 
004D: jump_if_false @GYMBENC_8093 
0613: $1825 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7683
00D6: if 
8020:   not  $1825 > 0.26 
004D: jump_if_false @GYMBENC_7754 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_7747 
0613: $1825 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7747
0002: jump @GYMBENC_7683 

:GYMBENC_7754
00D6: if and
03D0:   wav 4 loaded 
0038:   $8744 == 0 
004D: jump_if_false @GYMBENC_7791 
097B: play_audio_at_object 0@ event 1117 
0004: $8744 = 1 

:GYMBENC_7791
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 0 
0550: keep_object 30@ in_memory 1 
0108: destroy_object 30@ 
0107: 30@ = create_object #KMB_BPRESS at 8@ 9@ 10@ 
069A: attach_object 30@ to_object 0@ with_offset -0.45 0.45 0.9 rotation 90.0 180.0 270.0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_7904 
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7904
00D6: if 
0042:   $1816 == 1.0 
004D: jump_if_false @GYMBENC_8093 
0005: $1824 = 0.0 
0005: $1825 = 0.0 
0006: 23@ = 0 
0004: $1813 = 0 
0006: 27@ = 1 
0006: 21@ = 1 
0004: $8738 = 0 
0004: $1818 = 0 
0005: $1823 = 0.0 
0004: $1830 = 0 
0007: 18@ = 0.0 
0006: 21@ = 1 
0004: $8738 = 0 
0151: remove_status_text $8738 
0151: remove_status_text $1818 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
04EF: release_animation "BENCHPRESS" 
040D: unload_wav 4 
03E6: remove_text_box 
08DA: remove_panel $8734 
0004: $8735 = 0 
0004: $1829 = 0 

:GYMBENC_8093
0002: jump @GYMBENC_632 
004E: end_thread 

//-------------External script 13 (GYMTREAD)---------------

:GYMTREA
03A4: name_thread 'GYMTREA' 
0004: $8756 = 0 
0004: $8757 = 0 
0004: $8755 = 0 
0004: $8750 = 0 
0004: $8751 = 0 
0004: $8752 = 0 
0004: $8753 = 0 
0004: $8754 = 0 
0004: $1831 = 0 
0004: $1832 = 0 
0004: $1833 = 0 
0004: $1834 = 0 
0004: $1835 = 0 
0004: $1836 = 0 
0004: $1837 = 0 
0004: $1838 = 0 
0004: $1839 = 0 
0004: $1840 = 0 
0007: 19@ = 1.0 
0004: $8750 = 1 
0004: $8752 = 1 
0004: $1830 = 0 
0004: $8753 = 0 
0007: 22@ = 0.0 
0007: 21@ = 0.0 
0004: $1829 = 0 
0004: $1840 = 1 
0006: 27@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 28@ = 0 
00D6: if 
0039:   28@ == 1 
004D: jump_if_false @GYMTREA_278 
029B: 0@ = init_object #BEACHTOWEL03 at 0.0 0.0 0.0 

:GYMTREA_278
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @GYMTREA_330 
01BB: store_object 0@ position_to 1@ 2@ 3@ 
01BB: store_object 0@ position_to 7@ 8@ 9@ 
0176: 10@ = object 0@ Z_angle 

:GYMTREA_330
0007: 19@ = 1.0 
0004: $8750 = 1 
0004: $8752 = 1 
0007: 26@ = 1.0 
0087: 6@ = 3@ // (float) 
000B: 6@ += 1.5 
0087: 9@ = 3@ // (float) 
000B: 9@ += 0.75 
0087: 11@ = 10@ // (float) 
000F: 11@ -= 60.0 
02F6: 12@ = sine 11@ // (float) 
02F7: 13@ = cosine 11@ // (float) 
0013: 12@ *= 3.0 
0013: 13@ *= 3.0 
0087: 4@ = 1@ // (float) 
0063: 4@ -= 13@ // (float) 
0087: 5@ = 2@ // (float) 
0063: 5@ -= 12@ // (float) 
0087: 11@ = 10@ // (float) 
000B: 11@ += 90.0 
02F6: 12@ = sine 11@ // (float) 
02F7: 13@ = cosine 11@ // (float) 
0013: 12@ *= 1.5 
0013: 13@ *= 1.5 
0063: 1@ -= 13@ // (float) 
0063: 2@ -= 12@ // (float) 
000B: 3@ += 0.1 
0004: $1829 = 0 

:GYMTREA_573
0001: wait 0 ms 
00D6: if 
83CA:   not object 0@ exists 
004D: jump_if_false @GYMTREA_595 
004E: end_thread 

:GYMTREA_595
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GYMTREA_5900 
00D6: if and
0038:   $1830 == 0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_979 
00D6: if and
0038:   $1831 == 0 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @GYMTREA_979 
00D6: if 
0038:   $1840 == 0 
004D: jump_if_false @GYMTREA_938 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 1.2 1.2 4.0 on_foot 
004D: jump_if_false @GYMTREA_904 
00D6: if 
0039:   27@ == 0 
004D: jump_if_false @GYMTREA_753 
0512: show_permanent_text_box 'GYM1_81'  // Press ~k~~VEHICLE_ENTER_EXIT~ to use this machine.
0006: 27@ = 1 

:GYMTREA_753
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @GYMTREA_897 
00D6: if or
0038:   $ONMISSION == 0 
0038:   $ONMISSION_GYMFIGHT == 1 
004D: jump_if_false @GYMTREA_881 
0835: get_month_day_to $CURRENT_MONTH_DAY get_month_to $CURRENT_MONTH 
00D6: if or
001C:   $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int) 
001C:   $CURRENT_MONTH > $GYM_MONTH_WHEN_LIMIT_REACHED // (int) 
004D: jump_if_false @GYMTREA_858 
0004: $1831 = 1 
0004: $1830 = 1 
0004: $8714 = 0 
0002: jump @GYMTREA_874 

:GYMTREA_858
00BC: show_text_highpriority GXT 'GYM1_1A' time 4000 flag 1  // You have worked out enough for today, come back tomorrow!

:GYMTREA_874
0002: jump @GYMTREA_897 

:GYMTREA_881
00BC: show_text_highpriority GXT 'GYM1_90' time 4000 flag 1  // ~s~You look a bit busy, why don't you come back later.

:GYMTREA_897
0002: jump @GYMTREA_931 

:GYMTREA_904
00D6: if 
0039:   27@ == 1 
004D: jump_if_false @GYMTREA_931 
03E6: remove_text_box 
0006: 27@ = 0 

:GYMTREA_931
0002: jump @GYMTREA_979 

:GYMTREA_938
00D6: if 
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point 1@ 2@ radius 2.0 2.0 on_foot 
004D: jump_if_false @GYMTREA_979 
0004: $1840 = 0 

:GYMTREA_979
00D6: if and
0038:   $1831 == 1 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_5900 
00D6: if and
0038:   $1830 == 1 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_1114 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
01B4: set_player $PLAYER_CHAR can_move 0 
08C7: put_actor $PLAYER_ACTOR at 1@ 2@ 3@ dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 10@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
015F: set_camera_position 4@ 5@ 6@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 7@ 8@ 9@ switchstyle 2 
0004: $1830 = 2 

:GYMTREA_1114
00D6: if 
0038:   $1829 == 0 
004D: jump_if_false @GYMTREA_1224 
04ED: load_animation "GYMNASIUM" 

:GYMTREA_1145
00D6: if 
84EE:   not animation "GYMNASIUM" loaded 
004D: jump_if_false @GYMTREA_1180 
0001: wait 0 ms 
0002: jump @GYMTREA_1145 

:GYMTREA_1180
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMTREA_1191
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @GYMTREA_1217 
0001: wait 0 ms 
0002: jump @GYMTREA_1191 

:GYMTREA_1217
0004: $1829 = 1 

:GYMTREA_1224
00D6: if 
0038:   $1830 == 2 
004D: jump_if_false @GYMTREA_1944 
0512: show_permanent_text_box 'GYM1_60'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select level.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
00D6: if or
0038:   $CURRENT_LANGUAGE == 4 
0038:   $CURRENT_LANGUAGE == 2 
004D: jump_if_false @GYMTREA_1446 
08D4: $8748 = create_panel_with_title 'GYM1_F' position 31.0 180.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Treadmill
08DB: set_panel $8748 column 0 header 'GYM1_89' data 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY'  // Level // Level 1 // Level 2 // Level 3 // Level 4 // Level 5 // Level 6 // Level 7 // Level 8 // Level 9 // Level 10
0002: jump @GYMTREA_1607 

:GYMTREA_1446
08D4: $8748 = create_panel_with_title 'GYM1_F' position 31.0 150.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Treadmill
08DB: set_panel $8748 column 0 header 'GYM1_89' data 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY'  // Level // Level 1 // Level 2 // Level 3 // Level 4 // Level 5 // Level 6 // Level 7 // Level 8 // Level 9 // Level 10

:GYMTREA_1607
090E: set_panel $8748 active_row 0 

:GYMTREA_1614
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_1739 
0001: wait 0 ms 
0008: $8714 += 1 
00D6: if and
00E1:   player 0 pressed_key 15 
0018:   $8714 > 20 
004D: jump_if_false @GYMTREA_1679 
03E6: remove_text_box 
08DA: remove_panel $8748 
0002: jump @GYMTREA_5443 

:GYMTREA_1679
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMTREA_1732 
03E6: remove_text_box 
08D7: $8750 = panel $8748 active_row 
0008: $8750 += 1 
08DA: remove_panel $8748 
0006: 32@ = 0 
0002: jump @GYMTREA_1739 

:GYMTREA_1732
0002: jump @GYMTREA_1614 

:GYMTREA_1739
00D6: if 
0038:   $1815 == 0 
004D: jump_if_false @GYMTREA_1780 
03E5: show_text_box 'GYM1_42'  // To begin running, press ~k~~PED_SPRINT~ rapidly.
0001: wait 4000 ms 
0004: $1815 = 1 

:GYMTREA_1780
00D6: if 
0038:   $1815 == 1 
004D: jump_if_false @GYMTREA_1821 
03E5: show_text_box 'GYM1_43'  // To change the level press ~k~~CONVERSATION_NO~ or ~k~~CONVERSATION_YES~ while on the treadmill.
0001: wait 5000 ms 
0004: $1815 = 2 

:GYMTREA_1821
00D6: if 
0038:   $1815 == 2 
004D: jump_if_false @GYMTREA_1869 
03E5: show_text_box 'GYM1_45'  // Do not allow your power bar to empty or you will fall off the treadmill.
0001: wait 4000 ms 
0004: $1815 = 4 
0006: 32@ = 0 

:GYMTREA_1869
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_1933 
0605: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_GETON" IFP "GYMNASIUM" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMTREA_1933
0001: wait 0 ms 
0004: $1830 = 3 

:GYMTREA_1944
00D6: if and
0038:   $1830 == 3 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_2164 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_TREAD_GETON" 
004D: jump_if_false @GYMTREA_2164 
0613: 14@ = actor $PLAYER_ACTOR animation "GYM_TREAD_GETON" time 
00D6: if 
0043:   14@ == 1.0 
004D: jump_if_false @GYMTREA_2164 
0605: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_WALK" IFP "GYMNASIUM" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
04F7: status_text $8751 type 1 line 1 GXT 'GYM1_1' // global_variable  // power
04F7: status_text $8750 type 0 line 2 GXT 'GYM1_4' // global_variable  // level
04F7: status_text $8753 type 0 line 3 GXT 'GYM1_3' // global_variable  // distance
0007: 17@ = 30.0 
0004: $1830 = 4 

:GYMTREA_2164
00D6: if and
0038:   $1830 == 4 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_5900 
0017: 23@ /= 500.0 
0015: $1828 /= 750.0 
005D: 23@ += $1828 // (float) 
0087: 18@ = 20@ // (float) 
005B: 18@ += 23@ // (float) 
0017: 19@ /= 2.0 
0081: 17@ -= frame_delta_time * 19@ // (float) 
0013: 19@ *= 2.0 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMTREA_2309 
00D6: if 
0038:   $1834 == 0 
004D: jump_if_false @GYMTREA_2309 
005B: 17@ += 18@ // (float) 
0004: $1834 = 1 

:GYMTREA_2309
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @GYMTREA_2351 
00D6: if 
0038:   $1834 == 1 
004D: jump_if_false @GYMTREA_2351 
0004: $1834 = 0 

:GYMTREA_2351
00D6: if 
0023:   0.0 > 17@ 
004D: jump_if_false @GYMTREA_2382 
0007: 17@ = 0.0 

:GYMTREA_2382
00D6: if 
0021:   17@ > 100.0 
004D: jump_if_false @GYMTREA_2413 
0007: 17@ = 100.0 

:GYMTREA_2413
00D6: if 
00E1:   player 0 pressed_key 8 
004D: jump_if_false @GYMTREA_2430 

:GYMTREA_2430
00D6: if 
00E1:   player 0 pressed_key 9 
004D: jump_if_false @GYMTREA_2447 

:GYMTREA_2447
00D6: if 
80E1:   not player 0 pressed_key 8 
004D: jump_if_false @GYMTREA_2489 
00D6: if 
0038:   $1833 == 1 
004D: jump_if_false @GYMTREA_2489 
0004: $1833 = 0 

:GYMTREA_2489
00D6: if 
80E1:   not player 0 pressed_key 9 
004D: jump_if_false @GYMTREA_2531 
00D6: if 
0038:   $1833 == 2 
004D: jump_if_false @GYMTREA_2531 
0004: $1833 = 0 

:GYMTREA_2531
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @GYMTREA_2669 
00D6: if 
0038:   $1835 == 0 
004D: jump_if_false @GYMTREA_2669 
00D6: if and
0018:   $8750 > 0 
001A:   10 > $8750 
004D: jump_if_false @GYMTREA_2669 
0008: $8750 += 1 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @GYMTREA_2621 
097B: play_audio_at_object 0@ event 1116 

:GYMTREA_2621
000F: 17@ -= 10.0 
00D6: if 
0023:   0.0 > 17@ 
004D: jump_if_false @GYMTREA_2662 
0007: 17@ = 0.0 

:GYMTREA_2662
0004: $1835 = 1 

:GYMTREA_2669
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @GYMTREA_2766 
00D6: if 
0038:   $1835 == 0 
004D: jump_if_false @GYMTREA_2766 
00D6: if and
0018:   $8750 > 1 
001A:   11 > $8750 
004D: jump_if_false @GYMTREA_2766 
000C: $8750 -= 1 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @GYMTREA_2759 
097B: play_audio_at_object 0@ event 1116 

:GYMTREA_2759
0004: $1835 = 2 

:GYMTREA_2766
00D6: if 
80E1:   not player 0 pressed_key 11 
004D: jump_if_false @GYMTREA_2808 
00D6: if 
0038:   $1835 == 1 
004D: jump_if_false @GYMTREA_2808 
0004: $1835 = 0 

:GYMTREA_2808
00D6: if 
80E1:   not player 0 pressed_key 10 
004D: jump_if_false @GYMTREA_2850 
00D6: if 
0038:   $1835 == 2 
004D: jump_if_false @GYMTREA_2850 
0004: $1835 = 0 

:GYMTREA_2850
00D6: if 
0038:   $8750 == 1 
004D: jump_if_false @GYMTREA_2888 
0007: 26@ = 1.0 
0007: 20@ = 9.5 

:GYMTREA_2888
00D6: if 
0038:   $8750 == 2 
004D: jump_if_false @GYMTREA_2926 
0007: 26@ = 2.0 
0007: 20@ = 8.5 

:GYMTREA_2926
00D6: if 
0038:   $8750 == 3 
004D: jump_if_false @GYMTREA_2964 
0007: 26@ = 3.0 
0007: 20@ = 7.5 

:GYMTREA_2964
00D6: if 
0038:   $8750 == 4 
004D: jump_if_false @GYMTREA_3002 
0007: 26@ = 4.0 
0007: 20@ = 6.5 

:GYMTREA_3002
00D6: if 
0038:   $8750 == 5 
004D: jump_if_false @GYMTREA_3040 
0007: 26@ = 5.0 
0007: 20@ = 5.5 

:GYMTREA_3040
00D6: if 
0038:   $8750 == 6 
004D: jump_if_false @GYMTREA_3078 
0007: 26@ = 6.0 
0007: 20@ = 4.5 

:GYMTREA_3078
00D6: if 
0038:   $8750 == 7 
004D: jump_if_false @GYMTREA_3116 
0007: 26@ = 7.0 
0007: 20@ = 3.5 

:GYMTREA_3116
00D6: if 
0038:   $8750 == 8 
004D: jump_if_false @GYMTREA_3154 
0007: 26@ = 8.0 
0007: 20@ = 2.5 

:GYMTREA_3154
00D6: if 
0038:   $8750 == 9 
004D: jump_if_false @GYMTREA_3192 
0007: 26@ = 9.0 
0007: 20@ = 1.5 

:GYMTREA_3192
00D6: if 
0038:   $8750 == 10 
004D: jump_if_false @GYMTREA_3230 
0007: 26@ = 10.0 
0007: 20@ = 0.5 

:GYMTREA_3230
00D6: if 
0038:   $1836 == 0 
004D: jump_if_false @GYMTREA_3299 
00D6: if 
0021:   17@ > 0.0 
004D: jump_if_false @GYMTREA_3299 
018C: play_sound 65535 at 1@ 2@ 3@ 
0006: 33@ = 0 
0004: $1836 = 1 

:GYMTREA_3299
00D6: if and
0033:   0.0 >= 17@ 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_3803 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_TREAD_WALK" 
004D: jump_if_false @GYMTREA_3406 
0605: actor $PLAYER_ACTOR perform_animation "GYM_WALK_FALLOFF" IFP "GYMNASIUM" framedelta 100.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMTREA_3406
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_TREAD_JOG" 
004D: jump_if_false @GYMTREA_3485 
0605: actor $PLAYER_ACTOR perform_animation "GYM_JOG_FALLOFF" IFP "GYMNASIUM" framedelta 100.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMTREA_3485
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_TREAD_SPRINT" 
004D: jump_if_false @GYMTREA_3569 
0605: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_FALLOFF" IFP "GYMNASIUM" framedelta 100.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMTREA_3569
0653: $GYM_STAT_FAT = float_stat 21 
00D6: if 
0032:   0.0 >= $GYM_STAT_FAT 
004D: jump_if_false @GYMTREA_3606 
062A: change_float_stat 21 to 0.0 

:GYMTREA_3606
0004: $1831 = 0 
0004: $1832 = 0 
0004: $1833 = 0 
0004: $1834 = 0 
0004: $1835 = 0 
0004: $1836 = 0 
0004: $1837 = 0 
0004: $1838 = 0 
0004: $1839 = 0 
0004: $1840 = 0 
0007: 19@ = 1.0 
0004: $8750 = 0 
0004: $8752 = 1 
0004: $1830 = 0 
0004: $8753 = 0 
0007: 22@ = 0.0 
0007: 21@ = 0.0 
0004: $1829 = 0 
0151: remove_status_text $8751 
0151: remove_status_text $8750 
0151: remove_status_text $8753 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0004: $1840 = 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
04EF: release_animation "GYMNASIUM" 
040D: unload_wav 4 
08DA: remove_panel $8748 
03E6: remove_text_box 

:GYMTREA_3803
00D6: if 
0038:   $1831 == 1 
004D: jump_if_false @GYMTREA_4170 
00D6: if and
0038:   $1837 == 0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_3937 
00D6: if and
0018:   $8750 > 0 
001A:   3 > $8750 
004D: jump_if_false @GYMTREA_3937 
0605: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_WALK" IFP "GYMNASIUM" framedelta 100.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
0004: $1837 = 1 
0004: $1838 = 0 
0004: $1839 = 0 

:GYMTREA_3937
00D6: if and
0038:   $1838 == 0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_4052 
00D6: if and
0018:   $8750 > 2 
001A:   7 > $8750 
004D: jump_if_false @GYMTREA_4052 
0605: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_JOG" IFP "GYMNASIUM" framedelta 100.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
0004: $1837 = 0 
0004: $1839 = 0 
0004: $1838 = 1 

:GYMTREA_4052
00D6: if and
0038:   $1839 == 0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_4170 
00D6: if and
0018:   $8750 > 6 
001A:   11 > $8750 
004D: jump_if_false @GYMTREA_4170 
0605: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_SPRINT" IFP "GYMNASIUM" framedelta 100.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
0004: $1837 = 0 
0004: $1838 = 0 
0004: $1839 = 1 

:GYMTREA_4170
00D6: if 
0031:   17@ >= 0.0 
004D: jump_if_false @GYMTREA_4222 
00D6: if 
0033:   10.0 >= 17@ 
004D: jump_if_false @GYMTREA_4222 
0007: 15@ = 0.9 

:GYMTREA_4222
00D6: if 
0031:   17@ >= 11.0 
004D: jump_if_false @GYMTREA_4274 
00D6: if 
0033:   20.0 >= 17@ 
004D: jump_if_false @GYMTREA_4274 
0007: 15@ = 0.97 

:GYMTREA_4274
00D6: if 
0031:   17@ >= 21.0 
004D: jump_if_false @GYMTREA_4326 
00D6: if 
0033:   30.0 >= 17@ 
004D: jump_if_false @GYMTREA_4326 
0007: 15@ = 1.04 

:GYMTREA_4326
00D6: if 
0031:   17@ >= 31.0 
004D: jump_if_false @GYMTREA_4378 
00D6: if 
0033:   40.0 >= 17@ 
004D: jump_if_false @GYMTREA_4378 
0007: 15@ = 1.11 

:GYMTREA_4378
00D6: if 
0031:   17@ >= 41.0 
004D: jump_if_false @GYMTREA_4430 
00D6: if 
0033:   50.0 >= 17@ 
004D: jump_if_false @GYMTREA_4430 
0007: 15@ = 1.18 

:GYMTREA_4430
00D6: if 
0031:   17@ >= 51.0 
004D: jump_if_false @GYMTREA_4482 
00D6: if 
0033:   60.0 >= 17@ 
004D: jump_if_false @GYMTREA_4482 
0007: 15@ = 1.25 

:GYMTREA_4482
00D6: if 
0031:   17@ >= 61.0 
004D: jump_if_false @GYMTREA_4534 
00D6: if 
0033:   70.0 >= 17@ 
004D: jump_if_false @GYMTREA_4534 
0007: 15@ = 1.32 

:GYMTREA_4534
00D6: if 
0031:   17@ >= 71.0 
004D: jump_if_false @GYMTREA_4586 
00D6: if 
0033:   80.0 >= 17@ 
004D: jump_if_false @GYMTREA_4586 
0007: 15@ = 1.39 

:GYMTREA_4586
00D6: if 
0031:   17@ >= 81.0 
004D: jump_if_false @GYMTREA_4638 
00D6: if 
0033:   90.0 >= 17@ 
004D: jump_if_false @GYMTREA_4638 
0007: 15@ = 1.46 

:GYMTREA_4638
00D6: if 
0031:   17@ >= 91.0 
004D: jump_if_false @GYMTREA_4690 
00D6: if 
0033:   100.0 >= 17@ 
004D: jump_if_false @GYMTREA_4690 
0007: 15@ = 1.53 

:GYMTREA_4690
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_4876 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_TREAD_WALK" 
004D: jump_if_false @GYMTREA_4762 
0393: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_WALK" at 15@ times_normal_rate 

:GYMTREA_4762
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_TREAD_JOG" 
004D: jump_if_false @GYMTREA_4816 
0393: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_JOG" at 15@ times_normal_rate 

:GYMTREA_4816
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_TREAD_SPRINT" 
004D: jump_if_false @GYMTREA_4876 
0393: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_SPRINT" at 15@ times_normal_rate 

:GYMTREA_4876
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @GYMTREA_5001 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @GYMTREA_5001 
00D6: if 
0021:   17@ > 10.0 
004D: jump_if_false @GYMTREA_4968 
00D6: if 
0038:   $8757 == 0 
004D: jump_if_false @GYMTREA_4961 
097B: play_audio_at_object 0@ event 1118 
0004: $8757 = 1 

:GYMTREA_4961
0002: jump @GYMTREA_5001 

:GYMTREA_4968
00D6: if 
0038:   $8757 == 1 
004D: jump_if_false @GYMTREA_5001 
097B: play_audio_at_object 0@ event 1119 
0004: $8757 = 0 

:GYMTREA_5001
00D6: if 
0019:   33@ > 250 
004D: jump_if_false @GYMTREA_5320 
000E: 33@ -= 250 
0087: 21@ = 17@ // (float) 
006B: 21@ *= 26@ // (float) 
0017: 21@ /= 80.0 
008D: $9 = integer $8750 to_float 
0015: $9 /= 10.0 
0009: $9 += 1.0 
006D: $9 *= 21@ // (float) 
0059: $7 += $9 // (float) 
00D6: if 
0030:   $7 >= 170.0 
004D: jump_if_false @GYMTREA_5243 
000D: $7 -= 170.0 
0653: $GYM_STAT_FAT = float_stat 21 
00D6: if 
0030:   $GYM_STAT_FAT >= 1.0 
004D: jump_if_false @GYMTREA_5166 
0626: decrease_float_stat 21 by 8.0 

:GYMTREA_5166
00D6: if 
0038:   $8758 == 3 
004D: jump_if_false @GYMTREA_5217 
0004: $8758 = 0 
0624: add 4.0 to_float_stat 22 
0009: $GYM_DAY_LIMIT += 4.0 
0002: jump @GYMTREA_5243 

:GYMTREA_5217
0A1F: increase_float_stat 22 by 4.0 
0009: $GYM_DAY_LIMIT += 4.0 
0008: $8758 += 1 

:GYMTREA_5243
00D6: if 
0020:   $GYM_DAY_LIMIT > 200.0 
004D: jump_if_false @GYMTREA_5288 
0835: get_month_day_to $GYM_MONTH_DAY_WHEN_LIMIT_REACHED get_month_to $GYM_MONTH_WHEN_LIMIT_REACHED 
00BC: show_text_highpriority GXT 'GYM1_1B' time 4000 flag 1  // You have reached your limit for today, come back tomorrow!

:GYMTREA_5288
008F: 25@ = integer $8752 to_float 
006D: $9 *= 25@ // (float) 
005B: 22@ += 21@ // (float) 
0090: $8753 = float 22@ to_integer 

:GYMTREA_5320
00D6: if or
00E1:   player 0 pressed_key 15 
0020:   $GYM_DAY_LIMIT > 200.0 
004D: jump_if_false @GYMTREA_5796 
00D6: if 
0020:   $GYM_DAY_LIMIT > 200.0 
004D: jump_if_false @GYMTREA_5378 
0005: $GYM_DAY_LIMIT = 0.0 

:GYMTREA_5378
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_5796 
0605: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_GETOFF" IFP "GYMNASIUM" framedelta 100.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMTREA_5443
015B: shake_player_controller 0 time 1 intensity 1 
0623: add $8753 to_integer_stat 28 
0085: 29@ = 32@ // (int) 
0016: 29@ /= 1000 
0623: add 29@ to_integer_stat 44 
03E6: remove_text_box 
08DA: remove_panel $8748 
0004: $1831 = 0 
0004: $1832 = 0 
0004: $1833 = 0 
0004: $1834 = 0 
0004: $1835 = 0 
0004: $1836 = 0 
0004: $1837 = 0 
0004: $1838 = 0 
0004: $1839 = 0 
0004: $1840 = 0 
0007: 19@ = 1.0 
0004: $8750 = 1 
0004: $8752 = 1 
0004: $1830 = 0 
0004: $8753 = 0 
0007: 22@ = 0.0 
0007: 21@ = 0.0 
0004: $1829 = 0 
0151: remove_status_text $8751 
0151: remove_status_text $8750 
0151: remove_status_text $8753 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_5668 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:GYMTREA_5668
04EF: release_animation "GYMNASIUM" 
040D: unload_wav 4 
02EB: restore_camera_with_jumpcut 
0004: $1840 = 1 
0653: $1817 = float_stat 23 
00D6: if 
0030:   $1817 >= 1000.0 
004D: jump_if_false @GYMTREA_5731 
062A: change_float_stat 23 to 1000.0 

:GYMTREA_5731
0653: $GYM_STAT_FAT = float_stat 21 
00D6: if 
0032:   0.0 >= $GYM_STAT_FAT 
004D: jump_if_false @GYMTREA_5768 
062A: change_float_stat 21 to 0.0 

:GYMTREA_5768
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @GYMTREA_5796 
0001: wait 0 ms 
0002: jump @GYMTREA_5768 

:GYMTREA_5796
0008: $8755 += 1 
0084: $8756 = $8751 // (int) 
000C: $8756 -= 100 
00D6: if 
0018:   $8756 > -40 
004D: jump_if_false @GYMTREA_5843 
0004: $8756 = -40 

:GYMTREA_5843
00D6: if 
002C:   $8755 >= $8756 // (int) 
004D: jump_if_false @GYMTREA_5892 
0004: $8755 = 0 
0010: $8751 *= 12 
0014: $8751 /= 10 
015B: shake_player_controller 0 time 100 intensity $8751 

:GYMTREA_5892
0090: $8751 = float 17@ to_integer 

:GYMTREA_5900
0002: jump @GYMTREA_573 
004E: end_thread 

//-------------External script 14 (GYMDUMB)---------------

:GYMDUMB
03A4: name_thread 'GYMDUMB' 
0004: $GYM_DUMBBELLS_PANEL_SELECTED_INDEX = 1 
0004: $8763 = 0 
0006: 27@ = 0 
0004: $8769 = 0 
0005: $8779 = 0.0 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 23@ = 0 
00D6: if 
0039:   23@ == 1 
004D: jump_if_false @GYMDUMB_111 
029B: 0@ = init_object #BEACHTOWEL04 at 0.0 0.0 0.0 

:GYMDUMB_111
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @GYMDUMB_149 
01BB: store_object 0@ position_to 4@ 5@ 6@ 
0176: 12@ = object 0@ Z_angle 

:GYMDUMB_149
0087: 2@ = 4@ // (float) 
0087: 3@ = 5@ // (float) 
0088: $8775 = 4@ // (float) 
0088: $8776 = 5@ // (float) 
0087: 9@ = 6@ // (float) 
000B: 9@ += 1.7 
0087: 13@ = 12@ // (float) 
0087: 1@ = 12@ // (float) 
000F: 1@ -= 90.0 
0088: $8773 = 12@ // (float) 
000D: $8773 -= 90.0 
0088: $8774 = 12@ // (float) 
0009: $8774 += 90.0 
02F6: 10@ = sine 13@ // (float) 
02F7: 11@ = cosine 13@ // (float) 
0013: 10@ *= 0.95 
0013: 11@ *= 0.95 
0063: 4@ -= 11@ // (float) 
0063: 5@ -= 10@ // (float) 
0013: 10@ *= 3.5 
0013: 11@ *= 3.5 
0087: 7@ = 4@ // (float) 
005B: 7@ += 11@ // (float) 
0087: 8@ = 5@ // (float) 
005B: 8@ += 10@ // (float) 
02F6: 10@ = sine 13@ // (float) 
02F7: 11@ = cosine 13@ // (float) 
0013: 10@ *= 0.95 
0013: 11@ *= 0.95 
005F: $8775 += 11@ // (float) 
005F: $8776 += 10@ // (float) 
0013: 10@ *= 3.5 
0013: 11@ *= 3.5 
0086: $8777 = $8775 // (float) 
0067: $8777 -= 11@ // (float) 
0086: $8778 = $8776 // (float) 
0067: $8778 -= 10@ // (float) 
000B: 12@ += 180.0 
0087: 13@ = 12@ // (float) 
000B: 13@ += 90.0 
02F6: 10@ = sine 13@ // (float) 
02F7: 11@ = cosine 13@ // (float) 
0013: 10@ *= 0.2 
0013: 11@ *= 0.2 
005B: 2@ += 11@ // (float) 
005B: 3@ += 10@ // (float) 
0107: 25@ = create_object #KMB_DUMBBELL_R at 2@ 3@ 6@ 
069A: attach_object 25@ to_object 0@ with_offset 0.05 0.2 0.3 rotation 0.0 90.0 90.0 
0107: 26@ = create_object #KMB_DUMBBELL_L at 2@ 3@ 6@ 
069A: attach_object 26@ to_object 0@ with_offset 0.05 -0.2 0.3 rotation 0.0 90.0 90.0 
000B: 6@ += 0.1 
0004: $GYM_GYMBIKE_LEVEL = 1 
0004: $1829 = 0 

:GYMDUMB_683
0001: wait 0 ms 
00D6: if 
83CA:   not object 0@ exists 
004D: jump_if_false @GYMDUMB_715 
0108: destroy_object 25@ 
0108: destroy_object 26@ 
004E: end_thread 

:GYMDUMB_715
00D6: if 
8977:   not player_in_radius_of_object 0@ external_script_trigger 
004D: jump_if_false @GYMDUMB_743 
0108: destroy_object 25@ 
0108: destroy_object 26@ 
004E: end_thread 

:GYMDUMB_743
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GYMDUMB_7917 
00D6: if 
0038:   $1830 == 0 
004D: jump_if_false @GYMDUMB_1253 
00D6: if and
0039:   17@ == 0 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @GYMDUMB_1253 
00D6: if 
0039:   21@ == 0 
004D: jump_if_false @GYMDUMB_1189 
00D6: if or
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 4@ 5@ 6@ radius 1.2 1.2 4.0 on_foot 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $8775 $8776 6@ radius 1.2 1.2 4.0 on_foot 
004D: jump_if_false @GYMDUMB_1155 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 4@ 5@ 6@ radius 1.2 1.2 4.0 on_foot 
004D: jump_if_false @GYMDUMB_947 
0004: $8772 = 0 
0002: jump @GYMDUMB_954 

:GYMDUMB_947
0004: $8772 = 1 

:GYMDUMB_954
00D6: if 
0039:   27@ == 0 
004D: jump_if_false @GYMDUMB_990 
0512: show_permanent_text_box 'GYM1_85'  // Press ~k~~VEHICLE_ENTER_EXIT~ to begin exercising.
0006: 27@ = 1 

:GYMDUMB_990
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @GYMDUMB_1148 
00D6: if or
0038:   $ONMISSION == 0 
0038:   $ONMISSION_GYMFIGHT == 1 
004D: jump_if_false @GYMDUMB_1132 
0835: get_month_day_to $CURRENT_MONTH_DAY get_month_to $CURRENT_MONTH 
00D6: if or
001C:   $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int) 
001C:   $CURRENT_MONTH > $GYM_MONTH_WHEN_LIMIT_REACHED // (int) 
004D: jump_if_false @GYMDUMB_1109 
0006: 17@ = 1 
0004: $1830 = 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
01B4: set_player $PLAYER_CHAR can_move 0 
0004: $8714 = 0 
0002: jump @GYMDUMB_1125 

:GYMDUMB_1109
00BC: show_text_highpriority GXT 'GYM1_1A' time 4000 flag 1  // You have worked out enough for today, come back tomorrow!

:GYMDUMB_1125
0002: jump @GYMDUMB_1148 

:GYMDUMB_1132
00BC: show_text_highpriority GXT 'GYM1_90' time 4000 flag 1  // ~s~You look a bit busy, why don't you come back later.

:GYMDUMB_1148
0002: jump @GYMDUMB_1182 

:GYMDUMB_1155
00D6: if 
0039:   27@ == 1 
004D: jump_if_false @GYMDUMB_1182 
03E6: remove_text_box 
0006: 27@ = 0 

:GYMDUMB_1182
0002: jump @GYMDUMB_1253 

:GYMDUMB_1189
00D6: if or
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point 4@ 5@ radius 2.0 2.0 on_foot 
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point $8775 $8776 radius 2.0 2.0 on_foot 
004D: jump_if_false @GYMDUMB_1253 
0006: 21@ = 0 

:GYMDUMB_1253
00D6: if 
0039:   17@ == 1 
004D: jump_if_false @GYMDUMB_7917 
00D6: if and
0038:   $1830 == 1 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_1459 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
00D6: if 
0038:   $8772 == 0 
004D: jump_if_false @GYMDUMB_1381 
01B4: set_player $PLAYER_CHAR can_move 0 
08C7: put_actor $PLAYER_ACTOR at 4@ 5@ 6@ dont_warp_gang 
015F: set_camera_position 7@ 8@ 9@ rotation 0.0 0.0 0.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to $8773 
0002: jump @GYMDUMB_1436 

:GYMDUMB_1381
01B4: set_player $PLAYER_CHAR can_move 0 
08C7: put_actor $PLAYER_ACTOR at $8775 $8776 6@ dont_warp_gang 
015F: set_camera_position $8777 $8778 9@ rotation 0.0 0.0 0.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to $8774 

:GYMDUMB_1436
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 
0004: $1830 = 2 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 

:GYMDUMB_1459
00D6: if 
0038:   $1829 == 0 
004D: jump_if_false @GYMDUMB_1584 
04ED: load_animation "FREEWEIGHTS" 
054C: use_GXT_table 'GYM' 

:GYMDUMB_1503
00D6: if 
84EE:   not animation "FREEWEIGHTS" loaded 
004D: jump_if_false @GYMDUMB_1540 
0001: wait 0 ms 
0002: jump @GYMDUMB_1503 

:GYMDUMB_1540
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMDUMB_1551
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @GYMDUMB_1577 
0001: wait 0 ms 
0002: jump @GYMDUMB_1551 

:GYMDUMB_1577
0004: $1829 = 1 

:GYMDUMB_1584
00D6: if and
0038:   $1830 == 2 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_2111 
0512: show_permanent_text_box 'GYM1_71'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a weight.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
00D6: if or
0038:   $CURRENT_LANGUAGE == 4 
0038:   $CURRENT_LANGUAGE == 2 
004D: jump_if_false @GYMDUMB_1811 
08D4: $GYM_DUMBBELLS_PANEL = create_panel_with_title 'GYM1_G' position 31.0 180.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Dumbbells
08DB: set_panel $GYM_DUMBBELLS_PANEL column 0 header 'GYM1_72' data 'GYM1_26' 'GYM1_27' 'GYM1_28' 'GYM1_29' 'GYM1_30' 'GYM1_31' 'GYM1_32' 'GYM1_33' 'GYM1_34' 'GYM1_35' 'DUMMY' 'DUMMY'  // Weight // 20 lbs // 30 lbs // 40 lbs // 50 lbs // 60 lbs // 70 lbs // 80 lbs // 90 lbs // 100 lbs // 110 lbs
0002: jump @GYMDUMB_1972 

:GYMDUMB_1811
08D4: $GYM_DUMBBELLS_PANEL = create_panel_with_title 'GYM1_G' position 31.0 150.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Dumbbells
08DB: set_panel $GYM_DUMBBELLS_PANEL column 0 header 'GYM1_72' data 'GYM1_26' 'GYM1_27' 'GYM1_28' 'GYM1_29' 'GYM1_30' 'GYM1_31' 'GYM1_32' 'GYM1_33' 'GYM1_34' 'GYM1_35' 'DUMMY' 'DUMMY'  // Weight // 20 lbs // 30 lbs // 40 lbs // 50 lbs // 60 lbs // 70 lbs // 80 lbs // 90 lbs // 100 lbs // 110 lbs

:GYMDUMB_1972
090E: set_panel $GYM_DUMBBELLS_PANEL active_row 0 

:GYMDUMB_1979
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_2090 
0001: wait 0 ms 
0008: $8714 += 1 
00D6: if and
00E1:   player 0 pressed_key 15 
0018:   $8714 > 20 
004D: jump_if_false @GYMDUMB_2044 
03E6: remove_text_box 
08DA: remove_panel $GYM_DUMBBELLS_PANEL 
0002: jump @GYMDUMB_7441 

:GYMDUMB_2044
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMDUMB_2083 
03E6: remove_text_box 
08D7: $GYM_DUMBBELLS_PANEL_SELECTED_INDEX = panel $GYM_DUMBBELLS_PANEL active_row 
08DA: remove_panel $GYM_DUMBBELLS_PANEL 
0002: jump @GYMDUMB_2090 

:GYMDUMB_2083
0002: jump @GYMDUMB_1979 

:GYMDUMB_2090
0006: 19@ = 1 
0006: 18@ = 1 
0004: $1830 = 3 

:GYMDUMB_2111
00D6: if and
0038:   $1830 == 3 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_2868 
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 0 
004D: jump_if_false @GYMDUMB_2172 
0005: $8762 = 1.0 
0005: $8768 = 5.0 

:GYMDUMB_2172
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 1 
004D: jump_if_false @GYMDUMB_2210 
0005: $8762 = 2.0 
0005: $8768 = 5.2 

:GYMDUMB_2210
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 2 
004D: jump_if_false @GYMDUMB_2248 
0005: $8762 = 3.0 
0005: $8768 = 5.3 

:GYMDUMB_2248
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 3 
004D: jump_if_false @GYMDUMB_2286 
0005: $8762 = 4.0 
0005: $8768 = 5.5 

:GYMDUMB_2286
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 4 
004D: jump_if_false @GYMDUMB_2324 
0005: $8762 = 5.0 
0005: $8768 = 6.0 

:GYMDUMB_2324
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 5 
004D: jump_if_false @GYMDUMB_2362 
0005: $8762 = 6.0 
0005: $8768 = 6.5 

:GYMDUMB_2362
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 6 
004D: jump_if_false @GYMDUMB_2400 
0005: $8762 = 7.0 
0005: $8768 = 7.0 

:GYMDUMB_2400
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 7 
004D: jump_if_false @GYMDUMB_2438 
0005: $8762 = 8.0 
0005: $8768 = 7.5 

:GYMDUMB_2438
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 8 
004D: jump_if_false @GYMDUMB_2476 
0005: $8762 = 9.0 
0005: $8768 = 8.0 

:GYMDUMB_2476
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 9 
004D: jump_if_false @GYMDUMB_2514 
0005: $8762 = 10.0 
0005: $8768 = 8.5 

:GYMDUMB_2514
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_2580 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_PICKUP" IFP "FREEWEIGHTS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMDUMB_2580
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_2868 
00D6: if and
0611:   actor $PLAYER_ACTOR performing_animation "GYM_FREE_PICKUP" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_2868 
0613: $1826 = actor $PLAYER_ACTOR animation "GYM_FREE_PICKUP" time 

:GYMDUMB_2663
00D6: if 
8020:   not  $1826 > 0.7789 
004D: jump_if_false @GYMDUMB_2736 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_2729 
0613: $1826 = actor $PLAYER_ACTOR animation "GYM_FREE_PICKUP" time 

:GYMDUMB_2729
0002: jump @GYMDUMB_2663 

:GYMDUMB_2736
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_2854 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_2854 
070A: AS_actor $PLAYER_ACTOR attach_to_object 25@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 
09A0: actor $PLAYER_ACTOR attach_object 26@ with_offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1 

:GYMDUMB_2854
0004: $1830 = 4 
0006: 32@ = 0 

:GYMDUMB_2868
00D6: if and
0038:   $1830 == 4 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_3404 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_FREE_PICKUP" 
004D: jump_if_false @GYMDUMB_3404 
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_FREE_PICKUP" time 
00D6: if 
0042:   $1816 == 1.0 
004D: jump_if_false @GYMDUMB_3404 
00D6: if 
0038:   $8761 == 0 
004D: jump_if_false @GYMDUMB_3006 
0512: show_permanent_text_box 'GYM1_36'  // To lift the dumbbells alternate between pressing ~k~~PED_SPRINT~ and ~k~~PED_FIREWEAPON~.~n~This will increase your power.
0004: $8761 = 1 

:GYMDUMB_3006
0653: $1817 = float_stat 23 
0015: $1817 /= 30.0 
00D6: if 
0022:   0.0 > $1817 
004D: jump_if_false @GYMDUMB_3054 
0005: $1817 = 0.0 

:GYMDUMB_3054
0086: $8765 = $1817 // (float) 
0009: $8765 += 30.0 
00D6: if 
0020:   $8765 > 75.0 
004D: jump_if_false @GYMDUMB_3103 
0005: $8765 = 75.0 

:GYMDUMB_3103
008D: $8767 = integer $8763 to_float 
0086: $1823 = $8765 // (float) 
0061: $1823 -= $8762 // (float) 
00D6: if 
0032:   18.0 >= $1823 
004D: jump_if_false @GYMDUMB_3193 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_B" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMDUMB_3193
00D6: if 
0020:   $1823 > 18.0 
004D: jump_if_false @GYMDUMB_3280 
00D6: if 
0032:   24.0 >= $1823 
004D: jump_if_false @GYMDUMB_3280 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_A" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMDUMB_3280
00D6: if 
0020:   $1823 > 24.0 
004D: jump_if_false @GYMDUMB_3354 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_UP_SMOOTH" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMDUMB_3354
04F7: status_text $1818 type 1 line 1 GXT 'GYM1_1' // global_variable  // power
04F7: status_text $8763 type 0 line 2 GXT 'GYM1_2' // global_variable  // reps
0004: $1813 = 1 
0004: $1830 = 5 

:GYMDUMB_3404
00D6: if and
0038:   $1830 == 5 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_7053 
00D6: if and
0019:   32@ > 4000 
0038:   $8761 == 1 
004D: jump_if_false @GYMDUMB_3473 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_25'  // Press ~k~~VEHICLE_ENTER_EXIT~ to exit.
0004: $8761 = 2 

:GYMDUMB_3473
00D6: if and
0019:   32@ > 8000 
0038:   $8761 == 2 
004D: jump_if_false @GYMDUMB_3508 
03E6: remove_text_box 
0004: $8761 = 101 

:GYMDUMB_3508
0653: $1817 = float_stat 23 
0015: $1817 /= 30.0 
00D6: if 
0022:   0.0 > $1817 
004D: jump_if_false @GYMDUMB_3556 
0005: $1817 = 0.0 

:GYMDUMB_3556
0086: $8765 = $1817 // (float) 
0009: $8765 += 20.0 
00D6: if 
0020:   $8765 > 75.0 
004D: jump_if_false @GYMDUMB_3605 
0005: $8765 = 75.0 

:GYMDUMB_3605
00D6: if or
0038:   $1813 == 1 
0038:   $1813 == 3 
004D: jump_if_false @GYMDUMB_3658 
0015: $8762 /= 2.0 
0080: $8766 -= frame_delta_time * $8762 // (float) 
0011: $8762 *= 2.0 

:GYMDUMB_3658
00D6: if 
0038:   $1813 == 4 
004D: jump_if_false @GYMDUMB_3686 
007E: $8766 -= frame_delta_time * 2.0 // (float) 

:GYMDUMB_3686
00D6: if 
80E1:   not player 0 pressed_key 17 
004D: jump_if_false @GYMDUMB_3728 
00D6: if 
0039:   20@ == 3 
004D: jump_if_false @GYMDUMB_3728 
0006: 20@ = 0 

:GYMDUMB_3728
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @GYMDUMB_3770 
00D6: if 
0039:   20@ == 1 
004D: jump_if_false @GYMDUMB_3770 
0006: 20@ = 2 

:GYMDUMB_3770
00D6: if or
0038:   $1813 == 1 
0038:   $1813 == 3 
004D: jump_if_false @GYMDUMB_3907 
00D6: if and
00E1:   player 0 pressed_key 16 
80E1:   not player 0 pressed_key 17 
004D: jump_if_false @GYMDUMB_3851 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @GYMDUMB_3851 
0059: $8766 += $8765 // (float) 
0006: 20@ = 1 

:GYMDUMB_3851
00D6: if and
00E1:   player 0 pressed_key 17 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @GYMDUMB_3907 
00D6: if 
0039:   20@ == 2 
004D: jump_if_false @GYMDUMB_3907 
0059: $8766 += $8765 // (float) 
0006: 20@ = 3 

:GYMDUMB_3907
00D6: if 
0022:   0.0 > $8766 
004D: jump_if_false @GYMDUMB_3938 
0005: $8766 = 0.0 

:GYMDUMB_3938
00D6: if 
0030:   $8766 >= 100.0 
004D: jump_if_false @GYMDUMB_3994 
0005: $8766 = 100.0 
00D6: if 
0038:   $1813 == 1 
004D: jump_if_false @GYMDUMB_3994 
0004: $1813 = 2 

:GYMDUMB_3994
00D6: if 
0020:   $8766 > 25.0 
004D: jump_if_false @GYMDUMB_4026 
0947: actor $PLAYER_ACTOR speak_from_audio_table 354 store_spoken_phrase_id_to $8780 

:GYMDUMB_4026
00D6: if 
0038:   $1813 == 2 
004D: jump_if_false @GYMDUMB_4086 
00D6: if 
0042:   $1819 == 1.0 
004D: jump_if_false @GYMDUMB_4086 
0006: 20@ = 0 
0004: $1813 = 3 
0006: 33@ = 0 

:GYMDUMB_4086
00D6: if and
0038:   $1813 == 3 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_6177 
00D6: if 
8028:   not  $8763 >= 999999 
004D: jump_if_false @GYMDUMB_4137 
0008: $8763 += 1 

:GYMDUMB_4137
0871: init_jump_table $GYM_DUMBBELLS_PANEL_SELECTED_INDEX total_jumps 10 default_jump 0 @GYMDUMB_4405 jumps 0 @GYMDUMB_4265 1 @GYMDUMB_4279 2 @GYMDUMB_4293 3 @GYMDUMB_4307 4 @GYMDUMB_4321 5 @GYMDUMB_4335 6 @GYMDUMB_4349 
0872: jump_table_jumps 7 @GYMDUMB_4363 8 @GYMDUMB_4377 9 @GYMDUMB_4391 -1 @GYMDUMB_4405 -1 @GYMDUMB_4405 -1 @GYMDUMB_4405 -1 @GYMDUMB_4405 -1 @GYMDUMB_4405 -1 @GYMDUMB_4405 

:GYMDUMB_4265
0004: $GYM_DUMBBELLS_WEIGHT = 20 
0002: jump @GYMDUMB_4405 

:GYMDUMB_4279
0004: $GYM_DUMBBELLS_WEIGHT = 30 
0002: jump @GYMDUMB_4405 

:GYMDUMB_4293
0004: $GYM_DUMBBELLS_WEIGHT = 40 
0002: jump @GYMDUMB_4405 

:GYMDUMB_4307
0004: $GYM_DUMBBELLS_WEIGHT = 50 
0002: jump @GYMDUMB_4405 

:GYMDUMB_4321
0004: $GYM_DUMBBELLS_WEIGHT = 60 
0002: jump @GYMDUMB_4405 

:GYMDUMB_4335
0004: $GYM_DUMBBELLS_WEIGHT = 70 
0002: jump @GYMDUMB_4405 

:GYMDUMB_4349
0004: $GYM_DUMBBELLS_WEIGHT = 80 
0002: jump @GYMDUMB_4405 

:GYMDUMB_4363
0004: $GYM_DUMBBELLS_WEIGHT = 90 
0002: jump @GYMDUMB_4405 

:GYMDUMB_4377
0004: $GYM_DUMBBELLS_WEIGHT = 100 
0002: jump @GYMDUMB_4405 

:GYMDUMB_4391
0004: $GYM_DUMBBELLS_WEIGHT = 110 
0002: jump @GYMDUMB_4405 

:GYMDUMB_4405
0652: $GYM_STAT_DUMBBELLS_HEAVIEST_WEIGHT = integer_stat 47 
00D6: if 
001C:   $GYM_DUMBBELLS_WEIGHT > $GYM_STAT_DUMBBELLS_HEAVIEST_WEIGHT // (int) 
004D: jump_if_false @GYMDUMB_4438 
0629: change_integer_stat 47 to $GYM_DUMBBELLS_WEIGHT 

:GYMDUMB_4438
0653: $8779 = float_stat 23 
00D6: if 
0022:   1000.0 > $8779 
004D: jump_if_false @GYMDUMB_4746 
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 1 
004D: jump_if_false @GYMDUMB_4494 
0005: $8768 = 1.0 

:GYMDUMB_4494
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 2 
004D: jump_if_false @GYMDUMB_4522 
0005: $8768 = 1.2 

:GYMDUMB_4522
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 3 
004D: jump_if_false @GYMDUMB_4550 
0005: $8768 = 1.3 

:GYMDUMB_4550
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 4 
004D: jump_if_false @GYMDUMB_4578 
0005: $8768 = 1.5 

:GYMDUMB_4578
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 5 
004D: jump_if_false @GYMDUMB_4606 
0005: $8768 = 2.0 

:GYMDUMB_4606
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 6 
004D: jump_if_false @GYMDUMB_4634 
0005: $8768 = 2.5 

:GYMDUMB_4634
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 7 
004D: jump_if_false @GYMDUMB_4662 
0005: $8768 = 3.0 

:GYMDUMB_4662
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 8 
004D: jump_if_false @GYMDUMB_4690 
0005: $8768 = 4.0 

:GYMDUMB_4690
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 9 
004D: jump_if_false @GYMDUMB_4718 
0005: $8768 = 5.0 

:GYMDUMB_4718
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 10 
004D: jump_if_false @GYMDUMB_4746 
0005: $8768 = 6.0 

:GYMDUMB_4746
00D6: if 
0022:   800.0 > $8779 
004D: jump_if_false @GYMDUMB_5047 
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 1 
004D: jump_if_false @GYMDUMB_4795 
0005: $8768 = 2.0 

:GYMDUMB_4795
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 2 
004D: jump_if_false @GYMDUMB_4823 
0005: $8768 = 2.2 

:GYMDUMB_4823
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 3 
004D: jump_if_false @GYMDUMB_4851 
0005: $8768 = 2.3 

:GYMDUMB_4851
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 4 
004D: jump_if_false @GYMDUMB_4879 
0005: $8768 = 2.5 

:GYMDUMB_4879
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 5 
004D: jump_if_false @GYMDUMB_4907 
0005: $8768 = 3.0 

:GYMDUMB_4907
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 6 
004D: jump_if_false @GYMDUMB_4935 
0005: $8768 = 3.5 

:GYMDUMB_4935
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 7 
004D: jump_if_false @GYMDUMB_4963 
0005: $8768 = 4.0 

:GYMDUMB_4963
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 8 
004D: jump_if_false @GYMDUMB_4991 
0005: $8768 = 5.0 

:GYMDUMB_4991
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 9 
004D: jump_if_false @GYMDUMB_5019 
0005: $8768 = 6.0 

:GYMDUMB_5019
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 10 
004D: jump_if_false @GYMDUMB_5047 
0005: $8768 = 7.0 

:GYMDUMB_5047
00D6: if 
0022:   600.0 > $8779 
004D: jump_if_false @GYMDUMB_5348 
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 1 
004D: jump_if_false @GYMDUMB_5096 
0005: $8768 = 3.0 

:GYMDUMB_5096
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 2 
004D: jump_if_false @GYMDUMB_5124 
0005: $8768 = 3.2 

:GYMDUMB_5124
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 3 
004D: jump_if_false @GYMDUMB_5152 
0005: $8768 = 3.3 

:GYMDUMB_5152
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 4 
004D: jump_if_false @GYMDUMB_5180 
0005: $8768 = 3.5 

:GYMDUMB_5180
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 5 
004D: jump_if_false @GYMDUMB_5208 
0005: $8768 = 4.0 

:GYMDUMB_5208
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 6 
004D: jump_if_false @GYMDUMB_5236 
0005: $8768 = 4.5 

:GYMDUMB_5236
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 7 
004D: jump_if_false @GYMDUMB_5264 
0005: $8768 = 5.0 

:GYMDUMB_5264
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 8 
004D: jump_if_false @GYMDUMB_5292 
0005: $8768 = 6.0 

:GYMDUMB_5292
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 9 
004D: jump_if_false @GYMDUMB_5320 
0005: $8768 = 7.0 

:GYMDUMB_5320
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 10 
004D: jump_if_false @GYMDUMB_5348 
0005: $8768 = 8.0 

:GYMDUMB_5348
00D6: if 
0022:   400.0 > $8779 
004D: jump_if_false @GYMDUMB_5649 
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 1 
004D: jump_if_false @GYMDUMB_5397 
0005: $8768 = 4.0 

:GYMDUMB_5397
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 2 
004D: jump_if_false @GYMDUMB_5425 
0005: $8768 = 4.2 

:GYMDUMB_5425
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 3 
004D: jump_if_false @GYMDUMB_5453 
0005: $8768 = 4.3 

:GYMDUMB_5453
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 4 
004D: jump_if_false @GYMDUMB_5481 
0005: $8768 = 4.5 

:GYMDUMB_5481
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 5 
004D: jump_if_false @GYMDUMB_5509 
0005: $8768 = 5.0 

:GYMDUMB_5509
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 6 
004D: jump_if_false @GYMDUMB_5537 
0005: $8768 = 5.5 

:GYMDUMB_5537
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 7 
004D: jump_if_false @GYMDUMB_5565 
0005: $8768 = 6.0 

:GYMDUMB_5565
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 8 
004D: jump_if_false @GYMDUMB_5593 
0005: $8768 = 7.0 

:GYMDUMB_5593
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 9 
004D: jump_if_false @GYMDUMB_5621 
0005: $8768 = 8.0 

:GYMDUMB_5621
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 10 
004D: jump_if_false @GYMDUMB_5649 
0005: $8768 = 9.0 

:GYMDUMB_5649
00D6: if 
0022:   200.0 > $8779 
004D: jump_if_false @GYMDUMB_5950 
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 1 
004D: jump_if_false @GYMDUMB_5698 
0005: $8768 = 5.0 

:GYMDUMB_5698
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 2 
004D: jump_if_false @GYMDUMB_5726 
0005: $8768 = 5.2 

:GYMDUMB_5726
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 3 
004D: jump_if_false @GYMDUMB_5754 
0005: $8768 = 5.3 

:GYMDUMB_5754
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 4 
004D: jump_if_false @GYMDUMB_5782 
0005: $8768 = 5.5 

:GYMDUMB_5782
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 5 
004D: jump_if_false @GYMDUMB_5810 
0005: $8768 = 6.0 

:GYMDUMB_5810
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 6 
004D: jump_if_false @GYMDUMB_5838 
0005: $8768 = 6.5 

:GYMDUMB_5838
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 7 
004D: jump_if_false @GYMDUMB_5866 
0005: $8768 = 7.0 

:GYMDUMB_5866
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 8 
004D: jump_if_false @GYMDUMB_5894 
0005: $8768 = 7.5 

:GYMDUMB_5894
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 9 
004D: jump_if_false @GYMDUMB_5922 
0005: $8768 = 8.0 

:GYMDUMB_5922
00D6: if 
0038:   $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 10 
004D: jump_if_false @GYMDUMB_5950 
0005: $8768 = 8.5 

:GYMDUMB_5950
00D6: if 
0038:   $8781 == 8 
004D: jump_if_false @GYMDUMB_5997 
0004: $8781 = 0 
0624: add $8768 to_float_stat 23 
0059: $GYM_DAY_LIMIT += $8768 // (float) 
0002: jump @GYMDUMB_6019 

:GYMDUMB_5997
0A1F: increase_float_stat 23 by $8768 
0008: $8781 += 1 
0059: $GYM_DAY_LIMIT += $8768 // (float) 

:GYMDUMB_6019
00D6: if 
0020:   $GYM_DAY_LIMIT > 200.0 
004D: jump_if_false @GYMDUMB_6064 
0835: get_month_day_to $GYM_MONTH_DAY_WHEN_LIMIT_REACHED get_month_to $GYM_MONTH_WHEN_LIMIT_REACHED 
00BC: show_text_highpriority GXT 'GYM1_1B' time 4000 flag 1  // You have reached your limit for today, come back tomorrow!

:GYMDUMB_6064
0653: $GYM_STAT_FAT = float_stat 21 
00D6: if 
0030:   $GYM_STAT_FAT >= 1.0 
004D: jump_if_false @GYMDUMB_6101 
0626: decrease_float_stat 21 by 1.0 

:GYMDUMB_6101
015B: shake_player_controller 0 time 200 intensity 200 
0947: actor $PLAYER_ACTOR speak_from_audio_table 355 store_spoken_phrase_id_to $8780 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_DOWN" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0004: $1813 = 4 

:GYMDUMB_6177
00D6: if and
0038:   $1813 == 4 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_6500 
00D6: if 
0042:   $8766 == 0.0 
004D: jump_if_false @GYMDUMB_6500 
00D6: if 
0042:   $1819 == 0.0 
004D: jump_if_false @GYMDUMB_6500 
008D: $8767 = integer $8763 to_float 
0086: $1823 = $8765 // (float) 
0061: $1823 -= $8762 // (float) 
00D6: if 
0032:   18.0 >= $1823 
004D: jump_if_false @GYMDUMB_6332 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_B" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMDUMB_6332
00D6: if 
0020:   $1823 > 18.0 
004D: jump_if_false @GYMDUMB_6419 
00D6: if 
0032:   24.0 >= $1823 
004D: jump_if_false @GYMDUMB_6419 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_A" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMDUMB_6419
00D6: if 
0020:   $1823 > 24.0 
004D: jump_if_false @GYMDUMB_6493 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_UP_SMOOTH" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMDUMB_6493
0004: $1813 = 1 

:GYMDUMB_6500
0086: $1820 = $8766 // (float) 
0015: $1820 /= 100.0 
00D6: if and
0018:   $1813 > 0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_6878 
0086: $1821 = $1820 // (float) 
0061: $1821 -= $1819 // (float) 
0015: $1821 /= 2.0 
00D6: if and
0022:   0.05 > $1821 
0020:   $1821 > -0.05 
004D: jump_if_false @GYMDUMB_6613 
0086: $1819 = $1820 // (float) 
0002: jump @GYMDUMB_6621 

:GYMDUMB_6613
0059: $1819 += $1821 // (float) 

:GYMDUMB_6621
00D6: if 
0038:   $1813 == 4 
004D: jump_if_false @GYMDUMB_6718 
0005: $1822 = 1.0 
0061: $1822 -= $1819 // (float) 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_FREE_DOWN" 
004D: jump_if_false @GYMDUMB_6711 
0614: set_actor $PLAYER_ACTOR animation "GYM_FREE_DOWN" progress_to $1822 // 0.0 to 1.0 

:GYMDUMB_6711
0002: jump @GYMDUMB_6878 

:GYMDUMB_6718
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_FREE_A" 
004D: jump_if_false @GYMDUMB_6766 
0614: set_actor $PLAYER_ACTOR animation "GYM_FREE_A" progress_to $1819 // 0.0 to 1.0 

:GYMDUMB_6766
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_FREE_B" 
004D: jump_if_false @GYMDUMB_6814 
0614: set_actor $PLAYER_ACTOR animation "GYM_FREE_B" progress_to $1819 // 0.0 to 1.0 

:GYMDUMB_6814
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_FREE_UP_SMOOTH" 
004D: jump_if_false @GYMDUMB_6878 
0614: set_actor $PLAYER_ACTOR animation "GYM_FREE_UP_SMOOTH" progress_to $1819 // 0.0 to 1.0 

:GYMDUMB_6878
008C: $1818 = float $8766 to_integer 
00D6: if or
00E1:   player 0 pressed_key 15 
0020:   $GYM_DAY_LIMIT > 200.0 
004D: jump_if_false @GYMDUMB_7053 
0004: $1818 = 0 

:GYMDUMB_6920
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMDUMB_6948 
0001: wait 0 ms 
0002: jump @GYMDUMB_6920 

:GYMDUMB_6948
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_7015 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_PUTDOWN" IFP "FREEWEIGHTS" framedelta 100.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMDUMB_7015
00D6: if 
0020:   $GYM_DAY_LIMIT > 200.0 
004D: jump_if_false @GYMDUMB_7046 
0005: $GYM_DAY_LIMIT = 0.0 

:GYMDUMB_7046
0004: $1830 = 6 

:GYMDUMB_7053
00D6: if and
0038:   $1830 == 6 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_7917 
00D6: if 
0028:   $8763 >= 0 
004D: jump_if_false @GYMDUMB_7700 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_FREE_PUTDOWN" 
004D: jump_if_false @GYMDUMB_7693 
0613: $1827 = actor $PLAYER_ACTOR animation "GYM_FREE_PUTDOWN" time 

:GYMDUMB_7154
00D6: if 
8020:   not  $1827 > 0.3 
004D: jump_if_false @GYMDUMB_7228 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_7221 
0613: $1827 = actor $PLAYER_ACTOR animation "GYM_FREE_PUTDOWN" time 

:GYMDUMB_7221
0002: jump @GYMDUMB_7154 

:GYMDUMB_7228
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 0 
09A1: set_actor $PLAYER_ACTOR onbone_attached_objectB_operation 0 
069A: attach_object 25@ to_object 0@ with_offset 0.0 0.2 0.3 rotation 0.0 90.0 90.0 
069A: attach_object 26@ to_object 0@ with_offset 0.0 -0.2 0.3 rotation 0.0 90.0 90.0 
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_FREE_PUTDOWN" time 
00D6: if and
0042:   $1816 == 1.0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_7693 
00D6: if 
0018:   $8763 > 4 
004D: jump_if_false @GYMDUMB_7441 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_CELEBRATE" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMDUMB_7441
0006: 17@ = 0 
0004: $1813 = 0 
0006: 21@ = 1 
0004: $GYM_DUMBBELLS_PANEL_SELECTED_INDEX = 1 
0004: $8763 = 0 
0004: $1818 = 0 
0005: $1823 = 0.0 
0004: $1830 = 0 
0005: $8766 = 0.0 
0004: $GYM_DUMBBELLS_PANEL_SELECTED_INDEX = 1 
0004: $8763 = 0 
0005: $1816 = 0.0 
0005: $1826 = 0.0 
0653: $1817 = float_stat 23 
00D6: if 
0030:   $1817 >= 1000.0 
004D: jump_if_false @GYMDUMB_7581 
062A: change_float_stat 23 to 1000.0 

:GYMDUMB_7581
0653: $GYM_STAT_FAT = float_stat 21 
00D6: if 
0032:   0.0 >= $GYM_STAT_FAT 
004D: jump_if_false @GYMDUMB_7618 
062A: change_float_stat 21 to 0.0 

:GYMDUMB_7618
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_7660 
0151: remove_status_text $8763 
0151: remove_status_text $1818 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:GYMDUMB_7660
04EF: release_animation "FREEWEIGHTS" 
040D: unload_wav 4 
08DA: remove_panel $GYM_DUMBBELLS_PANEL 
03E6: remove_text_box 
0004: $1829 = 0 

:GYMDUMB_7693
0002: jump @GYMDUMB_7917 

:GYMDUMB_7700
0006: 17@ = 0 
0004: $1813 = 0 
0006: 21@ = 1 
0004: $GYM_DUMBBELLS_PANEL_SELECTED_INDEX = 1 
0004: $8763 = 0 
0004: $1818 = 0 
0005: $1823 = 0.0 
0004: $1830 = 0 
0005: $8766 = 0.0 
0004: $GYM_DUMBBELLS_PANEL_SELECTED_INDEX = 1 
0004: $8763 = 0 
0005: $1816 = 0.0 
0005: $1826 = 0.0 
0653: $1817 = float_stat 23 
00D6: if 
0030:   $1817 >= 1000.0 
004D: jump_if_false @GYMDUMB_7840 
062A: change_float_stat 23 to 1000.0 

:GYMDUMB_7840
0653: $GYM_STAT_FAT = float_stat 21 
00D6: if 
0032:   0.0 >= $GYM_STAT_FAT 
004D: jump_if_false @GYMDUMB_7877 
062A: change_float_stat 21 to 0.0 

:GYMDUMB_7877
0151: remove_status_text $8763 
0151: remove_status_text $1818 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
08DA: remove_panel $GYM_DUMBBELLS_PANEL 
03E6: remove_text_box 
0004: $1829 = 0 

:GYMDUMB_7917
0002: jump @GYMDUMB_683 
004E: end_thread 

//-------------External script 15 (BASKETB)---------------

:BBALL
03A4: name_thread 'BBALL' 
00D6: if 
8038:   not  $1928 == 0 
004D: jump_if_false @BBALL_31 
004E: end_thread 

:BBALL_31
0006: 16@ = 0 
0006: 17@ = 0 
0006: 18@ = 0 
0006: 20@ = 0 
0006: 22@ = 0 
0004: $8786 = 0 
0006: 19@ = 0 
0006: 21@ = 0 
0004: $1925 = 0 
00D6: if 
0039:   16@ == -1 
004D: jump_if_false @BBALL_178 
0107: 0@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 1@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $8782 = create_object #WOODENBOX at 0.0 0.0 0.0 

:BBALL_178
0006: 24@ = 0 
00D6: if 
8038:   not  $1903 == 0 
004D: jump_if_false @BBALL_451 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BBALL_451 
00D6: if and
0256:   player $PLAYER_CHAR defined 
0038:   $ONMISSION == 0 
004D: jump_if_false @BBALL_451 
00D6: if 
09CC:   object 0@ model_is #BSKBALL_LAX 
004D: jump_if_false @BBALL_296 
00D6: if 
0248:   model #BSKBALL_LAX available 
004D: jump_if_false @BBALL_289 
0006: 23@ = -30 
0006: 24@ = 1 

:BBALL_289
0002: jump @BBALL_451 

:BBALL_296
00D6: if 
09CC:   object 0@ model_is #BSKBALLHUB_LAX01 
004D: jump_if_false @BBALL_350 
00D6: if 
0248:   model #BSKBALLHUB_LAX01 available 
004D: jump_if_false @BBALL_343 
0006: 23@ = -31 
0006: 24@ = 1 

:BBALL_343
0002: jump @BBALL_451 

:BBALL_350
00D6: if 
09CC:   object 0@ model_is #VGSXREFBBALLNET 
004D: jump_if_false @BBALL_404 
00D6: if 
0248:   model #VGSXREFBBALLNET available 
004D: jump_if_false @BBALL_397 
0006: 23@ = -32 
0006: 24@ = 1 

:BBALL_397
0002: jump @BBALL_451 

:BBALL_404
00D6: if 
09CC:   object 0@ model_is #VGSXREFBBALLNET2 
004D: jump_if_false @BBALL_451 
00D6: if 
0248:   model #VGSXREFBBALLNET2 available 
004D: jump_if_false @BBALL_451 
0006: 23@ = -33 
0006: 24@ = 1 

:BBALL_451
00D6: if 
0039:   24@ == 1 
004D: jump_if_false @BBALL_2377 
0871: init_jump_table 16@ total_jumps 4 default_jump 0 @BBALL_2370 jumps 0 @BBALL_532 1 @BBALL_777 2 @BBALL_1293 3 @BBALL_1866 -1 @BBALL_2370 -1 @BBALL_2370 -1 @BBALL_2370 

:BBALL_532
00D6: if 
0038:   $1928 == 0 
004D: jump_if_false @BBALL_763 
00D6: if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 50.0 50.0 sphere 0 
004D: jump_if_false @BBALL_756 
00D6: if 
83CA:   not object 1@ exists 
004D: jump_if_false @BBALL_756 
00D6: if 
0248:   model 23@ available 
004D: jump_if_false @BBALL_756 
080A: get_object 0@ spoot 1 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
80C2:   not sphere_onscreen $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 2.0 
004D: jump_if_false @BBALL_756 
0009: $TEMPVAR_FLOAT_3 += 1.0 
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.5 
029B: 1@ = init_object #BBALL_COL at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0006: 19@ = 1 
0392: make_object 1@ moveable 1 
0382: set_object 1@ collision_detection 1 
0381: throw_object 1@ velocity_in_direction 0.0 0.0 -0.1 
0004: $1928 = 1 
000A: 16@ += 1 

:BBALL_756
0002: jump @BBALL_770 

:BBALL_763
0050: gosub @BBALL_2402 

:BBALL_770
0002: jump @BBALL_2370 

:BBALL_777
00D6: if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 50.0 50.0 sphere 0 
004D: jump_if_false @BBALL_1267 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_1260 
00D6: if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 1@ radius 1.0 1.0 2.0 sphere 0 on_foot 
004D: jump_if_false @BBALL_1260 
00D6: if 
0248:   model 23@ available 
004D: jump_if_false @BBALL_1260 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
00D6: if 
04EA:   object 1@ in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ flag 0 
004D: jump_if_false @BBALL_1220 
00D6: if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 1@ radius 0.7 0.7 2.0 sphere 0 on_foot 
004D: jump_if_false @BBALL_1213 
01BB: store_object 1@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 2@ = $TEMPVAR_FLOAT_1 // (float) 
000F: 2@ -= 0.71 
0089: 3@ = $TEMPVAR_FLOAT_2 // (float) 
000F: 3@ -= 0.71 
0089: 4@ = $TEMPVAR_FLOAT_3 // (float) 
000F: 4@ -= 0.71 
0089: 5@ = $TEMPVAR_FLOAT_1 // (float) 
000B: 5@ += 0.71 
0089: 6@ = $TEMPVAR_FLOAT_2 // (float) 
000B: 6@ += 0.71 
0089: 7@ = $TEMPVAR_FLOAT_3 // (float) 
000B: 7@ += 2.0 
00D6: if 
8339:   not anything_in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @BBALL_1213 
00D6: if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @BBALL_1213 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to 24@ // ret 7 if not found 
00D6: if 
04A4:   24@ == 7 // == constant 
004D: jump_if_false @BBALL_1213 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
0512: show_permanent_text_box 'BB_01'  // ~k~~VEHICLE_ENTER_EXIT~ Play Basketball
000A: 16@ += 1 

:BBALL_1213
0002: jump @BBALL_1260 

:BBALL_1220
080A: get_object 0@ spoot 1 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += 1.0 
01BC: put_object 1@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BBALL_1260
0002: jump @BBALL_1286 

:BBALL_1267
01C4: remove_references_to_object 1@ // This object will now disappear when the player looks away 
0006: 16@ = 0 
0004: $1928 = 0 

:BBALL_1286
0002: jump @BBALL_2370 

:BBALL_1293
00D6: if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 50.0 50.0 sphere 0 
004D: jump_if_false @BBALL_1833 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_1826 
00D6: if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @BBALL_1826 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to 24@ // ret 7 if not found 
00D6: if 
04A4:   24@ == 7 // == constant 
004D: jump_if_false @BBALL_1826 
00D6: if 
0248:   model 23@ available 
004D: jump_if_false @BBALL_1826 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
00D6: if 
04EA:   object 1@ in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ flag 0 
004D: jump_if_false @BBALL_1810 
00D6: if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 1@ radius 0.7 0.7 2.0 sphere 0 on_foot 
004D: jump_if_false @BBALL_1787 
01BB: store_object 1@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 2@ = $TEMPVAR_FLOAT_1 // (float) 
000F: 2@ -= 0.71 
0089: 3@ = $TEMPVAR_FLOAT_2 // (float) 
000F: 3@ -= 0.71 
0089: 4@ = $TEMPVAR_FLOAT_3 // (float) 
000F: 4@ -= 0.71 
0089: 5@ = $TEMPVAR_FLOAT_1 // (float) 
000B: 5@ += 0.71 
0089: 6@ = $TEMPVAR_FLOAT_2 // (float) 
000B: 6@ += 0.71 
0089: 7@ = $TEMPVAR_FLOAT_3 // (float) 
000B: 7@ += 2.0 
00D6: if 
8339:   not anything_in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @BBALL_1764 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @BBALL_1733 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BBALL_1726 
0006: 20@ = 1 
03E6: remove_text_box 
0050: gosub @BBALL_3690 
000A: 16@ += 1 

:BBALL_1726
0002: jump @BBALL_1757 

:BBALL_1733
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @BBALL_1757 
0006: 20@ = 0 

:BBALL_1757
0002: jump @BBALL_1780 

:BBALL_1764
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
03E6: remove_text_box 
000A: 16@ += -1 

:BBALL_1780
0002: jump @BBALL_1803 

:BBALL_1787
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
03E6: remove_text_box 
000A: 16@ += -1 

:BBALL_1803
0002: jump @BBALL_1826 

:BBALL_1810
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
03E6: remove_text_box 
000A: 16@ += -1 

:BBALL_1826
0002: jump @BBALL_1859 

:BBALL_1833
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
01C4: remove_references_to_object 1@ // This object will now disappear when the player looks away 
0004: $1928 = 0 
0006: 16@ = 0 

:BBALL_1859
0002: jump @BBALL_2370 

:BBALL_1866
00D6: if 
0248:   model 23@ available 
004D: jump_if_false @BBALL_2363 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
00D6: if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ 
004D: jump_if_false @BBALL_2049 
00D6: if 
001B:   6000 > 33@ 
004D: jump_if_false @BBALL_2028 
00D6: if and
0019:   33@ > 0 
001B:   1000 > 33@ 
004D: jump_if_false @BBALL_2014 
0512: show_permanent_text_box 'BB_03'  // You must return to the court to continue playing basketball or press ~k~~VEHICLE_ENTER_EXIT~ to quit out.
0006: 33@ = 1000 

:BBALL_2014
0050: gosub @BBALL_4421 
0002: jump @BBALL_2042 

:BBALL_2028
0050: gosub @BBALL_5022 
0006: 16@ = 1 

:BBALL_2042
0002: jump @BBALL_2084 

:BBALL_2049
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @BBALL_2070 
03E6: remove_text_box 

:BBALL_2070
0050: gosub @BBALL_4421 
0006: 33@ = 0 

:BBALL_2084
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_2132 
00D6: if 
031D:   actor $PLAYER_ACTOR hit_by_weapon 57 
004D: jump_if_false @BBALL_2132 
0050: gosub @BBALL_5022 
0006: 16@ = 1 

:BBALL_2132
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_2178 
00D6: if 
0A0C:   player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @BBALL_2178 
0050: gosub @BBALL_5022 
0006: 16@ = 1 

:BBALL_2178
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_2237 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to 24@ // ret 7 if not found 
00D6: if 
84A4:   not  24@ == 7 // == constant 
004D: jump_if_false @BBALL_2237 
0050: gosub @BBALL_5022 
0006: 16@ = 1 

:BBALL_2237
00D6: if and
8039:   not  17@ == 10 
8039:   not  17@ == 16 
8039:   not  17@ == 17 
8039:   not  17@ == 4 
004D: jump_if_false @BBALL_2363 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @BBALL_2339 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BBALL_2332 
0006: 20@ = 1 
0050: gosub @BBALL_5022 
0006: 16@ = 1 

:BBALL_2332
0002: jump @BBALL_2363 

:BBALL_2339
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @BBALL_2363 
0006: 20@ = 0 

:BBALL_2363
0002: jump @BBALL_2370 

:BBALL_2370
0002: jump @BBALL_2391 

:BBALL_2377
0004: $1928 = 0 
0050: gosub @BBALL_2402 

:BBALL_2391
0001: wait 0 ms 
0002: jump @BBALL_178 

:BBALL_2402
01C4: remove_references_to_object 1@ // This object will now disappear when the player looks away 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_2448 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @BBALL_2448 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 

:BBALL_2448
004E: end_thread 
0051: return 
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @BBALL_2478 
0009: $8784 += 0.01 

:BBALL_2478
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @BBALL_2504 
0009: $8784 += -0.01 

:BBALL_2504
0051: return 

:BBALL_2506
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_2860 
00D6: if 
0685:   object 1@ attached 
004D: jump_if_false @BBALL_2729 
00D6: if 
0039:   19@ == 1 
004D: jump_if_false @BBALL_2722 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
01BB: store_object 1@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
059F: get_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0108: destroy_object 1@ 
029B: 1@ = init_object #BBALL_INGAME at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
069B: attach_object 1@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0 
0381: throw_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0382: set_object 1@ collision_detection 1 
0006: 19@ = 0 

:BBALL_2722
0002: jump @BBALL_2860 

:BBALL_2729
00D6: if 
0039:   19@ == 0 
004D: jump_if_false @BBALL_2860 
01BB: store_object 1@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
059F: get_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0108: destroy_object 1@ 
029B: 1@ = init_object #BBALL_COL at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0392: make_object 1@ moveable 1 
0382: set_object 1@ collision_detection 1 
0381: throw_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0006: 19@ = 1 

:BBALL_2860
0051: return 

:BBALL_2862
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_3688 
00D6: if 
0685:   object 1@ attached 
004D: jump_if_false @BBALL_3085 
00D6: if 
0039:   19@ == 1 
004D: jump_if_false @BBALL_3078 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
01BB: store_object 1@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
059F: get_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0108: destroy_object 1@ 
029B: 1@ = init_object #BBALL_INGAME at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
069B: attach_object 1@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0 
0381: throw_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0382: set_object 1@ collision_detection 1 
0006: 19@ = 0 

:BBALL_3078
0002: jump @BBALL_3688 

:BBALL_3085
00D6: if 
0039:   19@ == 0 
004D: jump_if_false @BBALL_3688 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 
0089: 2@ = $TEMPVAR_FLOAT_1 // (float) 
000F: 2@ -= 0.1 
0089: 5@ = $TEMPVAR_FLOAT_1 // (float) 
000B: 5@ += 0.1 
0089: 3@ = $TEMPVAR_FLOAT_2 // (float) 
000F: 3@ -= 0.1 
0089: 6@ = $TEMPVAR_FLOAT_2 // (float) 
000B: 6@ += 0.1 
0089: 4@ = $TEMPVAR_FLOAT_3 // (float) 
000F: 4@ -= 0.5 
0089: 7@ = $TEMPVAR_FLOAT_3 // (float) 
000B: 7@ += 1.0 
00D6: if 
8339:   not anything_in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @BBALL_3393 
059F: get_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0108: destroy_object 1@ 
029B: 1@ = init_object #BBALL_COL at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0392: make_object 1@ moveable 1 
0382: set_object 1@ collision_detection 1 
0381: throw_object 1@ velocity_in_direction 0.0 0.0 -0.1 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0006: 19@ = 1 
0002: jump @BBALL_3688 

:BBALL_3393
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 -2.0 -0.3 
0089: 2@ = $TEMPVAR_FLOAT_1 // (float) 
000F: 2@ -= 0.1 
0089: 5@ = $TEMPVAR_FLOAT_1 // (float) 
000B: 5@ += 0.1 
0089: 3@ = $TEMPVAR_FLOAT_2 // (float) 
000F: 3@ -= 0.1 
0089: 6@ = $TEMPVAR_FLOAT_2 // (float) 
000B: 6@ += 0.1 
0089: 4@ = $TEMPVAR_FLOAT_3 // (float) 
000F: 4@ -= 0.5 
0089: 7@ = $TEMPVAR_FLOAT_3 // (float) 
000B: 7@ += 1.0 
00D6: if 
8339:   not anything_in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @BBALL_3683 
059F: get_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0108: destroy_object 1@ 
029B: 1@ = init_object #BBALL_COL at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0392: make_object 1@ moveable 1 
0382: set_object 1@ collision_detection 1 
0381: throw_object 1@ velocity_in_direction 0.0 0.0 -0.1 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0006: 19@ = 1 
0002: jump @BBALL_3688 

:BBALL_3683
0108: destroy_object 1@ 

:BBALL_3688
0051: return 

:BBALL_3690
09BD: allow_other_threads_to_display_text_boxes 1 
0A44: override_text_block 1 
0005: $8784 = 0.4 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_3863 
01B4: set_player $PLAYER_CHAR can_move 0 
0687: clear_actor $PLAYER_ACTOR task 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0467: clear_actor $PLAYER_ACTOR last_weapon_damage 
0470: $8788 = actor $PLAYER_ACTOR current_weapon 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 1 
004D: jump_if_false @BBALL_3842 
0555: remove_weapon 1 from_actor $PLAYER_ACTOR 
0004: $8789 = 1 
0247: load_model #BRASSKNUCKLE 

:BBALL_3808
00D6: if 
8248:   not model #BRASSKNUCKLE available 
004D: jump_if_false @BBALL_3835 
0001: wait 0 ms 
0002: jump @BBALL_3808 

:BBALL_3835
0002: jump @BBALL_3849 

:BBALL_3842
0004: $8789 = 0 

:BBALL_3849
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 

:BBALL_3863
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_3886 
0550: keep_object 1@ in_memory 1 

:BBALL_3886
04ED: load_animation "BSKTBALL" 
0247: load_model #BBALL_INGAME 
0247: load_model #BBALL_COL 
03CF: load_wav 1811 as 4 

:BBALL_3915
00D6: if or
84EE:   not animation "BSKTBALL" loaded 
8248:   not model #BBALL_INGAME available 
8248:   not model #BBALL_COL available 
83D0:   not wav 4 loaded 
004D: jump_if_false @BBALL_3963 
0001: wait 0 ms 
0002: jump @BBALL_3915 

:BBALL_3963
068D: get_camera_position_to 10@ 11@ 12@ 
068E: get_camera_target_point_to 13@ 14@ 15@ 
0088: $TEMPVAR_FLOAT_1 = 13@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 10@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 14@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 11@ // (float) 
0088: $TEMPVAR_FLOAT_3 = 15@ // (float) 
0067: $TEMPVAR_FLOAT_3 -= 12@ // (float) 
050A: $DISTANCE_BETWEEN_POINTS = distance_between_XYZ 13@ 14@ 15@ and_XYZ 10@ 11@ 12@ 
0071: $TEMPVAR_FLOAT_1 /= $DISTANCE_BETWEEN_POINTS // (float) 
0071: $TEMPVAR_FLOAT_2 /= $DISTANCE_BETWEEN_POINTS // (float) 
0071: $TEMPVAR_FLOAT_3 /= $DISTANCE_BETWEEN_POINTS // (float) 
0011: $TEMPVAR_FLOAT_1 *= 10.0 
0011: $TEMPVAR_FLOAT_2 *= 10.0 
0011: $TEMPVAR_FLOAT_3 *= 10.0 
0087: 13@ = 10@ // (float) 
005D: 13@ += $TEMPVAR_FLOAT_1 // (float) 
0087: 14@ = 11@ // (float) 
005D: 14@ += $TEMPVAR_FLOAT_2 // (float) 
0087: 15@ = 12@ // (float) 
005D: 15@ += $TEMPVAR_FLOAT_3 // (float) 
0006: 32@ = 0 
0004: $1925 = 0 
0006: 17@ = 10 
0004: $8786 = 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_4238 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0086: $8790 = $TEMPVAR_FLOAT_3 // (float) 

:BBALL_4238
0176: 8@ = object 0@ Z_angle 
00D6: if or
0023:   10.0 > 8@ 
0021:   8@ > 350.0 
004D: jump_if_false @BBALL_4284 
0004: $8791 = 1 

:BBALL_4284
00D6: if and
0021:   8@ > 80.0 
0023:   100.0 > 8@ 
004D: jump_if_false @BBALL_4322 
0004: $8791 = 2 

:BBALL_4322
00D6: if and
0021:   8@ > 170.0 
0023:   190.0 > 8@ 
004D: jump_if_false @BBALL_4360 
0004: $8791 = 3 

:BBALL_4360
00D6: if and
0021:   8@ > 260.0 
0023:   280.0 > 8@ 
004D: jump_if_false @BBALL_4398 
0004: $8791 = 4 

:BBALL_4398
03DE: set_pedestrians_density_multiplier_to 0.2 
01EB: set_traffic_density_multiplier_to 0.2 
0004: $8787 = 1 
0051: return 

:BBALL_4421
0008: $8785 += 1 
00D6: if 
0028:   $8785 >= 30 
004D: jump_if_false @BBALL_4453 
0004: $8785 = 0 

:BBALL_4453
0050: gosub @BBALL_16392 
0050: gosub @BBALL_17991 
0050: gosub @BBALL_5427 
0050: gosub @BBALL_12253 
00D6: if 
0736:   is_keyboard_key_just_pressed 67 
004D: jump_if_false @BBALL_4503 
0050: gosub @BBALL_20949 

:BBALL_4503
00D6: if 
001A:   3 > $1925 
004D: jump_if_false @BBALL_4746 
00D6: if 
0038:   $1925 == 0 
004D: jump_if_false @BBALL_4582 
00D6: if 
0038:   $1921 == 0 
004D: jump_if_false @BBALL_4568 
03E5: show_text_box 'BB_02'  // Press and hold ~k~~PED_SPRINT~ to shoot the ball. Release ~k~~PED_SPRINT~ at the peak of the jump for maximum accuracy.

:BBALL_4568
0008: $1925 += 1 
0006: 32@ = 0 

:BBALL_4582
00D6: if and
0038:   $1925 == 1 
0019:   32@ > 10000 
004D: jump_if_false @BBALL_4651 
00D6: if 
0038:   $1921 == 0 
004D: jump_if_false @BBALL_4637 
03E5: show_text_box 'BB_07'  // Stand near the ball, and CJ will automatically pick it up.~N~Press ~k~~VEHICLE_ENTER_EXIT~ to quit out of basketball.

:BBALL_4637
0006: 32@ = 0 
0008: $1925 += 1 

:BBALL_4651
00D6: if and
0038:   $1925 == 2 
0019:   32@ > 5000 
004D: jump_if_false @BBALL_4746 
00D6: if or
09CC:   object 0@ model_is #BSKBALL_LAX 
09CC:   object 0@ model_is #VGSXREFBBALLNET 
004D: jump_if_false @BBALL_4731 
00D6: if 
0038:   $1921 == 0 
004D: jump_if_false @BBALL_4731 
03E5: show_text_box 'BB_09'  // Press ~k~~PED_LOOKBEHIND~ to start the challenge mode.

:BBALL_4731
0006: 32@ = 12000 
0008: $1925 += 1 

:BBALL_4746
00D6: if or
09CC:   object 0@ model_is #BSKBALL_LAX 
09CC:   object 0@ model_is #VGSXREFBBALLNET 
004D: jump_if_false @BBALL_4873 
00D6: if 
0038:   $1921 == 0 
004D: jump_if_false @BBALL_4873 
00D6: if 
0038:   $1016 == 0 
004D: jump_if_false @BBALL_4849 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @BBALL_4842 
0004: $1016 = 1 
004F: create_thread @BBCHAL 0@  

:BBALL_4842
0002: jump @BBALL_4873 

:BBALL_4849
00D6: if 
80E1:   not player 0 pressed_key 19 
004D: jump_if_false @BBALL_4873 
0004: $1016 = 0 

:BBALL_4873
00D6: if 
0038:   $8785 == 0 
004D: jump_if_false @BBALL_5020 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_5020 
00D6: if 
8685:   not object 1@ attached 
004D: jump_if_false @BBALL_5020 
00D6: if 
0248:   model 23@ available 
004D: jump_if_false @BBALL_5020 
080A: get_object 0@ spoot 1 store_to 2@ 3@ 4@ 
01BB: store_object 1@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 8@ = 4@ // (float) 
000F: 8@ -= 0.7 
00D6: if 
0027:   8@ > $TEMPVAR_FLOAT_3 // (float) 
004D: jump_if_false @BBALL_5020 
01BC: put_object 1@ at 2@ 3@ 4@ 

:BBALL_5020
0051: return 

:BBALL_5022
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_5425 
00D6: if 
0038:   $8789 == 1 
004D: jump_if_false @BBALL_5077 
01B2: give_actor $PLAYER_ACTOR weapon 1 ammo 1 // Load the weapon model before using this 
0004: $8789 = 0 
0249: release_model #BRASSKNUCKLE 

:BBALL_5077
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $8788 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
0687: clear_actor $PLAYER_ACTOR task 
01B4: set_player $PLAYER_CHAR can_move 1 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_5172 
00D6: if 
0685:   object 1@ attached 
004D: jump_if_false @BBALL_5172 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 1 
0050: gosub @BBALL_2862 

:BBALL_5172
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_5312 
00D6: if 
0248:   model 23@ available 
004D: jump_if_false @BBALL_5252 
080A: get_object 0@ spoot 1 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 

:BBALL_5252
00D6: if 
84EA:   not object 1@ in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ flag 0 
004D: jump_if_false @BBALL_5312 
0009: $TEMPVAR_FLOAT_3 += 1.0 
01BC: put_object 1@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BBALL_5312
00D6: if 
03CA:   object $8782 exists 
004D: jump_if_false @BBALL_5363 
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @BBALL_5358 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0006: 22@ = 0 

:BBALL_5358
0108: destroy_object $8782 

:BBALL_5363
015A: restore_camera 
0004: $8786 = 0 
04EF: release_animation "BSKTBALL" 
0249: release_model #BBALL_INGAME 
0249: release_model #BBALL_COL 
040D: unload_wav 4 
03E6: remove_text_box 
0004: $8787 = 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
09BD: allow_other_threads_to_display_text_boxes 1 

:BBALL_5425
0051: return 

:BBALL_5427
00D6: if and
0256:   player $PLAYER_CHAR defined 
0248:   model 23@ available 
004D: jump_if_false @BBALL_12243 
0871: init_jump_table 17@ total_jumps 17 default_jump 1 @BBALL_12243 jumps 1 @BBALL_6511 2 @BBALL_7044 3 @BBALL_7454 4 @BBALL_8450 5 @BBALL_8941 6 @BBALL_9115 7 @BBALL_11357 
0872: jump_table_jumps 8 @BBALL_11547 9 @BBALL_11747 10 @BBALL_11761 11 @BBALL_8260 12 @BBALL_11754 13 @BBALL_9065 14 @BBALL_5641 15 @BBALL_6075 16 @BBALL_9667 
0872: jump_table_jumps 17 @BBALL_10656 -1 @BBALL_12243 -1 @BBALL_12243 -1 @BBALL_12243 -1 @BBALL_12243 -1 @BBALL_12243 -1 @BBALL_12243 -1 @BBALL_12243 -1 @BBALL_12243 

:BBALL_5641
00D6: if 
8039:   not  18@ == 14 
004D: jump_if_false @BBALL_5905 
0006: 24@ = 0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLELOOP" 
004D: jump_if_false @BBALL_5757 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLELOOP" time 
00D6: if 
0021:   8@ > 0.9 
004D: jump_if_false @BBALL_5757 
0006: 24@ = 1 
0004: $8792 = 0 

:BBALL_5757
00D6: if 
0039:   24@ == 1 
004D: jump_if_false @BBALL_5891 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_IDLE" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
0002: jump @BBALL_5898 

:BBALL_5891
0002: jump @BBALL_12251 

:BBALL_5898
0002: jump @BBALL_6068 

:BBALL_5905
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
00D6: if 
04A4:   24@ == 7 // == constant 
004D: jump_if_false @BBALL_5955 
0006: 17@ = 11 
0002: jump @BBALL_5427 
0002: jump @BBALL_6068 

:BBALL_5955
00D6: if 
0038:   $8792 == 0 
004D: jump_if_false @BBALL_6015 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLE" 
004D: jump_if_false @BBALL_6008 
0008: $8792 += 1 

:BBALL_6008
0002: jump @BBALL_6068 

:BBALL_6015
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLELOOP" 
004D: jump_if_false @BBALL_6068 
0006: 17@ = 11 
0004: $8792 = 0 
0002: jump @BBALL_5427 

:BBALL_6068
0002: jump @BBALL_12243 

:BBALL_6075
00D6: if 
8039:   not  18@ == 15 
004D: jump_if_false @BBALL_6340 
0006: 24@ = 0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLELOOP" 
004D: jump_if_false @BBALL_6191 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLELOOP" time 
00D6: if 
0021:   8@ > 0.9 
004D: jump_if_false @BBALL_6191 
0004: $8793 = 0 
0006: 24@ = 1 

:BBALL_6191
00D6: if 
0039:   24@ == 1 
004D: jump_if_false @BBALL_6326 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_IDLE2" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
0002: jump @BBALL_6333 

:BBALL_6326
0002: jump @BBALL_12251 

:BBALL_6333
0002: jump @BBALL_6504 

:BBALL_6340
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
00D6: if 
04A4:   24@ == 7 // == constant 
004D: jump_if_false @BBALL_6390 
0006: 17@ = 11 
0002: jump @BBALL_5427 
0002: jump @BBALL_6504 

:BBALL_6390
00D6: if 
0038:   $8793 == 0 
004D: jump_if_false @BBALL_6451 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLE2" 
004D: jump_if_false @BBALL_6444 
0008: $8793 += 1 

:BBALL_6444
0002: jump @BBALL_6504 

:BBALL_6451
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLELOOP" 
004D: jump_if_false @BBALL_6504 
0006: 17@ = 11 
0004: $8793 = 0 
0002: jump @BBALL_5427 

:BBALL_6504
0002: jump @BBALL_12243 

:BBALL_6511
00D6: if or
0039:   18@ == 11 
0039:   18@ == 2 
0039:   18@ == 3 
0039:   18@ == 10 
004D: jump_if_false @BBALL_6944 
00D6: if and
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_PICKUP" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_SKIDSTOP_L" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_SKIDSTOP_R" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_WALKSTOP_L" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_WALKSTOP_R" 
004D: jump_if_false @BBALL_6930 
0004: $8794 = 0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_RUN" 
004D: jump_if_false @BBALL_6725 
0613: $8795 = actor $PLAYER_ACTOR animation "BBALL_RUN" time 

:BBALL_6725
0615: define_AS_pack_begin 26@ 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLELOOP" 
004D: jump_if_false @BBALL_6864 
0812: AS_actor -1 perform_animation "BBALL_WALK_START" IFP "BSKTBALL" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_WALK" IFP "BSKTBALL" framedelta 10000.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0004: $8794 = 1 
0002: jump @BBALL_6905 

:BBALL_6864
0812: AS_actor -1 perform_animation "BBALL_WALK" IFP "BSKTBALL" framedelta 8.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 

:BBALL_6905
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
0002: jump @BBALL_6937 

:BBALL_6930
0002: jump @BBALL_12251 

:BBALL_6937
0002: jump @BBALL_7037 

:BBALL_6944
00D6: if 
0038:   $8794 == 0 
004D: jump_if_false @BBALL_7037 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALK" 
004D: jump_if_false @BBALL_7037 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALK" time 
0614: set_actor $PLAYER_ACTOR animation "BBALL_WALK" progress_to $8795 // 0.0 to 1.0 
0008: $8794 += 1 

:BBALL_7037
0002: jump @BBALL_12243 

:BBALL_7044
00D6: if or
0039:   18@ == 11 
0039:   18@ == 1 
0039:   18@ == 3 
0039:   18@ == 10 
004D: jump_if_false @BBALL_7376 
00D6: if 
0039:   18@ == 11 
004D: jump_if_false @BBALL_7115 
0006: 17@ = 1 
0002: jump @BBALL_5427 

:BBALL_7115
00D6: if and
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_PICKUP" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_SKIDSTOP_L" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_SKIDSTOP_R" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_WALKSTOP_L" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_WALKSTOP_R" 
004D: jump_if_false @BBALL_7362 
0004: $8796 = 0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALK" 
004D: jump_if_false @BBALL_7292 
0613: $8797 = actor $PLAYER_ACTOR animation "BBALL_WALK" time 

:BBALL_7292
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_RUN" IFP "BSKTBALL" framedelta 8.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
0002: jump @BBALL_7369 

:BBALL_7362
0002: jump @BBALL_12251 

:BBALL_7369
0002: jump @BBALL_7447 

:BBALL_7376
00D6: if 
0038:   $8796 == 0 
004D: jump_if_false @BBALL_7447 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_RUN" 
004D: jump_if_false @BBALL_7447 
0614: set_actor $PLAYER_ACTOR animation "BBALL_RUN" progress_to $8797 // 0.0 to 1.0 
0008: $8796 += 1 

:BBALL_7447
0002: jump @BBALL_12243 

:BBALL_7454
00D6: if 
8039:   not  18@ == 3 
004D: jump_if_false @BBALL_8157 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_RUN" 
004D: jump_if_false @BBALL_7735 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_RUN" time 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_RUN" 
004D: jump_if_false @BBALL_7735 
0615: define_AS_pack_begin 26@ 
00D6: if 
0023:   0.5 > 8@ 
004D: jump_if_false @BBALL_7625 
0812: AS_actor -1 perform_animation "BBALL_SKIDSTOP_R" IFP "BSKTBALL" framedelta 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0002: jump @BBALL_7672 

:BBALL_7625
0812: AS_actor -1 perform_animation "BBALL_SKIDSTOP_L" IFP "BSKTBALL" framedelta 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:BBALL_7672
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_7735
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALK" 
004D: jump_if_false @BBALL_8001 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALK" time 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALK" 
004D: jump_if_false @BBALL_8001 
0615: define_AS_pack_begin 26@ 
00D6: if 
0023:   0.5 > 8@ 
004D: jump_if_false @BBALL_7891 
0812: AS_actor -1 perform_animation "BBALL_WALKSTOP_R" IFP "BSKTBALL" framedelta 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0002: jump @BBALL_7938 

:BBALL_7891
0812: AS_actor -1 perform_animation "BBALL_WALKSTOP_L" IFP "BSKTBALL" framedelta 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:BBALL_7938
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_8001
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALK_START" 
004D: jump_if_false @BBALL_8150 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_WALKSTOP_L" IFP "BSKTBALL" framedelta 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_8150
0002: jump @BBALL_8253 

:BBALL_8157
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
00D6: if 
04A4:   24@ == 7 // == constant 
004D: jump_if_false @BBALL_8207 
0006: 17@ = 11 
0002: jump @BBALL_12251 
0002: jump @BBALL_8253 

:BBALL_8207
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLELOOP" 
004D: jump_if_false @BBALL_8253 
0006: 17@ = 11 
0002: jump @BBALL_12251 

:BBALL_8253
0002: jump @BBALL_12243 

:BBALL_8260
00D6: if 
8039:   not  18@ == 11 
004D: jump_if_false @BBALL_8346 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 10000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_8346
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
00D6: if 
04A4:   24@ == 7 // == constant 
004D: jump_if_false @BBALL_8443 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 10000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_8443
0002: jump @BBALL_12243 

:BBALL_8450
00D6: if 
8039:   not  18@ == 4 
004D: jump_if_false @BBALL_8843 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
080A: get_object 0@ spoot 0 store_to 2@ 3@ 4@ 
0087: 5@ = 2@ // (float) 
0065: 5@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 6@ = 3@ // (float) 
0065: 6@ -= $TEMPVAR_FLOAT_2 // (float) 
0604: get_Z_angle_for_point 5@ 6@ store_to $TEMPVAR_ANGLE 
0086: $8808 = $TEMPVAR_ANGLE // (float) 
0615: define_AS_pack_begin 26@ 
080A: get_object 0@ spoot 0 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06A9: AS_actor -1 look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2000 ms 
00D6: if 
0039:   18@ == 2 
004D: jump_if_false @BBALL_8772 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_RUN" 
004D: jump_if_false @BBALL_8650 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_RUN" time 

:BBALL_8650
00D6: if 
0023:   0.5 > 8@ 
004D: jump_if_false @BBALL_8725 
0812: AS_actor -1 perform_animation "BBALL_SKIDSTOP_L" IFP "BSKTBALL" framedelta 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0002: jump @BBALL_8772 

:BBALL_8725
0812: AS_actor -1 perform_animation "BBALL_SKIDSTOP_R" IFP "BSKTBALL" framedelta 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:BBALL_8772
0812: AS_actor -1 perform_animation "BBALL_JUMP_SHOT" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
0002: jump @BBALL_8934 

:BBALL_8843
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_JUMP_SHOT" 
004D: jump_if_false @BBALL_8934 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time 
00D6: if 
0027:   8@ > $8784 // (float) 
004D: jump_if_false @BBALL_8934 
0006: 17@ = 6 
0002: jump @BBALL_12251 

:BBALL_8934
0002: jump @BBALL_12243 

:BBALL_8941
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_JUMP_END" 
004D: jump_if_false @BBALL_9058 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_JUMP_CANCEL" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
0006: 17@ = 13 
0002: jump @BBALL_12251 

:BBALL_9058
0002: jump @BBALL_12243 

:BBALL_9065
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
00D6: if 
04A4:   24@ == 7 // == constant 
004D: jump_if_false @BBALL_9108 
0006: 17@ = 11 
0002: jump @BBALL_12251 

:BBALL_9108
0002: jump @BBALL_12243 

:BBALL_9115
00D6: if 
8039:   not  18@ == 6 
004D: jump_if_false @BBALL_9577 
00D6: if 
0685:   object 1@ attached 
004D: jump_if_false @BBALL_9570 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
0050: gosub @BBALL_2506 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.04 0.694 1.75 
01BC: put_object 1@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
080A: get_object 0@ spoot 0 store_to 2@ 3@ 4@ 
0509: 8@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 2@ 3@ 
0090: $1926 = float 8@ to_integer 
0089: 7@ = $TEMPVAR_FLOAT_3 // (float) 
008F: 7@ = integer $1926 to_float 
0087: 9@ = 8@ // (float) 
0063: 9@ -= 7@ // (float) 
0013: 9@ *= 10.0 
0090: $1927 = float 9@ to_integer 
00D6: if 
0021:   8@ > 20.0 
004D: jump_if_false @BBALL_9343 
0007: 8@ = 20.0 

:BBALL_9343
0017: 8@ /= 20.0 
0013: 8@ *= 5.0 
0509: 9@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 2@ 3@ 
00D6: if 
0021:   9@ > 15.0 
004D: jump_if_false @BBALL_9411 
0007: 9@ = 15.0 

:BBALL_9411
006D: $8783 *= 9@ // (float) 
01BB: store_object 1@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0653: 9@ = float_stat 23 
0017: 9@ /= 1000.0 
000B: 9@ += 1.0 
0013: 9@ *= 0.15 
00D6: if 
0027:   9@ > $8783 // (float) 
004D: jump_if_false @BBALL_9533 
004F: create_thread @PROJECT 1@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2@ 3@ 4@ 8@ 0 0@  
0002: jump @BBALL_9570 

:BBALL_9533
004F: create_thread @PROJECT 1@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2@ 3@ 4@ 8@ 1 0@  

:BBALL_9570
0002: jump @BBALL_9660 

:BBALL_9577
00D6: if 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_JUMP_SHOT" 
004D: jump_if_false @BBALL_9660 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
00D6: if 
04A4:   24@ == 7 // == constant 
004D: jump_if_false @BBALL_9660 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 17@ = 12 
0002: jump @BBALL_12251 

:BBALL_9660
0002: jump @BBALL_12243 

:BBALL_9667
00D6: if 
8039:   not  18@ == 16 
004D: jump_if_false @BBALL_10147 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
080A: get_object 0@ spoot 0 store_to 2@ 3@ 4@ 
0089: 5@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 5@ -= 2@ // (float) 
0089: 6@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 6@ -= 3@ // (float) 
0509: 8@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 2@ 3@ 
00D6: if 
0021:   8@ > 0.01 
004D: jump_if_false @BBALL_9801 
0073: 5@ /= 8@ // (float) 
0073: 6@ /= 8@ // (float) 

:BBALL_9801
0013: 5@ *= 0.01 
0013: 6@ *= 0.01 
0088: $TEMPVAR_FLOAT_1 = 2@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 5@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 3@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 6@ // (float) 
0088: $TEMPVAR_FLOAT_3 = 4@ // (float) 
000D: $TEMPVAR_FLOAT_3 -= 1.9 
0086: $8809 = $TEMPVAR_FLOAT_1 // (float) 
0086: $8810 = $TEMPVAR_FLOAT_2 // (float) 
0086: $8811 = $TEMPVAR_FLOAT_3 // (float) 
0013: 5@ *= -1.0 
0013: 6@ *= -1.0 
0604: get_Z_angle_for_point 5@ 6@ store_to $TEMPVAR_ANGLE 
0086: $8808 = $TEMPVAR_ANGLE // (float) 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DNK_LNCH" IFP "BSKTBALL" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_DNK_GLI" IFP "BSKTBALL" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_DNK" IFP "BSKTBALL" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_DNK_LND" IFP "BSKTBALL" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
0005: $8812 = 0.0 
0002: jump @BBALL_10649 

:BBALL_10147
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK_GLI" 
004D: jump_if_false @BBALL_10344 
00D6: if 
83CA:   not object $8782 exists 
004D: jump_if_false @BBALL_10344 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
080A: get_object 0@ spoot 0 store_to 2@ 3@ 4@ 
0509: $8798 = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 2@ 3@ 
0005: $8812 = 0.0 
0172: $TEMPVAR_ANGLE = actor $PLAYER_ACTOR Z_angle 
029B: $8782 = init_object #BBALL_INGAME at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $8782 Z_angle_to $TEMPVAR_ANGLE 
0382: set_object $8782 collision_detection 0 
0750: set_object $8782 visibility 0 
0550: keep_object $8782 in_memory 1 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8782 offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 
0006: 22@ = 1 

:BBALL_10344
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK" 
004D: jump_if_false @BBALL_10392 
0006: 17@ = 17 
0002: jump @BBALL_12251 
0002: jump @BBALL_10469 

:BBALL_10392
00D6: if 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_DNK_GLI" 
004D: jump_if_false @BBALL_10469 
00D6: if 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_DNK_LNCH" 
004D: jump_if_false @BBALL_10469 
0006: 17@ = 17 
0002: jump @BBALL_12251 

:BBALL_10469
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK_GLI" 
004D: jump_if_false @BBALL_10649 
00D6: if 
03CA:   object $8782 exists 
004D: jump_if_false @BBALL_10649 
00D6: if 
0020:   $8812 > 1.0 
004D: jump_if_false @BBALL_10649 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DNK" IFP "BSKTBALL" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_DNK_LND" IFP "BSKTBALL" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_10649
0002: jump @BBALL_12243 

:BBALL_10656
00D6: if 
8039:   not  18@ == 17 
004D: jump_if_false @BBALL_11064 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK" 
004D: jump_if_false @BBALL_11043 
00D6: if 
0685:   object 1@ attached 
004D: jump_if_false @BBALL_11036 
00D6: if 
0837:   object 1@ animation == "BBALL_DNK_O" 
004D: jump_if_false @BBALL_10926 
0839: get_object 1@ animation "BBALL_DNK_O" progress_to 8@ 
00D6: if 
0021:   8@ > 0.9 
004D: jump_if_false @BBALL_10905 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
0050: gosub @BBALL_2506 
080A: get_object 0@ spoot 0 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += -0.5 
01BC: put_object 1@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0550: keep_object 1@ in_memory 0 
0382: set_object 1@ collision_detection 1 
0392: make_object 1@ moveable 1 
0381: throw_object 1@ velocity_in_direction 0.0 0.0 -0.1 
0002: jump @BBALL_10919 

:BBALL_10905
0006: 18@ = 0 
0002: jump @BBALL_12251 

:BBALL_10919
0002: jump @BBALL_11036 

:BBALL_10926
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
0050: gosub @BBALL_2506 
080A: get_object 0@ spoot 0 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += -0.5 
01BC: put_object 1@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0550: keep_object 1@ in_memory 0 
0382: set_object 1@ collision_detection 1 
0392: make_object 1@ moveable 1 
0381: throw_object 1@ velocity_in_direction 0.0 0.0 -0.1 

:BBALL_11036
0002: jump @BBALL_11057 

:BBALL_11043
02CE: $8811 = ground_z_at $8809 $8810 $8811 

:BBALL_11057
0002: jump @BBALL_11350 

:BBALL_11064
00D6: if and
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_DNK_LNCH" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_DNK_GLI" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_DNK" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_DNK_LND" 
004D: jump_if_false @BBALL_11242 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
00D6: if 
04A4:   24@ == 7 // == constant 
004D: jump_if_false @BBALL_11235 
00D6: if 
03CA:   object $8782 exists 
004D: jump_if_false @BBALL_11214 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0108: destroy_object $8782 
0006: 22@ = 0 

:BBALL_11214
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 17@ = 12 
0002: jump @BBALL_12251 

:BBALL_11235
0002: jump @BBALL_11350 

:BBALL_11242
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK_LND" 
004D: jump_if_false @BBALL_11350 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 1.0 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += 1.0 
0086: $8809 = $TEMPVAR_FLOAT_1 // (float) 
0086: $8810 = $TEMPVAR_FLOAT_2 // (float) 
0086: $8811 = $TEMPVAR_FLOAT_3 // (float) 

:BBALL_11350
0002: jump @BBALL_12243 

:BBALL_11357
00D6: if 
8039:   not  18@ == 7 
004D: jump_if_false @BBALL_11443 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DEF_LOOP" IFP "BSKTBALL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_11443
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
00D6: if 
04A4:   24@ == 7 // == constant 
004D: jump_if_false @BBALL_11540 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DEF_LOOP" IFP "BSKTBALL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_11540
0002: jump @BBALL_12243 

:BBALL_11547
00D6: if 
8039:   not  18@ == 8 
004D: jump_if_false @BBALL_11638 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DEF_JUMP_SHOT" IFP "BSKTBALL" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_11638
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
00D6: if 
04A4:   24@ == 7 // == constant 
004D: jump_if_false @BBALL_11740 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DEF_JUMP_SHOT" IFP "BSKTBALL" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_11740
0002: jump @BBALL_12243 

:BBALL_11747
0002: jump @BBALL_12243 

:BBALL_11754
0002: jump @BBALL_12243 

:BBALL_11761
00D6: if 
8039:   not  18@ == 10 
004D: jump_if_false @BBALL_12140 
01B4: set_player $PLAYER_CHAR can_move 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_11845 
01BB: store_object 1@ position_to 2@ 3@ 4@ 

:BBALL_11845
0089: 5@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 5@ -= 2@ // (float) 
0089: 6@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 6@ -= 3@ // (float) 
0509: 8@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 2@ 3@ 
0073: 5@ /= 8@ // (float) 
0073: 6@ /= 8@ // (float) 
0013: 5@ *= 0.5 
0013: 6@ *= 0.5 
0088: $TEMPVAR_FLOAT_1 = 2@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 5@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 3@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 6@ // (float) 
0087: 5@ = 2@ // (float) 
0065: 5@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 6@ = 3@ // (float) 
0065: 6@ -= $TEMPVAR_FLOAT_2 // (float) 
0604: get_Z_angle_for_point 5@ 6@ store_to $TEMPVAR_ANGLE 
0615: define_AS_pack_begin 26@ 
0804: AS_actor -1 walk_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 angle $TEMPVAR_ANGLE radius -1.0 animation "BBALL_PICKUP" IFP_file "BSKTBALL" 4.0 LA 0 LX 0 LY 0 LF 1 LT -1 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
0002: jump @BBALL_12236 

:BBALL_12140
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
00D6: if 
04A4:   24@ == 7 // == constant 
004D: jump_if_false @BBALL_12190 
0006: 17@ = 11 
0002: jump @BBALL_12251 
0002: jump @BBALL_12236 

:BBALL_12190
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLELOOP" 
004D: jump_if_false @BBALL_12236 
0006: 17@ = 11 
0002: jump @BBALL_12251 

:BBALL_12236
0002: jump @BBALL_12243 

:BBALL_12243
0085: 18@ = 17@ // (int) 

:BBALL_12251
0051: return 

:BBALL_12253
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_16390 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLELOOP" 
004D: jump_if_false @BBALL_12603 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLELOOP" time 
00D6: if 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_RUN" 
004D: jump_if_false @BBALL_12438 
00D6: if 
0021:   8@ > 0.45 
004D: jump_if_false @BBALL_12413 
00D6: if 
8039:   not  27@ == 1 
004D: jump_if_false @BBALL_12406 
097B: play_audio_at_object 1@ event 1010 
0006: 27@ = 1 

:BBALL_12406
0002: jump @BBALL_12438 

:BBALL_12413
00D6: if 
0039:   27@ == 1 
004D: jump_if_false @BBALL_12438 
0006: 27@ = 0 

:BBALL_12438
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_12603 
00D6: if 
0837:   object 1@ animation == "BBALL_IDLELOOP_O" 
004D: jump_if_false @BBALL_12524 
083A: set_object 1@ animation "BBALL_IDLELOOP_O" progress_to 8@ 
0002: jump @BBALL_12603 

:BBALL_12524
00D6: if 
075A: set_object 1@ animation "BBALL_IDLELOOP_O" IFP_file "BSKTBALL" 1000.0 lockF 1 loop 0 // IF AND SET 
004D: jump_if_false @BBALL_12603 
083A: set_object 1@ animation "BBALL_IDLELOOP_O" progress_to 8@ 

:BBALL_12603
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLE" 
004D: jump_if_false @BBALL_12886 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLE" time 
00D6: if 
0021:   8@ > 0.87671 
004D: jump_if_false @BBALL_12712 
00D6: if 
8039:   not  27@ == 2 
004D: jump_if_false @BBALL_12705 
097B: play_audio_at_object 1@ event 1010 
0006: 27@ = 2 

:BBALL_12705
0002: jump @BBALL_12737 

:BBALL_12712
00D6: if 
0039:   27@ == 2 
004D: jump_if_false @BBALL_12737 
0006: 27@ = 0 

:BBALL_12737
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_12886 
00D6: if 
0837:   object 1@ animation == "BBALL_IDLE_O" 
004D: jump_if_false @BBALL_12815 
083A: set_object 1@ animation "BBALL_IDLE_O" progress_to 8@ 
0002: jump @BBALL_12886 

:BBALL_12815
00D6: if 
075A: set_object 1@ animation "BBALL_IDLE_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @BBALL_12886 
083A: set_object 1@ animation "BBALL_IDLE_O" progress_to 8@ 

:BBALL_12886
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLE2" 
004D: jump_if_false @BBALL_13089 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLE2" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_13089 
00D6: if 
0837:   object 1@ animation == "BBALL_IDLE2_O" 
004D: jump_if_false @BBALL_13016 
083A: set_object 1@ animation "BBALL_IDLE2_O" progress_to 8@ 
0002: jump @BBALL_13089 

:BBALL_13016
00D6: if 
075A: set_object 1@ animation "BBALL_IDLE2_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @BBALL_13089 
083A: set_object 1@ animation "BBALL_IDLE2_O" progress_to 8@ 

:BBALL_13089
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_JUMP_SHOT" 
004D: jump_if_false @BBALL_13278 
00D6: if 
0685:   object 1@ attached 
004D: jump_if_false @BBALL_13278 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_13278 
00D6: if 
0837:   object 1@ animation == "BBALL_JUMP_SHOT_O" 
004D: jump_if_false @BBALL_13224 
0002: jump @BBALL_13278 

:BBALL_13224
00D6: if 
075A: set_object 1@ animation "BBALL_JUMP_SHOT_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @BBALL_13278 

:BBALL_13278
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_JUMP_CANCEL" 
004D: jump_if_false @BBALL_13517 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_CANCEL" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_13517 
00D6: if 
0837:   object 1@ animation == "BBALL_JUMP_CANCEL_O" 
004D: jump_if_false @BBALL_13432 
083A: set_object 1@ animation "BBALL_JUMP_CANCEL_O" progress_to 8@ 
0002: jump @BBALL_13517 

:BBALL_13432
00D6: if 
075A: set_object 1@ animation "BBALL_JUMP_CANCEL_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @BBALL_13517 
083A: set_object 1@ animation "BBALL_JUMP_CANCEL_O" progress_to 8@ 

:BBALL_13517
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_PICKUP" 
004D: jump_if_false @BBALL_13880 
00D6: if 
8685:   not object 1@ attached 
004D: jump_if_false @BBALL_13615 
069B: attach_object 1@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0 
0050: gosub @BBALL_2506 
0002: jump @BBALL_13880 

:BBALL_13615
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_PICKUP" time 
00D6: if 
0021:   8@ > 0.836 
004D: jump_if_false @BBALL_13698 
00D6: if 
8039:   not  27@ == 3 
004D: jump_if_false @BBALL_13691 
097B: play_audio_at_object 1@ event 1010 
0006: 27@ = 3 

:BBALL_13691
0002: jump @BBALL_13723 

:BBALL_13698
00D6: if 
0039:   27@ == 3 
004D: jump_if_false @BBALL_13723 
0006: 27@ = 0 

:BBALL_13723
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_13880 
00D6: if 
0837:   object 1@ animation == "BBALL_PICKUP_O" 
004D: jump_if_false @BBALL_13805 
083A: set_object 1@ animation "BBALL_PICKUP_O" progress_to 8@ 
0002: jump @BBALL_13880 

:BBALL_13805
00D6: if 
075A: set_object 1@ animation "BBALL_PICKUP_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @BBALL_13880 
083A: set_object 1@ animation "BBALL_PICKUP_O" progress_to 8@ 

:BBALL_13880
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_RUN" 
004D: jump_if_false @BBALL_14225 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_RUN" time 
00D6: if 
0021:   8@ > 0.222 
004D: jump_if_false @BBALL_14048 
00D6: if 
0023:   0.74 > 8@ 
004D: jump_if_false @BBALL_14008 
00D6: if 
8039:   not  27@ == 4 
004D: jump_if_false @BBALL_14001 
097B: play_audio_at_object 1@ event 1010 
0006: 27@ = 4 

:BBALL_14001
0002: jump @BBALL_14041 

:BBALL_14008
00D6: if 
8039:   not  27@ == 5 
004D: jump_if_false @BBALL_14041 
097B: play_audio_at_object 1@ event 1010 
0006: 27@ = 5 

:BBALL_14041
0002: jump @BBALL_14080 

:BBALL_14048
00D6: if or
0039:   27@ == 4 
0039:   27@ == 5 
004D: jump_if_false @BBALL_14080 
0006: 27@ = 0 

:BBALL_14080
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_14225 
00D6: if 
0837:   object 1@ animation == "BBALL_RUN_O" 
004D: jump_if_false @BBALL_14156 
083A: set_object 1@ animation "BBALL_RUN_O" progress_to 8@ 
0002: jump @BBALL_14225 

:BBALL_14156
00D6: if 
075A: set_object 1@ animation "BBALL_RUN_O" IFP_file "BSKTBALL" 8.0 lockF 1 loop 0 // IF AND SET 
004D: jump_if_false @BBALL_14225 
083A: set_object 1@ animation "BBALL_RUN_O" progress_to 8@ 

:BBALL_14225
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_SKIDSTOP_L" 
004D: jump_if_false @BBALL_14458 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_SKIDSTOP_L" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_14458 
00D6: if 
0837:   object 1@ animation == "BBALL_SKIDSTOP_L_O" 
004D: jump_if_false @BBALL_14375 
083A: set_object 1@ animation "BBALL_SKIDSTOP_L_O" progress_to 8@ 
0002: jump @BBALL_14458 

:BBALL_14375
00D6: if 
075A: set_object 1@ animation "BBALL_SKIDSTOP_L_O" IFP_file "BSKTBALL" 6.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @BBALL_14458 
083A: set_object 1@ animation "BBALL_SKIDSTOP_L_O" progress_to 8@ 

:BBALL_14458
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_SKIDSTOP_R" 
004D: jump_if_false @BBALL_14691 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_SKIDSTOP_R" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_14691 
00D6: if 
0837:   object 1@ animation == "BBALL_SKIDSTOP_R_O" 
004D: jump_if_false @BBALL_14608 
083A: set_object 1@ animation "BBALL_SKIDSTOP_R_O" progress_to 8@ 
0002: jump @BBALL_14691 

:BBALL_14608
00D6: if 
075A: set_object 1@ animation "BBALL_SKIDSTOP_R_O" IFP_file "BSKTBALL" 6.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @BBALL_14691 
083A: set_object 1@ animation "BBALL_SKIDSTOP_R_O" progress_to 8@ 

:BBALL_14691
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALKSTOP_L" 
004D: jump_if_false @BBALL_14924 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALKSTOP_L" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_14924 
00D6: if 
0837:   object 1@ animation == "BBALL_WALKSTOP_L_O" 
004D: jump_if_false @BBALL_14841 
083A: set_object 1@ animation "BBALL_WALKSTOP_L_O" progress_to 8@ 
0002: jump @BBALL_14924 

:BBALL_14841
00D6: if 
075A: set_object 1@ animation "BBALL_WALKSTOP_L_O" IFP_file "BSKTBALL" 6.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @BBALL_14924 
083A: set_object 1@ animation "BBALL_WALKSTOP_L_O" progress_to 8@ 

:BBALL_14924
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALKSTOP_R" 
004D: jump_if_false @BBALL_15157 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALKSTOP_R" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_15157 
00D6: if 
0837:   object 1@ animation == "BBALL_WALKSTOP_R_O" 
004D: jump_if_false @BBALL_15074 
083A: set_object 1@ animation "BBALL_WALKSTOP_R_O" progress_to 8@ 
0002: jump @BBALL_15157 

:BBALL_15074
00D6: if 
075A: set_object 1@ animation "BBALL_WALKSTOP_R_O" IFP_file "BSKTBALL" 6.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @BBALL_15157 
083A: set_object 1@ animation "BBALL_WALKSTOP_R_O" progress_to 8@ 

:BBALL_15157
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALK" 
004D: jump_if_false @BBALL_15535 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALK" time 
00D6: if 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_RUN" 
004D: jump_if_false @BBALL_15386 
00D6: if 
0021:   8@ > 0.218 
004D: jump_if_false @BBALL_15354 
00D6: if 
0023:   0.718 > 8@ 
004D: jump_if_false @BBALL_15314 
00D6: if 
8039:   not  27@ == 6 
004D: jump_if_false @BBALL_15307 
097B: play_audio_at_object 1@ event 1010 
0006: 27@ = 6 

:BBALL_15307
0002: jump @BBALL_15347 

:BBALL_15314
00D6: if 
8039:   not  27@ == 7 
004D: jump_if_false @BBALL_15347 
097B: play_audio_at_object 1@ event 1010 
0006: 27@ = 7 

:BBALL_15347
0002: jump @BBALL_15386 

:BBALL_15354
00D6: if or
0039:   27@ == 6 
0039:   27@ == 7 
004D: jump_if_false @BBALL_15386 
0006: 27@ = 0 

:BBALL_15386
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_15535 
00D6: if 
0837:   object 1@ animation == "BBALL_WALK_O" 
004D: jump_if_false @BBALL_15464 
083A: set_object 1@ animation "BBALL_WALK_O" progress_to 8@ 
0002: jump @BBALL_15535 

:BBALL_15464
00D6: if 
075A: set_object 1@ animation "BBALL_WALK_O" IFP_file "BSKTBALL" 1000.0 lockF 1 loop 0 // IF AND SET 
004D: jump_if_false @BBALL_15535 
083A: set_object 1@ animation "BBALL_WALK_O" progress_to 8@ 

:BBALL_15535
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALK_START" 
004D: jump_if_false @BBALL_15768 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALK_START" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_15768 
00D6: if 
0837:   object 1@ animation == "BBALL_WALK_START_O" 
004D: jump_if_false @BBALL_15685 
083A: set_object 1@ animation "BBALL_WALK_START_O" progress_to 8@ 
0002: jump @BBALL_15768 

:BBALL_15685
00D6: if 
075A: set_object 1@ animation "BBALL_WALK_START_O" IFP_file "BSKTBALL" 8.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @BBALL_15768 
083A: set_object 1@ animation "BBALL_WALK_START_O" progress_to 8@ 

:BBALL_15768
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK_LNCH" 
004D: jump_if_false @BBALL_15989 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_DNK_LNCH" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_15989 
00D6: if 
0837:   object 1@ animation == "BBALL_DNK_LNCH_O" 
004D: jump_if_false @BBALL_15910 
083A: set_object 1@ animation "BBALL_DNK_LNCH_O" progress_to 8@ 
0002: jump @BBALL_15989 

:BBALL_15910
00D6: if 
075A: set_object 1@ animation "BBALL_DNK_LNCH_O" IFP_file "BSKTBALL" 4.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @BBALL_15989 
083A: set_object 1@ animation "BBALL_DNK_LNCH_O" progress_to 8@ 

:BBALL_15989
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK_GLI" 
004D: jump_if_false @BBALL_16204 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_DNK_GLI" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_16204 
00D6: if 
0837:   object 1@ animation == "BBALL_DNK_GLI_O" 
004D: jump_if_false @BBALL_16127 
083A: set_object 1@ animation "BBALL_DNK_GLI_O" progress_to 8@ 
0002: jump @BBALL_16204 

:BBALL_16127
00D6: if 
075A: set_object 1@ animation "BBALL_DNK_GLI_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @BBALL_16204 
083A: set_object 1@ animation "BBALL_DNK_GLI_O" progress_to 8@ 

:BBALL_16204
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK" 
004D: jump_if_false @BBALL_16390 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_DNK" time 
00D6: if 
0023:   0.2 > 8@ 
004D: jump_if_false @BBALL_16390 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_16390 
00D6: if 
0685:   object 1@ attached 
004D: jump_if_false @BBALL_16390 
00D6: if 
0837:   object 1@ animation == "BBALL_DNK_O" 
004D: jump_if_false @BBALL_16342 
0002: jump @BBALL_16390 

:BBALL_16342
00D6: if 
075A: set_object 1@ animation "BBALL_DNK_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @BBALL_16390 

:BBALL_16390
0051: return 

:BBALL_16392
00D6: if and
0256:   player $PLAYER_CHAR defined 
0248:   model 23@ available 
004D: jump_if_false @BBALL_17989 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
01BB: store_object 0@ position_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
080A: get_object 0@ spoot 0 store_to 8@ 8@ $8804 
0009: $8804 += -1.0 
0871: init_jump_table $8791 total_jumps 4 default_jump 0 @BBALL_17326 jumps 1 @BBALL_16546 2 @BBALL_16741 3 @BBALL_16936 4 @BBALL_17131 -1 @BBALL_17326 -1 @BBALL_17326 -1 @BBALL_17326 

:BBALL_16546
0088: $8802 = 2@ // (float) 
0009: $8802 += 0.2 
0086: $8803 = $TEMPVAR_FLOAT_2 // (float) 
0009: $8803 += 5.0 
000B: 6@ += 5.0 
00D6: if 
0026:   $8803 > 6@ // (float) 
004D: jump_if_false @BBALL_16619 
0088: $8803 = 6@ // (float) 

:BBALL_16619
0087: 8@ = 3@ // (float) 
000B: 8@ += 5.0 
00D6: if 
0027:   8@ > $8803 // (float) 
004D: jump_if_false @BBALL_16664 
0088: $8803 = 8@ // (float) 

:BBALL_16664
0087: 8@ = 6@ // (float) 
0063: 8@ -= 3@ // (float) 
000B: 8@ += -5.0 
0087: 9@ = 6@ // (float) 
0065: 9@ -= $8803 // (float) 
0073: 9@ /= 8@ // (float) 
0013: 9@ *= 0.29 
000B: 9@ += 0.34 
0002: jump @BBALL_17326 

:BBALL_16741
0086: $8802 = $TEMPVAR_FLOAT_1 // (float) 
000D: $8802 -= 5.0 
0088: $8803 = 3@ // (float) 
0009: $8803 += 0.2 
000B: 5@ += -5.0 
00D6: if 
0027:   5@ > $8802 // (float) 
004D: jump_if_false @BBALL_16814 
0088: $8802 = 5@ // (float) 

:BBALL_16814
0087: 8@ = 2@ // (float) 
000F: 8@ -= 5.0 
00D6: if 
0026:   $8802 > 8@ // (float) 
004D: jump_if_false @BBALL_16859 
0088: $8802 = 8@ // (float) 

:BBALL_16859
0087: 8@ = 2@ // (float) 
0063: 8@ -= 5@ // (float) 
000B: 8@ += -5.0 
0089: 9@ = $8802 // (float) 
0063: 9@ -= 5@ // (float) 
0073: 9@ /= 8@ // (float) 
0013: 9@ *= 0.29 
000B: 9@ += 0.34 
0002: jump @BBALL_17326 

:BBALL_16936
0088: $8802 = 2@ // (float) 
000D: $8802 -= 0.2 
0086: $8803 = $TEMPVAR_FLOAT_2 // (float) 
000D: $8803 -= 5.0 
000B: 6@ += -5.0 
00D6: if 
0027:   6@ > $8803 // (float) 
004D: jump_if_false @BBALL_17009 
0088: $8803 = 6@ // (float) 

:BBALL_17009
0087: 8@ = 3@ // (float) 
000F: 8@ -= 5.0 
00D6: if 
0026:   $8803 > 8@ // (float) 
004D: jump_if_false @BBALL_17054 
0088: $8803 = 8@ // (float) 

:BBALL_17054
0087: 8@ = 3@ // (float) 
0063: 8@ -= 6@ // (float) 
000B: 8@ += -5.0 
0089: 9@ = $8803 // (float) 
0063: 9@ -= 6@ // (float) 
0073: 9@ /= 8@ // (float) 
0013: 9@ *= 0.29 
000B: 9@ += 0.34 
0002: jump @BBALL_17326 

:BBALL_17131
0086: $8802 = $TEMPVAR_FLOAT_1 // (float) 
0009: $8802 += 5.0 
0088: $8803 = 3@ // (float) 
000D: $8803 -= 0.2 
000B: 5@ += 5.0 
00D6: if 
0026:   $8802 > 5@ // (float) 
004D: jump_if_false @BBALL_17204 
0088: $8802 = 5@ // (float) 

:BBALL_17204
0087: 8@ = 2@ // (float) 
000B: 8@ += 5.0 
00D6: if 
0027:   8@ > $8802 // (float) 
004D: jump_if_false @BBALL_17249 
0088: $8802 = 8@ // (float) 

:BBALL_17249
0087: 8@ = 5@ // (float) 
0063: 8@ -= 2@ // (float) 
000B: 8@ += -5.0 
0087: 9@ = 5@ // (float) 
0065: 9@ -= $8802 // (float) 
0073: 9@ /= 8@ // (float) 
0013: 9@ *= 0.29 
000B: 9@ += 0.34 
0002: jump @BBALL_17326 

:BBALL_17326
0088: $8799 = 2@ // (float) 
0061: $8799 -= $TEMPVAR_FLOAT_1 // (float) 
0088: $8800 = 3@ // (float) 
0061: $8800 -= $TEMPVAR_FLOAT_2 // (float) 
0088: $8801 = 4@ // (float) 
0061: $8801 -= $TEMPVAR_FLOAT_3 // (float) 
006D: $8799 *= 9@ // (float) 
006D: $8800 *= 9@ // (float) 
006D: $8801 *= 9@ // (float) 
0086: $8805 = $TEMPVAR_FLOAT_1 // (float) 
0059: $8805 += $8799 // (float) 
0086: $8806 = $TEMPVAR_FLOAT_2 // (float) 
0059: $8806 += $8800 // (float) 
0086: $8807 = $TEMPVAR_FLOAT_3 // (float) 
0059: $8807 += $8801 // (float) 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
00D6: if 
0025:   2@ > 5@ // (float) 
004D: jump_if_false @BBALL_17558 
00D6: if 
0026:   $8805 > 2@ // (float) 
004D: jump_if_false @BBALL_17524 
0088: $8805 = 2@ // (float) 

:BBALL_17524
00D6: if 
0027:   5@ > $8805 // (float) 
004D: jump_if_false @BBALL_17551 
0088: $8805 = 5@ // (float) 

:BBALL_17551
0002: jump @BBALL_17612 

:BBALL_17558
00D6: if 
0026:   $8805 > 5@ // (float) 
004D: jump_if_false @BBALL_17585 
0088: $8805 = 5@ // (float) 

:BBALL_17585
00D6: if 
0027:   2@ > $8805 // (float) 
004D: jump_if_false @BBALL_17612 
0088: $8805 = 2@ // (float) 

:BBALL_17612
00D6: if 
0025:   3@ > 6@ // (float) 
004D: jump_if_false @BBALL_17692 
00D6: if 
0026:   $8806 > 3@ // (float) 
004D: jump_if_false @BBALL_17658 
0088: $8806 = 3@ // (float) 

:BBALL_17658
00D6: if 
0027:   6@ > $8806 // (float) 
004D: jump_if_false @BBALL_17685 
0088: $8806 = 6@ // (float) 

:BBALL_17685
0002: jump @BBALL_17746 

:BBALL_17692
00D6: if 
0026:   $8806 > 6@ // (float) 
004D: jump_if_false @BBALL_17719 
0088: $8806 = 6@ // (float) 

:BBALL_17719
00D6: if 
0027:   3@ > $8806 // (float) 
004D: jump_if_false @BBALL_17746 
0088: $8806 = 3@ // (float) 

:BBALL_17746
0086: $8799 = $8802 // (float) 
0067: $8799 -= 10@ // (float) 
0086: $8800 = $8803 // (float) 
0067: $8800 -= 11@ // (float) 
0086: $8801 = $8804 // (float) 
0067: $8801 -= 12@ // (float) 
0011: $8799 *= 0.25 
0011: $8800 *= 0.25 
0011: $8801 *= 0.25 
005D: 10@ += $8799 // (float) 
005D: 11@ += $8800 // (float) 
005D: 12@ += $8801 // (float) 
0086: $8799 = $8805 // (float) 
0067: $8799 -= 13@ // (float) 
0086: $8800 = $8806 // (float) 
0067: $8800 -= 14@ // (float) 
0086: $8801 = $8807 // (float) 
0067: $8801 -= 15@ // (float) 
0011: $8799 *= 0.1 
0011: $8800 *= 0.1 
0011: $8801 *= 0.1 
005D: 13@ += $8799 // (float) 
005D: 14@ += $8800 // (float) 
005D: 15@ += $8801 // (float) 
015F: set_camera_position 10@ 11@ 12@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 13@ 14@ 15@ switchstyle 2 

:BBALL_17989
0051: return 

:BBALL_17991
00D6: if and
0685:   object 1@ attached 
0248:   model 23@ available 
004D: jump_if_false @BBALL_19704 
0006: 24@ = 1 
00D6: if or
0039:   17@ == 10 
0039:   17@ == 4 
0039:   17@ == 6 
0039:   17@ == 16 
0039:   17@ == 17 
004D: jump_if_false @BBALL_18072 
0006: 24@ = 0 

:BBALL_18072
00D6: if or
0039:   17@ == 14 
0039:   17@ == 15 
004D: jump_if_false @BBALL_18104 
0006: 24@ = 0 

:BBALL_18104
00D6: if 
0039:   24@ == 1 
004D: jump_if_false @BBALL_19330 
00D6: if or
00E1:   player 0 pressed_key 0 
00E1:   player 0 pressed_key 1 
004D: jump_if_false @BBALL_18532 
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008D: $TEMPVAR_FLOAT_1 = integer $MOVE_AXIS_X to_float 
008D: $TEMPVAR_FLOAT_2 = integer $MOVE_AXIS_Y to_float 
0015: $TEMPVAR_FLOAT_1 /= 128.0 
0015: $TEMPVAR_FLOAT_2 /= -128.0 
0089: 8@ = $TEMPVAR_FLOAT_1 // (float) 
006F: 8@ *= $TEMPVAR_FLOAT_1 // (float) 
0089: 9@ = $TEMPVAR_FLOAT_2 // (float) 
006F: 9@ *= $TEMPVAR_FLOAT_2 // (float) 
005B: 8@ += 9@ // (float) 
01FB: 8@ = square_root 8@ 
0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to $8808 
00D6: if 
0038:   $8786 == 1 
004D: jump_if_false @BBALL_18313 
0088: $TEMPVAR_FLOAT_1 = 13@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 10@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 14@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 11@ // (float) 
0002: jump @BBALL_18383 

:BBALL_18313
068D: get_camera_position_to 2@ 3@ 4@ 
068E: get_camera_target_point_to 5@ 6@ 7@ 
0088: $TEMPVAR_FLOAT_1 = 5@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 2@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 6@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 3@ // (float) 
0088: $TEMPVAR_FLOAT_3 = 7@ // (float) 
0067: $TEMPVAR_FLOAT_3 -= 4@ // (float) 

:BBALL_18383
0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to 9@ 
005F: $8808 += 9@ // (float) 
00D6: if 
0021:   8@ > 0.3 
004D: jump_if_false @BBALL_18472 
00D6: if 
0023:   0.8 > 8@ 
004D: jump_if_false @BBALL_18458 
0006: 17@ = 1 
0002: jump @BBALL_18465 

:BBALL_18458
0006: 17@ = 2 

:BBALL_18465
0002: jump @BBALL_18525 

:BBALL_18472
00D6: if or
0039:   18@ == 2 
0039:   18@ == 1 
0039:   17@ == 2 
0039:   17@ == 1 
004D: jump_if_false @BBALL_18525 
0006: 17@ = 3 
0006: 18@ = 0 

:BBALL_18525
0002: jump @BBALL_18585 

:BBALL_18532
00D6: if or
0039:   18@ == 2 
0039:   18@ == 1 
0039:   17@ == 2 
0039:   17@ == 1 
004D: jump_if_false @BBALL_18585 
0006: 17@ = 3 
0006: 18@ = 0 

:BBALL_18585
00D6: if 
0039:   21@ == 0 
004D: jump_if_false @BBALL_19225 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BBALL_19186 
00D6: if 
8039:   not  18@ == 6 
004D: jump_if_false @BBALL_19179 
080A: get_object 0@ spoot 0 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_18684 
00A0: store_actor $PLAYER_ACTOR position_to 2@ 3@ 4@ 

:BBALL_18684
0089: 5@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 5@ -= 2@ // (float) 
0089: 6@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 6@ -= 3@ // (float) 
01BB: store_object 0@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: store_coords_to 2@ 3@ 4@ from_object 0@ with_offset 0.0 -1.0 0.0 
0087: 8@ = 2@ // (float) 
0065: 8@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 9@ = 3@ // (float) 
0065: 9@ -= $TEMPVAR_FLOAT_2 // (float) 
0087: 2@ = 8@ // (float) 
0087: 3@ = 9@ // (float) 
05A4: get_angle_between_vectors_origin_to 5@ 6@ and_origin_to 2@ 3@ store_to 8@ 
0006: 24@ = 0 
00D6: if 
0023:   90.0 > 8@ 
004D: jump_if_false @BBALL_19179 
0006: 24@ = 0 
00D6: if 
0039:   18@ == 2 
004D: jump_if_false @BBALL_19133 
0653: 8@ = float_stat 21 
00D6: if 
0023:   400.0 > 8@ 
004D: jump_if_false @BBALL_19133 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
01BB: store_object 0@ position_to 2@ 3@ 4@ 
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
0509: 8@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 2@ 3@ 
00D6: if and
0021:   8@ > 2.4 
0023:   3.5 > 8@ 
004D: jump_if_false @BBALL_19133 
0088: $8799 = 5@ // (float) 
0061: $8799 -= $TEMPVAR_FLOAT_1 // (float) 
0088: $8800 = 6@ // (float) 
0061: $8800 -= $TEMPVAR_FLOAT_2 // (float) 
0087: 8@ = 2@ // (float) 
0065: 8@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 9@ = 3@ // (float) 
0065: 9@ -= $TEMPVAR_FLOAT_2 // (float) 
05A4: get_angle_between_vectors_origin_to $8799 $8800 and_origin_to 8@ 9@ store_to $TEMPVAR_FLOAT_3 
00D6: if 
0022:   90.0 > $TEMPVAR_FLOAT_3 
004D: jump_if_false @BBALL_19126 
0006: 24@ = 1 
0002: jump @BBALL_19133 

:BBALL_19126
0006: 24@ = 0 

:BBALL_19133
00D6: if 
0039:   24@ == 1 
004D: jump_if_false @BBALL_19165 
0006: 17@ = 16 
0002: jump @BBALL_19172 

:BBALL_19165
0006: 17@ = 4 

:BBALL_19172
0006: 21@ = 1 

:BBALL_19179
0002: jump @BBALL_19218 

:BBALL_19186
00D6: if and
0039:   18@ == 4 
8039:   not  17@ == 6 
004D: jump_if_false @BBALL_19218 
0006: 21@ = 1 

:BBALL_19218
0002: jump @BBALL_19225 

:BBALL_19225
00D6: if and
0039:   17@ == 11 
0039:   18@ == 11 
004D: jump_if_false @BBALL_19274 
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @BBALL_19274 
0006: 17@ = 14 

:BBALL_19274
00D6: if and
0039:   17@ == 11 
0039:   18@ == 11 
004D: jump_if_false @BBALL_19323 
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @BBALL_19323 
0006: 17@ = 15 

:BBALL_19323
0002: jump @BBALL_19697 

:BBALL_19330
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @BBALL_19697 
00D6: if or
0039:   17@ == 4 
0039:   17@ == 6 
004D: jump_if_false @BBALL_19673 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @BBALL_19537 
0006: 21@ = 0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_JUMP_SHOT" 
004D: jump_if_false @BBALL_19520 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time 
00D6: if 
0027:   8@ > $8784 // (float) 
004D: jump_if_false @BBALL_19497 
0088: $8783 = 8@ // (float) 
0061: $8783 -= $8784 // (float) 
0002: jump @BBALL_19513 

:BBALL_19497
0086: $8783 = $8784 // (float) 
0067: $8783 -= 8@ // (float) 

:BBALL_19513
0002: jump @BBALL_19530 

:BBALL_19520
0005: $8783 = 1.0 

:BBALL_19530
0002: jump @BBALL_19666 

:BBALL_19537
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_JUMP_SHOT" 
004D: jump_if_false @BBALL_19656 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time 
0089: 9@ = $8784 // (float) 
000B: 9@ += 0.1 
00D6: if 
0025:   8@ > 9@ // (float) 
004D: jump_if_false @BBALL_19649 
0005: $8783 = 1.0 
0006: 21@ = 0 

:BBALL_19649
0002: jump @BBALL_19666 

:BBALL_19656
0005: $8783 = 1.0 

:BBALL_19666
0002: jump @BBALL_19697 

:BBALL_19673
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @BBALL_19697 
0006: 21@ = 0 

:BBALL_19697
0002: jump @BBALL_19844 

:BBALL_19704
00D6: if 
0039:   18@ == 12 
004D: jump_if_false @BBALL_19844 
00D6: if 
0039:   21@ == 0 
004D: jump_if_false @BBALL_19820 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_19813 
01BB: store_object 1@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 1@ radius 0.7 0.7 2.0 sphere 0 on_foot 
004D: jump_if_false @BBALL_19813 
0006: 17@ = 10 

:BBALL_19813
0002: jump @BBALL_19844 

:BBALL_19820
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @BBALL_19844 
0006: 21@ = 0 

:BBALL_19844
0006: 24@ = 0 
00D6: if or
0039:   17@ == 1 
0039:   17@ == 2 
0039:   17@ == 8 
0039:   17@ == 4 
0039:   17@ == 6 
004D: jump_if_false @BBALL_19904 
0006: 24@ = 1 

:BBALL_19904
00D6: if or
0039:   17@ == 16 
0039:   17@ == 17 
004D: jump_if_false @BBALL_19936 
0006: 24@ = 1 

:BBALL_19936
00D6: if 
0039:   24@ == 1 
004D: jump_if_false @BBALL_20231 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BBALL_19978 
0172: 29@ = actor $PLAYER_ACTOR Z_angle 

:BBALL_19978
00D6: if 
0020:   $8808 > 360.0 
004D: jump_if_false @BBALL_20016 
0009: $8808 += -360.0 
0002: jump @BBALL_19978 

:BBALL_20016
00D6: if 
0022:   -360.0 > $8808 
004D: jump_if_false @BBALL_20054 
0009: $8808 += 360.0 
0002: jump @BBALL_20016 

:BBALL_20054
0089: 30@ = $8808 // (float) 
0063: 30@ -= 29@ // (float) 
00D6: if 
0021:   30@ > 180.0 
004D: jump_if_false @BBALL_20101 
000B: 30@ += -360.0 

:BBALL_20101
00D6: if 
0023:   -180.0 > 30@ 
004D: jump_if_false @BBALL_20132 
000B: 30@ += 360.0 

:BBALL_20132
0017: 30@ /= 10.0 
007B: 29@ += frame_delta_time * 30@ // (float) 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BBALL_20231 
00D6: if and
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_SKIDSTOP_L" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_SKIDSTOP_R" 
004D: jump_if_false @BBALL_20231 
0173: set_actor $PLAYER_ACTOR Z_angle_to 29@ 

:BBALL_20231
00D6: if or
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK_GLI" 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK" 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK_LND" 
004D: jump_if_false @BBALL_20849 
00D6: if 
03CA:   object $8782 exists 
004D: jump_if_false @BBALL_20849 
01BB: store_object $8782 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
050A: 8@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ $8809 $8810 $8811 
00D6: if 
0032:   1.0 >= $8812 
004D: jump_if_false @BBALL_20818 
00D6: if 
0021:   8@ > 0.07 
004D: jump_if_false @BBALL_20651 
0089: 2@ = $8809 // (float) 
0065: 2@ -= $TEMPVAR_FLOAT_1 // (float) 
0089: 3@ = $8810 // (float) 
0065: 3@ -= $TEMPVAR_FLOAT_2 // (float) 
0089: 4@ = $8811 // (float) 
0065: 4@ -= $TEMPVAR_FLOAT_3 // (float) 
0073: 2@ /= 8@ // (float) 
0073: 3@ /= 8@ // (float) 
0073: 4@ /= 8@ // (float) 
00D6: if 
0021:   8@ > 0.065 
004D: jump_if_false @BBALL_20620 
0013: 2@ *= 0.065 
0013: 3@ *= 0.065 
0013: 4@ *= 0.065 
007D: $TEMPVAR_FLOAT_1 += frame_delta_time * 2@ // (float) 
007D: $TEMPVAR_FLOAT_2 += frame_delta_time * 3@ // (float) 
007D: $TEMPVAR_FLOAT_3 += frame_delta_time * 4@ // (float) 
01BC: put_object $8782 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
050A: 8@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ $8809 $8810 $8811 
0088: $8812 = 8@ // (float) 
0071: $8812 /= $8798 // (float) 
0009: $8812 += -1.0 
0011: $8812 *= -1.0 
0002: jump @BBALL_20644 

:BBALL_20620
01BC: put_object $8782 at $8809 $8810 $8811 
0005: $8812 = 1.0 

:BBALL_20644
0002: jump @BBALL_20675 

:BBALL_20651
01BC: put_object $8782 at $8809 $8810 $8811 
0005: $8812 = 1.0 

:BBALL_20675
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK_GLI" 
004D: jump_if_false @BBALL_20818 
00D6: if and
0030:   $8812 >= 0.0 
0032:   1.0 >= $8812 
004D: jump_if_false @BBALL_20818 
0614: set_actor $PLAYER_ACTOR animation "BBALL_DNK_GLI" progress_to $8812 // 0.0 to 1.0 
00D6: if 
0837:   object 1@ animation == "BBALL_DNK_GLI_O" 
004D: jump_if_false @BBALL_20818 
083A: set_object 1@ animation "BBALL_DNK_GLI_O" progress_to $8812 

:BBALL_20818
00D6: if 
0042:   $8812 == 1.0 
004D: jump_if_false @BBALL_20849 
0005: $8812 = 1.01 

:BBALL_20849
0051: return 
0086: $TEMPVAR_FLOAT_1 = $8813 // (float) 
0061: $TEMPVAR_FLOAT_1 -= $8816 // (float) 
0086: $TEMPVAR_FLOAT_2 = $8814 // (float) 
0061: $TEMPVAR_FLOAT_2 -= $8817 // (float) 
0086: $TEMPVAR_FLOAT_3 = $8815 // (float) 
0061: $TEMPVAR_FLOAT_3 -= $8818 // (float) 
0069: $TEMPVAR_FLOAT_1 *= $8819 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8819 // (float) 
0069: $TEMPVAR_FLOAT_3 *= $8819 // (float) 
0059: $8816 += $TEMPVAR_FLOAT_1 // (float) 
0059: $8817 += $TEMPVAR_FLOAT_2 // (float) 
0059: $8818 += $TEMPVAR_FLOAT_3 // (float) 
0051: return 

:BBALL_20949
0454: store_debug_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BBALL_20998 
01BB: store_object 0@ position_to 2@ 3@ 4@ 
0176: $TEMPVAR_ANGLE = object 0@ Z_angle 

:BBALL_20998
0011: $TEMPVAR_ANGLE *= -1.0 
02F7: 8@ = cosine $TEMPVAR_ANGLE // (float) 
02F6: 9@ = sine $TEMPVAR_ANGLE // (float) 
0086: $8820 = $TEMPVAR_FLOAT_1 // (float) 
0067: $8820 -= 2@ // (float) 
0086: $8821 = $TEMPVAR_FLOAT_2 // (float) 
0067: $8821 -= 3@ // (float) 
0086: $8822 = $TEMPVAR_FLOAT_3 // (float) 
0067: $8822 -= 4@ // (float) 
0086: $8823 = $8820 // (float) 
006D: $8823 *= 8@ // (float) 
0086: $8825 = $8821 // (float) 
006D: $8825 *= 9@ // (float) 
0061: $8823 -= $8825 // (float) 
0086: $8824 = $8820 // (float) 
006D: $8824 *= 9@ // (float) 
0086: $8825 = $8821 // (float) 
006D: $8825 *= 8@ // (float) 
0059: $8824 += $8825 // (float) 
03A9: save_newline_to_debug_file 
05B6: 110 // FIXED_CAMERA_POSITION - OFFSET FROM BBHOOP = 
03A8: save_float_to_debug_file $8823 
03A8: save_float_to_debug_file $8824 
03A8: save_float_to_debug_file $8822 
0463: store_debug_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0086: $8820 = $TEMPVAR_FLOAT_1 // (float) 
0067: $8820 -= 2@ // (float) 
0086: $8821 = $TEMPVAR_FLOAT_2 // (float) 
0067: $8821 -= 3@ // (float) 
0086: $8822 = $TEMPVAR_FLOAT_3 // (float) 
0067: $8822 -= 4@ // (float) 
0086: $8823 = $8820 // (float) 
006D: $8823 *= 8@ // (float) 
0086: $8825 = $8821 // (float) 
006D: $8825 *= 9@ // (float) 
0061: $8823 -= $8825 // (float) 
0086: $8824 = $8820 // (float) 
006D: $8824 *= 9@ // (float) 
0086: $8825 = $8821 // (float) 
006D: $8825 *= 8@ // (float) 
0059: $8824 += $8825 // (float) 
03A9: save_newline_to_debug_file 
05B6: 111 // CAMERA_POINT_AT -       OFFSET FROM BBHOOP = 
03A8: save_float_to_debug_file $8823 
03A8: save_float_to_debug_file $8824 
03A8: save_float_to_debug_file $8822 
0051: return 
004E: end_thread 

//-------------External script 16 (VIDPOK)---------------

:VIDPOK
03A4: name_thread 'VIDPOK' 
0006: 3@ = 0 
0006: 4@ = 0 
0006: 5@ = 0 
0006: 6@ = 0 
0006: 7@ = 0 
00D6: if 
0039:   4@ == -1 
004D: jump_if_false @VIDPOK_110 
0107: 0@ = create_object #KMB_ROCK at 0.0 0.0 0.0 
0107: $8867 = create_object #KMB_ROCK at 0.0 0.0 0.0 

:VIDPOK_110
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VIDPOK_134 
010B: 12@ = player $PLAYER_CHAR money 

:VIDPOK_134
00D6: if 
001B:   100 > 12@ 
004D: jump_if_false @VIDPOK_166 
0006: 13@ = 5 
0002: jump @VIDPOK_309 

:VIDPOK_166
00D6: if 
001B:   1000 > 12@ 
004D: jump_if_false @VIDPOK_199 
0006: 13@ = 6 
0002: jump @VIDPOK_309 

:VIDPOK_199
00D6: if 
001B:   10000 > 12@ 
004D: jump_if_false @VIDPOK_232 
0006: 13@ = 7 
0002: jump @VIDPOK_309 

:VIDPOK_232
00D6: if 
001B:   50000 > 12@ 
004D: jump_if_false @VIDPOK_267 
0006: 13@ = 8 
0002: jump @VIDPOK_309 

:VIDPOK_267
00D6: if 
001B:   100000 > 12@ 
004D: jump_if_false @VIDPOK_302 
0006: 13@ = 9 
0002: jump @VIDPOK_309 

:VIDPOK_302
0006: 13@ = 10 

:VIDPOK_309
0209: 12@ = random_int_in_ranges 0 13@ 
0871: init_jump_table 12@ total_jumps 10 default_jump 0 @VIDPOK_591 jumps 0 @VIDPOK_447 1 @VIDPOK_461 2 @VIDPOK_475 3 @VIDPOK_489 4 @VIDPOK_503 5 @VIDPOK_517 6 @VIDPOK_531 
0872: jump_table_jumps 7 @VIDPOK_546 8 @VIDPOK_561 9 @VIDPOK_576 -1 @VIDPOK_591 -1 @VIDPOK_591 -1 @VIDPOK_591 -1 @VIDPOK_591 -1 @VIDPOK_591 -1 @VIDPOK_591 

:VIDPOK_447
0006: 1@ = 1 
0002: jump @VIDPOK_591 

:VIDPOK_461
0006: 1@ = 5 
0002: jump @VIDPOK_591 

:VIDPOK_475
0006: 1@ = 10 
0002: jump @VIDPOK_591 

:VIDPOK_489
0006: 1@ = 25 
0002: jump @VIDPOK_591 

:VIDPOK_503
0006: 1@ = 50 
0002: jump @VIDPOK_591 

:VIDPOK_517
0006: 1@ = 100 
0002: jump @VIDPOK_591 

:VIDPOK_531
0006: 1@ = 500 
0002: jump @VIDPOK_591 

:VIDPOK_546
0006: 1@ = 1000 
0002: jump @VIDPOK_591 

:VIDPOK_561
0006: 1@ = 5000 
0002: jump @VIDPOK_591 

:VIDPOK_576
0006: 1@ = 10000 
0002: jump @VIDPOK_591 

:VIDPOK_591
0001: wait 0 ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @VIDPOK_1657 
00D6: if 
0038:   $8867 == 0 
004D: jump_if_false @VIDPOK_1569 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VIDPOK_1533 
00D6: if 
0038:   $9470 == 0 
004D: jump_if_false @VIDPOK_1497 
00D6: if 
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 sphere 0 on_foot 
004D: jump_if_false @VIDPOK_1461 
0006: 12@ = 0 
0984: 13@ = object 0@ model 
07E4: get_model 13@ dimensions_cornerA_to 19@ 20@ 21@ dimensions_cornerB_to 22@ 23@ 24@ 
0087: 15@ = 22@ // (float) 
0063: 15@ -= 19@ // (float) 
00D6: if 
0021:   15@ > 4.0 
004D: jump_if_false @VIDPOK_1166 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -1.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.3 0.3 1.5 on_foot 
004D: jump_if_false @VIDPOK_847 
0006: 12@ = 1 

:VIDPOK_847
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.838 -1.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.3 0.3 1.5 on_foot 
004D: jump_if_false @VIDPOK_925 
0006: 12@ = 1 

:VIDPOK_925
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -1.676 -1.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.3 0.3 1.5 on_foot 
004D: jump_if_false @VIDPOK_1003 
0006: 12@ = 1 

:VIDPOK_1003
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.838 -1.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.3 0.3 1.5 on_foot 
004D: jump_if_false @VIDPOK_1081 
0006: 12@ = 1 

:VIDPOK_1081
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 1.676 -1.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.3 0.3 1.5 on_foot 
004D: jump_if_false @VIDPOK_1159 
0006: 12@ = 1 

:VIDPOK_1159
0002: jump @VIDPOK_1244 

:VIDPOK_1166
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -1.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.3 0.3 1.5 on_foot 
004D: jump_if_false @VIDPOK_1244 
0006: 12@ = 1 

:VIDPOK_1244
00D6: if 
0039:   12@ == 1 
004D: jump_if_false @VIDPOK_1427 
00D6: if 
0038:   $8870 == 0 
004D: jump_if_false @VIDPOK_1396 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @VIDPOK_1353 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @VIDPOK_1324 
03E6: remove_text_box 
0006: 2@ = 0 

:VIDPOK_1324
0006: 3@ = 0 
0006: 4@ = 0 
008A: $8867 = 0@ // (int) 
0002: jump @VIDPOK_1389 

:VIDPOK_1353
00D6: if 
0039:   2@ == 0 
004D: jump_if_false @VIDPOK_1389 
0512: show_permanent_text_box 'VP01'  // ~k~~VEHICLE_ENTER_EXIT~ Play Video Poker
0006: 2@ = 1 

:VIDPOK_1389
0002: jump @VIDPOK_1420 

:VIDPOK_1396
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @VIDPOK_1420 
0004: $8870 = 0 

:VIDPOK_1420
0002: jump @VIDPOK_1454 

:VIDPOK_1427
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @VIDPOK_1454 
03E6: remove_text_box 
0006: 2@ = 0 

:VIDPOK_1454
0002: jump @VIDPOK_1490 

:VIDPOK_1461
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @VIDPOK_1488 
03E6: remove_text_box 
0006: 2@ = 0 

:VIDPOK_1488
004E: end_thread 

:VIDPOK_1490
0002: jump @VIDPOK_1526 

:VIDPOK_1497
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @VIDPOK_1524 
03E6: remove_text_box 
0006: 2@ = 0 

:VIDPOK_1524
004E: end_thread 

:VIDPOK_1526
0002: jump @VIDPOK_1562 

:VIDPOK_1533
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @VIDPOK_1560 
03E6: remove_text_box 
0006: 2@ = 0 

:VIDPOK_1560
004E: end_thread 

:VIDPOK_1562
0002: jump @VIDPOK_1650 

:VIDPOK_1569
00D6: if 
003C:   $8867 == 0@ // (int) 
004D: jump_if_false @VIDPOK_1650 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VIDPOK_1650 
00D6: if 
0039:   7@ == 0 
004D: jump_if_false @VIDPOK_1636 
0050: gosub @VIDPOK_1695 
0002: jump @VIDPOK_1650 

:VIDPOK_1636
0050: gosub @VIDPOK_35039 
0004: $8867 = 0 

:VIDPOK_1650
0002: jump @VIDPOK_1686 

:VIDPOK_1657
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @VIDPOK_1684 
03E6: remove_text_box 
0006: 2@ = 0 

:VIDPOK_1684
004E: end_thread 

:VIDPOK_1686
0002: jump @VIDPOK_591 
0051: return 

:VIDPOK_1695
00D6: if 
0735:   is_keyboard_key_pressed 32 
004D: jump_if_false @VIDPOK_1717 
0006: 25@ = 1 

:VIDPOK_1717
00D6: if 
0039:   25@ == 1 
004D: jump_if_false @VIDPOK_1801 
008A: $8903 = 3@ // (int) 
008A: $8904 = 4@ // (int) 
065D: NOP $8903 "M_STAGE" 
065D: NOP $8904 "M_GOALS" 
065D: NOP $HIGH_CARDS_NUMBER "HIGH_CARDS_HELD" 

:VIDPOK_1801
000A: 8@ += 1 
00D6: if 
0019:   8@ > 9 
004D: jump_if_false @VIDPOK_1833 
0006: 8@ = 0 

:VIDPOK_1833
01BD: 9@ = current_time_in_ms 
0085: 11@ = 9@ // (int) 
0062: 11@ -= 10@ // (int) 
0085: 10@ = 9@ // (int) 
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @VIDPOK_4544 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @VIDPOK_3662 
09BD: allow_other_threads_to_display_text_boxes 1 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @VIDPOK_1926 
0176: $TEMPVAR_ANGLE = object 0@ Z_angle 

:VIDPOK_1926
01B4: set_player $PLAYER_CHAR can_move 0 
05D4: AS_actor $PLAYER_ACTOR rotate_angle $TEMPVAR_ANGLE 
0826: enable_hud 0 
0004: $8905 = 200 
0005: $POKER_X_SCREEN[0] = 529.0 
0005: $POKER_Y_SCREEN[0] = 57.0 
0005: $POKER_X_SCREEN[1] = 565.0 
0005: $POKER_Y_SCREEN[1] = 384.0 
0005: $POKER_X_SCREEN[2] = 527.0 
0005: $POKER_Y_SCREEN[2] = 133.0 
0005: $POKER_X_SCREEN[3] = 323.0 
0005: $POKER_Y_SCREEN[3] = 291.0 
0005: $POKER_X_SCREEN[4] = 180.0 
0005: $POKER_Y_SCREEN[4] = 413.0 
0005: $POKER_X_SCREEN[5] = 79.0 
0005: $POKER_Y_SCREEN[5] = 34.0 
0005: $POKER_X_SCREEN[6] = 531.0 
0005: $POKER_Y_SCREEN[6] = 79.0 
0005: $POKER_X_SCREEN[7] = 527.0 
0005: $POKER_Y_SCREEN[7] = 157.0 
0005: $POKER_X_CARD[0] = 122.0 
0005: $POKER_Y_CARD[0] = 314.0 
0005: $POKER_X_CARD[1] = 222.0 
0005: $POKER_Y_CARD[1] = 314.0 
0005: $POKER_X_CARD[2] = 320.0 
0005: $POKER_Y_CARD[2] = 314.0 
0005: $POKER_X_CARD[3] = 419.0 
0005: $POKER_Y_CARD[3] = 314.0 
0005: $POKER_X_CARD[4] = 517.0 
0005: $POKER_Y_CARD[4] = 314.0 
0005: $POKER_CARD_WIDTH = 91.0 
0005: $POKER_CARD_HEIGHT = 137.0 
0005: $POKER_Y_ROW[0] = 33.0 
0005: $POKER_Y_ROW[1] = 61.0 
0005: $POKER_Y_ROW[2] = 76.0 
0005: $POKER_Y_ROW[3] = 92.0 
0005: $POKER_Y_ROW[4] = 108.0 
0005: $POKER_Y_ROW[5] = 124.0 
0005: $POKER_Y_ROW[6] = 140.0 
0005: $POKER_Y_ROW[7] = 156.0 
0005: $POKER_Y_ROW[8] = 172.0 
0005: $POKER_Y_ROW[9] = 188.0 
0005: $POKER_X_COL[0] = 86.0 
0005: $POKER_X_COL[1] = 239.0 
0005: $POKER_X_COL[2] = 286.0 
0005: $POKER_X_COL[3] = 330.0 
0005: $POKER_X_COL[4] = 378.0 
0005: $POKER_X_COL[5] = 450.0 
0005: $POKER_HOLD_BUTTON_OFFSET = -86.0 
0005: $POKER_HOLD_WIDTH = 49.0 
0005: $POKER_HOLD_HEIGHT = 18.0 
0005: $POKER_X_BET_ONE = 123.0 
0005: $POKER_Y_BET_ONE = 401.0 
0005: $POKER_BET_ONE_WIDTH = 81.0 
0005: $POKER_BET_ONE_HEIGHT = 18.0 
0005: $POKER_X_DEAL = 222.0 
0005: $POKER_Y_DEAL = 401.0 
0005: $POKER_DEAL_WIDTH = 87.0 
0005: $POKER_DEAL_HEIGHT = 18.0 
0005: $POKER_BORDER_THICKNESS = 4.0 
0005: $POKER_X_LINE[0] = 384.0 
0005: $POKER_Y_LINE[0] = 131.0 
0005: $POKER_LINE_WIDTH[0] = 2.0 
0005: $POKER_LINE_HEIGHT[0] = 152.0 
0005: $POKER_X_LINE[1] = 458.0 
0005: $POKER_Y_LINE[1] = 131.0 
0005: $POKER_LINE_WIDTH[1] = 2.0 
0005: $POKER_LINE_HEIGHT[1] = 154.0 
0005: $POKER_X_LINE[2] = 267.0 
0005: $POKER_Y_LINE[2] = 207.0 
0005: $POKER_LINE_WIDTH[2] = 382.0 
0005: $POKER_LINE_HEIGHT[2] = 2.0 
0005: $POKER_X_LINE[3] = 77.0 
0005: $POKER_Y_LINE[3] = 131.0 
0005: $POKER_LINE_WIDTH[3] = 2.0 
0005: $POKER_LINE_HEIGHT[3] = 152.0 
0005: $POKER_X_LINE[4] = 267.0 
0005: $POKER_Y_LINE[4] = 54.0 
0005: $POKER_LINE_WIDTH[4] = 383.0 
0005: $POKER_LINE_HEIGHT[4] = 2.0 
0005: $POKER_X_LINE[5] = 199.0 
0005: $POKER_Y_LINE[5] = 131.0 
0005: $POKER_LINE_WIDTH[5] = 2.0 
0005: $POKER_LINE_HEIGHT[5] = 152.0 
0005: $POKER_X_LINE[6] = 246.0 
0005: $POKER_Y_LINE[6] = 131.0 
0005: $POKER_LINE_WIDTH[6] = 2.0 
0005: $POKER_LINE_HEIGHT[6] = 152.0 
0005: $POKER_X_LINE[7] = 292.0 
0005: $POKER_Y_LINE[7] = 131.0 
0005: $POKER_LINE_WIDTH[7] = 2.0 
0005: $POKER_LINE_HEIGHT[7] = 153.0 
0005: $POKER_X_LINE[8] = 338.0 
0005: $POKER_Y_LINE[8] = 131.0 
0005: $POKER_LINE_WIDTH[8] = 2.0 
0005: $POKER_LINE_HEIGHT[8] = 153.0 
0005: $POKER_X_TEXT_SCALE[0] = 0.82 
0005: $POKER_Y_TEXT_SCALE[0] = 3.02 
0004: $POKER_TEXT_COLOR_R[0] = 128 
0004: $POKER_TEXT_COLOR_G[0] = 0 
0004: $POKER_TEXT_COLOR_B[0] = 0 
0004: $POKER_TEXT_FONT[0] = 1 
0004: $POKER_TEXT_CENTRE[0] = 1 
0004: $POKER_TEXT_EDGE[0] = 1 
0084: $POKER_TEXT_EDGE_R[0] = $8905 // (int) 
0084: $POKER_TEXT_EDGE_G[0] = $8905 // (int) 
0004: $POKER_TEXT_EDGE_B[0] = 0 
0005: $POKER_X_TEXT_SCALE[1] = 0.52 
0005: $POKER_Y_TEXT_SCALE[1] = 2.39 
0004: $POKER_TEXT_COLOR_R[1] = 128 
0004: $POKER_TEXT_COLOR_G[1] = 0 
0004: $POKER_TEXT_COLOR_B[1] = 0 
0004: $POKER_TEXT_FONT[1] = 1 
0004: $POKER_TEXT_CENTRE[1] = 0 
0004: $POKER_TEXT_EDGE[1] = 1 
0084: $POKER_TEXT_EDGE_R[1] = $8905 // (int) 
0084: $POKER_TEXT_EDGE_G[1] = $8905 // (int) 
0004: $POKER_TEXT_EDGE_B[1] = 0 
0005: $POKER_X_TEXT_SCALE[2] = 0.36 
0005: $POKER_Y_TEXT_SCALE[2] = 1.53 
0084: $POKER_TEXT_COLOR_R[2] = $8905 // (int) 
0084: $POKER_TEXT_COLOR_G[2] = $8905 // (int) 
0004: $POKER_TEXT_COLOR_B[2] = 0 
0004: $POKER_TEXT_FONT[2] = 1 
0004: $POKER_TEXT_CENTRE[2] = 0 
0004: $POKER_TEXT_EDGE[2] = 1 
0004: $POKER_TEXT_EDGE_R[2] = 0 
0004: $POKER_TEXT_EDGE_G[2] = 0 
0004: $POKER_TEXT_EDGE_B[2] = 0 
0005: $POKER_X_TEXT_SCALE[3] = 0.36 
0005: $POKER_Y_TEXT_SCALE[3] = 1.72 
0084: $POKER_TEXT_COLOR_R[3] = $8905 // (int) 
0084: $POKER_TEXT_COLOR_G[3] = $8905 // (int) 
0004: $POKER_TEXT_COLOR_B[3] = 0 
0004: $POKER_TEXT_FONT[3] = 1 
0004: $POKER_TEXT_CENTRE[3] = 0 
0004: $POKER_TEXT_EDGE[3] = 1 
0004: $POKER_TEXT_EDGE_R[3] = 0 
0004: $POKER_TEXT_EDGE_G[3] = 0 
0004: $POKER_TEXT_EDGE_B[3] = 0 
0005: $POKER_X_TEXT_SCALE[4] = 0.42 
0005: $POKER_Y_TEXT_SCALE[4] = 1.6 
0084: $POKER_TEXT_COLOR_R[4] = $8905 // (int) 
0084: $POKER_TEXT_COLOR_G[4] = $8905 // (int) 
0004: $POKER_TEXT_COLOR_B[4] = 0 
0004: $POKER_TEXT_FONT[4] = 1 
0004: $POKER_TEXT_CENTRE[4] = 0 
0004: $POKER_TEXT_EDGE[4] = 1 
0004: $POKER_TEXT_EDGE_R[4] = 0 
0004: $POKER_TEXT_EDGE_G[4] = 0 
0004: $POKER_TEXT_EDGE_B[4] = 0 
0005: $POKER_X_TEXT_SCALE[5] = 0.44 
0005: $POKER_Y_TEXT_SCALE[5] = 1.35 
0084: $POKER_TEXT_COLOR_R[5] = $8905 // (int) 
0084: $POKER_TEXT_COLOR_G[5] = $8905 // (int) 
0004: $POKER_TEXT_COLOR_B[5] = 0 
0004: $POKER_TEXT_FONT[5] = 1 
0004: $POKER_TEXT_CENTRE[5] = 1 
0004: $POKER_TEXT_EDGE[5] = 1 
0004: $POKER_TEXT_EDGE_R[5] = 0 
0004: $POKER_TEXT_EDGE_G[5] = 0 
0004: $POKER_TEXT_EDGE_B[5] = 0 
0005: $POKER_TILE_HEIGHT = 81.0 
0005: $POKER_TILE_WIDTH = 63.0 
0005: $POKER_TABLE_X = 268.0 
0005: $POKER_TABLE_Y = 130.0 
0005: $POKER_TABLE_WIDTH = 384.0 
0005: $POKER_TABLE_HEIGHT = 152.0 
0005: $9044[0] = 222.0 
0005: $9049[0] = 130.0 
0005: $9054[0] = 49.0 
0005: $9059[0] = 152.0 
0005: $9044[1] = 269.0 
0005: $9049[1] = 130.0 
0005: $9054[1] = 46.0 
0005: $9059[1] = 152.0 
0005: $9044[2] = 314.0 
0005: $9049[2] = 130.0 
0005: $9054[2] = 48.0 
0005: $9059[2] = 152.0 
0005: $9044[3] = 360.0 
0005: $9049[3] = 130.0 
0005: $9054[3] = 46.0 
0005: $9059[3] = 152.0 
0005: $9044[4] = 421.0 
0005: $9049[4] = 130.0 
0005: $9054[4] = 72.0 
0005: $9059[4] = 152.0 
0005: $POKER_BUTTON_TEXT_OFFSET = 2.5 
000A: 4@ += 1 

:VIDPOK_3662
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @VIDPOK_3694 
016A: fade 0 time 500 
000A: 4@ += 1 

:VIDPOK_3694
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @VIDPOK_3732 
00D6: if 
816B:   not fading 
004D: jump_if_false @VIDPOK_3732 
000A: 4@ += 1 

:VIDPOK_3732
00D6: if 
0039:   4@ == 3 
004D: jump_if_false @VIDPOK_4505 
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_POKE' 
038F: load_texture "CD1C" as 1 // Load dictionary with 0390 first 
038F: load_texture "CD2C" as 2 // Load dictionary with 0390 first 
038F: load_texture "CD3C" as 3 // Load dictionary with 0390 first 
038F: load_texture "CD4C" as 4 // Load dictionary with 0390 first 
038F: load_texture "CD5C" as 5 // Load dictionary with 0390 first 
038F: load_texture "CD6C" as 6 // Load dictionary with 0390 first 
038F: load_texture "CD7C" as 7 // Load dictionary with 0390 first 
038F: load_texture "CD8C" as 8 // Load dictionary with 0390 first 
038F: load_texture "CD9C" as 9 // Load dictionary with 0390 first 
038F: load_texture "CD10C" as 10 // Load dictionary with 0390 first 
038F: load_texture "CD11C" as 11 // Load dictionary with 0390 first 
038F: load_texture "CD12C" as 12 // Load dictionary with 0390 first 
038F: load_texture "CD13C" as 13 // Load dictionary with 0390 first 
038F: load_texture "CD1D" as 14 // Load dictionary with 0390 first 
038F: load_texture "CD2D" as 15 // Load dictionary with 0390 first 
038F: load_texture "CD3D" as 16 // Load dictionary with 0390 first 
038F: load_texture "CD4D" as 17 // Load dictionary with 0390 first 
038F: load_texture "CD5D" as 18 // Load dictionary with 0390 first 
038F: load_texture "CD6D" as 19 // Load dictionary with 0390 first 
038F: load_texture "CD7D" as 20 // Load dictionary with 0390 first 
038F: load_texture "CD8D" as 21 // Load dictionary with 0390 first 
038F: load_texture "CD9D" as 22 // Load dictionary with 0390 first 
038F: load_texture "CD10D" as 23 // Load dictionary with 0390 first 
038F: load_texture "CD11D" as 24 // Load dictionary with 0390 first 
038F: load_texture "CD12D" as 25 // Load dictionary with 0390 first 
038F: load_texture "CD13D" as 26 // Load dictionary with 0390 first 
038F: load_texture "CD1S" as 27 // Load dictionary with 0390 first 
038F: load_texture "CD2S" as 28 // Load dictionary with 0390 first 
038F: load_texture "CD3S" as 29 // Load dictionary with 0390 first 
038F: load_texture "CD4S" as 30 // Load dictionary with 0390 first 
038F: load_texture "CD5S" as 31 // Load dictionary with 0390 first 
038F: load_texture "CD6S" as 32 // Load dictionary with 0390 first 
038F: load_texture "CD7S" as 33 // Load dictionary with 0390 first 
038F: load_texture "CD8S" as 34 // Load dictionary with 0390 first 
038F: load_texture "CD9S" as 35 // Load dictionary with 0390 first 
038F: load_texture "CD10S" as 36 // Load dictionary with 0390 first 
038F: load_texture "CD11S" as 37 // Load dictionary with 0390 first 
038F: load_texture "CD12S" as 38 // Load dictionary with 0390 first 
038F: load_texture "CD13S" as 39 // Load dictionary with 0390 first 
038F: load_texture "CD1H" as 40 // Load dictionary with 0390 first 
038F: load_texture "CD2H" as 41 // Load dictionary with 0390 first 
038F: load_texture "CD3H" as 42 // Load dictionary with 0390 first 
038F: load_texture "CD4H" as 43 // Load dictionary with 0390 first 
038F: load_texture "CD5H" as 44 // Load dictionary with 0390 first 
038F: load_texture "CD6H" as 45 // Load dictionary with 0390 first 
038F: load_texture "CD7H" as 46 // Load dictionary with 0390 first 
038F: load_texture "CD8H" as 47 // Load dictionary with 0390 first 
038F: load_texture "CD9H" as 48 // Load dictionary with 0390 first 
038F: load_texture "CD10H" as 49 // Load dictionary with 0390 first 
038F: load_texture "CD11H" as 50 // Load dictionary with 0390 first 
038F: load_texture "CD12H" as 51 // Load dictionary with 0390 first 
038F: load_texture "CD13H" as 52 // Load dictionary with 0390 first 
038F: load_texture "CDBACK" as 53 // Load dictionary with 0390 first 
038F: load_texture "ADDCOIN" as 54 // Load dictionary with 0390 first 
038F: load_texture "DEAL" as 57 // Load dictionary with 0390 first 
038F: load_texture "HOLDOFF" as 60 // Load dictionary with 0390 first 
038F: load_texture "HOLDMID" as 61 // Load dictionary with 0390 first 
038F: load_texture "HOLDON" as 62 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 63 // Load dictionary with 0390 first 
038F: load_texture "BACKRED" as 64 // Load dictionary with 0390 first 
038F: load_texture "BACKCYAN" as 65 // Load dictionary with 0390 first 
03CF: load_wav 1800 as 4 

:VIDPOK_4420
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @VIDPOK_4446 
0001: wait 0 ms 
0002: jump @VIDPOK_4420 

:VIDPOK_4446
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VIDPOK_4492 
010B: 12@ = player $PLAYER_CHAR money 
0050: gosub @VIDPOK_34875 
005C: 12@ += $MAX_WAGER // (int) 
0004: $8826 = 1 

:VIDPOK_4492
016A: fade 1 time 0 
0006: 4@ = 99 

:VIDPOK_4505
00D6: if 
0039:   4@ == 99 
004D: jump_if_false @VIDPOK_4544 
0004: $8844 = 0 
000A: 3@ += 1 
0006: 4@ = 0 

:VIDPOK_4544
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @VIDPOK_5712 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @VIDPOK_4727 
0004: $8843 = 2 
0004: $8842 = 2 
0006: 12@ = 0 

:VIDPOK_4601
00D6: if 
001B:   5 > 12@ 
004D: jump_if_false @VIDPOK_4655 
0004: $8827(12@,5i) = 0 
0004: $8837(12@,5i) = 0 
000A: 12@ += 1 
0002: jump @VIDPOK_4601 

:VIDPOK_4655
010B: 12@ = player $PLAYER_CHAR money 
0050: gosub @VIDPOK_34875 
005C: 12@ += $MAX_WAGER // (int) 
008B: 13@ = $8826 // (int) 
006A: 13@ *= 1@ // (int) 
00D6: if 
001D:   13@ > 12@ // (int) 
004D: jump_if_false @VIDPOK_4720 
0004: $8826 = 1 

:VIDPOK_4720
000A: 4@ += 1 

:VIDPOK_4727
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @VIDPOK_5237 
00D6: if 
0038:   $8844 == 0 
004D: jump_if_false @VIDPOK_4784 
0004: $8842 = 3 
0004: $8843 = 2 
0002: jump @VIDPOK_4798 

:VIDPOK_4784
0004: $8842 = 2 
0004: $8843 = 3 

:VIDPOK_4798
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
00D6: if or
00E1:   player 0 pressed_key 11 
0018:   $MOVE_AXIS_X > 64 
004D: jump_if_false @VIDPOK_4916 
00D6: if 
0038:   $8871 == 0 
004D: jump_if_false @VIDPOK_4909 
00D6: if 
0038:   $8844 == 0 
004D: jump_if_false @VIDPOK_4888 
0004: $8844 = 1 
0002: jump @VIDPOK_4895 

:VIDPOK_4888
0004: $8844 = 0 

:VIDPOK_4895
0008: $8871 += 1 
0002: jump @VIDPOK_5237 

:VIDPOK_4909
0002: jump @VIDPOK_5050 

:VIDPOK_4916
00D6: if or
00E1:   player 0 pressed_key 10 
001A:   -64 > $MOVE_AXIS_X 
004D: jump_if_false @VIDPOK_5018 
00D6: if 
0038:   $8871 == 0 
004D: jump_if_false @VIDPOK_5011 
00D6: if 
0038:   $8844 == 1 
004D: jump_if_false @VIDPOK_4990 
0004: $8844 = 0 
0002: jump @VIDPOK_4997 

:VIDPOK_4990
0004: $8844 = 1 

:VIDPOK_4997
0008: $8871 += 1 
0002: jump @VIDPOK_5237 

:VIDPOK_5011
0002: jump @VIDPOK_5050 

:VIDPOK_5018
00D6: if and
0018:   $MOVE_AXIS_X > -64 
001A:   64 > $MOVE_AXIS_X 
004D: jump_if_false @VIDPOK_5050 
0004: $8871 = 0 

:VIDPOK_5050
00D6: if 
0038:   $8869 == 0 
004D: jump_if_false @VIDPOK_5213 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @VIDPOK_5206 
00D6: if 
0038:   $8844 == 0 
004D: jump_if_false @VIDPOK_5151 
0008: $8869 += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1026 
000A: 4@ += 1 
0002: jump @VIDPOK_5237 
0002: jump @VIDPOK_5206 

:VIDPOK_5151
0008: $8869 += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1026 
0004: $8843 = 2 
0006: 32@ = 0 
000A: 4@ += 3 
0002: jump @VIDPOK_5237 

:VIDPOK_5206
0002: jump @VIDPOK_5237 

:VIDPOK_5213
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @VIDPOK_5237 
0004: $8869 = 0 

:VIDPOK_5237
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @VIDPOK_5373 
00D6: if 
001A:   5 > $8826 
004D: jump_if_false @VIDPOK_5287 
0008: $8826 += 1 
0002: jump @VIDPOK_5294 

:VIDPOK_5287
0004: $8826 = 1 

:VIDPOK_5294
008B: 12@ = $8826 // (int) 
006A: 12@ *= 1@ // (int) 
010B: 13@ = player $PLAYER_CHAR money 
0050: gosub @VIDPOK_34875 
005C: 13@ += $MAX_WAGER // (int) 
00D6: if 
001D:   12@ > 13@ // (int) 
004D: jump_if_false @VIDPOK_5359 
0004: $8826 = 1 

:VIDPOK_5359
0006: 32@ = 0 
000A: 4@ += 1 

:VIDPOK_5373
00D6: if 
0039:   4@ == 3 
004D: jump_if_false @VIDPOK_5398 
0006: 4@ = 1 

:VIDPOK_5398
00D6: if 
0039:   4@ == 4 
004D: jump_if_false @VIDPOK_5495 
010B: 12@ = player $PLAYER_CHAR money 
0050: gosub @VIDPOK_34875 
005C: 12@ += $MAX_WAGER // (int) 
008B: 13@ = $8826 // (int) 
006A: 13@ *= 1@ // (int) 
00D6: if 
001D:   13@ > 12@ // (int) 
004D: jump_if_false @VIDPOK_5488 
0006: 4@ = 1 
0002: jump @VIDPOK_5495 

:VIDPOK_5488
0006: 4@ = 99 

:VIDPOK_5495
00D6: if 
0039:   4@ == 99 
004D: jump_if_false @VIDPOK_5705 
00D6: if 
0038:   $8826 == 6 
004D: jump_if_false @VIDPOK_5538 
0004: $8826 = 4 

:VIDPOK_5538
00D6: if 
0038:   $8826 == 7 
004D: jump_if_false @VIDPOK_5563 
0004: $8826 = 3 

:VIDPOK_5563
00D6: if 
0038:   $8826 == 8 
004D: jump_if_false @VIDPOK_5588 
0004: $8826 = 2 

:VIDPOK_5588
00D6: if 
0038:   $8826 == 9 
004D: jump_if_false @VIDPOK_5613 
0004: $8826 = 1 

:VIDPOK_5613
008B: 12@ = $8826 // (int) 
006A: 12@ *= 1@ // (int) 
0A10: increase_integer_stat 35 by 12@ 
0093: 15@ = integer 12@ to_float 
0013: 15@ *= 0.001 
0A1F: increase_float_stat 81 by 15@ 
008A: $8872 = 12@ // (int) 
0012: 12@ *= -1 
0109: player $PLAYER_CHAR money = 12@ 
0006: 4@ = 0 
000A: 3@ += 1 
0002: jump @VIDPOK_5712 

:VIDPOK_5705
0050: gosub @VIDPOK_26530 

:VIDPOK_5712
00D6: if 
0039:   3@ == 2 
004D: jump_if_false @VIDPOK_6360 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @VIDPOK_5834 
0004: $8843 = 0 
0004: $8842 = 0 
0006: 12@ = 0 

:VIDPOK_5769
00D6: if 
001B:   5 > 12@ 
004D: jump_if_false @VIDPOK_5823 
0004: $8827(12@,5i) = 0 
0004: $8837(12@,5i) = 0 
000A: 12@ += 1 
0002: jump @VIDPOK_5769 

:VIDPOK_5823
059D: shuffle_card_decks 1 
000A: 4@ += 1 

:VIDPOK_5834
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @VIDPOK_5886 
059E: get_card_to 12@ 
0050: gosub @VIDPOK_33633 
008A: $8827[0] = 12@ // (int) 
0006: 32@ = 0 
000A: 4@ += 1 

:VIDPOK_5886
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @VIDPOK_5930 
00D6: if 
0019:   32@ > 400 
004D: jump_if_false @VIDPOK_5930 
000A: 4@ += 1 

:VIDPOK_5930
00D6: if 
0039:   4@ == 3 
004D: jump_if_false @VIDPOK_5982 
059E: get_card_to 12@ 
0050: gosub @VIDPOK_33633 
008A: $8827[1] = 12@ // (int) 
0006: 32@ = 0 
000A: 4@ += 1 

:VIDPOK_5982
00D6: if 
0039:   4@ == 4 
004D: jump_if_false @VIDPOK_6026 
00D6: if 
0019:   32@ > 400 
004D: jump_if_false @VIDPOK_6026 
000A: 4@ += 1 

:VIDPOK_6026
00D6: if 
0039:   4@ == 5 
004D: jump_if_false @VIDPOK_6078 
059E: get_card_to 12@ 
0050: gosub @VIDPOK_33633 
008A: $8827[2] = 12@ // (int) 
0006: 32@ = 0 
000A: 4@ += 1 

:VIDPOK_6078
00D6: if 
0039:   4@ == 6 
004D: jump_if_false @VIDPOK_6122 
00D6: if 
0019:   32@ > 400 
004D: jump_if_false @VIDPOK_6122 
000A: 4@ += 1 

:VIDPOK_6122
00D6: if 
0039:   4@ == 7 
004D: jump_if_false @VIDPOK_6174 
059E: get_card_to 12@ 
0050: gosub @VIDPOK_33633 
008A: $8827[3] = 12@ // (int) 
0006: 32@ = 0 
000A: 4@ += 1 

:VIDPOK_6174
00D6: if 
0039:   4@ == 8 
004D: jump_if_false @VIDPOK_6218 
00D6: if 
0019:   32@ > 400 
004D: jump_if_false @VIDPOK_6218 
000A: 4@ += 1 

:VIDPOK_6218
00D6: if 
0039:   4@ == 9 
004D: jump_if_false @VIDPOK_6270 
059E: get_card_to 12@ 
0050: gosub @VIDPOK_33633 
008A: $8827[4] = 12@ // (int) 
0006: 32@ = 0 
000A: 4@ += 1 

:VIDPOK_6270
00D6: if 
0039:   4@ == 10 
004D: jump_if_false @VIDPOK_6314 
00D6: if 
0019:   32@ > 800 
004D: jump_if_false @VIDPOK_6314 
0006: 4@ = 99 

:VIDPOK_6314
00D6: if 
0039:   4@ == 99 
004D: jump_if_false @VIDPOK_6353 
0006: 4@ = 0 
000A: 3@ += 1 
0002: jump @VIDPOK_6360 

:VIDPOK_6353
0050: gosub @VIDPOK_26530 

:VIDPOK_6360
00D6: if 
0039:   3@ == 3 
004D: jump_if_false @VIDPOK_7501 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @VIDPOK_6485 
0004: $8843 = 2 
0004: $8842 = 0 
0006: 12@ = 0 

:VIDPOK_6417
00D6: if 
001B:   5 > 12@ 
004D: jump_if_false @VIDPOK_6471 
0004: $8837(12@,5i) = 2 
0004: $8832(12@,5i) = 0 
000A: 12@ += 1 
0002: jump @VIDPOK_6417 

:VIDPOK_6471
0004: $8844 = 0 
000A: 4@ += 1 

:VIDPOK_6485
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @VIDPOK_7405 
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
00D6: if or
00E1:   player 0 pressed_key 11 
0018:   $MOVE_AXIS_X > 64 
004D: jump_if_false @VIDPOK_6646 
00D6: if 
0038:   $8871 == 0 
004D: jump_if_false @VIDPOK_6639 
00D6: if 
001A:   5 > $8844 
004D: jump_if_false @VIDPOK_6639 
0008: $8844 += 1 
00D6: if 
0038:   $8844 == 5 
004D: jump_if_false @VIDPOK_6611 
0004: $8844 = 0 

:VIDPOK_6611
000A: 4@ += 1 
0006: 32@ = 0 
0008: $8871 += 1 
0002: jump @VIDPOK_7173 

:VIDPOK_6639
0002: jump @VIDPOK_6812 

:VIDPOK_6646
00D6: if or
00E1:   player 0 pressed_key 10 
001A:   -64 > $MOVE_AXIS_X 
004D: jump_if_false @VIDPOK_6780 
00D6: if 
0038:   $8871 == 0 
004D: jump_if_false @VIDPOK_6773 
00D6: if and
0018:   $8844 > -1 
001A:   5 > $8844 
004D: jump_if_false @VIDPOK_6773 
000C: $8844 -= 1 
00D6: if 
0038:   $8844 == -1 
004D: jump_if_false @VIDPOK_6745 
0004: $8844 = 4 

:VIDPOK_6745
000A: 4@ += 1 
0008: $8871 += 1 
0006: 32@ = 0 
0002: jump @VIDPOK_7173 

:VIDPOK_6773
0002: jump @VIDPOK_6812 

:VIDPOK_6780
00D6: if and
0018:   $MOVE_AXIS_X > -64 
001A:   64 > $MOVE_AXIS_X 
004D: jump_if_false @VIDPOK_6812 
0004: $8871 = 0 

:VIDPOK_6812
00D6: if or
00E1:   player 0 pressed_key 9 
0018:   $MOVE_AXIS_Y > 64 
004D: jump_if_false @VIDPOK_6864 
0004: $8844 = 5 
000A: 4@ += 1 
0006: 32@ = 0 
0002: jump @VIDPOK_7173 

:VIDPOK_6864
00D6: if or
00E1:   player 0 pressed_key 8 
001A:   -64 > $MOVE_AXIS_Y 
004D: jump_if_false @VIDPOK_6934 
00D6: if 
0038:   $8844 == 5 
004D: jump_if_false @VIDPOK_6934 
0004: $8844 = 1 
000A: 4@ += 1 
0006: 32@ = 0 
0002: jump @VIDPOK_7173 

:VIDPOK_6934
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @VIDPOK_7148 
00D6: if 
0038:   $8869 == 0 
004D: jump_if_false @VIDPOK_7141 
00D6: if 
001A:   5 > $8844 
004D: jump_if_false @VIDPOK_7093 
00D6: if 
0038:   $8832($8844,5i) == 0 
004D: jump_if_false @VIDPOK_7027 
0004: $8832($8844,5i) = 1 
0002: jump @VIDPOK_7038 

:VIDPOK_7027
0004: $8832($8844,5i) = 0 

:VIDPOK_7038
0006: 32@ = 0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1026 
000A: 4@ += 1 
0008: $8869 += 1 
0002: jump @VIDPOK_7173 
0002: jump @VIDPOK_7141 

:VIDPOK_7093
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1026 
0006: 32@ = 0 
000A: 4@ += 2 
0008: $8869 += 1 
0002: jump @VIDPOK_7173 

:VIDPOK_7141
0002: jump @VIDPOK_7173 

:VIDPOK_7148
00D6: if 
8038:   not  $8869 == 0 
004D: jump_if_false @VIDPOK_7173 
0004: $8869 = 0 

:VIDPOK_7173
0006: 12@ = 0 

:VIDPOK_7180
00D6: if 
001B:   6 > 12@ 
004D: jump_if_false @VIDPOK_7405 
00D6: if 
001B:   5 > 12@ 
004D: jump_if_false @VIDPOK_7351 
00D6: if 
87D6:   not  12@ == $8844 // @ == $ (int) 
004D: jump_if_false @VIDPOK_7293 
00D6: if 
0038:   $8832(12@,5i) == 0 
004D: jump_if_false @VIDPOK_7275 
0004: $8837(12@,5i) = 2 
0002: jump @VIDPOK_7286 

:VIDPOK_7275
0004: $8837(12@,5i) = 4 

:VIDPOK_7286
0002: jump @VIDPOK_7344 

:VIDPOK_7293
00D6: if 
0038:   $8832(12@,5i) == 0 
004D: jump_if_false @VIDPOK_7333 
0004: $8837(12@,5i) = 3 
0002: jump @VIDPOK_7344 

:VIDPOK_7333
0004: $8837(12@,5i) = 5 

:VIDPOK_7344
0002: jump @VIDPOK_7391 

:VIDPOK_7351
00D6: if 
87D6:   not  12@ == $8844 // @ == $ (int) 
004D: jump_if_false @VIDPOK_7384 
0004: $8843 = 2 
0002: jump @VIDPOK_7391 

:VIDPOK_7384
0004: $8843 = 3 

:VIDPOK_7391
000A: 12@ += 1 
0002: jump @VIDPOK_7180 

:VIDPOK_7405
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @VIDPOK_7430 
0006: 4@ = 1 

:VIDPOK_7430
00D6: if 
0039:   4@ == 3 
004D: jump_if_false @VIDPOK_7455 
0006: 4@ = 99 

:VIDPOK_7455
00D6: if 
0039:   4@ == 99 
004D: jump_if_false @VIDPOK_7494 
0006: 4@ = 0 
000A: 3@ += 1 
0002: jump @VIDPOK_7501 

:VIDPOK_7494
0050: gosub @VIDPOK_26530 

:VIDPOK_7501
00D6: if 
0039:   3@ == 4 
004D: jump_if_false @VIDPOK_8619 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @VIDPOK_7741 
0004: $8843 = 0 
0004: $8842 = 0 
0006: 12@ = 0 

:VIDPOK_7558
00D6: if 
001B:   5 > 12@ 
004D: jump_if_false @VIDPOK_7601 
0004: $8837(12@,5i) = 0 
000A: 12@ += 1 
0002: jump @VIDPOK_7558 

:VIDPOK_7601
0004: $HIGH_CARDS_NUMBER = 0 
0006: 12@ = 0 

:VIDPOK_7615
00D6: if 
001B:   5 > 12@ 
004D: jump_if_false @VIDPOK_7734 
00D6: if 
8038:   not  $8832(12@,5i) == 0 
004D: jump_if_false @VIDPOK_7720 
0084: $9069 = $8827(12@,5i) // (int) 
0050: gosub @VIDPOK_33380 
00D6: if or
0038:   $9070 == 1 
0038:   $9070 == 11 
0038:   $9070 == 12 
0038:   $9070 == 13 
004D: jump_if_false @VIDPOK_7720 
0008: $HIGH_CARDS_NUMBER += 1 

:VIDPOK_7720
000A: 12@ += 1 
0002: jump @VIDPOK_7615 

:VIDPOK_7734
000A: 4@ += 1 

:VIDPOK_7741
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @VIDPOK_7845 
0006: 12@ = 0 

:VIDPOK_7766
00D6: if 
001B:   5 > 12@ 
004D: jump_if_false @VIDPOK_7831 
00D6: if 
0038:   $8832(12@,5i) == 0 
004D: jump_if_false @VIDPOK_7817 
0004: $8827(12@,5i) = 0 

:VIDPOK_7817
000A: 12@ += 1 
0002: jump @VIDPOK_7766 

:VIDPOK_7831
0006: 32@ = 0 
000A: 4@ += 1 

:VIDPOK_7845
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @VIDPOK_7889 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @VIDPOK_7889 
000A: 4@ += 1 

:VIDPOK_7889
00D6: if 
0039:   4@ == 3 
004D: jump_if_false @VIDPOK_7973 
00D6: if 
0038:   $8832[0] == 0 
004D: jump_if_false @VIDPOK_7966 
059E: get_card_to 12@ 
0050: gosub @VIDPOK_33635 
008A: $8827[0] = 12@ // (int) 
0006: 32@ = 0 
000A: 4@ += 1 
0002: jump @VIDPOK_7973 

:VIDPOK_7966
000A: 4@ += 2 

:VIDPOK_7973
00D6: if 
0039:   4@ == 4 
004D: jump_if_false @VIDPOK_8017 
00D6: if 
0019:   32@ > 400 
004D: jump_if_false @VIDPOK_8017 
000A: 4@ += 1 

:VIDPOK_8017
00D6: if 
0039:   4@ == 5 
004D: jump_if_false @VIDPOK_8101 
00D6: if 
0038:   $8832[1] == 0 
004D: jump_if_false @VIDPOK_8094 
059E: get_card_to 12@ 
0050: gosub @VIDPOK_33635 
008A: $8827[1] = 12@ // (int) 
0006: 32@ = 0 
000A: 4@ += 1 
0002: jump @VIDPOK_8101 

:VIDPOK_8094
000A: 4@ += 2 

:VIDPOK_8101
00D6: if 
0039:   4@ == 6 
004D: jump_if_false @VIDPOK_8145 
00D6: if 
0019:   32@ > 400 
004D: jump_if_false @VIDPOK_8145 
000A: 4@ += 1 

:VIDPOK_8145
00D6: if 
0039:   4@ == 7 
004D: jump_if_false @VIDPOK_8229 
00D6: if 
0038:   $8832[2] == 0 
004D: jump_if_false @VIDPOK_8222 
059E: get_card_to 12@ 
0050: gosub @VIDPOK_33635 
008A: $8827[2] = 12@ // (int) 
0006: 32@ = 0 
000A: 4@ += 1 
0002: jump @VIDPOK_8229 

:VIDPOK_8222
000A: 4@ += 2 

:VIDPOK_8229
00D6: if 
0039:   4@ == 8 
004D: jump_if_false @VIDPOK_8273 
00D6: if 
0019:   32@ > 400 
004D: jump_if_false @VIDPOK_8273 
000A: 4@ += 1 

:VIDPOK_8273
00D6: if 
0039:   4@ == 9 
004D: jump_if_false @VIDPOK_8357 
00D6: if 
0038:   $8832[3] == 0 
004D: jump_if_false @VIDPOK_8350 
059E: get_card_to 12@ 
0050: gosub @VIDPOK_33635 
008A: $8827[3] = 12@ // (int) 
0006: 32@ = 0 
000A: 4@ += 1 
0002: jump @VIDPOK_8357 

:VIDPOK_8350
000A: 4@ += 2 

:VIDPOK_8357
00D6: if 
0039:   4@ == 10 
004D: jump_if_false @VIDPOK_8401 
00D6: if 
0019:   32@ > 400 
004D: jump_if_false @VIDPOK_8401 
000A: 4@ += 1 

:VIDPOK_8401
00D6: if 
0039:   4@ == 11 
004D: jump_if_false @VIDPOK_8485 
00D6: if 
0038:   $8832[4] == 0 
004D: jump_if_false @VIDPOK_8478 
059E: get_card_to 12@ 
0050: gosub @VIDPOK_33635 
008A: $8827[4] = 12@ // (int) 
0006: 32@ = 0 
000A: 4@ += 1 
0002: jump @VIDPOK_8485 

:VIDPOK_8478
000A: 4@ += 2 

:VIDPOK_8485
00D6: if 
0039:   4@ == 12 
004D: jump_if_false @VIDPOK_8529 
00D6: if 
0019:   32@ > 400 
004D: jump_if_false @VIDPOK_8529 
000A: 4@ += 1 

:VIDPOK_8529
00D6: if 
0039:   4@ == 13 
004D: jump_if_false @VIDPOK_8573 
00D6: if 
0019:   32@ > 800 
004D: jump_if_false @VIDPOK_8573 
0006: 4@ = 99 

:VIDPOK_8573
00D6: if 
0039:   4@ == 99 
004D: jump_if_false @VIDPOK_8612 
0006: 4@ = 0 
000A: 3@ += 1 
0002: jump @VIDPOK_8619 

:VIDPOK_8612
0050: gosub @VIDPOK_26530 

:VIDPOK_8619
00D6: if 
0039:   3@ == 5 
004D: jump_if_false @VIDPOK_10143 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @VIDPOK_8739 
0004: $8845 = 0 
0004: $8846 = 0 
0004: $8847 = 0 
0004: $8848 = 0 
0004: $8849 = 0 
0004: $8850 = 0 
0004: $8851 = 0 
0004: $8852 = 0 
0004: $8853 = 0 
0004: $8854 = 0 
0004: $8855 = 0 
000A: 4@ += 1 

:VIDPOK_8739
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @VIDPOK_10065 
0006: 12@ = 0 

:VIDPOK_8764
00D6: if 
001B:   5 > 12@ 
004D: jump_if_false @VIDPOK_8858 
0084: $9069 = $8827(12@,5i) // (int) 
0050: gosub @VIDPOK_33380 
0084: $8856(12@,5i) = $9070 // (int) 
0084: $9069 = $8827(12@,5i) // (int) 
0050: gosub @VIDPOK_33528 
0084: $8861(12@,5i) = $9070 // (int) 
000A: 12@ += 1 
0002: jump @VIDPOK_8764 

:VIDPOK_8858
03A9: save_newline_to_debug_file 
0006: 14@ = 1 

:VIDPOK_8867
00D6: if 
0019:   14@ > 0 
004D: jump_if_false @VIDPOK_9052 
0006: 12@ = 0 
0006: 13@ = 0 
0006: 14@ = 0 

:VIDPOK_8906
00D6: if 
001B:   5 > 12@ 
004D: jump_if_false @VIDPOK_9045 
0085: 13@ = 12@ // (int) 
000A: 13@ += 1 
00D6: if 
001B:   5 > 13@ 
004D: jump_if_false @VIDPOK_9031 
00D6: if 
001C:   $8856(12@,5i) > $8856(13@,5i) // (int) 
004D: jump_if_false @VIDPOK_9031 
008B: 26@ = $8856(13@,5i) // (int) 
0084: $8856(13@,5i) = $8856(12@,5i) // (int) 
008A: $8856(12@,5i) = 26@ // (int) 
000A: 14@ += 1 

:VIDPOK_9031
000A: 12@ += 1 
0002: jump @VIDPOK_8906 

:VIDPOK_9045
0002: jump @VIDPOK_8867 

:VIDPOK_9052
00D6: if and
003A:   $8861[0] == $8861[1] // (int) 
003A:   $8861[1] == $8861[2] // (int) 
003A:   $8861[2] == $8861[3] // (int) 
003A:   $8861[3] == $8861[4] // (int) 
004D: jump_if_false @VIDPOK_9102 
0004: $8849 = 1 

:VIDPOK_9102
008B: 12@ = $8856[0] // (int) 
000A: 12@ += 1 
00D6: if 
07D6:   12@ == $8856[1] // @ == $ (int) 
004D: jump_if_false @VIDPOK_9270 
008B: 12@ = $8856[1] // (int) 
000A: 12@ += 1 
00D6: if 
07D6:   12@ == $8856[2] // @ == $ (int) 
004D: jump_if_false @VIDPOK_9270 
008B: 12@ = $8856[2] // (int) 
000A: 12@ += 1 
00D6: if 
07D6:   12@ == $8856[3] // @ == $ (int) 
004D: jump_if_false @VIDPOK_9270 
008B: 12@ = $8856[3] // (int) 
000A: 12@ += 1 
00D6: if 
07D6:   12@ == $8856[4] // @ == $ (int) 
004D: jump_if_false @VIDPOK_9270 
0004: $8850 = 1 
00D6: if 
0038:   $8849 == 1 
004D: jump_if_false @VIDPOK_9270 
0004: $8846 = 1 

:VIDPOK_9270
00D6: if and
0038:   $8856[0] == 1 
0038:   $8856[1] == 10 
0038:   $8856[2] == 11 
0038:   $8856[3] == 12 
0038:   $8856[4] == 13 
004D: jump_if_false @VIDPOK_9355 
0004: $8850 = 1 
00D6: if 
0038:   $8849 == 1 
004D: jump_if_false @VIDPOK_9355 
0004: $8846 = 1 
0004: $8845 = 1 

:VIDPOK_9355
0006: 12@ = 0 
0006: 13@ = 0 
0006: 14@ = 0 

:VIDPOK_9376
00D6: if 
001B:   5 > 12@ 
004D: jump_if_false @VIDPOK_9649 
0085: 13@ = 12@ // (int) 
000A: 13@ += 1 
00D6: if 
001B:   5 > 13@ 
004D: jump_if_false @VIDPOK_9635 
00D6: if 
003A:   $8856(12@,5i) == $8856(13@,5i) // (int) 
004D: jump_if_false @VIDPOK_9493 
000A: 14@ += 1 
00D6: if 
0039:   13@ == 4 
004D: jump_if_false @VIDPOK_9486 
0002: jump @VIDPOK_9493 

:VIDPOK_9486
0002: jump @VIDPOK_9635 

:VIDPOK_9493
00D6: if 
0019:   14@ > 0 
004D: jump_if_false @VIDPOK_9635 
00D6: if 
0039:   14@ == 1 
004D: jump_if_false @VIDPOK_9578 
00D6: if 
0038:   $8854 == 0 
004D: jump_if_false @VIDPOK_9566 
0084: $8854 = $8856(12@,5i) // (int) 
0002: jump @VIDPOK_9578 

:VIDPOK_9566
0084: $8855 = $8856(12@,5i) // (int) 

:VIDPOK_9578
00D6: if 
0039:   14@ == 2 
004D: jump_if_false @VIDPOK_9603 
0004: $8851 = 1 

:VIDPOK_9603
00D6: if 
0039:   14@ == 3 
004D: jump_if_false @VIDPOK_9628 
0004: $8847 = 1 

:VIDPOK_9628
0006: 14@ = 0 

:VIDPOK_9635
000A: 12@ += 1 
0002: jump @VIDPOK_9376 

:VIDPOK_9649
00D6: if and
0038:   $8851 == 1 
8038:   not  $8854 == 0 
004D: jump_if_false @VIDPOK_9681 
0004: $8848 = 1 

:VIDPOK_9681
00D6: if and
8038:   not  $8854 == 0 
8038:   not  $8855 == 0 
004D: jump_if_false @VIDPOK_9713 
0004: $8852 = 1 

:VIDPOK_9713
00D6: if 
8038:   not  $8854 == 0 
004D: jump_if_false @VIDPOK_9763 
00D6: if or
0018:   $8854 > 10 
0038:   $8854 == 1 
004D: jump_if_false @VIDPOK_9763 
0004: $8853 = 1 

:VIDPOK_9763
00D6: if 
0038:   $8845 == 1 
004D: jump_if_false @VIDPOK_9795 
0004: $8866 = 9 
0002: jump @VIDPOK_10058 

:VIDPOK_9795
00D6: if 
0038:   $8846 == 1 
004D: jump_if_false @VIDPOK_9827 
0004: $8866 = 8 
0002: jump @VIDPOK_10058 

:VIDPOK_9827
00D6: if 
0038:   $8847 == 1 
004D: jump_if_false @VIDPOK_9859 
0004: $8866 = 7 
0002: jump @VIDPOK_10058 

:VIDPOK_9859
00D6: if 
0038:   $8848 == 1 
004D: jump_if_false @VIDPOK_9891 
0004: $8866 = 6 
0002: jump @VIDPOK_10058 

:VIDPOK_9891
00D6: if 
0038:   $8849 == 1 
004D: jump_if_false @VIDPOK_9923 
0004: $8866 = 5 
0002: jump @VIDPOK_10058 

:VIDPOK_9923
00D6: if 
0038:   $8850 == 1 
004D: jump_if_false @VIDPOK_9955 
0004: $8866 = 4 
0002: jump @VIDPOK_10058 

:VIDPOK_9955
00D6: if 
0038:   $8851 == 1 
004D: jump_if_false @VIDPOK_9987 
0004: $8866 = 3 
0002: jump @VIDPOK_10058 

:VIDPOK_9987
00D6: if 
0038:   $8852 == 1 
004D: jump_if_false @VIDPOK_10019 
0004: $8866 = 2 
0002: jump @VIDPOK_10058 

:VIDPOK_10019
00D6: if 
0038:   $8853 == 1 
004D: jump_if_false @VIDPOK_10051 
0004: $8866 = 1 
0002: jump @VIDPOK_10058 

:VIDPOK_10051
0004: $8866 = 0 

:VIDPOK_10058
000A: 4@ += 1 

:VIDPOK_10065
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @VIDPOK_10090 
0006: 4@ = 99 

:VIDPOK_10090
00D6: if 
0039:   4@ == 99 
004D: jump_if_false @VIDPOK_10136 
000A: 3@ += 1 
0006: 4@ = 0 
0006: 32@ = 0 
0002: jump @VIDPOK_10143 

:VIDPOK_10136
0050: gosub @VIDPOK_26530 

:VIDPOK_10143
00D6: if 
0039:   3@ == 6 
004D: jump_if_false @VIDPOK_12154 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @VIDPOK_11921 
0085: 12@ = 1@ // (int) 
00D6: if 
0038:   $8866 == 9 
004D: jump_if_false @VIDPOK_10383 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_10383 jumps 1 @VIDPOK_10268 2 @VIDPOK_10291 3 @VIDPOK_10314 4 @VIDPOK_10337 5 @VIDPOK_10360 -1 @VIDPOK_10383 -1 @VIDPOK_10383 

:VIDPOK_10268
0085: 14@ = 12@ // (int) 
0012: 14@ *= 250 
0002: jump @VIDPOK_10383 

:VIDPOK_10291
0085: 14@ = 12@ // (int) 
0012: 14@ *= 500 
0002: jump @VIDPOK_10383 

:VIDPOK_10314
0085: 14@ = 12@ // (int) 
0012: 14@ *= 750 
0002: jump @VIDPOK_10383 

:VIDPOK_10337
0085: 14@ = 12@ // (int) 
0012: 14@ *= 1000 
0002: jump @VIDPOK_10383 

:VIDPOK_10360
0085: 14@ = 12@ // (int) 
0012: 14@ *= 4000 
0002: jump @VIDPOK_10383 

:VIDPOK_10383
00D6: if 
0038:   $8866 == 8 
004D: jump_if_false @VIDPOK_10577 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_10577 jumps 1 @VIDPOK_10464 2 @VIDPOK_10486 3 @VIDPOK_10508 4 @VIDPOK_10531 5 @VIDPOK_10554 -1 @VIDPOK_10577 -1 @VIDPOK_10577 

:VIDPOK_10464
0085: 14@ = 12@ // (int) 
0012: 14@ *= 50 
0002: jump @VIDPOK_10577 

:VIDPOK_10486
0085: 14@ = 12@ // (int) 
0012: 14@ *= 100 
0002: jump @VIDPOK_10577 

:VIDPOK_10508
0085: 14@ = 12@ // (int) 
0012: 14@ *= 150 
0002: jump @VIDPOK_10577 

:VIDPOK_10531
0085: 14@ = 12@ // (int) 
0012: 14@ *= 200 
0002: jump @VIDPOK_10577 

:VIDPOK_10554
0085: 14@ = 12@ // (int) 
0012: 14@ *= 250 
0002: jump @VIDPOK_10577 

:VIDPOK_10577
00D6: if 
0038:   $8866 == 7 
004D: jump_if_false @VIDPOK_10768 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_10768 jumps 1 @VIDPOK_10658 2 @VIDPOK_10680 3 @VIDPOK_10702 4 @VIDPOK_10724 5 @VIDPOK_10746 -1 @VIDPOK_10768 -1 @VIDPOK_10768 

:VIDPOK_10658
0085: 14@ = 12@ // (int) 
0012: 14@ *= 25 
0002: jump @VIDPOK_10768 

:VIDPOK_10680
0085: 14@ = 12@ // (int) 
0012: 14@ *= 50 
0002: jump @VIDPOK_10768 

:VIDPOK_10702
0085: 14@ = 12@ // (int) 
0012: 14@ *= 75 
0002: jump @VIDPOK_10768 

:VIDPOK_10724
0085: 14@ = 12@ // (int) 
0012: 14@ *= 100 
0002: jump @VIDPOK_10768 

:VIDPOK_10746
0085: 14@ = 12@ // (int) 
0012: 14@ *= 125 
0002: jump @VIDPOK_10768 

:VIDPOK_10768
00D6: if 
0038:   $8866 == 6 
004D: jump_if_false @VIDPOK_10959 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_10959 jumps 1 @VIDPOK_10849 2 @VIDPOK_10871 3 @VIDPOK_10893 4 @VIDPOK_10915 5 @VIDPOK_10937 -1 @VIDPOK_10959 -1 @VIDPOK_10959 

:VIDPOK_10849
0085: 14@ = 12@ // (int) 
0012: 14@ *= 9 
0002: jump @VIDPOK_10959 

:VIDPOK_10871
0085: 14@ = 12@ // (int) 
0012: 14@ *= 18 
0002: jump @VIDPOK_10959 

:VIDPOK_10893
0085: 14@ = 12@ // (int) 
0012: 14@ *= 27 
0002: jump @VIDPOK_10959 

:VIDPOK_10915
0085: 14@ = 12@ // (int) 
0012: 14@ *= 36 
0002: jump @VIDPOK_10959 

:VIDPOK_10937
0085: 14@ = 12@ // (int) 
0012: 14@ *= 45 
0002: jump @VIDPOK_10959 

:VIDPOK_10959
00D6: if 
0038:   $8866 == 5 
004D: jump_if_false @VIDPOK_11150 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_11150 jumps 1 @VIDPOK_11040 2 @VIDPOK_11062 3 @VIDPOK_11084 4 @VIDPOK_11106 5 @VIDPOK_11128 -1 @VIDPOK_11150 -1 @VIDPOK_11150 

:VIDPOK_11040
0085: 14@ = 12@ // (int) 
0012: 14@ *= 6 
0002: jump @VIDPOK_11150 

:VIDPOK_11062
0085: 14@ = 12@ // (int) 
0012: 14@ *= 12 
0002: jump @VIDPOK_11150 

:VIDPOK_11084
0085: 14@ = 12@ // (int) 
0012: 14@ *= 18 
0002: jump @VIDPOK_11150 

:VIDPOK_11106
0085: 14@ = 12@ // (int) 
0012: 14@ *= 24 
0002: jump @VIDPOK_11150 

:VIDPOK_11128
0085: 14@ = 12@ // (int) 
0012: 14@ *= 30 
0002: jump @VIDPOK_11150 

:VIDPOK_11150
00D6: if 
0038:   $8866 == 4 
004D: jump_if_false @VIDPOK_11341 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_11341 jumps 1 @VIDPOK_11231 2 @VIDPOK_11253 3 @VIDPOK_11275 4 @VIDPOK_11297 5 @VIDPOK_11319 -1 @VIDPOK_11341 -1 @VIDPOK_11341 

:VIDPOK_11231
0085: 14@ = 12@ // (int) 
0012: 14@ *= 4 
0002: jump @VIDPOK_11341 

:VIDPOK_11253
0085: 14@ = 12@ // (int) 
0012: 14@ *= 8 
0002: jump @VIDPOK_11341 

:VIDPOK_11275
0085: 14@ = 12@ // (int) 
0012: 14@ *= 12 
0002: jump @VIDPOK_11341 

:VIDPOK_11297
0085: 14@ = 12@ // (int) 
0012: 14@ *= 16 
0002: jump @VIDPOK_11341 

:VIDPOK_11319
0085: 14@ = 12@ // (int) 
0012: 14@ *= 20 
0002: jump @VIDPOK_11341 

:VIDPOK_11341
00D6: if 
0038:   $8866 == 3 
004D: jump_if_false @VIDPOK_11532 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_11532 jumps 1 @VIDPOK_11422 2 @VIDPOK_11444 3 @VIDPOK_11466 4 @VIDPOK_11488 5 @VIDPOK_11510 -1 @VIDPOK_11532 -1 @VIDPOK_11532 

:VIDPOK_11422
0085: 14@ = 12@ // (int) 
0012: 14@ *= 3 
0002: jump @VIDPOK_11532 

:VIDPOK_11444
0085: 14@ = 12@ // (int) 
0012: 14@ *= 6 
0002: jump @VIDPOK_11532 

:VIDPOK_11466
0085: 14@ = 12@ // (int) 
0012: 14@ *= 9 
0002: jump @VIDPOK_11532 

:VIDPOK_11488
0085: 14@ = 12@ // (int) 
0012: 14@ *= 12 
0002: jump @VIDPOK_11532 

:VIDPOK_11510
0085: 14@ = 12@ // (int) 
0012: 14@ *= 15 
0002: jump @VIDPOK_11532 

:VIDPOK_11532
00D6: if 
0038:   $8866 == 2 
004D: jump_if_false @VIDPOK_11723 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_11723 jumps 1 @VIDPOK_11613 2 @VIDPOK_11635 3 @VIDPOK_11657 4 @VIDPOK_11679 5 @VIDPOK_11701 -1 @VIDPOK_11723 -1 @VIDPOK_11723 

:VIDPOK_11613
0085: 14@ = 12@ // (int) 
0012: 14@ *= 2 
0002: jump @VIDPOK_11723 

:VIDPOK_11635
0085: 14@ = 12@ // (int) 
0012: 14@ *= 4 
0002: jump @VIDPOK_11723 

:VIDPOK_11657
0085: 14@ = 12@ // (int) 
0012: 14@ *= 6 
0002: jump @VIDPOK_11723 

:VIDPOK_11679
0085: 14@ = 12@ // (int) 
0012: 14@ *= 8 
0002: jump @VIDPOK_11723 

:VIDPOK_11701
0085: 14@ = 12@ // (int) 
0012: 14@ *= 10 
0002: jump @VIDPOK_11723 

:VIDPOK_11723
00D6: if 
0038:   $8866 == 1 
004D: jump_if_false @VIDPOK_11914 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_11914 jumps 1 @VIDPOK_11804 2 @VIDPOK_11826 3 @VIDPOK_11848 4 @VIDPOK_11870 5 @VIDPOK_11892 -1 @VIDPOK_11914 -1 @VIDPOK_11914 

:VIDPOK_11804
0085: 14@ = 12@ // (int) 
0012: 14@ *= 1 
0002: jump @VIDPOK_11914 

:VIDPOK_11826
0085: 14@ = 12@ // (int) 
0012: 14@ *= 2 
0002: jump @VIDPOK_11914 

:VIDPOK_11848
0085: 14@ = 12@ // (int) 
0012: 14@ *= 3 
0002: jump @VIDPOK_11914 

:VIDPOK_11870
0085: 14@ = 12@ // (int) 
0012: 14@ *= 4 
0002: jump @VIDPOK_11914 

:VIDPOK_11892
0085: 14@ = 12@ // (int) 
0012: 14@ *= 5 
0002: jump @VIDPOK_11914 

:VIDPOK_11914
000A: 4@ += 1 

:VIDPOK_11921
00D6: if 
8038:   not  $8866 == 0 
004D: jump_if_false @VIDPOK_12072 
00D6: if or
0019:   32@ > 4000 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @VIDPOK_12065 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1025 
0109: player $PLAYER_CHAR money = 14@ 
0085: 12@ = 14@ // (int) 
0064: 12@ -= $8872 // (int) 
0A10: increase_integer_stat 37 by 12@ 
08F8: display_stat_update_box 1 
0627: update_integer_stat 38 to 12@ 
08F8: display_stat_update_box 1 
0006: 3@ = 1 
0006: 4@ = 0 
0004: $8844 = 1 
0004: $8869 = 1 
0004: $8872 = 0 

:VIDPOK_12065
0002: jump @VIDPOK_12147 

:VIDPOK_12072
00D6: if or
0019:   32@ > 4000 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @VIDPOK_12147 
08F8: display_stat_update_box 1 
0627: update_integer_stat 39 to $8872 
08F8: display_stat_update_box 1 
0004: $8872 = 0 
0004: $8869 = 1 
0006: 3@ = 1 
0006: 4@ = 0 
0004: $8844 = 1 

:VIDPOK_12147
0050: gosub @VIDPOK_26530 

:VIDPOK_12154
0050: gosub @VIDPOK_12212 
00D6: if 
0019:   3@ > 0 
004D: jump_if_false @VIDPOK_12210 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @VIDPOK_12210 
0006: 7@ = 1 
0004: $8870 = 1 

:VIDPOK_12210
0051: return 

:VIDPOK_12212
00D6: if 
0736:   is_keyboard_key_just_pressed 67 
004D: jump_if_false @VIDPOK_12778 
0008: $8906 += 1 
00D6: if 
0018:   $8906 > 13 
004D: jump_if_false @VIDPOK_12259 
0004: $8906 = 0 

:VIDPOK_12259
00D6: if 
0038:   $8906 == 1 
004D: jump_if_false @VIDPOK_12297 
0662: printstring "EDIT_BET_DETAILS" 

:VIDPOK_12297
00D6: if 
0038:   $8906 == 2 
004D: jump_if_false @VIDPOK_12335 
0662: printstring "EDIT_SHIFT_CARDS" 

:VIDPOK_12335
00D6: if 
0038:   $8906 == 3 
004D: jump_if_false @VIDPOK_12390 
0662: printstring "EDIT_SHIFT_TABLE_ROWS_AND_COLUMNS" 

:VIDPOK_12390
00D6: if 
0038:   $8906 == 4 
004D: jump_if_false @VIDPOK_12429 
0662: printstring "EDIT_HOLD_BUTTONS" 

:VIDPOK_12429
00D6: if 
0038:   $8906 == 5 
004D: jump_if_false @VIDPOK_12463 
0662: printstring "EDIT_BET_ONE" 

:VIDPOK_12463
00D6: if 
0038:   $8906 == 6 
004D: jump_if_false @VIDPOK_12494 
0662: printstring "EDIT_DEAL" 

:VIDPOK_12494
00D6: if 
0038:   $8906 == 7 
004D: jump_if_false @VIDPOK_12537 
0662: printstring "EDIT_BORDER_THICKNESS" 

:VIDPOK_12537
00D6: if 
0038:   $8906 == 8 
004D: jump_if_false @VIDPOK_12575 
0662: printstring "EDIT_TABLE_LINES" 

:VIDPOK_12575
00D6: if 
0038:   $8906 == 9 
004D: jump_if_false @VIDPOK_12606 
0662: printstring "EDIT_TEXT" 

:VIDPOK_12606
00D6: if 
0038:   $8906 == 10 
004D: jump_if_false @VIDPOK_12638 
0662: printstring "EDIT_TILES" 

:VIDPOK_12638
00D6: if 
0038:   $8906 == 11 
004D: jump_if_false @VIDPOK_12681 
0662: printstring "EDIT_TABLE_BACKGROUND" 

:VIDPOK_12681
00D6: if 
0038:   $8906 == 12 
004D: jump_if_false @VIDPOK_12733 
0662: printstring "EDIT_TABLE_HIGHLIGHTED_COLUMNS" 

:VIDPOK_12733
00D6: if 
0038:   $8906 == 13 
004D: jump_if_false @VIDPOK_12778 
0662: printstring "EDIT_BUTTON_TEXT_OFFSET" 

:VIDPOK_12778
00D6: if 
0038:   $8906 == 1 
004D: jump_if_false @VIDPOK_12982 
00D6: if 
0736:   is_keyboard_key_just_pressed 97 
004D: jump_if_false @VIDPOK_12862 
0008: $POKER_COUNTER += 1 
00D6: if 
0018:   $POKER_COUNTER > 7 
004D: jump_if_false @VIDPOK_12843 
0004: $POKER_COUNTER = 0 

:VIDPOK_12843
0663: printint "EDIT_COUNTER" $POKER_COUNTER 

:VIDPOK_12862
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @VIDPOK_12892 
0009: $POKER_Y_SCREEN($POKER_COUNTER,8f) += -1.0 

:VIDPOK_12892
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @VIDPOK_12922 
0009: $POKER_Y_SCREEN($POKER_COUNTER,8f) += 1.0 

:VIDPOK_12922
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @VIDPOK_12952 
0009: $POKER_X_SCREEN($POKER_COUNTER,8f) += 1.0 

:VIDPOK_12952
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @VIDPOK_12982 
0009: $POKER_X_SCREEN($POKER_COUNTER,8f) += -1.0 

:VIDPOK_12982
00D6: if 
0038:   $8906 == 2 
004D: jump_if_false @VIDPOK_13290 
00D6: if 
0736:   is_keyboard_key_just_pressed 97 
004D: jump_if_false @VIDPOK_13066 
0008: $POKER_COUNTER += 1 
00D6: if 
0018:   $POKER_COUNTER > 4 
004D: jump_if_false @VIDPOK_13047 
0004: $POKER_COUNTER = 0 

:VIDPOK_13047
0663: printint "EDIT_COUNTER" $POKER_COUNTER 

:VIDPOK_13066
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @VIDPOK_13096 
0009: $POKER_Y_CARD($POKER_COUNTER,5f) += -1.0 

:VIDPOK_13096
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @VIDPOK_13126 
0009: $POKER_Y_CARD($POKER_COUNTER,5f) += 1.0 

:VIDPOK_13126
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @VIDPOK_13156 
0009: $POKER_X_CARD($POKER_COUNTER,5f) += 1.0 

:VIDPOK_13156
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @VIDPOK_13186 
0009: $POKER_X_CARD($POKER_COUNTER,5f) += -1.0 

:VIDPOK_13186
00D6: if 
0736:   is_keyboard_key_just_pressed 143 
004D: jump_if_false @VIDPOK_13212 
0009: $POKER_CARD_WIDTH += 1.0 

:VIDPOK_13212
00D6: if 
0736:   is_keyboard_key_just_pressed 141 
004D: jump_if_false @VIDPOK_13238 
0009: $POKER_CARD_WIDTH += -1.0 

:VIDPOK_13238
00D6: if 
0736:   is_keyboard_key_just_pressed 145 
004D: jump_if_false @VIDPOK_13264 
0009: $POKER_CARD_HEIGHT += 1.0 

:VIDPOK_13264
00D6: if 
0736:   is_keyboard_key_just_pressed 139 
004D: jump_if_false @VIDPOK_13290 
0009: $POKER_CARD_HEIGHT += -1.0 

:VIDPOK_13290
00D6: if 
0038:   $8906 == 3 
004D: jump_if_false @VIDPOK_13544 
00D6: if 
0736:   is_keyboard_key_just_pressed 97 
004D: jump_if_false @VIDPOK_13374 
0008: $POKER_COUNTER += 1 
00D6: if 
0018:   $POKER_COUNTER > 9 
004D: jump_if_false @VIDPOK_13355 
0004: $POKER_COUNTER = 0 

:VIDPOK_13355
0663: printint "EDIT_COUNTER" $POKER_COUNTER 

:VIDPOK_13374
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @VIDPOK_13404 
0009: $POKER_Y_ROW($POKER_COUNTER,10f) += -1.0 

:VIDPOK_13404
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @VIDPOK_13434 
0009: $POKER_Y_ROW($POKER_COUNTER,10f) += 1.0 

:VIDPOK_13434
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @VIDPOK_13489 
00D6: if 
0018:   $POKER_COUNTER > 5 
004D: jump_if_false @VIDPOK_13475 
0004: $POKER_COUNTER = 0 

:VIDPOK_13475
0009: $POKER_X_COL($POKER_COUNTER,6f) += 1.0 

:VIDPOK_13489
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @VIDPOK_13544 
00D6: if 
0018:   $POKER_COUNTER > 5 
004D: jump_if_false @VIDPOK_13530 
0004: $POKER_COUNTER = 0 

:VIDPOK_13530
0009: $POKER_X_COL($POKER_COUNTER,6f) += -1.0 

:VIDPOK_13544
00D6: if 
0038:   $8906 == 4 
004D: jump_if_false @VIDPOK_13731 
00D6: if 
0736:   is_keyboard_key_just_pressed 97 
004D: jump_if_false @VIDPOK_13577 

:VIDPOK_13577
00D6: if 
0736:   is_keyboard_key_just_pressed 87 
004D: jump_if_false @VIDPOK_13602 
0009: $POKER_HOLD_BUTTON_OFFSET += -1.0 

:VIDPOK_13602
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @VIDPOK_13627 
0009: $POKER_HOLD_BUTTON_OFFSET += 1.0 

:VIDPOK_13627
00D6: if 
0736:   is_keyboard_key_just_pressed 143 
004D: jump_if_false @VIDPOK_13653 
0009: $POKER_HOLD_WIDTH += 1.0 

:VIDPOK_13653
00D6: if 
0736:   is_keyboard_key_just_pressed 141 
004D: jump_if_false @VIDPOK_13679 
0009: $POKER_HOLD_WIDTH += -1.0 

:VIDPOK_13679
00D6: if 
0736:   is_keyboard_key_just_pressed 145 
004D: jump_if_false @VIDPOK_13705 
0009: $POKER_HOLD_HEIGHT += 1.0 

:VIDPOK_13705
00D6: if 
0736:   is_keyboard_key_just_pressed 139 
004D: jump_if_false @VIDPOK_13731 
0009: $POKER_HOLD_HEIGHT += -1.0 

:VIDPOK_13731
00D6: if 
0038:   $8906 == 5 
004D: jump_if_false @VIDPOK_13972 
00D6: if 
0736:   is_keyboard_key_just_pressed 97 
004D: jump_if_false @VIDPOK_13764 

:VIDPOK_13764
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @VIDPOK_13790 
0009: $POKER_Y_BET_ONE += -1.0 

:VIDPOK_13790
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @VIDPOK_13816 
0009: $POKER_Y_BET_ONE += 1.0 

:VIDPOK_13816
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @VIDPOK_13842 
0009: $POKER_X_BET_ONE += 1.0 

:VIDPOK_13842
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @VIDPOK_13868 
0009: $POKER_X_BET_ONE += -1.0 

:VIDPOK_13868
00D6: if 
0736:   is_keyboard_key_just_pressed 143 
004D: jump_if_false @VIDPOK_13894 
0009: $POKER_BET_ONE_WIDTH += 1.0 

:VIDPOK_13894
00D6: if 
0736:   is_keyboard_key_just_pressed 141 
004D: jump_if_false @VIDPOK_13920 
0009: $POKER_BET_ONE_WIDTH += -1.0 

:VIDPOK_13920
00D6: if 
0736:   is_keyboard_key_just_pressed 145 
004D: jump_if_false @VIDPOK_13946 
0009: $POKER_BET_ONE_HEIGHT += 1.0 

:VIDPOK_13946
00D6: if 
0736:   is_keyboard_key_just_pressed 139 
004D: jump_if_false @VIDPOK_13972 
0009: $POKER_BET_ONE_HEIGHT += -1.0 

:VIDPOK_13972
00D6: if 
0038:   $8906 == 6 
004D: jump_if_false @VIDPOK_14213 
00D6: if 
0736:   is_keyboard_key_just_pressed 97 
004D: jump_if_false @VIDPOK_14005 

:VIDPOK_14005
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @VIDPOK_14031 
0009: $POKER_Y_DEAL += -1.0 

:VIDPOK_14031
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @VIDPOK_14057 
0009: $POKER_Y_DEAL += 1.0 

:VIDPOK_14057
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @VIDPOK_14083 
0009: $POKER_X_DEAL += 1.0 

:VIDPOK_14083
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @VIDPOK_14109 
0009: $POKER_X_DEAL += -1.0 

:VIDPOK_14109
00D6: if 
0736:   is_keyboard_key_just_pressed 143 
004D: jump_if_false @VIDPOK_14135 
0009: $POKER_DEAL_WIDTH += 1.0 

:VIDPOK_14135
00D6: if 
0736:   is_keyboard_key_just_pressed 141 
004D: jump_if_false @VIDPOK_14161 
0009: $POKER_DEAL_WIDTH += -1.0 

:VIDPOK_14161
00D6: if 
0736:   is_keyboard_key_just_pressed 145 
004D: jump_if_false @VIDPOK_14187 
0009: $POKER_DEAL_HEIGHT += 1.0 

:VIDPOK_14187
00D6: if 
0736:   is_keyboard_key_just_pressed 139 
004D: jump_if_false @VIDPOK_14213 
0009: $POKER_DEAL_HEIGHT += -1.0 

:VIDPOK_14213
00D6: if 
0038:   $8906 == 7 
004D: jump_if_false @VIDPOK_14283 
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @VIDPOK_14257 
0009: $POKER_BORDER_THICKNESS += 0.1 

:VIDPOK_14257
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @VIDPOK_14283 
0009: $POKER_BORDER_THICKNESS += -0.1 

:VIDPOK_14283
00D6: if 
0038:   $8906 == 8 
004D: jump_if_false @VIDPOK_14663 
00D6: if 
0736:   is_keyboard_key_just_pressed 97 
004D: jump_if_false @VIDPOK_14367 
0008: $POKER_COUNTER += 1 
00D6: if 
0018:   $POKER_COUNTER > 8 
004D: jump_if_false @VIDPOK_14348 
0004: $POKER_COUNTER = 0 

:VIDPOK_14348
0663: printint "EDIT_COUNTER" $POKER_COUNTER 

:VIDPOK_14367
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @VIDPOK_14397 
0009: $POKER_Y_LINE($POKER_COUNTER,9f) += -1.0 

:VIDPOK_14397
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @VIDPOK_14427 
0009: $POKER_Y_LINE($POKER_COUNTER,9f) += 1.0 

:VIDPOK_14427
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @VIDPOK_14457 
0009: $POKER_X_LINE($POKER_COUNTER,9f) += 1.0 

:VIDPOK_14457
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @VIDPOK_14487 
0009: $POKER_X_LINE($POKER_COUNTER,9f) += -1.0 

:VIDPOK_14487
00D6: if 
0736:   is_keyboard_key_just_pressed 142 
004D: jump_if_false @VIDPOK_14543 
0089: 15@ = $POKER_LINE_WIDTH($POKER_COUNTER,9f) // (float) 
0086: $POKER_LINE_WIDTH($POKER_COUNTER,9f) = $POKER_LINE_HEIGHT($POKER_COUNTER,9f) // (float) 
0088: $POKER_LINE_HEIGHT($POKER_COUNTER,9f) = 15@ // (float) 

:VIDPOK_14543
00D6: if 
0736:   is_keyboard_key_just_pressed 141 
004D: jump_if_false @VIDPOK_14573 
0009: $POKER_LINE_WIDTH($POKER_COUNTER,9f) += -1.0 

:VIDPOK_14573
00D6: if 
0736:   is_keyboard_key_just_pressed 143 
004D: jump_if_false @VIDPOK_14603 
0009: $POKER_LINE_WIDTH($POKER_COUNTER,9f) += 1.0 

:VIDPOK_14603
00D6: if 
0736:   is_keyboard_key_just_pressed 145 
004D: jump_if_false @VIDPOK_14633 
0009: $POKER_LINE_HEIGHT($POKER_COUNTER,9f) += 1.0 

:VIDPOK_14633
00D6: if 
0736:   is_keyboard_key_just_pressed 139 
004D: jump_if_false @VIDPOK_14663 
0009: $POKER_LINE_HEIGHT($POKER_COUNTER,9f) += -1.0 

:VIDPOK_14663
00D6: if 
0038:   $8906 == 9 
004D: jump_if_false @VIDPOK_15600 
00D6: if 
0736:   is_keyboard_key_just_pressed 97 
004D: jump_if_false @VIDPOK_14747 
0008: $POKER_COUNTER += 1 
00D6: if 
0018:   $POKER_COUNTER > 5 
004D: jump_if_false @VIDPOK_14728 
0004: $POKER_COUNTER = 0 

:VIDPOK_14728
0663: printint "EDIT_COUNTER" $POKER_COUNTER 

:VIDPOK_14747
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @VIDPOK_14777 
0009: $POKER_Y_TEXT_SCALE($POKER_COUNTER,6f) += -0.01 

:VIDPOK_14777
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @VIDPOK_14807 
0009: $POKER_Y_TEXT_SCALE($POKER_COUNTER,6f) += 0.01 

:VIDPOK_14807
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @VIDPOK_14837 
0009: $POKER_X_TEXT_SCALE($POKER_COUNTER,6f) += 0.01 

:VIDPOK_14837
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @VIDPOK_14867 
0009: $POKER_X_TEXT_SCALE($POKER_COUNTER,6f) += -0.01 

:VIDPOK_14867
00D6: if 
0736:   is_keyboard_key_just_pressed 82 
004D: jump_if_false @VIDPOK_14907 
0008: $POKER_TEXT_COLOR_R($POKER_COUNTER,6i) += 1 
0663: printint "RED" $POKER_TEXT_COLOR_R($POKER_COUNTER,6i) 

:VIDPOK_14907
00D6: if 
0736:   is_keyboard_key_just_pressed 86 
004D: jump_if_false @VIDPOK_14947 
0008: $POKER_TEXT_COLOR_R($POKER_COUNTER,6i) += -1 
0663: printint "RED" $POKER_TEXT_COLOR_R($POKER_COUNTER,6i) 

:VIDPOK_14947
00D6: if 
0736:   is_keyboard_key_just_pressed 84 
004D: jump_if_false @VIDPOK_14989 
0008: $POKER_TEXT_COLOR_G($POKER_COUNTER,6i) += 1 
0663: printint "GREEN" $POKER_TEXT_COLOR_G($POKER_COUNTER,6i) 

:VIDPOK_14989
00D6: if 
0736:   is_keyboard_key_just_pressed 71 
004D: jump_if_false @VIDPOK_15031 
0008: $POKER_TEXT_COLOR_G($POKER_COUNTER,6i) += -1 
0663: printint "GREEN" $POKER_TEXT_COLOR_G($POKER_COUNTER,6i) 

:VIDPOK_15031
00D6: if 
0736:   is_keyboard_key_just_pressed 89 
004D: jump_if_false @VIDPOK_15072 
0008: $POKER_TEXT_COLOR_B($POKER_COUNTER,6i) += 1 
0663: printint "BLUE" $POKER_TEXT_COLOR_B($POKER_COUNTER,6i) 

:VIDPOK_15072
00D6: if 
0736:   is_keyboard_key_just_pressed 72 
004D: jump_if_false @VIDPOK_15113 
0008: $POKER_TEXT_COLOR_B($POKER_COUNTER,6i) += -1 
0663: printint "BLUE" $POKER_TEXT_COLOR_B($POKER_COUNTER,6i) 

:VIDPOK_15113
00D6: if 
0736:   is_keyboard_key_just_pressed 85 
004D: jump_if_false @VIDPOK_15153 
0008: $POKER_TEXT_EDGE_R($POKER_COUNTER,6i) += 1 
0663: printint "RED" $POKER_TEXT_EDGE_R($POKER_COUNTER,6i) 

:VIDPOK_15153
00D6: if 
0736:   is_keyboard_key_just_pressed 74 
004D: jump_if_false @VIDPOK_15193 
0008: $POKER_TEXT_EDGE_R($POKER_COUNTER,6i) += -1 
0663: printint "RED" $POKER_TEXT_EDGE_R($POKER_COUNTER,6i) 

:VIDPOK_15193
00D6: if 
0736:   is_keyboard_key_just_pressed 73 
004D: jump_if_false @VIDPOK_15235 
0008: $POKER_TEXT_EDGE_G($POKER_COUNTER,6i) += 1 
0663: printint "GREEN" $POKER_TEXT_EDGE_G($POKER_COUNTER,6i) 

:VIDPOK_15235
00D6: if 
0736:   is_keyboard_key_just_pressed 75 
004D: jump_if_false @VIDPOK_15277 
0008: $POKER_TEXT_EDGE_G($POKER_COUNTER,6i) += -1 
0663: printint "GREEN" $POKER_TEXT_EDGE_G($POKER_COUNTER,6i) 

:VIDPOK_15277
00D6: if 
0736:   is_keyboard_key_just_pressed 79 
004D: jump_if_false @VIDPOK_15318 
0008: $POKER_TEXT_EDGE_B($POKER_COUNTER,6i) += 1 
0663: printint "BLUE" $POKER_TEXT_EDGE_B($POKER_COUNTER,6i) 

:VIDPOK_15318
00D6: if 
0736:   is_keyboard_key_just_pressed 76 
004D: jump_if_false @VIDPOK_15359 
0008: $POKER_TEXT_EDGE_B($POKER_COUNTER,6i) += -1 
0663: printint "BLUE" $POKER_TEXT_EDGE_B($POKER_COUNTER,6i) 

:VIDPOK_15359
00D6: if 
0736:   is_keyboard_key_just_pressed 145 
004D: jump_if_false @VIDPOK_15386 
0008: $POKER_TEXT_EDGE($POKER_COUNTER,6i) += 1 

:VIDPOK_15386
00D6: if 
0736:   is_keyboard_key_just_pressed 139 
004D: jump_if_false @VIDPOK_15413 
0008: $POKER_TEXT_EDGE($POKER_COUNTER,6i) += -1 

:VIDPOK_15413
00D6: if 
0736:   is_keyboard_key_just_pressed 136 
004D: jump_if_false @VIDPOK_15473 
0008: $POKER_TEXT_FONT($POKER_COUNTER,6i) += 1 
00D6: if 
0018:   $POKER_TEXT_FONT($POKER_COUNTER,6i) > 3 
004D: jump_if_false @VIDPOK_15473 
0004: $POKER_TEXT_FONT($POKER_COUNTER,6i) = 0 

:VIDPOK_15473
00D6: if 
0736:   is_keyboard_key_just_pressed 135 
004D: jump_if_false @VIDPOK_15533 
0008: $POKER_TEXT_FONT($POKER_COUNTER,6i) += -1 
00D6: if 
001A:   0 > $POKER_TEXT_FONT($POKER_COUNTER,6i) 
004D: jump_if_false @VIDPOK_15533 
0004: $POKER_TEXT_FONT($POKER_COUNTER,6i) = 3 

:VIDPOK_15533
00D6: if 
0736:   is_keyboard_key_just_pressed 133 
004D: jump_if_false @VIDPOK_15600 
00D6: if 
0038:   $POKER_TEXT_CENTRE($POKER_COUNTER,6i) == 0 
004D: jump_if_false @VIDPOK_15589 
0004: $POKER_TEXT_CENTRE($POKER_COUNTER,6i) = 1 
0002: jump @VIDPOK_15600 

:VIDPOK_15589
0004: $POKER_TEXT_CENTRE($POKER_COUNTER,6i) = 0 

:VIDPOK_15600
00D6: if 
0038:   $8906 == 10 
004D: jump_if_false @VIDPOK_15788 
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @VIDPOK_15644 
0009: $POKER_TILE_HEIGHT += -1.0 

:VIDPOK_15644
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @VIDPOK_15670 
0009: $POKER_TILE_HEIGHT += 1.0 

:VIDPOK_15670
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @VIDPOK_15696 
0009: $POKER_TILE_WIDTH += 1.0 

:VIDPOK_15696
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @VIDPOK_15722 
0009: $POKER_TILE_WIDTH += -1.0 

:VIDPOK_15722
00D6: if 
0736:   is_keyboard_key_just_pressed 97 
004D: jump_if_false @VIDPOK_15788 
0008: $POKER_TILE_TYPE += 1 
00D6: if 
0018:   $POKER_TILE_TYPE > 3 
004D: jump_if_false @VIDPOK_15769 
0004: $POKER_TILE_TYPE = 0 

:VIDPOK_15769
0663: printint "VP_TILE_TYPE" $POKER_TILE_TYPE 

:VIDPOK_15788
00D6: if 
0038:   $8906 == 11 
004D: jump_if_false @VIDPOK_16014 
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @VIDPOK_15832 
0009: $POKER_TABLE_Y += -1.0 

:VIDPOK_15832
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @VIDPOK_15858 
0009: $POKER_TABLE_Y += 1.0 

:VIDPOK_15858
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @VIDPOK_15884 
0009: $POKER_TABLE_X += 1.0 

:VIDPOK_15884
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @VIDPOK_15910 
0009: $POKER_TABLE_X += -1.0 

:VIDPOK_15910
00D6: if 
0736:   is_keyboard_key_just_pressed 145 
004D: jump_if_false @VIDPOK_15936 
0009: $POKER_TABLE_HEIGHT += 1.0 

:VIDPOK_15936
00D6: if 
0736:   is_keyboard_key_just_pressed 139 
004D: jump_if_false @VIDPOK_15962 
0009: $POKER_TABLE_HEIGHT += -1.0 

:VIDPOK_15962
00D6: if 
0736:   is_keyboard_key_just_pressed 143 
004D: jump_if_false @VIDPOK_15988 
0009: $POKER_TABLE_WIDTH += 1.0 

:VIDPOK_15988
00D6: if 
0736:   is_keyboard_key_just_pressed 141 
004D: jump_if_false @VIDPOK_16014 
0009: $POKER_TABLE_WIDTH += -1.0 

:VIDPOK_16014
00D6: if 
0038:   $8906 == 12 
004D: jump_if_false @VIDPOK_16338 
00D6: if 
0736:   is_keyboard_key_just_pressed 97 
004D: jump_if_false @VIDPOK_16098 
0008: $POKER_COUNTER += 1 
00D6: if 
0018:   $POKER_COUNTER > 4 
004D: jump_if_false @VIDPOK_16079 
0004: $POKER_COUNTER = 0 

:VIDPOK_16079
0663: printint "EDIT_COUNTER" $POKER_COUNTER 

:VIDPOK_16098
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @VIDPOK_16128 
0009: $9049($POKER_COUNTER,5f) += -1.0 

:VIDPOK_16128
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @VIDPOK_16158 
0009: $9049($POKER_COUNTER,5f) += 1.0 

:VIDPOK_16158
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @VIDPOK_16188 
0009: $9044($POKER_COUNTER,5f) += 1.0 

:VIDPOK_16188
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @VIDPOK_16218 
0009: $9044($POKER_COUNTER,5f) += -1.0 

:VIDPOK_16218
00D6: if 
0736:   is_keyboard_key_just_pressed 145 
004D: jump_if_false @VIDPOK_16248 
0009: $9059($POKER_COUNTER,5f) += 1.0 

:VIDPOK_16248
00D6: if 
0736:   is_keyboard_key_just_pressed 139 
004D: jump_if_false @VIDPOK_16278 
0009: $9059($POKER_COUNTER,5f) += -1.0 

:VIDPOK_16278
00D6: if 
0736:   is_keyboard_key_just_pressed 143 
004D: jump_if_false @VIDPOK_16308 
0009: $9054($POKER_COUNTER,5f) += 1.0 

:VIDPOK_16308
00D6: if 
0736:   is_keyboard_key_just_pressed 141 
004D: jump_if_false @VIDPOK_16338 
0009: $9054($POKER_COUNTER,5f) += -1.0 

:VIDPOK_16338
00D6: if 
0038:   $8906 == 13 
004D: jump_if_false @VIDPOK_16408 
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @VIDPOK_16382 
0009: $POKER_BUTTON_TEXT_OFFSET += 0.05 

:VIDPOK_16382
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @VIDPOK_16408 
0009: $POKER_BUTTON_TEXT_OFFSET += -0.05 

:VIDPOK_16408
00D6: if 
0736:   is_keyboard_key_just_pressed 137 
004D: jump_if_false @VIDPOK_26528 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
0006: 12@ = 0 

:VIDPOK_16435
00D6: if 
001B:   8 > 12@ 
004D: jump_if_false @VIDPOK_17019 
03A9: save_newline_to_debug_file 
05B6: 112 // VP_SCREEN_X[
03A7: save_int_to_debug_file 12@ 
05B6: 113 // ] = 
03A8: save_float_to_debug_file $POKER_X_SCREEN(12@,8f) 
03A9: save_newline_to_debug_file 
05B6: 114 // VP_SCREEN_Y[
03A7: save_int_to_debug_file 12@ 
05B6: 115 // ] = 
03A8: save_float_to_debug_file $POKER_Y_SCREEN(12@,8f) 
000A: 12@ += 1 
0002: jump @VIDPOK_16435 

:VIDPOK_17019
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
0006: 12@ = 0 

:VIDPOK_17030
00D6: if 
001B:   5 > 12@ 
004D: jump_if_false @VIDPOK_17614 
03A9: save_newline_to_debug_file 
05B6: 116 // CARD_X[
03A7: save_int_to_debug_file 12@ 
05B6: 117 // ] = 
03A8: save_float_to_debug_file $POKER_X_CARD(12@,5f) 
03A9: save_newline_to_debug_file 
05B6: 118 // CARD_Y[
03A7: save_int_to_debug_file 12@ 
05B6: 119 // ] = 
03A8: save_float_to_debug_file $POKER_Y_CARD(12@,5f) 
000A: 12@ += 1 
0002: jump @VIDPOK_17030 

:VIDPOK_17614
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 120 // VP_CARD_WIDTH = 
03A8: save_float_to_debug_file $POKER_CARD_WIDTH 
03A9: save_newline_to_debug_file 
05B6: 121 // VP_CARD_HEIGHT = 
03A8: save_float_to_debug_file $POKER_CARD_HEIGHT 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
0006: 12@ = 0 

:VIDPOK_17903
00D6: if 
001B:   10 > 12@ 
004D: jump_if_false @VIDPOK_18211 
03A9: save_newline_to_debug_file 
05B6: 122 // ROW_Y[
03A7: save_int_to_debug_file 12@ 
05B6: 123 // ] = 
03A8: save_float_to_debug_file $POKER_Y_ROW(12@,10f) 
000A: 12@ += 1 
0002: jump @VIDPOK_17903 

:VIDPOK_18211
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
0006: 12@ = 0 

:VIDPOK_18222
00D6: if 
001B:   6 > 12@ 
004D: jump_if_false @VIDPOK_18530 
03A9: save_newline_to_debug_file 
05B6: 124 // COL_X[
03A7: save_int_to_debug_file 12@ 
05B6: 125 // ] = 
03A8: save_float_to_debug_file $POKER_X_COL(12@,6f) 
000A: 12@ += 1 
0002: jump @VIDPOK_18222 

:VIDPOK_18530
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 126 // VP_HOLD_BUTTON_OFFSET = 
03A8: save_float_to_debug_file $POKER_HOLD_BUTTON_OFFSET 
03A9: save_newline_to_debug_file 
05B6: 127 // VP_HOLD_WIDTH = 
03A8: save_float_to_debug_file $POKER_HOLD_WIDTH 
03A9: save_newline_to_debug_file 
05B6: 128 // VP_HOLD_HEIGHT = 
03A8: save_float_to_debug_file $POKER_HOLD_HEIGHT 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 129 // BET_ONE_X = 
03A8: save_float_to_debug_file $POKER_X_BET_ONE 
03A9: save_newline_to_debug_file 
05B6: 130 // BET_ONE_Y = 
03A8: save_float_to_debug_file $POKER_Y_BET_ONE 
03A9: save_newline_to_debug_file 
05B6: 131 // VP_BET_ONE_WIDTH = 
03A8: save_float_to_debug_file $POKER_BET_ONE_WIDTH 
03A9: save_newline_to_debug_file 
05B6: 132 // VP_BET_ONE_HEIGHT = 
03A8: save_float_to_debug_file $POKER_BET_ONE_HEIGHT 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 133 // DEAL_X = 
03A8: save_float_to_debug_file $POKER_X_DEAL 
03A9: save_newline_to_debug_file 
05B6: 134 // DEAL_Y = 
03A8: save_float_to_debug_file $POKER_Y_DEAL 
03A9: save_newline_to_debug_file 
05B6: 135 // VP_DEAL_WIDTH = 
03A8: save_float_to_debug_file $POKER_DEAL_WIDTH 
03A9: save_newline_to_debug_file 
05B6: 136 // VP_DEAL_HEIGHT = 
03A8: save_float_to_debug_file $POKER_DEAL_HEIGHT 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 137 // VP_BORDER_THICKNESS = 
03A8: save_float_to_debug_file $POKER_BORDER_THICKNESS 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
0006: 12@ = 0 

:VIDPOK_20201
00D6: if 
001B:   9 > 12@ 
004D: jump_if_false @VIDPOK_21337 
03A9: save_newline_to_debug_file 
05B6: 138 // VP_LINE_X[
03A7: save_int_to_debug_file 12@ 
05B6: 139 // ] = 
03A8: save_float_to_debug_file $POKER_X_LINE(12@,9f) 
03A9: save_newline_to_debug_file 
05B6: 140 // VP_LINE_Y[
03A7: save_int_to_debug_file 12@ 
05B6: 141 // ] = 
03A8: save_float_to_debug_file $POKER_Y_LINE(12@,9f) 
03A9: save_newline_to_debug_file 
05B6: 142 // VP_LINE_WIDTH[
03A7: save_int_to_debug_file 12@ 
05B6: 143 // ] = 
03A8: save_float_to_debug_file $POKER_LINE_WIDTH(12@,9f) 
03A9: save_newline_to_debug_file 
05B6: 144 // VP_LINE_HEIGHT[
03A7: save_int_to_debug_file 12@ 
05B6: 145 // ] = 
03A8: save_float_to_debug_file $POKER_LINE_HEIGHT(12@,9f) 
000A: 12@ += 1 
0002: jump @VIDPOK_20201 

:VIDPOK_21337
0006: 12@ = 0 

:VIDPOK_21344
00D6: if 
001B:   6 > 12@ 
004D: jump_if_false @VIDPOK_24412 
03A9: save_newline_to_debug_file 
05B6: 146 // TEXT_SCALE_X[
03A7: save_int_to_debug_file 12@ 
05B6: 147 // ] = 
03A8: save_float_to_debug_file $POKER_X_TEXT_SCALE(12@,6f) 
03A9: save_newline_to_debug_file 
05B6: 148 // TEXT_SCALE_Y[
03A7: save_int_to_debug_file 12@ 
05B6: 149 // ] = 
03A8: save_float_to_debug_file $POKER_Y_TEXT_SCALE(12@,6f) 
03A9: save_newline_to_debug_file 
05B6: 150 // TEXT_COLOUR_R[
03A7: save_int_to_debug_file 12@ 
05B6: 151 // ] = 
03A7: save_int_to_debug_file $POKER_TEXT_COLOR_R(12@,6i) 
03A9: save_newline_to_debug_file 
05B6: 152 // TEXT_COLOUR_G[
03A7: save_int_to_debug_file 12@ 
05B6: 153 // ] = 
03A7: save_int_to_debug_file $POKER_TEXT_COLOR_G(12@,6i) 
03A9: save_newline_to_debug_file 
05B6: 154 // TEXT_COLOUR_B[
03A7: save_int_to_debug_file 12@ 
05B6: 155 // ] = 
03A7: save_int_to_debug_file $POKER_TEXT_COLOR_B(12@,6i) 
03A9: save_newline_to_debug_file 
05B6: 156 // TEXT_FONT[
03A7: save_int_to_debug_file 12@ 
05B6: 157 // ] = 
03A7: save_int_to_debug_file $POKER_TEXT_FONT(12@,6i) 
03A9: save_newline_to_debug_file 
05B6: 158 // TEXT_CENTRE[
03A7: save_int_to_debug_file 12@ 
05B6: 159 // ] = 
03A7: save_int_to_debug_file $POKER_TEXT_CENTRE(12@,6i) 
03A9: save_newline_to_debug_file 
05B6: 160 // TEXT_EDGE[
03A7: save_int_to_debug_file 12@ 
05B6: 161 // ] = 
03A7: save_int_to_debug_file $POKER_TEXT_EDGE(12@,6i) 
03A9: save_newline_to_debug_file 
05B6: 162 // TEXT_EDGE_R[
03A7: save_int_to_debug_file 12@ 
05B6: 163 // ] = 
03A7: save_int_to_debug_file $POKER_TEXT_EDGE_R(12@,6i) 
03A9: save_newline_to_debug_file 
05B6: 164 // TEXT_EDGE_G[
03A7: save_int_to_debug_file 12@ 
05B6: 165 // ] = 
03A7: save_int_to_debug_file $POKER_TEXT_EDGE_G(12@,6i) 
03A9: save_newline_to_debug_file 
05B6: 166 // TEXT_EDGE_B[
03A7: save_int_to_debug_file 12@ 
05B6: 167 // ] = 
03A7: save_int_to_debug_file $POKER_TEXT_EDGE_B(12@,6i) 
000A: 12@ += 1 
0002: jump @VIDPOK_21344 

:VIDPOK_24412
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 168 // TILE_HEIGHT = 
03A8: save_float_to_debug_file $POKER_TILE_HEIGHT 
03A9: save_newline_to_debug_file 
05B6: 169 // TILE_WIDTH = 
03A8: save_float_to_debug_file $POKER_TILE_WIDTH 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 170 // VP_TABLE_X = 
03A8: save_float_to_debug_file $POKER_TABLE_X 
03A9: save_newline_to_debug_file 
05B6: 171 // VP_TABLE_Y = 
03A8: save_float_to_debug_file $POKER_TABLE_Y 
03A9: save_newline_to_debug_file 
05B6: 172 // VP_TABLE_WIDTH = 
03A8: save_float_to_debug_file $POKER_TABLE_WIDTH 
03A9: save_newline_to_debug_file 
05B6: 173 // VP_TABLE_HEIGHT = 
03A8: save_float_to_debug_file $POKER_TABLE_HEIGHT 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
0006: 12@ = 0 

:VIDPOK_25253
00D6: if 
001B:   5 > 12@ 
004D: jump_if_false @VIDPOK_26389 
03A9: save_newline_to_debug_file 
05B6: 174 // VP_HIGHL_X[
03A7: save_int_to_debug_file 12@ 
05B6: 175 // ] = 
03A8: save_float_to_debug_file $9044(12@,5f) 
03A9: save_newline_to_debug_file 
05B6: 176 // VP_HIGHL_Y[
03A7: save_int_to_debug_file 12@ 
05B6: 177 // ] = 
03A8: save_float_to_debug_file $9049(12@,5f) 
03A9: save_newline_to_debug_file 
05B6: 178 // VP_HIGHL_WIDTH[
03A7: save_int_to_debug_file 12@ 
05B6: 179 // ] = 
03A8: save_float_to_debug_file $9054(12@,5f) 
03A9: save_newline_to_debug_file 
05B6: 180 // VP_HIGHL_HEIGHT[
03A7: save_int_to_debug_file 12@ 
05B6: 181 // ] = 
03A8: save_float_to_debug_file $9059(12@,5f) 
000A: 12@ += 1 
0002: jump @VIDPOK_25253 

:VIDPOK_26389
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 182 // BUTTON_TEXT_OFFSET = 
03A8: save_float_to_debug_file $POKER_BUTTON_TEXT_OFFSET 

:VIDPOK_26528
0051: return 

:VIDPOK_26530
00D6: if 
0038:   $9066 == 0 
004D: jump_if_false @VIDPOK_26596 
0008: $9065 += 10 
00D6: if 
0028:   $9065 >= 255 
004D: jump_if_false @VIDPOK_26589 
0004: $9065 = 255 
0004: $9066 = 1 

:VIDPOK_26589
0002: jump @VIDPOK_26635 

:VIDPOK_26596
0008: $9065 += -10 
00D6: if 
002A:   0 >= $9065 
004D: jump_if_false @VIDPOK_26635 
0004: $9065 = 0 
0004: $9066 = 0 

:VIDPOK_26635
00D6: if 
8038:   not  $POKER_TILE_TYPE == 0 
004D: jump_if_false @VIDPOK_26906 
0006: 12@ = 0 
0086: $TEMPVAR_FLOAT_1 = $POKER_TILE_WIDTH // (float) 
0015: $TEMPVAR_FLOAT_1 /= 2.0 
0086: $TEMPVAR_FLOAT_2 = $POKER_TILE_HEIGHT // (float) 
0015: $TEMPVAR_FLOAT_2 /= 2.0 

:VIDPOK_26696
00D6: if and
0022:   480.0 > $TEMPVAR_FLOAT_2 
001B:   100 > 12@ 
004D: jump_if_false @VIDPOK_26899 

:VIDPOK_26724
00D6: if and
0022:   640.0 > $TEMPVAR_FLOAT_1 
001B:   100 > 12@ 
004D: jump_if_false @VIDPOK_26866 
00D6: if 
0038:   $POKER_TILE_TYPE == 1 
004D: jump_if_false @VIDPOK_26798 
038D: draw_texture 64 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $POKER_TILE_WIDTH $POKER_TILE_HEIGHT RGBA 150 150 150 255 

:VIDPOK_26798
00D6: if 
0038:   $POKER_TILE_TYPE == 2 
004D: jump_if_false @VIDPOK_26844 
038D: draw_texture 65 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $POKER_TILE_WIDTH $POKER_TILE_HEIGHT RGBA 150 150 150 255 

:VIDPOK_26844
000A: 12@ += 1 
0059: $TEMPVAR_FLOAT_1 += $POKER_TILE_WIDTH // (float) 
0002: jump @VIDPOK_26724 

:VIDPOK_26866
0059: $TEMPVAR_FLOAT_2 += $POKER_TILE_HEIGHT // (float) 
0086: $TEMPVAR_FLOAT_1 = $POKER_TILE_WIDTH // (float) 
0015: $TEMPVAR_FLOAT_1 /= 2.0 
0002: jump @VIDPOK_26696 

:VIDPOK_26899
0002: jump @VIDPOK_26938 

:VIDPOK_26906
038E: draw_box_position 320.0 240.0 size 640.0 480.0 RGBA 6 16 140 255 

:VIDPOK_26938
038D: draw_texture 63 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 63 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 63 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 63 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
0050: gosub @VIDPOK_33829 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
033E: set_draw_text_position $POKER_X_SCREEN[0] $POKER_Y_SCREEN[0] GXT 'VP02'  // COIN VALUE
0050: gosub @VIDPOK_33637 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
045A: draw_text_1number $POKER_X_SCREEN[6] $POKER_Y_SCREEN[6] GXT 'DOLLAR' number 1@  // $~1~
010B: 12@ = player $PLAYER_CHAR money 
0050: gosub @VIDPOK_34875 
0050: gosub @VIDPOK_33637 
03E4: set_text_draw_align_right 1 
008B: 13@ = $MAX_WAGER // (int) 
0012: 13@ *= -1 
00D6: if 
002D:   13@ >= 12@ // (int) 
004D: jump_if_false @VIDPOK_27233 
033E: set_draw_text_position $POKER_X_SCREEN[1] $POKER_Y_SCREEN[1] GXT 'VP18'  // NO CREDIT!!
0002: jump @VIDPOK_27253 

:VIDPOK_27233
045A: draw_text_1number $POKER_X_SCREEN[1] $POKER_Y_SCREEN[1] GXT 'VP16' number 12@  // CASH $~1~

:VIDPOK_27253
0050: gosub @VIDPOK_33829 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
008B: 12@ = $8826 // (int) 
006A: 12@ *= 1@ // (int) 
033E: set_draw_text_position $POKER_X_SCREEN[2] $POKER_Y_SCREEN[2] GXT 'VP03'  // WAGER
0050: gosub @VIDPOK_33637 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
045A: draw_text_1number $POKER_X_SCREEN[7] $POKER_Y_SCREEN[7] GXT 'DOLLAR' number 12@  // $~1~
0050: gosub @VIDPOK_34213 
0342: set_text_draw_centered 1 
033E: set_draw_text_position 320.0 $POKER_Y_SCREEN[4] GXT 'VP17'  // ~k~~PED_SPRINT~ SELECT ~k~~VEHICLE_ENTER_EXIT~ EXIT Movement Controls NAVIGATE
038E: draw_box_position $POKER_TABLE_X $POKER_TABLE_Y size $POKER_TABLE_WIDTH $POKER_TABLE_HEIGHT RGBA 0 0 0 255 
00D6: if 
8039:   not  3@ == 6 
004D: jump_if_false @VIDPOK_27635 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_27635 jumps 1 @VIDPOK_27470 2 @VIDPOK_27503 3 @VIDPOK_27536 4 @VIDPOK_27569 5 @VIDPOK_27602 -1 @VIDPOK_27635 -1 @VIDPOK_27635 

:VIDPOK_27470
038E: draw_box_position $9044[0] $9049[0] size $9054[0] $9059[0] RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
0002: jump @VIDPOK_27635 

:VIDPOK_27503
038E: draw_box_position $9044[1] $9049[1] size $9054[1] $9059[1] RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
0002: jump @VIDPOK_27635 

:VIDPOK_27536
038E: draw_box_position $9044[2] $9049[2] size $9054[2] $9059[2] RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
0002: jump @VIDPOK_27635 

:VIDPOK_27569
038E: draw_box_position $9044[3] $9049[3] size $9054[3] $9059[3] RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
0002: jump @VIDPOK_27635 

:VIDPOK_27602
038E: draw_box_position $9044[4] $9049[4] size $9054[4] $9059[4] RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
0002: jump @VIDPOK_27635 

:VIDPOK_27635
00D6: if and
0039:   3@ == 6 
8038:   not  $8866 == 0 
004D: jump_if_false @VIDPOK_27972 
0006: 12@ = 10 
0064: 12@ -= $8866 // (int) 
0089: 15@ = $POKER_Y_ROW(12@,10f) // (float) 
000B: 15@ += 9.0 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_27930 jumps 1 @VIDPOK_27760 2 @VIDPOK_27794 3 @VIDPOK_27828 4 @VIDPOK_27862 5 @VIDPOK_27896 -1 @VIDPOK_27930 -1 @VIDPOK_27930 

:VIDPOK_27760
038E: draw_box_position $9044[0] 15@ size $9054[0] 18.0 RGBA 255 $9065 0 255 
0002: jump @VIDPOK_27930 

:VIDPOK_27794
038E: draw_box_position $9044[1] 15@ size $9054[1] 18.0 RGBA 255 $9065 0 255 
0002: jump @VIDPOK_27930 

:VIDPOK_27828
038E: draw_box_position $9044[2] 15@ size $9054[2] 18.0 RGBA 255 $9065 0 255 
0002: jump @VIDPOK_27930 

:VIDPOK_27862
038E: draw_box_position $9044[3] 15@ size $9054[3] 18.0 RGBA 255 $9065 0 255 
0002: jump @VIDPOK_27930 

:VIDPOK_27896
038E: draw_box_position $9044[4] 15@ size $9054[4] 18.0 RGBA 255 $9065 0 255 
0002: jump @VIDPOK_27930 

:VIDPOK_27930
0050: gosub @VIDPOK_33637 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
045A: draw_text_1number $POKER_X_SCREEN[3] $POKER_Y_SCREEN[3] GXT 'VP04' number 14@  // !! PAYOUT $~1~ !!
0002: jump @VIDPOK_28039 

:VIDPOK_27972
00D6: if and
0039:   3@ == 6 
0038:   $8866 == 0 
004D: jump_if_false @VIDPOK_28039 
0006: 14@ = 0 
0050: gosub @VIDPOK_33637 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
045A: draw_text_1number $POKER_X_SCREEN[3] $POKER_Y_SCREEN[3] GXT 'VP04' number 14@  // !! PAYOUT $~1~ !!

:VIDPOK_28039
0050: gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[1] GXT 'VP06'  // ROYAL FLUSH
0050: gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[2] GXT 'VP07'  // STRAIGHT FLUSH
0050: gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[3] GXT 'VP08'  // FOUR OF A KIND
0050: gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[4] GXT 'VP09'  // FULL HOUSE
0050: gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[5] GXT 'VP10'  // FLUSH
0050: gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[6] GXT 'VP11'  // STRAIGHT
0050: gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[7] GXT 'VP12'  // THREE OF A KIND
0050: gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[8] GXT 'VP13'  // TWO PAIRS
0050: gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[9] GXT 'VP14'  // JACKS OR BETTER
0050: gosub @VIDPOK_34213 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position $POKER_X_SCREEN[5] $POKER_Y_SCREEN[5] GXT 'VP05'  // COINS WAGERED
0050: gosub @VIDPOK_34213 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[0] GXT 'VP15' number 1  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[1] GXT 'VP15' number 250  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[2] GXT 'VP15' number 50  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[3] GXT 'VP15' number 25  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[4] GXT 'VP15' number 9  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[5] GXT 'VP15' number 6  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[6] GXT 'VP15' number 4  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[7] GXT 'VP15' number 3  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[8] GXT 'VP15' number 2  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[9] GXT 'VP15' number 1  // ~1~
0050: gosub @VIDPOK_34213 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[0] GXT 'VP15' number 2  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[1] GXT 'VP15' number 500  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[2] GXT 'VP15' number 100  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[3] GXT 'VP15' number 50  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[4] GXT 'VP15' number 18  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[5] GXT 'VP15' number 12  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[6] GXT 'VP15' number 8  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[7] GXT 'VP15' number 6  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[8] GXT 'VP15' number 4  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[9] GXT 'VP15' number 2  // ~1~
0050: gosub @VIDPOK_34213 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[0] GXT 'VP15' number 3  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[1] GXT 'VP15' number 750  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[2] GXT 'VP15' number 150  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[3] GXT 'VP15' number 75  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[4] GXT 'VP15' number 27  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[5] GXT 'VP15' number 18  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[6] GXT 'VP15' number 12  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[7] GXT 'VP15' number 9  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[8] GXT 'VP15' number 6  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[9] GXT 'VP15' number 3  // ~1~
0050: gosub @VIDPOK_34213 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[0] GXT 'VP15' number 4  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[1] GXT 'VP15' number 1000  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[2] GXT 'VP15' number 200  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[3] GXT 'VP15' number 100  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[4] GXT 'VP15' number 36  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[5] GXT 'VP15' number 24  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[6] GXT 'VP15' number 16  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[7] GXT 'VP15' number 12  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[8] GXT 'VP15' number 8  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[9] GXT 'VP15' number 4  // ~1~
0050: gosub @VIDPOK_34213 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[0] GXT 'VP15' number 5  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[1] GXT 'VP15' number 4000  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[2] GXT 'VP15' number 250  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[3] GXT 'VP15' number 125  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[4] GXT 'VP15' number 45  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[5] GXT 'VP15' number 30  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[6] GXT 'VP15' number 20  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[7] GXT 'VP15' number 15  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[8] GXT 'VP15' number 10  // ~1~
0050: gosub @VIDPOK_34405 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[9] GXT 'VP15' number 5  // ~1~
038E: draw_box_position $POKER_X_LINE[0] $POKER_Y_LINE[0] size $POKER_LINE_WIDTH[0] $POKER_LINE_HEIGHT[0] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
038E: draw_box_position $POKER_X_LINE[1] $POKER_Y_LINE[1] size $POKER_LINE_WIDTH[1] $POKER_LINE_HEIGHT[1] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
038E: draw_box_position $POKER_X_LINE[2] $POKER_Y_LINE[2] size $POKER_LINE_WIDTH[2] $POKER_LINE_HEIGHT[2] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
038E: draw_box_position $POKER_X_LINE[3] $POKER_Y_LINE[3] size $POKER_LINE_WIDTH[3] $POKER_LINE_HEIGHT[3] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
038E: draw_box_position $POKER_X_LINE[4] $POKER_Y_LINE[4] size $POKER_LINE_WIDTH[4] $POKER_LINE_HEIGHT[4] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
038E: draw_box_position $POKER_X_LINE[5] $POKER_Y_LINE[5] size $POKER_LINE_WIDTH[5] $POKER_LINE_HEIGHT[5] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
038E: draw_box_position $POKER_X_LINE[6] $POKER_Y_LINE[6] size $POKER_LINE_WIDTH[6] $POKER_LINE_HEIGHT[6] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
038E: draw_box_position $POKER_X_LINE[7] $POKER_Y_LINE[7] size $POKER_LINE_WIDTH[7] $POKER_LINE_HEIGHT[7] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
038E: draw_box_position $POKER_X_LINE[8] $POKER_Y_LINE[8] size $POKER_LINE_WIDTH[8] $POKER_LINE_HEIGHT[8] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
0004: $9064 = 0 

:VIDPOK_30112
00D6: if 
001A:   5 > $9064 
004D: jump_if_false @VIDPOK_31298 
00D6: if 
0038:   $8827($9064,5i) == 0 
004D: jump_if_false @VIDPOK_30195 
038D: draw_texture 53 position $POKER_X_CARD($9064,5f) $POKER_Y_CARD($9064,5f) size $POKER_CARD_WIDTH $POKER_CARD_HEIGHT RGBA 128 128 128 255 
0002: jump @VIDPOK_30236 

:VIDPOK_30195
038D: draw_texture $8827($9064,5i) position $POKER_X_CARD($9064,5f) $POKER_Y_CARD($9064,5f) size $POKER_CARD_WIDTH $POKER_CARD_HEIGHT RGBA 128 128 128 255 

:VIDPOK_30236
0086: $TEMPVAR_FLOAT_1 = $POKER_X_CARD($9064,5f) // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_CARD($9064,5f) // (float) 
0059: $TEMPVAR_FLOAT_2 += $POKER_HOLD_BUTTON_OFFSET // (float) 
00D6: if 
0038:   $8837($9064,5i) == 0 
004D: jump_if_false @VIDPOK_30447 
0086: $8930 = $POKER_HOLD_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_HOLD_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $8930 $8931 RGBA 0 0 0 128 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $POKER_HOLD_WIDTH $POKER_HOLD_HEIGHT RGBA 128 128 128 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $POKER_TEXT_EDGE[5] RGBA 0 0 0 128 
0089: 15@ = $POKER_HOLD_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 GXT 'VP19'  // HOLD

:VIDPOK_30447
00D6: if 
0038:   $8837($9064,5i) == 1 
004D: jump_if_false @VIDPOK_30628 
0086: $8930 = $POKER_HOLD_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_HOLD_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $8930 $8931 RGBA 255 $9065 0 128 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $POKER_HOLD_WIDTH $POKER_HOLD_HEIGHT RGBA 128 128 128 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $POKER_TEXT_EDGE[5] RGBA 0 0 0 128 
0089: 15@ = $POKER_HOLD_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 GXT 'VP19'  // HOLD

:VIDPOK_30628
00D6: if 
0038:   $8837($9064,5i) == 2 
004D: jump_if_false @VIDPOK_30789 
0086: $8930 = $POKER_HOLD_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_HOLD_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $8930 $8931 RGBA 0 0 0 255 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $POKER_HOLD_WIDTH $POKER_HOLD_HEIGHT RGBA 0 128 0 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 0 255 0 255 
0089: 15@ = $POKER_HOLD_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 GXT 'VP19'  // HOLD

:VIDPOK_30789
00D6: if 
0038:   $8837($9064,5i) == 3 
004D: jump_if_false @VIDPOK_30954 
0086: $8930 = $POKER_HOLD_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_HOLD_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $8930 $8931 RGBA 255 $9065 0 255 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $POKER_HOLD_WIDTH $POKER_HOLD_HEIGHT RGBA 0 128 0 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[5] $9065 $POKER_TEXT_COLOR_B[5] 255 
0089: 15@ = $POKER_HOLD_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 GXT 'VP19'  // HOLD

:VIDPOK_30954
00D6: if 
0038:   $8837($9064,5i) == 4 
004D: jump_if_false @VIDPOK_31117 
0086: $8930 = $POKER_HOLD_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_HOLD_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $8930 $8931 RGBA 0 0 0 255 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $POKER_HOLD_WIDTH $POKER_HOLD_HEIGHT RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 255 0 0 255 
0089: 15@ = $POKER_HOLD_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 GXT 'VP19'  // HOLD

:VIDPOK_31117
00D6: if 
0038:   $8837($9064,5i) == 5 
004D: jump_if_false @VIDPOK_31284 
0086: $8930 = $POKER_HOLD_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_HOLD_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $8930 $8931 RGBA 255 $9065 0 255 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $POKER_HOLD_WIDTH $POKER_HOLD_HEIGHT RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[5] $9065 $POKER_TEXT_COLOR_B[5] 255 
0089: 15@ = $POKER_HOLD_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 GXT 'VP19'  // HOLD

:VIDPOK_31284
0008: $9064 += 1 
0002: jump @VIDPOK_30112 

:VIDPOK_31298
00D6: if 
0038:   $8842 == 0 
004D: jump_if_false @VIDPOK_31481 
0086: $8930 = $POKER_BET_ONE_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_BET_ONE_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $8930 $8931 RGBA 0 0 0 128 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $POKER_BET_ONE_WIDTH $POKER_BET_ONE_HEIGHT RGBA 128 128 128 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $POKER_TEXT_EDGE[5] RGBA 0 0 0 128 
0089: 15@ = $POKER_BET_ONE_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_BET_ONE // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_BET_ONE $TEMPVAR_FLOAT_2 GXT 'VP20'  // ADD COIN

:VIDPOK_31481
00D6: if 
0038:   $8842 == 1 
004D: jump_if_false @VIDPOK_31666 
0086: $8930 = $POKER_BET_ONE_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_BET_ONE_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $8930 $8931 RGBA 255 $9065 0 128 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $POKER_BET_ONE_WIDTH $POKER_BET_ONE_HEIGHT RGBA 128 128 128 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $POKER_TEXT_EDGE[5] RGBA 0 0 0 128 
0089: 15@ = $POKER_BET_ONE_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_BET_ONE // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_BET_ONE $TEMPVAR_FLOAT_2 GXT 'VP20'  // ADD COIN

:VIDPOK_31666
00D6: if 
0038:   $8842 == 2 
004D: jump_if_false @VIDPOK_31831 
0086: $8930 = $POKER_BET_ONE_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_BET_ONE_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $8930 $8931 RGBA 0 0 0 255 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $POKER_BET_ONE_WIDTH $POKER_BET_ONE_HEIGHT RGBA 0 128 0 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 0 255 0 255 
0089: 15@ = $POKER_BET_ONE_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_BET_ONE // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_BET_ONE $TEMPVAR_FLOAT_2 GXT 'VP20'  // ADD COIN

:VIDPOK_31831
00D6: if 
0038:   $8842 == 3 
004D: jump_if_false @VIDPOK_32000 
0086: $8930 = $POKER_BET_ONE_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_BET_ONE_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $8930 $8931 RGBA 255 $9065 0 255 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $POKER_BET_ONE_WIDTH $POKER_BET_ONE_HEIGHT RGBA 0 128 0 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[5] $9065 $POKER_TEXT_COLOR_B[5] 255 
0089: 15@ = $POKER_BET_ONE_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_BET_ONE // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_BET_ONE $TEMPVAR_FLOAT_2 GXT 'VP20'  // ADD COIN

:VIDPOK_32000
00D6: if 
0038:   $8842 == 4 
004D: jump_if_false @VIDPOK_32167 
0086: $8930 = $POKER_BET_ONE_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_BET_ONE_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $8930 $8931 RGBA 0 0 0 255 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $POKER_BET_ONE_WIDTH $POKER_BET_ONE_HEIGHT RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 255 0 0 255 
0089: 15@ = $POKER_BET_ONE_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_BET_ONE // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_BET_ONE $TEMPVAR_FLOAT_2 GXT 'VP20'  // ADD COIN

:VIDPOK_32167
00D6: if 
0038:   $8842 == 5 
004D: jump_if_false @VIDPOK_32338 
0086: $8930 = $POKER_BET_ONE_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_BET_ONE_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $8930 $8931 RGBA 255 $9065 0 255 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $POKER_BET_ONE_WIDTH $POKER_BET_ONE_HEIGHT RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[5] $9065 $POKER_TEXT_COLOR_B[5] 255 
0089: 15@ = $POKER_BET_ONE_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_BET_ONE // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_BET_ONE $TEMPVAR_FLOAT_2 GXT 'VP20'  // ADD COIN

:VIDPOK_32338
00D6: if 
0038:   $8843 == 0 
004D: jump_if_false @VIDPOK_32521 
0086: $8930 = $POKER_DEAL_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_DEAL_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $8930 $8931 RGBA 0 0 0 128 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $POKER_DEAL_WIDTH $POKER_DEAL_HEIGHT RGBA 128 128 128 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $POKER_TEXT_EDGE[5] RGBA 0 0 0 128 
0089: 15@ = $POKER_DEAL_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_DEAL // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_DEAL $TEMPVAR_FLOAT_2 GXT 'VP21'  // DEAL

:VIDPOK_32521
00D6: if 
0038:   $8843 == 1 
004D: jump_if_false @VIDPOK_32706 
0086: $8930 = $POKER_DEAL_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_DEAL_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $8930 $8931 RGBA 255 $9065 0 128 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $POKER_DEAL_WIDTH $POKER_DEAL_HEIGHT RGBA 128 128 128 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $POKER_TEXT_EDGE[5] RGBA 0 0 0 128 
0089: 15@ = $POKER_DEAL_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_DEAL // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_DEAL $TEMPVAR_FLOAT_2 GXT 'VP21'  // DEAL

:VIDPOK_32706
00D6: if 
0038:   $8843 == 2 
004D: jump_if_false @VIDPOK_32871 
0086: $8930 = $POKER_DEAL_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_DEAL_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $8930 $8931 RGBA 0 0 0 255 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $POKER_DEAL_WIDTH $POKER_DEAL_HEIGHT RGBA 0 128 0 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 0 255 0 255 
0089: 15@ = $POKER_DEAL_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_DEAL // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_DEAL $TEMPVAR_FLOAT_2 GXT 'VP21'  // DEAL

:VIDPOK_32871
00D6: if 
0038:   $8843 == 3 
004D: jump_if_false @VIDPOK_33040 
0086: $8930 = $POKER_DEAL_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_DEAL_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $8930 $8931 RGBA 255 $9065 0 255 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $POKER_DEAL_WIDTH $POKER_DEAL_HEIGHT RGBA 0 128 0 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[5] $9065 $POKER_TEXT_COLOR_B[5] 255 
0089: 15@ = $POKER_DEAL_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_DEAL // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_DEAL $TEMPVAR_FLOAT_2 GXT 'VP21'  // DEAL

:VIDPOK_33040
00D6: if 
0038:   $8843 == 4 
004D: jump_if_false @VIDPOK_33207 
0086: $8930 = $POKER_DEAL_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_DEAL_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $8930 $8931 RGBA 0 0 0 255 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $POKER_DEAL_WIDTH $POKER_DEAL_HEIGHT RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 255 0 0 255 
0089: 15@ = $POKER_DEAL_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_DEAL // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_DEAL $TEMPVAR_FLOAT_2 GXT 'VP21'  // DEAL

:VIDPOK_33207
00D6: if 
0038:   $8843 == 5 
004D: jump_if_false @VIDPOK_33378 
0086: $8930 = $POKER_DEAL_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_DEAL_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $8930 $8931 RGBA 255 $9065 0 255 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $POKER_DEAL_WIDTH $POKER_DEAL_HEIGHT RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
0050: gosub @VIDPOK_34597 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[5] $9065 $POKER_TEXT_COLOR_B[5] 255 
0089: 15@ = $POKER_DEAL_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_DEAL // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_DEAL $TEMPVAR_FLOAT_2 GXT 'VP21'  // DEAL

:VIDPOK_33378
0051: return 

:VIDPOK_33380
00D6: if and
001A:   27 > $9069 
0018:   $9069 > 13 
004D: jump_if_false @VIDPOK_33420 
0084: $9070 = $9069 // (int) 
000C: $9070 -= 13 

:VIDPOK_33420
00D6: if and
001A:   40 > $9069 
0018:   $9069 > 26 
004D: jump_if_false @VIDPOK_33460 
0084: $9070 = $9069 // (int) 
000C: $9070 -= 26 

:VIDPOK_33460
00D6: if and
001A:   53 > $9069 
0018:   $9069 > 39 
004D: jump_if_false @VIDPOK_33500 
0084: $9070 = $9069 // (int) 
000C: $9070 -= 39 

:VIDPOK_33500
00D6: if 
002A:   13 >= $9069 
004D: jump_if_false @VIDPOK_33526 
0084: $9070 = $9069 // (int) 

:VIDPOK_33526
0051: return 

:VIDPOK_33528
00D6: if 
001A:   14 > $9069 
004D: jump_if_false @VIDPOK_33560 
0004: $9070 = 1 
0002: jump @VIDPOK_33631 

:VIDPOK_33560
00D6: if 
001A:   27 > $9069 
004D: jump_if_false @VIDPOK_33592 
0004: $9070 = 2 
0002: jump @VIDPOK_33631 

:VIDPOK_33592
00D6: if 
001A:   40 > $9069 
004D: jump_if_false @VIDPOK_33624 
0004: $9070 = 3 
0002: jump @VIDPOK_33631 

:VIDPOK_33624
0004: $9070 = 4 

:VIDPOK_33631
0051: return 

:VIDPOK_33633
0051: return 

:VIDPOK_33635
0051: return 

:VIDPOK_33637
033F: set_text_draw_letter_size $POKER_X_TEXT_SCALE[0] $POKER_Y_TEXT_SCALE[0] 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[0] $POKER_TEXT_COLOR_G[0] $POKER_TEXT_COLOR_B[0] 255 
00D6: if 
0038:   $POKER_TEXT_CENTRE[0] == 1 
004D: jump_if_false @VIDPOK_33681 
0342: set_text_draw_centered 1 

:VIDPOK_33681
0871: init_jump_table $POKER_TEXT_FONT[0] total_jumps 4 default_jump 1 @VIDPOK_33788 jumps 0 @VIDPOK_33744 1 @VIDPOK_33755 2 @VIDPOK_33766 3 @VIDPOK_33777 -1 @VIDPOK_33799 -1 @VIDPOK_33799 -1 @VIDPOK_33799 

:VIDPOK_33744
0349: set_text_draw_font 0 
0002: jump @VIDPOK_33799 

:VIDPOK_33755
0349: set_text_draw_font 1 
0002: jump @VIDPOK_33799 

:VIDPOK_33766
0349: set_text_draw_font 2 
0002: jump @VIDPOK_33799 

:VIDPOK_33777
0349: set_text_draw_font 3 
0002: jump @VIDPOK_33799 

:VIDPOK_33788
0349: set_text_draw_font 0 
0002: jump @VIDPOK_33799 

:VIDPOK_33799
081C: draw_text_outline $POKER_TEXT_EDGE[0] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 

:VIDPOK_33829
033F: set_text_draw_letter_size $POKER_X_TEXT_SCALE[1] $POKER_Y_TEXT_SCALE[1] 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
00D6: if 
0038:   $POKER_TEXT_CENTRE[1] == 1 
004D: jump_if_false @VIDPOK_33873 
0342: set_text_draw_centered 1 

:VIDPOK_33873
0871: init_jump_table $POKER_TEXT_FONT[1] total_jumps 4 default_jump 1 @VIDPOK_33980 jumps 0 @VIDPOK_33936 1 @VIDPOK_33947 2 @VIDPOK_33958 3 @VIDPOK_33969 -1 @VIDPOK_33991 -1 @VIDPOK_33991 -1 @VIDPOK_33991 

:VIDPOK_33936
0349: set_text_draw_font 0 
0002: jump @VIDPOK_33991 

:VIDPOK_33947
0349: set_text_draw_font 1 
0002: jump @VIDPOK_33991 

:VIDPOK_33958
0349: set_text_draw_font 2 
0002: jump @VIDPOK_33991 

:VIDPOK_33969
0349: set_text_draw_font 3 
0002: jump @VIDPOK_33991 

:VIDPOK_33980
0349: set_text_draw_font 0 
0002: jump @VIDPOK_33991 

:VIDPOK_33991
081C: draw_text_outline $POKER_TEXT_EDGE[1] RGBA $POKER_TEXT_EDGE_R[1] $POKER_TEXT_EDGE_G[1] $POKER_TEXT_EDGE_B[1] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 

:VIDPOK_34021
033F: set_text_draw_letter_size $POKER_X_TEXT_SCALE[2] $POKER_Y_TEXT_SCALE[2] 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[2] $POKER_TEXT_COLOR_G[2] $POKER_TEXT_COLOR_B[2] 255 
00D6: if 
0038:   $POKER_TEXT_CENTRE[2] == 1 
004D: jump_if_false @VIDPOK_34065 
0342: set_text_draw_centered 1 

:VIDPOK_34065
0871: init_jump_table $POKER_TEXT_FONT[2] total_jumps 4 default_jump 1 @VIDPOK_34172 jumps 0 @VIDPOK_34128 1 @VIDPOK_34139 2 @VIDPOK_34150 3 @VIDPOK_34161 -1 @VIDPOK_34183 -1 @VIDPOK_34183 -1 @VIDPOK_34183 

:VIDPOK_34128
0349: set_text_draw_font 0 
0002: jump @VIDPOK_34183 

:VIDPOK_34139
0349: set_text_draw_font 1 
0002: jump @VIDPOK_34183 

:VIDPOK_34150
0349: set_text_draw_font 2 
0002: jump @VIDPOK_34183 

:VIDPOK_34161
0349: set_text_draw_font 3 
0002: jump @VIDPOK_34183 

:VIDPOK_34172
0349: set_text_draw_font 0 
0002: jump @VIDPOK_34183 

:VIDPOK_34183
081C: draw_text_outline $POKER_TEXT_EDGE[2] RGBA $POKER_TEXT_EDGE_R[2] $POKER_TEXT_EDGE_G[2] $POKER_TEXT_EDGE_B[2] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 

:VIDPOK_34213
033F: set_text_draw_letter_size $POKER_X_TEXT_SCALE[3] $POKER_Y_TEXT_SCALE[3] 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[3] $POKER_TEXT_COLOR_G[3] $POKER_TEXT_COLOR_B[3] 255 
00D6: if 
0038:   $POKER_TEXT_CENTRE[3] == 1 
004D: jump_if_false @VIDPOK_34257 
0342: set_text_draw_centered 1 

:VIDPOK_34257
0871: init_jump_table $POKER_TEXT_FONT[3] total_jumps 4 default_jump 1 @VIDPOK_34364 jumps 0 @VIDPOK_34320 1 @VIDPOK_34331 2 @VIDPOK_34342 3 @VIDPOK_34353 -1 @VIDPOK_34375 -1 @VIDPOK_34375 -1 @VIDPOK_34375 

:VIDPOK_34320
0349: set_text_draw_font 0 
0002: jump @VIDPOK_34375 

:VIDPOK_34331
0349: set_text_draw_font 1 
0002: jump @VIDPOK_34375 

:VIDPOK_34342
0349: set_text_draw_font 2 
0002: jump @VIDPOK_34375 

:VIDPOK_34353
0349: set_text_draw_font 3 
0002: jump @VIDPOK_34375 

:VIDPOK_34364
0349: set_text_draw_font 0 
0002: jump @VIDPOK_34375 

:VIDPOK_34375
081C: draw_text_outline $POKER_TEXT_EDGE[3] RGBA $POKER_TEXT_EDGE_R[3] $POKER_TEXT_EDGE_G[3] $POKER_TEXT_EDGE_B[3] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 

:VIDPOK_34405
033F: set_text_draw_letter_size $POKER_X_TEXT_SCALE[4] $POKER_Y_TEXT_SCALE[4] 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[4] $POKER_TEXT_COLOR_G[4] $POKER_TEXT_COLOR_B[4] 255 
00D6: if 
0038:   $POKER_TEXT_CENTRE[4] == 1 
004D: jump_if_false @VIDPOK_34449 
0342: set_text_draw_centered 1 

:VIDPOK_34449
0871: init_jump_table $POKER_TEXT_FONT[4] total_jumps 4 default_jump 1 @VIDPOK_34556 jumps 0 @VIDPOK_34512 1 @VIDPOK_34523 2 @VIDPOK_34534 3 @VIDPOK_34545 -1 @VIDPOK_34567 -1 @VIDPOK_34567 -1 @VIDPOK_34567 

:VIDPOK_34512
0349: set_text_draw_font 0 
0002: jump @VIDPOK_34567 

:VIDPOK_34523
0349: set_text_draw_font 1 
0002: jump @VIDPOK_34567 

:VIDPOK_34534
0349: set_text_draw_font 2 
0002: jump @VIDPOK_34567 

:VIDPOK_34545
0349: set_text_draw_font 3 
0002: jump @VIDPOK_34567 

:VIDPOK_34556
0349: set_text_draw_font 0 
0002: jump @VIDPOK_34567 

:VIDPOK_34567
081C: draw_text_outline $POKER_TEXT_EDGE[4] RGBA $POKER_TEXT_EDGE_R[4] $POKER_TEXT_EDGE_G[4] $POKER_TEXT_EDGE_B[4] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 

:VIDPOK_34597
033F: set_text_draw_letter_size $POKER_X_TEXT_SCALE[5] $POKER_Y_TEXT_SCALE[5] 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[5] $POKER_TEXT_COLOR_G[5] $POKER_TEXT_COLOR_B[5] 255 
00D6: if 
0038:   $POKER_TEXT_CENTRE[5] == 1 
004D: jump_if_false @VIDPOK_34641 
0342: set_text_draw_centered 1 

:VIDPOK_34641
0871: init_jump_table $POKER_TEXT_FONT[5] total_jumps 4 default_jump 1 @VIDPOK_34748 jumps 0 @VIDPOK_34704 1 @VIDPOK_34715 2 @VIDPOK_34726 3 @VIDPOK_34737 -1 @VIDPOK_34759 -1 @VIDPOK_34759 -1 @VIDPOK_34759 

:VIDPOK_34704
0349: set_text_draw_font 0 
0002: jump @VIDPOK_34759 

:VIDPOK_34715
0349: set_text_draw_font 1 
0002: jump @VIDPOK_34759 

:VIDPOK_34726
0349: set_text_draw_font 2 
0002: jump @VIDPOK_34759 

:VIDPOK_34737
0349: set_text_draw_font 3 
0002: jump @VIDPOK_34759 

:VIDPOK_34748
0349: set_text_draw_font 0 
0002: jump @VIDPOK_34759 

:VIDPOK_34759
081C: draw_text_outline $POKER_TEXT_EDGE[5] RGBA $POKER_TEXT_EDGE_R[5] $POKER_TEXT_EDGE_G[5] $POKER_TEXT_EDGE_B[5] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_size 0.54 1.44 
0340: set_text_draw_RGBA 128 148 178 255 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_size 0.54 1.44 
0340: set_text_draw_RGBA 128 148 178 255 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 

:VIDPOK_34875
0653: 15@ = float_stat 81 
00D6: if 
0023:   50.0 > 15@ 
004D: jump_if_false @VIDPOK_34917 
0004: $MAX_WAGER = 100 
0002: jump @VIDPOK_35037 

:VIDPOK_34917
00D6: if 
0023:   150.0 > 15@ 
004D: jump_if_false @VIDPOK_34953 
0004: $MAX_WAGER = 1000 
0002: jump @VIDPOK_35037 

:VIDPOK_34953
00D6: if 
0023:   350.0 > 15@ 
004D: jump_if_false @VIDPOK_34989 
0004: $MAX_WAGER = 10000 
0002: jump @VIDPOK_35037 

:VIDPOK_34989
00D6: if 
0023:   1000.0 > 15@ 
004D: jump_if_false @VIDPOK_35027 
0004: $MAX_WAGER = 100000 
0002: jump @VIDPOK_35037 

:VIDPOK_35027
0004: $MAX_WAGER = 1000000 

:VIDPOK_35037
0051: return 

:VIDPOK_35039
09BD: allow_other_threads_to_display_text_boxes 1 
0006: 3@ = 0 
0006: 4@ = 0 
0006: 5@ = 0 
0006: 6@ = 0 
0006: 7@ = 0 
0459: end_thread_named 'CASHWIN' 
00BE: text_clear_all 
03E6: remove_text_box 
040D: unload_wav 4 
0391: release_textures 
03F0: enable_text_draw 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0826: enable_hud 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0051: return 
004E: end_thread 

//-------------External script 17 (BLACKJ)---------------

:BLACKJ
03A4: name_thread 'BLACKJ' 
0006: 2@ = 0 
0006: 3@ = 0 
0006: 4@ = 0 
0006: 5@ = 0 
0006: 22@ = 0 
0006: 23@ = 0 
0006: 24@ = 0 
00D6: if 
0039:   3@ == -1 
004D: jump_if_false @BLACKJ_193 
0107: 0@ = create_object #WOODENBOX at 0.0 0.0 0.0 
009A: 1@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
0107: $9217 = create_object #WOODENBOX at 0.0 0.0 0.0 
009A: $9218 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
0107: $9208[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 

:BLACKJ_193
0006: 29@ = -99 

:BLACKJ_200
0001: wait 0 ms 
00D6: if 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @BLACKJ_2463 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BLACKJ_2447 
00D6: if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
004D: jump_if_false @BLACKJ_2431 
00D6: if 
0038:   $9217 == 0 
004D: jump_if_false @BLACKJ_2343 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BLACKJ_2327 
00D6: if 
0039:   2@ == 0 
004D: jump_if_false @BLACKJ_1076 
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @BLACKJ_869 
0209: 10@ = random_int_in_ranges 0 2 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @BLACKJ_366 
04AF: 26@ = 171 // = constant 
0002: jump @BLACKJ_374 

:BLACKJ_366
04AF: 26@ = 171 // = constant 

:BLACKJ_374
00D6: if 
8248:   not model 26@ available 
004D: jump_if_false @BLACKJ_395 
0247: load_model 26@ 

:BLACKJ_395
00D6: if 
84EE:   not animation "CASINO" loaded 
004D: jump_if_false @BLACKJ_426 
04ED: load_animation "CASINO" 

:BLACKJ_426
00D6: if 
0039:   29@ == -99 
004D: jump_if_false @BLACKJ_862 
0653: 13@ = float_stat 81 
00D6: if 
0038:   $9207 == 0 
004D: jump_if_false @BLACKJ_675 
00D6: if 
0023:   1.0 > 13@ 
004D: jump_if_false @BLACKJ_511 
0006: 29@ = 100 
0006: 30@ = 1 
0002: jump @BLACKJ_661 

:BLACKJ_511
00D6: if 
0023:   10.0 > 13@ 
004D: jump_if_false @BLACKJ_554 
0006: 29@ = 1000 
0006: 30@ = 10 
0002: jump @BLACKJ_661 

:BLACKJ_554
00D6: if 
0023:   100.0 > 13@ 
004D: jump_if_false @BLACKJ_597 
0006: 29@ = 10000 
0006: 30@ = 100 
0002: jump @BLACKJ_661 

:BLACKJ_597
00D6: if 
0023:   1000.0 > 13@ 
004D: jump_if_false @BLACKJ_643 
0006: 29@ = 100000 
0006: 30@ = 1000 
0002: jump @BLACKJ_661 

:BLACKJ_643
0006: 29@ = 1000000 
0006: 30@ = 10000 

:BLACKJ_661
0008: $9207 += 1 
0002: jump @BLACKJ_862 

:BLACKJ_675
0209: 10@ = random_int_in_ranges 0 5 
0871: init_jump_table 10@ total_jumps 5 default_jump 0 @BLACKJ_862 jumps 0 @BLACKJ_747 1 @BLACKJ_768 2 @BLACKJ_790 3 @BLACKJ_812 4 @BLACKJ_837 -1 @BLACKJ_862 -1 @BLACKJ_862 

:BLACKJ_747
0006: 29@ = 100 
0006: 30@ = 1 
0002: jump @BLACKJ_862 

:BLACKJ_768
0006: 29@ = 1000 
0006: 30@ = 10 
0002: jump @BLACKJ_862 

:BLACKJ_790
0006: 29@ = 10000 
0006: 30@ = 100 
0002: jump @BLACKJ_862 

:BLACKJ_812
0006: 29@ = 100000 
0006: 30@ = 1000 
0002: jump @BLACKJ_862 

:BLACKJ_837
0006: 29@ = 1000000 
0006: 30@ = 10000 
0002: jump @BLACKJ_862 

:BLACKJ_862
000A: 3@ += 1 

:BLACKJ_869
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @BLACKJ_920 
00D6: if and
0248:   model 26@ available 
04EE:   animation "CASINO" loaded 
004D: jump_if_false @BLACKJ_920 
000A: 3@ += 1 

:BLACKJ_920
00D6: if 
0039:   3@ == 2 
004D: jump_if_false @BLACKJ_1076 
00D6: if 
856D:   not actor 1@ defined 
004D: jump_if_false @BLACKJ_1062 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.4 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
009A: 1@ = create_actor_pedtype 4 model 26@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
060B: set_actor 1@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
0176: $TEMPVAR_ANGLE = object 0@ Z_angle 
0009: $TEMPVAR_ANGLE += 180.0 
0173: set_actor 1@ Z_angle_to $TEMPVAR_ANGLE 
0249: release_model 26@ 
0A0A: unknown_object 0@ flag 1 

:BLACKJ_1062
000A: 2@ += 1 
0006: 3@ = 0 

:BLACKJ_1076
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @BLACKJ_2320 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_2320 
00D6: if 
0038:   $9470 == 0 
004D: jump_if_false @BLACKJ_2271 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.4 0.0 
00D6: if 
00FF:   actor 1@ sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.4 0.4 2.0 on_foot 
004D: jump_if_false @BLACKJ_2215 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -1.5 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @BLACKJ_2159 
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @BLACKJ_2152 
00D6: if 
0039:   22@ == 0 
004D: jump_if_false @BLACKJ_2128 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BLACKJ_1875 
010B: $BJACK_PLAYER_CASH = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
00D6: if 
001E:   $BJACK_PLAYER_CASH > 30@ // (int) 
004D: jump_if_false @BLACKJ_1845 
0006: 10@ = 0 
0653: 13@ = float_stat 81 
00D6: if 
0039:   29@ == 1000000 
004D: jump_if_false @BLACKJ_1449 
00D6: if 
0023:   1000.0 > 13@ 
004D: jump_if_false @BLACKJ_1442 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
0006: 10@ = 1 

:BLACKJ_1442
0002: jump @BLACKJ_1654 

:BLACKJ_1449
00D6: if 
0039:   29@ == 100000 
004D: jump_if_false @BLACKJ_1521 
00D6: if 
0023:   100.0 > 13@ 
004D: jump_if_false @BLACKJ_1514 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
0006: 10@ = 1 

:BLACKJ_1514
0002: jump @BLACKJ_1654 

:BLACKJ_1521
00D6: if 
0039:   29@ == 10000 
004D: jump_if_false @BLACKJ_1591 
00D6: if 
0023:   10.0 > 13@ 
004D: jump_if_false @BLACKJ_1584 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
0006: 10@ = 1 

:BLACKJ_1584
0002: jump @BLACKJ_1654 

:BLACKJ_1591
00D6: if 
0039:   29@ == 1000 
004D: jump_if_false @BLACKJ_1654 
00D6: if 
0023:   1.0 > 13@ 
004D: jump_if_false @BLACKJ_1654 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
0006: 10@ = 1 

:BLACKJ_1654
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @BLACKJ_1744 
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @BLACKJ_1701 
00BE: text_clear_all 
03E6: remove_text_box 
0006: 21@ = 0 

:BLACKJ_1701
0006: 2@ = 0 
0006: 3@ = 0 
008A: $9217 = 0@ // (int) 
0004: $9205 = 0 
0006: 22@ = 1 
0002: jump @BLACKJ_1838 

:BLACKJ_1744
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_1838 
0209: 10@ = random_int_in_ranges 0 2 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @BLACKJ_1816 
09D6: unknown_set_actor 1@ sound 5850 flags 1 1 0 
0967: actor 1@ move_mouth 2000 ms 
0002: jump @BLACKJ_1838 

:BLACKJ_1816
09D6: unknown_set_actor 1@ sound 5851 flags 1 1 0 
0967: actor 1@ move_mouth 2000 ms 

:BLACKJ_1838
0002: jump @BLACKJ_1868 

:BLACKJ_1845
00BC: show_text_highpriority GXT 'BJ_2' time 5000 flag 1  // ~s~You cannot afford to play at this table.
0050: gosub @BLACKJ_18303 

:BLACKJ_1868
0002: jump @BLACKJ_2121 

:BLACKJ_1875
00D6: if 
8039:   not  21@ == 1 
004D: jump_if_false @BLACKJ_2121 
00D6: if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
004D: jump_if_false @BLACKJ_2121 
0989: set_text_boxes_width 200 
0871: init_jump_table 29@ total_jumps 5 default_jump 0 @BLACKJ_2114 jumps 100 @BLACKJ_2024 1000 @BLACKJ_2042 10000 @BLACKJ_2060 100000 @BLACKJ_2078 1000000 @BLACKJ_2096 -1 @BLACKJ_2114 -1 @BLACKJ_2114 

:BLACKJ_2024
0512: show_permanent_text_box 'BJ_1A'  // ~k~~VEHICLE_ENTER_EXIT~ Play Blackjack~n~Max Wager $100
0002: jump @BLACKJ_2114 

:BLACKJ_2042
0512: show_permanent_text_box 'BJ_1B'  // ~k~~VEHICLE_ENTER_EXIT~ Play Blackjack~n~Max Wager $1,000
0002: jump @BLACKJ_2114 

:BLACKJ_2060
0512: show_permanent_text_box 'BJ_1C'  // ~k~~VEHICLE_ENTER_EXIT~ Play Blackjack~n~Max Wager $10,000
0002: jump @BLACKJ_2114 

:BLACKJ_2078
0512: show_permanent_text_box 'BJ_1D'  // ~k~~VEHICLE_ENTER_EXIT~ Play Blackjack~n~Max Wager $100,000
0002: jump @BLACKJ_2114 

:BLACKJ_2096
0512: show_permanent_text_box 'BJ_1E'  // ~k~~VEHICLE_ENTER_EXIT~ Play Blackjack~n~Max Wager $1,000,000
0002: jump @BLACKJ_2114 

:BLACKJ_2114
0006: 21@ = 1 

:BLACKJ_2121
0002: jump @BLACKJ_2152 

:BLACKJ_2128
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @BLACKJ_2152 
0006: 22@ = 0 

:BLACKJ_2152
0002: jump @BLACKJ_2208 

:BLACKJ_2159
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @BLACKJ_2208 
03D5: remove_text 'BJ_2'  // ~s~You cannot afford to play at this table.
03D5: remove_text 'GAMBSTA'  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
03E6: remove_text_box 
0006: 21@ = 0 

:BLACKJ_2208
0002: jump @BLACKJ_2264 

:BLACKJ_2215
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @BLACKJ_2264 
03D5: remove_text 'BJ_2'  // ~s~You cannot afford to play at this table.
03D5: remove_text 'GAMBSTA'  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
03E6: remove_text_box 
0006: 21@ = 0 

:BLACKJ_2264
0002: jump @BLACKJ_2320 

:BLACKJ_2271
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @BLACKJ_2320 
03D5: remove_text 'BJ_2'  // ~s~You cannot afford to play at this table.
03D5: remove_text 'GAMBSTA'  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
03E6: remove_text_box 
0006: 21@ = 0 

:BLACKJ_2320
0002: jump @BLACKJ_2336 

:BLACKJ_2327
0050: gosub @BLACKJ_2479 
004E: end_thread 

:BLACKJ_2336
0002: jump @BLACKJ_2424 

:BLACKJ_2343
00D6: if 
003C:   $9217 == 0@ // (int) 
004D: jump_if_false @BLACKJ_2424 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BLACKJ_2424 
00D6: if 
0039:   5@ == 0 
004D: jump_if_false @BLACKJ_2410 
0050: gosub @BLACKJ_2533 
0002: jump @BLACKJ_2424 

:BLACKJ_2410
0050: gosub @BLACKJ_34567 
0004: $9217 = 0 

:BLACKJ_2424
0002: jump @BLACKJ_2440 

:BLACKJ_2431
0050: gosub @BLACKJ_2479 
004E: end_thread 

:BLACKJ_2440
0002: jump @BLACKJ_2456 

:BLACKJ_2447
0050: gosub @BLACKJ_2479 
004E: end_thread 

:BLACKJ_2456
0002: jump @BLACKJ_2472 

:BLACKJ_2463
0050: gosub @BLACKJ_2479 
004E: end_thread 

:BLACKJ_2472
0002: jump @BLACKJ_200 

:BLACKJ_2479
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BLACKJ_2502 
0A0A: unknown_object 0@ flag 0 

:BLACKJ_2502
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian 
04EF: release_animation "CASINO" 
000C: $9207 -= 1 
0006: 2@ = 0 
0051: return 

:BLACKJ_2533
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @BLACKJ_2582 
000A: 31@ += 1 
00D6: if 
0019:   31@ > 5 
004D: jump_if_false @BLACKJ_2580 
0006: 31@ = 0 

:BLACKJ_2580
086A: NOP 

:BLACKJ_2582
00D6: if 
0039:   31@ == 1 
004D: jump_if_false @BLACKJ_2838 
008A: $9219 = 2@ // (int) 
008A: $9220 = 3@ // (int) 
008A: $9221 = 4@ // (int) 
0084: $9222 = $BJACK_PLAYER_TOTAL1 // (int) 
0084: $9223 = $BJACK_PLAYER_TOTAL1_B // (int) 
0084: $9224 = $BJACK_PLAYER_TOTAL2 // (int) 
0084: $9225 = $BJACK_PLAYER_TOTAL2_B // (int) 
0084: $9226 = $BJACK_DEALER_TOTAL // (int) 
0084: $9227 = $BJACK_DEALER_TOTAL2 // (int) 
065D: NOP $9219 "M_STAGE" 
065D: NOP $9220 "M_GOALS" 
065D: NOP $9221 "M_GOALS2" 
065D: NOP $9222 "PLAYER_TOTAL1" 
065D: NOP $9223 "PLAYER_TOTAL1_B" 
065D: NOP $9224 "PLAYER_TOTAL2" 
065D: NOP $9225 "PLAYER_TOTAL2_B" 
065D: NOP $9226 "DEALER_TOTAL" 
065D: NOP $9227 "DEALER_TOTAL2" 

:BLACKJ_2838
00D6: if 
0039:   31@ == 2 
004D: jump_if_false @BLACKJ_3148 
0084: $9219 = $BJACK_PLAYER_CANNOT_SPLIT // (int) 
0084: $9220 = $BJACK_PLAYER_HAS_SPLIT // (int) 
0084: $9221 = $BJACK_PLAYER_CANNOT_DOUBLE // (int) 
0084: $9222 = $BJACK_PLAYER_HAS_DOUBLED1 // (int) 
0084: $9223 = $BJACK_PLAYER_HAS_DOUBLED2 // (int) 
0084: $9224 = $BJACK_PLAYER_HAS_STUCKED1 // (int) 
0084: $9225 = $BJACK_PLAYER_HAS_STUCKED2 // (int) 
0084: $9226 = $BJACK_PLAYER_HAS_HIT1 // (int) 
0084: $9227 = $BJACK_DEALER_HAS_STUCK // (int) 
065D: NOP $9219 "PLAYER_CANNOT_SPLIT" 
065D: NOP $9220 "PLAYER_HAS_SPLIT" 
065D: NOP $9221 "PLAYER_CANNOT_DOUBLE" 
065D: NOP $9222 "PLAYER_HAS_DOUBLED1" 
065D: NOP $9223 "PLAYER_HAS_DOUBLED2" 
065D: NOP $9224 "PLAYER_HAS_STUCK1" 
065D: NOP $9225 "PLAYER_HAS_STUCK2" 
065D: NOP $9226 "PLAYER_HAS_HIT" 
065D: NOP $9227 "DEALER_HAS_STUCK" 

:BLACKJ_3148
00D6: if 
0039:   31@ == 3 
004D: jump_if_false @BLACKJ_3441 
0084: $9219 = $BJACK_PLAYER_HAS_QUIT // (int) 
0084: $9220 = $BJACK_PLAYER_HAS_WON1 // (int) 
0084: $9221 = $BJACK_PLAYER_HAS_WON2 // (int) 
0084: $9222 = $BJACK_PLAYER_HAS_INPUT // (int) 
0084: $9223 = $BJACK_DEALER_WINS_BY_DEFAULT // (int) 
0084: $9224 = $BJACK_DEALER_GOT_ACE // (int) 
0084: $9225 = $BJACK_PLAYER_GOT_ACE1 // (int) 
0084: $9226 = $BJACK_PLAYER_GOT_ACE2 // (int) 
0084: $9227 = $BJACK_PLAYER_GOT_BJACK // (int) 
065D: NOP $9219 "PLAYER_HAS_QUIT" 
065D: NOP $9220 "PLAYER_HAS_WON1" 
065D: NOP $9221 "PLAYER_HAS_WON2" 
065D: NOP $9222 "PLAYER_HAS_INPUT" 
065D: NOP $9223 "DEALER_WINS_BY_DEFAULT" 
065D: NOP $9224 "DEALER_GOT_ACE" 
065D: NOP $9225 "PLAYER_GOT_ACE1" 
065D: NOP $9226 "PLAYER_GOT_ACE2" 
065D: NOP $9227 "PLAYER_GOT_BJ" 

:BLACKJ_3441
00D6: if 
0039:   31@ == 4 
004D: jump_if_false @BLACKJ_3679 
0084: $9219 = $BJACK_PLAYER_CASH // (int) 
008A: $9220 = 30@ // (int) 
008A: $9221 = 29@ // (int) 
0084: $9222 = $BJACK_LAST_BET // (int) 
0084: $9223 = $BJACK_BET1 // (int) 
0084: $9224 = $BJACK_BET2 // (int) 
0084: $9225 = $BJACK_BET_STEP // (int) 
0084: $9226 = $BJACK_HALF_BET // (int) 
0084: $9227 = $BJACK_REFUND // (int) 
065D: NOP $9219 "BJ_PLAYERS_CASH" 
065D: NOP $9220 "MIN_BET" 
065D: NOP $9221 "MAX_BET" 
065D: NOP $9222 "BJ_LAST_BET" 
065D: NOP $9223 "BJ_BET1" 
065D: NOP $9224 "BJ_BET2" 
065D: NOP $9225 "BJ_BET_STEP" 
065D: NOP $9226 "BJ_HALF_BET" 
065D: NOP $9227 "BJ_REFUND" 

:BLACKJ_3679
00D6: if 
0039:   31@ == 5 
004D: jump_if_false @BLACKJ_3780 
0084: $9219 = $BJACK_PLAYER_GOT_BJACK // (int) 
0084: $9220 = $BJACK_PAYOUT // (int) 
0084: $9221 = $BJACK_INITIAL_STAKE // (int) 
065D: NOP $9219 "PLAYER_GOT_BJ" 
065D: NOP $9220 "BJ_PAYOUT" 
065D: NOP $9221 "BJ_INITIAL_STAKE" 

:BLACKJ_3780
000A: 6@ += 1 
00D6: if 
0019:   6@ > 9 
004D: jump_if_false @BLACKJ_3812 
0006: 6@ = 0 

:BLACKJ_3812
01BD: 7@ = current_time_in_ms 
0085: 9@ = 7@ // (int) 
0062: 9@ -= 8@ // (int) 
0085: 8@ = 7@ // (int) 
00D6: if or
0A2A:   text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
0A2A:   text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
0A2A:   text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
0A2A:   text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
004D: jump_if_false @BLACKJ_4365 
00D6: if 
8038:   not  $9206 == 1 
004D: jump_if_false @BLACKJ_4079 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_4065 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @BLACKJ_4065 jumps 0 @BLACKJ_4002 1 @BLACKJ_4023 2 @BLACKJ_4044 -1 @BLACKJ_4065 -1 @BLACKJ_4065 -1 @BLACKJ_4065 -1 @BLACKJ_4065 

:BLACKJ_4002
09D6: unknown_set_actor 1@ sound 5820 flags 1 1 0 
0002: jump @BLACKJ_4065 

:BLACKJ_4023
09D6: unknown_set_actor 1@ sound 5821 flags 1 1 0 
0002: jump @BLACKJ_4065 

:BLACKJ_4044
09D6: unknown_set_actor 1@ sound 5822 flags 1 1 0 
0002: jump @BLACKJ_4065 

:BLACKJ_4065
0004: $9206 = 1 
0006: 32@ = 0 

:BLACKJ_4079
00D6: if 
0039:   23@ == 0 
004D: jump_if_false @BLACKJ_4130 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BLACKJ_4123 
03E6: remove_text_box 
0006: 23@ = 1 

:BLACKJ_4123
0002: jump @BLACKJ_4172 

:BLACKJ_4130
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @BLACKJ_4172 
00D6: if 
8039:   not  23@ == 0 
004D: jump_if_false @BLACKJ_4172 
0006: 23@ = 0 

:BLACKJ_4172
00D6: if 
0039:   25@ == 0 
004D: jump_if_false @BLACKJ_4223 
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @BLACKJ_4216 
03E6: remove_text_box 
0006: 25@ = 1 

:BLACKJ_4216
0002: jump @BLACKJ_4265 

:BLACKJ_4223
00D6: if 
80E1:   not player 0 pressed_key 17 
004D: jump_if_false @BLACKJ_4265 
00D6: if 
8039:   not  25@ == 0 
004D: jump_if_false @BLACKJ_4265 
0006: 25@ = 0 

:BLACKJ_4265
00D6: if 
0039:   24@ == 0 
004D: jump_if_false @BLACKJ_4316 
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @BLACKJ_4309 
03E6: remove_text_box 
0006: 24@ = 1 

:BLACKJ_4309
0002: jump @BLACKJ_4358 

:BLACKJ_4316
00D6: if 
80E1:   not player 0 pressed_key 14 
004D: jump_if_false @BLACKJ_4358 
00D6: if 
8039:   not  24@ == 0 
004D: jump_if_false @BLACKJ_4358 
0006: 24@ = 0 

:BLACKJ_4358
0002: jump @BLACKJ_4390 

:BLACKJ_4365
00D6: if 
8038:   not  $9206 == 0 
004D: jump_if_false @BLACKJ_4390 
0004: $9206 = 0 

:BLACKJ_4390
0871: init_jump_table 2@ total_jumps 7 default_jump 0 @BLACKJ_4551 jumps 0 @BLACKJ_4453 1 @BLACKJ_4467 2 @BLACKJ_4481 3 @BLACKJ_4495 4 @BLACKJ_4509 5 @BLACKJ_4523 6 @BLACKJ_4537 

:BLACKJ_4453
0050: gosub @BLACKJ_5015 
0002: jump @BLACKJ_4551 

:BLACKJ_4467
0050: gosub @BLACKJ_7716 
0002: jump @BLACKJ_4551 

:BLACKJ_4481
0050: gosub @BLACKJ_9615 
0002: jump @BLACKJ_4551 

:BLACKJ_4495
0050: gosub @BLACKJ_10189 
0002: jump @BLACKJ_4551 

:BLACKJ_4509
0050: gosub @BLACKJ_10622 
0002: jump @BLACKJ_4551 

:BLACKJ_4523
0050: gosub @BLACKJ_15357 
0002: jump @BLACKJ_4551 

:BLACKJ_4537
0050: gosub @BLACKJ_15879 
0002: jump @BLACKJ_4551 

:BLACKJ_4551
00D6: if 
0736:   is_keyboard_key_just_pressed 85 
004D: jump_if_false @BLACKJ_4646 
0008: $BJACK_FLAG_CARD_CHEAT += 1 
00D6: if 
0018:   $BJACK_FLAG_CARD_CHEAT > 1 
004D: jump_if_false @BLACKJ_4626 
0004: $BJACK_FLAG_CARD_CHEAT = 0 
0663: printint "CARD_CHEAT_OFF" $BJACK_FLAG_CARD_CHEAT 
0002: jump @BLACKJ_4646 

:BLACKJ_4626
0663: printint "CARD_CHEAT_ON" $BJACK_FLAG_CARD_CHEAT 

:BLACKJ_4646
00D6: if 
8038:   not  $BJACK_FLAG_CARD_CHEAT == 0 
004D: jump_if_false @BLACKJ_4792 
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @BLACKJ_4728 
0008: $BJACK_CHEAT_CARD_ID += 1 
00D6: if 
0018:   $BJACK_CHEAT_CARD_ID > 52 
004D: jump_if_false @BLACKJ_4712 
0004: $BJACK_CHEAT_CARD_ID = 1 

:BLACKJ_4712
0663: printint "NEXT_CARD" $BJACK_CHEAT_CARD_ID 

:BLACKJ_4728
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @BLACKJ_4792 
000C: $BJACK_CHEAT_CARD_ID -= 1 
00D6: if 
001A:   1 > $BJACK_CHEAT_CARD_ID 
004D: jump_if_false @BLACKJ_4776 
0004: $BJACK_CHEAT_CARD_ID = 52 

:BLACKJ_4776
0663: printint "NEXT_CARD" $BJACK_CHEAT_CARD_ID 

:BLACKJ_4792
00D6: if 
0039:   22@ == 0 
004D: jump_if_false @BLACKJ_4966 
00D6: if and
00E1:   player 0 pressed_key 15 
8039:   not  2@ == 2 
004D: jump_if_false @BLACKJ_4959 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_4912 
0209: 10@ = random_int_in_ranges 0 2 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @BLACKJ_4898 
09D6: unknown_set_actor 1@ sound 5852 flags 1 1 0 
0002: jump @BLACKJ_4912 

:BLACKJ_4898
09D6: unknown_set_actor 1@ sound 5853 flags 1 1 0 

:BLACKJ_4912
0006: 5@ = 1 
0006: 22@ = 1 
00D6: if 
8038:   not  $BJACK_REFUND == 0 
004D: jump_if_false @BLACKJ_4952 
0109: player $PLAYER_CHAR money = $BJACK_REFUND 

:BLACKJ_4952
0004: $BJACK_LAST_BET = 0 

:BLACKJ_4959
0002: jump @BLACKJ_4990 

:BLACKJ_4966
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @BLACKJ_4990 
0006: 22@ = 0 

:BLACKJ_4990
00D6: if 
0118:   actor 1@ dead 
004D: jump_if_false @BLACKJ_5013 
0006: 5@ = 1 

:BLACKJ_5013
0051: return 

:BLACKJ_5015
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @BLACKJ_5950 
09BD: allow_other_threads_to_display_text_boxes 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0004: $9325 = 0 
0005: $BJACK_CARD_WIDTH = 51.0 
0005: $BJACK_CARD_HEIGHT = 64.0 
0005: $9087[0] = 233.0 
0005: $9095[0] = 381.0 
0005: $9103[0] = 233.0 
0005: $9111[0] = 311.0 
0005: $9119[0] = 233.0 
0005: $9127[0] = 381.0 
0005: $BJACK_X_PLAYER_SPRITE[0] = 226.0 
0005: $BJACK_Y_PLAYER_SPRITE[0] = 60.0 
0005: $BJACK_BORDER_WIDTH = 6.0 
0005: $BJACK_X_SCREENPOS[0] = 29.0 
0005: $BJACK_Y_SCREENPOS[0] = 220.0 
0871: init_jump_table $CURRENT_LANGUAGE total_jumps 1 default_jump 1 @BLACKJ_5271 jumps 3 @BLACKJ_5244 -1 @BLACKJ_5298 -1 @BLACKJ_5298 -1 @BLACKJ_5298 -1 @BLACKJ_5298 -1 @BLACKJ_5298 -1 @BLACKJ_5298 

:BLACKJ_5244
0005: $BJACK_X_SCREENPOS[1] = 173.9799 
0005: $BJACK_Y_SCREENPOS[1] = 409.0 
0002: jump @BLACKJ_5298 

:BLACKJ_5271
0005: $BJACK_X_SCREENPOS[1] = 157.0 
0005: $BJACK_Y_SCREENPOS[1] = 409.0 
0002: jump @BLACKJ_5298 

:BLACKJ_5298
0005: $BJACK_X_SCREENPOS[2] = 36.0 
0005: $BJACK_Y_SCREENPOS[2] = 240.0 
0005: $BJACK_X_SCREENPOS[3] = 36.0 
0005: $BJACK_Y_SCREENPOS[3] = 260.0 
0005: $BJACK_X_SCREENPOS[4] = 36.0 
0005: $BJACK_Y_SCREENPOS[4] = 290.0 
0005: $BJACK_X_SCREENPOS[5] = 36.0 
0005: $BJACK_Y_SCREENPOS[5] = 310.0 
0005: $BJACK_X_SCREENPOS[6] = 36.0 
0005: $BJACK_Y_SCREENPOS[6] = 340.0 
0005: $BJACK_X_SCREENPOS[7] = 36.0 
0005: $BJACK_Y_SCREENPOS[7] = 360.0 
0005: $BJACK_X_SCREENPOS[8] = 29.0 
0005: $BJACK_Y_SCREENPOS[8] = 220.0 
0871: init_jump_table $CURRENT_LANGUAGE total_jumps 4 default_jump 1 @BLACKJ_5555 jumps 1 @BLACKJ_5528 2 @BLACKJ_5501 3 @BLACKJ_5501 4 @BLACKJ_5501 -1 @BLACKJ_5582 -1 @BLACKJ_5582 -1 @BLACKJ_5582 

:BLACKJ_5501
0005: $BJACK_X_SCREENPOS[9] = 169.0 
0005: $BJACK_Y_SCREENPOS[9] = 409.0 
0002: jump @BLACKJ_5582 

:BLACKJ_5528
0005: $BJACK_X_SCREENPOS[9] = 177.0 
0005: $BJACK_Y_SCREENPOS[9] = 409.0 
0002: jump @BLACKJ_5582 

:BLACKJ_5555
0005: $BJACK_X_SCREENPOS[9] = 157.0 
0005: $BJACK_Y_SCREENPOS[9] = 409.0 
0002: jump @BLACKJ_5582 

:BLACKJ_5582
0005: $BJACK_X_SCREENPOS[10] = 36.0 
0005: $BJACK_Y_SCREENPOS[10] = 240.0 
0005: $BJACK_X_SCREENPOS[11] = 36.0 
0005: $BJACK_Y_SCREENPOS[11] = 260.0 
0005: $BJACK_X_SCREENPOS[12] = 36.0 
0005: $BJACK_Y_SCREENPOS[12] = 290.0 
0005: $BJACK_X_SCREENPOS[13] = 40.0 
0005: $BJACK_Y_SCREENPOS[13] = 310.0 
0005: $BJACK_X_SCREENPOS[14] = 40.0 
0005: $BJACK_Y_SCREENPOS[14] = 310.0 
0005: $BJACK_X_SCREENPOS[15] = 36.0 
0005: $BJACK_Y_SCREENPOS[15] = 340.0 
0005: $BJACK_X_SCREENPOS[16] = 40.0 
0005: $BJACK_Y_SCREENPOS[16] = 360.0 
0005: $BJACK_X_SCREENPOS[17] = 40.0 
0005: $BJACK_Y_SCREENPOS[17] = 360.0 
0005: $BJACK_X_SCREENPOS[18] = 40.0 
0005: $BJACK_Y_SCREENPOS[18] = 360.0 
0005: $BJACK_X_SCREENPOS[19] = 40.0 
0005: $BJACK_Y_SCREENPOS[19] = 360.0 
0005: $BJACK_X_SCREENPOS[20] = 40.0 
0005: $BJACK_Y_SCREENPOS[20] = 382.0 
0005: $BJACK_X_SCREENPOS[21] = 40.0 
0005: $BJACK_Y_SCREENPOS[21] = 382.0 
0005: $BJACK_X_SCREENPOS[22] = 209.0 
0005: $BJACK_Y_SCREENPOS[22] = 293.0 
0005: $BJACK_X_SCREENPOS[23] = 209.0 
0005: $BJACK_Y_SCREENPOS[23] = 361.0 
0005: $BJACK_X_SCREENPOS[24] = 1.0 
0005: $BJACK_Y_SCREENPOS[24] = 4.0 
0005: $BJACK_X_SCREENPOS[25] = 320.0 
0005: $BJACK_Y_SCREENPOS[25] = 197.0 
0005: $BJACK_X_SCREENPOS[26] = 320.0 
0005: $BJACK_Y_SCREENPOS[26] = 233.0 
0050: gosub @BLACKJ_32389 
0247: load_model #BLCK_JACK 
04ED: load_animation "CASINO" 
000A: 3@ += 1 

:BLACKJ_5950
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @BLACKJ_6000 
00D6: if and
0248:   model #BLCK_JACK available 
04EE:   animation "CASINO" loaded 
004D: jump_if_false @BLACKJ_6000 
000A: 3@ += 1 

:BLACKJ_6000
00D6: if 
0039:   3@ == 2 
004D: jump_if_false @BLACKJ_7552 
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_CARD' 
038F: load_texture "CD1C" as 1 // Load dictionary with 0390 first 
038F: load_texture "CD2C" as 2 // Load dictionary with 0390 first 
038F: load_texture "CD3C" as 3 // Load dictionary with 0390 first 
038F: load_texture "CD4C" as 4 // Load dictionary with 0390 first 
038F: load_texture "CD5C" as 5 // Load dictionary with 0390 first 
038F: load_texture "CD6C" as 6 // Load dictionary with 0390 first 
038F: load_texture "CD7C" as 7 // Load dictionary with 0390 first 
038F: load_texture "CD8C" as 8 // Load dictionary with 0390 first 
038F: load_texture "CD9C" as 9 // Load dictionary with 0390 first 
038F: load_texture "CD10C" as 10 // Load dictionary with 0390 first 
038F: load_texture "CD11C" as 11 // Load dictionary with 0390 first 
038F: load_texture "CD12C" as 12 // Load dictionary with 0390 first 
038F: load_texture "CD13C" as 13 // Load dictionary with 0390 first 
038F: load_texture "CD1D" as 14 // Load dictionary with 0390 first 
038F: load_texture "CD2D" as 15 // Load dictionary with 0390 first 
038F: load_texture "CD3D" as 16 // Load dictionary with 0390 first 
038F: load_texture "CD4D" as 17 // Load dictionary with 0390 first 
038F: load_texture "CD5D" as 18 // Load dictionary with 0390 first 
038F: load_texture "CD6D" as 19 // Load dictionary with 0390 first 
038F: load_texture "CD7D" as 20 // Load dictionary with 0390 first 
038F: load_texture "CD8D" as 21 // Load dictionary with 0390 first 
038F: load_texture "CD9D" as 22 // Load dictionary with 0390 first 
038F: load_texture "CD10D" as 23 // Load dictionary with 0390 first 
038F: load_texture "CD11D" as 24 // Load dictionary with 0390 first 
038F: load_texture "CD12D" as 25 // Load dictionary with 0390 first 
038F: load_texture "CD13D" as 26 // Load dictionary with 0390 first 
038F: load_texture "CD1S" as 27 // Load dictionary with 0390 first 
038F: load_texture "CD2S" as 28 // Load dictionary with 0390 first 
038F: load_texture "CD3S" as 29 // Load dictionary with 0390 first 
038F: load_texture "CD4S" as 30 // Load dictionary with 0390 first 
038F: load_texture "CD5S" as 31 // Load dictionary with 0390 first 
038F: load_texture "CD6S" as 32 // Load dictionary with 0390 first 
038F: load_texture "CD7S" as 33 // Load dictionary with 0390 first 
038F: load_texture "CD8S" as 34 // Load dictionary with 0390 first 
038F: load_texture "CD9S" as 35 // Load dictionary with 0390 first 
038F: load_texture "CD10S" as 36 // Load dictionary with 0390 first 
038F: load_texture "CD11S" as 37 // Load dictionary with 0390 first 
038F: load_texture "CD12S" as 38 // Load dictionary with 0390 first 
038F: load_texture "CD13S" as 39 // Load dictionary with 0390 first 
038F: load_texture "CD1H" as 40 // Load dictionary with 0390 first 
038F: load_texture "CD2H" as 41 // Load dictionary with 0390 first 
038F: load_texture "CD3H" as 42 // Load dictionary with 0390 first 
038F: load_texture "CD4H" as 43 // Load dictionary with 0390 first 
038F: load_texture "CD5H" as 44 // Load dictionary with 0390 first 
038F: load_texture "CD6H" as 45 // Load dictionary with 0390 first 
038F: load_texture "CD7H" as 46 // Load dictionary with 0390 first 
038F: load_texture "CD8H" as 47 // Load dictionary with 0390 first 
038F: load_texture "CD9H" as 48 // Load dictionary with 0390 first 
038F: load_texture "CD10H" as 49 // Load dictionary with 0390 first 
038F: load_texture "CD11H" as 50 // Load dictionary with 0390 first 
038F: load_texture "CD12H" as 51 // Load dictionary with 0390 first 
038F: load_texture "CD13H" as 52 // Load dictionary with 0390 first 
038F: load_texture "CDBACK" as 53 // Load dictionary with 0390 first 
059D: shuffle_card_decks 6 
0581: enable_radar 0 
03AD: NOP 0 // set_rubbish 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.4 0.0 
0176: $TEMPVAR_ANGLE = object 0@ Z_angle 
0009: $TEMPVAR_ANGLE += 180.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += -0.4 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_6707 
0792: disembark_instantly_actor 1@ 
00A1: put_actor 1@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0173: set_actor 1@ Z_angle_to $TEMPVAR_ANGLE 

:BLACKJ_6707
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.3192 -1.6334 0.1415 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += -0.4 
00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_6798 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 1@ 

:BLACKJ_6798
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BLACKJ_6911 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.4379 -2.243 1.16 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.2822 -1.3256 0.7939 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 

:BLACKJ_6911
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BLACKJ_7545 
0005: $9216 = -0.14 
0005: $BJACK_X_CHIP_OFFSET[0] = 0.0 
0005: $BJACK_Y_CHIP_OFFSET[0] = -0.885 
0086: $BJACK_Z_CHIP_OFFSET[0] = $9216 // (float) 
0005: $BJACK_X_CHIP_OFFSET[1] = 0.045 
0005: $BJACK_Y_CHIP_OFFSET[1] = -0.935 
0086: $BJACK_Z_CHIP_OFFSET[1] = $9216 // (float) 
0005: $BJACK_X_CHIP_OFFSET[2] = -0.05 
0005: $BJACK_Y_CHIP_OFFSET[2] = -0.93 
0086: $BJACK_Z_CHIP_OFFSET[2] = $9216 // (float) 
0005: $BJACK_X_CHIP_OFFSET[3] = -0.01 
0005: $BJACK_Y_CHIP_OFFSET[3] = -0.98 
0086: $BJACK_Z_CHIP_OFFSET[3] = $9216 // (float) 
0005: $BJACK_X_CHIP_OFFSET[4] = 0.06 
0005: $BJACK_Y_CHIP_OFFSET[4] = -0.995 
0086: $BJACK_Z_CHIP_OFFSET[4] = $9216 // (float) 
0005: $BJACK_X_CHIP_OFFSET[5] = 0.02 
0005: $BJACK_Y_CHIP_OFFSET[5] = -1.075 
0086: $BJACK_Z_CHIP_OFFSET[5] = $9216 // (float) 
0005: $BJACK_X_CHIP_OFFSET[6] = -0.07 
0005: $BJACK_Y_CHIP_OFFSET[6] = -1.03 
0086: $BJACK_Z_CHIP_OFFSET[6] = $9216 // (float) 
0005: $BJACK_X_CHIP_OFFSET[7] = 0.065 
0005: $BJACK_Y_CHIP_OFFSET[7] = -1.05 
0086: $BJACK_Z_CHIP_OFFSET[7] = $9216 // (float) 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET[0] $BJACK_Y_CHIP_OFFSET[0] $9216 
029B: $9208[0] = init_object #CHIP_STACK07 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9208[0] Z_angle_to $TEMPVAR_ANGLE 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET[1] $BJACK_Y_CHIP_OFFSET[1] $9216 
029B: $9208[1] = init_object #CHIP_STACK08 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9208[1] Z_angle_to $TEMPVAR_ANGLE 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET[2] $BJACK_Y_CHIP_OFFSET[2] $9216 
029B: $9208[2] = init_object #CHIP_STACK09 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9208[2] Z_angle_to $TEMPVAR_ANGLE 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET[3] $BJACK_Y_CHIP_OFFSET[3] $9216 
029B: $9208[3] = init_object #CHIP_STACK10 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9208[3] Z_angle_to $TEMPVAR_ANGLE 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET[4] $BJACK_Y_CHIP_OFFSET[4] $9216 
029B: $9208[4] = init_object #CHIP_STACK11 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9208[4] Z_angle_to $TEMPVAR_ANGLE 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET[5] $BJACK_Y_CHIP_OFFSET[5] $9216 
029B: $9208[5] = init_object #CHIP_STACK12 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9208[5] Z_angle_to $TEMPVAR_ANGLE 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET[6] $BJACK_Y_CHIP_OFFSET[6] $9216 
029B: $9208[6] = init_object #CHIP_STACK13 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9208[6] Z_angle_to $TEMPVAR_ANGLE 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET[7] $BJACK_Y_CHIP_OFFSET[7] $9216 
029B: $9208[7] = init_object #CHIP_STACK14 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9208[7] Z_angle_to $TEMPVAR_ANGLE 

:BLACKJ_7545
0006: 3@ = 99 

:BLACKJ_7552
00D6: if 
0039:   3@ == 99 
004D: jump_if_false @BLACKJ_7714 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_7700 
0209: 10@ = random_int_in_ranges 0 2 
0871: init_jump_table 10@ total_jumps 2 default_jump 0 @BLACKJ_7700 jumps 0 @BLACKJ_7658 1 @BLACKJ_7679 -1 @BLACKJ_7700 -1 @BLACKJ_7700 -1 @BLACKJ_7700 -1 @BLACKJ_7700 -1 @BLACKJ_7700 

:BLACKJ_7658
09D6: unknown_set_actor 1@ sound 5809 flags 1 1 0 
0002: jump @BLACKJ_7700 

:BLACKJ_7679
09D6: unknown_set_actor 1@ sound 5810 flags 1 1 0 
0002: jump @BLACKJ_7700 

:BLACKJ_7700
000A: 2@ += 1 
0006: 3@ = 0 

:BLACKJ_7714
0051: return 

:BLACKJ_7716
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @BLACKJ_8323 
0004: $BJACK_CARD_ID = 0 
0006: 10@ = 0 

:BLACKJ_7748
00D6: if 
001B:   8 > 10@ 
004D: jump_if_false @BLACKJ_7813 
0004: $9141(10@,8i) = 0 
0004: $9149(10@,8i) = 0 
0004: $9157(10@,8i) = 0 
000A: 10@ += 1 
0002: jump @BLACKJ_7748 

:BLACKJ_7813
0004: $BJACK_PLAYER_CANNOT_SPLIT = 0 
0004: $BJACK_PLAYER_HAS_SPLIT = 0 
0004: $BJACK_PLAYER_CANNOT_DOUBLE = 0 
0004: $BJACK_PLAYER_HAS_DOUBLED1 = 0 
0004: $BJACK_PLAYER_HAS_DOUBLED2 = 0 
0004: $BJACK_PLAYER_HAS_STUCKED1 = 0 
0004: $BJACK_PLAYER_HAS_STUCKED2 = 0 
0004: $BJACK_PLAYER_HAS_HIT1 = 0 
0004: $BJACK_DEALER_HAS_STUCK = 0 
0004: $BJACK_PLAYER_HAS_QUIT = 0 
0004: $BJACK_PLAYER_HAS_WON1 = 0 
0004: $BJACK_PLAYER_HAS_WON2 = 0 
0004: $BJACK_PLAYER_HAS_INPUT = 0 
0004: $BJACK_DEALER_WINS_BY_DEFAULT = 0 
0004: $BJACK_PLAYER_TOTAL1 = 0 
0004: $BJACK_PLAYER_TOTAL1_B = 0 
0004: $BJACK_PLAYER_TOTAL2 = 0 
0004: $BJACK_PLAYER_TOTAL2_B = 0 
0004: $BJACK_DEALER_TOTAL = 0 
0004: $BJACK_DEALER_TOTAL2 = 0 
0004: $BJACK_DEALER_GOT_ACE = 0 
0004: $BJACK_PLAYER_GOT_ACE1 = 0 
0004: $BJACK_PLAYER_GOT_ACE2 = 0 
0004: $BJACK_REFUND = 0 
00D6: if 
001F:   30@ > $9205 // (int) 
004D: jump_if_false @BLACKJ_8008 
008A: $9205 = 30@ // (int) 

:BLACKJ_8008
0084: $BJACK_BET1 = $9205 // (int) 
0004: $BJACK_BET2 = 0 
010B: $BJACK_PLAYER_CASH = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
00D6: if 
001C:   $BJACK_BET1 > $BJACK_PLAYER_CASH // (int) 
004D: jump_if_false @BLACKJ_8073 
008A: $BJACK_BET1 = 30@ // (int) 

:BLACKJ_8073
00D6: if 
001C:   $BJACK_BET1 > $BJACK_PLAYER_CASH // (int) 
004D: jump_if_false @BLACKJ_8136 
00BC: show_text_highpriority GXT 'BJ_2' time 5000 flag 1  // ~s~You cannot afford to play at this table.
0050: gosub @BLACKJ_18303 
0006: 5@ = 1 
0002: jump @BLACKJ_9613 
0002: jump @BLACKJ_8305 

:BLACKJ_8136
008B: 10@ = $BJACK_BET1 // (int) 
0012: 10@ *= -1 
0109: player $PLAYER_CHAR money = 10@ 
0084: $BJACK_REFUND = $BJACK_BET1 // (int) 
0084: $BJACK_INITIAL_STAKE = $BJACK_BET1 // (int) 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_8305 
0209: 10@ = random_int_in_ranges 0 2 
0871: init_jump_table 10@ total_jumps 2 default_jump 0 @BLACKJ_8305 jumps 0 @BLACKJ_8263 1 @BLACKJ_8284 -1 @BLACKJ_8305 -1 @BLACKJ_8305 -1 @BLACKJ_8305 -1 @BLACKJ_8305 -1 @BLACKJ_8305 

:BLACKJ_8263
09D6: unknown_set_actor 1@ sound 5809 flags 1 1 0 
0002: jump @BLACKJ_8305 

:BLACKJ_8284
09D6: unknown_set_actor 1@ sound 5810 flags 1 1 0 
0002: jump @BLACKJ_8305 

:BLACKJ_8305
0459: end_thread_named 'CASHWIN' 
000A: 3@ += 1 

:BLACKJ_8323
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @BLACKJ_9542 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @BLACKJ_9467 
00D6: if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
004D: jump_if_false @BLACKJ_8438 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BLACKJ_8438 
0989: set_text_boxes_width 200 
0512: show_permanent_text_box 'BJ_H1'  // ~k~~PED_JUMPING~ Increase Wager~N~~k~~PED_FIREWEAPON~ Decrease Wager~N~~k~~PED_SPRINT~ Proceed~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_8438
010B: $BJACK_PLAYER_CASH = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @BLACKJ_8887 
00D6: if and
8039:   not  24@ == 1 
8039:   not  24@ == -1 
004D: jump_if_false @BLACKJ_8836 
00D6: if 
0028:   $BJACK_BET1 >= 10000 
004D: jump_if_false @BLACKJ_8537 
0004: $BJACK_BET_STEP = 1000 
0002: jump @BLACKJ_8641 

:BLACKJ_8537
00D6: if 
0028:   $BJACK_BET1 >= 1000 
004D: jump_if_false @BLACKJ_8570 
0004: $BJACK_BET_STEP = 100 
0002: jump @BLACKJ_8641 

:BLACKJ_8570
00D6: if 
0028:   $BJACK_BET1 >= 100 
004D: jump_if_false @BLACKJ_8602 
0004: $BJACK_BET_STEP = 10 
0002: jump @BLACKJ_8641 

:BLACKJ_8602
00D6: if 
0038:   $BJACK_BET1 == 0 
004D: jump_if_false @BLACKJ_8634 
0004: $BJACK_BET_STEP = 2 
0002: jump @BLACKJ_8641 

:BLACKJ_8634
0004: $BJACK_BET_STEP = 1 

:BLACKJ_8641
00D6: if 
001C:   $BJACK_BET_STEP > $BJACK_PLAYER_CASH // (int) 
004D: jump_if_false @BLACKJ_8668 
0084: $BJACK_BET_STEP = $BJACK_PLAYER_CASH // (int) 

:BLACKJ_8668
008B: 10@ = $BJACK_BET1 // (int) 
005C: 10@ += $BJACK_BET_STEP // (int) 
00D6: if 
001D:   10@ > 29@ // (int) 
004D: jump_if_false @BLACKJ_8719 
008A: $BJACK_BET_STEP = 29@ // (int) 
0060: $BJACK_BET_STEP -= $BJACK_BET1 // (int) 

:BLACKJ_8719
00D6: if 
001A:   0 > $BJACK_BET_STEP 
004D: jump_if_false @BLACKJ_8744 
0010: $BJACK_BET_STEP *= -1 

:BLACKJ_8744
0058: $BJACK_BET1 += $BJACK_BET_STEP // (int) 
0058: $BJACK_REFUND += $BJACK_BET_STEP // (int) 
0058: $BJACK_INITIAL_STAKE += $BJACK_BET_STEP // (int) 
0010: $BJACK_BET_STEP *= -1 
0109: player $PLAYER_CHAR money = $BJACK_BET_STEP 
000A: 24@ += 1 
00D6: if 
0019:   24@ > 1 
004D: jump_if_false @BLACKJ_8822 
0006: 24@ = 2 
0002: jump @BLACKJ_8829 

:BLACKJ_8822
0006: 32@ = 0 

:BLACKJ_8829
0002: jump @BLACKJ_8880 

:BLACKJ_8836
00D6: if 
0039:   24@ == 1 
004D: jump_if_false @BLACKJ_8880 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @BLACKJ_8880 
0006: 24@ = 2 

:BLACKJ_8880
0002: jump @BLACKJ_9286 

:BLACKJ_8887
00D6: if 
8039:   not  25@ == 0 
004D: jump_if_false @BLACKJ_8912 
0006: 25@ = 0 

:BLACKJ_8912
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @BLACKJ_9261 
00D6: if 
8039:   not  25@ == 1 
004D: jump_if_false @BLACKJ_9228 
00D6: if 
0018:   $BJACK_BET1 > 10000 
004D: jump_if_false @BLACKJ_8981 
0004: $BJACK_BET_STEP = -1000 
0002: jump @BLACKJ_9053 

:BLACKJ_8981
00D6: if 
0018:   $BJACK_BET1 > 1000 
004D: jump_if_false @BLACKJ_9014 
0004: $BJACK_BET_STEP = -100 
0002: jump @BLACKJ_9053 

:BLACKJ_9014
00D6: if 
0018:   $BJACK_BET1 > 100 
004D: jump_if_false @BLACKJ_9046 
0004: $BJACK_BET_STEP = -10 
0002: jump @BLACKJ_9053 

:BLACKJ_9046
0004: $BJACK_BET_STEP = -1 

:BLACKJ_9053
008B: 10@ = $BJACK_BET1 // (int) 
0058: $BJACK_BET1 += $BJACK_BET_STEP // (int) 
00D6: if 
001F:   30@ > $BJACK_BET1 // (int) 
004D: jump_if_false @BLACKJ_9110 
0004: $BJACK_BET1 = 0 
008A: $BJACK_BET_STEP = 10@ // (int) 
0010: $BJACK_BET_STEP *= -1 

:BLACKJ_9110
00D6: if 
001F:   30@ > $BJACK_BET1 // (int) 
004D: jump_if_false @BLACKJ_9144 
008A: $BJACK_BET1 = 30@ // (int) 
0002: jump @BLACKJ_9175 

:BLACKJ_9144
0010: $BJACK_BET_STEP *= -1 
0060: $BJACK_REFUND -= $BJACK_BET_STEP // (int) 
0060: $BJACK_INITIAL_STAKE -= $BJACK_BET_STEP // (int) 
0109: player $PLAYER_CHAR money = $BJACK_BET_STEP 

:BLACKJ_9175
000A: 25@ += 1 
00D6: if 
0019:   25@ > 1 
004D: jump_if_false @BLACKJ_9214 
0006: 25@ = 2 
0002: jump @BLACKJ_9221 

:BLACKJ_9214
0006: 32@ = 0 

:BLACKJ_9221
0002: jump @BLACKJ_9254 

:BLACKJ_9228
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @BLACKJ_9254 
0006: 25@ = 2 

:BLACKJ_9254
0002: jump @BLACKJ_9286 

:BLACKJ_9261
00D6: if 
8039:   not  25@ == 0 
004D: jump_if_false @BLACKJ_9286 
0006: 25@ = 0 

:BLACKJ_9286
00D6: if 
0039:   23@ == 0 
004D: jump_if_false @BLACKJ_9404 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BLACKJ_9397 
0084: $9205 = $BJACK_BET1 // (int) 
0623: add $BJACK_BET1 to_integer_stat 35 
008F: 13@ = integer $BJACK_BET1 to_float 
0013: 13@ *= 0.001 
0624: add 13@ to_float_stat 81 
0004: $BJACK_REFUND = 0 
0084: $BJACK_LAST_BET = $BJACK_BET1 // (int) 
0050: gosub @BLACKJ_24857 
0006: 23@ = 1 
0006: 3@ = 99 

:BLACKJ_9397
0002: jump @BLACKJ_9428 

:BLACKJ_9404
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @BLACKJ_9428 
0006: 23@ = 0 

:BLACKJ_9428
0050: gosub @BLACKJ_23204 
00D6: if 
8039:   not  3@ == 99 
004D: jump_if_false @BLACKJ_9460 
000A: 3@ += 1 

:BLACKJ_9460
0002: jump @BLACKJ_9542 

:BLACKJ_9467
00D6: if 
0039:   23@ == 0 
004D: jump_if_false @BLACKJ_9518 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BLACKJ_9511 
0006: 23@ = 1 
00BE: text_clear_all 

:BLACKJ_9511
0002: jump @BLACKJ_9542 

:BLACKJ_9518
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @BLACKJ_9542 
0006: 23@ = 0 

:BLACKJ_9542
00D6: if 
0039:   3@ == 2 
004D: jump_if_false @BLACKJ_9574 
0050: gosub @BLACKJ_24857 
0006: 3@ = 1 

:BLACKJ_9574
00D6: if 
0039:   3@ == 99 
004D: jump_if_false @BLACKJ_9613 
0050: gosub @BLACKJ_10563 
0006: 3@ = 0 
000A: 2@ += 1 

:BLACKJ_9613
0051: return 

:BLACKJ_9615
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @BLACKJ_9673 
0050: gosub @BLACKJ_29764 
00D6: if 
8038:   not  $BJACK_CARD_ID == 0 
004D: jump_if_false @BLACKJ_9666 
0084: $9149[0] = $BJACK_CARD_ID // (int) 

:BLACKJ_9666
000A: 3@ += 1 

:BLACKJ_9673
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @BLACKJ_9743 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_9743 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BLACKJ_9743 
000A: 3@ += 1 

:BLACKJ_9743
00D6: if 
0039:   3@ == 2 
004D: jump_if_false @BLACKJ_9801 
0050: gosub @BLACKJ_29764 
00D6: if 
8038:   not  $BJACK_CARD_ID == 0 
004D: jump_if_false @BLACKJ_9794 
0084: $9141[0] = $BJACK_CARD_ID // (int) 

:BLACKJ_9794
000A: 3@ += 1 

:BLACKJ_9801
00D6: if 
0039:   3@ == 3 
004D: jump_if_false @BLACKJ_9871 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_9871 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BLACKJ_9871 
000A: 3@ += 1 

:BLACKJ_9871
00D6: if 
0039:   3@ == 4 
004D: jump_if_false @BLACKJ_9929 
0050: gosub @BLACKJ_29764 
00D6: if 
8038:   not  $BJACK_CARD_ID == 0 
004D: jump_if_false @BLACKJ_9922 
0084: $9149[1] = $BJACK_CARD_ID // (int) 

:BLACKJ_9922
000A: 3@ += 1 

:BLACKJ_9929
00D6: if 
0039:   3@ == 5 
004D: jump_if_false @BLACKJ_9999 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_9999 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BLACKJ_9999 
000A: 3@ += 1 

:BLACKJ_9999
00D6: if 
0039:   3@ == 6 
004D: jump_if_false @BLACKJ_10057 
0050: gosub @BLACKJ_29764 
00D6: if 
8038:   not  $BJACK_CARD_ID == 0 
004D: jump_if_false @BLACKJ_10050 
0084: $9141[1] = $BJACK_CARD_ID // (int) 

:BLACKJ_10050
000A: 3@ += 1 

:BLACKJ_10057
00D6: if 
0039:   3@ == 7 
004D: jump_if_false @BLACKJ_10127 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_10127 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BLACKJ_10127 
0006: 3@ = 99 

:BLACKJ_10127
00D6: if 
0039:   3@ == 99 
004D: jump_if_false @BLACKJ_10166 
0006: 21@ = 0 
0006: 3@ = 0 
000A: 2@ += 1 

:BLACKJ_10166
0050: gosub @BLACKJ_31220 
0050: gosub @BLACKJ_29865 
0050: gosub @BLACKJ_25143 
0051: return 

:BLACKJ_10189
0050: gosub @BLACKJ_10563 
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @BLACKJ_10352 
0050: gosub @BLACKJ_31220 
0004: $BJACK_PLAYER_GOT_BJACK = 0 
0004: $9189 = 0 
00D6: if or
0038:   $BJACK_PLAYER_TOTAL1 == 21 
0038:   $BJACK_DEALER_TOTAL == 21 
004D: jump_if_false @BLACKJ_10345 
00D6: if 
0038:   $BJACK_PLAYER_TOTAL1 == 21 
004D: jump_if_false @BLACKJ_10285 
0004: $BJACK_PLAYER_GOT_BJACK = 1 

:BLACKJ_10285
00D6: if 
0038:   $BJACK_DEALER_TOTAL == 21 
004D: jump_if_false @BLACKJ_10310 
0004: $9189 = 1 

:BLACKJ_10310
0004: $BJACK_PLAYER_HAS_STUCKED1 = 1 
0004: $BJACK_DEALER_HAS_STUCK = 1 
000A: 2@ += 2 
0006: 3@ = 0 
0002: jump @BLACKJ_10352 

:BLACKJ_10345
0006: 3@ = 99 

:BLACKJ_10352
00D6: if 
0039:   3@ == 99 
004D: jump_if_false @BLACKJ_10398 
0006: 3@ = 0 
0006: 4@ = 0 
0006: 21@ = 0 
000A: 2@ += 1 

:BLACKJ_10398
0050: gosub @BLACKJ_31220 
0050: gosub @BLACKJ_29865 
0050: gosub @BLACKJ_25143 
00D6: if 
0038:   $BJACK_PLAYER_GOT_BJACK == 0 
004D: jump_if_false @BLACKJ_10451 
0050: gosub @BLACKJ_18456 
0002: jump @BLACKJ_10561 

:BLACKJ_10451
00D6: if 
8038:   not  $BJACK_DEALER_TOTAL == 21 
004D: jump_if_false @BLACKJ_10554 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_10547 
0209: 10@ = random_int_in_ranges 0 2 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @BLACKJ_10533 
09D6: unknown_set_actor 1@ sound 5811 flags 1 1 0 
0002: jump @BLACKJ_10547 

:BLACKJ_10533
09D6: unknown_set_actor 1@ sound 5812 flags 1 1 0 

:BLACKJ_10547
0002: jump @BLACKJ_10561 

:BLACKJ_10554
0050: gosub @BLACKJ_18456 

:BLACKJ_10561
0051: return 

:BLACKJ_10563
00D6: if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
004D: jump_if_false @BLACKJ_10620 
03E6: remove_text_box 

:BLACKJ_10620
0051: return 

:BLACKJ_10622
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @BLACKJ_12235 
00D6: if 
0038:   $BJACK_PLAYER_CANNOT_SPLIT == 0 
004D: jump_if_false @BLACKJ_10808 
0084: $9314 = $9149[0] // (int) 
0050: gosub @BLACKJ_32241 
008B: 10@ = $9315 // (int) 
0084: $9314 = $9149[1] // (int) 
0050: gosub @BLACKJ_32241 
008B: 11@ = $9315 // (int) 
00D6: if 
003B:   10@ == 11@ // (int) 
004D: jump_if_false @BLACKJ_10762 
00D6: if 
8038:   not  $9149[2] == 0 
004D: jump_if_false @BLACKJ_10755 
0050: gosub @BLACKJ_10563 
0004: $BJACK_PLAYER_CANNOT_SPLIT = 1 

:BLACKJ_10755
0002: jump @BLACKJ_10776 

:BLACKJ_10762
0050: gosub @BLACKJ_10563 
0004: $BJACK_PLAYER_CANNOT_SPLIT = 1 

:BLACKJ_10776
00D6: if 
8038:   not  $BJACK_PLAYER_HAS_SPLIT == 0 
004D: jump_if_false @BLACKJ_10808 
0050: gosub @BLACKJ_10563 
0004: $BJACK_PLAYER_CANNOT_SPLIT = 1 

:BLACKJ_10808
00D6: if 
0038:   $BJACK_PLAYER_CANNOT_DOUBLE == 0 
004D: jump_if_false @BLACKJ_11140 
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 0 
004D: jump_if_false @BLACKJ_10939 
00D6: if 
8038:   not  $9149[2] == 0 
004D: jump_if_false @BLACKJ_10876 
0050: gosub @BLACKJ_10563 
0004: $BJACK_PLAYER_CANNOT_DOUBLE = 1 

:BLACKJ_10876
010B: $BJACK_PLAYER_CASH = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
00D6: if 
001C:   $BJACK_BET1 > $BJACK_PLAYER_CASH // (int) 
004D: jump_if_false @BLACKJ_10932 
0050: gosub @BLACKJ_10563 
0004: $BJACK_PLAYER_CANNOT_DOUBLE = 1 

:BLACKJ_10932
0002: jump @BLACKJ_11140 

:BLACKJ_10939
00D6: if 
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 0 
004D: jump_if_false @BLACKJ_11052 
00D6: if 
8038:   not  $9149[2] == 0 
004D: jump_if_false @BLACKJ_10989 
0050: gosub @BLACKJ_10563 
0004: $BJACK_PLAYER_CANNOT_DOUBLE = 1 

:BLACKJ_10989
010B: $BJACK_PLAYER_CASH = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
00D6: if 
001C:   $BJACK_BET1 > $BJACK_PLAYER_CASH // (int) 
004D: jump_if_false @BLACKJ_11045 
0050: gosub @BLACKJ_10563 
0004: $BJACK_PLAYER_CANNOT_DOUBLE = 1 

:BLACKJ_11045
0002: jump @BLACKJ_11140 

:BLACKJ_11052
00D6: if 
8038:   not  $9157[2] == 0 
004D: jump_if_false @BLACKJ_11084 
0050: gosub @BLACKJ_10563 
0004: $BJACK_PLAYER_CANNOT_DOUBLE = 1 

:BLACKJ_11084
010B: $BJACK_PLAYER_CASH = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
00D6: if 
001C:   $BJACK_BET2 > $BJACK_PLAYER_CASH // (int) 
004D: jump_if_false @BLACKJ_11140 
0050: gosub @BLACKJ_10563 
0004: $BJACK_PLAYER_CANNOT_DOUBLE = 1 

:BLACKJ_11140
00D6: if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
004D: jump_if_false @BLACKJ_11744 
00D6: if and
0038:   $BJACK_PLAYER_CANNOT_SPLIT == 0 
0038:   $BJACK_PLAYER_CANNOT_DOUBLE == 0 
004D: jump_if_false @BLACKJ_11256 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BLACKJ_11249 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H3'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~PED_JUMPING~ Double~N~~k~~PED_CYCLE_WEAPON_RIGHT~ Split~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_11249
0006: 21@ = 1 

:BLACKJ_11256
00D6: if and
0038:   $BJACK_PLAYER_CANNOT_SPLIT == 1 
0038:   $BJACK_PLAYER_CANNOT_DOUBLE == 0 
004D: jump_if_false @BLACKJ_11317 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BLACKJ_11310 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H2'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~PED_JUMPING~ Double~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_11310
0006: 21@ = 2 

:BLACKJ_11317
00D6: if and
0038:   $BJACK_PLAYER_CANNOT_SPLIT == 1 
0038:   $BJACK_PLAYER_CANNOT_DOUBLE == 1 
004D: jump_if_false @BLACKJ_11378 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BLACKJ_11371 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H5'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_11371
0006: 21@ = 3 

:BLACKJ_11378
00D6: if and
0038:   $BJACK_PLAYER_CANNOT_SPLIT == 1 
0038:   $BJACK_PLAYER_CANNOT_DOUBLE == 0 
004D: jump_if_false @BLACKJ_11439 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BLACKJ_11432 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H2'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~PED_JUMPING~ Double~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_11432
0006: 21@ = 2 

:BLACKJ_11439
00D6: if and
0038:   $BJACK_PLAYER_CANNOT_SPLIT == 1 
0038:   $BJACK_PLAYER_CANNOT_DOUBLE == 1 
004D: jump_if_false @BLACKJ_11500 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BLACKJ_11493 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H5'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_11493
0006: 21@ = 3 

:BLACKJ_11500
00D6: if and
0038:   $BJACK_PLAYER_CANNOT_SPLIT == 0 
0038:   $BJACK_PLAYER_CANNOT_DOUBLE == 0 
004D: jump_if_false @BLACKJ_11561 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BLACKJ_11554 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H3'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~PED_JUMPING~ Double~N~~k~~PED_CYCLE_WEAPON_RIGHT~ Split~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_11554
0006: 21@ = 1 

:BLACKJ_11561
00D6: if and
0038:   $BJACK_PLAYER_CANNOT_SPLIT == 1 
0038:   $BJACK_PLAYER_CANNOT_DOUBLE == 1 
004D: jump_if_false @BLACKJ_11622 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BLACKJ_11615 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H5'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_11615
0006: 21@ = 3 

:BLACKJ_11622
00D6: if and
0038:   $BJACK_PLAYER_CANNOT_SPLIT == 0 
0038:   $BJACK_PLAYER_CANNOT_DOUBLE == 0 
004D: jump_if_false @BLACKJ_11683 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BLACKJ_11676 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H3'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~PED_JUMPING~ Double~N~~k~~PED_CYCLE_WEAPON_RIGHT~ Split~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_11676
0006: 21@ = 1 

:BLACKJ_11683
00D6: if and
0038:   $BJACK_PLAYER_CANNOT_SPLIT == 1 
0038:   $BJACK_PLAYER_CANNOT_DOUBLE == 0 
004D: jump_if_false @BLACKJ_11744 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BLACKJ_11737 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H2'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~PED_JUMPING~ Double~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_11737
0006: 21@ = 2 

:BLACKJ_11744
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @BLACKJ_12160 
00D6: if 
0039:   25@ == 0 
004D: jump_if_false @BLACKJ_11834 
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @BLACKJ_11827 
0004: $BJACK_PLAYER_HAS_HIT1 = 1 
0006: 4@ = 0 
000A: 3@ += 1 
0006: 25@ = 1 
0002: jump @BLACKJ_12235 

:BLACKJ_11827
0002: jump @BLACKJ_11858 

:BLACKJ_11834
00D6: if 
80E1:   not player 0 pressed_key 17 
004D: jump_if_false @BLACKJ_11858 
0006: 25@ = 0 

:BLACKJ_11858
00D6: if 
0038:   $BJACK_PLAYER_CANNOT_SPLIT == 0 
004D: jump_if_false @BLACKJ_11939 
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 0 
004D: jump_if_false @BLACKJ_11939 
00D6: if 
00E1:   player 0 pressed_key 7 
004D: jump_if_false @BLACKJ_11939 
0004: $BJACK_PLAYER_HAS_SPLIT = 1 
000A: 3@ += 1 
0006: 4@ = 0 
0002: jump @BLACKJ_12235 

:BLACKJ_11939
00D6: if 
0038:   $BJACK_PLAYER_CANNOT_DOUBLE == 0 
004D: jump_if_false @BLACKJ_12027 
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @BLACKJ_12027 
00D6: if 
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 0 
004D: jump_if_false @BLACKJ_12006 
0004: $BJACK_PLAYER_HAS_DOUBLED1 = 1 
0002: jump @BLACKJ_12013 

:BLACKJ_12006
0004: $BJACK_PLAYER_HAS_DOUBLED2 = 1 

:BLACKJ_12013
000A: 3@ += 1 
0002: jump @BLACKJ_12235 

:BLACKJ_12027
00D6: if 
0039:   23@ == 0 
004D: jump_if_false @BLACKJ_12129 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BLACKJ_12122 
00D6: if 
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 0 
004D: jump_if_false @BLACKJ_12094 
0004: $BJACK_PLAYER_HAS_STUCKED1 = 1 
0002: jump @BLACKJ_12101 

:BLACKJ_12094
0004: $BJACK_PLAYER_HAS_STUCKED2 = 1 

:BLACKJ_12101
0006: 23@ = 1 
000A: 3@ += 1 
0002: jump @BLACKJ_12235 

:BLACKJ_12122
0002: jump @BLACKJ_12153 

:BLACKJ_12129
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @BLACKJ_12153 
0006: 23@ = 0 

:BLACKJ_12153
0002: jump @BLACKJ_12235 

:BLACKJ_12160
00D6: if 
0039:   25@ == 0 
004D: jump_if_false @BLACKJ_12211 
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @BLACKJ_12204 
0006: 25@ = 1 
00BE: text_clear_all 

:BLACKJ_12204
0002: jump @BLACKJ_12235 

:BLACKJ_12211
00D6: if 
80E1:   not player 0 pressed_key 17 
004D: jump_if_false @BLACKJ_12235 
0006: 25@ = 0 

:BLACKJ_12235
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @BLACKJ_15204 
00D6: if 
0038:   $BJACK_PLAYER_HAS_HIT1 == 1 
004D: jump_if_false @BLACKJ_12734 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @BLACKJ_12303 
0050: gosub @BLACKJ_29764 
000A: 4@ += 1 

:BLACKJ_12303
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @BLACKJ_12373 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_12373 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BLACKJ_12373 
000A: 4@ += 1 

:BLACKJ_12373
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @BLACKJ_12702 
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 0 
004D: jump_if_false @BLACKJ_12503 
0006: 10@ = 0 

:BLACKJ_12416
00D6: if 
001B:   8 > 10@ 
004D: jump_if_false @BLACKJ_12496 
00D6: if 
0038:   $9149(10@,8i) == 0 
004D: jump_if_false @BLACKJ_12482 
0084: $9149(10@,8i) = $BJACK_CARD_ID // (int) 
0006: 10@ = 8 
0006: 4@ = 99 

:BLACKJ_12482
000A: 10@ += 1 
0002: jump @BLACKJ_12416 

:BLACKJ_12496
0002: jump @BLACKJ_12702 

:BLACKJ_12503
00D6: if 
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 0 
004D: jump_if_false @BLACKJ_12615 
0006: 10@ = 0 

:BLACKJ_12528
00D6: if 
001B:   8 > 10@ 
004D: jump_if_false @BLACKJ_12608 
00D6: if 
0038:   $9149(10@,8i) == 0 
004D: jump_if_false @BLACKJ_12594 
0084: $9149(10@,8i) = $BJACK_CARD_ID // (int) 
0006: 10@ = 8 
0006: 4@ = 99 

:BLACKJ_12594
000A: 10@ += 1 
0002: jump @BLACKJ_12528 

:BLACKJ_12608
0002: jump @BLACKJ_12702 

:BLACKJ_12615
0006: 10@ = 0 

:BLACKJ_12622
00D6: if 
001B:   8 > 10@ 
004D: jump_if_false @BLACKJ_12702 
00D6: if 
0038:   $9157(10@,8i) == 0 
004D: jump_if_false @BLACKJ_12688 
0084: $9157(10@,8i) = $BJACK_CARD_ID // (int) 
0006: 10@ = 8 
0006: 4@ = 99 

:BLACKJ_12688
000A: 10@ += 1 
0002: jump @BLACKJ_12622 

:BLACKJ_12702
00D6: if 
0039:   4@ == 99 
004D: jump_if_false @BLACKJ_12734 
0004: $BJACK_PLAYER_HAS_HIT1 = 0 
0050: gosub @BLACKJ_18456 

:BLACKJ_12734
0006: 10@ = 0 
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 1 
004D: jump_if_false @BLACKJ_12791 
00D6: if or
0038:   $9157[0] == 0 
0038:   $9149[1] == 0 
004D: jump_if_false @BLACKJ_12791 
0006: 10@ = 1 

:BLACKJ_12791
00D6: if and
0038:   $BJACK_PLAYER_HAS_SPLIT == 1 
0039:   10@ == 1 
004D: jump_if_false @BLACKJ_13266 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @BLACKJ_12943 
008D: $9195 = integer $BJACK_BET1 to_float 
008C: $BJACK_HALF_BET = float $9195 to_integer 
010B: $BJACK_PLAYER_CASH = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
00D6: if 
001C:   $BJACK_HALF_BET > $BJACK_PLAYER_CASH // (int) 
004D: jump_if_false @BLACKJ_12936 
0004: $BJACK_PLAYER_HAS_SPLIT = 0 
0006: 4@ = 99 
00BC: show_text_highpriority GXT 'BJ_3' time 5000 flag 1  // ~s~You don't have enough cash.
0050: gosub @BLACKJ_18303 
0002: jump @BLACKJ_12943 

:BLACKJ_12936
000A: 4@ += 1 

:BLACKJ_12943
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @BLACKJ_13045 
0623: add $BJACK_HALF_BET to_integer_stat 35 
008F: 13@ = integer $BJACK_HALF_BET to_float 
0013: 13@ *= 0.001 
0624: add 13@ to_float_stat 81 
0010: $BJACK_HALF_BET *= -1 
0109: player $PLAYER_CHAR money = $BJACK_HALF_BET 
0010: $BJACK_HALF_BET *= -1 
0058: $BJACK_BET1 += $BJACK_HALF_BET // (int) 
0058: $BJACK_INITIAL_STAKE += $BJACK_HALF_BET // (int) 
0050: gosub @BLACKJ_23204 
000A: 4@ += 1 

:BLACKJ_13045
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @BLACKJ_13100 
0084: $9157[0] = $9149[0] // (int) 
0084: $9149[0] = $9149[1] // (int) 
0004: $9149[1] = 0 
0050: gosub @BLACKJ_29764 
000A: 4@ += 1 

:BLACKJ_13100
00D6: if 
0039:   4@ == 3 
004D: jump_if_false @BLACKJ_13178 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_13178 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BLACKJ_13178 
0084: $9149[1] = $BJACK_CARD_ID // (int) 
000A: 4@ += 1 

:BLACKJ_13178
00D6: if 
0039:   4@ == 4 
004D: jump_if_false @BLACKJ_13266 
008D: $9195 = integer $BJACK_BET1 to_float 
0015: $9195 /= 2.0 
008C: $BJACK_HALF_BET = float $9195 to_integer 
0084: $BJACK_BET1 = $BJACK_HALF_BET // (int) 
0084: $BJACK_BET2 = $BJACK_HALF_BET // (int) 
0004: $BJACK_PLAYER_CANNOT_DOUBLE = 0 
0050: gosub @BLACKJ_10563 
0050: gosub @BLACKJ_18456 
0006: 4@ = 99 

:BLACKJ_13266
00D6: if and
0038:   $BJACK_PLAYER_HAS_SPLIT == 1 
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 1 
0038:   $9157[1] == 0 
004D: jump_if_false @BLACKJ_13472 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @BLACKJ_13330 
0050: gosub @BLACKJ_29764 
000A: 4@ += 1 

:BLACKJ_13330
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @BLACKJ_13400 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_13400 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BLACKJ_13400 
000A: 4@ += 1 

:BLACKJ_13400
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @BLACKJ_13454 
0084: $9157[1] = $BJACK_CARD_ID // (int) 
0004: $BJACK_PLAYER_CANNOT_DOUBLE = 0 
0050: gosub @BLACKJ_10563 
0050: gosub @BLACKJ_18456 
0006: 4@ = 99 

:BLACKJ_13454
00D6: if 
0039:   4@ == 99 
004D: jump_if_false @BLACKJ_13472 

:BLACKJ_13472
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 0 
004D: jump_if_false @BLACKJ_13875 
00D6: if and
0038:   $BJACK_PLAYER_HAS_DOUBLED1 == 1 
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 0 
004D: jump_if_false @BLACKJ_13868 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @BLACKJ_13642 
008D: $9195 = integer $BJACK_BET1 to_float 
008C: $BJACK_HALF_BET = float $9195 to_integer 
010B: $BJACK_PLAYER_CASH = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
00D6: if 
001C:   $BJACK_HALF_BET > $BJACK_PLAYER_CASH // (int) 
004D: jump_if_false @BLACKJ_13635 
0004: $BJACK_PLAYER_HAS_DOUBLED1 = 0 
0006: 4@ = 99 
00BC: show_text_highpriority GXT 'BJ_3' time 5000 flag 1  // ~s~You don't have enough cash.
0050: gosub @BLACKJ_18303 
0002: jump @BLACKJ_13642 

:BLACKJ_13635
000A: 4@ += 1 

:BLACKJ_13642
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @BLACKJ_13751 
0623: add $BJACK_HALF_BET to_integer_stat 35 
008F: 13@ = integer $BJACK_HALF_BET to_float 
0013: 13@ *= 0.001 
0624: add 13@ to_float_stat 81 
0010: $BJACK_HALF_BET *= -1 
0109: player $PLAYER_CHAR money = $BJACK_HALF_BET 
0010: $BJACK_HALF_BET *= -1 
0058: $BJACK_BET1 += $BJACK_HALF_BET // (int) 
0058: $BJACK_INITIAL_STAKE += $BJACK_HALF_BET // (int) 
0050: gosub @BLACKJ_23204 
0050: gosub @BLACKJ_29764 
000A: 4@ += 1 

:BLACKJ_13751
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @BLACKJ_13821 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_13821 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BLACKJ_13821 
000A: 4@ += 1 

:BLACKJ_13821
00D6: if 
0039:   4@ == 3 
004D: jump_if_false @BLACKJ_13868 
0084: $9149[2] = $BJACK_CARD_ID // (int) 
0004: $BJACK_PLAYER_HAS_STUCKED1 = 1 
0050: gosub @BLACKJ_18456 
0006: 4@ = 99 

:BLACKJ_13868
0002: jump @BLACKJ_14638 

:BLACKJ_13875
00D6: if and
0038:   $BJACK_PLAYER_HAS_DOUBLED1 == 1 
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 0 
004D: jump_if_false @BLACKJ_14260 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @BLACKJ_14027 
008D: $9195 = integer $BJACK_BET1 to_float 
008C: $BJACK_HALF_BET = float $9195 to_integer 
010B: $BJACK_PLAYER_CASH = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
00D6: if 
001C:   $BJACK_HALF_BET > $BJACK_PLAYER_CASH // (int) 
004D: jump_if_false @BLACKJ_14020 
0004: $BJACK_PLAYER_HAS_DOUBLED1 = 0 
00BC: show_text_highpriority GXT 'BJ_3' time 5000 flag 1  // ~s~You don't have enough cash.
0050: gosub @BLACKJ_18303 
0006: 4@ = 99 
0002: jump @BLACKJ_14027 

:BLACKJ_14020
000A: 4@ += 1 

:BLACKJ_14027
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @BLACKJ_14136 
0623: add $BJACK_HALF_BET to_integer_stat 35 
008F: 13@ = integer $BJACK_HALF_BET to_float 
0013: 13@ *= 0.001 
0624: add 13@ to_float_stat 81 
0010: $BJACK_HALF_BET *= -1 
0109: player $PLAYER_CHAR money = $BJACK_HALF_BET 
0010: $BJACK_HALF_BET *= -1 
0058: $BJACK_BET1 += $BJACK_HALF_BET // (int) 
0058: $BJACK_INITIAL_STAKE += $BJACK_HALF_BET // (int) 
0050: gosub @BLACKJ_23204 
0050: gosub @BLACKJ_29764 
000A: 4@ += 1 

:BLACKJ_14136
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @BLACKJ_14206 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_14206 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BLACKJ_14206 
000A: 4@ += 1 

:BLACKJ_14206
00D6: if 
0039:   4@ == 3 
004D: jump_if_false @BLACKJ_14260 
0084: $9149[2] = $BJACK_CARD_ID // (int) 
0004: $BJACK_PLAYER_HAS_STUCKED1 = 1 
0050: gosub @BLACKJ_18456 
0006: 4@ = 0 
0002: jump @BLACKJ_13266 

:BLACKJ_14260
00D6: if and
0038:   $BJACK_PLAYER_HAS_DOUBLED2 == 1 
0038:   $BJACK_PLAYER_HAS_STUCKED2 == 0 
004D: jump_if_false @BLACKJ_14638 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @BLACKJ_14412 
008D: $9195 = integer $BJACK_BET1 to_float 
008C: $BJACK_HALF_BET = float $9195 to_integer 
010B: $BJACK_PLAYER_CASH = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
00D6: if 
001C:   $BJACK_HALF_BET > $BJACK_PLAYER_CASH // (int) 
004D: jump_if_false @BLACKJ_14405 
0004: $BJACK_PLAYER_HAS_DOUBLED2 = 0 
0006: 4@ = 99 
00BC: show_text_highpriority GXT 'BJ_3' time 5000 flag 1  // ~s~You don't have enough cash.
0050: gosub @BLACKJ_18303 
0002: jump @BLACKJ_14412 

:BLACKJ_14405
000A: 4@ += 1 

:BLACKJ_14412
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @BLACKJ_14521 
0623: add $BJACK_HALF_BET to_integer_stat 35 
008F: 13@ = integer $BJACK_HALF_BET to_float 
0013: 13@ *= 0.001 
0624: add 13@ to_float_stat 81 
0010: $BJACK_HALF_BET *= -1 
0109: player $PLAYER_CHAR money = $BJACK_HALF_BET 
0010: $BJACK_HALF_BET *= -1 
0058: $BJACK_BET2 += $BJACK_HALF_BET // (int) 
0058: $BJACK_INITIAL_STAKE += $BJACK_HALF_BET // (int) 
0050: gosub @BLACKJ_23204 
0050: gosub @BLACKJ_29764 
000A: 4@ += 1 

:BLACKJ_14521
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @BLACKJ_14591 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_14591 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BLACKJ_14591 
000A: 4@ += 1 

:BLACKJ_14591
00D6: if 
0039:   4@ == 3 
004D: jump_if_false @BLACKJ_14638 
0084: $9157[2] = $BJACK_CARD_ID // (int) 
0004: $BJACK_PLAYER_HAS_STUCKED2 = 1 
0050: gosub @BLACKJ_18456 
0006: 4@ = 99 

:BLACKJ_14638
0050: gosub @BLACKJ_31220 
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 0 
004D: jump_if_false @BLACKJ_14720 
00D6: if 
0018:   $BJACK_PLAYER_TOTAL1 > 20 
004D: jump_if_false @BLACKJ_14688 
0004: $BJACK_PLAYER_HAS_STUCKED1 = 1 

:BLACKJ_14688
00D6: if 
8038:   not  $9149[4] == 0 
004D: jump_if_false @BLACKJ_14713 
0004: $BJACK_PLAYER_HAS_STUCKED1 = 1 

:BLACKJ_14713
0002: jump @BLACKJ_14866 

:BLACKJ_14720
00D6: if 
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 0 
004D: jump_if_false @BLACKJ_14816 
00D6: if 
0018:   $BJACK_PLAYER_TOTAL1 > 20 
004D: jump_if_false @BLACKJ_14777 
0004: $BJACK_PLAYER_HAS_STUCKED1 = 1 
0006: 4@ = 0 
0002: jump @BLACKJ_13266 

:BLACKJ_14777
00D6: if 
8038:   not  $9149[4] == 0 
004D: jump_if_false @BLACKJ_14816 
0004: $BJACK_PLAYER_HAS_STUCKED1 = 1 
0006: 4@ = 0 
0002: jump @BLACKJ_13266 

:BLACKJ_14816
00D6: if 
0018:   $BJACK_PLAYER_TOTAL2 > 20 
004D: jump_if_false @BLACKJ_14841 
0004: $BJACK_PLAYER_HAS_STUCKED2 = 1 

:BLACKJ_14841
00D6: if 
8038:   not  $9157[4] == 0 
004D: jump_if_false @BLACKJ_14866 
0004: $BJACK_PLAYER_HAS_STUCKED2 = 1 

:BLACKJ_14866
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 1 
004D: jump_if_false @BLACKJ_15044 
00D6: if and
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 1 
0038:   $BJACK_PLAYER_HAS_STUCKED2 == 1 
004D: jump_if_false @BLACKJ_15044 
00D6: if and
0038:   $BJACK_PLAYER_TOTAL1 == 21 
0038:   $9149[2] == 0 
004D: jump_if_false @BLACKJ_15012 
00D6: if or
8038:   not  $BJACK_PLAYER_TOTAL2 == 21 
8038:   not  $9157[2] == 0 
004D: jump_if_false @BLACKJ_14973 
0004: $BJACK_PLAYER_GOT_BJACK = 2 
0002: jump @BLACKJ_15005 

:BLACKJ_14973
00D6: if and
0038:   $BJACK_PLAYER_TOTAL2 == 21 
0038:   $9157[2] == 0 
004D: jump_if_false @BLACKJ_15005 
0004: $BJACK_PLAYER_GOT_BJACK = 4 

:BLACKJ_15005
0002: jump @BLACKJ_15044 

:BLACKJ_15012
00D6: if and
0038:   $BJACK_PLAYER_TOTAL2 == 21 
0038:   $9157[2] == 0 
004D: jump_if_false @BLACKJ_15044 
0004: $BJACK_PLAYER_GOT_BJACK = 3 

:BLACKJ_15044
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 0 
004D: jump_if_false @BLACKJ_15133 
00D6: if 
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 1 
004D: jump_if_false @BLACKJ_15094 
0006: 3@ = 99 
0002: jump @BLACKJ_15126 

:BLACKJ_15094
00D6: if 
0039:   4@ == 99 
004D: jump_if_false @BLACKJ_15126 
0006: 3@ = 0 
0006: 4@ = 0 

:BLACKJ_15126
0002: jump @BLACKJ_15204 

:BLACKJ_15133
00D6: if and
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 1 
0038:   $BJACK_PLAYER_HAS_STUCKED2 == 1 
004D: jump_if_false @BLACKJ_15172 
0006: 3@ = 99 
0002: jump @BLACKJ_15204 

:BLACKJ_15172
00D6: if 
0039:   4@ == 99 
004D: jump_if_false @BLACKJ_15204 
0006: 3@ = 0 
0006: 4@ = 0 

:BLACKJ_15204
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 1 
004D: jump_if_false @BLACKJ_15295 
00D6: if 
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 0 
004D: jump_if_false @BLACKJ_15271 
0050: gosub @BLACKJ_34152 
033E: set_draw_text_position $BJACK_X_SCREENPOS[22] $BJACK_Y_SCREENPOS[22] GXT 'BJ_ARR'  // >
0002: jump @BLACKJ_15295 

:BLACKJ_15271
0050: gosub @BLACKJ_34152 
033E: set_draw_text_position $BJACK_X_SCREENPOS[23] $BJACK_Y_SCREENPOS[23] GXT 'BJ_ARR'  // >

:BLACKJ_15295
00D6: if 
0039:   3@ == 99 
004D: jump_if_false @BLACKJ_15334 
0050: gosub @BLACKJ_10563 
0006: 3@ = 0 
000A: 2@ += 1 

:BLACKJ_15334
0050: gosub @BLACKJ_31220 
0050: gosub @BLACKJ_29865 
0050: gosub @BLACKJ_25143 
0051: return 

:BLACKJ_15357
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @BLACKJ_15510 
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 0 
004D: jump_if_false @BLACKJ_15439 
00D6: if 
0018:   $BJACK_PLAYER_TOTAL1 > 21 
004D: jump_if_false @BLACKJ_15432 
0004: $BJACK_DEALER_HAS_STUCK = 1 
0004: $BJACK_DEALER_WINS_BY_DEFAULT = 1 
0006: 3@ = 99 

:BLACKJ_15432
0002: jump @BLACKJ_15485 

:BLACKJ_15439
00D6: if and
0018:   $BJACK_PLAYER_TOTAL1 > 21 
0018:   $BJACK_PLAYER_TOTAL2 > 21 
004D: jump_if_false @BLACKJ_15485 
0004: $BJACK_DEALER_HAS_STUCK = 1 
0004: $BJACK_DEALER_WINS_BY_DEFAULT = 1 
0006: 3@ = 99 

:BLACKJ_15485
00D6: if 
8039:   not  3@ == 99 
004D: jump_if_false @BLACKJ_15510 
000A: 3@ += 1 

:BLACKJ_15510
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @BLACKJ_15617 
00D6: if 
0018:   $BJACK_DEALER_TOTAL > 16 
004D: jump_if_false @BLACKJ_15560 
0004: $BJACK_DEALER_HAS_STUCK = 1 
0002: jump @BLACKJ_15567 

:BLACKJ_15560
000A: 3@ += 1 

:BLACKJ_15567
00D6: if 
8038:   not  $9141[4] == 0 
004D: jump_if_false @BLACKJ_15592 
0004: $BJACK_DEALER_HAS_STUCK = 1 

:BLACKJ_15592
00D6: if 
0038:   $BJACK_DEALER_HAS_STUCK == 1 
004D: jump_if_false @BLACKJ_15617 
0006: 3@ = 99 

:BLACKJ_15617
00D6: if 
0039:   3@ == 2 
004D: jump_if_false @BLACKJ_15649 
0050: gosub @BLACKJ_29764 
000A: 3@ += 1 

:BLACKJ_15649
00D6: if 
0039:   3@ == 3 
004D: jump_if_false @BLACKJ_15719 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_15719 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BLACKJ_15719 
000A: 3@ += 1 

:BLACKJ_15719
00D6: if 
0039:   3@ == 4 
004D: jump_if_false @BLACKJ_15824 
0006: 10@ = 0 

:BLACKJ_15744
00D6: if 
001B:   8 > 10@ 
004D: jump_if_false @BLACKJ_15817 
00D6: if 
0038:   $9141(10@,8i) == 0 
004D: jump_if_false @BLACKJ_15803 
0084: $9141(10@,8i) = $BJACK_CARD_ID // (int) 
0006: 10@ = 8 

:BLACKJ_15803
000A: 10@ += 1 
0002: jump @BLACKJ_15744 

:BLACKJ_15817
0006: 3@ = 0 

:BLACKJ_15824
00D6: if 
0039:   3@ == 99 
004D: jump_if_false @BLACKJ_15856 
000A: 2@ += 1 
0006: 3@ = 0 

:BLACKJ_15856
0050: gosub @BLACKJ_31220 
0050: gosub @BLACKJ_29865 
0050: gosub @BLACKJ_25143 
0051: return 

:BLACKJ_15879
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @BLACKJ_17945 
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 0 
004D: jump_if_false @BLACKJ_16141 
00D6: if 
8018:   not  $BJACK_PLAYER_TOTAL1 > 21 
004D: jump_if_false @BLACKJ_16134 
00D6: if 
0018:   $BJACK_DEALER_TOTAL > 21 
004D: jump_if_false @BLACKJ_15965 
0004: $BJACK_PLAYER_HAS_WON1 = 1 
0002: jump @BLACKJ_16134 

:BLACKJ_15965
00D6: if 
001C:   $BJACK_PLAYER_TOTAL1 > $BJACK_DEALER_TOTAL // (int) 
004D: jump_if_false @BLACKJ_15998 
0004: $BJACK_PLAYER_HAS_WON1 = 1 
0002: jump @BLACKJ_16134 

:BLACKJ_15998
00D6: if 
003A:   $BJACK_PLAYER_TOTAL1 == $BJACK_DEALER_TOTAL // (int) 
004D: jump_if_false @BLACKJ_16127 
00D6: if 
0038:   $BJACK_PLAYER_GOT_BJACK == 1 
004D: jump_if_false @BLACKJ_16081 
00D6: if 
0038:   $9189 == 1 
004D: jump_if_false @BLACKJ_16067 
0004: $BJACK_PLAYER_HAS_WON1 = 2 
0002: jump @BLACKJ_16074 

:BLACKJ_16067
0004: $BJACK_PLAYER_HAS_WON1 = 1 

:BLACKJ_16074
0002: jump @BLACKJ_16120 

:BLACKJ_16081
00D6: if 
0038:   $9189 == 1 
004D: jump_if_false @BLACKJ_16113 
0004: $BJACK_PLAYER_HAS_WON1 = 0 
0002: jump @BLACKJ_16120 

:BLACKJ_16113
0004: $BJACK_PLAYER_HAS_WON1 = 2 

:BLACKJ_16120
0002: jump @BLACKJ_16134 

:BLACKJ_16127
0004: $BJACK_PLAYER_HAS_WON1 = 0 

:BLACKJ_16134
0002: jump @BLACKJ_16593 

:BLACKJ_16141
00D6: if 
8018:   not  $BJACK_PLAYER_TOTAL1 > 21 
004D: jump_if_false @BLACKJ_16367 
00D6: if 
0018:   $BJACK_DEALER_TOTAL > 21 
004D: jump_if_false @BLACKJ_16191 
0004: $BJACK_PLAYER_HAS_WON1 = 1 
0002: jump @BLACKJ_16367 

:BLACKJ_16191
00D6: if 
001C:   $BJACK_PLAYER_TOTAL1 > $BJACK_DEALER_TOTAL // (int) 
004D: jump_if_false @BLACKJ_16224 
0004: $BJACK_PLAYER_HAS_WON1 = 1 
0002: jump @BLACKJ_16367 

:BLACKJ_16224
00D6: if 
003A:   $BJACK_PLAYER_TOTAL1 == $BJACK_DEALER_TOTAL // (int) 
004D: jump_if_false @BLACKJ_16360 
00D6: if or
0038:   $BJACK_PLAYER_GOT_BJACK == 2 
0038:   $BJACK_PLAYER_GOT_BJACK == 4 
004D: jump_if_false @BLACKJ_16314 
00D6: if 
0038:   $9189 == 1 
004D: jump_if_false @BLACKJ_16300 
0004: $BJACK_PLAYER_HAS_WON1 = 2 
0002: jump @BLACKJ_16307 

:BLACKJ_16300
0004: $BJACK_PLAYER_HAS_WON1 = 1 

:BLACKJ_16307
0002: jump @BLACKJ_16353 

:BLACKJ_16314
00D6: if 
0038:   $9189 == 1 
004D: jump_if_false @BLACKJ_16346 
0004: $BJACK_PLAYER_HAS_WON1 = 0 
0002: jump @BLACKJ_16353 

:BLACKJ_16346
0004: $BJACK_PLAYER_HAS_WON1 = 2 

:BLACKJ_16353
0002: jump @BLACKJ_16367 

:BLACKJ_16360
0004: $BJACK_PLAYER_HAS_WON1 = 0 

:BLACKJ_16367
00D6: if 
8018:   not  $BJACK_PLAYER_TOTAL2 > 21 
004D: jump_if_false @BLACKJ_16593 
00D6: if 
0018:   $BJACK_DEALER_TOTAL > 21 
004D: jump_if_false @BLACKJ_16417 
0004: $BJACK_PLAYER_HAS_WON2 = 1 
0002: jump @BLACKJ_16593 

:BLACKJ_16417
00D6: if 
001C:   $BJACK_PLAYER_TOTAL2 > $BJACK_DEALER_TOTAL // (int) 
004D: jump_if_false @BLACKJ_16450 
0004: $BJACK_PLAYER_HAS_WON2 = 1 
0002: jump @BLACKJ_16593 

:BLACKJ_16450
00D6: if 
003A:   $BJACK_PLAYER_TOTAL2 == $BJACK_DEALER_TOTAL // (int) 
004D: jump_if_false @BLACKJ_16586 
00D6: if or
0038:   $BJACK_PLAYER_GOT_BJACK == 3 
0038:   $BJACK_PLAYER_GOT_BJACK == 4 
004D: jump_if_false @BLACKJ_16540 
00D6: if 
0038:   $9189 == 1 
004D: jump_if_false @BLACKJ_16526 
0004: $BJACK_PLAYER_HAS_WON2 = 2 
0002: jump @BLACKJ_16533 

:BLACKJ_16526
0004: $BJACK_PLAYER_HAS_WON2 = 1 

:BLACKJ_16533
0002: jump @BLACKJ_16579 

:BLACKJ_16540
00D6: if 
0038:   $9189 == 1 
004D: jump_if_false @BLACKJ_16572 
0004: $BJACK_PLAYER_HAS_WON2 = 0 
0002: jump @BLACKJ_16579 

:BLACKJ_16572
0004: $BJACK_PLAYER_HAS_WON2 = 2 

:BLACKJ_16579
0002: jump @BLACKJ_16593 

:BLACKJ_16586
0004: $BJACK_PLAYER_HAS_WON2 = 0 

:BLACKJ_16593
0006: 32@ = 0 
0004: $BJACK_PAYOUT = 0 
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 0 
004D: jump_if_false @BLACKJ_16738 
00D6: if 
0038:   $BJACK_PLAYER_HAS_WON1 == 1 
004D: jump_if_false @BLACKJ_16705 
00D6: if 
0038:   $BJACK_PLAYER_GOT_BJACK == 1 
004D: jump_if_false @BLACKJ_16683 
0004: $BJACK_PAYOUT = 3 
0068: $BJACK_PAYOUT *= $BJACK_BET1 // (int) 
0002: jump @BLACKJ_16698 

:BLACKJ_16683
0004: $BJACK_PAYOUT = 2 
0068: $BJACK_PAYOUT *= $BJACK_BET1 // (int) 

:BLACKJ_16698
0002: jump @BLACKJ_16731 

:BLACKJ_16705
00D6: if 
0038:   $BJACK_PLAYER_HAS_WON1 == 2 
004D: jump_if_false @BLACKJ_16731 
0084: $BJACK_PAYOUT = $BJACK_BET1 // (int) 

:BLACKJ_16731
0002: jump @BLACKJ_16980 

:BLACKJ_16738
00D6: if 
0038:   $BJACK_PLAYER_HAS_WON1 == 1 
004D: jump_if_false @BLACKJ_16825 
00D6: if or
0038:   $BJACK_PLAYER_GOT_BJACK == 2 
0038:   $BJACK_PLAYER_GOT_BJACK == 4 
004D: jump_if_false @BLACKJ_16803 
0004: $BJACK_PAYOUT = 3 
0068: $BJACK_PAYOUT *= $BJACK_BET1 // (int) 
0002: jump @BLACKJ_16818 

:BLACKJ_16803
0004: $BJACK_PAYOUT = 2 
0068: $BJACK_PAYOUT *= $BJACK_BET1 // (int) 

:BLACKJ_16818
0002: jump @BLACKJ_16851 

:BLACKJ_16825
00D6: if 
0038:   $BJACK_PLAYER_HAS_WON1 == 2 
004D: jump_if_false @BLACKJ_16851 
0084: $BJACK_PAYOUT = $BJACK_BET1 // (int) 

:BLACKJ_16851
00D6: if 
0038:   $BJACK_PLAYER_HAS_WON2 == 1 
004D: jump_if_false @BLACKJ_16954 
00D6: if or
0038:   $BJACK_PLAYER_GOT_BJACK == 3 
0038:   $BJACK_PLAYER_GOT_BJACK == 4 
004D: jump_if_false @BLACKJ_16924 
008B: 10@ = $BJACK_BET2 // (int) 
0012: 10@ *= 3 
005E: $BJACK_PAYOUT += 10@ // (int) 
0002: jump @BLACKJ_16947 

:BLACKJ_16924
008B: 10@ = $BJACK_BET2 // (int) 
0012: 10@ *= 2 
005E: $BJACK_PAYOUT += 10@ // (int) 

:BLACKJ_16947
0002: jump @BLACKJ_16980 

:BLACKJ_16954
00D6: if 
0038:   $BJACK_PLAYER_HAS_WON2 == 2 
004D: jump_if_false @BLACKJ_16980 
0058: $BJACK_PAYOUT += $BJACK_BET2 // (int) 

:BLACKJ_16980
008B: 10@ = $BJACK_PAYOUT // (int) 
0064: 10@ -= $BJACK_INITIAL_STAKE // (int) 
0623: add 10@ to_integer_stat 37 
0109: player $PLAYER_CHAR money = $BJACK_PAYOUT 
004F: create_thread @CASHWIN 10@ 3000 69  
08F8: display_stat_update_box 1 
00D6: if 
0019:   10@ > 0 
004D: jump_if_false @BLACKJ_17498 
0627: update_integer_stat 38 to 10@ 
0093: 13@ = integer 10@ to_float 
0093: 14@ = integer 29@ to_float 
0073: 13@ /= 14@ // (float) 
0008: $9325 += 1 
00D6: if 
001A:   5 > $9325 
004D: jump_if_false @BLACKJ_17333 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_17326 
00D6: if 
0021:   13@ > 0.8 
004D: jump_if_false @BLACKJ_17158 
0209: 10@ = random_int_in_ranges 0 4 
0002: jump @BLACKJ_17167 

:BLACKJ_17158
0209: 10@ = random_int_in_ranges 0 3 

:BLACKJ_17167
0871: init_jump_table 10@ total_jumps 4 default_jump 0 @BLACKJ_17326 jumps 0 @BLACKJ_17230 1 @BLACKJ_17251 2 @BLACKJ_17272 3 @BLACKJ_17293 -1 @BLACKJ_17326 -1 @BLACKJ_17326 -1 @BLACKJ_17326 

:BLACKJ_17230
09D6: unknown_set_actor 1@ sound 5847 flags 1 1 0 
0002: jump @BLACKJ_17326 

:BLACKJ_17251
09D6: unknown_set_actor 1@ sound 5848 flags 1 1 0 
0002: jump @BLACKJ_17326 

:BLACKJ_17272
09D6: unknown_set_actor 1@ sound 5849 flags 1 1 0 
0002: jump @BLACKJ_17326 

:BLACKJ_17293
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BLACKJ_17319 
0947: actor $PLAYER_ACTOR speak_from_audio_table 100 store_spoken_phrase_id_to 10@ 

:BLACKJ_17319
0002: jump @BLACKJ_17326 

:BLACKJ_17326
0002: jump @BLACKJ_17491 

:BLACKJ_17333
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_17484 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @BLACKJ_17484 jumps 0 @BLACKJ_17421 1 @BLACKJ_17442 2 @BLACKJ_17463 -1 @BLACKJ_17484 -1 @BLACKJ_17484 -1 @BLACKJ_17484 -1 @BLACKJ_17484 

:BLACKJ_17421
09D6: unknown_set_actor 1@ sound 5854 flags 1 1 0 
0002: jump @BLACKJ_17484 

:BLACKJ_17442
09D6: unknown_set_actor 1@ sound 5855 flags 1 1 0 
0002: jump @BLACKJ_17484 

:BLACKJ_17463
09D6: unknown_set_actor 1@ sound 5856 flags 1 1 0 
0002: jump @BLACKJ_17484 

:BLACKJ_17484
0004: $9325 = 0 

:BLACKJ_17491
0002: jump @BLACKJ_17920 

:BLACKJ_17498
0012: 10@ *= -1 
0627: update_integer_stat 39 to 10@ 
0012: 10@ *= -1 
0004: $9325 = 0 
0093: 13@ = integer 10@ to_float 
0013: 13@ *= -1.0 
0093: 14@ = integer 29@ to_float 
0073: 13@ /= 14@ // (float) 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_17920 
00D6: if 
001B:   0 > 10@ 
004D: jump_if_false @BLACKJ_17806 
00D6: if 
0021:   13@ > 0.8 
004D: jump_if_false @BLACKJ_17631 
0209: 10@ = random_int_in_ranges 0 4 
0002: jump @BLACKJ_17640 

:BLACKJ_17631
0209: 10@ = random_int_in_ranges 0 3 

:BLACKJ_17640
0871: init_jump_table 10@ total_jumps 4 default_jump 0 @BLACKJ_17799 jumps 0 @BLACKJ_17703 1 @BLACKJ_17724 2 @BLACKJ_17745 3 @BLACKJ_17766 -1 @BLACKJ_17799 -1 @BLACKJ_17799 -1 @BLACKJ_17799 

:BLACKJ_17703
09D6: unknown_set_actor 1@ sound 5817 flags 1 1 0 
0002: jump @BLACKJ_17799 

:BLACKJ_17724
09D6: unknown_set_actor 1@ sound 5818 flags 1 1 0 
0002: jump @BLACKJ_17799 

:BLACKJ_17745
09D6: unknown_set_actor 1@ sound 5819 flags 1 1 0 
0002: jump @BLACKJ_17799 

:BLACKJ_17766
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BLACKJ_17792 
0947: actor $PLAYER_ACTOR speak_from_audio_table 101 store_spoken_phrase_id_to 10@ 

:BLACKJ_17792
0002: jump @BLACKJ_17799 

:BLACKJ_17799
0002: jump @BLACKJ_17920 

:BLACKJ_17806
0209: 10@ = random_int_in_ranges 0 2 
0871: init_jump_table 10@ total_jumps 2 default_jump 0 @BLACKJ_17920 jumps 0 @BLACKJ_17878 1 @BLACKJ_17899 -1 @BLACKJ_17920 -1 @BLACKJ_17920 -1 @BLACKJ_17920 -1 @BLACKJ_17920 -1 @BLACKJ_17920 

:BLACKJ_17878
09D6: unknown_set_actor 1@ sound 5815 flags 1 1 0 
0002: jump @BLACKJ_17920 

:BLACKJ_17899
09D6: unknown_set_actor 1@ sound 5816 flags 1 1 0 
0002: jump @BLACKJ_17920 

:BLACKJ_17920
08F8: display_stat_update_box 1 
0004: $BJACK_INITIAL_STAKE = 0 
0050: gosub @BLACKJ_23204 
000A: 3@ += 1 

:BLACKJ_17945
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @BLACKJ_18076 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @BLACKJ_17996 
000A: 3@ += 1 
0002: jump @BLACKJ_18076 

:BLACKJ_17996
00D6: if 
0039:   23@ == 0 
004D: jump_if_false @BLACKJ_18052 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BLACKJ_18045 
0006: 23@ = 1 
000A: 3@ += 1 

:BLACKJ_18045
0002: jump @BLACKJ_18076 

:BLACKJ_18052
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @BLACKJ_18076 
0006: 23@ = 0 

:BLACKJ_18076
00D6: if 
0039:   3@ == 2 
004D: jump_if_false @BLACKJ_18108 
0006: 32@ = 0 
000A: 3@ += 1 

:BLACKJ_18108
00D6: if 
0039:   3@ == 3 
004D: jump_if_false @BLACKJ_18248 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BLACKJ_18164 
0006: 23@ = 1 
0006: 3@ = 99 
0002: jump @BLACKJ_18248 

:BLACKJ_18164
00D6: if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
004D: jump_if_false @BLACKJ_18248 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BLACKJ_18248 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H4'  // Press ~k~~PED_SPRINT~ to continue.

:BLACKJ_18248
00D6: if 
0039:   3@ == 99 
004D: jump_if_false @BLACKJ_18287 
0050: gosub @BLACKJ_10563 
0006: 2@ = 1 
0006: 3@ = 0 

:BLACKJ_18287
0050: gosub @BLACKJ_29865 
0050: gosub @BLACKJ_25143 
0051: return 

:BLACKJ_18303
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_18454 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @BLACKJ_18454 jumps 0 @BLACKJ_18391 1 @BLACKJ_18412 2 @BLACKJ_18433 -1 @BLACKJ_18454 -1 @BLACKJ_18454 -1 @BLACKJ_18454 -1 @BLACKJ_18454 

:BLACKJ_18391
09D6: unknown_set_actor 1@ sound 5823 flags 1 1 0 
0002: jump @BLACKJ_18454 

:BLACKJ_18412
09D6: unknown_set_actor 1@ sound 5824 flags 1 1 0 
0002: jump @BLACKJ_18454 

:BLACKJ_18433
09D6: unknown_set_actor 1@ sound 5825 flags 1 1 0 
0002: jump @BLACKJ_18454 

:BLACKJ_18454
0051: return 

:BLACKJ_18456
0050: gosub @BLACKJ_31220 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_21799 
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 0 
004D: jump_if_false @BLACKJ_19594 
00D6: if 
0038:   $BJACK_PLAYER_TOTAL1_B == 0 
004D: jump_if_false @BLACKJ_19170 
0871: init_jump_table $BJACK_PLAYER_TOTAL1 total_jumps 18 default_jump 1 @BLACKJ_19086 jumps 4 @BLACKJ_18708 5 @BLACKJ_18729 6 @BLACKJ_18750 7 @BLACKJ_18771 8 @BLACKJ_18792 9 @BLACKJ_18813 10 @BLACKJ_18834 
0872: jump_table_jumps 11 @BLACKJ_18855 12 @BLACKJ_18876 13 @BLACKJ_18897 14 @BLACKJ_18918 15 @BLACKJ_18939 16 @BLACKJ_18960 17 @BLACKJ_18981 18 @BLACKJ_19002 19 @BLACKJ_19023 
0872: jump_table_jumps 20 @BLACKJ_19044 21 @BLACKJ_19065 -1 @BLACKJ_19155 -1 @BLACKJ_19155 -1 @BLACKJ_19155 -1 @BLACKJ_19155 -1 @BLACKJ_19155 -1 @BLACKJ_19155 -1 @BLACKJ_19155 

:BLACKJ_18708
09D6: unknown_set_actor 1@ sound 5841 flags 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_18729
09D6: unknown_set_actor 1@ sound 5842 flags 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_18750
09D6: unknown_set_actor 1@ sound 5843 flags 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_18771
09D6: unknown_set_actor 1@ sound 5844 flags 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_18792
09D6: unknown_set_actor 1@ sound 5845 flags 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_18813
09D6: unknown_set_actor 1@ sound 5846 flags 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_18834
09D6: unknown_set_actor 1@ sound 5829 flags 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_18855
09D6: unknown_set_actor 1@ sound 5830 flags 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_18876
09D6: unknown_set_actor 1@ sound 5831 flags 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_18897
09D6: unknown_set_actor 1@ sound 5832 flags 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_18918
09D6: unknown_set_actor 1@ sound 5833 flags 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_18939
09D6: unknown_set_actor 1@ sound 5834 flags 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_18960
09D6: unknown_set_actor 1@ sound 5835 flags 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_18981
09D6: unknown_set_actor 1@ sound 5836 flags 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_19002
09D6: unknown_set_actor 1@ sound 5837 flags 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_19023
09D6: unknown_set_actor 1@ sound 5838 flags 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_19044
09D6: unknown_set_actor 1@ sound 5839 flags 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_19065
09D6: unknown_set_actor 1@ sound 5840 flags 1 1 0 
0002: jump @BLACKJ_19155 

:BLACKJ_19086
0209: 10@ = random_int_in_ranges 0 2 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @BLACKJ_19134 
09D6: unknown_set_actor 1@ sound 5813 flags 1 1 0 
0002: jump @BLACKJ_19148 

:BLACKJ_19134
09D6: unknown_set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_19148
0002: jump @BLACKJ_19155 

:BLACKJ_19155
0967: actor 1@ move_mouth 1500 ms 
0002: jump @BLACKJ_19587 

:BLACKJ_19170
0871: init_jump_table $BJACK_PLAYER_TOTAL1 total_jumps 10 default_jump 1 @BLACKJ_19510 jumps 12 @BLACKJ_19298 13 @BLACKJ_19319 14 @BLACKJ_19340 15 @BLACKJ_19361 16 @BLACKJ_19382 17 @BLACKJ_19403 18 @BLACKJ_19424 
0872: jump_table_jumps 19 @BLACKJ_19445 20 @BLACKJ_19466 21 @BLACKJ_19487 -1 @BLACKJ_19579 -1 @BLACKJ_19579 -1 @BLACKJ_19579 -1 @BLACKJ_19579 -1 @BLACKJ_19579 -1 @BLACKJ_19579 

:BLACKJ_19298
09D6: unknown_set_actor 1@ sound 5801 flags 1 1 0 
0002: jump @BLACKJ_19579 

:BLACKJ_19319
09D6: unknown_set_actor 1@ sound 5802 flags 1 1 0 
0002: jump @BLACKJ_19579 

:BLACKJ_19340
09D6: unknown_set_actor 1@ sound 5803 flags 1 1 0 
0002: jump @BLACKJ_19579 

:BLACKJ_19361
09D6: unknown_set_actor 1@ sound 5804 flags 1 1 0 
0002: jump @BLACKJ_19579 

:BLACKJ_19382
09D6: unknown_set_actor 1@ sound 5805 flags 1 1 0 
0002: jump @BLACKJ_19579 

:BLACKJ_19403
09D6: unknown_set_actor 1@ sound 5806 flags 1 1 0 
0002: jump @BLACKJ_19579 

:BLACKJ_19424
09D6: unknown_set_actor 1@ sound 5807 flags 1 1 0 
0002: jump @BLACKJ_19579 

:BLACKJ_19445
09D6: unknown_set_actor 1@ sound 5808 flags 1 1 0 
0002: jump @BLACKJ_19579 

:BLACKJ_19466
09D6: unknown_set_actor 1@ sound 5800 flags 1 1 0 
0002: jump @BLACKJ_19579 

:BLACKJ_19487
09D6: unknown_set_actor 1@ sound 65535 flags 1 1 0 
0002: jump @BLACKJ_19579 

:BLACKJ_19510
0209: 10@ = random_int_in_ranges 0 2 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @BLACKJ_19558 
09D6: unknown_set_actor 1@ sound 5813 flags 1 1 0 
0002: jump @BLACKJ_19572 

:BLACKJ_19558
09D6: unknown_set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_19572
0002: jump @BLACKJ_19579 

:BLACKJ_19579
0967: actor 1@ move_mouth 3000 ms 

:BLACKJ_19587
0002: jump @BLACKJ_21799 

:BLACKJ_19594
00D6: if 
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 0 
004D: jump_if_false @BLACKJ_20709 
00D6: if 
0038:   $BJACK_PLAYER_TOTAL1_B == 0 
004D: jump_if_false @BLACKJ_20285 
0871: init_jump_table $BJACK_PLAYER_TOTAL1 total_jumps 18 default_jump 1 @BLACKJ_20201 jumps 4 @BLACKJ_19823 5 @BLACKJ_19844 6 @BLACKJ_19865 7 @BLACKJ_19886 8 @BLACKJ_19907 9 @BLACKJ_19928 10 @BLACKJ_19949 
0872: jump_table_jumps 11 @BLACKJ_19970 12 @BLACKJ_19991 13 @BLACKJ_20012 14 @BLACKJ_20033 15 @BLACKJ_20054 16 @BLACKJ_20075 17 @BLACKJ_20096 18 @BLACKJ_20117 19 @BLACKJ_20138 
0872: jump_table_jumps 20 @BLACKJ_20159 21 @BLACKJ_20180 -1 @BLACKJ_20270 -1 @BLACKJ_20270 -1 @BLACKJ_20270 -1 @BLACKJ_20270 -1 @BLACKJ_20270 -1 @BLACKJ_20270 -1 @BLACKJ_20270 

:BLACKJ_19823
09D6: unknown_set_actor 1@ sound 5841 flags 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_19844
09D6: unknown_set_actor 1@ sound 5842 flags 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_19865
09D6: unknown_set_actor 1@ sound 5843 flags 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_19886
09D6: unknown_set_actor 1@ sound 5844 flags 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_19907
09D6: unknown_set_actor 1@ sound 5845 flags 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_19928
09D6: unknown_set_actor 1@ sound 5846 flags 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_19949
09D6: unknown_set_actor 1@ sound 5829 flags 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_19970
09D6: unknown_set_actor 1@ sound 5830 flags 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_19991
09D6: unknown_set_actor 1@ sound 5831 flags 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_20012
09D6: unknown_set_actor 1@ sound 5832 flags 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_20033
09D6: unknown_set_actor 1@ sound 5833 flags 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_20054
09D6: unknown_set_actor 1@ sound 5834 flags 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_20075
09D6: unknown_set_actor 1@ sound 5835 flags 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_20096
09D6: unknown_set_actor 1@ sound 5836 flags 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_20117
09D6: unknown_set_actor 1@ sound 5837 flags 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_20138
09D6: unknown_set_actor 1@ sound 5838 flags 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_20159
09D6: unknown_set_actor 1@ sound 5839 flags 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_20180
09D6: unknown_set_actor 1@ sound 5840 flags 1 1 0 
0002: jump @BLACKJ_20270 

:BLACKJ_20201
0209: 10@ = random_int_in_ranges 0 2 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @BLACKJ_20249 
09D6: unknown_set_actor 1@ sound 5813 flags 1 1 0 
0002: jump @BLACKJ_20263 

:BLACKJ_20249
09D6: unknown_set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_20263
0002: jump @BLACKJ_20270 

:BLACKJ_20270
0967: actor 1@ move_mouth 1500 ms 
0002: jump @BLACKJ_20702 

:BLACKJ_20285
0871: init_jump_table $BJACK_PLAYER_TOTAL1 total_jumps 10 default_jump 1 @BLACKJ_20625 jumps 12 @BLACKJ_20413 13 @BLACKJ_20434 14 @BLACKJ_20455 15 @BLACKJ_20476 16 @BLACKJ_20497 17 @BLACKJ_20518 18 @BLACKJ_20539 
0872: jump_table_jumps 19 @BLACKJ_20560 20 @BLACKJ_20581 21 @BLACKJ_20602 -1 @BLACKJ_20694 -1 @BLACKJ_20694 -1 @BLACKJ_20694 -1 @BLACKJ_20694 -1 @BLACKJ_20694 -1 @BLACKJ_20694 

:BLACKJ_20413
09D6: unknown_set_actor 1@ sound 5801 flags 1 1 0 
0002: jump @BLACKJ_20694 

:BLACKJ_20434
09D6: unknown_set_actor 1@ sound 5802 flags 1 1 0 
0002: jump @BLACKJ_20694 

:BLACKJ_20455
09D6: unknown_set_actor 1@ sound 5803 flags 1 1 0 
0002: jump @BLACKJ_20694 

:BLACKJ_20476
09D6: unknown_set_actor 1@ sound 5804 flags 1 1 0 
0002: jump @BLACKJ_20694 

:BLACKJ_20497
09D6: unknown_set_actor 1@ sound 5805 flags 1 1 0 
0002: jump @BLACKJ_20694 

:BLACKJ_20518
09D6: unknown_set_actor 1@ sound 5806 flags 1 1 0 
0002: jump @BLACKJ_20694 

:BLACKJ_20539
09D6: unknown_set_actor 1@ sound 5807 flags 1 1 0 
0002: jump @BLACKJ_20694 

:BLACKJ_20560
09D6: unknown_set_actor 1@ sound 5808 flags 1 1 0 
0002: jump @BLACKJ_20694 

:BLACKJ_20581
09D6: unknown_set_actor 1@ sound 5800 flags 1 1 0 
0002: jump @BLACKJ_20694 

:BLACKJ_20602
09D6: unknown_set_actor 1@ sound 65535 flags 1 1 0 
0002: jump @BLACKJ_20694 

:BLACKJ_20625
0209: 10@ = random_int_in_ranges 0 2 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @BLACKJ_20673 
09D6: unknown_set_actor 1@ sound 5813 flags 1 1 0 
0002: jump @BLACKJ_20687 

:BLACKJ_20673
09D6: unknown_set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_20687
0002: jump @BLACKJ_20694 

:BLACKJ_20694
0967: actor 1@ move_mouth 3000 ms 

:BLACKJ_20702
0002: jump @BLACKJ_21799 

:BLACKJ_20709
00D6: if 
0038:   $BJACK_PLAYER_TOTAL2_B == 0 
004D: jump_if_false @BLACKJ_21382 
0871: init_jump_table $BJACK_PLAYER_TOTAL2 total_jumps 18 default_jump 1 @BLACKJ_21298 jumps 4 @BLACKJ_20920 5 @BLACKJ_20941 6 @BLACKJ_20962 7 @BLACKJ_20983 8 @BLACKJ_21004 9 @BLACKJ_21025 10 @BLACKJ_21046 
0872: jump_table_jumps 11 @BLACKJ_21067 12 @BLACKJ_21088 13 @BLACKJ_21109 14 @BLACKJ_21130 15 @BLACKJ_21151 16 @BLACKJ_21172 17 @BLACKJ_21193 18 @BLACKJ_21214 19 @BLACKJ_21235 
0872: jump_table_jumps 20 @BLACKJ_21256 21 @BLACKJ_21277 -1 @BLACKJ_21367 -1 @BLACKJ_21367 -1 @BLACKJ_21367 -1 @BLACKJ_21367 -1 @BLACKJ_21367 -1 @BLACKJ_21367 -1 @BLACKJ_21367 

:BLACKJ_20920
09D6: unknown_set_actor 1@ sound 5841 flags 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_20941
09D6: unknown_set_actor 1@ sound 5842 flags 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_20962
09D6: unknown_set_actor 1@ sound 5843 flags 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_20983
09D6: unknown_set_actor 1@ sound 5844 flags 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21004
09D6: unknown_set_actor 1@ sound 5845 flags 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21025
09D6: unknown_set_actor 1@ sound 5846 flags 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21046
09D6: unknown_set_actor 1@ sound 5829 flags 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21067
09D6: unknown_set_actor 1@ sound 5830 flags 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21088
09D6: unknown_set_actor 1@ sound 5831 flags 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21109
09D6: unknown_set_actor 1@ sound 5832 flags 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21130
09D6: unknown_set_actor 1@ sound 5833 flags 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21151
09D6: unknown_set_actor 1@ sound 5834 flags 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21172
09D6: unknown_set_actor 1@ sound 5835 flags 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21193
09D6: unknown_set_actor 1@ sound 5836 flags 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21214
09D6: unknown_set_actor 1@ sound 5837 flags 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21235
09D6: unknown_set_actor 1@ sound 5838 flags 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21256
09D6: unknown_set_actor 1@ sound 5839 flags 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21277
09D6: unknown_set_actor 1@ sound 5840 flags 1 1 0 
0002: jump @BLACKJ_21367 

:BLACKJ_21298
0209: 10@ = random_int_in_ranges 0 2 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @BLACKJ_21346 
09D6: unknown_set_actor 1@ sound 5813 flags 1 1 0 
0002: jump @BLACKJ_21360 

:BLACKJ_21346
09D6: unknown_set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_21360
0002: jump @BLACKJ_21367 

:BLACKJ_21367
0967: actor 1@ move_mouth 1500 ms 
0002: jump @BLACKJ_21799 

:BLACKJ_21382
0871: init_jump_table $BJACK_PLAYER_TOTAL2 total_jumps 10 default_jump 1 @BLACKJ_21722 jumps 12 @BLACKJ_21510 13 @BLACKJ_21531 14 @BLACKJ_21552 15 @BLACKJ_21573 16 @BLACKJ_21594 17 @BLACKJ_21615 18 @BLACKJ_21636 
0872: jump_table_jumps 19 @BLACKJ_21657 20 @BLACKJ_21678 21 @BLACKJ_21699 -1 @BLACKJ_21791 -1 @BLACKJ_21791 -1 @BLACKJ_21791 -1 @BLACKJ_21791 -1 @BLACKJ_21791 -1 @BLACKJ_21791 

:BLACKJ_21510
09D6: unknown_set_actor 1@ sound 5801 flags 1 1 0 
0002: jump @BLACKJ_21791 

:BLACKJ_21531
09D6: unknown_set_actor 1@ sound 5802 flags 1 1 0 
0002: jump @BLACKJ_21791 

:BLACKJ_21552
09D6: unknown_set_actor 1@ sound 5803 flags 1 1 0 
0002: jump @BLACKJ_21791 

:BLACKJ_21573
09D6: unknown_set_actor 1@ sound 5804 flags 1 1 0 
0002: jump @BLACKJ_21791 

:BLACKJ_21594
09D6: unknown_set_actor 1@ sound 5805 flags 1 1 0 
0002: jump @BLACKJ_21791 

:BLACKJ_21615
09D6: unknown_set_actor 1@ sound 5806 flags 1 1 0 
0002: jump @BLACKJ_21791 

:BLACKJ_21636
09D6: unknown_set_actor 1@ sound 5807 flags 1 1 0 
0002: jump @BLACKJ_21791 

:BLACKJ_21657
09D6: unknown_set_actor 1@ sound 5808 flags 1 1 0 
0002: jump @BLACKJ_21791 

:BLACKJ_21678
09D6: unknown_set_actor 1@ sound 5800 flags 1 1 0 
0002: jump @BLACKJ_21791 

:BLACKJ_21699
09D6: unknown_set_actor 1@ sound 65535 flags 1 1 0 
0002: jump @BLACKJ_21791 

:BLACKJ_21722
0209: 10@ = random_int_in_ranges 0 2 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @BLACKJ_21770 
09D6: unknown_set_actor 1@ sound 5813 flags 1 1 0 
0002: jump @BLACKJ_21784 

:BLACKJ_21770
09D6: unknown_set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_21784
0002: jump @BLACKJ_21791 

:BLACKJ_21791
0967: actor 1@ move_mouth 3000 ms 

:BLACKJ_21799
0051: return 
00D6: if 
0736:   is_keyboard_key_just_pressed 67 
004D: jump_if_false @BLACKJ_21866 
0008: $9307 += 1 
00D6: if 
0018:   $9307 > 7 
004D: jump_if_false @BLACKJ_21848 
0004: $9307 = 0 

:BLACKJ_21848
0663: printint "BJ_CHIP_NUM" $9307 

:BLACKJ_21866
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BLACKJ_22185 
00D6: if 
03CA:   object $9208($9307,8i) exists 
004D: jump_if_false @BLACKJ_22185 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET($9307,8f) $BJACK_Y_CHIP_OFFSET($9307,8f) $BJACK_Z_CHIP_OFFSET($9307,8f) 
01BC: put_object $9208($9307,8i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @BLACKJ_21985 
0009: $BJACK_Z_CHIP_OFFSET($9307,8f) += 0.005 

:BLACKJ_21985
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @BLACKJ_22015 
0009: $BJACK_Z_CHIP_OFFSET($9307,8f) += -0.005 

:BLACKJ_22015
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @BLACKJ_22045 
0009: $BJACK_X_CHIP_OFFSET($9307,8f) += 0.005 

:BLACKJ_22045
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @BLACKJ_22075 
0009: $BJACK_X_CHIP_OFFSET($9307,8f) += -0.005 

:BLACKJ_22075
00D6: if 
0736:   is_keyboard_key_just_pressed 139 
004D: jump_if_false @BLACKJ_22105 
0009: $BJACK_Y_CHIP_OFFSET($9307,8f) += 0.005 

:BLACKJ_22105
00D6: if 
0736:   is_keyboard_key_just_pressed 145 
004D: jump_if_false @BLACKJ_22135 
0009: $BJACK_Y_CHIP_OFFSET($9307,8f) += -0.005 

:BLACKJ_22135
00D6: if 
0736:   is_keyboard_key_just_pressed 69 
004D: jump_if_false @BLACKJ_22160 
0009: $9216 += 0.005 

:BLACKJ_22160
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @BLACKJ_22185 
0009: $9216 += -0.005 

:BLACKJ_22185
00D6: if 
0736:   is_keyboard_key_just_pressed 137 
004D: jump_if_false @BLACKJ_23202 
03A9: save_newline_to_debug_file 
05B6: 183 // // ------ BJ CHIP OFFSETS -------
03A9: save_newline_to_debug_file 
0006: 10@ = 0 

:BLACKJ_22342
00D6: if 
001B:   8 > 10@ 
004D: jump_if_false @BLACKJ_23202 
05B6: 184 // BJ_CHIP_OFF_X[
03A7: save_int_to_debug_file 10@ 
05B6: 185 // ] = 
03A8: save_float_to_debug_file $BJACK_X_CHIP_OFFSET(10@,8f) 
03A9: save_newline_to_debug_file 
05B6: 186 // BJ_CHIP_OFF_Y[
03A7: save_int_to_debug_file 10@ 
05B6: 187 // ] = 
03A8: save_float_to_debug_file $BJACK_Y_CHIP_OFFSET(10@,8f) 
03A9: save_newline_to_debug_file 
05B6: 188 // BJ_CHIP_OFF_Z[
03A7: save_int_to_debug_file 10@ 
05B6: 189 // ] = 
03A8: save_float_to_debug_file $BJACK_Z_CHIP_OFFSET(10@,8f) 
03A9: save_newline_to_debug_file 
000A: 10@ += 1 
0002: jump @BLACKJ_22342 

:BLACKJ_23202
0051: return 

:BLACKJ_23204
008B: 12@ = $BJACK_INITIAL_STAKE // (int) 
0093: 13@ = integer 12@ to_float 
0017: 13@ /= 1.0 
00D6: if 
0021:   13@ > 10.0 
004D: jump_if_false @BLACKJ_23261 
0007: 13@ = 10.0 

:BLACKJ_23261
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
0013: 14@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @BLACKJ_23315 
000B: 14@ += 0.0 

:BLACKJ_23315
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
0012: 11@ *= -1 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9208[0] exists 
004D: jump_if_false @BLACKJ_23417 
01BB: store_object $9208[0] position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: store_coords_to 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 13@ 
01BC: put_object $9208[0] at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BLACKJ_23417
0093: 13@ = integer 12@ to_float 
0017: 13@ /= 5.0 
00D6: if 
0021:   13@ > 10.0 
004D: jump_if_false @BLACKJ_23466 
0007: 13@ = 10.0 

:BLACKJ_23466
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
0013: 14@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @BLACKJ_23520 
000B: 14@ += 0.0 

:BLACKJ_23520
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
0012: 11@ *= -5 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9208[1] exists 
004D: jump_if_false @BLACKJ_23622 
01BB: store_object $9208[1] position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: store_coords_to 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 13@ 
01BC: put_object $9208[1] at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BLACKJ_23622
0093: 13@ = integer 12@ to_float 
0017: 13@ /= 10.0 
00D6: if 
0021:   13@ > 10.0 
004D: jump_if_false @BLACKJ_23671 
0007: 13@ = 10.0 

:BLACKJ_23671
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
0013: 14@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @BLACKJ_23725 
000B: 14@ += 0.0 

:BLACKJ_23725
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
0012: 11@ *= -10 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9208[2] exists 
004D: jump_if_false @BLACKJ_23827 
01BB: store_object $9208[2] position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: store_coords_to 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 13@ 
01BC: put_object $9208[2] at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BLACKJ_23827
0093: 13@ = integer 12@ to_float 
0017: 13@ /= 50.0 
00D6: if 
0021:   13@ > 10.0 
004D: jump_if_false @BLACKJ_23876 
0007: 13@ = 10.0 

:BLACKJ_23876
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
0013: 14@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @BLACKJ_23930 
000B: 14@ += 0.0 

:BLACKJ_23930
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
0012: 11@ *= -50 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9208[3] exists 
004D: jump_if_false @BLACKJ_24032 
01BB: store_object $9208[3] position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: store_coords_to 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 13@ 
01BC: put_object $9208[3] at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BLACKJ_24032
0093: 13@ = integer 12@ to_float 
0017: 13@ /= 100.0 
00D6: if 
0021:   13@ > 10.0 
004D: jump_if_false @BLACKJ_24081 
0007: 13@ = 10.0 

:BLACKJ_24081
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
0013: 14@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @BLACKJ_24135 
000B: 14@ += 0.0 

:BLACKJ_24135
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
0012: 11@ *= -100 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9208[4] exists 
004D: jump_if_false @BLACKJ_24237 
01BB: store_object $9208[4] position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: store_coords_to 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 13@ 
01BC: put_object $9208[4] at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BLACKJ_24237
0093: 13@ = integer 12@ to_float 
0017: 13@ /= 200.0 
00D6: if 
0021:   13@ > 10.0 
004D: jump_if_false @BLACKJ_24286 
0007: 13@ = 10.0 

:BLACKJ_24286
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
0013: 14@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @BLACKJ_24340 
000B: 14@ += 0.0 

:BLACKJ_24340
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
0012: 11@ *= -200 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9208[5] exists 
004D: jump_if_false @BLACKJ_24443 
01BB: store_object $9208[5] position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: store_coords_to 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 13@ 
01BC: put_object $9208[5] at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BLACKJ_24443
0093: 13@ = integer 12@ to_float 
0017: 13@ /= 500.0 
00D6: if 
0021:   13@ > 10.0 
004D: jump_if_false @BLACKJ_24492 
0007: 13@ = 10.0 

:BLACKJ_24492
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
0013: 14@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @BLACKJ_24546 
000B: 14@ += 0.0 

:BLACKJ_24546
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
0012: 11@ *= -500 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9208[6] exists 
004D: jump_if_false @BLACKJ_24649 
01BB: store_object $9208[6] position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: store_coords_to 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 13@ 
01BC: put_object $9208[6] at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BLACKJ_24649
0093: 13@ = integer 12@ to_float 
0017: 13@ /= 1000.0 
00D6: if 
0021:   13@ > 10.0 
004D: jump_if_false @BLACKJ_24698 
0007: 13@ = 10.0 

:BLACKJ_24698
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
0013: 14@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @BLACKJ_24752 
000B: 14@ += 0.0 

:BLACKJ_24752
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
0012: 11@ *= -1000 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9208[7] exists 
004D: jump_if_false @BLACKJ_24855 
01BB: store_object $9208[7] position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: store_coords_to 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 13@ 
01BC: put_object $9208[7] at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BLACKJ_24855
0051: return 

:BLACKJ_24857
03E3: set_texture_to_be_drawn_antialiased 0 
0937: text_draw_box_cornerA $BJACK_X_SCREENPOS[0] $BJACK_Y_SCREENPOS[0] cornerB $BJACK_X_SCREENPOS[1] $BJACK_Y_SCREENPOS[1] GXT_reference 'BJ_TITL' style 2  // Wager
0050: gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $BJACK_X_SCREENPOS[2] $BJACK_Y_SCREENPOS[2] GXT 'BJ_01'  // Total Wager
0050: gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number $BJACK_X_SCREENPOS[3] $BJACK_Y_SCREENPOS[3] GXT 'DOLLAR' number $BJACK_INITIAL_STAKE  // $~1~
0050: gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $BJACK_X_SCREENPOS[4] $BJACK_Y_SCREENPOS[4] GXT 'BJ_02'  // Min Wager
0050: gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number $BJACK_X_SCREENPOS[5] $BJACK_Y_SCREENPOS[5] GXT 'DOLLAR' number 30@  // $~1~
0050: gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $BJACK_X_SCREENPOS[6] $BJACK_Y_SCREENPOS[6] GXT 'BJ_03'  // Max Wager
0050: gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number $BJACK_X_SCREENPOS[7] $BJACK_Y_SCREENPOS[7] GXT 'DOLLAR' number 29@  // $~1~
0051: return 

:BLACKJ_25143
03E3: set_texture_to_be_drawn_antialiased 0 
0937: text_draw_box_cornerA $BJACK_X_SCREENPOS[8] $BJACK_Y_SCREENPOS[8] cornerB $BJACK_X_SCREENPOS[9] $BJACK_Y_SCREENPOS[9] GXT_reference 'BJ_TITL' style 2  // Wager
0050: gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $BJACK_X_SCREENPOS[10] $BJACK_Y_SCREENPOS[10] GXT 'BJ_01'  // Total Wager
0050: gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number $BJACK_X_SCREENPOS[11] $BJACK_Y_SCREENPOS[11] GXT 'DOLLAR' number $BJACK_INITIAL_STAKE  // $~1~
0050: gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $BJACK_X_SCREENPOS[12] $BJACK_Y_SCREENPOS[12] GXT 'BJ_04'  // Dealer's Score
0050: gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
00D6: if 
0019:   2@ > 4 
004D: jump_if_false @BLACKJ_25457 
00D6: if 
0038:   $BJACK_DEALER_TOTAL2 == 0 
004D: jump_if_false @BLACKJ_25427 
00D6: if 
0018:   $BJACK_DEALER_TOTAL > 21 
004D: jump_if_false @BLACKJ_25400 
033E: set_draw_text_position $BJACK_X_SCREENPOS[13] $BJACK_Y_SCREENPOS[13] GXT 'BJ_BUST'  // Bust!
0002: jump @BLACKJ_25420 

:BLACKJ_25400
045A: draw_text_1number $BJACK_X_SCREENPOS[13] $BJACK_Y_SCREENPOS[13] GXT 'BJ_0' number $BJACK_DEALER_TOTAL  // ~1~

:BLACKJ_25420
0002: jump @BLACKJ_25450 

:BLACKJ_25427
045B: draw_text_2numbers $BJACK_X_SCREENPOS[14] $BJACK_Y_SCREENPOS[14] GXT 'BJ_OR2' numbers $BJACK_DEALER_TOTAL $BJACK_DEALER_TOTAL2  // ~1~ or ~1~

:BLACKJ_25450
0002: jump @BLACKJ_25474 

:BLACKJ_25457
033E: set_draw_text_position $BJACK_X_SCREENPOS[13] $BJACK_Y_SCREENPOS[13] GXT 'BJ_HIDE'  // ???

:BLACKJ_25474
0050: gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $BJACK_X_SCREENPOS[15] $BJACK_Y_SCREENPOS[15] GXT 'BJ_05'  // Your Score
00D6: if 
0038:   $BJACK_PLAYER_TOTAL2 == 0 
004D: jump_if_false @BLACKJ_25674 
0050: gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
00D6: if 
0038:   $BJACK_PLAYER_TOTAL1_B == 0 
004D: jump_if_false @BLACKJ_25644 
00D6: if 
0018:   $BJACK_PLAYER_TOTAL1 > 21 
004D: jump_if_false @BLACKJ_25617 
033E: set_draw_text_position $BJACK_X_SCREENPOS[16] $BJACK_Y_SCREENPOS[16] GXT 'BJ_BUST'  // Bust!
0002: jump @BLACKJ_25637 

:BLACKJ_25617
045A: draw_text_1number $BJACK_X_SCREENPOS[16] $BJACK_Y_SCREENPOS[16] GXT 'BJ_0' number $BJACK_PLAYER_TOTAL1  // ~1~

:BLACKJ_25637
0002: jump @BLACKJ_25667 

:BLACKJ_25644
045B: draw_text_2numbers $BJACK_X_SCREENPOS[17] $BJACK_Y_SCREENPOS[17] GXT 'BJ_OR2' numbers $BJACK_PLAYER_TOTAL1 $BJACK_PLAYER_TOTAL1_B  // ~1~ or ~1~

:BLACKJ_25667
0002: jump @BLACKJ_25940 

:BLACKJ_25674
0050: gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
00D6: if 
0038:   $BJACK_PLAYER_TOTAL1_B == 0 
004D: jump_if_false @BLACKJ_25784 
00D6: if 
0018:   $BJACK_PLAYER_TOTAL1 > 21 
004D: jump_if_false @BLACKJ_25757 
033E: set_draw_text_position $BJACK_X_SCREENPOS[18] $BJACK_Y_SCREENPOS[18] GXT 'BJ_BUST'  // Bust!
0002: jump @BLACKJ_25777 

:BLACKJ_25757
045A: draw_text_1number $BJACK_X_SCREENPOS[18] $BJACK_Y_SCREENPOS[18] GXT 'BJ_0' number $BJACK_PLAYER_TOTAL1  // ~1~

:BLACKJ_25777
0002: jump @BLACKJ_25807 

:BLACKJ_25784
045B: draw_text_2numbers $BJACK_X_SCREENPOS[19] $BJACK_Y_SCREENPOS[19] GXT 'BJ_OR2' numbers $BJACK_PLAYER_TOTAL1 $BJACK_PLAYER_TOTAL1_B  // ~1~ or ~1~

:BLACKJ_25807
0050: gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
00D6: if 
0038:   $BJACK_PLAYER_TOTAL2_B == 0 
004D: jump_if_false @BLACKJ_25917 
00D6: if 
0018:   $BJACK_PLAYER_TOTAL2 > 21 
004D: jump_if_false @BLACKJ_25890 
033E: set_draw_text_position $BJACK_X_SCREENPOS[20] $BJACK_Y_SCREENPOS[20] GXT 'BJ_BUST'  // Bust!
0002: jump @BLACKJ_25910 

:BLACKJ_25890
045A: draw_text_1number $BJACK_X_SCREENPOS[20] $BJACK_Y_SCREENPOS[20] GXT 'BJ_0' number $BJACK_PLAYER_TOTAL2  // ~1~

:BLACKJ_25910
0002: jump @BLACKJ_25940 

:BLACKJ_25917
045B: draw_text_2numbers $BJACK_X_SCREENPOS[21] $BJACK_Y_SCREENPOS[21] GXT 'BJ_OR2' numbers $BJACK_PLAYER_TOTAL2 $BJACK_PLAYER_TOTAL2_B  // ~1~ or ~1~

:BLACKJ_25940
0051: return 
00D6: if 
0736:   is_keyboard_key_just_pressed 76 
004D: jump_if_false @BLACKJ_26016 
0008: $9308 += 1 
00D6: if 
0018:   $9308 > 26 
004D: jump_if_false @BLACKJ_25989 
0004: $9308 = -1 

:BLACKJ_25989
0663: printint "SCREEN_POSITION_EDIT" $9308 

:BLACKJ_26016
00D6: if 
0018:   $9308 > -1 
004D: jump_if_false @BLACKJ_26154 
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @BLACKJ_26064 
0009: $BJACK_X_SCREENPOS($9308,27f) += 1.0 

:BLACKJ_26064
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @BLACKJ_26094 
0009: $BJACK_X_SCREENPOS($9308,27f) += -1.0 

:BLACKJ_26094
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @BLACKJ_26124 
0009: $BJACK_Y_SCREENPOS($9308,27f) += -1.0 

:BLACKJ_26124
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @BLACKJ_26154 
0009: $BJACK_Y_SCREENPOS($9308,27f) += 1.0 

:BLACKJ_26154
00D6: if 
0018:   $9308 > -1 
004D: jump_if_false @BLACKJ_26913 
00D6: if 
0736:   is_keyboard_key_just_pressed 137 
004D: jump_if_false @BLACKJ_26913 
03A9: save_newline_to_debug_file 
05B6: 190 // ------ SCREEN COORDS ------
0006: 10@ = 0 

:BLACKJ_26327
00D6: if 
001B:   27 > 10@ 
004D: jump_if_false @BLACKJ_26911 
03A9: save_newline_to_debug_file 
05B6: 191 // SCREEN_POS_X[
03A7: save_int_to_debug_file 10@ 
05B6: 192 // ] = 
03A8: save_float_to_debug_file $BJACK_X_SCREENPOS(10@,27f) 
03A9: save_newline_to_debug_file 
05B6: 193 // SCREEN_POS_Y[
03A7: save_int_to_debug_file 10@ 
05B6: 194 // ] = 
03A8: save_float_to_debug_file $BJACK_Y_SCREENPOS(10@,27f) 
000A: 10@ += 1 
0002: jump @BLACKJ_26327 

:BLACKJ_26911
03A9: save_newline_to_debug_file 

:BLACKJ_26913
0051: return 
00D6: if 
0736:   is_keyboard_key_just_pressed 66 
004D: jump_if_false @BLACKJ_27279 
0008: $9309 += 1 
00D6: if 
0018:   $9309 > 7 
004D: jump_if_false @BLACKJ_26962 
0004: $9309 = 0 

:BLACKJ_26962
00D6: if 
0038:   $9309 == 1 
004D: jump_if_false @BLACKJ_26998 
0662: printstring "EDIT_CARD_SIZE" 

:BLACKJ_26998
00D6: if 
0038:   $9309 == 2 
004D: jump_if_false @BLACKJ_27041 
0662: printstring "EDIT_CARD_POSITIONS_X" 

:BLACKJ_27041
00D6: if 
0038:   $9309 == 3 
004D: jump_if_false @BLACKJ_27091 
0662: printstring "EDIT_PLAYERS_CARD_POSITION_1" 

:BLACKJ_27091
00D6: if 
0038:   $9309 == 4 
004D: jump_if_false @BLACKJ_27142 
0662: printstring "EDIT_PLAYERS_CARD_POSITION_1B" 

:BLACKJ_27142
00D6: if 
0038:   $9309 == 5 
004D: jump_if_false @BLACKJ_27192 
0662: printstring "EDIT_PLAYERS_CARD_POSITION_2" 

:BLACKJ_27192
00D6: if 
0038:   $9309 == 6 
004D: jump_if_false @BLACKJ_27240 
0662: printstring "EDIT_DEALERS_CARD_POSITION" 

:BLACKJ_27240
00D6: if 
0038:   $9309 == 7 
004D: jump_if_false @BLACKJ_27279 
0662: printstring "EDIT_BORDER_WIDTH" 

:BLACKJ_27279
00D6: if 
0038:   $9309 == 1 
004D: jump_if_false @BLACKJ_27491 
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @BLACKJ_27330 
0009: $BJACK_CARD_HEIGHT += 1.0 
0050: gosub @BLACKJ_32389 

:BLACKJ_27330
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @BLACKJ_27394 
0009: $BJACK_CARD_HEIGHT += -1.0 
00D6: if 
0022:   1.0 > $BJACK_CARD_HEIGHT 
004D: jump_if_false @BLACKJ_27387 
0005: $BJACK_CARD_HEIGHT = 1.0 

:BLACKJ_27387
0050: gosub @BLACKJ_32389 

:BLACKJ_27394
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @BLACKJ_27427 
0009: $BJACK_CARD_WIDTH += 1.0 
0050: gosub @BLACKJ_32389 

:BLACKJ_27427
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @BLACKJ_27491 
0009: $BJACK_CARD_WIDTH += -1.0 
00D6: if 
0022:   1.0 > $BJACK_CARD_WIDTH 
004D: jump_if_false @BLACKJ_27484 
0005: $BJACK_CARD_WIDTH = 1.0 

:BLACKJ_27484
0050: gosub @BLACKJ_32389 

:BLACKJ_27491
00D6: if 
0038:   $9309 == 2 
004D: jump_if_false @BLACKJ_27615 
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @BLACKJ_27562 
0009: $9087[0] += 1.0 
0009: $9103[0] += 1.0 
0009: $9119[0] += 1.0 
0050: gosub @BLACKJ_32389 

:BLACKJ_27562
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @BLACKJ_27615 
0009: $9087[0] += -1.0 
0009: $9103[0] += -1.0 
0009: $9119[0] += -1.0 
0050: gosub @BLACKJ_32389 

:BLACKJ_27615
00D6: if 
0038:   $9309 == 3 
004D: jump_if_false @BLACKJ_27699 
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @BLACKJ_27666 
0009: $9095[0] += -1.0 
0050: gosub @BLACKJ_32389 

:BLACKJ_27666
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @BLACKJ_27699 
0009: $9095[0] += 1.0 
0050: gosub @BLACKJ_32389 

:BLACKJ_27699
00D6: if 
0038:   $9309 == 4 
004D: jump_if_false @BLACKJ_27783 
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @BLACKJ_27750 
0009: $9111[0] += -1.0 
0050: gosub @BLACKJ_32389 

:BLACKJ_27750
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @BLACKJ_27783 
0009: $9111[0] += 1.0 
0050: gosub @BLACKJ_32389 

:BLACKJ_27783
00D6: if 
0038:   $9309 == 5 
004D: jump_if_false @BLACKJ_27867 
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @BLACKJ_27834 
0009: $9127[0] += -1.0 
0050: gosub @BLACKJ_32389 

:BLACKJ_27834
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @BLACKJ_27867 
0009: $9127[0] += 1.0 
0050: gosub @BLACKJ_32389 

:BLACKJ_27867
00D6: if 
0038:   $9309 == 6 
004D: jump_if_false @BLACKJ_28017 
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @BLACKJ_27918 
0009: $BJACK_X_PLAYER_SPRITE[0] += 1.0 
0050: gosub @BLACKJ_32389 

:BLACKJ_27918
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @BLACKJ_27951 
0009: $BJACK_X_PLAYER_SPRITE[0] += -1.0 
0050: gosub @BLACKJ_32389 

:BLACKJ_27951
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @BLACKJ_27984 
0009: $BJACK_Y_PLAYER_SPRITE[0] += -1.0 
0050: gosub @BLACKJ_32389 

:BLACKJ_27984
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @BLACKJ_28017 
0009: $BJACK_Y_PLAYER_SPRITE[0] += 1.0 
0050: gosub @BLACKJ_32389 

:BLACKJ_28017
00D6: if 
0038:   $9309 == 7 
004D: jump_if_false @BLACKJ_28087 
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @BLACKJ_28061 
0009: $BJACK_BORDER_WIDTH += 1.0 

:BLACKJ_28061
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @BLACKJ_28087 
0009: $BJACK_BORDER_WIDTH += -1.0 

:BLACKJ_28087
00D6: if 
0018:   $9309 > 0 
004D: jump_if_false @BLACKJ_29762 
00D6: if 
0736:   is_keyboard_key_just_pressed 137 
004D: jump_if_false @BLACKJ_29762 
03A9: save_newline_to_debug_file 
05B6: 195 // ----- BLACKJACK SCREEN COORDS ------
03A9: save_newline_to_debug_file 
05B6: 196 // CARD_WIDTH = 
03A8: save_float_to_debug_file $BJACK_CARD_WIDTH 
03A9: save_newline_to_debug_file 
05B6: 197 // CARD_HEIGHT = 
03A8: save_float_to_debug_file $BJACK_CARD_HEIGHT 
03A9: save_newline_to_debug_file 
05B6: 198 // PLAYER_SPRITE1_X[0] = 
03A8: save_float_to_debug_file $9087[0] 
03A9: save_newline_to_debug_file 
05B6: 199 // PLAYER_SPRITE1_Y[0] = 
03A8: save_float_to_debug_file $9095[0] 
03A9: save_newline_to_debug_file 
05B6: 200 // PLAYER_SPRITE1B_X[0] = 
03A8: save_float_to_debug_file $9103[0] 
03A9: save_newline_to_debug_file 
05B6: 201 // PLAYER_SPRITE1B_Y[0] = 
03A8: save_float_to_debug_file $9111[0] 
03A9: save_newline_to_debug_file 
05B6: 202 // PLAYER_SPRITE2_X[0] = 
03A8: save_float_to_debug_file $9119[0] 
03A9: save_newline_to_debug_file 
05B6: 203 // PLAYER_SPRITE2_Y[0] = 
03A8: save_float_to_debug_file $9127[0] 
03A9: save_newline_to_debug_file 
05B6: 204 // DEALER_SPRITE_X[0] = 
03A8: save_float_to_debug_file $BJACK_X_PLAYER_SPRITE[0] 
03A9: save_newline_to_debug_file 
05B6: 205 // DEALER_SPRITE_Y[0] = 
03A8: save_float_to_debug_file $BJACK_Y_PLAYER_SPRITE[0] 
03A9: save_newline_to_debug_file 
05B6: 206 // BORDER_WIDTH = 
03A8: save_float_to_debug_file $BJACK_BORDER_WIDTH 
03A9: save_newline_to_debug_file 

:BLACKJ_29762
0051: return 

:BLACKJ_29764
00D6: if 
0038:   $BJACK_FLAG_CARD_CHEAT == 0 
004D: jump_if_false @BLACKJ_29801 
0004: $BJACK_CARD_ID = 0 
059E: get_card_to $BJACK_CARD_ID 
0002: jump @BLACKJ_29809 

:BLACKJ_29801
0084: $BJACK_CARD_ID = $BJACK_CHEAT_CARD_ID // (int) 

:BLACKJ_29809
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_29863 
0605: actor 1@ perform_animation "DEALONE" IFP "CASINO" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time 500 

:BLACKJ_29863
0051: return 

:BLACKJ_29865
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @BLACKJ_31218 
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 0 
004D: jump_if_false @BLACKJ_30100 
0089: 13@ = $BJACK_CARD_WIDTH // (float) 
0017: 13@ /= 2.0 
0086: $TEMPVAR_FLOAT_1 = $9087[0] // (float) 
0067: $TEMPVAR_FLOAT_1 -= 13@ // (float) 
0061: $TEMPVAR_FLOAT_1 -= $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_HEIGHT // (float) 
0017: 13@ /= 2.0 
0086: $TEMPVAR_FLOAT_2 = $9095[0] // (float) 
0067: $TEMPVAR_FLOAT_2 -= 13@ // (float) 
0061: $TEMPVAR_FLOAT_2 -= $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_WIDTH // (float) 
0017: 13@ /= 2.0 
0089: 17@ = $9087[4] // (float) 
005B: 17@ += 13@ // (float) 
005D: 17@ += $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_HEIGHT // (float) 
0017: 13@ /= 2.0 
0089: 18@ = $9095[4] // (float) 
005B: 18@ += 13@ // (float) 
005D: 18@ += $BJACK_BORDER_WIDTH // (float) 
03E3: set_texture_to_be_drawn_antialiased 1 
0937: text_draw_box_cornerA $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 cornerB 17@ 18@ GXT_reference 'DUMMY' style 0 
0002: jump @BLACKJ_30297 

:BLACKJ_30100
0089: 13@ = $BJACK_CARD_WIDTH // (float) 
0017: 13@ /= 2.0 
0086: $TEMPVAR_FLOAT_1 = $9103[0] // (float) 
0067: $TEMPVAR_FLOAT_1 -= 13@ // (float) 
0061: $TEMPVAR_FLOAT_1 -= $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_HEIGHT // (float) 
0017: 13@ /= 2.0 
0086: $TEMPVAR_FLOAT_2 = $9111[0] // (float) 
0067: $TEMPVAR_FLOAT_2 -= 13@ // (float) 
0061: $TEMPVAR_FLOAT_2 -= $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_WIDTH // (float) 
0017: 13@ /= 2.0 
0089: 17@ = $9119[4] // (float) 
005B: 17@ += 13@ // (float) 
005D: 17@ += $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_HEIGHT // (float) 
0017: 13@ /= 2.0 
0089: 18@ = $9127[4] // (float) 
005B: 18@ += 13@ // (float) 
005D: 18@ += $BJACK_BORDER_WIDTH // (float) 
03E3: set_texture_to_be_drawn_antialiased 1 
0937: text_draw_box_cornerA $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 cornerB 17@ 18@ GXT_reference 'DUMMY' style 0 

:BLACKJ_30297
00D6: if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
004D: jump_if_false @BLACKJ_30549 
0089: 13@ = $BJACK_CARD_WIDTH // (float) 
0017: 13@ /= 2.0 
0086: $TEMPVAR_FLOAT_1 = $BJACK_X_PLAYER_SPRITE[0] // (float) 
0067: $TEMPVAR_FLOAT_1 -= 13@ // (float) 
0061: $TEMPVAR_FLOAT_1 -= $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_HEIGHT // (float) 
0017: 13@ /= 2.0 
0086: $TEMPVAR_FLOAT_2 = $BJACK_Y_PLAYER_SPRITE[0] // (float) 
0067: $TEMPVAR_FLOAT_2 -= 13@ // (float) 
0061: $TEMPVAR_FLOAT_2 -= $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_WIDTH // (float) 
0017: 13@ /= 2.0 
0089: 17@ = $BJACK_X_PLAYER_SPRITE[4] // (float) 
005B: 17@ += 13@ // (float) 
005D: 17@ += $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_HEIGHT // (float) 
0017: 13@ /= 2.0 
0089: 18@ = $BJACK_Y_PLAYER_SPRITE[4] // (float) 
005B: 18@ += 13@ // (float) 
005D: 18@ += $BJACK_BORDER_WIDTH // (float) 
03E3: set_texture_to_be_drawn_antialiased 1 
0937: text_draw_box_cornerA $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 cornerB 17@ 18@ GXT_reference 'DUMMY' style 0 

:BLACKJ_30549
0004: $9311 = 0 

:BLACKJ_30556
00D6: if 
001A:   8 > $9311 
004D: jump_if_false @BLACKJ_31218 
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 0 
004D: jump_if_false @BLACKJ_30666 
00D6: if 
8038:   not  $9149($9311,8i) == 0 
004D: jump_if_false @BLACKJ_30659 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $9149($9311,8i) position $9087($9311,8f) $9095($9311,8f) size $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT RGBA 128 128 128 255 

:BLACKJ_30659
0002: jump @BLACKJ_30800 

:BLACKJ_30666
00D6: if 
8038:   not  $9149($9311,8i) == 0 
004D: jump_if_false @BLACKJ_30733 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $9149($9311,8i) position $9103($9311,8f) $9111($9311,8f) size $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT RGBA 128 128 128 255 

:BLACKJ_30733
00D6: if 
8038:   not  $9157($9311,8i) == 0 
004D: jump_if_false @BLACKJ_30800 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $9157($9311,8i) position $9119($9311,8f) $9127($9311,8f) size $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT RGBA 128 128 128 255 

:BLACKJ_30800
00D6: if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
004D: jump_if_false @BLACKJ_31199 
00D6: if 
8038:   not  $9141($9311,8i) == 0 
004D: jump_if_false @BLACKJ_31192 
00D6: if 
0038:   $9311 == 0 
004D: jump_if_false @BLACKJ_31147 
00D6: if 
0038:   $BJACK_PLAYER_HAS_SPLIT == 0 
004D: jump_if_false @BLACKJ_31030 
00D6: if 
0038:   $BJACK_PLAYER_HAS_STUCKED1 == 0 
004D: jump_if_false @BLACKJ_30978 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 53 position $BJACK_X_PLAYER_SPRITE($9311,8f) $BJACK_Y_PLAYER_SPRITE($9311,8f) size $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT RGBA 128 128 128 255 
0002: jump @BLACKJ_31023 

:BLACKJ_30978
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $9141($9311,8i) position $BJACK_X_PLAYER_SPRITE($9311,8f) $BJACK_Y_PLAYER_SPRITE($9311,8f) size $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT RGBA 128 128 128 255 

:BLACKJ_31023
0002: jump @BLACKJ_31140 

:BLACKJ_31030
00D6: if 
0038:   $BJACK_PLAYER_HAS_STUCKED2 == 0 
004D: jump_if_false @BLACKJ_31095 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 53 position $BJACK_X_PLAYER_SPRITE($9311,8f) $BJACK_Y_PLAYER_SPRITE($9311,8f) size $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT RGBA 128 128 128 255 
0002: jump @BLACKJ_31140 

:BLACKJ_31095
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $9141($9311,8i) position $BJACK_X_PLAYER_SPRITE($9311,8f) $BJACK_Y_PLAYER_SPRITE($9311,8f) size $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT RGBA 128 128 128 255 

:BLACKJ_31140
0002: jump @BLACKJ_31192 

:BLACKJ_31147
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $9141($9311,8i) position $BJACK_X_PLAYER_SPRITE($9311,8f) $BJACK_Y_PLAYER_SPRITE($9311,8f) size $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT RGBA 128 128 128 255 

:BLACKJ_31192
0002: jump @BLACKJ_31204 

:BLACKJ_31199
0989: set_text_boxes_width 200 

:BLACKJ_31204
0008: $9311 += 1 
0002: jump @BLACKJ_30556 

:BLACKJ_31218
0051: return 

:BLACKJ_31220
0004: $BJACK_DEALER_TOTAL = 0 
0004: $BJACK_DEALER_TOTAL2 = 0 
0004: $BJACK_PLAYER_TOTAL1 = 0 
0004: $BJACK_PLAYER_TOTAL1_B = 0 
0004: $BJACK_PLAYER_TOTAL2 = 0 
0004: $BJACK_PLAYER_TOTAL2_B = 0 
0004: $BJACK_DEALER_GOT_ACE = 0 
0004: $BJACK_PLAYER_GOT_ACE1 = 0 
0004: $BJACK_PLAYER_GOT_ACE2 = 0 
0004: $9312 = 0 

:BLACKJ_31290
00D6: if 
001A:   8 > $9312 
004D: jump_if_false @BLACKJ_31775 
00D6: if 
8038:   not  $9141($9312,8i) == 0 
004D: jump_if_false @BLACKJ_31459 
0084: $9313 = $9141($9312,8i) // (int) 
0084: $9314 = $9313 // (int) 
0050: gosub @BLACKJ_32050 
0084: $9313 = $9315 // (int) 
00D6: if 
0038:   $9313 == 1 
004D: jump_if_false @BLACKJ_31443 
00D6: if 
0038:   $BJACK_DEALER_GOT_ACE == 0 
004D: jump_if_false @BLACKJ_31422 
0008: $BJACK_DEALER_TOTAL += 11 
0004: $BJACK_DEALER_GOT_ACE = 1 
0002: jump @BLACKJ_31429 

:BLACKJ_31422
0008: $BJACK_DEALER_TOTAL += 1 

:BLACKJ_31429
0008: $BJACK_DEALER_TOTAL2 += 1 
0002: jump @BLACKJ_31459 

:BLACKJ_31443
0058: $BJACK_DEALER_TOTAL += $9313 // (int) 
0058: $BJACK_DEALER_TOTAL2 += $9313 // (int) 

:BLACKJ_31459
00D6: if 
8038:   not  $9149($9312,8i) == 0 
004D: jump_if_false @BLACKJ_31610 
0084: $9313 = $9149($9312,8i) // (int) 
0084: $9314 = $9313 // (int) 
0050: gosub @BLACKJ_32050 
0084: $9313 = $9315 // (int) 
00D6: if 
0038:   $9313 == 1 
004D: jump_if_false @BLACKJ_31594 
00D6: if 
0038:   $BJACK_PLAYER_GOT_ACE1 == 0 
004D: jump_if_false @BLACKJ_31573 
0008: $BJACK_PLAYER_TOTAL1 += 11 
0004: $BJACK_PLAYER_GOT_ACE1 = 1 
0002: jump @BLACKJ_31580 

:BLACKJ_31573
0008: $BJACK_PLAYER_TOTAL1 += 1 

:BLACKJ_31580
0008: $BJACK_PLAYER_TOTAL1_B += 1 
0002: jump @BLACKJ_31610 

:BLACKJ_31594
0058: $BJACK_PLAYER_TOTAL1 += $9313 // (int) 
0058: $BJACK_PLAYER_TOTAL1_B += $9313 // (int) 

:BLACKJ_31610
00D6: if 
8038:   not  $9157($9312,8i) == 0 
004D: jump_if_false @BLACKJ_31761 
0084: $9313 = $9157($9312,8i) // (int) 
0084: $9314 = $9313 // (int) 
0050: gosub @BLACKJ_32050 
0084: $9313 = $9315 // (int) 
00D6: if 
0038:   $9313 == 1 
004D: jump_if_false @BLACKJ_31745 
00D6: if 
0038:   $BJACK_PLAYER_GOT_ACE2 == 0 
004D: jump_if_false @BLACKJ_31724 
0008: $BJACK_PLAYER_TOTAL2 += 11 
0004: $BJACK_PLAYER_GOT_ACE2 = 1 
0002: jump @BLACKJ_31731 

:BLACKJ_31724
0008: $BJACK_PLAYER_TOTAL2 += 1 

:BLACKJ_31731
0008: $BJACK_PLAYER_TOTAL2_B += 1 
0002: jump @BLACKJ_31761 

:BLACKJ_31745
0058: $BJACK_PLAYER_TOTAL2 += $9313 // (int) 
0058: $BJACK_PLAYER_TOTAL2_B += $9313 // (int) 

:BLACKJ_31761
0008: $9312 += 1 
0002: jump @BLACKJ_31290 

:BLACKJ_31775
00D6: if 
001C:   $BJACK_DEALER_TOTAL > $BJACK_DEALER_TOTAL2 // (int) 
004D: jump_if_false @BLACKJ_31859 
00D6: if 
0018:   $BJACK_DEALER_TOTAL > 21 
004D: jump_if_false @BLACKJ_31827 
0084: $BJACK_DEALER_TOTAL = $BJACK_DEALER_TOTAL2 // (int) 
0004: $BJACK_DEALER_TOTAL2 = 0 

:BLACKJ_31827
00D6: if 
0038:   $BJACK_DEALER_TOTAL == 21 
004D: jump_if_false @BLACKJ_31852 
0004: $BJACK_DEALER_TOTAL2 = 0 

:BLACKJ_31852
0002: jump @BLACKJ_31866 

:BLACKJ_31859
0004: $BJACK_DEALER_TOTAL2 = 0 

:BLACKJ_31866
00D6: if 
001C:   $BJACK_PLAYER_TOTAL1 > $BJACK_PLAYER_TOTAL1_B // (int) 
004D: jump_if_false @BLACKJ_31950 
00D6: if 
0018:   $BJACK_PLAYER_TOTAL1 > 21 
004D: jump_if_false @BLACKJ_31918 
0084: $BJACK_PLAYER_TOTAL1 = $BJACK_PLAYER_TOTAL1_B // (int) 
0004: $BJACK_PLAYER_TOTAL1_B = 0 

:BLACKJ_31918
00D6: if 
0038:   $BJACK_PLAYER_TOTAL1 == 21 
004D: jump_if_false @BLACKJ_31943 
0004: $BJACK_PLAYER_TOTAL1_B = 0 

:BLACKJ_31943
0002: jump @BLACKJ_31957 

:BLACKJ_31950
0004: $BJACK_PLAYER_TOTAL1_B = 0 

:BLACKJ_31957
00D6: if 
001C:   $BJACK_PLAYER_TOTAL2 > $BJACK_PLAYER_TOTAL2_B // (int) 
004D: jump_if_false @BLACKJ_32041 
00D6: if 
0018:   $BJACK_PLAYER_TOTAL2 > 21 
004D: jump_if_false @BLACKJ_32009 
0084: $BJACK_PLAYER_TOTAL2 = $BJACK_PLAYER_TOTAL2_B // (int) 
0004: $BJACK_PLAYER_TOTAL2_B = 0 

:BLACKJ_32009
00D6: if 
0038:   $BJACK_PLAYER_TOTAL2 == 21 
004D: jump_if_false @BLACKJ_32034 
0004: $BJACK_PLAYER_TOTAL2_B = 0 

:BLACKJ_32034
0002: jump @BLACKJ_32048 

:BLACKJ_32041
0004: $BJACK_PLAYER_TOTAL2_B = 0 

:BLACKJ_32048
0051: return 

:BLACKJ_32050
00D6: if 
001A:   14 > $9314 
004D: jump_if_false @BLACKJ_32076 
0084: $9315 = $9314 // (int) 

:BLACKJ_32076
00D6: if and
001A:   27 > $9314 
0018:   $9314 > 13 
004D: jump_if_false @BLACKJ_32116 
0084: $9315 = $9314 // (int) 
000C: $9315 -= 13 

:BLACKJ_32116
00D6: if and
001A:   40 > $9314 
0018:   $9314 > 26 
004D: jump_if_false @BLACKJ_32156 
0084: $9315 = $9314 // (int) 
000C: $9315 -= 26 

:BLACKJ_32156
00D6: if and
001A:   53 > $9314 
0018:   $9314 > 39 
004D: jump_if_false @BLACKJ_32196 
0084: $9315 = $9314 // (int) 
000C: $9315 -= 39 

:BLACKJ_32196
00D6: if 
001A:   14 > $9315 
004D: jump_if_false @BLACKJ_32239 
00D6: if 
0018:   $9315 > 10 
004D: jump_if_false @BLACKJ_32239 
0004: $9315 = 10 

:BLACKJ_32239
0051: return 

:BLACKJ_32241
00D6: if 
001A:   14 > $9314 
004D: jump_if_false @BLACKJ_32267 
0084: $9315 = $9314 // (int) 

:BLACKJ_32267
00D6: if and
001A:   27 > $9314 
0018:   $9314 > 13 
004D: jump_if_false @BLACKJ_32307 
0084: $9315 = $9314 // (int) 
000C: $9315 -= 13 

:BLACKJ_32307
00D6: if and
001A:   40 > $9314 
0018:   $9314 > 26 
004D: jump_if_false @BLACKJ_32347 
0084: $9315 = $9314 // (int) 
000C: $9315 -= 26 

:BLACKJ_32347
00D6: if and
001A:   53 > $9314 
0018:   $9314 > 39 
004D: jump_if_false @BLACKJ_32387 
0084: $9315 = $9314 // (int) 
000C: $9315 -= 39 

:BLACKJ_32387
0051: return 

:BLACKJ_32389
0086: $9119[0] = $9087[0] // (float) 
0086: $9127[0] = $9095[0] // (float) 
0086: $9103[0] = $9087[0] // (float) 
0086: $9111[0] = $9095[0] // (float) 
0061: $9111[0] -= $BJACK_CARD_HEIGHT // (float) 
0061: $9111[0] -= $BJACK_BORDER_WIDTH // (float) 
0006: 10@ = 0 

:BLACKJ_32444
00D6: if 
001B:   8 > 10@ 
004D: jump_if_false @BLACKJ_32773 
00D6: if 
001B:   5 > 10@ 
004D: jump_if_false @BLACKJ_32663 
0086: $9137 = $BJACK_CARD_WIDTH // (float) 
0059: $9137 += $BJACK_BORDER_WIDTH // (float) 
0091: $9139 = integer 10@ to_float 
0069: $9139 *= $9137 // (float) 
0086: $9087(10@,8f) = $9087[0] // (float) 
0059: $9087(10@,8f) += $9139 // (float) 
0086: $9095(10@,8f) = $9095[0] // (float) 
0086: $9103(10@,8f) = $9103[0] // (float) 
0059: $9103(10@,8f) += $9139 // (float) 
0086: $9111(10@,8f) = $9111[0] // (float) 
0086: $9119(10@,8f) = $9119[0] // (float) 
0059: $9119(10@,8f) += $9139 // (float) 
0086: $9127(10@,8f) = $9127[0] // (float) 
0086: $BJACK_X_PLAYER_SPRITE(10@,8f) = $BJACK_X_PLAYER_SPRITE[0] // (float) 
0059: $BJACK_X_PLAYER_SPRITE(10@,8f) += $9139 // (float) 
0086: $BJACK_Y_PLAYER_SPRITE(10@,8f) = $BJACK_Y_PLAYER_SPRITE[0] // (float) 
0002: jump @BLACKJ_32759 

:BLACKJ_32663
0086: $9087(10@,8f) = $9087[4] // (float) 
0086: $9095(10@,8f) = $9095[4] // (float) 
0086: $9103(10@,8f) = $9103[4] // (float) 
0086: $9111(10@,8f) = $9111[4] // (float) 
0086: $9119(10@,8f) = $9119[4] // (float) 
0086: $9127(10@,8f) = $9127[4] // (float) 
0086: $BJACK_X_PLAYER_SPRITE(10@,8f) = $BJACK_X_PLAYER_SPRITE[4] // (float) 
0086: $BJACK_Y_PLAYER_SPRITE(10@,8f) = $BJACK_Y_PLAYER_SPRITE[4] // (float) 

:BLACKJ_32759
000A: 10@ += 1 
0002: jump @BLACKJ_32444 

:BLACKJ_32773
0051: return 
0454: store_debug_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BLACKJ_32824 
01BB: store_object 0@ position_to $9316 $9317 $9318 
0176: $TEMPVAR_ANGLE = object 0@ Z_angle 

:BLACKJ_32824
0011: $TEMPVAR_ANGLE *= -1.0 
02F7: 13@ = cosine $TEMPVAR_ANGLE // (float) 
02F6: 14@ = sine $TEMPVAR_ANGLE // (float) 
0086: $9319 = $TEMPVAR_FLOAT_1 // (float) 
0061: $9319 -= $9316 // (float) 
0086: $9320 = $TEMPVAR_FLOAT_2 // (float) 
0061: $9320 -= $9317 // (float) 
0086: $9321 = $TEMPVAR_FLOAT_3 // (float) 
0061: $9321 -= $9318 // (float) 
0086: $9322 = $9319 // (float) 
006D: $9322 *= 13@ // (float) 
0086: $9324 = $9320 // (float) 
006D: $9324 *= 14@ // (float) 
0061: $9322 -= $9324 // (float) 
0086: $9323 = $9319 // (float) 
006D: $9323 *= 14@ // (float) 
0086: $9324 = $9320 // (float) 
006D: $9324 *= 13@ // (float) 
0059: $9323 += $9324 // (float) 
03A9: save_newline_to_debug_file 
05B6: 207 // FIXED_CAMERA_POSITION - OFFSET FROM TABLE = 
03A8: save_float_to_debug_file $9322 
03A8: save_float_to_debug_file $9323 
03A8: save_float_to_debug_file $9321 
0463: store_debug_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0086: $9319 = $TEMPVAR_FLOAT_1 // (float) 
0061: $9319 -= $9316 // (float) 
0086: $9320 = $TEMPVAR_FLOAT_2 // (float) 
0061: $9320 -= $9317 // (float) 
0086: $9321 = $TEMPVAR_FLOAT_3 // (float) 
0061: $9321 -= $9318 // (float) 
0086: $9322 = $9319 // (float) 
006D: $9322 *= 13@ // (float) 
0086: $9324 = $9320 // (float) 
006D: $9324 *= 14@ // (float) 
0061: $9322 -= $9324 // (float) 
0086: $9323 = $9319 // (float) 
006D: $9323 *= 14@ // (float) 
0086: $9324 = $9320 // (float) 
006D: $9324 *= 13@ // (float) 
0059: $9323 += $9324 // (float) 
03A9: save_newline_to_debug_file 
05B6: 208 // CAMERA_POINT_AT -       OFFSET FROM TABLE = 
03A8: save_float_to_debug_file $9322 
03A8: save_float_to_debug_file $9323 
03A8: save_float_to_debug_file $9321 
0051: return 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BLACKJ_33465 
01BB: store_object 0@ position_to $9316 $9317 $9318 
0176: $TEMPVAR_ANGLE = object 0@ Z_angle 

:BLACKJ_33465
0011: $TEMPVAR_ANGLE *= -1.0 
02F7: 13@ = cosine $TEMPVAR_ANGLE // (float) 
02F6: 14@ = sine $TEMPVAR_ANGLE // (float) 
0086: $9319 = $TEMPVAR_FLOAT_1 // (float) 
0061: $9319 -= $9316 // (float) 
0086: $9320 = $TEMPVAR_FLOAT_2 // (float) 
0061: $9320 -= $9317 // (float) 
0086: $9321 = $TEMPVAR_FLOAT_3 // (float) 
0061: $9321 -= $9318 // (float) 
0086: $9322 = $9319 // (float) 
006D: $9322 *= 13@ // (float) 
0086: $9324 = $9320 // (float) 
006D: $9324 *= 14@ // (float) 
0061: $9322 -= $9324 // (float) 
0086: $9323 = $9319 // (float) 
006D: $9323 *= 14@ // (float) 
0086: $9324 = $9320 // (float) 
006D: $9324 *= 13@ // (float) 
0059: $9323 += $9324 // (float) 
03A9: save_newline_to_debug_file 
05B6: 209 // PLAYER_COORDINATES - OFFSET FROM TABLE = 
03A8: save_float_to_debug_file $9322 
03A8: save_float_to_debug_file $9323 
03A8: save_float_to_debug_file $9321 
0051: return 

:BLACKJ_33768
0653: 13@ = float_stat 81 
00D6: if 
0023:   1.0 > 13@ 
004D: jump_if_false @BLACKJ_33810 
0004: $MAX_WAGER = 100 
0002: jump @BLACKJ_33930 

:BLACKJ_33810
00D6: if 
0023:   10.0 > 13@ 
004D: jump_if_false @BLACKJ_33846 
0004: $MAX_WAGER = 1000 
0002: jump @BLACKJ_33930 

:BLACKJ_33846
00D6: if 
0023:   100.0 > 13@ 
004D: jump_if_false @BLACKJ_33882 
0004: $MAX_WAGER = 10000 
0002: jump @BLACKJ_33930 

:BLACKJ_33882
00D6: if 
0023:   1000.0 > 13@ 
004D: jump_if_false @BLACKJ_33920 
0004: $MAX_WAGER = 100000 
0002: jump @BLACKJ_33930 

:BLACKJ_33920
0004: $MAX_WAGER = 1000000 

:BLACKJ_33930
0051: return 
0340: set_text_draw_RGBA 255 255 255 255 
0341: set_text_draw_align_justify 0 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.6 1.6 
0051: return 
0340: set_text_draw_RGBA 255 180 180 255 
0341: set_text_draw_align_justify 0 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 2.0 3.0 
0051: return 

:BLACKJ_34042
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.4714 2.5077 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
0051: return 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.4714 2.5077 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
0051: return 

:BLACKJ_34152
0340: set_text_draw_RGBA 255 255 0 255 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size $BJACK_X_SCREENPOS[24] $BJACK_Y_SCREENPOS[24] 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
0051: return 
0904: get_interface 6 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
0051: return 
0904: get_interface 0 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
0051: return 
0904: get_interface 4 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
0051: return 
0904: get_interface 4 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 2 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 0.52 1.45 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
0051: return 

:BLACKJ_34567
09BD: allow_other_threads_to_display_text_boxes 1 
0006: 2@ = 0 
0006: 3@ = 0 
0006: 4@ = 0 
0006: 5@ = 0 
00D6: if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
004D: jump_if_false @BLACKJ_34656 
03E6: remove_text_box 

:BLACKJ_34656
015A: restore_camera 
0006: 10@ = 0 

:BLACKJ_34665
00D6: if 
001B:   8 > 10@ 
004D: jump_if_false @BLACKJ_34726 
00D6: if 
03CA:   object $9208(10@,8i) exists 
004D: jump_if_false @BLACKJ_34712 
0108: destroy_object $9208(10@,8i) 

:BLACKJ_34712
000A: 10@ += 1 
0002: jump @BLACKJ_34665 

:BLACKJ_34726
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_34749 
0638: AS_actor 1@ stay_put 1 

:BLACKJ_34749
0459: end_thread_named 'CASHWIN' 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
04EF: release_animation "CASINO" 
0391: release_textures 
03F0: enable_text_draw 0 
0581: enable_radar 1 
03AD: NOP 1 // set_rubbish 
0989: set_text_boxes_width 200 
0051: return 
004E: end_thread 

//-------------External script 18 (WHEELO)---------------

:WOF
03A4: name_thread 'WOF' 
0006: 5@ = 0 
0006: 6@ = 0 
0007: 22@ = 0.0 
0007: 23@ = 0.0 
0006: 13@ = 0 
0006: 15@ = 0 
0006: 16@ = 0 
0006: 25@ = -1 
0006: 27@ = 0 
0209: 32@ = random_int_in_ranges 0 30000 
0002: jump @WOF_438 
0107: 0@ = create_object #WHEEL_O_FORTUNE at 0.0 0.0 0.0 
0107: 4@ = create_object #WHEEL_O_FORTUNE at 0.0 0.0 0.0 
0107: 2@ = create_object #WHEEL_O_FORTUNE at 0.0 0.0 0.0 
0107: 1@ = create_object #WHEEL_O_FORTUNE at 0.0 0.0 0.0 
0107: 3@ = create_object #WHEEL_O_FORTUNE at 0.0 0.0 0.0 
009A: 7@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
0107: $9339[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $9345[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $9351[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $9357[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $9363[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $9369[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $9375[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $9381[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $9436 = create_object #ROULETTE_MARKER at 0.0 0.0 0.0 

:WOF_438
0001: wait 0 ms 
00D6: if 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @WOF_2376 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @WOF_2362 
00D6: if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
004D: jump_if_false @WOF_2348 
00D6: if 
0038:   $9440 == 0 
004D: jump_if_false @WOF_2253 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WOF_2239 
00D6: if 
0039:   5@ == 0 
004D: jump_if_false @WOF_1066 
00D6: if 
0039:   6@ == 0 
004D: jump_if_false @WOF_583 
0247: load_model #VBFYCRP 
04ED: load_animation "CASINO" 
000A: 6@ += 1 

:WOF_583
00D6: if 
0039:   6@ == 1 
004D: jump_if_false @WOF_633 
00D6: if and
0248:   model #VBFYCRP available 
04EE:   animation "CASINO" loaded 
004D: jump_if_false @WOF_633 
000A: 6@ += 1 

:WOF_633
00D6: if 
0039:   6@ == 2 
004D: jump_if_false @WOF_1029 
00D6: if 
856D:   not actor 7@ defined 
004D: jump_if_false @WOF_781 
0176: 20@ = object 0@ Z_angle 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.5 -0.3974 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
009A: 7@ = create_actor_pedtype 5 model #VBFYCRP at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
060B: set_actor 7@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
0088: $TEMPVAR_ANGLE = 20@ // (float) 
0009: $TEMPVAR_ANGLE += 180.0 
0173: set_actor 7@ Z_angle_to $TEMPVAR_ANGLE 
04D7: set_actor 7@ locked 1 
0249: release_model #VBFYCRP 

:WOF_781
00D6: if 
83CA:   not object 4@ exists 
004D: jump_if_false @WOF_851 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.159 0.0 
029B: 4@ = init_object #WHEEL_SUPPORT at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 4@ Z_angle_to 20@ 

:WOF_851
00D6: if 
83CA:   not object 2@ exists 
004D: jump_if_false @WOF_952 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.132 -1.049194 -0.834192 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0009: $TEMPVAR_FLOAT_3 += 1.0 
029B: 2@ = init_object #WHEEL_TABLE at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 2@ Z_angle_to 20@ 
0050: gosub @WOF_15505 

:WOF_952
00D6: if 
83CA:   not object 1@ exists 
004D: jump_if_false @WOF_1022 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 1.05 
029B: 1@ = init_object #CLICKER at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object 1@ Z_angle_to 20@ 

:WOF_1022
000A: 6@ += 1 

:WOF_1029
00D6: if 
0039:   6@ == 3 
004D: jump_if_false @WOF_1066 
0209: 32@ = random_int_in_ranges 0 50000 
000A: 5@ += 1 

:WOF_1066
00D6: if 
0039:   5@ == 1 
004D: jump_if_false @WOF_2189 
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_1309 
00D6: if 
0019:   32@ > 50000 
004D: jump_if_false @WOF_1309 
0605: actor 7@ perform_animation "WOF" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @WOF_1295 jumps 0 @WOF_1226 1 @WOF_1249 2 @WOF_1272 -1 @WOF_1295 -1 @WOF_1295 -1 @WOF_1295 -1 @WOF_1295 

:WOF_1226
09D6: unknown_set_actor 7@ sound 43608 flags 1 1 0 
0002: jump @WOF_1295 

:WOF_1249
09D6: unknown_set_actor 7@ sound 43609 flags 1 1 0 
0002: jump @WOF_1295 

:WOF_1272
09D6: unknown_set_actor 7@ sound 43610 flags 1 1 0 
0002: jump @WOF_1295 

:WOF_1295
0006: 25@ = 0 
0006: 32@ = 0 

:WOF_1309
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_2189 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 -1.0 0.0 
00D6: if 
0038:   $9470 == 0 
004D: jump_if_false @WOF_2189 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @WOF_2162 
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @WOF_2155 
00D6: if 
0039:   15@ == 0 
004D: jump_if_false @WOF_2131 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @WOF_1865 
0006: 10@ = 0 
0653: 8@ = float_stat 81 
00D6: if 
0039:   19@ == 1000000 
004D: jump_if_false @WOF_1558 
00D6: if 
0023:   1000.0 > 8@ 
004D: jump_if_false @WOF_1551 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
0050: gosub @WOF_2390 
0006: 10@ = 1 

:WOF_1551
0002: jump @WOF_1784 

:WOF_1558
00D6: if 
0039:   19@ == 100000 
004D: jump_if_false @WOF_1637 
00D6: if 
0023:   100.0 > 8@ 
004D: jump_if_false @WOF_1630 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
0050: gosub @WOF_2390 
0006: 10@ = 1 

:WOF_1630
0002: jump @WOF_1784 

:WOF_1637
00D6: if 
0039:   19@ == 10000 
004D: jump_if_false @WOF_1714 
00D6: if 
0023:   10.0 > 8@ 
004D: jump_if_false @WOF_1707 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
0050: gosub @WOF_2390 
0006: 10@ = 1 

:WOF_1707
0002: jump @WOF_1784 

:WOF_1714
00D6: if 
0039:   19@ == 1000 
004D: jump_if_false @WOF_1784 
00D6: if 
0023:   1.0 > 8@ 
004D: jump_if_false @WOF_1784 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
0050: gosub @WOF_2390 
0006: 10@ = 1 

:WOF_1784
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @WOF_1858 
00D6: if 
0039:   14@ == 1 
004D: jump_if_false @WOF_1829 
03E6: remove_text_box 
0006: 14@ = 0 

:WOF_1829
0006: 5@ = 0 
0006: 6@ = 0 
008A: $9440 = 0@ // (int) 
0006: 15@ = 1 

:WOF_1858
0002: jump @WOF_2124 

:WOF_1865
00D6: if 
0039:   14@ == 0 
004D: jump_if_false @WOF_2124 
00D6: if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
004D: jump_if_false @WOF_2124 
0871: init_jump_table 19@ total_jumps 5 default_jump 1 @WOF_2099 jumps 100 @WOF_2009 1000 @WOF_2027 10000 @WOF_2045 100000 @WOF_2063 1000000 @WOF_2081 -1 @WOF_2117 -1 @WOF_2117 

:WOF_2009
0512: show_permanent_text_box 'WOF_06A'  // ~k~~VEHICLE_ENTER_EXIT~ Play Wheel of Fortune~n~Max Wager $100
0002: jump @WOF_2117 

:WOF_2027
0512: show_permanent_text_box 'WOF_06B'  // ~k~~VEHICLE_ENTER_EXIT~ Play Wheel of Fortune~n~Max Wager $1,000
0002: jump @WOF_2117 

:WOF_2045
0512: show_permanent_text_box 'WOF_06C'  // ~k~~VEHICLE_ENTER_EXIT~ Play Wheel of Fortune~n~Max Wager $10,000
0002: jump @WOF_2117 

:WOF_2063
0512: show_permanent_text_box 'WOF_06D'  // ~k~~VEHICLE_ENTER_EXIT~ Play Wheel of Fortune~n~Max Wager $100,000
0002: jump @WOF_2117 

:WOF_2081
0512: show_permanent_text_box 'WOF_06E'  // ~k~~VEHICLE_ENTER_EXIT~ Play Wheel of Fortune~n~Max Wager $1,000,000
0002: jump @WOF_2117 

:WOF_2099
0512: show_permanent_text_box 'WOF_06'  // ~k~~VEHICLE_ENTER_EXIT~ Play Wheel of Fortune
0002: jump @WOF_2117 

:WOF_2117
0006: 14@ = 1 

:WOF_2124
0002: jump @WOF_2155 

:WOF_2131
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @WOF_2155 
0006: 15@ = 0 

:WOF_2155
0002: jump @WOF_2189 

:WOF_2162
00D6: if 
0039:   14@ == 1 
004D: jump_if_false @WOF_2189 
03E6: remove_text_box 
0006: 14@ = 0 

:WOF_2189
00D6: if or
02CC:   object 0@ bounding_sphere_visible 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 sphere 0 
004D: jump_if_false @WOF_2232 
0050: gosub @WOF_9892 

:WOF_2232
0002: jump @WOF_2246 

:WOF_2239
0050: gosub @WOF_2465 

:WOF_2246
0002: jump @WOF_2341 

:WOF_2253
00D6: if 
003C:   $9440 == 0@ // (int) 
004D: jump_if_false @WOF_2341 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WOF_2341 
00D6: if 
0039:   13@ == 0 
004D: jump_if_false @WOF_2327 
0050: gosub @WOF_9892 
0050: gosub @WOF_2506 
0002: jump @WOF_2341 

:WOF_2327
0050: gosub @WOF_11175 
0004: $9440 = 0 

:WOF_2341
0002: jump @WOF_2355 

:WOF_2348
0050: gosub @WOF_2465 

:WOF_2355
0002: jump @WOF_2369 

:WOF_2362
0050: gosub @WOF_2465 

:WOF_2369
0002: jump @WOF_2383 

:WOF_2376
0050: gosub @WOF_2465 

:WOF_2383
0002: jump @WOF_438 

:WOF_2390
0006: 10@ = 0 
0209: 10@ = random_int_in_ranges 0 2 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @WOF_2447 
09D6: unknown_set_actor 7@ sound 43651 flags 1 1 0 
0002: jump @WOF_2463 

:WOF_2447
09D6: unknown_set_actor 7@ sound 43651 flags 1 1 0 

:WOF_2463
0051: return 

:WOF_2465
01C2: remove_references_to_actor 7@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 4@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 2@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 1@ // This object will now disappear when the player looks away 
04EF: release_animation "CASINO" 
000C: $9450 -= 1 
004E: end_thread 
0051: return 

:WOF_2506
0871: init_jump_table 5@ total_jumps 7 default_jump 0 @WOF_2667 jumps 0 @WOF_2569 1 @WOF_2583 2 @WOF_2597 3 @WOF_2611 4 @WOF_2625 5 @WOF_2639 6 @WOF_2653 

:WOF_2569
0050: gosub @WOF_2815 
0002: jump @WOF_2667 

:WOF_2583
0050: gosub @WOF_4181 
0002: jump @WOF_2667 

:WOF_2597
0050: gosub @WOF_7344 
0002: jump @WOF_2667 

:WOF_2611
0050: gosub @WOF_7670 
0002: jump @WOF_2667 

:WOF_2625
0050: gosub @WOF_7814 
0002: jump @WOF_2667 

:WOF_2639
0050: gosub @WOF_7848 
0002: jump @WOF_2667 

:WOF_2653
0050: gosub @WOF_9496 
0002: jump @WOF_2667 

:WOF_2667
0050: gosub @WOF_13533 
00D6: if 
0039:   5@ == 1 
004D: jump_if_false @WOF_2772 
00D6: if 
0039:   15@ == 0 
004D: jump_if_false @WOF_2748 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @WOF_2741 
0006: 13@ = 1 
0006: 15@ = 1 

:WOF_2741
0002: jump @WOF_2772 

:WOF_2748
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @WOF_2772 
0006: 15@ = 0 

:WOF_2772
00D6: if 
0118:   actor 7@ dead 
004D: jump_if_false @WOF_2813 
00D6: if 
0019:   5@ > 0 
004D: jump_if_false @WOF_2813 
0006: 13@ = 1 

:WOF_2813
0051: return 

:WOF_2815
00D6: if 
0039:   6@ == 0 
004D: jump_if_false @WOF_4076 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WOF_4069 
09BD: allow_other_threads_to_display_text_boxes 1 
01B4: set_player $PLAYER_CHAR can_move 0 
01BB: store_object 0@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
03F0: enable_text_draw 1 
0581: enable_radar 0 
04ED: load_animation "CASINO" 
00BE: text_clear_all 
0006: 10@ = 0 

:WOF_2915
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_3053 
0005: $9387 = -0.118 
0086: $9388(10@,6f) = $9387 // (float) 
0086: $9394(10@,6f) = $9387 // (float) 
0086: $9400(10@,6f) = $9387 // (float) 
0086: $9406(10@,6f) = $9387 // (float) 
0086: $9412(10@,6f) = $9387 // (float) 
0086: $9418(10@,6f) = $9387 // (float) 
0086: $9424(10@,6f) = $9387 // (float) 
0086: $9430(10@,6f) = $9387 // (float) 
000A: 10@ += 1 
0002: jump @WOF_2915 

:WOF_3053
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.634 0.253 $9388[0] 
029B: $9339[0] = init_object #CHIP_STACK07 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9339[0] Z_angle_to 20@ 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.201 0.253 $9388[1] 
029B: $9339[1] = init_object #CHIP_STACK07 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9339[1] Z_angle_to 20@ 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.243 0.253 $9388[2] 
029B: $9339[2] = init_object #CHIP_STACK07 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9339[2] Z_angle_to 20@ 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.635 -0.106 $9388[3] 
029B: $9339[3] = init_object #CHIP_STACK07 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9339[3] Z_angle_to 20@ 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.201 -0.106 $9388[4] 
029B: $9339[4] = init_object #CHIP_STACK07 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9339[4] Z_angle_to 20@ 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.243 -0.106 $9388[5] 
029B: $9339[5] = init_object #CHIP_STACK07 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $9339[5] Z_angle_to 20@ 
0006: 10@ = 0 

:WOF_3372
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_3458 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) with_offset 0.07 0.0 0.0 
029B: $9345(10@,6i) = init_object #CHIP_STACK08 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
000A: 10@ += 1 
0002: jump @WOF_3372 

:WOF_3458
0006: 10@ = 0 

:WOF_3465
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_3551 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) with_offset -0.07 0.0 0.0 
029B: $9351(10@,6i) = init_object #CHIP_STACK09 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
000A: 10@ += 1 
0002: jump @WOF_3465 

:WOF_3551
0006: 10@ = 0 

:WOF_3558
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_3644 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) with_offset 0.07 0.07 0.0 
029B: $9357(10@,6i) = init_object #CHIP_STACK10 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
000A: 10@ += 1 
0002: jump @WOF_3558 

:WOF_3644
0006: 10@ = 0 

:WOF_3651
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_3737 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) with_offset 0.07 -0.07 0.0 
029B: $9363(10@,6i) = init_object #CHIP_STACK11 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
000A: 10@ += 1 
0002: jump @WOF_3651 

:WOF_3737
0006: 10@ = 0 

:WOF_3744
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_3830 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) with_offset -0.07 0.07 0.0 
029B: $9369(10@,6i) = init_object #CHIP_STACK12 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
000A: 10@ += 1 
0002: jump @WOF_3744 

:WOF_3830
0006: 10@ = 0 

:WOF_3837
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_3923 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) with_offset -0.07 -0.07 0.0 
029B: $9375(10@,6i) = init_object #CHIP_STACK13 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
000A: 10@ += 1 
0002: jump @WOF_3837 

:WOF_3923
0006: 10@ = 0 

:WOF_3930
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_4016 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) with_offset 0.0 0.07 0.0 
029B: $9381(10@,6i) = init_object #CHIP_STACK14 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
000A: 10@ += 1 
0002: jump @WOF_3930 

:WOF_4016
0004: $9325 = 0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.635 0.253 0.041 
029B: $9436 = init_object #ROULETTE_MARKER at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_4069
000A: 6@ += 1 

:WOF_4076
00D6: if 
0039:   6@ == 1 
004D: jump_if_false @WOF_4122 
00D6: if 
04EE:   animation "CASINO" loaded 
004D: jump_if_false @WOF_4122 
000A: 6@ += 1 

:WOF_4122
00D6: if 
0039:   6@ == 2 
004D: jump_if_false @WOF_4147 
0006: 6@ = 99 

:WOF_4147
00D6: if 
0039:   6@ == 99 
004D: jump_if_false @WOF_4179 
000A: 5@ += 1 
0006: 6@ = 0 

:WOF_4179
0051: return 

:WOF_4181
00D6: if 
0039:   6@ == 0 
004D: jump_if_false @WOF_4648 
0006: 10@ = 0 

:WOF_4206
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_4249 
0004: $9327(10@,6i) = 0 
000A: 10@ += 1 
0002: jump @WOF_4206 

:WOF_4249
0004: $9333 = 0 
0004: $9334 = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0512: show_permanent_text_box 'WOFHD01'  // Use the movement controls to select wager.~n~~k~~PED_JUMPING~ Increase Wager~N~~k~~PED_FIREWEAPON~ Decrease Wager~N~~k~~PED_SPRINT~ Proceed~N~~k~~VEHICLE_ENTER_EXIT~ Quit
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 -0.7 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 20@ 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.7734 -0.6326 0.9882 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.4684 -0.0634 0.2246 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 
00D6: if 
03CA:   object $9436 exists 
004D: jump_if_false @WOF_4473 
0750: set_object $9436 visibility 1 

:WOF_4473
0007: 23@ = 0.0 
0007: 24@ = 0.0 
0004: $9438 = 0 
0004: $9439 = 0 
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_4641 
0209: 10@ = random_int_in_ranges 0 2 
0871: init_jump_table 10@ total_jumps 2 default_jump 0 @WOF_4641 jumps 0 @WOF_4595 1 @WOF_4618 -1 @WOF_4641 -1 @WOF_4641 -1 @WOF_4641 -1 @WOF_4641 -1 @WOF_4641 

:WOF_4595
09D6: unknown_set_actor 7@ sound 43600 flags 1 1 0 
0002: jump @WOF_4641 

:WOF_4618
09D6: unknown_set_actor 7@ sound 43601 flags 1 1 0 
0002: jump @WOF_4641 

:WOF_4641
000A: 6@ += 1 

:WOF_4648
00D6: if 
0039:   6@ == 1 
004D: jump_if_false @WOF_7308 
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
00D6: if 
8039:   not  17@ == 0 
004D: jump_if_false @WOF_4820 
0006: 10@ = 0 
00D6: if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @WOF_4749 
0006: 10@ = 1 

:WOF_4749
00D6: if or
0018:   $MOVE_AXIS_Y > 100 
001A:   -100 > $MOVE_AXIS_Y 
0018:   $MOVE_AXIS_X > 100 
001A:   -100 > $MOVE_AXIS_X 
004D: jump_if_false @WOF_4795 
0006: 10@ = 1 

:WOF_4795
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @WOF_4820 
0006: 17@ = 0 

:WOF_4820
0085: 10@ = 17@ // (int) 
00D6: if or
00E1:   player 0 pressed_key 8 
001A:   -100 > $MOVE_AXIS_Y 
004D: jump_if_false @WOF_4859 
0006: 17@ = 1 

:WOF_4859
00D6: if or
00E1:   player 0 pressed_key 9 
0018:   $MOVE_AXIS_Y > 100 
004D: jump_if_false @WOF_4890 
0006: 17@ = 2 

:WOF_4890
00D6: if or
00E1:   player 0 pressed_key 10 
001A:   -100 > $MOVE_AXIS_X 
004D: jump_if_false @WOF_4921 
0006: 17@ = 3 

:WOF_4921
00D6: if or
00E1:   player 0 pressed_key 11 
0018:   $MOVE_AXIS_X > 100 
004D: jump_if_false @WOF_4952 
0006: 17@ = 4 

:WOF_4952
00D6: if 
803B:   not  17@ == 10@ // (int) 
004D: jump_if_false @WOF_5226 
00D6: if 
0039:   17@ == 4 
004D: jump_if_false @WOF_5056 
00D6: if or
0038:   $9334 == 0 
0038:   $9334 == 1 
0038:   $9334 == 3 
0038:   $9334 == 4 
004D: jump_if_false @WOF_5042 
0008: $9334 += 1 
0002: jump @WOF_5049 

:WOF_5042
0008: $9334 += -2 

:WOF_5049
0006: 32@ = 0 

:WOF_5056
00D6: if 
0039:   17@ == 3 
004D: jump_if_false @WOF_5141 
00D6: if or
0038:   $9334 == 1 
0038:   $9334 == 2 
0038:   $9334 == 4 
0038:   $9334 == 5 
004D: jump_if_false @WOF_5127 
0008: $9334 += -1 
0002: jump @WOF_5134 

:WOF_5127
0008: $9334 += 2 

:WOF_5134
0006: 32@ = 0 

:WOF_5141
00D6: if or
0039:   17@ == 1 
0039:   17@ == 2 
004D: jump_if_false @WOF_5226 
00D6: if or
0038:   $9334 == 0 
0038:   $9334 == 1 
0038:   $9334 == 2 
004D: jump_if_false @WOF_5212 
0008: $9334 += 3 
0002: jump @WOF_5219 

:WOF_5212
0008: $9334 += -3 

:WOF_5219
0006: 32@ = 0 

:WOF_5226
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @WOF_5817 
00D6: if and
8039:   not  16@ == 1 
8039:   not  16@ == -1 
004D: jump_if_false @WOF_5766 
00D6: if 
0028:   $9327($9334,6i) >= 100000 
004D: jump_if_false @WOF_5308 
0004: $9335 = 10000 
0002: jump @WOF_5494 

:WOF_5308
00D6: if 
0028:   $9327($9334,6i) >= 10000 
004D: jump_if_false @WOF_5346 
0004: $9335 = 1000 
0002: jump @WOF_5494 

:WOF_5346
00D6: if 
0028:   $9327($9334,6i) >= 1000 
004D: jump_if_false @WOF_5383 
0004: $9335 = 100 
0002: jump @WOF_5494 

:WOF_5383
00D6: if 
0028:   $9327($9334,6i) >= 100 
004D: jump_if_false @WOF_5419 
0004: $9335 = 10 
0002: jump @WOF_5494 

:WOF_5419
00D6: if 
0038:   $9327($9334,6i) == 0 
004D: jump_if_false @WOF_5487 
00D6: if 
0038:   $9334 == 2 
004D: jump_if_false @WOF_5473 
0004: $9335 = 5 
0002: jump @WOF_5480 

:WOF_5473
0004: $9335 = 2 

:WOF_5480
0002: jump @WOF_5494 

:WOF_5487
0004: $9335 = 1 

:WOF_5494
010B: 10@ = player $PLAYER_CHAR money 
0050: gosub @WOF_11541 
005C: 10@ += $MAX_WAGER // (int) 
00D6: if 
001E:   $9335 > 10@ // (int) 
004D: jump_if_false @WOF_5544 
008A: $9335 = 10@ // (int) 

:WOF_5544
0004: $9333 = 0 
0006: 10@ = 0 

:WOF_5558
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_5602 
0058: $9333 += $9327(10@,6i) // (int) 
000A: 10@ += 1 
0002: jump @WOF_5558 

:WOF_5602
0085: 10@ = 19@ // (int) 
0064: 10@ -= $9333 // (int) 
00D6: if 
001E:   $9335 > 10@ // (int) 
004D: jump_if_false @WOF_5645 
008A: $9335 = 10@ // (int) 

:WOF_5645
00D6: if 
001A:   0 > $9335 
004D: jump_if_false @WOF_5670 
0010: $9335 *= -1 

:WOF_5670
0058: $9327($9334,6i) += $9335 // (int) 
0058: $9438 += $9335 // (int) 
0058: $9439 += $9335 // (int) 
0010: $9335 *= -1 
0109: player $PLAYER_CHAR money = $9335 
000A: 16@ += 1 
00D6: if 
0019:   16@ > 1 
004D: jump_if_false @WOF_5752 
0006: 16@ = 2 
0002: jump @WOF_5759 

:WOF_5752
0006: 32@ = 0 

:WOF_5759
0002: jump @WOF_5810 

:WOF_5766
00D6: if 
0039:   16@ == 1 
004D: jump_if_false @WOF_5810 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @WOF_5810 
0006: 16@ = 2 

:WOF_5810
0002: jump @WOF_6337 

:WOF_5817
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @WOF_6312 
00D6: if 
8039:   not  18@ == 1 
004D: jump_if_false @WOF_6279 
00D6: if 
0018:   $9327($9334,6i) > 100000 
004D: jump_if_false @WOF_5892 
0004: $9335 = -10000 
0002: jump @WOF_6010 

:WOF_5892
00D6: if 
0018:   $9327($9334,6i) > 10000 
004D: jump_if_false @WOF_5930 
0004: $9335 = -1000 
0002: jump @WOF_6010 

:WOF_5930
00D6: if 
0018:   $9327($9334,6i) > 1000 
004D: jump_if_false @WOF_5967 
0004: $9335 = -100 
0002: jump @WOF_6010 

:WOF_5967
00D6: if 
0018:   $9327($9334,6i) > 100 
004D: jump_if_false @WOF_6003 
0004: $9335 = -10 
0002: jump @WOF_6010 

:WOF_6003
0004: $9335 = -1 

:WOF_6010
008B: 10@ = $9327($9334,6i) // (int) 
0058: $9327($9334,6i) += $9335 // (int) 
00D6: if 
0038:   $9334 == 2 
004D: jump_if_false @WOF_6107 
00D6: if 
001A:   5 > $9327($9334,6i) 
004D: jump_if_false @WOF_6100 
0004: $9327($9334,6i) = 0 
008A: $9335 = 10@ // (int) 
0010: $9335 *= -1 

:WOF_6100
0002: jump @WOF_6155 

:WOF_6107
00D6: if 
001A:   2 > $9327($9334,6i) 
004D: jump_if_false @WOF_6155 
0004: $9327($9334,6i) = 0 
008A: $9335 = 10@ // (int) 
0010: $9335 *= -1 

:WOF_6155
00D6: if 
001A:   0 > $9327($9334,6i) 
004D: jump_if_false @WOF_6195 
0004: $9327($9334,6i) = 0 
0002: jump @WOF_6226 

:WOF_6195
0058: $9438 += $9335 // (int) 
0058: $9439 += $9335 // (int) 
0010: $9335 *= -1 
0109: player $PLAYER_CHAR money = $9335 

:WOF_6226
000A: 18@ += 1 
00D6: if 
0019:   18@ > 1 
004D: jump_if_false @WOF_6265 
0006: 18@ = 2 
0002: jump @WOF_6272 

:WOF_6265
0006: 32@ = 0 

:WOF_6272
0002: jump @WOF_6305 

:WOF_6279
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @WOF_6305 
0006: 18@ = 2 

:WOF_6305
0002: jump @WOF_6337 

:WOF_6312
00D6: if 
8039:   not  18@ == 0 
004D: jump_if_false @WOF_6337 
0006: 18@ = 0 

:WOF_6337
0004: $9333 = 0 
0006: 10@ = 0 

:WOF_6351
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_6395 
0058: $9333 += $9327(10@,6i) // (int) 
000A: 10@ += 1 
0002: jump @WOF_6351 

:WOF_6395
00D6: if 
0038:   $9334 == 0 
004D: jump_if_false @WOF_6456 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.635 0.253 0.041 
01BC: put_object $9436 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_6456
00D6: if 
0038:   $9334 == 1 
004D: jump_if_false @WOF_6517 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.201 0.253 0.041 
01BC: put_object $9436 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_6517
00D6: if 
0038:   $9334 == 2 
004D: jump_if_false @WOF_6578 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.243 0.253 0.041 
01BC: put_object $9436 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_6578
00D6: if 
0038:   $9334 == 3 
004D: jump_if_false @WOF_6639 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.635 -0.106 0.041 
01BC: put_object $9436 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_6639
00D6: if 
0038:   $9334 == 4 
004D: jump_if_false @WOF_6700 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.201 -0.106 0.041 
01BC: put_object $9436 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_6700
00D6: if 
0038:   $9334 == 5 
004D: jump_if_false @WOF_6761 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.243 -0.106 0.041 
01BC: put_object $9436 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_6761
0871: init_jump_table $CURRENT_LANGUAGE total_jumps 1 default_jump 1 @WOF_6864 jumps 3 @WOF_6824 -1 @WOF_6904 -1 @WOF_6904 -1 @WOF_6904 -1 @WOF_6904 -1 @WOF_6904 -1 @WOF_6904 

:WOF_6824
0937: text_draw_box_cornerA 29.0 220.0 cornerB 173.0 409.0 GXT_reference 'BJ_TITL' style 2  // Wager
0002: jump @WOF_6904 

:WOF_6864
0937: text_draw_box_cornerA 29.0 220.0 cornerB 157.0 409.0 GXT_reference 'BJ_TITL' style 2  // Wager
0002: jump @WOF_6904 

:WOF_6904
0050: gosub @WOF_11748 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 240.0 GXT 'WOF_04'  // This Wager
0050: gosub @WOF_11748 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 260.0 GXT 'DOLLAR' number $9327($9334,6i)  // $~1~
0050: gosub @WOF_11748 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 290.0 GXT 'WOF_05'  // Total Wager
0050: gosub @WOF_11748 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 310.0 GXT 'DOLLAR' number $9333  // $~1~
0050: gosub @WOF_11748 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'BJ_03'  // Max Wager
0050: gosub @WOF_11748 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 360.0 GXT 'DOLLAR' number 19@  // $~1~
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @WOF_7283 
00D6: if 
0039:   16@ == 0 
004D: jump_if_false @WOF_7276 
00D6: if 
0018:   $9333 > 0 
004D: jump_if_false @WOF_7269 
0623: add $9333 to_integer_stat 35 
008F: 8@ = integer $9333 to_float 
0013: 8@ *= 0.001 
0624: add 8@ to_float_stat 81 
0006: 32@ = 0 
0004: $9439 = 0 
0006: 6@ = 99 

:WOF_7269
0006: 16@ = 1 

:WOF_7276
0002: jump @WOF_7308 

:WOF_7283
00D6: if 
8039:   not  16@ == 0 
004D: jump_if_false @WOF_7308 
0006: 16@ = 0 

:WOF_7308
00D6: if 
0039:   6@ == 99 
004D: jump_if_false @WOF_7342 
03E6: remove_text_box 
000A: 5@ += 1 
0006: 6@ = 0 

:WOF_7342
0051: return 

:WOF_7344
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_7668 
0605: actor 7@ perform_animation "WOF" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @WOF_7534 jumps 0 @WOF_7465 1 @WOF_7488 2 @WOF_7511 -1 @WOF_7534 -1 @WOF_7534 -1 @WOF_7534 -1 @WOF_7534 

:WOF_7465
09D6: unknown_set_actor 7@ sound 43608 flags 1 1 0 
0002: jump @WOF_7534 

:WOF_7488
09D6: unknown_set_actor 7@ sound 43609 flags 1 1 0 
0002: jump @WOF_7534 

:WOF_7511
09D6: unknown_set_actor 7@ sound 43610 flags 1 1 0 
0002: jump @WOF_7534 

:WOF_7534
0006: 25@ = 0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -1.3681 -2.0088 0.7317 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.8154 -1.1754 0.7401 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 2 
00D6: if 
03CA:   object $9436 exists 
004D: jump_if_false @WOF_7661 
0750: set_object $9436 visibility 0 

:WOF_7661
000A: 5@ += 1 

:WOF_7668
0051: return 

:WOF_7670
00D6: if and
0023:   2.0 > 23@ 
0019:   25@ > 1 
004D: jump_if_false @WOF_7812 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 4@ with_offset -0.3059 -0.9385 0.4225 
015F: set_camera_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rotation 0.0 0.0 0.0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 4@ with_offset -0.0298 -0.0515 0.7929 
0460: set_camera_transverse_delay 0.0 time 6000 
0160: set_camera_point_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 switchstyle 1 
000A: 5@ += 1 

:WOF_7812
0051: return 

:WOF_7814
00D6: if 
0039:   25@ == 4 
004D: jump_if_false @WOF_7846 
0006: 6@ = 0 
000A: 5@ += 1 

:WOF_7846
0051: return 

:WOF_7848
00D6: if 
0039:   6@ == 0 
004D: jump_if_false @WOF_9049 
0087: 8@ = 21@ // (float) 
000F: 8@ -= 3.333333 
00D6: if 
0023:   0.0 > 8@ 
004D: jump_if_false @WOF_7915 
000B: 8@ += 360.0 

:WOF_7915
0017: 8@ /= 6.666667 
0090: $9336 = float 8@ to_integer 
0008: $9336 += 1 
0050: gosub @WOF_11803 
0006: 10@ = 0 
0004: $9338 = 0 
00D6: if 
0038:   $9337 == 1 
004D: jump_if_false @WOF_8012 
00D6: if 
0018:   $9327[2] > 0 
004D: jump_if_false @WOF_8012 
0004: $9338 = 2 
0068: $9338 *= $9327[2] // (int) 

:WOF_8012
00D6: if 
0038:   $9337 == 2 
004D: jump_if_false @WOF_8063 
00D6: if 
0018:   $9327[4] > 0 
004D: jump_if_false @WOF_8063 
0004: $9338 = 3 
0068: $9338 *= $9327[4] // (int) 

:WOF_8063
00D6: if 
0038:   $9337 == 5 
004D: jump_if_false @WOF_8114 
00D6: if 
0018:   $9327[1] > 0 
004D: jump_if_false @WOF_8114 
0004: $9338 = 6 
0068: $9338 *= $9327[1] // (int) 

:WOF_8114
00D6: if 
0038:   $9337 == 10 
004D: jump_if_false @WOF_8165 
00D6: if 
0018:   $9327[3] > 0 
004D: jump_if_false @WOF_8165 
0004: $9338 = 11 
0068: $9338 *= $9327[3] // (int) 

:WOF_8165
00D6: if 
0038:   $9337 == 20 
004D: jump_if_false @WOF_8216 
00D6: if 
0018:   $9327[0] > 0 
004D: jump_if_false @WOF_8216 
0004: $9338 = 21 
0068: $9338 *= $9327[0] // (int) 

:WOF_8216
00D6: if 
0038:   $9337 == 40 
004D: jump_if_false @WOF_8267 
00D6: if 
0018:   $9327[5] > 0 
004D: jump_if_false @WOF_8267 
0004: $9338 = 41 
0068: $9338 *= $9327[5] // (int) 

:WOF_8267
0006: 32@ = 0 
008B: 10@ = $9338 // (int) 
0064: 10@ -= $9438 // (int) 
0109: player $PLAYER_CHAR money = $9338 
00D6: if 
0019:   10@ > 0 
004D: jump_if_false @WOF_8330 
0623: add 10@ to_integer_stat 37 
0002: jump @WOF_8330 

:WOF_8330
004F: create_thread @CASHWIN 10@ 3000  
08F8: display_stat_update_box 1 
00D6: if 
0019:   10@ > 0 
004D: jump_if_false @WOF_9003 
0627: update_integer_stat 38 to 10@ 
0093: 8@ = integer 10@ to_float 
0093: 9@ = integer 19@ to_float 
0073: 8@ /= 9@ // (float) 
0008: $9325 += 1 
00D6: if 
001A:   3 > $9325 
004D: jump_if_false @WOF_8832 
00D6: if 
0021:   8@ > 0.9 
004D: jump_if_false @WOF_8654 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WOF_8647 
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_8647 
0209: 10@ = random_int_in_ranges 0 5 
0871: init_jump_table 10@ total_jumps 4 default_jump 1 @WOF_8633 jumps 0 @WOF_8547 1 @WOF_8570 2 @WOF_8593 3 @WOF_8616 -1 @WOF_8647 -1 @WOF_8647 -1 @WOF_8647 

:WOF_8547
09D6: unknown_set_actor 7@ sound 43648 flags 1 1 0 
0002: jump @WOF_8647 

:WOF_8570
09D6: unknown_set_actor 7@ sound 43649 flags 1 1 0 
0002: jump @WOF_8647 

:WOF_8593
09D6: unknown_set_actor 7@ sound 43650 flags 1 1 0 
0002: jump @WOF_8647 

:WOF_8616
0947: actor $PLAYER_ACTOR speak_from_audio_table 100 store_spoken_phrase_id_to 10@ 
0002: jump @WOF_8647 

:WOF_8633
0050: gosub @WOF_9227 
0002: jump @WOF_8647 

:WOF_8647
0002: jump @WOF_8825 

:WOF_8654
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_8825 
0209: 10@ = random_int_in_ranges 0 10 
0871: init_jump_table 10@ total_jumps 3 default_jump 1 @WOF_8811 jumps 0 @WOF_8742 1 @WOF_8765 2 @WOF_8788 -1 @WOF_8825 -1 @WOF_8825 -1 @WOF_8825 -1 @WOF_8825 

:WOF_8742
09D6: unknown_set_actor 7@ sound 43648 flags 1 1 0 
0002: jump @WOF_8825 

:WOF_8765
09D6: unknown_set_actor 7@ sound 43649 flags 1 1 0 
0002: jump @WOF_8825 

:WOF_8788
09D6: unknown_set_actor 7@ sound 43650 flags 1 1 0 
0002: jump @WOF_8825 

:WOF_8811
0050: gosub @WOF_9227 
0002: jump @WOF_8825 

:WOF_8825
0002: jump @WOF_8996 

:WOF_8832
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_8989 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @WOF_8989 jumps 0 @WOF_8920 1 @WOF_8943 2 @WOF_8966 -1 @WOF_8989 -1 @WOF_8989 -1 @WOF_8989 -1 @WOF_8989 

:WOF_8920
09D6: unknown_set_actor 7@ sound 43662 flags 1 1 0 
0002: jump @WOF_8989 

:WOF_8943
09D6: unknown_set_actor 7@ sound 43663 flags 1 1 0 
0002: jump @WOF_8989 

:WOF_8966
09D6: unknown_set_actor 7@ sound 43664 flags 1 1 0 
0002: jump @WOF_8989 

:WOF_8989
0004: $9325 = 0 

:WOF_8996
0002: jump @WOF_9038 

:WOF_9003
0012: 10@ *= -1 
0627: update_integer_stat 39 to 10@ 
0012: 10@ *= -1 
0050: gosub @WOF_9227 
0004: $9325 = 0 

:WOF_9038
08F8: display_stat_update_box 1 
000A: 6@ += 1 

:WOF_9049
00D6: if 
0039:   6@ == 1 
004D: jump_if_false @WOF_9100 
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @WOF_9093 
0002: jump @WOF_9100 

:WOF_9093
000A: 6@ += 1 

:WOF_9100
00D6: if 
0039:   6@ == 2 
004D: jump_if_false @WOF_9193 
0512: show_permanent_text_box 'WOF_09'  // Press ~k~~PED_SPRINT~ to continue.
0006: 10@ = 0 

:WOF_9136
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_9179 
0004: $9327(10@,6i) = 0 
000A: 10@ += 1 
0002: jump @WOF_9136 

:WOF_9179
0006: 32@ = 0 
0006: 6@ = 99 

:WOF_9193
00D6: if 
0039:   6@ == 99 
004D: jump_if_false @WOF_9225 
0006: 32@ = 0 
000A: 5@ += 1 

:WOF_9225
0051: return 

:WOF_9227
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_9494 
0871: init_jump_table $9337 total_jumps 6 default_jump 0 @WOF_9494 jumps 1 @WOF_9306 2 @WOF_9329 5 @WOF_9352 10 @WOF_9375 20 @WOF_9398 40 @WOF_9421 -1 @WOF_9494 

:WOF_9306
09D6: unknown_set_actor 7@ sound 43655 flags 1 1 0 
0002: jump @WOF_9494 

:WOF_9329
09D6: unknown_set_actor 7@ sound 43656 flags 1 1 0 
0002: jump @WOF_9494 

:WOF_9352
09D6: unknown_set_actor 7@ sound 43657 flags 1 1 0 
0002: jump @WOF_9494 

:WOF_9375
09D6: unknown_set_actor 7@ sound 43658 flags 1 1 0 
0002: jump @WOF_9494 

:WOF_9398
09D6: unknown_set_actor 7@ sound 43659 flags 1 1 0 
0002: jump @WOF_9494 

:WOF_9421
0209: 10@ = random_int_in_ranges 0 2 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @WOF_9471 
09D6: unknown_set_actor 7@ sound 43660 flags 1 1 0 
0002: jump @WOF_9487 

:WOF_9471
09D6: unknown_set_actor 7@ sound 43661 flags 1 1 0 

:WOF_9487
0002: jump @WOF_9494 

:WOF_9494
0051: return 

:WOF_9496
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @WOF_9538 
0006: 16@ = -1 
00BE: text_clear_all 
03E6: remove_text_box 
0006: 5@ = 1 
0006: 6@ = 0 

:WOF_9538
0051: return 
0904: get_interface 6 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
0051: return 
0904: get_interface 0 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
0051: return 
0904: get_interface 4 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
0051: return 
0904: get_interface 4 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 2 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 0.52 1.45 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
0051: return 

:WOF_9892
0871: init_jump_table 25@ total_jumps 5 default_jump 0 @WOF_10591 jumps 0 @WOF_9955 1 @WOF_9991 2 @WOF_10050 3 @WOF_10220 4 @WOF_10584 -1 @WOF_10591 -1 @WOF_10591 

:WOF_9955
0208: 24@ = random_float_in_ranges 0.1 0.15 
0006: 33@ = 0 
000A: 25@ += 1 
0002: jump @WOF_10591 

:WOF_9991
007B: 23@ += frame_delta_time * 24@ // (float) 
007B: 22@ += frame_delta_time * 23@ // (float) 
00D6: if 
0019:   33@ > 500 
004D: jump_if_false @WOF_10043 
0007: 24@ = -0.005 
000A: 25@ += 1 

:WOF_10043
0002: jump @WOF_10591 

:WOF_10050
007B: 23@ += frame_delta_time * 24@ // (float) 
007B: 22@ += frame_delta_time * 23@ // (float) 
00D6: if 
0023:   0.3 > 23@ 
004D: jump_if_false @WOF_10213 
0087: 21@ = 22@ // (float) 
0087: 8@ = 21@ // (float) 
0017: 8@ /= 6.6667 
0092: 10@ = float 8@ to_integer 
0093: 9@ = integer 10@ to_float 
0063: 8@ -= 9@ // (float) 
000B: 8@ += -1.0 
0013: 8@ *= -1.0 
0013: 8@ *= 6.666667 
005B: 21@ += 8@ // (float) 
00D6: if 
0021:   21@ > 360.0 
004D: jump_if_false @WOF_10206 
000B: 21@ += -360.0 

:WOF_10206
000A: 25@ += 1 

:WOF_10213
0002: jump @WOF_10591 

:WOF_10220
0087: 8@ = 22@ // (float) 
0063: 8@ -= 21@ // (float) 
00D6: if 
0023:   -180.0 > 8@ 
004D: jump_if_false @WOF_10267 
000B: 8@ += 360.0 

:WOF_10267
00D6: if 
0021:   8@ > 180.0 
004D: jump_if_false @WOF_10298 
000B: 8@ += -360.0 

:WOF_10298
00D6: if 
0021:   23@ > 0.01 
004D: jump_if_false @WOF_10416 
00D6: if 
0021:   8@ > 3.333333 
004D: jump_if_false @WOF_10409 
0087: 22@ = 21@ // (float) 
000B: 22@ += 3.333333 
00D6: if 
0021:   22@ > 360.0 
004D: jump_if_false @WOF_10389 
000B: 22@ += -360.0 

:WOF_10389
0013: 23@ *= -1.0 
0013: 24@ *= -1.0 

:WOF_10409
0002: jump @WOF_10561 

:WOF_10416
00D6: if 
0023:   -0.01 > 23@ 
004D: jump_if_false @WOF_10534 
00D6: if 
0023:   -3.333333 > 8@ 
004D: jump_if_false @WOF_10527 
0087: 22@ = 21@ // (float) 
000F: 22@ -= 3.333333 
00D6: if 
0023:   0.0 > 22@ 
004D: jump_if_false @WOF_10507 
000B: 22@ += 360.0 

:WOF_10507
0013: 23@ *= -1.0 
0013: 24@ *= -1.0 

:WOF_10527
0002: jump @WOF_10561 

:WOF_10534
0007: 23@ = 0.0 
0007: 24@ = 0.0 
000A: 25@ += 1 

:WOF_10561
007B: 23@ += frame_delta_time * 24@ // (float) 
007B: 22@ += frame_delta_time * 23@ // (float) 
0002: jump @WOF_10591 

:WOF_10584
0002: jump @WOF_10591 

:WOF_10591
00D6: if 
8043:   not  23@ == 0.0 
004D: jump_if_false @WOF_10690 
00D6: if 
0021:   22@ > 360.0 
004D: jump_if_false @WOF_10643 
000B: 22@ += -360.0 

:WOF_10643
00D6: if 
0023:   0.0 > 22@ 
004D: jump_if_false @WOF_10674 
000B: 22@ += 360.0 

:WOF_10674
0453: set_object 0@ XYZ_rotation 0.0 22@ 20@ 

:WOF_10690
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @WOF_11173 
00D6: if 
0021:   23@ > 0.2 
004D: jump_if_false @WOF_11095 
00D6: if 
0023:   0.8 > 23@ 
004D: jump_if_false @WOF_11032 
0087: 8@ = 22@ // (float) 
000B: 8@ += 3.33333 
0017: 8@ /= 6.6667 
0092: 10@ = float 8@ to_integer 
0093: 9@ = integer 10@ to_float 
0063: 8@ -= 9@ // (float) 
000B: 8@ += -1.0 
0013: 8@ *= -1.0 
0013: 8@ *= 6.666667 
00D6: if 
0021:   8@ > 5.0 
004D: jump_if_false @WOF_10959 
000B: 8@ += -5.0 
0017: 8@ /= 1.66667 
000B: 8@ += -1.0 
0013: 8@ *= -1.0 
0013: 8@ *= 5.0 
0087: 26@ = 8@ // (float) 
0013: 26@ *= -1.0 
00D6: if 
8039:   not  27@ == 1 
004D: jump_if_false @WOF_10952 
097B: play_audio_at_object 1@ event 1027 
0006: 27@ = 1 

:WOF_10952
0002: jump @WOF_11025 

:WOF_10959
0079: 26@ += frame_delta_time * 0.5 // (float) 
00D6: if 
0021:   26@ > 0.0 
004D: jump_if_false @WOF_11000 
0007: 26@ = 0.0 

:WOF_11000
00D6: if 
8039:   not  27@ == 0 
004D: jump_if_false @WOF_11025 
0006: 27@ = 0 

:WOF_11025
0002: jump @WOF_11088 

:WOF_11032
00D6: if 
0043:   26@ == -5.0 
004D: jump_if_false @WOF_11078 
0007: 26@ = -2.0 
097B: play_audio_at_object 1@ event 1027 
0002: jump @WOF_11088 

:WOF_11078
0007: 26@ = -5.0 

:WOF_11088
0002: jump @WOF_11157 

:WOF_11095
00D6: if 
0023:   0.0 > 26@ 
004D: jump_if_false @WOF_11157 
0079: 26@ += frame_delta_time * 0.5 // (float) 
00D6: if 
0021:   26@ > 0.0 
004D: jump_if_false @WOF_11157 
0007: 26@ = 0.0 

:WOF_11157
0453: set_object 1@ XYZ_rotation 0.0 26@ 20@ 

:WOF_11173
0051: return 

:WOF_11175
09BD: allow_other_threads_to_display_text_boxes 1 
0006: 13@ = 0 
0006: 5@ = 0 
0006: 6@ = 0 
00D6: if 
0018:   $9439 > 0 
004D: jump_if_false @WOF_11226 
0109: player $PLAYER_CHAR money = $9439 

:WOF_11226
0004: $9439 = 0 
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_11315 
0209: 10@ = random_int_in_ranges 0 2 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @WOF_11299 
09D6: unknown_set_actor 7@ sound 43653 flags 1 1 0 
0002: jump @WOF_11315 

:WOF_11299
09D6: unknown_set_actor 7@ sound 43654 flags 1 1 0 

:WOF_11315
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WOF_11338 
01B4: set_player $PLAYER_CHAR can_move 1 

:WOF_11338
0459: end_thread_named 'CASHWIN' 
03F0: enable_text_draw 0 
0581: enable_radar 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0006: 10@ = 0 

:WOF_11368
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_11472 
0108: destroy_object $9339(10@,6i) 
0108: destroy_object $9345(10@,6i) 
0108: destroy_object $9351(10@,6i) 
0108: destroy_object $9357(10@,6i) 
0108: destroy_object $9363(10@,6i) 
0108: destroy_object $9369(10@,6i) 
0108: destroy_object $9375(10@,6i) 
0108: destroy_object $9381(10@,6i) 
000A: 10@ += 1 
0002: jump @WOF_11368 

:WOF_11472
0108: destroy_object $9436 
08DA: remove_panel $9437 
00D6: if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
004D: jump_if_false @WOF_11539 
03E6: remove_text_box 

:WOF_11539
0051: return 

:WOF_11541
0653: 8@ = float_stat 81 
00D6: if 
0023:   1.0 > 8@ 
004D: jump_if_false @WOF_11583 
0004: $MAX_WAGER = 100 
0002: jump @WOF_11703 

:WOF_11583
00D6: if 
0023:   10.0 > 8@ 
004D: jump_if_false @WOF_11619 
0004: $MAX_WAGER = 1000 
0002: jump @WOF_11703 

:WOF_11619
00D6: if 
0023:   100.0 > 8@ 
004D: jump_if_false @WOF_11655 
0004: $MAX_WAGER = 10000 
0002: jump @WOF_11703 

:WOF_11655
00D6: if 
0023:   1000.0 > 8@ 
004D: jump_if_false @WOF_11693 
0004: $MAX_WAGER = 100000 
0002: jump @WOF_11703 

:WOF_11693
0004: $MAX_WAGER = 1000000 

:WOF_11703
0051: return 
033F: set_text_draw_letter_size 0.4487 1.5974 
0340: set_text_draw_RGBA 128 148 178 255 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 

:WOF_11748
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.4714 2.5077 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
0051: return 

:WOF_11803
00D6: if 
0038:   $9336 == 1 
004D: jump_if_false @WOF_11835 
0004: $9337 = 40 
0002: jump @WOF_13531 

:WOF_11835
00D6: if 
0038:   $9336 == 2 
004D: jump_if_false @WOF_11867 
0004: $9337 = 2 
0002: jump @WOF_13531 

:WOF_11867
00D6: if 
0038:   $9336 == 3 
004D: jump_if_false @WOF_11899 
0004: $9337 = 10 
0002: jump @WOF_13531 

:WOF_11899
00D6: if 
0038:   $9336 == 4 
004D: jump_if_false @WOF_11931 
0004: $9337 = 1 
0002: jump @WOF_13531 

:WOF_11931
00D6: if 
0038:   $9336 == 5 
004D: jump_if_false @WOF_11963 
0004: $9337 = 2 
0002: jump @WOF_13531 

:WOF_11963
00D6: if 
0038:   $9336 == 6 
004D: jump_if_false @WOF_11995 
0004: $9337 = 1 
0002: jump @WOF_13531 

:WOF_11995
00D6: if 
0038:   $9336 == 7 
004D: jump_if_false @WOF_12027 
0004: $9337 = 5 
0002: jump @WOF_13531 

:WOF_12027
00D6: if 
0038:   $9336 == 8 
004D: jump_if_false @WOF_12059 
0004: $9337 = 1 
0002: jump @WOF_13531 

:WOF_12059
00D6: if 
0038:   $9336 == 9 
004D: jump_if_false @WOF_12091 
0004: $9337 = 2 
0002: jump @WOF_13531 

:WOF_12091
00D6: if 
0038:   $9336 == 10 
004D: jump_if_false @WOF_12123 
0004: $9337 = 10 
0002: jump @WOF_13531 

:WOF_12123
00D6: if 
0038:   $9336 == 11 
004D: jump_if_false @WOF_12155 
0004: $9337 = 1 
0002: jump @WOF_13531 

:WOF_12155
00D6: if 
0038:   $9336 == 12 
004D: jump_if_false @WOF_12187 
0004: $9337 = 2 
0002: jump @WOF_13531 

:WOF_12187
00D6: if 
0038:   $9336 == 13 
004D: jump_if_false @WOF_12219 
0004: $9337 = 1 
0002: jump @WOF_13531 

:WOF_12219
00D6: if 
0038:   $9336 == 14 
004D: jump_if_false @WOF_12251 
0004: $9337 = 5 
0002: jump @WOF_13531 

:WOF_12251
00D6: if 
0038:   $9336 == 15 
004D: jump_if_false @WOF_12283 
0004: $9337 = 2 
0002: jump @WOF_13531 

:WOF_12283
00D6: if 
0038:   $9336 == 16 
004D: jump_if_false @WOF_12315 
0004: $9337 = 1 
0002: jump @WOF_13531 

:WOF_12315
00D6: if 
0038:   $9336 == 17 
004D: jump_if_false @WOF_12347 
0004: $9337 = 20 
0002: jump @WOF_13531 

:WOF_12347
00D6: if 
0038:   $9336 == 18 
004D: jump_if_false @WOF_12379 
0004: $9337 = 1 
0002: jump @WOF_13531 

:WOF_12379
00D6: if 
0038:   $9336 == 19 
004D: jump_if_false @WOF_12411 
0004: $9337 = 2 
0002: jump @WOF_13531 

:WOF_12411
00D6: if 
0038:   $9336 == 20 
004D: jump_if_false @WOF_12443 
0004: $9337 = 5 
0002: jump @WOF_13531 

:WOF_12443
00D6: if 
0038:   $9336 == 21 
004D: jump_if_false @WOF_12475 
0004: $9337 = 10 
0002: jump @WOF_13531 

:WOF_12475
00D6: if 
0038:   $9336 == 22 
004D: jump_if_false @WOF_12507 
0004: $9337 = 1 
0002: jump @WOF_13531 

:WOF_12507
00D6: if 
0038:   $9336 == 23 
004D: jump_if_false @WOF_12539 
0004: $9337 = 2 
0002: jump @WOF_13531 

:WOF_12539
00D6: if 
0038:   $9336 == 24 
004D: jump_if_false @WOF_12571 
0004: $9337 = 1 
0002: jump @WOF_13531 

:WOF_12571
00D6: if 
0038:   $9336 == 25 
004D: jump_if_false @WOF_12603 
0004: $9337 = 5 
0002: jump @WOF_13531 

:WOF_12603
00D6: if 
0038:   $9336 == 26 
004D: jump_if_false @WOF_12635 
0004: $9337 = 1 
0002: jump @WOF_13531 

:WOF_12635
00D6: if 
0038:   $9336 == 27 
004D: jump_if_false @WOF_12667 
0004: $9337 = 2 
0002: jump @WOF_13531 

:WOF_12667
00D6: if 
0038:   $9336 == 28 
004D: jump_if_false @WOF_12699 
0004: $9337 = 1 
0002: jump @WOF_13531 

:WOF_12699
00D6: if 
0038:   $9336 == 29 
004D: jump_if_false @WOF_12731 
0004: $9337 = 40 
0002: jump @WOF_13531 

:WOF_12731
00D6: if 
0038:   $9336 == 30 
004D: jump_if_false @WOF_12763 
0004: $9337 = 2 
0002: jump @WOF_13531 

:WOF_12763
00D6: if 
0038:   $9336 == 31 
004D: jump_if_false @WOF_12795 
0004: $9337 = 1 
0002: jump @WOF_13531 

:WOF_12795
00D6: if 
0038:   $9336 == 32 
004D: jump_if_false @WOF_12827 
0004: $9337 = 2 
0002: jump @WOF_13531 

:WOF_12827
00D6: if 
0038:   $9336 == 33 
004D: jump_if_false @WOF_12859 
0004: $9337 = 1 
0002: jump @WOF_13531 

:WOF_12859
00D6: if 
0038:   $9336 == 34 
004D: jump_if_false @WOF_12891 
0004: $9337 = 2 
0002: jump @WOF_13531 

:WOF_12891
00D6: if 
0038:   $9336 == 35 
004D: jump_if_false @WOF_12923 
0004: $9337 = 5 
0002: jump @WOF_13531 

:WOF_12923
00D6: if 
0038:   $9336 == 36 
004D: jump_if_false @WOF_12955 
0004: $9337 = 1 
0002: jump @WOF_13531 

:WOF_12955
00D6: if 
0038:   $9336 == 37 
004D: jump_if_false @WOF_12987 
0004: $9337 = 2 
0002: jump @WOF_13531 

:WOF_12987
00D6: if 
0038:   $9336 == 38 
004D: jump_if_false @WOF_13019 
0004: $9337 = 1 
0002: jump @WOF_13531 

:WOF_13019
00D6: if 
0038:   $9336 == 39 
004D: jump_if_false @WOF_13051 
0004: $9337 = 5 
0002: jump @WOF_13531 

:WOF_13051
00D6: if 
0038:   $9336 == 40 
004D: jump_if_false @WOF_13083 
0004: $9337 = 1 
0002: jump @WOF_13531 

:WOF_13083
00D6: if 
0038:   $9336 == 41 
004D: jump_if_false @WOF_13115 
0004: $9337 = 20 
0002: jump @WOF_13531 

:WOF_13115
00D6: if 
0038:   $9336 == 42 
004D: jump_if_false @WOF_13147 
0004: $9337 = 1 
0002: jump @WOF_13531 

:WOF_13147
00D6: if 
0038:   $9336 == 43 
004D: jump_if_false @WOF_13179 
0004: $9337 = 10 
0002: jump @WOF_13531 

:WOF_13179
00D6: if 
0038:   $9336 == 44 
004D: jump_if_false @WOF_13211 
0004: $9337 = 1 
0002: jump @WOF_13531 

:WOF_13211
00D6: if 
0038:   $9336 == 45 
004D: jump_if_false @WOF_13243 
0004: $9337 = 2 
0002: jump @WOF_13531 

:WOF_13243
00D6: if 
0038:   $9336 == 46 
004D: jump_if_false @WOF_13275 
0004: $9337 = 1 
0002: jump @WOF_13531 

:WOF_13275
00D6: if 
0038:   $9336 == 47 
004D: jump_if_false @WOF_13307 
0004: $9337 = 5 
0002: jump @WOF_13531 

:WOF_13307
00D6: if 
0038:   $9336 == 48 
004D: jump_if_false @WOF_13339 
0004: $9337 = 1 
0002: jump @WOF_13531 

:WOF_13339
00D6: if 
0038:   $9336 == 49 
004D: jump_if_false @WOF_13371 
0004: $9337 = 2 
0002: jump @WOF_13531 

:WOF_13371
00D6: if 
0038:   $9336 == 50 
004D: jump_if_false @WOF_13403 
0004: $9337 = 1 
0002: jump @WOF_13531 

:WOF_13403
00D6: if 
0038:   $9336 == 51 
004D: jump_if_false @WOF_13435 
0004: $9337 = 5 
0002: jump @WOF_13531 

:WOF_13435
00D6: if 
0038:   $9336 == 52 
004D: jump_if_false @WOF_13467 
0004: $9337 = 1 
0002: jump @WOF_13531 

:WOF_13467
00D6: if 
0038:   $9336 == 53 
004D: jump_if_false @WOF_13499 
0004: $9337 = 2 
0002: jump @WOF_13531 

:WOF_13499
00D6: if 
0038:   $9336 == 54 
004D: jump_if_false @WOF_13531 
0004: $9337 = 1 
0002: jump @WOF_13531 

:WOF_13531
0051: return 

:WOF_13533
00D6: if 
0736:   is_keyboard_key_just_pressed 85 
004D: jump_if_false @WOF_13575 
0009: $9387 += 0.001 
0664: printfloat "CHIP_SET_Z" $9387 

:WOF_13575
00D6: if 
0736:   is_keyboard_key_just_pressed 74 
004D: jump_if_false @WOF_13617 
0009: $9387 += -0.001 
0664: printfloat "CHIP_SET_Z" $9387 

:WOF_13617
0006: 10@ = 0 

:WOF_13624
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_15503 
008B: 12@ = $9327(10@,6i) // (int) 
0093: 8@ = integer 12@ to_float 
0017: 8@ /= 1.0 
00D6: if 
0021:   8@ > 10.0 
004D: jump_if_false @WOF_13703 
0007: 8@ = 10.0 

:WOF_13703
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
0013: 9@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @WOF_13757 
000B: 9@ += 0.03 

:WOF_13757
0086: $9388(10@,6f) = $9387 // (float) 
005F: $9388(10@,6f) += 9@ // (float) 
0012: 11@ *= -1 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9339(10@,6i) exists 
004D: jump_if_false @WOF_13883 
01BB: store_object $9339(10@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: store_coords_to 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 $9388(10@,6f) 
01BC: put_object $9339(10@,6i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_13883
0093: 8@ = integer 12@ to_float 
0017: 8@ /= 5.0 
00D6: if 
0021:   8@ > 10.0 
004D: jump_if_false @WOF_13932 
0007: 8@ = 10.0 

:WOF_13932
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
0013: 9@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @WOF_13986 
000B: 9@ += 0.03 

:WOF_13986
0086: $9394(10@,6f) = $9387 // (float) 
005F: $9394(10@,6f) += 9@ // (float) 
0012: 11@ *= -5 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9345(10@,6i) exists 
004D: jump_if_false @WOF_14112 
01BB: store_object $9345(10@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: store_coords_to 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 $9394(10@,6f) 
01BC: put_object $9345(10@,6i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_14112
0093: 8@ = integer 12@ to_float 
0017: 8@ /= 10.0 
00D6: if 
0021:   8@ > 10.0 
004D: jump_if_false @WOF_14161 
0007: 8@ = 10.0 

:WOF_14161
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
0013: 9@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @WOF_14215 
000B: 9@ += 0.03 

:WOF_14215
0086: $9400(10@,6f) = $9387 // (float) 
005F: $9400(10@,6f) += 9@ // (float) 
0012: 11@ *= -10 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9351(10@,6i) exists 
004D: jump_if_false @WOF_14341 
01BB: store_object $9351(10@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: store_coords_to 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 $9400(10@,6f) 
01BC: put_object $9351(10@,6i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_14341
0093: 8@ = integer 12@ to_float 
0017: 8@ /= 50.0 
00D6: if 
0021:   8@ > 10.0 
004D: jump_if_false @WOF_14390 
0007: 8@ = 10.0 

:WOF_14390
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
0013: 9@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @WOF_14444 
000B: 9@ += 0.03 

:WOF_14444
0086: $9406(10@,6f) = $9387 // (float) 
005F: $9406(10@,6f) += 9@ // (float) 
0012: 11@ *= -50 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9357(10@,6i) exists 
004D: jump_if_false @WOF_14570 
01BB: store_object $9357(10@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: store_coords_to 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 $9406(10@,6f) 
01BC: put_object $9357(10@,6i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_14570
0093: 8@ = integer 12@ to_float 
0017: 8@ /= 100.0 
00D6: if 
0021:   8@ > 10.0 
004D: jump_if_false @WOF_14619 
0007: 8@ = 10.0 

:WOF_14619
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
0013: 9@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @WOF_14673 
000B: 9@ += 0.03 

:WOF_14673
0086: $9412(10@,6f) = $9387 // (float) 
005F: $9412(10@,6f) += 9@ // (float) 
0012: 11@ *= -100 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9363(10@,6i) exists 
004D: jump_if_false @WOF_14799 
01BB: store_object $9363(10@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: store_coords_to 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 $9412(10@,6f) 
01BC: put_object $9363(10@,6i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_14799
0093: 8@ = integer 12@ to_float 
0017: 8@ /= 200.0 
00D6: if 
0021:   8@ > 10.0 
004D: jump_if_false @WOF_14848 
0007: 8@ = 10.0 

:WOF_14848
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
0013: 9@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @WOF_14902 
000B: 9@ += 0.03 

:WOF_14902
0086: $9418(10@,6f) = $9387 // (float) 
005F: $9418(10@,6f) += 9@ // (float) 
0012: 11@ *= -200 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9369(10@,6i) exists 
004D: jump_if_false @WOF_15029 
01BB: store_object $9369(10@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: store_coords_to 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 $9418(10@,6f) 
01BC: put_object $9369(10@,6i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_15029
0093: 8@ = integer 12@ to_float 
0017: 8@ /= 500.0 
00D6: if 
0021:   8@ > 10.0 
004D: jump_if_false @WOF_15078 
0007: 8@ = 10.0 

:WOF_15078
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
0013: 9@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @WOF_15132 
000B: 9@ += 0.03 

:WOF_15132
0086: $9424(10@,6f) = $9387 // (float) 
005F: $9424(10@,6f) += 9@ // (float) 
0012: 11@ *= -500 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9375(10@,6i) exists 
004D: jump_if_false @WOF_15259 
01BB: store_object $9375(10@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: store_coords_to 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 $9424(10@,6f) 
01BC: put_object $9375(10@,6i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_15259
0093: 8@ = integer 12@ to_float 
0017: 8@ /= 1000.0 
00D6: if 
0021:   8@ > 10.0 
004D: jump_if_false @WOF_15308 
0007: 8@ = 10.0 

:WOF_15308
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
0013: 9@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @WOF_15362 
000B: 9@ += 0.03 

:WOF_15362
0086: $9430(10@,6f) = $9387 // (float) 
005F: $9430(10@,6f) += 9@ // (float) 
0012: 11@ *= -1000 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9381(10@,6i) exists 
004D: jump_if_false @WOF_15489 
01BB: store_object $9381(10@,6i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0400: store_coords_to 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 $9430(10@,6f) 
01BC: put_object $9381(10@,6i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:WOF_15489
000A: 10@ += 1 
0002: jump @WOF_13624 

:WOF_15503
0051: return 

:WOF_15505
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @WOF_15865 
0653: 8@ = float_stat 81 
00D6: if 
0038:   $9450 == 0 
004D: jump_if_false @WOF_15715 
00D6: if 
0023:   1.0 > 8@ 
004D: jump_if_false @WOF_15581 
0006: 19@ = 100 
0002: jump @WOF_15701 

:WOF_15581
00D6: if 
0023:   10.0 > 8@ 
004D: jump_if_false @WOF_15617 
0006: 19@ = 1000 
0002: jump @WOF_15701 

:WOF_15617
00D6: if 
0023:   100.0 > 8@ 
004D: jump_if_false @WOF_15653 
0006: 19@ = 10000 
0002: jump @WOF_15701 

:WOF_15653
00D6: if 
0023:   1000.0 > 8@ 
004D: jump_if_false @WOF_15691 
0006: 19@ = 100000 
0002: jump @WOF_15701 

:WOF_15691
0006: 19@ = 1000000 

:WOF_15701
0008: $9450 += 1 
0002: jump @WOF_15865 

:WOF_15715
0209: 10@ = random_int_in_ranges 0 5 
0871: init_jump_table 10@ total_jumps 5 default_jump 0 @WOF_15865 jumps 0 @WOF_15787 1 @WOF_15801 2 @WOF_15816 3 @WOF_15831 4 @WOF_15848 -1 @WOF_15865 -1 @WOF_15865 

:WOF_15787
0006: 19@ = 100 
0002: jump @WOF_15865 

:WOF_15801
0006: 19@ = 1000 
0002: jump @WOF_15865 

:WOF_15816
0006: 19@ = 10000 
0002: jump @WOF_15865 

:WOF_15831
0006: 19@ = 100000 
0002: jump @WOF_15865 

:WOF_15848
0006: 19@ = 1000000 
0002: jump @WOF_15865 

:WOF_15865
0051: return 
0454: store_debug_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
03CA:   object 4@ exists 
004D: jump_if_false @WOF_15916 
01BB: store_object 4@ position_to $9441 $9442 $9443 
0176: $TEMPVAR_ANGLE = object 4@ Z_angle 

:WOF_15916
0011: $TEMPVAR_ANGLE *= -1.0 
02F7: 8@ = cosine $TEMPVAR_ANGLE // (float) 
02F6: 9@ = sine $TEMPVAR_ANGLE // (float) 
0086: $9444 = $TEMPVAR_FLOAT_1 // (float) 
0061: $9444 -= $9441 // (float) 
0086: $9445 = $TEMPVAR_FLOAT_2 // (float) 
0061: $9445 -= $9442 // (float) 
0086: $9446 = $TEMPVAR_FLOAT_3 // (float) 
0061: $9446 -= $9443 // (float) 
0086: $9447 = $9444 // (float) 
006D: $9447 *= 8@ // (float) 
0086: $9449 = $9445 // (float) 
006D: $9449 *= 9@ // (float) 
0061: $9447 -= $9449 // (float) 
0086: $9448 = $9444 // (float) 
006D: $9448 *= 9@ // (float) 
0086: $9449 = $9445 // (float) 
006D: $9449 *= 8@ // (float) 
0059: $9448 += $9449 // (float) 
03A9: save_newline_to_debug_file 
05B6: 210 // FIXED_CAMERA_POSITION - OFFSET FROM TABLE = 
03A8: save_float_to_debug_file $9447 
03A8: save_float_to_debug_file $9448 
03A8: save_float_to_debug_file $9446 
0463: store_debug_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0086: $9444 = $TEMPVAR_FLOAT_1 // (float) 
0061: $9444 -= $9441 // (float) 
0086: $9445 = $TEMPVAR_FLOAT_2 // (float) 
0061: $9445 -= $9442 // (float) 
0086: $9446 = $TEMPVAR_FLOAT_3 // (float) 
0061: $9446 -= $9443 // (float) 
0086: $9447 = $9444 // (float) 
006D: $9447 *= 8@ // (float) 
0086: $9449 = $9445 // (float) 
006D: $9449 *= 9@ // (float) 
0061: $9447 -= $9449 // (float) 
0086: $9448 = $9444 // (float) 
006D: $9448 *= 9@ // (float) 
0086: $9449 = $9445 // (float) 
006D: $9449 *= 8@ // (float) 
0059: $9448 += $9449 // (float) 
03A9: save_newline_to_debug_file 
05B6: 211 // CAMERA_POINT_AT -       OFFSET FROM TABLE = 
03A8: save_float_to_debug_file $9447 
03A8: save_float_to_debug_file $9448 
03A8: save_float_to_debug_file $9446 
0051: return 
004E: end_thread 

//-------------External script 19 (DEALER)---------------

:DEALER
03A4: name_thread 'DEALER' 
0006: 13@ = 0 
00D6: if 
0039:   13@ == 1 
004D: jump_if_false @DEALER_60 
009A: 0@ = create_actor_pedtype 17 model #NULL at 0.0 0.0 0.0 

:DEALER_60
0006: 1@ = 0 
0006: 2@ = 0 
0006: 11@ = -1 
0006: 14@ = 0 
00D6: if and
8118:   not actor 0@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DEALER_338 
00A0: store_actor 0@ position_to 3@ 4@ 5@ 
08F1: get_zone_at 3@ 4@ 5@ nameB_to s$9451 // 8-byte string 
05AA: 17@s = s$9451 // @s = 'short' 
0978: copy_decision_maker 65539 to $9453 
060B: set_actor 0@ decision_maker_to $9453 
03FE: set_actor 0@ money 2000 
0717: assign_actor 0@ to_dialogue_mode 
09A4: set_dialogue_classB_question_GXT 'DEAL1' answer_Y_GXT 'DEAL2' answer_N_GXT 'DEAL3' question_WAV 192 answer_Y_WAV 77 answer_N_WAV 78  // You want some stuff? // Take it easy man. // Fuck you man!
0652: 13@ = integer_stat 64 
00D6: if 
0029:   13@ >= 500 
004D: jump_if_false @DEALER_271 
09AA: set_dialogue_classB_end_GXT 'DEAL2' WAV 79  // Take it easy man.
09AA: set_dialogue_classB_end_GXT 'DEAL3' WAV 75  // Fuck you man!
0002: jump @DEALER_297 

:DEALER_271
09AA: set_dialogue_classB_end_GXT 'DEAL2' WAV 80  // Take it easy man.
09AA: set_dialogue_classB_end_GXT 'DEAL3' WAV 76  // Fuck you man!

:DEALER_297
09FB: 13@ = current_language 
00D6: if 
04A4:   13@ == 0 // == constant 
004D: jump_if_false @DEALER_329 
0A47: set_dialogue_mode_enabled_without_GXT 
0002: jump @DEALER_331 

:DEALER_329
0719: enable_dialogue_mode 

:DEALER_331
0002: jump @DEALER_345 

:DEALER_338
0050: gosub @DEALER_3913 

:DEALER_345
0001: wait 0 ms 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @DEALER_471 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DEALER_457 
00D6: if or
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 0@ 
004D: jump_if_false @DEALER_429 
0050: gosub @DEALER_641 
0050: gosub @DEALER_3368 
0002: jump @DEALER_450 

:DEALER_429
0050: gosub @DEALER_846 
0050: gosub @DEALER_485 
0050: gosub @DEALER_931 

:DEALER_450
0002: jump @DEALER_464 

:DEALER_457
0050: gosub @DEALER_3913 

:DEALER_464
0002: jump @DEALER_478 

:DEALER_471
0050: gosub @DEALER_3913 

:DEALER_478
0002: jump @DEALER_345 

:DEALER_485
00D6: if 
0039:   11@ == -1 
004D: jump_if_false @DEALER_604 
00D6: if 
0019:   32@ > 15000 
004D: jump_if_false @DEALER_597 
00A0: store_actor 0@ position_to 3@ 4@ 5@ 
089E: get_actor_that_buys_drugs_in_sphere 3@ 4@ 5@ radius 5.0 handle_as 11@ 
00D6: if 
8039:   not  11@ == -1 
004D: jump_if_false @DEALER_597 
00D6: if 
00DF:   actor 11@ driving 
004D: jump_if_false @DEALER_597 
03C0: 12@ = actor 11@ car 

:DEALER_597
0002: jump @DEALER_639 

:DEALER_604
00D6: if or
0118:   actor 11@ dead 
856D:   not actor 11@ defined 
074F:   actor 0@ ped_event == 36 
004D: jump_if_false @DEALER_639 
0006: 11@ = -1 

:DEALER_639
0051: return 

:DEALER_641
01C2: remove_references_to_actor 11@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 11@ dead 
004D: jump_if_false @DEALER_709 
00D6: if 
8119:   not car 12@ wrecked 
004D: jump_if_false @DEALER_709 
00D6: if 
8495:   not car 12@ burning 
004D: jump_if_false @DEALER_709 
05D2: AS_actor 11@ run_to_and_hijack_car 12@ max_search_radius 20.0 traffic_behavior 2 

:DEALER_709
0006: 32@ = 0 
0006: 11@ = -1 
0051: return 

:DEALER_725
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @DEALER_844 
00D6: if 
8118:   not actor 11@ dead 
004D: jump_if_false @DEALER_844 
00A0: store_actor 0@ position_to 3@ 4@ 5@ 
00A0: store_actor 11@ position_to 6@ 7@ 8@ 
0509: 9@ = distance_between_XY 3@ 4@ and_XY 6@ 7@ 
00D6: if 
0021:   9@ > 2.0 
004D: jump_if_false @DEALER_837 
0006: 13@ = 1 
0002: jump @DEALER_844 

:DEALER_837
0006: 13@ = 0 

:DEALER_844
0051: return 

:DEALER_846
00D6: if 
0248:   model #COLT45 available 
004D: jump_if_false @DEALER_929 
00D6: if 
8491:   not actor 0@ has_weapon 22 
004D: jump_if_false @DEALER_929 
01B2: give_actor 0@ weapon 22 ammo 1000 // Load the weapon model before using this 
00D6: if 
8039:   not  15@ == 1 
004D: jump_if_false @DEALER_922 
01B9: set_actor 0@ armed_weapon_to 0 
0002: jump @DEALER_929 

:DEALER_922
01B9: set_actor 0@ armed_weapon_to 22 

:DEALER_929
0051: return 

:DEALER_931
0871: init_jump_table 1@ total_jumps 4 default_jump 1 @DEALER_1285 jumps 0 @DEALER_994 1 @DEALER_1151 2 @DEALER_1211 3 @DEALER_1271 -1 @DEALER_1299 -1 @DEALER_1299 -1 @DEALER_1299 

:DEALER_994
00D6: if 
089B:   unknown_is_actor_in_dialogue_mode 0@ 
004D: jump_if_false @DEALER_1038 
0006: 2@ = 0 
0006: 1@ = 3 
0050: gosub @DEALER_2884 
0002: jump @DEALER_1144 

:DEALER_1038
00D6: if 
0019:   11@ > -1 
004D: jump_if_false @DEALER_1137 
0050: gosub @DEALER_725 
00D6: if 
0039:   13@ == 0 
004D: jump_if_false @DEALER_1109 
0006: 2@ = 0 
0006: 1@ = 2 
0050: gosub @DEALER_2636 
0002: jump @DEALER_1130 

:DEALER_1109
0006: 2@ = 0 
0006: 1@ = 1 
0050: gosub @DEALER_1793 

:DEALER_1130
0002: jump @DEALER_1144 

:DEALER_1137
0050: gosub @DEALER_1301 

:DEALER_1144
0002: jump @DEALER_1299 

:DEALER_1151
00D6: if 
0019:   11@ > -1 
004D: jump_if_false @DEALER_1183 
0050: gosub @DEALER_1793 
0002: jump @DEALER_1204 

:DEALER_1183
0006: 1@ = 0 
0006: 2@ = 0 
0050: gosub @DEALER_1301 

:DEALER_1204
0002: jump @DEALER_1299 

:DEALER_1211
00D6: if 
0019:   11@ > -1 
004D: jump_if_false @DEALER_1243 
0050: gosub @DEALER_2636 
0002: jump @DEALER_1264 

:DEALER_1243
0006: 1@ = 0 
0006: 2@ = 0 
0050: gosub @DEALER_1301 

:DEALER_1264
0002: jump @DEALER_1299 

:DEALER_1271
0050: gosub @DEALER_2884 
0002: jump @DEALER_1299 

:DEALER_1285
0050: gosub @DEALER_3913 
0002: jump @DEALER_1299 

:DEALER_1299
0051: return 

:DEALER_1301
0871: init_jump_table 2@ total_jumps 3 default_jump 0 @DEALER_1791 jumps 0 @DEALER_1364 1 @DEALER_1488 2 @DEALER_1758 -1 @DEALER_1791 -1 @DEALER_1791 -1 @DEALER_1791 -1 @DEALER_1791 

:DEALER_1364
00D6: if 
874F:   not actor 0@ ped_event == 36 
004D: jump_if_false @DEALER_1481 
089C: unknown_actor 0@ unknown_check 1 
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_1481 
0605: actor 0@ perform_animation "DEALER_IDLE" IFP "DEALER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 33@ = 0 
0006: 14@ = 3000 
000A: 2@ += 1 

:DEALER_1481
0002: jump @DEALER_1791 

:DEALER_1488
00D6: if 
002D:   33@ >= 14@ // (int) 
004D: jump_if_false @DEALER_1751 
09B6: set_actor 0@ wanted_by_police 0 
0209: 13@ = random_int_in_ranges 1 15 
00D6: if 
0019:   13@ > 5 
004D: jump_if_false @DEALER_1659 
00D6: if 
0019:   13@ > 10 
004D: jump_if_false @DEALER_1610 
062E: get_actor 0@ task 1481 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_1603 
05C9: AS_actor 0@ on_guard -1 ms 
0006: 14@ = 2000 

:DEALER_1603
0002: jump @DEALER_1652 

:DEALER_1610
062E: get_actor 0@ task 1502 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_1652 
05DE: AS_actor 0@ walk_around_ped_path 
0006: 14@ = 1500 

:DEALER_1652
0002: jump @DEALER_1737 

:DEALER_1659
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_1737 
0605: actor 0@ perform_animation "DEALER_IDLE" IFP "DEALER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 14@ = 3000 

:DEALER_1737
0006: 33@ = 0 
000A: 2@ += 1 

:DEALER_1751
0002: jump @DEALER_1791 

:DEALER_1758
00D6: if 
002D:   33@ >= 14@ // (int) 
004D: jump_if_false @DEALER_1784 
0006: 2@ = 1 

:DEALER_1784
0002: jump @DEALER_1791 

:DEALER_1791
0051: return 

:DEALER_1793
0871: init_jump_table 2@ total_jumps 6 default_jump 0 @DEALER_2634 jumps 0 @DEALER_1856 1 @DEALER_1907 2 @DEALER_2044 3 @DEALER_2074 4 @DEALER_2295 5 @DEALER_2505 -1 @DEALER_2634 

:DEALER_1856
089C: unknown_actor 0@ unknown_check 0 
05C9: AS_actor 0@ on_guard -1 ms 
05D9: AS_actor 11@ run_to_actor 0@ timelimit 20000 stop_within_radius 1.0 
0006: 33@ = 0 
000A: 2@ += 1 
0002: jump @DEALER_2634 

:DEALER_1907
00A0: store_actor 0@ position_to 3@ 4@ 5@ 
00A0: store_actor 11@ position_to 6@ 7@ 8@ 
0509: 9@ = distance_between_XY 3@ 4@ and_XY 6@ 7@ 
05BF: AS_actor 0@ look_at_actor 11@ -1 ms 
00D6: if 
0033:   1.8 >= 9@ 
004D: jump_if_false @DEALER_1997 
000A: 2@ += 1 
0002: jump @DEALER_2037 

:DEALER_1997
00D6: if 
0019:   33@ > 20000 
004D: jump_if_false @DEALER_2037 
0050: gosub @DEALER_641 
0006: 2@ = 0 
0006: 1@ = 0 

:DEALER_2037
0002: jump @DEALER_2634 

:DEALER_2044
0639: AS_actor 11@ rotate_to_actor 0@ 
0639: AS_actor 0@ rotate_to_actor 11@ 
000A: 2@ += 1 
0002: jump @DEALER_2634 

:DEALER_2074
062E: get_actor 11@ task 1593 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_2139 
062E: get_actor 11@ task 1466 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_2139 
05BA: AS_actor 11@ move_mouth -1 ms 

:DEALER_2139
062E: get_actor 0@ task 1593 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_2288 
062E: get_actor 0@ task 1466 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_2204 
05BA: AS_actor 0@ move_mouth -1 ms 

:DEALER_2204
062E: get_actor 11@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_2288 
0947: actor 11@ speak_from_audio_table 83 store_spoken_phrase_id_to 13@ 
0605: actor 11@ perform_animation "SHOP_PAY" IFP "DEALER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 2@ += 1 

:DEALER_2288
0002: jump @DEALER_2634 

:DEALER_2295
062E: get_actor 11@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_2498 
0647: AS_actor 0@ clear_look_task 
062E: get_actor 11@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_2404 
0605: actor 11@ perform_animation "DRUGS_BUY" IFP "DEALER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
09B6: set_actor 11@ wanted_by_police 1 

:DEALER_2404
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_2498 
0947: actor 0@ speak_from_audio_table 84 store_spoken_phrase_id_to 13@ 
0605: actor 0@ perform_animation "DEALER_DEAL" IFP "DEALER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
09B6: set_actor 0@ wanted_by_police 1 
000A: 2@ += 1 

:DEALER_2498
0002: jump @DEALER_2634 

:DEALER_2505
062E: get_actor 11@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_2570 
062E: get_actor 11@ task 1466 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_2570 
05BA: AS_actor 11@ move_mouth -1 ms 

:DEALER_2570
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_2627 
09A7: set_actor 11@ drugged_up 1 
0050: gosub @DEALER_641 
0006: 2@ = 0 
0006: 1@ = 0 

:DEALER_2627
0002: jump @DEALER_2634 

:DEALER_2634
0051: return 

:DEALER_2636
0871: init_jump_table 2@ total_jumps 3 default_jump 0 @DEALER_2882 jumps 0 @DEALER_2699 1 @DEALER_2769 2 @DEALER_2825 -1 @DEALER_2882 -1 @DEALER_2882 -1 @DEALER_2882 -1 @DEALER_2882 

:DEALER_2699
089C: unknown_actor 0@ unknown_check 0 
00A0: store_actor 0@ position_to 3@ 4@ 5@ 
05BF: AS_actor 0@ look_at_actor 11@ -1 ms 
0850: AS_actor 0@ follow_actor 11@ 
0947: actor 0@ speak_from_audio_table 84 store_spoken_phrase_id_to 13@ 
0006: 33@ = 0 
000A: 2@ += 1 
0002: jump @DEALER_2882 

:DEALER_2769
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @DEALER_2818 
0647: AS_actor 0@ clear_look_task 
05F5: AS_actor 0@ goto_point_using_paths 3@ 4@ 5@ mode 4 time -2 
000A: 2@ += 1 

:DEALER_2818
0002: jump @DEALER_2882 

:DEALER_2825
062E: get_actor 0@ task 1525 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_2875 
0050: gosub @DEALER_641 
0006: 2@ = 0 
0006: 1@ = 0 

:DEALER_2875
0002: jump @DEALER_2882 

:DEALER_2882
0051: return 

:DEALER_2884
0871: init_jump_table 2@ total_jumps 4 default_jump 0 @DEALER_3366 jumps 0 @DEALER_2947 1 @DEALER_2976 2 @DEALER_3178 3 @DEALER_3312 -1 @DEALER_3366 -1 @DEALER_3366 -1 @DEALER_3366 

:DEALER_2947
0006: 33@ = 0 
0639: AS_actor 0@ rotate_to_actor $PLAYER_ACTOR 
000A: 2@ += 1 
0002: jump @DEALER_3366 

:DEALER_2976
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @DEALER_3039 
00D6: if and
871A:   not actor 0@ current_dialogue_text == 'DEAL2'  // Take it easy man.
871A:   not actor 0@ current_dialogue_text == 'DEAL3'  // Fuck you man!
004D: jump_if_false @DEALER_3039 
03E5: show_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~

:DEALER_3039
062E: get_actor 0@ task 1593 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_3128 
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -1 ms 
062E: get_actor 0@ task 1466 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_3114 
05BA: AS_actor 0@ move_mouth -2 ms 

:DEALER_3114
000A: 2@ += 1 
0002: jump @DEALER_3171 

:DEALER_3128
00D6: if or
889B:   not unknown_is_actor_in_dialogue_mode 0@ 
0019:   33@ > 15000 
004D: jump_if_false @DEALER_3171 
0647: AS_actor 0@ clear_look_task 
0006: 2@ = 0 
0006: 1@ = 0 

:DEALER_3171
0002: jump @DEALER_3366 

:DEALER_3178
00D6: if and
071A:   actor 0@ current_dialogue_text == 'DEAL3'  // Fuck you man!
0019:   33@ > 9000 
004D: jump_if_false @DEALER_3220 
03E6: remove_text_box 
0050: gosub @DEALER_3368 

:DEALER_3220
00D6: if and
071A:   actor 0@ current_dialogue_text == 'DEAL2'  // Take it easy man.
0019:   33@ > 9000 
004D: jump_if_false @DEALER_3262 
03E6: remove_text_box 
0050: gosub @DEALER_3595 

:DEALER_3262
00D6: if or
889B:   not unknown_is_actor_in_dialogue_mode 0@ 
0019:   33@ > 15000 
004D: jump_if_false @DEALER_3305 
0647: AS_actor 0@ clear_look_task 
0006: 2@ = 0 
0006: 1@ = 0 

:DEALER_3305
0002: jump @DEALER_3366 

:DEALER_3312
00D6: if 
0019:   33@ > 2000 
004D: jump_if_false @DEALER_3359 
0708: reset_decision_maker $9453 event 37 
01B9: set_actor 0@ armed_weapon_to 0 
0006: 2@ = 0 
0006: 1@ = 0 

:DEALER_3359
0002: jump @DEALER_3366 

:DEALER_3366
0051: return 

:DEALER_3368
03E6: remove_text_box 
0647: AS_actor 0@ clear_look_task 
089C: unknown_actor 0@ unknown_check 0 
00D6: if 
0491:   actor 0@ has_weapon 22 
004D: jump_if_false @DEALER_3407 
01B9: set_actor 0@ armed_weapon_to 22 

:DEALER_3407
00D6: if 
8039:   not  15@ == 1 
004D: jump_if_false @DEALER_3593 
0006: 15@ = 1 
0652: 13@ = integer_stat 64 
00D6: if 
0019:   13@ > 500 
004D: jump_if_false @DEALER_3529 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0708: reset_decision_maker $9453 event 36 
0709: set_decision_maker $9453 on_event 36 taskID 927 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0006: 2@ = 0 
0006: 1@ = 0 
0002: jump @DEALER_3593 

:DEALER_3529
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0708: reset_decision_maker $9453 event 36 
0709: set_decision_maker $9453 on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0006: 2@ = 0 
0006: 1@ = 0 

:DEALER_3593
0051: return 

:DEALER_3595
03E6: remove_text_box 
0647: AS_actor 0@ clear_look_task 
089C: unknown_actor 0@ unknown_check 0 
0652: 13@ = integer_stat 68 
00D6: if 
8039:   not  15@ == 2 
004D: jump_if_false @DEALER_3868 
0006: 15@ = 2 
00D6: if 
0019:   13@ > 500 
004D: jump_if_false @DEALER_3738 
077A: set_actor 0@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
01B9: set_actor 0@ armed_weapon_to 0 
0708: reset_decision_maker $9453 event 37 
0709: set_decision_maker $9453 on_event 37 taskID 927 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0006: 2@ = 0 
0006: 1@ = 0 
0002: jump @DEALER_3868 

:DEALER_3738
077A: set_actor 0@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0708: reset_decision_maker $9453 event 37 
00D6: if 
0491:   actor 0@ has_weapon 22 
004D: jump_if_false @DEALER_3820 
01B9: set_actor 0@ armed_weapon_to 22 
0709: set_decision_maker $9453 on_event 37 taskID 1020 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0002: jump @DEALER_3854 

:DEALER_3820
0709: set_decision_maker $9453 on_event 37 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 

:DEALER_3854
0006: 33@ = 0 
000A: 2@ += 1 

:DEALER_3868
0051: return 

:DEALER_3870
076B: get_zone 17@s dealer_density_to 16@ 
00D6: if 
0019:   16@ > 0 
004D: jump_if_false @DEALER_3903 
000E: 16@ -= 1 

:DEALER_3903
076A: set_zone 17@s dealer_density_to 16@ 
0051: return 

:DEALER_3913
00D6: if 
0039:   15@ == 1 
004D: jump_if_false @DEALER_3938 
0050: gosub @DEALER_3870 

:DEALER_3938
08ED: remove_actor 0@ from_dialogue_mode 
00D6: if 
0019:   11@ > -1 
004D: jump_if_false @DEALER_3966 
01C2: remove_references_to_actor 11@ // Like turning an actor into a random pedestrian 

:DEALER_3966
065C: release_decision_maker $9453 
004E: end_thread 
0051: return 
0663: printint "PEDSTATE" 1@ 
0663: printint "SUBSTATESTATUS" 2@ 
0663: printint "TIMER_B" 33@ 
0663: printint "TIMER_A" 32@ 
0051: return 
004E: end_thread 

//-------------External script 20 (HOME_BRAINS)---------------

:HMLES
03A4: name_thread 'HMLES' 
0004: $9454 = 0 
0004: $9456 = 0 
0004: $9455 = 0 
0006: 2@ = 0 
0006: 12@ = 0 
0006: 13@ = 0 
0006: 14@ = 0 
0006: 11@ = 0 
00D6: if 
0038:   $9454 == 1 
004D: jump_if_false @HMLES_109 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:HMLES_109
0209: $9455 = random_int_in_ranges 0 4 
0004: $9455 = 3 
00D6: if 
8038:   not  $1787 == 0 
004D: jump_if_false @HMLES_159 
0006: 12@ = 1 
004E: end_thread 
0002: jump @HMLES_236 

:HMLES_159
00D6: if 
056D:   actor 0@ defined 
004D: jump_if_false @HMLES_229 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @HMLES_229 
0792: disembark_instantly_actor 0@ 
00D6: if 
0038:   $9455 == 2 
004D: jump_if_false @HMLES_229 
0245: set_actor 0@ walk_style_to "DRUNKMAN" 

:HMLES_229
0004: $1787 = 1 

:HMLES_236
0001: wait 0 ms 
00D6: if and
056D:   actor 0@ defined 
0039:   12@ == 0 
004D: jump_if_false @HMLES_3525 
00D6: if and
0256:   player $PLAYER_CHAR defined 
8118:   not actor 0@ dead 
004D: jump_if_false @HMLES_3518 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HMLES_322 
03C0: 1@ = actor $PLAYER_ACTOR car 
0006: 2@ = 1 
0002: jump @HMLES_329 

:HMLES_322
0006: 2@ = 0 

:HMLES_329
00D6: if 
0038:   $9454 == 0 
004D: jump_if_false @HMLES_1945 
00D6: if 
0038:   $9455 == 0 
004D: jump_if_false @HMLES_463 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 10.0 10.0 3.0 sphere 0 
004D: jump_if_false @HMLES_463 
00D6: if 
0364:   actor 0@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HMLES_463 
0947: actor 0@ speak_from_audio_table 27 store_spoken_phrase_id_to 17@ 
00D6: if 
0039:   2@ == 0 
004D: jump_if_false @HMLES_456 
0859: AS_actor 0@ walk_alongisde_actor $PLAYER_ACTOR 

:HMLES_456
0004: $9454 = 1 

:HMLES_463
00D6: if 
0038:   $9455 == 1 
004D: jump_if_false @HMLES_1012 
00D6: if 
0038:   $9456 == 0 
004D: jump_if_false @HMLES_518 
04ED: load_animation "SUNBATHE" 
0004: $9456 = 1 

:HMLES_518
00D6: if 
0038:   $9456 == 1 
004D: jump_if_false @HMLES_573 
00D6: if 
04EE:   animation "SUNBATHE" loaded 
004D: jump_if_false @HMLES_573 
0004: $9456 = 2 
0002: jump @HMLES_573 

:HMLES_573
00D6: if 
0038:   $9456 == 2 
004D: jump_if_false @HMLES_1012 
00D6: if 
04EE:   animation "SUNBATHE" loaded 
004D: jump_if_false @HMLES_1000 
00A0: store_actor 0@ position_to 7@ 8@ 9@ 
0615: define_AS_pack_begin 3@ 
0605: actor -1 perform_animation "PARKSIT_M_IN" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PARKSIT_M_IDLEB" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PARKSIT_M_IDLEA" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PARKSIT_M_IDLEC" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PARKSIT_M_IDLEB" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PARKSIT_M_IDLEC" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PARKSIT_M_OUT" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 3@ 
0618: assign_actor 0@ to_AS_pack 3@ 
061B: remove_references_to_AS_pack 3@ 
0006: 11@ = 0 
0004: $9454 = 1 
0004: $9456 = 3 
0002: jump @HMLES_1012 

:HMLES_1000
04ED: load_animation "SUNBATHE" 

:HMLES_1012
00D6: if 
0038:   $9455 == 2 
004D: jump_if_false @HMLES_1610 
00D6: if 
0038:   $9456 == 0 
004D: jump_if_false @HMLES_1079 
04ED: load_animation "FOOD" 
04ED: load_animation "VENDING" 
0247: load_model #CJ_JUICE_CAN 
0004: $9456 = 1 

:HMLES_1079
00D6: if 
0038:   $9456 == 1 
004D: jump_if_false @HMLES_1185 
00D6: if and
04EE:   animation "FOOD" loaded 
04EE:   animation "VENDING" loaded 
0248:   model #CJ_JUICE_CAN available 
004D: jump_if_false @HMLES_1185 
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 1.3 0.0 
0107: 19@ = create_object #CJ_JUICE_CAN at 7@ 8@ 9@ 
0004: $9456 = 2 

:HMLES_1185
00D6: if 
0038:   $9456 == 2 
004D: jump_if_false @HMLES_1610 
00D6: if 
04EE:   animation "VENDING" loaded 
004D: jump_if_false @HMLES_1599 
00D6: if 
04EE:   animation "FOOD" loaded 
004D: jump_if_false @HMLES_1584 
00A0: store_actor 0@ position_to 7@ 8@ 9@ 
0615: define_AS_pack_begin 3@ 
070A: AS_actor -1 attach_to_object 19@ offset 0.1 0.1 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1 
0605: actor -1 perform_animation "VEND_DRINK2_P" IFP "VENDING" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "WALK_DRUNK" IFP "PED" framedelta 1004.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0605: actor -1 perform_animation "VEND_DRINK_P" IFP "VENDING" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "WALK_DRUNK" IFP "PED" framedelta 1004.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0605: actor -1 perform_animation "VEND_DRINK2_P" IFP "VENDING" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "EAT_VOMIT_P" IFP "FOOD" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 3@ 
0618: assign_actor 0@ to_AS_pack 3@ 
061B: remove_references_to_AS_pack 3@ 
0004: $9454 = 1 
0004: $9456 = 3 
0002: jump @HMLES_1592 

:HMLES_1584
04ED: load_animation "FOOD" 

:HMLES_1592
0002: jump @HMLES_1610 

:HMLES_1599
04ED: load_animation "VENDING" 

:HMLES_1610
00D6: if 
0038:   $9455 == 3 
004D: jump_if_false @HMLES_1945 
00D6: if 
0038:   $9456 == 0 
004D: jump_if_false @HMLES_1665 
04ED: load_animation "PAULNMAC" 
0004: $9456 = 1 

:HMLES_1665
00D6: if 
0038:   $9456 == 1 
004D: jump_if_false @HMLES_1713 
00D6: if 
04EE:   animation "PAULNMAC" loaded 
004D: jump_if_false @HMLES_1713 
0004: $9456 = 2 

:HMLES_1713
00D6: if 
0038:   $9456 == 2 
004D: jump_if_false @HMLES_1945 
00D6: if 
04EE:   animation "PAULNMAC" loaded 
004D: jump_if_false @HMLES_1933 
00A0: store_actor 0@ position_to 7@ 8@ 9@ 
0615: define_AS_pack_begin 3@ 
0605: actor -1 perform_animation "PISS_IN" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PISS_LOOP" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PISS_OUT" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 3@ 
0618: assign_actor 0@ to_AS_pack 3@ 
061B: remove_references_to_AS_pack 3@ 
0004: $9454 = 1 
0004: $9456 = 3 
0002: jump @HMLES_1945 

:HMLES_1933
04ED: load_animation "PAULNMAC" 

:HMLES_1945
00D6: if 
0038:   $9454 == 1 
004D: jump_if_false @HMLES_2069 
00D6: if 
0038:   $9455 == 0 
004D: jump_if_false @HMLES_1992 
0947: actor 0@ speak_from_audio_table 192 store_spoken_phrase_id_to 17@ 

:HMLES_1992
00D6: if 
0038:   $9455 == 1 
004D: jump_if_false @HMLES_2021 
0947: actor 0@ speak_from_audio_table 192 store_spoken_phrase_id_to 17@ 

:HMLES_2021
00D6: if 
0038:   $9455 == 2 
004D: jump_if_false @HMLES_2039 

:HMLES_2039
00D6: if 
0038:   $9455 == 3 
004D: jump_if_false @HMLES_2057 

:HMLES_2057
01BD: 4@ = current_time_in_ms 
0004: $9454 = 2 

:HMLES_2069
00D6: if 
0038:   $9454 == 2 
004D: jump_if_false @HMLES_2717 
00D6: if 
0038:   $9455 == 0 
004D: jump_if_false @HMLES_2217 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @HMLES_2217 
01BD: 5@ = current_time_in_ms 
0085: 6@ = 5@ // (int) 
0062: 6@ -= 4@ // (int) 
00D6: if and
0019:   6@ > 8000 
001B:   10000 > 6@ 
004D: jump_if_false @HMLES_2206 
0947: actor 0@ speak_from_audio_table 198 store_spoken_phrase_id_to 17@ 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
0004: $1787 = 0 
0006: 12@ = 1 
0002: jump @HMLES_2217 

:HMLES_2206
0947: actor 0@ speak_from_audio_table 192 store_spoken_phrase_id_to 17@ 

:HMLES_2217
00D6: if 
0038:   $9455 == 1 
004D: jump_if_false @HMLES_2381 
062E: get_actor 0@ task 1560 status_store_to 16@ // ret 7 if not found 
00D6: if 
04A4:   16@ == 1 // == constant 
004D: jump_if_false @HMLES_2381 
0646: unknown_get_actor 0@ task_1560_status_store_to 16@ // similar to 062E 
00D6: if 
0019:   16@ > 6 
004D: jump_if_false @HMLES_2381 
00D6: if 
0039:   11@ == 0 
004D: jump_if_false @HMLES_2327 
0006: 11@ = 1 
01BD: 4@ = current_time_in_ms 
0002: jump @HMLES_2381 

:HMLES_2327
01BD: 5@ = current_time_in_ms 
0085: 6@ = 5@ // (int) 
0062: 6@ -= 4@ // (int) 
00D6: if 
0019:   6@ > 15000 
004D: jump_if_false @HMLES_2381 
0004: $9454 = 0 
0004: $9456 = 0 

:HMLES_2381
00D6: if 
0038:   $9455 == 2 
004D: jump_if_false @HMLES_2553 
062E: get_actor 0@ task 1560 status_store_to 16@ // ret 7 if not found 
00D6: if 
04A4:   16@ == 1 // == constant 
004D: jump_if_false @HMLES_2553 
00D6: if 
0611:   actor 0@ performing_animation "EAT_VOMIT_P" 
004D: jump_if_false @HMLES_2553 
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.355 -0.116 0.048 
0613: 10@ = actor 0@ animation "EAT_VOMIT_P" time 
064B: 15@ = create_particle "PUKE" at 7@ 8@ 9@ type 1 
0007: 10@ = 0.0 
0006: 11@ = 0 
0004: $9454 = 3 

:HMLES_2553
00D6: if 
0038:   $9455 == 3 
004D: jump_if_false @HMLES_2717 
062E: get_actor 0@ task 1560 status_store_to 16@ // ret 7 if not found 
00D6: if 
04A4:   16@ == 1 // == constant 
004D: jump_if_false @HMLES_2717 
00D6: if 
0611:   actor 0@ performing_animation "PISS_IN" 
004D: jump_if_false @HMLES_2717 
0613: 10@ = actor 0@ animation "PISS_IN" time 
066A: 15@ = attach_particle "PETROLCAN" to_actor 0@ with_offset 0.0 0.58 -0.08 rotation 0.0 0.01 0.0 type 1 
0007: 10@ = 0.0 
0006: 11@ = 0 
0004: $9454 = 3 

:HMLES_2717
00D6: if 
0038:   $9454 == 3 
004D: jump_if_false @HMLES_3468 
00D6: if 
0038:   $9455 == 0 
004D: jump_if_false @HMLES_2753 

:HMLES_2753
00D6: if 
0038:   $9455 == 1 
004D: jump_if_false @HMLES_2771 

:HMLES_2771
00D6: if 
0038:   $9455 == 2 
004D: jump_if_false @HMLES_2993 
00D6: if 
8043:   not  10@ == 1.0 
004D: jump_if_false @HMLES_2969 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @HMLES_2883 
00D6: if 
0611:   actor 0@ performing_animation "EAT_VOMIT_P" 
004D: jump_if_false @HMLES_2876 
0613: 10@ = actor 0@ animation "EAT_VOMIT_P" time 

:HMLES_2876
0002: jump @HMLES_2893 

:HMLES_2883
0007: 10@ = 1.0 

:HMLES_2893
00D6: if 
0039:   11@ == 0 
004D: jump_if_false @HMLES_2962 
00D6: if 
0031:   10@ >= 0.5 
004D: jump_if_false @HMLES_2962 
00D6: if 
8039:   not  15@ == -1 
004D: jump_if_false @HMLES_2955 
064C: make_particle 15@ visible 

:HMLES_2955
0006: 11@ = 1 

:HMLES_2962
0002: jump @HMLES_2993 

:HMLES_2969
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
0004: $1787 = 0 
0006: 12@ = 1 

:HMLES_2993
00D6: if 
0038:   $9455 == 3 
004D: jump_if_false @HMLES_3468 
00D6: if 
001B:   2 > 11@ 
004D: jump_if_false @HMLES_3199 
062E: get_actor 0@ task 1560 status_store_to 16@ // ret 7 if not found 
00D6: if 
04A4:   16@ == 7 // == constant 
004D: jump_if_false @HMLES_3114 
00D6: if 
0039:   11@ == 1 
004D: jump_if_false @HMLES_3093 
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
0006: 11@ = 2 

:HMLES_3093
0004: $1787 = 0 
0006: 12@ = 1 
0002: jump @HMLES_3199 

:HMLES_3114
00D6: if 
04A4:   16@ == 1 // == constant 
004D: jump_if_false @HMLES_3182 
0646: unknown_get_actor 0@ task_1560_status_store_to 16@ // similar to 062E 
00D6: if 
0019:   16@ > 2 
004D: jump_if_false @HMLES_3175 
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
0006: 11@ = 2 

:HMLES_3175
0002: jump @HMLES_3199 

:HMLES_3182
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
0006: 11@ = 2 

:HMLES_3199
00D6: if 
0039:   11@ == 0 
004D: jump_if_false @HMLES_3368 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @HMLES_3282 
00D6: if 
0611:   actor 0@ performing_animation "PISS_IN" 
004D: jump_if_false @HMLES_3275 
0613: 10@ = actor 0@ animation "PISS_IN" time 

:HMLES_3275
0002: jump @HMLES_3292 

:HMLES_3282
0007: 10@ = 1.0 

:HMLES_3292
00D6: if 
0039:   11@ == 0 
004D: jump_if_false @HMLES_3361 
00D6: if 
0031:   10@ >= 0.6 
004D: jump_if_false @HMLES_3361 
00D6: if 
8039:   not  15@ == -1 
004D: jump_if_false @HMLES_3354 
064C: make_particle 15@ visible 

:HMLES_3354
0006: 11@ = 1 

:HMLES_3361
0002: jump @HMLES_3468 

:HMLES_3368
00D6: if 
0039:   11@ == 1 
004D: jump_if_false @HMLES_3468 
00D6: if 
0611:   actor 0@ performing_animation "PISS_OUT" 
004D: jump_if_false @HMLES_3468 
0613: 10@ = actor 0@ animation "PISS_OUT" time 
00D6: if 
0031:   10@ >= 0.42 
004D: jump_if_false @HMLES_3468 
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
0006: 11@ = 2 

:HMLES_3468
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 0@ radius 30.0 30.0 20.0 sphere 0 
004D: jump_if_false @HMLES_3518 
0004: $1787 = 0 
0006: 12@ = 1 

:HMLES_3518
0002: jump @HMLES_3539 

:HMLES_3525
0004: $1787 = 0 
0006: 12@ = 1 

:HMLES_3539
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @HMLES_3569 
0006: 12@ = 1 
0004: $1787 = 0 

:HMLES_3569
00D6: if 
0039:   12@ == 1 
004D: jump_if_false @HMLES_3694 
00D6: if 
056D:   actor 0@ defined 
004D: jump_if_false @HMLES_3624 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @HMLES_3624 
05DE: AS_actor 0@ walk_around_ped_path 

:HMLES_3624
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
0249: release_model #CJ_JUICE_CAN 
01C4: remove_references_to_object 19@ // This object will now disappear when the player looks away 
04EF: release_animation "FOOD" 
04EF: release_animation "VENDING" 
04EF: release_animation "SUNBATHE" 
04EF: release_animation "PAULNMAC" 
004E: end_thread 

:HMLES_3694
0002: jump @HMLES_236 
004E: end_thread 

//-------------External script 21 (POOL_SCRIPT)---------------

:POOL
03A4: name_thread 'POOL' 
00D6: if 
0038:   $9462 == 0 
004D: jump_if_false @POOL_84 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @POOL_75 
0004: $9462 = 1 
0004: $9457 = 0 
0004: $9458 = 0 
0002: jump @POOL_77 

:POOL_75
004E: end_thread 

:POOL_77
0002: jump @POOL_86 

:POOL_84
004E: end_thread 

:POOL_86
0006: 3@ = 0 

:POOL_93
0001: wait 0 ms 
00D6: if 
0039:   3@ == -1 
004D: jump_if_false @POOL_251 
0107: 0@ = create_object #K_POOLTABLESM at 0.0 0.0 0.0 
009A: 1@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
0107: 2@ = create_object #K_POOLTABLESM at 0.0 0.0 0.0 
009A: $9458 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
0107: $9457 = create_object #K_POOLTABLESM at 0.0 0.0 0.0 
0107: $9459 = create_object #K_POOLTABLESM at 0.0 0.0 0.0 

:POOL_251
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @POOL_474 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL_467 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @POOL_453 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @POOL_439 
0209: 5@ = random_int_in_ranges 0 2 
00D6: if 
0039:   5@ == 0 
004D: jump_if_false @POOL_360 
04AF: 7@ = 66 // = constant 
0002: jump @POOL_367 

:POOL_360
04AF: 7@ = 67 // = constant 

:POOL_367
0247: load_model 7@ 
04ED: load_animation "POOL" 
0247: load_model #POOLCUE 

:POOL_385
00D6: if or
8248:   not model 7@ available 
84EE:   not animation "POOL" loaded 
8248:   not model #POOLCUE available 
004D: jump_if_false @POOL_425 
0001: wait 0 ms 
0002: jump @POOL_385 

:POOL_425
000A: 3@ += 1 
0002: jump @POOL_446 

:POOL_439
0050: gosub @POOL_2110 

:POOL_446
0002: jump @POOL_460 

:POOL_453
0050: gosub @POOL_2110 

:POOL_460
0002: jump @POOL_474 

:POOL_467
0050: gosub @POOL_2110 

:POOL_474
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @POOL_1183 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL_1176 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @POOL_1162 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @POOL_1148 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @POOL_1134 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0219 -1.1236 0.5363 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
856D:   not actor 1@ defined 
004D: jump_if_false @POOL_804 
00D6: if 
856D:   not actor $9458 defined 
004D: jump_if_false @POOL_688 
009A: 1@ = create_actor_pedtype 4 model 7@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
060B: set_actor 1@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
0249: release_model 7@ 
0176: $TEMPVAR_ANGLE = object 0@ Z_angle 
0173: set_actor 1@ Z_angle_to $TEMPVAR_ANGLE 
0002: jump @POOL_797 

:POOL_688
00D6: if 
8118:   not actor $9458 dead 
004D: jump_if_false @POOL_749 
008B: 1@ = $9458 // (int) 
00A1: put_actor 1@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object 0@ Z_angle 
0173: set_actor 1@ Z_angle_to $TEMPVAR_ANGLE 
0002: jump @POOL_797 

:POOL_749
009A: 1@ = create_actor_pedtype 4 model 7@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
060B: set_actor 1@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
0249: release_model 7@ 
0176: $TEMPVAR_ANGLE = object 0@ Z_angle 
0173: set_actor 1@ Z_angle_to $TEMPVAR_ANGLE 

:POOL_797
0002: jump @POOL_850 

:POOL_804
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @POOL_850 
00A1: put_actor 1@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object 0@ Z_angle 
0173: set_actor 1@ Z_angle_to $TEMPVAR_ANGLE 

:POOL_850
00D6: if 
83CA:   not object 2@ exists 
004D: jump_if_false @POOL_888 
0107: 2@ = create_object #K_POOLQ at 0.0 0.0 0.0 

:POOL_888
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @POOL_964 
00D6: if 
8737:   not actor 1@ lifting_object 2@ 
004D: jump_if_false @POOL_964 
070A: AS_actor 1@ attach_to_object 2@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL_964
0615: define_AS_pack_begin 6@ 
0812: AS_actor -1 perform_animation "POOL_CHALKCUE" IFP "POOL" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL_1035 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 9000 ms 

:POOL_1035
0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" IFP "POOL" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 10000 // versionB 
0643: set_AS_pack 6@ loop 1 
0616: define_AS_pack_end 6@ 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @POOL_1115 
0618: assign_actor 1@ to_AS_pack 6@ 

:POOL_1115
061B: remove_references_to_AS_pack 6@ 
000A: 3@ += 1 
0002: jump @POOL_1141 

:POOL_1134
0050: gosub @POOL_2110 

:POOL_1141
0002: jump @POOL_1155 

:POOL_1148
0050: gosub @POOL_2110 

:POOL_1155
0002: jump @POOL_1169 

:POOL_1162
0050: gosub @POOL_2110 

:POOL_1169
0002: jump @POOL_1183 

:POOL_1176
0050: gosub @POOL_2110 

:POOL_1183
00D6: if 
0039:   3@ == 2 
004D: jump_if_false @POOL_1721 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @POOL_1693 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL_1679 
00D6: if 
0038:   $9470 == 0 
004D: jump_if_false @POOL_1644 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @POOL_1630 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @POOL_1616 
00D6: if 
051A:   actor 1@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @POOL_1364 
0687: clear_actor 1@ task 
070B: set_actor 1@ onbone_attached_object_operation 0 
0108: destroy_object 2@ 
01B2: give_actor 1@ weapon 7 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR 
03E6: remove_text_box 
0006: 4@ = 0 
0002: jump @POOL_2001 
0002: jump @POOL_1609 

:POOL_1364
00D6: if 
0105:   actor 1@ near_actor $PLAYER_ACTOR radius 1.5 1.5 1.5 sphere 0 on_foot 
004D: jump_if_false @POOL_1582 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @POOL_1539 
010B: 5@ = player $PLAYER_CHAR money 
00D6: if 
001B:   50 > 5@ 
004D: jump_if_false @POOL_1466 
00BC: show_text_highpriority GXT 'NOCASH' time 3000 flag 1  // You don't have enough cash to play here.
0002: jump @POOL_1532 

:POOL_1466
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @POOL_1494 
03E6: remove_text_box 
008B: 4@ = $ONMISSION // (int) 

:POOL_1494
008A: $9457 = 0@ // (int) 
008A: $9458 = 1@ // (int) 
008A: $9459 = 2@ // (int) 
0004: $VIDEO_GAME = 5 
000A: 3@ += 1 

:POOL_1532
0002: jump @POOL_1575 

:POOL_1539
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @POOL_1575 
0512: show_permanent_text_box 'POOL_A'  // Press ~k~~VEHICLE_ENTER_EXIT~ to play pool.
0006: 4@ = 1 

:POOL_1575
0002: jump @POOL_1609 

:POOL_1582
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @POOL_1609 
03E6: remove_text_box 
0006: 4@ = 0 

:POOL_1609
0002: jump @POOL_1623 

:POOL_1616
0002: jump @POOL_2001 

:POOL_1623
0002: jump @POOL_1637 

:POOL_1630
0002: jump @POOL_2001 

:POOL_1637
0002: jump @POOL_1672 

:POOL_1644
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @POOL_1665 
0687: clear_actor 1@ task 

:POOL_1665
0002: jump @POOL_2001 

:POOL_1672
0002: jump @POOL_1686 

:POOL_1679
0002: jump @POOL_2001 

:POOL_1686
0002: jump @POOL_1721 

:POOL_1693
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @POOL_1714 
0687: clear_actor 1@ task 

:POOL_1714
0002: jump @POOL_2001 

:POOL_1721
00D6: if 
0039:   3@ == 3 
004D: jump_if_false @POOL_1764 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @POOL_1764 
000A: 3@ += 1 

:POOL_1764
00D6: if 
0039:   3@ == 4 
004D: jump_if_false @POOL_1896 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @POOL_1896 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL_1896 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @POOL_1896 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @POOL_1896 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @POOL_1896 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @POOL_1896 
0006: 3@ = 1 
0002: jump @POOL_474 

:POOL_1896
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL_1987 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @POOL_1973 
00D6: if 
8471:   not actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 80.0 80.0 sphere 0 
004D: jump_if_false @POOL_1966 
0002: jump @POOL_2001 

:POOL_1966
0002: jump @POOL_1980 

:POOL_1973
0002: jump @POOL_2001 

:POOL_1980
0002: jump @POOL_1994 

:POOL_1987
0002: jump @POOL_2001 

:POOL_1994
0002: jump @POOL_93 

:POOL_2001
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL_2092 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @POOL_2078 
00D6: if 
8471:   not actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 80.0 80.0 sphere 0 
004D: jump_if_false @POOL_2071 
0050: gosub @POOL_2110 

:POOL_2071
0002: jump @POOL_2085 

:POOL_2078
0050: gosub @POOL_2110 

:POOL_2085
0002: jump @POOL_2099 

:POOL_2092
0050: gosub @POOL_2110 

:POOL_2099
0001: wait 0 ms 
0002: jump @POOL_2001 

:POOL_2110
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @POOL_2130 
03E6: remove_text_box 

:POOL_2130
03D5: remove_text 'NOCASH'  // You don't have enough cash to play here.
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian 
0108: destroy_object 2@ 
0249: release_model 7@ 
04EF: release_animation "POOL" 
0249: release_model #POOLCUE 
0004: $9462 = 0 
0004: $9457 = 0 
0004: $9458 = 0 
004E: end_thread 
0051: return 
004E: end_thread 

//-------------External script 22 (LOWR_CONT)---------------

:LOWRCON
03A4: name_thread 'LOWRCON' 
0006: 1@ = 0 
00D6: if 
0039:   1@ == -1 
004D: jump_if_false @LOWRCON_83 
009A: 0@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
00A5: 4@ = create_car #PONY at 0.0 0.0 0.0 

:LOWRCON_83
0006: 2@ = 0 

:LOWRCON_90
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWRCON_1747 
00D6: if or
0038:   $ONMISSION == 0 
0039:   2@ == 1 
004D: jump_if_false @LOWRCON_1733 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1812.369 -1929.922 radius 100.0 100.0 
004D: jump_if_false @LOWRCON_1719 
00D6: if 
056D:   actor 0@ defined 
004D: jump_if_false @LOWRCON_212 
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @LOWRCON_212 
0002: jump @LOWRCON_1761 

:LOWRCON_212
0871: init_jump_table 1@ total_jumps 10 default_jump 0 @LOWRCON_1712 jumps 0 @LOWRCON_340 1 @LOWRCON_480 2 @LOWRCON_726 3 @LOWRCON_787 4 @LOWRCON_902 5 @LOWRCON_1123 6 @LOWRCON_1219 
0872: jump_table_jumps 7 @LOWRCON_1334 8 @LOWRCON_1500 9 @LOWRCON_1640 -1 @LOWRCON_1712 -1 @LOWRCON_1712 -1 @LOWRCON_1712 -1 @LOWRCON_1712 -1 @LOWRCON_1712 -1 @LOWRCON_1712 

:LOWRCON_340
0247: load_model #WMYMECH 

:LOWRCON_344
00D6: if 
8248:   not model #WMYMECH available 
004D: jump_if_false @LOWRCON_370 
0001: wait 0 ms 
0002: jump @LOWRCON_344 

:LOWRCON_370
07E5: copy_decision_maker 65542 to 3@ 
009A: 0@ = create_actor_pedtype 24 model #WMYMECH at 1812.369 -1929.922 12.5486 
0173: set_actor 0@ Z_angle_to 270.0 
02A9: set_actor 0@ immune_to_nonplayer 1 
060B: set_actor 0@ decision_maker_to 3@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWRCON_455 
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -2 ms 

:LOWRCON_455
0249: release_model #WMYMECH 
04D7: set_actor 0@ locked 1 
000A: 1@ += 1 
0002: jump @LOWRCON_1712 

:LOWRCON_480
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @LOWRCON_719 
00D6: if 
00FF:   actor 0@ sphere 0 in_sphere 1813.369 -1929.922 12.5486 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @LOWRCON_719 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @LOWRCON_589 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset 0.0 1.0 0.0 

:LOWRCON_589
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @LOWRCON_639 
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @LOWRCON_639 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
0002: jump @LOWRCON_1761 

:LOWRCON_639
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.7 0.7 1.2 sphere 1 stopped_on_foot 
004D: jump_if_false @LOWRCON_719 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @LOWRCON_712 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 0@ 

:LOWRCON_712
000A: 1@ += 1 

:LOWRCON_719
0002: jump @LOWRCON_1712 

:LOWRCON_726
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @LOWRCON_780 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWRCON_768 
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -2 ms 

:LOWRCON_768
0687: clear_actor 0@ task 
000A: 1@ += 1 

:LOWRCON_780
0002: jump @LOWRCON_1712 

:LOWRCON_787
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @LOWRCON_840 
0605: actor 0@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 2000 

:LOWRCON_840
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MEC_HI' // s$  // ~z~You looking for the lowrider meet?
04AE: $ACTOR_SPEECH_WAV_FILE = 26007 // = constant 
004F: create_thread @AUDIOL 0@ 0 1 1 0  
0006: 32@ = 0 
000A: 1@ += 1 
0002: jump @LOWRCON_1712 

:LOWRCON_902
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @LOWRCON_1116 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @LOWRCON_1116 
0512: show_permanent_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @LOWRCON_1040 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LO' // s$  // ~z~Yeah, go on.
04AE: $ACTOR_SPEECH_WAV_FILE = 39072 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0  
03E6: remove_text_box 
0006: 32@ = 0 
0006: 2@ = 1 
000A: 1@ += 1 
0002: jump @LOWRCON_1116 

:LOWRCON_1040
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @LOWRCON_1116 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VOFFE1N' // s$  // ~z~Nah, maybe I'll catch you later.
04AE: $ACTOR_SPEECH_WAV_FILE = 21444 // = constant 
004F: create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0  
03E6: remove_text_box 
0006: 32@ = 0 
015A: restore_camera 
000A: 1@ += 2 

:LOWRCON_1116
0002: jump @LOWRCON_1712 

:LOWRCON_1123
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @LOWRCON_1212 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @LOWRCON_1212 
016A: fade 0 time 150 

:LOWRCON_1167
00D6: if 
016B:   fading 
004D: jump_if_false @LOWRCON_1191 
0001: wait 0 ms 
0002: jump @LOWRCON_1167 

:LOWRCON_1191
0004: $1906 = 0 
0004: $VIDEO_GAME = 6 
000A: 1@ += 2 

:LOWRCON_1212
0002: jump @LOWRCON_1712 

:LOWRCON_1219
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @LOWRCON_1327 
00D6: if 
0038:   $AUDIO_LINE_IS_ACTIVE == 0 
004D: jump_if_false @LOWRCON_1327 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWRCON_1279 
01B4: set_player $PLAYER_CHAR can_move 1 

:LOWRCON_1279
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MEC_N' // s$  // ~z~Didn't think you were...
04AE: $ACTOR_SPEECH_WAV_FILE = 26008 // = constant 
004F: create_thread @AUDIOL 0@ 1 1 1 0  
0002: jump @LOWRCON_1761 

:LOWRCON_1327
0002: jump @LOWRCON_1712 

:LOWRCON_1334
00D6: if 
0038:   $1906 == 1 
004D: jump_if_false @LOWRCON_1493 
015F: set_camera_position 1815.894 -1932.708 15.2576 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1815.094 -1932.212 14.9195 switchstyle 2 
02A3: enable_widescreen 1 
016A: fade 1 time 150 

:LOWRCON_1414
00D6: if 
016B:   fading 
004D: jump_if_false @LOWRCON_1438 
0001: wait 0 ms 
0002: jump @LOWRCON_1414 

:LOWRCON_1438
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MEC_Y' // s$  // ~z~They're just over there, you blind?
04AE: $ACTOR_SPEECH_WAV_FILE = 26009 // = constant 
004F: create_thread @AUDIOL 0@ 0 1 1 0  
0006: 32@ = 0 
000A: 1@ += 1 

:LOWRCON_1493
0002: jump @LOWRCON_1712 

:LOWRCON_1500
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @LOWRCON_1633 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWRCON_1633 
0925: restore_camera_to_user_defined 
0936: set_camera 1815.894 -1932.708 15.2576 position_to 1813.444 -1932.063 18.552 time 3000 smooth_transition 1 
0920: point_camera 1815.094 -1932.212 14.9195 transverse_to 1812.689 -1931.438 18.3523 time 3000 smooth_transition 1 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0006: 32@ = 0 
000A: 1@ += 1 

:LOWRCON_1633
0002: jump @LOWRCON_1712 

:LOWRCON_1640
00D6: if or
0019:   32@ > 5000 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @LOWRCON_1705 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWRCON_1705 
0925: restore_camera_to_user_defined 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @LOWRCON_1761 

:LOWRCON_1705
0002: jump @LOWRCON_1712 

:LOWRCON_1712
0002: jump @LOWRCON_1726 

:LOWRCON_1719
0002: jump @LOWRCON_1761 

:LOWRCON_1726
0002: jump @LOWRCON_1740 

:LOWRCON_1733
0002: jump @LOWRCON_1761 

:LOWRCON_1740
0002: jump @LOWRCON_1754 

:LOWRCON_1747
0002: jump @LOWRCON_1761 

:LOWRCON_1754
0002: jump @LOWRCON_90 

:LOWRCON_1761
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @LOWRCON_1794 
04D7: set_actor 0@ locked 0 
0647: AS_actor 0@ clear_look_task 
05DE: AS_actor 0@ walk_around_ped_path 

:LOWRCON_1794
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 4@ 
04EF: release_animation "GANGS" 
0249: release_model #WMYMECH 
0006: 2@ = 0 
065C: release_decision_maker 3@ 
004E: end_thread 
004E: end_thread 

//-------------External script 23 (BURG_BRAINS)---------------

:BURGLAR
03A4: name_thread 'BURGLAR' 
0006: 1@ = 0 
0006: 5@ = 0 
0006: 4@ = 0 
0006: 7@ = 0 
0006: 8@ = 0 
0006: 14@ = 0 
0006: 15@ = 0 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @BURGLAR_132 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 
0978: copy_decision_maker 65542 to $5350 
0978: copy_decision_maker 65542 to $5351 
0978: copy_decision_maker 65542 to $5352 

:BURGLAR_132
0209: 2@ = random_int_in_ranges 0 6 
00D6: if 
0039:   2@ == 2 
004D: jump_if_false @BURGLAR_168 
0209: 3@ = random_int_in_ranges 0 6 

:BURGLAR_168
0001: wait 0 ms 
00D6: if and
056D:   actor 0@ defined 
0039:   5@ == 0 
004D: jump_if_false @BURGLAR_5624 
00D6: if and
0256:   player $PLAYER_CHAR defined 
8118:   not actor 0@ dead 
004D: jump_if_false @BURGLAR_5610 
00D6: if 
0039:   15@ == 0 
004D: jump_if_false @BURGLAR_550 
089F: get_actor 0@ pedtype_to 13@ 
0006: 14@ = 1 
00D6: if 
84A4:   not  13@ == 7 // == constant 
004D: jump_if_false @BURGLAR_527 
00D6: if 
84A4:   not  13@ == 9 // == constant 
004D: jump_if_false @BURGLAR_504 
00D6: if 
84A4:   not  13@ == 10 // == constant 
004D: jump_if_false @BURGLAR_481 
00D6: if 
84A4:   not  13@ == 11 // == constant 
004D: jump_if_false @BURGLAR_458 
00D6: if 
84A4:   not  13@ == 12 // == constant 
004D: jump_if_false @BURGLAR_435 
00D6: if 
84A4:   not  13@ == 13 // == constant 
004D: jump_if_false @BURGLAR_412 
00D6: if 
84A4:   not  13@ == 14 // == constant 
004D: jump_if_false @BURGLAR_389 
0006: 14@ = 0 
0002: jump @BURGLAR_405 

:BURGLAR_389
09D5: play_sound_of_actor 0@ soundslot 7 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_405
0002: jump @BURGLAR_428 

:BURGLAR_412
09D5: play_sound_of_actor 0@ soundslot 5 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_428
0002: jump @BURGLAR_451 

:BURGLAR_435
09D5: play_sound_of_actor 0@ soundslot 6 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_451
0002: jump @BURGLAR_474 

:BURGLAR_458
09D5: play_sound_of_actor 0@ soundslot 8 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_474
0002: jump @BURGLAR_497 

:BURGLAR_481
09D5: play_sound_of_actor 0@ soundslot 2 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_497
0002: jump @BURGLAR_520 

:BURGLAR_504
09D5: play_sound_of_actor 0@ soundslot 3 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_520
0002: jump @BURGLAR_543 

:BURGLAR_527
09D5: play_sound_of_actor 0@ soundslot 1 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_543
0006: 15@ = 1 

:BURGLAR_550
00D6: if 
8737:   not actor $PLAYER_ACTOR lifting_object -1 
004D: jump_if_false @BURGLAR_2056 
00D6: if 
8039:   not  8@ == 1 
004D: jump_if_false @BURGLAR_2049 
00D6: if 
0039:   14@ == 0 
004D: jump_if_false @BURGLAR_1686 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @BURGLAR_1221 
065C: release_decision_maker $5350 
0978: copy_decision_maker 65542 to $5350 
00D6: if 
8038:   not  $5350 == -1 
004D: jump_if_false @BURGLAR_661 
060B: set_actor 0@ decision_maker_to $5350 

:BURGLAR_661
077A: set_actor 0@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0709: set_decision_maker $5350 on_event 37 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 37 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 31 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 31 taskID 413 respect 0.0 hate 100.0 like 40.0 dislike 40.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 251 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 427 respect 0.0 hate 100.0 like 70.0 dislike 70.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 11 taskID 600 respect 0.0 hate 100.0 like 100.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 415 respect 0.0 hate 100.0 like 50.0 dislike 50.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 1000 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 920 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 427 respect 0.0 hate 100.0 like 30.0 dislike 30.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 62 taskID 935 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0002: jump @BURGLAR_1679 

:BURGLAR_1221
065C: release_decision_maker $5351 
0978: copy_decision_maker 65542 to $5351 
00D6: if 
8038:   not  $5351 == -1 
004D: jump_if_false @BURGLAR_1262 
060B: set_actor 0@ decision_maker_to $5351 

:BURGLAR_1262
077A: set_actor 0@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0709: set_decision_maker $5351 on_event 37 taskID 427 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 37 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 601 respect 0.0 hate 100.0 like 50.0 dislike 50.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 413 respect 0.0 hate 100.0 like 30.0 dislike 30.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 427 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 36 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 36 taskID 427 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 251 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 1000 respect 0.0 hate 100.0 like 60.0 dislike 60.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 427 respect 0.0 hate 100.0 like 40.0 dislike 40.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 62 taskID 935 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 11 taskID 600 respect 0.0 hate 100.0 like 40.0 dislike 40.0 in_car 1 on_foot 1 // see *.ped files 

:BURGLAR_1679
0002: jump @BURGLAR_2042 

:BURGLAR_1686
065C: release_decision_maker $5352 
0978: copy_decision_maker 65542 to $5352 
00D6: if 
8038:   not  $5352 == -1 
004D: jump_if_false @BURGLAR_1727 
060B: set_actor 0@ decision_maker_to $5352 

:BURGLAR_1727
077A: set_actor 0@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0709: set_decision_maker $5352 on_event 37 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 31 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 36 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 9 taskID 251 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 9 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 11 taskID 600 respect 0.0 hate 100.0 like 100.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 15 taskID 1000 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 62 taskID 935 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 

:BURGLAR_2042
0006: 8@ = 1 

:BURGLAR_2049
0002: jump @BURGLAR_3571 

:BURGLAR_2056
00D6: if 
8039:   not  8@ == 2 
004D: jump_if_false @BURGLAR_3571 
00D6: if 
0039:   14@ == 0 
004D: jump_if_false @BURGLAR_3208 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @BURGLAR_2743 
065C: release_decision_maker $5350 
0978: copy_decision_maker 65542 to $5350 
00D6: if 
8038:   not  $5350 == -1 
004D: jump_if_false @BURGLAR_2149 
060B: set_actor 0@ decision_maker_to $5350 

:BURGLAR_2149
0709: set_decision_maker $5350 on_event 37 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 37 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 31 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 31 taskID 413 respect 0.0 hate 100.0 like 40.0 dislike 40.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 251 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 1000 respect 0.0 hate 100.0 like 30.0 dislike 30.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 427 respect 0.0 hate 100.0 like 60.0 dislike 60.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 11 taskID 600 respect 0.0 hate 100.0 like 50.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 415 respect 0.0 hate 100.0 like 50.0 dislike 50.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 920 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 427 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 62 taskID 935 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0709: set_decision_maker $5350 on_event 9 taskID 251 respect 0.0 hate 100.0 like 100.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0002: jump @BURGLAR_3201 

:BURGLAR_2743
065C: release_decision_maker $5351 
0978: copy_decision_maker 65542 to $5351 
00D6: if 
8038:   not  $5351 == -1 
004D: jump_if_false @BURGLAR_2784 
060B: set_actor 0@ decision_maker_to $5351 

:BURGLAR_2784
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0709: set_decision_maker $5351 on_event 37 taskID 427 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 37 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 601 respect 0.0 hate 100.0 like 50.0 dislike 50.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 413 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 427 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 36 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 36 taskID 427 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 251 respect 0.0 hate 100.0 like 30.0 dislike 30.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 1000 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 427 respect 0.0 hate 100.0 like 30.0 dislike 30.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 11 taskID 600 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 62 taskID 935 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 

:BURGLAR_3201
0002: jump @BURGLAR_3564 

:BURGLAR_3208
065C: release_decision_maker $5352 
0978: copy_decision_maker 65542 to $5352 
00D6: if 
8038:   not  $5352 == -1 
004D: jump_if_false @BURGLAR_3249 
060B: set_actor 0@ decision_maker_to $5352 

:BURGLAR_3249
0709: set_decision_maker $5352 on_event 37 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 31 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 36 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 9 taskID 251 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 9 taskID 1000 respect 0.0 hate 100.0 like 30.0 dislike 30.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 11 taskID 600 respect 0.0 hate 100.0 like 50.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 15 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 62 taskID 935 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:BURGLAR_3564
0006: 8@ = 2 

:BURGLAR_3571
00D6: if or
074F:   actor 0@ ped_event == 36 
074F:   actor 0@ ped_event == 15 
074F:   actor 0@ ped_event == 9 
074F:   actor 0@ ped_event == 37 
0038:   $BURGLARY_NOISE_I == 100 
004D: jump_if_false @BURGLAR_4393 
00D6: if 
0038:   $BURGLARY_DETECTED_FLAG == 0 
004D: jump_if_false @BURGLAR_4393 
00D6: if and
0039:   2@ == 4 
0039:   14@ == 0 
004D: jump_if_false @BURGLAR_3753 
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @BURGLAR_3688 
0247: load_model #CELLPHONE 
0002: jump @BURGLAR_3746 

:BURGLAR_3688
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BURGLAR_3711 
0729: AS_actor 0@ hold_cellphone 1 

:BURGLAR_3711
09D5: play_sound_of_actor 0@ soundslot 120 unknown_flags 1 0 0 as 13@ // extended 0947 
01BD: 9@ = current_time_in_ms 
0006: 7@ = 1 
0004: $BURGLARY_DETECTED_FLAG = 1 

:BURGLAR_3746
0002: jump @BURGLAR_4393 

:BURGLAR_3753
00D6: if 
0039:   2@ == 2 
004D: jump_if_false @BURGLAR_4379 
00D6: if 
02D8:   actor 0@ current_weapon == 0 
004D: jump_if_false @BURGLAR_4305 
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @BURGLAR_3925 
00D6: if 
8248:   not model #BAT available 
004D: jump_if_false @BURGLAR_3835 
0247: load_model #BAT 
0002: jump @BURGLAR_3918 

:BURGLAR_3835
01B2: give_actor 0@ weapon 5 ammo 0 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 5 
09D5: play_sound_of_actor 0@ soundslot 20 unknown_flags 1 0 0 as 13@ // extended 0947 
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
00D6: if 
04A4:   12@ == 7 // == constant 
004D: jump_if_false @BURGLAR_3904 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_3904
0006: 7@ = 1 
0004: $BURGLARY_DETECTED_FLAG = 1 

:BURGLAR_3918
0002: jump @BURGLAR_4298 

:BURGLAR_3925
00D6: if 
0039:   3@ == 3 
004D: jump_if_false @BURGLAR_4078 
00D6: if 
8248:   not model #COLT45 available 
004D: jump_if_false @BURGLAR_3971 
0247: load_model #COLT45 
0002: jump @BURGLAR_4071 

:BURGLAR_3971
01B2: give_actor 0@ weapon 22 ammo 40 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 22 
09D5: play_sound_of_actor 0@ soundslot 20 unknown_flags 1 0 0 as 13@ // extended 0947 
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
00D6: if 
04A4:   12@ == 7 // == constant 
004D: jump_if_false @BURGLAR_4040 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_4040
0006: 7@ = 1 
0004: $BURGLARY_DETECTED_FLAG = 1 
09D5: play_sound_of_actor 0@ soundslot 176 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_4071
0002: jump @BURGLAR_4298 

:BURGLAR_4078
00D6: if 
0039:   3@ == 5 
004D: jump_if_false @BURGLAR_4231 
00D6: if 
8248:   not model #SAWNOFF available 
004D: jump_if_false @BURGLAR_4124 
0247: load_model #SAWNOFF 
0002: jump @BURGLAR_4224 

:BURGLAR_4124
01B2: give_actor 0@ weapon 26 ammo 40 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 26 
09D5: play_sound_of_actor 0@ soundslot 20 unknown_flags 1 0 0 as 13@ // extended 0947 
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
00D6: if 
04A4:   12@ == 7 // == constant 
004D: jump_if_false @BURGLAR_4193 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_4193
0006: 7@ = 1 
0004: $BURGLARY_DETECTED_FLAG = 1 
09D5: play_sound_of_actor 0@ soundslot 182 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_4224
0002: jump @BURGLAR_4298 

:BURGLAR_4231
09D5: play_sound_of_actor 0@ soundslot 89 unknown_flags 1 0 0 as 13@ // extended 0947 
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
00D6: if 
04A4:   12@ == 7 // == constant 
004D: jump_if_false @BURGLAR_4284 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_4284
0006: 7@ = 1 
0004: $BURGLARY_DETECTED_FLAG = 1 

:BURGLAR_4298
0002: jump @BURGLAR_4372 

:BURGLAR_4305
09D5: play_sound_of_actor 0@ soundslot 89 unknown_flags 1 0 0 as 13@ // extended 0947 
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
00D6: if 
04A4:   12@ == 7 // == constant 
004D: jump_if_false @BURGLAR_4358 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_4358
0006: 7@ = 1 
0004: $BURGLARY_DETECTED_FLAG = 1 

:BURGLAR_4372
0002: jump @BURGLAR_4393 

:BURGLAR_4379
0004: $BURGLARY_DETECTED_FLAG = 1 
0006: 7@ = 1 

:BURGLAR_4393
00D6: if or
0039:   7@ == 1 
0039:   7@ == 2 
004D: jump_if_false @BURGLAR_5603 
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
00D6: if 
04A4:   12@ == 7 // == constant 
004D: jump_if_false @BURGLAR_5196 
00D6: if and
874F:   not actor 0@ ped_event == 36 
874F:   not actor 0@ ped_event == 15 
874F:   not actor 0@ ped_event == 9 
874F:   not actor 0@ ped_event == 37 
004D: jump_if_false @BURGLAR_5196 
0871: init_jump_table 2@ total_jumps 5 default_jump 1 @BURGLAR_5092 jumps 0 @BURGLAR_4549 1 @BURGLAR_4608 2 @BURGLAR_4709 3 @BURGLAR_4769 4 @BURGLAR_4828 -1 @BURGLAR_5196 -1 @BURGLAR_5196 

:BURGLAR_4549
062E: get_actor 0@ task 1477 status_store_to 12@ // ret 7 if not found 
00D6: if 
04A4:   12@ == 7 // == constant 
004D: jump_if_false @BURGLAR_4601 
05C5: AS_actor 0@ cower -2 ms 
09D5: play_sound_of_actor 0@ soundslot 85 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_4601
0002: jump @BURGLAR_5196 

:BURGLAR_4608
062E: get_actor 0@ task 1476 status_store_to 12@ // ret 7 if not found 
00D6: if 
04A4:   12@ == 7 // == constant 
004D: jump_if_false @BURGLAR_4702 
05C4: AS_actor 0@ hands_up -2 ms 
00D6: if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
004D: jump_if_false @BURGLAR_4686 
09D5: play_sound_of_actor 0@ soundslot 145 unknown_flags 1 0 0 as 13@ // extended 0947 
0002: jump @BURGLAR_4702 

:BURGLAR_4686
09D5: play_sound_of_actor 0@ soundslot 115 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_4702
0002: jump @BURGLAR_5196 

:BURGLAR_4709
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
00D6: if 
04A4:   12@ == 7 // == constant 
004D: jump_if_false @BURGLAR_4762 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
09D5: play_sound_of_actor 0@ soundslot 20 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_4762
0002: jump @BURGLAR_5196 

:BURGLAR_4769
062E: get_actor 0@ task 1466 status_store_to 12@ // ret 7 if not found 
00D6: if 
04A4:   12@ == 7 // == constant 
004D: jump_if_false @BURGLAR_4821 
05BA: AS_actor 0@ move_mouth -2 ms 
09D5: play_sound_of_actor 0@ soundslot 114 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_4821
0002: jump @BURGLAR_5196 

:BURGLAR_4828
00D6: if 
0038:   $ONMISSION_BURGLARY == 1 
004D: jump_if_false @BURGLAR_5085 
00D6: if 
0039:   7@ == 1 
004D: jump_if_false @BURGLAR_4991 
01BD: 10@ = current_time_in_ms 
0085: 11@ = 10@ // (int) 
0062: 11@ -= 9@ // (int) 
00D6: if 
0019:   11@ > 8000 
004D: jump_if_false @BURGLAR_4984 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BURGLAR_4984 
062E: get_actor 0@ task 1833 status_store_to 12@ // ret 7 if not found 
00D6: if 
84A4:   not  12@ == 7 // == constant 
004D: jump_if_false @BURGLAR_4956 
0729: AS_actor 0@ hold_cellphone 0 

:BURGLAR_4956
0249: release_model #CELLPHONE 
0006: 7@ = 2 
09D5: play_sound_of_actor 0@ soundslot 44 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_4984
0002: jump @BURGLAR_5085 

:BURGLAR_4991
062E: get_actor 0@ task 1476 status_store_to 12@ // ret 7 if not found 
00D6: if 
04A4:   12@ == 7 // == constant 
004D: jump_if_false @BURGLAR_5085 
05C4: AS_actor 0@ hands_up -2 ms 
00D6: if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
004D: jump_if_false @BURGLAR_5069 
09D5: play_sound_of_actor 0@ soundslot 145 unknown_flags 1 0 0 as 13@ // extended 0947 
0002: jump @BURGLAR_5085 

:BURGLAR_5069
09D5: play_sound_of_actor 0@ soundslot 115 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_5085
0002: jump @BURGLAR_5196 

:BURGLAR_5092
00D6: if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
004D: jump_if_false @BURGLAR_5134 
09D5: play_sound_of_actor 0@ soundslot 145 unknown_flags 1 0 0 as 13@ // extended 0947 
0002: jump @BURGLAR_5189 

:BURGLAR_5134
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @BURGLAR_5173 
09D5: play_sound_of_actor 0@ soundslot 110 unknown_flags 1 0 0 as 13@ // extended 0947 
0002: jump @BURGLAR_5189 

:BURGLAR_5173
09D5: play_sound_of_actor 0@ soundslot 110 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_5189
0002: jump @BURGLAR_5196 

:BURGLAR_5196
0871: init_jump_table 2@ total_jumps 5 default_jump 1 @BURGLAR_5499 jumps 0 @BURGLAR_5259 1 @BURGLAR_5282 2 @BURGLAR_5347 3 @BURGLAR_5370 4 @BURGLAR_5393 -1 @BURGLAR_5603 -1 @BURGLAR_5603 

:BURGLAR_5259
09D5: play_sound_of_actor 0@ soundslot 85 unknown_flags 1 0 0 as 13@ // extended 0947 
0002: jump @BURGLAR_5603 

:BURGLAR_5282
00D6: if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
004D: jump_if_false @BURGLAR_5324 
09D5: play_sound_of_actor 0@ soundslot 145 unknown_flags 1 0 0 as 13@ // extended 0947 
0002: jump @BURGLAR_5340 

:BURGLAR_5324
09D5: play_sound_of_actor 0@ soundslot 115 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_5340
0002: jump @BURGLAR_5603 

:BURGLAR_5347
09D5: play_sound_of_actor 0@ soundslot 20 unknown_flags 1 0 0 as 13@ // extended 0947 
0002: jump @BURGLAR_5603 

:BURGLAR_5370
09D5: play_sound_of_actor 0@ soundslot 114 unknown_flags 1 0 0 as 13@ // extended 0947 
0002: jump @BURGLAR_5603 

:BURGLAR_5393
00D6: if 
0039:   7@ == 1 
004D: jump_if_false @BURGLAR_5434 
09D5: play_sound_of_actor 0@ soundslot 44 unknown_flags 1 0 0 as 13@ // extended 0947 
0002: jump @BURGLAR_5492 

:BURGLAR_5434
00D6: if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
004D: jump_if_false @BURGLAR_5476 
09D5: play_sound_of_actor 0@ soundslot 145 unknown_flags 1 0 0 as 13@ // extended 0947 
0002: jump @BURGLAR_5492 

:BURGLAR_5476
09D5: play_sound_of_actor 0@ soundslot 115 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_5492
0002: jump @BURGLAR_5603 

:BURGLAR_5499
00D6: if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
004D: jump_if_false @BURGLAR_5541 
09D5: play_sound_of_actor 0@ soundslot 145 unknown_flags 1 0 0 as 13@ // extended 0947 
0002: jump @BURGLAR_5596 

:BURGLAR_5541
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @BURGLAR_5580 
09D5: play_sound_of_actor 0@ soundslot 110 unknown_flags 1 0 0 as 13@ // extended 0947 
0002: jump @BURGLAR_5596 

:BURGLAR_5580
09D5: play_sound_of_actor 0@ soundslot 110 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_5596
0002: jump @BURGLAR_5603 

:BURGLAR_5603
0002: jump @BURGLAR_5617 

:BURGLAR_5610
0006: 5@ = 1 

:BURGLAR_5617
0002: jump @BURGLAR_5666 

:BURGLAR_5624
065C: release_decision_maker $5350 
065C: release_decision_maker $5351 
065C: release_decision_maker $5352 
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
0249: release_model #CELLPHONE 
0249: release_model #BAT 
0249: release_model #COLT45 
0249: release_model #SAWNOFF 
004E: end_thread 

:BURGLAR_5666
0002: jump @BURGLAR_168 
004E: end_thread 

//-------------External script 24 (GF_MEETING)---------------

:GFMEET
03A4: name_thread 'GFMEET' 
0006: 5@ = 0 
0006: 6@ = 0 
0006: 7@ = 0 
00D6: if 
0019:   7@ > 0 
004D: jump_if_false @GFMEET_106 
009A: 15@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 
009A: 17@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 
0187: 18@ = create_marker_above_actor 15@ 

:GFMEET_106
0050: gosub @GFMEET_3912 
0050: gosub @GFMEET_2883 

:GFMEET_120
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFMEET_325 
00D6: if and
8118:   not actor 15@ dead 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 100.0 100.0 20.0 
004D: jump_if_false @GFMEET_311 
00D6: if 
051A:   actor 15@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @GFMEET_227 
08BD: set 7@ bit 2 
0006: 5@ = 6 
0006: 6@ = 0 

:GFMEET_227
00D6: if 
0039:   8@ == 1 
004D: jump_if_false @GFMEET_290 
00D6: if or
0118:   actor 17@ dead 
051A:   actor 17@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @GFMEET_290 
08BD: set 7@ bit 2 
0006: 5@ = 6 
0006: 6@ = 0 

:GFMEET_290
0050: gosub @GFMEET_339 
0050: gosub @GFMEET_4873 
0002: jump @GFMEET_318 

:GFMEET_311
0050: gosub @GFMEET_5627 

:GFMEET_318
0002: jump @GFMEET_332 

:GFMEET_325
0050: gosub @GFMEET_5627 

:GFMEET_332
0002: jump @GFMEET_120 

:GFMEET_339
0871: init_jump_table 5@ total_jumps 6 default_jump 0 @GFMEET_486 jumps 1 @GFMEET_402 2 @GFMEET_416 3 @GFMEET_430 4 @GFMEET_444 5 @GFMEET_458 6 @GFMEET_472 -1 @GFMEET_486 

:GFMEET_402
0050: gosub @GFMEET_488 
0002: jump @GFMEET_486 

:GFMEET_416
0050: gosub @GFMEET_822 
0002: jump @GFMEET_486 

:GFMEET_430
0050: gosub @GFMEET_1353 
0002: jump @GFMEET_486 

:GFMEET_444
0050: gosub @GFMEET_1710 
0002: jump @GFMEET_486 

:GFMEET_458
0050: gosub @GFMEET_1989 
0002: jump @GFMEET_486 

:GFMEET_472
0050: gosub @GFMEET_2399 
0002: jump @GFMEET_486 

:GFMEET_486
0051: return 

:GFMEET_488
0871: init_jump_table 6@ total_jumps 1 default_jump 0 @GFMEET_820 jumps 0 @GFMEET_551 -1 @GFMEET_820 -1 @GFMEET_820 -1 @GFMEET_820 -1 @GFMEET_820 -1 @GFMEET_820 -1 @GFMEET_820 

:GFMEET_551
00D6: if 
089B:   unknown_is_actor_in_dialogue_mode 15@ 
004D: jump_if_false @GFMEET_813 
00D6: if 
88B6:   not test $GIRLS_GIFTS_BITMASK bit 0@ 
004D: jump_if_false @GFMEET_742 
00D6: if 
00F3:   actor $PLAYER_ACTOR near_actor 15@ radius 2.0 2.0 sphere 0 on_foot 
004D: jump_if_false @GFMEET_742 
0050: gosub @GFMEET_3967 
00D6: if 
0039:   13@ == 1 
004D: jump_if_false @GFMEET_703 
089C: unknown_actor 15@ unknown_check 1 
00D6: if 
071A:   actor 15@ current_dialogue_text == 19@s 
004D: jump_if_false @GFMEET_689 
0006: 5@ = 2 
0006: 6@ = 0 
0002: jump @GFMEET_696 

:GFMEET_689
089C: unknown_actor 15@ unknown_check 0 

:GFMEET_696
0002: jump @GFMEET_742 

:GFMEET_703
00D6: if 
88B7:   not test 7@ bit 1 
004D: jump_if_false @GFMEET_742 
0006: 5@ = 3 
0006: 6@ = 0 
089C: unknown_actor 15@ unknown_check 0 

:GFMEET_742
062E: get_actor 15@ task 1655 status_store_to 13@ // ret 7 if not found 
062E: get_actor 17@ task 1655 status_store_to 14@ // ret 7 if not found 
00D6: if and
04A4:   13@ == 7 // == constant 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @GFMEET_813 
0677: AS_actor 15@ chat_with_actor 17@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 17@ chat_with_actor 15@ lead_speaker_flag 0 unknown_flag 1 

:GFMEET_813
0002: jump @GFMEET_820 

:GFMEET_820
0051: return 

:GFMEET_822
0871: init_jump_table 6@ total_jumps 4 default_jump 0 @GFMEET_1351 jumps 0 @GFMEET_885 1 @GFMEET_973 2 @GFMEET_1073 3 @GFMEET_1304 -1 @GFMEET_1351 -1 @GFMEET_1351 -1 @GFMEET_1351 

:GFMEET_885
0006: 33@ = 0 
0639: AS_actor 15@ rotate_to_actor $PLAYER_ACTOR 
00D6: if and
0039:   8@ == 1 
8118:   not actor 17@ dead 
004D: jump_if_false @GFMEET_959 
062E: get_actor 17@ task 1466 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @GFMEET_959 
05BA: AS_actor 17@ move_mouth -2 ms 

:GFMEET_959
000A: 6@ += 1 
0002: jump @GFMEET_1351 

:GFMEET_973
062E: get_actor 15@ task 1593 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @GFMEET_1066 
05BF: AS_actor 15@ look_at_actor $PLAYER_ACTOR -1 ms 
062E: get_actor 15@ task 1466 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @GFMEET_1048 
05BA: AS_actor 15@ move_mouth -2 ms 

:GFMEET_1048
0512: show_permanent_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
000A: 6@ += 1 

:GFMEET_1066
0002: jump @GFMEET_1351 

:GFMEET_1073
00D6: if 
071A:   actor 15@ current_dialogue_text == 23@s 
004D: jump_if_false @GFMEET_1175 
03E6: remove_text_box 
00D6: if 
0019:   33@ > 9000 
004D: jump_if_false @GFMEET_1175 
0004: $GIRL_PROGRESS(0@,6i) = 0 
08C2: clear $GIRLS_GIFTS_BITMASK bit 0@ 
00D6: if 
075C:   marker 18@ enabled 
004D: jump_if_false @GFMEET_1153 
0164: disable_marker 18@ 

:GFMEET_1153
03E6: remove_text_box 
0647: AS_actor 15@ clear_look_task 
0006: 6@ = 0 
0085: 5@ = 8@ // (int) 

:GFMEET_1175
00D6: if 
071A:   actor 15@ current_dialogue_text == 21@s 
004D: jump_if_false @GFMEET_1251 
03E6: remove_text_box 
00D6: if 
88B6:   not test $GIRLS_GIFTS_BITMASK bit 0@ 
004D: jump_if_false @GFMEET_1223 
08BC: set $GIRLS_GIFTS_BITMASK bit 0@ 

:GFMEET_1223
00D6: if 
075C:   marker 18@ enabled 
004D: jump_if_false @GFMEET_1244 
0164: disable_marker 18@ 

:GFMEET_1244
000A: 6@ += 1 

:GFMEET_1251
00D6: if and
889B:   not unknown_is_actor_in_dialogue_mode 15@ 
0019:   33@ > 9000 
004D: jump_if_false @GFMEET_1297 
03E6: remove_text_box 
0647: AS_actor 15@ clear_look_task 
0006: 6@ = 0 
0085: 5@ = 8@ // (int) 

:GFMEET_1297
0002: jump @GFMEET_1351 

:GFMEET_1304
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @GFMEET_1344 
0050: gosub @GFMEET_3773 
0647: AS_actor 15@ clear_look_task 
0006: 6@ = 0 
0085: 5@ = 8@ // (int) 

:GFMEET_1344
0002: jump @GFMEET_1351 

:GFMEET_1351
0051: return 

:GFMEET_1353
0871: init_jump_table 6@ total_jumps 4 default_jump 0 @GFMEET_1708 jumps 0 @GFMEET_1416 1 @GFMEET_1504 2 @GFMEET_1593 3 @GFMEET_1655 -1 @GFMEET_1708 -1 @GFMEET_1708 -1 @GFMEET_1708 

:GFMEET_1416
0006: 33@ = 0 
0639: AS_actor 15@ rotate_to_actor $PLAYER_ACTOR 
00D6: if and
0039:   8@ == 1 
8118:   not actor 17@ dead 
004D: jump_if_false @GFMEET_1490 
062E: get_actor 17@ task 1466 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @GFMEET_1490 
05BA: AS_actor 17@ move_mouth -2 ms 

:GFMEET_1490
000A: 6@ += 1 
0002: jump @GFMEET_1708 

:GFMEET_1504
062E: get_actor 15@ task 1593 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @GFMEET_1586 
05BF: AS_actor 15@ look_at_actor $PLAYER_ACTOR -1 ms 
062E: get_actor 15@ task 1466 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @GFMEET_1579 
05BA: AS_actor 15@ move_mouth -2 ms 

:GFMEET_1579
000A: 6@ += 1 

:GFMEET_1586
0002: jump @GFMEET_1708 

:GFMEET_1593
00D6: if 
08B7:   test 7@ bit 3 
004D: jump_if_false @GFMEET_1633 
04AE: $1233 = 317 // = constant 
08C3: clear 7@ bit 3 
0002: jump @GFMEET_1641 

:GFMEET_1633
04AE: $1233 = 316 // = constant 

:GFMEET_1641
000A: 6@ += 1 
0002: jump @GFMEET_1708 

:GFMEET_1655
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @GFMEET_1701 
0647: AS_actor 15@ clear_look_task 
08BD: set 7@ bit 1 
0006: 6@ = 0 
0085: 5@ = 8@ // (int) 

:GFMEET_1701
0002: jump @GFMEET_1708 

:GFMEET_1708
0051: return 

:GFMEET_1710
0871: init_jump_table 6@ total_jumps 1 default_jump 0 @GFMEET_1987 jumps 0 @GFMEET_1773 -1 @GFMEET_1987 -1 @GFMEET_1987 -1 @GFMEET_1987 -1 @GFMEET_1987 -1 @GFMEET_1987 -1 @GFMEET_1987 

:GFMEET_1773
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 15@ radius 3.0 3.0 0 
004D: jump_if_false @GFMEET_1929 
0050: gosub @GFMEET_3967 
00D6: if 
0039:   13@ == 1 
004D: jump_if_false @GFMEET_1890 
089C: unknown_actor 15@ unknown_check 1 
00D6: if 
071A:   actor 15@ current_dialogue_text == 19@s 
004D: jump_if_false @GFMEET_1876 
0006: 5@ = 2 
0006: 6@ = 0 
0002: jump @GFMEET_1883 

:GFMEET_1876
089C: unknown_actor 15@ unknown_check 0 

:GFMEET_1883
0002: jump @GFMEET_1929 

:GFMEET_1890
00D6: if 
88B7:   not test 7@ bit 1 
004D: jump_if_false @GFMEET_1929 
0006: 5@ = 3 
0006: 6@ = 0 
089C: unknown_actor 15@ unknown_check 0 

:GFMEET_1929
062E: get_actor 15@ task 1640 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @GFMEET_1980 
0668: AS_actor 15@ rotate_and_shoot_at 264.0 -155.0 5.0 -1 ms 

:GFMEET_1980
0002: jump @GFMEET_1987 

:GFMEET_1987
0051: return 

:GFMEET_1989
0871: init_jump_table 6@ total_jumps 3 default_jump 0 @GFMEET_2397 jumps 0 @GFMEET_2052 1 @GFMEET_2133 2 @GFMEET_2323 -1 @GFMEET_2397 -1 @GFMEET_2397 -1 @GFMEET_2397 -1 @GFMEET_2397 

:GFMEET_2052
062E: get_actor 15@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @GFMEET_2126 
0605: actor 15@ perform_animation "TAI_CHI_IN" IFP "PARK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 6@ += 1 

:GFMEET_2126
0002: jump @GFMEET_2397 

:GFMEET_2133
062E: get_actor 15@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @GFMEET_2205 
0605: actor 15@ perform_animation "TAI_CHI_LOOP" IFP "PARK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 1215752191 

:GFMEET_2205
00D6: if and
089B:   unknown_is_actor_in_dialogue_mode 15@ 
00F2:   actor $PLAYER_ACTOR near_actor 15@ radius 2.0 2.0 0 
071A:   actor 15@ current_dialogue_text == 19@s 
88B7:   not test 7@ bit 1 
004D: jump_if_false @GFMEET_2309 
0605: actor 15@ perform_animation "TAI_CHI_OUT" IFP "PARK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 6@ += 1 
0002: jump @GFMEET_2316 

:GFMEET_2309
089C: unknown_actor 15@ unknown_check 0 

:GFMEET_2316
0002: jump @GFMEET_2397 

:GFMEET_2323
0050: gosub @GFMEET_3967 
00D6: if 
0039:   13@ == 1 
004D: jump_if_false @GFMEET_2376 
089C: unknown_actor 15@ unknown_check 1 
0006: 5@ = 2 
0006: 6@ = 0 
0002: jump @GFMEET_2390 

:GFMEET_2376
0006: 5@ = 3 
0006: 6@ = 0 

:GFMEET_2390
0002: jump @GFMEET_2397 

:GFMEET_2397
0051: return 

:GFMEET_2399
0871: init_jump_table 6@ total_jumps 2 default_jump 0 @GFMEET_2881 jumps 0 @GFMEET_2462 1 @GFMEET_2769 -1 @GFMEET_2881 -1 @GFMEET_2881 -1 @GFMEET_2881 -1 @GFMEET_2881 -1 @GFMEET_2881 

:GFMEET_2462
00D6: if 
08B7:   test 7@ bit 2 
004D: jump_if_false @GFMEET_2762 
0004: $GIRL_PROGRESS(0@,6i) = 0 
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @GFMEET_2526 
060B: set_actor 15@ decision_maker_to 65543 
0002: jump @GFMEET_2536 

:GFMEET_2526
060B: set_actor 15@ decision_maker_to 65539 

:GFMEET_2536
00D6: if 
8118:   not actor 17@ dead 
004D: jump_if_false @GFMEET_2562 
060B: set_actor 17@ decision_maker_to 65543 

:GFMEET_2562
00D6: if 
0491:   actor 15@ has_weapon 22 
004D: jump_if_false @GFMEET_2631 
01B9: set_actor 15@ armed_weapon_to 22 
062E: get_actor 15@ task 1506 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @GFMEET_2624 
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR 

:GFMEET_2624
0002: jump @GFMEET_2667 

:GFMEET_2631
062E: get_actor 15@ task 1477 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @GFMEET_2667 
05C5: AS_actor 15@ cower -2 ms 

:GFMEET_2667
00D6: if 
075C:   marker 18@ enabled 
004D: jump_if_false @GFMEET_2688 
0164: disable_marker 18@ 

:GFMEET_2688
07D0: 13@ = weekday 
000A: 13@ += 1 
00D6: if 
0019:   13@ > 7 
004D: jump_if_false @GFMEET_2725 
0006: 13@ = 1 

:GFMEET_2725
000A: 13@ += 22 
08BC: set $383(0@,6i) bit 13@ 
08BA: set $383(0@,6i) bit 31 
000A: 6@ += 1 

:GFMEET_2762
0002: jump @GFMEET_2881 

:GFMEET_2769
00D6: if 
0491:   actor 15@ has_weapon 22 
004D: jump_if_false @GFMEET_2838 
01B9: set_actor 15@ armed_weapon_to 22 
062E: get_actor 15@ task 1506 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @GFMEET_2831 
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR 

:GFMEET_2831
0002: jump @GFMEET_2874 

:GFMEET_2838
062E: get_actor 15@ task 1477 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @GFMEET_2874 
05C5: AS_actor 15@ cower -2 ms 

:GFMEET_2874
0002: jump @GFMEET_2881 

:GFMEET_2881
0051: return 

:GFMEET_2883
0871: init_jump_table 0@ total_jumps 4 default_jump 0 @GFMEET_3401 jumps 1 @GFMEET_2946 2 @GFMEET_3042 3 @GFMEET_3170 4 @GFMEET_3298 -1 @GFMEET_3401 -1 @GFMEET_3401 -1 @GFMEET_3401 

:GFMEET_2946
00D6: if 
8248:   not model #MECGRL3 available 
004D: jump_if_false @GFMEET_2978 
0247: load_model #MECGRL3 
0001: wait 0 ms 
0002: jump @GFMEET_2946 

:GFMEET_2978
04AF: 13@ = 192 // = constant 
05AA: 19@s = 'GF_1A' // @s = 'short'  // ~z~Hi there, I'm Michelle. Can I get your number?
05AA: 21@s = 'GF_1C' // @s = 'short'  // ~z~Cool! I'll call you, we should hang out sometime!
05AA: 23@s = 'GF_1B' // @s = 'short'  // ~z~Whatever, your loss, asshole!
0006: 8@ = 1 
0002: jump @GFMEET_3401 

:GFMEET_3042
00D6: if 
8248:   not model #GUNGRL3 available 
004D: jump_if_false @GFMEET_3074 
0247: load_model #GUNGRL3 
0001: wait 0 ms 
0002: jump @GFMEET_3042 

:GFMEET_3074
00D6: if 
8248:   not model #COLT45 available 
004D: jump_if_false @GFMEET_3106 
0247: load_model #COLT45 
0001: wait 0 ms 
0002: jump @GFMEET_3074 

:GFMEET_3106
04AF: 13@ = 191 // = constant 
05AA: 19@s = 'GF_2A' // @s = 'short'  // ~z~Err, you want to go out sometime, buddy?
05AA: 21@s = 'GF_2C' // @s = 'short'  // ~z~Yeah, sure, I'd like to go out with you!
05AA: 23@s = 'GF_2B' // @s = 'short'  // ~z~Oh, get out of here you awful nuisance!
0006: 8@ = 4 
0002: jump @GFMEET_3401 

:GFMEET_3170
00D6: if 
8248:   not model #COPGRL3 available 
004D: jump_if_false @GFMEET_3202 
0247: load_model #COPGRL3 
0001: wait 0 ms 
0002: jump @GFMEET_3170 

:GFMEET_3202
00D6: if 
8248:   not model #COLT45 available 
004D: jump_if_false @GFMEET_3234 
0247: load_model #COLT45 
0001: wait 0 ms 
0002: jump @GFMEET_3202 

:GFMEET_3234
04AF: 13@ = 190 // = constant 
05AA: 19@s = 'GF_3A' // @s = 'short'  // ~z~Hi, I'm divorced with two kids, you still interested?
05AA: 21@s = 'GF_3C' // @s = 'short'  // ~z~Great, I'll give you a call. My name's Barbara by the way.
05AA: 23@s = 'GF_3B' // @s = 'short'  // ~z~Another useless bastard!
0006: 8@ = 1 
0002: jump @GFMEET_3401 

:GFMEET_3298
00D6: if 
8248:   not model #NURGRL3 available 
004D: jump_if_false @GFMEET_3330 
0247: load_model #NURGRL3 
0001: wait 0 ms 
0002: jump @GFMEET_3298 

:GFMEET_3330
04AF: 13@ = 193 // = constant 
05AA: 19@s = 'GF_4A' // @s = 'short'  // ~z~Hey, I'm Katie. Wanna go out sometime?
05AA: 21@s = 'GF_4C' // @s = 'short'  // ~z~Oh great! I'll call you later!
05AA: 23@s = 'GF_4B' // @s = 'short'  // ~z~Suit yourself, it's your loss, asshole!
0006: 8@ = 5 
0006: 6@ = 0 
0002: jump @GFMEET_3401 

:GFMEET_3401
009A: 15@ = create_actor_pedtype 5 model 13@ at 1@ 2@ 3@ 
0173: set_actor 15@ Z_angle_to 4@ 
00D6: if 
0039:   0@ == 2 
004D: jump_if_false @GFMEET_3465 
01B2: give_actor 15@ weapon 22 ammo 999999999 // Load the weapon model before using this 
02E2: set_actor 15@ weapon_accuracy_to 100 

:GFMEET_3465
00D6: if 
0039:   0@ == 3 
004D: jump_if_false @GFMEET_3509 
01B2: give_actor 15@ weapon 22 ammo 999999999 // Load the weapon model before using this 
01B9: set_actor 15@ armed_weapon_to 0 
02E2: set_actor 15@ weapon_accuracy_to 100 

:GFMEET_3509
0350: set_actor 15@ maintain_position_when_attacked 1 
0446: set_actor 15@ dismemberment_possible 0 
0568: set_actor 15@ untargetable 1 
02AB: set_actor 15@ immunities BP 0 FP 0 EP 1 CP 1 MP 0 
0223: set_actor 15@ health_to 200 
05BA: AS_actor 15@ move_mouth -1 ms 
0961: set_actor 15@ keep_tasks_after_cleanup 1 
0717: assign_actor 15@ to_dialogue_mode 
09A4: set_dialogue_classB_question_GXT 19@s answer_Y_GXT 21@s answer_N_GXT 23@s question_WAV 318 answer_Y_WAV 249 answer_N_WAV 250 
09AA: set_dialogue_classB_end_GXT 21@s WAV 320 
09AA: set_dialogue_classB_end_GXT 23@s WAV 319 
0719: enable_dialogue_mode 
089C: unknown_actor 15@ unknown_check 0 
0187: 18@ = create_marker_above_actor 15@ 
07E0: set_marker 18@ type_to 1 
018B: set_marker 18@ radar_mode 1 
00D6: if 
0039:   8@ == 1 
004D: jump_if_false @GFMEET_3756 
04C4: store_coords_to 9@ 10@ 11@ from_actor 15@ with_offset 0.5 1.0 0.0 
02CE: 11@ = ground_z_at 9@ 10@ 11@ 
0376: 17@ = create_random_actor_at 9@ 10@ 11@ 
000B: 4@ += 180.0 
0173: set_actor 17@ Z_angle_to 4@ 
0677: AS_actor 15@ chat_with_actor 17@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 17@ chat_with_actor 15@ lead_speaker_flag 0 unknown_flag 1 

:GFMEET_3756
0085: 5@ = 8@ // (int) 
0006: 6@ = 0 
0051: return 

:GFMEET_3773
03E6: remove_text_box 
0871: init_jump_table 0@ total_jumps 4 default_jump 0 @GFMEET_3910 jumps 1 @GFMEET_3838 2 @GFMEET_3856 3 @GFMEET_3874 4 @GFMEET_3892 -1 @GFMEET_3910 -1 @GFMEET_3910 -1 @GFMEET_3910 

:GFMEET_3838
03E5: show_text_box 'GF_H001'  // Michelle is your girlfriend now.~N~Michelle can fix your car at her place Downtown for free.
0002: jump @GFMEET_3910 

:GFMEET_3856
03E5: show_text_box 'GF_H002'  // Helena is your girlfriend now.~N~Helena has a hidden stock of 'tools' you might like back at her place up at Flint Range.
0002: jump @GFMEET_3910 

:GFMEET_3874
03E5: show_text_box 'GF_H003'  // Barbara is your girlfriend now.~N~Barbara will get you out of jail for free. You can pick her up from the cop station in El Quebradas.
0002: jump @GFMEET_3910 

:GFMEET_3892
03E5: show_text_box 'GF_H004'  // Katie is your girlfriend now.~N~Katie will get you out of hospital for free. You can pick her up for dates from her place in Paradiso.
0002: jump @GFMEET_3910 

:GFMEET_3910
0051: return 

:GFMEET_3912
04ED: load_animation "PARK" 

:GFMEET_3920
0001: wait 0 ms 
00D6: if 
04EE:   animation "PARK" loaded 
004D: jump_if_false @GFMEET_3952 
0051: return 
0002: jump @GFMEET_3967 

:GFMEET_3952
04ED: load_animation "PARK" 
0002: jump @GFMEET_3920 

:GFMEET_3967
0006: 13@ = 0 
0652: 13@ = integer_stat 25 
0016: 13@ /= 10 
0652: 14@ = integer_stat 21 
0016: 14@ /= 10 
0016: 14@ /= 2 
00D6: if 
0029:   14@ >= 25 
004D: jump_if_false @GFMEET_4093 
00D6: if 
08B4:   test $371(0@,6i) bit 2 
004D: jump_if_false @GFMEET_4064 
005A: 13@ += 14@ // (int) 
0002: jump @GFMEET_4086 

:GFMEET_4064
0062: 13@ -= 14@ // (int) 
08BD: set 7@ bit 3 
08BD: set 7@ bit 11 

:GFMEET_4086
0002: jump @GFMEET_4199 

:GFMEET_4093
00D6: if 
08B4:   test $371(0@,6i) bit 2 
004D: jump_if_false @GFMEET_4144 
0062: 13@ -= 14@ // (int) 
08BD: set 7@ bit 3 
08BD: set 7@ bit 10 
0002: jump @GFMEET_4199 

:GFMEET_4144
00D6: if 
08B4:   test $371(0@,6i) bit 3 
004D: jump_if_false @GFMEET_4199 
00D6: if 
0039:   14@ == 0 
004D: jump_if_false @GFMEET_4191 
0006: 14@ = 5 

:GFMEET_4191
005A: 13@ += 14@ // (int) 

:GFMEET_4199
0652: 14@ = integer_stat 23 
0016: 14@ /= 10 
0016: 14@ /= 2 
00D6: if 
0029:   14@ >= 20 
004D: jump_if_false @GFMEET_4326 
00D6: if 
08B4:   test $371(0@,6i) bit 1 
004D: jump_if_false @GFMEET_4275 
005A: 13@ += 14@ // (int) 
0002: jump @GFMEET_4319 

:GFMEET_4275
00D6: if 
08B4:   test $371(0@,6i) bit 3 
004D: jump_if_false @GFMEET_4319 
0062: 13@ -= 14@ // (int) 
08BD: set 7@ bit 3 
08BD: set 7@ bit 12 

:GFMEET_4319
0002: jump @GFMEET_4432 

:GFMEET_4326
00D6: if 
08B4:   test $371(0@,6i) bit 1 
004D: jump_if_false @GFMEET_4377 
0062: 13@ -= 14@ // (int) 
08BD: set 7@ bit 3 
08BD: set 7@ bit 11 
0002: jump @GFMEET_4432 

:GFMEET_4377
00D6: if 
08B4:   test $371(0@,6i) bit 3 
004D: jump_if_false @GFMEET_4432 
00D6: if 
0039:   14@ == 0 
004D: jump_if_false @GFMEET_4424 
0006: 14@ = 5 

:GFMEET_4424
005A: 13@ += 14@ // (int) 

:GFMEET_4432
00D6: if 
002F:   13@ >= $GIRL_DESIRED_SEXAPPEAL(0@,6i) // (int) 
004D: jump_if_false @GFMEET_4487 
0004: $GIRL_PROGRESS(0@,6i) = 15 
0050: gosub @GFMEET_4496 
0006: 13@ = 1 
0002: jump @GFMEET_4494 

:GFMEET_4487
0006: 13@ = -1 

:GFMEET_4494
0051: return 

:GFMEET_4496
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFMEET_4871 jumps 0 @GFMEET_4559 1 @GFMEET_4611 2 @GFMEET_4663 3 @GFMEET_4715 4 @GFMEET_4767 5 @GFMEET_4819 -1 @GFMEET_4871 

:GFMEET_4559
00D6: if 
0018:   $GIRL_PROGRESS(0@,6i) > 100 
004D: jump_if_false @GFMEET_4592 
0004: $GIRL_PROGRESS(0@,6i) = 100 

:GFMEET_4592
0629: change_integer_stat 252 to $GIRL_PROGRESS(0@,6i) 
0002: jump @GFMEET_4871 

:GFMEET_4611
00D6: if 
0018:   $GIRL_PROGRESS(0@,6i) > 100 
004D: jump_if_false @GFMEET_4644 
0004: $GIRL_PROGRESS(0@,6i) = 100 

:GFMEET_4644
0629: change_integer_stat 253 to $GIRL_PROGRESS(0@,6i) 
0002: jump @GFMEET_4871 

:GFMEET_4663
00D6: if 
0018:   $GIRL_PROGRESS(0@,6i) > 100 
004D: jump_if_false @GFMEET_4696 
0004: $GIRL_PROGRESS(0@,6i) = 100 

:GFMEET_4696
0629: change_integer_stat 254 to $GIRL_PROGRESS(0@,6i) 
0002: jump @GFMEET_4871 

:GFMEET_4715
00D6: if 
0018:   $GIRL_PROGRESS(0@,6i) > 100 
004D: jump_if_false @GFMEET_4748 
0004: $GIRL_PROGRESS(0@,6i) = 100 

:GFMEET_4748
0629: change_integer_stat 255 to $GIRL_PROGRESS(0@,6i) 
0002: jump @GFMEET_4871 

:GFMEET_4767
00D6: if 
0018:   $GIRL_PROGRESS(0@,6i) > 100 
004D: jump_if_false @GFMEET_4800 
0004: $GIRL_PROGRESS(0@,6i) = 100 

:GFMEET_4800
0629: change_integer_stat 256 to $GIRL_PROGRESS(0@,6i) 
0002: jump @GFMEET_4871 

:GFMEET_4819
00D6: if 
0018:   $GIRL_PROGRESS(0@,6i) > 100 
004D: jump_if_false @GFMEET_4852 
0004: $GIRL_PROGRESS(0@,6i) = 100 

:GFMEET_4852
0629: change_integer_stat 257 to $GIRL_PROGRESS(0@,6i) 
0002: jump @GFMEET_4871 

:GFMEET_4871
0051: return 

:GFMEET_4873
0871: init_jump_table $1232 total_jumps 7 default_jump 0 @GFMEET_5405 jumps 0 @GFMEET_4936 1 @GFMEET_4968 2 @GFMEET_4980 3 @GFMEET_4994 4 @GFMEET_5263 5 @GFMEET_5363 6 @GFMEET_5172 

:GFMEET_4936
00D6: if 
0018:   $1233 > 0 
004D: jump_if_false @GFMEET_4961 
0004: $1232 = 3 

:GFMEET_4961
0002: jump @GFMEET_5405 

:GFMEET_4968
094F: enable_actor 15@ pain_audio 
0002: jump @GFMEET_5405 

:GFMEET_4980
094E: set_actor 15@ mute_pain_audio 0 
0002: jump @GFMEET_5405 

:GFMEET_4994
00D6: if 
894D:   not actor 15@ mutally_active 
004D: jump_if_false @GFMEET_5165 
00D6: if 
0018:   $1233 > 0 
004D: jump_if_false @GFMEET_5105 
09D5: play_sound_of_actor 15@ soundslot $1233 unknown_flags 0 1 0 as $1235 // extended 0947 
0050: gosub @GFMEET_5407 
0004: $1233 = -1 
00D6: if 
0018:   $1234 > 0 
004D: jump_if_false @GFMEET_5091 
0004: $1232 = 6 
0002: jump @GFMEET_5098 

:GFMEET_5091
0004: $1232 = 0 

:GFMEET_5098
0002: jump @GFMEET_5165 

:GFMEET_5105
00D6: if 
0038:   $1233 == -2 
004D: jump_if_false @GFMEET_5144 
0004: $1233 = -1 
0004: $1232 = 6 
0002: jump @GFMEET_5165 

:GFMEET_5144
0004: $1233 = -1 
0004: $1234 = -1 
0004: $1232 = 0 

:GFMEET_5165
0002: jump @GFMEET_5405 

:GFMEET_5172
00D6: if and
894D:   not actor $PLAYER_ACTOR mutally_active 
894D:   not actor 15@ mutally_active 
004D: jump_if_false @GFMEET_5256 
00D6: if 
0018:   $1234 > 0 
004D: jump_if_false @GFMEET_5249 
09D5: play_sound_of_actor $PLAYER_ACTOR soundslot $1234 unknown_flags 0 1 0 as $1235 // extended 0947 
0004: $1234 = -1 
0004: $1232 = 0 
0002: jump @GFMEET_5256 

:GFMEET_5249
0004: $1232 = 0 

:GFMEET_5256
0002: jump @GFMEET_5405 

:GFMEET_5263
094E: set_actor 15@ mute_pain_audio 0 
00D6: if 
894D:   not actor 15@ mutally_active 
004D: jump_if_false @GFMEET_5356 
00D6: if 
0018:   $1233 > 0 
004D: jump_if_false @GFMEET_5349 
09D5: play_sound_of_actor 15@ soundslot $1233 unknown_flags 0 1 0 as $1235 // extended 0947 
0050: gosub @GFMEET_5407 
0004: $1233 = -1 
0004: $1232 = 5 
0002: jump @GFMEET_5356 

:GFMEET_5349
0004: $1232 = 0 

:GFMEET_5356
0002: jump @GFMEET_5405 

:GFMEET_5363
00D6: if 
894D:   not actor 15@ mutally_active 
004D: jump_if_false @GFMEET_5398 
094F: enable_actor 15@ pain_audio 
0004: $1233 = -1 
0004: $1232 = 0 

:GFMEET_5398
0002: jump @GFMEET_5405 

:GFMEET_5405
0051: return 

:GFMEET_5407
0871: init_jump_table $1233 total_jumps 2 default_jump 0 @GFMEET_5625 jumps 316 @GFMEET_5602 317 @GFMEET_5472 -1 @GFMEET_5625 -1 @GFMEET_5625 -1 @GFMEET_5625 -1 @GFMEET_5625 -1 @GFMEET_5625 

:GFMEET_5472
00D6: if 
08B7:   test 7@ bit 10 
004D: jump_if_false @GFMEET_5513 
00BC: show_text_highpriority GXT 'GF_0074' time 5000 flag 1  // You've got to eat more to impress this lady, skinny boy!
0002: jump @GFMEET_5625 

:GFMEET_5513
00D6: if 
08B7:   test 7@ bit 11 
004D: jump_if_false @GFMEET_5554 
00BC: show_text_highpriority GXT 'GF_0053' time 5000 flag 1  // What does she mean by, 'not fit'? What ever happened to 'a good sense of humor'?
0002: jump @GFMEET_5625 

:GFMEET_5554
00D6: if 
08B7:   test 7@ bit 12 
004D: jump_if_false @GFMEET_5595 
00BC: show_text_highpriority GXT 'GF_0075' time 5000 flag 1  // You have put on too much muscle! What did you have for breakfast, steroids?
0002: jump @GFMEET_5625 

:GFMEET_5595
0002: jump @GFMEET_5625 

:GFMEET_5602
00BC: show_text_highpriority GXT 'GF_0052' time 5000 flag 1  // You need to show style to impress, dude!
0002: jump @GFMEET_5625 

:GFMEET_5625
0051: return 

:GFMEET_5627
01C2: remove_references_to_actor 15@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 17@ // Like turning an actor into a random pedestrian 
04EF: release_animation "PARK" 
03E6: remove_text_box 
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFMEET_5782 jumps 0 @GFMEET_5710 1 @GFMEET_5722 2 @GFMEET_5734 3 @GFMEET_5746 4 @GFMEET_5758 5 @GFMEET_5770 -1 @GFMEET_5782 

:GFMEET_5710
0249: release_model #GANGRL3 
0002: jump @GFMEET_5782 

:GFMEET_5722
0249: release_model #MECGRL3 
0002: jump @GFMEET_5782 

:GFMEET_5734
0249: release_model #GUNGRL3 
0002: jump @GFMEET_5782 

:GFMEET_5746
0249: release_model #COPGRL3 
0002: jump @GFMEET_5782 

:GFMEET_5758
0249: release_model #NURGRL3 
0002: jump @GFMEET_5782 

:GFMEET_5770
0249: release_model #CROGRL3 
0002: jump @GFMEET_5782 

:GFMEET_5782
08ED: remove_actor 15@ from_dialogue_mode 
00D6: if 
075C:   marker 18@ enabled 
004D: jump_if_false @GFMEET_5808 
0164: disable_marker 18@ 

:GFMEET_5808
08C0: clear $390 bit 20 
004E: end_thread 
0051: return 
0662: printstring "I__________________________I" 
0662: printstring "H" 
0662: printstring "G" 
0662: printstring "F" 
0662: printstring "E" 
0663: printint "GF_LIKES_PLAYER" $GIRL_PROGRESS(0@,6i) 
0663: printint "DESIRED_SEX_APPEAL" $GIRL_DESIRED_SEXAPPEAL(0@,6i) 
0663: printint "ISUBSTATESTATUS" 6@ 
0871: init_jump_table 5@ total_jumps 5 default_jump 1 @GFMEET_6106 jumps 0 @GFMEET_6011 1 @GFMEET_6030 2 @GFMEET_6049 3 @GFMEET_6068 4 @GFMEET_6087 -1 @GFMEET_6135 -1 @GFMEET_6135 

:GFMEET_6011
0662: printstring "STATE0__" 
0002: jump @GFMEET_6135 

:GFMEET_6030
0662: printstring "STATE1__" 
0002: jump @GFMEET_6135 

:GFMEET_6049
0662: printstring "STATE2__" 
0002: jump @GFMEET_6135 

:GFMEET_6068
0662: printstring "STATE3__" 
0002: jump @GFMEET_6135 

:GFMEET_6087
0662: printstring "STATE4__" 
0002: jump @GFMEET_6135 

:GFMEET_6106
0662: printstring "UNTRAPPED_STATE___" 
0002: jump @GFMEET_6135 

:GFMEET_6135
0662: printstring "I__________________________I" 
0051: return 
004E: end_thread 

//-------------External script 25 (GF_DATE)---------------

:GFDATE
03A4: name_thread 'GFDATE' 
0006: 1@ = 0 
0006: 2@ = 0 
0006: 3@ = 0 
0006: 24@ = 0 
0006: 30@ = -1 
0006: 29@ = -1 
0004: $9467 = 30 
0005: $9468 = 30.0 
00D6: if 
0019:   3@ > 0 
004D: jump_if_false @GFDATE_120 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 
03C0: 28@ = actor 0@ car 

:GFDATE_120
0050: gosub @GFDATE_24076 
08BD: set 3@ bit 1 

:GFDATE_134
0001: wait 0 ms 
00D6: if and
0256:   player $PLAYER_CHAR defined 
0038:   $ONMISSION == 0 
004D: jump_if_false @GFDATE_260 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @GFDATE_244 
0050: gosub @GFDATE_26752 
0050: gosub @GFDATE_24246 
0050: gosub @GFDATE_283 
0050: gosub @GFDATE_3688 
00D6: if 
08B4:   test $390 bit 22 
004D: jump_if_false @GFDATE_230 
0050: gosub @GFDATE_27210 

:GFDATE_230
0050: gosub @GFDATE_30455 
0002: jump @GFDATE_253 

:GFDATE_244
03E6: remove_text_box 
0050: gosub @GFDATE_32517 

:GFDATE_253
0002: jump @GFDATE_276 

:GFDATE_260
03E6: remove_text_box 
08BD: set 3@ bit 9 
0050: gosub @GFDATE_32517 

:GFDATE_276
0002: jump @GFDATE_134 

:GFDATE_283
00D6: if 
88B7:   not test 3@ bit 1 
004D: jump_if_false @GFDATE_3686 
00D6: if 
08B4:   test $390 bit 26 
004D: jump_if_false @GFDATE_342 
08BA: set $390 bit 2 
0006: 1@ = 3 
0006: 2@ = 0 
0051: return 

:GFDATE_342
0050: gosub @GFDATE_20055 
00D6: if 
0019:   24@ > -1 
004D: jump_if_false @GFDATE_462 
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_414 
0050: gosub @GFDATE_32407 
016A: fade 0 time 0 
0006: 1@ = 2 
0006: 2@ = 0 
0051: return 

:GFDATE_414
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_455 
0050: gosub @GFDATE_32407 
0006: 1@ = 10 
0006: 2@ = 0 
0051: return 

:GFDATE_455
0002: jump @GFDATE_503 

:GFDATE_462
00D6: if 
0039:   24@ == -2 
004D: jump_if_false @GFDATE_503 
0050: gosub @GFDATE_32407 
0006: 1@ = 3 
0006: 2@ = 0 
0051: return 

:GFDATE_503
0871: init_jump_table $1211 total_jumps 17 default_jump 0 @GFDATE_3686 jumps 0 @GFDATE_696 1 @GFDATE_887 2 @GFDATE_1089 3 @GFDATE_1375 4 @GFDATE_1479 5 @GFDATE_1585 6 @GFDATE_1698 
0872: jump_table_jumps 7 @GFDATE_1811 8 @GFDATE_1869 9 @GFDATE_1986 10 @GFDATE_2069 11 @GFDATE_2373 12 @GFDATE_2583 13 @GFDATE_2720 14 @GFDATE_3163 15 @GFDATE_3337 
0872: jump_table_jumps 16 @GFDATE_3544 -1 @GFDATE_3686 -1 @GFDATE_3686 -1 @GFDATE_3686 -1 @GFDATE_3686 -1 @GFDATE_3686 -1 @GFDATE_3686 -1 @GFDATE_3686 -1 @GFDATE_3686 

:GFDATE_696
0050: gosub @GFDATE_23696 
00D6: if 
0019:   25@ > 0 
004D: jump_if_false @GFDATE_873 
00D6: if 
00E1:   player 0 pressed_key 4 
004D: jump_if_false @GFDATE_866 
00D6: if and
0039:   1@ == 1 
88B7:   not test 3@ bit 7 
88B7:   not test 3@ bit 26 
88B4:   not test $390 bit 22 
004D: jump_if_false @GFDATE_859 
00D6: if 
88B7:   not test 3@ bit 3 
004D: jump_if_false @GFDATE_859 
08BD: set 3@ bit 3 
00D6: if 
0039:   25@ == 2 
004D: jump_if_false @GFDATE_843 
0006: 1@ = 11 
0006: 2@ = 0 
0051: return 
0002: jump @GFDATE_859 

:GFDATE_843
0006: 1@ = 6 
0006: 2@ = 0 
0051: return 

:GFDATE_859
0002: jump @GFDATE_873 

:GFDATE_866
08C3: clear 3@ bit 3 

:GFDATE_873
0008: $1211 += 1 
0002: jump @GFDATE_3686 

:GFDATE_887
00D6: if 
88B7:   not test 3@ bit 2 
004D: jump_if_false @GFDATE_1075 
00D6: if or
08B4:   test $377($GIRLFRIEND,6i) bit 21 
08B4:   test $377($GIRLFRIEND,6i) bit 16 
004D: jump_if_false @GFDATE_1075 
00A0: store_actor $PLAYER_ACTOR position_to 4@ 7@ 10@ 
08F1: get_zone_at 4@ 7@ 10@ nameB_to s$404 // 8-byte string 
00D6: if and
08B4:   test $377($GIRLFRIEND,6i) bit 21 
88B4:   not test $390 bit 12 
004D: jump_if_false @GFDATE_1075 
041A: 25@ = actor 0@ weapon 28 ammo 
00D6: if 
0039:   25@ == 0 
004D: jump_if_false @GFDATE_1075 
0114: set_actor 0@ weapon 28 add_ammo 60 
04AE: $1233 = 280 // = constant 
08BA: set $390 bit 2 
0050: gosub @GFDATE_32407 
0050: gosub @GFDATE_19460 
08BD: set 3@ bit 27 
08BD: set 3@ bit 2 

:GFDATE_1075
0008: $1211 += 1 
0002: jump @GFDATE_3686 

:GFDATE_1089
00D6: if 
00DF:   actor 0@ driving 
004D: jump_if_false @GFDATE_1327 
00D6: if and
08B4:   test $390 bit 15 
8039:   not  1@ == 8 
004D: jump_if_false @GFDATE_1146 
0006: 1@ = 8 
0006: 2@ = 0 
0051: return 

:GFDATE_1146
00D6: if 
8039:   not  1@ == 4 
004D: jump_if_false @GFDATE_1187 
0006: 1@ = 4 
0006: 2@ = 0 
0051: return 
0002: jump @GFDATE_1320 

:GFDATE_1187
00D6: if 
88B4:   not test $390 bit 12 
004D: jump_if_false @GFDATE_1253 
00D6: if and
001B:   0 > 29@ 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_1253 
08BD: set 3@ bit 7 
0006: 1@ = 5 
0006: 2@ = 0 
0051: return 

:GFDATE_1253
00D6: if and
08B7:   test 3@ bit 5 
88B7:   not test 3@ bit 7 
88B7:   not test 3@ bit 6 
847A:   not actor $PLAYER_ACTOR driving_bike 
88B7:   not test 3@ bit 30 
88B4:   not test $390 bit 22 
004D: jump_if_false @GFDATE_1320 
0006: 1@ = 7 
0006: 2@ = 0 
0051: return 

:GFDATE_1320
0002: jump @GFDATE_1361 

:GFDATE_1327
00D6: if 
8039:   not  1@ == 1 
004D: jump_if_false @GFDATE_1361 
0006: 1@ = 1 
0006: 2@ = 0 
0051: return 

:GFDATE_1361
0008: $1211 += 1 
0002: jump @GFDATE_3686 

:GFDATE_1375
00D6: if and
0019:   32@ > 10000 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
88B4:   not test $390 bit 22 
004D: jump_if_false @GFDATE_1465 
00D6: if or
0039:   1@ == 1 
0039:   1@ == 4 
004D: jump_if_false @GFDATE_1465 
08BD: set 3@ bit 7 
00BE: text_clear_all 
03E6: remove_text_box 
03E5: show_text_box 'GF_H017'  // You've abandoned your girlfriend. Your date is over.
0050: gosub @GFDATE_32517 
0051: return 

:GFDATE_1465
0008: $1211 += 1 
0002: jump @GFDATE_3686 

:GFDATE_1479
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @GFDATE_1571 
00D6: if 
8184:   not actor 0@ health >= 498 
004D: jump_if_false @GFDATE_1558 
08BD: set 3@ bit 15 
03E5: show_text_box 'GF_H018'  // You've abused your girlfriend. Your date is over!
0006: 1@ = 9 
0006: 2@ = 0 
0051: return 
0002: jump @GFDATE_1571 

:GFDATE_1558
04AE: $1233 = 313 // = constant 
054E: clear_actor 0@ damage 

:GFDATE_1571
0008: $1211 += 1 
0002: jump @GFDATE_3686 

:GFDATE_1585
00D6: if and
0019:   32@ > 120000 
88B7:   not test 3@ bit 26 
004D: jump_if_false @GFDATE_1684 
00D6: if or
0038:   $GIRLFRIEND == 3 
0038:   $GIRLFRIEND == 2 
004D: jump_if_false @GFDATE_1675 
00D6: if 
0019:   32@ > 240000 
004D: jump_if_false @GFDATE_1668 
0050: gosub @GFDATE_23580 
0051: return 

:GFDATE_1668
0002: jump @GFDATE_1684 

:GFDATE_1675
0050: gosub @GFDATE_23580 
0051: return 

:GFDATE_1684
0008: $1211 += 1 
0002: jump @GFDATE_3686 

:GFDATE_1698
00D6: if and
0019:   32@ > 180000 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_1797 
00D6: if or
0038:   $GIRLFRIEND == 3 
0038:   $GIRLFRIEND == 2 
004D: jump_if_false @GFDATE_1788 
00D6: if 
0019:   32@ > 300000 
004D: jump_if_false @GFDATE_1781 
0050: gosub @GFDATE_23680 
0051: return 

:GFDATE_1781
0002: jump @GFDATE_1797 

:GFDATE_1788
0050: gosub @GFDATE_23680 
0051: return 

:GFDATE_1797
0008: $1211 += 1 
0002: jump @GFDATE_3686 

:GFDATE_1811
00D6: if and
0019:   32@ > 360000 
08B7:   test 3@ bit 7 
004D: jump_if_false @GFDATE_1855 
0006: 1@ = 9 
0006: 2@ = 0 
0051: return 

:GFDATE_1855
0008: $1211 += 1 
0002: jump @GFDATE_3686 

:GFDATE_1869
00D6: if 
8184:   not actor 0@ health >= 10 
004D: jump_if_false @GFDATE_1913 
0004: $GIRL_PROGRESS($GIRLFRIEND,6i) = -999 
0762: AS_actor 0@ dies 
0050: gosub @GFDATE_32517 
0051: return 

:GFDATE_1913
00D6: if and
010F:   player $PLAYER_CHAR wanted_level > 2 
88B4:   not test $377($GIRLFRIEND,6i) bit 21 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_1972 
08BD: set 3@ bit 7 
0006: 1@ = 5 
0006: 2@ = 0 
0051: return 

:GFDATE_1972
0008: $1211 += 1 
0002: jump @GFDATE_3686 

:GFDATE_1986
00D6: if and
00DF:   actor 0@ driving 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_2055 
00D6: if 
81C1:   not car 28@ stopped 
004D: jump_if_false @GFDATE_2055 
00D6: if and
88B7:   not test 3@ bit 7 
88B7:   not test 3@ bit 2 
004D: jump_if_false @GFDATE_2055 
0050: gosub @GFDATE_25145 

:GFDATE_2055
0008: $1211 += 1 
0002: jump @GFDATE_3686 

:GFDATE_2069
00D6: if and
08B7:   test 3@ bit 2 
88B7:   not test 3@ bit 12 
88B7:   not test 3@ bit 15 
8038:   not  $1236 == -1 
004D: jump_if_false @GFDATE_2295 
0652: 25@ = integer_stat 184 
00D6: if 
0019:   25@ > 1 
004D: jump_if_false @GFDATE_2288 
077E: get_active_interior_to 25@ 
00D6: if 
0039:   25@ == 0 
004D: jump_if_false @GFDATE_2281 
00D6: if or
0039:   1@ == 1 
0039:   1@ == 4 
004D: jump_if_false @GFDATE_2281 
00D6: if and
88B4:   not test $390 bit 22 
0019:   32@ > 7000 
004D: jump_if_false @GFDATE_2281 
0209: 25@ = random_int_in_ranges 0 100 
00D6: if 
002B:   50 >= 25@ 
004D: jump_if_false @GFDATE_2256 
0004: $1236 = 0 
08BA: set $390 bit 22 
0002: jump @GFDATE_2281 

:GFDATE_2256
00D6: if 
88B4:   not test $390 bit 25 
004D: jump_if_false @GFDATE_2281 
0004: $1236 = -1 

:GFDATE_2281
0002: jump @GFDATE_2295 

:GFDATE_2288
0004: $1236 = -1 

:GFDATE_2295
00D6: if and
08B4:   test $390 bit 12 
0029:   32@ >= 30000 
88B7:   not test 3@ bit 2 
004D: jump_if_false @GFDATE_2349 
0008: $1211 += 1 
0002: jump @GFDATE_3686 
0002: jump @GFDATE_2359 

:GFDATE_2349
0005: $9469 = 0.0 

:GFDATE_2359
0004: $1211 = 0 
0002: jump @GFDATE_3686 

:GFDATE_2373
00D6: if and
08B4:   test $377($GIRLFRIEND,6i) bit 27 
0039:   1@ == 6 
004D: jump_if_false @GFDATE_2447 
00D6: if 
0039:   2@ == 0 
004D: jump_if_false @GFDATE_2437 
0009: $9469 += 1.5 
0002: jump @GFDATE_2447 

:GFDATE_2437
0009: $9469 += 1E-05 

:GFDATE_2447
00D6: if and
08B4:   test $377($GIRLFRIEND,6i) bit 28 
0039:   1@ == 7 
004D: jump_if_false @GFDATE_2521 
00D6: if 
0039:   2@ == 0 
004D: jump_if_false @GFDATE_2511 
0009: $9469 += 1.5 
0002: jump @GFDATE_2521 

:GFDATE_2511
0009: $9469 += 1E-05 

:GFDATE_2521
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 21 
004D: jump_if_false @GFDATE_2569 
00D6: if 
02E0:   actor 0@ firing_weapon 
004D: jump_if_false @GFDATE_2569 
0009: $9469 += 4.0 

:GFDATE_2569
0008: $1211 += 1 
0002: jump @GFDATE_3686 

:GFDATE_2583
00D6: if 
00DF:   actor 0@ driving 
004D: jump_if_false @GFDATE_2706 
0227: 25@ = car 28@ health 
00D6: if 
001D:   29@ > 25@ // (int) 
004D: jump_if_false @GFDATE_2706 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 24 
004D: jump_if_false @GFDATE_2688 
00D6: if 
051D:   car 28@ damaged_by_car -1 
004D: jump_if_false @GFDATE_2681 
0009: $9469 += 1.5 
054F: clear_car 28@ damage 

:GFDATE_2681
0002: jump @GFDATE_2698 

:GFDATE_2688
000D: $9469 -= 1.0 

:GFDATE_2698
0085: 29@ = 25@ // (int) 

:GFDATE_2706
0008: $1211 += 1 
0002: jump @GFDATE_3686 

:GFDATE_2720
00D6: if and
00DF:   actor 0@ driving 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_3149 
00D6: if 
81C1:   not car 28@ stopped 
004D: jump_if_false @GFDATE_3149 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 11 
004D: jump_if_false @GFDATE_2846 
00D6: if and
0038:   $1340 == 1 
88B7:   not test 3@ bit 17 
004D: jump_if_false @GFDATE_2821 
0009: $9469 += 1.5 
08BD: set 3@ bit 17 

:GFDATE_2821
00D6: if 
0038:   $1340 == 0 
004D: jump_if_false @GFDATE_2846 
08C3: clear 3@ bit 17 

:GFDATE_2846
02E3: 14@ = car 28@ speed 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 12 
004D: jump_if_false @GFDATE_2963 
00D6: if 
0021:   14@ > 22.0 
004D: jump_if_false @GFDATE_2921 
0009: $9469 += 1.5 
08C3: clear 3@ bit 19 
0002: jump @GFDATE_2963 

:GFDATE_2921
00D6: if 
88B7:   not test 3@ bit 19 
004D: jump_if_false @GFDATE_2953 
08BD: set 3@ bit 19 
04AE: $1233 = 39 // = constant 

:GFDATE_2953
000D: $9469 -= 2.5 

:GFDATE_2963
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 13 
004D: jump_if_false @GFDATE_3149 
00D6: if and
0021:   14@ > 8.0 
0023:   20.0 > 14@ 
004D: jump_if_false @GFDATE_3047 
0009: $9469 += 0.5 
08C3: clear 3@ bit 19 
08C3: clear 3@ bit 18 
0002: jump @GFDATE_3149 

:GFDATE_3047
00D6: if 
0033:   8.0 >= 14@ 
004D: jump_if_false @GFDATE_3107 
00D6: if 
88B7:   not test 3@ bit 19 
004D: jump_if_false @GFDATE_3100 
08BD: set 3@ bit 19 
04AE: $1233 = 39 // = constant 

:GFDATE_3100
0002: jump @GFDATE_3139 

:GFDATE_3107
00D6: if 
88B7:   not test 3@ bit 18 
004D: jump_if_false @GFDATE_3139 
08BD: set 3@ bit 18 
04AE: $1233 = 32 // = constant 

:GFDATE_3139
000D: $9469 -= 2.5 

:GFDATE_3149
0008: $1211 += 1 
0002: jump @GFDATE_3686 

:GFDATE_3163
00D6: if and
00DF:   actor 0@ driving 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_3275 
00D6: if 
81C1:   not car 28@ stopped 
004D: jump_if_false @GFDATE_3275 
00D6: if 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_3275 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 16 
004D: jump_if_false @GFDATE_3275 
0050: gosub @GFDATE_23458 
00D6: if 
0019:   25@ > 0 
004D: jump_if_false @GFDATE_3275 
0009: $9469 += 0.5 

:GFDATE_3275
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 21 
004D: jump_if_false @GFDATE_3323 
00D6: if 
02E0:   actor 0@ firing_weapon 
004D: jump_if_false @GFDATE_3323 
0009: $9469 += 4.0 

:GFDATE_3323
0008: $1211 += 1 
0002: jump @GFDATE_3686 

:GFDATE_3337
00D6: if and
00DF:   actor 0@ driving 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_3523 
00D6: if 
01C1:   car 28@ stopped 
004D: jump_if_false @GFDATE_3523 
08D3: get_present_zone_popcycle_group_for_peds_and_cars_to 26@ 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 14 
004D: jump_if_false @GFDATE_3523 
00D6: if or
04A4:   26@ == 10 // == constant 
04A4:   26@ == 3 // == constant 
004D: jump_if_false @GFDATE_3523 
00C1: 26@ = get_minutes_left_to_time_hours 6 time_minutes 0 
00D6: if or
002B:   30 >= 25@ 
0029:   25@ >= 1380 
004D: jump_if_false @GFDATE_3478 
0009: $9469 += 4.0 
0002: jump @GFDATE_3523 

:GFDATE_3478
00C1: 26@ = get_minutes_left_to_time_hours 20 time_minutes 0 
00D6: if or
002B:   30 >= 25@ 
0029:   25@ >= 1380 
004D: jump_if_false @GFDATE_3523 
0009: $9469 += 4.0 

:GFDATE_3523
0050: gosub @GFDATE_25027 
0008: $1211 += 1 
0002: jump @GFDATE_3686 

:GFDATE_3544
00D6: if and
0028:   $9467 >= 100 
88B7:   not test 3@ bit 2 
004D: jump_if_false @GFDATE_3607 
08BA: set $390 bit 2 
04AE: $1233 = 280 // = constant 
08BD: set 3@ bit 2 
0050: gosub @GFDATE_32407 
0051: return 
0002: jump @GFDATE_3662 

:GFDATE_3607
00D6: if and
002A:   0 >= $9467 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_3662 
08C0: clear $390 bit 2 
08BD: set 3@ bit 7 
0006: 1@ = 5 
0006: 2@ = 0 
0051: return 

:GFDATE_3662
0005: $9469 = 0.0 
0004: $1211 = 0 
0002: jump @GFDATE_3686 

:GFDATE_3686
0051: return 

:GFDATE_3688
0871: init_jump_table 1@ total_jumps 12 default_jump 0 @GFDATE_3984 jumps 0 @GFDATE_3816 1 @GFDATE_3830 2 @GFDATE_3844 3 @GFDATE_3858 4 @GFDATE_3872 5 @GFDATE_3886 6 @GFDATE_3900 
0872: jump_table_jumps 7 @GFDATE_3914 8 @GFDATE_3928 9 @GFDATE_3942 10 @GFDATE_3956 11 @GFDATE_3970 -1 @GFDATE_3984 -1 @GFDATE_3984 -1 @GFDATE_3984 -1 @GFDATE_3984 

:GFDATE_3816
0050: gosub @GFDATE_3986 
0002: jump @GFDATE_3984 

:GFDATE_3830
0050: gosub @GFDATE_4788 
0002: jump @GFDATE_3984 

:GFDATE_3844
0050: gosub @GFDATE_5087 
0002: jump @GFDATE_3984 

:GFDATE_3858
0050: gosub @GFDATE_5819 
0002: jump @GFDATE_3984 

:GFDATE_3872
0050: gosub @GFDATE_6976 
0002: jump @GFDATE_3984 

:GFDATE_3886
0050: gosub @GFDATE_7695 
0002: jump @GFDATE_3984 

:GFDATE_3900
0050: gosub @GFDATE_7817 
0002: jump @GFDATE_3984 

:GFDATE_3914
0050: gosub @GFDATE_11047 
0002: jump @GFDATE_3984 

:GFDATE_3928
0050: gosub @GFDATE_12450 
0002: jump @GFDATE_3984 

:GFDATE_3942
0050: gosub @GFDATE_14647 
0002: jump @GFDATE_3984 

:GFDATE_3956
0050: gosub @GFDATE_14897 
0002: jump @GFDATE_3984 

:GFDATE_3970
0050: gosub @GFDATE_15244 
0002: jump @GFDATE_3984 

:GFDATE_3984
0051: return 

:GFDATE_3986
0871: init_jump_table 2@ total_jumps 4 default_jump 0 @GFDATE_4786 jumps 0 @GFDATE_4049 1 @GFDATE_4328 2 @GFDATE_4584 3 @GFDATE_4664 -1 @GFDATE_4786 -1 @GFDATE_4786 -1 @GFDATE_4786 

:GFDATE_4049
08BD: set 3@ bit 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
00D6: if 
08B4:   test $390 bit 14 
004D: jump_if_false @GFDATE_4130 
08BD: set 3@ bit 9 
08BA: set $390 bit 2 
08BA: set $390 bit 3 
0006: 1@ = 3 
0006: 2@ = 0 
0002: jump @GFDATE_4786 

:GFDATE_4130
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 0@ all_weapons_hidden 1 
02A9: set_actor 0@ immune_to_nonplayer 1 
0050: gosub @GFDATE_22751 
0395: clear_area 1 at 6@ 9@ 12@ radius 2.0 
015F: set_camera_position 4@ 7@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 5@ 8@ 11@ switchstyle 2 
0905: set_door $GIRLDOORS($GIRLFRIEND,7i) lock 0 
0050: gosub @GFDATE_16680 
00D6: if 
0039:   25@ == -1 
004D: jump_if_false @GFDATE_4285 
08BD: set 3@ bit 16 
05D9: AS_actor 0@ run_to_actor $PLAYER_ACTOR timelimit 5000 stop_within_radius 2.5 
0002: jump @GFDATE_4307 

:GFDATE_4285
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 

:GFDATE_4307
0006: 33@ = 0 
000A: 2@ += 1 
0002: jump @GFDATE_4786 

:GFDATE_4328
00A0: store_actor $PLAYER_ACTOR position_to 4@ 7@ 10@ 
00A0: store_actor 0@ position_to 5@ 8@ 11@ 
050A: 13@ = distance_between_XYZ 4@ 7@ 10@ and_XYZ 5@ 8@ 11@ 
00D6: if 
0029:   33@ >= 6000 
004D: jump_if_false @GFDATE_4442 
02C0: store_to 5@ 8@ 11@ ped_path_coords_closest_to 5@ 8@ 11@ 
00A1: put_actor 0@ at 5@ 8@ 11@ 
0007: 13@ = 1.0 

:GFDATE_4442
00D6: if 
0033:   3.0 >= 13@ 
004D: jump_if_false @GFDATE_4577 
0160: set_camera_point_at 4@ 7@ 10@ switchstyle 1 
0905: set_door $GIRLDOORS($GIRLFRIEND,7i) lock 1 
00D6: if 
08B7:   test 3@ bit 16 
004D: jump_if_false @GFDATE_4547 
02A9: set_actor 0@ immune_to_nonplayer 0 
08BD: set 3@ bit 9 
0006: 1@ = 3 
0006: 2@ = 3 
0002: jump @GFDATE_4786 
0002: jump @GFDATE_4577 

:GFDATE_4547
04AE: $1233 = 298 // = constant 
04AE: $1234 = 240 // = constant 
0006: 33@ = 0 
000A: 2@ += 1 

:GFDATE_4577
0002: jump @GFDATE_4786 

:GFDATE_4584
00D6: if 
0029:   33@ >= 3000 
004D: jump_if_false @GFDATE_4657 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
02A9: set_actor 0@ immune_to_nonplayer 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
000A: 2@ += 1 

:GFDATE_4657
0002: jump @GFDATE_4786 

:GFDATE_4664
0050: gosub @GFDATE_17450 
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_4700 
03E5: show_text_box 'GF_0036'  // Pick a place that your girl might like and take her there. Choose between fast-food, restaurant, bar or diner, as indicated on the map.

:GFDATE_4700
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_4729 
03E5: show_text_box 'GF_0037'  // Take your girl through areas she might like and watch your speed.

:GFDATE_4729
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_4758 
03E5: show_text_box 'GF_0038'  // Take your girl to a club and impress her with your dancing. Check the map to see where the closest club is located.

:GFDATE_4758
08C3: clear 3@ bit 1 
0006: 1@ = 1 
0006: 2@ = 0 
0002: jump @GFDATE_4786 

:GFDATE_4786
0051: return 

:GFDATE_4788
0871: init_jump_table 2@ total_jumps 3 default_jump 0 @GFDATE_5085 jumps 0 @GFDATE_4851 1 @GFDATE_4879 2 @GFDATE_4965 -1 @GFDATE_5085 -1 @GFDATE_5085 -1 @GFDATE_5085 -1 @GFDATE_5085 

:GFDATE_4851
08C3: clear 3@ bit 5 
08C3: clear 3@ bit 6 
000A: 2@ += 1 
0002: jump @GFDATE_5085 

:GFDATE_4879
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 21 
004D: jump_if_false @GFDATE_4951 
00D6: if and
88B7:   not test 3@ bit 7 
874F:   not actor 0@ ped_event == 36 
004D: jump_if_false @GFDATE_4951 
00D6: if 
02D8:   actor 0@ current_weapon == 28 
004D: jump_if_false @GFDATE_4951 
01B9: set_actor 0@ armed_weapon_to 0 

:GFDATE_4951
000A: 2@ += 1 
0002: jump @GFDATE_5085 

:GFDATE_4965
00D6: if 
88B4:   not test $390 bit 22 
004D: jump_if_false @GFDATE_5071 
00D6: if and
08B7:   test 3@ bit 29 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_5057 
00D6: if 
0019:   33@ > 25000 
004D: jump_if_false @GFDATE_5050 
04AE: $1233 = 273 // = constant 
04AE: $1234 = 242 // = constant 
08C3: clear 3@ bit 29 

:GFDATE_5050
0002: jump @GFDATE_5071 

:GFDATE_5057
0006: 33@ = 0 
08BD: set 3@ bit 29 

:GFDATE_5071
0006: 2@ = 0 
0002: jump @GFDATE_5085 

:GFDATE_5085
0051: return 

:GFDATE_5087
0871: init_jump_table 2@ total_jumps 10 default_jump 0 @GFDATE_5817 jumps 0 @GFDATE_5215 1 @GFDATE_5253 2 @GFDATE_5320 3 @GFDATE_5347 4 @GFDATE_5385 5 @GFDATE_5399 6 @GFDATE_5435 
0872: jump_table_jumps 7 @GFDATE_5595 8 @GFDATE_5686 9 @GFDATE_5754 -1 @GFDATE_5817 -1 @GFDATE_5817 -1 @GFDATE_5817 -1 @GFDATE_5817 -1 @GFDATE_5817 -1 @GFDATE_5817 

:GFDATE_5215
08BD: set 3@ bit 1 
016A: fade 0 time 0 
0050: gosub @GFDATE_32407 
00BE: text_clear_all 
03E6: remove_text_box 
000A: 2@ += 1 
0002: jump @GFDATE_5817 

:GFDATE_5253
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_5313 
03EF: player $PLAYER_CHAR make_safe 
01B9: set_actor 0@ armed_weapon_to 0 
0619: enable_actor 0@ collision_detection 0 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0050: gosub @GFDATE_20351 
0050: gosub @GFDATE_20578 
000A: 2@ += 1 

:GFDATE_5313
0002: jump @GFDATE_5817 

:GFDATE_5320
00D6: if 
06B9:   cutscene_data_loaded 
004D: jump_if_false @GFDATE_5340 
000A: 2@ += 1 

:GFDATE_5340
0002: jump @GFDATE_5817 

:GFDATE_5347
0244: set_cutscene_pos 4@ 7@ 10@ 
016A: fade 1 time 1000 
03AD: NOP 0 // set_rubbish 
02E7: start_cutscene 
000A: 2@ += 1 
0002: jump @GFDATE_5817 

:GFDATE_5385
000A: 2@ += 1 
0002: jump @GFDATE_5817 

:GFDATE_5399
00D6: if 
02E9:   cutscene_reached_end 
004D: jump_if_false @GFDATE_5428 
016A: fade 0 time 1000 
00BE: text_clear_all 
000A: 2@ += 1 

:GFDATE_5428
0002: jump @GFDATE_5817 

:GFDATE_5435
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_5588 
02EA: end_cutscene 
04FA: reset_sky_colors_with_fade 0 
0050: gosub @GFDATE_19460 
04BB: select_interior 0 
0860: link_actor 0@ to_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00A0: store_actor $PLAYER_ACTOR position_to 4@ 7@ 10@ 
0395: clear_area 1 at 4@ 7@ 10@ radius 2.0 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
04E4: refresh_game_renderer_at 4@ 7@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 0@ 
00D6: if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_5581 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 

:GFDATE_5581
000A: 2@ += 1 

:GFDATE_5588
0002: jump @GFDATE_5817 

:GFDATE_5595
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0581: enable_radar 1 
0619: enable_actor 0@ collision_detection 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
03AD: NOP 1 // set_rubbish 
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor 0@ stay_idle 0 ms 
016A: fade 1 time 500 
000A: 2@ += 1 
0002: jump @GFDATE_5817 

:GFDATE_5686
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_5747 
00D6: if 
08B4:   test $390 bit 2 
004D: jump_if_false @GFDATE_5732 
04AE: $1233 = 277 // = constant 
0002: jump @GFDATE_5740 

:GFDATE_5732
04AE: $1233 = 278 // = constant 

:GFDATE_5740
000A: 2@ += 1 

:GFDATE_5747
0002: jump @GFDATE_5817 

:GFDATE_5754
00D6: if and
0038:   $1233 == -1 
876F:   not text_priority_displayed 
004D: jump_if_false @GFDATE_5810 
04AE: $1233 = 280 // = constant 
08C3: clear 3@ bit 1 
08BD: set 3@ bit 2 
0006: 1@ = 1 
0006: 2@ = 0 

:GFDATE_5810
0002: jump @GFDATE_5817 

:GFDATE_5817
0051: return 

:GFDATE_5819
0871: init_jump_table 2@ total_jumps 8 default_jump 0 @GFDATE_6974 jumps 0 @GFDATE_5947 1 @GFDATE_5975 2 @GFDATE_6163 3 @GFDATE_6184 4 @GFDATE_6669 5 @GFDATE_6732 6 @GFDATE_6874 
0872: jump_table_jumps 7 @GFDATE_6921 -1 @GFDATE_6974 -1 @GFDATE_6974 -1 @GFDATE_6974 -1 @GFDATE_6974 -1 @GFDATE_6974 -1 @GFDATE_6974 -1 @GFDATE_6974 -1 @GFDATE_6974 

:GFDATE_5947
08BD: set 3@ bit 1 
016A: fade 0 time 500 
000A: 2@ += 1 
0002: jump @GFDATE_6974 

:GFDATE_5975
08BD: set 3@ bit 1 
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_6156 
0050: gosub @GFDATE_32407 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
00D6: if 
06EE:   actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_6040 
06C9: remove_actor 0@ from_group 

:GFDATE_6040
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 0@ all_weapons_hidden 1 
0050: gosub @GFDATE_22751 
0395: clear_area 1 at 6@ 9@ 12@ radius 1.0 
015F: set_camera_position 4@ 7@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 5@ 8@ 11@ switchstyle 2 
0792: disembark_instantly_actor 0@ 
00A1: put_actor 0@ at 6@ 9@ 12@ 
05D4: AS_actor 0@ rotate_angle 13@ 
000A: 2@ += 1 

:GFDATE_6156
0002: jump @GFDATE_6974 

:GFDATE_6163
016A: fade 1 time 1000 
000A: 2@ += 1 
0002: jump @GFDATE_6974 

:GFDATE_6184
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_6662 
00D6: if 
08B7:   test 3@ bit 9 
004D: jump_if_false @GFDATE_6414 
00D6: if 
08B4:   test $390 bit 14 
004D: jump_if_false @GFDATE_6270 
04AE: $1233 = 269 // = constant 
0006: 33@ = 0 
0006: 25@ = 5000 
0006: 2@ = 6 
0002: jump @GFDATE_6974 

:GFDATE_6270
00D6: if 
0038:   $GIRL_PROGRESS($GIRLFRIEND,6i) == -99 
004D: jump_if_false @GFDATE_6326 
0004: $GIRL_PROGRESS($GIRLFRIEND,6i) = -100 
04AE: $1233 = 314 // = constant 
08C1: clear $GIRLS_GIFTS_BITMASK bit $GIRLFRIEND 
0002: jump @GFDATE_6385 

:GFDATE_6326
00D6: if 
08B7:   test 3@ bit 16 
004D: jump_if_false @GFDATE_6385 
00D6: if 
08B7:   test 3@ bit 23 
004D: jump_if_false @GFDATE_6377 
04AE: $1233 = 317 // = constant 
0002: jump @GFDATE_6385 

:GFDATE_6377
04AE: $1233 = 316 // = constant 

:GFDATE_6385
0006: 33@ = 0 
0006: 25@ = 5000 
0006: 2@ = 6 
0002: jump @GFDATE_6662 

:GFDATE_6414
00D6: if 
08B7:   test 3@ bit 7 
004D: jump_if_false @GFDATE_6469 
04AE: $1233 = 296 // = constant 
0006: 33@ = 0 
0006: 25@ = 5000 
0006: 2@ = 6 
0002: jump @GFDATE_6662 

:GFDATE_6469
00D6: if 
08B4:   test $390 bit 2 
004D: jump_if_false @GFDATE_6595 
00D6: if 
002C:   $GIRL_PROGRESS($GIRLFRIEND,6i) >= $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) // (int) 
004D: jump_if_false @GFDATE_6550 
04AE: $1233 = 282 // = constant 
0006: 33@ = 0 
0006: 25@ = 0 
000A: 2@ += 1 
0002: jump @GFDATE_6588 

:GFDATE_6550
04AE: $1233 = 292 // = constant 
04AE: $1234 = 241 // = constant 
0006: 33@ = 0 
0006: 25@ = 5000 
0006: 2@ = 6 

:GFDATE_6588
0002: jump @GFDATE_6662 

:GFDATE_6595
00D6: if 
002A:   -15 >= $GIRL_PROGRESS($GIRLFRIEND,6i) 
004D: jump_if_false @GFDATE_6632 
04AE: $1233 = 314 // = constant 
0002: jump @GFDATE_6640 

:GFDATE_6632
04AE: $1233 = 296 // = constant 

:GFDATE_6640
0006: 33@ = 0 
0006: 25@ = 5000 
0006: 2@ = 6 

:GFDATE_6662
0002: jump @GFDATE_6974 

:GFDATE_6669
00D6: if 
0029:   33@ >= 5000 
004D: jump_if_false @GFDATE_6725 
0512: show_permanent_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
00D6: if 
0019:   33@ > 5100 
004D: jump_if_false @GFDATE_6725 
000A: 2@ += 1 

:GFDATE_6725
0002: jump @GFDATE_6974 

:GFDATE_6732
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @GFDATE_6803 
00BE: text_clear_all 
03E6: remove_text_box 
08BA: set $390 bit 3 
0004: $1233 = -2 
04AE: $1234 = 46 // = constant 
0006: 33@ = 0 
0006: 25@ = 3500 
000A: 2@ += 1 
0002: jump @GFDATE_6867 

:GFDATE_6803
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @GFDATE_6867 
00BE: text_clear_all 
03E6: remove_text_box 
08C0: clear $390 bit 3 
0004: $1233 = -2 
04AE: $1234 = 47 // = constant 
0006: 33@ = 0 
0006: 25@ = 3500 
000A: 2@ += 1 

:GFDATE_6867
0002: jump @GFDATE_6974 

:GFDATE_6874
00D6: if 
002D:   33@ >= 25@ // (int) 
004D: jump_if_false @GFDATE_6914 
08BA: set $390 bit 6 
016A: fade 0 time 1000 
000A: 2@ += 1 

:GFDATE_6914
0002: jump @GFDATE_6974 

:GFDATE_6921
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_6967 
02A3: enable_widescreen 0 
0581: enable_radar 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0050: gosub @GFDATE_32517 

:GFDATE_6967
0002: jump @GFDATE_6974 

:GFDATE_6974
0051: return 

:GFDATE_6976
0871: init_jump_table 2@ total_jumps 5 default_jump 0 @GFDATE_7693 jumps 0 @GFDATE_7039 1 @GFDATE_7196 2 @GFDATE_7330 3 @GFDATE_7479 4 @GFDATE_7579 -1 @GFDATE_7693 -1 @GFDATE_7693 

:GFDATE_7039
00D6: if and
08B4:   test $377($GIRLFRIEND,6i) bit 21 
88B7:   not test 3@ bit 2 
004D: jump_if_false @GFDATE_7182 
00D6: if 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_7182 
00D6: if 
88B7:   not test 3@ bit 27 
004D: jump_if_false @GFDATE_7182 
0050: gosub @GFDATE_23458 
00D6: if 
0019:   25@ > 0 
004D: jump_if_false @GFDATE_7182 
00D6: if and
876F:   not text_priority_displayed 
894D:   not actor $PLAYER_ACTOR mutally_active 
894D:   not actor 0@ mutally_active 
004D: jump_if_false @GFDATE_7182 
04AE: $1233 = 306 // = constant 
04AE: $1234 = 244 // = constant 
0006: 2@ = 4 
0002: jump @GFDATE_7693 

:GFDATE_7182
000A: 2@ += 1 
0002: jump @GFDATE_7693 

:GFDATE_7196
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_7302 
00D6: if 
01C1:   car 28@ stopped 
004D: jump_if_false @GFDATE_7281 
00D6: if and
88B7:   not test 3@ bit 5 
88B4:   not test $390 bit 22 
004D: jump_if_false @GFDATE_7274 
0006: 33@ = 0 
0006: 2@ = 3 
0002: jump @GFDATE_7693 

:GFDATE_7274
0002: jump @GFDATE_7295 

:GFDATE_7281
08C3: clear 3@ bit 30 
08C3: clear 3@ bit 5 

:GFDATE_7295
0002: jump @GFDATE_7316 

:GFDATE_7302
08C3: clear 3@ bit 30 
08C3: clear 3@ bit 5 

:GFDATE_7316
000A: 2@ += 1 
0002: jump @GFDATE_7693 

:GFDATE_7330
00D6: if 
08B7:   test 3@ bit 29 
004D: jump_if_false @GFDATE_7433 
00D6: if 
88B4:   not test $390 bit 22 
004D: jump_if_false @GFDATE_7426 
00D6: if 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_7426 
00D6: if 
0019:   33@ > 25000 
004D: jump_if_false @GFDATE_7426 
04AE: $1233 = 273 // = constant 
04AE: $1234 = 242 // = constant 
08C3: clear 3@ bit 29 

:GFDATE_7426
0002: jump @GFDATE_7465 

:GFDATE_7433
00D6: if 
88B4:   not test $390 bit 22 
004D: jump_if_false @GFDATE_7465 
0006: 33@ = 0 
08BD: set 3@ bit 29 

:GFDATE_7465
0006: 2@ = 0 
0002: jump @GFDATE_7693 

:GFDATE_7479
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_7565 
00D6: if 
81C1:   not car 28@ stopped 
004D: jump_if_false @GFDATE_7525 
0006: 2@ = 0 
0002: jump @GFDATE_7558 

:GFDATE_7525
00D6: if 
0019:   33@ > 10000 
004D: jump_if_false @GFDATE_7558 
08BD: set 3@ bit 5 
0006: 2@ = 0 

:GFDATE_7558
0002: jump @GFDATE_7572 

:GFDATE_7565
0006: 2@ = 0 

:GFDATE_7572
0002: jump @GFDATE_7693 

:GFDATE_7579
00D6: if and
08B4:   test $377($GIRLFRIEND,6i) bit 21 
88B7:   not test 3@ bit 2 
004D: jump_if_false @GFDATE_7679 
00D6: if 
82D8:   not actor 0@ current_weapon == 28 
004D: jump_if_false @GFDATE_7633 
01B9: set_actor 0@ armed_weapon_to 28 

:GFDATE_7633
0050: gosub @GFDATE_23458 
00D6: if 
002B:   0 >= 25@ 
004D: jump_if_false @GFDATE_7672 
01B9: set_actor 0@ armed_weapon_to 0 
0006: 2@ = 0 

:GFDATE_7672
0002: jump @GFDATE_7686 

:GFDATE_7679
0006: 2@ = 0 

:GFDATE_7686
0002: jump @GFDATE_7693 

:GFDATE_7693
0051: return 

:GFDATE_7695
0871: init_jump_table 2@ total_jumps 1 default_jump 0 @GFDATE_7815 jumps 0 @GFDATE_7758 -1 @GFDATE_7815 -1 @GFDATE_7815 -1 @GFDATE_7815 -1 @GFDATE_7815 -1 @GFDATE_7815 -1 @GFDATE_7815 

:GFDATE_7758
08C0: clear $390 bit 2 
08BD: set 3@ bit 2 
08BD: set 3@ bit 7 
04AE: $1233 = 281 // = constant 
0050: gosub @GFDATE_32407 
0050: gosub @GFDATE_19605 
0004: $5297 = 1 
0002: jump @GFDATE_7815 

:GFDATE_7815
0051: return 

:GFDATE_7817
0871: init_jump_table 2@ total_jumps 7 default_jump 0 @GFDATE_11045 jumps 0 @GFDATE_7880 1 @GFDATE_8060 2 @GFDATE_8568 3 @GFDATE_9197 4 @GFDATE_9623 5 @GFDATE_9870 6 @GFDATE_10069 

:GFDATE_7880
08BD: set 3@ bit 1 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 0@ all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 2.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
01E8: create_forbidden_for_cars_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
022B: create_forbidden_for_peds_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 0@ 
0639: AS_actor 0@ rotate_to_actor $PLAYER_ACTOR 
0006: 33@ = 0 
000A: 2@ += 1 
0002: jump @GFDATE_11045 

:GFDATE_8060
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 25@ // ret 7 if not found 
062E: get_actor 0@ task 1593 status_store_to 26@ // ret 7 if not found 
00D6: if and
04A4:   25@ == 7 // == constant 
04A4:   26@ == 7 // == constant 
004D: jump_if_false @GFDATE_8398 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0619: enable_actor 0@ collision_detection 0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: 11@ = ground_z_at 5@ 8@ 11@ 
00A0: store_actor 0@ position_to 6@ 9@ 12@ 
02CE: 12@ = ground_z_at 6@ 9@ 12@ 
00A1: put_actor 0@ at 5@ 8@ 11@ 
0172: 13@ = actor $PLAYER_ACTOR Z_angle 
000B: 13@ += 180.0 
0173: set_actor 0@ Z_angle_to 13@ 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 1.2 -1.0 0.5 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 0.5 
00D6: if 
06BD:   no_obstacles_between 4@ 7@ 10@ and 5@ 8@ 11@ solid 1 car 1 actor 0 object 1 particle 0 
004D: jump_if_false @GFDATE_8370 
015F: set_camera_position 4@ 7@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 5@ 8@ 11@ switchstyle 2 

:GFDATE_8370
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 
05BA: AS_actor 0@ move_mouth -1 ms 
000A: 2@ += 1 
0002: jump @GFDATE_8561 

:GFDATE_8398
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_8463 
062E: get_actor $PLAYER_ACTOR task 1466 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_8463 
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 

:GFDATE_8463
062E: get_actor 0@ task 1593 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_8528 
062E: get_actor 0@ task 1466 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_8528 
05BA: AS_actor 0@ move_mouth -1 ms 

:GFDATE_8528
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @GFDATE_8561 
0006: 2@ = 6 
0002: jump @GFDATE_11045 

:GFDATE_8561
0002: jump @GFDATE_11045 

:GFDATE_8568
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
008F: 13@ = integer $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) to_float 
0017: 13@ /= 1.2 
008F: 14@ = integer $GIRL_PROGRESS($GIRLFRIEND,6i) to_float 
00D6: if 
0035:   13@ >= 14@ // (float) 
004D: jump_if_false @GFDATE_8738 
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_01" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor 0@ perform_animation "GRLFRD_KISS_01" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0006: 2@ = 6 
0002: jump @GFDATE_9190 

:GFDATE_8738
00D6: if 
002C:   $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) >= $GIRL_PROGRESS($GIRLFRIEND,6i) // (int) 
004D: jump_if_false @GFDATE_8868 
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor 0@ perform_animation "GRLFRD_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0006: 2@ = 6 
0002: jump @GFDATE_9190 

:GFDATE_8868
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_03" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor 0@ perform_animation "GRLFRD_KISS_03" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
00A0: store_actor 0@ position_to 4@ 7@ 10@ 
073F: get_actor_in_sphere 4@ 7@ 10@ radius 20.0 with_pedtype_civilian 1 gang 1 criminal/prostitute 1 handle_as 27@ 
00D6: if 
0039:   27@ == -1 
004D: jump_if_false @GFDATE_9067 
00D6: if 
0038:   $GF_CENSORE_FLAG == 0 
004D: jump_if_false @GFDATE_9046 
000A: 2@ += 1 
0002: jump @GFDATE_9060 

:GFDATE_9046
08BD: set 3@ bit 25 
0006: 2@ = 6 

:GFDATE_9060
0002: jump @GFDATE_9190 

:GFDATE_9067
01C2: remove_references_to_actor 27@ // Like turning an actor into a random pedestrian 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 27 
004D: jump_if_false @GFDATE_9183 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 28 
004D: jump_if_false @GFDATE_9169 
00D6: if 
0038:   $GF_CENSORE_FLAG == 0 
004D: jump_if_false @GFDATE_9148 
000A: 2@ += 1 
0002: jump @GFDATE_9162 

:GFDATE_9148
08BD: set 3@ bit 25 
0006: 2@ = 6 

:GFDATE_9162
0002: jump @GFDATE_9176 

:GFDATE_9169
0006: 2@ = 6 

:GFDATE_9176
0002: jump @GFDATE_9190 

:GFDATE_9183
0006: 2@ = 6 

:GFDATE_9190
0002: jump @GFDATE_11045 

:GFDATE_9197
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GFDATE_9224 
0006: 2@ = 6 
0002: jump @GFDATE_11045 

:GFDATE_9224
00D6: if 
88B7:   not test 3@ bit 25 
004D: jump_if_false @GFDATE_9609 
062E: get_actor 0@ task 1541 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_9602 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 2.5 -1.2 0.5 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 0.1 
00D6: if 
06BD:   no_obstacles_between 4@ 7@ 10@ and 5@ 8@ 11@ solid 1 car 1 actor 0 object 1 particle 0 
004D: jump_if_false @GFDATE_9409 
015F: set_camera_position 4@ 7@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 5@ 8@ 11@ switchstyle 2 

:GFDATE_9409
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: 11@ = ground_z_at 5@ 8@ 11@ 
00A1: put_actor 0@ at 5@ 8@ 11@ 
0172: 13@ = actor $PLAYER_ACTOR Z_angle 
000B: 13@ += 180.0 
0173: set_actor 0@ Z_angle_to 13@ 
0605: actor $PLAYER_ACTOR perform_animation "BJ_STAND_START_P" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time 0 
0605: actor 0@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time 0 
08BD: set 3@ bit 25 
000A: 2@ += 1 

:GFDATE_9602
0002: jump @GFDATE_9616 

:GFDATE_9609
0006: 2@ = 6 

:GFDATE_9616
0002: jump @GFDATE_11045 

:GFDATE_9623
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GFDATE_9650 
0006: 2@ = 6 
0002: jump @GFDATE_11045 

:GFDATE_9650
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BJ_STAND_START_P" 
004D: jump_if_false @GFDATE_9856 
0613: 13@ = actor $PLAYER_ACTOR animation "BJ_STAND_START_P" time 
00D6: if 
0043:   13@ == 1.0 
004D: jump_if_false @GFDATE_9849 
0605: actor $PLAYER_ACTOR perform_animation "BJ_STAND_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 6000 
0605: actor 0@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 6000 
04AE: $1233 = 285 // = constant 
0006: 33@ = 0 
000A: 2@ += 1 

:GFDATE_9849
0002: jump @GFDATE_9863 

:GFDATE_9856
0006: 2@ = 6 

:GFDATE_9863
0002: jump @GFDATE_11045 

:GFDATE_9870
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GFDATE_9897 
0006: 2@ = 6 
0002: jump @GFDATE_11045 

:GFDATE_9897
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BJ_STAND_LOOP_P" 
004D: jump_if_false @GFDATE_10055 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @GFDATE_10048 
0605: actor $PLAYER_ACTOR perform_animation "BJ_STAND_END_P" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor 0@ perform_animation "BJ_STAND_END_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
000A: 2@ += 1 

:GFDATE_10048
0002: jump @GFDATE_10062 

:GFDATE_10055
0006: 2@ = 6 

:GFDATE_10062
0002: jump @GFDATE_11045 

:GFDATE_10069
00D6: if 
88B7:   not test 3@ bit 24 
004D: jump_if_false @GFDATE_10334 
08BD: set 3@ bit 24 
00D6: if and
001E:   $GIRL_PROGRESS($GIRLFRIEND,6i) > 25@ // (int) 
001C:   $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) > $GIRL_PROGRESS($GIRLFRIEND,6i) // (int) 
004D: jump_if_false @GFDATE_10201 
00D6: if and
06FF:   any_ped_near_actor 0@ in_range 20.0 
08B4:   test $377($GIRLFRIEND,6i) bit 27 
004D: jump_if_false @GFDATE_10183 
0008: $GIRL_PROGRESS($GIRLFRIEND,6i) += 1 
0002: jump @GFDATE_10194 

:GFDATE_10183
000C: $GIRL_PROGRESS($GIRLFRIEND,6i) -= 1 

:GFDATE_10194
0002: jump @GFDATE_10334 

:GFDATE_10201
00D6: if and
001E:   $GIRL_PROGRESS($GIRLFRIEND,6i) > 25@ // (int) 
002C:   $GIRL_PROGRESS($GIRLFRIEND,6i) >= $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) // (int) 
004D: jump_if_false @GFDATE_10334 
00D6: if and
06FF:   any_ped_near_actor 0@ in_range 20.0 
08B4:   test $377($GIRLFRIEND,6i) bit 27 
004D: jump_if_false @GFDATE_10323 
0008: $GIRL_PROGRESS($GIRLFRIEND,6i) += 1 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 28 
004D: jump_if_false @GFDATE_10316 
0008: $GIRL_PROGRESS($GIRLFRIEND,6i) += 1 

:GFDATE_10316
0002: jump @GFDATE_10334 

:GFDATE_10323
000C: $GIRL_PROGRESS($GIRLFRIEND,6i) -= 1 

:GFDATE_10334
0007: 13@ = -1.0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BJ_STAND_END_P" 
004D: jump_if_false @GFDATE_10400 
0613: 13@ = actor $PLAYER_ACTOR animation "BJ_STAND_END_P" time 

:GFDATE_10400
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_01" 
004D: jump_if_false @GFDATE_10454 
0613: 13@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_01" time 

:GFDATE_10454
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_02" 
004D: jump_if_false @GFDATE_10508 
0613: 13@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_02" time 

:GFDATE_10508
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_03" 
004D: jump_if_false @GFDATE_10562 
0613: 13@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_03" time 

:GFDATE_10562
00D6: if 
0021:   13@ > -1.0 
004D: jump_if_false @GFDATE_10798 
00D6: if 
0043:   13@ == 1.0 
004D: jump_if_false @GFDATE_10791 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
00A1: put_actor 0@ at 6@ 9@ 12@ 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
091E: create_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08C3: clear 3@ bit 1 
0006: 1@ = 1 
0006: 2@ = 0 

:GFDATE_10791
0002: jump @GFDATE_11038 

:GFDATE_10798
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor 0@ stay_idle 0 ms 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
00A1: put_actor 0@ at 6@ 9@ 12@ 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
091E: create_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_11017 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 

:GFDATE_11017
08C3: clear 3@ bit 1 
0006: 1@ = 1 
0006: 2@ = 0 

:GFDATE_11038
0002: jump @GFDATE_11045 

:GFDATE_11045
0051: return 

:GFDATE_11047
0871: init_jump_table 2@ total_jumps 6 default_jump 0 @GFDATE_12448 jumps 0 @GFDATE_11110 1 @GFDATE_11470 2 @GFDATE_11585 3 @GFDATE_11718 4 @GFDATE_11957 5 @GFDATE_12105 -1 @GFDATE_12448 

:GFDATE_11110
00D6: if 
0038:   $GF_CENSORE_FLAG == 1 
004D: jump_if_false @GFDATE_11170 
08BD: set 3@ bit 30 
08C3: clear 3@ bit 1 
0006: 1@ = 4 
0006: 2@ = 0 
0002: jump @GFDATE_12448 
0002: jump @GFDATE_11463 

:GFDATE_11170
08BD: set 3@ bit 1 
00D6: if and
002C:   $GIRL_PROGRESS($GIRLFRIEND,6i) >= $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) // (int) 
8119:   not car 28@ wrecked 
8431:   not car 28@ passenger_seat_free 0 
004D: jump_if_false @GFDATE_11435 
0432: 27@ = get_actor_handle_from_car 28@ passenger_seat 0 
00D6: if 
003B:   27@ == 0@ // (int) 
004D: jump_if_false @GFDATE_11400 
00A0: store_actor 0@ position_to 4@ 7@ 10@ 
073F: get_actor_in_sphere 4@ 7@ 10@ radius 20.0 with_pedtype_civilian 1 gang 1 criminal/prostitute 1 handle_as 27@ 
00D6: if 
0039:   27@ == -1 
004D: jump_if_false @GFDATE_11316 
000A: 2@ += 1 
0002: jump @GFDATE_11393 

:GFDATE_11316
01C2: remove_references_to_actor 27@ // Like turning an actor into a random pedestrian 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 28 
004D: jump_if_false @GFDATE_11357 
000A: 2@ += 1 
0002: jump @GFDATE_11393 

:GFDATE_11357
04AE: $1233 = 302 // = constant 
08C3: clear 3@ bit 1 
08BD: set 3@ bit 30 
0006: 1@ = 4 
0006: 2@ = 0 

:GFDATE_11393
0002: jump @GFDATE_11428 

:GFDATE_11400
08C3: clear 3@ bit 1 
08BD: set 3@ bit 30 
0006: 1@ = 4 
0006: 2@ = 0 

:GFDATE_11428
0002: jump @GFDATE_11463 

:GFDATE_11435
08C3: clear 3@ bit 1 
08BD: set 3@ bit 30 
0006: 1@ = 4 
0006: 2@ = 0 

:GFDATE_11463
0002: jump @GFDATE_12448 

:GFDATE_11470
08BD: set 3@ bit 6 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 0@ all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_11571 
0679: put_camera_on_car 28@ with_offset 4.0 4.0 1.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 

:GFDATE_11571
000A: 2@ += 1 
0002: jump @GFDATE_12448 

:GFDATE_11585
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GFDATE_11612 
0006: 2@ = 5 
0002: jump @GFDATE_12448 

:GFDATE_11612
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_CAR_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor 0@ perform_animation "BJ_CAR_START_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
000A: 2@ += 1 
0002: jump @GFDATE_12448 

:GFDATE_11718
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GFDATE_11745 
0006: 2@ = 5 
0002: jump @GFDATE_12448 

:GFDATE_11745
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BJ_CAR_START_P" 
004D: jump_if_false @GFDATE_11943 
0613: 13@ = actor $PLAYER_ACTOR animation "BJ_CAR_START_P" time 
00D6: if 
0043:   13@ == 1.0 
004D: jump_if_false @GFDATE_11936 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_CAR_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
0812: AS_actor 0@ perform_animation "BJ_CAR_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
04AE: $1233 = 285 // = constant 
0006: 33@ = 0 
000A: 2@ += 1 

:GFDATE_11936
0002: jump @GFDATE_11950 

:GFDATE_11943
0006: 2@ = 5 

:GFDATE_11950
0002: jump @GFDATE_12448 

:GFDATE_11957
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GFDATE_11984 
0006: 2@ = 5 
0002: jump @GFDATE_12448 

:GFDATE_11984
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @GFDATE_12098 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_CAR_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor 0@ perform_animation "BJ_CAR_END_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
000A: 2@ += 1 

:GFDATE_12098
0002: jump @GFDATE_12448 

:GFDATE_12105
00D6: if 
002C:   $GIRL_PROGRESS($GIRLFRIEND,6i) >= $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) // (int) 
004D: jump_if_false @GFDATE_12186 
0008: $GIRL_PROGRESS($GIRLFRIEND,6i) += 1 
00D6: if and
06FF:   any_ped_near_actor 0@ in_range 20.0 
08B4:   test $377($GIRLFRIEND,6i) bit 28 
004D: jump_if_false @GFDATE_12186 
0008: $GIRL_PROGRESS($GIRLFRIEND,6i) += 1 

:GFDATE_12186
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BJ_CAR_END_P" 
004D: jump_if_false @GFDATE_12327 
0613: 13@ = actor $PLAYER_ACTOR animation "BJ_CAR_END_P" time 
00D6: if 
0043:   13@ == 1.0 
004D: jump_if_false @GFDATE_12320 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08C3: clear 3@ bit 1 
0006: 1@ = 4 
0006: 2@ = 0 

:GFDATE_12320
0002: jump @GFDATE_12441 

:GFDATE_12327
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor 0@ stay_idle 0 ms 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_12420 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 

:GFDATE_12420
08C3: clear 3@ bit 1 
0006: 1@ = 4 
0006: 2@ = 0 

:GFDATE_12441
0002: jump @GFDATE_12448 

:GFDATE_12448
0051: return 

:GFDATE_12450
0871: init_jump_table 2@ total_jumps 12 default_jump 0 @GFDATE_14645 jumps 0 @GFDATE_12578 1 @GFDATE_12825 2 @GFDATE_12952 3 @GFDATE_13023 4 @GFDATE_13166 5 @GFDATE_13314 6 @GFDATE_13375 
0872: jump_table_jumps 7 @GFDATE_13683 9 @GFDATE_14114 10 @GFDATE_14241 11 @GFDATE_14363 12 @GFDATE_14460 -1 @GFDATE_14645 -1 @GFDATE_14645 -1 @GFDATE_14645 -1 @GFDATE_14645 

:GFDATE_12578
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_12780 
00D6: if and
847A:   not actor 0@ driving_bike 
84C8:   not actor 0@ driving_flying_vehicle 
004D: jump_if_false @GFDATE_12735 
01EA: 25@ = car 28@ max_passengers 
00D6: if 
0019:   25@ > 0 
004D: jump_if_false @GFDATE_12690 
00D6: if and
0449:   actor $PLAYER_ACTOR in_a_car 
0449:   actor 0@ in_a_car 
004D: jump_if_false @GFDATE_12683 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
08BD: set 3@ bit 1 
000A: 2@ += 1 

:GFDATE_12683
0002: jump @GFDATE_12728 

:GFDATE_12690
00D6: if and
876F:   not text_priority_displayed 
88B7:   not test 3@ bit 14 
004D: jump_if_false @GFDATE_12728 
03E5: show_text_box 'GF_0049'  // Go and get a nice car for your girlfriend!
08BD: set 3@ bit 14 

:GFDATE_12728
0002: jump @GFDATE_12773 

:GFDATE_12735
00D6: if and
876F:   not text_priority_displayed 
88B7:   not test 3@ bit 14 
004D: jump_if_false @GFDATE_12773 
03E5: show_text_box 'GF_0049'  // Go and get a nice car for your girlfriend!
08BD: set 3@ bit 14 

:GFDATE_12773
0002: jump @GFDATE_12818 

:GFDATE_12780
00D6: if and
876F:   not text_priority_displayed 
88B7:   not test 3@ bit 14 
004D: jump_if_false @GFDATE_12818 
03E5: show_text_box 'GF_0049'  // Go and get a nice car for your girlfriend!
08BD: set 3@ bit 14 

:GFDATE_12818
0002: jump @GFDATE_14645 

:GFDATE_12825
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 0@ all_weapons_hidden 1 
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_12914 
00AD: set_car 28@ max_speed_to 0.0 
0679: put_camera_on_car 28@ with_offset 4.0 4.0 1.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 

:GFDATE_12914
00D6: if 
06EE:   actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_12938 
06C9: remove_actor 0@ from_group 

:GFDATE_12938
000A: 2@ += 1 
0002: jump @GFDATE_14645 

:GFDATE_12952
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_13016 
00D6: if 
8431:   not car 28@ passenger_seat_free 0 
004D: jump_if_false @GFDATE_13001 
05CD: AS_actor $PLAYER_ACTOR exit_car 28@ 
0002: jump @GFDATE_13009 

:GFDATE_13001
05CD: AS_actor 0@ exit_car 28@ 

:GFDATE_13009
000A: 2@ += 1 

:GFDATE_13016
0002: jump @GFDATE_14645 

:GFDATE_13023
062E: get_actor $PLAYER_ACTOR task 1485 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_13159 
062E: get_actor 0@ task 1485 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_13159 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GFDATE_13124 
03C0: 28@ = actor $PLAYER_ACTOR car 
05CA: AS_actor 0@ enter_car 28@ passenger_seat 0 time -1 
0002: jump @GFDATE_13152 

:GFDATE_13124
03C0: 28@ = actor 0@ car 
0676: AS_actor 0@ in_car 28@ move_from_passengerseat_to_driverseat 
05CA: AS_actor $PLAYER_ACTOR enter_car 28@ passenger_seat 0 time -1 

:GFDATE_13152
000A: 2@ += 1 

:GFDATE_13159
0002: jump @GFDATE_14645 

:GFDATE_13166
062E: get_actor $PLAYER_ACTOR task 1482 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_13307 
062E: get_actor 0@ task 1482 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_13307 
046C: 27@ = car 28@ driver 
00D6: if 
07D6:   27@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @GFDATE_13272 
0006: 2@ = 2 
0002: jump @GFDATE_14645 
0002: jump @GFDATE_13307 

:GFDATE_13272
05D2: AS_actor 0@ run_to_and_hijack_car 28@ max_search_radius 30.0 traffic_behavior 2 
03CC: enable_car 28@ stuck_check_distance_to 1.0 time_to 1000 
000A: 2@ += 1 

:GFDATE_13307
0002: jump @GFDATE_14645 

:GFDATE_13314
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_13368 
0158: camera_on_car 28@ mode 14 switchstyle 2 
093D: lock_camera_on_cinematic_view 1 
03E5: show_text_box 'GF_RAD'  // Use ~k~~VEHICLE_RADIO_STATION_UP~ and ~k~~VEHICLE_RADIO_STATION_DOWN~ to change radio station.
08BD: set 3@ bit 13 
000A: 2@ += 1 

:GFDATE_13368
0002: jump @GFDATE_14645 

:GFDATE_13375
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_13676 
00D6: if 
03CE:   car 28@ stuck 
004D: jump_if_false @GFDATE_13425 
016A: fade 0 time 500 
0006: 2@ = 9 
0002: jump @GFDATE_14645 

:GFDATE_13425
00D6: if 
00E1:   player 0 pressed_key 8 
004D: jump_if_false @GFDATE_13484 
051E: 25@ = get_current_radio_station 
000A: 25@ += 1 
00D6: if 
0019:   25@ > 10 
004D: jump_if_false @GFDATE_13479 
0006: 25@ = 0 

:GFDATE_13479
041E: set_radio_station 25@ 

:GFDATE_13484
00D6: if 
00E1:   player 0 pressed_key 9 
004D: jump_if_false @GFDATE_13543 
051E: 25@ = get_current_radio_station 
000E: 25@ -= 1 
00D6: if 
001B:   0 > 25@ 
004D: jump_if_false @GFDATE_13538 
0006: 25@ = 10 

:GFDATE_13538
041E: set_radio_station 25@ 

:GFDATE_13543
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @GFDATE_13606 
00D6: if 
88B7:   not test 3@ bit 12 
004D: jump_if_false @GFDATE_13599 
0006: 2@ = 10 
08BD: set 3@ bit 12 
0002: jump @GFDATE_14645 

:GFDATE_13599
0002: jump @GFDATE_13613 

:GFDATE_13606
08C3: clear 3@ bit 12 

:GFDATE_13613
00D6: if 
0019:   32@ > 60000 
004D: jump_if_false @GFDATE_13676 
0050: gosub @GFDATE_19768 
05D1: AS_actor 0@ drive_car 28@ to 4@ 7@ 10@ speed 30.0 0 model #NULL 2 
000A: 2@ += 1 

:GFDATE_13676
0002: jump @GFDATE_14645 

:GFDATE_13683
00D6: if 
03CE:   car 28@ stuck 
004D: jump_if_false @GFDATE_13720 
016A: fade 0 time 500 
0006: 2@ = 9 
0002: jump @GFDATE_14645 

:GFDATE_13720
00D6: if 
00E1:   player 0 pressed_key 8 
004D: jump_if_false @GFDATE_13779 
051E: 25@ = get_current_radio_station 
000A: 25@ += 1 
00D6: if 
0019:   25@ > 10 
004D: jump_if_false @GFDATE_13774 
0006: 25@ = 0 

:GFDATE_13774
041E: set_radio_station 25@ 

:GFDATE_13779
00D6: if 
00E1:   player 0 pressed_key 9 
004D: jump_if_false @GFDATE_13838 
051E: 25@ = get_current_radio_station 
000E: 25@ -= 1 
00D6: if 
001B:   0 > 25@ 
004D: jump_if_false @GFDATE_13833 
0006: 25@ = 10 

:GFDATE_13833
041E: set_radio_station 25@ 

:GFDATE_13838
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @GFDATE_13901 
00D6: if 
88B7:   not test 3@ bit 12 
004D: jump_if_false @GFDATE_13894 
0006: 2@ = 10 
08BD: set 3@ bit 12 
0002: jump @GFDATE_14645 

:GFDATE_13894
0002: jump @GFDATE_13908 

:GFDATE_13901
08C3: clear 3@ bit 12 

:GFDATE_13908
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @GFDATE_13971 
00D6: if 
88B7:   not test 3@ bit 12 
004D: jump_if_false @GFDATE_13964 
0006: 2@ = 10 
08BD: set 3@ bit 12 
0002: jump @GFDATE_14645 

:GFDATE_13964
0002: jump @GFDATE_13978 

:GFDATE_13971
08C3: clear 3@ bit 12 

:GFDATE_13978
062E: get_actor 0@ task 1489 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_14107 
03E6: remove_text_box 
093D: lock_camera_on_cinematic_view 0 
00D6: if 
06FC:   car 28@ stuck_check_enabled 
004D: jump_if_false @GFDATE_14034 
03CD: disable_car 28@ stuck_check 

:GFDATE_14034
08BA: set $390 bit 2 
00D6: if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_14082 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 

:GFDATE_14082
0008: $GIRL_PROGRESS($GIRLFRIEND,6i) += 5 
0006: 1@ = 3 
0006: 2@ = 0 

:GFDATE_14107
0002: jump @GFDATE_14645 

:GFDATE_14114
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_14234 
00AA: store_car 28@ position_to 4@ 7@ 10@ 
04D3: get_nearest_car_path_coords_from 4@ 7@ 10@ type 2 store_to 5@ 8@ 11@ 
00AB: put_car 28@ at 5@ 8@ 11@ 
016A: fade 1 time 2000 
062E: get_actor 0@ task 1489 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 1 // == constant 
004D: jump_if_false @GFDATE_14227 
0006: 2@ = 7 
0002: jump @GFDATE_14234 

:GFDATE_14227
0006: 2@ = 6 

:GFDATE_14234
0002: jump @GFDATE_14645 

:GFDATE_14241
03E6: remove_text_box 
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_14349 
00A9: set_car 28@ to_normal_driver 
093D: lock_camera_on_cinematic_view 0 
00D6: if 
06FC:   car 28@ stuck_check_enabled 
004D: jump_if_false @GFDATE_14289 
03CD: disable_car 28@ stuck_check 

:GFDATE_14289
0679: put_camera_on_car 28@ with_offset 4.0 4.0 1.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
02A3: enable_widescreen 1 
000A: 2@ += 1 
0002: jump @GFDATE_14356 

:GFDATE_14349
000A: 2@ += 1 

:GFDATE_14356
0002: jump @GFDATE_14645 

:GFDATE_14363
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_14446 
00D6: if 
01C1:   car 28@ stopped 
004D: jump_if_false @GFDATE_14439 
062E: get_actor $PLAYER_ACTOR task 1485 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_14439 
05CD: AS_actor $PLAYER_ACTOR exit_car 28@ 
000A: 2@ += 1 

:GFDATE_14439
0002: jump @GFDATE_14453 

:GFDATE_14446
000A: 2@ += 1 

:GFDATE_14453
0002: jump @GFDATE_14645 

:GFDATE_14460
062E: get_actor $PLAYER_ACTOR task 1485 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_14638 
03C0: 28@ = actor 0@ car 
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_14559 
02AC: set_car 28@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05D2: AS_actor 0@ run_to_and_hijack_car 28@ max_search_radius 30.0 traffic_behavior 2 
04AE: $1233 = 310 // = constant 
04AE: $1234 = 246 // = constant 

:GFDATE_14559
0687: clear_actor $PLAYER_ACTOR task 
03E6: remove_text_box 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08BD: set 3@ bit 7 
02AB: set_actor 0@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0006: 1@ = 9 
0006: 2@ = 1 

:GFDATE_14638
0002: jump @GFDATE_14645 

:GFDATE_14645
0051: return 

:GFDATE_14647
0871: init_jump_table 2@ total_jumps 2 default_jump 0 @GFDATE_14895 jumps 0 @GFDATE_14710 1 @GFDATE_14799 -1 @GFDATE_14895 -1 @GFDATE_14895 -1 @GFDATE_14895 -1 @GFDATE_14895 -1 @GFDATE_14895 

:GFDATE_14710
0050: gosub @GFDATE_32407 
08BD: set 3@ bit 1 
08C0: clear $390 bit 2 
06C9: remove_actor 0@ from_group 
0792: disembark_instantly_actor 0@ 
0751: AS_actor 0@ flee_from_actor $PLAYER_ACTOR run_distance 100.0 time 36000000 change_course 0 unknown 0 0 away_radius 30.0 
02AB: set_actor 0@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
000A: 2@ += 1 
0002: jump @GFDATE_14895 

:GFDATE_14799
00D6: if 
8184:   not actor 0@ health >= 5 
004D: jump_if_false @GFDATE_14843 
0004: $GIRL_PROGRESS($GIRLFRIEND,6i) = -999 
05BE: AS_actor 0@ die 
0050: gosub @GFDATE_32517 
0051: return 

:GFDATE_14843
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 0@ radius 70.0 70.0 8.0 sphere 0 
004D: jump_if_false @GFDATE_14888 
0050: gosub @GFDATE_32517 
0051: return 

:GFDATE_14888
0002: jump @GFDATE_14895 

:GFDATE_14895
0051: return 

:GFDATE_14897
0871: init_jump_table 2@ total_jumps 2 default_jump 0 @GFDATE_15242 jumps 0 @GFDATE_14960 1 @GFDATE_15010 -1 @GFDATE_15242 -1 @GFDATE_15242 -1 @GFDATE_15242 -1 @GFDATE_15242 -1 @GFDATE_15242 

:GFDATE_14960
08BD: set 3@ bit 1 
008A: $1231 = 0@ // (int) 
0004: $9472 = 0 
0004: $5297 = 0 
08BA: set $5295 bit 31 
000A: 2@ += 1 
0002: jump @GFDATE_15242 

:GFDATE_15010
00D6: if 
88B4:   not test $5295 bit 31 
004D: jump_if_false @GFDATE_15167 
0004: $5297 = 1 
00D6: if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_15076 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 

:GFDATE_15076
00D6: if 
0028:   $DANCE_SCORE >= 3000 
004D: jump_if_false @GFDATE_15117 
08BA: set $390 bit 2 
04AE: $1233 = 279 // = constant 
0002: jump @GFDATE_15132 

:GFDATE_15117
08C0: clear $390 bit 2 
04AE: $1233 = 278 // = constant 

:GFDATE_15132
08C3: clear 3@ bit 1 
08BD: set 3@ bit 2 
0006: 1@ = 1 
0006: 2@ = 0 
0002: jump @GFDATE_15235 

:GFDATE_15167
09E8: 24@ = actor $PLAYER_ACTOR active_interior 
00D6: if 
0039:   24@ == 0 
004D: jump_if_false @GFDATE_15228 
08C3: clear 3@ bit 1 
08C0: clear $5295 bit 31 
0006: 1@ = 1 
0006: 2@ = 0 
0002: jump @GFDATE_15235 

:GFDATE_15228
08BD: set 3@ bit 13 

:GFDATE_15235
0002: jump @GFDATE_15242 

:GFDATE_15242
0051: return 

:GFDATE_15244
0871: init_jump_table 2@ total_jumps 5 default_jump 0 @GFDATE_16678 jumps 0 @GFDATE_15307 1 @GFDATE_15473 2 @GFDATE_15934 3 @GFDATE_16048 4 @GFDATE_16115 -1 @GFDATE_16678 -1 @GFDATE_16678 

:GFDATE_15307
08BD: set 3@ bit 1 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 2.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
01E8: create_forbidden_for_cars_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
022B: create_forbidden_for_peds_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 0@ 
0639: AS_actor 0@ rotate_to_actor $PLAYER_ACTOR 
000A: 2@ += 1 
0002: jump @GFDATE_16678 

:GFDATE_15473
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 25@ // ret 7 if not found 
062E: get_actor 0@ task 1593 status_store_to 26@ // ret 7 if not found 
00D6: if and
04A4:   25@ == 7 // == constant 
04A4:   26@ == 7 // == constant 
004D: jump_if_false @GFDATE_15797 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0619: enable_actor 0@ collision_detection 0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: 11@ = ground_z_at 5@ 8@ 11@ 
00A0: store_actor 0@ position_to 6@ 9@ 12@ 
02CE: 12@ = ground_z_at 6@ 9@ 12@ 
00A1: put_actor 0@ at 5@ 8@ 11@ 
0172: 13@ = actor $PLAYER_ACTOR Z_angle 
000B: 13@ += 180.0 
0173: set_actor 0@ Z_angle_to 13@ 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 1.2 -1.0 0.5 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 0.5 
00D6: if 
06BD:   no_obstacles_between 4@ 7@ 10@ and 5@ 8@ 11@ solid 1 car 1 actor 0 object 1 particle 0 
004D: jump_if_false @GFDATE_15783 
015F: set_camera_position 4@ 7@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 5@ 8@ 11@ switchstyle 2 

:GFDATE_15783
000A: 2@ += 1 
0002: jump @GFDATE_15927 

:GFDATE_15797
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_15862 
062E: get_actor $PLAYER_ACTOR task 1466 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_15862 
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 

:GFDATE_15862
062E: get_actor 0@ task 1593 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_15927 
062E: get_actor 0@ task 1466 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_15927 
05BA: AS_actor 0@ move_mouth -1 ms 

:GFDATE_15927
0002: jump @GFDATE_16678 

:GFDATE_15934
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
0605: actor $PLAYER_ACTOR perform_animation "GIFT_GIVE" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor 0@ perform_animation "GIFT_GET" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0006: 33@ = 0 
000A: 2@ += 1 
0002: jump @GFDATE_16678 

:GFDATE_16048
00D6: if 
0029:   33@ >= 3966 
004D: jump_if_false @GFDATE_16108 
0470: 25@ = actor $PLAYER_ACTOR current_weapon 
0555: remove_weapon 25@ from_actor $PLAYER_ACTOR 
01B2: give_actor 0@ weapon 25@ ammo 0 // Load the weapon model before using this 
04AE: $1233 = 303 // = constant 
0006: 2@ = 4 

:GFDATE_16108
0002: jump @GFDATE_16678 

:GFDATE_16115
0007: 13@ = -1.0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GIFT_GIVE" 
004D: jump_if_false @GFDATE_16171 
0613: 13@ = actor $PLAYER_ACTOR animation "GIFT_GIVE" time 

:GFDATE_16171
00D6: if 
0021:   13@ > -1.0 
004D: jump_if_false @GFDATE_16427 
00D6: if 
0043:   13@ == 1.0 
004D: jump_if_false @GFDATE_16420 
00A1: put_actor 0@ at 6@ 9@ 12@ 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
091E: create_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0470: 25@ = actor 0@ current_weapon 
0555: remove_weapon 25@ from_actor 0@ 
0008: $GIRL_PROGRESS($GIRLFRIEND,6i) += 1 
08C3: clear 3@ bit 1 
0006: 1@ = 1 
0006: 2@ = 0 

:GFDATE_16420
0002: jump @GFDATE_16671 

:GFDATE_16427
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor 0@ stay_idle 0 ms 
0008: $GIRL_PROGRESS($GIRLFRIEND,6i) += 1 
00A1: put_actor 0@ at 6@ 9@ 12@ 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
091E: create_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_16650 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 

:GFDATE_16650
08C3: clear 3@ bit 1 
0006: 1@ = 1 
0006: 2@ = 0 

:GFDATE_16671
0002: jump @GFDATE_16678 

:GFDATE_16678
0051: return 

:GFDATE_16680
00D6: if 
002A:   -15 >= $GIRL_PROGRESS($GIRLFRIEND,6i) 
004D: jump_if_false @GFDATE_16713 
0004: $GIRL_PROGRESS($GIRLFRIEND,6i) = -99 

:GFDATE_16713
00D6: if 
0038:   $GIRL_PROGRESS($GIRLFRIEND,6i) == -99 
004D: jump_if_false @GFDATE_16744 
0006: 25@ = -1 
0051: return 

:GFDATE_16744
00D6: if 
08B4:   test $390 bit 14 
004D: jump_if_false @GFDATE_16771 
0006: 25@ = 1 
0051: return 

:GFDATE_16771
0652: 25@ = integer_stat 25 
0016: 25@ /= 10 
0871: init_jump_table $GIRLFRIEND total_jumps 2 default_jump 0 @GFDATE_16933 jumps 2 @GFDATE_16848 3 @GFDATE_16891 -1 @GFDATE_16933 -1 @GFDATE_16933 -1 @GFDATE_16933 -1 @GFDATE_16933 -1 @GFDATE_16933 

:GFDATE_16848
00D6: if 
0500:   player $PLAYER_CHAR skin == "COUNTRYTR" on_bodypart 17 
004D: jump_if_false @GFDATE_16884 
000A: 25@ += 25 

:GFDATE_16884
0002: jump @GFDATE_16933 

:GFDATE_16891
00D6: if 
0500:   player $PLAYER_CHAR skin == "POLICETR" on_bodypart 17 
004D: jump_if_false @GFDATE_16926 
000A: 25@ += 25 

:GFDATE_16926
0002: jump @GFDATE_16933 

:GFDATE_16933
0652: 26@ = integer_stat 21 
0016: 26@ /= 10 
0016: 26@ /= 2 
00D6: if 
0029:   26@ >= 25 
004D: jump_if_false @GFDATE_17038 
00D6: if 
08B4:   test $371($GIRLFRIEND,6i) bit 2 
004D: jump_if_false @GFDATE_17009 
005A: 25@ += 26@ // (int) 
0002: jump @GFDATE_17031 

:GFDATE_17009
0062: 25@ -= 26@ // (int) 
08BD: set 3@ bit 23 
08BD: set 3@ bit 21 

:GFDATE_17031
0002: jump @GFDATE_17144 

:GFDATE_17038
00D6: if 
08B4:   test $371($GIRLFRIEND,6i) bit 2 
004D: jump_if_false @GFDATE_17089 
0062: 25@ -= 26@ // (int) 
08BD: set 3@ bit 23 
08BD: set 3@ bit 20 
0002: jump @GFDATE_17144 

:GFDATE_17089
00D6: if 
08B4:   test $371($GIRLFRIEND,6i) bit 3 
004D: jump_if_false @GFDATE_17144 
00D6: if 
0039:   26@ == 0 
004D: jump_if_false @GFDATE_17136 
0006: 26@ = 5 

:GFDATE_17136
005A: 25@ += 26@ // (int) 

:GFDATE_17144
0652: 26@ = integer_stat 23 
0016: 26@ /= 10 
0016: 26@ /= 2 
00D6: if 
0029:   26@ >= 20 
004D: jump_if_false @GFDATE_17271 
00D6: if 
08B4:   test $371($GIRLFRIEND,6i) bit 1 
004D: jump_if_false @GFDATE_17220 
005A: 25@ += 26@ // (int) 
0002: jump @GFDATE_17264 

:GFDATE_17220
00D6: if 
08B4:   test $371($GIRLFRIEND,6i) bit 3 
004D: jump_if_false @GFDATE_17264 
0062: 25@ -= 26@ // (int) 
08BD: set 3@ bit 23 
08BD: set 3@ bit 22 

:GFDATE_17264
0002: jump @GFDATE_17377 

:GFDATE_17271
00D6: if 
08B4:   test $371($GIRLFRIEND,6i) bit 1 
004D: jump_if_false @GFDATE_17322 
0062: 25@ -= 26@ // (int) 
08BD: set 3@ bit 23 
08BD: set 3@ bit 21 
0002: jump @GFDATE_17377 

:GFDATE_17322
00D6: if 
08B4:   test $371($GIRLFRIEND,6i) bit 3 
004D: jump_if_false @GFDATE_17377 
00D6: if 
0039:   26@ == 0 
004D: jump_if_false @GFDATE_17369 
0006: 26@ = 5 

:GFDATE_17369
005A: 25@ += 26@ // (int) 

:GFDATE_17377
008B: 26@ = $GIRL_PROGRESS($GIRLFRIEND,6i) // (int) 
0016: 26@ /= 2 
005A: 25@ += 26@ // (int) 
00D6: if 
002F:   25@ >= $GIRL_DESIRED_SEXAPPEAL($GIRLFRIEND,6i) // (int) 
004D: jump_if_false @GFDATE_17441 
0006: 25@ = 1 
0002: jump @GFDATE_17448 

:GFDATE_17441
0006: 25@ = -1 

:GFDATE_17448
0051: return 

:GFDATE_17450
0209: 25@ = random_int_in_ranges 0 100 
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_17557 
00D6: if and
001C:   $GIRL_PROGRESS($GIRLFRIEND,6i) > $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) // (int) 
0019:   25@ > 50 
004D: jump_if_false @GFDATE_17526 
04AE: $1233 = 263 // = constant 
0002: jump @GFDATE_17534 

:GFDATE_17526
04AE: $1233 = 264 // = constant 

:GFDATE_17534
04AE: $1234 = 10 // = constant 
0050: gosub @GFDATE_18725 
0050: gosub @GFDATE_17816 
0051: return 

:GFDATE_17557
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_17657 
00D6: if and
001C:   $GIRL_PROGRESS($GIRLFRIEND,6i) > $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) // (int) 
0019:   25@ > 50 
004D: jump_if_false @GFDATE_17624 
04AE: $1233 = 265 // = constant 
0002: jump @GFDATE_17632 

:GFDATE_17624
04AE: $1233 = 266 // = constant 

:GFDATE_17632
04AE: $1234 = 10 // = constant 
03C4: set_status_text $9467 type 1 GXT 'GF_0029' // global_variable  // Fun:
0051: return 

:GFDATE_17657
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_17755 
00D6: if and
001C:   $GIRL_PROGRESS($GIRLFRIEND,6i) > $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) // (int) 
0019:   25@ > 50 
004D: jump_if_false @GFDATE_17724 
04AE: $1233 = 267 // = constant 
0002: jump @GFDATE_17732 

:GFDATE_17724
04AE: $1233 = 268 // = constant 

:GFDATE_17732
04AE: $1234 = 10 // = constant 
0050: gosub @GFDATE_18725 
0050: gosub @GFDATE_17816 
0051: return 

:GFDATE_17755
00D6: if 
08B4:   test $390 bit 15 
004D: jump_if_false @GFDATE_17814 
04AE: $1233 = 309 // = constant 
04AE: $1234 = 245 // = constant 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFDATE_17812 
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car 

:GFDATE_17812
0051: return 

:GFDATE_17814
0051: return 

:GFDATE_17816
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFDATE_18723 
0050: gosub @GFDATE_32407 
0842: 25@ = player $PLAYER_CHAR town_number 
00D6: if 
04A4:   25@ == 1 // == constant 
004D: jump_if_false @GFDATE_18033 
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_17993 
04CE: 15@ = create_icon_marker 17 at 2862.0 -1439.0 10.0 
04CE: 16@ = create_icon_marker 49 at 2317.0 -1645.0 13.0 
04CE: 17@ = create_icon_marker 49 at 1837.0 -1682.0 14.0 
04CE: 18@ = create_icon_marker 50 at 415.3947 -1431.017 31.5057 
04CE: 19@ = create_icon_marker 17 at 384.6615 -1819.529 6.8414 

:GFDATE_17993
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_18033 
04CE: 15@ = create_icon_marker 48 at 1837.0 -1682.0 14.0 

:GFDATE_18033
00D6: if 
04A4:   25@ == 2 // == constant 
004D: jump_if_false @GFDATE_18241 
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_18201 
04CE: 15@ = create_icon_marker 50 at -2463.0 132.0 34.0 
04CE: 16@ = create_icon_marker 50 at -1885.0 747.0 44.0 
04CE: 17@ = create_icon_marker 17 at -1699.0 1380.0 6.0 
04CE: 18@ = create_icon_marker 17 at -2524.0 1216.0 37.0 
04CE: 19@ = create_icon_marker 49 at -2241.0 -88.0 35.0 
04CE: 20@ = create_icon_marker 49 at -2551.115 193.657 5.2 

:GFDATE_18201
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_18241 
04CE: 15@ = create_icon_marker 48 at -2551.115 193.657 5.2 

:GFDATE_18241
00D6: if 
04A4:   25@ == 3 // == constant 
004D: jump_if_false @GFDATE_18427 
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_18387 
04CE: 15@ = create_icon_marker 49 at 2441.145 2065.145 9.847 
04CE: 16@ = create_icon_marker 50 at 1693.0 2208.0 9.8 
04CE: 17@ = create_icon_marker 50 at 2490.666 2065.145 9.847 
04CE: 18@ = create_icon_marker 17 at 1376.892 2327.792 9.822 
04CE: 19@ = create_icon_marker 17 at 2368.058 1983.185 10.003 

:GFDATE_18387
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_18427 
04CE: 15@ = create_icon_marker 48 at 2507.44 1242.31 9.833 

:GFDATE_18427
00D6: if 
04A4:   25@ == 0 // == constant 
004D: jump_if_false @GFDATE_18723 
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_18639 
04CE: 15@ = create_icon_marker 49 at 292.865 -195.47 0.852 
04CE: 16@ = create_icon_marker 17 at 681.544 -473.494 15.592 
04CE: 17@ = create_icon_marker 17 at -1941.516 2379.672 48.4922 
04CE: 18@ = create_icon_marker 50 at -857.14 1537.277 21.587 
04CE: 19@ = create_icon_marker 49 at -85.2583 1378.991 9.2812 
04CE: 20@ = create_icon_marker 17 at -53.867 1189.297 18.414 
04CE: 21@ = create_icon_marker 49 at 2317.0 -1645.0 13.0 
04CE: 22@ = create_icon_marker 50 at 415.3947 -1431.017 31.5057 

:GFDATE_18639
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_18723 
04CE: 15@ = create_icon_marker 48 at 1837.0 -1682.0 14.0 
04CE: 16@ = create_icon_marker 48 at -2551.115 193.657 5.2 
04CE: 17@ = create_icon_marker 48 at 2507.44 1242.31 9.833 

:GFDATE_18723
0051: return 

:GFDATE_18725
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_19023 
07FB: set_interior 'FDREST1' access 1  // World of Coq
07FB: set_interior 'REST2' access 1  // Secret Valley
07FB: set_interior 'DINER1' access 1  // Diner
07FB: set_interior 'DINER2' access 1  // Diner
07FB: set_interior 'TSDINER' access 1  // Truck Stop
098E: set_interior 'FDPIZA' bitmask 512 flag 1  // Pizza Stack
098E: set_interior 'FDBURG' bitmask 512 flag 1  // Burger Shot
098E: set_interior 'FDCHICK' bitmask 512 flag 1  // Cluckin' Bell
098E: set_interior 'UFOBAR' bitmask 512 flag 1  // Lil' Probe Inn
098E: set_interior 'REST2' bitmask 512 flag 1  // Secret Valley
098E: set_interior 'DINER1' bitmask 512 flag 1  // Diner
098E: set_interior 'FDREST1' bitmask 512 flag 1  // World of Coq
098E: set_interior 'REST2' bitmask 512 flag 1  // Secret Valley
098E: set_interior 'DINER1' bitmask 512 flag 1  // Diner
098E: set_interior 'DINER2' bitmask 512 flag 1  // Diner
098E: set_interior 'TSDINER' bitmask 512 flag 1  // Truck Stop
098E: set_interior 'BAR1' bitmask 512 flag 1  // Club
098E: set_interior 'BAR2' bitmask 512 flag 1  // Bar
0002: jump @GFDATE_19073 

:GFDATE_19023
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_19073 
098E: set_interior 'BAR1' bitmask 256 flag 1  // Club
098E: set_interior 'BAR2' bitmask 256 flag 1  // Bar

:GFDATE_19073
0051: return 

:GFDATE_19075
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
07FB: set_interior 'TSDINER' access 0  // Truck Stop
07FB: set_interior 'FDPIZA' access 1  // Pizza Stack
07FB: set_interior 'FDBURG' access 1  // Burger Shot
07FB: set_interior 'FDCHICK' access 1  // Cluckin' Bell
07FB: set_interior 'BAR1' access 1  // Club
07FB: set_interior 'BAR2' access 1  // Bar
07FB: set_interior 'UFOBAR' access 1  // Lil' Probe Inn
098E: set_interior 'FDPIZA' bitmask 512 flag 0  // Pizza Stack
098E: set_interior 'FDBURG' bitmask 512 flag 0  // Burger Shot
098E: set_interior 'FDCHICK' bitmask 512 flag 0  // Cluckin' Bell
098E: set_interior 'REST2' bitmask 512 flag 0  // Secret Valley
098E: set_interior 'DINER1' bitmask 512 flag 0  // Diner
098E: set_interior 'FDREST1' bitmask 512 flag 0  // World of Coq
098E: set_interior 'REST2' bitmask 512 flag 0  // Secret Valley
098E: set_interior 'DINER1' bitmask 512 flag 0  // Diner
098E: set_interior 'DINER2' bitmask 512 flag 0  // Diner
098E: set_interior 'TSDINER' bitmask 512 flag 0  // Truck Stop
098E: set_interior 'BAR1' bitmask 512 flag 0  // Club
098E: set_interior 'BAR2' bitmask 512 flag 0  // Bar
098E: set_interior 'UFOBAR' bitmask 512 flag 0  // Lil' Probe Inn
098E: set_interior 'BAR1' bitmask 256 flag 0  // Club
098E: set_interior 'BAR2' bitmask 256 flag 0  // Bar
0051: return 

:GFDATE_19460
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
07FB: set_interior 'TSDINER' access 0  // Truck Stop
07FB: set_interior 'FDPIZA' access 0  // Pizza Stack
07FB: set_interior 'FDBURG' access 0  // Burger Shot
07FB: set_interior 'FDCHICK' access 0  // Cluckin' Bell
07FB: set_interior 'BAR1' access 0  // Club
07FB: set_interior 'BAR2' access 0  // Bar
07FB: set_interior 'UFOBAR' access 0  // Lil' Probe Inn
0051: return 

:GFDATE_19605
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
07FB: set_interior 'TSDINER' access 0  // Truck Stop
098E: set_interior 'FDPIZA' bitmask 512 flag 0  // Pizza Stack
098E: set_interior 'FDBURG' bitmask 512 flag 0  // Burger Shot
098E: set_interior 'FDCHICK' bitmask 512 flag 0  // Cluckin' Bell
098E: set_interior 'BAR1' bitmask 512 flag 0  // Club
098E: set_interior 'BAR2' bitmask 512 flag 0  // Bar
098E: set_interior 'UFOBAR' bitmask 512 flag 0  // Lil' Probe Inn
0051: return 

:GFDATE_19768
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFDATE_20053 jumps 0 @GFDATE_19831 1 @GFDATE_19942 2 @GFDATE_19905 3 @GFDATE_19868 4 @GFDATE_19979 5 @GFDATE_20016 -1 @GFDATE_20053 

:GFDATE_19831
0007: 4@ = 2402.012 
0007: 7@ = -1719.648 
0007: 10@ = 12.6219 
0002: jump @GFDATE_20053 

:GFDATE_19868
0007: 4@ = -1398.101 
0007: 7@ = 2636.873 
0007: 10@ = 54.7031 
0002: jump @GFDATE_20053 

:GFDATE_19905
0007: 4@ = -377.3978 
0007: 7@ = -1438.692 
0007: 10@ = 24.7209 
0002: jump @GFDATE_20053 

:GFDATE_19942
0007: 4@ = -1796.952 
0007: 7@ = 1197.376 
0007: 10@ = 24.1094 
0002: jump @GFDATE_20053 

:GFDATE_19979
0007: 4@ = -2576.808 
0007: 7@ = 1144.744 
0007: 10@ = 54.8547 
0002: jump @GFDATE_20053 

:GFDATE_20016
0007: 4@ = 2035.362 
0007: 7@ = 2732.411 
0007: 10@ = 9.8203 
0002: jump @GFDATE_20053 

:GFDATE_20053
0051: return 

:GFDATE_20055
00D6: if 
08B7:   test 3@ bit 2 
004D: jump_if_false @GFDATE_20150 
0050: gosub @GFDATE_19768 
00D6: if 
0101:   actor 0@ in_sphere 4@ 7@ 10@ radius 3.0 3.0 3.0 sphere 1 stopped 
004D: jump_if_false @GFDATE_20136 
0006: 24@ = -2 
0002: jump @GFDATE_20143 

:GFDATE_20136
0006: 24@ = -1 

:GFDATE_20143
0002: jump @GFDATE_20349 

:GFDATE_20150
077E: get_active_interior_to 24@ 
00D6: if 
8039:   not  24@ == 0 
004D: jump_if_false @GFDATE_20342 
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_20247 
094B: v$9463 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
0050: gosub @GFDATE_22371 
00D6: if 
0019:   25@ > -1 
004D: jump_if_false @GFDATE_20233 
0051: return 
0002: jump @GFDATE_20240 

:GFDATE_20233
0006: 24@ = -1 

:GFDATE_20240
0002: jump @GFDATE_20335 

:GFDATE_20247
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_20328 
094B: v$9463 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
0050: gosub @GFDATE_22371 
00D6: if 
0039:   25@ == 8 
004D: jump_if_false @GFDATE_20314 
08BD: set 3@ bit 13 
0051: return 
0002: jump @GFDATE_20321 

:GFDATE_20314
0006: 24@ = -1 

:GFDATE_20321
0002: jump @GFDATE_20335 

:GFDATE_20328
0006: 24@ = -1 

:GFDATE_20335
0002: jump @GFDATE_20349 

:GFDATE_20342
0006: 24@ = -1 

:GFDATE_20349
0051: return 

:GFDATE_20351
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFDATE_20576 jumps 0 @GFDATE_20414 1 @GFDATE_20495 2 @GFDATE_20468 3 @GFDATE_20441 4 @GFDATE_20522 5 @GFDATE_20549 -1 @GFDATE_20576 

:GFDATE_20414
08F0: set_cutscene_model 'GANGRL3' texture 'GFRIEND' // 8-byte strings 
0002: jump @GFDATE_20576 

:GFDATE_20441
08F0: set_cutscene_model 'COPGRL3' texture 'GFRIEND' // 8-byte strings 
0002: jump @GFDATE_20576 

:GFDATE_20468
08F0: set_cutscene_model 'GUNGRL3' texture 'GFRIEND' // 8-byte strings 
0002: jump @GFDATE_20576 

:GFDATE_20495
08F0: set_cutscene_model 'MECGRL3' texture 'GFRIEND' // 8-byte strings 
0002: jump @GFDATE_20576 

:GFDATE_20522
08F0: set_cutscene_model 'NURGRL3' texture 'GFRIEND' // 8-byte strings 
0002: jump @GFDATE_20576 

:GFDATE_20549
08F0: set_cutscene_model 'CROGRL3' texture 'GFRIEND' // 8-byte strings 
0002: jump @GFDATE_20576 

:GFDATE_20576
0051: return 

:GFDATE_20578
0050: gosub @GFDATE_22371 
0871: init_jump_table 25@ total_jumps 11 default_jump 0 @GFDATE_22369 jumps 1 @GFDATE_21201 2 @GFDATE_21337 3 @GFDATE_20713 4 @GFDATE_20929 5 @GFDATE_21065 6 @GFDATE_21825 7 @GFDATE_22097 
0872: jump_table_jumps 8 @GFDATE_21553 9 @GFDATE_21689 10 @GFDATE_22233 11 @GFDATE_21961 -1 @GFDATE_22369 -1 @GFDATE_22369 -1 @GFDATE_22369 -1 @GFDATE_22369 -1 @GFDATE_22369 

:GFDATE_20713
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 1 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
0007: 4@ = 370.0 
0007: 7@ = -125.0 
0007: 10@ = 1001.52 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 1 
004D: jump_if_false @GFDATE_20864 
08F0: set_cutscene_model 'GFPIZ1' texture 'GFPIZ1' // 8-byte strings 
08F0: set_cutscene_model 'GFPIZ2' texture 'GFPIZ2' // 8-byte strings 
02E4: load_cutscene_data 'DATE1A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_20922 

:GFDATE_20864
08F0: set_cutscene_model 'GFPIZ1' texture 'GFPIZ1' // 8-byte strings 
08F0: set_cutscene_model 'GFPIZ2' texture 'GFPIZ2' // 8-byte strings 
02E4: load_cutscene_data 'DATE1B' 
08C0: clear $390 bit 2 

:GFDATE_20922
0002: jump @GFDATE_22369 

:GFDATE_20929
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 1 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
0007: 4@ = 445.381 
0007: 7@ = -14.147 
0007: 10@ = 1001.731 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 5 
004D: jump_if_false @GFDATE_21040 
02E4: load_cutscene_data 'DATE5A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_21058 

:GFDATE_21040
02E4: load_cutscene_data 'DATE5B' 
08C0: clear $390 bit 2 

:GFDATE_21058
0002: jump @GFDATE_22369 

:GFDATE_21065
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 1 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
0007: 4@ = 441.871 
0007: 7@ = -60.839 
0007: 10@ = 1000.675 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 5 
004D: jump_if_false @GFDATE_21176 
02E4: load_cutscene_data 'DATE5A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_21194 

:GFDATE_21176
02E4: load_cutscene_data 'DATE5B' 
08C0: clear $390 bit 2 

:GFDATE_21194
0002: jump @GFDATE_22369 

:GFDATE_21201
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 1 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
0007: 4@ = 374.478 
0007: 7@ = -8.415 
0007: 10@ = 1002.86 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 1 
004D: jump_if_false @GFDATE_21312 
02E4: load_cutscene_data 'DATE2A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_21330 

:GFDATE_21312
02E4: load_cutscene_data 'DATE2B' 
08C0: clear $390 bit 2 

:GFDATE_21330
0002: jump @GFDATE_22369 

:GFDATE_21337
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 1 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
0007: 4@ = 367.891 
0007: 7@ = -67.591 
0007: 10@ = 1001.516 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 1 
004D: jump_if_false @GFDATE_21488 
08F0: set_cutscene_model 'BURG_PA' texture 'GFPIZ1' // 8-byte strings 
08F0: set_cutscene_model 'BURG_GA' texture 'GFPIZ2' // 8-byte strings 
02E4: load_cutscene_data 'DATE1A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_21546 

:GFDATE_21488
08F0: set_cutscene_model 'BURG_PA' texture 'GFPIZ1' // 8-byte strings 
08F0: set_cutscene_model 'BURG_GA' texture 'GFPIZ2' // 8-byte strings 
02E4: load_cutscene_data 'DATE1B' 
08C0: clear $390 bit 2 

:GFDATE_21546
0002: jump @GFDATE_22369 

:GFDATE_21553
04F9: set_sky_color 5 fade 0 
08F8: display_stat_update_box 1 
0623: add 20 to_integer_stat 245 
0623: add 20 to_integer_stat 21 
0007: 4@ = 498.536 
0007: 7@ = -18.2 
0007: 10@ = 1000.651 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 3 
004D: jump_if_false @GFDATE_21664 
02E4: load_cutscene_data 'DATE6A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_21682 

:GFDATE_21664
02E4: load_cutscene_data 'DATE6B' 
08C0: clear $390 bit 2 

:GFDATE_21682
0002: jump @GFDATE_22369 

:GFDATE_21689
04F9: set_sky_color 6 fade 0 
08F8: display_stat_update_box 1 
0623: add 20 to_integer_stat 245 
0623: add 20 to_integer_stat 21 
0007: 4@ = 490.718 
0007: 7@ = -79.168 
0007: 10@ = 998.76 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 3 
004D: jump_if_false @GFDATE_21800 
02E4: load_cutscene_data 'DATE6A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_21818 

:GFDATE_21800
02E4: load_cutscene_data 'DATE6B' 
08C0: clear $390 bit 2 

:GFDATE_21818
0002: jump @GFDATE_22369 

:GFDATE_21825
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 1 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
0007: 4@ = 449.41 
0007: 7@ = -86.72 
0007: 10@ = 1000.53 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 2 
004D: jump_if_false @GFDATE_21936 
02E4: load_cutscene_data 'DATE3A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_21954 

:GFDATE_21936
02E4: load_cutscene_data 'DATE3B' 
08C0: clear $390 bit 2 

:GFDATE_21954
0002: jump @GFDATE_22369 

:GFDATE_21961
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 1 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
0007: 4@ = 678.028 
0007: 7@ = -452.9 
0007: 10@ = -24.444 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 2 
004D: jump_if_false @GFDATE_22072 
02E4: load_cutscene_data 'DATE3A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_22090 

:GFDATE_22072
02E4: load_cutscene_data 'DATE3B' 
08C0: clear $390 bit 2 

:GFDATE_22090
0002: jump @GFDATE_22369 

:GFDATE_22097
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 1 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
0007: 4@ = 449.41 
0007: 7@ = -108.24 
0007: 10@ = 1000.528 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 2 
004D: jump_if_false @GFDATE_22208 
02E4: load_cutscene_data 'DATE4A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_22226 

:GFDATE_22208
02E4: load_cutscene_data 'DATE4B' 
08C0: clear $390 bit 2 

:GFDATE_22226
0002: jump @GFDATE_22369 

:GFDATE_22233
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 1 
0623: add 20 to_integer_stat 245 
0623: add 20 to_integer_stat 21 
0007: 4@ = -226.249 
0007: 7@ = 1405.448 
0007: 10@ = 27.7 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 3 
004D: jump_if_false @GFDATE_22344 
02E4: load_cutscene_data 'DATE6A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_22362 

:GFDATE_22344
02E4: load_cutscene_data 'DATE6B' 
08C0: clear $390 bit 2 

:GFDATE_22362
0002: jump @GFDATE_22369 

:GFDATE_22369
0051: return 

:GFDATE_22371
0006: 25@ = -1 
00D6: if 
08F9:   v$9463 == "FDCHICK" 
004D: jump_if_false @GFDATE_22412 
0006: 25@ = 1 
0051: return 

:GFDATE_22412
00D6: if 
08F9:   v$9463 == "FDBURG" 
004D: jump_if_false @GFDATE_22445 
0006: 25@ = 2 
0051: return 

:GFDATE_22445
00D6: if 
08F9:   v$9463 == "FDPIZA" 
004D: jump_if_false @GFDATE_22478 
0006: 25@ = 3 
0051: return 

:GFDATE_22478
00D6: if 
08F9:   v$9463 == "FDREST1" 
004D: jump_if_false @GFDATE_22512 
0006: 25@ = 4 
0051: return 

:GFDATE_22512
00D6: if 
08F9:   v$9463 == "REST2" 
004D: jump_if_false @GFDATE_22544 
0006: 25@ = 5 
0051: return 

:GFDATE_22544
00D6: if 
08F9:   v$9463 == "DINER1" 
004D: jump_if_false @GFDATE_22577 
0006: 25@ = 6 
0051: return 

:GFDATE_22577
00D6: if 
08F9:   v$9463 == "DINER2" 
004D: jump_if_false @GFDATE_22610 
0006: 25@ = 7 
0051: return 

:GFDATE_22610
00D6: if 
08F9:   v$9463 == "BAR1" 
004D: jump_if_false @GFDATE_22641 
0006: 25@ = 8 
0051: return 

:GFDATE_22641
00D6: if 
08F9:   v$9463 == "BAR2" 
004D: jump_if_false @GFDATE_22672 
0006: 25@ = 9 
0051: return 

:GFDATE_22672
00D6: if 
08F9:   v$9463 == "UFOBAR" 
004D: jump_if_false @GFDATE_22705 
0006: 25@ = 10 
0051: return 

:GFDATE_22705
00D6: if 
08F9:   v$9463 == "TSDINER" 
004D: jump_if_false @GFDATE_22739 
0006: 25@ = 11 
0051: return 

:GFDATE_22739
06D1: v$9463 = "NIL" // v$ = string 
0051: return 

:GFDATE_22751
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFDATE_23456 jumps 0 @GFDATE_22814 1 @GFDATE_23028 2 @GFDATE_23135 3 @GFDATE_22921 4 @GFDATE_23242 5 @GFDATE_23349 -1 @GFDATE_23456 

:GFDATE_22814
0007: 4@ = 2394.408 
0007: 7@ = -1728.215 
0007: 10@ = 14.2715 
0007: 5@ = 2395.066 
0007: 8@ = -1727.465 
0007: 11@ = 14.2063 
0007: 6@ = 2401.91 
0007: 9@ = -1715.633 
0007: 12@ = 13.0848 
0007: 13@ = 180.0 
0002: jump @GFDATE_23456 

:GFDATE_22921
0007: 4@ = -1401.494 
0007: 7@ = 2640.099 
0007: 10@ = 59.3883 
0007: 5@ = -1400.704 
0007: 8@ = 2639.641 
0007: 11@ = 58.9806 
0007: 6@ = -1390.6 
0007: 9@ = 2638.349 
0007: 12@ = 54.9965 
0007: 13@ = 90.0 
0002: jump @GFDATE_23456 

:GFDATE_23028
0007: 4@ = -1799.737 
0007: 7@ = 1192.863 
0007: 10@ = 29.6868 
0007: 5@ = -1799.472 
0007: 8@ = 1193.683 
0007: 11@ = 29.1813 
0007: 6@ = -1799.81 
0007: 9@ = 1200.602 
0007: 12@ = 24.1194 
0007: 13@ = 197.0 
0002: jump @GFDATE_23456 

:GFDATE_23135
0007: 4@ = -383.3153 
0007: 7@ = -1435.266 
0007: 10@ = 26.695 
0007: 5@ = -382.5756 
0007: 8@ = -1435.887 
0007: 11@ = 26.4366 
0007: 6@ = -382.0961 
0007: 9@ = -1438.207 
0007: 12@ = 24.7209 
0007: 13@ = 269.3417 
0002: jump @GFDATE_23456 

:GFDATE_23242
0007: 4@ = -2582.293 
0007: 7@ = 1147.762 
0007: 10@ = 59.6235 
0007: 5@ = -2581.406 
0007: 8@ = 1147.768 
0007: 11@ = 59.1605 
0007: 6@ = -2574.045 
0007: 9@ = 1152.397 
0007: 12@ = 54.7422 
0007: 13@ = 151.7896 
0002: jump @GFDATE_23456 

:GFDATE_23349
0007: 4@ = 2032.235 
0007: 7@ = 2734.541 
0007: 10@ = 13.3226 
0007: 5@ = 2032.744 
0007: 8@ = 2733.714 
0007: 11@ = 13.0817 
0007: 6@ = 2037.401 
0007: 9@ = 2723.283 
0007: 12@ = 9.8352 
0007: 13@ = 8.0 
0002: jump @GFDATE_23456 

:GFDATE_23456
0051: return 

:GFDATE_23458
076D: get_zone s$404 gang 0 density_to 25@ 
00D6: if 
0019:   25@ > 0 
004D: jump_if_false @GFDATE_23488 
0051: return 

:GFDATE_23488
076D: get_zone s$404 gang 7 density_to 25@ 
00D6: if 
0019:   25@ > 0 
004D: jump_if_false @GFDATE_23518 
0051: return 

:GFDATE_23518
076D: get_zone s$404 gang 2 density_to 25@ 
00D6: if 
0019:   25@ > 0 
004D: jump_if_false @GFDATE_23548 
0051: return 

:GFDATE_23548
076D: get_zone s$404 gang 3 density_to 25@ 
00D6: if 
0019:   25@ > 0 
004D: jump_if_false @GFDATE_23578 
0051: return 

:GFDATE_23578
0051: return 

:GFDATE_23580
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_23638 
00D6: if and
88B7:   not test 3@ bit 2 
88B7:   not test 3@ bit 26 
004D: jump_if_false @GFDATE_23631 
04AE: $1233 = 272 // = constant 

:GFDATE_23631
0002: jump @GFDATE_23671 

:GFDATE_23638
00D6: if and
88B7:   not test 3@ bit 2 
88B7:   not test 3@ bit 26 
004D: jump_if_false @GFDATE_23671 
04AE: $1233 = 271 // = constant 

:GFDATE_23671
08BD: set 3@ bit 26 
0051: return 

:GFDATE_23680
0006: 1@ = 5 
0006: 2@ = 0 
0051: return 

:GFDATE_23696
0006: 25@ = 0 
00D6: if 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_24074 
00D6: if and
80DF:   not actor 0@ driving 
8A0C:   not player $PLAYER_CHAR on_jetpack 
82D8:   not actor $PLAYER_ACTOR current_weapon == 43 
004D: jump_if_false @GFDATE_24074 
00D6: if 
02A0:   actor 0@ stopped 
004D: jump_if_false @GFDATE_24074 
04C4: store_coords_to 4@ 7@ 10@ from_actor 0@ with_offset 0.0 0.5 0.0 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere 4@ 7@ 10@ radius 1.3 1.3 1.0 sphere 0 stopped_on_foot 
004D: jump_if_false @GFDATE_24074 
00A0: store_actor $PLAYER_ACTOR position_to 4@ 7@ 10@ 
00A0: store_actor 0@ position_to 5@ 8@ 11@ 
0087: 13@ = 11@ // (float) 
000F: 13@ -= 0.02 
0087: 14@ = 11@ // (float) 
000B: 14@ += 0.02 
00D6: if and
0025:   10@ > 13@ // (float) 
0025:   14@ > 10@ // (float) 
004D: jump_if_false @GFDATE_24074 
00D6: if or
02D8:   actor $PLAYER_ACTOR current_weapon == 14 
02D8:   actor $PLAYER_ACTOR current_weapon == 10 
02D8:   actor $PLAYER_ACTOR current_weapon == 11 
02D8:   actor $PLAYER_ACTOR current_weapon == 12 
02D8:   actor $PLAYER_ACTOR current_weapon == 13 
004D: jump_if_false @GFDATE_24027 
00D6: if and
88B7:   not test 3@ bit 28 
88FE:   not text_box_displayed 
004D: jump_if_false @GFDATE_24011 
03E5: show_text_box 'GF_H013'  // Press ~k~~PED_ANSWER_PHONE~ to give the gift
08BD: set 3@ bit 28 

:GFDATE_24011
0006: 25@ = 2 
0051: return 
0002: jump @GFDATE_24074 

:GFDATE_24027
00D6: if and
88B7:   not test 3@ bit 4 
88FE:   not text_box_displayed 
004D: jump_if_false @GFDATE_24065 
03E5: show_text_box 'GF_0021'  // Press ~k~~PED_ANSWER_PHONE~ to kiss.
08BD: set 3@ bit 4 

:GFDATE_24065
0006: 25@ = 1 
0051: return 

:GFDATE_24074
0051: return 

:GFDATE_24076
00D6: if 
0038:   $GF_CENSORE_FLAG == 0 
004D: jump_if_false @GFDATE_24106 
04ED: load_animation "BLOWJOBZ" 

:GFDATE_24106
04ED: load_animation "KISSING" 

:GFDATE_24117
0001: wait 0 ms 
00D6: if 
04EE:   animation "KISSING" loaded 
004D: jump_if_false @GFDATE_24228 
00D6: if 
0038:   $GF_CENSORE_FLAG == 0 
004D: jump_if_false @GFDATE_24219 
00D6: if 
04EE:   animation "BLOWJOBZ" loaded 
004D: jump_if_false @GFDATE_24193 
0051: return 
0002: jump @GFDATE_24212 

:GFDATE_24193
04ED: load_animation "BLOWJOBZ" 
0002: jump @GFDATE_24117 

:GFDATE_24212
0002: jump @GFDATE_24221 

:GFDATE_24219
0051: return 

:GFDATE_24221
0002: jump @GFDATE_24246 

:GFDATE_24228
04ED: load_animation "KISSING" 
0002: jump @GFDATE_24117 

:GFDATE_24246
00D6: if 
08B7:   test 3@ bit 13 
004D: jump_if_false @GFDATE_24318 
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_24297 
0006: 32@ = 30000 
0002: jump @GFDATE_24304 

:GFDATE_24297
0006: 32@ = 0 

:GFDATE_24304
08C3: clear 3@ bit 13 
0002: jump @GFDATE_25025 

:GFDATE_24318
00D6: if 
08B7:   test 3@ bit 8 
004D: jump_if_false @GFDATE_24416 
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_24369 
0006: 32@ = 30000 
0002: jump @GFDATE_24402 

:GFDATE_24369
00D6: if 
0039:   30@ == -1 
004D: jump_if_false @GFDATE_24395 
0085: 30@ = 32@ // (int) 

:GFDATE_24395
0006: 32@ = 0 

:GFDATE_24402
08C3: clear 3@ bit 8 
0002: jump @GFDATE_25025 

:GFDATE_24416
0871: init_jump_table 1@ total_jumps 9 default_jump 0 @GFDATE_25025 jumps 1 @GFDATE_24544 2 @GFDATE_24625 3 @GFDATE_24639 4 @GFDATE_24653 5 @GFDATE_24734 6 @GFDATE_24748 7 @GFDATE_24843 
0872: jump_table_jumps 10 @GFDATE_24938 11 @GFDATE_24952 -1 @GFDATE_25025 -1 @GFDATE_25025 -1 @GFDATE_25025 -1 @GFDATE_25025 -1 @GFDATE_25025 -1 @GFDATE_25025 -1 @GFDATE_25025 

:GFDATE_24544
00D6: if and
08B4:   test $377($GIRLFRIEND,6i) bit 21 
02E0:   actor 0@ firing_weapon 
88B4:   not test $390 bit 12 
004D: jump_if_false @GFDATE_24585 
0006: 32@ = 0 

:GFDATE_24585
00D6: if 
0019:   30@ > 0 
004D: jump_if_false @GFDATE_24618 
0085: 32@ = 30@ // (int) 
0006: 30@ = -1 

:GFDATE_24618
0002: jump @GFDATE_25025 

:GFDATE_24625
0006: 32@ = 0 
0002: jump @GFDATE_25025 

:GFDATE_24639
0006: 32@ = 0 
0002: jump @GFDATE_25025 

:GFDATE_24653
00D6: if and
08B4:   test $377($GIRLFRIEND,6i) bit 21 
02E0:   actor 0@ firing_weapon 
88B4:   not test $390 bit 12 
004D: jump_if_false @GFDATE_24694 
0006: 32@ = 0 

:GFDATE_24694
00D6: if 
0019:   30@ > 0 
004D: jump_if_false @GFDATE_24727 
0085: 32@ = 30@ // (int) 
0006: 30@ = -1 

:GFDATE_24727
0002: jump @GFDATE_25025 

:GFDATE_24734
0006: 32@ = 0 
0002: jump @GFDATE_25025 

:GFDATE_24748
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 27 
004D: jump_if_false @GFDATE_24836 
00D6: if 
0039:   30@ == -1 
004D: jump_if_false @GFDATE_24796 
0085: 30@ = 32@ // (int) 

:GFDATE_24796
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_24829 
0006: 32@ = 30000 
0002: jump @GFDATE_24836 

:GFDATE_24829
0006: 32@ = 0 

:GFDATE_24836
0002: jump @GFDATE_25025 

:GFDATE_24843
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 28 
004D: jump_if_false @GFDATE_24931 
00D6: if 
0039:   30@ == -1 
004D: jump_if_false @GFDATE_24891 
0085: 30@ = 32@ // (int) 

:GFDATE_24891
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_24924 
0006: 32@ = 30000 
0002: jump @GFDATE_24931 

:GFDATE_24924
0006: 32@ = 0 

:GFDATE_24931
0002: jump @GFDATE_25025 

:GFDATE_24938
0006: 32@ = 0 
0002: jump @GFDATE_25025 

:GFDATE_24952
00D6: if 
0039:   30@ == -1 
004D: jump_if_false @GFDATE_24978 
0085: 30@ = 32@ // (int) 

:GFDATE_24978
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_25011 
0006: 32@ = 30000 
0002: jump @GFDATE_25018 

:GFDATE_25011
0006: 32@ = 0 

:GFDATE_25018
0002: jump @GFDATE_25025 

:GFDATE_25025
0051: return 

:GFDATE_25027
00D6: if 
0032:   0.0 >= $9469 
004D: jump_if_false @GFDATE_25058 
000D: $9469 -= 0.5 

:GFDATE_25058
0059: $9468 += $9469 // (float) 
00D6: if 
0022:   0.0 > $9468 
004D: jump_if_false @GFDATE_25097 
0005: $9468 = 0.0 

:GFDATE_25097
00D6: if 
0020:   $9468 > 100.0 
004D: jump_if_false @GFDATE_25128 
0005: $9468 = 100.0 

:GFDATE_25128
008C: $9467 = float $9468 to_integer 
08BD: set 3@ bit 8 
0051: return 

:GFDATE_25145
08D3: get_present_zone_popcycle_group_for_peds_and_cars_to 26@ 
0871: init_jump_table 26@ total_jumps 20 default_jump 0 @GFDATE_26510 jumps 0 @GFDATE_25385 1 @GFDATE_25878 2 @GFDATE_26352 3 @GFDATE_25957 4 @GFDATE_25464 5 @GFDATE_25371 6 @GFDATE_25378 
0872: jump_table_jumps 7 @GFDATE_26431 8 @GFDATE_25720 9 @GFDATE_26115 10 @GFDATE_25622 11 @GFDATE_25343 12 @GFDATE_26273 13 @GFDATE_26194 14 @GFDATE_26036 15 @GFDATE_25543 
0872: jump_table_jumps 16 @GFDATE_25357 17 @GFDATE_25799 18 @GFDATE_25350 19 @GFDATE_25364 -1 @GFDATE_26510 -1 @GFDATE_26510 -1 @GFDATE_26510 -1 @GFDATE_26510 -1 @GFDATE_26510 

:GFDATE_25343
0002: jump @GFDATE_26510 

:GFDATE_25350
0002: jump @GFDATE_26510 

:GFDATE_25357
0002: jump @GFDATE_26510 

:GFDATE_25364
0002: jump @GFDATE_26510 

:GFDATE_25371
0002: jump @GFDATE_26510 

:GFDATE_25378
0002: jump @GFDATE_26510 

:GFDATE_25385
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 15 
004D: jump_if_false @GFDATE_25450 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_25436 
0009: $9469 += 0.5 

:GFDATE_25436
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_25457 

:GFDATE_25450
0050: gosub @GFDATE_26632 

:GFDATE_25457
0002: jump @GFDATE_26510 

:GFDATE_25464
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 15 
004D: jump_if_false @GFDATE_25529 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_25515 
0009: $9469 += 0.5 

:GFDATE_25515
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_25536 

:GFDATE_25529
0050: gosub @GFDATE_26632 

:GFDATE_25536
0002: jump @GFDATE_26510 

:GFDATE_25543
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 15 
004D: jump_if_false @GFDATE_25608 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_25594 
0009: $9469 += 0.5 

:GFDATE_25594
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_25615 

:GFDATE_25608
0050: gosub @GFDATE_26632 

:GFDATE_25615
0002: jump @GFDATE_26510 

:GFDATE_25622
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 17 
004D: jump_if_false @GFDATE_25706 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_25692 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_25692 
0009: $9469 += 0.5 

:GFDATE_25692
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_25713 

:GFDATE_25706
0050: gosub @GFDATE_26632 

:GFDATE_25713
0002: jump @GFDATE_26510 

:GFDATE_25720
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 17 
004D: jump_if_false @GFDATE_25785 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_25771 
0009: $9469 += 0.5 

:GFDATE_25771
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_25792 

:GFDATE_25785
0050: gosub @GFDATE_26632 

:GFDATE_25792
0002: jump @GFDATE_26510 

:GFDATE_25799
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 17 
004D: jump_if_false @GFDATE_25864 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_25850 
0009: $9469 += 0.5 

:GFDATE_25850
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_25871 

:GFDATE_25864
0050: gosub @GFDATE_26632 

:GFDATE_25871
0002: jump @GFDATE_26510 

:GFDATE_25878
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 18 
004D: jump_if_false @GFDATE_25943 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_25929 
0009: $9469 += 0.5 

:GFDATE_25929
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_25950 

:GFDATE_25943
0050: gosub @GFDATE_26632 

:GFDATE_25950
0002: jump @GFDATE_26510 

:GFDATE_25957
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 18 
004D: jump_if_false @GFDATE_26022 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_26008 
0009: $9469 += 0.5 

:GFDATE_26008
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_26029 

:GFDATE_26022
0050: gosub @GFDATE_26632 

:GFDATE_26029
0002: jump @GFDATE_26510 

:GFDATE_26036
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 19 
004D: jump_if_false @GFDATE_26101 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_26087 
0009: $9469 += 0.5 

:GFDATE_26087
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_26108 

:GFDATE_26101
0050: gosub @GFDATE_26632 

:GFDATE_26108
0002: jump @GFDATE_26510 

:GFDATE_26115
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 19 
004D: jump_if_false @GFDATE_26180 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_26166 
0009: $9469 += 0.5 

:GFDATE_26166
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_26187 

:GFDATE_26180
0050: gosub @GFDATE_26632 

:GFDATE_26187
0002: jump @GFDATE_26510 

:GFDATE_26194
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 19 
004D: jump_if_false @GFDATE_26259 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_26245 
0009: $9469 += 0.5 

:GFDATE_26245
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_26266 

:GFDATE_26259
0050: gosub @GFDATE_26632 

:GFDATE_26266
0002: jump @GFDATE_26510 

:GFDATE_26273
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 20 
004D: jump_if_false @GFDATE_26338 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_26324 
0009: $9469 += 0.5 

:GFDATE_26324
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_26345 

:GFDATE_26338
0050: gosub @GFDATE_26632 

:GFDATE_26345
0002: jump @GFDATE_26510 

:GFDATE_26352
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 20 
004D: jump_if_false @GFDATE_26417 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_26403 
0009: $9469 += 0.5 

:GFDATE_26403
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_26424 

:GFDATE_26417
0050: gosub @GFDATE_26632 

:GFDATE_26424
0002: jump @GFDATE_26510 

:GFDATE_26431
00D6: if 
08B4:   test $377($GIRLFRIEND,6i) bit 16 
004D: jump_if_false @GFDATE_26496 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_26482 
0009: $9469 += 0.5 

:GFDATE_26482
0050: gosub @GFDATE_26512 
0002: jump @GFDATE_26503 

:GFDATE_26496
0050: gosub @GFDATE_26632 

:GFDATE_26503
0002: jump @GFDATE_26510 

:GFDATE_26510
0051: return 

:GFDATE_26512
08D3: get_present_zone_popcycle_group_for_peds_and_cars_to 26@ 
00D6: if 
803B:   not  26@ == 31@ // (int) 
004D: jump_if_false @GFDATE_26630 
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_26595 
00D6: if 
0018:   $9467 > 0 
004D: jump_if_false @GFDATE_26588 
04AE: $1233 = 312 // = constant 
0085: 31@ = 26@ // (int) 

:GFDATE_26588
0002: jump @GFDATE_26630 

:GFDATE_26595
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_26630 
04AE: $1233 = 312 // = constant 
0085: 31@ = 26@ // (int) 

:GFDATE_26630
0051: return 

:GFDATE_26632
08D3: get_present_zone_popcycle_group_for_peds_and_cars_to 26@ 
00D6: if 
803B:   not  26@ == 31@ // (int) 
004D: jump_if_false @GFDATE_26750 
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_26715 
00D6: if 
0018:   $9467 > 0 
004D: jump_if_false @GFDATE_26708 
04AE: $1233 = 311 // = constant 
0085: 31@ = 26@ // (int) 

:GFDATE_26708
0002: jump @GFDATE_26750 

:GFDATE_26715
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_26750 
04AE: $1233 = 311 // = constant 
0085: 31@ = 26@ // (int) 

:GFDATE_26750
0051: return 

:GFDATE_26752
00D6: if 
00DF:   actor 0@ driving 
004D: jump_if_false @GFDATE_26817 
03C0: 28@ = actor 0@ car 
0227: 25@ = car 28@ health 
00D6: if 
0039:   29@ == -1 
004D: jump_if_false @GFDATE_26810 
0085: 29@ = 25@ // (int) 

:GFDATE_26810
0002: jump @GFDATE_26831 

:GFDATE_26817
0006: 28@ = -1 
0006: 29@ = -1 

:GFDATE_26831
0051: return 
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFDATE_27208 jumps 0 @GFDATE_26896 1 @GFDATE_26948 2 @GFDATE_27000 3 @GFDATE_27052 4 @GFDATE_27104 5 @GFDATE_27156 -1 @GFDATE_27208 

:GFDATE_26896
00D6: if 
0018:   $GIRL_PROGRESS($GIRLFRIEND,6i) > 100 
004D: jump_if_false @GFDATE_26929 
0004: $GIRL_PROGRESS($GIRLFRIEND,6i) = 100 

:GFDATE_26929
0629: change_integer_stat 252 to $GIRL_PROGRESS($GIRLFRIEND,6i) 
0002: jump @GFDATE_27208 

:GFDATE_26948
00D6: if 
0018:   $GIRL_PROGRESS($GIRLFRIEND,6i) > 100 
004D: jump_if_false @GFDATE_26981 
0004: $GIRL_PROGRESS($GIRLFRIEND,6i) = 100 

:GFDATE_26981
0629: change_integer_stat 253 to $GIRL_PROGRESS($GIRLFRIEND,6i) 
0002: jump @GFDATE_27208 

:GFDATE_27000
00D6: if 
0018:   $GIRL_PROGRESS($GIRLFRIEND,6i) > 100 
004D: jump_if_false @GFDATE_27033 
0004: $GIRL_PROGRESS($GIRLFRIEND,6i) = 100 

:GFDATE_27033
0629: change_integer_stat 254 to $GIRL_PROGRESS($GIRLFRIEND,6i) 
0002: jump @GFDATE_27208 

:GFDATE_27052
00D6: if 
0018:   $GIRL_PROGRESS($GIRLFRIEND,6i) > 100 
004D: jump_if_false @GFDATE_27085 
0004: $GIRL_PROGRESS($GIRLFRIEND,6i) = 100 

:GFDATE_27085
0629: change_integer_stat 255 to $GIRL_PROGRESS($GIRLFRIEND,6i) 
0002: jump @GFDATE_27208 

:GFDATE_27104
00D6: if 
0018:   $GIRL_PROGRESS($GIRLFRIEND,6i) > 100 
004D: jump_if_false @GFDATE_27137 
0004: $GIRL_PROGRESS($GIRLFRIEND,6i) = 100 

:GFDATE_27137
0629: change_integer_stat 256 to $GIRL_PROGRESS($GIRLFRIEND,6i) 
0002: jump @GFDATE_27208 

:GFDATE_27156
00D6: if 
0018:   $GIRL_PROGRESS($GIRLFRIEND,6i) > 100 
004D: jump_if_false @GFDATE_27189 
0004: $GIRL_PROGRESS($GIRLFRIEND,6i) = 100 

:GFDATE_27189
0629: change_integer_stat 257 to $GIRL_PROGRESS($GIRLFRIEND,6i) 
0002: jump @GFDATE_27208 

:GFDATE_27208
0051: return 

:GFDATE_27210
0871: init_jump_table $1236 total_jumps 16 default_jump 0 @GFDATE_30453 jumps -1 @GFDATE_27338 0 @GFDATE_27352 1 @GFDATE_27613 2 @GFDATE_27665 3 @GFDATE_27924 4 @GFDATE_28078 5 @GFDATE_28238 
0872: jump_table_jumps 6 @GFDATE_28294 7 @GFDATE_28494 8 @GFDATE_28727 9 @GFDATE_28831 10 @GFDATE_29048 11 @GFDATE_29445 12 @GFDATE_29716 13 @GFDATE_29969 99 @GFDATE_30105 

:GFDATE_27338
08C0: clear $390 bit 22 
0002: jump @GFDATE_30453 

:GFDATE_27352
0209: $1239 = random_int_in_ranges 0 6 
00D6: if and
001A:   6 > $1239 
08B5:   test $GIRLS_GIFTS_BITMASK bit $1239 
803A:   not  $1239 == $GIRLFRIEND // (int) 
004D: jump_if_false @GFDATE_27606 
00D6: if 
0038:   $1239 == 0 
004D: jump_if_false @GFDATE_27429 
04AE: $1239 = 195 // = constant 
04AE: $1240 = 545 // = constant 

:GFDATE_27429
00D6: if 
0038:   $1239 == 1 
004D: jump_if_false @GFDATE_27463 
04AE: $1239 = 192 // = constant 
04AE: $1240 = 557 // = constant 

:GFDATE_27463
00D6: if 
0038:   $1239 == 3 
004D: jump_if_false @GFDATE_27497 
04AE: $1239 = 190 // = constant 
04AE: $1240 = 599 // = constant 

:GFDATE_27497
00D6: if 
0038:   $1239 == 2 
004D: jump_if_false @GFDATE_27531 
04AE: $1239 = 191 // = constant 
04AE: $1240 = 568 // = constant 

:GFDATE_27531
00D6: if 
0038:   $1239 == 4 
004D: jump_if_false @GFDATE_27565 
04AE: $1239 = 193 // = constant 
04AE: $1240 = 442 // = constant 

:GFDATE_27565
00D6: if 
0038:   $1239 == 5 
004D: jump_if_false @GFDATE_27599 
04AE: $1239 = 194 // = constant 
04AE: $1240 = 533 // = constant 

:GFDATE_27599
0004: $1236 = 1 

:GFDATE_27606
0002: jump @GFDATE_30453 

:GFDATE_27613
00D6: if and
0248:   model $1240 available 
0248:   model $1239 available 
004D: jump_if_false @GFDATE_27648 
0004: $1236 = 2 
0002: jump @GFDATE_27658 

:GFDATE_27648
0247: load_model $1240 
0247: load_model $1239 

:GFDATE_27658
0002: jump @GFDATE_30453 

:GFDATE_27665
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 0.0 25.0 0.0 
00D6: if 
03D3: get_route_nearest_for 4@ 7@ 10@ store_to 5@ 8@ 11@ Z_angle_to 13@ 
004D: jump_if_false @GFDATE_27910 
0395: clear_area 1 at 5@ 8@ 11@ radius 5.0 
00A5: $1238 = create_car $1240 at 5@ 8@ 11@ 
072F: enable_car $1238 stuck_check_distance 1.0 time 1000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path -1 // extended 03CC 
00D6: if 
04A3:   $1240 == 545 // == constant 
004D: jump_if_false @GFDATE_27812 
0229: set_car $1238 primary_color_to 83 secondary_color_to 1 

:GFDATE_27812
00D6: if 
04A3:   $1240 == 442 // == constant 
004D: jump_if_false @GFDATE_27840 
0229: set_car $1238 primary_color_to 1 secondary_color_to 1 

:GFDATE_27840
00D6: if 
04A3:   $1240 == 533 // == constant 
004D: jump_if_false @GFDATE_27868 
0229: set_car $1238 primary_color_to 126 secondary_color_to 1 

:GFDATE_27868
0129: $1237 = create_actor_pedtype 5 model $1239 in_car $1238 driverseat 
039E: set_actor $1237 locked 1 while_in_car 
0175: set_car $1238 Z_angle_to 13@ 
0004: $1236 = 3 
0002: jump @GFDATE_27917 

:GFDATE_27910
0004: $1236 = 99 

:GFDATE_27917
0002: jump @GFDATE_30453 

:GFDATE_27924
00BE: text_clear_all 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
00D6: if and
8119:   not car $1238 wrecked 
8118:   not actor $1237 dead 
004D: jump_if_false @GFDATE_28064 
067B: put_camera_on_car $1238 with_offset -1.5 1.5 1.5 point_to_actor $1237 tilt 6.0 2 
0812: AS_actor $1237 perform_animation "GF_CARSPOT" IFP "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 5000 // versionB 
03E5: show_text_box 'GF_H014'  // You've been spotted by another girlfriend. Quick, shake her off your tail!
0004: $1236 = 4 
0002: jump @GFDATE_28071 

:GFDATE_28064
0004: $1236 = 99 

:GFDATE_28071
0002: jump @GFDATE_30453 

:GFDATE_28078
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_28224 
062E: get_actor $1237 task 2066 status_store_to 26@ // ret 7 if not found 
00D6: if 
04A4:   26@ == 7 // == constant 
004D: jump_if_false @GFDATE_28217 
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_28180 
00D6: if and
0431:   car 28@ passenger_seat_free 0 
00DB:   actor $PLAYER_ACTOR in_car 28@ 
004D: jump_if_false @GFDATE_28180 
072B: put_actor 0@ into_car 28@ passengerseat 0 

:GFDATE_28180
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0186: $1241 = create_marker_above_car $1238 
0004: $1236 = 5 

:GFDATE_28217
0002: jump @GFDATE_28231 

:GFDATE_28224
0004: $1236 = 99 

:GFDATE_28231
0002: jump @GFDATE_30453 

:GFDATE_28238
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_28280 
00AF: set_car $1238 driver_behaviour_to 3 
0004: $1236 = 6 
0002: jump @GFDATE_28287 

:GFDATE_28280
0004: $1236 = 99 

:GFDATE_28287
0002: jump @GFDATE_30453 

:GFDATE_28294
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_28480 
00A0: store_actor $PLAYER_ACTOR position_to 4@ 7@ 10@ 
00AA: store_car $1238 position_to 5@ 8@ 11@ 
050A: 13@ = distance_between_XYZ 4@ 7@ 10@ and_XYZ 5@ 8@ 11@ 
00D6: if 
0033:   6.0 >= 13@ 
004D: jump_if_false @GFDATE_28429 
00AF: set_car $1238 driver_behaviour_to 0 
0519: set_car $1238 locked 1 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 
0004: $1236 = 8 
0002: jump @GFDATE_28473 

:GFDATE_28429
00D6: if 
0021:   13@ > 200.0 
004D: jump_if_false @GFDATE_28473 
0085: 26@ = 32@ // (int) 
000A: 26@ += 20000 
0004: $1236 = 7 

:GFDATE_28473
0002: jump @GFDATE_28487 

:GFDATE_28480
0004: $1236 = 99 

:GFDATE_28487
0002: jump @GFDATE_30453 

:GFDATE_28494
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_28713 
00A0: store_actor $PLAYER_ACTOR position_to 4@ 7@ 10@ 
00AA: store_car $1238 position_to 5@ 8@ 11@ 
050A: 13@ = distance_between_XYZ 4@ 7@ 10@ and_XYZ 5@ 8@ 11@ 
00D6: if 
0021:   13@ > 180.0 
004D: jump_if_false @GFDATE_28699 
00D6: if 
001D:   32@ > 26@ // (int) 
004D: jump_if_false @GFDATE_28692 
00D6: if 
075C:   marker $1241 enabled 
004D: jump_if_false @GFDATE_28627 
0164: disable_marker $1241 

:GFDATE_28627
009B: destroy_actor $1237 
00D6: if 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_28674 
00D6: if 
06FC:   car $1238 stuck_check_enabled 
004D: jump_if_false @GFDATE_28669 
03CD: disable_car $1238 stuck_check 

:GFDATE_28669
00A6: destroy_car $1238 

:GFDATE_28674
03E5: show_text_box 'GF_H016'  // You've managed to lose the jealous girlfriend. Well done.
0004: $1236 = 12 

:GFDATE_28692
0002: jump @GFDATE_28706 

:GFDATE_28699
0004: $1236 = 6 

:GFDATE_28706
0002: jump @GFDATE_28720 

:GFDATE_28713
0004: $1236 = 99 

:GFDATE_28720
0002: jump @GFDATE_30453 

:GFDATE_28727
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_28817 
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_28810 
00BE: text_clear_all 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
03C8: set_camera_directly_before_player 
016A: fade 1 time 500 
0006: 33@ = 0 
0004: $1236 = 9 

:GFDATE_28810
0002: jump @GFDATE_28824 

:GFDATE_28817
0004: $1236 = 99 

:GFDATE_28824
0002: jump @GFDATE_30453 

:GFDATE_28831
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_29034 
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_29027 
068D: get_camera_position_to 4@ 7@ 10@ 
00A0: store_actor $1237 position_to 5@ 8@ 11@ 
015F: set_camera_position 4@ 7@ 10@ rotation 0.0 0.0 1.0 
0160: set_camera_point_at 5@ 8@ 11@ switchstyle 1 
02AB: set_actor $1237 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AC: set_car $1238 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0812: AS_actor $1237 perform_animation "GF_CARARGUE_01" IFP "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 5000 // versionB 
0004: $1232 = 7 
04AE: $1233 = 293 // = constant 
0004: $1236 = 10 

:GFDATE_29027
0002: jump @GFDATE_29041 

:GFDATE_29034
0004: $1236 = 99 

:GFDATE_29041
0002: jump @GFDATE_30453 

:GFDATE_29048
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_29431 
062E: get_actor $1237 task 2066 status_store_to 26@ // ret 7 if not found 
00D6: if 
04A4:   26@ == 7 // == constant 
004D: jump_if_false @GFDATE_29424 
00D6: if 
00DF:   actor 0@ driving 
004D: jump_if_false @GFDATE_29224 
00A0: store_actor 0@ position_to 5@ 8@ 11@ 
0160: set_camera_point_at 5@ 8@ 11@ switchstyle 1 
02AB: set_actor 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0812: AS_actor 0@ perform_animation "GF_CARARGUE_02" IFP "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 5000 // versionB 
04AE: $1233 = 294 // = constant 
0004: $1236 = 11 
0002: jump @GFDATE_29424 

:GFDATE_29224
00A0: store_actor 0@ position_to 4@ 7@ 10@ 
00A0: store_actor $PLAYER_ACTOR position_to 5@ 8@ 11@ 
050A: 13@ = distance_between_XYZ 4@ 7@ 10@ and_XYZ 5@ 8@ 11@ 
00D6: if or
0023:   5.0 > 13@ 
0019:   33@ > 6000 
004D: jump_if_false @GFDATE_29417 
00A0: store_actor 0@ position_to 5@ 8@ 11@ 
0160: set_camera_point_at 5@ 8@ 11@ switchstyle 1 
02AB: set_actor 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0812: AS_actor 0@ perform_animation "GF_STREETARGUE_02" IFP "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 5000 // versionB 
04AE: $1233 = 294 // = constant 
0004: $1236 = 11 
0002: jump @GFDATE_29424 

:GFDATE_29417
0002: jump @GFDATE_30453 

:GFDATE_29424
0002: jump @GFDATE_29438 

:GFDATE_29431
0004: $1236 = 99 

:GFDATE_29438
0002: jump @GFDATE_30453 

:GFDATE_29445
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_29702 
062E: get_actor 0@ task 2066 status_store_to 26@ // ret 7 if not found 
00D6: if 
04A4:   26@ == 7 // == constant 
004D: jump_if_false @GFDATE_29695 
062E: get_actor $1237 task 1490 status_store_to 26@ // ret 7 if not found 
00D6: if 
04A4:   26@ == 7 // == constant 
004D: jump_if_false @GFDATE_29546 
0519: set_car $1238 locked 0 
05D2: AS_actor $1237 run_to_and_hijack_car $1238 max_search_radius 30.0 traffic_behavior 3 

:GFDATE_29546
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_29681 
00D6: if 
00DB:   actor 0@ in_car 28@ 
004D: jump_if_false @GFDATE_29625 
062E: get_actor 0@ task 1485 status_store_to 26@ // ret 7 if not found 
00D6: if 
04A4:   26@ == 7 // == constant 
004D: jump_if_false @GFDATE_29618 
05CD: AS_actor 0@ exit_car 28@ 

:GFDATE_29618
0002: jump @GFDATE_29681 

:GFDATE_29625
062E: get_actor 0@ task 1873 status_store_to 26@ // ret 7 if not found 
00D6: if 
04A4:   26@ == 7 // == constant 
004D: jump_if_false @GFDATE_29681 
0751: AS_actor 0@ flee_from_actor $PLAYER_ACTOR run_distance 100.0 time 5000 change_course 0 unknown 0 0 away_radius 30.0 

:GFDATE_29681
0006: 33@ = 0 
0004: $1236 = 12 

:GFDATE_29695
0002: jump @GFDATE_29709 

:GFDATE_29702
0004: $1236 = 99 

:GFDATE_29709
0002: jump @GFDATE_30453 

:GFDATE_29716
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_29955 
00D6: if 
0019:   33@ > 5000 
004D: jump_if_false @GFDATE_29948 
016A: fade 0 time 1000 
000C: $GIRL_PROGRESS($GIRLFRIEND,6i) -= 4 
00D6: if 
04A3:   $1239 == 195 // == constant 
004D: jump_if_false @GFDATE_29800 
0006: 26@ = 0 

:GFDATE_29800
00D6: if 
04A3:   $1239 == 192 // == constant 
004D: jump_if_false @GFDATE_29826 
0006: 26@ = 1 

:GFDATE_29826
00D6: if 
04A3:   $1239 == 190 // == constant 
004D: jump_if_false @GFDATE_29852 
0006: 26@ = 3 

:GFDATE_29852
00D6: if 
04A3:   $1239 == 191 // == constant 
004D: jump_if_false @GFDATE_29878 
0006: 26@ = 2 

:GFDATE_29878
00D6: if 
04A3:   $1239 == 193 // == constant 
004D: jump_if_false @GFDATE_29904 
0006: 26@ = 4 

:GFDATE_29904
00D6: if 
04A3:   $1239 == 194 // == constant 
004D: jump_if_false @GFDATE_29930 
0006: 26@ = 5 

:GFDATE_29930
000C: $GIRL_PROGRESS(26@,6i) -= 4 
0004: $1236 = 13 

:GFDATE_29948
0002: jump @GFDATE_29962 

:GFDATE_29955
0004: $1236 = 99 

:GFDATE_29962
0002: jump @GFDATE_30453 

:GFDATE_29969
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_30098 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08BD: set 3@ bit 7 
009B: destroy_actor $1237 
00D6: if 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_30058 
00D6: if 
06FC:   car $1238 stuck_check_enabled 
004D: jump_if_false @GFDATE_30053 
03CD: disable_car $1238 stuck_check 

:GFDATE_30053
00A6: destroy_car $1238 

:GFDATE_30058
02AB: set_actor 0@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
016A: fade 1 time 1500 
03E5: show_text_box 'GF_H015'  // You have been discovered two-timing. Your date is over.
0050: gosub @GFDATE_32517 

:GFDATE_30098
0002: jump @GFDATE_30453 

:GFDATE_30105
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @GFDATE_30151 
02AB: set_actor 0@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:GFDATE_30151
00D6: if 
8118:   not actor $1237 dead 
004D: jump_if_false @GFDATE_30182 
02AB: set_actor $1237 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:GFDATE_30182
00D6: if 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_30219 
00D6: if 
06FC:   car $1238 stuck_check_enabled 
004D: jump_if_false @GFDATE_30219 
03CD: disable_car $1238 stuck_check 

:GFDATE_30219
00D6: if 
075C:   marker $1241 enabled 
004D: jump_if_false @GFDATE_30240 
0164: disable_marker $1241 

:GFDATE_30240
00D6: if and
0118:   actor $1237 dead 
051A:   actor $1237 damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @GFDATE_30432 
00D6: if 
04A3:   $1239 == 195 // == constant 
004D: jump_if_false @GFDATE_30290 
0006: 26@ = 0 

:GFDATE_30290
00D6: if 
04A3:   $1239 == 192 // == constant 
004D: jump_if_false @GFDATE_30316 
0006: 26@ = 1 

:GFDATE_30316
00D6: if 
04A3:   $1239 == 190 // == constant 
004D: jump_if_false @GFDATE_30342 
0006: 26@ = 3 

:GFDATE_30342
00D6: if 
04A3:   $1239 == 191 // == constant 
004D: jump_if_false @GFDATE_30368 
0006: 26@ = 2 

:GFDATE_30368
00D6: if 
04A3:   $1239 == 193 // == constant 
004D: jump_if_false @GFDATE_30394 
0006: 26@ = 4 

:GFDATE_30394
00D6: if 
04A3:   $1239 == 194 // == constant 
004D: jump_if_false @GFDATE_30420 
0006: 26@ = 5 

:GFDATE_30420
0004: $GIRL_PROGRESS(26@,6i) = -999 

:GFDATE_30432
08C0: clear $390 bit 22 
0004: $1236 = -1 
0002: jump @GFDATE_30453 

:GFDATE_30453
0051: return 

:GFDATE_30455
0871: init_jump_table $1232 total_jumps 8 default_jump 0 @GFDATE_31285 jumps 0 @GFDATE_30583 1 @GFDATE_30654 2 @GFDATE_30666 3 @GFDATE_30680 4 @GFDATE_30949 5 @GFDATE_31049 6 @GFDATE_30858 
0872: jump_table_jumps 7 @GFDATE_31091 -1 @GFDATE_31285 -1 @GFDATE_31285 -1 @GFDATE_31285 -1 @GFDATE_31285 -1 @GFDATE_31285 -1 @GFDATE_31285 -1 @GFDATE_31285 -1 @GFDATE_31285 

:GFDATE_30583
00D6: if 
0018:   $1233 > 0 
004D: jump_if_false @GFDATE_30615 
0004: $1232 = 3 
0002: jump @GFDATE_30647 

:GFDATE_30615
00D6: if and
0038:   $1233 == -2 
0018:   $1234 > 0 
004D: jump_if_false @GFDATE_30647 
0004: $1232 = 3 

:GFDATE_30647
0002: jump @GFDATE_31285 

:GFDATE_30654
094F: enable_actor 0@ pain_audio 
0002: jump @GFDATE_31285 

:GFDATE_30666
094E: set_actor 0@ mute_pain_audio 0 
0002: jump @GFDATE_31285 

:GFDATE_30680
00D6: if 
894D:   not actor 0@ mutally_active 
004D: jump_if_false @GFDATE_30851 
00D6: if 
0018:   $1233 > 0 
004D: jump_if_false @GFDATE_30791 
09D5: play_sound_of_actor 0@ soundslot $1233 unknown_flags 0 1 0 as $1235 // extended 0947 
0050: gosub @GFDATE_31287 
0004: $1233 = -1 
00D6: if 
0018:   $1234 > 0 
004D: jump_if_false @GFDATE_30777 
0004: $1232 = 6 
0002: jump @GFDATE_30784 

:GFDATE_30777
0004: $1232 = 0 

:GFDATE_30784
0002: jump @GFDATE_30851 

:GFDATE_30791
00D6: if 
0038:   $1233 == -2 
004D: jump_if_false @GFDATE_30830 
0004: $1233 = -1 
0004: $1232 = 6 
0002: jump @GFDATE_30851 

:GFDATE_30830
0004: $1233 = -1 
0004: $1234 = -1 
0004: $1232 = 0 

:GFDATE_30851
0002: jump @GFDATE_31285 

:GFDATE_30858
00D6: if and
894D:   not actor $PLAYER_ACTOR mutally_active 
894D:   not actor 0@ mutally_active 
004D: jump_if_false @GFDATE_30942 
00D6: if 
0018:   $1234 > 0 
004D: jump_if_false @GFDATE_30935 
09D5: play_sound_of_actor $PLAYER_ACTOR soundslot $1234 unknown_flags 0 1 0 as $1235 // extended 0947 
0004: $1234 = -1 
0004: $1232 = 0 
0002: jump @GFDATE_30942 

:GFDATE_30935
0004: $1232 = 0 

:GFDATE_30942
0002: jump @GFDATE_31285 

:GFDATE_30949
094E: set_actor 0@ mute_pain_audio 0 
00D6: if 
894D:   not actor 0@ mutally_active 
004D: jump_if_false @GFDATE_31042 
00D6: if 
0018:   $1233 > 0 
004D: jump_if_false @GFDATE_31035 
09D5: play_sound_of_actor 0@ soundslot $1233 unknown_flags 0 1 0 as $1235 // extended 0947 
0050: gosub @GFDATE_31287 
0004: $1233 = -1 
0004: $1232 = 5 
0002: jump @GFDATE_31042 

:GFDATE_31035
0004: $1232 = 0 

:GFDATE_31042
0002: jump @GFDATE_31285 

:GFDATE_31049
00D6: if 
894D:   not actor 0@ mutally_active 
004D: jump_if_false @GFDATE_31084 
094F: enable_actor 0@ pain_audio 
0004: $1233 = -1 
0004: $1232 = 0 

:GFDATE_31084
0002: jump @GFDATE_31285 

:GFDATE_31091
00D6: if 
8118:   not actor $1237 dead 
004D: jump_if_false @GFDATE_31278 
00D6: if 
894D:   not actor $1237 mutally_active 
004D: jump_if_false @GFDATE_31278 
00D6: if 
0018:   $1233 > 0 
004D: jump_if_false @GFDATE_31218 
09D5: play_sound_of_actor $1237 soundslot $1233 unknown_flags 0 1 0 as $1235 // extended 0947 
0050: gosub @GFDATE_31287 
0004: $1233 = -1 
00D6: if 
0018:   $1234 > 0 
004D: jump_if_false @GFDATE_31204 
0004: $1232 = 6 
0002: jump @GFDATE_31211 

:GFDATE_31204
0004: $1232 = 0 

:GFDATE_31211
0002: jump @GFDATE_31278 

:GFDATE_31218
00D6: if 
0038:   $1233 == -2 
004D: jump_if_false @GFDATE_31257 
0004: $1233 = -1 
0004: $1232 = 6 
0002: jump @GFDATE_31278 

:GFDATE_31257
0004: $1233 = -1 
0004: $1234 = -1 
0004: $1232 = 0 

:GFDATE_31278
0002: jump @GFDATE_31285 

:GFDATE_31285
0051: return 

:GFDATE_31287
0871: init_jump_table $1233 total_jumps 29 default_jump 0 @GFDATE_32405 jumps 32 @GFDATE_32359 39 @GFDATE_32382 264 @GFDATE_31572 266 @GFDATE_31579 268 @GFDATE_31586 269 @GFDATE_31639 270 @GFDATE_31616 
0872: jump_table_jumps 271 @GFDATE_31685 272 @GFDATE_31831 277 @GFDATE_31877 278 @GFDATE_31900 279 @GFDATE_32244 280 @GFDATE_31662 281 @GFDATE_32198 282 @GFDATE_32122 292 @GFDATE_32145 
0872: jump_table_jumps 296 @GFDATE_32099 298 @GFDATE_31854 299 @GFDATE_32168 302 @GFDATE_32313 306 @GFDATE_32175 309 @GFDATE_31593 310 @GFDATE_32221 311 @GFDATE_32290 312 @GFDATE_32267 
0872: jump_table_jumps 313 @GFDATE_32336 314 @GFDATE_31923 316 @GFDATE_32076 317 @GFDATE_31946 -1 @GFDATE_32405 -1 @GFDATE_32405 -1 @GFDATE_32405 -1 @GFDATE_32405 -1 @GFDATE_32405 

:GFDATE_31572
0002: jump @GFDATE_32405 

:GFDATE_31579
0002: jump @GFDATE_32405 

:GFDATE_31586
0002: jump @GFDATE_32405 

:GFDATE_31593
00BC: show_text_highpriority GXT 'GF_0045' time 5000 flag 1  // You better let her drive or she'll sulk all through the date...
0002: jump @GFDATE_32405 

:GFDATE_31616
00BC: show_text_highpriority GXT 'GF_0061' time 5000 flag 1  // She wants to get naked with you!
0002: jump @GFDATE_32405 

:GFDATE_31639
00BC: show_text_highpriority GXT 'GF_0044' time 5000 flag 1  // Here we go with the kinky shit...
0002: jump @GFDATE_32405 

:GFDATE_31662
00BC: show_text_highpriority GXT 'GF_0022' time 5000 flag 1  // She wants you to drive her home! This could be it...
0002: jump @GFDATE_32405 

:GFDATE_31685
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_31726 
00BC: show_text_highpriority GXT 'GF_0077' time 5000 flag 1  // Oh no, she is not enjoying herself! Quick, get her something to eat, or maybe a drink...
0002: jump @GFDATE_31824 

:GFDATE_31726
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_31767 
00BC: show_text_highpriority GXT 'GF_0078' time 5000 flag 1  // She is getting bored. Try harder to find an area she likes!
0002: jump @GFDATE_31824 

:GFDATE_31767
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_31808 
00BC: show_text_highpriority GXT 'GF_0079' time 5000 flag 1  // She is losing her patience. Hardly a surprise, all she wants to do is go dancing!
0002: jump @GFDATE_31824 

:GFDATE_31808
00BC: show_text_highpriority GXT 'GF_0031' time 5000 flag 1  // Uh-oh. She sounds bored. Quick, do something fun!

:GFDATE_31824
0002: jump @GFDATE_32405 

:GFDATE_31831
00BC: show_text_highpriority GXT 'GF_0031' time 5000 flag 1  // Uh-oh. She sounds bored. Quick, do something fun!
0002: jump @GFDATE_32405 

:GFDATE_31854
00BC: show_text_highpriority GXT 'GF_0004' time 3000 flag 1  // Hi Carl!
0002: jump @GFDATE_32405 

:GFDATE_31877
00BC: show_text_highpriority GXT 'GF_0007' time 5000 flag 1  // She seemed to have a good time, but she looks tired. You better take her home.
0002: jump @GFDATE_32405 

:GFDATE_31900
00BC: show_text_highpriority GXT 'GF_0066' time 5000 flag 1  // Oh dear, it doesn't sound like she had a good time...
0002: jump @GFDATE_32405 

:GFDATE_31923
00BC: show_text_highpriority GXT 'GF_0011' time 5000 flag 1  // Way to go, Casanova, she's dumped you! Oh well, there are plenty more fish in the sea.
0002: jump @GFDATE_32405 

:GFDATE_31946
00D6: if 
08B7:   test 3@ bit 20 
004D: jump_if_false @GFDATE_31987 
00BC: show_text_highpriority GXT 'GF_0074' time 5000 flag 1  // You've got to eat more to impress this lady, skinny boy!
0002: jump @GFDATE_32405 

:GFDATE_31987
00D6: if 
08B7:   test 3@ bit 21 
004D: jump_if_false @GFDATE_32028 
00BC: show_text_highpriority GXT 'GF_0053' time 5000 flag 1  // What does she mean by, 'not fit'? What ever happened to 'a good sense of humor'?
0002: jump @GFDATE_32405 

:GFDATE_32028
00D6: if 
08B7:   test 3@ bit 22 
004D: jump_if_false @GFDATE_32069 
00BC: show_text_highpriority GXT 'GF_0075' time 5000 flag 1  // You have put on too much muscle! What did you have for breakfast, steroids?
0002: jump @GFDATE_32405 

:GFDATE_32069
0002: jump @GFDATE_32405 

:GFDATE_32076
00BC: show_text_highpriority GXT 'GF_0052' time 5000 flag 1  // You need to show style to impress, dude!
0002: jump @GFDATE_32405 

:GFDATE_32099
00BC: show_text_highpriority GXT 'GF_0034' time 5000 flag 1  // You have no idea how to treat a lady!
0002: jump @GFDATE_32405 

:GFDATE_32122
00BC: show_text_highpriority GXT 'GF_0014' time 5000 flag 1  // This is it, she's inviting you in for coffee! Gird your loins for love...
0002: jump @GFDATE_32405 

:GFDATE_32145
00BC: show_text_highpriority GXT 'GF_0033' time 5000 flag 1  // Yes, she wants another date! Soon she will be powerless to resist...
0002: jump @GFDATE_32405 

:GFDATE_32168
0002: jump @GFDATE_32405 

:GFDATE_32175
00BC: show_text_highpriority GXT 'GF_0024' time 5000 flag 1  // She wants to do a drive-by? This is one dangerous lady!
0002: jump @GFDATE_32405 

:GFDATE_32198
00BC: show_text_highpriority GXT 'GF_0032' time 5000 flag 1  // Ah. There you go, you see. You bored her legs shut!
0002: jump @GFDATE_32405 

:GFDATE_32221
00BC: show_text_highpriority GXT 'GF_0047' time 5000 flag 1  // She stole your car! You two have so much in common...
0002: jump @GFDATE_32405 

:GFDATE_32244
00BC: show_text_highpriority GXT 'GF_0054' time 5000 flag 1  // You danced her socks off! Take her home and see what unfolds...
0002: jump @GFDATE_32405 

:GFDATE_32267
00BC: show_text_highpriority GXT 'GF_0050' time 5000 flag 1  // This area seems to suit her...
0002: jump @GFDATE_32405 

:GFDATE_32290
00BC: show_text_highpriority GXT 'GF_0051' time 5000 flag 1  // Sounds like she doesn't like this area...
0002: jump @GFDATE_32405 

:GFDATE_32313
00BC: show_text_highpriority GXT 'GF_0070' time 5000 flag 1  // What were you thinking? this place is a dump!
0002: jump @GFDATE_32405 

:GFDATE_32336
00BC: show_text_highpriority GXT 'GF_0072' time 5000 flag 1  // Oh man. RULE No.2: Try not to make your girl bleed on a date!
0002: jump @GFDATE_32405 

:GFDATE_32359
00BC: show_text_highpriority GXT 'GF_0073' time 2500 flag 1  // You are driving too fast!
0002: jump @GFDATE_32405 

:GFDATE_32382
00BC: show_text_highpriority GXT 'GF_0076' time 2500 flag 1  // You are driving too slowly!
0002: jump @GFDATE_32405 

:GFDATE_32405
0051: return 

:GFDATE_32407
0006: 26@ = 0 

:GFDATE_32414
00D6: if 
075C:   marker 15@(26@,9i) enabled 
004D: jump_if_false @GFDATE_32443 
0164: disable_marker 15@(26@,9i) 

:GFDATE_32443
000A: 26@ += 1 
0029:   26@ >= 9 
004D: jump_if_false @GFDATE_32414 
00D6: if 
075C:   marker $1241 enabled 
004D: jump_if_false @GFDATE_32485 
0164: disable_marker $1241 

:GFDATE_32485
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_32508 
0151: remove_status_text $9467 

:GFDATE_32508
08C3: clear 3@ bit 11 
0051: return 

:GFDATE_32517
0050: gosub @GFDATE_32407 
0050: gosub @GFDATE_19075 
00BE: text_clear_all 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @GFDATE_32573 
00D6: if 
06EE:   actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_32573 
06C9: remove_actor 0@ from_group 

:GFDATE_32573
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_32610 
00D6: if 
06FC:   car 28@ stuck_check_enabled 
004D: jump_if_false @GFDATE_32610 
03CD: disable_car 28@ stuck_check 

:GFDATE_32610
00D6: if 
0018:   $1236 > 0 
004D: jump_if_false @GFDATE_32658 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFDATE_32658 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 

:GFDATE_32658
00D6: if 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_32695 
00D6: if 
06FC:   car $1238 stuck_check_enabled 
004D: jump_if_false @GFDATE_32695 
03CD: disable_car $1238 stuck_check 

:GFDATE_32695
0249: release_model $1240 
0249: release_model $1239 
01C2: remove_references_to_actor $1237 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $1238 
04EF: release_animation "KISSING" 
00D6: if 
0038:   $GF_CENSORE_FLAG == 0 
004D: jump_if_false @GFDATE_32756 
04EF: release_animation "BLOWJOBZ" 

:GFDATE_32756
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @GFDATE_32816 
08C0: clear $390 bit 2 
00D6: if 
08B7:   test 3@ bit 15 
004D: jump_if_false @GFDATE_32809 
0004: $GIRL_PROGRESS($GIRLFRIEND,6i) = -999 

:GFDATE_32809
0002: jump @GFDATE_32889 

:GFDATE_32816
00D6: if 
08B7:   test 3@ bit 15 
004D: jump_if_false @GFDATE_32889 
08C0: clear $390 bit 2 
00D6: if 
8184:   not actor 0@ health >= 10 
004D: jump_if_false @GFDATE_32878 
0004: $GIRL_PROGRESS($GIRLFRIEND,6i) = -999 
0002: jump @GFDATE_32889 

:GFDATE_32878
000C: $GIRL_PROGRESS($GIRLFRIEND,6i) -= 10 

:GFDATE_32889
00D6: if 
08B7:   test 3@ bit 7 
004D: jump_if_false @GFDATE_32914 
08C0: clear $390 bit 2 

:GFDATE_32914
0004: $5297 = 0 
0004: $1231 = -1 
00D6: if 
08B7:   test 3@ bit 9 
004D: jump_if_false @GFDATE_32978 
00D6: if 
88B4:   not test $390 bit 14 
004D: jump_if_false @GFDATE_32971 
08BA: set $390 bit 8 

:GFDATE_32971
0002: jump @GFDATE_32985 

:GFDATE_32978
08BA: set $390 bit 21 

:GFDATE_32985
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFDATE_33033 
039E: set_actor $PLAYER_ACTOR locked 0 while_in_car 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0A20: disable_player $PLAYER_CHAR group_control_back 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 

:GFDATE_33033
08F8: display_stat_update_box 1 
08C0: clear $390 bit 1 
08BB: set $1210 bit $GIRLFRIEND 
004E: end_thread 
0051: return 
0663: printint "IGF_TT_STATUS" $1236 
0663: printint v$9463 24@ 
0663: printint "ICURRENTCARHEALTH" 29@ 
0664: printfloat "FTEMP1_SPEED" 14@ 
0664: printfloat "FUN_TEMP" $9469 
0663: printint "TIMERB" 33@ 
0663: printint "DATE_TIMER" 32@ 
0663: printint "SUBSTATESTATUS" 2@ 
0871: init_jump_table 1@ total_jumps 11 default_jump 1 @GFDATE_33651 jumps 0 @GFDATE_33321 1 @GFDATE_33349 2 @GFDATE_33380 3 @GFDATE_33411 4 @GFDATE_33442 5 @GFDATE_33472 6 @GFDATE_33502 
0872: jump_table_jumps 7 @GFDATE_33533 8 @GFDATE_33566 9 @GFDATE_33596 10 @GFDATE_33626 -1 @GFDATE_33683 -1 @GFDATE_33683 -1 @GFDATE_33683 -1 @GFDATE_33683 -1 @GFDATE_33683 

:GFDATE_33321
0662: printstring "STATE0__DATE_INIT" 
0002: jump @GFDATE_33683 

:GFDATE_33349
0662: printstring "STATE1__IDLE_ON_FOOT" 
0002: jump @GFDATE_33683 

:GFDATE_33380
0662: printstring "STATE2__REACHED_DEST" 
0002: jump @GFDATE_33683 

:GFDATE_33411
0662: printstring "STATE3__REACHED_HOME" 
0002: jump @GFDATE_33683 

:GFDATE_33442
0662: printstring "STATE4__IDLE_IN_CAR" 
0002: jump @GFDATE_33683 

:GFDATE_33472
0662: printstring "STATE5__DUMP_PLAYER" 
0002: jump @GFDATE_33683 

:GFDATE_33502
0662: printstring "STATE6__KISS_ON_FOOT" 
0002: jump @GFDATE_33683 

:GFDATE_33533
0662: printstring "STATE7__BLOWJOB_IN_CAR" 
0002: jump @GFDATE_33683 

:GFDATE_33566
0662: printstring "STATE8__GIRL_DRIVES" 
0002: jump @GFDATE_33683 

:GFDATE_33596
0662: printstring "STATE9__FLEE_PLAYER" 
0002: jump @GFDATE_33683 

:GFDATE_33626
0662: printstring "STATE10__DANCE" 
0002: jump @GFDATE_33683 

:GFDATE_33651
0663: printint "UNTRAPPED_STATE___" 1@ 
0002: jump @GFDATE_33683 

:GFDATE_33683
0662: printstring "I__________________________I" 
0051: return 
004E: end_thread 

//-------------External script 26 (GF_SEX)---------------

:GFSEX
03A4: name_thread 'GFSEX' 
09BD: allow_other_threads_to_display_text_boxes 1 
0006: 7@ = 0 
0006: 8@ = 0 
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @GFSEX_61 
0004: $GFSEX_EXCITEMENT = 40 
0002: jump @GFSEX_68 

:GFSEX_61
0004: $GFSEX_EXCITEMENT = 50 

:GFSEX_68
0004: $GFSEX_POWER = 1 
0006: 9@ = 0 
00D6: if 
0019:   9@ > 0 
004D: jump_if_false @GFSEX_124 
009A: 24@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:GFSEX_124
0050: gosub @GFSEX_7565 
00D6: if 
0038:   $GF_CENSORE_FLAG == 0 
004D: jump_if_false @GFSEX_156 
0050: gosub @GFSEX_8036 

:GFSEX_156
0001: wait 0 ms 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 24@ dead 
8038:   not  $GIRL_PROGRESS(0@,6i) == -999 
8038:   not  $GIRL_PROGRESS(0@,6i) == -100 
8038:   not  $GIRL_PROGRESS(0@,6i) == -99 
004D: jump_if_false @GFSEX_243 
0050: gosub @GFSEX_257 
0050: gosub @GFSEX_514 
0050: gosub @GFSEX_12553 
0002: jump @GFSEX_250 

:GFSEX_243
0050: gosub @GFSEX_13715 

:GFSEX_250
0002: jump @GFSEX_156 

:GFSEX_257
00D6: if 
88B7:   not test 9@ bit 1 
004D: jump_if_false @GFSEX_512 
00D6: if 
0038:   $GF_CENSORE_FLAG == 1 
004D: jump_if_false @GFSEX_316 
08BD: set 9@ bit 1 
0006: 7@ = 9 
0006: 8@ = 0 
0051: return 

:GFSEX_316
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @GFSEX_372 
00D6: if 
88B7:   not test 9@ bit 2 
004D: jump_if_false @GFSEX_365 
0050: gosub @GFSEX_9199 
08BD: set 9@ bit 2 

:GFSEX_365
0002: jump @GFSEX_379 

:GFSEX_372
08C3: clear 9@ bit 2 

:GFSEX_379
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @GFSEX_435 
00D6: if 
88B7:   not test 9@ bit 3 
004D: jump_if_false @GFSEX_428 
0050: gosub @GFSEX_9977 
08BD: set 9@ bit 3 

:GFSEX_428
0002: jump @GFSEX_442 

:GFSEX_435
08C3: clear 9@ bit 3 

:GFSEX_442
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @GFSEX_505 
00D6: if 
88B7:   not test 9@ bit 4 
004D: jump_if_false @GFSEX_498 
0006: 7@ = 2 
0006: 8@ = 0 
08BD: set 9@ bit 4 

:GFSEX_498
0002: jump @GFSEX_512 

:GFSEX_505
08C3: clear 9@ bit 4 

:GFSEX_512
0051: return 

:GFSEX_514
0871: init_jump_table 7@ total_jumps 10 default_jump 0 @GFSEX_782 jumps 0 @GFSEX_642 1 @GFSEX_656 2 @GFSEX_670 3 @GFSEX_684 4 @GFSEX_698 5 @GFSEX_712 6 @GFSEX_726 
0872: jump_table_jumps 7 @GFSEX_740 8 @GFSEX_754 9 @GFSEX_768 -1 @GFSEX_782 -1 @GFSEX_782 -1 @GFSEX_782 -1 @GFSEX_782 -1 @GFSEX_782 -1 @GFSEX_782 

:GFSEX_642
0050: gosub @GFSEX_784 
0002: jump @GFSEX_782 

:GFSEX_656
0050: gosub @GFSEX_958 
0002: jump @GFSEX_782 

:GFSEX_670
0050: gosub @GFSEX_1707 
0002: jump @GFSEX_782 

:GFSEX_684
0050: gosub @GFSEX_2013 
0002: jump @GFSEX_782 

:GFSEX_698
0050: gosub @GFSEX_3126 
0002: jump @GFSEX_782 

:GFSEX_712
0050: gosub @GFSEX_3555 
0002: jump @GFSEX_782 

:GFSEX_726
0050: gosub @GFSEX_4116 
0002: jump @GFSEX_782 

:GFSEX_740
0050: gosub @GFSEX_5343 
0002: jump @GFSEX_782 

:GFSEX_754
0050: gosub @GFSEX_6084 
0002: jump @GFSEX_782 

:GFSEX_768
0050: gosub @GFSEX_6686 
0002: jump @GFSEX_782 

:GFSEX_782
0051: return 

:GFSEX_784
0871: init_jump_table 8@ total_jumps 2 default_jump 0 @GFSEX_956 jumps 0 @GFSEX_847 1 @GFSEX_874 -1 @GFSEX_956 -1 @GFSEX_956 -1 @GFSEX_956 -1 @GFSEX_956 -1 @GFSEX_956 

:GFSEX_847
08BD: set 9@ bit 1 
016A: fade 0 time 0 
000A: 8@ += 1 
0002: jump @GFSEX_956 

:GFSEX_874
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_949 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 24@ all_weapons_hidden 1 
0581: enable_radar 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
0050: gosub @GFSEX_8178 
0085: 7@ = 21@ // (int) 
0006: 8@ = 0 

:GFSEX_949
0002: jump @GFSEX_956 

:GFSEX_956
0051: return 

:GFSEX_958
0871: init_jump_table 8@ total_jumps 6 default_jump 0 @GFSEX_1705 jumps 0 @GFSEX_1021 1 @GFSEX_1063 2 @GFSEX_1186 3 @GFSEX_1423 4 @GFSEX_1582 5 @GFSEX_1632 -1 @GFSEX_1705 

:GFSEX_1021
08BD: set 9@ bit 1 
0006: 23@ = -1 
0050: gosub @GFSEX_9199 
016A: fade 1 time 1500 
000A: 8@ += 1 
0002: jump @GFSEX_1705 

:GFSEX_1063
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_1179 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor 24@ perform_animation "BJ_COUCH_START_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
000A: 8@ += 1 

:GFSEX_1179
0002: jump @GFSEX_1705 

:GFSEX_1186
0613: 16@ = actor $PLAYER_ACTOR animation "BJ_COUCH_START_P" time 
00D6: if and
0021:   16@ > 0.5 
0023:   1.0 > 16@ 
004D: jump_if_false @GFSEX_1277 
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GFSEX_1277 
016A: fade 0 time 500 
0006: 8@ = 5 
0002: jump @GFSEX_1705 

:GFSEX_1277
00D6: if 
0043:   16@ == 1.0 
004D: jump_if_false @GFSEX_1416 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
0812: AS_actor 24@ perform_animation "BJ_COUCH_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
04AE: $1233 = 285 // = constant 
0006: 33@ = 0 
000A: 8@ += 1 

:GFSEX_1416
0002: jump @GFSEX_1705 

:GFSEX_1423
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GFSEX_1457 
016A: fade 0 time 500 
0006: 8@ = 5 
0002: jump @GFSEX_1575 

:GFSEX_1457
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @GFSEX_1575 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor 24@ perform_animation "BJ_COUCH_END_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
000A: 8@ += 1 

:GFSEX_1575
0002: jump @GFSEX_1705 

:GFSEX_1582
062E: get_actor 24@ task 2066 status_store_to 20@ // ret 7 if not found 
00D6: if 
04A4:   20@ == 7 // == constant 
004D: jump_if_false @GFSEX_1625 
016A: fade 0 time 500 
000A: 8@ += 1 

:GFSEX_1625
0002: jump @GFSEX_1705 

:GFSEX_1632
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_1698 
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @GFSEX_1684 
0006: 7@ = 3 
0006: 8@ = 0 
0002: jump @GFSEX_1698 

:GFSEX_1684
0006: 7@ = 6 
0006: 8@ = 0 

:GFSEX_1698
0002: jump @GFSEX_1705 

:GFSEX_1705
0051: return 

:GFSEX_1707
0871: init_jump_table 8@ total_jumps 3 default_jump 0 @GFSEX_2011 jumps 0 @GFSEX_1770 1 @GFSEX_1791 2 @GFSEX_1984 -1 @GFSEX_2011 -1 @GFSEX_2011 -1 @GFSEX_2011 -1 @GFSEX_2011 

:GFSEX_1770
016A: fade 0 time 1000 
000A: 8@ += 1 
0002: jump @GFSEX_2011 

:GFSEX_1791
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_1977 
0050: gosub @GFSEX_8764 
00D6: if 
08B7:   test 9@ bit 13 
004D: jump_if_false @GFSEX_1841 
0151: remove_status_text $GFSEX_EXCITEMENT 
08C3: clear 9@ bit 13 

:GFSEX_1841
00D6: if 
08B7:   test 9@ bit 9 
004D: jump_if_false @GFSEX_1871 
0151: remove_status_text $GFSEX_POWER 
08C3: clear 9@ bit 9 

:GFSEX_1871
03E6: remove_text_box 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @GFSEX_1938 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:GFSEX_1938
00D6: if 
0038:   $GF_CENSORE_FLAG == 0 
004D: jump_if_false @GFSEX_1963 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:GFSEX_1963
016A: fade 1 time 1000 
000A: 8@ += 1 

:GFSEX_1977
0002: jump @GFSEX_2011 

:GFSEX_1984
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_2004 
0050: gosub @GFSEX_13715 

:GFSEX_2004
0002: jump @GFSEX_2011 

:GFSEX_2011
0051: return 

:GFSEX_2013
0871: init_jump_table 8@ total_jumps 6 default_jump 0 @GFSEX_3124 jumps 0 @GFSEX_2076 1 @GFSEX_2294 2 @GFSEX_2489 3 @GFSEX_2706 4 @GFSEX_2948 5 @GFSEX_3055 -1 @GFSEX_3124 

:GFSEX_2076
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_2287 
02A3: enable_widescreen 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 24@ 
0050: gosub @GFSEX_8852 
00A1: put_actor $PLAYER_ACTOR at 10@ 12@ 14@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 16@ 
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 
0172: 16@ = actor $PLAYER_ACTOR Z_angle 
00A1: put_actor 24@ at 10@ 12@ 14@ 
0173: set_actor 24@ Z_angle_to 16@ 
0512: show_permanent_text_box 'GF_0043'  // Press ~k~~PED_SPRINT~ when the power bar is full~n~~k~~PED_FIREWEAPON~ Change view~n~~k~~VEHICLE_ENTER_EXIT~ Quit
04F7: status_text $GFSEX_EXCITEMENT type 1 line 1 GXT 'GF_0017' // global_variable  // Excitement:
04F7: status_text $GFSEX_POWER type 1 line 3 GXT 'GF_0040' // global_variable  // Power:
08BD: set 9@ bit 9 
08BD: set 9@ bit 13 
0006: 23@ = 1 
0050: gosub @GFSEX_9199 
016A: fade 1 time 1000 
08C3: clear 9@ bit 1 
000A: 8@ += 1 

:GFSEX_2287
0002: jump @GFSEX_3124 

:GFSEX_2294
0812: AS_actor 24@ perform_animation "SPANKING_IDLEW" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKING_IDLEP" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
08C3: clear 9@ bit 8 
0050: gosub @GFSEX_12387 
00D6: if 
002A:   0 >= $GFSEX_EXCITEMENT 
004D: jump_if_false @GFSEX_2436 
0006: 7@ = 4 
0006: 8@ = 0 
0002: jump @GFSEX_3124 
0002: jump @GFSEX_2475 

:GFSEX_2436
00D6: if 
0028:   $GFSEX_EXCITEMENT >= 100 
004D: jump_if_false @GFSEX_2475 
0006: 7@ = 5 
0006: 8@ = 0 
0002: jump @GFSEX_3124 

:GFSEX_2475
000A: 8@ += 1 
0002: jump @GFSEX_3124 

:GFSEX_2489
0050: gosub @GFSEX_12387 
00D6: if 
0028:   $GFSEX_POWER >= 100 
004D: jump_if_false @GFSEX_2521 
000A: 8@ += 1 

:GFSEX_2521
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GFSEX_2607 
00D6: if and
88B7:   not test 9@ bit 8 
8611:   not actor $PLAYER_ACTOR performing_animation "SPANKINGP" 
004D: jump_if_false @GFSEX_2600 
08BD: set 9@ bit 8 
0050: gosub @GFSEX_11966 
0006: 8@ = 4 
0002: jump @GFSEX_3124 

:GFSEX_2600
0002: jump @GFSEX_2614 

:GFSEX_2607
08C3: clear 9@ bit 8 

:GFSEX_2614
00D6: if 
002A:   0 >= $GFSEX_EXCITEMENT 
004D: jump_if_false @GFSEX_2660 
0006: 7@ = 4 
0006: 8@ = 0 
0002: jump @GFSEX_3124 
0002: jump @GFSEX_2699 

:GFSEX_2660
00D6: if 
0038:   $GFSEX_EXCITEMENT == 100 
004D: jump_if_false @GFSEX_2699 
0006: 7@ = 5 
0006: 8@ = 0 
0002: jump @GFSEX_3124 

:GFSEX_2699
0002: jump @GFSEX_3124 

:GFSEX_2706
0050: gosub @GFSEX_12387 
00D6: if 
0028:   $GFSEX_POWER >= 97 
004D: jump_if_false @GFSEX_2824 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GFSEX_2817 
00D6: if and
88B7:   not test 9@ bit 8 
8611:   not actor $PLAYER_ACTOR performing_animation "SPANKINGP" 
004D: jump_if_false @GFSEX_2810 
08BD: set 9@ bit 8 
0050: gosub @GFSEX_11966 
0006: 8@ = 4 
0002: jump @GFSEX_3124 

:GFSEX_2810
0002: jump @GFSEX_2824 

:GFSEX_2817
08C3: clear 9@ bit 8 

:GFSEX_2824
00D6: if 
002A:   0 >= $GFSEX_POWER 
004D: jump_if_false @GFSEX_2856 
0050: gosub @GFSEX_11667 
000E: 8@ -= 1 

:GFSEX_2856
00D6: if 
002A:   0 >= $GFSEX_EXCITEMENT 
004D: jump_if_false @GFSEX_2902 
0006: 7@ = 4 
0006: 8@ = 0 
0002: jump @GFSEX_3124 
0002: jump @GFSEX_2941 

:GFSEX_2902
00D6: if 
0038:   $GFSEX_EXCITEMENT == 100 
004D: jump_if_false @GFSEX_2941 
0006: 7@ = 5 
0006: 8@ = 0 
0002: jump @GFSEX_3124 

:GFSEX_2941
0002: jump @GFSEX_3124 

:GFSEX_2948
0050: gosub @GFSEX_12387 
0050: gosub @GFSEX_12007 
0812: AS_actor 24@ perform_animation "SPANKINGW" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKINGP" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
08C3: clear 9@ bit 5 
000A: 8@ += 1 
0002: jump @GFSEX_3124 

:GFSEX_3055
0050: gosub @GFSEX_12387 
0050: gosub @GFSEX_12057 
00D6: if 
08B7:   test 9@ bit 5 
004D: jump_if_false @GFSEX_3117 
04AE: $1234 = 238 // = constant 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1190 
0050: gosub @GFSEX_12253 
0006: 8@ = 1 

:GFSEX_3117
0002: jump @GFSEX_3124 

:GFSEX_3124
0051: return 

:GFSEX_3126
0871: init_jump_table 8@ total_jumps 3 default_jump 0 @GFSEX_3553 jumps 0 @GFSEX_3189 1 @GFSEX_3272 2 @GFSEX_3477 -1 @GFSEX_3553 -1 @GFSEX_3553 -1 @GFSEX_3553 -1 @GFSEX_3553 

:GFSEX_3189
00D6: if 
08B7:   test 9@ bit 13 
004D: jump_if_false @GFSEX_3219 
0151: remove_status_text $GFSEX_EXCITEMENT 
08C3: clear 9@ bit 13 

:GFSEX_3219
00D6: if 
08B7:   test 9@ bit 9 
004D: jump_if_false @GFSEX_3249 
0151: remove_status_text $GFSEX_POWER 
08C3: clear 9@ bit 9 

:GFSEX_3249
03E6: remove_text_box 
016A: fade 0 time 1000 
000A: 8@ += 1 
0002: jump @GFSEX_3553 

:GFSEX_3272
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_3470 
0050: gosub @GFSEX_8852 
00A1: put_actor $PLAYER_ACTOR at 10@ 12@ 14@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 16@ 
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 
0172: 16@ = actor $PLAYER_ACTOR Z_angle 
00A1: put_actor 24@ at 10@ 12@ 14@ 
0173: set_actor 24@ Z_angle_to 16@ 
0812: AS_actor 24@ perform_animation "SPANKEDW" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 600000 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKEDP" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 600000 // versionB 
016A: fade 1 time 1000 
0006: 33@ = 0 
000A: 8@ += 1 

:GFSEX_3470
0002: jump @GFSEX_3553 

:GFSEX_3477
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_3546 
04AE: $1233 = 291 // = constant 
04AE: $1234 = 237 // = constant 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @GFSEX_3546 
08C0: clear $390 bit 4 
0006: 7@ = 2 
0006: 8@ = 0 

:GFSEX_3546
0002: jump @GFSEX_3553 

:GFSEX_3553
0051: return 

:GFSEX_3555
0871: init_jump_table 8@ total_jumps 4 default_jump 0 @GFSEX_4114 jumps 0 @GFSEX_3618 1 @GFSEX_3701 2 @GFSEX_4000 3 @GFSEX_4042 -1 @GFSEX_4114 -1 @GFSEX_4114 -1 @GFSEX_4114 

:GFSEX_3618
00D6: if 
08B7:   test 9@ bit 13 
004D: jump_if_false @GFSEX_3648 
0151: remove_status_text $GFSEX_EXCITEMENT 
08C3: clear 9@ bit 13 

:GFSEX_3648
00D6: if 
08B7:   test 9@ bit 9 
004D: jump_if_false @GFSEX_3678 
0151: remove_status_text $GFSEX_POWER 
08C3: clear 9@ bit 9 

:GFSEX_3678
03E6: remove_text_box 
016A: fade 0 time 1000 
000A: 8@ += 1 
0002: jump @GFSEX_4114 

:GFSEX_3701
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_3993 
0050: gosub @GFSEX_8852 
00A1: put_actor $PLAYER_ACTOR at 10@ 12@ 14@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 16@ 
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 
0172: 16@ = actor $PLAYER_ACTOR Z_angle 
00A1: put_actor 24@ at 10@ 12@ 14@ 
0173: set_actor 24@ Z_angle_to 16@ 
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.707 3.136 -0.163 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.427 0.634 -0.5 
015F: set_camera_position 10@ 12@ 14@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 11@ 13@ 15@ switchstyle 2 
0812: AS_actor 24@ perform_animation "SPANKING_ENDW" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKING_ENDP" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
016A: fade 1 time 1000 
000A: 8@ += 1 

:GFSEX_3993
0002: jump @GFSEX_4114 

:GFSEX_4000
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_4035 
04AE: $1233 = 289 // = constant 
0006: 33@ = 0 
000A: 8@ += 1 

:GFSEX_4035
0002: jump @GFSEX_4114 

:GFSEX_4042
0613: 16@ = actor $PLAYER_ACTOR animation "SPANKING_ENDP" time 
00D6: if 
0043:   16@ == 1.0 
004D: jump_if_false @GFSEX_4107 
08BA: set $390 bit 4 
0006: 7@ = 2 
0006: 8@ = 0 

:GFSEX_4107
0002: jump @GFSEX_4114 

:GFSEX_4114
0051: return 

:GFSEX_4116
0871: init_jump_table 8@ total_jumps 6 default_jump 0 @GFSEX_5341 jumps 0 @GFSEX_4179 1 @GFSEX_4373 2 @GFSEX_4954 3 @GFSEX_5070 4 @GFSEX_5180 5 @GFSEX_5278 -1 @GFSEX_5341 

:GFSEX_4179
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_4366 
02A3: enable_widescreen 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 24@ 
0050: gosub @GFSEX_8852 
00A1: put_actor $PLAYER_ACTOR at 10@ 12@ 14@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 16@ 
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0 
0172: 16@ = actor $PLAYER_ACTOR Z_angle 
000B: 16@ += 180.0 
00A1: put_actor 24@ at 10@ 12@ 14@ 
0173: set_actor 24@ Z_angle_to 16@ 
03C4: set_status_text $GFSEX_EXCITEMENT type 1 GXT 'GF_0017' // global_variable  // Excitement:
08BD: set 9@ bit 13 
0050: gosub @GFSEX_9199 
0512: show_permanent_text_box 'GF_0020'  // Push ~k~~GO_FORWARD~ and ~k~~GO_BACK~ in rhythm~n~~k~~PED_FIREWEAPON~ Change view~n~~k~~PED_JUMPING~ Change position~n~~k~~VEHICLE_ENTER_EXIT~ Quit
016A: fade 1 time 500 
08C3: clear 9@ bit 1 
000A: 8@ += 1 

:GFSEX_4366
0002: jump @GFSEX_5341 

:GFSEX_4373
0006: 33@ = 0 
00D6: if 
0039:   22@ == 0 
004D: jump_if_false @GFSEX_4473 
0812: AS_actor 24@ perform_animation "SEX_1_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
000A: 8@ += 1 

:GFSEX_4473
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @GFSEX_4710 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "SEX_1TO2_P" 
004D: jump_if_false @GFSEX_4635 
0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1TO2_P" time 
00D6: if 
0031:   16@ >= 1.0 
004D: jump_if_false @GFSEX_4628 
0812: AS_actor 24@ perform_animation "SEX_2_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 

:GFSEX_4628
0002: jump @GFSEX_4703 

:GFSEX_4635
0812: AS_actor 24@ perform_animation "SEX_2_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 

:GFSEX_4703
000A: 8@ += 1 

:GFSEX_4710
00D6: if 
0039:   22@ == 2 
004D: jump_if_false @GFSEX_4947 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "SEX_2TO3_P" 
004D: jump_if_false @GFSEX_4872 
0613: 16@ = actor $PLAYER_ACTOR animation "SEX_2TO3_P" time 
00D6: if 
0031:   16@ >= 1.0 
004D: jump_if_false @GFSEX_4865 
0812: AS_actor 24@ perform_animation "SEX_3_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 

:GFSEX_4865
0002: jump @GFSEX_4940 

:GFSEX_4872
0812: AS_actor 24@ perform_animation "SEX_3_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 

:GFSEX_4940
000A: 8@ += 1 

:GFSEX_4947
0002: jump @GFSEX_5341 

:GFSEX_4954
0050: gosub @GFSEX_10324 
0050: gosub @GFSEX_10735 
00D6: if 
0038:   $GFSEX_EXCITEMENT == 100 
004D: jump_if_false @GFSEX_5022 
04AE: $1233 = 286 // = constant 
01B4: set_player $PLAYER_CHAR can_move 0 
08BD: set 9@ bit 1 
08BA: set $390 bit 4 
000A: 8@ += 1 

:GFSEX_5022
00D6: if 
0038:   $GFSEX_EXCITEMENT == 0 
004D: jump_if_false @GFSEX_5063 
08C0: clear $390 bit 4 
03E6: remove_text_box 
0006: 7@ = 8 
0006: 8@ = 0 

:GFSEX_5063
0002: jump @GFSEX_5341 

:GFSEX_5070
00D6: if 
0039:   22@ == 0 
004D: jump_if_false @GFSEX_5095 
000A: 8@ += 1 

:GFSEX_5095
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @GFSEX_5134 
0050: gosub @GFSEX_9199 
0006: 22@ = 0 
000A: 8@ += 1 

:GFSEX_5134
00D6: if 
0039:   22@ == 2 
004D: jump_if_false @GFSEX_5173 
0050: gosub @GFSEX_9199 
0006: 22@ = 0 
000A: 8@ += 1 

:GFSEX_5173
0002: jump @GFSEX_5341 

:GFSEX_5180
0812: AS_actor 24@ perform_animation "SEX_1_CUM_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_CUM_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
04AE: $1233 = 289 // = constant 
000A: 8@ += 1 
0002: jump @GFSEX_5341 

:GFSEX_5278
0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1_CUM_P" time 
00D6: if 
0043:   16@ == 1.0 
004D: jump_if_false @GFSEX_5334 
0006: 7@ = 2 
0006: 8@ = 0 

:GFSEX_5334
0002: jump @GFSEX_5341 

:GFSEX_5341
0051: return 

:GFSEX_5343
0871: init_jump_table 8@ total_jumps 6 default_jump 0 @GFSEX_6082 jumps 0 @GFSEX_5406 1 @GFSEX_5448 2 @GFSEX_5571 3 @GFSEX_5800 4 @GFSEX_5959 5 @GFSEX_6009 -1 @GFSEX_6082 

:GFSEX_5406
08BD: set 9@ bit 1 
0006: 23@ = -1 
0050: gosub @GFSEX_9199 
016A: fade 1 time 1500 
000A: 8@ += 1 
0002: jump @GFSEX_6082 

:GFSEX_5448
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_5564 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor 24@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
000A: 8@ += 1 

:GFSEX_5564
0002: jump @GFSEX_6082 

:GFSEX_5571
0613: 16@ = actor $PLAYER_ACTOR animation "BJ_STAND_START_P" time 
00D6: if and
0021:   16@ > 0.5 
0023:   1.0 > 16@ 
004D: jump_if_false @GFSEX_5662 
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GFSEX_5662 
016A: fade 0 time 500 
0006: 8@ = 5 
0002: jump @GFSEX_6082 

:GFSEX_5662
00D6: if 
0043:   16@ == 1.0 
004D: jump_if_false @GFSEX_5793 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
0812: AS_actor 24@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
0006: 33@ = 0 
000A: 8@ += 1 

:GFSEX_5793
0002: jump @GFSEX_6082 

:GFSEX_5800
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GFSEX_5834 
016A: fade 0 time 500 
0006: 8@ = 5 
0002: jump @GFSEX_5952 

:GFSEX_5834
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @GFSEX_5952 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor 24@ perform_animation "BJ_STAND_END_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
000A: 8@ += 1 

:GFSEX_5952
0002: jump @GFSEX_6082 

:GFSEX_5959
062E: get_actor 24@ task 2066 status_store_to 20@ // ret 7 if not found 
00D6: if 
04A4:   20@ == 7 // == constant 
004D: jump_if_false @GFSEX_6002 
016A: fade 0 time 500 
000A: 8@ += 1 

:GFSEX_6002
0002: jump @GFSEX_6082 

:GFSEX_6009
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_6075 
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @GFSEX_6061 
0006: 7@ = 3 
0006: 8@ = 0 
0002: jump @GFSEX_6075 

:GFSEX_6061
0006: 7@ = 6 
0006: 8@ = 0 

:GFSEX_6075
0002: jump @GFSEX_6082 

:GFSEX_6082
0051: return 

:GFSEX_6084
0871: init_jump_table 8@ total_jumps 2 default_jump 0 @GFSEX_6684 jumps 0 @GFSEX_6147 1 @GFSEX_6508 -1 @GFSEX_6684 -1 @GFSEX_6684 -1 @GFSEX_6684 -1 @GFSEX_6684 -1 @GFSEX_6684 

:GFSEX_6147
00D6: if 
0039:   22@ == 0 
004D: jump_if_false @GFSEX_6265 
0812: AS_actor 24@ perform_animation "SEX_1_FAIL_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_FAIL_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
04AE: $1233 = 288 // = constant 
000A: 8@ += 1 
0002: jump @GFSEX_6684 

:GFSEX_6265
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @GFSEX_6383 
0812: AS_actor 24@ perform_animation "SEX_2_FAIL_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2_FAIL_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
04AE: $1233 = 288 // = constant 
000A: 8@ += 1 
0002: jump @GFSEX_6684 

:GFSEX_6383
00D6: if 
0039:   22@ == 2 
004D: jump_if_false @GFSEX_6501 
0812: AS_actor 24@ perform_animation "SEX_3_FAIL_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3_FAIL_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
04AE: $1233 = 288 // = constant 
000A: 8@ += 1 
0002: jump @GFSEX_6684 

:GFSEX_6501
0002: jump @GFSEX_6684 

:GFSEX_6508
00D6: if 
0039:   22@ == 0 
004D: jump_if_false @GFSEX_6555 
0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1_FAIL_P" time 
0002: jump @GFSEX_6642 

:GFSEX_6555
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @GFSEX_6602 
0613: 16@ = actor $PLAYER_ACTOR animation "SEX_2_FAIL_P" time 
0002: jump @GFSEX_6642 

:GFSEX_6602
00D6: if 
0039:   22@ == 2 
004D: jump_if_false @GFSEX_6642 
0613: 16@ = actor $PLAYER_ACTOR animation "SEX_3_FAIL_P" time 

:GFSEX_6642
00D6: if 
0043:   16@ == 1.0 
004D: jump_if_false @GFSEX_6677 
0006: 7@ = 2 
0006: 8@ = 0 

:GFSEX_6677
0002: jump @GFSEX_6684 

:GFSEX_6684
0051: return 

:GFSEX_6686
0871: init_jump_table 8@ total_jumps 8 default_jump 0 @GFSEX_7563 jumps 0 @GFSEX_6814 1 @GFSEX_6895 2 @GFSEX_7180 3 @GFSEX_7222 4 @GFSEX_7284 5 @GFSEX_7385 6 @GFSEX_7447 
0872: jump_table_jumps 7 @GFSEX_7509 -1 @GFSEX_7563 -1 @GFSEX_7563 -1 @GFSEX_7563 -1 @GFSEX_7563 -1 @GFSEX_7563 -1 @GFSEX_7563 -1 @GFSEX_7563 -1 @GFSEX_7563 

:GFSEX_6814
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GFSEX_6860 
03C0: 25@ = actor $PLAYER_ACTOR car 
02AC: set_car 25@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0002: jump @GFSEX_6875 

:GFSEX_6860
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:GFSEX_6875
016A: fade 0 time 0 
000A: 8@ += 1 
0002: jump @GFSEX_7563 

:GFSEX_6895
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_7173 
04BB: select_interior 0 
0860: link_actor 24@ to_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @GFSEX_6964 
00A1: put_actor $PLAYER_ACTOR at 3@ 4@ 5@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 6@ 

:GFSEX_6964
03CB: set_rendering_origin_at 3@ 4@ 5@ 
04E4: refresh_game_renderer_at 3@ 4@ 
0337: set_actor $PLAYER_ACTOR visibility 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0581: enable_radar 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
0050: gosub @GFSEX_13248 
00A1: put_actor 24@ at 10@ 12@ 14@ 
0619: enable_actor 24@ collision_detection 0 
0337: set_actor 24@ visibility 0 
015F: set_camera_position 10@ 12@ 14@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 11@ 13@ 15@ switchstyle 2 
099C: jiggle_camera type 5 timelimit 5000.0 intensity 10.0 
00BF: 20@ = current_time_hours, 21@ = current_time_minutes 
000A: 21@ += 30 
00D6: if 
0019:   21@ > 60 
004D: jump_if_false @GFSEX_7151 
000E: 21@ -= 60 
000A: 20@ += 1 

:GFSEX_7151
00C0: set_current_time_hours_to 20@ minutes_to 21@ 
016A: fade 1 time 1000 
000A: 8@ += 1 

:GFSEX_7173
0002: jump @GFSEX_7563 

:GFSEX_7180
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_7215 
04AE: $1233 = 284 // = constant 
0006: 33@ = 0 
000A: 8@ += 1 

:GFSEX_7215
0002: jump @GFSEX_7563 

:GFSEX_7222
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @GFSEX_7277 
04AE: $1233 = 284 // = constant 
0006: 33@ = 0 
099C: jiggle_camera type 5 timelimit 3000.0 intensity 15.0 
000A: 8@ += 1 

:GFSEX_7277
0002: jump @GFSEX_7563 

:GFSEX_7284
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @GFSEX_7378 
0004: $1233 = -2 
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @GFSEX_7343 
04AE: $1234 = 239 // = constant 
0002: jump @GFSEX_7350 

:GFSEX_7343
04AE: $1234 = 117 // = constant 

:GFSEX_7350
099C: jiggle_camera type 5 timelimit 3000.0 intensity 20.0 
0006: 33@ = 0 
000A: 8@ += 1 

:GFSEX_7378
0002: jump @GFSEX_7563 

:GFSEX_7385
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @GFSEX_7440 
04AE: $1233 = 287 // = constant 
099C: jiggle_camera type 5 timelimit 4000.0 intensity 30.0 
0006: 33@ = 0 
000A: 8@ += 1 

:GFSEX_7440
0002: jump @GFSEX_7563 

:GFSEX_7447
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @GFSEX_7502 
04AE: $1233 = 290 // = constant 
099C: jiggle_camera type 5 timelimit 3000.0 intensity 5.0 
0006: 33@ = 0 
000A: 8@ += 1 

:GFSEX_7502
0002: jump @GFSEX_7563 

:GFSEX_7509
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @GFSEX_7556 
08BA: set $390 bit 2 
08BA: set $390 bit 4 
0006: 7@ = 2 
0006: 8@ = 0 

:GFSEX_7556
0002: jump @GFSEX_7563 

:GFSEX_7563
0051: return 

:GFSEX_7565
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFSEX_7982 jumps 0 @GFSEX_7628 1 @GFSEX_7687 2 @GFSEX_7746 3 @GFSEX_7805 4 @GFSEX_7864 5 @GFSEX_7923 -1 @GFSEX_7982 

:GFSEX_7628
023C: load_special_actor 'GANGRL2' as 1 // models 290-299 

:GFSEX_7641
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @GFSEX_7680 
0001: wait 0 ms 
023C: load_special_actor 'GANGRL2' as 1 // models 290-299 
0002: jump @GFSEX_7641 

:GFSEX_7680
0002: jump @GFSEX_7982 

:GFSEX_7687
023C: load_special_actor 'MECGRL2' as 1 // models 290-299 

:GFSEX_7700
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @GFSEX_7739 
0001: wait 0 ms 
023C: load_special_actor 'MECGRL2' as 1 // models 290-299 
0002: jump @GFSEX_7700 

:GFSEX_7739
0002: jump @GFSEX_7982 

:GFSEX_7746
023C: load_special_actor 'GUNGRL2' as 1 // models 290-299 

:GFSEX_7759
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @GFSEX_7798 
0001: wait 0 ms 
023C: load_special_actor 'GUNGRL2' as 1 // models 290-299 
0002: jump @GFSEX_7759 

:GFSEX_7798
0002: jump @GFSEX_7982 

:GFSEX_7805
023C: load_special_actor 'COPGRL2' as 1 // models 290-299 

:GFSEX_7818
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @GFSEX_7857 
0001: wait 0 ms 
023C: load_special_actor 'COPGRL2' as 1 // models 290-299 
0002: jump @GFSEX_7818 

:GFSEX_7857
0002: jump @GFSEX_7982 

:GFSEX_7864
023C: load_special_actor 'NURGRL2' as 1 // models 290-299 

:GFSEX_7877
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @GFSEX_7916 
0001: wait 0 ms 
023C: load_special_actor 'NURGRL2' as 1 // models 290-299 
0002: jump @GFSEX_7877 

:GFSEX_7916
0002: jump @GFSEX_7982 

:GFSEX_7923
023C: load_special_actor 'CROGRL2' as 1 // models 290-299 

:GFSEX_7936
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @GFSEX_7975 
0001: wait 0 ms 
023C: load_special_actor 'CROGRL2' as 1 // models 290-299 
0002: jump @GFSEX_7936 

:GFSEX_7975
0002: jump @GFSEX_7982 

:GFSEX_7982
009A: 24@ = create_actor_pedtype 5 model #SPECIAL01 at 0.0 0.0 0.0 
02AB: set_actor 24@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0619: enable_actor 24@ collision_detection 0 
01C5: remove_actor_from_mission_cleanup_list 24@ 
0051: return 

:GFSEX_8036
04ED: load_animation "BLOWJOBZ" 
04ED: load_animation "KISSING" 
04ED: load_animation "SEX" 
04ED: load_animation "SNM" 

:GFSEX_8073
0001: wait 0 ms 
00D6: if and
04EE:   animation "BLOWJOBZ" loaded 
04EE:   animation "SEX" loaded 
04EE:   animation "KISSING" loaded 
04EE:   animation "SNM" loaded 
004D: jump_if_false @GFSEX_8134 
0051: return 
0002: jump @GFSEX_8178 

:GFSEX_8134
04ED: load_animation "BLOWJOBZ" 
04ED: load_animation "KISSING" 
04ED: load_animation "SEX" 
04ED: load_animation "SNM" 
0002: jump @GFSEX_8073 

:GFSEX_8178
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFSEX_8607 jumps 0 @GFSEX_8241 1 @GFSEX_8302 2 @GFSEX_8363 3 @GFSEX_8424 4 @GFSEX_8485 5 @GFSEX_8546 -1 @GFSEX_8607 

:GFSEX_8241
0007: 10@ = 245.6252 
0007: 12@ = 304.1411 
0007: 14@ = 998.32 
0007: 16@ = 0.0 
0006: 20@ = 1 
0006: 21@ = 1 
0002: jump @GFSEX_8607 

:GFSEX_8302
0007: 10@ = 306.1999 
0007: 12@ = 305.1225 
0007: 14@ = 1002.297 
0007: 16@ = 90.0 
0006: 20@ = 4 
0006: 21@ = 1 
0002: jump @GFSEX_8607 

:GFSEX_8363
0007: 10@ = 288.7753 
0007: 12@ = 308.4772 
0007: 14@ = 998.1641 
0007: 16@ = 213.8029 
0006: 20@ = 3 
0006: 21@ = 7 
0002: jump @GFSEX_8607 

:GFSEX_8424
0007: 10@ = 324.6405 
0007: 12@ = 307.4622 
0007: 14@ = 998.1558 
0007: 16@ = 175.0 
0006: 20@ = 5 
0006: 21@ = 7 
0002: jump @GFSEX_8607 

:GFSEX_8485
0007: 10@ = 271.4699 
0007: 12@ = 307.2668 
0007: 14@ = 998.32 
0007: 16@ = 265.0 
0006: 20@ = 2 
0006: 21@ = 1 
0002: jump @GFSEX_8607 

:GFSEX_8546
0007: 10@ = 345.6252 
0007: 12@ = 304.1411 
0007: 14@ = 998.25 
0007: 16@ = 0.0 
0006: 20@ = 6 
0006: 21@ = 1 
0002: jump @GFSEX_8607 

:GFSEX_8607
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 24@ 
0619: enable_actor 24@ collision_detection 0 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
00A1: put_actor $PLAYER_ACTOR at 10@ 12@ 14@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 16@ 
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0 
0172: 16@ = actor $PLAYER_ACTOR Z_angle 
000B: 16@ += 180.0 
00A1: put_actor 24@ at 10@ 12@ 14@ 
0173: set_actor 24@ Z_angle_to 16@ 
04BB: select_interior 20@ 
0860: link_actor 24@ to_interior 20@ 
0860: link_actor $PLAYER_ACTOR to_interior 20@ 
03CB: set_rendering_origin_at 10@ 12@ 14@ 
04E4: refresh_game_renderer_at 10@ 12@ 
0051: return 

:GFSEX_8764
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0395: clear_area 1 at 3@ 4@ 5@ radius 3.0 
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @GFSEX_8831 
00A1: put_actor $PLAYER_ACTOR at 3@ 4@ 5@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 6@ 

:GFSEX_8831
04E4: refresh_game_renderer_at 3@ 4@ 
03CB: set_rendering_origin_at 3@ 4@ 5@ 
0051: return 

:GFSEX_8852
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFSEX_9197 jumps 0 @GFSEX_8915 1 @GFSEX_9009 2 @GFSEX_9056 3 @GFSEX_8962 4 @GFSEX_9103 5 @GFSEX_9150 -1 @GFSEX_9197 

:GFSEX_8915
0007: 10@ = 245.617 
0007: 12@ = 301.507 
0007: 14@ = 999.046 
0007: 16@ = 0.0 
0002: jump @GFSEX_9197 

:GFSEX_8962
0007: 10@ = 318.4 
0007: 12@ = 311.85 
0007: 14@ = 998.8 
0007: 16@ = 110.0 
0002: jump @GFSEX_9197 

:GFSEX_9009
0007: 10@ = 308.8862 
0007: 12@ = 301.9657 
0007: 14@ = 1003.0 
0007: 16@ = 0.0 
0002: jump @GFSEX_9197 

:GFSEX_9056
0007: 10@ = 282.5775 
0007: 12@ = 307.7573 
0007: 14@ = 1002.391 
0007: 16@ = 0.0 
0002: jump @GFSEX_9197 

:GFSEX_9103
0007: 10@ = 270.12 
0007: 12@ = 307.737 
0007: 14@ = 999.0204 
0007: 16@ = 180.0 
0002: jump @GFSEX_9197 

:GFSEX_9150
0007: 10@ = 345.617 
0007: 12@ = 301.507 
0007: 14@ = 998.8 
0007: 16@ = 0.0 
0002: jump @GFSEX_9197 

:GFSEX_9197
0051: return 

:GFSEX_9199
0871: init_jump_table 23@ total_jumps 5 default_jump 1 @GFSEX_9803 jumps -1 @GFSEX_9262 0 @GFSEX_9327 1 @GFSEX_9446 2 @GFSEX_9565 3 @GFSEX_9684 -1 @GFSEX_9929 -1 @GFSEX_9929 

:GFSEX_9262
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 1.8 2.9 0.353 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 1.0 0.8701 0.1828 
0002: jump @GFSEX_9929 

:GFSEX_9327
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -0.6375 2.3043 0.1065 
00D6: if 
0039:   7@ == 3 
004D: jump_if_false @GFSEX_9410 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.1 
0002: jump @GFSEX_9439 

:GFSEX_9410
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.2746 

:GFSEX_9439
0002: jump @GFSEX_9929 

:GFSEX_9446
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 1.5989 0.7828 -0.2044 
00D6: if 
0039:   7@ == 3 
004D: jump_if_false @GFSEX_9529 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.6223 0.6748 -0.2 
0002: jump @GFSEX_9558 

:GFSEX_9529
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.6223 0.6748 -0.3904 

:GFSEX_9558
0002: jump @GFSEX_9929 

:GFSEX_9565
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.9748 -0.1026 0.7511 
00D6: if 
0039:   7@ == 3 
004D: jump_if_false @GFSEX_9648 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.4155 0.3026 0.01 
0002: jump @GFSEX_9677 

:GFSEX_9648
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.4155 0.3026 0.0279 

:GFSEX_9677
0002: jump @GFSEX_9929 

:GFSEX_9684
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -1.3103 1.6396 -0.6208 
00D6: if 
0039:   7@ == 3 
004D: jump_if_false @GFSEX_9767 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.2 
0002: jump @GFSEX_9796 

:GFSEX_9767
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.4726 

:GFSEX_9796
0002: jump @GFSEX_9929 

:GFSEX_9803
0006: 23@ = 0 
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -0.6375 2.3043 0.1065 
00D6: if 
0039:   7@ == 3 
004D: jump_if_false @GFSEX_9893 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 0.0 
0002: jump @GFSEX_9922 

:GFSEX_9893
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.2746 

:GFSEX_9922
0002: jump @GFSEX_9929 

:GFSEX_9929
015F: set_camera_position 10@ 12@ 14@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 11@ 13@ 15@ switchstyle 2 
000A: 23@ += 1 
0051: return 

:GFSEX_9977
00D6: if 
0039:   7@ == 6 
004D: jump_if_false @GFSEX_10322 
000A: 22@ += 1 
0871: init_jump_table 22@ total_jumps 3 default_jump 0 @GFSEX_10315 jumps 1 @GFSEX_10065 2 @GFSEX_10146 3 @GFSEX_10227 -1 @GFSEX_10315 -1 @GFSEX_10315 -1 @GFSEX_10315 -1 @GFSEX_10315 

:GFSEX_10065
0812: AS_actor 24@ perform_animation "SEX_1TO2_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1TO2_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0002: jump @GFSEX_10315 

:GFSEX_10146
0812: AS_actor 24@ perform_animation "SEX_2TO3_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2TO3_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0002: jump @GFSEX_10315 

:GFSEX_10227
0006: 22@ = 0 
0812: AS_actor 24@ perform_animation "SEX_3TO1_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3TO1_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0002: jump @GFSEX_10315 

:GFSEX_10315
0006: 8@ = 1 

:GFSEX_10322
0051: return 

:GFSEX_10324
008B: 20@ = $GFSEX_EXCITEMENT // (int) 
0016: 20@ /= 10 
00D6: if 
001B:   3 > 20@ 
004D: jump_if_false @GFSEX_10364 
0006: 20@ = 0 

:GFSEX_10364
0871: init_jump_table 20@ total_jumps 8 default_jump 0 @GFSEX_10733 jumps 0 @GFSEX_10492 3 @GFSEX_10523 4 @GFSEX_10554 5 @GFSEX_10585 6 @GFSEX_10616 7 @GFSEX_10647 8 @GFSEX_10678 
0872: jump_table_jumps 9 @GFSEX_10709 -1 @GFSEX_10733 -1 @GFSEX_10733 -1 @GFSEX_10733 -1 @GFSEX_10733 -1 @GFSEX_10733 -1 @GFSEX_10733 -1 @GFSEX_10733 -1 @GFSEX_10733 

:GFSEX_10492
0007: 16@ = 0.035 
08C3: clear 9@ bit 6 
08C3: clear 9@ bit 7 
0002: jump @GFSEX_10733 

:GFSEX_10523
0007: 16@ = 0.045 
08C3: clear 9@ bit 6 
08C3: clear 9@ bit 7 
0002: jump @GFSEX_10733 

:GFSEX_10554
0007: 16@ = 0.05 
08C3: clear 9@ bit 6 
08C3: clear 9@ bit 7 
0002: jump @GFSEX_10733 

:GFSEX_10585
0007: 16@ = 0.055 
08C3: clear 9@ bit 6 
08C3: clear 9@ bit 7 
0002: jump @GFSEX_10733 

:GFSEX_10616
0007: 16@ = 0.055 
08C3: clear 9@ bit 6 
08C3: clear 9@ bit 7 
0002: jump @GFSEX_10733 

:GFSEX_10647
0007: 16@ = 0.08 
08BD: set 9@ bit 6 
08C3: clear 9@ bit 7 
0002: jump @GFSEX_10733 

:GFSEX_10678
0007: 16@ = 0.08 
08BD: set 9@ bit 6 
08C3: clear 9@ bit 7 
0002: jump @GFSEX_10733 

:GFSEX_10709
0007: 16@ = 0.09 
08BD: set 9@ bit 7 
0002: jump @GFSEX_10733 

:GFSEX_10733
0051: return 

:GFSEX_10735
0871: init_jump_table 22@ total_jumps 3 default_jump 0 @GFSEX_11167 jumps 0 @GFSEX_10798 1 @GFSEX_10921 2 @GFSEX_11044 -1 @GFSEX_11167 -1 @GFSEX_11167 -1 @GFSEX_11167 -1 @GFSEX_11167 

:GFSEX_10798
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "SEX_1_P" 
004D: jump_if_false @GFSEX_10856 
0612: set_actor $PLAYER_ACTOR animation "SEX_1_P" paused 0 
0614: set_actor $PLAYER_ACTOR animation "SEX_1_P" progress_to $GF_ANIM_TIME // 0.0 to 1.0 

:GFSEX_10856
00D6: if 
0611:   actor 24@ performing_animation "SEX_1_W" 
004D: jump_if_false @GFSEX_10914 
0612: set_actor 24@ animation "SEX_1_W" paused 0 
0614: set_actor 24@ animation "SEX_1_W" progress_to $GF_ANIM_TIME // 0.0 to 1.0 

:GFSEX_10914
0002: jump @GFSEX_11167 

:GFSEX_10921
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "SEX_2_P" 
004D: jump_if_false @GFSEX_10979 
0612: set_actor $PLAYER_ACTOR animation "SEX_2_P" paused 0 
0614: set_actor $PLAYER_ACTOR animation "SEX_2_P" progress_to $GF_ANIM_TIME // 0.0 to 1.0 

:GFSEX_10979
00D6: if 
0611:   actor 24@ performing_animation "SEX_2_W" 
004D: jump_if_false @GFSEX_11037 
0612: set_actor 24@ animation "SEX_2_W" paused 0 
0614: set_actor 24@ animation "SEX_2_W" progress_to $GF_ANIM_TIME // 0.0 to 1.0 

:GFSEX_11037
0002: jump @GFSEX_11167 

:GFSEX_11044
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "SEX_3_P" 
004D: jump_if_false @GFSEX_11102 
0612: set_actor $PLAYER_ACTOR animation "SEX_3_P" paused 0 
0614: set_actor $PLAYER_ACTOR animation "SEX_3_P" progress_to $GF_ANIM_TIME // 0.0 to 1.0 

:GFSEX_11102
00D6: if 
0611:   actor 24@ performing_animation "SEX_3_W" 
004D: jump_if_false @GFSEX_11160 
0612: set_actor 24@ animation "SEX_3_W" paused 0 
0614: set_actor 24@ animation "SEX_3_W" progress_to $GF_ANIM_TIME // 0.0 to 1.0 

:GFSEX_11160
0002: jump @GFSEX_11167 

:GFSEX_11167
00D6: if 
08B7:   test 9@ bit 5 
004D: jump_if_false @GFSEX_11200 
0067: $GF_ANIM_TIME -= 16@ // (float) 
0002: jump @GFSEX_11208 

:GFSEX_11200
005F: $GF_ANIM_TIME += 16@ // (float) 

:GFSEX_11208
00D6: if 
0032:   0.0 >= $GF_ANIM_TIME 
004D: jump_if_false @GFSEX_11253 
0005: $GF_ANIM_TIME = 0.01 
08C3: clear 9@ bit 5 
0050: gosub @GFSEX_11328 

:GFSEX_11253
00D6: if 
0030:   $GF_ANIM_TIME >= 1.0 
004D: jump_if_false @GFSEX_11298 
0005: $GF_ANIM_TIME = 0.99 
08BD: set 9@ bit 5 
0050: gosub @GFSEX_11328 

:GFSEX_11298
00D6: if 
0042:   $GF_ANIM_TIME == 0.5 
004D: jump_if_false @GFSEX_11326 
0050: gosub @GFSEX_11328 

:GFSEX_11326
0051: return 

:GFSEX_11328
0494: get_joystick 0 direction_offset_to $1213 $1214 $1215 $1216 
008F: 17@ = integer $1214 to_float 
0017: 17@ /= 128.0 
00D6: if 
0042:   $GF_ANIM_TIME == 0.5 
004D: jump_if_false @GFSEX_11427 
00D6: if 
0023:   0.0 > 17@ 
004D: jump_if_false @GFSEX_11418 
0050: gosub @GFSEX_11562 
0002: jump @GFSEX_11427 

:GFSEX_11418
0050: gosub @GFSEX_11667 
0051: return 

:GFSEX_11427
00D6: if 
08B7:   test 9@ bit 5 
004D: jump_if_false @GFSEX_11518 
015B: shake_player_controller 0 time 200 intensity 100 
04AE: $1233 = 283 // = constant 
04AE: $1234 = 116 // = constant 
00D6: if 
0023:   -0.8 > 17@ 
004D: jump_if_false @GFSEX_11504 
0050: gosub @GFSEX_11562 
0002: jump @GFSEX_11511 

:GFSEX_11504
0050: gosub @GFSEX_11667 

:GFSEX_11511
0002: jump @GFSEX_11560 

:GFSEX_11518
00D6: if 
0021:   17@ > 0.8 
004D: jump_if_false @GFSEX_11553 
0050: gosub @GFSEX_11562 
0002: jump @GFSEX_11560 

:GFSEX_11553
0050: gosub @GFSEX_11667 

:GFSEX_11560
0051: return 

:GFSEX_11562
00D6: if 
001A:   100 > $GFSEX_EXCITEMENT 
004D: jump_if_false @GFSEX_11658 
00D6: if 
08B7:   test 9@ bit 6 
004D: jump_if_false @GFSEX_11612 
0008: $GFSEX_EXCITEMENT += 5 
0002: jump @GFSEX_11651 

:GFSEX_11612
00D6: if 
08B7:   test 9@ bit 7 
004D: jump_if_false @GFSEX_11644 
0008: $GFSEX_EXCITEMENT += 10 
0002: jump @GFSEX_11651 

:GFSEX_11644
0008: $GFSEX_EXCITEMENT += 1 

:GFSEX_11651
0002: jump @GFSEX_11665 

:GFSEX_11658
0004: $GFSEX_EXCITEMENT = 100 

:GFSEX_11665
0051: return 

:GFSEX_11667
00D6: if 
0019:   33@ > 5000 
004D: jump_if_false @GFSEX_11764 
00D6: if 
0018:   $GFSEX_EXCITEMENT > 0 
004D: jump_if_false @GFSEX_11757 
00D6: if and
0018:   $GFSEX_EXCITEMENT > 10 
88B7:   not test 9@ bit 6 
004D: jump_if_false @GFSEX_11743 
000C: $GFSEX_EXCITEMENT -= 5 
0002: jump @GFSEX_11750 

:GFSEX_11743
000C: $GFSEX_EXCITEMENT -= 1 

:GFSEX_11750
0002: jump @GFSEX_11764 

:GFSEX_11757
0004: $GFSEX_EXCITEMENT = 0 

:GFSEX_11764
0051: return 

:GFSEX_11766
00D6: if 
0021:   18@ > 90.0 
004D: jump_if_false @GFSEX_11797 
0007: 18@ = 0.0 

:GFSEX_11797
02F6: 19@ = sine 18@ // (float) 
0013: 19@ *= 13.5 
0092: 20@ = float 19@ to_integer 
005C: 20@ += $GFSEX_POWER // (int) 
00D6: if 
0029:   20@ >= 100 
004D: jump_if_false @GFSEX_11863 
0004: $GFSEX_POWER = 100 
0002: jump @GFSEX_11871 

:GFSEX_11863
008A: $GFSEX_POWER = 20@ // (int) 

:GFSEX_11871
000B: 18@ += 1.0 
0051: return 

:GFSEX_11883
0007: 18@ = 0.0 
00D6: if 
0028:   $GFSEX_POWER >= 97 
004D: jump_if_false @GFSEX_11925 
000C: $GFSEX_POWER -= 3 
0002: jump @GFSEX_11964 

:GFSEX_11925
00D6: if 
002A:   7 >= $GFSEX_POWER 
004D: jump_if_false @GFSEX_11957 
0004: $GFSEX_POWER = 0 
0002: jump @GFSEX_11964 

:GFSEX_11957
000C: $GFSEX_POWER -= 7 

:GFSEX_11964
0051: return 

:GFSEX_11966
00D6: if 
0028:   $GFSEX_POWER >= 97 
004D: jump_if_false @GFSEX_11998 
08BD: set 9@ bit 10 
0002: jump @GFSEX_12005 

:GFSEX_11998
08C3: clear 9@ bit 10 

:GFSEX_12005
0051: return 

:GFSEX_12007
0007: 16@ = 0.025 
00D6: if 
08B7:   test 9@ bit 10 
004D: jump_if_false @GFSEX_12045 
000B: 16@ += 0.015 

:GFSEX_12045
0005: $GF_ANIM_TIME = 0.01 
0051: return 

:GFSEX_12057
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "SPANKINGP" 
004D: jump_if_false @GFSEX_12121 
0612: set_actor $PLAYER_ACTOR animation "SPANKINGP" paused 0 
0614: set_actor $PLAYER_ACTOR animation "SPANKINGP" progress_to $GF_ANIM_TIME // 0.0 to 1.0 

:GFSEX_12121
00D6: if 
0611:   actor 24@ performing_animation "SPANKINGW" 
004D: jump_if_false @GFSEX_12185 
0612: set_actor 24@ animation "SPANKINGW" paused 0 
0614: set_actor 24@ animation "SPANKINGW" progress_to $GF_ANIM_TIME // 0.0 to 1.0 

:GFSEX_12185
00D6: if 
88B7:   not test 9@ bit 5 
004D: jump_if_false @GFSEX_12211 
005F: $GF_ANIM_TIME += 16@ // (float) 

:GFSEX_12211
00D6: if 
0030:   $GF_ANIM_TIME >= 1.0 
004D: jump_if_false @GFSEX_12251 
0005: $GF_ANIM_TIME = 0.99 
08BD: set 9@ bit 5 
0051: return 

:GFSEX_12251
0051: return 

:GFSEX_12253
00D6: if 
08B7:   test 9@ bit 10 
004D: jump_if_false @GFSEX_12325 
04AE: $1233 = 286 // = constant 
00D6: if 
002A:   100 >= $GFSEX_EXCITEMENT 
004D: jump_if_false @GFSEX_12311 
0008: $GFSEX_EXCITEMENT += 10 
0002: jump @GFSEX_12318 

:GFSEX_12311
0004: $GFSEX_EXCITEMENT = 100 

:GFSEX_12318
0002: jump @GFSEX_12364 

:GFSEX_12325
00D6: if 
0028:   $GFSEX_EXCITEMENT >= 10 
004D: jump_if_false @GFSEX_12357 
000C: $GFSEX_EXCITEMENT -= 10 
0002: jump @GFSEX_12364 

:GFSEX_12357
0004: $GFSEX_EXCITEMENT = 0 

:GFSEX_12364
08C3: clear 9@ bit 10 
08C3: clear 9@ bit 11 
08C3: clear 9@ bit 12 
0051: return 

:GFSEX_12387
00D6: if and
001A:   100 > $GFSEX_POWER 
0018:   $GFSEX_POWER > 0 
08B7:   test 9@ bit 14 
004D: jump_if_false @GFSEX_12428 
0050: gosub @GFSEX_11883 
0051: return 

:GFSEX_12428
00D6: if and
001A:   100 > $GFSEX_POWER 
0018:   $GFSEX_POWER > 0 
88B7:   not test 9@ bit 14 
004D: jump_if_false @GFSEX_12469 
0050: gosub @GFSEX_11766 
0051: return 

:GFSEX_12469
00D6: if 
0028:   $GFSEX_POWER >= 100 
004D: jump_if_false @GFSEX_12510 
0004: $GFSEX_POWER = 100 
08BD: set 9@ bit 14 
0050: gosub @GFSEX_11883 
0051: return 

:GFSEX_12510
00D6: if 
002A:   0 >= $GFSEX_POWER 
004D: jump_if_false @GFSEX_12551 
0004: $GFSEX_POWER = 0 
08C3: clear 9@ bit 14 
0050: gosub @GFSEX_11766 
0051: return 

:GFSEX_12551
0051: return 

:GFSEX_12553
0871: init_jump_table $1232 total_jumps 7 default_jump 0 @GFSEX_13085 jumps 0 @GFSEX_12616 1 @GFSEX_12648 2 @GFSEX_12660 3 @GFSEX_12674 4 @GFSEX_12943 5 @GFSEX_13043 6 @GFSEX_12852 

:GFSEX_12616
00D6: if 
0018:   $1233 > 0 
004D: jump_if_false @GFSEX_12641 
0004: $1232 = 3 

:GFSEX_12641
0002: jump @GFSEX_13085 

:GFSEX_12648
094F: enable_actor 24@ pain_audio 
0002: jump @GFSEX_13085 

:GFSEX_12660
094E: set_actor 24@ mute_pain_audio 0 
0002: jump @GFSEX_13085 

:GFSEX_12674
00D6: if 
894D:   not actor 24@ mutally_active 
004D: jump_if_false @GFSEX_12845 
00D6: if 
0018:   $1233 > 0 
004D: jump_if_false @GFSEX_12785 
09D5: play_sound_of_actor 24@ soundslot $1233 unknown_flags 1 1 1 as $1235 // extended 0947 
0050: gosub @GFSEX_13087 
0004: $1233 = -1 
00D6: if 
0018:   $1234 > 0 
004D: jump_if_false @GFSEX_12771 
0004: $1232 = 6 
0002: jump @GFSEX_12778 

:GFSEX_12771
0004: $1232 = 0 

:GFSEX_12778
0002: jump @GFSEX_12845 

:GFSEX_12785
00D6: if 
0038:   $1233 == -2 
004D: jump_if_false @GFSEX_12824 
0004: $1233 = -1 
0004: $1232 = 6 
0002: jump @GFSEX_12845 

:GFSEX_12824
0004: $1233 = -1 
0004: $1234 = -1 
0004: $1232 = 0 

:GFSEX_12845
0002: jump @GFSEX_13085 

:GFSEX_12852
00D6: if and
894D:   not actor $PLAYER_ACTOR mutally_active 
894D:   not actor 24@ mutally_active 
004D: jump_if_false @GFSEX_12936 
00D6: if 
0018:   $1234 > 0 
004D: jump_if_false @GFSEX_12929 
09D5: play_sound_of_actor $PLAYER_ACTOR soundslot $1234 unknown_flags 1 1 1 as $1235 // extended 0947 
0004: $1234 = -1 
0004: $1232 = 0 
0002: jump @GFSEX_12936 

:GFSEX_12929
0004: $1232 = 0 

:GFSEX_12936
0002: jump @GFSEX_13085 

:GFSEX_12943
094E: set_actor 24@ mute_pain_audio 0 
00D6: if 
894D:   not actor 24@ mutally_active 
004D: jump_if_false @GFSEX_13036 
00D6: if 
0018:   $1233 > 0 
004D: jump_if_false @GFSEX_13029 
09D5: play_sound_of_actor 24@ soundslot $1233 unknown_flags 1 1 1 as $1235 // extended 0947 
0050: gosub @GFSEX_13087 
0004: $1233 = -1 
0004: $1232 = 5 
0002: jump @GFSEX_13036 

:GFSEX_13029
0004: $1232 = 0 

:GFSEX_13036
0002: jump @GFSEX_13085 

:GFSEX_13043
00D6: if 
894D:   not actor 24@ mutally_active 
004D: jump_if_false @GFSEX_13078 
094F: enable_actor 24@ pain_audio 
0004: $1233 = -1 
0004: $1232 = 0 

:GFSEX_13078
0002: jump @GFSEX_13085 

:GFSEX_13085
0051: return 

:GFSEX_13087
0871: init_jump_table $1233 total_jumps 4 default_jump 0 @GFSEX_13246 jumps 286 @GFSEX_13154 288 @GFSEX_13177 289 @GFSEX_13200 291 @GFSEX_13223 -1 @GFSEX_13246 -1 @GFSEX_13246 -1 @GFSEX_13246 

:GFSEX_13154
00BC: show_text_highpriority GXT 'GF_0019' time 5000 flag 1  // That's the spot! Remember; nice guys finish last!
0002: jump @GFSEX_13246 

:GFSEX_13177
00BC: show_text_highpriority GXT 'GF_0067' time 5000 flag 1  // Failure to satisfy a woman is a CRIME!
0002: jump @GFSEX_13246 

:GFSEX_13200
00BC: show_text_highpriority GXT 'GF_0042' time 5000 flag 1  // You the man! Oh yeah! You the man!
0002: jump @GFSEX_13246 

:GFSEX_13223
00BC: show_text_highpriority GXT 'GF_0067' time 5000 flag 1  // Failure to satisfy a woman is a CRIME!
0002: jump @GFSEX_13246 

:GFSEX_13246
0051: return 

:GFSEX_13248
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFSEX_13713 jumps 0 @GFSEX_13311 1 @GFSEX_13445 2 @GFSEX_13512 3 @GFSEX_13378 4 @GFSEX_13579 5 @GFSEX_13646 -1 @GFSEX_13713 

:GFSEX_13311
0007: 10@ = 2394.408 
0007: 12@ = -1728.215 
0007: 14@ = 14.2715 
0007: 11@ = 2395.066 
0007: 13@ = -1727.465 
0007: 15@ = 14.2063 
0002: jump @GFSEX_13713 

:GFSEX_13378
0007: 10@ = -1401.494 
0007: 12@ = 2640.099 
0007: 14@ = 59.3883 
0007: 11@ = -1400.704 
0007: 13@ = 2639.641 
0007: 15@ = 58.9806 
0002: jump @GFSEX_13713 

:GFSEX_13445
0007: 10@ = -1799.737 
0007: 12@ = 1192.863 
0007: 14@ = 29.6868 
0007: 11@ = -1799.472 
0007: 13@ = 1193.683 
0007: 15@ = 29.1813 
0002: jump @GFSEX_13713 

:GFSEX_13512
0007: 10@ = -383.3153 
0007: 12@ = -1435.266 
0007: 14@ = 26.695 
0007: 11@ = -382.5756 
0007: 13@ = -1435.887 
0007: 15@ = 26.4366 
0002: jump @GFSEX_13713 

:GFSEX_13579
0007: 10@ = -2582.293 
0007: 12@ = 1147.762 
0007: 14@ = 59.6235 
0007: 11@ = -2581.406 
0007: 13@ = 1147.768 
0007: 15@ = 59.1605 
0002: jump @GFSEX_13713 

:GFSEX_13646
0007: 10@ = 2032.235 
0007: 12@ = 2734.541 
0007: 14@ = 13.3226 
0007: 11@ = 2032.744 
0007: 13@ = 2733.714 
0007: 15@ = 13.0817 
0002: jump @GFSEX_13713 

:GFSEX_13713
0051: return 

:GFSEX_13715
04EF: release_animation "SNM" 
04EF: release_animation "SEX" 
04EF: release_animation "BLOWJOBZ" 
04EF: release_animation "KISSING" 
0296: unload_special_actor 1 
009B: destroy_actor 24@ 
00D6: if 
8119:   not car 25@ wrecked 
004D: jump_if_false @GFSEX_13797 
02AC: set_car 25@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01C3: remove_references_to_car 25@ 

:GFSEX_13797
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFSEX_13851 
0337: set_actor $PLAYER_ACTOR visibility 1 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0687: clear_actor $PLAYER_ACTOR task 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 

:GFSEX_13851
0581: enable_radar 1 
08BA: set $390 bit 21 
08C0: clear $390 bit 5 
09BD: allow_other_threads_to_display_text_boxes 1 
004E: end_thread 
0051: return 
0662: printstring "I__________________________I" 
0662: printstring "H" 
0662: printstring "G" 
0664: printfloat "STICK_POSITION" 17@ 
0663: printint "SHAGGIN_POSITION" 22@ 
0663: printint "I_EXCITEMENT" $GFSEX_EXCITEMENT 
0664: printfloat "ANIM_TIME" $GF_ANIM_TIME 
0663: printint "SUBSTATESTATUS" 8@ 
0871: init_jump_table 7@ total_jumps 5 default_jump 1 @GFSEX_14177 jumps 0 @GFSEX_14082 1 @GFSEX_14101 2 @GFSEX_14120 3 @GFSEX_14139 4 @GFSEX_14158 -1 @GFSEX_14206 -1 @GFSEX_14206 

:GFSEX_14082
0662: printstring "STATE0__" 
0002: jump @GFSEX_14206 

:GFSEX_14101
0662: printstring "STATE1__" 
0002: jump @GFSEX_14206 

:GFSEX_14120
0662: printstring "STATE2__" 
0002: jump @GFSEX_14206 

:GFSEX_14139
0662: printstring "STATE3__" 
0002: jump @GFSEX_14206 

:GFSEX_14158
0662: printstring "STATE4__" 
0002: jump @GFSEX_14206 

:GFSEX_14177
0662: printstring "UNTRAPPED_STATE___" 
0002: jump @GFSEX_14206 

:GFSEX_14206
0662: printstring "I__________________________I" 
0051: return 
004E: end_thread 

//-------------External script 27 (CASINO_AMBIENCE)---------------

:CASAMB
03A4: name_thread 'CASAMB' 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @CASAMB_43 
0004: $9470 = 0 
0004: $9471 = 0 

:CASAMB_43
0006: 1@ = 1 
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
004D: jump_if_false @CASAMB_91 
0247: load_model #VMAFF1 
0247: load_model #VMAFF3 
0247: load_model #VMAFF2 
0247: load_model #VWFYWAI 

:CASAMB_91
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "TRICAS" 
004D: jump_if_false @CASAMB_130 
0247: load_model #BMYBOUN 
0247: load_model #WMYBOUN 
0247: load_model #VWFYWA2 

:CASAMB_130
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "CASINO2" 
004D: jump_if_false @CASAMB_170 
0247: load_model #BMYBOUN 
0247: load_model #WMYBOUN 
0247: load_model #VWFYCRP 

:CASAMB_170
04ED: load_animation "BAR" 

:CASAMB_177
00D6: if 
84EE:   not animation "BAR" loaded 
004D: jump_if_false @CASAMB_206 
0001: wait 0 ms 
0002: jump @CASAMB_177 

:CASAMB_206
0615: define_AS_pack_begin 2@ 
0605: actor -1 perform_animation "BARSERVE_IN" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "BARSERVE_LOOP" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 10000 
0616: define_AS_pack_end 2@ 
0615: define_AS_pack_begin 3@ 
0605: actor -1 perform_animation "BARSERVE_BOTTLE" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 3@ 
0615: define_AS_pack_begin 4@ 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 4@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASAMB_1779 
0297: reset_player $PLAYER_CHAR destroyed_model_counters 
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "TRICAS" 
004D: jump_if_false @CASAMB_928 
061D: create_AS_origin_at 1953.774 1018.197 991.4766 Z_angle 260.0 unknown_angle 90.0 AS_pack 2@ handle_as 5@ 
061D: create_AS_origin_at 1952.286 1025.58 991.4745 Z_angle 260.0 unknown_angle 90.0 AS_pack 2@ handle_as 6@ 
061D: create_AS_origin_at 1952.3 1010.296 991.4745 Z_angle 260.0 unknown_angle 90.0 AS_pack 2@ handle_as 7@ 
061D: create_AS_origin_at 1952.25 1017.92 991.4766 Z_angle 90.0 unknown_angle 260.0 AS_pack 3@ handle_as 8@ 
061D: create_AS_origin_at 1948.073 1016.505 991.4766 Z_angle 90.0 unknown_angle 180.0 AS_pack 2@ handle_as 9@ 
061D: create_AS_origin_at 1948.564 1022.182 991.4766 Z_angle 90.0 unknown_angle 180.0 AS_pack 2@ handle_as 10@ 
061D: create_AS_origin_at 1949.246 1013.613 991.4766 Z_angle 90.0 unknown_angle 180.0 AS_pack 2@ handle_as 11@ 
061D: create_AS_origin_at 1949.0 1015.8 991.4766 Z_angle 275.0 unknown_angle 85.0 AS_pack 3@ handle_as 12@ 
0621: create_actor_pedtype 5 model #VWFYWA2 at_AS_origin 5@ task 1466 handle_as 16@ 
0621: create_actor_pedtype 5 model #VWFYWA2 at_AS_origin 9@ task 1466 handle_as 17@ 
0913: run_external_script 38 (BAR_STAFF) 16@ 5@ 6@ 7@ 8@ 2.5  
0913: run_external_script 38 (BAR_STAFF) 17@ 9@ 10@ 11@ 12@ 2.5  
08A9: load_external_script 38 (BAR_STAFF) 
061D: create_AS_origin_at 1966.539 984.8237 993.4688 Z_angle 270.0 unknown_angle 270.0 AS_pack 4@ handle_as 13@ 
061D: create_AS_origin_at 1932.395 1033.886 993.4688 Z_angle 60.0 unknown_angle 300.0 AS_pack 4@ handle_as 14@ 
061D: create_AS_origin_at 1959.094 993.7656 991.4766 Z_angle 240.0 unknown_angle 240.0 AS_pack 4@ handle_as 15@ 
0621: create_actor_pedtype 6 model #BMYBOUN at_AS_origin 13@ task 1502 handle_as 18@ 
0621: create_actor_pedtype 6 model #WMYBOUN at_AS_origin 14@ task 1502 handle_as 19@ 
0621: create_actor_pedtype 6 model #BMYBOUN at_AS_origin 15@ task 1502 handle_as 20@ 
0913: run_external_script 39 (BOUNCER) 18@  
0913: run_external_script 39 (BOUNCER) 19@  
0913: run_external_script 39 (BOUNCER) 20@  
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_928
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
004D: jump_if_false @CASAMB_1474 
061D: create_AS_origin_at 2195.73 1600.786 1004.063 Z_angle 206.0 unknown_angle -206.0 AS_pack 2@ handle_as 5@ 
061D: create_AS_origin_at 2197.012 1602.852 1004.063 Z_angle 253.0 unknown_angle -253.0 AS_pack 2@ handle_as 6@ 
061D: create_AS_origin_at 2195.786 1606.363 1004.063 Z_angle 349.0 unknown_angle -349.0 AS_pack 2@ handle_as 7@ 
061D: create_AS_origin_at 2196.137 1603.521 1004.063 Z_angle 98.0 unknown_angle -98.0 AS_pack 3@ handle_as 8@ 
061D: create_AS_origin_at 2191.592 1601.286 1004.063 Z_angle 151.0 unknown_angle -151.0 AS_pack 2@ handle_as 9@ 
061D: create_AS_origin_at 2191.176 1604.874 1004.063 Z_angle 58.0 unknown_angle -58.0 AS_pack 2@ handle_as 10@ 
061D: create_AS_origin_at 2192.425 1606.971 1004.063 Z_angle 40.0 unknown_angle -40.0 AS_pack 2@ handle_as 11@ 
061D: create_AS_origin_at 2192.954 1605.687 1004.069 Z_angle 207.0 unknown_angle -207.0 AS_pack 3@ handle_as 12@ 
0621: create_actor_pedtype 5 model #VWFYWAI at_AS_origin 5@ task 1466 handle_as 16@ 
0621: create_actor_pedtype 5 model #VWFYWAI at_AS_origin 9@ task 1466 handle_as 17@ 
0913: run_external_script 38 (BAR_STAFF) 16@ 5@ 6@ 7@ 8@ 3.5  
0913: run_external_script 38 (BAR_STAFF) 17@ 9@ 10@ 11@ 12@ 3.5  
08A9: load_external_script 38 (BAR_STAFF) 
061D: create_AS_origin_at 2247.869 1624.467 1007.367 Z_angle 152.0 unknown_angle -152.0 AS_pack 4@ handle_as 13@ 
061D: create_AS_origin_at 2247.349 1583.257 1007.366 Z_angle 358.0 unknown_angle -358.0 AS_pack 4@ handle_as 14@ 
061D: create_AS_origin_at 2164.643 1582.151 1007.359 Z_angle 13.0 unknown_angle -13.0 AS_pack 4@ handle_as 15@ 
0621: create_actor_pedtype 6 model #VMAFF1 at_AS_origin 13@ task 1502 handle_as 18@ 
0621: create_actor_pedtype 6 model #VMAFF2 at_AS_origin 14@ task 1502 handle_as 19@ 
0621: create_actor_pedtype 6 model #VMAFF3 at_AS_origin 15@ task 1502 handle_as 20@ 
0913: run_external_script 39 (BOUNCER) 18@  
0913: run_external_script 39 (BOUNCER) 19@  
0913: run_external_script 39 (BOUNCER) 20@  
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_1474
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "CASINO2" 
004D: jump_if_false @CASAMB_1779 
061D: create_AS_origin_at 1141.206 -5.9198 999.6719 Z_angle 81.0 unknown_angle -81.0 AS_pack 2@ handle_as 5@ 
061D: create_AS_origin_at 1141.831 -8.994 999.6797 Z_angle 94.0 unknown_angle -94.0 AS_pack 2@ handle_as 6@ 
061D: create_AS_origin_at 1141.161 1.224 999.6719 Z_angle 110.0 unknown_angle -110.0 AS_pack 2@ handle_as 7@ 
061D: create_AS_origin_at 1141.159 -3.9906 999.6797 Z_angle 93.0 unknown_angle -93.0 AS_pack 3@ handle_as 8@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 5@ task 1466 handle_as 16@ 
0913: run_external_script 38 (BAR_STAFF) 16@ 5@ 6@ 7@ 8@ 2.0  
08A9: load_external_script 38 (BAR_STAFF) 
0006: 9@ = -1 
0006: 10@ = -1 
0006: 11@ = -1 
0006: 12@ = -1 
061D: create_AS_origin_at 1143.677 6.4929 999.6797 Z_angle 71.0 unknown_angle -71.0 AS_pack 4@ handle_as 13@ 
0621: create_actor_pedtype 6 model #BMYBOUN at_AS_origin 13@ task 1502 handle_as 18@ 
0913: run_external_script 39 (BOUNCER) 18@  
08A9: load_external_script 39 (BOUNCER) 
0006: 14@ = -1 
0006: 15@ = -1 

:CASAMB_1779
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASAMB_3006 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 
0038:   $PLAYER_IN_INTERIOR == 1 
004D: jump_if_false @CASAMB_1835 
0002: jump @CASAMB_3017 

:CASAMB_1835
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @CASAMB_1865 
0004: $9470 = 1 
0004: $9471 = 1 

:CASAMB_1865
0806: get_player $PLAYER_CHAR kills_from_last_checkpoint 0@ 
00D6: if 
0019:   0@ > 0 
004D: jump_if_false @CASAMB_1898 
0004: $9471 = 1 

:CASAMB_1898
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > $PLAYER_WANTED_LEVEL 
004D: jump_if_false @CASAMB_1924 
0004: $9471 = 1 

:CASAMB_1924
0006: 0@ = 0 

:CASAMB_1931
00D6: if 
8118:   not actor 16@(0@,11i) dead 
004D: jump_if_false @CASAMB_2039 
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 16@(0@,11i) 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
004D: jump_if_false @CASAMB_2002 
0004: $9470 = 1 
0004: $9471 = 1 
0002: jump @CASAMB_2039 

:CASAMB_2002
00D6: if 
051A:   actor 16@(0@,11i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASAMB_2039 
0004: $9470 = 1 
0004: $9471 = 1 

:CASAMB_2039
000A: 0@ += 1 
0029:   0@ >= 11 
004D: jump_if_false @CASAMB_1931 
00D6: if 
0038:   $9470 == 1 
004D: jump_if_false @CASAMB_2144 
0004: $9471 = 1 
08E5: get_actor_in_sphere 27@ 28@ 29@ radius 50.0 handle_as 0@ 
00D6: if 
0019:   0@ > -1 
004D: jump_if_false @CASAMB_2144 
000A: 1@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 0@ 1@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:CASAMB_2144
00D6: if 
0038:   $9471 == 1 
004D: jump_if_false @CASAMB_3006 
00D6: if and
0118:   actor 18@ dead 
8039:   not  13@ == -1 
004D: jump_if_false @CASAMB_2480 
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "TRICAS" 
004D: jump_if_false @CASAMB_2239 
0007: 27@ = 1966.539 
0007: 28@ = 984.8237 
0007: 29@ = 993.4688 

:CASAMB_2239
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
004D: jump_if_false @CASAMB_2293 
0007: 27@ = 2247.869 
0007: 28@ = 1624.467 
0007: 29@ = 1007.367 

:CASAMB_2293
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "CASINO2" 
004D: jump_if_false @CASAMB_2348 
0007: 27@ = 1143.677 
0007: 28@ = 6.4929 
0007: 29@ = 999.6797 

:CASAMB_2348
00D6: if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 27@ 28@ 29@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 27@ 28@ 29@ radius 3.0 
004D: jump_if_false @CASAMB_2480 
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
004D: jump_if_false @CASAMB_2452 
0621: create_actor_pedtype 4 model #VMAFF1 at_AS_origin 13@ task 1502 handle_as 18@ 
0002: jump @CASAMB_2468 

:CASAMB_2452
0621: create_actor_pedtype 6 model #BMYBOUN at_AS_origin 13@ task 1502 handle_as 18@ 

:CASAMB_2468
0913: run_external_script 39 (BOUNCER) 18@  
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_2480
00D6: if and
0118:   actor 19@ dead 
8039:   not  14@ == -1 
004D: jump_if_false @CASAMB_2743 
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "TRICAS" 
004D: jump_if_false @CASAMB_2557 
0007: 27@ = 1932.395 
0007: 28@ = 1033.886 
0007: 29@ = 993.4688 

:CASAMB_2557
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
004D: jump_if_false @CASAMB_2611 
0007: 27@ = 2247.349 
0007: 28@ = 1583.257 
0007: 29@ = 1007.366 

:CASAMB_2611
00D6: if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 27@ 28@ 29@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 27@ 28@ 29@ radius 3.0 
004D: jump_if_false @CASAMB_2743 
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
004D: jump_if_false @CASAMB_2715 
0621: create_actor_pedtype 6 model #VMAFF2 at_AS_origin 14@ task 1502 handle_as 19@ 
0002: jump @CASAMB_2731 

:CASAMB_2715
0621: create_actor_pedtype 6 model #WMYBOUN at_AS_origin 14@ task 1502 handle_as 19@ 

:CASAMB_2731
0913: run_external_script 39 (BOUNCER) 19@  
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_2743
00D6: if and
0118:   actor 20@ dead 
8039:   not  15@ == -1 
004D: jump_if_false @CASAMB_3006 
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "TRICAS" 
004D: jump_if_false @CASAMB_2820 
0007: 27@ = 1959.094 
0007: 28@ = 993.7656 
0007: 29@ = 991.4766 

:CASAMB_2820
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
004D: jump_if_false @CASAMB_2874 
0007: 27@ = 2164.643 
0007: 28@ = 1582.151 
0007: 29@ = 1007.359 

:CASAMB_2874
00D6: if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 27@ 28@ 29@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 27@ 28@ 29@ radius 3.0 
004D: jump_if_false @CASAMB_3006 
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
004D: jump_if_false @CASAMB_2978 
0621: create_actor_pedtype 4 model #VMAFF3 at_AS_origin 15@ task 1502 handle_as 20@ 
0002: jump @CASAMB_2994 

:CASAMB_2978
0621: create_actor_pedtype 6 model #WMYBOUN at_AS_origin 15@ task 1502 handle_as 20@ 

:CASAMB_2994
0913: run_external_script 39 (BOUNCER) 20@  
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_3006
0001: wait 0 ms 
0002: jump @CASAMB_1779 

:CASAMB_3017
0006: 0@ = 0 

:CASAMB_3024
01C2: remove_references_to_actor 16@(0@,11i) // Like turning an actor into a random pedestrian 
009B: destroy_actor 16@(0@,11i) 
000A: 0@ += 1 
0029:   0@ >= 11 
004D: jump_if_false @CASAMB_3024 
0006: 0@ = 0 

:CASAMB_3070
00D6: if 
8039:   not  5@(0@,11i) == -1 
004D: jump_if_false @CASAMB_3101 
061E: remove_references_to_AS_origin 5@(0@,11i) 

:CASAMB_3101
000A: 0@ += 1 
0029:   0@ >= 11 
004D: jump_if_false @CASAMB_3070 
04EF: release_animation "BAR" 
0249: release_model #VWFYWAI 
0249: release_model #VWFYWA2 
0249: release_model #VWFYCRP 
0249: release_model #BMYBOUN 
0249: release_model #WMYBOUN 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
061B: remove_references_to_AS_pack 2@ 
061B: remove_references_to_AS_pack 3@ 
061B: remove_references_to_AS_pack 4@ 
004E: end_thread 
004E: end_thread 

//-------------External script 28 (BAR_AMBIENCE)---------------

:BAR
03A4: name_thread 'BAR' 
00D6: if and
0038:   $ONMISSION == 0 
88B4:   not test $390 bit 1 
004D: jump_if_false @BAR_50 
0004: $9472 = 0 
0004: $5297 = 0 

:BAR_50
0006: 0@ = 0 
00D6: if 
0019:   0@ > 0 
004D: jump_if_false @BAR_99 
009A: $1231 = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:BAR_99
0006: 1@ = 1 
0006: 2@ = 0 
0652: 0@ = integer_stat 156 
00D6: if 
0029:   0@ >= 7500 
004D: jump_if_false @BAR_154 
0006: 15@ = 3 
0002: jump @BAR_161 

:BAR_154
0006: 15@ = 0 

:BAR_161
0050: gosub @BAR_2146 
0615: define_AS_pack_begin 4@ 
0605: actor -1 perform_animation "BARSERVE_IN" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "BARSERVE_LOOP" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 10000 
0616: define_AS_pack_end 4@ 
0615: define_AS_pack_begin 5@ 
0605: actor -1 perform_animation "BARSERVE_BOTTLE" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 5@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BAR_944 
094B: v$ACTIVE_INTERIOR_NAME = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR1" 
004D: jump_if_false @BAR_534 
061D: create_AS_origin_at 502.2242 -19.8799 999.6797 Z_angle 107.0 unknown_angle -107.0 AS_pack 4@ handle_as 6@ 
061D: create_AS_origin_at 502.0665 -24.1488 999.6797 Z_angle 94.0 unknown_angle -94.0 AS_pack 4@ handle_as 7@ 
061D: create_AS_origin_at 502.0757 -17.2798 999.6719 Z_angle 85.0 unknown_angle -85.0 AS_pack 4@ handle_as 8@ 
061D: create_AS_origin_at 502.3116 -19.8236 999.6797 Z_angle 278.6 unknown_angle -278.6 AS_pack 5@ handle_as 9@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 6@ task 1466 handle_as 10@ 
0913: run_external_script 38 (BAR_STAFF) 10@ 6@ 7@ 8@ 9@ 2.5 20.0  
08A9: load_external_script 38 (BAR_STAFF) 

:BAR_534
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR2" 
004D: jump_if_false @BAR_738 
061D: create_AS_origin_at 497.9362 -78.0533 997.7651 Z_angle 1.0 unknown_angle -1.0 AS_pack 4@ handle_as 6@ 
061D: create_AS_origin_at 493.9349 -77.9233 997.7651 Z_angle 100.5 unknown_angle -100.5 AS_pack 4@ handle_as 7@ 
061D: create_AS_origin_at 501.2002 -77.739 997.7651 Z_angle 19.0 unknown_angle -19.0 AS_pack 4@ handle_as 8@ 
061D: create_AS_origin_at 496.5553 -78.7725 997.7651 Z_angle 194.5 unknown_angle -194.5 AS_pack 5@ handle_as 9@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 6@ task 1466 handle_as 10@ 
0913: run_external_script 38 (BAR_STAFF) 10@ 6@ 7@ 8@ 9@ 2.5 20.0  
08A9: load_external_script 38 (BAR_STAFF) 

:BAR_738
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "UFOBAR" 
004D: jump_if_false @BAR_944 
061D: create_AS_origin_at -223.2594 1405.634 26.7656 Z_angle 86.9 unknown_angle 262.0 AS_pack 4@ handle_as 6@ 
061D: create_AS_origin_at -223.26 1402.984 26.7656 Z_angle 145.4 unknown_angle 327.0 AS_pack 4@ handle_as 7@ 
061D: create_AS_origin_at -223.2956 1407.486 26.7656 Z_angle 26.0 unknown_angle 184.0 AS_pack 4@ handle_as 8@ 
061D: create_AS_origin_at -222.6826 1405.787 26.7656 Z_angle 275.7 unknown_angle 97.0 AS_pack 5@ handle_as 9@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 6@ task 1466 handle_as 10@ 
0913: run_external_script 38 (BAR_STAFF) 10@ 6@ 7@ 8@ 9@ 2.5 20.0  
08A9: load_external_script 38 (BAR_STAFF) 

:BAR_944
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BAR_2139 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 
0038:   $PLAYER_IN_INTERIOR == 1 
004D: jump_if_false @BAR_1004 
0002: jump @BAR_2225 

:BAR_1004
00D6: if and
0038:   $5297 == 0 
0038:   $ONMISSION == 0 
0039:   2@ == 0 
004D: jump_if_false @BAR_1462 
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR1" 
004D: jump_if_false @BAR_1455 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere 488.0048 -14.0754 999.6797 radius 1.5 1.5 1.5 sphere 1 stopped_on_foot 
004D: jump_if_false @BAR_1455 
03E6: remove_text_box 
00BE: text_clear_all 
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @BAR_1286 
0652: 0@ = integer_stat 156 
00D6: if 
0029:   0@ >= 3500 
004D: jump_if_false @BAR_1169 
0006: 3@ = 3 
0002: jump @BAR_1244 

:BAR_1169
00D6: if 
0029:   0@ >= 6000 
004D: jump_if_false @BAR_1202 
0006: 3@ = 4 
0002: jump @BAR_1244 

:BAR_1202
00D6: if 
0029:   0@ >= 7500 
004D: jump_if_false @BAR_1237 
0209: 3@ = random_int_in_ranges 1 5 
0002: jump @BAR_1244 

:BAR_1237
0006: 3@ = 2 

:BAR_1244
0913: run_external_script 35 (DANCE) 488.0048 -14.0754 999.6797 180.0 3@ $1231  
08A9: load_external_script 35 (DANCE) 
0002: jump @BAR_1441 

:BAR_1286
0871: init_jump_table 15@ total_jumps 4 default_jump 0 @BAR_1407 jumps 0 @BAR_1349 1 @BAR_1363 2 @BAR_1377 3 @BAR_1391 -1 @BAR_1407 -1 @BAR_1407 -1 @BAR_1407 

:BAR_1349
0006: 3@ = 2 
0002: jump @BAR_1407 

:BAR_1363
0006: 3@ = 3 
0002: jump @BAR_1407 

:BAR_1377
0006: 3@ = 4 
0002: jump @BAR_1407 

:BAR_1391
0209: 3@ = random_int_in_ranges 1 5 
0002: jump @BAR_1407 

:BAR_1407
0913: run_external_script 35 (DANCE) 488.0048 -14.0754 999.6797 180.0 3@ 0  
08A9: load_external_script 35 (DANCE) 

:BAR_1441
0006: 2@ = 1 
0006: 16@ = 0 

:BAR_1455
0002: jump @BAR_1884 

:BAR_1462
00D6: if and
0038:   $5297 == 0 
0038:   $ONMISSION == 0 
0039:   2@ == 1 
004D: jump_if_false @BAR_1884 
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR1" 
004D: jump_if_false @BAR_1884 
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 488.0048 -14.0754 999.6797 radius 2.5 2.5 2.5 on_foot 
004D: jump_if_false @BAR_1578 
0006: 2@ = 0 
0002: jump @BAR_1884 

:BAR_1578
00D6: if and
89BE:   not are_text_boxes_locked_to_any_thread 
88B4:   not test $390 bit 1 
0039:   16@ == 0 
004D: jump_if_false @BAR_1884 
0871: init_jump_table 15@ total_jumps 3 default_jump 0 @BAR_1884 jumps 0 @BAR_1668 1 @BAR_1740 2 @BAR_1812 -1 @BAR_1884 -1 @BAR_1884 -1 @BAR_1884 -1 @BAR_1884 

:BAR_1668
00D6: if 
0028:   $DANCE_SCORE >= 3500 
004D: jump_if_false @BAR_1733 
00BA: show_text_styled GXT 'DNC_P1' time 5000 style 4  // Great Dancing!
00BC: show_text_highpriority GXT 'DNC_P2' time 10000 flag 1  // ~s~You can now dance to a different, more challenging track.
0006: 16@ = 1 
000A: 15@ += 1 

:BAR_1733
0002: jump @BAR_1884 

:BAR_1740
00D6: if 
0028:   $DANCE_SCORE >= 6000 
004D: jump_if_false @BAR_1805 
00BA: show_text_styled GXT 'DNC_P1' time 5000 style 4  // Great Dancing!
00BC: show_text_highpriority GXT 'DNC_P2' time 10000 flag 1  // ~s~You can now dance to a different, more challenging track.
0006: 16@ = 1 
000A: 15@ += 1 

:BAR_1805
0002: jump @BAR_1884 

:BAR_1812
00D6: if 
0028:   $DANCE_SCORE >= 7500 
004D: jump_if_false @BAR_1877 
00BA: show_text_styled GXT 'DNC_P1' time 5000 style 4  // Great Dancing!
00BC: show_text_highpriority GXT 'DNC_P3' time 10000 flag 1  // ~s~All the tracks are available now, and you can dance to beat your highest score.
0006: 16@ = 1 
000A: 15@ += 1 

:BAR_1877
0002: jump @BAR_1884 

:BAR_1884
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @BAR_1907 
0004: $9472 = 1 

:BAR_1907
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > $PLAYER_WANTED_LEVEL 
004D: jump_if_false @BAR_1933 
0004: $9472 = 1 

:BAR_1933
0006: 0@ = 0 

:BAR_1940
00D6: if 
8118:   not actor 10@(0@,2i) dead 
004D: jump_if_false @BAR_2034 
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 10@(0@,2i) 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
004D: jump_if_false @BAR_2004 
0004: $9472 = 1 
0002: jump @BAR_2034 

:BAR_2004
00D6: if 
051A:   actor 10@(0@,2i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @BAR_2034 
0004: $9472 = 1 

:BAR_2034
000A: 0@ += 1 
0029:   0@ >= 2 
004D: jump_if_false @BAR_1940 
00D6: if 
0038:   $9472 == 1 
004D: jump_if_false @BAR_2139 
0004: $5297 = 1 
08E5: get_actor_in_sphere 12@ 13@ 14@ radius 50.0 handle_as 0@ 
00D6: if 
0019:   0@ > -1 
004D: jump_if_false @BAR_2139 
000A: 1@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 0@ 1@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:BAR_2139
0002: jump @BAR_944 

:BAR_2146
0247: load_model #VWFYCRP 
04ED: load_animation "BAR" 
04ED: load_animation "DANCING" 
00D6: if and
0248:   model #VWFYCRP available 
04EE:   animation "BAR" loaded 
04EE:   animation "DANCING" loaded 
004D: jump_if_false @BAR_2212 
0051: return 
0002: jump @BAR_2223 

:BAR_2212
0001: wait 0 ms 
0002: jump @BAR_2146 

:BAR_2223
0051: return 

:BAR_2225
0006: 0@ = 0 

:BAR_2232
01C2: remove_references_to_actor 10@(0@,2i) // Like turning an actor into a random pedestrian 
009B: destroy_actor 10@(0@,2i) 
000A: 0@ += 1 
0029:   0@ >= 2 
004D: jump_if_false @BAR_2232 
0006: 0@ = 0 

:BAR_2278
00D6: if 
8039:   not  6@(0@,4i) == -1 
004D: jump_if_false @BAR_2309 
061E: remove_references_to_AS_origin 6@(0@,4i) 

:BAR_2309
000A: 0@ += 1 
0029:   0@ >= 4 
004D: jump_if_false @BAR_2278 
0249: release_model #VWFYCRP 
061B: remove_references_to_AS_pack 4@ 
061B: remove_references_to_AS_pack 5@ 
04EF: release_animation "BAR" 
04EF: release_animation "DANCING" 
004E: end_thread 
004E: end_thread 

//-------------External script 29 (FOODBRAINS)---------------

:PSHOP
03A4: name_thread 'PSHOP' 
0004: $FOOD_PLAYER_AGGRESSIVE_FLAG = 0 
0871: init_jump_table 0@ total_jumps 3 default_jump 0 @PSHOP_552 jumps 0 @PSHOP_81 1 @PSHOP_238 2 @PSHOP_395 -1 @PSHOP_552 -1 @PSHOP_552 -1 @PSHOP_552 -1 @PSHOP_552 

:PSHOP_81
0007: 3@ = 377.3 
0007: 4@ = -117.182 
0007: 5@ = 1000.637 
0007: 6@ = 180.0 
0007: 7@ = 360.0 
04AF: 11@ = 155 // = constant 
0247: load_model 11@ 
0247: load_model #PIZZAHIGH 
0247: load_model #CJ_PIZZA_2 

:PSHOP_152
00D6: if 
8248:   not model 11@ available 
004D: jump_if_false @PSHOP_179 
0001: wait 0 ms 
0002: jump @PSHOP_152 

:PSHOP_179
00D6: if 
8248:   not model #PIZZAHIGH available 
004D: jump_if_false @PSHOP_205 
0001: wait 0 ms 
0002: jump @PSHOP_179 

:PSHOP_205
00D6: if 
8248:   not model #CJ_PIZZA_2 available 
004D: jump_if_false @PSHOP_231 
0001: wait 0 ms 
0002: jump @PSHOP_205 

:PSHOP_231
0002: jump @PSHOP_552 

:PSHOP_238
0007: 3@ = 371.5365 
0007: 4@ = -4.4935 
0007: 5@ = 1000.859 
0007: 6@ = 180.0 
0007: 7@ = 360.0 
04AF: 11@ = 167 // = constant 
0247: load_model 11@ 
0247: load_model #BURGERHIGH 
0247: load_model #CJ_BURG_2 

:PSHOP_309
00D6: if 
8248:   not model 11@ available 
004D: jump_if_false @PSHOP_336 
0001: wait 0 ms 
0002: jump @PSHOP_309 

:PSHOP_336
00D6: if 
8248:   not model #BURGERHIGH available 
004D: jump_if_false @PSHOP_362 
0001: wait 0 ms 
0002: jump @PSHOP_336 

:PSHOP_362
00D6: if 
8248:   not model #CJ_BURG_2 available 
004D: jump_if_false @PSHOP_388 
0001: wait 0 ms 
0002: jump @PSHOP_362 

:PSHOP_388
0002: jump @PSHOP_552 

:PSHOP_395
0007: 3@ = 378.4146 
0007: 4@ = -65.8567 
0007: 5@ = 1000.508 
0007: 6@ = 180.0 
0007: 7@ = 360.0 
04AF: 11@ = 205 // = constant 
0247: load_model 11@ 
0247: load_model #BURGERHIGH 
0247: load_model #CJ_BURG_2 

:PSHOP_466
00D6: if 
8248:   not model 11@ available 
004D: jump_if_false @PSHOP_493 
0001: wait 0 ms 
0002: jump @PSHOP_466 

:PSHOP_493
00D6: if 
8248:   not model #BURGERHIGH available 
004D: jump_if_false @PSHOP_519 
0001: wait 0 ms 
0002: jump @PSHOP_493 

:PSHOP_519
00D6: if 
8248:   not model #CJ_BURG_2 available 
004D: jump_if_false @PSHOP_545 
0001: wait 0 ms 
0002: jump @PSHOP_519 

:PSHOP_545
0002: jump @PSHOP_552 

:PSHOP_552
0615: define_AS_pack_begin 8@ 
0638: AS_actor -1 stay_put 1 
05BA: AS_actor -1 move_mouth -2 ms 
0616: define_AS_pack_end 8@ 
061D: create_AS_origin_at 3@ 4@ 5@ Z_angle 6@ unknown_angle 7@ AS_pack 8@ handle_as 9@ 
0621: create_actor_pedtype 4 model 11@ at_AS_origin 9@ task 1466 handle_as 10@ 
0913: run_external_script 36 (SHOPKEEPER) 10@ 9@  
08A9: load_external_script 36 (SHOPKEEPER) 

:PSHOP_628
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSHOP_873 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 
0038:   $PLAYER_IN_INTERIOR == 1 
004D: jump_if_false @PSHOP_684 
0050: gosub @PSHOP_884 

:PSHOP_684
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @PSHOP_707 
0004: $FOOD_PLAYER_AGGRESSIVE_FLAG = 1 

:PSHOP_707
00D6: if 
8118:   not actor 10@ dead 
004D: jump_if_false @PSHOP_782 
00D6: if 
0457:   player $PLAYER_CHAR aiming_at_actor 10@ 
004D: jump_if_false @PSHOP_756 
0004: $FOOD_PLAYER_AGGRESSIVE_FLAG = 1 
0002: jump @PSHOP_782 

:PSHOP_756
00D6: if 
051A:   actor 10@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PSHOP_782 
0004: $FOOD_PLAYER_AGGRESSIVE_FLAG = 1 

:PSHOP_782
00D6: if 
0038:   $FOOD_PLAYER_AGGRESSIVE_FLAG == 1 
004D: jump_if_false @PSHOP_873 
00A0: store_actor $PLAYER_ACTOR position_to 3@ 4@ 5@ 
08E5: get_actor_in_sphere 3@ 4@ 5@ radius 20.0 handle_as 1@ 
00D6: if 
0019:   1@ > -1 
004D: jump_if_false @PSHOP_873 
000A: 2@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 1@ 2@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:PSHOP_873
0001: wait 0 ms 
0002: jump @PSHOP_628 

:PSHOP_884
0004: $FOOD_PLAYER_AGGRESSIVE_FLAG = 0 
01C2: remove_references_to_actor 10@ // Like turning an actor into a random pedestrian 
0249: release_model #WMYPIZZ 
0249: release_model #WMYBELL 
0249: release_model #WFYBURG 
0249: release_model #PIZZAHIGH 
0249: release_model #BURGERHIGH 
0249: release_model #CJ_PIZZA_2 
0249: release_model #CJ_BURG_2 
009B: destroy_actor 10@ 
061E: remove_references_to_AS_origin 9@ 
061B: remove_references_to_AS_pack 8@ 
004E: end_thread 
004E: end_thread 

//-------------External script 30 (OTB_AMBIENCE)---------------

:OTBSHP
03A4: name_thread 'OTBSHP' 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @OTBSHP_36 
0004: $2881 = 0 

:OTBSHP_36
0006: 1@ = 1 
0247: load_model #VBFYCRP 
0247: load_model #VWFYCRP 

:OTBSHP_52
00D6: if 
8248:   not model #VWFYCRP available 
004D: jump_if_false @OTBSHP_79 
0001: wait 0 ms 
0002: jump @OTBSHP_52 

:OTBSHP_79
00D6: if 
8248:   not model #VBFYCRP available 
004D: jump_if_false @OTBSHP_105 
0001: wait 0 ms 
0002: jump @OTBSHP_79 

:OTBSHP_105
0615: define_AS_pack_begin 2@ 
0638: AS_actor -1 stay_put 1 
05BA: AS_actor -1 move_mouth -2 ms 
0616: define_AS_pack_end 2@ 
061D: create_AS_origin_at 820.3698 -0.3935 1003.18 Z_angle 270.0 unknown_angle 90.0 AS_pack 2@ handle_as 3@ 
061D: create_AS_origin_at 820.133 4.2015 1003.18 Z_angle 270.0 unknown_angle 90.0 AS_pack 2@ handle_as 4@ 
061D: create_AS_origin_at 820.3185 6.4021 1003.18 Z_angle 270.0 unknown_angle 90.0 AS_pack 2@ handle_as 5@ 
061D: create_AS_origin_at 820.0 2.0 1003.0 Z_angle 270.0 unknown_angle 90.0 AS_pack 2@ handle_as 6@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 3@ task 1466 handle_as 7@ 
0621: create_actor_pedtype 5 model #VBFYCRP at_AS_origin 4@ task 1466 handle_as 8@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 5@ task 1466 handle_as 9@ 
0621: create_actor_pedtype 5 model #VBFYCRP at_AS_origin 6@ task 1466 handle_as 10@ 
0913: run_external_script 40 (OTB_STAFF) 7@ 3@  
0913: run_external_script 40 (OTB_STAFF) 8@ 4@  
0913: run_external_script 40 (OTB_STAFF) 9@ 5@  
0913: run_external_script 40 (OTB_STAFF) 10@ 6@  
08A9: load_external_script 40 (OTB_STAFF) 

:OTBSHP_369
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @OTBSHP_655 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 
0038:   $PLAYER_IN_INTERIOR == 1 
004D: jump_if_false @OTBSHP_425 
0002: jump @OTBSHP_666 

:OTBSHP_425
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
010F:   player $PLAYER_CHAR wanted_level > $PLAYER_WANTED_LEVEL 
004D: jump_if_false @OTBSHP_456 
0004: $2881 = 1 

:OTBSHP_456
0006: 0@ = 0 

:OTBSHP_463
00D6: if 
8118:   not actor 7@(0@,4i) dead 
004D: jump_if_false @OTBSHP_557 
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 7@(0@,4i) 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
004D: jump_if_false @OTBSHP_527 
0004: $2881 = 1 
0002: jump @OTBSHP_557 

:OTBSHP_527
00D6: if 
051A:   actor 7@(0@,4i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @OTBSHP_557 
0004: $2881 = 1 

:OTBSHP_557
000A: 0@ += 1 
0029:   0@ >= 4 
004D: jump_if_false @OTBSHP_463 
00D6: if 
0038:   $2881 == 1 
004D: jump_if_false @OTBSHP_655 
08E5: get_actor_in_sphere 11@ 12@ 13@ radius 20.0 handle_as 0@ 
00D6: if 
0019:   0@ > -1 
004D: jump_if_false @OTBSHP_655 
000A: 1@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 0@ 1@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:OTBSHP_655
0001: wait 0 ms 
0002: jump @OTBSHP_369 

:OTBSHP_666
0006: 0@ = 0 

:OTBSHP_673
01C2: remove_references_to_actor 7@(0@,4i) // Like turning an actor into a random pedestrian 
009B: destroy_actor 7@(0@,4i) 
061E: remove_references_to_AS_origin 3@(0@,4i) 
000A: 0@ += 1 
0029:   0@ >= 4 
004D: jump_if_false @OTBSHP_673 
0249: release_model #VWFYCRP 
0249: release_model #VBFYCRP 
061B: remove_references_to_AS_pack 2@ 
004E: end_thread 
004E: end_thread 

//-------------External script 31 (STRIP_AMBIENCE)---------------

:STRIP
03A4: name_thread 'STRIP' 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @STRIP_43 
0004: $9473 = 0 
0004: $9471 = 0 

:STRIP_43
0006: 0@ = 0 
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @STRIP_114 
009A: $9477 = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 
0107: $9478 = create_object #NULL at 0.0 0.0 0.0 

:STRIP_114
0006: 1@ = 1 
0004: $9475 = 0 
0004: $9474 = 0 
0050: gosub @STRIP_2509 
0615: define_AS_pack_begin 7@ 
0605: actor -1 perform_animation "BARSERVE_IN" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "BARSERVE_LOOP" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 10000 
0616: define_AS_pack_end 7@ 
0615: define_AS_pack_begin 8@ 
0605: actor -1 perform_animation "BARSERVE_BOTTLE" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 8@ 
0615: define_AS_pack_begin 9@ 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 9@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STRIP_881 
0297: reset_player $PLAYER_CHAR destroyed_model_counters 
094B: v$5311 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
00D6: if 
08F9:   v$5311 == "LASTRIP" 
004D: jump_if_false @STRIP_650 
061D: create_AS_origin_at 1214.859 -15.4637 999.9219 Z_angle 0.0 unknown_angle 180.0 AS_pack 7@ handle_as 10@ 
061D: create_AS_origin_at 1217.084 -15.4657 999.9219 Z_angle 0.0 unknown_angle 180.0 AS_pack 7@ handle_as 11@ 
061D: create_AS_origin_at 1213.234 -15.4087 999.9219 Z_angle 0.0 unknown_angle 180.0 AS_pack 7@ handle_as 12@ 
061D: create_AS_origin_at 1214.085 -15.4395 999.9219 Z_angle 0.0 unknown_angle 180.0 AS_pack 8@ handle_as 13@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 10@ task 1466 handle_as 16@ 
0913: run_external_script 38 (BAR_STAFF) 16@ 10@ 11@ 12@ 13@ 2.5 15.0 1  
08A9: load_external_script 38 (BAR_STAFF) 
061D: create_AS_origin_at 1220.042 -15.3365 999.9219 Z_angle 341.7 unknown_angle -341.7 AS_pack 9@ handle_as 14@ 
061D: create_AS_origin_at 1222.008 4.4324 999.9219 Z_angle 93.3 unknown_angle -93.3 AS_pack 9@ handle_as 15@ 
0621: create_actor_pedtype 4 model #BMYBOUN at_AS_origin 14@ task 1502 handle_as 17@ 
0621: create_actor_pedtype 4 model #WMYBOUN at_AS_origin 15@ task 1502 handle_as 18@ 
0913: run_external_script 39 (BOUNCER) 17@  
0913: run_external_script 39 (BOUNCER) 18@  
08A9: load_external_script 39 (BOUNCER) 

:STRIP_650
00D6: if 
08F9:   v$5311 == "STRIP2" 
004D: jump_if_false @STRIP_881 
0006: 10@ = -1 
061D: create_AS_origin_at 1206.2 -30.6012 999.9531 Z_angle 180.0 unknown_angle 0.0 AS_pack 7@ handle_as 11@ 
0006: 12@ = -1 
061D: create_AS_origin_at 1206.2 -29.1414 999.9531 Z_angle 270.0 unknown_angle 0.0 AS_pack 8@ handle_as 13@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 11@ task 1466 handle_as 16@ 
0913: run_external_script 38 (BAR_STAFF) 16@ 11@ 11@ 11@ 13@ 1.5 15.0 1  
08A9: load_external_script 38 (BAR_STAFF) 
061D: create_AS_origin_at 1216.871 -24.1246 999.9531 Z_angle 146.8 unknown_angle -146.8 AS_pack 9@ handle_as 14@ 
0006: 15@ = -1 
0621: create_actor_pedtype 4 model #BMYBOUN at_AS_origin 14@ task 1502 handle_as 17@ 
0006: 18@ = -1 
0913: run_external_script 39 (BOUNCER) 17@  
08A9: load_external_script 39 (BOUNCER) 

:STRIP_881
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STRIP_2502 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 
0038:   $PLAYER_IN_INTERIOR == 1 
004D: jump_if_false @STRIP_941 
0002: jump @STRIP_2586 

:STRIP_941
00D6: if 
0019:   4@ > 0 
004D: jump_if_false @STRIP_973 
0050: gosub @STRIP_2766 
0002: jump @STRIP_881 

:STRIP_973
00D6: if 
8038:   not  $9475 == 0 
004D: jump_if_false @STRIP_1042 
00D6: if 
8118:   not actor $9477 dead 
004D: jump_if_false @STRIP_1021 
0050: gosub @STRIP_5426 
0002: jump @STRIP_1042 

:STRIP_1021
01B4: set_player $PLAYER_CHAR can_move 1 
0004: $9475 = 0 
0004: $9477 = -1 

:STRIP_1042
00D6: if 
08F9:   v$5311 == "LASTRIP" 
004D: jump_if_false @STRIP_1326 
00D6: if and
0038:   $9473 == 0 
0038:   $9471 == 0 
004D: jump_if_false @STRIP_1326 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere 1204.85 11.8 999.9219 radius 1.0 1.0 1.0 sphere 1 stopped_on_foot 
004D: jump_if_false @STRIP_1312 
00D6: if 
010A:   player $PLAYER_CHAR money > 99 
004D: jump_if_false @STRIP_1298 
00D6: if 
0039:   2@ == 0 
004D: jump_if_false @STRIP_1291 
0006: 3@ = 1 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @STRIP_1291 
0109: player $PLAYER_CHAR money = 200000 
0624: add 100.0 to_float_stat 54 
0006: 2@ = 1 
0006: 3@ = 0 
0007: 19@ = 1204.326 
0007: 20@ = 17.709 
0007: 21@ = 998.925 
0007: 22@ = 0.0 
016A: fade 0 time 500 
0006: 4@ = 1 
0050: gosub @STRIP_2766 

:STRIP_1291
0002: jump @STRIP_1305 

:STRIP_1298
0006: 3@ = 2 

:STRIP_1305
0002: jump @STRIP_1326 

:STRIP_1312
0006: 3@ = 0 
0006: 2@ = 0 

:STRIP_1326
00D6: if 
08F9:   v$5311 == "STRIP2" 
004D: jump_if_false @STRIP_1624 
00D6: if and
0038:   $9473 == 0 
0038:   $9471 == 0 
004D: jump_if_false @STRIP_1624 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere 1207.59 -40.646 999.9531 radius 1.0 1.0 1.0 sphere 1 stopped_on_foot 
004D: jump_if_false @STRIP_1610 
00D6: if 
010A:   player $PLAYER_CHAR money > 99 
004D: jump_if_false @STRIP_1596 
00D6: if 
0039:   2@ == 0 
004D: jump_if_false @STRIP_1589 
0006: 3@ = 1 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @STRIP_1589 
0109: player $PLAYER_CHAR money = 500000
0653: 22@ = float_stat 54 
000B: 22@ += 100.0 
0653: 22@ = float_stat 54 
0006: 2@ = 1 
0006: 3@ = 0 
0007: 19@ = 1207.366 
0007: 20@ = -43.595 
0007: 21@ = 998.925 
0007: 22@ = 0.0 
016A: fade 0 time 500 
0006: 4@ = 1 
0050: gosub @STRIP_2766 

:STRIP_1589
0002: jump @STRIP_1603 

:STRIP_1596
0006: 3@ = 2 

:STRIP_1603
0002: jump @STRIP_1624 

:STRIP_1610
0006: 3@ = 0 
0006: 2@ = 0 

:STRIP_1624
00D6: if and
0038:   $9473 == 0 
0038:   $9471 == 0 
004D: jump_if_false @STRIP_1784 
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @STRIP_1685 
0512: show_permanent_text_box 'STR_01'  // ~k~~VEHICLE_ENTER_EXIT~ To get a private dance: $100
0002: jump @STRIP_1777 

:STRIP_1685
00D6: if 
0039:   3@ == 2 
004D: jump_if_false @STRIP_1721 
0512: show_permanent_text_box 'STR_03'  // You need at least $100 for a private dance.
0002: jump @STRIP_1777 

:STRIP_1721
00D6: if 
0018:   $9474 > 0 
004D: jump_if_false @STRIP_1757 
0512: show_permanent_text_box 'STR_00'  // ~k~~VEHICLE_ENTER_EXIT~ To throw money to stripper: $20
0002: jump @STRIP_1777 

:STRIP_1757
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @STRIP_1777 
03E6: remove_text_box 

:STRIP_1777
0002: jump @STRIP_1786 

:STRIP_1784
03E6: remove_text_box 

:STRIP_1786
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @STRIP_1816 
0004: $9473 = 1 
0004: $9471 = 1 

:STRIP_1816
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > $PLAYER_WANTED_LEVEL 
004D: jump_if_false @STRIP_1849 
0004: $9473 = 1 
0004: $9471 = 1 

:STRIP_1849
0806: get_player $PLAYER_CHAR kills_from_last_checkpoint 0@ 
00D6: if 
0019:   0@ > 0 
004D: jump_if_false @STRIP_1882 
0004: $9471 = 1 

:STRIP_1882
0006: 0@ = 0 

:STRIP_1889
00D6: if 
8118:   not actor 16@(0@,3i) dead 
004D: jump_if_false @STRIP_1997 
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 16@(0@,3i) 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
004D: jump_if_false @STRIP_1960 
0004: $9473 = 1 
0004: $9471 = 1 
0002: jump @STRIP_1997 

:STRIP_1960
00D6: if 
051A:   actor 16@(0@,3i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @STRIP_1997 
0004: $9473 = 1 
0004: $9471 = 1 

:STRIP_1997
000A: 0@ += 1 
0029:   0@ >= 3 
004D: jump_if_false @STRIP_1889 
00D6: if 
0038:   $9473 == 1 
004D: jump_if_false @STRIP_2102 
0004: $9471 = 1 
08E5: get_actor_in_sphere 19@ 20@ 21@ radius 50.0 handle_as 0@ 
00D6: if 
0019:   0@ > -1 
004D: jump_if_false @STRIP_2102 
000A: 1@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 0@ 1@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:STRIP_2102
00D6: if 
0038:   $9471 == 1 
004D: jump_if_false @STRIP_2502 
00D6: if and
0118:   actor 17@ dead 
8039:   not  14@ == -1 
004D: jump_if_false @STRIP_2338 
00D6: if 
08F9:   v$5311 == "LASTRIP" 
004D: jump_if_false @STRIP_2198 
0007: 19@ = 1220.042 
0007: 20@ = -15.3365 
0007: 21@ = 999.9219 

:STRIP_2198
00D6: if 
08F9:   v$5311 == "STRIP2" 
004D: jump_if_false @STRIP_2252 
0007: 19@ = 1216.871 
0007: 20@ = -24.1246 
0007: 21@ = 999.9531 

:STRIP_2252
00D6: if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 19@ 20@ 21@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 19@ 20@ 21@ radius 3.0 
004D: jump_if_false @STRIP_2338 
0621: create_actor_pedtype 4 model #BMYBOUN at_AS_origin 14@ task 1502 handle_as 17@ 
0913: run_external_script 39 (BOUNCER) 17@  
08A9: load_external_script 39 (BOUNCER) 

:STRIP_2338
00D6: if and
0118:   actor 18@ dead 
8039:   not  15@ == -1 
004D: jump_if_false @STRIP_2502 
00D6: if 
08F9:   v$5311 == "LASTRIP" 
004D: jump_if_false @STRIP_2416 
0007: 19@ = 1222.008 
0007: 20@ = 4.4324 
0007: 21@ = 999.9219 

:STRIP_2416
00D6: if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 19@ 20@ 21@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 19@ 20@ 21@ radius 3.0 
004D: jump_if_false @STRIP_2502 
0621: create_actor_pedtype 4 model #WMYBOUN at_AS_origin 15@ task 1502 handle_as 18@ 
0913: run_external_script 39 (BOUNCER) 18@  
08A9: load_external_script 39 (BOUNCER) 

:STRIP_2502
0002: jump @STRIP_881 

:STRIP_2509
0247: load_model #BMYBOUN 
0247: load_model #WMYBOUN 
0247: load_model #VWFYCRP 
04ED: load_animation "BAR" 
00D6: if and
0248:   model #BMYBOUN available 
0248:   model #WMYBOUN available 
0248:   model #VWFYCRP available 
04EE:   animation "BAR" loaded 
004D: jump_if_false @STRIP_2573 
0051: return 
0002: jump @STRIP_2584 

:STRIP_2573
0001: wait 0 ms 
0002: jump @STRIP_2509 

:STRIP_2584
0051: return 

:STRIP_2586
0006: 0@ = 0 

:STRIP_2593
01C2: remove_references_to_actor 16@(0@,3i) // Like turning an actor into a random pedestrian 
009B: destroy_actor 16@(0@,3i) 
000A: 0@ += 1 
0029:   0@ >= 3 
004D: jump_if_false @STRIP_2593 
0006: 0@ = 0 

:STRIP_2639
00D6: if 
8039:   not  10@(0@,6i) == -1 
004D: jump_if_false @STRIP_2670 
061E: remove_references_to_AS_origin 10@(0@,6i) 

:STRIP_2670
000A: 0@ += 1 
0029:   0@ >= 6 
004D: jump_if_false @STRIP_2639 
0249: release_model #VWFYCRP 
0249: release_model #BMYBOUN 
0249: release_model #WMYBOUN 
061B: remove_references_to_AS_pack 7@ 
061B: remove_references_to_AS_pack 8@ 
04EF: release_animation "STRIP" 
04EF: release_animation "BAR" 
0004: $9471 = 0 
03E6: remove_text_box 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STRIP_2764 
01B4: set_player $PLAYER_CHAR can_move 1 

:STRIP_2764
004E: end_thread 

:STRIP_2766
0871: init_jump_table 4@ total_jumps 6 default_jump 0 @STRIP_3923 jumps 1 @STRIP_2829 2 @STRIP_3053 3 @STRIP_3194 4 @STRIP_3320 5 @STRIP_3653 6 @STRIP_3887 -1 @STRIP_3923 

:STRIP_2829
00D6: if 
816B:   not fading 
004D: jump_if_false @STRIP_3046 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0826: enable_hud 0 
0581: enable_radar 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
00A1: put_actor $PLAYER_ACTOR at 19@ 20@ 21@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 22@ 
03C8: set_camera_directly_before_player 
00D6: if 
0038:   $9476 == 0 
004D: jump_if_false @STRIP_2956 
04AF: 5@ = 256 // = constant 
06D2: 28@v = "LAPDAN1" // @v = string 
0008: $9476 += 1 
0002: jump @STRIP_3039 

:STRIP_2956
00D6: if 
0038:   $9476 == 1 
004D: jump_if_false @STRIP_3010 
04AF: 5@ = 257 // = constant 
06D2: 28@v = "LAPDAN2" // @v = string 
0008: $9476 += 1 
0002: jump @STRIP_3039 

:STRIP_3010
04AF: 5@ = 246 // = constant 
06D2: 28@v = "LAPDAN3" // @v = string 
0004: $9476 = 0 

:STRIP_3039
000A: 4@ += 1 

:STRIP_3046
0002: jump @STRIP_3923 

:STRIP_3053
00D6: if 
84EE:   not animation 28@v loaded 
004D: jump_if_false @STRIP_3081 
04ED: load_animation 28@v 
0002: jump @STRIP_3187 

:STRIP_3081
00D6: if 
8248:   not model 5@ available 
004D: jump_if_false @STRIP_3109 
0247: load_model 5@ 
0002: jump @STRIP_3187 

:STRIP_3109
04C4: store_coords_to 19@ 20@ 21@ from_actor $PLAYER_ACTOR with_offset 0.0 -1.0 -1.0 
0172: 22@ = actor $PLAYER_ACTOR Z_angle 
009A: 5@ = create_actor_pedtype 5 model 5@ at 19@ 20@ 21@ 
0619: enable_actor 5@ collision_detection 0 
0173: set_actor 5@ Z_angle_to 22@ 
000A: 4@ += 1 

:STRIP_3187
0002: jump @STRIP_3923 

:STRIP_3194
0812: AS_actor $PLAYER_ACTOR perform_animation "LAPDAN_P" IFP 28@v framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @STRIP_3290 
0812: AS_actor 5@ perform_animation "LAPDAN_D" IFP 28@v framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 6@ = -1 
0050: gosub @STRIP_3925 

:STRIP_3290
016A: fade 1 time 1500 
0006: 33@ = 0 
03E6: remove_text_box 
000A: 4@ += 1 
0002: jump @STRIP_3923 

:STRIP_3320
00D6: if 
816B:   not fading 
004D: jump_if_false @STRIP_3646 
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @STRIP_3639 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "LAPDAN_P" 
004D: jump_if_false @STRIP_3432 
061A: get_actor $PLAYER_ACTOR animation "LAPDAN_P" total_time_to 23@ 
0092: 25@ = float 23@ to_integer 
000E: 25@ -= 800 
0085: 26@ = 25@ // (int) 
000E: 26@ -= 2200 
0002: jump @STRIP_3439 

:STRIP_3432
0006: 25@ = 0 

:STRIP_3439
00D6: if and
0019:   33@ > 2500 
001B:   2600 > 33@ 
004D: jump_if_false @STRIP_3499 
00D6: if 
8A2A:   not text_box 'STR_02' displayed  // ~k~~PED_FIREWEAPON~ Change view.~n~~k~~VEHICLE_ENTER_EXIT~ Quit the private dance.
004D: jump_if_false @STRIP_3499 
03E5: show_text_box 'STR_02'  // ~k~~PED_FIREWEAPON~ Change view.~n~~k~~VEHICLE_ENTER_EXIT~ Quit the private dance.

:STRIP_3499
00D6: if 
002D:   33@ >= 25@ // (int) 
004D: jump_if_false @STRIP_3539 
016A: fade 0 time 500 
000A: 4@ += 1 
0002: jump @STRIP_3923 

:STRIP_3539
00D6: if and
00E1:   player 0 pressed_key 17 
0029:   32@ >= 500 
0019:   33@ > 2500 
001D:   26@ > 33@ // (int) 
004D: jump_if_false @STRIP_3594 
0050: gosub @STRIP_3925 
0006: 32@ = 0 

:STRIP_3594
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @STRIP_3632 
016A: fade 0 time 500 
000A: 4@ += 1 
0002: jump @STRIP_3923 

:STRIP_3632
0002: jump @STRIP_3646 

:STRIP_3639
000A: 4@ += 1 

:STRIP_3646
0002: jump @STRIP_3923 

:STRIP_3653
00D6: if 
816B:   not fading 
004D: jump_if_false @STRIP_3880 
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @STRIP_3873 
03E6: remove_text_box 
0665: get_actor 5@ model_to 0@ 
0249: release_model 0@ 
04EF: release_animation 28@v 
009B: destroy_actor 5@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0826: enable_hud 1 
0581: enable_radar 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
08F9:   v$5311 == "LASTRIP" 
004D: jump_if_false @STRIP_3798 
00A1: put_actor $PLAYER_ACTOR at 1204.991 12.6603 999.9219 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 

:STRIP_3798
00D6: if 
08F9:   v$5311 == "STRIP2" 
004D: jump_if_false @STRIP_3852 
00A1: put_actor $PLAYER_ACTOR at 1207.59 -40.646 999.9531 
0173: set_actor $PLAYER_ACTOR Z_angle_to 360.0 

:STRIP_3852
016A: fade 1 time 500 
000A: 4@ += 1 
0002: jump @STRIP_3880 

:STRIP_3873
000A: 4@ += 1 

:STRIP_3880
0002: jump @STRIP_3923 

:STRIP_3887
00D6: if 
816B:   not fading 
004D: jump_if_false @STRIP_3916 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 4@ = 0 
0051: return 

:STRIP_3916
0002: jump @STRIP_3923 

:STRIP_3923
0051: return 

:STRIP_3925
0871: init_jump_table 6@ total_jumps 5 default_jump 1 @STRIP_5173 jumps -1 @STRIP_3988 0 @STRIP_4225 1 @STRIP_4462 2 @STRIP_4699 3 @STRIP_4936 -1 @STRIP_5417 -1 @STRIP_5417 

:STRIP_3988
00D6: if 
08F9:   v$5311 == "LASTRIP" 
004D: jump_if_false @STRIP_4119 
0007: 19@ = 1204.562 
0007: 20@ = 15.6486 
0007: 21@ = 1001.333 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
0007: 19@ = 1204.437 
0007: 20@ = 16.5805 
0007: 21@ = 1000.992 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 2 
0002: jump @STRIP_4218 

:STRIP_4119
0007: 19@ = 1208.32 
0007: 20@ = -45.8672 
0007: 21@ = 1001.066 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
0007: 19@ = 1207.847 
0007: 20@ = -44.9985 
0007: 21@ = 1000.919 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 2 

:STRIP_4218
0002: jump @STRIP_5417 

:STRIP_4225
00D6: if 
08F9:   v$5311 == "LASTRIP" 
004D: jump_if_false @STRIP_4356 
0007: 19@ = 1202.654 
0007: 20@ = 16.7123 
0007: 21@ = 1001.302 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
0007: 19@ = 1203.589 
0007: 20@ = 16.9879 
0007: 21@ = 1001.08 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 
0002: jump @STRIP_4455 

:STRIP_4356
0007: 19@ = 1205.649 
0007: 20@ = -44.5486 
0007: 21@ = 1001.344 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
0007: 19@ = 1206.541 
0007: 20@ = -44.2188 
0007: 21@ = 1001.035 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 

:STRIP_4455
0002: jump @STRIP_5417 

:STRIP_4462
00D6: if 
08F9:   v$5311 == "LASTRIP" 
004D: jump_if_false @STRIP_4593 
0007: 19@ = 1203.529 
0007: 20@ = 18.3118 
0007: 21@ = 1001.391 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
0007: 19@ = 1204.11 
0007: 20@ = 17.5609 
0007: 21@ = 1001.078 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 
0002: jump @STRIP_4692 

:STRIP_4593
0007: 19@ = 1206.434 
0007: 20@ = -43.1812 
0007: 21@ = 1001.705 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
0007: 19@ = 1207.044 
0007: 20@ = -43.796 
0007: 21@ = 1001.204 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 

:STRIP_4692
0002: jump @STRIP_5417 

:STRIP_4699
00D6: if 
08F9:   v$5311 == "LASTRIP" 
004D: jump_if_false @STRIP_4830 
0007: 19@ = 1204.712 
0007: 20@ = 18.3221 
0007: 21@ = 1000.941 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
0007: 19@ = 1204.409 
0007: 20@ = 17.369 
0007: 21@ = 1000.95 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 
0002: jump @STRIP_4929 

:STRIP_4830
0007: 19@ = 1207.472 
0007: 20@ = -43.1042 
0007: 21@ = 1001.054 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
0007: 19@ = 1207.325 
0007: 20@ = -44.0841 
0007: 21@ = 1000.919 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 

:STRIP_4929
0002: jump @STRIP_5417 

:STRIP_4936
00D6: if 
08F9:   v$5311 == "LASTRIP" 
004D: jump_if_false @STRIP_5067 
0007: 19@ = 1205.856 
0007: 20@ = 17.3141 
0007: 21@ = 1002.26 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
0007: 19@ = 1205.096 
0007: 20@ = 17.1228 
0007: 21@ = 1001.64 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 
0002: jump @STRIP_5166 

:STRIP_5067
0007: 19@ = 1207.846 
0007: 20@ = -43.4954 
0007: 21@ = 1001.964 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
0007: 19@ = 1207.427 
0007: 20@ = -43.9585 
0007: 21@ = 1001.184 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 

:STRIP_5166
0002: jump @STRIP_5417 

:STRIP_5173
0006: 6@ = -1 
00D6: if 
08F9:   v$5311 == "LASTRIP" 
004D: jump_if_false @STRIP_5311 
0007: 19@ = 1204.562 
0007: 20@ = 15.6486 
0007: 21@ = 1001.333 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
0007: 19@ = 1204.437 
0007: 20@ = 16.5805 
0007: 21@ = 1000.992 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 
0002: jump @STRIP_5410 

:STRIP_5311
0007: 19@ = 1207.978 
0007: 20@ = -46.1248 
0007: 21@ = 1001.215 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
0007: 19@ = 1207.757 
0007: 20@ = -45.1702 
0007: 21@ = 1001.016 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 

:STRIP_5410
0002: jump @STRIP_5417 

:STRIP_5417
000A: 6@ += 1 
0051: return 

:STRIP_5426
0871: init_jump_table $9475 total_jumps 4 default_jump 0 @STRIP_5877 jumps 1 @STRIP_5489 2 @STRIP_5518 3 @STRIP_5598 4 @STRIP_5770 -1 @STRIP_5877 -1 @STRIP_5877 -1 @STRIP_5877 

:STRIP_5489
01B4: set_player $PLAYER_CHAR can_move 0 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $9477 
0004: $9475 = 2 
0002: jump @STRIP_5877 

:STRIP_5518
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 27@ // ret 7 if not found 
00D6: if 
04A4:   27@ == 7 // == constant 
004D: jump_if_false @STRIP_5591 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLY_CASH" IFP "STRIP" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0004: $9475 = 3 

:STRIP_5591
0002: jump @STRIP_5877 

:STRIP_5598
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "PLY_CASH" 
004D: jump_if_false @STRIP_5756 
0613: 24@ = actor $PLAYER_ACTOR animation "PLY_CASH" time 
00D6: if and
0031:   24@ >= 0.35 
0023:   1.0 > 24@ 
004D: jump_if_false @STRIP_5749 
04C4: store_coords_to 19@ 20@ 21@ from_actor $9477 with_offset 0.0 0.5 -0.5 
029B: $9478 = init_object #MONEY at 19@ 20@ 21@ 
0382: set_object $9478 collision_detection 0 
0109: player $PLAYER_CHAR money = 200000 
0624: add 20.0 to_float_stat 54 
0004: $9475 = 4 

:STRIP_5749
0002: jump @STRIP_5763 

:STRIP_5756
0004: $9475 = 4 

:STRIP_5763
0002: jump @STRIP_5877 

:STRIP_5770
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "PLY_CASH" 
004D: jump_if_false @STRIP_5856 
0613: 24@ = actor $PLAYER_ACTOR animation "PLY_CASH" time 
00D6: if 
0031:   24@ >= 1.0 
004D: jump_if_false @STRIP_5849 
01B4: set_player $PLAYER_CHAR can_move 1 
0004: $9475 = 0 

:STRIP_5849
0002: jump @STRIP_5870 

:STRIP_5856
01B4: set_player $PLAYER_CHAR can_move 1 
0004: $9475 = 0 

:STRIP_5870
0002: jump @STRIP_5877 

:STRIP_5877
0051: return 
004E: end_thread 

//-------------External script 32 (PLANES)---------------

:PLANES
03A4: name_thread 'PLANES' 
05A9: s$PLANES_DAYNAMES[1] = 'PLA_9' // s$  // SUNDAY
05A9: s$PLANES_DAYNAMES[2] = 'PLA_3' // s$  // MONDAY
05A9: s$PLANES_DAYNAMES[3] = 'PLA_4' // s$  // TUESDAY
05A9: s$PLANES_DAYNAMES[4] = 'PLA_5' // s$  // WEDNESDAY
05A9: s$PLANES_DAYNAMES[5] = 'PLA_6' // s$  // THURSDAY
05A9: s$PLANES_DAYNAMES[6] = 'PLA_7' // s$  // FRIDAY
05A9: s$PLANES_DAYNAMES[7] = 'PLA_8' // s$  // SATURDAY
0004: $PLANES_WEEKDAY = 0 
0004: $PLANES_CONVERSATION_YES = 0 
0004: $9499 = 0 
0004: $9500 = 500 
0004: $9501 = 0 
0004: $9502 = 0 
0004: $9503 = 0 
0004: $9504 = 0 
0004: $9505 = 0 
0004: $9506 = 0 
0004: $PLAINS_PLANE_FLYWAY = 0 
0004: $9508 = 0 
0004: $9509 = 0 
0004: $9510 = 0 
0004: $9511 = 0 
0005: $9521 = 0.0 
0005: $9513 = 0.0 
0005: $9514 = 0.0 
0005: $9515 = 0.0 
0005: $9516 = 0.0 
0005: $9517 = 0.0 
0005: $9518 = 0.0 
0005: $9519 = 0.0 
0005: $9520 = 0.0 
0004: $9512 = 0 
0004: $9522 = 0 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_342 
0002: jump @PLANES_3712 

:PLANES_342
01B4: set_player $PLAYER_CHAR can_move 0 
0111: set_wasted_busted_check 0 
0253: save_current_time 
07D0: $PLANES_WEEKDAY = weekday 
00D6: if 
0038:   $PLANES_WEEKDAY == 7 
004D: jump_if_false @PLANES_392 
0004: $PLANES_WEEKDAY = 1 
0002: jump @PLANES_399 

:PLANES_392
0008: $PLANES_WEEKDAY += 1 

:PLANES_399
0652: $PLANES_STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
0050: gosub @PLANES_3818 
02A3: enable_widescreen 0 
0169: set_fade_color_RGB 0 0 0 
00BE: text_clear_all 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_455 
0002: jump @PLANES_3712 

:PLANES_455
016A: fade 0 time 500 

:PLANES_462
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_509 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_502 
0002: jump @PLANES_3712 

:PLANES_502
0002: jump @PLANES_462 

:PLANES_509
0390: load_txd_dictionary 'LD_PLAN' 
038F: load_texture "AIRLOGO" as 1 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 2 // Load dictionary with 0390 first 
038F: load_texture "TVBASE" as 3 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 4 // Load dictionary with 0390 first 
038B: load_requested_models 
03E6: remove_text_box 
00BE: text_clear_all 
03F0: enable_text_draw 1 
0826: enable_hud 0 
0581: enable_radar 0 
08F8: display_stat_update_box 1 
016A: fade 1 time 500 
0050: gosub @PLANES_4363 

:PLANES_605
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_659 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_645 
0002: jump @PLANES_3712 

:PLANES_645
0050: gosub @PLANES_4363 
0002: jump @PLANES_605 

:PLANES_659
0050: gosub @PLANES_4363 

:PLANES_666
0001: wait 0 ms 
0050: gosub @PLANES_4363 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_700 
0002: jump @PLANES_3712 

:PLANES_700
0254: restore_current_time 
00D6: if 
0018:   $PLANES_STAT_UNLOCKED_CITIES_NUMBER > 1 
004D: jump_if_false @PLANES_805 
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
00D6: if or
001A:   -100 > $MOVE_AXIS_X 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @PLANES_767 
0004: $PLANES_CONVERSATION_YES = 0 

:PLANES_767
00D6: if or
0018:   $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @PLANES_798 
0004: $PLANES_CONVERSATION_YES = 1 

:PLANES_798
0002: jump @PLANES_812 

:PLANES_805
0004: $PLANES_CONVERSATION_YES = 0 

:PLANES_812
00D6: if 
0018:   $PLANES_STAT_UNLOCKED_CITIES_NUMBER > 0 
004D: jump_if_false @PLANES_1281 
00D6: if 
0038:   $9503 == 0 
004D: jump_if_false @PLANES_879 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @PLANES_879 
0004: $9502 = 0 
0004: $9503 = 1 

:PLANES_879
00D6: if 
0038:   $9503 == 1 
004D: jump_if_false @PLANES_921 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @PLANES_921 
0004: $9503 = 2 

:PLANES_921
00D6: if 
0038:   $9503 == 2 
004D: jump_if_false @PLANES_1134 
010B: $9501 = player $PLAYER_CHAR money 
00D6: if 
002C:   $9501 >= $9500 // (int) 
004D: jump_if_false @PLANES_1069 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1083 
0050: gosub @PLANES_4363 
016A: fade 0 time 500 

:PLANES_994
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_1055 
0050: gosub @PLANES_4363 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_1041 
0002: jump @PLANES_3712 

:PLANES_1041
0050: gosub @PLANES_4363 
0002: jump @PLANES_994 

:PLANES_1055
0002: jump @PLANES_1437 
0002: jump @PLANES_1134 

:PLANES_1069
00D6: if 
0038:   $9502 == 0 
004D: jump_if_false @PLANES_1134 
01BD: $9504 = current_time_in_ms 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1085 
0004: $9502 = 1 
0004: $9503 = 0 

:PLANES_1134
01BD: $9505 = current_time_in_ms 
0084: $9506 = $9505 // (int) 
0060: $9506 -= $9504 // (int) 
00D6: if 
001A:   5000 > $9506 
004D: jump_if_false @PLANES_1281 
0050: gosub @PLANES_7954 
033F: set_text_draw_letter_size 0.41 1.84 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if or
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @PLANES_1260 
033E: set_draw_text_position 40.0 337.0 GXT 'SHOPNO'  // ~s~You don't have enough money to buy this item.
0002: jump @PLANES_1281 

:PLANES_1260
033E: set_draw_text_position 93.0 337.0 GXT 'SHOPNO'  // ~s~You don't have enough money to buy this item.

:PLANES_1281
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @PLANES_1430 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1085 
0050: gosub @PLANES_4363 
016A: fade 0 time 500 

:PLANES_1326
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_1387 
0050: gosub @PLANES_4363 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_1373 
0002: jump @PLANES_3712 

:PLANES_1373
0050: gosub @PLANES_4363 
0002: jump @PLANES_1326 

:PLANES_1387
0050: gosub @PLANES_3818 
00A1: put_actor $PLAYER_ACTOR at $9513 $9514 $9515 
0173: set_actor $PLAYER_ACTOR Z_angle_to $9516 
016A: fade 1 time 500 
0002: jump @PLANES_3712 

:PLANES_1430
0002: jump @PLANES_666 

:PLANES_1437
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_1460 
0002: jump @PLANES_3712 

:PLANES_1460
088E: set_next_day 
0109: player $PLAYER_CHAR money = 500000 
0391: release_textures 
0247: load_model #AT400 
0247: load_model #GUN_PARA 
038B: load_requested_models 
0A48: enable_menu_access_in_widescreen_mode 1 
0050: gosub @PLANES_3818 
04E4: refresh_game_renderer_at $9517 $9518 
0395: clear_area 1 at $9517 $9518 $9519 radius 100.0 
00A5: $9479 = create_car #AT400 at $9517 $9518 $9519 
0175: set_car $9479 Z_angle_to $9520 
036A: put_actor $PLAYER_ACTOR in_car $9479 
03CB: set_rendering_origin_at $9517 $9518 $9519 
02A3: enable_widescreen 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // == constant 
004D: jump_if_false @PLANES_1709 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 
004D: jump_if_false @PLANES_1650 
00C0: set_current_time_hours_to 10 minutes_to 30 
0005: $9521 = 9500.0 
0004: $9510 = 20000 
0004: $9511 = 150000 
0004: $PLAINS_PLANE_FLYWAY = 42 

:PLANES_1650
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 1 
004D: jump_if_false @PLANES_1709 
00C0: set_current_time_hours_to 17 minutes_to 50 
0005: $9521 = 5000.0 
0004: $9510 = 30000 
0004: $9511 = 110000 
0004: $PLAINS_PLANE_FLYWAY = 46 

:PLANES_1709
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // == constant 
004D: jump_if_false @PLANES_1845 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 
004D: jump_if_false @PLANES_1786 
00C0: set_current_time_hours_to 0 minutes_to 0 
0005: $9521 = 6000.0 
0004: $9510 = 20000 
0004: $9511 = 120000 
0004: $PLAINS_PLANE_FLYWAY = 49 

:PLANES_1786
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 1 
004D: jump_if_false @PLANES_1845 
00C0: set_current_time_hours_to 1 minutes_to 1 
0005: $9521 = 8000.0 
0004: $9510 = 20000 
0004: $9511 = 160000 
0004: $PLAINS_PLANE_FLYWAY = 44 

:PLANES_1845
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // == constant 
004D: jump_if_false @PLANES_1981 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 
004D: jump_if_false @PLANES_1922 
00C0: set_current_time_hours_to 19 minutes_to 10 
0005: $9521 = 6600.0 
0004: $9510 = 20000 
0004: $9511 = 120000 
0004: $PLAINS_PLANE_FLYWAY = 48 

:PLANES_1922
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 1 
004D: jump_if_false @PLANES_1981 
00C0: set_current_time_hours_to 14 minutes_to 30 
0005: $9521 = 3800.0 
0004: $9510 = 20000 
0004: $9511 = 70000 
0004: $PLAINS_PLANE_FLYWAY = 43 

:PLANES_1981
07C0: load_path $PLAINS_PLANE_FLYWAY 

:PLANES_1986
00D6: if 
87C1:   not path $PLAINS_PLANE_FLYWAY available 
004D: jump_if_false @PLANES_2036 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_2029 
0002: jump @PLANES_3712 

:PLANES_2029
0002: jump @PLANES_1986 

:PLANES_2036
01BD: $9504 = current_time_in_ms 
0004: $9503 = 0 
016A: fade 1 time 500 

:PLANES_2055
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_2082 
0002: jump @PLANES_3712 

:PLANES_2082
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_2103 
0110: clear_player $PLAYER_CHAR wanted_level 

:PLANES_2103
01BD: $9505 = current_time_in_ms 
0084: $9506 = $9505 // (int) 
0060: $9506 -= $9504 // (int) 
00D6: if 
8119:   not car $9479 wrecked 
004D: jump_if_false @PLANES_3705 
00D6: if 
0038:   $9503 == 0 
004D: jump_if_false @PLANES_2196 
00D6: if 
0018:   $9506 > 2000 
004D: jump_if_false @PLANES_2196 
05EB: assign_car $9479 to_path $PLAINS_PLANE_FLYWAY 
093D: lock_camera_on_cinematic_view 1 
0004: $9503 = 1 

:PLANES_2196
00D6: if 
0018:   $9503 > 0 
004D: jump_if_false @PLANES_2343 
00D6: if 
0038:   $9508 == 0 
004D: jump_if_false @PLANES_2343 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
0020:   $TEMPVAR_Z_COORD > 150.0 
004D: jump_if_false @PLANES_2343 
03D5: remove_text 'PLA_11'  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.
00D6: if 
0038:   $9512 == 0 
004D: jump_if_false @PLANES_2319 
00BC: show_text_highpriority GXT 'PLA_12' time 20000 flag 1  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.~N~Press ~k~~VEHICLE_ENTER_EXIT~ to jump from the plane.
0004: $9512 = 1 

:PLANES_2319
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @PLANES_2343 
0004: $9503 = 2 

:PLANES_2343
00D6: if 
0018:   $9503 > 0 
004D: jump_if_false @PLANES_2467 
00D6: if 
0038:   $9522 == 0 
004D: jump_if_false @PLANES_2421 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00D6: if 
0020:   $TEMPVAR_Z_COORD > 150.0 
004D: jump_if_false @PLANES_2421 
0004: $9522 = 1 

:PLANES_2421
00D6: if 
0038:   $9522 == 1 
004D: jump_if_false @PLANES_2467 
00D6: if 
0022:   150.0 > $TEMPVAR_Z_COORD 
004D: jump_if_false @PLANES_2467 
0004: $9522 = 2 

:PLANES_2467
00D6: if 
0038:   $9503 == 1 
004D: jump_if_false @PLANES_3342 
00D6: if 
0038:   $9508 == 0 
004D: jump_if_false @PLANES_3112 
00D6: if 
0032:   150.0 >= $TEMPVAR_Z_COORD 
004D: jump_if_false @PLANES_2569 
03D5: remove_text 'PLA_12'  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.~N~Press ~k~~VEHICLE_ENTER_EXIT~ to jump from the plane.
00D6: if 
0038:   $9512 == 0 
004D: jump_if_false @PLANES_2569 
00BC: show_text_highpriority GXT 'PLA_11' time 5000 flag 1  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.

:PLANES_2569
00D6: if 
001A:   2 > $9522 
004D: jump_if_false @PLANES_3112 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @PLANES_3112 
016A: fade 0 time 500 

:PLANES_2611
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_2658 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_2651 
0002: jump @PLANES_3712 

:PLANES_2651
0002: jump @PLANES_2611 

:PLANES_2658
00D6: if 
8119:   not car $9479 wrecked 
004D: jump_if_false @PLANES_3056 
00D6: if 
060E:   car $9479 assigned_to_path 
004D: jump_if_false @PLANES_3056 
00D6: if 
0038:   $9509 == 1 
004D: jump_if_false @PLANES_2715 
08E6: set_plane $9479 landing_gear 0 

:PLANES_2715
0706: advance_car $9479 further_along_path -1E07 
0706: advance_car $9479 further_along_path $9521 
093D: lock_camera_on_cinematic_view 0 
00D6: if or
0038:   $PLAINS_PLANE_FLYWAY == 48 
0038:   $PLAINS_PLANE_FLYWAY == 49 
004D: jump_if_false @PLANES_2841 
015F: set_camera_position 1774.9 -2529.3 30.9 rotation 0.0 0.0 0.0 
00D6: if 
8119:   not car $9479 wrecked 
004D: jump_if_false @PLANES_2819 
0158: camera_on_car $9479 mode 15 switchstyle 2 

:PLANES_2819
0A0B: set_rendering_origin_at_3D_coord 1774.9 -2529.3 13.9 angle 48.0 

:PLANES_2841
00D6: if or
0038:   $PLAINS_PLANE_FLYWAY == 42 
0038:   $PLAINS_PLANE_FLYWAY == 43 
004D: jump_if_false @PLANES_2945 
015F: set_camera_position -1268.5 106.9 37.1 rotation 0.0 0.0 0.0 
00D6: if 
8119:   not car $9479 wrecked 
004D: jump_if_false @PLANES_2923 
0158: camera_on_car $9479 mode 15 switchstyle 2 

:PLANES_2923
0A0B: set_rendering_origin_at_3D_coord -1268.5 106.9 13.0 angle 350.0 

:PLANES_2945
00D6: if or
0038:   $PLAINS_PLANE_FLYWAY == 46 
0038:   $PLAINS_PLANE_FLYWAY == 44 
004D: jump_if_false @PLANES_3049 
015F: set_camera_position 1396.1 1382.3 25.4 rotation 0.0 0.0 0.0 
00D6: if 
8119:   not car $9479 wrecked 
004D: jump_if_false @PLANES_3027 
0158: camera_on_car $9479 mode 15 switchstyle 2 

:PLANES_3027
0A0B: set_rendering_origin_at_3D_coord 1396.1 1382.3 10.0 angle 264.0 

:PLANES_3049
0004: $9508 = 1 

:PLANES_3056
00BE: text_clear_all 
016A: fade 1 time 2500 

:PLANES_3065
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_3112 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3105 
0002: jump @PLANES_3712 

:PLANES_3105
0002: jump @PLANES_3065 

:PLANES_3112
00D6: if 
8119:   not car $9479 wrecked 
004D: jump_if_false @PLANES_3342 
00D6: if 
860E:   not car $9479 assigned_to_path 
004D: jump_if_false @PLANES_3342 
016A: fade 0 time 2000 

:PLANES_3151
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_3198 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3191 
0002: jump @PLANES_3712 

:PLANES_3191
0002: jump @PLANES_3151 

:PLANES_3198
0050: gosub @PLANES_3818 
093D: lock_camera_on_cinematic_view 0 
04E4: refresh_game_renderer_at $9513 $9514 
0395: clear_area 1 at $9513 $9514 $9515 radius 100.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at $9513 $9514 $9515 
0173: set_actor $PLAYER_ACTOR Z_angle_to $9516 
03CB: set_rendering_origin_at $9513 $9514 $9515 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
016A: fade 1 time 500 

:PLANES_3288
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_3335 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3328 
0002: jump @PLANES_3712 

:PLANES_3328
0002: jump @PLANES_3288 

:PLANES_3335
0002: jump @PLANES_3712 

:PLANES_3342
00D6: if 
0038:   $9503 == 2 
004D: jump_if_false @PLANES_3585 
016A: fade 0 time 500 

:PLANES_3367
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_3414 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3407 
0002: jump @PLANES_3712 

:PLANES_3407
0002: jump @PLANES_3367 

:PLANES_3414
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
093D: lock_camera_on_cinematic_view 0 
0633: AS_actor $PLAYER_ACTOR exit_car 
03D5: remove_text 'PLA_11'  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.
03D5: remove_text 'PLA_12'  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.~N~Press ~k~~VEHICLE_ENTER_EXIT~ to jump from the plane.

:PLANES_3461
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @PLANES_3511 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3504 
0002: jump @PLANES_3712 

:PLANES_3504
0002: jump @PLANES_3461 

:PLANES_3511
00A6: destroy_car $9479 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
016A: fade 1 time 500 

:PLANES_3531
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_3578 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3571 
0002: jump @PLANES_3712 

:PLANES_3571
0002: jump @PLANES_3531 

:PLANES_3578
0002: jump @PLANES_3712 

:PLANES_3585
00D6: if 
0038:   $9508 == 0 
004D: jump_if_false @PLANES_3705 
00D6: if 
0038:   $9509 == 0 
004D: jump_if_false @PLANES_3654 
00D6: if 
001C:   $9506 > $9510 // (int) 
004D: jump_if_false @PLANES_3654 
08E6: set_plane $9479 landing_gear 1 
0004: $9509 = 1 

:PLANES_3654
00D6: if 
0038:   $9509 == 1 
004D: jump_if_false @PLANES_3705 
00D6: if 
001C:   $9506 > $9511 // (int) 
004D: jump_if_false @PLANES_3705 
08E6: set_plane $9479 landing_gear 0 
0004: $9509 = 2 

:PLANES_3705
0002: jump @PLANES_2055 

:PLANES_3712
03D5: remove_text 'PLA_11'  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.
03D5: remove_text 'PLA_12'  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.~N~Press ~k~~VEHICLE_ENTER_EXIT~ to jump from the plane.
00D6: if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // s$ 
004D: jump_if_false @PLANES_3752 
02EB: restore_camera_with_jumpcut 

:PLANES_3752
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3775 
01B4: set_player $PLAYER_CHAR can_move 1 

:PLANES_3775
093D: lock_camera_on_cinematic_view 0 
0A48: enable_menu_access_in_widescreen_mode 0 
03F0: enable_text_draw 0 
01C3: remove_references_to_car $9479 
0249: release_model #AT400 
0249: release_model #GUN_PARA 
0391: release_textures 
0826: enable_hud 1 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
004E: end_thread 

:PLANES_3818
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // == constant 
004D: jump_if_false @PLANES_3999 
0005: $9513 = 1682.7 
0005: $9514 = -2244.9 
0005: $9515 = 12.5 
0005: $9516 = 178.9 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 
004D: jump_if_false @PLANES_3934 
0005: $9517 = 2052.0 
0005: $9518 = -2497.5 
0005: $9519 = 12.4 
0005: $9520 = 89.9 

:PLANES_3934
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 1 
004D: jump_if_false @PLANES_3992 
0005: $9517 = 1580.0 
0005: $9518 = -2493.5 
0005: $9519 = 12.4 
0005: $9520 = 270.0 

:PLANES_3992
0004: $9499 = 18 

:PLANES_3999
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // == constant 
004D: jump_if_false @PLANES_4180 
0005: $9513 = -1431.6 
0005: $9514 = -283.9 
0005: $9515 = 13.1 
0005: $9516 = 149.9 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 
004D: jump_if_false @PLANES_4115 
0005: $9517 = -1626.0 
0005: $9518 = -137.3 
0005: $9519 = 13.0 
0005: $9520 = 315.6 

:PLANES_4115
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 1 
004D: jump_if_false @PLANES_4173 
0005: $9517 = -1590.9 
0005: $9518 = -103.5 
0005: $9519 = 13.0 
0005: $9520 = 315.3 

:PLANES_4173
0004: $9499 = 19 

:PLANES_4180
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // == constant 
004D: jump_if_false @PLANES_4361 
0005: $9513 = 1669.8 
0005: $9514 = 1422.1 
0005: $9515 = 9.7 
0005: $9516 = 263.9 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 
004D: jump_if_false @PLANES_4296 
0005: $9517 = 1479.7 
0005: $9518 = 1716.1 
0005: $9519 = 9.7 
0005: $9520 = 180.0 

:PLANES_4296
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 1 
004D: jump_if_false @PLANES_4354 
0005: $9517 = 1475.7 
0005: $9518 = 1636.0 
0005: $9519 = 9.7 
0005: $9520 = 180.0 

:PLANES_4354
0004: $9499 = 20 

:PLANES_4361
0051: return 

:PLANES_4363
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 320.0 225.0 size 612.0 438.0 RGBA 0 0 0 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 320.0 430.0 size 640.0 250.0 RGBA 0 0 0 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 1 position 321.0 246.0 size 356.0 246.0 RGBA 160 160 160 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 326.0 84.0 size 602.0 58.0 RGBA 73 73 73 255 
0050: gosub @PLANES_7879 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @PLANES_4574 
033E: set_draw_text_position 269.0 65.0 GXT 'PLA_1'  // TICKET MACHINE

:PLANES_4574
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @PLANES_4625 
033F: set_text_draw_letter_size 0.9 3.4 
033E: set_draw_text_position 327.0 65.0 GXT 'PLA_1'  // TICKET MACHINE

:PLANES_4625
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @PLANES_4664 
033E: set_draw_text_position 269.0 65.0 GXT 'PLA_1'  // TICKET MACHINE

:PLANES_4664
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @PLANES_4715 
033F: set_text_draw_letter_size 0.91 3.43 
033E: set_draw_text_position 322.0 65.0 GXT 'PLA_1'  // TICKET MACHINE

:PLANES_4715
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @PLANES_4766 
033F: set_text_draw_letter_size 0.9 3.4 
033E: set_draw_text_position 322.0 65.0 GXT 'PLA_1'  // TICKET MACHINE

:PLANES_4766
00D6: if 
0038:   $PLANES_STAT_UNLOCKED_CITIES_NUMBER == 0 
004D: jump_if_false @PLANES_4987 
0050: gosub @PLANES_7879 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @PLANES_4863 
033F: set_text_draw_letter_size 1.21 6.23 
033E: set_draw_text_position 320.0 204.0 GXT 'PLA_25'  // OUT OF ORDER
0002: jump @PLANES_4896 

:PLANES_4863
033F: set_text_draw_letter_size 1.41 6.23 
033E: set_draw_text_position 316.0 204.0 GXT 'PLA_25'  // OUT OF ORDER

:PLANES_4896
0050: gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 210.0 368.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~
0050: gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 298.0 368.0 GXT 'PLA_21'  // EXIT
0002: jump @PLANES_7637 

:PLANES_4987
0050: gosub @PLANES_7954 
0340: set_text_draw_RGBA 138 138 138 255 
033E: set_draw_text_position 92.0 144.0 GXT 'PLA_2'  // DEPARTURE
0050: gosub @PLANES_7954 
0340: set_text_draw_RGBA 138 138 138 255 
033E: set_draw_text_position 92.0 207.0 GXT 'PLA_13'  // DESTINATION
0050: gosub @PLANES_7954 
0340: set_text_draw_RGBA 138 138 138 255 
033E: set_draw_text_position 92.0 267.0 GXT 'PLA_17'  // PRICE
00D6: if 
0018:   $PLANES_STAT_UNLOCKED_CITIES_NUMBER > 1 
004D: jump_if_false @PLANES_6446 
0050: gosub @PLANES_8029 
033F: set_text_draw_letter_size 0.62 1.54 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @PLANES_5203 
033E: set_draw_text_position 92.0 372.0 GXT 'PLA_22'  // ~<~~>~

:PLANES_5203
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @PLANES_5242 
033E: set_draw_text_position 52.0 372.0 GXT 'PLA_22'  // ~<~~>~

:PLANES_5242
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @PLANES_5281 
033E: set_draw_text_position 52.0 372.0 GXT 'PLA_22'  // ~<~~>~

:PLANES_5281
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @PLANES_5320 
033E: set_draw_text_position 52.0 372.0 GXT 'PLA_22'  // ~<~~>~

:PLANES_5320
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @PLANES_5359 
033E: set_draw_text_position 52.0 372.0 GXT 'PLA_22'  // ~<~~>~

:PLANES_5359
0050: gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @PLANES_5419 
033E: set_draw_text_position 124.0 368.0 GXT 'PLA_19'  // SELECT

:PLANES_5419
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @PLANES_5458 
033E: set_draw_text_position 84.0 368.0 GXT 'PLA_19'  // SELECT

:PLANES_5458
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @PLANES_5497 
033E: set_draw_text_position 84.0 368.0 GXT 'PLA_19'  // SELECT

:PLANES_5497
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @PLANES_5536 
033E: set_draw_text_position 84.0 368.0 GXT 'PLA_19'  // SELECT

:PLANES_5536
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @PLANES_5575 
033E: set_draw_text_position 84.0 368.0 GXT 'PLA_19'  // SELECT

:PLANES_5575
0050: gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @PLANES_5635 
033E: set_draw_text_position 252.0 368.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_5635
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @PLANES_5674 
033E: set_draw_text_position 294.0 354.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_5674
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @PLANES_5713 
033E: set_draw_text_position 294.0 354.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_5713
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @PLANES_5752 
033E: set_draw_text_position 255.0 354.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_5752
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @PLANES_5791 
033E: set_draw_text_position 294.0 354.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_5791
0050: gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @PLANES_5851 
033E: set_draw_text_position 337.0 368.0 GXT 'PLA_20'  // BUY

:PLANES_5851
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @PLANES_5890 
033E: set_draw_text_position 294.0 373.0 GXT 'PLA_20'  // BUY

:PLANES_5890
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @PLANES_5929 
033E: set_draw_text_position 294.0 373.0 GXT 'PLA_20'  // BUY

:PLANES_5929
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @PLANES_5968 
033E: set_draw_text_position 255.0 373.0 GXT 'PLA_20'  // BUY

:PLANES_5968
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @PLANES_6007 
033E: set_draw_text_position 294.0 373.0 GXT 'PLA_20'  // BUY

:PLANES_6007
0050: gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @PLANES_6067 
033E: set_draw_text_position 423.0 368.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~

:PLANES_6067
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @PLANES_6106 
033E: set_draw_text_position 457.0 354.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~

:PLANES_6106
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @PLANES_6145 
033E: set_draw_text_position 457.0 354.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~

:PLANES_6145
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @PLANES_6184 
033E: set_draw_text_position 457.0 354.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~

:PLANES_6184
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @PLANES_6223 
033E: set_draw_text_position 457.0 354.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~

:PLANES_6223
0050: gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @PLANES_6283 
033E: set_draw_text_position 507.0 368.0 GXT 'PLA_21'  // EXIT

:PLANES_6283
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @PLANES_6322 
033E: set_draw_text_position 457.0 373.0 GXT 'PLA_21'  // EXIT

:PLANES_6322
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @PLANES_6361 
033E: set_draw_text_position 457.0 373.0 GXT 'PLA_21'  // EXIT

:PLANES_6361
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @PLANES_6400 
033E: set_draw_text_position 457.0 373.0 GXT 'PLA_21'  // EXIT

:PLANES_6400
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @PLANES_6439 
033E: set_draw_text_position 457.0 373.0 GXT 'PLA_21'  // EXIT

:PLANES_6439
0002: jump @PLANES_6706 

:PLANES_6446
0050: gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @PLANES_6513 
033E: set_draw_text_position 155.0 368.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~
0002: jump @PLANES_6534 

:PLANES_6513
033E: set_draw_text_position 105.0 368.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_6534
0050: gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @PLANES_6601 
033E: set_draw_text_position 241.0 368.0 GXT 'PLA_20'  // BUY
0002: jump @PLANES_6622 

:PLANES_6601
033E: set_draw_text_position 191.0 368.0 GXT 'PLA_20'  // BUY

:PLANES_6622
0050: gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 328.0 368.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~
0050: gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 412.0 368.0 GXT 'PLA_21'  // EXIT

:PLANES_6706
0050: gosub @PLANES_7954 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 92.0 167.0 GXT $PLANES_DAYNAMES($PLANES_WEEKDAY,8s) 
0050: gosub @PLANES_7954 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 92.0 290.0 GXT 'PLA_18' number $9500  // $~1~
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // == constant 
004D: jump_if_false @PLANES_7079 
0050: gosub @PLANES_7954 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 
004D: jump_if_false @PLANES_6855 
0340: set_text_draw_RGBA 255 255 255 255 
0002: jump @PLANES_6866 

:PLANES_6855
0340: set_text_draw_RGBA 40 40 40 255 

:PLANES_6866
033E: set_draw_text_position 92.0 230.0 GXT 'PLA_15'  // SAN FIERRO
00D6: if 
0018:   $PLANES_STAT_UNLOCKED_CITIES_NUMBER > 1 
004D: jump_if_false @PLANES_6983 
0050: gosub @PLANES_7954 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 
004D: jump_if_false @PLANES_6948 
0340: set_text_draw_RGBA 40 40 40 255 
0002: jump @PLANES_6962 

:PLANES_6948
0340: set_text_draw_RGBA 255 255 255 255 

:PLANES_6962
033E: set_draw_text_position 282.0 230.0 GXT 'PLA_14'  // LAS VENTURAS

:PLANES_6983
0050: gosub @PLANES_7954 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 
004D: jump_if_false @PLANES_7054 
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 10 30  // ~1~:~1~
0002: jump @PLANES_7079 

:PLANES_7054
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 17 50  // ~1~:~1~

:PLANES_7079
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // == constant 
004D: jump_if_false @PLANES_7367 
0050: gosub @PLANES_7954 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 
004D: jump_if_false @PLANES_7143 
0340: set_text_draw_RGBA 255 255 255 255 
0002: jump @PLANES_7154 

:PLANES_7143
0340: set_text_draw_RGBA 40 40 40 255 

:PLANES_7154
033E: set_draw_text_position 92.0 230.0 GXT 'PLA_16'  // LOS SANTOS
00D6: if 
0018:   $PLANES_STAT_UNLOCKED_CITIES_NUMBER > 1 
004D: jump_if_false @PLANES_7271 
0050: gosub @PLANES_7954 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 
004D: jump_if_false @PLANES_7236 
0340: set_text_draw_RGBA 40 40 40 255 
0002: jump @PLANES_7250 

:PLANES_7236
0340: set_text_draw_RGBA 255 255 255 255 

:PLANES_7250
033E: set_draw_text_position 282.0 230.0 GXT 'PLA_14'  // LAS VENTURAS

:PLANES_7271
0050: gosub @PLANES_7954 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 
004D: jump_if_false @PLANES_7342 
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 11 20  // ~1~:~1~
0002: jump @PLANES_7367 

:PLANES_7342
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 14 40  // ~1~:~1~

:PLANES_7367
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // == constant 
004D: jump_if_false @PLANES_7637 
0050: gosub @PLANES_7954 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 
004D: jump_if_false @PLANES_7431 
0340: set_text_draw_RGBA 255 255 255 255 
0002: jump @PLANES_7442 

:PLANES_7431
0340: set_text_draw_RGBA 40 40 40 255 

:PLANES_7442
033E: set_draw_text_position 92.0 230.0 GXT 'PLA_16'  // LOS SANTOS
0050: gosub @PLANES_7954 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 
004D: jump_if_false @PLANES_7506 
0340: set_text_draw_RGBA 40 40 40 255 
0002: jump @PLANES_7520 

:PLANES_7506
0340: set_text_draw_RGBA 255 255 255 255 

:PLANES_7520
033E: set_draw_text_position 282.0 230.0 GXT 'PLA_15'  // SAN FIERRO
0050: gosub @PLANES_7954 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
0038:   $PLANES_CONVERSATION_YES == 0 
004D: jump_if_false @PLANES_7612 
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 19 10  // ~1~:~1~
0002: jump @PLANES_7637 

:PLANES_7612
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 14 30  // ~1~:~1~

:PLANES_7637
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position 160.0 317.0 size 320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position 480.0 317.0 size -320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 3 position 160.0 435.0 size 320.0 17.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 3 position 480.0 435.0 size -320.0 17.0 RGBA 150 150 150 255 
0051: return 

:PLANES_7879
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.0 3.4 
060D: draw_text_shadow 3 rgba 0 0 0 255 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 2 
0051: return 

:PLANES_7954
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.62 2.34 
060D: draw_text_shadow 2 rgba 0 0 0 255 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 2 
0051: return 

:PLANES_8029
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.42 2.24 
060D: draw_text_shadow 2 rgba 0 0 0 255 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 2 
0051: return 
004E: end_thread 

//-------------External script 33 (TRAINS)---------------

:TRAINS
03A4: name_thread 'TRAINS' 
0005: $TRAINS_TRAIN_SPEED = 0.0 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_44 
0002: jump @TRAINS_768 

:TRAINS_44
0111: set_wasted_busted_check 0 

:TRAINS_48
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_754 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @TRAINS_740 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #STREAKC 
004D: jump_if_false @TRAINS_726 
03C0: $TRAINS_TRAIN_HANDLE = actor $PLAYER_ACTOR car 
00D6: if 
0038:   $TRAINS_TEXT_SHOWN == 0 
004D: jump_if_false @TRAINS_181 
02E3: $TRAINS_TRAIN_SPEED = car $TRAINS_TRAIN_HANDLE speed 
00D6: if 
0020:   $TRAINS_TRAIN_SPEED > 0.0 
004D: jump_if_false @TRAINS_181 
00BC: show_text_highpriority GXT 'TRAINS' time 20000 flag 1  // Press ~k~~VEHICLE_ACCELERATE~ to skip to the next station.
0004: $TRAINS_TEXT_SHOWN = 1 

:TRAINS_181
00D6: if 
0038:   $TRAINS_TEXT_SHOWN == 1 
004D: jump_if_false @TRAINS_619 
00D6: if 
0A06:   train $TRAINS_TRAIN_HANDLE next_station_unlocked 
004D: jump_if_false @TRAINS_429 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @TRAINS_422 
016A: fade 0 time 1000 

:TRAINS_239
00D6: if 
016B:   fading 
004D: jump_if_false @TRAINS_286 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_279 
0002: jump @TRAINS_768 

:TRAINS_279
0002: jump @TRAINS_239 

:TRAINS_286
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_361 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @TRAINS_361 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #STREAKC 
004D: jump_if_false @TRAINS_361 
03C0: $TRAINS_TRAIN_HANDLE = actor $PLAYER_ACTOR car 
0A07: put_train $TRAINS_TRAIN_HANDLE at_next_station 
03D5: remove_text 'TRAINS'  // Press ~k~~VEHICLE_ACCELERATE~ to skip to the next station.

:TRAINS_361
016A: fade 1 time 1000 

:TRAINS_368
00D6: if 
016B:   fading 
004D: jump_if_false @TRAINS_415 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_408 
0002: jump @TRAINS_768 

:TRAINS_408
0002: jump @TRAINS_368 

:TRAINS_415
0004: $TRAINS_TEXT_SHOWN = 2 

:TRAINS_422
0002: jump @TRAINS_619 

:TRAINS_429
016A: fade 0 time 1000 

:TRAINS_436
00D6: if 
016B:   fading 
004D: jump_if_false @TRAINS_483 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_476 
0002: jump @TRAINS_768 

:TRAINS_476
0002: jump @TRAINS_436 

:TRAINS_483
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_558 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @TRAINS_558 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #STREAKC 
004D: jump_if_false @TRAINS_558 
03C0: $TRAINS_TRAIN_HANDLE = actor $PLAYER_ACTOR car 
0A07: put_train $TRAINS_TRAIN_HANDLE at_next_station 
03D5: remove_text 'TRAINS'  // Press ~k~~VEHICLE_ACCELERATE~ to skip to the next station.

:TRAINS_558
016A: fade 1 time 1000 

:TRAINS_565
00D6: if 
016B:   fading 
004D: jump_if_false @TRAINS_612 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_605 
0002: jump @TRAINS_768 

:TRAINS_605
0002: jump @TRAINS_565 

:TRAINS_612
0004: $TRAINS_TEXT_SHOWN = 2 

:TRAINS_619
00D6: if 
0038:   $TRAINS_TEXT_SHOWN == 2 
004D: jump_if_false @TRAINS_719 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_719 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @TRAINS_719 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #STREAKC 
004D: jump_if_false @TRAINS_719 
03C0: $TRAINS_TRAIN_HANDLE = actor $PLAYER_ACTOR car 
00D6: if 
01C1:   car $TRAINS_TRAIN_HANDLE stopped 
004D: jump_if_false @TRAINS_719 
0004: $TRAINS_TEXT_SHOWN = 0 

:TRAINS_719
0002: jump @TRAINS_733 

:TRAINS_726
0002: jump @TRAINS_768 

:TRAINS_733
0002: jump @TRAINS_747 

:TRAINS_740
0002: jump @TRAINS_768 

:TRAINS_747
0002: jump @TRAINS_761 

:TRAINS_754
0002: jump @TRAINS_768 

:TRAINS_761
0002: jump @TRAINS_48 

:TRAINS_768
0004: $TRAINS_TEXT_SHOWN = 0 
03D5: remove_text 'TRAINS'  // Press ~k~~VEHICLE_ACCELERATE~ to skip to the next station.
004E: end_thread 
004E: end_thread 

//-------------External script 34 (ZERO_AMBIENCE)---------------

:RCSHOP
03A4: name_thread 'RCSHOP' 
0004: $9526 = 0 
0007: 2@ = -2237.291 
0007: 3@ = 128.5856 
0007: 4@ = 1034.422 
0007: 5@ = 0.0 
0007: 6@ = 360.0 
04AF: 10@ = 217 // = constant 
0247: load_model 10@ 

:RCSHOP_81
00D6: if 
8248:   not model 10@ available 
004D: jump_if_false @RCSHOP_108 
0001: wait 0 ms 
0002: jump @RCSHOP_81 

:RCSHOP_108
0615: define_AS_pack_begin 7@ 
0638: AS_actor -1 stay_put 1 
05BA: AS_actor -1 move_mouth -2 ms 
0616: define_AS_pack_end 7@ 
061D: create_AS_origin_at 2@ 3@ 4@ Z_angle 5@ unknown_angle 6@ AS_pack 7@ handle_as 8@ 
0621: create_actor_pedtype 4 model 10@ at_AS_origin 8@ task 1466 handle_as 9@ 

:RCSHOP_169
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @RCSHOP_509 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 
0038:   $PLAYER_IN_INTERIOR == 1 
004D: jump_if_false @RCSHOP_225 
0050: gosub @RCSHOP_520 

:RCSHOP_225
00D6: if and
0038:   $ZERO_TOTAL_PASSED_MISSIONS == 3 
0038:   $ONMISSION == 0 
004D: jump_if_false @RCSHOP_305 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere -2219.287 133.8895 1034.641 radius 1.5 1.5 1.5 sphere 1 stopped_on_foot 
004D: jump_if_false @RCSHOP_305 
0004: $VIDEO_GAME = 7 

:RCSHOP_305
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
010F:   player $PLAYER_CHAR wanted_level > $PLAYER_WANTED_LEVEL 
004D: jump_if_false @RCSHOP_336 
0004: $9526 = 1 

:RCSHOP_336
00D6: if 
8118:   not actor 9@ dead 
004D: jump_if_false @RCSHOP_418 
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 9@ 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
004D: jump_if_false @RCSHOP_392 
0004: $9526 = 1 
0002: jump @RCSHOP_418 

:RCSHOP_392
00D6: if 
051A:   actor 9@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @RCSHOP_418 
0004: $9526 = 1 

:RCSHOP_418
00D6: if 
0038:   $9526 == 1 
004D: jump_if_false @RCSHOP_509 
00A0: store_actor $PLAYER_ACTOR position_to 2@ 3@ 4@ 
08E5: get_actor_in_sphere 2@ 3@ 4@ radius 20.0 handle_as 0@ 
00D6: if 
0019:   0@ > -1 
004D: jump_if_false @RCSHOP_509 
000A: 1@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 0@ 1@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:RCSHOP_509
0001: wait 0 ms 
0002: jump @RCSHOP_169 

:RCSHOP_520
0004: $9526 = 0 
01C2: remove_references_to_actor 9@ // Like turning an actor into a random pedestrian 
0249: release_model 10@ 
009B: destroy_actor 9@ 
061E: remove_references_to_AS_origin 8@ 
061B: remove_references_to_AS_pack 7@ 
004E: end_thread 
004E: end_thread 

//-------------External script 35 (DANCE)---------------

:DANCE
03A4: name_thread 'DANCE' 
08BA: set $5295 bit 31 
09BD: allow_other_threads_to_display_text_boxes 1 
03F0: enable_text_draw 1 
09EE: set_status_text_stay_on_screen 1 
00D6: if 
0019:   13@ > 0 
004D: jump_if_false @DANCE_72 
009A: 5@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:DANCE_72
0006: 18@ = 5 
0006: 23@ = 5 
0006: 16@ = -1 
0006: 24@ = -1 
0006: 17@ = -1 
0006: 13@ = 0 
0004: $DANCE_SCORE = 0 
0004: $9528 = 0 
0004: $9527 = -1 
0004: $9529 = 1 
0006: 22@ = 5 
0006: 32@ = 10000 

:DANCE_157
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DANCE_367 
00D6: if 
0019:   6@ > 0 
004D: jump_if_false @DANCE_353 
00D6: if 
0038:   $5298 == 1 
004D: jump_if_false @DANCE_245 
00D6: if 
8039:   not  6@ == 2 
004D: jump_if_false @DANCE_245 
0006: 6@ = 2 
0006: 7@ = 0 

:DANCE_245
00D6: if 
0039:   5@ == -1 
004D: jump_if_false @DANCE_302 
00D6: if 
8039:   not  22@ == 5 
004D: jump_if_false @DANCE_288 
0050: gosub @DANCE_9479 

:DANCE_288
0050: gosub @DANCE_381 
0002: jump @DANCE_346 

:DANCE_302
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @DANCE_339 
0050: gosub @DANCE_9479 
0050: gosub @DANCE_381 
0002: jump @DANCE_346 

:DANCE_339
0050: gosub @DANCE_16653 

:DANCE_346
0002: jump @DANCE_360 

:DANCE_353
0050: gosub @DANCE_381 

:DANCE_360
0002: jump @DANCE_374 

:DANCE_367
0050: gosub @DANCE_16653 

:DANCE_374
0002: jump @DANCE_157 

:DANCE_381
0871: init_jump_table 6@ total_jumps 4 default_jump 0 @DANCE_500 jumps 0 @DANCE_444 1 @DANCE_458 2 @DANCE_472 3 @DANCE_486 -1 @DANCE_500 -1 @DANCE_500 -1 @DANCE_500 

:DANCE_444
0050: gosub @DANCE_502 
0002: jump @DANCE_500 

:DANCE_458
0050: gosub @DANCE_1090 
0002: jump @DANCE_500 

:DANCE_472
0050: gosub @DANCE_2086 
0002: jump @DANCE_500 

:DANCE_486
0050: gosub @DANCE_2412 
0002: jump @DANCE_500 

:DANCE_500
0051: return 

:DANCE_502
0871: init_jump_table 7@ total_jumps 4 default_jump 0 @DANCE_1088 jumps 0 @DANCE_565 1 @DANCE_646 2 @DANCE_803 3 @DANCE_948 -1 @DANCE_1088 -1 @DANCE_1088 -1 @DANCE_1088 

:DANCE_565
01B4: set_player $PLAYER_CHAR can_move 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
0826: enable_hud 0 
0581: enable_radar 0 
00D6: if 
8039:   not  5@ == -1 
004D: jump_if_false @DANCE_625 
0253: save_current_time 

:DANCE_625
016A: fade 0 time 500 
000A: 7@ += 1 
0002: jump @DANCE_1088 

:DANCE_646
00D6: if 
816B:   not fading 
004D: jump_if_false @DANCE_796 
0050: gosub @DANCE_2764 
04ED: load_animation v$DANCE_ANIM_IFP 
00D6: if 
84EE:   not animation v$DANCE_ANIM_IFP loaded 
004D: jump_if_false @DANCE_694 
0002: jump @DANCE_1088 

:DANCE_694
00D6: if 
8039:   not  5@ == -1 
004D: jump_if_false @DANCE_718 
00C0: set_current_time_hours_to 0 minutes_to 0 

:DANCE_718
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at 0@ 1@ 2@ radius 1.5 
00A1: put_actor $PLAYER_ACTOR at 0@ 1@ 2@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 3@ 
0050: gosub @DANCE_6883 
0050: gosub @DANCE_5828 
0006: 17@ = 0 
0952: load_soundtrack 4@ 
000A: 7@ += 1 

:DANCE_796
0002: jump @DANCE_1088 

:DANCE_803
0953: get_soundtrack_status_to 13@ 
00D6: if 
04A4:   13@ == 2 // == constant 
004D: jump_if_false @DANCE_941 
0954: start_playing_loaded_soundtrack 
0812: AS_actor $PLAYER_ACTOR perform_animation "DANCE_LOOP" IFP v$DANCE_ANIM_IFP framedelta 99.0 loopA 1 lockX 0 lockY 0 lockF 1 time 1215752191 // versionB 
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @DANCE_920 
0812: AS_actor 5@ perform_animation "DANCE_LOOP" IFP v$DANCE_ANIM_IFP framedelta 99.0 loopA 1 lockX 0 lockY 0 lockF 1 time 1215752191 // versionB 

:DANCE_920
016A: fade 1 time 500 
0006: 33@ = 0 
000A: 7@ += 1 

:DANCE_941
0002: jump @DANCE_1088 

:DANCE_948
00D6: if 
816B:   not fading 
004D: jump_if_false @DANCE_1081 
00D6: if 
0039:   5@ == -1 
004D: jump_if_false @DANCE_1043 
00D6: if 
0029:   33@ >= 10000 
004D: jump_if_false @DANCE_1036 
004F: create_thread @BDISPLY  
03C4: set_status_text $DANCE_SCORE type 0 GXT 'DNC_001' // global_variable  // Score:
0006: 6@ = 1 
0006: 7@ = 1 

:DANCE_1036
0002: jump @DANCE_1081 

:DANCE_1043
004F: create_thread @BDISPLY  
03C4: set_status_text $DANCE_SCORE type 0 GXT 'DNC_001' // global_variable  // Score:
0006: 6@ = 1 
0006: 7@ = 1 

:DANCE_1081
0002: jump @DANCE_1088 

:DANCE_1088
0051: return 

:DANCE_1090
0871: init_jump_table 7@ total_jumps 1 default_jump 0 @DANCE_2084 jumps 1 @DANCE_1153 -1 @DANCE_2084 -1 @DANCE_2084 -1 @DANCE_2084 -1 @DANCE_2084 -1 @DANCE_2084 -1 @DANCE_2084 

:DANCE_1153
0050: gosub @DANCE_5692 
0050: gosub @DANCE_8068 
0050: gosub @DANCE_5723 
0050: gosub @DANCE_5504 
0050: gosub @DANCE_2932 
00D6: if 
0039:   6@ == 3 
004D: jump_if_false @DANCE_1213 
0002: jump @DANCE_2084 

:DANCE_1213
0050: gosub @DANCE_3662 
0050: gosub @DANCE_5367 
0050: gosub @DANCE_5828 
0050: gosub @DANCE_8952 
0050: gosub @DANCE_9617 
00D6: if 
0039:   22@ == 3 
004D: jump_if_false @DANCE_1387 
00D6: if 
001A:   99999999 > $DANCE_SCORE 
004D: jump_if_false @DANCE_1341 
00D6: if 
0039:   29@ == 2 
004D: jump_if_false @DANCE_1334 
0006: 30@ = 10 
0012: 30@ *= 2 
005E: $DANCE_SCORE += 30@ // (int) 
0002: jump @DANCE_1341 

:DANCE_1334
0008: $DANCE_SCORE += 10 

:DANCE_1341
000A: 26@ += 1 
0050: gosub @DANCE_8131 
00D6: if 
8039:   not  31@ == -1 
004D: jump_if_false @DANCE_1380 
0050: gosub @DANCE_4113 

:DANCE_1380
0002: jump @DANCE_2084 

:DANCE_1387
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @DANCE_1526 
00D6: if 
001A:   99999999 > $DANCE_SCORE 
004D: jump_if_false @DANCE_1480 
00D6: if 
0039:   29@ == 2 
004D: jump_if_false @DANCE_1473 
0006: 30@ = 50 
0012: 30@ *= 2 
005E: $DANCE_SCORE += 30@ // (int) 
0002: jump @DANCE_1480 

:DANCE_1473
0008: $DANCE_SCORE += 50 

:DANCE_1480
000A: 28@ += 1 
0050: gosub @DANCE_8131 
00D6: if 
8039:   not  31@ == -1 
004D: jump_if_false @DANCE_1519 
0050: gosub @DANCE_4113 

:DANCE_1519
0002: jump @DANCE_2084 

:DANCE_1526
00D6: if 
0039:   22@ == 2 
004D: jump_if_false @DANCE_1665 
00D6: if 
001A:   99999999 > $DANCE_SCORE 
004D: jump_if_false @DANCE_1619 
00D6: if 
0039:   29@ == 2 
004D: jump_if_false @DANCE_1612 
0006: 30@ = 20 
0012: 30@ *= 2 
005E: $DANCE_SCORE += 30@ // (int) 
0002: jump @DANCE_1619 

:DANCE_1612
0008: $DANCE_SCORE += 20 

:DANCE_1619
000A: 26@ += 1 
0050: gosub @DANCE_8131 
00D6: if 
8039:   not  31@ == -1 
004D: jump_if_false @DANCE_1658 
0050: gosub @DANCE_4113 

:DANCE_1658
0002: jump @DANCE_2084 

:DANCE_1665
00D6: if 
0039:   22@ == 0 
004D: jump_if_false @DANCE_1768 
00D6: if 
0018:   $DANCE_SCORE > 0 
004D: jump_if_false @DANCE_1715 
000C: $DANCE_SCORE -= 0 
0002: jump @DANCE_1722 

:DANCE_1715
0004: $DANCE_SCORE = 0 

:DANCE_1722
000A: 27@ += 1 
0050: gosub @DANCE_8131 
00D6: if 
8039:   not  31@ == -1 
004D: jump_if_false @DANCE_1761 
0050: gosub @DANCE_4740 

:DANCE_1761
0002: jump @DANCE_2084 

:DANCE_1768
00D6: if 
0039:   22@ == 4 
004D: jump_if_false @DANCE_1871 
00D6: if 
0018:   $DANCE_SCORE > 0 
004D: jump_if_false @DANCE_1818 
000C: $DANCE_SCORE -= 0 
0002: jump @DANCE_1825 

:DANCE_1818
0004: $DANCE_SCORE = 0 

:DANCE_1825
000A: 27@ += 1 
0050: gosub @DANCE_8131 
00D6: if 
8039:   not  31@ == -1 
004D: jump_if_false @DANCE_1864 
0050: gosub @DANCE_4740 

:DANCE_1864
0002: jump @DANCE_2084 

:DANCE_1871
00D6: if 
0039:   22@ == 10 
004D: jump_if_false @DANCE_1974 
00D6: if 
0018:   $DANCE_SCORE > 0 
004D: jump_if_false @DANCE_1921 
000C: $DANCE_SCORE -= 0 
0002: jump @DANCE_1928 

:DANCE_1921
0004: $DANCE_SCORE = 0 

:DANCE_1928
000A: 27@ += 1 
0050: gosub @DANCE_8131 
00D6: if 
8039:   not  31@ == -1 
004D: jump_if_false @DANCE_1967 
0050: gosub @DANCE_4740 

:DANCE_1967
0002: jump @DANCE_2084 

:DANCE_1974
00D6: if 
0039:   22@ == 11 
004D: jump_if_false @DANCE_2077 
00D6: if 
0018:   $DANCE_SCORE > 0 
004D: jump_if_false @DANCE_2024 
000C: $DANCE_SCORE -= 0 
0002: jump @DANCE_2031 

:DANCE_2024
0004: $DANCE_SCORE = 0 

:DANCE_2031
000A: 27@ += 1 
0050: gosub @DANCE_8131 
00D6: if 
8039:   not  31@ == -1 
004D: jump_if_false @DANCE_2070 
0050: gosub @DANCE_4740 

:DANCE_2070
0002: jump @DANCE_2084 

:DANCE_2077
0002: jump @DANCE_2084 

:DANCE_2084
0051: return 

:DANCE_2086
0871: init_jump_table 7@ total_jumps 4 default_jump 0 @DANCE_2410 jumps 0 @DANCE_2149 1 @DANCE_2170 2 @DANCE_2222 3 @DANCE_2396 -1 @DANCE_2410 -1 @DANCE_2410 -1 @DANCE_2410 

:DANCE_2149
016A: fade 0 time 500 
000A: 7@ += 1 
0002: jump @DANCE_2410 

:DANCE_2170
00D6: if 
816B:   not fading 
004D: jump_if_false @DANCE_2215 
0953: get_soundtrack_status_to 13@ 
00D6: if 
04A4:   13@ == 3 // == constant 
004D: jump_if_false @DANCE_2208 
0955: end_playing_loaded_soundtrack 

:DANCE_2208
000A: 7@ += 1 

:DANCE_2215
0002: jump @DANCE_2410 

:DANCE_2222
0151: remove_status_text $DANCE_SCORE 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03F4: set_all_cars_apply_damage_rules 1 
0826: enable_hud 1 
0581: enable_radar 1 
03E6: remove_text_box 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0812: AS_actor $PLAYER_ACTOR perform_animation "DANCE_LOOP" IFP v$DANCE_ANIM_IFP framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @DANCE_2355 
0792: disembark_instantly_actor 5@ 
0812: AS_actor 5@ perform_animation "DANCE_LOOP" IFP v$DANCE_ANIM_IFP framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 

:DANCE_2355
00D6: if 
8039:   not  5@ == -1 
004D: jump_if_false @DANCE_2375 
0254: restore_current_time 

:DANCE_2375
016A: fade 1 time 1500 
000A: 7@ += 1 
0002: jump @DANCE_2410 

:DANCE_2396
0050: gosub @DANCE_16653 
0002: jump @DANCE_2410 

:DANCE_2410
0051: return 

:DANCE_2412
0871: init_jump_table 7@ total_jumps 2 default_jump 0 @DANCE_2762 jumps 0 @DANCE_2475 1 @DANCE_2567 -1 @DANCE_2762 -1 @DANCE_2762 -1 @DANCE_2762 -1 @DANCE_2762 -1 @DANCE_2762 

:DANCE_2475
0991: set_soundtrack_paused 1 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation v$DANCE_ANIM 
004D: jump_if_false @DANCE_2508 
0612: set_actor $PLAYER_ACTOR animation v$DANCE_ANIM paused 0 

:DANCE_2508
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @DANCE_2553 
00D6: if 
0611:   actor 5@ performing_animation v$5303 
004D: jump_if_false @DANCE_2553 
0612: set_actor 5@ animation v$5303 paused 0 

:DANCE_2553
000A: 7@ += 1 
0002: jump @DANCE_2762 

:DANCE_2567
0050: gosub @DANCE_2932 
00D6: if 
0039:   18@ == 100 
004D: jump_if_false @DANCE_2620 
0004: $DANCE_SCORE = 0 
0006: 6@ = 2 
0006: 7@ = 0 
0002: jump @DANCE_2762 

:DANCE_2620
00D6: if 
0039:   18@ == 99 
004D: jump_if_false @DANCE_2755 
00D6: if 
0019:   6@ > 0 
004D: jump_if_false @DANCE_2755 
0991: set_soundtrack_paused 0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation v$DANCE_ANIM 
004D: jump_if_false @DANCE_2689 
0612: set_actor $PLAYER_ACTOR animation v$DANCE_ANIM paused 1 

:DANCE_2689
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @DANCE_2734 
00D6: if 
0611:   actor 5@ performing_animation v$5303 
004D: jump_if_false @DANCE_2734 
0612: set_actor 5@ animation v$5303 paused 1 

:DANCE_2734
0006: 6@ = 1 
0006: 7@ = 1 
0002: jump @DANCE_2762 

:DANCE_2755
0002: jump @DANCE_2762 

:DANCE_2762
0051: return 

:DANCE_2764
0871: init_jump_table 4@ total_jumps 4 default_jump 1 @DANCE_2906 jumps 1 @DANCE_2827 2 @DANCE_2846 3 @DANCE_2865 4 @DANCE_2889 -1 @DANCE_2930 -1 @DANCE_2930 -1 @DANCE_2930 

:DANCE_2827
06D1: v$DANCE_ANIM_IFP = "GFUNK" // v$ = string 
0002: jump @DANCE_2930 

:DANCE_2846
06D1: v$DANCE_ANIM_IFP = "GFUNK" // v$ = string 
0002: jump @DANCE_2930 

:DANCE_2865
06D1: v$DANCE_ANIM_IFP = "RUNNINGMAN" // v$ = string 
0002: jump @DANCE_2930 

:DANCE_2889
06D1: v$DANCE_ANIM_IFP = "WOP" // v$ = string 
0002: jump @DANCE_2930 

:DANCE_2906
06D1: v$DANCE_ANIM_IFP = "WOP" // v$ = string 
0006: 4@ = 4 
0002: jump @DANCE_2930 

:DANCE_2930
0051: return 

:DANCE_2932
0050: gosub @DANCE_16964 
0871: init_jump_table 23@ total_jumps 7 default_jump 0 @DANCE_3660 jumps 1 @DANCE_3386 2 @DANCE_3340 3 @DANCE_3294 4 @DANCE_3248 5 @DANCE_3002 99 @DANCE_3432 100 @DANCE_3615 

:DANCE_3002
00D6: if 
0038:   $9534 == 10 
004D: jump_if_false @DANCE_3041 
0006: 18@ = 4 
0006: 23@ = 4 
0002: jump @DANCE_3660 

:DANCE_3041
00D6: if 
0038:   $9534 == 13 
004D: jump_if_false @DANCE_3080 
0006: 18@ = 3 
0006: 23@ = 3 
0002: jump @DANCE_3660 

:DANCE_3080
00D6: if 
0038:   $9534 == 9 
004D: jump_if_false @DANCE_3119 
0006: 18@ = 2 
0006: 23@ = 2 
0002: jump @DANCE_3660 

:DANCE_3119
00D6: if 
0038:   $9534 == 14 
004D: jump_if_false @DANCE_3158 
0006: 18@ = 1 
0006: 23@ = 1 
0002: jump @DANCE_3660 

:DANCE_3158
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DANCE_3203 
0006: 18@ = 99 
0006: 23@ = 99 
0006: 33@ = 0 
0002: jump @DANCE_3660 

:DANCE_3203
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DANCE_3241 
0006: 18@ = 100 
0006: 23@ = 100 
0002: jump @DANCE_3660 

:DANCE_3241
0002: jump @DANCE_3660 

:DANCE_3248
0006: 18@ = 5 
00D6: if 
0038:   $9534 == 0 
004D: jump_if_false @DANCE_3287 
0006: 23@ = 5 
0002: jump @DANCE_3660 

:DANCE_3287
0002: jump @DANCE_3660 

:DANCE_3294
0006: 18@ = 5 
00D6: if 
0038:   $9534 == 0 
004D: jump_if_false @DANCE_3333 
0006: 23@ = 5 
0002: jump @DANCE_3660 

:DANCE_3333
0002: jump @DANCE_3660 

:DANCE_3340
0006: 18@ = 5 
00D6: if 
0038:   $9534 == 0 
004D: jump_if_false @DANCE_3379 
0006: 23@ = 5 
0002: jump @DANCE_3660 

:DANCE_3379
0002: jump @DANCE_3660 

:DANCE_3386
0006: 18@ = 5 
00D6: if 
0038:   $9534 == 0 
004D: jump_if_false @DANCE_3425 
0006: 23@ = 5 
0002: jump @DANCE_3660 

:DANCE_3425
0002: jump @DANCE_3660 

:DANCE_3432
0006: 18@ = 5 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @DANCE_3477 
0006: 23@ = 5 
0002: jump @DANCE_3660 
0002: jump @DANCE_3608 

:DANCE_3477
00D6: if 
0039:   5@ == -1 
004D: jump_if_false @DANCE_3564 
00D6: if 
8039:   not  22@ == 5 
004D: jump_if_false @DANCE_3557 
00D6: if and
8039:   not  6@ == 3 
0029:   33@ >= 800 
004D: jump_if_false @DANCE_3557 
03E6: remove_text_box 
0006: 6@ = 3 
0006: 7@ = 0 
0051: return 

:DANCE_3557
0002: jump @DANCE_3608 

:DANCE_3564
00D6: if and
8039:   not  6@ == 3 
0029:   33@ >= 800 
004D: jump_if_false @DANCE_3608 
03E6: remove_text_box 
0006: 6@ = 3 
0006: 7@ = 0 
0051: return 

:DANCE_3608
0002: jump @DANCE_3660 

:DANCE_3615
0006: 18@ = 5 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @DANCE_3653 
0006: 23@ = 5 
0002: jump @DANCE_3660 

:DANCE_3653
0002: jump @DANCE_3660 

:DANCE_3660
0051: return 

:DANCE_3662
07B1: unknown_get_dance_track 0 store_to 14@ 13@ 15@ 
00D6: if 
0019:   14@ > 3000 
004D: jump_if_false @DANCE_3708 
0006: 22@ = 5 
0002: jump @DANCE_4111 

:DANCE_3708
00D6: if 
001D:   15@ > 16@ // (int) 
004D: jump_if_false @DANCE_4022 
00D6: if 
0039:   18@ == 5 
004D: jump_if_false @DANCE_3787 
00D6: if 
001B:   -110 > 14@ 
004D: jump_if_false @DANCE_3780 
0006: 22@ = 0 
0085: 16@ = 15@ // (int) 
0051: return 

:DANCE_3780
0002: jump @DANCE_4015 

:DANCE_3787
0004: $1043 = 1 
00D6: if 
003B:   18@ == 13@ // (int) 
004D: jump_if_false @DANCE_3998 
00D6: if and
002B:   35 >= 14@ 
0029:   14@ >= -35 
004D: jump_if_false @DANCE_3869 
0006: 22@ = 1 
0004: $1043 = 3 
0085: 16@ = 15@ // (int) 
0051: return 
0002: jump @DANCE_3991 

:DANCE_3869
00D6: if and
002B:   60 >= 14@ 
0029:   14@ >= -60 
004D: jump_if_false @DANCE_3925 
0006: 22@ = 2 
0004: $1043 = 2 
0085: 16@ = 15@ // (int) 
0051: return 
0002: jump @DANCE_3991 

:DANCE_3925
00D6: if and
002B:   110 >= 14@ 
0029:   14@ >= -110 
004D: jump_if_false @DANCE_3974 
0006: 22@ = 3 
0085: 16@ = 15@ // (int) 
0051: return 
0002: jump @DANCE_3991 

:DANCE_3974
0006: 22@ = 11 
0085: 16@ = 15@ // (int) 
0051: return 

:DANCE_3991
0002: jump @DANCE_4015 

:DANCE_3998
0006: 22@ = 10 
0085: 16@ = 15@ // (int) 
0051: return 

:DANCE_4015
0002: jump @DANCE_4111 

:DANCE_4022
00D6: if or
0039:   22@ == 1 
0039:   22@ == 2 
0039:   22@ == 3 
004D: jump_if_false @DANCE_4063 
0006: 22@ = 8 
0051: return 

:DANCE_4063
00D6: if or
0039:   22@ == 0 
0039:   22@ == 4 
0039:   22@ == 10 
0039:   22@ == 11 
004D: jump_if_false @DANCE_4111 
0006: 22@ = 9 
0051: return 

:DANCE_4111
0051: return 

:DANCE_4113
0871: init_jump_table 17@ total_jumps 15 default_jump 1 @DANCE_4241 jumps 2 @DANCE_4270 3 @DANCE_4299 4 @DANCE_4328 5 @DANCE_4357 6 @DANCE_4386 7 @DANCE_4415 8 @DANCE_4444 
0872: jump_table_jumps 9 @DANCE_4473 10 @DANCE_4502 11 @DANCE_4532 12 @DANCE_4562 13 @DANCE_4592 14 @DANCE_4622 15 @DANCE_4652 16 @DANCE_4682 -1 @DANCE_4712 

:DANCE_4241
06D1: v$DANCE_ANIM = "DANCE_G1" // v$ = string 
0006: 17@ = 2 
0002: jump @DANCE_4712 

:DANCE_4270
06D1: v$DANCE_ANIM = "DANCE_G2" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_4712 

:DANCE_4299
06D1: v$DANCE_ANIM = "DANCE_G3" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_4712 

:DANCE_4328
06D1: v$DANCE_ANIM = "DANCE_G4" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_4712 

:DANCE_4357
06D1: v$DANCE_ANIM = "DANCE_G5" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_4712 

:DANCE_4386
06D1: v$DANCE_ANIM = "DANCE_G6" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_4712 

:DANCE_4415
06D1: v$DANCE_ANIM = "DANCE_G7" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_4712 

:DANCE_4444
06D1: v$DANCE_ANIM = "DANCE_G8" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_4712 

:DANCE_4473
06D1: v$DANCE_ANIM = "DANCE_G9" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_4712 

:DANCE_4502
06D1: v$DANCE_ANIM = "DANCE_G10" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_4712 

:DANCE_4532
06D1: v$DANCE_ANIM = "DANCE_G11" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_4712 

:DANCE_4562
06D1: v$DANCE_ANIM = "DANCE_G12" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_4712 

:DANCE_4592
06D1: v$DANCE_ANIM = "DANCE_G13" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_4712 

:DANCE_4622
06D1: v$DANCE_ANIM = "DANCE_G14" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_4712 

:DANCE_4652
06D1: v$DANCE_ANIM = "DANCE_G15" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_4712 

:DANCE_4682
06D1: v$DANCE_ANIM = "DANCE_G16" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_4712 

:DANCE_4712
0812: AS_actor $PLAYER_ACTOR perform_animation v$DANCE_ANIM IFP v$DANCE_ANIM_IFP framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0051: return 

:DANCE_4740
0871: init_jump_table 17@ total_jumps 15 default_jump 1 @DANCE_4868 jumps 2 @DANCE_4897 3 @DANCE_4926 4 @DANCE_4955 5 @DANCE_4984 6 @DANCE_5013 7 @DANCE_5042 8 @DANCE_5071 
0872: jump_table_jumps 9 @DANCE_5100 10 @DANCE_5129 11 @DANCE_5159 12 @DANCE_5189 13 @DANCE_5219 14 @DANCE_5249 15 @DANCE_5279 16 @DANCE_5309 -1 @DANCE_5339 

:DANCE_4868
06D1: v$DANCE_ANIM = "DANCE_B1" // v$ = string 
0006: 17@ = 2 
0002: jump @DANCE_5339 

:DANCE_4897
06D1: v$DANCE_ANIM = "DANCE_B2" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_5339 

:DANCE_4926
06D1: v$DANCE_ANIM = "DANCE_B3" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_5339 

:DANCE_4955
06D1: v$DANCE_ANIM = "DANCE_B4" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_5339 

:DANCE_4984
06D1: v$DANCE_ANIM = "DANCE_B5" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_5339 

:DANCE_5013
06D1: v$DANCE_ANIM = "DANCE_B6" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_5339 

:DANCE_5042
06D1: v$DANCE_ANIM = "DANCE_B7" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_5339 

:DANCE_5071
06D1: v$DANCE_ANIM = "DANCE_B8" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_5339 

:DANCE_5100
06D1: v$DANCE_ANIM = "DANCE_B9" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_5339 

:DANCE_5129
06D1: v$DANCE_ANIM = "DANCE_B10" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_5339 

:DANCE_5159
06D1: v$DANCE_ANIM = "DANCE_B11" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_5339 

:DANCE_5189
06D1: v$DANCE_ANIM = "DANCE_B12" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_5339 

:DANCE_5219
06D1: v$DANCE_ANIM = "DANCE_B13" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_5339 

:DANCE_5249
06D1: v$DANCE_ANIM = "DANCE_B14" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_5339 

:DANCE_5279
06D1: v$DANCE_ANIM = "DANCE_B15" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_5339 

:DANCE_5309
06D1: v$DANCE_ANIM = "DANCE_B16" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_5339 

:DANCE_5339
0812: AS_actor $PLAYER_ACTOR perform_animation v$DANCE_ANIM IFP v$DANCE_ANIM_IFP framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0051: return 

:DANCE_5367
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation v$DANCE_ANIM 
004D: jump_if_false @DANCE_5493 
061A: get_actor $PLAYER_ACTOR animation v$DANCE_ANIM total_time_to 12@ 
0613: 11@ = actor $PLAYER_ACTOR animation v$DANCE_ANIM time 
0093: 8@ = integer 21@ to_float 
0087: 0@ = 8@ // (float) 
0073: 0@ /= 12@ // (float) 
005B: 11@ += 0@ // (float) 
00D6: if 
0031:   11@ >= 1.0 
004D: jump_if_false @DANCE_5477 
0006: 31@ = 1 
0051: return 
0002: jump @DANCE_5486 

:DANCE_5477
0006: 31@ = -1 
0051: return 

:DANCE_5486
0002: jump @DANCE_5502 

:DANCE_5493
0006: 31@ = 0 
0051: return 

:DANCE_5502
0051: return 

:DANCE_5504
00D6: if 
0019:   5@ > -1 
004D: jump_if_false @DANCE_5690 
00D6: if 
0611:   actor 5@ performing_animation v$5303 
004D: jump_if_false @DANCE_5632 
061A: get_actor 5@ animation v$5303 total_time_to 12@ 
0613: 11@ = actor 5@ animation v$5303 time 
0093: 8@ = integer 21@ to_float 
0087: 0@ = 8@ // (float) 
0073: 0@ /= 12@ // (float) 
005B: 11@ += 0@ // (float) 
00D6: if 
0031:   11@ >= 1.0 
004D: jump_if_false @DANCE_5625 
0050: gosub @DANCE_7066 
0051: return 

:DANCE_5625
0002: jump @DANCE_5690 

:DANCE_5632
07B1: unknown_get_dance_track 0 store_to 14@ 13@ 15@ 
00D6: if 
0039:   15@ == 0 
004D: jump_if_false @DANCE_5690 
00D6: if 
002B:   25 >= 14@ 
004D: jump_if_false @DANCE_5690 
0050: gosub @DANCE_7066 
0051: return 

:DANCE_5690
0051: return 

:DANCE_5692
01BD: 19@ = current_time_in_ms 
0085: 21@ = 19@ // (int) 
0062: 21@ -= 20@ // (int) 
0085: 20@ = 19@ // (int) 
0051: return 

:DANCE_5723
0050: gosub @DANCE_5367 
00D6: if 
0039:   31@ == 1 
004D: jump_if_false @DANCE_5826 
00D6: if or
0039:   22@ == 1 
0039:   22@ == 2 
0039:   22@ == 3 
0039:   22@ == 8 
004D: jump_if_false @DANCE_5810 
0050: gosub @DANCE_4113 
0006: 31@ = -1 
0051: return 
0002: jump @DANCE_5826 

:DANCE_5810
0050: gosub @DANCE_4740 
0006: 31@ = -1 
0051: return 

:DANCE_5826
0051: return 

:DANCE_5828
0871: init_jump_table 17@ total_jumps 5 default_jump 0 @DANCE_6881 jumps -1 @DANCE_5891 4 @DANCE_6089 8 @DANCE_6287 12 @DANCE_6485 16 @DANCE_6683 -1 @DANCE_6881 -1 @DANCE_6881 

:DANCE_5891
00D6: if and
0039:   5@ == -1 
0020:   $5315[0] > 0.0 
004D: jump_if_false @DANCE_5965 
015F: set_camera_position $5315[0] $5320[0] $5325[0] rotation 0.0 0.0 0.0 
0160: set_camera_point_at $5330[0] $5335[0] $5340[0] switchstyle 2 
0002: jump @DANCE_6082 

:DANCE_5965
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset -2.3176 0.9635 0.5141 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset -1.3381 0.8235 0.6587 
000F: 10@ -= 1.0 
000F: 2@ -= 1.0 
015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 0@ 1@ 2@ switchstyle 2 

:DANCE_6082
0002: jump @DANCE_6881 

:DANCE_6089
00D6: if and
0039:   5@ == -1 
0020:   $5315[1] > 0.0 
004D: jump_if_false @DANCE_6163 
015F: set_camera_position $5315[1] $5320[1] $5325[1] rotation 0.0 0.0 0.0 
0160: set_camera_point_at $5330[1] $5335[1] $5340[1] switchstyle 2 
0002: jump @DANCE_6280 

:DANCE_6163
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset 3.5814 0.8987 0.6651 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 2.6071 0.853 0.8857 
000F: 10@ -= 1.0 
000F: 2@ -= 1.0 
015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 0@ 1@ 2@ switchstyle 2 

:DANCE_6280
0002: jump @DANCE_6881 

:DANCE_6287
00D6: if and
0039:   5@ == -1 
0020:   $5315[2] > 0.0 
004D: jump_if_false @DANCE_6361 
015F: set_camera_position $5315[2] $5320[2] $5325[2] rotation 0.0 0.0 0.0 
0160: set_camera_point_at $5330[2] $5335[2] $5340[2] switchstyle 2 
0002: jump @DANCE_6478 

:DANCE_6361
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset 0.3843 2.9502 1.8476 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.461 2.0089 1.5188 
000F: 10@ -= 1.0 
000F: 2@ -= 1.0 
015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 0@ 1@ 2@ switchstyle 2 

:DANCE_6478
0002: jump @DANCE_6881 

:DANCE_6485
00D6: if and
0039:   5@ == -1 
0020:   $5315[3] > 0.0 
004D: jump_if_false @DANCE_6559 
015F: set_camera_position $5315[3] $5320[3] $5325[3] rotation 0.0 0.0 0.0 
0160: set_camera_point_at $5330[3] $5335[3] $5340[3] switchstyle 2 
0002: jump @DANCE_6676 

:DANCE_6559
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset -2.2621 0.1226 0.6863 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset -1.2706 0.1649 0.8096 
000F: 10@ -= 1.0 
000F: 2@ -= 1.0 
015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 0@ 1@ 2@ switchstyle 2 

:DANCE_6676
0002: jump @DANCE_6881 

:DANCE_6683
00D6: if and
0039:   5@ == -1 
0020:   $5315[4] > 0.0 
004D: jump_if_false @DANCE_6757 
015F: set_camera_position $5315[4] $5320[4] $5325[4] rotation 0.0 0.0 0.0 
0160: set_camera_point_at $5330[4] $5335[4] $5340[4] switchstyle 2 
0002: jump @DANCE_6874 

:DANCE_6757
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset -1.6647 1.7322 2.3217 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset -0.8677 1.3108 1.889 
000F: 10@ -= 1.0 
000F: 2@ -= 1.0 
015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 0@ 1@ 2@ switchstyle 2 

:DANCE_6874
0002: jump @DANCE_6881 

:DANCE_6881
0051: return 

:DANCE_6883
00D6: if 
8039:   not  5@ == -1 
004D: jump_if_false @DANCE_7064 
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset 1.0 1.3 0.0 
02CE: 10@ = ground_z_at 8@ 9@ 10@ 
00D6: if 
0118:   actor 5@ dead 
004D: jump_if_false @DANCE_6974 
0050: gosub @DANCE_7709 
0002: jump @DANCE_7017 

:DANCE_6974
00D6: if 
06EE:   actor 5@ in_group $PLAYER_GROUP 
004D: jump_if_false @DANCE_6998 
06C9: remove_actor 5@ from_group 

:DANCE_6998
0792: disembark_instantly_actor 5@ 
00A1: put_actor 5@ at 8@ 9@ 10@ 

:DANCE_7017
00D6: if and
8118:   not actor 5@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DANCE_7064 
0172: 11@ = actor $PLAYER_ACTOR Z_angle 
000B: 11@ += 180.0 
0173: set_actor 5@ Z_angle_to 11@ 

:DANCE_7064
0051: return 

:DANCE_7066
0871: init_jump_table 25@ total_jumps 15 default_jump 1 @DANCE_7194 jumps 2 @DANCE_7223 3 @DANCE_7252 4 @DANCE_7281 5 @DANCE_7310 6 @DANCE_7339 7 @DANCE_7368 8 @DANCE_7397 
0872: jump_table_jumps 9 @DANCE_7426 10 @DANCE_7455 11 @DANCE_7485 12 @DANCE_7515 13 @DANCE_7545 14 @DANCE_7575 15 @DANCE_7605 16 @DANCE_7635 -1 @DANCE_7665 

:DANCE_7194
06D1: v$5303 = "DANCE_G1" // v$ = string 
0006: 25@ = 2 
0002: jump @DANCE_7665 

:DANCE_7223
06D1: v$5303 = "DANCE_G2" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_7665 

:DANCE_7252
06D1: v$5303 = "DANCE_G3" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_7665 

:DANCE_7281
06D1: v$5303 = "DANCE_G4" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_7665 

:DANCE_7310
06D1: v$5303 = "DANCE_G5" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_7665 

:DANCE_7339
06D1: v$5303 = "DANCE_G6" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_7665 

:DANCE_7368
06D1: v$5303 = "DANCE_G7" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_7665 

:DANCE_7397
06D1: v$5303 = "DANCE_G8" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_7665 

:DANCE_7426
06D1: v$5303 = "DANCE_G9" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_7665 

:DANCE_7455
06D1: v$5303 = "DANCE_G10" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_7665 

:DANCE_7485
06D1: v$5303 = "DANCE_G11" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_7665 

:DANCE_7515
06D1: v$5303 = "DANCE_G12" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_7665 

:DANCE_7545
06D1: v$5303 = "DANCE_G13" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_7665 

:DANCE_7575
06D1: v$5303 = "DANCE_G14" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_7665 

:DANCE_7605
06D1: v$5303 = "DANCE_G15" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_7665 

:DANCE_7635
06D1: v$5303 = "DANCE_G16" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_7665 

:DANCE_7665
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @DANCE_7707 
0812: AS_actor 5@ perform_animation v$5303 IFP v$DANCE_ANIM_IFP framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 

:DANCE_7707
0051: return 

:DANCE_7709
0209: 13@ = random_int_in_ranges 1 5 
0871: init_jump_table 13@ total_jumps 5 default_jump 0 @DANCE_8066 jumps 1 @DANCE_7781 2 @DANCE_7838 3 @DANCE_7895 4 @DANCE_7952 5 @DANCE_8009 -1 @DANCE_8066 -1 @DANCE_8066 

:DANCE_7781
00D6: if 
8248:   not model #BFYRI available 
004D: jump_if_false @DANCE_7811 
0247: load_model #BFYRI 
0001: wait 0 ms 
0002: jump @DANCE_7781 

:DANCE_7811
009A: 5@ = create_actor_pedtype 5 model #BFYRI at 8@ 9@ 10@ 
0051: return 
0002: jump @DANCE_8066 

:DANCE_7838
00D6: if 
8248:   not model #OFYST available 
004D: jump_if_false @DANCE_7868 
0247: load_model #OFYST 
0001: wait 0 ms 
0002: jump @DANCE_7838 

:DANCE_7868
009A: 5@ = create_actor_pedtype 5 model #OFYST at 8@ 9@ 10@ 
0051: return 
0002: jump @DANCE_8066 

:DANCE_7895
00D6: if 
8248:   not model #WFYST available 
004D: jump_if_false @DANCE_7925 
0247: load_model #WFYST 
0001: wait 0 ms 
0002: jump @DANCE_7895 

:DANCE_7925
009A: 5@ = create_actor_pedtype 5 model #WFYST at 8@ 9@ 10@ 
0051: return 
0002: jump @DANCE_8066 

:DANCE_7952
00D6: if 
8248:   not model #HFYRI available 
004D: jump_if_false @DANCE_7982 
0247: load_model #HFYRI 
0001: wait 0 ms 
0002: jump @DANCE_7952 

:DANCE_7982
009A: 5@ = create_actor_pedtype 5 model #HFYRI at 8@ 9@ 10@ 
0051: return 
0002: jump @DANCE_8066 

:DANCE_8009
00D6: if 
8248:   not model #WFYRI available 
004D: jump_if_false @DANCE_8039 
0247: load_model #WFYRI 
0001: wait 0 ms 
0002: jump @DANCE_8009 

:DANCE_8039
009A: 5@ = create_actor_pedtype 5 model #WFYRI at 8@ 9@ 10@ 
0051: return 
0002: jump @DANCE_8066 

:DANCE_8066
0051: return 

:DANCE_8068
00D6: if 
8846:   not string v$DANCE_ANIM empty // v$ 
004D: jump_if_false @DANCE_8129 
07B1: unknown_get_dance_track 0 store_to 14@ 13@ 15@ 
00D6: if 
0039:   13@ == 33 
004D: jump_if_false @DANCE_8129 
0006: 6@ = 2 
0006: 7@ = 0 

:DANCE_8129
0051: return 

:DANCE_8131
0871: init_jump_table 24@ total_jumps 2 default_jump 1 @DANCE_8194 jumps 2 @DANCE_8446 3 @DANCE_8698 -1 @DANCE_8950 -1 @DANCE_8950 -1 @DANCE_8950 -1 @DANCE_8950 -1 @DANCE_8950 

:DANCE_8194
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @DANCE_8228 
00BA: show_text_styled GXT 'DNC_005' time 1000 style 5  // ~w~Great timing!

:DANCE_8228
00D6: if 
0039:   22@ == 2 
004D: jump_if_false @DANCE_8262 
00BA: show_text_styled GXT 'DNC_006' time 1000 style 5  // ~w~Well done!

:DANCE_8262
00D6: if 
0039:   22@ == 3 
004D: jump_if_false @DANCE_8296 
00BA: show_text_styled GXT 'DNC_007' time 1000 style 5  // ~w~Alright!

:DANCE_8296
00D6: if 
0039:   22@ == 0 
004D: jump_if_false @DANCE_8330 
00BA: show_text_styled GXT 'DNC_008' time 1000 style 5  // ~w~Too late!

:DANCE_8330
00D6: if 
0039:   22@ == 4 
004D: jump_if_false @DANCE_8364 
00BA: show_text_styled GXT 'DNC_009' time 1000 style 5  // ~w~Too early!

:DANCE_8364
00D6: if 
0039:   22@ == 10 
004D: jump_if_false @DANCE_8398 
00BA: show_text_styled GXT 'DNC_010' time 1000 style 5  // ~w~Wrong!

:DANCE_8398
00D6: if 
0039:   22@ == 11 
004D: jump_if_false @DANCE_8432 
00BA: show_text_styled GXT 'DNC_011' time 1000 style 5  // ~w~Bad timing!

:DANCE_8432
0006: 24@ = 2 
0002: jump @DANCE_8950 

:DANCE_8446
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @DANCE_8480 
00BA: show_text_styled GXT 'DNC_012' time 1000 style 5  // ~w~Synchronized!

:DANCE_8480
00D6: if 
0039:   22@ == 2 
004D: jump_if_false @DANCE_8514 
00BA: show_text_styled GXT 'DNC_013' time 1000 style 5  // ~w~That's it!

:DANCE_8514
00D6: if 
0039:   22@ == 3 
004D: jump_if_false @DANCE_8548 
00BA: show_text_styled GXT 'DNC_014' time 1000 style 5  // ~w~Keep going!

:DANCE_8548
00D6: if 
0039:   22@ == 0 
004D: jump_if_false @DANCE_8582 
00BA: show_text_styled GXT 'DNC_015' time 1000 style 5  // ~w~Missed it!

:DANCE_8582
00D6: if 
0039:   22@ == 4 
004D: jump_if_false @DANCE_8616 
00BA: show_text_styled GXT 'DNC_016' time 1000 style 5  // ~w~You're fast!

:DANCE_8616
00D6: if 
0039:   22@ == 10 
004D: jump_if_false @DANCE_8650 
00BA: show_text_styled GXT 'DNC_017' time 1000 style 5  // ~w~Wrong move!

:DANCE_8650
00D6: if 
0039:   22@ == 11 
004D: jump_if_false @DANCE_8684 
00BA: show_text_styled GXT 'DNC_018' time 1000 style 5  // ~w~Try again!

:DANCE_8684
000A: 24@ += 1 
0002: jump @DANCE_8950 

:DANCE_8698
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @DANCE_8732 
00BA: show_text_styled GXT 'DNC_019' time 1000 style 5  // ~w~The master!

:DANCE_8732
00D6: if 
0039:   22@ == 2 
004D: jump_if_false @DANCE_8766 
00BA: show_text_styled GXT 'DNC_020' time 1000 style 5  // ~w~Got it!

:DANCE_8766
00D6: if 
0039:   22@ == 3 
004D: jump_if_false @DANCE_8800 
00BA: show_text_styled GXT 'DNC_021' time 1000 style 5  // ~w~Acceptable!

:DANCE_8800
00D6: if 
0039:   22@ == 0 
004D: jump_if_false @DANCE_8834 
00BA: show_text_styled GXT 'DNC_022' time 1000 style 5  // ~w~You're late!

:DANCE_8834
00D6: if 
0039:   22@ == 4 
004D: jump_if_false @DANCE_8868 
00BA: show_text_styled GXT 'DNC_023' time 1000 style 5  // ~w~Slow down!

:DANCE_8868
00D6: if 
0039:   22@ == 10 
004D: jump_if_false @DANCE_8902 
00BA: show_text_styled GXT 'DNC_024' time 1000 style 5  // ~w~Random!

:DANCE_8902
00D6: if 
0039:   22@ == 11 
004D: jump_if_false @DANCE_8936 
00BA: show_text_styled GXT 'DNC_025' time 1000 style 5  // ~w~Not on time!

:DANCE_8936
000A: 24@ += 1 
0002: jump @DANCE_8950 

:DANCE_8950
0051: return 

:DANCE_8952
0085: 13@ = 26@ // (int) 
005A: 13@ += 27@ // (int) 
005A: 13@ += 28@ // (int) 
00D6: if 
0019:   13@ > 0 
004D: jump_if_false @DANCE_9477 
00D6: if 
0029:   13@ >= 4 
004D: jump_if_false @DANCE_9477 
00D6: if 
0039:   28@ == 4 
004D: jump_if_false @DANCE_9147 
00D6: if or
0039:   29@ == 1 
0039:   29@ == 2 
004D: jump_if_false @DANCE_9101 
0004: $9527 = 2 
0006: 32@ = 0 
00BA: show_text_styled GXT 'DNC_002' time 50000 style 7  // ~y~PERFECT
0006: 29@ = 2 
0002: jump @DANCE_9140 

:DANCE_9101
0004: $9527 = 2 
0006: 32@ = 0 
00BA: show_text_styled GXT 'DNC_004' time 50000 style 7  // ~b~GOOD
0006: 29@ = 1 

:DANCE_9140
0002: jump @DANCE_9456 

:DANCE_9147
00D6: if 
001D:   26@ > 27@ // (int) 
004D: jump_if_false @DANCE_9270 
00D6: if 
8039:   not  29@ == 1 
004D: jump_if_false @DANCE_9205 
0004: $9527 = 4 
0006: 32@ = 0 
0002: jump @DANCE_9238 

:DANCE_9205
00D6: if 
0029:   32@ >= 10000 
004D: jump_if_false @DANCE_9238 
0004: $9527 = 4 
0006: 32@ = 0 

:DANCE_9238
00BA: show_text_styled GXT 'DNC_004' time 50000 style 7  // ~b~GOOD
0006: 29@ = 1 
0002: jump @DANCE_9456 

:DANCE_9270
00D6: if 
0039:   29@ == 2 
004D: jump_if_false @DANCE_9334 
0004: $9527 = 3 
0006: 32@ = 0 
00BA: show_text_styled GXT 'DNC_004' time 50000 style 7  // ~b~GOOD
0006: 29@ = 1 
0002: jump @DANCE_9456 

:DANCE_9334
00D6: if 
0039:   29@ == 1 
004D: jump_if_false @DANCE_9398 
0004: $9527 = 5 
0006: 32@ = 0 
00BA: show_text_styled GXT 'DNC_003' time 50000 style 7  // ~r~BAD
0006: 29@ = 0 
0002: jump @DANCE_9456 

:DANCE_9398
00D6: if 
0029:   32@ >= 10000 
004D: jump_if_false @DANCE_9431 
0004: $9527 = 5 
0006: 32@ = 0 

:DANCE_9431
00BA: show_text_styled GXT 'DNC_003' time 50000 style 7  // ~r~BAD
0006: 29@ = 0 

:DANCE_9456
0006: 28@ = 0 
0006: 26@ = 0 
0006: 27@ = 0 

:DANCE_9477
0051: return 

:DANCE_9479
03E4: set_text_draw_align_right 0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 1 
033F: set_text_draw_letter_size 0.5014 1.8889 
081C: draw_text_outline 2 RGBA 0 0 0 255 
00D6: if 
0039:   6@ == 3 
004D: jump_if_false @DANCE_9569 
0343: set_text_draw_linewidth 240.0 
033E: set_draw_text_position 32.0 32.0 GXT 'DNC_H2'  // Are you sure? ~N~~k~~PED_SPRINT~ Confirm and quit.~N~~k~~VEHICLE_ENTER_EXIT~ Back to dance.
0002: jump @DANCE_9615 

:DANCE_9569
00D6: if 
8039:   not  6@ == 2 
004D: jump_if_false @DANCE_9615 
0343: set_text_draw_linewidth 220.0 
033E: set_draw_text_position 32.0 32.0 GXT 'DNC_H1'  // ~k~~VEHICLE_ENTER_EXIT~ Hold to quit.

:DANCE_9615
0051: return 

:DANCE_9617
0871: init_jump_table $9528 total_jumps 6 default_jump 0 @DANCE_10043 jumps 0 @DANCE_9680 1 @DANCE_10003 6 @DANCE_9843 8 @DANCE_9883 9 @DANCE_9923 10 @DANCE_9963 -1 @DANCE_10043 

:DANCE_9680
00D6: if 
0038:   $9527 == 2 
004D: jump_if_false @DANCE_9719 
0004: $9528 = 6 
0004: $9527 = -1 
0002: jump @DANCE_10043 

:DANCE_9719
00D6: if 
0038:   $9527 == 3 
004D: jump_if_false @DANCE_9758 
0004: $9528 = 8 
0004: $9527 = -1 
0002: jump @DANCE_10043 

:DANCE_9758
00D6: if 
0038:   $9527 == 4 
004D: jump_if_false @DANCE_9797 
0004: $9528 = 9 
0004: $9527 = -1 
0002: jump @DANCE_10043 

:DANCE_9797
00D6: if 
0038:   $9527 == 5 
004D: jump_if_false @DANCE_9836 
0004: $9528 = 10 
0004: $9527 = -1 
0002: jump @DANCE_10043 

:DANCE_9836
0002: jump @DANCE_10043 

:DANCE_9843
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @DANCE_9876 
040D: unload_wav 4 
0050: gosub @DANCE_10045 
0004: $9528 = 1 

:DANCE_9876
0002: jump @DANCE_10043 

:DANCE_9883
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @DANCE_9916 
040D: unload_wav 4 
0050: gosub @DANCE_11697 
0004: $9528 = 1 

:DANCE_9916
0002: jump @DANCE_10043 

:DANCE_9923
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @DANCE_9956 
040D: unload_wav 4 
0050: gosub @DANCE_13349 
0004: $9528 = 1 

:DANCE_9956
0002: jump @DANCE_10043 

:DANCE_9963
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @DANCE_9996 
040D: unload_wav 4 
0050: gosub @DANCE_15001 
0004: $9528 = 1 

:DANCE_9996
0002: jump @DANCE_10043 

:DANCE_10003
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @DANCE_10036 
0949: link_wav 4 to_actor $PLAYER_ACTOR 
03D1: play_wav 4 
0004: $9528 = 0 

:DANCE_10036
0002: jump @DANCE_10043 

:DANCE_10043
0051: return 

:DANCE_10045
0871: init_jump_table $9529 total_jumps 56 default_jump 1 @DANCE_10498 jumps 1 @DANCE_10519 2 @DANCE_10540 3 @DANCE_10561 4 @DANCE_10582 5 @DANCE_10603 6 @DANCE_10624 7 @DANCE_10645 
0872: jump_table_jumps 8 @DANCE_10666 9 @DANCE_10687 10 @DANCE_10708 11 @DANCE_10729 12 @DANCE_10750 13 @DANCE_10771 14 @DANCE_10792 15 @DANCE_10813 16 @DANCE_10834 
0872: jump_table_jumps 17 @DANCE_10855 18 @DANCE_10876 19 @DANCE_10897 20 @DANCE_10918 21 @DANCE_10939 22 @DANCE_10960 23 @DANCE_10981 24 @DANCE_11002 25 @DANCE_11023 
0872: jump_table_jumps 26 @DANCE_11044 27 @DANCE_11065 28 @DANCE_11086 29 @DANCE_11107 30 @DANCE_11128 31 @DANCE_11149 32 @DANCE_11170 33 @DANCE_11191 34 @DANCE_11212 
0872: jump_table_jumps 35 @DANCE_11233 36 @DANCE_11254 37 @DANCE_11275 38 @DANCE_11296 39 @DANCE_11317 40 @DANCE_11338 41 @DANCE_11359 42 @DANCE_11380 43 @DANCE_11401 
0872: jump_table_jumps 44 @DANCE_11422 45 @DANCE_11443 46 @DANCE_11464 47 @DANCE_11485 48 @DANCE_11506 49 @DANCE_11527 50 @DANCE_11548 51 @DANCE_11569 52 @DANCE_11590 
0872: jump_table_jumps 53 @DANCE_11611 54 @DANCE_11632 55 @DANCE_11653 56 @DANCE_11674 -1 @DANCE_11695 -1 @DANCE_11695 -1 @DANCE_11695 -1 @DANCE_11695 -1 @DANCE_11695 

:DANCE_10498
03CF: load_wav 11455 as 4 
0004: $9529 = 1 
0002: jump @DANCE_11695 

:DANCE_10519
03CF: load_wav 11400 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_10540
03CF: load_wav 11401 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_10561
03CF: load_wav 11402 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_10582
03CF: load_wav 11403 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_10603
03CF: load_wav 11404 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_10624
03CF: load_wav 11405 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_10645
03CF: load_wav 11406 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_10666
03CF: load_wav 11407 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_10687
03CF: load_wav 11408 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_10708
03CF: load_wav 11409 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_10729
03CF: load_wav 11410 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_10750
03CF: load_wav 11411 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_10771
03CF: load_wav 11412 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_10792
03CF: load_wav 11413 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_10813
03CF: load_wav 11414 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_10834
03CF: load_wav 11415 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_10855
03CF: load_wav 11416 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_10876
03CF: load_wav 11417 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_10897
03CF: load_wav 11418 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_10918
03CF: load_wav 11419 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_10939
03CF: load_wav 11420 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_10960
03CF: load_wav 11421 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_10981
03CF: load_wav 11422 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11002
03CF: load_wav 11423 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11023
03CF: load_wav 11424 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11044
03CF: load_wav 11425 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11065
03CF: load_wav 11426 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11086
03CF: load_wav 11427 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11107
03CF: load_wav 11428 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11128
03CF: load_wav 11429 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11149
03CF: load_wav 11430 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11170
03CF: load_wav 11431 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11191
03CF: load_wav 11432 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11212
03CF: load_wav 11433 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11233
03CF: load_wav 11434 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11254
03CF: load_wav 11435 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11275
03CF: load_wav 11436 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11296
03CF: load_wav 11437 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11317
03CF: load_wav 11438 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11338
03CF: load_wav 11439 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11359
03CF: load_wav 11440 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11380
03CF: load_wav 11441 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11401
03CF: load_wav 11442 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11422
03CF: load_wav 11443 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11443
03CF: load_wav 11444 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11464
03CF: load_wav 11445 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11485
03CF: load_wav 11446 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11506
03CF: load_wav 11447 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11527
03CF: load_wav 11448 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11548
03CF: load_wav 11449 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11569
03CF: load_wav 11450 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11590
03CF: load_wav 11451 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11611
03CF: load_wav 11452 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11632
03CF: load_wav 11453 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11653
03CF: load_wav 11454 as 4 
0008: $9529 += 1 
0002: jump @DANCE_11695 

:DANCE_11674
03CF: load_wav 11455 as 4 
0004: $9529 = 1 
0002: jump @DANCE_11695 

:DANCE_11695
0051: return 

:DANCE_11697
0871: init_jump_table $9529 total_jumps 56 default_jump 1 @DANCE_12150 jumps 1 @DANCE_12171 2 @DANCE_12192 3 @DANCE_12213 4 @DANCE_12234 5 @DANCE_12255 6 @DANCE_12276 7 @DANCE_12297 
0872: jump_table_jumps 8 @DANCE_12318 9 @DANCE_12339 10 @DANCE_12360 11 @DANCE_12381 12 @DANCE_12402 13 @DANCE_12423 14 @DANCE_12444 15 @DANCE_12465 16 @DANCE_12486 
0872: jump_table_jumps 17 @DANCE_12507 18 @DANCE_12528 19 @DANCE_12549 20 @DANCE_12570 21 @DANCE_12591 22 @DANCE_12612 23 @DANCE_12633 24 @DANCE_12654 25 @DANCE_12675 
0872: jump_table_jumps 26 @DANCE_12696 27 @DANCE_12717 28 @DANCE_12738 29 @DANCE_12759 30 @DANCE_12780 31 @DANCE_12801 32 @DANCE_12822 33 @DANCE_12843 34 @DANCE_12864 
0872: jump_table_jumps 35 @DANCE_12885 36 @DANCE_12906 37 @DANCE_12927 38 @DANCE_12948 39 @DANCE_12969 40 @DANCE_12990 41 @DANCE_13011 42 @DANCE_13032 43 @DANCE_13053 
0872: jump_table_jumps 44 @DANCE_13074 45 @DANCE_13095 46 @DANCE_13116 47 @DANCE_13137 48 @DANCE_13158 49 @DANCE_13179 50 @DANCE_13200 51 @DANCE_13221 52 @DANCE_13242 
0872: jump_table_jumps 53 @DANCE_13263 54 @DANCE_13284 55 @DANCE_13305 56 @DANCE_13326 -1 @DANCE_13347 -1 @DANCE_13347 -1 @DANCE_13347 -1 @DANCE_13347 -1 @DANCE_13347 

:DANCE_12150
03CF: load_wav 11655 as 4 
0004: $9529 = 1 
0002: jump @DANCE_13347 

:DANCE_12171
03CF: load_wav 11600 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12192
03CF: load_wav 11601 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12213
03CF: load_wav 11602 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12234
03CF: load_wav 11603 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12255
03CF: load_wav 11604 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12276
03CF: load_wav 11605 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12297
03CF: load_wav 11606 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12318
03CF: load_wav 11607 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12339
03CF: load_wav 11608 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12360
03CF: load_wav 11609 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12381
03CF: load_wav 11610 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12402
03CF: load_wav 11611 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12423
03CF: load_wav 11612 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12444
03CF: load_wav 11613 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12465
03CF: load_wav 11614 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12486
03CF: load_wav 11615 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12507
03CF: load_wav 11616 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12528
03CF: load_wav 11617 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12549
03CF: load_wav 11618 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12570
03CF: load_wav 11619 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12591
03CF: load_wav 11620 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12612
03CF: load_wav 11621 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12633
03CF: load_wav 11622 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12654
03CF: load_wav 11623 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12675
03CF: load_wav 11624 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12696
03CF: load_wav 11625 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12717
03CF: load_wav 11626 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12738
03CF: load_wav 11627 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12759
03CF: load_wav 11628 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12780
03CF: load_wav 11629 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12801
03CF: load_wav 11630 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12822
03CF: load_wav 11631 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12843
03CF: load_wav 11632 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12864
03CF: load_wav 11633 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12885
03CF: load_wav 11634 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12906
03CF: load_wav 11635 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12927
03CF: load_wav 11636 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12948
03CF: load_wav 11637 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12969
03CF: load_wav 11638 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_12990
03CF: load_wav 11639 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_13011
03CF: load_wav 11640 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_13032
03CF: load_wav 11641 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_13053
03CF: load_wav 11642 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_13074
03CF: load_wav 11643 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_13095
03CF: load_wav 11644 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_13116
03CF: load_wav 11645 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_13137
03CF: load_wav 11646 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_13158
03CF: load_wav 11647 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_13179
03CF: load_wav 11648 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_13200
03CF: load_wav 11649 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_13221
03CF: load_wav 11650 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_13242
03CF: load_wav 11651 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_13263
03CF: load_wav 11652 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_13284
03CF: load_wav 11653 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_13305
03CF: load_wav 11654 as 4 
0008: $9529 += 1 
0002: jump @DANCE_13347 

:DANCE_13326
03CF: load_wav 11655 as 4 
0004: $9529 = 1 
0002: jump @DANCE_13347 

:DANCE_13347
0051: return 

:DANCE_13349
0871: init_jump_table $9529 total_jumps 56 default_jump 1 @DANCE_13802 jumps 1 @DANCE_13823 2 @DANCE_13844 3 @DANCE_13865 4 @DANCE_13886 5 @DANCE_13907 6 @DANCE_13928 7 @DANCE_13949 
0872: jump_table_jumps 8 @DANCE_13970 9 @DANCE_13991 10 @DANCE_14012 11 @DANCE_14033 12 @DANCE_14054 13 @DANCE_14075 14 @DANCE_14096 15 @DANCE_14117 16 @DANCE_14138 
0872: jump_table_jumps 17 @DANCE_14159 18 @DANCE_14180 19 @DANCE_14201 20 @DANCE_14222 21 @DANCE_14243 22 @DANCE_14264 23 @DANCE_14285 24 @DANCE_14306 25 @DANCE_14327 
0872: jump_table_jumps 26 @DANCE_14348 27 @DANCE_14369 28 @DANCE_14390 29 @DANCE_14411 30 @DANCE_14432 31 @DANCE_14453 32 @DANCE_14474 33 @DANCE_14495 34 @DANCE_14516 
0872: jump_table_jumps 35 @DANCE_14537 36 @DANCE_14558 37 @DANCE_14579 38 @DANCE_14600 39 @DANCE_14621 40 @DANCE_14642 41 @DANCE_14663 42 @DANCE_14684 43 @DANCE_14705 
0872: jump_table_jumps 44 @DANCE_14726 45 @DANCE_14747 46 @DANCE_14768 47 @DANCE_14789 48 @DANCE_14810 49 @DANCE_14831 50 @DANCE_14852 51 @DANCE_14873 52 @DANCE_14894 
0872: jump_table_jumps 53 @DANCE_14915 54 @DANCE_14936 55 @DANCE_14957 56 @DANCE_14978 -1 @DANCE_14999 -1 @DANCE_14999 -1 @DANCE_14999 -1 @DANCE_14999 -1 @DANCE_14999 

:DANCE_13802
03CF: load_wav 11855 as 4 
0004: $9529 = 1 
0002: jump @DANCE_14999 

:DANCE_13823
03CF: load_wav 11800 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_13844
03CF: load_wav 11801 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_13865
03CF: load_wav 11802 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_13886
03CF: load_wav 11803 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_13907
03CF: load_wav 11804 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_13928
03CF: load_wav 11805 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_13949
03CF: load_wav 11806 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_13970
03CF: load_wav 11807 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_13991
03CF: load_wav 11808 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14012
03CF: load_wav 11809 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14033
03CF: load_wav 11810 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14054
03CF: load_wav 11811 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14075
03CF: load_wav 11812 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14096
03CF: load_wav 11813 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14117
03CF: load_wav 11814 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14138
03CF: load_wav 11815 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14159
03CF: load_wav 11816 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14180
03CF: load_wav 11817 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14201
03CF: load_wav 11818 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14222
03CF: load_wav 11819 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14243
03CF: load_wav 11820 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14264
03CF: load_wav 11821 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14285
03CF: load_wav 11822 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14306
03CF: load_wav 11823 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14327
03CF: load_wav 11824 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14348
03CF: load_wav 11825 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14369
03CF: load_wav 11826 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14390
03CF: load_wav 11827 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14411
03CF: load_wav 11828 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14432
03CF: load_wav 11829 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14453
03CF: load_wav 11830 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14474
03CF: load_wav 11831 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14495
03CF: load_wav 11832 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14516
03CF: load_wav 11833 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14537
03CF: load_wav 11834 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14558
03CF: load_wav 11835 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14579
03CF: load_wav 11836 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14600
03CF: load_wav 11837 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14621
03CF: load_wav 11838 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14642
03CF: load_wav 11839 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14663
03CF: load_wav 11840 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14684
03CF: load_wav 11841 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14705
03CF: load_wav 11842 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14726
03CF: load_wav 11843 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14747
03CF: load_wav 11844 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14768
03CF: load_wav 11845 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14789
03CF: load_wav 11846 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14810
03CF: load_wav 11847 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14831
03CF: load_wav 11848 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14852
03CF: load_wav 11849 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14873
03CF: load_wav 11850 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14894
03CF: load_wav 11851 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14915
03CF: load_wav 11852 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14936
03CF: load_wav 11853 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14957
03CF: load_wav 11854 as 4 
0008: $9529 += 1 
0002: jump @DANCE_14999 

:DANCE_14978
03CF: load_wav 11855 as 4 
0004: $9529 = 1 
0002: jump @DANCE_14999 

:DANCE_14999
0051: return 

:DANCE_15001
0871: init_jump_table $9529 total_jumps 56 default_jump 1 @DANCE_15454 jumps 1 @DANCE_15475 2 @DANCE_15496 3 @DANCE_15517 4 @DANCE_15538 5 @DANCE_15559 6 @DANCE_15580 7 @DANCE_15601 
0872: jump_table_jumps 8 @DANCE_15622 9 @DANCE_15643 10 @DANCE_15664 11 @DANCE_15685 12 @DANCE_15706 13 @DANCE_15727 14 @DANCE_15748 15 @DANCE_15769 16 @DANCE_15790 
0872: jump_table_jumps 17 @DANCE_15811 18 @DANCE_15832 19 @DANCE_15853 20 @DANCE_15874 21 @DANCE_15895 22 @DANCE_15916 23 @DANCE_15937 24 @DANCE_15958 25 @DANCE_15979 
0872: jump_table_jumps 26 @DANCE_16000 27 @DANCE_16021 28 @DANCE_16042 29 @DANCE_16063 30 @DANCE_16084 31 @DANCE_16105 32 @DANCE_16126 33 @DANCE_16147 34 @DANCE_16168 
0872: jump_table_jumps 35 @DANCE_16189 36 @DANCE_16210 37 @DANCE_16231 38 @DANCE_16252 39 @DANCE_16273 40 @DANCE_16294 41 @DANCE_16315 42 @DANCE_16336 43 @DANCE_16357 
0872: jump_table_jumps 44 @DANCE_16378 45 @DANCE_16399 46 @DANCE_16420 47 @DANCE_16441 48 @DANCE_16462 49 @DANCE_16483 50 @DANCE_16504 51 @DANCE_16525 52 @DANCE_16546 
0872: jump_table_jumps 53 @DANCE_16567 54 @DANCE_16588 55 @DANCE_16609 56 @DANCE_16630 -1 @DANCE_16651 -1 @DANCE_16651 -1 @DANCE_16651 -1 @DANCE_16651 -1 @DANCE_16651 

:DANCE_15454
03CF: load_wav 12055 as 4 
0004: $9529 = 1 
0002: jump @DANCE_16651 

:DANCE_15475
03CF: load_wav 12000 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_15496
03CF: load_wav 12001 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_15517
03CF: load_wav 12002 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_15538
03CF: load_wav 12003 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_15559
03CF: load_wav 12004 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_15580
03CF: load_wav 12005 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_15601
03CF: load_wav 12006 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_15622
03CF: load_wav 12007 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_15643
03CF: load_wav 12008 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_15664
03CF: load_wav 12009 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_15685
03CF: load_wav 12010 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_15706
03CF: load_wav 12011 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_15727
03CF: load_wav 12012 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_15748
03CF: load_wav 12013 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_15769
03CF: load_wav 12014 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_15790
03CF: load_wav 12015 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_15811
03CF: load_wav 12016 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_15832
03CF: load_wav 12017 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_15853
03CF: load_wav 12018 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_15874
03CF: load_wav 12019 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_15895
03CF: load_wav 12020 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_15916
03CF: load_wav 12021 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_15937
03CF: load_wav 12022 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_15958
03CF: load_wav 12023 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_15979
03CF: load_wav 12024 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16000
03CF: load_wav 12025 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16021
03CF: load_wav 12026 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16042
03CF: load_wav 12027 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16063
03CF: load_wav 12028 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16084
03CF: load_wav 12029 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16105
03CF: load_wav 12030 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16126
03CF: load_wav 12031 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16147
03CF: load_wav 12032 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16168
03CF: load_wav 12033 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16189
03CF: load_wav 12034 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16210
03CF: load_wav 12035 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16231
03CF: load_wav 12036 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16252
03CF: load_wav 12037 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16273
03CF: load_wav 12038 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16294
03CF: load_wav 12039 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16315
03CF: load_wav 12040 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16336
03CF: load_wav 12041 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16357
03CF: load_wav 12042 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16378
03CF: load_wav 12043 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16399
03CF: load_wav 12044 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16420
03CF: load_wav 12045 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16441
03CF: load_wav 12046 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16462
03CF: load_wav 12047 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16483
03CF: load_wav 12048 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16504
03CF: load_wav 12049 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16525
03CF: load_wav 12050 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16546
03CF: load_wav 12051 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16567
03CF: load_wav 12052 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16588
03CF: load_wav 12053 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16609
03CF: load_wav 12054 as 4 
0008: $9529 += 1 
0002: jump @DANCE_16651 

:DANCE_16630
03CF: load_wav 12055 as 4 
0004: $9529 = 1 
0002: jump @DANCE_16651 

:DANCE_16651
0051: return 

:DANCE_16653
0004: $1044 = 1 
0004: $5298 = 0 
04EF: release_animation v$DANCE_ANIM_IFP 
00BE: text_clear_all 
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @DANCE_16767 
00D6: if and
82F2:   not actor 5@ model == #GANGRL3 
82F2:   not actor 5@ model == #MECGRL3 
82F2:   not actor 5@ model == #GUNGRL3 
82F2:   not actor 5@ model == #COPGRL3 
82F2:   not actor 5@ model == #NURGRL3 
82F2:   not actor 5@ model == #CROGRL3 
004D: jump_if_false @DANCE_16767 
0665: get_actor 5@ model_to 13@ 
0249: release_model 13@ 
009B: destroy_actor 5@ 

:DANCE_16767
0953: get_soundtrack_status_to 13@ 
00D6: if 
04A4:   13@ == 3 // == constant 
004D: jump_if_false @DANCE_16792 
0955: end_playing_loaded_soundtrack 

:DANCE_16792
0006: 13@ = 0 

:DANCE_16799
0005: $5315(13@,5f) = 0.0 
0005: $5320(13@,5f) = 0.0 
0005: $5325(13@,5f) = 0.0 
0005: $5330(13@,5f) = 0.0 
0005: $5335(13@,5f) = 0.0 
0005: $5340(13@,5f) = 0.0 
000A: 13@ += 1 
0029:   13@ >= 5 
004D: jump_if_false @DANCE_16799 
09EE: set_status_text_stay_on_screen 0 
03F0: enable_text_draw 0 
00D6: if 
0028:   $DANCE_SCORE >= 0 
004D: jump_if_false @DANCE_16938 
0629: change_integer_stat 156 to $DANCE_SCORE 

:DANCE_16938
040D: unload_wav 4 
01B4: set_player $PLAYER_CHAR can_move 1 
08C0: clear $5295 bit 31 
09BD: allow_other_threads_to_display_text_boxes 1 
004E: end_thread 
0051: return 

:DANCE_16964
0494: get_joystick 0 direction_offset_to $9530 $9531 $9532 $9533 
008D: $9535 = integer $9530 to_float 
0086: $9536 = $9535 // (float) 
008D: $9535 = integer $9531 to_float 
0086: $9537 = $9535 // (float) 
0509: $9535 = distance_between_XY 0.0 0.0 and_XY $9536 $9537 
0004: $9534 = 0 
00D6: if 
0020:   $9535 > 64.0 
004D: jump_if_false @DANCE_17325 
05A4: get_angle_between_vectors_origin_to $9536 $9537 and_origin_to 0.0 -1.0 store_to $9535 
00D6: if 
0022:   15.0 > $9535 
004D: jump_if_false @DANCE_17117 
0004: $9534 = 13 
0002: jump @DANCE_17325 

:DANCE_17117
00D6: if 
0022:   75.0 > $9535 
004D: jump_if_false @DANCE_17184 
00D6: if 
0018:   $9530 > 0 
004D: jump_if_false @DANCE_17170 
0004: $9534 = 11 
0002: jump @DANCE_17177 

:DANCE_17170
0004: $9534 = 15 

:DANCE_17177
0002: jump @DANCE_17325 

:DANCE_17184
00D6: if 
0022:   105.0 > $9535 
004D: jump_if_false @DANCE_17251 
00D6: if 
0018:   $9530 > 0 
004D: jump_if_false @DANCE_17237 
0004: $9534 = 10 
0002: jump @DANCE_17244 

:DANCE_17237
0004: $9534 = 9 

:DANCE_17244
0002: jump @DANCE_17325 

:DANCE_17251
00D6: if 
0022:   165.0 > $9535 
004D: jump_if_false @DANCE_17318 
00D6: if 
0018:   $9530 > 0 
004D: jump_if_false @DANCE_17304 
0004: $9534 = 16 
0002: jump @DANCE_17311 

:DANCE_17304
0004: $9534 = 12 

:DANCE_17311
0002: jump @DANCE_17325 

:DANCE_17318
0004: $9534 = 14 

:DANCE_17325
0051: return 
0662: printstring v$DANCE_ANIM 
07B1: unknown_get_dance_track 1 store_to 13@ 13@ 13@ 
0663: printint "NEXT_BEAT_NUMBER" 13@ 
0051: return 
004E: end_thread 

//-------------External script 36 (SHOPKEEPER)---------------

:SKBRAIN
03A4: name_thread 'SKBRAIN' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @SKBRAIN_114 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 1@ 
0107: 6@ = create_object #NULL at 0.0 0.0 0.0 

:SKBRAIN_114
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @SKBRAIN_138 
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_B 

:SKBRAIN_138
04ED: load_animation "FOOD" 

:SKBRAIN_146
00D6: if 
84EE:   not animation "FOOD" loaded 
004D: jump_if_false @SKBRAIN_176 
0001: wait 0 ms 
0002: jump @SKBRAIN_146 

:SKBRAIN_176
0006: 3@ = 1 
0006: 4@ = 0 
0006: 5@ = 0 
0006: 7@ = 0 

:SKBRAIN_204
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @SKBRAIN_377 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 
0038:   $PLAYER_IN_INTERIOR == 1 
004D: jump_if_false @SKBRAIN_283 
0050: gosub @SKBRAIN_1552 
0002: jump @SKBRAIN_370 

:SKBRAIN_283
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 0@ 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SKBRAIN_331 
00D6: if 
03CA:   object 6@ exists 
004D: jump_if_false @SKBRAIN_331 
0108: destroy_object 6@ 

:SKBRAIN_331
00D6: if 
0038:   $FOOD_PLAYER_AGGRESSIVE_FLAG == 0 
004D: jump_if_false @SKBRAIN_363 
0050: gosub @SKBRAIN_391 
0002: jump @SKBRAIN_370 

:SKBRAIN_363
0002: jump @SKBRAIN_1590 

:SKBRAIN_370
0002: jump @SKBRAIN_384 

:SKBRAIN_377
0050: gosub @SKBRAIN_1552 

:SKBRAIN_384
0002: jump @SKBRAIN_204 

:SKBRAIN_391
0871: init_jump_table 3@ total_jumps 3 default_jump 0 @SKBRAIN_496 jumps 1 @SKBRAIN_454 2 @SKBRAIN_468 3 @SKBRAIN_482 -1 @SKBRAIN_496 -1 @SKBRAIN_496 -1 @SKBRAIN_496 -1 @SKBRAIN_496 

:SKBRAIN_454
0050: gosub @SKBRAIN_498 
0002: jump @SKBRAIN_496 

:SKBRAIN_468
0050: gosub @SKBRAIN_841 
0002: jump @SKBRAIN_496 

:SKBRAIN_482
0050: gosub @SKBRAIN_1185 
0002: jump @SKBRAIN_496 

:SKBRAIN_496
0051: return 

:SKBRAIN_498
0871: init_jump_table 4@ total_jumps 2 default_jump 0 @SKBRAIN_839 jumps 0 @SKBRAIN_561 1 @SKBRAIN_737 -1 @SKBRAIN_839 -1 @SKBRAIN_839 -1 @SKBRAIN_839 -1 @SKBRAIN_839 -1 @SKBRAIN_839 

:SKBRAIN_561
04C4: store_coords_to 13@ 14@ 15@ from_actor 0@ with_offset 0.0 3.0 3.0 
091C: get_actor_in_sphere 13@ 14@ 15@ radius 20.0 model #CJ_FF_TILL_QUE external_script_named "PCUSTOM" handle_as 2@ 
00D6: if 
0019:   2@ > -1 
004D: jump_if_false @SKBRAIN_730 
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset -5.0 -5.0 -5.0 
0107: 6@ = create_object #PIZZAHIGH at 10@ 11@ 12@ 
0605: actor 0@ perform_animation "SHP_TRAY_IN" IFP "FOOD" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:SKBRAIN_730
0002: jump @SKBRAIN_839 

:SKBRAIN_737
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "SHP_TRAY_IN" 
004D: jump_if_false @SKBRAIN_832 
0613: 9@ = actor 0@ animation "SHP_TRAY_IN" time 
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @SKBRAIN_832 
0006: 4@ = 0 
000A: 3@ += 1 

:SKBRAIN_832
0002: jump @SKBRAIN_839 

:SKBRAIN_839
0051: return 

:SKBRAIN_841
0871: init_jump_table 4@ total_jumps 3 default_jump 0 @SKBRAIN_1183 jumps 0 @SKBRAIN_904 1 @SKBRAIN_1044 2 @SKBRAIN_1143 -1 @SKBRAIN_1183 -1 @SKBRAIN_1183 -1 @SKBRAIN_1183 -1 @SKBRAIN_1183 

:SKBRAIN_904
00D6: if 
03CA:   object 6@ exists 
004D: jump_if_false @SKBRAIN_1023 
070A: AS_actor 0@ attach_to_object 6@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0812: AS_actor 0@ perform_animation "SHP_TRAY_LIFT" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 33@ = 0 
000A: 4@ += 1 
0002: jump @SKBRAIN_1037 

:SKBRAIN_1023
0006: 4@ = 0 
000A: 3@ += 1 

:SKBRAIN_1037
0002: jump @SKBRAIN_1183 

:SKBRAIN_1044
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "SHP_TRAY_LIFT" 
004D: jump_if_false @SKBRAIN_1136 
0613: 9@ = actor 0@ animation "SHP_TRAY_LIFT" time 
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @SKBRAIN_1136 
000A: 4@ += 1 

:SKBRAIN_1136
0002: jump @SKBRAIN_1183 

:SKBRAIN_1143
00D6: if 
0019:   33@ > 2000 
004D: jump_if_false @SKBRAIN_1176 
0006: 4@ = 0 
000A: 3@ += 1 

:SKBRAIN_1176
0002: jump @SKBRAIN_1183 

:SKBRAIN_1183
0051: return 

:SKBRAIN_1185
0871: init_jump_table 4@ total_jumps 4 default_jump 0 @SKBRAIN_1550 jumps 0 @SKBRAIN_1248 1 @SKBRAIN_1340 2 @SKBRAIN_1397 3 @SKBRAIN_1529 -1 @SKBRAIN_1550 -1 @SKBRAIN_1550 -1 @SKBRAIN_1550 

:SKBRAIN_1248
04C4: store_coords_to 13@ 14@ 15@ from_actor 0@ with_offset 0.0 3.0 3.0 
091C: get_actor_in_sphere 13@ 14@ 15@ radius 20.0 model #CJ_FF_TILL_QUE external_script_named "PCUSTOM" handle_as 2@ 
00D6: if 
0039:   2@ == -1 
004D: jump_if_false @SKBRAIN_1333 
000A: 4@ += 1 

:SKBRAIN_1333
0002: jump @SKBRAIN_1550 

:SKBRAIN_1340
0812: AS_actor 0@ perform_animation "SHP_TRAY_RETURN" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
000A: 4@ += 1 
0002: jump @SKBRAIN_1550 

:SKBRAIN_1397
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "SHP_TRAY_RETURN" 
004D: jump_if_false @SKBRAIN_1522 
0613: 9@ = actor 0@ animation "SHP_TRAY_RETURN" time 
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @SKBRAIN_1522 
00D6: if 
03CA:   object 6@ exists 
004D: jump_if_false @SKBRAIN_1507 
0108: destroy_object 6@ 

:SKBRAIN_1507
074C: AS_actor 0@ goto_AS_origin 1@ 
000A: 4@ += 1 

:SKBRAIN_1522
0002: jump @SKBRAIN_1550 

:SKBRAIN_1529
0006: 4@ = 0 
0006: 3@ = 1 
0002: jump @SKBRAIN_1550 

:SKBRAIN_1550
0051: return 

:SKBRAIN_1552
04EF: release_animation "FOOD" 
01C4: remove_references_to_object 6@ // This object will now disappear when the player looks away 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @SKBRAIN_1586 
0792: disembark_instantly_actor 0@ 

:SKBRAIN_1586
004E: end_thread 
0051: return 

:SKBRAIN_1590
0001: wait 0 ms 
00D6: if and
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @SKBRAIN_1762 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 
0038:   $PLAYER_IN_INTERIOR == 1 
004D: jump_if_false @SKBRAIN_1664 
0050: gosub @SKBRAIN_1552 
0002: jump @SKBRAIN_1755 

:SKBRAIN_1664
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @SKBRAIN_1755 
062E: get_actor 0@ task 1476 status_store_to 7@ // ret 7 if not found 
00D6: if 
04A4:   7@ == 7 // == constant 
004D: jump_if_false @SKBRAIN_1755 
05C4: AS_actor 0@ hands_up -2 ms 
00D6: if 
0737:   actor 0@ lifting_object -1 
004D: jump_if_false @SKBRAIN_1755 
00D6: if 
03CA:   object 6@ exists 
004D: jump_if_false @SKBRAIN_1755 
0108: destroy_object 6@ 

:SKBRAIN_1755
0002: jump @SKBRAIN_1769 

:SKBRAIN_1762
0050: gosub @SKBRAIN_1552 

:SKBRAIN_1769
0002: jump @SKBRAIN_1590 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 37 (CUSTOMER_PANIC)---------------

:FFPNC
03A4: name_thread 'FFPNC' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @FFPNC_60 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:FFPNC_60
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @FFPNC_84 
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 

:FFPNC_84
0001: wait 0 ms 
00D6: if and
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @FFPNC_308 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 
0038:   $PLAYER_IN_INTERIOR == 1 
004D: jump_if_false @FFPNC_151 
0050: gosub @FFPNC_322 

:FFPNC_151
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @FFPNC_294 
0085: 2@ = 1@ // (int) 
0016: 2@ /= 2 
0012: 2@ *= 2 
00D6: if 
001D:   1@ > 2@ // (int) 
004D: jump_if_false @FFPNC_251 
062E: get_actor 0@ task 1477 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @FFPNC_244 
05C5: AS_actor 0@ cower -2 ms 

:FFPNC_244
0002: jump @FFPNC_287 

:FFPNC_251
062E: get_actor 0@ task 1476 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @FFPNC_287 
05C4: AS_actor 0@ hands_up -2 ms 

:FFPNC_287
0002: jump @FFPNC_301 

:FFPNC_294
0050: gosub @FFPNC_322 

:FFPNC_301
0002: jump @FFPNC_315 

:FFPNC_308
0050: gosub @FFPNC_322 

:FFPNC_315
0002: jump @FFPNC_84 

:FFPNC_322
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
090F: end_external_script 37 (CUSTOMER_PANIC) 
004E: end_thread 
0051: return 
004E: end_thread 

//-------------External script 38 (BAR_STAFF)---------------

:BARSTAF
03A4: name_thread 'BARSTAF' 
0006: 8@ = 0 
00D6: if 
0039:   8@ == 1 
004D: jump_if_false @BARSTAF_212 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 
009A: 8@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 1@ 
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 2@ 
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 3@ 
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 4@ 

:BARSTAF_212
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARSTAF_236 
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_B 

:BARSTAF_236
04ED: load_animation "BAR" 

:BARSTAF_243
00D6: if 
84EE:   not animation "BAR" loaded 
004D: jump_if_false @BARSTAF_279 
04ED: load_animation "BAR" 
0001: wait 0 ms 
0002: jump @BARSTAF_243 

:BARSTAF_279
0006: 9@ = 1 
0006: 10@ = 0 
0006: 12@ = 0 
00D6: if 
0033:   0.0 >= 6@ 
004D: jump_if_false @BARSTAF_331 
0007: 6@ = 6.0 

:BARSTAF_331
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @BARSTAF_540 
00D6: if 
0039:   9@ == 2 
004D: jump_if_false @BARSTAF_480 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @BARSTAF_452 
00D6: if or
0038:   $9470 == 1 
0038:   $9472 == 1 
0038:   $9473 == 1 
004D: jump_if_false @BARSTAF_438 
0002: jump @BARSTAF_2200 
0002: jump @BARSTAF_445 

:BARSTAF_438
0050: gosub @BARSTAF_554 

:BARSTAF_445
0002: jump @BARSTAF_473 

:BARSTAF_452
0006: 9@ = 1 
0006: 10@ = 0 
0050: gosub @BARSTAF_554 

:BARSTAF_473
0002: jump @BARSTAF_533 

:BARSTAF_480
00D6: if or
0038:   $9470 == 1 
0038:   $9472 == 1 
0038:   $9473 == 1 
004D: jump_if_false @BARSTAF_526 
0002: jump @BARSTAF_2200 
0002: jump @BARSTAF_533 

:BARSTAF_526
0050: gosub @BARSTAF_554 

:BARSTAF_533
0002: jump @BARSTAF_547 

:BARSTAF_540
0050: gosub @BARSTAF_2287 

:BARSTAF_547
0002: jump @BARSTAF_331 

:BARSTAF_554
0871: init_jump_table 9@ total_jumps 3 default_jump 0 @BARSTAF_659 jumps 1 @BARSTAF_617 2 @BARSTAF_631 3 @BARSTAF_645 -1 @BARSTAF_659 -1 @BARSTAF_659 -1 @BARSTAF_659 -1 @BARSTAF_659 

:BARSTAF_617
0050: gosub @BARSTAF_661 
0002: jump @BARSTAF_659 

:BARSTAF_631
0050: gosub @BARSTAF_1390 
0002: jump @BARSTAF_659 

:BARSTAF_645
0050: gosub @BARSTAF_2085 
0002: jump @BARSTAF_659 

:BARSTAF_659
0051: return 

:BARSTAF_661
0871: init_jump_table 10@ total_jumps 4 default_jump 0 @BARSTAF_1388 jumps 0 @BARSTAF_724 1 @BARSTAF_767 2 @BARSTAF_974 3 @BARSTAF_1181 -1 @BARSTAF_1388 -1 @BARSTAF_1388 -1 @BARSTAF_1388 

:BARSTAF_724
062E: get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_760 
000A: 10@ += 1 

:BARSTAF_760
0002: jump @BARSTAF_1388 

:BARSTAF_767
00A0: store_actor 0@ position_to 14@ 15@ 16@ 
091C: get_actor_in_sphere 14@ 15@ 16@ radius 6@ model #NULL external_script_named "BARGUY" handle_as 8@ 
00D6: if 
0019:   8@ > -1 
004D: jump_if_false @BARSTAF_923 
0226: 13@ = actor 8@ health 
00D6: if 
0039:   13@ == 99 
004D: jump_if_false @BARSTAF_866 
0006: 8@ = -1 
0002: jump @BARSTAF_923 

:BARSTAF_866
062E: get_actor 8@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_916 
000A: 9@ += 1 
0006: 10@ = 0 
0002: jump @BARSTAF_923 

:BARSTAF_916
0006: 8@ = -1 

:BARSTAF_923
062E: get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_967 
074C: AS_actor 0@ goto_AS_origin 2@ 
000A: 10@ += 1 

:BARSTAF_967
0002: jump @BARSTAF_1388 

:BARSTAF_974
00A0: store_actor 0@ position_to 14@ 15@ 16@ 
091C: get_actor_in_sphere 14@ 15@ 16@ radius 6@ model #NULL external_script_named "BARGUY" handle_as 8@ 
00D6: if 
0019:   8@ > -1 
004D: jump_if_false @BARSTAF_1130 
0226: 13@ = actor 8@ health 
00D6: if 
0039:   13@ == 99 
004D: jump_if_false @BARSTAF_1073 
0006: 8@ = -1 
0002: jump @BARSTAF_1130 

:BARSTAF_1073
062E: get_actor 8@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_1123 
000A: 9@ += 1 
0006: 10@ = 0 
0002: jump @BARSTAF_1130 

:BARSTAF_1123
0006: 8@ = -1 

:BARSTAF_1130
062E: get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_1174 
074C: AS_actor 0@ goto_AS_origin 3@ 
000A: 10@ += 1 

:BARSTAF_1174
0002: jump @BARSTAF_1388 

:BARSTAF_1181
00A0: store_actor 0@ position_to 14@ 15@ 16@ 
091C: get_actor_in_sphere 14@ 15@ 16@ radius 6@ model #NULL external_script_named "BARGUY" handle_as 8@ 
00D6: if 
0019:   8@ > -1 
004D: jump_if_false @BARSTAF_1337 
0226: 13@ = actor 8@ health 
00D6: if 
0039:   13@ == 99 
004D: jump_if_false @BARSTAF_1280 
0006: 8@ = -1 
0002: jump @BARSTAF_1337 

:BARSTAF_1280
062E: get_actor 8@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_1330 
000A: 9@ += 1 
0006: 10@ = 0 
0002: jump @BARSTAF_1337 

:BARSTAF_1330
0006: 8@ = -1 

:BARSTAF_1337
062E: get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_1381 
074C: AS_actor 0@ goto_AS_origin 1@ 
0006: 10@ = 0 

:BARSTAF_1381
0002: jump @BARSTAF_1388 

:BARSTAF_1388
0051: return 

:BARSTAF_1390
0871: init_jump_table 10@ total_jumps 8 default_jump 0 @BARSTAF_2083 jumps 0 @BARSTAF_1518 1 @BARSTAF_1577 2 @BARSTAF_1628 3 @BARSTAF_1720 4 @BARSTAF_1771 5 @BARSTAF_1873 6 @BARSTAF_1934 
0872: jump_table_jumps 7 @BARSTAF_1985 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 

:BARSTAF_1518
04C4: store_coords_to 14@ 15@ 16@ from_actor 8@ with_offset 0.0 5@ 0.0 
05D3: AS_actor 0@ goto_point 14@ 15@ 16@ mode 4 time -2 ms // versionA 
000A: 10@ += 1 
0002: jump @BARSTAF_2083 

:BARSTAF_1577
062E: get_actor 0@ task 1491 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_1621 
0639: AS_actor 0@ rotate_to_actor 8@ 
000A: 10@ += 1 

:BARSTAF_1621
0002: jump @BARSTAF_2083 

:BARSTAF_1628
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_1713 
0223: set_actor 8@ health_to 99 
0605: actor 0@ perform_animation "BARSERVE_ORDER" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 3000 
000A: 10@ += 1 

:BARSTAF_1713
0002: jump @BARSTAF_2083 

:BARSTAF_1720
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_1764 
074C: AS_actor 0@ goto_AS_origin 4@ 
000A: 10@ += 1 

:BARSTAF_1764
0002: jump @BARSTAF_2083 

:BARSTAF_1771
062E: get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_1866 
00D6: if 
0039:   7@ == 0 
004D: jump_if_false @BARSTAF_1859 
0605: actor 0@ perform_animation "BARSERVE_GLASS" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 

:BARSTAF_1859
000A: 10@ += 1 

:BARSTAF_1866
0002: jump @BARSTAF_2083 

:BARSTAF_1873
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_1927 
05D3: AS_actor 0@ goto_point 14@ 15@ 16@ mode 4 time -2 ms // versionA 
000A: 10@ += 1 

:BARSTAF_1927
0002: jump @BARSTAF_2083 

:BARSTAF_1934
062E: get_actor 0@ task 1491 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_1978 
0639: AS_actor 0@ rotate_to_actor 8@ 
000A: 10@ += 1 

:BARSTAF_1978
0002: jump @BARSTAF_2083 

:BARSTAF_1985
062E: get_actor 0@ task 1593 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_2076 
0223: set_actor 8@ health_to 99 
0605: actor 0@ perform_animation "BARSERVE_GIVE" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 3000 
000A: 9@ += 1 
0006: 10@ = 0 

:BARSTAF_2076
0002: jump @BARSTAF_2083 

:BARSTAF_2083
0051: return 

:BARSTAF_2085
0871: init_jump_table 10@ total_jumps 1 default_jump 0 @BARSTAF_2198 jumps 0 @BARSTAF_2148 -1 @BARSTAF_2198 -1 @BARSTAF_2198 -1 @BARSTAF_2198 -1 @BARSTAF_2198 -1 @BARSTAF_2198 -1 @BARSTAF_2198 

:BARSTAF_2148
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_2191 
0006: 9@ = 1 
0006: 10@ = 0 

:BARSTAF_2191
0002: jump @BARSTAF_2198 

:BARSTAF_2198
0051: return 

:BARSTAF_2200
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @BARSTAF_2273 
062E: get_actor 0@ task 1476 status_store_to 12@ // ret 7 if not found 
00D6: if 
04A4:   12@ == 7 // == constant 
004D: jump_if_false @BARSTAF_2266 
05C4: AS_actor 0@ hands_up 60000 ms 

:BARSTAF_2266
0002: jump @BARSTAF_2280 

:BARSTAF_2273
0050: gosub @BARSTAF_2287 

:BARSTAF_2280
0002: jump @BARSTAF_2200 

:BARSTAF_2287
04EF: release_animation "BAR" 
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
004E: end_thread 
0051: return 
0663: printint "PEDSTATE" 9@ 
0663: printint "SUBSTATESTATUS" 10@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 39 (BOUNCER)---------------

:BOUNCER
03A4: name_thread 'BOUNCER' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @BOUNCER_60 
009A: 0@ = create_actor_pedtype 4 model #NULL at 0.0 0.0 0.0 

:BOUNCER_60
00D6: if 
8248:   not model #COLT45 available 
004D: jump_if_false @BOUNCER_88 
0247: load_model #COLT45 
0002: jump @BOUNCER_60 

:BOUNCER_88
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BOUNCER_187 
01B2: give_actor 0@ weapon 22 ammo 99999999 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 0 
00D6: if 
0491:   actor 0@ has_weapon 3 
004D: jump_if_false @BOUNCER_148 
0555: remove_weapon 3 from_actor 0@ 

:BOUNCER_148
02E2: set_actor 0@ weapon_accuracy_to 80 
0978: copy_decision_maker 65537 to $9538 
0708: reset_decision_maker $9538 event 27 
0708: reset_decision_maker $9538 event 48 
060B: set_actor 0@ decision_maker_to $9538 

:BOUNCER_187
0006: 3@ = 0 
0006: 4@ = 0 

:BOUNCER_201
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @BOUNCER_279 
00D6: if 
0038:   $9471 == 0 
004D: jump_if_false @BOUNCER_265 
0050: gosub @BOUNCER_293 
0002: jump @BOUNCER_272 

:BOUNCER_265
0002: jump @BOUNCER_693 

:BOUNCER_272
0002: jump @BOUNCER_286 

:BOUNCER_279
0050: gosub @BOUNCER_864 

:BOUNCER_286
0002: jump @BOUNCER_201 

:BOUNCER_293
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @BOUNCER_370 jumps 0 @BOUNCER_356 -1 @BOUNCER_370 -1 @BOUNCER_370 -1 @BOUNCER_370 -1 @BOUNCER_370 -1 @BOUNCER_370 -1 @BOUNCER_370 

:BOUNCER_356
0050: gosub @BOUNCER_372 
0002: jump @BOUNCER_370 

:BOUNCER_370
0051: return 

:BOUNCER_372
0871: init_jump_table 4@ total_jumps 3 default_jump 0 @BOUNCER_691 jumps 0 @BOUNCER_435 1 @BOUNCER_498 2 @BOUNCER_658 -1 @BOUNCER_691 -1 @BOUNCER_691 -1 @BOUNCER_691 -1 @BOUNCER_691 

:BOUNCER_435
062E: get_actor 0@ task 1502 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @BOUNCER_491 
05DE: AS_actor 0@ walk_around_ped_path 
0006: 33@ = 0 
0006: 6@ = 5000 
000A: 4@ += 1 

:BOUNCER_491
0002: jump @BOUNCER_691 

:BOUNCER_498
00D6: if 
002D:   33@ >= 6@ // (int) 
004D: jump_if_false @BOUNCER_651 
0209: 2@ = random_int_in_ranges 1 10 
00D6: if 
0019:   2@ > 5 
004D: jump_if_false @BOUNCER_595 
062E: get_actor 0@ task 1481 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @BOUNCER_588 
05C9: AS_actor 0@ on_guard -1 ms 
0006: 6@ = 5000 

:BOUNCER_588
0002: jump @BOUNCER_637 

:BOUNCER_595
062E: get_actor 0@ task 1502 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @BOUNCER_637 
05DE: AS_actor 0@ walk_around_ped_path 
0006: 6@ = 5000 

:BOUNCER_637
0006: 33@ = 0 
000A: 4@ += 1 

:BOUNCER_651
0002: jump @BOUNCER_691 

:BOUNCER_658
00D6: if 
002D:   33@ >= 6@ // (int) 
004D: jump_if_false @BOUNCER_684 
0006: 4@ = 1 

:BOUNCER_684
0002: jump @BOUNCER_691 

:BOUNCER_691
0051: return 

:BOUNCER_693
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @BOUNCER_850 
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @BOUNCER_799 
01B9: set_actor 0@ armed_weapon_to 22 
062E: get_actor 0@ task 1588 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @BOUNCER_792 
0634: AS_actor 0@ attack_using_weapon_actor $PLAYER_ACTOR flags 1 perform_actions_after_time 4000 chance_of_action 60 

:BOUNCER_792
0002: jump @BOUNCER_843 

:BOUNCER_799
01B9: set_actor 0@ armed_weapon_to 22 
062E: get_actor 0@ task 1506 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @BOUNCER_843 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BOUNCER_843
0002: jump @BOUNCER_857 

:BOUNCER_850
0050: gosub @BOUNCER_864 

:BOUNCER_857
0002: jump @BOUNCER_693 

:BOUNCER_864
065C: release_decision_maker $9538 
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
004E: end_thread 
0051: return 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 40 (OTB_STAFF)---------------

:OTBSTAF
03A4: name_thread 'OTBSTAF' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @OTBSTAF_92 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 1@ 

:OTBSTAF_92
04ED: load_animation "INT_SHOP" 

:OTBSTAF_104
00D6: if 
84EE:   not animation "INT_SHOP" loaded 
004D: jump_if_false @OTBSTAF_138 
0001: wait 0 ms 
0002: jump @OTBSTAF_104 

:OTBSTAF_138
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @OTBSTAF_162 
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_B 

:OTBSTAF_162
0006: 3@ = 1 
0006: 4@ = 0 
0006: 6@ = 0 

:OTBSTAF_183
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @OTBSTAF_256 
00D6: if 
0038:   $2881 == 0 
004D: jump_if_false @OTBSTAF_242 
0050: gosub @OTBSTAF_270 
0002: jump @OTBSTAF_249 

:OTBSTAF_242
0002: jump @OTBSTAF_848 

:OTBSTAF_249
0002: jump @OTBSTAF_263 

:OTBSTAF_256
0050: gosub @OTBSTAF_832 

:OTBSTAF_263
0002: jump @OTBSTAF_183 

:OTBSTAF_270
0871: init_jump_table 3@ total_jumps 2 default_jump 0 @OTBSTAF_361 jumps 1 @OTBSTAF_333 2 @OTBSTAF_347 -1 @OTBSTAF_361 -1 @OTBSTAF_361 -1 @OTBSTAF_361 -1 @OTBSTAF_361 -1 @OTBSTAF_361 

:OTBSTAF_333
0050: gosub @OTBSTAF_363 
0002: jump @OTBSTAF_361 

:OTBSTAF_347
0050: gosub @OTBSTAF_668 
0002: jump @OTBSTAF_361 

:OTBSTAF_361
0051: return 

:OTBSTAF_363
0871: init_jump_table 4@ total_jumps 2 default_jump 0 @OTBSTAF_666 jumps 0 @OTBSTAF_426 1 @OTBSTAF_562 -1 @OTBSTAF_666 -1 @OTBSTAF_666 -1 @OTBSTAF_666 -1 @OTBSTAF_666 -1 @OTBSTAF_666 

:OTBSTAF_426
04C4: store_coords_to 9@ 10@ 11@ from_actor 0@ with_offset 0.0 3.0 3.0 
091C: get_actor_in_sphere 9@ 10@ 11@ radius 3.0 model #CJ_FF_TILL_QUE external_script_named "PCUSTOM" handle_as 2@ 
00D6: if 
0019:   2@ > -1 
004D: jump_if_false @OTBSTAF_555 
0605: actor 0@ perform_animation "SHOP_CASHIER" IFP "INT_SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:OTBSTAF_555
0002: jump @OTBSTAF_666 

:OTBSTAF_562
0007: 8@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "SHOP_CASHIER" 
004D: jump_if_false @OTBSTAF_659 
0613: 8@ = actor 0@ animation "SHOP_CASHIER" time 
00D6: if 
0043:   8@ == 1.0 
004D: jump_if_false @OTBSTAF_659 
0006: 4@ = 0 
000A: 3@ += 1 

:OTBSTAF_659
0002: jump @OTBSTAF_666 

:OTBSTAF_666
0051: return 

:OTBSTAF_668
0871: init_jump_table 4@ total_jumps 1 default_jump 0 @OTBSTAF_830 jumps 0 @OTBSTAF_731 -1 @OTBSTAF_830 -1 @OTBSTAF_830 -1 @OTBSTAF_830 -1 @OTBSTAF_830 -1 @OTBSTAF_830 -1 @OTBSTAF_830 

:OTBSTAF_731
04C4: store_coords_to 9@ 10@ 11@ from_actor 0@ with_offset 0.0 3.0 3.0 
091C: get_actor_in_sphere 9@ 10@ 11@ radius 3.0 model #CJ_FF_TILL_QUE external_script_named "PCUSTOM" handle_as 2@ 
00D6: if 
0039:   2@ == -1 
004D: jump_if_false @OTBSTAF_823 
0006: 4@ = 0 
0006: 3@ = 1 

:OTBSTAF_823
0002: jump @OTBSTAF_830 

:OTBSTAF_830
0051: return 

:OTBSTAF_832
04EF: release_animation "INT_SHOP" 
004E: end_thread 
0051: return 

:OTBSTAF_848
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @OTBSTAF_918 
062E: get_actor 0@ task 1476 status_store_to 6@ // ret 7 if not found 
00D6: if 
04A4:   6@ == 7 // == constant 
004D: jump_if_false @OTBSTAF_911 
05C4: AS_actor 0@ hands_up -2 ms 

:OTBSTAF_911
0002: jump @OTBSTAF_925 

:OTBSTAF_918
0050: gosub @OTBSTAF_832 

:OTBSTAF_925
0002: jump @OTBSTAF_848 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 41 (PCHAIR)---------------

:PCHAIR
03A4: name_thread 'PCHAIR' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @PCHAIR_60 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:PCHAIR_60
04ED: load_animation "FOOD" 

:PCHAIR_68
00D6: if 
84EE:   not animation "FOOD" loaded 
004D: jump_if_false @PCHAIR_98 
0001: wait 0 ms 
0002: jump @PCHAIR_68 

:PCHAIR_98
0007: 9@ = 0.0 
0006: 3@ = 0 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @PCHAIR_154 
0006: 5@ = 0 
0006: 4@ = 1 
0002: jump @PCHAIR_168 

:PCHAIR_154
0006: 5@ = -2 
0006: 4@ = 2 

:PCHAIR_168
0006: 7@ = 0 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PCHAIR_215 
0446: set_actor 0@ dismemberment_possible 0 
0006: 6@ = 1800000 
0002: jump @PCHAIR_222 

:PCHAIR_215
0006: 6@ = 0 

:PCHAIR_222
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @PCHAIR_345 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @PCHAIR_331 
00D6: if or
0038:   $FOOD_PLAYER_AGGRESSIVE_FLAG == 1 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PCHAIR_317 
0004: $FOOD_PLAYER_AGGRESSIVE_FLAG = 1 
0002: jump @PCHAIR_3035 
0002: jump @PCHAIR_324 

:PCHAIR_317
0050: gosub @PCHAIR_359 

:PCHAIR_324
0002: jump @PCHAIR_338 

:PCHAIR_331
0050: gosub @PCHAIR_2959 

:PCHAIR_338
0002: jump @PCHAIR_352 

:PCHAIR_345
0050: gosub @PCHAIR_2959 

:PCHAIR_352
0002: jump @PCHAIR_222 

:PCHAIR_359
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @PCHAIR_492 jumps 1 @PCHAIR_422 2 @PCHAIR_436 3 @PCHAIR_450 4 @PCHAIR_464 5 @PCHAIR_478 -1 @PCHAIR_492 -1 @PCHAIR_492 

:PCHAIR_422
0050: gosub @PCHAIR_494 
0002: jump @PCHAIR_492 

:PCHAIR_436
0050: gosub @PCHAIR_715 
0002: jump @PCHAIR_492 

:PCHAIR_450
0050: gosub @PCHAIR_2157 
0002: jump @PCHAIR_492 

:PCHAIR_464
0050: gosub @PCHAIR_2959 
0002: jump @PCHAIR_492 

:PCHAIR_478
0050: gosub @PCHAIR_2526 
0002: jump @PCHAIR_492 

:PCHAIR_492
0051: return 

:PCHAIR_494
0871: init_jump_table 5@ total_jumps 2 default_jump 0 @PCHAIR_713 jumps 0 @PCHAIR_557 1 @PCHAIR_615 -1 @PCHAIR_713 -1 @PCHAIR_713 -1 @PCHAIR_713 -1 @PCHAIR_713 -1 @PCHAIR_713 

:PCHAIR_557
0812: AS_actor 0@ perform_animation "FF_SIT_IN" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 3@ = 1 
000A: 5@ += 1 
0002: jump @PCHAIR_713 

:PCHAIR_615
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "FF_SIT_IN" 
004D: jump_if_false @PCHAIR_671 
0613: 9@ = actor 0@ animation "FF_SIT_IN" time 

:PCHAIR_671
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @PCHAIR_706 
0006: 5@ = 0 
000A: 4@ += 1 

:PCHAIR_706
0002: jump @PCHAIR_713 

:PCHAIR_713
0051: return 

:PCHAIR_715
0871: init_jump_table 5@ total_jumps 5 default_jump 0 @PCHAIR_2155 jumps -2 @PCHAIR_778 0 @PCHAIR_1103 1 @PCHAIR_1560 2 @PCHAIR_1858 3 @PCHAIR_2061 -1 @PCHAIR_2155 -1 @PCHAIR_2155 

:PCHAIR_778
00D6: if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
004D: jump_if_false @PCHAIR_848 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @PCHAIR_1089 

:PCHAIR_848
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // s$ == short  // Pizza Stack
004D: jump_if_false @PCHAIR_925 
0107: 8@ = create_object #CJ_PIZZA_2 at 10@ 11@ 12@ 
0002: jump @PCHAIR_941 

:PCHAIR_925
0107: 8@ = create_object #CJ_BURG_2 at 10@ 11@ 12@ 

:PCHAIR_941
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @PCHAIR_1047 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @PCHAIR_1089 

:PCHAIR_1047
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:PCHAIR_1089
0006: 5@ = 1 
0002: jump @PCHAIR_2155 

:PCHAIR_1103
00D6: if 
0737:   actor 0@ lifting_object -1 
004D: jump_if_false @PCHAIR_1235 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @PCHAIR_1186 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @PCHAIR_1228 

:PCHAIR_1186
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:PCHAIR_1228
0002: jump @PCHAIR_1546 

:PCHAIR_1235
00D6: if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
004D: jump_if_false @PCHAIR_1305 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @PCHAIR_1546 

:PCHAIR_1305
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // s$ == short  // Pizza Stack
004D: jump_if_false @PCHAIR_1382 
0107: 8@ = create_object #CJ_PIZZA_2 at 10@ 11@ 12@ 
0002: jump @PCHAIR_1398 

:PCHAIR_1382
0107: 8@ = create_object #CJ_BURG_2 at 10@ 11@ 12@ 

:PCHAIR_1398
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @PCHAIR_1504 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @PCHAIR_1546 

:PCHAIR_1504
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:PCHAIR_1546
000A: 5@ += 1 
0002: jump @PCHAIR_2155 

:PCHAIR_1560
00A0: store_actor 0@ position_to 13@ 14@ 15@ 
000F: 15@ -= 1.04 
04C4: store_coords_to 16@ 17@ 18@ from_actor 0@ with_offset 0.5 -0.5 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor 0@ with_offset -0.5 -1.0 0.0 
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 1.0 -0.65 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDBURG' // s$ == short  // Burger Shot
004D: jump_if_false @PCHAIR_1727 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -364 solid 0 for_actor 0@ 
0002: jump @PCHAIR_1751 

:PCHAIR_1727
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -365 solid 0 for_actor 0@ 

:PCHAIR_1751
00D6: if or
0611:   actor 0@ performing_animation "FF_SIT_LOOK" 
0611:   actor 0@ performing_animation "FF_SIT_EAT1" 
0611:   actor 0@ performing_animation "FF_SIT_EAT2" 
004D: jump_if_false @PCHAIR_1851 
00A1: put_actor 0@ at 10@ 11@ 12@ 
04D7: set_actor 0@ locked 1 
0006: 33@ = 0 
000A: 5@ += 1 

:PCHAIR_1851
0002: jump @PCHAIR_2155 

:PCHAIR_1858
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PCHAIR_1910 
054E: clear_actor 0@ damage 
0006: 6@ = 0 
0006: 4@ = 5 
0006: 5@ = 0 
0002: jump @PCHAIR_2155 

:PCHAIR_1910
00D6: if 
001D:   33@ > 6@ // (int) 
004D: jump_if_false @PCHAIR_2054 
00D6: if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
004D: jump_if_false @PCHAIR_1991 
0006: 5@ = 0 
000A: 4@ += 1 
0002: jump @PCHAIR_2054 

:PCHAIR_1991
00D6: if 
0038:   $FOOD_PLAYER_AGGRESSIVE_FLAG == 1 
004D: jump_if_false @PCHAIR_2054 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
000A: 5@ += 1 

:PCHAIR_2054
0002: jump @PCHAIR_2155 

:PCHAIR_2061
00D6: if 
0184:   actor 0@ health >= 0 
004D: jump_if_false @PCHAIR_2141 
00D6: if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
004D: jump_if_false @PCHAIR_2134 
0006: 5@ = 0 
000A: 4@ += 1 

:PCHAIR_2134
0002: jump @PCHAIR_2148 

:PCHAIR_2141
0568: set_actor 0@ untargetable 1 

:PCHAIR_2148
0002: jump @PCHAIR_2155 

:PCHAIR_2155
0051: return 

:PCHAIR_2157
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @PCHAIR_2524 jumps 0 @PCHAIR_2220 1 @PCHAIR_2301 2 @PCHAIR_2336 -1 @PCHAIR_2524 -1 @PCHAIR_2524 -1 @PCHAIR_2524 -1 @PCHAIR_2524 

:PCHAIR_2220
00D6: if 
0737:   actor 0@ lifting_object -1 
004D: jump_if_false @PCHAIR_2245 
070B: set_actor 0@ onbone_attached_object_operation 1 

:PCHAIR_2245
0812: AS_actor 0@ perform_animation "FF_SIT_OUT_180" IFP "FOOD" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
000A: 5@ += 1 
0002: jump @PCHAIR_2524 

:PCHAIR_2301
00A1: put_actor 0@ at 13@ 14@ 15@ 
04D7: set_actor 0@ locked 0 
000A: 5@ += 1 
0002: jump @PCHAIR_2524 

:PCHAIR_2336
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "FF_SIT_OUT_180" 
004D: jump_if_false @PCHAIR_2517 
0613: 9@ = actor 0@ animation "FF_SIT_OUT_180" time 
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @PCHAIR_2517 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDBURG' // s$ == short  // Burger Shot
004D: jump_if_false @PCHAIR_2479 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -364 solid 1 for_actor 0@ 
0002: jump @PCHAIR_2503 

:PCHAIR_2479
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -365 solid 1 for_actor 0@ 

:PCHAIR_2503
0006: 5@ = 0 
000A: 4@ += 1 

:PCHAIR_2517
0002: jump @PCHAIR_2524 

:PCHAIR_2524
0051: return 

:PCHAIR_2526
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @PCHAIR_2957 jumps 0 @PCHAIR_2589 1 @PCHAIR_2641 2 @PCHAIR_2797 -1 @PCHAIR_2957 -1 @PCHAIR_2957 -1 @PCHAIR_2957 -1 @PCHAIR_2957 

:PCHAIR_2589
0812: AS_actor 0@ perform_animation "FF_DAM_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
000A: 5@ += 1 
0002: jump @PCHAIR_2957 

:PCHAIR_2641
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "FF_DAM_FWD" 
004D: jump_if_false @PCHAIR_2727 
0613: 9@ = actor 0@ animation "FF_DAM_FWD" time 
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @PCHAIR_2727 
000A: 5@ += 1 

:PCHAIR_2727
00D6: if 
8184:   not actor 0@ health >= 0 
004D: jump_if_false @PCHAIR_2790 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0050: gosub @PCHAIR_2959 

:PCHAIR_2790
0002: jump @PCHAIR_2957 

:PCHAIR_2797
00D6: if 
8184:   not actor 0@ health >= 0 
004D: jump_if_false @PCHAIR_2867 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0050: gosub @PCHAIR_2959 
0002: jump @PCHAIR_2950 

:PCHAIR_2867
00D6: if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
004D: jump_if_false @PCHAIR_2936 
0006: 4@ = 3 
0006: 5@ = 0 
0050: gosub @PCHAIR_3035 
0002: jump @PCHAIR_2950 

:PCHAIR_2936
0006: 4@ = 2 
0006: 5@ = 2 

:PCHAIR_2950
0002: jump @PCHAIR_2957 

:PCHAIR_2957
0051: return 

:PCHAIR_2959
01C4: remove_references_to_object 8@ // This object will now disappear when the player looks away 
04EF: release_animation "FOOD" 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PCHAIR_3031 
0446: set_actor 0@ dismemberment_possible 1 
08A0: actor 0@ in_radius 100.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "PCUSTOM" // IF and SET 

:PCHAIR_3031
004E: end_thread 
0051: return 

:PCHAIR_3035
0001: wait 0 ms 
00D6: if and
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // s$ 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @PCHAIR_3376 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PCHAIR_3369 
0871: init_jump_table 4@ total_jumps 5 default_jump 1 @PCHAIR_3355 jumps 1 @PCHAIR_3146 2 @PCHAIR_3228 3 @PCHAIR_3277 4 @PCHAIR_3291 5 @PCHAIR_3341 -1 @PCHAIR_3369 -1 @PCHAIR_3369 

:PCHAIR_3146
00D6: if 
0019:   5@ > 1 
004D: jump_if_false @PCHAIR_3178 
0050: gosub @PCHAIR_359 
0002: jump @PCHAIR_3221 

:PCHAIR_3178
062E: get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
00D6: if 
04A4:   7@ == 7 // == constant 
004D: jump_if_false @PCHAIR_3221 
05C5: AS_actor 0@ cower -2 ms 
0050: gosub @PCHAIR_2959 

:PCHAIR_3221
0002: jump @PCHAIR_3369 

:PCHAIR_3228
00D6: if 
0039:   5@ == 2 
004D: jump_if_false @PCHAIR_3263 
0209: 6@ = random_int_in_ranges 0 5 
0012: 6@ *= 500 

:PCHAIR_3263
0050: gosub @PCHAIR_359 
0002: jump @PCHAIR_3369 

:PCHAIR_3277
0050: gosub @PCHAIR_359 
0002: jump @PCHAIR_3369 

:PCHAIR_3291
062E: get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
00D6: if 
04A4:   7@ == 7 // == constant 
004D: jump_if_false @PCHAIR_3334 
05C5: AS_actor 0@ cower -2 ms 
0050: gosub @PCHAIR_2959 

:PCHAIR_3334
0002: jump @PCHAIR_3369 

:PCHAIR_3341
0050: gosub @PCHAIR_359 
0002: jump @PCHAIR_3369 

:PCHAIR_3355
0050: gosub @PCHAIR_2959 
0002: jump @PCHAIR_3369 

:PCHAIR_3369
0002: jump @PCHAIR_3383 

:PCHAIR_3376
0050: gosub @PCHAIR_2959 

:PCHAIR_3383
0002: jump @PCHAIR_3035 
0663: printint "PEDSTATE" 4@ 
0663: printint "SUBSTATESTATUS" 5@ 
0663: printint "TIMERB" 33@ 
0663: printint "TIMERA" 32@ 
0051: return 
004E: end_thread 

//-------------External script 42 (PCUSTOM)---------------

:PCUSTOM
03A4: name_thread 'PCUSTOM' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @PCUSTOM_60 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:PCUSTOM_60
04ED: load_animation "INT_SHOP" 

:PCUSTOM_72
00D6: if 
84EE:   not animation "INT_SHOP" loaded 
004D: jump_if_false @PCUSTOM_106 
0001: wait 0 ms 
0002: jump @PCUSTOM_72 

:PCUSTOM_106
0006: 3@ = 1 
0006: 4@ = 0 
0006: 5@ = 0 
0006: 11@ = 0 

:PCUSTOM_134
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @PCUSTOM_237 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @PCUSTOM_223 
00D6: if 
0038:   $FOOD_PLAYER_AGGRESSIVE_FLAG == 0 
004D: jump_if_false @PCUSTOM_209 
0050: gosub @PCUSTOM_251 
0002: jump @PCUSTOM_216 

:PCUSTOM_209
0002: jump @PCUSTOM_804 

:PCUSTOM_216
0002: jump @PCUSTOM_230 

:PCUSTOM_223
0050: gosub @PCUSTOM_727 

:PCUSTOM_230
0002: jump @PCUSTOM_244 

:PCUSTOM_237
0050: gosub @PCUSTOM_727 

:PCUSTOM_244
0002: jump @PCUSTOM_134 

:PCUSTOM_251
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PCUSTOM_328 jumps 1 @PCUSTOM_314 -1 @PCUSTOM_328 -1 @PCUSTOM_328 -1 @PCUSTOM_328 -1 @PCUSTOM_328 -1 @PCUSTOM_328 -1 @PCUSTOM_328 

:PCUSTOM_314
0050: gosub @PCUSTOM_330 
0002: jump @PCUSTOM_328 

:PCUSTOM_328
0051: return 

:PCUSTOM_330
0871: init_jump_table 4@ total_jumps 4 default_jump 0 @PCUSTOM_725 jumps 0 @PCUSTOM_393 1 @PCUSTOM_451 2 @PCUSTOM_534 3 @PCUSTOM_711 -1 @PCUSTOM_725 -1 @PCUSTOM_725 -1 @PCUSTOM_725 

:PCUSTOM_393
0006: 5@ = 1 
0605: actor 0@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 5000 
000A: 4@ += 1 
0002: jump @PCUSTOM_725 

:PCUSTOM_451
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @PCUSTOM_527 
0605: actor 0@ perform_animation "SHOP_PAY" IFP "INT_SHOP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
000A: 4@ += 1 

:PCUSTOM_527
0002: jump @PCUSTOM_725 

:PCUSTOM_534
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @PCUSTOM_704 
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 0.1 1.0 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // s$ == short  // Pizza Stack
004D: jump_if_false @PCUSTOM_640 
0107: 12@ = create_object #CJ_PIZZA_2 at 7@ 8@ 9@ 
0002: jump @PCUSTOM_656 

:PCUSTOM_640
0107: 12@ = create_object #CJ_BURG_2 at 7@ 8@ 9@ 

:PCUSTOM_656
070A: AS_actor 0@ attach_to_object 12@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
000A: 4@ += 1 

:PCUSTOM_704
0002: jump @PCUSTOM_725 

:PCUSTOM_711
0050: gosub @PCUSTOM_727 
0002: jump @PCUSTOM_725 

:PCUSTOM_725
0051: return 

:PCUSTOM_727
04EF: release_animation "INT_SHOP" 
01C4: remove_references_to_object 12@ // This object will now disappear when the player looks away 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PCUSTOM_800 
0792: disembark_instantly_actor 0@ 
08A0: actor 0@ in_radius 20.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "PCHAIR" // IF and SET 

:PCUSTOM_800
004E: end_thread 
0051: return 

:PCUSTOM_804
0001: wait 0 ms 
00D6: if and
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // s$ 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @PCUSTOM_890 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PCUSTOM_883 
062E: get_actor 0@ task 1477 status_store_to 11@ // ret 7 if not found 
00D6: if 
04A4:   11@ == 7 // == constant 
004D: jump_if_false @PCUSTOM_883 
05C5: AS_actor 0@ cower -2 ms 

:PCUSTOM_883
0002: jump @PCUSTOM_897 

:PCUSTOM_890
0050: gosub @PCUSTOM_727 

:PCUSTOM_897
0002: jump @PCUSTOM_804 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 43 (OTBWTCH)---------------

:OTBWTCH
03A4: name_thread 'OTBWTCH' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @OTBWTCH_60 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:OTBWTCH_60
04ED: load_animation "OTB" 

:OTBWTCH_67
00D6: if 
84EE:   not animation "OTB" loaded 
004D: jump_if_false @OTBWTCH_96 
0001: wait 0 ms 
0002: jump @OTBWTCH_67 

:OTBWTCH_96
0006: 3@ = 1 
0006: 4@ = 0 

:OTBWTCH_110
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @OTBWTCH_221 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @OTBWTCH_207 
00D6: if 
0038:   $2881 == 0 
004D: jump_if_false @OTBWTCH_185 
0050: gosub @OTBWTCH_235 
0002: jump @OTBWTCH_200 

:OTBWTCH_185
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
0002: jump @OTBWTCH_1122 

:OTBWTCH_200
0002: jump @OTBWTCH_214 

:OTBWTCH_207
0050: gosub @OTBWTCH_1060 

:OTBWTCH_214
0002: jump @OTBWTCH_228 

:OTBWTCH_221
0050: gosub @OTBWTCH_1060 

:OTBWTCH_228
0002: jump @OTBWTCH_110 

:OTBWTCH_235
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @OTBWTCH_312 jumps 1 @OTBWTCH_298 -1 @OTBWTCH_312 -1 @OTBWTCH_312 -1 @OTBWTCH_312 -1 @OTBWTCH_312 -1 @OTBWTCH_312 -1 @OTBWTCH_312 

:OTBWTCH_298
0050: gosub @OTBWTCH_314 
0002: jump @OTBWTCH_312 

:OTBWTCH_312
0051: return 

:OTBWTCH_314
0871: init_jump_table 4@ total_jumps 7 default_jump 0 @OTBWTCH_1058 jumps 0 @OTBWTCH_377 1 @OTBWTCH_429 2 @OTBWTCH_524 3 @OTBWTCH_682 4 @OTBWTCH_777 5 @OTBWTCH_933 6 @OTBWTCH_1015 

:OTBWTCH_377
0605: actor 0@ perform_animation "WTCHRACE_IN" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 
0002: jump @OTBWTCH_1058 

:OTBWTCH_429
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @OTBWTCH_517 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "WTCHRACE_LOOP" IFP "OTB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:OTBWTCH_517
0002: jump @OTBWTCH_1058 

:OTBWTCH_524
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @OTBWTCH_675 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @OTBWTCH_627 
0605: actor 0@ perform_animation "WTCHRACE_CMON" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @OTBWTCH_668 

:OTBWTCH_627
0605: actor 0@ perform_animation "WTCHRACE_LOOP" IFP "OTB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 1000 

:OTBWTCH_668
000A: 4@ += 1 

:OTBWTCH_675
0002: jump @OTBWTCH_1058 

:OTBWTCH_682
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @OTBWTCH_770 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "WTCHRACE_LOOP" IFP "OTB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:OTBWTCH_770
0002: jump @OTBWTCH_1058 

:OTBWTCH_777
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @OTBWTCH_926 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @OTBWTCH_879 
0605: actor 0@ perform_animation "WTCHRACE_WIN" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @OTBWTCH_919 

:OTBWTCH_879
0605: actor 0@ perform_animation "WTCHRACE_LOSE" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:OTBWTCH_919
000A: 4@ += 1 

:OTBWTCH_926
0002: jump @OTBWTCH_1058 

:OTBWTCH_933
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @OTBWTCH_1008 
0605: actor 0@ perform_animation "WTCHRACE_OUT" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:OTBWTCH_1008
0002: jump @OTBWTCH_1058 

:OTBWTCH_1015
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @OTBWTCH_1051 
0050: gosub @OTBWTCH_1060 

:OTBWTCH_1051
0002: jump @OTBWTCH_1058 

:OTBWTCH_1058
0051: return 

:OTBWTCH_1060
04EF: release_animation "OTB" 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @OTBWTCH_1118 
08A0: actor 0@ in_radius 100.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "OTBSLP" // IF and SET 

:OTBWTCH_1118
004E: end_thread 
0051: return 

:OTBWTCH_1122
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @OTBWTCH_1192 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @OTBWTCH_1185 
05C5: AS_actor 0@ cower -2 ms 

:OTBWTCH_1185
0002: jump @OTBWTCH_1199 

:OTBWTCH_1192
0050: gosub @OTBWTCH_1060 

:OTBWTCH_1199
0002: jump @OTBWTCH_1122 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 44 (OTBSLP)---------------

:OTBSLP
03A4: name_thread 'OTBSLP' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @OTBSLP_60 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:OTBSLP_60
04ED: load_animation "OTB" 

:OTBSLP_67
00D6: if 
84EE:   not animation "OTB" loaded 
004D: jump_if_false @OTBSLP_96 
0001: wait 0 ms 
0002: jump @OTBSLP_67 

:OTBSLP_96
0006: 3@ = 1 
0006: 4@ = 0 

:OTBSLP_110
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @OTBSLP_221 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @OTBSLP_207 
00D6: if 
0038:   $2881 == 0 
004D: jump_if_false @OTBSLP_185 
0050: gosub @OTBSLP_235 
0002: jump @OTBSLP_200 

:OTBSLP_185
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
0002: jump @OTBSLP_902 

:OTBSLP_200
0002: jump @OTBSLP_214 

:OTBSLP_207
0050: gosub @OTBSLP_891 

:OTBSLP_214
0002: jump @OTBSLP_228 

:OTBSLP_221
0050: gosub @OTBSLP_891 

:OTBSLP_228
0002: jump @OTBSLP_110 

:OTBSLP_235
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @OTBSLP_312 jumps 1 @OTBSLP_298 -1 @OTBSLP_312 -1 @OTBSLP_312 -1 @OTBSLP_312 -1 @OTBSLP_312 -1 @OTBSLP_312 -1 @OTBSLP_312 

:OTBSLP_298
0050: gosub @OTBSLP_314 
0002: jump @OTBSLP_312 

:OTBSLP_312
0051: return 

:OTBSLP_314
0871: init_jump_table 4@ total_jumps 6 default_jump 0 @OTBSLP_889 jumps 0 @OTBSLP_377 1 @OTBSLP_427 2 @OTBSLP_520 3 @OTBSLP_673 4 @OTBSLP_766 5 @OTBSLP_846 -1 @OTBSLP_889 

:OTBSLP_377
0605: actor 0@ perform_animation "BETSLP_IN" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 
0002: jump @OTBSLP_889 

:OTBSLP_427
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @OTBSLP_513 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "BETSLP_LOOP" IFP "OTB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:OTBSLP_513
0002: jump @OTBSLP_889 

:OTBSLP_520
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @OTBSLP_666 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @OTBSLP_622 
0605: actor 0@ perform_animation "BETSLP_LKABT" IFP "OTB" framedelta 16.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @OTBSLP_659 

:OTBSLP_622
0605: actor 0@ perform_animation "BETSLP_TNK" IFP "OTB" framedelta 16.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:OTBSLP_659
000A: 4@ += 1 

:OTBSLP_666
0002: jump @OTBSLP_889 

:OTBSLP_673
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @OTBSLP_759 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "BETSLP_LOOP" IFP "OTB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:OTBSLP_759
0002: jump @OTBSLP_889 

:OTBSLP_766
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @OTBSLP_839 
0605: actor 0@ perform_animation "BETSLP_OUT" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:OTBSLP_839
0002: jump @OTBSLP_889 

:OTBSLP_846
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @OTBSLP_882 
0050: gosub @OTBSLP_891 

:OTBSLP_882
0002: jump @OTBSLP_889 

:OTBSLP_889
0051: return 

:OTBSLP_891
04EF: release_animation "OTB" 
004E: end_thread 
0051: return 

:OTBSLP_902
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @OTBSLP_972 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @OTBSLP_965 
05C5: AS_actor 0@ cower -2 ms 

:OTBSLP_965
0002: jump @OTBSLP_979 

:OTBSLP_972
0050: gosub @OTBSLP_891 

:OTBSLP_979
0002: jump @OTBSLP_902 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 45 (OTBTILL)---------------

:OTBTILL
03A4: name_thread 'OTBTILL' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @OTBTILL_60 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:OTBTILL_60
04ED: load_animation "INT_SHOP" 

:OTBTILL_72
00D6: if 
84EE:   not animation "INT_SHOP" loaded 
004D: jump_if_false @OTBTILL_106 
0001: wait 0 ms 
0002: jump @OTBTILL_72 

:OTBTILL_106
0006: 3@ = 1 
0006: 4@ = 0 
0006: 5@ = 0 
0006: 11@ = 0 

:OTBTILL_134
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @OTBTILL_245 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @OTBTILL_231 
00D6: if 
0038:   $2881 == 0 
004D: jump_if_false @OTBTILL_209 
0050: gosub @OTBTILL_259 
0002: jump @OTBTILL_224 

:OTBTILL_209
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
0002: jump @OTBTILL_655 

:OTBTILL_224
0002: jump @OTBTILL_238 

:OTBTILL_231
0050: gosub @OTBTILL_587 

:OTBTILL_238
0002: jump @OTBTILL_252 

:OTBTILL_245
0050: gosub @OTBTILL_587 

:OTBTILL_252
0002: jump @OTBTILL_134 

:OTBTILL_259
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @OTBTILL_336 jumps 1 @OTBTILL_322 -1 @OTBTILL_336 -1 @OTBTILL_336 -1 @OTBTILL_336 -1 @OTBTILL_336 -1 @OTBTILL_336 -1 @OTBTILL_336 

:OTBTILL_322
0050: gosub @OTBTILL_338 
0002: jump @OTBTILL_336 

:OTBTILL_336
0051: return 

:OTBTILL_338
0871: init_jump_table 4@ total_jumps 3 default_jump 0 @OTBTILL_585 jumps 0 @OTBTILL_401 1 @OTBTILL_459 2 @OTBTILL_542 -1 @OTBTILL_585 -1 @OTBTILL_585 -1 @OTBTILL_585 -1 @OTBTILL_585 

:OTBTILL_401
0006: 5@ = 1 
0605: actor 0@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 5000 
000A: 4@ += 1 
0002: jump @OTBTILL_585 

:OTBTILL_459
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @OTBTILL_535 
0605: actor 0@ perform_animation "SHOP_PAY" IFP "INT_SHOP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
000A: 4@ += 1 

:OTBTILL_535
0002: jump @OTBTILL_585 

:OTBTILL_542
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @OTBTILL_578 
0050: gosub @OTBTILL_587 

:OTBTILL_578
0002: jump @OTBTILL_585 

:OTBTILL_585
0051: return 

:OTBTILL_587
04EF: release_animation "INT_SHOP" 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @OTBTILL_651 
08A0: actor 0@ in_radius 50.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "OTBWTCH" // IF and SET 

:OTBTILL_651
004E: end_thread 
0051: return 

:OTBTILL_655
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @OTBTILL_725 
062E: get_actor 0@ task 1477 status_store_to 11@ // ret 7 if not found 
00D6: if 
04A4:   11@ == 7 // == constant 
004D: jump_if_false @OTBTILL_718 
05C5: AS_actor 0@ cower -2 ms 

:OTBTILL_718
0002: jump @OTBTILL_732 

:OTBTILL_725
0050: gosub @OTBTILL_587 

:OTBTILL_732
0002: jump @OTBTILL_655 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 46 (FBOOTHR)---------------

:FBOOTHR
03A4: name_thread 'FBOOTHR' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @FBOOTHR_60 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:FBOOTHR_60
04ED: load_animation "FOOD" 

:FBOOTHR_68
00D6: if 
84EE:   not animation "FOOD" loaded 
004D: jump_if_false @FBOOTHR_98 
0001: wait 0 ms 
0002: jump @FBOOTHR_68 

:FBOOTHR_98
0007: 9@ = 0.0 
0006: 3@ = 0 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @FBOOTHR_154 
0006: 5@ = 0 
0006: 4@ = 1 
0002: jump @FBOOTHR_168 

:FBOOTHR_154
0006: 5@ = -2 
0006: 4@ = 2 

:FBOOTHR_168
0006: 7@ = 0 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @FBOOTHR_215 
0446: set_actor 0@ dismemberment_possible 0 
0006: 6@ = 1800000 
0002: jump @FBOOTHR_222 

:FBOOTHR_215
0006: 6@ = 0 

:FBOOTHR_222
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @FBOOTHR_356 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @FBOOTHR_342 
00D6: if 
0038:   $FOOD_PLAYER_AGGRESSIVE_FLAG == 0 
004D: jump_if_false @FBOOTHR_302 
0050: gosub @FBOOTHR_370 
0002: jump @FBOOTHR_335 

:FBOOTHR_302
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FBOOTHR_328 
0004: $FOOD_PLAYER_AGGRESSIVE_FLAG = 1 

:FBOOTHR_328
0002: jump @FBOOTHR_2971 

:FBOOTHR_335
0002: jump @FBOOTHR_349 

:FBOOTHR_342
0050: gosub @FBOOTHR_2895 

:FBOOTHR_349
0002: jump @FBOOTHR_363 

:FBOOTHR_356
0050: gosub @FBOOTHR_2895 

:FBOOTHR_363
0002: jump @FBOOTHR_222 

:FBOOTHR_370
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @FBOOTHR_503 jumps 1 @FBOOTHR_433 2 @FBOOTHR_447 3 @FBOOTHR_461 4 @FBOOTHR_475 5 @FBOOTHR_489 -1 @FBOOTHR_503 -1 @FBOOTHR_503 

:FBOOTHR_433
0050: gosub @FBOOTHR_505 
0002: jump @FBOOTHR_503 

:FBOOTHR_447
0050: gosub @FBOOTHR_732 
0002: jump @FBOOTHR_503 

:FBOOTHR_461
0050: gosub @FBOOTHR_2118 
0002: jump @FBOOTHR_503 

:FBOOTHR_475
0050: gosub @FBOOTHR_2895 
0002: jump @FBOOTHR_503 

:FBOOTHR_489
0050: gosub @FBOOTHR_2455 
0002: jump @FBOOTHR_503 

:FBOOTHR_503
0051: return 

:FBOOTHR_505
0871: init_jump_table 5@ total_jumps 2 default_jump 0 @FBOOTHR_730 jumps 0 @FBOOTHR_568 1 @FBOOTHR_628 -1 @FBOOTHR_730 -1 @FBOOTHR_730 -1 @FBOOTHR_730 -1 @FBOOTHR_730 -1 @FBOOTHR_730 

:FBOOTHR_568
0812: AS_actor 0@ perform_animation "FF_SIT_IN_R" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 3@ = 1 
000A: 5@ += 1 
0002: jump @FBOOTHR_730 

:FBOOTHR_628
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "FF_SIT_IN_R" 
004D: jump_if_false @FBOOTHR_688 
0613: 9@ = actor 0@ animation "FF_SIT_IN_R" time 

:FBOOTHR_688
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @FBOOTHR_723 
0006: 5@ = 0 
000A: 4@ += 1 

:FBOOTHR_723
0002: jump @FBOOTHR_730 

:FBOOTHR_730
0051: return 

:FBOOTHR_732
0871: init_jump_table 5@ total_jumps 5 default_jump 0 @FBOOTHR_2116 jumps -2 @FBOOTHR_795 0 @FBOOTHR_1120 1 @FBOOTHR_1577 2 @FBOOTHR_1819 3 @FBOOTHR_2022 -1 @FBOOTHR_2116 -1 @FBOOTHR_2116 

:FBOOTHR_795
00D6: if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
004D: jump_if_false @FBOOTHR_865 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @FBOOTHR_1106 

:FBOOTHR_865
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // s$ == short  // Pizza Stack
004D: jump_if_false @FBOOTHR_942 
0107: 8@ = create_object #CJ_PIZZA_2 at 10@ 11@ 12@ 
0002: jump @FBOOTHR_958 

:FBOOTHR_942
0107: 8@ = create_object #CJ_BURG_2 at 10@ 11@ 12@ 

:FBOOTHR_958
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @FBOOTHR_1064 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @FBOOTHR_1106 

:FBOOTHR_1064
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHR_1106
0006: 5@ = 1 
0002: jump @FBOOTHR_2116 

:FBOOTHR_1120
00D6: if 
0737:   actor 0@ lifting_object -1 
004D: jump_if_false @FBOOTHR_1252 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @FBOOTHR_1203 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @FBOOTHR_1245 

:FBOOTHR_1203
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHR_1245
0002: jump @FBOOTHR_1563 

:FBOOTHR_1252
00D6: if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
004D: jump_if_false @FBOOTHR_1322 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @FBOOTHR_1563 

:FBOOTHR_1322
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // s$ == short  // Pizza Stack
004D: jump_if_false @FBOOTHR_1399 
0107: 8@ = create_object #CJ_PIZZA_2 at 10@ 11@ 12@ 
0002: jump @FBOOTHR_1415 

:FBOOTHR_1399
0107: 8@ = create_object #CJ_BURG_2 at 10@ 11@ 12@ 

:FBOOTHR_1415
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @FBOOTHR_1521 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @FBOOTHR_1563 

:FBOOTHR_1521
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHR_1563
000A: 5@ += 1 
0002: jump @FBOOTHR_2116 

:FBOOTHR_1577
00A0: store_actor 0@ position_to 13@ 14@ 15@ 
000F: 15@ -= 1.04 
04C4: store_coords_to 16@ 17@ 18@ from_actor 0@ with_offset 0.1 0.5 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor 0@ with_offset 1.0 -0.5 0.0 
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset -1.0 0.0 -0.65 
00D6: if or
0611:   actor 0@ performing_animation "FF_SIT_LOOK" 
0611:   actor 0@ performing_animation "FF_SIT_EAT1" 
0611:   actor 0@ performing_animation "FF_SIT_EAT2" 
004D: jump_if_false @FBOOTHR_1812 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -366 solid 0 for_actor 0@ 
00A1: put_actor 0@ at 10@ 11@ 12@ 
04D7: set_actor 0@ locked 1 
0006: 33@ = 0 
000A: 5@ += 1 

:FBOOTHR_1812
0002: jump @FBOOTHR_2116 

:FBOOTHR_1819
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FBOOTHR_1871 
054E: clear_actor 0@ damage 
0006: 6@ = 0 
0006: 4@ = 5 
0006: 5@ = 0 
0002: jump @FBOOTHR_2116 

:FBOOTHR_1871
00D6: if 
001D:   33@ > 6@ // (int) 
004D: jump_if_false @FBOOTHR_2015 
00D6: if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
004D: jump_if_false @FBOOTHR_1952 
0006: 5@ = 0 
000A: 4@ += 1 
0002: jump @FBOOTHR_2015 

:FBOOTHR_1952
00D6: if 
0038:   $FOOD_PLAYER_AGGRESSIVE_FLAG == 1 
004D: jump_if_false @FBOOTHR_2015 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
000A: 5@ += 1 

:FBOOTHR_2015
0002: jump @FBOOTHR_2116 

:FBOOTHR_2022
00D6: if 
0184:   actor 0@ health >= 0 
004D: jump_if_false @FBOOTHR_2102 
00D6: if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
004D: jump_if_false @FBOOTHR_2095 
0006: 5@ = 0 
000A: 4@ += 1 

:FBOOTHR_2095
0002: jump @FBOOTHR_2109 

:FBOOTHR_2102
0568: set_actor 0@ untargetable 1 

:FBOOTHR_2109
0002: jump @FBOOTHR_2116 

:FBOOTHR_2116
0051: return 

:FBOOTHR_2118
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @FBOOTHR_2453 jumps 0 @FBOOTHR_2181 1 @FBOOTHR_2264 2 @FBOOTHR_2299 -1 @FBOOTHR_2453 -1 @FBOOTHR_2453 -1 @FBOOTHR_2453 -1 @FBOOTHR_2453 

:FBOOTHR_2181
00D6: if 
0737:   actor 0@ lifting_object -1 
004D: jump_if_false @FBOOTHR_2206 
070B: set_actor 0@ onbone_attached_object_operation 1 

:FBOOTHR_2206
0812: AS_actor 0@ perform_animation "FF_SIT_OUT_R_180" IFP "FOOD" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
000A: 5@ += 1 
0002: jump @FBOOTHR_2453 

:FBOOTHR_2264
00A1: put_actor 0@ at 13@ 14@ 15@ 
04D7: set_actor 0@ locked 0 
000A: 5@ += 1 
0002: jump @FBOOTHR_2453 

:FBOOTHR_2299
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "FF_SIT_OUT_R_180" 
004D: jump_if_false @FBOOTHR_2446 
0613: 9@ = actor 0@ animation "FF_SIT_OUT_R_180" time 
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @FBOOTHR_2446 
088D: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model #CJ_PIZZA_CHAIR3 collision_detection 1 
088D: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model #CJ_PIZZA_CHAIR2 collision_detection 0 
0006: 5@ = 0 
000A: 4@ += 1 

:FBOOTHR_2446
0002: jump @FBOOTHR_2453 

:FBOOTHR_2453
0051: return 

:FBOOTHR_2455
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @FBOOTHR_2893 jumps 0 @FBOOTHR_2518 1 @FBOOTHR_2570 2 @FBOOTHR_2726 -1 @FBOOTHR_2893 -1 @FBOOTHR_2893 -1 @FBOOTHR_2893 -1 @FBOOTHR_2893 

:FBOOTHR_2518
0812: AS_actor 0@ perform_animation "FF_DAM_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
000A: 5@ += 1 
0002: jump @FBOOTHR_2893 

:FBOOTHR_2570
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "FF_DAM_FWD" 
004D: jump_if_false @FBOOTHR_2656 
0613: 9@ = actor 0@ animation "FF_DAM_FWD" time 
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @FBOOTHR_2656 
000A: 5@ += 1 

:FBOOTHR_2656
00D6: if 
8184:   not actor 0@ health >= 0 
004D: jump_if_false @FBOOTHR_2719 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0050: gosub @FBOOTHR_2895 

:FBOOTHR_2719
0002: jump @FBOOTHR_2893 

:FBOOTHR_2726
00D6: if 
8184:   not actor 0@ health >= 0 
004D: jump_if_false @FBOOTHR_2796 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0050: gosub @FBOOTHR_2895 
0002: jump @FBOOTHR_2879 

:FBOOTHR_2796
00D6: if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
004D: jump_if_false @FBOOTHR_2865 
0006: 4@ = 3 
0006: 5@ = 0 
0050: gosub @FBOOTHR_2971 
0002: jump @FBOOTHR_2879 

:FBOOTHR_2865
0006: 4@ = 2 
0006: 5@ = 2 

:FBOOTHR_2879
0004: $FOOD_PLAYER_AGGRESSIVE_FLAG = 1 
0002: jump @FBOOTHR_2893 

:FBOOTHR_2893
0051: return 

:FBOOTHR_2895
01C4: remove_references_to_object 8@ // This object will now disappear when the player looks away 
04EF: release_animation "FOOD" 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @FBOOTHR_2967 
0446: set_actor 0@ dismemberment_possible 1 
08A0: actor 0@ in_radius 100.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "PCUSTOM" // IF and SET 

:FBOOTHR_2967
004E: end_thread 
0051: return 

:FBOOTHR_2971
0001: wait 0 ms 
00D6: if and
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // s$ 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @FBOOTHR_3312 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FBOOTHR_3305 
0871: init_jump_table 4@ total_jumps 5 default_jump 1 @FBOOTHR_3291 jumps 1 @FBOOTHR_3082 2 @FBOOTHR_3164 3 @FBOOTHR_3213 4 @FBOOTHR_3227 5 @FBOOTHR_3277 -1 @FBOOTHR_3305 -1 @FBOOTHR_3305 

:FBOOTHR_3082
00D6: if 
0019:   5@ > 1 
004D: jump_if_false @FBOOTHR_3114 
0050: gosub @FBOOTHR_370 
0002: jump @FBOOTHR_3157 

:FBOOTHR_3114
062E: get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
00D6: if 
04A4:   7@ == 7 // == constant 
004D: jump_if_false @FBOOTHR_3157 
05C5: AS_actor 0@ cower -2 ms 
0050: gosub @FBOOTHR_2895 

:FBOOTHR_3157
0002: jump @FBOOTHR_3305 

:FBOOTHR_3164
00D6: if 
0039:   5@ == 2 
004D: jump_if_false @FBOOTHR_3199 
0209: 6@ = random_int_in_ranges 0 5 
0012: 6@ *= 500 

:FBOOTHR_3199
0050: gosub @FBOOTHR_370 
0002: jump @FBOOTHR_3305 

:FBOOTHR_3213
0050: gosub @FBOOTHR_370 
0002: jump @FBOOTHR_3305 

:FBOOTHR_3227
062E: get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
00D6: if 
04A4:   7@ == 7 // == constant 
004D: jump_if_false @FBOOTHR_3270 
05C5: AS_actor 0@ cower -2 ms 
0050: gosub @FBOOTHR_2895 

:FBOOTHR_3270
0002: jump @FBOOTHR_3305 

:FBOOTHR_3277
0050: gosub @FBOOTHR_370 
0002: jump @FBOOTHR_3305 

:FBOOTHR_3291
0050: gosub @FBOOTHR_2895 
0002: jump @FBOOTHR_3305 

:FBOOTHR_3305
0002: jump @FBOOTHR_3319 

:FBOOTHR_3312
0050: gosub @FBOOTHR_2895 

:FBOOTHR_3319
0002: jump @FBOOTHR_2971 
0662: printstring "I__________________________I" 
0662: printstring "H" 
0662: printstring "G" 
0662: printstring "F" 
0662: printstring "E" 
0663: printint "PEDSTATE" 4@ 
0663: printint "SUBSTATESTATUS" 5@ 
0663: printint "TIMERB" 33@ 
0663: printint "TIMERA" 32@ 
0051: return 
004E: end_thread 

//-------------External script 47 (FBOOTHL)---------------

:FBOOTHL
03A4: name_thread 'FBOOTHL' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @FBOOTHL_60 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:FBOOTHL_60
04ED: load_animation "FOOD" 

:FBOOTHL_68
00D6: if 
84EE:   not animation "FOOD" loaded 
004D: jump_if_false @FBOOTHL_98 
0001: wait 0 ms 
0002: jump @FBOOTHL_68 

:FBOOTHL_98
0007: 9@ = 0.0 
0006: 3@ = 0 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @FBOOTHL_154 
0006: 5@ = 0 
0006: 4@ = 1 
0002: jump @FBOOTHL_168 

:FBOOTHL_154
0006: 5@ = -2 
0006: 4@ = 2 

:FBOOTHL_168
0006: 7@ = 0 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @FBOOTHL_215 
0446: set_actor 0@ dismemberment_possible 0 
0006: 6@ = 1800000 
0002: jump @FBOOTHL_222 

:FBOOTHL_215
0006: 6@ = 0 

:FBOOTHL_222
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @FBOOTHL_356 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @FBOOTHL_342 
00D6: if 
0038:   $FOOD_PLAYER_AGGRESSIVE_FLAG == 0 
004D: jump_if_false @FBOOTHL_302 
0050: gosub @FBOOTHL_370 
0002: jump @FBOOTHL_335 

:FBOOTHL_302
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FBOOTHL_328 
0004: $FOOD_PLAYER_AGGRESSIVE_FLAG = 1 

:FBOOTHL_328
0002: jump @FBOOTHL_2971 

:FBOOTHL_335
0002: jump @FBOOTHL_349 

:FBOOTHL_342
0050: gosub @FBOOTHL_2895 

:FBOOTHL_349
0002: jump @FBOOTHL_363 

:FBOOTHL_356
0050: gosub @FBOOTHL_2895 

:FBOOTHL_363
0002: jump @FBOOTHL_222 

:FBOOTHL_370
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @FBOOTHL_503 jumps 1 @FBOOTHL_433 2 @FBOOTHL_447 3 @FBOOTHL_461 4 @FBOOTHL_475 5 @FBOOTHL_489 -1 @FBOOTHL_503 -1 @FBOOTHL_503 

:FBOOTHL_433
0050: gosub @FBOOTHL_505 
0002: jump @FBOOTHL_503 

:FBOOTHL_447
0050: gosub @FBOOTHL_732 
0002: jump @FBOOTHL_503 

:FBOOTHL_461
0050: gosub @FBOOTHL_2118 
0002: jump @FBOOTHL_503 

:FBOOTHL_475
0050: gosub @FBOOTHL_2895 
0002: jump @FBOOTHL_503 

:FBOOTHL_489
0050: gosub @FBOOTHL_2455 
0002: jump @FBOOTHL_503 

:FBOOTHL_503
0051: return 

:FBOOTHL_505
0871: init_jump_table 5@ total_jumps 2 default_jump 0 @FBOOTHL_730 jumps 0 @FBOOTHL_568 1 @FBOOTHL_628 -1 @FBOOTHL_730 -1 @FBOOTHL_730 -1 @FBOOTHL_730 -1 @FBOOTHL_730 -1 @FBOOTHL_730 

:FBOOTHL_568
0812: AS_actor 0@ perform_animation "FF_SIT_IN_L" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 3@ = 1 
000A: 5@ += 1 
0002: jump @FBOOTHL_730 

:FBOOTHL_628
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "FF_SIT_IN_L" 
004D: jump_if_false @FBOOTHL_688 
0613: 9@ = actor 0@ animation "FF_SIT_IN_L" time 

:FBOOTHL_688
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @FBOOTHL_723 
0006: 5@ = 0 
000A: 4@ += 1 

:FBOOTHL_723
0002: jump @FBOOTHL_730 

:FBOOTHL_730
0051: return 

:FBOOTHL_732
0871: init_jump_table 5@ total_jumps 5 default_jump 0 @FBOOTHL_2116 jumps -2 @FBOOTHL_795 0 @FBOOTHL_1120 1 @FBOOTHL_1577 2 @FBOOTHL_1819 3 @FBOOTHL_2022 -1 @FBOOTHL_2116 -1 @FBOOTHL_2116 

:FBOOTHL_795
00D6: if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
004D: jump_if_false @FBOOTHL_865 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @FBOOTHL_1106 

:FBOOTHL_865
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // s$ == short  // Pizza Stack
004D: jump_if_false @FBOOTHL_942 
0107: 8@ = create_object #CJ_PIZZA_2 at 10@ 11@ 12@ 
0002: jump @FBOOTHL_958 

:FBOOTHL_942
0107: 8@ = create_object #CJ_BURG_2 at 10@ 11@ 12@ 

:FBOOTHL_958
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @FBOOTHL_1064 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @FBOOTHL_1106 

:FBOOTHL_1064
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHL_1106
0006: 5@ = 1 
0002: jump @FBOOTHL_2116 

:FBOOTHL_1120
00D6: if 
0737:   actor 0@ lifting_object -1 
004D: jump_if_false @FBOOTHL_1252 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @FBOOTHL_1203 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @FBOOTHL_1245 

:FBOOTHL_1203
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHL_1245
0002: jump @FBOOTHL_1563 

:FBOOTHL_1252
00D6: if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
004D: jump_if_false @FBOOTHL_1322 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @FBOOTHL_1563 

:FBOOTHL_1322
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // s$ == short  // Pizza Stack
004D: jump_if_false @FBOOTHL_1399 
0107: 8@ = create_object #CJ_PIZZA_2 at 10@ 11@ 12@ 
0002: jump @FBOOTHL_1415 

:FBOOTHL_1399
0107: 8@ = create_object #CJ_BURG_2 at 10@ 11@ 12@ 

:FBOOTHL_1415
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @FBOOTHL_1521 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @FBOOTHL_1563 

:FBOOTHL_1521
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHL_1563
000A: 5@ += 1 
0002: jump @FBOOTHL_2116 

:FBOOTHL_1577
00A0: store_actor 0@ position_to 13@ 14@ 15@ 
000F: 15@ -= 1.04 
04C4: store_coords_to 16@ 17@ 18@ from_actor 0@ with_offset -0.1 0.5 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor 0@ with_offset -1.0 -0.5 0.0 
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 1.0 0.0 -0.65 
00D6: if or
0611:   actor 0@ performing_animation "FF_SIT_LOOK" 
0611:   actor 0@ performing_animation "FF_SIT_EAT1" 
0611:   actor 0@ performing_animation "FF_SIT_EAT2" 
004D: jump_if_false @FBOOTHL_1812 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -366 solid 0 for_actor 0@ 
00A1: put_actor 0@ at 10@ 11@ 12@ 
04D7: set_actor 0@ locked 1 
0006: 33@ = 0 
000A: 5@ += 1 

:FBOOTHL_1812
0002: jump @FBOOTHL_2116 

:FBOOTHL_1819
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FBOOTHL_1871 
054E: clear_actor 0@ damage 
0006: 6@ = 0 
0006: 4@ = 5 
0006: 5@ = 0 
0002: jump @FBOOTHL_2116 

:FBOOTHL_1871
00D6: if 
001D:   33@ > 6@ // (int) 
004D: jump_if_false @FBOOTHL_2015 
00D6: if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
004D: jump_if_false @FBOOTHL_1952 
0006: 5@ = 0 
000A: 4@ += 1 
0002: jump @FBOOTHL_2015 

:FBOOTHL_1952
00D6: if 
0038:   $FOOD_PLAYER_AGGRESSIVE_FLAG == 1 
004D: jump_if_false @FBOOTHL_2015 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
000A: 5@ += 1 

:FBOOTHL_2015
0002: jump @FBOOTHL_2116 

:FBOOTHL_2022
00D6: if 
0184:   actor 0@ health >= 0 
004D: jump_if_false @FBOOTHL_2102 
00D6: if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
004D: jump_if_false @FBOOTHL_2095 
0006: 5@ = 0 
000A: 4@ += 1 

:FBOOTHL_2095
0002: jump @FBOOTHL_2109 

:FBOOTHL_2102
0568: set_actor 0@ untargetable 1 

:FBOOTHL_2109
0002: jump @FBOOTHL_2116 

:FBOOTHL_2116
0051: return 

:FBOOTHL_2118
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @FBOOTHL_2453 jumps 0 @FBOOTHL_2181 1 @FBOOTHL_2264 2 @FBOOTHL_2299 -1 @FBOOTHL_2453 -1 @FBOOTHL_2453 -1 @FBOOTHL_2453 -1 @FBOOTHL_2453 

:FBOOTHL_2181
00D6: if 
0737:   actor 0@ lifting_object -1 
004D: jump_if_false @FBOOTHL_2206 
070B: set_actor 0@ onbone_attached_object_operation 1 

:FBOOTHL_2206
0812: AS_actor 0@ perform_animation "FF_SIT_OUT_L_180" IFP "FOOD" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
000A: 5@ += 1 
0002: jump @FBOOTHL_2453 

:FBOOTHL_2264
00A1: put_actor 0@ at 13@ 14@ 15@ 
04D7: set_actor 0@ locked 0 
000A: 5@ += 1 
0002: jump @FBOOTHL_2453 

:FBOOTHL_2299
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "FF_SIT_OUT_L_180" 
004D: jump_if_false @FBOOTHL_2446 
0613: 9@ = actor 0@ animation "FF_SIT_OUT_L_180" time 
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @FBOOTHL_2446 
088D: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model #CJ_PIZZA_CHAIR3 collision_detection 1 
088D: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model #CJ_PIZZA_CHAIR2 collision_detection 0 
0006: 5@ = 0 
000A: 4@ += 1 

:FBOOTHL_2446
0002: jump @FBOOTHL_2453 

:FBOOTHL_2453
0051: return 

:FBOOTHL_2455
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @FBOOTHL_2893 jumps 0 @FBOOTHL_2518 1 @FBOOTHL_2570 2 @FBOOTHL_2726 -1 @FBOOTHL_2893 -1 @FBOOTHL_2893 -1 @FBOOTHL_2893 -1 @FBOOTHL_2893 

:FBOOTHL_2518
0812: AS_actor 0@ perform_animation "FF_DAM_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
000A: 5@ += 1 
0002: jump @FBOOTHL_2893 

:FBOOTHL_2570
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "FF_DAM_FWD" 
004D: jump_if_false @FBOOTHL_2656 
0613: 9@ = actor 0@ animation "FF_DAM_FWD" time 
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @FBOOTHL_2656 
000A: 5@ += 1 

:FBOOTHL_2656
00D6: if 
8184:   not actor 0@ health >= 0 
004D: jump_if_false @FBOOTHL_2719 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0050: gosub @FBOOTHL_2895 

:FBOOTHL_2719
0002: jump @FBOOTHL_2893 

:FBOOTHL_2726
00D6: if 
8184:   not actor 0@ health >= 0 
004D: jump_if_false @FBOOTHL_2796 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0050: gosub @FBOOTHL_2895 
0002: jump @FBOOTHL_2879 

:FBOOTHL_2796
00D6: if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
004D: jump_if_false @FBOOTHL_2865 
0006: 4@ = 3 
0006: 5@ = 0 
0050: gosub @FBOOTHL_2971 
0002: jump @FBOOTHL_2879 

:FBOOTHL_2865
0006: 4@ = 2 
0006: 5@ = 2 

:FBOOTHL_2879
0004: $FOOD_PLAYER_AGGRESSIVE_FLAG = 1 
0002: jump @FBOOTHL_2893 

:FBOOTHL_2893
0051: return 

:FBOOTHL_2895
01C4: remove_references_to_object 8@ // This object will now disappear when the player looks away 
04EF: release_animation "FOOD" 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @FBOOTHL_2967 
0446: set_actor 0@ dismemberment_possible 1 
08A0: actor 0@ in_radius 100.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "PCUSTOM" // IF and SET 

:FBOOTHL_2967
004E: end_thread 
0051: return 

:FBOOTHL_2971
0001: wait 0 ms 
00D6: if and
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // s$ 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @FBOOTHL_3312 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FBOOTHL_3305 
0871: init_jump_table 4@ total_jumps 5 default_jump 1 @FBOOTHL_3291 jumps 1 @FBOOTHL_3082 2 @FBOOTHL_3164 3 @FBOOTHL_3213 4 @FBOOTHL_3227 5 @FBOOTHL_3277 -1 @FBOOTHL_3305 -1 @FBOOTHL_3305 

:FBOOTHL_3082
00D6: if 
0019:   5@ > 1 
004D: jump_if_false @FBOOTHL_3114 
0050: gosub @FBOOTHL_370 
0002: jump @FBOOTHL_3157 

:FBOOTHL_3114
062E: get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
00D6: if 
04A4:   7@ == 7 // == constant 
004D: jump_if_false @FBOOTHL_3157 
05C5: AS_actor 0@ cower -2 ms 
0050: gosub @FBOOTHL_2895 

:FBOOTHL_3157
0002: jump @FBOOTHL_3305 

:FBOOTHL_3164
00D6: if 
0039:   5@ == 2 
004D: jump_if_false @FBOOTHL_3199 
0209: 6@ = random_int_in_ranges 0 5 
0012: 6@ *= 500 

:FBOOTHL_3199
0050: gosub @FBOOTHL_370 
0002: jump @FBOOTHL_3305 

:FBOOTHL_3213
0050: gosub @FBOOTHL_370 
0002: jump @FBOOTHL_3305 

:FBOOTHL_3227
062E: get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
00D6: if 
04A4:   7@ == 7 // == constant 
004D: jump_if_false @FBOOTHL_3270 
05C5: AS_actor 0@ cower -2 ms 
0050: gosub @FBOOTHL_2895 

:FBOOTHL_3270
0002: jump @FBOOTHL_3305 

:FBOOTHL_3277
0050: gosub @FBOOTHL_370 
0002: jump @FBOOTHL_3305 

:FBOOTHL_3291
0050: gosub @FBOOTHL_2895 
0002: jump @FBOOTHL_3305 

:FBOOTHL_3305
0002: jump @FBOOTHL_3319 

:FBOOTHL_3312
0050: gosub @FBOOTHL_2895 

:FBOOTHL_3319
0002: jump @FBOOTHL_2971 
0662: printstring "I__________________________I" 
0662: printstring "H" 
0662: printstring "G" 
0662: printstring "F" 
0662: printstring "E" 
0663: printint "PEDSTATE" 4@ 
0663: printint "SUBSTATESTATUS" 5@ 
0663: printint "TIMERB" 33@ 
0663: printint "TIMERA" 32@ 
0051: return 
004E: end_thread 

//-------------External script 48 (BARGUY)---------------

:BARGUY
03A4: name_thread 'BARGUY' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @BARGUY_60 
009A: 0@ = create_actor_pedtype 4 model #NULL at 0.0 0.0 0.0 

:BARGUY_60
04ED: load_animation "BAR" 

:BARGUY_67
00D6: if 
84EE:   not animation "BAR" loaded 
004D: jump_if_false @BARGUY_96 
0001: wait 0 ms 
0002: jump @BARGUY_67 

:BARGUY_96
0006: 3@ = 1 
0006: 4@ = 0 
0006: 5@ = 0 
0006: 11@ = 0 

:BARGUY_124
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @BARGUY_272 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @BARGUY_258 
00D6: if 
0038:   $9470 == 0 
004D: jump_if_false @BARGUY_244 
00D6: if 
851A:   not actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @BARGUY_223 
0050: gosub @BARGUY_286 
0002: jump @BARGUY_237 

:BARGUY_223
0004: $9470 = 1 
0002: jump @BARGUY_1067 

:BARGUY_237
0002: jump @BARGUY_251 

:BARGUY_244
0002: jump @BARGUY_1067 

:BARGUY_251
0002: jump @BARGUY_265 

:BARGUY_258
0050: gosub @BARGUY_1035 

:BARGUY_265
0002: jump @BARGUY_279 

:BARGUY_272
0050: gosub @BARGUY_1035 

:BARGUY_279
0002: jump @BARGUY_124 

:BARGUY_286
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @BARGUY_363 jumps 1 @BARGUY_349 -1 @BARGUY_363 -1 @BARGUY_363 -1 @BARGUY_363 -1 @BARGUY_363 -1 @BARGUY_363 -1 @BARGUY_363 

:BARGUY_349
0050: gosub @BARGUY_365 
0002: jump @BARGUY_363 

:BARGUY_363
0051: return 

:BARGUY_365
0871: init_jump_table 4@ total_jumps 7 default_jump 0 @BARGUY_1033 jumps 0 @BARGUY_428 1 @BARGUY_488 2 @BARGUY_577 3 @BARGUY_674 4 @BARGUY_754 5 @BARGUY_826 6 @BARGUY_947 

:BARGUY_428
062E: get_actor 0@ task 1481 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BARGUY_481 
05C9: AS_actor 0@ on_guard -2 ms 
0947: actor 0@ speak_from_audio_table 21 store_spoken_phrase_id_to 10@ 
000A: 4@ += 1 

:BARGUY_481
0002: jump @BARGUY_1033 

:BARGUY_488
0226: 10@ = actor 0@ health 
00D6: if 
0039:   10@ == 99 
004D: jump_if_false @BARGUY_570 
0223: set_actor 0@ health_to 100 
0605: actor 0@ perform_animation "BARCUSTOM_ORDER" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
000A: 4@ += 1 

:BARGUY_570
0002: jump @BARGUY_1033 

:BARGUY_577
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BARGUY_667 
0605: actor 0@ perform_animation "BARCUSTOM_LOOP" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 600000 
0947: actor 0@ speak_from_audio_table 21 store_spoken_phrase_id_to 10@ 
000A: 4@ += 1 

:BARGUY_667
0002: jump @BARGUY_1033 

:BARGUY_674
0226: 10@ = actor 0@ health 
00D6: if 
0039:   10@ == 99 
004D: jump_if_false @BARGUY_747 
0605: actor 0@ perform_animation "BARCUSTOM_GET" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
000A: 4@ += 1 

:BARGUY_747
0002: jump @BARGUY_1033 

:BARGUY_754
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BARGUY_819 
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 0.1 1.0 
000A: 4@ += 1 

:BARGUY_819
0002: jump @BARGUY_1033 

:BARGUY_826
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @BARGUY_891 
0605: actor 0@ perform_animation "DNK_STNDM_LOOP" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 15000 
0002: jump @BARGUY_933 

:BARGUY_891
0605: actor 0@ perform_animation "DNK_STNDF_LOOP" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 15000 

:BARGUY_933
000A: 4@ += 1 
0002: jump @BARGUY_1033 

:BARGUY_947
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BARGUY_1026 
0223: set_actor 0@ health_to 100 
00D6: if 
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR1" 
004D: jump_if_false @BARGUY_1019 
0006: 4@ = 0 
0002: jump @BARGUY_1026 

:BARGUY_1019
0050: gosub @BARGUY_1035 

:BARGUY_1026
0002: jump @BARGUY_1033 

:BARGUY_1033
0051: return 

:BARGUY_1035
04EF: release_animation "BAR" 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARGUY_1063 
0792: disembark_instantly_actor 0@ 

:BARGUY_1063
004E: end_thread 
0051: return 

:BARGUY_1067
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @BARGUY_1137 
062E: get_actor 0@ task 1477 status_store_to 11@ // ret 7 if not found 
00D6: if 
04A4:   11@ == 7 // == constant 
004D: jump_if_false @BARGUY_1130 
05C5: AS_actor 0@ cower -2 ms 

:BARGUY_1130
0002: jump @BARGUY_1144 

:BARGUY_1137
0050: gosub @BARGUY_1035 

:BARGUY_1144
0002: jump @BARGUY_1067 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 49 (PEDROUL)---------------

:PEDROUL
03A4: name_thread 'PEDROUL' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @PEDROUL_60 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:PEDROUL_60
04ED: load_animation "CASINO" 

:PEDROUL_70
00D6: if 
84EE:   not animation "CASINO" loaded 
004D: jump_if_false @PEDROUL_102 
0001: wait 0 ms 
0002: jump @PEDROUL_70 

:PEDROUL_102
0006: 3@ = 1 
0006: 4@ = 0 

:PEDROUL_116
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @PEDROUL_227 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @PEDROUL_213 
00D6: if 
0038:   $9470 == 0 
004D: jump_if_false @PEDROUL_191 
0050: gosub @PEDROUL_241 
0002: jump @PEDROUL_206 

:PEDROUL_191
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
0002: jump @PEDROUL_998 

:PEDROUL_206
0002: jump @PEDROUL_220 

:PEDROUL_213
0050: gosub @PEDROUL_984 

:PEDROUL_220
0002: jump @PEDROUL_234 

:PEDROUL_227
0050: gosub @PEDROUL_984 

:PEDROUL_234
0002: jump @PEDROUL_116 

:PEDROUL_241
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PEDROUL_318 jumps 1 @PEDROUL_304 -1 @PEDROUL_318 -1 @PEDROUL_318 -1 @PEDROUL_318 -1 @PEDROUL_318 -1 @PEDROUL_318 -1 @PEDROUL_318 

:PEDROUL_304
0050: gosub @PEDROUL_320 
0002: jump @PEDROUL_318 

:PEDROUL_318
0051: return 

:PEDROUL_320
0871: init_jump_table 4@ total_jumps 6 default_jump 0 @PEDROUL_982 jumps 0 @PEDROUL_383 1 @PEDROUL_438 2 @PEDROUL_533 3 @PEDROUL_631 4 @PEDROUL_813 5 @PEDROUL_939 -1 @PEDROUL_982 

:PEDROUL_383
0605: actor 0@ perform_animation "ROULETTE_IN" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 
0002: jump @PEDROUL_982 

:PEDROUL_438
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDROUL_526 
0605: actor 0@ perform_animation "ROULETTE_BET" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 103 store_spoken_phrase_id_to 2@ 
000A: 4@ += 1 

:PEDROUL_526
0002: jump @PEDROUL_982 

:PEDROUL_533
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDROUL_624 
0209: 2@ = random_int_in_ranges 8000 15000 
0605: actor 0@ perform_animation "ROULETTE_LOOP" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:PEDROUL_624
0002: jump @PEDROUL_982 

:PEDROUL_631
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDROUL_806 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @PEDROUL_746 
0605: actor 0@ perform_animation "ROULETTE_WIN" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 100 store_spoken_phrase_id_to 2@ 
0002: jump @PEDROUL_799 

:PEDROUL_746
0605: actor 0@ perform_animation "ROULETTE_LOSE" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 101 store_spoken_phrase_id_to 2@ 

:PEDROUL_799
000A: 4@ += 1 

:PEDROUL_806
0002: jump @PEDROUL_982 

:PEDROUL_813
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDROUL_932 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @PEDROUL_883 
0006: 4@ = 1 
0002: jump @PEDROUL_932 

:PEDROUL_883
0605: actor 0@ perform_animation "ROULETTE_OUT" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:PEDROUL_932
0002: jump @PEDROUL_982 

:PEDROUL_939
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDROUL_975 
0050: gosub @PEDROUL_984 

:PEDROUL_975
0002: jump @PEDROUL_982 

:PEDROUL_982
0051: return 

:PEDROUL_984
04EF: release_animation "CASINO" 
004E: end_thread 
0051: return 

:PEDROUL_998
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @PEDROUL_1068 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @PEDROUL_1061 
05C5: AS_actor 0@ cower -2 ms 

:PEDROUL_1061
0002: jump @PEDROUL_1075 

:PEDROUL_1068
0050: gosub @PEDROUL_984 

:PEDROUL_1075
0002: jump @PEDROUL_998 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 50 (PEDCARD)---------------

:PEDCARD
03A4: name_thread 'PEDCARD' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @PEDCARD_60 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:PEDCARD_60
04ED: load_animation "CASINO" 

:PEDCARD_70
00D6: if 
84EE:   not animation "CASINO" loaded 
004D: jump_if_false @PEDCARD_102 
0001: wait 0 ms 
0002: jump @PEDCARD_70 

:PEDCARD_102
0006: 3@ = 1 
0006: 4@ = 0 

:PEDCARD_116
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @PEDCARD_227 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @PEDCARD_213 
00D6: if 
0038:   $9470 == 0 
004D: jump_if_false @PEDCARD_191 
0050: gosub @PEDCARD_241 
0002: jump @PEDCARD_206 

:PEDCARD_191
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
0002: jump @PEDCARD_1335 

:PEDCARD_206
0002: jump @PEDCARD_220 

:PEDCARD_213
0050: gosub @PEDCARD_1321 

:PEDCARD_220
0002: jump @PEDCARD_234 

:PEDCARD_227
0050: gosub @PEDCARD_1321 

:PEDCARD_234
0002: jump @PEDCARD_116 

:PEDCARD_241
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PEDCARD_318 jumps 1 @PEDCARD_304 -1 @PEDCARD_318 -1 @PEDCARD_318 -1 @PEDCARD_318 -1 @PEDCARD_318 -1 @PEDCARD_318 -1 @PEDCARD_318 

:PEDCARD_304
0050: gosub @PEDCARD_320 
0002: jump @PEDCARD_318 

:PEDCARD_318
0051: return 

:PEDCARD_320
0871: init_jump_table 4@ total_jumps 8 default_jump 0 @PEDCARD_1319 jumps 0 @PEDCARD_448 1 @PEDCARD_510 2 @PEDCARD_596 3 @PEDCARD_691 4 @PEDCARD_872 5 @PEDCARD_977 6 @PEDCARD_1153 
0872: jump_table_jumps 7 @PEDCARD_1276 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 

:PEDCARD_448
0605: actor 0@ perform_animation "CARDS_IN" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 93 store_spoken_phrase_id_to 2@ 
000A: 4@ += 1 
0002: jump @PEDCARD_1319 

:PEDCARD_510
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDCARD_589 
0605: actor 0@ perform_animation "CARDS_PICK_01" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:PEDCARD_589
0002: jump @PEDCARD_1319 

:PEDCARD_596
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDCARD_684 
0209: 2@ = random_int_in_ranges 8000 15000 
0605: actor 0@ perform_animation "CARDS_LOOP" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:PEDCARD_684
0002: jump @PEDCARD_1319 

:PEDCARD_691
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDCARD_865 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @PEDCARD_805 
0605: actor 0@ perform_animation "CARDS_RAISE" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 98 store_spoken_phrase_id_to 2@ 
0002: jump @PEDCARD_858 

:PEDCARD_805
0605: actor 0@ perform_animation "CARDS_PICK_02" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 93 store_spoken_phrase_id_to 2@ 

:PEDCARD_858
000A: 4@ += 1 

:PEDCARD_865
0002: jump @PEDCARD_1319 

:PEDCARD_872
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDCARD_970 
0209: 2@ = random_int_in_ranges 1500 5000 
0605: actor 0@ perform_animation "CARDS_LOOP" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
0947: actor 0@ speak_from_audio_table 95 store_spoken_phrase_id_to 2@ 
000A: 4@ += 1 

:PEDCARD_970
0002: jump @PEDCARD_1319 

:PEDCARD_977
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDCARD_1146 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @PEDCARD_1089 
0605: actor 0@ perform_animation "CARDS_WIN" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 96 store_spoken_phrase_id_to 2@ 
0002: jump @PEDCARD_1139 

:PEDCARD_1089
0605: actor 0@ perform_animation "CARDS_LOSE" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 94 store_spoken_phrase_id_to 2@ 

:PEDCARD_1139
000A: 4@ += 1 

:PEDCARD_1146
0002: jump @PEDCARD_1319 

:PEDCARD_1153
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDCARD_1269 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @PEDCARD_1223 
0006: 4@ = 1 
0002: jump @PEDCARD_1269 

:PEDCARD_1223
0605: actor 0@ perform_animation "CARDS_OUT" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:PEDCARD_1269
0002: jump @PEDCARD_1319 

:PEDCARD_1276
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDCARD_1312 
0050: gosub @PEDCARD_1321 

:PEDCARD_1312
0002: jump @PEDCARD_1319 

:PEDCARD_1319
0051: return 

:PEDCARD_1321
04EF: release_animation "CASINO" 
004E: end_thread 
0051: return 

:PEDCARD_1335
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @PEDCARD_1405 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @PEDCARD_1398 
05C5: AS_actor 0@ cower -2 ms 

:PEDCARD_1398
0002: jump @PEDCARD_1412 

:PEDCARD_1405
0050: gosub @PEDCARD_1321 

:PEDCARD_1412
0002: jump @PEDCARD_1335 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 51 (PEDSLOT)---------------

:PEDSLOT
03A4: name_thread 'PEDSLOT' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @PEDSLOT_60 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:PEDSLOT_60
04ED: load_animation "CASINO" 

:PEDSLOT_70
00D6: if 
84EE:   not animation "CASINO" loaded 
004D: jump_if_false @PEDSLOT_102 
0001: wait 0 ms 
0002: jump @PEDSLOT_70 

:PEDSLOT_102
0006: 3@ = 1 
0006: 4@ = 0 

:PEDSLOT_116
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @PEDSLOT_227 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @PEDSLOT_213 
00D6: if 
0038:   $9470 == 0 
004D: jump_if_false @PEDSLOT_191 
0050: gosub @PEDSLOT_241 
0002: jump @PEDSLOT_206 

:PEDSLOT_191
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
0002: jump @PEDSLOT_1042 

:PEDSLOT_206
0002: jump @PEDSLOT_220 

:PEDSLOT_213
0050: gosub @PEDSLOT_1028 

:PEDSLOT_220
0002: jump @PEDSLOT_234 

:PEDSLOT_227
0050: gosub @PEDSLOT_1028 

:PEDSLOT_234
0002: jump @PEDSLOT_116 

:PEDSLOT_241
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PEDSLOT_318 jumps 1 @PEDSLOT_304 -1 @PEDSLOT_318 -1 @PEDSLOT_318 -1 @PEDSLOT_318 -1 @PEDSLOT_318 -1 @PEDSLOT_318 -1 @PEDSLOT_318 

:PEDSLOT_304
0050: gosub @PEDSLOT_320 
0002: jump @PEDSLOT_318 

:PEDSLOT_318
0051: return 

:PEDSLOT_320
0871: init_jump_table 4@ total_jumps 6 default_jump 0 @PEDSLOT_1026 jumps 0 @PEDSLOT_383 1 @PEDSLOT_434 2 @PEDSLOT_519 3 @PEDSLOT_613 4 @PEDSLOT_770 5 @PEDSLOT_942 -1 @PEDSLOT_1026 

:PEDSLOT_383
0605: actor 0@ perform_animation "SLOT_IN" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 
0002: jump @PEDSLOT_1026 

:PEDSLOT_434
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDSLOT_512 
0605: actor 0@ perform_animation "SLOT_BET_01" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 2@ 
000A: 4@ += 1 

:PEDSLOT_512
0002: jump @PEDSLOT_1026 

:PEDSLOT_519
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDSLOT_606 
0209: 2@ = random_int_in_ranges 1500 5000 
0605: actor 0@ perform_animation "SLOT_WAIT" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:PEDSLOT_606
0002: jump @PEDSLOT_1026 

:PEDSLOT_613
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDSLOT_763 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @PEDSLOT_717 
0605: actor 0@ perform_animation "SLOT_BET_02" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @PEDSLOT_756 

:PEDSLOT_717
0605: actor 0@ perform_animation "SLOT_WAIT" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:PEDSLOT_756
000A: 4@ += 1 

:PEDSLOT_763
0002: jump @PEDSLOT_1026 

:PEDSLOT_770
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDSLOT_935 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @PEDSLOT_885 
0605: actor 0@ perform_animation "SLOT_WIN_OUT" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 104 store_spoken_phrase_id_to 2@ 
0002: jump @PEDSLOT_928 

:PEDSLOT_885
0605: actor 0@ perform_animation "SLOT_LOSE_OUT" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:PEDSLOT_928
000A: 4@ += 1 

:PEDSLOT_935
0002: jump @PEDSLOT_1026 

:PEDSLOT_942
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDSLOT_1019 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @PEDSLOT_1012 
0006: 4@ = 0 
0002: jump @PEDSLOT_1019 

:PEDSLOT_1012
0050: gosub @PEDSLOT_1028 

:PEDSLOT_1019
0002: jump @PEDSLOT_1026 

:PEDSLOT_1026
0051: return 

:PEDSLOT_1028
04EF: release_animation "CASINO" 
004E: end_thread 
0051: return 

:PEDSLOT_1042
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @PEDSLOT_1112 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @PEDSLOT_1105 
05C5: AS_actor 0@ cower -2 ms 

:PEDSLOT_1105
0002: jump @PEDSLOT_1119 

:PEDSLOT_1112
0050: gosub @PEDSLOT_1028 

:PEDSLOT_1119
0002: jump @PEDSLOT_1042 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 52 (DANCER)---------------

:DANCER
03A4: name_thread 'DANCER' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @DANCER_60 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:DANCER_60
04ED: load_animation "DANCING" 

:DANCER_71
00D6: if 
84EE:   not animation "DANCING" loaded 
004D: jump_if_false @DANCER_104 
0001: wait 0 ms 
0002: jump @DANCER_71 

:DANCER_104
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @DANCER_317 
0665: get_actor 0@ model_to 2@ 
00D6: if 
001B:   10 > 2@ 
004D: jump_if_false @DANCER_169 
0085: 7@ = 2@ // (int) 
0012: 7@ *= 1500 
0002: jump @DANCER_225 

:DANCER_169
00D6: if 
001B:   100 > 2@ 
004D: jump_if_false @DANCER_210 
0085: 7@ = 2@ // (int) 
0012: 7@ *= 150 
0002: jump @DANCER_225 

:DANCER_210
0085: 7@ = 2@ // (int) 
0012: 7@ *= 15 

:DANCER_225
0085: 3@ = 2@ // (int) 
0016: 3@ /= 2 
0012: 3@ *= 2 
00D6: if 
003B:   2@ == 3@ // (int) 
004D: jump_if_false @DANCER_310 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @DANCER_296 
0006: 8@ = 1 
0002: jump @DANCER_303 

:DANCER_296
0006: 8@ = 2 

:DANCER_303
0002: jump @DANCER_317 

:DANCER_310
0006: 8@ = 3 

:DANCER_317
0006: 3@ = 1 
0006: 4@ = 0 

:DANCER_331
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @DANCER_442 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @DANCER_428 
00D6: if 
0038:   $9472 == 0 
004D: jump_if_false @DANCER_406 
0050: gosub @DANCER_456 
0002: jump @DANCER_421 

:DANCER_406
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
0002: jump @DANCER_1424 

:DANCER_421
0002: jump @DANCER_435 

:DANCER_428
0050: gosub @DANCER_1358 

:DANCER_435
0002: jump @DANCER_449 

:DANCER_442
0050: gosub @DANCER_1358 

:DANCER_449
0002: jump @DANCER_331 

:DANCER_456
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @DANCER_540 jumps 1 @DANCER_519 -1 @DANCER_540 -1 @DANCER_540 -1 @DANCER_540 -1 @DANCER_540 -1 @DANCER_540 -1 @DANCER_540 

:DANCER_519
0050: gosub @DANCER_1246 
0050: gosub @DANCER_542 
0002: jump @DANCER_540 

:DANCER_540
0051: return 

:DANCER_542
0871: init_jump_table 4@ total_jumps 3 default_jump 0 @DANCER_1244 jumps 0 @DANCER_605 1 @DANCER_818 2 @DANCER_1031 -1 @DANCER_1244 -1 @DANCER_1244 -1 @DANCER_1244 -1 @DANCER_1244 

:DANCER_605
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @DANCER_811 
00D6: if 
0039:   8@ == 1 
004D: jump_if_false @DANCER_699 
0605: actor 0@ perform_animation "DNCE_M_C" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 
0002: jump @DANCER_804 

:DANCER_699
00D6: if 
0039:   8@ == 2 
004D: jump_if_false @DANCER_764 
0605: actor 0@ perform_animation "DNCE_M_B" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 
0002: jump @DANCER_804 

:DANCER_764
0605: actor 0@ perform_animation "DNCE_M_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 

:DANCER_804
000A: 4@ += 1 

:DANCER_811
0002: jump @DANCER_1244 

:DANCER_818
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @DANCER_1024 
00D6: if 
0039:   8@ == 1 
004D: jump_if_false @DANCER_912 
0605: actor 0@ perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 
0002: jump @DANCER_1017 

:DANCER_912
00D6: if 
0039:   8@ == 2 
004D: jump_if_false @DANCER_977 
0605: actor 0@ perform_animation "DNCE_M_C" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 
0002: jump @DANCER_1017 

:DANCER_977
0605: actor 0@ perform_animation "DNCE_M_B" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 

:DANCER_1017
000A: 4@ += 1 

:DANCER_1024
0002: jump @DANCER_1244 

:DANCER_1031
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @DANCER_1237 
00D6: if 
0039:   8@ == 1 
004D: jump_if_false @DANCER_1125 
0605: actor 0@ perform_animation "DNCE_M_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 
0002: jump @DANCER_1230 

:DANCER_1125
00D6: if 
0039:   8@ == 2 
004D: jump_if_false @DANCER_1190 
0605: actor 0@ perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 
0002: jump @DANCER_1230 

:DANCER_1190
0605: actor 0@ perform_animation "DNCE_M_C" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 

:DANCER_1230
0006: 4@ = 0 

:DANCER_1237
0002: jump @DANCER_1244 

:DANCER_1244
0051: return 

:DANCER_1246
00D6: if 
08B4:   test $5295 bit 31 
004D: jump_if_false @DANCER_1278 
0006: 9@ = 1 
0002: jump @DANCER_1356 

:DANCER_1278
00D6: if 
0039:   9@ == 1 
004D: jump_if_false @DANCER_1356 
00D6: if 
0018:   $DANCE_SCORE > 3000 
004D: jump_if_false @DANCER_1339 
0947: actor 0@ speak_from_audio_table 70 store_spoken_phrase_id_to 2@ 
0006: 9@ = 0 
0002: jump @DANCER_1356 

:DANCER_1339
0947: actor 0@ speak_from_audio_table 73 store_spoken_phrase_id_to 2@ 
0006: 9@ = 0 

:DANCER_1356
0051: return 

:DANCER_1358
04EF: release_animation "DANCING" 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @DANCER_1420 
08A0: actor 0@ in_radius 100.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "DANCER" // IF and SET 

:DANCER_1420
004E: end_thread 
0051: return 

:DANCER_1424
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @DANCER_1494 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @DANCER_1487 
05C5: AS_actor 0@ cower -2 ms 

:DANCER_1487
0002: jump @DANCER_1501 

:DANCER_1494
0050: gosub @DANCER_1358 

:DANCER_1501
0002: jump @DANCER_1424 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 53 (STRIPW)---------------

:STRIPW
03A4: name_thread 'STRIPW' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @STRIPW_60 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:STRIPW_60
04ED: load_animation "STRIP" 

:STRIPW_69
00D6: if 
84EE:   not animation "STRIP" loaded 
004D: jump_if_false @STRIPW_109 
0001: wait 0 ms 
04ED: load_animation "STRIP" 
0002: jump @STRIPW_69 

:STRIPW_109
0006: 3@ = 1 
0006: 4@ = 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STRIPW_198 
094B: v$5311 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
00D6: if 
08F9:   v$5311 == "STRIP2" 
004D: jump_if_false @STRIPW_188 
0007: 10@ = 3.0 
0002: jump @STRIPW_198 

:STRIPW_188
0007: 10@ = 4.0 

:STRIPW_198
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @STRIPW_382 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @STRIPW_332 
00D6: if 
0038:   $9473 == 0 
004D: jump_if_false @STRIPW_318 
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @STRIPW_304 
0004: $9473 = 1 
0002: jump @STRIPW_3515 
0002: jump @STRIPW_311 

:STRIPW_304
0050: gosub @STRIPW_396 

:STRIPW_311
0002: jump @STRIPW_325 

:STRIPW_318
0002: jump @STRIPW_3515 

:STRIPW_325
0002: jump @STRIPW_375 

:STRIPW_332
0004: $9471 = 1 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @STRIPW_375 
05C5: AS_actor 0@ cower -1 ms 

:STRIPW_375
0002: jump @STRIPW_389 

:STRIPW_382
0050: gosub @STRIPW_3497 

:STRIPW_389
0002: jump @STRIPW_198 

:STRIPW_396
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @STRIPW_473 jumps 1 @STRIPW_459 -1 @STRIPW_473 -1 @STRIPW_473 -1 @STRIPW_473 -1 @STRIPW_473 -1 @STRIPW_473 -1 @STRIPW_473 

:STRIPW_459
0050: gosub @STRIPW_475 
0002: jump @STRIPW_473 

:STRIPW_473
0051: return 

:STRIPW_475
0871: init_jump_table 4@ total_jumps 9 default_jump 0 @STRIPW_3266 jumps 0 @STRIPW_603 1 @STRIPW_772 2 @STRIPW_1133 3 @STRIPW_1470 4 @STRIPW_1835 5 @STRIPW_2056 6 @STRIPW_2642 
0872: jump_table_jumps 7 @STRIPW_2850 8 @STRIPW_3058 -1 @STRIPW_3266 -1 @STRIPW_3266 -1 @STRIPW_3266 -1 @STRIPW_3266 -1 @STRIPW_3266 -1 @STRIPW_3266 -1 @STRIPW_3266 

:STRIPW_603
00D6: if 
0611:   actor 0@ performing_animation "STR_B2A" 
004D: jump_if_false @STRIPW_719 
0613: 9@ = actor 0@ animation "STR_B2A" time 
00D6: if 
0031:   9@ >= 1.0 
004D: jump_if_false @STRIPW_712 
0605: actor 0@ perform_animation "STR_LOOP_A" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 

:STRIPW_712
0002: jump @STRIPW_765 

:STRIPW_719
0605: actor 0@ perform_animation "STR_LOOP_A" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 

:STRIPW_765
0002: jump @STRIPW_3266 

:STRIPW_772
0050: gosub @STRIPW_3268 
00D6: if 
0611:   actor 0@ performing_animation "STR_LOOP_A" 
004D: jump_if_false @STRIPW_1087 
0613: 9@ = actor 0@ animation "STR_LOOP_A" time 
00D6: if 
0031:   9@ >= 1.0 
004D: jump_if_false @STRIPW_1080 
00D6: if and
03CA:   object $9478 exists 
003C:   $9477 == 0@ // (int) 
004D: jump_if_false @STRIPW_922 
0605: actor 0@ perform_animation "STR_A2B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 
0002: jump @STRIPW_1080 

:STRIPW_922
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
00D6: if 
09DA:   cash_pickup_at 6@ 7@ 8@ 
004D: jump_if_false @STRIPW_1041 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0605: actor 0@ perform_animation "STR_A2B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 
0002: jump @STRIPW_1080 

:STRIPW_1041
0605: actor 0@ perform_animation "STR_LOOP_A" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:STRIPW_1080
0002: jump @STRIPW_1126 

:STRIPW_1087
0605: actor 0@ perform_animation "STR_LOOP_A" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:STRIPW_1126
0002: jump @STRIPW_3266 

:STRIPW_1133
00D6: if 
0611:   actor 0@ performing_animation "STR_A2B" 
004D: jump_if_false @STRIPW_1301 
0108: destroy_object $9478 
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0613: 9@ = actor 0@ animation "STR_A2B" time 
00D6: if 
0031:   9@ >= 1.0 
004D: jump_if_false @STRIPW_1294 
0605: actor 0@ perform_animation "STR_LOOP_B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 

:STRIPW_1294
0002: jump @STRIPW_1463 

:STRIPW_1301
00D6: if 
0611:   actor 0@ performing_animation "STR_C2B" 
004D: jump_if_false @STRIPW_1417 
0613: 9@ = actor 0@ animation "STR_C2B" time 
00D6: if 
0031:   9@ >= 1.0 
004D: jump_if_false @STRIPW_1410 
0605: actor 0@ perform_animation "STR_LOOP_B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 

:STRIPW_1410
0002: jump @STRIPW_1463 

:STRIPW_1417
0605: actor 0@ perform_animation "STR_LOOP_B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 

:STRIPW_1463
0002: jump @STRIPW_3266 

:STRIPW_1470
0050: gosub @STRIPW_3268 
00D6: if 
0611:   actor 0@ performing_animation "STR_LOOP_B" 
004D: jump_if_false @STRIPW_1789 
0613: 9@ = actor 0@ animation "STR_LOOP_B" time 
00D6: if 
0031:   9@ >= 1.0 
004D: jump_if_false @STRIPW_1782 
00D6: if and
03CA:   object $9478 exists 
003C:   $9477 == 0@ // (int) 
004D: jump_if_false @STRIPW_1620 
0605: actor 0@ perform_animation "STR_B2C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 
0002: jump @STRIPW_1782 

:STRIPW_1620
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
00D6: if 
09DA:   cash_pickup_at 6@ 7@ 8@ 
004D: jump_if_false @STRIPW_1739 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0605: actor 0@ perform_animation "STR_B2C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 
0002: jump @STRIPW_1782 

:STRIPW_1739
0605: actor 0@ perform_animation "STR_B2A" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 4@ = 0 

:STRIPW_1782
0002: jump @STRIPW_1828 

:STRIPW_1789
0605: actor 0@ perform_animation "STR_LOOP_B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:STRIPW_1828
0002: jump @STRIPW_3266 

:STRIPW_1835
00D6: if 
0611:   actor 0@ performing_animation "STR_B2C" 
004D: jump_if_false @STRIPW_2003 
0108: destroy_object $9478 
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0613: 9@ = actor 0@ animation "STR_B2C" time 
00D6: if 
0031:   9@ >= 1.0 
004D: jump_if_false @STRIPW_1996 
0605: actor 0@ perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 

:STRIPW_1996
0002: jump @STRIPW_2049 

:STRIPW_2003
0605: actor 0@ perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 

:STRIPW_2049
0002: jump @STRIPW_3266 

:STRIPW_2056
0050: gosub @STRIPW_3268 
00D6: if 
0611:   actor 0@ performing_animation "STR_LOOP_C" 
004D: jump_if_false @STRIPW_2596 
0613: 9@ = actor 0@ animation "STR_LOOP_C" time 
00D6: if 
0031:   9@ >= 1.0 
004D: jump_if_false @STRIPW_2589 
00D6: if and
03CA:   object $9478 exists 
003C:   $9477 == 0@ // (int) 
004D: jump_if_false @STRIPW_2431 
00A0: store_actor 0@ position_to 6@ 7@ 8@ 
0172: 9@ = actor $PLAYER_ACTOR Z_angle 
000B: 9@ += 180.0 
0209: 2@ = random_int_in_ranges 35 100 
00D6: if 
001B:   33 > 2@ 
004D: jump_if_false @STRIPW_2281 
0804: AS_actor 0@ walk_to 6@ 7@ 8@ angle 9@ radius -1.0 animation "STR_C3" IFP_file "STRIP" 1000.0 LA 0 LX 0 LY 0 LF 1 LT -1 
0006: 4@ = 6 
0002: jump @STRIPW_2424 

:STRIPW_2281
00D6: if 
0019:   2@ > 66 
004D: jump_if_false @STRIPW_2365 
0804: AS_actor 0@ walk_to 6@ 7@ 8@ angle 9@ radius -1.0 animation "STR_C2" IFP_file "STRIP" 1000.0 LA 0 LX 0 LY 0 LF 1 LT -1 
0006: 4@ = 7 
0002: jump @STRIPW_2424 

:STRIPW_2365
0804: AS_actor 0@ walk_to 6@ 7@ 8@ angle 9@ radius -1.0 animation "STR_C1" IFP_file "STRIP" 1000.0 LA 0 LX 0 LY 0 LF 1 LT -1 
0006: 4@ = 8 

:STRIPW_2424
0002: jump @STRIPW_2589 

:STRIPW_2431
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
00D6: if 
09DA:   cash_pickup_at 6@ 7@ 8@ 
004D: jump_if_false @STRIPW_2546 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0605: actor 0@ perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0002: jump @STRIPW_2589 

:STRIPW_2546
0605: actor 0@ perform_animation "STR_C2B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 4@ = 2 

:STRIPW_2589
0002: jump @STRIPW_2635 

:STRIPW_2596
0605: actor 0@ perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:STRIPW_2635
0002: jump @STRIPW_3266 

:STRIPW_2642
00D6: if 
0611:   actor 0@ performing_animation "STR_C3" 
004D: jump_if_false @STRIPW_2808 
0108: destroy_object $9478 
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0613: 9@ = actor 0@ animation "STR_C3" time 
00D6: if 
0031:   9@ >= 1.0 
004D: jump_if_false @STRIPW_2801 
0605: actor 0@ perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 4@ = 5 

:STRIPW_2801
0002: jump @STRIPW_2843 

:STRIPW_2808
0605: actor 0@ perform_animation "STR_C3" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:STRIPW_2843
0002: jump @STRIPW_3266 

:STRIPW_2850
00D6: if 
0611:   actor 0@ performing_animation "STR_C2" 
004D: jump_if_false @STRIPW_3016 
0108: destroy_object $9478 
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0613: 9@ = actor 0@ animation "STR_C2" time 
00D6: if 
0031:   9@ >= 1.0 
004D: jump_if_false @STRIPW_3009 
0605: actor 0@ perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 4@ = 5 

:STRIPW_3009
0002: jump @STRIPW_3051 

:STRIPW_3016
0605: actor 0@ perform_animation "STR_C2" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:STRIPW_3051
0002: jump @STRIPW_3266 

:STRIPW_3058
00D6: if 
0611:   actor 0@ performing_animation "STR_C1" 
004D: jump_if_false @STRIPW_3224 
0108: destroy_object $9478 
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0613: 9@ = actor 0@ animation "STR_C1" time 
00D6: if 
0031:   9@ >= 1.0 
004D: jump_if_false @STRIPW_3217 
0605: actor 0@ perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 4@ = 5 

:STRIPW_3217
0002: jump @STRIPW_3259 

:STRIPW_3224
0605: actor 0@ perform_animation "STR_C1" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:STRIPW_3259
0002: jump @STRIPW_3266 

:STRIPW_3266
0051: return 

:STRIPW_3268
00D6: if and
02A0:   actor $PLAYER_ACTOR stopped 
010A:   player $PLAYER_CHAR money > 19 
004D: jump_if_false @STRIPW_3463 
00D6: if 
83CA:   not object $9478 exists 
004D: jump_if_false @STRIPW_3456 
00D6: if and
0105:   actor $PLAYER_ACTOR near_actor 0@ radius 10@ 10@ 1.0 sphere 0 on_foot 
0038:   $9475 == 0 
004D: jump_if_false @STRIPW_3424 
00D6: if 
0039:   11@ == 0 
004D: jump_if_false @STRIPW_3378 
0008: $9474 += 1 
0006: 11@ = 1 

:STRIPW_3378
00D6: if and
00E1:   player 0 pressed_key 15 
0038:   $9475 == 0 
004D: jump_if_false @STRIPW_3417 
008A: $9477 = 0@ // (int) 
0004: $9475 = 1 

:STRIPW_3417
0002: jump @STRIPW_3456 

:STRIPW_3424
00D6: if 
0039:   11@ == 1 
004D: jump_if_false @STRIPW_3456 
000C: $9474 -= 1 
0006: 11@ = 0 

:STRIPW_3456
0002: jump @STRIPW_3495 

:STRIPW_3463
00D6: if 
0039:   11@ == 1 
004D: jump_if_false @STRIPW_3495 
000C: $9474 -= 1 
0006: 11@ = 0 

:STRIPW_3495
0051: return 

:STRIPW_3497
04EF: release_animation "STRIP" 
0108: destroy_object $9478 
004E: end_thread 
0051: return 

:STRIPW_3515
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @STRIPW_3585 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @STRIPW_3578 
05C5: AS_actor 0@ cower -2 ms 

:STRIPW_3578
0002: jump @STRIPW_3592 

:STRIPW_3585
0050: gosub @STRIPW_3497 

:STRIPW_3592
0002: jump @STRIPW_3515 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 54 (STRIPM)---------------

:STRIPM
03A4: name_thread 'STRIPM' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @STRIPM_60 
009A: 0@ = create_actor_pedtype 4 model #NULL at 0.0 0.0 0.0 

:STRIPM_60
04ED: load_animation "STRIP" 

:STRIPM_69
00D6: if 
84EE:   not animation "STRIP" loaded 
004D: jump_if_false @STRIPM_100 
0001: wait 0 ms 
0002: jump @STRIPM_69 

:STRIPM_100
0006: 3@ = 1 
0006: 4@ = 0 

:STRIPM_114
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @STRIPM_298 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @STRIPM_284 
00D6: if 
0038:   $9473 == 0 
004D: jump_if_false @STRIPM_262 
00A0: store_actor 0@ position_to 7@ 8@ 9@ 
091C: get_actor_in_sphere 7@ 8@ 9@ radius 15.0 model #NULL external_script_named "STRIPW" handle_as 10@ 
00D6: if 
8118:   not actor 10@ dead 
004D: jump_if_false @STRIPM_248 
0050: gosub @STRIPM_312 
0002: jump @STRIPM_255 

:STRIPM_248
0050: gosub @STRIPM_1075 

:STRIPM_255
0002: jump @STRIPM_277 

:STRIPM_262
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
0002: jump @STRIPM_1088 

:STRIPM_277
0002: jump @STRIPM_291 

:STRIPM_284
0050: gosub @STRIPM_1075 

:STRIPM_291
0002: jump @STRIPM_305 

:STRIPM_298
0050: gosub @STRIPM_1075 

:STRIPM_305
0002: jump @STRIPM_114 

:STRIPM_312
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @STRIPM_389 jumps 1 @STRIPM_375 -1 @STRIPM_389 -1 @STRIPM_389 -1 @STRIPM_389 -1 @STRIPM_389 -1 @STRIPM_389 -1 @STRIPM_389 

:STRIPM_375
0050: gosub @STRIPM_391 
0002: jump @STRIPM_389 

:STRIPM_389
0051: return 

:STRIPM_391
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @STRIPM_1073 jumps 0 @STRIPM_454 1 @STRIPM_597 2 @STRIPM_679 3 @STRIPM_771 4 @STRIPM_1030 -1 @STRIPM_1073 -1 @STRIPM_1073 

:STRIPM_454
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @STRIPM_590 
0085: 2@ = 0@ // (int) 
00D6: if 
0019:   2@ > 10000 
004D: jump_if_false @STRIPM_518 
0016: 2@ /= 10000 

:STRIPM_518
00D6: if 
001B:   1000 > 2@ 
004D: jump_if_false @STRIPM_545 
000A: 2@ += 2000 

:STRIPM_545
0605: actor 0@ perform_animation "PUN_LOOP" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:STRIPM_590
0002: jump @STRIPM_1073 

:STRIPM_597
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @STRIPM_672 
0605: actor 0@ perform_animation "PUN_HOLLER" IFP "STRIP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:STRIPM_672
0002: jump @STRIPM_1073 

:STRIPM_679
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @STRIPM_764 
0209: 2@ = random_int_in_ranges 2000 5000 
0605: actor 0@ perform_animation "PUN_LOOP" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:STRIPM_764
0002: jump @STRIPM_1073 

:STRIPM_771
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @STRIPM_1023 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0029:   2@ >= 50 
004D: jump_if_false @STRIPM_977 
0605: actor 0@ perform_animation "PUN_CASH" IFP "STRIP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
00A0: store_actor 0@ position_to 7@ 8@ 9@ 
091C: get_actor_in_sphere 7@ 8@ 9@ radius 15.0 model #NULL external_script_named "STRIPW" handle_as 10@ 
00D6: if 
8118:   not actor 10@ dead 
004D: jump_if_false @STRIPM_970 
04C4: store_coords_to 7@ 8@ 9@ from_actor 10@ with_offset 0.3 0.5 -0.5 
02E1: 11@ = create_cash_pickup 100 at 7@ 8@ 9@ permanence_flag 0 

:STRIPM_970
0002: jump @STRIPM_1016 

:STRIPM_977
0605: actor 0@ perform_animation "PUN_HOLLER" IFP "STRIP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:STRIPM_1016
000A: 4@ += 1 

:STRIPM_1023
0002: jump @STRIPM_1073 

:STRIPM_1030
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @STRIPM_1066 
0006: 4@ = 0 

:STRIPM_1066
0002: jump @STRIPM_1073 

:STRIPM_1073
0051: return 

:STRIPM_1075
04EF: release_animation "STRIP" 
004E: end_thread 
0051: return 

:STRIPM_1088
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @STRIPM_1158 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @STRIPM_1151 
05C5: AS_actor 0@ cower -2 ms 

:STRIPM_1151
0002: jump @STRIPM_1165 

:STRIPM_1158
0050: gosub @STRIPM_1075 

:STRIPM_1165
0002: jump @STRIPM_1088 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 55 (BROWSE)---------------

:BROWSE
03A4: name_thread 'BROWSE' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @BROWSE_60 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:BROWSE_60
04ED: load_animation "COP_AMBIENT" 

:BROWSE_75
00D6: if 
84EE:   not animation "COP_AMBIENT" loaded 
004D: jump_if_false @BROWSE_112 
0001: wait 0 ms 
0002: jump @BROWSE_75 

:BROWSE_112
0006: 3@ = 1 
0006: 4@ = 0 

:BROWSE_126
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @BROWSE_235 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @BROWSE_221 
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @BROWSE_207 
0002: jump @BROWSE_1166 
0002: jump @BROWSE_214 

:BROWSE_207
0050: gosub @BROWSE_249 

:BROWSE_214
0002: jump @BROWSE_228 

:BROWSE_221
0050: gosub @BROWSE_1147 

:BROWSE_228
0002: jump @BROWSE_242 

:BROWSE_235
0050: gosub @BROWSE_1147 

:BROWSE_242
0002: jump @BROWSE_126 

:BROWSE_249
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @BROWSE_326 jumps 1 @BROWSE_312 -1 @BROWSE_326 -1 @BROWSE_326 -1 @BROWSE_326 -1 @BROWSE_326 -1 @BROWSE_326 -1 @BROWSE_326 

:BROWSE_312
0050: gosub @BROWSE_328 
0002: jump @BROWSE_326 

:BROWSE_326
0051: return 

:BROWSE_328
0871: init_jump_table 4@ total_jumps 7 default_jump 0 @BROWSE_1145 jumps 0 @BROWSE_391 1 @BROWSE_452 2 @BROWSE_556 3 @BROWSE_732 4 @BROWSE_836 5 @BROWSE_1011 6 @BROWSE_1102 

:BROWSE_391
0605: actor 0@ perform_animation "COPBROWSE_IN" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 
0002: jump @BROWSE_1145 

:BROWSE_452
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @BROWSE_549 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "COPBROWSE_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:BROWSE_549
0002: jump @BROWSE_1145 

:BROWSE_556
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @BROWSE_725 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @BROWSE_667 
0605: actor 0@ perform_animation "COPBROWSE_NOD" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @BROWSE_718 

:BROWSE_667
0605: actor 0@ perform_animation "COPBROWSE_SHAKE" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 1000 

:BROWSE_718
000A: 4@ += 1 

:BROWSE_725
0002: jump @BROWSE_1145 

:BROWSE_732
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @BROWSE_829 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "COPBROWSE_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:BROWSE_829
0002: jump @BROWSE_1145 

:BROWSE_836
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @BROWSE_1004 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @BROWSE_947 
0605: actor 0@ perform_animation "COPBROWSE_NOD" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @BROWSE_997 

:BROWSE_947
0605: actor 0@ perform_animation "COPBROWSE_SHAKE" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:BROWSE_997
000A: 4@ += 1 

:BROWSE_1004
0002: jump @BROWSE_1145 

:BROWSE_1011
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @BROWSE_1095 
0605: actor 0@ perform_animation "COPBROWSE_OUT" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:BROWSE_1095
0002: jump @BROWSE_1145 

:BROWSE_1102
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @BROWSE_1138 
0050: gosub @BROWSE_1147 

:BROWSE_1138
0002: jump @BROWSE_1145 

:BROWSE_1145
0051: return 

:BROWSE_1147
04EF: release_animation "COP_AMBIENT" 
004E: end_thread 
0051: return 

:BROWSE_1166
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @BROWSE_1237 
062E: get_actor 0@ task 1506 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @BROWSE_1230 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BROWSE_1230
0002: jump @BROWSE_1244 

:BROWSE_1237
0050: gosub @BROWSE_1147 

:BROWSE_1244
0002: jump @BROWSE_1166 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 56 (COPSIT)---------------

:COPSIT
03A4: name_thread 'COPSIT' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @COPSIT_60 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:COPSIT_60
04ED: load_animation "INT_OFFICE" 

:COPSIT_74
00D6: if 
84EE:   not animation "INT_OFFICE" loaded 
004D: jump_if_false @COPSIT_110 
0001: wait 0 ms 
0002: jump @COPSIT_74 

:COPSIT_110
0007: 9@ = 0.0 
0006: 3@ = 0 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @COPSIT_166 
0006: 5@ = 0 
0006: 4@ = 1 
0002: jump @COPSIT_180 

:COPSIT_166
0006: 5@ = -2 
0006: 4@ = 2 

:COPSIT_180
0006: 7@ = 0 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @COPSIT_236 
0446: set_actor 0@ dismemberment_possible 0 
0978: copy_decision_maker 65537 to $9539 
060B: set_actor 0@ decision_maker_to $9539 
0006: 6@ = 15000 

:COPSIT_236
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @COPSIT_345 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @COPSIT_331 
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @COPSIT_317 
0002: jump @COPSIT_2292 
0002: jump @COPSIT_324 

:COPSIT_317
0050: gosub @COPSIT_359 

:COPSIT_324
0002: jump @COPSIT_338 

:COPSIT_331
0050: gosub @COPSIT_2239 

:COPSIT_338
0002: jump @COPSIT_352 

:COPSIT_345
0050: gosub @COPSIT_2239 

:COPSIT_352
0002: jump @COPSIT_236 

:COPSIT_359
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @COPSIT_492 jumps 1 @COPSIT_422 2 @COPSIT_436 3 @COPSIT_450 4 @COPSIT_464 5 @COPSIT_478 -1 @COPSIT_492 -1 @COPSIT_492 

:COPSIT_422
0050: gosub @COPSIT_494 
0002: jump @COPSIT_492 

:COPSIT_436
0050: gosub @COPSIT_724 
0002: jump @COPSIT_492 

:COPSIT_450
0050: gosub @COPSIT_1843 
0002: jump @COPSIT_492 

:COPSIT_464
0050: gosub @COPSIT_2239 
0002: jump @COPSIT_492 

:COPSIT_478
0050: gosub @COPSIT_2146 
0002: jump @COPSIT_492 

:COPSIT_492
0051: return 

:COPSIT_494
0871: init_jump_table 5@ total_jumps 2 default_jump 0 @COPSIT_722 jumps 0 @COPSIT_557 1 @COPSIT_622 -1 @COPSIT_722 -1 @COPSIT_722 -1 @COPSIT_722 -1 @COPSIT_722 -1 @COPSIT_722 

:COPSIT_557
0812: AS_actor 0@ perform_animation "OFF_SIT_IN" IFP "INT_OFFICE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 3@ = 1 
000A: 5@ += 1 
0002: jump @COPSIT_722 

:COPSIT_622
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "OFF_SIT_IN" 
004D: jump_if_false @COPSIT_680 
0613: 9@ = actor 0@ animation "OFF_SIT_IN" time 

:COPSIT_680
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @COPSIT_715 
0006: 5@ = 0 
000A: 4@ += 1 

:COPSIT_715
0002: jump @COPSIT_722 

:COPSIT_722
0051: return 

:COPSIT_724
0871: init_jump_table 5@ total_jumps 5 default_jump 0 @COPSIT_1841 jumps -2 @COPSIT_787 0 @COPSIT_1023 1 @COPSIT_1259 2 @COPSIT_1520 3 @COPSIT_1598 -1 @COPSIT_1841 -1 @COPSIT_1841 

:COPSIT_787
0209: 8@ = random_int_in_ranges 0 100 
00D6: if 
0019:   8@ > 66 
004D: jump_if_false @COPSIT_955 
00D6: if 
0019:   8@ > 33 
004D: jump_if_false @COPSIT_893 
0812: AS_actor 0@ perform_animation "OFF_SIT_TYPE_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @COPSIT_948 

:COPSIT_893
0812: AS_actor 0@ perform_animation "OFF_SIT_BORED_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_948
0002: jump @COPSIT_1009 

:COPSIT_955
0812: AS_actor 0@ perform_animation "OFF_SIT_IDLE_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_1009
0006: 5@ = 1 
0002: jump @COPSIT_1841 

:COPSIT_1023
0209: 8@ = random_int_in_ranges 0 100 
00D6: if 
0019:   8@ > 66 
004D: jump_if_false @COPSIT_1191 
00D6: if 
0019:   8@ > 33 
004D: jump_if_false @COPSIT_1129 
0812: AS_actor 0@ perform_animation "OFF_SIT_TYPE_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @COPSIT_1184 

:COPSIT_1129
0812: AS_actor 0@ perform_animation "OFF_SIT_BORED_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_1184
0002: jump @COPSIT_1245 

:COPSIT_1191
0812: AS_actor 0@ perform_animation "OFF_SIT_IDLE_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_1245
000A: 5@ += 1 
0002: jump @COPSIT_1841 

:COPSIT_1259
00A0: store_actor 0@ position_to 13@ 14@ 15@ 
000F: 15@ -= 1.04 
04C4: store_coords_to 16@ 17@ 18@ from_actor 0@ with_offset 0.5 -0.5 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor 0@ with_offset -0.5 -1.0 0.0 
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 1.0 -1.0 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -365 solid 0 for_actor 0@ 
00D6: if or
0611:   actor 0@ performing_animation "OFF_SIT_TYPE_LOOP" 
0611:   actor 0@ performing_animation "OFF_SIT_BORED_LOOP" 
0611:   actor 0@ performing_animation "OFF_SIT_IDLE_LOOP" 
004D: jump_if_false @COPSIT_1513 
00A1: put_actor 0@ at 10@ 11@ 12@ 
04D7: set_actor 0@ locked 1 
0006: 33@ = 0 
000A: 5@ += 1 

:COPSIT_1513
0002: jump @COPSIT_1841 

:COPSIT_1520
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @COPSIT_1565 
054E: clear_actor 0@ damage 
0006: 4@ = 5 
0006: 5@ = 0 
0002: jump @COPSIT_1841 

:COPSIT_1565
00D6: if 
001D:   33@ > 6@ // (int) 
004D: jump_if_false @COPSIT_1591 
000A: 5@ += 1 

:COPSIT_1591
0002: jump @COPSIT_1841 

:COPSIT_1598
0209: 8@ = random_int_in_ranges 0 100 
00D6: if 
0019:   8@ > 66 
004D: jump_if_false @COPSIT_1766 
00D6: if 
0019:   8@ > 33 
004D: jump_if_false @COPSIT_1704 
0812: AS_actor 0@ perform_animation "OFF_SIT_TYPE_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @COPSIT_1759 

:COPSIT_1704
0812: AS_actor 0@ perform_animation "OFF_SIT_BORED_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_1759
0002: jump @COPSIT_1820 

:COPSIT_1766
0812: AS_actor 0@ perform_animation "OFF_SIT_IDLE_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_1820
0006: 33@ = 0 
000E: 5@ -= 1 
0002: jump @COPSIT_1841 

:COPSIT_1841
0051: return 

:COPSIT_1843
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @COPSIT_2144 jumps 0 @COPSIT_1906 1 @COPSIT_1971 2 @COPSIT_2006 -1 @COPSIT_2144 -1 @COPSIT_2144 -1 @COPSIT_2144 -1 @COPSIT_2144 

:COPSIT_1906
0812: AS_actor 0@ perform_animation "OFF_SIT_2IDLE_180" IFP "INT_OFFICE" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
000A: 5@ += 1 
0002: jump @COPSIT_2144 

:COPSIT_1971
00A1: put_actor 0@ at 13@ 14@ 15@ 
04D7: set_actor 0@ locked 0 
000A: 5@ += 1 
0002: jump @COPSIT_2144 

:COPSIT_2006
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "OFF_SIT_2IDLE_180" 
004D: jump_if_false @COPSIT_2137 
0613: 9@ = actor 0@ animation "OFF_SIT_2IDLE_180" time 
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @COPSIT_2137 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -365 solid 1 for_actor 0@ 
0006: 5@ = 0 
000A: 4@ += 1 

:COPSIT_2137
0002: jump @COPSIT_2144 

:COPSIT_2144
0051: return 

:COPSIT_2146
0871: init_jump_table 5@ total_jumps 1 default_jump 0 @COPSIT_2237 jumps 0 @COPSIT_2209 -1 @COPSIT_2237 -1 @COPSIT_2237 -1 @COPSIT_2237 -1 @COPSIT_2237 -1 @COPSIT_2237 -1 @COPSIT_2237 

:COPSIT_2209
0006: 4@ = 3 
0006: 5@ = 0 
0050: gosub @COPSIT_2292 
0002: jump @COPSIT_2237 

:COPSIT_2237
0051: return 

:COPSIT_2239
04EF: release_animation "INT_OFFICE" 
065C: release_decision_maker $9539 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @COPSIT_2288 
04D7: set_actor 0@ locked 0 
0446: set_actor 0@ dismemberment_possible 1 

:COPSIT_2288
004E: end_thread 
0051: return 

:COPSIT_2292
0001: wait 0 ms 
00D6: if and
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // s$ 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @COPSIT_2635 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COPSIT_2628 
0871: init_jump_table 4@ total_jumps 5 default_jump 1 @COPSIT_2614 jumps 1 @COPSIT_2403 2 @COPSIT_2486 3 @COPSIT_2535 4 @COPSIT_2549 5 @COPSIT_2600 -1 @COPSIT_2628 -1 @COPSIT_2628 

:COPSIT_2403
00D6: if 
0019:   5@ > 1 
004D: jump_if_false @COPSIT_2435 
0050: gosub @COPSIT_359 
0002: jump @COPSIT_2479 

:COPSIT_2435
062E: get_actor 0@ task 1506 status_store_to 7@ // ret 7 if not found 
00D6: if 
04A4:   7@ == 7 // == constant 
004D: jump_if_false @COPSIT_2479 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
0050: gosub @COPSIT_2239 

:COPSIT_2479
0002: jump @COPSIT_2628 

:COPSIT_2486
00D6: if 
0039:   5@ == 2 
004D: jump_if_false @COPSIT_2521 
0209: 6@ = random_int_in_ranges 0 5 
0012: 6@ *= 500 

:COPSIT_2521
0050: gosub @COPSIT_359 
0002: jump @COPSIT_2628 

:COPSIT_2535
0050: gosub @COPSIT_359 
0002: jump @COPSIT_2628 

:COPSIT_2549
062E: get_actor 0@ task 1506 status_store_to 7@ // ret 7 if not found 
00D6: if 
04A4:   7@ == 7 // == constant 
004D: jump_if_false @COPSIT_2593 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
0050: gosub @COPSIT_2239 

:COPSIT_2593
0002: jump @COPSIT_2628 

:COPSIT_2600
0050: gosub @COPSIT_359 
0002: jump @COPSIT_2628 

:COPSIT_2614
0050: gosub @COPSIT_2239 
0002: jump @COPSIT_2628 

:COPSIT_2628
0002: jump @COPSIT_2642 

:COPSIT_2635
0050: gosub @COPSIT_2239 

:COPSIT_2642
0002: jump @COPSIT_2292 
0663: printint "PEDSTATE" 4@ 
0663: printint "SUBSTATESTATUS" 5@ 
0663: printint "TIMERB" 33@ 
0663: printint "TIMERA" 32@ 
0051: return 
004E: end_thread 

//-------------External script 57 (COPLOOK)---------------

:COPLOOK
03A4: name_thread 'COPLOOK' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @COPLOOK_60 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:COPLOOK_60
04ED: load_animation "COP_AMBIENT" 

:COPLOOK_75
00D6: if 
84EE:   not animation "COP_AMBIENT" loaded 
004D: jump_if_false @COPLOOK_112 
0001: wait 0 ms 
0002: jump @COPLOOK_75 

:COPLOOK_112
0006: 3@ = 1 
0006: 4@ = 0 

:COPLOOK_126
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @COPLOOK_235 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @COPLOOK_221 
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @COPLOOK_207 
0002: jump @COPLOOK_1319 
0002: jump @COPLOOK_214 

:COPLOOK_207
0050: gosub @COPLOOK_249 

:COPLOOK_214
0002: jump @COPLOOK_228 

:COPLOOK_221
0050: gosub @COPLOOK_1300 

:COPLOOK_228
0002: jump @COPLOOK_242 

:COPLOOK_235
0050: gosub @COPLOOK_1300 

:COPLOOK_242
0002: jump @COPLOOK_126 

:COPLOOK_249
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @COPLOOK_326 jumps 1 @COPLOOK_312 -1 @COPLOOK_326 -1 @COPLOOK_326 -1 @COPLOOK_326 -1 @COPLOOK_326 -1 @COPLOOK_326 -1 @COPLOOK_326 

:COPLOOK_312
0050: gosub @COPLOOK_328 
0002: jump @COPLOOK_326 

:COPLOOK_326
0051: return 

:COPLOOK_328
0871: init_jump_table 4@ total_jumps 8 default_jump 0 @COPLOOK_1298 jumps 0 @COPLOOK_456 1 @COPLOOK_515 2 @COPLOOK_617 3 @COPLOOK_789 4 @COPLOOK_891 5 @COPLOOK_1064 6 @COPLOOK_1166 
0872: jump_table_jumps 7 @COPLOOK_1255 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 

:COPLOOK_456
0605: actor 0@ perform_animation "COPLOOK_IN" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 
0002: jump @COPLOOK_1298 

:COPLOOK_515
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COPLOOK_610 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "COPLOOK_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:COPLOOK_610
0002: jump @COPLOOK_1298 

:COPLOOK_617
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COPLOOK_782 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @COPLOOK_726 
0605: actor 0@ perform_animation "COPLOOK_NOD" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @COPLOOK_775 

:COPLOOK_726
0605: actor 0@ perform_animation "COPLOOK_SHAKE" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 1000 

:COPLOOK_775
000A: 4@ += 1 

:COPLOOK_782
0002: jump @COPLOOK_1298 

:COPLOOK_789
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COPLOOK_884 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "COPLOOK_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:COPLOOK_884
0002: jump @COPLOOK_1298 

:COPLOOK_891
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COPLOOK_1057 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @COPLOOK_1002 
0605: actor 0@ perform_animation "COPLOOK_THINK" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @COPLOOK_1050 

:COPLOOK_1002
0605: actor 0@ perform_animation "COPLOOK_WATCH" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:COPLOOK_1050
000A: 4@ += 1 

:COPLOOK_1057
0002: jump @COPLOOK_1298 

:COPLOOK_1064
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COPLOOK_1159 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "COPLOOK_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:COPLOOK_1159
0002: jump @COPLOOK_1298 

:COPLOOK_1166
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COPLOOK_1248 
0605: actor 0@ perform_animation "COPLOOK_OUT" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:COPLOOK_1248
0002: jump @COPLOOK_1298 

:COPLOOK_1255
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COPLOOK_1291 
0050: gosub @COPLOOK_1300 

:COPLOOK_1291
0002: jump @COPLOOK_1298 

:COPLOOK_1298
0051: return 

:COPLOOK_1300
04EF: release_animation "COP_AMBIENT" 
004E: end_thread 
0051: return 

:COPLOOK_1319
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @COPLOOK_1390 
062E: get_actor 0@ task 1506 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @COPLOOK_1383 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:COPLOOK_1383
0002: jump @COPLOOK_1397 

:COPLOOK_1390
0050: gosub @COPLOOK_1300 

:COPLOOK_1397
0002: jump @COPLOOK_1319 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 58 (TICKET)---------------

:TICKET
03A4: name_thread 'TICKET' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @TICKET_60 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:TICKET_60
04ED: load_animation "CASINO" 

:TICKET_70
00D6: if 
84EE:   not animation "CASINO" loaded 
004D: jump_if_false @TICKET_102 
0001: wait 0 ms 
0002: jump @TICKET_70 

:TICKET_102
0006: 3@ = 1 
0006: 4@ = 0 

:TICKET_116
0001: wait 0 ms 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @TICKET_180 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @TICKET_166 
0050: gosub @TICKET_194 
0002: jump @TICKET_173 

:TICKET_166
0050: gosub @TICKET_875 

:TICKET_173
0002: jump @TICKET_187 

:TICKET_180
0050: gosub @TICKET_875 

:TICKET_187
0002: jump @TICKET_116 

:TICKET_194
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @TICKET_271 jumps 1 @TICKET_257 -1 @TICKET_271 -1 @TICKET_271 -1 @TICKET_271 -1 @TICKET_271 -1 @TICKET_271 -1 @TICKET_271 

:TICKET_257
0050: gosub @TICKET_273 
0002: jump @TICKET_271 

:TICKET_271
0051: return 

:TICKET_273
0871: init_jump_table 4@ total_jumps 7 default_jump 0 @TICKET_873 jumps 0 @TICKET_336 1 @TICKET_387 2 @TICKET_472 3 @TICKET_566 4 @TICKET_650 5 @TICKET_736 6 @TICKET_830 

:TICKET_336
0605: actor 0@ perform_animation "SLOT_IN" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 
0002: jump @TICKET_873 

:TICKET_387
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @TICKET_465 
0605: actor 0@ perform_animation "SLOT_BET_01" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 2@ 
000A: 4@ += 1 

:TICKET_465
0002: jump @TICKET_873 

:TICKET_472
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @TICKET_559 
0209: 2@ = random_int_in_ranges 5000 10000 
0605: actor 0@ perform_animation "SLOT_WAIT" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:TICKET_559
0002: jump @TICKET_873 

:TICKET_566
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @TICKET_643 
0605: actor 0@ perform_animation "SLOT_BET_02" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:TICKET_643
0002: jump @TICKET_873 

:TICKET_650
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @TICKET_729 
0605: actor 0@ perform_animation "SLOT_LOSE_OUT" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:TICKET_729
0002: jump @TICKET_873 

:TICKET_736
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @TICKET_823 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "SLOT_WAIT" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:TICKET_823
0002: jump @TICKET_873 

:TICKET_830
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @TICKET_866 
0050: gosub @TICKET_875 

:TICKET_866
0002: jump @TICKET_873 

:TICKET_873
0051: return 

:TICKET_875
04EF: release_animation "CASINO" 
004E: end_thread 
0051: return 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 59 (SHOPPER)---------------

:SHOPPER
03A4: name_thread 'SHOPPER' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @SHOPPER_60 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:SHOPPER_60
04ED: load_animation "INT_SHOP" 

:SHOPPER_72
00D6: if 
84EE:   not animation "INT_SHOP" loaded 
004D: jump_if_false @SHOPPER_106 
0001: wait 0 ms 
0002: jump @SHOPPER_72 

:SHOPPER_106
0006: 3@ = 1 
0006: 4@ = 0 

:SHOPPER_120
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @SHOPPER_289 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @SHOPPER_275 
00D6: if or
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @SHOPPER_221 
0004: $1258 = 1 
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
0002: jump @SHOPPER_1073 
0002: jump @SHOPPER_268 

:SHOPPER_221
00D6: if 
0038:   $1258 == 1 
004D: jump_if_false @SHOPPER_261 
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
0002: jump @SHOPPER_1073 
0002: jump @SHOPPER_268 

:SHOPPER_261
0050: gosub @SHOPPER_303 

:SHOPPER_268
0002: jump @SHOPPER_282 

:SHOPPER_275
0050: gosub @SHOPPER_1057 

:SHOPPER_282
0002: jump @SHOPPER_296 

:SHOPPER_289
0050: gosub @SHOPPER_1057 

:SHOPPER_296
0002: jump @SHOPPER_120 

:SHOPPER_303
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @SHOPPER_380 jumps 1 @SHOPPER_366 -1 @SHOPPER_380 -1 @SHOPPER_380 -1 @SHOPPER_380 -1 @SHOPPER_380 -1 @SHOPPER_380 -1 @SHOPPER_380 

:SHOPPER_366
0050: gosub @SHOPPER_382 
0002: jump @SHOPPER_380 

:SHOPPER_380
0051: return 

:SHOPPER_382
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @SHOPPER_1055 jumps 0 @SHOPPER_445 1 @SHOPPER_527 2 @SHOPPER_674 3 @SHOPPER_835 4 @SHOPPER_1012 -1 @SHOPPER_1055 -1 @SHOPPER_1055 

:SHOPPER_445
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @SHOPPER_520 
0605: actor 0@ perform_animation "SHOP_IN" IFP "INT_SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:SHOPPER_520
0002: jump @SHOPPER_1055 

:SHOPPER_527
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @SHOPPER_667 
0085: 2@ = 0@ // (int) 
00D6: if 
0019:   2@ > 10000 
004D: jump_if_false @SHOPPER_591 
0016: 2@ /= 10000 

:SHOPPER_591
00D6: if 
001B:   1000 > 2@ 
004D: jump_if_false @SHOPPER_618 
000A: 2@ += 2000 

:SHOPPER_618
0605: actor 0@ perform_animation "SHOP_LOOP" IFP "INT_SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:SHOPPER_667
0002: jump @SHOPPER_1055 

:SHOPPER_674
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @SHOPPER_828 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @SHOPPER_779 
0605: actor 0@ perform_animation "SHOP_LOOKA" IFP "INT_SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @SHOPPER_821 

:SHOPPER_779
0605: actor 0@ perform_animation "SHOP_LOOKB" IFP "INT_SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:SHOPPER_821
000A: 4@ += 1 

:SHOPPER_828
0002: jump @SHOPPER_1055 

:SHOPPER_835
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @SHOPPER_1005 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @SHOPPER_945 
0605: actor 0@ perform_animation "SHOP_OUT" IFP "INT_SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 
0002: jump @SHOPPER_1005 

:SHOPPER_945
0209: 2@ = random_int_in_ranges 3000 6000 
0605: actor 0@ perform_animation "SHOP_LOOP" IFP "INT_SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
0006: 4@ = 1 

:SHOPPER_1005
0002: jump @SHOPPER_1055 

:SHOPPER_1012
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @SHOPPER_1048 
0050: gosub @SHOPPER_1057 

:SHOPPER_1048
0002: jump @SHOPPER_1055 

:SHOPPER_1055
0051: return 

:SHOPPER_1057
04EF: release_animation "INT_SHOP" 
004E: end_thread 
0051: return 

:SHOPPER_1073
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @SHOPPER_1143 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @SHOPPER_1136 
05C5: AS_actor 0@ cower -2 ms 

:SHOPPER_1136
0002: jump @SHOPPER_1150 

:SHOPPER_1143
0050: gosub @SHOPPER_1057 

:SHOPPER_1150
0002: jump @SHOPPER_1073 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 60 (AMMU)---------------

:AMUNAT
0005: $9585 = 0.0 
0005: $9586 = 0.0 
0005: $9587 = 0.0 
0005: $AMMU_X_OFFSET = 0.0 
0005: $AMMU_Y_OFFSET = 0.0 
0005: $AMMU_Z_OFFSET = 0.0 
0005: $X_CAMERA = 0.0 
0005: $Y_CAMERA = 0.0 
0005: $Z_CAMERA = 0.0 
0005: $AMMU_X_AIM_CAMERA = 0.0 
0005: $AMMU_Y_AIM_CAMERA = 0.0 
0005: $AMMU_Z_AIM_CAMERA = 0.0 
0005: $AMMU_SELLER_ANIMATION_TIME = 0.0 
0005: $AMMU_SELLER_ANGLE = 0.0 
0004: $2418 = 0 
0005: $AMMU_X_SELLER = 0.0 
0005: $AMMU_Y_SELLER = 0.0 
0005: $AMMU_Z_SELLER = 0.0 
0004: $FLAG_AMMU_SELLER_ATTACK_PLAYER = 0 
0004: $AMMU_STAGE = 0 
0005: $9575 = 0.0 
0005: $9576 = 0.0 
0005: $9577 = 0.0 
0004: $9572 = 0 
0004: $9573 = 0 
0004: $9574 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $9595 = 0 
0004: $9594 = 0 
0004: $9596 = 0 
0004: $9616 = 0 
0004: $9597 = 0 
0004: $2515 = 0 
0004: $9598 = 0 
0004: $9599 = 0 
0004: $9600 = 0 
0004: $9601 = 0 
0004: $9602 = 0 
0004: $9603 = 0 
0004: $9604 = 0 
0004: $9605 = 0 
0004: $9606 = 0 
0004: $9607 = 0 
0004: $9608 = 0 
0004: $9609 = 0 
0004: $9610 = 0 
0004: $9611 = 0 
0004: $9612 = 0 
0004: $9613 = 0 
0004: $9614 = 0 
0004: $9615 = 0 
0004: $9636 = 0 
0004: $9637 = 0 
0004: $9638 = 0 
0002: jump @AMUNAT_525 
018D: NOP $9570 65535 $AMMU_X_SELLER $AMMU_Y_SELLER $AMMU_Z_SELLER 
0107: $9571 = create_object $AMMU_SELECTED_WEAPON_MODEL at 1659.635 -1576.514 15.585 
0107: $9543 = create_object $AMMU_SELECTED_WEAPON_MODEL at $9575 $9576 $9577 

:AMUNAT_525
04AE: $SELLER_MODEL = 179 // = constant 
0247: load_model $SELLER_MODEL 
0247: load_model #COLT45 
0247: load_model #TEC9 
0247: load_model #MICRO_UZI 
0247: load_model #CHROMEGUN 
0247: load_model #GRENADE 
0247: load_model #ARMOUR 
0247: load_model #MP5LNG 
0247: load_model #SAWNOFF 
0247: load_model #SILENCED 
0247: load_model #SATCHEL 
0247: load_model #BOMB 
0247: load_model #CUNTGUN 
0247: load_model #SNIPER 
0247: load_model #AK47 
0247: load_model #M4 
0247: load_model #DESERT_EAGLE 
0247: load_model #SHOTGSPA 
038B: load_requested_models 
0111: set_wasted_busted_check 0 
03A4: name_thread 'AMUNAT' 

:AMUNAT_640
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMUNAT_7618 
00D6: if 
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // s$ 
004D: jump_if_false @AMUNAT_7604 
00D6: if 
0018:   $AMMU_STAGE > 0 
004D: jump_if_false @AMUNAT_762 
00D6: if 
0A0F:   new_language_set 
004D: jump_if_false @AMUNAT_762 
03E6: remove_text_box 
08DA: remove_panel $2419 
08DA: remove_panel $2423 
08DA: remove_panel $2421 
08DA: remove_panel $2417 
0004: $2420 = 0 
0004: $2424 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
09FB: $CURRENT_LANGUAGE = current_language 

:AMUNAT_762
00D6: if 
0038:   $AMMU_STAGE == 0 
004D: jump_if_false @AMUNAT_1286 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'AMMUN1' // s$ == short  // Ammu-Nation
004D: jump_if_false @AMUNAT_884 
0005: $AMMU_X_OFFSET = 0.0 
0005: $AMMU_Y_OFFSET = 0.0 
0005: $AMMU_Z_OFFSET = 0.0 
0005: $AMMU_PLAYER_ANGLE = 180.0 
0005: $AMMU_SELLER_ANGLE = 0.0 
0004: $SHOW_SHOP_SPHERE = 1 
05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME // s$ 
0004: $9584 = 0 
0004: $AMMU_STAGE = 1 

:AMUNAT_884
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'AMMUN2' // s$ == short  // Ammu-Nation
004D: jump_if_false @AMUNAT_988 
0005: $AMMU_X_OFFSET = -0.765 
0005: $AMMU_Y_OFFSET = -42.311 
0005: $AMMU_Z_OFFSET = -0.013 
0005: $AMMU_PLAYER_ANGLE = 180.0 
0005: $AMMU_SELLER_ANGLE = 0.0 
0004: $SHOW_SHOP_SPHERE = 1 
05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME // s$ 
0004: $9584 = 0 
0004: $AMMU_STAGE = 1 

:AMUNAT_988
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'AMMUN3' // s$ == short  // Ammu-Nation
004D: jump_if_false @AMUNAT_1092 
0005: $AMMU_X_OFFSET = -6.264 
0005: $AMMU_Y_OFFSET = -71.34 
0005: $AMMU_Z_OFFSET = -0.002 
0005: $AMMU_PLAYER_ANGLE = 180.0 
0005: $AMMU_SELLER_ANGLE = 0.0 
0004: $SHOW_SHOP_SPHERE = 1 
05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME // s$ 
0004: $9584 = 0 
0004: $AMMU_STAGE = 1 

:AMUNAT_1092
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'AMMUN4' // s$ == short  // Ammu-Nation
004D: jump_if_false @AMUNAT_1189 
0005: $AMMU_X_OFFSET = 11.642 
0005: $AMMU_Y_OFFSET = -102.936 
0005: $AMMU_Z_OFFSET = -1.929 
0005: $AMMU_PLAYER_ANGLE = 180.0 
0005: $AMMU_SELLER_ANGLE = 0.0 
0004: $SHOW_SHOP_SPHERE = 1 
05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME // s$ 
0004: $AMMU_STAGE = 1 

:AMUNAT_1189
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'AMMUN5' // s$ == short  // Ammu-Nation
004D: jump_if_false @AMUNAT_1286 
0005: $AMMU_X_OFFSET = 16.285 
0005: $AMMU_Y_OFFSET = -127.781 
0005: $AMMU_Z_OFFSET = -1.929 
0005: $AMMU_PLAYER_ANGLE = 180.0 
0005: $AMMU_SELLER_ANGLE = 0.0 
0004: $SHOW_SHOP_SPHERE = 1 
05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME // s$ 
0004: $AMMU_STAGE = 1 

:AMUNAT_1286
00D6: if 
0038:   $AMMU_STAGE == 1 
004D: jump_if_false @AMUNAT_2318 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 1 
0005: $X_BUY_MARKER = 296.506 
0059: $X_BUY_MARKER += $AMMU_X_OFFSET // (float) 
0005: $Y_BUY_MARKER = -38.168 
0059: $Y_BUY_MARKER += $AMMU_Y_OFFSET // (float) 
0005: $Z_BUY_MARKER = 1000.547 
0059: $Z_BUY_MARKER += $AMMU_Z_OFFSET // (float) 
0005: $AMMU_X_SELLER = 296.506 
0059: $AMMU_X_SELLER += $AMMU_X_OFFSET // (float) 
0005: $AMMU_Y_SELLER = -40.35 
0059: $AMMU_Y_SELLER += $AMMU_Y_OFFSET // (float) 
0005: $AMMU_Z_SELLER = 1000.54 
0059: $AMMU_Z_SELLER += $AMMU_Z_OFFSET // (float) 
0005: $X_CAMERA = 296.585 
0059: $X_CAMERA += $AMMU_X_OFFSET // (float) 
0005: $Y_CAMERA = -38.345 
0059: $Y_CAMERA += $AMMU_Y_OFFSET // (float) 
0005: $Z_CAMERA = 1002.236 
0059: $Z_CAMERA += $AMMU_Z_OFFSET // (float) 
0005: $AMMU_X_AIM_CAMERA = 296.501 
0059: $AMMU_X_AIM_CAMERA += $AMMU_X_OFFSET // (float) 
0005: $AMMU_Y_AIM_CAMERA = -39.298 
0059: $AMMU_Y_AIM_CAMERA += $AMMU_Y_OFFSET // (float) 
0005: $AMMU_Z_AIM_CAMERA = 1001.943 
0059: $AMMU_Z_AIM_CAMERA += $AMMU_Z_OFFSET // (float) 
009A: $AMMU_SELLER = create_actor_pedtype 4 model $SELLER_MODEL at $AMMU_X_SELLER $AMMU_Y_SELLER $AMMU_Z_SELLER 
0173: set_actor $AMMU_SELLER Z_angle_to $AMMU_SELLER_ANGLE 
02A9: set_actor $AMMU_SELLER immune_to_nonplayer 0 
060B: set_actor $AMMU_SELLER decision_maker_to 65542 
00D6: if 
0018:   $INTRO_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @AMUNAT_1638 
075F: store_shopping_data_entries_number_to $AMMU_AVAILABLE_WEAPONS 
00D6: if 
0038:   $2574 == 0 
004D: jump_if_false @AMUNAT_1631 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
0004: $2574 = 1 

:AMUNAT_1631
0002: jump @AMUNAT_2311 

:AMUNAT_1638
00D6: if 
0018:   $INTRO_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @AMUNAT_1706 
0004: $AMMU_AVAILABLE_WEAPONS = 15 
00D6: if 
0038:   $2573 == 0 
004D: jump_if_false @AMUNAT_1699 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
0004: $2573 = 1 

:AMUNAT_1699
0002: jump @AMUNAT_2311 

:AMUNAT_1706
00D6: if 
0018:   $INTRO_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @AMUNAT_1774 
0004: $AMMU_AVAILABLE_WEAPONS = 14 
00D6: if 
0038:   $2572 == 0 
004D: jump_if_false @AMUNAT_1767 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
0004: $2572 = 1 

:AMUNAT_1767
0002: jump @AMUNAT_2311 

:AMUNAT_1774
00D6: if 
0018:   $INTRO_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @AMUNAT_1842 
0004: $AMMU_AVAILABLE_WEAPONS = 13 
00D6: if 
0038:   $2571 == 0 
004D: jump_if_false @AMUNAT_1835 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
0004: $2571 = 1 

:AMUNAT_1835
0002: jump @AMUNAT_2311 

:AMUNAT_1842
00D6: if 
0018:   $INTRO_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @AMUNAT_1910 
0004: $AMMU_AVAILABLE_WEAPONS = 12 
00D6: if 
0038:   $2570 == 0 
004D: jump_if_false @AMUNAT_1903 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
0004: $2570 = 1 

:AMUNAT_1903
0002: jump @AMUNAT_2311 

:AMUNAT_1910
00D6: if 
0018:   $INTRO_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @AMUNAT_1978 
0004: $AMMU_AVAILABLE_WEAPONS = 11 
00D6: if 
0038:   $2569 == 0 
004D: jump_if_false @AMUNAT_1971 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
0004: $2569 = 1 

:AMUNAT_1971
0002: jump @AMUNAT_2311 

:AMUNAT_1978
00D6: if 
0018:   $INTRO_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @AMUNAT_2046 
0004: $AMMU_AVAILABLE_WEAPONS = 10 
00D6: if 
0038:   $2568 == 0 
004D: jump_if_false @AMUNAT_2039 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
0004: $2568 = 1 

:AMUNAT_2039
0002: jump @AMUNAT_2311 

:AMUNAT_2046
00D6: if 
0018:   $INTRO_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @AMUNAT_2114 
0004: $AMMU_AVAILABLE_WEAPONS = 9 
00D6: if 
0038:   $2567 == 0 
004D: jump_if_false @AMUNAT_2107 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
0004: $2567 = 1 

:AMUNAT_2107
0002: jump @AMUNAT_2311 

:AMUNAT_2114
00D6: if 
0018:   $INTRO_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @AMUNAT_2182 
0004: $AMMU_AVAILABLE_WEAPONS = 8 
00D6: if 
0038:   $2566 == 0 
004D: jump_if_false @AMUNAT_2175 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
0004: $2566 = 1 

:AMUNAT_2175
0002: jump @AMUNAT_2311 

:AMUNAT_2182
00D6: if 
0018:   $INTRO_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @AMUNAT_2250 
0004: $AMMU_AVAILABLE_WEAPONS = 7 
00D6: if 
0038:   $2565 == 0 
004D: jump_if_false @AMUNAT_2243 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
0004: $2565 = 1 

:AMUNAT_2243
0002: jump @AMUNAT_2311 

:AMUNAT_2250
00D6: if 
0018:   $INTRO_TOTAL_PASSED_MISSIONS > 0 
004D: jump_if_false @AMUNAT_2311 
0004: $AMMU_AVAILABLE_WEAPONS = 6 
00D6: if 
0038:   $2564 == 0 
004D: jump_if_false @AMUNAT_2311 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
0004: $2564 = 1 

:AMUNAT_2311
0004: $AMMU_STAGE = 2 

:AMUNAT_2318
00D6: if 
0038:   $AMMU_STAGE == 2 
004D: jump_if_false @AMUNAT_2978 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short 
004D: jump_if_false @AMUNAT_2367 
0050: gosub @AMUNAT_8535 

:AMUNAT_2367
00D6: if 
8118:   not actor $AMMU_SELLER dead 
004D: jump_if_false @AMUNAT_2933 
00D6: if 
0038:   $FLAG_AMMU_SELLER_ATTACK_PLAYER == 0 
004D: jump_if_false @AMUNAT_2881 
00D6: if 
0038:   $9584 == 0 
004D: jump_if_false @AMUNAT_2480 
0812: AS_actor $AMMU_SELLER perform_animation "SHP_TRAY_POSE" IFP "WEAPONS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $AMMU_SELLER_ANIMATION_TIME = 0.0 
0004: $9584 = 1 

:AMUNAT_2480
00D6: if 
0038:   $ONMISSION_SHOOTING == 0 
004D: jump_if_false @AMUNAT_2700 
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $AMMU_SELLER 
031D:   actor $AMMU_SELLER hit_by_weapon 57 
004D: jump_if_false @AMUNAT_2613 
09D5: play_sound_of_actor $AMMU_SELLER soundslot 327 unknown_flags 0 0 1 as $10081 // extended 0947 
05BA: AS_actor $AMMU_SELLER move_mouth 5 ms 
081A: set_actor $AMMU_SELLER weapon_skill_to 2 
01B2: give_actor $AMMU_SELLER weapon 22 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $AMMU_SELLER weapon_accuracy_to 80 
0638: AS_actor $AMMU_SELLER stay_put 1 
05E2: AS_actor $AMMU_SELLER kill_actor $PLAYER_ACTOR 
0004: $SHOW_SHOP_SPHERE = 0 
0004: $FLAG_AMMU_SELLER_ATTACK_PLAYER = 0 
0002: jump @AMUNAT_2693 

:AMUNAT_2613
0004: $SHOW_SHOP_SPHERE = 1 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot 
004D: jump_if_false @AMUNAT_2693 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @AMUNAT_2693 
0004: $9584 = 0 
0004: $AMMU_STAGE = 3 

:AMUNAT_2693
0002: jump @AMUNAT_2874 

:AMUNAT_2700
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor $AMMU_SELLER 
031D:   actor $AMMU_SELLER hit_by_weapon 57 
004D: jump_if_false @AMUNAT_2810 
09D5: play_sound_of_actor $AMMU_SELLER soundslot 327 unknown_flags 0 0 1 as $10081 // extended 0947 
05BA: AS_actor $AMMU_SELLER move_mouth 5 ms 
081A: set_actor $AMMU_SELLER weapon_skill_to 2 
01B2: give_actor $AMMU_SELLER weapon 22 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $AMMU_SELLER weapon_accuracy_to 80 
0638: AS_actor $AMMU_SELLER stay_put 1 
05E2: AS_actor $AMMU_SELLER kill_actor $PLAYER_ACTOR 
0004: $SHOW_SHOP_SPHERE = 0 
0004: $FLAG_AMMU_SELLER_ATTACK_PLAYER = 0 
0002: jump @AMUNAT_2874 

:AMUNAT_2810
0004: $SHOW_SHOP_SPHERE = 1 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot 
004D: jump_if_false @AMUNAT_2874 
0004: $9584 = 0 
0004: $AMMU_STAGE = 3 

:AMUNAT_2874
0002: jump @AMUNAT_2926 

:AMUNAT_2881
0050: gosub @AMUNAT_8273 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short 
004D: jump_if_false @AMUNAT_2919 
0050: gosub @AMUNAT_8535 

:AMUNAT_2919
0002: jump @AMUNAT_640 

:AMUNAT_2926
0002: jump @AMUNAT_2978 

:AMUNAT_2933
0050: gosub @AMUNAT_8273 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short 
004D: jump_if_false @AMUNAT_2971 
0050: gosub @AMUNAT_8535 

:AMUNAT_2971
0002: jump @AMUNAT_640 

:AMUNAT_2978
00D6: if 
0038:   $AMMU_STAGE == 3 
004D: jump_if_false @AMUNAT_3062 
01B4: set_player $PLAYER_CHAR can_move 1 
09BD: allow_other_threads_to_display_text_boxes 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 1.0 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
0006: 32@ = 0 
0004: $AMMU_STAGE = 4 

:AMUNAT_3062
00D6: if 
0038:   $AMMU_STAGE == 4 
004D: jump_if_false @AMUNAT_3421 
00D6: if 
0118:   actor $AMMU_SELLER dead 
004D: jump_if_false @AMUNAT_3141 
0050: gosub @AMUNAT_8273 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short 
004D: jump_if_false @AMUNAT_3134 
0050: gosub @AMUNAT_8535 

:AMUNAT_3134
0002: jump @AMUNAT_640 

:AMUNAT_3141
00D6: if 
0038:   $9584 == 0 
004D: jump_if_false @AMUNAT_3421 
00D6: if 
0029:   32@ >= 300 
004D: jump_if_false @AMUNAT_3421 
08C7: put_actor $PLAYER_ACTOR at $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to $AMMU_PLAYER_ANGLE 
00A0: store_actor $AMMU_SELLER position_to $2755 $2756 $2757 
00D6: if or
8044:   not  $2755 == $AMMU_X_SELLER // (float) 
8044:   not  $2756 == $AMMU_Y_SELLER // (float) 
8044:   not  $2757 == $AMMU_Z_SELLER // (float) 
004D: jump_if_false @AMUNAT_3271 
00A1: put_actor $AMMU_SELLER at $AMMU_X_SELLER $AMMU_Y_SELLER $AMMU_Z_SELLER 
0173: set_actor $AMMU_SELLER Z_angle_to $AMMU_SELLER_ANGLE 

:AMUNAT_3271
015F: set_camera_position $X_CAMERA $Y_CAMERA $Z_CAMERA rotation 0.0 0.0 0.0 
0160: set_camera_point_at $AMMU_X_AIM_CAMERA $AMMU_Y_AIM_CAMERA $AMMU_Z_AIM_CAMERA switchstyle 2 
09D5: play_sound_of_actor $AMMU_SELLER soundslot 333 unknown_flags 0 0 1 as $10081 // extended 0947 
00D6: if 
0038:   $2576 == 1 
004D: jump_if_false @AMUNAT_3352 
0004: $2575 = 1 

:AMUNAT_3352
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMUNAT_3389 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0002: jump @AMUNAT_3403 

:AMUNAT_3389
0050: gosub @AMUNAT_8535 
0002: jump @AMUNAT_640 

:AMUNAT_3403
0581: enable_radar 0 
0004: $AMMU_STAGE = 5 
0004: $9584 = 0 

:AMUNAT_3421
00D6: if 
0038:   $AMMU_STAGE == 5 
004D: jump_if_false @AMUNAT_4241 
00D6: if 
0118:   actor $AMMU_SELLER dead 
004D: jump_if_false @AMUNAT_3500 
0050: gosub @AMUNAT_8273 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short 
004D: jump_if_false @AMUNAT_3493 
0050: gosub @AMUNAT_8535 

:AMUNAT_3493
0002: jump @AMUNAT_640 

:AMUNAT_3500
00D6: if 
001A:   1 > $9584 
004D: jump_if_false @AMUNAT_3550 
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @AMUNAT_3550 
0050: gosub @AMUNAT_9980 
0050: gosub @AMUNAT_10986 

:AMUNAT_3550
00D6: if 
0038:   $9584 == 0 
004D: jump_if_false @AMUNAT_3616 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @AMUNAT_3592 
0004: $9584 = 3 

:AMUNAT_3592
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @AMUNAT_3616 
0004: $9584 = 1 

:AMUNAT_3616
00D6: if 
0038:   $9584 == 1 
004D: jump_if_false @AMUNAT_3862 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @AMUNAT_3862 
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @AMUNAT_3683 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 

:AMUNAT_3683
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @AMUNAT_3715 
03E6: remove_text_box 
08DA: remove_panel $2423 
0004: $2424 = 0 

:AMUNAT_3715
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @AMUNAT_3747 
03E6: remove_text_box 
08DA: remove_panel $2417 
0004: $2418 = 0 

:AMUNAT_3747
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @AMUNAT_3777 
08DA: remove_panel $2421 
0004: $2422 = 0 

:AMUNAT_3777
03D5: remove_text 'AMMUA'  // ~s~Buying this item will replace the weapon in this slot.
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'AMMUC'  // ~s~You cannot buy any more ammunition for this weapon.
03D5: remove_text 'AMMUD'  // ~s~You cannot buy any more armor.
09D5: play_sound_of_actor $AMMU_SELLER soundslot 331 unknown_flags 0 0 1 as $10081 // extended 0947 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
09BD: allow_other_threads_to_display_text_boxes 1 
0581: enable_radar 1 
0004: $9584 = 2 

:AMUNAT_3862
00D6: if 
0038:   $9584 == 2 
004D: jump_if_false @AMUNAT_4090 
00D6: if 
0038:   $FLAG_AMMU_SELLER_ATTACK_PLAYER == 0 
004D: jump_if_false @AMUNAT_3999 
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $AMMU_SELLER 
031D:   actor $AMMU_SELLER hit_by_weapon 57 
004D: jump_if_false @AMUNAT_3999 
09D5: play_sound_of_actor $AMMU_SELLER soundslot 327 unknown_flags 0 0 1 as $10081 // extended 0947 
05BA: AS_actor $AMMU_SELLER move_mouth 5 ms 
081A: set_actor $AMMU_SELLER weapon_skill_to 2 
01B2: give_actor $AMMU_SELLER weapon 22 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $AMMU_SELLER weapon_accuracy_to 80 
0638: AS_actor $AMMU_SELLER stay_put 1 
05E2: AS_actor $AMMU_SELLER kill_actor $PLAYER_ACTOR 
0004: $FLAG_AMMU_SELLER_ATTACK_PLAYER = 1 

:AMUNAT_3999
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 on_foot 
004D: jump_if_false @AMUNAT_4090 
0004: $2420 = 0 
0004: $2424 = 0 
0004: $9544 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $AMMU_STAGE = 2 
0004: $9584 = 0 

:AMUNAT_4090
00D6: if 
0038:   $9584 == 3 
004D: jump_if_false @AMUNAT_4241 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @AMUNAT_4241 
08D8: $9637 = panel $2419 selected_row 
05A9: s$9549 = $2450($9637,12s) // s$ 
00D6: if 
001A:   0 > $9637 
004D: jump_if_false @AMUNAT_4170 
0004: $9637 = 0 

:AMUNAT_4170
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @AMUNAT_4202 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 

:AMUNAT_4202
00D6: if 
0038:   $2424 == 0 
004D: jump_if_false @AMUNAT_4227 
0050: gosub @AMUNAT_11388 

:AMUNAT_4227
0004: $9584 = 0 
0004: $AMMU_STAGE = 6 

:AMUNAT_4241
00D6: if 
0038:   $AMMU_STAGE == 6 
004D: jump_if_false @AMUNAT_5565 
00D6: if 
0118:   actor $AMMU_SELLER dead 
004D: jump_if_false @AMUNAT_4320 
0050: gosub @AMUNAT_8273 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short 
004D: jump_if_false @AMUNAT_4313 
0050: gosub @AMUNAT_8535 

:AMUNAT_4313
0002: jump @AMUNAT_640 

:AMUNAT_4320
00D6: if 
001A:   1 > $9584 
004D: jump_if_false @AMUNAT_4363 
00D6: if 
0038:   $2424 == 0 
004D: jump_if_false @AMUNAT_4363 
0050: gosub @AMUNAT_11388 

:AMUNAT_4363
00D6: if 
0038:   $9584 == 0 
004D: jump_if_false @AMUNAT_4429 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @AMUNAT_4405 
0004: $9584 = 2 

:AMUNAT_4405
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @AMUNAT_4429 
0004: $9584 = 1 

:AMUNAT_4429
00D6: if 
0038:   $9584 == 1 
004D: jump_if_false @AMUNAT_4542 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @AMUNAT_4542 
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @AMUNAT_4496 
03E6: remove_text_box 
08DA: remove_panel $2423 
0004: $2424 = 0 

:AMUNAT_4496
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @AMUNAT_4528 
0050: gosub @AMUNAT_9980 
0050: gosub @AMUNAT_10986 

:AMUNAT_4528
0004: $9584 = 0 
0004: $AMMU_STAGE = 5 

:AMUNAT_4542
00D6: if 
0038:   $9584 == 2 
004D: jump_if_false @AMUNAT_4834 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @AMUNAT_4834 
08D8: $9638 = panel $2423 selected_row 
00D6: if 
001A:   0 > $9638 
004D: jump_if_false @AMUNAT_4610 
0004: $9638 = 0 

:AMUNAT_4610
0084: $AMMU_SELECTED_WEAPON = $9633($9638,3i) // (int) 
078C: get_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
0761: get_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON price_to $AMMU_WEAPON_COST 
00D6: if 
84A3:   not  $AMMU_SELECTED_WEAPON == 48 // == constant 
004D: jump_if_false @AMUNAT_4679 
0782: get_weapon_with_ID $AMMU_SELECTED_WEAPON weapon_group_to $AMMU_SELECTED_WEAPON_WEAPON_GROUP 
0781: get_weapon_with_ID $AMMU_SELECTED_WEAPON model_to $AMMU_SELECTED_WEAPON_MODEL 
0002: jump @AMUNAT_4687 

:AMUNAT_4679
04AE: $AMMU_SELECTED_WEAPON_MODEL = 373 // = constant 

:AMUNAT_4687
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @AMUNAT_4719 
03E6: remove_text_box 
08DA: remove_panel $2423 
0004: $2424 = 0 

:AMUNAT_4719
0812: AS_actor $AMMU_SELLER perform_animation "SHP_G_LIFT_IN" IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $AMMU_SELLER_ANIMATION_TIME = 0.0 
00D6: if 
0611:   actor $AMMU_SELLER performing_animation "SHP_G_LIFT_IN" 
004D: jump_if_false @AMUNAT_4827 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_IN" time 

:AMUNAT_4827
0004: $9584 = 3 

:AMUNAT_4834
00D6: if 
0038:   $9584 == 3 
004D: jump_if_false @AMUNAT_4934 
00D6: if 
0611:   actor $AMMU_SELLER performing_animation "SHP_G_LIFT_IN" 
004D: jump_if_false @AMUNAT_4906 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_IN" time 

:AMUNAT_4906
00D6: if 
0042:   $AMMU_SELLER_ANIMATION_TIME == 1.0 
004D: jump_if_false @AMUNAT_4934 
0004: $9584 = 4 

:AMUNAT_4934
00D6: if 
0038:   $9584 == 4 
004D: jump_if_false @AMUNAT_5110 
0107: $9543 = create_object $AMMU_SELECTED_WEAPON_MODEL at $AMMU_X_SELLER $AMMU_Y_SELLER $AMMU_Z_SELLER 
0050: gosub @AMUNAT_8960 
0050: gosub @AMUNAT_9615 
070A: AS_actor $AMMU_SELLER attach_to_object $9543 offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0550: keep_object $9543 in_memory 0 
0812: AS_actor $AMMU_SELLER perform_animation v$9554 IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $AMMU_SELLER_ANIMATION_TIME = 0.0 
00D6: if 
0611:   actor $AMMU_SELLER performing_animation v$9554 
004D: jump_if_false @AMUNAT_5103 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9554 time 

:AMUNAT_5103
0004: $9584 = 5 

:AMUNAT_5110
00D6: if 
0038:   $9584 == 5 
004D: jump_if_false @AMUNAT_5300 
00D6: if 
0611:   actor $AMMU_SELLER performing_animation v$9554 
004D: jump_if_false @AMUNAT_5158 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9554 time 

:AMUNAT_5158
00D6: if 
0042:   $AMMU_SELLER_ANIMATION_TIME == 1.0 
004D: jump_if_false @AMUNAT_5300 
070B: set_actor $AMMU_SELLER onbone_attached_object_operation 0 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1131 
01BC: put_object $9543 at $9585 $9586 $9587 
0550: keep_object $9543 in_memory 1 
0812: AS_actor $AMMU_SELLER perform_animation v$9558 IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $AMMU_SELLER_ANIMATION_TIME = 0.0 
00D6: if 
0611:   actor $AMMU_SELLER performing_animation v$9558 
004D: jump_if_false @AMUNAT_5293 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9558 time 

:AMUNAT_5293
0004: $9584 = 6 

:AMUNAT_5300
00D6: if 
0038:   $9584 == 6 
004D: jump_if_false @AMUNAT_5565 
00D6: if 
0611:   actor $AMMU_SELLER performing_animation v$9558 
004D: jump_if_false @AMUNAT_5348 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9558 time 

:AMUNAT_5348
00D6: if 
0042:   $AMMU_SELLER_ANIMATION_TIME == 1.0 
004D: jump_if_false @AMUNAT_5565 
0812: AS_actor $AMMU_SELLER perform_animation "SHP_TRAY_POSE" IFP "WEAPONS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $AMMU_SELLER_ANIMATION_TIME = 0.0 
00D6: if 
0038:   $2418 == 0 
004D: jump_if_false @AMUNAT_5448 
0050: gosub @AMUNAT_7632 

:AMUNAT_5448
00D6: if 
84A3:   not  $AMMU_SELECTED_WEAPON == 48 // == constant 
004D: jump_if_false @AMUNAT_5551 
0084: $9578 = $AMMU_SELECTED_WEAPON_WEAPON_GROUP // (int) 
0008: $9578 += 1 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot $9578 weapon $9572 ammo $9573 model $9574 
00D6: if 
803A:   not  $9572 == $AMMU_SELECTED_WEAPON // (int) 
004D: jump_if_false @AMUNAT_5551 
00D6: if 
0018:   $9573 > 0 
004D: jump_if_false @AMUNAT_5551 
00BC: show_text_highpriority GXT 'AMMUA' time 5000 flag 1  // ~s~Buying this item will replace the weapon in this slot.

:AMUNAT_5551
0004: $AMMU_STAGE = 7 
0004: $9584 = 0 

:AMUNAT_5565
00D6: if 
0038:   $AMMU_STAGE == 7 
004D: jump_if_false @AMUNAT_7597 
00D6: if 
0118:   actor $AMMU_SELLER dead 
004D: jump_if_false @AMUNAT_5644 
0050: gosub @AMUNAT_8273 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short 
004D: jump_if_false @AMUNAT_5637 
0050: gosub @AMUNAT_8535 

:AMUNAT_5637
0002: jump @AMUNAT_640 

:AMUNAT_5644
00D6: if 
001A:   1 > $9584 
004D: jump_if_false @AMUNAT_5687 
00D6: if 
0038:   $2418 == 0 
004D: jump_if_false @AMUNAT_5687 
0050: gosub @AMUNAT_7632 

:AMUNAT_5687
00D6: if 
0038:   $9584 == 0 
004D: jump_if_false @AMUNAT_5753 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @AMUNAT_5729 
0004: $9584 = 5 

:AMUNAT_5729
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @AMUNAT_5753 
0004: $9584 = 1 

:AMUNAT_5753
00D6: if 
0038:   $9584 == 1 
004D: jump_if_false @AMUNAT_5899 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @AMUNAT_5899 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @AMUNAT_5820 
03E6: remove_text_box 
08DA: remove_panel $2417 
0004: $2418 = 0 

:AMUNAT_5820
0812: AS_actor $AMMU_SELLER perform_animation v$AMMU_SELLER_ANIMATION IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $AMMU_SELLER_ANIMATION_TIME = 0.0 
00D6: if 
0611:   actor $AMMU_SELLER performing_animation v$AMMU_SELLER_ANIMATION 
004D: jump_if_false @AMUNAT_5892 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$AMMU_SELLER_ANIMATION time 

:AMUNAT_5892
0004: $9584 = 2 

:AMUNAT_5899
00D6: if 
0038:   $9584 == 2 
004D: jump_if_false @AMUNAT_6095 
00D6: if 
0611:   actor $AMMU_SELLER performing_animation v$AMMU_SELLER_ANIMATION 
004D: jump_if_false @AMUNAT_5947 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$AMMU_SELLER_ANIMATION time 

:AMUNAT_5947
00D6: if 
0042:   $AMMU_SELLER_ANIMATION_TIME == 1.0 
004D: jump_if_false @AMUNAT_6095 
070A: AS_actor $AMMU_SELLER attach_to_object $9543 offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0550: keep_object $9543 in_memory 0 
0812: AS_actor $AMMU_SELLER perform_animation v$9566 IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $AMMU_SELLER_ANIMATION_TIME = 0.0 
00D6: if 
0611:   actor $AMMU_SELLER performing_animation v$9566 
004D: jump_if_false @AMUNAT_6088 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9566 time 

:AMUNAT_6088
0004: $9584 = 3 

:AMUNAT_6095
00D6: if 
0038:   $9584 == 3 
004D: jump_if_false @AMUNAT_6317 
00D6: if 
0611:   actor $AMMU_SELLER performing_animation v$9566 
004D: jump_if_false @AMUNAT_6143 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9566 time 

:AMUNAT_6143
00D6: if 
0042:   $AMMU_SELLER_ANIMATION_TIME == 1.0 
004D: jump_if_false @AMUNAT_6317 
070B: set_actor $AMMU_SELLER onbone_attached_object_operation 0 
01BC: put_object $9543 at $9585 $9586 $9587 
0550: keep_object $9543 in_memory 1 
0050: gosub @AMUNAT_8953 
0812: AS_actor $AMMU_SELLER perform_animation "SHP_G_LIFT_OUT" IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $AMMU_SELLER_ANIMATION_TIME = 0.0 
00D6: if 
0611:   actor $AMMU_SELLER performing_animation "SHP_G_LIFT_OUT" 
004D: jump_if_false @AMUNAT_6310 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_OUT" time 

:AMUNAT_6310
0004: $9584 = 4 

:AMUNAT_6317
00D6: if 
0038:   $9584 == 4 
004D: jump_if_false @AMUNAT_6480 
00D6: if 
0611:   actor $AMMU_SELLER performing_animation "SHP_G_LIFT_OUT" 
004D: jump_if_false @AMUNAT_6391 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_OUT" time 

:AMUNAT_6391
00D6: if 
0042:   $AMMU_SELLER_ANIMATION_TIME == 1.0 
004D: jump_if_false @AMUNAT_6480 
0812: AS_actor $AMMU_SELLER perform_animation "SHP_TRAY_POSE" IFP "WEAPONS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $AMMU_SELLER_ANIMATION_TIME = 0.0 
0004: $9584 = 0 
0004: $AMMU_STAGE = 6 

:AMUNAT_6480
00D6: if 
0038:   $9584 == 5 
004D: jump_if_false @AMUNAT_7048 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @AMUNAT_7048 
03D5: remove_text 'AMMUA'  // ~s~Buying this item will replace the weapon in this slot.
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'AMMUC'  // ~s~You cannot buy any more ammunition for this weapon.
03D5: remove_text 'AMMUD'  // ~s~You cannot buy any more armor.
0004: $2544 = 0 
0004: $9596 = 0 
010B: $SHOPS_PLAYER_CASH = player $PLAYER_CHAR money 
00D6: if 
002C:   $SHOPS_PLAYER_CASH >= $AMMU_WEAPON_COST // (int) 
004D: jump_if_false @AMUNAT_6969 
00D6: if 
84A3:   not  $AMMU_SELECTED_WEAPON == 48 // == constant 
004D: jump_if_false @AMUNAT_6791 
041A: $9573 = actor $PLAYER_ACTOR weapon $AMMU_SELECTED_WEAPON ammo 
00D6: if 
001A:   9999 > $9573 
004D: jump_if_false @AMUNAT_6705 
0790: charge_money_for_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON 
09D5: play_sound_of_actor $AMMU_SELLER soundslot 323 unknown_flags 0 0 1 as $10081 // extended 0947 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1052 
0004: $9584 = 6 
0006: 33@ = 0 
0002: jump @AMUNAT_6784 

:AMUNAT_6705
00D6: if 
0038:   $9596 == 0 
004D: jump_if_false @AMUNAT_6784 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1053 
00BC: show_text_highpriority GXT 'AMMUC' time 5000 flag 1  // ~s~You cannot buy any more ammunition for this weapon.
09D5: play_sound_of_actor $AMMU_SELLER soundslot 322 unknown_flags 0 0 1 as $10081 // extended 0947 
0004: $9584 = 0 
0004: $9596 = 1 

:AMUNAT_6784
0002: jump @AMUNAT_6962 

:AMUNAT_6791
04DD: $9594 = actor $PLAYER_ACTOR armour 
0945: get_player $PLAYER_CHAR max_armour_to $9595 
00D6: if 
001C:   $9595 > $9594 // (int) 
004D: jump_if_false @AMUNAT_6883 
09D5: play_sound_of_actor $AMMU_SELLER soundslot 323 unknown_flags 0 0 1 as $10081 // extended 0947 
0790: charge_money_for_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1052 
0004: $9584 = 6 
0006: 33@ = 0 
0002: jump @AMUNAT_6962 

:AMUNAT_6883
00D6: if 
0038:   $9596 == 0 
004D: jump_if_false @AMUNAT_6962 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1053 
09D5: play_sound_of_actor $AMMU_SELLER soundslot 322 unknown_flags 0 0 1 as $10081 // extended 0947 
00BC: show_text_highpriority GXT 'AMMUD' time 5000 flag 1  // ~s~You cannot buy any more armor.
0004: $9584 = 0 
0004: $9596 = 1 

:AMUNAT_6962
0002: jump @AMUNAT_7048 

:AMUNAT_6969
00D6: if 
0038:   $2544 == 0 
004D: jump_if_false @AMUNAT_7048 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1053 
09D5: play_sound_of_actor $AMMU_SELLER soundslot 324 unknown_flags 0 0 1 as $10081 // extended 0947 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
0004: $9584 = 0 
0004: $2544 = 1 

:AMUNAT_7048
00D6: if 
0038:   $9584 == 6 
004D: jump_if_false @AMUNAT_7480 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @AMUNAT_7098 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:AMUNAT_7098
00D6: if 
0038:   $2422 == 0 
004D: jump_if_false @AMUNAT_7466 
08D4: $2421 = create_panel_with_title 'AMMUN' position 29.0 20.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Ammu-Nation
08D6: set_panel $2421 column 0 alignment 1 
08DB: set_panel $2421 column 0 header 'WEAPON' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Weapon // Purchased
08D6: set_panel $2421 column 1 alignment 0 
08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $2421 column 1 row 0 text_1number GXT 'DOLLAR' number $AMMU_WEAPON_COST  // $~1~
09DB: set_panel $2421 column 0 width 140 
09DB: set_panel $2421 column 1 width 46 
0004: $2422 = 1 

:AMUNAT_7466
0006: 33@ = 0 
0004: $9584 = 7 

:AMUNAT_7480
00D6: if 
0038:   $9584 == 7 
004D: jump_if_false @AMUNAT_7597 
00D6: if 
0029:   33@ >= 1000 
004D: jump_if_false @AMUNAT_7597 
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @AMUNAT_7547 
08DA: remove_panel $2421 
0004: $2422 = 0 

:AMUNAT_7547
0004: $9584 = 0 
00D6: if 
001A:   1 > $9584 
004D: jump_if_false @AMUNAT_7597 
00D6: if 
0038:   $2418 == 0 
004D: jump_if_false @AMUNAT_7597 
0050: gosub @AMUNAT_7632 

:AMUNAT_7597
0002: jump @AMUNAT_7611 

:AMUNAT_7604
0050: gosub @AMUNAT_8535 

:AMUNAT_7611
0002: jump @AMUNAT_7625 

:AMUNAT_7618
0050: gosub @AMUNAT_8535 

:AMUNAT_7625
0002: jump @AMUNAT_640 

:AMUNAT_7632
00D6: if 
0038:   $2418 == 0 
004D: jump_if_false @AMUNAT_8271 
0512: show_permanent_text_box 'AMMU_H3'  // ~k~~PED_SPRINT~ Buy~N~~k~~VEHICLE_ENTER_EXIT~ Back.
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @AMUNAT_7723 
08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Ammu-Nation
0002: jump @AMUNAT_7964 

:AMUNAT_7723
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @AMUNAT_7785 
08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Ammu-Nation
0002: jump @AMUNAT_7964 

:AMUNAT_7785
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @AMUNAT_7847 
08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Ammu-Nation
0002: jump @AMUNAT_7964 

:AMUNAT_7847
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @AMUNAT_7909 
08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Ammu-Nation
0002: jump @AMUNAT_7964 

:AMUNAT_7909
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @AMUNAT_7964 
08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Ammu-Nation

:AMUNAT_7964
08D6: set_panel $2417 column 0 alignment 1 
08DB: set_panel $2417 column 0 header 'WEAPON' data s$AMMU_WEAPON_NAME 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Weapon
08D6: set_panel $2417 column 1 alignment 0 
08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $2417 column 1 row 0 text_1number GXT 'DOLLAR' number $AMMU_WEAPON_COST  // $~1~
09DB: set_panel $2417 column 0 width 140 
09DB: set_panel $2417 column 1 width 46 
0004: $2418 = 1 

:AMUNAT_8271
0051: return 

:AMUNAT_8273
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @AMUNAT_8305 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 

:AMUNAT_8305
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @AMUNAT_8337 
03E6: remove_text_box 
08DA: remove_panel $2423 
0004: $2424 = 0 

:AMUNAT_8337
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @AMUNAT_8369 
03E6: remove_text_box 
08DA: remove_panel $2417 
0004: $2418 = 0 

:AMUNAT_8369
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @AMUNAT_8399 
08DA: remove_panel $2421 
0004: $2422 = 0 

:AMUNAT_8399
00D6: if 
0028:   $AMMU_STAGE >= 1 
004D: jump_if_false @AMUNAT_8419 
03E6: remove_text_box 

:AMUNAT_8419
03D5: remove_text 'AMMUA'  // ~s~Buying this item will replace the weapon in this slot.
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'AMMUC'  // ~s~You cannot buy any more ammunition for this weapon.
03D5: remove_text 'AMMUD'  // ~s~You cannot buy any more armor.
0004: $2420 = 0 
0004: $2424 = 0 
0004: $9544 = 0 
0004: $9584 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $9596 = 0 
0004: $AMMU_STAGE = 2 
0051: return 

:AMUNAT_8535
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @AMUNAT_8567 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 

:AMUNAT_8567
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @AMUNAT_8599 
03E6: remove_text_box 
08DA: remove_panel $2423 
0004: $2424 = 0 

:AMUNAT_8599
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @AMUNAT_8631 
03E6: remove_text_box 
08DA: remove_panel $2417 
0004: $2418 = 0 

:AMUNAT_8631
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @AMUNAT_8661 
08DA: remove_panel $2421 
0004: $2422 = 0 

:AMUNAT_8661
00D6: if 
0028:   $AMMU_STAGE >= 1 
004D: jump_if_false @AMUNAT_8681 
03E6: remove_text_box 

:AMUNAT_8681
03D5: remove_text 'AMMUA'  // ~s~Buying this item will replace the weapon in this slot.
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'AMMUC'  // ~s~You cannot buy any more ammunition for this weapon.
03D5: remove_text 'AMMUD'  // ~s~You cannot buy any more armor.
0004: $2420 = 0 
0004: $2424 = 0 
0004: $FLAG_AMMU_SELLER_ATTACK_PLAYER = 0 
0004: $9544 = 0 
0004: $9584 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $9596 = 0 
0004: $AMMU_STAGE = 0 
0249: release_model #COLT45 
0249: release_model #SILENCED 
0249: release_model #DESERT_EAGLE 
0249: release_model #CHROMEGUN 
0249: release_model #SAWNOFF 
0249: release_model #SHOTGSPA 
0249: release_model #GRENADE 
0249: release_model #MICRO_UZI 
0249: release_model #MP5LNG 
0249: release_model #TEC9 
0249: release_model #AK47 
0249: release_model #M4 
0249: release_model #CUNTGUN 
0249: release_model #SNIPER 
0249: release_model #ARMOUR 
0249: release_model #SATCHEL 
0249: release_model #BOMB 
03F0: enable_text_draw 0 
0249: release_model $SELLER_MODEL 
009B: destroy_actor $AMMU_SELLER 
08F8: display_stat_update_box 1 
0581: enable_radar 1 
09BD: allow_other_threads_to_display_text_boxes 1 
00D6: if 
0038:   $5274 == 1 
004D: jump_if_false @AMUNAT_8949 
03E5: show_text_box 'ANR_56'  // A new weapon challenge is available.
0004: $5274 = 0 

:AMUNAT_8949
004E: end_thread 
0051: return 

:AMUNAT_8953
0108: destroy_object $9543 
0051: return 

:AMUNAT_8960
00D6: if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 349 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 351 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 355 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 356 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 358 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 357 // == constant 
004D: jump_if_false @AMUNAT_9113 
06D1: v$9554 = "SHP_2H_LIFT" // v$ = string 
06D1: v$9558 = "SHP_2H_LIFT_END" // v$ = string 
0086: $9585 = $AMMU_X_SELLER // (float) 
0009: $9585 += 0.231 
0086: $9586 = $AMMU_Y_SELLER // (float) 
0009: $9586 += 0.636 
0086: $9587 = $AMMU_Z_SELLER // (float) 
0009: $9587 += 1.053 

:AMUNAT_9113
00D6: if 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 350 // == constant 
004D: jump_if_false @AMUNAT_9226 
06D1: v$9554 = "SHP_2H_LIFT" // v$ = string 
06D1: v$9558 = "SHP_2H_LIFT_END" // v$ = string 
0086: $9585 = $AMMU_X_SELLER // (float) 
0009: $9585 += 0.231 
0086: $9586 = $AMMU_Y_SELLER // (float) 
0009: $9586 += 0.636 
0086: $9587 = $AMMU_Z_SELLER // (float) 
0009: $9587 += 1.053 

:AMUNAT_9226
00D6: if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 346 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 347 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 348 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 342 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 352 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 353 // == constant 
004D: jump_if_false @AMUNAT_9379 
06D1: v$9554 = "SHP_1H_LIFT" // v$ = string 
06D1: v$9558 = "SHP_1H_LIFT_END" // v$ = string 
0086: $9585 = $AMMU_X_SELLER // (float) 
0009: $9585 += 0.108 
0086: $9586 = $AMMU_Y_SELLER // (float) 
0009: $9586 += 0.654 
0086: $9587 = $AMMU_Z_SELLER // (float) 
0009: $9587 += 1.053 

:AMUNAT_9379
00D6: if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 363 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 372 // == constant 
004D: jump_if_false @AMUNAT_9500 
06D1: v$9554 = "SHP_1H_LIFT" // v$ = string 
06D1: v$9558 = "SHP_1H_LIFT_END" // v$ = string 
0086: $9585 = $AMMU_X_SELLER // (float) 
0009: $9585 += 0.108 
0086: $9586 = $AMMU_Y_SELLER // (float) 
0009: $9586 += 0.654 
0086: $9587 = $AMMU_Z_SELLER // (float) 
0009: $9587 += 1.053 

:AMUNAT_9500
00D6: if 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 373 // == constant 
004D: jump_if_false @AMUNAT_9613 
06D1: v$9554 = "SHP_AR_LIFT" // v$ = string 
06D1: v$9558 = "SHP_AR_LIFT_END" // v$ = string 
0086: $9585 = $AMMU_X_SELLER // (float) 
0009: $9585 += 0.175 
0086: $9586 = $AMMU_Y_SELLER // (float) 
0009: $9586 += 0.676 
0086: $9587 = $AMMU_Z_SELLER // (float) 
0009: $9587 += 1.5 

:AMUNAT_9613
0051: return 

:AMUNAT_9615
00D6: if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 349 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 351 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 355 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 356 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 358 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 357 // == constant 
004D: jump_if_false @AMUNAT_9710 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_2H_RET_S" // v$ = string 
06D1: v$9566 = "SHP_2H_RET" // v$ = string 

:AMUNAT_9710
00D6: if 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 350 // == constant 
004D: jump_if_false @AMUNAT_9765 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_2H_RET_S" // v$ = string 
06D1: v$9566 = "SHP_2H_RET" // v$ = string 

:AMUNAT_9765
00D6: if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 346 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 347 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 348 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 342 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 352 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 353 // == constant 
004D: jump_if_false @AMUNAT_9860 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_1H_RET_S" // v$ = string 
06D1: v$9566 = "SHP_1H_RET" // v$ = string 

:AMUNAT_9860
00D6: if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 363 // == constant 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 372 // == constant 
004D: jump_if_false @AMUNAT_9923 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_1H_RET_S" // v$ = string 
06D1: v$9566 = "SHP_1H_RET" // v$ = string 

:AMUNAT_9923
00D6: if 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 373 // == constant 
004D: jump_if_false @AMUNAT_9978 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_AR_RET_S" // v$ = string 
06D1: v$9566 = "SHP_AR_RET" // v$ = string 

:AMUNAT_9978
0051: return 

:AMUNAT_9980
0004: $9597 = 0 
0004: $9616 = 0 
0004: $2515 = 0 
0004: $9598 = 0 
0004: $9599 = 0 
0004: $9600 = 0 
0004: $9601 = 0 
0004: $9602 = 0 
0004: $9603 = 0 
0004: $9604 = 0 
0004: $9605 = 0 
0004: $9606 = 0 
0004: $9607 = 0 
0004: $9608 = 0 
0004: $9609 = 0 
0004: $9610 = 0 
0004: $9611 = 0 
0004: $9612 = 0 
0004: $9613 = 0 
0004: $9614 = 0 
0004: $9615 = 0 

:AMUNAT_10127
00D6: if 
001C:   $AMMU_AVAILABLE_WEAPONS > $9597 // (int) 
004D: jump_if_false @AMUNAT_10904 
0760: store_shopping_data_index $9597 textureCRC_to $AMMU_SELECTED_WEAPON 
0871: init_jump_table $AMMU_SELECTED_WEAPON total_jumps 16 default_jump 0 @AMUNAT_10890 jumps 16 @AMUNAT_10738 22 @AMUNAT_10282 23 @AMUNAT_10282 24 @AMUNAT_10282 25 @AMUNAT_10358 26 @AMUNAT_10358 27 @AMUNAT_10358 
0872: jump_table_jumps 28 @AMUNAT_10434 29 @AMUNAT_10510 30 @AMUNAT_10586 31 @AMUNAT_10586 32 @AMUNAT_10434 33 @AMUNAT_10662 34 @AMUNAT_10662 39 @AMUNAT_10738 48 @AMUNAT_10814 

:AMUNAT_10282
0084: $9617($9598,3i) = $AMMU_SELECTED_WEAPON // (int) 
0008: $9598 += 1 
00D6: if 
0038:   $9607 == 0 
004D: jump_if_false @AMUNAT_10351 
05A9: $2450($9616,12s) = 'GUN1' // s$  // Pistols
0008: $9616 += 1 
0004: $9607 = 1 

:AMUNAT_10351
0002: jump @AMUNAT_10890 

:AMUNAT_10358
0084: $9620($9599,3i) = $AMMU_SELECTED_WEAPON // (int) 
0008: $9599 += 1 
00D6: if 
0038:   $9608 == 0 
004D: jump_if_false @AMUNAT_10427 
05A9: $2450($9616,12s) = 'GUN2' // s$  // Shotguns
0008: $9616 += 1 
0004: $9608 = 1 

:AMUNAT_10427
0002: jump @AMUNAT_10890 

:AMUNAT_10434
0084: $9623($9600,2i) = $AMMU_SELECTED_WEAPON // (int) 
0008: $9600 += 1 
00D6: if 
0038:   $9609 == 0 
004D: jump_if_false @AMUNAT_10503 
05A9: $2450($9616,12s) = 'GUN3' // s$  // Micro SMGs
0008: $9616 += 1 
0004: $9609 = 1 

:AMUNAT_10503
0002: jump @AMUNAT_10890 

:AMUNAT_10510
0084: $9625($9601,1i) = $AMMU_SELECTED_WEAPON // (int) 
0008: $9601 += 1 
00D6: if 
0038:   $9610 == 0 
004D: jump_if_false @AMUNAT_10579 
05A9: $2450($9616,12s) = 'GUN4' // s$  // SMG
0008: $9616 += 1 
0004: $9610 = 1 

:AMUNAT_10579
0002: jump @AMUNAT_10890 

:AMUNAT_10586
0084: $9626($9602,2i) = $AMMU_SELECTED_WEAPON // (int) 
0008: $9602 += 1 
00D6: if 
0038:   $9611 == 0 
004D: jump_if_false @AMUNAT_10655 
05A9: $2450($9616,12s) = 'GUN5' // s$  // Assault
0008: $9616 += 1 
0004: $9611 = 1 

:AMUNAT_10655
0002: jump @AMUNAT_10890 

:AMUNAT_10662
0084: $9628($9604,2i) = $AMMU_SELECTED_WEAPON // (int) 
0008: $9604 += 1 
00D6: if 
0038:   $9612 == 0 
004D: jump_if_false @AMUNAT_10731 
05A9: $2450($9616,12s) = 'GUN6' // s$  // Rifles
0008: $9616 += 1 
0004: $9612 = 1 

:AMUNAT_10731
0002: jump @AMUNAT_10890 

:AMUNAT_10738
0084: $9630($9603,2i) = $AMMU_SELECTED_WEAPON // (int) 
0008: $9603 += 1 
00D6: if 
0038:   $9613 == 0 
004D: jump_if_false @AMUNAT_10807 
05A9: $2450($9616,12s) = 'GUN7' // s$  // Thrown
0008: $9616 += 1 
0004: $9613 = 1 

:AMUNAT_10807
0002: jump @AMUNAT_10890 

:AMUNAT_10814
0084: $9632($9605,1i) = $AMMU_SELECTED_WEAPON // (int) 
0008: $9605 += 1 
00D6: if 
0038:   $9614 == 0 
004D: jump_if_false @AMUNAT_10883 
05A9: $2450($9616,12s) = 'GUN8' // s$  // Armor
0008: $9616 += 1 
0004: $9614 = 1 

:AMUNAT_10883
0002: jump @AMUNAT_10890 

:AMUNAT_10890
0008: $9597 += 1 
0002: jump @AMUNAT_10127 

:AMUNAT_10904
0084: $2515 = $9616 // (int) 

:AMUNAT_10912
00D6: if 
001A:   12 > $2515 
004D: jump_if_false @AMUNAT_10984 
0004: $2438($2515,12i) = -1 
0004: $2426($2515,12i) = 0 
05A9: $2450($2515,12s) = 'DUMMY' // s$ 
0008: $2515 += 1 
0002: jump @AMUNAT_10912 

:AMUNAT_10984
0051: return 

:AMUNAT_10986
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @AMUNAT_11386 
0512: show_permanent_text_box 'AMMU_H'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a weapon.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit.
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @AMUNAT_11077 
08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
0002: jump @AMUNAT_11318 

:AMUNAT_11077
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @AMUNAT_11139 
08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
0002: jump @AMUNAT_11318 

:AMUNAT_11139
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @AMUNAT_11201 
08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
0002: jump @AMUNAT_11318 

:AMUNAT_11201
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @AMUNAT_11263 
08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
0002: jump @AMUNAT_11318 

:AMUNAT_11263
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @AMUNAT_11318 
08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation

:AMUNAT_11318
08D6: set_panel $2419 column 0 alignment 1 
08DB: set_panel $2419 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11] 
0004: $2420 = 1 

:AMUNAT_11386
0051: return 

:AMUNAT_11388
0004: $9636 = 0 
00D6: if 
05AD:   s$9549 == 'GUN1' // s$ == short  // Pistols
004D: jump_if_false @AMUNAT_11493 

:AMUNAT_11420
00D6: if 
001C:   $9598 > $9636 // (int) 
004D: jump_if_false @AMUNAT_11493 
078C: get_shopping_item_with_textureCRC $9617($9636,3i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // s$ 
0084: $9633($9636,3i) = $9617($9636,3i) // (int) 
0008: $9636 += 1 
0002: jump @AMUNAT_11420 

:AMUNAT_11493
00D6: if 
05AD:   s$9549 == 'GUN2' // s$ == short  // Shotguns
004D: jump_if_false @AMUNAT_11591 

:AMUNAT_11518
00D6: if 
001C:   $9599 > $9636 // (int) 
004D: jump_if_false @AMUNAT_11591 
078C: get_shopping_item_with_textureCRC $9620($9636,3i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // s$ 
0084: $9633($9636,3i) = $9620($9636,3i) // (int) 
0008: $9636 += 1 
0002: jump @AMUNAT_11518 

:AMUNAT_11591
00D6: if 
05AD:   s$9549 == 'GUN3' // s$ == short  // Micro SMGs
004D: jump_if_false @AMUNAT_11689 

:AMUNAT_11616
00D6: if 
001C:   $9600 > $9636 // (int) 
004D: jump_if_false @AMUNAT_11689 
078C: get_shopping_item_with_textureCRC $9623($9636,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // s$ 
0084: $9633($9636,3i) = $9623($9636,2i) // (int) 
0008: $9636 += 1 
0002: jump @AMUNAT_11616 

:AMUNAT_11689
00D6: if 
05AD:   s$9549 == 'GUN4' // s$ == short  // SMG
004D: jump_if_false @AMUNAT_11787 

:AMUNAT_11714
00D6: if 
001C:   $9601 > $9636 // (int) 
004D: jump_if_false @AMUNAT_11787 
078C: get_shopping_item_with_textureCRC $9625($9636,1i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // s$ 
0084: $9633($9636,3i) = $9625($9636,1i) // (int) 
0008: $9636 += 1 
0002: jump @AMUNAT_11714 

:AMUNAT_11787
00D6: if 
05AD:   s$9549 == 'GUN5' // s$ == short  // Assault
004D: jump_if_false @AMUNAT_11885 

:AMUNAT_11812
00D6: if 
001C:   $9602 > $9636 // (int) 
004D: jump_if_false @AMUNAT_11885 
078C: get_shopping_item_with_textureCRC $9626($9636,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // s$ 
0084: $9633($9636,3i) = $9626($9636,2i) // (int) 
0008: $9636 += 1 
0002: jump @AMUNAT_11812 

:AMUNAT_11885
00D6: if 
05AD:   s$9549 == 'GUN6' // s$ == short  // Rifles
004D: jump_if_false @AMUNAT_11983 

:AMUNAT_11910
00D6: if 
001C:   $9604 > $9636 // (int) 
004D: jump_if_false @AMUNAT_11983 
078C: get_shopping_item_with_textureCRC $9628($9636,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // s$ 
0084: $9633($9636,3i) = $9628($9636,2i) // (int) 
0008: $9636 += 1 
0002: jump @AMUNAT_11910 

:AMUNAT_11983
00D6: if 
05AD:   s$9549 == 'GUN7' // s$ == short  // Thrown
004D: jump_if_false @AMUNAT_12081 

:AMUNAT_12008
00D6: if 
001C:   $9603 > $9636 // (int) 
004D: jump_if_false @AMUNAT_12081 
078C: get_shopping_item_with_textureCRC $9630($9636,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // s$ 
0084: $9633($9636,3i) = $9630($9636,2i) // (int) 
0008: $9636 += 1 
0002: jump @AMUNAT_12008 

:AMUNAT_12081
00D6: if 
05AD:   s$9549 == 'GUN8' // s$ == short  // Armor
004D: jump_if_false @AMUNAT_12179 

:AMUNAT_12106
00D6: if 
001C:   $9605 > $9636 // (int) 
004D: jump_if_false @AMUNAT_12179 
078C: get_shopping_item_with_textureCRC $9632($9636,1i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // s$ 
0084: $9633($9636,3i) = $9632($9636,1i) // (int) 
0008: $9636 += 1 
0002: jump @AMUNAT_12106 

:AMUNAT_12179
0084: $2515 = $9636 // (int) 

:AMUNAT_12187
00D6: if 
001A:   12 > $2515 
004D: jump_if_false @AMUNAT_12259 
0004: $2438($2515,12i) = -1 
0004: $2426($2515,12i) = 0 
05A9: $2450($2515,12s) = 'DUMMY' // s$ 
0008: $2515 += 1 
0002: jump @AMUNAT_12187 

:AMUNAT_12259
00D6: if 
0038:   $2424 == 0 
004D: jump_if_false @AMUNAT_12659 
0512: show_permanent_text_box 'AMMU_H2'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a weapon.~N~~k~~PED_SPRINT~ View~N~~k~~VEHICLE_ENTER_EXIT~ Back.
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @AMUNAT_12350 
08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
0002: jump @AMUNAT_12591 

:AMUNAT_12350
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @AMUNAT_12412 
08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
0002: jump @AMUNAT_12591 

:AMUNAT_12412
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @AMUNAT_12474 
08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
0002: jump @AMUNAT_12591 

:AMUNAT_12474
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @AMUNAT_12536 
08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
0002: jump @AMUNAT_12591 

:AMUNAT_12536
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @AMUNAT_12591 
08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation

:AMUNAT_12591
08D6: set_panel $2423 column 0 alignment 1 
08DB: set_panel $2423 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11] 
0004: $2424 = 1 

:AMUNAT_12659
0051: return 
004E: end_thread 

//-------------External script 61 (TATTOO)---------------

:TATTO
0004: $9706 = 0 
0004: $9707 = 0 
0004: $2513 = 0 
0004: $2425 = 0 
0004: $2514 = 0 
0004: $2515 = 0 
0004: $9664 = 0 
0005: $9639 = 0.0 
0005: $9640 = 0.0 
0005: $9641 = 0.0 
0005: $9642 = 0.0 
0005: $9660 = 0.0 
0005: $9657 = 0.0 
0005: $9659 = 0.0 
0005: $9658 = 0.0 
0005: $9653 = 0.0 
0005: $9654 = 0.0 
0005: $9655 = 0.0 
0005: $9656 = 0.0 
0004: $9652 = 0 
0004: $9650 = 0 
0004: $9649 = 0 
0004: $2420 = 0 
0004: $2424 = 0 
0004: $9705 = 0 
0004: $2516 = 0 
0004: $2517 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $9708 = 0 
0004: $9709 = 500 
0004: $TATOO_SELECTED_TORSO_PART = 0 
0004: $9711 = 0 
0004: $9721 = 0 
0004: $9722 = 0 
0004: $9724 = 0 
0004: $9725 = 0 
0005: $X_BUY_MARKER = 0.0 
0005: $Y_BUY_MARKER = 0.0 
0005: $Z_BUY_MARKER = 0.0 
0005: $9639 = 0.0 
0005: $9640 = 0.0 
0005: $9641 = 0.0 
0005: $X_CAMERA = 0.0 
0005: $Y_CAMERA = 0.0 
0005: $Z_CAMERA = 0.0 
0005: $9661 = 0.0 
0005: $9662 = 0.0 
0005: $9663 = 0.0 
0005: $9726 = 0.0 
0005: $9727 = 0.0 
0005: $9728 = 0.0 
04AE: $SELLER_MODEL = 180 // = constant 
0247: load_model #TATTOO_KIT 
0390: load_txd_dictionary 'LD_TATT' 
0247: load_model $SELLER_MODEL 
03CF: load_wav 40000 as 4 
038B: load_requested_models 
0111: set_wasted_busted_check 0 
03A4: name_thread 'TATTO' 

:TATTO_515
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TATTO_7605 
00D6: if 
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // s$ 
004D: jump_if_false @TATTO_7591 
00D6: if 
0018:   $9652 > 0 
004D: jump_if_false @TATTO_637 
00D6: if 
0A0F:   new_language_set 
004D: jump_if_false @TATTO_637 
03E6: remove_text_box 
08DA: remove_panel $2421 
08DA: remove_panel $2423 
08DA: remove_panel $2419 
08DA: remove_panel $9723 
0004: $2420 = 0 
0004: $2422 = 0 
0004: $2424 = 0 
0004: $9722 = 0 
09FB: $CURRENT_LANGUAGE = current_language 

:TATTO_637
00D6: if 
0038:   $9652 == 0 
004D: jump_if_false @TATTO_940 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'TATTO2' // s$ == short  // Tattoo Parlor
004D: jump_if_false @TATTO_750 
0005: $9726 = 0.0 
0005: $9727 = 0.0 
0005: $9728 = 0.0 
0005: $9660 = 125.0 
0005: $9642 = 155.0 
05A9: s$9647 = s$CURRENT_SHOP_GXT_NAME // s$ 
075F: store_shopping_data_entries_number_to $9706 
0004: $9652 = 1 

:TATTO_750
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'TATTOO' // s$ == short  // Tattoo Parlor
004D: jump_if_false @TATTO_845 
0005: $9726 = 0.0 
0005: $9727 = -18.266 
0005: $9728 = 0.0 
0005: $9660 = 125.0 
0005: $9642 = 155.0 
05A9: s$9647 = s$CURRENT_SHOP_GXT_NAME // s$ 
075F: store_shopping_data_entries_number_to $9706 
0004: $9652 = 1 

:TATTO_845
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'TATTO3' // s$ == short  // Tattoo Parlor
004D: jump_if_false @TATTO_940 
0005: $9726 = 0.0 
0005: $9727 = -35.32 
0005: $9728 = 0.0 
0005: $9660 = 125.0 
0005: $9642 = 155.0 
05A9: s$9647 = s$CURRENT_SHOP_GXT_NAME // s$ 
075F: store_shopping_data_entries_number_to $9706 
0004: $9652 = 1 

:TATTO_940
00D6: if 
0038:   $9652 == 1 
004D: jump_if_false @TATTO_1579 
00D6: if 
0038:   $9664 == 0 
004D: jump_if_false @TATTO_1462 
0005: $X_BUY_MARKER = -203.318 
0059: $X_BUY_MARKER += $9726 // (float) 
0005: $Y_BUY_MARKER = -7.062 
0059: $Y_BUY_MARKER += $9727 // (float) 
0005: $Z_BUY_MARKER = 1001.28 
0059: $Z_BUY_MARKER += $9728 // (float) 
0005: $9639 = -201.668 
0059: $9639 += $9726 // (float) 
0005: $9640 = -6.217 
0059: $9640 += $9727 // (float) 
0005: $9641 = 1001.28 
0059: $9641 += $9728 // (float) 
0005: $X_CAMERA = -203.2045 
0059: $X_CAMERA += $9726 // (float) 
0005: $Y_CAMERA = -5.3316 
0059: $Y_CAMERA += $9727 // (float) 
0005: $Z_CAMERA = 1002.432 
0059: $Z_CAMERA += $9728 // (float) 
0005: $9661 = -202.2993 
0059: $9661 += $9726 // (float) 
0005: $9662 = -5.7376 
0059: $9662 += $9727 // (float) 
0005: $9663 = 1002.306 
0059: $9663 += $9728 // (float) 
0086: $9653 = $9639 // (float) 
0086: $9654 = $9640 // (float) 
0086: $9655 = $9641 // (float) 
0009: $9655 += 1.0 
0086: $9656 = $9642 // (float) 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 1 
009A: $9645 = create_actor_pedtype 4 model $SELLER_MODEL at $9639 $9640 $9641 
02A9: set_actor $9645 immune_to_nonplayer 0 
060B: set_actor $9645 decision_maker_to 65542 
0173: set_actor $9645 Z_angle_to $9642 
0985: set_objects_in_sphere $9639 $9640 $9641 radius 1.5 with_model -369 solid 0 for_actor $9645 
0004: $9649 = 0 
029B: $9651 = init_object #TATTOO_KIT at $9653 $9654 $9655 
0177: set_object $9651 Z_angle_to $9656 
04F4: put_actor $9645 into_turret_on_object $9651 offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 180.0 lock_weapon 0 
0004: $SHOW_SHOP_SPHERE = 1 
0812: AS_actor $9645 perform_animation "TAT_IDLE_LOOP_T" IFP "TATTOOS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9659 = 0.0 
0006: 32@ = 0 
0947: actor $9645 speak_from_audio_table 330 store_spoken_phrase_id_to $10081 
0004: $9664 = 1 

:TATTO_1462
00D6: if 
0038:   $9664 == 1 
004D: jump_if_false @TATTO_1579 
00D6: if 
0029:   32@ >= 300 
004D: jump_if_false @TATTO_1579 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_1565 
075A: set_object $9651 animation "TAT_IDLE_LOOP_O" IFP_file "TATTOOS" 4.0 lockF 1 loop 0 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_1565
0004: $9664 = 0 
0004: $9652 = 2 

:TATTO_1579
00D6: if 
0038:   $9652 == 2 
004D: jump_if_false @TATTO_1963 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 // s$ == short 
004D: jump_if_false @TATTO_1628 
0050: gosub @TATTO_7873 

:TATTO_1628
00D6: if 
8118:   not actor $9645 dead 
004D: jump_if_false @TATTO_1918 
00D6: if 
0038:   $9649 == 0 
004D: jump_if_false @TATTO_1866 
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $9645 
031D:   actor $9645 hit_by_weapon 57 
004D: jump_if_false @TATTO_1786 
0947: actor $9645 speak_from_audio_table 327 store_spoken_phrase_id_to $10081 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_1765 
075A: set_object $9651 animation "TAT_DROP_O" IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_1765
05C4: AS_actor $9645 hands_up -2 ms 
0004: $9649 = 1 
0002: jump @TATTO_1859 

:TATTO_1786
0004: $SHOW_SHOP_SPHERE = 1 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot 
004D: jump_if_false @TATTO_1859 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @TATTO_1859 
0004: $9652 = 3 

:TATTO_1859
0002: jump @TATTO_1911 

:TATTO_1866
0050: gosub @TATTO_7619 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 // s$ == short 
004D: jump_if_false @TATTO_1904 
0050: gosub @TATTO_7873 

:TATTO_1904
0002: jump @TATTO_515 

:TATTO_1911
0002: jump @TATTO_1963 

:TATTO_1918
0050: gosub @TATTO_7619 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 // s$ == short 
004D: jump_if_false @TATTO_1956 
0050: gosub @TATTO_7873 

:TATTO_1956
0002: jump @TATTO_515 

:TATTO_1963
00D6: if 
0038:   $9652 == 3 
004D: jump_if_false @TATTO_2098 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TATTO_2084 
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 1.0 
0581: enable_radar 0 
0006: 32@ = 0 
0004: $9664 = 0 
0004: $9652 = 4 
0002: jump @TATTO_2098 

:TATTO_2084
0050: gosub @TATTO_7873 
0002: jump @TATTO_515 

:TATTO_2098
00D6: if 
0038:   $9652 == 4 
004D: jump_if_false @TATTO_2930 
00D6: if 
0118:   actor $9645 dead 
004D: jump_if_false @TATTO_2177 
0050: gosub @TATTO_7619 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 // s$ == short 
004D: jump_if_false @TATTO_2170 
0050: gosub @TATTO_7873 

:TATTO_2170
0002: jump @TATTO_515 

:TATTO_2177
00D6: if 
0038:   $9664 == 0 
004D: jump_if_false @TATTO_2639 
00D6: if 
0029:   32@ >= 300 
004D: jump_if_false @TATTO_2639 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
08C7: put_actor $PLAYER_ACTOR at $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to $9660 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00A0: store_actor $9645 position_to $2755 $2756 $2757 
00D6: if or
8044:   not  $2755 == $9639 // (float) 
8044:   not  $2756 == $9640 // (float) 
8044:   not  $2757 == $9641 // (float) 
004D: jump_if_false @TATTO_2328 
00A1: put_actor $9645 at $9639 $9640 $9641 
0173: set_actor $9645 Z_angle_to $9642 

:TATTO_2328
015F: set_camera_position $X_CAMERA $Y_CAMERA $Z_CAMERA rotation 0.0 0.0 0.0 
0160: set_camera_point_at $9661 $9662 $9663 switchstyle 2 
0793: save_player_clothes 
08F7: get_player $PLAYER_CHAR bodypart 0 textureCRC_to $9665 modelCRC_to $9666 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 0 
070D: rebuild_player $PLAYER_CHAR 
0793: save_player_clothes 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_IN_P" IFP "TATTOOS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9657 = 0.0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_SIT_IN_P" 
004D: jump_if_false @TATTO_2516 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_SIT_IN_P" time 

:TATTO_2516
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_2579 
075A: set_object $9651 animation "TAT_SIT_IN_O" IFP_file "TATTOOS" 4.0 lockF 0 loop 1 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_2579
0812: AS_actor $9645 perform_animation "TAT_SIT_IN_T" IFP "TATTOOS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9659 = 0.0 
0004: $9664 = 1 

:TATTO_2639
00D6: if 
0038:   $9664 == 1 
004D: jump_if_false @TATTO_2930 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_SIT_IN_P" 
004D: jump_if_false @TATTO_2709 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_SIT_IN_P" time 

:TATTO_2709
00D6: if 
0042:   $9657 == 1.0 
004D: jump_if_false @TATTO_2930 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_LOOP_P" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9657 = 0.0 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_2850 
075A: set_object $9651 animation "TAT_SIT_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_2850
0812: AS_actor $9645 perform_animation "TAT_SIT_LOOP_T" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9659 = 0.0 
0947: actor $9645 speak_from_audio_table 333 store_spoken_phrase_id_to $10081 
0004: $9664 = 0 
0004: $9652 = 5 

:TATTO_2930
00D6: if 
0038:   $9652 == 5 
004D: jump_if_false @TATTO_4725 
00D6: if 
0118:   actor $9645 dead 
004D: jump_if_false @TATTO_3009 
0050: gosub @TATTO_7619 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 // s$ == short 
004D: jump_if_false @TATTO_3002 
0050: gosub @TATTO_7873 

:TATTO_3002
0002: jump @TATTO_515 

:TATTO_3009
00D6: if 
001A:   2 > $9664 
004D: jump_if_false @TATTO_3041 
0050: gosub @TATTO_12073 
0050: gosub @TATTO_10776 

:TATTO_3041
0004: $SHOW_SHOP_SPHERE = 0 
00D6: if 
0038:   $9664 == 0 
004D: jump_if_false @TATTO_3114 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @TATTO_3090 
0004: $9664 = 1 

:TATTO_3090
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @TATTO_3114 
0004: $9664 = 4 

:TATTO_3114
00D6: if 
0038:   $9664 == 1 
004D: jump_if_false @TATTO_3306 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @TATTO_3306 
08D8: $2516 = panel $2419 selected_row 
00D6: if 
001A:   0 > $2516 
004D: jump_if_false @TATTO_3182 
0004: $2516 = 0 

:TATTO_3182
00D6: if 
0038:   $2516 == 9 
004D: jump_if_false @TATTO_3278 
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @TATTO_3232 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 

:TATTO_3232
00D6: if 
0038:   $9722 == 0 
004D: jump_if_false @TATTO_3257 
0050: gosub @TATTO_12175 

:TATTO_3257
0004: $9664 = 0 
0004: $9652 = 8 
0002: jump @TATTO_3306 

:TATTO_3278
0050: gosub @TATTO_8186 
0050: gosub @TATTO_8413 
0004: $9721 = 0 
0050: gosub @TATTO_13314 

:TATTO_3306
00D6: if 
0038:   $9664 == 2 
004D: jump_if_false @TATTO_3338 
0004: $9721 = 0 
0050: gosub @TATTO_13835 

:TATTO_3338
00D6: if 
0038:   $9664 == 3 
004D: jump_if_false @TATTO_3418 
0084: $9705 = $2516 // (int) 
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @TATTO_3396 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 

:TATTO_3396
0004: $9709 = 500 
0004: $9652 = 6 
0004: $9664 = 0 

:TATTO_3418
00D6: if 
0038:   $9664 == 4 
004D: jump_if_false @TATTO_3524 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @TATTO_3524 
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @TATTO_3485 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 

:TATTO_3485
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @TATTO_3517 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:TATTO_3517
0004: $9664 = 5 

:TATTO_3524
00D6: if 
0038:   $9664 == 5 
004D: jump_if_false @TATTO_3838 
0004: $9721 = 0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_BACK_SIT_LOOP_P" 
004D: jump_if_false @TATTO_3659 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_OUT_P" IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9657 = 0.0 
0004: $9664 = 6 
0002: jump @TATTO_3838 

:TATTO_3659
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_OUT_P" IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9657 = 0.0 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_3777 
075A: set_object $9651 animation "TAT_SIT_OUT_O" IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_3777
0812: AS_actor $9645 perform_animation "TAT_SIT_OUT_T" IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9659 = 0.0 
0004: $9664 = 7 

:TATTO_3838
00D6: if 
0038:   $9664 == 6 
004D: jump_if_false @TATTO_4131 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_BACK_SIT_OUT_P" 
004D: jump_if_false @TATTO_3920 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_OUT_P" time 

:TATTO_3920
00D6: if 
0042:   $9657 == 1.0 
004D: jump_if_false @TATTO_4131 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_OUT_P" IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9657 = 0.0 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_4059 
075A: set_object $9651 animation "TAT_SIT_OUT_O" IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_4059
0812: AS_actor $9645 perform_animation "TAT_SIT_OUT_T" IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0947: actor $9645 speak_from_audio_table 331 store_spoken_phrase_id_to $10081 
0005: $9659 = 0.0 
0004: $9664 = 7 

:TATTO_4131
00D6: if 
0038:   $9664 == 7 
004D: jump_if_false @TATTO_4442 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_SIT_OUT_P" 
004D: jump_if_false @TATTO_4203 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_SIT_OUT_P" time 

:TATTO_4203
00D6: if 
0611:   actor $9645 performing_animation "TAT_SIT_OUT_T" 
004D: jump_if_false @TATTO_4257 
0613: $9659 = actor $9645 animation "TAT_SIT_OUT_T" time 

:TATTO_4257
00D6: if 
0042:   $9659 == 1.0 
004D: jump_if_false @TATTO_4400 
0812: AS_actor $9645 perform_animation "TAT_IDLE_LOOP_T" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9659 = 0.0 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_4400 
075A: set_object $9651 animation "TAT_IDLE_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_4400
00D6: if 
0042:   $9657 == 1.0 
004D: jump_if_false @TATTO_4442 
0004: $2420 = 0 
0004: $2424 = 0 
0004: $9664 = 8 

:TATTO_4442
00D6: if 
0038:   $9664 == 8 
004D: jump_if_false @TATTO_4725 
0784: set_player $PLAYER_CHAR textureCRC $9665 modelCRC $9666 bodypart 0 
070D: rebuild_player $PLAYER_CHAR 
0793: save_player_clothes 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
01B4: set_player $PLAYER_CHAR can_move 1 
09BD: allow_other_threads_to_display_text_boxes 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0581: enable_radar 1 
00D6: if 
0611:   actor $9645 performing_animation "TAT_SIT_OUT_T" 
004D: jump_if_false @TATTO_4575 
0613: $9659 = actor $9645 animation "TAT_SIT_OUT_T" time 

:TATTO_4575
00D6: if 
0042:   $9659 == 1.0 
004D: jump_if_false @TATTO_4718 
0812: AS_actor $9645 perform_animation "TAT_IDLE_LOOP_T" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9659 = 0.0 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_4718 
075A: set_object $9651 animation "TAT_IDLE_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_4718
0004: $9652 = 7 

:TATTO_4725
00D6: if 
0038:   $9652 == 6 
004D: jump_if_false @TATTO_6147 
00D6: if 
0118:   actor $9645 dead 
004D: jump_if_false @TATTO_4804 
0050: gosub @TATTO_7619 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 // s$ == short 
004D: jump_if_false @TATTO_4797 
0050: gosub @TATTO_7873 

:TATTO_4797
0002: jump @TATTO_515 

:TATTO_4804
0004: $SHOW_SHOP_SPHERE = 0 
00D6: if 
001A:   1 > $9664 
004D: jump_if_false @TATTO_4836 
0050: gosub @TATTO_11385 

:TATTO_4836
00D6: if 
0038:   $9664 == 0 
004D: jump_if_false @TATTO_5032 
08D7: $9708 = panel $2423 active_row 
00D6: if 
001A:   0 > $9708 
004D: jump_if_false @TATTO_4887 
0004: $9708 = 0 

:TATTO_4887
00D6: if 
803A:   not  $9709 == $9708 // (int) 
004D: jump_if_false @TATTO_4921 
0050: gosub @TATTO_12060 
0084: $9709 = $9708 // (int) 

:TATTO_4921
0050: gosub @TATTO_15460 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @TATTO_4980 
0004: $2544 = 0 
0004: $2545 = 0 
0004: $2422 = 0 
0050: gosub @TATTO_15460 
0004: $9664 = 1 

:TATTO_4980
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @TATTO_5032 
0050: gosub @TATTO_10503 
0004: $2544 = 0 
0004: $2545 = 0 
0004: $2422 = 0 
0004: $9664 = 8 

:TATTO_5032
00D6: if 
0038:   $9664 == 8 
004D: jump_if_false @TATTO_5127 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @TATTO_5127 
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @TATTO_5099 
03E6: remove_text_box 
08DA: remove_panel $2423 
0004: $2424 = 0 

:TATTO_5099
0050: gosub @TATTO_12073 
0050: gosub @TATTO_10776 
0004: $9664 = 0 
0004: $9652 = 5 

:TATTO_5127
00D6: if 
0038:   $9664 == 1 
004D: jump_if_false @TATTO_5248 
0050: gosub @TATTO_15460 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @TATTO_5248 
0050: gosub @TATTO_15460 
08D8: $2517 = panel $2423 selected_row 
00D6: if 
001A:   0 > $2517 
004D: jump_if_false @TATTO_5209 
0004: $2517 = 0 

:TATTO_5209
0084: $SELECTED_MENU_ITEM = $2438($2517,12i) // (int) 
0084: $9646 = $2426($2517,12i) // (int) 
010B: $SHOPS_PLAYER_CASH = player $PLAYER_CHAR money 
0004: $9664 = 2 

:TATTO_5248
00D6: if 
0038:   $9664 == 2 
004D: jump_if_false @TATTO_5950 
0050: gosub @TATTO_15460 
00D6: if 
002C:   $SHOPS_PLAYER_CASH >= $9646 // (int) 
004D: jump_if_false @TATTO_5877 
0050: gosub @TATTO_15460 
00D6: if 
803A:   not  $2542 == $SELECTED_MENU_ITEM // (int) 
004D: jump_if_false @TATTO_5808 
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @TATTO_5350 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:TATTO_5350
0947: actor $9645 speak_from_audio_table 323 store_spoken_phrase_id_to $10081 
0790: charge_money_for_shopping_item_with_textureCRC $SELECTED_MENU_ITEM 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1054 
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @TATTO_5412 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:TATTO_5412
00D6: if 
0038:   $2422 == 0 
004D: jump_if_false @TATTO_5780 
08D4: $2421 = create_panel_with_title 'TATTO' position 29.0 25.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Tattoo
08D6: set_panel $2421 column 0 alignment 1 
08DB: set_panel $2421 column 0 header 'TATTO' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Tattoo // Purchased
08D6: set_panel $2421 column 1 alignment 2 
08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $2421 column 1 row 0 text_1number GXT 'DOLLAR' number $9646  // $~1~
09DB: set_panel $2421 column 0 width 140 
09DB: set_panel $2421 column 1 width 46 
0004: $2422 = 1 

:TATTO_5780
0004: $9721 = 0 
0050: gosub @TATTO_14230 
0004: $9664 = 3 
0002: jump @TATTO_5870 

:TATTO_5808
00D6: if 
0038:   $2545 == 0 
004D: jump_if_false @TATTO_5870 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'CLTHNO2' time 5000 flag 1  // You have already bought this item!
0004: $9664 = 0 
0004: $2545 = 1 

:TATTO_5870
0002: jump @TATTO_5950 

:TATTO_5877
00D6: if 
0038:   $2544 == 0 
004D: jump_if_false @TATTO_5950 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
0947: actor $9645 speak_from_audio_table 324 store_spoken_phrase_id_to $10081 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
0004: $9664 = 0 
0004: $2544 = 1 

:TATTO_5950
00D6: if 
0038:   $9664 == 3 
004D: jump_if_false @TATTO_5982 
0004: $9721 = 0 
0050: gosub @TATTO_14372 

:TATTO_5982
00D6: if 
0038:   $9664 == 4 
004D: jump_if_false @TATTO_6021 
0004: $9721 = 0 
0050: gosub @TATTO_14704 
0004: $9664 = 5 

:TATTO_6021
00D6: if 
0038:   $9664 == 5 
004D: jump_if_false @TATTO_6053 
0004: $9721 = 0 
0050: gosub @TATTO_14842 

:TATTO_6053
00D6: if 
0038:   $9664 == 6 
004D: jump_if_false @TATTO_6147 
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @TATTO_6101 
08DA: remove_panel $2421 
0004: $2422 = 0 

:TATTO_6101
0004: $9664 = 0 
0004: $9652 = 5 
00D6: if 
001A:   2 > $9664 
004D: jump_if_false @TATTO_6147 
0050: gosub @TATTO_12073 
0050: gosub @TATTO_10776 

:TATTO_6147
00D6: if 
0038:   $9652 == 7 
004D: jump_if_false @TATTO_6714 
00D6: if 
0118:   actor $9645 dead 
004D: jump_if_false @TATTO_6226 
0050: gosub @TATTO_7619 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 // s$ == short 
004D: jump_if_false @TATTO_6219 
0050: gosub @TATTO_7873 

:TATTO_6219
0002: jump @TATTO_515 

:TATTO_6226
00D6: if 
0038:   $9649 == 0 
004D: jump_if_false @TATTO_6361 
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $9645 
031D:   actor $9645 hit_by_weapon 57 
004D: jump_if_false @TATTO_6361 
0947: actor $9645 speak_from_audio_table 327 store_spoken_phrase_id_to $10081 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_6347 
075A: set_object $9651 animation "TAT_DROP_O" IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_6347
05C4: AS_actor $9645 hands_up -2 ms 
0004: $9649 = 1 

:TATTO_6361
00D6: if 
0611:   actor $9645 performing_animation "TAT_SIT_OUT_T" 
004D: jump_if_false @TATTO_6415 
0613: $9659 = actor $9645 animation "TAT_SIT_OUT_T" time 

:TATTO_6415
00D6: if 
0042:   $9659 == 1.0 
004D: jump_if_false @TATTO_6558 
0812: AS_actor $9645 perform_animation "TAT_IDLE_LOOP_T" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9659 = 0.0 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_6558 
075A: set_object $9651 animation "TAT_IDLE_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_6558
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere $SHOW_SHOP_SPHERE in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 on_foot 
004D: jump_if_false @TATTO_6714 
0004: $9652 = 2 
0004: $9664 = 0 
0004: $2420 = 0 
0004: $2424 = 0 
0004: $9705 = 0 
0004: $2516 = 0 
0004: $2517 = 0 
0004: $9725 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
0004: $SHOW_SHOP_SPHERE = 1 

:TATTO_6714
00D6: if 
0038:   $9652 == 8 
004D: jump_if_false @TATTO_7584 
00D6: if 
0118:   actor $9645 dead 
004D: jump_if_false @TATTO_6793 
0050: gosub @TATTO_7619 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 // s$ == short 
004D: jump_if_false @TATTO_6786 
0050: gosub @TATTO_7873 

:TATTO_6786
0002: jump @TATTO_515 

:TATTO_6793
00D6: if 
001A:   1 > $9664 
004D: jump_if_false @TATTO_6836 
00D6: if 
0038:   $9722 == 0 
004D: jump_if_false @TATTO_6836 
0050: gosub @TATTO_12175 

:TATTO_6836
00D6: if 
0038:   $9664 == 0 
004D: jump_if_false @TATTO_6916 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @TATTO_6885 
0004: $2544 = 0 
0004: $9664 = 1 

:TATTO_6885
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @TATTO_6916 
0004: $2544 = 0 
0004: $9664 = 2 

:TATTO_6916
00D6: if 
0038:   $9664 == 1 
004D: jump_if_false @TATTO_7036 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @TATTO_7036 
00D6: if 
0038:   $9722 == 1 
004D: jump_if_false @TATTO_6983 
08DA: remove_panel $9723 
03E6: remove_text_box 
0004: $9722 = 0 

:TATTO_6983
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @TATTO_7015 
0050: gosub @TATTO_12073 
0050: gosub @TATTO_10776 

:TATTO_7015
0004: $2544 = 0 
0004: $9664 = 0 
0004: $9652 = 5 

:TATTO_7036
00D6: if 
0038:   $9664 == 2 
004D: jump_if_false @TATTO_7302 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @TATTO_7302 
010B: $SHOPS_PLAYER_CASH = player $PLAYER_CHAR money 
00D6: if 
0028:   $SHOPS_PLAYER_CASH >= 400 
004D: jump_if_false @TATTO_7229 
08D8: $9725 = panel $9723 selected_row 
00D6: if 
001A:   0 > $9725 
004D: jump_if_false @TATTO_7131 
0004: $9725 = 0 

:TATTO_7131
00D6: if 
0038:   $9722 == 1 
004D: jump_if_false @TATTO_7163 
08DA: remove_panel $9723 
03E6: remove_text_box 
0004: $9722 = 0 

:TATTO_7163
0084: $2547 = $9712($9725,9i) // (int) 
0050: gosub @TATTO_8413 
0109: player $PLAYER_CHAR money = 400000 
0947: actor $9645 speak_from_audio_table 326 store_spoken_phrase_id_to $10081 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1054 
0004: $9664 = 3 
0002: jump @TATTO_7302 

:TATTO_7229
00D6: if 
0038:   $2544 == 0 
004D: jump_if_false @TATTO_7302 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
0947: actor $9645 speak_from_audio_table 324 store_spoken_phrase_id_to $10081 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
0004: $9664 = 0 
0004: $2544 = 1 

:TATTO_7302
00D6: if 
0038:   $9664 == 3 
004D: jump_if_false @TATTO_7334 
0004: $9721 = 1 
0050: gosub @TATTO_13314 

:TATTO_7334
00D6: if 
0038:   $9664 == 4 
004D: jump_if_false @TATTO_7366 
0004: $9721 = 1 
0050: gosub @TATTO_13835 

:TATTO_7366
00D6: if 
0038:   $9664 == 5 
004D: jump_if_false @TATTO_7417 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart $2547 
0004: $9721 = 1 
0050: gosub @TATTO_14230 
0004: $9664 = 6 

:TATTO_7417
00D6: if 
0038:   $9664 == 6 
004D: jump_if_false @TATTO_7449 
0004: $9721 = 1 
0050: gosub @TATTO_14372 

:TATTO_7449
00D6: if 
0038:   $9664 == 7 
004D: jump_if_false @TATTO_7488 
0004: $9721 = 1 
0050: gosub @TATTO_14704 
0004: $9664 = 8 

:TATTO_7488
00D6: if 
0038:   $9664 == 8 
004D: jump_if_false @TATTO_7520 
0004: $9721 = 1 
0050: gosub @TATTO_14842 

:TATTO_7520
00D6: if 
0038:   $9664 == 9 
004D: jump_if_false @TATTO_7584 
0004: $9664 = 0 
0004: $9652 = 5 
00D6: if 
001A:   2 > $9664 
004D: jump_if_false @TATTO_7584 
0050: gosub @TATTO_12073 
0050: gosub @TATTO_10776 

:TATTO_7584
0002: jump @TATTO_7598 

:TATTO_7591
0050: gosub @TATTO_7873 

:TATTO_7598
0002: jump @TATTO_7612 

:TATTO_7605
0050: gosub @TATTO_7873 

:TATTO_7612
0002: jump @TATTO_515 

:TATTO_7619
00D6: if 
0028:   $9652 >= 1 
004D: jump_if_false @TATTO_7639 
03E6: remove_text_box 

:TATTO_7639
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @TATTO_7693 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 

:TATTO_7693
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @TATTO_7725 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:TATTO_7725
00D6: if 
0038:   $9722 == 1 
004D: jump_if_false @TATTO_7757 
08DA: remove_panel $9723 
03E6: remove_text_box 
0004: $9722 = 0 

:TATTO_7757
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @TATTO_7787 
08DA: remove_panel $2421 
0004: $2422 = 0 

:TATTO_7787
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2420 = 0 
0004: $2424 = 0 
0004: $9705 = 0 
0004: $2516 = 0 
0004: $2517 = 0 
0004: $9725 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $9652 = 2 
0004: $9664 = 0 
0051: return 

:TATTO_7873
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
0004: $SHOW_SHOP_SPHERE = 1 
0004: $9649 = 0 
0004: $9652 = 0 
0004: $9664 = 0 
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @TATTO_7955 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 

:TATTO_7955
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @TATTO_7987 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:TATTO_7987
00D6: if 
0038:   $9722 == 1 
004D: jump_if_false @TATTO_8019 
08DA: remove_panel $9723 
03E6: remove_text_box 
0004: $9722 = 0 

:TATTO_8019
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @TATTO_8049 
08DA: remove_panel $2421 
0004: $2422 = 0 

:TATTO_8049
0004: $2420 = 0 
0004: $2424 = 0 
0004: $9705 = 0 
0004: $2516 = 0 
0004: $2517 = 0 
0004: $9725 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
00D6: if 
8118:   not actor $9645 dead 
004D: jump_if_false @TATTO_8140 
0465: remove_actor $9645 from_turret_mode 

:TATTO_8140
0108: destroy_object $9651 
0249: release_model #TATTOO_KIT 
009B: destroy_actor $9645 
0249: release_model $SELLER_MODEL 
0391: release_textures 
03F0: enable_text_draw 0 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
09BD: allow_other_threads_to_display_text_boxes 1 
040D: unload_wav 4 
004E: end_thread 
0051: return 

:TATTO_8186
00D6: if 
0038:   $2516 == 0 
004D: jump_if_false @TATTO_8211 
04AE: $2547 = 4 // = constant 

:TATTO_8211
00D6: if 
0038:   $2516 == 1 
004D: jump_if_false @TATTO_8236 
04AE: $2547 = 5 // = constant 

:TATTO_8236
00D6: if 
0038:   $2516 == 2 
004D: jump_if_false @TATTO_8261 
04AE: $2547 = 6 // = constant 

:TATTO_8261
00D6: if 
0038:   $2516 == 3 
004D: jump_if_false @TATTO_8286 
04AE: $2547 = 7 // = constant 

:TATTO_8286
00D6: if 
0038:   $2516 == 4 
004D: jump_if_false @TATTO_8311 
04AE: $2547 = 8 // = constant 

:TATTO_8311
00D6: if 
0038:   $2516 == 5 
004D: jump_if_false @TATTO_8336 
04AE: $2547 = 9 // = constant 

:TATTO_8336
00D6: if 
0038:   $2516 == 6 
004D: jump_if_false @TATTO_8361 
04AE: $2547 = 10 // = constant 

:TATTO_8361
00D6: if 
0038:   $2516 == 7 
004D: jump_if_false @TATTO_8386 
04AE: $2547 = 11 // = constant 

:TATTO_8386
00D6: if 
0038:   $2516 == 8 
004D: jump_if_false @TATTO_8411 
04AE: $2547 = 12 // = constant 

:TATTO_8411
0051: return 

:TATTO_8413
00D6: if 
04A3:   $2547 == 4 // == constant 
004D: jump_if_false @TATTO_8648 
0004: $2513 = 4 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @TATTO_10503 
06D1: v$9669 = "TAT_ARML_IN_P" // v$ = string 
06D1: v$9673 = "TAT_ARML_IN_T" // v$ = string 
06D1: v$9677 = "TAT_ARML_IN_O" // v$ = string 
06D1: v$9681 = "TAT_ARML_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_ARML_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_ARML_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_ARML_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_ARML_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_ARML_OUT_O" // v$ = string 

:TATTO_8648
00D6: if 
04A3:   $2547 == 5 // == constant 
004D: jump_if_false @TATTO_8883 
0004: $2513 = 5 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @TATTO_10503 
06D1: v$9669 = "TAT_ARML_IN_P" // v$ = string 
06D1: v$9673 = "TAT_ARML_IN_T" // v$ = string 
06D1: v$9677 = "TAT_ARML_IN_O" // v$ = string 
06D1: v$9681 = "TAT_ARML_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_ARML_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_ARML_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_ARML_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_ARML_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_ARML_OUT_O" // v$ = string 

:TATTO_8883
00D6: if 
04A3:   $2547 == 6 // == constant 
004D: jump_if_false @TATTO_9118 
0004: $2513 = 6 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @TATTO_10503 
06D1: v$9669 = "TAT_ARMR_IN_P" // v$ = string 
06D1: v$9673 = "TAT_ARMR_IN_T" // v$ = string 
06D1: v$9677 = "TAT_ARMR_IN_O" // v$ = string 
06D1: v$9681 = "TAT_ARMR_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_ARMR_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_ARMR_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_ARMR_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_ARMR_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_ARMR_OUT_O" // v$ = string 

:TATTO_9118
00D6: if 
04A3:   $2547 == 7 // == constant 
004D: jump_if_false @TATTO_9353 
0004: $2513 = 7 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @TATTO_10503 
06D1: v$9669 = "TAT_ARMR_IN_P" // v$ = string 
06D1: v$9673 = "TAT_ARMR_IN_T" // v$ = string 
06D1: v$9677 = "TAT_ARMR_IN_O" // v$ = string 
06D1: v$9681 = "TAT_ARMR_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_ARMR_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_ARMR_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_ARMR_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_ARMR_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_ARMR_OUT_O" // v$ = string 

:TATTO_9353
00D6: if 
04A3:   $2547 == 8 // == constant 
004D: jump_if_false @TATTO_9588 
0004: $2513 = 8 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @TATTO_10503 
06D1: v$9669 = "TAT_BACK_IN_P" // v$ = string 
06D1: v$9673 = "TAT_BACK_IN_T" // v$ = string 
06D1: v$9677 = "TAT_BACK_IN_O" // v$ = string 
06D1: v$9681 = "TAT_BACK_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_BACK_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_BACK_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_BACK_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_BACK_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_BACK_OUT_O" // v$ = string 

:TATTO_9588
00D6: if 
04A3:   $2547 == 9 // == constant 
004D: jump_if_false @TATTO_9814 
0004: $2513 = 9 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @TATTO_10503 
06D1: v$9669 = "TAT_CHE_IN_P" // v$ = string 
06D1: v$9673 = "TAT_CHE_IN_T" // v$ = string 
06D1: v$9677 = "TAT_CHE_IN_O" // v$ = string 
06D1: v$9681 = "TAT_CHE_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_CHE_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_CHE_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_CHE_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_CHE_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_CHE_OUT_O" // v$ = string 

:TATTO_9814
00D6: if 
04A3:   $2547 == 10 // == constant 
004D: jump_if_false @TATTO_10040 
0004: $2513 = 10 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @TATTO_10503 
06D1: v$9669 = "TAT_CHE_IN_P" // v$ = string 
06D1: v$9673 = "TAT_CHE_IN_T" // v$ = string 
06D1: v$9677 = "TAT_CHE_IN_O" // v$ = string 
06D1: v$9681 = "TAT_CHE_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_CHE_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_CHE_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_CHE_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_CHE_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_CHE_OUT_O" // v$ = string 

:TATTO_10040
00D6: if 
04A3:   $2547 == 11 // == constant 
004D: jump_if_false @TATTO_10266 
0004: $2513 = 11 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @TATTO_10503 
06D1: v$9669 = "TAT_CHE_IN_P" // v$ = string 
06D1: v$9673 = "TAT_BEL_IN_T" // v$ = string 
06D1: v$9677 = "TAT_BEL_IN_O" // v$ = string 
06D1: v$9681 = "TAT_CHE_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_BEL_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_BEL_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_CHE_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_BEL_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_BEL_OUT_O" // v$ = string 

:TATTO_10266
00D6: if 
04A3:   $2547 == 12 // == constant 
004D: jump_if_false @TATTO_10501 
0004: $2513 = 12 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @TATTO_10503 
06D1: v$9669 = "TAT_BACK_IN_P" // v$ = string 
06D1: v$9673 = "TAT_BACK_IN_T" // v$ = string 
06D1: v$9677 = "TAT_BACK_IN_O" // v$ = string 
06D1: v$9681 = "TAT_BACK_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_BACK_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_BACK_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_BACK_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_BACK_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_BACK_OUT_O" // v$ = string 

:TATTO_10501
0051: return 

:TATTO_10503
0004: $2514 = 0 
0004: $9707 = 0 

:TATTO_10517
00D6: if 
001C:   $9706 > $2514 // (int) 
004D: jump_if_false @TATTO_10694 
0760: store_shopping_data_index $2514 textureCRC_to $SELECTED_MENU_ITEM 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 0 store_to $SHOPPINGITEM_MODELCRC 
00D6: if 
003A:   $SHOPPINGITEM_MODELCRC == $2513 // (int) 
004D: jump_if_false @TATTO_10680 
0084: $2438($9707,12i) = $SELECTED_MENU_ITEM // (int) 
078C: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM nametag_to s$9643 // 8-byte string 
0761: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM price_to $9646 
0084: $2426($9707,12i) = $9646 // (int) 
05A9: $2450($9707,12s) = s$9643 // s$ 
00D6: if 
003A:   $2542 == $SELECTED_MENU_ITEM // (int) 
004D: jump_if_false @TATTO_10662 
0004: $2498($9707,12i) = 0 
0002: jump @TATTO_10673 

:TATTO_10662
0004: $2498($9707,12i) = 1 

:TATTO_10673
0008: $9707 += 1 

:TATTO_10680
0008: $2514 += 1 
0002: jump @TATTO_10517 

:TATTO_10694
0084: $2515 = $9707 // (int) 

:TATTO_10702
00D6: if 
001A:   12 > $2515 
004D: jump_if_false @TATTO_10774 
0004: $2438($2515,12i) = -1 
0004: $2426($2515,12i) = 0 
05A9: $2450($2515,12s) = 'DUMMY' // s$ 
0008: $2515 += 1 
0002: jump @TATTO_10702 

:TATTO_10774
0051: return 

:TATTO_10776
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @TATTO_11383 
0512: show_permanent_text_box 'TATTA'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
05A9: s$2518 = 'LARMTP' // s$  // Upper Left Arm
05A9: s$2520 = 'LARMLW' // s$  // Lower Left Arm
05A9: s$2522 = 'RARMTP' // s$  // Upper Right Arm
05A9: s$2524 = 'RARMLW' // s$  // Lower Right Arm
05A9: s$2526 = 'BACK' // s$  // Back
05A9: s$2528 = 'LCHEST' // s$  // Left Chest
05A9: s$2530 = 'RCHEST' // s$  // Right Chest
05A9: s$2532 = 'BELLY' // s$  // Stomach
05A9: s$2534 = 'LBACK' // s$  // Lower Back
00D6: if 
0018:   $9711 > 0 
004D: jump_if_false @TATTO_10970 
05A9: s$2536 = 'TATREM' // s$  // Remove Tattoo
0002: jump @TATTO_10984 

:TATTO_10970
05A9: s$2536 = 'DUMMY' // s$ 

:TATTO_10984
05A9: s$2538 = 'DUMMY' // s$ 
05A9: s$2540 = 'DUMMY' // s$ 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @TATTO_11074 
08D4: $2419 = create_panel_with_title 'TATTO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Tattoo
0002: jump @TATTO_11315 

:TATTO_11074
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @TATTO_11136 
08D4: $2419 = create_panel_with_title 'TATTO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Tattoo
0002: jump @TATTO_11315 

:TATTO_11136
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @TATTO_11198 
08D4: $2419 = create_panel_with_title 'TATTO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Tattoo
0002: jump @TATTO_11315 

:TATTO_11198
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @TATTO_11260 
08D4: $2419 = create_panel_with_title 'TATTO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Tattoo
0002: jump @TATTO_11315 

:TATTO_11260
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @TATTO_11315 
08D4: $2419 = create_panel_with_title 'TATTO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Tattoo

:TATTO_11315
08D6: set_panel $2419 column 1 alignment 1 
08DB: set_panel $2419 column 0 header 'DUMMY' data s$2518 s$2520 s$2522 s$2524 s$2526 s$2528 s$2530 s$2532 s$2534 s$2536 s$2538 s$2540 
0004: $2420 = 1 

:TATTO_11383
0051: return 

:TATTO_11385
00D6: if 
0038:   $2424 == 0 
004D: jump_if_false @TATTO_12058 
0512: show_permanent_text_box 'TATTB'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a tattoo.~N~~k~~PED_SPRINT~ Buy~N~~k~~VEHICLE_ENTER_EXIT~ Quit
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @TATTO_11476 
08D4: $2423 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
0002: jump @TATTO_11717 

:TATTO_11476
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @TATTO_11538 
08D4: $2423 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
0002: jump @TATTO_11717 

:TATTO_11538
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @TATTO_11600 
08D4: $2423 = create_panel_with_title 'TATTO' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
0002: jump @TATTO_11717 

:TATTO_11600
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @TATTO_11662 
08D4: $2423 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
0002: jump @TATTO_11717 

:TATTO_11662
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @TATTO_11717 
08D4: $2423 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo

:TATTO_11717
08D6: set_panel $2423 column 0 alignment 1 
08DB: set_panel $2423 column 0 header 'TATTO' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11]  // Tattoo
08D6: set_panel $2423 column 1 alignment 2 
08DB: set_panel $2423 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
0004: $2425 = 0 

:TATTO_11918
00D6: if 
001C:   $9707 > $2425 // (int) 
004D: jump_if_false @TATTO_11977 
08EE: set_panel $2423 column 1 row $2425 text_1number GXT 'DOLLAR' number $2426($2425,12i)  // $~1~
0008: $2425 += 1 
0002: jump @TATTO_11918 

:TATTO_11977
0004: $2515 = 0 

:TATTO_11984
00D6: if 
001C:   $9707 > $2515 // (int) 
004D: jump_if_false @TATTO_12032 
08D9: set_panel $2423 row $2515 enable $2498($2515,12i) 
0008: $2515 += 1 
0002: jump @TATTO_11984 

:TATTO_12032
09DB: set_panel $2423 column 0 width 140 
09DB: set_panel $2423 column 1 width 46 
0004: $2424 = 1 

:TATTO_12058
0051: return 

:TATTO_12060
038F: load_texture $2450($9708,12s) as 1 // Load dictionary with 0390 first 
0051: return 

:TATTO_12073
0004: $2515 = 0 
0004: $9711 = 0 

:TATTO_12087
00D6: if 
001A:   9 > $2515 
004D: jump_if_false @TATTO_12173 
04AE: $TATOO_SELECTED_TORSO_PART = 4 // = constant 
0058: $TATOO_SELECTED_TORSO_PART += $2515 // (int) 
08F7: get_player $PLAYER_CHAR bodypart $TATOO_SELECTED_TORSO_PART textureCRC_to $9667 modelCRC_to $9668 
00D6: if 
8038:   not  $9667 == 0 
004D: jump_if_false @TATTO_12159 
0008: $9711 += 1 

:TATTO_12159
0008: $2515 += 1 
0002: jump @TATTO_12087 

:TATTO_12173
0051: return 

:TATTO_12175
00D6: if 
0038:   $9722 == 0 
004D: jump_if_false @TATTO_13312 
0004: $9724 = 0 
0004: $2515 = 0 

:TATTO_12207
00D6: if 
001A:   9 > $2515 
004D: jump_if_false @TATTO_12658 
04AE: $TATOO_SELECTED_TORSO_PART = 4 // = constant 
0058: $TATOO_SELECTED_TORSO_PART += $2515 // (int) 
08F7: get_player $PLAYER_CHAR bodypart $TATOO_SELECTED_TORSO_PART textureCRC_to $9667 modelCRC_to $9668 
00D6: if 
8038:   not  $9667 == 0 
004D: jump_if_false @TATTO_12644 
0084: $9712($9724,9i) = $TATOO_SELECTED_TORSO_PART // (int) 
0871: init_jump_table $TATOO_SELECTED_TORSO_PART total_jumps 9 default_jump 0 @TATTO_12637 jumps 4 @TATTO_12412 5 @TATTO_12437 6 @TATTO_12462 7 @TATTO_12487 8 @TATTO_12512 9 @TATTO_12537 10 @TATTO_12562 
0872: jump_table_jumps 11 @TATTO_12587 12 @TATTO_12612 -1 @TATTO_12637 -1 @TATTO_12637 -1 @TATTO_12637 -1 @TATTO_12637 -1 @TATTO_12637 -1 @TATTO_12637 -1 @TATTO_12637 

:TATTO_12412
05A9: $2450($9724,12s) = 'LARMTP' // s$  // Upper Left Arm
0002: jump @TATTO_12637 

:TATTO_12437
05A9: $2450($9724,12s) = 'LARMLW' // s$  // Lower Left Arm
0002: jump @TATTO_12637 

:TATTO_12462
05A9: $2450($9724,12s) = 'RARMTP' // s$  // Upper Right Arm
0002: jump @TATTO_12637 

:TATTO_12487
05A9: $2450($9724,12s) = 'RARMLW' // s$  // Lower Right Arm
0002: jump @TATTO_12637 

:TATTO_12512
05A9: $2450($9724,12s) = 'BACK' // s$  // Back
0002: jump @TATTO_12637 

:TATTO_12537
05A9: $2450($9724,12s) = 'LCHEST' // s$  // Left Chest
0002: jump @TATTO_12637 

:TATTO_12562
05A9: $2450($9724,12s) = 'RCHEST' // s$  // Right Chest
0002: jump @TATTO_12637 

:TATTO_12587
05A9: $2450($9724,12s) = 'BELLY' // s$  // Stomach
0002: jump @TATTO_12637 

:TATTO_12612
05A9: $2450($9724,12s) = 'LBACK' // s$  // Lower Back
0002: jump @TATTO_12637 

:TATTO_12637
0008: $9724 += 1 

:TATTO_12644
0008: $2515 += 1 
0002: jump @TATTO_12207 

:TATTO_12658
0084: $2515 = $9724 // (int) 

:TATTO_12666
00D6: if 
001A:   12 > $2515 
004D: jump_if_false @TATTO_12716 
05A9: $2450($2515,12s) = 'DUMMY' // s$ 
0008: $2515 += 1 
0002: jump @TATTO_12666 

:TATTO_12716
0512: show_permanent_text_box 'TATTA'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @TATTO_12789 
08D4: $9723 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
0002: jump @TATTO_13030 

:TATTO_12789
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @TATTO_12851 
08D4: $9723 = create_panel_with_title 'TATTO' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
0002: jump @TATTO_13030 

:TATTO_12851
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @TATTO_12913 
08D4: $9723 = create_panel_with_title 'TATTO' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
0002: jump @TATTO_13030 

:TATTO_12913
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @TATTO_12975 
08D4: $9723 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
0002: jump @TATTO_13030 

:TATTO_12975
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @TATTO_13030 
08D4: $9723 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo

:TATTO_13030
08D6: set_panel $9723 column 0 alignment 1 
08DB: set_panel $9723 column 0 header 'TATTO' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11]  // Tattoo
08D6: set_panel $9723 column 1 alignment 2 
08DB: set_panel $9723 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
0004: $2425 = 0 

:TATTO_13231
00D6: if 
001C:   $9724 > $2425 // (int) 
004D: jump_if_false @TATTO_13286 
08EE: set_panel $2423 column 1 row $2425 text_1number GXT 'DOLLAR' number 400  // $~1~
0008: $2425 += 1 
0002: jump @TATTO_13231 

:TATTO_13286
09DB: set_panel $9723 column 0 width 140 
09DB: set_panel $9723 column 1 width 46 
0004: $9722 = 1 

:TATTO_13312
0051: return 

:TATTO_13314
00D6: if or
04A3:   $2547 == 8 // == constant 
04A3:   $2547 == 12 // == constant 
004D: jump_if_false @TATTO_13588 
00D6: if 
8611:   not actor $PLAYER_ACTOR performing_animation "TAT_BACK_SIT_LOOP_P" 
004D: jump_if_false @TATTO_13542 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_IN_P" IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9657 = 0.0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_BACK_SIT_IN_P" 
004D: jump_if_false @TATTO_13496 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_IN_P" time 

:TATTO_13496
00D6: if 
0038:   $9721 == 1 
004D: jump_if_false @TATTO_13528 
0004: $9664 = 4 
0002: jump @TATTO_13535 

:TATTO_13528
0004: $9664 = 2 

:TATTO_13535
0002: jump @TATTO_13581 

:TATTO_13542
00D6: if 
0038:   $9721 == 1 
004D: jump_if_false @TATTO_13574 
0004: $9664 = 5 
0002: jump @TATTO_13581 

:TATTO_13574
0004: $9664 = 3 

:TATTO_13581
0002: jump @TATTO_13833 

:TATTO_13588
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_BACK_SIT_LOOP_P" 
004D: jump_if_false @TATTO_13794 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_OUT_P" IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9657 = 0.0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_BACK_SIT_OUT_P" 
004D: jump_if_false @TATTO_13748 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_OUT_P" time 

:TATTO_13748
00D6: if 
0038:   $9721 == 1 
004D: jump_if_false @TATTO_13780 
0004: $9664 = 4 
0002: jump @TATTO_13787 

:TATTO_13780
0004: $9664 = 2 

:TATTO_13787
0002: jump @TATTO_13833 

:TATTO_13794
00D6: if 
0038:   $9721 == 1 
004D: jump_if_false @TATTO_13826 
0004: $9664 = 5 
0002: jump @TATTO_13833 

:TATTO_13826
0004: $9664 = 3 

:TATTO_13833
0051: return 

:TATTO_13835
00D6: if or
04A3:   $2547 == 8 // == constant 
04A3:   $2547 == 12 // == constant 
004D: jump_if_false @TATTO_14049 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_BACK_SIT_IN_P" 
004D: jump_if_false @TATTO_13922 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_IN_P" time 

:TATTO_13922
00D6: if 
0042:   $9657 == 1.0 
004D: jump_if_false @TATTO_14042 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_LOOP_P" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9657 = 0.0 
00D6: if 
0038:   $9721 == 1 
004D: jump_if_false @TATTO_14035 
0004: $9664 = 5 
0002: jump @TATTO_14042 

:TATTO_14035
0004: $9664 = 3 

:TATTO_14042
0002: jump @TATTO_14228 

:TATTO_14049
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_BACK_SIT_OUT_P" 
004D: jump_if_false @TATTO_14113 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_OUT_P" time 

:TATTO_14113
00D6: if 
0042:   $9657 == 1.0 
004D: jump_if_false @TATTO_14228 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_LOOP_P" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9657 = 0.0 
00D6: if 
0038:   $9721 == 1 
004D: jump_if_false @TATTO_14221 
0004: $9664 = 5 
0002: jump @TATTO_14228 

:TATTO_14221
0004: $9664 = 3 

:TATTO_14228
0051: return 

:TATTO_14230
0812: AS_actor $PLAYER_ACTOR perform_animation v$9669 IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
03D1: play_wav 4 
0005: $9657 = 0.0 
0812: AS_actor $9645 perform_animation v$9673 IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9659 = 0.0 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_14370 
075A: set_object $9651 animation v$9677 IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_14370
0051: return 

:TATTO_14372
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation v$9669 
004D: jump_if_false @TATTO_14402 
0613: $9657 = actor $PLAYER_ACTOR animation v$9669 time 

:TATTO_14402
00D6: if 
0611:   actor $9645 performing_animation v$9673 
004D: jump_if_false @TATTO_14432 
0613: $9657 = actor $9645 animation v$9673 time 

:TATTO_14432
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_14478 
00D6: if 
0837:   object $9651 animation == v$9677 
004D: jump_if_false @TATTO_14478 
0839: get_object $9651 animation v$9677 progress_to $9658 

:TATTO_14478
00D6: if 
0042:   $9657 == 1.0 
004D: jump_if_false @TATTO_14702 
0812: AS_actor $PLAYER_ACTOR perform_animation v$9681 IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9657 = 0.0 
0812: AS_actor $9645 perform_animation v$9685 IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9659 = 0.0 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_14635 
075A: set_object $9651 animation v$9689 IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_14635
0793: save_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
00D6: if 
0038:   $9721 == 1 
004D: jump_if_false @TATTO_14688 
0004: $9664 = 7 
0002: jump @TATTO_14702 

:TATTO_14688
0050: gosub @TATTO_10503 
0004: $9664 = 4 

:TATTO_14702
0051: return 

:TATTO_14704
0812: AS_actor $PLAYER_ACTOR perform_animation v$9693 IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9657 = 0.0 
0812: AS_actor $9645 perform_animation v$9697 IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9659 = 0.0 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_14840 
075A: set_object $9651 animation v$9701 IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_14840
0051: return 

:TATTO_14842
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation v$9693 
004D: jump_if_false @TATTO_14872 
0613: $9657 = actor $PLAYER_ACTOR animation v$9693 time 

:TATTO_14872
00D6: if 
0611:   actor $9645 performing_animation v$9697 
004D: jump_if_false @TATTO_14902 
0613: $9659 = actor $9645 animation v$9697 time 

:TATTO_14902
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_BACK_OUT_P" 
004D: jump_if_false @TATTO_15202 
00D6: if 
0042:   $9657 == 1.0 
004D: jump_if_false @TATTO_15054 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_LOOP_P" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9657 = 0.0 
00D6: if 
0038:   $9721 == 1 
004D: jump_if_false @TATTO_15047 
0004: $9664 = 9 
0002: jump @TATTO_15054 

:TATTO_15047
0004: $9664 = 6 

:TATTO_15054
00D6: if 
0042:   $9659 == 1.0 
004D: jump_if_false @TATTO_15195 
0812: AS_actor $9645 perform_animation "TAT_SIT_LOOP_T" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9659 = 0.0 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_15195 
075A: set_object $9651 animation "TAT_SIT_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_15195
0002: jump @TATTO_15458 

:TATTO_15202
00D6: if 
0042:   $9657 == 1.0 
004D: jump_if_false @TATTO_15317 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_LOOP_P" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9657 = 0.0 
00D6: if 
0038:   $9721 == 1 
004D: jump_if_false @TATTO_15310 
0004: $9664 = 9 
0002: jump @TATTO_15317 

:TATTO_15310
0004: $9664 = 6 

:TATTO_15317
00D6: if 
0042:   $9659 == 1.0 
004D: jump_if_false @TATTO_15458 
0812: AS_actor $9645 perform_animation "TAT_SIT_LOOP_T" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9659 = 0.0 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_15458 
075A: set_object $9651 animation "TAT_SIT_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_15458
0051: return 

:TATTO_15460
03E3: set_texture_to_be_drawn_antialiased 1 
038E: draw_box_position 280.0 58.0 size 70.0 70.0 RGBA 0 0 0 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 1 position 280.0 58.0 size 64.0 64.0 RGBA 255 255 255 200 
0051: return 
004E: end_thread 

//-------------External script 62 (BARBER)---------------

:BARB
0005: $9758 = 0.0 
0005: $9759 = 0.0 
0005: $9760 = 0.0 
0005: $9761 = 0.0 
0005: $9762 = 0.0 
0005: $9763 = 0.0 
0005: $9764 = 0.0 
0005: $9765 = 0.0 
0005: $9766 = 0.0 
0005: $9767 = 0.0 
0005: $9768 = 0.0 
0005: $9769 = 0.0 
0005: $9770 = 0.0 
0005: $9771 = 0.0 
0005: $9772 = 0.0 
0005: $9773 = 0.0 
0005: $9774 = 0.0 
0005: $9775 = 0.0 
0005: $9776 = 0.0 
0005: $9777 = 0.0 
0005: $9778 = 0.0 
0005: $9779 = 0.0 
0005: $9780 = 0.0 
0005: $9781 = 0.0 
0005: $9782 = 0.0 
0005: $9783 = 0.0 
0005: $9784 = 0.0 
0005: $9785 = 0.0 
0005: $9786 = 0.0 
0005: $9787 = 0.0 
0005: $9753 = 0.0 
0004: $9752 = 0 
0005: $9788 = 0.0 
0005: $9789 = 0.0 
0005: $9790 = 0.0 
0005: $9791 = 0.0 
0005: $9792 = 0.0 
0005: $9793 = 0.0 
0004: $9750 = 0 
0004: $9734 = 0 
0005: $9738 = 0.0 
0004: $9739 = 0 
0004: $9744 = 0 
0005: $9745 = 0.0 
0005: $9746 = 0.0 
0005: $9747 = 0.0 
0005: $9748 = 0.0 
0004: $9749 = 0 
0004: $2751 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $9797 = 0 
0004: $9800 = 0 
0004: $9801 = 0 
0004: $9802 = 0 
0004: $9804 = 0 
0004: $9805 = 0 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBERS' // s$ == short  // Barber
004D: jump_if_false @BARB_558 
04AE: $SELLER_MODEL = 156 // = constant 

:BARB_558
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER2' // s$ == short  // Barber
004D: jump_if_false @BARB_591 
04AE: $SELLER_MODEL = 177 // = constant 

:BARB_591
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER3' // s$ == short  // Barber
004D: jump_if_false @BARB_624 
04AE: $SELLER_MODEL = 176 // = constant 

:BARB_624
0247: load_model $SELLER_MODEL 
03CF: load_wav 4400 as 4 
038B: load_requested_models 
0111: set_wasted_busted_check 0 
03A4: name_thread 'BARB' 

:BARB_653
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BARB_7278 
00D6: if 
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // s$ 
004D: jump_if_false @BARB_7264 
00D6: if 
0018:   $9744 > 0 
004D: jump_if_false @BARB_751 
00D6: if 
0A0F:   new_language_set 
004D: jump_if_false @BARB_751 
03E6: remove_text_box 
08DA: remove_panel $2417 
08DA: remove_panel $2419 
0004: $2418 = 0 
0004: $2420 = 0 
09FB: $CURRENT_LANGUAGE = current_language 

:BARB_751
00D6: if 
0038:   $9744 == 0 
004D: jump_if_false @BARB_1015 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBERS' // s$ == short  // Barber
004D: jump_if_false @BARB_851 
0005: $9794 = 0.0 
0005: $9795 = 0.0 
0005: $9796 = 0.0 
05A9: s$9740 = s$CURRENT_SHOP_GXT_NAME // s$ 
075F: store_shopping_data_entries_number_to $9729 
0004: $9797 = 0 
0004: $9744 = 1 

:BARB_851
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER2' // s$ == short  // Barber
004D: jump_if_false @BARB_933 
0005: $9794 = 6.987 
0005: $9795 = -61.401 
0005: $9796 = 0.0 
05A9: s$9740 = s$CURRENT_SHOP_GXT_NAME // s$ 
075F: store_shopping_data_entries_number_to $9729 
0004: $9797 = 0 
0004: $9744 = 1 

:BARB_933
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER3' // s$ == short  // Barber
004D: jump_if_false @BARB_1015 
0005: $9794 = 0.371 
0005: $9795 = -31.421 
0005: $9796 = 0.0 
05A9: s$9740 = s$CURRENT_SHOP_GXT_NAME // s$ 
075F: store_shopping_data_entries_number_to $9729 
0004: $9797 = 0 
0004: $9744 = 1 

:BARB_1015
00D6: if 
0038:   $9744 == 1 
004D: jump_if_false @BARB_2030 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 1 
0793: save_player_clothes 
0005: $X_BUY_MARKER = 414.3 
0059: $X_BUY_MARKER += $9794 // (float) 
0005: $Y_BUY_MARKER = -19.9 
0059: $Y_BUY_MARKER += $9795 // (float) 
0005: $Z_BUY_MARKER = 1000.806 
0059: $Z_BUY_MARKER += $9796 // (float) 
0005: $9753 = 90.0 
0005: $9745 = 414.3 
000D: $9745 -= 0.027 
0059: $9745 += $9794 // (float) 
0005: $9746 = -19.9 
0009: $9746 += 1.898 
0059: $9746 += $9795 // (float) 
0005: $9747 = 1000.86 
0005: $9748 = 180.0 
0005: $9758 = 412.0009 
0059: $9758 += $9794 // (float) 
0005: $9759 = -19.8018 
0059: $9759 += $9795 // (float) 
0005: $9760 = 1001.765 
0059: $9760 += $9796 // (float) 
0005: $9761 = 412.8502 
0059: $9761 += $9794 // (float) 
0005: $9762 = -19.2749 
0059: $9762 += $9795 // (float) 
0005: $9763 = 1001.797 
0059: $9763 += $9796 // (float) 
0005: $9764 = 414.9329 
0059: $9764 += $9794 // (float) 
0005: $9765 = -18.4475 
0059: $9765 += $9795 // (float) 
0005: $9766 = 1002.286 
0059: $9766 += $9796 // (float) 
0005: $9767 = 414.0564 
0059: $9767 += $9794 // (float) 
0005: $9768 = -18.7965 
0059: $9768 += $9795 // (float) 
0005: $9769 = 1001.955 
0059: $9769 += $9796 // (float) 
0005: $9770 = 412.649 
0059: $9770 += $9794 // (float) 
0005: $9771 = -19.7078 
0059: $9771 += $9795 // (float) 
0005: $9772 = 1001.992 
0059: $9772 += $9796 // (float) 
0005: $9773 = 413.3581 
0059: $9773 += $9794 // (float) 
0005: $9774 = -19.0046 
0059: $9774 += $9795 // (float) 
0005: $9775 = 1002.043 
0059: $9775 += $9796 // (float) 
0005: $9776 = 414.5509 
0059: $9776 += $9794 // (float) 
0005: $9777 = -20.8773 
0059: $9777 += $9795 // (float) 
0005: $9778 = 1001.405 
0059: $9778 += $9796 // (float) 
0005: $9779 = 414.0572 
0059: $9779 += $9794 // (float) 
0005: $9780 = -20.025 
0059: $9780 += $9795 // (float) 
0005: $9781 = 1001.578 
0059: $9781 += $9796 // (float) 
0005: $9782 = 412.5159 
0059: $9782 += $9794 // (float) 
0005: $9783 = -21.7447 
0059: $9783 += $9795 // (float) 
0005: $9784 = 1001.946 
0059: $9784 += $9796 // (float) 
0005: $9785 = 412.9438 
0059: $9785 += $9794 // (float) 
0005: $9786 = -20.8411 
0059: $9786 += $9795 // (float) 
0005: $9787 = 1001.963 
0059: $9787 += $9796 // (float) 
0005: $9788 = 411.957 
0059: $9788 += $9794 // (float) 
0005: $9789 = -19.779 
0059: $9789 += $9795 // (float) 
0005: $9790 = 1000.836 
0059: $9790 += $9796 // (float) 
0005: $9791 = 411.795 
0059: $9791 += $9794 // (float) 
0005: $9792 = -23.3 
0059: $9792 += $9795 // (float) 
0005: $9793 = 1000.836 
0059: $9793 += $9796 // (float) 
009A: $9731 = create_actor_pedtype 4 model $SELLER_MODEL at $9745 $9746 $9747 
0173: set_actor $9731 Z_angle_to $9748 
060B: set_actor $9731 decision_maker_to 65542 
02A9: set_actor $9731 immune_to_nonplayer 1 
0615: define_AS_pack_begin $9737 
0812: AS_actor -1 perform_animation "BRB_IN" IFP "HAIRCUTS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "BRB_LOOP" IFP "HAIRCUTS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end $9737 
0615: define_AS_pack_begin $9751 
05D3: AS_actor -1 goto_point $9788 $9789 $9790 mode 4 time 8000 ms // versionA 
05D3: AS_actor -1 goto_point $9791 $9792 $9793 mode 4 time 8000 ms // versionA 
05D4: AS_actor -1 rotate_angle 180.0 
0616: define_AS_pack_end $9751 
0004: $9797 = 0 
0004: $9744 = 2 

:BARB_2030
00D6: if 
0038:   $9744 == 2 
004D: jump_if_false @BARB_2439 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 // s$ == short 
004D: jump_if_false @BARB_2079 
0050: gosub @BARB_7498 

:BARB_2079
00D6: if 
8118:   not actor $9731 dead 
004D: jump_if_false @BARB_2394 
00D6: if 
0038:   $2749 == 0 
004D: jump_if_false @BARB_2342 
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $9731 
031D:   actor $9731 hit_by_weapon 57 
004D: jump_if_false @BARB_2181 
0647: AS_actor $9731 clear_look_task 
0947: actor $9731 speak_from_audio_table 327 store_spoken_phrase_id_to $10081 
05C4: AS_actor $9731 hands_up -2 ms 
0004: $2749 = 1 
0002: jump @BARB_2335 

:BARB_2181
00D6: if 
0038:   $9802 == 0 
004D: jump_if_false @BARB_2250 
077E: get_active_interior_to $9803 
00D6: if 
8038:   not  $9803 == 0 
004D: jump_if_false @BARB_2250 
05BF: AS_actor $9731 look_at_actor $PLAYER_ACTOR -2 ms 
0947: actor $9731 speak_from_audio_table 330 store_spoken_phrase_id_to $10081 
0004: $9802 = 1 

:BARB_2250
0004: $SHOW_SHOP_SPHERE = 1 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot 
004D: jump_if_false @BARB_2335 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @BARB_2335 
0647: AS_actor $9731 clear_look_task 
0004: $9797 = 0 
0004: $9744 = 3 

:BARB_2335
0002: jump @BARB_2387 

:BARB_2342
0050: gosub @BARB_7292 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 // s$ == short 
004D: jump_if_false @BARB_2380 
0050: gosub @BARB_7498 

:BARB_2380
0002: jump @BARB_653 

:BARB_2387
0002: jump @BARB_2439 

:BARB_2394
0050: gosub @BARB_7292 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 // s$ == short 
004D: jump_if_false @BARB_2432 
0050: gosub @BARB_7498 

:BARB_2432
0002: jump @BARB_653 

:BARB_2439
00D6: if 
0038:   $9744 == 3 
004D: jump_if_false @BARB_2537 
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
0581: enable_radar 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 1.0 
0006: 32@ = 0 
0004: $9797 = 0 
0004: $9744 = 4 

:BARB_2537
00D6: if 
0038:   $9744 == 4 
004D: jump_if_false @BARB_2925 
00D6: if 
0118:   actor $9731 dead 
004D: jump_if_false @BARB_2616 
0050: gosub @BARB_7292 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 // s$ == short 
004D: jump_if_false @BARB_2609 
0050: gosub @BARB_7498 

:BARB_2609
0002: jump @BARB_653 

:BARB_2616
00D6: if 
0029:   32@ >= 300 
004D: jump_if_false @BARB_2925 
00A0: store_actor $9731 position_to $2755 $2756 $2757 
00D6: if or
8044:   not  $2755 == $9745 // (float) 
8044:   not  $2756 == $9746 // (float) 
8044:   not  $2757 == $9747 // (float) 
004D: jump_if_false @BARB_2706 
00A1: put_actor $9731 at $9745 $9746 $9747 
0173: set_actor $9731 Z_angle_to $9748 

:BARB_2706
08C7: put_actor $PLAYER_ACTOR at $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to $9753 
0793: save_player_clothes 
08F7: get_player $PLAYER_CHAR bodypart 1 textureCRC_to $2542 modelCRC_to $2543 
015F: set_camera_position $9758 $9759 $9760 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $9761 $9762 $9763 switchstyle 2 
0005: $9738 = 0.0 
0812: AS_actor $PLAYER_ACTOR perform_animation "BRB_SIT_IN" IFP "HAIRCUTS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
010B: $SHOPS_PLAYER_CASH = player $PLAYER_CHAR money 
00D6: if 
0038:   $676 == 0 
004D: jump_if_false @BARB_2903 
00D6: if 
0038:   $169 == 1 
004D: jump_if_false @BARB_2903 
00D6: if 
001A:   50 > $SHOPS_PLAYER_CASH 
004D: jump_if_false @BARB_2903 
0109: player $PLAYER_CHAR money = 550000 

:BARB_2903
0618: assign_actor $9731 to_AS_pack $9737 
0004: $9797 = 0 
0004: $9744 = 5 

:BARB_2925
00D6: if 
0038:   $9744 == 5 
004D: jump_if_false @BARB_3194 
00D6: if 
0118:   actor $9731 dead 
004D: jump_if_false @BARB_3004 
0050: gosub @BARB_7292 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 // s$ == short 
004D: jump_if_false @BARB_2997 
0050: gosub @BARB_7498 

:BARB_2997
0002: jump @BARB_653 

:BARB_3004
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BRB_SIT_IN" 
004D: jump_if_false @BARB_3052 
0613: $9738 = actor $PLAYER_ACTOR animation "BRB_SIT_IN" time 

:BARB_3052
00D6: if 
0042:   $9738 == 1.0 
004D: jump_if_false @BARB_3194 
0812: AS_actor $PLAYER_ACTOR perform_animation "BRB_SIT_LOOP" IFP "HAIRCUTS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
015F: set_camera_position $9764 $9765 $9766 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $9767 $9768 $9769 switchstyle 2 
0947: actor $9731 speak_from_audio_table 333 store_spoken_phrase_id_to $10081 
08F7: get_player $PLAYER_CHAR bodypart 1 textureCRC_to $2542 modelCRC_to $2543 
0004: $9797 = 0 
0004: $9744 = 6 

:BARB_3194
00D6: if 
0038:   $9744 == 6 
004D: jump_if_false @BARB_5429 
00D6: if 
0118:   actor $9731 dead 
004D: jump_if_false @BARB_3273 
0050: gosub @BARB_7292 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 // s$ == short 
004D: jump_if_false @BARB_3266 
0050: gosub @BARB_7498 

:BARB_3266
0002: jump @BARB_653 

:BARB_3273
00D6: if 
001A:   1 > $9797 
004D: jump_if_false @BARB_3323 
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @BARB_3323 
0050: gosub @BARB_8401 
0050: gosub @BARB_8689 

:BARB_3323
00D6: if 
0038:   $9797 == 0 
004D: jump_if_false @BARB_3389 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BARB_3365 
0004: $9797 = 10 

:BARB_3365
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BARB_3389 
0004: $9797 = 1 

:BARB_3389
00D6: if 
0038:   $9797 == 1 
004D: jump_if_false @BARB_3559 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @BARB_3559 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @BARB_3456 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:BARB_3456
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @BARB_3488 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:BARB_3488
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @BARB_3520 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 

:BARB_3520
00D6: if 
0038:   $9750 == 1 
004D: jump_if_false @BARB_3552 
0004: $9797 = 2 
0002: jump @BARB_3559 

:BARB_3552
0004: $9797 = 5 

:BARB_3559
00D6: if 
0038:   $9797 == 2 
004D: jump_if_false @BARB_3640 
0812: AS_actor $9731 perform_animation "BRB_CUT_IN" IFP "HAIRCUTS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
03D1: play_wav 4 
0005: $9738 = 0.0 
0004: $9797 = 3 

:BARB_3640
00D6: if 
0038:   $9797 == 3 
004D: jump_if_false @BARB_3900 
00D6: if 
0611:   actor $9731 performing_animation "BRB_CUT_IN" 
004D: jump_if_false @BARB_3706 
0613: $9738 = actor $9731 animation "BRB_CUT_IN" time 

:BARB_3706
00D6: if 
0042:   $9738 == 1.0 
004D: jump_if_false @BARB_3800 
00D6: if 
0038:   $9805 == 0 
004D: jump_if_false @BARB_3800 
0812: AS_actor $9731 perform_animation "BRB_CUT" IFP "HAIRCUTS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0794: restore_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
0793: save_player_clothes 
0004: $9805 = 1 

:BARB_3800
00D6: if 
0038:   $9805 == 1 
004D: jump_if_false @BARB_3900 
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @BARB_3900 
0812: AS_actor $9731 perform_animation "BRB_CUT_OUT" IFP "HAIRCUTS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9738 = 0.0 
0004: $9797 = 4 
0004: $9805 = 0 

:BARB_3900
00D6: if 
0038:   $9797 == 4 
004D: jump_if_false @BARB_3996 
00D6: if 
0611:   actor $9731 performing_animation "BRB_CUT_OUT" 
004D: jump_if_false @BARB_3968 
0613: $9738 = actor $9731 animation "BRB_CUT_OUT" time 

:BARB_3968
00D6: if 
0042:   $9738 == 1.0 
004D: jump_if_false @BARB_3996 
0004: $9797 = 5 

:BARB_3996
00D6: if 
0038:   $9797 == 5 
004D: jump_if_false @BARB_4162 
0812: AS_actor $PLAYER_ACTOR perform_animation "BRB_SIT_OUT" IFP "HAIRCUTS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9738 = 0.0 
0812: AS_actor $9731 perform_animation "BRB_OUT" IFP "HAIRCUTS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
05BF: AS_actor $9731 look_at_actor $PLAYER_ACTOR -2 ms 
015F: set_camera_position $9776 $9777 $9778 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $9779 $9780 $9781 switchstyle 2 
0004: $9797 = 6 

:BARB_4162
00D6: if 
0038:   $9797 == 6 
004D: jump_if_false @BARB_4323 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BRB_SIT_OUT" 
004D: jump_if_false @BARB_4230 
0613: $9738 = actor $PLAYER_ACTOR animation "BRB_SIT_OUT" time 

:BARB_4230
00D6: if 
0030:   $9738 >= 0.8 
004D: jump_if_false @BARB_4323 
0618: assign_actor $PLAYER_ACTOR to_AS_pack $9751 
0947: actor $9731 speak_from_audio_table 331 store_spoken_phrase_id_to $10081 
015F: set_camera_position $9782 $9783 $9784 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $9785 $9786 $9787 switchstyle 2 
0006: 32@ = 0 
0004: $9797 = 7 

:BARB_4323
00D6: if 
0038:   $9797 == 7 
004D: jump_if_false @BARB_4463 
00D6: if 
0038:   $9804 == 0 
004D: jump_if_false @BARB_4389 
00D6: if 
0029:   32@ >= 1500 
004D: jump_if_false @BARB_4389 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0004: $9804 = 1 

:BARB_4389
00D6: if 
0018:   $9744 > 2 
004D: jump_if_false @BARB_4409 
03E6: remove_text_box 

:BARB_4409
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $9752 // ret 7 if not found 
00D6: if 
84A3:   not  $9752 == 7 // == constant 
004D: jump_if_false @BARB_4456 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $9752 // ret 7 if not found 
0002: jump @BARB_4463 

:BARB_4456
0004: $9797 = 8 

:BARB_4463
00D6: if 
0038:   $9797 == 8 
004D: jump_if_false @BARB_4529 
0647: AS_actor $9731 clear_look_task 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
09BD: allow_other_threads_to_display_text_boxes 1 
0581: enable_radar 1 
0004: $9804 = 0 
0004: $9797 = 9 

:BARB_4529
00D6: if 
0038:   $9797 == 9 
004D: jump_if_false @BARB_4719 
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere 1 in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 on_foot 
004D: jump_if_false @BARB_4645 
0004: $9730 = 0 
0004: $9749 = 0 
0004: $9750 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $9804 = 0 
0004: $9797 = 0 
0004: $9744 = 2 

:BARB_4645
00D6: if 
0038:   $2749 == 0 
004D: jump_if_false @BARB_4719 
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $9731 
031D:   actor $9731 hit_by_weapon 57 
004D: jump_if_false @BARB_4719 
0947: actor $9731 speak_from_audio_table 327 store_spoken_phrase_id_to $10081 
05C4: AS_actor $9731 hands_up -2 ms 
0004: $2749 = 1 

:BARB_4719
00D6: if 
0038:   $9797 == 10 
004D: jump_if_false @BARB_5013 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @BARB_5013 
08D8: $9734 = panel $2419 selected_row 
00D6: if 
001A:   0 > $9734 
004D: jump_if_false @BARB_4787 
0004: $9734 = 0 

:BARB_4787
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @BARB_4819 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 

:BARB_4819
0760: store_shopping_data_index $9734 textureCRC_to $9733 
078C: get_shopping_item_with_textureCRC $9733 nametag_to s$9742 // 8-byte string 
0761: get_shopping_item_with_textureCRC $9733 price_to $9732 
0783: get_shopping_item_with_textureCRC $9733 flag 0 store_to $9735 
0783: get_shopping_item_with_textureCRC $9733 flag 1 store_to $9736 
0084: $2751 = $9732 // (int) 
05A9: s$2752 = s$9742 // s$ 
015F: set_camera_position $9764 $9765 $9766 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $9767 $9768 $9769 switchstyle 2 
0812: AS_actor $9731 perform_animation "BRB_CUT_IN" IFP "HAIRCUTS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
08F7: get_player $PLAYER_CHAR bodypart 1 textureCRC_to $9798 modelCRC_to $9799 
00D6: if 
803A:   not  $9798 == $9733 // (int) 
004D: jump_if_false @BARB_4996 
03D1: play_wav 4 

:BARB_4996
0005: $9738 = 0.0 
0004: $9797 = 11 

:BARB_5013
00D6: if 
0038:   $9797 == 11 
004D: jump_if_false @BARB_5183 
00D6: if 
0611:   actor $9731 performing_animation "BRB_CUT_IN" 
004D: jump_if_false @BARB_5079 
0613: $9738 = actor $9731 animation "BRB_CUT_IN" time 

:BARB_5079
00D6: if 
0042:   $9738 == 1.0 
004D: jump_if_false @BARB_5183 
0812: AS_actor $9731 perform_animation "BRB_CUT" IFP "HAIRCUTS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 16 
0784: set_player $PLAYER_CHAR textureCRC $9733 modelCRC $9735 bodypart $9736 
070D: rebuild_player $PLAYER_CHAR 
0004: $9750 = 1 
0004: $9797 = 12 

:BARB_5183
00D6: if 
0038:   $9797 == 12 
004D: jump_if_false @BARB_5276 
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @BARB_5276 
0812: AS_actor $9731 perform_animation "BRB_CUT_OUT" IFP "HAIRCUTS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9738 = 0.0 
0004: $9797 = 13 

:BARB_5276
00D6: if 
0038:   $9797 == 13 
004D: jump_if_false @BARB_5429 
00D6: if 
0611:   actor $9731 performing_animation "BRB_CUT_OUT" 
004D: jump_if_false @BARB_5344 
0613: $9738 = actor $9731 animation "BRB_CUT_OUT" time 

:BARB_5344
00D6: if 
0042:   $9738 == 1.0 
004D: jump_if_false @BARB_5429 
0812: AS_actor $9731 perform_animation "BRB_LOOP" IFP "HAIRCUTS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9738 = 0.0 
0004: $9797 = 0 
0004: $9744 = 7 

:BARB_5429
00D6: if 
0038:   $9744 == 7 
004D: jump_if_false @BARB_7257 
00D6: if 
0118:   actor $9731 dead 
004D: jump_if_false @BARB_5508 
0050: gosub @BARB_7292 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 // s$ == short 
004D: jump_if_false @BARB_5501 
0050: gosub @BARB_7498 

:BARB_5501
0002: jump @BARB_653 

:BARB_5508
00D6: if 
0038:   $2418 == 0 
004D: jump_if_false @BARB_5551 
00D6: if 
001A:   1 > $9797 
004D: jump_if_false @BARB_5551 
0050: gosub @BARB_7760 

:BARB_5551
00D6: if 
0038:   $9797 == 0 
004D: jump_if_false @BARB_5675 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BARB_5629 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'BARBNO'  // ~s~You have already bought this!
0004: $2544 = 0 
0004: $2545 = 0 
0004: $9797 = 2 

:BARB_5629
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BARB_5675 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'BARBNO'  // ~s~You have already bought this!
0004: $9797 = 1 

:BARB_5675
00D6: if 
0038:   $9797 == 1 
004D: jump_if_false @BARB_5788 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @BARB_5788 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @BARB_5742 
03E6: remove_text_box 
08DA: remove_panel $2417 
0004: $2418 = 0 

:BARB_5742
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @BARB_5774 
0050: gosub @BARB_8401 
0050: gosub @BARB_8689 

:BARB_5774
0004: $9797 = 0 
0004: $9744 = 6 

:BARB_5788
00D6: if 
0038:   $9797 == 2 
004D: jump_if_false @BARB_6912 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @BARB_6912 
0004: $2545 = 0 
0004: $2544 = 0 
010B: $SHOPS_PLAYER_CASH = player $PLAYER_CHAR money 
00D6: if 
002C:   $SHOPS_PLAYER_CASH >= $9732 // (int) 
004D: jump_if_false @BARB_6839 
00D6: if 
803A:   not  $2542 == $9733 // (int) 
004D: jump_if_false @BARB_6759 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @BARB_5915 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:BARB_5915
0947: actor $9731 speak_from_audio_table 323 store_spoken_phrase_id_to $10081 
0790: charge_money_for_shopping_item_with_textureCRC $9733 
0004: $9749 = 1 
0004: $9750 = 0 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1054 
0793: save_player_clothes 
08F7: get_player $PLAYER_CHAR bodypart 1 textureCRC_to $2542 modelCRC_to $2543 
015F: set_camera_position $9770 $9771 $9772 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $9773 $9774 $9775 switchstyle 2 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBERS' // s$ == short  // Barber
004D: jump_if_false @BARB_6284 
00D6: if or
05AD:   s$9742 == 'TASH' // s$ == short  // Cesar & 'stash
05AD:   s$9742 == 'GOATEE' // s$ == short  // Cesar & Goatee
05AD:   s$9742 == 'BEARD' // s$ == short  // Cesar & Beard
05AD:   s$9742 == 'AFROT' // s$ == short  // Afro & 'stash
05AD:   s$9742 == 'AFROB' // s$ == short  // Afro & Beard
05AD:   s$9742 == 'AFROGOT' // s$ == short  // Afro & Goatee
004D: jump_if_false @BARB_6159 
06D1: v$9754 = "BRB_BEARD_01" // v$ = string 
0002: jump @BARB_6284 

:BARB_6159
00D6: if 
0018:   $9739 > 1 
004D: jump_if_false @BARB_6184 
0004: $9739 = 0 

:BARB_6184
00D6: if 
001A:   0 > $9739 
004D: jump_if_false @BARB_6209 
0004: $9739 = 0 

:BARB_6209
00D6: if 
0038:   $9739 == 0 
004D: jump_if_false @BARB_6259 
06D1: v$9754 = "BRB_HAIR_01" // v$ = string 
0008: $9739 += 1 
0002: jump @BARB_6284 

:BARB_6259
06D1: v$9754 = "BRB_HAIR_02" // v$ = string 
000C: $9739 -= 1 

:BARB_6284
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER2' // s$ == short  // Barber
004D: jump_if_false @BARB_6434 
00D6: if 
0018:   $9739 > 1 
004D: jump_if_false @BARB_6334 
0004: $9739 = 0 

:BARB_6334
00D6: if 
001A:   0 > $9739 
004D: jump_if_false @BARB_6359 
0004: $9739 = 0 

:BARB_6359
00D6: if 
0038:   $9739 == 0 
004D: jump_if_false @BARB_6409 
06D1: v$9754 = "BRB_HAIR_01" // v$ = string 
0008: $9739 += 1 
0002: jump @BARB_6434 

:BARB_6409
06D1: v$9754 = "BRB_HAIR_02" // v$ = string 
000C: $9739 -= 1 

:BARB_6434
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER3' // s$ == short  // Barber
004D: jump_if_false @BARB_6663 
00D6: if or
05AD:   s$9742 == 'BLADBEA' // s$ == short  // Bald & Beard
05AD:   s$9742 == 'BALDTSH' // s$ == short  // Bald & 'stash
05AD:   s$9742 == 'BALDGOT' // s$ == short  // Bald & Goatee
004D: jump_if_false @BARB_6538 
06D1: v$9754 = "BRB_BEARD_01" // v$ = string 
0002: jump @BARB_6663 

:BARB_6538
00D6: if 
0018:   $9739 > 1 
004D: jump_if_false @BARB_6563 
0004: $9739 = 0 

:BARB_6563
00D6: if 
001A:   0 > $9739 
004D: jump_if_false @BARB_6588 
0004: $9739 = 0 

:BARB_6588
00D6: if 
0038:   $9739 == 0 
004D: jump_if_false @BARB_6638 
06D1: v$9754 = "BRB_HAIR_01" // v$ = string 
0008: $9739 += 1 
0002: jump @BARB_6663 

:BARB_6638
06D1: v$9754 = "BRB_HAIR_02" // v$ = string 
000C: $9739 -= 1 

:BARB_6663
0812: AS_actor $9731 perform_animation "BRB_BUY" IFP "HAIRCUTS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation v$9754 IFP "HAIRCUTS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9738 = 0.0 
0004: $9797 = 3 
0002: jump @BARB_6832 

:BARB_6759
00D6: if 
0038:   $2545 == 0 
004D: jump_if_false @BARB_6832 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
0947: actor $9731 speak_from_audio_table 322 store_spoken_phrase_id_to $10081 
00BC: show_text_highpriority GXT 'BARBNO' time 5000 flag 1  // ~s~You have already bought this!
0004: $9797 = 0 
0004: $2545 = 1 

:BARB_6832
0002: jump @BARB_6912 

:BARB_6839
00D6: if 
0038:   $2544 == 0 
004D: jump_if_false @BARB_6912 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
0947: actor $9731 speak_from_audio_table 324 store_spoken_phrase_id_to $10081 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
0004: $9797 = 0 
0004: $2544 = 1 

:BARB_6912
00D6: if 
0038:   $9797 == 3 
004D: jump_if_false @BARB_7257 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation v$9754 
004D: jump_if_false @BARB_6960 
0613: $9738 = actor $PLAYER_ACTOR animation v$9754 time 

:BARB_6960
00D6: if 
0042:   $9738 == 1.0 
004D: jump_if_false @BARB_7257 
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @BARB_7013 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:BARB_7013
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @BARB_7045 
03E6: remove_text_box 
08DA: remove_panel $2417 
0004: $2418 = 0 

:BARB_7045
0812: AS_actor $PLAYER_ACTOR perform_animation "BRB_SIT_LOOP" IFP "HAIRCUTS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $9731 perform_animation "BRB_LOOP" IFP "HAIRCUTS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
00D6: if 
0038:   $676 == 0 
004D: jump_if_false @BARB_7172 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @BARB_7172 
0004: $676 = 1 

:BARB_7172
015F: set_camera_position $9764 $9765 $9766 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $9767 $9768 $9769 switchstyle 2 
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @BARB_7243 
0050: gosub @BARB_8401 
0050: gosub @BARB_8689 

:BARB_7243
0004: $9797 = 0 
0004: $9744 = 6 

:BARB_7257
0002: jump @BARB_7271 

:BARB_7264
0050: gosub @BARB_7498 

:BARB_7271
0002: jump @BARB_7285 

:BARB_7278
0050: gosub @BARB_7498 

:BARB_7285
0002: jump @BARB_653 

:BARB_7292
00D6: if 
0018:   $9744 > 0 
004D: jump_if_false @BARB_7312 
03E6: remove_text_box 

:BARB_7312
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @BARB_7344 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:BARB_7344
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @BARB_7376 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:BARB_7376
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @BARB_7408 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 

:BARB_7408
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'BARBNO'  // ~s~You have already bought this!
0004: $9744 = 2 
0004: $9804 = 0 
0004: $9730 = 0 
0004: $9749 = 0 
0005: $9738 = 0.0 
0004: $9750 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $9805 = 0 
0051: return 

:BARB_7498
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'BARBNO'  // ~s~You have already bought this!
00D6: if 
0018:   $9744 > 0 
004D: jump_if_false @BARB_7540 
03E6: remove_text_box 

:BARB_7540
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @BARB_7572 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:BARB_7572
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @BARB_7604 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:BARB_7604
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @BARB_7636 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 

:BARB_7636
0004: $9802 = 0 
0004: $9730 = 0 
0004: $2749 = 0 
0004: $9744 = 0 
0004: $9749 = 0 
0005: $9738 = 0.0 
0004: $9750 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $9804 = 0 
061B: remove_references_to_AS_pack $9737 
061B: remove_references_to_AS_pack $9751 
0249: release_model $SELLER_MODEL 
009B: destroy_actor $9731 
0581: enable_radar 1 
03F0: enable_text_draw 0 
08F8: display_stat_update_box 1 
09BD: allow_other_threads_to_display_text_boxes 1 
040D: unload_wav 4 
0004: $9805 = 0 
004E: end_thread 
0051: return 

:BARB_7760
00D6: if 
0038:   $2418 == 0 
004D: jump_if_false @BARB_8399 
0512: show_permanent_text_box 'BARB_H2'  // ~k~~PED_SPRINT~ = Buy~N~~k~~VEHICLE_ENTER_EXIT~ = Back
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @BARB_7851 
08D4: $2417 = create_panel_with_title 'HAIRCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Barbers
0002: jump @BARB_8092 

:BARB_7851
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @BARB_7913 
08D4: $2417 = create_panel_with_title 'HAIRCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Barbers
0002: jump @BARB_8092 

:BARB_7913
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @BARB_7975 
08D4: $2417 = create_panel_with_title 'HAIRCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Barbers
0002: jump @BARB_8092 

:BARB_7975
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @BARB_8037 
08D4: $2417 = create_panel_with_title 'HAIRCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Barbers
0002: jump @BARB_8092 

:BARB_8037
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @BARB_8092 
08D4: $2417 = create_panel_with_title 'HAIRCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Barbers

:BARB_8092
08D6: set_panel $2417 column 0 alignment 1 
08DB: set_panel $2417 column 0 header 'HAIRSTY' data s$9742 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Hairstyle
08D6: set_panel $2417 column 1 alignment 2 
08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $2417 column 1 row 0 text_1number GXT 'DOLLAR' number $9732  // $~1~
09DB: set_panel $2417 column 0 width 140 
09DB: set_panel $2417 column 1 width 46 
0004: $2418 = 1 

:BARB_8399
0051: return 

:BARB_8401
0004: $9800 = 0 
0004: $9801 = 0 

:BARB_8415
00D6: if 
001C:   $9729 > $9800 // (int) 
004D: jump_if_false @BARB_8607 
0760: store_shopping_data_index $9800 textureCRC_to $SELECTED_MENU_ITEM 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 0 store_to $SHOPPINGITEM_MODELCRC 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 1 store_to $SHOPPINGITEM_BODYPART 
0084: $2438($9801,12i) = $SELECTED_MENU_ITEM // (int) 
078C: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM nametag_to s$9742 // 8-byte string 
0761: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM price_to $9732 
0084: $2426($9801,12i) = $9732 // (int) 
05A9: $2450($9801,12s) = s$9742 // s$ 
0084: $2474($9801,12i) = $SHOPPINGITEM_MODELCRC // (int) 
0084: $2486($9801,12i) = $SHOPPINGITEM_BODYPART // (int) 
00D6: if 
003A:   $2542 == $SELECTED_MENU_ITEM // (int) 
004D: jump_if_false @BARB_8575 
0004: $2498($9801,12i) = 0 
0002: jump @BARB_8586 

:BARB_8575
0004: $2498($9801,12i) = 1 

:BARB_8586
0008: $9801 += 1 
0008: $9800 += 1 
0002: jump @BARB_8415 

:BARB_8607
0084: $2515 = $9801 // (int) 

:BARB_8615
00D6: if 
001A:   12 > $2515 
004D: jump_if_false @BARB_8687 
0004: $2438($2515,12i) = -1 
0004: $2426($2515,12i) = 0 
05A9: $2450($2515,12s) = 'DUMMY' // s$ 
0008: $2515 += 1 
0002: jump @BARB_8615 

:BARB_8687
0051: return 

:BARB_8689
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @BARB_9362 
0512: show_permanent_text_box 'BARB_H1'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a haircut.~n~~k~~PED_SPRINT~ = View~n~~k~~VEHICLE_ENTER_EXIT~ = Quit
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @BARB_8780 
08D4: $2419 = create_panel_with_title 'HAIRCHO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Barbers
0002: jump @BARB_9021 

:BARB_8780
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @BARB_8842 
08D4: $2419 = create_panel_with_title 'HAIRCHO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Barbers
0002: jump @BARB_9021 

:BARB_8842
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @BARB_8904 
08D4: $2419 = create_panel_with_title 'HAIRCHO' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Barbers
0002: jump @BARB_9021 

:BARB_8904
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @BARB_8966 
08D4: $2419 = create_panel_with_title 'HAIRCHO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Barbers
0002: jump @BARB_9021 

:BARB_8966
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @BARB_9021 
08D4: $2419 = create_panel_with_title 'HAIRCHO' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Barbers

:BARB_9021
08D6: set_panel $2419 column 0 alignment 1 
08DB: set_panel $2419 column 0 header 'HAIRSTY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11]  // Hairstyle
08D6: set_panel $2419 column 1 alignment 2 
08DB: set_panel $2419 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
0004: $2515 = 0 

:BARB_9222
00D6: if 
001C:   $9801 > $2515 // (int) 
004D: jump_if_false @BARB_9281 
08EE: set_panel $2419 column 1 row $2515 text_1number GXT 'DOLLAR' number $2426($2515,12i)  // $~1~
0008: $2515 += 1 
0002: jump @BARB_9222 

:BARB_9281
0004: $2515 = 0 

:BARB_9288
00D6: if 
001C:   $9801 > $2515 // (int) 
004D: jump_if_false @BARB_9336 
08D9: set_panel $2419 row $2515 enable $2498($2515,12i) 
0008: $2515 += 1 
0002: jump @BARB_9288 

:BARB_9336
09DB: set_panel $2419 column 0 width 140 
09DB: set_panel $2419 column 1 width 46 
0004: $2420 = 1 

:BARB_9362
0051: return 
004E: end_thread 

//-------------External script 63 (WARDROBE)---------------

:WARROBE
0004: $9868 = 0 
0004: $9872 = 0 
0004: $9870 = 0 
0004: $9873 = 0 
0004: $9874 = 0 
0004: $2425 = 0 
0004: $2514 = 0 
0004: $2515 = 0 
0005: $9878 = 0.0 
0005: $9875 = 0.0 
0005: $9876 = 0.0 
0005: $9877 = 0.0 
0005: $9878 = 0.0 
0005: $9879 = 0.0 
0005: $9880 = 0.0 
0005: $9881 = 0.0 
0005: $9882 = 0.0 
0005: $9883 = 0.0 
0005: $9884 = 0.0 
0005: $9885 = 0.0 
0005: $9886 = 0.0 
0005: $9887 = 0.0 
0005: $9888 = 0.0 
0005: $9889 = 0.0 
0005: $9890 = 0.0 
0005: $9891 = 0.0 
0005: $9892 = 0.0 
0005: $9893 = 0.0 
0005: $9894 = 0.0 
0004: $9808 = 0 
0004: $9815 = 0 
0005: $9882 = 0.0 
0005: $9886 = 0.0 
0005: $9887 = 0.0 
0005: $9888 = 0.0 
0005: $9813 = 0.0 
0005: $9814 = 0.0 
0004: $9812 = 0 
0004: $9810 = 0 
0004: $9809 = 0 
0004: $9870 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2545 = 0 
0004: $2546 = 0 
0004: $2547 = 0 
0004: $9945 = 0 
0004: $9946 = 0 
0004: $9947 = 0 
0004: $9948 = 0 
0004: $9949 = 0 
0004: $9950 = 0 
0004: $9951 = 0 
0004: $9952 = 0 
0004: $9967 = 0 
0004: $9965 = 0 
0004: $9968 = 0 
0004: $9970 = 0 
0004: $9971 = 0 
0004: $9972 = 0 
0004: $9973 = 0 
0004: $9975 = 0 
0004: $9976 = 0 
0004: $9977 = 0 
0004: $9978 = 0 
0004: $9869 = -370 
0247: load_model $9869 
04ED: load_animation "CLOTHES" 
03CF: load_wav 20800 as 4 
038B: load_requested_models 
0111: set_wasted_busted_check 0 
03A4: name_thread 'WARROBE' 

:WARROBE_584
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WARROBE_6450 
077E: get_active_interior_to $9895 
00D6: if 
0038:   $9895 == 14 
004D: jump_if_false @WARROBE_6436 
00D6: if 
0018:   $9812 > 0 
004D: jump_if_false @WARROBE_737 
00D6: if 
0A0F:   new_language_set 
004D: jump_if_false @WARROBE_737 
03E6: remove_text_box 
08DA: remove_panel $9871 
08DA: remove_panel $9966 
08DA: remove_panel $9969 
08DA: remove_panel $9974 
08DA: remove_panel $2417 
08DA: remove_panel $2421 
0004: $9870 = 0 
0004: $9965 = 0 
0004: $9970 = 0 
0004: $9973 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
09FB: $CURRENT_LANGUAGE = current_language 

:WARROBE_737
00D6: if 
0038:   $9812 == 0 
004D: jump_if_false @WARROBE_819 
0004: $9977 = 1 
0005: $9875 = 43.529 
0005: $9876 = 0.694 
0005: $9877 = 0.012 
0005: $9882 = 90.0 
0005: $9878 = 0.0 
0004: $9812 = 1 

:WARROBE_819
00D6: if 
0038:   $9812 == 1 
004D: jump_if_false @WARROBE_1280 
00D6: if 
0038:   $9868 == 0 
004D: jump_if_false @WARROBE_1226 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 1 
0005: $9883 = 212.8715 
0059: $9883 += $9875 // (float) 
0005: $9884 = -42.8156 
0059: $9884 += $9876 // (float) 
0005: $9885 = 1002.116 
0059: $9885 += $9877 // (float) 
0005: $9886 = 213.4791 
0059: $9886 += $9875 // (float) 
0005: $9887 = -42.0238 
0059: $9887 += $9876 // (float) 
0005: $9888 = 1002.053 
0059: $9888 += $9877 // (float) 
0005: $9889 = 214.5148 
0059: $9889 += $9875 // (float) 
0005: $9890 = -41.6106 
0059: $9890 += $9876 // (float) 
0005: $9891 = 1002.494 
0059: $9891 += $9877 // (float) 
0005: $9892 = 214.5367 
0059: $9892 += $9875 // (float) 
0005: $9893 = -40.6175 
0059: $9893 += $9876 // (float) 
0005: $9894 = 1002.609 
0059: $9894 += $9877 // (float) 
0005: $9879 = 214.622 
0059: $9879 += $9875 // (float) 
0005: $9880 = -40.652 
0059: $9880 += $9876 // (float) 
0005: $9881 = 1001.033 
0059: $9881 += $9877 // (float) 
0005: $10001 = 213.874 
0059: $10001 += $9875 // (float) 
0005: $10002 = -39.811 
0059: $10002 += $9876 // (float) 
0005: $10003 = 1002.2 
0059: $10003 += $9877 // (float) 
029B: $9811 = init_object $9869 at $10001 $10002 $10003 
0177: set_object $9811 Z_angle_to $9878 
0004: $SHOW_SHOP_SPHERE = 1 
0004: $9868 = 1 

:WARROBE_1226
00D6: if 
0038:   $9868 == 1 
004D: jump_if_false @WARROBE_1280 
00D6: if 
04EE:   animation "CLOTHES" loaded 
004D: jump_if_false @WARROBE_1280 
0004: $9868 = 0 
0004: $9812 = 2 

:WARROBE_1280
00D6: if 
0038:   $9812 == 2 
004D: jump_if_false @WARROBE_1364 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere $9879 $9880 $9881 radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot 
004D: jump_if_false @WARROBE_1364 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @WARROBE_1364 
0004: $9812 = 3 

:WARROBE_1364
00D6: if 
0038:   $9812 == 3 
004D: jump_if_false @WARROBE_1499 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WARROBE_1485 
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 1.0 
0581: enable_radar 0 
0006: 32@ = 0 
0004: $9868 = 0 
0004: $9812 = 4 
0002: jump @WARROBE_1499 

:WARROBE_1485
0050: gosub @WARROBE_6798 
0002: jump @WARROBE_584 

:WARROBE_1499
00D6: if 
0038:   $9812 == 4 
004D: jump_if_false @WARROBE_1880 
00D6: if 
0038:   $9868 == 0 
004D: jump_if_false @WARROBE_1785 
00D6: if 
0029:   32@ >= 300 
004D: jump_if_false @WARROBE_1785 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
08C7: put_actor $PLAYER_ACTOR at $9879 $9880 $9881 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to $9882 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
015F: set_camera_position $9883 $9884 $9885 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $9886 $9887 $9888 switchstyle 2 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_IN" IFP "CLOTHES" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9813 = 0.0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_IN" 
004D: jump_if_false @WARROBE_1723 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_IN" time 

:WARROBE_1723
00D6: if 
03CA:   object $9811 exists 
004D: jump_if_false @WARROBE_1778 
075A: set_object $9811 animation "CLO_POSE_OUT_O" IFP_file "CLOTHES" 4.0 lockF 0 loop 1 // IF AND SET 

:WARROBE_1778
0004: $9868 = 1 

:WARROBE_1785
00D6: if 
0038:   $9868 == 1 
004D: jump_if_false @WARROBE_1880 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_IN" 
004D: jump_if_false @WARROBE_1843 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_IN" time 

:WARROBE_1843
00D6: if 
0042:   $9813 == 1.0 
004D: jump_if_false @WARROBE_1880 
0793: save_player_clothes 
0004: $9868 = 0 
0004: $9812 = 5 

:WARROBE_1880
00D6: if 
0038:   $9812 == 5 
004D: jump_if_false @WARROBE_2617 
00D6: if 
0038:   $9870 == 0 
004D: jump_if_false @WARROBE_1941 
00D6: if 
001A:   1 > $9868 
004D: jump_if_false @WARROBE_1941 
0050: gosub @WARROBE_9292 

:WARROBE_1941
0004: $SHOW_SHOP_SPHERE = 0 
00D6: if 
0038:   $9868 == 0 
004D: jump_if_false @WARROBE_2014 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @WARROBE_1990 
0004: $9868 = 1 

:WARROBE_1990
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @WARROBE_2014 
0004: $9868 = 2 

:WARROBE_2014
00D6: if 
0038:   $9868 == 1 
004D: jump_if_false @WARROBE_2249 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @WARROBE_2249 
08D8: $9872 = panel $9871 selected_row 
00D6: if 
001A:   0 > $9872 
004D: jump_if_false @WARROBE_2082 
0004: $9872 = 0 

:WARROBE_2082
00D6: if 
0038:   $9870 == 1 
004D: jump_if_false @WARROBE_2114 
08DA: remove_panel $9871 
03E6: remove_text_box 
0004: $9870 = 0 

:WARROBE_2114
00D6: if or
05AD:   $9921($9872,12s) == 'REMOVE' // s$ == short 
05AD:   $9921($9872,12s) == 'UNIFORM' // s$ == short 
004D: jump_if_false @WARROBE_2203 
06D1: v$9864 = "CLO_POSE_TORSO" // v$ = string 
0004: $9868 = 0 
0004: $9812 = 7 
0002: jump @WARROBE_2249 

:WARROBE_2203
0050: gosub @WARROBE_7198 
00D6: if 
0038:   $9965 == 0 
004D: jump_if_false @WARROBE_2235 
0050: gosub @WARROBE_8122 

:WARROBE_2235
0004: $9868 = 0 
0004: $9812 = 6 

:WARROBE_2249
00D6: if 
0038:   $9868 == 2 
004D: jump_if_false @WARROBE_2457 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @WARROBE_2457 
00D6: if 
0038:   $9870 == 1 
004D: jump_if_false @WARROBE_2316 
08DA: remove_panel $9871 
03E6: remove_text_box 
0004: $9870 = 0 

:WARROBE_2316
00D6: if 
0038:   $9965 == 1 
004D: jump_if_false @WARROBE_2348 
08DA: remove_panel $9966 
03E6: remove_text_box 
0004: $9965 = 0 

:WARROBE_2348
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_OUT" IFP "CLOTHES" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9813 = 0.0 
00D6: if 
03CA:   object $9811 exists 
004D: jump_if_false @WARROBE_2450 
075A: set_object $9811 animation "CLO_POSE_IN_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:WARROBE_2450
0004: $9868 = 5 

:WARROBE_2457
00D6: if 
0038:   $9868 == 5 
004D: jump_if_false @WARROBE_2545 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_OUT" 
004D: jump_if_false @WARROBE_2517 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_OUT" time 

:WARROBE_2517
00D6: if 
0042:   $9813 == 1.0 
004D: jump_if_false @WARROBE_2545 
0004: $9868 = 6 

:WARROBE_2545
00D6: if 
0038:   $9868 == 6 
004D: jump_if_false @WARROBE_2617 
01B4: set_player $PLAYER_CHAR can_move 1 
09BD: allow_other_threads_to_display_text_boxes 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0581: enable_radar 1 
0004: $9976 = 0 
0004: $9870 = 0 
0004: $9965 = 0 
0004: $9970 = 0 
0004: $9812 = 11 

:WARROBE_2617
00D6: if 
0038:   $9812 == 6 
004D: jump_if_false @WARROBE_3004 
00D6: if 
0038:   $9965 == 0 
004D: jump_if_false @WARROBE_2667 
0050: gosub @WARROBE_7198 
0050: gosub @WARROBE_8122 

:WARROBE_2667
0004: $SHOW_SHOP_SPHERE = 0 
00D6: if 
0038:   $9868 == 0 
004D: jump_if_false @WARROBE_2792 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @WARROBE_2716 
0004: $9868 = 1 

:WARROBE_2716
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @WARROBE_2792 
08D7: $9967 = panel $9966 active_row 
00D6: if 
001A:   0 > $9967 
004D: jump_if_false @WARROBE_2766 
0004: $9967 = 0 

:WARROBE_2766
06D1: v$9864 = $9816($9967,12v) // v$ = string 
0050: gosub @WARROBE_8524 
0004: $9868 = 2 

:WARROBE_2792
00D6: if 
0038:   $9868 == 1 
004D: jump_if_false @WARROBE_2898 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @WARROBE_2898 
0004: $9868 = 0 
0004: $9812 = 5 
00D6: if 
0038:   $9965 == 1 
004D: jump_if_false @WARROBE_2873 
03E6: remove_text_box 
08DA: remove_panel $9966 
0004: $9965 = 0 

:WARROBE_2873
00D6: if 
0038:   $9870 == 0 
004D: jump_if_false @WARROBE_2898 
0050: gosub @WARROBE_9292 

:WARROBE_2898
00D6: if 
0038:   $9868 == 2 
004D: jump_if_false @WARROBE_3004 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @WARROBE_3004 
00D6: if 
0038:   $9965 == 1 
004D: jump_if_false @WARROBE_2965 
03E6: remove_text_box 
08DA: remove_panel $9966 
0004: $9965 = 0 

:WARROBE_2965
00D6: if 
0038:   $9970 == 0 
004D: jump_if_false @WARROBE_2990 
0050: gosub @WARROBE_8835 

:WARROBE_2990
0004: $9868 = 0 
0004: $9812 = 7 

:WARROBE_3004
00D6: if 
0038:   $9812 == 7 
004D: jump_if_false @WARROBE_3711 
00D6: if 
05AD:   $9921($9872,12s) == 'REMOVE' // s$ == short 
004D: jump_if_false @WARROBE_3154 
00D6: if 
0038:   $9973 == 0 
004D: jump_if_false @WARROBE_3147 
0050: gosub @WARROBE_11522 
00D6: if 
0038:   $9896 == 0 
004D: jump_if_false @WARROBE_3147 
00D6: if 
0038:   $9973 == 1 
004D: jump_if_false @WARROBE_3126 
08DA: remove_panel $9974 
03E6: remove_text_box 
0004: $9973 = 0 

:WARROBE_3126
0004: $9868 = 0 
0004: $9812 = 5 
0002: jump @WARROBE_584 

:WARROBE_3147
0002: jump @WARROBE_3254 

:WARROBE_3154
00D6: if 
05AD:   $9921($9872,12s) == 'UNIFORM' // s$ == short 
004D: jump_if_false @WARROBE_3222 
00D6: if 
0038:   $9970 == 0 
004D: jump_if_false @WARROBE_3215 
0050: gosub @WARROBE_10908 
0050: gosub @WARROBE_8835 

:WARROBE_3215
0002: jump @WARROBE_3254 

:WARROBE_3222
00D6: if 
0038:   $9970 == 0 
004D: jump_if_false @WARROBE_3254 
0050: gosub @WARROBE_8524 
0050: gosub @WARROBE_8835 

:WARROBE_3254
00D6: if 
0038:   $9868 == 0 
004D: jump_if_false @WARROBE_3353 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @WARROBE_3296 
0004: $9868 = 1 

:WARROBE_3296
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @WARROBE_3353 
08D7: $9971 = panel $9969 active_row 
00D6: if 
001A:   0 > $9971 
004D: jump_if_false @WARROBE_3346 
0004: $9971 = 0 

:WARROBE_3346
0004: $9868 = 2 

:WARROBE_3353
00D6: if 
0038:   $9868 == 1 
004D: jump_if_false @WARROBE_3591 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @WARROBE_3591 
00D6: if 
0038:   $9970 == 1 
004D: jump_if_false @WARROBE_3420 
08DA: remove_panel $9969 
03E6: remove_text_box 
0004: $9970 = 0 

:WARROBE_3420
00D6: if 
0038:   $9973 == 1 
004D: jump_if_false @WARROBE_3452 
08DA: remove_panel $9974 
03E6: remove_text_box 
0004: $9973 = 0 

:WARROBE_3452
00D6: if or
05AD:   $9921($9872,12s) == 'UNIFORM' // s$ == short 
05AD:   $9921($9872,12s) == 'REMOVE' // s$ == short 
004D: jump_if_false @WARROBE_3545 
00D6: if 
0038:   $9870 == 0 
004D: jump_if_false @WARROBE_3524 
0050: gosub @WARROBE_9292 

:WARROBE_3524
0004: $9812 = 5 
0004: $9868 = 0 
0002: jump @WARROBE_3591 

:WARROBE_3545
00D6: if 
0038:   $9965 == 0 
004D: jump_if_false @WARROBE_3577 
0050: gosub @WARROBE_7198 
0050: gosub @WARROBE_8122 

:WARROBE_3577
0004: $9868 = 0 
0004: $9812 = 6 

:WARROBE_3591
00D6: if 
0038:   $9868 == 2 
004D: jump_if_false @WARROBE_3711 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @WARROBE_3711 
00D6: if 
0038:   $9970 == 1 
004D: jump_if_false @WARROBE_3658 
08DA: remove_panel $9969 
03E6: remove_text_box 
0004: $9970 = 0 

:WARROBE_3658
00D6: if 
0038:   $9973 == 1 
004D: jump_if_false @WARROBE_3690 
08DA: remove_panel $9974 
03E6: remove_text_box 
0004: $9973 = 0 

:WARROBE_3690
0004: $9976 = 0 
0004: $9868 = 0 
0004: $9812 = 8 

:WARROBE_3711
00D6: if 
0038:   $9812 == 8 
004D: jump_if_false @WARROBE_4589 
00D6: if 
0038:   $9868 == 0 
004D: jump_if_false @WARROBE_4203 
00D6: if 
05AD:   $9921($9872,12s) == 'REMOVE' // s$ == short 
004D: jump_if_false @WARROBE_3835 
0004: $SELECTED_MENU_ITEM = 0 
0004: $SHOPPINGITEM_MODELCRC = 0 
0084: $SHOPPINGITEM_BODYPART = $2486($9971,12i) // (int) 
05A9: s$9806 = $9897($9971,12s) // s$ 
08F7: get_player $PLAYER_CHAR bodypart $SHOPPINGITEM_BODYPART textureCRC_to $2542 modelCRC_to $2543 
0002: jump @WARROBE_3879 

:WARROBE_3835
0084: $SELECTED_MENU_ITEM = $2438($9971,12i) // (int) 
0084: $SHOPPINGITEM_MODELCRC = $2474($9971,12i) // (int) 
0084: $SHOPPINGITEM_BODYPART = $2547 // (int) 
05A9: s$9806 = $9897($9971,12s) // s$ 

:WARROBE_3879
00D6: if or
04A3:   $SHOPPINGITEM_BODYPART == 13 // == constant 
04A3:   $SHOPPINGITEM_BODYPART == 14 // == constant 
04A3:   $SHOPPINGITEM_BODYPART == 15 // == constant 
04A3:   $SHOPPINGITEM_BODYPART == 16 // == constant 
004D: jump_if_false @WARROBE_3964 
015F: set_camera_position $9889 $9890 $9891 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $9892 $9893 $9894 switchstyle 2 
0002: jump @WARROBE_4026 

:WARROBE_3964
015F: set_camera_position $9883 $9884 $9885 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $9886 $9887 $9888 switchstyle 2 
00D6: if 
803A:   not  $2542 == $SELECTED_MENU_ITEM // (int) 
004D: jump_if_false @WARROBE_4026 
03D1: play_wav 4 

:WARROBE_4026
00D6: if or
04A3:   $SHOPPINGITEM_BODYPART == 0 // == constant 
04A3:   $SHOPPINGITEM_BODYPART == 2 // == constant 
04A3:   $SHOPPINGITEM_BODYPART == 3 // == constant 
004D: jump_if_false @WARROBE_4071 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
0793: save_player_clothes 

:WARROBE_4071
0784: set_player $PLAYER_CHAR textureCRC $SELECTED_MENU_ITEM modelCRC $SHOPPINGITEM_MODELCRC bodypart $SHOPPINGITEM_BODYPART 
070D: rebuild_player $PLAYER_CHAR 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_IN" IFP "CLOTHES" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9813 = 0.0 
00D6: if 
03CA:   object $9811 exists 
004D: jump_if_false @WARROBE_4196 
075A: set_object $9811 animation "CLO_POSE_IN_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:WARROBE_4196
0004: $9868 = 1 

:WARROBE_4203
00D6: if 
0038:   $9868 == 1 
004D: jump_if_false @WARROBE_4445 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_POSE_IN" 
004D: jump_if_false @WARROBE_4271 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_POSE_IN" time 

:WARROBE_4271
00D6: if 
0042:   $9813 == 1.0 
004D: jump_if_false @WARROBE_4445 
00D6: if 
85AD:   not  $9921($9872,12s) == 'REMOVE' // s$ == short 
004D: jump_if_false @WARROBE_4377 
0812: AS_actor $PLAYER_ACTOR perform_animation v$9864 IFP "CLOTHES" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9813 = 0.0 
0004: $9868 = 2 
0002: jump @WARROBE_4445 

:WARROBE_4377
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP "CLOTHES" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9813 = 0.0 
0004: $9812 = 9 
0004: $9868 = 0 

:WARROBE_4445
00D6: if 
0038:   $9868 == 2 
004D: jump_if_false @WARROBE_4589 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation v$9864 
004D: jump_if_false @WARROBE_4493 
0613: $9813 = actor $PLAYER_ACTOR animation v$9864 time 

:WARROBE_4493
00D6: if 
0042:   $9813 == 1.0 
004D: jump_if_false @WARROBE_4589 
0050: gosub @WARROBE_10424 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP "CLOTHES" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9813 = 0.0 
0004: $9812 = 9 
0004: $9868 = 0 

:WARROBE_4589
00D6: if 
0038:   $9812 == 9 
004D: jump_if_false @WARROBE_6277 
0004: $SHOW_SHOP_SPHERE = 0 
00D6: if 
0038:   $9868 == 0 
004D: jump_if_false @WARROBE_4867 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @WARROBE_4699 
03D5: remove_text 'WARDNO'  // You are already wearing this item!
03D5: remove_text 'WARDNO2'  // ~s~You are not wearing anything to remove!
0004: $2545 = 0 
0004: $2546 = 0 
0004: $9978 = 0 
0004: $9868 = 1 

:WARROBE_4699
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @WARROBE_4867 
03D5: remove_text 'WARDNO'  // You are already wearing this item!
03D5: remove_text 'WARDNO2'  // ~s~You are not wearing anything to remove!
0004: $2545 = 0 
0004: $2546 = 0 
0004: $9978 = 0 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @WARROBE_4791 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:WARROBE_4791
00D6: if 
0038:   $9976 == 0 
004D: jump_if_false @WARROBE_4823 
0004: $9868 = 3 
0002: jump @WARROBE_4867 

:WARROBE_4823
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @WARROBE_4853 
08DA: remove_panel $2421 
0004: $2422 = 0 

:WARROBE_4853
0004: $9868 = 0 
0004: $9812 = 7 

:WARROBE_4867
00D6: if 
001A:   2 > $9868 
004D: jump_if_false @WARROBE_4892 
0050: gosub @WARROBE_10424 

:WARROBE_4892
00D6: if 
0038:   $9868 == 1 
004D: jump_if_false @WARROBE_5427 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @WARROBE_5427 
00D6: if 
05AD:   $9921($9872,12s) == 'REMOVE' // s$ == short 
004D: jump_if_false @WARROBE_5186 
00D6: if 
8038:   not  $2542 == 0 
004D: jump_if_false @WARROBE_5117 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @WARROBE_5006 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:WARROBE_5006
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1054 
0050: gosub @WARROBE_10692 
0004: $9978 = 1 
0793: save_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
08F7: get_player $PLAYER_CHAR bodypart $SHOPPINGITEM_BODYPART textureCRC_to $2542 modelCRC_to $2543 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_BUY" IFP "CLOTHES" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9813 = 0.0 
0004: $9868 = 2 
0002: jump @WARROBE_5179 

:WARROBE_5117
00D6: if 
0038:   $2545 == 0 
004D: jump_if_false @WARROBE_5179 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'WARDNO2' time 5000 flag 1  // ~s~You are not wearing anything to remove!
0004: $9868 = 0 
0004: $2545 = 1 

:WARROBE_5179
0002: jump @WARROBE_5427 

:WARROBE_5186
00D6: if 
803A:   not  $2542 == $SELECTED_MENU_ITEM // (int) 
004D: jump_if_false @WARROBE_5365 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @WARROBE_5237 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:WARROBE_5237
08C8: set_shopping_item_with_textureCRC $SELECTED_MENU_ITEM price_to 0 
0790: charge_money_for_shopping_item_with_textureCRC $SELECTED_MENU_ITEM 
0004: $9978 = 1 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1054 
08C9: reset_shopping_item $SELECTED_MENU_ITEM price 
0050: gosub @WARROBE_10692 
0793: save_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_BUY" IFP "CLOTHES" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9813 = 0.0 
0004: $9868 = 2 
0002: jump @WARROBE_5427 

:WARROBE_5365
00D6: if 
0038:   $2545 == 0 
004D: jump_if_false @WARROBE_5427 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'WARDNO' time 5000 flag 1  // You are already wearing this item!
0004: $9868 = 0 
0004: $2545 = 1 

:WARROBE_5427
00D6: if 
0038:   $9868 == 2 
004D: jump_if_false @WARROBE_5569 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_BUY" 
004D: jump_if_false @WARROBE_5487 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_BUY" time 

:WARROBE_5487
00D6: if 
0042:   $9813 == 1.0 
004D: jump_if_false @WARROBE_5569 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP "CLOTHES" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9813 = 0.0 
0004: $9868 = 3 

:WARROBE_5569
00D6: if 
0038:   $9868 == 3 
004D: jump_if_false @WARROBE_5702 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_OUT" IFP "CLOTHES" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9813 = 0.0 
00D6: if 
03CA:   object $9811 exists 
004D: jump_if_false @WARROBE_5695 
075A: set_object $9811 animation "CLO_POSE_OUT_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:WARROBE_5695
0004: $9868 = 4 

:WARROBE_5702
00D6: if 
0038:   $9868 == 4 
004D: jump_if_false @WARROBE_6277 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_POSE_OUT" 
004D: jump_if_false @WARROBE_5772 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_POSE_OUT" time 

:WARROBE_5772
00D6: if 
0042:   $9813 == 1.0 
004D: jump_if_false @WARROBE_6277 
0794: restore_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
0793: save_player_clothes 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @WARROBE_5834 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:WARROBE_5834
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @WARROBE_5864 
08DA: remove_panel $2421 
0004: $2422 = 0 

:WARROBE_5864
0004: $9976 = 1 
00D6: if 
0038:   $9978 == 1 
004D: jump_if_false @WARROBE_5953 
0004: $9868 = 0 
0004: $9812 = 5 
00D6: if 
0038:   $9870 == 0 
004D: jump_if_false @WARROBE_5946 
00D6: if 
001A:   1 > $9868 
004D: jump_if_false @WARROBE_5946 
0050: gosub @WARROBE_9292 

:WARROBE_5946
0002: jump @WARROBE_6277 

:WARROBE_5953
00D6: if 
05AD:   $9921($9872,12s) == 'REMOVE' // s$ == short 
004D: jump_if_false @WARROBE_6149 
00D6: if 
0038:   $9973 == 0 
004D: jump_if_false @WARROBE_6142 
0050: gosub @WARROBE_11522 
00D6: if 
0038:   $9896 == 0 
004D: jump_if_false @WARROBE_6128 
00D6: if 
0038:   $9973 == 1 
004D: jump_if_false @WARROBE_6057 
08DA: remove_panel $9974 
03E6: remove_text_box 
0004: $9973 = 0 

:WARROBE_6057
0004: $9868 = 0 
0004: $9812 = 5 
00D6: if 
0038:   $9870 == 0 
004D: jump_if_false @WARROBE_6114 
00D6: if 
001A:   1 > $9868 
004D: jump_if_false @WARROBE_6114 
0050: gosub @WARROBE_9292 

:WARROBE_6114
0002: jump @WARROBE_584 
0002: jump @WARROBE_6142 

:WARROBE_6128
0004: $9868 = 0 
0004: $9812 = 7 

:WARROBE_6142
0002: jump @WARROBE_6277 

:WARROBE_6149
00D6: if 
05AD:   $9921($9872,12s) == 'UNIFORM' // s$ == short 
004D: jump_if_false @WARROBE_6231 
00D6: if 
0038:   $9970 == 0 
004D: jump_if_false @WARROBE_6210 
0050: gosub @WARROBE_10908 
0050: gosub @WARROBE_8835 

:WARROBE_6210
0004: $9868 = 0 
0004: $9812 = 7 
0002: jump @WARROBE_6277 

:WARROBE_6231
00D6: if 
0038:   $9970 == 0 
004D: jump_if_false @WARROBE_6263 
0050: gosub @WARROBE_8524 
0050: gosub @WARROBE_8835 

:WARROBE_6263
0004: $9868 = 0 
0004: $9812 = 7 

:WARROBE_6277
00D6: if 
0038:   $9812 == 11 
004D: jump_if_false @WARROBE_6429 
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere $SHOW_SHOP_SPHERE in_sphere $9879 $9880 $9881 radius 1.0 1.0 4.0 on_foot 
004D: jump_if_false @WARROBE_6429 
0004: $9870 = 0 
0004: $9965 = 0 
0004: $9970 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $9973 = 0 
0004: $9872 = 0 
0004: $2517 = 0 
0004: $9978 = 0 
0004: $9812 = 2 
0004: $9868 = 0 
0004: $2545 = 0 
0004: $SHOW_SHOP_SPHERE = 1 

:WARROBE_6429
0002: jump @WARROBE_6443 

:WARROBE_6436
0050: gosub @WARROBE_6798 

:WARROBE_6443
0002: jump @WARROBE_6457 

:WARROBE_6450
0050: gosub @WARROBE_6798 

:WARROBE_6457
0002: jump @WARROBE_584 
00D6: if 
0028:   $9812 >= 1 
004D: jump_if_false @WARROBE_6484 
03E6: remove_text_box 

:WARROBE_6484
00D6: if 
0038:   $9870 == 1 
004D: jump_if_false @WARROBE_6516 
08DA: remove_panel $9871 
03E6: remove_text_box 
0004: $9870 = 0 

:WARROBE_6516
00D6: if 
0038:   $9965 == 1 
004D: jump_if_false @WARROBE_6548 
08DA: remove_panel $9966 
03E6: remove_text_box 
0004: $9965 = 0 

:WARROBE_6548
00D6: if 
0038:   $9970 == 1 
004D: jump_if_false @WARROBE_6580 
08DA: remove_panel $9969 
03E6: remove_text_box 
0004: $9970 = 0 

:WARROBE_6580
00D6: if 
0038:   $9973 == 1 
004D: jump_if_false @WARROBE_6612 
08DA: remove_panel $9974 
03E6: remove_text_box 
0004: $9973 = 0 

:WARROBE_6612
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @WARROBE_6644 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:WARROBE_6644
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @WARROBE_6676 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:WARROBE_6676
03D5: remove_text 'WARDNO'  // You are already wearing this item!
03D5: remove_text 'WARDNO2'  // ~s~You are not wearing anything to remove!
0004: $9870 = 0 
0004: $9965 = 0 
0004: $9970 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $9973 = 0 
0004: $9872 = 0 
0004: $2517 = 0 
0004: $2545 = 0 
0004: $2546 = 0 
0004: $9978 = 0 
0004: $9868 = 0 
0004: $9976 = 0 
0004: $9812 = 2 
0051: return 

:WARROBE_6798
00D6: if 
0038:   $9870 == 1 
004D: jump_if_false @WARROBE_6830 
08DA: remove_panel $9871 
03E6: remove_text_box 
0004: $9870 = 0 

:WARROBE_6830
00D6: if 
0038:   $9965 == 1 
004D: jump_if_false @WARROBE_6862 
08DA: remove_panel $9966 
03E6: remove_text_box 
0004: $9965 = 0 

:WARROBE_6862
00D6: if 
0038:   $9970 == 1 
004D: jump_if_false @WARROBE_6894 
08DA: remove_panel $9969 
03E6: remove_text_box 
0004: $9970 = 0 

:WARROBE_6894
00D6: if 
0038:   $9973 == 1 
004D: jump_if_false @WARROBE_6926 
08DA: remove_panel $9974 
03E6: remove_text_box 
0004: $9973 = 0 

:WARROBE_6926
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @WARROBE_6958 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:WARROBE_6958
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @WARROBE_6990 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:WARROBE_6990
00D6: if 
0028:   $9812 >= 1 
004D: jump_if_false @WARROBE_7010 
03E6: remove_text_box 

:WARROBE_7010
03D5: remove_text 'WARDNO'  // You are already wearing this item!
03D5: remove_text 'WARDNO2'  // ~s~You are not wearing anything to remove!
0004: $9870 = 0 
0004: $9965 = 0 
0004: $9970 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $9973 = 0 
0004: $9872 = 0 
0004: $2517 = 0 
0004: $9978 = 0 
0004: $SHOW_SHOP_SPHERE = 1 
0004: $9810 = 0 
0004: $2545 = 0 
0004: $2546 = 0 
0004: $9868 = 0 
0004: $9812 = 0 
0004: $9976 = 0 
0108: destroy_object $9811 
0249: release_model $9869 
04EF: release_animation "CLOTHES" 
087C: release_shopping_data 
03F0: enable_text_draw 0 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
09BD: allow_other_threads_to_display_text_boxes 1 
0004: $9977 = 0 
040D: unload_wav 4 
004E: end_thread 
0051: return 

:WARROBE_7198
0004: $9945 = 0 
0004: $9946 = 0 
0004: $9947 = 0 
0004: $9948 = 0 
0004: $9949 = 0 
0004: $9950 = 0 
0004: $9951 = 0 
075E: load_shopping_data_PRICES_subsection $9921($9872,12s) // "string" 
075D: load_shopping_data_SHOPS_subsection "CLOTHES" // "string" 
075F: store_shopping_data_entries_number_to $9873 
0004: $2515 = 0 
0004: $9896 = 0 

:WARROBE_7286
00D6: if 
001C:   $9873 > $2515 // (int) 
004D: jump_if_false @WARROBE_8062 
0760: store_shopping_data_index $2515 textureCRC_to $SELECTED_MENU_ITEM 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 1 store_to $SHOPPINGITEM_BODYPART 
00D6: if 
0942:   item_with_textureCRC $SELECTED_MENU_ITEM is_clothing 
004D: jump_if_false @WARROBE_8048 
0871: init_jump_table $SHOPPINGITEM_BODYPART total_jumps 7 default_jump 0 @WARROBE_8048 jumps 0 @WARROBE_7402 2 @WARROBE_7495 3 @WARROBE_7587 13 @WARROBE_7680 14 @WARROBE_7773 15 @WARROBE_7866 16 @WARROBE_7957 

:WARROBE_7402
00D6: if 
0038:   $9945 == 0 
004D: jump_if_false @WARROBE_7488 
05A9: $9897($9896,12s) = 'TORSO' // s$  // Torso
04AE: $9953($9896,12i) = 0 // = constant 
06D1: $9816($9896,12v) = "CLO_POSE_TORSO" // v$ = string 
0008: $9896 += 1 
0004: $9945 = 1 

:WARROBE_7488
0002: jump @WARROBE_8048 

:WARROBE_7495
00D6: if 
0038:   $9946 == 0 
004D: jump_if_false @WARROBE_7580 
05A9: $9897($9896,12s) = 'LEGS' // s$  // Legs
04AE: $9953($9896,12i) = 2 // = constant 
06D1: $9816($9896,12v) = "CLO_POSE_LEGS" // v$ = string 
0008: $9896 += 1 
0004: $9946 = 1 

:WARROBE_7580
0002: jump @WARROBE_8048 

:WARROBE_7587
00D6: if 
0038:   $9947 == 0 
004D: jump_if_false @WARROBE_7673 
05A9: $9897($9896,12s) = 'FEET' // s$  // Shoes
04AE: $9953($9896,12i) = 3 // = constant 
06D1: $9816($9896,12v) = "CLO_POSE_SHOES" // v$ = string 
0008: $9896 += 1 
0004: $9947 = 1 

:WARROBE_7673
0002: jump @WARROBE_8048 

:WARROBE_7680
00D6: if 
0038:   $9948 == 0 
004D: jump_if_false @WARROBE_7766 
05A9: $9897($9896,12s) = 'CHAINS' // s$  // Chains
04AE: $9953($9896,12i) = 13 // = constant 
06D1: $9816($9896,12v) = "CLO_POSE_TORSO" // v$ = string 
0008: $9896 += 1 
0004: $9948 = 1 

:WARROBE_7766
0002: jump @WARROBE_8048 

:WARROBE_7773
00D6: if 
0038:   $9949 == 0 
004D: jump_if_false @WARROBE_7859 
05A9: $9897($9896,12s) = 'WATCHES' // s$  // Watches
04AE: $9953($9896,12i) = 14 // = constant 
06D1: $9816($9896,12v) = "CLO_POSE_WATCH" // v$ = string 
0008: $9896 += 1 
0004: $9949 = 1 

:WARROBE_7859
0002: jump @WARROBE_8048 

:WARROBE_7866
00D6: if 
0038:   $9950 == 0 
004D: jump_if_false @WARROBE_7950 
05A9: $9897($9896,12s) = 'SHADES' // s$  // Shades
04AE: $9953($9896,12i) = 15 // = constant 
06D1: $9816($9896,12v) = "CLO_POSE_HAT" // v$ = string 
0008: $9896 += 1 
0004: $9950 = 1 

:WARROBE_7950
0002: jump @WARROBE_8048 

:WARROBE_7957
00D6: if 
0038:   $9951 == 0 
004D: jump_if_false @WARROBE_8041 
05A9: $9897($9896,12s) = 'HATS' // s$  // Hats
04AE: $9953($9896,12i) = 16 // = constant 
06D1: $9816($9896,12v) = "CLO_POSE_HAT" // v$ = string 
0008: $9896 += 1 
0004: $9951 = 1 

:WARROBE_8041
0002: jump @WARROBE_8048 

:WARROBE_8048
0008: $2515 += 1 
0002: jump @WARROBE_7286 

:WARROBE_8062
0084: $2515 = $9896 // (int) 

:WARROBE_8070
00D6: if 
001A:   12 > $2515 
004D: jump_if_false @WARROBE_8120 
05A9: $9897($2515,12s) = 'DUMMY' // s$ 
0008: $2515 += 1 
0002: jump @WARROBE_8070 

:WARROBE_8120
0051: return 

:WARROBE_8122
00D6: if 
0038:   $9965 == 0 
004D: jump_if_false @WARROBE_8522 
0512: show_permanent_text_box 'WARDH2'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Back
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @WARROBE_8213 
08D4: $9966 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_8454 

:WARROBE_8213
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @WARROBE_8275 
08D4: $9966 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_8454 

:WARROBE_8275
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @WARROBE_8337 
08D4: $9966 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_8454 

:WARROBE_8337
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @WARROBE_8399 
08D4: $9966 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_8454 

:WARROBE_8399
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @WARROBE_8454 
08D4: $9966 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel

:WARROBE_8454
08D6: set_panel $9966 column 0 alignment 1 
08DB: set_panel $9966 column 0 header 'DUMMY' data s$9897[0] s$9897[1] s$9897[2] s$9897[3] s$9897[4] s$9897[5] s$9897[6] s$9897[7] s$9897[8] s$9897[9] s$9897[10] s$9897[11] 
0004: $9965 = 1 

:WARROBE_8522
0051: return 

:WARROBE_8524
0004: $2515 = 0 
0004: $9896 = 0 
0004: $9968 = 0 
08F7: get_player $PLAYER_CHAR bodypart $9953($9967,12i) textureCRC_to $2542 modelCRC_to $2543 
075F: store_shopping_data_entries_number_to $9873 

:WARROBE_8568
00D6: if 
001C:   $9873 > $2515 // (int) 
004D: jump_if_false @WARROBE_8775 
0760: store_shopping_data_index $2515 textureCRC_to $SELECTED_MENU_ITEM 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 0 store_to $SHOPPINGITEM_MODELCRC 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 1 store_to $SHOPPINGITEM_BODYPART 
00D6: if 
0942:   item_with_textureCRC $SELECTED_MENU_ITEM is_clothing 
004D: jump_if_false @WARROBE_8761 
00D6: if 
003A:   $SHOPPINGITEM_BODYPART == $9953($9967,12i) // (int) 
004D: jump_if_false @WARROBE_8761 
0084: $2438($9968,12i) = $SELECTED_MENU_ITEM // (int) 
078C: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM nametag_to s$9806 // 8-byte string 
05A9: $9897($9968,12s) = s$9806 // s$ 
0084: $2474($9968,12i) = $SHOPPINGITEM_MODELCRC // (int) 
0084: $2547 = $SHOPPINGITEM_BODYPART // (int) 
00D6: if 
003A:   $2542 == $SELECTED_MENU_ITEM // (int) 
004D: jump_if_false @WARROBE_8743 
0004: $2498($9968,12i) = 0 
0002: jump @WARROBE_8754 

:WARROBE_8743
0004: $2498($9968,12i) = 1 

:WARROBE_8754
0008: $9968 += 1 

:WARROBE_8761
0008: $2515 += 1 
0002: jump @WARROBE_8568 

:WARROBE_8775
0084: $2515 = $9968 // (int) 

:WARROBE_8783
00D6: if 
001A:   12 > $2515 
004D: jump_if_false @WARROBE_8833 
05A9: $9897($2515,12s) = 'DUMMY' // s$ 
0008: $2515 += 1 
0002: jump @WARROBE_8783 

:WARROBE_8833
0051: return 

:WARROBE_8835
00D6: if 
0038:   $9970 == 0 
004D: jump_if_false @WARROBE_9290 
0512: show_permanent_text_box 'WARDH3'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an item.~N~~k~~PED_SPRINT~ View~N~~k~~VEHICLE_ENTER_EXIT~ Back
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @WARROBE_8926 
08D4: $9969 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_9167 

:WARROBE_8926
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @WARROBE_8988 
08D4: $9969 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_9167 

:WARROBE_8988
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @WARROBE_9050 
08D4: $9969 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_9167 

:WARROBE_9050
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @WARROBE_9112 
08D4: $9969 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_9167 

:WARROBE_9112
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @WARROBE_9167 
08D4: $9969 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel

:WARROBE_9167
08D6: set_panel $9969 column 0 alignment 1 
08DB: set_panel $9969 column 0 header 'DUMMY' data s$9897[0] s$9897[1] s$9897[2] s$9897[3] s$9897[4] s$9897[5] s$9897[6] s$9897[7] s$9897[8] s$9897[9] s$9897[10] s$9897[11] 
0004: $2515 = 0 

:WARROBE_9235
00D6: if 
001C:   $9968 > $2515 // (int) 
004D: jump_if_false @WARROBE_9283 
08D9: set_panel $9969 row $2515 enable $2498($2515,12i) 
0008: $2515 += 1 
0002: jump @WARROBE_9235 

:WARROBE_9283
0004: $9970 = 1 

:WARROBE_9290
0051: return 

:WARROBE_9292
00D6: if 
0038:   $9870 == 0 
004D: jump_if_false @WARROBE_10422 
0050: gosub @WARROBE_11522 
00D6: if 
0038:   $9973 == 1 
004D: jump_if_false @WARROBE_9349 
08DA: remove_panel $9974 
03E6: remove_text_box 
0004: $9973 = 0 

:WARROBE_9349
00D6: if 
0038:   $9896 == 0 
004D: jump_if_false @WARROBE_9381 
0004: $9975 = 0 
0002: jump @WARROBE_9388 

:WARROBE_9381
0004: $9975 = 1 

:WARROBE_9388
0004: $9896 = 0 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @WARROBE_9457 
08D4: $9871 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_9698 

:WARROBE_9457
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @WARROBE_9519 
08D4: $9871 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_9698 

:WARROBE_9519
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @WARROBE_9581 
08D4: $9871 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_9698 

:WARROBE_9581
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @WARROBE_9643 
08D4: $9871 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_9698 

:WARROBE_9643
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @WARROBE_9698 
08D4: $9871 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel

:WARROBE_9698
08D6: set_panel $9871 column 0 alignment 1 
00D6: if 
0038:   $2549 == 1 
004D: jump_if_false @WARROBE_9768 
05A9: $9897($9896,12s) = 'SHOP1' // s$  // Binco
05A9: $9921($9896,12s) = 'CSCHP' // s$  // Binco
0008: $9896 += 1 

:WARROBE_9768
00D6: if 
0038:   $2550 == 1 
004D: jump_if_false @WARROBE_9829 
05A9: $9897($9896,12s) = 'SHOP2' // s$  // Pro-Laps
05A9: $9921($9896,12s) = 'CSSPRT' // s$  // Pro-Laps
0008: $9896 += 1 

:WARROBE_9829
00D6: if 
0038:   $2551 == 1 
004D: jump_if_false @WARROBE_9890 
05A9: $9897($9896,12s) = 'SHOP3' // s$  // Sub Urban
05A9: $9921($9896,12s) = 'LACS1' // s$  // Sub Urban
0008: $9896 += 1 

:WARROBE_9890
00D6: if 
0038:   $2552 == 1 
004D: jump_if_false @WARROBE_9951 
05A9: $9897($9896,12s) = 'SHOP4' // s$  // Zip
05A9: $9921($9896,12s) = 'CLOTHGP' // s$  // Zip
0008: $9896 += 1 

:WARROBE_9951
00D6: if 
0038:   $2553 == 1 
004D: jump_if_false @WARROBE_10012 
05A9: $9897($9896,12s) = 'SHOP5' // s$  // Victim
05A9: $9921($9896,12s) = 'CSDESGN' // s$  // Victim
0008: $9896 += 1 

:WARROBE_10012
00D6: if 
0038:   $2554 == 1 
004D: jump_if_false @WARROBE_10073 
05A9: $9897($9896,12s) = 'SHOP6' // s$  // Didier Sachs
05A9: $9921($9896,12s) = 'CSEXL' // s$  // Didier Sachs
0008: $9896 += 1 

:WARROBE_10073
0004: $9972 = 0 
00D6: if or
0038:   $GIMP_SUIT_AVAILABLE == 1 
0038:   $VALET_UNIFORM_AVAILABLE == 1 
0038:   $CROUPIER_UNIFORM_AVAILABLE == 1 
0038:   $RACING_SUIT_AVAILABLE == 1 
0038:   $COP_UNIFORM_AVAILABLE == 1 
0038:   $RURAL_CLOTHES_AVAILABLE == 1 
004D: jump_if_false @WARROBE_10140 
0004: $9972 = 1 

:WARROBE_10140
00D6: if or
0038:   $MEDIC_UNIFORM_AVAILABLE == 1 
0038:   $PIMP_SUIT_AVAILABLE == 1 
004D: jump_if_false @WARROBE_10172 
0004: $9972 = 1 

:WARROBE_10172
00D6: if 
0038:   $9972 == 1 
004D: jump_if_false @WARROBE_10233 
05A9: $9897($9896,12s) = 'SHOP7' // s$  // Special
05A9: $9921($9896,12s) = 'UNIFORM' // s$ 
0008: $9896 += 1 

:WARROBE_10233
00D6: if 
0038:   $9975 == 1 
004D: jump_if_false @WARROBE_10294 
05A9: $9897($9896,12s) = 'REMCLT' // s$  // Remove Items
05A9: $9921($9896,12s) = 'REMOVE' // s$ 
0008: $9896 += 1 

:WARROBE_10294
0084: $2515 = $9896 // (int) 

:WARROBE_10302
00D6: if 
001A:   12 > $2515 
004D: jump_if_false @WARROBE_10352 
05A9: $9897($2515,12s) = 'DUMMY' // s$ 
0008: $2515 += 1 
0002: jump @WARROBE_10302 

:WARROBE_10352
0512: show_permanent_text_box 'WARDH1'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a shop.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
08DB: set_panel $9871 column 0 header 'DUMMY' data s$9897[0] s$9897[1] s$9897[2] s$9897[3] s$9897[4] s$9897[5] s$9897[6] s$9897[7] s$9897[8] s$9897[9] s$9897[10] s$9897[11] 
0004: $9870 = 1 

:WARROBE_10422
0051: return 

:WARROBE_10424
00D6: if 
0038:   $2418 == 0 
004D: jump_if_false @WARROBE_10690 
00D6: if 
05AD:   $9921($9872,12s) == 'REMOVE' // s$ == short 
004D: jump_if_false @WARROBE_10489 
0512: show_permanent_text_box 'REMOH2'  // ~k~~PED_SPRINT~ Keep~N~~k~~VEHICLE_ENTER_EXIT~ Back
0002: jump @WARROBE_10500 

:WARROBE_10489
0512: show_permanent_text_box 'WARDH4'  // ~k~~PED_SPRINT~ Wear~N~~k~~VEHICLE_ENTER_EXIT~ Back

:WARROBE_10500
08D4: $2417 = create_panel_with_title 'CLOTCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Apparel
08D6: set_panel $2417 column 0 alignment 1 
08DB: set_panel $2417 column 0 header 'DUMMY' data s$9806 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
09DB: set_panel $2417 column 0 width 140 
09DB: set_panel $2417 column 1 width 46 
0004: $2418 = 1 

:WARROBE_10690
0051: return 

:WARROBE_10692
00D6: if 
0038:   $2422 == 0 
004D: jump_if_false @WARROBE_10906 
08D4: $2421 = create_panel_with_title 'CLOTCHO' position 29.0 25.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Apparel
08D6: set_panel $2421 column 0 alignment 1 
08DB: set_panel $2421 column 0 header 'DUMMY' data 'CHANGED' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Clothes Changed
09DB: set_panel $2421 column 0 width 140 
09DB: set_panel $2421 column 1 width 46 
0004: $2422 = 1 

:WARROBE_10906
0051: return 

:WARROBE_10908
075E: load_shopping_data_PRICES_subsection "UNIFORM" // "string" 
075D: load_shopping_data_SHOPS_subsection "CLOTHES" // "string" 
075F: store_shopping_data_entries_number_to $9873 
0004: $2515 = 0 
0004: $9896 = 0 
0004: $9968 = 0 

:WARROBE_10956
00D6: if 
001C:   $9873 > $2515 // (int) 
004D: jump_if_false @WARROBE_11462 
0760: store_shopping_data_index $2515 textureCRC_to $SELECTED_MENU_ITEM 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 0 store_to $SHOPPINGITEM_MODELCRC 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 1 store_to $SHOPPINGITEM_BODYPART 
0084: $2438($9968,12i) = $SELECTED_MENU_ITEM // (int) 
078C: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM nametag_to s$9806 // 8-byte string 
05A9: $9897($9968,12s) = s$9806 // s$ 
0084: $2474($9968,12i) = $SHOPPINGITEM_MODELCRC // (int) 
04AE: $2547 = 17 // = constant 
08F7: get_player $PLAYER_CHAR bodypart 17 textureCRC_to $2542 modelCRC_to $2543 
00D6: if 
003A:   $2542 == $SELECTED_MENU_ITEM // (int) 
004D: jump_if_false @WARROBE_11104 
0004: $2498($9968,12i) = 0 
0002: jump @WARROBE_11115 

:WARROBE_11104
0004: $2498($9968,12i) = 1 

:WARROBE_11115
00D6: if and
0038:   $GIMP_SUIT_AVAILABLE == 1 
05AD:   s$9806 == 'GIMP' // s$ == short  // Gimp Suit
004D: jump_if_false @WARROBE_11154 
0008: $9968 += 1 

:WARROBE_11154
00D6: if and
0038:   $VALET_UNIFORM_AVAILABLE == 1 
05AD:   s$9806 == 'VALETU' // s$ == short  // Valet Uniform
004D: jump_if_false @WARROBE_11193 
0008: $9968 += 1 

:WARROBE_11193
00D6: if and
0038:   $RURAL_CLOTHES_AVAILABLE == 1 
05AD:   s$9806 == 'COUNTRY' // s$ == short  // Rural Clothes
004D: jump_if_false @WARROBE_11232 
0008: $9968 += 1 

:WARROBE_11232
00D6: if and
0038:   $CROUPIER_UNIFORM_AVAILABLE == 1 
05AD:   s$9806 == 'CROUP' // s$ == short  // Croupier
004D: jump_if_false @WARROBE_11271 
0008: $9968 += 1 

:WARROBE_11271
00D6: if and
0038:   $COP_UNIFORM_AVAILABLE == 1 
05AD:   s$9806 == 'POLICE' // s$ == short  // Cop
004D: jump_if_false @WARROBE_11310 
0008: $9968 += 1 

:WARROBE_11310
00D6: if and
0038:   $MEDIC_UNIFORM_AVAILABLE == 1 
05AD:   s$9806 == 'PAMEDIC' // s$ == short  // Medic Uniform
004D: jump_if_false @WARROBE_11349 
0008: $9968 += 1 

:WARROBE_11349
00D6: if and
0038:   $PIMP_SUIT_AVAILABLE == 1 
05AD:   s$9806 == 'PIMPSUT' // s$ == short  // Pimp Suit
004D: jump_if_false @WARROBE_11388 
0008: $9968 += 1 

:WARROBE_11388
00D6: if and
0038:   $RACING_SUIT_AVAILABLE == 1 
05AD:   s$9806 == 'RDRIVER' // s$ == short  // Racing Suit
004D: jump_if_false @WARROBE_11427 
0008: $9968 += 1 

:WARROBE_11427
06D1: v$9864 = "CLO_POSE_TORSO" // v$ = string 
0008: $2515 += 1 
0002: jump @WARROBE_10956 

:WARROBE_11462
0084: $2515 = $9968 // (int) 

:WARROBE_11470
00D6: if 
001A:   12 > $2515 
004D: jump_if_false @WARROBE_11520 
05A9: $9897($2515,12s) = 'DUMMY' // s$ 
0008: $2515 += 1 
0002: jump @WARROBE_11470 

:WARROBE_11520
0051: return 

:WARROBE_11522
0004: $2515 = 0 
0004: $9896 = 0 
00D6: if 
0038:   $9973 == 0 
004D: jump_if_false @WARROBE_12530 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @WARROBE_11616 
08D4: $9974 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_11857 

:WARROBE_11616
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @WARROBE_11678 
08D4: $9974 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_11857 

:WARROBE_11678
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @WARROBE_11740 
08D4: $9974 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_11857 

:WARROBE_11740
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @WARROBE_11802 
08D4: $9974 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_11857 

:WARROBE_11802
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @WARROBE_11857 
08D4: $9974 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel

:WARROBE_11857
08D6: set_panel $9974 column 0 alignment 1 
08F7: get_player $PLAYER_CHAR bodypart 0 textureCRC_to $2542 modelCRC_to $2543 
00D6: if 
8038:   not  $2542 == 0 
004D: jump_if_false @WARROBE_11933 
05A9: $9897($9896,12s) = 'TORSO' // s$  // Torso
04AE: $2486($9896,12i) = 0 // = constant 
0008: $9896 += 1 

:WARROBE_11933
08F7: get_player $PLAYER_CHAR bodypart 2 textureCRC_to $2542 modelCRC_to $2543 
00D6: if 
8038:   not  $2542 == 0 
004D: jump_if_false @WARROBE_12000 
05A9: $9897($9896,12s) = 'LEGS' // s$  // Legs
04AE: $2486($9896,12i) = 2 // = constant 
0008: $9896 += 1 

:WARROBE_12000
08F7: get_player $PLAYER_CHAR bodypart 3 textureCRC_to $2542 modelCRC_to $2543 
00D6: if 
8038:   not  $2542 == 0 
004D: jump_if_false @WARROBE_12067 
05A9: $9897($9896,12s) = 'FEET' // s$  // Shoes
04AE: $2486($9896,12i) = 3 // = constant 
0008: $9896 += 1 

:WARROBE_12067
08F7: get_player $PLAYER_CHAR bodypart 13 textureCRC_to $2542 modelCRC_to $2543 
00D6: if 
8038:   not  $2542 == 0 
004D: jump_if_false @WARROBE_12134 
05A9: $9897($9896,12s) = 'CHAINS' // s$  // Chains
04AE: $2486($9896,12i) = 13 // = constant 
0008: $9896 += 1 

:WARROBE_12134
08F7: get_player $PLAYER_CHAR bodypart 14 textureCRC_to $2542 modelCRC_to $2543 
00D6: if 
8038:   not  $2542 == 0 
004D: jump_if_false @WARROBE_12201 
05A9: $9897($9896,12s) = 'WATCHES' // s$  // Watches
04AE: $2486($9896,12i) = 14 // = constant 
0008: $9896 += 1 

:WARROBE_12201
08F7: get_player $PLAYER_CHAR bodypart 15 textureCRC_to $2542 modelCRC_to $2543 
00D6: if 
8038:   not  $2542 == 0 
004D: jump_if_false @WARROBE_12268 
05A9: $9897($9896,12s) = 'SHADES' // s$  // Shades
04AE: $2486($9896,12i) = 15 // = constant 
0008: $9896 += 1 

:WARROBE_12268
08F7: get_player $PLAYER_CHAR bodypart 16 textureCRC_to $2542 modelCRC_to $2543 
00D6: if 
8038:   not  $2542 == 0 
004D: jump_if_false @WARROBE_12335 
05A9: $9897($9896,12s) = 'HATS' // s$  // Hats
04AE: $2486($9896,12i) = 16 // = constant 
0008: $9896 += 1 

:WARROBE_12335
08F7: get_player $PLAYER_CHAR bodypart 17 textureCRC_to $2542 modelCRC_to $2543 
00D6: if 
8038:   not  $2542 == 0 
004D: jump_if_false @WARROBE_12402 
05A9: $9897($9896,12s) = 'SHOP7' // s$  // Special
04AE: $2486($9896,12i) = 17 // = constant 
0008: $9896 += 1 

:WARROBE_12402
0084: $2515 = $9896 // (int) 

:WARROBE_12410
00D6: if 
001A:   12 > $2515 
004D: jump_if_false @WARROBE_12460 
05A9: $9897($2515,12s) = 'DUMMY' // s$ 
0008: $2515 += 1 
0002: jump @WARROBE_12410 

:WARROBE_12460
0512: show_permanent_text_box 'REMOH1'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an area.~N~~k~~PED_SPRINT~ Remove Item~N~~k~~VEHICLE_ENTER_EXIT~ Back
08DB: set_panel $9974 column 0 header 'DUMMY' data s$9897[0] s$9897[1] s$9897[2] s$9897[3] s$9897[4] s$9897[5] s$9897[6] s$9897[7] s$9897[8] s$9897[9] s$9897[10] s$9897[11] 
0004: $9973 = 1 

:WARROBE_12530
0051: return 
004E: end_thread 

//-------------External script 64 (CLOTHES)---------------

:CLOTH
0004: $9999 = 0 
0004: $10000 = 0 
0004: $2513 = 0 
0004: $2425 = 0 
0004: $2514 = 0 
0004: $2515 = 0 
0004: $2420 = 0 
0004: $2424 = 0 
0004: $9998 = 0 
0005: $10001 = 0.0 
0005: $10002 = 0.0 
0005: $10003 = 0.0 
0005: $10007 = 0.0 
0005: $10004 = 0.0 
0005: $10005 = 0.0 
0005: $10006 = 0.0 
0005: $10007 = 0.0 
0005: $10008 = 0.0 
0005: $10009 = 0.0 
0005: $10010 = 0.0 
0005: $10011 = 0.0 
0005: $10012 = 0.0 
0005: $10013 = 0.0 
0005: $10014 = 0.0 
0005: $10015 = 0.0 
0005: $10016 = 0.0 
0005: $10017 = 0.0 
0005: $10018 = 0.0 
0005: $10019 = 0.0 
0005: $10020 = 0.0 
0005: $10021 = 0.0 
0005: $10022 = 0.0 
0005: $10023 = 0.0 
0005: $10024 = 0.0 
0005: $10025 = 0.0 
0005: $10026 = 0.0 
0005: $10027 = 0.0 
0004: $9983 = 0 
0004: $9993 = 0 
0005: $10011 = 0.0 
0005: $10015 = 0.0 
0005: $10016 = 0.0 
0005: $10017 = 0.0 
0005: $9991 = 0.0 
0005: $9992 = 0.0 
0004: $9990 = 0 
0004: $9988 = 0 
0004: $9987 = 0 
0004: $9986 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $2420 = 0 
0004: $2424 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $2546 = 0 
0004: $2547 = 0 
0004: $10029 = 0 
0004: $10030 = 0 
0004: $10031 = 0 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'LACS1' // s$ == short  // Sub Urban
004D: jump_if_false @CLOTH_577 
04AE: $SELLER_MODEL = 211 // = constant 
0004: $10028 = -371 

:CLOTH_577
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSCHP' // s$ == short  // Binco
004D: jump_if_false @CLOTH_618 
04AE: $SELLER_MODEL = 211 // = constant 
0004: $10028 = -370 

:CLOTH_618
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSSPRT' // s$ == short  // Pro-Laps
004D: jump_if_false @CLOTH_659 
04AE: $SELLER_MODEL = 217 // = constant 
0004: $10028 = -372 

:CLOTH_659
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CLOTHGP' // s$ == short  // Zip
004D: jump_if_false @CLOTH_700 
04AE: $SELLER_MODEL = 211 // = constant 
0004: $10028 = -373 

:CLOTH_700
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSDESGN' // s$ == short  // Victim
004D: jump_if_false @CLOTH_741 
04AE: $SELLER_MODEL = 211 // = constant 
0004: $10028 = -374 

:CLOTH_741
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSEXL' // s$ == short  // Didier Sachs
004D: jump_if_false @CLOTH_782 
04AE: $SELLER_MODEL = 217 // = constant 
0004: $10028 = -375 

:CLOTH_782
0247: load_model $10028 
0247: load_model $SELLER_MODEL 
03CF: load_wav 20802 as 4 
038B: load_requested_models 
0111: set_wasted_busted_check 0 
03A4: name_thread 'CLOTH' 

:CLOTH_816
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CLOTH_6946 
00D6: if 
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // s$ 
004D: jump_if_false @CLOTH_6932 
00D6: if 
0018:   $9990 > 0 
004D: jump_if_false @CLOTH_945 
0489: set_actor $PLAYER_ACTOR muted 1 
00D6: if 
0A0F:   new_language_set 
004D: jump_if_false @CLOTH_945 
03E6: remove_text_box 
08DA: remove_panel $2419 
08DA: remove_panel $2423 
08DA: remove_panel $2421 
08DA: remove_panel $2417 
0004: $2420 = 0 
0004: $2424 = 0 
0004: $2422 = 0 
0004: $2418 = 0 
09FB: $CURRENT_LANGUAGE = current_language 

:CLOTH_945
00D6: if 
0038:   $9990 == 0 
004D: jump_if_false @CLOTH_1900 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'LACS1' // s$ == short  // Sub Urban
004D: jump_if_false @CLOTH_1098 
0005: $10004 = 0.0 
0005: $10005 = 0.0 
0005: $10006 = 0.0 
0005: $10024 = 203.528 
0005: $10025 = -41.644 
0005: $10026 = 1000.852 
0005: $10027 = 180.0 
0005: $10011 = 90.0 
0005: $10007 = 0.0 
05A9: s$9984 = s$CURRENT_SHOP_GXT_NAME // s$ 
075F: store_shopping_data_entries_number_to $9999 
0004: $9990 = 1 

:CLOTH_1098
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSCHP' // s$ == short  // Binco
004D: jump_if_false @CLOTH_1233 
0005: $10004 = 2.85 
0005: $10005 = -57.534 
0005: $10006 = 3.26 
0005: $10024 = 208.806 
0005: $10025 = -98.713 
0005: $10026 = 1004.297 
0005: $10027 = 180.0 
0005: $10011 = 90.0 
0005: $10007 = 0.0 
05A9: s$9984 = s$CURRENT_SHOP_GXT_NAME // s$ 
075F: store_shopping_data_entries_number_to $9999 
0004: $9990 = 1 

:CLOTH_1233
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSSPRT' // s$ == short  // Pro-Laps
004D: jump_if_false @CLOTH_1368 
0005: $10004 = -12.653 
0005: $10005 = -90.758 
0005: $10006 = 1.477 
0005: $10024 = 207.018 
0005: $10025 = -127.782 
0005: $10026 = 1002.555 
0005: $10027 = 180.0 
0005: $10011 = 90.0 
0005: $10007 = 0.0 
05A9: s$9984 = s$CURRENT_SHOP_GXT_NAME // s$ 
075F: store_shopping_data_entries_number_to $9999 
0004: $9990 = 1 

:CLOTH_1368
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CLOTHGP' // s$ == short  // Zip
004D: jump_if_false @CLOTH_1503 
0005: $10004 = -33.204 
0005: $10005 = -46.245 
0005: $10006 = 0.0 
0005: $10024 = 161.56 
0005: $10025 = -81.369 
0005: $10026 = 1000.859 
0005: $10027 = 180.0 
0005: $10011 = 90.0 
0005: $10007 = 0.0 
05A9: s$9984 = s$CURRENT_SHOP_GXT_NAME // s$ 
075F: store_shopping_data_entries_number_to $9999 
0004: $9990 = 1 

:CLOTH_1503
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSDESGN' // s$ == short  // Victim
004D: jump_if_false @CLOTH_1765 
00D6: if 
0018:   $MANSION_TOTAL_PASSED_MISSIONS > 3 
004D: jump_if_false @CLOTH_1655 
09A9: get_string "TSHIRTLOCGREY" CRC32_to $10031 // 16-byte strings 
08C8: set_shopping_item_with_textureCRC $10031 price_to 15 
09A9: get_string "BASKBALLLOC" CRC32_to $10031 // 16-byte strings 
08C8: set_shopping_item_with_textureCRC $10031 price_to 20 
09A9: get_string "TSHIRTMADDGREY" CRC32_to $10031 // 16-byte strings 
08C8: set_shopping_item_with_textureCRC $10031 price_to 300 
09A9: get_string "TSHIRTMADDGRN" CRC32_to $10031 // 16-byte strings 
08C8: set_shopping_item_with_textureCRC $10031 price_to 300 

:CLOTH_1655
0005: $10004 = -5.806 
0005: $10005 = 36.733 
0005: $10006 = -0.815 
0005: $10024 = 204.836 
0005: $10025 = -7.328 
0005: $10026 = 1000.258 
0005: $10027 = 270.0 
0005: $10011 = 90.0 
0005: $10007 = 0.0 
05A9: s$9984 = s$CURRENT_SHOP_GXT_NAME // s$ 
075F: store_shopping_data_entries_number_to $9999 
0004: $9990 = 1 

:CLOTH_1765
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSEXL' // s$ == short  // Didier Sachs
004D: jump_if_false @CLOTH_1900 
0005: $10004 = 1.2 
0005: $10005 = -114.524 
0005: $10006 = -1.51 
0005: $10024 = 204.366 
0005: $10025 = -157.789 
0005: $10026 = 999.563 
0005: $10027 = 180.0 
0005: $10011 = 90.0 
0005: $10007 = 0.0 
05A9: s$9984 = s$CURRENT_SHOP_GXT_NAME // s$ 
075F: store_shopping_data_entries_number_to $9999 
0004: $9990 = 1 

:CLOTH_1900
00D6: if 
0038:   $9990 == 1 
004D: jump_if_false @CLOTH_2351 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 1 
0005: $10012 = 212.8715 
0059: $10012 += $10004 // (float) 
0005: $10013 = -42.8156 
0059: $10013 += $10005 // (float) 
0005: $10014 = 1002.116 
0059: $10014 += $10006 // (float) 
0005: $10015 = 213.4791 
0059: $10015 += $10004 // (float) 
0005: $10016 = -42.0238 
0059: $10016 += $10005 // (float) 
0005: $10017 = 1002.053 
0059: $10017 += $10006 // (float) 
0005: $10018 = 214.5148 
0059: $10018 += $10004 // (float) 
0005: $10019 = -41.6106 
0059: $10019 += $10005 // (float) 
0005: $10020 = 1002.494 
0059: $10020 += $10006 // (float) 
0005: $10021 = 214.5367 
0059: $10021 += $10004 // (float) 
0005: $10022 = -40.6175 
0059: $10022 += $10005 // (float) 
0005: $10023 = 1002.609 
0059: $10023 += $10006 // (float) 
0005: $10008 = 214.622 
0059: $10008 += $10004 // (float) 
0005: $10009 = -40.652 
0059: $10009 += $10005 // (float) 
0005: $10010 = 1001.033 
0059: $10010 += $10006 // (float) 
0005: $10001 = 213.874 
0059: $10001 += $10004 // (float) 
0005: $10002 = -39.811 
0059: $10002 += $10005 // (float) 
0005: $10003 = 1002.2 
0059: $10003 += $10006 // (float) 
009A: $9981 = create_actor_pedtype 4 model $SELLER_MODEL at $10024 $10025 $10026 
02A9: set_actor $9981 immune_to_nonplayer 1 
060B: set_actor $9981 decision_maker_to 65542 
0173: set_actor $9981 Z_angle_to $10027 
0004: $9986 = 0 
029B: $9989 = init_object $10028 at $10001 $10002 $10003 
0177: set_object $9989 Z_angle_to $10007 
0947: actor $9981 speak_from_audio_table 332 store_spoken_phrase_id_to $10081 
0004: $SHOW_SHOP_SPHERE = 1 
0004: $9990 = 2 

:CLOTH_2351
00D6: if 
0038:   $9990 == 2 
004D: jump_if_false @CLOTH_2767 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 // s$ == short 
004D: jump_if_false @CLOTH_2400 
0050: gosub @CLOTH_7234 

:CLOTH_2400
00D6: if 
8118:   not actor $9981 dead 
004D: jump_if_false @CLOTH_2722 
00D6: if 
0038:   $9986 == 0 
004D: jump_if_false @CLOTH_2670 
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $9981 
031D:   actor $9981 hit_by_weapon 57 
0038:   $1258 == 1 
004D: jump_if_false @CLOTH_2504 
0947: actor $9981 speak_from_audio_table 327 store_spoken_phrase_id_to $10081 
05C4: AS_actor $9981 hands_up -2 ms 
0004: $9986 = 1 
0002: jump @CLOTH_2577 

:CLOTH_2504
0004: $SHOW_SHOP_SPHERE = 1 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere $10008 $10009 $10010 radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot 
004D: jump_if_false @CLOTH_2577 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @CLOTH_2577 
0004: $9990 = 3 

:CLOTH_2577
00D6: if 
0038:   $9988 == 0 
004D: jump_if_false @CLOTH_2663 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor $9981 radius 8.0 8.0 3.0 sphere 0 on_foot 
004D: jump_if_false @CLOTH_2656 
0947: actor $9981 speak_from_audio_table 328 store_spoken_phrase_id_to $10081 
0004: $9988 = 1 
0002: jump @CLOTH_2663 

:CLOTH_2656
0004: $9988 = 0 

:CLOTH_2663
0002: jump @CLOTH_2715 

:CLOTH_2670
0050: gosub @CLOTH_6960 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 // s$ == short 
004D: jump_if_false @CLOTH_2708 
0050: gosub @CLOTH_7234 

:CLOTH_2708
0002: jump @CLOTH_816 

:CLOTH_2715
0002: jump @CLOTH_2767 

:CLOTH_2722
0050: gosub @CLOTH_6960 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 // s$ == short 
004D: jump_if_false @CLOTH_2760 
0050: gosub @CLOTH_7234 

:CLOTH_2760
0002: jump @CLOTH_816 

:CLOTH_2767
00D6: if 
0038:   $9990 == 3 
004D: jump_if_false @CLOTH_2902 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CLOTH_2888 
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 1.0 
0581: enable_radar 0 
0006: 32@ = 0 
0004: $9998 = 0 
0004: $9990 = 4 
0002: jump @CLOTH_2902 

:CLOTH_2888
0050: gosub @CLOTH_7234 
0002: jump @CLOTH_816 

:CLOTH_2902
00D6: if 
0038:   $9990 == 4 
004D: jump_if_false @CLOTH_3415 
00D6: if 
0118:   actor $9981 dead 
004D: jump_if_false @CLOTH_2981 
0050: gosub @CLOTH_6960 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 // s$ == short 
004D: jump_if_false @CLOTH_2974 
0050: gosub @CLOTH_7234 

:CLOTH_2974
0002: jump @CLOTH_816 

:CLOTH_2981
00D6: if 
0038:   $9998 == 0 
004D: jump_if_false @CLOTH_3322 
00D6: if 
0029:   32@ >= 300 
004D: jump_if_false @CLOTH_3322 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
08C7: put_actor $PLAYER_ACTOR at $10008 $10009 $10010 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to $10011 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
00A0: store_actor $9981 position_to $2755 $2756 $2757 
00D6: if or
8044:   not  $2755 == $10024 // (float) 
8044:   not  $2756 == $10025 // (float) 
8044:   not  $2757 == $10026 // (float) 
004D: jump_if_false @CLOTH_3132 
00A1: put_actor $9981 at $10024 $10025 $10026 
0173: set_actor $9981 Z_angle_to $10027 

:CLOTH_3132
015F: set_camera_position $10012 $10013 $10014 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $10015 $10016 $10017 switchstyle 2 
0793: save_player_clothes 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_IN" IFP "CLOTHES" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9991 = 0.0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_IN" 
004D: jump_if_false @CLOTH_3260 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_IN" time 

:CLOTH_3260
00D6: if 
03CA:   object $9989 exists 
004D: jump_if_false @CLOTH_3315 
075A: set_object $9989 animation "CLO_POSE_OUT_O" IFP_file "CLOTHES" 4.0 lockF 0 loop 1 // IF AND SET 

:CLOTH_3315
0004: $9998 = 1 

:CLOTH_3322
00D6: if 
0038:   $9998 == 1 
004D: jump_if_false @CLOTH_3415 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_IN" 
004D: jump_if_false @CLOTH_3380 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_IN" time 

:CLOTH_3380
00D6: if 
0042:   $9991 == 1.0 
004D: jump_if_false @CLOTH_3415 
0004: $9998 = 0 
0004: $9990 = 5 

:CLOTH_3415
00D6: if 
0038:   $9990 == 5 
004D: jump_if_false @CLOTH_4103 
00D6: if 
0118:   actor $9981 dead 
004D: jump_if_false @CLOTH_3494 
0050: gosub @CLOTH_6960 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 // s$ == short 
004D: jump_if_false @CLOTH_3487 
0050: gosub @CLOTH_7234 

:CLOTH_3487
0002: jump @CLOTH_816 

:CLOTH_3494
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @CLOTH_3537 
00D6: if 
001A:   1 > $9998 
004D: jump_if_false @CLOTH_3537 
0050: gosub @CLOTH_8450 

:CLOTH_3537
0004: $SHOW_SHOP_SPHERE = 0 
00D6: if 
0038:   $9998 == 0 
004D: jump_if_false @CLOTH_3610 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CLOTH_3586 
0004: $9998 = 1 

:CLOTH_3586
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CLOTH_3610 
0004: $9998 = 2 

:CLOTH_3610
00D6: if 
0038:   $9998 == 1 
004D: jump_if_false @CLOTH_3731 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @CLOTH_3731 
08D8: $2516 = panel $2419 selected_row 
00D6: if 
001A:   0 > $2516 
004D: jump_if_false @CLOTH_3678 
0004: $2516 = 0 

:CLOTH_3678
0050: gosub @CLOTH_7594 
0004: $9990 = 6 
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @CLOTH_3724 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 

:CLOTH_3724
0004: $9998 = 0 

:CLOTH_3731
00D6: if 
0038:   $9998 == 2 
004D: jump_if_false @CLOTH_3939 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @CLOTH_3939 
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @CLOTH_3798 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 

:CLOTH_3798
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @CLOTH_3830 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:CLOTH_3830
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_OUT" IFP "CLOTHES" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9991 = 0.0 
00D6: if 
03CA:   object $9989 exists 
004D: jump_if_false @CLOTH_3932 
075A: set_object $9989 animation "CLO_POSE_IN_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:CLOTH_3932
0004: $9998 = 5 

:CLOTH_3939
00D6: if 
0038:   $9998 == 5 
004D: jump_if_false @CLOTH_4027 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_OUT" 
004D: jump_if_false @CLOTH_3999 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_OUT" time 

:CLOTH_3999
00D6: if 
0042:   $9991 == 1.0 
004D: jump_if_false @CLOTH_4027 
0004: $9998 = 6 

:CLOTH_4027
00D6: if 
0038:   $9998 == 6 
004D: jump_if_false @CLOTH_4103 
01B4: set_player $PLAYER_CHAR can_move 1 
09BD: allow_other_threads_to_display_text_boxes 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0581: enable_radar 1 
0947: actor $9981 speak_from_audio_table 331 store_spoken_phrase_id_to $10081 
0004: $10029 = 0 
0004: $2420 = 0 
0004: $2424 = 0 
0004: $9990 = 8 

:CLOTH_4103
00D6: if 
0038:   $9990 == 6 
004D: jump_if_false @CLOTH_5223 
00D6: if 
0118:   actor $9981 dead 
004D: jump_if_false @CLOTH_4182 
0050: gosub @CLOTH_6960 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 // s$ == short 
004D: jump_if_false @CLOTH_4175 
0050: gosub @CLOTH_7234 

:CLOTH_4175
0002: jump @CLOTH_816 

:CLOTH_4182
00D6: if 
0038:   $2424 == 0 
004D: jump_if_false @CLOTH_4225 
00D6: if 
001A:   2 > $9998 
004D: jump_if_false @CLOTH_4225 
0050: gosub @CLOTH_9020 

:CLOTH_4225
0004: $SHOW_SHOP_SPHERE = 0 
00D6: if 
0038:   $9998 == 0 
004D: jump_if_false @CLOTH_4583 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CLOTH_4274 
0004: $9998 = 1 

:CLOTH_4274
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CLOTH_4583 
0004: $10029 = 0 
08D7: $2517 = panel $2423 active_row 
00D6: if 
001A:   0 > $2517 
004D: jump_if_false @CLOTH_4331 
0004: $2517 = 0 

:CLOTH_4331
0084: $SELECTED_MENU_ITEM = $2438($2517,12i) // (int) 
0084: $9982 = $2426($2517,12i) // (int) 
0084: $SHOPPINGITEM_MODELCRC = $2474($2517,12i) // (int) 
0084: $SHOPPINGITEM_BODYPART = $2486($2517,12i) // (int) 
05A9: s$9979 = $2450($2517,12s) // s$ 
00D6: if or
04A3:   $SHOPPINGITEM_BODYPART == 13 // == constant 
04A3:   $SHOPPINGITEM_BODYPART == 14 // == constant 
04A3:   $SHOPPINGITEM_BODYPART == 15 // == constant 
04A3:   $SHOPPINGITEM_BODYPART == 16 // == constant 
004D: jump_if_false @CLOTH_4476 
015F: set_camera_position $10018 $10019 $10020 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $10021 $10022 $10023 switchstyle 2 
0002: jump @CLOTH_4544 

:CLOTH_4476
00D6: if or
04A3:   $2547 == 0 // == constant 
04A3:   $2547 == 2 // == constant 
004D: jump_if_false @CLOTH_4505 
03D1: play_wav 4 

:CLOTH_4505
015F: set_camera_position $10012 $10013 $10014 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $10015 $10016 $10017 switchstyle 2 

:CLOTH_4544
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @CLOTH_4576 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:CLOTH_4576
0004: $9998 = 2 

:CLOTH_4583
00D6: if 
0038:   $9998 == 1 
004D: jump_if_false @CLOTH_4689 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @CLOTH_4689 
0004: $9998 = 0 
0004: $9990 = 5 
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @CLOTH_4664 
03E6: remove_text_box 
08DA: remove_panel $2423 
0004: $2424 = 0 

:CLOTH_4664
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @CLOTH_4689 
0050: gosub @CLOTH_8450 

:CLOTH_4689
00D6: if 
0038:   $9998 == 2 
004D: jump_if_false @CLOTH_4746 
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @CLOTH_4746 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @CLOTH_4746 
0004: $9998 = 3 

:CLOTH_4746
00D6: if 
0038:   $9998 == 3 
004D: jump_if_false @CLOTH_4941 
00D6: if or
04A3:   $2547 == 0 // == constant 
04A3:   $2547 == 2 // == constant 
04A3:   $2547 == 3 // == constant 
004D: jump_if_false @CLOTH_4809 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
0793: save_player_clothes 

:CLOTH_4809
0784: set_player $PLAYER_CHAR textureCRC $SELECTED_MENU_ITEM modelCRC $SHOPPINGITEM_MODELCRC bodypart $SHOPPINGITEM_BODYPART 
070D: rebuild_player $PLAYER_CHAR 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_IN" IFP "CLOTHES" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9991 = 0.0 
00D6: if 
03CA:   object $9989 exists 
004D: jump_if_false @CLOTH_4934 
075A: set_object $9989 animation "CLO_POSE_IN_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:CLOTH_4934
0004: $9998 = 4 

:CLOTH_4941
00D6: if 
0038:   $9998 == 4 
004D: jump_if_false @CLOTH_5079 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_POSE_IN" 
004D: jump_if_false @CLOTH_5009 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_POSE_IN" time 

:CLOTH_5009
00D6: if 
0042:   $9991 == 1.0 
004D: jump_if_false @CLOTH_5079 
0812: AS_actor $PLAYER_ACTOR perform_animation v$9994 IFP "CLOTHES" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9991 = 0.0 
0004: $9998 = 5 

:CLOTH_5079
00D6: if 
0038:   $9998 == 5 
004D: jump_if_false @CLOTH_5223 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation v$9994 
004D: jump_if_false @CLOTH_5127 
0613: $9991 = actor $PLAYER_ACTOR animation v$9994 time 

:CLOTH_5127
00D6: if 
0042:   $9991 == 1.0 
004D: jump_if_false @CLOTH_5223 
0050: gosub @CLOTH_9570 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP "CLOTHES" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9991 = 0.0 
0004: $9990 = 7 
0004: $9998 = 0 

:CLOTH_5223
00D6: if 
0038:   $9990 == 7 
004D: jump_if_false @CLOTH_6638 
00D6: if 
0118:   actor $9981 dead 
004D: jump_if_false @CLOTH_5302 
0050: gosub @CLOTH_6960 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 // s$ == short 
004D: jump_if_false @CLOTH_5295 
0050: gosub @CLOTH_7234 

:CLOTH_5295
0002: jump @CLOTH_816 

:CLOTH_5302
0004: $SHOW_SHOP_SPHERE = 0 
00D6: if 
0038:   $9998 == 0 
004D: jump_if_false @CLOTH_5607 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CLOTH_5412 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
03D5: remove_text 'CLTHNO1'  // You already own this item!
0004: $2545 = 0 
0004: $2544 = 0 
0004: $2546 = 0 
0004: $10030 = 0 
0004: $9998 = 1 

:CLOTH_5412
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CLOTH_5607 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
03D5: remove_text 'CLTHNO1'  // You already own this item!
0004: $2545 = 0 
0004: $2544 = 0 
0004: $2546 = 0 
0004: $10030 = 0 
0050: gosub @CLOTH_8109 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @CLOTH_5529 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:CLOTH_5529
00D6: if 
0038:   $10029 == 0 
004D: jump_if_false @CLOTH_5561 
0004: $9998 = 3 
0002: jump @CLOTH_5607 

:CLOTH_5561
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @CLOTH_5593 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:CLOTH_5593
0004: $9998 = 0 
0004: $9990 = 6 

:CLOTH_5607
00D6: if 
001A:   2 > $9998 
004D: jump_if_false @CLOTH_5632 
0050: gosub @CLOTH_9570 

:CLOTH_5632
00D6: if 
0038:   $9998 == 1 
004D: jump_if_false @CLOTH_6032 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @CLOTH_6032 
010B: $SHOPS_PLAYER_CASH = player $PLAYER_CHAR money 
00D6: if 
002C:   $SHOPS_PLAYER_CASH >= $9982 // (int) 
004D: jump_if_false @CLOTH_5959 
00D6: if 
803A:   not  $2542 == $SELECTED_MENU_ITEM // (int) 
004D: jump_if_false @CLOTH_5879 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @CLOTH_5745 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:CLOTH_5745
0790: charge_money_for_shopping_item_with_textureCRC $SELECTED_MENU_ITEM 
0004: $10030 = 1 
0947: actor $9981 speak_from_audio_table 323 store_spoken_phrase_id_to $10081 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1054 
0050: gosub @CLOTH_9945 
0050: gosub @CLOTH_10315 
0793: save_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_BUY" IFP "CLOTHES" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9991 = 0.0 
0004: $9998 = 2 
0002: jump @CLOTH_5952 

:CLOTH_5879
00D6: if 
0038:   $2545 == 0 
004D: jump_if_false @CLOTH_5952 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
0947: actor $9981 speak_from_audio_table 322 store_spoken_phrase_id_to $10081 
00BC: show_text_highpriority GXT 'CLTHNO2' time 5000 flag 1  // You have already bought this item!
0004: $9998 = 0 
0004: $2545 = 1 

:CLOTH_5952
0002: jump @CLOTH_6032 

:CLOTH_5959
00D6: if 
0038:   $2544 == 0 
004D: jump_if_false @CLOTH_6032 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
0947: actor $9981 speak_from_audio_table 324 store_spoken_phrase_id_to $10081 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
0004: $9998 = 0 
0004: $2544 = 1 

:CLOTH_6032
00D6: if 
0038:   $9998 == 2 
004D: jump_if_false @CLOTH_6174 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_BUY" 
004D: jump_if_false @CLOTH_6092 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_BUY" time 

:CLOTH_6092
00D6: if 
0042:   $9991 == 1.0 
004D: jump_if_false @CLOTH_6174 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP "CLOTHES" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9991 = 0.0 
0004: $9998 = 3 

:CLOTH_6174
00D6: if 
0038:   $9998 == 3 
004D: jump_if_false @CLOTH_6307 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_OUT" IFP "CLOTHES" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9991 = 0.0 
00D6: if 
03CA:   object $9989 exists 
004D: jump_if_false @CLOTH_6300 
075A: set_object $9989 animation "CLO_POSE_OUT_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:CLOTH_6300
0004: $9998 = 4 

:CLOTH_6307
00D6: if 
0038:   $9998 == 4 
004D: jump_if_false @CLOTH_6638 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_POSE_OUT" 
004D: jump_if_false @CLOTH_6377 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_POSE_OUT" time 

:CLOTH_6377
00D6: if 
0042:   $9991 == 1.0 
004D: jump_if_false @CLOTH_6638 
0794: restore_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
0793: save_player_clothes 
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @CLOTH_6439 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:CLOTH_6439
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @CLOTH_6471 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:CLOTH_6471
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @CLOTH_6503 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:CLOTH_6503
0004: $10029 = 1 
00D6: if 
0038:   $10030 == 1 
004D: jump_if_false @CLOTH_6592 
0004: $9998 = 0 
0004: $9990 = 5 
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @CLOTH_6585 
00D6: if 
001A:   1 > $9998 
004D: jump_if_false @CLOTH_6585 
0050: gosub @CLOTH_8450 

:CLOTH_6585
0002: jump @CLOTH_6638 

:CLOTH_6592
0004: $9998 = 0 
0004: $9990 = 6 
00D6: if 
0038:   $2424 == 0 
004D: jump_if_false @CLOTH_6638 
0050: gosub @CLOTH_8109 
0050: gosub @CLOTH_9020 

:CLOTH_6638
00D6: if 
0038:   $9990 == 8 
004D: jump_if_false @CLOTH_6925 
00D6: if 
0118:   actor $9981 dead 
004D: jump_if_false @CLOTH_6717 
0050: gosub @CLOTH_6960 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 // s$ == short 
004D: jump_if_false @CLOTH_6710 
0050: gosub @CLOTH_7234 

:CLOTH_6710
0002: jump @CLOTH_816 

:CLOTH_6717
00D6: if 
0038:   $9986 == 0 
004D: jump_if_false @CLOTH_6798 
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $9981 
031D:   actor $9981 hit_by_weapon 57 
0038:   $1258 == 1 
004D: jump_if_false @CLOTH_6798 
0947: actor $9981 speak_from_audio_table 327 store_spoken_phrase_id_to $10081 
05C4: AS_actor $9981 hands_up -2 ms 
0004: $9986 = 1 

:CLOTH_6798
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere $SHOW_SHOP_SPHERE in_sphere $10008 $10009 $10010 radius 1.0 1.0 4.0 on_foot 
004D: jump_if_false @CLOTH_6925 
0004: $2420 = 0 
0004: $2424 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2516 = 0 
0004: $2517 = 0 
0004: $9990 = 2 
0004: $9998 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $10030 = 0 
0004: $SHOW_SHOP_SPHERE = 1 

:CLOTH_6925
0002: jump @CLOTH_6939 

:CLOTH_6932
0050: gosub @CLOTH_7234 

:CLOTH_6939
0002: jump @CLOTH_6953 

:CLOTH_6946
0050: gosub @CLOTH_7234 

:CLOTH_6953
0002: jump @CLOTH_816 

:CLOTH_6960
00D6: if 
0028:   $9990 >= 1 
004D: jump_if_false @CLOTH_6980 
03E6: remove_text_box 

:CLOTH_6980
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @CLOTH_7012 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 

:CLOTH_7012
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @CLOTH_7044 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:CLOTH_7044
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @CLOTH_7076 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:CLOTH_7076
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @CLOTH_7108 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:CLOTH_7108
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
03D5: remove_text 'CLTHNO1'  // You already own this item!
0004: $2420 = 0 
0004: $2424 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2516 = 0 
0004: $2517 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $2546 = 0 
0004: $9998 = 0 
0004: $10029 = 0 
0004: $10030 = 0 
0004: $9990 = 2 
0051: return 

:CLOTH_7234
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @CLOTH_7266 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 

:CLOTH_7266
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @CLOTH_7298 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:CLOTH_7298
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @CLOTH_7330 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:CLOTH_7330
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @CLOTH_7362 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:CLOTH_7362
00D6: if 
0028:   $9990 >= 1 
004D: jump_if_false @CLOTH_7382 
03E6: remove_text_box 

:CLOTH_7382
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
03D5: remove_text 'CLTHNO1'  // You already own this item!
0004: $10029 = 0 
0004: $2420 = 0 
0004: $2424 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2516 = 0 
0004: $2517 = 0 
0004: $SHOW_SHOP_SPHERE = 1 
0004: $9988 = 0 
0004: $9986 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $2546 = 0 
0004: $10030 = 0 
0004: $9998 = 0 
0004: $9990 = 0 
0108: destroy_object $9989 
0249: release_model $10028 
009B: destroy_actor $9981 
0249: release_model $SELLER_MODEL 
03F0: enable_text_draw 0 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
09BD: allow_other_threads_to_display_text_boxes 1 
040D: unload_wav 4 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CLOTH_7590 
0489: set_actor $PLAYER_ACTOR muted 0 

:CLOTH_7590
004E: end_thread 
0051: return 

:CLOTH_7594
00D6: if 
0038:   $2516 == 0 
004D: jump_if_false @CLOTH_7668 
0004: $2513 = 0 
04AE: $2547 = 0 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_TORSO" // v$ = string 

:CLOTH_7668
00D6: if 
0038:   $2516 == 1 
004D: jump_if_false @CLOTH_7741 
0004: $2513 = 2 
04AE: $2547 = 2 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_LEGS" // v$ = string 

:CLOTH_7741
00D6: if 
0038:   $2516 == 2 
004D: jump_if_false @CLOTH_7815 
0004: $2513 = 3 
04AE: $2547 = 3 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_SHOES" // v$ = string 

:CLOTH_7815
00D6: if 
0038:   $2516 == 3 
004D: jump_if_false @CLOTH_7889 
0004: $2513 = 13 
04AE: $2547 = 13 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_TORSO" // v$ = string 

:CLOTH_7889
00D6: if 
0038:   $2516 == 4 
004D: jump_if_false @CLOTH_7963 
0004: $2513 = 14 
04AE: $2547 = 14 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_WATCH" // v$ = string 

:CLOTH_7963
00D6: if 
0038:   $2516 == 5 
004D: jump_if_false @CLOTH_8035 
0004: $2513 = 15 
04AE: $2547 = 15 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_HAT" // v$ = string 

:CLOTH_8035
00D6: if 
0038:   $2516 == 6 
004D: jump_if_false @CLOTH_8107 
0004: $2513 = 16 
04AE: $2547 = 16 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_HAT" // v$ = string 

:CLOTH_8107
0051: return 

:CLOTH_8109
0004: $2514 = 0 
0004: $10000 = 0 

:CLOTH_8123
00D6: if 
001C:   $9999 > $2514 // (int) 
004D: jump_if_false @CLOTH_8368 
0760: store_shopping_data_index $2514 textureCRC_to $SELECTED_MENU_ITEM 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 0 store_to $SHOPPINGITEM_MODELCRC 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 1 store_to $SHOPPINGITEM_BODYPART 
00D6: if 
003A:   $SHOPPINGITEM_BODYPART == $2513 // (int) 
004D: jump_if_false @CLOTH_8354 
0084: $2438($10000,12i) = $SELECTED_MENU_ITEM // (int) 
078C: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM nametag_to s$9979 // 8-byte string 
0761: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM price_to $9982 
0084: $2426($10000,12i) = $9982 // (int) 
05A9: $2450($10000,12s) = s$9979 // s$ 
0084: $2474($10000,12i) = $SHOPPINGITEM_MODELCRC // (int) 
0084: $2486($10000,12i) = $SHOPPINGITEM_BODYPART // (int) 
00D6: if 
003A:   $2542 == $SELECTED_MENU_ITEM // (int) 
004D: jump_if_false @CLOTH_8302 
0004: $2498($10000,12i) = 0 
0002: jump @CLOTH_8347 

:CLOTH_8302
00D6: if 
0942:   item_with_textureCRC $SELECTED_MENU_ITEM is_clothing 
004D: jump_if_false @CLOTH_8336 
0004: $2498($10000,12i) = 1 
0002: jump @CLOTH_8347 

:CLOTH_8336
0004: $2498($10000,12i) = 2 

:CLOTH_8347
0008: $10000 += 1 

:CLOTH_8354
0008: $2514 += 1 
0002: jump @CLOTH_8123 

:CLOTH_8368
0084: $2515 = $10000 // (int) 

:CLOTH_8376
00D6: if 
001A:   12 > $2515 
004D: jump_if_false @CLOTH_8448 
0004: $2438($2515,12i) = -1 
0004: $2426($2515,12i) = 0 
05A9: $2450($2515,12s) = 'DUMMY' // s$ 
0008: $2515 += 1 
0002: jump @CLOTH_8376 

:CLOTH_8448
0051: return 

:CLOTH_8450
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @CLOTH_9018 
0512: show_permanent_text_box 'CLOTHA'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
05A9: s$2518 = 'TORSO' // s$  // Torso
05A9: s$2520 = 'LEGS' // s$  // Legs
05A9: s$2522 = 'FEET' // s$  // Shoes
05A9: s$2524 = 'CHAINS' // s$  // Chains
05A9: s$2526 = 'WATCHES' // s$  // Watches
05A9: s$2528 = 'SHADES' // s$  // Shades
05A9: s$2530 = 'HATS' // s$  // Hats
05A9: s$2532 = 'DUMMY' // s$ 
05A9: s$2534 = 'DUMMY' // s$ 
05A9: s$2536 = 'DUMMY' // s$ 
05A9: s$2538 = 'DUMMY' // s$ 
05A9: s$2540 = 'DUMMY' // s$ 
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @CLOTH_8709 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @CLOTH_8950 

:CLOTH_8709
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @CLOTH_8771 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @CLOTH_8950 

:CLOTH_8771
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @CLOTH_8833 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @CLOTH_8950 

:CLOTH_8833
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @CLOTH_8895 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @CLOTH_8950 

:CLOTH_8895
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @CLOTH_8950 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel

:CLOTH_8950
08D6: set_panel $2419 column 0 alignment 1 
08DB: set_panel $2419 column 0 header 'DUMMY' data s$2518 s$2520 s$2522 s$2524 s$2526 s$2528 s$2530 s$2532 s$2534 s$2536 s$2538 s$2540 
0004: $2420 = 1 

:CLOTH_9018
0051: return 

:CLOTH_9020
00D6: if 
0038:   $2424 == 0 
004D: jump_if_false @CLOTH_9568 
0512: show_permanent_text_box 'CLOTHB'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select clothing.~N~~k~~PED_SPRINT~ View Item~N~~k~~VEHICLE_ENTER_EXIT~ Back
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @CLOTH_9111 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @CLOTH_9352 

:CLOTH_9111
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @CLOTH_9173 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @CLOTH_9352 

:CLOTH_9173
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @CLOTH_9235 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @CLOTH_9352 

:CLOTH_9235
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @CLOTH_9297 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @CLOTH_9352 

:CLOTH_9297
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @CLOTH_9352 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel

:CLOTH_9352
08D6: set_panel $2423 column 0 alignment 1 
08DB: set_panel $2423 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11] 
0004: $2515 = 0 

:CLOTH_9420
00D6: if 
001C:   $10000 > $2515 // (int) 
004D: jump_if_false @CLOTH_9561 
00D6: if 
0038:   $2498($2515,12i) == 0 
004D: jump_if_false @CLOTH_9488 
0A23: set_panel $2423 row $2515 shopping_item_bought 0 
08D9: set_panel $2423 row $2515 enable 0 
0002: jump @CLOTH_9547 

:CLOTH_9488
00D6: if 
0038:   $2498($2515,12i) == 1 
004D: jump_if_false @CLOTH_9527 
0A23: set_panel $2423 row $2515 shopping_item_bought 1 
0002: jump @CLOTH_9547 

:CLOTH_9527
0A23: set_panel $2423 row $2515 shopping_item_bought 0 
08D9: set_panel $2423 row $2515 enable 1 

:CLOTH_9547
0008: $2515 += 1 
0002: jump @CLOTH_9420 

:CLOTH_9561
0004: $2424 = 1 

:CLOTH_9568
0051: return 

:CLOTH_9570
00D6: if 
0038:   $2418 == 0 
004D: jump_if_false @CLOTH_9943 
0512: show_permanent_text_box 'CLOTHC'  // ~k~~PED_SPRINT~ Buy~N~~k~~VEHICLE_ENTER_EXIT~ Back
08D4: $2417 = create_panel_with_title 'CLOTCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Apparel
08D6: set_panel $2417 column 0 alignment 1 
08DB: set_panel $2417 column 0 header 'CLOTCHO' data s$9979 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Apparel
08D6: set_panel $2417 column 1 alignment 2 
08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $2417 column 1 row 0 text_1number GXT 'DOLLAR' number $9982  // $~1~
09DB: set_panel $2417 column 0 width 140 
09DB: set_panel $2417 column 1 width 46 
0004: $2418 = 1 

:CLOTH_9943
0051: return 

:CLOTH_9945
00D6: if 
0038:   $2422 == 0 
004D: jump_if_false @CLOTH_10313 
08D4: $2421 = create_panel_with_title 'CLOTCHO' position 29.0 25.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Apparel
08D6: set_panel $2421 column 0 alignment 1 
08DB: set_panel $2421 column 0 header 'CLOTCHO' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Apparel // Purchased
08D6: set_panel $2421 column 1 alignment 2 
08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $2421 column 1 row 0 text_1number GXT 'DOLLAR' number $9982  // $~1~
09DB: set_panel $2421 column 0 width 140 
09DB: set_panel $2421 column 1 width 46 
0004: $2422 = 1 

:CLOTH_10313
0051: return 

:CLOTH_10315
00D6: if 
0038:   $2549 == 0 
004D: jump_if_false @CLOTH_10365 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSCHP' // s$ == short  // Binco
004D: jump_if_false @CLOTH_10365 
0004: $2549 = 1 

:CLOTH_10365
00D6: if 
0038:   $2550 == 0 
004D: jump_if_false @CLOTH_10415 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSSPRT' // s$ == short  // Pro-Laps
004D: jump_if_false @CLOTH_10415 
0004: $2550 = 1 

:CLOTH_10415
00D6: if 
0038:   $2551 == 0 
004D: jump_if_false @CLOTH_10465 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'LACS1' // s$ == short  // Sub Urban
004D: jump_if_false @CLOTH_10465 
0004: $2551 = 1 

:CLOTH_10465
00D6: if 
0038:   $2552 == 0 
004D: jump_if_false @CLOTH_10515 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CLOTHGP' // s$ == short  // Zip
004D: jump_if_false @CLOTH_10515 
0004: $2552 = 1 

:CLOTH_10515
00D6: if 
0038:   $2553 == 0 
004D: jump_if_false @CLOTH_10565 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSDESGN' // s$ == short  // Victim
004D: jump_if_false @CLOTH_10565 
0004: $2553 = 1 

:CLOTH_10565
00D6: if 
0038:   $2554 == 0 
004D: jump_if_false @CLOTH_10615 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSEXL' // s$ == short  // Didier Sachs
004D: jump_if_false @CLOTH_10615 
0004: $2554 = 1 

:CLOTH_10615
0051: return 
004E: end_thread 

//-------------External script 65 (JUNKFUD)---------------

:JFUD
0005: $JFUD_X_OFFSET = 0.0 
0005: $JFUD_Y_OFFSET = 0.0 
0005: $JFUD_Z_OFFSET = 0.0 
0005: $10064 = 0.0 
0005: $JFUD_X_CAMERA = 0.0 
0005: $JFUD_Y_CAMERA = 0.0 
0005: $JFUD_Z_CAMERA = 0.0 
0005: $JFUD_X_AIM_CAMERA = 0.0 
0005: $JFUD_Y_AIM_CAMERA = 0.0 
0005: $JFUD_Z_AIM_CAMERA = 0.0 
0005: $10075 = 0.0 
0005: $10076 = 0.0 
0005: $10077 = 0.0 
0005: $10078 = 0.0 
0005: $10079 = 0.0 
0005: $10080 = 0.0 
0004: $10056 = 0 
0005: $10055 = 0.0 
0004: $2751 = 0 
0005: $10049 = 0.0 
0005: $10050 = 0.0 
0005: $10051 = 0.0 
0004: $10041 = 0 
0004: $675 = 0 
0004: $10035 = 0 
0004: $10045 = 0 
0004: $10047 = 0 
0004: $FLAG_PLAYER_ATTACK_FOOD_SELLER = 0 
0005: $10052 = 0.0 
0004: $SHOW_SHOP_SPHERE = 1 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2544 = 0 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // s$ == short  // Pizza Stack
004D: jump_if_false @JFUD_358 
04AE: $SELLER_MODEL = 155 // = constant 
0004: $JFUD_LOW_FOOD_MODEL = -376 
0004: $JFUD_MED_FOOD_MODEL = -377 
0004: $JFUD_HIGH_FOOD_MODEL = -57 
0004: $JFUD_HEALTHY_FOOD_MODEL = -378 

:JFUD_358
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDCHICK' // s$ == short  // Cluckin' Bell
004D: jump_if_false @JFUD_423 
04AE: $SELLER_MODEL = 167 // = constant 
0004: $JFUD_LOW_FOOD_MODEL = -379 
0004: $JFUD_MED_FOOD_MODEL = -380 
0004: $JFUD_HIGH_FOOD_MODEL = -381 
0004: $JFUD_HEALTHY_FOOD_MODEL = -382 

:JFUD_423
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDBURG' // s$ == short  // Burger Shot
004D: jump_if_false @JFUD_487 
04AE: $SELLER_MODEL = 205 // = constant 
0004: $JFUD_LOW_FOOD_MODEL = -383 
0004: $JFUD_MED_FOOD_MODEL = -384 
0004: $JFUD_HIGH_FOOD_MODEL = -60 
0004: $JFUD_HEALTHY_FOOD_MODEL = -385 

:JFUD_487
0247: load_model $JFUD_LOW_FOOD_MODEL 
0247: load_model $JFUD_MED_FOOD_MODEL 
0247: load_model $JFUD_HIGH_FOOD_MODEL 
0247: load_model $JFUD_HEALTHY_FOOD_MODEL 
03CF: load_wav 1828 as 4 
0247: load_model $SELLER_MODEL 
038B: load_requested_models 
0111: set_wasted_busted_check 0 
00D6: if 
0038:   $10041 == 1000000 
004D: jump_if_false @JFUD_563 
0107: $JFUD_SELECTED_FOOD = create_object $SELECTED_MENU_ITEM at $X_START_ANIM_FOOD $Y_START_ANIM_FOOD $Z_START_ANIM_FOOD 

:JFUD_563
03A4: name_thread 'JFUD' 

:JFUD_574
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_9696 
00D6: if 
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // s$ 
004D: jump_if_false @JFUD_9682 
00D6: if 
0018:   $JFUD_STAGE > 0 
004D: jump_if_false @JFUD_672 
00D6: if 
0A0F:   new_language_set 
004D: jump_if_false @JFUD_672 
03E6: remove_text_box 
08DA: remove_panel $2417 
08DA: remove_panel $2421 
0004: $2418 = 0 
0004: $2422 = 0 
09FB: $CURRENT_LANGUAGE = current_language 

:JFUD_672
00D6: if 
0038:   $JFUD_STAGE == 0 
004D: jump_if_false @JFUD_1005 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // s$ == short  // Pizza Stack
004D: jump_if_false @JFUD_795 
075F: store_shopping_data_entries_number_to $10036 
0005: $JFUD_X_OFFSET = 0.0 
0005: $JFUD_Y_OFFSET = 0.0 
0005: $JFUD_Z_OFFSET = 0.0 
0005: $10064 = 0.0 
0005: $684 = 0.0 
0005: $685 = 2.5 
05A9: s$10043 = s$CURRENT_SHOP_GXT_NAME // s$ 
0004: $JFUD_STAGE = 1 

:JFUD_795
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDCHICK' // s$ == short  // Cluckin' Bell
004D: jump_if_false @JFUD_900 
075F: store_shopping_data_entries_number_to $10036 
0005: $JFUD_X_OFFSET = -5.211 
0005: $JFUD_Y_OFFSET = 112.784 
0005: $JFUD_Z_OFFSET = 0.3 
0005: $10064 = 0.0 
0005: $684 = 0.0 
0005: $685 = 2.5 
05A9: s$10043 = s$CURRENT_SHOP_GXT_NAME // s$ 
0004: $JFUD_STAGE = 1 

:JFUD_900
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDBURG' // s$ == short  // Burger Shot
004D: jump_if_false @JFUD_1005 
075F: store_shopping_data_entries_number_to $10036 
0005: $684 = 0.0 
0005: $685 = 2.5 
0005: $JFUD_X_OFFSET = 1.566 
0005: $JFUD_Y_OFFSET = 51.419 
0005: $JFUD_Z_OFFSET = 0.01 
0005: $10064 = 0.0 
05A9: s$10043 = s$CURRENT_SHOP_GXT_NAME // s$ 
0004: $JFUD_STAGE = 1 

:JFUD_1005
00D6: if 
0038:   $JFUD_STAGE == 1 
004D: jump_if_false @JFUD_1427 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 1 
0005: $JFUD_X_FOOD_SELLER = 374.0 
0059: $JFUD_X_FOOD_SELLER += $JFUD_X_OFFSET // (float) 
0005: $JFUD_Y_FOOD_SELLER = -117.141 
0059: $JFUD_Y_FOOD_SELLER += $JFUD_Y_OFFSET // (float) 
0005: $JFUD_Z_FOOD_SELLER = 1000.539 
0059: $JFUD_Z_FOOD_SELLER += $JFUD_Z_OFFSET // (float) 
0005: $JFUD_FOOD_SELLER_ANGLE = 180.0 
0059: $JFUD_FOOD_SELLER_ANGLE += $10064 // (float) 
0005: $JFUD_X_CAMERA = 374.0 
0059: $JFUD_X_CAMERA += $JFUD_X_OFFSET // (float) 
0005: $JFUD_Y_CAMERA = -119.1869 
0059: $JFUD_Y_CAMERA += $JFUD_Y_OFFSET // (float) 
0005: $JFUD_Z_CAMERA = 1002.019 
0059: $JFUD_Z_CAMERA += $JFUD_Z_OFFSET // (float) 
0005: $JFUD_X_AIM_CAMERA = 373.9532 
0059: $JFUD_X_AIM_CAMERA += $JFUD_X_OFFSET // (float) 
0005: $JFUD_Y_AIM_CAMERA = -118.189 
0059: $JFUD_Y_AIM_CAMERA += $JFUD_Y_OFFSET // (float) 
0005: $JFUD_Z_AIM_CAMERA = 1001.975 
0059: $JFUD_Z_AIM_CAMERA += $JFUD_Z_OFFSET // (float) 
0005: $10075 = 374.717 
0059: $10075 += $JFUD_X_OFFSET // (float) 
0005: $10076 = -122.55 
0059: $10076 += $JFUD_Y_OFFSET // (float) 
0005: $10077 = 1002.572 
0059: $10077 += $JFUD_Z_OFFSET // (float) 
0005: $10078 = 374.599 
0059: $10078 += $JFUD_X_OFFSET // (float) 
0005: $10079 = -121.608 
0059: $10079 += $JFUD_Y_OFFSET // (float) 
0005: $10080 = 1002.256 
0059: $10080 += $JFUD_Z_OFFSET // (float) 
00D6: if 
0038:   $FOOD_SELLER_EXISTS == 0 
004D: jump_if_false @JFUD_1420 
009A: $FOOD_SELLER = create_actor_pedtype 4 model $SELLER_MODEL at $JFUD_X_FOOD_SELLER $JFUD_Y_FOOD_SELLER $JFUD_Z_FOOD_SELLER 
0173: set_actor $FOOD_SELLER Z_angle_to $JFUD_FOOD_SELLER_ANGLE 
02A9: set_actor $FOOD_SELLER immune_to_nonplayer 0 
060B: set_actor $FOOD_SELLER decision_maker_to 65542 
04C4: store_coords_to $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER from_actor $FOOD_SELLER with_offset $684 $685 0.0 
0004: $FLAG_PLAYER_ATTACK_FOOD_SELLER = 0 
0004: $FOOD_SELLER_EXISTS = 1 

:JFUD_1420
0004: $JFUD_STAGE = 2 

:JFUD_1427
00D6: if 
0038:   $JFUD_STAGE == 2 
004D: jump_if_false @JFUD_2034 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_1476 
0050: gosub @JFUD_9887 

:JFUD_1476
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_1989 
00D6: if 
0038:   $FLAG_PLAYER_ATTACK_FOOD_SELLER == 0 
004D: jump_if_false @JFUD_1937 
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $FOOD_SELLER 
031D:   actor $FOOD_SELLER hit_by_weapon 57 
0038:   $FOOD_PLAYER_AGGRESSIVE_FLAG == 1 
004D: jump_if_false @JFUD_1587 
0947: actor $FOOD_SELLER speak_from_audio_table 327 store_spoken_phrase_id_to $2563 
05C4: AS_actor $FOOD_SELLER hands_up -2 ms 
0004: $FOOD_PLAYER_AGGRESSIVE_FLAG = 1 
0004: $FLAG_PLAYER_ATTACK_FOOD_SELLER = 1 
0002: jump @JFUD_1930 

:JFUD_1587
00D6: if 
001A:   11 > $TOTAL_FOOD_EATEN 
004D: jump_if_false @JFUD_1765 
0004: $SHOW_SHOP_SPHERE = 1 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot 
004D: jump_if_false @JFUD_1758 
00D6: if 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false @JFUD_1758 
0947: actor $FOOD_SELLER speak_from_audio_table 333 store_spoken_phrase_id_to $2563 
010B: $SHOPS_PLAYER_CASH = player $PLAYER_CHAR money 
00D6: if 
001A:   2 > $88 
004D: jump_if_false @JFUD_1751 
00D6: if 
0038:   $169 == 1 
004D: jump_if_false @JFUD_1751 
00D6: if 
001A:   2 > $SHOPS_PLAYER_CASH 
004D: jump_if_false @JFUD_1751 
0109: player $PLAYER_CHAR money = 1 

:JFUD_1751
0004: $JFUD_STAGE = 3 

:JFUD_1758
0002: jump @JFUD_1930 

:JFUD_1765
00D6: if 
0038:   $10045 == 0 
004D: jump_if_false @JFUD_1899 
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_1847 
0947: actor $FOOD_SELLER speak_from_audio_table 322 store_spoken_phrase_id_to $2563 
00BC: show_text_highpriority GXT 'FOOD1' time 5000 flag 1  // ~s~You cannot buy any more food at the moment, you will be unwell!
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
0002: jump @JFUD_1892 

:JFUD_1847
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_1885 
0050: gosub @JFUD_9887 

:JFUD_1885
0002: jump @JFUD_574 

:JFUD_1892
0004: $10045 = 1 

:JFUD_1899
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_1930 
0050: gosub @JFUD_9887 

:JFUD_1930
0002: jump @JFUD_1982 

:JFUD_1937
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_1975 
0050: gosub @JFUD_9887 

:JFUD_1975
0002: jump @JFUD_574 

:JFUD_1982
0002: jump @JFUD_2034 

:JFUD_1989
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_2027 
0050: gosub @JFUD_9887 

:JFUD_2027
0002: jump @JFUD_574 

:JFUD_2034
00D6: if 
0038:   $JFUD_STAGE == 3 
004D: jump_if_false @JFUD_4339 
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
09BC: put_actor $PLAYER_ACTOR at $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER no_offset_and_dont_warp_gang 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0173: set_actor $PLAYER_ACTOR Z_angle_to $10055 
0226: $JFUD_PLAYER_HEALTH = actor $PLAYER_ACTOR health 
0653: $JFUD_STAT_FAT = float_stat 21 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 1.0 
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_2401 
00A0: store_actor $FOOD_SELLER position_to $2755 $2756 $2757 
00D6: if or
8044:   not  $2755 == $JFUD_X_FOOD_SELLER // (float) 
8044:   not  $2756 == $JFUD_Y_FOOD_SELLER // (float) 
8044:   not  $2757 == $JFUD_Z_FOOD_SELLER // (float) 
004D: jump_if_false @JFUD_2224 
00A1: put_actor $FOOD_SELLER at $JFUD_X_FOOD_SELLER $JFUD_Y_FOOD_SELLER $JFUD_Z_FOOD_SELLER 
0173: set_actor $FOOD_SELLER Z_angle_to $JFUD_FOOD_SELLER_ANGLE 

:JFUD_2224
04C4: store_coords_to $X_START_ANIM_FOOD $Y_START_ANIM_FOOD $Z_START_ANIM_FOOD from_actor $FOOD_SELLER with_offset 0.0 0.8 0.1 
00D6: if 
8611:   not actor $FOOD_SELLER performing_animation "SHP_TRAY_POSE" 
004D: jump_if_false @JFUD_2333 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_IN" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $10052 = 0.0 

:JFUD_2333
0947: actor $FOOD_SELLER speak_from_audio_table 333 store_spoken_phrase_id_to $10081 
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_TRAY_IN" 
004D: jump_if_false @JFUD_2394 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_IN" time 

:JFUD_2394
0002: jump @JFUD_2446 

:JFUD_2401
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_2439 
0050: gosub @JFUD_9887 

:JFUD_2439
0002: jump @JFUD_574 

:JFUD_2446
0006: 32@ = 0 

:JFUD_2453
00D6: if 
0029:   32@ >= 600 
004D: jump_if_false @JFUD_2631 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_2506 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_2506
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_2574 
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_2560 
0050: gosub @JFUD_9887 

:JFUD_2560
0002: jump @JFUD_574 
0002: jump @JFUD_2624 

:JFUD_2574
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_TRAY_IN" 
004D: jump_if_false @JFUD_2624 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_IN" time 

:JFUD_2624
0002: jump @JFUD_2453 

:JFUD_2631
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_2700 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 1 
015F: set_camera_position $JFUD_X_CAMERA $JFUD_Y_CAMERA $JFUD_Z_CAMERA rotation 0.0 0.0 0.0 
0160: set_camera_point_at $JFUD_X_AIM_CAMERA $JFUD_Y_AIM_CAMERA $JFUD_Z_AIM_CAMERA switchstyle 2 
0002: jump @JFUD_2714 

:JFUD_2700
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_2714
00D6: if 
8611:   not actor $FOOD_SELLER performing_animation "SHP_TRAY_POSE" 
004D: jump_if_false @JFUD_2925 

:JFUD_2745
00D6: if 
8042:   not  $10052 == 1.0 
004D: jump_if_false @JFUD_2925 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_2800 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_2800
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_2868 
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_2854 
0050: gosub @JFUD_9887 

:JFUD_2854
0002: jump @JFUD_574 
0002: jump @JFUD_2918 

:JFUD_2868
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_TRAY_IN" 
004D: jump_if_false @JFUD_2918 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_IN" time 

:JFUD_2918
0002: jump @JFUD_2745 

:JFUD_2925
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_3053 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_POSE" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $10052 = 0.0 
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_TRAY_POSE" 
004D: jump_if_false @JFUD_3046 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_POSE" time 

:JFUD_3046
0002: jump @JFUD_3098 

:JFUD_3053
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3091 
0050: gosub @JFUD_9887 

:JFUD_3091
0002: jump @JFUD_574 

:JFUD_3098
00D6: if 
8042:   not  $10052 == 1.0 
004D: jump_if_false @JFUD_3282 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3153 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_3153
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_3221 
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3207 
0050: gosub @JFUD_9887 

:JFUD_3207
0002: jump @JFUD_574 
0002: jump @JFUD_3275 

:JFUD_3221
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_TRAY_POSE" 
004D: jump_if_false @JFUD_3275 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_POSE" time 

:JFUD_3275
0002: jump @JFUD_3098 

:JFUD_3282
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_3419 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT_IN" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $10052 = 0.0 
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_TRAY_LIFT_IN" 
004D: jump_if_false @JFUD_3412 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_IN" time 

:JFUD_3412
0002: jump @JFUD_3464 

:JFUD_3419
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3457 
0050: gosub @JFUD_9887 

:JFUD_3457
0002: jump @JFUD_574 

:JFUD_3464
00D6: if 
8042:   not  $10052 == 1.0 
004D: jump_if_false @JFUD_3654 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3519 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_3519
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_3587 
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3573 
0050: gosub @JFUD_9887 

:JFUD_3573
0002: jump @JFUD_574 
0002: jump @JFUD_3647 

:JFUD_3587
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_TRAY_LIFT_IN" 
004D: jump_if_false @JFUD_3647 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_IN" time 

:JFUD_3647
0002: jump @JFUD_3464 

:JFUD_3654
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1145 
0004: $10042 = 0 
0004: $10038 = 0 
0760: store_shopping_data_index $10042 textureCRC_to $SELECTED_MENU_ITEM 
0107: $JFUD_SELECTED_FOOD = create_object $SELECTED_MENU_ITEM at $X_START_ANIM_FOOD $Y_START_ANIM_FOOD $Z_START_ANIM_FOOD 
0761: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM price_to $10034 
078C: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM nametag_to s$10039 // 8-byte string 
0084: $2751 = $10034 // (int) 
05A9: s$2752 = s$10039 // s$ 
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_3915 
070A: AS_actor $FOOD_SELLER attach_to_object $JFUD_SELECTED_FOOD offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $10052 = 0.0 
0004: $10038 = 1 
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_TRAY_LIFT" 
004D: jump_if_false @JFUD_3908 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT" time 

:JFUD_3908
0002: jump @JFUD_3960 

:JFUD_3915
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3953 
0050: gosub @JFUD_9887 

:JFUD_3953
0002: jump @JFUD_574 

:JFUD_3960
00D6: if 
8042:   not  $10052 == 1.0 
004D: jump_if_false @JFUD_4144 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_4015 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_4015
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_4083 
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_4069 
0050: gosub @JFUD_9887 

:JFUD_4069
0002: jump @JFUD_574 
0002: jump @JFUD_4137 

:JFUD_4083
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_TRAY_LIFT" 
004D: jump_if_false @JFUD_4137 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT" time 

:JFUD_4137
0002: jump @JFUD_3960 

:JFUD_4144
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_4287 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT_LOOP" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $10052 = 0.0 
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_TRAY_LIFT_LOOP" 
004D: jump_if_false @JFUD_4280 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_LOOP" time 

:JFUD_4280
0002: jump @JFUD_4332 

:JFUD_4287
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_4325 
0050: gosub @JFUD_9887 

:JFUD_4325
0002: jump @JFUD_574 

:JFUD_4332
0004: $JFUD_STAGE = 4 

:JFUD_4339
00D6: if 
0038:   $JFUD_STAGE == 4 
004D: jump_if_false @JFUD_9675 
00D6: if 
0038:   $10045 == 0 
004D: jump_if_false @JFUD_9668 
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
00D6: if or
001A:   -100 > $MOVE_AXIS_X 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @JFUD_4603 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @JFUD_4447 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:JFUD_4447
0004: $2544 = 0 
000C: $10042 -= 1 
0006: 32@ = 0 

:JFUD_4468
00D6: if 
001B:   150 > 32@ 
004D: jump_if_false @JFUD_4589 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_4521 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_4521
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_4582 
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_4575 
0050: gosub @JFUD_9887 

:JFUD_4575
0002: jump @JFUD_574 

:JFUD_4582
0002: jump @JFUD_4468 

:JFUD_4589
0004: $10047 = 0 
0004: $10038 = 0 

:JFUD_4603
00D6: if or
0018:   $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @JFUD_4815 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @JFUD_4659 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:JFUD_4659
0004: $2544 = 0 
0008: $10042 += 1 
0006: 32@ = 0 

:JFUD_4680
00D6: if 
001B:   150 > 32@ 
004D: jump_if_false @JFUD_4801 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_4733 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_4733
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_4794 
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_4787 
0050: gosub @JFUD_9887 

:JFUD_4787
0002: jump @JFUD_574 

:JFUD_4794
0002: jump @JFUD_4680 

:JFUD_4801
0004: $10038 = 0 
0004: $10047 = 0 

:JFUD_4815
00D6: if 
001A:   0 > $10042 
004D: jump_if_false @JFUD_4848 
0084: $10042 = $10036 // (int) 
000C: $10042 -= 1 

:JFUD_4848
00D6: if 
003A:   $10042 == $10036 // (int) 
004D: jump_if_false @JFUD_4874 
0004: $10042 = 0 

:JFUD_4874
00D6: if 
0038:   $10038 == 0 
004D: jump_if_false @JFUD_5930 
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_5026 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_RETURN" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $10052 = 0.0 
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_TRAY_RETURN" 
004D: jump_if_false @JFUD_5019 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 

:JFUD_5019
0002: jump @JFUD_5071 

:JFUD_5026
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_5064 
0050: gosub @JFUD_9887 

:JFUD_5064
0002: jump @JFUD_574 

:JFUD_5071
00D6: if 
8042:   not  $10052 == 1.0 
004D: jump_if_false @JFUD_5259 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_5126 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_5126
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_5194 
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_5180 
0050: gosub @JFUD_9887 

:JFUD_5180
0002: jump @JFUD_574 
0002: jump @JFUD_5252 

:JFUD_5194
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_TRAY_RETURN" 
004D: jump_if_false @JFUD_5252 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 

:JFUD_5252
0002: jump @JFUD_5071 

:JFUD_5259
0050: gosub @JFUD_12993 
0760: store_shopping_data_index $10042 textureCRC_to $SELECTED_MENU_ITEM 
0107: $JFUD_SELECTED_FOOD = create_object $SELECTED_MENU_ITEM at $X_START_ANIM_FOOD $Y_START_ANIM_FOOD $Z_START_ANIM_FOOD 
0761: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM price_to $10034 
078C: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM nametag_to s$10039 // 8-byte string 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1145 
0084: $2751 = $10034 // (int) 
05A9: s$2752 = s$10039 // s$ 
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_5506 
070A: AS_actor $FOOD_SELLER attach_to_object $JFUD_SELECTED_FOOD offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $10052 = 0.0 
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_TRAY_LIFT" 
004D: jump_if_false @JFUD_5499 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT" time 

:JFUD_5499
0002: jump @JFUD_5551 

:JFUD_5506
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_5544 
0050: gosub @JFUD_9887 

:JFUD_5544
0002: jump @JFUD_574 

:JFUD_5551
00D6: if 
8042:   not  $10052 == 1.0 
004D: jump_if_false @JFUD_5735 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_5606 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_5606
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_5674 
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_5660 
0050: gosub @JFUD_9887 

:JFUD_5660
0002: jump @JFUD_574 
0002: jump @JFUD_5728 

:JFUD_5674
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_TRAY_LIFT" 
004D: jump_if_false @JFUD_5728 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT" time 

:JFUD_5728
0002: jump @JFUD_5551 

:JFUD_5735
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_5878 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT_LOOP" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $10052 = 0.0 
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_TRAY_LIFT_LOOP" 
004D: jump_if_false @JFUD_5871 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_LOOP" time 

:JFUD_5871
0002: jump @JFUD_5923 

:JFUD_5878
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_5916 
0050: gosub @JFUD_9887 

:JFUD_5916
0002: jump @JFUD_574 

:JFUD_5923
0004: $10038 = 1 

:JFUD_5930
00D6: if 
0038:   $10045 == 0 
004D: jump_if_false @JFUD_5955 
0050: gosub @JFUD_12352 

:JFUD_5955
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @JFUD_9668 

:JFUD_5972
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @JFUD_6091 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_6023 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_6023
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_6084 
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_6077 
0050: gosub @JFUD_9887 

:JFUD_6077
0002: jump @JFUD_574 

:JFUD_6084
0002: jump @JFUD_5972 

:JFUD_6091
0004: $2544 = 0 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'FOOD1'  // ~s~You cannot buy any more food at the moment, you will be unwell!
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_6151 
010B: $SHOPS_PLAYER_CASH = player $PLAYER_CHAR money 
0002: jump @JFUD_6165 

:JFUD_6151
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_6165
00D6: if 
002C:   $SHOPS_PLAYER_CASH >= $10034 // (int) 
004D: jump_if_false @JFUD_9534 
00D6: if 
001A:   11 > $TOTAL_FOOD_EATEN 
004D: jump_if_false @JFUD_6997 
0790: charge_money_for_shopping_item_with_textureCRC $SELECTED_MENU_ITEM 
0004: $10047 = 1 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @JFUD_6252 
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @JFUD_6252 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1168 

:JFUD_6252
00D6: if 
0038:   $672 == 0 
004D: jump_if_false @JFUD_6282 
01BD: $5285 = current_time_in_ms 
0004: $672 = 1 

:JFUD_6282
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1054 
0008: $TOTAL_FOOD_EATEN += 1 
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_6337 
0947: actor $FOOD_SELLER speak_from_audio_table 323 store_spoken_phrase_id_to $2563 
0002: jump @JFUD_6382 

:JFUD_6337
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_6375 
0050: gosub @JFUD_9887 

:JFUD_6375
0002: jump @JFUD_574 

:JFUD_6382
0006: 32@ = 0 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @JFUD_6421 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:JFUD_6421
00D6: if 
0038:   $2422 == 0 
004D: jump_if_false @JFUD_6789 
08D4: $2421 = create_panel_with_title 'FOODCHO' position 29.0 25.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Food
08D6: set_panel $2421 column 0 alignment 1 
08DB: set_panel $2421 column 0 header 'MEAL' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Meal // Purchased
08D6: set_panel $2421 column 1 alignment 2 
08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $2421 column 1 row 0 text_1number GXT 'DOLLAR' number $10034  // $~1~
09DB: set_panel $2421 column 0 width 140 
09DB: set_panel $2421 column 1 width 46 
0004: $2422 = 1 

:JFUD_6789
00D6: if 
002B:   1000 >= 32@ 
004D: jump_if_false @JFUD_6910 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_6842 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_6842
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_6903 
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_6896 
0050: gosub @JFUD_9887 

:JFUD_6896
0002: jump @JFUD_574 

:JFUD_6903
0002: jump @JFUD_6789 

:JFUD_6910
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @JFUD_6940 
08DA: remove_panel $2421 
0004: $2422 = 0 

:JFUD_6940
00D6: if 
0038:   $2418 == 0 
004D: jump_if_false @JFUD_6965 
0050: gosub @JFUD_12352 

:JFUD_6965
00D6: if 
0038:   $88 == 1 
004D: jump_if_false @JFUD_6990 
0004: $88 = 2 

:JFUD_6990
0002: jump @JFUD_9527 

:JFUD_6997
00D6: if 
0038:   $10045 == 0 
004D: jump_if_false @JFUD_9527 
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_7079 
0947: actor $FOOD_SELLER speak_from_audio_table 322 store_spoken_phrase_id_to $2563 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'FOOD1' time 5000 flag 1  // ~s~You cannot buy any more food at the moment, you will be unwell!
0002: jump @JFUD_7124 

:JFUD_7079
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_7117 
0050: gosub @JFUD_9887 

:JFUD_7117
0002: jump @JFUD_574 

:JFUD_7124
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @JFUD_7156 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:JFUD_7156
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @JFUD_7188 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:JFUD_7188
00D6: if 
0038:   $88 == 2 
004D: jump_if_false @JFUD_7314 
0169: set_fade_color_RGB 0 0 0 
043C: disable_sounds_after_fadeout 0 
016A: fade 0 time 0 
0050: gosub @JFUD_12993 
009B: destroy_actor $FOOD_SELLER 
0004: $88 = 3 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2544 = 0 
0004: $10038 = 0 
0004: $10042 = 0 
0004: $JFUD_STAGE = 2 
0223: set_actor $PLAYER_ACTOR health_to $JFUD_PLAYER_HEALTH 
062A: change_float_stat 21 to $JFUD_STAT_FAT 
0004: $28 = 1 
0002: jump @JFUD_574 

:JFUD_7314
00D6: if 
0028:   $TOTAL_FOOD_EATEN >= 11 
004D: jump_if_false @JFUD_8116 
0050: gosub @JFUD_9710 
0050: gosub @JFUD_12993 
00D6: if 
001A:   10 > $JFUD_PLAYER_HEALTH 
004D: jump_if_false @JFUD_7379 
0084: $JFUD_PLAYER_HEALTH = $JFUD_PLAYER_HEALTH // (int) 
0002: jump @JFUD_7411 

:JFUD_7379
000C: $JFUD_PLAYER_HEALTH -= 10 
00D6: if 
001A:   10 > $JFUD_PLAYER_HEALTH 
004D: jump_if_false @JFUD_7411 
0004: $JFUD_PLAYER_HEALTH = 10 

:JFUD_7411
0223: set_actor $PLAYER_ACTOR health_to $JFUD_PLAYER_HEALTH 
062A: change_float_stat 21 to $JFUD_STAT_FAT 
015F: set_camera_position $10075 $10076 $10077 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $10078 $10079 $10080 switchstyle 2 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_7638 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0086: $10049 = $TEMPVAR_X_COORD // (float) 
0009: $10049 += 0.355 
0086: $10050 = $TEMPVAR_Y_COORD // (float) 
000D: $10050 -= 0.116 
0086: $10051 = $TEMPVAR_Z_COORD // (float) 
000D: $10051 -= 0.048 
064B: $10048 = create_particle "PUKE" at $10049 $10050 $10051 type 1 
0812: AS_actor $PLAYER_ACTOR perform_animation "EAT_VOMIT_P" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $10052 = 0.0 
0947: actor $PLAYER_ACTOR speak_from_audio_table 353 store_spoken_phrase_id_to $2563 
0002: jump @JFUD_7652 

:JFUD_7638
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_7652
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_7726 
0812: AS_actor $FOOD_SELLER perform_animation "EAT_VOMIT_SK" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0947: actor $FOOD_SELLER speak_from_audio_table 325 store_spoken_phrase_id_to $2563 
0002: jump @JFUD_7771 

:JFUD_7726
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_7764 
0050: gosub @JFUD_9887 

:JFUD_7764
0002: jump @JFUD_574 

:JFUD_7771
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "EAT_VOMIT_P" 
004D: jump_if_false @JFUD_7821 
0613: $10052 = actor $PLAYER_ACTOR animation "EAT_VOMIT_P" time 

:JFUD_7821
00D6: if 
8042:   not  $10052 == 1.0 
004D: jump_if_false @JFUD_8099 
0001: wait 0 ms 
00D6: if 
0038:   $10056 == 0 
004D: jump_if_false @JFUD_7915 
00D6: if 
0030:   $10052 >= 0.463 
004D: jump_if_false @JFUD_7915 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @JFUD_7908 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1169 

:JFUD_7908
0004: $10056 = 1 

:JFUD_7915
00D6: if 
0038:   $10056 == 1 
004D: jump_if_false @JFUD_7966 
00D6: if 
0030:   $10052 >= 0.52 
004D: jump_if_false @JFUD_7966 
064C: make_particle $10048 visible 
0004: $10056 = 2 

:JFUD_7966
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_8010 
0613: $10052 = actor $PLAYER_ACTOR animation "EAT_VOMIT_P" time 
0002: jump @JFUD_8024 

:JFUD_8010
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_8024
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_8047 
0002: jump @JFUD_8092 

:JFUD_8047
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_8085 
0050: gosub @JFUD_9887 

:JFUD_8085
0002: jump @JFUD_574 

:JFUD_8092
0002: jump @JFUD_7821 

:JFUD_8099
064E: stop_particle $10048 
0650: destroy_particle $10048 
0002: jump @JFUD_8867 

:JFUD_8116
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_8250 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_RETURN" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $10052 = 0.0 
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_TRAY_RETURN" 
004D: jump_if_false @JFUD_8243 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 

:JFUD_8243
0002: jump @JFUD_8295 

:JFUD_8250
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_8288 
0050: gosub @JFUD_9887 

:JFUD_8288
0002: jump @JFUD_574 

:JFUD_8295
00D6: if 
8042:   not  $10052 == 1.0 
004D: jump_if_false @JFUD_8483 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_8350 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_8350
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_8418 
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_8404 
0050: gosub @JFUD_9887 

:JFUD_8404
0002: jump @JFUD_574 
0002: jump @JFUD_8476 

:JFUD_8418
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_TRAY_RETURN" 
004D: jump_if_false @JFUD_8476 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 

:JFUD_8476
0002: jump @JFUD_8295 

:JFUD_8483
0050: gosub @JFUD_12993 
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_8630 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT_OUT" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $10052 = 0.0 
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_TRAY_LIFT_OUT" 
004D: jump_if_false @JFUD_8623 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_OUT" time 

:JFUD_8623
0002: jump @JFUD_8675 

:JFUD_8630
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_8668 
0050: gosub @JFUD_9887 

:JFUD_8668
0002: jump @JFUD_574 

:JFUD_8675
00D6: if 
8042:   not  $10052 == 1.0 
004D: jump_if_false @JFUD_8867 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_8730 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_8730
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_8798 
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_8784 
0050: gosub @JFUD_9887 

:JFUD_8784
0002: jump @JFUD_574 
0002: jump @JFUD_8860 

:JFUD_8798
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_TRAY_LIFT_OUT" 
004D: jump_if_false @JFUD_8860 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_OUT" time 

:JFUD_8860
0002: jump @JFUD_8675 

:JFUD_8867
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_8995 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_POSE" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $10052 = 0.0 
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_TRAY_POSE" 
004D: jump_if_false @JFUD_8988 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_POSE" time 

:JFUD_8988
0002: jump @JFUD_9040 

:JFUD_8995
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_9033 
0050: gosub @JFUD_9887 

:JFUD_9033
0002: jump @JFUD_574 

:JFUD_9040
00D6: if 
8042:   not  $10052 == 1.0 
004D: jump_if_false @JFUD_9231 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_9088 
0002: jump @JFUD_9102 

:JFUD_9088
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_9102
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_9179 
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_TRAY_POSE" 
004D: jump_if_false @JFUD_9172 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_POSE" time 

:JFUD_9172
0002: jump @JFUD_9224 

:JFUD_9179
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_9217 
0050: gosub @JFUD_9887 

:JFUD_9217
0002: jump @JFUD_574 

:JFUD_9224
0002: jump @JFUD_9040 

:JFUD_9231
01B4: set_player $PLAYER_CHAR can_move 1 
09BD: allow_other_threads_to_display_text_boxes 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:JFUD_9246
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 on_foot 
004D: jump_if_false @JFUD_9485 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_9322 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_9322
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_9390 
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_9376 
0050: gosub @JFUD_9887 

:JFUD_9376
0002: jump @JFUD_574 
0002: jump @JFUD_9478 

:JFUD_9390
00D6: if 
0038:   $FLAG_PLAYER_ATTACK_FOOD_SELLER == 0 
004D: jump_if_false @JFUD_9478 
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $FOOD_SELLER 
031D:   actor $FOOD_SELLER hit_by_weapon 57 
0038:   $FOOD_PLAYER_AGGRESSIVE_FLAG == 1 
004D: jump_if_false @JFUD_9478 
0947: actor $FOOD_SELLER speak_from_audio_table 327 store_spoken_phrase_id_to $2563 
05C4: AS_actor $FOOD_SELLER hands_up -2 ms 
0004: $FOOD_PLAYER_AGGRESSIVE_FLAG = 1 
0004: $FLAG_PLAYER_ATTACK_FOOD_SELLER = 1 

:JFUD_9478
0002: jump @JFUD_9246 

:JFUD_9485
0004: $2418 = 0 
0004: $2422 = 0 
0004: $10038 = 0 
0004: $10042 = 0 
0004: $JFUD_STAGE = 2 
0004: $10045 = 1 

:JFUD_9527
0002: jump @JFUD_9668 

:JFUD_9534
00D6: if 
0038:   $2544 == 0 
004D: jump_if_false @JFUD_9668 
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_9616 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
0947: actor $FOOD_SELLER speak_from_audio_table 324 store_spoken_phrase_id_to $10081 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
0002: jump @JFUD_9661 

:JFUD_9616
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_9654 
0050: gosub @JFUD_9887 

:JFUD_9654
0002: jump @JFUD_574 

:JFUD_9661
0004: $2544 = 1 

:JFUD_9668
0050: gosub @JFUD_10132 

:JFUD_9675
0002: jump @JFUD_9689 

:JFUD_9682
0050: gosub @JFUD_9887 

:JFUD_9689
0002: jump @JFUD_9703 

:JFUD_9696
0050: gosub @JFUD_9887 

:JFUD_9703
0002: jump @JFUD_574 

:JFUD_9710
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'FOOD1'  // ~s~You cannot buy any more food at the moment, you will be unwell!
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @JFUD_9764 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:JFUD_9764
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @JFUD_9796 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:JFUD_9796
0004: $10038 = 0 
0004: $10042 = 0 
0004: $10047 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $JFUD_STAGE = 2 
0004: $2544 = 0 
0249: release_model $JFUD_LOW_FOOD_MODEL 
0249: release_model $JFUD_MED_FOOD_MODEL 
0249: release_model $JFUD_HIGH_FOOD_MODEL 
0249: release_model $JFUD_HEALTHY_FOOD_MODEL 
00D6: if 
0038:   $FOOD_SELLER_EXISTS == 1 
004D: jump_if_false @JFUD_9885 
03E6: remove_text_box 

:JFUD_9885
0051: return 

:JFUD_9887
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'FOOD1'  // ~s~You cannot buy any more food at the moment, you will be unwell!
00D6: if 
0038:   $FOOD_SELLER_EXISTS == 1 
004D: jump_if_false @JFUD_9929 
03E6: remove_text_box 

:JFUD_9929
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @JFUD_9961 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:JFUD_9961
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @JFUD_9993 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:JFUD_9993
0004: $FOOD_SELLER_EXISTS = 0 
0004: $10035 = 0 
0004: $10042 = 0 
0004: $10038 = 0 
0004: $10045 = 0 
0004: $10047 = 0 
0004: $FLAG_PLAYER_ATTACK_FOOD_SELLER = 0 
0004: $10056 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $JFUD_STAGE = 0 
0004: $2544 = 0 
0650: destroy_particle $10048 
009B: destroy_actor $FOOD_SELLER 
0249: release_model $SELLER_MODEL 
0249: release_model $JFUD_LOW_FOOD_MODEL 
0249: release_model $JFUD_MED_FOOD_MODEL 
0249: release_model $JFUD_HIGH_FOOD_MODEL 
0249: release_model $JFUD_HEALTHY_FOOD_MODEL 
03F0: enable_text_draw 0 
08F8: display_stat_update_box 1 
09BD: allow_other_threads_to_display_text_boxes 1 
040D: unload_wav 4 
004E: end_thread 
0051: return 

:JFUD_10132
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @JFUD_12350 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @JFUD_10181 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:JFUD_10181
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @JFUD_10213 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:JFUD_10213
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @JFUD_10332 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_10264 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_10264
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_10325 
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_10318 
0050: gosub @JFUD_9887 

:JFUD_10318
0002: jump @JFUD_574 

:JFUD_10325
0002: jump @JFUD_10213 

:JFUD_10332
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'FOOD1'  // ~s~You cannot buy any more food at the moment, you will be unwell!
00D6: if 
0038:   $88 == 2 
004D: jump_if_false @JFUD_10454 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 
0050: gosub @JFUD_12993 
009B: destroy_actor $FOOD_SELLER 
0004: $88 = 3 
0004: $10038 = 0 
0004: $10042 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $JFUD_STAGE = 2 
0004: $2544 = 0 
0002: jump @JFUD_12350 

:JFUD_10454
0004: $SHOW_SHOP_SPHERE = 0 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
0038:   $10047 == 1 
004D: jump_if_false @JFUD_10687 
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDBURG' // s$ == short  // Burger Shot
004D: jump_if_false @JFUD_10554 
0605: actor $PLAYER_ACTOR perform_animation "EAT_BURGER" IFP "FOOD" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @JFUD_10687 

:JFUD_10554
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA' // s$ == short  // Pizza Stack
004D: jump_if_false @JFUD_10623 
0605: actor $PLAYER_ACTOR perform_animation "EAT_PIZZA" IFP "FOOD" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @JFUD_10687 

:JFUD_10623
00D6: if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDCHICK' // s$ == short  // Cluckin' Bell
004D: jump_if_false @JFUD_10687 
0605: actor $PLAYER_ACTOR perform_animation "EAT_CHICKEN" IFP "FOOD" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:JFUD_10687
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_10832 
0947: actor $FOOD_SELLER speak_from_audio_table 331 store_spoken_phrase_id_to $10081 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_RETURN" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $10052 = 0.0 
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_TRAY_RETURN" 
004D: jump_if_false @JFUD_10825 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 

:JFUD_10825
0002: jump @JFUD_10877 

:JFUD_10832
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_10870 
0050: gosub @JFUD_9887 

:JFUD_10870
0002: jump @JFUD_574 

:JFUD_10877
00D6: if 
8042:   not  $10052 == 1.0 
004D: jump_if_false @JFUD_11065 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_10932 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_10932
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_11000 
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_10986 
0050: gosub @JFUD_9887 

:JFUD_10986
0002: jump @JFUD_574 
0002: jump @JFUD_11058 

:JFUD_11000
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_TRAY_RETURN" 
004D: jump_if_false @JFUD_11058 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 

:JFUD_11058
0002: jump @JFUD_10877 

:JFUD_11065
0050: gosub @JFUD_12993 
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_11212 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT_OUT" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $10052 = 0.0 
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_TRAY_LIFT_OUT" 
004D: jump_if_false @JFUD_11205 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_OUT" time 

:JFUD_11205
0002: jump @JFUD_11257 

:JFUD_11212
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_11250 
0050: gosub @JFUD_9887 

:JFUD_11250
0002: jump @JFUD_574 

:JFUD_11257
00D6: if 
8042:   not  $10052 == 1.0 
004D: jump_if_false @JFUD_11449 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_11312 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_11312
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_11380 
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_11366 
0050: gosub @JFUD_9887 

:JFUD_11366
0002: jump @JFUD_574 
0002: jump @JFUD_11442 

:JFUD_11380
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_TRAY_LIFT_OUT" 
004D: jump_if_false @JFUD_11442 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_OUT" time 

:JFUD_11442
0002: jump @JFUD_11257 

:JFUD_11449
00D6: if 
0038:   $10047 == 1 
004D: jump_if_false @JFUD_11505 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @JFUD_11505 
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @JFUD_11505 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1168 

:JFUD_11505
0004: $10038 = 0 
0004: $10042 = 0 
0004: $JFUD_STAGE = 2 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $10047 = 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
00D6: if 
0038:   $FOOD_SELLER_EXISTS == 1 
004D: jump_if_false @JFUD_11576 
03E6: remove_text_box 

:JFUD_11576
0050: gosub @JFUD_12993 
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_11710 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_THANK" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $10052 = 0.0 
0947: actor $FOOD_SELLER speak_from_audio_table 331 store_spoken_phrase_id_to $10081 
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_THANK" 
004D: jump_if_false @JFUD_11703 
0613: $10052 = actor $FOOD_SELLER animation "SHP_THANK" time 

:JFUD_11703
0002: jump @JFUD_11755 

:JFUD_11710
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_11748 
0050: gosub @JFUD_9887 

:JFUD_11748
0002: jump @JFUD_574 

:JFUD_11755
00D6: if 
8042:   not  $10052 == 1.0 
004D: jump_if_false @JFUD_11931 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_11810 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_11810
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_11878 
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_11864 
0050: gosub @JFUD_9887 

:JFUD_11864
0002: jump @JFUD_574 
0002: jump @JFUD_11924 

:JFUD_11878
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_THANK" 
004D: jump_if_false @JFUD_11924 
0613: $10052 = actor $FOOD_SELLER animation "SHP_THANK" time 

:JFUD_11924
0002: jump @JFUD_11755 

:JFUD_11931
00D6: if 
8118:   not actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_12059 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_POSE" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $10052 = 0.0 
00D6: if 
0611:   actor $FOOD_SELLER performing_animation "SHP_TRAY_POSE" 
004D: jump_if_false @JFUD_12052 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_POSE" time 

:JFUD_12052
0002: jump @JFUD_12104 

:JFUD_12059
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_12097 
0050: gosub @JFUD_9887 

:JFUD_12097
0002: jump @JFUD_574 

:JFUD_12104
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 on_foot 
004D: jump_if_false @JFUD_12343 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_12180 
0050: gosub @JFUD_9887 
0002: jump @JFUD_574 

:JFUD_12180
00D6: if 
0118:   actor $FOOD_SELLER dead 
004D: jump_if_false @JFUD_12248 
0050: gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
00D6: if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 // s$ == short 
004D: jump_if_false @JFUD_12234 
0050: gosub @JFUD_9887 

:JFUD_12234
0002: jump @JFUD_574 
0002: jump @JFUD_12336 

:JFUD_12248
00D6: if 
0038:   $FLAG_PLAYER_ATTACK_FOOD_SELLER == 0 
004D: jump_if_false @JFUD_12336 
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $FOOD_SELLER 
031D:   actor $FOOD_SELLER hit_by_weapon 57 
0038:   $FOOD_PLAYER_AGGRESSIVE_FLAG == 1 
004D: jump_if_false @JFUD_12336 
0947: actor $FOOD_SELLER speak_from_audio_table 327 store_spoken_phrase_id_to $2563 
05C4: AS_actor $FOOD_SELLER hands_up -2 ms 
0004: $FOOD_PLAYER_AGGRESSIVE_FLAG = 1 
0004: $FLAG_PLAYER_ATTACK_FOOD_SELLER = 1 

:JFUD_12336
0002: jump @JFUD_12104 

:JFUD_12343
0004: $SHOW_SHOP_SPHERE = 1 

:JFUD_12350
0051: return 

:JFUD_12352
00D6: if 
0038:   $2418 == 0 
004D: jump_if_false @JFUD_12991 
0512: show_permanent_text_box 'FOOD_H'  // Use ~k~~GO_LEFT~ or ~k~~GO_RIGHT~ to select a meal.~N~~k~~PED_SPRINT~ Buy~N~~k~~VEHICLE_ENTER_EXIT~ Quit
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @JFUD_12443 
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Food
0002: jump @JFUD_12684 

:JFUD_12443
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @JFUD_12505 
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Food
0002: jump @JFUD_12684 

:JFUD_12505
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @JFUD_12567 
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 165.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Food
0002: jump @JFUD_12684 

:JFUD_12567
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @JFUD_12629 
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Food
0002: jump @JFUD_12684 

:JFUD_12629
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @JFUD_12684 
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Food

:JFUD_12684
08D6: set_panel $2417 column 0 alignment 1 
08DB: set_panel $2417 column 0 header 'MEAL' data s$2752 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Meal
08D6: set_panel $2417 column 1 alignment 2 
08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $2417 column 1 row 0 text_1number GXT 'DOLLAR' number $2751  // $~1~
09DB: set_panel $2417 column 0 width 140 
09DB: set_panel $2417 column 1 width 46 
0004: $2418 = 1 

:JFUD_12991
0051: return 

:JFUD_12993
0108: destroy_object $JFUD_SELECTED_FOOD 
0051: return 
004E: end_thread 

//-------------External script 66 (CARMOD1)---------------

:CARMOD
0004: $10084 = 0 
0004: $10085 = 0 
0004: $10086 = 0 
0004: $10087 = 0 
0005: $10088 = 0.0 
0005: $10089 = 0.0 
0005: $10090 = 0.0 
0005: $10091 = 0.0 
0005: $10092 = 0.0 
0005: $10093 = 0.0 
0005: $10094 = 0.0 
0005: $10095 = 0.0 
0005: $10096 = 0.0 
0005: $10097 = 0.0 
0005: $10098 = 0.0 
0005: $10099 = 0.0 
0005: $10100 = 0.0 
0005: $10101 = 0.0 
0005: $10102 = 0.0 
0005: $10103 = 0.0 
0005: $10104 = 0.0 
0005: $10105 = 0.0 
0005: $10106 = 0.0 
0005: $10107 = 0.0 
0005: $10108 = 0.0 
0005: $10109 = 0.0 
0005: $10110 = 0.0 
0005: $10111 = 0.0 
0005: $10112 = 0.0 
0005: $10113 = 0.0 
0005: $10114 = 0.0 
0005: $10115 = 0.0 
0005: $10116 = 0.0 
0005: $10117 = 0.0 
0005: $10118 = 0.0 
0005: $10119 = 0.0 
0005: $10120 = 0.0 
0005: $10121 = 0.0 
0005: $10122 = 0.0 
0005: $10123 = 0.0 
0005: $10124 = 0.0 
0005: $10125 = 0.0 
0005: $10126 = 0.0 
0005: $10127 = 0.0 
0005: $10128 = 0.0 
0005: $10129 = 0.0 
0005: $10130 = 0.0 
0005: $10131 = 0.0 
0005: $10132 = 0.0 
0005: $10133 = 0.0 
0005: $10134 = 0.0 
0005: $10135 = 0.0 
0005: $10136 = 0.0 
0005: $10137 = 0.0 
0005: $10138 = 0.0 
0005: $10139 = 0.0 
0005: $10140 = 0.0 
0005: $10141 = 0.0 
0005: $10142 = 0.0 
0005: $10143 = 0.0 
0005: $10144 = 0.0 
0005: $10145 = 0.0 
0005: $10146 = 0.0 
0005: $10147 = 0.0 
0005: $10148 = 0.0 
0005: $10149 = 0.0 
0005: $10150 = 0.0 
0005: $10151 = 0.0 
0005: $10152 = 0.0 
0005: $10153 = 0.0 
0005: $10154 = 0.0 
0005: $10155 = 0.0 
0005: $10156 = 0.0 
0005: $10157 = 0.0 
0005: $10158 = 0.0 
0005: $10159 = 0.0 
0005: $10160 = 0.0 
0005: $10161 = 0.0 
0005: $10162 = 0.0 
0005: $10163 = 0.0 
0005: $10164 = 0.0 
0005: $10165 = 0.0 
0005: $10166 = 0.0 
0005: $10167 = 0.0 
0005: $10168 = 0.0 
0005: $10169 = 0.0 
0005: $10170 = 0.0 
0005: $10171 = 0.0 
0005: $10172 = 0.0 
0005: $10173 = 0.0 
0005: $10174 = 0.0 
0005: $10175 = 0.0 
0005: $10176 = 0.0 
0005: $10177 = 0.0 
0005: $10178 = 0.0 
0005: $10179 = 0.0 
0005: $10180 = 0.0 
0005: $10181 = 0.0 
0005: $10182 = 0.0 
0005: $10183 = 0.0 
0005: $10184 = 0.0 
0005: $10185 = 0.0 
0005: $10186 = 0.0 
0004: $10082 = 0 
0004: $10187 = 0 
0004: $10197 = 0 
0004: $10190 = 0 
0004: $10191 = 0 
0004: $10192 = 0 
0004: $10193 = 0 
0004: $10194 = 0 
0004: $10195 = 0 
0004: $10196 = 0 
0004: $10198 = 0 
0004: $10199 = 0 
0004: $10200 = 0 
0004: $10201 = 0 
0004: $10202 = 0 
0004: $10203 = 0 
0004: $10204 = 0 
0004: $10205 = 0 
0004: $10206 = 0 
0004: $10411 = 0 
0004: $10412 = 0 
0004: $10413 = 0 
0004: $10417 = 0 
0004: $10416 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $10418 = 0 
0004: $10419 = 0 
0004: $10425 = 0 
0004: $10427 = 0 
0004: $2420 = 0 
0004: $2424 = 0 
0005: $10428 = 0.0 
0005: $10429 = 0.0 
0005: $10430 = 0.0 
0004: $10437 = 0 
0004: $10438 = 0 
0004: $10439 = 0 
0004: $10440 = 0 
0004: $10441 = 0 
0004: $10442 = 0 
0004: $10443 = 0 
0004: $10444 = 0 
0004: $10445 = 0 
0004: $10446 = 0 
0004: $10447 = 0 
0004: $10448 = 0 
0004: $10481 = 0 
0004: $10483 = 0 
0004: $10484 = 0 
0004: $10485 = 0 
0004: $10486 = 0 
0111: set_wasted_busted_check 0 
03A4: name_thread 'CARMOD' 

:CARMOD_1406
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CARMOD_13936 
00D6: if 
0038:   $CARMOD_DISABLED_FLAG == 0 
004D: jump_if_false @CARMOD_13929 
00D6: if 
0018:   $10082 > 0 
004D: jump_if_false @CARMOD_1542 
00D6: if 
0A0F:   new_language_set 
004D: jump_if_false @CARMOD_1542 
03E6: remove_text_box 
08DA: remove_panel $2419 
08DA: remove_panel $2423 
08DA: remove_panel $CARMOD_MENU_COLORS 
08DA: remove_panel $10424 
08DA: remove_panel $10436 
0004: $2420 = 0 
0004: $2424 = 0 
0004: $10427 = 0 
0004: $10425 = 0 
0004: $10437 = 0 
09FB: $CURRENT_LANGUAGE = current_language 

:CARMOD_1542
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CARMOD_13929 
03C0: $CARMOD_CAR = actor $PLAYER_ACTOR car 
00D6: if 
0038:   $10082 == 0 
004D: jump_if_false @CARMOD_3943 
00D6: if or
0103:   actor $PLAYER_ACTOR in_sphere 1042.013 -1019.927 31.127 radius 4.0 4.0 2.0 sphere 1 stopped_in_car 
0103:   actor $PLAYER_ACTOR in_sphere -1935.528 247.029 33.561 radius 4.0 4.0 2.0 sphere 1 stopped_in_car 
0103:   actor $PLAYER_ACTOR in_sphere 2387.075 1050.511 9.812 radius 4.0 4.0 2.0 sphere 1 stopped_in_car 
004D: jump_if_false @CARMOD_2548 
03C0: $CARMOD_CAR = actor $PLAYER_ACTOR car 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $CARMOD_CAR 
004D: jump_if_false @CARMOD_2521 
00D6: if and
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
84A7:   not actor $PLAYER_ACTOR driving_boat 
8975:   not car $CARMOD_CAR emergency_vehicle
004D: jump_if_false @CARMOD_2466
0050: gosub @CARMOD_23687 
00D6: if 
8038:   not  $10481 == 0 
004D: jump_if_false @CARMOD_2411 
00D6: if and
896F:   not car $CARMOD_CAR street_racing_car 
896E:   not car $CARMOD_CAR lowrider 
004D: jump_if_false @CARMOD_2356 
00D6: if 
0038:   $10083 == 0 
004D: jump_if_false @CARMOD_1870 
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
0A26: set_radio_to_favorite_station 
09B3: get_car $CARMOD_CAR door_status $10448 
020A: set_car $CARMOD_CAR door_status_to 4 
016A: fade 0 time 1000 
0004: $10083 = 1 

:CARMOD_1870
00D6: if 
0038:   $10083 == 1 
004D: jump_if_false @CARMOD_1919 
00D6: if 
816B:   not fading 
004D: jump_if_false @CARMOD_1919 
0A19: display_zone_text 'CARMOD1'  // TransFender
0004: $10083 = 2 

:CARMOD_1919
00D6: if 
0038:   $10083 == 2 
004D: jump_if_false @CARMOD_2349 
00D6: if 
0103:   actor $PLAYER_ACTOR in_sphere 1042.013 -1019.927 31.127 radius 4.0 4.0 2.0 sphere 0 stopped_in_car 
004D: jump_if_false @CARMOD_2022 
0005: $10428 = 1042.013 
0005: $10429 = -1019.927 
0005: $10430 = 31.127 
0002: jump @CARMOD_2185 

:CARMOD_2022
00D6: if 
0103:   actor $PLAYER_ACTOR in_sphere -1935.528 247.029 33.561 radius 4.0 4.0 2.0 sphere 0 stopped_in_car 
004D: jump_if_false @CARMOD_2107 
0005: $10428 = -1935.528 
0005: $10429 = 247.029 
0005: $10430 = 33.561 
0002: jump @CARMOD_2185 

:CARMOD_2107
00D6: if 
0103:   actor $PLAYER_ACTOR in_sphere 2387.075 1050.511 9.812 radius 4.0 4.0 2.0 sphere 0 stopped_in_car 
004D: jump_if_false @CARMOD_2185 
0005: $10428 = 2387.075 
0005: $10429 = 1050.511 
0005: $10430 = 9.812 

:CARMOD_2185
0005: $10178 = 0.0 
0005: $10179 = 0.0 
0005: $10180 = 0.0 
04BB: select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
0840: link_car $CARMOD_CAR to_interior 1 
075E: load_shopping_data_PRICES_subsection "CARMOD1" // "string" 
075D: load_shopping_data_SHOPS_subsection "CARMODS" // "string" 
04E4: refresh_game_renderer_at 617.536 -1.99 
03CB: set_rendering_origin_at 617.536 -1.99 999.98 
00AB: put_car $CARMOD_CAR at 617.536 -1.99 999.98 
0175: set_car $CARMOD_CAR Z_angle_to 90.0 
0004: $10483 = 1 
0004: $10447 = 0 
0004: $10416 = 0 
0004: $10083 = 0 
0004: $10082 = 1 

:CARMOD_2349
0002: jump @CARMOD_2404 

:CARMOD_2356
00D6: if 
0038:   $10416 == 0 
004D: jump_if_false @CARMOD_2404 
00BC: show_text_highpriority GXT 'MODNO' time 5000 flag 1  // ~s~You cannot mod this vehicle here.
0004: $10416 = 1 
0004: $10082 = 0 

:CARMOD_2404
0002: jump @CARMOD_2459 

:CARMOD_2411
00D6: if 
0038:   $10416 == 0 
004D: jump_if_false @CARMOD_2459 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~You cannot mod this vehicle.
0004: $10416 = 1 
0004: $10082 = 0 

:CARMOD_2459
0002: jump @CARMOD_2514 

:CARMOD_2466
00D6: if 
0038:   $10416 == 0 
004D: jump_if_false @CARMOD_2514 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~You cannot mod this vehicle.
0004: $10416 = 1 
0004: $10082 = 0 

:CARMOD_2514
0002: jump @CARMOD_2541 

:CARMOD_2521
07FB: set_interior 'CARMOD1' access 0  // TransFender
0004: $10416 = 0 

:CARMOD_2541
0002: jump @CARMOD_2568 

:CARMOD_2548
07FB: set_interior 'CARMOD1' access 0  // TransFender
0004: $10416 = 0 

:CARMOD_2568
00D6: if 
0103:   actor $PLAYER_ACTOR in_sphere 2645.112 -2045.745 12.607 radius 4.0 4.0 4.0 sphere 1 stopped_in_car 
004D: jump_if_false @CARMOD_3236 
03C0: $CARMOD_CAR = actor $PLAYER_ACTOR car 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $CARMOD_CAR 
004D: jump_if_false @CARMOD_3209 
00D6: if and
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
84A7:   not actor $PLAYER_ACTOR driving_boat 
8969:   not car $CARMOD_CAR is_big 
004D: jump_if_false @CARMOD_3161 
0050: gosub @CARMOD_23687 
00D6: if 
8038:   not  $10481 == 0 
004D: jump_if_false @CARMOD_3106 
00D6: if 
096E:   car $CARMOD_CAR lowrider 
004D: jump_if_false @CARMOD_3051 
00D6: if 
0038:   $10083 == 0 
004D: jump_if_false @CARMOD_2783 
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
0A26: set_radio_to_favorite_station 
09B3: get_car $CARMOD_CAR door_status $10448 
020A: set_car $CARMOD_CAR door_status_to 4 
0441: $10482 = car $CARMOD_CAR model 
016A: fade 0 time 1000 
0004: $10083 = 1 

:CARMOD_2783
00D6: if 
0038:   $10083 == 1 
004D: jump_if_false @CARMOD_2832 
00D6: if 
816B:   not fading 
004D: jump_if_false @CARMOD_2832 
0A19: display_zone_text 'CARMOD2'  // Loco Low Co.
0004: $10083 = 2 

:CARMOD_2832
00D6: if 
0038:   $10083 == 2 
004D: jump_if_false @CARMOD_3044 
0004: $10447 = 1 
0005: $10428 = 2645.112 
0005: $10429 = -2045.745 
0005: $10430 = 12.607 
04BB: select_interior 2 
0860: link_actor $PLAYER_ACTOR to_interior 2 
0840: link_car $CARMOD_CAR to_interior 2 
075E: load_shopping_data_PRICES_subsection "CARMOD2" // "string" 
075D: load_shopping_data_SHOPS_subsection "CARMODS" // "string" 
04E4: refresh_game_renderer_at 616.783 -74.815 
03CB: set_rendering_origin_at 616.783 -74.815 997.014 
00AB: put_car $CARMOD_CAR at 616.783 -74.815 997.014 
0175: set_car $CARMOD_CAR Z_angle_to 90.0 
0004: $10484 = 1 
0005: $10178 = 0.0 
0005: $10179 = 0.0 
0005: $10180 = 0.0 
0004: $10416 = 0 
0004: $10083 = 0 
0004: $10082 = 1 

:CARMOD_3044
0002: jump @CARMOD_3099 

:CARMOD_3051
00D6: if 
0038:   $10416 == 0 
004D: jump_if_false @CARMOD_3099 
00BC: show_text_highpriority GXT 'MODNO' time 5000 flag 1  // ~s~You cannot mod this vehicle here.
0004: $10416 = 1 
0004: $10082 = 0 

:CARMOD_3099
0002: jump @CARMOD_3154 

:CARMOD_3106
00D6: if 
0038:   $10416 == 0 
004D: jump_if_false @CARMOD_3154 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~You cannot mod this vehicle.
0004: $10416 = 1 
0004: $10082 = 0 

:CARMOD_3154
0002: jump @CARMOD_3202 

:CARMOD_3161
00D6: if 
0038:   $10416 == 0 
004D: jump_if_false @CARMOD_3202 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~You cannot mod this vehicle.
0004: $10082 = 0 

:CARMOD_3202
0002: jump @CARMOD_3229 

:CARMOD_3209
07FB: set_interior 'CARMOD2' access 0  // Loco Low Co.
0004: $10416 = 0 

:CARMOD_3229
0002: jump @CARMOD_3256 

:CARMOD_3236
07FB: set_interior 'CARMOD2' access 0  // Loco Low Co.
0004: $10416 = 0 

:CARMOD_3256
00D6: if 
0103:   actor $PLAYER_ACTOR in_sphere -2723.845 217.804 3.585 radius 4.0 4.0 1.0 sphere 1 stopped_in_car 
004D: jump_if_false @CARMOD_3923 
03C0: $CARMOD_CAR = actor $PLAYER_ACTOR car 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $CARMOD_CAR 
004D: jump_if_false @CARMOD_3896 
00D6: if and
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
84A7:   not actor $PLAYER_ACTOR driving_boat 
8969:   not car $CARMOD_CAR is_big 
004D: jump_if_false @CARMOD_3841 
0050: gosub @CARMOD_23687 
00D6: if 
8038:   not  $10481 == 0 
004D: jump_if_false @CARMOD_3786 
00D6: if 
096F:   car $CARMOD_CAR street_racing_car 
004D: jump_if_false @CARMOD_3731 
00D6: if 
0038:   $10083 == 0 
004D: jump_if_false @CARMOD_3463 
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
0A26: set_radio_to_favorite_station 
09B3: get_car $CARMOD_CAR door_status $10448 
020A: set_car $CARMOD_CAR door_status_to 4 
016A: fade 0 time 1000 
0004: $10083 = 1 

:CARMOD_3463
00D6: if 
0038:   $10083 == 1 
004D: jump_if_false @CARMOD_3512 
00D6: if 
816B:   not fading 
004D: jump_if_false @CARMOD_3512 
0A19: display_zone_text 'CARMOD3'  // Wheel Arch Angels
0004: $10083 = 2 

:CARMOD_3512
00D6: if 
0038:   $10083 == 2 
004D: jump_if_false @CARMOD_3724 
0005: $10178 = 0.0 
0005: $10179 = 0.0 
0005: $10180 = 0.0 
0005: $10428 = -2723.845 
0005: $10429 = 217.804 
0005: $10430 = 3.585 
04BB: select_interior 3 
0860: link_actor $PLAYER_ACTOR to_interior 3 
0840: link_car $CARMOD_CAR to_interior 3 
0004: $10447 = 0 
0004: $10485 = 1 
075E: load_shopping_data_PRICES_subsection "CARMOD3" // "string" 
075D: load_shopping_data_SHOPS_subsection "CARMODS" // "string" 
04E4: refresh_game_renderer_at 615.286 -124.239 
03CB: set_rendering_origin_at 615.286 -124.239 996.995 
00AB: put_car $CARMOD_CAR at 615.286 -124.239 996.995 
0175: set_car $CARMOD_CAR Z_angle_to 90.0 
0004: $10416 = 0 
0004: $10083 = 0 
0004: $10082 = 1 

:CARMOD_3724
0002: jump @CARMOD_3779 

:CARMOD_3731
00D6: if 
0038:   $10416 == 0 
004D: jump_if_false @CARMOD_3779 
00BC: show_text_highpriority GXT 'MODNO' time 5000 flag 1  // ~s~You cannot mod this vehicle here.
0004: $10416 = 1 
0004: $10082 = 0 

:CARMOD_3779
0002: jump @CARMOD_3834 

:CARMOD_3786
00D6: if 
0038:   $10416 == 0 
004D: jump_if_false @CARMOD_3834 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~You cannot mod this vehicle.
0004: $10416 = 1 
0004: $10082 = 0 

:CARMOD_3834
0002: jump @CARMOD_3889 

:CARMOD_3841
00D6: if 
0038:   $10416 == 0 
004D: jump_if_false @CARMOD_3889 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~You cannot mod this vehicle.
0004: $10416 = 1 
0004: $10082 = 0 

:CARMOD_3889
0002: jump @CARMOD_3916 

:CARMOD_3896
07FB: set_interior 'CARMOD3' access 0  // Wheel Arch Angels
0004: $10416 = 0 

:CARMOD_3916
0002: jump @CARMOD_3943 

:CARMOD_3923
07FB: set_interior 'CARMOD3' access 0  // Wheel Arch Angels
0004: $10416 = 0 

:CARMOD_3943
00D6: if 
0038:   $10082 == 1 
004D: jump_if_false @CARMOD_9080 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 
04F9: set_sky_color 4 fade 0 
00D6: if 
096F:   car $CARMOD_CAR street_racing_car 
004D: jump_if_false @CARMOD_5615 
0005: $10088 = 611.2935 
0059: $10088 += $10178 // (float) 
0005: $10089 = -121.2534 
0059: $10089 += $10179 // (float) 
0005: $10090 = 999.0341 
0059: $10090 += $10180 // (float) 
0005: $10091 = 612.0599 
0059: $10091 += $10178 // (float) 
0005: $10092 = -121.7974 
0059: $10092 += $10179 // (float) 
0005: $10093 = 998.6927 
0059: $10093 += $10180 // (float) 
0005: $10094 = 612.551 
0059: $10094 += $10178 // (float) 
0005: $10095 = -126.8767 
0059: $10095 += $10179 // (float) 
0005: $10096 = 997.6746 
0059: $10096 += $10180 // (float) 
0005: $10097 = 613.1689 
0059: $10097 += $10178 // (float) 
0005: $10098 = -126.0916 
0059: $10098 += $10179 // (float) 
0005: $10099 = 997.6324 
0059: $10099 += $10180 // (float) 
0005: $10100 = 615.7711 
0059: $10100 += $10178 // (float) 
0005: $10101 = -126.8826 
0059: $10101 += $10179 // (float) 
0005: $10102 = 998.7869 
0059: $10102 += $10180 // (float) 
0005: $10103 = 616.1115 
0059: $10103 += $10178 // (float) 
0005: $10104 = -125.981 
0059: $10104 += $10179 // (float) 
0005: $10105 = 998.52 
0059: $10105 += $10180 // (float) 
0005: $10106 = 612.551 
0059: $10106 += $10178 // (float) 
0005: $10107 = -126.8767 
0059: $10107 += $10179 // (float) 
0005: $10108 = 997.6746 
0059: $10108 += $10180 // (float) 
0005: $10109 = 613.1689 
0059: $10109 += $10178 // (float) 
0005: $10110 = -126.0916 
0059: $10110 += $10179 // (float) 
0005: $10111 = 997.6324 
0059: $10111 += $10180 // (float) 
0005: $10112 = 611.6899 
0059: $10112 += $10178 // (float) 
0005: $10113 = -124.1341 
0059: $10113 += $10179 // (float) 
0005: $10114 = 998.957 
0059: $10114 += $10180 // (float) 
0005: $10115 = 612.6635 
0059: $10115 += $10178 // (float) 
0005: $10116 = -124.0004 
0059: $10116 += $10179 // (float) 
0005: $10117 = 998.772 
0059: $10117 += $10180 // (float) 
0005: $10118 = 610.8686 
0059: $10118 += $10178 // (float) 
0005: $10119 = -123.9456 
0059: $10119 += $10179 // (float) 
0005: $10120 = 998.8293 
0059: $10120 += $10180 // (float) 
0005: $10121 = 611.8196 
0059: $10121 += $10178 // (float) 
0005: $10122 = -123.8469 
0059: $10122 += $10179 // (float) 
0005: $10123 = 998.5366 
0059: $10123 += $10180 // (float) 
0005: $10124 = 618.9148 
0059: $10124 += $10178 // (float) 
0005: $10125 = -125.9082 
0059: $10125 += $10179 // (float) 
0005: $10126 = 997.2668 
0059: $10126 += $10180 // (float) 
0005: $10127 = 618.0776 
0059: $10127 += $10178 // (float) 
0005: $10128 = -125.3645 
0059: $10128 += $10179 // (float) 
0005: $10129 = 997.3261 
0059: $10129 += $10180 // (float) 
0005: $10130 = 611.384 
0059: $10130 += $10178 // (float) 
0005: $10131 = -122.4332 
0059: $10131 += $10179 // (float) 
0005: $10132 = 997.4291 
0059: $10132 += $10180 // (float) 
0005: $10133 = 612.2263 
0059: $10133 += $10178 // (float) 
0005: $10134 = -122.972 
0059: $10134 += $10179 // (float) 
0005: $10135 = 997.4357 
0059: $10135 += $10180 // (float) 
0005: $10136 = 618.9148 
0059: $10136 += $10178 // (float) 
0005: $10137 = -125.9082 
0059: $10137 += $10179 // (float) 
0005: $10138 = 997.2668 
0059: $10138 += $10180 // (float) 
0005: $10139 = 618.0776 
0059: $10139 += $10178 // (float) 
0005: $10140 = -125.3645 
0059: $10140 += $10179 // (float) 
0005: $10141 = 997.3261 
0059: $10141 += $10180 // (float) 
0005: $10142 = 611.1373 
0059: $10142 += $10178 // (float) 
0005: $10143 = -124.2795 
0059: $10143 += $10179 // (float) 
0005: $10144 = 998.1324 
0059: $10144 += $10180 // (float) 
0005: $10145 = 612.1359 
0059: $10145 += $10178 // (float) 
0005: $10146 = -124.2299 
0059: $10146 += $10179 // (float) 
0005: $10147 = 998.1481 
0059: $10147 += $10180 // (float) 
0005: $10148 = 610.8206 
0059: $10148 += $10178 // (float) 
0005: $10149 = -126.0154 
0059: $10149 += $10179 // (float) 
0005: $10150 = 997.3317 
0059: $10150 += $10180 // (float) 
0005: $10151 = 611.6263 
0059: $10151 += $10178 // (float) 
0005: $10152 = -125.4232 
0059: $10152 += $10179 // (float) 
0005: $10153 = 997.3185 
0059: $10153 += $10180 // (float) 
0005: $10154 = 619.0011 
0059: $10154 += $10178 // (float) 
0005: $10155 = -126.195 
0059: $10155 += $10179 // (float) 
0005: $10156 = 997.444 
0059: $10156 += $10180 // (float) 
0005: $10157 = 618.3423 
0059: $10157 += $10178 // (float) 
0005: $10158 = -125.4429 
0059: $10158 += $10179 // (float) 
0005: $10159 = 997.461 
0059: $10159 += $10180 // (float) 
0005: $10160 = 617.8134 
0059: $10160 += $10178 // (float) 
0005: $10161 = -126.8104 
0059: $10161 += $10179 // (float) 
0005: $10162 = 999.6476 
0059: $10162 += $10180 // (float) 
0005: $10163 = 617.3374 
0059: $10163 += $10178 // (float) 
0005: $10164 = -126.1012 
0059: $10164 += $10179 // (float) 
0005: $10165 = 999.1275 
0059: $10165 += $10180 // (float) 
0005: $10166 = 611.2935 
0059: $10166 += $10178 // (float) 
0005: $10167 = -121.2534 
0059: $10167 += $10179 // (float) 
0005: $10168 = 999.0341 
0059: $10168 += $10180 // (float) 
0005: $10169 = 612.0599 
0059: $10169 += $10178 // (float) 
0005: $10170 = -121.7974 
0059: $10170 += $10179 // (float) 
0005: $10171 = 998.6927 
0059: $10171 += $10180 // (float) 
0005: $10172 = 611.2935 
0059: $10172 += $10178 // (float) 
0005: $10173 = -121.2534 
0059: $10173 += $10179 // (float) 
0005: $10174 = 999.0341 
0059: $10174 += $10180 // (float) 
0005: $10175 = 612.0599 
0059: $10175 += $10178 // (float) 
0005: $10176 = -121.7974 
0059: $10176 += $10179 // (float) 
0005: $10177 = 998.6927 
0059: $10177 += $10180 // (float) 
0002: jump @CARMOD_9012 

:CARMOD_5615
00D6: if 
096E:   car $CARMOD_CAR lowrider 
004D: jump_if_false @CARMOD_7392 
0005: $10088 = 611.9196 
0059: $10088 += $10178 // (float) 
0005: $10089 = -71.983 
0059: $10089 += $10179 // (float) 
0005: $10090 = 998.9867 
0059: $10090 += $10180 // (float) 
0005: $10091 = 612.8176 
0059: $10091 += $10178 // (float) 
0005: $10092 = -72.3798 
0059: $10092 += $10179 // (float) 
0005: $10093 = 998.7969 
0059: $10093 += $10180 // (float) 
0005: $10094 = 613.5045 
0059: $10094 += $10178 // (float) 
0005: $10095 = -77.61 
0059: $10095 += $10179 // (float) 
0005: $10096 = 997.6773 
0059: $10096 += $10180 // (float) 
0005: $10097 = 614.0041 
0059: $10097 += $10178 // (float) 
0005: $10098 = -76.7527 
0059: $10098 += $10179 // (float) 
0005: $10099 = 997.8019 
0059: $10099 += $10180 // (float) 
0005: $10100 = 617.6616 
0059: $10100 += $10178 // (float) 
0005: $10101 = -77.5803 
0059: $10101 += $10179 // (float) 
0005: $10102 = 998.5854 
0059: $10102 += $10180 // (float) 
0005: $10103 = 618.0117 
0059: $10103 += $10178 // (float) 
0005: $10104 = -76.6793 
0059: $10104 += $10179 // (float) 
0005: $10105 = 998.329 
0059: $10105 += $10180 // (float) 
0005: $10106 = 616.0645 
0059: $10106 += $10178 // (float) 
0005: $10107 = -77.4652 
0059: $10107 += $10179 // (float) 
0005: $10108 = 998.1566 
0059: $10108 += $10180 // (float) 
0005: $10109 = 616.6523 
0059: $10109 += $10178 // (float) 
0005: $10110 = -76.6904 
0059: $10110 += $10179 // (float) 
0005: $10111 = 997.9242 
0059: $10111 += $10180 // (float) 
0005: $10112 = 615.7546 
0059: $10112 += $10178 // (float) 
0005: $10113 = -77.9771 
0059: $10113 += $10179 // (float) 
0005: $10114 = 999.3472 
0059: $10114 += $10180 // (float) 
0005: $10115 = 616.0991 
0059: $10115 += $10178 // (float) 
0005: $10116 = -77.1049 
0059: $10116 += $10179 // (float) 
0005: $10117 = 998.9999 
0059: $10117 += $10180 // (float) 
0005: $10118 = 612.3392 
0059: $10118 += $10178 // (float) 
0005: $10119 = -74.6454 
0059: $10119 += $10179 // (float) 
0005: $10120 = 998.7184 
0059: $10120 += $10180 // (float) 
0005: $10121 = 613.3315 
0059: $10121 += $10178 // (float) 
0005: $10122 = -74.5934 
0059: $10122 += $10179 // (float) 
0005: $10123 = 998.6063 
0059: $10123 += $10180 // (float) 
0005: $10124 = 620.7762 
0059: $10124 += $10178 // (float) 
0005: $10125 = -76.6076 
0059: $10125 += $10179 // (float) 
0005: $10126 = 997.2366 
0059: $10126 += $10180 // (float) 
0005: $10127 = 620.051 
0059: $10127 += $10178 // (float) 
0005: $10128 = -75.9492 
0059: $10128 += $10179 // (float) 
0005: $10129 = 997.4383 
0059: $10129 += $10180 // (float) 
0005: $10130 = 612.1144 
0059: $10130 += $10178 // (float) 
0005: $10131 = -74.4962 
0059: $10131 += $10179 // (float) 
0005: $10132 = 997.7816 
0059: $10132 += $10180 // (float) 
0005: $10133 = 613.111 
0059: $10133 += $10178 // (float) 
0005: $10134 = -74.4536 
0059: $10134 += $10179 // (float) 
0005: $10135 = 997.7114 
0059: $10135 += $10180 // (float) 
0005: $10136 = 620.7762 
0059: $10136 += $10178 // (float) 
0005: $10137 = -76.6076 
0059: $10137 += $10179 // (float) 
0005: $10138 = 997.2366 
0059: $10138 += $10180 // (float) 
0005: $10139 = 620.051 
0059: $10139 += $10178 // (float) 
0005: $10140 = -75.9492 
0059: $10140 += $10179 // (float) 
0005: $10141 = 997.4383 
0059: $10141 += $10180 // (float) 
0005: $10142 = 612.1144 
0059: $10142 += $10178 // (float) 
0005: $10143 = -74.4962 
0059: $10143 += $10179 // (float) 
0005: $10144 = 997.7816 
0059: $10144 += $10180 // (float) 
0005: $10145 = 613.111 
0059: $10145 += $10178 // (float) 
0005: $10146 = -74.4536 
0059: $10146 += $10179 // (float) 
0005: $10147 = 997.7114 
0059: $10147 += $10180 // (float) 
0005: $10148 = 612.1144 
0059: $10148 += $10178 // (float) 
0005: $10149 = -74.4962 
0059: $10149 += $10179 // (float) 
0005: $10150 = 997.7816 
0059: $10150 += $10180 // (float) 
0005: $10151 = 613.111 
0059: $10151 += $10178 // (float) 
0005: $10152 = -74.4536 
0059: $10152 += $10179 // (float) 
0005: $10153 = 997.7114 
0059: $10153 += $10180 // (float) 
0005: $10154 = 620.8461 
0059: $10154 += $10178 // (float) 
0005: $10155 = -76.8773 
0059: $10155 += $10179 // (float) 
0005: $10156 = 997.3512 
0059: $10156 += $10180 // (float) 
0005: $10157 = 620.2133 
0059: $10157 += $10178 // (float) 
0005: $10158 = -76.1111 
0059: $10158 += $10179 // (float) 
0005: $10159 = 997.4626 
0059: $10159 += $10180 // (float) 
0005: $10160 = 621.0414 
0059: $10160 += $10178 // (float) 
0005: $10161 = -74.9455 
0059: $10161 += $10179 // (float) 
0005: $10162 = 998.9329 
0059: $10162 += $10180 // (float) 
0005: $10163 = 620.0759 
0059: $10163 += $10178 // (float) 
0005: $10164 = -74.9535 
0059: $10164 += $10179 // (float) 
0005: $10165 = 998.6727 
0059: $10165 += $10180 // (float) 
0005: $10166 = 612.2584 
0059: $10166 += $10178 // (float) 
0005: $10167 = -72.1851 
0059: $10167 += $10179 // (float) 
0005: $10168 = 998.8818 
0059: $10168 += $10180 // (float) 
0005: $10169 = 613.1286 
0059: $10169 += $10178 // (float) 
0005: $10170 = -72.6701 
0059: $10170 += $10179 // (float) 
0005: $10171 = 998.7961 
0059: $10171 += $10180 // (float) 
00D6: if 
04A3:   $10482 == 534 // == constant 
004D: jump_if_false @CARMOD_7277 
0005: $10172 = 612.1144 
0059: $10172 += $10178 // (float) 
0005: $10173 = -74.4962 
0059: $10173 += $10179 // (float) 
0005: $10174 = 997.7816 
0059: $10174 += $10180 // (float) 
0005: $10175 = 613.111 
0059: $10175 += $10178 // (float) 
0005: $10176 = -74.4536 
0059: $10176 += $10179 // (float) 
0005: $10177 = 997.7114 
0059: $10177 += $10180 // (float) 
0002: jump @CARMOD_7385 

:CARMOD_7277
0005: $10172 = 615.7372 
0059: $10172 += $10178 // (float) 
0005: $10173 = -77.2556 
0059: $10173 += $10179 // (float) 
0005: $10174 = 998.6337 
0059: $10174 += $10180 // (float) 
0005: $10175 = 616.2341 
0059: $10175 += $10178 // (float) 
0005: $10176 = -76.4031 
0059: $10176 += $10179 // (float) 
0005: $10177 = 998.4717 
0059: $10177 += $10180 // (float) 

:CARMOD_7385
0002: jump @CARMOD_9012 

:CARMOD_7392
0005: $10088 = 612.7667 
0059: $10088 += $10178 // (float) 
0005: $10089 = 0.5696 
0059: $10089 += $10179 // (float) 
0005: $10090 = 1002.114 
0059: $10090 += $10180 // (float) 
0005: $10091 = 613.6664 
0059: $10091 += $10178 // (float) 
0005: $10092 = 0.1645 
0059: $10092 += $10179 // (float) 
0005: $10093 = 1001.951 
0059: $10093 += $10180 // (float) 
0005: $10094 = 614.4382 
0059: $10094 += $10178 // (float) 
0005: $10095 = -4.5756 
0059: $10095 += $10179 // (float) 
0005: $10096 = 1000.632 
0059: $10096 += $10180 // (float) 
0005: $10097 = 614.9804 
0059: $10097 += $10178 // (float) 
0005: $10098 = -3.7381 
0059: $10098 += $10179 // (float) 
0005: $10099 = 1000.565 
0059: $10099 += $10180 // (float) 
0005: $10100 = 618.1872 
0059: $10100 += $10178 // (float) 
0005: $10101 = -5.3884 
0059: $10101 += $10179 // (float) 
0005: $10102 = 1002.423 
0059: $10102 += $10180 // (float) 
0005: $10103 = 618.4805 
0059: $10103 += $10178 // (float) 
0005: $10104 = -4.4899 
0059: $10104 += $10179 // (float) 
0005: $10105 = 1002.097 
0059: $10105 += $10180 // (float) 
0005: $10106 = 615.6667 
0059: $10106 += $10178 // (float) 
0005: $10107 = -4.5419 
0059: $10107 += $10179 // (float) 
0005: $10108 = 1000.27 
0059: $10108 += $10180 // (float) 
0005: $10109 = 616.2391 
0059: $10109 += $10178 // (float) 
0005: $10110 = -3.7425 
0059: $10110 += $10179 // (float) 
0005: $10111 = 1000.452 
0059: $10111 += $10180 // (float) 
0005: $10112 = 613.6697 
0059: $10112 += $10178 // (float) 
0005: $10113 = -1.4788 
0059: $10113 += $10179 // (float) 
0005: $10114 = 1002.232 
0059: $10114 += $10180 // (float) 
0005: $10115 = 614.647 
0059: $10115 += $10178 // (float) 
0005: $10116 = -1.5313 
0059: $10116 += $10179 // (float) 
0005: $10117 = 1002.027 
0059: $10117 += $10180 // (float) 
0005: $10118 = 613.5347 
0059: $10118 += $10178 // (float) 
0005: $10119 = -1.7916 
0059: $10119 += $10179 // (float) 
0005: $10120 = 1002.526 
0059: $10120 += $10180 // (float) 
0005: $10121 = 614.4059 
0059: $10121 += $10178 // (float) 
0005: $10122 = -1.7952 
0059: $10122 += $10179 // (float) 
0005: $10123 = 1002.035 
0059: $10123 += $10180 // (float) 
0005: $10124 = 621.9104 
0059: $10124 += $10178 // (float) 
0005: $10125 = -3.6269 
0059: $10125 += $10179 // (float) 
0005: $10126 = 1000.408 
0059: $10126 += $10180 // (float) 
0005: $10127 = 621.0475 
0059: $10127 += $10178 // (float) 
0005: $10128 = -3.1303 
0059: $10128 += $10179 // (float) 
0005: $10129 = 1000.314 
0059: $10129 += $10180 // (float) 
0005: $10130 = 611.6121 
0059: $10130 += $10178 // (float) 
0005: $10131 = -1.4851 
0059: $10131 += $10179 // (float) 
0005: $10132 = 1001.777 
0059: $10132 += $10180 // (float) 
0005: $10133 = 612.6027 
0059: $10133 += $10178 // (float) 
0005: $10134 = -1.507 
0059: $10134 += $10179 // (float) 
0005: $10135 = 1001.642 
0059: $10135 += $10180 // (float) 
0005: $10136 = 621.4796 
0059: $10136 += $10178 // (float) 
0005: $10137 = -3.4952 
0059: $10137 += $10179 // (float) 
0005: $10138 = 1000.33 
0059: $10138 += $10180 // (float) 
0005: $10139 = 620.5905 
0059: $10139 += $10178 // (float) 
0005: $10140 = -3.0499 
0059: $10140 += $10179 // (float) 
0005: $10141 = 1000.435 
0059: $10141 += $10180 // (float) 
0005: $10142 = 612.6115 
0059: $10142 += $10178 // (float) 
0005: $10143 = -1.7655 
0059: $10143 += $10179 // (float) 
0005: $10144 = 1001.3 
0059: $10144 += $10180 // (float) 
0005: $10145 = 613.5665 
0059: $10145 += $10178 // (float) 
0005: $10146 = -1.6304 
0059: $10146 += $10179 // (float) 
0005: $10147 = 1001.036 
0059: $10147 += $10180 // (float) 
0005: $10148 = 611.6121 
0059: $10148 += $10178 // (float) 
0005: $10149 = -1.4851 
0059: $10149 += $10179 // (float) 
0005: $10150 = 1001.777 
0059: $10150 += $10180 // (float) 
0005: $10151 = 612.6027 
0059: $10151 += $10178 // (float) 
0005: $10152 = -1.507 
0059: $10152 += $10179 // (float) 
0005: $10153 = 1001.642 
0059: $10153 += $10180 // (float) 
0005: $10154 = 621.4796 
0059: $10154 += $10178 // (float) 
0005: $10155 = -3.4952 
0059: $10155 += $10179 // (float) 
0005: $10156 = 1000.33 
0059: $10156 += $10180 // (float) 
0005: $10157 = 620.5905 
0059: $10157 += $10178 // (float) 
0005: $10158 = -3.0499 
0059: $10158 += $10179 // (float) 
0005: $10159 = 1000.435 
0059: $10159 += $10180 // (float) 
0005: $10160 = 622.5965 
0059: $10160 += $10178 // (float) 
0005: $10161 = -2.014 
0059: $10161 += $10179 // (float) 
0005: $10162 = 1003.019 
0059: $10162 += $10180 // (float) 
0005: $10163 = 621.7657 
0059: $10163 += $10178 // (float) 
0005: $10164 = -2.0174 
0059: $10164 += $10179 // (float) 
0005: $10165 = 1002.462 
0059: $10165 += $10180 // (float) 
0005: $10166 = 612.7667 
0059: $10166 += $10178 // (float) 
0005: $10167 = 0.5696 
0059: $10167 += $10179 // (float) 
0005: $10168 = 1002.114 
0059: $10168 += $10180 // (float) 
0005: $10169 = 613.6664 
0059: $10169 += $10178 // (float) 
0005: $10170 = 0.1645 
0059: $10170 += $10179 // (float) 
0005: $10171 = 1001.951 
0059: $10171 += $10180 // (float) 
0005: $10172 = 613.5844 
0059: $10172 += $10178 // (float) 
0005: $10173 = -0.7127 
0059: $10173 += $10179 // (float) 
0005: $10174 = 1002.031 
0059: $10174 += $10180 // (float) 
0005: $10175 = 614.5616 
0059: $10175 += $10178 // (float) 
0005: $10176 = -0.84 
0059: $10176 += $10179 // (float) 
0005: $10177 = 1001.862 
0059: $10177 += $10180 // (float) 

:CARMOD_9012
0006: 32@ = 0 
0581: enable_radar 0 
08F8: display_stat_update_box 1 
015F: set_camera_position $10088 $10089 $10090 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $10091 $10092 $10093 switchstyle 2 
0004: $10083 = 0 
0004: $10082 = 2 

:CARMOD_9080
00D6: if 
0038:   $10082 == 2 
004D: jump_if_false @CARMOD_9269 
00D6: if 
0038:   $10083 == 0 
004D: jump_if_false @CARMOD_9169 
01EB: set_traffic_density_multiplier_to 4.0 
075F: store_shopping_data_entries_number_to $2514 
03F3: get_car $CARMOD_CAR primary_color_to $10422 secondary_color_to $10423 
0988: get_car $CARMOD_CAR paintjob $10085 
0441: $10486 = car $CARMOD_CAR model 
09FE: reset_hydraulics_on_car $CARMOD_CAR 
096B: save_current_modparts 
0004: $10083 = 1 

:CARMOD_9169
00D6: if 
0038:   $10083 == 1 
004D: jump_if_false @CARMOD_9220 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @CARMOD_9220 
016A: fade 1 time 1000 
0004: $10083 = 2 

:CARMOD_9220
00D6: if 
0038:   $10083 == 2 
004D: jump_if_false @CARMOD_9269 
00D6: if 
816B:   not fading 
004D: jump_if_false @CARMOD_9269 
057E: set_radar_grey 1 
0004: $10083 = 0 
0004: $10082 = 3 

:CARMOD_9269
00D6: if 
0038:   $10082 == 3 
004D: jump_if_false @CARMOD_10198 
00D6: if 
0038:   $10083 == 0 
004D: jump_if_false @CARMOD_9595 
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @CARMOD_9337 
0050: gosub @CARMOD_15620 
0050: gosub @CARMOD_14259 

:CARMOD_9337
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CARMOD_9571 
0004: $10441 = 0 
0004: $10442 = 0 
08D7: $10411 = panel $2419 active_row 
00D6: if 
001A:   0 > $10411 
004D: jump_if_false @CARMOD_9401 
0004: $10411 = 0 

:CARMOD_9401
00D6: if 
8038:   not  $10399($10411,12i) == 101 
004D: jump_if_false @CARMOD_9489 
00D6: if 
8038:   not  $10399($10411,12i) == 100 
004D: jump_if_false @CARMOD_9467 
096D: get_car $CARMOD_CAR component_on_slot $10399($10411,12i) model_to $10421 
0002: jump @CARMOD_9475 

:CARMOD_9467
0988: get_car $CARMOD_CAR paintjob $10085 

:CARMOD_9475
0050: gosub @CARMOD_17406 
0002: jump @CARMOD_9564 

:CARMOD_9489
0086: $10181 = $10088 // (float) 
0086: $10182 = $10089 // (float) 
0086: $10183 = $10090 // (float) 
0086: $10184 = $10091 // (float) 
0086: $10185 = $10092 // (float) 
0086: $10186 = $10093 // (float) 
0004: $2426($10413,12i) = 150 
0441: $10444 = car $CARMOD_CAR model 
0050: gosub @CARMOD_22337 

:CARMOD_9564
0004: $10083 = 5 

:CARMOD_9571
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CARMOD_9595 
0004: $10083 = 1 

:CARMOD_9595
00D6: if 
0038:   $10083 == 1 
004D: jump_if_false @CARMOD_9684 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @CARMOD_9684 
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @CARMOD_9662 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 

:CARMOD_9662
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 
0004: $10083 = 2 

:CARMOD_9684
00D6: if 
0038:   $10083 == 2 
004D: jump_if_false @CARMOD_9897 
00D6: if 
816B:   not fading 
004D: jump_if_false @CARMOD_9897 
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0840: link_car $CARMOD_CAR to_interior 0 
04FA: reset_sky_colors_with_fade 0 
096C: restore_current_modparts 
0004: $10447 = 0 
04E4: refresh_game_renderer_at $10428 $10429 
03CB: set_rendering_origin_at $10428 $10429 $10430 
00AB: put_car $CARMOD_CAR at $10428 $10429 $10430 
00D6: if 
0038:   $10483 == 1 
004D: jump_if_false @CARMOD_9809 
0175: set_car $CARMOD_CAR Z_angle_to 180.0
0373: set_camera_directly_behind_player 

:CARMOD_9809
00D6: if 
0038:   $10484 == 1 
004D: jump_if_false @CARMOD_9839 
0175: set_car $CARMOD_CAR Z_angle_to 360.0 
0373: set_camera_directly_behind_player 

:CARMOD_9839
00D6: if 
0038:   $10485 == 1 
004D: jump_if_false @CARMOD_9869 
0175: set_car $CARMOD_CAR Z_angle_to 270.0
0373: set_camera_directly_behind_player 

:CARMOD_9869
0A13: unknown_sync_player_camera 
02EB: restore_camera_with_jumpcut 
087C: release_shopping_data 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 
0004: $10083 = 3 

:CARMOD_9897
00D6: if 
0038:   $10083 == 3 
004D: jump_if_false @CARMOD_9962 
00D6: if 
816B:   not fading 
004D: jump_if_false @CARMOD_9962 
01B4: set_player $PLAYER_CHAR can_move 1 
09BD: allow_other_threads_to_display_text_boxes 1 
020A: set_car $CARMOD_CAR door_status_to $10448 
0581: enable_radar 1 
057E: set_radar_grey 0 
0004: $10083 = 4 

:CARMOD_9962
00D6: if 
0038:   $10083 == 4 
004D: jump_if_false @CARMOD_10078 
00D6: if 
8100:   not actor $PLAYER_ACTOR in_sphere $10428 $10429 $10430 radius 4.0 4.0 4.0 sphere 0 in_car 
004D: jump_if_false @CARMOD_10078 
01EB: set_traffic_density_multiplier_to 4.0 
0004: $10416 = 0 
0004: $10082 = 0 
0004: $10083 = 0 
0004: $10483 = 0 
0004: $10484 = 0 
0004: $10485 = 0 
0050: gosub @CARMOD_13950 

:CARMOD_10078
00D6: if 
0038:   $10083 == 5 
004D: jump_if_false @CARMOD_10198 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @CARMOD_10198 
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @CARMOD_10145 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 

:CARMOD_10145
015F: set_camera_position $10181 $10182 $10183 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $10184 $10185 $10186 switchstyle 2 
0004: $10082 = 4 
0004: $10083 = 0 

:CARMOD_10198
00D6: if 
0038:   $10082 == 4 
004D: jump_if_false @CARMOD_10847 
00D6: if 
0119:   car $CARMOD_CAR wrecked 
004D: jump_if_false @CARMOD_10246 
0050: gosub @CARMOD_13950 
0002: jump @CARMOD_1406 

:CARMOD_10246
00D6: if 
0038:   $10399($10411,12i) == 101 
004D: jump_if_false @CARMOD_10300 
00D6: if 
0038:   $10437 == 0 
004D: jump_if_false @CARMOD_10293 
0050: gosub @CARMOD_21421 

:CARMOD_10293
0002: jump @CARMOD_10325 

:CARMOD_10300
00D6: if 
0038:   $2424 == 0 
004D: jump_if_false @CARMOD_10325 
0050: gosub @CARMOD_14661 

:CARMOD_10325
00D6: if 
0038:   $10083 == 0 
004D: jump_if_false @CARMOD_10624 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CARMOD_10388 
0004: $2544 = 0 
0004: $2545 = 0 
0004: $10417 = 0 
0004: $10083 = 1 

:CARMOD_10388
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CARMOD_10624 
00D6: if 
0038:   $10399($10411,12i) == 101 
004D: jump_if_false @CARMOD_10506 
08D7: $10438 = panel $10436 active_row 
00D6: if 
001A:   0 > $10438 
004D: jump_if_false @CARMOD_10460 
0004: $10438 = 0 

:CARMOD_10460
00D6: if 
0038:   $10438 == 0 
004D: jump_if_false @CARMOD_10492 
0004: $10441 = 1 
0002: jump @CARMOD_10499 

:CARMOD_10492
0004: $10442 = 1 

:CARMOD_10499
0002: jump @CARMOD_10589 

:CARMOD_10506
08D7: $10412 = panel $2423 active_row 
00D6: if 
001A:   0 > $10412 
004D: jump_if_false @CARMOD_10539 
0004: $10412 = 0 

:CARMOD_10539
00D6: if and
8038:   not  $10399($10411,12i) == 100 
8038:   not  $10399($10411,12i) == 101 
004D: jump_if_false @CARMOD_10589 
0084: $10415 = $2438($10412,12i) // (int) 
06E9: load_car_component $10415 

:CARMOD_10589
0004: $2544 = 0 
0004: $2545 = 0 
0004: $10417 = 0 
0004: $10083 = 0 
0004: $10082 = 5 

:CARMOD_10624
00D6: if 
0038:   $10083 == 1 
004D: jump_if_false @CARMOD_10847 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @CARMOD_10847 
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @CARMOD_10691 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:CARMOD_10691
00D6: if 
0038:   $10427 == 1 
004D: jump_if_false @CARMOD_10723 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
0004: $10427 = 0 

:CARMOD_10723
00D6: if 
0038:   $10437 == 1 
004D: jump_if_false @CARMOD_10755 
08DA: remove_panel $10436 
03E6: remove_text_box 
0004: $10437 = 0 

:CARMOD_10755
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @CARMOD_10787 
0050: gosub @CARMOD_15620 
0050: gosub @CARMOD_14259 

:CARMOD_10787
015F: set_camera_position $10088 $10089 $10090 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $10091 $10092 $10093 switchstyle 2 
0004: $10416 = 0 
0004: $10083 = 0 
0004: $10082 = 3 

:CARMOD_10847
00D6: if 
0038:   $10082 == 5 
004D: jump_if_false @CARMOD_13929 
00D6: if 
0119:   car $CARMOD_CAR wrecked 
004D: jump_if_false @CARMOD_10895 
0050: gosub @CARMOD_13950 
0002: jump @CARMOD_1406 

:CARMOD_10895
00D6: if 
0038:   $10083 == 0 
004D: jump_if_false @CARMOD_11075 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @CARMOD_11075 
00D6: if 
0038:   $10399($10411,12i) == 101 
004D: jump_if_false @CARMOD_10966 
0004: $10083 = 1 
0002: jump @CARMOD_11025 

:CARMOD_10966
00D6: if 
8038:   not  $10399($10411,12i) == 100 
004D: jump_if_false @CARMOD_11018 
00D6: if 
06EA:   car_component $10415 available 
004D: jump_if_false @CARMOD_11011 
0004: $10083 = 1 

:CARMOD_11011
0002: jump @CARMOD_11025 

:CARMOD_11018
0004: $10083 = 1 

:CARMOD_11025
00D6: if 
0038:   $10083 == 1 
004D: jump_if_false @CARMOD_11075 
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @CARMOD_11075 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:CARMOD_11075
00D6: if 
0038:   $10083 == 1 
004D: jump_if_false @CARMOD_11269 
00D6: if 
0038:   $10399($10411,12i) == 101 
004D: jump_if_false @CARMOD_11179 
00D6: if 
0038:   $10437 == 1 
004D: jump_if_false @CARMOD_11147 
08DA: remove_panel $10436 
03E6: remove_text_box 
0004: $10437 = 0 

:CARMOD_11147
00D6: if 
0038:   $10427 == 0 
004D: jump_if_false @CARMOD_11172 
0050: gosub @CARMOD_15279 

:CARMOD_11172
0002: jump @CARMOD_11262 

:CARMOD_11179
00D6: if 
0038:   $10399($10411,12i) == 100 
004D: jump_if_false @CARMOD_11239 
0084: $10086 = $10412 // (int) 
0084: $10087 = $10412 // (int) 
0008: $10087 += 1 
06ED: set_car $CARMOD_CAR paintjob $10086 
0002: jump @CARMOD_11255 

:CARMOD_11239
06E7: $10420 = add_car_component $10415 to_car $CARMOD_CAR 
06EB: release_car_component $10415 

:CARMOD_11255
0050: gosub @CARMOD_23783 

:CARMOD_11262
0004: $10083 = 2 

:CARMOD_11269
00D6: if 
0038:   $10083 == 2 
004D: jump_if_false @CARMOD_11612 
00D6: if 
0038:   $10399($10411,12i) == 101 
004D: jump_if_false @CARMOD_11485 
08D7: $10440 = panel $CARMOD_MENU_COLORS active_row 
00D6: if 
001A:   0 > $10440 
004D: jump_if_false @CARMOD_11342 
0004: $10440 = 0 

:CARMOD_11342
00D6: if 
0038:   $10441 == 1 
004D: jump_if_false @CARMOD_11440 
00D6: if or
0038:   $10486 == 542 
0038:   $10486 == 549 
004D: jump_if_false @CARMOD_11420 
0A22: set_car_color_to_panel_color_panelID $CARMOD_MENU_COLORS car $CARMOD_CAR colorslot 1 active_row $10440 
0A22: set_car_color_to_panel_color_panelID $CARMOD_MENU_COLORS car $CARMOD_CAR colorslot 2 active_row $10440 
0002: jump @CARMOD_11433 

:CARMOD_11420
0A22: set_car_color_to_panel_color_panelID $CARMOD_MENU_COLORS car $CARMOD_CAR colorslot 1 active_row $10440 

:CARMOD_11433
0002: jump @CARMOD_11453 

:CARMOD_11440
0A22: set_car_color_to_panel_color_panelID $CARMOD_MENU_COLORS car $CARMOD_CAR colorslot 2 active_row $10440 

:CARMOD_11453
00D6: if 
0038:   $10427 == 0 
004D: jump_if_false @CARMOD_11478 
0050: gosub @CARMOD_15279 

:CARMOD_11478
0002: jump @CARMOD_11510 

:CARMOD_11485
00D6: if 
0038:   $10425 == 0 
004D: jump_if_false @CARMOD_11510 
0050: gosub @CARMOD_23783 

:CARMOD_11510
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CARMOD_11534 
0004: $10083 = 3 

:CARMOD_11534
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CARMOD_11612 
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
03D5: remove_text 'COLORNO'  // ~s~Your vehicle is already this color.
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
0004: $2545 = 0 
0004: $10417 = 0 
0004: $2544 = 0 
0004: $10083 = 4 

:CARMOD_11612
00D6: if 
0038:   $10083 == 3 
004D: jump_if_false @CARMOD_12023 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @CARMOD_12023 
00D6: if 
0038:   $10399($10411,12i) == 101 
004D: jump_if_false @CARMOD_11731 
00D6: if 
0018:   $10085 > -1 
004D: jump_if_false @CARMOD_11713 
0229: set_car $CARMOD_CAR primary_color_to $10422 secondary_color_to $10423 
06ED: set_car $CARMOD_CAR paintjob $10085 
0002: jump @CARMOD_11724 

:CARMOD_11713
0229: set_car $CARMOD_CAR primary_color_to $10422 secondary_color_to $10423 

:CARMOD_11724
0002: jump @CARMOD_11845 

:CARMOD_11731
00D6: if 
0038:   $10399($10411,12i) == 100 
004D: jump_if_false @CARMOD_11811 
00D6: if 
001A:   0 > $10085 
004D: jump_if_false @CARMOD_11796 
06ED: set_car $CARMOD_CAR paintjob -1 
0229: set_car $CARMOD_CAR primary_color_to $10422 secondary_color_to $10423 
0002: jump @CARMOD_11804 

:CARMOD_11796
06ED: set_car $CARMOD_CAR paintjob $10085 

:CARMOD_11804
0002: jump @CARMOD_11813 

:CARMOD_11811
096C: restore_current_modparts 

:CARMOD_11813
00D6: if 
0038:   $10425 == 1 
004D: jump_if_false @CARMOD_11845 
08DA: remove_panel $10424 
03E6: remove_text_box 
0004: $10425 = 0 

:CARMOD_11845
00D6: if 
0038:   $10427 == 1 
004D: jump_if_false @CARMOD_11877 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
0004: $10427 = 0 

:CARMOD_11877
00D6: if 
0038:   $10437 == 1 
004D: jump_if_false @CARMOD_11909 
08DA: remove_panel $10436 
03E6: remove_text_box 
0004: $10437 = 0 

:CARMOD_11909
00D6: if 
0038:   $10399($10411,12i) == 101 
004D: jump_if_false @CARMOD_11963 
00D6: if 
0038:   $10437 == 0 
004D: jump_if_false @CARMOD_11956 
0050: gosub @CARMOD_21421 

:CARMOD_11956
0002: jump @CARMOD_11995 

:CARMOD_11963
00D6: if 
0038:   $2424 == 0 
004D: jump_if_false @CARMOD_11995 
0050: gosub @CARMOD_17406 
0050: gosub @CARMOD_14661 

:CARMOD_11995
0004: $10441 = 0 
0004: $10442 = 0 
0004: $10083 = 0 
0004: $10082 = 4 

:CARMOD_12023
00D6: if 
0038:   $10083 == 4 
004D: jump_if_false @CARMOD_13929 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @CARMOD_13929 
010B: $SHOPS_PLAYER_CASH = player $PLAYER_CHAR money 
00D6: if 
0038:   $10399($10411,12i) == 101 
004D: jump_if_false @CARMOD_12932 
00D6: if 
0028:   $SHOPS_PLAYER_CASH >= 150 
004D: jump_if_false @CARMOD_12863 
00D6: if 
0038:   $10441 == 1 
004D: jump_if_false @CARMOD_12494 
00D6: if 
803A:   not  $10422 == $10440 // (int) 
004D: jump_if_false @CARMOD_12425 
0109: player $PLAYER_CHAR money = 500000 
0624: add 150.0 to_float_stat 55 
09D4: suspend_wanted_level 
0878: set_car $CARMOD_CAR dirt_level 0.0 
03F3: get_car $CARMOD_CAR primary_color_to $10422 secondary_color_to $10423 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1134 
0A30: repair_car $CARMOD_CAR 
096B: save_current_modparts 
0004: $10083 = 0 
0004: $10082 = 3 
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @CARMOD_12251 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:CARMOD_12251
00D6: if 
0038:   $10427 == 1 
004D: jump_if_false @CARMOD_12283 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
0004: $10427 = 0 

:CARMOD_12283
00D6: if 
0038:   $10425 == 1 
004D: jump_if_false @CARMOD_12315 
08DA: remove_panel $10424 
03E6: remove_text_box 
0004: $10425 = 0 

:CARMOD_12315
00D6: if 
0038:   $10437 == 1 
004D: jump_if_false @CARMOD_12347 
08DA: remove_panel $10436 
03E6: remove_text_box 
0004: $10437 = 0 

:CARMOD_12347
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @CARMOD_12379 
0050: gosub @CARMOD_15620 
0050: gosub @CARMOD_14259 

:CARMOD_12379
015F: set_camera_position $10088 $10089 $10090 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $10091 $10092 $10093 switchstyle 2 
0002: jump @CARMOD_12487 

:CARMOD_12425
00D6: if 
0038:   $10417 == 0 
004D: jump_if_false @CARMOD_12487 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'COLORNO' time 3000 flag 1  // ~s~Your vehicle is already this color.
0004: $10083 = 2 
0004: $10417 = 1 

:CARMOD_12487
0002: jump @CARMOD_12856 

:CARMOD_12494
00D6: if 
803A:   not  $10423 == $10440 // (int) 
004D: jump_if_false @CARMOD_12794 
0109: player $PLAYER_CHAR money = 500000 
0624: add 150.0 to_float_stat 55 
09D4: suspend_wanted_level 
0878: set_car $CARMOD_CAR dirt_level 0.0 
03F3: get_car $CARMOD_CAR primary_color_to $10422 secondary_color_to $10423 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1134 
0A30: repair_car $CARMOD_CAR 
096B: save_current_modparts 
0004: $10083 = 0 
0004: $10082 = 3 
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @CARMOD_12620 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:CARMOD_12620
00D6: if 
0038:   $10427 == 1 
004D: jump_if_false @CARMOD_12652 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
0004: $10427 = 0 

:CARMOD_12652
00D6: if 
0038:   $10425 == 1 
004D: jump_if_false @CARMOD_12684 
08DA: remove_panel $10424 
03E6: remove_text_box 
0004: $10425 = 0 

:CARMOD_12684
00D6: if 
0038:   $10437 == 1 
004D: jump_if_false @CARMOD_12716 
08DA: remove_panel $10436 
03E6: remove_text_box 
0004: $10437 = 0 

:CARMOD_12716
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @CARMOD_12748 
0050: gosub @CARMOD_15620 
0050: gosub @CARMOD_14259 

:CARMOD_12748
015F: set_camera_position $10088 $10089 $10090 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $10091 $10092 $10093 switchstyle 2 
0002: jump @CARMOD_12856 

:CARMOD_12794
00D6: if 
0038:   $10417 == 0 
004D: jump_if_false @CARMOD_12856 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'COLORNO' time 3000 flag 1  // ~s~Your vehicle is already this color.
0004: $10083 = 2 
0004: $10417 = 1 

:CARMOD_12856
0002: jump @CARMOD_12925 

:CARMOD_12863
00D6: if 
0038:   $2544 == 0 
004D: jump_if_false @CARMOD_12925 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'SHOPNO' time 3000 flag 1  // ~s~You don't have enough money to buy this item.
0004: $10083 = 2 
0004: $2544 = 1 

:CARMOD_12925
0002: jump @CARMOD_13929 

:CARMOD_12932
00D6: if 
0038:   $10399($10411,12i) == 100 
004D: jump_if_false @CARMOD_13419 
00D6: if 
0028:   $SHOPS_PLAYER_CASH >= 500 
004D: jump_if_false @CARMOD_13350 
00D6: if 
003A:   $10086 == $10085 // (int) 
004D: jump_if_false @CARMOD_13061 
00D6: if 
0038:   $2545 == 0 
004D: jump_if_false @CARMOD_13054 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'CLTHNO2' time 3000 flag 1  // You have already bought this item!
0004: $10083 = 2 
0004: $2545 = 1 

:CARMOD_13054
0002: jump @CARMOD_13343 

:CARMOD_13061
0109: player $PLAYER_CHAR money = 500000 
0624: add 500.0 to_float_stat 55 
09D4: suspend_wanted_level 
0878: set_car $CARMOD_CAR dirt_level 0.0 
0A30: repair_car $CARMOD_CAR 
096B: save_current_modparts 
0084: $10085 = $10086 // (int) 
03F3: get_car $CARMOD_CAR primary_color_to $10422 secondary_color_to $10423 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1134 
0004: $10083 = 0 
0004: $10082 = 3 
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @CARMOD_13176 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:CARMOD_13176
00D6: if 
0038:   $10427 == 1 
004D: jump_if_false @CARMOD_13208 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
0004: $10427 = 0 

:CARMOD_13208
00D6: if 
0038:   $10425 == 1 
004D: jump_if_false @CARMOD_13240 
08DA: remove_panel $10424 
03E6: remove_text_box 
0004: $10425 = 0 

:CARMOD_13240
00D6: if 
0038:   $10437 == 1 
004D: jump_if_false @CARMOD_13272 
08DA: remove_panel $10436 
03E6: remove_text_box 
0004: $10437 = 0 

:CARMOD_13272
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @CARMOD_13304 
0050: gosub @CARMOD_15620 
0050: gosub @CARMOD_14259 

:CARMOD_13304
015F: set_camera_position $10088 $10089 $10090 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $10091 $10092 $10093 switchstyle 2 

:CARMOD_13343
0002: jump @CARMOD_13412 

:CARMOD_13350
00D6: if 
0038:   $2544 == 0 
004D: jump_if_false @CARMOD_13412 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'SHOPNO' time 3000 flag 1  // ~s~You don't have enough money to buy this item.
0004: $10083 = 2 
0004: $2544 = 1 

:CARMOD_13412
0002: jump @CARMOD_13929 

:CARMOD_13419
00D6: if 
002C:   $SHOPS_PLAYER_CASH >= $2426($10412,12i) // (int) 
004D: jump_if_false @CARMOD_13867 
00D6: if 
803A:   not  $10421 == $10415 // (int) 
004D: jump_if_false @CARMOD_13798 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1133 
0790: charge_money_for_shopping_item_with_textureCRC $10415 
0878: set_car $CARMOD_CAR dirt_level 0.0 
096B: save_current_modparts 
0084: $10421 = $10415 // (int) 
00D6: if 
0038:   $2758 == 0 
004D: jump_if_false @CARMOD_13578 
00D6: if or
05AD:   s$2450[0] == 'BMBSM' // s$ == short  // 2x Nitrous
05AD:   s$2450[0] == 'BMBTN' // s$ == short  // 10x Nitrous
05AD:   s$2450[0] == 'BMBLN' // s$ == short  // 5x Nitrous
004D: jump_if_false @CARMOD_13578 
0004: $2758 = 1 

:CARMOD_13578
0004: $10083 = 0 
0004: $10082 = 3 
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @CARMOD_13624 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:CARMOD_13624
00D6: if 
0038:   $10427 == 1 
004D: jump_if_false @CARMOD_13656 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
0004: $10427 = 0 

:CARMOD_13656
00D6: if 
0038:   $10425 == 1 
004D: jump_if_false @CARMOD_13688 
08DA: remove_panel $10424 
03E6: remove_text_box 
0004: $10425 = 0 

:CARMOD_13688
00D6: if 
0038:   $10437 == 1 
004D: jump_if_false @CARMOD_13720 
08DA: remove_panel $10436 
03E6: remove_text_box 
0004: $10437 = 0 

:CARMOD_13720
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @CARMOD_13752 
0050: gosub @CARMOD_15620 
0050: gosub @CARMOD_14259 

:CARMOD_13752
015F: set_camera_position $10088 $10089 $10090 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $10091 $10092 $10093 switchstyle 2 
0002: jump @CARMOD_13860 

:CARMOD_13798
00D6: if 
0038:   $2545 == 0 
004D: jump_if_false @CARMOD_13860 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'CLTHNO2' time 3000 flag 1  // You have already bought this item!
0004: $10083 = 2 
0004: $2545 = 1 

:CARMOD_13860
0002: jump @CARMOD_13929 

:CARMOD_13867
00D6: if 
0038:   $2544 == 0 
004D: jump_if_false @CARMOD_13929 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'SHOPNO' time 3000 flag 1  // ~s~You don't have enough money to buy this item.
0004: $10083 = 2 
0004: $2544 = 1 

:CARMOD_13929
0002: jump @CARMOD_13943 

:CARMOD_13936
0050: gosub @CARMOD_13950 

:CARMOD_13943
0002: jump @CARMOD_1406 

:CARMOD_13950
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @CARMOD_13982 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 

:CARMOD_13982
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @CARMOD_14014 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:CARMOD_14014
00D6: if 
0038:   $10427 == 1 
004D: jump_if_false @CARMOD_14046 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
0004: $10427 = 0 

:CARMOD_14046
00D6: if 
0038:   $10425 == 1 
004D: jump_if_false @CARMOD_14078 
08DA: remove_panel $10424 
03E6: remove_text_box 
0004: $10425 = 0 

:CARMOD_14078
00D6: if 
0038:   $10437 == 1 
004D: jump_if_false @CARMOD_14110 
08DA: remove_panel $10436 
03E6: remove_text_box 
0004: $10437 = 0 

:CARMOD_14110
00D6: if 
0028:   $10082 >= 1 
004D: jump_if_false @CARMOD_14130 
03E6: remove_text_box 

:CARMOD_14130
0004: $10441 = 0 
0004: $10442 = 0 
0004: $10416 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $10417 = 0 
0004: $10483 = 0 
0004: $10484 = 0 
0004: $10485 = 0 
0004: $10082 = 0 
0004: $10083 = 0 
057E: set_radar_grey 0 
08F8: display_stat_update_box 1 
09BD: allow_other_threads_to_display_text_boxes 1 
00D6: if 
0038:   $2758 == 1 
004D: jump_if_false @CARMOD_14255 
03E5: show_text_box 'NITROH1'  // Press ~k~~PED_FIREWEAPON~ to activate the car's nitrous.
0004: $2758 = 2 

:CARMOD_14255
004E: end_thread 
0051: return 

:CARMOD_14259
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @CARMOD_14659 
0512: show_permanent_text_box 'MODH1'  // Use ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~ to select an upgrade.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @CARMOD_14350 
08D4: $2419 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_14591 

:CARMOD_14350
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @CARMOD_14412 
08D4: $2419 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_14591 

:CARMOD_14412
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @CARMOD_14474 
08D4: $2419 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_14591 

:CARMOD_14474
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @CARMOD_14536 
08D4: $2419 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_14591 

:CARMOD_14536
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @CARMOD_14591 
08D4: $2419 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades

:CARMOD_14591
08D6: set_panel $2419 column 0 alignment 1 
08DB: set_panel $2419 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11] 
0004: $2420 = 1 

:CARMOD_14659
0051: return 

:CARMOD_14661
00D6: if 
0038:   $2424 == 0 
004D: jump_if_false @CARMOD_15277 
0512: show_permanent_text_box 'MODH3'  // Use ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~ to select an upgrade.~N~~k~~PED_SPRINT~ View Item~N~~k~~VEHICLE_ENTER_EXIT~ Back
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @CARMOD_14752 
08D4: $2423 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_14993 

:CARMOD_14752
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @CARMOD_14814 
08D4: $2423 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_14993 

:CARMOD_14814
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @CARMOD_14876 
08D4: $2423 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_14993 

:CARMOD_14876
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @CARMOD_14938 
08D4: $2423 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_14993 

:CARMOD_14938
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @CARMOD_14993 
08D4: $2423 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades

:CARMOD_14993
08D6: set_panel $2423 column 0 alignment 1 
08DB: set_panel $2423 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11] 
00D6: if 
0038:   $10399($10411,12i) == 100 
004D: jump_if_false @CARMOD_15215 
0004: $2515 = 0 

:CARMOD_15083
00D6: if 
001C:   $10446 > $2515 // (int) 
004D: jump_if_false @CARMOD_15153 
0084: $10087 = $2515 // (int) 
0008: $10087 += 1 
08EE: set_panel $2423 column 0 row $2515 text_1number GXT 'PJOB' number $10087  // Paintjob ~1~
0008: $2515 += 1 
0002: jump @CARMOD_15083 

:CARMOD_15153
0004: $2515 = 0 

:CARMOD_15160
00D6: if 
001C:   $10446 > $2515 // (int) 
004D: jump_if_false @CARMOD_15208 
08D9: set_panel $2423 row $2515 enable $2498($2515,12i) 
0008: $2515 += 1 
0002: jump @CARMOD_15160 

:CARMOD_15208
0002: jump @CARMOD_15270 

:CARMOD_15215
0004: $2515 = 0 

:CARMOD_15222
00D6: if 
001C:   $10414 > $2515 // (int) 
004D: jump_if_false @CARMOD_15270 
08D9: set_panel $2423 row $2515 enable $2498($2515,12i) 
0008: $2515 += 1 
0002: jump @CARMOD_15222 

:CARMOD_15270
0004: $2424 = 1 

:CARMOD_15277
0051: return 

:CARMOD_15279
00D6: if 
0038:   $10427 == 0 
004D: jump_if_false @CARMOD_15618 
0512: show_permanent_text_box 'MODH6'  // Use the movement controls to select a color.~N~~k~~PED_SPRINT~ Buy~N~~k~~VEHICLE_ENTER_EXIT~ Back
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @CARMOD_15370 
0964: create_square_color_panel 'CARM1' position 29.0 145.0 width 25.7 columns 8 interactive 1 background 1 alignment 1 panelID $CARMOD_MENU_COLORS  // Colors
0002: jump @CARMOD_15611 

:CARMOD_15370
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @CARMOD_15432 
0964: create_square_color_panel 'CARM1' position 29.0 145.0 width 25.7 columns 8 interactive 1 background 1 alignment 1 panelID $CARMOD_MENU_COLORS  // Colors
0002: jump @CARMOD_15611 

:CARMOD_15432
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @CARMOD_15494 
0964: create_square_color_panel 'CARM1' position 29.0 155.0 width 25.7 columns 8 interactive 1 background 1 alignment 1 panelID $CARMOD_MENU_COLORS  // Colors
0002: jump @CARMOD_15611 

:CARMOD_15494
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @CARMOD_15556 
0964: create_square_color_panel 'CARM1' position 29.0 145.0 width 25.7 columns 8 interactive 1 background 1 alignment 1 panelID $CARMOD_MENU_COLORS  // Colors
0002: jump @CARMOD_15611 

:CARMOD_15556
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @CARMOD_15611 
0964: create_square_color_panel 'CARM1' position 29.0 145.0 width 25.7 columns 8 interactive 1 background 1 alignment 1 panelID $CARMOD_MENU_COLORS  // Colors

:CARMOD_15611
0004: $10427 = 1 

:CARMOD_15618
0051: return 

:CARMOD_15620
0004: $10187 = 0 
0004: $10190 = 0 
0004: $10191 = 0 
0004: $10192 = 0 
0004: $10193 = 0 
0004: $10194 = 0 
0004: $10195 = 0 
0004: $10196 = 0 
0004: $10198 = 0 
0004: $10199 = 0 
0004: $10200 = 0 
0004: $10201 = 0 
0004: $10202 = 0 
0004: $10203 = 0 
0004: $10197 = 0 
0004: $10446 = 0 
0004: $10084 = 0 
0004: $10206 = 0 
0004: $10205 = 0 
0004: $10445 = 0 
06EC: get_car $CARMOD_CAR number_of_possible_paintjobs_to $10446 
00D6: if 
8038:   not  $10446 == 0 
004D: jump_if_false @CARMOD_15822 
05A9: $2450($10187,12s) = 'CARM11' // s$  // Paint Jobs
0004: $10399($10187,12i) = 100 
0008: $10187 += 1 

:CARMOD_15822
097D: get_car $CARMOD_CAR number_of_color_indices_to $10084 
00D6: if 
8038:   not  $10084 == 0 
004D: jump_if_false @CARMOD_15884 
05A9: $2450($10187,12s) = 'CARM1' // s$  // Colors
0004: $10399($10187,12i) = 101 
0008: $10187 += 1 

:CARMOD_15884
00D6: if 
001C:   $2514 > $10445 // (int) 
004D: jump_if_false @CARMOD_17389 
0760: store_shopping_data_index $10445 textureCRC_to $10188 
06E6: get_itemID $10188 destinated_component_slot_to $10189 
00D6: if 
04A3:   $10189 == 12 // == constant 
004D: jump_if_false @CARMOD_16010 
00D6: if 
0038:   $10197 == 0 
004D: jump_if_false @CARMOD_15991 
05A9: $2450($10187,12s) = 'CARM12' // s$  // Wheels
04AE: $10399($10187,12i) = 12 // = constant 
0008: $10187 += 1 

:CARMOD_15991
0084: $10363($10197,12i) = $10188 // (int) 
0008: $10197 += 1 

:CARMOD_16010
00D6: if 
04A3:   $10189 == 3 // == constant 
004D: jump_if_false @CARMOD_16101 
00D6: if 
0038:   $10190 == 0 
004D: jump_if_false @CARMOD_16082 
05A9: $2450($10187,12s) = 'CARM4' // s$  // Side Skirts
04AE: $10399($10187,12i) = 3 // = constant 
0008: $10187 += 1 

:CARMOD_16082
0084: $10207($10190,12i) = $10188 // (int) 
0008: $10190 += 1 

:CARMOD_16101
00D6: if 
04A3:   $10189 == 7 // == constant 
004D: jump_if_false @CARMOD_16192 
00D6: if 
0038:   $10191 == 0 
004D: jump_if_false @CARMOD_16173 
05A9: $2450($10187,12s) = 'CARM10' // s$  // Roof
04AE: $10399($10187,12i) = 7 // = constant 
0008: $10187 += 1 

:CARMOD_16173
0084: $10219($10191,12i) = $10188 // (int) 
0008: $10191 += 1 

:CARMOD_16192
00D6: if 
04A3:   $10189 == 13 // == constant 
004D: jump_if_false @CARMOD_16283 
00D6: if 
0038:   $10192 == 0 
004D: jump_if_false @CARMOD_16264 
05A9: $2450($10187,12s) = 'CARM5' // s$  // Exhausts
04AE: $10399($10187,12i) = 13 // = constant 
0008: $10187 += 1 

:CARMOD_16264
0084: $10231($10192,12i) = $10188 // (int) 
0008: $10192 += 1 

:CARMOD_16283
00D6: if 
04A3:   $10189 == 8 // == constant 
004D: jump_if_false @CARMOD_16374 
00D6: if 
0038:   $10193 == 0 
004D: jump_if_false @CARMOD_16355 
05A9: $2450($10187,12s) = 'CARM6' // s$  // Nitro
04AE: $10399($10187,12i) = 8 // = constant 
0008: $10187 += 1 

:CARMOD_16355
0084: $10243($10193,12i) = $10188 // (int) 
0008: $10193 += 1 

:CARMOD_16374
00D6: if 
04A3:   $10189 == 2 // == constant 
004D: jump_if_false @CARMOD_16465 
00D6: if 
0038:   $10194 == 0 
004D: jump_if_false @CARMOD_16446 
05A9: $2450($10187,12s) = 'CARM2' // s$  // Spoilers
04AE: $10399($10187,12i) = 2 // = constant 
0008: $10187 += 1 

:CARMOD_16446
0084: $10255($10194,12i) = $10188 // (int) 
0008: $10194 += 1 

:CARMOD_16465
00D6: if 
04A3:   $10189 == 0 // == constant 
004D: jump_if_false @CARMOD_16556 
00D6: if 
0038:   $10195 == 0 
004D: jump_if_false @CARMOD_16537 
05A9: $2450($10187,12s) = 'CARM3' // s$  // Hood
04AE: $10399($10187,12i) = 0 // = constant 
0008: $10187 += 1 

:CARMOD_16537
0084: $10267($10195,12i) = $10188 // (int) 
0008: $10195 += 1 

:CARMOD_16556
00D6: if 
04A3:   $10189 == 1 // == constant 
004D: jump_if_false @CARMOD_16647 
00D6: if 
0038:   $10196 == 0 
004D: jump_if_false @CARMOD_16628 
05A9: $2450($10187,12s) = 'CARM17' // s$  // Vents
04AE: $10399($10187,12i) = 1 // = constant 
0008: $10187 += 1 

:CARMOD_16628
0084: $10279($10196,12i) = $10188 // (int) 
0008: $10196 += 1 

:CARMOD_16647
00D6: if 
04A3:   $10189 == 14 // == constant 
004D: jump_if_false @CARMOD_16738 
00D6: if 
0038:   $10198 == 0 
004D: jump_if_false @CARMOD_16719 
05A9: $2450($10187,12s) = 'CARM7' // s$  // Front Bumper
04AE: $10399($10187,12i) = 14 // = constant 
0008: $10187 += 1 

:CARMOD_16719
0084: $10291($10198,12i) = $10188 // (int) 
0008: $10198 += 1 

:CARMOD_16738
00D6: if 
04A3:   $10189 == 15 // == constant 
004D: jump_if_false @CARMOD_16829 
00D6: if 
0038:   $10199 == 0 
004D: jump_if_false @CARMOD_16810 
05A9: $2450($10187,12s) = 'CARM8' // s$  // Rear Bumper
04AE: $10399($10187,12i) = 15 // = constant 
0008: $10187 += 1 

:CARMOD_16810
0084: $10303($10199,12i) = $10188 // (int) 
0008: $10199 += 1 

:CARMOD_16829
00D6: if 
04A3:   $10189 == 6 // == constant 
004D: jump_if_false @CARMOD_16920 
00D6: if 
0038:   $10200 == 0 
004D: jump_if_false @CARMOD_16901 
05A9: $2450($10187,12s) = 'CARM9' // s$  // Lights
04AE: $10399($10187,12i) = 6 // = constant 
0008: $10187 += 1 

:CARMOD_16901
0084: $10315($10200,12i) = $10188 // (int) 
0008: $10200 += 1 

:CARMOD_16920
00D6: if 
04A3:   $10189 == 4 // == constant 
004D: jump_if_false @CARMOD_17011 
00D6: if 
0038:   $10201 == 0 
004D: jump_if_false @CARMOD_16992 
05A9: $2450($10187,12s) = 'CARM13' // s$  // Front bullbars
04AE: $10399($10187,12i) = 4 // = constant 
0008: $10187 += 1 

:CARMOD_16992
0084: $10327($10201,12i) = $10188 // (int) 
0008: $10201 += 1 

:CARMOD_17011
00D6: if 
04A3:   $10189 == 5 // == constant 
004D: jump_if_false @CARMOD_17102 
00D6: if 
0038:   $10202 == 0 
004D: jump_if_false @CARMOD_17083 
05A9: $2450($10187,12s) = 'CARM14' // s$  // Rear bullbars
04AE: $10399($10187,12i) = 5 // = constant 
0008: $10187 += 1 

:CARMOD_17083
0084: $10339($10202,12i) = $10188 // (int) 
0008: $10202 += 1 

:CARMOD_17102
00D6: if 
04A3:   $10189 == 16 // == constant 
004D: jump_if_false @CARMOD_17193 
00D6: if 
0038:   $10203 == 0 
004D: jump_if_false @CARMOD_17174 
05A9: $2450($10187,12s) = 'CARM15' // s$  // Misc
04AE: $10399($10187,12i) = 16 // = constant 
0008: $10187 += 1 

:CARMOD_17174
0084: $10351($10203,12i) = $10188 // (int) 
0008: $10203 += 1 

:CARMOD_17193
00D6: if 
04A3:   $10189 == 9 // == constant 
004D: jump_if_false @CARMOD_17284 
00D6: if 
0038:   $10206 == 0 
004D: jump_if_false @CARMOD_17265 
05A9: $2450($10187,12s) = 'CARM18' // s$  // Hydraulics
04AE: $10399($10187,12i) = 9 // = constant 
0008: $10187 += 1 

:CARMOD_17265
0084: $10387($10206,12i) = $10188 // (int) 
0008: $10206 += 1 

:CARMOD_17284
00D6: if 
04A3:   $10189 == 10 // == constant 
004D: jump_if_false @CARMOD_17375 
00D6: if 
0038:   $10205 == 0 
004D: jump_if_false @CARMOD_17356 
05A9: $2450($10187,12s) = 'CARM16' // s$  // Car Stereo
04AE: $10399($10187,12i) = 10 // = constant 
0008: $10187 += 1 

:CARMOD_17356
0084: $10375($10205,12i) = $10188 // (int) 
0008: $10205 += 1 

:CARMOD_17375
0008: $10445 += 1 
0002: jump @CARMOD_15884 

:CARMOD_17389
0084: $2515 = $10187 // (int) 
0050: gosub @CARMOD_21347 
0051: return 

:CARMOD_17406
00D6: if 
0038:   $10399($10411,12i) == 100 
004D: jump_if_false @CARMOD_17617 
0004: $10413 = 0 
0084: $10414 = $10446 // (int) 

:CARMOD_17443
00D6: if 
001C:   $10446 > $10413 // (int) 
004D: jump_if_false @CARMOD_17554 
05A9: $2450($10413,12s) = 'PAINTJB' // s$ 
0004: $2426($10413,12i) = 500 
00D6: if 
003A:   $10085 == $10413 // (int) 
004D: jump_if_false @CARMOD_17529 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_17540 

:CARMOD_17529
0004: $2498($10413,12i) = 1 

:CARMOD_17540
0008: $10413 += 1 
0002: jump @CARMOD_17443 

:CARMOD_17554
0084: $2515 = $10446 // (int) 
0050: gosub @CARMOD_21347 
0086: $10181 = $10166 // (float) 
0086: $10182 = $10167 // (float) 
0086: $10183 = $10168 // (float) 
0086: $10184 = $10169 // (float) 
0086: $10185 = $10170 // (float) 
0086: $10186 = $10171 // (float) 

:CARMOD_17617
00D6: if 
04A3:   $10399($10411,12i) == 12 // == constant 
004D: jump_if_false @CARMOD_17850 
0004: $10413 = 0 
0084: $10414 = $10197 // (int) 

:CARMOD_17654
00D6: if 
001C:   $10197 > $10413 // (int) 
004D: jump_if_false @CARMOD_17787 
078C: get_shopping_item_with_textureCRC $10363($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10363($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10363($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10363($10413,12i) // (int) 
004D: jump_if_false @CARMOD_17762 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_17773 

:CARMOD_17762
0004: $2498($10413,12i) = 1 

:CARMOD_17773
0008: $10413 += 1 
0002: jump @CARMOD_17654 

:CARMOD_17787
0084: $2515 = $10197 // (int) 
0050: gosub @CARMOD_21347 
0086: $10181 = $10094 // (float) 
0086: $10182 = $10095 // (float) 
0086: $10183 = $10096 // (float) 
0086: $10184 = $10097 // (float) 
0086: $10185 = $10098 // (float) 
0086: $10186 = $10099 // (float) 

:CARMOD_17850
00D6: if 
04A3:   $10399($10411,12i) == 3 // == constant 
004D: jump_if_false @CARMOD_18083 
0004: $10413 = 0 
0084: $10414 = $10190 // (int) 

:CARMOD_17887
00D6: if 
001C:   $10190 > $10413 // (int) 
004D: jump_if_false @CARMOD_18020 
078C: get_shopping_item_with_textureCRC $10207($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10207($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10207($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10207($10413,12i) // (int) 
004D: jump_if_false @CARMOD_17995 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_18006 

:CARMOD_17995
0004: $2498($10413,12i) = 1 

:CARMOD_18006
0008: $10413 += 1 
0002: jump @CARMOD_17887 

:CARMOD_18020
0084: $2515 = $10190 // (int) 
0050: gosub @CARMOD_21347 
0086: $10181 = $10106 // (float) 
0086: $10182 = $10107 // (float) 
0086: $10183 = $10108 // (float) 
0086: $10184 = $10109 // (float) 
0086: $10185 = $10110 // (float) 
0086: $10186 = $10111 // (float) 

:CARMOD_18083
00D6: if 
04A3:   $10399($10411,12i) == 7 // == constant 
004D: jump_if_false @CARMOD_18316 
0004: $10413 = 0 
0084: $10414 = $10191 // (int) 

:CARMOD_18120
00D6: if 
001C:   $10191 > $10413 // (int) 
004D: jump_if_false @CARMOD_18253 
078C: get_shopping_item_with_textureCRC $10219($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10219($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10219($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10219($10413,12i) // (int) 
004D: jump_if_false @CARMOD_18228 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_18239 

:CARMOD_18228
0004: $2498($10413,12i) = 1 

:CARMOD_18239
0008: $10413 += 1 
0002: jump @CARMOD_18120 

:CARMOD_18253
0084: $2515 = $10191 // (int) 
0050: gosub @CARMOD_21347 
0086: $10181 = $10112 // (float) 
0086: $10182 = $10113 // (float) 
0086: $10183 = $10114 // (float) 
0086: $10184 = $10115 // (float) 
0086: $10185 = $10116 // (float) 
0086: $10186 = $10117 // (float) 

:CARMOD_18316
00D6: if 
04A3:   $10399($10411,12i) == 13 // == constant 
004D: jump_if_false @CARMOD_18549 
0004: $10413 = 0 
0084: $10414 = $10192 // (int) 

:CARMOD_18353
00D6: if 
001C:   $10192 > $10413 // (int) 
004D: jump_if_false @CARMOD_18486 
078C: get_shopping_item_with_textureCRC $10231($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10231($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10231($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10231($10413,12i) // (int) 
004D: jump_if_false @CARMOD_18461 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_18472 

:CARMOD_18461
0004: $2498($10413,12i) = 1 

:CARMOD_18472
0008: $10413 += 1 
0002: jump @CARMOD_18353 

:CARMOD_18486
0084: $2515 = $10192 // (int) 
0050: gosub @CARMOD_21347 
0086: $10181 = $10124 // (float) 
0086: $10182 = $10125 // (float) 
0086: $10183 = $10126 // (float) 
0086: $10184 = $10127 // (float) 
0086: $10185 = $10128 // (float) 
0086: $10186 = $10129 // (float) 

:CARMOD_18549
00D6: if 
04A3:   $10399($10411,12i) == 8 // == constant 
004D: jump_if_false @CARMOD_18782 
0004: $10413 = 0 
0084: $10414 = $10193 // (int) 

:CARMOD_18586
00D6: if 
001C:   $10193 > $10413 // (int) 
004D: jump_if_false @CARMOD_18719 
078C: get_shopping_item_with_textureCRC $10243($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10243($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10243($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10243($10413,12i) // (int) 
004D: jump_if_false @CARMOD_18694 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_18705 

:CARMOD_18694
0004: $2498($10413,12i) = 1 

:CARMOD_18705
0008: $10413 += 1 
0002: jump @CARMOD_18586 

:CARMOD_18719
0084: $2515 = $10193 // (int) 
0050: gosub @CARMOD_21347 
0086: $10181 = $10160 // (float) 
0086: $10182 = $10161 // (float) 
0086: $10183 = $10162 // (float) 
0086: $10184 = $10163 // (float) 
0086: $10185 = $10164 // (float) 
0086: $10186 = $10165 // (float) 

:CARMOD_18782
00D6: if 
04A3:   $10399($10411,12i) == 2 // == constant 
004D: jump_if_false @CARMOD_19015 
0004: $10413 = 0 
0084: $10414 = $10194 // (int) 

:CARMOD_18819
00D6: if 
001C:   $10194 > $10413 // (int) 
004D: jump_if_false @CARMOD_18952 
078C: get_shopping_item_with_textureCRC $10255($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10255($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10255($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10255($10413,12i) // (int) 
004D: jump_if_false @CARMOD_18927 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_18938 

:CARMOD_18927
0004: $2498($10413,12i) = 1 

:CARMOD_18938
0008: $10413 += 1 
0002: jump @CARMOD_18819 

:CARMOD_18952
0084: $2515 = $10194 // (int) 
0050: gosub @CARMOD_21347 
0086: $10181 = $10100 // (float) 
0086: $10182 = $10101 // (float) 
0086: $10183 = $10102 // (float) 
0086: $10184 = $10103 // (float) 
0086: $10185 = $10104 // (float) 
0086: $10186 = $10105 // (float) 

:CARMOD_19015
00D6: if 
04A3:   $10399($10411,12i) == 0 // == constant 
004D: jump_if_false @CARMOD_19248 
0004: $10413 = 0 
0084: $10414 = $10195 // (int) 

:CARMOD_19052
00D6: if 
001C:   $10195 > $10413 // (int) 
004D: jump_if_false @CARMOD_19185 
078C: get_shopping_item_with_textureCRC $10267($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10267($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10267($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10267($10413,12i) // (int) 
004D: jump_if_false @CARMOD_19160 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_19171 

:CARMOD_19160
0004: $2498($10413,12i) = 1 

:CARMOD_19171
0008: $10413 += 1 
0002: jump @CARMOD_19052 

:CARMOD_19185
0084: $2515 = $10195 // (int) 
0050: gosub @CARMOD_21347 
0086: $10181 = $10118 // (float) 
0086: $10182 = $10119 // (float) 
0086: $10183 = $10120 // (float) 
0086: $10184 = $10121 // (float) 
0086: $10185 = $10122 // (float) 
0086: $10186 = $10123 // (float) 

:CARMOD_19248
00D6: if 
04A3:   $10399($10411,12i) == 1 // == constant 
004D: jump_if_false @CARMOD_19481 
0004: $10413 = 0 
0084: $10414 = $10196 // (int) 

:CARMOD_19285
00D6: if 
001C:   $10196 > $10413 // (int) 
004D: jump_if_false @CARMOD_19418 
078C: get_shopping_item_with_textureCRC $10279($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10279($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10279($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10279($10413,12i) // (int) 
004D: jump_if_false @CARMOD_19393 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_19404 

:CARMOD_19393
0004: $2498($10413,12i) = 1 

:CARMOD_19404
0008: $10413 += 1 
0002: jump @CARMOD_19285 

:CARMOD_19418
0084: $2515 = $10196 // (int) 
0050: gosub @CARMOD_21347 
0086: $10181 = $10118 // (float) 
0086: $10182 = $10119 // (float) 
0086: $10183 = $10120 // (float) 
0086: $10184 = $10121 // (float) 
0086: $10185 = $10122 // (float) 
0086: $10186 = $10123 // (float) 

:CARMOD_19481
00D6: if 
04A3:   $10399($10411,12i) == 14 // == constant 
004D: jump_if_false @CARMOD_19714 
0004: $10413 = 0 
0084: $10414 = $10198 // (int) 

:CARMOD_19518
00D6: if 
001C:   $10198 > $10413 // (int) 
004D: jump_if_false @CARMOD_19651 
078C: get_shopping_item_with_textureCRC $10291($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10291($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10291($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10291($10413,12i) // (int) 
004D: jump_if_false @CARMOD_19626 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_19637 

:CARMOD_19626
0004: $2498($10413,12i) = 1 

:CARMOD_19637
0008: $10413 += 1 
0002: jump @CARMOD_19518 

:CARMOD_19651
0084: $2515 = $10198 // (int) 
0050: gosub @CARMOD_21347 
0086: $10181 = $10130 // (float) 
0086: $10182 = $10131 // (float) 
0086: $10183 = $10132 // (float) 
0086: $10184 = $10133 // (float) 
0086: $10185 = $10134 // (float) 
0086: $10186 = $10135 // (float) 

:CARMOD_19714
00D6: if 
04A3:   $10399($10411,12i) == 15 // == constant 
004D: jump_if_false @CARMOD_19947 
0004: $10413 = 0 
0084: $10414 = $10199 // (int) 

:CARMOD_19751
00D6: if 
001C:   $10199 > $10413 // (int) 
004D: jump_if_false @CARMOD_19884 
078C: get_shopping_item_with_textureCRC $10303($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10303($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10303($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10303($10413,12i) // (int) 
004D: jump_if_false @CARMOD_19859 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_19870 

:CARMOD_19859
0004: $2498($10413,12i) = 1 

:CARMOD_19870
0008: $10413 += 1 
0002: jump @CARMOD_19751 

:CARMOD_19884
0084: $2515 = $10199 // (int) 
0050: gosub @CARMOD_21347 
0086: $10181 = $10136 // (float) 
0086: $10182 = $10137 // (float) 
0086: $10183 = $10138 // (float) 
0086: $10184 = $10139 // (float) 
0086: $10185 = $10140 // (float) 
0086: $10186 = $10141 // (float) 

:CARMOD_19947
00D6: if 
04A3:   $10399($10411,12i) == 6 // == constant 
004D: jump_if_false @CARMOD_20180 
0004: $10413 = 0 
0084: $10414 = $10200 // (int) 

:CARMOD_19984
00D6: if 
001C:   $10200 > $10413 // (int) 
004D: jump_if_false @CARMOD_20117 
078C: get_shopping_item_with_textureCRC $10315($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10315($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10315($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10315($10413,12i) // (int) 
004D: jump_if_false @CARMOD_20092 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_20103 

:CARMOD_20092
0004: $2498($10413,12i) = 1 

:CARMOD_20103
0008: $10413 += 1 
0002: jump @CARMOD_19984 

:CARMOD_20117
0084: $2515 = $10200 // (int) 
0050: gosub @CARMOD_21347 
0086: $10181 = $10142 // (float) 
0086: $10182 = $10143 // (float) 
0086: $10183 = $10144 // (float) 
0086: $10184 = $10145 // (float) 
0086: $10185 = $10146 // (float) 
0086: $10186 = $10147 // (float) 

:CARMOD_20180
00D6: if 
04A3:   $10399($10411,12i) == 4 // == constant 
004D: jump_if_false @CARMOD_20413 
0004: $10413 = 0 
0084: $10414 = $10201 // (int) 

:CARMOD_20217
00D6: if 
001C:   $10201 > $10413 // (int) 
004D: jump_if_false @CARMOD_20350 
078C: get_shopping_item_with_textureCRC $10327($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10327($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10327($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10327($10413,12i) // (int) 
004D: jump_if_false @CARMOD_20325 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_20336 

:CARMOD_20325
0004: $2498($10413,12i) = 1 

:CARMOD_20336
0008: $10413 += 1 
0002: jump @CARMOD_20217 

:CARMOD_20350
0084: $2515 = $10201 // (int) 
0050: gosub @CARMOD_21347 
0086: $10181 = $10148 // (float) 
0086: $10182 = $10149 // (float) 
0086: $10183 = $10150 // (float) 
0086: $10184 = $10151 // (float) 
0086: $10185 = $10152 // (float) 
0086: $10186 = $10153 // (float) 

:CARMOD_20413
00D6: if 
04A3:   $10399($10411,12i) == 5 // == constant 
004D: jump_if_false @CARMOD_20646 
0004: $10413 = 0 
0084: $10414 = $10202 // (int) 

:CARMOD_20450
00D6: if 
001C:   $10202 > $10413 // (int) 
004D: jump_if_false @CARMOD_20583 
078C: get_shopping_item_with_textureCRC $10339($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10339($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10339($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10339($10413,12i) // (int) 
004D: jump_if_false @CARMOD_20558 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_20569 

:CARMOD_20558
0004: $2498($10413,12i) = 1 

:CARMOD_20569
0008: $10413 += 1 
0002: jump @CARMOD_20450 

:CARMOD_20583
0084: $2515 = $10202 // (int) 
0050: gosub @CARMOD_21347 
0086: $10181 = $10154 // (float) 
0086: $10182 = $10155 // (float) 
0086: $10183 = $10156 // (float) 
0086: $10184 = $10157 // (float) 
0086: $10185 = $10158 // (float) 
0086: $10186 = $10159 // (float) 

:CARMOD_20646
00D6: if 
04A3:   $10399($10411,12i) == 16 // == constant 
004D: jump_if_false @CARMOD_20879 
0004: $10413 = 0 
0084: $10414 = $10203 // (int) 

:CARMOD_20683
00D6: if 
001C:   $10203 > $10413 // (int) 
004D: jump_if_false @CARMOD_20816 
078C: get_shopping_item_with_textureCRC $10351($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10351($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10351($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10351($10413,12i) // (int) 
004D: jump_if_false @CARMOD_20791 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_20802 

:CARMOD_20791
0004: $2498($10413,12i) = 1 

:CARMOD_20802
0008: $10413 += 1 
0002: jump @CARMOD_20683 

:CARMOD_20816
0084: $2515 = $10203 // (int) 
0050: gosub @CARMOD_21347 
0086: $10181 = $10172 // (float) 
0086: $10182 = $10173 // (float) 
0086: $10183 = $10174 // (float) 
0086: $10184 = $10175 // (float) 
0086: $10185 = $10176 // (float) 
0086: $10186 = $10177 // (float) 

:CARMOD_20879
00D6: if 
04A3:   $10399($10411,12i) == 9 // == constant 
004D: jump_if_false @CARMOD_21112 
0004: $10413 = 0 
0084: $10414 = $10206 // (int) 

:CARMOD_20916
00D6: if 
001C:   $10206 > $10413 // (int) 
004D: jump_if_false @CARMOD_21049 
078C: get_shopping_item_with_textureCRC $10387($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10387($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10387($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10387($10413,12i) // (int) 
004D: jump_if_false @CARMOD_21024 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_21035 

:CARMOD_21024
0004: $2498($10413,12i) = 1 

:CARMOD_21035
0008: $10413 += 1 
0002: jump @CARMOD_20916 

:CARMOD_21049
0084: $2515 = $10206 // (int) 
0050: gosub @CARMOD_21347 
0086: $10181 = $10166 // (float) 
0086: $10182 = $10167 // (float) 
0086: $10183 = $10168 // (float) 
0086: $10184 = $10169 // (float) 
0086: $10185 = $10170 // (float) 
0086: $10186 = $10171 // (float) 

:CARMOD_21112
00D6: if 
04A3:   $10399($10411,12i) == 10 // == constant 
004D: jump_if_false @CARMOD_21345 
0004: $10413 = 0 
0084: $10414 = $10205 // (int) 

:CARMOD_21149
00D6: if 
001C:   $10205 > $10413 // (int) 
004D: jump_if_false @CARMOD_21282 
078C: get_shopping_item_with_textureCRC $10375($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10375($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10375($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10375($10413,12i) // (int) 
004D: jump_if_false @CARMOD_21257 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_21268 

:CARMOD_21257
0004: $2498($10413,12i) = 1 

:CARMOD_21268
0008: $10413 += 1 
0002: jump @CARMOD_21149 

:CARMOD_21282
0084: $2515 = $10205 // (int) 
0050: gosub @CARMOD_21347 
0086: $10181 = $10166 // (float) 
0086: $10182 = $10167 // (float) 
0086: $10183 = $10168 // (float) 
0086: $10184 = $10169 // (float) 
0086: $10185 = $10170 // (float) 
0086: $10186 = $10171 // (float) 

:CARMOD_21345
0051: return 

:CARMOD_21347
00D6: if 
001A:   12 > $2515 
004D: jump_if_false @CARMOD_21419 
0004: $2438($2515,12i) = -1 
0004: $2426($2515,12i) = 0 
05A9: $2450($2515,12s) = 'DUMMY' // s$ 
0008: $2515 += 1 
0002: jump @CARMOD_21347 

:CARMOD_21419
0051: return 

:CARMOD_21421
00D6: if 
0038:   $10437 == 0 
004D: jump_if_false @CARMOD_22335 
00D6: if 
0038:   $10443 == 1 
004D: jump_if_false @CARMOD_21492 
05A9: s$10432 = 'CARCOL1' // s$  // Car Color 1
05A9: s$10434 = 'DUMMY' // s$ 
0002: jump @CARMOD_21520 

:CARMOD_21492
05A9: s$10432 = 'CARCOL1' // s$  // Car Color 1
05A9: s$10434 = 'CARCOL2' // s$  // Car Color 2

:CARMOD_21520
0512: show_permanent_text_box 'MODH5'  // Use ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~ to select an area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Back
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @CARMOD_21593 
08D4: $10436 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_21834 

:CARMOD_21593
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @CARMOD_21655 
08D4: $10436 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_21834 

:CARMOD_21655
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @CARMOD_21717 
08D4: $10436 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_21834 

:CARMOD_21717
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @CARMOD_21779 
08D4: $10436 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_21834 

:CARMOD_21779
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @CARMOD_21834 
08D4: $10436 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Upgrades

:CARMOD_21834
08D6: set_panel $10436 column 0 alignment 1 
08DB: set_panel $10436 column 0 header 'UPGRADE' data s$10432 s$10434 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Upgrades
00D6: if 
0038:   $10443 == 1 
004D: jump_if_false @CARMOD_22134 
08D6: set_panel $10436 column 1 alignment 1 
08DB: set_panel $10436 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $10436 column 1 row 0 text_1number GXT 'DOLLAR' number 150  // $~1~
0002: jump @CARMOD_22309 

:CARMOD_22134
08D6: set_panel $10436 column 1 alignment 1 
08DB: set_panel $10436 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $10436 column 1 row 0 text_1number GXT 'DOLLAR' number 150  // $~1~
08EE: set_panel $10436 column 1 row 1 text_1number GXT 'DOLLAR' number 150  // $~1~

:CARMOD_22309
09DB: set_panel $10436 column 0 width 140 
09DB: set_panel $10436 column 1 width 46 
0004: $10437 = 1 

:CARMOD_22335
0051: return 

:CARMOD_22337
00D6: if or
04A3:   $10444 == 401 // == constant 
04A3:   $10444 == 402 // == constant 
04A3:   $10444 == 404 // == constant 
04A3:   $10444 == 405 // == constant
04A3:   $10444 == 407 // == constant 
04A3:   $10444 == 409 // == constant 
04A3:   $10444 == 410 // == constant
04A3:   $10444 == 416 // == constant 
004D: jump_if_false @CARMOD_22403 
0004: $10443 = 2 

:CARMOD_22403
00D6: if or
04A3:   $10444 == 411 // == constant 
04A3:   $10444 == 412 // == constant 
04A3:   $10444 == 413 // == constant 
04A3:   $10444 == 415 // == constant 
04A3:   $10444 == 418 // == constant 
04A3:   $10444 == 419 // == constant
04A3:   $10444 == 427 // == constant
04A3:   $10444 == 432 // == constant 
004D: jump_if_false @CARMOD_22469 
0004: $10443 = 2 

:CARMOD_22469
00D6: if or
04A3:   $10444 == 433 // == constant
04A3:   $10444 == 447 // == constant
04A3:   $10444 == 469 // == constant
04A3:   $10444 == 421 // == constant 
04A3:   $10444 == 426 // == constant 
04A3:   $10444 == 434 // == constant 
04A3:   $10444 == 436 // == constant 
04A3:   $10444 == 440 // == constant 
004D: jump_if_false @CARMOD_22527 
0004: $10443 = 2 

:CARMOD_22527
00D6: if or
04A3:   $10444 == 487 // == constant
04A3:   $10444 == 488 // == constant
04A3:   $10444 == 444 // == constant 
04A3:   $10444 == 445 // == constant 
04A3:   $10444 == 451 // == constant 
04A3:   $10444 == 457 // == constant 
04A3:   $10444 == 458 // == constant 
04A3:   $10444 == 461 // == constant 
004D: jump_if_false @CARMOD_22593 
0004: $10443 = 2 

:CARMOD_22593
00D6: if or
04A3:   $10444 == 490 // == constant
04A3:   $10444 == 497 // == constant
04A3:   $10444 == 462 // == constant 
04A3:   $10444 == 463 // == constant 
04A3:   $10444 == 468 // == constant 
04A3:   $10444 == 474 // == constant 
04A3:   $10444 == 475 // == constant 
04A3:   $10444 == 477 // == constant 
004D: jump_if_false @CARMOD_22659 
0004: $10443 = 2 

:CARMOD_22659
00D6: if or
04A3:   $10444 == 523 // == constant
04A3:   $10444 == 478 // == constant 
04A3:   $10444 == 481 // == constant 
04A3:   $10444 == 482 // == constant
04A3:   $10444 == 483 // == constant  
04A3:   $10444 == 500 // == constant 
04A3:   $10444 == 506 // == constant
04A3:   $10444 == 596 // == constant 
004D: jump_if_false @CARMOD_22717 
0004: $10443 = 2 

:CARMOD_22717
00D6: if or
04A3:   $10444 == 597 // == constant
04A3:   $10444 == 598 // == constant
04A3:   $10444 == 507 // == constant 
04A3:   $10444 == 510 // == constant 
04A3:   $10444 == 516 // == constant 
04A3:   $10444 == 518 // == constant 
04A3:   $10444 == 521 // == constant 
04A3:   $10444 == 526 // == constant 
004D: jump_if_false @CARMOD_22783 
0004: $10443 = 2 

:CARMOD_22783
00D6: if or
04A3:   $10444 == 599 // == constant
04A3:   $10444 == 527 // == constant 
04A3:   $10444 == 529 // == constant 
04A3:   $10444 == 530 // == constant 
04A3:   $10444 == 531 // == constant 
04A3:   $10444 == 533 // == constant 
04A3:   $10444 == 534 // == constant
04A3:   $10444 == 609 // == constant 
004D: jump_if_false @CARMOD_22849 
0004: $10443 = 2 

:CARMOD_22849
00D6: if or
04A3:   $10444 == 470 // == constant
04A3:   $10444 == 588 // == constant
04A3:   $10444 == 539 // == constant 
04A3:   $10444 == 540 // == constant 
04A3:   $10444 == 543 // == constant 
04A3:   $10444 == 545 // == constant 
04A3:   $10444 == 546 // == constant 
004D: jump_if_false @CARMOD_22907 
0004: $10443 = 2 

:CARMOD_22907
00D6: if or
04A3:   $10444 == 547 // == constant 
04A3:   $10444 == 550 // == constant 
04A3:   $10444 == 551 // == constant 
04A3:   $10444 == 552 // == constant 
04A3:   $10444 == 555 // == constant 
04A3:   $10444 == 556 // == constant 
004D: jump_if_false @CARMOD_22973 
0004: $10443 = 2 

:CARMOD_22973
00D6: if or
04A3:   $10444 == 559 // == constant 
04A3:   $10444 == 560 // == constant 
04A3:   $10444 == 561 // == constant 
04A3:   $10444 == 509 // == constant 
04A3:   $10444 == 562 // == constant 
04A3:   $10444 == 558 // == constant 
004D: jump_if_false @CARMOD_23039 
0004: $10443 = 2 

:CARMOD_23039
00D6: if or
04A3:   $10444 == 565 // == constant 
04A3:   $10444 == 571 // == constant 
04A3:   $10444 == 572 // == constant 
04A3:   $10444 == 574 // == constant 
04A3:   $10444 == 579 // == constant 
04A3:   $10444 == 580 // == constant 
004D: jump_if_false @CARMOD_23105 
0004: $10443 = 2 

:CARMOD_23105
00D6: if or
04A3:   $10444 == 581 // == constant 
04A3:   $10444 == 582 // == constant 
04A3:   $10444 == 585 // == constant 
04A3:   $10444 == 586 // == constant 
04A3:   $10444 == 589 // == constant 
04A3:   $10444 == 543 // == constant 
004D: jump_if_false @CARMOD_23171 
0004: $10443 = 2 

:CARMOD_23171
00D6: if or
04A3:   $10444 == 587 // == constant 
04A3:   $10444 == 600 // == constant 
04A3:   $10444 == 601 // == constant
04A3:   $10444 == 602 // == constant 
04A3:   $10444 == 420 // == constant 
04A3:   $10444 == 400 // == constant 
04A3:   $10444 == 439 // == constant 
004D: jump_if_false @CARMOD_23237 
0004: $10443 = 2 

:CARMOD_23237
00D6: if or
04A3:   $10444 == 535 // == constant 
04A3:   $10444 == 542 // == constant 
04A3:   $10444 == 549 // == constant 
04A3:   $10444 == 438 // == constant 
004D: jump_if_false @CARMOD_23287 
0004: $10443 = 1 

:CARMOD_23287
00D6: if or
04A3:   $10444 == 422 // == constant 
04A3:   $10444 == 423 // == constant 
04A3:   $10444 == 424 // == constant 
04A3:   $10444 == 429 // == constant 
04A3:   $10444 == 442 // == constant 
04A3:   $10444 == 536 // == constant 
004D: jump_if_false @CARMOD_23353 
0004: $10443 = 2 

:CARMOD_23353
00D6: if or
04A3:   $10444 == 466 // == constant 
04A3:   $10444 == 467 // == constant 
04A3:   $10444 == 471 // == constant 
04A3:   $10444 == 479 // == constant 
04A3:   $10444 == 483 // == constant 
04A3:   $10444 == 489 // == constant 
004D: jump_if_false @CARMOD_23419 
0004: $10443 = 2 

:CARMOD_23419
00D6: if or
04A3:   $10444 == 491 // == constant 
04A3:   $10444 == 492 // == constant 
04A3:   $10444 == 494 // == constant 
04A3:   $10444 == 495 // == constant 
04A3:   $10444 == 496 // == constant 
04A3:   $10444 == 502 // == constant 
004D: jump_if_false @CARMOD_23485 
0004: $10443 = 2 

:CARMOD_23485
00D6: if or
04A3:   $10444 == 503 // == constant 
04A3:   $10444 == 504 // == constant 
04A3:   $10444 == 517 // == constant 
04A3:   $10444 == 522 // == constant 
04A3:   $10444 == 525 // == constant 
04A3:   $10444 == 480 // == constant 
004D: jump_if_false @CARMOD_23551 
0004: $10443 = 2 

:CARMOD_23551
00D6: if or
04A3:   $10444 == 541 // == constant 
04A3:   $10444 == 517 // == constant 
04A3:   $10444 == 554 // == constant 
04A3:   $10444 == 567 // == constant 
004D: jump_if_false @CARMOD_23601 
0004: $10443 = 2 

:CARMOD_23601
00D6: if or
04A3:   $10444 == 573 // == constant 
04A3:   $10444 == 575 // == constant 
04A3:   $10444 == 576 // == constant 
04A3:   $10444 == 583 // == constant 
04A3:   $10444 == 603 // == constant 
004D: jump_if_false @CARMOD_23659 
0004: $10443 = 2 

:CARMOD_23659
00D6: if 
04A3:   $10444 == 557 // == constant 
004D: jump_if_false @CARMOD_23685 
0004: $10443 = 2 

:CARMOD_23685
0051: return 

:CARMOD_23687
0004: $2515 = 0 
0004: $10481 = 0 

:CARMOD_23701
00D6: if 
001A:   16 > $2515 
004D: jump_if_false @CARMOD_23781 
06E5: get_car $CARMOD_CAR possible_to_built_in_component_pool_index $10449($2515,16i) itemID_to $10465($2515,16i) 
00D6: if 
8038:   not  $10465($2515,16i) == -1 
004D: jump_if_false @CARMOD_23767 
0008: $10481 += 1 

:CARMOD_23767
0008: $2515 += 1 
0002: jump @CARMOD_23701 

:CARMOD_23781
0051: return 

:CARMOD_23783
00D6: if 
0038:   $10425 == 0 
004D: jump_if_false @CARMOD_24473 
0512: show_permanent_text_box 'MODH2'  // Use ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~ to select an upgrade.~N~~k~~PED_SPRINT~ Buy Item~N~~k~~VEHICLE_ENTER_EXIT~ Back
00D6: if 
04A3:   $CURRENT_LANGUAGE == 0 // == constant 
004D: jump_if_false @CARMOD_23874 
08D4: $10424 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_24115 

:CARMOD_23874
00D6: if 
04A3:   $CURRENT_LANGUAGE == 1 // == constant 
004D: jump_if_false @CARMOD_23936 
08D4: $10424 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_24115 

:CARMOD_23936
00D6: if 
04A3:   $CURRENT_LANGUAGE == 2 // == constant 
004D: jump_if_false @CARMOD_23998 
08D4: $10424 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_24115 

:CARMOD_23998
00D6: if 
04A3:   $CURRENT_LANGUAGE == 3 // == constant 
004D: jump_if_false @CARMOD_24060 
08D4: $10424 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_24115 

:CARMOD_24060
00D6: if 
04A3:   $CURRENT_LANGUAGE == 4 // == constant 
004D: jump_if_false @CARMOD_24115 
08D4: $10424 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Upgrades

:CARMOD_24115
08D6: set_panel $10424 column 0 alignment 1 
08DB: set_panel $10424 column 0 header 'UPGRADE' data $2450($10412,12s) 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Upgrades
00D6: if 
0038:   $10399($10411,12i) == 100 
004D: jump_if_false @CARMOD_24289 
08EE: set_panel $10424 column 0 row 0 text_1number GXT 'PJOB' number $10087  // Paintjob ~1~

:CARMOD_24289
08D6: set_panel $10424 column 1 alignment 2 
08DB: set_panel $10424 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $10424 column 1 row 0 text_1number GXT 'DOLLAR' number $2426($10412,12i)  // $~1~
09DB: set_panel $10424 column 0 width 140 
09DB: set_panel $10424 column 1 width 46 
0004: $10425 = 1 

:CARMOD_24473
0051: return 
004E: end_thread 

//-------------External script 67 (CRANE1)---------------

:CRANE1
03A4: name_thread 'CRANE1' 
0006: 5@ = 0 
00D6: if 
0039:   5@ == 1 
004D: jump_if_false @CRANE1_102 
029B: 0@ = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: 1@ = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: 2@ = init_object #WOODENBOX at 0.0 0.0 0.0 

:CRANE1_102
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE1_258 
00D6: if 
04E5:   object 0@ near_point -2080.441 256.015 radius 10.0 10.0 sphere 0 
004D: jump_if_false @CRANE1_188 
008B: 1@ = $2723 // (int) 
008B: 2@ = $2724 // (int) 
008B: 3@ = $2726 // (int) 
008B: 4@ = $2725 // (int) 

:CRANE1_188
00D6: if 
04E5:   object 0@ near_point 2399.202 1879.139 radius 10.0 10.0 sphere 0 
004D: jump_if_false @CRANE1_258 
008B: 1@ = $2744 // (int) 
008B: 2@ = $2745 // (int) 
008B: 3@ = $2747 // (int) 
008B: 4@ = $2746 // (int) 

:CRANE1_258
0004: $10490 = 0 
0006: 21@ = 0 

:CRANE1_272
0001: wait 0 ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE1_2496 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE1_2489 
00D6: if 
0038:   $10493 == 0 
004D: jump_if_false @CRANE1_2489 
00D6: if 
0038:   $1911 == 1 
004D: jump_if_false @CRANE1_351 
0050: gosub @CRANE1_2512 

:CRANE1_351
00D6: if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 100.0 100.0 sphere 0 
004D: jump_if_false @CRANE1_2487 
00D6: if 
0038:   $FLAG_PLAYER_IN_CRANE == 1 
004D: jump_if_false @CRANE1_407 
0050: gosub @CRANE1_2512 

:CRANE1_407
00D6: if 
0039:   5@ == 0 
004D: jump_if_false @CRANE1_461 
0400: store_coords_to 9@ 10@ 11@ from_object 0@ with_offset 0.0 -7.2092 -31.7581 
000A: 5@ += 1 

:CRANE1_461
00D6: if 
0039:   5@ == 1 
004D: jump_if_false @CRANE1_646 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 9@ 10@ 11@ radius 1.2 1.2 1.5 on_foot 
004D: jump_if_false @CRANE1_619 
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @CRANE1_612 
00D6: if 
0038:   $10490 == 0 
004D: jump_if_false @CRANE1_573 
0512: show_permanent_text_box 'CR_2'  // ~k~~VEHICLE_ENTER_EXIT~ Enter Crane
0004: $10490 = 1 

:CRANE1_573
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CRANE1_612 
000A: 5@ += 1 
0006: 32@ = 6000 
0004: $10490 = 0 

:CRANE1_612
0002: jump @CRANE1_646 

:CRANE1_619
00D6: if 
8038:   not  $10490 == 0 
004D: jump_if_false @CRANE1_646 
03E6: remove_text_box 
0004: $10490 = 0 

:CRANE1_646
00D6: if 
0039:   5@ == 2 
004D: jump_if_false @CRANE1_1068 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE1_688 
097B: play_audio_at_object 1@ event 1019 

:CRANE1_688
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
016A: fade 0 time 500 

:CRANE1_706
00D6: if 
016B:   fading 
004D: jump_if_false @CRANE1_730 
0001: wait 0 ms 
0002: jump @CRANE1_706 

:CRANE1_730
00D6: if 
07D6:   1@ == $2723 // @ == $ (int) 
004D: jump_if_false @CRANE1_758 
079E: unknown_set_game_controller_to_steer_object_TWRCRANE_M_02 // originally SF site ballcrane 
0002: jump @CRANE1_760 

:CRANE1_758
07FA: set_game_controller_to_steer_object_TWRCRANE_M_02 // originally LV site magnocrane 

:CRANE1_760
0A44: override_text_block 1 
0176: 7@ = object 1@ Z_angle 
01BB: store_object 1@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
01BB: store_object 2@ position_to 12@ 13@ 14@ 
0509: 8@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 12@ 13@ 
00D6: if 
0021:   8@ > 47.5 
004D: jump_if_false @CRANE1_848 
0007: 8@ = 47.5 

:CRANE1_848
00D6: if 
0023:   10.0 > 8@ 
004D: jump_if_false @CRANE1_879 
0007: 8@ = 10.0 

:CRANE1_879
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE1_943 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE1_943 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 0@ offset_from_object_origin 0.0 0.0 34.5 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 

:CRANE1_943
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE1_1016 
04D7: set_actor $PLAYER_ACTOR locked 1 
0337: set_actor $PLAYER_ACTOR visibility 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0004: $FLAG_PLAYER_IN_CRANE = 1 
0006: 22@ = 0 

:CRANE1_1016
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0050: gosub @CRANE1_2512 
016A: fade 1 time 500 

:CRANE1_1037
00D6: if 
016B:   fading 
004D: jump_if_false @CRANE1_1061 
0001: wait 0 ms 
0002: jump @CRANE1_1037 

:CRANE1_1061
000A: 5@ += 1 

:CRANE1_1068
00D6: if 
0039:   5@ == 3 
004D: jump_if_false @CRANE1_2277 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @CRANE1_1468 
0008: $10490 += 1 
00D6: if 
001A:   7 > $10490 
004D: jump_if_false @CRANE1_1461 
0871: init_jump_table $10490 total_jumps 6 default_jump 0 @CRANE1_1461 jumps 1 @CRANE1_1193 2 @CRANE1_1250 3 @CRANE1_1307 4 @CRANE1_1364 5 @CRANE1_1421 6 @CRANE1_1441 -1 @CRANE1_1461 

:CRANE1_1193
03E6: remove_text_box 
00D6: if 
07D6:   1@ == $2723 // @ == $ (int) 
004D: jump_if_false @CRANE1_1232 
0512: show_permanent_text_box 'CONS_1'  // Push ~k~~GO_LEFT~ and ~k~~GO_RIGHT~ to rotate the wrecker ball crane.
0002: jump @CRANE1_1243 

:CRANE1_1232
0512: show_permanent_text_box 'CONS_1B'  // Use ~k~~GO_LEFT~ and ~k~~GO_RIGHT~ to rotate the crane.

:CRANE1_1243
0002: jump @CRANE1_1461 

:CRANE1_1250
03E6: remove_text_box 
00D6: if 
07D6:   1@ == $2723 // @ == $ (int) 
004D: jump_if_false @CRANE1_1289 
0512: show_permanent_text_box 'CONS_2'  // Push ~k~~GO_BACK~ to move the wrecker ball closer or ~k~~GO_FORWARD~ to move it further away.
0002: jump @CRANE1_1300 

:CRANE1_1289
0512: show_permanent_text_box 'CONS_2B'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to move the magnet closer or further away.

:CRANE1_1300
0002: jump @CRANE1_1461 

:CRANE1_1307
03E6: remove_text_box 
00D6: if 
07D6:   1@ == $2723 // @ == $ (int) 
004D: jump_if_false @CRANE1_1346 
0512: show_permanent_text_box 'CONS_3'  // Press ~k~~PED_JUMPING~ to raise the wrecker ball.
0002: jump @CRANE1_1357 

:CRANE1_1346
0512: show_permanent_text_box 'CONS_3B'  // Press ~k~~PED_JUMPING~ to raise the magnet.

:CRANE1_1357
0002: jump @CRANE1_1461 

:CRANE1_1364
03E6: remove_text_box 
00D6: if 
07D6:   1@ == $2723 // @ == $ (int) 
004D: jump_if_false @CRANE1_1403 
0512: show_permanent_text_box 'CONS_4'  // Press ~k~~PED_SPRINT~ to lower the wrecker ball.
0002: jump @CRANE1_1414 

:CRANE1_1403
0512: show_permanent_text_box 'CONS_4B'  // Press ~k~~PED_SPRINT~ to lower the magnet.

:CRANE1_1414
0002: jump @CRANE1_1461 

:CRANE1_1421
03E6: remove_text_box 
0512: show_permanent_text_box 'CONS_5'  // Press ~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ to change camera view.
0002: jump @CRANE1_1461 

:CRANE1_1441
03E6: remove_text_box 
03E5: show_text_box 'CR_3'  // ~k~~VEHICLE_ENTER_EXIT~ Exit Crane
0002: jump @CRANE1_1461 

:CRANE1_1461
0006: 32@ = 0 

:CRANE1_1468
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE1_2277 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @CRANE1_1509 
0009: $10487 += 0.1 

:CRANE1_1509
00D6: if 
0735:   is_keyboard_key_pressed 65 
004D: jump_if_false @CRANE1_1534 
0009: $10487 += -0.1 

:CRANE1_1534
00D6: if 
0735:   is_keyboard_key_pressed 87 
004D: jump_if_false @CRANE1_1559 
0009: $10488 += 0.1 

:CRANE1_1559
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CRANE1_1584 
0009: $10488 += -0.1 

:CRANE1_1584
00D6: if 
0735:   is_keyboard_key_pressed 69 
004D: jump_if_false @CRANE1_1609 
0009: $10489 += 0.1 

:CRANE1_1609
00D6: if 
0735:   is_keyboard_key_pressed 68 
004D: jump_if_false @CRANE1_1634 
0009: $10489 += -0.1 

:CRANE1_1634
00D6: if 
00E1:   player 0 pressed_key 0 
004D: jump_if_false @CRANE1_1749 
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 6@ = integer $MOVE_AXIS_X to_float 
0017: 6@ /= 500.0 
0081: 7@ -= frame_delta_time * 6@ // (float) 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE1_1742 
00D6: if 
8039:   not  22@ == 1 
004D: jump_if_false @CRANE1_1742 
097B: play_audio_at_object 1@ event 1020 
0006: 22@ = 1 

:CRANE1_1742
0002: jump @CRANE1_1798 

:CRANE1_1749
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE1_1798 
00D6: if 
8039:   not  22@ == 0 
004D: jump_if_false @CRANE1_1798 
097B: play_audio_at_object 1@ event 1021 
0006: 22@ = 0 

:CRANE1_1798
00D6: if 
00E1:   player 0 pressed_key 1 
004D: jump_if_false @CRANE1_2000 
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 6@ = integer $MOVE_AXIS_Y to_float 
0017: 6@ /= 128.0 
00D6: if or
0021:   6@ > 0.6 
0023:   -0.6 > 6@ 
004D: jump_if_false @CRANE1_1993 
0013: 6@ *= 0.15 
0081: 8@ -= frame_delta_time * 6@ // (float) 
00D6: if 
0021:   8@ > 47.5 
004D: jump_if_false @CRANE1_1929 
0007: 8@ = 47.5 

:CRANE1_1929
00D6: if 
0023:   10.0 > 8@ 
004D: jump_if_false @CRANE1_1960 
0007: 8@ = 10.0 

:CRANE1_1960
00D6: if 
8039:   not  23@ == 1 
004D: jump_if_false @CRANE1_1993 
097B: play_audio_at_object 2@ event 1020 
0006: 23@ = 1 

:CRANE1_1993
0002: jump @CRANE1_2033 

:CRANE1_2000
00D6: if 
8039:   not  23@ == 0 
004D: jump_if_false @CRANE1_2033 
097B: play_audio_at_object 2@ event 1021 
0006: 23@ = 0 

:CRANE1_2033
00D6: if 
03CA:   object 2@ exists 
004D: jump_if_false @CRANE1_2071 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CRANE1_2071 
0799: set_crane_magnet 2@ release_stuff_from_magnet 

:CRANE1_2071
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE1_2172 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE1_2172 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 32.521 
0177: set_object 1@ Z_angle_to 7@ 
00D6: if 
03CA:   object 3@ exists 
004D: jump_if_false @CRANE1_2164 
0177: set_object 3@ Z_angle_to 7@ 

:CRANE1_2164
0173: set_actor $PLAYER_ACTOR Z_angle_to 7@ 

:CRANE1_2172
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE1_2253 
00D6: if 
03CA:   object 2@ exists 
004D: jump_if_false @CRANE1_2253 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 1@ with_offset 0.0 8@ 3.453 
0815: put_object 2@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
0177: set_object 2@ Z_angle_to 7@ 

:CRANE1_2253
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CRANE1_2277 
000A: 5@ += 1 

:CRANE1_2277
00D6: if 
0039:   5@ == 4 
004D: jump_if_false @CRANE1_2480 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE1_2480 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE1_2349 
097B: play_audio_at_object 1@ event 1022 

:CRANE1_2349
03E6: remove_text_box 
079F: unknown_set_game_controller_to_steer_no_crane_objects 
09BD: allow_other_threads_to_display_text_boxes 1 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 2.0 -7.0 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04D7: set_actor $PLAYER_ACTOR locked 0 
0337: set_actor $PLAYER_ACTOR visibility 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0004: $FLAG_PLAYER_IN_CRANE = 0 
0006: 5@ = 0 
004E: end_thread 

:CRANE1_2480
0002: jump @CRANE1_2489 

:CRANE1_2487
004E: end_thread 

:CRANE1_2489
0002: jump @CRANE1_2505 

:CRANE1_2496
0006: 5@ = 0 
004E: end_thread 

:CRANE1_2505
0002: jump @CRANE1_272 

:CRANE1_2512
00D6: if 
0038:   $10494 == 0 
004D: jump_if_false @CRANE1_3074 
00D6: if 
00E1:   player 0 pressed_key 13 
004D: jump_if_false @CRANE1_2619 
00D6: if 
0039:   24@ == 0 
004D: jump_if_false @CRANE1_2612 
000A: 21@ += 1 
00D6: if 
0019:   21@ > 2 
004D: jump_if_false @CRANE1_2597 
0006: 21@ = 0 

:CRANE1_2597
008A: $10495 = 21@ // (int) 
000A: 24@ += 1 

:CRANE1_2612
0002: jump @CRANE1_2644 

:CRANE1_2619
00D6: if 
8039:   not  24@ == 0 
004D: jump_if_false @CRANE1_2644 
0006: 24@ = 0 

:CRANE1_2644
00D6: if 
0038:   $FLAG_PLAYER_IN_CRANE == 1 
004D: jump_if_false @CRANE1_2695 
00D6: if 
0038:   $1911 == 1 
004D: jump_if_false @CRANE1_2695 
0084: $10495 = $10495 // (int) 
0004: $1911 = 0 

:CRANE1_2695
00D6: if 
0039:   21@ == 0 
004D: jump_if_false @CRANE1_2758 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE1_2758 
0400: store_coords_to 15@ 16@ 17@ from_object 1@ with_offset -7.18 -6.42 15.79 

:CRANE1_2758
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @CRANE1_2920 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE1_2920 
0400: store_coords_to 15@ 16@ 17@ from_object 2@ with_offset 0.0 -4.5 20.1999 
00D6: if 
03CA:   object 2@ exists 
004D: jump_if_false @CRANE1_2920 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 20.1999 
0796: get_crane_magnet 2@ magnet_lane_length_to 6@ // float 
000B: 6@ += -1.0 
0013: 6@ *= -1.0 
0013: 6@ *= 72.0 
0067: $TEMPVAR_FLOAT_3 -= 6@ // (float) 
0089: 17@ = $TEMPVAR_FLOAT_3 // (float) 

:CRANE1_2920
00D6: if 
03CA:   object 2@ exists 
004D: jump_if_false @CRANE1_3035 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 2.0 
0796: get_crane_magnet 2@ magnet_lane_length_to 6@ // float 
000B: 6@ += -1.0 
0013: 6@ *= -1.0 
0013: 6@ *= 72.0 
0067: $TEMPVAR_FLOAT_3 -= 6@ // (float) 
0089: 18@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 19@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 20@ = $TEMPVAR_FLOAT_3 // (float) 

:CRANE1_3035
015F: set_camera_position 15@ 16@ 17@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 18@ 19@ 20@ switchstyle 2 

:CRANE1_3074
0051: return 
004E: end_thread 

//-------------External script 68 (CRANE2)---------------

:CRANE2
03A4: name_thread 'CRANE2' 
0006: 0@ = 0 
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @CRANE2_102 
029B: $2727 = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: $2728 = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: $CRANE_MAGNET = init_object #WOODENBOX at 0.0 0.0 0.0 

:CRANE2_102
0004: $10491 = 0 
0005: $10509 = 33.7 
0005: $2738 = 15.0 
0006: 28@ = 0 
0006: 27@ = 1 
0004: $1919 = 0 

:CRANE2_150
0001: wait 0 ms 
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_4700 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE2_4693 
00D6: if 
0038:   $10493 == 0 
004D: jump_if_false @CRANE2_4693 
00D6: if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle $2727 radius 100.0 100.0 sphere 0 
004D: jump_if_false @CRANE2_4691 
00D6: if 
0038:   $1911 == 1 
004D: jump_if_false @CRANE2_260 
0050: gosub @CRANE2_4716 

:CRANE2_260
00D6: if and
0256:   player $PLAYER_CHAR defined 
0038:   $1912 == 0 
004D: jump_if_false @CRANE2_4684 
00D6: if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle $2727 radius 100.0 100.0 sphere 0 
004D: jump_if_false @CRANE2_4659 
00D6: if 
0038:   $FLAG_PLAYER_IN_CRANE == 2 
004D: jump_if_false @CRANE2_339 
0050: gosub @CRANE2_4716 

:CRANE2_339
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @CRANE2_393 
0400: store_coords_to 1@ 2@ 3@ from_object $2727 with_offset -1.7837 2.4699 -24.1519 
000A: 0@ += 1 

:CRANE2_393
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @CRANE2_691 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 1@ 2@ 3@ radius 1.2 1.2 1.5 on_foot 
004D: jump_if_false @CRANE2_538 
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @CRANE2_531 
00D6: if 
0038:   $10491 == 0 
004D: jump_if_false @CRANE2_505 
0512: show_permanent_text_box 'CR_2'  // ~k~~VEHICLE_ENTER_EXIT~ Enter Crane
0004: $10491 = 1 

:CRANE2_505
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CRANE2_531 
03E6: remove_text_box 
000A: 0@ += 1 

:CRANE2_531
0002: jump @CRANE2_565 

:CRANE2_538
00D6: if 
8038:   not  $10491 == 0 
004D: jump_if_false @CRANE2_565 
03E6: remove_text_box 
0004: $10491 = 0 

:CRANE2_565
00D6: if 
0022:   15.0 > $2738 
004D: jump_if_false @CRANE2_628 
0005: $2738 = 15.0 
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @CRANE2_628 
0453: set_object $CRANE_MAGNET XYZ_rotation $2738 0.0 $2737 

:CRANE2_628
00D6: if 
0020:   $2738 > 30.0 
004D: jump_if_false @CRANE2_691 
0005: $2738 = 30.0 
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @CRANE2_691 
0453: set_object $CRANE_MAGNET XYZ_rotation $2738 0.0 $2737 

:CRANE2_691
00D6: if 
0039:   0@ == 2 
004D: jump_if_false @CRANE2_1309 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @CRANE2_733 
097B: play_audio_at_object $2728 event 1019 

:CRANE2_733
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
0004: $FLAG_PLAYER_IN_CRANE = 2 
016A: fade 0 time 500 

:CRANE2_758
00D6: if 
016B:   fading 
004D: jump_if_false @CRANE2_782 
0001: wait 0 ms 
0002: jump @CRANE2_758 

:CRANE2_782
079D: unknown_set_game_controller_to_steer_object_MagnoCrane_03 // originally SF docks magnocrane 
0A44: override_text_block 1 
0176: $2736 = object $2728 Z_angle 
0176: $2737 = object $CRANE_MAGNET Z_angle 
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_882 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE2_882 
01BB: store_object $2727 position_to $2733 $2734 $2735 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $2727 offset_from_object_origin 0.0 0.0 2.0 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 

:CRANE2_882
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE2_948 
04D7: set_actor $PLAYER_ACTOR locked 1 
0337: set_actor $PLAYER_ACTOR visibility 1 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0004: $10515 = 0 

:CRANE2_948
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_978 
01BB: store_object $2727 position_to 21@ 22@ $TEMPVAR_FLOAT_3 

:CRANE2_978
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @CRANE2_1002 
0176: 25@ = object $CRANE_MAGNET Z_angle 

:CRANE2_1002
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @CRANE2_1204 
0400: store_coords_to $10503 $10504 $10505 from_object $CRANE_MAGNET with_offset 0.0 $10509 -3.0 
0796: get_crane_magnet $CRANE_MAGNET magnet_lane_length_to 4@ // float 
000B: 4@ += -1.0 
0013: 4@ *= -1.0 
0013: 4@ *= 50.0 
0067: $10505 -= 4@ // (float) 
0086: $TEMPVAR_FLOAT_1 = $10503 // (float) 
0061: $TEMPVAR_FLOAT_1 -= $2733 // (float) 
0086: $TEMPVAR_FLOAT_2 = $10504 // (float) 
0061: $TEMPVAR_FLOAT_2 -= $2734 // (float) 
0509: 4@ = distance_between_XY $10503 $10504 and_XY $2733 $2734 
0075: $TEMPVAR_FLOAT_1 /= 4@ // (float) 
0075: $TEMPVAR_FLOAT_2 /= 4@ // (float) 
0069: $TEMPVAR_FLOAT_1 *= $10509 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $10509 // (float) 
0086: $10503 = $2733 // (float) 
0059: $10503 += $TEMPVAR_FLOAT_1 // (float) 
0086: $10504 = $2734 // (float) 
0059: $10504 += $TEMPVAR_FLOAT_2 // (float) 

:CRANE2_1204
0089: 10@ = $10503 // (float) 
0089: 11@ = $10504 // (float) 
0005: $10510 = 0.0 
0005: $10511 = 0.0 
0005: $10512 = 0.3 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0050: gosub @CRANE2_4716 
016A: fade 1 time 500 

:CRANE2_1271
00D6: if 
016B:   fading 
004D: jump_if_false @CRANE2_1302 
0001: wait 0 ms 
0050: gosub @CRANE2_4716 
0002: jump @CRANE2_1271 

:CRANE2_1302
000A: 0@ += 1 

:CRANE2_1309
00D6: if 
0039:   0@ == 3 
004D: jump_if_false @CRANE2_4430 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE2_4430 
00D6: if 
0735:   is_keyboard_key_pressed 131 
004D: jump_if_false @CRANE2_1369 
0009: $10509 += 0.1 

:CRANE2_1369
00D6: if 
0735:   is_keyboard_key_pressed 130 
004D: jump_if_false @CRANE2_1395 
0009: $10509 += -0.1 

:CRANE2_1395
00D6: if 
0038:   $FLAG_PLAYER_IN_CRANE == 2 
004D: jump_if_false @CRANE2_3930 
00D6: if or
00E1:   player 0 pressed_key 0 
00E1:   player 0 pressed_key 1 
004D: jump_if_false @CRANE2_2947 
00D6: if 
8038:   not  $10515 == 1 
004D: jump_if_false @CRANE2_1485 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @CRANE2_1478 
097B: play_audio_at_object $2728 event 1020 

:CRANE2_1478
0004: $10515 = 1 

:CRANE2_1485
00D6: if 
0038:   $1918 == 0 
004D: jump_if_false @CRANE2_2940 
0006: 28@ = 1 
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 6@ = integer $MOVE_AXIS_X to_float 
008F: 7@ = integer $MOVE_AXIS_Y to_float 
0017: 6@ /= 128.0 
0017: 7@ /= 128.0 
0013: 6@ *= 0.15 
0013: 7@ *= 0.15 
0089: 12@ = $10506 // (float) 
0089: 13@ = $10507 // (float) 
0087: 15@ = 13@ // (float) 
0087: 16@ = 12@ // (float) 
0013: 16@ *= -1.0 
006B: 12@ *= 7@ // (float) 
006B: 13@ *= 7@ // (float) 
0013: 12@ *= -1.0 
0013: 13@ *= -1.0 
007B: 10@ += frame_delta_time * 12@ // (float) 
007B: 11@ += frame_delta_time * 13@ // (float) 
006B: 15@ *= 6@ // (float) 
006B: 16@ *= 6@ // (float) 
007B: 10@ += frame_delta_time * 15@ // (float) 
007B: 11@ += frame_delta_time * 16@ // (float) 
0509: 4@ = distance_between_XY 10@ 11@ and_XY $10500 $10501 
00D6: if 
0021:   4@ > 0.3 
004D: jump_if_false @CRANE2_1846 
0088: $TEMPVAR_FLOAT_1 = 10@ // (float) 
0061: $TEMPVAR_FLOAT_1 -= $10500 // (float) 
0088: $TEMPVAR_FLOAT_2 = 11@ // (float) 
0061: $TEMPVAR_FLOAT_2 -= $10501 // (float) 
0075: $TEMPVAR_FLOAT_1 /= 4@ // (float) 
0075: $TEMPVAR_FLOAT_2 /= 4@ // (float) 
0011: $TEMPVAR_FLOAT_1 *= 0.3 
0011: $TEMPVAR_FLOAT_2 *= 0.3 
0089: 10@ = $10500 // (float) 
005D: 10@ += $TEMPVAR_FLOAT_1 // (float) 
0089: 11@ = $10501 // (float) 
005D: 11@ += $TEMPVAR_FLOAT_2 // (float) 

:CRANE2_1846
0005: $TEMPVAR_FLOAT_3 = 0.0 
0088: $TEMPVAR_FLOAT_2 = 11@ // (float) 
0086: $TEMPVAR_FLOAT_1 = $TEMPVAR_FLOAT_2 // (float) 
000D: $TEMPVAR_FLOAT_1 -= 1671.5 
0087: 8@ = 10@ // (float) 
0087: 9@ = 8@ // (float) 
000B: 9@ += 1671.5 
005F: $TEMPVAR_FLOAT_1 += 8@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 9@ // (float) 
0015: $TEMPVAR_FLOAT_1 /= 2.0 
0015: $TEMPVAR_FLOAT_2 /= 2.0 
00D6: if 
0022:   -1648.057 > $TEMPVAR_FLOAT_1 
004D: jump_if_false @CRANE2_2116 
0509: 4@ = distance_between_XY -1648.057 23.852 and_XY 10@ 11@ 
00D6: if 
0027:   4@ > $10509 // (float) 
004D: jump_if_false @CRANE2_2109 
0087: 12@ = 10@ // (float) 
000B: 12@ += 1648.057 
0087: 13@ = 11@ // (float) 
000F: 13@ -= 23.852 
0073: 12@ /= 4@ // (float) 
0073: 13@ /= 4@ // (float) 
006F: 12@ *= $10509 // (float) 
006F: 13@ *= $10509 // (float) 
0007: 10@ = -1648.057 
005B: 10@ += 12@ // (float) 
0007: 11@ = 23.852 
005B: 11@ += 13@ // (float) 

:CRANE2_2109
0002: jump @CRANE2_2420 

:CRANE2_2116
00D6: if 
0020:   $TEMPVAR_FLOAT_1 > -1532.742 
004D: jump_if_false @CRANE2_2288 
0509: 4@ = distance_between_XY -1532.742 138.719 and_XY 10@ 11@ 
00D6: if 
0027:   4@ > $10509 // (float) 
004D: jump_if_false @CRANE2_2281 
0087: 12@ = 10@ // (float) 
000B: 12@ += 1532.742 
0087: 13@ = 11@ // (float) 
000F: 13@ -= 138.719 
0073: 12@ /= 4@ // (float) 
0073: 13@ /= 4@ // (float) 
006F: 12@ *= $10509 // (float) 
006F: 13@ *= $10509 // (float) 
0007: 10@ = -1532.742 
005B: 10@ += 12@ // (float) 
0007: 11@ = 138.719 
005B: 11@ += 13@ // (float) 

:CRANE2_2281
0002: jump @CRANE2_2420 

:CRANE2_2288
0509: 4@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 10@ 11@ 
00D6: if 
0027:   4@ > $10509 // (float) 
004D: jump_if_false @CRANE2_2420 
0087: 12@ = 10@ // (float) 
0065: 12@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 13@ = 11@ // (float) 
0065: 13@ -= $TEMPVAR_FLOAT_2 // (float) 
0073: 12@ /= 4@ // (float) 
0073: 13@ /= 4@ // (float) 
006F: 12@ *= $10509 // (float) 
006F: 13@ *= $10509 // (float) 
0089: 10@ = $TEMPVAR_FLOAT_1 // (float) 
005B: 10@ += 12@ // (float) 
0089: 11@ = $TEMPVAR_FLOAT_2 // (float) 
005B: 11@ += 13@ // (float) 

:CRANE2_2420
0509: 18@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 10@ 11@ 
0089: 4@ = $10509 // (float) 
006F: 4@ *= $10509 // (float) 
0087: 5@ = 18@ // (float) 
006B: 5@ *= 18@ // (float) 
0087: 19@ = 4@ // (float) 
0063: 19@ -= 5@ // (float) 
0087: 20@ = 19@ // (float) 
0017: 20@ /= 2.0 
01FB: 20@ = square_root 20@ 
0089: 21@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 21@ -= 20@ // (float) 
0089: 22@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 22@ -= 20@ // (float) 
0089: 23@ = $TEMPVAR_FLOAT_1 // (float) 
005B: 23@ += 20@ // (float) 
0089: 24@ = $TEMPVAR_FLOAT_2 // (float) 
005B: 24@ += 20@ // (float) 
0006: 26@ = 0 
00D6: if and
0023:   -1532.742 > 21@ 
0021:   21@ > -1648.057 
004D: jump_if_false @CRANE2_2620 
000A: 26@ += 1 

:CRANE2_2620
00D6: if and
0023:   -1532.742 > 23@ 
0021:   23@ > -1648.057 
004D: jump_if_false @CRANE2_2658 
000A: 26@ += 2 

:CRANE2_2658
00D6: if 
8039:   not  26@ == 0 
004D: jump_if_false @CRANE2_2881 
00D6: if 
0039:   26@ == 1 
004D: jump_if_false @CRANE2_2694 

:CRANE2_2694
00D6: if 
0039:   26@ == 2 
004D: jump_if_false @CRANE2_2728 
0087: 21@ = 23@ // (float) 
0087: 22@ = 24@ // (float) 

:CRANE2_2728
00D6: if 
0039:   26@ == 3 
004D: jump_if_false @CRANE2_2831 
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_2831 
0509: 4@ = distance_between_XY $2733 $2734 and_XY 21@ 22@ 
0509: 5@ = distance_between_XY $2733 $2734 and_XY 23@ 24@ 
00D6: if 
0025:   4@ > 5@ // (float) 
004D: jump_if_false @CRANE2_2831 
0087: 21@ = 23@ // (float) 
0087: 22@ = 24@ // (float) 

:CRANE2_2831
0087: 12@ = 10@ // (float) 
0063: 12@ -= 21@ // (float) 
0087: 13@ = 11@ // (float) 
0063: 13@ -= 22@ // (float) 
0604: get_Z_angle_for_point 12@ 13@ store_to 25@ 
0002: jump @CRANE2_2940 

:CRANE2_2881
0089: 21@ = $2733 // (float) 
0089: 22@ = $2734 // (float) 
0087: 12@ = 10@ // (float) 
0065: 12@ -= $2733 // (float) 
0087: 13@ = 11@ // (float) 
0065: 13@ -= $2734 // (float) 
0604: get_Z_angle_for_point 12@ 13@ store_to 25@ 

:CRANE2_2940
0002: jump @CRANE2_3246 

:CRANE2_2947
00D6: if 
8038:   not  $10515 == 0 
004D: jump_if_false @CRANE2_2996 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @CRANE2_2989 
097B: play_audio_at_object $2728 event 1021 

:CRANE2_2989
0004: $10515 = 0 

:CRANE2_2996
00D6: if 
8039:   not  28@ == 0 
004D: jump_if_false @CRANE2_3246 
00D6: if 
0039:   28@ == 1 
004D: jump_if_false @CRANE2_3107 
0086: $TEMPVAR_FLOAT_1 = $10503 // (float) 
0086: $TEMPVAR_FLOAT_2 = $10504 // (float) 
0089: 12@ = $TEMPVAR_FLOAT_1 // (float) 
0065: 12@ -= $2733 // (float) 
0089: 13@ = $TEMPVAR_FLOAT_2 // (float) 
0065: 13@ -= $2734 // (float) 
0604: get_Z_angle_for_point 12@ 13@ store_to 25@ 
0089: 12@ = $10513 // (float) 
0089: 13@ = $10514 // (float) 

:CRANE2_3107
00D6: if 
0020:   $10510 > 0.0 
004D: jump_if_false @CRANE2_3246 
0005: $10511 = -0.007 
007A: $10510 += frame_delta_time * $10511 // (float) 
00D6: if 
0022:   0.0 > $10510 
004D: jump_if_false @CRANE2_3191 
0005: $10510 = 0.0 
0006: 28@ = 0 
0002: jump @CRANE2_3198 

:CRANE2_3191
0006: 28@ = 2 

:CRANE2_3198
0086: $TEMPVAR_FLOAT_1 = $10510 // (float) 
006D: $TEMPVAR_FLOAT_1 *= 12@ // (float) 
0086: $TEMPVAR_FLOAT_2 = $10510 // (float) 
006D: $TEMPVAR_FLOAT_2 *= 13@ // (float) 
0059: $2733 += $TEMPVAR_FLOAT_1 // (float) 
0059: $2734 += $TEMPVAR_FLOAT_2 // (float) 

:CRANE2_3246
00D6: if 
0039:   28@ == 1 
004D: jump_if_false @CRANE2_3530 
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_3530 
0509: 4@ = distance_between_XY $2733 $2734 and_XY 21@ 22@ 
00D6: if 
0021:   4@ > 0.01 
004D: jump_if_false @CRANE2_3366 
0088: $10513 = 21@ // (float) 
0061: $10513 -= $2733 // (float) 
0088: $10514 = 22@ // (float) 
0061: $10514 -= $2734 // (float) 
0075: $10513 /= 4@ // (float) 
0075: $10514 /= 4@ // (float) 

:CRANE2_3366
00D6: if 
0021:   4@ > 0.01 
004D: jump_if_false @CRANE2_3530 
0005: $10511 = 0.003 
007A: $10510 += frame_delta_time * $10511 // (float) 
00D6: if 
0024:   $10510 > $10512 // (float) 
004D: jump_if_false @CRANE2_3432 
0086: $10510 = $10512 // (float) 

:CRANE2_3432
0089: 12@ = $10513 // (float) 
0089: 13@ = $10514 // (float) 
00D6: if 
0027:   4@ > $10510 // (float) 
004D: jump_if_false @CRANE2_3490 
006F: 12@ *= $10510 // (float) 
006F: 13@ *= $10510 // (float) 
0002: jump @CRANE2_3514 

:CRANE2_3490
006B: 12@ *= 4@ // (float) 
006B: 13@ *= 4@ // (float) 
0088: $10510 = 4@ // (float) 

:CRANE2_3514
005F: $2733 += 12@ // (float) 
005F: $2734 += 13@ // (float) 

:CRANE2_3530
00D6: if 
0039:   28@ == 1 
004D: jump_if_false @CRANE2_3888 
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @CRANE2_3888 
00D6: if 
0021:   25@ > 180.0 
004D: jump_if_false @CRANE2_3595 
000B: 25@ += -360.0 

:CRANE2_3595
00D6: if 
0023:   -180.0 > 25@ 
004D: jump_if_false @CRANE2_3626 
000B: 25@ += 360.0 

:CRANE2_3626
0086: $TEMPVAR_ANGLE = $2737 // (float) 
00D6: if 
0020:   $TEMPVAR_ANGLE > 180.0 
004D: jump_if_false @CRANE2_3665 
0009: $TEMPVAR_ANGLE += -360.0 

:CRANE2_3665
00D6: if 
0022:   -180.0 > $TEMPVAR_ANGLE 
004D: jump_if_false @CRANE2_3696 
0009: $TEMPVAR_ANGLE += 360.0 

:CRANE2_3696
0087: 4@ = 25@ // (float) 
0065: 4@ -= $TEMPVAR_ANGLE // (float) 
00D6: if 
0021:   4@ > 180.0 
004D: jump_if_false @CRANE2_3743 
000B: 4@ += -360.0 

:CRANE2_3743
00D6: if 
0023:   -180.0 > 4@ 
004D: jump_if_false @CRANE2_3774 
000B: 4@ += 360.0 

:CRANE2_3774
00D6: if 
0031:   4@ >= 0.0 
004D: jump_if_false @CRANE2_3833 
00D6: if 
0021:   4@ > 0.2 
004D: jump_if_false @CRANE2_3826 
0007: 4@ = 0.2 

:CRANE2_3826
0002: jump @CRANE2_3864 

:CRANE2_3833
00D6: if 
0023:   -0.2 > 4@ 
004D: jump_if_false @CRANE2_3864 
0007: 4@ = -0.2 

:CRANE2_3864
007D: $TEMPVAR_ANGLE += frame_delta_time * 4@ // (float) 
0086: $2736 = $TEMPVAR_ANGLE // (float) 
0086: $2737 = $TEMPVAR_ANGLE // (float) 

:CRANE2_3888
00D6: if 
0038:   $1913 == 0 
004D: jump_if_false @CRANE2_3930 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CRANE2_3930 
000A: 0@ += 1 

:CRANE2_3930
00D6: if and
0022:   -1532.742 > $2733 
0020:   $2733 > -1648.057 
004D: jump_if_false @CRANE2_3998 
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_3991 
0815: put_object $2727 at $2733 $2734 $2735 and_keep_rotation 

:CRANE2_3991
0002: jump @CRANE2_4028 

:CRANE2_3998
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_4028 
01BB: store_object $2727 position_to $2733 $2734 $2735 

:CRANE2_4028
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_4104 
00D6: if 
03CA:   object $2730 exists 
004D: jump_if_false @CRANE2_4104 
01BB: store_object $2727 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object $2727 Z_angle 
01BC: put_object $2730 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2730 Z_angle_to $TEMPVAR_ANGLE 

:CRANE2_4104
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_4255 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @CRANE2_4195 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2727 with_offset 0.0 0.0 0.0 
0177: set_object $2728 Z_angle_to $2736 
0815: put_object $2728 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
0173: set_actor $PLAYER_ACTOR Z_angle_to $2736 

:CRANE2_4195
00D6: if 
03CA:   object $2731 exists 
004D: jump_if_false @CRANE2_4255 
01BB: store_object $2728 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object $2728 Z_angle 
01BC: put_object $2731 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2731 Z_angle_to $TEMPVAR_ANGLE 

:CRANE2_4255
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @CRANE2_4430 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @CRANE2_4354 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2728 with_offset 0.0 -2.185 8.51 
0176: $2737 = object $2728 Z_angle 
0815: put_object $CRANE_MAGNET at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
0453: set_object $CRANE_MAGNET XYZ_rotation $2738 0.0 $2737 

:CRANE2_4354
00D6: if 
03CA:   object $2732 exists 
004D: jump_if_false @CRANE2_4430 
01BB: store_object $CRANE_MAGNET position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0176: $TEMPVAR_ANGLE = object $CRANE_MAGNET Z_angle 
01BC: put_object $2732 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0177: set_object $2732 Z_angle_to $TEMPVAR_ANGLE 
0453: set_object $2732 XYZ_rotation $2738 0.0 $2737 

:CRANE2_4430
00D6: if or
0039:   0@ == 4 
0038:   $1915 == 1 
004D: jump_if_false @CRANE2_4652 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE2_4652 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @CRANE2_4509 
097B: play_audio_at_object $2728 event 1022 

:CRANE2_4509
03E6: remove_text_box 
079F: unknown_set_game_controller_to_steer_no_crane_objects 
09BD: allow_other_threads_to_display_text_boxes 1 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2727 with_offset 2.0 -4.0 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04D7: set_actor $PLAYER_ACTOR locked 0 
0337: set_actor $PLAYER_ACTOR visibility 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0004: $FLAG_PLAYER_IN_CRANE = 0 
0004: $1915 = 0 
0006: 0@ = 0 

:CRANE2_4652
0002: jump @CRANE2_4684 

:CRANE2_4659
00D6: if 
8039:   not  0@ == 0 
004D: jump_if_false @CRANE2_4684 
0006: 0@ = 0 

:CRANE2_4684
0002: jump @CRANE2_4693 

:CRANE2_4691
004E: end_thread 

:CRANE2_4693
0002: jump @CRANE2_4709 

:CRANE2_4700
0006: 0@ = 0 
004E: end_thread 

:CRANE2_4709
0002: jump @CRANE2_150 

:CRANE2_4716
00D6: if 
00E1:   player 0 pressed_key 13 
004D: jump_if_false @CRANE2_4805 
00D6: if 
0039:   29@ == 0 
004D: jump_if_false @CRANE2_4798 
000A: 27@ += 1 
00D6: if 
0019:   27@ > 2 
004D: jump_if_false @CRANE2_4783 
0006: 27@ = 0 

:CRANE2_4783
008A: $1919 = 27@ // (int) 
000A: 29@ += 1 

:CRANE2_4798
0002: jump @CRANE2_4830 

:CRANE2_4805
00D6: if 
8039:   not  29@ == 0 
004D: jump_if_false @CRANE2_4830 
0006: 29@ = 0 

:CRANE2_4830
00D6: if 
0038:   $FLAG_PLAYER_IN_CRANE == 2 
004D: jump_if_false @CRANE2_4881 
00D6: if 
0038:   $1911 == 1 
004D: jump_if_false @CRANE2_4881 
008B: 27@ = $1919 // (int) 
0004: $1911 = 0 

:CRANE2_4881
00D6: if 
803C:   not  $1919 == 27@ // (int) 
004D: jump_if_false @CRANE2_4908 
008A: $1919 = 27@ // (int) 

:CRANE2_4908
00D6: if 
0039:   27@ == 0 
004D: jump_if_false @CRANE2_4978 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @CRANE2_4971 
0400: store_coords_to $10497 $10498 $10499 from_object $2728 with_offset 6.1 15.0 5.1 

:CRANE2_4971
0002: jump @CRANE2_5093 

:CRANE2_4978
00D6: if 
0039:   27@ == 1 
004D: jump_if_false @CRANE2_5048 
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_5041 
0400: store_coords_to $10497 $10498 $10499 from_object $2727 with_offset -4.0 17.3 35.0 

:CRANE2_5041
0002: jump @CRANE2_5093 

:CRANE2_5048
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @CRANE2_5093 
0400: store_coords_to $10497 $10498 $10499 from_object $2728 with_offset 3.0 45.0 0.0 

:CRANE2_5093
00D6: if 
03CA:   object $CRANE_MAGNET exists 
004D: jump_if_false @CRANE2_5730 
0400: store_coords_to $10500 $10501 $10502 from_object $CRANE_MAGNET with_offset 0.0 $10509 -3.0 
0796: get_crane_magnet $CRANE_MAGNET magnet_lane_length_to 4@ // float 
000B: 4@ += -1.0 
0013: 4@ *= -1.0 
0013: 4@ *= 50.0 
0067: $10502 -= 4@ // (float) 
0086: $TEMPVAR_FLOAT_1 = $10500 // (float) 
0061: $TEMPVAR_FLOAT_1 -= $2733 // (float) 
0086: $TEMPVAR_FLOAT_2 = $10501 // (float) 
0061: $TEMPVAR_FLOAT_2 -= $2734 // (float) 
0509: 4@ = distance_between_XY $10500 $10501 and_XY $2733 $2734 
0075: $TEMPVAR_FLOAT_1 /= 4@ // (float) 
0075: $TEMPVAR_FLOAT_2 /= 4@ // (float) 
0069: $TEMPVAR_FLOAT_1 *= $10509 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $10509 // (float) 
0086: $10500 = $2733 // (float) 
0059: $10500 += $TEMPVAR_FLOAT_1 // (float) 
0086: $10501 = $2734 // (float) 
0059: $10501 += $TEMPVAR_FLOAT_2 // (float) 
050A: 4@ = distance_between_XYZ $10500 $10501 $10502 and_XYZ $10503 $10504 $10505 
00D6: if 
0021:   4@ > 0.3 
004D: jump_if_false @CRANE2_5441 
0086: $10506 = $10500 // (float) 
0061: $10506 -= $10503 // (float) 
0086: $10507 = $10501 // (float) 
0061: $10507 -= $10504 // (float) 
0086: $10508 = $10502 // (float) 
0061: $10508 -= $10505 // (float) 
0011: $10506 *= 0.05 
0011: $10507 *= 0.05 
0011: $10508 *= 0.05 
0059: $10503 += $10506 // (float) 
0059: $10504 += $10507 // (float) 
0059: $10505 += $10508 // (float) 

:CRANE2_5441
068D: get_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0038:   $1912 == 0 
004D: jump_if_false @CRANE2_5596 
0089: 12@ = $10497 // (float) 
0065: 12@ -= $TEMPVAR_FLOAT_1 // (float) 
0089: 13@ = $10498 // (float) 
0065: 13@ -= $TEMPVAR_FLOAT_2 // (float) 
0089: 14@ = $10499 // (float) 
0065: 14@ -= $TEMPVAR_FLOAT_3 // (float) 
0013: 12@ *= 0.2 
0013: 13@ *= 0.2 
0013: 14@ *= 0.2 
0086: $10497 = $TEMPVAR_FLOAT_1 // (float) 
005F: $10497 += 12@ // (float) 
0086: $10498 = $TEMPVAR_FLOAT_2 // (float) 
005F: $10498 += 13@ // (float) 
0086: $10499 = $TEMPVAR_FLOAT_3 // (float) 
005F: $10499 += 14@ // (float) 

:CRANE2_5596
015F: set_camera_position $10497 $10498 $10499 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $10503 $10504 $10505 switchstyle 2 
0086: $10506 = $10503 // (float) 
0061: $10506 -= $10497 // (float) 
0086: $10507 = $10504 // (float) 
0061: $10507 -= $10498 // (float) 
0086: $10508 = $10505 // (float) 
0061: $10508 -= $10499 // (float) 
050A: 4@ = distance_between_XYZ $10497 $10498 $10499 and_XYZ $10503 $10504 $10505 
0075: $10506 /= 4@ // (float) 
0075: $10507 /= 4@ // (float) 
0075: $10508 /= 4@ // (float) 

:CRANE2_5730
0051: return 
004E: end_thread 

//-------------External script 69 (CRANE3)---------------

:CRANE3
03A4: name_thread 'CRANE3' 
0006: 3@ = 0 
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @CRANE3_124 
029B: 0@ = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: 1@ = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: 2@ = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: 3@ = init_object #WOODENBOX at 0.0 0.0 0.0 

:CRANE3_124
0004: $10492 = 0 

:CRANE3_131
0001: wait 0 ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE3_1554 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE3_1547 
00D6: if 
0038:   $10493 == 0 
004D: jump_if_false @CRANE3_1547 
00D6: if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 100.0 100.0 sphere 0 
004D: jump_if_false @CRANE3_1538 
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @CRANE3_270 
0400: store_coords_to 5@ 6@ 7@ from_object 0@ with_offset 3.0899 2.9792 0.0081 
000A: 3@ += 1 

:CRANE3_270
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @CRANE3_440 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 5@ 6@ 7@ radius 1.2 1.2 1.5 on_foot 
004D: jump_if_false @CRANE3_413 
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @CRANE3_406 
00D6: if 
0038:   $10492 == 0 
004D: jump_if_false @CRANE3_382 
0512: show_permanent_text_box 'CR_2'  // ~k~~VEHICLE_ENTER_EXIT~ Enter Crane
0004: $10492 = 1 

:CRANE3_382
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CRANE3_406 
000A: 3@ += 1 

:CRANE3_406
0002: jump @CRANE3_440 

:CRANE3_413
00D6: if 
8038:   not  $10492 == 0 
004D: jump_if_false @CRANE3_440 
03E6: remove_text_box 
0004: $10492 = 0 

:CRANE3_440
00D6: if 
0039:   3@ == 2 
004D: jump_if_false @CRANE3_719 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE3_482 
097B: play_audio_at_object 0@ event 1019 

:CRANE3_482
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
016A: fade 0 time 500 

:CRANE3_500
00D6: if 
016B:   fading 
004D: jump_if_false @CRANE3_524 
0001: wait 0 ms 
0002: jump @CRANE3_500 

:CRANE3_524
07F9: set_game_controller_to_steer_object_QUARRY_CRANEARM // originally DS quarry magnocrane 
0A44: override_text_block 1 
0176: 4@ = object 1@ Z_angle 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE3_570 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE3_570 

:CRANE3_570
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE3_656 
04D7: set_actor $PLAYER_ACTOR locked 1 
00A1: put_actor $PLAYER_ACTOR at 713.5652 906.2935 -18.0674 
0337: set_actor $PLAYER_ACTOR visibility 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0006: 15@ = 0 

:CRANE3_656
0512: show_permanent_text_box 'QUAR_1'  // The movement controls rotate the crane.~N~~k~~PED_JUMPING~ Raise winch.~N~~k~~PED_SPRINT~ Lower winch.~N~~k~~PED_FIREWEAPON~ Release objects.
0050: gosub @CRANE3_1570 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
016A: fade 1 time 500 

:CRANE3_688
00D6: if 
016B:   fading 
004D: jump_if_false @CRANE3_712 
0001: wait 0 ms 
0002: jump @CRANE3_688 

:CRANE3_712
000A: 3@ += 1 

:CRANE3_719
00D6: if 
0039:   3@ == 3 
004D: jump_if_false @CRANE3_1383 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE3_1383 
0050: gosub @CRANE3_1570 
00D6: if 
00E1:   player 0 pressed_key 0 
004D: jump_if_false @CRANE3_875 
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 8@ = integer $MOVE_AXIS_X to_float 
0017: 8@ /= 500.0 
0081: 4@ -= frame_delta_time * 8@ // (float) 
00D6: if 
8039:   not  15@ == 1 
004D: jump_if_false @CRANE3_868 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE3_868 
097B: play_audio_at_object 0@ event 1020 
0006: 15@ = 1 

:CRANE3_868
0002: jump @CRANE3_924 

:CRANE3_875
00D6: if 
8039:   not  15@ == 0 
004D: jump_if_false @CRANE3_924 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE3_924 
097B: play_audio_at_object 0@ event 1021 
0006: 15@ = 0 

:CRANE3_924
00D6: if 
00E1:   player 0 pressed_key 1 
004D: jump_if_false @CRANE3_1187 
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 8@ = integer $MOVE_AXIS_Y to_float 
0017: 8@ /= 1000.0 
0013: 8@ *= 1.5 
0083: $2739 -= frame_delta_time * 8@ // (float) 

:CRANE3_993
00D6: if 
0022:   0.0 > $2739 
004D: jump_if_false @CRANE3_1031 
0009: $2739 += 360.0 
0002: jump @CRANE3_993 

:CRANE3_1031
00D6: if 
0020:   $2739 > 360.0 
004D: jump_if_false @CRANE3_1069 
0009: $2739 += -360.0 
0002: jump @CRANE3_1031 

:CRANE3_1069
00D6: if 
0020:   $2739 > 70.0 
004D: jump_if_false @CRANE3_1100 
0005: $2739 = 70.0 

:CRANE3_1100
00D6: if 
0022:   10.0 > $2739 
004D: jump_if_false @CRANE3_1131 
0005: $2739 = 10.0 

:CRANE3_1131
00D6: if 
8039:   not  16@ == 1 
004D: jump_if_false @CRANE3_1180 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE3_1180 
097B: play_audio_at_object 2@ event 1020 
0006: 16@ = 1 

:CRANE3_1180
0002: jump @CRANE3_1236 

:CRANE3_1187
00D6: if 
8039:   not  16@ == 0 
004D: jump_if_false @CRANE3_1236 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE3_1236 
097B: play_audio_at_object 2@ event 1021 
0006: 16@ = 0 

:CRANE3_1236
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE3_1268 
0177: set_object 1@ Z_angle_to 4@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 4@ 

:CRANE3_1268
00D6: if 
03CA:   object 2@ exists 
004D: jump_if_false @CRANE3_1359 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE3_1359 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 1@ with_offset 0.0 0.0 1.0206 
0815: put_object 2@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
0453: set_object 2@ XYZ_rotation 0.0 $2739 4@ 

:CRANE3_1359
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CRANE3_1383 
000A: 3@ += 1 

:CRANE3_1383
00D6: if 
0039:   3@ == 4 
004D: jump_if_false @CRANE3_1531 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE3_1531 
03E6: remove_text_box 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE3_1443 
097B: play_audio_at_object 0@ event 1022 

:CRANE3_1443
079F: unknown_set_game_controller_to_steer_no_crane_objects 
09BD: allow_other_threads_to_display_text_boxes 1 
04D7: set_actor $PLAYER_ACTOR locked 0 
0337: set_actor $PLAYER_ACTOR visibility 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00A1: put_actor $PLAYER_ACTOR at 706.2595 918.6275 -19.6407 
0173: set_actor $PLAYER_ACTOR Z_angle_to 127.184 
02EB: restore_camera_with_jumpcut 
0006: 3@ = 0 

:CRANE3_1531
0002: jump @CRANE3_1547 

:CRANE3_1538
0006: 3@ = 0 
004E: end_thread 

:CRANE3_1547
0002: jump @CRANE3_1563 

:CRANE3_1554
0006: 3@ = 0 
004E: end_thread 

:CRANE3_1563
0002: jump @CRANE3_131 

:CRANE3_1570
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE3_1615 
0400: store_coords_to 9@ 10@ 11@ from_object 1@ with_offset -9.0 -6.8 6.0 

:CRANE3_1615
00D6: if 
03CA:   object 2@ exists 
004D: jump_if_false @CRANE3_1730 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 59.0 
0796: get_crane_magnet 2@ magnet_lane_length_to 8@ // float 
000B: 8@ += -1.0 
0013: 8@ *= -1.0 
0013: 8@ *= 72.0 
0067: $TEMPVAR_FLOAT_3 -= 8@ // (float) 
0089: 12@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 13@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 14@ = $TEMPVAR_FLOAT_3 // (float) 

:CRANE3_1730
015F: set_camera_position 9@ 10@ 11@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 12@ 13@ 14@ switchstyle 2 
0051: return 
004E: end_thread 

//-------------External script 70 (CARPARK1)---------------

:CARPRK1
03A4: name_thread 'CARPRK1' 
0111: set_wasted_busted_check 0 
0006: 0@ = 0 
0006: 1@ = 0 
0006: 2@ = 0 
0006: 3@ = 0 
0006: 4@ = 0 
0006: 5@ = 0 
0006: 6@ = 0 
0006: 7@ = 0 
0006: 8@ = 0 
0006: 9@ = 0 

:CARPRK1_85
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CARPRK1_2769 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2037.568 2366.152 9.8203 cornerB 2119.283 2472.418 14.1172 
004D: jump_if_false @CARPRK1_251 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @CARPRK1_244 
03C5: create_random_car_for_carpark 2077.872 2398.657 9.8203 z_angle 89.6383 
03C5: create_random_car_for_carpark 2087.099 2414.177 9.8203 z_angle 90.4575 
03C5: create_random_car_for_carpark 2104.859 2416.439 9.8203 z_angle 270.7819 
0006: 0@ = 1 

:CARPRK1_244
0002: jump @CARPRK1_308 

:CARPRK1_251
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @CARPRK1_308 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 9.8203 cornerB 2117.283 2441.002 14.1172 
0006: 0@ = 0 

:CARPRK1_308
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 13.1172 cornerB 2119.283 2441.002 18.4219 
004D: jump_if_false @CARPRK1_520 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @CARPRK1_513 
03C5: create_random_car_for_carpark 2104.537 2412.3 14.1172 z_angle 89.9851 
03C5: create_random_car_for_carpark 2095.321 2398.559 14.1172 z_angle 90.1384 
03C5: create_random_car_for_carpark 2087.071 2405.525 14.1172 z_angle 267.6596 
03C5: create_random_car_for_carpark 2087.187 2420.887 14.1172 z_angle 90.4995 
03C5: create_random_car_for_carpark 2078.36 2410.139 14.1172 z_angle 270.9704 
03C5: create_random_car_for_carpark 2069.168 2396.778 14.1172 z_angle 98.3338 
0006: 1@ = 1 

:CARPRK1_513
0002: jump @CARPRK1_577 

:CARPRK1_520
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @CARPRK1_577 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 14.1172 cornerB 2117.283 2441.002 18.4219 
0006: 1@ = 0 

:CARPRK1_577
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 17.4219 cornerB 2119.283 2441.002 22.7188 
004D: jump_if_false @CARPRK1_789 
00D6: if 
0039:   2@ == 0 
004D: jump_if_false @CARPRK1_782 
03C5: create_random_car_for_carpark 2104.517 2405.886 18.4219 z_angle 92.3912 
03C5: create_random_car_for_carpark 2095.688 2396.195 18.4219 z_angle 270.3566 
03C5: create_random_car_for_carpark 2087.0 2416.442 18.4219 z_angle 89.9821 
03C5: create_random_car_for_carpark 2086.925 2402.896 18.4219 z_angle 270.2662 
03C5: create_random_car_for_carpark 2069.071 2409.651 18.4219 z_angle 89.1894 
03C5: create_random_car_for_carpark 2078.146 2416.5 18.4219 z_angle 270.7297 
0006: 2@ = 1 

:CARPRK1_782
0002: jump @CARPRK1_846 

:CARPRK1_789
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @CARPRK1_846 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 18.4219 cornerB 2117.283 2441.002 22.7188 
0006: 2@ = 0 

:CARPRK1_846
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 21.7188 cornerB 2119.283 2441.002 27.0234 
004D: jump_if_false @CARPRK1_1058 
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @CARPRK1_1051 
03C5: create_random_car_for_carpark 2104.499 2411.852 22.7188 z_angle 90.7897 
03C5: create_random_car_for_carpark 2104.483 2407.618 22.7188 z_angle 91.9516 
03C5: create_random_car_for_carpark 2087.242 2400.854 22.7188 z_angle 269.9636 
03C5: create_random_car_for_carpark 2078.313 2412.077 22.7188 z_angle 267.6149 
03C5: create_random_car_for_carpark 2069.138 2396.251 22.7188 z_angle 92.2442 
03C5: create_random_car_for_carpark 2078.179 2392.021 22.7188 z_angle 87.7661 
0006: 3@ = 1 

:CARPRK1_1051
0002: jump @CARPRK1_1115 

:CARPRK1_1058
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @CARPRK1_1115 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 22.7188 cornerB 2117.283 2441.002 27.0234 
0006: 3@ = 0 

:CARPRK1_1115
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 24.7815 cornerB 2119.283 2441.002 31.3203 
004D: jump_if_false @CARPRK1_1327 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @CARPRK1_1320 
03C5: create_random_car_for_carpark 2069.661 2416.422 27.0234 z_angle 268.612 
03C5: create_random_car_for_carpark 2077.872 2398.657 27.0234 z_angle 89.6383 
03C5: create_random_car_for_carpark 2087.195 2394.364 27.0234 z_angle 271.5008 
03C5: create_random_car_for_carpark 2087.099 2414.177 27.0234 z_angle 90.4575 
03C5: create_random_car_for_carpark 2095.818 2398.686 27.0234 z_angle 268.2181 
03C5: create_random_car_for_carpark 2104.859 2416.439 27.0234 z_angle 270.7819 
0006: 4@ = 1 

:CARPRK1_1320
0002: jump @CARPRK1_1384 

:CARPRK1_1327
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @CARPRK1_1384 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 27.0234 cornerB 2117.283 2441.002 31.3203 
0006: 4@ = 0 

:CARPRK1_1384
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 30.3203 cornerB 2119.283 2441.002 35.6172 
004D: jump_if_false @CARPRK1_1596 
00D6: if 
0039:   5@ == 0 
004D: jump_if_false @CARPRK1_1589 
03C5: create_random_car_for_carpark 2104.537 2412.3 31.3203 z_angle 89.9851 
03C5: create_random_car_for_carpark 2095.321 2398.559 31.3203 z_angle 90.1384 
03C5: create_random_car_for_carpark 2087.071 2405.525 31.3203 z_angle 267.6596 
03C5: create_random_car_for_carpark 2087.187 2420.887 31.3203 z_angle 90.4995 
03C5: create_random_car_for_carpark 2078.36 2410.139 31.3203 z_angle 270.9704 
03C5: create_random_car_for_carpark 2069.168 2396.778 31.3203 z_angle 98.3338 
0006: 5@ = 1 

:CARPRK1_1589
0002: jump @CARPRK1_1653 

:CARPRK1_1596
00D6: if 
0039:   5@ == 1 
004D: jump_if_false @CARPRK1_1653 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 31.3203 cornerB 2117.283 2441.002 35.6172 
0006: 5@ = 0 

:CARPRK1_1653
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 34.6172 cornerB 2119.283 2441.002 39.9219 
004D: jump_if_false @CARPRK1_1865 
00D6: if 
0039:   6@ == 0 
004D: jump_if_false @CARPRK1_1858 
03C5: create_random_car_for_carpark 2104.517 2405.886 35.6172 z_angle 92.3912 
03C5: create_random_car_for_carpark 2095.688 2396.195 35.6172 z_angle 270.3566 
03C5: create_random_car_for_carpark 2087.0 2416.442 35.6172 z_angle 89.9821 
03C5: create_random_car_for_carpark 2086.925 2402.896 35.6172 z_angle 270.2662 
03C5: create_random_car_for_carpark 2069.071 2409.651 35.6172 z_angle 89.1894 
03C5: create_random_car_for_carpark 2078.146 2416.5 35.6172 z_angle 270.7297 
0006: 6@ = 1 

:CARPRK1_1858
0002: jump @CARPRK1_1922 

:CARPRK1_1865
00D6: if 
0039:   6@ == 1 
004D: jump_if_false @CARPRK1_1922 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 35.6172 cornerB 2117.283 2441.002 39.9219 
0006: 6@ = 0 

:CARPRK1_1922
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 38.9219 cornerB 2119.283 2441.002 44.2188 
004D: jump_if_false @CARPRK1_2134 
00D6: if 
0039:   7@ == 0 
004D: jump_if_false @CARPRK1_2127 
03C5: create_random_car_for_carpark 2104.499 2411.852 39.9219 z_angle 90.7897 
03C5: create_random_car_for_carpark 2104.483 2407.618 39.9219 z_angle 91.9516 
03C5: create_random_car_for_carpark 2087.242 2400.854 39.9219 z_angle 269.9636 
03C5: create_random_car_for_carpark 2078.313 2412.077 39.9219 z_angle 267.6149 
03C5: create_random_car_for_carpark 2069.138 2396.251 39.9219 z_angle 92.2442 
03C5: create_random_car_for_carpark 2078.179 2392.021 39.9219 z_angle 87.7661 
0006: 7@ = 1 

:CARPRK1_2127
0002: jump @CARPRK1_2191 

:CARPRK1_2134
00D6: if 
0039:   7@ == 1 
004D: jump_if_false @CARPRK1_2191 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 39.9219 cornerB 2117.283 2441.002 44.2188 
0006: 7@ = 0 

:CARPRK1_2191
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 43.2188 cornerB 2119.283 2441.002 48.5234 
004D: jump_if_false @CARPRK1_2403 
00D6: if 
0039:   8@ == 0 
004D: jump_if_false @CARPRK1_2396 
03C5: create_random_car_for_carpark 2069.661 2416.422 44.2188 z_angle 268.612 
03C5: create_random_car_for_carpark 2077.872 2398.657 44.2188 z_angle 89.6383 
03C5: create_random_car_for_carpark 2087.195 2394.364 44.2188 z_angle 271.5008 
03C5: create_random_car_for_carpark 2087.099 2414.177 44.2188 z_angle 90.4575 
03C5: create_random_car_for_carpark 2095.818 2398.686 44.2188 z_angle 268.2181 
03C5: create_random_car_for_carpark 2104.859 2416.439 44.2188 z_angle 270.7819 
0006: 8@ = 1 

:CARPRK1_2396
0002: jump @CARPRK1_2460 

:CARPRK1_2403
00D6: if 
0039:   8@ == 1 
004D: jump_if_false @CARPRK1_2460 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 44.2188 cornerB 2117.283 2441.002 48.5234 
0006: 8@ = 0 

:CARPRK1_2460
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 44.5234 cornerB 2119.283 2441.002 55.9123 
004D: jump_if_false @CARPRK1_2672 
00D6: if 
0039:   9@ == 0 
004D: jump_if_false @CARPRK1_2665 
03C5: create_random_car_for_carpark 2104.537 2412.3 48.5234 z_angle 89.9851 
03C5: create_random_car_for_carpark 2095.321 2398.559 48.5234 z_angle 90.1384 
03C5: create_random_car_for_carpark 2087.071 2405.525 48.5234 z_angle 267.6596 
03C5: create_random_car_for_carpark 2087.187 2420.887 48.5234 z_angle 90.4995 
03C5: create_random_car_for_carpark 2078.36 2410.139 48.5234 z_angle 270.9704 
03C5: create_random_car_for_carpark 2069.168 2396.778 48.5234 z_angle 98.3338 
0006: 9@ = 1 

:CARPRK1_2665
0002: jump @CARPRK1_2729 

:CARPRK1_2672
00D6: if 
0039:   9@ == 1 
004D: jump_if_false @CARPRK1_2729 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 48.5234 cornerB 2117.283 2441.002 52.9123 
0006: 9@ = 0 

:CARPRK1_2729
00D6: if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2037.536 2365.373 cornerB 2119.9 2483.922 
004D: jump_if_false @CARPRK1_2769 
004E: end_thread 

:CARPRK1_2769
0002: jump @CARPRK1_85 
004E: end_thread 

//-------------External script 71 (IMPOUND)---------------

:IMPND
03A4: name_thread 'IMPND' 
0004: $10549[0] = 0 
0004: $10549[1] = 0 
0004: $10549[2] = 0 
0004: $10549[3] = 0 
0004: $10549[4] = 0 
0004: $10549[5] = 0 
0004: $10549[6] = 0 
0004: $10549[7] = 0 
0005: $10559 = 1540.632 
0005: $10563 = -1603.163 
0005: $10567 = 17.6564 
0005: $10571 = 1607.27 
0005: $10575 = -1637.528 
0005: $10579 = 12.774 
0005: $10583 = 1613.319 
0005: $10587 = -1633.612 
0005: $10591 = 12.077 
0005: $10595 = 1522.73 
0005: $10599 = -1721.398 
0005: $10603 = 4.2191 
0005: $10560 = -1572.807 
0005: $10564 = 646.8937 
0005: $10568 = 10.5019 
0005: $10572 = -1641.409 
0005: $10576 = 687.6273 
0005: $10580 = 4.8704 
0005: $10584 = -1700.933 
0005: $10588 = 680.025 
0005: $10592 = 27.7313 
0005: $10596 = -1638.982 
0005: $10600 = 699.3646 
0005: $10604 = 5.0489 
0005: $10561 = 2238.01 
0005: $10565 = 2430.891 
0005: $10569 = 11.764 
0005: $10573 = 2304.289 
0005: $10577 = 2502.322 
0005: $10581 = -9.0538 
0005: $10585 = 2238.01 
0005: $10589 = 2430.891 
0005: $10593 = 11.764 
0005: $10597 = 2304.289 
0005: $10601 = 2502.322 
0005: $10605 = -9.0538 
0005: $10606[1] = 1544.691 
0005: $10610[1] = -1630.75 
0005: $10614[1] = 13.043 
0005: $10618[1] = 0.0 
0005: $10622[1] = 0.0 
0005: $10626[1] = 0.0 
0005: $10630[1] = 0.0 
0005: $10634[1] = 0.0 
0005: $10606[2] = -1572.203 
0005: $10610[2] = 658.7618 
0005: $10614[2] = 6.8916 
0005: $10618[2] = 0.0 
0005: $10622[2] = -1701.43 
0005: $10626[2] = 687.7184 
0005: $10630[2] = 24.6525 
0005: $10634[2] = 180.0 
0005: $10606[3] = 2238.199 
0005: $10610[3] = 2450.339 
0005: $10614[3] = 10.5829 
0005: $10618[3] = 0.0 
0005: $10622[3] = 0.0 
0005: $10626[3] = 0.0 
0005: $10630[3] = 0.0 
0005: $10634[3] = 0.0 
0005: $10638[1] = 1588.503 
0005: $10642[1] = -1637.872 
0005: $10646[1] = 14.5641 
0005: $10650[1] = 0.0 
0005: $10654[1] = 0.0 
0005: $10658[1] = 0.0 
0005: $10662[1] = 0.0 
0005: $10666[1] = 0.0 
0005: $10638[2] = -1631.767 
0005: $10642[2] = 688.4075 
0005: $10646[2] = 8.5436 
0005: $10650[2] = 90.0 
0005: $10654[2] = 0.0 
0005: $10658[2] = 0.0 
0005: $10662[2] = 0.0 
0005: $10666[2] = 0.0 
0005: $10638[3] = 2293.83 
0005: $10642[3] = 2498.804 
0005: $10646[3] = 4.4414 
0005: $10650[3] = 90.0 
0005: $10654[3] = 2335.178 
0005: $10658[3] = 2443.621 
0005: $10662[3] = 6.9743 
0005: $10666[3] = 59.9993 
0004: $10730 = 0 
0004: $10731 = 0 
0004: $10732 = 0 
0004: $10733 = 0 
00D6: if 
0039:   8@ == 90 
004D: jump_if_false @IMPND_1039 
0107: 9@ = create_object #POLICE_BARRIER at 0.0 0.0 0.0 
0107: 6@ = create_object #KMB_SHUTTER at 0.0 0.0 0.0 
0376: 24@ = create_random_actor_at 0.0 0.0 0.0 
0376: 19@ = create_random_actor_at 0.0 0.0 0.0 

:IMPND_1039
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPND_4118 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @IMPND_2453 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @IMPND_1289 
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // == constant 
004D: jump_if_false @IMPND_1144 
0247: load_model #LAPD1 
0247: load_model #COLT45 
0247: load_model #COPCARLA 
04AE: $10710 = 280 // = constant 
04AE: $10711 = 596 // = constant 

:IMPND_1144
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // == constant 
004D: jump_if_false @IMPND_1193 
0247: load_model #SFPD1 
0247: load_model #COLT45 
0247: load_model #COPCARSF 
04AE: $10710 = 281 // = constant 
04AE: $10711 = 597 // = constant 

:IMPND_1193
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // == constant 
004D: jump_if_false @IMPND_1242 
0247: load_model #LVPD1 
0247: load_model #COLT45 
0247: load_model #COPCARVG 
04AE: $10710 = 282 // = constant 
04AE: $10711 = 598 // = constant 

:IMPND_1242
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @IMPND_1282 
0006: 22@ = 1 
0247: load_model #POLICE_BARRIER 
0247: load_model #SFCOPDR 
0247: load_model #KMB_SHUTTER 

:IMPND_1282
0006: 1@ = 2 

:IMPND_1289
00D6: if 
0039:   1@ == 2 
004D: jump_if_false @IMPND_2453 
00D6: if and
0248:   model $10710 available 
0248:   model #COLT45 available 
0248:   model $10711 available 
004D: jump_if_false @IMPND_2453 
0006: 1@ = 0 
00D6: if 
8038:   not  $ONMISSION == 1 
004D: jump_if_false @IMPND_1358 

:IMPND_1358
07E5: copy_decision_maker 65542 to 2@ 
0709: set_decision_maker 2@ on_event 15 taskID 300 respect 100.0 hate 100.0 like 100.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
029B: 9@ = init_object #POLICE_BARRIER at $10606($IMPOUND_TOWN_NUMBER,4f) $10610($IMPOUND_TOWN_NUMBER,4f) $10614($IMPOUND_TOWN_NUMBER,4f) 
0453: set_object 9@ XYZ_rotation -90.0 0.0 $10618($IMPOUND_TOWN_NUMBER,4f) 
00D6: if 
8042:   not  $10622($IMPOUND_TOWN_NUMBER,4f) == 0.0 
004D: jump_if_false @IMPND_1529 
029B: 10@ = init_object #POLICE_BARRIER at $10622($IMPOUND_TOWN_NUMBER,4f) $10626($IMPOUND_TOWN_NUMBER,4f) $10630($IMPOUND_TOWN_NUMBER,4f) 
0453: set_object 10@ XYZ_rotation -90.0 0.0 $10634($IMPOUND_TOWN_NUMBER,4f) 

:IMPND_1529
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 2 
004D: jump_if_false @IMPND_1562 
0006: 11@ = -388 
0002: jump @IMPND_1570 

:IMPND_1562
0006: 11@ = -387 

:IMPND_1570
029B: 6@ = init_object 11@ at $10638($IMPOUND_TOWN_NUMBER,4f) $10642($IMPOUND_TOWN_NUMBER,4f) $10646($IMPOUND_TOWN_NUMBER,4f) 
0453: set_object 6@ XYZ_rotation 0.0 0.0 $10650($IMPOUND_TOWN_NUMBER,4f) 
00D6: if 
8042:   not  $10654($IMPOUND_TOWN_NUMBER,4f) == 0.0 
004D: jump_if_false @IMPND_1697 
029B: 7@ = init_object 11@ at $10654($IMPOUND_TOWN_NUMBER,4f) $10658($IMPOUND_TOWN_NUMBER,4f) $10662($IMPOUND_TOWN_NUMBER,4f) 
0453: set_object 7@ XYZ_rotation 0.0 0.0 $10666($IMPOUND_TOWN_NUMBER,4f) 

:IMPND_1697
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 1 
004D: jump_if_false @IMPND_1885 
009A: $10516[0] = create_actor_pedtype 24 model $10710 at 1544.383 -1631.849 12.3905 
0173: set_actor $10516[0] Z_angle_to 45.0 
009A: $10516[2] = create_actor_pedtype 24 model $10710 at 1578.957 -1634.127 12.5547 
0173: set_actor $10516[2] Z_angle_to 0.0 
0005: $10670 = 1544.383 
0005: $10680 = -1631.849 
0005: $10690 = 12.3905 
0005: $10700 = 45.0 
0005: $10672 = 1544.383 
0005: $10682 = 1578.957 
0005: $10692 = -1634.127 
0005: $10702 = 12.554 
0005: $10734 = -90.0 
0005: $10736 = 0.0 

:IMPND_1885
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 2 
004D: jump_if_false @IMPND_2158 
009A: $10516[1] = create_actor_pedtype 24 model $10710 at -1700.839 688.9841 23.9032 
0173: set_actor $10516[1] Z_angle_to 134.0 
009A: $10516[0] = create_actor_pedtype 24 model $10710 at -1572.705 657.5745 6.2446 
0173: set_actor $10516[0] Z_angle_to 304.0 
009A: $10516[2] = create_actor_pedtype 24 model $10710 at -1616.822 679.9485 6.1901 
0173: set_actor $10516[2] Z_angle_to 188.0 
0005: $10670 = -1572.705 
0005: $10680 = 657.5745 
0005: $10690 = 6.2446 
0005: $10700 = 304.0 
0005: $10671 = -1700.839 
0005: $10681 = 688.9841 
0005: $10691 = 23.9032 
0005: $10701 = 134.0 
0005: $10672 = -1616.822 
0005: $10682 = 679.9485 
0005: $10692 = 6.1901 
0005: $10702 = 188.0 
0005: $10734 = -90.0 
0005: $10735 = -90.0 
0005: $10736 = 0.0 

:IMPND_2158
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 3 
004D: jump_if_false @IMPND_2326 
009A: $10516[0] = create_actor_pedtype 24 model $10710 at 2238.569 2449.417 10.0372 
0173: set_actor $10516[0] Z_angle_to 90.0 
009A: $10516[2] = create_actor_pedtype 24 model $10710 at 2250.277 2489.333 9.8203 
0173: set_actor $10516[2] Z_angle_to 90.0 
0005: $10670 = 2238.569 
0005: $10680 = 2449.417 
0005: $10690 = 10.0372 
0005: $10700 = 90.0 
0005: $10672 = 2250.277 
0005: $10682 = 2489.333 
0005: $10692 = 9.8203 
0005: $10702 = 90.0 

:IMPND_2326
0006: 12@ = 0 

:IMPND_2333
00D6: if 
001B:   3 > 12@ 
004D: jump_if_false @IMPND_2446 
00D6: if 
8118:   not actor $10516(12@,8i) dead 
004D: jump_if_false @IMPND_2432 
060B: set_actor $10516(12@,8i) decision_maker_to 2@ 
01B2: give_actor $10516(12@,8i) weapon 22 ammo 9999 // Load the weapon model before using this 
077A: set_actor $10516(12@,8i) acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0004: $10533(12@,8i) = 0 
0004: $10525(12@,8i) = 5 

:IMPND_2432
000A: 12@ += 1 
0002: jump @IMPND_2333 

:IMPND_2446
0006: 0@ = 2 

:IMPND_2453
00D6: if 
0039:   0@ == 2 
004D: jump_if_false @IMPND_4111 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0050: gosub @IMPND_5547 
00D6: if 
001D:   32@ > 4@ // (int) 
004D: jump_if_false @IMPND_2583 
0085: 4@ = 32@ // (int) 
000A: 4@ += 90 
0050: gosub @IMPND_21068 
00D6: if 
0038:   $10729 == 0 
004D: jump_if_false @IMPND_2583 
00D6: if 
0038:   $10713 == 1 
004D: jump_if_false @IMPND_2583 
0004: $10729 = 1 
0050: gosub @IMPND_4150 

:IMPND_2583
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @IMPND_2641 
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @IMPND_2641 
0006: 22@ = 0 
0249: release_model #POLICE_BARRIER 
0249: release_model #SFCOPDR 
0249: release_model #KMB_SHUTTER 

:IMPND_2641
00D6: if 
0039:   20@ == 1 
004D: jump_if_false @IMPND_2754 
040D: unload_wav 4 
0209: 8@ = random_int_in_ranges 0 4 
00D6: if 
0039:   8@ == 0 
004D: jump_if_false @IMPND_2697 
03CF: load_wav 10204 as 4 

:IMPND_2697
00D6: if 
0039:   8@ == 1 
004D: jump_if_false @IMPND_2722 
03CF: load_wav 10205 as 4 

:IMPND_2722
00D6: if 
0039:   8@ == 2 
004D: jump_if_false @IMPND_2747 
03CF: load_wav 10206 as 4 

:IMPND_2747
0006: 20@ = 2 

:IMPND_2754
00D6: if 
0039:   20@ == 2 
004D: jump_if_false @IMPND_2851 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @IMPND_2851 
00D6: if 
8118:   not actor 19@ dead 
004D: jump_if_false @IMPND_2851 
0949: link_wav 4 to_actor 19@ 
0489: set_actor 19@ muted 1 
094E: set_actor 19@ mute_pain_audio 1 
03D1: play_wav 4 
0006: 20@ = 3 
0085: 21@ = 32@ // (int) 
000A: 21@ += 10000 

:IMPND_2851
00D6: if 
0039:   20@ == 3 
004D: jump_if_false @IMPND_2925 
00D6: if 
001D:   32@ > 21@ // (int) 
004D: jump_if_false @IMPND_2925 
0006: 20@ = 0 
00D6: if 
8118:   not actor 19@ dead 
004D: jump_if_false @IMPND_2925 
0489: set_actor 19@ muted 0 
094E: set_actor 19@ mute_pain_audio 0 

:IMPND_2925
00D6: if 
0039:   20@ == 4 
004D: jump_if_false @IMPND_3038 
040D: unload_wav 4 
0209: 8@ = random_int_in_ranges 0 4 
00D6: if 
0039:   8@ == 0 
004D: jump_if_false @IMPND_2981 
03CF: load_wav 10200 as 4 

:IMPND_2981
00D6: if 
0039:   8@ == 1 
004D: jump_if_false @IMPND_3006 
03CF: load_wav 10201 as 4 

:IMPND_3006
00D6: if 
0039:   8@ == 2 
004D: jump_if_false @IMPND_3031 
03CF: load_wav 10202 as 4 

:IMPND_3031
0006: 20@ = 2 

:IMPND_3038
00D6: if 
0039:   20@ == 5 
004D: jump_if_false @IMPND_3076 
040D: unload_wav 4 
03CF: load_wav 36000 as 4 
0006: 20@ = 2 

:IMPND_3076
00D6: if 
0038:   $10524 == 1 
004D: jump_if_false @IMPND_3407 
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @IMPND_3407 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @IMPND_3407 
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 1 
004D: jump_if_false @IMPND_3199 
097C: attach_wav 4 to_object 6@ 
03D1: play_wav 4 
03D7: set_wav 4 location 1589.06 -1694.729 10.4887 
03D1: play_wav 4 
03D7: set_wav 4 location 1541.513 -1685.943 10.1571 
03D1: play_wav 4 

:IMPND_3199
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 2 
004D: jump_if_false @IMPND_3297 
097C: attach_wav 4 to_object 6@ 
03D1: play_wav 4 
03D7: set_wav 4 location -1619.873 742.786 -2.1389 
03D1: play_wav 4 
03D7: set_wav 4 location -1594.096 716.011 -3.1454 
03D1: play_wav 4 
03D7: set_wav 4 location -1605.518 672.6205 -3.2395 
03D1: play_wav 4 

:IMPND_3297
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 3 
004D: jump_if_false @IMPND_3407 
03D7: set_wav 4 location 2296.433 2444.295 7.0111 
03D1: play_wav 4 
03D7: set_wav 4 location 2255.404 2446.676 5.6601 
03D1: play_wav 4 
03D7: set_wav 4 location 2243.107 2498.225 8.5154 
03D1: play_wav 4 
03D7: set_wav 4 location 2296.927 2492.902 0.2841 
03D1: play_wav 4 

:IMPND_3407
0006: 16@ = 0 

:IMPND_3414
00D6: if 
001B:   8 > 16@ 
004D: jump_if_false @IMPND_3682 
00D6: if 
8118:   not actor $10516(16@,8i) dead 
004D: jump_if_false @IMPND_3668 
00D6: if 
801A:   not  0 > $10716(16@,8i) 
004D: jump_if_false @IMPND_3668 
080E: get_actor $10516(16@,8i) ped_event_to $10716(16@,8i) 
00D6: if 
8038:   not  $10716(16@,8i) == 0 
004D: jump_if_false @IMPND_3668 
00D6: if or
04A3:   $10716(16@,8i) == 15 // == constant 
04A3:   $10716(16@,8i) == 49 // == constant 
04A3:   $10716(16@,8i) == 9 // == constant 
004D: jump_if_false @IMPND_3581 
0004: $10716(16@,8i) = -2 
00A0: store_actor $PLAYER_ACTOR position_to $10743 $10744 $10745 

:IMPND_3581
00D6: if 
04A3:   $10716(16@,8i) == 62 // == constant 
004D: jump_if_false @IMPND_3668 
00D6: if 
0104:   actor $10516(16@,8i) near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @IMPND_3668 
0004: $10716(16@,8i) = -1 
00A0: store_actor $PLAYER_ACTOR position_to $10743 $10744 $10745 

:IMPND_3668
000A: 16@ += 1 
0002: jump @IMPND_3414 

:IMPND_3682
00D6: if 
001D:   32@ > 3@ // (int) 
004D: jump_if_false @IMPND_3892 
0085: 3@ = 32@ // (int) 
000A: 3@ += 100 
00D6: if 
8118:   not actor $10516(12@,8i) dead 
004D: jump_if_false @IMPND_3794 
0004: $10714 = 0 
0006: 23@ = 0 
008B: 13@ = $10525(12@,8i) // (int) 
0050: gosub @IMPND_21725 
0050: gosub @IMPND_10480 
0004: $10716(12@,8i) = 0 
0002: jump @IMPND_3860 

:IMPND_3794
00D6: if 
07D6:   19@ == $10516(12@,8i) // @ == $ (int) 
004D: jump_if_false @IMPND_3860 
00D6: if and
8039:   not  20@ == 0 
0038:   $10524 == 0 
004D: jump_if_false @IMPND_3846 
040D: unload_wav 4 

:IMPND_3846
0006: 20@ = 0 
0006: 19@ = 0 

:IMPND_3860
000A: 12@ += 1 
00D6: if 
0019:   12@ > 7 
004D: jump_if_false @IMPND_3892 
0006: 12@ = 0 

:IMPND_3892
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // == constant 
004D: jump_if_false @IMPND_3965 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1579.425 -1636.463 14.5812 radius 120.0 120.0 80.0 
004D: jump_if_false @IMPND_3965 
0050: gosub @IMPND_22003 

:IMPND_3965
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // == constant 
004D: jump_if_false @IMPND_4038 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1624.771 679.6637 8.569 radius 120.0 120.0 80.0 
004D: jump_if_false @IMPND_4038 
0050: gosub @IMPND_22003 

:IMPND_4038
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // == constant 
004D: jump_if_false @IMPND_4111 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2284.592 2466.838 12.2306 radius 120.0 120.0 80.0 
004D: jump_if_false @IMPND_4111 
0050: gosub @IMPND_22003 

:IMPND_4111
0002: jump @IMPND_4143 

:IMPND_4118
00D6: if 
0039:   0@ == 2 
004D: jump_if_false @IMPND_4143 
0050: gosub @IMPND_22003 

:IMPND_4143
0002: jump @IMPND_1039 

:IMPND_4150
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 3 
004D: jump_if_false @IMPND_4580 
00A5: $10725[0] = create_car $10711 at 2285.502 2473.748 2.266 
00A5: $10725[1] = create_car $10711 at 2314.358 2475.845 2.266 
00A5: $10725[2] = create_car $10711 at 2240.971 2476.485 -8.4476 
00A5: $10725[3] = create_car $10711 at 2303.053 2431.712 -8.4531 
0175: set_car $10725[0] Z_angle_to 179.4722 
0175: set_car $10725[1] Z_angle_to 268.529 
0175: set_car $10725[2] Z_angle_to 92.5631 
0175: set_car $10725[3] Z_angle_to 180.0971 
020A: set_car $10725[0] door_status_to 3 
020A: set_car $10725[1] door_status_to 1 
020A: set_car $10725[2] door_status_to 3 
020A: set_car $10725[3] door_status_to 1 
0129: $10516[3] = create_actor_pedtype 24 model $10710 in_car $10725[0] driverseat 
01C8: $10516[4] = create_actor_pedtype 24 model $10710 in_car $10725[0] passenger_seat 0 
009A: $10516[5] = create_actor_pedtype 24 model $10710 at 2278.1 2425.453 2.4766 
009A: $10516[6] = create_actor_pedtype 24 model $10710 at 2268.906 2449.246 -8.1953 
0173: set_actor $10516[5] Z_angle_to 187.5721 
0173: set_actor $10516[6] Z_angle_to 228.3262 
0004: $10525[3] = 5 
0004: $10525[4] = 5 
0004: $10525[5] = 5 
0004: $10525[6] = 5 
0004: $10533[3] = 0 
0004: $10533[4] = 0 
0004: $10533[5] = 0 
0004: $10533[6] = 0 
0006: 12@ = 3 

:IMPND_4489
00D6: if 
001B:   7 > 12@ 
004D: jump_if_false @IMPND_4580 
00D6: if 
8118:   not actor $10516(12@,8i) dead 
004D: jump_if_false @IMPND_4566 
060B: set_actor $10516(12@,8i) decision_maker_to 2@ 
01B2: give_actor $10516(12@,8i) weapon 22 ammo 9999 // Load the weapon model before using this 
077A: set_actor $10516(12@,8i) acquaintance 3 to_actors_pedtype 0 // see ped.dat 

:IMPND_4566
000A: 12@ += 1 
0002: jump @IMPND_4489 

:IMPND_4580
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 2 
004D: jump_if_false @IMPND_5017 
00A5: $10725[0] = create_car $10711 at -1600.142 748.2594 -6.2344 
00A5: $10725[1] = create_car $10711 at -1616.233 691.9449 -6.2422 
00A5: $10725[2] = create_car $10711 at -1574.061 717.9744 -6.2344 
00A5: $10725[3] = create_car $10711 at -1574.305 726.8611 -6.2344 
0175: set_car $10725[0] Z_angle_to 359.8067 
0175: set_car $10725[1] Z_angle_to 358.8804 
0175: set_car $10725[2] Z_angle_to 268.0333 
0175: set_car $10725[3] Z_angle_to 268.3534 
020A: set_car $10725[0] door_status_to 3 
020A: set_car $10725[1] door_status_to 1 
020A: set_car $10725[2] door_status_to 3 
020A: set_car $10725[3] door_status_to 1 
0129: $10516[3] = create_actor_pedtype 24 model $10710 in_car $10725[0] driverseat 
01C8: $10516[4] = create_actor_pedtype 24 model $10710 in_car $10725[0] passenger_seat 0 
009A: $10516[5] = create_actor_pedtype 24 model $10710 at -1606.067 701.3859 -5.9062 
009A: $10516[6] = create_actor_pedtype 24 model $10710 at -1615.934 695.0814 -6.2422 
0173: set_actor $10516[5] Z_angle_to 270.5721 
0173: set_actor $10516[6] Z_angle_to 180.3262 
0004: $10525[3] = 5 
0004: $10525[4] = 5 
0004: $10525[5] = 5 
0004: $10525[6] = 5 
0004: $10533[3] = 0 
0004: $10533[4] = 0 
0004: $10533[5] = 0 
0004: $10533[6] = 0 
0006: 12@ = 3 

:IMPND_4919
00D6: if 
001B:   8 > 12@ 
004D: jump_if_false @IMPND_5010 
00D6: if 
8118:   not actor $10516(12@,8i) dead 
004D: jump_if_false @IMPND_4996 
060B: set_actor $10516(12@,8i) decision_maker_to 2@ 
01B2: give_actor $10516(12@,8i) weapon 22 ammo 9999 // Load the weapon model before using this 
077A: set_actor $10516(12@,8i) acquaintance 3 to_actors_pedtype 0 // see ped.dat 

:IMPND_4996
000A: 12@ += 1 
0002: jump @IMPND_4919 

:IMPND_5010
0006: 12@ = 0 

:IMPND_5017
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 1 
004D: jump_if_false @IMPND_5545 
00A5: $10725[0] = create_car $10711 at 1586.254 -1671.732 4.8916 
00A5: $10725[1] = create_car $10711 at 1601.52 -1699.925 4.8984 
00A5: $10725[2] = create_car $10711 at 1565.429 -1710.81 4.8984 
00A5: $10725[3] = create_car $10711 at 1529.675 -1688.105 4.897 
0175: set_car $10725[0] Z_angle_to 90.8726 
0175: set_car $10725[1] Z_angle_to 268.6337 
0175: set_car $10725[2] Z_angle_to 177.2788 
0175: set_car $10725[3] Z_angle_to 270.141 
020A: set_car $10725[0] door_status_to 3 
020A: set_car $10725[1] door_status_to 1 
020A: set_car $10725[2] door_status_to 3 
020A: set_car $10725[3] door_status_to 1 
0129: $10516[3] = create_actor_pedtype 24 model $10710 in_car $10725[0] driverseat 
01C8: $10516[4] = create_actor_pedtype 24 model $10710 in_car $10725[0] passenger_seat 0 
009A: $10516[5] = create_actor_pedtype 24 model $10710 at 1527.145 -1675.299 4.8984 
009A: $10516[6] = create_actor_pedtype 24 model $10710 at 1603.711 -1714.294 5.2187 
009A: $10516[1] = create_actor_pedtype 24 model $10710 at 1608.285 -1715.779 5.2187 
009A: $10516[7] = create_actor_pedtype 24 model $10710 at 1532.631 -1688.01 4.8984 
0173: set_actor $10516[5] Z_angle_to 90.5721 
0173: set_actor $10516[6] Z_angle_to 242.3262 
0173: set_actor $10516[1] Z_angle_to 225.3262 
0173: set_actor $10516[7] Z_angle_to 90.3262 
0004: $10525[1] = 5 
0004: $10525[3] = 5 
0004: $10525[4] = 5 
0004: $10525[5] = 5 
0004: $10525[6] = 5 
0004: $10525[7] = 5 
0004: $10533[3] = 0 
0004: $10533[4] = 0 
0004: $10533[5] = 0 
0004: $10533[6] = 0 
0004: $10533[7] = 0 
0006: 12@ = 0 

:IMPND_5447
00D6: if 
001B:   8 > 12@ 
004D: jump_if_false @IMPND_5538 
00D6: if 
8118:   not actor $10516(12@,8i) dead 
004D: jump_if_false @IMPND_5524 
060B: set_actor $10516(12@,8i) decision_maker_to 2@ 
01B2: give_actor $10516(12@,8i) weapon 22 ammo 9999 // Load the weapon model before using this 
077A: set_actor $10516(12@,8i) acquaintance 3 to_actors_pedtype 0 // see ped.dat 

:IMPND_5524
000A: 12@ += 1 
0002: jump @IMPND_5447 

:IMPND_5538
0006: 12@ = 0 

:IMPND_5545
0051: return 

:IMPND_5547
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 1 
004D: jump_if_false @IMPND_6873 
0871: init_jump_table $10730 total_jumps 4 default_jump 0 @IMPND_6147 jumps 0 @IMPND_5628 1 @IMPND_5887 2 @IMPND_5950 3 @IMPND_6017 -1 @IMPND_6147 -1 @IMPND_6147 -1 @IMPND_6147 

:IMPND_5628
00D6: if 
0038:   $10549[0] == 0 
004D: jump_if_false @IMPND_5801 
00D6: if 
09C3:   police_car_in_rectangle_cornerA 1554.32 -1632.669 13.9475 cornerB 1535.271 -1620.762 11.8805 
004D: jump_if_false @IMPND_5801 
00D6: if 
8118:   not actor $10516[0] dead 
004D: jump_if_false @IMPND_5801 
00D6: if 
00A3:   actor $10516[0] sphere 0 in_rectangle_cornerA 1543.595 -1631.279 cornerB 1545.022 -1632.704 
004D: jump_if_false @IMPND_5801 
0004: $10730 = 1 
00D6: if 
0038:   $10524 == 0 
004D: jump_if_false @IMPND_5801 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @IMPND_5801 
0006: 20@ = 1 
008B: 19@ = $10516[0] // (int) 

:IMPND_5801
00D6: if 
0038:   $10557 == 1 
004D: jump_if_false @IMPND_5880 
00D6: if 
8119:   not car $10725[1] wrecked 
004D: jump_if_false @IMPND_5880 
00D6: if 
00B0:   car $10725[1] sphere 0 in_rectangle_cornerA 1544.988 -1622.29 cornerB 1556.178 -1632.62 
004D: jump_if_false @IMPND_5880 
0004: $10730 = 1 

:IMPND_5880
0002: jump @IMPND_6147 

:IMPND_5887
0009: $10734 += 0.5 
0453: set_object 9@ XYZ_rotation $10734 0.0 0.0 
00D6: if 
0030:   $10734 >= 0.0 
004D: jump_if_false @IMPND_5943 
0004: $10730 = 2 

:IMPND_5943
0002: jump @IMPND_6147 

:IMPND_5950
00D6: if 
8339:   not anything_in_cube_cornerA 1554.32 -1632.669 13.9475 cornerB 1535.271 -1620.762 11.8805 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_6010 
0004: $10730 = 3 

:IMPND_6010
0002: jump @IMPND_6147 

:IMPND_6017
00D6: if 
0339:   anything_in_cube_cornerA 1540.938 -1623.681 14.3551 cornerB 1550.887 -1631.648 12.1949 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_6084 
0004: $10730 = 1 
0002: jump @IMPND_6140 

:IMPND_6084
000D: $10734 -= 0.5 
0453: set_object 9@ XYZ_rotation $10734 0.0 0.0 
00D6: if 
0032:   -90.0 >= $10734 
004D: jump_if_false @IMPND_6140 
0004: $10730 = 0 

:IMPND_6140
0002: jump @IMPND_6147 

:IMPND_6147
0871: init_jump_table $10732 total_jumps 4 default_jump 0 @IMPND_6873 jumps 0 @IMPND_6210 1 @IMPND_6484 2 @IMPND_6611 3 @IMPND_6686 -1 @IMPND_6873 -1 @IMPND_6873 -1 @IMPND_6873 

:IMPND_6210
00D6: if 
0038:   $10713 == 1 
004D: jump_if_false @IMPND_6409 
00D6: if 
09C3:   police_car_in_rectangle_cornerA 1592.251 -1637.59 17.1898 cornerB 1578.344 -1624.273 11.9866 
004D: jump_if_false @IMPND_6409 
00D6: if 
0038:   $10549[2] == 0 
004D: jump_if_false @IMPND_6409 
00D6: if 
8118:   not actor $10516[2] dead 
004D: jump_if_false @IMPND_6409 
00D6: if 
00A3:   actor $10516[2] sphere 0 in_rectangle_cornerA 1582.153 -1637.67 cornerB 1577.585 -1633.235 
004D: jump_if_false @IMPND_6409 
0004: $10732 = 1 
097B: play_audio_at_object 6@ event 1153 
00D6: if 
0038:   $10524 == 0 
004D: jump_if_false @IMPND_6409 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @IMPND_6409 
0006: 20@ = 1 
008B: 19@ = $10516[2] // (int) 

:IMPND_6409
00D6: if 
0339:   anything_in_cube_cornerA 1581.732 -1639.463 16.4817 cornerB 1599.936 -1652.072 7.8825 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_6477 
0004: $10732 = 1 
097B: play_audio_at_object 6@ event 1153 

:IMPND_6477
0002: jump @IMPND_6873 

:IMPND_6484
01BB: store_object 6@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10740 
0009: $10740 += 0.0173 
0009: $10736 += 0.9 
00D6: if 
0030:   $10740 >= 16.425 
004D: jump_if_false @IMPND_6574 
0004: $10732 = 2 
0005: $10740 = 16.425 
0005: $10736 = 90.0 
097B: play_audio_at_object 6@ event 1154 

:IMPND_6574
01BC: put_object 6@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10740 
0453: set_object 6@ XYZ_rotation $10736 0.0 $10650[1] 
0002: jump @IMPND_6873 

:IMPND_6611
00D6: if 
8339:   not anything_in_cube_cornerA 1602.079 -1655.913 6.5685 cornerB 1582.779 -1631.262 17.1606 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_6679 
0004: $10732 = 3 
097B: play_audio_at_object 6@ event 1153 

:IMPND_6679
0002: jump @IMPND_6873 

:IMPND_6686
01BB: store_object 6@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10740 
000D: $10740 -= 0.0155 
000D: $10736 -= 0.9 
00D6: if 
0032:   14.5641 >= $10740 
004D: jump_if_false @IMPND_6776 
097B: play_audio_at_object 6@ event 1154 
0004: $10732 = 0 
0005: $10736 = 0.0 
0005: $10740 = 14.5641 

:IMPND_6776
01BC: put_object 6@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10740 
0453: set_object 6@ XYZ_rotation $10736 0.0 $10650[1] 
00D6: if 
0339:   anything_in_cube_cornerA 1602.079 -1655.913 6.5685 cornerB 1582.779 -1631.262 17.1606 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_6866 
0004: $10732 = 1 

:IMPND_6866
0002: jump @IMPND_6873 

:IMPND_6873
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 2 
004D: jump_if_false @IMPND_8639 
0871: init_jump_table $10730 total_jumps 4 default_jump 0 @IMPND_7394 jumps 0 @IMPND_6954 1 @IMPND_7134 2 @IMPND_7197 3 @IMPND_7264 -1 @IMPND_7394 -1 @IMPND_7394 -1 @IMPND_7394 

:IMPND_6954
00D6: if 
0038:   $10549[0] == 0 
004D: jump_if_false @IMPND_7127 
00D6: if 
09C3:   police_car_in_rectangle_cornerA -1566.137 666.7503 5.775 cornerB -1577.602 658.2418 9.2455 
004D: jump_if_false @IMPND_7127 
00D6: if 
8118:   not actor $10516[0] dead 
004D: jump_if_false @IMPND_7127 
00D6: if 
00A3:   actor $10516[0] sphere 0 in_rectangle_cornerA -1573.406 656.8607 cornerB -1572.033 658.196 
004D: jump_if_false @IMPND_7076 
0004: $10730 = 1 

:IMPND_7076
00D6: if 
0038:   $10524 == 0 
004D: jump_if_false @IMPND_7127 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @IMPND_7127 
0006: 20@ = 1 
008B: 19@ = $10516[0] // (int) 

:IMPND_7127
0002: jump @IMPND_7394 

:IMPND_7134
0009: $10734 += 0.5 
0453: set_object 9@ XYZ_rotation $10734 0.0 0.0 
00D6: if 
0030:   $10734 >= 0.0 
004D: jump_if_false @IMPND_7190 
0004: $10730 = 2 

:IMPND_7190
0002: jump @IMPND_7394 

:IMPND_7197
00D6: if 
8339:   not anything_in_cube_cornerA -1566.137 666.7503 5.775 cornerB -1577.602 658.2418 9.2455 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_7257 
0004: $10730 = 3 

:IMPND_7257
0002: jump @IMPND_7394 

:IMPND_7264
00D6: if 
0339:   anything_in_cube_cornerA -1566.137 666.7503 5.775 cornerB -1577.602 658.2418 9.2455 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_7331 
0004: $10730 = 1 
0002: jump @IMPND_7387 

:IMPND_7331
000D: $10734 -= 0.5 
0453: set_object 9@ XYZ_rotation $10734 0.0 0.0 
00D6: if 
0032:   -90.0 >= $10734 
004D: jump_if_false @IMPND_7387 
0004: $10730 = 0 

:IMPND_7387
0002: jump @IMPND_7394 

:IMPND_7394
0871: init_jump_table $10731 total_jumps 4 default_jump 0 @IMPND_7897 jumps 0 @IMPND_7457 1 @IMPND_7637 2 @IMPND_7700 3 @IMPND_7767 -1 @IMPND_7897 -1 @IMPND_7897 -1 @IMPND_7897 

:IMPND_7457
00D6: if 
0038:   $10549[1] == 0 
004D: jump_if_false @IMPND_7630 
00D6: if 
09C3:   police_car_in_rectangle_cornerA -1688.231 679.8141 20.5924 cornerB -1710.483 687.937 28.4141 
004D: jump_if_false @IMPND_7630 
00D6: if 
8118:   not actor $10516[1] dead 
004D: jump_if_false @IMPND_7630 
00D6: if 
00A3:   actor $10516[1] sphere 0 in_rectangle_cornerA -1701.648 689.5652 cornerB -1700.086 688.274 
004D: jump_if_false @IMPND_7579 
0004: $10731 = 1 

:IMPND_7579
00D6: if 
0038:   $10524 == 0 
004D: jump_if_false @IMPND_7630 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @IMPND_7630 
0006: 20@ = 1 
008B: 19@ = $10516[1] // (int) 

:IMPND_7630
0002: jump @IMPND_7897 

:IMPND_7637
0009: $10735 += 0.5 
0453: set_object 10@ XYZ_rotation $10735 0.0 180.0 
00D6: if 
0030:   $10735 >= 0.0 
004D: jump_if_false @IMPND_7693 
0004: $10731 = 2 

:IMPND_7693
0002: jump @IMPND_7897 

:IMPND_7700
00D6: if 
8339:   not anything_in_cube_cornerA -1688.231 679.8141 20.5924 cornerB -1710.483 687.937 28.4141 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_7760 
0004: $10731 = 3 

:IMPND_7760
0002: jump @IMPND_7897 

:IMPND_7767
00D6: if 
0339:   anything_in_cube_cornerA -1688.231 679.8141 20.5924 cornerB -1710.483 687.937 28.4141 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_7834 
0004: $10731 = 1 
0002: jump @IMPND_7890 

:IMPND_7834
000D: $10735 -= 0.5 
0453: set_object 10@ XYZ_rotation $10735 0.0 180.0 
00D6: if 
0032:   -90.0 >= $10735 
004D: jump_if_false @IMPND_7890 
0004: $10731 = 0 

:IMPND_7890
0002: jump @IMPND_7897 

:IMPND_7897
0871: init_jump_table $10732 total_jumps 4 default_jump 0 @IMPND_8639 jumps 0 @IMPND_7960 1 @IMPND_8312 2 @IMPND_8403 3 @IMPND_8478 -1 @IMPND_8639 -1 @IMPND_8639 -1 @IMPND_8639 

:IMPND_7960
00D6: if 
0038:   $10713 == 1 
004D: jump_if_false @IMPND_8159 
00D6: if 
09C3:   police_car_in_rectangle_cornerA -1639.599 674.9066 10.3898 cornerB -1622.298 710.0969 0.8401 
004D: jump_if_false @IMPND_8159 
00D6: if 
0038:   $10549[2] == 0 
004D: jump_if_false @IMPND_8159 
00D6: if 
8118:   not actor $10516[2] dead 
004D: jump_if_false @IMPND_8159 
00D6: if 
00A3:   actor $10516[2] sphere 0 in_rectangle_cornerA -1613.253 679.4489 cornerB -1618.76 688.0851 
004D: jump_if_false @IMPND_8159 
0004: $10732 = 1 
097B: play_audio_at_object 6@ event 1153 
00D6: if 
0038:   $10524 == 0 
004D: jump_if_false @IMPND_8159 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @IMPND_8159 
0006: 20@ = 1 
008B: 19@ = $10516[2] // (int) 

:IMPND_8159
00D6: if 
0038:   $10557 == 1 
004D: jump_if_false @IMPND_8245 
00D6: if 
0339:   anything_in_cube_cornerA -1639.599 674.9066 10.3898 cornerB -1622.298 710.0969 0.8401 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_8245 
0004: $10732 = 1 
097B: play_audio_at_object 6@ event 1153 

:IMPND_8245
00D6: if 
0339:   anything_in_cube_cornerA -1620.061 715.371 -4.554 cornerB -1640.881 691.9899 11.1863 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_8305 
0004: $10732 = 1 

:IMPND_8305
0002: jump @IMPND_8639 

:IMPND_8312
01BB: store_object 6@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10740 
0009: $10740 += 0.0155 
00D6: if 
0030:   $10740 >= 13.2513 
004D: jump_if_false @IMPND_8382 
0004: $10732 = 2 
0005: $10740 = 13.2513 
097B: play_audio_at_object 6@ event 1154 

:IMPND_8382
01BC: put_object 6@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10740 
0002: jump @IMPND_8639 

:IMPND_8403
00D6: if 
8339:   not anything_in_cube_cornerA -1639.599 674.9066 10.3898 cornerB -1622.298 710.0969 0.8401 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_8471 
0004: $10732 = 3 
097B: play_audio_at_object 6@ event 1153 

:IMPND_8471
0002: jump @IMPND_8639 

:IMPND_8478
01BB: store_object 6@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10740 
000D: $10740 -= 0.0155 
00D6: if 
0032:   8.5436 >= $10740 
004D: jump_if_false @IMPND_8558 
0004: $10732 = 0 
0005: $10736 = 0.0 
0005: $10740 = 8.5436 
097B: play_audio_at_object 6@ event 1154 

:IMPND_8558
01BC: put_object 6@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10740 
00D6: if 
0339:   anything_in_cube_cornerA -1639.599 674.9066 10.3898 cornerB -1622.298 710.0969 0.8401 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_8632 
0004: $10732 = 1 

:IMPND_8632
0002: jump @IMPND_8639 

:IMPND_8639
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 3 
004D: jump_if_false @IMPND_10478 
0871: init_jump_table $10730 total_jumps 4 default_jump 0 @IMPND_9276 jumps 0 @IMPND_8720 1 @IMPND_9016 2 @IMPND_9079 3 @IMPND_9146 -1 @IMPND_9276 -1 @IMPND_9276 -1 @IMPND_9276 

:IMPND_8720
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @IMPND_8930 
00D6: if 
056C:   actor $PLAYER_ACTOR driving_police_car 
004D: jump_if_false @IMPND_8930 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2250.323 2449.556 8.4616 cornerB 2230.411 2461.791 17.8394 
004D: jump_if_false @IMPND_8930 
00D6: if 
0038:   $10549[0] == 0 
004D: jump_if_false @IMPND_8930 
00D6: if 
8118:   not actor $10516[0] dead 
004D: jump_if_false @IMPND_8930 
00D6: if 
00A3:   actor $10516[0] sphere 0 in_rectangle_cornerA 2237.854 2448.608 cornerB 2239.385 2450.014 
004D: jump_if_false @IMPND_8930 
0004: $10730 = 1 
00D6: if 
0038:   $10524 == 0 
004D: jump_if_false @IMPND_8930 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @IMPND_8930 
0006: 20@ = 1 
008B: 19@ = $10516[0] // (int) 

:IMPND_8930
00D6: if 
0038:   $10557 == 1 
004D: jump_if_false @IMPND_9009 
00D6: if 
8119:   not car $10725[0] wrecked 
004D: jump_if_false @IMPND_9009 
00D6: if 
00B0:   car $10725[0] sphere 0 in_rectangle_cornerA 2222.316 2432.012 cornerB 2246.956 2467.653 
004D: jump_if_false @IMPND_9009 
0004: $10730 = 1 

:IMPND_9009
0002: jump @IMPND_9276 

:IMPND_9016
0009: $10734 += 0.5 
0453: set_object 9@ XYZ_rotation $10734 0.0 0.0 
00D6: if 
0030:   $10734 >= 0.0 
004D: jump_if_false @IMPND_9072 
0004: $10730 = 2 

:IMPND_9072
0002: jump @IMPND_9276 

:IMPND_9079
00D6: if 
8339:   not anything_in_cube_cornerA 2250.323 2449.556 8.4616 cornerB 2230.411 2461.791 17.8394 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_9139 
0004: $10730 = 3 

:IMPND_9139
0002: jump @IMPND_9276 

:IMPND_9146
00D6: if 
0339:   anything_in_cube_cornerA 2250.323 2449.556 8.4616 cornerB 2230.411 2461.791 17.8394 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_9213 
0004: $10730 = 1 
0002: jump @IMPND_9269 

:IMPND_9213
000D: $10734 -= 0.5 
0453: set_object 9@ XYZ_rotation $10734 0.0 0.0 
00D6: if 
0032:   -90.0 >= $10734 
004D: jump_if_false @IMPND_9269 
0004: $10730 = 0 

:IMPND_9269
0002: jump @IMPND_9276 

:IMPND_9276
0871: init_jump_table $10732 total_jumps 4 default_jump 0 @IMPND_9995 jumps 0 @IMPND_9339 1 @IMPND_9668 2 @IMPND_9759 3 @IMPND_9834 -1 @IMPND_9995 -1 @IMPND_9995 -1 @IMPND_9995 

:IMPND_9339
00D6: if 
0038:   $10713 == 1 
004D: jump_if_false @IMPND_9575 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @IMPND_9575 
00D6: if 
056C:   actor $PLAYER_ACTOR driving_police_car 
004D: jump_if_false @IMPND_9575 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2237.808 2486.764 12.7579 cornerB 2280.211 2502.595 6.2211 
004D: jump_if_false @IMPND_9575 
00D6: if 
0038:   $10549[2] == 0 
004D: jump_if_false @IMPND_9575 
00D6: if 
8118:   not actor $10516[2] dead 
004D: jump_if_false @IMPND_9575 
00D6: if 
00A3:   actor $10516[2] sphere 0 in_rectangle_cornerA 2253.515 2485.275 cornerB 2248.9 2492.416 
004D: jump_if_false @IMPND_9575 
0004: $10732 = 1 
097B: play_audio_at_object 6@ event 1153 
00D6: if 
0038:   $10524 == 0 
004D: jump_if_false @IMPND_9575 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @IMPND_9575 
0006: 20@ = 1 
008B: 19@ = $10516[2] // (int) 

:IMPND_9575
00D6: if 
0038:   $10557 == 1 
004D: jump_if_false @IMPND_9661 
00D6: if 
0339:   anything_in_cube_cornerA 2294.371 2493.447 6.6617 cornerB 2305.78 2504.33 2.1808 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_9661 
0004: $10732 = 1 
097B: play_audio_at_object 6@ event 1153 

:IMPND_9661
0002: jump @IMPND_9995 

:IMPND_9668
01BB: store_object 6@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10740 
0009: $10740 += 0.0155 
00D6: if 
0030:   $10740 >= 8.8513 
004D: jump_if_false @IMPND_9738 
0004: $10732 = 2 
0005: $10740 = 8.8513 
097B: play_audio_at_object 6@ event 1154 

:IMPND_9738
01BC: put_object 6@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10740 
0002: jump @IMPND_9995 

:IMPND_9759
00D6: if 
8339:   not anything_in_cube_cornerA 2286.148 2503.084 7.8689 cornerB 2302.432 2491.353 1.8459 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_9827 
0004: $10732 = 3 
097B: play_audio_at_object 6@ event 1153 

:IMPND_9827
0002: jump @IMPND_9995 

:IMPND_9834
01BB: store_object 6@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10740 
000D: $10740 -= 0.0155 
00D6: if 
0032:   4.4414 >= $10740 
004D: jump_if_false @IMPND_9914 
0004: $10732 = 0 
0005: $10736 = 0.0 
0005: $10740 = 4.4414 
097B: play_audio_at_object 6@ event 1154 

:IMPND_9914
01BC: put_object 6@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10740 
00D6: if 
0339:   anything_in_cube_cornerA 2286.148 2503.084 7.8689 cornerB 2302.432 2491.353 1.8459 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_9988 
0004: $10732 = 1 

:IMPND_9988
0002: jump @IMPND_9995 

:IMPND_9995
0871: init_jump_table $10733 total_jumps 4 default_jump 0 @IMPND_10478 jumps 0 @IMPND_10058 1 @IMPND_10151 2 @IMPND_10242 3 @IMPND_10317 -1 @IMPND_10478 -1 @IMPND_10478 -1 @IMPND_10478 

:IMPND_10058
00D6: if 
0038:   $10713 == 1 
004D: jump_if_false @IMPND_10144 
00D6: if 
0339:   anything_in_cube_cornerA 2333.481 2439.576 8.8878 cornerB 2319.688 2452.0 2.1724 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_10144 
0004: $10733 = 1 
097B: play_audio_at_object 7@ event 1153 

:IMPND_10144
0002: jump @IMPND_10478 

:IMPND_10151
01BB: store_object 7@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10741 
0009: $10741 += 0.0155 
00D6: if 
0030:   $10741 >= 11.6441 
004D: jump_if_false @IMPND_10221 
0004: $10733 = 2 
0005: $10741 = 11.6441 
097B: play_audio_at_object 7@ event 1154 

:IMPND_10221
01BC: put_object 7@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10741 
0002: jump @IMPND_10478 

:IMPND_10242
00D6: if 
8339:   not anything_in_cube_cornerA 2338.707 2434.458 11.8518 cornerB 2330.938 2452.455 3.5886 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_10310 
0004: $10733 = 3 
097B: play_audio_at_object 7@ event 1153 

:IMPND_10310
0002: jump @IMPND_10478 

:IMPND_10317
01BB: store_object 7@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10741 
000D: $10741 -= 0.0155 
00D6: if 
0032:   6.9743 >= $10741 
004D: jump_if_false @IMPND_10397 
0004: $10733 = 0 
0005: $10737 = 0.0 
0005: $10741 = 6.9743 
097B: play_audio_at_object 6@ event 1154 

:IMPND_10397
01BC: put_object 7@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $10741 
00D6: if 
0339:   anything_in_cube_cornerA 2338.707 2434.458 11.8518 cornerB 2330.938 2452.455 3.5886 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_10471 
0004: $10733 = 1 

:IMPND_10471
0002: jump @IMPND_10478 

:IMPND_10478
0051: return 

:IMPND_10480
0871: init_jump_table 13@ total_jumps 7 default_jump 0 @IMPND_12863 jumps 1 @IMPND_12316 2 @IMPND_10853 3 @IMPND_11228 4 @IMPND_11920 5 @IMPND_10543 6 @IMPND_12714 9 @IMPND_11530 

:IMPND_10543
0050: gosub @IMPND_12865 
00D6: if and
0038:   $10714 == 1 
0038:   $10713 == 1 
004D: jump_if_false @IMPND_10597 
0004: $10525(12@,8i) = 2 
0004: $10533(12@,8i) = 0 

:IMPND_10597
00D6: if 
0038:   $10716(12@,8i) == -2 
004D: jump_if_false @IMPND_10707 
00A0: store_actor $10516(12@,8i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0086: $10712 = $TEMPVAR_Z_COORD // (float) 
0061: $10712 -= $TEMPVAR_FLOAT_3 // (float) 
00D6: if 
0022:   3.0 > $10712 
004D: jump_if_false @IMPND_10707 
0004: $10525(12@,8i) = 9 
0004: $10549(12@,8i) = 1 
0004: $10533(12@,8i) = 0 

:IMPND_10707
00D6: if 
0038:   $10716(12@,8i) == -1 
004D: jump_if_false @IMPND_10806 
00A0: store_actor $10516(12@,8i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0086: $10712 = $TEMPVAR_Z_COORD // (float) 
0061: $10712 -= $TEMPVAR_FLOAT_3 // (float) 
00D6: if 
0022:   3.0 > $10712 
004D: jump_if_false @IMPND_10806 
0004: $10525(12@,8i) = 9 
0004: $10533(12@,8i) = 0 

:IMPND_10806
00D6: if 
0038:   $10524 == 1 
004D: jump_if_false @IMPND_10846 
0004: $10525(12@,8i) = 6 
0004: $10533(12@,8i) = 0 

:IMPND_10846
0002: jump @IMPND_12863 

:IMPND_10853
0050: gosub @IMPND_19919 
00D6: if 
0039:   23@ == 0 
004D: jump_if_false @IMPND_11166 
00D6: if 
0038:   $10533(12@,8i) == 0 
004D: jump_if_false @IMPND_11012 
00D6: if 
0038:   $10524 == 0 
004D: jump_if_false @IMPND_10955 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @IMPND_10955 
008B: 19@ = $10516(12@,8i) // (int) 
0006: 20@ = 4 

:IMPND_10955
07A3: AS_actor $10516(12@,8i) run_to_and_follow_actor $PLAYER_ACTOR wait_radius_between 5.0 and 10.0 
008A: $10541(12@,8i) = 32@ // (int) 
0008: $10541(12@,8i) += 6000 
0004: $10533(12@,8i) = 1 

:IMPND_11012
00D6: if 
0038:   $10533(12@,8i) == 1 
004D: jump_if_false @IMPND_11166 
00D6: if 
001F:   32@ > $10541(12@,8i) // (int) 
004D: jump_if_false @IMPND_11166 
00D6: if 
0038:   $10524 == 0 
004D: jump_if_false @IMPND_11133 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @IMPND_11126 
0004: $10525(12@,8i) = 1 
0004: $10549(12@,8i) = 1 
0004: $10533(12@,8i) = 0 

:IMPND_11126
0002: jump @IMPND_11166 

:IMPND_11133
0004: $10525(12@,8i) = 3 
0004: $10549(12@,8i) = 1 
0004: $10533(12@,8i) = 0 

:IMPND_11166
00D6: if 
0038:   $10716(12@,8i) == -2 
004D: jump_if_false @IMPND_11221 
0004: $10525(12@,8i) = 3 
0004: $10549(12@,8i) = 1 
0004: $10533(12@,8i) = 0 

:IMPND_11221
0002: jump @IMPND_12863 

:IMPND_11228
0050: gosub @IMPND_19919 
00D6: if 
0039:   23@ == 0 
004D: jump_if_false @IMPND_11476 
00D6: if 
0038:   $10533(12@,8i) == 0 
004D: jump_if_false @IMPND_11322 
008A: $10541(12@,8i) = 32@ // (int) 
0008: $10541(12@,8i) += 7000 
05E2: AS_actor $10516(12@,8i) kill_actor $PLAYER_ACTOR 
0004: $10533(12@,8i) = 1 

:IMPND_11322
00D6: if 
0038:   $10533(12@,8i) == 1 
004D: jump_if_false @IMPND_11476 
00D6: if 
001F:   32@ > $10541(12@,8i) // (int) 
004D: jump_if_false @IMPND_11476 
00D6: if 
0038:   $10524 == 0 
004D: jump_if_false @IMPND_11443 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @IMPND_11436 
0004: $10525(12@,8i) = 1 
0004: $10549(12@,8i) = 1 
0004: $10533(12@,8i) = 0 

:IMPND_11436
0002: jump @IMPND_11476 

:IMPND_11443
0004: $10525(12@,8i) = 3 
0004: $10549(12@,8i) = 1 
0004: $10533(12@,8i) = 0 

:IMPND_11476
00D6: if 
0038:   $10714 == 0 
004D: jump_if_false @IMPND_11523 
0008: $10724 += 1 
0004: $10525(12@,8i) = 4 
0004: $10533(12@,8i) = 0 

:IMPND_11523
0002: jump @IMPND_12863 

:IMPND_11530
00D6: if 
0038:   $10533(12@,8i) == 0 
004D: jump_if_false @IMPND_11617 
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_11617 
0667: AS_actor $10516(12@,8i) aim_at $10743 $10744 $10745 5000 ms 
0004: $10533(12@,8i) = 1 

:IMPND_11617
00D6: if 
0038:   $10533(12@,8i) == 1 
004D: jump_if_false @IMPND_11760 
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_11760 
00D6: if 
0038:   $10549(12@,8i) == 0 
004D: jump_if_false @IMPND_11716 
0004: $10525(12@,8i) = 8 
0004: $10533(12@,8i) = 0 

:IMPND_11716
00D6: if 
0038:   $10549(12@,8i) == 1 
004D: jump_if_false @IMPND_11760 
0004: $10525(12@,8i) = 6 
0004: $10533(12@,8i) = 0 

:IMPND_11760
00D6: if and
0038:   $10714 == 1 
0038:   $10713 == 1 
004D: jump_if_false @IMPND_11858 
00D6: if 
0038:   $10549(12@,8i) == 0 
004D: jump_if_false @IMPND_11836 
0004: $10525(12@,8i) = 2 
0004: $10533(12@,8i) = 0 
0002: jump @IMPND_11858 

:IMPND_11836
0004: $10525(12@,8i) = 3 
0004: $10533(12@,8i) = 0 

:IMPND_11858
00D6: if 
0038:   $10716(12@,8i) == -2 
004D: jump_if_false @IMPND_11913 
0004: $10525(12@,8i) = 9 
0004: $10549(12@,8i) = 1 
0004: $10533(12@,8i) = 0 

:IMPND_11913
0002: jump @IMPND_12863 

:IMPND_11920
00D6: if 
0038:   $10533(12@,8i) == 0 
004D: jump_if_false @IMPND_12019 
0050: gosub @IMPND_19919 
00D6: if 
0039:   23@ == 0 
004D: jump_if_false @IMPND_12008 
06C2: AS_actor $10516(12@,8i) goto $10743 $10744 $10745 mode 6 turn_radius 1.0 stop_radius 5.0 actor -1 with_offset $10743 $10744 $10745 

:IMPND_12008
0004: $10533(12@,8i) = 1 

:IMPND_12019
00D6: if 
0038:   $10533(12@,8i) == 1 
004D: jump_if_false @IMPND_12097 
062E: get_actor $10516(12@,8i) task 1730 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_12097 
05B9: AS_actor $10516(12@,8i) stay_idle 2000 ms 
0004: $10533(12@,8i) = 2 

:IMPND_12097
00D6: if 
0038:   $10533(12@,8i) == 2 
004D: jump_if_false @IMPND_12174 
062E: get_actor $10516(12@,8i) task 1465 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_12174 
0004: $10525(12@,8i) = 6 
0004: $10533(12@,8i) = 0 

:IMPND_12174
00D6: if and
0038:   $10714 == 1 
0038:   $10713 == 1 
004D: jump_if_false @IMPND_12221 
0004: $10525(12@,8i) = 3 
0004: $10533(12@,8i) = 0 

:IMPND_12221
00D6: if 
0038:   $10716(12@,8i) == -2 
004D: jump_if_false @IMPND_12265 
0004: $10525(12@,8i) = 9 
0004: $10533(12@,8i) = 0 

:IMPND_12265
00D6: if 
0038:   $10716(12@,8i) == -1 
004D: jump_if_false @IMPND_12309 
0004: $10525(12@,8i) = 9 
0004: $10533(12@,8i) = 0 

:IMPND_12309
0002: jump @IMPND_12863 

:IMPND_12316
00D6: if 
0038:   $10533(12@,8i) == 0 
004D: jump_if_false @IMPND_12437 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @IMPND_12437 
0792: disembark_instantly_actor $10516(12@,8i) 
0812: AS_actor $10516(12@,8i) perform_animation "PHONE_TALK" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 4000 // versionB 
0006: 20@ = 5 
008B: 19@ = $10516(12@,8i) // (int) 
0004: $10533(12@,8i) = 1 

:IMPND_12437
00D6: if 
0038:   $10533(12@,8i) == 1 
004D: jump_if_false @IMPND_12707 
062E: get_actor $10516(12@,8i) task 2066 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_12707 
00D6: if 
0038:   $10524 == 0 
004D: jump_if_false @IMPND_12685 
0004: $10524 = 1 
00D6: if 
8118:   not actor 24@ dead 
004D: jump_if_false @IMPND_12545 
04D7: set_actor 24@ locked 0 
05C3: AS_actor 24@ hands_cower 

:IMPND_12545
040D: unload_wav 4 
03CF: load_wav 41800 as 4 
0004: $10549[0] = 1 
0004: $10549[1] = 1 
0004: $10549[2] = 1 
0004: $10549[3] = 1 
0004: $10549[4] = 1 
0004: $10549[5] = 1 
0004: $10549[6] = 1 
0004: $10549[7] = 1 
00D6: if 
8118:   not actor $10516[1] dead 
004D: jump_if_false @IMPND_12637 
01B9: set_actor $10516[1] armed_weapon_to 22 

:IMPND_12637
00D6: if 
8118:   not actor $10516[6] dead 
004D: jump_if_false @IMPND_12660 
01B9: set_actor $10516[6] armed_weapon_to 22 

:IMPND_12660
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @IMPND_12685 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 

:IMPND_12685
0004: $10525(12@,8i) = 3 
0004: $10533(12@,8i) = 0 

:IMPND_12707
0002: jump @IMPND_12863 

:IMPND_12714
0050: gosub @IMPND_15737 
00D6: if and
0038:   $10714 == 1 
0038:   $10713 == 1 
004D: jump_if_false @IMPND_12768 
0004: $10525(12@,8i) = 3 
0004: $10533(12@,8i) = 0 

:IMPND_12768
00D6: if 
0038:   $10716(12@,8i) == -2 
004D: jump_if_false @IMPND_12812 
0004: $10525(12@,8i) = 9 
0004: $10533(12@,8i) = 0 

:IMPND_12812
00D6: if 
0038:   $10716(12@,8i) == -1 
004D: jump_if_false @IMPND_12856 
0004: $10525(12@,8i) = 9 
0004: $10533(12@,8i) = 0 

:IMPND_12856
0002: jump @IMPND_12863 

:IMPND_12863
0051: return 

:IMPND_12865
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 1 
004D: jump_if_false @IMPND_13978 
00D6: if 
0038:   $10713 == 1 
004D: jump_if_false @IMPND_13630 
00D6: if 
0038:   $10729 == 1 
004D: jump_if_false @IMPND_13630 
00D6: if 
0022:   12.0 > $TEMPVAR_Z_COORD 
004D: jump_if_false @IMPND_13630 
0004: $10557 = 1 
00D6: if 
0038:   $10533(12@,8i) == 0 
004D: jump_if_false @IMPND_13630 
00D6: if 
0039:   12@ == 3 
004D: jump_if_false @IMPND_13102 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1583.321 -1691.575 5.2252 
05D7: add_point_to_scmpath 1555.105 -1692.137 5.2252 
05D7: add_point_to_scmpath 1526.534 -1676.968 4.8984 
0615: define_AS_pack_begin $10715 
05B9: AS_actor -1 stay_idle 3500 ms 
0633: AS_actor -1 exit_car 
05B9: AS_actor -1 stay_idle 700 ms 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 63.3988 
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 

:IMPND_13102
00D6: if 
0039:   12@ == 4 
004D: jump_if_false @IMPND_13238 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1582.722 -1669.56 4.8942 
05D7: add_point_to_scmpath 1581.765 -1690.743 5.2187 
05D7: add_point_to_scmpath 1556.016 -1690.699 5.2252 
05D7: add_point_to_scmpath 1525.97 -1674.655 4.8984 
0615: define_AS_pack_begin $10715 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 92.6125 
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 

:IMPND_13238
00D6: if 
0039:   12@ == 5 
004D: jump_if_false @IMPND_13493 
0615: define_AS_pack_begin $10742 
00D6: if 
8119:   not car $10725[2] wrecked 
004D: jump_if_false @IMPND_13350 
05D1: AS_actor -1 drive_car $10725[2] to 1589.878 -1644.143 11.2316 speed 10.0 1 model #NULL 0 
05B9: AS_actor -1 stay_idle 2000 ms 
05D1: AS_actor -1 drive_car $10725[2] to 1549.443 -1627.994 12.3905 speed 10.0 1 model #NULL 0 

:IMPND_13350
0616: define_AS_pack_end $10742 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1567.392 -1706.847 4.8984 
05D7: add_point_to_scmpath 1566.885 -1710.162 4.8984 
0615: define_AS_pack_begin $10715 
05B9: AS_actor -1 stay_idle 10000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
00D6: if 
8119:   not car $10725[2] wrecked 
004D: jump_if_false @IMPND_13455 
05CB: AS_actor -1 enter_car $10725[2] as_driver -1 ms 
06C7: AS_actor -1 driver_of_car $10725[2] perform_action 14 timelimit 1000 
0618: assign_actor -1 to_AS_pack $10742 

:IMPND_13455
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 
061B: remove_references_to_AS_pack $10742 
0004: $10533(12@,8i) = 1 

:IMPND_13493
00D6: if 
0039:   12@ == 6 
004D: jump_if_false @IMPND_13578 
0376: 24@ = create_random_actor_at 1610.446 -1720.474 5.2252 
0173: set_actor 24@ Z_angle_to 45.0 
05C4: AS_actor 24@ hands_up -2 ms 
04D7: set_actor 24@ locked 1 
01B9: set_actor $10516(12@,8i) armed_weapon_to 0 
05E2: AS_actor $10516(12@,8i) kill_actor 24@ 

:IMPND_13578
00D6: if 
0039:   12@ == 7 
004D: jump_if_false @IMPND_13619 
00D6: if 
8119:   not car $10725[3] wrecked 
004D: jump_if_false @IMPND_13619 
0657: car $10725[3] open_door 0 

:IMPND_13619
0004: $10533(12@,8i) = 1 

:IMPND_13630
00D6: if 
0038:   $10533(12@,8i) == 1 
004D: jump_if_false @IMPND_13978 
00D6: if 
0039:   12@ == 5 
004D: jump_if_false @IMPND_13853 
00D6: if 
0038:   $10533(12@,8i) == 1 
004D: jump_if_false @IMPND_13853 
00D6: if 
8118:   not actor $10516[5] dead 
004D: jump_if_false @IMPND_13853 
062E: get_actor $10516(12@,8i) task -1 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_13853 
00D6: if 
0100:   actor $10516(12@,8i) in_sphere 2242.173 2461.965 9.8203 radius 4.0 4.0 4.0 sphere 0 in_car 
004D: jump_if_false @IMPND_13853 
01C2: remove_references_to_actor $10516[5] // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $10725[1] 
00D6: if 
0020:   $10734 > -25.0 
004D: jump_if_false @IMPND_13853 
05D2: AS_actor $10516(12@,8i) run_to_and_hijack_car $10725[1] max_search_radius 20.0 traffic_behavior 0 
0004: $10533(12@,8i) = 2 

:IMPND_13853
00D6: if 
0039:   12@ == 6 
004D: jump_if_false @IMPND_13978 
00D6: if 
8118:   not actor 24@ dead 
004D: jump_if_false @IMPND_13978 
0223: set_actor 24@ health_to 100 
062E: get_actor 24@ task 1476 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_13978 
05C4: AS_actor 24@ hands_up -2 ms 
00D6: if 
8118:   not actor $10516[1] dead 
004D: jump_if_false @IMPND_13978 
0605: actor $10516[1] perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -2 

:IMPND_13978
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 2 
004D: jump_if_false @IMPND_14838 
00D6: if 
0038:   $10729 == 1 
004D: jump_if_false @IMPND_14838 
00D6: if 
0022:   -0.7114 > $TEMPVAR_Z_COORD 
004D: jump_if_false @IMPND_14633 
0004: $10557 = 1 
00D6: if 
0038:   $10533(12@,8i) == 0 
004D: jump_if_false @IMPND_14633 
00D6: if 
0039:   12@ == 3 
004D: jump_if_false @IMPND_14190 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1601.988 744.1652 -6.2422 
05D7: add_point_to_scmpath -1593.343 729.7554 -5.9062 
05D7: add_point_to_scmpath -1593.44 718.5184 -6.2344 
0615: define_AS_pack_begin $10715 
05B9: AS_actor -1 stay_idle 1000 ms 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 146.3988 
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 

:IMPND_14190
00D6: if 
0039:   12@ == 4 
004D: jump_if_false @IMPND_14292 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1592.119 729.1914 -5.9062 
05D7: add_point_to_scmpath -1592.753 715.295 -6.2344 
0615: define_AS_pack_begin $10715 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 103.6125 
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 

:IMPND_14292
00D6: if 
0039:   12@ == 5 
004D: jump_if_false @IMPND_14581 
0615: define_AS_pack_begin $10742 
00D6: if 
8119:   not car $10725[3] wrecked 
004D: jump_if_false @IMPND_14404 
05D1: AS_actor -1 drive_car $10725[3] to -1629.925 694.9102 5.8578 speed 10.0 1 model #NULL 0 
05B9: AS_actor -1 stay_idle 8000 ms 
05D1: AS_actor -1 drive_car $10725[3] to -1578.795 662.8546 6.1874 speed 10.0 1 model #NULL 0 

:IMPND_14404
0616: define_AS_pack_end $10742 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1595.711 698.4703 -5.9062 
05D7: add_point_to_scmpath -1587.208 701.9536 -5.914 
05D7: add_point_to_scmpath -1577.201 720.1028 -6.2344 
05D7: add_point_to_scmpath -1574.414 720.1995 -6.2344 
0615: define_AS_pack_begin $10715 
05B9: AS_actor -1 stay_idle 10000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
00D6: if 
8119:   not car $10725[3] wrecked 
004D: jump_if_false @IMPND_14543 
05CB: AS_actor -1 enter_car $10725[3] as_driver -1 ms 
06C7: AS_actor -1 driver_of_car $10725[3] perform_action 14 timelimit 1000 
0618: assign_actor -1 to_AS_pack $10742 

:IMPND_14543
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 
061B: remove_references_to_AS_pack $10742 
0004: $10533(12@,8i) = 1 

:IMPND_14581
00D6: if 
0039:   12@ == 6 
004D: jump_if_false @IMPND_14622 
00D6: if 
8119:   not car $10725[1] wrecked 
004D: jump_if_false @IMPND_14622 
0657: car $10725[1] open_door 0 

:IMPND_14622
0004: $10533(12@,8i) = 1 

:IMPND_14633
00D6: if 
0038:   $10533(12@,8i) == 1 
004D: jump_if_false @IMPND_14838 
00D6: if 
0038:   $10533(12@,8i) == 1 
004D: jump_if_false @IMPND_14827 
00D6: if 
8118:   not actor $10516[5] dead 
004D: jump_if_false @IMPND_14827 
062E: get_actor $10516(12@,8i) task -1 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_14827 
00D6: if 
0100:   actor $10516(12@,8i) in_sphere 2242.173 2461.965 9.8203 radius 4.0 4.0 4.0 sphere 0 in_car 
004D: jump_if_false @IMPND_14827 
01C2: remove_references_to_actor $10516[5] // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $10725[1] 
00D6: if 
0020:   $10734 > -25.0 
004D: jump_if_false @IMPND_14827 
05D2: AS_actor $10516(12@,8i) run_to_and_hijack_car $10725[1] max_search_radius 20.0 traffic_behavior 0 

:IMPND_14827
0004: $10533(12@,8i) = 2 

:IMPND_14838
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 3 
004D: jump_if_false @IMPND_15735 
00D6: if 
0038:   $10729 == 1 
004D: jump_if_false @IMPND_15735 
00D6: if and
0022:   4.3 > $TEMPVAR_Z_COORD 
0020:   $TEMPVAR_X_COORD > 2292.0 
004D: jump_if_false @IMPND_15530 
0004: $10557 = 1 
00D6: if 
0038:   $10533(12@,8i) == 0 
004D: jump_if_false @IMPND_15530 
00D6: if 
0039:   12@ == 3 
004D: jump_if_false @IMPND_15094 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2292.413 2466.859 2.5313 
05D7: add_point_to_scmpath 2292.549 2448.623 2.5313 
05D7: add_point_to_scmpath 2290.439 2446.945 2.5313 
05D7: add_point_to_scmpath 2271.247 2446.799 2.5313 
05D7: add_point_to_scmpath 2266.618 2449.154 2.5313 
0615: define_AS_pack_begin $10715 
05B9: AS_actor -1 stay_idle 1000 ms 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 337.3988 
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 

:IMPND_15094
00D6: if 
0039:   12@ == 4 
004D: jump_if_false @IMPND_15230 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2283.378 2469.562 2.5313 
05D7: add_point_to_scmpath 2290.223 2466.888 2.5313 
05D7: add_point_to_scmpath 2290.487 2449.401 2.5313 
05D7: add_point_to_scmpath 2269.623 2448.8 2.5313 
0615: define_AS_pack_begin $10715 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 25.6125 
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 

:IMPND_15230
00D6: if 
0039:   12@ == 5 
004D: jump_if_false @IMPND_15519 
0615: define_AS_pack_begin $10742 
00D6: if 
8119:   not car $10725[1] wrecked 
004D: jump_if_false @IMPND_15342 
05D1: AS_actor -1 drive_car $10725[1] to 2300.103 2494.479 2.266 speed 10.0 1 model #NULL 0 
05B9: AS_actor -1 stay_idle 8000 ms 
05D1: AS_actor -1 drive_car $10725[1] to 2242.173 2461.965 9.8203 speed 10.0 1 model #NULL 0 

:IMPND_15342
0616: define_AS_pack_end $10742 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2258.914 2447.821 2.5313 
05D7: add_point_to_scmpath 2258.346 2467.58 2.5313 
05D7: add_point_to_scmpath 2298.069 2467.792 2.266 
05D7: add_point_to_scmpath 2313.553 2474.045 2.266 
0615: define_AS_pack_begin $10715 
05B9: AS_actor -1 stay_idle 10000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
00D6: if 
8119:   not car $10725[1] wrecked 
004D: jump_if_false @IMPND_15481 
05CB: AS_actor -1 enter_car $10725[1] as_driver -1 ms 
06C7: AS_actor -1 driver_of_car $10725[1] perform_action 14 timelimit 1000 
0618: assign_actor -1 to_AS_pack $10742 

:IMPND_15481
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 
061B: remove_references_to_AS_pack $10742 
0004: $10533(12@,8i) = 1 

:IMPND_15519
0004: $10533(12@,8i) = 1 

:IMPND_15530
00D6: if 
0038:   $10533(12@,8i) == 1 
004D: jump_if_false @IMPND_15735 
00D6: if 
0038:   $10533(12@,8i) == 1 
004D: jump_if_false @IMPND_15724 
00D6: if 
8118:   not actor $10516[5] dead 
004D: jump_if_false @IMPND_15724 
062E: get_actor $10516(12@,8i) task -1 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_15724 
00D6: if 
0100:   actor $10516(12@,8i) in_sphere 2242.173 2461.965 9.8203 radius 4.0 4.0 4.0 sphere 0 in_car 
004D: jump_if_false @IMPND_15724 
01C2: remove_references_to_actor $10516[5] // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $10725[1] 
00D6: if 
0020:   $10734 > -25.0 
004D: jump_if_false @IMPND_15724 
05D2: AS_actor $10516(12@,8i) run_to_and_hijack_car $10725[1] max_search_radius 20.0 traffic_behavior 0 

:IMPND_15724
0004: $10533(12@,8i) = 2 

:IMPND_15735
0051: return 

:IMPND_15737
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 1 
004D: jump_if_false @IMPND_16699 
00A0: store_actor $10516(12@,8i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0020:   $TEMPVAR_FLOAT_3 > 16.3914 
004D: jump_if_false @IMPND_16011 
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 1553.0 -1627.837 12.3905 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_15923 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_15916 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 1553.0 -1627.837 12.3905 mode 6 time -2 ms // versionA 

:IMPND_15916
0002: jump @IMPND_16004 

:IMPND_15923
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_16004 
00D6: if 
0020:   $10745 > 15.0 
004D: jump_if_false @IMPND_16004 
0667: AS_actor $10516(12@,8i) aim_at 1566.329 -1628.917 13.7858 8000 ms 

:IMPND_16004
0002: jump @IMPND_16699 

:IMPND_16011
00D6: if and
0020:   $TEMPVAR_FLOAT_1 > 1580.82 
0020:   $TEMPVAR_FLOAT_2 > -1678.518 
004D: jump_if_false @IMPND_16293 
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 1596.388 -1665.798 4.8604 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_16171 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_16164 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 1596.388 -1665.798 4.8604 mode 6 time -2 ms // versionA 

:IMPND_16164
0002: jump @IMPND_16286 

:IMPND_16171
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_16286 
00D6: if 
0020:   $10745 > 10.5 
004D: jump_if_false @IMPND_16259 
0667: AS_actor $10516(12@,8i) aim_at 1588.92 -1643.827 13.2958 8000 ms 
0002: jump @IMPND_16286 

:IMPND_16259
0667: AS_actor $10516(12@,8i) aim_at 1551.462 -1625.453 12.3905 8000 ms 

:IMPND_16286
0002: jump @IMPND_16699 

:IMPND_16293
00D6: if 
0020:   $TEMPVAR_FLOAT_1 > 1565.101 
004D: jump_if_false @IMPND_16510 
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 1593.21 -1702.36 4.897 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_16443 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_16436 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 1593.21 -1702.36 4.897 mode 6 time -2 ms // versionA 

:IMPND_16436
0002: jump @IMPND_16503 

:IMPND_16443
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_16503 
0667: AS_actor $10516(12@,8i) aim_at 1589.466 -1699.136 5.6059 8000 ms 

:IMPND_16503
0002: jump @IMPND_16699 

:IMPND_16510
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 1542.683 -1706.747 4.8984 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_16639 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_16632 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 1542.683 -1706.747 4.8984 mode 6 time -2 ms // versionA 

:IMPND_16632
0002: jump @IMPND_16699 

:IMPND_16639
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_16699 
0667: AS_actor $10516(12@,8i) aim_at 1550.058 -1696.444 6.4232 8000 ms 

:IMPND_16699
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 2 
004D: jump_if_false @IMPND_18601 
00A0: store_actor $10516(12@,8i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0020:   $TEMPVAR_FLOAT_3 > 1.6789 
004D: jump_if_false @IMPND_17702 
00D6: if 
0022:   -1667.059 > $TEMPVAR_FLOAT_1 
004D: jump_if_false @IMPND_17056 
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere -1697.185 684.1302 23.01 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_16906 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_16899 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point -1697.185 684.1302 23.01 mode 6 time -2 ms // versionA 

:IMPND_16899
0002: jump @IMPND_17049 

:IMPND_16906
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_17049 
0209: 16@ = random_int_in_ranges 0 2 
00D6: if 
0039:   16@ == 0 
004D: jump_if_false @IMPND_17011 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1706.253 683.8111 25.3122 16@ ms 
0002: jump @IMPND_17049 

:IMPND_17011
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1685.691 683.6411 20.7149 16@ ms 

:IMPND_17049
0002: jump @IMPND_17695 

:IMPND_17056
00D6: if 
0020:   $TEMPVAR_FLOAT_1 > -1604.599 
004D: jump_if_false @IMPND_17356 
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere -1576.953 661.7159 6.1901 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_17206 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_17199 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point -1576.953 661.7159 6.1901 mode 6 time -2 ms // versionA 

:IMPND_17199
0002: jump @IMPND_17349 

:IMPND_17206
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_17349 
0209: 16@ = random_int_in_ranges 0 2 
00D6: if 
0039:   16@ == 0 
004D: jump_if_false @IMPND_17311 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1584.874 663.152 7.414 16@ ms 
0002: jump @IMPND_17349 

:IMPND_17311
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1566.207 664.1497 8.621 16@ ms 

:IMPND_17349
0002: jump @IMPND_17695 

:IMPND_17356
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere -1629.609 683.5222 6.1901 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_17485 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_17478 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point -1629.609 683.5222 6.1901 mode 6 time -2 ms // versionA 

:IMPND_17478
0002: jump @IMPND_17695 

:IMPND_17485
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_17695 
0209: 16@ = random_int_in_ranges 0 3 
00D6: if 
0039:   16@ == 0 
004D: jump_if_false @IMPND_17583 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1629.298 694.5806 6.6079 16@ ms 

:IMPND_17583
00D6: if 
0039:   16@ == 1 
004D: jump_if_false @IMPND_17639 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1617.505 677.6022 7.9235 16@ ms 

:IMPND_17639
00D6: if 
0039:   16@ == 2 
004D: jump_if_false @IMPND_17695 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1648.488 682.1654 10.8535 16@ ms 

:IMPND_17695
0002: jump @IMPND_18601 

:IMPND_17702
00D6: if and
0022:   -1598.681 > $TEMPVAR_FLOAT_1 
0020:   $TEMPVAR_FLOAT_2 > 707.923 
004D: jump_if_false @IMPND_18005 
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere -1618.067 742.9348 -6.2344 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_17862 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_17855 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point -1618.067 742.9348 -6.2344 mode 6 time -2 ms // versionA 

:IMPND_17855
0002: jump @IMPND_18005 

:IMPND_17862
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_18005 
0209: 16@ = random_int_in_ranges 0 2 
00D6: if 
0039:   16@ == 0 
004D: jump_if_false @IMPND_17967 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1627.667 738.323 -5.0193 16@ ms 
0002: jump @IMPND_18005 

:IMPND_17967
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1601.436 739.188 -4.696 16@ ms 

:IMPND_18005
00D6: if and
0020:   $TEMPVAR_FLOAT_1 > -1598.681 
0020:   $TEMPVAR_FLOAT_2 > 707.923 
004D: jump_if_false @IMPND_18308 
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere -1581.888 738.4942 -6.2422 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_18165 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_18158 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point -1581.888 738.4942 -6.2422 mode 6 time -2 ms // versionA 

:IMPND_18158
0002: jump @IMPND_18308 

:IMPND_18165
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_18308 
0209: 16@ = random_int_in_ranges 0 2 
00D6: if 
0039:   16@ == 0 
004D: jump_if_false @IMPND_18270 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1594.033 741.5932 -4.9811 16@ ms 
0002: jump @IMPND_18308 

:IMPND_18270
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1583.25 724.5026 -5.0768 16@ ms 

:IMPND_18308
00D6: if 
0022:   707.923 > $TEMPVAR_FLOAT_2 
004D: jump_if_false @IMPND_18601 
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere -1591.093 688.555 -6.2422 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_18458 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_18451 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point -1591.093 688.555 -6.2422 mode 6 time -2 ms // versionA 

:IMPND_18451
0002: jump @IMPND_18601 

:IMPND_18458
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_18601 
0209: 16@ = random_int_in_ranges 0 2 
00D6: if 
0039:   16@ == 0 
004D: jump_if_false @IMPND_18563 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1602.085 687.7857 -4.6028 16@ ms 
0002: jump @IMPND_18601 

:IMPND_18563
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1582.961 717.1259 -4.2141 16@ ms 

:IMPND_18601
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 3 
004D: jump_if_false @IMPND_19852 
00A0: store_actor $10516(12@,8i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
0020:   $TEMPVAR_FLOAT_3 > 8.9783 
004D: jump_if_false @IMPND_19229 
00D6: if 
0022:   2484.598 > $TEMPVAR_FLOAT_2 
004D: jump_if_false @IMPND_18932 
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 2241.879 2453.603 9.82 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_18808 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_18801 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 2241.879 2453.603 9.82 mode 6 time -2 ms // versionA 

:IMPND_18801
0002: jump @IMPND_18925 

:IMPND_18808
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_18925 
0209: 16@ = random_int_in_ranges 5000 8000 
00D6: if 
0039:   13@ == 6 
004D: jump_if_false @IMPND_18904 
0667: AS_actor $10516(12@,8i) aim_at 2242.116 2478.98 10.8203 8000 ms 
0002: jump @IMPND_18925 

:IMPND_18904
0667: AS_actor $10516(12@,8i) aim_at $10743 $10744 $10745 8000 ms 

:IMPND_18925
0002: jump @IMPND_19222 

:IMPND_18932
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 2243.24 2495.099 9.8203 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_19061 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_19054 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 2243.24 2495.099 9.8203 mode 6 time -2 ms // versionA 

:IMPND_19054
0002: jump @IMPND_19222 

:IMPND_19061
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_19222 
00D6: if 
0039:   13@ == 6 
004D: jump_if_false @IMPND_19201 
00D6: if 
0020:   $10745 > 5.0 
004D: jump_if_false @IMPND_19167 
0667: AS_actor $10516(12@,8i) aim_at 2242.453 2487.06 11.7533 8000 ms 
0002: jump @IMPND_19194 

:IMPND_19167
0667: AS_actor $10516(12@,8i) aim_at 2268.113 2498.456 7.7616 8000 ms 

:IMPND_19194
0002: jump @IMPND_19222 

:IMPND_19201
0667: AS_actor $10516(12@,8i) aim_at $10743 $10744 $10745 8000 ms 

:IMPND_19222
0002: jump @IMPND_19852 

:IMPND_19229
00D6: if 
0020:   $TEMPVAR_FLOAT_3 > 2.1249 
004D: jump_if_false @IMPND_19663 
00D6: if 
0020:   $TEMPVAR_FLOAT_2 > 2458.327 
004D: jump_if_false @IMPND_19467 
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 2306.376 2495.541 2.266 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_19400 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_19393 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 2306.376 2495.541 2.266 mode 6 time -2 ms // versionA 

:IMPND_19393
0002: jump @IMPND_19460 

:IMPND_19400
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_19460 
0667: AS_actor $10516(12@,8i) aim_at 2295.177 2471.76 3.955 8000 ms 

:IMPND_19460
0002: jump @IMPND_19656 

:IMPND_19467
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 2316.06 2446.912 2.266 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_19596 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_19589 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 2316.06 2446.912 2.266 mode 6 time -2 ms // versionA 

:IMPND_19589
0002: jump @IMPND_19656 

:IMPND_19596
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_19656 
0667: AS_actor $10516(12@,8i) aim_at 2295.216 2451.088 4.3783 8000 ms 

:IMPND_19656
0002: jump @IMPND_19852 

:IMPND_19663
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 2238.753 2457.831 -8.4531 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_19792 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_19785 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 2238.753 2457.831 -8.4531 mode 6 time -2 ms // versionA 

:IMPND_19785
0002: jump @IMPND_19852 

:IMPND_19792
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_19852 
0667: AS_actor $10516(12@,8i) aim_at 2251.799 2465.236 -7.2173 8000 ms 

:IMPND_19852
0051: return 
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 3 
004D: jump_if_false @IMPND_19917 
062E: get_actor $10516(12@,8i) task 1506 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_19917 
05E2: AS_actor $10516(12@,8i) kill_actor $PLAYER_ACTOR 

:IMPND_19917
0051: return 

:IMPND_19919
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 3 
004D: jump_if_false @IMPND_20411 
00A0: store_actor $10516(12@,8i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_20411 
062E: get_actor $10516(12@,8i) task 1560 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_20411 
00D6: if 
0020:   $TEMPVAR_FLOAT_3 > 8.9783 
004D: jump_if_false @IMPND_20411 
00D6: if 
0022:   2481.796 > $TEMPVAR_FLOAT_2 
004D: jump_if_false @IMPND_20178 
00D6: if 
00A3:   actor $10516(12@,8i) sphere 0 in_rectangle_cornerA 2237.854 2448.608 cornerB 2239.385 2450.014 
004D: jump_if_false @IMPND_20178 
00D6: if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2239.573 2448.616 cornerB 2242.363 2449.851 
004D: jump_if_false @IMPND_20178 
05D3: AS_actor $10516(12@,8i) goto_point 2240.034 2449.418 9.8203 mode 4 time -2 ms // versionA 
0006: 23@ = 1 

:IMPND_20178
00D6: if 
0030:   $TEMPVAR_FLOAT_2 >= 2481.796 
004D: jump_if_false @IMPND_20411 
00D6: if 
00A3:   actor $10516(12@,8i) sphere 0 in_rectangle_cornerA 2253.515 2485.275 cornerB 2248.9 2492.416 
004D: jump_if_false @IMPND_20411 
00D6: if and
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2253.515 2485.275 cornerB 2248.9 2492.416 
8104:   not actor $10516(12@,8i) near_actor $PLAYER_ACTOR radius 1.5 1.5 2.0 sphere 0 
004D: jump_if_false @IMPND_20411 
0615: define_AS_pack_begin $10715 
05D3: AS_actor -1 goto_point 2250.155 2486.405 9.8203 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2247.823 2487.056 9.8203 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2246.22 2488.32 9.8203 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 
0006: 23@ = 1 

:IMPND_20411
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 1 
004D: jump_if_false @IMPND_20881 
00A0: store_actor $10516(12@,8i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_20881 
062E: get_actor $10516(12@,8i) task 1560 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_20881 
00D6: if 
0020:   $TEMPVAR_FLOAT_3 > 12.0 
004D: jump_if_false @IMPND_20881 
00D6: if 
0022:   1569.0 > $TEMPVAR_FLOAT_1 
004D: jump_if_false @IMPND_20677 
00D6: if 
00A3:   actor $10516(12@,8i) sphere 0 in_rectangle_cornerA 1543.749 -1632.588 cornerB 1544.821 -1631.425 
004D: jump_if_false @IMPND_20670 
00D6: if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1544.966 -1632.88 cornerB 1546.495 -1630.646 
004D: jump_if_false @IMPND_20670 
05D3: AS_actor $10516(12@,8i) goto_point 1545.881 -1631.918 12.3905 mode 4 time -2 ms // versionA 
0006: 23@ = 1 

:IMPND_20670
0002: jump @IMPND_20881 

:IMPND_20677
00D6: if 
00A3:   actor $10516(12@,8i) sphere 0 in_rectangle_cornerA 1581.953 -1637.569 cornerB 1577.376 -1632.992 
004D: jump_if_false @IMPND_20881 
00D6: if and
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1581.953 -1637.569 cornerB 1577.376 -1632.992 
8104:   not actor $10516(12@,8i) near_actor $PLAYER_ACTOR radius 1.5 1.5 2.0 sphere 0 
004D: jump_if_false @IMPND_20881 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1578.517 -1636.495 12.5545 
05D7: add_point_to_scmpath 1576.366 -1636.395 12.5539 
05D7: add_point_to_scmpath 1573.981 -1632.764 12.3905 
0615: define_AS_pack_begin $10715 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 
0006: 23@ = 1 

:IMPND_20881
0051: return 
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 3 
004D: jump_if_false @IMPND_21066 
00D6: if 
0039:   12@ == 0 
004D: jump_if_false @IMPND_21066 
00D6: if 
80A3:   not actor $10516(12@,8i) sphere 0 in_rectangle_cornerA 2237.854 2448.608 cornerB 2239.385 2450.014 
004D: jump_if_false @IMPND_21066 
00D6: if 
80A3:   not actor $10516(12@,8i) sphere 0 in_rectangle_cornerA 2239.573 2448.616 cornerB 2242.363 2449.851 
004D: jump_if_false @IMPND_21038 
05D3: AS_actor $10516(12@,8i) goto_point 2240.034 2449.418 9.8203 mode 4 time -2 ms // versionA 
0002: jump @IMPND_21066 

:IMPND_21038
05D3: AS_actor $10516(12@,8i) goto_point 2238.569 2449.417 10.0372 mode 4 time -2 ms // versionA 

:IMPND_21066
0051: return 

:IMPND_21068
0004: $10713 = 0 
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 3 
004D: jump_if_false @IMPND_21221 
00D6: if and
0020:   $TEMPVAR_Z_COORD > 3.9517 
0022:   14.0 > $TEMPVAR_Z_COORD 
004D: jump_if_false @IMPND_21193 
00D6: if and
0020:   $TEMPVAR_X_COORD > 2238.0 
0022:   2299.0 > $TEMPVAR_X_COORD 
004D: jump_if_false @IMPND_21193 
00D6: if and
0020:   $TEMPVAR_Y_COORD > 2430.916 
0022:   2502.681 > $TEMPVAR_Y_COORD 
004D: jump_if_false @IMPND_21193 
0004: $10713 = 1 

:IMPND_21193
00D6: if 
0032:   3.9517 >= $TEMPVAR_Z_COORD 
004D: jump_if_false @IMPND_21221 
0004: $10713 = 1 

:IMPND_21221
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 2 
004D: jump_if_false @IMPND_21439 
00D6: if and
0020:   $TEMPVAR_X_COORD > -1645.533 
0022:   -1572.785 > $TEMPVAR_X_COORD 
004D: jump_if_false @IMPND_21339 
00D6: if and
0020:   $TEMPVAR_Y_COORD > 646.8482 
0022:   761.5287 > $TEMPVAR_Y_COORD 
004D: jump_if_false @IMPND_21339 
00D6: if and
0022:   11.4577 > $TEMPVAR_Z_COORD 
0020:   $TEMPVAR_Z_COORD > -7.3486 
004D: jump_if_false @IMPND_21339 
0004: $10713 = 1 

:IMPND_21339
00D6: if and
0020:   $TEMPVAR_X_COORD > -1701.013 
0022:   -1640.991 > $TEMPVAR_X_COORD 
004D: jump_if_false @IMPND_21439 
00D6: if and
0020:   $TEMPVAR_Y_COORD > 674.5198 
0022:   697.4974 > $TEMPVAR_Y_COORD 
004D: jump_if_false @IMPND_21439 
00D6: if and
0020:   $TEMPVAR_Z_COORD > 6.096 
0022:   26.5941 > $TEMPVAR_Z_COORD 
004D: jump_if_false @IMPND_21439 
0004: $10713 = 1 

:IMPND_21439
00D6: if 
0038:   $IMPOUND_TOWN_NUMBER == 1 
004D: jump_if_false @IMPND_21723 
00D6: if 
0022:   11.7746 > $TEMPVAR_Z_COORD 
004D: jump_if_false @IMPND_21554 
00D6: if and
0020:   $TEMPVAR_X_COORD > 1524.017 
0022:   1612.404 > $TEMPVAR_X_COORD 
004D: jump_if_false @IMPND_21547 
00D6: if and
0022:   -1633.573 > $TEMPVAR_Y_COORD 
0020:   $TEMPVAR_Y_COORD > -1722.036 
004D: jump_if_false @IMPND_21547 
0004: $10713 = 1 

:IMPND_21547
0002: jump @IMPND_21623 

:IMPND_21554
00D6: if and
0020:   $TEMPVAR_X_COORD > 1544.427 
0022:   1607.588 > $TEMPVAR_X_COORD 
004D: jump_if_false @IMPND_21623 
00D6: if and
0022:   -1603.015 > $TEMPVAR_Y_COORD 
0020:   $TEMPVAR_Y_COORD > -1637.697 
004D: jump_if_false @IMPND_21623 
0004: $10713 = 1 

:IMPND_21623
00D6: if and
0020:   $TEMPVAR_X_COORD > 1581.407 
0022:   1605.203 > $TEMPVAR_X_COORD 
004D: jump_if_false @IMPND_21723 
00D6: if and
0020:   $TEMPVAR_Y_COORD > -1666.734 
0022:   -1637.67 > $TEMPVAR_Y_COORD 
004D: jump_if_false @IMPND_21723 
00D6: if and
0020:   $TEMPVAR_Z_COORD > 4.8451 
0022:   13.6917 > $TEMPVAR_Z_COORD 
004D: jump_if_false @IMPND_21723 
0004: $10713 = 1 

:IMPND_21723
0051: return 

:IMPND_21725
00D6: if or
856C:   not actor $PLAYER_ACTOR driving_police_car 
0038:   $10549(12@,8i) == 1 
004D: jump_if_false @IMPND_22001 
00D6: if 
0364:   actor $10516(12@,8i) spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @IMPND_22001 
00A0: store_actor $10516(12@,8i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0172: 28@ = actor $10516(12@,8i) Z_angle 
0089: 25@ = $TEMPVAR_X_COORD // (float) 
0065: 25@ -= $TEMPVAR_FLOAT_1 // (float) 
0089: 26@ = $TEMPVAR_Y_COORD // (float) 
0065: 26@ -= $TEMPVAR_FLOAT_2 // (float) 
0604: get_Z_angle_for_point 25@ 26@ store_to 27@ 
0063: 28@ -= 27@ // (float) 
00D6: if 
0023:   -180.0 > 28@ 
004D: jump_if_false @IMPND_21887 
000B: 28@ += 360.0 

:IMPND_21887
0097: make 28@ absolute_float 
00D6: if 
0039:   5@ == 0 
004D: jump_if_false @IMPND_21959 
00D6: if 
0023:   90.0 > 28@ 
004D: jump_if_false @IMPND_21952 
00A0: store_actor $PLAYER_ACTOR position_to $10743 $10744 $10745 
0004: $10714 = 1 

:IMPND_21952
0002: jump @IMPND_22001 

:IMPND_21959
00D6: if 
0023:   120.0 > 28@ 
004D: jump_if_false @IMPND_22001 
00A0: store_actor $PLAYER_ACTOR position_to $10743 $10744 $10745 
0004: $10714 = 1 

:IMPND_22001
0051: return 

:IMPND_22003
0004: $10729 = 0 
0004: $10713 = 0 
0004: $10557 = 0 
0004: $10549[0] = 0 
0004: $10549[1] = 0 
0004: $10549[2] = 0 
0004: $10549[3] = 0 
0004: $10549[4] = 0 
0004: $10549[5] = 0 
0004: $10549[6] = 0 
0004: $10549[7] = 0 
0006: 0@ = 0 
0006: 1@ = 0 
040D: unload_wav 4 
0249: release_model $10710 
0249: release_model $10711 
0249: release_model #COLT45 
0249: release_model #POLICE_BARRIER 
0249: release_model #SFCOPDR 
0249: release_model #KMB_SHUTTER 
065C: release_decision_maker 2@ 
0108: destroy_object 9@ 
0108: destroy_object 10@ 
0108: destroy_object 6@ 
0108: destroy_object 7@ 
0006: 16@ = 0 

:IMPND_22160
00D6: if 
001B:   8 > 16@ 
004D: jump_if_false @IMPND_22243 
00D6: if 
056D:   actor $10516(16@,8i) defined 
004D: jump_if_false @IMPND_22207 
009B: destroy_actor $10516(16@,8i) 

:IMPND_22207
0004: $10716(16@,8i) = 0 
0004: $10525(16@,8i) = 0 
000A: 16@ += 1 
0002: jump @IMPND_22160 

:IMPND_22243
0006: 16@ = 0 

:IMPND_22250
00D6: if 
001B:   4 > 16@ 
004D: jump_if_false @IMPND_22311 
00D6: if 
8119:   not car $10725(16@,4i) wrecked 
004D: jump_if_false @IMPND_22297 
01C3: remove_references_to_car $10725(16@,4i) 

:IMPND_22297
000A: 16@ += 1 
0002: jump @IMPND_22250 

:IMPND_22311
01C2: remove_references_to_actor 24@ // Like turning an actor into a random pedestrian 
0004: $10730 = 0 
0004: $10731 = 0 
0004: $10732 = 0 
0004: $10733 = 0 
0004: $10524 = 0 
004E: end_thread 
0051: return 
004E: end_thread 

//-------------External script 72 (VALET)---------------

:VALET
03A4: name_thread 'VALET' 
0006: 8@ = 0 
0006: 5@ = 1 
0004: $1883 = 1 
0004: $1896 = 0 
0004: $1887[0] = 1 
0004: $1887[1] = 1 
0004: $1887[2] = 1 
0006: 4@ = 0 
00D6: if 
0039:   8@ == 99 
004D: jump_if_false @VALET_400 
009A: $1874(6@,3i) = create_actor_pedtype 4 model #WMYVA at $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) 
009A: $10748 = create_actor_pedtype 4 model #WMYVA at $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) 
00A5: $1877 = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: $1878[1] = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: $1881 = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: $10934 = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: $1867 = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: $10946 = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: $1882 = create_car #CHEETAH at 0.0 0.0 0.0 
0186: 19@ = create_marker_above_car $1877 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
07E5: copy_decision_maker 65542 to 7@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 

:VALET_400
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_421 
009B: destroy_actor $1874[0] 

:VALET_421
04AE: $1892[0] = 1 // = constant 
0004: $1887[0] = 1 
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_456 
009B: destroy_actor $1874[1] 

:VALET_456
04AE: $1892[1] = 1 // = constant 
0004: $1887[1] = 1 
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @VALET_491 
009B: destroy_actor $1874[2] 

:VALET_491
04AE: $1892[2] = 1 // = constant 
0004: $1887[2] = 1 
0005: $10756[0] = 330.4229 
0005: $10756[1] = 328.9663 
0005: $10756[2] = 326.4376 
0005: $10759[0] = -1510.783 
0005: $10759[1] = -1512.467 
0005: $10759[2] = -1515.406 
0005: $10762[0] = 35.0247 
0005: $10762[1] = 35.0247 
0005: $10762[2] = 35.0313 
0005: $10765[0] = 222.0 
0005: $10765[1] = 222.0 
0005: $10765[2] = 222.0 
0005: $10768[0] = -1761.029 
0005: $10768[1] = -1759.914 
0005: $10768[2] = -1749.713 
0005: $10771[0] = 959.5504 
0005: $10771[1] = 960.2669 
0005: $10771[2] = 960.1956 
0005: $10774[0] = 23.8828 
0005: $10774[1] = 23.8828 
0005: $10774[2] = 23.8906 
0005: $10777[0] = 204.3268 
0005: $10777[1] = 199.167 
0005: $10777[2] = 142.3291 
0005: $10780[0] = 2029.758 
0005: $10780[1] = 2027.666 
0005: $10780[2] = 2026.394 
0005: $10783[0] = 1905.943 
0005: $10792[1] = 336.9336 
0005: $10796[1] = 323.919 
0005: $10800[1] = -1531.027 
0005: $10804[1] = -1504.174 
0005: $10792[2] = -1768.295 
0005: $10796[2] = -1729.094 
0005: $10800[2] = 958.9591 
0005: $10804[2] = 942.184 
0005: $10792[3] = 2050.881 
0005: $10796[3] = 2016.906 
0005: $10800[3] = 1958.541 
0005: $10804[3] = 1871.065 
0005: $10808[1] = 336.0477 
0005: $10816[1] = -1452.225 
0005: $10824[1] = 31.9445 
0005: $10812[1] = 271.6679 
0005: $10820[1] = -1550.242 
0005: $10828[1] = 23.1681 
0005: $10808[2] = -1760.178 
0005: $10816[2] = 972.2405 
0005: $10824[2] = 16.1633 
0005: $10812[2] = -1679.605 
0005: $10820[2] = 1064.293 
0005: $10828[2] = 24.8629 
0005: $10808[3] = 1968.502 
0005: $10816[3] = 1755.079 
0005: $10824[3] = 11.4898 
0005: $10812[3] = 1917.811 
0005: $10820[3] = 1788.146 
0005: $10828[3] = 17.3118 
0005: $10844[1] = 363.3463 
0005: $10848[1] = -1522.373 
0005: $10852[1] = 393.1729 
0005: $10856[1] = -1479.321 
0005: $10860[1] = 125.0 
0005: $10864[1] = 324.8593 
0005: $10868[1] = -1591.327 
0005: $10872[1] = 324.8593 
0005: $10876[1] = -1591.327 
0005: $10880[1] = 338.0 
0005: $10864[2] = -1743.524 
0005: $10868[2] = 930.9304 
0005: $10872[2] = -1780.081 
0005: $10876[2] = 908.4018 
0005: $10880[2] = 270.0 
0005: $10844[2] = -1737.715 
0005: $10848[2] = 943.7812 
0005: $10852[2] = -1704.216 
0005: $10856[2] = 911.4586 
0005: $10860[2] = 45.0 
0005: $10844[3] = 2067.529 
0005: $10848[3] = 1957.289 
0005: $10852[3] = 2097.263 
0005: $10856[3] = 1976.0 
0005: $10860[3] = 120.0 
0005: $10864[3] = 2051.536 
0005: $10868[3] = 1933.685 
0005: $10872[3] = 2062.818 
0005: $10876[3] = 1905.085 
0005: $10880[3] = 7.0 
0005: $10884[1] = 332.8306 
0005: $10888[1] = -1516.251 
0005: $10892[1] = 34.8606 
0005: $10884[2] = -1754.514 
0005: $10888[2] = 953.5991 
0005: $10892[2] = 23.75 
0005: $10884[3] = 2035.729 
0005: $10888[3] = 1912.09 
0005: $10892[3] = 11.1751 
0005: $10832[0] = -1748.376 
0005: $10836[0] = 985.3066 
0005: $10840[0] = 17.9009 
0005: $10832[1] = 330.7534 
0005: $10836[1] = -1474.608 
0005: $10840[1] = 24.9126 
0005: $10832[2] = -1738.28 
0005: $10836[2] = 985.5498 
0005: $10840[2] = 16.6718 
0005: $10832[3] = 2061.337 
0005: $10836[3] = 1808.956 
0005: $10840[3] = 9.6719 
0005: $10896[1] = 403.2297 
0005: $10900[1] = -1475.298 
0005: $10904[1] = 30.0032 
0005: $10908[1] = 128.9467 
0005: $10912[1] = 341.1339 
0005: $10916[1] = -1556.116 
0005: $10920[1] = 31.9903 
0005: $10924[1] = 328.7578 
0005: $10896[2] = -1717.204 
0005: $10900[2] = 962.7901 
0005: $10904[2] = 23.7474 
0005: $10908[2] = 179.9692 
0005: $10912[2] = -1791.269 
0005: $10916[2] = 886.3627 
0005: $10920[2] = 23.75 
0005: $10924[2] = 359.2426 
0005: $10896[3] = 2073.563 
0005: $10900[3] = 1879.736 
0005: $10904[3] = 10.4288 
0005: $10908[3] = 45.5873 
0005: $10912[3] = 2084.156 
0005: $10916[3] = 1965.573 
0005: $10920[3] = 9.9974 
0005: $10924[3] = 117.4401 
065C: release_decision_maker 7@ 
07E5: copy_decision_maker 65542 to 7@ 
0709: set_decision_maker 7@ on_event 9 taskID 200 respect 0.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 7@ on_event 15 taskID 415 respect 0.0 hate 20.0 like 20.0 dislike 20.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 7@ on_event 15 taskID 200 respect 0.0 hate 80.0 like 80.0 dislike 80.0 in_car 1 on_foot 1 // see *.ped files 
0004: $1896 = 1 

:VALET_1959
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VALET_2291 
00D6: if 
0038:   $1873 == 1 
004D: jump_if_false @VALET_2004 
0050: gosub @VALET_16854 

:VALET_2004
00D6: if 
8038:   not  $10753 == 1 
004D: jump_if_false @VALET_2284 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_2284 
00D6: if 
0039:   5@ == 1 
004D: jump_if_false @VALET_2095 
00D6: if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
004D: jump_if_false @VALET_2088 
0006: 5@ = 0 

:VALET_2088
0002: jump @VALET_2127 

:VALET_2095
00D6: if 
8500:   not player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
004D: jump_if_false @VALET_2127 
0006: 5@ = 1 

:VALET_2127
0050: gosub @VALET_2371 
00D6: if 
0038:   $1896 == 1 
004D: jump_if_false @VALET_2284 
0050: gosub @VALET_3854 
0050: gosub @VALET_7842 
0050: gosub @VALET_13021 
0050: gosub @VALET_16071 
00D6: if 
001D:   32@ > 8@ // (int) 
004D: jump_if_false @VALET_2215 
0085: 8@ = 32@ // (int) 
000A: 8@ += 2300 

:VALET_2215
00D6: if 
001D:   32@ > 9@ // (int) 
004D: jump_if_false @VALET_2249 
0085: 9@ = 32@ // (int) 
000A: 9@ += 100 

:VALET_2249
00D6: if 
001D:   32@ > 10@ // (int) 
004D: jump_if_false @VALET_2284 
0085: 10@ = 32@ // (int) 
000A: 10@ += 900 

:VALET_2284
0002: jump @VALET_2364 

:VALET_2291
00D6: if 
0038:   $1896 == 1 
004D: jump_if_false @VALET_2364 
00D6: if 
0038:   $1870 == 1 
004D: jump_if_false @VALET_2357 
0004: $1870 = 0 
0004: $ONMISSION = 0 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!

:VALET_2357
0050: gosub @VALET_16854 

:VALET_2364
0002: jump @VALET_1959 

:VALET_2371
00D6: if 
001D:   32@ > 16@ // (int) 
004D: jump_if_false @VALET_3353 
0085: 16@ = 32@ // (int) 
000A: 16@ += 1000 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0004: $1884 = 0 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1893.419 1119.227 cornerB -1617.915 828.85 
004D: jump_if_false @VALET_2472 
0004: $1884 = 2 

:VALET_2472
00D6: if 
0038:   $1884 == 0 
004D: jump_if_false @VALET_3118 
077E: get_active_interior_to $10930 
00D6: if 
0038:   $10930 == 0 
004D: jump_if_false @VALET_2894 
00D6: if 
0038:   $10931 == 0 
004D: jump_if_false @VALET_2887 
00D6: if 
0038:   $10932 == 0 
004D: jump_if_false @VALET_2670 
00D6: if 
0038:   $1896 == 1 
004D: jump_if_false @VALET_2663 
00D6: if 
8038:   not  $1886 == 1 
004D: jump_if_false @VALET_2663 
00D6: if 
0038:   $1870 == 1 
004D: jump_if_false @VALET_2649 
0004: $1870 = 0 
0004: $ONMISSION = 0 
00BB: show_text_lowpriority GXT 'VAL_A9' time 4000 flag 1  // ~r~You strayed too far.
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~You're fired!

:VALET_2649
0050: gosub @VALET_16854 
0004: $1896 = 0 

:VALET_2663
0002: jump @VALET_2887 

:VALET_2670
0004: $10931 = 1 
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_2747 
04D7: set_actor $1874[0] locked 1 
00D6: if 
00DF:   actor $1874[0] driving 
004D: jump_if_false @VALET_2747 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[0] used_car 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @VALET_2747 
0519: set_car $TEMPVAR_ACTOR_CAR locked 1 

:VALET_2747
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_2817 
04D7: set_actor $1874[1] locked 1 
00D6: if 
00DF:   actor $1874[1] driving 
004D: jump_if_false @VALET_2817 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[1] used_car 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @VALET_2817 
0519: set_car $TEMPVAR_ACTOR_CAR locked 1 

:VALET_2817
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @VALET_2887 
04D7: set_actor $1874[2] locked 1 
00D6: if 
00DF:   actor $1874[2] driving 
004D: jump_if_false @VALET_2887 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[2] used_car 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @VALET_2887 
0519: set_car $TEMPVAR_ACTOR_CAR locked 1 

:VALET_2887
0002: jump @VALET_3111 

:VALET_2894
0004: $10931 = 1 
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_2971 
04D7: set_actor $1874[0] locked 1 
00D6: if 
00DF:   actor $1874[0] driving 
004D: jump_if_false @VALET_2971 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[0] used_car 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @VALET_2971 
0519: set_car $TEMPVAR_ACTOR_CAR locked 1 

:VALET_2971
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_3041 
04D7: set_actor $1874[1] locked 1 
00D6: if 
00DF:   actor $1874[1] driving 
004D: jump_if_false @VALET_3041 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[1] used_car 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @VALET_3041 
0519: set_car $TEMPVAR_ACTOR_CAR locked 1 

:VALET_3041
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @VALET_3111 
04D7: set_actor $1874[2] locked 1 
00D6: if 
00DF:   actor $1874[2] driving 
004D: jump_if_false @VALET_3111 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[2] used_car 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @VALET_3111 
0519: set_car $TEMPVAR_ACTOR_CAR locked 1 

:VALET_3111
0002: jump @VALET_3353 

:VALET_3118
00D6: if 
0038:   $10931 == 1 
004D: jump_if_false @VALET_3353 
0004: $10931 = 0 
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_3213 
04D7: set_actor $1874[0] locked 0 
00D6: if 
00DF:   actor $1874[0] driving 
004D: jump_if_false @VALET_3213 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[0] used_car 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @VALET_3213 
0519: set_car $TEMPVAR_ACTOR_CAR locked 0 

:VALET_3213
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_3283 
04D7: set_actor $1874[1] locked 0 
00D6: if 
00DF:   actor $1874[1] driving 
004D: jump_if_false @VALET_3283 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[1] used_car 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @VALET_3283 
0519: set_car $TEMPVAR_ACTOR_CAR locked 0 

:VALET_3283
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @VALET_3353 
04D7: set_actor $1874[2] locked 0 
00D6: if 
00DF:   actor $1874[2] driving 
004D: jump_if_false @VALET_3353 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[2] used_car 
00D6: if 
8119:   not car $TEMPVAR_ACTOR_CAR wrecked 
004D: jump_if_false @VALET_3353 
0519: set_car $TEMPVAR_ACTOR_CAR locked 0 

:VALET_3353
00D6: if 
0038:   $10750 == 1 
004D: jump_if_false @VALET_3597 
00D6: if 
0038:   $1884 == 1 
004D: jump_if_false @VALET_3444 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 328.1585 -1512.888 35.0247 radius 10.0 10.0 10.0 
004D: jump_if_false @VALET_3444 
0004: $10750 = 0 

:VALET_3444
00D6: if 
0038:   $1884 == 2 
004D: jump_if_false @VALET_3517 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1753.936 961.8587 23.8906 radius 10.0 10.0 10.0 
004D: jump_if_false @VALET_3517 
0004: $10750 = 0 

:VALET_3517
00D6: if 
0038:   $1884 == 3 
004D: jump_if_false @VALET_3590 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2021.337 1918.236 11.3438 radius 10.0 10.0 10.0 
004D: jump_if_false @VALET_3590 
0004: $10750 = 0 

:VALET_3590
0002: jump @VALET_3852 

:VALET_3597
00D6: if 
8038:   not  $ONMISSION == 1 
004D: jump_if_false @VALET_3852 
00D6: if 
0038:   $1869 == 1 
004D: jump_if_false @VALET_3852 
00D6: if 
0038:   $1870 == 0 
004D: jump_if_false @VALET_3852 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_3852 
00D6: if 
0038:   $1884 == 2 
004D: jump_if_false @VALET_3852 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1753.936 961.8587 23.8906 radius 2.0 2.0 2.0 on_foot 
004D: jump_if_false @VALET_3852 
00D6: if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
004D: jump_if_false @VALET_3836 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @VALET_3813 
00BC: show_text_highpriority GXT 'VAL_A7' time 5000 flag 1  // ~s~Valet Parking
0004: $1870 = 1 
0004: $ONMISSION = 1 
0002: jump @VALET_3829 

:VALET_3813
00BC: show_text_highpriority GXT 'VAL_C1' time 1000 flag 1  // ~s~You can't work here with a wanted level!

:VALET_3829
0002: jump @VALET_3852 

:VALET_3836
00BC: show_text_highpriority GXT 'VAL_90' time 1000 flag 1  // ~S~Get a valet uniform to work as a valet.

:VALET_3852
0051: return 

:VALET_3854
00D6: if 
0038:   $1870 == 1 
004D: jump_if_false @VALET_7840 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 1 
004D: jump_if_false @VALET_3894 
06D0: enable_emergency_traffic 1 

:VALET_3894
00D6: if 
8500:   not player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
004D: jump_if_false @VALET_3958 
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~You're fired!
00BB: show_text_lowpriority GXT 'VAL_B1' time 5000 flag 1  // ~r~You no longer have the valet uniform.
0004: $10936 = 8 

:VALET_3958
00D6: if 
8038:   not  $10934 == 0 
004D: jump_if_false @VALET_4102 
00D6: if 
856E:   not car $10934 defined 
004D: jump_if_false @VALET_4047 
00D6: if 
0018:   $10937 > 0 
004D: jump_if_false @VALET_4033 
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~You're fired!
0004: $10936 = 8 

:VALET_4033
0004: $10934 = 0 
0002: jump @VALET_4102 

:VALET_4047
00D6: if 
0119:   car $10934 wrecked 
004D: jump_if_false @VALET_4102 
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~You're fired!
00BB: show_text_lowpriority GXT 'VAL_B6' time 5000 flag 1  // ~r~The customer's car was destroyed.
0004: $10936 = 8 

:VALET_4102
00D6: if 
0038:   $5286 == 0 
004D: jump_if_false @VALET_4152 
00D6: if 
8119:   not car $10946 wrecked 
004D: jump_if_false @VALET_4152 
0987: get_car_blocking_car $10946 store_to $VALET_CAR 
0084: $10754 = $VALET_CAR // (int) 

:VALET_4152
00D6: if 
0038:   $10936 == 0 
004D: jump_if_false @VALET_4575 
00D6: if 
0248:   model #WMYVA available 
004D: jump_if_false @VALET_4570 
00D6: if 
0118:   actor $1874[0] dead 
004D: jump_if_false @VALET_4263 
009A: $1874[0] = create_actor_pedtype 4 model #WMYVA at -1783.804 968.6431 23.7343 
060B: set_actor $1874[0] decision_maker_to 7@ 
02A9: set_actor $1874[0] immune_to_nonplayer 0 
0446: set_actor $1874[0] dismemberment_possible 0 
0004: $1892[0] = 2 
0006: 0@ = 2 

:VALET_4263
00D6: if 
0118:   actor $1874[1] dead 
004D: jump_if_false @VALET_4340 
009A: $1874[1] = create_actor_pedtype 4 model #WMYVA at -1782.65 965.0251 23.8906 
060B: set_actor $1874[1] decision_maker_to 7@ 
02A9: set_actor $1874[1] immune_to_nonplayer 0 
0446: set_actor $1874[1] dismemberment_possible 0 
0004: $1892[1] = 2 
0006: 1@ = 2 

:VALET_4340
00D6: if 
0118:   actor $1874[2] dead 
004D: jump_if_false @VALET_4417 
009A: $1874[2] = create_actor_pedtype 4 model #WMYVA at -1783.731 965.4009 23.8961 
060B: set_actor $1874[2] decision_maker_to 7@ 
02A9: set_actor $1874[2] immune_to_nonplayer 0 
0446: set_actor $1874[2] dismemberment_possible 0 
0004: $1892[2] = 2 
0006: 2@ = 2 

:VALET_4417
03DE: set_pedestrians_density_multiplier_to 0.3 
06D0: enable_emergency_traffic 0 
0004: $10934 = 0 
054C: use_GXT_table 'VALET1' 
00BE: text_clear_all 
00BA: show_text_styled GXT 'VAL_A7' time 3000 style 1  // ~s~Valet Parking
0004: $VALET_PARKED_CARS_NUMBER = 0 
0085: 17@ = 32@ // (int) 
000A: 17@ += 4000 
0004: $10936 = 1 
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_4517 
039E: set_actor $1874[0] locked 1 while_in_car 

:VALET_4517
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_4540 
039E: set_actor $1874[1] locked 1 while_in_car 

:VALET_4540
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @VALET_4563 
039E: set_actor $1874[2] locked 1 while_in_car 

:VALET_4563
0002: jump @VALET_4575 

:VALET_4570
0247: load_model #WMYVA 

:VALET_4575
00D6: if 
0038:   $10936 == 1 
004D: jump_if_false @VALET_4642 
00D6: if 
001D:   32@ > 17@ // (int) 
004D: jump_if_false @VALET_4642 
0004: $10933 = 3 
0004: $10935 = 2 
0006: 18@ = 1 
00BE: text_clear_all 
0004: $10936 = 2 

:VALET_4642
00D6: if 
0038:   $10936 == 2 
004D: jump_if_false @VALET_4947 
00D6: if 
001D:   32@ > 17@ // (int) 
004D: jump_if_false @VALET_4947 
00BE: text_clear_all 
01E3: show_text_1number_styled GXT 'VAL_60' number 18@ time 4000 style 1  // ~s~Valet Mission Level ~1~
02FD: show_text_2numbers_lowpriority GXT 'VAL_76' numbers $10933 $10935 time 4000 flag 1  // ~s~Park ~1~ cars in ~1~ minutes.
0010: $10935 *= 120000 
0151: remove_status_text $10935 
0151: remove_status_text $10933 
03C3: set_timer_to $10935 type 1 GXT 'VAL_A8' // global_variable  // ~s~Time left
04F7: status_text $10933 type 0 line 1 GXT 'VAL_A3' // global_variable  // Cars to park
0085: 17@ = 32@ // (int) 
000A: 17@ += 5000 
0004: $10936 = 4 
00D6: if 
0038:   $1892[0] == 6 
004D: jump_if_false @VALET_4831 
0004: $1892[0] = 1 
0004: $1897 = 0 

:VALET_4831
00D6: if 
0038:   $1892[1] == 6 
004D: jump_if_false @VALET_4863 
0004: $1892[1] = 1 
0004: $1898 = 0 

:VALET_4863
00D6: if 
0038:   $1892[2] == 6 
004D: jump_if_false @VALET_4895 
0004: $1892[2] = 1 
0004: $1899 = 0 

:VALET_4895
00D6: if 
8038:   not  $1881 == 0 
004D: jump_if_false @VALET_4921 
0084: $10946 = $1881 // (int) 

:VALET_4921
00D6: if 
8038:   not  $1877 == 0 
004D: jump_if_false @VALET_4947 
0084: $10946 = $1877 // (int) 

:VALET_4947
00D6: if 
0038:   $10936 == 3 
004D: jump_if_false @VALET_4991 
00D6: if 
001D:   32@ > 17@ // (int) 
004D: jump_if_false @VALET_4991 
0004: $10936 = 4 

:VALET_4991
00D6: if and
0118:   actor $1874[0] dead 
0038:   $1897 == 0 
0038:   $1892[0] == 6 
004D: jump_if_false @VALET_5077 
0004: $1897 = 1 
000C: $10935 -= 20000 
00D6: if 
001A:   0 > $10935 
004D: jump_if_false @VALET_5061 
0004: $10935 = 0 

:VALET_5061
00BB: show_text_lowpriority GXT 'VAL_A19' time 4000 flag 1  // ~s~You killed a valet.~n~-20 second penalty.

:VALET_5077
00D6: if and
0118:   actor $1874[1] dead 
0038:   $1898 == 0 
0038:   $1892[1] == 6 
004D: jump_if_false @VALET_5163 
0004: $1898 = 1 
000C: $10935 -= 20000 
00D6: if 
001A:   0 > $10935 
004D: jump_if_false @VALET_5147 
0004: $10935 = 0 

:VALET_5147
00BB: show_text_lowpriority GXT 'VAL_A19' time 4000 flag 1  // ~s~You killed a valet.~n~-20 second penalty.

:VALET_5163
00D6: if and
0118:   actor $1874[2] dead 
0038:   $1899 == 0 
0038:   $1892[2] == 6 
004D: jump_if_false @VALET_5249 
0004: $1899 = 1 
000C: $10935 -= 20000 
00D6: if 
001A:   0 > $10935 
004D: jump_if_false @VALET_5233 
0004: $10935 = 0 

:VALET_5233
00BB: show_text_lowpriority GXT 'VAL_A19' time 4000 flag 1  // ~s~You killed a valet.~n~-20 second penalty.

:VALET_5249
00D6: if 
0018:   $10936 > 3 
004D: jump_if_false @VALET_5326 
00D6: if 
0038:   $10935 == 0 
004D: jump_if_false @VALET_5326 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_47' time 4000 flag 1  // ~r~You ran out of time!
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~You're fired!
0004: $10936 = 8 

:VALET_5326
00D6: if 
0038:   $10936 == 4 
004D: jump_if_false @VALET_5476 
00D6: if 
8038:   not  $1877 == 0 
004D: jump_if_false @VALET_5476 
00D6: if 
8119:   not car $1877 wrecked 
004D: jump_if_false @VALET_5476 
00D6: if 
003A:   $1877 == $10946 // (int) 
004D: jump_if_false @VALET_5476 
046C: $VALET_CAR_DRIVER = car $1877 driver 
00D6: if 
0038:   $VALET_CAR_DRIVER == -1 
004D: jump_if_false @VALET_5476 
0004: $10936 = 20 
00BB: show_text_lowpriority GXT 'VAL_84' time 4000 flag 1  // ~s~There's a car waiting to be serviced.
0186: 19@ = create_marker_above_car $1877 
07E0: set_marker 19@ type_to 1 
0084: $10934 = $1877 // (int) 
0004: $10936 = 5 

:VALET_5476
00D6: if 
0038:   $10936 == 5 
004D: jump_if_false @VALET_5875 
00D6: if 
8119:   not car $10934 wrecked 
004D: jump_if_false @VALET_5849 
046C: $VALET_CAR_DRIVER = car $10934 driver 
00D6: if 
8038:   not  $VALET_CAR_DRIVER == -1 
004D: jump_if_false @VALET_5842 
00D6: if 
003A:   $VALET_CAR_DRIVER == $PLAYER_ACTOR // (int) 
004D: jump_if_false @VALET_5765 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_25' time 4000 flag 1  // ~s~Take this car to the marked parking space.
0164: disable_marker 19@ 
0004: $10937 = 60 
0224: set_car $10934 health_to 1000 
0151: remove_status_text $10937 
04F7: status_text $10937 type 0 line 2 GXT 'VAL_A17' // global_variable  // Damage Bonus
0810: store_random_parkplace_in_cube_cornerA $10808($1884,4f) $10816($1884,4f) $10824($1884,4f) cornerB $10812($1884,4f) $10820($1884,4f) $10828($1884,4f) position_to 21@ 22@ 23@ 
00D6: if 
8043:   not  21@ == 0.0 
004D: jump_if_false @VALET_5758 
0395: clear_area 0 at 21@ 22@ 23@ radius 5.0 
0088: $10942 = 21@ // (float) 
0088: $10943 = 22@ // (float) 
0088: $10944 = 23@ // (float) 
0164: disable_marker 20@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
0004: $10936 = 6 

:VALET_5758
0002: jump @VALET_5842 

:VALET_5765
00D6: if or
003A:   $VALET_CAR_DRIVER == $1874[0] // (int) 
003A:   $VALET_CAR_DRIVER == $1874[1] // (int) 
003A:   $VALET_CAR_DRIVER == $1874[2] // (int) 
004D: jump_if_false @VALET_5842 
0164: disable_marker 19@ 
00BB: show_text_lowpriority GXT 'VAL_79' time 4000 flag 1  // ~s~Another valet picked up the waiting car.
0004: $10936 = 4 
0004: $10934 = 0 
0004: $10946 = 0 

:VALET_5842
0002: jump @VALET_5875 

:VALET_5849
0164: disable_marker 19@ 
0004: $10936 = 4 
0004: $10934 = 0 
0004: $10946 = 0 

:VALET_5875
00D6: if 
0038:   $10936 == 6 
004D: jump_if_false @VALET_7430 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_7430 
00D6: if 
8119:   not car $10934 wrecked 
004D: jump_if_false @VALET_7407 
0227: $10937 = car $10934 health 
0004: $VALET_STAGE = 17 
0066: $VALET_STAGE -= 18@ // (int) 
0010: $VALET_STAGE *= 20 
0008: $10937 += -1000 
0094: make $10937 absolute_integer 
008F: 13@ = integer $10937 to_float 
008F: 27@ = integer $VALET_STAGE to_float 
0087: 28@ = 13@ // (float) 
0073: 28@ /= 27@ // (float) 
00D6: if 
0021:   28@ > 1.0 
004D: jump_if_false @VALET_6031 
0007: 28@ = 1.0 

:VALET_6031
000F: 28@ -= 1.0 
0097: make 28@ absolute_float 
0013: 28@ *= 45.0 
0090: $10937 = float 28@ to_integer 
00D6: if 
0018:   $10937 > 45 
004D: jump_if_false @VALET_6089 
0004: $10937 = 45 

:VALET_6089
00D6: if 
001A:   0 > $10937 
004D: jump_if_false @VALET_6114 
0004: $10937 = 0 

:VALET_6114
046C: $VALET_CAR_DRIVER = car $10934 driver 
00D6: if 
803A:   not  $VALET_CAR_DRIVER == $PLAYER_ACTOR // (int) 
004D: jump_if_false @VALET_6173 
0164: disable_marker 20@ 
0186: 19@ = create_marker_above_car $10934 
07E0: set_marker 19@ type_to 1 
0151: remove_status_text $10937 
0004: $10936 = 7 

:VALET_6173
00D6: if and
8038:   not  $VALET_CAR_DRIVER == -1 
803A:   not  $VALET_CAR_DRIVER == $PLAYER_ACTOR // (int) 
803A:   not  $VALET_CAR_DRIVER == $1874[0] // (int) 
803A:   not  $VALET_CAR_DRIVER == $1874[1] // (int) 
803A:   not  $VALET_CAR_DRIVER == $1874[2] // (int) 
004D: jump_if_false @VALET_6263 
0004: $10934 = 0 
0164: disable_marker 19@ 
0151: remove_status_text $10937 
0004: $10936 = 4 
00BB: show_text_lowpriority GXT 'VAL_A4' time 4000 flag 1  // ~s~Your car's been stolen! Get back to the service area.

:VALET_6263
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @VALET_6314 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $10934 
004D: jump_if_false @VALET_6314 
00BC: show_text_highpriority GXT 'VAL_A18' time 1000 flag 1  // ~s~This car doesn't need servicing.

:VALET_6314
00D6: if 
01B0:   car $10934 sphere 1 in_sphere 21@ 22@ 23@ radius 4.0 4.0 4.0 stopped 
004D: jump_if_false @VALET_7400 
0164: disable_marker 20@ 
081D: set_car $10934 engine_broken 1 
01C3: remove_references_to_car $10934 
0151: remove_status_text $10937 
008B: 6@ = $10935 // (int) 
03D3: get_route_nearest_for 21@ 22@ 23@ store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 Z_angle_to 24@ 
00AA: store_car $10934 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: 26@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 21@ 22@ 
0174: 25@ = car $10934 Z_angle 
0097: make 24@ absolute_float 
00D6: if 
0021:   24@ > 180.0 
004D: jump_if_false @VALET_6484 
000F: 24@ -= 180.0 

:VALET_6484
0097: make 25@ absolute_float 
00D6: if 
0021:   25@ > 180.0 
004D: jump_if_false @VALET_6520 
000F: 25@ -= 180.0 

:VALET_6520
0087: 27@ = 24@ // (float) 
0063: 27@ -= 25@ // (float) 
0097: make 27@ absolute_float 
0093: 13@ = integer 18@ to_float 
0013: 13@ *= 2.0 
0007: 29@ = 45.0 
0063: 29@ -= 13@ // (float) 
0087: 28@ = 27@ // (float) 
0073: 28@ /= 29@ // (float) 
0007: 13@ = 1.0 
0063: 13@ -= 28@ // (float) 
00D6: if 
0023:   0.0 > 13@ 
004D: jump_if_false @VALET_6642 
0007: 13@ = 0.0 

:VALET_6642
0013: 13@ *= 10.0 
0090: $10939 = float 13@ to_integer 
0090: $10940 = float 13@ to_integer 
0093: 13@ = integer 18@ to_float 
000F: 13@ -= 20.0 
0097: make 13@ absolute_float 
0017: 13@ /= 6.0 
0087: 27@ = 26@ // (float) 
0073: 27@ /= 13@ // (float) 
0007: 28@ = 1.0 
0063: 28@ -= 27@ // (float) 
00D6: if 
0023:   0.0 > 28@ 
004D: jump_if_false @VALET_6766 
0007: 28@ = 0.0 

:VALET_6766
0013: 28@ *= 5.0 
0090: $VALET_STAGE = float 28@ to_integer 
0084: $10938 = $VALET_STAGE // (int) 
0058: $10940 += $VALET_STAGE // (int) 
00D6: if and
8038:   not  $10940 == 1 
8038:   not  $10937 == 1 
004D: jump_if_false @VALET_6847 
02FD: show_text_2numbers_lowpriority GXT 'VAL_A10' numbers $10940 $10937 time 2500 flag 1  // ~s~Parking Bonus +~1~ seconds~n~Damage Bonus +~1~ seconds

:VALET_6847
00D6: if and
0038:   $10940 == 1 
8038:   not  $10937 == 1 
004D: jump_if_false @VALET_6894 
02FD: show_text_2numbers_lowpriority GXT 'VAL_A12' numbers $10940 $10937 time 2500 flag 1  // ~s~Parking Bonus +~1~ second~n~Damage Bonus +~1~ seconds

:VALET_6894
00D6: if and
8038:   not  $10940 == 1 
0038:   $10937 == 1 
004D: jump_if_false @VALET_6941 
02FD: show_text_2numbers_lowpriority GXT 'VAL_A11' numbers $10940 $10937 time 2500 flag 1  // ~s~Parking Bonus +~1~ seconds~n~Damage Bonus +~1~ second

:VALET_6941
00D6: if and
0038:   $10940 == 0 
0038:   $10937 == 0 
004D: jump_if_false @VALET_6988 
02FD: show_text_2numbers_lowpriority GXT 'VAL_A13' numbers $10940 $10937 time 2500 flag 1  // ~s~Parking Bonus +~1~ second~n~Damage Bonus +~1~ second

:VALET_6988
0084: $VALET_STAGE = $10940 // (int) 
0058: $VALET_STAGE += $10937 // (int) 
00D6: if 
8038:   not  $VALET_STAGE == 1 
004D: jump_if_false @VALET_7048 
01E4: show_text_1number_lowpriority GXT 'VAL_A14' number $VALET_STAGE time 2500 flag 1  // ~s~Total Bonus +~1~ seconds
0002: jump @VALET_7067 

:VALET_7048
01E4: show_text_1number_lowpriority GXT 'VAL_A15' number $VALET_STAGE time 2500 flag 1  // ~s~Total Bonus +~1~ second

:VALET_7067
00BB: show_text_lowpriority GXT 'VAL_A16' time 3000 flag 1  // ~s~Get back to the car port.
0010: $10937 *= 1000 
0010: $10940 *= 1000 
0058: $10935 += $10937 // (int) 
0058: $10935 += $10940 // (int) 
0004: $10937 = 0 
0004: $10934 = 0 
000C: $10933 -= 1 
0008: $VALET_PARKED_CARS_NUMBER += 1 
0652: $VALET_STAGE = integer_stat 175 
00D6: if 
001C:   $VALET_PARKED_CARS_NUMBER > $VALET_STAGE // (int) 
004D: jump_if_false @VALET_7178 
0629: change_integer_stat 175 to $VALET_PARKED_CARS_NUMBER 

:VALET_7178
00D6: if 
0038:   $10933 == 0 
004D: jump_if_false @VALET_7393 
00BE: text_clear_all 
014F: stop_timer $10935 
0151: remove_status_text $10933 
000A: 18@ += 1 
0004: $10936 = 2 
008A: $10933 = 18@ // (int) 
0008: $10933 += 2 
0004: $10935 = 2 
00D6: if 
001B:   6 > 18@ 
004D: jump_if_false @VALET_7361 
008A: $VALET_STAGE = 18@ // (int) 
000C: $VALET_STAGE -= 1 
01E3: show_text_1number_styled GXT 'VAL_62' number $VALET_STAGE time 3000 style 1  // ~s~Valet Mission Level ~1~ Passed.
008A: $VALET_STAGE = 18@ // (int) 
0010: $VALET_STAGE *= 100 
000C: $VALET_STAGE -= 100 
01E4: show_text_1number_lowpriority GXT 'VAL_65' number $VALET_STAGE time 4000 flag 1  // ~s~You received $~1~ tip.
0109: player $PLAYER_CHAR money = $VALET_STAGE 
0085: 17@ = 32@ // (int) 
000A: 17@ += 5000 

:VALET_7361
00D6: if 
0039:   18@ == 6 
004D: jump_if_false @VALET_7386 
0050: gosub @VALET_16442 

:VALET_7386
0002: jump @VALET_7400 

:VALET_7393
0004: $10936 = 4 

:VALET_7400
0002: jump @VALET_7430 

:VALET_7407
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~You're fired!
0004: $10936 = 8 

:VALET_7430
00D6: if 
0038:   $10936 == 7 
004D: jump_if_false @VALET_7675 
00D6: if 
8119:   not car $10934 wrecked 
004D: jump_if_false @VALET_7649 
046C: $VALET_CAR_DRIVER = car $10934 driver 
00D6: if 
8038:   not  $VALET_CAR_DRIVER == -1 
004D: jump_if_false @VALET_7642 
00D6: if 
003A:   $VALET_CAR_DRIVER == $PLAYER_ACTOR // (int) 
004D: jump_if_false @VALET_7565 
0164: disable_marker 19@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
0151: remove_status_text $10937 
04F7: status_text $10937 type 0 line 2 GXT 'VAL_A17' // global_variable  // Damage Bonus
0004: $10936 = 6 
0002: jump @VALET_7642 

:VALET_7565
00D6: if or
003A:   $VALET_CAR_DRIVER == $1874[0] // (int) 
003A:   $VALET_CAR_DRIVER == $1874[1] // (int) 
003A:   $VALET_CAR_DRIVER == $1874[2] // (int) 
004D: jump_if_false @VALET_7642 
0164: disable_marker 19@ 
00BB: show_text_lowpriority GXT 'VAL_79' time 4000 flag 1  // ~s~Another valet picked up the waiting car.
0004: $10936 = 4 
0004: $10934 = 0 
0004: $10946 = 0 

:VALET_7642
0002: jump @VALET_7675 

:VALET_7649
0164: disable_marker 19@ 
0004: $10936 = 4 
0004: $10934 = 0 
0004: $10946 = 0 

:VALET_7675
00D6: if 
0038:   $10936 == 8 
004D: jump_if_false @VALET_7840 
0164: disable_marker 19@ 
0164: disable_marker 20@ 
0151: remove_status_text $10937 
014F: stop_timer $10935 
0151: remove_status_text $10933 
03DE: set_pedestrians_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 
0004: $1870 = 0 
0004: $ONMISSION = 0 
0004: $10936 = 0 
0004: $10934 = 0 
0004: $10750 = 1 
03C7: set_sensitivity_to_crime 1.0 
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_7794 
039E: set_actor $1874[0] locked 0 while_in_car 

:VALET_7794
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_7817 
039E: set_actor $1874[1] locked 0 while_in_car 

:VALET_7817
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @VALET_7840 
039E: set_actor $1874[2] locked 0 while_in_car 

:VALET_7840
0051: return 

:VALET_7842
0006: 6@ = 0 

:VALET_7849
00D6: if 
001B:   3 > 6@ 
004D: jump_if_false @VALET_13019 
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_7985 
00D6: if 
095D:   actor $1874(6@,3i) stuck_under_car 
004D: jump_if_false @VALET_7985 
062E: get_actor $1874(6@,3i) task 2089 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @VALET_7985 
0792: disembark_instantly_actor $1874(6@,3i) 
0829: actor $1874(6@,3i) perform_animation "KO_SKID_FRONT" IFP_file "PED" 1000.0 time 0 and_dies 

:VALET_7985
00D6: if and
8038:   not  $1892(6@,3i) == 4 
8038:   not  $1892(6@,3i) == 5 
004D: jump_if_false @VALET_8395 
00D6: if and
8118:   not actor $1874(6@,3i) dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_8395 
00D6: if 
074F:   actor $1874(6@,3i) ped_event == 9 
004D: jump_if_false @VALET_8344 
00D6: if or
0104:   actor $PLAYER_ACTOR near_actor $1874(6@,3i) radius 5.0 5.0 5.0 sphere 0 
051A:   actor $1874(6@,3i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @VALET_8328 
0004: $1892(6@,3i) = 5 
0008: $10928 += 1 
0687: clear_actor $1874(6@,3i) task 
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_8203 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $1874[0] radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @VALET_8203 
0004: $1892[0] = 5 

:VALET_8203
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_8262 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $1874[1] radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @VALET_8262 
0004: $1892[1] = 5 

:VALET_8262
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @VALET_8321 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $1874[2] radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @VALET_8321 
0004: $1892[2] = 5 

:VALET_8321
0002: jump @VALET_8344 

:VALET_8328
008A: $1892(6@,3i) = 0@(6@,3i) // (int) 

:VALET_8344
00D6: if 
8038:   not  $1892(6@,3i) == 9 
004D: jump_if_false @VALET_8395 
00D6: if 
04A3:   $1895 == 7 // == constant 
004D: jump_if_false @VALET_8395 
0004: $1892(6@,3i) = 9 

:VALET_8395
00D6: if 
8038:   not  $1892(6@,3i) == 1 
004D: jump_if_false @VALET_8704 
00D6: if 
056D:   actor $1874(6@,3i) defined 
004D: jump_if_false @VALET_8704 
00D6: if 
0118:   actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_8704 
0889: store_actor $1874(6@,3i) center_of_body_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
8038:   not  $1892(6@,3i) == 6 
004D: jump_if_false @VALET_8684 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_8576 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 15.0 15.0 15.0 
004D: jump_if_false @VALET_8576 
0004: $1892[0] = 5 
0004: $1892[1] = 5 
0004: $1892[2] = 5 

:VALET_8576
00D6: if 
0038:   $1870 == 1 
004D: jump_if_false @VALET_8684 
00D6: if or
0024:   $10808($1884,4f) > $TEMPVAR_FLOAT_1 // (float) 
0024:   $10816($1884,4f) > $TEMPVAR_FLOAT_2 // (float) 
0024:   $10824($1884,4f) > $TEMPVAR_FLOAT_3 // (float) 
0024:   $TEMPVAR_FLOAT_1 > $10812($1884,4f) // (float) 
0024:   $TEMPVAR_FLOAT_2 > $10820($1884,4f) // (float) 
0024:   $TEMPVAR_FLOAT_3 > $10828($1884,4f) // (float) 
004D: jump_if_false @VALET_8684 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:VALET_8684
0004: $1892(6@,3i) = 6 
01C2: remove_references_to_actor $1874(6@,3i) // Like turning an actor into a random pedestrian 

:VALET_8704
0871: init_jump_table $1892(6@,3i) total_jumps 11 default_jump 0 @VALET_13005 jumps 1 @VALET_8836 2 @VALET_9149 3 @VALET_9763 4 @VALET_10506 5 @VALET_10614 6 @VALET_12998 7 @VALET_11111 
0872: jump_table_jumps 8 @VALET_12285 9 @VALET_12607 10 @VALET_10325 11 @VALET_12792 -1 @VALET_13005 -1 @VALET_13005 -1 @VALET_13005 -1 @VALET_13005 -1 @VALET_13005 

:VALET_8836
00D6: if 
0038:   $1887(6@,3i) == 1 
004D: jump_if_false @VALET_9142 
0247: load_model #WMYVA 
00D6: if 
0248:   model #WMYVA available 
004D: jump_if_false @VALET_9142 
00D6: if 
0038:   $1884 == 1 
004D: jump_if_false @VALET_8948 
009A: $1874(6@,3i) = create_actor_pedtype 24 model #WMYVA at $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) 
0173: set_actor $1874(6@,3i) Z_angle_to $10765(6@,3f) 

:VALET_8948
00D6: if 
0038:   $1884 == 2 
004D: jump_if_false @VALET_9017 
009A: $1874(6@,3i) = create_actor_pedtype 24 model #WMYVA at $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) 
0173: set_actor $1874(6@,3i) Z_angle_to $10777(6@,3f) 

:VALET_9017
00D6: if 
0038:   $1884 == 3 
004D: jump_if_false @VALET_9086 
009A: $1874(6@,3i) = create_actor_pedtype 24 model #WMYVA at $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) 
0173: set_actor $1874(6@,3i) Z_angle_to $10789(6@,3f) 

:VALET_9086
060B: set_actor $1874(6@,3i) decision_maker_to 7@ 
02A9: set_actor $1874(6@,3i) immune_to_nonplayer 1 
0446: set_actor $1874(6@,3i) dismemberment_possible 0 
0004: $1892(6@,3i) = 2 
0006: 0@(6@,3i) = 2 

:VALET_9142
0002: jump @VALET_13005 

:VALET_9149
00D6: if 
001D:   32@ > 8@ // (int) 
004D: jump_if_false @VALET_9756 
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_9756 
00D6: if 
0038:   $1884 == 1 
004D: jump_if_false @VALET_9342 
00D6: if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) radius 2.0 2.0 2.0 
004D: jump_if_false @VALET_9342 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point_using_paths $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) mode 6 time -2 
05D4: AS_actor -1 rotate_angle $10765(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
0004: $1892(6@,3i) = 3 

:VALET_9342
00D6: if 
0038:   $1884 == 2 
004D: jump_if_false @VALET_9602 
00D6: if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) radius 2.0 2.0 2.0 
004D: jump_if_false @VALET_9503 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point_using_paths $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) mode 6 time -2 
05D4: AS_actor -1 rotate_angle $10777(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
0004: $1892(6@,3i) = 3 
0002: jump @VALET_9602 

:VALET_9503
062E: get_actor $1874(6@,3i) task 1492 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @VALET_9602 
0172: $10755 = actor $1874(6@,3i) Z_angle 
0061: $10755 -= $10777(6@,3f) // (float) 
0096: make $10755 absolute_float 
00D6: if 
8022:   not  10.0 > $10755 
004D: jump_if_false @VALET_9602 
05D4: AS_actor $1874(6@,3i) rotate_angle $10777(6@,3f) 

:VALET_9602
00D6: if 
0038:   $1884 == 3 
004D: jump_if_false @VALET_9756 
00D6: if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) radius 2.0 2.0 2.0 
004D: jump_if_false @VALET_9756 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point_using_paths $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) mode 6 time -2 
05D4: AS_actor -1 rotate_angle $10789(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
0004: $1892(6@,3i) = 3 

:VALET_9756
0002: jump @VALET_13005 

:VALET_9763
00D6: if 
001D:   32@ > 9@ // (int) 
004D: jump_if_false @VALET_10318 
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_10318 
062E: get_actor $1874(6@,3i) task 1560 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @VALET_10318 
00D6: if 
0038:   $1884 == 1 
004D: jump_if_false @VALET_9996 
00D6: if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) radius 3.0 3.0 3.0 
004D: jump_if_false @VALET_9985 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point_using_paths $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) mode 6 time -2 
05D4: AS_actor -1 rotate_angle $10765(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
0002: jump @VALET_9996 

:VALET_9985
0004: $1892(6@,3i) = 2 

:VALET_9996
00D6: if 
0038:   $1884 == 2 
004D: jump_if_false @VALET_10157 
00D6: if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) radius 3.0 3.0 3.0 
004D: jump_if_false @VALET_10146 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point_using_paths $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) mode 6 time -2 
05D4: AS_actor -1 rotate_angle $10777(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
0002: jump @VALET_10157 

:VALET_10146
0004: $1892(6@,3i) = 2 

:VALET_10157
00D6: if 
0038:   $1884 == 3 
004D: jump_if_false @VALET_10318 
00D6: if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) radius 3.0 3.0 3.0 
004D: jump_if_false @VALET_10307 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point_using_paths $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) mode 6 time -2 
05D4: AS_actor -1 rotate_angle $10789(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
0002: jump @VALET_10318 

:VALET_10307
0004: $1892(6@,3i) = 2 

:VALET_10318
0002: jump @VALET_13005 

:VALET_10325
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_10499 
062E: get_actor $1874(6@,3i) task 1560 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @VALET_10499 
00D6: if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10832($1884,4f) $10836($1884,4f) $10840($1884,4f) radius 3.0 3.0 3.0 
004D: jump_if_false @VALET_10477 
05F5: AS_actor $1874(6@,3i) goto_point_using_paths $10832($1884,4f) $10836($1884,4f) $10840($1884,4f) mode 6 time -2 
0002: jump @VALET_10499 

:VALET_10477
0006: 0@(6@,3i) = 3 
0004: $1892(6@,3i) = 3 

:VALET_10499
0002: jump @VALET_13005 

:VALET_10506
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_10607 
00D6: if 
874F:   not actor $1874(6@,3i) ped_event == 9 
004D: jump_if_false @VALET_10591 
0812: AS_actor $1874(6@,3i) perform_animation "FUCKU" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 
000A: 4@ += 1 

:VALET_10591
008A: $1892(6@,3i) = 0@(6@,3i) // (int) 

:VALET_10607
0002: jump @VALET_13005 

:VALET_10614
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_11104 
062E: get_actor $1874(6@,3i) task 1506 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @VALET_10679 
05E2: AS_actor $1874(6@,3i) kill_actor $PLAYER_ACTOR 

:VALET_10679
00D6: if 
001D:   32@ > 9@ // (int) 
004D: jump_if_false @VALET_11104 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_11104 
00D6: if 
0038:   $1884 == 1 
004D: jump_if_false @VALET_10844 
00D6: if or
8104:   not actor $1874(6@,3i) near_actor $PLAYER_ACTOR radius 15.0 15.0 15.0 sphere 0 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) radius 10.0 10.0 10.0 
004D: jump_if_false @VALET_10844 
0687: clear_actor $1874(6@,3i) task 
008A: $1892(6@,3i) = 0@(6@,3i) // (int) 

:VALET_10844
00D6: if 
0038:   $1884 == 2 
004D: jump_if_false @VALET_10974 
00D6: if or
8104:   not actor $1874(6@,3i) near_actor $PLAYER_ACTOR radius 15.0 15.0 15.0 sphere 0 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) radius 10.0 10.0 10.0 
004D: jump_if_false @VALET_10974 
0687: clear_actor $1874(6@,3i) task 
008A: $1892(6@,3i) = 0@(6@,3i) // (int) 

:VALET_10974
00D6: if 
0038:   $1884 == 3 
004D: jump_if_false @VALET_11104 
00D6: if or
8104:   not actor $1874(6@,3i) near_actor $PLAYER_ACTOR radius 15.0 15.0 15.0 sphere 0 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) radius 10.0 10.0 10.0 
004D: jump_if_false @VALET_11104 
0687: clear_actor $1874(6@,3i) task 
008A: $1892(6@,3i) = 0@(6@,3i) // (int) 

:VALET_11104
0002: jump @VALET_13005 

:VALET_11111
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_12278 
00D6: if 
0038:   $1884 == 1 
004D: jump_if_false @VALET_11240 
00D6: if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) radius 23.0 23.0 8.0 
004D: jump_if_false @VALET_11240 
0004: $1892(6@,3i) = 2 
0006: 0@(6@,3i) = 2 
0004: $1878(6@,3i) = 0 

:VALET_11240
00D6: if 
0038:   $1884 == 2 
004D: jump_if_false @VALET_11349 
00D6: if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) radius 23.0 23.0 8.0 
004D: jump_if_false @VALET_11349 
0004: $1892(6@,3i) = 2 
0006: 0@(6@,3i) = 2 
0004: $1878(6@,3i) = 0 

:VALET_11349
00D6: if 
0038:   $1884 == 3 
004D: jump_if_false @VALET_11458 
00D6: if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) radius 23.0 23.0 8.0 
004D: jump_if_false @VALET_11458 
0004: $1892(6@,3i) = 2 
0006: 0@(6@,3i) = 2 
0004: $1878(6@,3i) = 0 

:VALET_11458
00D6: if 
8038:   not  $1892(6@,3i) == 2 
004D: jump_if_false @VALET_12278 
062E: get_actor $1874(6@,3i) task 1560 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @VALET_12033 
00D6: if 
8119:   not car $1878(6@,3i) wrecked 
004D: jump_if_false @VALET_11993 
00D6: if 
00DB:   actor $1874(6@,3i) in_car $1878(6@,3i) 
004D: jump_if_false @VALET_11828 
0810: store_random_parkplace_in_cube_cornerA $10808($1884,4f) $10816($1884,4f) $10824($1884,4f) cornerB $10812($1884,4f) $10820($1884,4f) $10828($1884,4f) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if 
8042:   not  $TEMPVAR_FLOAT_1 == 0.0 
004D: jump_if_false @VALET_11821 
00D6: if 
003A:   $1878(6@,3i) == $1877 // (int) 
004D: jump_if_false @VALET_11664 
0004: $1877 = 0 

:VALET_11664
0086: $10942 = $TEMPVAR_FLOAT_1 // (float) 
0086: $10943 = $TEMPVAR_FLOAT_2 // (float) 
0086: $10944 = $TEMPVAR_FLOAT_3 // (float) 
00D6: if 
0686:   car $1878(6@,3i) attached 
004D: jump_if_false @VALET_11734 
0684: detach_car $1878(6@,3i) 0.0 0.0 0.0 collision_detection 0 

:VALET_11734
05D1: AS_actor $1874(6@,3i) drive_car $1878(6@,3i) to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 speed 15.0 1 model #NULL 0 
00D6: if 
0038:   $1870 == 1 
004D: jump_if_false @VALET_11799 
039E: set_actor $1874(6@,3i) locked 1 while_in_car 

:VALET_11799
0004: $1892(6@,3i) = 8 
0006: 0@(6@,3i) = 7 

:VALET_11821
0002: jump @VALET_11986 

:VALET_11828
00D6: if 
8119:   not car $1878(6@,3i) wrecked 
004D: jump_if_false @VALET_11953 
00D6: if 
0205:   actor $1874(6@,3i) near_car $1878(6@,3i) radius 20.0 20.0 20.0 flag 0 
004D: jump_if_false @VALET_11946 
0615: define_AS_pack_begin 11@ 
05B9: AS_actor -1 stay_idle 3000 ms 
05CB: AS_actor -1 enter_car $1878(6@,3i) as_driver -2 ms 
0616: define_AS_pack_end 11@ 
0008: $10929 += 1 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 

:VALET_11946
0002: jump @VALET_11986 

:VALET_11953
0004: $1892(6@,3i) = 2 
0006: 0@(6@,3i) = 2 
0004: $1878(6@,3i) = 0 

:VALET_11986
0002: jump @VALET_12026 

:VALET_11993
0004: $1892(6@,3i) = 2 
0006: 0@(6@,3i) = 2 
0004: $1878(6@,3i) = 0 

:VALET_12026
0002: jump @VALET_12278 

:VALET_12033
00D6: if and
8119:   not car $1878(6@,3i) wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_12278 
0811: $VALET_CAR = actor $PLAYER_ACTOR used_car 
00D6: if 
003A:   $VALET_CAR == $1878(6@,3i) // (int) 
004D: jump_if_false @VALET_12174 
00D6: if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
004D: jump_if_false @VALET_12174 
00D6: if and
89DE:   not actor $1874(6@,3i) entering_car 
80DF:   not actor $1874(6@,3i) driving 
004D: jump_if_false @VALET_12174 
0687: clear_actor $1874(6@,3i) task 
0004: $1892(6@,3i) = 2 
0004: $1878(6@,3i) = 0 

:VALET_12174
00D6: if 
8119:   not car $1878(6@,3i) wrecked 
004D: jump_if_false @VALET_12271 
00D6: if 
8205:   not actor $1874(6@,3i) near_car $1878(6@,3i) radius 20.0 20.0 20.0 flag 0 
004D: jump_if_false @VALET_12271 
0004: $1892(6@,3i) = 2 
0006: 0@(6@,3i) = 2 
0004: $1878(6@,3i) = 0 

:VALET_12271
0002: jump @VALET_12278 

:VALET_12278
0002: jump @VALET_13005 

:VALET_12285
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_12600 
062E: get_actor $1874(6@,3i) task 1489 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @VALET_12460 
00D6: if 
00A4:   actor $1874(6@,3i) sphere 0 in_cube_cornerA $10808($1884,4f) $10816($1884,4f) $10824($1884,4f) cornerB $10812($1884,4f) $10820($1884,4f) $10828($1884,4f) 
004D: jump_if_false @VALET_12431 
0004: $1892(6@,3i) = 3 
0006: 0@(6@,3i) = 3 
0002: jump @VALET_12453 

:VALET_12431
0004: $1892(6@,3i) = 3 
0006: 0@(6@,3i) = 3 

:VALET_12453
0002: jump @VALET_12600 

:VALET_12460
00D6: if or
0038:   $ONMISSION == 0 
0038:   $1870 == 1 
0018:   $1886 > 0 
004D: jump_if_false @VALET_12600 
00D6: if 
8119:   not car $1878(6@,3i) wrecked 
004D: jump_if_false @VALET_12600 
0987: get_car_blocking_car $1878(6@,3i) store_to $VALET_CAR 
00D6: if 
8119:   not car $VALET_CAR wrecked 
004D: jump_if_false @VALET_12600 
046C: $VALET_CAR_DRIVER = car $VALET_CAR driver 
00D6: if or
003A:   $VALET_CAR_DRIVER == $PLAYER_ACTOR // (int) 
0038:   $VALET_CAR_DRIVER == -1 
004D: jump_if_false @VALET_12600 
00D6: if 
8038:   not  $VALET_CAR == -1 
004D: jump_if_false @VALET_12600 
0084: $10754 = $VALET_CAR // (int) 

:VALET_12600
0002: jump @VALET_13005 

:VALET_12607
00D6: if and
8118:   not actor $1874(6@,3i) dead 
8119:   not car $1878(6@,3i) wrecked 
004D: jump_if_false @VALET_12785 
00D6: if 
80DB:   not actor $1874(6@,3i) in_car $1878(6@,3i) 
004D: jump_if_false @VALET_12785 
046C: $10749 = car $1878(6@,3i) driver 
00D6: if 
8038:   not  $10749 == -1 
004D: jump_if_false @VALET_12785 
0811: $VALET_CAR = actor $PLAYER_ACTOR used_car 
00D6: if 
003A:   $VALET_CAR == $1878(6@,3i) // (int) 
004D: jump_if_false @VALET_12774 
00D6: if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
004D: jump_if_false @VALET_12756 
0002: jump @VALET_12767 

:VALET_12756
0004: $1892(6@,3i) = 2 

:VALET_12767
0002: jump @VALET_12785 

:VALET_12774
0004: $1892(6@,3i) = 2 

:VALET_12785
0002: jump @VALET_13005 

:VALET_12792
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_12991 
062E: get_actor $1874(6@,3i) task 1655 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @VALET_12991 
00D6: if 
0039:   6@ == 0 
004D: jump_if_false @VALET_12991 
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_12991 
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_12991 
062E: get_actor $1874[1] task 1655 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @VALET_12991 
062E: get_actor $1874[0] task 1655 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @VALET_12991 
0677: AS_actor $1874[0] chat_with_actor $1874[1] lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor $1874[1] chat_with_actor $1874[0] lead_speaker_flag 0 unknown_flag 1 
0006: 0@ = 11 
0006: 1@ = 11 

:VALET_12991
0002: jump @VALET_13005 

:VALET_12998
0002: jump @VALET_13005 

:VALET_13005
000A: 6@ += 1 
0002: jump @VALET_7849 

:VALET_13019
0051: return 

:VALET_13021
00D6: if or
0038:   $1890 == 0 
0018:   $10752 > 0 
004D: jump_if_false @VALET_13235 
00D6: if 
0038:   $1885 == 0 
004D: jump_if_false @VALET_13235 
00D6: if 
0038:   $1881 == 0 
004D: jump_if_false @VALET_13235 
00D6: if 
8339:   not anything_in_cube_cornerA $10792($1884,4f) $10800($1884,4f) 0.0 cornerB $10796($1884,4f) $10804($1884,4f) 80.0 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @VALET_13164 
000C: $10752 -= 1 
0004: $1885 = 1 
0006: 15@ = 0 

:VALET_13164
00D6: if 
0038:   $1885 == 0 
004D: jump_if_false @VALET_13235 
00D6: if and
0038:   $10934 == 0 
0038:   $1877 == 0 
0038:   $1881 == 0 
004D: jump_if_false @VALET_13235 
000C: $10752 -= 1 
0004: $1885 = 1 
0006: 15@ = 0 

:VALET_13235
00D6: if 
8038:   not  $1881 == 0 
004D: jump_if_false @VALET_13392 
00D6: if 
0119:   car $1881 wrecked 
004D: jump_if_false @VALET_13283 
0004: $1891 = 1 
0004: $1881 = 0 

:VALET_13283
00D6: if 
8119:   not car $1881 wrecked 
004D: jump_if_false @VALET_13392 
046C: $VALET_CAR_DRIVER = car $1881 driver 
00D6: if 
8118:   not actor $VALET_CAR_DRIVER dead 
004D: jump_if_false @VALET_13347 
00D6: if 
8448:   not actor $VALET_CAR_DRIVER in_car $1881 
004D: jump_if_false @VALET_13347 
01C3: remove_references_to_car $1881 

:VALET_13347
00D6: if or
0038:   $VALET_CAR_DRIVER == -1 
003A:   $VALET_CAR_DRIVER == $PLAYER_ACTOR // (int) 
004D: jump_if_false @VALET_13392 
01C3: remove_references_to_car $1881 
0004: $1891 = 2 
0004: $1881 = 0 

:VALET_13392
00D6: if 
8038:   not  $1877 == 0 
004D: jump_if_false @VALET_13507 
00D6: if 
0119:   car $1877 wrecked 
004D: jump_if_false @VALET_13433 
0004: $1877 = 0 

:VALET_13433
00D6: if 
8119:   not car $1877 wrecked 
004D: jump_if_false @VALET_13507 
046C: $VALET_CAR_DRIVER = car $1877 driver 
00D6: if 
003A:   $VALET_CAR_DRIVER == $PLAYER_ACTOR // (int) 
004D: jump_if_false @VALET_13507 
00D6: if 
803A:   not  $1877 == $1867 // (int) 
004D: jump_if_false @VALET_13500 
01C3: remove_references_to_car $1877 

:VALET_13500
0004: $1877 = 0 

:VALET_13507
00D6: if 
001D:   32@ > 9@ // (int) 
004D: jump_if_false @VALET_14641 
00D6: if or
0038:   $1892[0] == 2 
0038:   $1892[1] == 2 
0038:   $1892[2] == 2 
0038:   $1870 == 1 
0038:   $ONMISSION == 1 
004D: jump_if_false @VALET_14641 
00D6: if and
8038:   not  $1892[0] == 7 
8038:   not  $1892[1] == 7 
8038:   not  $1892[2] == 7 
004D: jump_if_false @VALET_14641 
053E: $1882 = get_random_car_with_model -1 in_rectangle_cornerA $10792($1884,4f) $10800($1884,4f) cornerB $10796($1884,4f) $10804($1884,4f) 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @VALET_13709 
00D6: if 
00B0:   car $1867 sphere 0 in_rectangle_cornerA $10792($1884,4f) $10800($1884,4f) cornerB $10796($1884,4f) $10804($1884,4f) 
004D: jump_if_false @VALET_13709 
0084: $1882 = $1867 // (int) 

:VALET_13709
00D6: if 
0038:   $1882 == -1 
004D: jump_if_false @VALET_13797 
00D6: if 
8119:   not car $1881 wrecked 
004D: jump_if_false @VALET_13797 
00D6: if 
00B0:   car $1881 sphere 0 in_rectangle_cornerA $10792($1884,4f) $10800($1884,4f) cornerB $10796($1884,4f) $10804($1884,4f) 
004D: jump_if_false @VALET_13797 
0084: $1882 = $1881 // (int) 

:VALET_13797
00D6: if 
0038:   $1882 == -1 
004D: jump_if_false @VALET_13885 
00D6: if 
8119:   not car $10946 wrecked 
004D: jump_if_false @VALET_13885 
00D6: if 
00B0:   car $10946 sphere 0 in_rectangle_cornerA $10792($1884,4f) $10800($1884,4f) cornerB $10796($1884,4f) $10804($1884,4f) 
004D: jump_if_false @VALET_13885 
0084: $1882 = $10946 // (int) 

:VALET_13885
0004: $10724 = 0 
00D6: if 
8038:   not  $1882 == -1 
004D: jump_if_false @VALET_14022 
0084: $10945 = $1882 // (int) 
00D6: if 
8119:   not car $1882 wrecked 
004D: jump_if_false @VALET_14022 
046C: $VALET_CAR_DRIVER = car $1882 driver 
00D6: if 
0038:   $VALET_CAR_DRIVER == -1 
004D: jump_if_false @VALET_14022 
08EC: 12@ = car $1882 class 
00D6: if and
84A4:   not  12@ == 0 // == constant 
84A4:   not  12@ == 1 // == constant 
84A4:   not  12@ == 2 // == constant 
84A4:   not  12@ == 3 // == constant 
004D: jump_if_false @VALET_14022 
0084: $10754 = $1882 // (int) 
0004: $1882 = -1 

:VALET_14022
00D6: if 
8038:   not  $1882 == -1 
004D: jump_if_false @VALET_14087 
00D6: if 
8119:   not car $1882 wrecked 
004D: jump_if_false @VALET_14087 
00D6: if 
0975:   car $1882 emergency_vehicle 
004D: jump_if_false @VALET_14087 
0084: $10754 = $1882 // (int) 
0004: $1882 = -1 

:VALET_14087
00D6: if 
8038:   not  $1882 == -1 
004D: jump_if_false @VALET_14641 
00D6: if 
8119:   not car $1882 wrecked 
004D: jump_if_false @VALET_14267 
046C: $VALET_CAR_DRIVER = car $1882 driver 
00D6: if 
8038:   not  $VALET_CAR_DRIVER == -1 
004D: jump_if_false @VALET_14267 
00D6: if 
8118:   not actor $VALET_CAR_DRIVER dead 
004D: jump_if_false @VALET_14267 
00D6: if 
8448:   not actor $VALET_CAR_DRIVER in_car $1882 
004D: jump_if_false @VALET_14197 
0084: $1877 = $1882 // (int) 
04E0: car $1877 abandon_path_radius 1 

:VALET_14197
062E: get_actor $VALET_CAR_DRIVER task 1560 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 1 // == constant 
004D: jump_if_false @VALET_14267 
0646: unknown_get_actor $VALET_CAR_DRIVER task_1560_status_store_to 3@ // similar to 062E 
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @VALET_14267 
0084: $1877 = $1882 // (int) 
04E0: car $1877 abandon_path_radius 1 

:VALET_14267
00D6: if 
0038:   $VALET_CAR_DRIVER == -1 
004D: jump_if_false @VALET_14300 
0084: $1877 = $1882 // (int) 
04E0: car $1877 abandon_path_radius 1 

:VALET_14300
0811: $VALET_CAR = actor $PLAYER_ACTOR used_car 
00D6: if 
003A:   $VALET_CAR == $1877 // (int) 
004D: jump_if_false @VALET_14334 
0004: $1877 = 0 

:VALET_14334
00D6: if 
003A:   $1877 == $1882 // (int) 
004D: jump_if_false @VALET_14634 
00D6: if 
8119:   not car $1882 wrecked 
004D: jump_if_false @VALET_14521 
01EA: 30@ = car $1882 max_passengers 
0006: 6@ = 0 

:VALET_14384
00D6: if 
001D:   30@ > 6@ // (int) 
004D: jump_if_false @VALET_14521 
00D6: if 
8431:   not car $1882 passenger_seat_free 6@ 
004D: jump_if_false @VALET_14507 
0432: $10749 = get_actor_handle_from_car $1882 passenger_seat 6@ 
00D6: if 
8118:   not actor $10749 dead 
004D: jump_if_false @VALET_14507 
00D6: if 
0448:   actor $10749 in_car $1882 
004D: jump_if_false @VALET_14507 
062E: get_actor $10749 task 1502 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @VALET_14507 
01C2: remove_references_to_actor $10749 // Like turning an actor into a random pedestrian 
05DE: AS_actor $10749 walk_around_ped_path 

:VALET_14507
000A: 6@ += 1 
0002: jump @VALET_14384 

:VALET_14521
00D6: if 
0038:   $1892[0] == 2 
004D: jump_if_false @VALET_14561 
0004: $1892[0] = 7 
0084: $1878[0] = $1877 // (int) 
0002: jump @VALET_14634 

:VALET_14561
00D6: if 
0038:   $1892[1] == 2 
004D: jump_if_false @VALET_14601 
0004: $1892[1] = 7 
0084: $1878[1] = $1877 // (int) 
0002: jump @VALET_14634 

:VALET_14601
00D6: if 
0038:   $1892[2] == 2 
004D: jump_if_false @VALET_14634 
0004: $1892[2] = 7 
0084: $1878[2] = $1877 // (int) 

:VALET_14634
0004: $1882 = 0 

:VALET_14641
00D6: if 
0038:   $1885 == 1 
004D: jump_if_false @VALET_16069 
00D6: if 
001D:   32@ > 10@ // (int) 
004D: jump_if_false @VALET_16069 
0004: $1891 = 3 
0004: $1881 = 0 
053E: $VALET_CAR = get_random_car_with_model -1 in_rectangle_cornerA $10844($1884,4f) $10848($1884,4f) cornerB $10852($1884,4f) $10856($1884,4f) 
00D6: if 
8038:   not  $VALET_CAR == -1 
004D: jump_if_false @VALET_14983 
00D6: if 
8119:   not car $VALET_CAR wrecked 
004D: jump_if_false @VALET_14983 
0174: 24@ = car $VALET_CAR Z_angle 
0087: 13@ = 24@ // (float) 
0065: 13@ -= $10860($1884,4f) // (float) 
0097: make 13@ absolute_float 
00D6: if 
0023:   45.0 > 13@ 
004D: jump_if_false @VALET_14983 
08EC: 12@ = car $VALET_CAR class 
00D6: if or
04A4:   12@ == 0 // == constant 
04A4:   12@ == 1 // == constant 
04A4:   12@ == 2 // == constant 
04A4:   12@ == 3 // == constant 
004D: jump_if_false @VALET_14983 
0441: 12@ = car $VALET_CAR model 
00D6: if or
84A4:   not  12@ == 596 // == constant 
84A4:   not  12@ == 420 // == constant 
004D: jump_if_false @VALET_14983 
046C: $10747 = car $VALET_CAR driver 
00D6: if 
8038:   not  $10747 == -1 
004D: jump_if_false @VALET_14983 
00D6: if 
8118:   not actor $10747 dead 
004D: jump_if_false @VALET_14983 
062E: get_actor $10747 task 1490 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @VALET_14983 
0084: $1881 = $VALET_CAR // (int) 
073B: unknown_car $1881 flag 0 

:VALET_14983
00D6: if 
0038:   $1881 == 0 
004D: jump_if_false @VALET_15292 
053E: $VALET_CAR = get_random_car_with_model -1 in_rectangle_cornerA $10864($1884,4f) $10868($1884,4f) cornerB $10872($1884,4f) $10876($1884,4f) 
00D6: if 
8038:   not  $VALET_CAR == -1 
004D: jump_if_false @VALET_15292 
00D6: if 
8119:   not car $VALET_CAR wrecked 
004D: jump_if_false @VALET_15292 
0174: 24@ = car $VALET_CAR Z_angle 
0087: 13@ = 24@ // (float) 
0065: 13@ -= $10880($1884,4f) // (float) 
0097: make 13@ absolute_float 
00D6: if 
0023:   45.0 > 13@ 
004D: jump_if_false @VALET_15292 
08EC: 12@ = car $VALET_CAR class 
00D6: if or
04A4:   12@ == 0 // == constant 
04A4:   12@ == 1 // == constant 
04A4:   12@ == 2 // == constant 
04A4:   12@ == 3 // == constant 
004D: jump_if_false @VALET_15292 
0441: 12@ = car $VALET_CAR model 
00D6: if or
84A4:   not  12@ == 596 // == constant 
84A4:   not  12@ == 420 // == constant 
004D: jump_if_false @VALET_15292 
046C: $10747 = car $VALET_CAR driver 
00D6: if 
8038:   not  $10747 == -1 
004D: jump_if_false @VALET_15292 
00D6: if 
8118:   not actor $10747 dead 
004D: jump_if_false @VALET_15292 
062E: get_actor $10747 task 1490 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @VALET_15292 
0084: $1881 = $VALET_CAR // (int) 
073B: unknown_car $1881 flag 0 

:VALET_15292
00D6: if or
0038:   $1870 == 1 
0018:   $1886 > 0 
004D: jump_if_false @VALET_15771 
00D6: if 
0038:   $1881 == 0 
004D: jump_if_false @VALET_15771 
000A: 15@ += 1 
00D6: if 
0039:   15@ == 6 
004D: jump_if_false @VALET_15462 
0209: 6@ = random_int_in_ranges 0 3 
00D6: if 
0039:   6@ == 0 
004D: jump_if_false @VALET_15400 
0247: load_model #PREVION 
04AF: 14@ = 436 // = constant 

:VALET_15400
00D6: if 
0039:   6@ == 1 
004D: jump_if_false @VALET_15431 
0247: load_model #FELTZER 
04AF: 14@ = 533 // = constant 

:VALET_15431
00D6: if 
0039:   6@ == 2 
004D: jump_if_false @VALET_15462 
0247: load_model #ELEGANT 
04AF: 14@ = 507 // = constant 

:VALET_15462
00D6: if 
0029:   15@ >= 6 
004D: jump_if_false @VALET_15771 
00D6: if 
8039:   not  14@ == 0 
004D: jump_if_false @VALET_15771 
00D6: if 
0248:   model 14@ available 
004D: jump_if_false @VALET_15771 
00D6: if 
80C2:   not sphere_onscreen $10896($1884,4f) $10900($1884,4f) $10904($1884,4f) radius 5.0 
004D: jump_if_false @VALET_15646 
0395: clear_area 0 at $10896($1884,4f) $10900($1884,4f) $10904($1884,4f) radius 5.0 
00A5: $1881 = create_car 14@ at $10896($1884,4f) $10900($1884,4f) $10904($1884,4f) 
0175: set_car $1881 Z_angle_to $10908($1884,4f) 
0560: create_random_actor_in_car $1881 handle_as $10747 
073B: unknown_car $1881 flag 0 
0002: jump @VALET_15771 

:VALET_15646
00D6: if 
80C2:   not sphere_onscreen $10912($1884,4f) $10916($1884,4f) $10920($1884,4f) radius 5.0 
004D: jump_if_false @VALET_15771 
0395: clear_area 0 at $10912($1884,4f) $10916($1884,4f) $10920($1884,4f) radius 5.0 
00A5: $1881 = create_car 14@ at $10912($1884,4f) $10916($1884,4f) $10920($1884,4f) 
0175: set_car $1881 Z_angle_to $10924($1884,4f) 
0560: create_random_actor_in_car $1881 handle_as $10747 
073B: unknown_car $1881 flag 0 

:VALET_15771
00D6: if 
8038:   not  $1881 == 0 
004D: jump_if_false @VALET_16069 
0004: $1885 = 0 
00D6: if and
8118:   not actor $10747 dead 
8119:   not car $1881 wrecked 
004D: jump_if_false @VALET_16039 
00D6: if 
0038:   $1901 == 1 
004D: jump_if_false @VALET_15844 
0229: set_car $1881 primary_color_to 3 secondary_color_to 3 

:VALET_15844
01C2: remove_references_to_actor $10747 // Like turning an actor into a random pedestrian 
0615: define_AS_pack_begin 11@ 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @VALET_15911 
05D1: AS_actor -1 drive_car $1881 to $10884($1884,4f) $10888($1884,4f) $10892($1884,4f) speed 17.0 0 model #NULL 0 

:VALET_15911
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @VALET_15968 
05D1: AS_actor -1 drive_car $1881 to $10884($1884,4f) $10888($1884,4f) $10892($1884,4f) speed 17.0 0 model #NULL 2 

:VALET_15968
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 11@ 
00D6: if 
8118:   not actor $10747 dead 
004D: jump_if_false @VALET_16000 
039E: set_actor $10747 locked 1 while_in_car 

:VALET_16000
00D6: if 
0038:   $1870 == 1 
004D: jump_if_false @VALET_16026 
0084: $10946 = $1881 // (int) 

:VALET_16026
0618: assign_actor $10747 to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 

:VALET_16039
00D6: if 
8039:   not  14@ == 0 
004D: jump_if_false @VALET_16069 
0249: release_model 14@ 
0006: 14@ = 0 

:VALET_16069
0051: return 

:VALET_16071
00D6: if or
0038:   $1870 == 1 
0038:   $1871 == 1 
004D: jump_if_false @VALET_16440 
00D6: if and
8038:   not  $10754 == -1 
803A:   not  $10754 == $1867 // (int) 
803A:   not  $10754 == $10934 // (int) 
004D: jump_if_false @VALET_16440 
00D6: if 
803A:   not  $10947 == $10754 // (int) 
004D: jump_if_false @VALET_16440 
00D6: if 
8119:   not car $10754 wrecked 
004D: jump_if_false @VALET_16440 
00AA: store_car $10754 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
00D6: if or
0022:   -1760.178 > $TEMPVAR_FLOAT_1 
0022:   972.2405 > $TEMPVAR_FLOAT_2 
0022:   16.1633 > $TEMPVAR_FLOAT_3 
0020:   $TEMPVAR_FLOAT_1 > -1679.605 
0020:   $TEMPVAR_FLOAT_2 > 1064.293 
0020:   $TEMPVAR_FLOAT_3 > 24.8629 
004D: jump_if_false @VALET_16440 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $10754 
004D: jump_if_false @VALET_16440 
00D6: if 
82CA:   not car $10754 bounding_sphere_visible 
004D: jump_if_false @VALET_16297 
00A6: destroy_car $10754 
0002: jump @VALET_16440 

:VALET_16297
046C: $10749 = car $10754 driver 
00D6: if 
0038:   $10749 == -1 
004D: jump_if_false @VALET_16440 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car $10754 radius 8.0 8.0 8.0 flag 0 
004D: jump_if_false @VALET_16440 
0376: $10749 = create_random_actor_at 0.0 0.0 0.0 
01C2: remove_references_to_actor $10749 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $10754 
00D6: if and
8118:   not actor $10749 dead 
8119:   not car $10754 wrecked 
004D: jump_if_false @VALET_16440 
036A: put_actor $10749 in_car $10754 
05D2: AS_actor $10749 run_to_and_hijack_car $10754 max_search_radius 20.0 traffic_behavior 2 
0004: $10754 = 0 

:VALET_16440
0051: return 

:VALET_16442
00D6: if 
0038:   $1900 == 0 
004D: jump_if_false @VALET_16829 
030C: progress_made = 1 
0394: play_music 1 
0004: $1900 = 1 
016A: fade 0 time 500 

:VALET_16482
00D6: if 
016B:   fading 
004D: jump_if_false @VALET_16506 
0001: wait 0 ms 
0002: jump @VALET_16482 

:VALET_16506
00BE: text_clear_all 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VALET_16791 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
04A6: $5271 = create_asset_money_pickup_at -1757.668 961.7819 24.3828 money 2000 2000 
03CB: set_rendering_origin_at -1757.668 961.7819 24.3828 
015F: set_camera_position -1761.832 910.2675 30.7224 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1761.689 911.2571 30.7291 switchstyle 2 
016A: fade 1 time 500 

:VALET_16636
00D6: if 
016B:   fading 
004D: jump_if_false @VALET_16660 
0001: wait 0 ms 
0002: jump @VALET_16636 

:VALET_16660
0394: play_music 2 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
0001: wait 5000 ms 
015F: set_camera_position -1748.38 951.821 27.5455 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1748.938 952.5872 27.2272 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number 2000 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
0001: wait 6000 ms 
016A: fade 0 time 500 

:VALET_16767
00D6: if 
016B:   fading 
004D: jump_if_false @VALET_16791 
0001: wait 0 ms 
0002: jump @VALET_16767 

:VALET_16791
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VALET_16829 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 500 

:VALET_16829
00BA: show_text_styled GXT 'VAL_A33' time 5000 style 1  // ~S~Valet Parking Complete
0004: $10936 = 8 
0051: return 

:VALET_16854
0249: release_model #WMYVA 
01C2: remove_references_to_actor $1874[0] // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $1874[1] // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $1874[2] // Like turning an actor into a random pedestrian 
0151: remove_status_text $10937 
014F: stop_timer $10935 
0151: remove_status_text $10933 
065C: release_decision_maker 7@ 
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_16915 
009B: destroy_actor $1874[0] 

:VALET_16915
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_16936 
009B: destroy_actor $1874[1] 

:VALET_16936
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @VALET_16957 
009B: destroy_actor $1874[2] 

:VALET_16957
00D6: if 
0038:   $1870 == 1 
004D: jump_if_false @VALET_16986 
03DE: set_pedestrians_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 

:VALET_16986
0004: $1892[0] = 1 
0004: $1892[1] = 1 
0004: $1892[2] = 1 
0006: 4@ = 0 
0004: $10932 = 0 
00D6: if 
8119:   not car $10934 wrecked 
004D: jump_if_false @VALET_17077 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_17077 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $10934 
004D: jump_if_false @VALET_17077 
00A6: destroy_car $10934 

:VALET_17077
00D6: if 
8119:   not car $1878[0] wrecked 
004D: jump_if_false @VALET_17133 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_17133 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $1878[0] 
004D: jump_if_false @VALET_17133 
00A6: destroy_car $1878[0] 

:VALET_17133
00D6: if 
8119:   not car $1878[1] wrecked 
004D: jump_if_false @VALET_17189 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_17189 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $1878[1] 
004D: jump_if_false @VALET_17189 
00A6: destroy_car $1878[1] 

:VALET_17189
00D6: if 
8119:   not car $1878[2] wrecked 
004D: jump_if_false @VALET_17245 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_17245 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $1878[2] 
004D: jump_if_false @VALET_17245 
00A6: destroy_car $1878[2] 

:VALET_17245
00D6: if 
8119:   not car $1877 wrecked 
004D: jump_if_false @VALET_17301 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_17301 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $1877 
004D: jump_if_false @VALET_17301 
00A6: destroy_car $1877 

:VALET_17301
00D6: if 
8119:   not car $1881 wrecked 
004D: jump_if_false @VALET_17357 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_17357 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $1881 
004D: jump_if_false @VALET_17357 
00A6: destroy_car $1881 

:VALET_17357
0004: $1897 = 0 
0004: $1898 = 0 
0004: $1899 = 0 
0004: $10934 = 0 
0004: $1878[0] = 0 
0004: $1878[1] = 0 
0004: $1878[2] = 0 
0004: $1877 = 0 
0004: $1891 = 4 
0004: $1881 = 0 
0004: $10936 = 0 
0004: $10753 = 0 
0004: $1873 = 0 
0004: $1896 = 0 
0164: disable_marker 20@ 
0164: disable_marker 19@ 
004E: end_thread 
0051: return 
004E: end_thread 

//-------------External script 73 (PHOTO)---------------

:PHOTO
03A4: name_thread 'PHOTO' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @PHOTO_60 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:PHOTO_60
04ED: load_animation "CAMERA" 
0247: load_model #CAMERA 

:PHOTO_75
00D6: if 
8248:   not model #CAMERA available 
004D: jump_if_false @PHOTO_117 
04ED: load_animation "CAMERA" 
0247: load_model #CAMERA 
0001: wait 0 ms 
0002: jump @PHOTO_75 

:PHOTO_117
00D6: if 
84EE:   not animation "CAMERA" loaded 
004D: jump_if_false @PHOTO_164 
04ED: load_animation "CAMERA" 
0247: load_model #CAMERA 
0001: wait 0 ms 
0002: jump @PHOTO_117 

:PHOTO_164
0006: 3@ = 1 
0006: 4@ = 0 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PHOTO_204 
01B2: give_actor 0@ weapon 43 ammo 1000 // Load the weapon model before using this 

:PHOTO_204
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PHOTO_306 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @PHOTO_292 
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PHOTO_278 
0002: jump @PHOTO_2447 
0002: jump @PHOTO_285 

:PHOTO_278
0050: gosub @PHOTO_320 

:PHOTO_285
0002: jump @PHOTO_299 

:PHOTO_292
0050: gosub @PHOTO_2405 

:PHOTO_299
0002: jump @PHOTO_313 

:PHOTO_306
0050: gosub @PHOTO_2405 

:PHOTO_313
0002: jump @PHOTO_204 

:PHOTO_320
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PHOTO_397 jumps 1 @PHOTO_383 -1 @PHOTO_397 -1 @PHOTO_397 -1 @PHOTO_397 -1 @PHOTO_397 -1 @PHOTO_397 -1 @PHOTO_397 

:PHOTO_383
0050: gosub @PHOTO_399 
0002: jump @PHOTO_397 

:PHOTO_397
0051: return 

:PHOTO_399
0871: init_jump_table 4@ total_jumps 13 default_jump 0 @PHOTO_2403 jumps 0 @PHOTO_527 1 @PHOTO_587 2 @PHOTO_744 3 @PHOTO_912 4 @PHOTO_1047 5 @PHOTO_1172 6 @PHOTO_1414 
0872: jump_table_jumps 7 @PHOTO_1540 8 @PHOTO_1704 9 @PHOTO_1777 10 @PHOTO_1902 11 @PHOTO_2144 12 @PHOTO_2277 -1 @PHOTO_2403 -1 @PHOTO_2403 -1 @PHOTO_2403 

:PHOTO_527
0605: actor 0@ perform_animation "CAMSTND_IDLELOOP" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 
0002: jump @PHOTO_2403 

:PHOTO_587
00D6: if 
0611:   actor 0@ performing_animation "CAMSTND_IDLELOOP" 
004D: jump_if_false @PHOTO_737 
0613: 7@ = actor 0@ animation "CAMSTND_IDLELOOP" time 
00D6: if 
0031:   7@ >= 1.0 
004D: jump_if_false @PHOTO_737 
0209: 2@ = random_int_in_ranges 5000 8000 
0605: actor 0@ perform_animation "CAMSTND_LKABT" IFP "CAMERA" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
0006: 33@ = 0 
000A: 4@ += 1 

:PHOTO_737
0002: jump @PHOTO_2403 

:PHOTO_744
00D6: if 
002D:   33@ >= 2@ // (int) 
004D: jump_if_false @PHOTO_905 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @PHOTO_852 
0605: actor 0@ perform_animation "CAMSTND_TO_CAMCRCH" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 4@ = 7 
0002: jump @PHOTO_905 

:PHOTO_852
0605: actor 0@ perform_animation "CAMSTND_IDLELOOP" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 4@ = 3 

:PHOTO_905
0002: jump @PHOTO_2403 

:PHOTO_912
00D6: if 
0611:   actor 0@ performing_animation "CAMSTND_IDLELOOP" 
004D: jump_if_false @PHOTO_1040 
0613: 7@ = actor 0@ animation "CAMSTND_IDLELOOP" time 
00D6: if 
0031:   7@ >= 1.0 
004D: jump_if_false @PHOTO_1040 
0605: actor 0@ perform_animation "PICSTND_IN" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 

:PHOTO_1040
0002: jump @PHOTO_2403 

:PHOTO_1047
00D6: if 
0611:   actor 0@ performing_animation "PICSTND_IN" 
004D: jump_if_false @PHOTO_1165 
0613: 7@ = actor 0@ animation "PICSTND_IN" time 
00D6: if 
0031:   7@ >= 1.0 
004D: jump_if_false @PHOTO_1165 
0605: actor 0@ perform_animation "PICSTND_TAKE" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 

:PHOTO_1165
0002: jump @PHOTO_2403 

:PHOTO_1172
00D6: if 
0611:   actor 0@ performing_animation "PICSTND_TAKE" 
004D: jump_if_false @PHOTO_1407 
0613: 7@ = actor 0@ animation "PICSTND_TAKE" time 
00D6: if and
0021:   7@ > 0.5 
0023:   1.0 > 7@ 
0039:   6@ == 0 
004D: jump_if_false @PHOTO_1331 
04C4: store_coords_to 8@ 9@ 10@ from_actor 0@ with_offset 0.0 0.5 0.0 
09E5: create_flash_light_at 8@ 9@ 10@ RGB_mask 255 255 255 radius 50.0 
09F1: play_audio_at_actor 0@ event 1132 
0006: 6@ = 1 

:PHOTO_1331
00D6: if 
0031:   7@ >= 1.0 
004D: jump_if_false @PHOTO_1407 
0605: actor 0@ perform_animation "PICSTND_OUT" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 6@ = 0 
000A: 4@ += 1 

:PHOTO_1407
0002: jump @PHOTO_2403 

:PHOTO_1414
00D6: if 
0611:   actor 0@ performing_animation "PICSTND_OUT" 
004D: jump_if_false @PHOTO_1533 
0613: 7@ = actor 0@ animation "PICSTND_OUT" time 
00D6: if 
0031:   7@ >= 1.0 
004D: jump_if_false @PHOTO_1533 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @PHOTO_1526 
0006: 4@ = 0 
0002: jump @PHOTO_1533 

:PHOTO_1526
0050: gosub @PHOTO_2405 

:PHOTO_1533
0002: jump @PHOTO_2403 

:PHOTO_1540
00D6: if 
0611:   actor 0@ performing_animation "CAMSTND_TO_CAMCRCH" 
004D: jump_if_false @PHOTO_1697 
0613: 7@ = actor 0@ animation "CAMSTND_TO_CAMCRCH" time 
00D6: if 
0031:   7@ >= 1.0 
004D: jump_if_false @PHOTO_1697 
0209: 2@ = random_int_in_ranges 5000 8000 
0605: actor 0@ perform_animation "CAMCRCH_IDLELOOP" IFP "CAMERA" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
0006: 33@ = 0 
000A: 4@ += 1 

:PHOTO_1697
0002: jump @PHOTO_2403 

:PHOTO_1704
00D6: if 
002D:   33@ >= 2@ // (int) 
004D: jump_if_false @PHOTO_1770 
0605: actor 0@ perform_animation "PICCRCH_IN" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 

:PHOTO_1770
0002: jump @PHOTO_2403 

:PHOTO_1777
00D6: if 
0611:   actor 0@ performing_animation "PICCRCH_IN" 
004D: jump_if_false @PHOTO_1895 
0613: 7@ = actor 0@ animation "PICCRCH_IN" time 
00D6: if 
0031:   7@ >= 1.0 
004D: jump_if_false @PHOTO_1895 
0605: actor 0@ perform_animation "PICCRCH_TAKE" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 

:PHOTO_1895
0002: jump @PHOTO_2403 

:PHOTO_1902
00D6: if 
0611:   actor 0@ performing_animation "PICCRCH_TAKE" 
004D: jump_if_false @PHOTO_2137 
0613: 7@ = actor 0@ animation "PICCRCH_TAKE" time 
00D6: if and
0021:   7@ > 0.5 
0023:   1.0 > 7@ 
0039:   6@ == 0 
004D: jump_if_false @PHOTO_2061 
04C4: store_coords_to 8@ 9@ 10@ from_actor 0@ with_offset 0.0 0.6 0.0 
09E5: create_flash_light_at 8@ 9@ 10@ RGB_mask 255 255 255 radius 50.0 
09F1: play_audio_at_actor 0@ event 1132 
0006: 6@ = 1 

:PHOTO_2061
00D6: if 
0031:   7@ >= 1.0 
004D: jump_if_false @PHOTO_2137 
0605: actor 0@ perform_animation "PICCRCH_OUT" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 6@ = 0 
000A: 4@ += 1 

:PHOTO_2137
0002: jump @PHOTO_2403 

:PHOTO_2144
00D6: if 
0611:   actor 0@ performing_animation "PICCRCH_OUT" 
004D: jump_if_false @PHOTO_2270 
0613: 7@ = actor 0@ animation "PICCRCH_OUT" time 
00D6: if 
0031:   7@ >= 1.0 
004D: jump_if_false @PHOTO_2270 
0605: actor 0@ perform_animation "CAMCRCH_TO_CAMSTND" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:PHOTO_2270
0002: jump @PHOTO_2403 

:PHOTO_2277
00D6: if 
0611:   actor 0@ performing_animation "PICCRCH_OUT" 
004D: jump_if_false @PHOTO_2396 
0613: 7@ = actor 0@ animation "PICCRCH_OUT" time 
00D6: if 
0031:   7@ >= 1.0 
004D: jump_if_false @PHOTO_2396 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @PHOTO_2389 
0006: 4@ = 0 
0002: jump @PHOTO_2396 

:PHOTO_2389
0050: gosub @PHOTO_2405 

:PHOTO_2396
0002: jump @PHOTO_2403 

:PHOTO_2403
0051: return 

:PHOTO_2405
04EF: release_animation "CAMERA" 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PHOTO_2438 
0555: remove_weapon 43 from_actor 0@ 

:PHOTO_2438
0249: release_model #CAMERA 
004E: end_thread 
0051: return 

:PHOTO_2447
0001: wait 0 ms 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PHOTO_2511 
062E: get_actor 0@ task 1506 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @PHOTO_2504 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:PHOTO_2504
0002: jump @PHOTO_2518 

:PHOTO_2511
0050: gosub @PHOTO_2405 

:PHOTO_2518
0002: jump @PHOTO_2447 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 74 (PRISONR)---------------

:PRISONR
03A4: name_thread 'PRISONR' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @PRISONR_60 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:PRISONR_60
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PRISONR_109 
089F: get_actor 0@ pedtype_to 9@ 
00D6: if 
04A4:   9@ == 6 // == constant 
004D: jump_if_false @PRISONR_109 
009B: destroy_actor 0@ 
004E: end_thread 

:PRISONR_109
04ED: load_animation "GANGS" 
0247: load_model #CIGAR 

:PRISONR_122
00D6: if 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @PRISONR_153 
0001: wait 0 ms 
0002: jump @PRISONR_122 

:PRISONR_153
00D6: if 
8248:   not model #CIGAR available 
004D: jump_if_false @PRISONR_179 
0001: wait 0 ms 
0002: jump @PRISONR_153 

:PRISONR_179
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PRISONR_266 
00A0: store_actor 0@ position_to 6@ 7@ 8@ 
0107: 12@ = create_object #CIGAR at 6@ 7@ 8@ 
070A: AS_actor 0@ attach_to_object 12@ offset 0.0 0.1 -0.02 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 

:PRISONR_266
0006: 3@ = 1 
0006: 4@ = 0 
0006: 10@ = 0 

:PRISONR_287
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @PRISONR_374 
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PRISONR_360 
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
0002: jump @PRISONR_1286 
0002: jump @PRISONR_367 

:PRISONR_360
0050: gosub @PRISONR_388 

:PRISONR_367
0002: jump @PRISONR_381 

:PRISONR_374
0050: gosub @PRISONR_1259 

:PRISONR_381
0002: jump @PRISONR_287 

:PRISONR_388
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PRISONR_465 jumps 1 @PRISONR_451 -1 @PRISONR_465 -1 @PRISONR_465 -1 @PRISONR_465 -1 @PRISONR_465 -1 @PRISONR_465 -1 @PRISONR_465 

:PRISONR_451
0050: gosub @PRISONR_467 
0002: jump @PRISONR_465 

:PRISONR_465
0051: return 

:PRISONR_467
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @PRISONR_1257 jumps 0 @PRISONR_530 1 @PRISONR_943 2 @PRISONR_986 3 @PRISONR_1029 4 @PRISONR_1148 -1 @PRISONR_1257 -1 @PRISONR_1257 

:PRISONR_530
0209: 9@ = random_int_in_ranges 0 100 
00D6: if 
0029:   9@ >= 80 
004D: jump_if_false @PRISONR_753 
00A0: store_actor 0@ position_to 6@ 7@ 8@ 
073F: get_actor_in_sphere 6@ 7@ 8@ radius 2.0 with_pedtype_civilian 1 gang 1 criminal/prostitute 1 handle_as 11@ 
00D6: if and
8118:   not actor 11@ dead 
803B:   not  11@ == 0@ // (int) 
004D: jump_if_false @PRISONR_649 
05E2: AS_actor 0@ kill_actor 11@ 
0006: 4@ = 2 
0002: jump @PRISONR_1257 
0002: jump @PRISONR_746 

:PRISONR_649
0605: actor 0@ perform_animation "SMKCIG_PRTL" IFP "GANGS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0669: 13@ = attach_particle "EXHALE" to_actor 0@ with_offset 0.0 0.0 0.0 type 1 
0883: attach_particle 13@ to_actor 0@ mode 5 
0006: 4@ = 3 
0002: jump @PRISONR_1257 

:PRISONR_746
0002: jump @PRISONR_936 

:PRISONR_753
00D6: if 
0029:   9@ >= 30 
004D: jump_if_false @PRISONR_839 
0605: actor 0@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time 5000 
0947: actor 0@ speak_from_audio_table 45 store_spoken_phrase_id_to 9@ 
0006: 4@ = 1 
0002: jump @PRISONR_1257 
0002: jump @PRISONR_936 

:PRISONR_839
0605: actor 0@ perform_animation "SMKCIG_PRTL" IFP "GANGS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0669: 13@ = attach_particle "EXHALE" to_actor 0@ with_offset 0.0 0.0 0.0 type 1 
0883: attach_particle 13@ to_actor 0@ mode 5 
0006: 4@ = 3 
0002: jump @PRISONR_1257 

:PRISONR_936
0002: jump @PRISONR_1257 

:PRISONR_943
062E: get_actor 0@ task 1541 status_store_to 9@ // ret 7 if not found 
00D6: if 
04A4:   9@ == 7 // == constant 
004D: jump_if_false @PRISONR_979 
0006: 4@ = 0 

:PRISONR_979
0002: jump @PRISONR_1257 

:PRISONR_986
062E: get_actor 0@ task 1506 status_store_to 9@ // ret 7 if not found 
00D6: if 
04A4:   9@ == 7 // == constant 
004D: jump_if_false @PRISONR_1022 
0006: 4@ = 0 

:PRISONR_1022
0002: jump @PRISONR_1257 

:PRISONR_1029
00D6: if 
0611:   actor 0@ performing_animation "SMKCIG_PRTL" 
004D: jump_if_false @PRISONR_1129 
0613: 6@ = actor 0@ animation "SMKCIG_PRTL" time 
00D6: if and
0031:   6@ >= 0.5 
0023:   1.0 > 6@ 
004D: jump_if_false @PRISONR_1122 
064C: make_particle 13@ visible 
000A: 4@ += 1 

:PRISONR_1122
0002: jump @PRISONR_1141 

:PRISONR_1129
0006: 4@ = 0 
0650: destroy_particle 13@ 

:PRISONR_1141
0002: jump @PRISONR_1257 

:PRISONR_1148
00D6: if 
0611:   actor 0@ performing_animation "SMKCIG_PRTL" 
004D: jump_if_false @PRISONR_1238 
0613: 6@ = actor 0@ animation "SMKCIG_PRTL" time 
00D6: if 
0031:   6@ >= 1.0 
004D: jump_if_false @PRISONR_1231 
0650: destroy_particle 13@ 
0006: 4@ = 0 

:PRISONR_1231
0002: jump @PRISONR_1250 

:PRISONR_1238
0006: 4@ = 0 
0650: destroy_particle 13@ 

:PRISONR_1250
0002: jump @PRISONR_1257 

:PRISONR_1257
0051: return 

:PRISONR_1259
04EF: release_animation "GANGS" 
0249: release_model #CIGAR 
0108: destroy_object 12@ 
0650: destroy_particle 13@ 
004E: end_thread 
0051: return 

:PRISONR_1286
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @PRISONR_1356 
062E: get_actor 0@ task 1477 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @PRISONR_1349 
05C5: AS_actor 0@ cower -2 ms 

:PRISONR_1349
0002: jump @PRISONR_1363 

:PRISONR_1356
0050: gosub @PRISONR_1259 

:PRISONR_1363
0002: jump @PRISONR_1286 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 75 (CAMERA)---------------

:CAMERA
03A4: name_thread 'CAMERA' 
00D6: if 
0039:   0@ == -100 
004D: jump_if_false @CAMERA_53 
009A: 8@ = create_actor_pedtype 4 model #NULL at 0.0 0.0 0.0 

:CAMERA_53
0006: 3@ = 0 
0006: 2@ = 0 
0006: 1@ = 0 
0007: 12@ = 0.0 
0007: 13@ = 25.0 
0007: 14@ = -25.0 
0A2F: show_first_person_view 0 

:CAMERA_108
0001: wait 3@ ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAMERA_819 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @CAMERA_722 
0050: gosub @CAMERA_3382 
00D6: if 
0039:   11@ == 1 
004D: jump_if_false @CAMERA_557 
00D6: if 
02A0:   actor $PLAYER_ACTOR stopped 
004D: jump_if_false @CAMERA_473 
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 43 
004D: jump_if_false @CAMERA_385 
00D6: if 
00E1:   player 0 pressed_key 6 
004D: jump_if_false @CAMERA_306 
00D6: if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
004D: jump_if_false @CAMERA_247 
03E6: remove_text_box 

:CAMERA_247
00D6: if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
004D: jump_if_false @CAMERA_271 
03E6: remove_text_box 

:CAMERA_271
0006: 3@ = 0 
0006: 2@ = 0 
0006: 4@ = 0 
0050: gosub @CAMERA_833 
0002: jump @CAMERA_378 

:CAMERA_306
0006: 1@ = 0 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @CAMERA_338 
0050: gosub @CAMERA_1963 

:CAMERA_338
00D6: if 
0019:   2@ > 0 
004D: jump_if_false @CAMERA_370 
0006: 3@ = 0 
0002: jump @CAMERA_378 

:CAMERA_370
0006: 3@ = 500 

:CAMERA_378
0002: jump @CAMERA_466 

:CAMERA_385
00D6: if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
004D: jump_if_false @CAMERA_409 
03E6: remove_text_box 

:CAMERA_409
00D6: if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
004D: jump_if_false @CAMERA_433 
03E6: remove_text_box 

:CAMERA_433
0A2F: show_first_person_view 0 
0006: 3@ = 500 
0006: 1@ = 0 
0006: 2@ = 0 
0006: 4@ = 0 

:CAMERA_466
0002: jump @CAMERA_550 

:CAMERA_473
00D6: if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
004D: jump_if_false @CAMERA_497 
03E6: remove_text_box 

:CAMERA_497
00D6: if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
004D: jump_if_false @CAMERA_521 
03E6: remove_text_box 

:CAMERA_521
0006: 3@ = 500 
0006: 1@ = 0 
0006: 2@ = 0 
0006: 4@ = 0 

:CAMERA_550
0002: jump @CAMERA_715 

:CAMERA_557
00D6: if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
004D: jump_if_false @CAMERA_581 
03E6: remove_text_box 

:CAMERA_581
00D6: if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
004D: jump_if_false @CAMERA_605 
03E6: remove_text_box 

:CAMERA_605
0A2F: show_first_person_view 0 
0006: 3@ = 500 
0006: 1@ = 0 
0006: 2@ = 0 
0006: 4@ = 0 
00D6: if 
0029:   2@ >= 3 
004D: jump_if_false @CAMERA_715 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_715 
04D7: set_actor 8@ locked 0 
0337: set_actor 8@ visibility 1 
00D6: if and
0038:   $ONMISSION == 0 
0039:   5@ == 0 
004D: jump_if_false @CAMERA_715 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:CAMERA_715
0002: jump @CAMERA_812 

:CAMERA_722
00D6: if 
0029:   2@ >= 3 
004D: jump_if_false @CAMERA_805 
0247: load_model #CAMERA 
0006: 3@ = 0 
0050: gosub @CAMERA_3382 
00D6: if 
0039:   11@ == 1 
004D: jump_if_false @CAMERA_791 
0050: gosub @CAMERA_1963 
0002: jump @CAMERA_798 

:CAMERA_791
0050: gosub @CAMERA_3556 

:CAMERA_798
0002: jump @CAMERA_812 

:CAMERA_805
0050: gosub @CAMERA_3556 

:CAMERA_812
0002: jump @CAMERA_826 

:CAMERA_819
0050: gosub @CAMERA_3556 

:CAMERA_826
0002: jump @CAMERA_108 

:CAMERA_833
0871: init_jump_table 1@ total_jumps 5 default_jump 0 @CAMERA_1961 jumps 0 @CAMERA_896 1 @CAMERA_998 2 @CAMERA_1361 3 @CAMERA_1542 4 @CAMERA_1730 -1 @CAMERA_1961 -1 @CAMERA_1961 

:CAMERA_896
07F6: get_group $PLAYER_GROUP number_of_leaders_to 6@ number_of_members_to 7@ 
00D6: if 
0019:   7@ > 0 
004D: jump_if_false @CAMERA_991 
00D6: if 
0019:   7@ > 3 
004D: jump_if_false @CAMERA_950 
0006: 7@ = 3 

:CAMERA_950
0006: 6@ = 0 
000E: 7@ -= 1 
0007: 15@ = 3.0 
000B: 15@ += 0.2 
000A: 1@ += 1 

:CAMERA_991
0002: jump @CAMERA_1961 

:CAMERA_998
00A0: store_actor $PLAYER_ACTOR position_to 19@ 20@ 21@ 
04C4: store_coords_to 16@ 17@ 18@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 0.0 
02CE: 18@ = ground_z_at 16@ 17@ 18@ 
0063: 21@ -= 18@ // (float) 
00D6: if or
0021:   21@ > 2.5 
0023:   -2.5 > 21@ 
004D: jump_if_false @CAMERA_1108 
0006: 1@ = -1 
0002: jump @CAMERA_1961 

:CAMERA_1108
00A0: store_actor $PLAYER_ACTOR position_to 19@ 20@ 21@ 
04C4: store_coords_to 16@ 17@ 18@ from_actor $PLAYER_ACTOR with_offset 0.0 6.0 0.0 
02CE: 18@ = ground_z_at 16@ 17@ 18@ 
0063: 21@ -= 18@ // (float) 
00D6: if or
0021:   21@ > 2.5 
0023:   -2.5 > 21@ 
004D: jump_if_false @CAMERA_1218 
0006: 1@ = -1 
0002: jump @CAMERA_1961 

:CAMERA_1218
04C4: store_coords_to 16@ 17@ 18@ from_actor $PLAYER_ACTOR with_offset 0.5 0.0 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor $PLAYER_ACTOR with_offset -0.5 0.0 0.0 
00D6: if 
872D:   not is_flamethrower_fired_in_angled_area_2d 16@ 17@ to 19@ 20@ angle 7.0 sphere 0 
004D: jump_if_false @CAMERA_1340 
0947: actor $PLAYER_ACTOR speak_from_audio_table 335 store_spoken_phrase_id_to 6@ 
0006: 6@ = 0 
000A: 1@ += 1 
0002: jump @CAMERA_1354 

:CAMERA_1340
0006: 1@ = -1 
0002: jump @CAMERA_1961 

:CAMERA_1354
0002: jump @CAMERA_1961 

:CAMERA_1361
00D6: if 
001D:   6@ > 7@ // (int) 
004D: jump_if_false @CAMERA_1408 
0006: 6@ = 0 
0006: 10@ = 0 
000A: 1@ += 1 
0002: jump @CAMERA_1535 

:CAMERA_1408
092B: 8@ = group $PLAYER_GROUP member 6@ 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_1528 
00D6: if and
874F:   not actor 8@ ped_event == 36 
874F:   not actor 8@ ped_event == 37 
82E0:   not actor 8@ firing_weapon 
004D: jump_if_false @CAMERA_1528 
00D6: if 
001B:   3 > 6@ 
004D: jump_if_false @CAMERA_1511 
06A8: AS_actor 8@ run_to_and_look_at_actor $PLAYER_ACTOR timelimit 20000 approach_distance 15@ approach_angle 12@(6@,3f) 
0002: jump @CAMERA_1528 

:CAMERA_1511
06A8: AS_actor 8@ run_to_and_look_at_actor $PLAYER_ACTOR timelimit 20000 approach_distance 15@ approach_angle 12@ 

:CAMERA_1528
000A: 6@ += 1 

:CAMERA_1535
0002: jump @CAMERA_1961 

:CAMERA_1542
00D6: if 
001D:   6@ > 7@ // (int) 
004D: jump_if_false @CAMERA_1615 
0006: 6@ = 0 
00D6: if 
001D:   10@ > 7@ // (int) 
004D: jump_if_false @CAMERA_1608 
0006: 6@ = 0 
0006: 10@ = 0 
000A: 1@ += 1 

:CAMERA_1608
0002: jump @CAMERA_1723 

:CAMERA_1615
092B: 8@ = group $PLAYER_GROUP member 6@ 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_1716 
00D6: if and
874F:   not actor 8@ ped_event == 36 
874F:   not actor 8@ ped_event == 37 
82E0:   not actor 8@ firing_weapon 
004D: jump_if_false @CAMERA_1716 
062E: get_actor 8@ task 1704 status_store_to 9@ // ret 7 if not found 
00D6: if 
04A4:   9@ == 7 // == constant 
004D: jump_if_false @CAMERA_1716 
05BA: AS_actor 8@ move_mouth 5000 ms 
000A: 10@ += 1 

:CAMERA_1716
000A: 6@ += 1 

:CAMERA_1723
0002: jump @CAMERA_1961 

:CAMERA_1730
00D6: if 
001D:   6@ > 7@ // (int) 
004D: jump_if_false @CAMERA_1770 
0006: 6@ = 0 
0006: 1@ = -1 
0002: jump @CAMERA_1954 

:CAMERA_1770
092B: 8@ = group $PLAYER_GROUP member 6@ 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_1947 
00D6: if 
02CB:   actor 8@ bounding_sphere_visible 
004D: jump_if_false @CAMERA_1947 
00D6: if or
02F2:   actor 8@ model == #GANGRL3 
02F2:   actor 8@ model == #MECGRL3 
02F2:   actor 8@ model == #GUNGRL3 
02F2:   actor 8@ model == #COPGRL3 
02F2:   actor 8@ model == #NURGRL3 
02F2:   actor 8@ model == #CROGRL3 
004D: jump_if_false @CAMERA_1939 
00D6: if 
04EE:   animation "KISSING" loaded 
004D: jump_if_false @CAMERA_1932 
0605: actor 8@ perform_animation "GFWAVE2" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 

:CAMERA_1932
0002: jump @CAMERA_1947 

:CAMERA_1939
0A1D: AS_actor 8@ rotate_to_and_look_at_actor $PLAYER_ACTOR 

:CAMERA_1947
000A: 6@ += 1 

:CAMERA_1954
0002: jump @CAMERA_1961 

:CAMERA_1961
0051: return 

:CAMERA_1963
0871: init_jump_table 2@ total_jumps 8 default_jump 0 @CAMERA_3380 jumps 0 @CAMERA_2091 1 @CAMERA_2155 2 @CAMERA_2310 3 @CAMERA_2445 4 @CAMERA_2569 5 @CAMERA_2820 6 @CAMERA_3231 
0872: jump_table_jumps 7 @CAMERA_3261 -1 @CAMERA_3380 -1 @CAMERA_3380 -1 @CAMERA_3380 -1 @CAMERA_3380 -1 @CAMERA_3380 -1 @CAMERA_3380 -1 @CAMERA_3380 -1 @CAMERA_3380 

:CAMERA_2091
07F6: get_group $PLAYER_GROUP number_of_leaders_to 6@ number_of_members_to 7@ 
00D6: if 
0019:   7@ > 0 
004D: jump_if_false @CAMERA_2148 
0006: 6@ = 0 
000E: 7@ -= 1 
000A: 2@ += 1 
0006: 3@ = 0 

:CAMERA_2148
0002: jump @CAMERA_3380 

:CAMERA_2155
00D6: if 
001D:   6@ > 7@ // (int) 
004D: jump_if_false @CAMERA_2188 
0006: 6@ = 0 
0002: jump @CAMERA_2303 

:CAMERA_2188
092B: 8@ = group $PLAYER_GROUP member 6@ 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_2296 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 1.5 1.5 1.5 sphere 0 
004D: jump_if_false @CAMERA_2296 
00D6: if and
88FE:   not text_box_displayed 
0039:   4@ == 0 
004D: jump_if_false @CAMERA_2289 
03E5: show_text_box 'CAM_001'  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
0006: 4@ = 1 

:CAMERA_2289
000A: 2@ += 1 

:CAMERA_2296
000A: 6@ += 1 

:CAMERA_2303
0002: jump @CAMERA_3380 

:CAMERA_2310
00D6: if and
8118:   not actor 8@ dead 
06EE:   actor 8@ in_group $PLAYER_GROUP 
004D: jump_if_false @CAMERA_2431 
00D6: if and
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 2.5 2.5 2.5 sphere 0 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @CAMERA_2417 
00D6: if 
00E1:   player 0 pressed_key 4 
004D: jump_if_false @CAMERA_2410 
0947: actor $PLAYER_ACTOR speak_from_audio_table 334 store_spoken_phrase_id_to 6@ 
000A: 2@ += 1 

:CAMERA_2410
0002: jump @CAMERA_2424 

:CAMERA_2417
0006: 2@ = 0 

:CAMERA_2424
0002: jump @CAMERA_2438 

:CAMERA_2431
0006: 2@ = 0 

:CAMERA_2438
0002: jump @CAMERA_3380 

:CAMERA_2445
00D6: if and
8118:   not actor 8@ dead 
06EE:   actor 8@ in_group $PLAYER_GROUP 
004D: jump_if_false @CAMERA_2555 
00D6: if and
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 2.5 2.5 2.5 sphere 0 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @CAMERA_2541 
00D6: if 
80E1:   not player 0 pressed_key 4 
004D: jump_if_false @CAMERA_2534 
000A: 2@ += 1 

:CAMERA_2534
0002: jump @CAMERA_2548 

:CAMERA_2541
0006: 2@ = 0 

:CAMERA_2548
0002: jump @CAMERA_2562 

:CAMERA_2555
0006: 2@ = 0 

:CAMERA_2562
0002: jump @CAMERA_3380 

:CAMERA_2569
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_2806 
00D6: if and
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 3.0 3.0 2.0 sphere 0 
044B:   actor $PLAYER_ACTOR on_foot 
06EE:   actor 8@ in_group $PLAYER_GROUP 
004D: jump_if_false @CAMERA_2792 
00D6: if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
004D: jump_if_false @CAMERA_2658 
03E6: remove_text_box 

:CAMERA_2658
00D6: if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
004D: jump_if_false @CAMERA_2682 
03E6: remove_text_box 

:CAMERA_2682
00BE: text_clear_all 
04D7: set_actor 8@ locked 1 
0337: set_actor 8@ visibility 0 
00A0: store_actor 8@ position_to 16@ 17@ 18@ 
000B: 18@ += 0.8 
015F: set_camera_position 16@ 17@ 18@ rotation 0.0 0.2 0.0 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 
0A2F: show_first_person_view 1 
041A: 10@ = actor $PLAYER_ACTOR weapon 43 ammo 
0555: remove_weapon 43 from_actor $PLAYER_ACTOR 
000A: 2@ += 1 
0002: jump @CAMERA_2799 

:CAMERA_2792
0006: 2@ = 0 

:CAMERA_2799
0002: jump @CAMERA_2813 

:CAMERA_2806
0006: 2@ = 0 

:CAMERA_2813
0002: jump @CAMERA_3380 

:CAMERA_2820
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_3098 
00D6: if and
06EE:   actor 8@ in_group $PLAYER_GROUP 
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 6.0 6.0 2.0 sphere 0 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @CAMERA_2951 
0512: show_permanent_text_box 'CAM_002'  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
00D6: if 
00E1:   player 0 pressed_key 4 
004D: jump_if_false @CAMERA_2920 
000A: 2@ += 1 

:CAMERA_2920
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CAMERA_2944 
0006: 2@ = 7 

:CAMERA_2944
0002: jump @CAMERA_3091 

:CAMERA_2951
00D6: if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
004D: jump_if_false @CAMERA_2975 
03E6: remove_text_box 

:CAMERA_2975
00D6: if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
004D: jump_if_false @CAMERA_2999 
03E6: remove_text_box 

:CAMERA_2999
04D7: set_actor 8@ locked 0 
0337: set_actor 8@ visibility 1 
0A2F: show_first_person_view 0 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 10@ // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 43 
068D: get_camera_position_to 19@ 20@ 21@ 
00D6: if and
0045:   19@ == 16@ // (float) 
0045:   20@ == 17@ // (float) 
0045:   21@ == 18@ // (float) 
004D: jump_if_false @CAMERA_3084 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:CAMERA_3084
0006: 2@ = 0 

:CAMERA_3091
0002: jump @CAMERA_3224 

:CAMERA_3098
00D6: if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
004D: jump_if_false @CAMERA_3122 
03E6: remove_text_box 

:CAMERA_3122
00D6: if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
004D: jump_if_false @CAMERA_3146 
03E6: remove_text_box 

:CAMERA_3146
068D: get_camera_position_to 19@ 20@ 21@ 
00D6: if and
0045:   19@ == 16@ // (float) 
0045:   20@ == 17@ // (float) 
0045:   21@ == 18@ // (float) 
004D: jump_if_false @CAMERA_3196 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:CAMERA_3196
0A2F: show_first_person_view 0 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 10@ // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 43 
0006: 2@ = 0 

:CAMERA_3224
0002: jump @CAMERA_3380 

:CAMERA_3231
03E6: remove_text_box 
00BE: text_clear_all 
0A2F: show_first_person_view 0 
0A1E: dump_screen 1 
0001: wait 100 ms 
000A: 2@ += 1 
0002: jump @CAMERA_3380 

:CAMERA_3261
00D6: if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
004D: jump_if_false @CAMERA_3285 
03E6: remove_text_box 

:CAMERA_3285
00D6: if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
004D: jump_if_false @CAMERA_3309 
03E6: remove_text_box 

:CAMERA_3309
00BE: text_clear_all 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_3341 
04D7: set_actor 8@ locked 0 
0337: set_actor 8@ visibility 1 

:CAMERA_3341
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0A2F: show_first_person_view 0 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 10@ // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 43 
0006: 2@ = 0 
0002: jump @CAMERA_3380 

:CAMERA_3380
0051: return 

:CAMERA_3382
0006: 11@ = 0 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @CAMERA_3554 
00D6: if 
0038:   $PHONE_RINGING_FLAG == 0 
004D: jump_if_false @CAMERA_3554 
00D6: if 
0038:   $FREEFALL_STAGE == 0 
004D: jump_if_false @CAMERA_3554 
00D6: if 
88B4:   not test $390 bit 20 
004D: jump_if_false @CAMERA_3554 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @CAMERA_3554 
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @CAMERA_3554 
00D6: if 
8A03:   not unknown_gang_war_in_progress 
004D: jump_if_false @CAMERA_3554 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAMERA_3554 
00D6: if 
0038:   $1250 == 0 
004D: jump_if_false @CAMERA_3554 
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CAMERA_3554 
0006: 11@ = 1 

:CAMERA_3554
0051: return 

:CAMERA_3556
00D6: if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
004D: jump_if_false @CAMERA_3580 
03E6: remove_text_box 

:CAMERA_3580
00D6: if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
004D: jump_if_false @CAMERA_3604 
03E6: remove_text_box 

:CAMERA_3604
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_3634 
04D7: set_actor 8@ locked 0 
0337: set_actor 8@ visibility 1 

:CAMERA_3634
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @CAMERA_3731 
00D6: if 
0029:   2@ >= 3 
004D: jump_if_false @CAMERA_3727 
068D: get_camera_position_to 19@ 20@ 21@ 
00D6: if and
0045:   19@ == 16@ // (float) 
0045:   20@ == 17@ // (float) 
0045:   21@ == 18@ // (float) 
004D: jump_if_false @CAMERA_3720 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:CAMERA_3720
0002: jump @CAMERA_3731 

:CAMERA_3727
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:CAMERA_3731
0006: 6@ = 0 

:CAMERA_3738
092B: 8@ = group $PLAYER_GROUP member 6@ 
01C2: remove_references_to_actor 8@ // Like turning an actor into a random pedestrian 
000A: 6@ += 1 
0029:   6@ >= 3 
004D: jump_if_false @CAMERA_3738 
0A2F: show_first_person_view 0 
0249: release_model #CAMERA 
004E: end_thread 
0051: return 
0051: return 
004E: end_thread 

//-------------External script 76 (DEBT)---------------

:DEBT
03A4: name_thread 'DEBT' 
0006: 0@ = 0 
0006: 1@ = 0 
0006: 2@ = 0 
0006: 3@ = 0 
0006: 4@ = 0 
0006: 5@ = 0 
0006: 6@ = 0 
0006: 7@ = 0 
0006: 8@ = 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 9@ += 50 
008B: 10@ = $CURRENT_TIME_IN_MS2 // (int) 
000E: 10@ -= 10 

:DEBT_109
0001: wait 250 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @DEBT_644 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @DEBT_607 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // (int) 
004D: jump_if_false @DEBT_600 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DEBT_563 
077E: get_active_interior_to 11@ 
00D6: if 
0039:   11@ == 0 
004D: jump_if_false @DEBT_519 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 1 
004D: jump_if_false @DEBT_475 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @DEBT_431 
00D6: if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // == constant 
004D: jump_if_false @DEBT_387 
010B: 11@ = player $PLAYER_CHAR money 
00D6: if 
0019:   11@ > -1 
004D: jump_if_false @DEBT_291 

:DEBT_291
00D6: if 
001B:   -5000 > 11@ 
004D: jump_if_false @DEBT_317 
0006: 1@ = 1 

:DEBT_317
00D6: if 
001B:   -50000 > 11@ 
004D: jump_if_false @DEBT_345 
0006: 1@ = 2 

:DEBT_345
00D6: if 
001B:   -500000 > 11@ 
004D: jump_if_false @DEBT_373 
0006: 1@ = 3 

:DEBT_373
000A: 0@ += 1 
0002: jump @DEBT_424 

:DEBT_387
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // (int) 
004D: jump_if_false @DEBT_424 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 9@ += 120000 

:DEBT_424
0002: jump @DEBT_468 

:DEBT_431
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // (int) 
004D: jump_if_false @DEBT_468 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 9@ += 60000 

:DEBT_468
0002: jump @DEBT_512 

:DEBT_475
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // (int) 
004D: jump_if_false @DEBT_512 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 9@ += 60000 

:DEBT_512
0002: jump @DEBT_556 

:DEBT_519
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // (int) 
004D: jump_if_false @DEBT_556 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 9@ += 60000 

:DEBT_556
0002: jump @DEBT_600 

:DEBT_563
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // (int) 
004D: jump_if_false @DEBT_600 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 9@ += 120000 

:DEBT_600
0002: jump @DEBT_644 

:DEBT_607
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // (int) 
004D: jump_if_false @DEBT_644 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 9@ += 120000 

:DEBT_644
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @DEBT_977 

:DEBT_662
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DEBT_945 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_FLOAT_3 
0086: $TEMPVAR_FLOAT_1 = $TEMPVAR_X_COORD // (float) 
000D: $TEMPVAR_FLOAT_1 -= 200.0 
0009: $TEMPVAR_X_COORD += 200.0 
0208: $TEMPVAR_FLOAT_1 = random_float_in_ranges $TEMPVAR_FLOAT_1 $TEMPVAR_X_COORD 
0086: $TEMPVAR_FLOAT_2 = $TEMPVAR_Y_COORD // (float) 
000D: $TEMPVAR_FLOAT_2 -= 200.0 
0009: $TEMPVAR_Y_COORD += 200.0 
0208: $TEMPVAR_FLOAT_2 = random_float_in_ranges $TEMPVAR_FLOAT_2 $TEMPVAR_Y_COORD 
03D3: get_route_nearest_for $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 Z_angle_to $TEMPVAR_ANGLE 
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
00D6: if 
0022:   1.0 > $TEMPVAR_FLOAT_3 
004D: jump_if_false @DEBT_861 
0001: wait 0 ms 
0002: jump @DEBT_662 

:DEBT_861
00D6: if 
0022:   50.0 > $DISTANCE_BETWEEN_POINTS 
004D: jump_if_false @DEBT_893 
0001: wait 0 ms 
0002: jump @DEBT_662 

:DEBT_893
00D6: if 
00C2:   sphere_onscreen $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 4.0 
004D: jump_if_false @DEBT_931 
0001: wait 0 ms 
0002: jump @DEBT_662 

:DEBT_931
000A: 0@ += 1 
0002: jump @DEBT_977 

:DEBT_945
0050: gosub @DEBT_3801 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 9@ += 120000 
0006: 0@ = 0 

:DEBT_977
00D6: if 
0039:   0@ == 2 
004D: jump_if_false @DEBT_1931 
00D6: if and
0248:   model #VINCENT available 
0248:   model #VWMYCR available 
0248:   model #VBMYCR available 
0248:   model #VWMYCD available 
0248:   model #HMYCR available 
0248:   model #MICRO_UZI available 
004D: jump_if_false @DEBT_1737 
00D6: if 
0248:   model #AK47 available 
004D: jump_if_false @DEBT_1702 
00A5: 12@ = create_car #VINCENT at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0175: set_car 12@ Z_angle_to $TEMPVAR_ANGLE 
0229: set_car 12@ primary_color_to 75 secondary_color_to 0 
0224: set_car 12@ health_to 1500 
00AE: set_car 12@ traffic_behaviour_to 2 
072F: enable_car 12@ stuck_check_distance 4.0 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path -1 // extended 03CC 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @DEBT_1151 
0249: release_model #VINCENT 
0006: 2@ = 0 

:DEBT_1151
0129: 13@ = create_actor_pedtype 24 model #VWMYCR in_car 12@ driverseat 
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @DEBT_1194 
0249: release_model #VWMYCR 
0006: 3@ = 0 

:DEBT_1194
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @DEBT_1418 
062F: 17@ = create_group_type 0 
0630: put_actor 13@ in_group 17@ as_leader 
07E6: copy_group_decision_maker -1 to 18@ 
0749: reset_group_decision_maker 18@ event 41 
06AD: set_group 17@ group_decision_maker_to 18@ 
01C8: 14@ = create_actor_pedtype 24 model #VBMYCR in_car 12@ passenger_seat 0 
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @DEBT_1294 
0249: release_model #VBMYCR 
0006: 4@ = 0 

:DEBT_1294
00D6: if 
0019:   1@ > 1 
004D: jump_if_false @DEBT_1357 
01C8: 15@ = create_actor_pedtype 24 model #VWMYCD in_car 12@ passenger_seat 1 
00D6: if 
0039:   5@ == 1 
004D: jump_if_false @DEBT_1357 
0249: release_model #VWMYCD 
0006: 5@ = 0 

:DEBT_1357
00D6: if 
0019:   1@ > 2 
004D: jump_if_false @DEBT_1418 
01C8: 16@ = create_actor_pedtype 24 model #HMYCR in_car 12@ passenger_seat 2 
00D6: if 
0039:   6@ == 1 
004D: jump_if_false @DEBT_1418 
0249: release_model #HMYCR 
0006: 6@ = 0 

:DEBT_1418
07E5: copy_decision_maker -1 to 19@ 
0708: reset_decision_maker 19@ event 41 
0004: $3400 = 0 

:DEBT_1439
00D6: if 
001A:   4 > $3400 
004D: jump_if_false @DEBT_1628 
00D6: if 
8118:   not actor 13@($3400,4i) dead 
004D: jump_if_false @DEBT_1614 
060B: set_actor 13@($3400,4i) decision_maker_to 19@ 
02A9: set_actor 13@($3400,4i) immune_to_nonplayer 0 
077A: set_actor 13@($3400,4i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
03FE: set_actor 13@($3400,4i) money 10000 
0961: set_actor 13@($3400,4i) keep_tasks_after_cleanup 1 
00D6: if or
0038:   $3400 == 0 
0038:   $3400 == 2 
004D: jump_if_false @DEBT_1575 
01B2: give_actor 13@($3400,4i) weapon 28 ammo 9999 // Load the weapon model before using this 

:DEBT_1575
00D6: if or
0038:   $3400 == 1 
0038:   $3400 == 3 
004D: jump_if_false @DEBT_1614 
01B2: give_actor 13@($3400,4i) weapon 30 ammo 9999 // Load the weapon model before using this 

:DEBT_1614
0008: $3400 += 1 
0002: jump @DEBT_1439 

:DEBT_1628
00D6: if 
0039:   7@ == 1 
004D: jump_if_false @DEBT_1658 
0249: release_model #MICRO_UZI 
0006: 7@ = 0 

:DEBT_1658
00D6: if 
0039:   8@ == 1 
004D: jump_if_false @DEBT_1688 
0249: release_model #AK47 
0006: 8@ = 0 

:DEBT_1688
000A: 0@ += 1 
0002: jump @DEBT_1730 

:DEBT_1702
00D6: if 
8248:   not model #AK47 available 
004D: jump_if_false @DEBT_1730 
0247: load_model #AK47 
0006: 8@ = 1 

:DEBT_1730
0002: jump @DEBT_1931 

:DEBT_1737
00D6: if 
8248:   not model #VINCENT available 
004D: jump_if_false @DEBT_1765 
0247: load_model #VINCENT 
0006: 2@ = 1 

:DEBT_1765
00D6: if 
8248:   not model #VWMYCR available 
004D: jump_if_false @DEBT_1793 
0247: load_model #VWMYCR 
0006: 3@ = 1 

:DEBT_1793
00D6: if 
8248:   not model #VBMYCR available 
004D: jump_if_false @DEBT_1821 
0247: load_model #VBMYCR 
0006: 4@ = 1 

:DEBT_1821
00D6: if 
8248:   not model #VWMYCD available 
004D: jump_if_false @DEBT_1849 
0247: load_model #VWMYCD 
0006: 5@ = 1 

:DEBT_1849
00D6: if 
8248:   not model #HMYCR available 
004D: jump_if_false @DEBT_1875 
0247: load_model #HMYCR 
0006: 6@ = 1 

:DEBT_1875
00D6: if 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @DEBT_1903 
0247: load_model #MICRO_UZI 
0006: 7@ = 1 

:DEBT_1903
00D6: if 
8248:   not model #AK47 available 
004D: jump_if_false @DEBT_1931 
0247: load_model #AK47 
0006: 8@ = 1 

:DEBT_1931
00D6: if 
0039:   0@ == 3 
004D: jump_if_false @DEBT_3778 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @DEBT_3683 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DEBT_3644 
00D6: if 
810A:   not player $PLAYER_CHAR money > -1 
004D: jump_if_false @DEBT_3621 
077E: get_active_interior_to 11@ 
00D6: if 
0039:   11@ == 0 
004D: jump_if_false @DEBT_3582 
00D6: if 
8118:   not actor 13@ dead 
004D: jump_if_false @DEBT_3169 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 13@ radius 500.0 500.0 0 
004D: jump_if_false @DEBT_3130 
00D6: if 
0449:   actor 13@ in_a_car 
004D: jump_if_false @DEBT_2690 
00D6: if 
8119:   not car 12@ wrecked 
004D: jump_if_false @DEBT_2678 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 10@ // (int) 
004D: jump_if_false @DEBT_2349 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DEBT_2314 
0209: 11@ = random_int_in_ranges 0 4 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
00D6: if 
0039:   11@ == 0 
004D: jump_if_false @DEBT_2193 
06E1: AS_actor 13@ using_car 12@ target_car $TEMPVAR_ACTOR_CAR with_order 15 max_speed 100.0 traffic_flag 2 

:DEBT_2193
00D6: if 
0039:   11@ == 1 
004D: jump_if_false @DEBT_2231 
06E1: AS_actor 13@ using_car 12@ target_car $TEMPVAR_ACTOR_CAR with_order 19 max_speed 100.0 traffic_flag 2 

:DEBT_2231
00D6: if 
0039:   11@ == 2 
004D: jump_if_false @DEBT_2269 
06E1: AS_actor 13@ using_car 12@ target_car $TEMPVAR_ACTOR_CAR with_order 29 max_speed 100.0 traffic_flag 2 

:DEBT_2269
00D6: if 
0039:   11@ == 3 
004D: jump_if_false @DEBT_2307 
06E1: AS_actor 13@ using_car 12@ target_car $TEMPVAR_ACTOR_CAR with_order 30 max_speed 100.0 traffic_flag 2 

:DEBT_2307
0002: jump @DEBT_2333 

:DEBT_2314
06E1: AS_actor 13@ using_car 12@ target_car -1 with_order 2 max_speed 100.0 traffic_flag 2 

:DEBT_2333
008B: 10@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 10@ += 8000 

:DEBT_2349
06AC: $DISTANCE_BETWEEN_POINTS = actor $PLAYER_ACTOR movement_speed 
00D6: if or
044B:   actor $PLAYER_ACTOR on_foot 
0022:   5.0 > $DISTANCE_BETWEEN_POINTS 
004D: jump_if_false @DEBT_2558 
00D6: if 
00F2:   actor 13@ near_actor $PLAYER_ACTOR radius 15.0 15.0 0 
004D: jump_if_false @DEBT_2558 
062E: get_actor 13@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @DEBT_2558 
0615: define_AS_pack_begin 20@ 
0209: 11@ = random_int_in_ranges 0 2 
00D6: if 
0039:   11@ == 0 
004D: jump_if_false @DEBT_2506 
06C7: AS_actor -1 driver_of_car 12@ perform_action 7 timelimit 200 
06C7: AS_actor -1 driver_of_car 12@ perform_action 4 timelimit 1000 
0002: jump @DEBT_2530 

:DEBT_2506
06C7: AS_actor -1 driver_of_car 12@ perform_action 8 timelimit 200 
06C7: AS_actor -1 driver_of_car 12@ perform_action 5 timelimit 1000 

:DEBT_2530
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 5000 
0616: define_AS_pack_end 20@ 
0618: assign_actor 13@ to_AS_pack 20@ 
061B: remove_references_to_AS_pack 20@ 

:DEBT_2558
00D6: if and
03CE:   car 12@ stuck 
0022:   15.0 > $DISTANCE_BETWEEN_POINTS 
004D: jump_if_false @DEBT_2671 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 12@ radius 30.0 30.0 sphere 0 
004D: jump_if_false @DEBT_2671 
00D6: if 
02CA:   car 12@ bounding_sphere_visible 
004D: jump_if_false @DEBT_2671 
062E: get_actor 13@ task 1957 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @DEBT_2671 
07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR time 5000 

:DEBT_2671
0002: jump @DEBT_2683 

:DEBT_2678
01C3: remove_references_to_car 12@ 

:DEBT_2683
0002: jump @DEBT_3123 

:DEBT_2690
00D6: if 
00F2:   actor 13@ near_actor $PLAYER_ACTOR radius 30.0 30.0 0 
004D: jump_if_false @DEBT_2768 
062E: get_actor 13@ task 1957 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @DEBT_2761 
07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR time 5000 

:DEBT_2761
0002: jump @DEBT_3123 

:DEBT_2768
00D6: if 
8119:   not car 12@ wrecked 
004D: jump_if_false @DEBT_2869 
062E: get_actor 13@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @DEBT_2862 
0615: define_AS_pack_begin 20@ 
0772: AS_actor -1 run_to_car 12@ 99999 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 12@ as_driver -2 ms 
0616: define_AS_pack_end 20@ 
0618: assign_actor 13@ to_AS_pack 20@ 
061B: remove_references_to_AS_pack 20@ 

:DEBT_2862
0002: jump @DEBT_3123 

:DEBT_2869
01C3: remove_references_to_car 12@ 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 13@ radius 60.0 60.0 0 
004D: jump_if_false @DEBT_3083 
00A0: store_actor 13@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
03D3: get_route_nearest_for $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 Z_angle_to $TEMPVAR_ANGLE 
00D6: if 
838A:   not any_car_in_cube_cornerA $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 cornerB 4.0 4.0 4.0 
004D: jump_if_false @DEBT_3076 
00D6: if 
80C2:   not sphere_onscreen $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 4.0 
004D: jump_if_false @DEBT_3076 
00A5: 12@ = create_car #VINCENT at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0175: set_car 12@ Z_angle_to $TEMPVAR_ANGLE 
0229: set_car 12@ primary_color_to 75 secondary_color_to 0 
0224: set_car 12@ health_to 1500 
00AE: set_car 12@ traffic_behaviour_to 2 
072F: enable_car 12@ stuck_check_distance 4.0 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path -1 // extended 03CC 

:DEBT_3076
0002: jump @DEBT_3123 

:DEBT_3083
062E: get_actor 13@ task 1957 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @DEBT_3123 
07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR time 5000 

:DEBT_3123
0002: jump @DEBT_3162 

:DEBT_3130
0050: gosub @DEBT_3801 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 9@ += 60000 
0006: 0@ = 0 

:DEBT_3162
0002: jump @DEBT_3334 

:DEBT_3169
01C2: remove_references_to_actor 13@ // Like turning an actor into a random pedestrian 
0004: $3400 = 1 

:DEBT_3181
00D6: if 
001A:   4 > $3400 
004D: jump_if_false @DEBT_3334 
00D6: if 
8118:   not actor 13@($3400,4i) dead 
004D: jump_if_false @DEBT_3311 
00D6: if 
07FD:   group 17@ alive 
004D: jump_if_false @DEBT_3304 
00D6: if 
06EE:   actor 13@($3400,4i) in_group 17@ 
004D: jump_if_false @DEBT_3304 
00D6: if 
06EF:   actor 13@($3400,4i) leading_group 17@ 
004D: jump_if_false @DEBT_3304 
0085: 13@ = 13@($3400,4i) // (int) 
0006: 13@($3400,4i) = -1 

:DEBT_3304
0002: jump @DEBT_3320 

:DEBT_3311
01C2: remove_references_to_actor 13@($3400,4i) // Like turning an actor into a random pedestrian 

:DEBT_3320
0008: $3400 += 1 
0002: jump @DEBT_3181 

:DEBT_3334
0004: $3400 = 1 

:DEBT_3341
00D6: if 
001A:   4 > $3400 
004D: jump_if_false @DEBT_3575 
00D6: if 
8118:   not actor 13@ dead 
004D: jump_if_false @DEBT_3561 
00D6: if 
8118:   not actor 13@($3400,4i) dead 
004D: jump_if_false @DEBT_3552 
00D6: if 
07FD:   group 17@ alive 
004D: jump_if_false @DEBT_3545 
00D6: if 
86EE:   not actor 13@($3400,4i) in_group 17@ 
004D: jump_if_false @DEBT_3545 
00D6: if 
00F2:   actor 13@($3400,4i) near_actor 13@ radius 30.0 30.0 0 
004D: jump_if_false @DEBT_3488 
0631: put_actor 13@($3400,4i) in_group 17@ 
0002: jump @DEBT_3545 

:DEBT_3488
062E: get_actor 13@($3400,4i) task 1957 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @DEBT_3545 
01C2: remove_references_to_actor 13@($3400,4i) // Like turning an actor into a random pedestrian 
07A5: AS_actor 13@($3400,4i) attack_actor $PLAYER_ACTOR time 5000 

:DEBT_3545
0002: jump @DEBT_3561 

:DEBT_3552
01C2: remove_references_to_actor 13@($3400,4i) // Like turning an actor into a random pedestrian 

:DEBT_3561
0008: $3400 += 1 
0002: jump @DEBT_3341 

:DEBT_3575
0002: jump @DEBT_3614 

:DEBT_3582
0050: gosub @DEBT_3801 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 9@ += 60000 
0006: 0@ = 0 

:DEBT_3614
0002: jump @DEBT_3637 

:DEBT_3621
0050: gosub @DEBT_3801 
0004: $1376 = 0 
004E: end_thread 

:DEBT_3637
0002: jump @DEBT_3676 

:DEBT_3644
0050: gosub @DEBT_3801 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 9@ += 120000 
0006: 0@ = 0 

:DEBT_3676
0002: jump @DEBT_3715 

:DEBT_3683
0050: gosub @DEBT_3801 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 9@ += 120000 
0006: 0@ = 0 

:DEBT_3715
00D6: if and
0118:   actor 13@ dead 
0118:   actor 14@ dead 
0118:   actor 15@ dead 
0118:   actor 16@ dead 
004D: jump_if_false @DEBT_3778 
0050: gosub @DEBT_3801 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 9@ += 120000 
0006: 0@ = 0 

:DEBT_3778
0002: jump @DEBT_109 
00D6: if 
82CA:   not car 12@ bounding_sphere_visible 
004D: jump_if_false @DEBT_3801 

:DEBT_3801
01C2: remove_references_to_actor 13@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 14@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 15@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 16@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 12@ 
065C: release_decision_maker 19@ 
065C: release_decision_maker 18@ 
0632: release_group 17@ 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @DEBT_3871 
0249: release_model #VINCENT 
0006: 2@ = 0 

:DEBT_3871
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @DEBT_3901 
0249: release_model #VWMYCR 
0006: 3@ = 0 

:DEBT_3901
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @DEBT_3931 
0249: release_model #VBMYCR 
0006: 4@ = 0 

:DEBT_3931
00D6: if 
0039:   5@ == 1 
004D: jump_if_false @DEBT_3961 
0249: release_model #VWMYCD 
0006: 5@ = 0 

:DEBT_3961
00D6: if 
0039:   6@ == 1 
004D: jump_if_false @DEBT_3990 
0249: release_model #HMYCR 
0006: 6@ = 0 

:DEBT_3990
00D6: if 
0039:   7@ == 1 
004D: jump_if_false @DEBT_4020 
0249: release_model #MICRO_UZI 
0006: 7@ = 0 

:DEBT_4020
00D6: if 
0039:   8@ == 1 
004D: jump_if_false @DEBT_4050 
0249: release_model #AK47 
0006: 8@ = 0 

:DEBT_4050
0051: return 
004E: end_thread 

//-------------External script 77 (HOTDOG)---------------

:HOTDOGV
03A4: name_thread 'HOTDOGV' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @HOTDOGV_77 
009A: 0@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
00A5: 1@ = create_car #HOTDOG at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:HOTDOGV_77
0001: wait 0 ms 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @HOTDOGV_698 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HOTDOGV_673 
00D6: if 
0A32:   actor 0@ on_turret_of_car 
004D: jump_if_false @HOTDOGV_648 
0A33: get_car_ped_is_attached_to 0@ store_to 1@ 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 1@ 
004D: jump_if_false @HOTDOGV_616 
00D6: if 
0039:   2@ == 0 
004D: jump_if_false @HOTDOGV_434 
00D6: if 
0203:   actor $PLAYER_ACTOR near_car 1@ radius 12.0 12.0 flag 0 on_foot 
004D: jump_if_false @HOTDOGV_434 
04ED: load_animation "VENDING" 
00D6: if 
04EE:   animation "VENDING" loaded 
004D: jump_if_false @HOTDOGV_434 
00D6: if 
010A:   player $PLAYER_CHAR money > 0 
004D: jump_if_false @HOTDOGV_434 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 1@ with_offset 2.0 0.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
004D: jump_if_false @HOTDOGV_434 
0226: $3396 = actor $PLAYER_ACTOR health 
0008: $3396 += 50 
0223: set_actor $PLAYER_ACTOR health_to $3396 
0A1A: actor $PLAYER_ACTOR perform_walk_animation "VEND_EAT1_P" IFP "VENDING" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 -1 ms // versionC 
0623: add 10 to_integer_stat 245 
008B: 3@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 3@ += 3000 
0109: player $PLAYER_CHAR money = 2000000 
000A: 2@ += 1 

:HOTDOGV_434
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @HOTDOGV_494 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 3@ // (int) 
004D: jump_if_false @HOTDOGV_494 
008B: 3@ = $CURRENT_TIME_IN_MS2 // (int) 
000A: 3@ += 27000 
000A: 2@ += 1 

:HOTDOGV_494
00D6: if 
0039:   2@ == 2 
004D: jump_if_false @HOTDOGV_609 
00D6: if 
001E:   $CURRENT_TIME_IN_MS2 > 3@ // (int) 
004D: jump_if_false @HOTDOGV_609 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 1@ with_offset 1.0 0.0 0.0 
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
004D: jump_if_false @HOTDOGV_609 
0006: 2@ = 0 

:HOTDOGV_609
0002: jump @HOTDOGV_641 

:HOTDOGV_616
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
05C5: AS_actor 0@ cower -2 ms 
04EF: release_animation "VENDING" 
004E: end_thread 

:HOTDOGV_641
0002: jump @HOTDOGV_666 

:HOTDOGV_648
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
04EF: release_animation "VENDING" 
004E: end_thread 

:HOTDOGV_666
0002: jump @HOTDOGV_691 

:HOTDOGV_673
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
04EF: release_animation "VENDING" 
004E: end_thread 

:HOTDOGV_691
0002: jump @HOTDOGV_716 

:HOTDOGV_698
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
04EF: release_animation "VENDING" 
004E: end_thread 

:HOTDOGV_716
0002: jump @HOTDOGV_77 
004E: end_thread 
